Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: treaty_org.3
Constructs: is_triggered_only, limit, add_ideas, is_in_faction_with, has_idea
Source: game
File: events/treaty_orgs.txt

Code:
news_event = {
	id = treaty_org.3
	title = treaty_org.3.t
	desc = treaty_org.3.desc
	picture = GFX_news_event_generic_sign_treaty3
	is_triggered_only = yes
	major = yes
	option = {
		name = treaty_org.3.a
		trigger = {
			NOT = {
				OR = {
					tag = SOV
					is_in_faction_with = SOV
				}
			}
		}
		effect_tooltip = {
			if = {
				limit = {
					has_idea = TO_nato_ratified
				}
				add_ideas = TO_nato_ratified
			}
		}
	} {
		name = treaty_org.2.b
		trigger = {
			OR = {
				tag = SOV
				is_in_faction_with = SOV
			}
		}
	}
}
### Entity: Idea
Component: ARG_our_own_path_idea
Constructs: war_support_factor, removal_cost, conscription_factor
Source: game
File: common/ideas/argentina.txt

Code:
ARG_our_own_path_idea = {
	allowed = {
		always = no
		tag = ARG
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = ARG_our_own_path
	modifier = {
		war_support_factor = 0.1
		conscription_factor = 0.15
		mobilization_laws_cost_factor = -0.25
	}
}
### Entity: Event
Component: GOE_RAJ_famine.7
Constructs: is_triggered_only, limit, has_country_flag, set_country_flag, set_variable, set_variable_to_random, unlock_decision_category_tooltip, is_controlled_by
Source: game
File: events/GOE_Raj.txt

Code:
country_event = {
	id = GOE_RAJ_famine.7
	title = GOE_RAJ_famine.7.t
	desc = GOE_RAJ_famine.7.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	immediate = {
		set_country_flag = RAJ_famine_has_started
		set_variable = {
			RAJ_famine_political_power_factor = -0.15
		} {
			RAJ_famine_stability_factor = -0.15
		}
		if = {
			limit = {
				NOT = {
					has_country_flag = RAJ_famine_has_started
				}
			}
			set_country_flag = RAJ_famine_has_started
		}
		set_variable_to_random = {
			var = RAJ_famine_spread_times
			min = RAJ_famine_spread_times_min
			max = RAJ_famine_spread_times_max
			integer = yes
		}
	}
	option = {
		name = GOE_RAJ_famine.7.a
		unlock_decision_category_tooltip = RAJ_GOE_famine_cat
		if = {
			limit = {
				var:global.famine_state = {
					NOT = {
						is_controlled_by = ROOT
					}
				}
			}
			random_scope_in_array = {
				array = RAJ.owned_states_at_game_start
				limit = {
					is_controlled_by = ROOT
					is_core_of = ROOT
				}
				set_variable = {
					global.famine_state = THIS
				}
			}
		}
		var:global.famine_state = {
			add_dynamic_modifier = {
				modifier = idea_RAJ_famine_state
			}
			if = {
				limit = {
					is_core_of = ROOT
				}
				set_state_flag = pre_famine_core
				remove_core_of = ROOT
				if = {
					limit = {
						has_resistance = no
					}
					start_resistance = yes
					force_enable_resistance = {
						clear = no
						occupier = ROOT
						occupied = DIP
					}
				}
			}
			add_core_of = DIP
		}
		hidden_effect = {
			calculate_famine_shield_and_risk = yes
			calculate_famine_black_market = yes
		} {
			country_event = {
				id = GOE_RAJ_famine.8
				days = 30
				random_days = 2
			}
		}
		subtract_from_variable = {
			RAJ_famine_spread_times = 1
		}
		ROOT = {
			add_dynamic_modifier = {
				modifier = idea_RAJ_famine_country
			}
		}
		custom_effect_tooltip = GOE_RAJ_famine.7.tt
	}
}
### Entity: Name List
Component: AHV
Source: game
File: common/names/r56_names.txt

