Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: CHI_capitalism2
Constructs: stability_factor, has_government, removal_cost
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_capitalism2 = {
	picture = SOV_third_five_year_plan_military
	cancel = {
		NOT = {
			has_government = democratic
		}
	}
	removal_cost = -1
	modifier = {
		production_speed_industrial_complex_factor = 0.15
		production_factory_start_efficiency_factor = 0.05
		min_export = 0.2
		stability_factor = -0.15
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
}
### Entity: Modifier Reference
Construct: defence
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## defence

* Number with 2 decimal places
* **Categories**: army, defensive
### Entity: AI Strategy
Component: EAI_BUILDING_construction_NIC_52
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_NIC_52 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_NIC
			value = 52
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = dockyard
		value = 52
	}
}
### Entity: Idea
Component: CZE_walter_co
Constructs: has_completed_focus, limit, has_dlc, research_bonus
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_walter_co = {
	picture = generic_electronics_concern_1
	allowed = {
		OR = {
			original_tag = CZE POL
		}
		has_dlc = Peace For Our Time
	}
	visible = {
		if = {
			limit = {
				original_tag = CZE
			}
			always = yes
		} {
			limit = {
				original_tag = POL
			}
			has_completed_focus = POL_join_CZE_industry
		}
	}
	available = {
		if = {
			limit = {
				original_tag = CZE
			}
			has_completed_focus = CZE_joint_stock_schemes
		} {
			limit = {
				original_tag = POL
			}
			has_completed_focus = POL_join_CZE_industry
		}
	}
	traits = {
		engine_manufacturing_concern
	}
	research_bonus = {
		motorized_equipment = 0.05
		air_equipment = 0.05
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_industries_assistance_corporation
Constructs: completion_reward, cancel_if_invalid, add_tech_bonus, industrial_bonus
Source: game
File: common/national_focus/australia.txt

Code:
focus = {
	id = AST_industries_assistance_corporation
	icon = GFX_goal_generic_production
	x = 2
	y = 0
	relative_position_id = AST_standard_gauge_railway
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = industrial_bonus
			bonus = 1.0
			uses = 1
			category = industry
		}
	}
}
### Entity: Idea
Component: SRL_nccr
Source: game
File: common/ideas/sri_lanka.txt

Code:
SRL_nccr = {
	picture = generic_navy_asia_2
	allowed = {
		original_tag = SRL
	}
	traits = {
		navy_chief_commerce_raiding_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Scripted Trigger
Component: EAI_marm_attachment
Constructs: check_variable, has_global_flag, has_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_land_triggers.txt

Code:
EAI_marm_attachment = {
	NOT = {
		check_variable = {
			EAI_FOCUS/LAND/armor_focus = global.EAI_LARM_FOCUS
		} {
			EAI_FOCUS/LAND/armor_focus_OVERRIDE = global.EAI_LARM_FOCUS
		} {
			EAI_FOCUS/LAND/armor_focus = global.EAI_MARM_FOCUS
		} {
			EAI_FOCUS/LAND/armor_focus_OVERRIDE = global.EAI_MARM_FOCUS
		} {
			EAI_FOCUS/LAND/armor_focus = global.EAI_HARM_FOCUS
		} {
			EAI_FOCUS/LAND/armor_focus_OVERRIDE = global.EAI_HARM_FOCUS
		}
	}
	OR = {
		check_variable = {
			EAI_FOCUS/LAND/attachment = global.EAI_MARM_ATTACHMENT
		} {
			EAI_FOCUS/LAND/attachment_OVERRIDE = global.EAI_MARM_ATTACHMENT
		}
		AND = {
			OR = {
				EAI_Medium_Armor_Attachment_PRESET = yes
				has_global_flag = EAI_random_focuses
			}
			NOT = {
				has_variable = EAI_FOCUS/LAND/attachment EAI_FOCUS/LAND/attachment_OVERRIDE
			}
		}
	}
}
### Entity: Event
Component: turkey.124
Constructs: is_triggered_only
Source: game
File: events/r56_turkey.txt

Code:
country_event = {
	id = turkey.124
	title = turkey.124.t
	desc = turkey.124.d
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = turkey.124.a
	}
}
### Entity: National Focus
Tree: can_focus
Component: CAN_camp_x
Constructs: has_completed_focus, prerequisite, limit, completion_reward, set_technology, cancel_if_invalid, has_dlc, add_tech_bonus
Source: game
File: common/national_focus/canada.txt

