Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: GRE_panagiotis_gazis
Constructs: has_dlc
Source: game
File: common/characters/GRE.txt

Code:
GRE_panagiotis_gazis = {
	instance = {
		allowed = {
			has_dlc = Battle for the Bosporus
		}
		name = GRE_panagiotis_gazis
		portraits = {
			army = {
				small = GFX_idea_gre_panagiotis_gazis
			}
		}
		advisor = {
			slot = air_chief
			idea_token = GRE_panagiotis_gazis
			name = GRE_panagiotis_gazis
			allowed = {
				original_tag = GRE
				has_dlc = Battle for the Bosporus
			}
			traits = {
				air_chief_reform_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Battle for the Bosporus
			}
		}
		name = GRE_panagiotis_gazis
		portraits = {
			army = {
				small = GFX_idea_generic_air_europe_1
			}
		}
		advisor = {
			slot = air_chief
			idea_token = GRE_panagiotis_gazis
			allowed = {
				original_tag = GRE
				NOT = {
					has_dlc = Battle for the Bosporus
				}
			}
			traits = {
				air_chief_reform_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
	}
}
### Entity: Character
Component: MAN_japanese_puppet
Constructs: stability_factor, fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
MAN_japanese_puppet = {
	random = no
	sprite = 13
	stability_factor = -0.05
	fascism_drift = 0.02
}
### Entity: Faction
Component: faction_goal_expand_midway_island_bases
Constructs: limit, complete_effect, add_faction_power_projection, every_faction_member, add_faction_initiative, is_on_continent, has_navy_size
Source: game
File: common/factions/goals/faction_goals_short_term.txt

Code:
faction_goal_expand_midway_island_bases = {
	name = expand_midway_island_bases_goal_name
	description = expand_midway_island_bases_goal_desc
	category = short_term
	group = FOCUS_FILTER_CONSOLIDATION
	allowed = {

	}
	visible = {
		631 = {
			is_controlled_by_ROOT_or_ally = yes
		}
	}
	available = {

	}
	completed = {
		631 = {
			air_base = > 1
			any_province_building_level = {
				province = {
					all_provinces = yes
				}
				building = naval_base
				level = > 2
			}
		}
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt TARGET_STATE_CONTROLLERS
		every_faction_member = {
			visible_when_empty = yes
			limit = {
				controls_state = 631
			}
			add_faction_initiative = 1
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 2
			convoy_threat = > 0.5
			collection_size = {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes
							is_on_continent = north_america
						}
					}
					name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA
				}
				value = > 0
			} {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes
							is_on_continent = asia
						}
					}
					name = COLLECTION_FACTION_STATES_IN_ASIA
				}
				value = > 0
			}
		} {
			add = 1
			has_navy_size = {
				size = > 5
				type = capital_ship
			}
		}
	}
}
### Entity: Idea
Component: NOR_det_norske_luftfartselskap
Constructs: research_bonus
Source: game
File: common/ideas/r56_norway.txt

Code:
NOR_det_norske_luftfartselskap = {
	allowed = {
		original_tag = NOR
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		medium_aircraft_manufacturer
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Unit Template
Component: SPAN_INF_01
Source: game
File: common/units/names_divisions/SPAN_names_divisions.txt

Code:
SPAN_INF_01 = {
	name = Infantry Division
	for_countries = {
		COS DOM ECU EQG GUA HON MEX NIC PAN PAR PRU URG VEN
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %da División de Infantería
	ordered = {
		1 = {
			%da División de Infantería
		}
		2 = {
			%da División de Infantería
		}
		3 = {
			%da División de Infantería
		}
		4 = {
			%da División de Infantería
		}
		5 = {
			%da División de Infantería
		}
		6 = {
			%da División de Infantería
		}
		7 = {
			%da División de Infantería
		}
		8 = {
			%da División de Infantería
		}
		9 = {
			%da División de Infantería
		}
		10 = {
			%da División de Infantería
		}
		11 = {
			%da División de Infantería
		}
		12 = {
			%da División de Infantería
		}
		13 = {
			%da División de Infantería
		}
		14 = {
			%da División de Infantería
		}
		15 = {
			%da División de Infantería
		}
		16 = {
			%da División de Infantería
		}
		17 = {
			%da División de Infantería
		}
		18 = {
			%da División de Infantería
		}
		19 = {
			%da División de Infantería
		}
		20 = {
			%da División de Infantería
		}
	}
}
### Entity: Character
Component: ISR_the_great_father
Constructs: democratic_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
ISR_the_great_father = {
	random = no
	democratic_drift = 0.03
	political_power_factor = 0.15
	defensive_war_stability_factor = 0.1
}
### Entity: State History
Component: 1055
Constructs: add_core_of
Source: game
File: history/states/1055-Eastern Kalimantan.txt

