Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: YEM_ja_far_al_hijazi
Source: game
File: common/characters/YEM.txt

Code:
YEM_ja_far_al_hijazi = {
	advisor = {
		slot = high_command
		idea_token = YEM_ja_far_al_hijazi
		ledger = army
		allowed = {
			original_tag = YEM
		}
		traits = {
			navy_amphibious_assault_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Ja'far al-Hijazi
	portraits = {
		army = {
			small = GFX_idea_generic_navy_arab_3
		}
	}
}
### Entity: Order of Battle
Component: air_wing_2
Source: game
File: history/units/ITA_1939_air_bba.txt

Code:
air_wings = {
	2 = {
		small_plane_airframe_1 = {
			owner = ITA
			amount = 96
			version_name = G.50
		}
		medium_plane_airframe_1 = {
			owner = ITA
			amount = 88
			version_name = SM.79
		}
	}
}
### Entity: Event
Component: greece.23
Constructs: ai_chance, owns_state, fire_only_once, set_state_name, set_province_name, add_state_core
Source: game
File: events/r56_Greece.txt

Code:
country_event = {
	id = greece.23
	title = greece.23.t
	desc = greece.23.d
	picture = GFX_report_event_gre_political_upheaval
	trigger = {
		owns_state = 340
		tag = GRE
	}
	mean_time_to_happen = {
		days = 20
	}
	fire_only_once = yes
	option = {
		name = greece.23.a
		ai_chance = {
			modifier = {
				factor = 100
			}
		}
		340 = {
			set_state_name = Bythinia
		}
		set_province_name = {
			id = 947
			name = Prousa
		}
		add_state_core = 340
	}
}
### Entity: Event
Component: cityfall.23
Constructs: is_triggered_only, set_global_flag
Source: game
File: events/CFM_city_events.txt

Code:
news_event = {
	id = cityfall.23
	title = cityfall.23.t
	desc = cityfall.23.d
	picture = GFX_news_event_fall_of_belgrade
	major = yes
	is_triggered_only = yes
	immediate = {
		set_global_flag = fall_of_belgrade
	}
	option = {
		name = cityfall.23.a
		trigger = {
			NOT = {
				TAG = YUG GER
			}
		}
	} {
		name = cityfall.23.b
		trigger = {
			TAG = GER
		}
	} {
		name = cityfall.23.c
		trigger = {
			TAG = YUG
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_carve_up_greece
Constructs: prerequisite, limit, has_war_with, completion_reward, is_subject, has_capitulated, is_subject_of, is_in_faction_with
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_carve_up_greece
	icon = GFX_focus_generic_attack_greece
	mutually_exclusive = {
		focus = TUR_entice_the_greeks
	}
	prerequisite = {
		focus = TUR_invite_bulgaria
	}
	x = -2
	y = 1
	relative_position_id = TUR_invite_bulgaria
	cost = 10
	ai_will_do = {
		base = 10
	}
	available = {
		is_subject = no
	}
	bypass = {
		GRE = {
			OR = {
				exists = no
				has_capitulated = yes
				has_war_with = TUR
				is_subject_of = TUR ITA
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		if = {
			limit = {
				is_in_faction_with = ITA
			}
			ITA = {
				country_event = {
					id = bftb_turkey.66
					hours = 6
				}
			}
		}
		else = {
			create_wargoal = {
				target = GRE
				type = annex_everything
			}
		}
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_Fight_for_Denmark
Constructs: prerequisite, add_ideas, completion_reward, add_to_variable
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_Fight_for_Denmark
	icon = GFX_focus_DEN_haeren_reorganization
	cost = 10
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = DEN_Never_Again_a_Battle_of_Copenhagen
	} {
		focus = DEN_Scandinavian_Cooperation DEN_The_Stolen_Kingdom
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
	x = 2
	y = 4
	relative_position_id = DEN_Form_a_Cabinet
	completion_reward = {
		add_to_variable = {
			den_lower_equilibrium = 20
			tooltip = den_lower_equilibrium_tooltip
		}
		den_calculate_lower = yes
		add_ideas = den_fight_for_denmark_idea
	}
}
### Entity: Character
Component: puppet_prime_minister_fascism
Constructs: stability_factor, puppet_prime_minister_fascism, fascism_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
puppet_prime_minister_fascism = {
	sprite = 13
	random = no
	political_power_factor = 0.05
	fascism_drift = 0.05
	stability_factor = 0.05
}
### Entity: Event
Component: PER_imperial_events.150
Constructs: is_triggered_only, ai_chance, limit, random_hours, is_faction_leader, every_enemy_country, is_ally_with, white_peace
Source: game
File: events/GOE_Persia.txt

