Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: bftb_bulgaria_rearmament.3
Constructs: is_triggered_only, set_country_flag
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_rearmament.3
	title = bftb_bulgaria_rearmament.3.t
	desc = bftb_bulgaria_rearmament.3.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			set_country_flag = BUL_uk_demands_nap_with_balkan_nation_flag
		}
	}
	option = {
		name = bftb_bulgaria_rearmament.3.a
		custom_effect_tooltip = BUL_uk_demands_nap_with_balkan_nation_tt
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_secret_mobilization
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_timed_idea
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_secret_mobilization
	icon = GFX_focus_secret_rearmament
	x = -2
	y = 1
	mutually_exclusive = {
		focus = SWE_rapid_mobilization
	}
	cost = 10
	prerequisite = {
		focus = SWE_totalforsvar
	}
	relative_position_id = SWE_totalforsvar
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {

	}
	completion_reward = {
		add_timed_idea = {
			idea = SWE_secret_mobilization
			days = 913
		}
	}
}
### Entity: AI Strategy
Component: EAI_DIPLO_prepare_for_war_on_WP4
Constructs: check_variable
Source: game
File: common/ai_strategy/EAI_COUNTRY_diplomacy_war_justification_strategies.txt

Code:
EAI_DIPLO_prepare_for_war_on_WP4 = {
	enable = {
		NOT = {
			check_variable = {
				EAI_prepare_for_war_targets^4 = 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = conquer
		id = WP4
		value = 200
	}
}
### Entity: Modding Documentation
Construct: planning_level
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### planning_level
* description: planning level of the leader
### Entity: National Focus
Component: andorra_focus
Constructs: shared_focus, prerequisite, has_war, limit, add_ideas, remove_ideas, has_war_with, add_war_support
Source: game
File: common/national_focus/andorra.txt

Code:
focus_tree = {
	id = andorra_focus
	country = {
		factor = 0
		modifier = {
			add = 30
			tag = ADR
		}
	}
	default = no
	continuous_focus_position = {
		x = 5
		y = 1150
	}
	shared_focus = GEN_industrial_boom MICRO_militarize_the_police_force MICRO_build_capital_airport MICRO_develop_our_dockyards
	focus = {
		id = ADR_continue_the_policy_of_neutrality
		icon = GFX_goal_generic_neutrality_focus
		x = 9
		y = 0
		cost = 10
		mutually_exclusive = {
			focus = ADR_abandon_the_policy_of_neutrality
		}
		search_filters = {
			FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
		}
		ai_will_do = {
			factor = 100
		}
		completion_reward = {
			add_stability = 0.05
			custom_effect_tooltip = available_political_advisor
			show_ideas_tooltip = ADR_ramon_iglesias_i_navarri
		}
	} {
		id = ADR_accept_spanish_refugees
		icon = GFX_focus_generic_invite_republican_spanish_exiles
		relative_position_id = ADR_continue_the_policy_of_neutrality
		x = 0
		y = 1
		cost = 10
		prerequisite = {
			focus = ADR_continue_the_policy_of_neutrality
		}
		search_filters = {
			FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
		}
		ai_will_do = {
			factor = 10
		}
		completion_reward = {
			add_timed_idea = {
				idea = ADR_spanish_refugees
				days = 365
			}
		}
	} {
		id = ADR_normalize_spanish_relations
		icon = GFX_focus_intervention_spain_republic
		relative_position_id = ADR_accept_spanish_refugees
		x = -1
		y = 1
		cost = 10
		available = {
			has_global_flag = scw_over
			any_other_country = {
				OR = {
					tag = SPR SPA SPB
				}
				exists = yes
				has_civil_war = no
				NOT = {
					has_war_with = ROOT
				}
			}
		}
		prerequisite = {
			focus = ADR_accept_spanish_refugees
		}
		ai_will_do = {
			factor = 10
		}
		completion_reward = {
			every_other_country = {
				limit = {
					OR = {
						tag = SPR SPA SPB
					}
					exists = yes
					has_civil_war = no
					NOT = {
						has_war_with = ROOT
					}
				}
				add_opinion_modifier = {
					target = ROOT
					modifier = medium_increase
				}
				country_event = {
					id = andorra.1
					hours = 12
				}
			}
		}
	} {
		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 =
# ... (truncated)
### Entity: Doctrine
Component: special_forces
Constructs: has_dlc
Source: game
File: common/doctrines/folders/doctrine_folders.txt

