Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: foreign_expeditions_focus
Constructs: removal_cost, send_volunteer_divisions_required, send_volunteer_factor, send_volunteers_tension
Source: game
File: common/ideas/zzz_generic.txt

Code:
foreign_expeditions_focus = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_volunteer_expedition_bonus
	modifier = {
		send_volunteer_divisions_required = -0.5
		send_volunteer_factor = 0.1
		send_volunteers_tension = -0.1
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_civil_war_reject_cosmopolitanism
Constructs: prerequisite, add_stability, completion_reward, add_political_power, add_popularity
Source: game
File: common/national_focus/r56_soviet_civil_war.txt

Code:
focus = {
	id = SOV_civil_war_reject_cosmopolitanism
	icon = GFX_goal_generic_uprising
	prerequisite = {
		focus = SOV_civil_war_follow_corportism
	}
	x = -2
	y = 1
	relative_position_id = SOV_civil_war_follow_corportism
	cost = 5
	ai_will_do = {
		factor = 0
	}
	completion_reward = {
		add_political_power = 150
		add_stability = 0.1
		add_popularity = {
			ideology = fascism
			popularity = 0.15
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_the_clodius_agreement
Constructs: every_owned_state, prerequisite, limit, has_war_with, add_opinion_modifier, completion_reward, has_resources_amount, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_the_clodius_agreement
	icon = GFX_goal_generic_major_alliance
	prerequisite = {
		focus = TUR_the_german_turkish_friendship_treaty
	}
	available = {
		NOT = {
			OR = {
				has_war_with = GER ITA
			}
		}
	}
	x = 0
	y = 1
	relative_position_id = TUR_the_german_turkish_friendship_treaty
	cost = 10
	ai_will_do = {
		base = 10
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		GER = {
			add_opinion_modifier = {
				target = TUR
				modifier = TUR_clodius_agreement
			}
		}
		ITA = {
			add_opinion_modifier = {
				target = TUR
				modifier = TUR_clodius_agreement
			}
		}
		custom_effect_tooltip = TUR_clodius_agreement_tt
		hidden_effect = {
			every_owned_state = {
				limit = {
					has_resources_amount = {
						resource = chromium
						amount = > 64
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = infrastructure
					level = 3
					instant_build = yes
				} {
					type = arms_factory
					level = 2
					instant_build = yes
				}
			}
		}
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_support_equipment
Constructs: prerequisite, limit, completion_reward, add_tech_bonus, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/iceland.txt

Code:
focus = {
	id = ICE_support_equipment
	icon = GFX_goal_generic_build_tank
	prerequisite = {
		focus = ICE_modernizing_the_coast_guard
	}
	x = 0
	y = 1
	relative_position_id = ICE_modernizing_the_coast_guard
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_tech_bonus = {
			name = ICE_support_equipment
			bonus = 0.2
			uses = 2
			category = support_tech
		}
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			prioritize = {
				100
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Unit Template
Component: ICE_BB_HISTORICAL
Source: game
File: common/units/names_ships/ICE_ship_names.txt

Code:
ICE_BB_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BB
	for_countries = {
		ICE
	}
	type = ship
	ship_types = {
		ship_hull_heavy battleship
	}
	prefix = ICGV 
	fallback_name = Battleship %d
	unique = {

	}
}
### Entity: Technology
Component: aerial_hangars
Constructs: is_special_project_completed, is_special_project_tech, research_cost
Source: game
File: common/technologies/bba_air_techs.txt

