Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: mtg_usa_civil_war_democrats.12
Constructs: is_triggered_only, random_days
Source: game
File: events/MTG_USA.txt

Code:
unit_leader_event = {
	id = mtg_usa_civil_war_democrats.12
	title = mtg_usa_civil_war_fascists.12.t
	desc = mtg_usa_civil_war_fascists.12.desc
	picture = GFX_report_event_germany_politician_handshake
	is_triggered_only = yes
	option = {
		name = mtg_usa_civil_war_fascists.12.a
		hidden_effect = {
			ROOT = {
				country_event = {
					id = mtg_usa_civil_war_democrats.3
					days = 15
					random_days = 5
				}
			}
		}
	}
}
### Entity: Decision
Component: GER_thalmann_balance_of_power_category
Constructs: add_war_support, add_stability, fire_only_once, add_political_power, complete_effect, remove_effect, add_power_balance_value, add_command_power
Source: game
File: common/decisions/r56_GER_decisions.txt

Code:
GER_thalmann_balance_of_power_category = {
	GER_enforce_an_oath_of_loyalty = {
		priority = 119
		icon = GFX_decision_eng_trade_unions_demand
		allowed = {
			original_tag = GER
		}
		visible = {

		}
		available = {

		}
		complete_effect = {

		}
		cost = 100
		days_remove = 5
		fire_only_once = yes
		modifier = {

		}
		remove_effect = {
			add_power_balance_value = {
				id = GER_thalmanns_cult_of_personality_bop
				value = 0.25
				tooltip_side = GER_thalmann_is_loved_side
			}
			add_political_power = 50
			add_command_power = 50
		}
		ai_will_do = {
			base = 0
			modifier = {
				add = 1000
				power_balance_value = {
					id = GER_thalmanns_cult_of_personality_bop
					value = < 0.5
				}
			}
		}
	}
	GER_mass_propaganda_effort = {
		priority = 119
		icon = GFX_decision_eng_propaganda_campaigns
		allowed = {
			original_tag = GER
		}
		visible = {

		}
		available = {

		}
		complete_effect = {

		}
		cost = 35
		days_remove = 25
		days_re_enable = 100
		modifier = {
			communism_drift = 0.01
		}
		remove_effect = {
			add_power_balance_value = {
				id = GER_thalmanns_cult_of_personality_bop
				value = 0.125
				tooltip_side = GER_thalmann_is_loved_side
			}
		}
		ai_will_do = {
			base = 0
			modifier = {
				add = 1000
				power_balance_value = {
					id = GER_thalmanns_cult_of_personality_bop
					value = < 0.75
				}
			}
		}
	}
	GER_deal_with_political_dissidents = {
		priority = 119
		icon = GFX_decision_generic_arrest
		allowed = {
			original_tag = GER
		}
		visible = {

		}
		available = {

		}
		complete_effect = {

		}
		cost = 25
		days_remove = 25
		days_re_enable = 150
		modifier = {
			weekly_manpower = -100
		}
		remove_effect = {
			add_power_balance_value = {
				id = GER_thalmanns_cult_of_personality_bop
				value = 0.1
				tooltip_side = GER_thalmann_is_loved_side
			}
			add_stability = -0.025
		}
		ai_will_do = {
			base = 0
			modifier = {
				add = 1000
				power_balance_value = {
					id = GER_thalmanns_cult_of_personality_bop
					value = < 0.75
				}
			}
		}
	}
	GER_hold_a_patriotic_speech = {
		priority = 119
		icon = GFX_decision_generic_speech
		allowed = {
			original_tag = GER
		}
		visible = {

		}
		available = {

		}
		complete_effect = {

		}
		cost = 15
		days_remove = 25
		days_re_enable = 25
		modifier = {
			communism_drift = 0.02
		}
		remove_effect = {
			add_power_balance_value = {
				id = GER_thalmann
# ... (truncated)
### Entity: Character
Component: LAT_military_dictator
Constructs: neutrality_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
LAT_military_dictator = {
	random = no
	sprite = 13
	neutrality_drift = -0.2
	mobilization_laws_cost_factor = -0.1
}
### Entity: Event
Component: israel.7
Constructs: is_triggered_only, set_politics, add_popularity
Source: game
File: events/israel.txt