Code:
AHV = {
	male = {
		names = {
			Lauri Pekka Mauno Jussi Alpo Petri Kari Juha Risto Viljo Paavo Eino Arvo Ville Mikko Petteri Aleksi Allu Ahti Ahto Erikki Eero Jani Jarno Johannes Kauko Kalevi Ilkka Eljas Erkki Auno Ilmo Kaarle Dan David Fredrik Gustav Johan Martin Olof Nils Peter Per Dennis Alexander Felix Magnus Tobias Erik Niklas Björn Emil Robin Jonas John Rikard Daniel Anton Andreas
		}
	}
	female = {
		names = {
			Anna Linda Sara Caroline Eira
		}
	}
	surnames = {
		Pertola Törni Marttinen Arjanen Rajala Ryti Juutilanen Virtanen Korhonen Nieminen Laine Järvinen Karhu Kari Markkula Matilla Luoma Heikkinen Helminen Lahti Olli Oksanen Jaakola Janhunen Mäkelä Mäkinen Andersson Anward Björk Johansson Kiby Lind Norrevik Palmqvist Zetterman Wester Cornelius Hasselström Knubb Sjöman Dahlberg Borg Wendel Sparrhult Oltner Hemmingsson Jenelius Nisshagen Karlsson Bodlund Elgerot Lundström Blomberg Viklund Lindgren Lagerqvist Brolin Cederholm Wickerström Tisander Rickne Ivarsson Åslund Sjöberg Norrevik Ekre Sjöberg Lerström Hargelid Carlberg Ström Hultdin Renström
	}
}
### Entity: Scripted Trigger
Component: PRC_ROOT_war_with_controller_of_anti_japan_infiltrated_state
Constructs: has_war_with
Source: game
File: common/scripted_triggers/PRC_scripted_triggers.txt

Code:
PRC_ROOT_war_with_controller_of_anti_japan_infiltrated_state = {
	OR = {
		609 = {
			PRC_is_infiltrated_by_PREV = yes
			CONTROLLER = {
				has_war_with = ROOT
			}
		}
		610 = {
			PRC_is_infiltrated_by_PREV = yes
			CONTROLLER = {
				has_war_with = ROOT
			}
		}
		611 = {
			PRC_is_infiltrated_by_PREV = yes
			CONTROLLER = {
				has_war_with = ROOT
			}
		}
		612 = {
			PRC_is_infiltrated_by_PREV = yes
			CONTROLLER = {
				has_war_with = ROOT
			}
		}
		714 = {
			PRC_is_infiltrated_by_PREV = yes
			CONTROLLER = {
				has_war_with = ROOT
			}
		}
		715 = {
			PRC_is_infiltrated_by_PREV = yes
			CONTROLLER = {
				has_war_with = ROOT
			}
		}
	}
}
### Entity: Idea
Component: SOV_factory_232
Constructs: research_bonus
Source: game
File: common/ideas/r56_soviet.txt

Code:
SOV_factory_232 = {
	picture = generic_industrial_concern_1
	name = SOV_factory_232
	allowed = {
		original_tag = SOV
	}
	research_bonus = {
		industry = 0.1
		naval_gunnery_tech = 0.15
	}
	traits = {
		industrial_concern
	}
	modifier = {
		production_speed_steel_mill_factor = 0.1
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: AI Strategy
Component: ARG_be_nice_to_germany_early
Constructs: has_war, has_government
Source: game
File: common/ai_strategy/r56_ARG.txt

Code:
ARG_be_nice_to_germany_early = {
	allowed = {
		original_tag = ARG
	}
	enable = {
		date = < 1937.3.1
		threat = < 0.16
		GER = {
			has_war = no
		} {
			OR = {
				NOT = {
					has_government = democratic communism
				}
			}
		}
		country_exists = GER
		ARG = {
			OR = {
				has_government = democratic neutrality
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = befriend
		id = GER
		value = 15
	}
}
### Entity: Idea
Component: r56w_idea_minister_kriplaik
Source: game
File: common/ideas/r56w_empire.txt

