Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Military Industrial Organization
Component: MAL_united_motors_works_organization
Constructs: equipment_bonus
Source: game
File: common/military_industrial_organization/organizations/MAL_organization.txt

Code:
MAL_united_motors_works_organization = {
	name = United Motor Works
	include = generic_motorized_mechanized_organization
	icon = GFX_idea_generic_industrial_concern_2
	allowed = {
		original_tag = MAL
	}
	initial_trait = {
		name = generic_mio_initial_trait_motorized_mechanized_manufacturer
		limit_to_equipment_type = {
			motorized_equipment mechanized_equipment motorized_rocket_equipment
		}
		equipment_bonus = {
			reliability = 0.05
		}
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
	}
}
### Entity: Order of Battle
Component: Banda Indigena Irregolare
Constructs: division_template, is_locked
Source: game
File: history/units/ITA_1936_african_oob_for_fragmentation.txt

Code:
division_template = {
	name = Banda Indigena Irregolare
	division_names_group = ITA_COL_02
	is_locked = yes
	template_counter = 66
	regiments = {
		irregular_infantry = {
			x = 0
			y = 0
		} {
			x = 0
			y = 1
		} {
			x = 1
			y = 0
		} {
			x = 1
			y = 1
		}
	}
	priority = 0
}
### Entity: AI Strategy
Component: EAI_MILITARY_COMBINED_operations_region_118
Constructs: check_variable, is_in_array
Source: game
File: common/ai_strategy/EAI_MILITARY_strategies.txt

Code:
EAI_MILITARY_COMBINED_operations_region_118 = {
	enable = {
		check_variable = {
			EAI_MILITARY_COMBINED_regions^num = > 0
		}
		is_in_array = {
			EAI_MILITARY_COMBINED_regions = 118
		}
	}
	abort_when_not_enabled = yes yes
	ai_strategy = {
		type = strike_force_home_base
		id = 118
		value = 10000
	} {
		type = naval_avoid_region
		id = 118
		value = -200
	} {
		type = strategic_air_importance
		id = 118
		value = 25000
	}
}
### Entity: Idea
Component: shattered_government
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/_event.txt

Code:
shattered_government = {
	allowed = {
		always = no
	}
	removal_cost = -1
	picture = generic_democratic_drift_bonus
	modifier = {
		stability_factor = -0.1
	}
}
### Entity: National Focus
Tree: lat_focus
Component: LAT_privatize_the_industry
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_latvia.txt

Code:
focus = {
	id = LAT_privatize_the_industry
	icon = GFX_goal_proving_grounds
	prerequisite = {
		focus = LAT_proclaim_the_new_state
	}
	relative_position_id = LAT_proclaim_the_new_state
	x = 2
	y = 1
	cost = 5
	available_if_capitulated = yes
	available = {

	}
	ai_will_do = {
		factor = 3
	}
	bypass = {

	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				190
			}
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		} {
			prioritize = {
				12
			}
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Order of Battle
Component: air_wing_458
Source: game
File: history/units/FRA_1939_air_legacy.txt

Code:
air_wings = {
	458 = {
		fighter_equipment_1 = {
			owner = FRA
			amount = 48
		}
		tac_bomber_equipment_0 = {
			owner = FRA
			amount = 27
		}
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_akhand_bharat
Constructs: prerequisite, completion_reward, cancel_if_invalid, unlock_decision_tooltip
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_akhand_bharat
	icon = GFX_focus_RAJ_akhand_bharat
	prerequisite = {
		focus = RAJ_hindutva
	}
	x = -4
	y = 1
	relative_position_id = RAJ_hindutva
	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_POLITICAL
	}
	completion_reward = {
		custom_effect_tooltip = RAJ_akhand_bharat_tt
		unlock_decision_tooltip = {
			decision = RAJ_form_akhand_bharat
			show_effect_tooltip = yes
			show_modifiers = yes
		}
	}
}
### Entity: Decision
Component: AFG_turkestan_legion_cat
Constructs: has_completed_focus, add_equipment_to_stockpile, has_government, has_war_with, has_country_flag, fire_only_once, has_state_flag, has_equipment
Source: game
File: common/decisions/AFG.txt

