Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: bel_focus
Component: BEL_invite_german_tank_organization
Constructs: prerequisite, limit, completion_reward, has_dlc, add_mio_size
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_invite_german_tank_organization
	icon = GFX_focus_BRA_acquire_german_tanks
	prerequisite = {
		focus = BEL_the_lost_tribe
	}
	relative_position_id = BEL_the_lost_tribe
	x = -2
	y = 1
	cost = 5
	available = {

	}
	completion_reward = {
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = available_mio_tt
			show_mio_tooltip = GER_daimler_benz_organization
			mio:GER_daimler_benz_organization = {
				add_mio_size = 2
			}
		}
		ELSE = {
			custom_effect_tooltip = available_designer
			show_ideas_tooltip = BEL_daimler_benz
		}
	}
}
### Entity: Event
Component: wuw_GER_weltpolitik.13
Constructs: is_triggered_only, limit, every_state, is_owned_and_controlled_by, is_subject_of, random_hours
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_weltpolitik.13
	title = wuw_GER_weltpolitik.13.t
	desc = wuw_GER_weltpolitik.13.desc
	picture = GFX_report_event_journalists_speech
	is_triggered_only = yes
	option = {
		name = wuw_GER_weltpolitik.13.a
		every_state = {
			limit = {
				is_owned_and_controlled_by = FROM
				OR = {
					state = 773 777 546 768 769 895 894 541 893 743 647 979 737 684 633 1070 646 726 725
				}
			}
			transfer_state_to = ROOT
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt
		IF = {
			limit = {
				NZL = {
					is_subject_of = FROM
				}
			}
			effect_tooltip = {
				every_state = {
					limit = {
						is_owned_and_controlled_by = NZL
						OR = {
							state = 773 777 546 768 769 895 894 541 893 743 647 979 737 684 633 1070 646 726 725
						}
					}
					transfer_state_to = ROOT
				}
			}
			NZL = {
				country_event = {
					id = wuw_GER_weltpolitik.15
					hours = 1
					random_hours = 2
				}
			}
		} {
			limit = {
				AST = {
					is_subject_of = FROM
				}
			}
			effect_tooltip = {
				every_state = {
					limit = {
						is_owned_and_controlled_by = AST
						OR = {
							state = 773 777 546 768 769 895 894 541 893 743 647 979 737 684 633 1070 646 726 725
						}
					}
					transfer_state_to = ROOT
				}
			}
			AST = {
				country_event = {
					id = wuw_GER_weltpolitik.15
					hours = 1
					random_hours = 2
				}
			}
		} {
			limit = {
				SAF = {
					is_subject_of = FROM
				}
			}
			effect_tooltip = {
				every_state = {
					limit = {
						is_owned_and_controlled_by = SAF
						OR = {
							state = 773 777 546 768 769 895 894 541 893 743 647 979 737 684 633 1070 646 726 725
						}
					}
					transfer_state_to = ROOT
				}
			}
			SAF = {
				country_event = {
					id = wuw_GER_weltpolitik.15
					hours = 1
					random_hours = 2
				}
			}
		}
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_a_joint_application_to_the_allies
Constructs: prerequisite, has_government, is_major, completion_reward, is_historical_focus_on, is_in_faction, is_faction_leader, is_subject
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_a_joint_application_to_the_allies
	icon = GFX_focus_CHL_a_joint_application_to_the_allies
	relative_position_id = CHL_enact_stricter_labor_laws
	x = 1
	y = 3
	cost = 10
	prerequisite = {
		focus = CHL_enact_stricter_labor_laws CHL_found_national_steelworks
	}
	mutually_exclusive = {
		focus = CHL_dispute_over_tierra_del_fuego
	}
	ai_will_do = {
		base = 2
		modifier = {
			factor = 0
			is_historical_focus_on = yes
		}
	}
	available = {
		has_government = democratic
		ARG = {
			NOT = {
				OR = {
					has_government = fascism communism
				}
			}
			is_in_faction = no
		}
		any_country = {
			is_major = yes
			has_government = democratic
			is_faction_leader = yes
		}
		is_in_faction = no
		is_subject = no
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		ARG = {
			country_event = {
				id = CHL_political_events.1
				days = 2
			}
		}
	}
}
### Entity: Event
Component: lar_intervention_in_greece.3
Constructs: is_triggered_only, ai_chance
Source: game
File: events/LaR_France.txt

