Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: cog_focus
Component: COG_independence
Constructs: prerequisite, limit, add_ideas, remove_ideas, has_government, completion_reward, add_political_power, is_subject
Source: game
File: common/national_focus/r56_congo.txt

Code:
focus = {
	id = COG_independence
	icon = GFX_focus_COG_overthrow_pierre_ryckmans_government
	cost = 10
	x = -1
	y = 1
	relative_position_id = COG_affinity_new_order
	prerequisite = {
		focus = COG_affinity_new_order COG_burn_royal_portraits
	}
	available = {
		is_subject = yes
		OR = {
			fascism = > 0.5
			communism = > 0.5
		}
	}
	available_if_capitulated = yes
	bypass = {
		is_subject = no
		OR = {
			has_government = communism fascism
		}
	}
	ai_will_do = {
		factor = 0.1
		modifier = {
			factor = 9
			BEL = {
				is_ai = yes
			}
		} {
			factor = 50
			OR = {
				OVERLORD = {
					has_government = communism
					fascism = > 0.5
				} {
					has_government = fascism
					communism = > 0.5
				}
			}
		}
	}
	completion_reward = {
		add_political_power = -100
		if = {
			limit = {
				is_subject = yes
			}
			OVERLORD = {
				set_autonomy = {
					target = ROOT
					autonomy_state = autonomy_free
				}
			}
		} {
			limit = {
				fascism = > 0.5
			}
			COG = {
				set_politics = {
					ruling_party = fascism
					elections_allowed = no
				}
			}
		} {
			limit = {
				communism = > 0.5
			}
			COG = {
				set_politics = {
					ruling_party = communism
					elections_allowed = no
				}
			}
			if = {
				limit = {
					has_idea = COG_edgar_sengier
				}
				remove_ideas = COG_edgar_sengier
			} {
				limit = {
					has_idea = COG_jean_beaudinet
				}
				remove_ideas = COG_jean_beaudinet
			} {
				limit = {
					has_idea = COG_leo_petillon
				}
				remove_ideas = COG_leo_petillon
			} {
				limit = {
					has_idea = COG_eugene_jungers
				}
				remove_ideas = COG_eugene_jungers
			}
			add_ideas = COG_generic_3 COG_generic_1
			set_cosmetic_tag = COG_COM
		} {
			limit = {
				communism = > 0.5
				NOT = {
					has_idea_with_trait = communist_revolutionary
				}
			}
			add_ideas = COG_generic_2
		} {
			limit = {
				is_in_faction_with = BEL
			}
			remove_from_faction = COG
		}
		remove_from_tech_sharing_group = belgium_research
	}
	search_filters = {
		FOCUS_FILTER_TFV_AUTONOMY
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_bolster_aerial_production_r56
Constructs: has_completed_focus, prerequisite, limit, add_ideas, completion_reward, allow_branch, has_focus_autohide_rule_trigger_r56, random_owned_controlled_state
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_bolster_aerial_production_r56
	icon = GFX_goal_generic_air_production
	cost = 10
	prerequisite = {
		focus = SIA_issue_economic_mobilization_r56
	}
	mutually_exclusive = {
		focus = SIA_scale_up_naval_production_r56 SIA_expand_the_ground_armaments_industry_r56
	}
	allow_branch = {
		if = {
			limit = {
				has_focus_autohide_rule_trigger_r56 = yes
			}
			NOT = {
				has_completed_focus = SIA_scale_up_naval_production_r56 SIA_expand_the_ground_armaments_industry_r56
			}
		}
	}
	x = 0
	y = 2
	relative_position_id = SIA_issue_economic_mobilization_r56
	ai_will_do = {
		base = 1
	}
	available = {
		SIA_issue_economic_mobilization_trigger_r56 = yes
	}
	completion_reward = {
		mark_focus_tree_layout_dirty_r56 = yes
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			prioritize = {
				1134
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			prioritize = {
				1132
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = HOL_domestic_jet_engine_designs_2
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_expand_the_reichsautobahn_south
Constructs: prerequisite, limit, completion_reward, add_building_construction, build_railway
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_expand_the_reichsautobahn_south
	icon = GFX_goal_generic_construct_infrastructure
	prerequisite = {
		focus = GER_kdf_wagen_factories
	}
	x = -1
	y = 1
	relative_position_id = GER_kdf_wagen_factories
	cost = 5
	available = {
		OR = {
			53 = {
				state_is_fully_controlled_by_ROOT_or_subject = yes
			}
			52 = {
				state_is_fully_controlled_by_ROOT_or_subject = yes
			}
			152 = {
				state_is_fully_controlled_by_ROOT_or_subject = yes
			}
			4 = {
				state_is_fully_controlled_by_ROOT_or_subject = yes
			}
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = GER_expand_the_reichsautobahn_south_tt generic_skip_one_line_tt
		if = {
			limit = {
				53 = {
					infrastructure = < 5
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
			}
			53 = {
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		} {
			limit = {
				52 = {
					infrastructure = < 5
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
			}
			52 = {
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		} {
			limit = {
				152 = {
					infrastructure = < 5
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
			}
			152 = {
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		} {
			limit = {
				4 = {
					infrastructure = < 5
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
			}
			4 = {
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		} {
			limit = {
				52 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
				152 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
				4 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
			}
			build_railway = {
				path = {
					9515 9681 3703 9665 11651 704 11666
				}
			}
		}
	}
}
### Entity: Unit Template
Component: CAN_CAV_01
Source: game
File: common/units/names_divisions/CAN_names_divisions.txt

