Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: lit_focus
Component: LIT_roman_recognition
Constructs: prerequisite, add_stability, completion_reward, add_popularity
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_roman_recognition
	icon = GFX_goal_FRA_papal_rehabilitation
	relative_position_id = LIT_cooperate_with_the_conservatives
	x = 2
	y = 1
	cost = 5
	available_if_capitulated = yes
	prerequisite = {
		focus = LIT_kings_party LIT_cooperate_with_the_conservatives LIT_restore_constitutionalism
	}
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	completion_reward = {
		add_stability = 0.05
		add_popularity = {
			ideology = neutrality
			popularity = 0.05
		}
	}
}
### Entity: Misc Config
Component: jap_imperial_influence_inlay_window
Constructs: has_government, limit, add_political_power, has_completed_focus, has_country_flag, has_country_leader, has_idea, has_political_power
Source: game
File: common/focus_inlay_windows/jap_imperial_influence_inlay_window.txt

Code:
jap_imperial_influence_inlay_window = {
	window_name = jap_imperial_influence_ui_window
	internal = yes
	visible = {

	}
	scripted_images = {
		emperor_portrait = {
			GFX_imperial_influence_ruler_yasuhito = {
				OR = {
					has_country_leader = {
						ruling_only = yes
						character = JAP_emperor_yasuhito
					}
					has_country_flag = JAP_yasuhito_is_the_current_regent_or_emperor_flag
				}
				NOT = {
					has_country_leader = {
						ruling_only = yes
						character = JAP_empress_nagako
					}
				}
			}
			GFX_imperial_influence_ruler_nobuhito = {
				OR = {
					has_country_leader = {
						ruling_only = yes
						character = JAP_emperor_nobuhito
					}
					has_country_flag = JAP_nobuhito_is_the_current_regent_or_emperor_flag
				}
			}
			GFX_imperial_influence_ruler_nagako = {
				has_country_leader = {
					ruling_only = yes
					character = JAP_empress_nagako
				}
			}
			GFX_imperial_influence_ruler_kanson_arahata = {
				has_government = communism
				has_completed_focus = JAP_the_labor_farmer_faction_ascendant
			}
			GFX_imperial_influence_ruler_kyuichi_tokuda = {
				has_government = communism
				NOT = {
					has_completed_focus = JAP_the_labor_farmer_faction_ascendant
				}
			}
			GFX_imperial_influence_ruler_hirohito = yes
		}
		army_faction_frame = {
			GFX_imperial_influence_faction_frame_subdued = {
				JAP_army_faction_is_tier_1 = yes
			}
			GFX_imperial_influence_faction_frame_meddling = {
				JAP_army_faction_is_tier_2 = yes
			}
			GFX_imperial_influence_faction_frame_influential = {
				JAP_army_faction_is_tier_3 = yes
			}
			GFX_imperial_influence_faction_frame_dominating = {
				JAP_army_faction_is_tier_4 = yes
			}
		}
		naval_faction_frame = {
			GFX_imperial_influence_faction_frame_subdued = {
				JAP_naval_faction_is_tier_1 = yes
			}
			GFX_imperial_influence_faction_frame_meddling = {
				JAP_naval_faction_is_tier_2 = yes
			}
			GFX_imperial_influence_faction_frame_influential = {
				JAP_naval_faction_is_tier_3 = yes
			}
			GFX_imperial_influence_faction_frame_dominating = {
				JAP_naval_faction_is_tier_4 = yes
			}
		}
		zaibatsu_faction_frame = {
			GFX_imperial_influence_faction_frame_subdued = {
				has_idea = JAP_zaibatsu_faction_tier_1
			}
			GFX_imperial_influence_faction_frame_meddling = {
				has_idea = JAP_zaibatsu_faction_tier_2
			}
			GFX_imperial_influence_faction_frame_influential = {
				has_id
# ... (truncated)
### Entity: State History
Component: 957
Constructs: add_core_of
Source: game
File: history/states/957-Southern Switzerland.txt

