Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Component: wuw_HUN_a_multi_ethnic_empire
Constructs: prerequisite, add_ideas, has_government, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_a_multi_ethnic_empire
	icon = GFX_focus_generic_workers
	prerequisite = {
		focus = wuw_HUN_reclaim_the_holy_city wuw_HUN_a_hungarian_galicia
	}
	x = -1
	y = 1
	relative_position_id = wuw_HUN_a_hungarian_galicia
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		has_government = neutrality
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_STABILITY
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		add_ideas = HUN_a_multi_ethnic_empire
	}
}
### Entity: Focus Titlebar Style
Component: CONGO_COG_focus_style
Source: game
File: common/national_focus/00_titlebar_styles.txt

Code:
style = {
	name = CONGO_COG_focus_style
	unavailable = GFX_focus_unavailable_joint_COG
	completed = GFX_focus_completed_joint_COG
	available = GFX_focus_can_start_joint_COG
	current = GFX_focus_current_joint_COG
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_technological_cooperation
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, is_in_tech_sharing_group, add_to_tech_sharing_group
Source: game
File: common/national_focus/china_warlord.txt

Code:
focus = {
	id = CHI_technological_cooperation
	icon = GFX_goal_generic_scientific_exchange
	prerequisite = {
		focus = CHI_cooperation_with_the_nationalists
	}
	x = -1
	y = 1
	relative_position_id = CHI_cooperation_with_the_nationalists
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					CHI = {
						is_in_tech_sharing_group = CHI_technological_cooperation_tech_group
					}
				}
			}
			CHI = {
				add_to_tech_sharing_group = CHI_technological_cooperation_tech_group
			}
		}
		add_to_tech_sharing_group = CHI_technological_cooperation_tech_group
	}
}
### Entity: Event
Component: SEA_japan_tokko_arrest_events.7
Constructs: has_completed_focus, has_war, has_government, add_war_support, has_country_flag, is_major, fire_only_once, has_civil_war
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_tokko_arrest_events.7
	title = SEA_japan_tokko_arrest_events.7.t
	desc = SEA_japan_tokko_arrest_events.7.desc
	picture = GFX_report_event_japanese_reply
	trigger = {
		original_tag = JAP
		date = > 1944.01.01 < 1947.01.01
		has_completed_focus = JAP_crackdown_on_foreign_agents
		NOT = {
			has_country_flag = JAP_tokko_arrests_cooldown_flag
		}
		has_civil_war = no
		is_subject = no
		has_war = yes
		any_enemy_country = {
			is_major = yes
		}
		OR = {
			has_government = neutrality fascism
		}
	}
	mean_time_to_happen = {
		days = 30
	}
	hidden = no
	fire_only_once = yes
	option = {
		name = SEA_japan_tokko_arrest_events.7.a
		JAP_small_naval_faction_gain = yes
		custom_effect_tooltip = generic_skip_one_line_tt
		add_war_support = -0.03
		hidden_effect = {
			set_country_flag = {
				flag = JAP_tokko_arrests_cooldown_flag
				value = 1
				days = 60
			}
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_poldi_steelworks
Constructs: prerequisite, limit, completion_reward, is_controlled_by, is_coastal, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_poldi_steelworks
	icon = GFX_goal_CZE_poldi_steelworks
	x = 3
	y = 1
	relative_position_id = CZE_revitalising_the_danube_flotilla
	available = {
		any_state = {
			is_controlled_by = CZE
			is_coastal = yes
		}
	}
	bypass = {

	}
	cost = 5
	prerequisite = {
		focus = CZE_revitalising_the_danube_flotilla
	} {
		focus = CZE_R56_devalue_the_koruna
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESOURCES
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				9
			}
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = steel_mill
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = steel_mill
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Idea
Component: DEN_foreign_influence_neutrality_ns
Constructs: limit, has_country_flag, removal_cost, clr_country_flag, neutrality_drift
Source: game
File: common/ideas/denmark.txt

Code:
DEN_foreign_influence_neutrality_ns = {
	name = DEN_foreign_influence_ns
	removal_cost = -1
	picture = generic_neutrality_drift_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	available = {

