Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: closed_economy
Constructs: has_completed_focus, has_war, limit, has_government, is_major, has_dlc, has_idea, has_opinion_modifier
Source: game
File: common/ideas/_economic.txt

Code:
closed_economy = {
	available = {
		has_war = yes
		IF = {
			limit = {
				NOT = {
					original_tag = JAP
				}
			}
			OR = {
				has_government = fascism communism
			}
		} {
			limit = {
				original_tag = CHI
				has_dlc = Waking the Tiger
			}
			NOT = {
				has_idea = CHI_nine_power_treaty
			}
		}
		ELSE_IF = {
			limit = {
				original_tag = JAP
			}
			OR = {
				has_government = fascism communism
				AND = {
					has_completed_focus = JAP_sea_state_general_mobilization_law
					has_government = neutrality
				}
			}
		}
		OR = {
			has_idea = war_economy tot_economic_mobilisation
			IF = {
				limit = {
					original_tag = GER
				}
				has_idea = totaler_krieg_economy
			}
			ELSE_IF = {
				limit = {
					original_tag = JAP
				}
				has_idea = national_defense_state
			}
			ELSE = {
				hidden_trigger = {
					always = no
				}
			}
		} {
			NOT = {
				tag = SOV
			} {
				has_opinion_modifier = MR_pact
			}
		}
	}
	rule = {
		can_access_market = no
		desc = can_not_access_market_closed_economy
	}
	cost = 150
	removal_cost = -1
	modifier = {
		min_export = 0
		lend_lease_tension = 0.4
		cic_construction_boost = -0.1
	}
	cancel_if_invalid = no
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			is_major = no
			is_in_faction = yes
			has_war = yes
		} {
			factor = 0
			is_major = no
			has_war = no
		} {
			factor = 0
			has_large_ally_not_pick_closed_economy = yes
		} {
			factor = 0.5
			original_tag = GER
			is_in_faction = yes
			OR = {
				has_idea = autarkic_economy autarkic_economy_improved
			}
		}
	}
	on_add = {
		if = {
			limit = {
				has_dlc = Thunder at Our Gates
				original_tag = SIA
			}
			if = {
				limit = {
					check_variable = {
						SIA_current_trade_law = > 3
					}
				}
				SIA_decrease_military_approval = yes
				SIA_increase_civilian_approval = yes
			}
			else = {
				SIA_increase_military_approval = yes
				SIA_decrease_civilian_approval = yes
			}
			set_variable = {
				SIA_current_trade_law = 3
			}
		}
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_complete_the_sourthern_railway_network
Constructs: prerequisite, completion_reward, is_owned_and_controlled_by, build_railway, add_to_variable
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_complete_the_sourthern_railway_network
	icon = GFX_focus_NOR_complete_the_sourthern_railway_network
	prerequisite = {
		focus = NOR_hurtigruten NOR_build_the_northern_rail
	}
	x = 0
	y = 4
	relative_position_id = NOR_hurtigruten
	cost = 10
	available = {
		143 = {
			is_owned_and_controlled_by = ROOT
		}
		920 = {
			is_owned_and_controlled_by = ROOT
		}
		142 = {
			is_owned_and_controlled_by = ROOT
		}
		921 = {
			is_owned_and_controlled_by = ROOT
		}
		922 = {
			is_owned_and_controlled_by = ROOT
		}
		110 = {
			is_owned_and_controlled_by = ROOT
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		build_railway = {
			level = 2
			start_province = 6115
			target_province = 9296
		} {
			level = 2
			start_province = 9296
			target_province = 53
		} {
			level = 2
			start_province = 6115
			target_province = 3022
		} {
			level = 2
			start_province = 9157
			target_province = 122
		}
		custom_effect_tooltip = NOR_modify_independent_norway_TT
		add_to_variable = {
			var = NOR.NOR_independent_norway_dmod_production_speed_infrastructure_factor
			value = 0.2
			tooltip = production_speed_infrastructure_factor_tt
		}
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_improve_overseas_naval_bases
Constructs: prerequisite, limit, completion_reward, has_full_control_of_state, add_building_construction
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_improve_overseas_naval_bases
	icon = GFX_focus_generic_coastal_fort
	prerequisite = {
		focus = ITA_expand_naval_facilities
	}
	x = -4
	y = 1
	relative_position_id = ITA_expand_naval_facilities
	cost = 10
	available = {
		OR = {
			has_full_control_of_state = 448 451 164 550 559 844 447 458 459
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		if = {
			limit = {
				has_full_control_of_state = 448
			}
			448 = {
				add_building_construction = {
					type = naval_base
					level = 1
					instant_build = yes
					province = 1149
				} {
					type = coastal_bunker
					level = 1
					instant_build = yes
					province = 1149
				}
			}
		} {
			limit = {
				has_full_control_of_state = 451
			}
			451 = {
				add_building_construction = {
					type = naval_base
					level = 1
					instant_build = yes
					province = 1130
				} {
					type = coastal_bunker
					level = 1
					instant_build = yes
					province = 1130
				}
			}
		} {
			limit = {
				has_full_control_of_state = 164
			}
			164 = {
				add_building_construction = {
					type = naval_base
					level = 1
					instant_build = yes
					province = 10007
				} {
					type = coastal_bunker
					level = 1
					instant_build = yes
					province = 10007
				}
			}
		} {
			limit = {
				has_full_control_of_state = 550
			}
			550 = {
				add_building_construction = {
					type = naval_base
					level = 1
					instant_build = yes
					province = 12766
				} {
					type = coastal_bunker
					level = 1
					instant_build = yes
					province = 12766
				}
			}
		} {
			limit = {
				has_full_control_of_state = 559
			}
			559 = {
				add_building_construction = {
					type = naval_base
					level = 1
					instant_build = yes
					province = 12991
				} {
					type = coastal_bunker
					level = 1
					instant_build = yes
					province = 12991
				}
			}
		} {
			limit = {
				has_full_control_of_state = 844
			}
			844 = {
				add_building_construction = {
					type = naval_base
					level = 1
					instant_build = yes
					province = 12941
				} {
					type = coastal_bunker
					level = 1
					instant_build = yes
					province = 12941
				}
			}
		} {
			limit = {
				has_full_control_of_state = 447
			}
			447 = {
				add_building_construction = {
					type = naval_base
					level = 1
					instant_build = yes
					province = 4076
				} {
					type = coastal_bun
# ... (truncated)
### Entity: Event
Component: MUN_czech_bop.5
Constructs: is_triggered_only, ai_chance, add_equipment_to_stockpile, limit, has_dlc, complete_mio_trait, set_country_flag
Source: game
File: events/MUN_Czechoslovakia.txt

