Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: AUS_maximilian_ronge
Constructs: has_government, has_dlc
Source: game
File: common/characters/AUS.txt

Code:
AUS_maximilian_ronge = {
	advisor = {
		slot = political_advisor
		idea_token = AUS_maximilian_ronge
		allowed = {
			original_tag = AUS
			has_dlc = La Resistance
		}
		available = {
			NOT = {
				has_government = fascism
			}
		}
		traits = {
			AUS_veteran_head_of_agency
		}
		ai_will_do = {
			base = 0
		}
	}
	portraits = {
		civilian = {
			small = GFX_portrait_AUS_maximilian_ronge_small
		}
	}
}
### Entity: Country History
Country: SUD
Component: SUD_misc
Constructs: set_technology, set_convoys, complete_national_focus, set_grand_doctrine, complete_special_project
Source: game
File: history/countries/SUD - Sudan.txt

Code:
# Misc for SUD
capital = 551
set_convoys = 20
1939.1.1 = {
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort naval_effort large_navy industrial_effort construction_effort production_effort
	set_technology = {
		tech_support = 1
		tech_recon = 1
		support_weapons = 1
		gw_artillery = 1
		electronic_mechanical_engineering = 1
		radio = 1
		mechanical_computing = 1
		computing_machine = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		construction1 = 1
		construction2 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
	}
	set_grand_doctrine = grand_battleplan new_fleet_in_being new_strategic_destruction
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
### Entity: Character
Component: JAP_pan_asianist_national_socialist
Constructs: fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
JAP_pan_asianist_national_socialist = {
	random = no
	sprite = 13
	fascism_drift = 0.06
	compliance_growth = 0.02
	army_core_defence_factor = 0.05
}
### Entity: Faction
Component: faction_goal_control_trinidad
Constructs: limit, has_war_with, is_in_faction_with, complete_effect, add_faction_power_projection, every_faction_member, add_faction_initiative, add_building_construction
Source: game
File: common/factions/goals/faction_goals_medium_term.txt

Code:
faction_goal_control_trinidad = {
	name = control_trinidad_goal_name
	description = control_trinidad_goal_desc
	category = medium_term
	group = FOCUS_FILTER_ANNEXATION
	allowed = {

	}
	visible = {
		FROM = {
			NOT = {
				original_tag = ENG
				is_in_faction_with = ENG
			}
		}
		any_collection_element = {
			collection = {
				input = game:scope
				operators = {
					faction_members controlled_states
				}
				name = FACTION_CONTROLLED_STATES
			}
			distance_to = {
				target = 691
				value = < 2000
			}
		}
	}
	available = {

	}
	completed = {
		691 = {
			is_controlled_by_ROOT_or_ally = yes
		}
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt TARGET_STATE_CONTROLLERS
		every_faction_member = {
			visible_when_empty = yes
			limit = {
				controls_state = 691
			}
			add_faction_initiative = 1
		}
		691 = {
			add_building_construction = {
				type = anti_air_building
				level = 1
				instant_build = yes
			} {
				type = air_base
				level = 1
				instant_build = yes
			} {
				type = naval_base
				level = 1
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_naval_base = yes
				}
			}
		}
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 2
			691 = {
				owner = {
					has_war_with = ROOT
				}
			}
		} {
			add = 2
			convoy_threat = > 0.5
			collection_size = {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes
							OR = {
								is_on_continent = north_america south_america
							}
						}
					}
					name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA
				}
				value = > 0
			} {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes
							OR = {
								is_on_continent = europe africa
							}
						}
					}
					name = COLLECTION_FACTION_STATES_IN_EUROPE
				}
				value = > 0
			}
		} {
			add = 1
			has_navy_size = {
				size = > 5
				type = capital_ship
			}
		} {
			add = 1
			NOT = {
				any_controlled_state = {
					is_on_continent = north_america
				}
			}
			any_enemy_country = {
				capital_scope = {
					is_on_continent = north_america
				}
			}
		}
	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_seize_public_transport
Constructs: prerequisite, add_ideas, completion_reward, has_global_flag
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPR_seize_public_transport
	available = {