Code:
state = {
	id = 1055
	name = STATE_1055
	resources = {
		oil = 29
		rubber = 16
		coal = 11
	}
	history = {
		owner = INS
		add_core_of = GOW
		buildings = {
			infrastructure = 1
			industrial_complex = 1
			synthetic_refinery = 1
			10325 = {
				naval_base = 1
			}
		}
		victory_points = {
			12110 2
		} {
			12225 3
		} {
			10325 1
		} {
			7415 1
		}
	}
	provinces = {
		12280 10138 12110 7296 1225 1416 10266 12225 7355 10237 7231 7299 10178 12252 12196 1252 10181 4236 10325 4323 1404 7415 12243
	}
	manpower = 1412581
	state_category = rural
	local_supplies = 0.0
}
### Entity: Character
Component: ALB_jocelyn_percy
Source: game
File: common/characters/ALB.txt

Code:
ALB_jocelyn_percy = {
	advisor = {
		slot = political_advisor
		idea_token = ALB_jocelyn_percy
		allowed = {
			original_tag = ALB
		}
		traits = {
			prince_of_terror
		}
	}
	name = ALB_jocelyn_percy
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_arab_2
		}
	}
}
### Entity: Idea
Component: POL_april_constitution_fas_right
Constructs: has_government, removal_cost, fascism_drift
Source: game
File: common/ideas/poland.txt

Code:
POL_april_constitution_fas_right = {
	allowed = {
		original_tag = POL
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	picture = POL_april_constitution
	modifier = {
		mobilization_laws_cost_factor = -0.2
		high_command_cost_factor = -0.2
		resistance_damage_to_garrison = -0.15
		political_power_factor = 0.15
		drift_defence_factor = 0.15
		fascism_drift = 0.15
	}
}
### Entity: Decision
Component: JAP_kodoha_insurgency_decisions
Constructs: has_government, has_country_flag, fire_only_once, has_civil_war, cancel_if_not_visible, is_good, has_game_rule, has_active_mission
Source: game
File: common/decisions/JAP.txt

Code:
JAP_kodoha_insurgency_decisions = {
	JAP_aizawa_trial_ongoing = {
		priority = 100
		icon = GFX_decision_generic_police_action
		allowed = {
			original_tag = JAP
		}
		visible = {
			has_civil_war = no
			has_government = neutrality
			hidden_trigger = {
				NOT = {
					has_country_flag = JAP_aizawas_trial_over_flag
					hidden_trigger = {
						has_country_flag = JAP_1939_start_date_initiated
					}
				}
			}
		}
		available = {
			hidden_trigger = {
				always = no
			}
		}
		days_mission_timeout = 56
		fire_only_once = yes
		activation = {
			original_tag = JAP
		}
		cancel_if_not_visible = yes
		is_good = no
		timeout_effect = {
			country_event = {
				id = SEA_japan.1
				hours = 6
			}
			custom_effect_tooltip = JAP_aizawa_trial_ongoing_tt
		}
	}
	JAP_increase_takahashi_korekiyo_security_decision = {
		priority = 80
		icon = GFX_decision_SWI_no_elected_president
		ai_will_do = {
			base = 0
			modifier = {
				add = 100
				OR = {
					has_country_flag = JAP_AI_RANDOM_DEMOCRATIC
					has_game_rule = {
						rule = JAP_ai_behavior
						option = DEMOCRATIC
					}
				}
			}
		}
		allowed = {

		}
		visible = {
			has_active_mission = JAP_aizawa_trial_ongoing
			has_country_flag = JAP_can_now_save_advisors_flag
		}
		available = {
			has_active_mission = JAP_aizawa_trial_ongoing
		}
		fire_only_once = yes
		cost = 40
		complete_effect = {
			custom_effect_tooltip = JAP_increase_takahashi_korekiyo_security_decision_tt generic_skip_one_line_tt JAP_will_not_impact_focus_choices_tt generic_skip_one_line_tt
			show_ideas_tooltip = JAP_takahashi_korekiyo
			hidden_effect = {
				set_country_flag = JAP_korekiyo_protected_flag
			}
		}
		remove_effect = {