Code:
special_forces = {
	allowed = {
		OR = {
			has_dlc = No Compromise, No Surrender Arms Against Tyranny
		}
	}
	name = OFFICER_CORP_SPECIAL_FORCES_DOCTRINE
	ledger = army
	ledger_gfx = GFX_special_forces_doctrine_folder_icon
	tab_gfx = GFX_specialforcesdoctrine_tab_large
	color_frame = 4
	sound = ui_doctrine_tab_special_forces
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_socialist_constitution
Constructs: prerequisite, add_ideas, has_government, add_stability, completion_reward, add_political_power
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_socialist_constitution
	icon = GFX_goal_ISR_rome_and_jerusalem
	x = 1
	y = 1
	available = {
		has_government = communism
	}
	prerequisite = {
		focus = AFG_universal_suffarage AFG_begin_colectivization
	}
	relative_position_id = AFG_universal_suffarage
	ai_will_do = {
		factor = 1
	}
	cost = 8
	completion_reward = {
		add_political_power = 50
		add_stability = 0.1
		add_ideas = AFG_socialist_constitution_idea
	}
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
}
### Entity: Idea
Component: FRA_market_dynamism
Constructs: has_government, removal_cost, research_bonus
Source: game
File: common/ideas/france.txt

Code:
FRA_market_dynamism = {
	allowed = {
		original_tag = FRA
		always = no
	}
	allowed_civil_war = {
		has_government = democratic
	}
	removal_cost = -1
	modifier = {
		production_factory_max_efficiency_factor = 0.1
		production_factory_efficiency_gain_factor = 0.1
	}
	research_bonus = {
		industry = 0.05
	}
}
### Entity: AI Strategy
Component: RAJ_communist_pakistan_surrounded
Constructs: has_war, has_country_flag, has_game_rule, is_subject_of
Source: game
File: common/ai_strategy/RAJ.txt

Code:
RAJ_communist_pakistan_surrounded = {
	allowed = {
		original_tag = RAJ
		OR = {
			has_country_flag = RAJ_AI_RANDOM_INDIA_COMMUNISM RAJ_AI_RANDOM_INDIA_COMMUNISM_URBAN
			has_game_rule = {
				rule = RAJ_ai_behavior
				option = GOE_INDIA_COMMUNISM
			} {
				rule = RAJ_ai_behavior
				option = GOE_INDIA_COMMUNISM_URBAN
			}
		}
	}
	enable = {
		PAK = {
			exists = yes
			NOT = {
				is_subject_of = RAJ
			}
		}
		RAJ = {
			has_war = no
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = prepare_for_war
		id = PAK
		value = 10
	}
}
### Entity: Event
Component: cuba.18
Constructs: is_triggered_only, give_resource_rights
Source: game
File: events/Cuba.txt

Code:
country_event = {
	id = cuba.18
	title = cuba.18.t
	desc = cuba.18.d
	picture = GFX_report_event_sailors_in_working_rig
	is_triggered_only = yes
	option = {
		name = cuba.18.a
		effect_tooltip = {
			SOV = {
				give_resource_rights = {
					receiver = CUB
					state = 577
				}
			}
		}
	}
}
### Entity: Idea
Component: dar
Constructs: has_dlc, research_bonus
Source: game
File: common/ideas/bulgaria.txt

Code:
dar = {
	picture = generic_air_manufacturer_1
	allowed = {
		original_tag = BUL
		NOT = {
			has_dlc = Battle for the Bosporus
		}
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		light_aircraft_manufacturer
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Country History
Country: GAR
Component: GAR_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/GAR - Guarani.txt

Code:
# Politics & Parties for GAR
set_politics = {
	ruling_party = neutrality
	last_election = 1934.2.11
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 20
	communism = 15
	neutrality = 60
	fascism = 5
}
### Entity: Decision
Component: peru_bolivia_category
Source: game
File: common/decisions/categories/00_formable_categories.txt

Code:
peru_bolivia_category = {
	icon = generic_formable_nations
	picture = GFX_decision_cat_picture_PER_unified_peru_bolivia
	allowed = {
		OR = {
			original_tag = PRU BOL
		}
	}
}
### Entity: Character
Component: GXC_li_zongren
Source: game
File: common/characters/Warlords_China.txt

