Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: wuw_GER_monroe.2
Constructs: is_triggered_only, ai_chance, limit, remove_ideas, every_country, add_opinion_modifier, fire_only_once, add_political_power
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_monroe.2
	title = wuw_GER_monroe.2.t
	desc = wuw_GER_monroe.2.desc
	picture = GFX_report_event_german_speech
	is_triggered_only = yes
	fire_only_once = yes
	immediate = {
		for_each_scope_loop = {
			array = global.monroe_countries_in_support
			add_to_variable = {
				USA.monroe_countries_strict_in_support_guarantee_cost = 25
			}
		} {
			array = global.monroe_countries_in_support
			add_to_variable = {
				USA.monroe_countries_all_in_support_guarantee_cost = 25
			}
		} {
			array = global.monroe_doctrine_countries_to_destabilize
			add_to_variable = {
				USA.monroe_countries_all_in_support_guarantee_cost = 25
			}
		}
	}
	option = {
		name = wuw_GER_monroe.2.a
		trigger = {
			check_variable = {
				global.monroe_doctrine_countries_to_destabilize^num = > 0
			}
		}
		ai_chance = {
			base = 10
			modifier = {
				factor = 0.5
				OR = {
					has_idea = USA_neutrality_act USA_neutrality_act
				}
			}
		}
		custom_effect_tooltip = wuw_GER_monroe.2.a_tt
		hidden_effect = {
			every_country = {
				limit = {
					has_idea = USA_monroe_doctrine_idea
				}
				remove_ideas = {
					USA_monroe_doctrine_idea
				}
			}
			for_each_scope_loop = {
				array = global.monroe_countries_in_support
				ROOT = {
					add_political_power = -25
					diplomatic_relation = {
						country = PREV
						relation = guarantee
						active = yes
					}
				}
			} {
				array = global.monroe_doctrine_countries_to_destabilize
				ROOT = {
					add_political_power = -25
					diplomatic_relation = {
						country = PREV
						relation = guarantee
						active = yes
					}
				}
			}
		}
		FROM = {
			clr_country_flag = GER_destabilize_monroe_flag
			country_event = {
				id = wuw_GER_monroe.10
				hours = 6
			}
		}
		clr_country_flag = USA_save_monroe_flag
		create_wargoal = {
			type = topple_government
			target = FROM
		}
		remove_ideas = USA_monroe_doctrine_enforcer
	} {
		name = wuw_GER_monroe.2.b
		trigger = {
			check_variable = {
				global.monroe_countries_in_support^num = > 0
			}
		}
		ai_chance = {
			base = 30
			modifier = {
				factor = 0.5
				OR = {
					has_idea = USA_neutrality_act USA_neutrality_act
				}
			}
		}
		custom_effect_tooltip = wuw_GER_monroe.2.b_tt
		hidden_effect = {
			every_country = {
				limit = {
					has_idea = USA_monroe_doctrine_idea
				}
				remove_ideas = {
					USA_monroe_doctrine_idea
				}
			}
			for
# ... (truncated)
### Entity: Unit Template
Component: AFG_PAR_01
Source: game
File: common/units/names_divisions/AFG_names_divisions.txt

