Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: AUS_political_events.23
Constructs: is_triggered_only, ai_chance, has_government, has_country_flag, fire_only_once, has_opinion, has_game_rule, remove_state_claim
Source: game
File: events/WUW_Austria.txt

Code:
country_event = {
	id = AUS_political_events.23
	title = AUS_political_events.23.t
	desc = AUS_political_events.23.desc
	picture = GFX_report_event_ITA_grand_council
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = AUS_political_events.23.a
		ai_chance = {
			base = 1
			modifier = {
				factor = 0.1
				OR = {
					has_government = neutrality fascism
				}
			} {
				factor = 2
				has_opinion = {
					target = FROM
					value = > 49
				}
			} {
				factor = 200
				OR = {
					has_country_flag = AUS_AI_RANDOM_ANTI_ANSCLUSS_STRESS
					has_game_rule = {
						rule = AUS_AI_BEHAVIOR
						option = AUS_ANTI_ANSCLUSS_STRESS
					}
				}
			}
		}
		remove_state_claim = 39 850
		FROM = {
			give_guarantee = ROOT
			country_event = {
				id = AUS_political_events.25
				days = 1
			}
		}
		give_military_access = FROM
	} {
		name = AUS_political_events.23.b
		ai_chance = {
			base = 1
			modifier = {
				factor = 10
				OR = {
					has_government = neutrality fascism
				}
			} {
				factor = 10
				has_opinion = {
					target = FROM
					value = < 0
				}
			}
		}
		FROM = {
			country_event = {
				id = AUS_political_events.26
				days = 1
			}
		}
	}
}
### Entity: Character
Component: SWI_eugen_bircher
Constructs: has_dlc
Source: game
File: common/characters/SWI.txt

Code:
SWI_eugen_bircher = {
	instance = {
		allowed = {
			has_dlc = By Blood Alone
		}
		advisor = {
			slot = high_command
			idea_token = SWI_eugen_bircher
			ledger = army
			allowed = {
				original_tag = SWI
			}
			visible = {

			}
			available = {

			}
			traits = {
				army_armored_2
			}
			cost = 100
			ai_will_do = {
				base = 200
			}
		}
		name = SWI_eugen_bircher
		portraits = {
			army = {
				small = GFX_idea_generic_army_europe_2
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = By Blood Alone
			}
		}
		advisor = {
			slot = high_command
			idea_token = SWI_eugen_bircher
			ledger = army
			allowed = {
				original_tag = SWI
			}
			traits = {
				army_armored_2
			}
			cost = 100
			ai_will_do = {
				base = 200
			}
		}
		name = SWI_eugen_bircher
		portraits = {
			army = {
				small = GFX_idea_generic_army_europe_2
			}
		}
	}
}
### Entity: Idea
Component: anti_ITA_advisor
Constructs: removal_cost, research_bonus
Source: game
File: common/ideas/tmodern_exercises.txt

Code:
anti_ITA_advisor = {
	available = {
		NOT = {
			original_tag = ITA
		}
	}
	cost = 50
	removal_cost = -1
	traits = {

	}
	picture = generic_army_europe_3
	research_bonus = {

	}
	targeted_modifier = {
		tag = ITA
		attack_bonus_against = 0.2
		defense_bonus_against = 0.2
	}
	modifier = {
		experience_gain_army = 0.15
		land_doctrine_cost_factor = -0.1
	}
}
### Entity: Character
Component: AST_steelworks_businessman
Constructs: industrial_capacity_factory
Source: game
File: common/country_leader/taog_traits.txt

Code:
AST_steelworks_businessman = {
	random = no
	sprite = 10
	industrial_capacity_factory = 0.1
	local_resources_factor = 0.15
}
### Entity: Effect Reference
Construct: add_random_trait
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## add_random_trait

* Supported Scopes: CHARACTER
* Supported Targets: none

```
add random trait from specified list to unit leader. add_random_trait = { old_guard brilliant_strategist inflexible_strategist }
```
### Entity: National Focus
Tree: fin_focus
Component: FIN_discredit_the_democratic_system
Constructs: prerequisite, add_stability, completion_reward, add_political_power, add_popularity
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_discredit_the_democratic_system
	icon = GFX_focus_usa_voter_registration_act
	prerequisite = {
		focus = FIN_right_wing_policies
	}
	mutually_exclusive = {
		focus = FIN_prepare_a_military_coup
	}
	x = -1
	y = 1
	relative_position_id = FIN_right_wing_policies
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_BALANCE_OF_POWER
	}
	completion_reward = {
		add_political_power = 120
		add_stability = -0.05
		FIN_bop_medium_decrease_effect = yes
		add_popularity = {
			ideology = fascism
			popularity = 0.1
		}
	}
}
### Entity: Idea
Component: FIN_valtion_tykkitehdas
Constructs: has_completed_focus, research_bonus
Source: game
File: common/ideas/finland.txt

