Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: EAI_MILITARY_allied_invasions_INVASION_selector
Constructs: limit, has_war_with, has_country_flag, all_of, set_temp_variable, check_variable, random_list, add_days
Source: game
File: common/scripted_effects/EAI_MILITARY_strategy_INVASION_allied_invasions.txt

Code:
EAI_MILITARY_allied_invasions_INVASION_selector = {
	set_temp_variable = {
		_started_special_operation_ = -1
	}
	if = {
		limit = {
			check_variable = {
				EAI_MILITARY_INVASION_objectives^num = 0
			}
		}
		if = {
			limit = {
				has_country_flag = EAI_invasion_operations_logging
			}
			log = [GetYear] [GetMonth] | AI | [This.GetName] | EAI_MILITARY_allied_invasions_INVASION_selector
		}
		random_list = {
			log = yes
			seed = random
			1 = {
				modifier = {
					factor = 0
					NOT = {
						AND = {
							set_temp_variable = {
								_index = @EAI_MILITARY_operation_torch_INVASION_operation_id
							} {
								_shift_days = @EAI_MILITARY_allied_invasions_INVASION_operation_target_shift_days
							} {
								add_days = SOV.surrender_progress
							} {
								_target_control_pct = @EAI_MILITARY_operation_torch_INVASION_target_control_pct
							} {
								index = @EAI_MILITARY_operation_torch_INVASION_operation_id
							} {
								start = global.EAI_MAP_allied_invasion_data_start^index
							} {
								end = global.EAI_MAP_allied_invasion_data_ST_end^index
							}
							multiply_temp_variable = {
								add_days = @EAI_MILITARY_allied_invasions_INVASION_operation_target_shift_days
							}
							add_to_temp_variable = {
								_shift_days = add_days
							}
							EAI_MILITARY_historical_date_TRIGGER = yes
							clear_temp_array = _states_
							all_of = {
								array = global.EAI_MAP_allied_invasion_theatres
								if = {
									limit = {
										NOT = {
											check_variable = {
												i = < start
											}
										}
										check_variable = {
											i = < end
										}
									}
									add_to_temp_array = {
										_states_ = v
									}
								}
							}
							EAI_MILITARY_enemy_presence_TRIGGER = yes
							if = {
								limit = {
									VIC = {
										exists = yes
									}
								}
								has_war_with = VIC
							}
							EAI_MILITARY_strength_TRIGGER = yes
							EAI_MILITARY_not_losing_TRIGGER = yes
							NOT = {
								EAI_MILITARY_home_threatened_TRIGGER = yes
							}
						}
					}
				} {
					set_temp_variable = {
						strategy_prio = @EAI_MILITARY_operation_torch_INVASION_operation_prio
					}
					factor = strategy_prio
				} {
					set_temp_variable = {
						_demand = EAI_MILITARY_allied_invasions_INVASION_demand
					}
					EAI_MILITARY_invasion_demand_FACTOR = 
# ... (truncated)
### Entity: Faction
Component: joining_rule_asia_pacific_ocenania_only
Constructs: is_on_continent
Source: game
File: common/factions/rules/joining_rules.txt

Code:
joining_rule_asia_pacific_ocenania_only = {
	type = joining_rules
	ai_will_do = {
		base = 0
	}
	visible = {
		OR = {
			capital_scope = {
				is_on_continent = asia
			} {
				is_on_continent = australia
			}
		}
	}
	trigger = {
		OR = {
			capital_scope = {
				is_on_continent = asia
			} {
				is_on_continent = australia
			}
		}
	}
}
### Entity: Idea
Component: SIA_protectors_of_the_old_order_idea_r56
Constructs: removal_cost, conscription_factor, democratic_drift, communism_drift
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_protectors_of_the_old_order_idea_r56 = {
	name = SIA_nationalist_conservative_cooperation_r56
	removal_cost = -1
	picture = generic_fascist_workers
	allowed_civil_war = {
		original_tag = SIA
	}
	modifier = {
		conscription_factor = 0.12
		party_popularity_stability_factor = 0.05
		war_stability_factor = 0.05
		democratic_drift = -0.02
		communism_drift = -0.02
		foreign_subversive_activites = -0.15
		drift_defence_factor = 0.15
	}
}
### Entity: Event
Component: WW_hungary.121
Constructs: is_triggered_only, limit, owns_state, add_stability, add_political_power, is_ai, add_core_of
Source: game
File: events/WUW_Hungary.txt

