Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: communist_rev
Constructs: has_government, removal_cost, is_subject, is_puppet, communism_drift
Source: game
File: common/ideas/r56_finland.txt

Code:
communist_rev = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	picture = generic_communism_drift_bonus
	cancel = {
		OR = {
			is_subject = yes
			is_puppet = yes
		}
		NOT = {
			has_government = communism
		}
	}
	modifier = {
		communism_drift = 0.1
	}
}
### Entity: Order of Battle
Component: Submarine Base Force
Source: game
File: history/units/USA_1939_naval_legacy.txt

Code:
fleet = {
	name = Submarine Base Force
	naval_base = 1562
	task_force = {
		name = Submarine Base Force
		location = 1562
		ship = {
			name = USS Richmond
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = USA
				}
			}
		} {
			name = USS Litchfield
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = USA
				}
			}
		}
	} {
		name = 4th Submarine Squadron
		location = 4180
		ship = {
			name = USS S-18
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = USA
				}
			}
		} {
			name = USS S-23
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = USA
				}
			}
		} {
			name = USS S-34
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = USA
				}
			}
		} {
			name = USS S-35
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = USA
				}
			}
		} {
			name = USS Argonaut
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = USA
					version_name = Barracuda Class
				}
			}
		} {
			name = USS Narwhal
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = USA
					version_name = Barracuda Class
				}
			}
		} {
			name = USS Nautilus
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = USA
					version_name = Barracuda Class
				}
			}
		} {
			name = USS Dolphin
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = USA
					version_name = Barracuda Class
				}
			}
		} {
			name = USS Shark
			definition = submarine
			equipment = {
				submarine_2 = {
					amount = 1
					owner = USA
				}
			}
		} {
			name = USS Cachalot
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = USA
					version_name = Barracuda Class
				}
			}
		} {
			name = USS Cuttlefish
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = USA
					version_name = Barracuda Class
				}
			}
		} {
			name = USS Plunger
			definition = submarine
			equipment = {
				submarine_2 = {
					amount = 1
					owner = USA
				}
			}
		} {
			name = USS Pollack
			definition = submarine
			equipment = {
				submarine_2 = {
					amo
# ... (truncated)
### Entity: Event
Component: wtt_infiltration.715
Constructs: is_triggered_only
Source: game
File: events/WTT_China.txt

Code:
country_event = {
	id = wtt_infiltration.715
	title = wtt_infiltration.21.t
	desc = wtt_infiltration.21.desc
	picture = GFX_report_event_china_infiltration
	is_triggered_only = yes
	option = {
		name = wtt_infiltration.21.a
	}
}
### Entity: Unit Leader
Component: 10
Source: game
File: common/unit_leader/00_coordination_skills.txt

Code:
10 = {
	cost = 51200
	type = navy
	modifier = {
		naval_coordination = 0.2
	}
	building_module_modifier = {
		naval_coordination = 0.1
		navy_org_factor = 0.25
	}
}
### Entity: Shared Focus
Tree: chi_focus
Component: CHI_sea_the_soviet_volunteer_group
Constructs: shared_focus, has_completed_focus, prerequisite, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/china_shared_TSR.txt

Code:
shared_focus = {
	id = CHI_sea_the_soviet_volunteer_group
	icon = GFX_goal_demand_sudetenland
	prerequisite = {
		focus = CHI_sea_invite_soviet_advisers
	}
	x = 0
	y = 1
	relative_position_id = CHI_sea_invite_soviet_advisers
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 4
			tag = PRC
		} {
			factor = 4
			tag = CHI
		}
	}
	available = {
		SOV_will_support = yes
	}
	bypass = {
		any_other_country = {
			has_completed_focus = CHI_sea_the_soviet_volunteer_group
		}
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		SOV = {
			country_event = wtt_china_shared.11
		}
	}
}
### Entity: AI Strategy
Component: SOV_light_tanks
Constructs: has_war, has_tech, any_of, is_historical_focus_on
Source: game
File: common/ai_equipment/SOV_tank.txt

