Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: cze_focus
Component: CZE_partial_mobilization
Constructs: has_completed_focus, prerequisite, limit, add_ideas, has_country_flag, completion_reward, add_political_power, allow_branch
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_partial_mobilization
	icon = GFX_goal_generic_army_mobilization
	prerequisite = {
		focus = CZE_state_defense_guard CZE_intelligence_service_defense
	}
	mutually_exclusive = {
		focus = CZE_czech_fascism_onrise
	}
	allow_branch = {
		NOT = {
			has_country_flag = hide_interwar_diplomacy
		}
	}
	available = {
		GER = {
			has_completed_focus = GER_anschluss
		}
	}
	bypass = {
		GER = {
			has_country_flag = sudetenland_acquired
		}
		is_in_faction_with = GER
	}
	x = 28
	y = 4
	cost = 5
	ai_will_do = {
		factor = 3
	}
	completion_reward = {
		custom_effect_tooltip = new_idea report_reward
		add_ideas = CZE_partial_mobilization_1938
		country_event = {
			id = CZE.411
			days = 1
		}
		effect_tooltip = {
			if = {
				limit = {
					has_idea = tot_economic_mobilisation
				}
				add_political_power = 75
			} {
				limit = {
					has_idea = war_economy
				}
				add_political_power = 75
			} {
				limit = {
					has_idea = partial_economic_mobilisation
				}
				add_ideas = war_economy
			} {
				limit = {
					has_idea = low_economic_mobilisation
				}
				add_ideas = partial_economic_mobilisation
			} {
				limit = {
					has_idea = civilian_economy
				}
				add_ideas = low_economic_mobilisation
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STABILITY
	}
}
### Entity: National Focus
Tree: spa_focus
Component: SPA_restore_the_monarchy
Constructs: has_completed_focus, prerequisite, limit, has_government, completion_reward, has_country_leader, set_cosmetic_tag
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPA_restore_the_monarchy
	available = {
		OR = {
			has_government = neutrality fascism
		}
	}
	prerequisite = {
		focus = SPA_adopt_the_26_points SPA_settle_the_succession_question
	}
	mutually_exclusive = {
		focus = SPA_dictator_for_life
	}
	icon = GFX_goal_tfv_strengthen_commonwealth_ties
	x = 3
	y = 1
	relative_position_id = SPA_adopt_the_26_points
	cost = 10
	available_if_capitulated = yes
	bypass = {
		has_country_leader = {
			character = SPA_karl_pius_von_habsburg
			ruling_only = yes
		}
	}
	completion_reward = {
		if = {
			limit = {
				has_completed_focus = SPA_supremacy_of_the_communion
			}
			custom_effect_tooltip = SPA_restore_the_monarchy_tt
			hidden_effect = {
				drop_cosmetic_tag = yes
				set_cosmetic_tag = SPB_kingdom
			}
			news_event = {
				id = lar_news.17
				hours = 3
			}
		} {
			limit = {
				NOT = {
					has_completed_focus = SPA_supremacy_of_the_communion
				}
			}
			news_event = {
				id = lar_news.18
				hours = 6
			}
		}
	}
}
### Entity: Character
Component: GNB_nccr
Source: game
File: common/characters/GNB.txt

Code:
GNB_nccr = {
	advisor = {
		slot = navy_chief
		idea_token = GNB_nccr
		allowed = {
			original_tag = GNB
		}
		traits = {
			navy_chief_commerce_raiding_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_2
		}
	}
}
### Entity: National Focus
Tree: mex_focus
Component: MEX_focus_hispanic_alliance
Constructs: has_completed_focus, prerequisite, limit, has_government, every_country, add_opinion_modifier, completion_reward, is_historical_focus_on
Source: game
File: common/national_focus/mexico.txt