Code:
country_event = {
	id = WW_hungary.121
	title = WW_hungary.121.t
	desc = WW_hungary.121.desc
	picture = GFX_report_event_generic_handshake
	is_triggered_only = yes
	option = {
		name = WW_hungary.121.a
		IF = {
			limit = {
				OR = {
					FROM = {
						owns_state = 76
					} {
						any_subject_country = {
							is_ai = yes
							owns_state = 76
						}
					}
				}
			}
			FROM = {
				add_political_power = 50
				add_stability = 0.05
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			76 = {
				add_core_of = ROOT
			}
			ROOT = {
				transfer_state = 76
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_ITA_garrison_home
Constructs: is_major, has_capitulated, is_ai
Source: game
File: common/ai_strategy/ITA_EAI.txt

Code:
EAI_ITA_garrison_home = {
	allowed = {
		tag = ITA
	}
	enable = {
		has_capitulated = no
		any_enemy_country = {
			is_major = yes
			naval_strength_ratio = {
				tag = ITA
				ratio = > 1.0
			}
		} {
			is_major = yes
			is_ai = no
			naval_strength_ratio = {
				tag = ITA
				ratio = > 1.0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = strategic_air_importance
		id = 23
		value = 25000
	} {
		type = strategic_air_importance
		id = 31
		value = 25000
	} {
		type = strategic_air_importance
		id = 169
		value = 25000
	} {
		type = strategic_air_importance
		id = 168
		value = 25000
	} {
		type = strategic_air_importance
		id = 29
		value = 25000
	} {
		type = put_unit_buffers
		ratio = 0.25
		states = {
			115 156 117 157 162 161 158 160
		}
		subtract_invasions_from_need = no
		subtract_fronts_from_need = no
	} {
		type = put_unit_buffers
		ratio = 0.05
		order_id = 9
		states = {
			2
		}
		subtract_invasions_from_need = no
		subtract_fronts_from_need = no
	}
}
### Entity: Scripted Effect
Component: SWI_max_mr_medium_increase
Constructs: add_to_variable
Source: game
File: common/scripted_effects/SWI_scripted_effects.txt

Code:
SWI_max_mr_medium_increase = {
	custom_effect_tooltip = SWI_decision_add_medium_MR_max
	add_to_variable = {
		var = SWI_max_mil_readiness
		value = SWI_mr_medium_amount
	}
	SWI_clamp_mr = yes
}
### Entity: Character
Component: NOR_peder_furubotn
Source: game
File: common/characters/NOR.txt

Code:
NOR_peder_furubotn = {
	name = NOR_peder_furubotn
	portraits = {
		civilian = {
			small = GFX_portrait_NOR_peder_furubotn_small
		}
	}
	allowed_civil_war = {
		NOR_char_cw_stalinist = yes
	}
	advisor = {
		slot = political_advisor
		idea_token = NOR_peder_furubotn
		allowed = {
			NOR_AAT = yes
		}
		traits = {
			NOR_communist_agitator
		}
	}
}
### Entity: Event
Component: AAT_norway_fascist.3
Constructs: is_triggered_only, ai_chance, set_country_flag
Source: game
File: events/AAT_Norway.txt

Code:
country_event = {
	id = AAT_norway_fascist.3
	title = AAT_norway_fascist.3.t
	desc = AAT_norway_fascist.3.desc
	picture = GFX_report_event_NOR_quisling_troops
	trigger = {
		hidden_trigger = {

		}
	}
	is_triggered_only = yes
	immediate = {
		hidden_effect = {

		}
	}
	option = {
		name = AAT_norway_fascist.3.a
		ai_chance = {
			base = 10
		}
		trigger = {