Code:
FIN_valtion_tykkitehdas = {
	name = FIN_valtion_tykkitehdas_organization
	picture = FIN_valtion_tykkitehdas
	allowed = {
		original_tag = FIN
	}
	visible = {
		NOT = {
			has_completed_focus = FIN_national_firepower
		}
	}
	research_bonus = {
		artillery = 0.15
	}
	traits = {
		artillery_manufacturer
	}
}
### Entity: Idea
Component: MAN_concord_of_the_five_races
Constructs: stability_factor, political_power_gain, removal_cost, autonomy_gain, compliance_gain
Source: game
File: common/ideas/manchuko.txt

Code:
MAN_concord_of_the_five_races = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = MAN_five_races
	modifier = {
		political_power_gain = 0.25
		monthly_population = 0.2
		political_advisor_cost_factor = -0.33
		stability_factor = 0.15
		autonomy_gain = 0.1
		compliance_gain = 0.01
	}
}
### Entity: Character
Component: ARG_argentine_fascist
Constructs: fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
ARG_argentine_fascist = {
	sprite = 13
	random = no
	fascism_drift = 0.1
	ai_will_do = {
		factor = 1
	}
}
### Entity: Country Definition
Component: GER_german_monarchy_democratic
Source: game
File: common/countries/cosmetic.txt

Code:
GER_german_monarchy_democratic = {
	color = {
		rgb = {
			160 160 160
		}
	}
	color_ui = {
		rgb = {
			115 115 115
		}
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_reach_out_to_the_soviet_union
Constructs: has_completed_focus, prerequisite, has_government, completion_reward, has_civil_war
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_reach_out_to_the_soviet_union
	icon = GFX_focus_chi_mission_to_the_soviet_union
	prerequisite = {
		focus = ARG_legitimize_the_PCA
	}
	x = -1
	y = 1
	relative_position_id = ARG_legitimize_the_PCA
	cost = 5
	available = {
		SOU = {
			has_government = communism
		}
		has_civil_war = no
		NOT = {
			has_completed_focus = ARG_viva_la_revolucion
		}
	}
	ai_will_do = {
		factor = 15
	}
	search_filters = {

	}
	completion_reward = {
		custom_effect_tooltip = ARG_reach_out_to_the_soviet_union_tt
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_sea_join_the_republican_government
Constructs: has_completed_focus, prerequisite, limit, has_war_with, has_country_flag, completion_reward, is_not_supporting_someone_in_political_struggle, is_subject
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = CHI_sea_join_the_republican_government
	icon = GFX_goal_generic_national_unity
	prerequisite = {
		focus = CHI_sea_land_reform CHI_sea_reform_the_administration
	}
	mutually_exclusive = {
		focus = CHI_sea_battle_for_china
	}
	x = -3
	y = 3
	relative_position_id = CHI_sea_new_model_province
	cost = 10
	ai_will_do = {
		base = 0
	}
	available = {
		custom_trigger_tooltip = {
			tooltip = is_not_supporting_someone_in_political_struggle
			NOT = {
				any_country = {
					ROOT = {
						has_country_flag = warlord_supports_@PREV
					}
				}
			}
		}
		is_subject = no
		NOT = {
			has_war_with = CHI
		}
		is_in_faction_with = event_target:WTT_current_china_leader
		if = {
			limit = {
				event_target:WTT_current_china_leader = {
					original_tag = CHI
				}
			}
			event_target:WTT_current_china_leader = {
				has_completed_focus = CHI_dang_guo
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = enable_power_struggle
		set_variable = {
			ROOT.increase_party_support_decision_cost = 75
		}
		set_country_flag = tsr_political_struggle
		IF = {
			limit = {
				is_in_faction = yes
			}
			add_faction_influence_ratio = 0.05
		}
		hidden_effect = {
			add_dynamic_modifier = {
				modifier = CHI_cooperating_with_republicans_dynamic_modifier
			}
		}
	}
}
### Entity: Event
Component: CHI_warlords.35
Constructs: is_triggered_only, add_political_power, clr_country_flag, add_popularity
Source: game
File: events/r56_warlord_events.txt

