Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: ins_focus
Component: INS_subsidize_local_business
Constructs: has_completed_focus, prerequisite, completion_reward, check_variable, add_to_variable, add_tech_bonus
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_subsidize_local_business
	icon = GFX_focus_CHI_found_fertiliser_plant
	available = {

	}
	prerequisite = {
		focus = INS_the_jewel_in_the_crown
	}
	mutually_exclusive = {
		focus = INS_prioritize_dutch_companies
	}
	x = 3
	y = 1
	relative_position_id = INS_the_jewel_in_the_crown
	cost = 5
	ai_will_do = {
		base = 0.5
		modifier = {
			add = 0.5
			has_completed_focus = INSHOL_begin_negotiations_soetardjo
		} {
			add = 10
			check_variable = {
				var = INS_dutch_east_indies_research_speed_factor
				value = -0.07
				compare = greater_than
				tooltip = INS_expand_batavia_med_school_tt
			}
			has_completed_focus = INSHOL_begin_negotiations_soetardjo
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		custom_effect_tooltip = INS_dutch_east_indies_tt
		add_to_variable = {
			var = INS_dutch_east_indies_consumer_goods_factor
			value = 0.05
			tooltip = consumer_goods_factor_tt
		} {
			var = INS_dutch_east_indies_stability_factor
			value = 0.1
			tooltip = stability_factor_tt
		}
		add_tech_bonus = {
			bonus = 0.25
			uses = 1
			category = industry
			name = INS_subsidize_local_business
		} {
			bonus = 0.25
			uses = 1
			category = electronics
			name = INS_subsidize_local_business
		} {
			bonus = 0.25
			uses = 1
			category = infantry_tech
			name = INS_subsidize_local_business
		} {
			bonus = 0.25
			uses = 1
			category = naval_equipment
			name = INS_subsidize_local_business
		}
	}
}
### Entity: Idea
Component: FIN_maan_turva
Constructs: war_support_factor, removal_cost
Source: game
File: common/ideas/finland.txt

Code:
FIN_maan_turva = {
	picture = FIN_maan_turva
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		drift_defence_factor = 0.5
		war_support_factor = 0.05
		operative_slot = 1
		agency_upgrade_time = -0.2
		intelligence_agency_defense = 0.15
	}
}
### Entity: Idea
Component: idea_AST_civil_war_on_their_own
Constructs: has_civil_war
Source: game
File: common/ideas/australia.txt

Code:
idea_AST_civil_war_on_their_own = {
	picture = generic_intel_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		has_civil_war = no
	}
	modifier = {
		ai_call_ally_desire_factor = -10000
		ai_join_ally_desire_factor = -10000
	}
	rule = {
		can_decline_call_to_war = yes
		can_join_factions = no
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_anaue
Constructs: division_template, prerequisite, add_ideas, completion_reward, is_locked
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_anaue
	icon = GFX_focus_BRA_anaue
	prerequisite = {
		focus = BRA_estado_moderno
	}
	x = 0
	y = 1
	relative_position_id = BRA_estado_moderno
	cost = 10
	ai_will_do = {
		factor = 20
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_ideas = BRA_anaue_idea
		custom_effect_tooltip = BRA_anaue_tt
		hidden_effect = {
			division_template = {
				name = Integralist Militia
				is_locked = yes
				template_counter = 89
				regiments = {
					militia = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					}
				}
				override_model = BRA_militia_alt_1_entity
			}
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_expand_airfield_capacity
Constructs: prerequisite, limit, completion_reward, is_controlled_by, cancel_if_invalid, add_to_variable, add_building_construction, has_power_balance
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_expand_airfield_capacity
	icon = GFX_focus_generic_air_bases
	prerequisite = {
		focus = CZE_air_force_officer_recruitment
	}
	relative_position_id = CZE_air_force_officer_recruitment
	x = -2
	y = 1
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		any_core_state = {
			is_controlled_by = ROOT
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = CZE_ceskoslovenske_letectvo_ns_intro_tt generic_skip_one_line_tt generic_skip_one_line_tt
		add_to_variable = {
			CZE_ceskoslovenske_letectvo_production_speed_air_base_factor = 0.15
			tooltip = production_speed_air_base_factor_tt
		} {
			CZE_ceskoslovenske_letectvo_air_accidents_factor = -0.05
			tooltip = air_accidents_factor_tt
		} {
			CZE_ceskoslovenske_letectvo_air_weather_penalty = -0.05
			tooltip = air_weather_penalty_tt
		}
		if = {
			limit = {
				controls_state = 9
				9 = {
					air_base = < 8
				}
			}
			9 = {
				add_building_construction = {
					type = air_base
					level = 3
					instant_build = yes
				}
			}
		} {
			limit = {
				controls_state = 74
				74 = {
					air_base = < 9
				}
			}
			74 = {
				add_building_construction = {
					type = air_base
					level = 2
					instant_build = yes
				}
			}
		} {
			limit = {
				controls_state = 972
				972 = {
					air_base = < 9
				}
			}
			972 = {
				add_building_construction = {
					type = air_base
					level = 2
					instant_build = yes
				}
			}
		} {
			limit = {
				controls_state = 75
			}
			if = {
				limit = {
					75 = {
						air_base = < 9
					}
				}
				75 = {
					add_building_construction = {
						type = air_base
						level = 2
						instant_build = yes
					}
				}
			}
		} {
			limit = {
				has_power_balance = {
					id = CZE_bop_army_readiness
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			CZE_bop_very_low_increase_effect = yes
		}
		add_doctrine_cost_reduction = {
			name = CZE_expand_airfield_capacity
			cost_reduction = 0.25
			uses = 1
			category = air_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_BALANCE_OF_POWER
	}
}
### Entity: Scripted Trigger
Component: EAI_anti_tank_division_limit
Constructs: limit, check_variable, set_temp_variable, add_to_temp_variable
Source: game
File: common/scripted_triggers/EAI_PRODUCTION_division_limit_triggers.txt

