Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Decision
Component: AST_australia_first_movement_cat
Constructs: has_completed_focus, limit, has_country_flag, fire_only_once, fascism_drift, complete_effect, set_country_flag, add_autonomy_ratio
Source: game
File: common/decisions/AST.txt

Code:
AST_australia_first_movement_cat = {
	AST_summons_to_australian_hall = {
		icon = GFX_decision_eng_blackshirt_march
		visible = {
			NOT = {
				has_completed_focus = AST_australia_first_party_focus
			}
		}
		cost = 50
		available = {
			custom_trigger_tooltip = {
				tooltip = AST_sufficient_funds_tt
				NOT = {
					has_country_flag = AST_insufficient_funds
				}
			}
		}
		ai_will_do = {
			base = 20
		}
		fire_only_once = no
		days_remove = 90
		modifier = {
			fascism_drift = 0.03
			stability_weekly = -0.005
		}
		complete_effect = {
			set_country_flag = {
				flag = AST_insufficient_funds
				days = 100
				value = 1
			}
			IF = {
				limit = {
					has_completed_focus = AST_refuse_british_wars
				}
				add_autonomy_ratio = {
					value = 0.05
					localization = AST_australia_first_movement_cat
				}
			}
			custom_effect_tooltip = AST_lose_sufficient_funds_tt_100
			activate_mission = AST_insufficient_funds_mission
			hidden_effect = {
				set_country_flag = {
					flag = AST_afm_summons
					days = 90
					value = 1
				}
			}
		}
	}
	AST_summons_to_australian_hall_upgrade = {
		icon = GFX_decision_eng_blackshirt_march
		visible = {
			has_completed_focus = AST_australia_first_party_focus
			NOT = {
				has_country_flag = AST_afm_summons
			}
		}
		cost = 35
		available = {
			custom_trigger_tooltip = {
				tooltip = AST_sufficient_funds_tt
				NOT = {
					has_country_flag = AST_insufficient_funds
				}
			}
		}
		ai_will_do = {
			base = 20
		}
		fire_only_once = no
		days_remove = 90
		modifier = {
			fascism_drift = 0.05
		}
		complete_effect = {
			set_country_flag = {
				flag = AST_insufficient_funds
				days = 50
				value = 1
			}
			IF = {
				limit = {
					has_completed_focus = AST_refuse_british_wars
				}
				add_autonomy_ratio = {
					value = 0.05
					localization = AST_australia_first_movement_cat
				}
			}
			custom_effect_tooltip = AST_lose_sufficient_funds_tt_50
			activate_mission = AST_insufficient_funds_mission
			hidden_effect = {
				add_days_mission_timeout = {
					mission = AST_insufficient_funds_mission
					days = -50
				}
			}
		}
	}
	AST_print_the_publicist = {
		icon = GFX_decision_eng_propagande_campaigns
		visible = {
			NOT = {
				has_completed_focus = AST_australia_first_party_focus
			}
		}
		cost = 50
		available = {
			custom_trigger_tooltip = {
				tooltip = AST_sufficient_funds_tt
				NOT = {
					h
# ... (truncated)
### Entity: AI Strategy
Component: GER_fighter
Constructs: has_tech
Source: game
File: common/ai_equipment/GER_planes.txt

