Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: can_focus
Component: CAN_alberta_coal_towns
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, complete_tooltip, random_state, has_state_flag, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/canada.txt

Code:
focus = {
	id = CAN_alberta_coal_towns
	icon = GFX_goal_generic_construct_civ_factory
	prerequisite = {
		focus = CAN_mine_the_shield
	} {
		focus = CAN_canada_wheat_board
	}
	x = 2
	y = 3
	relative_position_id = CAN_defence_of_canada_regulations
	cost = 10
	ai_will_do = {
		factor = 50
	}
	available = {

	}
	bypass = {
		custom_trigger_tooltip = {
			tooltip = construction_effort_tt
			all_owned_state = {
				free_building_slots = {
					building = industrial_complex
					size = < 1
					include_locked = yes
				}
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	complete_tooltip = {
		random_state = {
			limit = {
				has_state_flag = CAN_alberta_coal_towns_IC
			}
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = industrial_complex
				level = 3
				instant_build = yes
			}
			add_resource = {
				type = coal
				amount = 8
			}
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				470
			}
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 2
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = industrial_complex
				level = 3
				instant_build = yes
			}
			add_resource = {
				type = coal
				amount = 8
			}
			set_state_flag = CAN_alberta_coal_towns_IC
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_medium_armor_amphibious_tank_design_focus
Constructs: has_tech
Source: game
File: common/scripted_triggers/EAI_PRODUCTION_design_triggers.txt

Code:
EAI_medium_armor_amphibious_tank_design_focus = {
	has_tech = amphibious_drive
	EAI_medium_amphibious_armor_focus = yes
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_improve_our_regional_influence_r56
Constructs: has_completed_focus, prerequisite, limit, add_ideas, completion_reward, set_rule
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_improve_our_regional_influence_r56
	icon = GFX_focus_spa_the_spanish_miracle
	prerequisite = {
		focus = TUR_liberalize_the_national_economy
	} {
		focus = TUR_amend_the_secular_policies
	}
	x = 1
	y = 1
	relative_position_id = TUR_liberalize_the_national_economy
	cost = 5
	ai_will_do = {
		factor = 7
	}
	available = {
		NOT = {
			has_completed_focus = TUR_wartime_rationing
			threat = > 0.5
		}
	}
	completion_reward = {
		add_ideas = TUR_arbiter_of_the_muslim_world_idea
		if = {
			limit = {
				NOT = {
					has_completed_focus = TUR_bicontinental_intervention
				}
			}
			set_rule = {
				can_send_volunteers = yes
			}
		}
		set_rule = {
			can_guarantee_other_ideologies = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_TUR_TRADITIONALISM
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_swedish_marxism
Constructs: prerequisite, has_government, add_opinion_modifier, completion_reward, add_political_power, add_ai_strategy, build_army
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_swedish_marxism
	icon = GFX_focus_SOV_the_path_of_marxism_leninism
	prerequisite = {
		focus = SWE_forced_abdication
	}
	mutually_exclusive = {
		focus = SWE_scandinavian_socialism
	}
	relative_position_id = SWE_forced_abdication
	x = 4
	y = 1
	cost = 5
	available = {
		has_government = communism
	}
	completion_reward = {
		add_ai_strategy = {
			type = build_army
			id = infantry
			value = 40
		}
		promote_character = SWE_sven_linderot
		add_political_power = 50
		add_opinion_modifier = {
			target = SOV
			modifier = SWE_swedish_marxism
		} {
			target = SOV
			modifier = SWE_pro_soviet_trade
		}
		SOV = {
			add_opinion_modifier = {
				target = SWE
				modifier = SWE_swedish_marxism
			} {
				target = SWE
				modifier = SWE_pro_soviet_trade
			}
			add_ai_strategy = {
				type = alliance
				id = SWE
				value = 75
			}
		}
	}
}
### Entity: Character
Component: JAP_godfather_of_the_yamaguchi_gumi
Constructs: fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
JAP_godfather_of_the_yamaguchi_gumi = {
	random = no
	sprite = 13
	political_power_factor = 0.1
	resistance_target = -0.05
	fascism_drift = 0.05
}
### Entity: Idea
Component: SOV_sing_katyusha_sing
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/r56_soviet.txt

