Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: HOL_antonie_pannekoek
Constructs: limit, has_government, has_dlc, has_cosmetic_tag
Source: game
File: common/characters/HOL.txt

Code:
HOL_antonie_pannekoek = {
	advisor = {
		slot = political_advisor
		idea_token = HOL_antonie_pannekoek
		allowed = {
			OR = {
				original_tag = HOL SWE CHL INS
			}
			has_dlc = Man the Guns
		}
		visible = {
			if = {
				limit = {
					original_tag = INS
				}
				has_cosmetic_tag = INS_UNION
			}
		}
		available = {
			OR = {
				has_government = communism
				SWE_refuge_for_revolutionaries_trigger = yes
				CHL_hub_of_the_revolution_trigger = yes
			}
		}
		traits = {
			council_communist
		}
	}
	name = HOL_antonie_pannekoek
	portraits = {
		army = {
			small = GFX_idea_HOL_antonie_pannekoek
		}
	}
}
### Entity: Event
Component: DOD_hungary.59
Constructs: is_triggered_only, ai_chance, limit, has_country_flag, add_opinion_modifier, clr_global_flag, save_event_target_as, has_global_flag
Source: game
File: events/DOD_Hungary.txt

Code:
country_event = {
	id = DOD_hungary.59
	title = DOD_hungary.59.t
	desc = DOD_hungary.59.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	immediate = {
		clr_global_flag = Balkan_crisis_mediation_requested
	}
	option = {
		name = DOD_hungary.59.a
		ai_chance = {
			base = 70
		}
		ROM = {
			add_opinion_modifier = {
				target = PREV
				modifier = backed_our_cause
			}
		}
		save_event_target_as = ROM_mediator
		if = {
			limit = {
				has_country_flag = HUN_mediation
			}
			country_event = {
				id = DOD_hungary.68
				hours = 4
			}
		} {
			limit = {
				NOT = {
					has_country_flag = HUN_mediation
				}
			}
			event_target:HUN_mediator = {
				country_event = {
					id = DOD_hungary.71
					hours = 2
				}
			}
		}
	} {
		name = DOD_hungary.59.b
		ai_chance = {
			base = 30
		}
		ROM = {
			add_opinion_modifier = {
				target = PREV
				modifier = betrayed_our_cause
			}
		}
		if = {
			limit = {
				has_global_flag = ROM_rebuffed
			}
			ROM = {
				country_event = {
					id = DOD_hungary.64
					hours = 4
				}
			}
		} {
			limit = {
				NOT = {
					has_global_flag = ROM_rebuffed
				}
			}
			ROM = {
				country_event = {
					id = DOD_hungary.56
					hours = 4
				}
			}
			set_global_flag = ROM_rebuffed
		}
		clr_country_flag = ROM_mediation
		set_country_flag = ROM_mediation_refused
	}
}
### Entity: Country History
Country: ZIM
Component: ZIM_characters
Constructs: recruit_character, create_country_leader
Source: game
File: history/countries/ZIM - Zimbabwe.txt

Code:
# Leaders & Characters for ZIM
recruit_character = ZIM_acr ZIM_stc ZIM_awt ZIM_pot ZIM_mt ZIM_ncm ZIM_nt ZIM_acd2 ZIM_fascist_guy ZIM_ncs ZIM_nccr ZIM_aco2 ZIM_communist_guy ZIM_ai2 ZIM_ar ZIM_coi ZIM_acas ZIM_acgs ZIM_aa2 ZIM_democratic_guy
create_country_leader = {
	name =  Marcus James Hugins
	picture = GFX_portrait__Marcus_James_Hugins
	expire = 1965.1.1
	ideology = nazism
	traits = {
		prince_of_terror
	}
}
### Entity: Event
Component: belgium.71
Constructs: has_completed_focus, add_ideas, is_in_faction_with, has_capitulated
Source: game
File: events/BEL_events.txt

Code:
country_event = {
	id = belgium.71
	title = belgium.71.t
	desc = belgium.71.d
	picture = GFX_report_event_french_resistance_01
	trigger = {
		NOT = {
			tag = BEL
		}
		BEL = {
			has_completed_focus = BEL_launch_V_campaign
		}
		is_in_faction_with = BEL
		has_capitulated = yes
	}
	mean_time_to_happen = {
		days = 90
	}
	option = {
		name = belgium.71.a
		add_ideas = BEL_v_for_victory
	}
}
### Entity: Idea
Component: EAI_DD_11/medium_tank_aa_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_11/medium_tank_aa_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_aa_chassis = {
			build_cost_ic = -0.275
			instant = yes
		}
	}
}
### Entity: Unit Template
Component: YUG_SS_HISTORICAL
Source: game
File: common/units/names_ships/YUG_ship_names.txt

