Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Unit Template
Component: equipments
Constructs: is_archetype, maximum_speed, build_cost_ic
Source: game
File: common/units/equipment/railway_gun.txt

Code:
equipments = {
	railway_gun_equipment = {
		year = 1934
		is_archetype = yes
		picture = archetype_artillery_equipment
		type = railway_gun
		group_by = archetype
		interface_category = interface_category_land
		active = yes
		reliability = 0.8
		maximum_speed = 5
		railway_gun_attack = 25
		railway_gun_attack_range_index_in_define = 0
		railway_gun_annex_ratio = 0.5
		railway_gun_hours_between_redistribution = 24
		manpower = 1000
		lend_lease_cost = 30
	}
	railway_gun_equipment_1 = {
		year = 1934
		archetype = railway_gun_equipment
		priority = 50
		visual_level = 0
		active = no
		build_cost_ic = 800.0
		resources = {
			steel = 4
			tungsten = 2
			chromium = 2
		}
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_defend_our_empire
Constructs: has_completed_focus, prerequisite, limit, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_defend_our_empire
	prerequisite = {
		focus = PRU_integrate_the_Quechuas_into_the_army
	} {
		focus = PRU_Acquire_French_weapons
	}
	mutually_exclusive = {
		focus = PRU_sons_of_the_conquistador
	}
	icon = GFX_goal_generic_nested_fortifications
	x = -1
	y = 9
	relative_position_id = PRU_look_to_the_past
	cost = 3
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		if = {
			limit = {
				has_completed_focus = PRU_invite_carlos
			}
			swap_ideas = {
				remove_idea = PRU_royal_army_2
				add_idea = PRU_royal_army_3_d
			}
		} {
			limit = {
				has_completed_focus = PRU_appoint_a_peruvian_monarch
			}
			swap_ideas = {
				remove_idea = PRU_imperial_army_2
				add_idea = PRU_imperial_army_3_d
			}
		}
	}
}
### Entity: Idea
Component: PHI_coastal_defense_ships_ns
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/philippines.txt

Code:
PHI_coastal_defense_ships_ns = {
	picture = generic_coastal_defense_ships
	removal_cost = -1
	allowed = {
		original_tag = PHI
	}
	allowed_civil_war = {

	}
	equipment_bonus = {
		ship_hull_cruiser_coastal_defense_ship = {
			armor_value = 0.2
			lg_attack = 0.1
			torpedo_attack = 0.1
			max_strength = 0.15
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: Character
Component: GER_center_of_the_voelkish_cult
Constructs: stability_factor, fascism_drift, conscription_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
GER_center_of_the_voelkish_cult = {
	sprite = 13
	random = no
	stability_weekly = -0.001
	stability_factor = -0.05
	political_power_factor = 0.1
	fascism_drift = 0.1
	party_popularity_stability_factor = 0.1
	conscription_factor = 0.25
	army_core_attack_factor = 0.05
	army_core_defence_factor = 0.05
}
### Entity: Idea
Component: SIA_return_to_the_world_stage_r56
Constructs: war_support_factor, removal_cost
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_return_to_the_world_stage_r56 = {
	allowed_civil_war = {
		original_tag = SIA
	}
	removal_cost = -1
	picture = chi_war_of_resistance3
	modifier = {
		war_support_factor = 0.04
	}
}
### Entity: Event
Component: AAT_Sweden_strike.1
Constructs: is_triggered_only, limit, remove_ideas, add_stability, add_political_power, has_idea, add_timed_idea
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden_strike.1
	title = AAT_Sweden_strike.1.t
	desc = AAT_Sweden_strike.1.desc
	is_triggered_only = yes
	option = {
		name = AAT_Sweden_strike.1.b
		hidden_effect = {
			if = {
				limit = {
					has_idea = SWE_minor_hungershield_strike
				}
				remove_ideas = SWE_minor_hungershield_strike
			}
		}
		add_timed_idea = {
			idea = SWE_minor_hungershield_strike
			days = 180
		}
	} {
		name = AAT_Sweden_strike.1.b
		hidden_effect = {
			if = {
				limit = {
					has_idea = SWE_minor_hungershield_strike
				}
				remove_ideas = SWE_minor_hungershield_strike
			}
		}
		add_timed_idea = {
			idea = SWE_minor_hungershield_strike
			days = 180
		}
		add_stability = 0.05
		add_political_power = -80
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_aid_the_pcr
Constructs: prerequisite, has_war, has_government, completion_reward, add_political_power, has_war_support, is_puppet, add_timed_idea
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_aid_the_pcr
	icon = GFX_goal_generic_aid_pcr
	prerequisite = {
		focus = GRE_ally_the_balkans GRE_join_the_balkanic_revolution GRE_befriend_sov
	}
	x = 5
	y = 1
	relative_position_id = GRE_ally_the_balkans
	cost = 7.2
	ai_will_do = {
		factor = 80
	}
	available = {
		has_war = no
		has_war_support = > 0.6
		country_exists = ROM
		NOT = {
			ROM = {
				has_government = communism
				is_puppet = yes
			}
		}
	}
	completion_reward = {
		add_political_power = 100
		ROM = {
			add_timed_idea = {
				idea = internationalism
				days = 730
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Decision
Component: SWE_train_the_sheltered_cat
Constructs: has_completed_focus, has_country_flag, has_dlc, has_capitulated
Source: game
File: common/decisions/categories/SWE_decision_categories.txt

