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

Code:
AFG_influential_spiritual_leader_trait = {
	random = no
	sprite = 13
	political_power_factor = 0.1
	stability_factor = 0.05
	war_support_factor = 0.05
}
### Entity: Idea
Component: MNT_awt
Source: game
File: common/ideas/montenegro.txt

Code:
MNT_awt = {
	ledger = air
	picture = generic_air_europe_2
	allowed = {
		original_tag = MNT
	}
	traits = {
		air_warfare_theorist
	}
}
### Entity: Scripted Effect
Component: CZE_vhht_idea_go_up
Constructs: limit, add_ideas, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/CZE_scripted_effects.txt

Code:
CZE_vhht_idea_go_up = {
	if = {
		limit = {
			has_idea = CZE_vitkovice_mining_and_metallurgical_company_3
		}
		swap_ideas = {
			remove_idea = CZE_vitkovice_mining_and_metallurgical_company_3
			add_idea = CZE_vitkovice_mining_and_metallurgical_company_4
		}
	}
	else_if = {
		limit = {
			has_idea = CZE_vitkovice_mining_and_metallurgical_company_2
		}
		swap_ideas = {
			remove_idea = CZE_vitkovice_mining_and_metallurgical_company_2
			add_idea = CZE_vitkovice_mining_and_metallurgical_company_3
		}
	} {
		limit = {
			has_idea = CZE_vitkovice_mining_and_metallurgical_company
		}
		swap_ideas = {
			remove_idea = CZE_vitkovice_mining_and_metallurgical_company
			add_idea = CZE_vitkovice_mining_and_metallurgical_company_2
		}
	}
	else = {
		add_ideas = CZE_vitkovice_mining_and_metallurgical_company
	}
}
### Entity: Idea
Component: AFG_bank
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
AFG_bank = {
	picture = PER_fund_state_intelligence_idea
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		consumer_goods_factor = -0.15
		political_power_factor = 0.05
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_establish_motor_arms
Constructs: prerequisite, limit, add_ideas, completion_reward, random_core_state, is_owned_and_controlled_by, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_establish_motor_arms
	icon = GFX_focus_generic_truck
	prerequisite = {
		focus = PER_bolster_infantry
	}
	x = -1
	y = 1
	relative_position_id = PER_bolster_infantry
	cost = 10
	ai_will_do = {
		factor = 15
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = PER_motorization_investments_idea
		custom_effect_tooltip = CHL_skip_one_line_tt
		random_core_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
				is_owned_and_controlled_by = ROOT
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Scripted Effect
Component: CHL_anarchic_society_level_up
Constructs: limit, add_ideas, add_war_support, has_country_flag, add_stability, add_political_power, has_idea, swap_ideas
Source: game
File: common/scripted_effects/TOA_scripted_effects.txt

Code:
CHL_anarchic_society_level_up = {
	IF = {
		limit = {
			NOT = {
				has_country_flag = CHL_no_more_anarchy_flag
			}
		}
		custom_effect_tooltip = CHL_anarchic_society_up_tt
	} {
		limit = {
			has_idea = idea_CHL_near_anarchic_society
			NOT = {
				has_country_flag = CHL_no_more_anarchy_flag
			}
		}
		add_war_support = -0.05
		add_stability = -0.05
		add_political_power = -50
	}
	ELSE_IF = {
		limit = {
			has_idea = idea_CHL_near_anarchic_society_2
			NOT = {
				has_country_flag = CHL_no_more_anarchy_flag
			}
		}
		swap_ideas = {
			remove_idea = idea_CHL_near_anarchic_society_2
			add_idea = idea_CHL_near_anarchic_society
		}
	} {
		limit = {
			has_idea = idea_CHL_near_anarchic_society_3
			NOT = {
				has_country_flag = CHL_no_more_anarchy_flag
			}
		}
		swap_ideas = {
			remove_idea = idea_CHL_near_anarchic_society_3
			add_idea = idea_CHL_near_anarchic_society_2
		}
	} {
		limit = {
			has_idea = idea_CHL_near_anarchic_society_4
			NOT = {
				has_country_flag = CHL_no_more_anarchy_flag
			}
		}
		swap_ideas = {
			remove_idea = idea_CHL_near_anarchic_society_4
			add_idea = idea_CHL_near_anarchic_society_3
		}
	} {
		limit = {
			NOT = {
				OR = {
					has_idea = idea_CHL_near_anarchic_society_4 idea_CHL_near_anarchic_society
				}
			} {
				has_country_flag = CHL_no_more_anarchy_flag
			}
		}
		add_ideas = idea_CHL_near_anarchic_society_4
	}
}
### Entity: National Focus
Tree: gua_focus
Component: GUA_centralize_the_state
Constructs: completion_reward, add_political_power, add_popularity, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/guatemala.txt