Code:
AFG_turkestan_legion_cat = {
	AFG_recruit_turkestan_legion = {
		icon = GFX_decision_generic_prepare_civil_war
		allowed = {
			original_tag = AFG
		}
		visible = {
			hidden_trigger = {
				has_completed_focus = AFG_form_the_turkestan_legion
				OR = {
					has_government = fascism neutrality
				}
			}
			NOT = {
				FROM = {
					has_state_flag = AFG_recruited_turkestan_legion_here
				}
				has_war_with = FROM.owner
			}
		}
		available = {
			FROM = {
				NOT = {
					has_state_flag = AFG_recruited_turkestan_legion_here
				}
			}
			NOT = {
				has_country_flag = AFG_recruiting_turkestan_legion
			}
			has_equipment = {
				infantry_equipment = > 1999
			}
		}
		target_root_trigger = {
			original_tag = AFG
		}
		state_target = yes
		targets = {
			49 229 651 586 732 830 742 405 823 831 584 619 249 137 676 329 1000
		}
		target_trigger = {

		}
		on_map_mode = map_and_decisions_view
		custom_cost_trigger = {
			command_power = > 24.9
			has_equipment = {
				infantry_equipment = > 1999
			}
		}
		custom_cost_text = decision_cost_cp_25_ie_2000
		fire_only_once = yes
		days_remove = 30
		cancel_if_not_visible = yes
		complete_effect = {
			add_command_power = -25
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = -2000
			}
			hidden_effect = {
				set_country_flag = AFG_recruiting_turkestan_legion
			}
		}
		remove_effect = {
			hidden_effect = {
				clr_country_flag = AFG_recruiting_turkestan_legion
				FROM = {
					set_state_flag = AFG_recruited_turkestan_legion_here
				}
			}
			capital_scope = {
				AFG_create_turkestan_free_legion_div = yes
			}
		}
		cancel_effect = {
			hidden_effect = {
				clr_country_flag = AFG_recruiting_turkestan_legion
			}
		}
	}
}
### Entity: Character
Component: SWE_former_autocrat
Constructs: neutrality_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
SWE_former_autocrat = {
	random = no
	political_power_factor = -0.1
	fascism_acceptance = 20
	neutrality_acceptance = 20
	neutrality_drift = 0.01
	command_power_gain_mult = 0.15
}
### Entity: Country History
Country: CAN
Component: CAN_misc
Constructs: recruit_character, limit, add_ideas, set_technology, add_political_power, has_dlc, set_oob, set_naval_oob
Source: game
File: history/countries/CAN - Canada.txt

Code:
# Misc for CAN
capital = 276
if = {
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_oob = CAN_1936
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_oob = CAN_1936_nsb
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_naval_oob = CAN_1936_naval_mtg
	else = {
		set_naval_oob = CAN_1936_naval_legacy
	}
}
{
	limit = {
		has_dlc = By Blood Alone
	}
	set_air_oob = CAN_1936_air_bba
	set_technology = {
		aa_lmg = 1
		engines_1 = 1
		aircraft_construction = 1
		iw_small_airframe = 1
		bba_early_transport_plane = 1
	}
	else = {
		set_air_oob = CAN_1936_air_legacy
	}
}
{
	limit = {
		NOT = {
			has_dlc = By Blood Alone
		}
	}
	set_technology = {
		early_fighter = 1
		naval_bomber1 = 1
		early_bomber = 1
		early_transport_plane = 1
	}
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
		basic_light_tank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
		basic_light_tank_chassis = 1
	}
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		early_destroyer = 1
		early_light_cruiser = 1
		transport = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		basic_naval_mines = 1
		early_ship_hull_light = 1
		basic_ship_hull_light = 1
		early_ship_hull_cruiser = 1
		basic_battery = 1
		basic_light_battery = 1
		basic_torpedo = 1
		basic_depth_charges = 1
		mtg_transport = 1
	}
}
{
	limit = {
		NOT = {
			has_dlc = Together for Victory
		}
	}
	set_cosmetic_tag = CAN_ALY
}
{
	limit = {
		has_dlc = Together for Victory
	}
	add_ideas = CAN_great_depression_1 CAN_conscription_crisis
	set_cosmetic_tag = CAN_UK
	add_to_tech_sharing_group = commonwealth_research
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	create_equipment_variant = {
		name = River Class
		type = destroyer_1
		upgrades = {
			ship_torpedo_upgrade = 1
			destroyer_engine_upgrade = 1
			ship_ASW_upgrade = 1
			ship_anti_air_upgrade = 1
		}
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	create_equipment_variant = {
		name = S Class
		type = ship_hull_light_1
		name_group = CAN_DD_HISTORICAL
		parent_version = 0
		modules = {
			fixed_ship_battery_slot = ship_light_battery_1
			fixed_ship_anti_air_slot = empty
			fixed_ship_fire_control_system_slot = ship_fire_control_system_0
			fixed_ship_radar_slot = empty
			fixed_ship_engine_slot = light_ship_engine_1
			fixed_ship_torpedo_s
# ... (truncated)
### Entity: Idea
Component: BLR_alexander_akulich
Source: game
File: common/ideas/belarus.txt

