Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: UZB_fascist_guy
Constructs: has_government
Source: game
File: common/ideas/uzbekistan.txt

Code:
UZB_fascist_guy = {
	picture = generic_political_advisor_asia_2
	allowed = {
		original_tag = UZB
	}
	traits = {
		fascist_demagogue
	}
	do_effect = {
		NOT = {
			has_government = fascism
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: Scripted GUI
Component: scripted_gui
Source: game
File: common/scripted_guis/INS_revolution_scripted_gui.txt

Code:
scripted_gui = {
	INS_revolution_scripted_gui = {
		context_type = decision_category
		window_name = INS_revolution_ui_window
		properties = {
			lon_we_1_icon = {
				image = [INS_GET_WAR_ESCALATION_LEVEL_1_COLOR]
				frame = 1
			}
			lon_we_2_icon = {
				image = [INS_GET_WAR_ESCALATION_LEVEL_2_COLOR]
				frame = 2
			}
			lon_we_3_icon = {
				image = [INS_GET_WAR_ESCALATION_LEVEL_3_COLOR]
				frame = 3
			}
			lon_we_4_icon = {
				image = [INS_GET_WAR_ESCALATION_LEVEL_4_COLOR]
				frame = 4
			}
			lon_we_5_icon = {
				image = [INS_GET_WAR_ESCALATION_LEVEL_5_COLOR]
				frame = 5
			}
			lon_we_6_icon = {
				image = [INS_GET_WAR_ESCALATION_LEVEL_6_COLOR]
				frame = 6
			}
			lon_we_7_icon = {
				image = [INS_GET_WAR_ESCALATION_LEVEL_7_COLOR]
				frame = 7
			}
			lon_we_8_icon = {
				image = [INS_GET_WAR_ESCALATION_LEVEL_8_COLOR]
				frame = 8
			}
			lon_we_9_icon = {
				image = [INS_GET_WAR_ESCALATION_LEVEL_9_COLOR]
				frame = 9
			}
			lon_we_10_icon = {
				image = [INS_GET_WAR_ESCALATION_LEVEL_10_COLOR]
				frame = 10
			}
		}
	}
}
### Entity: Event
Component: mongol.22
Constructs: is_triggered_only, save_event_target_as, clr_state_flag, clear_variable, remove_targeted_decision
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol.22
	title = mongol.22.t
	desc = mongol.22.d
	picture = GFX_report_event_SOV_mongolia_fortify_border
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			save_event_target_as = our_country
			FROM = {
				save_event_target_as = our_state
				clr_state_flag = border_incident_active
			}
			FROM.FROM = {
				save_event_target_as = their_country
			}
			FROM.FROM.FROM = {
				save_event_target_as = their_state
				clr_state_flag = border_incident_active
			}
			clear_variable = attacker_state_vs_@FROM defender_state_vs_@FROM.FROM
			remove_targeted_decision = {
				target = event_target:their_country
				decision = MON_small_raid_cancelled
			}
		}
	}
	option = {
		name = mongol.22.a
		army_experience = 10
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_the_onslaught_on_colonialism
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_the_onslaught_on_colonialism
	icon = GFX_SOV_the_onslaught_on_colonialism_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_a_global_class_struggle
	}
	x = -1
	y = 1
	relative_position_id = SOV_a_global_class_struggle
	cost = 10
	available = {
		surrender_progress = < 0.05
	}
	search_filters = {

	}
	completion_reward = {
		custom_effect_tooltip = SOV_the_onslaught_on_colonialism_decision_tt
	}
}
### Entity: Idea
Component: JAP_senbu_idea
Constructs: removal_cost
Source: game
File: common/ideas/japan.txt

Code:
JAP_senbu_idea = {
	picture = JAP_senbu_organizations
	allowed = {
		original_tag = JAP
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		resistance_target = -0.05
		subjects_autonomy_gain = -0.1
	}
}
### Entity: Event
Component: ARG_political_events.74
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, fire_only_once
Source: game
File: events/TOA_Argentina.txt