Code:
focus = {
	id = GUA_centralize_the_state
	icon = GFX_focus_generic_military_dictatorship
	x = 55
	y = 0
	cost = 8
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_political_power = 30
		add_popularity = {
			ideology = neutrality
			popularity = 0.05
		}
		swap_ideas = {
			remove_idea = GUA_police_state
			add_idea = GUA_police_state_2
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: GER_wehrwirtschaft_fake_ns
Constructs: removal_cost
Source: game
File: common/ideas/GER.txt

Code:
GER_wehrwirtschaft_fake_ns = {
	name = GER_wehrwirtschaft_modifier
	picture = GER_autarky
	allowed = {
		always = no
	}
	removal_cost = -1
	modifier = {
		local_resources_factor = 0.05
		production_speed_fuel_silo_factor = 0.1
		production_speed_synthetic_refinery_factor = 0.1
	}
}
### Entity: Character
Component: ENG_merton_beckwithsmith
Source: game
File: common/characters/ENG.txt

Code:
ENG_merton_beckwithsmith = {
	name = ENG_merton_beckwithsmith
	portraits = {
		army = {
			large = GFX_portrait_ENG_merton_beckwithsmith
			small = GFX_portrait_ENG_merton_beckwithsmith_small
		}
	}
	corps_commander = {
		traits = {
			commando
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		legacy_id = 0
	}
}
### Entity: Character
Component: PUE_acgs
Source: game
File: common/characters/PUE.txt

Code:
PUE_acgs = {
	advisor = {
		slot = air_chief
		idea_token = PUE_acgs
		allowed = {
			original_tag = PUE
		}
		traits = {
			air_chief_ground_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_south_america_3
		}
	}
}
### Entity: Shared Focus
Component: GUAY_penal_battalions
Constructs: shared_focus, division_template, prerequisite, completion_reward, set_technology, is_locked, force_allow_recruiting, create_unit
Source: game
File: common/national_focus/paraguay_uruguay_shared_branch.txt

Code:
shared_focus = {
	id = GUAY_penal_battalions
	icon = GFX_focus_SOV_penal_battalions
	x = 2
	y = 0
	relative_position_id = GUAY_a_domestic_arms_factory
	prerequisite = {
		focus = GUAY_coup_detat
	}
	cost = 10
	ai_will_do = {
		factor = 15
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		custom_effect_tooltip = GUAY_penal_battalions_tt
		hidden_effect = {
			set_technology = {
				penal_infantry = 1
				popup = no
			}
			division_template = {
				name = Batallón de Castigo
				is_locked = no
				force_allow_recruiting = yes
				regiments = {
					penal_battalion = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 0
						y = 2
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					} {
						x = 1
						y = 2
					}
				}
				support = {
					artillery = {
						x = 0
						y = 0
					}
				}
			}
			capital_scope = {
				create_unit = {
					division = division_template = "Batallón de Castigo" start_experience_factor = 0 start_equipment_factor = 1.0 start_manpower_factor = 1.0
					OWNER = ROOT
				} {
					division = division_template = "Batallón de Castigo" start_experience_factor = 0 start_equipment_factor = 1.0 start_manpower_factor = 1.0
					OWNER = ROOT
				} {
					division = division_template = "Batallón de Castigo" start_experience_factor = 0 start_equipment_factor = 1.0 start_manpower_factor = 1.0
					OWNER = ROOT
				} {
					division = division_template = "Batallón de Castigo" start_experience_factor = 0 start_equipment_factor = 1.0 start_manpower_factor = 1.0
					OWNER = ROOT
				} {
					division = division_template = "Batallón de Castigo" start_experience_factor = 0 start_equipment_factor = 1.0 start_manpower_factor = 1.0
					OWNER = ROOT
				} {
					division = division_template = "Batallón de Castigo" start_experience_factor = 0 start_equipment_factor = 1.0 start_manpower_factor = 1.0
					OWNER = ROOT
				}
			}
		}
	}
}
### Entity: Technology
Component: r56_combat_service
Constructs: is_major, research_cost
Source: game
File: common/technologies/r56_vechicles.txt