Code:
country_event = {
	id = PER_imperial_events.150
	title = PER_imperial_events.150.t
	desc = PER_imperial_events.150.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = PER_imperial_events.150.a
		ai_chance = {
			base = 90
		}
		PER = {
			country_event = {
				id = PER_imperial_events.151
				hours = 1
				random_hours = 3
			}
		}
		IF = {
			limit = {
				ROOT = {
					is_faction_leader = yes
				}
			}
			every_enemy_country = {
				limit = {
					is_ally_with = ROOT
				}
				country_event = {
					id = PER_imperial_events.153
					hours = 4
					random_hours = 8
				}
			}
		}
		custom_effect_tooltip = if_they_accept_tt
		effect_tooltip = {
			ROOT = {
				white_peace = {
					tag = PER
				}
			}
		}
	} {
		name = PER_imperial_events.150.b
		ai_chance = {
			base = 10
		}
		PER = {
			country_event = {
				id = PER_imperial_events.152
				hours = 4
				random_hours = 8
			}
		}
	}
}
### Entity: Event
Component: INS_loyalist_events.9
Constructs: is_triggered_only
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_loyalist_events.9
	title = INS_loyalist_events.9.t
	desc = INS_loyalist_events.9.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = INS_loyalist_events.9.a
		INS = {
			country_event = {
				id = INS_loyalist_events.12
				hours = 12
			}
		}
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_masters_of_the_mediterranean
Constructs: prerequisite, limit, completion_reward, every_state, is_owned_by, is_claimed_by, add_state_claim
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_masters_of_the_mediterranean
	icon = GFX_focus_generic_mediterranean_sea_focus
	prerequisite = {
		focus = ITA_masters_of_the_aegean
	}
	x = 0
	y = 1
	relative_position_id = ITA_masters_of_the_aegean
	cost = 10
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		custom_effect_tooltip = ITA_masters_of_the_mediterranean_claims_tt
		every_state = {
			limit = {
				state_is_in_the_mediterranean_sea = yes
				NOT = {
					is_owned_by = ROOT
				} {
					is_claimed_by = ROOT
				}
			}
			hidden_effect = {
				ROOT = {
					add_state_claim = PREV
				}
			}
			custom_effect_tooltip = generic_ROOT_gains_claim_tt
		}
	}
}
### Entity: Idea
Component: PAL_jamia_islamiyyah
Constructs: removal_cost, coordination_bonus
Source: game
File: common/ideas/palestine.txt

Code:
PAL_jamia_islamiyyah = {
	picture = generic_reserve_divisions
	allowed = {
		tag = PAL
	}
	available = {

	}
	cancel = {

	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		coordination_bonus = 0.1
		resistance_growth_on_our_occupied_states = 0.15
	}
}
### Entity: Technology
Component: jungle_training_tech
Constructs: research_cost
Source: game
File: common/technologies/infantry.txt

Code:
technology = {
	research_cost = 1
	allow = {
		always = no
	}
	marine = {
		jungle = {
			attack = 0.05
			movement = 0.1
		}
	}
	mountaineers = {
		jungle = {
			attack = 0.05
			movement = 0.1
		}
	}
	paratrooper = {
		jungle = {
			attack = 0.05
			movement = 0.1
		}
	}
	infantry = {
		jungle = {
			attack = 0.03
			movement = 0.05
		}
	}
}
### Entity: Modifier Reference
Component: r56_LUX_strengthened_rural_communities
Source: game
File: common/dynamic_modifiers/r56_LUX.txt

Code:
r56_LUX_strengthened_rural_communities = {
	icon = GFX_modifiers_generic_construction
	local_manpower = 0.1
	local_building_slots_factor = 0.15
	local_supplies = 0.2
}
### Entity: Character
Component: SPR_organizational_military_council
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/SPR.txt