Code:
AFG_PAR_01 = {
	name = Paratrooper Divisions
	for_countries = {
		AFG
	}
	can_use = {
		always = yes
	}
	division_types = {
		paratrooper
	}
	link_numbering_with = {
		AFG_INF_01
	}
	fallback_name = %d. Para Division
	ordered = {
		1 = {
			Faizabad Para Division
		}
		2 = {
			Ghazni Para Division
		}
		3 = {
			Herat Para Division
		}
		4 = {
			Jalalabad Para Division
		}
		5 = {
			Kandahar Para Division
		}
		6 = {
			Maymeneh Para Division
		}
		7 = {
			Mazar-e Shar Para Division
		}
		8 = {
			Zahir Shah Para Division
		}
		9 = {
			Abdur Rahman Para Division
		}
		10 = {
			Nadir Shah Para Division
		}
		11 = {
			Dost Mohammed Para Division
		}
		12 = {
			Shah Shuja Para Division
		}
		13 = {
			Taloqan Para Division
		}
		14 = {
			Qondoz Para Division
		}
		15 = {
			Kholm Para Division
		}
		16 = {
			Aybak Para Division
		}
		17 = {
			Sheberghan Para Division
		}
		18 = {
			Balkh Para Division
		}
		19 = {
			Meymaneh Para Division
		}
		20 = {
			Dawlatabad Para Division
		}
		21 = {
			Tarin Kowt Para Division
		}
		22 = {
			Dalat Para Division
		}
		23 = {
			Khash Para Division
		}
		24 = {
			Lashkar Gan Para Division
		}
		25 = {
			Mirabad Para Division
		}
		26 = {
			%d. Para Division
		}
		27 = {
			%d. Para Division
		}
		28 = {
			%d. Para Division
		}
		29 = {
			%d. Para Division
		}
		30 = {
			%d. Para Division
		}
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_appeal_for_overseas_protection
Constructs: prerequisite, limit, has_government, add_war_support, is_major, completion_reward, is_subject, is_on_continent
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_appeal_for_overseas_protection
	icon = GFX_Goal_USA_befriend_america
	prerequisite = {
		focus = MON_open_up_the_country
	}
	x = 2
	y = 1
	relative_position_id = MON_open_up_the_country
	cost = 7.16
	available = {
		is_subject = no
		OR = {
			has_government = democratic
			democratic = > 0.5
		}
		any_other_country = {
			capital_scope = {
				NOT = {
					is_on_continent = europe
				}
			}
			has_government = democratic
			OR = {
				is_faction_leader = yes
				is_major = yes
			}
		}
	}
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		add_war_support = 0.1
		every_other_country = {
			limit = {
				capital_scope = {
					NOT = {
						is_on_continent = europe
					}
				}
				has_government = democratic
				OR = {
					is_faction_leader = yes
					is_major = yes
				}
			}
			country_event = {
				id = mongol_democratic.3
				hours = 12
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Scripted Trigger
Component: EAI_MILITARY_army_readiness_LOW_abort
Constructs: check_variable
Source: game
File: common/scripted_triggers/EAI_MISC_triggers.txt

Code:
EAI_MILITARY_army_readiness_LOW_abort = {
	check_variable = {
		EAI_fielded_eq_ratio = > 0.65
	}
	EAI_reserve_manpower_more_than_10p = yes
}
### Entity: Scripted Effect
Component: EAI_PR_priority_research_update_daily
Constructs: limit, check_variable, set_variable
Source: game
File: common/scripted_effects/EAI_RESEARCH_PRIORITY_effects.txt

Code:
EAI_PR_priority_research_update_daily = {
	EAI_PR_block_research = yes
	if = {
		limit = {
			check_variable = {
				EAI_prev_researched_techs_num = < researched_techs^num
			}
		}
		set_variable = {
			EAI_prev_researched_techs_num = researched_techs^num
		}
		EAI_PR_clean_priority_research_queue = yes
		EAI_PR_priority_research_update = yes
	}
	EAI_PR_select_priority_tech = yes
}
### Entity: Event
Component: war_justification.201
Constructs: is_triggered_only
Source: game
File: events/WarJustification.txt

