Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: ven_focus
Component: VEN_lift_oil_curse
Constructs: prerequisite, completion_reward, clr_country_flag, swap_ideas, remove_idea, add_idea, random_owned_controlled_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_lift_oil_curse
	icon = GFX_goal_generic_state_economy
	x = 1
	y = 1
	relative_position_id = VEN_improve_living_standards
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	prerequisite = {
		focus = VEN_improve_living_standards
	} {
		focus = VEN_industrial_development
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		clr_country_flag = VEN_has_venezuelan_oil
		swap_ideas = {
			remove_idea = VEN_oil_6
			add_idea = civilian_economy
		}
		random_owned_controlled_state = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		} {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		} {
			prioritize = {
				948
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Country History
Country: BHU
Component: BHU_politics
Constructs: set_stability, set_war_support, set_politics, set_popularities
Source: game
File: history/countries/BHU - Bhutan.txt

Code:
# Politics & Parties for BHU
set_war_support = 0.1
set_stability = 0.8
set_politics = {
	ruling_party = neutrality
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	neutrality = 100
}
### Entity: Event
Component: BBA_italy_missiolinis.43
Constructs: is_triggered_only
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_missiolinis.43
	title = BBA_italy_missiolinis.43.t
	desc = BBA_italy_missiolinis.43.desc
	picture = GFX_report_event_soldiers_marching
	is_triggered_only = yes
	trigger = {
		ITA_missiolinis_system_available = yes
	}
	immediate = {
		hidden_effect = {
			ITA_missiolinis_finalize_mission_effect = yes
			ITA_missiolinis_add_to_successful_missions = yes
		}
	}
	option = {
		name = BBA_italy_missiolinis.43.a
		ITA_missiolini_strengthen_the_army_success_effect = yes
	}
}
### Entity: Idea
Component: GER_bulwark_against_bolshevism
Constructs: has_government, industrial_capacity_factory, is_in_faction_with, has_war_together_with, removal_cost
Source: game
File: common/ideas/GER.txt

Code:
GER_bulwark_against_bolshevism = {
	available = {
		NOT = {
			is_in_faction_with = SOV
		} {
			has_war_together_with = SOV
		} {
			has_government = communism
		}
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = neutrality
	}
	removal_cost = -1
	picture = ger_bulwark_against_bolshevism
	modifier = {
		industrial_capacity_factory = 0.05
		industrial_capacity_dockyard = 0.05
	}
}
### Entity: Event
Component: DOD_yugoslavia.701
Constructs: is_triggered_only, ai_chance, limit, has_government, add_stability, add_opinion_modifier, fire_only_once, set_country_flag
Source: game
File: events/DOD_Yugoslavia.txt

Code:
country_event = {
	id = DOD_yugoslavia.701
	title = DOD_yugoslavia.701.t
	desc = {
		text = DOD_yugoslavia.701.tripartite_rejection
		trigger = {
			FROM = {
				has_government = fascism
			}
		}
	} {
		text = DOD_yugoslavia.701.allied_objection
		trigger = {
			FROM = {
				has_government = democratic
			}
		}
	}
	picture = GFX_report_event_election_vote
	is_triggered_only = yes
	fire_only_once = yes
	immediate = {
		hidden_effect = {
			set_country_flag = has_already_decided_yugo_coup_flag
		}
	}
	option = {
		name = DOD_yugoslavia.701.a
		ai_chance = {
			factor = 10
		}
		if = {
			limit = {
				FROM = {
					has_government = fascism
				}
			}
			add_opinion_modifier = {
				target = FROM
				modifier = small_decrease
			}
			FROM = {
				add_opinion_modifier = {
					target = YUG
					modifier = small_decrease
				}
			}
		}
		else = {
			if = {
				limit = {
					GER = {
						exists = yes
						has_capitulated = no
						has_government = fascism
						is_faction_leader = yes
					}
				}
				GER = {
					create_wargoal = {
						type = annex_everything
						target = YUG
					}
				}
				102 = {
					add_claim_by = GER
				}
			}
			else_if = {
				limit = {
					ITA = {
						exists = yes
						has_capitulated = no
						has_government = fascism
					}
				}
				ITA = {
					create_wargoal = {
						type = annex_everything
						target = YUG
					}
				}
			}
			ELSE = {
				add_stability = -0.05
			}
		}
		complete_national_focus = YUG_end_the_regency
	} {
		name = DOD_yugoslavia.701.b
		trigger = {
			FROM = {
				has_government = democratic
			}
		}
		ai_chance = {
			factor = 10
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
		YUG_start_peters_coup = yes
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_intervention_focus
Constructs: prerequisite, completion_reward, add_political_power, set_rule
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_intervention_focus
	icon = GFX_goal_generic_position_armies
	prerequisite = {
		focus = POL_liberalism_focus
	}
	x = -1
	y = 1
	relative_position_id = POL_liberalism_focus
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		set_rule = {
			can_send_volunteers = yes
		}
		add_political_power = 150
	}
}
### Entity: Idea
Component: EAI_DD_14/artillery_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_14/artillery_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		artillery_equipment = {
			build_cost_ic = -0.35
			instant = yes
		}
	}
}
### Entity: Character
Component: XSM_mao_sun
Source: game
File: common/characters/Warlords_China.txt

