Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Game Data
Component: shekmate
Constructs: has_completed_focus, has_any_custom_difficulty_setting, is_controlled_by
Source: game
File: common/achievements/rt56-achievements.txt

Code:
shekmate = {
	possible = {
		difficulty = > 1
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		original_tag = CHI
	}
	happened = {
		has_completed_focus = KMT_a_glorious_return
		all_core_state = {
			is_controlled_by = CHI
		}
	}
}
### Entity: Idea
Component: EAI_DD_4/super_heavy_tank_destroyer_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_4/super_heavy_tank_destroyer_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		super_heavy_tank_destroyer_chassis = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: Shared Focus
Tree: ply_focus
Component: PLY_UNIFIED_seize_japanese_assets
Constructs: shared_focus, prerequisite, add_war_support, has_country_flag, add_stability, completion_reward, is_owned_and_controlled_by, add_popularity
Source: game
File: common/national_focus/r56_polynesian.txt

Code:
shared_focus = {
	id = PLY_UNIFIED_seize_japanese_assets
	icon = GFX_focus_generic_annex_country_2
	cost = 15
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
	relative_position_id = PLY_UNIFIED_first_steps_towards_modernisation
	prerequisite = {
		focus = PLY_UNIFIED_first_steps_towards_modernisation
	} {
		focus = PLY_UNIFIED_exploit_the_nauruan_phosphate_mines
	}
	x = -1
	y = 1
	ai_will_do = {
		factor = 10
	}
	text_icon = NORDIC_focus_style
	available = {
		custom_trigger_tooltip = {
			tooltip = integrated_micronesian_islands
			has_country_flag = integrated_micronesian_islands
		}
		647 = {
			is_owned_and_controlled_by = ROOT
		}
		684 = {
			is_owned_and_controlled_by = ROOT
		}
		633 = {
			is_owned_and_controlled_by = ROOT
		}
	}
	completion_reward = {
		add_stability = -0.05
		add_war_support = -0.1
		add_popularity = {
			ideology = ROOT
			popularity = -0.1
		}
		647 = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		684 = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
		633 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_demand_demilitarization_of_patagonia
Constructs: prerequisite, limit, random_country, owns_state, has_war_with, add_stability, completion_reward, is_in_faction_with
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_demand_demilitarization_of_patagonia
	icon = GFX_focus_CHL_demand_demilitarization_of_patagonia
	relative_position_id = CHL_demand_the_fireland
	x = 1
	y = 1
	cost = 5
	prerequisite = {
		focus = CHL_demand_the_fireland CHL_escalate_the_laguna_del_desierto_issue
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 2
	}
	available = {
		any_other_country = {
			NOT = {
				OR = {
					is_in_faction_with = ROOT
					is_subject_of = ROOT
					has_war_with = ROOT
				}
			}
			AND = {
				owns_state = 512 955
			}
		}
		is_subject = no
	}
	bypass = {
		OR = {
			AND = {
				owns_state = 512 955 954 953
			}
			ARG = {
				OR = {
					is_in_faction_with = ROOT
					is_subject_of = ROOT
					has_war_with = ROOT
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_stability = 0.05
		random_country = {
			limit = {
				AND = {
					owns_state = 512 955
				}
			}
			country_event = {
				id = CHL_political_events.61
				days = 2
			}
		}
	}
}
### Entity: Order of Battle
Component: Chikogu Eira Kantai
Source: game
File: history/units/JAP_1939_naval.txt

Code:
fleet = {
	name = Chikogu Eira Kantai
	naval_base = 7014
	task_force = {
		name = 3 Kantai
		location = 1070
		ship = {
			name = Akagi
			definition = carrier
			equipment = {
				ship_hull_carrier_conversion_bb = {
					amount = 1
					owner = JAP
					version_name = Akagi Class
				}
			}
		} {
			name = Sendai
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = JAP
					version_name = Sendai Class
				}
			}
		} {
			name = Kinu
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = JAP
					version_name = Kuma/Nagara Class
				}
			}
		} {
			name = Yura
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = JAP
					version_name = Kuma/Nagara Class
				}
			}
		} {
			name = Asakaze
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = JAP
					version_name = Mutsuki Class
				}
			}
		} {
			name = Harukaze
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = JAP
					version_name = Mutsuki Class
				}
			}
		} {
			name = Matsukaze
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = JAP
					version_name = Mutsuki Class
				}
			}
		} {
			name = Hatakaze
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = JAP
					version_name = Mutsuki Class
				}
			}
		} {
			name = Akebono
			definition = destroyer
			start_experience_factor = 0.5
			equipment = {
				ship_hull_light_2 = {
					amount = 1
					owner = JAP
					version_name = Fubuki Class
				}
			}
		} {
			name = Sazanami
			definition = destroyer
			start_experience_factor = 0.5
			equipment = {
				ship_hull_light_2 = {
					amount = 1
					owner = JAP
					version_name = Fubuki Class
				}
			}
		} {
			name = Ushio
			definition = destroyer
			start_experience_factor = 0.5
			equipment = {
				ship_hull_light_2 = {
					amount = 1
					owner = JAP
					version_name = Fubuki Class
				}
			}
		} {
			name = Satsuki
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = JAP
					version_name = Mutsuki Class
				}
			}
		} {
			name = Minazuki
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
# ... (truncated)
### Entity: AI Strategy
Component: USA_base_faction_priorities
Constructs: unlock_faction_commander
Source: game
File: common/ai_strategy/USA.txt