Code:
country_event = {
	id = israel.7
	title = israel.7.t
	desc = israel.7.d
	picture = GFX_report_event_generic_army
	is_triggered_only = yes
	option = {
		name = israel.7.a
		kill_ideology_leader = neutrality
		set_politics = {
			ruling_party = fascism
			elections_allowed = no
		}
		add_popularity = {
			ideology = fascism
			popularity = 0.15
		}
	}
}
### Entity: Character
Component: SPR_jose_diaz
Constructs: has_dlc
Source: game
File: common/characters/SPR.txt

Code:
SPR_jose_diaz = {
	instance = {
		allowed = {
			has_dlc = La Resistance
		}
		name = SPR_jose_diaz
		portraits = {
			civilian = {
				large = GFX_portrait_SPR_jose_diaz
			}
		}
		country_leader = {
			ideology = stalinism
			traits = {
				veteran_communist
			}
			expire = 1965.1.1.1
			id = -1
		}
	} {
		allowed = {
			NOT = {
				has_dlc = La Resistance
			}
		}
		name = SPR_jose_diaz
		portraits = {
			civilian = {
				large = GFX_portrait_SPR_jose_diaz
			}
		}
		country_leader = {
			ideology = stalinism
			expire = 1965.1.1.1
			id = -1
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_refuge_for_revolutionaries
Constructs: has_completed_focus, prerequisite, limit, has_country_flag, completion_reward, cancel_if_invalid, has_dlc, set_nationality
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_refuge_for_revolutionaries
	icon = GFX_focus_SWE_refuge_for_revolutionaries
	x = 0
	y = 1
	cost = 10
	prerequisite = {
		focus = SWE_refuge_from_war
	}
	relative_position_id = SWE_refuge_from_war
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {

	}
	completion_reward = {
		custom_effect_tooltip = SWE_refuge_for_revolutionaries_tt available_political_advisor
		if = {
			limit = {
				has_dlc = Man the Guns
				USA = {
					has_completed_focus = USA_america_first
				}
			}
			USA = {
				USA_victor_perlo = {
					set_nationality = ROOT
				}
				USA_whittaker_chambers = {
					set_nationality = ROOT
				}
				USA_harry_white = {
					set_nationality = ROOT
				}
			}
		} {
			limit = {
				has_dlc = Man the Guns
				MEX = {
					has_completed_focus = MEX_focus_liberalize_the_banking_sector
				}
			}
			MEX = {
				MEX_vicente_lombardo = {
					set_nationality = ROOT
				}
			}
		} {
			limit = {
				has_dlc = La Resistance
				SPR = {
					has_country_flag = scw_over
					OR = {
						tag = SPA SPB
					}
				}
			}
			SPR = {
				SPR_augusto_barcia_trelles = {
					set_nationality = ROOT
				}
				SPR_federica_montseny = {
					set_nationality = ROOT
				} {
					set_nationality = ROOT
				}
				SPR_dolores_ibarruri = {
					set_nationality = ROOT
				}
				SPR_juan_andrade = {
					set_nationality = ROOT
				}
			}
		} {
			limit = {
				has_dlc = La Resistance
				POR = {
					has_completed_focus = POR_estado_novo
				}
			}
			POR = {
				POR_maria_lamas = {
					set_nationality = ROOT
				}
				POR_bento_de_jesus_caraca = {
					set_nationality = ROOT
				}
			}
		} {
			limit = {
				has_dlc = Man the Guns
				HOL = {
					OR = {
						has_completed_focus = HOL_oranje_boven HOL_cave_to_the_germans HOL_cave_to_the_british
					}
				}
			}
			HOL = {
				HOL_antonie_pannekoek = {
					set_nationality = ROOT
				}
				HOL_anton_de_kom = {
					set_nationality = ROOT
				}
			}
		} {
			limit = {
				has_dlc = By Blood Alone
				ITA = {
					OR = {
						has_completed_focus = ITA_culto_del_duce ITA_convene_the_grand_council ITA_foreign_affairs
					}
				}
			}
			ITA = {
				ITA_palmiro_togliatti = {
					set_nationality = ROOT
				}
				ITA_ignazio_silone = {
					set_nationality = ROOT
				}
				ITA_pompeo_colajan
# ... (truncated)
### Entity: Idea
Component: CHI_chinese_support
Constructs: removal_cost, autonomy_gain
Source: game
File: common/ideas/china_shared.txt