Code:
EAI_anti_tank_division_limit = {
	if = {
		limit = {
			check_variable = {
				EAI_FOCUS/LAND/antitank_design = global.EAI_LINE_AT_DESIGN
			}
		}
		set_temp_variable = {
			t1 = EAI_division_cap_10k
		}
		multiply_temp_variable = {
			t1 = 0.3
		}
		check_variable = {
			num_battalions_with_type@anti_tank_brigade = > t1
		}
	}
	else_if = {
		limit = {
			check_variable = {
				EAI_FOCUS/LAND/antitank_design = global.EAI_MTD_AT_DESIGN
			}
		}
		if = {
			limit = {
				check_variable = {
					EAI_FOCUS/LAND/land_doctrine = global.EAI_MW_DOCTRINE
				}
			}
			set_temp_variable = {
				t1 = EAI_division_cap_10k
			} {
				t2 = num_battalions_with_type@medium_sp_anti_air_brigade
			}
			multiply_temp_variable = {
				t1 = 0.4
			}
			add_to_temp_variable = {
				t2 = num_battalions_with_type@modern_sp_anti_air_brigade
			}
			check_variable = {
				t2 = > t1
			}
			else = {
				set_temp_variable = {
					t1 = EAI_division_cap_10k
				} {
					t2 = num_battalions_with_type@medium_tank_destroyer_brigade
				}
				multiply_temp_variable = {
					t1 = 0.2
				}
				add_to_temp_variable = {
					t2 = num_battalions_with_type@modern_tank_destroyer_brigade
				}
				check_variable = {
					t2 = > t1
				}
			}
		}
	} {
		limit = {
			check_variable = {
				EAI_FOCUS/LAND/antitank_design = global.EAI_HTD_AT_DESIGN
			}
		}
		if = {
			limit = {
				check_variable = {
					EAI_FOCUS/LAND/land_doctrine = global.EAI_MW_DOCTRINE
				}
			}
			set_temp_variable = {
				t1 = EAI_division_cap_10k
			} {
				t2 = num_battalions_with_type@heavy_sp_anti_air_brigade
			}
			multiply_temp_variable = {
				t1 = 0.3
			}
			add_to_temp_variable = {
				t2 = num_battalions_with_type@modern_sp_anti_air_brigade
			}
			check_variable = {
				t2 = > t1
			}
			else = {
				set_temp_variable = {
					t1 = EAI_division_cap_10k
				} {
					t2 = num_battalions_with_type@heavy_tank_destroyer_brigade
				}
				multiply_temp_variable = {
					t1 = 0.15
				}
				add_to_temp_variable = {
					t2 = num_battalions_with_type@modern_tank_destroyer_brigade
				}
				check_variable = {
					t2 = > t1
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: r56_JAP_northern_expansion_strategy
Constructs: has_completed_focus
Source: game
File: common/ai_strategy/r56_JAP.txt

