Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: JAP_army_faction_goes_up_and_navy_goes_down
Constructs: limit, has_idea, swap_ideas, remove_idea, add_idea, set_variable, add_to_variable
Source: game
File: common/scripted_effects/JAP_scripted_effects.txt

Code:
JAP_army_faction_goes_up_and_navy_goes_down = {
	if = {
		limit = {
			has_idea = JAP_army_faction_tier_1_lesser_1
		}
		swap_ideas = {
			remove_idea = JAP_army_faction_tier_1_lesser_1
			add_idea = JAP_army_faction_tier_2_greater_1
		} {
			remove_idea = JAP_naval_faction_tier_2_greater_1
			add_idea = JAP_naval_faction_tier_1_lesser_1
		}
		custom_effect_tooltip = JAP_interservice_rivalry_effects
	} {
		limit = {
			OR = {
				has_idea = JAP_zaibatsu_faction_tier_4 JAP_government_faction_tier_4
			}
		}
		JAP_add_influential_imperial_faction = yes
		if = {
			limit = {
				has_idea = JAP_zaibatsu_faction_tier_4
			}
			set_variable = {
				JAP_zaibatsu_faction_influence_level = JAP_tier_3_to_tier_4_small_gate
			}
			swap_ideas = {
				remove_idea = JAP_zaibatsu_faction_tier_4
				add_idea = JAP_zaibatsu_faction_tier_3
			}
		} {
			limit = {
				has_idea = JAP_government_faction_tier_4
			}
			set_variable = {
				JAP_government_faction_influence_level = JAP_tier_3_to_tier_4_small_gate
			}
			swap_ideas = {
				remove_idea = JAP_government_faction_tier_4
				add_idea = JAP_government_faction_tier_3
			}
		}
	}
	else_if = {
		limit = {
			has_idea = JAP_army_faction_tier_1_lesser_2
		}
		swap_ideas = {
			remove_idea = JAP_army_faction_tier_1_lesser_2
			add_idea = JAP_army_faction_tier_2_equal_navy
		} {
			remove_idea = JAP_naval_faction_tier_3_greater_2
			add_idea = JAP_naval_faction_tier_2_equal_army
		}
		subtract_from_variable = {
			JAP_num_of_influential_imperial_factions = 1
		}
		custom_effect_tooltip = JAP_interservice_rivalry_effects
	} {
		limit = {
			has_idea = JAP_army_faction_tier_1_lesser_3
		}
		JAP_add_influential_imperial_faction = yes
		swap_ideas = {
			remove_idea = JAP_army_faction_tier_1_lesser_3
			add_idea = JAP_army_faction_tier_2_lesser_1
		} {
			remove_idea = JAP_naval_faction_tier_4_greater_3
			add_idea = JAP_naval_faction_tier_3_greater_1
		}
		custom_effect_tooltip = JAP_interservice_rivalry_effects
	} {
		limit = {
			has_idea = JAP_army_faction_tier_1
		}
		swap_ideas = {
			remove_idea = JAP_army_faction_tier_1
			add_idea = JAP_army_faction_tier_2
		}
		IF = {
			limit = {
				has_idea = JAP_naval_faction_tier_4
			}
			swap_ideas = {
				remove_idea = JAP_naval_faction_tier_4
				add_idea = JAP_naval_faction_tier_3
			}
			JAP_add_influential_imperial_faction = yes
		}
		ELSE_IF = {
			limit = {
				has_idea = JA
# ... (truncated)
### Entity: Character
Component: royal_dictator