Code:
USA_base_faction_priorities = {
	allowed = {
		original_tag = USA
	}
	enable = {
		always = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = spent_faction_initiative_priority
		id = program
		value = 25
	} {
		type = spent_faction_initiative_priority
		id = unlock_faction_commander
		value = 5
	}
}
### Entity: Achievement
Component: why_die_for_danzig
Constructs: has_government, has_country_flag, has_war_with, is_ironman, has_start_date, has_any_custom_difficulty_setting, is_controlled_by
Source: game
File: common/achievements.txt

Code:
why_die_for_danzig = {
	id = 98
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		original_tag = GER
	}
	happened = {
		custom_trigger_tooltip = {
			tooltip = why_die_for_danzig_tt
			any_country = {
				original_tag = FRA
				has_government = fascism
				NOT = {
					has_war_with = ROOT
				}
			}
			85 = {
				is_controlled_by = ROOT
			}
			NOT = {
				has_country_flag = invalid_for_danzig_achievement
			} {
				GER = {
					has_war_with = FRA
				}
			}
		}
	}
}
### Entity: Country History
Country: MAL
Component: MAL_technology
Constructs: set_technology
Source: game
File: history/countries/MAL - Malaysia.txt

Code:
# Starting Technologies for MAL
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_support = 1
	tech_engineers = 1
	tech_recon = 1
	tech_trucks = 1
	motorised_infantry = 1
	gw_artillery = 1
	interwar_antiair = 1
	electronic_mechanical_engineering = 1
	radio = 1
}
### Entity: Character
Component: NEP_mohan_rana
Source: game
File: common/characters/NEP.txt

Code:
NEP_mohan_rana = {
	advisor = {
		slot = army_chief
		idea_token = NEP_mohan_rana
		allowed = {
			original_tag = NEP
		}
		traits = {
			army_chief_drill_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = NEP_mohan_rana
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_3
		}
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_public_welfare
Constructs: prerequisite, add_stability, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_public_welfare
	icon = GFX_goal_generic_consumer_goods
	x = 0
	y = 1
	prerequisite = {
		focus = FRA_slum_clearing
	}
	relative_position_id = FRA_slum_clearing
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_stability = 0.1
	}
}
### Entity: AI Strategy
Component: ITA_template_design_2
Source: game
File: common/ai_strategy/ITA.txt

Code:
ITA_template_design_2 = {
	allowed = {
		original_tag = ITA
	}
	enable = {
		date = > 1940.1.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = template_prio
		id = motorized
		value = 30
	} {
		type = template_prio
		id = cavalry
		value = -100
	} {
		type = template_prio
		id = light_armor
		value = -20
	} {
		type = template_prio
		id = medium_armor
		value = 40
	} {
		type = template_prio
		id = heavy_armor
		value = 10
	} {
		type = template_prio
		id = paratroopers
		value = -50
	} {
		type = template_prio
		id = mechanized
		value = -20
	} {
		type = role_ratio
		id = garrison
		value = 10
	} {
		type = role_ratio
		id = militias
		value = 5
	}
}
### Entity: Idea
Component: PAL_boycott_decree_idea
Constructs: stability_factor, production_speed_buildings_factor, removal_cost, conscription_factor, democratic_drift
Source: game
File: common/ideas/palestine.txt

Code:
PAL_boycott_decree_idea = {
	picture = EST_democratic_opposition
	allowed = {
		tag = PAL
	}
	available = {

