Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Country History
Country: MEX
Component: MEX_politics
Constructs: set_stability, set_war_support, set_politics, set_popularities
Source: game
File: history/countries/MEX - Mexico.txt

Code:
# Politics & Parties for MEX
set_stability = 0.2
set_war_support = 0.1
set_politics = {
	ruling_party = neutrality
	last_election = 1934.7.1
	election_frequency = 72
	elections_allowed = yes
}
set_popularities = {
	democratic = 18
	fascism = 20
	communism = 9
	neutrality = 53
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_british_aeronautic_cooperation
Constructs: prerequisite, add_ideas, has_war_with, completion_reward, add_timed_idea, add_tech_bonus, air_bonus
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_british_aeronautic_cooperation
	icon = GFX_goal_fighters_uk
	prerequisite = {
		focus = AUS_announce_the_new_austrian_air_force
	}
	mutually_exclusive = {
		focus = AUS_german_aeronautic_cooperation AUS_soviet_aeronautic_cooperation
	}
	relative_position_id = AUS_announce_the_new_austrian_air_force
	x = 0
	y = 1
	cost = 10
	available = {
		NOT = {
			has_war_with = ENG
		}
		country_exists = ENG
	}
	completion_reward = {
		add_ideas = AUS_british_aero_tech
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_timed_idea = {
			idea = democratic_influence
			days = 100
		}
		add_tech_bonus = {
			name = air_bonus
			bonus = 1
			uses = 1
			category = light_air
		} {
			name = air_bonus
			bonus = 1
			uses = 1
			category = heavy_air
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Modding Documentation
Construct: bop_remove
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## bop_remove
* Arguments: <ID>

Deactivates a power balance for the current country.
### Entity: Military Industrial Organization
Component: HOL_fokker_organization
Constructs: has_dlc
Source: game
File: common/military_industrial_organization/organizations/HOL_organization.txt

Code:
HOL_fokker_organization = {
	include = generic_general_aircraft_organization
	icon = GFX_idea_fokker
	allowed = {
		has_dlc = Man the Guns
		tag = HOL
	}
	available = {

	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_sorel_steel_and_foundry
Constructs: has_completed_focus, prerequisite, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, add_tech_bonus
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_sorel_steel_and_foundry
	icon = GFX_focus_generic_steel
	prerequisite = {
		focus = QUE_support_vautrin_plan
	}
	relative_position_id = QUE_support_vautrin_plan
	x = 3
	y = 1
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 18
	}
	bypass = {
		any_other_country = {
			has_completed_focus = r56_CAN_sorel_steel_and_foundry
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				468
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = steel_mill
				level = 2
				instant_build = yes
			}
		}
		add_tech_bonus = {
			name = construction_tech_bonus
			bonus = 1
			uses = 1
			category = steel_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH FOCUS_FILTER_STEEL
	}
}
### Entity: Character
Component: german_technological_patron
Constructs: industrial_capacity_factory
Source: game
File: common/country_leader/00_traits.txt

Code:
german_technological_patron = {
	random = no
	industrial_capacity_factory = 0.1
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_disregard_the_treaties
Constructs: prerequisite, remove_ideas, completion_reward, has_idea, set_country_flag
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_disregard_the_treaties
	icon = GFX_focus_AUS_disregard_the_treaties
	prerequisite = {
		focus = AUS_refine_vaterlandische_front
	}
	mutually_exclusive = {
		focus = AUS_seek_agreement_for_rearmament
	}
	x = 1
	y = 1
	relative_position_id = AUS_refine_vaterlandische_front
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 10
			AUS_is_historical_ai = yes
		}
	}
	available = {
		has_idea = AUS_treaty_of_saint_germain_en_laye
	}
	bypass = {
		NOT = {
			has_idea = AUS_treaty_of_saint_germain_en_laye
		}
	}
	available_if_capitulated = no
	completion_reward = {
		remove_ideas = AUS_treaty_of_saint_germain_en_laye
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt AUS_rearmament_and_guarantees_tt
		ITA = {
			country_event = {
				id = AUS_political_events.30
				days = 1
			}
		}
		FRA = {
			country_event = {
				id = AUS_political_events.30
				days = 1
			}
		}
		ENG = {
			country_event = {
				id = AUS_political_events.30
				days = 1
			}
		}
		USA = {
			country_event = {
				id = AUS_political_events.30
				days = 1
			}
		}
		hidden_effect = {
			news_event = {
				id = AUS_news_events.5
				days = 2
			}
			set_country_flag = AUS_dont_build_too_many_divs_flag
		}
	}
}
### Entity: National Focus
Tree: lux_focus
Component: LUX_expand_the_gau
Constructs: prerequisite, limit, owns_state, completion_reward, is_subject_of, has_war_together_with, has_army_manpower, swap_ideas
Source: game
File: common/national_focus/r56_luxembourg.txt

