Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Country History
Country: KPA
Component: KPA_misc
Constructs: limit, set_technology, set_research_slots, has_dlc, create_equipment_variant, set_convoys
Source: game
File: history/countries/KPA - North Korea.txt

Code:
# Misc for KPA
capital = 898
set_research_slots = 2
if = {
	limit = {
		NOT = {
			has_dlc = By Blood Alone
		}
	}
	set_technology = {
		early_fighter = 1
		early_bomber = 1
	}
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
		basic_light_tank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
		basic_light_tank_chassis = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	create_equipment_variant = {
		name = T-26TU mod. 1933
		type = light_tank_chassis_1
		parent_version = 0
		modules = {
			main_armament_slot = tank_small_cannon_2
			turret_type_slot = tank_light_two_man_tank_turret
			suspension_type_slot = tank_bogie_suspension
			armor_type_slot = tank_riveted_armor
			engine_type_slot = tank_gasoline_engine
			special_type_slot_1 = tank_radio_1
		}
		upgrades = {
			tank_nsb_engine_upgrade = 2
			tank_nsb_armor_upgrade = 2
		}
		icon = gfx/interface/technologies/SOV_basic_light_tank.dds
	} {
		name = BT-5
		type = light_tank_chassis_1
		parent_version = 0
		modules = {
			main_armament_slot = tank_small_cannon_2
			turret_type_slot = tank_light_one_man_tank_turret
			suspension_type_slot = tank_christie_suspension
			armor_type_slot = tank_riveted_armor
			engine_type_slot = tank_gasoline_engine
		}
		upgrades = {
			tank_nsb_engine_upgrade = 8
			tank_nsb_armor_upgrade = 1
		}
		icon = gfx/interface/technologies/SOV_imp_light_tank.dds
	}
}
set_convoys = 20
### Entity: National Focus
Tree: ger_focus
Component: GER_aeronautical_research_institute
Constructs: prerequisite, limit, completion_reward, add_extra_state_shared_building_slots, add_building_construction, has_dlc, has_idea, swap_ideas
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_aeronautical_research_institute
	icon = GFX_focus_generic_air_research_boost
	prerequisite = {
		focus = GER_expanding_the_luftwaffe
	}
	x = -3
	y = 1
	relative_position_id = GER_expanding_the_luftwaffe
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		if = {
			limit = {
				controls_state = 59
			}
			59 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			}
		} {
			limit = {
				NOT = {
					has_dlc = Arms Against Tyranny
				}
			}
			if = {
				limit = {
					has_idea = GER_arado_flugzeugwerke
				}
				swap_ideas = {
					remove_idea = GER_arado_flugzeugwerke
					add_idea = GER_arado_flugzeugwerke_improved
				}
			}
			else = {
				effect_tooltip = {
					swap_ideas = {
						remove_idea = GER_arado_flugzeugwerke
						add_idea = GER_arado_flugzeugwerke_improved
					}
				}
			}
		}
		else = {
			random_core_state = {
				limit = {
					is_fully_controlled_by = ROOT
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			}
		} {
			mio:GER_arado_flugzeugwerke_organization = {
				add_mio_size = 1
				add_mio_funds_gain_factor = 0.25
				add_mio_research_bonus = 0.05
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_tech_bonus = {
			name = GER_aeronautical_research_institute
			bonus = 0.25
			uses = 2
			category = air_equipment
		}
		add_breakthrough_progress = {
			specialization = specialization_air
			value = 0.5
		}
	}
}
### Entity: Order of Battle
Component: 44a Brigada Legionario
Constructs: division_template
Source: game
File: history/units/SPA_Civil_War.txt

Code:
division = {
	name = 44a Brigada Legionario
	location = 726
	division_template = Brigada Legionario
}
### Entity: Order of Battle
Component: 1ya LVO Tankovaya Gruppa
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/SOV_1939_nsb.txt

Code:
division = {
	name = 1ya LVO Tankovaya Gruppa
	location = 149
	division_template = Tyazolaya-Tankovaya Brigada
	start_experience_factor = 0.2
	start_equipment_factor = 0.7
	force_equipment_variants = {
		heavy_tank_chassis_0 = {
			owner = SOV
			creator = SOV
			version_name = T-35
		}
	} {
		light_tank_chassis_1 = {
			owner = SOV
			creator = SOV
			version_name = T-26TU mod. 1933
		}
	}
}
### Entity: Name List
Component: DIP
Source: game
File: common/names/00_names.txt