Code:
CAN_CAV_01 = {
	name = Cavalry Divisions
	for_countries = {
		CAN
	}
	can_use = {
		always = yes
	}
	division_types = {
		cavalry
	}
	fallback_name = %d District Cavalry
	ordered = {
		1 = {
			%dst District Cavalry
		}
		2 = {
			%dnd District Cavalry
		}
		3 = {
			%drd District Cavalry
		}
		4 = {
			%dth District Cavalry
		}
		5 = {
			%dth District Cavalry
		}
		6 = {
			%dth District Cavalry
		}
		7 = {
			%dth District Cavalry
		}
		8 = {
			%dth District Cavalry
		}
		9 = {
			%dth District Cavalry
		}
		10 = {
			%dth District Cavalry
		}
		11 = {
			%dth District Cavalry
		}
		12 = {
			%dth District Cavalry
		}
		13 = {
			%dth District Cavalry
		}
		14 = {
			%dth District Cavalry
		}
		15 = {
			%dth District Cavalry
		}
		16 = {
			%dth District Cavalry
		}
		17 = {
			%dth District Cavalry
		}
		18 = {
			%dth District Cavalry
		}
		19 = {
			%dth District Cavalry
		}
		20 = {
			%dth District Cavalry
		}
		21 = {
			%dst District Cavalry
		}
		22 = {
			%dnd District Cavalry
		}
		23 = {
			%drd District Cavalry
		}
		24 = {
			%dth District Cavalry
		}
		25 = {
			%dth District Cavalry
		}
		26 = {
			%dth District Cavalry
		}
		27 = {
			%dth District Cavalry
		}
		28 = {
			%dth District Cavalry
		}
		29 = {
			%dth District Cavalry
		}
		30 = {
			%dth District Cavalry
		}
		31 = {
			%dst District Cavalry
		}
		32 = {
			%dnd District Cavalry
		}
		33 = {
			%drd District Cavalry
		}
		34 = {
			%dth District Cavalry
		}
		35 = {
			%dth District Cavalry
		}
		36 = {
			%dth District Cavalry
		}
		37 = {
			%dth District Cavalry
		}
		38 = {
			%dth District Cavalry
		}
		39 = {
			%dth District Cavalry
		}
		40 = {
			%dth District Cavalry
		}
		41 = {
			%dst District Cavalry
		}
		42 = {
			%dnd District Cavalry
		}
		43 = {
			%drd District Cavalry
		}
		44 = {
			%dth District Cavalry
		}
		45 = {
			%dth District Cavalry
		}
		46 = {
			%dth District Cavalry
		}
		47 = {
			%dth District Cavalry
		}
		48 = {
			%dth District Cavalry
		}
		49 = {
			%dth District Cavalry
		}
		50 = {
			%dth District Cavalry
		}
		51 = {
			%dst District Cavalry
		}
		52 = {
			%dnd District Cavalry
		}
		53 = {
			%drd District Cavalry
		}
	}
}
### Entity: Character
Component: POL_jozef_beck
Source: game
File: common/characters/POL.txt