Code:
country_event = {
	id = ARG_political_events.74
	title = ARG_political_events.74.t
	desc = ARG_political_events.74.desc
	picture = GFX_report_event_generic_handshake
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = ARG_political_events.74.a
		ai_chance = {
			base = 1
		}
		add_opinion_modifier = {
			target = FROM
			modifier = medium_increase
		}
		custom_effect_tooltip = ARG_political_events.74.tt
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_creole_indivisible
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_creole_indivisible
	icon = GFX_goal_generic_fortification
	relative_position_id = VEN_by_any_means
	x = -2
	y = 1
	cost = 5
	prerequisite = {
		focus = VEN_by_any_means
	}
	mutually_exclusive = {
		focus = VEN_eliminating_the_competition
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = VEN_creole_cult3
			add_idea = VEN_creole_cult5
		}
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_improved_production
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_improved_production
	icon = GFX_goal_generic_consumer_goods
	prerequisite = {
		focus = HON_united_fruit_coup
	}
	relative_position_id = HON_united_fruit_coup
	x = 3
	y = 1
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 15
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = HON_banana_republic
			add_idea = HON_better_banana_republic
		}
	}
}
### Entity: Event
Component: paraguay.1
Constructs: fire_only_once, add_building_construction, add_timed_idea, set_country_flag
Source: game
File: events/Paraguay.txt

Code:
country_event = {
	id = paraguay.1
	title = paraguay.1.t
	desc = paraguay.1.desc
	picture = GFX_report_event_polish_tanks_01
	trigger = {
		focus_progress = {
			focus = PAR_rebuild_humaita
			progress = > 0.05
		}
	}
	fire_only_once = yes
	option = {
		name = paraguay.1.a
		custom_effect_tooltip = paraguay.1.tt
		effect_tooltip = {
			301 = {
				add_building_construction = {
					type = bunker
					level = 2
					instant_build = yes
					province = 2173
				} {
					type = bunker
					level = 2
					instant_build = yes
					province = 2194
				} {
					type = bunker
					level = 2
					instant_build = yes
					province = 2152
				}
			}
		}
		add_timed_idea = {
			idea = idea_PAR_increased_humaita_spending
			days = 180
		}
		set_country_flag = increased_humaita_spending
	} {
		name = paraguay.1.b
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_soviet_bulgarian_treaty_of_mutual_assistance
Constructs: has_completed_focus, prerequisite, limit, has_government, every_country, has_war_with, has_country_flag, add_opinion_modifier
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_soviet_bulgarian_treaty_of_mutual_assistance
	prerequisite = {
		focus = BUL_the_peoples_republic_of_bulgaria
	}
	icon = GFX_focus_chi_mission_to_the_soviet_union
	relative_position_id = BUL_the_peoples_republic_of_bulgaria
	x = -2
	y = 1
	cost = 10
	available = {
		country_exists = SOU
		NOT = {
			has_war_with = SOU
		}
		SOU = {
			NOT = {
				is_justifying_wargoal_against = ROOT
			}
			has_opinion = {
				target = ROOT
				value = > 24
			}
			has_government = communism
			has_civil_war = no
		}
		OR = {
			is_in_faction = no
			is_in_faction_with = SOU
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		if = {
			limit = {
				has_country_flag = BUL_soviet_influence_flag
			}
			modify_country_flag = {
				flag = BUL_soviet_influence_flag
				value = 1
			}
		} {
			limit = {
				has_completed_focus = BUL_attract_foreign_capitals
			}
			custom_effect_tooltip = BUL_approach_soviet_foreign_industry_tt
		} {
			limit = {
				OR = {
					NOT = {
						country_exists = SOU
					}
					has_war_with = SOU
					SOU = {
						BUL_is_valid_subject = no
					}
				}
			}
			hidden_effect = {
				activate_targeted_decision = {
					target = SOU
					decision = BUL_purchase_artillery
				} {
					target = SOU
					decision = BUL_purchase_military_vehicles
				} {
					target = SOU
					decision = BUL_purchase_aircraft
				} {
					target = SOU
					decision = BUL_purchase_infantry_equipment
				} {
					target = SOU
					decision = BUL_purchase_armor
				} {
					target = SOU
					decision = BUL_purchase_ships
				}
			}
		}
		else = {
			set_country_flag = {
				flag = BUL_soviet_influence_flag
				value = 1
			}
		} {
			activate_targeted_decision = {
				target = SOU
				decision = BUL_purchase_artillery
			} {
				target = SOU
				decision = BUL_purchase_military_vehicles
			} {
				target = SOU
				decision = BUL_purchase_aircraft
			} {
				target = SOU
				decision = BUL_purchase_infantry_equipment
			} {
				target = SOU
				decision = BUL_purchase_armor
			} {
				target = SOU
				decision = BUL_purchase_ships
			}
		}
		SOU = {
			country_event = {
				id = bftb_bulgaria_soviet_influence.1
				hours = 8
				random_hours = 8
			}
		} {
			add_ai_strategy = {
				type = befriend
				id = ROOT
				value = 20
			}
		}
		effect_tooltip = {
			custom_effect_tooltip = BUL_soviet_bulgarian_treaty_of_mutual_assistanc
# ... (truncated)
### Entity: Decision
Component: unite_the_levant_category
Constructs: has_completed_focus, limit, add_ideas, every_country, fire_only_once, is_subject, has_cosmetic_tag, complete_effect
Source: game
File: common/decisions/r56_formable_nations_decisions.txt

