Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: SIC_drive_out_the_japanese_idea
Constructs: removal_cost
Source: game
File: common/ideas/china_warlord.txt

Code:
SIC_drive_out_the_japanese_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = JAP_collapsing_government
	removal_cost = -1
	targeted_modifier = {
		tag = JAP
		attack_bonus_against = 0.1
		defense_bonus_against = 0.05
	}
}
### Entity: Character
Component: GER_goebbels_fuhrer_no_lar
Constructs: political_power_gain, war_support_factor, fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
GER_goebbels_fuhrer_no_lar = {
	random = no
	political_power_gain = 0.25
	war_support_factor = 0.1
	fascism_drift = 0.2
	party_popularity_stability_factor = 0.1
	surrender_limit = 0.1
	offensive_war_stability_factor = 0.1
	defensive_war_stability_factor = 0.1
	subversive_activites_upkeep = -0.5
}
### Entity: National Focus
Tree: tan_focus
Component: TAN_Invite_Japanese
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, has_capitulated, has_opinion, add_ai_strategy
Source: game
File: common/national_focus/tuva.txt

Code:
focus = {
	id = TAN_Invite_Japanese
	icon = GFX_goal_generic_befriend_japan_alt
	prerequisite = {
		focus = TAN_Military_Buildup
	}
	mutually_exclusive = {
		focus = TAN_Invite_American
	} {
		focus = TAN_Invite_Soviets
	}
	x = 0
	y = 1
	relative_position_id = TAN_Military_Buildup
	cost = 5
	available_if_capitulated = yes
	ai_will_do = {
		factor = 2
		modifier = {
			factor = 6
			has_government = fascism
		}
	}
	bypass = {

	}
	available = {
		num_of_controlled_states = > 0
		NOT = {
			has_government = communism
		}
		JAP = {
			exists = yes
			has_capitulated = no
			has_opinion = {
				target = ROOT
				value = > 49
			}
			has_government = ROOT
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	completion_reward = {
		JAP = {
			add_ai_strategy = {
				type = support
				id = ROOT
				value = 25
			} {
				type = send_volunteers_desire
				id = ROOT
				value = 100
			}
		}
		if = {
			limit = {
				is_historical_focus_on = no
			}
			ROOT = {
				add_ai_strategy = {
					type = befriend
					id = JAP
					value = 25
				}
			}
		}
		add_offsite_building = {
			type = industrial_complex
			level = 1
		}
		add_tech_bonus = {
			name = industrial_bonus
			bonus = 1
			uses = 1
			category = industry
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
}
### Entity: State History
Component: 335
Constructs: add_core_of
Source: game
File: history/states/335-West Java.txt

Code:
state = {
	id = 335
	name = STATE_335
	manpower = 9632183
	state_category = large_town
	resources = {
		rubber = 51
		oil = 11
	}
	history = {
		owner = INS
		add_core_of = INS
		victory_points = {
			7421 15
		} {
			4434 1
		}
		buildings = {
			infrastructure = 2
			industrial_complex = 1
		}
	}
	provinces = {
		1398 10307 1386 13382 7421 1425 4621 4434 7223 10279
	}
	local_supplies = 5.0
}
### Entity: Event
Component: BBA_italy_anti_colonialism_events.55
Constructs: is_triggered_only, release_on_controlled
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_anti_colonialism_events.55
	title = BBA_italy_anti_colonialism_events.55.t
	desc = BBA_italy_anti_colonialism_events.55.desc
	picture = GFX_report_event_election_vote
	is_triggered_only = yes
	option = {
		name = BBA_italy_anti_colonialism_events.53.a
		custom_effect_tooltip = ITA_release_colonies_east_africa_tt
		hidden_effect = {
			release_on_controlled = ERI ETH KEN DJI SOM UGA TZN
		}
	}
}
### Entity: Unit Leader
Component: 5
Source: game
File: common/unit_leader/00_attack_skills.txt

