Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: jap_focus
Component: JAP_red_brigades
Constructs: prerequisite, add_ideas, has_government, completion_reward, has_civil_war, cancel_if_invalid
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_red_brigades
	icon = GFX_goal_generic_political_pressure
	prerequisite = {
		focus = JAP_cast_the_die
	}
	x = 0
	y = 1
	relative_position_id = JAP_cast_the_die
	cost = 10
	ai_will_do = {
		factor = 3
	}
	available = {
		has_government = communism
		has_civil_war = no
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = JAP_red_brigades
	}
}
### Entity: Idea
Component: BEL_benelux_research_cooperation
Constructs: research_speed_factor, removal_cost
Source: game
File: common/ideas/r56_belgium.txt

Code:
BEL_benelux_research_cooperation = {
	allowed = {
		always = no
	}
	modifier = {
		research_speed_factor = 0.04
	}
	removal_cost = -1
	picture = generic_research_bonus
}
### Entity: Trigger Reference
Construct: career_profile_check_medal
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## career_profile_check_medal

* Supported Scopes: any
* Supported Targets: any

```
Checks if the required medal is achieved and collected
```
### Entity: Modifier Reference
Component: south_american_airforce_modifier
Constructs: industrial_capacity_factory, conscription_factor
Source: game
File: common/dynamic_modifiers/toa_dynamic_modifiers.txt

Code:
south_american_airforce_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_generic_air_bonus
	air_doctrine_cost_factor = JUNO_airforce_modifier_air_doctrine_cost_factor
	air_ace_generation_chance_factor = JUNO_airforce_modifier_air_ace_generation_chance_factor
	air_range_factor = JUNO_airforce_modifier_air_range_factor
	air_superiority_efficiency = JUNO_airforce_modifier_air_superiority_efficiency
	air_intercept_efficiency = JUNO_airforce_modifier_air_intercept_efficiency
	air_mission_xp_gain_factor = JUNO_airforce_modifier_air_mission_xp_gain_factor
	air_agility_factor = JUNO_airforce_modifier_air_agility_factor
	ground_attack_factor = JUNO_airforce_modifier_ground_attack_factor
	experience_gain_air = JUNO_airforce_modifier_experience_gain_air
	industrial_capacity_factory = JUNO_army_modifier_industrial_capacity_factory_airfoce
	conscription_factor = JUNO_airforce_modifier_conscription_factor
	air_strategic_bomber_bombing_factor = JUNO_airforce_modifier_air_strategic_bomber_bombing_factor
	air_cas_present_factor = JUNO_airforce_modifier_air_cas_present_factor
	air_defence_factor = JUNO_airforce_modifier_air_defence_factor
}
### Entity: Decision
Component: PRC_the_communist_power_struggle_balance_of_power_category
Constructs: has_dlc, is_subject
Source: game
File: common/decisions/categories/PRC_decision_categories.txt

Code:
PRC_the_communist_power_struggle_balance_of_power_category = {
	icon = GFX_decision_category_generic_communism
	priority = 100
	allowed = {
		has_dlc = No Compromise, No Surrender
		original_tag = PRC
	}
	visible = {
		is_subject = no
	}
	available = {

	}
}
### Entity: National Focus
Component: bra_invite_canada
Constructs: prerequisite, has_war_with, completion_reward, is_faction_leader, is_subject, is_in_faction, has_opinion
Source: game
File: common/national_focus/r56_brazil.txt

Code:
focus = {
	id = bra_invite_canada
	icon = GFX_goal_CAN_maple_leaf
	prerequisite = {
		focus = bra_transatlantico
	}
	relative_position_id = bra_transatlantico
	x = 2
	y = 1
	cost = 5
	available = {
		is_faction_leader = yes
		is_subject = no
		country_exists = CAN
		CAN = {
			is_in_faction = no no
			is_subject = no
			NOT = {
				has_war_with = ROOT
			}
			has_opinion = {
				target = ROOT
				value = > -15
			}
		}
	}
	completion_reward = {
		CAN = {
			country_event = {
				days = 1
				id = generic.5
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: AI Strategy
Component: POL_fascist_plan
Constructs: has_country_flag, has_game_rule, is_subject
Source: game
File: common/ai_strategy_plans/POL_alternate_strategy_plan.txt