Code:
country_event = {
	id = war_justification.201
	title = war_justification.201.t
	desc = war_justification.201.d
	picture = GFX_report_event_fascist_speech
	is_triggered_only = yes
	option = {
		name = war_justification.201.a
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_norwegian_reichsprotectorate
Constructs: prerequisite, limit, has_government, completion_reward, is_in_faction, is_faction_leader, has_variable, has_capitulated
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_norwegian_reichsprotectorate
	icon = GFX_focus_ger_reichskommisariats
	prerequisite = {
		focus = NOR_the_administrative_council
	}
	x = 3
	y = 1
	relative_position_id = NOR_the_administrative_council
	cost = 10
	available = {
		has_government = fascism
		is_in_faction = yes
		is_faction_leader = no
		IF = {
			limit = {
				has_variable = NOR.NOR_cw_democratic_norway
			}
			var:NOR.NOR_cw_democratic_norway = {
				OR = {
					has_capitulated = yes
					exists = no
				}
			}
		}
	}
	bypass = {
		is_subject = yes
		if = {
			limit = {
				is_subject = yes
			}
			OVERLORD = {
				has_government = fascism
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_variable = NOR.NOR_cw_fascist_attacker
				}
			}
			faction_leader = {
				set_variable = {
					NOR.NOR_cw_fascist_attacker = THIS
				}
			}
		}
		var:NOR.NOR_cw_fascist_attacker = {
			set_autonomy = {
				target = PREV
				autonomy_state = autonomy_reichsprotectorate
				end_wars = no
			}
		}
		every_core_state = {
			limit = {
				is_controlled_by = ROOT
				NOT = {
					state = 914
				}
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			random_select_amount = 3
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
		effect_tooltip = {
			remove_dynamic_modifier = {
				modifier = NOR_independent_norway_dmod
			}
		}
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_acquire_foreign_tank_designs
Constructs: prerequisite, add_ideas, completion_reward, unlock_decision_tooltip
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_acquire_foreign_tank_designs
	icon = GFX_focus_SOV_the_glory_of_the_red_army_communism
	prerequisite = {
		focus = MON_experimental_mobility
	}
	x = 1
	y = 1
	relative_position_id = MON_experimental_mobility
	cost = 5
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = MON_idea_license_production
		army_experience = 15
		unlock_decision_tooltip = MON_acquire_tank_designs
	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP
	}
}
### Entity: National Focus
Tree: rut_focus
Component: RUT_claim_ukraine
Constructs: prerequisite, limit, has_government, owns_state, completion_reward, add_political_power, is_subject, every_state
Source: game
File: common/national_focus/ruthenia.txt

Code:
focus = {
	id = RUT_claim_ukraine
	icon = GFX_goal_Ukraine_support_democracy
	prerequisite = {
		focus = RUT_contact_galician_ukrainians
	}
	relative_position_id = RUT_contact_galician_ukrainians
	available = {
		OR = {
			has_government = democratic neutrality fascism
		} {
			controls_state = 202 91 221 192
		} {
			NOT = {
				country_exists = UKR
			}
			AND = {
				country_exists = UKR
				UKR = {
					has_government = communism
				}
			}
		}
		RUT = {
			is_subject = no
		}
		owns_state = 73
		controls_state = 73
	}
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_political_power = 50
		every_state = {
			limit = {
				is_core_of = UKR
			}
			add_core_of = RUT
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: JAP_low_popular_support_idea
Constructs: stability_factor, war_support_factor, removal_cost
Source: game
File: common/ideas/japan.txt

Code:
JAP_low_popular_support_idea = {
	picture = prc_low_popular_support
	removal_cost = -1
	allowed = {
		original_tag = JAP
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		war_support_factor = -0.1
		stability_factor = -0.1
		army_core_attack_factor = -0.05
		army_core_defence_factor = -0.05
	}
}
### Entity: Unit Template
Component: LIT_DD_HISTORICAL
Source: game
File: common/units/names_ships/LIT_ship_names.txt

Code:
LIT_DD_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_DESTROYERS
	for_countries = {
		LIT
	}
	type = ship
	ship_types = {
		ship_hull_light destroyer
	}
	fallback_name = Nakintojas %d
	unique = {
		Silute Taurage Jurbarkas Alytus Trakai Druskininkai
	}
}
### Entity: National Focus
Tree: brm_focus
Component: BRM_unite_the_burmese_people
Constructs: has_war, limit, add_war_support, completion_reward, is_subject, is_owned_by, has_army_manpower, every_other_country
Source: game
File: common/national_focus/burma.txt