Code:
GER_fighter = {
	category = air
	available_for = {
		GER
	}
	roles = {
		air_fighter
	}
	priority = {
		factor = 1000
	}
	great_war_fighter_default = {
		priority = {
			factor = 1
			modifier = {
				has_tech = basic_small_airframe
				factor = 0
			}
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = small_plane_airframe_0
			modules = {
				fixed_main_weapon_slot = light_mg_2x
				fixed_auxiliary_weapon_slot_1 = empty
				engine_type_slot = engine_1_1x
				special_type_slot_1 = empty
				special_type_slot_2 = empty
			}
		}
		allowed_modules = {
			engine_1_1x light_mg_2x
		}
	}
	basic_fighter_default = {
		priority = {
			factor = 100
			modifier = {
				has_tech = improved_small_airframe
				factor = 0
			}
		}
		history = yes
		target_variant = {
			match_value = 2000
			type = small_plane_airframe_1
			modules = {
				fixed_main_weapon_slot = aircraft_cannon_1_1x
				fixed_auxiliary_weapon_slot_1 = light_mg_2x
				engine_type_slot = engine_2_1x
				special_type_slot_1 = drop_tanks
				special_type_slot_2 = armor_plate_small
			}
		}
		allowed_modules = {
			light_mg_2x aircraft_cannon_1_2x aircraft_cannon_1_1x engine_2_1x armor_plate_small drop_tanks
		}
	}
	fw_190_a1 = {
		priority = {
			factor = 10
			modifier = {
				has_tech = advanced_small_airframe
				factor = 0
			} {
				has_tech = engines_3
				factor = 0
			}
		}
		history = yes
		target_variant = {
			match_value = 3000
			type = small_plane_airframe_2
			modules = {
				fixed_main_weapon_slot = aircraft_cannon_1_2x
				fixed_auxiliary_weapon_slot_1 = light_mg_4x
				engine_type_slot = engine_2_1x
				special_type_slot_1 = armor_plate_small
				special_type_slot_2 = self_sealing_fuel_tanks_small
			}
		}
		allowed_modules = {
			aircraft_cannon_1_2x aircraft_cannon_1_1x light_mg_4x light_mg_2x engine_2_1x armor_plate_small self_sealing_fuel_tanks_small drop_tanks
		}
	}
	fw_190_a5 = {
		priority = {
			factor = 10
			modifier = {
				has_tech = advanced_small_airframe
				factor = 0
			}
		}
		history = yes
		target_variant = {
			match_value = 3500
			type = small_plane_airframe_2
			modules = {
				fixed_main_weapon_slot = aircraft_cannon_1_2x
				fixed_auxiliary_weapon_slot_1 = aircraft_cannon_1_2x
				fixed_auxiliary_weapon_slot_2 = light_mg_2x
				engine_type_slot = engine_3_1x
				special_type_slot_1 = armor_plate_small
				special_type_slot_2 = self_sealing_fu
# ... (truncated)
### Entity: Character
Component: JAP_minseito_leader
Constructs: stability_factor, democratic_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
JAP_minseito_leader = {
	random = no
	sprite = 13
	stability_factor = 0.1
	political_power_factor = 0.1
	democratic_drift = 0.05
	production_speed_industrial_complex_factor = 0.05
}
### Entity: National Focus
Tree: ast_focus
Component: AST_recruitment_drive
Constructs: prerequisite, add_war_support, completion_reward, add_to_variable
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_recruitment_drive
	icon = GFX_focus_PHI_bill_of_rights_for_veterans
	prerequisite = {
		focus = AST_populate_or_perish
	}
	relative_position_id = AST_populate_or_perish
	x = 2
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_or_modify_AST_strength_in_numbers_spirit = yes
		add_to_variable = {
			AST_strength_in_numbers_conscription = 0.01
			tooltip = conscription_tt
		} {
			AST_strength_in_numbers_conscription_factor = 0.05
			tooltip = conscription_factor_tt
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_war_support = 0.025
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Event
Component: wtt_britain.29
Constructs: is_triggered_only
Source: game
File: events/WTT_Britain.txt

Code:
country_event = {
	id = wtt_britain.29
	title = wtt_britain.29.t
	desc = wtt_britain.29.d
	picture = GFX_report_event_generic_sign_treaty3
	is_triggered_only = yes
	option = {
		name = wtt_britain.29.a
	}
}
### Entity: National Focus
Tree: rom_focus
Component: ROM_appoint_german_friendly_government
Constructs: prerequisite, limit, remove_ideas, has_government, has_war_with, add_stability, add_opinion_modifier, completion_reward
Source: game
File: common/national_focus/romania.txt

