Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: militant_socialist
Constructs: war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
militant_socialist = {
	random = no
	war_support_factor = 0.05
	targeted_modifier = {
		tag = SOU
		attack_bonus_against = 0.1
		defense_bonus_against = 0.1
	}
}
### Entity: Character
Component: POL_karl_albrecht
Source: game
File: common/characters/POL.txt

Code:
POL_karl_albrecht = {
	name = POL_karl_albrecht
	portraits = {
		civilian = {
			large = GFX_portrait_POL_karl_albrecht
		}
	}
	country_leader = {
		ideology = despotism
		traits = {
			patriot_king
		}
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_setting_a_new_standard
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_setting_a_new_standard
	icon = GFX_focus_generic_advanced_military_studies
	prerequisite = {
		focus = CHI_weaponise_the_faithful CHI_political_advisors_in_every_division
	}
	x = 1
	y = 1
	relative_position_id = CHI_weaponise_the_faithful
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		custom_effect_tooltip = CHI_modify_corruption_in_the_armed_forces_tt
		add_to_variable = {
			CHI_corruption_in_the_armed_forces_experience_gain_army_factor = 0.05
			tooltip = experience_gain_army_factor_tt
		} {
			CHI_corruption_in_the_armed_forces_army_org_factor = 0.02
			tooltip = army_org_factor_tt
		} {
			CHI_corruption_in_the_armed_forces_max_dig_in = 1
			tooltip = max_dig_in_tt
		}
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_agri
Constructs: prerequisite, limit, completion_reward, add_research_slot, add_tech_bonus
Source: game
File: common/national_focus/r56_switzerland.txt

Code:
focus = {
	id = SWI_agri
	icon = GFX_focus_research
	cost = 10
	ai_will_do = {
		factor = 14
	}
	prerequisite = {
		focus = SWI_wahlen
	}
	available_if_capitulated = yes
	x = 39
	y = 5
	completion_reward = {
		custom_effect_tooltip = ICE_no_six
		if = {
			limit = {
				amount_research_slots = < 5
			}
			add_research_slot = 1
			else = {
				add_tech_bonus = {
					name = SWI_agri
					bonus = 1
					uses = 2
					category = industry
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_formalize_military
Constructs: prerequisite, completion_reward, add_command_power, add_doctrine_cost_reduction
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_formalize_military
	icon = GFX_goal_ISR_IDF_3
	prerequisite = {
		focus = ISR_raise_jewish_militias
	}
	relative_position_id = ISR_raise_jewish_militias
	x = -2
	y = 1
	cost = 5
	available_if_capitulated = yes
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_command_power = 30
		army_experience = 25
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: bftb_greece.187
Constructs: is_triggered_only, has_idea, add_offsite_building, add_timed_idea
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.187
	title = bftb_greece.187.t
	desc = bftb_greece.187.desc
	picture = GFX_report_event_gre_allied_diplomacy
	is_triggered_only = yes
	option = {
		name = bftb_greece.187.a
		trigger = {
			FROM = {
				has_idea = GRE_moderate_investment
			}
		}
		add_offsite_building = {
			type = arms_factory
			level = 2
		}
	} {
		name = bftb_greece.187.b
		trigger = {
			FROM = {
				has_idea = GRE_heavy_investment
			}
		}
		add_offsite_building = {
			type = arms_factory
			level = 4
		}
		effect_tooltip = {
			GRE = {
				add_timed_idea = {
					idea = GRE_heavy_investment
					days = 100
				}
			}
		}
	}
}
### Entity: National Focus
Tree: vin_focus
Component: VIN_form_the_national_air_force_of_vietnam
Constructs: limit, completion_reward, random_owned_controlled_state, add_building_construction
Source: game
File: common/national_focus/Vietnam.txt

