Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: cog_focus
Component: COG_desgregate_the_universites
Constructs: limit, completion_reward, is_subject, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_desgregate_the_universites
	icon = GFX_focus_generic_university_2
	x = 19
	y = 1
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	cost = 10
	bypass = {

	}
	available = {
		is_subject = no
		custom_trigger_tooltip = {
			tooltip = COG_the_invisible_roof_tt
			OR = {
				has_idea = COG_the_invisible_roof COG_the_invisible_roof_lower_stability_debuff
			}
		}
	}
	completion_reward = {
		IF = {
			limit = {
				has_idea = COG_the_invisible_roof
			}
			swap_ideas = {
				remove_idea = COG_the_invisible_roof
				add_idea = COG_the_invisible_roof_lower_research_debuff
			}
		}
		ELSE_IF = {
			limit = {
				has_idea = COG_the_invisible_roof_lower_stability_debuff
			}
			swap_ideas = {
				remove_idea = COG_the_invisible_roof_lower_stability_debuff
				add_idea = COG_the_invisible_roof_lower_research_and_stability_debuff
			}
		}
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_frontkjempere
Constructs: division_template, prerequisite, limit, completion_reward, is_locked, random_owned_controlled_state, create_unit
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_frontkjempere
	icon = GFX_focus_NOR_frontkjempere
	prerequisite = {
		focus = NOR_fascist_military_collaboration
	}
	x = 0
	y = 1
	relative_position_id = NOR_fascist_military_collaboration
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		division_template = {
			name = Frontkjempere
			is_locked = no
			template_counter = 79
			regiments = {
				infantry = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 1
					y = 0
				} {
					x = 1
					y = 1
				} {
					x = 2
					y = 0
				} {
					x = 2
					y = 1
				} {
					x = 3
					y = 0
				} {
					x = 3
					y = 1
				}
			}
			support = {
				military_police = {
					x = 0
					y = 0
				}
			}
		}
		random_owned_controlled_state = {
			limit = {
				NOT = {
					state = 914
				}
			}
			create_unit = {
				division = name = "1. Frontkjempere" division_template = "Frontkjempere" start_experience_factor = 0.5
				owner = ROOT
			} {
				division = name = "2. Frontkjempere" division_template = "Frontkjempere" start_experience_factor = 0.5
				owner = ROOT
			} {
				division = name = "3. Frontkjempere" division_template = "Frontkjempere" start_experience_factor = 0.5
				owner = ROOT
			} {
				division = name = "4. Frontkjempere" division_template = "Frontkjempere" start_experience_factor = 0.5
				owner = ROOT
			} {
				division = name = "5. Frontkjempere" division_template = "Frontkjempere" start_experience_factor = 0.5
				owner = ROOT
			}
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_the_need_for_policy_changes
Constructs: prerequisite, completion_reward, add_political_power, has_global_flag
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_the_need_for_policy_changes
	icon = GFX_focus_hol_abandon_the_gold_standard
	prerequisite = {
		focus = SOV_the_right_opposition
	}
	x = 0
	y = 1
	relative_position_id = SOV_the_right_opposition
	cost = 5
	available = {
		SOV_soviet_civil_war_not_started = yes
	}
	bypass = {
		OR = {
			has_global_flag = SOV_soviet_civil_war_over SOV_soviet_civil_war
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_SOV_POLITICAL_PARANOIA
	}
	completion_reward = {
		SOV_paranoia_low_increase_effect = yes
		add_political_power = 75
		custom_effect_tooltip = SOV_the_need_for_policy_changes_tt
	}
}
### Entity: Event
Component: netherlands.1
Constructs: ai_chance, add_stability, fire_only_once, add_political_power, has_country_leader, add_popularity
Source: game
File: events/netherlands.txt