Code:
SOV_light_tanks = {
	category = land
	blocked_for = {

	}
	available_for = {
		SOV
	}
	roles = {
		land_light_tank
	}
	priority = {
		factor = 1000
	}
	great_war_tank_default = {
		priority = {
			factor = 1
			modifier = {
				has_tech = basic_light_tank_chassis
				factor = 0
			}
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = light_tank_chassis_0
			modules = {
				main_armament_slot = tank_heavy_machine_gun
				turret_type_slot = tank_light_one_man_tank_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_gasoline_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 3
				tank_nsb_armor_upgrade = {
					base = 1
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_heavy_machine_gun tank_light_one_man_tank_turret tank_bogie_suspension tank_riveted_armor tank_gasoline_engine
		}
	}
	basic_light_tank_default = {
		priority = {
			factor = 100
			modifier = {
				has_tech = improved_light_tank_chassis
				factor = 0
			}
		}
		history = yes
		target_variant = {
			match_value = 2000
			type = light_tank_chassis_1
			modules = {
				main_armament_slot = {
					any_of = {
						tank_small_cannon_2 tank_small_cannon
					}
				}
				turret_type_slot = tank_light_two_man_tank_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_gasoline_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 2
				tank_nsb_armor_upgrade = {
					base = 2
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_small_cannon_2 tank_small_cannon tank_light_two_man_tank_turret tank_bogie_suspension tank_riveted_armor tank_gasoline_engine
		}
	}
	improved_light_tank_default = {
		priority = {
			factor = 100
			modifier = {
				has_tech = advanced_light_tank_chassis
				factor = 0
			}
		}
		history = yes
		target_variant = {
			match_value = 3000
			type = light_tank_chassis_2
			modules = {
				main_armament_slot = {
					any_of = {
						tank_high_velocity_can
# ... (truncated)
### Entity: Faction
Component: joining_rule_east_asia_only
Constructs: is_east_asian_country_tt
Source: game
File: common/factions/rules/joining_rules.txt

Code:
joining_rule_east_asia_only = {
	type = joining_rules
	ai_will_do = {
		base = 0
	}
	visible = {
		OR = {
			original_tag = JAP KOR KUM MON TAN TIB FOR OKN EZO ANU
			WTT_is_chinese_country = yes
		}
	}
	can_remove = {
		faction_manifest_fulfillment = > 0.95
	}
	trigger = {
		custom_trigger_tooltip = {
			tooltip = is_east_asian_country_tt
			OR = {
				original_tag = JAP KOR KUM MON TAN TIB FOR OKN EZO ANU
				WTT_is_chinese_country = yes
			}
		}
	}
}
### Entity: Character
Component: PUE_democratic_guy
Constructs: has_government
Source: game
File: common/characters/PUE.txt

Code:
PUE_democratic_guy = {
	advisor = {
		slot = political_advisor
		idea_token = PUE_democratic_guy
		allowed = {
			original_tag = PUE
		}
		traits = {
			democratic_reformer
		}
		do_effect = {
			not = {
				has_government = democratic
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_south_america_1
		}
	}
}
### Entity: AI Strategy
Component: USA_naval_light_cruiser
Constructs: has_war, has_tech
Source: game
File: common/ai_equipment/USA_naval.txt

