Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: chl_focus
Component: CHL_an_imperial_capital
Constructs: has_completed_focus, prerequisite, limit, has_government, completion_reward, swap_country_leader_traits
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_an_imperial_capital
	icon = GFX_focus_CHL_an_imperial_capital
	relative_position_id = CHL_establish_the_royal_mountaineers
	x = 0
	y = 1
	cost = 5
	prerequisite = {
		focus = CHL_establish_the_royal_mountaineers
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 1.5
	}
	available = {
		has_government = neutrality
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		country_event = {
			id = CHL_political_events.82
			hours = 0
		}
		custom_effect_tooltip = CHL_an_imperial_capital_tt
		IF = {
			limit = {
				has_completed_focus = CHL_an_absolute_monarchy
			}
			CHL_antoine_iii = {
				swap_country_leader_traits = {
					remove = JUNO_sovereign_of_patagonia_2
					add = JUNO_sovereign_of_patagonia_3
					ideology = despotism
				}
			}
		}
	}
}
### Entity: Event
Component: prc.20
Constructs: is_triggered_only, limit, add_opinion_modifier, fire_only_once, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: events/r56_prc.txt

Code:
country_event = {
	id = prc.20
	title = prc.14.t
	desc = prc.14.d
	picture = GFX_report_event_second_vienna_award_pact
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = prc.14.a
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 2
					include_locked = yes
				} {
					building = infrastructure
					size = > 3
				}
			}
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = industrial_complex
				level = 3
				instant_build = yes
			} {
				type = infrastructure
				level = 4
				instant_build = yes
			}
		}
		custom_effect_tooltip = prc_more_trade_deals_and_construct_tt
		every_other_country = {
			add_opinion_modifier = {
				target = PRC
				modifier = PRC_swcc_5
			}
		}
		if = {
			limit = {
				has_idea = PRC_socialism_with_chinese_characteristics_5
			}
			swap_ideas = {
				remove_idea = PRC_socialism_with_chinese_characteristics_5
				add_idea = PRC_socialism_with_chinese_characteristics_6
			}
		}
	}
}
### Entity: Trigger Reference
Construct: has_dlc
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_dlc

* Supported Scopes: any
* Supported Targets: none

```
Checks if player has a DLC.
Example: has_dlc = "name of the dlc"
```
### Entity: Character
Component: fascist_figurehead
Constructs: fascism_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
fascist_figurehead = {
	sprite = 13
	random = no
	fascism_drift = 0.05
	political_power_factor = 0.1
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_compania_minera_atacocha
Constructs: add_ideas, completion_reward, add_tech_bonus, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_compania_minera_atacocha
	icon = GFX_goal_excavation
	x = 2
	y = 0
	cost = 5
	relative_position_id = PRU_plan_limas_expansion
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_ideas = YUG_idea_expanded_mining_industry
		add_tech_bonus = {
			name = PRU_compania_minera_atacocha
			bonus = 1.0
			uses = 1
			category = excavation_tech construction_tech
		}
		swap_ideas = {
			remove_idea = PRU_stagnant_economy
			add_idea = PRU_stagnant_economy_1
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
}
### Entity: AI Strategy
Component: militia_SWI
Source: game
File: common/ai_templates/templates_SWI.txt

Code:
militia_SWI = {
	available_for = {
		SWI
	}
	role = militias
	upgrade_prio = {
		factor = 2
	}
	militia_default_SWI = {
		upgrade_prio = {
			factor = 1
		}
		target_template = {
			support = {
				engineer = 1
				recon = 1
				artillery = 1
				field_hospital = 1
			}
			regimental_support = {
				anti_tank_battery = 1
				anti_air_battery = 1
			}
			regiments = {
				militia = 9
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_DIPLO_neutral_joins_axis_2
Constructs: has_war, has_government, has_country_flag, is_historical_focus_on, is_in_faction_with
Source: game
File: common/ai_strategy/EAI_COUNTRY_diplomacy_misc_strategies.txt