Code:
CHI_chinese_support = {
	picture = chi_chinese_support
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		autonomy_gain = 0.5
	}
}
### Entity: Modifier Reference
Component: KUR_resistance_modifier
Constructs: remove_trigger, has_cosmetic_tag
Source: game
File: common/dynamic_modifiers/GoE_dynamic_modifiers.txt

Code:
KUR_resistance_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_tur_kurdish_separatism
	remove_trigger = {
		ROOT = {
			OWNER = {
				OR = {
					tag = KUR
					has_cosmetic_tag = IRQ_kurdistan_tag greater_kurdistan
				}
			}
		}
	}
	resistance_growth = 0.2
	local_supplies = -0.15
	local_manpower = -0.3
	local_resources_factor = -0.5
}
### Entity: Scripted Trigger
Component: EAI_DESIGN_MOTORIZED_mechanized_upgrade_focus
Constructs: limit, has_tech, check_variable
Source: game
File: common/scripted_triggers/EAI_PRODUCTION_design_triggers.txt

Code:
EAI_DESIGN_MOTORIZED_mechanized_upgrade_focus = {
	num_of_military_factories = > 150
	has_tech = mechanised_infantry
	NOT = {
		check_variable = {
			EAI_needs_steel = > 2
		} {
			EAI_steel_resource_shortage = > 2
		}
	}
	EAI_DESIGN_MOTORIZED_upgrade_focus = yes
	if = {
		limit = {
			check_variable = {
				EAI_FOCUS/LAND/motorized_design = global.EAI_A_MOT_DESIGN
			}
		}
		EAI_DESIGN_MOTORIZED_rocket_artillery_upgrade_focus = yes
	}
}
### Entity: Idea
Component: JAP_smaller_japanese_influence_growing_tibet
Constructs: stability_factor, removal_cost, fascism_drift
Source: game
File: common/ideas/japan.txt

Code:
JAP_smaller_japanese_influence_growing_tibet = {
	picture = JAP_japanese_influence_growing
	allowed = {
		original_tag = TIB
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		fascism_drift = 0.05
		stability_factor = -0.05
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_join_allies
Constructs: has_completed_focus, prerequisite, limit, has_government, has_war_with, is_major, completion_reward, is_subject
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_join_allies
	icon = GFX_focus_ARG_join_the_allies
	prerequisite = {
		focus = CZE_petition_league_of_nations
	}
	available = {
		is_subject = no
		is_in_faction = no
		any_other_country = {
			is_major = yes
			has_government = democratic
			is_faction_leader = yes
			has_capitulated = no
			NOT = {
				has_war_with = ROOT
			} {
				any_other_country = {
					is_in_faction_with = PREV
					has_war_with = ROOT
				}
			}
		}
	}
	bypass = {
		custom_trigger_tooltip = {
			tooltip = CZE_join_allies_tt
			OR = {
				ENG = {
					is_in_faction_with = CZE
				}
				FRA = {
					is_in_faction_with = CZE
				}
			}
		}
	}
	x = 33
	y = 8
	cost = 10
	completion_reward = {
		if = {
			limit = {
				ENG = {
					has_government = democratic
					is_faction_leader = yes
					NOT = {
						has_completed_focus = ENG_a_change_in_course ENG_visit_germany
					} {
						has_war_with = ROOT
					}
					has_capitulated = no
				}
				NOT = {
					any_other_country = {
						is_in_faction_with = ENG
						has_war_with = ROOT
					}
				}
			}
			ENG = {
				country_event = {
					id = generic.2
				}
			}
		}
		else_if = {
			limit = {
				FRA = {
					has_government = democratic
					is_faction_leader = yes
					has_capitulated = no
					NOT = {
						has_war_with = ROOT
					}
				}
				NOT = {
					any_other_country = {
						is_in_faction_with = FRA
						has_war_with = ROOT
					}
				}
			}
			FRA = {
				country_event = {
					id = generic.2
				}
			}
		}
		else = {
			get_best_alliance_match_democratic_effect = yes
			var:best_leader = {
				country_event = generic.2
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: Event
Component: NSB_soviet_foreign_politics_events.20
Constructs: is_triggered_only, add_timed_idea
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_foreign_politics_events.20
	title = NSB_soviet_foreign_politics_events.20.t
	desc = NSB_soviet_foreign_politics_events.20.desc
	picture = GFX_report_event_spr_spanish_civil_war
	is_triggered_only = yes
	option = {
		name = NSB_soviet_foreign_politics_events.20.a
		add_timed_idea = {
			idea = SOV_soviet_advisors_spr
			days = 1095
		}
		effect_tooltip = {
			FROM = {
				add_timed_idea = {
					idea = SOV_military_advisors_in_spain
					days = 1095
				}
			}
		}
	}
}
### Entity: Idea
Component: kure_naval_arsenal
Constructs: has_completed_focus, research_bonus
Source: game
File: common/ideas/japan.txt