		}
	}
	JAP_increase_jotaro_watanabe_security_decision = {
		priority = 70
		icon = GFX_decision_generic_belgian_colonial_helmet
		ai_will_do = {
			base = 0
			modifier = {
				add = 10
				OR = {
					has_country_flag = JAP_AI_RANDOM_DEMOCRATIC
					has_game_rule = {
						rule = JAP_ai_behavior
						option = DEMOCRATIC
					}
				}
			}
		}
		allowed = {

		}
		visible = {
			has_active_mission = JAP_aizawa_trial_ongoing
			has_country_flag = JAP_can_now_save_advisors_flag
		}
		available = {
			has_active_mission = JAP_aizawa_trial_ongoing
		}
		fire_only_once = yes
		cost = 40
		complete_effect = {
			custom_effect_tooltip = JAP_increase_jotaro_watanabe_security_decision_tt generic_skip_one_line_tt J
# ... (truncated)
### Entity: National Focus
Tree: men_focus
Component: MEN_the_honour_of_death
Constructs: prerequisite, has_war, has_government, add_war_support, completion_reward, add_popularity, swap_ideas, remove_idea
Source: game
File: common/national_focus/mengkukuo.txt

Code:
focus = {
	id = MEN_the_honour_of_death
	icon = GFX_focus_propaganda_soviet
	prerequisite = {
		focus = MEN_beacon_of_resistance
	}
	x = 0
	y = 1
	bypass = {

	}
	available = {
		has_war = yes
		has_government = communism
		surrender_progress = > 0.5
	}
	relative_position_id = MEN_beacon_of_resistance
	cost = 10
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		add_war_support = 0.05
		add_popularity = {
			ideology = communism
			popularity = 0.1
		}
		swap_ideas = {
			remove_idea = MEN_beacon_of_resistance_idea
			add_idea = MEN_the_honour_of_death_idea
		}
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_INTERNAL_AFFAIRS FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
}
### Entity: Country History
Country: IAS
Component: IAS_misc
Constructs: recruit_character, limit, set_technology, has_dlc, create_equipment_variant
Source: game
File: history/countries/IAS - Isthmo Amerindia.txt

Code:
# Misc for IAS
capital = 493
IF = {
	limit = {
		has_dlc = By Blood Alone
	}
	ELSE = {
		set_technology = {
			early_fighter = 1
			cv_early_fighter = 1
		}
	}
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		early_destroyer = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		basic_naval_mines = 1
		early_ship_hull_light = 1
		basic_ship_hull_light = 1
		basic_battery = 1
		basic_torpedo = 1
		basic_depth_charges = 1
	}
}
{
	limit = {
		has_dlc = Trial of Allegiance
	}
	recruit_character = IAS_isthmo_amerindian_council
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	create_equipment_variant = {
		name = Antioquia Class
		type = ship_hull_light_1
		name_group = COL_DD_HISTORICAL
		parent_version = 0
		modules = {
			fixed_ship_battery_slot = ship_light_battery_2
			fixed_ship_anti_air_slot = ship_anti_air_1
			fixed_ship_fire_control_system_slot = ship_fire_control_system_0
			fixed_ship_radar_slot = empty
			fixed_ship_engine_slot = light_ship_engine_2
			fixed_ship_torpedo_slot = ship_torpedo_1
			mid_1_custom_slot = ship_mine_layer_1
			rear_1_custom_slot = ship_depth_charge_1
		}
	}
}
### Entity: Decision
Component: AFG_revive_basmachi_decision_category
Constructs: division_template, add_equipment_to_stockpile, has_war, limit, has_government, has_war_with, fire_only_once, is_subject
Source: game
File: common/decisions/r56_AFG.txt