Code:
SPR_organizational_military_council = {
	name = SPR_organizational_military_council
	portraits = {
		army = {
			small = GFX_idea_SPR_anarchist_council
		}
	}
	advisor = {
		slot = army_chief
		idea_token = SPR_organizational_military_council
		ledger = army
		allowed = {
			has_dlc = La Resistance
			original_tag = SPR
		}
		visible = {
			NOT = {
				tag = SPA SPB
			}
			has_completed_focus = SPR_regional_defense_council_of_aragon
		}
		available = {
			has_completed_focus = SPR_regional_defense_council_of_aragon SPR_masters_of_our_own_fate
			custom_trigger_tooltip = {
				tooltip = SPR_not_nationalist_spain_tt
				NOT = {
					tag = SPA
				}
			}
		}
		traits = {
			army_chief_organizational_2
		}
		cost = 100
	}
}
### Entity: Scripted Effect
Component: SWE_fascism_level_up
Constructs: limit, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/r56_swe_scripted_effects.txt

Code:
SWE_fascism_level_up = {
	if = {
		limit = {
			has_idea = SWE_nationalist_military_garrisons_obedient
		}
		swap_ideas = {
			remove_idea = SWE_nationalist_military_garrisons_obedient
			add_idea = SWE_nationalist_military_garrisons_paramilitary
		}
	} {
		limit = {
			has_idea = SWE_nationalist_military_garrisons_cautious
		}
		swap_ideas = {
			remove_idea = SWE_nationalist_military_garrisons_cautious
			add_idea = SWE_nationalist_military_garrisons_obedient
		}
	} {
		limit = {
			has_idea = SWE_nationalist_military_garrisons_rebellious
		}
		swap_ideas = {
			remove_idea = SWE_nationalist_military_garrisons_rebellious
			add_idea = SWE_nationalist_military_garrisons_cautious
		}
	}
}
### Entity: Order of Battle
Component: air_wing_409
Source: game
File: history/units/SOV_1939_air_bba.txt

Code:
air_wings = {
	409 = {
		medium_plane_airframe_1 = {
			owner = SOV
			amount = 60
			version_name = ANT-40
		}
	}
}
### Entity: Idea
Component: FRA_scw_intervention_nationalists_focus
Constructs: has_government, send_volunteer_divisions_required, send_volunteers_tension
Source: game
File: common/ideas/france.txt

Code:
FRA_scw_intervention_nationalists_focus = {
	picture = FRA_scw_intervention_nationalists_focus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		NOT = {
			has_government = communism
		}
	}
	modifier = {
		send_volunteer_divisions_required = -0.5
		send_volunteers_tension = -0.5
	}
}
### Entity: Character
Component: SWI_walter_stucki
Source: game
File: common/characters/SWI.txt

Code:
SWI_walter_stucki = {
	advisor = {
		slot = political_advisor
		idea_token = SWI_walter_stucki
		allowed = {
			original_tag = SWI
		}
		visible = {
			SWI_councilor_visible = yes
		}
		available = {
			SWI_can_be_councilor = yes
		}
		traits = {
			SWI_diplomat
		}
		on_add = {
			SWI_on_add_councilors = yes
		}
		on_remove = {
			SWI_on_remove_councilor = yes
		}
		can_be_fired = no
		ai_will_do = {
			base = 2000
		}
	}
	name = SWI_walter_stucki
	portraits = {
		civilian = {
			small = GFX_portrait_SWI_walter_stucki_small
			large = GFX_portrait_SWI_walter_stucki
		}
	}
}
### Entity: Effect Reference
Construct: add_command_power
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## add_command_power

* Supported Scopes: COUNTRY
* Supported Targets: none

```
add command power to country
```
### Entity: Character
Component: AUS_alfred_ritter_von_hubicki
Source: game
File: common/characters/AUS.txt