Code:
focus = {
	id = BRM_unite_the_burmese_people
	icon = GFX_goal_generic_major_war
	relative_position_id = BRM_preserve_burma
	x = 5
	y = 0
	cost = 10
	mutually_exclusive = {
		focus = BRM_preserve_burma
	}
	available = {
		is_subject = no
		NOT = {
			all_core_state = {
				is_owned_by = ROOT
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_ANNEXATION
	}
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 0.1
			OR = {
				has_war = yes
				has_army_manpower = {
					size = < 40000
				}
			}
		}
	}
	completion_reward = {
		add_war_support = 0.1
		every_other_country = {
			limit = {
				NOT = {
					is_in_faction_with = ROOT
				} {
					is_subject_of = ROOT
				}
				any_owned_state = {
					is_core_of = ROOT
				}
			}
			ROOT = {
				create_wargoal = {
					target = PREV
					type = take_state_focus
					expire = 0
				}
			}
		}
	}
}
### Entity: Idea
Component: NRU_phosphate_reservers_majors
Constructs: stability_factor, industrial_capacity_factory
Source: game
File: common/ideas/nauru.txt

Code:
NRU_phosphate_reservers_majors = {
	name = NRU_phosphate_reservers_majors
	picture = generic_exploit_mines
	allowed = {

	}
	modifier = {
		stability_factor = 0.02
		local_resources_factor = 0.05
		industrial_capacity_factory = 0.03
		consumer_goods_factor = -0.03
	}
}
### Entity: Character
Component: GRE_alexandros_sakellariou
Constructs: has_dlc, check_variable
Source: game
File: common/characters/GRE.txt

Code:
GRE_alexandros_sakellariou = {
	instance = {
		allowed = {
			has_dlc = Battle for the Bosporus
		}
		name = GRE_alexandros_sakellariou
		portraits = {
			army = {
				small = GFX_idea_gre_alexandros_sakellariou
				large = GFX_portrait_GRE_alexandros_sakellariou
			}
		}
		advisor = {
			slot = navy_chief
			idea_token = GRE_alexandros_sakellariou
			name = GRE_alexandros_sakellariou
			allowed = {
				original_tag = GRE
				has_dlc = Battle for the Bosporus
			}
			available = {
				custom_trigger_tooltip = {
					tooltip = GRE_monarchists_friendly_or_loyal
					check_variable = {
						var = GRE_monarchist_loyalty
						value = 1.0
						compare = greater_than_or_equals
					}
				}
			}
			traits = {
				navy_chief_decisive_battle_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
		navy_leader = {
			traits = {
				navy_media_personality bold caustic_personality fleet_protector
			}
			skill = 3
			attack_skill = 3
			defense_skill = 2
			maneuvering_skill = 3
			coordination_skill = 2
			legacy_id = -1
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Battle for the Bosporus
			}
		}
		name = GRE_alexandros_sakellariou
		portraits = {
			army = {
				small = GFX_idea_generic_navy_europe_1
			}
		}
		advisor = {
			slot = navy_chief
			idea_token = GRE_alexandros_sakellariou
			allowed = {
				original_tag = GRE
				NOT = {
					has_dlc = Battle for the Bosporus
				}
			}
			traits = {
				navy_chief_commerce_raiding_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
	}
}
### Entity: Event
Component: BBA_ethiopia_exile_events.17
Constructs: is_triggered_only, ai_chance, has_navy_size, random_hours, add_tech_bonus
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_exile_events.17
	title = BBA_ethiopia_exile_events.17.t
	desc = BBA_ethiopia_exile_events.17.desc
	is_triggered_only = yes
	picture = GFX_report_event_destroyers
	option = {
		name = BBA_ethiopia_exile_events.17.a
		ai_chance = {
			base = 10
		}
		trigger = {
			has_navy_size = {
				unit = destroyer
				size = > 10
			}
		}
		custom_effect_tooltip = ETH_destroyers_tt
		transfer_ship = {
			type = destroyer
			target = ETH
		} {
			type = destroyer
			target = ETH
		} {
			type = destroyer
			target = ETH
		} {
			type = destroyer
			target = ETH
		} {
			type = destroyer
			target = ETH
		}
		FROM = {
			country_event = {
				id = BBA_ethiopia_exile_events.18
				hours = 2
				random_hours = 4
			}
		}
	} {
		name = BBA_ethiopia_exile_events.17.b
		ai_chance = {
			base = 10
		}
		trigger = {
			has_navy_size = {
				unit = destroyer
				size = > 10
			} {
				unit = heavy_cruiser
				size = > 5
			}
		}
		custom_effect_tooltip = ETH_cruiser_tt
		transfer_ship = {
			type = heavy_cruiser
			target = ETH
		} {
			type = destroyer
			target = ETH
		} {
			type = destroyer
			target = ETH
		} {
			type = destroyer
			target = ETH
		}
		FROM = {
			country_event = {
				id = BBA_ethiopia_exile_events.19
				hours = 2
				random_hours = 4
			}
		}
	} {
		name = BBA_ethiopia_exile_events.17.c
		ai_chance = {
			base = 10
		}
		trigger = {
			has_navy_size = {
				archetype = ship_hull_heavy
				size = > 5
			}
		}
		custom_effect_tooltip = ETH_battleship_tt
		transfer_ship = {
			type = battleship
			target = ETH
		}
		FROM = {
			country_event = {
				id = BBA_ethiopia_exile_events.20
				hours = 2
				random_hours = 4
			}
		}
	} {
		name = BBA_ethiopia_exile_events.17.d
		ai_chance = {
			base = 10
		}
		trigger = {
			has_navy_size = {
				archetype = ship_hull_heavy
				size = < 6
			} {
				unit = destroyer
				size = < 11
			}
		}
		ETH = {
			add_tech_bonus = {
				bonus = 0.5
				uses = 3
				category = dd_tech ca_tech bb_tech
			}
		}
		FROM = {
			country_event = {
				id = BBA_ethiopia_exile_events.21
				hours = 2
				random_hours = 4
			}
		}
	}
}
### Entity: National Focus
Tree: alg_focus
Component: ALG_bejaia_port
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/algeria.txt

