Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: isr_focus
Component: ISR_our_rightful_land
Constructs: has_completed_focus, prerequisite, limit, completion_reward, is_subject, is_ally_with, add_state_claim, is_controlled_by
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_our_rightful_land
	icon = GFX_goal_ISR_irgun
	relative_position_id = ISR_reject_lesser_israel
	x = 2
	y = 2
	prerequisite = {
		focus = ISR_martial_law
	} {
		focus = ISR_expand_settlement
	}
	available = {
		has_completed_focus = ISR_affirm_territorial_claims
		is_subject = no
	}
	mutually_exclusive = {
		focus = ISR_abandon_eretz_yisrael
	}
	text = ISR_only_thus
	bypass = {
		OR = {
			controls_state = 455
			455 = {
				controller = {
					is_ally_with = ISR
				}
			}
		}
	}
	cost = 5
	will_lead_to_war_with = JOR
	completion_reward = {
		add_state_claim = 455 1021 1022
		if = {
			limit = {
				455 = {
					is_controlled_by = JOR
				}
			}
			create_wargoal = {
				target = JOR
				type = annex_everything
			}
		}
		else = {
			455 = {
				controller = {
					country_event = {
						id = israel.8
						days = 1
						random_hours = 12
					}
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Wiki Documentation
Construct: Research_and_Production_.28Designers_and_Theorists.29
Source: wiki
File: wiki/British.html

Doc:
Research and Production (Designers and Theorists)[edit]
These are the unique companies and individuals that are available for use

Tank Designers

There is really only one tank designer for the UK: Vickers-Armstrong, Tank Designer

Ship Designers

There are four separate ship designers for the UK; Yarrow, Cammell Laird, Harland & Wolff and John Brown & Company

Yarrow Shipbuilders

Escort Fleet designer

Cammell Laird

Atlantic Fleet designer

Harland & Wolf

Pacific Fleet designer

John Brown & Company

Coastal Defense Fleet designer

Aircraft Designers

Designer
Type
Effect
Cost

Supermarine |
Light aircraft |
Air Research Speed + 10%, Fighter: Agility&#160;: +10%, Max Speed: +10% |
150 pp
|

DeHavilland |
Medium aircraft |
Air Research Speed + 10%, Heavy Fighter: Reliability: +20%, Tactical Bomber: Reliability: +20% |
150 pp
|

Fairey Aviation |
Naval aircraft |
Air Research Speed + 10%, Naval Bomber: Operational Range: +10%, Naval Attack: +10&#160;% |
150 pp
|

Hawker Aircraft |
CAS |
Air Research Speed + 10%, Close Air Support: Air Attack: +10%, Reliability: +10% |
150 pp
|

Avro |
Heavy aircraft |
Air Research Speed + 10%, Strategic Bomber: Bombing: +10% |
150 pp
|

Materiel Designers

There are three separate materiel designers for the UK; RSAF Enfield, Royal Arsenal and Vauxhall

RSAF Enfield

Infantry Equipment designer

Royal Arsenal

Artillery designer

Vauxhall

Motorized Equipment designer

Industrial Concern

There are two Industrial Concerns for the UK; AIOC and English Electric

AIOC

Industrial Concern

Industrial Research Speed&#160;: +10%

English Electric

Electronics Concern

Theorists

There are eight theorists for the UK; James Chadwick, Hugh Dowding, Tom Phillips, Harold Alexander, Arthur Harris, Frank Whittle, Bernard Montgomery and James Somerville