Code:
focus = {
	id = ROM_appoint_german_friendly_government
	icon = GFX_goal_support_fascism
	prerequisite = {
		focus = ROM_flexible_foreign_policy
	}
	x = 3
	y = 1
	relative_position_id = ROM_flexible_foreign_policy
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			has_war_with = GER
		}
	}
	available = {
		is_subject = no
		GER = {
			is_faction_leader = yes
			has_government = fascism
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = ROM_securitate
			}
			remove_ideas = ROM_securitate
			else = {
				if = {
					limit = {
						has_idea = ROM_constitutional_guarantees
					}
					remove_ideas = ROM_constitutional_guarantees
					else = {
						custom_effect_tooltip = ROM_appoint_german_friendly_government_tooltip
					}
				}
			}
		} {
			limit = {
				NOT = {
					has_idea = ROM_flexible_foreign_policy_2
				}
			}
			swap_ideas = {
				remove_idea = ROM_flexible_foreign_policy
				add_idea = ROM_flexible_foreign_policy_2
			}
		} {
			limit = {
				has_dlc = Battle for the Bosporus
				NOT = {
					is_in_faction_with = TUR
					TUR = {
						is_faction_leader = yes
					}
				}
			}
			every_other_country = {
				limit = {
					has_opinion_modifier = BFTB_balkan_pact_ally
				}
				remove_opinion_modifier = {
					target = ROM
					modifier = BFTB_balkan_pact_ally
				}
				if = {
					limit = {
						is_in_faction_with = TUR
						TUR = {
							is_faction_leader = no
						}
					}
					hidden_effect = {
						ROOT = {
							remove_opinion_modifier = {
								target = PREV
								modifier = BFTB_balkan_pact_ally
							}
						}
					}
				}
			}
		}
		custom_effect_tooltip = CHL_skip_one_line_tt CHL_skip_one_line_tt available_political_advisor CHL_skip_one_line_tt CHL_skip_one_line_tt generic_skip_one_line_tt
		add_popularity = {
			popularity = 0.35
			ideology = fascism
		}
		show_ideas_tooltip = ROM_mihail_sturdza
		add_stability = -0.05
		add_opinion_modifier = {
			modifier = ROM_appoint_german_friendly_government
			target = GER
		}
		GER = {
			add_opinion_modifier = {
				modifier = ROM_appoint_german_friendly_government
				target = ROOT
			}
		}
		hidden_effect = {
			set_country_flag = can_change_sides_fas
			if = {
				limit = {
					has_dlc = Battle for 
# ... (truncated)
### Entity: Idea
Component: AUS_soviet_aero_tech
Constructs: has_war_with, removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_soviet_aero_tech = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		has_war_with = SOV
	}
	picture = generic_air_bonus
	removal_cost = -1
	equipment_bonus = {
		small_plane_airframe = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
	modifier = {
		air_training_xp_gain_factor = 0.25
		air_wing_xp_loss_when_killed_factor = -0.25
	}
}
### Entity: Decision
Component: GER_the_fading_eagle_category
Constructs: has_government, has_country_flag, is_subject_of, is_in_faction_with, is_subject, is_controlled_by, complete_effect, set_country_flag
Source: game
File: common/decisions/GER.txt