	}
	on_remove = {
		if = {
			limit = {
				has_country_flag = DEN_has_danish_influence_flag
			}
			clr_country_flag = DEN_has_danish_influence_flag
		}
	}
	modifier = {
		neutrality_drift = 0.15
		drift_defence_factor = -0.3
	}
}
### Entity: Character
Component: AUS_friedrich_mandl
Source: game
File: common/characters/AUS.txt

Code:
AUS_friedrich_mandl = {
	advisor = {
		slot = political_advisor
		idea_token = AUS_friedrich_mandl
		allowed = {
			original_tag = AUS
		}
		traits = {
			war_industrialist
		}
		ai_will_do = {
			base = 0
		}
	}
	portraits = {
		civilian = {
			small = GFX_idea_europe_generic_5
		}
	}
}
### Entity: Scripted Effect
Component: r56_ger_zentrum_35
Constructs: limit, has_active_mission, add_days_mission_timeout
Source: game
File: common/scripted_effects/r56_GER_scripted_effects.txt

Code:
r56_ger_zentrum_35 = {
	IF = {
		limit = {
			has_active_mission = GER_zentrum_demands_action
		}
		add_days_mission_timeout = {
			mission = GER_zentrum_demands_action
			days = 150
		}
	}
}
### Entity: Modifier Reference
Construct: puppet_cost_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## puppet_cost_factor

* Number with 1 decimal places
* **Categories**: peace, defensive
### Entity: Military Industrial Organization
Component: GER_blohm_und_voss_organization
Constructs: has_completed_focus, add_trait, equipment_bonus, naval_speed, build_cost_ic
Source: game
File: common/military_industrial_organization/organizations/GER_organization.txt

Code:
GER_blohm_und_voss_organization = {
	include = generic_raider_ship_organization
	icon = GFX_idea_blohm_und_voss
	override_trait = {
		token = generic_mio_trait_unescorted_raider_requirements
		position = {
			x = 2
			y = 1
		}
	} {
		token = generic_mio_trait_raider_escort_requirements
		position = {
			x = 0
			y = 1
		}
	}
	allowed = {
		original_tag = GER
	}
	add_trait = {
		token = GER_mio_trait_heavy_raiders
		name = GER_mio_trait_heavy_raiders
		icon = GFX_generic_mio_department_icon_ship_screen_ship_engine
		special_trait_background = yes
		relative_position_id = generic_mio_trait_raiding_capital_ships
		all_parents = {
			generic_mio_trait_raiding_capital_ships
		}
		position = {
			x = -2
			y = 1
		}
		available = {
			FROM = {
				has_completed_focus = GER_cruiser_warfare
			}
		}
		limit_to_equipment_type = {
			ship_hull_cruiser
		}
		equipment_bonus = {
			surface_visibility = -0.05
			naval_speed = 0.05
			naval_range = 0.05
		}
		ai_will_do = {
			base = 2
		}
	} {
		token = GER_mio_trait_o_class_battlecruisers
		name = GER_mio_trait_o_class_battlecruisers
		icon = GFX_generic_mio_department_icon_ship_screen_ship_engine
		special_trait_background = yes
		relative_position_id = GER_mio_trait_heavy_raiders
		all_parents = {
			GER_mio_trait_heavy_raiders
		}
		position = {
			x = 0
			y = 1
		}
		available = {
			FROM = {
				has_completed_focus = GER_panzerschiff_raiders
			}
		}
		limit_to_equipment_type = {
			mio_cat_eq_all_cruiser
		}
		equipment_bonus = {
			hg_armor_piercing = 0.05
			naval_speed = 0.05
			build_cost_ic = -0.05
		}
		ai_will_do = {
			base = 2
		}
	} {
		token = GER_mio_trait_u_boat_yards
		name = GER_mio_trait_u_boat_yards
		icon = GFX_generic_mio_department_icon_ship_submarine_production
		special_trait_background = yes
		relative_position_id = generic_mio_trait_raiding_submarines
		all_parents = {
			generic_mio_trait_raiding_submarines
		}
		position = {
			x = 2
			y = 1
		}
		available = {
			FROM = {
				has_completed_focus = GER_u_boat_efforts
			}
		}
		limit_to_equipment_type = {
			submarine
		}
		equipment_bonus = {
			build_cost_ic = -0.1
		}
		ai_will_do = {
			base = 2
		}
	} {
		token = GER_mio_trait_high_test_peroxide
		name = GER_mio_trait_high_test_peroxide
		icon = GFX_generic_mio_department_icon_ship_submarine_engine
		special_trait_background = yes
		relative_position_id = GER_mio_trait_u_boat_yard
# ... (truncated)
### Entity: Event
Component: mongol_greater_mongolia.51
Constructs: is_triggered_only, limit, has_war_with, annex_country, every_controlled_state, is_core_of
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol_greater_mongolia.51
	title = mongol_greater_mongolia.12.t
	desc = mongol_greater_mongolia.12.d
	picture = GFX_report_event_MON_soviet_ties
	is_triggered_only = yes
	option = {
		name = mongol_greater_mongolia.12.a
		FROM = {
			if = {
				limit = {
					original_tag = BYA
				}
				ROOT = {
					annex_country = {
						target = BYA
						transfer_troops = yes
					}
				}
			} {
				limit = {
					original_tag = SOV
					NOT = {
						has_war_with = ROOT
					}
				}
				MON_soviet_high_influence_increase_effect = yes
			}
			else = {
				every_controlled_state = {
					limit = {
						is_core_of = BYA
					}
					ROOT = {
						transfer_state = PREV
					}
				}
			}
		}
	}
}
### Entity: Focus Titlebar Style
Component: INSHOL_INS_HOL_focus_style
Source: game
File: common/national_focus/00_titlebar_styles.txt