Code:
country_event = {
	id = CHI_warlords.35
	title = CHI_warlords.35.t
	desc = CHI_warlords.35.desc
	picture = GFX_report_event_chinese_soldiers
	is_triggered_only = yes
	option = {
		name = CHI_warlords.35.a
		hidden_effect = {
			FROM = {
				country_event = CHI_warlords.19
			}
		}
		FROM = {
			clr_country_flag = LKMT_sov_agreemnt
		}
	} {
		name = CHI_warlords.35.b
		hidden_effect = {
			FROM = {
				country_event = CHI_warlords.20
			}
		}
		add_political_power = -50
		FROM = {
			add_popularity = {
				ideology = communism
				popularity = 0.05
			}
			add_political_power = 25
		}
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_restore_constitutionalism
Constructs: prerequisite, limit, remove_ideas, completion_reward, set_temp_variable, check_variable, add_to_temp_variable, set_politics
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_restore_constitutionalism
	icon = GFX_goal_LIT_restore_constitutionalism
	relative_position_id = LIT_vote_on_monarchy
	x = 2
	y = 1
	cost = 10
	available_if_capitulated = yes
	prerequisite = {
		focus = LIT_vote_on_monarchy
	}
	mutually_exclusive = {
		focus = LIT_kings_party
	} {
		focus = LIT_cooperate_with_the_conservatives
	}
	ai_will_do = {
		factor = 1
	}
	available = {
		custom_trigger_tooltip = {
			tooltip = A majority of the Council supports the reinstation of the monarchy and is Social or Christian Democrat
			set_temp_variable = {
				sum_of_conservatives = 0
			}
			if = {
				limit = {
					check_variable = {
						LIT_cd_loyalty = > 3
					}
					add_to_temp_variable = {
						sum_of_conservatives = LIT_cd_seats
					}
				}
			} {
				limit = {
					check_variable = {
						LIT_sd_loyalty = > 3
					}
					add_to_temp_variable = {
						sum_of_conservatives = LIT_sd_seats
					}
				}
			}
			check_variable = {
				sum_of_conservatives = > 10
			}
		}
	}
	completion_reward = {
		remove_ideas = LIT_council_of_lithuania_2
		set_politics = {
			ruling_party = democratic
			elections_allowed = yes
		}
		swap_ideas = {
			remove_idea = LIT_empty_throne
			add_idea = LIT_karl_gero_idea
		}
		set_cosmetic_tag = GREATER_LIT_neutrality
	}
}
### Entity: Name List
Component: POR
Source: game
File: common/names/00_names.txt

Code:
POR = {
	male = {
		names = {
			Abel Adriano Afonso Alberto Alexandre Alfredo Álvaro André António Aquilino Artur Augusto Bartolomeu Bernardo Bruno Caetano Cândido Carlos Christovão Cláudio Damião Daniel David Dinis Diogo Duarte Ernesto Estêvão Eugénio Fernando Filipe Francisco Gastão Hermenegildo Ignácio JErónimo João Joaquim Jorge José Júlio Leopoldo Luís Manuel Mário Miguel Nicolau Nuno Orlando Óscar Pascoal Paulo Pedro Rafael Raul Roberto Rodrigo Rui Santiago Sebastião Teodoro Teófilo Tiago Tomé Urbano Vasco Vicente Vitorino Vitório
		}
	}
	female = {
		names = {
			Aldara Beatriz Berengaria Branca Blanche Constance Estevainha Stephania Fruilhe Guiomar Joana Leonor Margarida Maria Sancha Teresa Constança
		}
	}
	surnames = {
		Amaral Barreto Bleck Braga Cabral Capelo Carmona Coelho Correia Coutinho da Costa da Cunha da Silva de Albuquerque de Almeida de Arriaga de Bragança de Bragança-Coburgo de Carvalho de Castro de Gusmão de Lacerda de Mesquita de Moura de Noronha de Oliveira de Paiva de Sousa de Vasconcelos Dias dos Reis dos Santos Fernandes Ferreira Figueira Freire de Andrade Gago Gil Gomes Herculano Ivens Keil Lopes Machado Magalhães Mendes Moniz Mouzinho Nogueira Nunes Ortigão Pereira Pinheiro Pinto Pires Pomar Pulido Queiroz Quintanilha Ribeiro Rodrigues Salazar Sampaio Sérgio Silveira Tavares Teixeira Vidigal Vieira
	}
	callsigns = {