	}
	bypass = {
		has_global_flag = scw_over
	}
	prerequisite = {
		focus = SPR_the_maximum_concession
	}
	icon = GFX_goal_generic_army_motorized
	x = -1
	y = 1
	relative_position_id = SPR_the_maximum_concession
	cost = 5
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = SPR_anarchist_public_transport
		custom_effect_tooltip = SPR_seize_public_transport_tt
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_catholic_education
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_catholic_education
	icon = GFX_goal_generic_catholic_education
	relative_position_id = AUS_secure_vatican_support
	x = 0
	y = 1
	prerequisite = {
		focus = AUS_secure_vatican_support
	}
	cost = 8
	completion_reward = {
		add_ideas = AUS_catholic_education
	}
}
### Entity: Event
Component: austria.33
Constructs: limit, fire_only_once, has_global_flag, has_idea, add_timed_idea
Source: game
File: events/Austria.txt

Code:
country_event = {
	id = austria.33
	title = austria.33.t
	desc = austria.33.d
	fire_only_once = yes
	picture = GFX_report_event_generic_conference
	trigger = {
		NOT = {
			has_global_flag = aus_dlc_focus_tree
		}
		original_tag = AUS
		has_global_flag = league_of_nations_gone
		OR = {
			has_idea = AUS_reliant_on_lon_1 AUS_reliant_on_lon_2 AUS_reliant_on_lon_3 AUS_reliant_on_lon_4
		}
	}
	option = {
		name = austria.33.a
		if = {
			limit = {
				has_idea = AUS_reliant_on_lon_1
			}
			add_timed_idea = {
				idea = AUS_lon_collapsed
				days = 75
			}
		} {
			limit = {
				has_idea = AUS_reliant_on_lon_2
			}
			add_timed_idea = {
				idea = AUS_lon_collapsed
				days = 120
			}
		} {
			limit = {
				has_idea = AUS_reliant_on_lon_3
			}
			add_timed_idea = {
				idea = AUS_lon_collapsed
				days = 160
			}
		} {
			limit = {
				has_idea = AUS_reliant_on_lon_4
			}
			add_timed_idea = {
				idea = AUS_lon_collapsed
				days = 200
			}
		}
	}
}
### Entity: Event
Component: wtt_news.2
Constructs: is_triggered_only
Source: game
File: events/WTT_NewsEvents.txt

Code:
news_event = {
	id = wtt_news.2
	title = wtt_news.2.t
	desc = wtt_news.2.desc
	picture = GFX_news_event_german_soldiers
	major = yes
	is_triggered_only = yes
	option = {
		name = wtt_news.2.a
		trigger = {
			original_tag = GER
		}
	} {
		name = wtt_news.2.b
		trigger = {
			NOT = {
				original_tag = GER
			} {
				original_tag = HOL
			}
		}
	} {
		name = wtt_news.2.c
		trigger = {
			original_tag = HOL
		}
	}
}
### Entity: Combat Tactic
Component: tactic_elastic_defense
Constructs: is_attacker, has_trait
Source: game
File: common/combat_tactics.txt

Code:
tactic_elastic_defense = {
	is_attacker = no
	trigger = {
		is_attacker = no
		phase = no
		OR = {
			has_trait = defensive_doctrine
			skill = > 2
		}
	}
	active = no
	base = {
		factor = 4
	}
	picture = elastic_defence
	attacker_movement_speed = -0.25
	attacker = -0.15
	defender = 0.1
}
### Entity: Decision
Component: AUS_intervention_italy_category
Constructs: has_country_flag, has_civil_war
Source: game
File: common/decisions/categories/r56_AUS_decision_categories.txt