Code:
focus = {
	id = LUX_expand_the_gau
	icon = GFX_goal_LUX_expand_the_gau
	cost = 10
	x = 3
	y = 1
	relative_position_id = LUX_replace_the_government
	prerequisite = {
		focus = LUX_replace_the_government
	}
	mutually_exclusive = {
		focus = LUX_complete_integration
	}
	available = {
		is_subject_of = GER
		GER = {
			controls_state = 42 1053
			owns_state = 42 1053
		}
		has_war_together_with = GER
		any_war_score = > 4.99
		has_army_manpower = {
			size = > 10000
		}
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = r56_LUX_economic_dependence_1
			add_idea = r56_LUX_taxes_germany1
		}
		GER = {
			country_event = {
				id = luxembourg.400
				hours = 4
				random_hours = 2
			}
		}
		custom_effect_tooltip = if_they_accept_tt
		effect_tooltip = {
			add_autonomy_score = {
				value = -200
			}
			custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
			set_cosmetic_tag = LUX_gau_moselland
			every_state = {
				limit = {
					is_owned_and_controlled_by = GER
					OR = {
						state = 42 1053
					}
				}
				add_core_of = ROOT
				transfer_state_to = ROOT
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_TFV_AUTONOMY FOCUS_FILTER_INDUSTRY FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Decision
Component: SAM_smuggle_operations
Constructs: owns_state
Source: game
File: common/decisions/categories/SAM_decision_categories.txt

Code:
SAM_smuggle_operations = {
	icon = GFX_decision_category_NOR_fascist_deploy_prep
	picture = GFX_decision_cat_picture_chi_infiltration
	allowed = {
		tag = SAM
	}
	priority = 2000
	visible = {
		tag = SAM
		NOT = {
			OR = {
				controls_state = 1088
				owns_state = 1088
			}
			num_of_military_factories = > 5
		}
	}
}
### Entity: Modifier Reference
Construct: send_volunteer_divisions_required
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## send_volunteer_divisions_required

* Number with 1 decimal places
* **Categories**: country
### Entity: Idea
Component: JAP_kodoha_idea
Constructs: has_government, removal_cost, fascism_drift
Source: game
File: common/ideas/r56_japan.txt

Code:
JAP_kodoha_idea = {
	name = JAP_kodoha_idea
	picture = generic_manpower_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			has_government = fascism
		}
	}
	removal_cost = -1
	modifier = {
		conscription = 0.05
		training_time_army_factor = -0.2
		production_speed_arms_factory_factor = 0.15
		fascism_drift = 0.1
		drift_defence_factor = 0.75
		communism_acceptance = -100
	}
}
### Entity: National Focus
Component: ah_motorization_effort
Constructs: prerequisite, completion_reward, has_tech, add_tech_bonus, motorized_bonus
Source: game
File: common/national_focus/austro_hungarian_releasable_shared.txt

Code:
focus = {
	id = ah_motorization_effort
	icon = GFX_goal_generic_army_motorized
	prerequisite = {
		focus = ah_army_effort
	}
	bypass = {
		has_tech = motorised_infantry
	}
	x = 1
	y = 1
	relative_position_id = ah_army_effort
	cost = 10
	ai_will_do = {
		factor = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = motorized_bonus
			bonus = 1.0
			technology = motorised_infantry
		}
	}
}
### Entity: Idea
Component: sour_loser
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/r56_germany.txt