Code:
AFG_revive_basmachi_decision_category = {
	AFG_start_the_rebellion = {
		icon = generic_prepare_civil_war
		visible = {
			is_subject = no
			has_capitulated = no
			NOT = {
				has_war_with = SOV
			}
		}
		available = {
			has_government = fascism
			any_state = {
				has_state_flag = AFG_basmachi_state_flag
			}
		}
		fire_only_once = yes
		complete_effect = {
			custom_effect_tooltip = AFG_basmachi_war_tt
			hidden_effect = {
				declare_war_on = {
					target = SOV
					type = take_state_focus
				}
				division_template = {
					name = Basmachi Resistance Brigade
					division_names_group = AFG_INF_01
					priority = 1
					regiments = {
						infantry = {
							x = 0
							y = 0
						} {
							x = 0
							y = 1
						} {
							x = 0
							y = 2
						} {
							x = 1
							y = 0
						} {
							x = 1
							y = 1
						} {
							x = 1
							y = 2
						}
						cavalry = {
							x = 2
							y = 0
						} {
							x = 2
							y = 1
						} {
							x = 2
							y = 2
						}
					}
					support = {
						artillery = {
							x = 0
							y = 0
						}
						recon = {
							x = 0
							y = 1
						}
					}
				}
				SOV = {
					every_controlled_state = {
						limit = {
							has_state_flag = AFG_basmachi_infiltrated_factories
							is_owned_and_controlled_by = SOV
						}
						damage_building = {
							type = arms_factory
							damage = 20
						} {
							type = industrial_complex
							damage = 20
						} {
							type = dockyard
							damage = 10
						}
					} {
						limit = {
							has_state_flag = AFG_basmachi_sabotaged_railways
							is_owned_and_controlled_by = SOV
						}
						damage_building = {
							type = infrastructure
							damage = 20
						} {
							type = rail_way
							damage = 5
						} {
							type = supply_node
							damage = 1
						}
					} {
						limit = {
							has_state_flag = AFG_basmachi_state_flag
							is_owned_and_controlled_by = SOV
						}
						create_unit = {
							division = name = "Basmachi Resistance Brigade" division_template = "Basmachi Resistance Brigade" start_experience_factor = 0.20 start_equipment_factor = 0.95 start_manpower_factor = 0.9
							owner = AFG
							count = 1
							allow_spawning_on_enemy_provs = yes
						}
					}
				}
			}
		}
		remove_effect = {

		}
		ai_will_do = {
			base = 0
			modifier = {
				count_triggers = {
					amount = 6
					742 = {
					
# ... (truncated)
### Entity: Military Industrial Organization
Component: ITA_cantieri_navali_tosi_organization
Constructs: has_completed_focus, add_trait, production_bonus
Source: game
File: common/military_industrial_organization/organizations/ITA_organization.txt

Code:
ITA_cantieri_navali_tosi_organization = {
	include = generic_submarine_organization
	icon = GFX_idea_ITA_cantieri_navali_tosi
	allowed = {
		tag = ITA
	}
	available = {
		FROM = {
			controls_state = 849
		}
		ITA_is_southern_designer = yes
	}
	add_trait = {
		token = ITA_mio_trait_new_industrialization_program
		name = ITA_new_industrialization_program
		icon = GFX_generic_mio_department_icon_ship_submarine_production
		special_trait_background = yes
		position = {
			x = 9
			y = 0
		}
		available = {
			FROM = {
				has_completed_focus = ITA_new_industrialization_program ITA_modernize_the_mezzogiorno
			}
		}
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.1
		}
		production_bonus = {
			production_capacity_factor = 0.1
		}
	}
}
### Entity: Character
Component: AZR_mir_jafar_baghirov
Source: game
File: common/characters/AZR.txt

Code:
AZR_mir_jafar_baghirov = {
	name = AZR_mir_jafar_baghirov
	portraits = {
		civilian = {
			large = gfx/leaders/AZR/r56_portrait_AZR_Mir_Jafar_Baghirov.dds
		}
	}
	country_leader = {
		ideology = stalinism
		expire = 1965.1.1
		id = -1
		traits = {
			baron_of_terror
		}
	}
}
### Entity: AI Strategy
Component: ISR_irgun_plan
Constructs: has_country_flag, has_game_rule
Source: game
File: common/ai_strategy_plans/ISR_strategy_plan.txt

