Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: EAI_PR_sort_priority_research_queue
Constructs: limit, check_variable, set_temp_variable, add_to_temp_variable, set_variable
Source: game
File: common/scripted_effects/EAI_RESEARCH_PRIORITY_effects.txt

Code:
EAI_PR_sort_priority_research_queue = {
	if = {
		limit = {
			check_variable = {
				sort_priority_list = 1
			}
		}
		set_temp_variable = {
			sort_tech = 1
		}
		while_loop_effect = {
			break = break_1
			limit = {
				check_variable = {
					sort_tech = < EAI_priority_research_queue^num
				}
			}
			set_temp_variable = {
				_prio_tech = EAI_priority_research_queue^sort_tech
			} {
				j = sort_tech
			} {
				j3 = j
			}
			subtract_from_temp_variable = {
				j = 1
			}
			while_loop_effect = {
				break = break_2
				limit = {
					check_variable = {
						var = j
						value = 0
						compare = greater_than_or_equals
					} {
						EAI_priority_research_value^prio_tech_j = < EAI_priority_research_value^_prio_tech
					}
					set_temp_variable = {
						prio_tech_j = EAI_priority_research_queue^j
					}
				}
				set_temp_variable = {
					j2 = j
				}
				add_to_temp_variable = {
					j2 = 1
				}
				set_variable = {
					EAI_priority_research_queue^j2 = EAI_priority_research_queue^j
				}
				subtract_from_temp_variable = {
					j = 1
				}
			}
			add_to_temp_variable = {
				j3 = 1
			} {
				sort_tech = 1
			}
			set_variable = {
				EAI_priority_research_queue^j3 = _prio_tech
			}
		}
	}
	set_temp_variable = {
		sort_priority_list = 0
	}
}
### Entity: Unit Leader
Component: EGY_brotherhood_sympathiser
Constructs: gain_xp
Source: game
File: common/unit_leader/r56_traits.txt

Code:
EGY_brotherhood_sympathiser = {
	type = all
	trait_type = personality_trait
	allowed = {
		FROM = {
			original_tag = EGY
		}
	}
	gain_xp = {
		always = no
	}
	new_commander_weight = {
		factor = 0
	}
}
### Entity: Character
Component: ALG_aco2
Source: game
File: common/characters/ALG.txt

Code:
ALG_aco2 = {
	advisor = {
		slot = army_chief
		idea_token = ALG_aco2
		allowed = {
			original_tag = ALG
		}
		traits = {
			army_chief_organizational_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_arab_2
		}
	}
}
### Entity: Event
Component: new_ger.173
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, add_ideas, remove_ideas, add_stability, unlock_national_focus
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.173
	title = new_ger.173.t
	desc = new_ger.173.d
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = new_ger.173.a
		ai_chance = {
			base = 2
		}
		add_stability = 0.05
		hidden_effect = {
			FROM = {
				country_event = CHI_warlords.19
			}
		}
	} {
		name = new_ger.173.b
		ai_chance = {
			base = 2
		}
		hidden_effect = {
			IF = {
				limit = {
					has_completed_focus = SAF_ethnic_legislation
				}
				uncomplete_national_focus = {
					focus = SAF_ethnic_legislation
					uncomplete_children = yes
				}
				unlock_national_focus = SAF_ethnic_legislation SAF_solidify_german_contacts
				complete_national_focus = SAF_radicalize_the_afrikaner_broederbond SAF_celebrate_the_voortrekkers SAF_form_the_ossewabrandwag
			}
			remove_ideas = SAF_racial_segregation_2 SAF_return_to_republicanism
			add_ideas = SAF_racial_segregation ideological_fanaticism_focus
		} {
			FROM = {
				country_event = CHI_warlords.20
			}
		}
		set_politics = {
			ruling_party = fascism
			elections_allowed = no
		}
		custom_effect_tooltip = generic_skip_one_line_tt GER_saf_coup_tt generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt
		set_cosmetic_tag = SAF_afrikaner_state
		IF = {
			limit = {
				is_subject = yes
			}
			overlord = {
				end_puppet = ROOT
				country_event = new_ger.176
			}
		} {
			limit = {
				is_in_faction = yes
			}
			leave_faction = yes
		} {
			limit = {
				FROM = {
					is_faction_leader = yes
				}
			}
			FROM = {
				add_to_faction = ROOT
			}
		}
	}
}
### Entity: Event
Component: poland.107
Constructs: is_triggered_only, create_wargoal, take_state_focus
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland.107
	title = poland.107.t
	desc = poland.107.d
	picture = GFX_report_event_polish_tank_attack
	is_triggered_only = yes
	option = {
		name = poland.107.a
		create_wargoal = {
			type = take_state_focus
			target = CZE
			generator = {
				70 71 72
			}
		}
	}
}
### Entity: Modifier Reference
Construct: resistance_activity
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## resistance_activity

