Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: army_equipment_producer_2
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
army_equipment_producer_2 = {
	random = no
	equipment_bonus = {
		infantry_equipment = {
			soft_attack = 0.06
			hard_attack = 0.06
			breakthrough = 0.06
			defense = 0.06
			reliability = 0.06
		}
		artillery_equipment = {
			defense = 0.15
			soft_attack = 0.1
		}
		rocket_artillery_equipment = {
			defense = 0.15
			soft_attack = 0.1
		}
		anti_tank_equipment = {
			defense = 0.15
			hard_attack = 0.1
		}
		anti_air_equipment = {
			defense = 0.15
			air_attack = 0.1
		}
		support_equipment = {
			build_cost_ic = -0.15
			instant = yes
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: news.621
Constructs: is_triggered_only
Source: game
File: events/TNewsEvents.txt

Code:
news_event = {
	id = news.621
	title = news.621.t
	desc = news.621.desc
	picture = GFX_news_event_german_speech
	major = yes
	is_triggered_only = yes
	option = {
		name = news.621.a
	}
}
### Entity: Unit Template
Component: TAN_ARM_01
Source: game
File: common/units/names_divisions/TAN_names_divisions.txt

Code:
TAN_ARM_01 = {
	name = Armored Divisions
	for_countries = {
		TAN
	}
	can_use = {
		always = yes
	}
	division_types = {
		light_armor medium_armor heavy_armor modern_armor
	}
	fallback_name = %dya Tuvanska Tankovaya Div.
	ordered = {
		1 = {
			%dya Tuvanska Tankovaya Div.
		}
		2 = {
			%dya Tuvanska Tankovaya Div.
		}
		3 = {
			%dya Tuvanska Tankovaya Div.
		}
		4 = {
			%dya Tuvanska Tankovaya Div.
		}
		5 = {
			%dya Tuvanska Tankovaya Div.
		}
		6 = {
			%dya Tuvanska Tankovaya Div.
		}
		7 = {
			%dya Tuvanska Tankovaya Div.
		}
		8 = {
			%dya Tuvanska Tankovaya Div.
		}
		9 = {
			%dya Tuvanska Tankovaya Div.
		}
		10 = {
			%dya Tuvanska Tankovaya Div.
		}
	}
}
### Entity: Idea
Component: CYP_acas
Source: game
File: common/ideas/cyprus.txt

Code:
CYP_acas = {
	ledger = air
	picture = generic_air_europe_2
	allowed = {
		original_tag = CYP
	}
	traits = {
		air_close_air_support_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Trigger Reference
Construct: show_focuses
Constructs: show_focuses, has_completed_focus, has_war_support, load_focus_tree
Source: paradoxwiki
File: documentation/web/paradoxwiki/Console_commands.html

Doc:
show_focuses
|
Shows all the hidden focuses.
|

|

trigger [<scripted_trigger_name>]
|
Checks if a scripted trigger is true or not.
|

|

eval_trigger [<trigger code block>]
|
Checks if the trigger code following the command is true or not, within the currently selected scope.
|
Example:
```
eval_trigger OR = { has_completed_focus = GER_remilitarize_the_rhineland has_war_support > 0.5 }
```

|

effect (e) [<scripted_effect_name>]
|
Executes a scripted effect, within the currently selected scope.
|
Example:
```
e POL_remove_danzig_effect
```
on a state will execute that effect on the state.
|

eval_effect [<effect code block>]
|
Executes the effect code following the command, within the currently selected scope.
|
Example:
```
eval_effect load_focus_tree = german_focus
```
would switch the country currently selected to the German focus tree.
|

ai [country tag...]
|
Toggles the AI on or off
|
Without parameters toggles the AI for all countries. With parameters, toggles exceptions for those countries from the general rule. Can be used to confirm if a crash is AI-related.
|
### Entity: National Focus
Tree: vin_focus
Component: VIN_ho_chi_minh_victorious
Constructs: has_government, has_country_flag, completion_reward, add_political_power, is_subject
Source: game
File: common/national_focus/Vietnam.txt