Code:
GXC_li_zongren = {
	name = GXC_li_zongren
	portraits = {
		civilian = {
			large = GFX_portrait_GXC_li_zongren
		}
		army = {
			small = GFX_portrait_GXC_li_zongren_small
			large = GFX_portrait_GXC_li_zongren
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = GXC_li_zongren
		allowed = {
			OR = {
				original_tag = GXC GDC
			}
		}
		traits = {
			prince_of_terror
		}
	}
	country_leader = {
		ideology = despotism
		expire = 1965.1.1.1
		traits = {
			GXC_fierce_leader
		}
		id = -1
	}
	field_marshal = {
		skill = 3
		attack_skill = 3
		defense_skill = 3
		planning_skill = 2
		logistics_skill = 2
		legacy_id = -1
		traits = {
			inflexible_strategist
		}
		visible = {

		}
	}
}
### Entity: Idea
Component: CHI_tewu_idea
Constructs: has_dlc, removal_cost, communism_drift
Source: game
File: common/ideas/china_shared.txt

Code:
CHI_tewu_idea = {
	picture = generic_secret_police
	allowed = {
		has_dlc = No Compromise, No Surrender
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		communism_drift = -0.05
		enemy_operative_intel_extraction_rate = 0.15
	}
}
### Entity: Scripted Effect
Component: MAN_low_legitimacy_level_down2
Constructs: limit, remove_ideas, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/r56_MAN_scripted_effects.txt

Code:
MAN_low_legitimacy_level_down2 = {
	if = {
		limit = {
			has_idea = MAN_low_legitimacy_12
		}
		effect_tooltip = {
			swap_ideas = {
				remove_idea = MAN_low_legitimacy_22
				add_idea = MAN_low_legitimacy_12
			}
		}
		hidden_effect = {
			remove_ideas = MAN_low_legitimacy_12
		}
	} {
		limit = {
			has_idea = MAN_low_legitimacy_22
		}
		swap_ideas = {
			remove_idea = MAN_low_legitimacy_22
			add_idea = MAN_low_legitimacy_12
		}
	} {
		limit = {
			has_idea = MAN_low_legitimacy_32
		}
		swap_ideas = {
			remove_idea = MAN_low_legitimacy_32
			add_idea = MAN_low_legitimacy_22
		}
	} {
		limit = {
			has_idea = MAN_low_legitimacy_42
		}
		swap_ideas = {
			remove_idea = MAN_low_legitimacy_42
			add_idea = MAN_low_legitimacy_32
		}
	} {
		limit = {
			has_idea = MAN_low_legitimacy_52
		}
		swap_ideas = {
			remove_idea = MAN_low_legitimacy_52
			add_idea = MAN_low_legitimacy_42
		}
	}
}
### Entity: Modifier Reference
Component: r56_german_minority_galvanised
Constructs: remove_trigger, is_controlled_by
Source: game
File: common/dynamic_modifiers/DEN.txt

Code:
r56_german_minority_galvanised = {
	icon = GFX_modifier_german
	remove_trigger = {
		NOT = {
			is_controlled_by = DEN GER
		}
	}
	local_manpower = 0.5
	state_production_speed_buildings_factor = 0.1
}
### Entity: Scripted Effect
Component: EAI_MILITARY_SECTOR_get_sector_control_pct
Constructs: limit, has_country_flag, check_variable, set_temp_variable, set_variable, clear_temp_array, add_to_temp_array, add_to_temp_variable
Source: game
File: common/scripted_effects/EAI_MILITARY_strategy_SECTOR_effects.txt