Code:
r56w_idea_minister_kriplaik = {
	ledger = army
	allowed = {
		original_tag = WHY
	}
	traits = {
		r56w_trait_minister_kriplaik
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: TUR_refet_pasha
Constructs: has_country_flag
Source: game
File: common/characters/TUR.txt

Code:
TUR_refet_pasha = {
	name = TUR_refet_pasha
	portraits = {
		army = {
			large = GFX_portrait_tur_refe_pasha
			small = GFX_portrait_TUR_refet_pasha_small
		}
		civilian = {
			large = GFX_portrait_tur_refe_pasha
		}
	}
	corps_commander = {
		traits = {
			harsh_leader war_hero brilliant_strategist trickster
		}
		skill = 3
		attack_skill = 2
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 1
		visible = {
			has_country_flag = TUR_PROVISIONARY_flag
		}
	}
}
### Entity: Country History
Country: PRC
Component: PRC_misc
Constructs: recruit_character, limit, add_ideas, remove_ideas, add_opinion_modifier, set_technology, add_political_power, has_dlc
Source: game
File: history/countries/PRC - ComChina.txt

Code:
# Misc for PRC
if = {
	limit = {
		has_dlc = No Compromise, No Surrender
	}
	set_capital = {
		state = 622
	}
	set_oob = PRC_1936_TSR
	set_rule = {
		can_join_factions = no
	}
	else_if = {
		limit = {
			NOT = {
				has_dlc = No Compromise, No Surrender
			}
		}
		set_capital = {
			state = 1032
		}
		set_oob = PRC_1936
	}
}
set_grand_doctrine = mass_assault
IF = {
	limit = {
		has_dlc = No Compromise, No Surrender
	}
	recruit_character = PRC_zhang_wentian PRC_zhang_guotao PRC_wang_ming PRC_bo_gu PRC_he_long PRC_wang_shiwei PRC_ren_bishi PRC_wang_jiaxiang PRC_mao_zemin PRC_wu_han PRC_xu_teli PRC_zuo_quan PRC_chen_changhao PRC_deng_zihiu PRC_qian_sanqiang PRC_he_zehui PRC_qian_xuesan PRC_guotao_and_mao PRC_li_zhen PRC_li_lisan PRC_chang_qiankun PRC_yang_zhicheng PRC_he_cheng PRC_xie_juezai PRC_liu_yalou PRC_liu_yuti PRC_cai_chang PRC_wu_yuzhang PRC_chen_yun PRC_chen_tanqiu PRC_li_xiannian PRC_chen_shaomin PRC_deng_yingchao PRC_bo_yibo PRC_lin_boqu PRC_shao_shiping PRC_chu_qing PRC_pavel_mif PRC_yang_shangkun PRC_luo_shunchu PRC_deng_fa PRC_zhang_dingcheng PRC_lu_sheng PRC_rao_shoukun PRC_zhang_yunyi PRC_xiao_ke PRC_ye_ting PRC_luo_ronghuan PRC_cheng_zihua PRC_zhang_qinqiu PRC_su_zhenhua PRC_wang_shusheng PRC_ulanhu PRC_zhang_zongxun
	1046 = {
		add_dynamic_modifier = {
			modifier = PRC_the_yulin_garrison
		}
	}
	ELSE = {
		recruit_character = PRC_lin_bojiu PRC_gao_qiu PRC_ma_jin PRC_liang_shen PRC_deng_ye_peng PRC_hsia_tian PRC_zhang_wei PRC_he_yuandang
	}
}
{
	limit = {
		has_dlc = No Compromise, No Surrender
	}
	set_power_balance = {
		id = PRC_communist_power_struggle
		left_side = PRC_bop_left_side
		right_side = PRC_bop_right_side
		set_value = -0.15
	}
	set_variable = {
		PRC_central_committee_justify_war_goal_time = 0.5
	} {
		PRC_central_committee_political_power_factor = 0
	} {
		PRC_central_committee_faction_influence_war_score_factor = 0
	} {
		PRC_central_committee_party_popularity_stability_factor = 0
	} {
		PRC_central_committee_faction_influence_contribution_factor = 0
	} {
		PRC_central_committee_subjects_autonomy_gain = 0
	} {
		PRC_the_chinese_army_training_time_factor = 0.1
	} {
		PRC_the_chinese_army_army_org_factor = -0.1
	} {
		PRC_the_chinese_army_conscription_factor = -0.1
	} {
		PRC_the_chinese_army_experience_gain_army_factor = -0.15
	} {
		PRC_the_chinese_army_equipment_capture = 0
	} {
		PRC_the_chinese_army_army_armor_attack_fact
# ... (truncated)
### Entity: Character
Component: popular_figurehead_savage
Constructs: industrial_capacity_factory, production_speed_buildings_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
popular_figurehead_savage = {
	random = no
	party_popularity_stability_factor = 0.15
	fascism_acceptance = -45
	production_speed_buildings_factor = 0.08
	industrial_capacity_factory = 0.05
}
### Entity: AI Strategy
Component: ENG_disregard_france_a_bit
Constructs: is_historical_focus_on, has_capitulated, is_government_in_exile
Source: game
File: common/ai_strategy/ENG.txt