Code:
focus = {
	id = VIN_ho_chi_minh_victorious
	icon = GFX_goal_vietnam_viet_minh_victory
	cost = 1
	x = 5
	y = 0
	available = {
		OR = {
			AND = {
				has_government = communism
				is_subject = yes
				NOT = {
					has_country_flag = la_lutte_victorious_flag
				}
			}
			has_country_flag = ho_chi_minh_victorious_flag
		}
	}
	completion_reward = {
		add_political_power = 50
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: news.194
Constructs: is_triggered_only, save_event_target_as, is_in_faction_with, is_in_faction
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.194
	title = news.194.t
	desc = news.194.d
	picture = GFX_news_event_generic_sign_treaty1
	major = yes
	is_triggered_only = yes
	fire_for_sender = no
	immediate = {
		POL = {
			save_event_target_as = Poland
		}
	}
	option = {
		name = news.194.a
		trigger = {
			is_in_faction_with = SOV
		}
	} {
		name = news.194.b
		trigger = {
			NOT = {
				is_in_faction_with = SOV
			}
			is_in_faction = yes
		}
	} {
		name = news.194.c
		trigger = {
			is_in_faction = no
		}
	}
}
### Entity: Event
Component: SEA_PRC_faction_events.82
Constructs: is_triggered_only
Source: game
File: events/SEA_Communist_China.txt

Code:
country_event = {
	id = SEA_PRC_faction_events.82
	title = SEA_PRC_faction_events.82.t
	desc = SEA_PRC_faction_events.82.desc
	picture = GFX_report_event_chinese_soldiers_running
	is_triggered_only = yes
	option = {
		name = SEA_PRC_faction_events.82.a
		effect_tooltip = {
			puppet = FROM
		}
	}
}
### Entity: Modifier Reference
Construct: license_infantry_eq_cost_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## license_infantry_eq_cost_factor

* Number with 0 decimal places
* **Categories**: country
### Entity: Scripted Trigger
Component: r56_chinese_gui_china_unified
Source: game
File: common/scripted_triggers/r56_chinese_gui_scripted_triggers.txt

Code:
r56_chinese_gui_china_unified = {
	OR = {
		all_country = {
			OR = {
				r56_chinese_gui_china_controls_states = no
				chi_is_blue_warlord = yes
			}
		} {
			OR = {
				r56_chinese_gui_china_controls_states = no
				chi_is_orange_warlord = yes
			}
		} {
			OR = {
				r56_chinese_gui_china_controls_states = no
				chi_is_purple_warlord = yes
			}
		} {
			OR = {
				r56_chinese_gui_china_controls_states = no
				chi_is_red_warlord = yes
			}
		}
	}
}
### Entity: National Focus
Tree: can_focus
Component: CAN_destroyer_effort
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/canada.txt

Code:
focus = {
	id = CAN_destroyer_effort
	icon = GFX_goal_generic_navy_anti_submarine
	prerequisite = {
		focus = CAN_halifax_shipyards
	}
	x = 0
	y = 1
	relative_position_id = CAN_halifax_shipyards
	cost = 10
	ai_will_do = {
		factor = 25
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		navy_experience = 25
		add_tech_bonus = {
			name = CAN_destroyer_effort
			bonus = 1.0
			ahead_reduction = 2
			uses = 1
			category = dd_tech
		}
	}
}
### Entity: Character
Component: COG_emergency_powers_trait
Constructs: war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
COG_emergency_powers_trait = {
	random = no
	sprite = 13
	autonomy_gain_global_factor = 0.05
	political_power_factor = 0.1
	war_support_factor = 0.05
	ai_will_do = {
		factor = 0
	}
}
### Entity: Event
Component: mtg_news.39
Constructs: is_triggered_only, has_government
Source: game
File: events/MTG_NewsEvents.txt