Constructs: neutrality_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
royal_dictator = {
	random = no
	sprite = 13
	political_power_factor = 0.15
	neutrality_drift = 0.05
}
### Entity: Scripted Effect
Component: ITA_set_up_character_cw_flags_effect
Constructs: set_unit_leader_flag, set_character_flag
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_set_up_character_cw_flags_effect = {
	ITA_rodolfo_graziani = {
		set_unit_leader_flag = ITA_cw_unit_leader_fascist_side_flag
		set_character_flag = ITA_cw_character_fascist_side_flag
	}
	ITA_ubaldo_soddu = {
		set_unit_leader_flag = ITA_cw_unit_leader_fascist_side_flag
		set_character_flag = ITA_cw_character_fascist_side_flag
	}
	ITA_ettore_bastico = {
		set_unit_leader_flag = ITA_cw_unit_leader_fascist_side_flag
		set_character_flag = ITA_cw_character_fascist_side_flag
	}
	ITA_alfredo_guzzoni = {
		set_unit_leader_flag = ITA_cw_unit_leader_fascist_side_flag
		set_character_flag = ITA_cw_character_fascist_side_flag
	}
	ITA_pietro_pintor = {
		set_unit_leader_flag = ITA_cw_unit_leader_fascist_side_flag
		set_character_flag = ITA_cw_character_fascist_side_flag
	}
	ITA_giuseppe_tellera = {
		set_unit_leader_flag = ITA_cw_unit_leader_fascist_side_flag
		set_character_flag = ITA_cw_character_fascist_side_flag
	}
	ITA_francesco_zingales = {
		set_unit_leader_flag = ITA_cw_unit_leader_fascist_side_flag
		set_character_flag = ITA_cw_character_fascist_side_flag
	}
	ITA_alessandro_pirzio_biroli = {
		set_unit_leader_flag = ITA_cw_unit_leader_fascist_side_flag
		set_character_flag = ITA_cw_character_fascist_side_flag
	}
	ITA_ettore_baldassarre = {
		set_unit_leader_flag = ITA_cw_unit_leader_fascist_side_flag
		set_character_flag = ITA_cw_character_fascist_side_flag
	}
	ITA_italo_balbo = {
		set_unit_leader_flag = ITA_cw_unit_leader_fascist_side_flag
		set_character_flag = ITA_cw_character_fascist_side_flag
	}
	ITA_pietro_badoglio = {
		set_unit_leader_flag = ITA_cw_unit_leader_monarchist_side_flag
		set_character_flag = ITA_cw_character_monarchist_side_flag
	}
	ITA_emilio_de_bono = {
		set_unit_leader_flag = ITA_cw_unit_leader_monarchist_side_flag
		set_character_flag = ITA_cw_character_monarchist_side_flag
	}
	ITA_ugo_cavallero = {
		set_unit_leader_flag = ITA_cw_unit_leader_monarchist_side_flag
		set_character_flag = ITA_cw_character_monarchist_side_flag
	}
	ITA_sebastiano_visconti_prasca = {
		set_unit_leader_flag = ITA_cw_unit_leader_monarchist_side_flag
		set_character_flag = ITA_cw_character_monarchist_side_flag
	}
	ITA_italo_gariboldi = {
		set_unit_leader_flag = ITA_cw_unit_leader_monarchist_side_flag
		set_character_flag = ITA_cw_character_monarchist_side_flag
	}
	ITA_vittorio_ambrosio = {
		set_unit_leader_flag = ITA_cw_unit_leader_monarchist_side_flag
		