Code:
5 = {
	cost = 1600
	type = navy
	modifier = {
		naval_damage_factor = 0.25
	}
	building_module_modifier = {
		spotting_chance = 0.1
		ships_at_battle_start = 0.1
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_defense_of_india_act
Constructs: every_owned_state, prerequisite, limit, add_ideas, completion_reward, has_war_support, has_idea, cancel_if_invalid
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_defense_of_india_act
	icon = GFX_goal_panzerwaffe
	prerequisite = {
		focus = RAJ_indianize_the_army RAJ_keep_british_generals
	}
	x = -2
	y = 1
	relative_position_id = RAJ_indianize_the_army
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_war_support = > 0.5
		NOT = {
			has_idea = capital_investment_model
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_idea = war_economy
				}
			}
			add_ideas = war_economy
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		every_owned_state = {
			limit = {
				has_resistance = yes
			}
			add_resistance = -10
		}
	}
}
### Entity: Event
Component: cityfall.42
Constructs: is_triggered_only, set_global_flag
Source: game
File: events/CFM_city_events.txt

Code:
news_event = {
	id = cityfall.42
	title = cityfall.42.t
	desc = cityfall.42.d
	picture = GFX_news_event_chinese_soldiers_city_ruin
	major = yes
	is_triggered_only = yes
	immediate = {
		set_global_flag = fall_of_washington_chi
	}
	option = {
		name = cityfall.42.a
		trigger = {
			NOT = {
				TAG = CHI USA
			}
		}
	} {
		name = cityfall.42.b
		trigger = {
			TAG = CHI
		}
	} {
		name = cityfall.42.c
		trigger = {
			TAG = USA
		}
	}
}
### Entity: Idea
Component: FRA_communism_banned
Constructs: has_government, communism_drift
Source: game
File: common/ideas/france.txt

Code:
FRA_communism_banned = {
	picture = anti_soviet_pact
	allowed = {
		always = no
	}
	allowed_civil_war = {
		NOT = {
			has_government = communism
		}
	}
	modifier = {
		communism_drift = -0.25
	}
}
### Entity: Character
Component: CHI_jiang_dingwen
Source: game
File: common/characters/CHI.txt

Code:
CHI_jiang_dingwen = {
	name = CHI_jiang_dingwen
	portraits = {
		army = {
			large = GFX_portrait_CHI_jiang_dingwen
			small = GFX_portrait_CHI_jiang_dingwen_small
		}
	}
	corps_commander = {
		skill = 2
		attack_skill = 2
		defense_skill = 1
		planning_skill = 2
		logistics_skill = 2
		legacy_id = -1
		traits = {
			trait_mountaineer
		}
	}
}
### Entity: AI Strategy
Component: JAP_medium_tank_destroyer
Constructs: has_war, has_tech, any_of
Source: game
File: common/ai_equipment/JAP_tank.txt

Code:
JAP_medium_tank_destroyer = {
	category = land
	blocked_for = {

	}
	available_for = {
		JAP
	}
	roles = {
		land_medium_tank_destroyer
	}
	priority = {
		factor = 5
		modifier = {
			NOT = {
				has_tech = basic_heavy_tank_chassis
			}
			any_enemy_country = {
				has_tech = basic_heavy_tank_chassis
			}
			factor = 3
		}
	}
	medium_tank_destroyer_1 = {
		priority = {
			factor = 10
		}
		enable = {
			has_tech = interwar_antitank
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = medium_tank_destroyer_chassis_1
			modules = {
				main_armament_slot = {
					any_of = {
						tank_high_velocity_cannon_2 tank_medium_cannon_2 tank_medium_cannon
					}
				}
				turret_type_slot = tank_medium_fixed_superstructure_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_diesel_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 = 4
				tank_nsb_armor_upgrade = {
					base = 3
					modifier = {
						add = 3
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_medium_cannon tank_medium_cannon_2 tank_high_velocity_cannon_2 tank_medium_fixed_superstructure_turret tank_bogie_suspension tank_riveted_armor tank_diesel_engine
		}
	}
	medium_tank_destroyer_2 = {
		priority = {
			factor = 20
		}
		enable = {
			OR = {
				has_tech = interwar_antitank artillery1
			}
		}
		history = yes
		target_variant = {
			match_value = 1500
			type = medium_tank_destroyer_chassis_2
			modules = {
				main_armament_slot = {
					any_of = {
						tank_high_velocity_cannon_2 tank_medium_cannon_2 tank_heavy_cannon tank_medium_cannon
					}
				}
				turret_type_slot = tank_medium_fixed_superstructure_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_cast_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = tank_radio_module
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 4
				tank_nsb_armor_upgrade = {
					base = 6
					modifier = {
						add = 4
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_medium_cannon tank_medium_cannon_2 tank_high_velocity_cannon_2 tank_heavy_cannon t
# ... (truncated)
### Entity: Event
Component: AUS_political_events.75
Constructs: is_triggered_only, ai_chance, remove_ideas, add_opinion_modifier
Source: game
File: events/WUW_Austria.txt