* Number with 1 decimal places
* **Categories**: country, state
### Entity: Decision
Component: BUL_the_fatherland_front_dec_cat
Constructs: has_country_flag, has_dlc
Source: game
File: common/decisions/categories/BUL_decision_categories.txt

Code:
BUL_the_fatherland_front_dec_cat = {
	priority = 9
	icon = generic_communism
	picture = GFX_decision_cat_picture_fatherland_front
	allowed = {
		original_tag = BUL
		has_dlc = Battle for the Bosporus
	}
	visibility_type = always
	visible = {
		has_country_flag = BUL_fatherland_front_formed_flag
		NOT = {
			has_country_flag = BUL_ff_destroyed_flag
		} {
			has_country_flag = BUL_ff_civil_war_flag
		}
	}
}
### Entity: National Focus
Tree: cyp_focus
Component: CYP_begin_urbanisation_efforts
Constructs: completion_reward, random_controlled_state, add_extra_state_shared_building_slots, add_victory_points, add_timed_idea
Source: game
File: common/national_focus/r56_cyprus.txt

Code:
focus = {
	id = CYP_begin_urbanisation_efforts
	icon = GFX_focus_generic_low_cost_housing
	cost = 5
	x = 45
	y = 0
	mutually_exclusive = {
		focus = CYP_continue_farming_reliance
	}
	completion_reward = {
		random_controlled_state = {
			prioritize = {
				183
			}
			add_extra_state_shared_building_slots = 2
		}
		add_victory_points = {
			province = 11984
			value = 2
		}
		custom_effect_tooltip = r56_newline
		add_timed_idea = {
			idea = r56_CYP_urbanisation_campaign
			days = 365
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MANPOWER
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_ben_gurion_strategy
Constructs: prerequisite, add_ideas, has_war_with, add_war_support, completion_reward, add_command_power
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_ben_gurion_strategy
	icon = GFX_goal_plan
	relative_position_id = ISR_consolidate_haganah
	x = -1
	y = 1
	cost = 3
	prerequisite = {
		focus = ISR_consolidate_haganah
	}
	bypass = {
		NOT = {
			has_war_with = PAL JOR EGY SYR IRQ LEB
		}
	}
	completion_reward = {
		add_ideas = ISR_always_first
		add_command_power = 20
		army_experience = 10
		add_war_support = 0.05
	}
}
### Entity: Event
Component: bba_news.103
Constructs: is_triggered_only
Source: game
File: events/BBA_NewsEvents.txt

Code:
news_event = {
	id = bba_news.103
	title = bba_news.103.t
	desc = bba_news.103.desc
	picture = GFX_news_event_generic_funeral
	major = yes
	is_triggered_only = yes
	option = {
		name = bba_news.103.a
	}
}
### Entity: Scripted Trigger
Component: ITA_missiolinis_weigh_mussolini_feels_invincible
Constructs: check_variable
Source: game
File: common/scripted_triggers/ITA_scripted_triggers.txt

Code:
ITA_missiolinis_weigh_mussolini_feels_invincible = {
	check_variable = {
		ITA_missiolinis_successful_missions = 12
		compare = greater_than_or_equals
	}
}
### Entity: Event
Component: WW_hungary.3
Constructs: ai_chance, has_completed_focus, limit, remove_ideas, has_government, add_stability, fire_only_once, add_political_power
Source: game
File: events/WUW_Hungary.txt

