Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: pal_focus
Component: PAL_throughout_the_tigris
Constructs: prerequisite, limit, completion_reward, is_controlled_by, every_other_country, is_in_faction_with, is_subject_of, is_core_of
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_throughout_the_tigris
	icon = GFX_goal_generic_attack_iraq
	prerequisite = {
		focus = PAL_spread_revolution
	}
	x = 1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 1
	}
	bypass = {
		IRQ = {
			all_core_state = {
				is_controlled_by = PAL
			}
		}
	}
	relative_position_id = PAL_spread_revolution
	completion_reward = {
		every_other_country = {
			limit = {
				NOT = {
					is_in_faction_with = ROOT
				} {
					is_subject_of = ROOT
				}
				any_owned_state = {
					OR = {
						is_core_of = IRQ
					}
				}
			}
			ROOT = {
				create_wargoal = {
					target = PREV
					type = annex_everything
					expire = 0
				}
			}
		}
	}
}
### Entity: Idea
Component: idea_GUYA_weapons_licensing
Constructs: removal_cost
Source: game
File: common/ideas/paraguay_uruguay_shared_ideas.txt

Code:
idea_GUYA_weapons_licensing = {
	allowed = {
		OR = {
			original_tag = URG PAR
		}
	}
	picture = generic_license_production
	removal_cost = -1
	modifier = {
		license_purchase_cost = -0.8
	}
}
### Entity: Idea
Component: katoen_natie
Constructs: research_bonus
Source: game
File: common/ideas/flanders.txt

Code:
katoen_natie = {
	allowed = {
		original_tag = FLA
	}
	research_bonus = {
		industry = 0.15
	}
	traits = {
		industrial_concern
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Scripted Trigger
Component: SOV_advisor_is_aligned_left
Constructs: has_completed_focus
Source: game
File: common/scripted_triggers/SOV_scripted_triggers.txt

Code:
SOV_advisor_is_aligned_left = {
	SOV_is_left_opposition = yes
	has_completed_focus = SOV_gain_support_from_party_members
	tag = SOV
}
### Entity: Event
Component: CHI_warlords.12
Constructs: is_triggered_only, set_political_party, limit, add_ideas, add_war_support, add_stability, add_opinion_modifier, add_political_power
Source: game
File: events/r56_warlord_events.txt

Code:
country_event = {
	id = CHI_warlords.12
	title = CHI_warlords.12.t
	desc = CHI_warlords.12.desc
	picture = GFX_report_event_chinese_japanese_handshake
	is_triggered_only = yes
	option = {
		name = An Opportunity to expand our infuence in China? Why of Course!
		FROM = {
			swap_ideas = {
				remove_idea = CHI_hates_japan
				add_idea = CHI_all_chinese_resistance
			} {
				remove_idea = CHI_lingering_kmt_opposition
				add_idea = CHI_internal_opposition85
			}
			set_political_party = {
				ideology = fascism
				popularity = 15
			}
			add_stability = -0.2
			add_war_support = -0.15
			add_ideas = JAP_economic_influence
			set_politics = {
				ruling_party = fascism
				elections_allowed = no
			}
			IF = {
				limit = {
					original_tag = GXC
				}
				GXC_li_zongren = {
					add_country_leader_role = {
						country_leader = {
							expire = 1965.1.1
							ideology = fascism_ideology
							traits = {
								warlords hardened_officer
							}
						}
					}
				}
				promote_character = {
					character = GXC_li_zongren
					ideology = fascism_ideology
				}
			} {
				limit = {
					original_tag = YUN
				}
				YUN_long_yun = {
					add_country_leader_role = {
						country_leader = {
							expire = 1965.1.1
							ideology = fascism_ideology
							traits = {
								warlords provincialist_warlord
							}
						}
					}
				}
				promote_character = {
					character = YUN_long_yun
					ideology = fascism_ideology
				}
			} {
				limit = {
					original_tag = SHX
				}
				SHX_yan_xishan = {
					add_country_leader_role = {
						country_leader = {
							expire = 1965.1.1
							ideology = fascism_ideology
							traits = {
								warlords yan_xishan_thought
							}
						}
					}
				}
				promote_character = {
					character = SHX_yan_xishan
					ideology = fascism_ideology
				}
			} {
				limit = {
					original_tag = SIC
				}
				SIC_liu_xiang = {
					add_country_leader_role = {
						country_leader = {
							expire = 1965.1.1
							ideology = fascism_ideology
							traits = {
								warlords SIC_reckless_commander
							}
						}
					}
				}
				promote_character = {
					character = SIC_liu_xiang
					ideology = fascism_ideology
				}
			} {
				limit = {
					original_tag = XIC
				}
				CHI_zhang_xueliang = {
					add_country_leader_role = {
						country_leader = {
							expire = 1965.1.1
							ideology = fascism_ideology
		