Code:
country_event = {
	id = lar_intervention_in_greece.3
	title = lar_intervention_in_greece.3.t
	desc = lar_intervention_in_greece.3.desc
	picture = GFX_report_event_fascists_posing
	is_triggered_only = yes
	option = {
		name = lar_intervention_in_greece.3.a
		ai_chance = {
			factor = 100
		}
	}
}
### Entity: Idea
Component: american_protection_drift_fascism
Constructs: has_government, removal_cost, fascism_drift
Source: game
File: common/ideas/usa.txt

Code:
american_protection_drift_fascism = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	picture = generic_intel_bonus
	modifier = {
		fascism_drift = 0.05
	}
}
### Entity: State History
Component: 142
Constructs: add_core_of
Source: game
File: history/states/142-Vestlandet.txt

Code:
state = {
	id = 142
	name = STATE_142
	manpower = 484520
	state_category = town
	resources = {
		chromium = 1
		aluminium = 10
	}
	history = {
		owner = NOR
		buildings = {
			infrastructure = 3
			industrial_complex = 2
			air_base = 1
			53 = {
				naval_base = 1
				coastal_bunker = 1
			}
			122 = {
				naval_base = 3
				coastal_bunker = 2
			}
		}
		victory_points = {
			53 3
		} {
			122 5
		} {
			9127 1
		}
		add_core_of = NOR
	}
	provinces = {
		53 65 102 122 137 188 199 3090 3093 3096 3114 3180 3188 3192 6145 6176 6204 6216 9047 9127 9170 9216 11100 11198
	}
	local_supplies = 0.0
}
### Entity: AI Strategy
Component: ai_focus_war_production_POR
Source: game
File: common/ai_focuses/POR.txt

Code:
ai_focus_war_production_POR = {
	research = {
		industry = 20.0
		construction_tech = 2.0
		electronics = 2.0
		computing_tech = 2.0
	}
}
### Entity: Event
Component: denmark.59
Constructs: is_triggered_only, ai_chance, add_political_power, add_popularity, remove_country_leader_role, add_country_leader_role
Source: game
File: events/DanishEvents.txt

Code:
country_event = {
	id = denmark.59
	title = denmark.59.t
	desc = denmark.59.d
	picture = GFX_report_event_danish_liberation2
	is_triggered_only = yes
	option = {
		name = denmark.59.a
		ai_chance = {
			base = 25
		}
		add_political_power = -10
		add_popularity = {
			ideology = communism
			popularity = -0.1
		}
	} {
		name = denmark.59.b
		ai_chance = {
			base = 75
		}
		add_political_power = 25
		remove_country_leader_role = {
			character = DEN_aksel_larsen
			ideology = leninism
		}
		add_country_leader_role = {
			character = DEN_Alfred_Jensen
			promote_leader = yes
			country_leader = {
				ideology = marxism
				expire = 1965.1.1
				traits = {
					industry_reformer
				}
			}
		}
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered, force_equipment_variants
Source: game
File: history/units/WGR_1936_nsb.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 1
	}
	location = 495
	division_template = Panzer-Division
	start_experience_factor = 0.3
	force_equipment_variants = {
		light_tank_chassis_1 = {
			owner = WGR
		}
	}
}
### Entity: Idea
Component: CZE_CKD_plzen
Constructs: has_completed_focus, limit, has_dlc, research_bonus, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_CKD_plzen = {
	name = CZE_CKD_plzen_organization
	picture = CZE_ckd_plzen
	allowed = {
		OR = {
			original_tag = CZE POL
		}
		has_dlc = Peace For Our Time
	}
	available = {
		if = {
			limit = {
				original_tag = POL
			}
			has_completed_focus = POL_join_CZE_rails
			OR = {
				controls_state = 9
				any_subject_country = {
					controls_state = 9
				}
			}
		}
	}
	visible = {
		if = {
			limit = {
				original_tag = CZE
			}
			NOT = {
				has_completed_focus = CZE_the_slovak_arrow
			}
		} {
			limit = {
				original_tag = POL
			}
			has_completed_focus = POL_join_CZE_rails
		}
	}
	research_bonus = {
		train_tech = 0.25
		support_tech = 0.05
	}
	equipment_bonus = {
		train_equipment = {
			build_cost_ic = -0.1
			armor_value = 0.1
			air_attack = 0.1
			instant = yes
		}
		support_equipment = {
			build_cost_ic = -0.01
		}
	}
	traits = {
		train_equipment_manufacturer
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_mountain_village_operation_units
Constructs: has_completed_focus, prerequisite, completion_reward, has_country_leader, cancel_if_invalid, add_to_variable
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_mountain_village_operation_units
	icon = GFX_focus_JAP_mountain_village_operation_units
	x = 0
	y = 1
	relative_position_id = JAP_organize_underground_resistance
	prerequisite = {
		focus = JAP_organize_underground_resistance
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		has_country_leader = {
			ruling_only = yes
			character = JAP_abe_isoo
		}
		NOT = {
			has_completed_focus = JAP_revoke_the_peace_preservation_law
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		custom_effect_tooltip = JAP_mountain_village_operation_units_tt generic_skip_one_line_tt
		JAP_add_or_modify_communist_party_modifier = yes
		add_to_variable = {
			JAP_communist_party_conscription_factor = 0.05
			tooltip = conscription_factor_tt
		} {
			JAP_communist_party_communism_drift = 0.02
			tooltip = communism_drift_tt
		}
	}
}
### Entity: Scripted Effect
Component: EAI_PC_AA_strategies
Constructs: limit, has_country_flag, set_temp_variable, check_variable
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_strategies_antiair.txt