		}
		FROM = {
			event_option_tooltip = AAT_norway_fascist.1.a
		}
		set_country_flag = NOR_fascist_bully_accepted_invasion_invitation
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_union_nacional_fascista
Constructs: prerequisite, add_ideas, has_country_flag, completion_reward, remove_dynamic_modifier, set_politics, set_cosmetic_tag
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_union_nacional_fascista
	icon = GFX_focus_ARG_union_nacional_fascista
	prerequisite = {
		focus = ARG_encourage_italian_argentine_diplomacy
	}
	x = 0
	y = 2
	relative_position_id = ARG_encourage_italian_argentine_diplomacy
	mutually_exclusive = {
		focus = ARG_guardia_nacional
	}
	cost = 10
	available = {
		fascism = > 0.6
	}
	ai_will_do = {
		factor = 5
	}
	bypass = {
		has_country_flag = ARG_worst_timeline_flag
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_ideas = ARG_spirit_of_the_conquistadors_idea
		remove_dynamic_modifier = {
			modifier = ARG_growing_nationalism_modifier
		}
		custom_effect_tooltip = CHL_skip_one_line_tt ARG_union_nacional_fascista_tt
		hidden_effect = {
			set_politics = {
				ruling_party = fascism
				last_election = 1934.3.26
				election_frequency = 48
				elections_allowed = no
			}
			set_cosmetic_tag = ARG_nationalist_state_fascism
		}
	}
}
### Entity: Event
Component: ww_congo.44
Constructs: is_triggered_only, ai_chance, limit, set_party_name, add_popularity, set_country_flag, set_politics, add_country_leader_role
Source: game
File: events/WUW_Congo.txt

Code:
country_event = {
	id = ww_congo.44
	title = ww_congo.44.t
	desc = ww_congo.44.desc
	picture = GFX_report_event_royal_parade
	is_triggered_only = yes
	option = {
		name = ww_congo.44.a
		ai_chance = {
			base = 10
		}
		hidden_effect = {
			set_party_name = {
				ideology = neutrality
				long_name = house_of_agua_rosada_long
				name = house_of_agua_rosada
			}
			add_popularity = {
				ideology = neutrality
				popularity = 0.15
			}
		} {
			set_country_flag = COG_kingdom_of_kongo_flag
			mark_focus_tree_layout_dirty = yes
		} {
			set_country_flag = COG_already_crowned_a_monarch_flag
		}
		set_politics = {
			ruling_party = neutrality
			elections_allowed = no
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		IF = {
			limit = {
				COG_pedro_vii_alfonso = {
					can_be_country_leader = yes
				}
			}
			promote_character = COG_pedro_vii_alfonso
		}
		ELSE = {
			add_country_leader_role = {
				character = COG_pedro_vii_alfonso
				promote_leader = yes
				country_leader = {
					ideology = despotism
					expire = 1969.1.1.1
					traits = {
						manikongo_of_kongo
					}
				}
			}
		}
		complete_national_focus = COG_the_kingdom_of_kongo_focus
	} {
		name = ww_congo.44.b
		ai_chance = {
			base = 10
		}
		custom_effect_tooltip = POL_keep_looking_tt
		hidden_effect = {
			country_event = {
				id = ww_congo.45
				days = 35
			}
		}
	}
}
### Entity: Technology
Component: advanced_heavy_tank_chassis
Constructs: has_completed_focus, limit, enable_equipments, research_cost
Source: game
File: common/technologies/NSB_armor.txt