Code:
YUG_SS_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_SUBMARINES
	for_countries = {
		YUG
	}
	type = ship
	ship_types = {
		ship_hull_submarine submarine
	}
	prefix = KB 
	fallback_name = Podmornica %d
	unique = {
		Hrabri Nebojsa Smeli Osvetnik Malisan Tara Sava Sutjeska Neretva Heroj Junak Drava Tisa Una Zeta Soca Kupa Vardar Slobodni Snazhni
	}
}
### Entity: Country History
Country: SOV
Component: SOV_misc
Constructs: recruit_character, set_stability, limit, add_ideas, remove_ideas, add_opinion_modifier, set_technology, add_political_power
Source: game
File: history/countries/SOV - Soviet union.txt

Code:
# Misc for SOV
set_party_name = {
	ideology = communism
	long_name = SOV_communism_party_russian_long
	name = SOV_communism_party_russian
}
{
	ideology = fascism
	long_name = SOV_fascism_party_russian_long
	name = SOV_fascism_party_russian
}
if = {
	limit = {
		has_dlc = No Step Back
	}
	recruit_character = SOV_provisional_government
	set_country_flag = vlasov_owner_flag
}
{
	limit = {
		has_dlc = No Step Back
	}
	recruit_character = SOV_anastasy_vonsyatsky SOV_metropolitan_anastasy SOV_metropolitan_nikolay SOV_nikolay_ustryalov SOV_aleksandr_kazembek SOV_metropolitan_aleksy SOV_metropolitan_meletius SOV_aleksandr_prokofyev_seversky SOV_vyacheslav_tkachyov SOV_yan_nagursky SOV_vasily_yanchenko SOV_tsar_vladimir_kirillovich SOV_aleksandr_rodzyanko SOV_vladimir_kosmin SOV_andrey_shkuro SOV_anton_denikin
}
{
	limit = {
		has_dlc = No Step Back
	}
	SOV_metropolitan_anastasy = {
		set_character_flag = SOV_safe_from_purge_flag
	}
	SOV_metropolitan_nikolay = {
		set_character_flag = SOV_safe_from_purge_flag
	}
	SOV_metropolitan_aleksy = {
		set_character_flag = SOV_safe_from_purge_flag
	}
	SOV_metropolitan_meletius = {
		set_character_flag = SOV_safe_from_purge_flag
	}
	SOV_anastasy_vonsyatsky = {
		set_character_flag = SOV_exiled_flag
	}
	SOV_aleksandr_kazembek = {
		set_character_flag = SOV_exiled_flag
	}
	SOV_aleksandr_prokofyev_seversky = {
		set_character_flag = SOV_exiled_flag
	}
	SOV_vyacheslav_tkachyov = {
		set_character_flag = SOV_exiled_flag
	}
	SOV_yan_nagursky = {
		set_character_flag = SOV_exiled_flag
	}
	SOV_vasily_yanchenko = {
		set_character_flag = SOV_exiled_flag
	}
	SOV_anton_denikin = {
		set_character_flag = SOV_exiled_flag SOV_exiled_army_leader
	}
	SOV_pyotr_krasnov = {
		set_character_flag = SOV_exiled_flag SOV_exiled_army_leader
	}
	SOV_konstantin_nechayev = {
		set_character_flag = SOV_exiled_flag SOV_exiled_army_leader
	}
	SOV_vladimir_kosmin = {
		set_character_flag = SOV_exiled_flag SOV_exiled_army_leader
	}
	SOV_aleksandr_rodzyanko = {
		set_character_flag = SOV_exiled_flag SOV_exiled_army_leader
	}
	SOV_andrey_shkuro = {
		set_character_flag = SOV_exiled_flag SOV_exiled_army_leader
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	SOV_anastasy_vonsyatsky = {
		set_character_flag = SOV_aligned_the_exiles_flag SOV_exiled_flag
	}
	SOV_nikolay_ustryalov = {
		set_character_flag = SOV_aligned_the_exiles_flag
	}
	SOV_aleksandr_kazembek = {
		