Code:
country_event = {
	id = AUS_political_events.75
	title = AUS_political_events.75.t
	desc = AUS_political_events.75.desc
	picture = GFX_report_event_generic_riot
	is_triggered_only = yes
	option = {
		name = AUS_political_events.75.a
		ai_chance = {
			base = 10
		}
		custom_effect_tooltip = AUS_political_events.29.c_tt generic_skip_one_line_tt
		add_opinion_modifier = {
			target = FROM
			modifier = large_decrease
		}
	} {
		name = AUS_political_events.75.b
		ai_chance = {
			base = 1
		}
		remove_ideas = {
			AUS_treaty_of_saint_germain_en_laye
		}
		FROM = {
			country_event = {
				id = AUS_political_events.30
				days = 1
			}
		}
		hidden_effect = {
			news_event = {
				id = AUS_news_events.5
				days = 2
			}
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_rocket_propulsion
Constructs: prerequisite, add_ideas, completion_reward, add_tech_bonus, add_breakthrough_progress
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_rocket_propulsion
	icon = GFX_focus_rocketry
	prerequisite = {
		focus = SWE_the_future_of_aviation
	}
	relative_position_id = SWE_the_future_of_aviation
	mutually_exclusive = {
		focus = SWE_the_flying_barrel
	}
	x = 1
	y = 1
	cost = 10
	available = {
		num_of_factories = > 50
	}
	completion_reward = {
		add_tech_bonus = {
			name = jet_rocket_bonus
			bonus = 1
			uses = 2
			category = rocketry
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_breakthrough_progress = {
			specialization = specialization_air
			value = 0.75
		}
		add_ideas = r56_generic_rocket_idea
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Decision
Component: BRA_ensure_support_cat
Source: game
File: common/decisions/categories/BRA_decision_categories.txt

Code:
BRA_ensure_support_cat = {
	icon = GFX_decision_category_military_operation
	priority = 50
	picture = GFX_decision_category_military_operation
	visible_when_empty = no
	allowed = {

	}
	visible = {

	}
}
### Entity: Idea
Component: MOR_acgs
Source: game
File: common/ideas/morocco.txt

Code:
MOR_acgs = {
	picture = generic_air_arab_3
	allowed = {
		original_tag = MOR
	}
	traits = {
		air_chief_ground_support_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: CHI_autarky_effort
Constructs: removal_cost
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_autarky_effort = {
	picture = GER_autarky
	removal_cost = -1
	modifier = {
		min_export = -0.1
		consumer_goods_factor = -0.1
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
}
### Entity: Idea
Component: EAI_DD_11/anti_air_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_11/anti_air_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		anti_air_equipment = {
			build_cost_ic = -0.275
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_alliance_with_the_ussr
Constructs: prerequisite, has_war, completion_reward, has_country_leader, give_guarantee
Source: game
File: common/national_focus/r56_persia.txt