Code:
state = {
	id = 957
	manpower = 51000
	name = STATE_932
	state_category = small_island
	history = {
		owner = ENG
		add_core_of = ENG
		victory_points = {
			3311 1
		}
		buildings = {
			infrastructure = 3
			3311 = {
				naval_base = 1
			}
		}
	}
	provinces = {
		3311
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_build_rural_schools
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_build_rural_schools
	icon = GFX_focus_research2
	x = 1
	y = 1
	relative_position_id = VEN_modern_machinery
	cost = 10
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	available = {
		num_of_factories = > 25
	}
	prerequisite = {
		focus = VEN_modern_machinery
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_the_king_of_the_skies
Constructs: prerequisite, limit, add_ideas, completion_reward, has_full_control_of_state, has_dlc, has_tech, random_core_state
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_the_king_of_the_skies
	icon = GFX_focus_generic_long_range_aircraft
	prerequisite = {
		focus = ITA_all_roads_lead_to_rome
	}
	x = -2
	y = 1
	relative_position_id = ITA_all_roads_lead_to_rome
	cost = 10
	available = {
		has_full_control_of_state = 2
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			has_tech = advanced_large_airframe engines_4
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		random_core_state = {
			limit = {
				is_fully_controlled_by = ROOT
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
		add_tech_bonus = {
			name = ITA_the_king_of_the_skies
			ahead_reduction = 2
			bonus = 1.0
			uses = 1
			category = heavy_air
		}
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			custom_effect_tooltip = ITA_the_king_of_the_skies_military_industry_dm_tt
			hidden_effect = {
				add_ideas = ITA_hidden_super_heavy_aircraft_ns
			}
			ITA_add_the_king_of_the_skies_template_production_and_wing = yes
		} {
			limit = {
				has_dlc = Gotterdammerung
			}
			custom_effect_tooltip = ITA_modify_regia_aeronautica_dynamic_modifier_ns_intro
			if = {
				limit = {
					NOT = {
						is_special_project_completed = sp:sp_air_intercontinental_bomber
					}
				}
				add_to_variable = {
					ITA_ra_sp_air_intercontinental_bomber_speed_factor = 0.2
					tooltip = sp_air_intercontinental_bomber_speed_factor_tt
				}
			} {
				limit = {
					NOT = {
						is_special_project_completed = sp:sp_air_mothership_aircraft
					}
				}
				add_to_variable = {
					ITA_ra_sp_air_mothership_aircraft_speed_factor = 0.2
					tooltip = sp_air_mothership_aircraft_speed_factor_tt
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_breakthrough_progress = {
			specialization = specialization_air
			value = 0.5
		}
	}
}
### Entity: Character
Component: EIS_thomas_nayoan
Source: game
File: common/characters/EIS.txt

Code:
EIS_thomas_nayoan = {
	name = EIS_thomas_nayoan
	portraits = {
		civilian = {
			large = GFX_portrait_sunda_nayoan
		}
		army = {
			small = GFX_idea_sunda_nayoan
		}
	}
	country_leader = {
		ideology = marxism
		traits = {
			freedom_fighter
		}
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: AI Strategy
Component: SOV_molotov_active_friendly_others
Constructs: has_idea, has_capitulated, is_in_faction_with
Source: game
File: common/ai_strategy/SOV.txt

Code:
SOV_molotov_active_friendly_others = {
	allowed = {
		OR = {
			original_tag = GER JAP
		}
	}
	enable = {
		SOV = {
			has_idea = SOV_vyacheslav_molotov
		}
	}
	abort = {
		OR = {
			SOV = {
				NOT = {
					has_idea = SOV_vyacheslav_molotov
				}
			}
			has_capitulated = yes
			is_in_faction_with = SOV
		}
	}
	ai_strategy = {
		type = befriend
		id = SOV
		value = 25
	}
}
### Entity: AI Strategy
Component: EAI_GER_poland_DEPLOY_POL
Constructs: has_completed_focus, has_global_flag, force_concentration_factor, force_concentration_front_factor
Source: game
File: common/ai_strategy/GER_EAI.txt