	}
}
### Entity: Effect Reference
Construct: add_corps_commander_role
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## add_corps_commander_role

* Supported Scopes: COUNTRY, CHARACTER
* Supported Targets: none

```
add corps commander role to character

Example:
add_corps_commander_role = {
	character = GER_Character_token # optional if inside character scope
	traits = {  }
	skill = 4
	attack_skill = 2
	defense_skill = 3
	planning_skill = 3
	logistics_skill = 5
	}
}
```
### Entity: National Focus
Tree: sov_focus
Component: SOV_the_fight_for_the_pacific
Constructs: prerequisite, limit, completion_reward, has_civil_war, has_full_control_of_state, is_subject, is_controlled_by, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_the_fight_for_the_pacific
	icon = GFX_SOV_the_fight_for_the_pacific_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_recover_alaska
	}
	x = 0
	y = 1
	relative_position_id = SOV_recover_alaska
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			has_civil_war = yes
		}
	}
	available = {
		OR = {
			has_full_control_of_state = 408 409 637
		}
		is_subject = no
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		if = {
			limit = {
				408 = {
					is_controlled_by = ROOT
					free_building_slots = {
						building = dockyard
						size = > 1
						include_locked = yes
					}
				}
			}
			408 = {
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = dockyard
					level = 2
					instant_build = yes
				}
			}
		} {
			limit = {
				409 = {
					is_controlled_by = ROOT
					free_building_slots = {
						building = dockyard
						size = > 1
						include_locked = yes
					}
				}
			}
			409 = {
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = dockyard
					level = 2
					instant_build = yes
				}
			}
		} {
			limit = {
				637 = {
					is_controlled_by = ROOT
					free_building_slots = {
						building = dockyard
						size = > 0
						include_locked = yes
					}
				}
			}
			637 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = dockyard
					level = 1
					instant_build = yes
				}
			}
		} {
			limit = {
				637 = {
					is_controlled_by = ROOT
					naval_base = < 9
				}
			}
			637 = {
				add_building_construction = {
					type = naval_base
					level = 2
					instant_build = yes
					province = 4728
				}
				if = {
					limit = {
						ROOT = {
							is_special_project_completed = sp:sp_air_radar
						}
						radar_station = < 1
					}
					add_building_construction = {
						type = radar_station
						level = 1
						instant_build = yes
					}
				}
				else = {
					custom_effect_tooltip = SOV_reinforce_western_naval_bases_radar_tt
				}
			}
		}
		else_if = {
			limit = {
				408 = {
					is_controlled_by = ROOT
					free_building_slots = {
						building = dockyard
						size = > 0
						include_locked = yes
					}
				}
			}
			408 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = docky
# ... (truncated)
### Entity: Idea
Component: JAP_temporary_manpower_growth_bonus_idea
Constructs: removal_cost, mobilization_speed
Source: game
File: common/ideas/japan.txt

Code:
JAP_temporary_manpower_growth_bonus_idea = {
	picture = generic_manpower_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	on_remove = {

	}
	modifier = {
		mobilization_speed = 0.1
		training_time_factor = -0.1
	}
}
### Entity: Idea
Component: PRC_to_supply_an_army_idea
Constructs: has_dlc, removal_cost
Source: game
File: common/ideas/comchina.txt

Code:
PRC_to_supply_an_army_idea = {
	picture = generic_production_bonus
	allowed = {
		original_tag = PRC
		has_dlc = No Compromise, No Surrender
	}
	available = {

	}
	removal_cost = -1
	modifier = {
		production_speed_supply_node_factor = 0.25
		production_speed_infrastructure_factor = 0.1
		production_speed_rail_way_factor = 0.15
	}
}
### Entity: Scripted Trigger
Component: EAI_Heavy_Armor_Focus_PRESET
Constructs: limit
Source: game
File: common/scripted_triggers/EAI_ai_presets.txt

