Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: DEN_modify_overlord_relations_big
Constructs: limit, add_opinion_modifier, add_to_variable, check_variable, is_subject, has_opinion_modifier, remove_opinion_modifier
Source: game
File: common/scripted_effects/DEN_scripted_effects.txt

Code:
DEN_modify_overlord_relations_big = {
	add_to_variable = {
		DEN_overlord_opinion = 10
	}
	if = {
		limit = {
			check_variable = {
				DEN_overlord_opinion = < 10
			}
		}
		custom_effect_tooltip = DEN_deteriorating_overlord_relations
	}
	else_if = {
		limit = {
			check_variable = {
				DEN_overlord_opinion = > 9
			} {
				DEN_overlord_opinion = < 20
			}
		}
		effect_tooltip = {
			if = {
				limit = {
					is_subject = yes
					OVERLORD = {
						NOT = {
							has_opinion_modifier = DEN_unruly_subject_very_low
						}
					}
				}
				OVERLORD = {
					add_opinion_modifier = {
						modifier = DEN_unruly_subject_very_low
						target = DEN
					}
				}
			}
		}
	} {
		limit = {
			check_variable = {
				DEN_overlord_opinion = > 19
			} {
				DEN_overlord_opinion = < 30
			}
		}
		if = {
			limit = {
				is_subject = yes
				OVERLORD = {
					NOT = {
						has_opinion_modifier = DEN_unruly_subject_very_low
					}
				}
			}
			OVERLORD = {
				add_opinion_modifier = {
					modifier = DEN_unruly_subject_very_low
					target = DEN
				}
			}
		}
		else = {
			custom_effect_tooltip = DEN_deteriorating_overlord_relations
		}
	} {
		limit = {
			check_variable = {
				DEN_overlord_opinion = > 29
			} {
				DEN_overlord_opinion = < 40
			}
		}
		effect_tooltip = {
			if = {
				limit = {
					is_subject = yes
					OVERLORD = {
						NOT = {
							has_opinion_modifier = DEN_unruly_subject_low
						}
					}
				}
				OVERLORD = {
					add_opinion_modifier = {
						modifier = DEN_unruly_subject_low
						target = DEN
					}
				}
			}
		}
	} {
		limit = {
			check_variable = {
				DEN_overlord_opinion = > 39
			} {
				DEN_overlord_opinion = < 50
			}
		}
		if = {
			limit = {
				is_subject = yes
				OVERLORD = {
					has_opinion_modifier = DEN_unruly_subject_very_low
				}
			}
			OVERLORD = {
				remove_opinion_modifier = {
					modifier = DEN_unruly_subject_very_low
					target = DEN
				}
			}
		} {
			limit = {
				is_subject = yes
				OVERLORD = {
					NOT = {
						has_opinion_modifier = DEN_unruly_subject_low
					}
				}
			}
			OVERLORD = {
				add_opinion_modifier = {
					modifier = DEN_unruly_subject_low
					target = DEN
				}
			}
		}
		else = {
			custom_effect_tooltip = DEN_deteriorating_overlord_relations
		}
	} {
		limit = {
			check_variable = {
				DEN_overlord_opinion = > 49
			} {
				DEN_overlord_opinion = < 60
			}
		}
		effect_toolt
# ... (truncated)
### Entity: National Focus
Tree: spr_focus
Component: SPR_a_new_way_of_warfare
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPR_a_new_way_of_warfare
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = SPR_the_threats_abound
	}
	icon = GFX_goal_generic_army_tanks
	x = 0
	y = 1
	relative_position_id = SPR_the_threats_abound
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = SPR_a_new_way_of_warfare
			bonus = 1.0
			uses = 1
			category = light_fighter
		} {
			name = SPR_a_new_way_of_warfare
			bonus = 1.0
			uses = 1
			category = armor
		}
	}
}
### Entity: Scripted Trigger
Component: TUR_can_only_have_one_prime_minister
Constructs: limit, has_idea
Source: game
File: common/scripted_triggers/TUR_scripted_triggers.txt

Code:
TUR_can_only_have_one_prime_minister = {
	custom_trigger_tooltip = {
		tooltip = TUR_can_only_have_one_prime_minister_tt
		if = {
			limit = {
				has_idea = TUR_ismet_inonu
			}
			NOT = {
				OR = {
