Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: eth_focus
Component: ETH_steel_lions
Constructs: add_equipment_to_stockpile, prerequisite, limit, completion_reward, set_technology, has_legitimacy, has_opinion, has_dlc
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_steel_lions
	icon = GFX_focus_generic_tank_production
	prerequisite = {
		focus = ETH_an_audience_with_countryleadertitle
	}
	mutually_exclusive = {
		focus = ETH_befriend_goring
	}
	x = 1
	y = 1
	relative_position_id = ETH_an_audience_with_countryleadertitle
	cost = 10
	ai_will_do = {
		base = 2
	}
	available = {
		has_legitimacy = > 65
		GER = {
			has_opinion = {
				target = ROOT
				value = > 59
			}
		}
	}
	available_if_capitulated = yes
	search_filters = {

	}
	completion_reward = {
		IF = {
			limit = {
				has_dlc = No Step Back
			}
			IF = {
				limit = {
					OR = {
						NOT = {
							has_tech = gwtank_chassis
						} {
							has_tech = basic_light_tank_chassis
						}
					}
				}
				set_technology = {
					gwtank_chassis = 1
					popup = no
				} {
					basic_light_tank_chassis = 1
					popup = no
				}
			}
			create_equipment_variant = {
				name = Panzer I Ausf. A
				type = light_tank_chassis_1
				parent_version = 0
				allow_without_tech = yes
				modules = {
					main_armament_slot = tank_heavy_machine_gun
					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
					special_type_slot_1 = tank_radio_1
				}
				upgrades = {
					tank_nsb_engine_upgrade = 5
					tank_nsb_armor_upgrade = 1
				}
				icon = GFX_GER_basic_light_tank_medium
				obsolete = yes
			}
			add_equipment_to_stockpile = {
				type = light_tank_chassis_1
				amount = 250
				producer = GER
				variant_name = Panzer I Ausf. A
			}
		}
		ELSE = {
			IF = {
				limit = {
					NOT = {
						has_tech = basic_light_tank_chassis
					}
				}
				set_technology = {
					gwtank = 1
					popup = no
				} {
					basic_light_tank = 1
					popup = no
				}
			}
			add_equipment_to_stockpile = {
				type = light_tank_equipment_1
				amount = 250
				producer = GER
			}
		}
		custom_effect_tooltip = ETH_armor_officers_tt
		hidden_effect = {
			random_army_leader = {
				limit = {
					NOT = {
						has_trait = armor_officer
					}
				}
				add_unit_leader_trait = armor_officer
			} {
				limit = {
					NOT = {
						has_trait = armor_officer
					}
				}
				add_unit_leader_trait = armor_officer
			}
		}
	}
}
### Entity: Event
Component: AFG_political_events.170
Constructs: is_triggered_only, add_country_leader_role
Source: game
File: events/GOE_Afghanistan.txt

Code:
country_event = {
	id = AFG_political_events.170
	title = AFG_political_events.170.t
	desc = AFG_political_events.170.desc
	is_triggered_only = yes
	picture = GFX_report_event_crowd_in_prague
	option = {
		name = AFG_political_events.170.a
		RAJ_mirza_khurshid_jah_bahadur = {
			add_country_leader_role = {
				promote_leader = yes
				country_leader = {
					ideology = despotism
					expire = 1965.1.1.1
					traits = {
						RAJ_heir_of_the_empire
					}
				}
			}
		}
	}
}
### Entity: Character
Component: OKN_hiroshi_sho
Source: game
File: common/characters/OKN.txt

Code:
OKN_hiroshi_sho = {
	name = OKN_hiroshi_sho
	portraits = {
		civilian = {
			large = GFX_Portrait_Japan_Generic_land_3
		}
	}
	country_leader = {
		ideology = despotism
		traits = {

