Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: CHL_political_events.85
Constructs: is_triggered_only, ai_chance, division_template, add_equipment_to_stockpile, limit, add_war_support, add_stability, fire_only_once
Source: game
File: events/TOA_Chile.txt

Code:
country_event = {
	id = CHL_political_events.85
	title = CHL_political_events.85.t
	desc = CHL_political_events.85.desc
	picture = GFX_report_event_spr_nationalist_soldiers
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = CHL_political_events.85.a
		ai_chance = {
			base = 80
		}
		IF = {
			limit = {
				RAP = {
					exists = no
				}
			}
			948 = {
				transfer_state_to = RAP
			}
		}
		ELSE_IF = {
			limit = {
				RAP = {
					exists = yes
					is_subject_of = ROOT
				}
			}
			ROOT = {
				set_autonomy = {
					target = RAP
					autonomy_state = autonomy_free
					end_wars = no
					end_civil_wars = no
				}
			}
		}
		RAP = {
			division_template = {
				name = Guerreros de Rapa Nui de Valentino Riroroko Tuki
				is_locked = no
				division_names_group = SPR_INF_01
				override_model = CHL_infantry_alt_0_entity
				template_counter = 87
				priority = 1
				regiments = {
					infantry = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					}
				}
				support = {
					recon = {
						x = 0
						y = 0
					}
				}
			}
			add_manpower = 5000
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = 1500
				producer = CHL
			}
		}
		random_state = {
			limit = {
				state = 948
				is_controlled_by = RAP
			}
			create_unit = {
				division = name = "Guerreros de Rapa Nui de Valentino Riroroko Tuki" division_template = "Guerreros de Rapa Nui de Valentino Riroroko Tuki" start_experience_factor = 0.5 start_equipment_factor = 1
				owner = RAP
			}
		}
	} {
		name = CHL_political_events.85.b
		ai_chance = {
			base = 20
		}
		IF = {
			limit = {
				RAP = {
					exists = no
				}
				948 = {
					is_controlled_by = ROOT
				}
			}
			948 = {
				transfer_state_to = RAP
			}
		}
		ELSE_IF = {
			limit = {
				RAP = {
					exists = yes
					is_subject_of = ROOT
				}
			}
			ROOT = {
				set_autonomy = {
					target = RAP
					autonomy_state = autonomy_free
					end_wars = no
					end_civil_wars = no
				}
			}
		}
		RAP = {
			division_template = {
				name = Guerreros de Rapa Nui de Valentino Riroroko Tuki
				is_locked = no
				division_names_group = SPR_INF_01
				override_model = CHL_infantry_alt_0_entity
				template_counter = 87
				priority = 1
				regiments = {
					infantry = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1

# ... (truncated)
### Entity: AI Strategy
Component: ITA_yugoslavia_war_goal
Constructs: has_completed_focus
Source: game
File: common/ai_strategy/ITA.txt

Code:
ITA_yugoslavia_war_goal = {
	allowed = {
		original_tag = ITA
	}
	enable = {
		has_completed_focus = ITA_balkan_ambition ITA_war_with_greece
		country_exists = YUG
	}
	abort = {
		NOT = {
			country_exists = YUG
		}
	}
	ai_strategy = {
		type = antagonize
		id = YUG
		value = 200
	}
}
### Entity: Event
Component: AAT_finland_winter_war.02
Constructs: is_triggered_only, unlock_decision_tooltip
Source: game
File: events/AAT_Finland.txt

