Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Decision
Component: DEN_occupation_category
Constructs: has_completed_focus, limit, has_government, has_country_flag, add_stability, add_opinion_modifier, fire_only_once, is_debug
Source: game
File: common/decisions/DEN.txt

Code:
DEN_occupation_category = {
	DEBUG_remove_bop_occupation_debug = {
		priority = 1000
		visible = {
			is_debug = yes
		}
		complete_effect = {
			set_country_flag = DEN_remove_bop_debug
		}
	}
	DEBUG_show_bop_occupation_debug = {
		priority = 999
		visible = {
			is_debug = yes
		}
		complete_effect = {
			clr_country_flag = DEN_remove_bop_debug
		}
	}
	DEBUG_DEN_bop_occupation_absurdly_high_increase_value = {
		priority = 920
		visible = {
			is_debug = yes
			NOT = {
				has_country_flag = DEN_remove_bop_debug
			}
			has_country_flag = DEN_has_occupation_flag
		}
		complete_effect = {
			DEN_bop_occupation_absurdly_high_increase_effect = yes
		}
	}
	DEBUG_DEN_bop_occupation_very_high_increase_value = {
		priority = 919
		visible = {
			is_debug = yes
			NOT = {
				has_country_flag = DEN_remove_bop_debug
			}
			has_country_flag = DEN_has_occupation_flag
		}
		complete_effect = {
			DEN_bop_occupation_very_high_increase_effect = yes
		}
	}
	DEBUG_DEN_bop_occupation_high_increase_value = {
		priority = 918
		visible = {
			is_debug = yes
			NOT = {
				has_country_flag = DEN_remove_bop_debug
			}
			has_country_flag = DEN_has_occupation_flag
		}
		complete_effect = {
			DEN_bop_occupation_high_increase_effect = yes
		}
	}
	DEBUG_DEN_bop_occupation_medium_increase_value = {
		priority = 917
		visible = {
			is_debug = yes
			NOT = {
				has_country_flag = DEN_remove_bop_debug
			}
			has_country_flag = DEN_has_occupation_flag
		}
		complete_effect = {
			DEN_bop_occupation_medium_increase_effect = yes
		}
	}
	DEBUG_DEN_bop_occupation_low_increase_value = {
		priority = 916
		visible = {
			is_debug = yes
			NOT = {
				has_country_flag = DEN_remove_bop_debug
			}
			has_country_flag = DEN_has_occupation_flag
		}
		complete_effect = {
			DEN_bop_occupation_low_increase_effect = yes
		}
	}
	DEBUG_DEN_bop_occupation_very_low_increase_value = {
		priority = 915
		visible = {
			is_debug = yes
			NOT = {
				has_country_flag = DEN_remove_bop_debug
			}
			has_country_flag = DEN_has_occupation_flag
		}
		complete_effect = {
			DEN_bop_occupation_very_low_increase_effect = yes
		}
	}
	DEBUG_DEN_bop_occupation_absurdly_high_decrease_value = {
		priority = 914
		visible = {
			is_debug = yes
			NOT = {
				has_country_flag = DEN_remove_bop_debug
			}
			has_country_flag = DEN_has_occupation_flag
		}
		complete_effect = {
			DEN_bop_occupation_absurdly_high_decrease_
# ... (truncated)
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3AAPP-6_Artillery.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
APP-6_Artillery.png &#8206;(120 × 75 pixels, file size: 1 KB, MIME type: image/png)
### Entity: AI Strategy
Component: USA_alternate_plan_2
Constructs: has_war, has_game_rule
Source: game
File: common/ai_strategy_plans/USA_alternate_strategy_plan.txt

