Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: SWI_hans_peter_bichsel_sohn
Constructs: has_dlc
Source: game
File: common/characters/SWI.txt

Code:
SWI_hans_peter_bichsel_sohn = {
	instance = {
		allowed = {
			has_dlc = By Blood Alone
		}
		advisor = {
			slot = navy_chief
			idea_token = SWI_hans_peter_bichsel_sohn
			allowed = {
				original_tag = SWI
			}
			visible = {

			}
			available = {

			}
			traits = {
				navy_chief_decisive_battle_2
			}
			cost = 100
			ai_will_do = {
				base = 200
			}
		}
		name = SWI_hans_peter_bichsel_sohn
		portraits = {
			army = {
				small = GFX_idea_generic_navy_europe_1
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = By Blood Alone
			}
		}
		advisor = {
			slot = navy_chief
			idea_token = SWI_hans_peter_bichsel_sohn
			allowed = {
				original_tag = SWI
			}
			traits = {
				navy_chief_decisive_battle_2
			}
			cost = 100
			ai_will_do = {
				base = 200
			}
		}
		name = SWI_hans_peter_bichsel_sohn
		portraits = {
			army = {
				small = GFX_idea_generic_navy_europe_1
			}
		}
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_workers_educational_association
Constructs: prerequisite, limit, remove_ideas, has_government, completion_reward, has_idea, add_research_slot
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_workers_educational_association
	icon = GFX_focus_research
	prerequisite = {
		focus = AST_take_it_to_the_streets
	}
	mutually_exclusive = {

	}
	relative_position_id = AST_take_it_to_the_streets
	x = -4
	y = 1
	cost = 10
	available = {
		OR = {
			has_idea = AST_strike_ongoing
			has_government = communism
		}
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_research_slot = 1
		if = {
			limit = {
				NOT = {
					has_government = communism
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			remove_ideas = AST_strike_ongoing
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_acquire_soviet_support
Constructs: add_equipment_to_stockpile, prerequisite, limit, has_government, add_opinion_modifier, completion_reward, add_popularity
Source: game
File: common/national_focus/r56_persia.txt

Code:
focus = {
	id = PER_acquire_soviet_support
	icon = GFX_goal_generic_position_armies
	cost = 5
	prerequisite = {
		focus = PER_revive_the_jungle_movement
	}
	x = 9
	y = 1
	ai_will_do = {
		factor = 50
	}
	completion_reward = {
		add_popularity = {
			ideology = communism
			popularity = 0.15
		}
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = 2000
			producer = SOV
		}
		if = {
			limit = {
				SOV = {
					has_government = communism
				}
			}
			SOV = {
				add_opinion_modifier = {
					target = ROOT
					modifier = huge_increase
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_EQUIPMENT FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: QUE_aircraft_production_reduction
Constructs: has_capitulated, removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/quebec.txt

Code:
QUE_aircraft_production_reduction = {
	name = QUE_aircraft_production_reduction
	allowed = {
		original_tag = QUE
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	available = {
		has_capitulated = no
	}
	removal_cost = -1
	picture = generic_air_bonus
	equipment_bonus = {
		small_plane_airframe = {
			build_cost_ic = -0.1
			instant = yes
		}
		small_plane_cas_airframe = {
			build_cost_ic = -0.1
			instant = yes
		}
		fighter_bomber_equipment = {
			build_cost_ic = -0.1
			instant = yes
		}
		hfighter_bomber_equipment = {
			build_cost_ic = -0.1
			instant = yes
		}
		tac_bomber_equipment = {
			build_cost_ic = -0.1
			instant = yes
		}
		medium_plane_fighter_airframe = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
	modifier = {
		production_speed_air_base_factor = 0.1
	}
}
### Entity: Decision
Component: ETH_improve_the_horn_of_africa_category
Constructs: every_owned_state, has_war, limit, has_country_flag, fire_only_once, production_speed_buildings_factor, is_subject, is_subject_of
Source: game
File: common/decisions/ETH.txt

Code:
ETH_improve_the_horn_of_africa_category = {
	ETH_build_infrastructure = {
		cost = 25
		fire_only_once = yes
		icon = GFX_decision_generic_construction
		allowed = {
			original_tag = ETH
		}
		ai_will_do = {
			base = 250
			modifier = {
				factor = 0
				has_war = yes
			}
		}
		target_trigger = {
			FROM = {
				capital_scope = {
					OR = {
						region = 17 273 274
					}
				}
				OR = {
					is_subject = no
					is_subject_of = ROOT
				}
				NOT = {
					any_owned_state = {
						NOT = {
							is_on_continent = africa
						}
					}
				}
			}
		}
		target_root_trigger = {
			original_tag = ETH
		}
		visible = {