Code:
focus = {
	id = CAN_camp_x
	icon = GFX_goal_generic_intelligence_exchange
	prerequisite = {
		focus = CAN_montreal_laboratory_collaboration CAN_permanent_joint_defense_board
	}
	x = 0
	y = 2
	relative_position_id = CAN_strengthen_the_commonwealth_ties
	cost = 10
	ai_will_do = {
		factor = 25
		modifier = {
			factor = 2
			has_completed_focus = CAN_the_plan
		}
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_dlc = La Resistance
				}
			}
			add_tech_bonus = {
				name = CAN_camp_x
				bonus = 1.0
				uses = 1
				category = encryption_tech decryption_tech
			}
		}
		else = {
			hidden_effect = {
				set_technology = {
					lar_decryption_bonus_tech = 1
				}
			}
			custom_effect_tooltip = lar_decryption_bonus_tt
		}
	}
}
### Entity: Event
Component: wuw_GER_reichskommissariats.8
Constructs: is_triggered_only, ai_chance, limit, add_ideas, has_government, set_nationality, every_controlled_state, set_compliance
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_reichskommissariats.8
	title = wuw_GER_reichskommissariats.8.t
	desc = wuw_GER_reichskommissariats.8.desc
	picture = GFX_report_event_german_politician_speech
	immediate = {
		hidden_effect = {
			IF = {
				limit = {
					SOV = {
						NOT = {
							has_government = fascism
						}
					}
				}
				SOV = {
					set_nationality = {
						target_country = RKM
						character = SOV_konstantin_rodzayevsky
					}
				}
			}
		}
	}
	is_triggered_only = yes
	option = {
		name = wuw_GER_reichskommissariats.8.a
		ai_chance = {
			base = 95
		}
		RKM = {
			add_ideas = GER_german_controlled_reichskommissariat
		}
		hidden_effect = {
			IF = {
				limit = {
					SOV = {
						NOT = {
							has_government = fascism
						}
					}
				}
				RKM = {
					set_nationality = {
						target_country = SOV
						character = SOV_konstantin_rodzayevsky
					}
				}
			}
		} {
			RKM = {
				every_controlled_state = {
					set_compliance = 25
				}
			}
		}
	} {
		name = wuw_GER_reichskommissariats.8.b
		trigger = {
			SOV = {
				NOT = {
					has_government = fascism
				}
			}
		}
		ai_chance = {
			base = 5
		}
		RKM = {
			SOV_konstantin_rodzayevsky = {
				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 = {
			RKM = {
				every_controlled_state = {
					set_compliance = 25
				}
			}
		}
	}
}
### Entity: Character
Component: BUL_konstantin_muraviev
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/BUL.txt

Code:
BUL_konstantin_muraviev = {
	instance = {
		allowed = {
			has_dlc = Battle for the Bosporus
		}
		advisor = {
			slot = political_advisor
			idea_token = BUL_konstantin_muraviev
			allowed = {
				has_dlc = Battle for the Bosporus
				original_tag = BUL
			}
			available = {
				has_completed_focus = BUL_democratic_principles
			}
			traits = {
				compassionate_gentleman
			}
			ai_will_do = {
				base = 1.0
			}
		}
		name = BUL_konstantin_muraviev
		portraits = {
			army = {
				small = GFX_idea_bul_konstantin_muraviev
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Battle for the Bosporus
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = BUL_konstantin_muraviev
			allowed = {
				NOT = {
					has_dlc = Battle for the Bosporus
				}
				original_tag = BUL
			}
			traits = {
				compassionate_gentleman
			}
		}
		name = BUL_konstantin_muraviev
		portraits = {
			army = {
				small = GFX_idea_generic_political_advisor_europe_1
			}
		}
	}
}
### Entity: Scripted Effect
Component: ITA_bop_low_increase_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_bop_low_increase_effect = {
	add_power_balance_value = {
		id = ITA_power_balance
		value = 0.1
	}
}
### Entity: Idea
Component: NORDIC_receiving_investments_fake_ns
Source: game
File: common/ideas/nordic_shared.txt