Code:
EAI_GER_poland_DEPLOY_POL = {
	allowed = {
		tag = GER
	}
	enable = {
		OR = {
			has_global_flag = {
				flag = EAI_GER_blitz_poland_365d
				days = < 90
			}
			AND = {
				focus_progress = {
					focus = GER_danzig_or_war
					progress = > 0
				}
				NOT = {
					has_completed_focus = GER_danzig_or_war
				}
			}
		}
		POL = {
			EAI_PREV_deploy_against_THIS = yes
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = strategic_air_importance
		id = 38
		value = 50000
	} {
		type = front_armor_score
		id = POL
		value = 50000
	} {
		type = force_concentration_factor
		value = 25
	} {
		type = force_concentration_front_factor
		ratio = 0.5
		value = 50
		state = 97 98 10 5
	} {
		type = garrison
		value = -50
	} {
		type = force_concentration_front_factor
		ratio = 0.25
		value = -50
		tag = FRA
	} {
		type = front_unit_request
		value = -200
		tag = LIT
	} {
		type = invasion_unit_request
		value = -200
		area = europe
	}
}
### Entity: Unit Template
Component: CHL
Source: game
File: common/units/names/00_names.txt

Code:
CHL = {
	submarine = {
		prefix = BACH
		generic = {
			Submarino
		}
		unique = {
			Gualcolda Tegualda Rucumilla Quidora Fresia Guale Capitán O`Brien Almirante Simpson Capitán Thomson O`Higgins Carrera
		}
	}
	destroyer = {
		prefix = BACH
		generic = {
			Destructor
		}
		unique = {
			Almirante Lynch Almirante Condell Aldea Hyatt Orella Requelme Videla Almirante Riveros Almirante Williams Blanco Encalada Cochrane Ministro Zenteno Ministro Portales
		}
	}
	light_cruiser = {
		prefix = BACH
		generic = {
			Crucero Ligero
		}
		unique = {
			Chacabuco Araucano Santiago de Chile Valparaiso Valdivia Osorno Punta Arenas Chillán Talcahuano Rancagua Coquimbo
		}
	}
	heavy_cruiser = {
		prefix = BACH
		generic = {
			Crucero Pesado
		}
		unique = {
			O`Higgins Araucano Santiago de Chile Valparaiso Valdivia Osorno Punta Arenas Chillán Talcahuano Rancagua Coquimbo
		}
	}
	battle_cruiser = {
		prefix = BACH
		generic = {
			Crucero de Batalla
		}
		unique = {
			República de Chile Lima
		}
	}
	battleship = {
		prefix = BACH
		generic = {
			Acorazado
		}
		unique = {
			Almirante Latorre República de Chile Lima
		}
	}
	carrier = {
		prefix = BACH
		generic = {
			Portaaviones
		}
		unique = {
			Los Andes de Chile Pacífico
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_NIC_29
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_NIC_29 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_NIC
			value = 29
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = dockyard
		value = 29
	}
}
### Entity: Character
Component: SIC_yang_sen
Source: game
File: common/characters/SIC.txt

Code:
SIC_yang_sen = {
	name = SIC_yang_sen
	portraits = {
		army = {
			large = GFX_portrait_SIC_yang_sen
			small = GFX_portrait_SIC_yang_sen_military_small
		}
		civilian = {
			small = GFX_portrait_SIC_yang_sen_civilian_small
		}
	}
	corps_commander = {
		traits = {
			organizer
		}
		skill = 3
		attack_skill = 2
		defense_skill = 2
		planning_skill = 4
		logistics_skill = 2
		legacy_id = -1
	}
	advisor = {
		slot = high_command
		idea_token = SIC_yang_sen
		ledger = army
		allowed = {
			original_tag = SIC
		}
		available = {