Code:
news_event = {
	id = mtg_news.39
	title = mtg_news.39.t
	desc = mtg_news.39.desc
	picture = GFX_news_event_generic_parliament
	major = yes
	is_triggered_only = yes
	option = {
		name = mtg_news.39.a
		trigger = {
			original_tag = ENG
		}
	} {
		name = mtg_news.39.b
		trigger = {
			OR = {
				original_tag = GER ITA
			}
			has_government = fascism
		}
	} {
		name = mtg_news.39.c
		trigger = {
			NOT = {
				original_tag = ENG
			} {
				AND = {
					OR = {
						original_tag = GER ITA
					}
					has_government = fascism
				}
			}
		}
	}
}
### Entity: Event
Component: mongol_soviet_puppet.2
Constructs: is_triggered_only, ai_chance, remove_ideas, add_war_support, add_opinion_modifier, add_political_power, send_embargo
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol_soviet_puppet.2
	title = mongol_soviet_puppet.2.t
	desc = mongol_soviet_puppet.2.d
	picture = GFX_report_event_SOV_atomic_program_caught
	is_triggered_only = yes
	option = {
		name = mongol_soviet_puppet.2.a
		ai_chance = {
			base = 40
		}
		add_political_power = -5
	} {
		name = mongol_soviet_puppet.2.b
		ai_chance = {
			base = 30
		}
		add_political_power = -10
		FROM = {
			add_opinion_modifier = {
				target = MON
				modifier = protest_action
			}
		}
		MON = {
			country_event = {
				id = mongol_soviet_puppet.3
				hours = 6
			}
		}
	} {
		name = mongol_soviet_puppet.2.c
		ai_chance = {
			base = 20
		}
		add_political_power = -15
		remove_ideas = MON_communist_propaganda_idea
		FROM = {
			send_embargo = MON
			custom_effect_tooltip = embargo_relation_tt
		}
		MON = {
			country_event = {
				id = mongol_soviet_puppet.4
				hours = 6
			}
		}
	} {
		name = mongol_soviet_puppet.2.e
		ai_chance = {
			base = 10
		}
		add_political_power = -25
		add_war_support = -0.05
		remove_ideas = MON_communist_propaganda_idea
		custom_effect_tooltip = MON_can_deescalate_situation_tt
		MON = {
			country_event = {
				id = mongol_soviet_puppet.8
				hours = 6
			}
		}
	}
}
### Entity: AI Strategy
Component: SWE_r56_the_road_to_war_comintern
Constructs: has_completed_focus, has_government
Source: game
File: common/ai_strategy_plans/SWE_r56_alternate_strategy_plan.txt

Code:
SWE_r56_the_road_to_war_comintern = {
	name = Sweden's preparation for War
	desc = Build up a bit and then go to war, prefering Norway or Denmark, also, ask Sovites to join Faction in case not invited through event
	allowed = {
		original_tag = SWE
	}
	enable = {
		original_tag = SWE
		has_government = communism
		has_completed_focus = SWE_approach_soviets
		SOV = {
			OR = {
				has_completed_focus = SOV_the_centre
				focus_progress = {
					focus = SOV_great_purge
					progress = > 0.1
				}
			}
			has_government = communism
		}
		GER = {
			OR = {
				has_completed_focus = GER_kill_hitler GER_rally_the_monarchists GER_die_letzte_verschwoerung
			}
		}
	}
	ai_strategy = {
		type = alliance
		id = SOV
		value = 200
	}
	ai_national_focuses = {
		SWE_establish_red_army SWE_jumpstart_the_arms_industry SWE_swedish_army_staff SWE_conclude_rearmament SWE_close_the_straits SWE_improve_red_army
	}
	focus_factors = {

	}
}
### Entity: Character
Component: coi_verboom
Constructs: stability_factor, autonomy_gain
Source: game
File: common/country_leader/r56_traits.txt

Code:
coi_verboom = {
	sprite = 10
	random = no
	autonomy_gain = -0.1
	political_power_factor = 0.05
	stability_factor = 0.05
	production_speed_industrial_complex_factor = 0.1
	production_speed_infrastructure_factor = 0.1
	production_speed_rail_way_factor = 0.1
}
### Entity: Event
Component: INS_revolution_events.37
Constructs: is_triggered_only, ai_chance, limit, has_war_with, annex_country, white_peace, is_in_faction, is_in_faction_with
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_revolution_events.37
	title = INS_revolution_events.37.t
	desc = INS_revolution_events.37.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = INS_revolution_events.37.a
		INS = {
			country_event = {
				id = INS_revolution_events.38
				hours = 4
			}
		}
		USA = {
			country_event = {
				id = INS_revolution_events.40
				hours = 4
			}
		}
		effect_tooltip = {
			annex_country = {
				target = event_target:INS_dutch_indonesia
				transfer_troops = no
			}
			if = {
				limit = {
					has_war_with = HOL
				}
				white_peace = HOL
			}
			indonesia_declare_war_is_over_effect = yes
		}
		ai_chance = {
			base = 20
		}
	} {
		name = INS_revolution_events.37.b
		INS = {
			country_event = {
				id = INS_revolution_events.39
				hours = 4
			}
		}
		USA = {
			country_event = {
				id = INS_revolution_events.41
				hours = 4
			}
		}
		effect_tooltip = {
			indonesia_renville_war_effect = yes
		}
		ai_chance = {
			base = 1
			modifier = {
				AND = {
					is_in_faction = yes
					NOT = {
						is_in_faction_with = USA
					}
				}
				factor = 8
			}
		}
	}
}
### Entity: Idea
Component: MAN_japanese_settlers
Constructs: industrial_capacity_factory, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/manchuko.txt