James Chadwick

Nuclear Scientist

Nuclear Research Speed&#160;: +10%

Hugh Dowding

Air Warfare Theorist

Air Experience Gain: +0.05 daily, Air Doctrine Research Speed&#160;: +10%

Tom Phillips

Naval Theorist

Naval Experience Gain: +0.05 daily, Naval Doctrine Research Speed&#160;: +10%

Harold Alexander

Military Theorist

Army Experience Gain: +0.05 daily, Land Doctrine Research Speed: +10%

Arthur Harris

Victory Through Airpower Cost 250

Air Experience Gain:+0.05 daily, Strategic Destruction Doctrine: +15%

Frank Whittle

Rocket Scientist

Bernard Montgomery

Grand Battleplan Expe
# ... (truncated)
### Entity: Event
Component: DOD_romania.86
Constructs: is_triggered_only, ai_chance, has_war, add_political_power, has_idea, set_country_flag, add_timed_idea, is_justifying_wargoal_against
Source: game
File: events/DOD_Romania.txt

Code:
country_event = {
	id = DOD_romania.86
	title = DOD_romania.86.t
	desc = DOD_romania.86.desc
	picture = GFX_report_event_iww_demonstration
	is_triggered_only = yes
	trigger = {
		has_idea = ROM_king_carol_ii_hedonist
	}
	immediate = {
		set_country_flag = DOD_romania.86_fired
	}
	option = {
		name = DOD_romania.86.a
		ai_chance = {
			base = 1
			modifier = {
				add = 5
				has_war = no
				amount_taken_ideas = {
					amount = < 3
					slots = {
						political_advisor
					}
				}
			} {
				add = 5
				has_war = no
				amount_taken_ideas = {
					amount = < 2
					slots = {
						political_advisor
					}
				}
			} {
				add = 5
				has_war = no
				amount_taken_ideas = {
					amount = < 1
					slots = {
						political_advisor
					}
				}
			} {
				add = 5
				amount_taken_ideas = {
					amount = < 1
					slots = {
						army_chief
					}
				}
			}
		}
		add_timed_idea = {
			idea = ROM_king_carol_ii_factory_penalty
			days = 120
		}
		hidden_effect = {
			country_event = {
				id = DOD_romania.80
			}
		}
	} {
		name = DOD_romania.86.b
		ai_chance = {
			base = 4
			modifier = {
				add = -2
				date = < 1937.01.02
				has_war = no
			} {
				add = 20
				OR = {
					has_war = yes
					any_other_country = {
						OR = {
							is_justifying_wargoal_against = ROOT
							has_wargoal_against = ROOT
						}
					}
				}
			} {
				add = 20
				date = > 1937.01.02
			}
		}
		add_political_power = -90
		add_timed_idea = {
			idea = ROM_king_carol_ii_factory_paid_with_pp
			days = 90
		}
		hidden_effect = {
			country_event = {
				id = DOD_romania.80
			}
		}
	}
}
### Entity: Idea
Component: CHL_naval_mutiny
Constructs: removal_cost
Source: game
File: common/ideas/chile.txt

Code:
CHL_naval_mutiny = {
	allowed = {

	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		industrial_capacity_dockyard = -0.35
		experience_gain_navy_factor = -0.5
		production_speed_dockyard_factor = -0.25
	}
	picture = generic_the_london_naval_treaty
	removal_cost = -1
}
### Entity: National Focus
Tree: nzl_focus
Component: NZL_artillery_focus
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_breakthrough_progress, add_tech_bonus
Source: game
File: common/national_focus/new_zealand.txt

Code:
focus = {
	id = NZL_artillery_focus
	icon = GFX_goal_generic_army_artillery
	prerequisite = {
		focus = NZL_schofield_tank
	}
	x = 1
	y = 3
	relative_position_id = NZL_army_reforms
	cost = 10
	ai_will_do = {
		factor = 25
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_breakthrough_progress = {
			specialization = specialization_land
			value = 0.25
		}
		add_tech_bonus = {
			name = NZL_artillery_focus
			bonus = 1.0
			uses = 1
			category = artillery
		}
	}
}
### Entity: Event
Component: SEA_japan_foreign_policy.81
Constructs: is_triggered_only, ai_chance, add_war_support, add_political_power
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_foreign_policy.81
	title = SEA_japan_foreign_policy.81.t
	desc = SEA_japan_foreign_policy.81.desc
	picture = GFX_report_event_generic_riot
	is_triggered_only = yes
	option = {
		name = SEA_japan_foreign_policy.81.a
		ai_chance = {
			base = 50
		}
		add_war_support = 0.01
	} {
		name = SEA_japan_foreign_policy.81.b
		ai_chance = {
			base = 50
		}
		add_political_power = 15
	}
}
### Entity: Joint Focus
Component: INSHOL_agricultural_subsidies
Constructs: has_completed_focus, every_owned_state, prerequisite, limit, joint_focus, add_ideas, has_cosmetic_tag, has_subject
Source: game
File: common/national_focus/indonesia_joint.txt

