Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: gre_focus
Component: GRE_fund_the_navy
Constructs: prerequisite, has_country_flag, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_fund_the_navy
	icon = GFX_goal_GRE_coa_navy
	text = GRE_fund_the_navy
	prerequisite = {
		focus = GRE_end_the_depression
	}
	x = 6
	y = 2
	cost = 5
	ai_will_do = {
		factor = 6
	}
	available = {
		has_country_flag = depression_over
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = GRE_fund_the_navy
			cost_reduction = 0.5
			uses = 1
			category = naval_doctrine
		}
		custom_effect_tooltip = available_chief_of_navy available_chief_of_navy available_materiel_manufacturer
		show_ideas_tooltip = GRE_alexandros_sakellariou GRE_petros_voulgaris royal_hellenic_naval_shipyard
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: ITA_decrease_tariffs
Constructs: removal_cost
Source: game
File: common/ideas/r56_italy.txt

Code:
ITA_decrease_tariffs = {
	name = ITA_decrease_tariffs
	allowed = {
		original_tag = ITA
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = can_wartime_prices_and_trade_board
	modifier = {
		production_speed_industrial_complex_factor = 0.1
		production_speed_infrastructure_factor = 0.1
		production_speed_synthetic_refinery_factor = 0.1
	}
}
### Entity: Decision
Component: AST_cabinet_trust_cat
Constructs: has_country_flag, has_dlc
Source: game
File: common/decisions/categories/AST_decision_categories.txt

Code:
AST_cabinet_trust_cat = {
	priority = 110
	icon = GFX_decision_category_generic_crisis
	visible_when_empty = no
	allowed = {
		original_tag = AST
		has_dlc = Thunder at Our Gates
	}
	visible = {
		has_country_flag = AST_canberra_air_disaster_flag
		OR = {
			NOT = {
				has_country_flag = AST_cabinet_trust_complete_1_flag
			} {
				has_country_flag = AST_cabinet_trust_complete_2_flag
			}
		}
	}
	scripted_gui = AST_cabinet_trust_ui
}
### Entity: National Focus
Tree: col_focus
Component: COL_gran_colombia
Constructs: prerequisite, limit, add_ideas, has_government, every_country, has_war_with, add_war_support, completion_reward
Source: game
File: common/national_focus/colombia.txt

Code:
focus = {
	id = COL_gran_colombia
	icon = GFX_goal_generic_territory_or_war
	prerequisite = {
		focus = COL_nationalism_focus COL_internationalism_focus
	}
	relative_position_id = COL_nationalism_focus
	available = {
		is_subject = no
		has_army_manpower = {
			size = > 40000
		}
		r56_script_i_am_sane = yes
		OR = {
			has_government = fascism communism
		} {
			any_other_country = {
				OR = {
					tag = PAN ECU
				}
				exists = no
			} {
				OR = {
					tag = PAN ECU
				}
				NOT = {
					has_war_with = ROOT
					is_ally_with = ROOT
				}
			}
		}
	}
	ai_will_do = {
		factor = 0.6
		modifier = {
			add = 20
			ROOT = {
				strength_ratio = {
					tag = ECU
					ratio = > 1
				}
			}
		} {
			add = 8.4
			ROOT = {
				has_army_manpower = {
					size = > 60000
				}
			}
		}
	}
	will_lead_to_war_with = PAN ECU
	x = 2
	y = 1
	cost = 10
	completion_reward = {
		add_war_support = 0.05
		add_named_threat = {
			threat = 1
			name = COL_gran_colombia
		}
		set_rule = {
			can_create_factions = yes
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt
		every_state = {
			limit = {
				OR = {
					state = 304 937 685
				}
			}
			add_core_of = ROOT
		} {
			limit = {
				OR = {
					state = 307 488 489 948 305 649 490 1073
				}
			}
			add_claim_by = ROOT
		}
		every_country = {
			limit = {
				OR = {
					tag = PAN ECU
				}
				NOT = {
					has_war_with = ROOT
					is_ally_with = ROOT
				}
			}
			ROOT = {
				create_wargoal = {
					type = annex_everything
					target = PREV
					expire = 0
				}
			}
		}
		if = {
			limit = {
				has_idea = volunteer_only
			}
			add_ideas = limited_conscription
		} {
			limit = {
				has_idea = disarmed_nation
			}
			add_ideas = volunteer_only
		}
		USA = {
			send_embargo = COL
			custom_effect_tooltip = embargo_relation_tt
		}
		hidden_effect = {
			every_country = {
				if = {
					limit = {
						exists = yes
						has_capitulated = no
						NOT = {
							original_tag = HOL
						} {
							original_tag = FRA
						} {
							original_tag = ENG
						}
						OR = {
							is_subject_of = COL
							original_tag = USA
							any_owned_state = {
								is_on_continent = south_america
							}
						}
					}
					news_event = {
						days = 1
						id = r56.news_event.14
					}
				}
			}
		}
	}
	search_filters = 
# ... (truncated)
### Entity: Character
Component: SPA_heli_rolando_de_tella
Constructs: has_completed_focus, limit, has_dlc, has_global_flag
Source: game
File: common/characters/SPR.txt