Code:
unite_the_levant_category = {
	form_greater_syria = {
		icon = generic_form_nation
		allowed = {
			OR = {
				original_tag = LEB SYR JOR
			}
		}
		fire_only_once = yes
		available = {
			is_subject = no
			custom_trigger_tooltip = {
				tooltip = form_country_gs_syria_required_states_tt
				controls_state = 680 677 554
			} {
				tooltip = form_country_gs_israel_palestina_required_states_tt
				controls_state = 454 1016 1017 949 966
			}
			controls_state = 553 455 1021 1022
			NOT = {
				has_cosmetic_tag = ARA_UNIFIED
			} {
				has_completed_focus = PAL_islamists
			}
		}
		complete_effect = {
			set_cosmetic_tag = SYR_UNIFIED
			custom_effect_tooltip = form_country_gs_required_coring_states_tt form_country_gs_iraq_kuwait_coring_states_tt
			hidden_effect = {
				every_state = {
					limit = {
						OR = {
							is_core_of = JOR LEB PAL SYR
						}
					}
					add_core_of = ROOT
				}
				news_event = {
					id = r56.news_event.34
					hours = 6
				}
				if = {
					limit = {
						has_dlc = La Resistance
					}
					every_country = {
						every_operative = {
							limit = {
								OR = {
									has_nationality = JOR LEB PAL SYR
								}
								NOT = {
									has_nationality = ROOT
								}
							}
							add_nationality = ROOT
						}
					}
				}
			} {
				add_state_core = 453
				add_state_claim = 676 675 291 1049 1048 1046 1047 1045
			}
			set_capital = {
				state = 554
			}
			set_province_name = {
				id = 1086
				name = Al-Quds
			}
			add_ideas = generic_recent_political_unification generic_recent_army_unification generic_recent_economic_unification
		}
		ai_will_do = {
			factor = 200
			modifier = {
				factor = 0.1
				is_historical_focus_on = yes
			}
		}
	}
}
### Entity: Decision
Component: BRA_counter_influence_cat
Constructs: remove_ideas, has_government, has_country_flag, fire_only_once, has_idea, complete_effect, remove_effect, random_days
Source: game
File: common/decisions/BRA.txt

Code:
BRA_counter_influence_cat = {
	BRA_counter_influence_decision = {
		icon = GFX_decision_eng_trade_unions_support
		allowed = {
			NOT = {
				original_tag = BRA
			}
		}
		visible = {
			has_country_flag = BRA_influencing_us
			has_idea = BRA_promoting_communism
		}
		available = {
			has_idea = BRA_promoting_communism
			NOT = {
				has_country_flag = BRA_clamped_down_on_communism
			}
		}
		cost = 100
		fire_only_once = no
		days_remove = 30
		ai_will_do = {
			base = 100
			modifier = {
				factor = 0
				has_government = communism
			}
		}
		complete_effect = {