Code:
POL_fascist_plan = {
	name = POL fascist plan
	desc = 
	allowed = {
		original_tag = POL
	}
	enable = {
		OR = {
			has_country_flag = POL_AI_RANDOM_FASCIST
			has_game_rule = {
				rule = POL_ai_behavior
				option = FASCIST
			}
		}
		NOT = {
			has_DLC = No Step Back
		}
	}
	abort = {
		is_subject = yes
	}
	ai_national_focuses = {
		POL_central_region_strategy POL_expansion_of_new_towns POL_start_central_industrial_region POL_fill_the_railways_gaps POL_agrarian_reform POL_expand_central_industrial_region POL_the_four_year_plan POL_national_defence_fund POL_warsaw_main_railway_station POL_invest_in_the_old_polish_region POL_additional_research_slot1 POL_internationalism POL_authoritarianism POL_go_right POL_develop_upper_silesia POL_prepare_for_the_next_war POL_seek_accommodation_with_germany POL_polish_militarism POL_romanian_bridgehead_strategy POL_hel_fortified_area POL_silesia_fortified_area POL_standardisation_of_equipment POL_modernising_the_cavalry POL_study_foreign_tanks POL_air_base_expansion POL_fighter_modernisation POL_air_innovations POL_heavy_fighter_concept POL_naval_bomber_experiments POL_medium_bomber_focus POL_light_bomber_focus POL_air_modernisations_programme POL_develop_polish_ship_building POL_study_foreign_built_ships POL_import_submarine_technology POL_the_twin_threats POL_coastal_defense POL_strike_force POL_baltic_navy POL_polish_revanchism POL_ideological_fanaticism POL_the_between_the_seas_concept
	}
	research = {

	}
	ideas = {

	}
	traits = {
		captain_of_industry = 10
		popular_figurehead = 5
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Idea
Component: EAI_DD_18/motorized_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_18/motorized_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		motorized_equipment = {
			build_cost_ic = -0.45
			instant = yes
		}
	}
}
### Entity: Trigger Reference
Construct: is_mio_assigned_to_task
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## is_mio_assigned_to_task

* Supported Scopes: INDUSTRIAL_ORG
* Supported Targets: none

```
Checks if the Military Industrial Organisation in scope is assigned to at least 1 task.
ex:
mio:my_mio = {
	is_mio_assigned_to_task = yes
	is_mio_assigned_to_task = no
}
```
### Entity: Event
Component: new_ger.144
Constructs: is_triggered_only
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.144
	title = new_ger.144.t
	desc = new_ger.144.d
	picture = GFX_report_event_germany_politician_handshake
	is_triggered_only = yes
	option = {
		name = new_ger.144.a
		effect_tooltip = {
			FROM.FROM.FROM = {
				transfer_state_to = ROOT
			}
		}
	}
}
### Entity: Character
Component: NAV_manuel_de_irujo
Source: game
File: common/characters/NAV.txt

Code:
NAV_manuel_de_irujo = {
	name = Manuel de Irujo
	portraits = {
		civilian = {
			large = gfx/leaders/Europe/portrait_europe_generic_6.dds
		}
	}
	country_leader = {
		ideology = moderatism
		traits = {
			popular_figurehead2
		}
		id = -1
	}
}
### Entity: National Focus
Tree: sau_focus
Component: SAU_claim_the_sinai
Constructs: prerequisite, limit, owns_state, completion_reward, is_subject, is_controlled_by, add_named_threat, add_state_claim
Source: game
File: common/national_focus/saudi_arabia.txt