# ... (truncated)
### Entity: Country History
Country: MRT
Component: MRT_characters
Constructs: recruit_character
Source: game
File: history/countries/MRT - Mauritania.txt

Code:
# Leaders & Characters for MRT
recruit_character = MRT_pot MRT_awt MRT_communist_guy MRT_ncm MRT_acgs MRT_nccr MRT_fascist_guy MRT_ar MRT_stc MRT_aco2 MRT_aa2 MRT_ncs MRT_nt MRT_acas MRT_acd2 MRT_democratic_guy MRT_mt MRT_ai2 MRT_coi MRT_acr
### Entity: National Focus
Tree: cog_focus
Component: COG_new_empire_of_kitara
Constructs: prerequisite, limit, has_government, completion_reward, is_subject, every_state, is_core_of, add_core_of
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_new_empire_of_kitara
	icon = GFX_focus_ETH_consolidate_east_africa
	prerequisite = {
		focus = COG_claim_the_great_lakes
	} {
		focus = COG_the_embodiment_of_god
	}
	x = -1
	y = 1
	relative_position_id = COG_claim_the_great_lakes
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		has_government = neutrality
		is_subject = no
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_MANPOWER
	}
	bypass = {

	}
	completion_reward = {
		every_state = {
			limit = {
				NOT = {
					is_core_of = ROOT
				}
				OR = {
					state = 769 768 546 890 548 904 771
				}
			}
			add_core_of = ROOT
		} {
			limit = {
				NOT = {
					is_owned_by = ROOT
				}
				OR = {
					state = 769 768 546 890 548 904 771
				}
			}
			OWNER = {
				ROOT = {
					create_wargoal = {
						type = take_core_state
						target = PREV
					}
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
	}
}
### Entity: Idea
Component: cavalry_gen
Constructs: removal_cost
Source: game
File: common/ideas/tmodern_exercises.txt

Code:
cavalry_gen = {
	cost = 75
	removal_cost = -1
	picture = generic_army_europe_4
	modifier = {
		cavalry_attack_factor = 0.3
		cavalry_defence_factor = 0.3
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_reform_2
Constructs: prerequisite, completion_reward, is_owned_and_controlled_by, is_owned_by, add_building_construction
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_reform_2
	icon = GFX_focus_generic_hydroelectric_energy
	prerequisite = {
		focus = AFG_placeholder_1 AFG_seek_british_investment
	}
	x = 1
	y = 1
	relative_position_id = AFG_placeholder_1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		1006 = {
			is_owned_and_controlled_by = ROOT
		}
	}
	bypass = {
		1006 = {
			NOT = {
				is_owned_by = ROOT
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		1006 = {
			add_building_construction = {
				type = dam
				level = 1
				instant_build = yes
				province = {
					id = 12831
				}
			}
		}
		custom_effect_tooltip = {
			localization_key = building_state_modifier|dam
			INDENT =     
		}
	}
}
### Entity: National Focus
Tree: nru_focus
Component: NRU_continue_phosphate_mining
Constructs: add_stability, completion_reward, add_political_power, has_idea, allow_branch, add_offsite_building
Source: game
File: common/national_focus/nauru.txt

Code:
focus = {
	id = NRU_continue_phosphate_mining
	icon = GFX_goal_generic_construction_engineering
	x = 37
	y = 0
	cost = 5
	available = {
		has_idea = NRU_commander_ridge_phosphate
	}
	allow_branch = {
		tag = NRU
	}
	completion_reward = {
		add_political_power = 25
		add_stability = 0.02
		custom_effect_tooltip = generic_skip_one_line_tt
		NRU = {
			add_offsite_building = {
				type = industrial_complex
				level = 1
			}
		}
	}
}
### Entity: State History
Component: 474
Constructs: add_core_of
Source: game
File: history/states/474-Yucatan.txt

Code:
state = {
	id = 474
	name = STATE_474
	manpower = 440289
	state_category = rural
	history = {
		owner = MEX
		add_core_of = MEX YUC
		buildings = {
			infrastructure = 2
			air_base = 1
			4904 = {
				naval_base = 2
			}
			4965 = {
				naval_base = 3
			}
		}
		victory_points = {
			4904 1
		} {
			4965 3
		}
	}
	provinces = {
		4904 4965 12715
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: kal_focus
Component: KAL_building_a_kingdom
Constructs: prerequisite, add_ideas, completion_reward, add_political_power
Source: game
File: common/national_focus/kalmykia.txt

Code:
focus = {
	id = KAL_building_a_kingdom
	icon = GFX_goal_generic_construction2
	prerequisite = {
		focus = KAL_finance_military_infrastructure
	}
	x = 0
	y = 1
	relative_position_id = KAL_finance_military_infrastructure
	cost = 10
	available = {

	}
	completion_reward = {
		add_political_power = 50
		add_ideas = NOR_building_the_kingdom
	}
}
### Entity: Idea
Component: CHL_payment_for_aid
Constructs: removal_cost
Source: game
File: common/ideas/chile.txt

Code:
CHL_payment_for_aid = {
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = usa_great_depression
	modifier = {
		consumer_goods_factor = 0.05
	}
}
### Entity: Modding Documentation
Construct: debug_air_vs_land
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## debug_air_vs_land
* Aliases: dbg_cas
* Not available in release build