Code:
MAN_japanese_settlers = {
	picture = generic_production_bonus
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		original_tag = MAN
	}
	removal_cost = -1
	modifier = {
		production_speed_buildings_factor = 0.05
		production_factory_start_efficiency_factor = 0.1
		industrial_capacity_factory = 0.05
		global_building_slots_factor = 0.1
	}
}
### Entity: Event
Component: GOE_RAJ_partition.8
Constructs: is_triggered_only, set_country_flag
Source: game
File: events/GOE_Raj.txt

Code:
country_event = {
	id = GOE_RAJ_partition.8
	title = GOE_RAJ_partition.8.t
	desc = GOE_RAJ_partition.8.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			set_country_flag = gandhi_survives_assasination_attempt
			mark_focus_tree_layout_dirty = yes
		}
	}
	option = {
		name = GOE_RAJ_partition.8.a
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_land_of_the_worker
Constructs: prerequisite, completion_reward, add_timed_idea
Source: game
File: common/national_focus/r56_argentina.txt

Code:
focus = {
	id = ARG_land_of_the_worker
	icon = GFX_goal_workers_support
	prerequisite = {
		focus = ARG_argentinas_destiny
	}
	mutually_exclusive = {
		focus = ARG_nationalism
	}
	x = 49
	y = 2
	cost = 10
	ai_will_do = {
		factor = 3
	}
	completion_reward = {
		add_timed_idea = {
			idea = internationalism
			days = 1395
		}
	}
}
### Entity: Idea
Component: CZE_working_with_exiles
Constructs: removal_cost
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_working_with_exiles = {
	allowed = {
		always = no
	}
	removal_cost = -1
	picture = generic_spy_coup
	modifier = {
		subversive_activites_upkeep = -0.3
		justify_war_goal_time = -0.2
		starting_compliance = 0.1
	}
}
### Entity: AI Strategy
Component: ROM_dominance
Constructs: has_country_flag, has_dlc, has_game_rule, is_subject
Source: game
File: common/ai_strategy_plans/ROM_alternate_strategy_plans.txt

Code:
ROM_dominance = {
	name = Romanian plan to dominante the balkans
	desc = 
	allowed = {
		original_tag = ROM
		has_dlc = Death or Dishonor
	}
	enable = {
		OR = {
			has_country_flag = ROM_AI_RANDOM_BALKAN_DOMINANCE
			has_game_rule = {
				rule = ROM_ai_behavior
				option = BALKAN_DOMINANCE
			}
		}
	}
	abort = {
		is_subject = yes
	}
	ai_national_focuses = {
		ROM_balkans_dominance ROM_national_defense_industry ROM_agrarian_reform ROM_danubian_transport_network ROM_malaxa ROM_hunedoara_steel_works ROM_army_maneuvers ROM_invest_in_the_iar ROM_expand_the_air_force ROM_expand_ploiesti_oil_production ROM_institute_royal_dictatorship ROM_revise_the_constitution ROM_crack_down_on_extremism ROM_the_royal_foundation ROM_expand_the_university_of_bucharest ROM_local_development ROM_army_war_college ROM_the_zb_53 ROM_royal_guards_divisions ROM_align_hungary ROM_his_majestys_loyal_government ROM_militarize_the_sentinels ROM_puppet_bulgaria ROM_the_armored_division ROM_all_parties_must_end ROM_air_superiority ROM_secure_greece ROM_iar_80 ROM_cas ROM_vanatori_de_munte ROM_acquire_modern_tanks ROM_expand_the_galati_shipyards ROM_artillery_modernization ROM_mobile_tank_destroyers ROM_mountain_artillery ROM_black_sea_dominance ROM_modern_destroyers ROM_the_maresal ROM_capital_ships ROM_secure_the_bosporus
	}
	research = {
		industry = 50.0
		infantry_tech = 15.0
		artillery = 8.0
		support_tech = 6.5
		air_equipment = 5.0
	}
	ideas = {

	}
	traits = {
		captain_of_industry = 5
		war_industrialist = 5
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
	focus_factors = {