Code:
country_event = {
	id = netherlands.1
	title = netherlands.1.t
	desc = netherlands.1.desc
	picture = GFX_report_event_generic_read_write
	trigger = {
		date = > 1936.03.12
		has_country_leader = {
			ruling_only = yes
			character = HOL_hendrikus_colijn
		}
	}
	mean_time_to_happen = {
		days = 15
	}
	fire_only_once = yes
	option = {
		name = netherlands.1.a
		add_political_power = -5
		add_popularity = {
			ideology = fascism
			popularity = 0.01
		}
		ai_chance = {
			base = 100
		}
	} {
		name = netherlands.1.b
		add_stability = -0.01
		add_popularity = {
			ideology = fascism
			popularity = 0.07
		}
	}
}
### Entity: Character
Component: MAN_zhang_jinghui
Constructs: has_country_leader
Source: game
File: common/characters/MAN.txt

Code:
MAN_zhang_jinghui = {
	name = MAN_zhang_jinghui
	portraits = {
		army = {
			large = GFX_portrait_man_zhang_jinghui
			small = GFX_idea_MAN_zhang_jinghui
		}
		civilian = {
			large = GFX_portrait_MAN_zhang_jinghui_civilian
			small = GFX_portrait_MAN_zhang_jinghui_civilian_small
		}
	}
	country_leader = {
		ideology = emperor_fascism
		traits = {
			MAN_japanese_puppet
		}
		expire = 1960.1.1.1
		id = -1
	}
	corps_commander = {
		traits = {
			infantry_officer
		}
		skill = 2
		attack_skill = 2
		defense_skill = 1
		planning_skill = 2
		logistics_skill = 2
		legacy_id = -1
	}
	advisor = {
		slot = political_advisor
		idea_token = MAN_zhang_jinghui
		allowed = {
			original_tag = MAN
		}
		visible = {

		}
		available = {
			NOT = {
				has_country_leader = {
					ruling_only = yes
					character = MAN_zhang_jinghui
				}
			}
		}
		traits = {
			BRA_minister_of_defense
		}
		ai_will_do = {
			base = 1
		}
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_national_investigation
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_national_investigation
	prerequisite = {
		focus = PRU_strengthen_the_national_industry
	}
	icon = GFX_goal_research_silver_cooperation
	x = 1
	y = 6
	relative_position_id = PRU_mediate_between_the_parties
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_research_slot = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: EST_johannes_kabin
Constructs: has_completed_focus, limit
Source: game
File: common/characters/EST.txt

Code:
EST_johannes_kabin = {
	name = EST_johannes_kabin
	portraits = {
		civilian = {
			large = GFX_portrait_EST_johannes_kabin
		}
		army = {
			small = GFX_idea_EST_johannes_kabin
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = EST_johannes_kabin
		allowed = {
			original_tag = EST
		}
		available = {
			if = {
				limit = {
					has_DLC = No Step Back
				}
				has_completed_focus = BALTIC_restore_workers_republic
			}
		}
		traits = {
			communist_revolutionary
		}
		ai_will_do = {
			factor = 0
		}
	}
	country_leader = {
		ideology = stalinism
		expire = 1965.1.1.1
		id = -1
		traits = {
			HUN_ardent_stalinist
		}
	}
}
### Entity: Event
Component: r56_japan.11
Constructs: is_triggered_only, ai_chance, add_ideas, add_opinion_modifier, fire_only_once, set_country_flag, add_timed_idea, swap_ideas
Source: game
File: events/r56_japan.txt

Code:
country_event = {
	id = r56_japan.11
	title = r56_japan.11.t
	desc = r56_japan.11.desc
	picture = GFX_report_event_generic_factory
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = r56_japan.11.a
		set_country_flag = JAP_importer_wants_tanks_flag
		JAP = {
			add_opinion_modifier = {
				target = ROOT
				modifier = trade_deal
			}
			add_ideas = JAP_sent_us_their_technicians_tanks
		}
		add_timed_idea = {
			idea = JAP_we_sent_our_technicians_tanks
			days = 180
		}
		ai_chance = {
			base = 25
		}
	} {
		name = r56_japan.11.b
		set_country_flag = JAP_importer_wants_guns_flag
		JAP = {
			add_opinion_modifier = {
				target = ROOT
				modifier = trade_deal
			}
			add_ideas = JAP_sent_us_their_technicians_infantry
		}
		add_timed_idea = {
			idea = JAP_we_sent_our_technicians_infantry
			days = 180
		}
		ai_chance = {
			base = 25
		}
	} {
		name = r56_japan.11.c
		set_country_flag = JAP_importer_wants_planes_flag
		JAP = {
			add_opinion_modifier = {
				target = ROOT
				modifier = trade_deal
			}
			add_ideas = JAP_sent_us_their_technicians_planes
		}
		add_timed_idea = {
			idea = JAP_we_sent_our_technicians_planes
			days = 180
		}
		ai_chance = {
			base = 25
		}
	} {
		name = r56_japan.11.e
		JAP = {
			mark_focus_tree_layout_dirty = yes
			add_opinion_modifier = {
				target = ROOT
				modifier = medium_decrease
			}
			swap_ideas = {
				remove_idea = JAP_influenced_economy
				add_idea = JAP_focus_on_our_own_economy
			}
			set_country_flag = JAP_inwards_focused_flag
		}
		ai_chance = {
			base = 25
		}
	}
}
### Entity: Idea
Component: CHI_three_princpals_c_idea
Constructs: removal_cost
Source: game
File: common/ideas/china_shared.txt