Code:
technology = {
	research_cost = 1.75
	start_year = 1936
	folder = {
		name = r56_vechicles_folder
		position = {
			x = -8
			y = 6
		}
	}
	path = {
		leads_to_tech = r56_convoy_highways
		research_cost_coeff = 1
	}
	truck_attrition_factor = -0.05
	repair_speed_supply_node_factor = 0.05
	repair_speed_rail_way_factor = 0.05
	special_project_specialization = {
		specialization_land
	} {
		specialization_air
	}
	categories = {
		motorized_equipment logistics_tech supply_node_tech
	}
	on_research_complete = {
		custom_effect_tooltip = {
			localization_key = SP_UNLOCK_PROJECT
			PROJECT = sp_air_fido
		}
	}
	ai_will_do = {
		factor = 0.5
		modifier = {
			factor = 0.75
			date = > 1938.1.1
		} {
			factor = 2
			date = > 1939.1.1
		} {
			factor = 4
			AND = {
				OR = {
					original_tag = GER SOV
				}
				date = > 1939.1.1
			}
		} {
			factor = 3
			date = > 1940.1.1
		} {
			factor = 4
			AND = {
				OR = {
					original_tag = USA FRA ENG JAP
				}
				date = > 1940.1.1
			}
		} {
			factor = 5
			date = > 1941.1.1
		} {
			is_major = no
			factor = 0.5
		}
	}
}
### Entity: Character
Component: nav_cas_producer_mass_2
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
nav_cas_producer_mass_2 = {
	random = no
	equipment_bonus = {
		small_plane_cas_airframe = {
			build_cost_ic = -0.15
		}
		small_plane_naval_bomber_airframe = {
			build_cost_ic = -0.15
		}
		cv_small_plane_cas_airframe = {
			build_cost_ic = -0.15
		}
		cv_small_plane_naval_bomber_airframe = {
			build_cost_ic = -0.15
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Country History
Country: INU
Component: INU_misc
Constructs: recruit_character, limit, set_technology, has_dlc, create_equipment_variant
Source: game
File: history/countries/INU - Inuit.txt

Code:
# Misc for INU
capital = 463
IF = {
	limit = {
		has_dlc = By Blood Alone
	}
	ELSE = {
		set_technology = {
			early_fighter = 1
			cv_early_fighter = 1
		}
	}
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		early_destroyer = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		basic_naval_mines = 1
		early_ship_hull_light = 1
		basic_ship_hull_light = 1
		basic_battery = 1
		basic_torpedo = 1
		basic_depth_charges = 1
	}
}
{
	limit = {
		has_dlc = Trial of Allegiance
	}
	recruit_character = INU_inuit_council
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	create_equipment_variant = {
		name = Antioquia Class
		type = ship_hull_light_1
		name_group = COL_DD_HISTORICAL
		parent_version = 0
		modules = {
			fixed_ship_battery_slot = ship_light_battery_2
			fixed_ship_anti_air_slot = ship_anti_air_1
			fixed_ship_fire_control_system_slot = ship_fire_control_system_0
			fixed_ship_radar_slot = empty
			fixed_ship_engine_slot = light_ship_engine_2
			fixed_ship_torpedo_slot = ship_torpedo_1
			mid_1_custom_slot = ship_mine_layer_1
			rear_1_custom_slot = ship_depth_charge_1
		}
	}
}
### Entity: AI Strategy
Component: SOV_defied_sov_order
Constructs: has_global_flag
Source: game
File: common/ai_strategy/r56_CHI.txt