Code:
NORDIC_receiving_investments_fake_ns = {
	picture = man_five_year_plan_industry
	modifier = {
		custom_modifier_tooltip = NORDIC_receiving_investments_TT
	}
}
### Entity: Idea
Component: ast_foreign_communist_influence_idea
Constructs: stability_factor, communism_drift
Source: game
File: common/ideas/australia.txt

Code:
ast_foreign_communist_influence_idea = {
	picture = generic_intel_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		stability_factor = -0.05
		communism_drift = 0.15
	}
}
### Entity: National Focus
Tree: eng_focus
Component: ENG_concessions_to_the_trade_unions
Constructs: has_completed_focus, prerequisite, has_war, limit, has_country_flag, add_stability, completion_reward, allow_branch
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = ENG_concessions_to_the_trade_unions
	prerequisite = {
		focus = ENG_a_change_in_course
	}
	mutually_exclusive = {
		focus = ENG_the_kings_party ENG_organize_the_blackshirts
	}
	allow_branch = {
		has_dlc = Man the Guns
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				OR = {
					has_completed_focus = ENG_the_kings_party ENG_organize_the_blackshirts ENG_steady_as_she_goes
				}
			}
		}
	}
	offset = {
		x = -5
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = ENG_concessions_to_the_trade_unions
		}
	}
	available = {
		is_subject = no
		has_war = no
		if = {
			limit = {
				NOT = {
					has_country_flag = ENG_abdication_crisis_changed_mind
				}
			}
			NOT = {
				has_country_flag = edward_viii_refused_to_abdicate_flag
			}
		}
	}
	icon = GFX_focus_eng_concessions_to_the_trade_unions
	x = 5
	y = 1
	relative_position_id = ENG_a_change_in_course
	cancel_if_invalid = yes
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			OR = {
				has_country_flag = ENG_abdication_crisis_normal_marriage ENG_abdication_crisis_morganatic_marriage
			}
		} {
			factor = 0
			has_completed_focus = uk_empire_focus
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_stability = 0.1
		custom_effect_tooltip = ENG_concessions_to_the_trade_unions_tt ENG_concessions_to_the_trade_unions_tt_3 ENG_concessions_to_the_trade_unions_tt_2
		hidden_effect = {
			random_list = {
				10 = {
					random_list = {
						6 = {
							set_country_flag = ENG_trade_unions_demand_minister_appointment_1
						} {
							set_country_flag = ENG_trade_unions_demand_minister_appointment_2
						} {
							set_country_flag = ENG_trade_unions_demand_minister_appointment_3
						} {
							set_country_flag = ENG_trade_unions_demand_minister_appointment_4
						} {
							set_country_flag = ENG_trade_unions_demand_minister_appointment_5
						} {
							set_country_flag = ENG_trade_unions_demand_minister_appointment_6
						} {
							set_country_flag = ENG_trade_unions_demand_minister_appointment_7
						} {
							set_country_flag = ENG_trade_unions_demand_minister_appointment_8
						} {
							set_country_flag = ENG_trade_unions_demand_minister_appointment_9
						} {
				
# ... (truncated)
### Entity: National Focus
Tree: chi_focus
Component: CHI_uplift_the_cavalry_regiments
Constructs: prerequisite, completion_reward, cancel_if_invalid, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/china_warlord.txt

Code:
focus = {
	id = CHI_uplift_the_cavalry_regiments
	icon = GFX_goal_generic_cavalry
	x = -1
	y = 1
	cost = 10
	prerequisite = {
		focus = CHI_strenghten_warlord_authority
	}
	relative_position_id = CHI_strenghten_warlord_authority
	mutually_exclusive = {
		focus = CHI_uplift_the_mountain_brigades
	}
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {

	}
	completion_reward = {
		swap_ideas = {
			remove_idea = CHI_warlord_state_idea_2
			add_idea = CHI_warlord_state_idea_cav
		}
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_reject_international_ideologies
Constructs: prerequisite, completion_reward, add_political_power, add_popularity
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_reject_international_ideologies
	prerequisite = {
		focus = PRU_crown_an_inca
	}
	icon = GFX_goal_generic_anti_communism
	x = -1
	y = 1
	relative_position_id = PRU_crown_an_inca
	cost = 5
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_popularity = {
			ideology = communism
			popularity = -0.1
		} {
			ideology = fascism
			popularity = -0.1
		}
		add_political_power = -15
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Character
Component: BLR_radislau_astrouski
Source: game
File: common/characters/BLR.txt