Code:
joint_focus = {
	id = INSHOL_agricultural_subsidies
	icon = GFX_focus_generic_modernize_agriculture_2
	text_icon = INSHOL_HOL_focus_style
	available = {
		if = {
			limit = {
				has_cosmetic_tag = INS_UNION
				original_tag = INS
			}
			custom_trigger_tooltip = {
				tooltip = INS_is_union_tt
				has_cosmetic_tag = INS_UNION
			}
		}
		else = {
			original_tag = HOL
			has_subject = INS
		}
	}
	prerequisite = {
		focus = INSHOL_subsidize_bauxite
	} {
		focus = INSHOL_coffee_plantations
	}
	mutually_exclusive = {

	}
	x = 0
	y = 2
	relative_position_id = INSHOL_subsidize_bauxite
	ai_will_do = {
		base = 0
		modifier = {
			add = 0.6
			original_tag = HOL
		} {
			add = 1
			original_tag = INS
		} {
			factor = 1.1
			INS = {
				has_completed_focus = INSHOL_prioritize_dutch_profits
			}
		} {
			factor = 1.2
			INS = {
				has_completed_focus = INSHOL_loyalty_to_crown
			}
		} {
			factor = 1.2
			original_tag = HOL
			INS = {
				has_completed_focus = INSHOL_encourage_further_investment
			}
		} {
			factor = 1.3
			INS = {
				INS_harry_kuneman = {
					is_hired_as_advisor = yes
				}
			}
		} {
			factor = 1.2
			INS = {
				INS_dick_de_hoog = {
					is_hired_as_advisor = yes
				}
			}
		} {
			factor = 1.5
			INS = {
				is_ai = no
			}
		} {
			factor = 0.75
			INS = {
				is_ai = yes
			}
		}
	}
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STABILITY
	}
	completion_reward_joint_originator = {
		if = {
			limit = {
				original_tag = INS
			}
			every_owned_state = {
				limit = {
					is_in_array = {
						array = INS.owned_states_at_game_start
						value = THIS
					}
					impassable = no
				}
				add_extra_state_shared_building_slots = 1
			}
		}
		else_if = {
			limit = {
				original_tag = HOL
			}
			INS = {
				if = {
					limit = {
						is_subject_of = HOL
					}
					add_autonomy_score = {
						value = -150
						localization = INSHOL_agricultural_subsidies
					}
				}
			}
			add_ideas = HOL_agricultural_taxes
		}
	}
	completion_reward_joint_member = {
		if = {
			limit = {
				exists = yes
			}
			if = {
				limit = {
					original_tag = INS
				}
				every_owned_state = {
					limit = {
						is_in_array = {
							array = INS.owned_states_at_game_start
							value = THIS
						}
						impassable = no
					}
					add_extra_state_shared_building_slots = 1
				}
			}
			else_if = {
				limit = {
					original_tag 
# ... (truncated)
### Entity: National Focus
Tree: cub_focus
Component: CUB_seize_foreign_sugar_mills
Constructs: has_completed_focus, prerequisite, limit, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/Cuba.txt