Code:
AUS_intervention_italy_category = {
	icon = GFX_decision_category_border_conflicts
	priority = 100
	allowed = {
		original_tag = AUS
	}
	visible = {
		ITA = {
			has_civil_war = yes
		}
		has_country_flag = AUS_ITA_civil_war
	}
}
### Entity: Idea
Component: PHI_island_hopping
Constructs: removal_cost
Source: game
File: common/ideas/philipines.txt

Code:
PHI_island_hopping = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_infantry_bonus
	modifier = {
		attrition = -0.1
		naval_invasion_penalty = -0.1
		extra_marine_supply_grace = 24
	}
}
### Entity: Shared Focus
Tree: smb_focus
Component: SMB_naval_invasion
Constructs: shared_focus, prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/toa_shared_military_branch.txt

Code:
shared_focus = {
	id = SMB_naval_invasion
	icon = GFX_goal_generic_amphibious_assault
	prerequisite = {
		focus = SMB_escort_fleet
	}
	relative_position_id = SMB_escort_fleet
	x = 1
	y = 1
	cost = 5
	available = {

	}
	bypass = {

	}
	ai_will_do = {
		factor = 20
	}
	completion_reward = {
		JUNO_pick_navy_modifier_tt = yes
		add_to_variable = {
			JUNO_navy_naval_invasion_capacity = 10
			tooltip = naval_invasion_capacity_tt
		}
	}
}
### Entity: Country History
Country: KPA
Component: KPA_politics
Constructs: set_stability, add_ideas, set_popularities, set_politics
Source: game
File: history/countries/KPA - North Korea.txt

Code:
# Politics & Parties for KPA
add_ideas = {
	extensive_conscription war_economy
}
set_stability = 0.7
set_popularities = {
	democratic = 10
	communism = 88
	fascism = 1
	neutrality = 1
}
set_politics = {
	ruling_party = communism
	last_election = 1928.8.27
	election_frequency = 108
	elections_allowed = yes
}
### Entity: Character
Component: CHL_marta_vergara
Constructs: has_completed_focus
Source: game
File: common/characters/CHL.txt

Code:
CHL_marta_vergara = {
	name = CHL_marta_vergara
	portraits = {
		civilian = {
			small = GFX_portrait_CHL_marta_vergara_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = CHL_marta_vergara
		allowed = {
			original_tag = CHL
		}
		available = {
			has_completed_focus = CHL_enact_universal_suffrage
		}
		visible = {
			has_completed_focus = CHL_enact_universal_suffrage
			NOT = {
				OR = {
					has_completed_focus = CHL_look_to_tradition CHL_denounce_the_anarchy
				}
			}
		}
		traits = {
			JUNO_feminist_editor
		}
	}
}
### Entity: Military Industrial Organization
Component: BUL_varna_naval_dockyard_organization
Constructs: has_completed_focus, has_dlc, research_bonus, add_trait, production_bonus
Source: game
File: common/military_industrial_organization/organizations/BUL_organization.txt

Code:
BUL_varna_naval_dockyard_organization = {
	include = generic_task_force_ship_organization
	icon = GFX_idea_generic_naval_manufacturer_2
	allowed = {
		tag = BUL
		has_dlc = Battle for the Bosporus
	}
	available = {
		FROM = {
			has_completed_focus = BUL_expand_varna_naval_base
		}
	}
	research_bonus = 0
	add_trait = {
		token = BUL_mio_trait_an_aegean_sea_fleet
		name = BUL_an_aegean_sea_fleet
		icon = GFX_generic_mio_department_icon_facilities
		special_trait_background = yes
		position = {
			x = @prussia_of_the_balkans_position_X
			y = @prussia_of_the_balkans_position_Y
		}
		available = {
			FROM = {
				has_completed_focus = BUL_an_aegean_sea_fleet
			}
		}
		organization_modifier = {
			military_industrial_organization_research_bonus = @prussia_of_the_balkans_research_bonus
		}
		production_bonus = {
			production_capacity_factor = @prussia_of_the_balkans_production_capacity_factor
		}
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_anti_imperialism
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_anti_imperialism
	icon = GFX_goal_tfv_saf_anti_colonialist_crusade
	prerequisite = {
		focus = POL_polish_path_to_socialism
	}
	relative_position_id = POL_polish_path_to_socialism
	x = 0
	y = 3
	cost = 10
	ai_will_do = {
		factor = 2.5
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = {
			POL_anti_imperialism_idea
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_180
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_180 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 180
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 180
	}
}
### Entity: National Focus
Tree: ser_focus
Component: SER_advance_north
Constructs: prerequisite, limit, has_government, completion_reward, is_subject, add_state_claim, create_wargoal, annex_everything
Source: game
File: common/national_focus/serbia.txt