Code:
DIP = {
	male = {
		names = {
			Mohandas Narenda Dalbir Bipin Subrata Amarjeet Sanijv Ravi Praveen Surinder Balwant Sarath Amit Bimal Kumar Ranbir Manoj Suresh Sunil Sushila Meena Velu Aniruddha Shokin Ashwani Ashok Abhay Devraj Rudramurti Punita Anand Dipankar Ramnath Bahadur Atan Syed Kesur Bana Chain Ganga Gian Jadunath Mukund Surinder Triveni Varinder Sonam Ram Yogendra
		}
	}
	female = {
		names = {
			Indira Aditi Amita Anasuya Kavita Puja Rani Rashmi Sania Dusha Neha Neetu Deepti Deepa Bipasha Preeti Padmavati Uma Vibha
		}
	}
	surnames = {
		Neru Gandhi Modi Singh Suhag Rawat Hira Saha Sharma Nimbhorkar Talwar Thoge Hooda Bakshi Negi Hariz Chand Soni Verma Reddy Gupta Cheema Prasad Bharali Shivane Unni Sarin Patyal Chakravarty Bali Datta Naravane Chavan Chandra Bandyopadhyay Krishna Pannu Ambre Ahir Varadarajan Wangchuk Yadav
	}
	callsigns = {

	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_denazification_campaigns
Constructs: prerequisite, add_stability, completion_reward, add_political_power, add_timed_idea
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_denazification_campaigns
	icon = GFX_focus_generic_anti_fascist_diplomacy
	prerequisite = {
		focus = GER_rally_the_nation
	}
	x = -1
	y = 1
	relative_position_id = GER_rally_the_nation
	cost = 5
	available = {
		fascism = > 0.05
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_stability = 0.05
		add_political_power = 50
		custom_effect_tooltip = generic_skip_one_line_tt
		add_timed_idea = {
			idea = GER_clamp_down_on_fascism
			days = 720
		}
	}
}
### Entity: Event
Component: r56_canada.1
Constructs: is_triggered_only, limit, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: events/r56_canada.txt

Code:
country_event = {
	id = r56_canada.1
	title = r56_canada.1.t
	desc = r56_canada.1.d
	picture = GFX_report_event_canada_patriation
	is_triggered_only = yes
	option = {
		name = r56_canada.1.a
		if = {
			limit = {
				has_idea = r56_CAN_docr_democratic
			}
			swap_ideas = {
				remove_idea = r56_CAN_docr_democratic
				add_idea = r56_CAN_docr_fascism
			}
		}
		else_if = {
			limit = {
				has_idea = r56_CAN_docr_communism
			}
			swap_ideas = {
				remove_idea = r56_CAN_docr_communism
				add_idea = r56_CAN_docr_fascism
			}
		}
	}
}
### Entity: Event
Component: AAT_norway_fascist.1
Constructs: is_triggered_only, ai_chance, create_wargoal, annex_everything, add_command_power
Source: game
File: events/AAT_Norway.txt

Code:
country_event = {
	id = AAT_norway_fascist.1
	title = AAT_norway_fascist.1.t
	desc = AAT_norway_fascist.1.desc
	picture = GFX_report_event_NOR_quisling_meeting
	is_triggered_only = yes
	immediate = {
		hidden_effect = {

		}
	}
	option = {
		name = AAT_norway_fascist.1.a
		ai_chance = {
			base = 10
		}
		trigger = {

		}
		create_wargoal = {
			target = FROM
			type = annex_everything
		}
		add_command_power = 15
	} {
		name = AAT_norway_fascist.1.b
		ai_chance = {
			base = 10
		}
		trigger = {

