Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Doctrine
Component: air_subdoctrine_tactical_battlefield_support
Constructs: is_major, xp_cost
Source: game
File: common/doctrines/subdoctrines/air/air_medium_aircraft_subdoctrines.txt

Code:
air_subdoctrine_tactical_battlefield_support = {
	track = medium_aircraft
	name = SUBDOCTRINE_TACTICAL_BATTLEFIELD_SUPPORT
	description = SUBDOCTRINE_TACTICAL_BATTLEFIELD_SUPPORT_DESC
	icon = GFX_doctrine_keypoint_bombing_medium
	xp_cost = 100
	xp_type = air
	available = {
		always = yes
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 50
			OR = {
				original_tag = GER JAP ITA
			}
		} {
			factor = 0.5
			is_major = no
		}
	}
	category_tac_bomber = {
		air_ground_attack = 0.1
	}
	rewards = {
		keypoint_bombing = {
			air_cas_present_factor = 0.1
		}
		logistical_bombing = {
			army_bonus_air_superiority_factor = 0.05
			air_cas_efficiency = 0.05
		}
		ship_hunters = {
			category_tac_bomber = {
				naval_strike_attack = 0.1
			}
		}
		dedicated_record_keeping = {
			air_fuel_consumption_factor = -0.05
		}
		bomber_aces = {
			ace_effectiveness_factor = 0.15
		}
	}
}
### Entity: Event
Component: BBA_switzerland_trade.8
Constructs: is_triggered_only, ai_chance, set_country_flag, is_historical_focus_on
Source: game
File: events/BBA_Switzerland.txt

Code:
country_event = {
	id = BBA_switzerland_trade.8
	title = BBA_switzerland_trade.8.t
	desc = BBA_switzerland_trade.8.desc
	picture = GFX_report_event_generic_conference
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			set_country_flag = {
				flag = SWI_waiting_for_answer_timeout
				days = 50
				value = 1
			}
		}
	}
	option = {
		name = BBA_switzerland_trade.8.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 5
				OR = {
					original_tag = GER FRA USA ENG
				}
				is_historical_focus_on = yes
			} {
				factor = 2
				SWI_country_is_happy = yes
			}
		}
		hidden_effect = {
			FROM = {
				country_event = {
					id = BBA_switzerland_trade.9
					hours = 3
				}
			}
		}
		effect_tooltip = {
			SWI_increase_gold_trade = yes
		}
	} {
		name = BBA_switzerland_trade.8.b
		ai_chance = {
			base = 10
		}
		hidden_effect = {
			set_country_flag = {
				flag = SWI_rejected_investment
				days = 240
				value = 0
			}
		}
		FROM = {
			country_event = {
				id = BBA_switzerland_trade.10
				hours = 3
			}
		}
	}
}
### Entity: Character
Component: indies_rep_thamrin
Constructs: autonomy_gain, neutrality_drift, democratic_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
indies_rep_thamrin = {
	sprite = 13
	random = no
	autonomy_gain = 0.3
	neutrality_drift = 0.01
	democratic_drift = 0.04
}
### Entity: Scripted Trigger
Component: EAI_LAW_get_partial_economic_mobilisation
Source: game
File: common/scripted_triggers/EAI_COUNTRY_law_triggers.txt

Code:
EAI_LAW_get_partial_economic_mobilisation = {
	EAI_LAW_wants_partial_economic_mobilisation = yes
	EAI_LAW_available_partial_economic_mobilisation = yes
}
### Entity: Unit Template
Component: POR
Source: game
File: common/units/names/00_names.txt