		}
		expire = 1996.1.1.1
		id = -1
	}
}
### Entity: Event
Component: mongol.23
Constructs: is_triggered_only, add_equipment_to_stockpile, limit, remove_ideas, add_war_support, save_event_target_as, clr_state_flag, clear_variable
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol.23
	title = mongol.23.t
	desc = mongol.23.d
	picture = GFX_report_GRE_fascist_victory
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			save_event_target_as = our_country
			FROM = {
				save_event_target_as = our_state
				clr_state_flag = border_incident_active
			}
			randomize_variable = {
				var = num_guns_lost_in_small_raid
				distribution = uniform
				min = 80
				max = 200
			}
			FROM.FROM = {
				save_event_target_as = their_country
			}
			FROM.FROM.FROM = {
				save_event_target_as = their_state
				clr_state_flag = border_incident_active
			}
			clear_variable = attacker_state_vs_@FROM defender_state_vs_@FROM.FROM
			remove_targeted_decision = {
				target = event_target:their_country
				decision = MON_small_raid_cancelled
			}
		}
	}
	option = {
		name = mongol.23.a
		add_war_support = 0.01
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = num_guns_lost_in_small_raid
			producer = FROM.FROM
		}
		if = {
			limit = {
				tag = MEN
				has_idea = MEN_mongol_raids
			}
			add_to_variable = {
				MEN_mongol_raid_counter = 1
			}
			if = {
				limit = {
					check_variable = {
						MEN_mongol_raid_counter = > 2
					}
				}
				remove_ideas = MEN_mongol_raids
			}
		}
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_changes_within
Constructs: prerequisite, limit, add_ideas, add_war_support, completion_reward, add_political_power, has_idea
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_changes_within
	icon = GFX_goal_generic_citizens
	x = 1
	y = 1
	relative_position_id = MON_oust_genden
	cost = 8
	prerequisite = {
		focus = MON_oust_genden
	}
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		add_ideas = SPR_collectivized_society
		if = {
			limit = {
				NOT = {
					has_idea = volunteer_only
				}
			}
			add_ideas = volunteer_only
		} {
			limit = {
				NOT = {
					has_idea = limited_exports
				}
			}
			add_ideas = limited_exports
		}
		else = {
			add_political_power = 150
		} {
			add_war_support = 0.05
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_MILITARY_army_readiness_HIGH
Constructs: check_variable
Source: game
File: common/scripted_triggers/EAI_MISC_triggers.txt

Code:
EAI_MILITARY_army_readiness_HIGH = {
	check_variable = {
		EAI_fielded_eq_ratio = > 0.95
	}
	EAI_reserve_manpower_more_than_25p = yes
}
### Entity: Idea
Component: KMT_the_peasants_state
Constructs: army_defence_factor, stability_factor, has_government, removal_cost, democratic_drift
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_the_peasants_state = {
	removal_cost = -1
	picture = SWE_varnplikt
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			has_government = democratic
		}
	}
	on_remove = {

	}
	modifier = {
		democratic_drift = 0.01
		army_core_defence_factor = 0.125
		army_defence_factor = -0.05
		consumer_goods_expected_value = -0.03
		stability_factor = 0.05
	}
}
### Entity: Scripted Effect
Component: GER_mefo_bills_level_up
Constructs: add_to_variable
Source: game
File: common/scripted_effects/r56_GER_scripted_effects.txt

Code:
GER_mefo_bills_level_up = {
	add_to_variable = {
		GER_mefo_bills_political_power_cost = 0.15
		tooltip = GER_mefo_bills_increase_pp_cost_effect_tt
	}
}
### Entity: Modding Documentation
Construct: occupied_countries
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### occupied_countries
* description: array of occupied countries
### Entity: Idea
Component: GDL_pot
Source: game
File: common/ideas/guadeloupe.txt

Code:
GDL_pot = {
	picture = generic_political_advisor_african_2
	allowed = {
		original_tag = GDL
	}
	traits = {
		prince_of_terror
	}
}
### Entity: Modifier Reference
Component: HBC_the_left_kuomintang_national_revolution
Constructs: research_speed_factor, remove_trigger, communism_drift, neutrality_drift, democratic_drift
Source: game
File: common/dynamic_modifiers/r56_china_and_co_dm.txt