		}
		remove_effect = {
			remove_ideas = BRA_promoting_communism
			hidden_effect = {
				BRA = {
					country_event = {
						id = JUNO_brazil_events.144
						days = 30
						random_days = 10
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_bring_back_exiled_intellectuals
Constructs: prerequisite, limit, completion_reward, add_political_power, add_breakthrough_progress, add_tech_bonus, every_possible_country, has_character
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_bring_back_exiled_intellectuals
	icon = GFX_goal_tfv_generic_tech_sharing
	prerequisite = {
		focus = ITA_the_republics_leadership
	}
	x = 0
	y = 1
	relative_position_id = ITA_the_republics_leadership
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_political_power = 70
		add_breakthrough_progress = {
			specialization = specialization_nuclear
			value = 0.25
		} {
			specialization = specialization_air
			value = 0.25
		}
		add_tech_bonus = {
			name = ITA_bring_back_exiled_intellectuals
			bonus = 0.25
			uses = 2
			category = industry electronics nuclear rocketry
		}
		custom_effect_tooltip = generic_skip_one_line_tt {
			localization_key = available_scientist_one_line_tt
			CHARACTER = ITA_enrico_fermi
		}
		hidden_effect = {
			every_possible_country = {
				limit = {
					has_character = ITA_enrico_fermi
				}
				random_character = {
					limit = {
						is_character = ITA_enrico_fermi
					}
					set_nationality = ROOT
				}
			}
		}
		ITA_bop_low_increase_democratic_side_effect = yes
	}
}
### Entity: Special Project
Component: sp_naval_submarine_carrier
Constructs: limit, has_government, fire_only_once, has_dlc, has_tech, resource_cost, breakthrough_cost, is_special_project_completed
Source: game
File: common/special_projects/projects/naval_projects.txt

Code:
sp_naval_submarine_carrier = {
	specialization = specialization_naval
	project_tags = sp_tag_submarine
	ai_will_do = {
		base = 1
		modifier = {
			factor = 2
			ROOT = {
				original_tag = JAP
				OR = {
					has_government = fascism neutrality
				}
			}
		}
	}
	allowed = {
		has_dlc = No Compromise, No Surrender
	}
	available = {
		FROM = {
			if = {
				limit = {
					has_dlc = Man the Guns
				}
				has_tech = basic_ship_hull_carrier improved_ship_hull_submarine
			}
			else = {
				has_tech = basic_carrier improved_submarine
			}
		}
	}
	resource_cost = {
		resources = {
			steel = 12
			chromium = 6
		}
	}
	breakthrough_cost = {
		specialization_naval = 2
	}
	complexity = sp_complexity.large
	prototype_time = sp_time.prototype.medium
	project_output = {
		country_effects = {
			if = {
				limit = {
					original_tag = JAP
					is_special_project_completed = sp:sp_naval_anechoic_tiles
				}
				add_design_template_bonus = {
					name = sp_naval_submarine_carrier_free_design
					uses = 1
					cost_factor = 0.25
					equipment = ship_hull_carrier_submarine
				}
				create_equipment_variant = {
					name = Sentoku Class
					type = ship_hull_carrier_submarine
					name_group = JAP_SS_HISTORICAL
					parent_version = 0
					allow_without_tech = yes
					modules = {
						fixed_ship_torpedo_slot = ship_torpedo_sub_4
						fixed_ship_engine_slot = sub_ship_engine_2
						rear_1_custom_slot = ship_submarine_deck_space
						mid_1_custom_slot = ship_anechoic_tile
					}
					design_team = mio:JAP_sasebo_naval_arsenal_organization
				}
			}
			else_if = {
				limit = {
					original_tag = JAP
					NOT = {
						is_special_project_completed = sp:sp_naval_anechoic_tiles
					}
				}
				add_design_template_bonus = {
					name = sp_naval_submarine_carrier_free_design
					uses = 1
					cost_factor = 0.25
					equipment = ship_hull_carrier_submarine
				}
				create_equipment_variant = {
					name = Sentoku Class
					type = ship_hull_carrier_submarine
					name_group = JAP_SS_HISTORICAL
					parent_version = 0
					allow_without_tech = yes
					modules = {
						fixed_ship_torpedo_slot = ship_torpedo_sub_4
						fixed_ship_engine_slot = sub_ship_engine_1
						rear_1_custom_slot = ship_submarine_deck_space
					}
					design_team = mio:JAP_sasebo_naval_arsenal_organization
				}
			}
			else = {
				add_design_template_bonus = {
					name = sp_naval_submarine_c
# ... (truncated)
### Entity: National Focus
Tree: vnz_focus
Component: VNZ_form_mechanics
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/venice.txt