Code:
country_event = {
	id = WW_hungary.3
	title = WW_hungary.3.t
	desc = WW_hungary.3.desc
	picture = GFX_report_event_europe_funeral
	trigger = {
		original_tag = HUN
		date = > 1936.10.4 < 1939.1.1
		has_government = neutrality
		has_completed_focus = wuw_HUN_strengthen_horthys_reign
		has_dlc = Gotterdammerung
	}
	mean_time_to_happen = {
		days = 1
	}
	hidden = no
	fire_only_once = yes
	option = {
		name = WW_hungary.3.a
		ai_chance = {
			base = 100
		}
		IF = {
			limit = {
				has_idea = HUN_hungarian_national_defense_association
			}
			swap_ideas = {
				remove_idea = HUN_hungarian_national_defense_association
				add_idea = HUN_hungarian_national_defense_association_horthyist
			}
		}
		retire_character = HUN_gyula_gombos_de_jakfa
		hidden_effect = {
			set_country_flag = HUN_gombos_has_died_flag HUN_horthy_aligned_the_move_flag
		}
	} {
		name = WW_hungary.3.b
		ai_chance = {
			base = 0
			modifier = {
				add = 50
				is_historical_focus_on = no
			}
		}
		add_stability = 0.1
		add_popularity = {
			ideology = neutrality
			popularity = 0.1
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		IF = {
			limit = {
				has_idea = HUN_hungarian_national_defense_association
			}
			remove_ideas = HUN_hungarian_national_defense_association
		}
		retire_character = HUN_gyula_gombos_de_jakfa
		hidden_effect = {
			set_country_flag = HUN_gombos_has_died_flag HUN_horthy_disbanded_the_move_flag
		}
	} {
		name = WW_hungary.3.c
		ai_chance = {
			base = 0
			modifier = {
				add = 30
				is_historical_focus_on = no
			}
		}
		add_political_power = 75
		add_popularity = {
			ideology = fascism
			popularity = 0.1
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		retire_character = HUN_gyula_gombos_de_jakfa
		hidden_effect = {
			set_country_flag = HUN_gombos_has_died_flag HUN_horthy_allowed_the_move_to_roam_freely_flag
		}
	}
}
### Entity: Decision
Component: GER_reichskommissariats
Constructs: has_completed_focus, add_equipment_to_stockpile, limit, add_ideas, has_government, owns_state, has_war_with, has_country_flag
Source: game
File: common/decisions/GER.txt

Code:
GER_reichskommissariats = {
	GER_reichskommissariat_norwegen = {
		icon = ger_reichskommissariats
		priority = 98
		visible = {
			has_completed_focus = GER_uplift_the_rosenberg_office
			RKG = {
				exists = no
			}
		}
		fire_only_once = yes
		available = {
			is_subject = no
			NOR = {
				NOT = {
					has_completed_focus = NOR_quislings_coup
				}
			}
			OR = {
				has_completed_focus = GER_heed_von_neuraths_concerns GER_reorganize_the_wehrmacht
			}
			NOT = {
				has_subject = NOR
			}
			custom_trigger_tooltip = {
				tooltip = GER_reichskommissariat_highlighted_required_states
				110 = {
					is_controlled_by_ROOT_or_subject = yes
				}
				142 = {
					is_controlled_by_ROOT_or_subject = yes
				}
				143 = {
					is_controlled_by_ROOT_or_subject = yes
				}
				144 = {
					is_controlled_by_ROOT_or_subject = yes
				}
				920 = {
					is_controlled_by_ROOT_or_subject = yes
				}
				921 = {
					is_controlled_by_ROOT_or_subject = yes
				}
				922 = {
					is_controlled_by_ROOT_or_subject = yes
				}
				923 = {
					is_controlled_by_ROOT_or_subject = yes
				}
				924 = {
					is_controlled_by_ROOT_or_subject = yes
				}
				925 = {
					is_controlled_by_ROOT_or_subject = yes
				}
			}
		}
		highlight_states = {
			highlight_state_targets = {
				state = 110 142 143 144 920 921 922 923 924 925
			}
		}
		cost = 25
		ai_will_do = {
			base = 10
			modifier = {
				add = 50
				ENG = {
					has_capitulated = yes
				}
			} {
				add = 25
				NOR = {
					has_capitulated = yes
				}
			} {
				add = 25
				NOR = {
					exists = no
				}
			}
		}
		complete_effect = {
			GER_improve_rosenbergs_trait_effect = yes
			custom_effect_tooltip = generic_skip_one_line_tt GER_reichskommissariat_norwegen_effect_tt generic_skip_one_line_tt
			110 = {
				IF = {
					limit = {
						OWNER = {
							NOT = {
								original_tag = GER
							}
						}
					}
					OWNER = {
						set_country_flag = GER_RK_capital_state_trasferred_RKG_victim_flag GER_reichskommissariats_puppet_flag
					}
				}
				transfer_state_to = RKG
				set_state_flag = GER_RK_capital_state_trasferred_RKG_flag
				add_compliance = 25
			}
			set_autonomy = {
				target = RKG
				autonomy_state = autonomy_integrated_puppet
			}
			hidden_effect = {
				every_state = {
					limit = {
						GER_is_RKG_state = yes
						NOT = {
							state = 110
						}
						OR = {
							is_owned_by = ROOT
		
