Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: wtt_news.40
Constructs: is_triggered_only, limit, owns_state, has_war_with, add_war_support, has_country_flag, add_stability, clr_country_flag
Source: game
File: events/WTT_NewsEvents.txt

Code:
news_event = {
	id = wtt_news.40
	title = wtt_news.40.t
	desc = {
		text = wtt_news.40.desc_eng
		trigger = {
			FROM = {
				has_country_flag = blew_up_suez
				owns_state = 446
			}
		}
	} {
		text = wtt_news.40.desc_not_eng
		trigger = {
			FROM = {
				OR = {
					NOT = {
						has_country_flag = blew_up_suez
					} {
						owns_state = 446
					}
				}
			}
		}
	}
	picture = GFX_news_event_020
	is_triggered_only = yes
	major = yes
	option = {
		name = wtt_news.40.a
		trigger = {
			NOT = {
				has_country_flag = blew_up_suez
			}
			owns_state = 446
		}
		if = {
			limit = {
				original_tag = ENG
			}
			add_war_support = -0.05
			add_stability = -0.05
		}
	} {
		name = wtt_news.40.b
		trigger = {
			has_country_flag = blew_up_suez
			owns_state = 446
		}
		if = {
			limit = {
				original_tag = ENG
			}
			add_war_support = -0.05
			add_stability = -0.05
		}
		clr_country_flag = blew_up_suez
	} {
		name = wtt_news.40.c
		trigger = {
			any_country = {
				has_war_with = ROOT
				owns_state = 446
				has_country_flag = blew_up_suez
			}
		}
	} {
		name = wtt_news.40.d
		trigger = {
			any_country = {
				has_war_with = ROOT
				owns_state = 446
			}
			has_country_flag = blew_up_suez
		}
		clr_country_flag = blew_up_suez
	} {
		name = wtt_news.40.e
		trigger = {
			any_country = {
				has_war_with = ROOT
				owns_state = 446
				NOT = {
					has_country_flag = blew_up_suez
				}
			}
			any_other_country = {
				has_war_together_with = ROOT
				has_country_flag = blew_up_suez
			}
			NOT = {
				has_country_flag = blew_up_suez
			}
		}
	} {
		name = wtt_news.40.f
		trigger = {
			any_other_country = {
				has_war_together_with = ROOT
				owns_state = 446
				has_country_flag = blew_up_suez
			}
			NOT = {
				has_country_flag = blew_up_suez
			}
		}
	} {
		name = wtt_news.40.g
		trigger = {
			any_country = {
				has_war_with = ROOT
				has_country_flag = blew_up_suez
			}
			any_other_country = {
				has_war_together_with = ROOT
				owns_state = 446
				NOT = {
					has_country_flag = blew_up_suez
				}
			}
			NOT = {
				has_country_flag = blew_up_suez
			}
		}
	} {
		name = wtt_news.40.h
		trigger = {
			NOT = {
				any_country = {
					has_war_with = ROOT
					has_country_flag = blew_up_suez
				}
			} {
				any_other_country = {
					has_war_together_with = ROOT
					owns_state = 446
					has_country_flag = blew_up_suez
				}
			} {
				has_count
# ... (truncated)
### Entity: Scripted Trigger
Component: state_is_fully_controlled_by_ROOT_subject_or_faction_member
Constructs: is_fully_controlled_by, is_subject_of, is_in_faction_with, has_full_control_of_state
Source: game
File: common/scripted_triggers/00_scripted_triggers.txt

Code:
state_is_fully_controlled_by_ROOT_subject_or_faction_member = {
	custom_trigger_tooltip = {
		tooltip = state_is_fully_controlled_by_ROOT_subject_or_faction_member_tt
		OR = {
			is_fully_controlled_by = ROOT
			controller = {
				OR = {
					is_subject_of = ROOT
					is_in_faction_with = ROOT
				}
				has_full_control_of_state = PREV
			}
		}
	}
}
### Entity: Order of Battle
Component: Cavalry Militia
Constructs: division_template
Source: game
File: history/units/CAN_1939.txt

Code:
division_template = {
	name = Cavalry Militia
	division_names_group = CAN_CAV_01
	regiments = {
		cavalry = {
			x = 0
			y = 0
		} {
			x = 0
			y = 1
		}
	}
}
### Entity: Event
Component: mtg_netherlands.55
Constructs: is_triggered_only, add_timed_idea, random_days
Source: game
File: events/MTG_Netherlands.txt