Code:
USA_alternate_plan_2 = {
	name = US alternate plan - democratic - neutral
	desc = Standard alternate plan
	allowed = {
		original_tag = USA
	}
	enable = {
		not = {
			OR = {
				has_game_rule = {
					rule = USA_ai_behavior
					option = DEMOCRATIC_ALTERNATE
				} {
					rule = USA_ai_behavior
					option = DEMOCRATIC_HISTORICAL
				} {
					rule = USA_ai_behavior
					option = FASCIST
				} {
					rule = USA_ai_behavior
					option = COMMUNIST
				}
			}
		}
	}
	abort = {
		has_war = yes
	}
	focus_factors = {
		USA_continue_the_new_deal = 15
		USA_wpa = 5
		USA_war_department = 5
		USA_air_war_plans_division = 5
		USA_war_plans_division = 5
		USA_agricultural_adjustment_act = 15
		USA_neutrality_act = 15
		USA_intervention_in_asia = 5
		USA_war_plan_orange = 5
		USA_intervention_in_europe = 5
		USA_war_plan_black = 5
		USA_strategic_bombing = 5
		USA_fair_labour_standards_act = 15
		USA_escort_fighters = 5
		USA_arsenal_of_democracy = 5
		USA_scientist_haven = 25
		USA_military_construction = 5 5
		USA_USACE_projects = 5
		USA_manhattan_project = 5
		USA_intervention_in_the_americas = 5
		USA_the_giant_wakes = 5
		USA_two_ocean_navy_act = 5
		USA_selective_training_act = 5
		USA_destroyers_for_bases = 5
		USA_maritime_commission = 5
		USA_lend_lease_act = 15
		USA_office_of_scientific_research_and_development = 25
		USA_louisiana_maneuvers = 5
		USA_support_rock_island = 5
		USA_tank_experiments = 5
		USA_tank_destroyer_doctrine = 5
		USA_combined_bomber_offensive = 5
		USA_bureau_of_ships = 5
		USA_carrier_primacy = 5
		USA_wartime_industry = 5
		USA_build_the_pentagon = 5
		USA_limited_intervention = 5
		USA_reestablish_the_gold_standard = 10
		USA_america_first = 0
		USA_adjusted_compensation_act = 5
		USA_suspend_the_presecution = 0
		USA_reach_out_to_the_ware_group = 0
	}
	research = {

	}
	ideas = {

	}
	traits = {
		war_industrialist = 5
		financial_expert = 10
		silent_workhorse = 25
	}
	ai_strategy = {
		type = support
		id = ENG
		value = 200
	} {
		type = support
		id = CHI
		value = 200
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_join_the_allies
Constructs: has_completed_focus, prerequisite, completion_reward, is_faction_leader, is_subject, is_in_faction, is_in_faction_with
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_join_the_allies
	icon = GFX_goal_support_democracy
	mutually_exclusive = {
		focus = TUR_the_mediterranean_entente TUR_join_the_axis TUR_anti_bolshevik_mediterranean_bloc TUR_readdress_the_montreux_convention
	}
	prerequisite = {
		focus = TUR_american_motor_factories
	} {
		focus = TUR_bomber_schematics
	}
	available = {
		ENG = {
			is_faction_leader = yes
			NOT = {
				OR = {
					has_completed_focus = ENG_the_kings_party ENG_concessions_to_the_trade_unions
				}
			}
		}
		is_subject = no
		is_in_faction = no
	}
	x = 0
	y = 2
	relative_position_id = TUR_the_chester_concession
	cost = 10
	ai_will_do = {
		base = 10
	}
	bypass = {
		is_in_faction_with = ENG
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		ENG = {
			country_event = {
				id = generic.2
			}
		}
	}
}
### Entity: State History
Component: 659
Constructs: add_core_of
Source: game
File: history/states/659-Arabian UK 2.txt

Code:
state = {
	id = 659
	name = STATE_659
	provinces = {
		2029 4976 12821 12894 13079
	}
	manpower = 871202
	buildings_max_level_factor = 1.0
	state_category = pastoral
	local_supplies = 0.0
	history = {
		owner = ENG
		add_core_of = YEM FSA
		buildings = {
			infrastructure = 1
			air_base = 1
		}
	}
}
### Entity: Event
Component: mtg_britain.27
Constructs: is_triggered_only, ai_chance, limit, add_to_faction, is_in_faction, create_faction_from_template
Source: game
File: events/MTG_Britain.txt