Code:
focus = {
	id = SAU_claim_the_sinai
	icon = GFX_goal_generic_attack_allies
	prerequisite = {
		focus = SAU_attack_iran SAU_attack_turkey
	}
	relative_position_id = SAU_attack_iran
	available = {
		is_subject = no
		453 = {
			any_neighbor_state = {
				is_controlled_by = SAU
			}
		}
	}
	x = -1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_named_threat = {
			threat = 1
			name = SAU_claim
		}
		add_state_claim = 453
		every_other_country = {
			limit = {
				owns_state = 453
			}
			country_event = {
				id = arabia.17
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_effectivize_the_production_line
Constructs: prerequisite, limit, add_ideas, completion_reward, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/iraq.txt

Code:
focus = {
	id = IRQ_effectivize_the_production_line
	icon = GFX_focus_generic_tank_production
	prerequisite = {
		focus = IRQ_kurdish_form_the_peshmerga
	}
	x = -2
	y = 1
	relative_position_id = IRQ_kurdish_form_the_peshmerga
	cost = 5
	ai_will_do = {
		base = 1
	}
	available = {

	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = industrial_complex
					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
		add_ideas = IRQ_effectivizing_our_production_line
	}
}
### Entity: Scripted Effect
Component: r56_modifier_ui_iterate
Constructs: limit, check_variable, add_to_variable, set_variable
Source: game
File: common/scripted_effects/building_modifier_ui_scripted_effects.txt

Code:
r56_modifier_ui_iterate = {
	if = {
		limit = {
			check_variable = {
				r56_modifier_x_pos = < 500
			}
		}
		add_to_variable = {
			var = r56_modifier_x_pos
			value = 46
		}
	}
	else = {
		set_variable = {
			var = r56_modifier_x_pos
			value = @X_leftmost
		}
		add_to_variable = {
			var = r56_modifier_y_pos
			value = 44
		}
	}
}
### Entity: Event
Component: news.308
Constructs: is_triggered_only
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.308
	title = news.308.t
	desc = news.308.desc
	picture = GFX_news_event_hungarian_soldiers
	major = yes
	is_triggered_only = yes
	option = {
		name = news.302.a
		trigger = {
			TAG = HUN
		}
	} {
		name = news.302.b
		trigger = {
			TAG = YUG
		}
	} {
		name = news.302.c
		trigger = {
			NOT = {
				TAG = HUN YUG
			}
		}
	}
}
### Entity: Event
Component: SEA_china_warlords.5
Constructs: is_triggered_only, limit, has_country_flag, is_pressing_warlord, clr_country_flag
Source: game
File: events/SEA_Nat_China.txt

Code:
country_event = {
	id = SEA_china_warlords.5
	title = SEA_china_warlords.5.t
	desc = SEA_china_warlords.5.desc
	picture = GFX_report_event_chinese_soldiers_running
	is_triggered_only = yes
	option = {
		name = SEA_china_improvement.2.a
		if = {
			limit = {
				has_country_flag = is_pressing_warlord
			}
			clr_country_flag = is_pressing_warlord
		}
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_com_independence
Constructs: prerequisite, completion_reward, set_autonomy
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_com_independence
	icon = GFX_focus_generic_support_the_left_right
	prerequisite = {
		focus = POL_soviet_industry
	} {
		focus = POL_pressure_for_the_west
	} {
		focus = POL_soviet_military_staff
	}
	relative_position_id = POL_soviet_industry
	will_lead_to_war_with = SOU
	x = 1
	y = 1
	cost = 10
	mutually_exclusive = {
		focus = POL_greater_polish_SSR
	}
	ai_will_do = {
		factor = 2.5
	}
	available_if_capitulated = yes
	completion_reward = {
		custom_effect_tooltip = probably_lead_to_war_with_sov_tt
		overlord = {
			set_autonomy = {
				target = POL
				autonomy_state = autonomy_free
			}
			country_event = NSB_poland_communist_events.5
		}
	}
}
### Entity: Name List
Component: SAO
Source: game
File: common/names/r56_names.txt