Code:
POL_jozef_beck = {
	name = POL_jozef_beck
	portraits = {
		army = {
			small = GFX_idea_POL_jozef_beck
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = POL_jozef_beck
		allowed = {
			original_tag = POL
		}
		traits = {
			smooth_talking_charmer
		}
	}
}
### Entity: Event
Component: AAT_finland_the_white_death.10
Constructs: ai_chance, limit, random_country, has_government, has_war_with, add_war_support, fire_only_once, has_defensive_war
Source: game
File: events/AAT_Finland.txt

Code:
country_event = {
	id = AAT_finland_the_white_death.10
	title = AAT_finland_the_white_death.10.t
	desc = AAT_finland_the_white_death.10.desc
	picture = GFX_report_event_FIN_camouflaged_white_death
	trigger = {
		tag = FIN
		FIN = {
			NOT = {
				has_government = communism
			}
		}
		has_defensive_war = yes
		has_civil_war = no
		is_subject = no
		any_country = {
			has_war_with = FIN
			has_variable = FIN_white_death_target_country
		}
		has_global_flag = FIN_simo_hayha_is_safe_flag
	}
	mean_time_to_happen = {
		days = 20
	}
	fire_only_once = yes
	option = {
		name = AAT_finland_the_white_death.10.a
		ai_chance = {
			base = 100
		}
		add_war_support = 0.04
		random_country = {
			limit = {
				has_war_with = ROOT
				has_variable = FIN_white_death_target_country
			}
			add_timed_idea = {
				idea = FIN_embraced_by_the_white_death
				days = 360
			}
		}
	}
}
### Entity: Modding Documentation
Construct: total_constructed_air_base
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### total_constructed_air_base
* description: Total constructions of air_base
### Entity: National Focus
Tree: afg_focus
Component: AFG_eyes_on_the_north
Constructs: every_owned_state, add_equipment_to_stockpile, prerequisite, limit, completion_reward, is_fully_controlled_by, add_building_construction, build_railway
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_eyes_on_the_north
	icon = GFX_goal_anti_comintern_pact
	prerequisite = {
		focus = AFG_custail_pashtunwali_primacy
	}
	x = 2
	y = 1
	relative_position_id = AFG_custail_pashtunwali_primacy
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		every_owned_state = {
			limit = {
				is_fully_controlled_by = ROOT
				OR = {
					state = 1007 415 1005
				}
			}
			add_building_construction = {
				type = infrastructure
				level = 2
				instant_build = yes
			}
			IF = {
				limit = {
					state = 1007
				}
				add_building_construction = {
					type = supply_node
					province = 7584
					level = 1
					instant_build = yes
				}
				build_railway = {
					level = 1
					build_only_on_allied = yes
					fallback = yes
					start_province = 10737
					target_province = 7584
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_equipment_to_stockpile = {
			type = train_equipment
			amount = 20
			producer = GER
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_410
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_410 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 410
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 410
	}
}
### Entity: AI Strategy
Component: AUS_ally_demo_ENG_when_communist
Constructs: has_government, is_faction_leader
Source: game
File: common/ai_strategy/r56_AUS.txt