Code:
r56_JAP_northern_expansion_strategy = {
	allowed = {
		original_tag = JAP
	}
	enable = {
		ROOT = {
			exists = yes
		} {
			has_completed_focus = JAP_ensure_temporary_peace_with_china
		}
		country_exists = SOV
	}
	abort = {
		NOT = {
			country_exists = SOV
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = antagonize
		id = SOV
		value = 200
	} {
		type = invade
		id = SOV
		value = 200
	}
}
### Entity: Modifier Reference
Construct: ai_focus_aviation_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## ai_focus_aviation_factor

* Number with 1 decimal places
* **Categories**: ai
### Entity: Autonomous State
Component: autonomy_state
Constructs: has_completed_focus, is_puppet, has_dlc
Source: game
File: common/autonomous_states/wuw_austro_hungarian_subject.txt

Code:
autonomy_state = {
	id = autonomy_austro_hungarian_subject
	default = yes
	is_puppet = yes
	min_freedom_level = 0.2
	manpower_influence = 0.9
	use_overlord_color = yes
	rule = {
		desc = RULE_DESC_IS_A_SUBJECT
		can_not_declare_war = yes
		can_decline_call_to_war = no
		can_be_spymaster = no
		contributes_operatives = yes
		can_create_collaboration_government = no
	}
	modifier = {
		autonomy_manpower_share = 0.9
		can_master_build_for_us = 1
		extra_trade_to_overlord_factor = 1.0
		overlord_trade_cost_factor = -0.9
		peace_score_ratio_transferred_to_overlord = 0.1
		lend_lease_tension_with_overlord = -0.4
		research_sharing_per_country_bonus_factor = -0.5
		faction_influence_contribution_factor = -0.75
	}
	ai_subject_wants_higher = {
		factor = 0
	}
	ai_overlord_wants_lower = {
		factor = 0
	}
	ai_overlord_wants_garrison = {
		always = yes
	}
	allowed = {
		has_dlc = Gotterdammerung
		OR = {
			original_tag = ALB CZE YUG ROM POL SLO TRA CRO LBV SIL MNT HUN BOS SLV HRZ AUS
		}
		OVERLORD = {
			OR = {
				AND = {
					original_tag = AUS
					OR = {
						has_completed_focus = AUS_demand_hungarian_submission AUS_bring_hungary_back_into_the_fold
					}
				} {
					original_tag = HUN
					has_completed_focus = wuw_HUN_the_lands_of_the_crown_of_saint_stephen
				}
			}
		}
	}
	can_take_level = {

	}
	can_lose_level = {

	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_support_old_officers_corps
Constructs: prerequisite, add_ideas, has_country_flag, completion_reward
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_support_old_officers_corps
	icon = GFX_goal_MON_choibalsan_doctrine
	prerequisite = {
		focus = MON_expand_the_general_staff
	} {
		focus = MON_organize_army_inspection
	}
	x = -5
	y = 2
	relative_position_id = MON_expand_the_general_staff
	cost = 5
	mutually_exclusive = {
		focus = MON_favour_young_officers
	}
	available = {
		has_country_flag = MON_army_maneuvers_completed_2
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = MON_the_old_officers_club
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: AI Strategy
Component: FRA_training
Source: game
File: common/ai_navy/goals/goals_FRA.txt

Code:
FRA_training = {
	objective_type = training
	available_for = {
		FRA
	}
	min_priority = 10
	max_priority = 20
}
### Entity: Event
Component: himalaya_tibet.4
Constructs: is_triggered_only, ai_chance, set_global_flag
Source: game
File: events/Tibet.txt