		}
		traits = {
			army_logistics_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	country_leader = {
		ideology = despotism
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_return_to_international_prestige_r56
Constructs: has_completed_focus, prerequisite, limit, add_war_support, add_stability, completion_reward, add_political_power, has_army_manpower
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_return_to_international_prestige_r56
	prerequisite = {
		focus = SIA_respond_to_the_international_crisis_r56
	} {
		focus = SIA_remodel_the_fine_arts_department_r56
	}
	icon = GFX_goal_generic_flames_of_rebellion
	cost = 4
	ai_will_do = {
		base = 1
	}
	x = 5
	y = 2
	relative_position_id = SIA_songsuradets_ascendency_r56
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	available = {
		OR = {
			num_of_factories = > 35
			has_army_manpower = {
				size = > 499999
			}
			SIA_owns_revanchist_claims_trigger_r56 = yes
		}
	}
	completion_reward = {
		add_political_power = 75
		if = {
			limit = {
				has_completed_focus = SIA_songsuradets_ascendency_r56
			}
			add_stability = 0.05
			add_war_support = 0.05
			add_popularity = {
				ideology = ROOT
				popularity = 0.05
			}
		}
		else = {
			add_popularity = {
				ideology = ROOT
				popularity = 0.05
			}
			SIA_reduce_absent_monarch_r56 = yes
		}
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_abandon_the_westminster_system
Constructs: prerequisite, has_country_flag, completion_reward, cancel_if_invalid, add_popularity, add_timed_idea
Source: game
File: common/national_focus/australia.txt

Code:
focus = {
	id = AST_abandon_the_westminster_system
	icon = GFX_goal_generic_propaganda
	prerequisite = {
		focus = AST_never_another_gallipoli
	}
	mutually_exclusive = {
		focus = AST_protect_the_homeland
	}
	x = 3
	y = 1
	relative_position_id = AST_never_another_gallipoli
	cost = 10
	ai_will_do = {
		factor = 0.5
		modifier = {
			OR = {
				communism = > 0.2
				fascism = > 0.2
			}
			factor = 20
		} {
			OR = {
				communism = > 0.4
				fascism = > 0.4
			}
			factor = 20
		}
	}
	available = {
		NOT = {
			has_country_flag = britain_enforced_our_loyalty
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_TFV_AUTONOMY
	}
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		} {
			ideology = communism
			popularity = 0.05
		}
		add_timed_idea = {
			days = 1095
			idea = AST_abandon_the_westminster_system
		}
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_seize_the_royal_assets
Constructs: prerequisite, has_government, add_opinion_modifier, completion_reward, is_subject, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_seize_the_royal_assets
	icon = GFX_goal_communist_factory
	prerequisite = {
		focus = QUE_collectivize_the_means_of_production
	}
	relative_position_id = QUE_collectivize_the_means_of_production
	x = 1
	y = 1
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 8
	}
	available = {
		has_government = communism
		OR = {
			is_subject = no
			OVERLORD = {
				has_government = communism
			}
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
		add_opinion_modifier = {
			target = ENG
			modifier = hostile_status
		}
		swap_ideas = {
			remove_idea = QUE_quebecois_collectivism
			add_idea = QUE_quebecois_collectivism2
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Character
Component: BRA_eduardo_gomes
Constructs: has_dlc
Source: game
File: common/characters/BRA.txt

Code:
BRA_eduardo_gomes = {
	instance = {
		allowed = {
			has_dlc = Trial of Allegiance
		}
		name = BRA_eduardo_gomes
		portraits = {
			army = {
				small = GFX_portrait_BRA_eduardo_gomes_military_small
				large = GFX_portrait_BRA_eduardo_gomes
			}
		}
		advisor = {
			cost = 100
			slot = theorist
			idea_token = BRA_eduardo_gomes
			ledger = air
			allowed = {
				OR = {
					original_tag = BRA POR
				}
			}
			traits = {
				air_warfare_theorist
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Trial of Allegiance
			}
		}
		name = BRA_eduardo_gomes
		portraits = {
			army = {
				small = GFX_idea_generic_army_south_america_3
				large = GFX_Portrait_South_America_Generic_3
			}
		}
		advisor = {
			cost = 100
			slot = theorist
			idea_token = BRA_eduardo_gomes
			ledger = air
			allowed = {
				original_tag = BRA
			}
			traits = {
				air_warfare_theorist
			}
		}
	}
}
### Entity: Scripted Effect
Component: EAI_simulate_fleet_training_monthly
Constructs: has_war, limit
Source: game
File: common/scripted_effects/EAI_MISC_effects.txt

Code:
EAI_simulate_fleet_training_monthly = {
	if = {
		limit = {
			has_war = no
			date = > 1937.1.1
		}
		if = {
			limit = {
				original_tag = USA
			}
			navy_experience = 30
		}
	}
}
### Entity: AI Strategy
Component: naval_capital_bc
Constructs: has_tech
Source: game
File: common/ai_equipment/generic_naval.txt