Code:
SOV_sing_katyusha_sing = {
	name = SOV_sing_katyusha_sing
	removal_cost = -1
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	picture = strategic_bombing_focus
	equipment_bonus = {
		motorized_rocket_equipment = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: State History
Component: 54
Constructs: add_core_of
Source: game
File: history/states/54-Bayreuth.txt

Code:
state = {
	id = 54
	name = STATE_54
	manpower = 2508159
	state_category = city
	resources = {
		coal = 8
	}
	history = {
		owner = GER
		add_core_of = GER BAY
		victory_points = {
			11544 10
		} {
			6421 2
		} {
			9557 2
		}
		buildings = {
			infrastructure = 4
			industrial_complex = 2
		}
		1939.1.1 = {
			buildings = {
				air_base = 3
			}
		}
	}
	provinces = {
		561 3474 6421 6594 9416 9557 9572 11404 11417 11529 11544 13116
	}
	local_supplies = 0.0
}
### Entity: Idea
Component: JAP_army_faction_tier_3_equal_navy
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/japan.txt

Code:
JAP_army_faction_tier_3_equal_navy = {
	removal_cost = -1
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	picture = PLACEHOLDER_idea_icon
	modifier = {
		army_fuel_capacity_factor = -0.025
	}
	equipment_bonus = {
		mio_cat_eq_all_infantry_and_support_equipment = {
			build_cost_ic = 0.025
			instant = yes
		}
		mio_cat_eq_all_artillery = {
			build_cost_ic = 0.025
			instant = yes
		}
		mio_cat_eq_only_light_fighter_and_CAS_no_cv = {
			build_cost_ic = 0.025
			instant = yes
		}
	}
}
### Entity: Order of Battle
Component: Comando Navale Ionio e Basso Adriatico
Source: game
File: history/units/ITA_1936_naval_mtg.txt

Code:
fleet = {
	name = Comando Navale Ionio e Basso Adriatico
	naval_base = 11837
	task_force = {
		name = I Squadra Navale
		location = 11837
		ship = {
			name = RN Caio Duilio
			pride_of_the_fleet = yes
			definition = battleship
			start_experience_factor = 0.25
			equipment = {
				ship_hull_heavy_1 = {
					amount = 1
					owner = ITA
					version_name = Andrea Doria Class
				}
			}
		} {
			name = RN Andrea Doria
			definition = battleship
			start_experience_factor = 0.25
			equipment = {
				ship_hull_heavy_1 = {
					amount = 1
					owner = ITA
					version_name = Andrea Doria Class
				}
			}
		} {
			name = RI Zara
			definition = heavy_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = ITA
					version_name = Zara Class
				}
			}
		} {
			name = RI Gorizia
			definition = heavy_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = ITA
					version_name = Zara Class
				}
			}
		} {
			name = RI Fiume
			definition = heavy_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = ITA
					version_name = Zara Class
				}
			}
		} {
			name = RI Luigi Cadorna
			definition = light_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = ITA
					version_name = Giussano Class
				}
			}
		} {
			name = RI Armando Diaz
			definition = light_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = ITA
					version_name = Giussano Class
				}
			}
		} {
			name = RI Alberico da Barbiano
			definition = light_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = ITA
					version_name = Giussano Class
				}
			}
		} {
			name = RI Alberto da Giussano
			definition = light_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = ITA
					version_name = Giussano Class
				}
			}
		} {
			name = RI San Giorgio
			definition = heavy_cruiser
			equipment = {
				ship_hull_cruiser_coastal_defense_ship = {
					amount = 1
					owner = ITA
					version_name = San Giorgio Class
				}
			}
		} {
			name = RI Taranto
			definition = light_cruiser
			s
# ... (truncated)
### Entity: National Focus
Tree: alb_focus
Component: ALB_strategic_diplomacy
Constructs: prerequisite, limit, has_war_with, add_opinion_modifier, completion_reward, is_subject, set_rule, every_neighbor_country
Source: game
File: common/national_focus/albania.txt