Code:
SWE_train_the_sheltered_cat = {
	allowed = {
		tag = SWE
		has_dlc = Arms Against Tyranny
	}
	priority = 100
	scripted_gui = swe_train_the_sheltered_scripted_ui
	visible_when_empty = yes
	visible = {
		has_completed_focus = SWE_train_the_sheltered
		has_capitulated = no
		exists = yes
		NOT = {
			has_country_flag = SWE_has_activated_train_the_sheltered
		}
	}
}
### Entity: Idea
Component: GER_soviet_protect_our_sphere
Constructs: has_government, industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/GER.txt

Code:
GER_soviet_protect_our_sphere = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	picture = generic_intel_bonus
	modifier = {
		production_speed_arms_factory_factor = 0.2
		industrial_capacity_factory = 0.1
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_army_aviation_2
Constructs: prerequisite, limit, completion_reward, has_tech, has_dlc, add_tech_bonus, bomber_bonus
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_army_aviation_2
	icon = GFX_goal_generic_air_bomber
	prerequisite = {
		focus = HON_aviation
	}
	x = 47
	y = 3
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 2
			NOT = {
				has_tech = strategic_bomber1 basic_large_airframe
			}
		}
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			add_tech_bonus = {
				name = bomber_bonus
				bonus = 1
				uses = 2
				technology = basic_large_airframe improved_large_airframe advanced_large_airframe
				category = medium_air
			}
		}
		else = {
			add_tech_bonus = {
				name = bomber_bonus
				bonus = 1
				uses = 2
				technology = strategic_bomber1 strategic_bomber2 strategic_bomber3
				category = tactical_bomber
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_polish_revanchism
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_polish_revanchism
	icon = GFX_focus_POL_polish_revanchism
	prerequisite = {
		focus = POL_ozon
	}
	mutually_exclusive = {
		focus = POL_align_with_the_west POL_baltic_security
	}
	x = 0
	y = 1
	relative_position_id = POL_ozon
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_ideas = POL_polish_revanchism_focus
	}
}
### Entity: Character
Component: CAN_r_b_bennett
Source: game
File: common/characters/CAN.txt

Code:
CAN_r_b_bennett = {
	name = CAN_r_b_bennett
	portraits = {
		army = {
			small = GFX_idea_CAN_r_b_bennett
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = CAN_r_b_bennett
		allowed = {
			original_tag = CAN
		}
		traits = {
			silent_workhorse
		}
	}
}
### Entity: Event
Component: wtt_japan.119
Constructs: is_triggered_only, division_template, remove_resource_rights, is_locked, random_owned_controlled_state, create_unit
Source: game
File: events/WTT_Japan.txt