Code:
POR = {
	submarine = {
		prefix = NRP
		generic = {
			Submarino
		}
		unique = {
			Delfim Espadarte Golfinho Narval Nautilo Neptuno Albacora Barracuda Cachalote Foca Hidra
		}
	}
	destroyer = {
		prefix = NRP
		generic = {
			Contratorpedeiro
		}
		unique = {
			Guadiana Douro Tamega Vouga Lima Dão Tejo Liz Nuno Tristão Diogo Gomes Diogo Cão Corte Real Pêro Escobar
		}
	}
	light_cruiser = {
		prefix = NRP
		generic = {
			Cruzador Ligeiro
		}
		unique = {
			Matosinhos Vila Nova de Gaia Mira Figueira da Foz Marinha Granda Nazare
		}
	}
	heavy_cruiser = {
		prefix = NRP
		generic = {
			Cruzador Pesado
		}
		unique = {
			Matosinhos Vila Nova de Gaia Mira Figueira da Foz Marinha Granda Nazare
		}
	}
	battle_cruiser = {
		prefix = NRP
		generic = {
			Cruzador Couraçado
		}
		unique = {
			Lisboa Porto Novo Estado
		}
	}
	battleship = {
		prefix = NRP
		generic = {
			Couraçado
		}
		unique = {
			Lisboa Porto Novo Estado
		}
	}
	carrier = {
		prefix = NRP
		generic = {
			Porta-Aviões
		}
		unique = {
			Amadora Estoril Principe Real Rainha de Portugal Afonso de Albuquerque Infante de Pedro Medusa Maria Primeira St Sebastiao
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_officers_of_the_revolution
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_officers_of_the_revolution
	icon = GFX_focus_generic_military_mission
	prerequisite = {
		focus = TUR_the_international_of_proletarian_freethinkers
	}
	x = -1
	y = 1
	relative_position_id = TUR_the_international_of_proletarian_freethinkers
	cost = 10
	ai_will_do = {
		base = 10
	}
	completion_reward = {
		add_ideas = TUR_red_officers
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_sea_the_showa_restoration
Constructs: prerequisite, add_stability, completion_reward, cancel_if_invalid, add_popularity, add_to_variable
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_sea_the_showa_restoration
	icon = GFX_focus_JAP_sea_the_showa_restoration
	x = -1
	y = 1
	relative_position_id = JAP_remove_the_weeds_from_the_crop
	prerequisite = {
		focus = JAP_remove_the_weeds_from_the_crop
	} {
		focus = JAP_grand_army_purge
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_stability = 0.1
		add_popularity = {
			ideology = neutrality
			popularity = 0.05
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		JAP_add_or_modify_imperial_way = yes
		add_to_variable = {
			JAP_the_imperial_way_political_advisor_cost_factor = -0.15
			tooltip = political_advisor_cost_factor_tt
		}
	}
}
### Entity: Scripted Effect
Component: EAI_RESOURCE_check_resource_needs
Constructs: limit, has_country_flag, check_variable, add_to_variable, set_country_flag
Source: game
File: common/scripted_effects/EAI_PRODUCTION_resource_effects.txt

Code:
EAI_RESOURCE_check_resource_needs = {
	if = {
		limit = {
			OR = {
				check_variable = {
					resource@aluminium = < -20
				} {
					resource_imported@aluminium = > 20
				}
			}
		}
		add_to_variable = {
			EAI_needs_aluminium = 1
		}
	} {
		limit = {
			has_country_flag = EAI_resources_logging
			check_variable = {
				EAI_needs_aluminium = 3
			}
		}
		log = [GetYear] [GetMonth] | AI | [Root.GetName] | RESOURCES: ALUMINIUM needed, resource@aluminium = [?resource@aluminium], resource_imported@aluminium = [?resource_imported@aluminium]
	} {
		limit = {
			OR = {
				check_variable = {
					resource@rubber = < -20
				} {
					resource_imported@rubber = > 20
				}
			}
		}
		add_to_variable = {
			EAI_needs_rubber = 1
		}
	} {
		limit = {
			has_country_flag = EAI_resources_logging
			check_variable = {
				EAI_needs_rubber = 3
			}
		}
		log = [GetYear] [GetMonth] | AI | [Root.GetName] | RESOURCES: RUBBER needed, resource@rubber = [?resource@rubber], resource_imported@rubber = [?resource_imported@rubber]
	} {
		limit = {
			OR = {
				check_variable = {
					resource@steel = < -20
				} {
					resource_imported@steel = > 20
				}
			}
		}
		add_to_variable = {
			EAI_needs_steel = 1
		}
	} {
		limit = {
			has_country_flag = EAI_resources_logging
			check_variable = {
				EAI_needs_steel = 3
			}
		}
		log = [GetYear] [GetMonth] | AI | [Root.GetName] | RESOURCES: STEEL needed, resource@steel = [?resource@steel], resource_imported@steel = [?resource_imported@steel]
	} {
		limit = {
			OR = {
				check_variable = {
					resource@tungsten = < -20
				} {
					resource_imported@tungsten = > 20
				}
			}
		}
		add_to_variable = {
			EAI_needs_tungsten = 1
		}
	} {
		limit = {
			has_country_flag = EAI_resources_logging
			check_variable = {
				EAI_needs_tungsten = 3
			}
		}
		log = [GetYear] [GetMonth] | AI | [Root.GetName] | RESOURCES: TUNGSTEN needed, resource@tungsten = [?resource@tungsten], resource_imported@tungsten = [?resource_imported@tungsten]
	} {
		limit = {
			OR = {
				check_variable = {
					resource@chromium = < -20
				} {
					resource_imported@chromium = > 20
				}
			}
		}
		add_to_variable = {
			EAI_needs_chromium = 1
		}
	} {
		limit = {
			has_country_flag = EAI_resources_logging
			check_variable = {
				EAI_needs_chromium = 3
			}
		}
		log = [GetYear] [GetMonth] | AI | [Root.GetName] | RESOURCES: CHROMIUM needed, resource@chromiu
# ... (truncated)
### Entity: Unit Leader
Component: 2
Constructs: planning_speed
Source: game
File: common/unit_leader/00_planning_skills.txt