					has_idea = TUR_fevzi_cakmak_prime_minister TUR_sukru_saracoglu_prime_minister TUR_celal_bayar TUR_fethi_okyar TUR_sevket_sureyya_aydemir TUR_recep_peker TUR_adnan_menderes TUR_nuri_demirag_prime_minister TUR_sefik_husnu TUR_said_i_nursi TUR_nihal_atsiz
				}
			}
		} {
			limit = {
				has_idea = TUR_fevzi_cakmak_prime_minister
			}
			NOT = {
				OR = {
					has_idea = TUR_ismet_inonu TUR_sukru_saracoglu_prime_minister TUR_celal_bayar TUR_fethi_okyar TUR_sevket_sureyya_aydemir TUR_recep_peker TUR_adnan_menderes TUR_nuri_demirag_prime_minister TUR_sefik_husnu TUR_said_i_nursi TUR_nihal_atsiz
				}
			}
		} {
			limit = {
				has_idea = TUR_sukru_saracoglu_prime_minister
			}
			NOT = {
				OR = {
					has_idea = TUR_ismet_inonu TUR_fevzi_cakmak_prime_minister TUR_celal_bayar TUR_fethi_okyar TUR_sevket_sureyya_aydemir TUR_recep_peker TUR_adnan_menderes TUR_nuri_demirag_prime_minister TUR_sefik_husnu TUR_said_i_nursi TUR_nihal_atsiz
				}
			}
		} {
			limit = {
				has_idea = TUR_celal_bayar
			}
			NOT = {
				OR = {
					has_idea = TUR_ismet_inonu TUR_fevzi_cakmak_prime_minister TUR_sukru_saracoglu_prime_minister TUR_fethi_okyar TUR_sevket_sureyya_aydemir TUR_recep_peker TUR_adnan_menderes TUR_nuri_demirag_prime_minister TUR_sefik_husnu TUR_said_i_nursi TUR_nihal_atsiz
				}
			}
		} {
			limit = {
				has_idea = TUR_fethi_okyar
			}
			NOT = {
				OR = {
					has_idea = TUR_ismet_inonu TUR_fevzi_cakmak_prime_minister TUR_sukru_saracoglu_prime_minister TUR_celal_bayar TUR_sevket_sureyya_aydemir TUR_recep_peker TUR_adnan_menderes TUR_nuri_demirag_prime_minister TUR_sefik_husnu TUR_said_i_nursi TUR_nihal_atsiz
				}
			}
		} {
			limit = {
				has_idea = TUR_sevket_sureyya_aydemir
			}
			NOT = {
				OR = {
					has_idea = TUR_ismet_inonu TUR_fevzi_cakmak_prime_minister TUR_sukru_saracoglu_prime_minister TUR_celal_bayar TUR_fethi_okyar TUR_recep_peker TUR_adnan_menderes TUR_nuri_demirag_prime_minister TUR_sefik_husnu TUR_said_i_nursi TUR_nihal_atsiz
				}
			}
		} {
			limit = {
				has_idea = TUR_recep_peker
			}
			NOT = {
				OR = {
					has_idea = TUR_ismet_inonu TUR_fevzi_cakmak_prime_minister TUR_sukru_saracoglu_prime_minister TUR_celal_bayar TUR_feth
# ... (truncated)
### Entity: National Focus
Tree: cze_focus
Component: CZE_restore_the_monarchy
Constructs: prerequisite, limit, completion_reward, set_politics, has_power_balance, has_cosmetic_tag, set_cosmetic_tag
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_restore_the_monarchy
	icon = GFX_focus_CZE_bohemia_crown
	prerequisite = {
		focus = CZE_align_catholic_parties
	} {
		focus = CZE_align_nationalist_parties CZE_align_slovak_catholics
	}
	cost = 5
	relative_position_id = CZE_align_catholic_parties
	x = 1
	y = 1
	available = {
		neutrality = > 0.4
	}
	completion_reward = {
		set_politics = {
			ruling_party = neutrality
			elections_allowed = no
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		CZE_get_rid_of_agrarian_politics_with_less_steps = yes
		if = {
			limit = {
				has_power_balance = {
					id = CZE_bop_army_readiness
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			CZE_bop_very_low_decrease_effect = yes
		}
		hidden_effect = {
			if = {
				limit = {
					NOT = {
						OR = {
							has_cosmetic_tag = CZE_union CZE_union_expanded CZE_fall_of_the_republic CZE_CEF CZE_second_republic CZE_ONLY CZE_great_moravia CZE_SLO_bohemia_expansion EUR_UNIFIED
						}
					}
				}
				set_cosmetic_tag = CZE_first_monarchy_color
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_BALANCE_OF_POWER
	}
}
### Entity: AI Strategy
Component: armor_ENG
Constructs: has_tech
Source: game
File: common/ai_templates/templates_ENG.txt

Code:
armor_ENG = {
	available_for = {
		ENG
	}
	role = armor
	upgrade_prio = {
		factor = 2
		modifier = {
			factor = 5
			OR = {