Code:
country_event = {
	id = wtt_japan.119
	title = wtt_japan.119.t
	desc = wtt_japan.119.desc
	picture = GFX_report_event_soviet_soldiers
	is_triggered_only = yes
	option = {
		name = wtt_japan.119.a
		FROM = {
			transfer_state = 537
		}
		remove_resource_rights = 655
		division_template = {
			name = Soviet Volunteers
			division_names_group = SOV_INF_01
			is_locked = yes
			template_counter = 118
			regiments = {
				infantry = {
					x = 0
					y = 0
				} {
					x = 1
					y = 0
				} {
					x = 2
					y = 0
				} {
					x = 3
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 1
					y = 1
				} {
					x = 2
					y = 1
				} {
					x = 3
					y = 1
				} {
					x = 0
					y = 2
				} {
					x = 1
					y = 2
				} {
					x = 2
					y = 2
				} {
					x = 3
					y = 2
				}
			}
			support = {
				recon = {
					x = 0
					y = 0
				}
				engineer = {
					x = 0
					y = 1
				}
				artillery = {
					x = 0
					y = 2
				}
			}
		}
		random_owned_controlled_state = {
			prioritize = {
				535
			}
			custom_effect_tooltip = wtt_japan.119.TT
			hidden_effect = {
				create_unit = {
					division = name = "1. Soviet Volunteers" division_template = "Soviet Volunteers" start_experience_factor = 0.5
					owner = ROOT
				} {
					division = name = "2. Soviet Volunteers" division_template = "Soviet Volunteers" start_experience_factor = 0.5
					owner = ROOT
				} {
					division = name = "3. Soviet Volunteers" division_template = "Soviet Volunteers" start_experience_factor = 0.5
					owner = ROOT
				} {
					division = name = "4. Soviet Volunteers" division_template = "Soviet Volunteers" start_experience_factor = 0.5
					owner = ROOT
				} {
					division = name = "5. Soviet Volunteers" division_template = "Soviet Volunteers" start_experience_factor = 0.5
					owner = ROOT
				} {
					division = name = "6. Soviet Volunteers" division_template = "Soviet Volunteers" start_experience_factor = 0.5
					owner = ROOT
				} {
					division = name = "7. Soviet Volunteers" division_template = "Soviet Volunteers" start_experience_factor = 0.5
					owner = ROOT
				} {
					division = name = "8. Soviet Volunteers" division_template = "Soviet Volunteers" start_experience_factor = 0.5
					owner = ROOT
				}
			}
		}
	}
}
### Entity: Unit Template
Component: GER_MONINF_01
Constructs: has_completed_focus, has_government
Source: game
File: common/units/names_divisions/GER_names_divisions.txt

Code:
GER_MONINF_01 = {
	name = Monarchist Infantry Divisions
	for_countries = {
		GER
	}
	can_use = {
		OR = {
			has_government = neutrality democratic
		} {
			has_completed_focus = GER_oppose_hitler_ww GER_oppose_hitler
		}
	}
	division_types = {
		infantry mechanized mountaineers paratrooper marine
	}
	fallback_name = %d. Division
	ordered = {
		901 = {
			1. Garde-Division
		}
		902 = {
			2. Garde-Division
		}
		903 = {
			3. Garde-Division
		}
		1 = {
			%d. Division 'Kronprinz'
		}
		2 = {
			%d. Division 'König Friedrich Wilhelm IV'
		}
		3 = {
			%d. Division 'König Friedrich Wilhelm I'
		}
		4 = {
			%d. Division 'König Friedrich der Grosse'
		}
		5 = {
			%d. Division 'König Friedrich I'
		}
		6 = {
			%d. Division 'Graf Kleist von Nollendorf'
		}
		7 = {
			%d. Division 'König Wilhelm I'
		}
		8 = {
			%d. Division 'König Friedrich Wilhelm III'
		}
		9 = {
			%d. Colbergsche-Division 'Graf Gneisenau'
		}
		10 = {
			%d. Division 'König Friedrich Wilhelm II'
		}
		11 = {
			%d. Division 'König Friedrich III'
		}
		12 = {
			%d. Division 'Prinz Karl von Preußen'
		}
		13 = {
			%d. Division 'Herwarth von Bittenfeld'
		}
		14 = {
			%d. Division 'Graf Schwerin'
		}
		15 = {
			%d. Division 'Prinz Friedrich der Niederlande'
		}
		16 = {
			%d. Division 'Freiherr von Sparr'
		}
		17 = {
			%d. Division 'Graf Barfuß'
		}
		18 = {
			%d. Division 'von Grolman'
		}
		19 = {
			%d. Division 'von Courbière'
		}
		20 = {
			%d. Division 'Graf Tauentzien von Wittenberg'
		}
		21 = {
			%d. Division 'von Borcke'
		}
		22 = {
			%d. Division 'Keith'
		}
		23 = {
			%d. Division 'von Winterfeldt'
		}
		24 = {
			%d. Division 'Großherzog Friedrich Franz II von Mecklenburg-Schwerin'
		}
		25 = {
			%d. Division 'von Lützow'
		}
		26 = {
			%d. Division 'Fürst Leopold von Anhalt-Dessau'
		}
		27 = {
			%d. Division 'Prinz Louis Ferdinand von Preußen'
		}
		28 = {
			%d. Division 'von Goeben'
		}
		29 = {
			%d. Division 'von Horn'
		}
		30 = {
			%d. Division 'Graf Werder'
		}
		31 = {
			%d. Division 'Graf Bose'
		}
		32 = {
			%d. Thüringische-Division
		}
		33 = {
			%d. Division 'Graf Roon'
		}
		34 = {
			%d. Division 'Königin Viktoria von Schweden'
		}
		35 = {
			%d. Division 'Prinz Heinrich von Preußen'
		}
		36 = {
			%d. Division 'General-Feldmarschall Graf Blumenthal'
		}
		37 = {
			%d. Division 'von Steinmetz'
		}
		38 = {
			%d. Division 'General-Feldmar
# ... (truncated)
### Entity: National Focus
Tree: arg_focus
Component: ARG_special_forces
Constructs: prerequisite, limit, completion_reward, add_tech_bonus, has_dlc, add_doctrine_cost_reduction, set_country_flag, unlock_decision_tooltip
Source: game
File: common/national_focus/r56_argentina.txt