Code:
CHI_three_princpals_c_idea = {
	name = CHI_three_princpals_reorganized_idea
	picture = CHI_three_principles_of_the_people
	removal_cost = -1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		political_power_factor = 0.1
	}
}
### Entity: Character
Component: ITA_romeo_bernotti
Source: game
File: common/characters/ITA.txt

Code:
ITA_romeo_bernotti = {
	name = ITA_romeo_bernotti
	portraits = {
		army = {
			small = GFX_portrait_ITA_romeo_bernotti_small
		}
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = ITA_romeo_bernotti
		ledger = navy
		allowed = {
			ITA_is_italian_tag = yes
		}
		traits = {
			naval_aviation_pioneer
		}
	}
}
### Entity: Event
Component: AAT_norway_news.1
Constructs: is_triggered_only, has_country_leader_ideology
Source: game
File: events/AAT_Norway.txt

Code:
news_event = {
	id = AAT_norway_news.1
	title = AAT_norway.7.t
	desc = AAT_norway_news.1.desc
	picture = GFX_news_event_NOR_trotsky_frida
	major = yes
	is_triggered_only = yes
	option = {
		name = AAT_norway_news.1.sov
		trigger = {
			has_country_leader_ideology = stalinism
		}
	} {
		name = AAT_norway_news.1.a
		trigger = {
			NOT = {
				has_country_leader_ideology = stalinism
			}
		}
	}
}
### Entity: Character
Component: COL_isidoro_sotomayor
Source: game
File: common/characters/COL.txt

Code:
COL_isidoro_sotomayor = {
	name = Isidoro Sotomayor
	portraits = {
		civilian = {
			large = GFX_portrait_Isidoro_Sotomayor
		}
	}
	country_leader = {
		ideology = falangism
		traits = {
			tenacious_negotiator
		}
		expire = 1953.1.1.12
		id = -1
	}
}
### Entity: National Focus
Tree: urg_focus
Component: URG_tour_to_italy
Constructs: add_equipment_to_stockpile, prerequisite, limit, completion_reward, set_technology, has_dlc, add_equipment_subsidy, has_tech
Source: game
File: common/national_focus/uruguay.txt

Code:
focus = {
	id = URG_tour_to_italy
	available = {

	}
	prerequisite = {
		focus = URG_break_relations_with_the_ussr
	}
	mutually_exclusive = {

	}
	icon = GFX_focus_befriend_italy
	x = 2
	y = 1
	cost = 5
	relative_position_id = URG_break_relations_with_the_ussr
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_equipment_subsidy = {
				cic = 500
				equipment_type = light_tank_chassis
				seller_tags = {
					GER ITA HUN ROM
				}
			}
		} {
			limit = {
				NOT = {
					has_dlc = No Step Back
				}
			}
			if = {
				limit = {
					not = {
						has_tech = gwtank
					}
				}
				set_technology = {
					gwtank = 1
				}
			}
			add_equipment_to_stockpile = {
				type = gw_tank_equipment
				amount = 100
				producer = ITA
			}
		}
		add_fascist_influence = yes
		else = {
			if = {
				limit = {
					not = {
						has_tech = gwtank_chassis
					}
				}
				set_technology = {
					gwtank_chassis = 1
				}
			}
			add_equipment_to_stockpile = {
				type = light_tank_chassis_0
				amount = 100
				producer = ITA
				variant_name = Fiat 3000B
			}
		}
	}
}
### Entity: Shared Focus
Tree: den_focus
Component: DEN_Stage_War_Games
Constructs: shared_focus, prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_denmark.txt