				has_tech = basic_medium_tank basic_medium_tank_chassis
			}
		} {
			factor = 2
			OR = {
				has_tech = main_battle_tank main_battle_tank_chassis
			}
		}
	}
	light_armor_default_ENG = {
		upgrade_prio = {
			factor = 1
			modifier = {
				factor = 3
				date = < 1938.1.1
			}
		}
		target_template = {
			support = {
				engineer = 1
				mot_recon = 1
			}
			regiments = {
				light_armor = 3
				motorized = 3
			}
		}
		replace_at_match = 0.9
		replace_with = light_armor_2_ENG
		target_min_match = 0.3
	}
	light_armor_2_ENG = {
		upgrade_prio = {
			factor = 1
			modifier = {
				factor = 1.5
				OR = {
					has_tech = basic_light_tank basic_light_tank_chassis
				}
			} {
				factor = 1.5
				OR = {
					has_tech = improved_light_tank improved_light_tank_chassis
				}
			}
		}
		target_template = {
			support = {
				engineer = 1
				mot_recon = 1
				logistics_company = 1
			}
			regimental_support = {
				anti_air_battery = 1
				anti_tank_battery = 1
			}
			regiments = {
				light_armor = 3
				motorized = 4
			}
		}
		replace_at_match = 0.8
		replace_with = medium_armor_early_ENG
		target_min_match = 0.5
	}
	medium_armor_early_ENG = {
		upgrade_prio = {
			factor = 1
			modifier = {
				factor = 3
				OR = {
					has_tech = basic_medium_tank basic_medium_tank_chassis
				}
			}
		}
		target_template = {
			support = {
				engineer = 1
				mot_recon = 1
				logistics_company = 1
			}
			regimental_support = {
				anti_air_battery = 1
				anti_tank_battery = 1
			}
			regiments = {
				light_armor = 3
				medium_armor = 1
				motorized = 4
			}
		}
		replace_at_match = 0.8
		replace_with = medium_armor_default_ENG
		target_min_match = 0.5
	}
	medium_armor_default_ENG = {
		upgrade_prio = {
			factor = 1
			modifier = {
				factor = 4
				OR = {
					has_tech = basic_medium_tank basic_medium_tank_chassis
				}
			} {
				factor = 0.1
				num_of_military_factories = < 110
			}
		}
		target_template = {
			support = {
				engineer = 1
				mot_recon = 1
				logistics_company = 1
			}
			regimental_support = {
				anti_air_battery = 1
				anti_tank_battery = 1
			}
			regiments = {
				medium_armor = 4
				motorized = 6
				mot_artillery_brigade = 1
			}
		}
		replace_at_match = 0.9
		replace_with = medium_armor_2_ENG
		target_min
# ... (truncated)
### Entity: National Focus
Tree: spr_focus
Component: SPR_Air_Doctrine
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_spain.txt

Code:
focus = {
	id = SPR_Air_Doctrine
	icon = GFX_goal_generic_air_doctrine
	cost = 10.0
	prerequisite = {
		focus = SPR_CAS
	}
	x = 18
	y = 4
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		air_experience = 10
		add_tech_bonus = {
			name = SPR_Air_bonus
			bonus = 1
			uses = 2
			category = battlefield_support_tree
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_silverworking
Constructs: prerequisite, has_government, completion_reward, has_civil_war, add_to_variable
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_silverworking
	icon = GFX_focus_CHL_silverworking
	relative_position_id = CHL_embrace_indigenous_corporatism
	x = 2
	y = 1
	cost = 5
	prerequisite = {
		focus = CHL_embrace_indigenous_corporatism CHL_expand_the_agricultural_field
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 1.5
	}
	available = {
		has_government = neutrality
		has_civil_war = no
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = CHL_modify_mapuche_nationalism_ns_intro
		add_to_variable = {
			CHL_mapuche_nationalism_consumer_goods_factor = -0.15
			tooltip = consumer_goods_factor_tt
		}
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_domestic_designs
Constructs: prerequisite, limit, has_country_flag, completion_reward, is_owned_and_controlled_by, is_subject, add_mio_size, add_mio_funds_gain_factor