Code:
country_event = {
	id = himalaya_tibet.4
	title = himalaya_tibet.4.t
	desc = himalaya_tibet.4.desc
	picture = GFX_report_event_tibetan_army_2
	is_triggered_only = yes
	option = {
		name = himalaya_tibet.4.a
		ai_chance = {
			base = 200
		}
		set_global_flag = philip_neame_commander_tibet
		TIB = {
			country_event = {
				id = himalaya_tibet.5
				hours = 48
			}
		}
	} {
		name = himalaya_tibet.4.b
		ai_chance = {
			base = 50
		}
		TIB = {
			country_event = {
				id = himalaya_tibet.6
				hours = 48
			}
		}
	}
}
### Entity: Decision
Component: SOV_diplomacy_middle_east_decision_category
Constructs: has_completed_focus, has_war, limit, random_country, political_power_gain, has_government, has_war_with, add_war_support
Source: game
File: common/decisions/SOV.txt

Code:
SOV_diplomacy_middle_east_decision_category = {
	SOV_pressure_country_government_middle_east = {
		priority = 50
		icon = hol_attract_foreign_investors
		ai_will_do = {
			base = 0.8
			modifier = {
				factor = 2
				has_political_power = > 160
			} {
				factor = 4
				FROM = {
					has_country_flag = SOV_ideological_rallies_promoted_flag
				}
			} {
				factor = 0
				FROM = {
					has_country_flag = SOV_government_pressured_flag
				}
			}
		}
		targets = {
			AFG SAU
		}
		target_trigger = {
			SOV_basic_pressure_government_triggers = yes
			OR = {
				AND = {
					FROM = {
						tag = AFG
					}
					has_completed_focus = SOV_support_afghan_ideology
				} {
					FROM = {
						tag = SAU
					}
					has_completed_focus = SOV_the_khakimov_proposal
				}
			}
		}
		target_root_trigger = {
			OR = {
				has_completed_focus = SOV_support_afghan_ideology SOV_the_khakimov_proposal
			}
			is_subject = no
		}
		allowed = {
			original_tag = SOV
		}
		available = {
			is_faction_leader = yes
			FROM = {
				has_opinion = {
					target = ROOT
					value = > 49
				}
				NOT = {
					has_war_with = ROOT
				}
			}
			NOT = {
				has_country_flag = SOV_pressure_government_active_flag
			}
		}
		visible = {

		}
		days_remove = SOV_pressure_government_days
		days_re_enable = SOV_pressure_government_cd
		cost = SOV_pressure_country_government_cost
		modifier = {
			political_power_gain = -0.25
		}
		complete_effect = {
			set_country_flag = SOV_pressure_government_active_flag
		}
		remove_effect = {
			FROM = {
				country_event = {
					id = NSB_soviet_foreign_politics_events.1
					hours = 4
					random_hours = 2
				}
				set_country_flag = SOV_government_pressured_flag
			}
			clr_country_flag = SOV_pressure_government_active_flag
			custom_effect_tooltip = SOV_pressure_government_effects_tt SOV_pressure_government_cd_tt
		}
	}
	SOV_promote_ideology_rallies_middle_east = {
		priority = 50
		icon = hol_attract_foreign_investors
		ai_will_do = {
			base = 1
			modifier = {
				factor = 2
				has_political_power = > 160
			}
		}
		targets = {
			AFG SAU
		}
		target_trigger = {
			SOV_basic_promote_rallies_triggers = yes
			OR = {
				AND = {
					FROM = {
						tag = AFG
					}
					has_completed_focus = SOV_support_afghan_ideology
				} {
					FROM = {
						tag = SAU
					}
					has_completed_focus = SOV_the_khakimov_proposal
				}
			}
		}
		target_root_trigge
# ... (truncated)
### Entity: Modifier Reference
Component: COG_state_supporting_resistance_modifier
Source: game
File: common/dynamic_modifiers/wuw_dynamic_modifiers.txt

Code:
COG_state_supporting_resistance_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_bul_macedonian_revolutionaries
	resistance_damage_to_garrison = 0.15
	resistance_activity = 0.2
	resistance_growth = 0.5
	resistance_target = 0.8
	compliance_growth = -0.1
}
### Entity: Special Project
Component: sp_rockets_flying_bomb
Constructs: limit, is_major, fire_only_once, breakthrough_cost, resource_cost, has_tech, has_dlc, enable_equipments
Source: game
File: common/special_projects/projects/rocket_projects.txt