Code:
focus = {
	id = VNZ_form_mechanics
	icon = GFX_goal_generic_air_production
	prerequisite = {
		focus = VNZ_production_effort_3
	}
	x = 1
	y = 1
	relative_position_id = VNZ_production_effort_3
	cost = 10
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_ideas = CRO_idea_trained_mechanics
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_INVASION_naval_avoid_29
Constructs: check_variable, is_in_array
Source: game
File: common/ai_strategy/EAI_MILITARY_naval_strategies.txt

Code:
EAI_MILITARY_INVASION_naval_avoid_29 = {
	enable = {
		check_variable = {
			EAI_MILITARY_INVASION_objectives^num = > 0
		}
		is_in_array = {
			EAI_MILITARY_INVASION_sea_regions = 29
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = naval_avoid_region
		id = 29
		value = -10000
	}
}
### Entity: Character
Component: RAJ_bahadur_jayla_of_khoch_bahur
Source: game
File: common/characters/RAJ.txt

Code:
RAJ_bahadur_jayla_of_khoch_bahur = {
	name = RAJ_bahadur_jayla_of_khoch_bahur
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_arab_1
		}
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = RAJ_bahadur_jayla_of_khoch_bahur
		ledger = navy
		allowed = {
			original_tag = RAJ
		}
		traits = {
			naval_theorist
		}
	}
}
### Entity: Event
Component: austria.61
Constructs: is_triggered_only, limit, add_ideas, has_country_flag, add_opinion_modifier, has_global_flag
Source: game
File: events/Austria.txt

Code:
country_event = {
	id = austria.61
	title = austria.61.t
	desc = austria.61.d
	is_triggered_only = yes
	picture = GFX_report_event_GER_hitler_anschluss
	option = {
		name = austria.61.a
		effect_tooltip = {
			AUS = {
				add_ideas = AUS_arthur_seyss-inquart
				if = {
					limit = {
						NOT = {
							has_global_flag = AUS_civil_war_triggered
							has_country_flag = AUS_nazis_crushed
						}
					}
					AUS_bundeslaender_nazis_up_random = yes
				}
			}
		}
		add_opinion_modifier = {
			target = AUS
			modifier = accepted_our_demands
		}
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_claim_sweden
Constructs: prerequisite, limit, completion_reward, is_in_faction_with, add_autonomy_score, add_timed_idea, declare_war_on, annex_everything
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_claim_sweden
	icon = GFX_focus_generic_invade_sweden
	prerequisite = {
		focus = DEN_contribute_to_the_war
	}
	relative_position_id = DEN_contribute_to_the_war
	x = 1
	y = 1
	cost = 10
	bypass = {
		SWE = {
			is_in_faction_with = ROOT
		}
	}
	available = {

	}
	ai_will_do = {

	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	will_lead_to_war_with = SWE
	completion_reward = {
		add_autonomy_score = {
			value = 100
			localization = DEN_claim_sweden
		}
		if = {
			limit = {
				SWE = {
					exists = yes
				}
			}
			add_timed_idea = {
				idea = DEN_securing_sweden_ns
				days = 365
			}
			declare_war_on = {
				target = SWE
				type = annex_everything
			}
		}
		else = {
			every_other_country = {
				limit = {
					NOT = {
						is_in_faction_with = ROOT
					}
					any_controlled_state = {
						is_core_of = SWE
					}
				}
				display_individual_scopes = yes
				every_controlled_state = {
					limit = {
						is_core_of = SWE
					}
					add_to_array = {
						array = PREV.DEN_swedish_target_states_array
						value = THIS
					}
				}
				ROOT = {
					declare_war_on = {
						type = take_state_focus
						target = PREV
						generator = PREV.DEN_swedish_target_states_array
					}
				}
			}
		}
	}
}
### Entity: Unit Template
Component: CSA_DD_CONFEDERATE
Constructs: has_completed_focus
Source: game
File: common/units/names_ships/USA_ship_names.txt