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_domestic_designs
	icon = GFX_focus_DEN_domestic_designs
	prerequisite = {
		focus = DEN_expand_vaernepligten
	}
	mutually_exclusive = {
		focus = DEN_foreign_designs
	}
	relative_position_id = DEN_expand_vaernepligten
	x = 5
	y = 1
	cost = 10
	available = {
		any_core_state = {
			is_owned_and_controlled_by = ROOT
		}
		if = {
			limit = {
				is_subject = yes
			}
			hidden_trigger = {
				has_country_flag = DEN_unlock_military_branch_flag
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		mio:DEN_flyvemaskinevaerksted_organization = {
			add_mio_size = 1
			add_mio_funds_gain_factor = 0.1
		}
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			create_equipment_variant = {
				name = Marinejager
				type = small_plane_airframe_1
				allow_without_tech = no
				modules = {
					fixed_main_weapon_slot = light_mg_4x
					engine_type_slot = engine_1_1x
					special_type_slot_1 = empty
				}
				icon = GFX_DEN_basic_small_fighter_2
				model = DEN_light_plane_1_entity
			} {
				name = Marinebomber
				type = small_plane_cas_airframe_1
				allow_without_tech = no
				modules = {
					fixed_main_weapon_slot = bomb_locks
					fixed_auxiliary_weapon_slot_1 = light_mg_2x
					engine_type_slot = engine_1_1x
					special_type_slot_1 = dive_brakes_small
					special_type_slot_2 = empty
				}
				icon = GFX_DEN_basic_small_cas_2
				model = DEN_light_plane_1_var_1_entity
			}
		}
		else = {
			create_equipment_variant = {
				name = Marinejager
				type = fighter_equipment_1
				allow_without_tech = no
				upgrades = {
					plane_gun_upgrade = 1
				}
			} {
				name = Marinebomber
				type = cas_equipment_1
				allow_without_tech = no
				upgrades = {
					plane_cas_upgrade = 1
				}
			}
		}
		add_tech_bonus = {
			name = DEN_domestic_designs
			bonus = 0.65
			uses = 2
			category = air_equipment
		}
		random_core_state = {
			limit = {
				is_fully_controlled_by = ROOT
				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
			}
		}
	}
}
### Entity: Idea
Component: AST_no_foreign_battlefields_idea_2
Constructs: removal_cost, autonomy_gain
Source: game
File: common/ideas/australia.txt

Code:
AST_no_foreign_battlefields_idea_2 = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = RAJ_independence_movement
	modifier = {
		autonomy_gain = 0.5
	}
}
### Entity: Character
Component: AST_eric_campbell
Source: game
File: common/characters/AST.txt

Code:
AST_eric_campbell = {
	name = AST_eric_campbell
	portraits = {
		civilian = {
			large = GFX_AST_eric_campbell
		}
	}
	country_leader = {
		ideology = fascism_ideology
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_98
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_98 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 98
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 98
	}
}
### Entity: Idea
Component: SPA_la_division_azul
Constructs: send_volunteer_size, send_volunteer_divisions_required, send_volunteers_tension
Source: game
File: common/ideas/spain_nationalist.txt

Code:
SPA_la_division_azul = {
	picture = SPA_la_division_azul
	allowed = {
		original_tag = SPR
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		send_volunteer_size = 3
		send_volunteer_divisions_required = -0.25
		send_volunteers_tension = -0.2
	}
}
### Entity: Event
Component: BALTIC_events.2
Constructs: is_triggered_only, ai_chance, limit, has_government, has_country_flag, is_historical_focus_on, is_in_faction, is_faction_leader
Source: game
File: events/NSB_Baltic.txt

Code:
country_event = {
	id = BALTIC_events.2
	title = BALTIC_events.2.t
	desc = {
		text = BALTIC_events.2.d_baltic
		trigger = {
			OR = {
				original_tag = EST LAT LIT
			}
		}
	} {
		text = BALTIC_events.2.d_scandi