Code:
technology = {
	allow = {
		ROOT = {
			is_special_project_completed = sp:sp_air_mothership_aircraft
		}
	}
	is_special_project_tech = yes
	research_cost = 1.75
	start_year = 1946
	folder = {
		name = bba_air_techs_folder
		position = {
			x = @mothership_x_bba
			y = 13
		}
	} {
		name = air_techs_folder
		position = {
			x = @mothership_x
			y = 13
		}
	}
	categories = {
		heavy_air air_equipment cat_strategic_bomber mio_cat_all_heavy_aircraft_and_modules
	}
	special_project_specialization = {
		specialization_air
	}
	mothership = {
		air_agility = 0.1
		air_range = 0.2
		air_attack = 0.1
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Technology
Component: tactical_bomber2
Constructs: limit, is_major, enable_equipments, has_dlc, research_cost, has_deployed_air_force_size
Source: game
File: common/technologies/air_techs.txt

Code:
technology = {
	enable_equipments = {
		tac_bomber_equipment_2
	}
	path = {
		leads_to_tech = tactical_bomber3
		research_cost_coeff = 1
	}
	on_research_complete = {
		custom_effect_tooltip = {
			localization_key = SP_UNLOCK_PROJECT
			PROJECT = sp_air_jet_engine
		}
	} {
		if = {
			limit = {
				has_dlc = Gotterdammerung
			}
			custom_effect_tooltip = {
				localization_key = SP_UNLOCK_PROJECT
				PROJECT = sp_air_bouncing_bomb
			}
		}
	}
	research_cost = 2
	start_year = 1940
	folder = {
		name = air_techs_folder
		position = {
			x = 2
			y = 6
		}
	}
	categories = {
		medium_air tactical_bomber air_equipment mio_cat_all_medium_aircraft_and_modules
	}
	special_project_specialization = {
		specialization_air
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 1.2
			is_major = yes
			date = > 1940.1.1
		} {
			has_deployed_air_force_size = {
				size = > 500
				type = tactical_bomber
			}
			factor = 2
		} {
			factor = 1.2
			is_major = yes
			date = > 1941.1.1
		} {
			factor = 5
			is_major = yes
			date = > 1944.1.1
		}
	}
}
### Entity: State History
Component: 359
Constructs: add_core_of
Source: game
File: history/states/359-New Jersey.txt

Code:
state = {
	id = 359
	name = STATE_359
	manpower = 4041332
	state_category = large_city
	history = {
		owner = USA
		victory_points = {
			6882 5
		}
		buildings = {
			infrastructure = 4
			industrial_complex = 7
			air_base = 4
		}
		add_core_of = USA
	}
	provinces = {
		3693 3863 6882 9801 9864 11740 11782 11900
	}
	local_supplies = 15.0
}
### Entity: Event
Component: r56.lootbox.event.17
Constructs: is_triggered_only, random_owned_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: events/r56_lootbox_events.txt

Code:
country_event = {
	id = r56.lootbox.event.17
	title = r56.lootbox.event.title
	desc = r56.lootbox.event.17.description
	is_triggered_only = yes
	option = {
		name = r56.lootbox.event.option.epic
		random_owned_state = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Idea
Component: AFG_five_year_plan_idea
Constructs: has_government, industrial_capacity_factory, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
AFG_five_year_plan_idea = {
	picture = SOV_third_five_year_plan_civilian
	allowed = {
		original_tag = AFG
	}
	allowed_civil_war = {
		always = no
	}
	cancel = {
		NOT = {
			has_government = communism
		}
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = -0.15
		production_speed_buildings_factor = 0.1
		industrial_capacity_factory = 0.05
	}
}
### Entity: Scripted Effect
Component: create_soviet_iranian_joint_nav_bomber
Constructs: limit, create_soviet_iranian_joint_nav_bomber, has_dlc, create_equipment_variant, allow_without_tech
Source: game
File: common/scripted_effects/AFG_scripted_effects.txt

Code:
create_soviet_iranian_joint_nav_bomber = {
	IF = {
		limit = {
			has_dlc = By Blood Alone
		}
		create_equipment_variant = {
			name = Soviet-Iranian NAV
			type = small_plane_naval_bomber_airframe_2
			allow_without_tech = yes
			modules = {
				fixed_main_weapon_slot = torpedo_mounting
				engine_type_slot = engine_2_1x
				special_type_slot_1 = lmg_defense_turret
				special_type_slot_2 = floats
			}
		}
	}
	ELSE = {