Code:
country_event = {
	id = mtg_netherlands.55
	title = mtg_netherlands.55.t
	desc = mtg_netherlands.55.d
	picture = GFX_report_event_hol_prins_bernhard
	is_triggered_only = yes
	option = {
		name = mtg_netherlands.55.a
		add_timed_idea = {
			idea = HOL_bernhard_organized_resistance
			days = 30
		}
		hidden_effect = {
			country_event = {
				id = mtg_netherlands.44
				days = 60
				random_days = 60
			}
		}
	}
}
### Entity: State History
Component: 851
Constructs: add_core_of
Source: game
File: history/states/851-Var.txt

Code:
state = {
	id = 851
	name = STATE_851
	manpower = 485000
	state_category = large_town
	history = {
		owner = FRA
		add_core_of = OCC FRA
		victory_points = {
			911 1
		}
		buildings = {
			infrastructure = 3
			dockyard = 3
			911 = {
				naval_base = 10
				coastal_bunker = 1
			}
		}
		1939.1.1 = {
			buildings = {
				dockyard = 1
				911 = {
					naval_facility = 1
				}
			}
		}
	}
	provinces = {
		911 956 3928 3961
	}
	local_supplies = 0.0
}
### Entity: Event
Component: news.160
Constructs: has_completed_focus, has_country_flag, has_global_flag, has_defensive_war, has_civil_war, is_demilitarized_zone, set_global_flag
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.160
	title = news.160.t
	desc = news.160.d
	picture = GFX_news_event_german_soldiers
	major = yes
	trigger = {
		NOT = {
			has_global_flag = rhineland_militarized_war
		}
		GER = {
			OR = {
				has_country_flag = GER_rhineland_backed_down
				NOT = {
					has_completed_focus = GER_remilitarize_the_rhineland
				}
			}
			has_defensive_war = yes
			NOT = {
				has_civil_war = yes
			}
		}
		42 = {
			is_demilitarized_zone = no
		}
	}
	immediate = {
		set_global_flag = rhineland_militarized_war
	}
	mean_time_to_happen = {
		days = 2
	}
	option = {
		trigger = {
			NOT = {
				tag = GER
			}
		}
		name = news.160.a
	} {
		trigger = {
			tag = GER
		}
		name = news.160.b
	}
}
### Entity: Define
Component: NDefines.NProject
Source: game
File: common/defines/00_defines.lua

Code:
NDefines.NProject = {
FACILITY_SUPPLY_WARNING_RED_RATIO = 0.66
DEFAULT_COMPLEXITY = 100
DEFAULT_EMPTY_REWARD_WEIGHT = 1.0
DEFAULT_STOP_PROJECT_DAYS = 10
DAYS_TO_REMOVE_SCIENTIST = 10
DISMANTLE_FACILITY_DAYS = 100
PROTOTYPE_PHASE_MAX_PROGRESS = 100
MINIMUM_PROJECT_SPEED_FACTOR_FROM_SUPPLY = 0.2
NEEDED_SUPPLY_FOR_FULL_SPEED_PROJECT = 3.0
MINIMUM_PROJECT_SPEED_FACTOR_FROM_RESOURCE_SHORTAGE = 0.2
ITERATION_REWARD_DEFAULT_WEIGHT = 1.0
DEFAULT_PROJECT_COMPLETION_SCIENTIST_EXPERIENCE_GAIN = 192.0
SCIENTIST_INJURED_FACTOR = 0.0
RECRUIT_SCIENTIST_ONE_TRAIT_CHANCE = 0.35
SCIENTIST_BASIC_RESEARCH_DAILY_XP_GAIN = 0.28
RECRUIT_SCIENTIST_COST = {
	25 50 75 100
}
SCIENTIST_SKILL_LEVEL_THRESHOLDS = {
	100 100 300 700 1500
}
SCIENTIST_SKILL_LEVEL_SPEED_MODIFIER = {
	-1.0 -0.05 0.05 0.1 0.15 0.25
}
PROJECT_LOSS_FACTOR_ON_CAPTURE = 0.2
PROJECT_CAPTURE_GAIN_RATIO = 0.2
PROJECT_CAPTURE_BREAKTHROUGH_PROGRESS = 0.1
PROJECT_CAPTURE_DIMINISHING_RETURN = 0.6
BASIC_RESEARCH_TECHNOLOGY_BONUS_FACTOR = 0.02
BASIC_RESEARCH_TECHNOLOGY_BONUS_DIMINISHING_RETURN_FACTOR = 0.5
BREAKTHROUGH_DAILY_TECHNOLOGY_GAIN = 12
BREAKTHROUGH_DAILY_SCIENTIST_SKILL_GAIN = 5
BREAKTHROUGH_DAILY_ROCKET_SITE_GAIN = 1
BREAKTHROUGH_DAILY_NUCLEAR_REACTOR_GAIN = 1
BREAKTHROUGH_GAIN_ANIMATION_SPEED_MAX = 1.0
AMOUNT_OF_SUPPORTIVE_SCIENTISTS = 3
SUPPORTIVE_SCIENTISTS_FRACTION = 0.25
SUPPORTIVE_SCIENITST_PROGRESS_BONUS = 0.1
SUPPORTIVE_SCIENTISTS_SHARING_BONUS = 0.05
}
### Entity: Country History
Country: SRL
Component: SRL_misc
Constructs: set_technology, set_convoys, complete_national_focus, set_grand_doctrine, complete_special_project
Source: game
File: history/countries/SRL - Sri Lanka.txt