Code:
SOV_defied_sov_order = {
	allowed = {
		original_tag = SOV
	}
	enable = {
		ROOT = {
			exists = yes
		}
		has_global_flag = PRC_defy_sov_order
	}
	abort = {
		tag = SOV
		NOT = {
			has_global_flag = PRC_defy_sov_order
		}
	}
	ai_strategy = {
		id = PRC
		type = befriend
		value = -50
	} {
		id = PRC
		type = alliance
		value = -100
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_establish_showa_aircraft_idnsutry
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, is_fully_controlled_by, add_extra_state_shared_building_slots, add_building_construction, random_core_state
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_establish_showa_aircraft_idnsutry
	icon = GFX_focus_generic_aircraft_production
	prerequisite = {
		focus = JAP_the_imperial_defense_plan
	}
	relative_position_id = JAP_the_imperial_defense_plan
	x = 0
	y = 1
	cost = 5
	ai_will_do = {
		factor = 3
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		IF = {
			limit = {
				282 = {
					is_fully_controlled_by = ROOT
					free_building_slots = {
						building = arms_factory
						size = > 1
						include_locked = yes
					}
				}
			}
			282 = {
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = arms_factory
					level = 2
					instant_build = yes
				}
			}
		}
		ELSE = {
			random_core_state = {
				limit = {
					is_fully_controlled_by = ROOT
					NOT = {
						has_state_category = small_island tiny_island
					}
					free_building_slots = {
						building = arms_factory
						size = > 1
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = arms_factory
					level = 2
					instant_build = yes
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt available_industrial_concern
		show_ideas_tooltip = imperial_japanese_airways
	}
}
### Entity: AI Strategy
Component: GER_trade_with_italy
Constructs: has_government
Source: game
File: common/ai_strategy/GER.txt

Code:
GER_trade_with_italy = {
	allowed = {
		original_tag = GER
	}
	enable = {
		has_government = fascism
		ITA = {
			has_government = fascism
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_market_trade_desire
		id = ITA
		value = 40
	}
}
### Entity: Event
Component: EYE_swiss.20
Constructs: ai_chance, has_war, limit, add_ideas, remove_ideas, has_government, has_country_flag, add_political_power
Source: game
File: events/SWI_events.txt

Code:
country_event = {
	id = EYE_swiss.20
	title = EYE_swiss.20.t
	desc = EYE_swiss.20.desc
	picture = GFX_report_event_worker_protests
	trigger = {
		tag = SWI
		has_country_flag = SWI_mobilized
		has_war = no
		NOT = {
			any_other_country = {
				has_annex_war_goal = SWI
			}
		} {
			has_idea = SWI_angry_civilians_1
		} {
			has_idea = SWI_angry_civilians_2
		} {
			has_idea = SWI_angry_civilians_3
		}
		GER = {
			NOT = {
				focus_progress = {
					focus = GER_operation_tannenbaum
					progress = > 0
				}
			}
		}
		has_global_flag = SWI_R56_focus_tree
	}
	mean_time_to_happen = {
		days = 180
	}
	option = {
		name = EYE_swiss.20.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 0.1
				OR = {
					has_government = fascism communism
				}
			}
		}
		remove_ideas = SWI_mobilize_1
		add_timed_idea = {
			days = 180
			idea = SWI_pressured_demobilization
		}
		custom_effect_tooltip = EYE_swiss.20.tt
		hidden_effect = {
			country_event = EYE_swiss.100 EYE_swiss.101 EYE_swiss.102
			clr_country_flag = SWI_mobilized
		}
	} {
		name = EYE_swiss.20.b
		ai_chance = {
			base = 1
			modifier = {
				factor = 2
				OR = {
					has_government = fascism communism
				}
			}
		}
		if = {
			limit = {
				has_government = neutrality
			}
			add_popularity = {
				ideology = neutrality
				popularity = -0.05
			}
		}
		else_if = {
			limit = {
				has_government = democratic
			}
			add_popularity = {
				ideology = democratic
				popularity = -0.05
			}
		} {
			limit = {
				has_government = fascism
			}
			add_popularity = {
				ideology = fascism
				popularity = -0.05
			}
		} {
			limit = {
				has_government = communism
			}
			add_popularity = {
				ideology = communism
				popularity = -0.05
			}
		}
		add_political_power = -50
		add_ideas = SWI_angry_civilians_1
	}
}
### Entity: Event
Component: AAT_Sweden_nationalists.20
Constructs: is_triggered_only, ai_chance, random_hours
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden_nationalists.20
	title = AAT_Sweden_nationalists.20.t
	desc = AAT_Sweden_nationalists.20.desc
	picture = GFX_report_event_gathering_protest
	is_triggered_only = yes
	option = {
		name = AAT_Sweden_nationalists.20.a
		ai_chance = {
			base = 10
		}
		FROM = {
			country_event = {
				id = AAT_Sweden_nationalists.21
				hours = 4
				random_hours = 8
			}
		}
	} {
		name = AAT_Sweden_nationalists.20.b
		ai_chance = {
			base = 0
		}
		FROM = {
			country_event = {
				id = AAT_Sweden_nationalists.22
				hours = 4
				random_hours = 8
			}
		}
	}
}
### Entity: Character
Component: stalin_of_mongolia
Source: game
File: common/country_leader/r56_traits.txt