Code:
ENG_disregard_france_a_bit = {
	allowed = {
		original_tag = ENG
	}
	enable = {
		is_historical_focus_on = yes
	}
	abort = {
		FRA = {
			OR = {
				has_capitulated = yes
				is_government_in_exile = yes
			}
		}
	}
	ai_strategy = {
		type = strategic_air_importance
		id = 19
		value = -20000
	} {
		type = strategic_air_importance
		id = 5
		value = -20000
	}
}
### Entity: Idea
Component: EAI_DD_7/medium_tank_artillery_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_7/medium_tank_artillery_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_artillery_chassis = {
			build_cost_ic = -0.175
			instant = yes
		}
	}
}
### Entity: AI Strategy
Component: ITA_naval_role_ratios_historical
Constructs: has_dlc
Source: game
File: common/ai_strategy/ITA.txt

Code:
ITA_naval_role_ratios_historical = {
	allowed = {
		has_dlc = Man the Guns
		original_tag = ITA
	}
	enable = {
		always = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = role_ratio
		id = naval_capital_bb
		value = 20
	} {
		type = unit_ratio
		id = capital_ship
		value = 10
	} {
		type = unit_ratio
		id = screen_ship
		value = 50
	} {
		type = role_ratio
		id = naval_carrier
		value = 0
	} {
		type = role_ratio
		id = naval_submarine
		value = 5
	} {
		type = role_ratio
		id = naval_screen
		value = 70
	} {
		type = role_ratio
		id = naval_cruiser_light
		value = 20
	} {
		type = role_ratio
		id = naval_cruiser_heavy
		value = 5
	} {
		type = role_ratio
		id = naval_mine_sweeper
		value = 5
	} {
		type = role_ratio
		id = naval_mine_layer
		value = 5
	}
}
### Entity: Event
Component: naw_norway.233
Constructs: is_triggered_only, ai_chance, has_war_with, is_in_faction_with
Source: game
File: events/NaW_Norway.txt

Code:
news_event = {
	id = naw_norway.233
	title = naw_norway.233.t
	desc = naw_norway.233.d
	picture = GFX_news_event_ds_aragon_1937
	major = yes
	is_triggered_only = yes
	option = {
		name = naw_norway.233.a
		ai_chance = {
			base = 100
		}
		trigger = {
			original_tag = NOR
		}
	} {
		name = naw_norway.233.b
		ai_chance = {
			base = 100
		}
		trigger = {
			original_tag = GER
			is_in_faction_with = NOR
		}
	} {
		name = naw_norway.233.c
		ai_chance = {
			base = 100
		}
		trigger = {
			has_war_with = NOR GER
		}
	} {
		name = naw_norway.233.p
		ai_chance = {
			base = 100
		}
		trigger = {
			NOT = {
				original_tag = NOR
				AND = {
					original_tag = GER
					is_in_faction_with = NOR
				} {
					has_war_with = NOR GER
				}
			}
		}
	}
}
### Entity: Idea
Component: USA_sikorsky
Constructs: has_dlc, research_bonus
Source: game
File: common/ideas/usa.txt