Code:
USA_naval_light_cruiser = {
	category = naval
	blocked_for = {

	}
	available_for = {
		USA
	}
	roles = {
		naval_cruiser_light
	}
	priority = {
		factor = 30
	}
	cruiser_light_early = {
		name = Omaha Class
		priority = {
			factor = 10
			modifier = {
				has_tech = basic_ship_hull_cruiser
				factor = 0
			}
		}
		role_icon_index = 2
		history = yes
		target_variant = {
			match_value = 1000.0
			type = ship_hull_cruiser_1
			modules = {
				fixed_ship_battery_slot = ship_light_medium_battery_1
				fixed_ship_anti_air_slot = ship_anti_air_1
				fixed_ship_fire_control_system_slot = ship_fire_control_system_0
				fixed_ship_radar_slot = empty
				fixed_ship_engine_slot = cruiser_ship_engine_1
				fixed_ship_armor_slot = ship_armor_cruiser_1
				mid_1_custom_slot = empty
				mid_2_custom_slot = empty
				rear_1_custom_slot = ship_light_medium_battery_1
			}
		}
		allowed_modules = {
			ship_light_medium_battery_1 ship_anti_air ship_secondaries ship_torpedo ship_depth_charge ship_fire_control_system cruiser_ship_engine ship_radar ship_sonar ship_airplane_launcher
		}
	}
	cruiser_light_basic = {
		name = Brooklyn Class
		priority = {
			factor = 100
			modifier = {
				factor = 2
				has_war = yes
			} {
				has_tech = improved_ship_hull_cruiser
				factor = 0
			}
		}
		role_icon_index = 2
		history = yes
		target_variant = {
			match_value = 2000.0
			type = ship_hull_cruiser_2
			modules = {
				fixed_ship_battery_slot = ship_light_medium_battery_2
				fixed_ship_anti_air_slot = ship_anti_air
				fixed_ship_fire_control_system_slot = ship_fire_control_system
				fixed_ship_radar_slot = ship_radar
				fixed_ship_engine_slot = cruiser_ship_engine_2
				fixed_ship_secondaries_slot = ship_dp_secondaries
				fixed_ship_armor_slot = ship_armor_cruiser_2
				front_1_custom_slot = ship_light_medium_battery_2
				mid_1_custom_slot = ship_airplane_launcher_1
				mid_2_custom_slot = ship_anti_air
				rear_1_custom_slot = ship_light_medium_battery_2
			}
		}
		allowed_modules = {
			ship_light_medium_battery_2 ship_medium_battery ship_anti_air ship_dp_secondaries ship_torpedo ship_depth_charge ship_fire_control_system cruiser_ship_engine ship_radar ship_sonar ship_airplane_launcher
		}
	}
	cruiser_light_improved = {
		name = Cleveland Class
		priority = {
			factor = 200
			modifier = {
				factor = 2
				has_war = yes
			} {
				has_tech = advanced_ship_hull_cruiser

# ... (truncated)
### Entity: Decision
Component: EAI_historical_decisions
Source: game
File: common/decisions/categories/EAI_decision_categories.txt

Code:
EAI_historical_decisions = {
	priority = 9999
	allowed = {
		always = yes
	}
	visible = {
		always = yes
	}
}
### Entity: Event
Component: iceland_events.1
Constructs: is_triggered_only, ai_chance, set_politics, add_popularity
Source: game
File: events/AAT_Iceland.txt

Code:
country_event = {
	id = iceland_events.1
	title = iceland_events.1.t
	desc = iceland_events.1.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	immediate = {

	}
	option = {
		name = iceland_events.1.a
		ai_chance = {
			base = 1
		}
		OVERLORD = {
			end_puppet = ICE
		}
		set_politics = {
			ruling_party = neutrality
			elections_allowed = yes
		}
		add_popularity = {
			ideology = neutrality
			popularity = 0.5
		}
		hidden_effect = {
			drop_cosmetic_tag = yes
			news_event = {
				id = aat_news.1
				days = 1
			}
		}
	}
}
### Entity: Idea
Component: ENG_service_overseas_idea
Constructs: has_government, removal_cost
Source: game
File: common/ideas/britain.txt

Code:
ENG_service_overseas_idea = {
	name = uk_service_focus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = democratic
	}
	modifier = {
		acclimatization_hot_climate_gain_factor = 0.1
	}
	picture = eng_service_overseas
	removal_cost = -1
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_non_aggression_pact_with_soviet
Constructs: prerequisite, has_government, has_war_with, completion_reward, has_capitulated
Source: game
File: common/national_focus/r56_bulgaria.txt