Code:
naval_capital_bc = {
	category = naval
	blocked_for = {
		GER USA JAP ENG FRA ITA
	}
	available_for = {

	}
	roles = {
		naval_capital_bc
	}
	priority = {
		factor = 1
		modifier = {
			factor = 0
			num_of_naval_factories = < 25
		}
	}
	battlecruiser_early = {
		priority = {
			factor = 10
			modifier = {
				has_tech = basic_ship_hull_heavy
				factor = 0
			}
		}
		role_icon_index = 1
		history = yes
		target_variant = {
			match_value = 1000.0
			type = ship_hull_heavy_1
			modules = {
				fixed_ship_battery_slot = ship_heavy_battery
				fixed_ship_anti_air_slot = ship_anti_air
				fixed_ship_fire_control_system_slot = ship_fire_control_system
				fixed_ship_radar_slot = empty
				fixed_ship_engine_slot = heavy_ship_engine
				fixed_ship_armor_slot = ship_armor_bc_1
				fixed_ship_secondaries_slot = ship_secondaries
				front_1_custom_slot = ship_anti_air
				mid_1_custom_slot = ship_secondaries
				mid_2_custom_slot = ship_anti_air
				rear_1_custom_slot = ship_heavy_battery
			}
		}
		allowed_modules = {
			ship_heavy_battery ship_anti_air ship_secondaries ship_fire_control_system heavy_ship_engine ship_heavy_armor ship_radar ship_airplane_launcher
		}
	}
	battlecruiser_basic = {
		priority = {
			factor = 100
			modifier = {
				has_tech = improved_ship_hull_heavy
				factor = 0
			}
		}
		role_icon_index = 1
		history = yes
		target_variant = {
			match_value = 2000.0
			type = ship_hull_heavy_2
			modules = {
				fixed_ship_battery_slot = ship_heavy_battery
				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 = heavy_ship_engine
				fixed_ship_armor_slot = ship_armor_bc_2
				fixed_ship_secondaries_slot = ship_secondaries
				front_1_custom_slot = ship_anti_air
				mid_1_custom_slot = ship_secondaries
				mid_2_custom_slot = ship_airplane_launcher
				rear_1_custom_slot = empty
			}
		}
		allowed_modules = {
			ship_heavy_battery ship_anti_air ship_secondaries ship_fire_control_system heavy_ship_engine ship_heavy_armor ship_radar ship_airplane_launcher
		}
	}
	battlecruiser_improved = {
		priority = {
			factor = 200
			modifier = {
				has_tech = advanced_ship_hull_heavy
				factor = 0
			}
		}
		role_icon_index = 1
		history = yes
		target_variant = {
			match_value = 3000.0
			type = ship_hull_heavy_3
			modules = {
				fix
# ... (truncated)
### Entity: Scripted Trigger
Component: EAI_XP_has_army_check_xp
Constructs: set_temp_variable, add_to_temp_variable, check_variable
Source: game
File: common/scripted_triggers/EAI_MISC_triggers.txt

Code:
EAI_XP_has_army_check_xp = {
	set_temp_variable = {
		total_xp = EAI_XP_stored_army_xp
	}
	add_to_temp_variable = {
		total_xp = army_experience
	}
	NOT = {
		check_variable = {
			total_xp = < _check_xp
		}
	}
}
### Entity: Event
Component: MUN_czech.1008
Constructs: is_triggered_only, ai_chance, is_ai, has_opinion
Source: game
File: events/MUN_Czechoslovakia.txt