	}
}
### Entity: State History
Component: 147
Constructs: add_core_of
Source: game
File: history/states/147-Salla.txt

Code:
state = {
	id = 147
	name = STATE_147
	manpower = 4630
	state_category = enclave
	history = {
		owner = FIN
		buildings = {
			infrastructure = 1
		}
		add_core_of = FIN KAR SMI
		victory_points = {
			197 1
		}
	}
	provinces = {
		197 9158 11085
	}
	local_supplies = 0.0
}
### Entity: Modifier Reference
Component: air_wing_experience_malus_min
Source: game
File: common/modifiers/00_static_modifiers.txt

Code:
air_wing_experience_malus_min = {
	air_attack_factor = -0.15
	air_agility_factor = -0.15
	air_night_penalty = 0.15
	air_accidents_factor = 0.5
}
### Entity: Idea
Component: ADU_acas
Source: game
File: common/ideas/andalusia.txt

Code:
ADU_acas = {
	ledger = air
	picture = generic_air_arab_2
	allowed = {
		original_tag = ADU
	}
	traits = {
		air_close_air_support_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: GAB_democratic_guy
Constructs: has_government
Source: game
File: common/characters/GAB.txt

Code:
GAB_democratic_guy = {
	advisor = {
		slot = political_advisor
		idea_token = GAB_democratic_guy
		allowed = {
			original_tag = GAB
		}
		traits = {
			democratic_reformer
		}
		do_effect = {
			not = {
				has_government = democratic
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_1
		}
	}
}
### Entity: State History
Component: 290
Constructs: add_core_of
Source: game
File: history/states/290-Spanish Africa.txt

Code:
state = {
	id = 290
	name = STATE_290
	manpower = 744000
	state_category = rural
	resources = {
		steel = 40
	}
	history = {
		owner = SPR
		add_core_of = MOR RIF
		victory_points = {
			9945 3
		} {
			12100 2
		} {
			12087 1
		}
		buildings = {
			infrastructure = 2
			air_base = 3
			12100 = {
				naval_base = 3
			}
			9945 = {
				naval_base = 3
			}
		}
	}
	provinces = {
		4199 7215 9945 10113 12087 12100
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: spa_focus
Component: SPA_emergency_munitions_corporations
Constructs: prerequisite, limit, completion_reward, has_global_flag, complete_tooltip, every_state, has_state_flag, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPA_emergency_munitions_corporations
	available = {
		NOT = {
			has_global_flag = scw_over
		}
	}
	bypass = {

	}
	prerequisite = {
		focus = SPA_bolster_offensive_infrastructure
	} {
		focus = SPA_secure_the_national_defense_council
	}
	icon = GFX_goal_generic_construct_mil_factory
	x = 1
	y = 1
	relative_position_id = SPA_bolster_offensive_infrastructure
	cost = 10
	available_if_capitulated = yes
	complete_tooltip = {
		every_state = {
			limit = {
				has_state_flag = SPA_emergency_munitions_corporations_1mil
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
				}
				is_core_of = ROOT
			}
			set_state_flag = SPA_emergency_munitions_corporations_1mil
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
				}
				is_core_of = ROOT
				NOT = {
					has_state_flag = SPA_emergency_munitions_corporations_1mil
				}
			}
			set_state_flag = SPA_emergency_munitions_corporations_1mil
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
				}
				is_core_of = ROOT
				NOT = {
					has_state_flag = SPA_emergency_munitions_corporations_1mil
				}
			}
			set_state_flag = SPA_emergency_munitions_corporations_1mil
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Event
Component: AAT_nordic_cooperation.6
Constructs: is_triggered_only, ai_chance, add_political_power
Source: game
File: events/AAT_nordic.txt