Code:
shared_focus = {
	id = DEN_Stage_War_Games
	icon = GFX_goal_plan
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 0.1
	}
	prerequisite = {
		focus = DEN_Mechanization_Efforts
	} {
		focus = DEN_Produce_Domestic_Artillery
	}
	x = -2
	y = 4
	relative_position_id = DEN_Rearm_the_Royal_Army
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 0.5
			uses = 2
			category = land_doctrine
		}
	}
}
### Entity: AI Strategy
Component: TUR_protect_cyprus_policy
Constructs: has_war_with, send_volunteers_desire
Source: game
File: common/ai_strategy/TOY.txt

Code:
TUR_protect_cyprus_policy = {
	allowed = {
		tag = TUR
	}
	enable = {
		tag = TUR
	}
	abort = {
		NCY = {
			has_war_with = TUR
		}
	}
	ai_strategy = {
		type = alliance
		id = NCY
		value = 300
	} {
		type = protect
		id = NCY
		value = 200
	} {
		type = send_volunteers_desire
		id = NCY
		value = 100
	} {
		type = befriend
		id = NCY
		value = 9999
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_feat_of_engineering
Constructs: prerequisite, completion_reward, allow_branch, swap_ideas, remove_idea, add_idea, add_tech_bonus
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_feat_of_engineering
	icon = GFX_focus_PER_feat_of_engineering
	prerequisite = {
		focus = PER_trains_from_britain PER_trains_from_germany
	}
	x = 1
	y = 1
	relative_position_id = PER_trains_from_germany
	cost = 10
	available = {

	}
	bypass = {

	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 0
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = PER_trans_iranian_railway_idea
			add_idea = PER_feat_of_engineering_idea
		}
		custom_effect_tooltip = CHL_skip_one_line_tt
		add_tech_bonus = {
			name = PER_feat_of_engineering_bonus
			bonus = 0.5
			uses = 2
			category = train_tech
		}
	}
}
### Entity: Technology
Component: sp_naval_proximity_fuze_tech
Constructs: research_cost
Source: game
File: common/technologies/MTG_naval.txt

Code:
technology = {
	navy_anti_air_attack_factor = 0.25
	research_cost = 1
	start_year = 1940
	allow = {
		always = no
	}
}
### Entity: Event
Component: cuba.3
Constructs: has_country_flag, fire_only_once, set_country_flag, set_party_name
Source: game
File: events/Cuba.txt

Code:
country_event = {
	id = cuba.3
	title = cuba.3.t
	desc = cuba.3.d
	picture = GFX_report_event_generic_rally
	fire_only_once = yes
	trigger = {
		date = > 1936.05.18
		has_country_flag = cuba_mario_garcia_menocal_flag
		NOT = {
			has_country_flag = garcia_menocal_inaugurated_flag
		}
	}
	option = {
		name = cuba.3.a
		set_country_flag = garcia_menocal_inaugurated_flag
		promote_character = CUB_mario_garcia_menocal
		set_party_name = {
			ideology = democratic
			long_name = cuba_democratic_national_association_party_long
			name = cuba_democratic_national_association_party_long
		}
	}
}
### Entity: Idea
Component: KMT_army_of_a_bygone_era_4
Constructs: has_completed_focus, army_defence_factor, limit, has_country_flag, army_attack_factor, removal_cost, add_timed_idea, conscription_factor
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_army_of_a_bygone_era_4 = {
	name = KMT_army_of_a_bygone_era
	removal_cost = -1
	picture = chi_army_corruption
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	on_remove = {
		IF = {
			limit = {
				has_country_flag = KMT_depol_nra
				has_completed_focus = KMT_modernize_the_army_new
			}
			add_timed_idea = {
				idea = KMT_army_of_a_bygone_era_5
				days = 30
			}
		}
		else_if = {
			limit = {
				has_completed_focus = KMT_modernize_the_army_new
			}
			add_timed_idea = {
				idea = KMT_army_of_a_bygone_era_5
				days = 40
			}
		} {
			limit = {
				has_country_flag = KMT_depol_nra
			}
			add_timed_idea = {
				idea = KMT_army_of_a_bygone_era_5
				days = 45
			}
		}
		else = {
			add_timed_idea = {
				idea = KMT_army_of_a_bygone_era_5
				days = 55
			}
		}
	}
	modifier = {
		army_attack_factor = -0.11
		army_defence_factor = -0.22
		conscription_factor = -0.22
		army_morale_factor = -0.22
		army_org_factor = -0.22
	}
}
### Entity: AI Strategy
Component: SOV_heavy_tank_anti_air
Constructs: has_war, has_tech
Source: game
File: common/ai_equipment/SOV_tank.txt