Code:
kure_naval_arsenal = {
	allowed = {
		original_tag = JAP
	}
	available = {
		has_completed_focus = JAP_expand_hiratsuka_navy_arsenal
	}
	cost = 75
	research_bonus = {
		naval_equipment = 0.15
	}
	traits = {
		battlefleet_designer
	}
}
### Entity: Idea
Component: PRC_dbj_med_air
Constructs: has_completed_focus, removal_cost
Source: game
File: common/ideas/prc.txt

Code:
PRC_dbj_med_air = {
	picture = generic_air_manufacturer_2
	allowed = {
		tag = PRC
	}
	available = {
		has_completed_focus = PRC_revive_the_navy_and_air_force
	}
	cost = 150
	removal_cost = 10
	traits = {
		medium_aircraft_manufacturer
	}
}
### Entity: Scripted Trigger
Component: EAI_MILITARY_enemy_presence_TRIGGER
Constructs: limit, has_war_with, set_temp_variable, is_in_faction_with, is_subject_of, add_to_temp_variable, add_to_temp_array, check_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_strategy_triggers.txt

Code:
EAI_MILITARY_enemy_presence_TRIGGER = {
	set_temp_variable = {
		our_states = 0
	} {
		their_states = 0
	} {
		total_states = our_states
	}
	all_of_scopes = {
		array = _states_
		if = {
			limit = {
				OR = {
					CONTROLLER = {
						is_in_faction_with = var:_leader_id
					} {
						is_subject_of = var:_leader_id
					}
				}
			}
			add_to_temp_variable = {
				our_states = 1
			}
		} {
			limit = {
				CONTROLLER = {
					has_war_with = var:_leader_id
				}
			}
			add_to_temp_variable = {
				their_states = 1
			}
			CONTROLLER = {
				add_to_temp_array = {
					target_countries = THIS.id
				}
			}
		}
	}
	add_to_temp_variable = {
		total_states = their_states
	}
	check_variable = {
		total_states = > 0
	} {
		our_states = < _target_control_pct
	}
	divide_temp_variable = {
		our_states = total_states
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_liberate_nicaragua
Constructs: prerequisite, has_war, remove_ideas, completion_reward, has_army_manpower, has_guaranteed, is_ally_with, add_core_of
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_liberate_nicaragua
	icon = GFX_goal_generic_attack_nicaragua
	prerequisite = {
		focus = HON_liberate_central
	}
	relative_position_id = HON_liberate_central
	x = 1
	y = 1
	will_lead_to_war_with = NIC
	cost = 5
	ai_will_do = {
		base = 0
		modifier = {
			add = 25
			strength_ratio = {
				tag = NIC
				ratio = > 1.5
			}
		} {
			add = 15
			has_war = no
			has_army_manpower = {
				size = > 35000
			}
			any_other_country = {
				NOT = {
					has_guaranteed = NIC
					is_ally_with = NIC
				}
			}
		}
	}
	available = {
		has_army_manpower = {
			size = > 35000
		}
		r56_script_i_am_sane = yes
		NIC = {
			r56_script_target_is_sane = yes
		}
	}
	bypass = {
		NIC = {
			r56_script_standard_bypass = yes
		}
	}
	bypass_effect = {
		317 = {
			add_core_of = ROOT
		}
	}
	completion_reward = {
		317 = {
			add_core_of = HON
		}
		NIC = {
			clr_country_flag = monroe_doctrine
			remove_ideas = USA_monroe_doctrine_idea
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		declare_war_on = {
			target = NIC
			type = take_core_state
			generator = {
				317
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Military Industrial Organization
Component: BEL_Stampe_Vertongen_organization
Constructs: equipment_bonus
Source: game
File: common/military_industrial_organization/organizations/r56_BEL_organization.txt