Code:
country_event = {
	id = AAT_nordic_cooperation.6
	title = AAT_nordic_cooperation.6.t
	desc = AAT_nordic_cooperation.6.desc
	is_triggered_only = yes
	immediate = {
		hidden_effect = {

		}
	}
	option = {
		name = AAT_nordic_cooperation.6.a
		ai_chance = {
			base = 10
		}
		trigger = {

		}
		add_political_power = 25
	}
}
### Entity: Effect Reference
Construct: modulo_temp_variable
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## modulo_temp_variable

* Supported Scopes: any
* Supported Targets: none

```
modulos a temp variable with another. Example: 
modulo_temp_variable = { 
  var = variable_to_modulo 
  value = divisior 
}
```
### Entity: National Focus
Tree: chi_focus
Component: CHI_proclaim_rival_government
Constructs: prerequisite, limit, has_government, completion_reward, is_subject, cancel_if_invalid, every_state, is_core_of
Source: game
File: common/national_focus/china_warlord.txt

Code:
focus = {
	id = CHI_proclaim_rival_government
	icon = GFX_focus_chi_proclaim_rival_government
	prerequisite = {
		focus = CHI_rural_militias
	} {
		focus = CHI_rapid_mobilization
	}
	x = 1
	y = 2
	relative_position_id = CHI_rural_militias
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		every_state = {
			limit = {
				is_core_of = CHI
			}
			add_core_of = ROOT
		}
		if = {
			limit = {
				OR = {
					has_government = communism
					communism = > 0.5
				}
				NOT = {
					neutrality = > 0.5
				}
			}
			load_focus_tree = china_communist_focus
		}
		else = {
			load_focus_tree = china_nationalist_focus
		}
		custom_effect_tooltip = CHL_skip_one_line_tt
		CHI_no_longer_a_warlord_idea_removal = yes
	}
}
### Entity: Modifier Reference
Component: mining_jobs_fostered
Constructs: remove_trigger
Source: game
File: common/dynamic_modifiers/RAJ.txt

Code:
mining_jobs_fostered = {
	enable = {
		always = yes
	}
	remove_trigger = {
		controller = {
			NOT = {
				OR = {
					tag = RAJ PAK BAN
				}
			}
		}
	}
	icon = GFX_modifier_communist_peasent
	local_resources = 0.25
}
### Entity: Effect Reference
Construct: set_capital
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## set_capital

* Supported Scopes: COUNTRY
* Supported Targets: none

```
move capital to state
Example:
set_capital = {
	state = 1234
	remember_old_capital = no #default = yes
}
```
### Entity: Event
Component: war_justification.202
Constructs: is_triggered_only
Source: game
File: events/WarJustification.txt

Code:
country_event = {
	id = war_justification.202
	title = war_justification.202.t
	desc = war_justification.202.d
	picture = GFX_report_event_communist_leader
	is_triggered_only = yes
	option = {
		name = war_justification.202.a
	}
}
### Entity: State History
Component: 497
Constructs: add_core_of, add_to_array
Source: game
File: history/states/497-Para.txt

Code:
state = {
	id = 497
	name = STATE_497
	manpower = 714153
	state_category = rural
	resources = {
		rubber = 3
	}
	history = {
		owner = BRA
		buildings = {
			infrastructure = 1
			12853 = {
				naval_base = 1
			}
		}
		add_core_of = BRA
		add_to_array = {
			state_victory_points = 12853
		}
		victory_points = {
			12853 3
		}
	}
	provinces = {
		12853 12999 2214 10874 2035 10956 8172 13336 13409
	}
	local_supplies = 0.0
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_NIC_9
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_NIC_9 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_NIC
			value = 9
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = dockyard
		value = 9
	}
}
### Entity: Event
Component: r56_spying_event.9
Constructs: ai_chance, fire_only_once, has_done_agency_upgrade, has_dlc, has_intelligence_agency, create_operative_leader
Source: game
File: events/r56_spying_event.txt