Code:
focus = {
	id = ARG_special_forces
	icon = GFX_goal_generic_special_forces
	prerequisite = {
		focus = ARG_equipment_innovation
	}
	x = 6
	y = 5
	cost = 10
	completion_reward = {
		add_tech_bonus = {
			name = ARG_special_forces
			bonus = 1
			uses = 2
			category = r56_jaeger_infantry_tech r56_marines_infantry_tech r56_mountain_infantry_tech r56_paratroops_infantry_tech r56_shock_infantry_tech r56_jungle_infantry_tech
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_doctrine_cost_reduction = {
				cost_reduction = 0.5
				uses = 2
				category = special_forces_doctrine
			}
		}
		else = {
			add_tech_bonus = {
				name = special_forces_bonus
				bonus = 0.5
				uses = 2
				category = r56_special_forces_training_tech
			}
		}
		hidden_effect = {
			set_country_flag = cite_an_airborne_unit_flag
		}
		unlock_decision_tooltip = {
			decision = cite_an_airborne_unit
			show_effect_tooltip = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_seizing_the_romanian_oil_fields
Constructs: prerequisite, has_war, has_government, completion_reward, is_subject, has_added_tension_amount, is_in_faction_with, is_subject_of
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_seizing_the_romanian_oil_fields
	icon = GFX_goal_tfv_saf_anti_colonialist_crusade
	available = {
		ROM = {
			is_subject = no
			OR = {
				has_government = fascism communism
				has_added_tension_amount = > 5
			}
		}
	} {
		is_subject = no
	}
	prerequisite = {
		focus = TUR_partnership_pact_with_bulgaria
	}
	x = -2
	y = 1
	relative_position_id = TUR_partnership_pact_with_bulgaria
	cost = 10
	ai_will_do = {
		base = 10
	}
	historical_ai = {
		GER = {
			has_government = fascism
			exists = yes
			has_war = yes
			is_in_faction_with = ROM
		}
	}
	bypass = {
		ROM = {
			OR = {
				is_in_faction_with = TUR
				is_subject_of = TUR
				exists = no
				has_capitulated = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		create_wargoal = {
			type = puppet_wargoal_focus
			target = ROM
		}
	}
}
### Entity: Decision
Component: SWI_absolute_neutrality_decisions_category
Constructs: has_completed_focus, limit, remove_ideas, has_government, has_war_with, has_country_flag, add_opinion_modifier, industrial_capacity_factory
Source: game
File: common/decisions/SWI.txt