Code:
style = {
	name = INSHOL_INS_HOL_focus_style
	unavailable = GFX_focus_unavailable_joint_INS_HOL
	completed = GFX_focus_completed_joint_INS_HOL
	available = GFX_focus_can_start_joint_INS_HOL
	current = GFX_focus_current_joint_INS_HOL
}
### Entity: Special Project
Component: sp_air_generic_reward_air_xp_2
Constructs: fire_only_once, has_project_flag, set_project_flag
Source: game
File: common/special_projects/prototype_rewards/generic_air_prototype_rewards.txt

Code:
sp_air_generic_reward_air_xp_2 = {
	fire_only_once = yes
	threshold = {
		min = 50
		max = 100
	}
	weight = {
		base = @base_reward_weight
		modifier = {
			factor = @reward_weight_factor_theme
			has_project_flag = sp_air_generic_reward_air_xp_flag
		}
	}
	option = {
		token = sp_air_generic_reward_option_air_xp
		iteration_output = {
			country_effects = {
				air_experience = constant:sp_military_xp_gain.medium
				FROM = {
					set_project_flag = sp_air_generic_reward_air_xp_flag
				}
			}
		}
	}
}
### Entity: Character
Component: scientist_trait_artillery_specialist
Constructs: has_dlc
Source: game
File: common/scientist_traits/00_traits.txt

Code:
scientist_trait_artillery_specialist = {
	specialization = {
		specialization_land
	}
	available = {
		OR = {
			has_dlc = Gotterdammerung No Step Back
		}
	}
	modifier = {
		sp_tag_artillery_speed_factor = 0.05
	}
}
### Entity: Character
Component: YUN_lu_han
Source: game
File: common/characters/YUN.txt

Code:
YUN_lu_han = {
	name = YUN_lu_han
	portraits = {
		army = {
			small = GFX_portrait_YUN_lu_han_small
			large = gfx/leaders/YUN/r56_portrait_YUN_Lu_Han.dds
		}
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = YUN_lu_han2
		ledger = army
		allowed = {
			original_tag = YUN
		}
		traits = {
			military_theorist
		}
	} {
		slot = air_chief
		idea_token = YUN_lu_han
		allowed = {
			original_tag = YUN
		}
		traits = {
			air_chief_night_operations_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	corps_commander = {
		skill = 3
		traits = {
			YUN_dubious_loyalty organizer
		}
		attack_skill = 4
		defense_skill = 2
		planning_skill = 1
		logistics_skill = 3
		legacy_id = -1
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AUndelete/File%3ABroom_icon.png.html

Doc:
The following consists of deleted revisions of File:Broom icon.png.

This page has been deleted.
The reason for deletion is shown in the summary below, along with details of the users who had edited this page before deletion.
The actual text of these deleted revisions is only available to administrators.