Code:
country_event = {
	id = AAT_finland_winter_war.02
	title = AAT_finland_winter_war.02.t
	desc = AAT_finland_winter_war.02.desc
	picture = GFX_report_event_soviet_invasion_map
	is_triggered_only = yes
	option = {
		name = AAT_finland_winter_war.02.a
		unlock_decision_tooltip = FIN_demand_peace_negotiations
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_demand_overseas_colonies
Constructs: prerequisite, has_government, has_war_with, is_major, completion_reward, add_state_claim
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_demand_overseas_colonies
	icon = GFX_focus_RAJ_british_investors
	prerequisite = {
		focus = NOR_demand_the_northern_isles
	}
	mutually_exclusive = {
		focus = NOR_demand_scottish_lands
	} {
		focus = NOR_demand_russian_territories
	}
	x = -4
	y = 6
	relative_position_id = NOR_support_radical_nationalism
	cost = 10
	ai_will_do = {
		base = 10
	}
	available = {
		OR = {
			has_government = fascism
			has_war_with = ENG
		}
		any_allied_country = {
			has_war_with = ENG
			is_major = yes
		}
	}
	completion_reward = {
		add_state_claim = 691 692 422 423
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_POLITICAL
	}
}
### Entity: Scripted Effect
Component: SOV_clear_hidden_targeted_ns_effect
Constructs: limit, add_ideas, has_idea
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_clear_hidden_targeted_ns_effect = {
	if = {
		limit = {
			has_idea = SOV_targeted_bonus_against_ENG
		}
		add_ideas = SOV_targeted_bonus_against_ENG
	} {
		limit = {
			has_idea = SOV_targeted_bonus_against_FRA
		}
		add_ideas = SOV_targeted_bonus_against_FRA
	} {
		limit = {
			has_idea = SOV_targeted_bonus_against_GER
		}
		add_ideas = SOV_targeted_bonus_against_GER
	} {
		limit = {
			has_idea = SOV_targeted_bonus_against_ITA
		}
		add_ideas = SOV_targeted_bonus_against_ITA
	} {
		limit = {
			has_idea = SOV_targeted_bonus_against_USA
		}
		add_ideas = SOV_targeted_bonus_against_USA
	} {
		limit = {
			has_idea = SOV_targeted_bonus_against_JAP
		}
		add_ideas = SOV_targeted_bonus_against_JAP
	}
}
### Entity: State History
Component: 991
Constructs: add_core_of
Source: game
File: history/states/991-Tenasserim.txt

Code:
state = {
	id = 991
	name = STATE_994
	state_category = rural
	manpower = 136693
	history = {
		owner = BRM
		add_core_of = BRM
	}
	provinces = {
		1296 1315 1385 1403 1417 4275 4293 4336 4408 7295 7441 10217 12125 12238 12256 12292
	}
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: National Focus
Tree: rut_focus
Component: RUT_mountain_fortress
Constructs: prerequisite, limit, has_government, completion_reward, set_building_level
Source: game
File: common/national_focus/ruthenia.txt

Code:
focus = {
	id = RUT_mountain_fortress
	icon = GFX_goal_generic_construct_military
	prerequisite = {
		focus = RUT_defensive_preparation
	}
	relative_position_id = RUT_defensive_preparation
	available = {
		OR = {
			has_government = democratic neutrality
		}
	}
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		if = {
			limit = {
				controls_state = 73
			}
			73 = {
				set_building_level = {
					type = bunker
					level = 2
					province = {
						all_provinces = yes
						limit_to_border = yes
						level = < 2
					}
				}
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: debug_dumpdiploactions
Source: paradoxwiki
File: documentation/web/paradoxwiki/Console_commands.html

Doc:
debug_dumpdiploactions
|
Dump diplomatic action data to game log
|

|
### Entity: Event
Component: germany.118
Constructs: ai_chance, has_government, has_war_with, fire_only_once, is_faction_leader, is_core_of, is_in_faction_with, has_global_flag
Source: game
File: events/Germany.txt