Code:
sour_loser = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		drift_defence_factor = 0.5
		stability_factor = -0.05
	}
	rule = {
		can_create_factions = yes
	}
}
### Entity: Event
Component: poland.127
Constructs: is_triggered_only
Source: game
File: events/r56_Poland.txt

Code:
news_event = {
	id = poland.127
	title = poland.127.t
	desc = poland.127.d
	picture = GFX_Kasprzycki_Gamelin
	is_triggered_only = yes
	option = {
		name = poland.127.a
	}
}
### Entity: Idea
Component: BRA_weak_government_dummy_idea
Constructs: stability_factor, removal_cost, neutrality_drift
Source: game
File: common/ideas/brazil.txt

Code:
BRA_weak_government_dummy_idea = {
	allowed = {
		always = no
	}
	removal_cost = -1
	picture = FRA_scw_intervention_republicans_focus
	modifier = {
		stability_factor = -0.2
		political_power_factor = -0.2
		neutrality_drift = 0.02
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_optimize_reich_labour_service
Constructs: prerequisite, limit, has_country_flag, completion_reward, set_temp_variable, check_variable, unlock_decision_category_tooltip
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_optimize_reich_labour_service
	icon = GFX_focus_GER_optimize_reich_labour_service
	prerequisite = {
		focus = GER_party_chancellor_hess GER_party_chancellor_bormann
	}
	text_icon = GER_inner_circle_focus_style
	x = 1
	y = 1
	relative_position_id = GER_party_chancellor_hess
	cost = @inner_circle_time_tier_1
	available = {
		if = {
			limit = {
				has_country_flag = GER_optimize_reich_labour_service_in_progress_flag
			}
			set_temp_variable = {
				temp_focus_days = @inner_circle_time_tier_1
			}
			multiply_temp_variable = {
				temp_focus_days = 7
			}
			if = {
				limit = {
					check_variable = {
						GER_optimize_reich_service_focus_advisor = 6
					}
				}
				custom_override_tooltip = {
					tooltip = {
						localization_key = GER_inner_circle_focus_in_progress_tt
						CHARACTER = GER_rudolf_hess
						FLAG_DAYS = [?GER_optimize_reich_labour_service_in_progress_flag:days]
					}
					always = no
				}
			}
			else = {
				custom_override_tooltip = {
					tooltip = {
						localization_key = GER_inner_circle_focus_in_progress_tt
						CHARACTER = GER_martin_bormann
						FLAG_DAYS = [?GER_optimize_reich_labour_service_in_progress_flag:days]
					}
					always = no
				}
			}
		}
		else = {
			custom_override_tooltip = {
				tooltip = {
					localization_key = GER_focus_can_only_be_completed_by_advisor_multiple_tt
					CHARACTER = GER_rudolf_hess
					FOCUS = GER_party_chancellor_hess
					CHARACTER_2 = GER_martin_bormann
					FOCUS_2 = GER_party_chancellor_bormann
				}
				always = no
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INNER_CIRCLE FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		unlock_decision_category_tooltip = GER_reich_labor_service_cat
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/ENG_1936_nsb_LaR.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = ENG
		}
		requested_factories = 3
		progress = 0.1
		efficiency = 50
		industrial_manufacturer = mio:ENG_rsaf_enfield_organization
	} {
		equipment = {
			type = artillery_equipment_1
			creator = ENG
		}
		requested_factories = 2
		progress = 0.1
		efficiency = 50
		industrial_manufacturer = mio:ENG_royal_arsenal_organization
	} {
		equipment = {
			type = support_equipment_1
			creator = ENG
		}
		requested_factories = 1
		progress = 0.3
		efficiency = 50
	} {
		equipment = {
			type = light_tank_chassis_1
			creator = ENG
			version_name = Light Tank Mk. VI
		}
		requested_factories = 1
		progress = 0.4
		efficiency = 50
		industrial_manufacturer = mio:ENG_vauxhall_organization
	} {
		equipment = {
			type = motorized_equipment_1
			creator = ENG
		}
		requested_factories = 1
		progress = 0.1
		efficiency = 80
		industrial_manufacturer = mio:ENG_vauxhall_automotive_organization
	} {
		equipment = {
			type = gw_armored_car_equipment
			creator = ENG
		}
		requested_factories = 1
		progress = 0.1
		efficiency = 100
		industrial_manufacturer = mio:ENG_crossley_motors_organization
	}
}
### Entity: Modifier Reference
Construct: navy_screen_defence_factor_against
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## navy_screen_defence_factor_against