Code:
HBC_the_left_kuomintang_national_revolution = {
	remove_trigger = {

	}
	enable = {
		always = yes
	}
	icon = GFX_idea_chi_warlord_integration4
	communism_drift = HBC_lkmt_c
	neutrality_drift = HBC_lkmt_n
	democratic_drift = HBC_lkmt_d
	political_power_factor = HBC_lkmt_pp
	research_speed_factor = HBC_lkmt_r
	army_core_defence_factor = HBC_lkmt_cd
}
### Entity: Military Industrial Organization
Component: FRA_acl_organization
Constructs: has_dlc
Source: game
File: common/military_industrial_organization/organizations/FRA_organization.txt

Code:
FRA_acl_organization = {
	include = generic_battle_line_ship_organization
	icon = GFX_idea_FRA_acl
	allowed = {
		tag = FRA
		has_dlc = Arms Against Tyranny
	}
}
### Entity: Shared Focus
Tree: smb_focus
Component: SMB_purchase_aircraft
Constructs: shared_focus, prerequisite, limit, completion_reward, has_dlc, add_equipment_subsidy
Source: game
File: common/national_focus/toa_shared_military_branch.txt

Code:
shared_focus = {
	id = SMB_purchase_aircraft
	icon = GFX_focus_SMB_purchase_aircraft
	relative_position_id = SMB_construct_air_bases
	prerequisite = {
		focus = SMB_air_academy SMB_construct_air_bases
	}
	mutually_exclusive = {
		focus = SMB_domestic_designs SMB_license_designs
	}
	x = 0
	y = 1
	cost = 5
	ai_will_do = {
		factor = 20
	}
	available = {

	}
	bypass = {

	}
	completion_reward = {
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_equipment_subsidy = {
				cic = 1000
				equipment_type = small_plane_airframe
				seller_tags = {
					USA JAP ENG FRA ITA GER MEX SOV
				}
			} {
				cic = 1000
				equipment_type = large_plane_airframe
				seller_tags = {
					USA JAP ENG FRA ITA GER MEX SOV
				}
			} {
				cic = 1000
				equipment_type = medium_plane_airframe
				seller_tags = {
					USA JAP ENG FRA ITA GER MEX SOV
				}
			}
		} {
			limit = {
				NOT = {
					has_dlc = Arms Against Tyranny
				}
			}
			custom_effect_tooltip = SMB_purchase_aircraft_tt
		}
	}
}
### Entity: Idea
Component: EAI_DD_6/light_tank_destroyer_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_6/light_tank_destroyer_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		light_tank_destroyer_chassis = {
			build_cost_ic = -0.15
			instant = yes
		}
	}
}
### Entity: AI Strategy
Component: GER_hunker_down_now
Constructs: has_war_with, is_historical_focus_on, is_ai, has_capitulated
Source: game
File: common/ai_strategy/r56_GER.txt

Code:
GER_hunker_down_now = {
	allowed = {
		original_tag = GER
	}
	enable = {
		has_war_with = POL
		is_historical_focus_on = yes
		FRA = {
			is_ai = yes
		}
	}
	abort = {
		OR = {
			date = > 1940.1.1
			POL = {
				exists = no
				has_capitulated = yes
			}
		}
	}
	ai_strategy = {
		type = front_control
		tag = FRA
		ratio = 0.22
		priority = 97
		ordertype = front
		execution_type = careful
	}
}
### Entity: AI Strategy
Component: GER_is_bad
Constructs: has_government, has_war_with, is_ally_with
Source: game
File: common/ai_strategy/USA.txt