Code:
SAO = {
	male = {
		names = {
			Abel Adriano Afonso Alberto Alexandre Alfredo Álvaro André António Aquilino Artur Augusto Bartolomeu Bernardo Bruno Caetano Cândido Carlos Christovão Cláudio Damião Daniel David Dinis Diogo Duarte Ernesto Estêvão Eugénio Fernando Filipe Francisco Gastão Hermenegildo Ignácio Jerónimo João Joaquim Jorge José Júlio Leopoldo Luís Manuel Mário Miguel Nicolau Nuno Orlando Óscar Pascoal Paulo Pedro Rafael Raul Roberto Rodrigo Rui Santiago Sebastião Teodoro Teófilo Tiago Tomé Urbano Vasco Vicente Vitorino Vitório
		}
	}
	female = {
		names = {
			Aldara Beatriz Berengaria Branca Blanche Constance Estevainha Stephania Fruilhe Guiomar Joana Leonor Margarida Maria Sancha Teresa Constança
		}
	}
	surnames = {
		Amaral Barreto Bleck Braga Cabral Capelo Carmona Coelho Correia Coutinho da Costa da Cunha da Silva de Albuquerque de Almeida de Arriaga de Bragança de Bragança-Coburgo de Carvalho de Castro de Gusmão de Lacerda de Mesquita de Moura de Noronha de Oliveira de Paiva de Sousa de Vasconcelos Dias dos Reis dos Santos Fernandes Ferreira Figueira Freire de Andrade Gago Gil Gomes Herculano Ivens Keil Lopes Machado Magalhães Mendes Moniz Mouzinho Nogueira Nunes Ortigão Pereira Pinheiro Pinto Pires Pomar Pulido Queiroz Quintanilha Ribeiro Rodrigues Salazar Sampaio Sérgio Silveira Tavares Teixeira Vidigal Vieira Pena Pessoa Pinto Rondon Saldanha da Gama Santos Soares Tavares Vargas Wandenkolk das Neves Silva Santos Ferreira Pereira Oliveira Costa Rodrigues Sousa Jesus Fernandes Gonçalves Gomes Lopes Marques Alves Almeida Moreira Correia Mendes Nunes Soares Vieira Monteiro Cardoso Rocha Neves Coelho Teixeira Castelino Carvalho Pinto Ribeiro
	}
	callsigns = {

	}
}
### Entity: Order of Battle
Component: Yokosuka Kichi Kaiheidan
Constructs: division_template
Source: game
File: history/units/JAP_1939.txt

Code:
division = {
	name = Yokosuka Kichi Kaiheidan
	location = 9998
	division_template = Chuton-chi Shidan
	start_experience_factor = 0.1
	start_equipment_factor = 0.3
}
### Entity: Scripted Effect
Component: SOV_paranoia_increase_based_on_unit_leader_level_effect
Constructs: limit, has_country_flag, add_to_variable, clear_variable
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_paranoia_increase_based_on_unit_leader_level_effect = {
	if = {
		limit = {
			has_country_flag = SOV_paranoia_system_active_flag
		}
		add_to_variable = {
			SOV_paranoia = SOV_unit_leader_level
		}
		SOV_paranoia_clamp_and_update_ui_effect = yes
		clear_variable = SOV_unit_leader_level
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_Public_Investments
Constructs: prerequisite, limit, add_stability, completion_reward, random_owned_state, is_core_of, add_building_construction, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_Public_Investments
	icon = GFX_goal_generic_housing
	cost = 10
	ai_will_do = {
		factor = 3
	}
	prerequisite = {
		focus = DEN_Social_Democratic_Majority
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	x = 2
	y = 1
	relative_position_id = DEN_Social_Democratic_Majority
	completion_reward = {
		add_stability = 0.05
		random_owned_state = {
			limit = {
				is_core_of = DEN
			}
			prioritize = {
				99
			}
			if = {
				limit = {
					infrastructure = < 5
				}
				add_building_construction = {
					type = infrastructure
					level = 1
				}
			}
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				is_core_of = DEN
			}
			prioritize = {
				37
			}
			if = {
				limit = {
					infrastructure = < 5
				}
				add_building_construction = {
					type = infrastructure
					level = 1
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_PROD_DIV_LIMIT_marine_armor_division_limit
Constructs: has_country_flag, build_army
Source: game
File: common/ai_strategy/EAI_PRODUCTION_division_limits_strategies.txt