Code:
focus = {
	id = MEX_focus_hispanic_alliance
	icon = GFX_goal_generic_alliance
	prerequisite = {
		focus = MEX_focus_falangist_veterans
	}
	mutually_exclusive = {
		focus = MEX_focus_realpolitik
	}
	x = -2
	y = 2
	relative_position_id = MEX_focus_spanish_civil_war_refugees
	cost = 10
	ai_will_do = {
		factor = 100
		modifier = {
			factor = 0.1
			is_historical_focus_on = yes
		}
	}
	available = {
		is_in_faction = no
		is_subject = no
		OR = {
			has_government = fascism neutrality
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_MEX_CHURCH_AUTHORITY FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		set_rule = {
			can_create_factions = yes
		}
		if = {
			limit = {
				has_completed_focus = MEX_focus_crusade_against_atheism
			}
			create_faction_from_template = {
				template = faction_template_hipanic_alliance_faction
				name = faction_mexico_synarchist_pact
			}
		} {
			limit = {
				has_government = fascism
			}
			every_country = {
				limit = {
					capital_scope = {
						is_on_continent = south_america
					}
					NOT = {
						OR = {
							original_tag = BRA MEX HOL ENG FRA
						}
					}
				}
				add_opinion_modifier = {
					target = ROOT
					modifier = mexico_hispanic_diplomacy
				}
				country_event = {
					id = south_american_events.63
					hours = 1
				}
			}
		}
		else = {
			create_faction_from_template = {
				template = faction_template_hipanic_alliance_faction
				name = faction_mexico_hispanic_alliance
			}
		}
		hidden_effect = {
			news_event = {
				id = mexico.46
			}
		}
		unlock_decision_category_tooltip = MEX_category_hispanic_solidarity
		MEX_increase_church_power = yes
		else_if = {
			limit = {
				NOT = {
					has_government = fascism
				}
			}
			every_country = {
				limit = {
					capital_scope = {
						is_on_continent = south_america
					}
					NOT = {
						OR = {
							original_tag = BRA MEX
						}
					}
				}
				add_opinion_modifier = {
					target = ROOT
					modifier = mexico_hispanic_diplomacy
				}
			}
		}
	}
}
### Entity: Modding Documentation
Construct: bloom
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## bloom
* Not available in release build

Toggles bloom
### Entity: Wiki Documentation
Construct: Example
Source: wiki
File: wiki/Template%3AUnsigned.html

Doc:
Example

```
{{subst:Unsigned|Meneth|16:52, 16 March 2015 (CET)}}
```

yields

—&#160;Preceding unsigned comment added by Meneth (Talk) 16:52, 16 March 2015 (CET)

Retrieved from "http://www.hoi4wiki.com/index.php?title=Template:Unsigned&oldid=1192"
### Entity: Idea
Component: JAP_japanese_investments
Constructs: has_war_with, industrial_capacity_factory, is_subject_of, removal_cost
Source: game
File: common/ideas/japan.txt

Code:
JAP_japanese_investments = {
	picture = ARG_public_works_investment
	allowed = {
		OR = {
			original_tag = MAN MEN KOR FOR
		}
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		OR = {
			JAP = {
				exists = no
			}
			NOT = {
				is_subject_of = JAP
			}
			has_war_with = JAP
		}
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = -0.2
		industrial_capacity_factory = 0.05
		industrial_capacity_dockyard = 0.05
	}
}
### Entity: Scripted Effect
Component: SWI_mr_low_medium_reduction
Source: game
File: common/scripted_effects/SWI_scripted_effects.txt

Code:
SWI_mr_low_medium_reduction = {
	subtract_from_variable = {
		var = SWI_military_readiness
		value = SWI_mr_low_medium_amount
	}
	SWI_clamp_mr = yes
}
### Entity: Event
Component: SEA_china_democratic.16
Constructs: is_triggered_only, ai_chance, limit, fire_only_once, add_popularity, random_core_state, is_owned_and_controlled_by, add_extra_state_shared_building_slots
Source: game
File: events/SEA_Nat_China.txt

Code:
country_event = {
	id = SEA_china_democratic.16
	title = SEA_china_democratic.16.t
	desc = SEA_china_democratic.16.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = SEA_china_democratic.16.a
		ai_chance = {
			base = 100
		}
		add_popularity = {
			ideology = democratic
			popularity = 0.1
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		random_core_state = {
			limit = {
				is_owned_and_controlled_by = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 2
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
			IF = {
				limit = {
					infrastructure = < 5
				}
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		}
	} {
		name = SEA_china_democratic.16.b
		ai_chance = {
			base = 0
		}
		add_popularity = {
			ideology = democratic
			popularity = -0.05
		}
	}
}
### Entity: Event
Component: GOE_generic_events.2
Constructs: is_triggered_only, ai_chance
Source: game
File: events/GOE_generic_events.txt