	}
}
### Entity: Idea
Component: MOR_nccr
Source: game
File: common/ideas/morocco.txt

Code:
MOR_nccr = {
	picture = generic_navy_arab_2
	allowed = {
		original_tag = MOR
	}
	traits = {
		navy_chief_commerce_raiding_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: ITA_pietro_badoglio
Source: game
File: common/characters/ITA.txt

Code:
ITA_pietro_badoglio = {
	name = ITA_pietro_badoglio
	portraits = {
		army = {
			small = GFX_idea_pietro_badoglio
			large = GFX_portrait_ITA_pietro_badoglio
		}
	}
	advisor = {
		slot = army_chief
		idea_token = pietro_badoglio
		allowed = {
			ITA_is_italian_tag = yes
		}
		traits = {
			army_chief_morale_2
		}
		cost = 100
		ai_will_do = {
			base = 1.0
		}
	}
	field_marshal = {
		traits = {
			old_guard inflexible_strategist politically_connected defensive_doctrine organizer
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		legacy_id = 0
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_the_king_of_kings
Constructs: prerequisite, completion_reward, add_political_power, swap_country_leader_traits, set_portraits
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_the_king_of_kings
	icon = GFX_focus_ETH_the_king_of_kings
	prerequisite = {
		focus = ETH_fait_accompli
	}
	x = 1
	y = 1
	relative_position_id = ETH_fait_accompli
	cost = 10
	available = {
		all_owned_state = {
			is_controlled_by_ROOT_or_ally = yes
		}
	}
	ai_will_do = {
		base = 2
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_BALANCE_OF_POWER
	}
	completion_reward = {
		ETH_BOP_centralization_small_effect = yes
		add_political_power = 150
		ETH_haile_selassie = {
			swap_country_leader_traits = {
				remove = king_of_kings
				add = king_of_kings_2
			}
			set_portraits = {
				civilian = {
					large = GFX_portrait_ETH_haile_selassie_victorious
					small = GFX_portrait_ETH_haile_selassie_victorious_small
				}
			}
		}
	}
}
### Entity: Event
Component: DOD_yugoslavia.3
Constructs: is_triggered_only, ai_chance, create_wargoal, annex_everything, add_claim_by, add_to_faction
Source: game
File: events/DOD_Yugoslavia.txt

Code:
country_event = {
	id = DOD_yugoslavia.3
	title = DOD_yugoslavia.2.t
	desc = DOD_yugoslavia.3.desc
	picture = GFX_report_event_military_planning
	is_triggered_only = yes
	option = {
		name = DOD_yugoslavia.3.a
		ai_chance = {
			factor = 70
		}
		create_wargoal = {
			type = annex_everything
			target = YUG
		}
		102 = {
			add_claim_by = ROOT
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		107 = {
			add_claim_by = ROOT
		}
		108 = {
			add_claim_by = ROOT
		}
	} {
		name = DOD_yugoslavia.3.b
		ai_chance = {
			factor = 30
		}
		add_to_faction = YUG
	}
}
### Entity: National Focus
Tree: brm_focus
Component: BRM_fortify_shanland
Constructs: prerequisite, completion_reward, add_building_construction
Source: game
File: common/national_focus/burma.txt