# ... (truncated)
### Entity: Character
Component: ITA_enrico_fermi
Constructs: has_completed_focus
Source: game
File: common/characters/ITA.txt

Code:
ITA_enrico_fermi = {
	name = ITA_enrico_fermi
	portraits = {
		army = {
			large = GFX_portrait_ITA_enrico_fermi
			small = GFX_portrait_ITA_enrico_fermi_small
		}
	}
	scientist = {
		traits = {
			scientist_trait_nuclear_specialist scientist_trait_gifted_engineer
		}
		skills = {
			specialization_nuclear = 3
		}
		visible = {
			owner = {
				OR = {
					has_completed_focus = ITA_meritocracy ITA_bring_back_exiled_intellectuals ITA_new_forms_of_weaponry
				}
			}
		}
	}
}
### Entity: National Focus
Component: equipment_effort_2
Constructs: prerequisite, completion_reward, add_breakthrough_progress, add_tech_bonus
Source: game
File: common/national_focus/generic.txt

Code:
focus = {
	id = equipment_effort_2
	icon = GFX_goal_generic_army_artillery
	prerequisite = {
		focus = equipment_effort
	}
	x = 0
	y = 2
	relative_position_id = equipment_effort
	cost = 10
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	available_if_capitulated = yes
	completion_reward = {
		add_breakthrough_progress = {
			specialization = specialization_land
			value = 0.1
		}
		add_tech_bonus = {
			name = infantry_artillery_bonus
			bonus = 1.0
			uses = 1
			category = infantry_weapons artillery
		}
	}
}
### Entity: Idea
Component: den_revolutionary_zeal_0
Constructs: war_support_factor, has_government, removal_cost, communism_drift
Source: game
File: common/ideas/r56_denmark.txt

Code:
den_revolutionary_zeal_0 = {
	removal_cost = -1
	picture = MEX_revolutionary_army
	cancel = {
		NOT = {
			has_government = communism democratic
		}
	}
	modifier = {
		communism_drift = 0.02
		drift_defence_factor = -0.05
		political_power_factor = 0.1
		stability_weekly = -0.002
		war_support_factor = 0.2
	}
}
### Entity: AI Strategy
Component: EAI_FIN_guard_coasts
Constructs: has_war_with, is_historical_focus_on
Source: game
File: common/ai_strategy/FIN_EAI.txt

Code:
EAI_FIN_guard_coasts = {
	allowed = {
		tag = FIN
	}
	enable = {
		is_historical_focus_on = yes
		has_war_with = SOV
		surrender_progress = < 0.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		ratio = 0.5
		states = {
			111 926 149
		}
		subtract_invasions_from_need = no
		subtract_fronts_from_need = no
	}
}
### Entity: National Focus
Tree: cro_focus
Component: CRO_catholic_dominance_focus
Constructs: has_completed_focus, prerequisite, limit, add_ideas, has_government, is_major, completion_reward
Source: game
File: common/national_focus/croatia.txt

Code:
focus = {
	id = CRO_catholic_dominance_focus
	icon = GFX_goal_christianity_and_state
	prerequisite = {
		focus = CRO_political_effort
	}
	mutually_exclusive = {
		focus = CRO_secularism_focus
	}
	available = {
		NOT = {
			has_government = communism
		}
		if = {
			limit = {
				OR = {
					has_government = neutrality democratic
				}
			}
			NOT = {
				has_completed_focus = CRO_secularism_focus
			}
		}
	}
	relative_position_id = CRO_political_effort
	x = 12
	y = 1
	cost = 10
	ai_will_do = {
		factor = 5
		modifier = {
			factor = 2
			any_neighbor_country = {
				is_major = yes
				has_government = fascism
			}
			NOT = {
				any_neighbor_country = {
					is_major = yes
					has_government = democratic
				}
			}
		}
	}
	completion_reward = {
		add_ideas = CRO_catholic_dominance
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: luxembourg.3
Constructs: is_triggered_only
Source: game
File: events/r56_luxembourg.txt

Code:
country_event = {
	id = luxembourg.3
	title = luxembourg.3.t
	desc = luxembourg.3.d
	picture = GFX_report_event_finnish_letter
	is_triggered_only = yes
	option = {
		name = luxembourg.3.a
	}
}
### Entity: Order of Battle
Component: XL Brigada Internacionales
Constructs: division_template
Source: game
File: history/units/SPR_Civil_War.txt