Code:
technology = {
	enable_equipments = {
		heavy_tank_chassis_3 heavy_tank_destroyer_chassis_3 heavy_tank_artillery_chassis_3 heavy_tank_aa_chassis_3
	}
	path = {
		leads_to_tech = main_battle_tank_chassis
		research_cost_coeff = 1
	}
	research_cost = 2.5
	start_year = 1943
	folder = {
		name = nsb_armour_folder
		position = {
			x = 5
			y = @1943
		}
	}
	on_research_complete = {
		if = {
			limit = {
				original_tag = ITA
				has_completed_focus = ITA_ferrea_mole_ferreo_cuore
			}
			ITA_add_advanced_heavy_tank_templates = yes
		}
	}
	ai_will_do = {
		factor = 0.8
		modifier = {
			factor = 1.2
			date = > 1944.1.1
		} {
			factor = 1.2
			date = > 1945.1.1
		} {
			factor = 1.2
			date = > 1946.1.1
		} {
			tag = SOV
			factor = 5
		} {
			factor = 8
			tag = USA
			date = > 1944.1.1
		}
	}
	categories = {
		armor mio_cat_tech_all_armor_and_modules cat_heavy_armor mio_cat_tech_heavy_armor_and_modules
	}
	special_project_specialization = {
		specialization_land
	}
}
### Entity: Character
Component: JAP_radical_nichiren_preacher
Constructs: war_support_factor, conscription_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
JAP_radical_nichiren_preacher = {
	random = no
	sprite = 13
	war_support_factor = 0.1
	conscription_factor = 0.05
}
### Entity: Scripted Trigger
Component: EAI_fascist_focus
Constructs: has_government, has_country_flag, is_major, is_historical_focus_on
Source: game
File: common/scripted_triggers/EAI_DIPLOMACY_triggers.txt

Code:
EAI_fascist_focus = {
	NOT = {
		EAI_major_country = yes
	}
	OR = {
		has_government = fascism
		has_country_flag = EAI_fascist_focus
		AND = {
			original_tag = BUL
			has_government = neutrality
			date = > 1940.1.1
			is_historical_focus_on = yes
		} {
			original_tag = SIA
			has_government = neutrality
			date = > 1938.6.1
			is_historical_focus_on = yes
		} {
			is_historical_focus_on = yes
			original_tag = IRQ
			GER = {
				has_government = fascism
				is_major = yes
			}
			date = > 1939.1.1
		} {
			is_historical_focus_on = yes
			original_tag = PER
			GER = {
				has_government = fascism
				is_major = yes
			}
			date = > 1939.1.1
		}
	}
}
### Entity: Order of Battle
Component: Pasasonlav Koalang Pakoboavud
Constructs: division_template
Source: game
File: history/units/LAO_spread_revolution_oob.txt

Code:
division = {
	name = Pasasonlav Koalang Pakoboavud
	location = 1390
	division_template = Kongthab
	start_experience_factor = 0.4
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_american_lend_lease
Constructs: has_completed_focus, add_equipment_to_stockpile, prerequisite, limit, has_war_with, completion_reward, has_game_rule, random_hours
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_american_lend_lease
	icon = GFX_goal_generic_befriend_united_states
	cost = 10
	prerequisite = {
		focus = TUR_neutrality_through_deterrence TUR_bicontinental_intervention
	}
	relative_position_id = TUR_neutrality_through_deterrence
	offset = {
		x = -4
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = TUR_bicontinental_intervention
		}
	}
	x = 3
	y = 1
	ai_will_do = {
		factor = 10
	}
	available = {
		not = {
			has_war_with = USA
		}
		USA = {
			has_completed_focus = USA_lend_lease_act
		}
		if = {
			limit = {
				has_completed_focus = TUR_bicontinental_intervention
			}
			OR = {
				AND = {
					has_war_with = GER
					ENG = {
						has_war_with = GER
					}
				} {
					has_war_with = SOV
					ENG = {
						has_war_with = SOV
					}
				}
			}
		}
	}
	completion_reward = {
		USA = {
			country_event = {
				id = turkey.129
				hours = 4
				random_hours = 2
			}
		}
		custom_effect_tooltip = if_they_accept_tt
		effect_tooltip = {
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = 3500
				producer = USA
			} {
				type = artillery_equipment
				amount = 650
				producer = USA
			} {
				type = support_equipment
				amount = 250
				producer = USA
			} {
				type = motorized_equipment
				amount = 170
				producer = USA
			} {
				type = train_equipment_1
				amount = 18
				producer = USA
			}
		}
	}
}
### Entity: Order of Battle
Component: 505e Rgt. de Chars de Combat
Constructs: division_template
Source: game
File: history/units/FRA_1939.txt