Code:
BEL_Stampe_Vertongen_organization = {
	name = Stampe_Vertongen
	include = generic_medium_aircraft_organization
	icon = GFX_idea_Stampe_Vertongen
	allowed = {
		original_TAG = FLA
	}
	initial_trait = {
		name = generic_mio_initial_trait_multi_role_tactical_aircraft
		limit_to_equipment_type = {
			mio_cat_eq_all_medium_plane
		}
		equipment_bonus = {
			surface_detection = 0.05
			air_ground_attack = 0.05
		}
	}
}
### Entity: Event
Component: belgium.101
Constructs: is_triggered_only, ai_chance, has_tech
Source: game
File: events/BEL_additional_events.txt

Code:
country_event = {
	id = belgium.101
	title = belgium.101.t
	desc = belgium.101.desc
	picture = GFX_report_event_fighters
	is_triggered_only = yes
	option = {
		name = belgium.101.a
		trigger = {
			OR = {
				GER = {
					is_available_fighter_BEL = yes
				}
				FRA = {
					is_available_fighter_BEL = yes
				}
				ITA = {
					is_available_fighter_BEL = yes
				}
				ENG = {
					is_available_fighter_BEL = yes
				}
				USA = {
					is_available_fighter_BEL = yes
				}
			}
		}
		ai_chance = {
			factor = 50
			modifier = {
				has_tech = fighter1
				add = -10
			} {
				has_tech = fighter2
				add = -10
			} {
				has_tech = fighter3
				factor = 0
			}
		}
		country_event = belgium.102
	} {
		name = belgium.101.b
		trigger = {
			OR = {
				GER = {
					is_available_heavy_fighter_BEL = yes
				}
				FRA = {
					is_available_heavy_fighter_BEL = yes
				}
				ITA = {
					is_available_heavy_fighter_BEL = yes
				}
				ENG = {
					is_available_heavy_fighter_BEL = yes
				}
				USA = {
					is_available_heavy_fighter_BEL = yes
				}
			}
		}
		country_event = belgium.103
		ai_chance = {
			factor = 50
			modifier = {
				has_tech = heavy_fighter1
				add = -10
			} {
				has_tech = heavy_fighter2
				add = -10
			} {
				has_tech = heavy_fighter3
				factor = 0
			}
		}
	}
}
### Entity: Idea
Component: SAX_mt
Source: game
File: common/ideas/saxony.txt

Code:
SAX_mt = {
	ledger = army
	picture = generic_army_europe_3
	allowed = {
		original_tag = SAX
	}
	traits = {
		military_theorist
	}
}
### Entity: Scripted Trigger
Component: EAI_drop_tanks_MODULE_FOCUS
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_air_triggers.txt

Code:
EAI_drop_tanks_MODULE_FOCUS = {
	OR = {
		EAI_FTR_military_focus = yes
		EAI_CV_tech_focus = yes
		EAI_CAS_military_focus = yes
		EAI_NAV_military_focus = yes
	}
}
### Entity: Scripted Effect
Component: SWI_fill_neighbors
Constructs: limit, has_country_flag, clear_variable, every_other_country, clr_country_flag, has_variable, set_variable, set_country_flag
Source: game
File: common/scripted_effects/SWI_scripted_effects.txt