Code:
EAI_PC_AA_strategies = {
	set_temp_variable = {
		strategy_type_id = @EAI_PC_AA_strategies_TYPE_ID
	}
	if = {
		limit = {
			always = yes
		}
		EAI_PC_AA_country_strategies = yes
		if = {
			limit = {
				always = yes
			}
			set_temp_variable = {
				best_scored_target_ = 0
			} {
				best_target_score_ = 0
			}
			EAI_PC_AA_get_best_target_on_controlled_states = yes
			if = {
				limit = {
					NOT = {
						check_variable = {
							best_scored_target_ = 0
						}
					}
				}
				set_temp_variable = {
					_project_building_type = global.EAI_PC_AA
				} {
					_project_type_id = @EAI_PC_AA_strategies_TYPE_ID
				} {
					_project_priority = @EAI_PC_AA_strategies_PRIO
				}
				var:best_scored_target_ = {
					EAI_PC_start_project = yes
				}
				if = {
					limit = {
						ROOT = {
							has_country_flag = EAI_PC_AA_logging
						}
					}
					log = [GetYear] [GetMonth] | AI | [Root.GetName] | AA: EAI_PC_AA_get_best_target_on_controlled_states = [?best_scored_target_.GetName] - [?best_target_score_]
				}
			}
		}
	}
}
### Entity: Decision
Component: FIN_the_last_kinship_war
Constructs: limit, fire_only_once, is_in_faction_with, remove_effect, every_core_state, add_dynamic_modifier, set_country_flag, has_dynamic_modifier
Source: game
File: common/decisions/FIN.txt

Code:
FIN_the_last_kinship_war = {
	FIN_stir_anti_soviet_sentiment_in_karelia = {
		priority = 50
		icon = GFX_decision_POL_organize_strike_two
		ai_will_do = {
			base = 0.01
		}
		allowed = {
			original_tag = FIN
		}
		visible = {