Code:
focus = {
	id = PER_alliance_with_the_ussr
	text = PER_tehran_moscow_pact
	icon = GFX_focus_PER_tehran_moscow_pact
	prerequisite = {
		focus = PER_undermine_the_shah PER_reform_the_administration_cw
	}
	x = -4
	y = 1
	relative_position_id = PER_undermine_the_shah
	cost = 8
	available = {
		has_war = no
		country_exists = SOV
		NOT = {
			has_country_leader = {
				character = PER_mohammed_reza_pahlavi
				ruling_only = yes
			}
		}
	}
	completion_reward = {
		SOV = {
			country_event = cold_war.51
			custom_effect_tooltip = if_they_accept_newline_tt
			effect_tooltip = {
				give_guarantee = SOV
				SOV = {
					give_guarantee = ROOT
				}
				custom_effect_tooltip = r56_lock_operation_ajax_tt
			}
		}
	}
}
### Entity: Idea
Component: hindustan_aircraft
Constructs: has_dlc, research_bonus
Source: game
File: common/ideas/british_raj.txt

Code:
hindustan_aircraft = {
	allowed = {
		has_dlc = Together for Victory
		original_TAG = RAJ
	}
	picture = generic_air_manufacturer_1
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		light_aircraft_manufacturer
	}
	modifier = {

	}
}
### Entity: Character
Component: IMO_muhammad_khalili
Source: game
File: common/characters/IMO.txt

Code:
IMO_muhammad_khalili = {
	name = IMO_muhammad_khalili
	portraits = {
		civilian = {
			large = GFX_portrait_IMO_muhammad_khalili
		}
	}
	country_leader = {
		ideology = despotism
		traits = {

		}
		expire = 1954.1.1.1
		id = -1
	}
}
### Entity: Scripted Effect
Component: ROM_percentage_power_balance_low_increase
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/r56_ROM_scripted_effects.txt

Code:
ROM_percentage_power_balance_low_increase = {
	add_power_balance_value = {
		id = ROM_percentage_power_balance
		value = 0.2
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_improve_national_education_r56
Constructs: has_completed_focus, prerequisite, limit, add_ideas, has_government, add_stability, completion_reward, has_country_leader
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_improve_national_education_r56
	prerequisite = {
		focus = SIA_end_the_constitutional_protection_act_r56
	}
	icon = GFX_goal_research_silver_cooperation
	cost = 10
	ai_will_do = {
		base = 2
	}
	x = 0
	y = 2
	relative_position_id = SIA_end_the_constitutional_protection_act_r56
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_RESEARCH FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		SIA_improve_illiteracy_r56 = yes
		if = {
			limit = {
				has_country_leader = {
					character = SIA_phraya_phahon
					ruling_only = yes
				}
			}
			country_event = {
				id = siam_r56.1
				hours = 6
			}
			effect_tooltip = {
				custom_effect_tooltip = report_reward alternative_diplomatic_reward
				swap_ideas = {
					remove_idea = SIA_state_of_the_civilian_wing_r56
					add_idea = SIA_state_of_the_civilian_wing_friendly_empowered_r56
				}
				add_stability = -0.04
				add_ideas = SIA_nationalist_education_policies_r56
			}
		}
		else_if = {
			limit = {
				has_government = fascism
			}
			add_stability = -0.04
			add_ideas = SIA_nationalist_education_policies_r56
		} {
			limit = {
				has_completed_focus = SIA_songsuradets_ascendency_r56
			}
			add_stability = -0.04
			add_ideas = SIA_nationalist_education_policies_songsuradet_r56
		} {
			limit = {
				has_idea = SIA_state_of_the_civilian_wing_r56
			}
			swap_ideas = {
				remove_idea = SIA_state_of_the_civilian_wing_r56
				add_idea = SIA_state_of_the_civilian_wing_friendly_empowered_r56
			}
		}
	}
}
### Entity: Order of Battle
Component: 13th Vodka Division
Constructs: division_template
Source: game
File: history/units/r56w_WHY.txt

Code:
division = {
	name = 13th Vodka Division
	location = 3513
	division_template = Vodka and Crumpets
	start_experience_factor = 0.75
}
### Entity: Character
Component: GDC_ma_binghong
Source: game
File: common/characters/GDC.txt