Code:
SWI_absolute_neutrality_decisions_category = {
	SWI_country_angry_mission = {
		icon = GFX_decision_generic_tank
		priority = 100
		allowed = {
			original_tag = SWI
		}
		visible = {
			has_country_flag = SWI_in_breach_of_neutrality
			has_idea = SWI_swiss_neutrality
		}
		available = {
			SWI_angriest_country_still_mad = no
		}
		cancel_trigger = {
			OR = {
				var:SWI.SWI_angriest_country = {
					has_wargoal_against = ROOT
				}
				has_war_with = var:SWI.SWI_angriest_country
				NOT = {
					has_idea = SWI_swiss_neutrality
				}
			}
		}
		days_mission_timeout = SWI_time_to_appease_angry_country
		is_good = no
		complete_effect = {
			SWI_angry_country_cleanup = yes
		}
		activation = {
			AND = {
				ROOT = {
					is_ai = no
				}
				has_country_flag = SWI_in_breach_of_neutrality
			}
			NOT = {
				var:SWI.SWI_angriest_country = {
					has_wargoal_against = ROOT
				}
			} {
				has_war_with = var:SWI.SWI_angriest_country
			}
			SWI_angriest_country_still_mad = yes
			has_idea = SWI_swiss_neutrality
		}
		cancel_effect = {
			SWI_angry_country_cleanup = yes
		}
		timeout_effect = {
			SWI_give_wargoal_to_angriest_country = yes
			every_other_country = {
				limit = {
					has_country_flag = SWI_already_asked_for_guarantees
				}
				clr_country_flag = SWI_already_asked_for_guarantees
			}
			country_event = {
				id = BBA_switzerland.25
			}
			if = {
				limit = {
					has_country_flag = SWI_has_done_backchannel_negotiations_once
				}
				clr_country_flag = SWI_has_done_backchannel_negotiations_once
			}
		}
	}
	SWI_backchannel_negotiations = {
		icon = decision_hol_exchange_intelligence_data
		priority = 99
		cost = 90
		target_trigger = {
			SWI = {
				has_variable = SWI_angriest_country
			}
			FROM = {
				SWI_is_country_to_balance = yes
				tag = var:SWI.SWI_angriest_country
			}
		}
		days_remove = 30
		visible = {
			has_country_flag = SWI_in_breach_of_neutrality
			NOT = {
				has_country_flag = SWI_has_done_backchannel_negotiations_once
			}
		}
		complete_effect = {

		}
		cancel_trigger = {
			NOT = {
				has_country_flag = SWI_in_breach_of_neutrality
			}
		}
		remove_effect = {
			var:SWI.SWI_angriest_country = {
				add_opinion_modifier = {
					target = ROOT
					modifier = SWI_backchannel_negotiations_opinion_modifier
				}
			}
			random_list = {
				40 = {
					every_other_country = {
						limit = {
							SWI_is_country_to_ba
# ... (truncated)
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_77
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_77 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 77
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 77
	}
}
### Entity: Unit Template
Component: sub_units
Constructs: affects_speed
Source: game
File: common/units/anti-air.txt

Code:
sub_units = {
	anti_air = {
		abbreviation = AA
		sprite = infantry
		map_icon_category = infantry
		priority = 0
		ai_priority = 0
		active = yes
		affects_speed = no
		type = {
			infantry support
		}
		group = support
		categories = {
			category_support_battalions category_army category_anti_air category_divisional_support_battalions
		}
		regimental = no
		combat_width = 0
		training_time = 120
		need = {
			anti_air_equipment = 20
		}
		can_be_parachuted = no
		max_strength = 0.2
		max_organisation = 0
		default_morale = 0.1
		manpower = 300
		weight = 0.1
		supply_consumption = 0.1
		defense = -0.4
		breakthrough = -0.4
		soft_attack = -0.4
		hard_attack = -0.4
		air_attack = -0.2
	}
}
### Entity: Decision
Component: form_siberia_category
Constructs: has_dlc
Source: game
File: common/decisions/categories/00_formable_categories.txt