Code:
BLR_alexander_akulich = {
	ledger = army
	picture = generic_army_europe_2
	allowed = {
		original_tag = BLR
	}
	traits = {
		army_infantry_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: JOR_unsupported_war
Constructs: has_war_with, is_subject, is_in_faction, removal_cost
Source: game
File: common/ideas/jordan.txt

Code:
JOR_unsupported_war = {
	allowed = {
		always = no
	}
	cancel = {
		OR = {
			AND = {
				is_subject = no
				is_in_faction = no
			}
			NOT = {
				has_war_with = ISR
			}
		}
	}
	allowed_civil_war = {
		is_subject = yes
	}
	picture = tur_disorganised_armed_forces
	removal_cost = -1
	modifier = {
		custom_modifier_tooltip = JOR_cant_call_allies
	}
}
### Entity: Scripted Trigger
Component: is_british_gulf_state_no_oman
Constructs: is_british_gulf_state_no_oman
Source: game
File: common/scripted_triggers/IRQ_scripted_triggers.txt

Code:
is_british_gulf_state_no_oman = {
	OR = {
		state = 656 1014 765 658
	}
}
### Entity: Technology
Component: improved_oil_processing
Constructs: has_war, research_cost
Source: game
File: common/technologies/industry.txt

Code:
technology = {
	fuel_gain_factor_from_states = 0.5
	path = {
		leads_to_tech = advanced_oil_processing
		research_cost_coeff = 1
	}
	research_cost = 1.5
	start_year = 1939
	folder = {
		name = industry_folder
		position = {
			x = -1
			y = 6
		}
	}
	categories = {
		industry synth_resources cat_synth_oil
	}
	ai_will_do = {
		factor = 1
		modifier = {
			OR = {
				tag = GER ITA JAP
			}
			has_war = yes
			factor = 25
		} {
			factor = 0.5
			oil = > 10
		} {
			factor = 0.5
			oil = > 20
		} {
			factor = 0.5
			oil = > 30
		} {
			original_tag = GER
			has_war = yes
			factor = 3
		}
	}
	ai_research_weights = {
		oil = -2.0
	}
	show_effect_as_desc = yes
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_align_catholic_parties
Constructs: prerequisite, completion_reward, add_popularity
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_align_catholic_parties
	icon = GFX_focus_mex_restore_the_army_of_christ
	prerequisite = {
		focus = CZE_petition_the_nobles
	}
	cost = 10
	relative_position_id = CZE_petition_the_nobles
	x = -1
	y = 1
	completion_reward = {
		add_popularity = {
			ideology = neutrality
			popularity = 0.05
		}
		custom_effect_tooltip = generic_skip_one_line_tt available_political_advisor generic_skip_one_line_tt available_political_advisor
		show_ideas_tooltip = CZE_jan_sramek CZE_jan_ruckl
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_POLITICAL
	}
}
### Entity: AI Strategy
Component: JAP_training
Source: game
File: common/ai_navy/goals/goals_JAP.txt