Toggle debug mode for air vs land combat.
### Entity: National Focus
Tree: tur_focus
Component: TUR_overthrow_inonus_government
Constructs: prerequisite, limit, remove_ideas, add_stability, completion_reward, is_subject, has_country_leader, has_idea
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_overthrow_inonus_government
	icon = GFX_goal_TUR_turkish_legacy
	prerequisite = {
		focus = TUR_lead_the_rural_masses
	} {
		focus = TUR_call_for_protests_in_the_capital
	}
	x = 6
	y = 1
	relative_position_id = TUR_lead_the_rural_masses
	cost = 10
	available = {
		is_subject = no
		custom_trigger_tooltip = {
			tooltip = TUR_ataturk_has_died_tt
			NOT = {
				has_country_leader = {
					character = TUR_mustafa_kemal_ataturk
					ruling_only = yes
				}
				has_idea = TUR_mustafa_kemal_ataturk_figurehead
			}
		}
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_stability = -0.1
		remove_ideas = TUR_protests_in_the_capital_idea
		if = {
			limit = {
				has_idea = TUR_peace_at_home_peace_in_the_world_idea
			}
			remove_ideas = TUR_peace_at_home_peace_in_the_world_idea
			else_if = {
				limit = {
					has_idea = TUR_neutrality_through_deterrence_idea
				}
				remove_ideas = TUR_neutrality_through_deterrence_idea
			} {
				limit = {
					has_idea = TUR_bicontinental_intervention_idea
				}
				remove_ideas = TUR_bicontinental_intervention_idea
			} {
				limit = {
					has_idea = TUR_regional_leadership_idea
				}
				remove_ideas = TUR_regional_leadership_idea
			}
		} {
			limit = {
				democratic = > 0.55
			}
			start_civil_war = {
				ruling_party = neutrality
				ideology = democratic
				size = 0.45
				capital = 797
				states = {
					797 341 347 340 339 342
				}
			}
			else_if = {
				limit = {
					democratic = > 0.48
				}
				start_civil_war = {
					ruling_party = neutrality
					ideology = democratic
					size = 0.5
					capital = 49
					states = {
						797 341 347 340 339 342 343 49 345
					}
				}
			} {
				limit = {
					democratic = > 0.41
				}
				start_civil_war = {
					ruling_party = neutrality
					ideology = democratic
					size = 0.54
					capital = 49
					states = {
						797 341 347 340 339 342 343 49 345
					}
				}
			} {
				limit = {
					democratic = > 0.35
				}
				start_civil_war = {
					ruling_party = neutrality
					ideology = democratic
					size = 0.58
					capital = 49
					states = {
						797 341 347 340 339 342 343 49 345 356 346
					}
				}
			}
			else = {
				start_civil_war = {
					ruling_party = neutrality
					ideology = democratic
					size = 0.65
					capital = 49
					states = {
						797 341 347 340 339 342 343 49 345 356 346 798 355
					}
				}
			}
		}
		
# ... (truncated)
### Entity: Event
Component: bftb_greece.35
Constructs: is_triggered_only, change_state_after_war
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.35
	title = bftb_greece.35.t
	desc = bftb_greece.35.desc
	picture = GFX_report_event_tur_machine_gunners
	is_triggered_only = yes
	option = {
		name = bftb_greece.35.a
		start_border_war = {
			change_state_after_war = no
			attacker = {
				state = 184
				num_provinces = 1
				on_win = bftb_greece.36
				on_lose = bftb_greece.38
			}
			defender = {
				state = 341
				num_provinces = 2
				on_win = bftb_greece.37
				on_lose = bftb_greece.39
			}
		}
	}
}
### Entity: Event
Component: bftb_turkey.35
Constructs: is_triggered_only, limit, add_stability, fire_only_once, random_owned_controlled_state, add_extra_state_shared_building_slots, remove_building
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.35
	title = bftb_turkey.35.t
	desc = bftb_turkey.35.desc
	picture = GFX_report_event_tur_industry
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = bftb_turkey.35.a
		add_stability = 0.1
		transfer_state = 164
		custom_effect_tooltip = TUR_three_factories_sacrificed
		hidden_effect = {
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = industrial_complex
						size = > 0
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 1
				remove_building = {
					type = industrial_complex
					level = 1
				}
			} {
				limit = {
					free_building_slots = {
						building = industrial_complex
						size = > 0
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 1
				remove_building = {
					type = industrial_complex
					level = 1
				}
			} {
				limit = {
					free_building_slots = {
						building = industrial_complex
						size = > 0
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 1
				remove_building = {
					type = industrial_complex
					level = 1
				}
			}
		}
	}
}
### Entity: Idea
Component: ICE_thungur_hnifur
Constructs: removal_cost
Source: game
File: common/ideas/iceland.txt