Code:
XSM_mao_sun = {
	name = XSM_mao_sun
	portraits = {
		civilian = {
			large = GFX_portrait_XSM_mao_sun
		}
	}
	country_leader = {
		ideology = socialism
		traits = {
			national_integralist
		}
		expire = 1941.1.1.12
		id = -1
	}
}
### Entity: National Focus
Tree: fri_focus
Component: FRI_the_war_arrives_to_indochina
Constructs: prerequisite, has_war, completion_reward, add_doctrine_cost_reduction, load_oob
Source: game
File: common/national_focus/FrenchIndochina.txt

Code:
focus = {
	id = FRI_the_war_arrives_to_indochina
	icon = GFX_goal_indochina_troupes_coloniales
	cost = 5
	prerequisite = {
		focus = FRI_the_mortier_modele_27_31 FRI_tame_the_forests FRI_learn_from_the_genie
	}
	available = {
		has_war = yes
	}
	completion_reward = {
		custom_effect_tooltip = FRI_the_war_arrives_to_indochina_tt
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 0.5
			uses = 3
			category = land_doctrine
		}
		hidden_effect = {
			load_oob = FRI_the_war_arrives_to_indochina_focus
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_MANPOWER
	}
	x = 0
	y = 3
	relative_position_id = FRI_expand_the_garde_indigene
}
### Entity: State History
Component: 423
Source: game
File: history/states/423-Madras.txt

Code:
state = {
	id = 423
	name = STATE_423
	resources = {
		rubber = 19.0
	}
	provinces = {
		1238 1268 1381 4327 4416 4420 7265 7363 7391 7436 7447 8067 10130 10190 10246 10274 10278 10808 12164 12275
	}
	manpower = 24993300
	buildings_max_level_factor = 1.0
	state_category = rural
	local_supplies = 0.0
	history = {
		owner = RAJ
		buildings = {
			infrastructure = 2
		}
		victory_points = {
			10246 3
		} {
			10278 5
		}
	}
}
### Entity: National Focus
Tree: rut_focus
Component: RUT_ussr_war_goal
Constructs: prerequisite, has_war_with, completion_reward, is_owned_by, is_core_of, has_army_manpower, is_historical_focus_on, create_wargoal
Source: game
File: common/national_focus/ruthenia.txt