Code:
country_event = {
	id = MUN_czech_bop.5
	title = MUN_czech_bop.5.t
	desc = MUN_czech_bop.5.d
	picture = GFX_report_event_generic_rifles
	is_triggered_only = yes
	option = {
		name = MUN_czech_bop.5.a
		ai_chance = {
			factor = 1
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = invites_mio_tt
			show_mio_tooltip = CZE_zbrojovka_brno_organization
			mio:CZE_zbrojovka_brno_organization = {
				complete_mio_trait = {
					trait = CZE_mio_trait_gun_smuggling_difficulties
					show_modifiers = yes
				}
			}
		}
		ELSE = {
			army_experience = 3
			custom_effect_tooltip = generic_skip_one_line_tt available_designer
			show_ideas_tooltip = CZE_zbrojovka_brno
		}
		custom_effect_tooltip = generic_skip_one_line_tt MUN_czech_bop_5_tt generic_skip_one_line_tt
		set_country_flag = CZE_zbrojovka_brno_is_smuggling_guns_in
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = 100
			producer = CZE
		}
	}
}
### Entity: National Focus
Tree: vin_focus
Component: VIN_build_the_nha_trang_dockyards
Constructs: limit, completion_reward, is_coastal, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, random_state, is_controlled_by
Source: game
File: common/national_focus/Vietnam.txt