# ... (truncated)
### Entity: Event
Component: lar_news.4
Constructs: is_triggered_only, is_in_faction_with
Source: game
File: events/LAR_NewsEvents.txt

Code:
news_event = {
	id = lar_news.4
	title = lar_news.4.t
	desc = lar_news.4.desc
	picture = GFX_news_event_021
	major = yes
	is_triggered_only = yes
	option = {
		name = lar_news.4.a
		trigger = {
			is_in_faction_with = VIC
			NOT = {
				tag = VIC
			}
		}
	} {
		name = lar_news.4.b
		trigger = {
			is_in_faction_with = FRA
			NOT = {
				tag = FRA
			}
		}
	} {
		name = lar_news.4.c
		trigger = {
			NOT = {
				is_in_faction_with = FRA VIC
				tag = FRA VIC
			}
		}
	} {
		name = lar_news.4.d
		trigger = {
			tag = FRA
		}
	} {
		name = lar_news.4.e
		trigger = {
			tag = VIC
		}
	}
}
### Entity: Event
Component: ARG_political_events.7
Constructs: is_triggered_only, limit, add_timed_idea
Source: game
File: events/TOA_Argentina.txt

Code:
country_event = {
	id = ARG_political_events.7
	title = ARG_political_events.7.t
	desc = ARG_political_events.7.desc
	picture = GFX_report_event_generic_handshake
	is_triggered_only = yes
	option = {
		name = ARG_political_events.7.a
		ARG = {
			add_timed_idea = {
				idea = ARG_buying_the_islands_idea
				days = 365
			}
		}
		IF = {
			limit = {
				FROM = {
					controls_state = 299
				}
			}
			ARG = {
				transfer_state = 299
			}
		} {
			limit = {
				FROM = {
					controls_state = 720
				}
			}
			ARG = {
				transfer_state = 720
			}
		}
	}
}
### Entity: Event
Component: mtg_usa_diplomatic_protest.2
Constructs: is_triggered_only, ai_chance, every_owned_state, limit, is_on_continent, create_wargoal
Source: game
File: events/MTG_USA.txt

Code:
country_event = {
	id = mtg_usa_diplomatic_protest.2
	title = mtg_usa_diplomatic_protest.2.t
	desc = mtg_usa_diplomatic_protest.2.desc
	picture = GFX_report_event_generic_usa_treaty
	is_triggered_only = yes
	option = {
		name = mtg_usa_diplomatic_protest.2.a
		ai_chance = {
			factor = 30
		}
		FROM = {
			country_event = mtg_usa_diplomatic_protest.3
		}
		effect_tooltip = {
			every_owned_state = {
				limit = {
					OR = {
						is_on_continent = north_america south_america
					}
				}
				FROM = {
					transfer_state = PREV
				}
			}
		}
	} {
		name = mtg_usa_diplomatic_protest.2.b
		ai_chance = {
			factor = 70
		}
		FROM = {
			country_event = mtg_usa_diplomatic_protest.4
		}
		effect_tooltip = {
			FROM = {
				create_wargoal = {
					type = topple_government
					target = PREV
				}
			}
		}
	}
}
### Entity: Achievement
Component: the_good_the_bad_and_the_weird
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting
Source: game
File: common/achievements.txt