Code:
focus = {
	id = SER_advance_north
	icon = GFX_goal_infantry_flames
	prerequisite = {
		focus = SER_secure_flanks
	}
	relative_position_id = SER_secure_flanks
	x = 0
	y = 1
	cost = 10
	available = {
		is_subject = no
		has_government = fascism
	}
	ai_will_do = {
		factor = 4
	}
	completion_reward = {
		add_state_claim = 104 804 961 962 109 959 952 103 958 102 956 853
		if = {
			limit = {
				BOS = {
					exists = yes
				}
			}
			create_wargoal = {
				type = annex_everything
				target = BOS
				expire = 0
			}
		} {
			limit = {
				CRO = {
					exists = yes
				}
			}
			create_wargoal = {
				type = annex_everything
				target = CRO
				expire = 0
			}
		} {
			limit = {
				SLV = {
					exists = yes
				}
			}
			create_wargoal = {
				type = annex_everything
				target = SLV
				expire = 0
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_invite_zemurray
Constructs: prerequisite, completion_reward, add_popularity
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_invite_zemurray
	icon = GFX_goal_HON_zemurray
	prerequisite = {
		focus = HON_suggest_fascism
	}
	relative_position_id = HON_suggest_fascism
	x = -1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 15
	}
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = 0.2
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_australia_first
Constructs: has_completed_focus, limit, completion_reward, add_political_power, allow_branch, has_game_rule, has_dynamic_modifier, add_dynamic_modifier
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_australia_first
	icon = GFX_focus_AST_australia_first
	mutually_exclusive = {
		focus = AST_war_is_coming AST_against_war_and_fascism
	}
	x = 11
	y = 0
	cost = 10
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			AND = {
				NOT = {
					has_completed_focus = AST_war_is_coming
				} {
					has_completed_focus = AST_against_war_and_fascism
				}
			}
		}
	}
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		mark_focus_tree_layout_dirty = yes
		add_political_power = 75
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt AST_public_meetings_tt
		IF = {
			limit = {
				NOT = {
					has_dynamic_modifier = {
						modifier = AST_australia_first_spirit
					}
				}
			}
			add_dynamic_modifier = {
				modifier = AST_australia_first_spirit
			}
		}
		ELSE = {
			custom_effect_tooltip = AST_australia_first_spirit_tt
		}
		add_to_variable = {
			AST_australia_first_fascism_drift = 0.02
			tooltip = fascism_drift_tt
		}
		hidden_effect = {
			country_event = {
				id = AST_political_events.5
				days = 75
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: wuw_GER_realpolitik.23
Constructs: is_triggered_only, ai_chance, limit, add_ideas, has_government, is_major, has_opinion, is_justifying_wargoal_against
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_realpolitik.23
	title = wuw_GER_realpolitik.23.t
	desc = wuw_GER_realpolitik.23.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = wuw_GER_realpolitik.23.a
		ai_chance = {
			base = 6
			modifier = {
				factor = 2
				has_government = FROM
			} {
				factor = 2
				has_opinion = {
					target = FROM
					value = > 24
				}
			} {
				factor = 2
				has_opinion = {
					target = FROM
					value = > 49
				}
			} {
				factor = 2
				strength_ratio = {
					tag = FROM
					ratio = < 0.75
				}
			} {
				factor = 2
				strength_ratio = {
					tag = FROM
					ratio = < 0.5
				}
			} {
				factor = 2
				any_neighbor_country = {
					is_major = yes
				}
			} {
				factor = 0
				FROM = {
					is_justifying_wargoal_against = ROOT
				}
			} {
				factor = 0
				FROM = {
					has_wargoal_against = ROOT
				}
			} {
				factor = 0.5
				has_civil_war = yes
			}
		}
		GER_setup_faction_wide_aoe_effects_from = yes
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		IF = {
			limit = {
				FROM = {
					has_government = neutrality
				}
			}
			set_cosmetic_tag = OTT_UNIFIED
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		add_ideas = GER_german_trade_ns
		every_state = {
			limit = {
				OR = {
					state = 676 675 291 680 677 799 554 553 455 454 855 679 856 293 453
				}
				NOT = {
					is_claimed_by = ROOT
				}
				controller = {
					NOT = {
						is_ally_with = FROM
						is_guaranteed_by = FROM
						has_a_german_trade_idea = yes
					}
				}
			}
			add_claim_by = ROOT
		}
		FROM = {
			add_to_faction = ROOT
		} {
			country_event = {
				id = wuw_GER_realpolitik.24
				hours = 5
				random_hours = 5
			}
		}
		add_ai_strategy = {
			type = alliance
			id = FROM
			value = 250
		} {
			type = befriend
			id = FROM
			value = 250
		}
	} {
		name = wuw_GER_realpolitik.23.b
		ai_chance = {
			base = 2
			modifier = {
				factor = 10
				strength_ratio = {
					tag = FROM
					ratio = > 1
				}
			} {
				factor = 10
				strength_ratio = {
					tag = FROM
					ratio = > 1.25
				}
			} {
				factor = 10
				has_opinion = {
					target = FROM
					value = < 0
				}
			} {
				factor = 10
				has_opinion = {
					target = FROM
					value = < -24
				}
			} {
				add = 10
				FROM = {
					has_added_tension_amount = > 25
				}
			}
		}
		FROM = {
		