Code:
2 = {
	cost = 200
	type = corps_commander
	modifier = {
		planning_speed = 0.1
		max_planning = 0.04
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_the_castillo_cabinet
Constructs: prerequisite, limit, remove_ideas, completion_reward, retire_country_leader, has_idea, set_country_flag
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_the_castillo_cabinet
	icon = GFX_focus_ARG_the_castillo_cabinet
	prerequisite = {
		focus = ARG_british_cooperation
	}
	x = 0
	y = 1
	relative_position_id = ARG_british_cooperation
	cost = 10
	available = {

	}
	ai_will_do = {
		factor = 5
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_HISTORICAL FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		custom_effect_tooltip = ARG_the_castillo_cabinet_tt CHL_skip_one_line_tt ARG_coup_imminent_tt
		ARG_ramon_castillo = {
			promote_leader = yes
		}
		hidden_effect = {
			retire_country_leader = yes
			IF = {
				limit = {
					has_idea = ARG_ramon_castillo
				}
				remove_ideas = ARG_ramon_castillo
			}
		}
		set_country_flag = military_coup_attempt_started
	}
}
### Entity: Idea
Component: POL_sanation_left_opposition_4
Constructs: stability_factor, is_subject, removal_cost, neutrality_drift
Source: game
File: common/ideas/poland.txt

Code:
POL_sanation_left_opposition_4 = {
	allowed = {
		original_tag = POL
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	available = {
		is_subject = no
	}
	removal_cost = -1
	picture = generic_democratic_drift_bonus
	modifier = {
		stability_factor = -0.25
		consumer_goods_factor = 0.2
		neutrality_drift = -0.2
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3AFrance_Maginot_Line.jpeg.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
&#160;&#160;Invert selection

Filters
Hide transclusions | Hide links | Hide redirects | Hide file links

The following pages link to File:France Maginot Line.jpeg:

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)France (file link) ‎ (← links | edit)

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)
Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/File:France_Maginot_Line.jpeg"
### Entity: AI Strategy
Component: MEN_historical_plan
Constructs: has_government, is_historical_focus_on
Source: game
File: common/ai_strategy_plans/MEN_historical_strategy_plan.txt

Code:
MEN_historical_plan = {
	name = 
	desc = 
	allowed = {
		original_tag = MEN
	}
	enable = {
		is_historical_focus_on = yes
	}
	abort = {
		OR = {
			has_government = democratic communism neutrality
		}
	}
	ai_national_focuses = {
		MEN_strengthen_ties_with_japan
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Idea
Component: POL_vauxhall
Constructs: has_completed_focus, has_country_flag, has_dlc, research_bonus, equipment_bonus, maximum_speed
Source: game
File: common/ideas/poland.txt

Code:
POL_vauxhall = {
	allowed = {
		has_dlc = Poland: United and Ready
		original_TAG = POL
	}
	visible = {
		has_country_flag = POL_vauxhall_motors
		NOT = {
			has_completed_focus = POL_adaptive_designs
		}
	}
	picture = vauxhall
	research_bonus = {
		motorized_equipment = 0.15
	}
	traits = {
		motorized_equipment_manufacturer
	}
	equipment_bonus = {
		motorized_equipment = {
			maximum_speed = 0.05
		}
		mechanized_equipment = {
			maximum_speed = 0.05
		}
	}
	modifier = {
		consumer_goods_factor = 0.05
	}
}
### Entity: Idea
Component: r56w_idea_minister_master_splinter
Source: game
File: common/ideas/r56w_empire.txt