Code:
focus = {
	id = VIN_build_the_nha_trang_dockyards
	icon = GFX_goal_generic_construct_naval_dockyard
	cost = 10
	x = 67
	y = 0
	completion_reward = {
		navy_experience = 25
		if = {
			limit = {
				NOT = {
					any_owned_state = {
						dockyard = > 0
						free_building_slots = {
							building = dockyard
							size = > 2
							include_locked = yes
						}
					}
				}
				any_owned_state = {
					is_coastal = yes
				}
			}
			random_owned_controlled_state = {
				prioritize = {
					927
				}
				limit = {
					is_coastal = yes
					free_building_slots = {
						building = dockyard
						size = > 2
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 3
				add_building_construction = {
					type = dockyard
					level = 3
					instant_build = yes
				}
			}
		} {
			limit = {
				any_owned_state = {
					dockyard = > 0
					free_building_slots = {
						building = dockyard
						size = > 2
						include_locked = yes
					}
				}
			}
			random_owned_controlled_state = {
				prioritize = {
					927
				}
				limit = {
					dockyard = > 0
					free_building_slots = {
						building = dockyard
						size = > 2
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 3
				add_building_construction = {
					type = dockyard
					level = 3
					instant_build = yes
				}
			}
		} {
			limit = {
				NOT = {
					any_owned_state = {
						free_building_slots = {
							building = dockyard
							size = > 2
							include_locked = yes
						}
					}
				}
			}
			random_state = {
				prioritize = {
					927
				}
				limit = {
					controller = {
						tag = ROOT
					}
					free_building_slots = {
						building = dockyard
						size = > 2
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 3
				add_building_construction = {
					type = dockyard
					level = 3
					instant_build = yes
				}
			}
		} {
			limit = {
				927 = {
					is_controlled_by = ROOT
				}
			}
			927 = {
				add_building_construction = {
					type = naval_base
					province = 4405
					level = 3
					instant_build = yes
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_NAVY_XP
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/KUR_liberation_troops.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 4
	}
	location = 12387
	division_template = Peyayên Kurd
	start_experience_factor = 0.1
	start_equipment_factor = 1
}
### Entity: Idea
Component: AFG_fiat
Constructs: has_completed_focus, has_global_flag, has_opinion, research_bonus
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
AFG_fiat = {
	picture = fiat
	allowed = {
		AND = {
			original_tag = AFG
		}
	}
	visible = {
		NOT = {
			has_global_flag = afg_dlc_focus_tree
		}
	}
	available = {
		has_completed_focus = AFG_tank_purchase
		ITA = {
			has_opinion = {
				target = ROOT
				value = > 59
			}
		}
	}
	research_bonus = {
		armor = 0.15
	}
	traits = {
		small_tank_producer_mass_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Unit Template
Component: JAP_CV_HISTORICAL
Source: game
File: common/units/names_ships/JAP_ship_names.txt

Code:
JAP_CV_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CARRIERS
	for_countries = {
		JAP
	}
	type = ship
	ship_types = {
		ship_hull_carrier carrier
	}
	fallback_name = Seikikubo %d -go
	unique = {
		Akagi Soryu Hiryu Shokaku Zuikaku Junyo Hiyo Taiho Unryu Amagi Katsuragi Shinano Kasagi Aso Ikoma Kurama Kaga
	}
}
### Entity: Event
Component: bftb_greece.3
Constructs: is_triggered_only, add_stability, remove_country_leader_role, add_country_leader_role, set_party_name, set_variable, set_temp_variable, add_popularity
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.3
	title = bftb_greece.3.t
	desc = bftb_greece.3.desc
	picture = GFX_report_event_gre_political_march
	is_triggered_only = yes
	option = {
		name = bftb_greece.3.a
		add_stability = -0.05
		custom_effect_tooltip = GRE_anatolian_fascists_in_play_tt
		hidden_effect = {
			GRE_georgios_kosmidis = {
				remove_country_leader_role = {
					ideology = nazism
				}
				add_country_leader_role = {
					country_leader = {
						expire = 1965.1.1
						ideology = fascism_ideology
						traits = {
							archon_basileus
						}
					}
					promote_leader = yes
				}
			}
			set_party_name = {
				ideology = fascism
				long_name = GRE_byzantine_party_long
				name = GRE_byzantine_party
			}
			set_variable = {
				var = GRE_fascist_loyalty
				value = -1
			}
			GRE_political_instability_update_effect = yes
			set_temp_variable = {
				var = GRE_monarchist_support_var
				value = party_popularity@neutrality
			}
			divide_temp_variable = {
				var = GRE_monarchist_support_var
				value = 2
			}
			add_popularity = {
				ideology = democratic
				popularity = GRE_monarchist_support_var
			} {
				ideology = fascism
				popularity = 0.04
			}
		}
	}
}
### Entity: Idea
Component: PAL_hashemite_pilots
Constructs: removal_cost
Source: game
File: common/ideas/palestine.txt