Code:
focus = {
	id = CUB_seize_foreign_sugar_mills
	icon = GFX_goal_communist_factory
	cost = 10
	prerequisite = {
		focus = CUB_adapt_the_five_year_plan
	}
	relative_position_id = CUB_adapt_the_five_year_plan
	x = 0
	y = 1
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_completed_focus = CUB_end_american_imperialism
				}
			}
			swap_ideas = {
				remove_idea = CUB_american_influence
				add_idea = CUB_reduced_american_influence
			}
		}
		swap_ideas = {
			remove_idea = CUB_cuban_five_year_plan
			add_idea = CUB_cuban_five_year_plan_1
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Scripted Effect
Component: IRQ_modify_air_force_modifier_version
Constructs: has_completed_focus, limit, has_dynamic_modifier
Source: game
File: common/scripted_effects/IRQ_scripted_effects.txt

Code:
IRQ_modify_air_force_modifier_version = {
	if = {
		limit = {
			OR = {
				has_dynamic_modifier = {
					modifier = IRQ_air_force_modifier_KUR
				}
				has_completed_focus = IRQ_kurdish_revolt
			}
		}
		custom_effect_tooltip = IRQ_royal_air_force_KUR_intro_tt
	}
	else = {
		custom_effect_tooltip = IRQ_royal_air_force_IRQ_intro_tt
	}
}
### Entity: Scripted Effect
Component: SOV_paranoia_daunt_admirals_effect
Constructs: limit, set_temp_variable, check_variable, has_character_flag, has_trait, random_navy_leader, add_unit_leader_trait, add_to_temp_variable
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_paranoia_daunt_admirals_effect = {
	set_temp_variable = {
		temp_targets_index = 0
	}
	while_loop_effect = {
		limit = {
			check_variable = {
				temp_targets_index = 5
				compare = less_than
			}
			any_navy_leader = {
				NOT = {
					has_character_flag = SOV_targeted_for_purge_flag
				} {
					has_trait = trait_SOV_cowed_by_stalin_navy
				}
			}
		}
		random_navy_leader = {
			limit = {
				NOT = {
					has_character_flag = SOV_targeted_for_purge_flag
				} {
					has_trait = trait_SOV_cowed_by_stalin_navy
				}
			}
			add_unit_leader_trait = trait_SOV_cowed_by_stalin_navy
		}
		add_to_temp_variable = {
			temp_targets_index = 1
		}
	}
	custom_effect_tooltip = SOV_daunt_admirals_tt
}
### Entity: Unit Leader
Component: homeland_connoisseur
Constructs: is_army_leader, has_idea, is_navy_leader
Source: game
File: common/unit_leader/r56_traits.txt

Code:
homeland_connoisseur = {
	type = land
	trait_type = personality_trait
	non_shared_modifier = {
		army_core_defence_factor = 0.025
		army_core_attack_factor = 0.025
	}
	new_commander_weight = {
		factor = 1
		modifier = {
			is_army_leader = yes
			FROM = {
				has_idea = best_of_the_best_spirit
			}
			factor = 0
		} {
			is_navy_leader = yes
			FROM = {
				has_idea = best_of_the_best_naval_academy_spirit
			}
			factor = 0
		} {
			FROM = {
				has_idea = academy_scholarships_spirit
			}
			factor = 0
		} {
			FROM = {
				has_idea = naval_academy_scholarships_spirit
			}
			factor = 0
		}
	}
}
### Entity: Decision
Component: AUS_industrial_funds_category
Constructs: has_completed_focus, has_global_flag
Source: game
File: common/decisions/categories/r56_AUS_decision_categories.txt

Code:
AUS_industrial_funds_category = {
	icon = GFX_decision_category_generic_economy
	picture = GFX_decision_cat_generic_mefo_bills
	allowed = {
		original_tag = AUS
	}
	visible = {
		NOT = {
			has_global_flag = aus_dlc_focus_tree
			has_completed_focus = AUS_integrate_economy
		}
	}
	visible_when_empty = yes
	priority = 100
}
### Entity: National Focus
Tree: rut_focus
Component: RUT_unification_with_russian_federation
Constructs: prerequisite, has_government, completion_reward, is_neighbor_of, is_subject, is_in_faction_with, allow_branch, is_ai
Source: game
File: common/national_focus/ruthenia.txt