Code:
SPA_heli_rolando_de_tella = {
	name = SPA_heli_rolando_de_tella
	portraits = {
		army = {
			small = GFX_idea_SPA_heli_rolando_de_tella
		}
	}
	advisor = {
		slot = army_chief
		idea_token = SPA_heli_rolando_de_tella
		ledger = army
		allowed = {
			has_dlc = La Resistance
			OR = {
				original_tag = SPR CHL
			}
		}
		visible = {
			NOT = {
				tag = SPD SPC
			}
		}
		available = {
			if = {
				limit = {
					NOT = {
						has_completed_focus = SPA_supremacy_of_the_communion
					}
				}
				NOT = {
					has_completed_focus = SPA_eliminate_the_carlists
				}
			} {
				limit = {
					has_completed_focus = SPA_unify_the_nationalist_front
				}
				NOT = {
					has_global_flag = SPR_carlist_uprising_flag
				}
			}
			custom_trigger_tooltip = {
				tooltip = SPA_not_republican_spain_tt
				NOT = {
					tag = SPD
				}
			}
		}
		traits = {
			army_chief_defensive_2
		}
		cost = 100
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_R56_institute_the_polaca
Constructs: prerequisite, completion_reward, add_political_power
Source: game
File: common/national_focus/r56_brazil.txt

Code:
focus = {
	id = BRA_R56_institute_the_polaca
	icon = GFX_focus_BRA_the_polaca
	prerequisite = {
		focus = BRA_R56_national_security_law
	}
	x = 0
	y = 2
	relative_position_id = BRA_R56_the_voice_of_brazil
	cost = 10
	ai_will_do = {
		factor = 25
	}
	completion_reward = {
		add_political_power = 120
		country_event = {
			days = 1
			id = bra.2
		}
		custom_effect_tooltip = bra_aviso_tooltip
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_HISTORICAL
	}
}
### Entity: National Focus
Tree: lie_focus
Component: LIE_develop_indigenous_models
Constructs: prerequisite, completion_reward, add_tech_bonus, dd_bonus, ss_bonus
Source: game
File: common/national_focus/liechtenstein.txt

Code:
focus = {
	id = LIE_develop_indigenous_models
	icon = GFX_goal_generic_navy_cruiser
	prerequisite = {
		focus = LIE_develop_our_dockyards
	}
	x = 0
	y = 1
	relative_position_id = LIE_develop_our_dockyards
	cost = 10
	ai_will_do = {
		factor = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = dd_bonus
			bonus = 1
			uses = 1
			category = dd_tech
		} {
			name = ss_bonus
			bonus = 1
			uses = 1
			category = ss_tech
		}
	}
}
### Entity: Character
Component: JAP_south_manchuria_railway_president
Source: game
File: common/country_leader/00_traits.txt

Code:
JAP_south_manchuria_railway_president = {
	random = no
	sprite = 13
	production_speed_infrastructure_factor = 0.1
	production_speed_rail_way_factor = 0.15
	production_speed_supply_node_factor = 0.15
}
### Entity: Unit Template
Component: IRE_MNT_01
Source: game
File: common/units/names_divisions/IRE_names_divisions.txt