Code:
GDC_ma_binghong = {
	name = Ma Binghong
	portraits = {
		army = {
			large = GFX_Portrait_Asia_Generic_land_7
			small = GFX_Portrait_Asia_Generic_land_7_small
		}
	}
	advisor = {
		slot = high_command
		idea_token = GDC_ma_binghong
		ledger = army
		allowed = {
			original_tag = GDC
		}
		traits = {
			army_logistics_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	corps_commander = {
		traits = {
			infantry_officer organizer
		}
		skill = 2
		attack_skill = 1
		defense_skill = 2
		planning_skill = 1
		logistics_skill = 3
		legacy_id = -1
	}
}
### Entity: Unit Template
Component: NFL_INF_01
Source: game
File: common/units/names_divisions/NFL_names_divisions.txt

Code:
NFL_INF_01 = {
	name = Infantry Divisions
	for_countries = {
		NFL
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %d. Newfoundland Militia
	ordered = {
		1 = {
			Royal Newfoundland Regiment
		}
		4 = {
			%d. Newfoundland Militia
		}
		5 = {
			%d. Newfoundland Militia
		}
		8 = {
			%d. Newfoundland Militia
		}
		10 = {
			%d. Newfoundland Militia
		}
		11 = {
			%d. Newfoundland Militia
		}
		6 = {
			%d. Newfoundland Militia
		}
		9 = {
			%d. Newfoundland Militia
		}
		12 = {
			%d. Newfoundland Militia
		}
		13 = {
			%d. Newfoundland Militia
		}
		2 = {
			%d. Newfoundland Militia
		}
		3 = {
			%d. Newfoundland Militia
		}
		7 = {
			%d. Newfoundland Militia
		}
		14 = {
			%d. Newfoundland Militia
		}
		15 = {
			%d. Newfoundland Militia
		}
		17 = {
			%d. Newfoundland Militia
		}
		18 = {
			%d. Newfoundland Militia
		}
		19 = {
			%d. Newfoundland Militia
		}
		20 = {
			%d. Newfoundland Militia
		}
		21 = {
			%d. Newfoundland Militia
		}
		22 = {
			%d. Newfoundland Militia
		}
		23 = {
			%d. Newfoundland Militia
		}
		24 = {
			%d. Newfoundland Militia
		}
		25 = {
			%d. Newfoundland Militia
		}
		26 = {
			%d. Newfoundland Militia
		}
		27 = {
			%d. Newfoundland Militia
		}
		28 = {
			%d. Newfoundland Militia
		}
		29 = {
			%d. Newfoundland Militia
		}
		30 = {
			%d. Newfoundland Militia
		}
		31 = {
			%d. Newfoundland Militia
		}
		32 = {
			%d. Newfoundland Militia
		}
		33 = {
			%d. Newfoundland Militia
		}
		34 = {
			%d. Newfoundland Militia
		}
		35 = {
			%d. Newfoundland Militia
		}
		36 = {
			%d. Newfoundland Militia
		}
		37 = {
			%d. Newfoundland Militia
		}
		38 = {
			%d. Newfoundland Militia
		}
		39 = {
			%d. Newfoundland Militia
		}
		40 = {
			%d. Newfoundland Militia
		}
		41 = {
			%d. Newfoundland Militia
		}
		42 = {
			%d. Newfoundland Militia
		}
		43 = {
			%d. Newfoundland Militia
		}
		44 = {
			%d. Newfoundland Militia
		}
		45 = {
			%d. Newfoundland Militia
		}
		46 = {
			%d. Newfoundland Militia
		}
		47 = {
			%d. Newfoundland Militia
		}
		48 = {
			%d. Newfoundland Militia
		}
		49 = {
			%d. Newfoundland Militia
		}
		50 = {
			%d. Newfoundland Militia
		}
		51 = {
			%d. Newfoundland Militia
		}
	}
}
### Entity: Idea
Component: UKR_cult_of_action_idea
Constructs: removal_cost, mobilization_speed
Source: game
File: common/ideas/ukraine.txt