Code:
focus = {
	id = VIN_form_the_national_air_force_of_vietnam
	icon = GFX_goal_generic_build_airforce
	cost = 10
	x = 71
	y = 0
	completion_reward = {
		air_experience = 25
		if = {
			limit = {
				capital_scope = {
					NOT = {
						free_building_slots = {
							building = air_base
							size = > 1
						}
					}
				}
			}
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = air_base
						size = > 1
					}
				}
				add_building_construction = {
					type = air_base
					level = 2
					instant_build = yes
				}
			}
		} {
			limit = {
				capital_scope = {
					free_building_slots = {
						building = air_base
						size = > 1
					}
				}
			}
			capital_scope = {
				add_building_construction = {
					type = air_base
					level = 2
					instant_build = yes
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Country History
Country: POL
Component: POL_technology
Constructs: set_technology
Source: game
File: history/countries/POL - Poland.txt

Code:
# Starting Technologies for POL
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_mountaineers = 1
	tech_trucks = 1
	tech_support = 1
	tech_engineers = 1
	tech_recon = 1
	gw_artillery = 1
	interwar_antiair = 1
	fuel_silos = 1
	synth_oil_experiments = 1
	basic_train = 1
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_tank_improvements
Constructs: has_completed_focus, prerequisite, limit, add_ideas, completion_reward, cancel_if_invalid, has_idea, add_timed_idea
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_tank_improvements
	icon = GFX_goal_generic_license_tanks
	prerequisite = {
		focus = SOV_tank_programs
	}
	mutually_exclusive = {
		focus = SOV_mass_tank_production_old
	}
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 15
	}
	relative_position_id = SOV_tank_programs
	cancel_if_invalid = no
	available = {
		OR = {
			has_idea = war_economy tot_economic_mobilisation
		}
	}
	completion_reward = {
		add_ideas = SOV_tank_improvements_idea
		if = {
			limit = {
				has_completed_focus = SOV_Invest_in_Engineering_old
			}
			add_timed_idea = {
				idea = SOV_engineering_push
				days = 30
			}
		} {
			limit = {
				NOT = {
					has_dlc = Arms Against Tyranny
				}
			}
			custom_effect_tooltip = available_designer
			show_ideas_tooltip = SOV_uralmash
		}
		modify_timed_idea = {
			idea = SOV_revolutionized_industry_1
			days = 70
		} {
			idea = SOV_revolutionized_industry_2
			days = 70
		}
	}
}
### Entity: Decision
Component: CZE_a_divided_nation_fake_category
Constructs: has_completed_focus, has_country_flag, has_dlc, has_dynamic_modifier
Source: game
File: common/decisions/categories/CZE_decision_categories.txt

Code:
CZE_a_divided_nation_fake_category = {
	icon = GFX_decision_category_CZE_divided_nation_icon
	picture = GFX_decision_cat_picture_CZE_divided_nation
	allowed = {
		original_tag = CZE
		has_dlc = Peace For Our Time
	}
	visible_when_empty = yes
	on_map_area = {
		name = CZE_a_divided_nation_on_map
		target_array = controlled_states
		target_trigger = {
			FROM = {
				OR = {
					has_dynamic_modifier = {
						modifier = CZE_sudetenland_german_state_modifier
						scope = ROOT
					} {
						modifier = CZE_czech_state_modifier
						scope = ROOT
					} {
						modifier = CZE_tesinko_polish_state_modifier
						scope = ROOT
					} {
						modifier = CZE_slovakia_state_modifier
						scope = ROOT
					} {
						modifier = CZE_hungarian_state_modifier
						scope = ROOT
					} {
						modifier = CZE_ukrainian_state_modifier
						scope = ROOT
					}
				}
			}
		}
		zoom = 245
	}
	priority = 7
	visible = {
		NOT = {
			OR = {
				has_country_flag = CZE_show_a_divided_nation_category
				has_completed_focus = CZE_coalition_building CZE_appeal_to_the_castle
			}
		}
	}
}
### Entity: Order of Battle
Component: 1. Cavalerie Motorisée
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/WLL_motor_cavalry.txt