# ... (truncated)
### Entity: Scripted Effect
Component: SWI_remove_councilor
Constructs: set_character_flag, clr_character_flag, set_country_flag
Source: game
File: common/scripted_effects/SWI_scripted_effects.txt

Code:
SWI_remove_councilor = {
	set_character_flag = SWI_ousted_councilor
	clr_character_flag = SWI_councilor
	ROOT = {
		set_country_flag = SWI_councilor_recently_removed
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_focus_on_aircraft_carriers
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, has_dlc, add_mio_size, add_mastery_bonus, add_tech_bonus
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_focus_on_aircraft_carriers
	icon = GFX_focus_JAP_strengthen_the_kido_butai
	mutually_exclusive = {
		focus = JAP_balanced_naval_approach JAP_sea_battleship_initiative
	}
	prerequisite = {
		focus = JAP_expand_navy_technical_department JAP_prepare_the_southern_front
	}
	relative_position_id = JAP_expand_navy_technical_department
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 3
	}
	available = {
		JAP_naval_faction_is_not_subdued = yes
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_NAVY_XP FOCUS_FILTER_MILITARY_CHARACTER FOCUS_FILTER_IMPERIAL_INFLUENCE
	}
	completion_reward = {
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:JAP_kawasaki_dockyards_organization = {
				add_mio_size = 1
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		navy_experience = 50
		add_mastery_bonus = {
			bonus = 0.25
			days = 240
			track = carriers
			name = JAP_focus_on_aircraft_carriers
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_tech_bonus = {
			name = JAP_focus_on_aircraft_carriers
			bonus = 1
			ahead_reduction = 1
			uses = 1
			category = mio_cat_tech_all_carrier_and_modules
		}
		random_navy_leader = {
			limit = {
				NOT = {
					has_trait = air_controller
				}
			}
			add_trait = {
				trait = air_controller
			}
		}
	}
}
### Entity: Technology
Component: advanced_medium_tank_chassis
Constructs: has_completed_focus, limit, enable_equipments, research_cost, create_equipment_variant, has_tech_bonus
Source: game
File: common/technologies/NSB_armor.txt