Code:
IRE_MNT_01 = {
	name = Mountain Division
	for_countries = {
		IRE
	}
	can_use = {
		always = yes
	}
	division_types = {
		mountaineers
	}
	link_numbering_with = {
		IRE_INF_01
	}
	fallback_name = %dth Irish Mountain Division
	ordered = {
		1 = {
			%dst 'Thunderbolt' Mountain Division
		}
		2 = {
			%dnd 'Spearhead' Mountain Division
		}
		3 = {
			%drd Irish Mountain Division
		}
		4 = {
			%dth Irish Mountain Division
		}
		5 = {
			%dth Irish Mountain Division
		}
		6 = {
			%dth Irish Mountain Division
		}
		7 = {
			%dth Irish Mountain Division
		}
		8 = {
			%dth Irish Mountain Division
		}
		9 = {
			%dth Irish Mountain Division
		}
		10 = {
			%dth Irish Mountain Division
		}
	}
}
### Entity: Idea
Component: SWE_ericsson_r56
Constructs: has_dlc, research_bonus
Source: game
File: common/ideas/r56_sweden.txt

Code:
SWE_ericsson_r56 = {
	name = SWE_ericsson
	picture = SWE_ericsson
	allowed = {
		original_tag = SWE
		NOT = {
			has_dlc = Arms Against Tyranny
		}
	}
	research_bonus = {
		electronics = 0.15
	}
	traits = {
		electronics_concern
	}
}
### Entity: Idea
Component: invincible_nation
Constructs: stability_factor, political_power_gain, neutrality_drift, compliance_gain
Source: game
File: common/ideas/tykn_generic.txt

Code:
invincible_nation = {
	picture = invincible_nation
	modifier = {
		stability_factor = 1
		justify_war_goal_time = -0.55
		neutrality_drift = 0.15
		enemy_justify_war_goal_time = 9999
		political_power_gain = 1
		generate_wargoal_tension = -1
		compliance_gain = 0.6969
		resistance_target = -0.6969
		max_command_power = 100
	}
	rule = {
		can_create_factions = yes
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_master_of_armaments
Constructs: prerequisite, limit, completion_reward, check_variable, cancel_if_invalid, add_to_variable, has_dlc, add_mio_funds
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_master_of_armaments
	icon = GFX_focus_generic_tank_production
	overlay = GFX_focus_overlay_cze_military_five
	prerequisite = {
		focus = CZE_skoda_internal_competition CZE_skoda_increase_cooperation
	}
	relative_position_id = CZE_skoda_internal_competition
	x = 1
	y = 1
	cost = 10
	available = {
		custom_trigger_tooltip = {
			tooltip = skoda_optimization_tier_greater_than_four_tt
			check_variable = {
				var = skoda_optimization_tier
				value = 4
				compare = greater_than
			}
		}
		CZE_has_a_skoda_any_focus = yes
		num_of_military_factories = > 25
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = CZE_modify_skoda_works_ns_intro_tt generic_skip_one_line_tt
		add_to_variable = {
			CZE_skoda_works_dynamic_modifier_industrial_capacity_factory = 0.025
			tooltip = industrial_capacity_factory_tt
		} {
			CZE_skoda_works_dynamic_modifier_production_factory_max_efficiency_factor = 0.025
			tooltip = production_factory_max_efficiency_factor_tt
		} {
			CZE_skoda_works_dynamic_modifier_production_factory_efficiency_gain_factor = 0.025
			tooltip = production_factory_efficiency_gain_factor_tt
		} {
			CZE_skoda_works_dynamic_modifier_production_speed_arms_factory_factor = 0.025
			tooltip = production_speed_arms_factory_factor_tt
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:CZE_skoda_artillery_organization = {
				add_mio_funds = 250
			}
			mio:CZE_skoda_armor_organization = {
				add_mio_funds = 250
			}
			mio:CZE_skoda_plzen_tank_destroyer_organization = {
				add_mio_funds = 250
			}
			mio:CZE_skoda_shipyards_organization = {
				add_mio_funds = 250
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		else = {
			add_tech_bonus = {
				name = CZE_master_of_armaments
				bonus = 0.1
				uses = 1
				category = artillery
			}
		}
		add_tech_bonus = {
			name = CZE_master_of_armaments
			bonus = 1
			uses = 1
			category = infantry_weapons
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
}
### Entity: AI Strategy
Component: marines_USA
Constructs: has_war_with, has_tech
Source: game
File: common/ai_templates/templates_USA.txt