Code:
division = {
	name = XL Brigada Internacionales
	location = 6832
	division_template = Brigada Internacionales
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Map.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

The following pages link to Map:

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)The Map (redirect page) ‎ (← links | edit)

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)
Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/Map"
### Entity: Idea
Component: compania_auxiliar_ferrocarriles
Constructs: has_completed_focus, limit, has_global_flag, research_bonus
Source: game
File: common/ideas/r56_spain_republic.txt

Code:
compania_auxiliar_ferrocarriles = {
	allowed = {
		original_tag = SPR
	}
	available = {
		if = {
			limit = {
				has_global_flag = SPR_R56_focus_tree
			}
			has_completed_focus = SPR_Domestic_Tanks
		}
	}
	visible = {

	}
	traits = {
		medium_tank_producer_defense_0
	}
	modifier = {

	}
	research_bonus = {
		armor = 0.15
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_prepare_the_southern_front
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, add_building_construction, add_tech_bonus, has_dlc, add_potential_special_forces_tree
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_prepare_the_southern_front
	icon = GFX_focus_generic_naval_invasion
	prerequisite = {
		focus = JAP_expand_hiratsuka_navy_arsenal
	}
	relative_position_id = JAP_expand_hiratsuka_navy_arsenal
	x = 1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 3
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_RESEARCH FOCUS_FILTER_IMPERIAL_INFLUENCE FOCUS_FILTER_MILITARY_CHARACTER
	}
	completion_reward = {
		JAP_small_naval_faction_gain = yes
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt JAP_prepare_the_southern_front_tt generic_skip_one_line_tt available_military_high_command
		524 = {
			IF = {
				limit = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
				IF = {
					limit = {
						air_base = < 7
					}
					add_building_construction = {
						type = air_base
						level = 2
						instant_build = yes
					}
				} {
					limit = {
						naval_supply_hub = < 1
					}
					add_building_construction = {
						type = naval_supply_hub
						level = 1
						province = 12068
						instant_build = yes
					}
				}
			}
		}
		add_tech_bonus = {
			name = JAP_expand_the_snlf
			bonus = 1
			uses = 1
			category = marine_tech
		}
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_potential_special_forces_tree = yes
			add_doctrine_cost_reduction = {
				name = JAP_expand_the_snlf
				cost_reduction = 0.25
				uses = 1
				category = special_forces_doctrine
			}
			custom_effect_tooltip = marine_subdoctrines_default_add_mastery_bonus_effect_tooltip
			hidden_effect = {
				add_mastery_bonus = {
					name = JAP_expand_the_snlf
					bonus = 0.1
					days = 240
					sub_doctrine = marines_1
				} {
					name = JAP_expand_the_snlf
					bonus = 0.1
					days = 240
					sub_doctrine = marines_2
				}
			}
		}
		JAP_add_or_modify_imperial_navy = yes
		add_to_variable = {
			JAP_navy_naval_invasion_prep_speed = 0.15
			tooltip = naval_invasion_prep_speed_tt
		}
		effect_tooltip = {
			add_timed_idea = {
				idea = JAP_strike_south_idea
				days = 180
			}
		}
		show_ideas_tooltip = JAP_toyoaki_horiuchi
	}
}
### Entity: Idea
Component: PRC_central_committee_1936_fake
Constructs: has_dlc, removal_cost
Source: game
File: common/ideas/comchina.txt

Code:
PRC_central_committee_1936_fake = {
	picture = PRC_the_central_committee
	name = PRC_central_committee
	allowed = {
		original_tag = PRC
		has_dlc = No Compromise, No Surrender
	}
	available = {

	}
	removal_cost = -1
	modifier = {
		justify_war_goal_time = 0.5
	}
}
### Entity: Unit Template
Component: USA_CITIES
Source: game
File: common/units/names_ships/USA_ship_names.txt