Code:
focus = {
	id = BUL_non_aggression_pact_with_soviet
	icon = GFX_focus_chi_mission_to_the_soviet_union
	prerequisite = {
		focus = BUL_negotiate_for_south_dobrudja BUL_alliance_with_britain
	}
	relative_position_id = BUL_negotiate_for_south_dobrudja
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 4
	}
	available = {
		has_government = democratic
		SOV = {
			NOT = {
				has_war_with = ROOT
			}
			exists = yes
			has_capitulated = no
		}
	}
	bypass = {
		SOV = {
			exists = no
		}
	}
	completion_reward = {
		SOV = {
			country_event = axis_minors_bulgaria.36
		}
	}
}
### Entity: Event
Component: new_ger.142
Constructs: is_triggered_only, ai_chance, set_country_flag
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.142
	title = new_ger.142.t
	desc = new_ger.142.d
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	option = {
		name = new_ger.142.a
		ai_chance = {
			base = 0.7
		}
		FROM.FROM = {
			transfer_state_to = BUL
		}
		FROM = {
			country_event = CHI_warlords.20
		}
		BUL = {
			country_event = new_ger.144
		}
	} {
		name = new_ger.142.b
		ai_chance = {
			base = 1
		}
		FROM = {
			country_event = new_ger.143
		}
		set_country_flag = GER_refused_bulgarian_irridentism
	}
}
### Entity: Event
Component: nicaragua.11
Constructs: is_triggered_only
Source: game
File: events/r56_nicaragua.txt

Code:
country_event = {
	id = nicaragua.11
	title = nicaragua.11.t
	desc = nicaragua.11.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = nicaragua.11.a
	}
}
### Entity: Scripted Trigger
Component: EAI_anti_tank_tech_focus_2
Constructs: has_country_flag, check_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_land_triggers.txt

Code:
EAI_anti_tank_tech_focus_2 = {
	has_country_flag = EAI_anti_tank_template_upgrade
	check_variable = {
		EAI_FOCUS/LAND/antitank_design = global.EAI_LINE_AT_DESIGN
	} {
		num_battalions_with_type@anti_tank_brigade = > 20
	} {
		EAI_max_armor_seen_enemies = > EAI_max_piercing
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_party_chancellor_hess
Constructs: prerequisite, limit, add_ideas, has_government, has_war_with, has_country_flag, completion_reward, is_ai
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_party_chancellor_hess
	icon = GFX_focus_GER_party_chancellor_hess
	prerequisite = {
		focus = GER_fuhrerprinzip
	}
	mutually_exclusive = {
		focus = GER_party_chancellor_bormann
	}
	x = 5
	y = 1
	relative_position_id = GER_fuhrerprinzip
	cost = 2
	available = {
		if = {
			limit = {
				is_ai = yes
			}
			hidden_trigger = {
				NOT = {
					has_country_flag = GER_hess_was_ascended_flag
				}
			}
		} {
			limit = {
				has_country_flag = GER_inner_circle_event_pending_flag
			}
			NOT = {
				has_country_flag = GER_inner_circle_event_pending_flag
			}
		} {
			limit = {
				has_country_flag = GER_inner_circle_cd_flag
			}
			custom_trigger_tooltip = {
				tooltip = GER_inner_circle_cd_days_tt
				NOT = {
					has_country_flag = GER_inner_circle_cd_flag
				}
			}
		}
		has_government = fascism
		NOT = {
			has_country_leader = {
				ruling_only = yes
				character = GER_rudolf_hess
			}
		} {
			has_country_flag = flight_of_hess
		}
		OR = {
			NOT = {
				has_war_with = SOU
			} {
				has_war_with = ENG
			}
		}
		GER_inner_circle_is_ascension_cd_over = yes
	}
	cancel_if_invalid = no
	continue_if_invalid = no
	search_filters = {
		FOCUS_FILTER_INNER_CIRCLE FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_POLITICAL
	}
	select_effect = {
		set_country_flag = GER_hess_ascension_flag
	}
	completion_reward = {
		custom_effect_tooltip = {
			localization_key = GER_ascension_of_character_tt
			CHARACTER = GER_rudolf_hess
		} generic_skip_one_line_tt {
			localization_key = GER_ascension_of_character_focus_tt
			CHARACTER = GER_rudolf_hess
		}
		show_ideas_tooltip = GER_hess_party_chancellor
		if = {
			limit = {
				OR = {
					check_variable = {
						GER_ascended_advisor_1 = 6
					} {
						GER_ascended_advisor_2 = 6
					} {
						GER_ascended_advisor_3 = 6
					}
				}
			}
			log = Advisor was already there. STOP CHEATING!
		}
		else_if = {
			limit = {
				check_variable = {
					GER_ascended_advisor_1 = 0
					compare = not_equals
				} {
					GER_ascended_advisor_2 = 0
					compare = not_equals
				} {
					GER_ascended_advisor_3 = 0
					compare = not_equals
				}
			}
			hidden_effect = {
				set_variable = {
					GER_ascending_advisor = 6
				}
				country_event = GER_inner_circle.01
			}
			custom_effect_tooltip = generic_skip_one_line_tt {
				localization_key = GER_event_to_replace_ascended_advisor_tt
				EVENT = GER_inner_circle.0
# ... (truncated)
### Entity: Modifier Reference
Component: SWE_royal_visit_modifier
Source: game
File: common/dynamic_modifiers/aat_dynamic_modifiers.txt