Code:
division = {
	name = 505e Rgt. de Chars de Combat
	location = 11606
	division_template = Brigade de Chars de Combat
	start_experience_factor = 0.2
}
### Entity: Idea
Component: EAI_DD_2/rocket_artillery_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_2/rocket_artillery_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		rocket_artillery_equipment = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_revive_the_trade_sector
Constructs: add_ideas, completion_reward, add_offsite_building
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_revive_the_trade_sector
	icon = GFX_goal_generic_trade
	x = 15
	y = 0
	cost = 5
	ai_will_do = {
		factor = 5
	}
	available = {

	}
	completion_reward = {
		add_ideas = LIT_fledgling_trade
		add_offsite_building = {
			type = industrial_complex
			level = 1
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: tan_focus
Component: TAN_indoctrination_focus
Constructs: prerequisite, add_ideas, has_government, completion_reward, add_political_power
Source: game
File: common/national_focus/tuva.txt

Code:
focus = {
	id = TAN_indoctrination_focus
	icon = GFX_focus_NOR_moscows_education_centers
	prerequisite = {
		focus = TAN_the_fifth_constitution TAN_the_basis_of_the_economy
	}
	relative_position_id = TAN_the_fifth_constitution
	text = indoctrination_focus
	x = 0
	y = 1
	cost = 10
	available_if_capitulated = yes
	available = {
		has_government = communism
		communism = > 0.7
	}
	completion_reward = {
		add_political_power = 150
		add_ideas = indoctrination_focus
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3ANaval_leader_rank_4.png.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
&#160;&#160;Invert selection

Filters
Hide transclusions | Hide links | Hide redirects | Hide file links

The following pages link to File:Naval leader rank 4.png:

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)Commander (file link) ‎ (← links | edit)

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)
Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/File:Naval_leader_rank_4.png"
### Entity: AI Strategy
Component: EAI_USA_garrison_PHI
Constructs: is_subject_of, is_ai
Source: game
File: common/ai_strategy/USA_EAI.txt

Code:
EAI_USA_garrison_PHI = {
	allowed = {
		tag = USA
	}
	enable = {
		PHI = {
			is_subject_of = ROOT
		}
		JAP = {
			is_ai = no
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		ratio = 0.15
		states = {
			623 327 624 625 627
		}
		subtract_invasions_from_need = no
		subtract_fronts_from_need = no
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_expand_red_fleet
Constructs: prerequisite, limit, completion_reward, has_offensive_war, complete_tooltip, every_state, has_state_flag, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_expand_red_fleet
	icon = GFX_goal_generic_build_navy
	prerequisite = {
		focus = SOV_peoples_commissariat
	} {
		focus = SOV_ocean_going_navy
	}
	available = {
		has_offensive_war = no
	}
	x = 0
	y = 2
	relative_position_id = SOV_ocean_going_navy
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = yes
	complete_tooltip = {
		every_state = {
			limit = {
				has_state_flag = SOV_expand_red_fleet_2dockyards
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
		add_tech_bonus = {
			name = ships_bonus
			bonus = 1
			uses = 2
			category = naval_equipment
		}
	}
	completion_reward = {
		navy_experience = 25
		random_owned_controlled_state = {
			limit = {
				dockyard = > 0
				free_building_slots = {
					building = dockyard
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
			set_state_flag = SOV_expand_red_fleet_2dockyards
		} {
			limit = {
				dockyard = > 0
				free_building_slots = {
					building = dockyard
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
			set_state_flag = SOV_expand_red_fleet_2dockyards
		}
		add_tech_bonus = {
			name = ships_bonus
			bonus = 1
			uses = 2
			category = naval_equipment
		}
		modify_timed_idea = {
			idea = SOV_revolutionized_industry_1
			days = 50
		} {
			idea = SOV_revolutionized_industry_2
			days = 50
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: POL_tank_manufacturer_3
Constructs: equipment_bonus
Source: game
File: common/country_leader/r56_traits.txt

Code:
POL_tank_manufacturer_3 = {
	random = no
	equipment_bonus = {
		armor = {
			soft_attack = 0.05
			hard_attack = 0.03
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3AHeavy_tank_cropped.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
Heavy_tank_cropped.png &#8206;(55 × 30 pixels, file size: 19 KB, MIME type: image/png)
### Entity: Character
Component: TUR_nazim_hikmet
Constructs: has_government, has_dlc
Source: game
File: common/characters/TUR.txt