Code:
r56w_idea_minister_master_splinter = {
	ledger = army
	allowed = {
		original_tag = WHY
	}
	traits = {
		r56w_trait_minister_master_splinter
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Name List
Component: ECU
Source: game
File: common/names/00_names.txt

Code:
ECU = {
	male = {
		names = {
			Adolfo Agustín Alejandro Andrés Aníbal Antonio Bartolomé Bernardo David Diego Domingo Eduardo Emiliano Emilio Enrique Esteban Eusebio Federico Felipe Francisco Germán Hernando Hilarión Ignacio Isidoro Ismael Jorge José José Miguel Juan Juan Antonio Juan Francisco Justo Ladislao Luis Manuel Mariano Miguel Narciso Nicolás Pablo Patricio Pedro Ramón Rufino Ruperto Santiago Sebastián Severino Tomás
		}
	}
	female = {
		names = {
			Adelita Araceli Belén Camila Candelaria Chavela Consuelo Cristina Delfina Esperanza Fidelia Graciela Isadora Isabella Jimena Ximena Luciana Lucrecia María Marisol Noemí Nohemi Valentina Valeria Rocío Socorro Sofía Teófila Amaranta Úrsula Rebeca Remedios
		}
	}
	surnames = {
		Abaroa Ágreda Altamirano Arteaga Ballivián Baquedano Belzú Blanche Blanco Bulnes Cabrera Calvo Campero Castilla Corrico Daza de la Cruz de Santa Cruz de Velasco de Vidal Echenique Errázuriz Fernández Figueroa Franco Freire Gamarra Gorostiaga Grau Guilarte La Mar Latorre Lynch Melgarejo Monje Montero Montes Montt Orbegoso Pezet Rebolledo Ruíz-Tagle Salaverry Santa María Siles Sotomayor Toro Valencia Zañartu Zapata
	}
	callsigns = {

	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_control_the_strait
Constructs: prerequisite, completion_reward, has_army_manpower, is_subject, create_wargoal, puppet_wargoal_focus
Source: game
File: common/national_focus/r56_persia.txt

Code:
focus = {
	id = PER_control_the_strait
	icon = GFX_focus_TUR_the_montreux_convention
	cost = 10
	prerequisite = {
		focus = PER_persian_way_to_socialism PER_align_with_the_soviets
	}
	x = 10
	y = 6
	ai_will_do = {
		factor = 15
	}
	available = {
		has_army_manpower = {
			size = > 150000
		}
		is_subject = no
		r56_script_i_am_sane = yes
		TUR = {
			r56_script_target_is_sane = yes
		}
	}
	bypass = {
		TUR = {
			r56_script_standard_bypass = yes
		}
	}
	completion_reward = {
		create_wargoal = {
			type = puppet_wargoal_focus
			target = TUR
			expire = 0
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Idea
Component: AUS_integrated_army
Constructs: army_attack_factor, removal_cost
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_integrated_army = {
	picture = MEX_politicised_army_2
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		army_attack_factor = 0.05
		army_org_factor = 0.05
		political_power_factor = -0.05
		experience_gain_army_factor = 0.05
	}
}
### Entity: Scripted Effect
Component: PHI_cobalt_sea_achievement
Constructs: limit, has_dlc, is_ironman, set_global_flag
Source: game
File: common/scripted_effects/PHI_scripted_effects.txt

Code:
PHI_cobalt_sea_achievement = {
	if = {
		limit = {
			has_dlc = No Compromise, No Surrender
			is_ironman = yes
			tag = PHI
		}
		set_global_flag = achievement_PHI_cobalt_sea_flag
	}
}
### Entity: Idea
Component: LIT_iron_wolf_idea_good_1
Constructs: removal_cost, fascism_drift, conscription_factor
Source: game
File: common/ideas/lithuania.txt

Code:
LIT_iron_wolf_idea_good_1 = {
	picture = LIT_iron_wolf_bad_1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		fascism_drift = 0.05
		conscription_factor = 0.05
	}
}
### Entity: Order of Battle
Component: 6 Qibing Tuan
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/r56_MAN_1936.txt