Code:
focus = {
	id = RUT_ussr_war_goal
	icon = GFX_goal_generic_war_with_comintern
	prerequisite = {
		focus = RUT_oun_moderates RUT_oun_radicals
	}
	relative_position_id = RUT_west_ukrainian_veterans
	will_lead_to_war_with = SOV
	available = {
		any_state = {
			is_owned_by = SOV
			OR = {
				is_core_of = RUT UKR
			}
		}
	}
	cancel = {
		NOT = {
			country_exists = SOV
		}
	}
	x = 0
	y = 2
	cost = 10
	historical_ai = {
		NOT = {
			any_home_area_neighbor_country = {
				has_war_with = ROOT
			}
		}
	}
	bypass = {
		has_war_with = SOV
	}
	ai_will_do = {
		factor = 0.5
		modifier = {
			factor = 0
			OR = {
				has_army_manpower = {
					size = < 159999
				}
				any_home_area_neighbor_country = {
					has_war_with = ROOT
				}
			}
		} {
			factor = 0
			NOT = {
				any_home_area_neighbor_country = {
					tag = SOV
				}
			}
		} {
			factor = 0
			is_historical_focus_on = yes
			date = < 1939.1.1
		}
	}
	completion_reward = {
		create_wargoal = {
			type = take_state_focus
			target = SOV
			expire = 0
			generator = {
				89 91 93 192 193 196 197 198 199 200 201 202 209 221 225 226 227 228 259
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Scripted Trigger
Component: volunteer_target_is_triggered_uprising
Constructs: has_country_flag
Source: game
File: common/scripted_triggers/AST_scripted_triggers.txt

Code:
volunteer_target_is_triggered_uprising = {
	FROM = {
		has_country_flag = AST_instigated_communist_civil_war
	}
}
### Entity: National Focus
Component: ah_armor_effort
Constructs: prerequisite, completion_reward, add_tech_bonus, armor_bonus
Source: game
File: common/national_focus/austro_hungarian_releasable_shared.txt

Code:
focus = {
	id = ah_armor_effort
	icon = GFX_goal_generic_army_tanks
	prerequisite = {
		focus = ah_mechanization_effort
	}
	x = 0
	y = 2
	relative_position_id = ah_mechanization_effort
	cost = 10
	ai_will_do = {
		factor = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = armor_bonus
			bonus = 1.0
			uses = 2
			category = armor
		}
	}
}
### Entity: Event
Component: bftb_greece.190
Constructs: is_triggered_only, ai_chance, add_timed_idea, add_to_variable, has_opinion, set_country_flag
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.190
	title = bftb_greece.190.t
	desc = bftb_greece.190.desc
	picture = GFX_report_event_gre_allied_diplomacy
	is_triggered_only = yes
	option = {
		name = bftb_greece.190.a
		ai_chance = {
			base = 5
		}
		add_timed_idea = {
			idea = GRE_small_investment
			days = 30
		}
		hidden_effect = {
			GRE = {
				add_to_variable = {
					var = GRE_soviet_influence_over_greek_government
					value = 10
				}
			} {
				country_event = {
					id = bftb_greece.193
					days = 2
				}
			}
		}
	} {
		name = bftb_greece.190.b
		ai_chance = {
			base = 5
		}
		GRE = {
			country_event = {
				id = bftb_greece.194
				days = 2
			}
		}
	} {
		name = bftb_greece.190.c
		ai_chance = {
			base = 0.1
			modifier = {
				factor = 25
				has_opinion = {
					target = GRE
					value = < -25
				}
			}
		}
		GRE = {
			country_event = {
				id = bftb_greece.195
				days = 2
			}
		}
		hidden_effect = {
			GRE = {
				set_country_flag = GRE_soviets_rebuffed
			}
		}
	}
}
### Entity: Joint Focus
Component: CONGO_develop_infrastructure
Constructs: prerequisite, limit, joint_focus, has_war_with, completion_reward, is_subject_of, has_global_flag, random_controlled_state
Source: game
File: common/national_focus/congo_shared.txt