Code:
USA_CITIES = {
	name = NAME_THEME_CITIES
	for_countries = {
		USA
	}
	type = ship
	ship_types = {
		ship_hull_cruiser ship_hull_submarine
	}
	prefix = USS 
	unique = {
		Washington New York City Chicago Los Angeles San Francisco Detroit Boston Philadelphia Pittsburgh Cleveland St. Louis Baltimore Kansas City Milwaukee New Orleans Cincinnati Miami Indianapolis Seattle Dallas Atlanta Buffalo Minneapolis Denver Omaha San Diego Nashville Oklahoma City Louisville Phoenix Portland Rochester Albany Albuquerque Alexandria Amsterdam Annapolis Anniston Asheville Astoria Augusta Baton Rouge Biloxi Birmingham Boise Bremerton Bridgeport Brooklyn Cambridge Cheyenne Charleston Charlotte Chattanooga Chester Columbia Columbus Concord Corpus Christi Dayton Des Moines Duluth Fall River Fargo Flint Frederick Fresno Galena Galveston Gary Greenville Groton Hampton Hartford Helena Honolulu Houston Huntington Huron Jacksonville Jefferson City Juneau Key West La Jolla Lancaster Long Beach Little Rock Macon Manchester Marblehead Marion Memphis Missoula Mobile Mohican Montgomery Montpelier New Haven Newark Newport News Norfolk Northampton Oakland Olympia Oregon City Pasadena Pensacola Portsmouth Providence Pueblo Quincy Quinnebaug Raleigh Reno Richmond Roanoke St. Paul Salem Salt Lake City San Juan Santa Fe Saratoga Savannah Swatara Scranton Spokane Springfield Tacoma Tahoe Tallahassee Toledo Topeka Trenton Tucson Tulsa Tuscaloosa Vallejo Vicksburg Wichita Wilkes-Barre Wilmington Worcester Yosemite Youngstown
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_REF_30
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_REF_30 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_REF
			value = 30
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = synthetic_refinery
		value = 30
	}
}
### Entity: Idea
Component: KMT_military_planning_YUN
Constructs: removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_military_planning_YUN = {
	picture = chi_wargaming_division
	cancel = {
		YUN = {
			exists = no
		}
	}
	removal_cost = -1
	allowed_civil_war = {
		always = yes
	}
	targeted_modifier = {
		tag = YUN
		attack_bonus_against = 0.1
	}
}
### Entity: Shared Focus
Tree: smb_focus
Component: SMB_women_in_aviation
Constructs: shared_focus, prerequisite, limit, has_government, completion_reward, set_rule, add_to_variable
Source: game
File: common/national_focus/toa_shared_military_branch.txt

Code:
shared_focus = {
	id = SMB_women_in_aviation
	icon = GFX_focus_SOV_women_in_aviation
	relative_position_id = SMB_joint_operative_command
	prerequisite = {
		focus = SMB_joint_operative_command
	}
	x = 1
	y = 1
	cost = 10
	available = {
		OR = {
			has_government = democratic communism
		}
	}
	bypass = {

	}
	ai_will_do = {
		factor = 20
	}
	completion_reward = {
		air_experience = 50
		set_rule = {
			can_generate_female_aces = yes
		}
		IF = {
			limit = {
				original_tag = CHL
			}
			custom_effect_tooltip = CHL_modify_chilean_airforce_ns_intro
			add_to_variable = {
				JUNO_airforce_modifier_conscription_factor = 0.1
				tooltip = conscription_factor_tt
			}
		}
		ELSE_IF = {
			limit = {
				original_tag = BRA
			}
			custom_effect_tooltip = BRA_modify_brazilian_airforce_ns_intro
			add_to_variable = {
				JUNO_airforce_modifier_conscription_factor = 0.1
				tooltip = conscription_factor_tt
			}
		} {
			limit = {
				original_tag = ARG
			}
			custom_effect_tooltip = ARG_modify_argentine_airforce_ns_intro
			add_to_variable = {
				JUNO_airforce_modifier_conscription_factor = 0.1
				tooltip = conscription_factor_tt
			}
		} {
			limit = {
				original_tag = PAR
			}
			custom_effect_tooltip = PAR_modify_paraguayan_army_ns_intro
			add_to_variable = {
				JUNO_airforce_modifier_conscription_factor = 0.1
				tooltip = conscription_factor_tt
			}
		} {
			limit = {
				original_tag = URG
			}
			custom_effect_tooltip = URG_modify_uruguayan_army_ns_intro
			add_to_variable = {
				JUNO_airforce_modifier_conscription_factor = 0.1
				tooltip = conscription_factor_tt
			}
		}
		ELSE = {
			custom_effect_tooltip = JUNO_modify_south_american_airforce_ns_intro
			add_to_variable = {
				JUNO_airforce_modifier_conscription_factor = 0.1
				tooltip = conscription_factor_tt
			}
		}
	}
}
### Entity: National Focus
Tree: tan_focus
Component: TAN_bolster_altai_economy
Constructs: prerequisite, owns_state, completion_reward, set_state_category, add_compliance, build_railway
Source: game
File: common/national_focus/tuva.txt