Code:
focus = {
	id = ALG_bejaia_port
	icon = GFX_focus_generic_refit_civilian_ships
	x = 54
	y = 3
	cost = 10
	prerequisite = {
		focus = ALG_algiers_port
	}
	available = {
		controls_state = 460
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				460
			}
			limit = {
				free_building_slots = {
					building = dockyard
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			}
		} {
			prioritize = {
				460
			}
			limit = {
				free_building_slots = {
					building = dockyard
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			} {
				type = naval_base
				level = 2
				instant_build = yes
				province = 4046
			}
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/AFA_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_0
			creator = AFA
		}
		requested_factories = 1
		progress = 0.5
		efficiency = 80
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_tin_mining
Constructs: prerequisite, completion_reward, has_full_control_of_state, has_dynamic_modifier, add_timed_idea, add_extra_state_shared_building_slots, add_building_construction, add_dynamic_modifier
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_tin_mining
	icon = GFX_focus_generic_mining_industry
	available = {
		has_full_control_of_state = 1047
		has_dynamic_modifier = {
			modifier = INS_bangka_bauxite_export
		}
	}
	prerequisite = {
		focus = INS_fate_of_de_javasche_bank
	}
	x = 1
	y = 1
	relative_position_id = INS_fate_of_de_javasche_bank
	cost = 5
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_timed_idea = {
			idea = INS_investing_in_tin_idea
			days = 240
		}
		custom_effect_tooltip = in_240_days_tt
		effect_tooltip = {
			1047 = {
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
				add_dynamic_modifier = {
					modifier = INS_tin_infrastructure_state
				}
			}
		}
		hidden_effect = {
			country_event = {
				id = INS_industrial_events.27
				days = 240
			}
		}
	}
}
### Entity: National Focus
Tree: kor_focus
Component: KOR_naval_air_groups
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/korea.txt

Code:
focus = {
	id = KOR_naval_air_groups
	icon = GFX_goal_zero_blue
	prerequisite = {
		focus = KOR_carrier_strikes
	}
	relative_position_id = KOR_carrier_strikes
	x = 0
	y = 1
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		air_experience = 5
		add_tech_bonus = {
			name = KOR_naval_air_groups
			bonus = 1
			uses = 1
			category = naval_bomber naval_air
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Scripted Effect
Component: NOR_fcw_effect_fascist_player
Constructs: limit, has_government, add_stability, is_controlled_by, random_other_country, set_variable, every_character, has_character_flag
Source: game
File: common/scripted_effects/NOR_scripted_effects.txt