Code:
focus = {
	id = RUT_unification_with_russian_federation
	icon = GFX_focus_generic_russian_deal
	prerequisite = {
		focus = RUT_claim_no_territories
	}
	relative_position_id = RUT_claim_no_territories
	available = {
		is_neighbor_of = SOV
		NOT = {
			country_exists = UKR
		}
		OR = {
			AND = {
				SOV = {
					OR = {
						has_government = democratic neutrality
					}
					is_subject = no
				}
				OR = {
					has_government = democratic neutrality
				}
				is_in_faction_with = SOV
			}
		}
	}
	allow_branch = {
		is_ai = yes
	}
	x = 3
	y = 1
	cost = 10
	ai_will_do = {
		factor = 15
	}
	completion_reward = {
		SOV = {
			annex_country = {
				target = RUT
			}
		} {
			add_state_core = 73
		}
		UKR = {
			add_state_core = 73
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Character
Component: BRN_marsal_maun
Source: game
File: common/characters/BRN.txt

Code:
BRN_marsal_maun = {
	name = Marsal Maun
	portraits = {
		civilian = {
			small = GFX_kr_portrait_asia_generic_land_7_small
		}
	}
	advisor = {
		cost = 150
		slot = political_advisor
		idea_token = BRN_marsal_maun
		allowed = {
			original_tag = BRN
		}
		available = {

		}
		visible = {

		}
		traits = {
			IRQ_minister_of_education
		}
		ai_will_do = {
			base = 3.0
		}
	}
}
### Entity: Character
Component: COG_leopold_de_koninck
Constructs: has_completed_focus, has_country_flag, is_subject_of
Source: game
File: common/characters/COG.txt

Code:
COG_leopold_de_koninck = {
	name = COG_leopold_de_koninck
	portraits = {
		army = {
			large = GFX_portrait_COG_leopold_de_koninck
			small = GFX_portrait_COG_leopold_de_koninck_small
		}
	}
	corps_commander = {
		traits = {
			old_guard war_hero harsh_leader
		}
		skill = 4
		attack_skill = 4
		defense_skill = 3
		planning_skill = 3
		logistics_skill = 3
		legacy_id = -1
		visible = {
			has_country_flag = COG_recalled_leopold_de_konick_flag
			OR = {
				is_subject_of = BEL
				has_completed_focus = CONGO_dominion_of_congo
			}
		}
	}
}
### Entity: Idea
Component: ROM_king_carol_ii_handled_2
Constructs: has_government, removal_cost, democratic_drift
Source: game
File: common/ideas/romania.txt

Code:
ROM_king_carol_ii_handled_2 = {
	picture = generic_king_handled
	name = ROM_king_carol_ii_handled
	removal_cost = -1
	allowed = {
		original_tag = ROM
	}
	allowed_civil_war = {
		has_government = democratic
	}
	modifier = {
		democratic_drift = 0.02
	}
}
### Entity: Order of Battle
Component: 2 Test Test
Constructs: division_template
Source: game
File: history/units/CA2.txt

Code:
division = {
	name = 2 Test Test
	location = 279
	division_template = Azad Hind Infantry Corps
}
### Entity: Character
Component: JAP_tateo_kato
Source: game
File: common/characters/JAP.txt

Code:
JAP_tateo_kato = {
	name = JAP_tateo_kato
	portraits = {
		army = {
			small = GFX_idea_tateo_kato
		}
	}
	advisor = {
		slot = high_command
		idea_token = tateo_kato
		ledger = air
		allowed = {
			original_tag = JAP
		}
		traits = {
			air_air_combat_training_3
		}
		cost = 200
		ai_will_do = {
			base = 0.8
		}
	}
}
### Entity: Unit Template
Component: BEL_SS_HISTORICAL
Source: game
File: common/units/names_ships/BEL_ship_names.txt