Code:
country_event = {
	id = GOE_generic_events.2
	title = GOE_generic_events.2.t
	desc = GOE_generic_events.2.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = GOE_generic_events.2.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_study_nuclear_power
Constructs: prerequisite, limit, completion_reward, has_tech, add_tech_bonus, nuclear_bonus, add_breakthrough_progress
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_study_nuclear_power
	icon = GFX_goal_generic_nuclear_energy
	relative_position_id = VEN_adapt_to_the_amazons
	x = 0
	y = 1
	cost = 10
	prerequisite = {
		focus = VEN_adapt_to_the_amazons
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		IF = {
			limit = {
				NOT = {
					has_tech = atomic_research
				}
			}
			add_tech_bonus = {
				name = nuclear_bonus
				bonus = 1.0
				uses = 1
				category = nuclear
			}
			add_breakthrough_progress = {
				specialization = specialization_nuclear
				value = 0.5
			}
		}
		ELSE = {
			add_breakthrough_progress = {
				specialization = specialization_nuclear
				value = 0.8
			}
		}
	}
}
### Entity: Modding Documentation
Construct: MECHANIZED_EQUIPMENT_#####
Constructs: MECHANIZED_EQUIPMENT_#####, maximum_speed, build_cost_ic
Source: vanilla_docs
File: common/military_industrial_organization/organizations/_documentation.md

