Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Component: wuw_HUN_elect_a_democratic_king
Constructs: has_completed_focus, prerequisite, limit, add_ideas, has_government, completion_reward, allow_branch, has_game_rule
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_elect_a_democratic_king
	icon = GFX_focus_HUN_elect_a_democratic_king
	prerequisite = {
		focus = wuw_HUN_abide_by_the_little_ententes_stipulations
	}
	mutually_exclusive = {
		focus = wuw_HUN_establishing_a_new_dynasty wuw_HUN_elect_a_fascist_king
	}
	x = 0
	y = 1
	relative_position_id = wuw_HUN_abide_by_the_little_ententes_stipulations
	cost = 5
	ai_will_do = {
		factor = 15
	}
	allow_branch = {
		IF = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = wuw_HUN_continue_the_regency
			} {
				has_completed_focus = wuw_HUN_end_the_white_terror
			} {
				has_completed_focus = wuw_HUN_establishing_a_new_dynasty
			} {
				has_completed_focus = wuw_HUN_elect_a_fascist_king
			} {
				has_completed_focus = wuw_HUN_reinstate_the_pragmatic_sanction
			}
		}
	}
	available = {
		OR = {
			has_government = neutrality democratic
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		swap_ideas = {
			add_idea = HUN_hungarian_monarchy_nice_democratic
			remove_idea = HUN_hungarian_monarchy_nice
		}
		add_ideas = HUN_dynastic_ties HUN_charles_v HUN_the_volksbund_idea
		add_relation_modifier = {
			target = SWE
			modifier = HUN_dynastic_ties_license
		}
		hidden_effect = {
			add_ai_strategy = {
				type = befriend
				id = SWE
				value = 200
			} {
				type = support
				id = SWE
				value = 200
			}
			SWE = {
				add_ai_strategy = {
					type = befriend
					id = HUN
					value = 200
				} {
					type = support
					id = HUN
					value = 200
				}
			}
		} {
			set_cosmetic_tag = HUN_MONARCHY
			news_event = {
				id = news.296
			}
			activate_mission = HUN_the_incoming_fascist_civil_war_mission
			IF = {
				limit = {
					has_game_rule = {
						rule = obsolete_focus_branches_visibility
						option = HIDE
					}
				}
				mark_focus_tree_layout_dirty = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt HUN_fascist_uprising_mission_activation_tt generic_skip_one_line_tt
		unlock_decision_tooltip = {
			decision = HUN_carl_wilhelm_takes_absolute_cotrol_decision
			show_effect_tooltip = no
		} HUN_call_in_sweden
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_NIC_6
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_NIC_6 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_NIC
			value = 6
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = dockyard
		value = 6
	}
}
### Entity: Effect Reference
Construct: find_highest_in_array
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## find_highest_in_array

* Supported Scopes: any
* Supported Targets: any

```
Runs a loop on for each element of an array, finds the highest value and stores result in temp variables
Example: find_highest_in_array = {
	array = array_name
	value = value_name #optional (default 'v') highest value in array will be stored in this temp variable
	index = index_name #optional (default 'i') index of highest value in array will be stored in this temp variable
}
```
### Entity: Idea
Component: GER_strengthened_supply_lines_ns
Constructs: removal_cost
Source: game
File: common/ideas/GER.txt

Code:
GER_strengthened_supply_lines_ns = {
	picture = generic_supply_line
	allowed = {
		always = no
	}
	removal_cost = -1
	modifier = {
		attrition = -0.05
		supply_consumption_factor = -0.05
		supply_node_range = 0.1
		naval_attrition = -0.05
	}
}
### Entity: National Focus
Tree: ukr_focus
Component: UKR_construction_technologies
Constructs: prerequisite, completion_reward, add_tech_bonus, industrial_bonus
Source: game
File: common/national_focus/ukraine.txt