		}
		available = {

		}
		modifier = {
			production_speed_buildings_factor = -0.5
			consumer_goods_factor = 0.1
		}
		days_remove = 30
		remove_effect = {
			FROM = {
				every_owned_state = {
					limit = {
						is_controlled_by = PREV
						infrastructure = < 5
					}
					add_building_construction = {
						type = infrastructure
						level = 1
						instant_build = yes
					}
				}
				set_country_flag = ETH_improved_infra_flag
			}
		}
	}
	ETH_build_railway = {
		cost = 25
		fire_only_once = yes
		icon = GFX_decision_generic_construction
		allowed = {
			original_tag = ETH
		}
		ai_will_do = {
			base = 250
			modifier = {
				factor = 0
				has_war = yes
			}
		}
		target_trigger = {
			FROM = {
				has_country_flag = ETH_improved_infra_flag
				capital_scope = {
					OR = {
						region = 17 273 274
					}
				}
				OR = {
					is_subject = no
					is_subject_of = ROOT
				}
				NOT = {
					any_owned_state = {
						NOT = {
							is_on_continent = africa
						}
					}
				}
			}
		}
		target_root_trigger = {
			original_tag = ETH
		}
		visible = {

		}
		available = {

		}
		modifier = {
			production_speed_buildings_factor = -0.5
			consumer_goods_factor = 0.1
		}
		days_remove = 30
		remove_effect = {
			FROM = {
				capital_scope = {
					build_railway = {
						start_state = THIS
						target_state = 271
					}
				}
				set_country_flag = ETH_built_railway_flag
			}
		}
	}
	ETH_invest_horn_industry = {
		cost = 25
		fire_only_once = yes
		icon = GFX_decision_generic_construction
		allowed = {
			original_tag = ETH
		}
		ai_will_do = {
			base = 250
			modifier = {
				factor = 0
				has_war = yes
			}
		}
		target_trigger = {
			FROM = {
				has_country_flag = ETH_built_railway_flag
				capital_scope = {
					OR = {
				
# ... (truncated)
### Entity: Event
Component: EST_events.402
Constructs: is_triggered_only, ai_chance, create_wargoal, annex_everything
Source: game
File: events/NSB_Estonia.txt

Code:
country_event = {
	id = EST_events.402
	title = EST_events.402.t
	desc = EST_events.402.d
	picture = GFX_report_event_soldiers_marching
	is_triggered_only = yes
	option = {
		name = EST_events.402.a
		ai_chance = {
			base = 30
		}
		create_wargoal = {
			type = annex_everything
			target = FROM
		}
	}
}
### Entity: Decision
Component: TUR_industrial_projects_category
Source: game
File: common/decisions/categories/TUR_decision_categories.txt

Code:
TUR_industrial_projects_category = {
	priority = 1
	icon = gre_investment_decisions
	picture = GFX_decision_cat_generic_mefo_bills
	allowed = {
		original_tag = TUR
	}
}
### Entity: Idea
Component: EAI_HARD/medium_plane_fighter_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_HARD/medium_plane_fighter_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_plane_fighter_airframe = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
}
### Entity: Character
Component: ENG_hugh_dowding
Source: game
File: common/characters/ENG.txt

Code:
ENG_hugh_dowding = {
	name = ENG_hugh_dowding
	portraits = {
		army = {
			small = GFX_idea_hugh_dowding
		}
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = hugh_dowding
		ledger = air
		allowed = {
			original_tag = ENG
		}
		traits = {
			air_warfare_theorist
		}
		ai_will_do = {
			base = 0.5
		}
	}
}
### Entity: Scripted Effect
Component: EAI_BUILDING_REFINERY_special_building_target_modifiers
Constructs: limit, has_war_with, has_country_flag, is_major, check_variable, set_temp_variable, add_to_temp_variable
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_NORMAL_strategies.txt