Doc:
#### MECHANIZED EQUIPMENT #####
###############################
```
- `maximum_speed`
- `reliability`
- `defense`
- `breakthrough`
- `hardness`
- `armor_value`
- `ap_attack`
- `air_attack`
- `build_cost_ic`
- `fuel_consumption`
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Template%3AIcon/Substitution.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
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Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/Template:Icon/Substitution"
### Entity: National Focus
Tree: saf_focus
Component: SAF_liberate_british
Constructs: prerequisite, has_war, has_country_flag, completion_reward, cancel_if_invalid, create_wargoal, take_state_focus
Source: game
File: common/national_focus/south_africa.txt

Code:
focus = {
	id = SAF_liberate_british
	icon = GFX_goal_generic_occupy_states_ongoing_war
	prerequisite = {
		focus = SAF_Union_of_the_African_People
	}
	x = 6
	y = 5
	relative_position_id = SAF_empower_the_workers
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			ENG = {
				has_war = yes
			}
			factor = 10
		}
	}
	available = {
		OR = {
			KEN = {
				exists = no
			}
			ZIM = {
				exists = no
			}
		}
		NOT = {
			has_country_flag = britain_enforced_our_loyalty
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		create_wargoal = {
			type = take_state_focus
			target = ENG
			expire = 0
			generator = {
				546 547 548 542 545
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_AREA_garrison_state_caroline
Constructs: has_country_flag, is_in_array
Source: game
File: common/ai_strategy/EAI_MILITARY_strategies.txt

Code:
EAI_MILITARY_AREA_garrison_state_caroline = {
	enable = {
		has_country_flag = EAI_MILITARY_garrison_state_strategies
		NOT = {
			is_in_array = {
				EAI_MILITARY_INVASION_staging_areas = 684
				 = .id
			}
		}
		controls_state = 684
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		ratio = 0.25
		order_id = 998
		states = {
			684
		}
		subtract_invasions_from_need = no
		subtract_fronts_from_need = no
	}
}
### Entity: Idea
Component: QUE_french_promoted
Constructs: industrial_capacity_factory
Source: game
File: common/ideas/quebec.txt

Code:
QUE_french_promoted = {
	allowed_civil_war = {
		always = no
	}
	picture = r56_CAN_quebec_conscription_idea
	modifier = {
		conscription = 0.02
		army_core_attack_factor = 0.125
		army_core_defence_factor = 0.125
		industrial_capacity_factory = 0.05
		industry_repair_factor = 0.1
	}
}
### Entity: Scripted Trigger
Component: UPA_Majority
Constructs: check_variable
Source: game
File: common/scripted_triggers/r56_indian_provincial_election_triggers.txt

Code:
UPA_Majority = {
	AND = {
		check_variable = {
			upa_state = > neutral
		} {
			upa_state = > inc_state
		} {
			upa_state = > ifb_state
		}
	}
}
### Entity: Idea
Component: establish_the_bcra
Constructs: removal_cost
Source: game
File: common/ideas/r56_argentina.txt

Code:
establish_the_bcra = {
	removal_cost = -1
	allowed = {
		original_tag = ARG
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	picture = neutrality_idea
	modifier = {
		trade_opinion_factor = 0.2
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_profit_off_the_spanish_civil_war
Constructs: prerequisite, limit, completion_reward, has_global_flag, has_volunteers_amount_from, add_relation_rule_override, has_dlc
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_profit_off_the_spanish_civil_war
	icon = GFX_focus_mex_privatisation
	prerequisite = {
		focus = CZE_revive_the_czechoslovak_legion_dynamic
	}
	mutually_exclusive = {
		focus = CZE_state_sponsored_recruitment_for_spain
	}
	relative_position_id = CZE_revive_the_czechoslovak_legion_dynamic
	x = 3
	y = 1
	cost = 5
	available = {
		has_global_flag = spanish_civil_war
		NOT = {
			has_global_flag = scw_over
		}
		all_country_with_original_tag = {
			original_tag_to_check = SPR
			has_volunteers_amount_from = {
				tag = ROOT
				count = < 1
			}
		}
	}
	completion_reward = {
		custom_effect_tooltip = CZE_skoda_sell_weapons_to_SPR_tt generic_skip_one_line_tt
		if = {
			limit = {
				NOT = {
					has_global_flag = spanish_civil_war
				}
			}
			add_relation_rule_override = {
				target = SPR
				can_send_volunteers = no
			}
		}
		else = {
			add_relation_rule_override = {
				target = SPD
				can_send_volunteers = no
			} {
				target = SPA
				can_send_volunteers = no
			}
			if = {
				limit = {
					has_dlc = La Resistance
				}
				add_relation_rule_override = {
					target = SPB
					can_send_volunteers = no
				} {
					target = SPC
					can_send_volunteers = no
				}
			}
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_revise_universal_drafting_law
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_persia.txt

Code:
focus = {
	id = PER_revise_universal_drafting_law
	icon = GFX_focus_generic_self_management
	cost = 10
	x = -1
	y = 1
	prerequisite = {
		focus = PER_continue_using_western_doctrines PER_adopt_german_doctrines PER_adopt_soviet_tactics PER_adopt_guerilla_tactics PER_rely_on_artillery_firepower
	}
	mutually_exclusive = {
		focus = PER_maintain_universal_drafting
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = PER_revise_universal_drafting_law
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_MANPOWER
	}
	relative_position_id = PER_continue_using_western_doctrines
}
### Entity: National Focus
Tree: pol_focus
Component: POL_invest_in_the_old_polish_region
Constructs: prerequisite, limit, completion_reward, complete_tooltip, add_to_variable, random_state, has_state_flag, add_building_construction
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_invest_in_the_old_polish_region
	icon = GFX_goal_generic_production
	prerequisite = {
		focus = POL_central_region_strategy
	}
	x = 0
	y = 1
	relative_position_id = POL_central_region_strategy
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	complete_tooltip = {
		add_to_variable = {
			var = POL_investments_var
			value = 1
		}
		random_state = {
			limit = {
				has_state_flag = POL_invest_in_the_old_polish_region_1
			}
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
	completion_reward = {
		add_to_variable = {
			var = POL_investments_var
			value = 1
		}
		random_owned_controlled_state = {
			prioritize = {
				88
			}
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