Code:
country_event = {
	id = germany.118
	title = germany.118.t
	desc = germany.118.d
	picture = GFX_report_event_generic_sign_treaty2
	fire_only_once = yes
	trigger = {
		has_war_with = GER
		GER = {
			surrender_progress = > 0.4
			has_government = fascism
		}
		is_faction_leader = yes
		any_state = {
			is_core_of = GER
			controller = {
				is_in_faction_with = ROOT
			}
		}
		has_government = democratic
		NOT = {
			tag = SOV
		} {
			has_war_with = SOV
		} {
			has_global_flag = had_yalta_conference
		} {
			any_state = {
				is_core_of = GER
				controller = {
					NOT = {
						tag = GER
					} {
						OR = {
							is_in_faction_with = ROOT SOV
						}
					}
					is_in_faction = yes
				}
			}
		}
		SOV = {
			is_faction_leader = yes
			has_war_with = GER
		}
	}
	mean_time_to_happen = {
		days = 8
	}
	immediate = {
		set_global_flag = had_yalta_conference
		SOU = {
			save_event_target_as = yalta_partner
		}
		ROOT = {
			save_event_target_as = yalta_origin
			set_country_flag = yalta_signatory_faction_leader
		}
	}
	option = {
		name = germany.118.a
		ai_chance = {
			base = 10
		}
		hidden_effect = {
			event_target:yalta_partner = {
				country_event = {
					days = 1
					id = germany.119
				}
			}
		}
		custom_effect_tooltip = yalta_division_tt
		event_target:yalta_partner = {
			custom_effect_tooltip = needs_approval
		}
	} {
		name = germany.118.b
		ai_chance = {
			base = 0
		}
	}
}
### Entity: Character
Component: PAK_coi
Source: game
File: common/characters/PAK.txt

Code:
PAK_coi = {
	advisor = {
		slot = political_advisor
		idea_token = PAK_coi
		allowed = {
			original_tag = PAK
		}
		traits = {
			captain_of_industry
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_1
		}
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_national_union
Constructs: prerequisite, add_ideas, remove_ideas, has_government, has_country_flag, completion_reward, set_country_flag
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_national_union
	icon = GFX_goal_support_fascism
	text = GRE_national_union
	prerequisite = {
		focus = GRE_divided_nation
	}
	mutually_exclusive = {
		focus = GRE_democratic_approach GRE_aftermath_of_the_victory_of_the_people GRE_national_security_concerns GRE_reinforce_royal_dictatorship
	}
	x = 26
	y = 1
	cost = 10
	relative_position_id = GRE_divided_nation
	ai_will_do = {
		factor = 2.5
	}
	select_effect = {
		set_country_flag = r56_no_commie_civil_war
	}
	available = {
		has_country_flag = GRE_fascist_path
		NOT = {
			has_government = communism
		}
	}
	completion_reward = {
		custom_effect_tooltip = GRE_divided_no_commie_cw_tt
		add_ideas = nationalism
		remove_ideas = GRE_divided_nation
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_invite_german_military_advisors
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_invite_german_military_advisors
	prerequisite = {
		focus = PRU_German_investment_in_the_military_industry
	} {
		focus = PRU_a_new_military_doctrine
	}
	icon = GFX_focus_ger_oppose_hitler
	x = 0
	y = 2
	relative_position_id = PRU_german_aeronautic_cooperation
	cost = 10
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = PRU_german_military_2
			add_idea = PRU_german_military_3
		}
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_anti_fascist_coalition
Constructs: prerequisite, limit, has_government, completion_reward, is_subject, is_in_faction, cancel_if_invalid, add_trait
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_anti_fascist_coalition
	icon = GFX_goal_generic_military_deal
	x = -1
	y = 2
	prerequisite = {
		focus = FRA_constitutional_convention
	}
	mutually_exclusive = {
		focus = FRA_loyalty_to_moscow FRA_loyalty_to_the_cause
	}
	relative_position_id = FRA_reconciliation
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
	}
	bypass = {
		is_in_faction = yes
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		promote_character = FRA_rene_nicod
		add_trait = {
			character = FRA_rene_nicod
			ideology = marxism
			trait = reluctant_veteran
		}
		set_party_name = {
			ideology = communism
			long_name = FRA_union_populaire_long
			name = FRA_union_populaire
		}
		if = {
			limit = {
				NOT = {
					any_neighbor_country = {
						is_faction_leader = yes
						OR = {
							has_government = democratic communism
						}
					}
				}
			}
			set_rule = {
				can_create_factions = yes
			}
			create_faction = FRA_anti_fascist_coalition
			every_neighbor_country = {
				limit = {
					is_in_faction = no
					OR = {
						has_government = communism democratic
					}
				}
				country_event = generic.5
			}
		}
		else_if = {
			limit = {
				any_neighbor_country = {
					is_faction_leader = yes
					has_government = communism
				}
			}
			random_neighbor_country = {
				limit = {
					is_faction_leader = yes
					has_government = communism
				}
				country_event = generic.2
			}
		} {
			limit = {
				any_neighbor_country = {
					is_faction_leader = yes
					has_government = democratic
				}
			}
			random_neighbor_country = {
				limit = {
					is_faction_leader = yes
					has_government = democratic
				}
				country_event = generic.2
			}
		}
	}
}
### Entity: Event
Component: mongol_genden.16
Constructs: is_triggered_only, fire_only_once, set_country_flag
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol_genden.16
	title = mongol_genden.16.t
	desc = mongol_genden.16.d
	picture = GFX_report_event_generic_train
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = mongol_genden.16.a
		set_country_flag = MON_genden_route_kiev
	}
}
### Entity: Order of Battle
Component: air_wing_629
Source: game
File: history/units/USA_1939_air_bba.txt