Code:
technology = {
	enable_equipments = {
		medium_tank_chassis_3 medium_tank_destroyer_chassis_3 medium_tank_artillery_chassis_3 medium_tank_aa_chassis_3
	}
	path = {
		leads_to_tech = main_battle_tank_chassis
		research_cost_coeff = 1
	}
	research_cost = 2
	start_year = 1943
	folder = {
		name = nsb_armour_folder
		position = {
			x = 2
			y = @1943
		}
	}
	on_research_complete = {
		if = {
			limit = {
				original_tag = ITA
				has_completed_focus = ITA_ferrea_mole_ferreo_cuore
			}
			ITA_add_advanced_medium_tank_templates = yes
		}
		IF = {
			limit = {
				original_tag = HUN
				has_completed_focus = wuw_HUN_the_turan
			}
			create_equipment_variant = {
				name = 43M Turán III
				type = medium_tank_chassis_3
				parent_version = 0
				modules = {
					main_armament_slot = tank_medium_cannon_2
					turret_type_slot = tank_medium_three_man_tank_turret
					suspension_type_slot = tank_bogie_suspension
					armor_type_slot = tank_welded_armor
					engine_type_slot = tank_gasoline_engine
					special_type_slot_1 = secondary_turret_hmg
					special_type_slot_2 = additional_machine_guns
				}
				upgrades = {
					tank_nsb_engine_upgrade = 3
					tank_nsb_armor_upgrade = 7
				}
			}
		} {
			limit = {
				original_tag = HUN
				has_completed_focus = wuw_HUN_assault_gun_focus
			}
			create_equipment_variant = {
				name = 43M Zrínyi
				type = medium_tank_artillery_chassis_3
				parent_version = 0
				modules = {
					main_armament_slot = tank_medium_howitzer_2
					turret_type_slot = tank_medium_one_man_tank_turret
					suspension_type_slot = tank_torsion_bar_suspension
					armor_type_slot = tank_riveted_armor
					engine_type_slot = tank_gasoline_engine
				}
				upgrades = {
					tank_nsb_engine_upgrade = 3
					tank_nsb_armor_upgrade = 3
				}
			}
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 1.2
			date = > 1944.1.1
		} {
			factor = 1.2
			date = > 1945.1.1
		} {
			factor = 1.2
			date = > 1946.1.1
		} {
			factor = 5.0
			tag = GER
			date = > 1942.6.1
			has_completed_focus = GER_expand_kummersdorfs_capacity
			has_tech_bonus = {
				category = cat_medium_armor
			}
		} {
			factor = 6
			tag = ENG
			date = > 1943.6.1
		}
	}
	categories = {
		armor mio_cat_tech_all_armor_and_modules cat_medium_armor mio_cat_tech_medium_armor_and_modules
	}
	special_project_specialization = {
		specialization_land
	}
}
### Entity: Idea
Component: MEX_callistas
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/mexico_mtg_placeholder.txt

Code:
MEX_callistas = {
	name = MEX_callistas
	picture = mex_callistas
	allowed = {
		always = no
	}
	removal_cost = -1
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		production_speed_buildings_factor = -0.1
		political_power_factor = -0.2
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_preemtively_strike_foreign_revolutionaries
Constructs: prerequisite, limit, has_government, every_country, completion_reward, has_war_support, is_on_continent, create_wargoal
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_preemtively_strike_foreign_revolutionaries
	icon = GFX_goal_anti_comintern_pact
	relative_position_id = CHL_organize_patriotic_leagues
	x = 0
	y = 1
	cost = 5
	prerequisite = {
		focus = CHL_organize_patriotic_leagues
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 0.5
		modifier = {
			factor = 2
			has_war_support = > 0.8
		} {
			factor = 0
			has_government = democratic
		}
	}
	available = {
		has_government = fascism
		has_war_support = > 0.79
		any_country = {
			capital_scope = {
				is_on_continent = south_america
			}
			has_government = communism
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		custom_effect_tooltip = CHL_preemtively_strike_foreign_revolutionaries_tt
		every_country = {
			limit = {
				capital_scope = {
					is_on_continent = south_america
				}
				has_government = communism
			}
			ROOT = {
				create_wargoal = {
					type = puppet_wargoal_focus
					target = PREV
				}
			}
		}
	}
}
### Entity: National Focus
Tree: kal_focus
Component: KAL_deterrence
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/kalmykia.txt

Code:
focus = {
	id = KAL_deterrence
	icon = GFX_goal_generic_city_chain_forts
	prerequisite = {
		focus = KAL_economic_optimization KAL_anti_revolutionary_decree
	}
	relative_position_id = KAL_economic_optimization
	x = -2
	y = 1
	cost = 10
	ai_will_do = {
		factor = 3
	}
	completion_reward = {
		add_ideas = deterrence
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: State History
Component: 686
Constructs: add_core_of
Source: game
File: history/states/686-Puerto Rico.txt