		}
		available = {
			KAR = {
				any_core_state = {
					controller = {
						original_tag = SOV
						NOT = {
							is_in_faction_with = ROOT
						}
					}
				}
			}
		}
		fire_only_once = yes
		cost = 50
		days_remove = 30
		remove_effect = {
			KAR = {
				every_core_state = {
					limit = {
						controller = {
							original_tag = SOV
							NOT = {
								is_in_faction_with = ROOT
							}
						}
					}
					add_dynamic_modifier = {
						modifier = FIN_anti_soviet_sentiment
						days = 365
					}
					hidden_effect = {
						controller = {
							set_country_flag = FIN_heimosodat_event_sent_flag
							country_event = {
								id = AAT_finland_kinship_war.01
								hours = 1
							}
						}
					}
				}
			}
		}
	}
	FIN_instigate_a_new_karelian_uprising = {
		priority = 50
		icon = GFX_decision_generic_civil_support
		ai_will_do = {
			base = 0.1
		}
		allowed = {
			original_tag = FIN
		}
		visible = {
			KAR = {
				any_core_state = {
					has_dynamic_modifier = {
						modifier = FIN_anti_soviet_sentiment
					}
				}
			}
		}
		available = {
			KAR = {
				any_core_state = {
					controller = {
						original_tag = SOV
						NOT = {
							is_in_faction_with = ROOT
						}
					}
					has_dynamic_modifier = {
						modifier = FIN_anti_soviet_sentiment
					}
				}
			}
		}
		war_with_on_remove = SOV
		fire_only_once = yes
		custom_cost_trigger = {
			command_power = > 29
			has_political_power = > 69
			has_equipment = {
				infantry_equipment = > 1499
			}
		}
		custom_cost_text = FIN_crush_the_karelian_insurrection_decision_cost_ie_cp_pp
		days_remove = 60
		remove_effect = {
			country_event = AAT_finland_kinship_war.02
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_REF_29
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_REF_29 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_REF
			value = 29
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = synthetic_refinery
		value = 29
	}
}
### Entity: AI Strategy
Component: EAI_SOV_barbarossa_NAVAL_convoy_route
Constructs: has_war_with, is_in_faction_with
Source: game
File: common/ai_strategy/SOV_EAI.txt

Code:
EAI_SOV_barbarossa_NAVAL_convoy_route = {
	enable = {
		is_in_faction_with = SOV
		has_war_with = GER
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = naval_avoid_region
		id = 174
		value = 50
	} {
		type = naval_avoid_region
		id = 16
		value = 50
	} {
		type = naval_avoid_region
		id = 173
		value = 50
	} {
		type = naval_avoid_region
		id = 49
		value = 5000
	} {
		type = naval_avoid_region
		id = 44
		value = 5000
	} {
		type = naval_avoid_region
		id = 51
		value = 5000
	} {
		type = naval_avoid_region
		id = 58
		value = 5000
	} {
		type = naval_avoid_region
		id = 56
		value = 5000
	} {
		type = naval_avoid_region
		id = 57
		value = 50
	} {
		type = naval_avoid_region
		id = 66
		value = 5000
	}
}
### Entity: Character
Component: SIA_sanguan_tularaksa
Constructs: has_completed_focus
Source: game
File: common/characters/SIA.txt

Code:
SIA_sanguan_tularaksa = {
	advisor = {
		slot = political_advisor
		idea_token = SIA_sanguan_tularaksa
		allowed = {
			original_tag = SIA
		}
		available = {
			has_completed_focus = SIA_a_fledgling_tobacco_industry
		}
		traits = {
			SIA_chairman_of_the_tobacco_monopoly_bureau
		}
		cost = 150
		ai_will_do = {
			factor = 1.0
		}
	}
	name = SIA_sanguan_tularaksa
	portraits = {
		civilian = {
			small = GFX_portrait_SIA_sanguan_tularaksa_small
		}
	}
}
### Entity: Event
Component: mongol_soviet_puppet.6
Constructs: is_triggered_only, add_political_power, remove_opinion_modifier
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol_soviet_puppet.6
	title = mongol_soviet_puppet.6.t
	desc = mongol_soviet_puppet.6.d
	picture = GFX_report_event_MON_welcoming_parade
	is_triggered_only = yes
	option = {
		name = mongol_soviet_puppet.6.a
		effect_tooltip = {
			FROM = {
				add_political_power = 50
				remove_opinion_modifier = {
					target = MON
					modifier = protest_action
				}
			}
		}
	}
}
### Entity: Character
Component: GER_erhard_milch
Constructs: has_completed_focus
Source: game
File: common/characters/GER.txt

Code:
GER_erhard_milch = {
	name = GER_erhard_milch
	portraits = {
		army = {
			small = GFX_idea_erhard_milch
		}
	}
	advisor = {
		slot = high_command
		idea_token = erhard_milch
		ledger = air
		allowed = {
			original_tag = GER
		}
		available = {
			has_completed_focus = GER_tactical_bombers
		}
		traits = {
			air_tactical_bombing_2
		}
		cost = 100
		ai_will_do = {
			base = 1.0
		}
	}
}
### Entity: Faction
Component: war_declaration_generated_tension_10
Constructs: mobilization_speed, has_added_tension_amount
Source: game
File: common/factions/rules/war_declaration_rules.txt