Code:
division = {
	name = 1. Cavalerie Motorisée
	location = 11519
	division_template = Cavalerie Motorisée
	force_equipment_variants = {
		infantry_equipment_1 = {
			owner = BEL
		}
	}
	start_experience_factor = 0.3
	start_equipment_factor = 0.8
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_stability_centered_policies_r56
Constructs: prerequisite, limit, add_ideas, add_stability, completion_reward, add_popularity
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_stability_centered_policies_r56
	prerequisite = {
		focus = SIA_military_led_nation_building_r56
	}
	icon = GFX_goal_generic_interal_instability
	cost = 8
	ai_will_do = {
		base = 1
	}
	x = 1
	y = 1
	relative_position_id = SIA_military_led_nation_building_r56
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	available_if_capitulated = yes
	completion_reward = {
		add_stability = 0.08
		if = {
			limit = {
				NOT = {
					SIA_asias_liberal_firebrand_r56_branch_trigger = yes
				}
			}
			add_popularity = {
				ideology = democratic
				popularity = -0.08
			}
			custom_effect_tooltip = generic_skip_one_line_tt EFFECT_CHANGE_LAW_r56i_laws_social
			show_ideas_tooltip = r56i_laws_security_order
			hidden_effect = {
				add_ideas = r56i_laws_security_order
			}
		}
	}
}
### Entity: Idea
Component: CHI_internal_opposition80
Constructs: removal_cost
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_internal_opposition80 = {
	picture = FRA_matignon_agreements
	removal_cost = -1
	modifier = {
		army_morale_factor = -0.16
		army_org_factor = -0.16
		max_dig_in_factor = -0.16
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	targeted_modifier = {
		tag = CUG
		defense_bonus_against = -0.64
		attack_bonus_against = -0.32
	}
}
### Entity: Scripted Effect
Component: SOV_exiles_civil_war_start
Constructs: has_completed_focus, division_template, add_equipment_to_stockpile, limit, add_ideas, has_country_flag, add_stability, set_popularities
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_exiles_civil_war_start = {
	set_popularities = {
		communism = SOV_communist_support_before_civil_war
		democratic = SOV_democratic_support_before_civil_war
		fascism = SOV_fascist_support_before_civil_war
		neutrality = SOV_neutrality_support_before_civil_war
	}
	add_stability = -0.15
	set_cosmetic_tag = SOV_PROVISIONAL
	IF = {
		limit = {
			has_country_flag = Sov_the_eyes_fear_flag
		}
		country_event = {
			id = NSB_Soviet_fascist_civil_war.002
			hours = 24
			random_hours = 24
		}
	} {
		limit = {
			has_country_flag = SOV_muster_the_old_guard_flag
		}
		division_template = {
			name = Stariki
			division_names_group = SOV_CAV_01
			regiments = {
				cavalry = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 1
					y = 0
				}
				infantry = {
					x = 1
					y = 1
				} {
					x = 1
					y = 2
				}
			}
		}
		random_owned_controlled_state = {
			create_unit = {
				division = name = "3 Stariki"division_template = "Stariki" start_experience_factor = 0.8
				owner = SOV
				allow_spawning_on_enemy_provs = yes
				count = 1
			}
		} {
			create_unit = {
				division = name = "2 Stariki"division_template = "Stariki" start_experience_factor = 0.8
				owner = SOV
				allow_spawning_on_enemy_provs = yes
				count = 1
			}
		} {
			create_unit = {
				division = name = "1 Stariki"division_template = "Stariki" start_experience_factor = 0.8
				owner = SOV
				allow_spawning_on_enemy_provs = yes
				count = 1
			}
		}
	} {
		limit = {
			has_completed_focus = SOV_approach_semyonov
		}
		MAN = {
			country_event = {
				id = NSB_Soviet_fascist_civil_war.004
				days = 0
			}
		}
	} {
		limit = {
			any_state = {
				has_state_flag = SOV_exiles_cavalry_flag
			}
		}
		division_template = {
			name = Kavalerijskie Raskolniki
			division_names_group = SOV_CAV_01
			regiments = {
				cavalry = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 1
					y = 0
				}
			}
		}
		every_state = {
			limit = {
				has_state_flag = SOV_exiles_cavalry_flag
			}
			create_unit = {
				division = name = "Kavalerijskie Raskolniki"division_template = "Kavalerijskie Raskolniki" 	start_experience_factor = 0.02
				owner = SOV
				allow_spawning_on_enemy_provs = yes
				count = 1
			}
		}
		IF = {
			limit = {
				check_variable = {
					SOV_exiles_manchurian_cavalry = > 0
				}
			}
			division_template = {
				name = Manchurian Cavalry
# ... (truncated)
### Entity: AI Strategy
Component: GER_light_tanks
Constructs: has_war, has_tech, any_of
Source: game
File: common/ai_equipment/GER_tank.txt