Code:
EAI_BUILDING_REFINERY_special_building_target_modifiers = {
	if = {
		limit = {
			tag = GER
			is_major = yes
			check_variable = {
				EAI_BUILDING_num_REF = < 25
			}
			date = > 1937.6.1
		}
		if = {
			limit = {
				has_country_flag = EAI_building_logging
			}
			log = GER needs to build refineries pre-emptively
		}
		set_temp_variable = {
			EAI_BUILDING_target_num_REF = EAI_BUILDING_num_REF
		}
		add_to_temp_variable = {
			EAI_BUILDING_target_num_REF = 3
		}
	} {
		limit = {
			tag = USA
			check_variable = {
				EAI_BUILDING_num_REF = < 30
			}
		}
		if = {
			limit = {
				has_country_flag = EAI_building_logging
			}
			log = USA needs to build a rubber industry to supply the allies later
		}
		set_temp_variable = {
			EAI_BUILDING_target_num_REF = EAI_BUILDING_num_REF
		}
		add_to_temp_variable = {
			EAI_BUILDING_target_num_REF = 3
		}
	} {
		limit = {
			tag = JAP
			has_war_with = CHI
			date = < 1940.1.1
		}
		if = {
			limit = {
				has_country_flag = EAI_building_logging
			}
			log = JAP avoid refineries vs china
		}
		set_temp_variable = {
			EAI_BUILDING_target_num_REF = 0
		}
	}
}
### Entity: Unit Template
Component: BRENGL_CAV_02
Source: game
File: common/units/names_divisions/ENGL_names_divisions.txt

Code:
BRENGL_CAV_02 = {
	name = Cavalry Brigade
	for_countries = {
		LIB BAH BAN BAS BLZ BOT BRM CYP FIJ GAM GHA GYA JAM KEN MAL MLD MLT MLW NGA NIR NMB PAK PNG SCO SIE SRL TRI TZN UGA WLS ZAM ZIM
	}
	can_use = {
		always = yes
	}
	division_types = {
		cavalry
	}
	fallback_name = %dth Cavalry Brigade
	ordered = {
		1 = {
			%dst Cavalry Brigade
		}
		2 = {
			%dnd Cavalry Brigade
		}
		3 = {
			%drd Cavalry Brigade
		}
		4 = {
			%dth Cavalry Brigade
		}
		5 = {
			%dth Cavalry Brigade
		}
		6 = {
			%dth Cavalry Brigade
		}
		7 = {
			%dth Cavalry Brigade
		}
		8 = {
			%dth Cavalry Brigade
		}
		9 = {
			%dth Cavalry Brigade
		}
		10 = {
			%dth Cavalry Brigade
		}
	}
}
### Entity: Idea
Component: KMT_unity_of_action
Constructs: has_government, removal_cost, mobilization_speed, planning_speed
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_unity_of_action = {
	removal_cost = -1
	picture = POL_ideology_drift_defence
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			OR = {
				has_government = democratic communism
			}
		}
	}
	modifier = {
		command_power_gain = 0.25
		max_command_power = 25
		mobilization_speed = 0.3
		planning_speed = 0.1
	}
}
### Entity: Unit Template
Component: ENG_BC_COMMUNISM
Constructs: has_government
Source: game
File: common/units/names_ships/ENG_ship_names.txt

Code:
ENG_BC_COMMUNISM = {
	name = NAME_THEME_HISTORICAL_BC
	for_countries = {
		ENG
	}
	can_use = {
		has_government = communism
	}
	type = ship
	ship_types = {
		ship_hull_heavy battle_cruiser
	}
	prefix = WLNS 
	fallback_name = Battlecruiser %s
	unique = {
		Anson Howe Jellicoe Beatty Resistance Incomparable Invincible Inflexible Indomitable Indefatigable Tiger Renown Repulse Courageous Glorious Furious Hood Rodney
	}
}
### Entity: Event
Component: mtg_britain.1000
Constructs: create_country_leader, has_government, fire_only_once, has_country_leader, set_party_name
Source: game
File: events/MTG_Britain.txt