Code:
BEL_SS_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_SUBMARINES
	for_countries = {
		BEL
	}
	type = ship
	ship_types = {
		ship_hull_submarine submarine
	}
	prefix = BNS 
	fallback_name = Sous-Marin %d
	unique = {
		Artevelde Zinnia Jan Breydel Victor Billet Wielingen Westdiep Wandelaar Westhinder Leopold I Louise-Marie Brugge
	}
}
### Entity: Character
Component: fort_organization_2
Source: game
File: common/country_leader/r56_traits.txt

Code:
fort_organization_2 = {
	random = no
	sprite = 9
	command_cap_increase = 20
	land_bunker_effectiveness_factor = 0.1
	recon_factor_while_entrenched = 0.1
	repair_speed_bunker_factor = 0.5
	unit_garrison_design_cost_factor = -0.5
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			command_power = < 20
		}
	}
}
### Entity: Character
Component: DEN_jorgen_jorgensen
Constructs: has_dlc
Source: game
File: common/characters/DEN.txt

Code:
DEN_jorgen_jorgensen = {
	name = DEN_jorgen_jorgensen
	portraits = {
		civilian = {
			small = GFX_portrait_DEN_jorgen_jorgensen_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = DEN_jorgen_jorgensen
		allowed = {
			original_tag = DEN
			has_dlc = Arms Against Tyranny
		}
		available = {

		}
		traits = {
			undervisningsminister
		}
		ai_will_do = {
			base = 5
			modifier = {
				factor = 10
				DEN_historical_ai = yes
			}
		}
		on_add = {
			owner = {
				DEN_advisor_low_BOP_decrease_effect = yes
			}
		}
		on_remove = {
			owner = {
				DEN_advisor_low_BOP_increase_effect = yes
			}
		}
	}
}
### Entity: Character
Component: XIC_xu_jingji
Source: game
File: common/characters/XIC.txt

Code:
XIC_xu_jingji = {
	advisor = {
		slot = air_chief
		idea_token = XIC_xu_jingji
		allowed = {
			original_tag = XIC
		}
		traits = {
			air_chief_ground_support_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	} {
		cost = 100
		slot = theorist
		idea_token = XIC_xu_jingji2
		ledger = air
		allowed = {
			original_tag = XIC
		}
		traits = {
			air_warfare_theorist
		}
	}
	name = Xu Jingji
	portraits = {
		army = {
			small = GFX_idea_generic_air_asia_1
		}
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_export_to_new_markets
Constructs: has_completed_focus, prerequisite, has_war, limit, every_country, add_opinion_modifier, completion_reward, add_political_power
Source: game
File: common/national_focus/r56_congo.txt

Code:
focus = {
	id = COG_export_to_new_markets
	icon = GFX_goal_generic_positive_trade_relations
	prerequisite = {
		focus = COG_transform_the_congo
	} {
		focus = COG_support_copper_mining COG_support_tungsten_mining
	}
	relative_position_id = COG_transform_the_congo
	x = -4
	y = 1
	cost = 5
	ai_will_do = {
		factor = 15
	}
	available = {
		has_war = yes
		is_in_faction = yes
		any_country = {
			is_in_faction_with = ROOT
			NOT = {
				tag = BEL
			}
		}
		OR = {
			has_completed_focus = COG_cracks_down_on_enemies COG_independence
		}
	}
	completion_reward = {
		add_political_power = 50
		every_country = {
			limit = {
				is_in_faction_with = ROOT
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = COG_exports
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: MAN_banditry_2
Constructs: stability_factor, war_support_factor, removal_cost, communism_drift, democratic_drift, neutrality_drift
Source: game
File: common/ideas/r56_man_ideas.txt