	}
	cancel = {

	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		conscription_factor = -0.1
		production_speed_buildings_factor = -0.1
		democratic_drift = 0.0002
		political_power_factor = 0.35
		stability_factor = 0.15
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_quebec_arsenal
Constructs: prerequisite, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_quebec_arsenal
	icon = GFX_goal_generic_munitions_factories
	prerequisite = {
		focus = QUE_organize_the_militias
	} {
		focus = QUE_fund_an_air_force
	}
	relative_position_id = QUE_organize_the_militias
	x = 3
	y = 1
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				468
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Unit Template
Component: FRA_CITIES
Source: game
File: common/units/names_ships/FRA_ship_names.txt

Code:
FRA_CITIES = {
	name = NAME_THEME_CITIES
	for_countries = {
		FRA
	}
	type = ship
	unique = {
		Paris Marseilles Lyon Toulouse Nice Nantes Strasbourg Montpellier Bordeaux Lille Rennes Reims Le Havre Saint-Étienne Toulon Grenoble Dijon Nîmes Angers Villeurbanne Le Mans Saint-Denis Aix-en-Provence Clermont-Ferrand Brest Limoges Tours Amiens Perpignan Metz Besançon Boulogne Orléans Mulhouse Rouen Caen Argenteuil Saint-Paul Montreuil Nancy Roubaix Tourcoing Nanterre Avignon Vitry-sur-Seine Créteil Dunkerque Poitiers Asnières-sur-Seine Courbevoie Versailles Colombes Fort-de-France Aulnay-sous-Bois Saint-Pierre Rueil-Malmaison Pau Aubervilliers Champigny-sur-Marne Antibes Béziers La Rochelle Cannes Calais Saint-Nazaire Mérignac Drancy Colmar Ajaccio Bourges La Seyne Quimper Valence Vénissieux Pessac Troyes Chambéry Lorient Les Abymes Montauban Sarcelles Niort Villejuif Saint-André Hyères Saint-Quentin Beauvais Épinay-sur-Seine Cayenne Cholet Meaux Évry Fréjus Vannes La Roche-sur-Yon Saint-Louis Arles Clamart Narbonne Annecy Sartrouville Grasse Laval Belfort Évreux Vincennes Montrouge Sevran Albi Charleville-Mézières Suresnes Martigues Corbeil-Essonnes Saint-Ouen Bayonne Carcassonne Massy Blois Saint-Brieuc Aubagne Châteauroux Saint-Malo Châlons-sur-Marne Sète Valenciennes Angoulême Thionville Arras Alès La Courneuve Compiègne Melun Chartres Poissy Châtillon Échirolles Saint-Chamond Auxerre Nevers Agen Saint-Raphaël Mâcon Cambrai Sainte-Marie Dreux Dieppe Périgueux Vienne Saint-Cloud Yerres Soissons Ermont Saumur Alençon Montbéliard Saint-Dizier Saintes Vichy
	}
}
### Entity: Modifier Reference
Component: DEN_Pan_Scandinavianism
Constructs: compliance_gain
Source: game
File: common/modifiers/r56_static_modifiers.txt

Code:
DEN_Pan_Scandinavianism = {
	valid_relation_trigger = {
		always = yes
	}
	compliance_gain = 0.075
}
### Entity: Character
Component: ETH_prov_mil_admin
Source: game
File: common/characters/ETH.txt

Code:
ETH_prov_mil_admin = {
	name = ETH_prov_mil_admin
	portraits = {
		civilian = {
			large = GFX_portrait_ETH_military_communists
		}
	}
	country_leader = {
		ideology = stalinism
		expire = 1965.1.1.1
		traits = {
			revolutionary_council
		}
		id = -1
	}
}
### Entity: Idea
Component: EAI_INSANE/super_heavy_tank_artillery_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_INSANE/super_heavy_tank_artillery_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		super_heavy_tank_artillery_chassis = {
			build_cost_ic = -0.45
			instant = yes
		}
	}
}
### Entity: Scripted Effect
Component: indonesia_form_other_indies_effect
Constructs: division_template, every_owned_state, limit, create_dynamic_country, set_cosmetic_tag, save_global_event_target_as, has_autonomy_state, set_autonomy
Source: game
File: common/scripted_effects/INS_scripted_effects.txt