Code:
country_event = {
	id = r56_spying_event.9
	title = r56_spying_event.9.t
	desc = r56_spying_event.9.desc
	picture = GFX_report_event_operatives
	fire_only_once = yes
	trigger = {
		tag = ENG
		exists = yes
		has_done_agency_upgrade = upgrade_commando_training
		has_dlc = La Resistance
		has_intelligence_agency = yes
		date = > 1940.1.1
	}
	mean_time_to_happen = {
		days = 20
	}
	option = {
		name = r56_spying_event.4.a
		create_operative_leader = {
			name = Christopher Lee
			gfx = GFX_r56_portrait_christopher_lee
			traits = {
				operative_tough operative_commando
			}
			bypass_recruitment = no
			available_to_spy_master = yes
			nationalities = {
				ENG
			}
		}
		ai_chance = {
			base = 100
		}
	}
}
### Entity: Character
Component: FRA_felix_gouin
Source: game
File: common/characters/FRA.txt

Code:
FRA_felix_gouin = {
	name = FRA_felix_gouin
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_4
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = FRA_felix_gouin
		allowed = {
			original_tag = FRA
		}
		traits = {
			captain_of_industry
		}
		on_add = {

		}
		do_effect = {

		}
		ai_will_do = {
			factor = 0.75
		}
	}
}
### Entity: Event
Component: AAT_Sweden_flashpoints.41
Constructs: is_triggered_only, ai_chance, set_country_flag
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden_flashpoints.41
	title = AAT_Sweden_flashpoints.41.t
	desc = AAT_Sweden_flashpoints.41.desc
	picture = GFX_report_event_radar_01
	is_triggered_only = yes
	option = {
		name = AAT_Sweden_flashpoints.41.a
		ai_chance = {
			base = 0
		}
	} {
		name = AAT_Sweden_flashpoints.41.b
		ai_chance = {
			base = 10
		}
		SWE = {
			set_country_flag = GER_want_military_access SWE_gave_germany_comms_access
			country_event = {
				id = AAT_Sweden_flashpoints.42
				days = 30
			}
		}
	}
}
### Entity: Order of Battle
Component: Canal Brigade
Constructs: division_template
Source: game
File: history/units/ENG_1936.txt

Code:
division = {
	name = Canal Brigade
	location = 1155
	division_template = Colonial Garrison
	start_experience_factor = 0.1
	start_equipment_factor = 0.15
}
### Entity: Event
Component: CZE.8
Constructs: is_triggered_only, add_ideas
Source: game
File: events/CZE_Czechoslovakia.txt