Code:
marines_USA = {
	available_for = {
		USA
	}
	role = marines
	upgrade_prio = {
		base = 4
		modifier = {
			factor = 0
			NOT = {
				has_tech = marines
			}
		} {
			factor = 2
			has_war_with = JAP
		}
	}
	marine_early_USA = {
		upgrade_prio = {
			base = 2
		}
		division_names_group = USA_MAR_01
		target_template = {
			support = {
				recon = 1
				engineer = 1
				artillery = 1
			}
			regimental_support = {
				fire_support = 1
			}
			regiments = {
				marine = 6
				artillery_brigade = 1
			}
		}
	}
	marine_mid_USA = {
		upgrade_prio = {
			base = 1
			modifier = {
				factor = 3
				date = > 1940.1.1
			}
		}
		division_names_group = USA_MAR_01
		target_template = {
			support = {
				recon = 1
				engineer = 1
				logistics_company = 1
				artillery = 1
			}
			regimental_support = {
				fire_support = 2
			}
			regiments = {
				marine = 9
				artillery_brigade = 1
			}
		}
	}
	marine_late_USA = {
		upgrade_prio = {
			base = 1
			modifier = {
				factor = 4
				date = > 1943.1.1
				OR = {
					has_tech = amphibious_tank amphibious_tank_chassis
				}
			}
		}
		division_names_group = USA_MAR_01
		target_template = {
			support = {
				recon = 1
				logistics_company = 1
				maintenance_company = 1
				engineer = 1
				artillery = 1
			}
			regimental_support = {
				mot_fire_support = 1
				anti_air_battery = 1
			}
			regiments = {
				marine = 6
				amphibious_armor = 1
				amphibious_mechanized = 2
				artillery_brigade = 1
			}
		}
	}
}
### Entity: Event
Component: LaR_france_vichy_notification_events.12
Constructs: is_triggered_only, ai_chance
Source: game
File: events/LaR_France.txt

Code:
country_event = {
	id = LaR_france_vichy_notification_events.12
	title = LaR_france_vichy_notification_events.12.t
	desc = LaR_france_vichy_notification_events.7.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = LaR_france_vichy_notification_events.7.a
		ai_chance = {
			factor = 100
		}
		effect_tooltip = {
			FRA = {
				transfer_state = 543
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_AOI_ethiopia_DEPLOY
Constructs: is_puppet_of, force_defend_ally_borders, is_on_continent
Source: game
File: common/ai_strategy/ITA_EAI.txt

Code:
EAI_AOI_ethiopia_DEPLOY = {
	allowed = {
		tag = AOI
	}
	enable = {
		AOI = {
			is_puppet_of = ITA
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = force_defend_ally_borders
		id = ITA
		value = 500
	} {
		type = front_unit_request
		value = -2000
		state_trigger = {
			NOT = {
				is_on_continent = africa
			}
		}
	}
}
### Entity: Effect Reference
Construct: set_border_war_data
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## set_border_war_data

* Supported Scopes: any
* Supported Targets: none

```
update border war properties
```
### Entity: Event
Component: china.8
Constructs: is_triggered_only, limit, has_country_flag, add_political_power, clr_country_flag
Source: game
File: events/China.txt

Code:
country_event = {
	id = china.8
	title = china.8.t
	desc = china.8.d
	picture = GFX_report_event_chinese_soldiers_fighting
	is_triggered_only = yes
	option = {
		name = china.8.a
		if = {
			limit = {
				PRC = {
					has_country_flag = CCW_major_attack
				}
			}
			add_political_power = 100
		} {
			limit = {
				PRC = {
					has_country_flag = CCW_medium_attack
				}
			}
			add_political_power = 50
		} {
			limit = {
				PRC = {
					has_country_flag = CCW_minor_attack
				}
			}
			add_political_power = 25
		}
		PRC = {
			clr_country_flag = CCW_major_attack CCW_medium_attack CCW_minor_attack
		}
	}
}
### Entity: Idea
Component: r56_LUX_initial_rearmament
Constructs: has_power_balance, conscription_factor
Source: game
File: common/ideas/r56_luxembourg.txt

Code:
r56_LUX_initial_rearmament = {
	picture = HUN_secret_rearmament
	cancel = {
		has_power_balance = {
			id = LUX_neutrality_balance
		}
		power_balance_value = {
			id = LUX_neutrality_balance
			value = < -0.4
		}
	}
	modifier = {
		conscription_factor = 0.1
		production_speed_arms_factory_factor = 0.05
		power_balance_weekly = -0.005
	}
}
### Entity: Character
Component: AFG_generic_american_2
Constructs: has_completed_focus
Source: game
File: common/characters/AFG.txt