Code:
USA_sikorsky = {
	name = USA_sikorsky_organization
	picture = generic_helicopter_1
	allowed = {
		original_tag = USA
		has_dlc = Gotterdammerung
	}
	research_bonus = {
		support_tech = 0.05
		air_equipment = 0.05
	}
	traits = {
		helicopter_equipment_manufacturer
	}
}
### Entity: Idea
Component: GAM_mt
Source: game
File: common/ideas/gambia.txt

Code:
GAM_mt = {
	ledger = army
	picture = generic_army_african_6
	allowed = {
		original_tag = GAM
	}
	traits = {
		military_theorist
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_holding_the_gates_of_india
Constructs: prerequisite, limit, completion_reward, add_building_construction, has_tech, add_dynamic_modifier, is_ally_with, add_ace
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_holding_the_gates_of_india
	icon = GFX_focus_SWE_hedgehog_defense
	prerequisite = {
		focus = RAJ_defense_of_burma
	}
	x = 0
	y = 1
	relative_position_id = RAJ_defense_of_burma
	cost = 10
	available = {
		990 = {
			state_is_fully_controlled_by_ROOT_or_subject = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_CHARACTER
	}
	completion_reward = {
		990 = {
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			} {
				type = bunker
				level = 4
				instant_build = yes
				province = {
					all_provinces = yes
				}
			}
			if = {
				limit = {
					ROOT = {
						has_tech = interwar_antiair
					}
				}
				add_building_construction = {
					type = anti_air_building
					level = 2
					instant_build = yes
				}
			}
			add_dynamic_modifier = {
				modifier = RAJ_fortified_position
				days = 365
			}
		}
		if = {
			limit = {
				434 = {
					controller = {
						is_ally_with = ROOT
						controls_province = 1996
					}
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			434 = {
				add_building_construction = {
					type = bunker
					level = 4
					instant_build = yes
					province = 1996
				}
				add_dynamic_modifier = {
					modifier = RAJ_fortified_position
					days = 365
				}
			}
		} {
			limit = {
				432 = {
					controller = {
						is_ally_with = ROOT
						OR = {
							controls_province = 1581 10090 997
						}
					}
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			432 = {
				if = {
					limit = {
						controller = {
							controls_province = 1581
						}
					}
					add_building_construction = {
						type = bunker
						level = 4
						instant_build = yes
						province = 1581
					}
				} {
					limit = {
						controller = {
							controls_province = 10090
						}
					}
					add_building_construction = {
						type = bunker
						level = 4
						instant_build = yes
						province = 10090
					}
				} {
					limit = {
						controller = {
							controls_province = 997
						}
					}
					add_building_construction = {
						type = bunker
						level = 4
						instant_build = yes
						province = 997
					}
				}
				add_dynamic_modifier = {
					modifier = RAJ_fortified_position
					days = 365
				}
			}
		} {
			limit = {
				430 = {
					controller = {
						is_ally_with = ROOT
						controls_province = 9991
					}
				}
			}
			custom_
# ... (truncated)
### Entity: Trigger Reference
Construct: phase
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## phase

* Supported Scopes: COMBATANT
* Supported Targets: none

```
check if we are in this combat phase
```
### Entity: National Focus
Tree: arg_focus
Component: ARG_external_help_focus
Constructs: prerequisite, add_ideas, completion_reward, is_historical_focus_on
Source: game
File: common/national_focus/r56_argentina.txt