Code:
SOV_heavy_tank_anti_air = {
	category = land
	blocked_for = {

	}
	available_for = {
		SOV
	}
	roles = {
		land_heavy_tank_anti_air
	}
	priority = {
		factor = 5
		modifier = {
			NOT = {
				has_tech = fighter2
			}
			any_enemy_country = {
				has_tech = fighter2
			}
			factor = 3
		}
	}
	heavy_tank_anti_air_1 = {
		priority = {
			factor = 1
		}
		enable = {
			has_tech = interwar_antiair
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = heavy_tank_aa_chassis_1
			modules = {
				main_armament_slot = tank_anti_air_cannon
				turret_type_slot = tank_heavy_two_man_tank_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 4
				tank_nsb_armor_upgrade = {
					base = 3
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_anti_air_cannon tank_heavy_two_man_tank_turret tank_bogie_suspension tank_riveted_armor tank_diesel_engine
		}
	}
	heavy_tank_anti_air_2 = {
		priority = {
			factor = 2
		}
		enable = {
			has_tech = antiair2
		}
		history = yes
		target_variant = {
			match_value = 1500
			type = heavy_tank_aa_chassis_2
			modules = {
				main_armament_slot = tank_anti_air_cannon_2
				turret_type_slot = tank_heavy_two_man_tank_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 4
				tank_nsb_armor_upgrade = {
					base = 2
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_anti_air_cannon_2 tank_heavy_two_man_tank_turret tank_bogie_suspension tank_riveted_armor tank_diesel_engine
		}
	}
	heavy_tank_anti_air_3 = {
		priority = {
			factor = 2
		}
		enable = {
			has_tech = antiair5
		}
		history = yes
		target_variant = {
			match_value = 2500
			type = heavy_tank_aa_chassis_3
			modules = {
				main_armament_slot = tank_anti_air_cannon_3
				turret_type_slot = tank_heavy_two_man_tank_turret
				suspension_typ
# ... (truncated)
### Entity: Unit Leader
Component: artillerist
Constructs: is_army_leader, has_idea, is_navy_leader
Source: game
File: common/unit_leader/r56_traits.txt

Code:
artillerist = {
	type = land
	trait_type = personality_trait
	modifier = {
		army_artillery_attack_factor = 0.05
		supply_consumption_factor = 0.02
	}
	attack_skill_factor = 1
	new_commander_weight = {
		factor = 0.5
		modifier = {
			is_army_leader = yes
			FROM = {
				has_idea = best_of_the_best_spirit
			}
			factor = 0
		} {
			is_navy_leader = yes
			FROM = {
				has_idea = best_of_the_best_naval_academy_spirit
			}
			factor = 0
		} {
			FROM = {
				has_idea = academy_scholarships_spirit
			}
			factor = 0
		} {
			FROM = {
				has_idea = naval_academy_scholarships_spirit
			}
			factor = 0
		}
	}
}
### Entity: Order of Battle
Component: air_wing_896
Source: game
File: history/units/ISR_1936_air_legacy.txt