Code:
UKR_cult_of_action_idea = {
	picture = generic_manpower_bonus
	removal_cost = -1
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		command_power_gain_mult = 0.15
		max_command_power = 20
		mobilization_speed = 0.05
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_post_depression_economic_recovery
Constructs: prerequisite, completion_reward, has_idea, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_bulgaria.txt

Code:
focus = {
	id = BUL_post_depression_economic_recovery
	icon = GFX_goal_generic_economics_reform
	prerequisite = {
		focus = BUL_industrial_modernization
	}
	relative_position_id = BUL_industrial_modernization
	x = -3
	y = 1
	cost = 7.15
	ai_will_do = {
		factor = 50
	}
	available = {
		NOT = {
			has_idea = BUL_great_depression3
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Character
Component: unbreakable_anti_fascist_no_lar
Constructs: war_support_factor, send_volunteer_size
Source: game
File: common/country_leader/00_traits.txt

Code:
unbreakable_anti_fascist_no_lar = {
	random = no
	opinion_gain_monthly_same_ideology_factor = 0.25
	send_volunteer_size = 4
	foreign_subversive_activites = -0.3
	drift_defence_factor = 0.5
	subversive_activites_upkeep = -0.2
	war_support_factor = 0.1
}
### Entity: National Focus
Tree: den_focus
Component: DEN_total_war
Constructs: prerequisite, limit, add_ideas, add_war_support, is_major, completion_reward, has_war_support, is_faction_leader
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_total_war
	icon = GFX_focus_generic_total_war
	prerequisite = {
		focus = DEN_prioritize_navy DEN_prioritize_army
	}
	relative_position_id = DEN_march_on_the_capital
	x = 0
	y = 5
	cost = 5
	available = {
		threat = > 0.9
		has_war_support = > 0.79
		OR = {
			casualties_k = > 500
			any_allied_country = {
				is_faction_leader = yes
				is_major = yes
				casualties_k = > 2500
			} {
				is_faction_leader = yes
				is_major = no
				casualties_k = > 1000
			} {
				is_faction_leader = yes
				surrender_progress = > 0.3
			}
		}
	}
	continue_if_invalid = yes
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_war_support = 0.1
		if = {
			limit = {
				NOT = {
					has_idea = tot_economic_mobilisation
				}
			}
			add_ideas = tot_economic_mobilisation
		} {
			limit = {
				DEN_has_war_preparations_dynamic_modifier = no
			}
			add_dynamic_modifier = {
				modifier = DEN_war_preparations_dynamic_modifier
			}
		}
		activate_decision = women_in_the_workforce
		unlock_decision_tooltip = {
			decision = women_in_the_workforce
			show_effect_tooltip = yes
			show_modifiers = yes
		}
		else = {
			custom_effect_tooltip = DEN_modify_war_preparations_dynamic_modifier
		}
		add_to_variable = {
			DEN_war_preparations_lack_of_resource_penalty = -0.05
			tooltip = production_lack_of_resource_penalty_factor_tt
		} {
			DEN_industrial_improvement_tracker_var = 3
		} {
			DEN_industrial_capability_local_resources = 0.05
			tooltip = local_resources_factor_tt
		} {
			DEN_industrial_capabilities_consumer_goods = 0.2
			tooltip = consumer_goods_factor_tt
		} {
			DEN_industrial_capabilities_retention_efficiency = 0.05
			tooltip = line_change_production_efficiency_factor_tt
		} {
			DEN_industrial_capabilities_factory_output = 0.05
			tooltip = industrial_capacity_factory_tt
		} {
			DEN_industrial_capabilities_dockyard_output = 0.05
			tooltip = industrial_capacity_dockyard_tt
		} {
			DEN_industrial_capabilities_equipment_conversion = 0.05
			tooltip = equipment_conversion_speed_tt
		} {
			DEN_industrial_capabilities_global_building_slots = 0.15
			tooltip = global_building_slots_factor_tt
		}
		DEN_improve_industrial_capabilities_NS = yes
	}
}
### Entity: Idea
Component: EAI_DD_6/medium_tank_flame_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_6/medium_tank_flame_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_flame_chassis = {
			build_cost_ic = -0.15
			instant = yes
		}
	}
}