Code:
EAI_MILITARY_SECTOR_get_sector_control_pct = {
	if = {
		limit = {
			has_country_flag = EAI_sector_operations_logging
		}
		log = [GetYear] [GetMonth] | AI | [This.GetName] | EAI_MILITARY_SECTOR_get_sector_control_pct
	} {
		limit = {
			NOT = {
				AND = {
					check_variable = {
						_our_side_^num = > 0
					} {
						_their_side_^num = > 0
					} {
						_sector_data^num = > 0
					} {
						_data_start^num = > 0
					} {
						_data_ST_end^num = > 0
					}
				}
			}
		}
		log = EAI_MILITARY_SECTOR_get_sector_control_pct ERROR _our_side_^num=[?_our_side_^num] _their_side_^num=[?_their_side_^num] _sector_data^num=[?_sector_data^num] _data_start^num=[?_data_start^num] _data_ST_end^num=[?_data_ST_end^num]
	} {
		limit = {
			NOT = {
				has_country_flag = EAI_MILITARY_SECTOR_weekly_control_pct_init
			}
		}
		set_temp_variable = {
			tmp = 0.5
		}
		subtract_from_temp_variable = {
			tmp = our_control_pct_
		}
		set_variable = {
			EAI_MILITARY_SECTOR_control_pct_adjust^_sector_id = tmp
		}
	}
	clear_temp_array = _states_
	set_temp_variable = {
		index = _data_start^_sector_id
	} {
		insert_value = our_control_pct_
	} {
		first = 1
	} {
		datapoint_index = 0
	} {
		index = _sector_id
	}
	while_loop_effect = {
		limit = {
			check_variable = {
				index = < _data_ST_end^_sector_id
			}
		}
		add_to_temp_array = {
			_states_ = _sector_data^index
		}
		add_to_temp_variable = {
			index = 1
		}
	} {
		limit = {
			check_variable = {
				datapoint_index = < @EAI_MILITARY_SECTOR_num_datapoints
			}
		}
		if = {
			limit = {
				check_variable = {
					EAI_MILITARY_SECTOR_weekly_control_pct^index = -1
				}
			}
			set_variable = {
				EAI_MILITARY_SECTOR_weekly_control_pct^index = insert_value
			}
		} {
			limit = {
				check_variable = {
					first = 1
				}
			}
			set_temp_variable = {
				first = 0
			}
			set_variable = {
				EAI_MILITARY_SECTOR_weekly_control_pct^index = insert_value
			}
		}
		set_temp_variable = {
			prev_val = EAI_MILITARY_SECTOR_weekly_control_pct^index
		}
		else = {
			set_variable = {
				EAI_MILITARY_SECTOR_weekly_control_pct^index = prev_val
			}
		}
		add_to_temp_variable = {
			datapoint_index = 1
		} {
			index = 1
		}
	}
	EAI_MAP_get_province_control_pct = yes
	multiply_temp_variable = {
		index = @EAI_MILITARY_SECTOR_num_datapoints
	}
}
### Entity: Event
Component: AAT_finland_continuation_war.02
Constructs: is_triggered_only, add_equipment_to_stockpile, limit, fire_only_once, has_dlc, add_state_claim
Source: game
File: events/AAT_Finland.txt

Code:
country_event = {
	id = AAT_finland_continuation_war.02
	title = AAT_finland_continuation_war.02.t
	desc = AAT_finland_continuation_war.02.desc
	picture = GFX_report_event_FIN_finnish_german_pact
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = AAT_finland_continuation_war.02.a
		ROOT = {
			if = {
				limit = {
					has_dlc = No Step Back
				}
				add_equipment_to_stockpile = {
					type = light_tank_chassis_1
					amount = 50
					producer = FROM
				}
			} {
				limit = {
					has_dlc = By Blood Alone
				}
				add_equipment_to_stockpile = {
					type = small_plane_airframe_1
					amount = 50
					producer = FROM
				}
			}
			else = {
				add_equipment_to_stockpile = {
					type = light_tank_equipment_1
					amount = 50
					producer = FROM
				}
			} {
				add_equipment_to_stockpile = {
					type = fighter_equipment_1
					amount = 50
					producer = FROM
				}
			}
			add_equipment_to_stockpile = {
				type = convoy_1
				amount = 50
				producer = FROM
			} {
				type = artillery_equipment_1
				amount = 50
				producer = FROM
			} {
				type = anti_air_equipment_1
				amount = 25
				producer = FROM
			} {
				type = infantry_equipment_1
				amount = 3000
				producer = FROM
			} {
				type = support_equipment_1
				amount = 300
				producer = FROM
			}
			add_state_claim = 213 215 216
		}
		FIN_pact_for_continuation_war_start = yes
		custom_effect_tooltip = FIN_pact_for_continuation_war_fin_tt
	}
}
### Entity: National Focus
Tree: kor_focus
Component: KOR_supreme_leader
Constructs: prerequisite, has_government, completion_reward, complete_tooltip, add_country_leader_trait
Source: game
File: common/national_focus/korea.txt

Code:
focus = {
	id = KOR_supreme_leader
	icon = GFX_goal_generic_war_with_comintern
	prerequisite = {
		focus = KOR_sideline_cho_man_sik
	}
	x = 0
	y = 1
	relative_position_id = KOR_sideline_cho_man_sik
	cost = 10
	ai_will_do = {
		factor = 60
	}
	available = {
		has_government = communism
	}
	bypass = {