Code:
form_siberia_category = {
	icon = generic_formable_nations
	picture = GFX_decision_cat_picture_form_siberian_republic
	allowed = {
		has_dlc = No Step Back
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_the_nordic_defense_council
Constructs: prerequisite, has_war, limit, has_government, add_opinion_modifier, completion_reward, is_subject, is_ai
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_the_nordic_defense_council
	icon = GFX_focus_SWE_the_nordic_defense_council
	x = -5
	y = 2
	cost = 10
	prerequisite = {
		focus = SWE_the_old_enemy_stirs
	}
	relative_position_id = SWE_the_old_enemy_stirs
	mutually_exclusive = {
		focus = SWE_prevent_a_red_dictatorship
	}
	ai_will_do = {
		factor = 10
	}
	available = {
		is_subject = no
		if = {
			limit = {
				is_ai = no
			}
			has_war_support = > 0.24
			has_stability = > 0.6
		}
		else = {
			has_war_support = > 0.1
			has_stability = > 0.6
		}
		has_government = democratic
		OR = {
			FIN = {
				has_capitulated = no
				is_subject = no
				has_war = no
				NOT = {
					FIN_is_lone_wolf_finland = yes
				}
			}
			NOR = {
				has_capitulated = no
				is_subject = no
				has_war = no
			}
			ICE = {
				has_capitulated = no
				has_war = no
				OR = {
					is_subject = no
					is_subject_of = DEN
				}
			}
			DEN = {
				has_capitulated = no
				is_subject = no
				has_war = no
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		mio:SWE_saab_organization = {
			add_mio_funds = 600
		}
		mio:SWE_landsverk_organization = {
			add_mio_funds = 600
		}
		mio:SWE_gotaverken_organization = {
			add_mio_funds = 600
		}
		mio:SWE_husqvarna_organization = {
			add_mio_funds = 600
		}
		mio:SWE_bofors_organization = {
			add_mio_funds = 600
		}
		mio:SWE_volvo_organization = {
			add_mio_funds = 600
		}
		mio:SWE_scania_vabis_organization = {
			add_mio_funds = 600
		}
		hidden_effect = {
			add_opinion_modifier = {
				target = NOR
				modifier = DEN_deepening_partnership
			}
		} {
			add_opinion_modifier = {
				target = DEN
				modifier = DEN_deepening_partnership
			}
		} {
			add_opinion_modifier = {
				target = FIN
				modifier = DEN_deepening_partnership
			}
		} {
			add_opinion_modifier = {
				target = ICE
				modifier = DEN_deepening_partnership
			}
		}
		NOR = {
			add_opinion_modifier = {
				target = SWE
				modifier = DEN_deepening_partnership
			}
		}
		DEN = {
			add_opinion_modifier = {
				target = SWE
				modifier = DEN_deepening_partnership
			}
		}
		FIN = {
			add_opinion_modifier = {
				target = SWE
				modifier = DEN_deepening_partnership
			}
		}
		ICE = {
			add_opinion_modifier = {
				target = SWE
				modifier = DEN_deepening_partn
# ... (truncated)
### Entity: Idea
Component: IRQ_recovering_from_forceful_industrialization
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/iraq.txt

Code:
IRQ_recovering_from_forceful_industrialization = {
	allowed = {
		original_tag = IRQ
	}
	removal_cost = -1
	picture = GER_recovering_economy
	modifier = {
		stability_factor = -0.15
	}
}
### Entity: Idea
Component: SWE_scandinavian_volunteers_idea
Constructs: removal_cost, send_volunteer_divisions_required, send_volunteer_size, send_volunteers_tension
Source: game
File: common/ideas/r56_sweden.txt

Code:
SWE_scandinavian_volunteers_idea = {
	allowed = {
		always = no
	}
	removal_cost = -1
	picture = generic_volunteer_expedition_bonus
	modifier = {
		send_volunteer_divisions_required = -0.5
		send_volunteer_size = 6
		acclimatization_cold_climate_gain_factor = 0.1
		send_volunteers_tension = -0.2
	}
}
### Entity: National Focus
Tree: cub_focus
Component: CUB_invite_NKVD_officers
Constructs: prerequisite, add_ideas, has_government, has_war_with, completion_reward
Source: game
File: common/national_focus/Cuba.txt

Code:
focus = {
	id = CUB_invite_NKVD_officers
	text = EGY_invite_NKVD_officers
	icon = GFX_goal_soviet_military_advisors
	cost = 10
	prerequisite = {
		focus = CUB_state_visit_to_the_soviet_union
	}
	relative_position_id = CUB_state_visit_to_the_soviet_union
	x = 1
	y = 1
	available = {
		country_exists = SOV
		SOV = {
			has_government = communism
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	completion_reward = {
		add_ideas = EGY_soviet_NKVD_officers
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_RESEARCH
	}
}