Deletion log

19:01, 16 December 2014 Meneth (Talk | contribs) deleted page File:Broom icon.png (Now pulls from Central Wiki) (view)

Page history
(diff) 12:34, 20 September 2014 . . Lillebror (Talk | contribs) m (33 bytes) (re-categorisation per AWB, replaced: Category:Category → Category)

(diff) 21:17, 23 January 2014 . . Meneth (Talk | contribs) (42 bytes) (Category:Category:Public domain images)

File history
21:17, 23 January 2014 . . Meneth (Talk | contribs) 50 × 50 (4,833 bytes) (Category:Category:Public domain images)

Retrieved from "http://www.hoi4wiki.com/Special:Undelete/File:Broom_icon.png"
### Entity: National Focus
Tree: bra_focus
Component: BRA_R56_federal_economic_bank
Constructs: prerequisite, add_ideas, completion_reward, unlock_decision_tooltip
Source: game
File: common/national_focus/r56_brazil.txt

Code:
focus = {
	id = BRA_R56_federal_economic_bank
	icon = GFX_focus_BRA_banco_do_brasil
	prerequisite = {
		focus = BRA_R56_plan_salte
	}
	relative_position_id = BRA_R56_plan_salte
	x = 0
	y = 1
	cost = 10
	completion_reward = {
		unlock_decision_tooltip = BRA_fight_rural_elites
		add_ideas = {
			bra_bb_idea
		}
	}
}
### Entity: Idea
Component: EAI_DD_1/heavy_tank_aa_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_1/heavy_tank_aa_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		heavy_tank_aa_chassis = {
			build_cost_ic = -0.025
			instant = yes
		}
	}
}
### Entity: Character
Component: AST_rod_hull
Source: game
File: common/characters/AST.txt

Code:
AST_rod_hull = {
	name = AST_rod_hull
	portraits = {
		civilian = {
			large = GFX_portrait_AST_rod_hull
		}
	}
	country_leader = {
		ideology = despotism
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: Event
Component: bftb_turkey.133
Constructs: fire_only_once, has_dlc, has_country_leader, set_country_flag, set_variable, unlock_decision_category_tooltip
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.133
	title = bftb_turkey.133.t
	desc = bftb_turkey.133.desc
	picture = GFX_report_event_tur_ataturk_determined
	trigger = {
		original_tag = TUR
		has_dlc = Battle for the Bosporus
		has_country_leader = {
			character = TUR_mustafa_kemal_ataturk
			ruling_only = yes
		}
		date = > 1937.01.01 < 1939.14.08
	}
	fire_only_once = yes
	mean_time_to_happen = {
		days = 90
	}
	immediate = {
		hidden_effect = {
			set_country_flag = TUR_ataturk_getting_sickly
			set_variable = {
				var = TUR_ataturk_health_bar
				value = 3
			}
		}
	}
	option = {
		name = bftb_turkey.133.a
		unlock_decision_category_tooltip = TUR_the_fading_father_category
	}
}
### Entity: Event
Component: AUS_political_events.76
Constructs: is_triggered_only, ai_chance, remove_ideas, add_advisor_role, add_timed_idea
Source: game
File: events/WUW_Austria.txt

Code:
country_event = {
	id = AUS_political_events.76
	title = AUS_political_events.76.t
	desc = AUS_political_events.76.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = AUS_political_events.76.a
		ai_chance = {
			base = 10
		}
		ROOT = {
			add_advisor_role = {
				character = AUS_karl_renner
				advisor = {
					slot = political_advisor
					can_be_fired = no
					idea_token = AUS_karl_renner
					traits = {
						AUS_overseer_of_rearmament
					}
					allowed = {

					}
				}
			}
			hidden_effect = {
				activate_advisor = AUS_karl_renner
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			remove_ideas = {
				AUS_treaty_of_saint_germain_en_laye
			}
			add_timed_idea = {
				idea = AUS_revised_treaty_of_saint_germain_en_laye
				days = 365
			}
		}
	}
}
### Entity: Idea
Component: GER_messerschmitt_improved
Constructs: has_completed_focus, research_bonus, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/GER.txt