Code:
focus = {
	id = ALB_strategic_diplomacy
	icon = GFX_goal_generic_major_alliance
	prerequisite = {
		focus = ALB_stick_to_the_constitution_of_1928
	}
	x = 4
	y = 4
	cost = 5
	available = {
		is_subject = no
		any_neighbor_country = {
			is_subject = no
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	bypass = {
		all_neighbor_country = {
			OR = {
				is_subject = yes
				has_war_with = ROOT
			}
		}
	}
	completion_reward = {
		set_rule = {
			can_create_factions = yes
		}
		every_neighbor_country = {
			limit = {
				is_subject = no
				NOT = {
					has_war_with = ROOT
				}
			}
			PREV = {
				add_opinion_modifier = {
					target = ROOT
					modifier = strategic_opinion
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
}
### Entity: Idea
Component: EAI_HARD/medium_plane_scout_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_HARD/medium_plane_scout_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_plane_scout_plane_airframe = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
}
### Entity: Country History
Country: HAI
Component: HAI_politics
Constructs: set_war_support, set_politics, set_popularities
Source: game
File: history/countries/HAI - Haiti.txt

Code:
# Politics & Parties for HAI
set_war_support = 0.1
set_politics = {
	ruling_party = democratic
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	democratic = 100
}
### Entity: Event
Component: baltic.6
Constructs: is_triggered_only
Source: game
File: events/Baltic.txt

Code:
country_event = {
	id = baltic.6
	hidden = yes
	is_triggered_only = yes
	immediate = {
		news_event = {
			id = news.69
		} {
			id = news.71
			hours = 1
		}
	}
}
### Entity: Idea
Component: BEL_digging_of_the_albert_canal
Constructs: removal_cost
Source: game
File: common/ideas/r56_belgium.txt

Code:
BEL_digging_of_the_albert_canal = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_exploit_mines
	modifier = {
		consumer_goods_factor = 0.1
	}
}
### Entity: Wiki Documentation
Construct: Politics
Source: wiki
File: wiki/Soviet_Union.html

Doc:
Politics[edit]
In 1936, the Soviet Union begins with the risk of Trotskyiste plot, effective in -20% National Unity, and also being the Home of the Revolution, which gives +50% defence against non-communist influence.
### Entity: Focus Titlebar Style
Component: SSB_PER_focus_style
Source: game
File: common/national_focus/00_titlebar_styles.txt

Code:
style = {
	name = SSB_PER_focus_style
	unavailable = GFX_focus_unavailable_joint_PER
	completed = GFX_focus_completed_joint_PER
	available = GFX_focus_can_start_joint_PER
	current = GFX_focus_current_joint_PER
}
### Entity: Event
Component: news.221
Constructs: is_triggered_only, has_government
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.221
	title = news.221.t
	desc = news.221.d
	picture = GFX_news_event_journalists_speech
	major = yes
	is_triggered_only = yes
	fire_for_sender = no
	option = {
		name = news.221.a
		trigger = {
			OR = {
				has_government = communism
			}
		}
	} {
		name = news.221.b
		trigger = {
			NOT = {
				has_government = communism
			} {
				tag = MEX
			}
		}
	} {
		name = news.221.c
		trigger = {
			tag = MEX
		}
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_mineral_exploitation_institute
Constructs: prerequisite, limit, add_stability, completion_reward, cancel_if_invalid, has_dlc, random_scientist, has_scientist_level
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_mineral_exploitation_institute
	icon = GFX_focus_research
	prerequisite = {
		focus = RAJ_acquire_new_resources
	}
	x = 0
	y = 1
	relative_position_id = RAJ_acquire_new_resources
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_stability = 0.03
		if = {
			limit = {
				has_dlc = Gotterdammerung
			}
			random_scientist = {
				limit = {
					has_scientist_level = {
						specialization = specialization_air
						level = > 0
					}
				}
				add_scientist_level = {
					specialization = specialization_air
					level = 1
				}
			} {
				limit = {
					has_scientist_level = {
						specialization = specialization_land
						level = > 0
					}
				}
				add_scientist_level = {
					specialization = specialization_land
					level = 1
				}
			} {
				limit = {
					has_scientist_level = {
						specialization = specialization_naval
						level = > 0
					}
				}
				add_scientist_level = {
					specialization = specialization_naval
					level = 1
				}
			}
		}
		add_research_slot = 1
		hidden_effect = {
			calc_expected_consumer_goods_for_taxes = yes
		}
	}
}
### Entity: Order of Battle
Component: air_wing_685
Source: game
File: history/units/USA_1936_air_bba.txt