Code:
EAI_Heavy_Armor_Focus_PRESET = {
	if = {
		limit = {
			EAI_MODE_normal = yes
		}
		OR = {
			original_tag = ITA ENG FRA USA
		}
	}
	else_if = {
		limit = {
			EAI_MODE_challenging = yes
		}
		OR = {
			always = no
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_nationalize_the_zaibatsus
Constructs: prerequisite, limit, completion_reward, has_civil_war, cancel_if_invalid, complete_tooltip, random_state, has_state_flag
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_nationalize_the_zaibatsus
	icon = GFX_focus_jap_zaibatsu
	prerequisite = {
		focus = JAP_cast_the_die
	}
	x = 2
	y = 1
	relative_position_id = JAP_cast_the_die
	cost = 10
	ai_will_do = {
		factor = 3
	}
	available = {
		has_civil_war = no
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	complete_tooltip = {
		random_state = {
			limit = {
				has_state_flag = JAP_zaibatsus_factories
			}
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		swap_ideas = {
			remove_idea = JAP_zaibatsus
			add_idea = JAP_nationalize_the_zaibatsus
		}
	}
	completion_reward = {
		JAP_big_zaibatsu_faction_loss = yes
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		random_owned_controlled_state = {
			limit = {
				ROOT = {
					has_full_control_of_state = PREV
				}
				is_core_of = ROOT
				not = {
					OR = {
						state = 646 645 555
					}
				}
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
			set_state_flag = JAP_zaibatsus_factories
		}
		swap_ideas = {
			remove_idea = JAP_zaibatsus
			add_idea = JAP_nationalize_the_zaibatsus
		}
	}
}
### Entity: Character
Component: CUB_juan_blas_hernandez
Source: game
File: common/characters/CUB.txt

Code:
CUB_juan_blas_hernandez = {
	advisor = {
		slot = high_command
		idea_token = CUB_juan_blas_hernandez
		ledger = army
		allowed = {
			original_tag = CUB
		}
		traits = {
			army_concealment_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Juan Blas Hernandez
	portraits = {
		army = {
			small = GFX_idea_generic_army_south_america_1
		}
	}
}
### Entity: Event
Component: mongol_foreign_influence.6
Constructs: is_triggered_only
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol_foreign_influence.6
	title = mongol_foreign_influence.6.t
	desc = mongol_foreign_influence.6.d
	picture = GFX_report_event_SOV_mongolia_fortify_border
	is_triggered_only = yes
	option = {
		name = mongol_foreign_influence.6.a
	}
}
### Entity: National Focus
Tree: sco_focus
Component: SCO_women_army_service
Constructs: prerequisite, add_ideas, completion_reward, has_idea
Source: game
File: common/national_focus/scotland.txt

Code:
focus = {
	id = SCO_women_army_service
	icon = GFX_focus_generic_women_in_military
	prerequisite = {
		focus = SCO_economic_mobilization
	}
	x = 0
	y = 1
	relative_position_id = SCO_economic_mobilization
	cost = 10
	ai_will_do = {
		factor = 3
	}
	available = {
		NOT = {
			OR = {
				has_idea = disarmed_nation volunteer_only
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = SCO_womens_army_service
	}
}
### Entity: Scripted Trigger
Component: gen_is_baltic_country
Source: game
File: common/scripted_triggers/r56_swedish_scripted_trigger.txt

Code:
gen_is_baltic_country = {
	custom_trigger_tooltip = {
		tooltip = gen_is_baltic_tt
		OR = {
			original_tag = EST LAT LIT
		}
	}
}
### Entity: Event
Component: germany.84
Constructs: is_triggered_only, limit, has_government, has_war_with, every_other_country, has_idea, is_subject, random_days
Source: game
File: events/Germany.txt

Code:
country_event = {
	id = germany.84
	title = germany.84.t
	desc = germany.84.d
	picture = GFX_report_event_soviet_tanks
	is_triggered_only = yes
	option = {
		name = germany.84.a
		every_other_country = {
			limit = {
				has_idea = anti_soviet_pact
				NOT = {
					has_war_with = SOV
				}
				is_subject = no
				any_other_country = {
					has_idea = anti_soviet_pact
					has_war_with = SOV
				}
			}
			country_event = {
				id = germany.85
				days = 1
			}
		}
		hidden_effect = {
			if = {
				limit = {
					original_tag = GER
					has_government = neutrality
				}
				country_event = {
					id = germany.127
					days = 7
					random_days = 7
				}
			}
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_return_to_sweden_norway
Constructs: prerequisite, completion_reward, is_subject, has_idea
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_return_to_sweden_norway
	icon = GFX_goal_NOR_coat_of_arms_detailed
	prerequisite = {
		focus = SWE_prince_gustafs_coup
	}
	relative_position_id = SWE_prince_gustafs_coup
	x = -1
	y = 2
	cost = 10
	available = {
		is_subject = no
		NOT = {
			has_idea = SWE_swedish_disarmament_idea SWE_swedish_disarmament_1_idea
		}
	}
	available_if_capitulated = yes
	completion_reward = {
		NOR = {
			country_event = sweden_auth.1
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}