Code:
EAI_DIPLO_neutral_joins_axis_2 = {
	enable = {
		is_historical_focus_on = yes
		has_country_flag = EAI_neutral_joins_axis
		NOT = {
			is_in_faction_with = GER
		}
		has_government = fascism
		GER = {
			has_war = yes
		}
		threat = > 0.99
	}
	abort_when_not_enabled = yes
	reversed = yes
	ai_strategy = {
		type = diplo_action_desire
		id = GER
		target = offer_join_faction
		value = 700
	}
}
### Entity: Technology
Component: Reversible_Periscope
Constructs: research_cost
Source: game
File: common/technologies/r56_country_techs.txt

Code:
technology = {
	research_cost = 1
	allow = {
		always = no
	}
	category_tanks = {
		max_organisation = 2
		breakthrough = 0.05
	}
	light_tank_destroyer_brigade = {
		max_organisation = 2
		breakthrough = 0.05
	}
	medium_tank_destroyer_brigade = {
		max_organisation = 2
		breakthrough = 0.05
	}
	heavy_tank_destroyer_brigade = {
		max_organisation = 2
		breakthrough = 0.05
	}
	super_heavy_tank_destroyer_brigade = {
		max_organisation = 2
		breakthrough = 0.05
	}
	modern_tank_destroyer_brigade = {
		max_organisation = 2
		breakthrough = 0.05
	}
	recon = {
		max_organisation = 2
		breakthrough = 0.05
	}
}
### Entity: Order of Battle
Component: 7th Independent Brigade
Constructs: division_template
Source: game
File: history/units/YUN_1936_sea.txt

Code:
division = {
	name = 7th Independent Brigade
	location = 7965
	division_template = Juntuán
	start_equipment_factor = 0.2
	officer = {
		name = YUN_gong_shunbi
	}
}
### Entity: Event
Component: bftb_bulgaria_factions.47
Constructs: is_triggered_only, limit, has_country_flag, add_stability, add_political_power
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_factions.47
	title = bftb_bulgaria_factions.47.t
	desc = bftb_bulgaria_factions.47.desc
	picture = GFX_report_event_bul_boris_with_muraviev
	is_triggered_only = yes
	option = {
		name = bftb_bulgaria_factions.47.a
		add_political_power = 120
		add_stability = 0.1
		if = {
			limit = {
				NOT = {
					has_country_flag = BUL_zveno_destroyed_flag
				} {
					has_country_flag = BUL_zveno_integrated_flag
				}
			}
			BUL_zveno_medium_loyalty_decrease_effect = yes
		} {
			limit = {
				NOT = {
					has_country_flag = BUL_bs_destroyed_flag
				} {
					has_country_flag = BUL_bs_integrated_flag
				}
			}
			BUL_bs_medium_loyalty_decrease_effect = yes
		} {
			limit = {
				NOT = {
					has_country_flag = BUL_bzns_destroyed_flag
				} {
					has_country_flag = BUL_bzns_integrated_flag
				}
			}
			BUL_bzns_medium_loyalty_decrease_effect = yes
		}
	}
}
### Entity: Scripted Trigger
Component: can_lose_unity
Constructs: has_war, has_stability
Source: game
File: common/scripted_triggers/Elections_scripted_triggers.txt

Code:
can_lose_unity = {
	has_stability = > 0.6
	OR = {
		has_war = no
		AND = {
			has_war = yes
			surrender_progress = < 0.1
		}
	}
}
### Entity: Country History
Country: KUB
Component: KUB_misc
Constructs: limit, set_technology, set_research_slots, has_dlc, set_convoys
Source: game
File: history/countries/KUB - Kuban Cossack.txt