Code:
state = {
	id = 686
	name = STATE_686
	manpower = 1543913
	state_category = rural
	history = {
		add_core_of = PUE
		owner = USA
		victory_points = {
			1440 1
		}
		buildings = {
			infrastructure = 2
			industrial_complex = 1
			air_base = 4
			1440 = {
				naval_base = 3
			}
		}
	}
	provinces = {
		1440 4155
	}
	local_supplies = 0.0
}
### Entity: Shared Focus
Tree: est_focus
Component: EST_build_better_capital
Constructs: shared_focus, prerequisite, limit, completion_reward, random_owned_controlled_state, is_in_home_area, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_estonia_shared.txt

Code:
shared_focus = {
	id = EST_build_better_capital
	icon = GFX_goal_generic_construct_civ_factory
	prerequisite = {
		focus = EST_the_four_year_plan
	}
	x = 4
	y = 1
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 2
	}
	bypass = {
		custom_trigger_tooltip = {
			tooltip = construction_effort_tt
			all_owned_state = {
				free_building_slots = {
					building = industrial_complex
					size = < 1
					include_locked = yes
				}
			}
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								free_building_slots = {
									building = industrial_complex
									size = > 2
									include_locked = yes
								}
								is_in_home_area = yes
							}
						}
					}
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Music Config
Component: sabaton/screaming_eagles
Constructs: has_war_with, has_war, has_capitulated, is_in_faction_with
Source: game
File: music/sabatonsoundtrack_vol2.txt

Code:
music = {
	song = screaming_eagles
	chance = {
		factor = 1
		modifier = {
			factor = 0.5
			has_war = no
		} {
			factor = 2
			tag = USA
		} {
			factor = 2
			tag = USA
			has_war_with = GER
			FRA = {
				has_capitulated = yes
				is_in_faction_with = USA
			}
		}
	}
}
### Entity: State History
Component: 52
Constructs: add_core_of
Source: game
File: history/states/52-Wuttemberg.txt

Code:
state = {
	id = 52
	name = STATE_52
	manpower = 2679413
	resources = {
		aluminium = 18
	}
	state_category = city
	history = {
		owner = GER
		add_core_of = GER BAY
		victory_points = {
			692 20
		} {
			708 3
		}
		buildings = {
			infrastructure = 4
			arms_factory = 2
			industrial_complex = 1
			air_base = 6
		}
		1939.1.1 = {
			buildings = {
				air_base = 10
			}
		}
	}
	provinces = {
		692 707 708 3688 3705 6540 6693 9652 9666 11620 11638 11653
	}
	local_supplies = 8.0
}
### Entity: Modding Documentation
Construct: debug_types
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## debug_types
* Not available in release build

Will print the data type for all dynamic reference objects. Can only be used if using RTTI.
### Entity: National Focus
Tree: jap_focus
Component: JAP_an_ode_to_showa_restoration
Constructs: prerequisite, has_country_flag, add_stability, completion_reward, add_political_power, cancel_if_invalid
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_an_ode_to_showa_restoration
	icon = GFX_focus_jap_showa_restoration
	x = -3
	y = 1
	relative_position_id = JAP_sea_the_showa_restoration
	prerequisite = {
		focus = JAP_sea_the_showa_restoration
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		has_country_flag = JAP_kodoha_the_emperor_cooperated_flag
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_political_power = 75
		add_stability = 0.1
	}
}
### Entity: National Focus
Tree: adu_focus
Component: ADU_war_with_france
Constructs: has_completed_focus, prerequisite, has_war, has_government, has_war_with, completion_reward, has_offensive_war, add_named_threat
Source: game
File: common/national_focus/andalusia.txt