Code:
war_declaration_generated_tension_10 = {
	type = war_declaration_rules
	ai_will_do = {
		base = 0
	}
	modifier = {
		mobilization_speed = 0.05
	}
	trigger = {
		FROM = {
			has_added_tension_amount = > 10
		}
	}
}
### Entity: Country History
Country: GER
Component: GER_technology
Constructs: set_technology
Source: game
File: history/countries/GER - Germany.txt

Code:
# Starting Technologies for GER
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_recon = 1
	tech_support = 1
	tech_engineers = 1
	tech_mountaineers = 1
	tech_trucks = 1
	motorised_infantry = 1
	gw_artillery = 1
	interwar_antiair = 1
	basic_train = 1
	synth_oil_experiments = 1
	fuel_silos = 1
	fuel_refining = 1
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_expand_officer_schools
Constructs: prerequisite, completion_reward, has_200_land_doctrine_mastery, has_200_air_doctrine_mastery, add_research_slot
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_expand_officer_schools
	icon = GFX_focus_research
	x = 0
	y = 1
	relative_position_id = TUR_doctrine_on_western_lines
	cost = 10
	prerequisite = {
		focus = TUR_doctrine_on_western_lines
	} {
		focus = TUR_rejuvenate_the_great_war_arsenal
	}
	available = {
		OR = {
			has_200_land_doctrine_mastery = yes
			has_200_air_doctrine_mastery = yes
		}
	}
	ai_will_do = {
		factor = 4000
	}
	completion_reward = {
		add_research_slot = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Operation
Component: operation_infiltrate_armed_forces_navy
Constructs: has_war, has_government, has_operation_token, is_coastal, operation_cost, add_operation_token, random_list, add_intel
Source: game
File: common/operations/00_operations.txt

Code:
operation_infiltrate_armed_forces_navy = {
	icon = GFX_operations_infiltrate_naval_forces
	map_icon = GFX_operations_infiltrate_naval_forces_map
	name = operation_infiltrate_armed_forces_navy
	desc = operation_infiltrate_armed_forces_navy_desc
	priority = 5
	days = 75
	network_strength = 50
	operatives = 2
	visible = {
		network_national_coverage = {
			target = FROM
			value = > 0
		}
		NOT = {
			has_operation_token = {
				tag = FROM
				token = token_navy
			}
		}
		FROM = {
			any_owned_state = {
				is_coastal = yes
			}
		}
	}
	equipment = {