Code:
EAI_PROD_DIV_LIMIT_marine_armor_division_limit = {
	enable = {
		OR = {
			AND = {
				has_country_flag = EAI_armored_division_limit
				EAI_amphibious_division_focus = yes
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = build_army
		id = marine
		value = -500
	}
}
### Entity: Event
Component: AUS_political_events.68
Constructs: is_triggered_only, ai_chance, add_political_power, create_wargoal, puppet_wargoal_focus, remove_from_faction
Source: game
File: events/WUW_Austria.txt

Code:
country_event = {
	id = AUS_political_events.68
	title = AUS_political_events.68.t
	desc = AUS_political_events.68.desc
	picture = GFX_report_event_generic_riot
	is_triggered_only = yes
	option = {
		name = AUS_political_events.68.a
		ai_chance = {
			base = 10
		}
		create_wargoal = {
			type = puppet_wargoal_focus
			target = FROM
		}
		remove_from_faction = FROM
	} {
		name = AUS_political_events.68.b
		ai_chance = {
			base = 10
		}
		add_political_power = 50
	}
}
### Entity: National Focus
Tree: lie_focus
Component: LIE_coal_liquefaction
Constructs: prerequisite, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, add_tech_bonus
Source: game
File: common/national_focus/liechtenstein.txt

Code:
focus = {
	id = LIE_coal_liquefaction
	icon = GFX_goal_LIE_schaan_canning
	prerequisite = {
		focus = LIE_resource_commission
	} {
		focus = LIE_schaan_industrial_sectors
	}
	x = 0
	y = 1
	relative_position_id = LIE_schaan_industrial_sectors
	cost = 10
	ai_will_do = {
		factor = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_controlled_state = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = synthetic_refinery
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_tech_bonus = {
			name = LIE_coal_liquefaction
			bonus = 1
			uses = 1
			category = synth_resources
		}
	}
}
### Entity: Event
Component: lar_spain.13
Constructs: is_triggered_only
Source: game
File: events/LAR_Spain.txt

Code:
country_event = {
	id = lar_spain.13
	title = lar_spain.13.t
	desc = lar_spain.13.desc
	picture = GFX_report_event_spr_civil_war_faction_defeated
	is_triggered_only = yes
	option = {
		name = lar_spain.11.a
	}
}
### Entity: Event
Component: CHL_political_events.18
Constructs: is_triggered_only, ai_chance, limit, fire_only_once, has_dynamic_modifier, add_to_variable, is_historical_focus_on
Source: game
File: events/TOA_Chile.txt