Code:
country_event = {
	id = MUN_czech.1008
	title = MUN_czech.1008.t
	desc = MUN_czech.1008.d
	picture = GFX_report_event_czech_soldiers_01
	is_triggered_only = yes
	option = {
		name = MUN_czech.1008.a
		ai_chance = {
			base = 1
			modifier = {
				FROM = {
					is_ai = no
				}
				add = 0.5
			} {
				OR = {
					has_opinion = {
						target = FROM
						value = > 60
					} {
						target = event_target:CZE_invited_country
						value = > 15
					}
				}
				factor = 2
			}
		}
		event_target:CZE_invited_country = {
			country_event = generic.5
		}
	} {
		name = MUN_czech.1008.b
		ai_chance = {
			base = 1
			modifier = {
				has_opinion = {
					target = FROM
					value = < -25
				}
				factor = 2
			}
		}
	}
}
### Entity: Character
Component: NGR_ai2
Source: game
File: common/characters/NGR.txt

Code:
NGR_ai2 = {
	advisor = {
		slot = high_command
		idea_token = NGR_ai2
		ledger = army
		allowed = {
			original_tag = NGR
		}
		traits = {
			army_infantry_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_3
		}
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_Contacts_to_the_KPD
Constructs: division_template, prerequisite, limit, has_government, add_opinion_modifier, completion_reward, add_political_power, add_popularity
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_Contacts_to_the_KPD
	icon = GFX_focus_ITA_peasants_rise
	cost = 5
	ai_will_do = {
		factor = 1
	}
	bypass = {
		GER = {
			exists = no
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	prerequisite = {
		focus = DEN_DKP_Takeover
	}
	x = 1
	y = 1
	relative_position_id = DEN_DKP_Takeover
	completion_reward = {
		if = {
			limit = {
				GER = {
					has_government = communism
				}
			}
			add_opinion_modifier = {
				modifier = DEN_GEN_Correspondence
				target = GER
			}
			add_political_power = 75
			add_popularity = {
				ideology = communism
				popularity = 0.05
			}
			GER = {
				add_opinion_modifier = {
					modifier = DEN_GEN_Correspondence
					target = DEN
				}
				add_political_power = 75
				add_popularity = {
					ideology = communism
					popularity = 0.05
				}
			}
		}
		else = {
			unlock_decision_category_tooltip = den_kpd_contacts
			set_country_flag = den_kpd_enabled
			set_variable = {
				DEN_KPD_Strength = 3
			}
			hidden_effect = {
				division_template = {
					name = KPD Partisans
					is_locked = yes
					regiments = {
						infantry = {
							x = 0
							y = 0
						} {
							x = 0
							y = 1
						}
					}
				}
			}
		}
	}
}
### Entity: Idea
Component: PRC_the_internal_enemy_upgraded_idea
Constructs: removal_cost
Source: game
File: common/ideas/comchina.txt

Code:
PRC_the_internal_enemy_upgraded_idea = {
	name = PRC_the_internal_enemy
	picture = PRC_the_internal_enemy
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		custom_modifier_tooltip = PRC_the_internal_enemy_upgrade_tt
	}
}
### Entity: Idea
Component: HUN_treaty_of_triannon_3
Constructs: has_war
Source: game
File: common/ideas/hungary.txt

Code:
HUN_treaty_of_triannon_3 = {
	allowed = {
		original_tag = HUN
	}
	picture = HUN_treaty_of_triannon
	available = {
		has_war = no
	}
	modifier = {

	}
}
### Entity: State History
Component: 588
Constructs: add_core_of
Source: game
File: history/states/588-Some Mountains.txt

Code:
state = {
	id = 588
	name = STATE_588
	state_category = rural
	resources = {
		chromium = 10
	}
	history = {
		owner = SOV
		add_core_of = KAZ SOV
		victory_points = {
			12594 2
		}
		buildings = {
			infrastructure = 2
		}
	}
	provinces = {
		1287 1749 1818 1864 4661 4674 4867 7350 7890 10161 10218 10292 10584 10610 10653 12427 12564 12594 12635 13151
	}
	manpower = 429213
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Event
Component: denmark_expansion_event.25
Constructs: is_triggered_only, fire_only_once, create_wargoal, annex_everything, add_timed_idea
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_expansion_event.25
	title = denmark_expansion_event.25.t
	desc = denmark_expansion_event.25.desc
	picture = GFX_report_event_military_planning
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = denmark_expansion_event.25.a
		create_wargoal = {
			type = annex_everything
			target = NOR
		}
		add_timed_idea = {
			idea = DEN_securing_norway_ns
			days = 365
		}
	}
}