			set_state_flag = POL_invest_in_the_old_polish_region_1
		}
	}
}
### Entity: Unit Leader
Component: 1
Constructs: planning_speed
Source: game
File: common/unit_leader/00_planning_skills.txt

Code:
1 = {
	cost = 100
	type = field_marshal
	modifier = {
		planning_speed = 0.05
		max_planning = 0.02
	}
}
### Entity: Idea
Component: POL_militarism_focus
Constructs: war_support_factor, removal_cost
Source: game
File: common/ideas/poland.txt

Code:
POL_militarism_focus = {
	allowed = {
		original_tag = POL
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_manpower_bonus
	modifier = {
		conscription = 0.025
		war_support_factor = 0.05
		resistance_damage_to_garrison = -0.1
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_NIC_85
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_NIC_85 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_NIC
			value = 85
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = dockyard
		value = 85
	}
}
### Entity: Character
Component: HUN_geza_lakatos
Constructs: has_government, has_dlc
Source: game
File: common/characters/HUN.txt

Code:
HUN_geza_lakatos = {
	instance = {
		allowed = {
			NOT = {
				has_dlc = Gotterdammerung
			}
		}
		name = HUN_geza_lakatos
		portraits = {
			army = {
				large = GFX_Portrait_hungary_geza_lakatos
				small = GFX_idea_HUN_geza_lakatos
			}
		}
		corps_commander = {
			skill = 3
			attack_skill = 3
			defense_skill = 2
			planning_skill = 3
			logistics_skill = 2
			legacy_id = -1
		}
	} {
		allowed = {
			has_dlc = Gotterdammerung
		}
		name = HUN_geza_lakatos
		portraits = {
			army = {
				large = GFX_Portrait_hungary_geza_lakatos
				small = GFX_idea_HUN_geza_lakatos
			}
		}
		corps_commander = {
			traits = {
				trait_HUN_vitez infantry_officer
			}
			skill = 2
			attack_skill = 2
			defense_skill = 1
			planning_skill = 2
			logistics_skill = 2
			legacy_id = -1
			visible = {
				NOT = {
					has_government = fascism
				}
			}
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_join_the_central_powers
Constructs: has_completed_focus, prerequisite, limit, has_government, completion_reward, is_subject, is_in_faction, set_rule
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_join_the_central_powers
	icon = GFX_focus_ger_revive_kaiserreich
	available = {
		is_subject = no
		OR = {
			GER = {
				AND = {
					has_completed_focus = GER_the_central_powers
					has_government = neutrality
				}
			} {
				AND = {
					has_government = neutrality
					has_completed_focus = GER_mitteleuropa
				}
			}
			HUN = {
				OR = {
					has_completed_focus = wuw_HUN_the_lands_of_the_crown_of_saint_stephen HUN_proclaim_the_restoration_of_austria_hungary
				}
			}
		}
	}
	mutually_exclusive = {
		focus = TUR_press_the_austro_hungarian_claim
	}
	prerequisite = {
		focus = TUR_reclaim_macedonia
	}
	x = -1
	y = 1
	relative_position_id = TUR_reclaim_macedonia
	cost = 10
	ai_will_do = {
		base = 10
	}
	bypass = {
		is_in_faction = yes
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		if = {
			limit = {
				GER = {
					has_government = neutrality
					has_completed_focus = GER_the_central_powers
				}
			}
			GER = {
				country_event = {
					id = generic.2
				}
			}
		}
		else_if = {
			limit = {
				GER = {
					has_government = neutrality
					NOT = {
						has_completed_focus = GER_the_central_powers
					}
				}
			}
			GER = {
				set_rule = {
					can_create_factions = yes
				}
				create_faction_from_template = {
					template = faction_template_GER_mitteleuropa_alliance
					name = GER_central_powers_faction
					icon = GFX_faction_logo_generic_13
				}
				country_event = {
					id = generic.2
				}
			}
		} {
			limit = {
				HUN = {
					OR = {
						has_completed_focus = wuw_HUN_the_lands_of_the_crown_of_saint_stephen HUN_proclaim_the_restoration_of_austria_hungary
					}
				}
			}
			set_rule = {
				can_create_factions = yes
			}
			create_faction_from_template = {
				template = faction_template_GER_mitteleuropa_alliance
				name = GER_central_powers_faction
				icon = GFX_faction_logo_generic_13
			}
			HUN = {
				if = {
					limit = {
						ROOT = {
							is_in_faction = yes
						}
					}
					country_event = generic.5
				}
				else = {
					custom_effect_tooltip = invite_to_faction_tt
				}
			}
		}
		set_rule = {
			can_create_factions = yes
		}
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_Soviet_Military_Aid
Constructs: add_equipment_to_stockpile, prerequisite, completion_reward, set_rule, add_tech_bonus
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_Soviet_Military_Aid
	icon = GFX_goal_soviet_military_advisors
	cost = 10
	ai_will_do = {
		factor = 5
	}
	prerequisite = {
		focus = DEN_Alliegence_to_Moscow
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MILITARY_IMPROVEMENT FOCUS_FILTER_MILITARY_EQUIPMENT
	}
	x = -3
	y = 3
	relative_position_id = DEN_DKP_Takeover
	completion_reward = {
		set_rule = {
			can_send_volunteers = yes
		}
		army_experience = 25
		add_tech_bonus = {
			name = DEN_Soviet_Military_Aid
			bonus = 1
			uses = 1
			category = armor
		} {
			name = DEN_Soviet_Military_Aid
			bonus = 1
			uses = 1
			category = light_fighter
		}
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = 2500
			producer = SOV
		} {
			type = small_plane_airframe
			amount = 75
			producer = SOV
		}
	}
}
### Entity: Idea
Component: independent_rule_occupation_law_fake_idea
Constructs: removal_cost, compliance_gain
Source: game
File: common/ideas/british_raj_goe.txt

Code:
independent_rule_occupation_law_fake_idea = {
	name = independent_rule
	removal_cost = -1
	allowed = {
		always = no
	}
	modifier = {
		resistance_target = -0.1
		compliance_gain = 0.03
		required_garrison_factor = -0.5
		resistance_damage_to_garrison = -0.5
		local_resources = -0.35
		local_factories = -0.35
	}
}
### Entity: Idea
Component: FRA_anti_bolshevist_volunteers
Constructs: has_government, removal_cost, send_volunteer_size
Source: game
File: common/ideas/france.txt

Code:
FRA_anti_bolshevist_volunteers = {
	picture = generic_manpower_bonus
	allowed = {
		original_tag = FRA
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	modifier = {
		send_volunteer_size = 3
	}
	targeted_modifier = {
		tag = SOV
		attack_bonus_against = 0.1
		defense_bonus_against = 0.1
	}
}