Code:
AUS_alfred_ritter_von_hubicki = {
	name = AUS_alfred_ritter_von_hubicki
	portraits = {
		army = {
			large = GFX_portrait_AUS_alfred_ritter_von_hubicki
			small = GFX_portrait_AUS_alfred_ritter_von_hubicki_small
		}
	}
	corps_commander = {
		traits = {
			armor_officer panzer_leader
		}
		skill = 3
		attack_skill = 3
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 3
		legacy_id = -1
		visible = {
			NOT = {
				original_tag = GER
			}
		}
	}
}
### Entity: Scripted Trigger
Component: NOR_char_cw_trotskyist
Constructs: has_government, has_country_flag
Source: game
File: common/scripted_triggers/NOR_scripted_triggers.txt

Code:
NOR_char_cw_trotskyist = {
	has_government = communism
	OR = {
		has_country_flag = NOR_going_against_stalin NOR_trotsky_embraced
	}
}
### Entity: Event
Component: MAN_56_event.3
Constructs: is_triggered_only, set_political_party, division_template, limit, remove_ideas, every_country, has_war_with, has_country_flag
Source: game
File: events/r56_MAN_events.txt

Code:
country_event = {
	id = MAN_56_event.3
	title = MAN_56_event.3.t
	desc = MAN_56_event.3.desc
	picture = GFX_report_event_manchukuo_army
	is_triggered_only = yes
	option = {
		name = MAN_56_event.3.a
		hidden_effect = {
			remove_ideas = {
				MAN_kwantung_veto_2 MAN_five_year_plan_air MAN_five_year_plan_tank MAN_five_year_plan_industry MAN_yoshisuke_aikawa MAN_naoki_hoshino MAN_mantetsu_railway MAN_state_opium_monopoly_bureau_2 MAN_manchurian_industrial_development_company_2 MAN_national_defense_state MAN_army_academies MAN_cadets_in_jap_academy MAN_labor_corps_idea MAN_self_sufficient_military_idea MAN_efficient_command_structure MAN_specialized_units_2 MAN_resource_manchu_idea MAN_manchurian_army MAN_japanese_settlers
			}
			IF = {
				limit = {
					has_country_flag = MAN_economic_demands_tt
				}
				remove_ideas = MAN_communist_cells
			}
		} {
			JAP = {
				declare_war_on = {
					target = ROOT
					type = annex_everything
				}
			}
			set_political_party = {
				ideology = fascism
				popularity = 10
			}
		}
		custom_effect_tooltip = MAN_puyi_5_tt
		add_to_variable = {
			MAN_puyi_loyalists = 5
		} {
			MAN_puyi_loyalists = 1
		}
		multiply_variable = {
			MAN_puyi_loyalists = -0.01
		}
		clamp_variable = {
			var = MAN_puyi_loyalists
			min = -0.95
			max = -0.1
		}
		IF = {
			limit = {
				all_controlled_state = {
					OR = {
						NOT = {
							is_owned_by = ROOT
						}
						has_state_flag = MAN_infiltrated
					}
				}
			}
			transfer_units_fraction = {
				target = JAP
				size = var:MAN_puyi_loyalists
				keep_unit_leaders_trigger = {
					always = yes
				}
			}
			JAP = {
				end_puppet = ROOT
			} {
				declare_war_on = {
					target = ROOT
					type = annex_everything
				}
			}
			leave_faction = yes
			set_politics = {
				ruling_party = neutrality
				elections_allowed = no
			}
		} {
			limit = {
				has_country_flag = MAN_bandits_allied
			}
			division_template = {
				name = Partisan Armies
				priority = 1
				is_locked = no
				division_names_group = MAN_INF_01
				regiments = {
					irregular_infantry = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 0
						y = 2
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					} {
						x = 1
						y = 2
					}
				}
			}
			set_country_leader_ideology = military_junta
			random_owned_controlled_state = {
				create_unit = {
					divisi
# ... (truncated)
### Entity: Idea
Component: senbu_occupation_law_fake_idea
Constructs: removal_cost, compliance_gain
Source: game
File: common/ideas/japan.txt

Code:
senbu_occupation_law_fake_idea = {
	removal_cost = -1
	allowed = {
		always = no
	}
	modifier = {
		resistance_target = -0.2
		compliance_gain = 0.01
		required_garrison_factor = 0.05
		resistance_damage_to_garrison = -0.35
		local_factories = -0.1
		local_resources = -0.1
	}
}
### Entity: Scripted Effect
Component: BUL_bzns_low_loyalty_increase_effect
Constructs: add_to_variable
Source: game
File: common/scripted_effects/BUL_scripted_effects.txt