Code:
country_event = {
	id = mtg_britain.1000
	title = mtg_britain.1000.t
	desc = mtg_britain.1000.d
	picture = GFX_report_event_generic_funeral
	fire_only_once = yes
	trigger = {
		original_tag = ENG
		has_government = neutrality
		date = > 1941.1.1
		has_country_leader = {
			ruling_only = yes
			name = George VI
		}
	}
	mean_time_to_happen = {
		days = 1460
	}
	option = {
		name = mtg_britain.1000.a
		kill_country_leader = yes
		create_country_leader = {
			name = Elizabeth II
			desc = POLITICS_ELIZABETH_II_DESC
			picture = GFX_portrait_eng_elizabeth_ii
			expire = 1965.1.1
			ideology = despotism
			female = yes
			traits = {
				inexperienced_monarch headstrong popular_queen
			}
		}
		set_party_name = {
			ideology = neutrality
			long_name = ENG_neutrality_party_queens_party_long
			name = ENG_neutrality_party_queens_party
		}
		hidden_effect = {
			news_event = {
				id = mtg_news.59
				days = 1
			}
		}
	}
}
### Entity: Scripted Effect
Component: EAI_PC_transition_state
Constructs: limit, has_country_flag, set_variable
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_effects.txt

Code:
EAI_PC_transition_state = {
	if = {
		limit = {
			has_country_flag = EAI_priority_construction_logging
		}
		log = [GetYear] [GetMonth] | AI | [PREV.GetName] | PC: state=[?EAI_PC_strategy_state]
	} {
		limit = {
			has_country_flag = EAI_priority_construction_logging
		}
		log = TRANSITION TO: [?EAI_PC_strategy_state]
	}
	set_variable = {
		EAI_PC_strategy_state = _transition_to
	} {
		EAI_PC_changed_state = 1
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_drobak_coastal_fort
Constructs: prerequisite, completion_reward, is_controlled_by, add_building_construction
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_drobak_coastal_fort
	icon = GFX_focus_NOR_drobak_coastal_fort
	prerequisite = {
		focus = NOR_start_rearmament
	}
	x = -3
	y = 1
	relative_position_id = NOR_start_rearmament
	cost = 5
	available = {
		NOR_broken_gun_trigger = yes
		110 = {
			is_controlled_by = ROOT
		}
	}
	bypass = {
		110 = {
			free_building_slots = {
				building = coastal_bunker
				size = < 3
				province = 6115
			} {
				building = coastal_bunker
				size = < 3
				province = 3171
			} {
				building = coastal_bunker
				size = < 3
				province = 11151
			} {
				building = coastal_bunker
				size = < 3
				province = 14
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		110 = {
			add_building_construction = {
				type = coastal_bunker
				level = 3
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_coastal = yes
				}
			}
		}
	}
}
### Entity: Unit Template
Component: SIK_MEC_01
Source: game
File: common/units/names_divisions/SIK_names_divisions.txt

Code:
SIK_MEC_01 = {
	name = Mechanized Unit
	for_countries = {
		SIK
	}
	can_use = {
		always = yes
	}
	division_types = {
		mechanized
	}
	link_numbering_with = {
		SIK_INF_01
	}
	fallback_name = %d Xin'jiang Juntuán
	ordered = {
		1 = {
			%d Xin'jiang Juntuán
		}
		2 = {
			%d Xin'jiang Juntuán
		}
		3 = {
			%d Xin'jiang Juntuán
		}
		4 = {
			%d Xin'jiang Juntuán
		}
		5 = {
			%d Xin'jiang Juntuán
		}
		6 = {
			%d Xin'jiang Juntuán
		}
		7 = {
			%d Xin'jiang Juntuán
		}
		8 = {
			%d Xin'jiang Juntuán
		}
		9 = {
			%d Xin'jiang Juntuán
		}
		10 = {
			%d Xin'jiang Juntuán
		}
		11 = {
			%d Xin'jiang Juntuán
		}
		12 = {
			%d Xin'jiang Juntuán
		}
		13 = {
			%d Xin'jiang Juntuán
		}
		14 = {
			%d Xin'jiang Juntuán
		}
		15 = {
			%d Xin'jiang Juntuán
		}
		16 = {
			%d Xin'jiang Juntuán
		}
		17 = {
			%d Xin'jiang Juntuán
		}
		18 = {
			%d Xin'jiang Juntuán
		}
		19 = {
			%d Xin'jiang Juntuán
		}
		20 = {
			%d Xin'jiang Juntuán
		}
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_political_opposition
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_political_opposition
	icon = GFX_focus_GRE_oposition
	text = GRE_political_opposition
	prerequisite = {
		focus = GRE_reinforce_4th_of_august_regime
	}
	x = 0
	y = 1
	relative_position_id = GRE_reinforce_4th_of_august_regime
	cost = 10
	ai_will_do = {
		factor = 3
	}
	completion_reward = {
		add_ideas = GRE_asphaleia
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = GRE_konstantinos_maniadakis
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Order of Battle
Component: Alexandroni Brigade
Constructs: division_template
Source: game
File: history/units/ISR_1936.txt