Code:
JAP_training = {
	objective_type = training
	available_for = {
		JAP
	}
	min_priority = 10
	max_priority = 20
}
### Entity: Event
Component: NSB_soviet_paranoia_system_events.24
Constructs: is_triggered_only, ai_chance, limit, add_political_power, random_army_leader, has_character_flag, clear_variable, every_army_leader
Source: game
File: events/NSB_Soviet.txt

Code:
unit_leader_event = {
	id = NSB_soviet_paranoia_system_events.24
	title = NSB_soviet_paranoia_system_events.24.t
	desc = NSB_soviet_paranoia_system_events.24.desc
	picture = GFX_report_event_soviet_purge_officers_02
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			SOV_paranoia_increase_purge_counter_regular = yes
		}
	}
	option = {
		name = NSB_soviet_paranoia_system_events.24.a
		ai_chance = {
			base = 10
		}
		hidden_effect = {
			random_army_leader = {
				limit = {
					has_character_flag = SOV_purge_accused_flag
				}
				SOV_purge_character_effect = yes
			}
		} {
			SOV_paranoia_update_portraits_ui = yes
		} {
			clear_variable = SOV_accused_unit_leader_level SOV_accuser_unit_leader_level SOV_accused_character_for_loc SOV_accuser_character_for_loc
			every_army_leader = {
				limit = {
					has_character_flag = SOV_purge_accuser_flag
				}
				clr_character_flag = SOV_purge_accuser_flag
			}
		}
		custom_effect_tooltip = SOV_characters_will_be_purged_tt NSB_soviet_paranoia_system_events.24_paranoia_accused_decrease_tt
		character_list_tooltip = {
			limit = {
				has_character_flag = SOV_purge_accused_flag
			}
		}
		SOV_paranoia_daunt_generals_minor_effect = yes
		set_variable = {
			SOV_unit_leader_level = SOV_accused_unit_leader_level
		}
		SOV_paranoia_decrease_based_on_unit_leader_level_effect = yes
		if = {
			limit = {
				has_political_power = < SOV_purge_event_pp_to_avoid_regular
			}
			custom_effect_tooltip = SOV_purge_event_not_enough_pp_to_avoid_regular_tt
		}
		SOV_increase_opposition_army_support_small = yes
	} {
		name = NSB_soviet_paranoia_system_events.24.b
		ai_chance = {
			base = 5
			modifier = {
				factor = 2
				SOV_is_going_historical_stalinist = no
			}
		}
		hidden_effect = {
			random_army_leader = {
				limit = {
					has_character_flag = SOV_purge_accuser_flag
				}
				SOV_purge_character_effect = yes
			}
		} {
			clear_variable = SOV_accused_unit_leader_level SOV_accuser_unit_leader_level SOV_accused_character_for_loc SOV_accuser_character_for_loc
			every_army_leader = {
				limit = {
					has_character_flag = SOV_purge_accused_flag
				}
				clr_character_flag = SOV_purge_accused_flag
			}
		}
		custom_effect_tooltip = SOV_characters_will_be_purged_tt NSB_soviet_paranoia_system_events.24_paranoia_accused_decrease_tt
		character_list_tooltip = {
			limit = {
				has_character_flag = SOV_purge_accuser_f
# ... (truncated)
### Entity: Special Project
Component: sp_naval_super_heavy_battleship
Constructs: limit, has_government, is_major, fire_only_once, has_dlc, has_tech, resource_cost, breakthrough_cost
Source: game
File: common/special_projects/projects/naval_projects.txt

Code:
sp_naval_super_heavy_battleship = {
	specialization = specialization_naval
	project_tags = sp_tag_surface_ship
	ai_will_do = {
		base = 1
		modifier = {
			factor = 0
			AND = {
				ROOT = {
					is_major = no
				} {
					has_government = democratic
				}
			}
		} {
			factor = 0.3
			AND = {
				ROOT = {
					is_major = no
				}
			}
		} {
			factor = 5
			ROOT = {
				original_tag = JAP
				OR = {
					has_government = fascism neutrality
				}
			}
		}
	}
	allowed = {