Code:
ISR_irgun_plan = {
	name = ISR: Israel Irgun AI Plan
	desc = Irgun behaviour for Israel.
	allowed = {
		original_tag = ISR
	}
	enable = {
		OR = {
			has_country_flag = ISR_AI_RANDOM_IRGUN
			has_game_rule = {
				rule = ISR_AI_BEHAVIOR
				option = ISR_IRGUN
			}
		}
	}
	ai_national_focuses = {
		ISR_suez_crisis ISR_appeal_to_uk ISR_appeal_to_france ISR_prepare_the_invasion ISR_operation_sinai ISR_a_resounding_victory ISR_one_zion ISR_revolution ISR_call_diaspora_volunteers ISR_gather_irgun ISR_begin_approach ISR_jerusalem_strategy ISR_subvert_haganah ISR_steal_haganah_weapons ISR_spread_revisionist_media ISR_assume_the_national_cause ISR_the_west_bank ISR_raise_jewish_militias ISR_israel_military_industries ISR_provisional_government ISR_national_higher_education ISR_building_the_new_homeland ISR_irgun_in_power ISR_fight_resistance ISR_consolidate_power ISR_histadrut_legislation ISR_factory_investments ISR_push_jewish ISR_push_militarism ISR_jabotinsky_death ISR_the_revisionist_split ISR_gather_the_loyalists ISR_appeal_to_haganah ISR_negotiate_lehi_defectors ISR_link_communities ISR_kibbutz_production ISR_develop_road_infrastructure ISR_firearms_production ISR_crown_of_david ISR_judea_fell ISR_reading_power_station ISR_formalize_military ISR_proffesional_army_training ISR_strengthen_military_industrial ISR_seize_foreign_assets ISR_arms_sourcing ISR_expand_support_uses ISR_settlement_projects ISR_clean_resistance ISR_only_thus ISR_the_italian_model ISR_the_periphery_strategy ISR_support_maronite_lebanese ISR_judea_rise ISR_special_night_squads ISR_special_forces ISR_form_the_mossad
	}
	traits = {
		army_infantry_2 = 100
		silent_workhorse = 50
		smooth_talking_charmer = 30
		army_chief_defensive_2 = 10
	}
	focus_factors = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Decision
Component: celtic_unification_category
Constructs: limit, add_ideas, every_country, fire_only_once, is_subject, complete_effect, set_cosmetic_tag, add_core_of
Source: game
File: common/decisions/r56_formable_nations_decisions.txt

Code:
celtic_unification_category = {
	form_celtic_union = {
		icon = generic_form_nation
		fire_only_once = yes
		allowed = {
			OR = {
				original_tag = SCO IRE NIR BRI WLS
			}
		}
		available = {
			is_subject = no
			controls_state = 113 119 134 135 122 133 121 136 120 123 14 1042
		}
		complete_effect = {
			set_cosmetic_tag = CEL_UNIFIED
			hidden_effect = {
				113 = {
					add_core_of = ROOT
				}
				119 = {
					add_core_of = ROOT
				}
				134 = {
					add_core_of = ROOT
				}
				135 = {
					add_core_of = ROOT
				}
				122 = {
					add_core_of = ROOT
				}
				133 = {
					add_core_of = ROOT
				}
				121 = {
					add_core_of = ROOT
				}
				136 = {
					add_core_of = ROOT
				}
				120 = {
					add_core_of = ROOT
				}
				123 = {
					add_core_of = ROOT
				}
				970 = {
					add_core_of = ROOT
				}
				971 = {
					add_core_of = ROOT
				}
				14 = {
					add_core_of = ROOT
				}
				1042 = {
					add_core_of = ROOT
				}
				news_event = {
					id = r56.news_event.33
					hours = 6
				}
				if = {
					limit = {
						has_dlc = La Resistance
					}
					every_country = {
						every_operative = {
							limit = {
								OR = {
									has_nationality = SCO IRE NIR BRI WLS
								}
								NOT = {
									has_nationality = ROOT
								}
							}
							add_nationality = ROOT
						}
					}
				}
			} {
				set_party_name = {
					ideology = neutrality
					long_name = CEL_UNIFIED_neutrality_party_long
					name = CEL_UNIFIED_neutrality_party
				} {
					ideology = democratic
					long_name = CEL_UNIFIED_democratic_party_long
					name = CEL_UNIFIED_democratic_party
				} {
					ideology = communism
					long_name = CEL_UNIFIED_communism_party_long
					name = CEL_UNIFIED_communism_party
				} {
					ideology = fascism
					long_name = CEL_UNIFIED_fascism_party_long
					name = CEL_UNIFIED_fascism_party
				}
			}
			123 = {
				add_core_of = ROOT
				set_state_name = Cornwall
			}
			add_ideas = generic_recent_political_unification generic_recent_army_unification generic_recent_economic_unification
		}
		ai_will_do = {
			factor = 200
		}
	}
	CEL_UNIFIED_integrate_galicia = {
		icon = generic_form_nation
		allowed = {
			OR = {
				original_tag = SCO IRE NIR BRI WLS
			}
		}
		cost = 50
		available = {
			is_subject = no
			controls_state = 171
			171 = {
				compliance = > 40
			}
		}
		visible = {
			has_cosmetic_tag = CEL_UNIFIED
		}
# ... (truncated)
### Entity: AI Strategy
Component: ROM_highway_to_the_danger_zone_766
Constructs: has_war, is_controlled_by, build_building
Source: game
File: common/ai_strategy/ROM.txt