Code:
focus = {
	id = UKR_construction_technologies
	icon = GFX_goal_generic_construction
	prerequisite = {
		focus = UKR_industrial_development
	}
	relative_position_id = UKR_industrial_development
	x = 0
	y = 1
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = industrial_bonus
			bonus = 1
			uses = 2
			category = construction_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Faction
Component: faction_goal_great_offensive
Constructs: has_war, limit, has_war_with, add_war_support, is_core_of, complete_effect, add_faction_power_projection, every_faction_member
Source: game
File: common/factions/goals/faction_goals_long_term.txt

Code:
faction_goal_great_offensive = {
	name = great_offensive_goal_name
	description = great_offensive_goal_desc
	category = long_term
	group = FOCUS_FILTER_ANNEXATION
	visible = {
		FROM = {
			has_war = yes
		}
		collection_size = {
			input = {
				input = game:all_states
				operators = {
					limit = {
						owner = {
							has_war_with = ROOT
						}
						is_core_of = OWNER
						is_controlled_by_ROOT_or_ally = yes
					}
				}
				name = ENEMY_FACTION_CORE_STATES_CONTROLLED_BY_US
			}
			value = < 1
		}
	}
	completed = {
		collection_size = {
			input = {
				input = game:all_states
				operators = {
					limit = {
						owner = {
							has_war_with = ROOT
						}
						is_core_of = OWNER
						is_controlled_by_ROOT_or_ally = yes
					}
				}
				name = ENEMY_FACTION_CORE_STATES_CONTROLLED_BY_US
			}
			value = > 0
		}
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt ALL_FACTION_MEMBERS generic_skip_one_line_tt TARGET_STATE_CONTROLLERS
		every_faction_member = {
			IF = {
				limit = {
					NOT = {
						has_completed_goal = faction_goal_great_offensive
					}
				}
				add_war_support = 0.1
			}
		} {
			visible_when_empty = yes
			limit = {
				any_controlled_state = {
					owner = {
						has_war_with = ROOT
					}
					is_core_of = OWNER
				}
			}
			add_faction_initiative = 1
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 1
			stockpile_ratio = {
				archetype = infantry_equipment
				ratio = > 1
			} {
				archetype = artillery_equipment
				ratio = > 1
			}
		} {
			add = 1
			collection_size = {
				input = {
					input = collection:faction_owned_core_states
					operators = {
						limit = {
							NOT = {
								is_fully_controlled_by = OWNER
							}
						}
					}
					name = FACTION_CORE_STATES_NOT_FULLY_CONTROLLED
				}
				value = < 1
			}
		}
	}
}
### Entity: Idea
Component: rhineland_challenge_met
Constructs: stability_factor, war_support_factor, has_government, removal_cost
Source: game
File: common/ideas/r56_germany.txt

Code:
rhineland_challenge_met = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	picture = generic_democratic_drift_bonus
	modifier = {
		stability_factor = -0.1
		war_support_factor = -0.1
	}
}
### Entity: AI Strategy
Component: EAI_SIA_avoid_JAP_border
Constructs: is_in_faction_with
Source: game
File: common/ai_strategy/JAP_EAI.txt

Code:
EAI_SIA_avoid_JAP_border = {
	allowed = {
		tag = SIA
	}
	enable = {
		is_in_faction_with = JAP
		JAP = {
			num_divisions = > 15
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = dont_defend_ally_borders
		id = JAP
		value = 5000
	}
}
### Entity: Character
Component: HUN_laszlo_rajk
Constructs: has_completed_focus, limit, has_country_flag, has_dlc, has_autonomy_state, has_game_rule
Source: game
File: common/characters/HUN.txt