	}
	available_if_capitulated = yes
	complete_tooltip = {

	}
	completion_reward = {
		add_country_leader_trait = dictator
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Unit Template
Component: CAN_MAR_01
Source: game
File: common/units/names_divisions/CAN_names_divisions.txt

Code:
CAN_MAR_01 = {
	name = Marine Divisions
	for_countries = {
		CAN
	}
	can_use = {
		always = yes
	}
	division_types = {
		marine
	}
	fallback_name = %d Canadian Marine Division
	ordered = {
		1 = {
			%dst Canadian Marine Division
		}
		2 = {
			%dnd Canadian Marine Division
		}
		3 = {
			%drd Canadian Marine Division
		}
		4 = {
			%dth Canadian Marine Division
		}
		5 = {
			%dth Canadian Marine Division
		}
		6 = {
			%dth Canadian Marine Division
		}
		7 = {
			%dth Canadian Marine Division
		}
		8 = {
			%dth Canadian Marine Division
		}
		9 = {
			%dth Canadian Marine Division
		}
		10 = {
			%dth Canadian Marine Division
		}
		11 = {
			%dth Canadian Marine Division
		}
		12 = {
			%dth Canadian Marine Division
		}
		13 = {
			%dth Canadian Marine Division
		}
		14 = {
			%dth Canadian Marine Division
		}
		15 = {
			%dth Canadian Marine Division
		}
		16 = {
			%dth Canadian Marine Division
		}
		17 = {
			%dth Canadian Marine Division
		}
		18 = {
			%dth Canadian Marine Division
		}
		19 = {
			%dth Canadian Marine Division
		}
		20 = {
			%dth Canadian Marine Division
		}
		21 = {
			%dst Canadian Marine Division
		}
		22 = {
			%dnd Canadian Marine Division
		}
		23 = {
			%drd Canadian Marine Division
		}
		24 = {
			%dth Canadian Marine Division
		}
		25 = {
			%dth Canadian Marine Division
		}
		26 = {
			%dth Canadian Marine Division
		}
		27 = {
			%dth Canadian Marine Division
		}
		28 = {
			%dth Canadian Marine Division
		}
		29 = {
			%dth Canadian Marine Division
		}
		30 = {
			%dth Canadian Marine Division
		}
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_new_kind_of_iron_wolf
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/lithuania.txt

Code:
focus = {
	id = LIT_new_kind_of_iron_wolf
	icon = GFX_focus_LIT_new_kind_of_iron_wolf
	prerequisite = {
		focus = LIT_lithuanian_activist_front
	}
	x = 1
	y = 1
	relative_position_id = LIT_lithuanian_activist_front
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = LIT_new_kind_of_iron_wolf
			bonus = 1.0
			uses = 1
			category = cat_mechanized_equipment
		}
		add_ideas = new_iron_wolf_idea
		LIT_iron_wolf_up_effect = yes
	}
}
### Entity: Unit Template
Component: PHI_CV_HISTORICAL
Source: game
File: common/units/names_ships/PHI_ship_names.txt

Code:
PHI_CV_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CARRIERS
	for_countries = {
		PHI
	}
	type = ship
	ship_types = {
		ship_hull_carrier carrier
	}
	prefix = RPS 
	fallback_name = Carrier %d
	unique = {
		Manila Luzon Pilipinas Republic General Manchatas Cabanatuan San Pablo Batangas Bacolod Cadiz San Carlos Davao
	}
}
### Entity: Idea
Component: CHI_war_of_national_liberation
Constructs: removal_cost
Source: game
File: common/ideas/china.txt

Code:
CHI_war_of_national_liberation = {
	picture = chi_war_of_resistance3
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		army_core_attack_factor = 0.1
	}
}
### Entity: AI Strategy
Component: CHL_does_the_SCW_fascism_no_LAR
Constructs: has_completed_focus, has_government, has_dlc, has_global_flag, has_civil_war, is_ai, force_build_armies, send_volunteers_desire
Source: game
File: common/ai_strategy/r56_CHL.txt