Code:
BLR_radislau_astrouski = {
	name = BLR_radislau_astrouski
	portraits = {
		civilian = {
			large = GFX_portrait_BLR_radaslau_astrouski
		}
	}
	country_leader = {
		ideology = fascism_ideology
		expire = 1965.3.1
		id = -1
		traits = {
			anti_communist conservative_nationalist
		}
	} {
		ideology = despotism
		expire = 1965.3.1
		id = -1
		traits = {
			anti_communist conservative_nationalist
		}
	}
}
### Entity: Event
Component: wuw_HUN_news_events.5
Constructs: is_triggered_only, has_government
Source: game
File: events/WUW_Hungary.txt

Code:
news_event = {
	id = wuw_HUN_news_events.5
	title = wuw_HUN_news_events.5.t
	desc = wuw_HUN_news_events.5.desc
	picture = GFX_news_event_royal_visit
	major = yes
	is_triggered_only = yes
	option = {
		name = wuw_HUN_news_events.5.a
		trigger = {
			TAG = HUN
		}
	} {
		name = wuw_HUN_news_events.5.b
		trigger = {
			NOT = {
				TAG = HUN
			}
			OR = {
				has_government = democratic communism fascism
			}
		}
	} {
		name = wuw_HUN_news_events.5.c
		trigger = {
			NOT = {
				TAG = HUN
			}
			has_government = neutrality
		}
	}
}
### Entity: Decision
Component: GER_operational_planning_category
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/GER_decision_categories.txt

Code:
GER_operational_planning_category = {
	icon = GFX_decision_category_GER_war_planning
	picture = GFX_decision_cat_picture_operational_planning
	priority = 11
	visible_when_empty = no
	allowed = {
		original_tag = GER
	}
	visible = {
		OR = {
			has_completed_focus = GER_adopt_new_panzer_doctrine GER_the_prussian_legacy
		}
	}
}
### Entity: Idea
Component: idea_CHI_stabilized_government
Constructs: research_speed_factor, is_chinese_warlord, removal_cost
Source: game
File: common/ideas/china.txt

Code:
idea_CHI_stabilized_government = {
	picture = generic_constitutional_guarantees
	allowed = {
		is_chinese_warlord = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		political_advisor_cost_factor = -0.3
		economy_cost_factor = -0.3
		trade_laws_cost_factor = -0.3
		mobilization_laws_cost_factor = -0.3
		research_speed_factor = 0.12
	}
}
### Entity: Scripted Effect
Component: SOV_trigger_regular_purge_airforce_conspiracy_in_the_academy_effect
Constructs: set_variable, set_country_flag
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_trigger_regular_purge_airforce_conspiracy_in_the_academy_effect = {
	country_event = NSB_soviet_paranoia_system_events.41
	set_variable = {
		SOV_last_regular_purge_area = 4
	}
	set_country_flag = SOV_last_purge_flag
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/HUN_1939.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 16
	}
	location = 11659
	division_template = Gyalogdandár
	start_experience_factor = 0.2
	start_equipment_factor = 0.5
}
### Entity: Idea
Component: SIA_return_to_the_world_stage_r56_3_forced_out_of_neutrality
Constructs: has_war, war_support_factor, removal_cost
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_return_to_the_world_stage_r56_3_forced_out_of_neutrality = {
	name = SIA_return_to_the_world_stage_r56
	allowed_civil_war = {
		original_tag = SIA
	}
	cancel = {
		has_war = no
	}
	removal_cost = -1
	picture = chi_war_of_resistance3
	modifier = {
		army_attack_against_major_factor = 0.075
		army_breakthrough_against_major_factor = 0.075
		war_support_factor = 0.04
		weekly_casualties_war_support = -0.001
		command_abilities_cost_factor = -0.15
		pocket_penalty = -0.1
		army_defence_against_major_factor = 0.075
	}
}
### Entity: AI Strategy
Component: AFG_recruitment_strategy
Source: game
File: common/ai_strategy/r56_AFG.txt