Code:
HUN_laszlo_rajk = {
	instance = {
		allowed = {
			NOT = {
				has_dlc = Gotterdammerung
			}
		}
		name = HUN_laszlo_rajk
		portraits = {
			army = {
				small = GFX_idea_HUN_laszlo_rajk
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = HUN_laszlo_rajk
			allowed = {
				original_tag = HUN
			}
			available = {
				IF = {
					limit = {
						has_dlc = Man the Guns
					}
					NOT = {
						has_autonomy_state = autonomy_supervised_state
					}
				}
			}
			traits = {
				communist_revolutionary
			}
			ai_will_do = {
				base = 0
				modifier = {
					add = 100
					OR = {
						has_country_flag = HUN_AI_RANDOM_COMMUNIST
						has_game_rule = {
							rule = HUN_ai_behavior
							option = COMMUNIST
						}
					}
				}
			}
		}
	} {
		allowed = {
			has_dlc = Gotterdammerung
		}
		name = HUN_laszlo_rajk
		portraits = {
			army = {
				small = GFX_idea_HUN_laszlo_rajk
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = HUN_laszlo_rajk
			allowed = {
				original_tag = HUN
			}
			visible = {
				NOT = {
					OR = {
						has_completed_focus = wuw_HUN_end_the_regency wuw_HUN_continue_the_regency
					}
				}
			}
			available = {
				IF = {
					limit = {
						has_dlc = Man the Guns
					}
					NOT = {
						has_autonomy_state = autonomy_supervised_state
					}
				}
				has_completed_focus = wuw_HUN_elections_in_the_revolutionary_council
			}
			traits = {
				marxist_philosopher
			}
			ai_will_do = {
				base = 0
				modifier = {
					add = 100
					OR = {
						has_country_flag = HUN_AI_RANDOM_COMMUNIST
						has_game_rule = {
							rule = HUN_ai_behavior
							option = COMMUNIST
						}
					}
				}
			}
		}
	}
}
### Entity: Idea
Component: GYA_acd2
Source: game
File: common/ideas/guyana.txt

Code:
GYA_acd2 = {
	picture = generic_army_african_1
	allowed = {
		original_tag = GYA
	}
	traits = {
		army_chief_defensive_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: improper_frontline_command
Constructs: removal_cost
Source: game
File: common/ideas/prc.txt

Code:
improper_frontline_command = {
	removal_cost = -1
	picture = anti_soviet_pact
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	modifier = {
		land_reinforce_rate = -0.05
		army_speed_factor = -0.1
		army_org_factor = -0.2
	}
}
### Entity: Character
Component: AST_james_mcmanus
Source: game
File: common/characters/AST.txt

Code:
AST_james_mcmanus = {
	name = AST_james_mcmanus
	portraits = {
		army = {
			large = GFX_portrait_AST_james_mcmanus
			small = GFX_portrait_AST_james_mcmanus_small
		}
	}
	navy_leader = {
		traits = {
			spotter
		}
		skill = 2
		attack_skill = 1
		defense_skill = 2
		coordination_skill = 3
		maneuvering_skill = 1
		legacy_id = -1
	}
}
### Entity: Modding Documentation
Construct: set_debug_unit_controller
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## set_debug_unit_controller
* Aliases: dbg_unit_controller
* Not available in release build

Sets debug unit controller tag, other countries will not update units
### Entity: Order of Battle
Component: Pacific Reserve Fleet
Source: game
File: history/units/USA_1936_naval_mtg.txt

Code:
fleet = {
	name = Pacific Reserve Fleet
	naval_base = 1562
	task_force = {
		name = Pacific Reserve Destroyers
		location = 1562
		ship = {
			name = USS Ballard
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = USA
					version_name = Clemson Class
				}
			}
		} {
			name = USS Chew
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = USA
					version_name = Clemson Class
				}
			}
		} {
			name = USS Crane
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = USA
					version_name = Clemson Class
				}
			}
		} {
			name = USS Crosby
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = USA
					version_name = Clemson Class
				}
			}
		} {
			name = USS Greene
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = USA
					version_name = Clemson Class
				}
			}
		} {
			name = USS Hogan
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = USA
					version_name = Clemson Class
				}
			}
		} {
			name = USS Howard
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = USA
					version_name = Clemson Class
				}
			}
		} {
			name = USS Kennison
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = USA
					version_name = Clemson Class
				}
			}
		} {
			name = USS Kilty
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = USA
					version_name = Clemson Class
				}
			}
		} {
			name = USS Palmer
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = USA
					version_name = Clemson Class
				}
			}
		} {
			name = USS Schley
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = USA
					version_name = Clemson Class
				}
			}
		} {
			name = USS Stansbury
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = USA
					version_name = Clemson Class
				}
			}
		} {
			name = USS Thornton
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = USA
					version_name = Clemson Class
				}
			}
	