Code:
ICE_thungur_hnifur = {
	picture = ICE_thungur_hnifur
	name = ICE_thungur_hnifur_idea
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	available = {

	}
	removal_cost = -1
	modifier = {
		special_forces_cap = 0.25
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_muster_the_old_guard
Constructs: prerequisite, completion_reward, has_global_flag, add_popularity, set_country_flag
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_muster_the_old_guard
	icon = GFX_SOV_muster_the_old_guard_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_embrace_the_black_hundreds
	}
	x = -1
	y = 1
	relative_position_id = SOV_embrace_the_black_hundreds
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		SOV_soviet_civil_war_not_started = yes
	}
	bypass = {
		OR = {
			has_global_flag = SOV_soviet_civil_war_over SOV_soviet_civil_war
		}
	}
	available_if_capitulated = yes
	search_filters = {

	}
	completion_reward = {
		custom_effect_tooltip = SOV_muster_the_old_guard_tt
		add_popularity = {
			ideology = neutrality
			popularity = 0.1
		}
		set_country_flag = SOV_muster_the_old_guard_flag
	}
}
### Entity: Technology
Component: tech_maintenance_company4
Constructs: reliability_factor, research_cost
Source: game
File: common/technologies/support.txt

Code:
technology = {
	maintenance_company = {
		reliability_factor = 0.05
		equipment_capture_factor = 0.05
	}
	armored_maintenance = {
		reliability_factor = 0.02
		recovery = 0.03
		equipment_capture_factor = 0.1
	}
	research_cost = 2.0
	start_year = 1945
	folder = {
		name = support_folder
		position = {
			x = 6
			y = @1945
		}
	}
	categories = {
		support_tech maintenance_company_tech
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 1.2
			date = > 1946.1.1
		} {
			factor = 1.2
			date = > 1947.1.1
		} {
			factor = 1.2
			date = > 1948.1.1
		}
	}
}
### Entity: Scripted Trigger
Component: GER_is_additional_soviet_greater_romania_state
Source: game
File: common/scripted_triggers/GER_scripted_triggers.txt

Code:
GER_is_additional_soviet_greater_romania_state = {
	OR = {
		state = 766 78
	}
}
### Entity: Order of Battle
Component: 5 Kokkyou Keibitai
Constructs: division_template
Source: game
File: history/units/JAP_1939.txt

Code:
division = {
	name = 5 Kokkyou Keibitai
	location = 10675
	division_template = Chuton-chi Shidan
	start_experience_factor = 0.1
	start_equipment_factor = 0.7
}
### Entity: Event
Component: tfv_south_africa.99
Constructs: is_triggered_only, ai_chance, limit, set_politics, add_popularity, add_to_faction
Source: game
File: events/TFV_South_Africa.txt

Code:
country_event = {
	id = tfv_south_africa.99
	title = tfv_south_africa.99.t
	desc = tfv_south_africa.99.d
	picture = GFX_report_event_african_soldiers
	is_triggered_only = yes
	option = {
		name = tfv_south_africa.64.a
		ai_chance = {
			base = 100
		}
		MRT = {
			if = {
				limit = {
					SAF = {
						controls_state = 557 786
					}
				}
				transfer_state = 557 786
			}
		}
		SAF = {
			puppet = MRT
		}
	} {
		name = tfv_south_africa.64.b
		ai_chance = {
			base = 0
		}
		MRT = {
			if = {
				limit = {
					SAF = {
						controls_state = 557 786
					}
				}
				transfer_state = 557 786
			}
			hidden_effect = {
				set_politics = {
					ruling_party = communism
					elections_allowed = no
				}
				add_popularity = {
					ideology = communism
					popularity = 0.75
				}
			}
		}
		SAF = {
			add_to_faction = MRT
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_the_matzen_oil_fields
Constructs: prerequisite, completion_reward, has_tech, is_owned_and_controlled_by, add_resource
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_the_matzen_oil_fields
	icon = GFX_focus_AUS_the_matzen_oil_fields
	prerequisite = {
		focus = AUS_pulverfabrik_skodawerke AUS_invest_in_semperit_synthetics
	}
	mutually_exclusive = {