Code:
indonesia_form_other_indies_effect = {
	create_dynamic_country = {
		original_tag = INS
		reserve_dynamic_country = yes
		transfer_state = 1051
		set_cosmetic_tag = INS_HOL
		save_global_event_target_as = INS_dutch_indonesia
	}
	HOL = {
		if = {
			limit = {
				INS = {
					has_autonomy_state = autonomy_integrated_puppet
				}
			}
			set_autonomy = {
				target = event_target:INS_dutch_indonesia
				autonomy_state = autonomy_integrated_puppet
				freedom_level = var:INS.autonomy_ratio
			}
		}
		else_if = {
			limit = {
				INS = {
					has_autonomy_state = autonomy_puppet
				}
			}
			set_autonomy = {
				target = event_target:INS_dutch_indonesia
				autonomy_state = autonomy_puppet
				freedom_level = var:INS.autonomy_ratio
			}
		} {
			limit = {
				INS = {
					has_autonomy_state = autonomy_colony
				}
			}
			set_autonomy = {
				target = event_target:INS_dutch_indonesia
				autonomy_state = autonomy_colony
				freedom_level = var:INS.autonomy_ratio
			}
		} {
			limit = {
				INS = {
					has_autonomy_state = autonomy_dominion
				}
			}
			set_autonomy = {
				target = event_target:INS_dutch_indonesia
				autonomy_state = autonomy_dominion
				freedom_level = var:INS.autonomy_ratio
			}
		}
		else = {
			set_autonomy = {
				target = event_target:INS_dutch_indonesia
				autonomy_state = autonomy_integrated_puppet
				freedom_level = 0.5
			}
		}
		end_puppet = INS
	}
	event_target:INS_dutch_indonesia = {
		add_dynamic_modifier = {
			modifier = INS_dutch_east_indies
		} {
			modifier = INS_royal_netherlands_east_indies_army
		} {
			modifier = INS_great_depression
		}
		set_variable = {
			INS_dutch_east_indies_stability_factor = INS.INS_dutch_east_indies_stability_factor
		} {
			INS_dutch_east_indies_war_support_factor = INS.INS_dutch_east_indies_war_support_factor
		} {
			INS_dutch_east_indies_consumer_goods_factor = INS.INS_dutch_east_indies_consumer_goods_factor
		} {
			INS_dutch_east_indies_political_power_gain = INS.INS_dutch_east_indies_political_power_gain
		} {
			INS_dutch_east_indies_research_speed_factor = INS.INS_dutch_east_indies_research_speed_factor
		} {
			INS_dutch_east_indies_production_speed_buildings_factor = INS.INS_dutch_east_indies_production_speed_buildings_factor
		} {
			INS_royal_netherlands_east_indies_army_experience_gain_army_factor = INS.INS_royal_netherlands_east_indies_army_experience_gain_army_factor
		} {
	
# ... (truncated)
### Entity: National Focus
Tree: saf_focus
Component: SAF_retain_experienced_pilots
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_doctrine_cost_reduction
Source: game
File: common/national_focus/south_africa.txt

Code:
focus = {
	id = SAF_retain_experienced_pilots
	icon = GFX_goal_generic_air_doctrine
	prerequisite = {
		focus = SAF_desert_air_force SAF_secure_the_cape_sea_route
	}
	x = 0
	y = 4
	relative_position_id = SAF_commit_to_the_five_year_plan
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		air_experience = 35
		add_doctrine_cost_reduction = {
			name = SAF_retain_experienced_pilots
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
	}
}
### Entity: AI Strategy
Component: JAP_ConvoyRaiding_1
Source: game
File: common/ai_navy/taskforce/JAP_taskforce_templates.txt

Code:
JAP_ConvoyRaiding_1 = {
	allowed = {
		original_tag = JAP
	}
	ai_will_do = {
		factor = 1
	}
	keep_updated = yes
	mission = {
		convoy_raiding
	}
	min_composition = {
		submarine = {
			amount = 4
		}
	}
	optimal_composition = {
		submarine = {
			amount = 8
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_MTD_tech_focus
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_land_triggers.txt

Code:
EAI_MTD_tech_focus = {
	date = > 1936.2.1
	OR = {
		EAI_MARM_military_focus = yes
	}
}
### Entity: Idea
Component: idea_resistance_network_operative_1
Constructs: removal_cost
Source: game
File: common/ideas/r56_generic.txt