Code:
focus = {
	id = ADU_war_with_france
	icon = GFX_focus_attack_france
	cost = 10
	prerequisite = {
		focus = ADU_reconquer_our_dar_al_islam ADU_marxist_pan_islamism
	}
	relative_position_id = ADU_reconquer_our_dar_al_islam
	x = -1
	y = 4
	will_lead_to_war_with = FRA
	available = {
		r56_script_i_am_sane = yes
		FRA = {
			r56_script_target_is_sane = yes
		}
		OR = {
			has_government = fascism
			AND = {
				has_government = communism
				has_completed_focus = ADU_marxist_pan_islamism
			}
		}
	}
	bypass = {
		OR = {
			FRA = {
				exists = no
			}
			ADU = {
				has_war_with = FRA
				has_offensive_war = yes
			}
		}
	}
	ai_will_do = {
		factor = 2
		modifier = {
			factor = 0.25
			has_war = yes
		}
	}
	completion_reward = {
		add_named_threat = {
			threat = 2
			name = GER_war_with_france_threat
		}
		create_wargoal = {
			type = take_state_focus
			target = FRA
			expire = 0
			generator = {
				28
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Effect Reference
Construct: every_active_scientist
Constructs: limit, every_active_scientist, random_select_amount
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## every_active_scientist

* Supported Scopes: any
* Supported Targets: none

```
Executes children effects on every active scientist (or \"random_select_amount\" of random character if specified) of the country in scope, that fulfills the \"limit\" trigger.
	tooltip=key can be added to override tooltip title.
	By default the effects are only displayed once, you may display them for each matching character with display_individual_scopes.
	ex: GER = {
	  every_active_scientist = {
		tooltip = my_loc_key # Optional
		random_select_amount = 3 # Optional
		include_invisible = yes # Optional - default = no
		display_individual_scopes = yes # Optional - default = no
		... character scope effects ...
	  }
	}
```
### Entity: Character
Component: ITA_domenico_cavagnari
Source: game
File: common/characters/ITA.txt

Code:
ITA_domenico_cavagnari = {
	name = ITA_domenico_cavagnari
	portraits = {
		army = {
			small = GFX_idea_domenico_cavagnari
		}
	}
	advisor = {
		slot = navy_chief
		idea_token = domenico_cavagnari
		allowed = {
			ITA_is_italian_tag = yes
		}
		traits = {
			navy_chief_commerce_raiding_1
		}
		cost = 50
		ai_will_do = {
			base = 1.0
		}
	}
}
### Entity: Character
Component: TAOG_minister_of_education
Constructs: research_speed_factor, stability_factor
Source: game
File: common/country_leader/taog_traits.txt

Code:
TAOG_minister_of_education = {
	sprite = 13
	random = no
	research_speed_factor = 0.08
	stability_factor = 0.025
	ai_will_do = {
		factor = 2
	}
}
### Entity: Idea
Component: PRC_huangyadong_arsenal
Constructs: has_dlc, has_dynamic_modifier, research_bonus
Source: game
File: common/ideas/comchina.txt

Code:
PRC_huangyadong_arsenal = {
	picture = PRC_huangyadong_arsenal
	allowed = {
		has_dlc = No Compromise, No Surrender
		NOT = {
			has_dlc = Arms Against Tyranny
		}
		original_tag = PRC
	}
	available = {
		OR = {
			PRC = {
				controls_state = 615
			}
			615 = {
				has_dynamic_modifier = {
					modifier = PRC_infiltrated_state_3
				}
			}
		}
	}
	research_bonus = {
		support_tech = 0.1
	}
	traits = {
		support_equipment_manufacturer
	}
}
### Entity: Event
Component: DOD_romania.111
Constructs: is_triggered_only
Source: game
File: events/DOD_Romania.txt