Code:
the_good_the_bad_and_the_weird = {
	id = 64
	possible = {
		tag = MAN
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
	}
	happened = {
		714 = {
			infrastructure = > 4
		}
		715 = {
			infrastructure = > 4
		}
		610 = {
			infrastructure = > 4
		}
		328 = {
			infrastructure = > 4
		}
		717 = {
			infrastructure = > 4
		}
		oil = > 15
	}
}
### Entity: Event
Component: KMT_event.83
Constructs: is_triggered_only, limit, annex_country, declare_war_on, annex_everything, set_autonomy, every_controlled_state
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = KMT_event.83
	title = KMT_event.83.t
	desc = KMT_event.83.desc
	picture = GFX_report_event_chinese_soldiers_running
	is_triggered_only = yes
	option = {
		name = KMT_event.83.a
		FROM = {
			country_event = CHI_warlords.20
		} {
			annex_country = {
				target = ROOT
				transfer_troops = yes
			}
		}
	} {
		name = KMT_event.83.b
		FROM = {
			country_event = KMT_event.85
		} {
			declare_war_on = {
				target = ROOT
				type = annex_everything
			}
		}
		IF = {
			limit = {
				controls_state = 614
			}
			614 = {
				transfer_state_to = FROM
			}
		}
		transfer_units_fraction = {
			target = FROM
			size = 0.4
			stockpile_ratio = 0.25
		}
	} {
		name = KMT_event.83.c
		trigger = {
			controls_state = 1118
		}
		FROM = {
			country_event = KMT_event.84
		}
		JAP = {
			country_event = KMT_event.84
		} {
			set_autonomy = {
				target = ROOT
				autonomous_state = autonomy_sea_warlord_subject
			}
		}
		every_controlled_state = {
			limit = {
				NOT = {
					state = 1118
				}
			}
			transfer_state_to = FROM
		}
		transfer_units_fraction = {
			target = FROM
			size = 0.4
			stockpile_ratio = 0.25
		}
	}
}
### Entity: National Focus
Tree: lux_focus
Component: LUX_establish_european_claims
Constructs: prerequisite, limit, completion_reward, add_threat, every_state, add_claim_by, create_wargoal, take_claimed_state
Source: game
File: common/national_focus/r56_luxembourg.txt

Code:
focus = {
	id = LUX_establish_european_claims
	icon = GFX_focus_usa_focus_on_europe
	cost = 5
	x = -1
	y = 1
	relative_position_id = LUX_agressive_stance
	prerequisite = {
		focus = LUX_agressive_stance
	}
	completion_reward = {
		add_threat = 3
		every_state = {
			limit = {
				OR = {
					state = 29 1053 42 51 989 56 57
				}
			}
			add_claim_by = ROOT
			owner = {
				ROOT = {
					create_wargoal = {
						target = PREV
						type = take_claimed_state
					}
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Scripted Trigger
Component: EAI_DIFFICULTY_small_plane_cas_airframe_BONUS_TRIGGER
Constructs: set_temp_variable, has_deployed_air_force_size
Source: game
File: common/scripted_triggers/EAI_DIFFICULTY_triggers.txt

Code:
EAI_DIFFICULTY_small_plane_cas_airframe_BONUS_TRIGGER = {
	set_temp_variable = {
		tmp = num_of_military_factories
	}
	multiply_temp_variable = {
		tmp = 10
	}
	clamp_temp_variable = {
		var = tmp
		min = 0
		max = 500
	}
	OR = {
		has_deployed_air_force_size = {
			type = cas
			size = < 400
		}
		meta_trigger = {
			text = {
				has_deployed_air_force_size = {
					type = cas
					size = < [x]
				}
			}
			x = [?tmp|.0]
		}
	}
}
### Entity: Character
Component: EGY_mohammed_ali_tewfik
Constructs: has_completed_focus, has_autonomy_state
Source: game
File: common/characters/EGY.txt

Code:
EGY_mohammed_ali_tewfik = {
	name = Mohammed Ali Tewfik
	portraits = {
		civilian = {
			small = GFX_idea_EGY_mohammed_ali_tewfik
		}
	}
	advisor = {
		cost = 150
		slot = political_advisor
		idea_token = EGY_mohammed_ali_tewfik
		allowed = {
			original_tag = EGY
		}
		available = {
			has_completed_focus = EGY_restore_the_1930_constitution
			NOT = {
				has_autonomy_state = autonomy_supervised_state
			}
		}
		traits = {
			staunch_monarchist
		}
	}
}
### Entity: Event
Component: WW_hungary.22
Constructs: is_triggered_only, ai_chance, limit, owns_state, add_war_support, add_stability, fire_only_once, create_wargoal
Source: game
File: events/WUW_Hungary.txt

Code:
country_event = {
	id = WW_hungary.22
	title = WW_hungary.22.t
	desc = WW_hungary.22.desc
	picture = GFX_report_event_hungarian_soldiers
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = WW_hungary.22.a
		ai_chance = {
			base = 85
		}
		create_wargoal = {
			type = take_state_focus
			target = FROM
			generator = {
				73
			}
		}
		if = {
			limit = {
				RUT = {
					exists = yes
					is_subject_of = FROM
					owns_state = 73
				}
			}
			add_ai_strategy = {
				type = declare_war
				id = RUT
				value = 100
			} {
				type = conquer
				id = RUT
				value = 100
			}
		}
	} {
		name = WW_hungary.22.b
		ai_chance = {
			base = 15
		}
		add_stability = -0.05
		add_war_support = -0.05
		remove_state_claim = 73
	}
}
### Entity: Modifier Reference
Construct: org_loss_at_low_org_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## org_loss_at_low_org_factor