Code:
BUL_bzns_low_loyalty_increase_effect = {
	custom_effect_tooltip = BUL_bzns_tt BUL_low_loyalty_increase_tt
	add_to_variable = {
		BUL_bzns_loyalty = BUL_faction_low_increase
	}
	clamp_variable = {
		var = BUL_bzns_loyalty
		min = 0
		max = 100
	}
}
### Entity: Event
Component: BBA_ethiopia_communist_events.35
Constructs: is_triggered_only, ai_chance, has_war_with
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_communist_events.35
	title = BBA_ethiopia_communist_events.35.t
	desc = BBA_ethiopia_communist_events.35.desc
	is_triggered_only = yes
	Picture = GFX_report_event_generic_sign_treaty2
	option = {
		name = BBA_ethiopia_communist_events.35.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				SPC = {
					has_war_with = ETH
				}
			}
		}
		ETH = {
			country_event = {
				id = BBA_ethiopia_communist_events.36
				hours = 1
			}
		}
	} {
		name = BBA_ethiopia_communist_events.35.b
		ai_chance = {
			base = 1
		}
		ETH = {
			country_event = {
				id = BBA_ethiopia_communist_events.37
				hours = 1
			}
		}
	}
}
### Entity: Event
Component: DOD_hungary.95
Constructs: is_triggered_only, ai_chance
Source: game
File: events/DOD_Hungary.txt

Code:
country_event = {
	id = DOD_hungary.95
	title = DOD_hungary.95.t
	desc = DOD_hungary.95.desc
	picture = GFX_report_event_german_speech
	is_triggered_only = yes
	option = {
		name = DOD_hungary.95.a
		ai_chance = {
			factor = 10
		}
	} {
		name = DOD_hungary.95.b
		ai_chance = {
			factor = 90
		}
		country_event = DOD_hungary.94
	}
}
### Entity: National Focus
Component: wuw_HUN_integrate_the_volksbund
Constructs: prerequisite, limit, add_ideas, has_government, add_opinion_modifier, completion_reward, has_country_leader, cancel_if_invalid
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_integrate_the_volksbund
	icon = GFX_focus_HUN_integrate_the_volksbund
	prerequisite = {
		focus = wuw_HUN_undermine_the_admiral
	}
	x = -1
	y = 1
	relative_position_id = wuw_HUN_undermine_the_admiral
	cost = 10
	ai_will_do = {
		factor = 15
	}
	available = {

	}
	bypass = {
		OR = {
			has_government = fascism
			NOT = {
				has_country_leader = {
					ruling_only = yes
					character = HUN_miklos_horthy
				}
			}
		}
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_ideas = HUN_volksbund_good
		IF = {
			limit = {
				GER = {
					has_government = fascism
				}
			}
			GER = {
				add_opinion_modifier = {
					target = ROOT
					modifier = medium_increase
				}
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3ALight_tank_cropped.png.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
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Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/File:Light_tank_cropped.png"
### Entity: Unit Template
Component: USA_CV_CONFEDERATE
Constructs: has_completed_focus
Source: game
File: common/units/names_ships/USA_ship_names.txt

Code:
USA_CV_CONFEDERATE = {
	name = NAME_THEME_CONFEDERATE_CARRIERS
	for_countries = {
		CSA USA
	}
	can_use = {
		OR = {
			tag = CSA
			has_completed_focus = USA_honor_the_confederacy
		}
	}
	type = ship
	ship_types = {
		ship_hull_carrier carrier
	}
	prefix = CSS 
	fallback_name = Carrier CV-%d
	unique = {
		Robert E. Lee Stonewall Jackson Nathan B. Forrest Patrick Henry Jefferson Davis James Longstreet Stephen Mallory Wade Hampton Thomas Jefferson Pierre T. G. Beauregard Kirby Smith Braxton Bragg Albert Sidney Johnston Joseph E. Johnston John Bell Hood A.P. Hill Richard Ewell Simon Bolivar Buckner William Hardee D.H. Hill John C. Pemberton Leonidas Polk Theophilus Holmes
	}
}
### Entity: Event
Component: CHL_news_events.1
Constructs: is_triggered_only
Source: game
File: events/TOA_Chile.txt