		}
		FROM = {
			country_event = {
				id = AAT_norway_fascist.2
				hours = 3
			}
		}
	}
}
### Entity: Event
Component: news.293
Constructs: is_triggered_only
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.293
	title = news.293.t
	desc = news.293.desc
	picture = GFX_news_event_journalists_speech
	major = yes
	is_triggered_only = yes
	option = {
		name = news.293.a
		trigger = {
			TAG = HUN
		}
	} {
		name = news.293.b
		trigger = {
			TAG = AUS
		}
	} {
		name = news.293.c
		trigger = {
			TAG = GER
		}
	} {
		name = news.293.e
		trigger = {
			NOT = {
				TAG = HUN AUS GER
			}
		}
	}
}
### Entity: Idea
Component: IRQ_anglo_iraqi_treaty
Constructs: stability_factor, has_government, has_war_with, removal_cost
Source: game
File: common/ideas/iraq.txt

Code:
IRQ_anglo_iraqi_treaty = {
	allowed = {
		original_tag = IRQ
	}
	allowed_civil_war = {
		NOT = {
			has_government = communism
		}
	}
	picture = IRQ_anglo-iraqi_treaty
	removal_cost = -1
	modifier = {
		stability_factor = -0.2
		political_power_factor = -0.1
	}
	targeted_modifier = {
		tag = ENG
		attack_bonus_against = -0.1
		defense_bonus_against = -0.1
	}
	cancel = {
		has_war_with = ENG
	}
}
### Entity: Character
Component: stalin_architect_of_communism
Constructs: communism_drift, puppet_cost_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
stalin_architect_of_communism = {
	random = no
	communism_drift = 0.1
	master_ideology_drift = 0.1
	puppet_cost_factor = -0.2
}
### Entity: Event
Component: EST_events.401
Constructs: is_triggered_only, ai_chance, annex_country
Source: game
File: events/NSB_Estonia.txt

Code:
country_event = {
	id = EST_events.401
	title = EST_events.401.t
	desc = EST_events.401.d
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = EST_events.401.a
		ai_chance = {
			base = 30
		}
		annex_country = {
			target = FROM
			transfer_troops = yes
		}
	}
}
### Entity: Scripted Effect
Component: EAI_queue_INF_resource
Constructs: limit, has_country_flag, check_variable, set_temp_variable
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_NORMAL_effects.txt

Code:
EAI_queue_INF_resource = {
	if = {
		limit = {
			ROOT = {
				has_country_flag = EAI_construction_logging
			}
		}
		log = [GetYear] [GetMonth] | AI | [Root.GetName] | CONSTRUCTION: EAI_queue_INF_resource
	} {
		limit = {
			check_variable = {
				EAI_has_resource_slot_scores = 0
			}
		}
		EAI_get_resource_slot_scores = yes
	} {
		limit = {
			ROOT = {
				check_variable = {
					EAI_PC_active_projects = < 5
				}
			}
		}
		EAI_priority_queue_INF_resource = yes
	}
	else = {
		for_each_scope_loop = {
			array = EAI_resource_slot_scores
			if = {
				limit = {
					EAI_available_INF = yes
				}
				EAI_add_INF = yes
				set_temp_variable = {
					break = 1
				}
			}
		}
	}
}
### Entity: Trigger Reference
Construct: has_country_leader
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_country_leader

* Supported Scopes: COUNTRY
* Supported Targets: none

```
check if country has leader with specified ID. Don't localize this. Tooltip only for debug.
has_country_leader = {
	ruling_only = yes/no (default = yes)
	character = <string> # recommended criteria
	name = <string> # alternative criteria
	id = <ID> # alternative criteria
}
```
### Entity: National Focus
Tree: bhu_focus
Component: BHU_swallow_the_white_sun
Constructs: prerequisite, limit, completion_reward, is_in_faction_with, create_wargoal, annex_everything
Source: game
File: common/national_focus/bhutan.txt