Code:
NOR_fcw_effect_fascist_player = {
	start_civil_war = {
		ruling_party = fascism
		ideology = democratic
		size = party_popularity@democratic
		states = all
		states_filter = {
			is_controlled_by = ROOT
			NOT = {
				state = 110
			}
		}
		keep_all_characters = yes
		ROOT = {
			hidden_effect = {
				add_stability = 0.3
			}
		}
	}
	random_other_country = {
		limit = {
			original_tag = NOR
			NOT = {
				has_government = fascism
			}
		}
		set_variable = {
			NOR.NOR_cw_democratic_norway = THIS
		}
	}
	every_character = {
		limit = {
			has_character_flag = NOR_anti_fascist
		}
		set_nationality = var:NOR.NOR_cw_democratic_norway
	}
	var:NOR.NOR_cw_democratic_norway = {
		NOR_johan_nygaardsvold = {
			promote_character = yes
		}
		NOR_spawn_democratic_militia = yes
	}
	ROOT = {
		add_popularity = {
			ideology = fascism
			popularity = 0.6
		}
		add_manpower = 10000
		set_cosmetic_tag = NOR_fascism
	}
	110 = {
		if = {
			limit = {
				check_variable = {
					NOR_state_preparation = > 0
				}
			}
			NOR_deploy_prep_fasc_basic_effects = yes
		}
		transfer_state_to = ROOT
	}
	set_global_flag = NOR_norwegian_fascist_cw_started
}
### Entity: Event
Component: wtt_germany.34
Constructs: is_triggered_only, limit, has_government, add_war_support, is_in_faction_with, is_faction_leader, remove_from_faction, declare_war_on
Source: game
File: events/WTT_Germany.txt

Code:
country_event = {
	id = wtt_germany.34
	title = germany.66.t
	desc = wtt_germany.34.d
	picture = GFX_report_event_degaulle_inspect_troops
	is_triggered_only = yes
	option = {
		name = wtt_germany.33.a
		add_war_support = 0.1
		ENG = {
			country_event = wtt_germany.36
			if = {
				limit = {
					ENG = {
						is_in_faction_with = FRA
						is_faction_leader = yes
					}
				}
				remove_from_faction = FRA
			}
		}
		FRA = {
			declare_war_on = {
				target = GER
				type = take_state_focus
				generator = {
					42 51
				}
			}
			country_event = wtt_germany.37
			if = {
				limit = {
					has_idea = FRA_disjointed_government
					NOT = {
						has_government = communism
					}
				}
				start_civil_war = {
					ideology = communism
					size = 0.2
				}
			} {
				limit = {
					has_idea = FRA_disjointed_government
					has_government = communism
				}
				start_civil_war = {
					ideology = democratic
					size = 0.3
				}
			}
		}
		hidden_effect = {
			news_event = {
				id = wtt_news.14
				hours = 6
			}
		}
	} {
		name = germany.65.b
		hidden_effect = {
			news_event = {
				id = wtt_news.15
				hours = 6
			}
		}
		set_country_flag = GER_rhineland_backed_down
		add_war_support = -0.2
		GER_wilhelm_iii = {
			add_country_leader_role = {
				country_leader = {
					expire = 1965.1.1
					ideology = despotism
					traits = {
						popular_figurehead2
					}
				}
				promote_leader = yes
			}
		}
		add_timed_idea = {
			idea = kaiser_challenge_met
			days = 183
		}
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_expand_oil_industry
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea, add_resource
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_expand_oil_industry
	icon = GFX_goal_oil_agreement
	x = 3
	y = 1
	relative_position_id = VEN_national_development
	cost = 5
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_OIL
	}
	prerequisite = {
		focus = VEN_national_development
	}
	mutually_exclusive = {
		focus = VEN_national_recovery_act
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = VEN_oil
			add_idea = VEN_oil_7
		}
		add_resource = {
			type = oil
			amount = 10
			state = 307
		} {
			type = oil
			amount = 7
			state = 489
		} {
			type = oil
			amount = 2
			state = 948
		}
	}
}