Code:
AUS_ally_demo_ENG_when_communist = {
	allowed = {
		original_tag = AUS
	}
	enable = {
		has_government = communism
		ENG = {
			has_government = democratic
			is_faction_leader = yes
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = alliance
		id = ENG
		value = 200
	} {
		type = befriend
		id = ENG
		value = 200
	}
}
### Entity: Effect Reference
Construct: OPERATION
Constructs: OPERATION, every_operative, random_operative
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## Effects for scope OPERATION

* [every_operative](#every_operative)
* [execute_operation_coordinated_strike](#execute_operation_coordinated_strike)
* [random_operative](#random_operative)
### Entity: National Focus
Tree: afg_focus
Component: AFG_purge_the_bourgeoisie
Constructs: prerequisite, has_government, completion_reward, add_timed_idea, retire_character
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_purge_the_bourgeoisie
	icon = GFX_goal_generic_ban_aristocrats
	x = 2
	y = 1
	available = {
		has_government = communism
	}
	prerequisite = {
		focus = AFG_national_front AFG_soviet_expedition
	}
	relative_position_id = AFG_national_front
	ai_will_do = {
		factor = 1
	}
	cost = 5
	completion_reward = {
		add_timed_idea = {
			idea = AFG_bourgeoisie_purged
			days = 365
		}
		custom_effect_tooltip = r56_newline AFG_purged_bourgeoisie_tt
		hidden_effect = {
			retire_character = AFG_turabaz_khan r56_AFG_mohammad_gul_khan_momand
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Character
Component: SIE_pot
Source: game
File: common/characters/SIE.txt

Code:
SIE_pot = {
	advisor = {
		slot = political_advisor
		idea_token = SIE_pot
		allowed = {
			original_tag = SIE
		}
		traits = {
			prince_of_terror
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_2
		}
	}
}
### Entity: Trigger Reference
Construct: can_research
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## can_research

* Supported Scopes: COUNTRY
* Supported Targets: none

```
check if country can research technology
```
### Entity: National Focus
Tree: cub_focus
Component: CUB_panhispanic_diplomacy
Constructs: prerequisite, limit, every_country, has_country_flag, add_opinion_modifier, completion_reward
Source: game
File: common/national_focus/Cuba.txt

Code:
focus = {
	id = CUB_panhispanic_diplomacy
	icon = GFX_goal_CUB_pan_hispanism
	cost = 8
	prerequisite = {
		focus = CUB_subvert_american_influence
	}
	relative_position_id = CUB_subvert_american_influence
	x = 0
	y = 1
	available = {

	}
	completion_reward = {
		every_country = {
			limit = {
				has_country_flag = hispanic
			}
			add_opinion_modifier = {
				target = CUB
				modifier = large_increase
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_our_own_aircraft_carrier
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea, add_tech_bonus
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_our_own_aircraft_carrier
	icon = GFX_goal_CZE_our_own_aircraft_carrier
	x = 1
	y = 1
	relative_position_id = CZE_begin_building_the_radetzky_battleship
	available = {

	}
	bypass = {

	}
	cost = 10
	mutually_exclusive = {
		focus = CZE_our_battleship_fleet
	}
	prerequisite = {
		focus = CZE_begin_building_the_radetzky_battleship
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = CZE_rebuilding_the_navy2_idea
			add_idea = CZE_rebuilding_the_navy4_idea
		}
		add_tech_bonus = {
			name = CZE_our_own_aircraft_carrier
			bonus = 0.25
			uses = 2
			technology = early_ship_hull_carrier basic_ship_hull_carrier improved_ship_hull_carrier advanced_ship_hull_carrier
		}
	}
}
### Entity: Name List
Component: VNZ
Source: game
File: common/names/r56_names.txt