Code:
CHL_does_the_SCW_fascism_no_LAR = {
	allowed = {
		original_tag = CHL
	}
	enable = {
		NOT = {
			has_dlc = La Resistance
		} {
			has_global_flag = scw_over
		}
		date = < 1939.1.1
		CHL = {
			has_completed_focus = CHL_spanish_civil_war_involvement
		} {
			has_government = fascism
		}
		country_exists = SPR
		SPR = {
			has_government = fascism
		} {
			has_civil_war = yes
		}
		OR = {
			has_global_flag = scw_is_ai_driven
			SPR = {
				is_ai = no
			}
		}
	}
	abort = {
		OR = {
			date = > 1939.1.1
			NOT = {
				has_government = fascism
			}
			SPR = {
				has_civil_war = no
			}
			has_global_flag = scw_over
		}
	}
	ai_strategy = {
		type = force_build_armies
		value = 1
	} {
		type = befriend
		id = SPR
		value = 100
	} {
		type = support
		id = SPR
		value = 100
	} {
		type = send_volunteers_desire
		id = SPR
		value = 125
	}
}
### Entity: Event
Component: AUS_political_events.40
Constructs: is_triggered_only, ai_chance, has_completed_focus, has_government, add_opinion_modifier, is_historical_focus_on, has_opinion, add_to_faction
Source: game
File: events/WUW_Austria.txt

Code:
country_event = {
	id = AUS_political_events.40
	title = AUS_political_events.40.t
	desc = AUS_political_events.40.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = AUS_political_events.40.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 0.1
				ROOT = {
					original_tag = GER
				}
				FROM = {
					original_tag = AUS
				}
				is_historical_focus_on = yes
			} {
				factor = 5
				ROOT = {
					original_tag = GER
					has_opinion = {
						target = FROM
						value = > 75
					}
				}
				FROM = {
					original_tag = AUS
					has_opinion = {
						target = ROOT
						value = > 75
					}
				}
			} {
				factor = 10
				FROM = {
					original_tag = AUS
					has_completed_focus = AUS_align_with_ussr
				}
				ROOT = {
					original_tag = SOV
				}
			} {
				factor = 10
				FROM = {
					original_tag = AUS
					has_government = ROOT
				}
			}
		}
		ROOT = {
			add_to_faction = FROM
			add_ai_strategy = {
				type = alliance
				id = FROM
				value = 200
			}
		}
		FROM = {
			country_event = {
				id = AUS_political_events.41
				hours = 12
			}
		}
	} {
		name = AUS_political_events.40.b
		ai_chance = {
			base = 2
		}
		FROM = {
			add_opinion_modifier = {
				target = ROOT
				modifier = medium_decrease
			}
			country_event = {
				id = AUS_political_events.42
				hours = 12
			}
		}
	}
}
### Entity: Character
Component: NOR_wilhelm_von_tangen_hansteen
Source: game
File: common/characters/NOR.txt

Code:
NOR_wilhelm_von_tangen_hansteen = {
	name = NOR_wilhelm_von_tangen_hansteen
	allowed_civil_war = {
		NOR_char_cw_loyalist = yes
	}
	advisor = {
		slot = army_chief
		idea_token = NOR_wilhelm_von_tangen_hansteen
		allowed = {
			original_tag = NOR
		}
		traits = {
			army_chief_organizational_1
		}
		cost = 50
		ai_will_do = {
			factor = 1.0
		}
	}
	corps_commander = {
		traits = {
			politically_connected
		}
		skill = 3
		attack_skill = 3
		defense_skill = 2
		planning_skill = 3
		logistics_skill = 2
		legacy_id = -1
	}
	portraits = {
		army = {
			large = GFX_portrait_NOR_wilhelm_von_tangen_hansteen
			small = GFX_portrait_NOR_wilhelm_von_tangen_hansteen_small
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_claim_the_danish_throne
Constructs: prerequisite, limit, completion_reward, add_political_power, is_subject, has_idea, every_state, is_core_of
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_claim_the_danish_throne
	icon = GFX_goal_DEN_Royal_Coat_of_Arms
	prerequisite = {
		focus = SWE_the_finnish_crown SWE_return_to_sweden_norway
	}
	relative_position_id = SWE_expand_livgardet
	x = 3
	y = 0
	cost = 5
	available_if_capitulated = yes
	available = {
		is_subject = no
		NOT = {
			has_idea = SWE_swedish_disarmament_idea SWE_swedish_disarmament_1_idea
		}
	}
	completion_reward = {
		add_political_power = 50
		every_state = {
			limit = {
				is_core_of = DEN
			}
			add_claim_by = SWE
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}