Code:
PAL_hashemite_pilots = {
	picture = air_war_plans_division_focus
	allowed = {
		tag = PAL
	}
	available = {

	}
	cancel = {

	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		air_ace_generation_chance_factor = 0.2
		air_agility_factor = 0.05
		air_accidents_factor = -0.2
	}
}
### Entity: Idea
Component: SWE_nordic_centralized_army
Constructs: has_completed_focus, army_defence_factor, army_attack_factor
Source: game
File: common/ideas/sweden.txt

Code:
SWE_nordic_centralized_army = {
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		SWE = {
			has_completed_focus = SWE_nordic_protection_complex
		}
	}
	picture = generic_oppression
	modifier = {
		army_attack_factor = -0.3
		army_defence_factor = -0.3
		army_org_factor = -0.3
	}
}
### Entity: Idea
Component: FIN_pohjolan_voima
Constructs: has_completed_focus
Source: game
File: common/ideas/finland.txt

Code:
FIN_pohjolan_voima = {
	picture = GFX_idea_FIN_pohjolan_voima
	allowed = {
		original_tag = FIN
	}
	available = {
		has_completed_focus = FIN_found_pohjolan_voima
	}
	cost = 150
	traits = {
		construction_company
	}
	modifier = {
		consumer_goods_factor = -0.15
	}
}
### Entity: Idea
Component: ISR_heil_hamada
Constructs: research_bonus
Source: game
File: common/ideas/israel.txt

Code:
ISR_heil_hamada = {
	allowed = {
		original_tag = ISR
	}
	name = ISR_mada_organization
	research_bonus = {
		artillery = 0.15
	}
	picture = ISR_mada
	traits = {
		artillery_manufacturer
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_central_intelligence
Constructs: prerequisite, limit, add_ideas, completion_reward, allow_branch, has_dlc, has_intelligence_agency, create_intelligence_agency
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_central_intelligence
	icon = GFX_goal_generic_spy_connection
	relative_position_id = EGY_radio_technologies
	x = 2
	y = 1
	cost = 10
	allow_branch = {
		has_dlc = La Resistance
	}
	prerequisite = {
		focus = EGY_radio_technologies
	}
	search_filters = {
		FOCUS_FILTER_ESPIONAGE
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_intelligence_agency = yes
				}
			}
			create_intelligence_agency = yes
		}
		add_ideas = GER_abwehr_contacts
		create_operative_leader = {
			name = Zakaria Mohieddin
			GFX = GFX_EGY_Portrait_Zakaria_Mohieddin
			traits = {
				operative_well_groomed
			}
			bypass_recruitment = yes
			available_to_spy_master = no
			nationalities = {
				EGY
			}
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_implement_army_reforms
Constructs: has_completed_focus, prerequisite, limit, completion_reward, allow_branch, has_dlc, has_game_rule, cancel_if_invalid
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_implement_army_reforms
	icon = GFX_focus_JAP_implement_army_reforms
	x = 1
	y = 1
	relative_position_id = JAP_bribe_generals
	allow_branch = {
		has_dlc = No Compromise, No Surrender
		IF = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = JAP_a_red_sun_rises_for_a_new_era JAP_sea_purge_the_kodoha_faction JAP_revere_the_emperor_destroy_the_traitors
			}
		}
	}
	prerequisite = {
		focus = JAP_bribe_generals
	} {
		focus = JAP_divert_military_funds
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_completed_focus = JAP_revoke_the_peace_preservation_law
	}
	bypass = {