Code:
# Misc for SRL
capital = 422
set_convoys = 5
1939.1.1 = {
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort naval_effort flexible_navy industrial_effort construction_effort production_effort
	set_technology = {
		electronic_mechanical_engineering = 1
		radio = 1
		mechanical_computing = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		construction1 = 1
		construction2 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
	}
	set_grand_doctrine = grand_battleplan
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
### Entity: Idea
Component: officers_purged_civil_war
Constructs: has_government, industrial_capacity_factory, production_speed_buildings_factor, removal_cost, research_bonus, conscription_factor, mobilization_speed
Source: game
File: common/ideas/r56_soviet.txt

Code:
officers_purged_civil_war = {
	name = officers_purged_civil_war
	removal_cost = -1
	picture = officers_purged
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	research_bonus = {
		land_doctrine = -0.05
		naval_doctrine = -0.05
		air_doctrine = -0.05
	}
	modifier = {
		army_org_factor = -0.05
		air_ace_generation_chance_factor = -0.05
		army_bonus_air_superiority_factor = -0.05
		surrender_limit = -0.05
		conscription_factor = -0.05
		resistance_damage_to_garrison = 0.05
		offensive_war_stability_factor = -0.05
		mobilization_speed = -0.05
		industrial_capacity_factory = -0.05
		production_speed_buildings_factor = -0.05
		training_time_factor = 0.05
		max_planning = -0.05
	}
}
### Entity: Idea
Component: ETH_customs_barrier_ITA_idea
Constructs: industrial_capacity_factory, is_subject_of, removal_cost
Source: game
File: common/ideas/ethiopia.txt

Code:
ETH_customs_barrier_ITA_idea = {
	picture = ETH_customs_barrier_ITA
	allowed = {
		always = no
	}
	available = {
		ETH = {
			is_subject_of = ITA
		}
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = 0.1
		industrial_capacity_factory = -0.1
	}
}
### Entity: Idea
Component: MAN_return_of_the_manchus_2
Constructs: removal_cost
Source: game
File: common/ideas/r56_man_ideas.txt