	}
	x = -1
	y = 1
	relative_position_id = AUS_pulverfabrik_skodawerke
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_tech = excavation3
		975 = {
			is_owned_and_controlled_by = ROOT
		}
		4 = {
			is_owned_and_controlled_by = ROOT
		}
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		975 = {
			add_resource = {
				type = oil
				amount = 8
			}
		}
		4 = {
			add_resource = {
				type = oil
				amount = 10
			}
		}
	}
}
### Entity: Character
Component: UGA_awt
Source: game
File: common/characters/UGA.txt

Code:
UGA_awt = {
	advisor = {
		slot = theorist
		idea_token = UGA_awt
		ledger = air
		allowed = {
			original_tag = UGA
		}
		traits = {
			air_warfare_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_2
		}
	}
}
### Entity: Idea
Component: BRA_departamento_nacional_do_cafe_idea
Constructs: has_completed_focus, has_dlc, removal_cost, research_bonus
Source: game
File: common/ideas/brazil.txt

Code:
BRA_departamento_nacional_do_cafe_idea = {
	name = BRA_departamento_nacional_do_cafe_idea
	picture = BRA_departamento_nacional_do_cafe
	allowed = {
		has_dlc = Trial of Allegiance
		original_tag = BRA
	}
	available = {
		has_completed_focus = BRA_coffee_crisis_aftermath
	}
	visible = {

	}
	cost = 50
	removal_cost = 10
	research_bonus = {
		industry = 0.1
	}
	traits = {
		industrial_concern
	}
	modifier = {
		production_speed_industrial_complex_factor = 0.05
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_reclaim_the_mainland
Constructs: prerequisite, limit, has_war_with, add_war_support, completion_reward, has_civil_war, is_subject, has_offensive_war
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_reclaim_the_mainland
	icon = GFX_focus_generic_attack_sweden
	prerequisite = {
		focus = NOR_reclaim_the_islands NOR_approach_denmark
	}
	mutually_exclusive = {
		focus = NOR_approach_sweden
	}
	x = -1
	y = 2
	relative_position_id = NOR_the_nordic_policy
	cost = 10
	ai_will_do = {
		base = 10
	}
	will_lead_to_war_with = SWE
	available = {
		has_civil_war = no
		is_subject = no
		NOT = {
			OR = {
				has_war_with = DEN
				has_offensive_war = yes
			}
		}
	}
	completion_reward = {
		add_named_threat = {
			threat = 1
			name = NOR_reclaim_the_mainland
		}
		add_state_claim = 968 969
		if = {
			limit = {
				968 = {
					is_owned_by = SWE
				}
				969 = {
					is_owned_by = SWE
				}
			}
			create_wargoal = {
				type = take_claimed_state
				target = SWE
				expire = 0
				generator = {
					968 969
				}
			}
		} {
			limit = {
				968 = {
					is_owned_by = SWE
				}
				NOT = {
					969 = {
						is_owned_by = SWE
					}
				}
			}
			create_wargoal = {
				type = take_claimed_state
				target = SWE
				expire = 0
				generator = {
					968
				}
			}
		} {
			limit = {
				NOT = {
					968 = {
						is_owned_by = SWE
					}
				}
				969 = {
					is_owned_by = SWE
				}
			}
			create_wargoal = {
				type = take_claimed_state
				target = SWE
				expire = 0
				generator = {
					969
				}
			}
		}
		add_war_support = 0.04
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_ANNEXATION FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Event
Component: mongol_soviet_puppet.3
Constructs: is_triggered_only, ai_chance, add_war_support, add_opinion_modifier
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol_soviet_puppet.3
	title = mongol_soviet_puppet.3.t
	desc = mongol_soviet_puppet.3.d
	picture = GFX_report_event_generic_communist_congress
	is_triggered_only = yes
	option = {
		name = mongol_soviet_puppet.3.a
		ai_chance = {
			base = 50
		}
		add_war_support = 0.01
		effect_tooltip = {
			FROM = {
				add_opinion_modifier = {
					target = MON
					modifier = protest_action
				}
			}
		}
	}
}
### Entity: Character
Component: AUS_nazi_appeaser
Constructs: fascism_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
AUS_nazi_appeaser = {
	sprite = 13
	random = no
	party_popularity_stability_factor = 0.1
	political_power_factor = -0.05
	fascism_drift = 0.02
}