Code:
focus = {
	id = BHU_swallow_the_white_sun
	icon = GFX_focus_attack_china
	prerequisite = {
		focus = BHU_attack_the_plateau
	}
	x = 0
	y = 1
	relative_position_id = BHU_attack_the_plateau
	cost = 10
	ai_will_do = {
		base = 0
	}
	available = {
		r56_script_i_am_sane = yes
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		if = {
			limit = {
				CHI = {
					exists = yes
					NOT = {
						is_in_faction_with = ROOT
					}
				}
			}
			create_wargoal = {
				type = annex_everything
				target = CHI
			}
		} {
			limit = {
				PRC = {
					exists = yes
					NOT = {
						is_in_faction_with = ROOT
					}
				}
			}
			create_wargoal = {
				type = annex_everything
				target = PRC
			}
		} {
			limit = {
				SIK = {
					exists = yes
					NOT = {
						is_in_faction_with = ROOT
					}
				}
			}
			create_wargoal = {
				type = annex_everything
				target = SIK
			}
		} {
			limit = {
				XSM = {
					exists = yes
					NOT = {
						is_in_faction_with = ROOT
					}
				}
			}
			create_wargoal = {
				type = annex_everything
				target = XSM
			}
		} {
			limit = {
				MON = {
					exists = yes
					NOT = {
						is_in_faction_with = ROOT
					}
				}
			}
			create_wargoal = {
				type = annex_everything
				target = MON
			}
		} {
			limit = {
				MEN = {
					exists = yes
					NOT = {
						is_in_faction_with = ROOT
					}
				}
			}
			create_wargoal = {
				type = annex_everything
				target = MEN
			}
		} {
			limit = {
				TAN = {
					exists = yes
					NOT = {
						is_in_faction_with = ROOT
					}
				}
			}
			create_wargoal = {
				type = annex_everything
				target = TAN
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt
	}
}
### Entity: Modding Documentation
Construct: database
Source: vanilla_docs
File: common/scientist_traits/_documentation.md

Doc:
# Scientist trait database

This database lists the traits that can be used in the scientist role of characters.

Scientist trait will only apply to Special Projects. Therefore only modifiers applicable to those should be used.
### Entity: Character
Component: PER_zia_ol_din_tabatabee
Source: game
File: common/characters/PER.txt

Code:
PER_zia_ol_din_tabatabee = {
	name = PER_zia_ol_din_tabatabee
	portraits = {
		civilian = {
			large = GFX_portrait_PER_zia_ol_din_tabatabee
		}
	}
	country_leader = {
		ideology = conservatism
		expire = 1965.1.1.1
		id = -1
		traits = {
			dynastic_reformer
		}
	}
}
### Entity: Event
Component: DOD_romania.52
Constructs: is_triggered_only, ai_chance, limit, is_faction_leader, add_to_faction, is_in_faction, set_rule, create_faction_from_template
Source: game
File: events/DOD_Romania.txt

Code:
country_event = {
	id = DOD_romania.52
	title = DOD_romania.52.t
	desc = DOD_romania.52.desc
	picture = GFX_report_event_hungary_parliament
	is_triggered_only = yes
	option = {
		name = DOD_romania.52.a
		ai_chance = {
			factor = 80
		}
		if = {
			limit = {
				is_faction_leader = yes
			}
			add_to_faction = HUN
		} {
			limit = {
				is_in_faction = no
			}
			set_rule = {
				can_create_factions = yes
			}
			create_faction_from_template = {
				template = faction_template_BALKAN_ENTENTE_FACTION
				name = ROM_BALKAN_FACTION
			}
			add_to_faction = HUN
		}
		set_country_flag = ROM_HUN_aligned
	} {
		name = DOD_romania.52.b
		ai_chance = {
			factor = 20
		}
		create_wargoal = {
			type = puppet_wargoal_focus
			target = HUN
		}
		set_country_flag = HUN_ROM_puppet_war
	}
}
### Entity: Shared Focus
Tree: trk_focus
Component: TRK_almati_lead_industry
Constructs: shared_focus, prerequisite, limit, completion_reward, allow_branch, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/r56_turkestan_shared.txt

Code:
shared_focus = {
	id = TRK_almati_lead_industry
	icon = GFX_focus_generic_industry_3
	x = 0
	y = 2
	relative_position_id = TRK_secondary_roads
	cost = 10
	prerequisite = {
		focus = TRK_secondary_roads
	}
	available = {
		controls_state = 586
	}
	allow_branch = {
		original_tag = KAZ
	}
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		add_tech_bonus = {
			name = excavation_tech_bonus_name
			bonus = 0.5
			uses = 1
			ahead_reduction = 0.5
			category = industry
		}
	}
}
### Entity: Country History
Country: TUN
Component: TUN_misc
Constructs: set_technology, set_convoys, complete_national_focus, set_grand_doctrine, complete_special_project
Source: game
File: history/countries/TUN - Tunisia.txt