Code:
MAN_return_of_the_manchus_2 = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		original_tag = MAN
	}
	removal_cost = -1
	picture = MAN_return_of_manchu
	targeted_modifier = {
		tag = CUG
		attack_bonus_against = 0.05
		defense_bonus_against = 0.05
	}
	modifier = {
		political_power_factor = 0.05
		army_speed_factor = 0.1
		army_morale_factor = 0.1
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_treaty_with_the_ussr
Constructs: has_completed_focus, prerequisite, limit, has_war_with, is_major, completion_reward, has_capitulated, is_in_faction_with
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_treaty_with_the_ussr
	icon = GFX_goal_generic_scientific_exchange
	prerequisite = {
		focus = GER_molotov_ribbentrop_pact
	}
	x = 0
	y = 1
	relative_position_id = GER_molotov_ribbentrop_pact
	cost = 10
	bypass = {
		OR = {
			has_war_with = SOV
			NOT = {
				country_exists = SOV
			}
			has_completed_focus = GER_bulwark_against_bolshevism GER_the_great_red_menace
		}
	}
	available = {
		NOT = {
			has_completed_focus = GER_anti_soviet_pact
		}
		OR = {
			NOT = {
				has_completed_focus = GER_bulwark_against_bolshevism
			} {
				has_completed_focus = GER_the_great_red_menace
			}
		}
	}
	cancel = {
		OR = {
			has_war_with = SOV
			NOT = {
				country_exists = SOV
			}
		}
	}
	ai_will_do = {
		factor = 10
		modifier = {
			add = 15
			NOT = {
				has_completed_focus = GER_demand_sudetenland
			}
			CZE = {
				has_capitulated = no
				OR = {
					is_in_faction_with = POL
					PREV = {
						any_allied_country = {
							is_neighbor_of = ROOT
							strength_ratio = {
								tag = ROOT
								ratio = > 0.7
							}
						}
					}
				}
			}
			FRA = {
				NOT = {
					is_in_faction_with = ROOT
				}
				OR = {
					is_in_faction_with = CZE
					has_guaranteed = CZE
				}
			}
		} {
			factor = 1.5
			CZE = {
				is_major = yes
				is_ai = no
				NOT = {
					is_in_faction_with = SOV
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		SOV = {
			country_event = {
				id = germany.75
				days = 1
			}
			custom_effect_tooltip = needs_approval
			effect_tooltip = {
				give_SOV_armor_research_bonuses = yes
			}
		} {
			add_breakthrough_progress = {
				specialization = specialization_land
				value = 1
			}
		}
		if = {
			limit = {
				has_dlc = No Step Back
			}
			effect_tooltip = {
				create_equipment_variant = {
					name = Panzer VII Löwe
					type = heavy_tank_chassis_2
					design_team = mio:GER_daimler_benz_organization
					parent_version = 0
					modules = {
						main_armament_slot = tank_heavy_cannon_2
						turret_type_slot = tank_heavy_two_man_tank_turret
						suspension_type_slot = tank_torsion_bar_suspension
						armor_type_slot = tank_welded_armor
						engine_type_slot = tank_gasoline_engine
						special_type_slot_1 = tank_radio_1
						special_type_slot_2 = additional_machine_guns
						special_type_slot_3 = sloped_armor
					}
					upgrades = {
						tank_nsb_engine_upgrade =
# ... (truncated)
### Entity: Character
Component: BEL_albert_deveze
Constructs: has_dlc, is_hired_as_advisor
Source: game
File: common/characters/BEL.txt

Code:
BEL_albert_deveze = {
	instance = {
		allowed = {
			has_dlc = Gotterdammerung
		}
		advisor = {
			slot = political_advisor
			idea_token = BEL_albert_deveze
			allowed = {
				original_tag = BEL
			}
			available = {
				BEL_prudent_nuyten = {
					is_hired_as_advisor = no
				}
			}
			traits = {
				BEL_minister_of_national_defence_deveze
			}
		} {
			slot = high_command
			idea_token = BEL_albert_deveze
			ledger = army
			allowed = {
				original_tag = BEL
			}
			available = {
				BEL_prudent_nuyten = {
					is_hired_as_advisor = no
				}
			}
			traits = {
				army_entrenchment_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
		name = BEL_albert_deveze
		portraits = {
			army = {
				small = GFX_portrait_BEL_albert_deveze_small
			}
		}
	}
}
### Entity: Event
Component: BBA_italy_second_italo_ethiopian_war.2
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, owns_state, has_war_with, has_full_control_of_state, add_compliance
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_second_italo_ethiopian_war.2
	title = BBA_italy_second_italo_ethiopian_war.2.t
	desc = BBA_italy_second_italo_ethiopian_war.2.desc
	picture = GFX_report_event_african_soldiers
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			ITA_end_the_italo_ethiopian_war = yes
		}
	}
	option = {
		name = BBA_italy_second_italo_ethiopian_war.2.a
		trigger = {
			OR = {
				has_completed_focus = ITA_solid_progress ITA_the_abyssinian_fiasco ITA_struggle_in_ethiopia
			}
		}
		if = {
			limit = {
				FROM = {
					has_full_control_of_state = 550
				}
			}
			FROM = {
				transfer_state = 550
				550 = {
					add_compliance = 50
				}
			}
		} {
			limit = {
				FROM = {
					has_full_control_of_state = 559
				}
			}
			FROM = {
				transfer_state = 559
				559 = {
					add_compliance = 50
				}
			}
		} {
			limit = {
				FROM = {
					has_full_control_of_state = 844
				}
			}
			FROM = {
				transfer_state = 844
				844 = {
					add_compliance = 50
				}
			}
		} {
			limit = {
				owns_state = 908
			}
			FROM = {
				transfer_state = 908
				908 = {
					add_compliance = 50
				}
			}
		}
		white_peace = FROM
		hidden_effect = {
			if = {
				limit = {
					any_country = {
						is_in_faction_with = ROOT
						has_war_with = FROM
					}
				}
				every_other_country = {
					limit = {
						is_in_faction_with = ROOT
						has_war_with = FROM
					}
					white_peace = FROM
				}
			}
		} {
			news_event = {
				id = news.337
				days = 1
			}
		}
		ITA_manage_italian_defeat_in_ethiopia_effect = yes
	} {
		name = BBA_italy_missiolinis.02_north.b
		trigger = {
			has_dlc = By Blood Alone
			NOT = {
				has_completed_focus = ITA_solid_progress ITA_the_abyssinian_fiasco ITA_struggle_in_ethiopia
			}
		}
		ai_chance = {
			base = 0
			modifier = {
				add = 100
				OR = {
					ITA_is_socialist_ai = yes
					ITA_is_communist_ai = yes
				}
			}
		}
		if = {
			limit = {
				FROM = {
					has_full_control_of_state = 550
				}
			}
			FROM = {
				transfer_state = 550
				550 = {
					add_compliance = 50
				}
			}
		} {
			limit = {
				FROM = {
					has_full_control_of_state = 559
				}
			}
			FROM = {
				transfer_state = 559
				559 = {
					add_compliance = 50
				}
			}
		} {
			limit = {
				FROM = {
					has_full_control_of_state = 844
				}
			}
			FROM = {
				transfer_state = 844
				844 = {
					add_compliance = 50
				