Code:
SWI_fill_neighbors = {
	hidden_effect = {
		clear_variable = SWI_country_to_appease_1 SWI_country_to_appease_2 SWI_country_to_appease_3 SWI_country_to_appease_4
		every_other_country = {
			limit = {
				has_country_flag = SWI_country_to_appease
			}
			clr_country_flag = SWI_country_to_appease
		} {
			limit = {
				SWI_is_country_to_balance = yes
			}
			if = {
				limit = {
					SWI = {
						NOT = {
							has_variable = SWI_country_to_appease_1
						}
					}
				}
				SWI = {
					set_variable = {
						SWI_country_to_appease_1 = PREV
					}
				}
				var:SWI.SWI_country_to_appease_1 = {
					set_country_flag = SWI_country_to_appease
					every_other_country = {
						limit = {
							is_in_faction_with = PREV
						}
						set_country_flag = SWI_country_to_appease
					}
				}
			}
			else_if = {
				limit = {
					SWI = {
						NOT = {
							has_variable = SWI_country_to_appease_2
						}
					}
				}
				SWI = {
					set_variable = {
						SWI_country_to_appease_2 = PREV
					}
				}
				var:SWI.SWI_country_to_appease_2 = {
					set_country_flag = SWI_country_to_appease
					every_other_country = {
						limit = {
							is_in_faction_with = PREV
						}
						set_country_flag = SWI_country_to_appease
					}
				}
			} {
				limit = {
					SWI = {
						NOT = {
							has_variable = SWI_country_to_appease_3
						}
					}
				}
				SWI = {
					set_variable = {
						SWI_country_to_appease_3 = PREV
					}
				}
				var:SWI.SWI_country_to_appease_3 = {
					set_country_flag = SWI_country_to_appease
					every_other_country = {
						limit = {
							is_in_faction_with = PREV
						}
						set_country_flag = SWI_country_to_appease
					}
				}
			} {
				limit = {
					SWI = {
						NOT = {
							has_variable = SWI_country_to_appease_4
						}
					}
				}
				SWI = {
					set_variable = {
						SWI_country_to_appease_4 = PREV
					}
				}
				var:SWI.SWI_country_to_appease_4 = {
					set_country_flag = SWI_country_to_appease
					every_other_country = {
						limit = {
							is_in_faction_with = PREV
						}
						set_country_flag = SWI_country_to_appease
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: cub_focus
Component: CUB_heavy_fighter_concept
Constructs: prerequisite, limit, completion_reward, has_dlc, create_equipment_variant, add_tech_bonus
Source: game
File: common/national_focus/Cuba.txt

Code:
focus = {
	id = CUB_heavy_fighter_concept
	icon = GFX_goal_generic_air_fighter2
	prerequisite = {
		focus = CUB_air_innovations CUB_fighter_modernisation
	}
	relative_position_id = CUB_air_base_expansion
	x = 0
	y = 2
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			create_equipment_variant = {
				name = Bristol Blenheim
				type = medium_plane_airframe_1
				modules = {
					fixed_main_weapon_slot = medium_bomb_bay
					engine_type_slot = engine_2_2x
					special_type_slot_1 = lmg_defense_turret
				}
				icon = GFX_ENG_heavy_fighter1_medium
			}
			add_tech_bonus = {
				name = CUB_heavy_fighter_concept
				bonus = 0.75
				uses = 1
				category = medium_air
			}
		}
		else = {
			add_tech_bonus = {
				name = CUB_heavy_fighter_concept
				bonus = 1
				uses = 1
				category = cat_heavy_fighter
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: figurehead_president
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
figurehead_president = {
	random = no
	stability_factor = -0.05
	political_power_factor = 0.05
}
### Entity: Idea
Component: general_staff
Constructs: removal_cost, planning_speed
Source: game
File: common/ideas/GER.txt

Code:
general_staff = {
	allowed = {
		original_tag = GER
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		army_org_Factor = 0.05
		planning_speed = 0.25
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_protect_greenland
Constructs: prerequisite, limit, completion_reward, is_fully_controlled_by, add_extra_state_shared_building_slots, add_building_construction, add_dynamic_modifier
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_protect_greenland
	icon = GFX_focus_DEN_protect_greenland
	prerequisite = {
		focus = DEN_prospecting_new_sites DEN_expand_the_ivittuut_mine
	}
	mutually_exclusive = {

	}
	relative_position_id = DEN_develop_greenland
	x = 0
	y = 2
	cost = 10
	bypass = {

	}
	available = {
		101 = {
			is_fully_controlled_by = ROOT
		}
	}
	ai_will_do = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		if = {
			limit = {
				101 = {
					is_fully_controlled_by = ROOT
				}
			}
			101 = {
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				} {
					type = dockyard
					level = 1
					instant_build = yes
				} {
					type = naval_base
					level = 1
					province = 12512
					instant_build = yes
				} {
					type = air_base
					level = 1
					instant_build = yes
				}
				add_dynamic_modifier = {
					modifier = DEN_military_projects_state_modifier
				}
			}
		}
	}
}