Code:
# Misc for TUN
capital = 458
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: Event
Component: AST_diplomatic_events.4
Constructs: is_triggered_only, ai_chance, set_state_owner_to, set_state_controller_to
Source: game
File: events/TAOG_Australia.txt

Code:
country_event = {
	id = AST_diplomatic_events.4
	title = AST_diplomatic_events.4.t
	desc = AST_diplomatic_events.4.desc
	picture = GFX_report_event_ast_parliament_house
	is_triggered_only = yes
	option = {
		name = AST_diplomatic_events.4.a
		ai_chance = {
			base = 7
		}
		1021 = {
			set_state_controller_to = AST
			set_state_owner_to = AST
		}
		711 = {
			set_state_controller_to = AST
			set_state_owner_to = AST
		}
		712 = {
			set_state_controller_to = AST
			set_state_owner_to = AST
		}
		hidden_effect = {
			AST = {
				country_event = {
					id = AST_diplomatic_events.5
					hours = 3
				}
			}
		}
	} {
		name = AST_diplomatic_events.4.b
		ai_chance = {
			base = 3
		}
		hidden_effect = {
			AST = {
				country_event = {
					id = AST_diplomatic_events.6
					hours = 3
				}
			}
		}
	}
}
### Entity: Event
Component: r56_hungary_coastline.1
Constructs: is_triggered_only, ai_chance, limit, is_in_faction_with, has_non_aggression_pact_with, every_controlled_state
Source: game
File: events/r56_hungary.txt

Code:
country_event = {
	id = r56_hungary_coastline.1
	title = r56_hungary_coastline.1.t
	desc = r56_hungary_coastline.1.d
	picture = GFX_report_event_hitler_handshake
	is_triggered_only = yes
	option = {
		name = r56_hungary_coastline.1.a
		ai_chance = {
			base = 25
			modifier = {
				OR = {
					is_in_faction_with = HUN
					has_non_aggression_pact_with = HUN
				}
				factor = 5
			}
		}
		every_controlled_state = {
			limit = {
				or = {
					state = 109 959 952 956 958 103 764 82 45 83 76 84
				}
			}
			HUN = {
				transfer_state = PREV
			}
		}
		HUN = {
			country_event = r56_hungary_coastline.2
		}
	} {
		name = r56_hungary_coastline.1.b
		ai_chance = {
			base = 30
		}
		HUN = {
			country_event = r56_hungary_coastline.3
		}
	}
}
### Entity: State History
Component: 963
Constructs: add_core_of
Source: game
File: history/states/963-Nordschleswig.txt

Code:
state = {
	id = 963
	name = STATE_963
	history = {
		victory_points = {
			13369 2
		} {
			13370 3
		}
		owner = PRE
		add_core_of = PRE NMB
		buildings = {
			industrial_complex = 2
			dockyard = 1
			arms_factory = 1
			infrastructure = 3
			13369 = {
				naval_base = 2
			}
			13370 = {
				naval_base = 2
			}
		}
	}
	provinces = {
		13369 13370
	}
	manpower = 147811
	buildings_max_level_factor = 2.0
	state_category = town
}
### Entity: Shared Focus
Tree: den_focus
Component: DEN_Nordic_Customs_Union
Constructs: shared_focus, has_completed_focus, prerequisite, limit, add_ideas, has_government, every_country, has_war_with
Source: game
File: common/national_focus/r56_denmark.txt