		trigger = {
			NOT = {
				original_tag = EST LAT LIT
			}
		}
	}
	picture = GFX_report_event_canada_patriation
	is_triggered_only = yes
	option = {
		name = BALTIC_events.2.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 10
				FROM = {
					has_government = ROOT
				}
			} {
				factor = 100
				is_historical_focus_on = yes
				is_in_faction = no
				OR = {
					original_tag = LIT LAT EST
				}
			} {
				factor = 0
				is_in_faction = yes
			} {
				factor = 1.5
				EST = {
					has_country_flag = baltic_entente_flag
				}
			} {
				factor = 1.5
				LIT = {
					has_country_flag = baltic_entente_flag
				}
			} {
				factor = 1.5
				LAT = {
					has_country_flag = baltic_entente_flag
				}
			} {
				factor = 3
				FIN = {
					has_country_flag = baltic_entente_flag
				}
			} {
				factor = 5
				NOR = {
					has_country_flag = baltic_entente_flag
				}
			} {
				factor = 10
				SWE = {
					has_country_flag = baltic_entente_flag
				}
			} {
				factor = 0.1
				tag = SWE
				OR = {
					has_government = democratic neutrality
				}
			} {
				factor = 0
				FROM = {
					OR = {
						has_government = fascism neutrality
					}
				}
				has_government = democratic
			}
		}
		trigger = {
			FIN_is_lone_wolf_finland = no
		}
		if = {
			limit = {
				FROM = {
					is_faction_leader = yes
				}
			}
			FROM = {
				add_to_faction = PREV
			}
		}
		else = {
			give_guarantee = FROM
			FROM = {
				give_guarantee = ROOT
			}
		}
		hidden_effect = {
			set_country_flag = baltic_entente_flag
			FROM = {
				country_event = {
					id = BALTIC_events.201
					days = 5
				}
			}
		}
	} {
		name = BALTIC_events.2.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 0.5
				FROM = {
					has_government = ROOT
				}
				is_in_faction = no
			} {
				factor = 0
				is_historical_focus_on = yes
				is_in_faction = no
				OR = {
					original_tag = LIT LAT EST
				}
			} {
				factor = 5
				NOT = {
					FROM = {
						has_government = ROOT
					}
				}
			} {
				factor = 10
				tag = SWE
				OR = {
					has_government = democratic neutrality
				}
			}
		}
		if = {
			limit = {
				FIN_is_lone_wolf_finland = yes
			}
			custom_effect
# ... (truncated)
### Entity: Modifier Reference
Construct: ai_join_ally_desire_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## ai_join_ally_desire_factor

* Number with 0 decimal places
* **Categories**: ai
### Entity: Event
Component: news.237
Constructs: is_triggered_only
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.237
	title = news.237.t
	desc = news.237.d
	picture = GFX_news_event_german_speech
	major = yes
	is_triggered_only = yes
	option = {
		name = news.237.a
		trigger = {
			NOT = {
				TAG = GER ITA FRA ENG
			}
		}
	} {
		name = news.237.b
		trigger = {
			TAG = GER
		}
	} {
		name = news.237.c
		trigger = {
			TAG = ITA
		}
	} {
		name = news.237.e
		trigger = {
			OR = {
				TAG = FRA ENG
			}
		}
	}
}
### Entity: Event
Component: r56_australia.12
Constructs: is_triggered_only, ai_chance, has_country_flag, set_country_flag, is_historical_focus_on, has_game_rule, set_politics
Source: game
File: events/R56_Australia.txt

Code:
country_event = {
	id = r56_australia.12
	title = r56_australia.12.t
	desc = r56_australia.12.d
	picture = GFX_report_event_ast_parliament_house
	is_triggered_only = yes
	trigger = {
		has_country_flag = AST_1946_election
		NOT = {
			has_country_flag = AST_1949_election
		}
	}
	option = {
		name = r56_australia.12.a
		AST_set_robert_menzies = yes
		hidden_effect = {
			set_country_flag = AST_1949_election
		}
		ai_chance = {
			base = 15
		}
	} {
		name = r56_australia.12.b
		AST_set_ben_chifley = yes
		hidden_effect = {
			set_country_flag = AST_1949_election
		}
		ai_chance = {