Code:
VNZ = {
	male = {
		names = {
			Alessandro Alfonso Ambrogio Amedeo Andrea Angelo Antonio Benito Camillo Carlo Cesare Costanzo Davide Enrico Ettore Fabrizio Faustino Federico Felice Ferdinando Fiorenzo Francesco Gaetano Gennaro Girolamo Giulio Giuseppe Guglielmo Innocenzo Leopoldo Luigi Marco Massimo Matteo Nicola Oreste Paolo Pasquale Pietro Prospero Raffaele Roberto Ruggiero Silvio Simone Tancredi Ugo Umberto Vincenzo Vittorio
		}
	}
	female = {
		names = {
			Maria Anna Sara Laura Sofia Stella Angela Giovanna Guiseppina Gianna Giulia Valentina
		}
	}
	surnames = {
		Acton Albricci Badoglio Baldissera Baratieri Bava-Beccaris Cadorna Cagni Canevaro Capello Caviglia Ceccherini Cialdini Cusani Dezza di Robilant Emo Fanti Fara Filomarino Garibaldi Giardino Govone La Màrmora Mambretti Menabrea Orengo Pallavicino Pecori-Giraldi Pelloux Perruchetti Pianelli Porro Presbitero Ramorino Ricotti-Magnani Sacchi Saletta Sanna Solari Vaccari Zupelli Maira Boscolo Carraro Ferrari Pavan Sartori Trevisan Vianello Basso Bernardi Costa Fabris Favaro Furlan Martini Moro Visentin Zanella Zanetti Zanon
	}
	callsigns = {
		Buzzard Dusty Falcon Hawk Hammer Viper Banshee The Baron Lightning Duce Raven Two Shot Rosso
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_invoke_the_nine_powers
Constructs: prerequisite, limit, every_country, has_war_with, completion_reward, is_controlled_by, has_dynamic_modifier, remove_dynamic_modifier
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_invoke_the_nine_powers
	icon = GFX_focus_CHI_invoke_the_nine_powers
	prerequisite = {
		focus = CHI_leverage_contacts
	}
	x = 2
	y = 1
	relative_position_id = CHI_leverage_contacts
	cost = 10
	available = {
		613 = {
			is_controlled_by = ROOT
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MANPOWER
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		IF = {
			limit = {
				613 = {
					has_dynamic_modifier = {
						modifier = CHI_shanghai_international_settlement
					}
				}
			}
			613 = {
				remove_dynamic_modifier = {
					modifier = CHI_shanghai_international_settlement
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		} {
			limit = {
				613 = {
					free_building_slots = {
						building = industrial_complex
						size = > 2
						include_locked = yes
					}
				}
			}
			613 = {
				add_extra_state_shared_building_slots = 3
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				} {
					type = arms_factory
					level = 1
					instant_build = yes
				} {
					type = dockyard
					level = 1
					instant_build = yes
				}
				custom_effect_tooltip = generic_skip_one_line_tt
			}
		} {
			limit = {
				has_dynamic_modifier = {
					modifier = CHI_nine_power_treaty_sea
				}
			}
			every_country = {
				limit = {
					is_in_array = {
						array = CHI.nine_power_treaty_signatories
						value = THIS
					}
				}
				IF = {
					limit = {
						exists = yes
						has_capitulated = no
						NOT = {
							has_war_with = ROOT
						}
					}
					country_event = {
						id = SEA_china.19
						hours = 2
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_industria_della_gomma_sintetica
Constructs: prerequisite, limit, completion_reward, has_tech, add_tech_bonus, is_controlled_by, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_industria_della_gomma_sintetica
	icon = GFX_focus_generic_rubber
	prerequisite = {
		focus = ITA_steel_industry_in_terni ITA_power_plants_in_terni
	}
	x = 1
	y = 1
	relative_position_id = ITA_steel_industry_in_terni
	cost = 5
	available = {
		has_tech = synth_oil_experiments
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = ITA_industria_della_gomma_sintetica
			bonus = 0.5
			uses = 2
			category = cat_synth_oil
		}
		if = {
			limit = {
				2 = {
					is_controlled_by = ROOT
					free_building_slots = {
						building = synthetic_refinery
						size = > 0
						include_locked = yes
					}
				}
			}
			2 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = synthetic_refinery
					level = 1
					instant_build = yes
				}
			}
		}
		else = {
			random_core_state = {
				limit = {
					is_controlled_by = ROOT
					free_building_slots = {
						building = synthetic_refinery
						size = > 0
						include_locked = yes
					}
				}
				prioritize = {
					157 849 117
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = synthetic_refinery
					level = 1
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Scripted Effect
Component: DEN_the_king_takes_over
Constructs: limit, has_government, has_character, set_politics, add_country_leader_role, set_party_name
Source: game
File: common/scripted_effects/DEN_scripted_effects.txt