Code:
CSA_DD_CONFEDERATE = {
	name = NAME_THEME_CONFEDERATE_DESTROYERS
	for_countries = {
		CSA USA
	}
	can_use = {
		OR = {
			tag = CSA
			has_completed_focus = USA_honor_the_confederacy
		}
	}
	type = ship
	ship_types = {
		ship_hull_light destroyer
	}
	prefix = CSS 
	fallback_name = Destroyer DD-%d
	unique = {
		J.E.B. Stuart Jubal Early Joseph Wheeler George Pickett Gustavus Smith W.H.F. Rooney Lee John Brown Gordon Joseph B. Kershaw Prince de Polignac Fitzhugh Lee Daniel S. Donelson Isaac Trimble John B. Magruder Henry Heth Robert Ransom G.W. Custis Lee John C. Breckinridge Patrick Cleburne William Dorsey Pender Matthew Butler Cadmus M. Wilcox Robert Hoke Bryan Grimes Thomas Churchill William Mahone John C. Brown William Loring Sterling Price Thomas L. Rosser Lunsford L. Lomax Benjamin Cheatham Samuel Jones Richard H. Anderson John Porter McCown Bushrod Johnson James L. Kemper D.H. Hill Edward C. Walthall Stephen D. Ramseur Jones M. Withers Thomas Hindman Lafayette McLaws Samuel Gibbs French Carter Stevenson John H. Forney Dabney Maury Martin L. Smith John G. Walker Edward Johnson Robert E. Rodes William H.T. Walker John S. Bowen Jeremy F. Gilmer Howell Cobb John A. Wharton William T. Martin Charles W. Field James Patton Anderson William B. Bate James F. Fagan Henry Clayton Pierre M.B. Young William W. Allen Edward Porter Alexander Matt Ransom William Barksdale Barnard E. Bee William P. Hardeman Thomas Alexander Harris John Adams George B. Anderson Lewis A. Armistead Tyree Bell States Rights Gist John Pegram Francis S. Bartow Adley H. Gladden Robert Hatton Charles S. Winder William E. Starke Henry Little Thomas R. Cobb Maxcy Gregg E.D. Tracy E.F. Paxton Lloyd Tighman Martin E. Green Rhichard B. Garnett Paul J. Semmes J.J. Pettigrew Preston Smith Benjamin H. Helm James Deshler Carnot Posey Alfred Mouton Thomas Green W.R. Scurry John M. Jones C.H. Stevens Samuel Benton John R Chambliss J.C. Saunders John Morgan Archibald C. Godwin John Dunnovant John Gregg Stephen Elliot Victor J Girardey Archibald Gracie Oscar F. Strahl H.B. Granberry James Dearing
	}
}
### Entity: Idea
Component: AST_R56_australian_isolationism_idea
Constructs: has_war, has_government, removal_cost, send_volunteers_tension
Source: game
File: common/ideas/r56_australia.txt

Code:
AST_R56_australian_isolationism_idea = {
	allowed = {
		always = no
	}
	available = {
		has_government = fascism
		has_war = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	picture = neutrality_idea
	modifier = {
		join_faction_tension = 1.0
		send_volunteers_tension = 0.5
		guarantee_tension = 1.0
		ai_badass_factor = 0.01
		ai_get_ally_desire_factor = -100
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_discussions_with_denmark
Constructs: prerequisite, has_government, has_war_with, completion_reward
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_discussions_with_denmark
	icon = GFX_goal_generic_befriend_denmark
	prerequisite = {
		focus = SWE_fortet_gotland
	} {
		focus = SWE_negotiate_with_norway
	}
	relative_position_id = SWE_fortet_gotland
	x = 0
	y = 2
	cost = 5
	available_if_capitulated = yes
	bypass = {
		OR = {
			NOT = {
				country_exists = DEN
			}
			has_war_with = DEN
			DEN = {
				has_government = communism fascism
			}
		}
	}
	completion_reward = {
		DEN = {
			country_event = {
				id = sweden_nap.1
				hours = 6
			}
		}
		custom_effect_tooltip = if_they_accept_tt
		effect_tooltip = {
			DEN = {
				diplomatic_relation = {
					country = SWE
					relation = non_aggression_pact
					active = yes
				} {
					country = SWE
					relation = guarantee
					active = yes
				}
			}
		}
	}
}