Code:
GER_light_tanks = {
	category = land
	blocked_for = {

	}
	available_for = {
		GER
	}
	roles = {
		land_light_tank
	}
	priority = {
		factor = 1000
	}
	great_war_tank_default = {
		priority = {
			factor = 1
			modifier = {
				has_tech = basic_light_tank_chassis
				factor = 0
			}
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = light_tank_chassis_0
			modules = {
				main_armament_slot = tank_heavy_machine_gun
				turret_type_slot = tank_light_one_man_tank_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_gasoline_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 3
				tank_nsb_armor_upgrade = {
					base = 1
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_heavy_machine_gun tank_light_one_man_tank_turret tank_bogie_suspension tank_riveted_armor tank_gasoline_engine
		}
	}
	basic_light_tank_default = {
		priority = {
			factor = 100
			modifier = {
				has_tech = improved_light_tank_chassis
				factor = 0
			}
		}
		history = yes
		target_variant = {
			match_value = 2000
			type = light_tank_chassis_1
			modules = {
				main_armament_slot = tank_heavy_machine_gun
				turret_type_slot = tank_light_one_man_tank_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_gasoline_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 5
				tank_nsb_armor_upgrade = {
					base = 1
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_auto_cannon tank_auto_cannon_2 tank_small_cannon tank_small_cannon_2 tank_close_support_gun tank_heavy_machine_gun tank_high_velocity_cannon tank_light_one_man_tank_turret tank_bogie_suspension tank_riveted_armor tank_gasoline_engine
		}
	}
	improved_light_tank_default = {
		visible = no
		priority = {
			factor = 100
			modifier = {
				has_tech = advanced_light_tank_chassis
				factor = 0
			}
		}
		history = yes
		target_variant = {
			match_value = 3000
			type = light_tank_chassis_2
			modules = {

# ... (truncated)
### Entity: Event
Component: new_ger.171
Constructs: is_triggered_only, ai_chance, add_ideas, add_opinion_modifier, add_political_power
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.171
	title = new_ger.171.t
	desc = new_ger.171.d
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = new_ger.171.a
		ai_chance = {
			base = 2
		}
		add_opinion_modifier = {
			target = GER
			modifier = medium_increase
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt
		hidden_effect = {
			diplomatic_relation = {
				country = GER
				relation = non_aggression_pact
				active = no
			} {
				country = GER
				relation = non_aggression_pact
				active = yes
			}
		} {
			FROM = {
				country_event = CHI_warlords.20
			}
		}
		add_political_power = 25
		add_ideas = GER_usa_ger_trade_deal
		GER = {
			add_ideas = GER_ger_usa_trade_deal
		}
	} {
		name = new_ger.171.b
		ai_chance = {
			base = 0
		}
		add_political_power = -10
		hidden_effect = {
			FROM = {
				country_event = CHI_warlords.19
			}
		}
	}
}
### Entity: Country History
Country: JAP
Component: JAP_misc
Constructs: recruit_character, limit, add_ideas, remove_ideas, set_technology, add_political_power, set_research_slots, set_fuel_ratio
Source: game
File: history/countries/JAP - Japan.txt