Code:
stalin_of_mongolia = {
	sprite = 13
	random = no
	command_power_gain = 0.3
	max_command_power = 50
	stability_weekly = 0.001
}
### Entity: Idea
Component: IRQ_state_railways_company
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/iraq.txt

Code:
IRQ_state_railways_company = {
	picture = IRQ_state_railways_company
	allowed = {
		original_tag = IRQ
		has_dlc = Graveyard of Empires
	}
	visible = {

	}
	available = {
		has_completed_focus = IRQ_found_the_iraqi_state_railways
	}
	research_bonus = {

	}
	ai_will_do = {
		base = 1
	}
	traits = {
		railway_company
	}
	modifier = {

	}
}
### Entity: Character
Component: BEL_arms_designer_no_aat
Constructs: research_speed_factor, industrial_capacity_factory
Source: game
File: common/country_leader/00_traits.txt

Code:
BEL_arms_designer_no_aat = {
	sprite = 10
	random = no
	industrial_capacity_factory = 0.05
	research_speed_factor = 0.05
	materiel_manufacturer_cost_factor = -0.1
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_redressment_for_the_june_coup_r56
Constructs: prerequisite, completion_reward, add_political_power, add_popularity
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_redressment_for_the_june_coup_r56
	prerequisite = {
		focus = SIA_secure_the_armed_forces_r56
	}
	mutually_exclusive = {
		focus = SIA_refine_the_revolutionary_policies_r56
	}
	icon = GFX_focus_generic_conspiracy
	cost = 6
	ai_will_do = {
		base = 1
	}
	x = -1
	y = 1
	relative_position_id = SIA_secure_the_armed_forces_r56
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 50
		add_popularity = {
			ideology = democratic
			popularity = -0.08
		}
		custom_effect_tooltip = generic_skip_one_line_tt unlocks_decision_organize_a_secret_police_crackdown_which_grants_tt
	}
}
### Entity: State History
Component: 963
Constructs: add_core_of, add_to_array
Source: game
File: history/states/963-West Sandzak.txt