Code:
AFG_generic_american_2 = {
	advisor = {
		slot = political_advisor
		idea_token = AFG_generic_american_2
		allowed = {
			original_tag = AFG
		}
		visible = {
			has_completed_focus = AFG_recruit_foreign_experts
		}
		available = {
			has_completed_focus = AFG_recruit_foreign_experts
		}
		traits = {
			economist
		}
		cost = 75
	}
	name = AFG_generic_american_2
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_3
		}
	}
}
### Entity: Idea
Component: RAJ_marginalized_muslim_community
Constructs: stability_factor, removal_cost, conscription_factor
Source: game
File: common/ideas/british_raj.txt

Code:
RAJ_marginalized_muslim_community = {
	picture = raj_marginalized_muslim_community
	allowed = {
		original_tag = RAJ
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		stability_factor = -0.1
		conscription_factor = -0.2
	}
}
### Entity: Shared Focus
Component: BALTIC_request_german_support
Constructs: shared_focus, prerequisite, limit, has_government, has_war_with, is_major, completion_reward, has_capitulated
Source: game
File: common/national_focus/baltic_shared.txt

Code:
shared_focus = {
	id = BALTIC_request_german_support
	dynamic = yes
	icon = GFX_goal_generic_trade
	prerequisite = {
		focus = BALTIC_german_baltic_industry
	}
	x = 0
	y = 1
	relative_position_id = BALTIC_german_baltic_industry
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		any_other_country = {
			exists = yes
			has_capitulated = no
			has_government = fascism
			is_faction_leader = yes
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				GER = {
					exists = yes
					has_capitulated = no
					has_government = fascism
					is_faction_leader = yes
					NOT = {
						has_war_with = ROOT
					}
				}
			}
			GER = {
				country_event = {
					id = BALTIC_events.1
					days = 10
				}
			}
		}
		else_if = {
			limit = {
				suitable_fascist_major_in_europe = yes
			}
			random_other_country = {
				limit = {
					is_major = yes
					capital_scope = {
						is_on_continent = europe
					}
					exists = yes
					has_capitulated = no
					has_government = fascism
					NOT = {
						has_war_with = ROOT
					}
				}
				country_event = {
					id = BALTIC_events.1
					days = 10
				}
			}
		} {
			limit = {
				JAP = {
					exists = yes
					has_capitulated = no
					has_government = fascism
					NOT = {
						has_war_with = ROOT
					}
				}
			}
			JAP = {
				country_event = {
					id = BALTIC_events.1
					days = 10
				}
			}
		}
		else = {
			get_best_alliance_match_fascism_effect = yes
			var:best_leader = {
				country_event = {
					id = BALTIC_events.1
					days = 10
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: SOV_boost_div_upgrades
Constructs: division_template, has_war, has_template_ai_majority_unit
Source: game
File: common/ai_strategy/SOV.txt

Code:
SOV_boost_div_upgrades = {
	allowed = {
		original_tag = SOV
	}
	enable = {
		has_war = yes
		date = > 1940.1.1
	}
	abort = {
		has_war = no
		has_template_ai_majority_unit = medium_armor
	}
	ai_strategy = {
		type = land_xp_spend_priority
		id = division_template
		value = 100
	}
}
### Entity: AI Strategy
Component: IRE_historical_plan
Constructs: has_war, has_government, is_historical_focus_on
Source: game
File: common/ai_strategy_plans/IRE_historical_strategy_plan.txt

Code:
IRE_historical_plan = {
	name = IRE: Ireland Historical AI Plan
	desc = Historical behavior for Ireland.
	allowed = {
		original_tag = IRE
	}
	enable = {
		is_historical_focus_on = yes
	}
	abort = {
		OR = {
			NOT = {
				has_government = democratic
			}
			has_war = yes
		}
	}
	ai_national_focuses = {
		IRE_promote_neutrality
	}
	focus_factors = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Character
Component: GER_center_of_the_voelkish_cult_2
Constructs: fascism_drift, conscription_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
GER_center_of_the_voelkish_cult_2 = {
	sprite = 13
	random = no
	political_power_factor = 0.1
	fascism_drift = 0.1
	party_popularity_stability_factor = 0.1
	conscription_factor = 0.25
	army_core_attack_factor = 0.05
	army_core_defence_factor = 0.05
}
### Entity: Achievement
Component: the_empire_strikes_back
Constructs: has_war_with, is_ironman, has_start_date, has_any_custom_difficulty_setting
Source: game
File: common/achievements.txt