# ... (truncated)
### Entity: National Focus
Tree: spr_focus
Component: SPR_repair_and_expand_the_dockyards
Constructs: prerequisite, limit, completion_reward, complete_tooltip, every_state, has_state_flag, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPR_repair_and_expand_the_dockyards
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = SPR_collective_recovery_efforts
	}
	icon = GFX_goal_generic_construct_naval_dockyard
	x = 0
	y = 1
	relative_position_id = SPR_collective_recovery_efforts
	cost = 10
	available_if_capitulated = yes
	complete_tooltip = {
		every_state = {
			limit = {
				has_state_flag = SPR_repair_and_expand_the_dockyards_2DY
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
	}
	completion_reward = {
		navy_experience = 25
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = dockyard
					size = > 1
					include_locked = yes
				}
				is_core_of = ROOT
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
			set_state_flag = SPR_repair_and_expand_the_dockyards_2DY
		} {
			limit = {
				free_building_slots = {
					building = dockyard
					size = > 1
					include_locked = yes
				}
				is_core_of = ROOT
				NOT = {
					has_state_flag = SPR_repair_and_expand_the_dockyards_2DY
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
			set_state_flag = SPR_repair_and_expand_the_dockyards_2DY
		}
	}
}
### Entity: Faction
Component: faction_template_AFG_united_islamic_world_faction
Constructs: change_leader_rule_industry, change_leader_rule_manpower
Source: game
File: common/factions/templates/unique_minor_factions.txt

Code:
faction_template_AFG_united_islamic_world_faction = {
	name = AFG_united_islamic_world_faction
	manifest = faction_manifest_islamic_brotherhood
	icon = GFX_faction_logo_generic_6
	goals = {
		faction_goal_a_large_faction faction_goal_defeating_our_enemies
	}
	default_rules = {
		joining_rule_islamic_only change_leader_rule_industry change_leader_rule_manpower
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_royal_navy_influence
Constructs: add_equipment_to_stockpile, prerequisite, limit, has_government, has_war_with, completion_reward, is_subject, add_breakthrough_progress
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_royal_navy_influence
	icon = GFX_focus_generic_navy_battleship2
	prerequisite = {
		focus = ARG_british_gaurantee
	}
	x = 1
	y = 1
	relative_position_id = ARG_british_gaurantee
	mutually_exclusive = {
		focus = ARG_royal_airforce_influence
	}
	cost = 5
	available = {
		ENG = {
			exists = yes
			has_government = democratic
			NOT = {
				has_war_with = ROOT
				is_subject = yes
			}
		}
	}
	ai_will_do = {
		factor = 10
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_NAVY_XP
	}
	completion_reward = {
		navy_experience = 25
		add_breakthrough_progress = {
			specialization = specialization_naval
			value = 0.25
		}
		add_tech_bonus = {
			name = ARG_royal_navy_influence_bonus
			bonus = 0.4
			uses = 3
			category = naval_equipment
		}
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_equipment_subsidy = {
				cic = 500
				equipment_type = convoy
				seller_tags = {
					ENG
				}
			}
		}
		ELSE = {
			add_equipment_to_stockpile = {
				type = convoy
				amount = 200
				producer = ENG
			}
		}
	}
}
### Entity: Event
Component: r56_canada.3
Constructs: is_triggered_only, limit, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: events/r56_canada.txt