Code:
DEN_the_king_takes_over = {
	if = {
		limit = {
			NOT = {
				has_government = neutrality
			}
		}
		if = {
			limit = {
				NOT = {
					has_character = DEN_christian_x
				}
			}
			set_politics = {
				ruling_party = neutrality
				long_name = DEN_neutrality_monarchist_party_long
				name = DEN_neutrality_monarchist_party
			}
			DEN_frederik_ix = {
				add_country_leader_role = {
					promote_leader = yes
					country_leader = {
						ideology = despotism
						expire = 1965.1.1.1
						traits = {
							DEN_the_king
						}
					}
				}
			}
		}
		else = {
			set_politics = {
				ruling_party = neutrality
				long_name = DEN_neutrality_monarchist_party_long
				name = DEN_neutrality_monarchist_party
			}
			DEN_christian_x = {
				add_country_leader_role = {
					promote_leader = yes
					country_leader = {
						ideology = despotism
						expire = 1965.1.1.1
						traits = {
							DEN_the_king
						}
					}
				}
			}
		}
	}
	else_if = {
		if = {
			limit = {
				NOT = {
					has_character = DEN_christian_x
				}
			}
			DEN_remove_neutral_leader = yes
			set_politics = {
				ruling_party = neutrality
				long_name = DEN_neutrality_monarchist_party_long
				name = DEN_neutrality_monarchist_party
			}
			DEN_frederik_ix = {
				add_country_leader_role = {
					promote_leader = yes
					country_leader = {
						ideology = despotism
						expire = 1965.1.1.1
						traits = {
							DEN_the_king
						}
					}
				}
			}
		}
		else = {
			DEN_remove_neutral_leader = yes
			set_party_name = {
				ideology = neutrality
				name = DEN_neutrality_monarchist_party_long
				long_name = DEN_neutrality_monarchist_party
			}
			DEN_christian_x = {
				add_country_leader_role = {
					promote_leader = yes
					country_leader = {
						ideology = despotism
						expire = 1965.1.1.1
						traits = {
							DEN_the_king
						}
					}
				}
			}
		}
	}
}
### Entity: Character
Component: socialist_healthcare_expert
Constructs: communism_drift, mobilization_speed
Source: game
File: common/country_leader/r56_traits.txt

Code:
socialist_healthcare_expert = {
	random = no
	sprite = 13
	communism_drift = 0.02
	experience_loss_factor = -0.15
	mobilization_speed = 0.05
}
### Entity: Event
Component: AAT_norway.3
Constructs: is_triggered_only, ai_chance, remove_ideas, add_stability
Source: game
File: events/AAT_Norway.txt

Code:
country_event = {
	id = AAT_norway.3
	title = AAT_norway.3.t
	desc = AAT_norway.3.desc
	picture = GFX_report_event_NOR_storting
	is_triggered_only = yes
	immediate = {
		hidden_effect = {

		}
	}
	option = {
		name = AAT_norway.3.a
		ai_chance = {
			base = 10
		}
		trigger = {

		}
		MEX = {
			country_event = {
				id = mexico.17
				days = 12
			}
		}
		add_stability = -0.1
		remove_ideas = {
			NOR_anti_communist_sentiment_ns
		}
	}
}