Code:
# Misc for KUB
capital = 234
set_research_slots = 3
if = {
	limit = {
		has_dlc = By Blood Alone
	}
	set_technology = {
		iw_small_airframe = 1
		aa_lmg = 1
		aa_cannon_1 = 1
		early_bombs = 1
		engines_1 = 1
		engines_2 = 1
		iw_medium_airframe = 1
		iw_large_airframe = 1
		basic_small_airframe = 1
		basic_medium_airframe = 1
		aircraft_construction = 1
	}
	else = {
		set_technology = {
			early_fighter = 1
			fighter1 = 1
			early_bomber = 1
			strategic_bomber1 = 1
			naval_bomber1 = 1
			flying_boat = 1
		}
	}
}
set_convoys = 5
### Entity: National Focus
Tree: swe_focus
Component: SWE_collectivization_phase_one
Constructs: prerequisite, completion_reward, set_country_flag, add_timed_idea, random_owned_controlled_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_collectivization_phase_one
	icon = GFX_focus_SOV_merge_plants
	prerequisite = {
		focus = SWE_appropriate_capitalist_industries
	}
	mutually_exclusive = {

	}
	relative_position_id = SWE_appropriate_capitalist_industries
	x = 0
	y = 1
	cost = 10
	completion_reward = {
		set_country_flag = SWE_collectivization_flag
		add_timed_idea = {
			days = 180
			idea = SWE_collectivization_idea
		}
		random_owned_controlled_state = {
			prioritize = {
				138
			}
			add_extra_state_shared_building_slots = 4
		} {
			prioritize = {
				141
			}
			add_extra_state_shared_building_slots = 4
		}
	}
}
### Entity: Modding Documentation
Construct: ai_attitude_allied_weight
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### ai_attitude_allied_weight
* description: weight for an ai attitude attitude_alliedagainst country. Example: GER.ai_attitude_allied_weight@ENG
### Entity: Character
Component: museum_curator
Constructs: research_speed_factor
Source: game
File: common/country_leader/goe_traits.txt

Code:
museum_curator = {
	sprite = 13
	political_power_factor = 0.1
	research_speed_factor = 0.05
	ai_will_do = {
		factor = 2
	}
}
### Entity: Special Project
Component: sp_air_generic_reward_major_progress_1
Constructs: limit, fire_only_once, has_project_flag, add_project_progress_ratio, set_project_flag, has_scientist_level, add_scientist_xp
Source: game
File: common/special_projects/prototype_rewards/generic_air_prototype_rewards.txt

Code:
sp_air_generic_reward_major_progress_1 = {
	fire_only_once = yes
	threshold = {
		min = 0
		max = 100
	}
	weight = {
		base = @base_reward_weight
		modifier = {
			factor = @reward_weight_factor_theme
			has_project_flag = sp_air_generic_reward_major_progress_flag
		}
	}
	option = {
		token = sp_air_generic_reward_option_major_breakthrough
		iteration_output = {
			country_effects = {
				FROM = {
					add_project_progress_ratio = constant:sp_progress.gain.low
					set_project_flag = sp_air_generic_reward_major_progress_flag
				}
			}
			scientist_effects = {
				if = {
					limit = {
						has_scientist_level = {
							level = < 5
							specialization = specialization_air
						}
					}
					add_scientist_xp = {
						experience = constant:sp_scientist_xp_gain.low
						specialization = specialization_air
					}
				}
			}
		}
	}
}
### Entity: Decision
Component: convert_neighbours_baltic_cat
Constructs: has_completed_focus, has_government, has_country_flag, fire_only_once, add_political_power, is_baltic_country, is_capital, complete_effect
Source: game
File: common/decisions/BALTIC.txt

Code:
convert_neighbours_baltic_cat = {
	BALTIC_promote_communism = {
		icon = hol_draw_up_staff_plans
		state_target = yes
		available = {
			FROM = {
				owner = {
					is_baltic_country = yes
					NOT = {
						original_tag = ROOT
					}
				}
			}
		}
		target_trigger = {
			FROM = {
				owner = {
					is_baltic_country = yes
					NOT = {
						original_tag = ROOT
					} {
						has_government = communism
					} {
						has_country_flag = banned_communism_flag
					}
				}
				is_capital = yes
			}
		}
		visible = {
			ROOT = {
				has_completed_focus = BALTIC_influence_neighbours
			}
		}
		fire_only_once = no
		cost = 50
		days_remove = 70
		complete_effect = {
			FROM = {
				owner = {
					add_timed_idea = {
						idea = BALTIC_communist_propaganda
						days = 70
					}
				}
			}
		}
		remove_effect = {