Code:
GER_is_bad = {
	allowed = {
		tag = USA
	}
	enable = {
		GER = {
			exists = yes
		}
		NOT = {
			is_ally_with = GER
		}
		ENG = {
			has_war_with = GER
		} {
			has_government = democratic
		}
		has_government = democratic
		date = > 1939.1.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = prepare_for_war
		id = GER
		value = 100
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_restart_public_investment
Constructs: prerequisite, has_government, completion_reward, add_popularity
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_restart_public_investment
	icon = GFX_goal_generic_construct_civ_factory
	prerequisite = {
		focus = NOR_social_incrementalism
	} {
		focus = NOR_print_more_money
	}
	x = 1
	y = 1
	relative_position_id = NOR_social_incrementalism
	cost = 5
	available = {
		has_government = democratic
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		NOR_reduce_hard_thirties_ns = yes
		add_popularity = {
			ideology = democratic
			popularity = 0.1
		}
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_balkan_federation_of_socialist_republics
Constructs: prerequisite, limit, has_government, has_country_flag, add_stability, completion_reward, is_in_faction, is_subject
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_balkan_federation_of_socialist_republics
	prerequisite = {
		focus = BUL_treaty_of_perpetual_friendship
	}
	icon = GFX_focus_BUL_balkan_federation_of_socialist_republics
	relative_position_id = BUL_treaty_of_perpetual_friendship
	x = 0
	y = 4
	cost = 5
	mutually_exclusive = {
		focus = BUL_follow_the_stalinist_doctrine
	}
	available = {
		has_country_flag = BUL_balkan_federation_project_ready_flag
		is_in_faction = no
		has_government = communism
		is_subject = no
	}
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_stability = 0.1
		IF = {
			limit = {
				has_dlc = No Compromise, No Surrender
			}
			set_rule = {
				can_create_factions = yes
			}
			create_faction_from_template = faction_template_BUL_balkan_federation_of_socialist_republics
			add_faction_initiative = 1
		}
		ELSE = {
			set_rule = {
				can_create_factions = yes
			}
			create_faction_from_template = faction_template_BUL_balkan_federation_of_socialist_republics
		}
		YUG = {
			hidden_effect = {
				country_event = {
					id = generic.5
					hours = 4
					random_hours = 4
				}
			}
			custom_effect_tooltip = BUL_balkan_federation_of_socialist_republics_faction_tt
		} {
			add_ai_strategy = {
				type = befriend
				id = ROOT
				value = 100
			}
		}
		custom_effect_tooltip = BUL_balkan_federation_of_socialist_republics_decisions_tt
		hidden_effect = {
			news_event = {
				id = bftb_news.9
				hours = 8
				random_hours = 4
			}
		}
		add_ai_strategy = {
			type = befriend
			id = YUG
			value = 100
		}
	}
}
### Entity: Event
Component: wuw_GER_reichskommissariats.6
Constructs: is_triggered_only, ai_chance, limit, add_ideas, set_nationality, every_controlled_state, set_compliance, add_country_leader_role
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_reichskommissariats.6
	title = wuw_GER_reichskommissariats.6.t
	desc = wuw_GER_reichskommissariats.6.desc
	picture = GFX_report_event_german_politician_speech
	immediate = {
		hidden_effect = {
			IF = {
				limit = {
					GEO = {
						exists = no
					}
				}
				GEO = {
					set_nationality = {
						target_country = RKK
						character = GEO_shalva_maglakelidze
					}
				}
			}
		}
	}
	is_triggered_only = yes
	option = {
		name = wuw_GER_reichskommissariats.6.a
		ai_chance = {
			base = 85
		}
		RKK = {
			add_ideas = GER_german_controlled_reichskommissariat
		}
		hidden_effect = {
			IF = {
				limit = {
					GEO = {
						exists = no
					}
				}
				RKK = {
					set_nationality = {
						target_country = GEO
						character = GEO_shalva_maglakelidze
					}
				}
			}
		} {
			RKK = {
				every_controlled_state = {
					set_compliance = 25
				}
			}
		}
	} {
		name = wuw_GER_reichskommissariats.6.b
		trigger = {
			GEO = {
				exists = no
			}
		}
		ai_chance = {
			base = 15
		}
		RKK = {
			GEO_shalva_maglakelidze = {
				add_country_leader_role = {
					promote_leader = yes
					country_leader = {
						ideology = nazism
						expire = 1960.1.1
						traits = {
							GER_reichskommissar_trait
						}
					}
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			add_ideas = GER_local_controlled_reichskommissariat
		}
		hidden_effect = {
			RKK = {
				every_controlled_state = {
					set_compliance = 25
				}
			}
		}
	}
}
### Entity: Idea
Component: EAI_DD_7/medium_tank_flame_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_7/medium_tank_flame_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_flame_chassis = {
			build_cost_ic = -0.175
			instant = yes
		}
	}
}
### Entity: Character
Component: TAH_awt
Source: game
File: common/characters/TAH.txt