# ... (truncated)
### Entity: Character
Component: JAP_giro_senoo
Constructs: has_completed_focus, has_country_leader
Source: game
File: common/characters/JAP.txt

Code:
JAP_giro_senoo = {
	name = JAP_giro_senoo
	portraits = {
		civilian = {
			large = GFX_portrait_JAP_giro_senoo
			small = GFX_portrait_JAP_giro_senoo_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = JAP_giro_senoo
		allowed = {
			original_tag = JAP
		}
		visible = {
			NOT = {
				has_completed_focus = JAP_revere_the_emperor_destroy_the_traitors JAP_organize_a_general_election JAP_sea_purge_the_kodoha_faction
				has_country_leader = {
					ruling_only = yes
					character = JAP_giro_senoo
				}
			}
		}
		available = {
			has_completed_focus = JAP_incorporate_buddhist_socialism
		}
		traits = {
			JAP_buddhist_socialist_trait
		}
		ai_will_do = {
			base = 1
		}
	}
}
### Entity: National Focus
Tree: sam_focus
Component: SAM_with_the_crown
Constructs: prerequisite, limit, add_opinion_modifier, completion_reward, is_subject_of, modify_tech_sharing_bonus, every_other_country
Source: game
File: common/national_focus/samoa.txt

Code:
focus = {
	id = SAM_with_the_crown
	icon = GFX_goal_tfv_strengthen_commonwealth_ties
	cost = 8
	x = -3
	y = 1
	relative_position_id = SAM_aftermath_of_the_goodwill_mission
	available = {
		OR = {
			is_subject_of = NZL ENG
		}
	}
	prerequisite = {
		focus = SAM_aftermath_of_the_goodwill_mission
	}
	ai_will_do = {
		factor = 5
		modifier = {
			add = 5
			is_subject_of = NZL
		}
	}
	completion_reward = {
		ROOT = {
			modify_tech_sharing_bonus = {
				id = commonwealth_research
				bonus = 0.03
			}
		}
		every_other_country = {
			limit = {
				OR = {
					tag = ENG
					is_subject_of = ENG
				}
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = AST_R56_reaffirmed_commonwelth_commitments
			}
		}
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_restore_the_bulgarian_patriarchate
Constructs: prerequisite, add_ideas, completion_reward, has_stability, random_hours
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_restore_the_bulgarian_patriarchate
	prerequisite = {
		focus = BUL_bulgarian_administration_of_the_balkans
	}
	icon = GFX_focus_BUL_restore_the_bulgarian_patriarchate
	relative_position_id = BUL_bulgarian_administration_of_the_balkans
	x = 0
	y = 1
	cost = 10
	available = {
		has_stability = > 0.5
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_ideas = BUL_bulgarian_patriarchate_restored
		hidden_effect = {
			news_event = {
				id = bftb_news.6
				hours = 8
				random_hours = 4
			}
		}
	}
}
### Entity: Scripted Trigger
Component: this_has_same_ideology_as_prev
Constructs: has_government
Source: game
File: common/scripted_triggers/r56_danish_scripted_trigger.txt

Code:
this_has_same_ideology_as_prev = {
	custom_trigger_tooltip = {
		tooltip = this_has_same_ideology_as_prev_tt
		OR = {
			AND = {
				has_government = neutrality
				PREV = {
					has_government = neutrality
				}
			} {
				has_government = democratic
				PREV = {
					has_government = democratic
				}
			} {
				has_government = communism
				PREV = {
					has_government = communism
				}
			} {
				has_government = fascism
				PREV = {
					has_government = fascism
				}
			}
		}
	}
}
### Entity: Unit Leader
Component: i_am_angry
Constructs: gain_xp
Source: game
File: common/unit_leader/r56w_traits.txt