Code:
ROM_highway_to_the_danger_zone_766 = {
	allowed = {
		original_tag = ROM
	}
	enable = {
		has_war = no
		date = > 1938.1.1
		78 = {
			OR = {
				NOT = {
					is_controlled_by = ROM
				}
				infrastructure = > 3
			}
		}
		766 = {
			is_controlled_by = ROM
			infrastructure = < 4
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = build_building
		id = infrastructure
		target = 766
		value = 1
	}
}
### Entity: National Focus
Tree: fri_focus
Component: FRI_submarines_effort
Constructs: prerequisite, completion_reward, add_tech_bonus, ss_bonus
Source: game
File: common/national_focus/FrenchIndochina.txt

Code:
focus = {
	id = FRI_submarines_effort
	icon = GFX_goal_generic_navy_submarine
	cost = 5
	prerequisite = {
		focus = FRI_trade_disturbtion_doctrine
	} {
		focus = FRI_invite_fcm_to_fort_bayard
	}
	x = -2
	y = 4
	relative_position_id = FRI_invite_investors_to_kouang_tcheou_wan
	completion_reward = {
		add_tech_bonus = {
			name = ss_bonus
			bonus = 1
			uses = 1
			category = ss_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: denmark.10
Constructs: has_completed_focus, create_country_leader, has_government, has_country_flag, has_global_flag, is_subject, set_temp_variable, add_to_temp_variable
Source: game
File: events/DanishEvents.txt

Code:
country_event = {
	id = denmark.10
	title = denmark.10.t
	desc = denmark.10.d
	picture = GFX_report_event_copenhagen_protests
	mean_time_to_happen = {
		days = 35
	}
	trigger = {
		tag = DEN
		NOT = {
			has_global_flag = DEN_use_DLC_tree
		} {
			has_country_flag = den_elections_disabled {
				flag = den_dem_government_changed
				days = < 100
			}
			has_completed_focus = DEN_DNSAP_Takeover DEN_Conservative_Majority DEN_Social_Democratic_Majority DEN_DKP_Takeover DEN_King_Christian_Coup
		}
		has_country_flag = socialdemokratiet_dominating
		has_government = democratic
		is_subject = no
		set_temp_variable = {
			neu_pop = party_popularity@neutrality
		} {
			dem_pop = party_popularity@democratic
		}
		add_to_temp_variable = {
			neu_pop = 0.03
		}
		check_variable = {
			neu_pop = > dem_pop
		}
	}
	option = {
		name = denmark.10.a
		set_country_flag = den_dem_government_changed
		set_party_name = {
			ideology = democratic
			name = KF - V
			long_name = Det Konservative Folkeparti - Venstre
		} {
			ideology = neutrality
			name = Socialdemokratiet - RV - F
			long_name = Socialdemokratiet - Radikale Venstre - Bondepartiet
		}
		clr_country_flag = socialdemokratiet_dominating
		hidden_effect = {
			den_switch_parties = yes
			retire_country_leader = yes
			retire_ideology_leader = neutrality
			promote_character = {
				character = DEN_thorvald_stauning
				ideology = centrism
			}
		}
		create_country_leader = {
			name = Christmas Møller
			picture = gfx/leaders/DEN/r56_portrait_DEN_John_Christmas_Moller.dds
			expire = 1965.1.1
			ideology = conservatism
		}
	}
}