Code:
air_wings = {
	896 = {
		fighter_equipment_0 = {
			owner = ISR
			amount = 80
		}
		CAS_equipment_1 = {
			owner = ISR
			amount = 40
		}
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_no_further_humiliations
Constructs: prerequisite, limit, has_government, completion_reward, is_subject, cancel_if_invalid, set_rule, create_faction_from_template
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_no_further_humiliations
	icon = GFX_focus_generic_support_the_left_right
	x = -2
	y = 1
	prerequisite = {
		focus = FRA_counter_action
	}
	relative_position_id = FRA_counter_action
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		OR = {
			GER = {
				has_government = fascism
			}
			ITA = {
				has_government = fascism
			}
		}
		is_subject = no
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		set_rule = {
			can_create_factions = yes
		}
		create_faction_from_template = {
			template = faction_template_anti_fascist
			name = FRA_orleanist_faction
			icon = GFX_faction_logo_generic_12
		}
		if = {
			limit = {
				GER = {
					has_government = fascism
				}
			}
			create_wargoal = {
				type = topple_government
				target = GER
				expire = 0
			}
		} {
			limit = {
				ITA = {
					has_government = fascism
				}
			}
			create_wargoal = {
				type = topple_government
				target = ITA
				expire = 0
			}
		}
	}
}
### Entity: Decision
Component: USA_honor_the_confederacy
Constructs: has_completed_focus, has_government
Source: game
File: common/decisions/categories/USA_decision_categories.txt

Code:
USA_honor_the_confederacy = {
	icon = usa_honor_the_confederacy
	allowed = {
		OR = {
			original_tag = USA CSA
		}
	}
	visible = {
		OR = {
			has_completed_focus = USA_honor_the_confederacy
			original_tag = CSA
			has_government = fascism
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_democracy_worth_defending
Constructs: prerequisite, limit, completion_reward, has_global_flag, set_country_flag, unlock_decision_tooltip, swap_ideas, remove_idea
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_democracy_worth_defending
	icon = GFX_focus_ITA_peasants_rise
	relative_position_id = AUS_restart_linz_program
	x = 0
	y = 3
	prerequisite = {
		focus = AUS_public_housing_programs
	} {
		focus = AUS_healthcare_subsidization
	} {
		focus = AUS_reverse_brain_drain
	}
	cost = 10
	completion_reward = {
		if = {
			limit = {
				has_global_flag = AUS_minigame_disabled
			}
			set_country_flag = AUS_nazis_crushed
			custom_effect_tooltip = AUS_crush_nazis_effect
		}
		else = {
			unlock_decision_tooltip = AUS_crush_nazis
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		swap_ideas = {
			remove_idea = AUS_july_followed_june_2
			add_idea = AUS_democracy_worth_defending
		}
	}
}
### Entity: Scripted Trigger
Component: SWE_AAT
Constructs: has_dlc
Source: game
File: common/scripted_triggers/SWE_scripted_triggers.txt

Code:
SWE_AAT = {
	AND = {
		tag = SWE
		original_tag = SWE
		has_dlc = Arms Against Tyranny
	}
}
### Entity: Wiki Documentation
Construct: Political_power
Source: wiki
File: wiki/Government.html

Doc:
Political power[edit]
Political power represents the amount of influence a country's leader has over domestic affairs.

Passive generation[edit]
Political power is generated at a base rate of 2 per day.

Leaders with modifiers[edit]
Certain leaders have a modifier to daily Political Power gain

Leader
Country
Modifier

Adolf Hitler |
Germany |
+1 Political Power per day
|

Example |
Example |
Example
|

Example |
Example |
Example
|

National focus[edit]

Main article: National focus

National foci are a replacement for the Decisions in Hearts of Iron III. One national focus can be active at any given time, and each takes a certain number of days. When completed, they provide benefits. Each of the seven majors has a unique national focus tree: other countries have a generic one.

Ideas[edit]

Main article: Ideas

Political power is spent to manage the government via ideas. These take the form of laws, ministers, and companies. Enacting or removing an idea costs political power. Some ideas may also have an upkeep cost, but this does not seem to have been implemented yet.

Commanders[edit]

Main article: Commanders

Political power may be used to produce new commanders.

Political parties[edit]

Main article: Political parties

Leaders[edit]

Main article: Leaders

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