Code:
country_event = {
	id = r56_canada.3
	title = r56_canada.1.t
	desc = r56_canada.1.d
	picture = GFX_report_event_canada_treaty
	is_triggered_only = yes
	option = {
		name = r56_canada.1.a
		if = {
			limit = {
				has_idea = r56_CAN_docr_communism
			}
			swap_ideas = {
				remove_idea = r56_CAN_docr_communism
				add_idea = r56_CAN_docr_democratic
			}
		}
		else_if = {
			limit = {
				has_idea = r56_CAN_docr_fascism
			}
			swap_ideas = {
				remove_idea = r56_CAN_docr_fascism
				add_idea = r56_CAN_docr_democratic
			}
		}
	}
}
### Entity: Decision
Component: TUR_fascist_category
Source: game
File: common/decisions/categories/r56_decision_categories.txt

Code:
TUR_fascist_category = {
	icon = category_generic
	priority = 5
	picture = GFX_decision_cat_TUR_fascist_category
}
### Entity: Scripted Trigger
Component: DIPLOMACY_CALL_ALLY_ENABLE_TRIGGER
Constructs: limit, has_country_flag, has_global_flag, has_war_with_non_exiled_country, has_dlc, has_idea, is_subject
Source: game
File: common/scripted_triggers/diplomacy_scripted_triggers.txt

Code:
DIPLOMACY_CALL_ALLY_ENABLE_TRIGGER = {
	if = {
		limit = {
			NOT = {
				has_global_flag = ethiopia_recognized_flag
			}
			OR = {
				ROOT = {
					tag = ETH
				}
				FROM = {
					tag = ETH
				}
			}
		}
		custom_trigger_tooltip = {
			tooltip = LON_NON_INTERFERENCE_RESOLUTION_CALL
			always = no
		}
	} {
		limit = {
			NOT = {
				has_war_with_non_exiled_country = yes
			}
		}
		custom_trigger_tooltip = {
			tooltip = RULE_NON_GIE_CALL
			always = no
		}
	} {
		limit = {
			has_dlc = Arms Against Tyranny
			FROM = {
				original_tag = ICE
				has_idea = neutrality_idea
				is_subject = yes
			}
		}
		custom_trigger_tooltip = {
			tooltip = ICELAND_HAS_DECLARED_NEUTRALITY_CALL
			always = no
		}
	} {
		limit = {
			has_dlc = Arms Against Tyranny
			FROM = {
				original_tag = DEN
				has_country_flag = DEN_is_protectorate_flag
				is_subject = yes
			}
		}
		custom_trigger_tooltip = {
			tooltip = DENMARK_IS_A_PUPPET_CALL
			always = no
		}
	}
}
### Entity: Character
Component: CZE_pro_soviet_diplomat
Source: game
File: common/country_leader/00_traits.txt

Code:
CZE_pro_soviet_diplomat = {
	random = no
	sprite = 13
	opinion_gain_monthly_factor = 0.3
	foreign_subversive_activites = -0.3
	resistance_activity = -0.15
	drift_defence_factor = -0.15
	communism_acceptance = 25
}
### Entity: Event
Component: denmark_protection_event.9
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_protection_event.9
	title = denmark_protection_event.9.t
	desc = denmark_protection_event.9.desc
	picture = GFX_report_event_journalists_speech
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = denmark_protection_event.9.a
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_strengthen_air_land_links
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_strengthen_air_land_links
	icon = GFX_goal_generic_air_land_coordination
	prerequisite = {
		focus = MON_adopt_tsogs_methods
	}
	x = 1
	y = 1
	relative_position_id = MON_adopt_tsogs_methods
	cost = 7.16
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = MON_strengthen_air_land_links_idea
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}