Code:
idea_resistance_network_operative_1 = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		operative_slot = 1
	}
}
### Entity: Event
Component: GER_inner_circle.02
Constructs: is_triggered_only, ai_chance, limit, set_country_flag, check_variable, add_country_leader_role, has_idea, clr_country_flag
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = GER_inner_circle.02
	title = GER_inner_circle.02.t
	desc = GER_inner_circle.02.desc
	picture = [GetFuhrerEventPortrait]
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			set_country_flag = GER_inner_circle_event_pending_flag
		}
	}
	option = {
		name = GER_inner_circle.02.a
		ai_chance = {
			base = 1
			modifier = {
				add = 2
				OR = {
					check_variable = {
						GER_ascended_advisor_1 = 3
					} {
						GER_ascended_advisor_1 = 4
					}
				}
			}
		}
		if = {
			limit = {
				check_variable = {
					GER_ascended_advisor_1 = 1
				}
			}
			add_country_leader_role = {
				character = GER_fritz_todt
				country_leader = {
					ideology = nazism
					expire = 1965.1.1
					traits = {
						GER_todt_fuhrer
					}
				}
				promote_leader = yes
			}
		}
		else_if = {
			limit = {
				check_variable = {
					GER_ascended_advisor_1 = 2
				}
			}
			add_country_leader_role = {
				character = GER_albert_speer
				country_leader = {
					ideology = nazism
					expire = 1965.1.1
					traits = {
						GER_speer_fuhrer
					}
				}
				promote_leader = yes
			}
		} {
			limit = {
				check_variable = {
					GER_ascended_advisor_1 = 3
				}
			}
			add_country_leader_role = {
				character = GER_hermann_goring
				country_leader = {
					ideology = nazism
					expire = 1965.1.1
					traits = {
						GER_goring_fuhrer
					}
				}
				promote_leader = yes
			}
		} {
			limit = {
				check_variable = {
					GER_ascended_advisor_1 = 4
				}
			}
			if = {
				limit = {
					has_idea = GER_himmler_director_reich_security
				}
				add_country_leader_role = {
					character = GER_heinrich_himmler
					country_leader = {
						ideology = nazism
						expire = 1965.1.1
						traits = {
							GER_himmler_fuhrer_abwehr
						}
					}
					promote_leader = yes
				}
			}
			else = {
				add_country_leader_role = {
					character = GER_heinrich_himmler
					country_leader = {
						ideology = nazism
						expire = 1965.1.1
						traits = {
							GER_himmler_fuhrer_ss
						}
					}
					promote_leader = yes
				}
			}
		} {
			limit = {
				check_variable = {
					GER_ascended_advisor_1 = 5
				}
			}
			if = {
				limit = {
					has_idea = GER_goebbels_reich_minister_of_propaganda_master_no_lar
				}
				add_country_leader_role = {
					character = GER_joseph_goebbels
					country_leader = {
						ideology = nazism
						expire = 196
# ... (truncated)
### Entity: Character
Component: DEN_peter_horn
Constructs: has_dlc
Source: game
File: common/characters/DEN.txt

Code:
DEN_peter_horn = {
	name = DEN_peter_horn
	portraits = {
		army = {
			small = GFX_portrait_DEN_peter_horn_small
		}
	}
	advisor = {
		slot = theorist
		idea_token = DEN_peter_horn
		ledger = army
		allowed = {
			original_tag = DEN
			has_dlc = Arms Against Tyranny
		}
		traits = {
			dive_bomber
		}
		cost = 100
		ai_will_do = {
			base = 1.0
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_swedish_nine
Constructs: prerequisite, add_ideas, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_swedish_nine
	icon = GFX_focus_generic_multi_role_aircraft
	prerequisite = {
		focus = SWE_domestic_aircraft_designs SWE_foreign_aircraft_designs
	}
	mutually_exclusive = {
		focus = SWE_low_altitude_bombers
	}
	relative_position_id = SWE_domestic_aircraft_designs
	x = 0
	y = 1
	cost = 10
	completion_reward = {
		air_experience = 25
		add_ideas = SWE_swedish_nine_tactic
		add_doctrine_cost_reduction = {
			name = SWE_swedish_nine
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
}
### Entity: Idea
Component: GER_junkers_improved
Constructs: has_completed_focus, research_bonus, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/GER.txt

Code:
GER_junkers_improved = {
	name = junkers
	picture = junkers
	allowed = {
		original_tag = GER
	}
	visible = {
		has_completed_focus = GER_dive_bombers
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		CAS_manufacturer
	}
	equipment_bonus = {
		small_plane_cas_airframe = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: SWE_en_svensk_lyder_lar_2
Constructs: removal_cost
Source: game
File: common/ideas/sweden.txt

Code:
SWE_en_svensk_lyder_lar_2 = {
	allowed = {
		original_tag = SWE
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		propaganda_mission_factor = 0.4
		boost_ideology_mission_factor = 0.4
		operative_slot = 2
	}
	picture = generic_communism_drift_bonus
	removal_cost = -1
}
### Entity: Character
Component: MPL_jerusalem_government
Source: game
File: common/characters/MPL.txt

Code:
MPL_jerusalem_government = {
	name = Council of Jerusalem
	portraits = {
		civilian = {
			large = gfx/leaders/MPL/r56_portrait_MPL_jerusalem_council.dds
		}
	}
	country_leader = {
		ideology = liberalism
		traits = {
			MPL_divided_government_trait
		}
	}
}