		}
		ai_will_do = {
			base = 10
		}
	}
	BALTIC_promote_communism_militancy = {
		icon = hol_draw_up_staff_plans
		state_target = yes
		available = {
			FROM = {
				owner = {
					is_baltic_country = yes
					NOT = {
						original_tag = ROOT
					} {
						has_country_flag = banned_communism_flag
					}
				}
			}
		}
		target_trigger = {
			FROM = {
				owner = {
					is_baltic_country = yes
					NOT = {
						original_tag = ROOT
					} {
						has_government = communism
					} {
						has_country_flag = banned_communism_flag
					}
				}
				is_capital = yes
			}
		}
		visible = {
			ROOT = {
				has_completed_focus = BALTIC_influence_neighbours
			}
		}
		fire_only_once = no
		custom_cost_trigger = {
			command_power = > 24
			has_political_power = > 24
		}
		custom_cost_text = decision_cost_CP_25_pp_25
		days_remove = 70
		complete_effect = {
			hidden_effect = {
				add_political_power = -25
				add_command_power = -25
			}
			FROM = {
				owner = {
					add_timed_idea = {
						idea = BALTIC_communist_militancy
						days = 70
					}
				}
			}
		}
		remove_effect = {

		}
		ai_will_do = {
			base = 10
		}
	}
}
### Entity: Unit Template
Component: ALB_ARM_01
Source: game
File: common/units/names_divisions/ALB_names_divisions.txt

Code:
ALB_ARM_01 = {
	name = Armored Division
	for_countries = {
		ALB
	}
	can_use = {
		always = yes
	}
	division_types = {
		light_armor medium_armor heavy_armor modern_armor
	}
	fallback_name = %s Koracë Pjesëtim
	ordered = {
		1 = {
			%s Koracë Pjesëtim
		}
		2 = {
			%s Koracë Pjesëtim
		}
		3 = {
			%s Koracë Pjesëtim
		}
		4 = {
			%s Koracë Pjesëtim
		}
		5 = {
			%s Koracë Pjesëtim
		}
		6 = {
			%s Koracë Pjesëtim
		}
		7 = {
			%s Koracë Pjesëtim
		}
		8 = {
			%s Koracë Pjesëtim
		}
		9 = {
			%s Koracë Pjesëtim
		}
		10 = {
			%s Koracë Pjesëtim
		}
	}
}
### Entity: Event
Component: SEA_PRC_request_aid.32
Constructs: is_triggered_only, add_equipment_to_stockpile, limit, fire_only_once, set_technology, has_dlc, create_equipment_variant, allow_without_tech
Source: game
File: events/SEA_Communist_China.txt

Code:
country_event = {
	id = SEA_PRC_request_aid.32
	title = SEA_PRC_request_aid.32.t
	desc = SEA_PRC_request_aid.32.desc
	picture = GFX_report_event_soviet_tanks
	is_triggered_only = yes
	fire_only_once = no
	immediate = {
		hidden_effect = {
			if = {
				limit = {
					has_dlc = No Step Back
				}
				set_technology = {
					improved_light_tank_chassis = 1
					popup = no
				}
				create_equipment_variant = {
					name = BT-7
					type = light_tank_chassis_2
					upgrades = {
						tank_nsb_engine_upgrade = 10
						tank_nsb_armor_upgrade = 2
					}
					modules = {
						main_armament_slot = tank_small_cannon_2
						engine_type_slot = tank_gasoline_engine
						turret_type_slot = tank_light_two_man_tank_turret
						suspension_type_slot = tank_christie_suspension
						armor_type_slot = tank_welded_armor
					}
					model = SOV_light_armor_entity
					icon = GFX_SOV_improved_light_tank_medium
					allow_without_tech = yes
				}
			}
			else = {
				set_technology = {
					improved_light_tank = 1
					popup = no
				}
				create_equipment_variant = {
					name = BT-7
					type = light_tank_equipment_2
					icon = GFX_SOV_improved_light_tank_medium
				}
			}
		}
	}
	option = {
		name = SEA_PRC_request_aid.32.a
		if = {
			limit = {
				has_dlc = No Step Back
			}
			custom_effect_tooltip = PRC_appeal_for_foreign_aid_bt7_all_tanks_tt
			hidden_effect = {
				add_equipment_to_stockpile = {
					type = light_tank_chassis_2
					amount = 350
					variant_name = BT-7
				}
			}
		}
		else = {
			add_equipment_to_stockpile = {
				type = light_tank_equipment_2
				amount = 350
				variant_name = BT-7
			}
		}
		FROM = {
			if = {
				limit = {
					has_dlc = No Step Back
				}
				add_equipment_to_stockpile = {
					type = light_tank_chassis_2
					amount = -350
					producer = THIS
				}
			}
			else = {
				add_equipment_to_stockpile = {
					type = light_tank_equipment_2
					amount = -350
					producer = THIS
				}
			}
		}
	}
}
### Entity: Scripted Effect
Component: NORDIC_mil_industry_member_to_originator
Constructs: limit, has_dynamic_modifier, remove_dynamic_modifier, add_dynamic_modifier
Source: game
File: common/scripted_effects/NORDIC_scripted_effects.txt