Code:
country_event = {
	id = mtg_britain.27
	title = mtg_britain.27.t
	desc = mtg_britain.27.d
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = mtg_britain.27.a
		effect_tooltip = {
			add_to_faction = FROM
		}
		if = {
			limit = {
				NOT = {
					is_in_faction = yes
				}
			}
			create_faction_from_template = {
				template = faction_template_GER_mitteleuropa_alliance
				name = GER_central_powers_faction
				icon = GFX_faction_logo_generic_13
			}
		}
		FROM = {
			country_event = {
				id = mtg_britain.28
				hours = 6
			}
		}
	} {
		name = mtg_britain.27.b
		ai_chance = {
			factor = 0
		}
		FROM = {
			country_event = {
				id = mtg_britain.29
				hours = 6
			}
		}
	}
}
### Entity: Idea
Component: EAI_DD_13/heavy_tank_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_13/heavy_tank_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		heavy_tank_chassis = {
			build_cost_ic = -0.325
			instant = yes
		}
	}
}
### Entity: Unit Template
Component: JAP_CL_HISTORICAL
Source: game
File: common/units/names_ships/JAP_ship_names.txt

Code:
JAP_CL_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CL
	for_countries = {
		JAP
	}
	type = ship
	ship_types = {
		ship_hull_cruiser light_cruiser
	}
	fallback_name = Keijun'yokan %d -go
	unique = {
		Suzuya Kumano Katori Kashima Kashii Kashiwara Agano Noshiro Yahagi Sakawa Oyodo Ioshima Yasoshima Yodo Hirado Yahagi Tenryu Tatsuta Kuma Tama Kitakami Oi Kiso Nagara Isuzu Natori Yura Kinu Abukuma Yubari Sendai Jintsu Naka Furutaka Kako Aoba Kinugasa Myoko Nachi Haguro Ashigara Takao Atago Maya Chokai Tone Chikuma Aso Tsugaru Soya Ibuki Haogi Mogami Mikuma Iwaki Mabechi Takase Naruse Yoneshiro Omono Koyoshi Kuji Tsurumi Oyabe Tedori Kano Shonai Suzuka Kumozu Kushida Maruyama Hino Takatsu Yoshii Takahashi Ashida Yoshino Onga Yabe Matsuura Yamakuni Chikugo Rokkaku Kikuchi Kase Honmyo Oita Ono Ota Banjo Gokase Omaru Kimotsuki
	}
}
### Entity: Event
Component: bba_africa_news.4
Constructs: is_triggered_only, is_on_continent
Source: game
File: events/BBA_NewsEvents.txt

Code:
news_event = {
	id = bba_africa_news.4
	title = bba_africa_news.4.t
	desc = bba_africa_news.4.desc
	picture = GFX_news_event_generic_african_unity
	is_triggered_only = yes
	option = {
		name = bba_africa_news.4.a
		trigger = {
			capital_scope = {
				is_on_continent = africa
			}
		}
	} {
		name = bba_africa_news.4.b
		trigger = {
			capital_scope = {
				NOT = {
					is_on_continent = africa
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_NIC_68
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_NIC_68 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_NIC
			value = 68
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = dockyard
		value = 68
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_sjarifuddin_focus_2
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_sjarifuddin_focus_2
	icon = GFX_focus_generic_currency_reforms
	available = {

	}
	prerequisite = {
		focus = INS_prime_minister_sjarifuddin
	}
	mutually_exclusive = {

	}
	x = -1
	y = 2
	relative_position_id = INS_prime_minister_sjarifuddin
	cost = 10
	search_filters = {