Code:
air_wings = {
	629 = {
		small_plane_airframe_1 = {
			owner = USA
			amount = 72
			version_name = P-36A
		}
		medium_plane_airframe_1 = {
			owner = USA
			amount = 36
			version_name = B-18
		} {
			owner = USA
			amount = 36
			version_name = PBY
		}
		small_plane_cas_airframe_1 = {
			owner = USA
			amount = 21
			version_name = A-17
		}
	}
}
### Entity: Idea
Component: PAL_recon_focus_idea
Constructs: removal_cost, recon_factor
Source: game
File: common/ideas/palestine.txt

Code:
PAL_recon_focus_idea = {
	picture = vittoria_mutilata
	allowed = {
		tag = PAL
	}
	available = {

	}
	cancel = {

	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		recon_factor = 0.1
		army_intel_factor = 0.25
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_reclaim_the_imperial_east
Constructs: prerequisite, limit, completion_reward, is_subject, every_other_country, is_in_faction_with, is_subject_of, create_wargoal
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_reclaim_the_imperial_east
	icon = GFX_focus_eng_expose_the_belly_of_the_bear
	prerequisite = {
		focus = SWE_baltic_foothold SWE_prepare_for_the_march_east
	}
	relative_position_id = SWE_prepare_for_the_march_east
	x = 0
	y = 2
	cost = 10
	available = {
		r56_script_i_am_sane = yes
		is_subject = no
		any_state = {
			hidden_trigger = {
				region = 132
			}
			custom_trigger_tooltip = {
				tooltip = SWE_russian_leningrad_area_tt
				NOT = {
					is_controlled_by_ROOT_or_ally = yes
				}
			}
		}
	}
	bypass = {
		all_state = {
			OR = {
				NOT = {
					custom_trigger_tooltip = {
						tooltip = SWE_russian_leningrad_area_tt
					}
				}
				is_controlled_by_ROOT_or_ally = yes
			}
		}
	}
	completion_reward = {
		every_other_country = {
			limit = {
				NOT = {
					is_in_faction_with = ROOT
				} {
					is_subject_of = ROOT
				}
				any_controlled_state = {
					region = 132
				}
			}
			ROOT = {
				create_wargoal = {
					target = PREV
					type = puppet_wargoal_focus
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_R56_encouracados
Constructs: prerequisite, limit, completion_reward, add_tech_bonus, has_dlc, add_mio_size, add_mio_funds
Source: game
File: common/national_focus/r56_brazil.txt