Code:
division = {
	name = 6 Qibing Tuan
	location = 7812
	division_template = Ch'i Ping Lu
	force_equipment_variants = {
		infantry_equipment_0 = {
			owner = JAP
		}
	}
	start_equipment_factor = 0.25
}
### Entity: Joint Focus
Component: NORDIC_defend_the_danish_belt
Constructs: every_owned_state, prerequisite, limit, joint_focus, is_controlled_by, is_danish_belt_state, has_navy_size, random_owned_state
Source: game
File: common/national_focus/nordic_shared.txt

Code:
joint_focus = {
	id = NORDIC_defend_the_danish_belt
	icon = GFX_focus_generic_develop_denmark_silhouette
	prerequisite = {
		focus = NORDIC_naval_exercises
	}
	mutually_exclusive = {
		focus = NORDIC_control_the_northern_sea NORDIC_baltic_sea_dominance
	}
	x = -2
	y = 1
	relative_position_id = NORDIC_naval_exercises
	cost = 5
	text_icon = NORDIC_focus_style
	available = {
		NORDIC_basic_available_trigger = yes
		any_owned_state = {
			is_controlled_by = PREV
			custom_trigger_tooltip = {
				tooltip = NORDIC_is_danish_belt_state
				is_danish_belt_state = yes
			}
		}
		has_navy_size = {
			size = > 29
		}
		num_of_naval_factories = > 14
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	joint_trigger = {
		NORDIC_basic_joint_trigger = yes
	}
	completion_reward_joint_originator = {
		if = {
			limit = {
				any_owned_state = {
					is_controlled_by = ROOT
					is_danish_belt_state = yes
				}
			}
			random_owned_state = {
				limit = {
					is_controlled_by = ROOT
					is_danish_belt_state = yes
					free_building_slots = {
						building = dockyard
						size = > 1
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = dockyard
					level = 2
					instant_build = yes
				}
			} {
				limit = {
					is_controlled_by = ROOT
					is_danish_belt_state = yes
					naval_base = > 0 < 8
				}
				add_building_construction = {
					type = naval_base
					level = 3
					instant_build = yes
					province = {
						all_provinces = yes
						limit_to_coastal = yes
						limit_to_naval_base = yes
					}
				}
			}
			every_owned_state = {
				limit = {
					is_controlled_by = ROOT
					is_danish_belt_state = yes
				}
				add_building_construction = {
					type = coastal_bunker
					level = 3
					province = {
						all_provinces = yes
						limit_to_victory_point = > 0
						limit_to_coastal = yes
					}
				}
			}
		}
	}
	completion_reward_joint_member = {
		if = {
			limit = {
				any_owned_state = {
					is_controlled_by = ROOT
					is_danish_belt_state = yes
				}
			}
			random_owned_state = {
				limit = {
					is_controlled_by = ROOT
					is_danish_belt_state = yes
					free_building_slots = {
						building = dockyard
						size = > 0
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = dockyard
					level =
# ... (truncated)
### Entity: Technology
Component: rangers_urban_combat
Constructs: force_use_small_tech_layout, research_cost
Source: game
File: common/technologies/special_forces_doctrine.txt

Code:
technology = {
	xp_research_type = army
	xp_unlock_cost = 60
	force_use_small_tech_layout = yes
	path = {
		leads_to_tech = elite_rangers_doctrine
		research_cost_coeff = 1
	} {
		leads_to_tech = rangers_backbone_doctrine
		research_cost_coeff = 1
	}
	category_rangers = {
		default_morale = 0.1
		supply_consumption = -0.02
	}
	ranger_battalion = {
		urban = {
			attack = 0.1
			defence = 0.1
			movement = 0.05
		}
	}
	categories = {
		special_forces_doctrine cat_rangers_doctrine
	}
	doctrine = yes
	research_cost = 2.25
	folder = {
		name = special_forces_doctrine_folder
		position = {
			x = 0
			y = 8
		}
	}
}
### Entity: AI Strategy
Component: EAI_DIPLO_lend_lease_to_L25
Constructs: check_variable, send_lend_lease_desire
Source: game
File: common/ai_strategy/EAI_COUNTRY_diplomacy_lend_lease_strategies.txt