Code:
SWE_royal_visit_modifier = {
	icon = GFX_modifiers_NOR_monarchism
	local_manpower = 0.25
}
### Entity: Event
Component: bftb_greece.178
Constructs: is_triggered_only, limit, add_stability, check_variable
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.178
	title = bftb_greece.178.t
	desc = bftb_greece.178.desc
	picture = GFX_report_event_gre_cabinet_meeting
	is_triggered_only = yes
	option = {
		name = bftb_greece.178.a
		add_stability = -0.1
		hidden_effect = {
			if = {
				limit = {
					check_variable = {
						var = GRE_debt_to_the_ifc_britain_var
						value = 2.5
						compare = greater_than_or_equals
					}
				}
				GRE_default_on_british_debt_effect = yes
			}
		}
	}
}
### Entity: Character
Component: SPR_niceto_alcala_zamora
Constructs: has_dlc
Source: game
File: common/characters/SPR.txt

Code:
SPR_niceto_alcala_zamora = {
	instance = {
		allowed = {
			has_dlc = La Resistance
		}
		name = SPR_niceto_alcala_zamora
		portraits = {
			civilian = {
				large = GFX_portrait_SPR_niceto_alcala_zamora
			}
		}
		country_leader = {
			ideology = conservatism
			traits = {
				indecisive
			}
			expire = 1965.1.1.1
			id = -1
		}
	} {
		allowed = {
			NOT = {
				has_dlc = La Resistance
			}
		}
		name = SPR_niceto_alcala_zamora
		portraits = {
			civilian = {
				large = GFX_portrait_SPR_niceto_alcala_zamora
			}
		}
		country_leader = {
			ideology = conservatism
			expire = 1965.1.1.1
			id = -1
		}
	}
}
### Entity: Character
Component: isolationist
Source: game
File: common/country_leader/r56_traits.txt

Code:
isolationist = {
	random = no
	ai_join_ally_desire_factor = -25
	ai_get_ally_desire_factor = -25
}
### Entity: Modifier Reference
Component: SOV_opposition_popular_support
Constructs: has_civil_war
Source: game
File: common/dynamic_modifiers/0_dynamic_modifiers.txt

Code:
SOV_opposition_popular_support = {
	enable = {
		has_civil_war = yes
	}
	icon = GFX_idea_FRA_scw_intervention_republicans_focus
	surrender_limit = SOV_surrender_modifier
	custom_modifier_tooltip = SOV_opposition_popular_support_tt
}
### Entity: National Focus
Tree: cub_focus
Component: CUB_strike_force
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/Cuba.txt

Code:
focus = {
	id = CUB_strike_force
	icon = GFX_goal_generic_occupy_states_coastal
	prerequisite = {
		focus = CUB_the_twin_threats
	}
	mutually_exclusive = {
		focus = CUB_coastal_defense
	}
	relative_position_id = CUB_caribbean_navy
	x = -1
	y = 3
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = CUB_strike_force
			bonus = 1
			uses = 1
			category = cl_tech
		} {
			name = CUB_strike_force
			bonus = 1
			uses = 1
			category = ca_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Effect Reference
Construct: add_stability
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## add_stability
* Aliases: st
* Arguments: unity amount