Code:
GER_the_fading_eagle_category = {
	GER_occupy_albania_decision = {
		priority = 50
		icon = GFX_decision_generic_operation
		ai_will_do = {
			base = 100
		}
		allowed = {
			original_tag = GER
		}
		visible = {
			any_country_with_original_tag = {
				original_tag_to_check = ITA
				is_subject_of = ROOT
			}
			ALB = {
				is_in_faction_with = ROOT
				is_subject = no
			}
			NOT = {
				has_country_flag = GER_demanded_albanian_subjugation_flag
			}
		}
		available = {
			has_government = fascism
			ALB = {
				is_in_faction_with = ROOT
				is_subject = no
				all_owned_state = {
					is_controlled_by = ALB
				}
			}
		}
		cost = 50
		complete_effect = {
			ALB = {
				country_event = {
					id = GOT_GER_fading_eagle.01
					hours = 6
				}
			}
			custom_effect_tooltip = if_they_accept_tt
			effect_tooltip = {
				puppet = ALB
			}
			hidden_effect = {
				set_country_flag = GER_demanded_albanian_subjugation_flag
			}
		}
	}
	GER_occupy_montenegro_decision = {
		priority = 51
		icon = GFX_decision_generic_operation
		ai_will_do = {
			base = 100
		}
		allowed = {
			original_tag = GER
		}
		visible = {
			any_country_with_original_tag = {
				original_tag_to_check = ITA
				is_subject_of = ROOT
			}
			MNT = {
				is_in_faction_with = ROOT
				is_subject = no
			}
			NOT = {
				has_country_flag = GER_demanded_montenegrin_subjugation_flag
			}
		}
		available = {
			has_government = fascism
			MNT = {
				is_in_faction_with = ROOT
				is_subject = no
				all_owned_state = {
					is_controlled_by = MNT
				}
			}
		}
		cost = 50
		complete_effect = {
			MNT = {
				country_event = {
					id = GOT_GER_fading_eagle.01
					hours = 6
				}
			}
			custom_effect_tooltip = if_they_accept_tt
			effect_tooltip = {
				puppet = MNT
			}
			hidden_effect = {
				set_country_flag = GER_demanded_montenegrin_subjugation_flag
			}
		}
	}
	GER_occupy_croatia_decision = {
		priority = 52
		icon = GFX_decision_generic_operation
		ai_will_do = {
			base = 100
		}
		allowed = {
			original_tag = GER
		}
		visible = {
			any_country_with_original_tag = {
				original_tag_to_check = ITA
				is_subject_of = ROOT
			}
			CRO = {
				is_in_faction_with = ROOT
				is_subject = no
			}
			NOT = {
				has_country_flag = GER_demanded_croatian_subjugation_flag
			}
		}
		available = {
			has_government = fascism
			CRO = {
				is_in_faction_with = ROOT
				is_subject = no
				all_own
# ... (truncated)
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3ALeader_rank_4.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
Leader_rank_4.png &#8206;(95 × 20 pixels, file size: 6 KB, MIME type: image/png)
### Entity: Decision
Component: form_nation_mod_category
Constructs: has_war, has_government, fire_only_once, has_game_rule, is_subject, is_subject_of, is_neighbor_of, remove_effect
Source: game
File: common/decisions/r56_MOL_decisions.txt

Code:
form_nation_mod_category = {
	MOL_union_with_ROM = {
		icon = generic_operation
		allowed = {
			original_tag = MOL
		}
		available = {
			NOT = {
				OR = {
					has_game_rule = {
						rule = rom_fragmentation_status
						option = ROM_DECENTRALIZED
					} {
						rule = rom_fragmentation_status
						option = ROM_FRAGMENTED
					}
				}
			}
			OR = {
				is_subject = no
				is_subject_of = ROM
			} {
				AND = {
					OR = {
						has_government = democratic neutrality
					}
					ROM = {
						OR = {
							has_government = democratic neutrality
						}
					}
				} {
					has_government = fascism
					ROM = {
						OR = {
							has_government = fascism neutrality
						}
					}
				}
			}
			ROM = {
				is_neighbor_of = MOL
				is_subject = no
			}
		}
		days_remove = 20
		fire_only_once = yes
		ai_will_do = {
			factor = 20
			modifier = {
				has_war = yes
				factor = 0
			}
		}
		remove_effect = {
			ROM = {
				country_event = {
					id = r56_moldova.1
				}
			}
		}
	}
	MOL_integrate_historical_moldova = {
		icon = generic_form_nation
		allowed = {
			original_tag = MOL
		}
		cost = 50
		available = {
			is_subject = no
			controls_state = 79
		}
		visible = {
			tag = MOL
		}
		days_remove = 90
		remove_effect = {
			79 = {
				add_core_of = ROOT
			}
		}
		ai_will_do = {
			factor = 200
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
	}
	MOL_integrate_bukovina = {
		icon = generic_form_nation
		allowed = {
			original_tag = MOL
		}
		cost = 50
		available = {
			is_subject = no
			controls_state = 80
		}
		visible = {
			tag = MOL
		}
		days_remove = 90
		remove_effect = {
			80 = {
				add_core_of = ROOT
			}
		}
		ai_will_do = {
			factor = 200
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
	}
}
### Entity: Music Config
Component: base_music/general_war_1
Constructs: has_war
Source: game
File: music/_songs.txt

Code:
music = {
	song = general_war_1
	chance = {
		modifier = {
			factor = 1
			has_war = yes
		}
	}
}
### Entity: Idea
Component: GER_proud_eagle_that_ate_the_sun_ns
Constructs: removal_cost
Source: game
File: common/ideas/GER.txt