Code:
i_am_angry = {
	type = field_marshal
	trait_type = personality_trait
	allowed = {
		always = no
	}
	gain_xp = {
		always = no
	}
	modifier = {
		fort = {
			attack = 20
			defence = 20
		}
		plains = {
			attack = 20
			defence = 20
		}
		hills = {
			attack = 20
			defence = 20
		}
		mountain = {
			attack = 20
			defence = 20
		}
		jungle = {
			attack = 20
			defence = 20
		}
		desert = {
			attack = 20
			defence = 20
		}
		marsh = {
			attack = 20
			defence = 20
		}
		forest = {
			attack = 20
			defence = 20
		}
		river = {
			attack = 20
			defence = 20
		}
		amphibious_invasion = 1
		invasion_preparation = -1
		army_speed_factor = 5
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_support_rural_folk
Constructs: every_owned_state, prerequisite, limit, completion_reward, add_country_leader_trait, is_controlled_by, has_state_category, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_support_rural_folk
	icon = GFX_focus_BRA_father_of_the_poor
	prerequisite = {
		focus = BRA_reward_army_loyalty BRA_reinvigorate_the_navy
	}
	mutually_exclusive = {
		focus = BRA_support_the_landowners
	}
	x = -3
	y = 1
	relative_position_id = BRA_reinvigorate_the_navy
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		add_country_leader_trait = {
			trait = BRA_father_of_the_poor
		}
		every_owned_state = {
			limit = {
				is_controlled_by = ROOT
				OR = {
					has_state_category = wasteland pastoral rural
				}
				NOT = {
					OR = {
						state = 961 962 963 964 965 966 967 968
					}
				}
			}
			add_extra_state_shared_building_slots = 1
		}
	}
}
### Entity: Character
Component: PNG_acd2
Source: game
File: common/characters/PNG.txt

Code:
PNG_acd2 = {
	advisor = {
		slot = army_chief
		idea_token = PNG_acd2
		allowed = {
			original_tag = PNG
		}
		traits = {
			army_chief_defensive_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_1
		}
	}
}
### Entity: Modifier Reference
Component: panama_canal_damaged_modifier
Source: game
File: common/dynamic_modifiers/wuw_dynamic_modifiers.txt

Code:
panama_canal_damaged_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_decision_hol_inundate_water_lines
	custom_modifier_tooltip = kiel_canal_damaged_tt
}
### Entity: Idea
Component: NOR_new_haeren_ns_2
Constructs: army_attack_factor, removal_cost, conscription_factor, breakthrough_factor
Source: game
File: common/ideas/norway.txt

Code:
NOR_new_haeren_ns_2 = {
	name = NOR_new_haeren_ns_1
	allowed = {
		NOR_AAT = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = NOR_new_haeren_ns
	modifier = {
		training_time_factor = -0.15
		conscription_factor = 0.2
		winter_attrition_factor = -0.15
		army_attack_factor = 0.1
		breakthrough_factor = 0.15
	}
}
### Entity: Event
Component: peru.51
Constructs: is_triggered_only, division_template, limit, has_government, has_country_flag, fire_only_once, is_locked, set_country_flag
Source: game
File: events/r56_peru.txt