Code:
joint_focus = {
	id = CONGO_develop_infrastructure
	dynamic = yes
	icon = GFX_focus_generic_africa_infrastructure
	prerequisite = {
		focus = CONGO_chefs_coutumiers
	}
	relative_position_id = CONGO_chefs_coutumiers
	x = 1
	y = 1
	cost = 10
	text_icon = CONGO_BEL_COG_focus_style
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_TFV_AUTONOMY
	}
	joint_trigger = {
		CONGO_is_a_congo_viable_nation = yes
	}
	available = {
		OR = {
			AND = {
				original_tag = BEL
				BEL = {
					any_subject_country = {
						original_tag = COG
					}
				}
			} {
				original_tag = COG
				COG = {
					is_subject_of = BEL
				}
			}
		}
		NOT = {
			OR = {
				has_war_with = BEL COG
				has_global_flag = CONGO_independence_war_ongoing
			}
		}
	}
	available_if_capitulated = yes
	completion_reward = {

	}
	completion_reward_joint_originator = {
		IF = {
			limit = {
				original_tag = COG
			}
			random_controlled_state = {
				limit = {
					is_core_of = COG
					is_owned_by = COG
					is_fully_controlled_by = COG
					free_building_slots = {
						building = infrastructure
						size = > 0
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			} {
				limit = {
					is_core_of = COG
					is_owned_by = COG
					is_fully_controlled_by = COG
					free_building_slots = {
						building = infrastructure
						size = > 0
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
			add_autonomy_score = {
				value = -100
				localization = CONGO_develop_infrastructure
			}
		}
		hidden_effect = {
			CONGO_one_more_focus_done = yes
		}
	}
	completion_reward_joint_member = {
		IF = {
			limit = {
				original_tag = COG
			}
			random_controlled_state = {
				limit = {
					is_core_of = COG
					is_owned_by = COG
					is_fully_controlled_by = COG
					free_building_slots = {
						building = infrastructure
						size = > 0
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			} {
				limit = {
					is_core_of = COG
					is_owned_by = COG
					is_fully_controlled_by = C
# ... (truncated)
### Entity: Idea
Component: idea_RAJ_indian_army_doctrine_usa
Constructs: democratic_drift, planning_speed
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_indian_army_doctrine_usa = {
	picture = generic_usa_conflict
	allowed = {
		original_tag = RAJ
	}
	modifier = {
		democratic_drift = 0.03
		planning_speed = 0.15
		max_planning_factor = 0.1
		command_power_gain = 0.15
	}
}
### Entity: Shared Focus
Tree: lat_focus
Component: LAT_bicycle_infantry
Constructs: shared_focus, division_template, prerequisite, limit, completion_reward, add_tech_bonus, random_owned_controlled_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/r56_latvia_shared.txt

Code:
shared_focus = {
	id = LAT_bicycle_infantry
	icon = GFX_goal_generic_special_forces
	mutually_exclusive = {
		focus = LAT_military_motorization_program
	}
	prerequisite = {
		focus = LAT_G_erenpreis_bicycle_factory
	} {
		focus = LAT_general_modernization_plan
	}
	relative_position_id = LAT_G_erenpreis_bicycle_factory
	x = 0
	y = 1
	cost = 5
	available_if_capitulated = yes
	completion_reward = {
		army_experience = 20
		division_template = {
			name = Karo Dviratininkas
			division_names_group = LAT_INF_01
			regiments = {
				bicycle_battalion = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 1
					y = 1
				} {
					x = 1
					y = 0
				} {
					x = 2
					y = 0
				}
			}
			support = {
				recon = {
					x = 0
					y = 0
				}
			}
		}
		add_tech_bonus = {
			name = YUG_motorized_recon_companies
			bonus = 1.0
			uses = 1
			category = recon_tech
		}
		random_owned_controlled_state = {
			prioritize = {
				12
			}
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Shared Focus
Tree: spa_focus
Component: SPA_r56_carlist_diplomacy
Constructs: shared_focus, prerequisite, limit, has_government, completion_reward, is_in_faction, is_puppet, has_dlc
Source: game
File: common/national_focus/r56_political_spain_nationalist_shared.txt

Code:
shared_focus = {
	id = SPA_r56_carlist_diplomacy
	available = {
		has_government = neutrality
		NOT = {
			OR = {
				is_in_faction = yes
				is_puppet = yes
			}
		}
	}
	mutually_exclusive = {
		focus = SPR_stay_out_of_conflicts SPR_british_alignment ITA_align_with_italy SPA_r56_alliance_with_the_kaiserreich SPA_r56_spanish_austrian_diplomatic_unity
	}
	bypass = {