Code:
TAH_awt = {
	advisor = {
		slot = theorist
		idea_token = TAH_awt
		ledger = air
		allowed = {
			original_tag = TAH
		}
		traits = {
			air_warfare_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_asia_2
		}
	}
}
### Entity: Character
Component: UKR_mykhailo_omelianovych_pavlenko
Constructs: has_government
Source: game
File: common/characters/UKR.txt

Code:
UKR_mykhailo_omelianovych_pavlenko = {
	name = UKR_mykhailo_omelianovych_pavlenko
	portraits = {
		army = {
			large = GFX_portrait_UKR_mykhailo_omelianovych_pavlenko
			small = GFX_portrait_UKR_mykhailo_omelianovych_pavlenko_small
		}
	}
	field_marshal = {
		traits = {
			winter_specialist cavalry_leader
		}
		skill = 3
		attack_skill = 3
		defense_skill = 1
		planning_skill = 2
		logistics_skill = 2
		legacy_id = -1
		visible = {
			NOT = {
				has_government = communism
			}
		}
	}
}
### Entity: Modifier Reference
Construct: drift_defence_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## drift_defence_factor

* Number with 1 decimal places
* **Categories**: politics
### Entity: National Focus
Tree: cin_focus
Component: CIN_secure_the_new_nation
Constructs: prerequisite, has_war, add_stability, add_opinion_modifier, completion_reward, add_political_power
Source: game
File: common/national_focus/chechnya.txt

Code:
focus = {
	id = CIN_secure_the_new_nation
	icon = GFX_focus_generic_self_management
	prerequisite = {
		focus = CIN_expand_agriculture_industry
	} {
		focus = CIN_organize_military
	} {
		focus = CIN_grozny_rifle_factory
	} {
		focus = CIN_mountanieer_people
	}
	available = {
		has_war = no
	}
	x = -1
	y = 1
	relative_position_id = CIN_expand_agriculture_industry
	cost = 3
	ai_will_do = {
		factor = 12
	}
	completion_reward = {
		add_stability = 0.05
		add_political_power = 120
		SOV = {
			add_opinion_modifier = {
				target = CIN
				modifier = embargo
			}
		}
		CIN = {
			add_opinion_modifier = {
				target = SOV
				modifier = embargo
			}
		}
	}
}
### Entity: Military Industrial Organization
Component: CHL_csav_organization
Constructs: has_dlc
Source: game
File: common/military_industrial_organization/organizations/CHL_organization.txt

Code:
CHL_csav_organization = {
	include = generic_refurbishment_repair_organization
	icon = GFX_idea_CHL_csav
	allowed = {
		has_dlc = Trial of Allegiance
		tag = CHL
	}
}
### Entity: Event
Component: news.23
Constructs: is_triggered_only
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.23
	title = news.23.t
	desc = news.23.d
	picture = GFX_news_event_016
	major = yes
	is_triggered_only = yes
	option = {
		name = news.23.a
		trigger = {
			NOT = {
				TAG = ITA ALB
			}
		}
	} {
		name = news.23.b
		trigger = {
			TAG = ITA
		}
	} {
		name = news.23.c
		trigger = {
			TAG = ALB
		}
	}
}
### Entity: Character
Component: USA_carnot_wheeler
Source: game
File: common/characters/USA.txt