* Number with 2 decimal places
* **Categories**: naval, defensive
### Entity: Scripted Trigger
Component: WTT_is_chinese_warlord
Source: game
File: common/scripted_triggers/WTT_china_political_struggle_triggers.txt

Code:
WTT_is_chinese_warlord = {
	OR = {
		original_tag = GXC YUN XSM SIK SHX GDC XIC SND SIC KHM NXM GSM HBC
	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_an_army_of_all_classes
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPR_an_army_of_all_classes
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = SPR_the_stalinist_doctrine
	}
	icon = GFX_focus_YUG_pan_slavic_congress
	x = 1
	y = 2
	relative_position_id = SPR_the_stalinist_doctrine
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = SPR_an_army_of_all_classes_1
	}
}
### Entity: Unit Template
Component: TAN_INF_01
Source: game
File: common/units/names_divisions/TAN_names_divisions.txt

Code:
TAN_INF_01 = {
	name = Infantry Divisions
	for_countries = {
		TAN
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %dya Tuvanska Strelkovaya Div.
	ordered = {
		1 = {
			%dya Tuvanska Strelkovaya Div.
		}
		2 = {
			%dya Tuvanska Strelkovaya Div.
		}
		3 = {
			%dya Tuvanska Strelkovaya Div.
		}
		4 = {
			%dya Tuvanska Strelkovaya Div.
		}
		5 = {
			%dya Tuvanska Strelkovaya Div.
		}
		6 = {
			%dya Tuvanska Strelkovaya Div.
		}
		8 = {
			%dya Tuvanska Strelkovaya Div.
		}
		10 = {
			%dya Tuvanska Strelkovaya Div.
		}
		11 = {
			%dya Tuvanska Strelkovaya Div.
		}
		12 = {
			%dya Tuvanska Strelkovaya Div.
		}
		13 = {
			%dya Tuvanska Strelkovaya Div.
		}
		14 = {
			%dya Tuvanska Strelkovaya Div.
		}
		16 = {
			%dya Tuvanska Strelkovaya Div.
		}
		17 = {
			%dya Tuvanska Strelkovaya Div.
		}
		19 = {
			%dya Tuvanska Strelkovaya Div.
		}
		21 = {
			%dya Tuvanska Strelkovaya Div.
		}
		22 = {
			%dya Tuvanska Strelkovaya Div.
		}
		23 = {
			%dya Tuvanska Strelkovaya Div.
		}
		24 = {
			%dya Tuvanska Strelkovaya Div.
		}
		25 = {
			%dya Tuvanska Strelkovaya Div.
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_guide_the_chinese
Constructs: prerequisite, limit, add_ideas, has_government, every_country, has_war_with, completion_reward, is_subject
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_guide_the_chinese
	icon = GFX_focus_chi_one_china_policy
	x = 1
	y = 1
	relative_position_id = JAP_ignite_the_korean_peninsula
	prerequisite = {
		focus = JAP_ignite_the_korean_peninsula
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		has_government = communism
		is_subject = no
	}
	bypass = {

	}
	will_lead_to_war_with = CHI SHX SND XSM GXC GDC XIC SIC KUM GSM NXM KHM HBC
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		custom_effect_tooltip = JAP_guide_the_chinese_tt generic_skip_one_line_tt
		every_country = {
			limit = {
				is_literally_china = yes
				NOT = {
					is_ally_with = ROOT
					has_war_with = ROOT
					has_government = communism
				}
			}
			ROOT = {
				create_wargoal = {
					type = puppet_wargoal_focus
					target = PREV
					expire = 0
				}
			}
		}
		add_ideas = JAP_senbu_idea
		IF = {
			limit = {
				is_faction_leader = yes
			}
			custom_effect_tooltip = generic_skip_one_line_tt JAP_guide_the_chinese_2_tt
			every_country = {
				limit = {
					is_literally_china = yes
					has_government = communism
					is_subject = no
					NOT = {
						is_ally_with = ROOT
						has_war_with = ROOT
					}
				}
				country_event = {
					id = SEA_japan_foreign_policy.118
					hours = 6
					random_hours = 12
				}
			}
		}
	}
}
### Entity: Country History
Country: if
Constructs: limit, add_ideas, has_aat, set_variable
Source: game
File: history/countries/NOR - Norway.txt