Code:
NORDIC_mil_industry_member_to_originator = {
	if = {
		limit = {
			has_dynamic_modifier = {
				modifier = NORDIC_mil_industry_member_dmod
			}
		}
		custom_effect_tooltip = NORDIC_becomes_military_industry_leader_tooltip
		hidden_effect = {
			remove_dynamic_modifier = {
				modifier = NORDIC_mil_industry_member_dmod
			}
			add_dynamic_modifier = {
				modifier = NORDIC_mil_industry_originator_dmod
			}
		}
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_radio_nacional
Constructs: prerequisite, limit, add_ideas, completion_reward, set_technology, has_tech
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_radio_nacional
	icon = GFX_focus_SWE_radiotjanst
	prerequisite = {
		focus = BRA_coffee_crisis_aftermath
	}
	x = -1
	y = 1
	relative_position_id = BRA_coffee_crisis_aftermath
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		add_ideas = BRA_radio_nacional_idea
		IF = {
			limit = {
				NOT = {
					has_tech = radio
				}
			}
			set_technology = {
				radio = 1
			}
		}
	}
}
### Entity: National Focus
Tree: men_focus
Component: MEN_steer_the_industry
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/mengkukuo.txt

Code:
focus = {
	id = MEN_steer_the_industry
	icon = GFX_goal_generic_state_economy
	prerequisite = {
		focus = MEN_transition_into_the_third_phase
	}
	x = 1
	y = 1
	available = {
		has_government = democratic
	}
	relative_position_id = MEN_transition_into_the_third_phase
	cost = 10
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				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 = {
				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_ideas = SIA_state_invervention
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Event
Component: AST_diplomatic_events.69
Constructs: is_triggered_only, limit, has_country_flag, add_to_faction, create_faction_from_template
Source: game
File: events/TAOG_Australia.txt

Code:
country_event = {
	id = AST_diplomatic_events.69
	title = AST_diplomatic_events.69.t
	desc = AST_diplomatic_events.69.desc
	picture = GFX_report_event_generic_handshake
	is_triggered_only = yes
	option = {
		name = AST_diplomatic_events.69.a
		effect_tooltip = {
			IF = {
				limit = {
					ENG = {
						has_country_flag = AST_ast_to_eng_faction
					}
				}
				ENG = {
					add_to_faction = AST
				}
			}
			ELSE_IF = {
				limit = {
					AST = {
						has_country_flag = AST_eng_to_ast_faction
					}
				}
				custom_effect_tooltip = AST_eng_to_ast_faction_tt AST_eng_as_faction_leader_tt
			}
			ELSE = {
				ENG = {
					create_faction_from_template = faction_template_AST_nations_of_the_empire
					add_to_faction = AST
				}
			}
		}
	}
}
### Entity: National Focus
Tree: adu_focus
Component: ADU_tip_the_balance_of_power
Constructs: prerequisite, add_ideas, completion_reward, add_popularity, set_politics
Source: game
File: common/national_focus/andalusia.txt