Code:
# Misc for JAP
capital = 282
set_research_slots = 3
set_fuel_ratio = 1.0
set_country_flag = JAP_first_strike_principle_blocked JAP_kantai_kessen_blocked
add_dynamic_modifier = {
	modifier = JAP_imperial_influence_dm
}
{
	modifier = JAP_state_shinotism_dm
}
{
	modifier = JAP_imperial_army_dm
}
{
	modifier = JAP_imperial_navy_dm
}
{
	modifier = JAP_army_and_naval_air_services_dm
}
{
	modifier = JAP_early_industrialization_efforts_dm
}
set_variable = {
	JAP_tier_1_to_tier_2_small_gate = 5
}
{
	JAP_tier_2_to_tier_3_small_gate = 20
}
{
	JAP_tier_2_to_tier_3_big_gate = 15
}
{
	JAP_tier_3_to_tier_4_small_gate = 35
}
{
	JAP_tier_3_to_tier_4_big_gate = 30
}
{
	JAP_tier_4_minimum_limit = 40
}
{
	JAP_tier_4_top_limit_check = 44
}
{
	JAP_tier_3_to_tier_2_small_gate = 29
}
{
	JAP_tier_3_to_tier_2_big_gate = 34
}
{
	JAP_tier_2_to_tier_1_small_gate = 14
}
{
	JAP_tier_2_to_tier_1_big_gate = 19
}
{
	JAP_tier_1_minimum_limit = 4
}
{
	JAP_minimum_faction_level = 0
}
{
	JAP_tier_1_gate = 9
}
{
	JAP_maximum_faction_level_check = 49
}
{
	JAP_small_influence_point = 5
}
{
	JAP_big_influence_point = 10
}
{
	JAP_imperial_influence_interference_reset_days = 181
}
{
	JAP_army_faction_influence_level = 20
}
{
	JAP_naval_faction_influence_level = 15
}
{
	JAP_zaibatsu_faction_influence_level = 15
}
{
	JAP_government_faction_influence_level = 10
}
{
	JAP_num_of_influential_imperial_factions = 0
}
{
	JAP_num_of_faction_demands = 0
}
{
	JAP_num_of_faction_demands_total = 0
}
{
	JAP_faction_demand_number_of_missions_resolved = 0
}
{
	JAP_faction_demand_successful_missions = 0
}
{
	JAP_faction_demand_failed_missions = 0
}
{
	JAP_state_shinotism_surrender_limit = 0.1
}
{
	JAP_state_shinotism_war_support_factor = 0.2
}
{
	JAP_state_shinotism_stability_factor = 0
}
{
	JAP_state_shinotism_pocket_penalty = 0
}
{
	JAP_state_shinotism_justify_war_goal_time = 0
}
{
	JAP_state_shinotism_research_speed_factor = 0
}
{
	JAP_army_army_infantry_attack_factor = 0
}
{
	JAP_army_army_morale_factor = 0.05
}
{
	JAP_army_army_defence_factor = -0.05
}
{
	JAP_army_initiative_factor = 0.1
}
{
	JAP_army_army_army_artillery_attack_factor = -0.1
}
{
	JAP_army_supply_consumption_factor = 0.2
}
{
	JAP_army_acclimatization_cold_climate_gain_factor = 0
}
{
	JAP_army_acclimatization_hot_climate_gain_factor = 0
}
{
	JAP_army_army_core_attack_factor = 0
}
{
	JAP_army_army_core_defence_factor = 0
}
{
	JAP_army_planning_speed 
# ... (truncated)
### Entity: Decision
Component: the_return_of_the_old_guard_category
Constructs: limit, has_government, has_country_flag, add_stability, fire_only_once, has_idea_with_trait, complete_effect, set_politics
Source: game
File: common/decisions/r56_generic_decisions.txt