Code:
if = {
	limit = {
		has_aat = yes 
	}
	add_ideas = {
		NOR_complacent_cabinet_ns
		NOR_obsolete_armed_forces_ns_1
		NOR_the_hard_thirties_ns
		NOR_anti_communist_sentiment_ns
		NOR_crumbling_fortifications_ns
		NOR_birger_ljungberg
		NOR_kristian_laake
	} 
	store_core_states_on_game_start = yes
	# Setting Independent Norway Dmod variables 
	set_variable = { NOR.NOR_independent_norway_dmod_consumer_goods_factor = 0 } 
	set_variable = { NOR.NOR_independent_norway_dmod_production_speed_industrial_complex_factor = 0 } 
	set_variable = { NOR.NOR_independent_norway_dmod_production_speed_infrastructure_factor = 0 } 
	set_variable = { NOR.NOR_independent_norway_dmod_research_speed_factor = 0 } 
	set_variable = { NOR.NOR_independent_norway_dmod_production_speed_supply_node = 0} 

	# Setting Airforce Dmod variables 
	set_variable = { NOR.NOR_army_air_force_dmod_license_air_purchase_cost = 0 }
	set_variable = { NOR.NOR_army_air_force_dmod_production_speed_air_base_factor = 0 }
	set_variable = { NOR.NOR_army_air_force_dmod_production_speed_anti_air_building_factor = 0 }
	set_variable = { NOR.NOR_army_air_force_dmod_air_doctrine_cost_factor = 0 }
	set_variable = { NOR.NOR_army_air_force_dmod_air_ace_bonuses_factor = 0 }
	set_variable = { NOR.NOR_army_air_force_dmod_air_ace_generation_chance_factor = 0 }
	set_variable = { NOR.NOR_army_air_force_dmod_air_attack_factor = 0 }
	set_variable = { NOR.NOR_army_air_force_dmod_air_defence_factor = 0 }
	set_variable = { NOR.NOR_army_air_force_dmod_air_nav_efficiency = 0 }
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/SYR_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = SYR
		}
		requested_factories = 1
		progress = 0.75
		efficiency = 100
	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_surevaluate_the_peseta
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_spain.txt

Code:
focus = {
	id = SPR_surevaluate_the_peseta
	icon = GFX_focus_GRE_Combat_depression
	cost = 10.0
	ai_will_do = {
		factor = 35
	}
	prerequisite = {
		focus = SPR_post_depression_recovery
	}
	bypass = {

	}
	completion_reward = {
		add_ideas = SPR_peseta_surevaluated
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	x = 1
	y = 1
	relative_position_id = SPR_post_depression_recovery
}
### Entity: Character
Component: PRC_wu_yuzhang
Constructs: has_dlc
Source: game
File: common/characters/PRC.txt

Code:
PRC_wu_yuzhang = {
	name = PRC_wu_yuzhang
	portraits = {
		civilian = {
			small = GFX_portrait_PRC_wu_yuzhang
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = PRC_wu_yuzhang
		allowed = {
			original_tag = PRC
			has_dlc = No Compromise, No Surrender
		}
		traits = {
			PRC_professor
		}
	}
}
### Entity: Event
Component: MUN_czech.7
Constructs: is_triggered_only, ai_chance, has_completed_focus, has_war, limit, has_government, add_war_support, is_major
Source: game
File: events/MUN_Czechoslovakia.txt