Code:
focus = {
	id = ADU_tip_the_balance_of_power
	icon = GFX_focus_generic_soviet_politics
	prerequisite = {
		focus = ADU_secure_security_ministers
	}
	x = 1
	y = 1
	relative_position_id = ADU_secure_security_ministers
	cost = 5
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
	available_if_capitulated = yes
	completion_reward = {
		add_popularity = {
			ideology = democratic
			popularity = -0.08
		} {
			ideology = communism
			popularity = 0.05
		}
		set_politics = {
			ruling_party = communism
		}
		add_ideas = political_commissars_focus
	}
}
### Entity: AI Strategy
Component: ALB_democratic_plan
Constructs: has_country_flag, is_historical_focus_on, has_game_rule
Source: game
File: common/ai_strategy_plans/ALB_alternate_strategy_plan.txt

Code:
ALB_democratic_plan = {
	name = ALB: Albanian Democratic AI Plan
	desc = Democratic behavior for Albania.
	allowed = {
		original_tag = ALB
	}
	enable = {
		OR = {
			NOT = {
				is_historical_focus_on = yes
				has_game_rule = {
					rule = ALB_ai_behavior
					option = DEFAULT
				}
			}
			has_country_flag = ALB_AI_RANDOM_DEMOCRATIC
			has_game_rule = {
				rule = ALB_ai_behavior
				option = DEMOCRATIC
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		ALB_political_reforms ALB_challenge_zogs_rule ALB_restore_the_republic ALB_exile_the_king
	}
	focus_factors = {
		ALB_strengthen_zogs_rule = 0
		ALB_the_peoples_republic = 0
		ALB_invite_egyptian_exiles = 0
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Character
Component: r56_rom_moscowite_puppet
Constructs: stability_factor, compliance_gain
Source: game
File: common/country_leader/r56_traits.txt

Code:
r56_rom_moscowite_puppet = {
	random = no
	compliance_gain = -0.025
	resistance_damage_to_garrison = -0.1
	stability_factor = -0.05
}
### Entity: Character
Component: transnational_anarchist
Constructs: conscription_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
transnational_anarchist = {
	random = no
	sprite = 13
	global_building_slots_factor = 0.05
	conscription_factor = 0.05
	non_core_manpower = 0.05
}
### Entity: National Focus
Tree: den_focus
Component: DEN_danske_stalvalsevaerket
Constructs: prerequisite, limit, completion_reward, add_tech_bonus, is_fully_controlled_by, add_extra_state_shared_building_slots, add_building_construction, add_resource
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_danske_stalvalsevaerket
	icon = GFX_focus_generic_steel
	prerequisite = {
		focus = DEN_reorient_production_lines
	}
	mutually_exclusive = {

	}
	relative_position_id = DEN_reorient_production_lines
	x = -1
	y = 1
	cost = 10
	bypass = {

	}
	available = {

	}
	available_if_capitulated = yes
	ai_will_do = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		custom_effect_tooltip = DEN_unlock_stalvalsevaerket_tt
		add_tech_bonus = {
			name = DEN_danske_stalvalsevaerket
			bonus = 1
			uses = 1
			category = industry
		}
		if = {
			limit = {
				37 = {
					is_fully_controlled_by = ROOT
				}
			}
			37 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
				add_resource = {
					type = steel
					amount = 12
				}
			}
		}
		else = {
			random_core_state = {
				limit = {
					is_fully_controlled_by = ROOT
					free_building_slots = {
						building = industrial_complex
						size = > 0
						include_locked = yes
					}
				}
				prioritize = {
					911 99 912
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
				add_resource = {
					type = steel
					amount = 4
				}
			}
		}
	}
}
### Entity: Character
Component: stalin_inheritor_of_lenin
Source: game
File: common/country_leader/00_traits.txt

Code:
stalin_inheritor_of_lenin = {
	random = no
	political_power_factor = 0.1
	justify_war_goal_time = -0.25
}