Code:
shared_focus = {
	id = DEN_Nordic_Customs_Union
	icon = GFX_goal_SWE_copenhagen_treaty
	cost = 10
	search_filters = {
		FOCUS_FILTER_ALLIANCE FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 5
		modifier = {
			factor = 0
			den_avoid_army = yes
		} {
			factor = 0
			is_historical_focus_on = yes
		}
	}
	prerequisite = {
		focus = DEN_The_Stockholm_Communique
	}
	available = {
		is_subject = no
		has_government = democratic
		OR = {
			is_in_faction = no
			is_in_faction_with = NOR SWE FIN
		} {
			has_completed_focus = DEN_Social_Democratic_Majority DEN_Conservative_Majority
		}
		NOT = {
			has_war_with = NOR SWE FIN
		}
	}
	mutually_exclusive = {
		focus = DEN_North_Sea_Trade_Agreement DEN_Munch_Ribbentrop_Pakt DEN_Dano_Soviet_Trade_Agreement
	}
	x = 5
	y = 2
	relative_position_id = DEN_Denmark_in_Peril
	completion_reward = {
		every_country = {
			limit = {
				OR = {
					original_tag = NOR SWE FIN SMI
				}
				has_civil_war = no
				is_subject = no
				NOT = {
					has_war_with = DEN
				}
			}
			country_event = {
				id = denmark.36
				days = 1
				random_days = 10
			}
			custom_effect_tooltip = needs_approval
		}
		effect_tooltip = {
			add_ideas = nordic_customs_union_membership
		}
	}
}
### Entity: Resistance
Component: compliance_80
Constructs: has_government, is_major, has_dlc, is_ai, is_available_to_collaboration_government, has_rule
Source: game
File: common/resistance_compliance_modifiers/compliance_modifiers.txt

Code:
compliance_80 = {
	type = core_compliance_modifier
	icon = GFX_occupation_compliance_modifier_strip:5
	small_icon = GFX_occupation_compliance_modifier_small_strip:5
	threshold = 80
	margin = 2
	visible = {
		has_dlc = La Resistance
		OR = {
			is_ai = no
			AND = {
				is_ai = yes
				OR = {
					has_government = communism
					is_major = no
					date = > 1948.1.1
				}
			}
		}
	}
	enabled = {
		is_available_to_collaboration_government = yes
		has_rule = can_create_collaboration_government
	}
	state_modifier = {

	}
	on_enable = {
		country_event = {
			id = occupied_countries.1
			days = 2
		}
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_stephensen
Constructs: prerequisite, completion_reward, add_political_power, add_to_variable, add_country_leader_role, set_party_name, set_character_flag
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_stephensen
	icon = GFX_focus_AST_stephensen
	prerequisite = {
		focus = AST_australia_first
	}
	mutually_exclusive = {
		focus = AST_pankhurst_walsh
	}
	relative_position_id = AST_australia_first
	x = 7
	y = 1
	cost = 5
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_political_power = 100
		custom_effect_tooltip = generic_skip_one_line_tt AST_australia_first_spirit_tt generic_skip_one_line_tt AST_stephensen_tt
		add_to_variable = {
			AST_australia_first_fascism_drift = 0.02
			tooltip = fascism_drift_tt
		}
		add_country_leader_role = {
			character = AST_percy_stephensen
			promote_leader = yes
			country_leader = {
				ideology = fascism_ideology
				expire = 1989.1.1.1
			}
		}
		set_party_name = {
			ideology = fascism
			name = AST_australia_first_movement
			long_name = AST_australia_first_movement_long
		}
		AST_percy_stephensen = {
			set_character_flag = AST_fascist_leader
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_POLITICAL_CHARACTER
	}
}
### Entity: Modifier Reference
Component: CHI_soviet_support
Constructs: has_war_with, remove_trigger, is_ally_with
Source: game
File: common/dynamic_modifiers/SEA_dynamic_modifiers.txt

Code:
CHI_soviet_support = {
	icon = GFX_idea_CHI_lend_lease_soviet
	remove_trigger = {
		OR = {
			has_war_with = SOV
			SOV = {
				exists = no
			}
			any_enemy_country = {
				is_ally_with = SOV
			}
		}
	}
	army_armor_attack_factor = CHI_soviet_support_army_armor_attack_factor
	army_armor_speed_factor = CHI_soviet_support_army_armor_speed_factor
	custom_modifier_tooltip = CHI_soviet_support_dm_tt
}
### Entity: Character
Component: PAK_mt
Source: game
File: common/characters/PAK.txt

Code:
PAK_mt = {
	advisor = {
		slot = theorist
		idea_token = PAK_mt
		ledger = army
		allowed = {
			original_tag = PAK
		}
		traits = {
			military_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_2
		}
	}
}