			base = 5
			modifier = {
				factor = 0
				OR = {
					AND = {
						is_historical_focus_on = yes
						has_game_rule = {
							rule = AST_ai_behavior
							option = DEFAULT
						}
					}
					has_country_flag = AST_AI_RANDOM_DEMOCRATIC_HISTORICAL
					has_game_rule = {
						rule = AST_ai_behavior
						option = DEMOCRATIC_HISTORICAL
					}
				}
			}
		}
	} {
		name = r56_australia.country_win
		AST_set_arthur_fadden = yes
		hidden_effect = {
			set_country_flag = AST_1937_election
		}
		ai_chance = {
			base = 4
			modifier = {
				factor = 0
				OR = {
					AND = {
						is_historical_focus_on = yes
						has_game_rule = {
							rule = AST_ai_behavior
							option = DEFAULT
						}
					}
					has_country_flag = AST_AI_RANDOM_DEMOCRATIC_HISTORICAL
					has_game_rule = {
						rule = AST_ai_behavior
						option = DEMOCRATIC_HISTORICAL
					}
				}
			}
		}
	} {
		name = r56_australia.communist_win
		trigger = {
			communism = > 0.45
		}
		set_politics = {
			ruling_party = communism
			elections_allowed = no
		}
		hidden_effect = {
			set_country_flag = AST_1937_election
		}
		ai_chance = {
			base = 100
		}
	} {
		name = r56_australia.fascists_win
		trigger = {
			fascism = > 0.45
		}
		set_politics = {
			ruling_party = fascism
			elections_allowed = no
		}
		hidden_effect = {
			set_country_flag = AST_1937_election
		}
		ai_chance = {
			base = 100
		}
	}
}
### Entity: Event
Component: mongol_greater_mongolia.27
Constructs: is_triggered_only, add_war_support
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol_greater_mongolia.27
	title = mongol_greater_mongolia.27.t
	desc = mongol_greater_mongolia.27.d
	picture = GFX_report_event_tur_ataturk_writing_desk
	is_triggered_only = yes
	option = {
		name = mongol_greater_mongolia.27.a
		add_war_support = -0.1
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_form_rome_berlin_axis
Constructs: prerequisite, has_government, has_war_with, has_country_flag, add_opinion_modifier, completion_reward, is_in_faction_with, is_subject
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_form_rome_berlin_axis
	icon = GFX_focus_befriend_italy
	alternate_icon = GFX_focus_GER_befriend_italy
	prerequisite = {
		focus = GER_fate_of_czechoslovakia GER_integrate_czechoslovakia
	}
	mutually_exclusive = {
		focus = GER_invade_italy
	}
	x = 2
	y = 4
	relative_position_id = GER_integrate_czechoslovakia
	cost = 5
	bypass = {
		OR = {
			is_in_faction_with = ITA
			has_war_with = ITA
			NOT = {
				country_exists = ITA
			}
			ITA = {
				OR = {
					NOT = {
						has_government = fascism
					}
					is_subject = yes
				}
			}
		}
	}
	available_if_capitulated = yes
	available = {
		is_faction_leader = yes
		is_subject = no
		NOT = {
			has_war_with = ITA
		} {
			has_country_flag = ENG_ditched_the_italians_flag
		}
		ITA = {
			has_government = fascism
			is_subject = no
		}
	}
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 0
			OR = {
				has_government = democratic communism
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		ITA = {
			add_opinion_modifier = {
				target = GER
				modifier = ger_ita_alliance_focus
			}
			hidden_effect = {
				add_ai_strategy = {
					type = befriend
					id = ROOT
					value = 50
				}
				ROOT = {
					add_ai_strategy = {
						type = befriend
						id = PREV
						value = 50
					}
				}
				country_event = {
					id = generic.5
					hours = 4
					random_hours = 4
				}
			}
			custom_effect_tooltip = generic_invite_to_faction_tt
		}
	}
}
### Entity: Idea
Component: EAI_DD_8/anti_air_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_8/anti_air_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		anti_air_equipment = {
			build_cost_ic = -0.2
			instant = yes
		}
	}
}