Code:
focus = {
	id = TAN_bolster_altai_economy
	icon = GFX_goal_generic_farm_tractor
	prerequisite = {
		focus = TAN_carry_the_altai_torch
	}
	x = 0
	y = 1
	relative_position_id = TAN_carry_the_altai_torch
	cost = 10
	available = {
		owns_state = 654
		controls_state = 654
	}
	completion_reward = {
		654 = {
			set_state_category = rural
			add_compliance = 25
		}
		build_railway = {
			level = 1
			fallback = yes
			path = {
				10627 1676 7804 12509 4781 4800
			}
			start_province = 10627
			target_province = 4800
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_military_teachings
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_military_teachings
	icon = GFX_focus_GRE_spartan_spirit
	text = GRE_military_teachings
	prerequisite = {
		focus = GRE_create_EON
	}
	x = -1
	y = 1
	relative_position_id = GRE_create_EON
	cost = 5
	ai_will_do = {
		factor = 4
	}
	completion_reward = {
		add_ideas = GRE_spartan_spirit
	}
}
### Entity: Event
Component: denmark_political_events.3
Constructs: is_triggered_only, ai_chance, has_war, limit, has_country_flag, has_elections, set_country_flag, is_historical_focus_on
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_political_events.3
	title = denmark_political_events.3.t
	desc = denmark_political_events.3.desc
	picture = GFX_report_event_generic_rally2
	is_triggered_only = yes
	trigger = {
		tag = DEN
		has_elections = yes
		NOT = {
			has_country_flag = DEN_at_war_flag
		}
	}
	immediate = {
		if = {
			limit = {
				has_war = yes
				NOT = {
					has_country_flag = DEN_at_war_flag
				}
			}
			set_country_flag = DEN_at_war_flag
		}
	}
	option = {
		name = denmark_political_events.3.a
		ai_chance = {
			base = 1
			modifier = {
				factor = 2
				is_historical_focus_on = yes
			} {
				factor = 5
				OR = {
					DEN_historical_ai = yes
					DEN_rearming_ai = yes
				}
			} {
				factor = 5
				democratic = > 0.2
			} {
				factor = 5
				democratic = > 0.35
			} {
				factor = 5
				democratic = > 0.5
			}
		}
		trigger = {
			democratic = > 0.14
			NOT = {
				has_country_flag = banned_democratic_flag
			}
		}
		custom_effect_tooltip = DEN_election_consequences_democratic_tt DEN_democratic_campaign_effects_tt
		country_event = {
			id = denmark_political_events.4
			days = 7
		}
		hidden_effect = {
			if = {
				limit = {
					has_country_flag = DEN_snap_election_flag
				}
				clr_country_flag = DEN_snap_election_flag
			}
		}
	} {
		name = denmark_political_events.3.b
		ai_chance = {
			base = 1
			modifier = {
				factor = 5
				communism = > 0.2
			} {
				factor = 5
				communism = > 0.35
			} {
				factor = 5
				communism = > 0.5
			}
		}
		trigger = {
			communism = > 0.14
			NOT = {
				has_country_flag = banned_communism_flag DEN_banned_communism_flag
			}
		}
		custom_effect_tooltip = DEN_election_consequences_tt DEN_communist_campaign_effects_tt
		country_event = {
			id = denmark_political_events.5
			days = 7
		}
		hidden_effect = {
			if = {
				limit = {
					has_country_flag = DEN_snap_election_flag
				}
				clr_country_flag = DEN_snap_election_flag
			}
		}
	} {
		name = denmark_political_events.3.c
		ai_chance = {
			base = 1
			modifier = {
				factor = 5
				neutrality = > 0.2
			} {
				factor = 5
				neutrality = > 0.35
			} {
				factor = 5
				neutrality = > 0.5
			}
		}
		trigger = {
			neutrality = > 0.14
		}
		custom_effect_tooltip = DEN_election_consequences_tt DEN_neutral_campaign_effects_tt
		country_event = {
			id = denmark_political_events.6
			days = 7
		}
		hidden_effect = {
			if = {
				limit = {

# ... (truncated)