Code:
news_event = {
	id = CHL_news_events.1
	title = CHL_news_events.1.t
	desc = CHL_news_events.1.d
	picture = GFX_news_event_fascist_gathering
	major = yes
	is_triggered_only = yes
	option = {
		name = CHL_news_events.1.a
		trigger = {
			NOT = {
				TAG = CHL
			}
		}
	} {
		name = CHL_news_events.1.b
		trigger = {
			TAG = CHL
		}
	}
}
### Entity: Modifier Reference
Component: SSB_saadabad_pact
Constructs: stability_factor, war_support_factor, conscription_factor, annex_cost_factor
Source: game
File: common/dynamic_modifiers/GoE_dynamic_modifiers.txt

Code:
SSB_saadabad_pact = {
	enable = {
		always = yes
	}
	icon = GFX_idea_PER_saadabad_pact
	production_speed_infrastructure_factor = SSB_production_speed_infrastructure_factor
	trade_opinion_factor = SSB_trade_opinion_factor
	production_speed_arms_factory_factor = SSB_production_speed_arms_factory_factor
	war_support_factor = SSB_war_support_factor
	stability_factor = SSB_stability_factor
	experience_gain_army = SSB_experience_gain_army
	experience_gain_air = SSB_experience_gain_air
	experience_gain_navy = SSB_experience_gain_navy
	country_resource_oil = SSB_country_resource_oil
	country_resource_chromium = SSB_country_resource_chromium
	army_defence_against_major_factor = SSB_army_defence_against_major_factor
	army_defence_against_minor_factor = SSB_army_defence_against_minor_factor
	conscription_factor = SSB_conscription_factor
	intelligence_agency_defense = SSB_intelligence_agency_defense
	production_factory_efficiency_gain_factor = SSB_production_factory_efficiency_gain_factor
	production_factory_max_efficiency_factor = SSB_production_factory_max_efficiency_factor
	acclimatization_hot_climate_gain_factor = SSB_acclimatization_hot_climate_gain_factor
	heat_attrition_factor = SSB_heat_attrition_factor
	special_forces_cap = SSB_special_forces_cap
	local_resources_factor = SSB_local_resources_factor
	justify_war_goal_time = SSB_justify_war_goal_time
	opinion_gain_monthly = SSB_opinion_gain_monthly
	annex_cost_factor = SSB_annex_cost_factor
	political_power_factor = SSB_political_power_factor
	agency_upgrade_time = SSB_agency_upgrade_time
}
### Entity: Shared Focus
Component: BALTIC_squash_resistance
Constructs: shared_focus, has_completed_focus, prerequisite, limit, remove_ideas, completion_reward, add_political_power, cancel_if_invalid
Source: game
File: common/national_focus/baltic_shared.txt

Code:
shared_focus = {
	id = BALTIC_squash_resistance
	icon = GFX_focus_spr_crush_the_revolution
	prerequisite = {
		focus = BALTIC_revolutionary_cabinet
	}
	x = -4
	y = 1
	relative_position_id = BALTIC_revolutionary_cabinet
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		fascism = < 0.3
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_completed_focus = BALTIC_concessions_for_catholics
				}
			}
			remove_ideas = BALTIC_catholic_opposition_idea
			add_timed_idea = {
				idea = BALTIC_catholic_opposition_idea_1
				days = 275
			}
		} {
			limit = {
				has_idea = BALTIC_restore_workers_republic_idea_sov_1
			}
			swap_ideas = {
				add_idea = BALTIC_restore_workers_republic_idea_2
				remove_idea = BALTIC_restore_workers_republic_idea_sov_1
			}
		}
		hidden_effect = {
			add_political_power = 100
		}
		activate_decision = ban_fascist_party
		else = {
			swap_ideas = {
				add_idea = BALTIC_restore_workers_republic_idea_2
				remove_idea = BALTIC_restore_workers_republic_idea_1
			}
		}
	}
}