Code:
division = {
	name = Alexandroni Brigade
	location = 1201
	division_template = Hativat Hir
	start_experience_factor = 0.1
}
### Entity: National Focus
Component: austrian_focus
Constructs: has_completed_focus, add_equipment_to_stockpile, prerequisite, limit, add_ideas, remove_ideas, has_government, every_country
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus_tree = {
	id = austrian_focus
	country = {
		factor = 0
		modifier = {
			add = 10
			original_tag = AUS
		} {
			factor = 0
			has_global_flag = aus_dlc_focus_tree
		}
	}
	initial_show_position = {
		x = 8
		y = 0
	}
	continuous_focus_position = {
		x = 0
		y = 2000
	}
	default = no
	focus = {
		id = AUS_construct_the_tullnerfeld_airbase
		icon = GFX_goal_generic_airport
		x = -92
		y = 0
		cost = 5
		available = {
			controls_state = 4
		}
		completion_reward = {
			air_experience = 20
			4 = {
				add_building_construction = {
					type = air_base
					level = 3
					instant_build = yes
				}
			}
		}
		search_filters = {
			FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
		}
	} {
		id = AUS_announce_the_new_austrian_air_force
		icon = GFX_goal_austrian_airforce
		prerequisite = {
			focus = AUS_construct_the_tullnerfeld_airbase
		}
		relative_position_id = AUS_construct_the_tullnerfeld_airbase
		x = 0
		y = 1
		cost = 10
		completion_reward = {
			air_experience = 30
			add_tech_bonus = {
				name = air_bonus
				bonus = 1
				uses = 1
				category = light_air medium_air
			}
		}
		search_filters = {
			FOCUS_FILTER_RESEARCH
		}
	} {
		id = AUS_german_aeronautic_cooperation
		icon = GFX_goal_GER_luftwaffe
		prerequisite = {
			focus = AUS_announce_the_new_austrian_air_force
		}
		mutually_exclusive = {
			focus = AUS_british_aeronautic_cooperation AUS_soviet_aeronautic_cooperation
		}
		relative_position_id = AUS_announce_the_new_austrian_air_force
		x = -2
		y = 1
		cost = 10
		available = {
			NOT = {
				has_war_with = GER
			}
			country_exists = GER
		}
		completion_reward = {
			add_ideas = AUS_german_aero_tech
			custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
			add_timed_idea = {
				idea = fascist_influence
				days = 100
			}
			add_tech_bonus = {
				name = air_bonus
				bonus = 1
				uses = 1
				category = light_air
			} {
				name = air_bonus
				bonus = 1
				uses = 1
				category = medium_air
			}
		}
		search_filters = {
			FOCUS_FILTER_RESEARCH
		}
	} {
		id = AUS_british_aeronautic_cooperation
		icon = GFX_goal_fighters_uk
		prerequisite = {
			focus = AUS_announce_the_new_austrian_air_force
		}
		mutually_exclusive = {
			focus = AUS_german_aeronautic_cooperation AUS_soviet_aeronautic_cooperation
		}
		relative_position_id = AUS_announce_the_new_austrian_air_force
		x = 0
		y = 1
		cost = 10
		available 
# ... (truncated)
### Entity: Character
Component: GAB_ai2
Source: game
File: common/characters/GAB.txt

Code:
GAB_ai2 = {
	advisor = {
		slot = high_command
		idea_token = GAB_ai2
		ledger = army
		allowed = {
			original_tag = GAB
		}
		traits = {
			army_infantry_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_3
		}
	}
}
### Entity: Character
Component: MLW_acas
Source: game
File: common/characters/MLW.txt

Code:
MLW_acas = {
	advisor = {
		slot = high_command
		idea_token = MLW_acas
		ledger = air
		allowed = {
			original_tag = MLW
		}
		traits = {
			air_close_air_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_2
		}
	}
}
### Entity: National Focus
Tree: col_focus
Component: COL_paramilitarism
Constructs: prerequisite, add_ideas, completion_reward, add_popularity
Source: game
File: common/national_focus/colombia.txt