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

	}
	completion_reward = {
		custom_effect_tooltip = JAP_implement_army_reforms_tt generic_skip_one_line_tt
		JAP_add_or_modify_imperial_army = yes
		add_to_variable = {
			JAP_army_army_defence_factor = 0.15
			tooltip = army_defence_factor_tt
		} {
			JAP_army_army_org_factor = 0.05
			tooltip = army_org_factor_tt
		}
	}
}
### Entity: Military Industrial Organization
Component: mio_policy_land_heavy_gantry_cranes
Constructs: has_mio_equipment_type, has_mio_size, equipment_bonus
Source: game
File: common/military_industrial_organization/policies/_land_policies.txt

Code:
mio_policy_land_heavy_gantry_cranes = {
	icon = GFX_mio_policy_heavy_gantry_cranes_land
	allowed = {
		OR = {
			has_mio_equipment_type = armor mechanized anti_tank flame railway_gun train mio_cat_eq_all_medium_tank mio_cat_eq_all_heavy_tank
		}
	}
	available = {
		has_mio_size = > 5
	}
	equipment_bonus = {
		heavy_tank_chassis = {
			production_efficiency_cap_factor = 0.05
		}
		train_equipment = {
			production_efficiency_cap_factor = 0.05
		}
		railway_gun_equipment = {
			production_efficiency_cap_factor = 0.05
		}
	}
}
### Entity: Trigger Reference
Construct: project
Constructs: project, has_dlc, breakthrough_cost, has_tech, resource_cost
Source: game
File: common/special_projects/projects/documentation.md