Code:
state = {
	id = 963
	name = STATE_963
	manpower = 151950
	state_category = pastoral
	history = {
		owner = YUG
		buildings = {
			infrastructure = 1
		}
		victory_points = {
			3922 1
		}
		add_core_of = YUG SER MNT
		add_to_array = {
			state_victory_points = 3922
		}
	}
	provinces = {
		937 3922 6913
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_light_specialization
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea, add_tech_bonus
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_light_specialization
	icon = GFX_goal_generic_air_fighter2
	prerequisite = {
		focus = AUS_revitalize_austrian_air_industry
	}
	mutually_exclusive = {
		focus = AUS_medium_specialization AUS_heavy_specialization
	}
	x = -2
	y = 1
	relative_position_id = AUS_revitalize_austrian_air_industry
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		swap_ideas = {
			remove_idea = AUS_domestic_air_production
			add_idea = AUS_domestic_air_production_small
		}
		add_tech_bonus = {
			name = AUS_light_specialization_bonus
			bonus = 0.5
			uses = 2
			category = light_air
		}
	}
}
### Entity: Order of Battle
Component: Den Danske Flåde
Source: game
File: history/units/DEN_1939_naval_legacy.txt

Code:
fleet = {
	name = Den Danske Flåde
	naval_base = 6287
	task_force = {
		name = Den Danske Flåde
		location = 6287
		ship = {
			name = HDMS Niels Iuel
			pride_of_the_fleet = yes
			definition = heavy_cruiser
			equipment = {
				heavy_cruiser_1 = {
					amount = 1
					owner = DEN
				}
			}
		} {
			name = HDMS Peder Skram
			definition = heavy_cruiser
			equipment = {
				heavy_cruiser_1 = {
					amount = 1
					owner = DEN
				}
			}
		} {
			name = HDMS Rota
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = DEN
				}
			}
		} {
			name = HDMS Bellona
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = DEN
				}
			}
		} {
			name = HDMS Flora
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = DEN
				}
			}
		} {
			name = HDMS Daphne
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = DEN
				}
			}
		} {
			name = HDMS Dryaden
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = DEN
				}
			}
		} {
			name = HDMS Havmanden
			definition = submarine
			equipment = {
				submarine_2 = {
					amount = 1
					owner = DEN
				}
			}
		} {
			name = HDMS Havfruen
			definition = submarine
			equipment = {
				submarine_2 = {
					amount = 1
					owner = DEN
				}
			}
		} {
			name = HDMS Havkalen
			definition = submarine
			equipment = {
				submarine_2 = {
					amount = 1
					owner = DEN
				}
			}
		}
	}
}
### Entity: Character
Component: CHI_japanese_lapdog
Constructs: war_support_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
CHI_japanese_lapdog = {
	random = no
	sprite = 13
	war_support_factor = -0.1
	surrender_limit = -0.1
	political_power_factor = -0.1
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_soviet_alliance
Constructs: has_completed_focus, prerequisite, has_war, limit, has_government, has_war_with, completion_reward, is_ai
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_soviet_alliance
	icon = GFX_focus_chi_mission_to_the_soviet_union
	prerequisite = {
		focus = CZE_vonapo_20
	}
	mutually_exclusive = {
		focus = CZE_intervene_in_the_ussr
	}
	cost = 10
	relative_position_id = CZE_vonapo_20
	x = 0
	y = 1
	ai_will_do = {
		base = 0
		modifier = {
			add = 2
			SOV = {
				is_ai = no
			}
		}
	}
	available = {
		is_subject = no
		SOV = {
			exists = yes
			has_government = communism
			has_civil_war = no
			NOT = {
				has_war_with = ROOT
			}
		}
		OR = {
			SOV = {
				NOT = {
					has_country_leader = {
						character = SOV_iosif_stalin
						ruling_only = yes
					}
				}
			}
			NOT = {
				has_completed_focus = CZE_zapotocky_faction
			}
		}
	}
	bypass = {
		is_in_faction_with = SOV
	}
	completion_reward = {
		if = {
			limit = {
				has_government = communism
				NOT = {
					is_faction_leader = yes
				}
				SOV = {
					is_faction_leader = yes
				}
			}
			SOV = {
				country_event = generic.2
			}
		}
		else_if = {
			limit = {
				has_war = yes
				is_faction_leader = yes
				all_enemy_country = {
					has_war_with = SOV
				}
				SOV = {
					is_faction_leader = yes
					all_enemy_country = {
						has_war_with = CZE
					}
				}
			}
			SOV = {
				country_event = MUN_czech.1015
			}
		}
		else = {
			SOV = {
				country_event = MUN_czech.1014
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}