Code:
focus = {
	id = ARG_external_help_focus
	icon = GFX_goal_generic_intelligence_exchange
	prerequisite = {
		focus = ARG_liberty_focus
	}
	mutually_exclusive = {
		focus = ARG_neutrality
	}
	x = 62
	y = 3
	cost = 5
	ai_will_do = {
		factor = 0.5
		modifier = {
			is_historical_focus_on = yes
			factor = 0
		}
	}
	completion_reward = {
		add_ideas = arg_external_help
	}
}
### Entity: Modding Documentation
Construct: debug_force_capitulate
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## debug_force_capitulate
* Aliases: dfc
* Arguments: <tag>

forces capitulation of a country on next daily tick
### Entity: Technology
Component: airsweep_mines_bba
Constructs: allow_branch, has_dlc, research_cost, enable_equipment_modules
Source: game
File: common/technologies/MTG_naval_Support.txt

Code:
technology = {
	allow_branch = {
		has_dlc = By Blood Alone
	}
	research_cost = 1
	start_year = 1942
	enable_equipment_modules = {
		demining_coil
	}
	folder = {
		name = mtgnavalsupportfolder
		position = {
			x = 0
			y = 16
		}
	}
	ai_will_do = {
		factor = 1
	}
	categories = {
		naval_mines naval_minesweeping naval_equipment
	}
	special_project_specialization = {
		specialization_naval
	}
}
### Entity: Order of Battle
Component: 5a Regimiento de Carabineros
Constructs: division_template
Source: game
File: history/units/CHL_TOA_1936.txt

Code:
division = {
	name = 5a Regimiento de Carabineros
	location = 5131
	division_template = Regimiento de Carabineros
	start_experience_factor = 0.1
	start_equipment_factor = 0.5
}
### Entity: Country History
Country: LIB
Component: LIB_army
Source: game
File: history/countries/LIB - Liberia.txt

Code:
# OOB & Army Setup for LIB
oob = LIB_1936
### Entity: Scripted Effect
Component: EAI_PC_FORT_strategy_JAP_frontlines
Constructs: limit, has_war_with, set_temp_variable, is_in_home_area, has_full_control_of_state, add_to_temp_array
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_strategies_fort.txt

Code:
EAI_PC_FORT_strategy_JAP_frontlines = {
	set_temp_variable = {
		strategy_type_id = @EAI_PC_FORT_strategy_JAP_frontlines_TYPE_ID
	}
	if = {
		limit = {
			any_owned_state = {
				is_in_home_area = yes
				OR = {
					CONTROLLER = {
						has_war_with = ROOT
					}
					ROOT = {
						controls_state = PREV
						NOT = {
							has_full_control_of_state = PREV
						}
					}
				}
			}
		}
		EAI_PC_FORT_get_frontline_provinces = yes
		set_temp_variable = {
			_get_province_home_area = 1
		} {
			_limit_provinces_queue_one_per_target = 1
		} {
			_project_priority = @EAI_PC_FORT_strategy_JAP_frontlines_PRIO
		} {
			_project_building_type = global.EAI_PC_BUNKER
		} {
			_project_queue_num = 2
		} {
			_project_queue_max = 2
		} {
			_project_target_level = 4
		} {
			_project_type_id = strategy_type_id
		}
		EAI_PC_FORT_limit_provinces = yes
		EAI_PC_FORT_add_to_valid_fortification_projects = yes
		EAI_PC_FORT_create = yes
		EAI_PC_FORT_cancel_invalid_fortification_projects = yes
	}
	else = {
		add_to_temp_array = {
			_cancel_strategies = strategy_type_id
		}
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_royal_military_academy
Constructs: prerequisite, completion_reward, add_research_slot, add_dynamic_modifier
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_royal_military_academy
	icon = GFX_focus_generic_military_academy
	prerequisite = {
		focus = BEL_defense_bill
	}
	relative_position_id = BEL_defense_bill
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	x = -6
	y = 1
	cost = 10
	available = {