	}
	completion_reward = {
		custom_effect_tooltip = INS_great_depression_tt
		add_to_variable = {
			var = INS_great_depression_min_export
			value = 0.15
			tooltip = min_export_tt
		}
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_agrarian_reform
Constructs: has_completed_focus, prerequisite, limit, remove_ideas, completion_reward, has_active_mission, add_days_mission_timeout, add_to_variable
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_agrarian_reform
	icon = GFX_focus_prc_agrarian_socialism
	prerequisite = {
		focus = POL_fill_the_railways_gaps
	}
	x = -1
	y = 2
	relative_position_id = POL_fill_the_railways_gaps
	cost = 10
	cancelable = no
	ai_will_do = {
		factor = 10
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	available = {
		NOT = {
			has_completed_focus = POL_organize_the_peasants_strike
		}
	}
	bypass = {
		NOT = {
			has_active_mission = POL_looming_peasants_strike_mission
		} {
			has_active_mission = POL_peasants_strike
		}
	}
	select_effect = {
		if = {
			limit = {
				has_active_mission = POL_looming_peasants_strike_mission
			}
			add_days_mission_timeout = {
				mission = POL_looming_peasants_strike_mission
				days = 70
			}
		} {
			limit = {
				has_active_mission = POL_peasants_strike
			}
			add_days_mission_timeout = {
				mission = POL_peasants_strike
				days = 70
			}
		}
	}
	completion_reward = {
		custom_effect_tooltip = POL_delay_strike_70_days_tt
		add_to_variable = {
			var = POL_investments_var
			value = 1
		}
		if = {
			limit = {
				has_idea = POL_great_peasants_strike
			}
			remove_ideas = POL_great_peasants_strike
		}
		else = {
			remove_ideas = POL_looming_peasants_strike
		}
	}
}
### Entity: Event
Component: kmt.191
Constructs: is_triggered_only, add_opinion_modifier
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.191
	title = kmt.191.t
	desc = kmt.191.d
	picture = GFX_report_event_japanese_soldiers_02
	is_triggered_only = yes
	option = {
		name = kmt.191.a
		effect_tooltip = {
			add_opinion_modifier = {
				target = FROM
				modifier = ohne_ehre
			}
		}
	}
}
### Entity: Country History
Country: ADU
Component: ADU_misc
Constructs: limit, set_technology, has_dlc, set_convoys, complete_national_focus, set_grand_doctrine, complete_special_project
Source: game
File: history/countries/ADU - Andalusia.txt

Code:
# Misc for ADU
capital = 789
if = {
	limit = {
		NOT = {
			has_dlc = By Blood Alone
		}
	}
	set_technology = {
		early_fighter = 1
		early_bomber = 1
		naval_bomber1 = 1
	}
}
set_convoys = 20
1939.1.1 = {
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort naval_effort flexible_navy industrial_effort construction_effort production_effort
	set_technology = {
		electronic_mechanical_engineering = 1
		radio = 1
		mechanical_computing = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		construction1 = 1
		construction2 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
	}
	set_grand_doctrine = grand_battleplan
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
### Entity: Event
Component: argentina.13
Constructs: is_triggered_only, limit, add_ideas, has_government, add_popularity
Source: game
File: events/r56_argentina.txt

Code:
country_event = {
	id = argentina.13
	title = argentina.13.t
	desc = argentina.13.d
	picture = GFX_report_event_generic_usa_treaty
	is_triggered_only = yes
	option = {
		name = argentina.13.a
		ARG = {
			add_ideas = arg_american_advisors
			if = {
				limit = {
					USA = {
						has_government = democratic
					}
				}
				add_popularity = {
					ideology = democratic
					popularity = 0.05
				}
			}
		}
	}
}
### Entity: National Focus
Tree: ukr_focus
Component: UKR_free_and_at_peace
Constructs: has_war, add_stability, completion_reward, add_political_power
Source: game
File: common/national_focus/ukraine.txt

Code:
focus = {
	id = UKR_free_and_at_peace
	icon = GFX_goal_liberate_UKR
	mutually_exclusive = {
		focus = UKR_reborn_through_war
	}
	cost = 5
	x = 8
	y = 0
	ai_will_do = {
		factor = 100
	}
	available = {
		has_war = no
	}
	completion_reward = {
		add_stability = 0.05
		add_political_power = 150
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Character
Component: ENG_richard_oconnor
Source: game
File: common/characters/ENG.txt

Code:
ENG_richard_oconnor = {
	name = ENG_richard_oconnor
	portraits = {
		army = {
			large = GFX_portrait_ENG_richard_oconnor
			small = GFX_portrait_ENG_richard_oconnor_small
		}
	}
	corps_commander = {
		skill = 4
		attack_skill = 2
		defense_skill = 4
		planning_skill = 4
		logistics_skill = 3
		legacy_id = 999
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_doctrinal_studies
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/iceland.txt

Code:
focus = {
	id = ICE_doctrinal_studies
	icon = GFX_goal_generic_army_doctrines
	prerequisite = {
		focus = ICE_a_profesional_army
	}
	x = -1
	y = 1
	relative_position_id = ICE_a_profesional_army
	cost = 10
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		army_experience = 25
		add_doctrine_cost_reduction = {
			name = ICE_doctrinal_studies
			cost_reduction = 0.33
			uses = 2
			category = land_doctrine
		}
	}
}
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/Template%3AUpdate/doc.html

Doc:
This is the documentation page for Template:Update. When it is viewed directly, links using variables may appear broken; do not replace these with hardcoded page names or URLs.