Code:
the_return_of_the_old_guard_category = {
	hold_the_neutrality_national_referendum = {
		icon = generic_political_discourse
		available = {
			neutrality = > 0.6
		}
		visible = {
			NOT = {
				has_government = neutrality
			} {
				original_tag = GER
			}
			neutrality = > 0.6
			has_country_flag = open_up_political_discourse_neutrality
			OR = {
				has_idea_with_trait = staunch_monarchist staunch_traditionalist
			}
		}
		fire_only_once = yes
		cost = 100
		complete_effect = {
			set_politics = {
				ruling_party = neutrality
			}
			add_stability = -0.05
		}
		ai_will_do = {
			factor = 10
			modifier = {
				neutrality = > 0.75
				factor = 20
			}
		}
	}
	open_up_political_discourse_neutrality = {
		icon = generic_political_discourse
		available = {
			fascism = < 0.9
			democratic = < 0.9
			communism = < 0.9
			neutrality = < 0.9
		}
		visible = {
			OR = {
				has_idea_with_trait = staunch_monarchist staunch_traditionalist
			}
			NOT = {
				has_country_flag = open_up_political_discourse_neutrality
			} {
				has_government = neutrality
			}
		}
		fire_only_once = yes
		cost = 75
		complete_effect = {
			set_country_flag = open_up_political_discourse_neutrality
		}
		ai_will_do = {
			factor = 3
		}
	}
	discredit_government_neutrality = {
		icon = generic_speech
		available = {
			fascism = < 0.8
			democratic = < 0.8
			communism = < 0.8
			neutrality = < 0.8
			OR = {
				has_idea_with_trait = staunch_monarchist staunch_traditionalist
			}
		}
		visible = {
			has_country_flag = open_up_political_discourse_neutrality
			OR = {
				has_idea_with_trait = staunch_monarchist staunch_traditionalist
			}
			NOT = {
				has_government = neutrality
			}
		}
		remove_trigger = {
			has_government = neutrality
		}
		fire_only_once = yes
		cost = 70
		days_remove = 30
		remove_effect = {
			add_stability = -0.01
			if = {
				limit = {
					has_government = democratic
				}
				add_popularity = {
					ideology = democratic
					popularity = -0.1
				}
			} {
				limit = {
					has_government = communism
				}
				add_popularity = {
					ideology = communism
					popularity = -0.1
				}
			} {
				limit = {
					has_government = fascism
				}
				add_popularity = {
					ideology = fascism
					popularity = -0.1
				}
			}
		}
		ai_will_do = {
			factor = 2
		}
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_an_ally_across_the_channel
Constructs: prerequisite, has_government, has_war_with, completion_reward, is_in_faction, is_subject, is_faction_leader, has_civil_war
Source: game
File: common/national_focus/r56_belgium.txt

Code:
focus = {
	id = BEL_an_ally_across_the_channel
	icon = GFX_goal_CAN_join_british
	prerequisite = {
		focus = BEL_belgian_militarism
	}
	mutually_exclusive = {
		focus = BEL_germany_millitary_coop BEL_belgium_first BEL_reactivate_caur_contacts
	}
	relative_position_id = BEL_belgium_first
	x = 4
	y = 0
	cost = 10
	ai_will_do = {
		base = 2
	}
	available = {
		has_government = fascism
		is_in_faction = no
		is_subject = no
		ENG = {
			has_government = fascism
			is_faction_leader = yes
			has_civil_war = no
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	completion_reward = {
		ENG = {
			country_event = {
				id = belgium.7
				days = 1
			}
			custom_effect_tooltip = needs_approval
		}
		effect_tooltip = {
			add_tech_bonus = {
				name = armor_bonus
				bonus = 1
				uses = 1
				category = armor
			} {
				name = infantry_weapons_bonus
				bonus = 1
				uses = 1
				category = support_tech
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL FOCUS_FILTER_ALLIANCE
	}
}
### Entity: Character
Component: champion_of_fascism
Constructs: fascism_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
champion_of_fascism = {
	sprite = 13
	random = no
	fascism_drift = 0.05
	opinion_gain_monthly_same_ideology_factor = 0.5
	political_power_factor = 0.05
}
### Entity: Modifier Reference
Component: JAP_pro_mongol_propaganda
Constructs: compliance_gain
Source: game
File: common/modifiers/r56_static_modifiers.txt

Code:
JAP_pro_mongol_propaganda = {
	valid_relation_trigger = {
		OR = {
			tag = TAN MON MEN BYA
		}
	}
	compliance_gain = 0.25
}
### Entity: Character
Component: GER_herald_of_the_revolution
Constructs: communism_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
GER_herald_of_the_revolution = {
	sprite = 13
	random = no
	communism_drift = 0.02
	compliance_growth = 0.05
	justify_war_goal_time = -0.25
}
### Entity: Modding Documentation
Construct: combat_analyzer
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## combat_analyzer
* Arguments: <TAG1>, <TAG2>, <OOB1>, <OOB2>, <num runs> OPTIONAL, <num days> OPTIONAL

Runs a combat between the 2 OOBs owned by the two TAGs either until done or for the specified number of days. 
Using <num runs> the combat will be run multiple times and the averages are printed