Code:
country_event = {
	id = peru.51
	title = peru.51.t
	desc = peru.51.d
	picture = GFX_report_event_PRU_rally
	fire_only_once = yes
	is_triggered_only = yes
	immediate = {
		division_template = {
			name = Milicias
			division_names_group = SPAN_INF_02
			is_locked = no
			regiments = {
				infantry = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 0
					y = 2
				} {
					x = 0
					y = 3
				}
			}
		}
	}
	option = {
		name = peru.51.a
		start_civil_war = {
			ideology = neutrality
			size = 0.4
			capital = 492
			states = {
				492 491 494 1061
			}
			set_country_flag = PRU_republic_force
		}
		hidden_effect = {
			every_controlled_state = {
				create_unit = {
					division = name = "Milicia Real" division_template = "Milicias" start_experience_factor = 0.4 start_equipment_factor = 1.0
					owner = ROOT
				} {
					division = name = "Milicia Real" division_template = "Milicias" start_experience_factor = 0.4 start_equipment_factor = 1.0
					owner = ROOT
				} {
					division = name = "Milicia Real" division_template = "Milicias" start_experience_factor = 0.4 start_equipment_factor = 1.0
					owner = ROOT
				} {
					division = name = "Milicia Real" division_template = "Milicias" start_experience_factor = 0.4 start_equipment_factor = 1.0
					owner = ROOT
				} {
					division = name = "Milicia Real" division_template = "Milicias" start_experience_factor = 0.4 start_equipment_factor = 1.0
					owner = ROOT
				} {
					division = name = "Milicia Real" division_template = "Milicias" start_experience_factor = 0.4 start_equipment_factor = 1.0
					owner = ROOT
				}
			}
			random_other_country = {
				limit = {
					original_tag = PRU
					has_civil_war = yes
					has_government = neutrality
					has_country_flag = PRU_republic_force
				}
				retire_character = PRU_ernesto_montagne_markholz PRU_gobierno_provicional
				promote_character = PRU_junta_militar
				set_party_name = {
					ideology = neutrality
					long_name = PRU_neutrality_party_long_1
					name = PRU_neutrality_party_1
				}
				add_popularity = {
					ideology = neutrality
					popularity = 0.15
				}
				every_controlled_state = {
					create_unit = {
						division = name = "Milicias Republicana" division_template = "Milicias" start_experience_factor = 0.4 start_equipment_factor = 1.0
						owner = PREV
					} {
						division = name = "Milicias Aprista" division_
# ... (truncated)
### Entity: National Focus
Tree: swe_focus
Component: SWE_rule_the_baltic
Constructs: prerequisite, limit, add_ideas, completion_reward, cancel_if_invalid, add_tech_bonus, has_dlc
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_rule_the_baltic
	icon = GFX_goal_generic_navy_cruiser
	x = 1
	y = 2
	cost = 10
	prerequisite = {
		focus = SWE_gotaverken
	}
	relative_position_id = SWE_gotaverken
	mutually_exclusive = {
		focus = SWE_retool_dockyards
	}
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {

	}
	completion_reward = {
		add_tech_bonus = {
			bonus = 0.5
			uses = 1
			category = bb_tech
			name = SWE_rule_the_baltic
		}
		if = {
			limit = {
				has_dlc = Man the Guns
			}
			add_ideas = SWE_rule_the_baltic_idea
		}
		else = {
			add_ideas = SWE_rule_the_baltic_no_mtg
		}
	}
}
### Entity: Event
Component: BBA_switzerland_trade.5
Constructs: is_triggered_only, ai_chance, limit, has_opinion_modifier, remove_opinion_modifier
Source: game
File: events/BBA_Switzerland.txt

Code:
country_event = {
	id = BBA_switzerland_trade.5
	title = BBA_switzerland_trade.5.t
	desc = BBA_switzerland_trade.5.desc
	picture = GFX_report_event_SWI_parliament_members
	is_triggered_only = yes
	immediate = {
		hidden_effect = {

		}
	}
	option = {
		name = BBA_switzerland_trade.5.a
		ai_chance = {
			base = 10
		}
		if = {
			limit = {
				has_opinion_modifier = SWI_trade_agreement
			}
			remove_opinion_modifier = {
				target = FROM
				modifier = SWI_trade_agreement
			}
		}
		SWI_update_neighbor_opinion_balance = yes
	}
}