Code:
TUR_nazim_hikmet = {
	name = TUR_nazim_hikmet
	portraits = {
		army = {
			small = GFX_idea_tur_nazim_hikmet
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = TUR_nazim_hikmet
		allowed = {
			OR = {
				original_tag = SWE TUR CHL
			}
			has_dlc = Battle for the Bosporus
		}
		available = {
			OR = {
				has_government = communism
				SWE_refuge_for_revolutionaries_trigger = yes
				CHL_hub_of_the_revolution_trigger = yes
			}
		}
		traits = {
			revolutionary_author
		}
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_stockpile_oil
Constructs: prerequisite, limit, has_country_flag, completion_reward, is_owned_and_controlled_by, is_subject, add_to_variable, has_dynamic_modifier
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_stockpile_oil
	icon = GFX_focus_generic_stockpile_fuel
	prerequisite = {
		focus = DEN_sign_forsvarsforliget
	}
	relative_position_id = DEN_sign_forsvarsforliget
	x = -2
	y = 1
	cost = 10
	available = {
		any_core_state = {
			is_owned_and_controlled_by = ROOT
		}
		if = {
			limit = {
				is_subject = yes
			}
			hidden_trigger = {
				has_country_flag = DEN_unlock_military_branch_flag
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		add_to_variable = {
			DEN_neglected_military_surrender_limit = 0.1
		}
		custom_effect_tooltip = DEN_stockpile_oil_modifier_neglected_military_tt
		if = {
			limit = {
				NOT = {
					has_dynamic_modifier = {
						modifier = DEN_war_preparations_dynamic_modifier
					}
				}
			}
			add_dynamic_modifier = {
				modifier = DEN_war_preparations_dynamic_modifier
			}
			add_to_variable = {
				DEN_war_preparations_fuel_gain = 0.1
			} {
				DEN_war_preparations_max_fuel = 0.15
			} {
				DEN_war_preparations_fuel_silo_speed = 0.25
			}
			custom_effect_tooltip = DEN_stockpile_oil_add_modifier_war_preparations_tt
		} {
			limit = {
				NOT = {
					has_tech = fuel_silos
				}
			}
			add_tech_bonus = {
				name = DEN_stockpile_oil
				bonus = 1
				uses = 1
				category = synth_resources
			}
			custom_effect_tooltip = DEN_potential_fuel_silos_tt
		}
		else = {
			add_to_variable = {
				DEN_war_preparations_fuel_gain = 0.1
			} {
				DEN_war_preparations_max_fuel = 0.15
			} {
				DEN_war_preparations_fuel_silo_speed = 0.25
			}
			custom_effect_tooltip = DEN_stockpile_oil_modifier_war_preparations_tt
		} {
			random_core_state = {
				limit = {
					is_fully_controlled_by = ROOT
					free_building_slots = {
						building = fuel_silo
						size = > 0
						include_locked = yes
					}
				}
				prioritize = {
					99 911 912 37
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = fuel_silo
					level = 1
					instant_build = yes
				}
			} {
				limit = {
					is_fully_controlled_by = ROOT
					free_building_slots = {
						building = fuel_silo
						size = > 0
						include_locked = yes
					}
				}
				prioritize = {
					911 99 912 37
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = fuel_silo
					level = 1
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Idea
Component: r56w_idea_minister_jamryl
Source: game
File: common/ideas/r56w_empire.txt

Code:
r56w_idea_minister_jamryl = {
	allowed = {
		original_tag = WHY
	}
	traits = {
		r56w_trait_minister_jamryl
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: GER_world_revolution_idea
Constructs: stability_factor, political_power_gain, removal_cost
Source: game
File: common/ideas/r56_germany.txt

Code:
GER_world_revolution_idea = {
	removal_cost = -1
	allowed = {
		always = no
	}
	picture = home_of_revolution
	modifier = {
		stability_factor = 0.05
		political_power_gain = 0.5
	}
}