Code:
the_empire_strikes_back = {
	id = 42
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		tag = ENG
	}
	happened = {
		OR = {
			has_war_with = SAF CAN RAJ AST NZL MAL
		}
	}
}
### Entity: Event
Component: INS_limited_war_events.8
Constructs: is_triggered_only, ai_chance, add_war_support, add_timed_idea
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_limited_war_events.8
	title = INS_limited_war_events.8.t
	desc = INS_limited_war_events.8.desc
	picture = GFX_report_event_SWE_psilander_affair
	is_triggered_only = yes
	option = {
		name = INS_limited_war_events.8.a
		ai_chance = {
			base = 1
		}
		effect_tooltip = {
			FROM = {
				add_timed_idea = {
					idea = idea_SIA_military_humiliation
					days = 780
				}
			}
		}
		add_war_support = 0.15
	}
}
### Entity: Event
Component: denmark_overlord_events.16
Constructs: is_triggered_only, limit, has_government, has_dynamic_modifier, add_to_variable
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_overlord_events.16
	title = denmark_overlord_events.7.t
	desc = denmark_overlord_events.16.desc
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	option = {
		name = denmark_overlord_events.16.a
		if = {
			limit = {
				NOT = {
					FROM = {
						has_government = ROOT
					}
				}
			}
			if = {
				limit = {
					has_dynamic_modifier = {
						modifier = DEN_occupation_laws_dynamic_modifier
					}
				}
				custom_effect_tooltip = DEN_modify_occupation_laws_dynamic_modifier
				add_to_variable = {
					DEN_occupation_laws_master_ideology_drift = 0.1
					tooltip = master_ideology_drift_tt
				}
			}
		}
		else_if = {
			limit = {
				has_dynamic_modifier = {
					modifier = DEN_occupation_laws_dynamic_modifier
				}
			}
			custom_effect_tooltip = DEN_modify_occupation_laws_dynamic_modifier
			add_to_variable = {
				DEN_occupation_laws_cic_to_overlord = 0.05
				tooltip = cic_to_overlord_factor_tt
			} {
				DEN_occupation_laws_mic_to_overlord = 0.05
				tooltip = mic_to_overlord_factor_tt
			} {
				DEN_occupation_laws_autonomy_gain = -0.1
				tooltip = autonomy_gain_tt
			}
		}
		DEN_bop_occupation_very_low_decrease_effect = yes
		DEN_modify_overlord_relations_small = yes
	}
}
### Entity: Order of Battle
Component: air_wing_66
Source: game
File: history/units/GER_1936_air_bba.txt

Code:
air_wings = {
	66 = {
		medium_plane_airframe_0 = {
			owner = GER
			amount = 60
			version_name = Do 23
		} {
			owner = GER
			amount = 60
			version_name = Do 23
		}
		name = Kampfgeschwader 253 Sturzkampfgeschwader 162
		small_plane_cas_airframe_0 = {
			owner = GER
			amount = 80
			version_name = Hs 123
		}
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_socialist_scientists
Constructs: prerequisite, add_ideas, has_government, completion_reward, add_popularity
Source: game
File: common/national_focus/r56_iraq.txt

Code:
focus = {
	id = IRQ_socialist_scientists
	icon = GFX_focus_generic_socialist_science
	prerequisite = {
		focus = IRQ_workers_revolution
	}
	available = {
		has_government = communism
	}
	relative_position_id = IRQ_workers_revolution
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		add_ideas = r56i_laws_social_revolutionary
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MANPOWER
	}
}
### Entity: Idea
Component: SPA_expand_the_axis_gold_trade
Constructs: production_speed_buildings_factor
Source: game
File: common/ideas/spain_nationalist.txt

Code:
SPA_expand_the_axis_gold_trade = {
	picture = SPR_seize_the_gold_reserves
	allowed = {
		original_tag = SPR
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		production_speed_buildings_factor = 0.15
	}
}