Code:
focus = {
	id = BRM_fortify_shanland
	icon = GFX_goal_generic_fortification
	relative_position_id = BRM_fortification_effort
	x = 0
	y = 2
	cost = 5
	prerequisite = {
		focus = BRM_fortify_the_indian_border BRM_fortify_the_chinese_border
	}
	available = {
		controls_state = 1018
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		1018 = {
			add_building_construction = {
				type = bunker
				level = 1
				instant_build = yes
				province = 7400
			} {
				type = bunker
				level = 1
				instant_build = yes
				province = 7909
			} {
				type = bunker
				level = 1
				instant_build = yes
				province = 7974
			} {
				type = bunker
				level = 1
				instant_build = yes
				province = 4175
			} {
				type = bunker
				level = 1
				instant_build = yes
				province = 7647
			} {
				type = bunker
				level = 1
				instant_build = yes
				province = 12317
			}
		}
	}
}
### Entity: Event
Component: new_ger.131
Constructs: is_triggered_only, limit, add_ideas, has_country_flag, add_timed_idea, has_active_mission, add_days_mission_timeout, set_country_flag
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.131
	title = new_ger.131.t
	desc = new_ger.131.d
	picture = GFX_report_event_germany_victory
	is_triggered_only = yes
	option = {
		name = new_ger.131.a
		trigger = {
			has_country_flag = GER_carlo_spd
		}
		add_ideas = GER_encouraged_european_unity
		add_timed_idea = {
			idea = GER_culutre_timer
			days = 365
		}
		IF = {
			limit = {
				has_active_mission = GER_spd_demands_action
			}
			add_days_mission_timeout = {
				mission = GER_spd_demands_action
				days = 200
			}
		}
		set_country_flag = GER_SPD_EUR
	} {
		name = new_ger.131.b
		trigger = {
			NOT = {
				has_country_flag = GER_carlo_spd
			}
		}
		add_ideas = GER_strengthened_patriotism
		add_timed_idea = {
			idea = GER_culutre_timer
			days = 365
		}
		IF = {
			limit = {
				has_active_mission = GER_spd_demands_action
			}
			add_days_mission_timeout = {
				mission = GER_spd_demands_action
				days = 200
			}
		}
		set_country_flag = GER_SPD_GER
	}
}
### Entity: Decision
Component: AFG_kabul_conference_category
Source: game
File: common/decisions/categories/AFG_decision_categories.txt

Code:
AFG_kabul_conference_category = {
	icon = GFX_decision_category_border_conflicts
	priority = 40
	visible_when_empty = no
	allowed = {
		original_tag = AFG
	}
	visible = {

	}
}
### Entity: AI Strategy
Component: DEN_avoid_allies
Constructs: has_government, has_country_flag, has_dlc, is_historical_focus_on, has_subject, has_elections
Source: game
File: common/ai_strategy/DEN.txt

Code:
DEN_avoid_allies = {
	allowed = {
		original_tag = DEN
		has_dlc = Arms Against Tyranny
	}
	enable = {
		DEN_historical_ai = yes
		is_historical_focus_on = yes
	}
	abort = {
		OR = {
			date = > 1943.1.1
			AND = {
				has_country_flag = DEN_has_occupation_flag
				any_other_country = {
					has_subject = DEN
					OR = {
						has_government = fascism communism
						AND = {
							has_government = neutrality
							has_elections = no
						}
					}
				}
			}
		}
	}
	ai_strategy = {
		type = alliance
		id = ENG
		value = -1000
	} {
		type = alliance
		id = USA
		value = -1000
	} {
		type = alliance
		id = FRA
		value = -1000
	} {
		type = alliance
		id = CAN
		value = -1000
	} {
		type = alliance
		id = AST
		value = -1000
	} {
		type = alliance
		id = SAF
		value = -1000
	} {
		type = alliance
		id = ICE
		value = -1000
	} {
		type = alliance
		id = NZL
		value = -1000
	} {
		type = alliance
		id = HOL
		value = -1000
	} {
		type = alliance
		id = LUX
		value = -1000
	} {
		type = alliance
		id = BEL
		value = -1000
	} {
		type = alliance
		id = NOR
		value = -1000
	}
}
### Entity: Character
Component: TRA_mt
Source: game
File: common/characters/TRA.txt

Code:
TRA_mt = {
	advisor = {
		slot = theorist
		idea_token = TRA_mt
		ledger = army
		allowed = {
			original_tag = TRA
		}
		traits = {
			military_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_6
		}
	}
}
### Entity: National Focus
Tree: est_focus
Component: EST_soviet_estonian_treaty
Constructs: prerequisite, has_government, has_war_with, completion_reward, has_capitulated, is_faction_leader
Source: game
File: common/national_focus/r56_estonia.txt

Code:
focus = {
	id = EST_soviet_estonian_treaty
	icon = GFX_goal_generic_soviet_assistance
	prerequisite = {
		focus = EST_appoint_fredrich_karl_akel
	} {
		focus = EST_under_representation
	}
	relative_position_id = EST_appoint_fredrich_karl_akel
	x = -1
	y = 1
	cost = 10
	ai_will_do = {

	}
	available = {
		SOV = {
			NOT = {
				has_war_with = ROOT
			}
			has_government = communism
			has_capitulated = no
			is_faction_leader = yes
		}
	}
	bypass = {
		OR = {
			SOV = {
				has_war_with = ROOT
			} {
				exists = no
			}
		}
	}
	completion_reward = {
		SOV = {
			country_event = {
				id = est.15
			}
		}
	}
}