Code:
MAN_banditry_2 = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		original_tag = MAN
	}
	removal_cost = -1
	picture = chi_army_corruption2
	modifier = {
		stability_factor = -0.1
		war_support_factor = -0.1
		political_power_factor = 0.1
		communism_drift = 0.01
		democratic_drift = 0.01
		neutrality_drift = 0.01
	}
}
### Entity: Event
Component: poland.75
Constructs: is_triggered_only
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland.75
	title = poland.75.t
	desc = poland.75.d
	picture = GFX_report_event_Pilsudski_Beck
	is_triggered_only = yes
	option = {
		name = poland.75.a
	}
}
### Entity: Decision
Component: DEN_political_landscape
Constructs: has_completed_focus, create_country_leader, add_equipment_to_stockpile, has_war, limit, random_country, remove_ideas, has_government
Source: game
File: common/decisions/r56_DEN.txt

Code:
DEN_political_landscape = {
	DEN_Seize_Agricultural_Property = {
		icon = eng_trade_unions_demand
		available = {
			custom_trigger_tooltip = {
				tooltip = den_lower_eqilibrium_20_trigger
				check_variable = {
					den_lower_equilibrium = > 20
				}
			} {
				tooltip = den_lower_loyalty_40_trigger
				check_variable = {
					den_lower_loyalty = > 40
				}
			}
			if = {
				limit = {
					has_completed_focus = DEN_An_Appeal_to_the_Proletariat
				}
				OR = {
					NOT = {
						has_completed_focus = DEN_Ally_the_Peasents
					}
					has_completed_focus = DEN_Collectivization_of_Agriculture
				}
			}
			else_if = {
				limit = {
					OR = {
						has_completed_focus = DEN_Initiate_Economic_Reforms DEN_Strengthen_the_Labour_Unions
					}
				}
				OR = {
					NOT = {
						has_completed_focus = DEN_Increase_Rural_Developement
					}
					has_completed_focus = DEN_Social_Democratic_Majority DEN_Conservative_Majority
				}
			}
		}
		visible = {
			check_variable = {
				den_lower_influence = > 29
			}
		}
		ai_will_do = {
			factor = 1
		}
		cost = 30
		complete_effect = {
			add_to_variable = {
				den_lower_equilibrium = -10
				tooltip = den_lower_equilibrium_tooltip
			} {
				den_lower_loyalty = -20
				tooltip = den_lower_loyalty_tooltip
			}
			den_calculate_lower = yes
			den_calculate_eqilibirum = yes
		}
		remove_effect = {
			random_owned_controlled_state = {
				limit = {
					is_core_of = DEN
				}
				add_extra_state_shared_building_slots = 1
			}
		}
		days_remove = 70
		days_re_enable = 140
	}
	DEN_Confiscate_Civilian_Vessels = {
		icon = eng_trade_unions_demand
		available = {
			custom_trigger_tooltip = {
				tooltip = den_middle_eqilibrium_20_trigger
				check_variable = {
					den_middle_equilibrium = > 20
				}
			} {
				tooltip = den_middle_loyalty_40_trigger
				check_variable = {
					den_middle_loyalty = > 40
				}
			}
		}
		ai_will_do = {
			factor = 1
			modifier = {
				add = 49
				has_equipment = {
					convoy = < 20
				}
			}
		}
		visible = {
			check_variable = {
				den_middle_influence = > 29
			}
		}
		cost = 80
		complete_effect = {
			add_to_variable = {
				den_middle_equilibrium = -10
				tooltip = den_middle_equilibrium_tooltip
			} {
				den_middle_loyalty = -20
				tooltip = den_middle_loyalty_tooltip
			} {
				den_upper_equilibrium = -5
				tooltip = den_upper_equilibrium_tooltip
			} {
				den_upper_loyalty 
# ... (truncated)