	}
	available_if_capitulated = yes
	completion_reward = {
		add_research_slot = 1
		custom_effect_tooltip = generic_skip_one_line_tt
		add_dynamic_modifier = {
			modifier = BEL_royal_military_academy_dynamic_modifier
		}
	}
}
### Entity: Idea
Component: NOR_kungens_garde_ns
Constructs: has_government, removal_cost
Source: game
File: common/ideas/norway.txt

Code:
NOR_kungens_garde_ns = {
	picture = NOR_royal_guards_battalion_ns
	allowed = {
		NOR_AAT = yes
	}
	cancel = {
		OR = {
			has_government = communism fascism
		}
	}
	allowed_civil_war = {
		OR = {
			has_government = democratic neutrality
		}
	}
	removal_cost = -1
	modifier = {
		special_forces_cap = 0.08
		special_forces_training_time_factor = -0.1
		modifier_army_sub_unit_category_special_forces_max_org_factor = 0.1
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_fighting_for_the_hills
Constructs: prerequisite, completion_reward, is_power_balance_in_range, cancel_if_invalid, add_tech_bonus, add_doctrine_cost_reduction
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_fighting_for_the_hills
	icon = GFX_focus_prc_infiltration
	prerequisite = {
		focus = SWI_arsenal_of_the_alps
	}
	relative_position_id = SWI_arsenal_of_the_alps
	x = -2
	y = 1
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		democratic = > 0.7
		is_power_balance_in_range = {
			id = SWI_centralization_bop
			range = < SWI_centralization_bop_very_cantons
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_ARMY_XP
	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		army_experience = 100
		add_tech_bonus = {
			name = SWI_fighting_for_the_hills
			bonus = 1
			uses = 2
			category = infantry_tech
		} {
			name = SWI_fighting_for_the_hills
			bonus = 1
			uses = 2
			category = infantry_weapons
		}
		add_doctrine_cost_reduction = {
			name = SWI_fighting_for_the_hills
			cost_reduction = 0.5
			uses = 2
			category = land_doctrine
		}
	}
}
### Entity: Character
Component: MAY_maya_council
Source: game
File: common/characters/MAY.txt

Code:
MAY_maya_council = {
	name = MAY_maya_council
	portraits = {
		civilian = {
			large = GFX_portrait_MAY_council
		}
	}
	country_leader = {
		ideology = despotism
		traits = {
			non_aligned_council_trait
		}
		expire = 1980.1.1.1
		id = -1
	} {
		ideology = conservatism
		traits = {
			democratic_council_trait
		}
		expire = 1980.1.1.1
		id = -1
	} {
		ideology = marxism
		traits = {
			communist_council_trait
		}
		expire = 1980.1.1.1
		id = -1
	} {
		ideology = falangism
		traits = {
			fascist_council_trait
		}
		expire = 1980.1.1.1
		id = -1
	}
}
### Entity: Decision
Component: DEN_trade_deal_category
Constructs: has_dlc, is_subject
Source: game
File: common/decisions/categories/DEN_decision_categories.txt

Code:
DEN_trade_deal_category = {
	icon = GFX_decision_category_generic_trade
	allowed = {
		has_dlc = Arms Against Tyranny
	}
	priority = 10
	visible = {
		OR = {
			original_tag = DEN
			DEN_potential_trading_partners = yes
		}
		DEN = {
			is_subject = no
		}
	}
}
### Entity: Event
Component: SEA_japan_popup_events.5
Constructs: is_triggered_only, add_stability, fire_only_once, set_country_flag
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_popup_events.5
	title = SEA_japan_popup_events.5.t
	desc = SEA_japan_popup_events.5.desc
	picture = GFX_report_event_japanese_army_parade
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_japan_popup_events.5.a
		add_stability = 0.05
		hidden_effect = {
			set_country_flag = JAP_kodoha_the_emperor_cooperated_flag
		}
	}
}