Code:
country_event = {
	id = CZE.8
	title = CZE.8.t
	desc = CZE.8.d
	picture = GFX_hodza_prime_minister_report
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			add_ideas = emil_hacha
		}
	}
	option = {
		name = CZE.8.a
		show_ideas_tooltip = emil_hacha
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_secure_swedish_steel
Constructs: prerequisite, limit, has_government, completion_reward, has_subject, is_subject, is_controlled_by, is_subject_of
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_secure_swedish_steel
	icon = GFX_focus_generic_attack_sweden
	prerequisite = {
		focus = DEN_scandinavian_security
	}
	relative_position_id = DEN_scandinavian_security
	x = 0
	y = 2
	cost = 10
	will_lead_to_war_with = SWE
	available = {
		OR = {
			threat = > 0.2
			has_subject = SWE
		}
	}
	cancel = {
		is_subject = yes
	}
	continue_if_invalid = yes
	bypass = {
		SWE = {
			OR = {
				all_core_state = {
					is_controlled_by = DEN
				}
				AND = {
					is_subject = yes
					NOT = {
						is_subject_of = ROOT
					}
					is_in_faction_with = ROOT
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		DEN_improve_haeren_NS = yes
		add_to_variable = {
			DEN_haeren_army_attack = 0.05
			tooltip = army_attack_factor_tt
		} {
			DEN_flyvevabnet_mission_efficiency = 0.05
			tooltip = air_mission_efficiency_tt
		}
		DEN_improve_flyvevabnet_NS = yes
		if = {
			limit = {
				SWE = {
					is_subject = no
					has_country_leader = {
						ruling_only = yes
						character = SWE_king_gustaf_v
					}
				}
			}
			SWE = {
				country_event = {
					id = denmark_expansion_event.10
					days = 1
				}
			}
			custom_effect_tooltip = if_they_accept_tt if_they_refuse_tt
			effect_tooltip = {
				ROOT = {
					puppet = SWE
				}
			}
			event_option_tooltip = denmark_expansion_event.12.a
		} {
			limit = {
				SWE = {
					any_core_state = {
						NOT = {
							is_owned_and_controlled_by = SWE PREV
						}
					}
				}
			}
			unlock_decision_tooltip = DEN_demand_swedish_territory
		}
		else_if = {
			limit = {
				SWE = {
					is_subject_of = NOR
					NOR = {
						has_government = neutrality
					}
				}
			}
			NOR = {
				country_event = {
					id = denmark_expansion_event.13
					days = 1
				}
			}
			custom_effect_tooltip = if_they_accept_tt if_they_refuse_tt
			effect_tooltip = {
				ROOT = {
					puppet = SWE
				}
			}
			event_option_tooltip = denmark_expansion_event.15.a
		} {
			limit = {
				SWE = {
					is_subject_of = ROOT
				}
			}
			unlock_decision_tooltip = DEN_integrate_sweden
		} {
			limit = {
				SWE = {
					exists = yes
				}
			}
			create_wargoal = {
				type = annex_everything
				target = SWE
			}
			add_timed_idea = {
				idea = DEN_securing_sweden_ns
				days = 365
			}
		}
	}
}
### Entity: Character
Component: WLS_democratic_guy
Constructs: has_government
Source: game
File: common/characters/WLS.txt

Code:
WLS_democratic_guy = {
	advisor = {
		slot = political_advisor
		idea_token = WLS_democratic_guy
		allowed = {
			original_tag = WLS
		}
		traits = {
			democratic_reformer
		}
		do_effect = {
			not = {
				has_government = democratic
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_1
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_free_the_bulgarian_turks
Constructs: prerequisite, limit, has_government, completion_reward, is_historical_focus_on, is_subject, is_subject_of, is_in_faction_with
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_free_the_bulgarian_turks
	icon = GFX_goal_ROM_puppet_bulgaria
	prerequisite = {
		focus = TUR_pan_turkism
	}
	x = 1
	y = 1
	cost = 5
	relative_position_id = TUR_pan_turkism
	ai_will_do = {
		factor = 5
		modifier = {
			is_historical_focus_on = yes
			factor = 0
		}
	}
	will_lead_to_war_with = BUL
	available = {
		is_subject = no
		TUR = {
			has_government = fascism
		}
		NOT = {
			BUL = {
				is_subject_of = TUR
				is_in_faction_with = TUR
			}
		}
	}
	completion_reward = {
		every_state = {
			limit = {
				OR = {
					state = 211 212 801 48 77
				}
			}
			add_claim_by = ROOT
		}
		TUR = {
			create_wargoal = {
				target = BUL
				type = take_claimed_state
				expire = 0
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: AAT_nordic_shared.3
Constructs: is_triggered_only
Source: game
File: events/AAT_nordic.txt

Code:
country_event = {
	id = AAT_nordic_shared.3
	title = AAT_nordic_shared.3.t
	desc = AAT_nordic_shared.3.desc
	is_triggered_only = yes
	option = {
		name = AAT_nordic_shared.3.a
		trigger = {

		}
		FROM = {
			event_option_tooltip = AAT_nordic_shared.2.a
		}
	}
}