Code:
GER_messerschmitt_improved = {
	name = messerschmitt
	picture = messerschmitt
	allowed = {
		original_tag = GER
	}
	visible = {
		has_completed_focus = GER_form_the_jagdwaffe
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		light_aircraft_manufacturer
	}
	equipment_bonus = {
		small_plane_airframe = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: MUN_czech.1020
Constructs: is_triggered_only, ai_chance, limit, add_ideas, add_opinion_modifier, is_ai, has_opinion, give_resource_rights
Source: game
File: events/MUN_Czechoslovakia.txt

Code:
country_event = {
	id = MUN_czech.1020
	title = MUN_czech.1020.t
	desc = MUN_czech.1020.d
	picture = GFX_report_event_generic_construction_site
	is_triggered_only = yes
	option = {
		name = MUN_czech.1020.a
		ai_chance = {
			base = 1
			modifier = {
				FROM = {
					is_ai = no
				}
				factor = 1.1
			} {
				has_opinion = {
					target = FROM
					value = > 50
				}
				factor = 1.1
			}
		}
		custom_effect_tooltip = CZE_investment_effects_tt generic_skip_one_line_tt
		if = {
			limit = {
				original_tag = HUN
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			give_resource_rights = {
				receiver = FROM
				state = 155
			}
		}
		else_if = {
			limit = {
				original_tag = ROM
			}
			effect_tooltip = {
				build_railway = {
					level = 1
					fallback = yes
					path = {
						3663 9651 11652 9701 6747 3741
					}
					start_province = 3663
					target_province = 3741
				} {
					level = 1
					fallback = yes
					path = {
						6747 723 3707
					}
					start_province = 6747
					target_province = 3707
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			add_ideas = CZE_trade_agreement
		} {
			limit = {
				original_tag = YUG
			}
			effect_tooltip = {
				build_railway = {
					level = 1
					fallback = yes
					path = {
						3601 6611 984 3974 3924
					}
					start_province = 3601
					target_province = 3924
				} {
					level = 1
					fallback = yes
					path = {
						11586 11583 6634 9602
					}
					start_province = 11586
					target_province = 3707
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			give_resource_rights = {
				receiver = FROM
				state = 106
			}
		}
		add_opinion_modifier = {
			target = FROM
			modifier = CZE_investment_deal
		}
		reverse_add_opinion_modifier = {
			target = FROM
			modifier = CZE_investment_deal
		}
	} {
		name = MUN_czech.1020.b
		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				is_in_faction_with = FROM
			} {
				has_opinion = {
					target = FROM
					value = < 0
				}
				factor = 1.1
			}
		}
		set_variable = {
			global.CZE_origin_event = 1020
		}
		FROM = {
			country_event = MUN_czech.1026
		}
		set_country_flag = CZE_refused_investment
	}
}
### Entity: Decision
Component: SIA_khana_ratsadon_cat
Constructs: has_completed_focus, has_country_flag, has_capitulated
Source: game
File: common/decisions/categories/SIA_decision_categories.txt

Code:
SIA_khana_ratsadon_cat = {
	allowed = {
		original_tag = SIA
	}
	icon = GFX_decision_category_generic_propaganda
	picture = GFX_decision_cat_picture_NOR_building_fascist_support
	visible_when_empty = no
	priority = 50
	visible = {
		has_completed_focus = SIA_the_khana_ratsadon
		has_capitulated = no
		exists = yes
		NOT = {
			has_country_flag = SIA_turn_off_the_khana_ratsadon
		}
	}
}
### Entity: Character
Component: AFG_politically_disengaged_2
Constructs: stability_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
AFG_politically_disengaged_2 = {
	random = no
	stability_factor = 0.15
	enemy_justify_war_goal_time = 0.25
	ai_focus_peaceful_factor = 0.15
	opinion_gain_monthly_same_ideology_factor = 20
}
### Entity: Idea
Component: SPA_italian_shipbuilding_expertise
Source: game
File: common/ideas/spain_nationalist.txt

Code:
SPA_italian_shipbuilding_expertise = {
	picture = generic_navy_bonus
	allowed = {
		original_tag = SPR
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		industrial_capacity_dockyard = 0.1
	}
}
### Entity: Decision
Component: ITA_naval_cooperation_programs_dec_cat
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/ITA_decision_categories.txt