Code:
focus = {
	id = BRA_R56_encouracados
	icon = GFX_goal_generic_navy_battleship
	prerequisite = {
		focus = BRA_R56_a_revolta_da_armada BRA_R56_florianismo
	}
	relative_position_id = BRA_R56_a_revolta_da_armada
	x = -2
	y = 1
	cost = 10
	completion_reward = {
		navy_experience = 25
		add_tech_bonus = {
			name = capital_ships_bonus
			bonus = 1
			ahead_reduction = 1
			uses = 1
			category = bb_tech bc_tech cv_tech
		} {
			name = SPR_navy_modernization
			bonus = 1
			uses = 1
			category = naval_gunnery_tech naval_shell_tech
		} {
			name = SPR_navy_modernization
			bonus = 1
			uses = 1
			category = asw_tech torpedo_equipment
		}
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = available_mio_tt
			show_mio_tooltip = BRA_apfab_organization
			mio:BRA_apfab_organization = {
				add_mio_size = 1
				add_mio_funds = 500
			}
		}
		else = {
			custom_effect_tooltip = available_designer
			show_ideas_tooltip = bra_naval_aircraft_manufacturer
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: committed_anti_fascist
Constructs: send_volunteer_size
Source: game
File: common/country_leader/00_traits.txt

Code:
committed_anti_fascist = {
	random = no
	opinion_gain_monthly_same_ideology_factor = 0.25
	send_volunteer_size = 2
	agency_upgrade_time = -0.15
	drift_defence_factor = 0.5
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3ARadar_station.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
Radar_station.png &#8206;(46 × 46 pixels, file size: 7 KB, MIME type: image/png)
### Entity: Idea
Component: MEX_high_illiteracy
Constructs: research_speed_factor, removal_cost
Source: game
File: common/ideas/mexico_mtg_placeholder.txt

Code:
MEX_high_illiteracy = {
	name = MEX_high_illiteracy
	picture = indochina_illiteracy
	allowed = {
		original_tag = MEX
	}
	removal_cost = -1
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		research_speed_factor = -0.2
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_anti_rearmament_propaganda
Constructs: has_completed_focus, prerequisite, limit, add_stability, completion_reward, has_dlc, has_power_balance, add_timed_idea
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_anti_rearmament_propaganda
	icon = GFX_focus_NOR_broken_gun_policies
	relative_position_id = CZE_expand_the_communist_press
	x = 1
	y = 1
	cost = 5
	prerequisite = {
		focus = CZE_expand_the_communist_press
	}
	mutually_exclusive = {
		focus = CZE_anti_democratic_propaganda
	}
	available = {
		if = {
			limit = {
				has_dlc = Gotterdammerung
			}
			GER = {
				has_completed_focus = GER_oppose_hitler_ww
			}
		}
		else = {
			GER = {
				has_completed_focus = GER_oppose_hitler
			}
		}
	}
	completion_reward = {
		add_stability = 0.03
		custom_effect_tooltip = generic_skip_one_line_tt
		if = {
			limit = {
				has_power_balance = {
					id = CZE_bop_army_readiness
				}
			}
			CZE_bop_very_low_decrease_effect = yes
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		add_timed_idea = {
			idea = CZE_anti_rearmament_propaganda_idea
			days = 180
		}
	}
	search_filters = {
		FOCUS_FILTER_BALANCE_OF_POWER FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
}
### Entity: Scripted Effect
Component: LIT_iron_wolf_down_effect
Constructs: limit, has_country_flag, has_idea, is_ai, is_historical_focus_on, has_game_rule, unlock_national_focus, set_country_flag
Source: game
File: common/scripted_effects/BLT_scripted_effects.txt