Code:
country_event = {
	id = MUN_czech.7
	title = MUN_czech.7.t
	desc = MUN_czech.7.d
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = MUN_czech.7.a
		ai_chance = {
			factor = 1
			modifier = {
				GER = {
					is_major = yes
				}
				is_major = no
				factor = 0.1
			} {
				is_historical_focus_on = yes
				factor = 0.1
			} {
				CZE = {
					is_ai = no
				}
				add = 1
			} {
				CZE = {
					is_major = yes
				}
				add = 1
			} {
				CZE = {
					has_completed_focus = CZE_forgive_trading_debts
				}
				factor = 1.1
			} {
				CZE = {
					has_completed_focus = CZE_reintegrate_cross_border_rail_connections
				}
				factor = 1.1
			} {
				CZE = {
					has_completed_focus = CZE_improve_balkan_trade_relations
				}
				factor = 1.2
			} {
				CZE = {
					has_government = ROOT
				}
				factor = 1.1
			}
		}
		if = {
			limit = {
				has_war = no
				has_government = democratic
			}
			add_war_support = -0.03
		}
		else = {
			add_war_support = 0.03
		}
	} {
		name = MUN_czech.7.b
		ai_chance = {
			factor = 2
			modifier = {
				is_historical_focus_on = yes
				factor = 10
			} {
				CZE = {
					is_major = no
				}
				factor = 2
			} {
				CZE = {
					NOT = {
						has_government = ROOT
					}
				}
				factor = 2
			}
		}
		if = {
			limit = {
				has_war = no
				has_government = democratic
			}
			add_stability = 0.01
		}
		diplomatic_relation = {
			country = CZE
			relation = guarantee
			active = no
		}
		add_ai_strategy = {
			type = protect
			id = CZE
			value = -100
		} {
			type = diplo_action_desire
			id = CZE
			target = guarantee
			value = -100
		}
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_enforce_quotas
Constructs: has_completed_focus, prerequisite, has_government, completion_reward, is_subject, swap_ideas, add_idea, remove_idea
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_enforce_quotas
	icon = GFX_focus_GRE_red_economy
	prerequisite = {
		focus = QUE_soviet_tank_program
	}
	relative_position_id = QUE_align_with_moscow
	x = 0
	y = 3
	cost = 5
	available_if_capitulated = yes
	available = {
		has_completed_focus = QUE_forced_industrialisation
		has_government = communism
		OR = {
			is_subject = no
			OVERLORD = {
				has_government = communism
			}
		}
	}
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		swap_ideas = {
			add_idea = QUE_production_quotas
			remove_idea = QUE_quebecois_industrial_communism
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Character
Component: RAJ_GOE_financial_strategist
Constructs: stability_factor
Source: game
File: common/country_leader/goe_traits.txt

Code:
RAJ_GOE_financial_strategist = {
	production_speed_industrial_complex_factor = 0.08
	stability_factor = 0.05
	sprite = 10
}
### Entity: Country History
Country: WGR
Component: WGR_politics
Constructs: set_stability, add_ideas, set_politics, set_popularities
Source: game
File: history/countries/WGR - West Germany.txt

Code:
# Politics & Parties for WGR
set_stability = 0.7
set_politics = {
	ruling_party = democratic
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 80
	fascism = 10
	communism = 10
}
add_ideas = {

}
### Entity: Event
Component: rt56.rom_ger_divide_czech.8
Constructs: is_triggered_only, ai_chance, is_major, has_guaranteed
Source: game
File: events/r56_romania.txt

Code:
country_event = {
	id = rt56.rom_ger_divide_czech.8
	title = rt56.rom_ger_divide_czech.8.t
	desc = rt56.rom_ger_divide_czech.8.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = rt56.rom_ger_divide_czech.8.b
		ai_chance = {
			base = 2
			modifier = {
				factor = 4
				any_country = {
					is_major = yes
					has_guaranteed = ROOT
				}
			} {
				factor = 4
				strength_ratio = {
					tag = ROM
					ratio = > 0.5
				}
			} {
				factor = 4
				strength_ratio = {
					tag = GER
					ratio = > 0.5
				}
			}
		}
		ROM = {
			country_event = {
				id = rt56.rom_ger_divide_czech.6
				days = 2
			}
		}
	}
}