	}
	available = {
		FROM = {
			if = {
				limit = {
					has_dlc = Man the Guns
				}
				has_tech = early_ship_hull_heavy
			}
			else = {
				has_tech = early_battleship
			}
		}
	}
	complexity = sp_complexity.medium
	prototype_time = sp_time.prototype.medium
	resource_cost = {
		resources = {
			steel = 12
			chromium = 6
			tungsten = 6
		}
	}
	breakthrough_cost = {
		specialization_naval = 1
	}
	project_output = {
		country_effects = {
			if = {
				limit = {
					NOT = {
						has_dlc = Man the Guns
					}
				}
				custom_effect_tooltip = {
					localization_key = SP_UNLOCK_TECH
					TECH = heavy_battleship2
				}
			}
			else = {
				add_design_template_bonus = {
					name = sp_naval_super_heavy_battleship_free_design
					uses = 1
					cost_factor = 1
					equipment = ship_hull_super_heavy_1
				}
			}
		}
		enable_equipments = {
			limit = {
				has_dlc = Man the Guns
			}
			 = ship_hull_super_heavy_1
		} {
			limit = {
				not = {
					has_dlc = Man the Guns
				}
			}
			 = SH_battleship_1
		}
		enable_equipment_modules = {
			limit = {
				has_dlc = Man the Guns
			}
			 = ship_armor_shbb
		}
		enable_subunits = {

		}
	}
	generic_prototype_rewards = {
		sp_naval_generic_reward_scientist_xp_1 sp_naval_generic_reward_scientist_xp_2 sp_naval_generic_reward_scientist_xp_3 sp_naval_generic_reward_navy_xp_1 sp_naval_generic_reward_navy_xp_2 sp_naval_generic_reward_navy_xp_3 sp_naval_generic_reward_major_progress_1 sp_naval_generic_reward_major_progress_2 sp_naval_generic_reward_major_progress_3 sp_naval_generic_reward_test_failure_1 sp_naval_generic_reward_test_failure_2 sp_naval_generic_reward_test_failure_3 sp_naval_generic_reward_armor_tech_1 sp_naval_generic_reward_armor_tech_2 sp_naval_generic_reward_armor_tech_3 sp_naval_generic_reward_artillery_tech_1 sp_naval_generic_reward_artillery_tech_2 sp_naval_generic_reward_artillery_tech_3
	}
	unique_prototype_rewards = {
		sp_nava
# ... (truncated)
### Entity: Character
Component: resistance_artist
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
resistance_artist = {
	random = no
	sprite = 13
	stability_factor = 0.1
	exiled_government_weekly_manpower = 700
	legitimacy_gain_factor = 0.25
}
### Entity: Idea
Component: SAX_ncav
Source: game
File: common/ideas/saxony.txt

Code:
SAX_ncav = {
	picture = generic_navy_europe_3
	allowed = {
		original_tag = SAX
	}
	traits = {
		navy_chief_naval_aviation_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: wuw_GER_civil_war.7
Constructs: is_triggered_only, ai_chance, has_country_flag, fire_only_once, add_political_power, has_game_rule, set_country_flag
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_civil_war.7
	title = wuw_GER_civil_war.7.t
	desc = wuw_GER_civil_war.7.desc
	picture = GFX_report_event_SOV_purge_navy
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = wuw_GER_civil_war.7.a
		ai_chance = {
			base = 50
			modifier = {
				factor = 0
				OR = {
					has_country_flag = GER_AI_RANDOM_COMMUNIST_STALINIST GER_AI_RANDOM_COMMUNIST_SPARTACUS
					has_game_rule = {
						rule = GER_ai_behavior
						option = GER_COMMUNIST_STALINIST
					} {
						rule = GER_ai_behavior
						option = GER_COMMUNIST_SPARTACUS
					}
				}
			}
		}
		custom_effect_tooltip = GER_promised_erich_raeder_a_great_navy_tt
		navy_experience = 75
		set_country_flag = GER_promised_erich_raeder_a_great_navy_flag
	} {
		name = wuw_GER_civil_war.7.b
		ai_chance = {
			base = 50
		}
		custom_effect_tooltip = GER_chose_to_not_placate_erich_raeder_tt
		add_political_power = 25
		set_country_flag = GER_chose_to_not_placate_erich_raeder_flag
	}
}
### Entity: AI Strategy
Component: ai_focus_military_equipment_CHI
Source: game
File: common/ai_focuses/CHI.txt