Code:
sp_rockets_flying_bomb = {
	specialization = specialization_air
	icon = GFX_sp_rockets_flying_bomb
	project_tags = {
		sp_tag_rocket sp_tag_guided_bomb
	}
	breakthrough_cost = {
		specialization_air = 2
	}
	resource_cost = {
		resources = {
			steel = 8
			aluminium = 8
			tungsten = 2
		}
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 3
			ROOT = {
				tag = GER
			}
		} {
			factor = 0.5
			ROOT = {
				is_major = no
			}
		} {
			factor = 0.5
			ROOT = {
				NOT = {
					has_tech = radio_detection
				}
			}
		}
	}
	complexity = sp_complexity.medium
	available = {
		FROM = {
			has_tech = experimental_rockets
		}
	}
	prototype_time = sp_time.prototype.medium
	project_output = {
		country_effects = {
			if = {
				limit = {
					has_dlc = Gotterdammerung
				}
				custom_effect_tooltip = {
					localization_key = SP_ROCKET_AND_SUBMARINE_SITE_REMINDER_PROJECT
					PROJECT = sp_rockets_flying_bomb
				}
			} {
				limit = {
					has_dlc = By Blood Alone
				}
				custom_effect_tooltip = {
					localization_key = SP_UNLOCK_TECH
					TECH = sp_rockets_rocket_bomber
				}
			}
			else = {
				custom_effect_tooltip = {
					localization_key = SP_ROCKET_SITE_REMINDER_PROJECT
					PROJECT = sp_rockets_flying_bomb
				}
			}
			custom_effect_tooltip = {
				localization_key = SP_UNLOCK_TECH
				TECH = sp_rockets_improved_guidance
			}
		}
		enable_equipments = {
			guided_missile_equipment_1
		}
	}
	generic_prototype_rewards = {
		sp_rockets_scientist_xp_generic_reward sp_rockets_political_interference_generic_reward sp_rockets_onsite_explosion_generic_reward sp_rockets_generic_major_breakthrough_reward sp_rockets_generic_avionics_advancements_reward sp_air_generic_reward_scientist_xp_1 sp_air_generic_reward_scientist_xp_2 sp_air_generic_reward_scientist_xp_3 sp_air_generic_reward_air_xp_1 sp_air_generic_reward_air_xp_2 sp_air_generic_reward_air_xp_3 sp_air_generic_reward_major_progress_1 sp_air_generic_reward_major_progress_2 sp_air_generic_reward_major_progress_3 sp_air_generic_reward_test_failure_1 sp_air_generic_reward_test_failure_2 sp_air_generic_reward_test_failure_3
	}
	unique_prototype_rewards = {
		sp_rocket_design_choice_reward = {
			fire_only_once = yes
			threshold = {
				min = 0
				max = 50
			}
			weight = {
				base = 50
			}
			option = {
				token = sp_rocket_design_choice_reward_balanced
				iteration_output = {

				}
			} {
				tok
# ... (truncated)
### Entity: Scripted Trigger
Component: WTT_is_active_political_struggle_state
Constructs: has_country_flag, is_controlled_by, is_subject_of
Source: game
File: common/scripted_triggers/WTT_china_political_struggle_triggers.txt

Code:
WTT_is_active_political_struggle_state = {
	WTT_is_potential_political_struggle_state = yes
	OR = {
		is_controlled_by = event_target:WTT_current_china_leader
		CONTROLLER = {
			is_subject_of = event_target:WTT_current_china_leader
		} {
			has_country_flag = wtt_political_struggle
		}
	}
}
### Entity: Combat Tactic
Component: phases
Source: game
File: common/combat_tactics.txt

Code:
phases = {
	close_combat tactical_withdrawal seize_bridge hold_bridge street_fighting
}
### Entity: Military Industrial Organization
Component: ROM_leonidas_works_organization
Constructs: has_completed_focus, has_dlc, equipment_bonus
Source: game
File: common/military_industrial_organization/organizations/ROM_organization.txt

Code:
ROM_leonidas_works_organization = {
	include = generic_infantry_tank_organization
	icon = GFX_idea_ROM_leonidas_works
	allowed = {
		tag = ROM
		has_dlc = Death or Dishonor
	}
	available = {
		FROM = {
			has_completed_focus = ROM_mobile_tank_destroyers
		}
	}
	initial_trait = {
		name = ROM_mio_trait_mobile_tank_destroyers
		limit_to_equipment_type = {
			mio_cat_eq_all_tank_destroyers
		}
		equipment_bonus = {
			reliability = 0.05
			hard_attack = 0.05
			ap_attack = 0.05
		}
	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_train_the_union_youth
Constructs: prerequisite, completion_reward, has_global_flag, add_popularity, add_to_variable
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPR_train_the_union_youth
	available = {