# ... (truncated)
### Entity: Character
Component: PAR_felipe_molas_lopez
Constructs: has_dlc
Source: game
File: common/characters/PAR.txt

Code:
PAR_felipe_molas_lopez = {
	advisor = {
		slot = political_advisor
		idea_token = PAR_felipe_molas_lopez
		allowed = {
			original_tag = PAR
			has_dlc = Trial of Allegiance
		}
		traits = {
			JUNO_mayor_of_the_city_of_asuncion
		}
		cost = 150
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		civilian = {
			small = GFX_idea_generic_political_advisor_south_america_3
		}
	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_Foreign_Tanks
Constructs: prerequisite, completion_reward, is_in_faction_with, add_tech_bonus
Source: game
File: common/national_focus/r56_spain.txt

Code:
focus = {
	id = SPR_Foreign_Tanks
	icon = GFX_goal_generic_military_deal
	cost = 10.0
	prerequisite = {
		focus = SPR_Mech
	}
	mutually_exclusive = {
		focus = SPR_Domestic_Tanks
	}
	x = 7
	y = 4
	ai_will_do = {
		factor = 5
	}
	available = {
		OR = {
			is_in_faction_with = SOV GER USA ENG
		}
	}
	completion_reward = {
		add_tech_bonus = {
			name = SPR_Tanks
			bonus = 1
			uses = 2
			ahead_reduction = 1
			category = armor
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: GER_repeal_reichstag_fire_decree_idea_standard
Constructs: removal_cost, is_subject, is_puppet, communism_drift
Source: game
File: common/ideas/r56_germany.txt