	}
	prerequisite = {
		focus = SPR_king_javier_I
	}
	icon = GFX_goal_generic_major_alliance
	x = 3
	y = 1
	relative_position_id = SPR_king_javier_I
	cost = 10
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		IF = {
			limit = {
				has_dlc = No Compromise, No Surrender
			}
			set_rule = {
				can_create_factions = yes
			}
			create_faction_from_template = faction_template_SPR_holy_alliance
			add_faction_initiative = 1
		}
		ELSE = {
			set_rule = {
				can_create_factions = yes
			}
			create_faction_from_template = faction_template_SPR_holy_alliance
		}
		if = {
			limit = {
				HON = {
					has_government = neutrality
					is_in_faction = no
					has_country_leader = {
						name = Juan I
						ruling_only = yes
					}
					NOT = {
						is_puppet = yes
					}
				}
			}
			HON = {
				country_event = {
					id = generic.5
				}
			}
		} {
			limit = {
				BEL = {
					OR = {
						has_government = neutrality fascism
					}
					is_in_faction = no
					NOT = {
						is_puppet = yes
					}
				}
			}
			BEL = {
				country_event = {
					id = generic.5
				}
			}
		} {
			limit = {
				ITA = {
					has_government = neutrality
					is_in_faction = no
					NOT = {
						is_puppet = yes
					}
				}
			}
			ITA = {
				country_event = {
					id = generic.5
				}
			}
		} {
			limit = {
				BRA = {
					has_government = neutrality
					has_country_leader = {
						character = BRA_pedro_henrique
						ruling_only = yes
					}
					is_in_faction = no
					NOT = {
						is_puppet = yes
					}
				}
			}
			BRA = {
				country_event = {
					id = generic.5
				}
			}
		} {
			limit = {
				POR = {
					has_government = neutrality
					has_country_leader = {
						name = POR_dom_duarte_nuno
						ruling_only = yes
					}
					is_in_faction = no
					NOT = {
						is_puppet = yes
					}
				}
			}
			POR = {
				country_event = {
					id = generic.5
				}
			}
		} {
			limit = {
				BAY = {
					has_government = neutrality
					has_country_leader =
# ... (truncated)
### Entity: Character
Component: DEN_plenipotentiary
Source: game
File: common/country_leader/00_traits.txt

Code:
DEN_plenipotentiary = {
	random = no
	sprite = 13
	political_power_factor = -0.05
	mobilization_laws_cost_factor = 0.05
	economy_cost_factor = 0.05
	trade_laws_cost_factor = 0.05
	consumer_goods_factor = -0.1
	power_balance_weekly = -0.005
	master_ideology_drift = 0.01
}
### Entity: Name List
Component: PRE
Source: game
File: common/names/00_names.txt