Code:
USA_carnot_wheeler = {
	name = USA_carnot_wheeler
	portraits = {
		civilian = {
			large = GFX_portrait_USA_carnot_wheeler
		}
	}
	country_leader = {
		ideology = oligarchism
		traits = {
			financial_expert
		}
		expire = 1953.1.1.12
		id = -1
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_pre_emptive_coup
Constructs: prerequisite, limit, remove_ideas, has_government, completion_reward, cancel_if_invalid, has_country_leader, remove_country_leader_trait
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_pre_emptive_coup
	icon = GFX_goal_generic_military_sphere
	prerequisite = {
		focus = JAP_research_spending JAP_ally_with_the_zaibatsus
	}
	x = 0
	y = 1
	relative_position_id = JAP_ally_with_the_zaibatsus
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		democratic = > 0.3
	}
	bypass = {
		has_government = democratic
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		JAP_small_government_faction_gain = yes
		custom_effect_tooltip = generic_skip_one_line_tt
		hidden_effect = {
			if = {
				limit = {
					has_country_leader = {
						id = 700
						ruling_only = yes
					}
				}
				remove_country_leader_trait = imperial_sanction
			}
		}
		country_event = {
			id = wtt_japan.114
		}
		effect_tooltip = {
			if = {
				limit = {
					MAN = {
						is_subject_of = ROOT
					}
				}
				set_autonomy = {
					target = MAN
					autonomy_state = autonomy_free
				}
			} {
				limit = {
					KOR = {
						is_subject_of = ROOT
					}
				}
				set_autonomy = {
					target = KOR
					autonomy_state = autonomy_free
				}
				KOR = {
					retire_country_leader = yes
				}
			} {
				limit = {
					MAN = {
						has_idea = MAN_kwantung_veto
					}
				}
				MAN = {
					remove_ideas = MAN_kwantung_veto
				}
			} {
				limit = {
					MEN = {
						is_subject_of = ROOT
					}
				}
				MAN = {
					puppet = MEN
				}
			} {
				limit = {
					any_controlled_state = {
						is_core_of = KOR
					}
				}
				release = KOR
				set_autonomy = {
					target = KOR
					autonomy_state = autonomy_free
				}
			}
			add_popularity = {
				ideology = democratic
				popularity = 0.1
			}
			start_civil_war = {
				ruling_party = democratic
				ideology = fascism
				size = 0.5
			}
		}
	}
}
### Entity: Idea
Component: GER_organization_todt
Constructs: has_completed_focus, research_bonus
Source: game
File: common/ideas/GER.txt

Code:
GER_organization_todt = {
	picture = GER_organization_todt
	allowed = {
		original_tag = GER
	}
	visible = {
		has_completed_focus = GER_form_organization_todt
		NOT = {
			has_completed_focus = GER_autonomous_organization_todt
		}
	}
	cost = 75
	ai_will_do = {
		base = 10
	}
	research_bonus = {
		construction_tech = 0.15
	}
	traits = {
		GER_organization_todt_trait
	}
}
### Entity: Idea
Component: DEN_danish_resistance_ns
Constructs: removal_cost, has_dynamic_modifier
Source: game
File: common/ideas/denmark.txt

Code:
DEN_danish_resistance_ns = {
	name = DEN_resistance_dynamic_modifier
	removal_cost = -1
	picture = GFX_idea_DEN_resistance
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	available = {
		has_dynamic_modifier = {
			modifier = DEN_resistance_dynamic_modifier_improved
		}
	}
	targeted_modifier = {
		tag = DEN.DEN_overlord_nation
		attack_bonus_against = 0.1
		defense_bonus_against = 0.1
	}
}
### Entity: Character
Component: arkhigos
Constructs: communism_drift, democratic_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
arkhigos = {
	random = no
	communism_drift = -0.02
	democratic_drift = -0.02
	fascism_acceptance = 35
	army_core_defence_factor = 0.05
}