Doc:
# Example of project

```python
my_project_token = {
	# Mandatory
	# Category of Special Projects containing this project
	specialization = my_specialization_token

	# Optional
	# Trigger evaluated at startup for every countries to fill the pool of potential projects
	# if triggers returns true, an instance of this Project is created for this country
	# scope: country. only tag, original_tag and has_dlc allowed.
	allowed = { ... }

	# Optional
	# Trigger evaluated when displaying the Project
	# if trigger returns false, the project is disabled and greyed-out
	# scope: project. FROM: country
	available = { ... }

	# Optional
	# Trigger evaluated when displaying the Project
	# if trigger returns false, the project is hidden
	# scope: project. FROM: country
	visible = { ... }
	
	# Optional
	# Cost of breakthrough points to start project.
	# Can consist of several breakthrough points from different specializations.
	# If omitted it will default to 0 for the project specialization.
	# Can also add script to modify the value (Country Scope).
	breakthrough_cost = {
		specialization_air = 2
		specialization_nuclear = 1
		specialization_land = {
			base = 1
			modifier = {
				add = -1
				has_tech = improved_medium_tank_chassis
			}
		}
	}

	# for AI and script, a Project is considered enabled if it is both visible and available

	# Optional
	narrative = {
		# Optional
		# Localization key used for the name of the Project
		# The localization key is localized with the following localization scope objects:
		#    * Country: The country that owns the project.
		name = name_loc_key
    	# if name provided, use TAG_name_loc_key if it exists. if not use name_loc_key (where TAG is the tag of the project owner)
    	# if localization key TAG_my_project_token exists, use it
    	# else use loc key my_project_token
	
		# Optional
		# Localization key used for the long description of the Project
		# The localization key is localized with the following localization scope objects:
		#    * SpecialProjet: The project.
		#    * Country: The country that owns the project
		desc = desc_loc_key
    	# if name provided, use TAG_desc_loc_key if it exists. if not use desc_loc_key (where TAG is the tag of the project owner)
    	# if localization key TAG_my_project_token_desc exists, use it (!! Note the _desc suffix)
    	# else use loc key my_project_token_desc
	}
	
	# Optional
	# GFX 
# ... (truncated)
### Entity: Decision
Component: BRM_burmah_oils_oil_fields
Constructs: has_war, has_war_with, is_subject, has_capitulated, has_dynamic_modifier, cancel_trigger, is_subject_of, remove_effect
Source: game
File: common/decisions/JAP.txt

Code:
BRM_burmah_oils_oil_fields = {
	BRM_blow_up_the_oil_fields = {
		icon = GFX_decision_generic_ignite_civil_war
		highlight_states = {
			highlight_state_targets = {
				state = 288
			}
		}
		allowed = {

		}
		visible = {
			288 = {
				is_controlled_by_ROOT_or_subject = yes
			}
			is_subject = no
			has_capitulated = no
			NOT = {
				288 = {
					has_dynamic_modifier = {
						modifier = BRM_blown_up_oil_fields
					}
				}
			}
		}
		available = {
			has_war = yes
			288 = {
				any_neighbor_state = {
					controller = {
						has_war_with = ROOT
					}
				}
			}
		}
		cost = 25
		cancel_trigger = {
			OR = {
				has_war = no
				288 = {
					is_controlled_by_ROOT_or_subject = no
				}
			}
		}
		ai_will_do = {
			base = 0
			modifier = {
				controls_state = 288
				surrender_progress = > 0.15
				add = 150
			} {
				any_subject_country = {
					is_subject_of = ROOT
					controls_state = 288
					surrender_progress = > 0.15
				}
				add = 150
			} {
				288 = {
					state_is_fully_controlled_by_ROOT_or_subject = no
				}
				add = 100
			}
		}
		days_remove = 20
		remove_effect = {
			288 = {
				add_dynamic_modifier = {
					modifier = BRM_blown_up_oil_fields
				}
			}
		}
	}
	BRM_repair_the_oil_fields = {
		icon = GFX_decision_generic_construction
		highlight_states = {
			highlight_state_targets = {
				state = 288
			}
		}
		visible = {
			288 = {
				is_controlled_by_ROOT_or_subject = yes
				has_dynamic_modifier = {
					modifier = BRM_blown_up_oil_fields
				}
			}
			has_capitulated = no
			is_subject = no
		}
		modifier = {
			civilian_factory_use = 10
		}
		available = {
			num_of_civilian_factories_available_for_projects = > 9
		}
		cost = 25
		cancel_trigger = {
			288 = {
				is_controlled_by_ROOT_or_subject = no
			}
		}
		ai_will_do = {
			base = 0
			modifier = {
				controls_state = 288
				has_war = no
				add = 150
			} {
				any_subject_country = {
					is_subject_of = ROOT
					controls_state = 288
				}
				has_war = no
				add = 150
			} {
				surrender_progress = < 0.1
				add = 50
			}
		}
		days_remove = 120
		remove_effect = {
			288 = {
				remove_dynamic_modifier = {
					modifier = BRM_blown_up_oil_fields
				}
			}
		}
	}
}
### Entity: Character
Component: NOR_fascist_dilettante
Constructs: stability_factor, war_support_factor, fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
NOR_fascist_dilettante = {
	random = no
	sprite = 13
	fascism_drift = 0.01
	stability_factor = -0.15
	war_support_factor = -0.1
	resistance_decay = -0.15
}
### Entity: Character
Component: SLV_ferdinand_janez
Source: game
File: common/characters/SLV_cha.txt

Code:
SLV_ferdinand_janez = {
	name = SLV_ferdinand_janez
	portraits = {
		army = {
			small = GFX_portrait_SLV_ferdinand_janez_army_small
			large = gfx/leaders/SLV/SLV_ferdinand_janez.png
		}
	}
	corps_commander = {
		desc = SLV_ferdinand_janez_commander_desc
		traits = {
			artillery_specialist career_officer
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
	}
}
### Entity: AI Strategy
Component: AUS_panic_befriend_guarantors_FRA
Constructs: has_completed_focus, has_war_with, has_country_flag, has_dlc, has_game_rule, is_guaranteed_by
Source: game
File: common/ai_strategy/AUS.txt

Code:
AUS_panic_befriend_guarantors_FRA = {
	allowed = {
		original_tag = AUS
		has_dlc = Gotterdammerung
	}
	enable = {
		OR = {
			has_country_flag = AUS_AI_RANDOM_ANTI_ANSCLUSS_STRESS
			has_game_rule = {
				rule = AUS_AI_BEHAVIOR
				option = AUS_ANTI_ANSCLUSS_STRESS
			}
		}
	}
	abort = {
		has_war_with = FRA
		is_guaranteed_by = FRA
		has_completed_focus = AUS_approach_democratic_guarantors
	}
	ai_strategy = {
		type = befriend
		id = FRA
		value = 250
	}
}