Code:
focus = {
	id = COL_paramilitarism
	icon = GFX_focus_generic_fascist_troops
	prerequisite = {
		focus = COL_militarism
	}
	relative_position_id = COL_militarism
	x = 0
	y = 2
	cost = 10
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = 0.1
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = COL_paramilitarism_idea
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
}
### Entity: AI Strategy
Component: SWE_r56_sweden_and_britain_bffs_plan
Constructs: has_completed_focus, has_government, has_country_flag, is_faction_leader, has_global_flag, is_historical_focus_on, has_game_rule, is_subject
Source: game
File: common/ai_strategy_plans/SWE_r56_alternate_strategy_plan.txt

Code:
SWE_r56_sweden_and_britain_bffs_plan = {
	name = Brits and Swedes go together
	desc = Sweden and Britain will do things, totally not go to war together
	allowed = {
		original_tag = SWE
	}
	enable = {
		has_completed_focus = SWE_bring_finland_back
		ENG = {
			has_government = fascism
			is_faction_leader = yes
			has_completed_focus = ENG_organize_the_blackshirts
		}
		NOT = {
			has_global_flag = SWE_use_DLC_tree
		}
		OR = {
			AND = {
				is_historical_focus_on = no
				has_game_rule = {
					rule = R56_SWE_ai_behavior
					option = FASCIST_COUP
				}
			}
			has_country_flag = SWE_AI_RANDOM_FASCIST_COUP
			has_game_rule = {
				rule = R56_SWE_ai_behavior
				option = FASCIST_COUP
			}
		}
	}
	abort = {
		is_subject = yes
		OR = {
			has_government = communism neutrality
			is_subject = yes
		}
	}
	ai_strategy = {
		type = befriend
		id = ENG
		value = 100
	}
	ai_national_focuses = {
		SWE_march_alongside_the_british_blackshirts SWE_host_fascist_exiles SWE_legacy_of_great_northern_war SWE_rationing_r56 SWE_lottorna SWE_hemvarnet_r56
	}
}
### Entity: Event
Component: NSB_soviet_fascist_tsarist.8
Constructs: is_triggered_only, add_to_faction
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_fascist_tsarist.8
	title = NSB_soviet_fascist_tsarist.7.t
	desc = NSB_soviet_fascist_tsarist.8.desc
	picture = GFX_report_event_generic_sign_treaty3
	is_triggered_only = yes
	option = {
		name = NSB_soviet_fascist_tsarist.5.a
		FROM = {
			add_to_faction = ROOT
			hidden_effect = {
				country_event = {
					id = NSB_soviet_fascist_tsarist.9
				}
			}
		}
	} {
		name = NSB_soviet_fascist_tsarist.5.b
		hidden_effect = {
			country_event = {
				id = NSB_soviet_fascist_tsarist.10
			}
		}
	}
}
### Entity: Unit Template
Component: DEN_MOT_01
Source: game
File: common/units/names_divisions/DEN_names_divisions.txt

Code:
DEN_MOT_01 = {
	name = Motorized Division
	for_countries = {
		DEN
	}
	can_use = {
		always = yes
	}
	division_types = {
		motorized
	}
	link_numbering_with = {
		DEN_INF_01
	}
	fallback_name = %d. Motor Division
	ordered = {
		1 = {
			%d. Sjællandske Motor Division
		}
		2 = {
			%d. Jydske Motor Division
		}
		3 = {
			%d. Fynske Motor Division
		}
		23 = {
			Motordivision 'København'
		}
		4 = {
			%d. Sjællandske Motor Division
		}
		5 = {
			%d. Jydske Motor Division
		}
		6 = {
			%d. Jydske Motor Division
		}
		7 = {
			%d. Fynske Motor Division
		}
		8 = {
			%d. Sønderjydske Motor Division
		}
		9 = {
			%d. Nørrejydske Motor Division
		}
		10 = {
			%d. Motoriserede Hær Korps
		}
	}
}
### Entity: Character
Component: BRA_miguel_reale
Constructs: has_completed_focus, has_government, has_dlc
Source: game
File: common/characters/BRA.txt

Code:
BRA_miguel_reale = {
	name = BRA_miguel_reale
	portraits = {
		civilian = {
			small = GFX_portrait_BRA_miguel_reale_small
			large = GFX_portrait_BRA_miguel_reale
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = BRA_miguel_reale
		allowed = {
			original_tag = BRA
			has_dlc = Trial of Allegiance
		}
		available = {
			NOT = {
				has_government = communism
			}
		}
		traits = {
			SWI_fascist_propagandist
		}
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 10
				has_completed_focus = BRA_work_with_the_integralists
			}
		}
	}
}