Code:
country_event = {
	id = DOD_romania.111
	title = DOD_romania.111.t
	desc = DOD_romania.111.desc
	picture = GFX_report_event_generic_sign_treaty3
	is_triggered_only = yes
	option = {
		name = DOD_romania.111.a
		CZE = {
			country_event = DOD_romania.114
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_construct_the_tullnerfeld_airbase
Constructs: completion_reward, add_building_construction
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_construct_the_tullnerfeld_airbase
	icon = GFX_goal_generic_airport
	x = -92
	y = 0
	cost = 5
	available = {
		controls_state = 4
	}
	completion_reward = {
		air_experience = 20
		4 = {
			add_building_construction = {
				type = air_base
				level = 3
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
}
### Entity: Event
Component: NSB_soviet_foreign_politics_events.156
Constructs: is_triggered_only, give_resource_rights, set_state_flag
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_foreign_politics_events.156
	is_triggered_only = yes
	hidden = yes
	immediate = {
		transfer_state = 419 420 416 1000 1004
		PER = {
			give_resource_rights = {
				receiver = SOV
				state = 411
			} {
				receiver = SOV
				state = 412
			} {
				receiver = SOV
				state = 413
			}
		}
		411 = {
			set_state_flag = SOV_soviet_resource_rights_iran_flag
		}
		412 = {
			set_state_flag = SOV_soviet_resource_rights_iran_flag
		}
		413 = {
			set_state_flag = SOV_soviet_resource_rights_iran_flag
		}
	}
}
### Entity: Scripted Trigger
Component: JAP_naval_faction_is_at_most_meddling
Constructs: has_idea
Source: game
File: common/scripted_triggers/JAP_scripted_triggers.txt

Code:
JAP_naval_faction_is_at_most_meddling = {
	custom_trigger_tooltip = {
		tooltip = JAP_naval_faction_is_at_most_meddling_tt
		NOT = {
			has_idea = JAP_naval_faction_tier_3_equal_army JAP_naval_faction_tier_3_greater_1 JAP_naval_faction_tier_3_greater_2 JAP_naval_faction_tier_3_lesser_1 JAP_naval_faction_tier_3 JAP_naval_faction_tier_4_greater_1 JAP_naval_faction_tier_4_greater_2 JAP_naval_faction_tier_4_greater_3 JAP_naval_faction_tier_4
		}
	}
}
### Entity: Scripted Trigger
Component: frloc_state_sg_masc_vow_art_l_d_x_03
Source: game
File: common/scripted_triggers/00_scripted_triggers_FR_loc.txt

Code:
frloc_state_sg_masc_vow_art_l_d_x_03 = {
	OR = {
		state = 110 166 229 261 300 305 367 372 374 377 392 426 432 434 548 794
	}
}
### Entity: AI Strategy
Component: r56_africa_bad_commie_boy_stays_home
Constructs: has_government, has_war_with, is_in_faction_with
Source: game
File: common/ai_strategy/r56_default.txt

Code:
r56_africa_bad_commie_boy_stays_home = {
	allowed = {
		OR = {
			original_tag = COG ETH LIB SAF EGY
		}
	}
	enable = {
		ROOT = {
			AND = {
				exists = yes
				has_government = communism
				is_in_faction_with = SOV
				OR = {
					has_war_with = JAP USA GER ENG
				}
			}
		}
		SOV = {
			OR = {
				has_war_with = JAP USA GER ENG
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = dont_defend_ally_borders
		id = SOV
		value = 125
	} {
		type = area_priority
		id = north_america
		value = 0
	} {
		type = area_priority
		id = south_america
		value = 10
	} {
		type = area_priority
		id = europe
		value = 20
	} {
		type = area_priority
		id = asia
		value = 10
	} {
		type = area_priority
		id = middle_east
		value = 40
	} {
		type = area_priority
		id = suez
		value = 100
	} {
		type = area_priority
		id = africa
		value = 175
	} {
		type = area_priority
		id = pacific
		value = 0
	} {
		type = area_priority
		id = oceania
		value = 0
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_Scuttle_the_Ships
Constructs: prerequisite, has_country_flag, completion_reward
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_Scuttle_the_Ships
	icon = GFX_goal_generic_large_fleet
	cost = 10
	ai_will_do = {
		factor = 10
	}
	bypass = {
		OR = {
			has_country_flag = den_ships_scuttled den_ships_seized
		}
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
	prerequisite = {
		focus = DEN_Target_Danish_Collaborators
	}
	x = 34
	y = 3
	available_if_capitulated = yes
	completion_reward = {
		custom_effect_tooltip = den_scuttled_tt
	}
}