Code:
LIT_iron_wolf_down_effect = {
	if = {
		limit = {
			has_idea = LIT_iron_wolf_idea_bad_4
		}
		if = {
			limit = {
				is_ai = yes
				OR = {
					AND = {
						is_historical_focus_on = yes
						has_game_rule = {
							rule = LIT_ai_behavior
							option = DEFAULT
						}
					}
					has_country_flag = LIT_AI_RANDOM_HISTORICAL
					has_game_rule = {
						rule = LIT_ai_behavior
						option = HISTORICAL
					}
				}
			}
			start_civil_war = {
				ideology = fascism
				size = 0.2
				army_ratio = 0.2
				capital = 282
			}
		}
		else = {
			start_civil_war = {
				ideology = fascism
				size = 0.45
				army_ratio = 0.3
				capital = 282
			}
		}
		hidden_effect = {
			uncomplete_national_focus = {
				focus = LIT_free_voldemares
				uncomplete_children = yes
			}
			unlock_national_focus = LIT_exile_voldemares
		}
		set_country_flag = fought_iron_wolf_flag
	}
	else_if = {
		limit = {
			has_idea = LIT_iron_wolf_idea_bad_3
		}
		swap_ideas = {
			remove_idea = LIT_iron_wolf_idea_bad_3
			add_idea = LIT_iron_wolf_idea_bad_4
		}
	} {
		limit = {
			has_idea = LIT_iron_wolf_idea_bad_2
		}
		swap_ideas = {
			remove_idea = LIT_iron_wolf_idea_bad_2
			add_idea = LIT_iron_wolf_idea_bad_3
		}
	} {
		limit = {
			has_idea = LIT_iron_wolf_idea_bad_1
		}
		swap_ideas = {
			remove_idea = LIT_iron_wolf_idea_bad_1
			add_idea = LIT_iron_wolf_idea_bad_2
		}
	} {
		limit = {
			has_idea = LIT_iron_wolf_idea_good_1
		}
		swap_ideas = {
			remove_idea = LIT_iron_wolf_idea_good_1
			add_idea = LIT_iron_wolf_idea_bad_1
		}
	} {
		limit = {
			has_idea = LIT_iron_wolf_idea_good_2
		}
		swap_ideas = {
			remove_idea = LIT_iron_wolf_idea_good_2
			add_idea = LIT_iron_wolf_idea_good_1
		}
	}
}
### Entity: Idea
Component: DEN_overlord_licensing_ns
Constructs: removal_cost, is_in_faction_with
Source: game
File: common/ideas/denmark.txt

Code:
DEN_overlord_licensing_ns = {
	name = DEN_danish_licensing_ns
	removal_cost = -1
	picture = generic_license_production
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	available = {
		is_in_faction_with = DEN.DEN_overlord_nation
	}
	targeted_modifier = {
		tag = DEN.DEN_overlord_nation
		license_purchase_cost = -0.5
		license_production_speed = 0.25
		license_tech_difference_speed = 0.25
		trade_cost_for_target_factor = -0.2
		trade_opinion_factor = 0.25
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/SAU_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 1
	}
	location = 12727
	division_template = Alfurqat Almasha
	start_equipment_factor = 0.3
}
### Entity: Idea
Component: WUR_mt
Source: game
File: common/ideas/wurtemberg.txt

Code:
WUR_mt = {
	ledger = army
	picture = generic_army_europe_3
	allowed = {
		original_tag = WUR
	}
	traits = {
		military_theorist
	}
}
### Entity: AI Strategy
Component: EAI_fascist_focus
Constructs: has_government, has_country_flag, has_global_flag, is_historical_focus_on, has_focus_tree
Source: game
File: common/ai_strategy_plans/EAI_generic_tree.txt

Code:
EAI_fascist_focus = {
	name = Fascist focus
	desc = 
	enable = {
		OR = {
			AND = {
				has_global_flag = EAI_random_ideology
				has_country_flag = EAI_fascist_focus
			} {
				is_historical_focus_on = yes
				has_government = fascism
				NOT = {
					EAI_neutral_country = yes
				}
			}
		}
		has_focus_tree = generic_focus
	}
	abort_when_not_enabled = yes
	focus_factors = {
		political_effort = 1000
		collectivist_ethos = 1000
		nationalism_focus = 1000
		militarism = 1000
		military_youth = 1000
		paramilitarism = 1000
		ideological_fanaticism = 1000
	}
}