Code:
GER_proud_eagle_that_ate_the_sun_ns = {
	name = GER_proud_eagle_that_ate_the_sun
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	picture = GER_proud_eagle_that_ate_the_sun
	modifier = {
		naval_invasion_prep_speed = 0.25
		naval_invasion_penalty = -0.15
		production_speed_dockyard_factor = 0.1
		production_speed_coastal_bunker_factor = 0.1
	}
	targeted_modifier = {
		tag = JAP
		attack_bonus_against = 0.1
		defense_bonus_against = 0.1
	}
}
### Entity: Order of Battle
Component: Wake Island Garrison
Constructs: division_template
Source: game
File: history/units/USA_1936_nsb.txt

Code:
division = {
	name = Wake Island Garrison
	location = 13047
	division_template = Army Garrison Brigade
	start_experience_factor = 0.1
	start_equipment_factor = 0.15
}
### Entity: Idea
Component: BUL_anti_capitalism_hol
Constructs: has_completed_focus, limit, has_government, has_country_flag, removal_cost
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_anti_capitalism_hol = {
	name = BUL_anti_capitalism
	picture = eng_tackle_capitalism
	allowed = {
		original_tag = BUL
	}
	allowed_civil_war = {
		tag = BUL
		if = {
			limit = {
				has_completed_focus = BUL_the_anti_capitalist_fight
			}
			has_government = communism
		}
	}
	removal_cost = -1
	targeted_modifier = {
		tag = HOL
		attack_bonus_against = 0.1
		defense_bonus_against = 0.1
	}
	cancel = {
		OR = {
			has_country_flag = BUL_anti_capitalism_ns_expired_flag BUL_toppling_giants_ns_expired_flag BUL_the_fight_against_bolshevism_ns_expired_flag
		}
	}
}
### Entity: Modifier Reference
Construct: command_power_gain_mult
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## command_power_gain_mult

* Number with 0 decimal places
* **Categories**: country, army
### Entity: Unit Template
Component: USA_PAR_01
Source: game
File: common/units/names_divisions/USA_names_divisions.txt

Code:
USA_PAR_01 = {
	name = Airborne Division
	for_countries = {
		USA
	}
	can_use = {
		always = yes
	}
	division_types = {
		paratrooper
	}
	link_numbering_with = {
		USA_INF_01
	}
	fallback_name = %d Airborne Division
	ordered = {
		82 = {
			%dnd Airborne 'All American' Division
		}
		101 = {
			%dst Airborne 'Screaming Eagles' Division
		}
		11 = {
			%dth Airborne 'The Angels' Division
		}
		13 = {
			%dth Airborne 'Golden Unicorns' Division
		}
		17 = {
			%dth Airborne 'Golden Talons' Division
		}
		18 = {
			%dth Airborne Division
		}
		21 = {
			%dst Airborne Division
		}
		135 = {
			%dth Airborne Division
		}
		108 = {
			%dth Airborne'Golden Griffons' Division
		}
		15 = {
			%dth Airborne Division
		}
		6 = {
			%dth Airborne Division
		}
		9 = {
			%dth Airborne Division
		}
		80 = {
			%dth Airborne 'Blue Ridge' Division
		}
		84 = {
			%dth Airborne 'Railsplitters' Division
		}
		100 = {
			%dth Airborne 'Century' Division
		}
		202 = {
			%dnd Airborne 'Flat-Hatters' Division
		}
		271 = {
			%dst Airborne Division
		}
		272 = {
			%dnd Airborne Division
		}
		273 = {
			%drd Airborne Division
		}
		274 = {
			%dth Airborne Division
		}
		275 = {
			%dth Airborne Division
		}
		276 = {
			%dth Airborne Division
		}
		277 = {
			%dth Airborne Division
		}
		278 = {
			%dth Airborne Division
		}
	}
}
### Entity: National Focus
Tree: adr_focus
Component: ADR_expand_the_tourist_industry
Constructs: prerequisite, limit, add_ideas, has_war_with, add_opinion_modifier, completion_reward, every_other_country, is_on_continent
Source: game
File: common/national_focus/andorra.txt