Code:
PRE = {
	male = {
		names = {
			Maximilian Felix Erich Gerhard Gunther Otto Walter Wilhelm Heinz Hermann Heinrich Theodor Hans Anton Joachim Max Emil Peter Fritz Otto Adolf Tobias Staffan Marco Karl
		}
	}
	female = {
		names = {
			Jessica Emma Hanna Sofia Marie
		}
	}
	surnames = {
		Muller Schmidt Schneider Fischer Meyer Weber Schulz Wagner Hartmann Rall Barkhorn Becker Hoffmann Graf Erhler Hafner Lipfert Brendel Stotz Kirschner Lang Sturm Beisswenger Duttmann Wilbs Berglen Behrmann
	}
	callsigns = {
		Bubi Assi The Black Devil The Blond Knight Of Prussia Dolfo Fighter of Libau Petit Rouge Pritzl The Red Baron The Red Battle-flyer The Red Knight Reeste
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_DNSAP_Takeover
Constructs: has_completed_focus, prerequisite, limit, has_government, completion_reward, has_stability, set_country_flag, remove_mission
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_DNSAP_Takeover
	icon = GFX_goal_italy_restructure_the_divisions
	cost = 10
	ai_will_do = {
		factor = 50
	}
	available = {
		has_stability = < 0.5
		fascism = > 0.4
		has_government = democratic
	}
	mutually_exclusive = {
		focus = DEN_DKP_Takeover DEN_Social_Democratic_Majority DEN_Conservative_Majority DEN_King_Christian_Coup
	}
	bypass = {
		has_government = fascism
	}
	continue_if_invalid = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	prerequisite = {
		focus = DEN_Appeal_for_German_Funding DEN_Press_the_Schleswig_Claim
	} {
		focus = DEN_Increase_Attacks_on_the_Communists
	}
	x = 0
	y = 3
	relative_position_id = DEN_Galvanise_the_German_Minority
	completion_reward = {
		set_country_flag = political_violence_resolved
		hidden_effect = {
			remove_mission = den_upcoming_political_violence
		}
		custom_effect_tooltip = den_disable_political_violence_tt
		set_politics = {
			ruling_party = fascism
			elections_allowed = yes
		}
		if = {
			limit = {
				is_in_faction = yes
				any_country = {
					is_in_faction_with = DEN
					is_faction_leader = yes
					NOT = {
						has_government = communism
					}
				}
			}
			leave_faction = yes
		} {
			limit = {
				ICE = {
					is_subject_of = DEN
					NOT = {
						has_government = fascism
					}
				}
			}
			DEN = {
				set_autonomy = {
					target = ICE
					autonomy_state = autonomy_free
				}
			}
		} {
			limit = {
				GRN = {
					is_subject_of = DEN
					NOT = {
						has_government = fascism
					}
				}
			}
			DEN = {
				set_autonomy = {
					target = GRN
					autonomy_state = autonomy_free
				}
			}
		} {
			limit = {
				has_completed_focus = DEN_Press_the_Schleswig_Claim
			}
			add_state_core = 998 58
		}
	}
}
### Entity: AI Strategy
Component: USA_heavy_tank_anti_air
Constructs: has_war, has_tech
Source: game
File: common/ai_equipment/USA_tank.txt

Code:
USA_heavy_tank_anti_air = {
	category = land
	blocked_for = {

	}
	available_for = {
		USA
	}
	roles = {
		land_heavy_tank_anti_air
	}
	priority = {
		factor = 50
		modifier = {
			NOT = {
				has_tech = fighter2
			}
			any_enemy_country = {
				has_tech = fighter2
			}
			factor = 3
		}
	}
	heavy_tank_anti_air_1 = {
		priority = {
			factor = 10
		}
		enable = {
			has_tech = interwar_antiair
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = heavy_tank_aa_chassis_1
			modules = {
				main_armament_slot = tank_anti_air_cannon
				turret_type_slot = tank_heavy_two_man_tank_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 4
				tank_nsb_armor_upgrade = {
					base = 3
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_anti_air_cannon tank_heavy_two_man_tank_turret tank_bogie_suspension tank_riveted_armor tank_diesel_engine
		}
	}
	heavy_tank_anti_air_2 = {
		priority = {
			factor = 20
		}
		enable = {
			has_tech = antiair2
		}
		history = yes
		target_variant = {
			match_value = 1500
			type = heavy_tank_aa_chassis_2
			modules = {
				main_armament_slot = tank_anti_air_cannon_2
				turret_type_slot = tank_heavy_two_man_tank_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 4
				tank_nsb_armor_upgrade = {
					base = 2
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_anti_air_cannon_2 tank_heavy_two_man_tank_turret tank_bogie_suspension tank_riveted_armor tank_diesel_engine
		}
	}
	heavy_tank_anti_air_3 = {
		priority = {
			factor = 20
		}
		enable = {
			has_tech = antiair5
		}
		history = yes
		target_variant = {
			match_value = 2500
			type = heavy_tank_aa_chassis_3
			modules = {
				main_armament_slot = tank_anti_air_cannon_3
				turret_type_slot = tank_heavy_two_man_tank_turret
				suspension
# ... (truncated)