Code:
air_wings = {
	685 = {
		small_plane_airframe_0 = {
			owner = USA
			amount = 96
			version_name = P-26A
		}
		medium_plane_airframe_1 = {
			owner = USA
			amount = 12
			version_name = B-10
		}
	}
}
### Entity: Event
Component: liechtenstein.10
Constructs: is_triggered_only, fire_only_once, add_political_power
Source: game
File: events/Liechtenstein.txt

Code:
country_event = {
	id = liechtenstein.10
	picture = GFX_report_event_ITA_italian_civil_war
	title = liechtenstein.10.t
	desc = liechtenstein.10.d
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = liechtenstein.10.a
		add_political_power = -10
	}
}
### Entity: Decision
Component: PRC_rural_surveyer_decision_cat
Constructs: has_dlc
Source: game
File: common/decisions/categories/PRC_decision_categories.txt

Code:
PRC_rural_surveyer_decision_cat = {
	icon = GFX_decision_category_generic_communist_revolution
	priority = 1
	allowed = {
		has_dlc = No Compromise, No Surrender
		original_tag = PRC
	}
	visible_when_empty = no
}
### Entity: Event
Component: test.1
Constructs: is_triggered_only, set_variable, add_manpower
Source: game
File: events/TestEvents.txt

Code:
country_event = {
	id = test.1
	title = test.1.t
	desc = test.1.d
	immediate = {
		set_variable = {
			testio = deployed_airforce_manpower_k
		} {
			testio1 = deployed_navy_manpower_k
		} {
			testio2 = deployed_army_manpower_k
		} {
			testio3 = deployed_total_manpower_k
		}
	}
	trigger = {

	}
	is_triggered_only = yes
	option = {
		name = test.1.a
		add_manpower = var:testio var:testio1 var:testio2 var:testio3
	}
}
### Entity: AI Strategy
Component: GER_r56_mirco_state_lol_part_4
Constructs: is_historical_focus_on, is_puppet
Source: game
File: common/ai_strategy/r56_GER.txt

Code:
GER_r56_mirco_state_lol_part_4 = {
	allowed = {
		original_tag = GER
	}
	enable = {
		is_historical_focus_on = yes
		date = < 1943.1.1
		country_exists = MNC
		MNC = {
			is_puppet = no
		}
	}
	abort = {
		NOT = {
			country_exists = MNC
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = ignore
		id = MNC
		value = 100
	}
}
### Entity: Idea
Component: r56_LUX_continuing_the_fight_nomtg
Constructs: has_capitulated
Source: game
File: common/ideas/r56_luxembourg.txt