Update can be used to highlight articles with minor out of date content issues.

Contents

1 Usage

2 Parameters

3 Values

4 Effects

5 Updating this template

6 Example
### Entity: Modifier Reference
Component: KMT_porcupine_strategy
Constructs: army_defence_factor
Source: game
File: common/dynamic_modifiers/r56_china_and_co_dm.txt

Code:
KMT_porcupine_strategy = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_generic_defense
	army_defence_factor = 0.15
	max_dig_in = 25
	enemy_army_bonus_air_superiority_factor = -0.15
	cas_damage_reduction = 0.1
	state_production_speed_bunker_factor = 0.35
	production_speed_anti_air_building_factor = 0.2
}
### Entity: Joint Focus
Component: INSHOL_undermine_the_militias
Constructs: prerequisite, limit, joint_focus, has_country_flag, completion_reward, add_political_power, is_historical_focus_on
Source: game
File: common/national_focus/indonesia_joint.txt

Code:
joint_focus = {
	id = INSHOL_undermine_the_militias
	icon = GFX_goal_generic_position_armies
	text_icon = INSHOL_HOL_focus_style
	available = {
		tag = HOL
		custom_trigger_tooltip = {
			tooltip = INSHOL_revolution_ongoing_tt
			INS = {
				has_country_flag = {
					flag = INS_revolution_has_started
				}
			}
		}
	}
	prerequisite = {
		focus = INSHOL_request_british_support
	}
	mutually_exclusive = {
		focus = INSHOL_franco_dutch_accord INSHOL_london_batavia_accord INSHOL_flag_will_fly_again
	}
	x = 0
	y = 2
	relative_position_id = INSHOL_request_british_support
	cost = 5
	ai_will_do = {
		base = 1
		modifier = {
			add = 1
			is_historical_focus_on = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {

	}
	completion_reward_joint_originator = {
		if = {
			limit = {
				original_tag = INS
			}
			indonesia_reduce_escalation_1_effect = yes
		}
		else_if = {
			limit = {
				original_tag = HOL
			}
			add_political_power = 200
		}
	}
	completion_reward_joint_member = {
		if = {
			limit = {
				original_tag = INS
			}
			indonesia_reduce_escalation_1_effect = yes
		}
		else_if = {
			limit = {
				original_tag = HOL
			}
			add_political_power = 200
		}
	}
}
### Entity: Order of Battle
Component: KhVO Tankovaya Gruppa
Constructs: division_template
Source: game
File: history/units/SOV_1939.txt

Code:
division = {
	name = KhVO Tankovaya Gruppa
	location = 6474
	division_template = Tyazolaya-Tankovaya Brigada
	start_experience_factor = 0.2
	start_equipment_factor = 0.7
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_expel_axis_nationals
Constructs: has_completed_focus, prerequisite, limit, remove_ideas, has_government, has_war_with, add_stability, add_opinion_modifier
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_expel_axis_nationals
	icon = GFX_focus_generic_anti_fascist_diplomacy
	prerequisite = {
		focus = AFG_maintain_neutrality
	}
	x = -1
	y = 1
	relative_position_id = AFG_maintain_neutrality
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		has_completed_focus = AFG_placeholder_1
		NOT = {
			has_government = fascism
		} {
			is_ally_with = GER
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		every_other_country = {
			limit = {
				is_in_faction_with = GER
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = large_decrease
			}
		} {
			limit = {
				has_war_with = GER
				is_faction_leader = yes
			}
		}
		add_stability = 0.05
		IF = {
			limit = {
				has_idea = AFG_fascist_influence
			}
			remove_ideas = AFG_fascist_influence
		}
	}
}
### Entity: Idea
Component: GRE_foreign_monopolies
Constructs: removal_cost
Source: game
File: common/ideas/greece.txt

Code:
GRE_foreign_monopolies = {
	allowed = {
		original_tag = GRE
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_exploit_mines
	removal_cost = -1
	modifier = {
		trade_laws_cost_factor = 0.75
		economy_cost_factor = 0.25
		consumer_goods_factor = 0.4
		trade_opinion_factor = 0.25
	}
}
### Entity: Order of Battle
Component: Yunnan Baoan Ke
Constructs: division_template
Source: game
File: history/units/YUN_1936.txt