Code:
ITA_naval_cooperation_programs_dec_cat = {
	icon = GFX_decision_category_ITA_cooperation_programs
	picture = GFX_decision_cat_picture_generic_shipbuilding
	allowed = {
		original_tag = ITA
	}
	priority = 15
	visible = {
		has_completed_focus = ITA_cooperation_programs
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_import_machinery_and_material
Constructs: prerequisite, completion_reward, is_owned_and_controlled_by, add_tech_bonus
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_import_machinery_and_material
	icon = GFX_goal_generic_production
	prerequisite = {
		focus = DEN_policy_of_disarmament
	}
	relative_position_id = DEN_policy_of_disarmament
	x = -3
	y = 2
	cost = 5
	bypass = {

	}
	available = {
		any_core_state = {
			is_owned_and_controlled_by = ROOT
		}
		is_Subject = no
	}
	ai_will_do = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		add_tech_bonus = {
			name = DEN_import_machinery_and_material
			bonus = 0.5
			uses = 2
			category = cat_production
		}
	}
}
### Entity: Character
Component: air_naval_strike_3
Source: game
File: common/country_leader/00_traits.txt

Code:
air_naval_strike_3 = {
	sprite = 2
	naval_strike_attack_factor = 0.05
	naval_strike_targetting_factor = 0.05
	naval_strike_agility_factor = 0.05
	command_cap_increase = @tier3_cp_cap_increase
	command_power = @tier3_cp_cost
	ai_will_do = {
		factor = @army_command_factor_3
		modifier = {
			factor = 0
			command_power = < @tier3_cp_cost
		}
	}
}
### Entity: Event
Component: EYE_swiss.21
Constructs: ai_chance, has_war, limit, remove_ideas, has_government, has_country_flag, add_political_power, has_annex_war_goal
Source: game
File: events/SWI_events.txt

Code:
country_event = {
	id = EYE_swiss.21
	title = EYE_swiss.21.t
	desc = EYE_swiss.21.desc
	picture = GFX_report_event_worker_protests
	trigger = {
		tag = SWI
		has_country_flag = SWI_mobilized
		has_war = no
		NOT = {
			any_other_country = {
				has_annex_war_goal = SWI
			}
		}
		GER = {
			NOT = {
				focus_progress = {
					focus = GER_operation_tannenbaum
					progress = > 0
				}
			}
		}
		has_idea = SWI_angry_civilians_1
		has_global_flag = SWI_R56_focus_tree
	}
	mean_time_to_happen = {
		days = 360
	}
	option = {
		name = EYE_swiss.20.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 0.1
				OR = {
					has_government = fascism communism
				}
			}
		}
		remove_ideas = SWI_angry_civilians_1 SWI_mobilize_1
		add_timed_idea = {
			days = 180
			idea = SWI_pressured_demobilization
		}
		custom_effect_tooltip = EYE_swiss.20.tt
		hidden_effect = {
			country_event = EYE_swiss.100 EYE_swiss.101 EYE_swiss.102
			clr_country_flag = SWI_mobilized
		}
	} {
		name = EYE_swiss.20.b
		ai_chance = {
			base = 1
		}
		if = {
			limit = {
				has_government = neutrality
			}
			add_popularity = {
				ideology = neutrality
				popularity = -0.1
			}
		}
		else_if = {
			limit = {
				has_government = democratic
			}
			add_popularity = {
				ideology = democratic
				popularity = -0.1
			}
		} {
			limit = {
				has_government = fascism
			}
			add_popularity = {
				ideology = fascism
				popularity = -0.1
			}
		} {
			limit = {
				has_government = communism
			}
			add_popularity = {
				ideology = communism
				popularity = -0.1
			}
		}
		add_political_power = -100
		swap_ideas = {
			remove_idea = SWI_angry_civilians_1
			add_idea = SWI_angry_civilians_2
		}
	}
}
### Entity: Character
Component: feverous_marxist
Constructs: mobilization_speed
Source: game
File: common/country_leader/r56_traits.txt

Code:
feverous_marxist = {
	random = no
	sprite = 13
	mobilization_speed = 0.1
	economy_cost_factor = -0.25
	mobilization_laws_cost_factor = -0.25
}