Code:
r56_LUX_continuing_the_fight_nomtg = {
	name = r56_LUX_continuing_the_fight
	picture = HUN_secret_rearmament
	cancel = {
		has_capitulated = no
	}
	modifier = {
		army_core_attack_factor = 0.15
		army_core_defence_factor = 0.2
		non_core_manpower = 0.1
		weekly_manpower = 200
		war_support_weekly = 0.001
	}
}
### Entity: Idea
Component: SPR_the_five_year_plan
Constructs: has_government, industrial_capacity_factory, production_speed_buildings_factor
Source: game
File: common/ideas/spain_republic.txt

Code:
SPR_the_five_year_plan = {
	picture = man_five_year_plan_industry
	allowed = {
		original_tag = SPR
		NOT = {
			has_government = fascism
		}
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		production_speed_buildings_factor = 0.1
		industrial_capacity_factory = 0.05
		industrial_capacity_dockyard = 0.05
	}
}
### Entity: National Focus
Tree: fin_focus
Component: FIN_join_the_comintern
Constructs: prerequisite, has_war, limit, has_government, has_war_with, add_war_support, completion_reward, is_faction_leader
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_join_the_comintern
	icon = GFX_goal_support_communism
	prerequisite = {
		focus = FIN_the_second_finnish_civil_war
	} {
		focus = FIN_finno_soviet_pact
	}
	mutually_exclusive = {
		focus = FIN_united_under_the_north_star FIN_approach_major_democracies
	}
	x = 2
	y = 3
	relative_position_id = FIN_the_second_finnish_civil_war
	cost = 5
	ai_will_do = {
		base = 1
		modifier = {
			factor = 100
			FIN_is_communist_ai = yes
			any_other_country = {
				original_tag = SOV
				is_faction_leader = yes
				has_government = communism
				NOT = {
					has_war_with = ROOT
				}
				all_allied_country = {
					NOT = {
						has_war_with = ROOT
					}
				}
			}
		}
	}
	bypass = {
		is_in_faction_with = SOV
	}
	available = {
		has_government = communism
		has_civil_war = no
		is_subject = no
		any_other_country = {
			original_tag = SOV
			is_faction_leader = yes
			has_government = communism
			NOT = {
				has_war_with = ROOT
			}
			all_allied_country = {
				NOT = {
					has_war_with = ROOT
				}
			}
		}
	}
	search_filters = {

	}
	completion_reward = {
		SOV = {
			add_ai_strategy = {
				type = befriend
				id = ROOT
				value = 100
			}
			ROOT = {
				add_ai_strategy = {
					type = befriend
					id = PREV
					value = 100
				}
			}
			country_event = {
				id = generic.2
				hours = 4
				random_hours = 4
			}
			if = {
				limit = {
					has_war = yes
				}
				ROOT = {
					add_war_support = 0.1
				}
			}
		}
		custom_effect_tooltip = FIN_join_the_comintern_leader_tt
	}
}
### Entity: Event
Component: GOE_RAJ_famine.9
Constructs: is_triggered_only, ai_chance, add_equipment_to_stockpile, limit, add_opinion_modifier, add_political_power, random_days, is_subject
Source: game
File: events/GOE_Raj.txt