Code:
AFG_recruitment_strategy = {
	allowed = {
		original_tag = AFG
	}
	enable = {
		always = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = role_ratio
		id = paratroopers
		value = -50
	} {
		type = role_ratio
		id = mountaineers
		value = 0
	} {
		type = role_ratio
		id = marines
		value = -50
	} {
		type = role_ratio
		id = cavalry
		value = 0
	} {
		type = role_ratio
		id = motorized
		value = 0
	} {
		type = role_ratio
		id = mechanized
		value = 0
	} {
		type = role_ratio
		id = armor
		value = 0
	} {
		type = unit_ratio
		id = capital_ship
		value = -50
	} {
		type = unit_ratio
		id = submarine
		value = -50
	} {
		type = unit_ratio
		id = screen_ship
		value = 0
	} {
		type = unit_ratio
		id = convoy
		value = 0
	}
}
### Entity: Character
Component: PAK_aa2
Source: game
File: common/characters/PAK.txt

Code:
PAK_aa2 = {
	advisor = {
		slot = high_command
		idea_token = PAK_aa2
		ledger = army
		allowed = {
			original_tag = PAK
		}
		traits = {
			army_armored_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_2
		}
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_placate_the_army
Constructs: prerequisite, remove_ideas, add_war_support, completion_reward
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_placate_the_army
	icon = GFX_goal_generic_military_deal
	relative_position_id = EGY_monopoly_over_financial_endowments
	x = 2
	y = 1
	cost = 10
	prerequisite = {
		focus = EGY_monopoly_over_financial_endowments
	} {
		focus = EGY_support_womens_suffrage
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_ARMY_XP
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_war_support = 0.05
		army_experience = 10
		remove_ideas = EGY_dissatisfied_military
	}
}
### Entity: Military Industrial Organization
Component: SIA_army_ordnance_department_organzation
Constructs: has_dlc
Source: game
File: common/military_industrial_organization/organizations/SIA_organization.txt

Code:
SIA_army_ordnance_department_organzation = {
	name = SIA_army_ordnance_department_organzation
	include = generic_infantry_equipment_organization
	icon = GFX_idea_SIA_army_ordnance_department
	allowed = {
		original_TAG = SIA
		has_dlc = Thunder at Our Gates
	}
}
### Entity: AI Strategy
Component: EAI_SOV_defense_in_depth_260
Constructs: has_war_with
Source: game
File: common/ai_strategy/SOV_EAI.txt

Code:
EAI_SOV_defense_in_depth_260 = {
	allowed = {
		tag = SOV
	}
	enable = {
		any_of_scopes = {
			array = global.EAI_MAP_SOV_garrison_strategy_260
			CONTROLLER = {
				has_war_with = ROOT
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		ratio = 0.02
		order_id = 260
		states = {
			260
		}
		subtract_invasions_from_need = no
		subtract_fronts_from_need = no
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_press_for_vorarlberg
Constructs: has_completed_focus, prerequisite, limit, has_government, add_opinion_modifier, completion_reward, is_power_balance_in_range, cancel_if_invalid
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_press_for_vorarlberg
	icon = GFX_goal_demand_sudetenland
	prerequisite = {
		focus = SWI_gotthard_union
	}
	relative_position_id = SWI_gotthard_union
	x = -5
	y = 1
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		democratic = < 0.8
		fascism = < 0.2
		AUS = {
			exists = yes
		}
		is_power_balance_in_range = {
			id = SWI_centralization_bop
			range = < SWI_centralization_bop_balanced
		}
	}
	bypass = {
		AUS = {
			exists = no
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	cancel_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		set_country_flag = SWI_requested_vorarlberg
		add_state_claim = 848
		848 = {
			owner = {
				country_event = {
					id = BBA_swiss_expansion.6
					hours = 6
				}
			}
		}
		custom_effect_tooltip = if_they_accept_tt
		effect_tooltip = {
			add_state_core = 848
			transfer_state = 848
		}
		AUS = {
			add_timed_idea = {
				idea = SWI_swiss_democratic_propaganda
				days = 90
			}
		}
		if = {
			limit = {
				GER = {
					exists = yes
					has_government = fascism
					NOT = {
						OR = {
							has_completed_focus = GER_oppose_hitler GER_oppose_hitler_ww
						}
					}
				}
			}
			GER = {
				country_event = {
					id = BBA_swiss_expansion.15
					hours = 5
				}
			}
			effect_tooltip = {
				GER = {
					add_opinion_modifier = {
						target = ROOT
						modifier = SWI_obstructing_anschluss
					}
				}
			}
		}
	}
}