* Number with 2 decimal places
* **Categories**: army
### Entity: Shared Focus
Component: BALTIC_concessions_for_catholics
Constructs: shared_focus, has_completed_focus, prerequisite, limit, has_government, add_opinion_modifier, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/baltic_shared.txt

Code:
shared_focus = {
	id = BALTIC_concessions_for_catholics
	icon = GFX_focus_mex_restore_the_army_of_christ
	prerequisite = {
		focus = BALTIC_communist_opposition
	}
	x = 0
	y = 1
	relative_position_id = BALTIC_communist_opposition
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		NOT = {
			has_completed_focus = BALTIC_overthrow_the_government
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_popularity = {
			ideology = communism
			popularity = 0.2
		}
		swap_ideas = {
			add_idea = BALTIC_christian_communism
			remove_idea = BALTIC_catholic_opposition_idea
		}
		if = {
			limit = {
				SOU = {
					has_government = communism
				}
			}
			SOU = {
				add_opinion_modifier = {
					target = ROOT
					modifier = accepted_catholics
				}
				add_ai_strategy = {
					type = alliance
					id = ROOT
					value = -100
				}
			}
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_sami_reconcilliation
Constructs: prerequisite, limit, add_stability, completion_reward, set_technology, cancel_if_invalid, every_state, is_sami_land
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_sami_reconcilliation
	icon = GFX_focus_SWE_Sami_reconcilliation
	x = 2
	y = 1
	cost = 10
	prerequisite = {
		focus = SWE_align_more_closely_with_the_landsorganisationen SWE_coalition_war_cabinet
	}
	relative_position_id = SWE_align_more_closely_with_the_landsorganisationen
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_stability = 0.05
		every_state = {
			limit = {
				is_sami_land = yes
			}
			add_dynamic_modifier = {
				modifier = SWE_sami_trackers
				scope = SWE
			}
		}
		hidden_effect = {
			set_technology = {
				SWE_sami_support_tech = 1
				popup = no
			}
		}
		custom_effect_tooltip = SWE_sami_support_tech_tt
	}
}
### Entity: Event
Component: austria.46
Constructs: is_triggered_only
Source: game
File: events/Austria.txt

Code:
country_event = {
	id = austria.46
	title = austria.46.t
	desc = austria.46.d
	is_triggered_only = yes
	picture = GFX_report_event_AUS_anschluss_map
	option = {
		name = austria.46.a
	}
}
### Entity: Shared Focus
Tree: chi_focus
Component: CHI_sea_give_falkenhausen_citizenship
Constructs: shared_focus, has_completed_focus, prerequisite, limit, completion_reward, has_global_flag, cancel_if_invalid, has_character
Source: game
File: common/national_focus/china_shared_TSR.txt

Code:
shared_focus = {
	id = CHI_sea_give_falkenhausen_citizenship
	icon = GFX_focus_generic_diplomatic_treaty
	prerequisite = {
		focus = CHI_sea_mission_to_germany
	}
	x = -1
	y = 1
	relative_position_id = CHI_sea_mission_to_germany
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		NOT = {
			has_global_flag = falkenhausen_recalled
		}
		GER_will_support = yes
	}
	bypass = {
		custom_trigger_tooltip = {
			tooltip = falkenhausen_tt
			any_other_country = {
				has_completed_focus = CHI_sea_give_falkenhausen_citizenship
			}
		}
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				NOT = {
					has_character = CHI_alexander_von_falkenhausen
				}
			}
			CHI = {
				CHI_alexander_von_falkenhausen = {
					set_nationality = ROOT
				}
			} {
				show_ideas_tooltip = CHI_alexander_von_falkenhausen
			}
			custom_effect_tooltip = available_chief_of_army
			show_unit_leaders_tooltip = CHI_alexander_von_falkenhausen
		}
	}
}
### Entity: Decision
Component: GUAY_military_play_cat
Source: game
File: common/decisions/categories/GUAY_decision_categories.txt

Code:
GUAY_military_play_cat = {
	icon = GFX_decision_category_usa_intervention_mandate
	priority = 98
	allowed = {
		OR = {
			original_tag = URG PAR
		}
	}
}