	}
	available = {

	}
	awarded_tokens = {
		token_navy
	}
	risk_chance = 0.1
	outcome_extra_chance = 0.25
	risk_modifiers = {
		operation_infiltrate_risk operation_risk
	}
	outcome_modifiers = {
		operation_infiltrate_outcome operation_outcome
	}
	cost_modifiers = {
		operation_infiltrate_cost operation_cost
	}
	outcome_execute = {
		ROOT = {
			add_operation_token = {
				tag = FROM
				token = token_navy
			}
		}
	}
	outcome_extra_execute = {
		random_list = {
			33 = {
				ROOT = {
					add_operation_token = {
						tag = FROM
						token = token_navy
					}
					navy_experience = 10
					add_intel = {
						target = FROM
						navy_intel = 10
					}
				}
			}
			67 = {
				ROOT = {
					add_operation_token = {
						tag = FROM
						token = token_navy
					}
					navy_experience = 10
				}
			}
		}
	}
	outcome_potential = {
		ROOT = {
			add_operation_token = {
				tag = FROM
				token = token_navy
			}
		}
	}
	phases = {
		infiltration_border = {
			base = 25
		}
		infiltration_submarine = {
			base = 25
		}
		infiltration_paradrop = {
			base = 25
			modifier = {
				ROOT = {
					has_equipment = {
						transport_plane_equipment = < 1
					}
				}
				factor = 0
			}
		}
		infiltration_diplomatic = {
			base = 25
			modifier = {
				factor = 20
				ROOT = {
					has_war = no
				}
				FROM = {
					has_war = no
				}
			}
		}
	} {
		infiltrate_military_bribe = {
			base = 25
		}
		infiltrate_military_seduction = {
			base = 25
		}
		infiltrate_military_turned_pow = {
			base = 25
			modifier = {
				FROM = {
					has_war = no
				}
				factor = 0
			}
		}
		infiltrate_military_ideological_supporter = {
			base = 25
			modifier = {
				FROM = {
					has_government = ROOT
				}
				factor = 0
			}
		}
	} {
		exfiltration_air_pickup = {
			base = 15
			modifier = {
				ROOT = {
					has_equipment = {
						t
# ... (truncated)
### Entity: National Focus
Tree: fin_focus
Component: FIN_northern_defense_front
Constructs: prerequisite, has_war, limit, has_government, has_war_with, completion_reward, is_subject, is_in_faction
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_northern_defense_front
	icon = GFX_focus_FIN_northern_defense_front
	prerequisite = {
		focus = FIN_moderate_politics
	}
	mutually_exclusive = {
		focus = FIN_join_the_allies FIN_the_lone_wolf
	}
	x = 0
	y = 1
	relative_position_id = FIN_moderate_politics
	cost = 5
	available = {
		is_subject = no
		threat = > 0.5
		has_war = no
		has_government = neutrality
		is_in_faction = no
	}
	bypass = {
		is_faction_leader = yes
		any_allied_country = {
			NORDIC_is_nordic = yes
		}
	}
	search_filters = {

	}
	completion_reward = {
		create_faction_from_template = {
			template = faction_template_NORDIC_alliance_democratic
			name = FIN_northern_defense_front_faction
			icon = GFX_faction_logo_generic_8
		}
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			complete_national_focus = NORDIC_form_joint_alliance
		}
		custom_effect_tooltip = FIN_northern_defense_front_countries_tt
		every_other_country = {
			limit = {
				OR = {
					NORDIC_is_nordic = yes
					is_baltic_country = yes
				}
				NOT = {
					has_war_with = ROOT
					has_government = communism
					any_allied_country = {
						has_war_with = ROOT
					}
				}
				is_subject = no
			}
			if = {
				limit = {
					has_government = ROOT
				}
				add_ai_strategy = {
					type = befriend
					id = ROOT
					value = 50
				}
			}
			tooltip = every_independent_nordic_and_baltic_country_tt
			hidden_effect = {
				if = {
					limit = {
						is_subject = no
					}
				}
				add_ai_strategy = {
					type = befriend
					id = ROOT
					value = 40
				}
				ROOT = {
					add_ai_strategy = {
						type = befriend
						id = PREV
						value = 40
					}
				}
				country_event = {
					id = generic.5
					hours = 2
				}
			}
			custom_effect_tooltip = FIN_northern_defense_front_faction_tt
		}
	}
}
### Entity: Event
Component: austria.105
Constructs: is_triggered_only, limit, add_stability, every_state, is_claimed_by, is_core_of, add_claim_by, declare_war_on
Source: game
File: events/Austria.txt

Code:
country_event = {
	id = austria.105
	title = austria.105.t
	desc = austria.105.d
	picture = GFX_report_event_hungary_parliament
	is_triggered_only = yes
	option = {
		name = austria.105.a
		every_state = {
			limit = {
				OR = {
					is_claimed_by = HUN
					is_core_of = HUN
				}
			}
			add_claim_by = AUS
		}
		declare_war_on = {
			target = HUN
			type = annex_everything
		}
	} {
		name = austria.105.b
		add_stability = -0.05
		add_popularity = {
			ideology = neutrality
			popularity = -0.05
		}
	}
}
### Entity: Idea
Component: KMT_vast_army_disloyalty
Constructs: stability_factor, has_government, army_attack_factor, removal_cost, neutrality_drift
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_vast_army_disloyalty = {
	removal_cost = -1
	picture = prc_low_popular_support3
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			OR = {
				has_government = democratic communism neutrality
			}
		}
	}
	modifier = {
		army_attack_factor = -0.1
		army_org_factor = -0.15
		stability_factor = -0.1
		neutrality_drift = 0.1
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_560
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_560 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 560
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 560
	}
}