Code:
GER_repeal_reichstag_fire_decree_idea_standard = {
	removal_cost = -1
	allowed = {
		always = no
	}
	picture = generic_communism_drift_bonus
	cancel = {
		OR = {
			is_subject = yes
			is_puppet = yes
		}
	}
	modifier = {
		communism_drift = 0.1
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_befriend_the_bulgarians
Constructs: has_completed_focus, prerequisite, limit, has_government, completion_reward, has_global_flag
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_befriend_the_bulgarians
	icon = GFX_goal_generic_befriend_bulgaria
	prerequisite = {
		focus = TUR_restore_the_imperial_borders TUR_western_detente
	}
	mutually_exclusive = {
		focus = TUR_reclaim_the_aegean_territories
	}
	x = 4
	y = 1
	cost = 5
	relative_position_id = TUR_restore_the_imperial_borders
	ai_will_do = {
		factor = 5
	}
	available = {
		BUL = {
			NOT = {
				has_government = communism
			}
			if = {
				limit = {
					has_global_flag = bul_bftb_focus_tree
					TUR = {
						has_completed_focus = TUR_restore_the_imperial_borders
					}
				}
				NOT = {
					has_completed_focus = BUL_the_salonika_agreement
				}
			}
		}
	}
	completion_reward = {
		if = {
			limit = {
				has_completed_focus = TUR_restore_the_imperial_borders
			}
			BUL = {
				country_event = {
					id = turkey.132
				}
			}
		}
		else = {
			BUL = {
				country_event = {
					id = turkey.135
				}
			}
		}
	}
}
### Entity: Order of Battle
Component: Christmas Island Garrison
Constructs: division_template
Source: game
File: history/units/USA_1936.txt

Code:
division = {
	name = Christmas Island Garrison
	location = 13048
	division_template = Garrison Brigade
	start_experience_factor = 0.1
	start_equipment_factor = 0.15
}
### Entity: National Focus
Tree: den_focus
Component: DEN_form_the_danish_freedom_council
Constructs: prerequisite, limit, has_government, add_war_support, completion_reward, add_political_power, is_subject, add_autonomy_score
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_form_the_danish_freedom_council
	icon = GFX_focus_generic_freedom_council
	prerequisite = {
		focus = DEN_sanction_sabotages
	}
	relative_position_id = DEN_sanction_sabotages
	x = 0
	y = 1
	cost = 5
	bypass = {

	}
	available = {
		is_subject = yes
		power_balance_value = {
			id = DEN_occupation_balance
			value = > -0.59
		}
	}
	ai_will_do = {

	}
	search_filters = {
		FOCUS_FILTER_BALANCE_OF_POWER FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		add_autonomy_score = {
			value = 100
			localization = DEN_form_the_danish_freedom_council
		}
		add_political_power = 100
		add_war_support = 0.1
		DEN_bop_occupation_very_low_increase_effect = yes
		unlock_decision_tooltip = DEN_bop_occupation_resistance_coordination
		if = {
			limit = {
				is_subject = yes
				NOT = {
					has_government = communism
					ROOT.OVERLORD = {
						has_government = communism
					}
				}
			}
			add_popularity = {
				ideology = communism
				popularity = 0.05
			}
		} {
			limit = {
				is_subject = yes
				NOT = {
					has_government = fascism
					ROOT.OVERLORD = {
						has_government = fascism
					}
				}
			}
			add_popularity = {
				ideology = fascism
				popularity = 0.05
			}
		} {
			limit = {
				has_dynamic_modifier = {
					modifier = DEN_resistance_dynamic_modifier_improved
				}
			}
			custom_effect_tooltip = DEN_modify_danish_resistance_dynamic_modifier
		}
		else_if = {
			limit = {
				NOT = {
					has_dynamic_modifier = {
						modifier = DEN_resistance_dynamic_modifier
					}
				}
			}
			add_dynamic_modifier = {
				modifier = DEN_resistance_dynamic_modifier
			}
		}
		else = {
			custom_effect_tooltip = DEN_modify_danish_resistance_dynamic_modifier
		}
		add_to_variable = {
			DEN_resistance_power_balance_weekly = 0.005
			tooltip = power_balance_weekly_tt
		}
		DEN_upgrade_resistance_militia = yes
	}
}