Code:
country_event = {
	id = CHL_political_events.18
	title = CHL_political_events.18.t
	desc = CHL_political_events.18.desc
	picture = GFX_report_event_british_inspect_troops
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = CHL_political_events.18.a
		ai_chance = {
			base = 100
		}
		CHL_carlos_fuentes_rabe = {
			promote_leader = yes
		}
		IF = {
			limit = {
				has_dynamic_modifier = {
					modifier = CHL_army_modifier
				}
			}
			custom_effect_tooltip = CHL_modify_chilean_army_ns_intro
			add_to_variable = {
				JUNO_modifier_production_speed_supply_node_factor = 0.2
				tooltip = production_speed_supply_node_factor_tt
			}
		}
		ELSE = {
			army_experience = 50
		}
	} {
		name = CHL_political_events.18.b
		ai_chance = {
			base = 0
			modifier = {
				add = 100
				is_historical_focus_on = no
			}
		}
		CHL_escudero_oscar_otárola = {
			promote_leader = yes
		}
		IF = {
			limit = {
				has_dynamic_modifier = {
					modifier = CHL_army_modifier
				}
			}
			custom_effect_tooltip = CHL_modify_chilean_army_ns_intro
			add_to_variable = {
				JUNO_army_modifier_army_artillery_attack_factor = 0.1
				tooltip = army_artillery_attack_factor_tt
			} {
				JUNO_army_modifier_army_artillery_defence_factor = 0.05
				tooltip = army_artillery_defence_factor_tt
			}
		}
		ELSE = {
			army_experience = 50
		}
	} {
		name = CHL_political_events.18.c
		ai_chance = {
			base = 0
			modifier = {
				add = 100
				is_historical_focus_on = no
			}
		}
		CHL_guillermo_barrios_tirado = {
			promote_leader = yes
		}
		IF = {
			limit = {
				has_dynamic_modifier = {
					modifier = CHL_army_modifier
				}
			}
			custom_effect_tooltip = CHL_modify_chilean_army_ns_intro
			add_to_variable = {
				JUNO_army_modifier_conscription_factor = 0.05
				tooltip = conscription_factor_tt
			}
		}
		ELSE = {
			army_experience = 50
		}
	} {
		name = CHL_political_events.18.d
		ai_chance = {
			base = 0
			modifier = {
				add = 100
				is_historical_focus_on = no
			}
		}
		CHL_alfredo_portales_mourgues = {
			promote_leader = yes
		}
		IF = {
			limit = {
				has_dynamic_modifier = {
					modifier = CHL_army_modifier
				}
			}
			custom_effect_tooltip = CHL_modify_chilean_army_ns_intro
			add_to_variable = {
				JUNO_army_modifier_acclimatization_cold_climate_gain_factor = 0.15
				tooltip = acclimatization_cold_climate_gain_factor_tt
			}
		}
		ELSE = {
			army_exp
# ... (truncated)
### Entity: National Focus
Tree: pru_focus
Component: PRU_plan_limas_expansion
Constructs: completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_plan_limas_expansion
	icon = GFX_goal_generic_construct_civilian
	x = 3
	y = 0
	cost = 5
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				303
			}
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Character
Component: spymaster_no_lar
Source: game
File: common/country_leader/00_traits.txt

Code:
spymaster_no_lar = {
	random = no
	sprite = 15
	resistance_target = -0.05
	army_intel_factor = 0.1
	army_intel_to_others = -15
	civilian_intel_to_others = -15
	airforce_intel_to_others = -15
}
### Entity: Idea
Component: SWI_foreign_air_focus
Source: game
File: common/ideas/r56_switzerland.txt

Code:
SWI_foreign_air_focus = {
	allowed_civil_war = {
		always = yes
	}
	picture = generic_air_bonus
	modifier = {
		license_air_purchase_cost = -1
		license_tech_difference_speed = 0.5
	}
}
### Entity: Military Industrial Organization
Component: CAN_de_havilland_organization
Source: game
File: common/military_industrial_organization/organizations/CAN_organization.txt

Code:
CAN_de_havilland_organization = {
	name = CAN_de_havilland_organization
	include = generic_medium_aircraft_organization
	icon = GFX_idea_de_havilland
	allowed = {
		original_TAG = CAN
	}
}
### Entity: Idea
Component: EAI_DD_13/medium_plane_fighter_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_13/medium_plane_fighter_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_plane_fighter_airframe = {
			build_cost_ic = -0.13
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_Align_the_Unions
Constructs: prerequisite, limit, has_government, add_stability, completion_reward, add_popularity, add_to_variable
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_Align_the_Unions
	icon = GFX_BEL_union_agreement
	cost = 5
	ai_will_do = {
		factor = 3
	}
	prerequisite = {
		focus = DEN_Danish_Folksradrepublik DEN_Encourage_Collective_Bargaining
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	x = 3
	y = 3
	relative_position_id = DEN_DKP_Takeover
	completion_reward = {
		add_stability = 0.1
		if = {
			limit = {
				has_government = democratic
			}
			add_popularity = {
				ideology = democratic
				popularity = 0.08
			} {
				ideology = communism
				popularity = 0.02
			}
		}
		else = {
			add_popularity = {
				ideology = democratic
				popularity = 0.08
			} {
				ideology = communism
				popularity = 0.02
			}
		}
		add_to_variable = {
			den_lower_equilibrium = 15
			tooltip = den_lower_equilibrium_tooltip
		}
		den_calculate_lower = yes
	}
}