Code:
focus = {
	id = ADR_expand_the_tourist_industry
	icon = GFX_goal_generic_consumer_goods
	relative_position_id = ADR_accept_spanish_refugees
	x = 1
	y = 1
	cost = 10
	prerequisite = {
		focus = ADR_accept_spanish_refugees
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = ADR_tourist_industry
		every_other_country = {
			limit = {
				capital_scope = {
					is_on_continent = europe
				}
				exists = yes
				NOT = {
					has_war_with = ROOT
					has_idea = closed_economy
				}
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = small_increase
			}
		}
	}
}
### Entity: National Focus
Tree: rut_focus
Component: RUT_modern_tactics_effort
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/ruthenia.txt

Code:
focus = {
	id = RUT_modern_tactics_effort
	icon = GFX_goal_generic_army_doctrines
	prerequisite = {
		focus = RUT_conscript_management_focus
	}
	relative_position_id = RUT_carpathian_sich
	x = 4
	y = 3
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		army_experience = 5
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: dislikes_germany
Source: game
File: common/country_leader/00_traits.txt

Code:
dislikes_germany = {
	random = no
	ai_strategy = {
		type = antagonize
		id = GER
		value = 200
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: cin_focus
Component: CIN_functioning_state
Constructs: prerequisite, completion_reward, load_focus_tree
Source: game
File: common/national_focus/chechnya.txt

Code:
focus = {
	id = CIN_functioning_state
	icon = GFX_focus_SOV_organize_wreckers
	prerequisite = {
		focus = CIN_rebuild_the_nation
	}
	x = -1
	y = 3
	relative_position_id = CIN_expand_agriculture_industry
	cost = 1
	ai_will_do = {
		factor = 12
	}
	completion_reward = {
		load_focus_tree = generic_focus
	}
}
### Entity: Event
Component: mandate_palestine.12
Constructs: is_triggered_only, add_political_power
Source: game
File: events/mandate_of_palestine.txt

Code:
country_event = {
	id = mandate_palestine.12
	title = mandate_palestine.12.t
	desc = mandate_palestine.12.d
	is_triggered_only = yes
	option = {
		name = mandate_palestine.12.a
		add_political_power = 75
	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_fortify_the_central_government
Constructs: prerequisite, add_stability, completion_reward, add_political_power
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPR_fortify_the_central_government
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = SPR_oppose_the_communists
	}
	icon = GFX_focus_generic_diplomatic_treaty
	x = 0
	y = 1
	relative_position_id = SPR_oppose_the_communists
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_stability = 0.1
		add_political_power = 120
	}
}
### Entity: Character
Component: GAB_aco2
Source: game
File: common/characters/GAB.txt

Code:
GAB_aco2 = {
	advisor = {
		slot = army_chief
		idea_token = GAB_aco2
		allowed = {
			original_tag = GAB
		}
		traits = {
			army_chief_organizational_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_4
		}
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_join_the_comitern
Constructs: prerequisite, has_government, has_war_with, completion_reward, is_puppet, is_in_faction
Source: game
File: common/national_focus/r56_iraq.txt

Code:
focus = {
	id = IRQ_join_the_comitern
	icon = GFX_focus_chi_mission_to_the_soviet_union
	prerequisite = {
		focus = IRQ_secret_police IRQ_ministry_of_propaganda
	}
	mutually_exclusive = {
		focus = IRQ_form_the_socialist_union_of_the_mashriq
	}
	available = {
		is_puppet = no
		is_in_faction = no
		SOV = {
			has_government = communism
			NOT = {
				has_war_with = IRQ
			}
		}
	}
	relative_position_id = IRQ_workers_revolution
	x = -2
	y = 4
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		SOV = {
			country_event = {
				id = r56_iraq_faction.11
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: AI Strategy
Component: GER_denmark_ally
Constructs: has_completed_focus
Source: game
File: common/ai_strategy/GER.txt

Code:
GER_denmark_ally = {
	allowed = {
		original_tag = GER
	}
	enable = {
		has_completed_focus = GER_utilize_the_nordliche_gesellschaft
		country_exists = DEN
	}
	abort = {
		NOT = {
			country_exists = DEN
		}
	}
	ai_strategy = {
		type = befriend
		id = DEN
		value = 100
	} {
		type = alliance
		id = DEN
		value = 100
	}
}