Code:
ai_focus_military_equipment_CHI = {
	research = {
		infantry_weapons = 75.0
		infantry_tech = 25.0
		artillery = 6.5
		support_tech = 6.5
	}
}
### Entity: Event
Component: r56.lootbox.event.12
Constructs: is_triggered_only
Source: game
File: events/r56_lootbox_events.txt

Code:
country_event = {
	id = r56.lootbox.event.12
	title = r56.lootbox.event.title
	desc = r56.lootbox.event.12.description
	is_triggered_only = yes
	option = {
		name = r56.lootbox.event.option.rare
		navy_experience = 25
	}
}
### Entity: Idea
Component: fin_freedom_focus2
Constructs: has_government, is_subject, is_puppet, removal_cost, communism_drift, fascism_drift
Source: game
File: common/ideas/r56_finland.txt

Code:
fin_freedom_focus2 = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		NOT = {
			has_government = communism
		}
	}
	cancel = {
		OR = {
			is_subject = yes
			is_puppet = yes
		} {
			has_government = communism fascism
		}
	}
	removal_cost = -1
	picture = generic_pp_unity_bonus
	modifier = {
		communism_drift = -0.01
		fascism_drift = 0.01
		communism_acceptance = -20
		fascism_acceptance = 20
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_Establish_the_Nordic_Council
Constructs: has_completed_focus, prerequisite, has_war, limit, add_ideas, completion_reward, set_rule, every_other_country
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_Establish_the_Nordic_Council
	icon = GFX_goal_NOR_nordic_alliance
	cost = 5
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = DEN_Scandinavian_Connections DEN_Armed_Neutrality
	}
	x = -1
	y = 4
	search_filters = {
		FOCUS_FILTER_ALLIANCE FOCUS_FILTER_POLITICAL
	}
	relative_position_id = DEN_Crackdown_on_Political_Violence
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_completed_focus = DEN_Scandinavian_Connections
				}
			}
			set_rule = {
				can_send_volunteers = yes
			}
		}
		every_other_country = {
			limit = {
				is_nordic_country = yes
				OR = {
					is_in_faction_with = DEN
					is_subject_of = DEN
				}
			}
			add_ideas = nordic_council_member
		} {
			limit = {
				is_nordic_country = yes
				is_subject = no
				has_war = no
			}
			country_event = {
				id = denmark.32
				days = 3
			}
		}
		hidden_effect = {
			country_event = {
				id = denmark.33
				days = 10
			}
		}
	}
}
### Entity: Decision
Component: form_hispanoamerica_category
Constructs: is_core_of
Source: game
File: common/decisions/categories/r56_formable_categories.txt

Code:
form_hispanoamerica_category = {
	icon = generic_formable_nations
	picture = GFX_decision_category_hispanoamerica
	priority = 20
	on_map_area = {
		name = GEN_control_of_these_states_is_required_to_form_the_nation
		target_array = global.r56_formables_states_array
		target_trigger = {
			FROM = {
				OR = {
					is_core_of = ARG ECU CHL COL PAN PRU BOL URG VEN PAR
				}
			}
		}
		zoom = 900
	}
}
### Entity: Idea
Component: POL_Motorization_Focus
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/r56_poland.txt

Code:
POL_Motorization_Focus = {
	allowed = {
		original_tag = POL
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = FRA_motorized_focus
	removal_cost = -1
	equipment_bonus = {
		motorized_equipment = {
			build_cost_ic = -0.1
			instant = yes
		}
		mechanized_equipment = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}