Gives/removes stability from player
### Entity: National Focus
Tree: pol_focus
Component: POL_falangist_international
Constructs: prerequisite, limit, has_government, has_war_with, has_country_flag, completion_reward, has_global_flag, is_subject
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_falangist_international
	icon = GFX_goal_generic_alliance
	prerequisite = {
		focus = POL_support_global_falangism
	}
	relative_position_id = POL_support_global_falangism
	x = 4
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2.5
	}
	available = {
		has_global_flag = scw_over
		is_subject = no
		has_country_leader_ideology = falangism
	}
	bypass = {
		is_in_faction_with = SPR
	}
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		set_rule = {
			can_create_factions = yes
		}
		if = {
			limit = {
				is_faction_leader = no
			}
			create_faction_from_template = {
				template = faction_template_anti_communist
				name = POL_falangist_international
				icon = GFX_faction_logo_generic_fascist
			}
		} {
			limit = {
				SPR = {
					OR = {
						has_government = fascism
						AND = {
							has_government = neutrality
							NOT = {
								has_country_flag = SPR_anarchist_spain_flag
							}
						}
					}
					is_in_faction = no
					is_subject = no
					NOT = {
						has_war_with = POL
					}
				}
			}
			hidden_effect = {
				if = {
					limit = {
						SPR = {
							is_in_faction = no
							is_subject = no
							NOT = {
								has_war_with = POL
							}
						}
					}
					SPR = {
						country_event = {
							id = poland.16
							days = 1
						}
					}
				}
			}
			SPR = {
				custom_effect_tooltip = POL_invite_to_faction_tooltip
			}
		}
		else = {
			set_faction_name = POL_falangist_international
		}
	}
}
### Entity: Shared Focus
Tree: smb_focus
Component: SMB_tank_warfare
Constructs: shared_focus, prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/toa_shared_military_branch.txt

Code:
shared_focus = {
	id = SMB_tank_warfare
	icon = GFX_goal_generic_army_tanks
	relative_position_id = SMB_motorized
	prerequisite = {
		focus = SMB_motorized SMB_regular_infantry
	}
	x = 0
	y = 1
	cost = 5
	available = {

	}
	bypass = {

	}
	ai_will_do = {
		factor = 20
	}
	completion_reward = {
		add_tech_bonus = {
			name = JUNO_armor_modernization_initiative
			bonus = 0.5
			uses = 2
			category = armor
		}
		custom_effect_tooltip = SMB_tank_warfare_tt
	}
}
### Entity: Shared Focus
Tree: lat_focus
Component: LAT_anti_tank_artillery
Constructs: shared_focus, prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_latvia_shared.txt

Code:
shared_focus = {
	id = LAT_anti_tank_artillery
	icon = GFX_goal_tank_hunt
	mutually_exclusive = {
		focus = LAT_anti_air_artillery
	}
	prerequisite = {
		focus = LAT_artillery_modernization
	}
	relative_position_id = LAT_artillery_modernization
	x = -1
	y = 1
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		add_tech_bonus = {
			name = POL_Wz_35_Anti_Tank_Rifle
			bonus = 0.75
			uses = 1
			category = cat_anti_tank
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/DEN_1939.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = DEN
		}
		requested_factories = 1
		progress = 0.24
		efficiency = 100
		industrial_manufacturer = mio:DEN_DISA_organization
	} {
		equipment = {
			type = artillery_equipment_1
			creator = DEN
		}
		requested_factories = 1
		progress = 0.3
		efficiency = 100
		industrial_manufacturer = mio:DEN_haerens_tekniske_korps_organization
	} {
		equipment = {
			type = support_equipment_1
			creator = DEN
		}
		requested_factories = 1
		progress = 0.28
		efficiency = 100
	}
}