Code:
division = {
	name = Yunnan Baoan Ke
	location = 10346
	division_template = Juntuán
	start_equipment_factor = 0.5
}
### Entity: National Focus
Tree: hun_focus
Component: HUN_light_fighter_effort
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/hungary.txt

Code:
focus = {
	id = HUN_light_fighter_effort
	icon = GFX_goal_generic_air_fighter2
	prerequisite = {
		focus = HUN_indigenous_designs
	}
	mutually_exclusive = {
		focus = HUN_heavy_fighter_effort
	}
	x = -1
	y = 1
	relative_position_id = HUN_indigenous_designs
	cost = 10
	ai_will_do = {
		factor = 40
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = HUN_light_fighter_effort
			bonus = 1.0
			ahead_reduction = 2
			uses = 1
			category = light_fighter
		}
	}
}
### Entity: Character
Component: SRL_don_stephen_senanayake
Source: game
File: common/characters/SRL.txt

Code:
SRL_don_stephen_senanayake = {
	name = Don Stephen Senanayake
	portraits = {
		civilian = {
			large = gfx/leaders/SRL/r56_portrait_SRL_Don_Stephen_Senanayake.dds
		}
	}
	country_leader = {
		ideology = liberalism
		traits = {
			tenacious_negotiator
		}
		expire = 1965.1.1
		id = -1
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_starve_the_fascists_of_iron
Constructs: prerequisite, limit, add_ideas, add_opinion_modifier, completion_reward, cancel_if_invalid, has_dlc, has_country_leader
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_starve_the_fascists_of_iron
	icon = GFX_focus_generic_anti_fascist_diplomacy
	x = 0
	y = 1
	cost = 10
	prerequisite = {
		focus = SWE_five_year_plan
	}
	relative_position_id = SWE_five_year_plan
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			if = {
				limit = {
					has_country_leader = {
						ruling_only = yes
						character = SWE_nils_flyg
					}
				}
				send_embargo = SOV
			}
			else = {
				send_embargo = GER
			}
		}
		else = {
			if = {
				limit = {
					has_country_leader = {
						ruling_only = yes
						character = SWE_nils_flyg
					}
				}
				SOV = {
					add_opinion_modifier = {
						target = PREV
						modifier = SWE_embargoed_us
					}
				}
			}
			else = {
				GER = {
					add_opinion_modifier = {
						target = PREV
						modifier = SWE_embargoed_us
					}
				}
			}
		}
		add_ideas = SWE_full_capacity_furnaces
	}
}
### Entity: Event
Component: bftb_news.16
Constructs: is_triggered_only, is_in_faction_with
Source: game
File: events/BFTB_NewsEvents.txt

Code:
news_event = {
	id = bftb_news.16
	title = bftb_news.16.t
	desc = bftb_news.16.desc
	picture = GFX_news_event_eng_churchill_sign_treaty
	major = yes
	is_triggered_only = yes
	option = {
		name = bftb_news.16.a
		trigger = {
			tag = BUL
		}
	} {
		name = bftb_news.16.b
		trigger = {
			tag = ENG
		}
	} {
		name = bftb_news.16.c
		trigger = {
			is_in_faction_with = ENG
			NOT = {
				tag = BUL
			} {
				tag = ENG
			}
		}
	} {
		name = bftb_news.16.d
		trigger = {
			NOT = {
				is_in_faction_with = ENG
			} {
				tag = BUL
			} {
				tag = ENG
			}
		}
	}
}
### Entity: Modding Documentation
Construct: Leader
Source: vanilla_docs
File: common/on_actions/_documentation.md

Doc:
### Unit Leader
- `on_unit_leader_created`
- `on_army_leader_daily`
- `on_army_leader_won_combat`
- `on_army_leader_lost_combat`
- `on_unit_leader_level_up`
- `on_army_leader_promoted`
- `on_deployed_leader_defeated`
### Entity: Idea
Component: CAN_war_bonds_2
Constructs: removal_cost
Source: game
File: common/ideas/canada.txt

Code:
CAN_war_bonds_2 = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_goods_red_bonus
	modifier = {
		consumer_goods_factor = -0.2
	}
}