Code:
EAI_DIPLO_lend_lease_to_L25 = {
	enable = {
		NOT = {
			check_variable = {
				EAI_lend_lease_targets^25 = 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = send_lend_lease_desire
		id = L25
		value = 5000
	} {
		type = support
		id = L25
		value = 5000
	} {
		type = diplo_action_desire
		id = L25
		target = lend_lease
		value = 2000
	}
}
### Entity: Idea
Component: EAI_DD_13/super_heavy_tank_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_13/super_heavy_tank_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		super_heavy_tank_chassis = {
			build_cost_ic = -0.325
			instant = yes
		}
	}
}
### Entity: Joint Focus
Component: NORDIC_nordic_research
Constructs: prerequisite, joint_focus, add_to_tech_sharing_group
Source: game
File: common/national_focus/nordic_shared.txt

Code:
joint_focus = {
	id = NORDIC_nordic_research
	icon = {
		GFX_focus_NORDIC_dem_research = {
			NORDIC_democratic_alliance_viable = yes
		} yes
		GFX_focus_NORDIC_com_research = {
			NORDIC_communist_alliance_viable = yes
		}
		GFX_focus_NORDIC_mon_research = {
			NORDIC_monarchist_alliance_viable = yes
		}
	}
	dynamic = yes
	prerequisite = {
		focus = NORDIC_form_joint_alliance
	}
	x = 7
	y = 1
	relative_position_id = NORDIC_form_joint_alliance
	cost = 10
	text_icon = NORDIC_focus_style
	available = {
		NORDIC_basic_available_trigger = yes
		num_researched_technologies = > 25
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	joint_trigger = {
		NORDIC_basic_joint_trigger = yes
	}
	completion_reward_joint_originator = {
		add_to_tech_sharing_group = NORDIC_research_tech_sharing
	}
	completion_reward_joint_member = {
		add_to_tech_sharing_group = NORDIC_research_tech_sharing
	}
}
### Entity: Scripted Effect
Component: SWI_find_fascist_germany
Constructs: limit, has_government, has_country_flag, random_other_country, set_variable, clr_country_flag, set_country_flag
Source: game
File: common/scripted_effects/SWI_scripted_effects.txt

Code:
SWI_find_fascist_germany = {
	if = {
		limit = {
			SWI_fascist_germany_exists = yes
		}
		if = {
			limit = {
				SWI_is_fasc_ger = no
				any_other_country = {
					original_tag = GER
					NOT = {
						has_government = fascism
					}
				}
			}
			random_other_country = {
				limit = {
					SWI_is_fasc_ger = yes
				}
				SWI = {
					set_variable = {
						SWI_fascist_germany = PREV
					}
				}
			}
		}
		SWI = {
			if = {
				limit = {
					has_country_flag = SWI_fascist_germany_is_dead
				}
				clr_country_flag = SWI_fascist_germany_is_dead
			}
		}
	}
	else = {
		SWI = {
			set_country_flag = SWI_fascist_germany_is_dead
		}
	}
}
### Entity: Event
Component: germany.113
Constructs: is_triggered_only, set_country_flag
Source: game
File: events/Germany.txt

Code:
country_event = {
	id = germany.113
	title = germany.113.t
	desc = germany.113.d
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	option = {
		name = germany.113.a
		set_country_flag = GER_POL_danzig_promised
		GER = {
			country_event = {
				id = germany.117
				days = 1
			}
		}
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_expedite_mobilization
Constructs: prerequisite, has_country_flag, completion_reward, unlock_decision_tooltip
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_expedite_mobilization
	icon = GFX_goal_generic_axis_build_infantry
	x = 0
	y = 1
	relative_position_id = SWI_national_redoubt
	prerequisite = {
		focus = SWI_national_redoubt
	}
	cost = 5
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 0.2
			SWI_someone_is_about_to_be_angry = yes
		}
	}
	available = {
		power_balance_value = {
			id = SWI_centralization_bop
			value = > 0
		}
		NOT = {
			has_country_flag = SWI_militias_turned_into_regulars
		}
	}
	search_filters = {
		FOCUS_FILTER_SWI_MILITARY_READINESS
	}
	completion_reward = {
		subtract_from_variable = {
			var = SWI_militia_activation_time
			value = 1
			tooltip = SWI_reduce_militia_activation_time_TT
		}
		unlock_decision_tooltip = SWI_improve_deployment_speed
		SWI_add_suspicious_prep_opinion = yes
	}
}