	}
	bypass = {
		has_global_flag = spanish_civil_war
	}
	prerequisite = {
		focus = SPR_secure_the_guardia_de_asalto SPR_secure_the_guardia_civil
	}
	icon = GFX_goal_generic_more_territorial_claims
	x = 1
	y = 1
	relative_position_id = SPR_secure_the_guardia_de_asalto
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_SPA_CIVIL_WAR
	}
	completion_reward = {
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		add_to_variable = {
			var = spr_civil_war_divisions_counter_var
			value = 5
		}
		custom_effect_tooltip = SPR_train_the_union_youth_tt SPR_remove_after_civil_war_tt
	}
}
### Entity: Character
Component: DEN_erik_scavenius
Constructs: has_dlc, is_country_leader, is_subject
Source: game
File: common/characters/DEN.txt

Code:
DEN_erik_scavenius = {
	name = DEN_erik_scavenius
	portraits = {
		civilian = {
			large = GFX_portrait_DEN_erik_scavenius
			small = GFX_portrait_DEN_erik_scavenius_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = DEN_erik_scavenius
		allowed = {
			original_tag = DEN
			has_dlc = Arms Against Tyranny
		}
		available = {
			is_country_leader = no
		}
		traits = {
			udenrigsminister
		}
		ai_will_do = {
			base = 5
			modifier = {
				factor = 5
				OR = {
					DEN_historical_ai = yes
					is_subject = yes
				}
			}
		}
		on_add = {
			owner = {
				DEN_advisor_low_BOP_decrease_effect = yes
			}
		}
		on_remove = {
			owner = {
				DEN_advisor_low_BOP_increase_effect = yes
			}
		}
	}
}
### Entity: Idea
Component: r56_LUX_autarkic_economy
Source: game
File: common/ideas/r56_luxembourg.txt

Code:
r56_LUX_autarkic_economy = {
	picture = man_five_year_plan_industry
	modifier = {
		production_lack_of_resource_penalty_factor = 0.05
		local_resources_factor = 0.2
	}
}
### Entity: Modifier Reference
Construct: combat_entrenchment
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## combat_entrenchment

* Number with 1 decimal places
* **Categories**: army, defensive
### Entity: National Focus
Tree: pak_focus
Component: PAK_Fall_back_on_the_Great_War
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/pakistan.txt

Code:
focus = {
	id = PAK_Fall_back_on_the_Great_War
	icon = GFX_goal_generic_army
	cost = 10
	prerequisite = {
		focus = PAK_Central_Planning_Commision
	}
	mutually_exclusive = {
		focus = PAK_Radically_Different_Tactics
	}
	x = 45
	y = 3
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		air_experience = 50
		army_experience = 35
		navy_experience = 50
	}
}
### Entity: Event
Component: AAT_Sweden_BoP.11
Constructs: is_triggered_only, ai_chance, add_popularity, random_days
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden_BoP.11
	title = AAT_Sweden_BoP.11.t
	desc = AAT_Sweden_BoP.11.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = AAT_Sweden_BoP.11.a
		ai_chance = {
			base = 0
		}
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		country_event = {
			id = AAT_Sweden_BoP.12
			days = 10
			random_days = 3
		}
	} {
		name = AAT_Sweden_BoP.11.b
		ai_chance = {
			base = 10
		}
		add_popularity = {
			ideology = democratic
			popularity = 0.05
		}
		country_event = {
			id = AAT_Sweden_BoP.12
			days = 10
			random_days = 3
		}
	} {
		name = AAT_Sweden_BoP.11.c
		ai_chance = {
			base = 0
		}
		add_popularity = {
			ideology = neutrality
			popularity = 0.05
		}
		country_event = {
			id = AAT_Sweden_BoP.12
			days = 10
			random_days = 3
		}
	} {
		name = AAT_Sweden_BoP.11.d
		ai_chance = {
			base = 0
		}
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
		country_event = {
			id = AAT_Sweden_BoP.12
			days = 10
			random_days = 3
		}
	}
}