Code:
country_event = {
	id = GOE_RAJ_famine.9
	title = GOE_RAJ_famine.9.t
	desc = GOE_RAJ_famine.9.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = GOE_RAJ_famine.9.a
		FROM = {
			country_event = {
				id = GOE_RAJ_famine.10
				days = 5
				random_days = 4
			}
			add_opinion_modifier = {
				target = PREV
				modifier = RAJ_did_not_help_famine
			}
			if = {
				limit = {
					FROM = {
						is_subject = yes
						is_subject_of = ROOT
					}
				}
				effect_tooltip = {
					FROM = {
						add_autonomy_ratio = {
							value = 0.1
						}
					}
				}
			}
		}
		ai_chance = {
			base = 1
			modifier = {
				has_country_leader = {
					character = ENG_winston_churchill
				}
				factor = 6
			}
		}
	} {
		name = GOE_RAJ_famine.9.b
		add_political_power = 150
		add_equipment_to_stockpile = {
			type = convoy_1
			amount = -75
			producer = ROOT
		}
		add_timed_idea = {
			idea = idea_RAJ_famine_assistance_to_raj
			days = 365
		}
		FROM = {
			country_event = {
				id = GOE_RAJ_famine.11
				days = 5
				random_days = 4
			}
			add_opinion_modifier = {
				target = PREV
				modifier = RAJ_did_help_famine
			}
		}
		ai_chance = {
			base = 2
			modifier = {
				OR = {
					original_tag = AUS IRQ
					is_in_faction_with = FROM
				}
				factor = 3
			}
		}
	} {
		name = GOE_RAJ_famine.9.c
		add_political_power = 50
		add_equipment_to_stockpile = {
			type = convoy_1
			amount = -25
			producer = ROOT
		}
		add_timed_idea = {
			idea = idea_RAJ_famine_assistance_to_raj
			days = 90
		}
		FROM = {
			country_event = {
				id = GOE_RAJ_famine.12
				days = 5
				random_days = 4
			}
			add_opinion_modifier = {
				target = PREV
				modifier = RAJ_did_help_famine
			}
		}
		ai_chance = {
			base = 3
			modifier = {
				is_in_faction_with = FROM
				original_tag = CAN
				factor = 3
			}
		}
	}
}
### Entity: Character
Component: SWE_king_gustaf_v
Constructs: has_completed_focus, is_country_leader
Source: game
File: common/characters/SWE.txt

Code:
SWE_king_gustaf_v = {
	name = SWE_king_gustaf_v
	portraits = {
		civilian = {
			small = GFX_idea_SWE_king_gustaf
		}
		army = {
			large = GFX_portrait_SWE_king_gustaf_v
		}
	}
	advisor = {
		slot = political_advisor
		cost = 200
		idea_token = SWE_king_gustaf_v
		visible = {

		} {
			is_country_leader = no
		}
		available = {
			is_country_leader = no
			NOT = {
				has_completed_focus = SWE_liquidate_the_monarchy
			}
		}
		allowed = {
			original_tag = SWE
		}
		traits = {
			SWE_ardent_conservative
		}
	}
}
### Entity: AI Strategy
Component: ENG_boost_french_resistance_make_contant
Constructs: has_war_with, has_operation_token
Source: game
File: common/ai_strategy/ENG_operation_strats.txt

Code:
ENG_boost_french_resistance_make_contant = {
	allowed = {
		original_tag = ENG
	}
	enable = {
		date = > 1941.1.1
		has_war_with = GER
		num_of_operatives = > 3
		num_finished_operations = {
			operation = operation_make_resistance_contacts
			target = GER
			value = < 1
		}
		NOT = {
			has_operation_token = {
				tag = GER
				token = token_resistance_contacts
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = operative_operation
		operation = operation_make_resistance_contacts
		value = 1200
		operation_target = GER
	}
}
### Entity: Faction
Component: faction_template_new_order_in_east_asia_faction
Constructs: change_leader_rule_industry
Source: game
File: common/factions/templates/japanese_factions.txt

Code:
faction_template_new_order_in_east_asia_faction = {
	name = JAP_new_order_in_east_asia_faction
	manifest = faction_manifest_suppress_asian_communism
	goals = {
		faction_goal_control_the_chinese_capitals faction_goal_align_china
	}
	default_rules = {
		joining_rule_non_communist joining_rule_east_asia_only faction_peace_china_focus change_leader_rule_industry
	}
	icon = GFX_faction_logo_japanese_co_prosperity_sphere
}
### Entity: Scripted Trigger
Component: gen_is_nordic_country
Source: game
File: common/scripted_triggers/r56_swedish_scripted_trigger.txt

Code:
gen_is_nordic_country = {
	custom_trigger_tooltip = {
		tooltip = gen_is_nordic_tt
		OR = {
			tag = NOR SWE DEN FIN KAR AHV SMI ICE GRN
		}
	}
}