Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: india.422
Constructs: is_triggered_only, ai_chance, has_government, has_country_flag, set_country_flag
Source: game
File: events/India.txt

Code:
country_event = {
	id = india.422
	title = india.422.t
	immediate = {
		set_country_flag = seek_ally_init
	}
	desc = {
		text = india.422.desc
		trigger = {
			NOT = {
				has_country_flag = seek_ally_init
			}
		}
	} {
		text = india.422.descalt
		trigger = {
			has_country_flag = seek_ally_init
		}
	}
	picture = GFX_report_event_picture_RAJ_Viceroys_Mansion
	is_triggered_only = yes
	option = {
		name = india.422.c
		trigger = {
			CHI = {
				raj_dem_alliance_trigger = yes
			}
		}
		ai_chance = {
			base = 100
		}
		CHI = {
			country_event = india.423
		}
	} {
		name = india.422.j
		trigger = {
			JAP = {
				raj_dem_alliance_trigger = yes
				has_government = democratic
			}
		}
		ai_chance = {
			base = 100
		}
		JAP = {
			country_event = india.423
		}
	} {
		name = india.422.s
		trigger = {
			SIA = {
				raj_dem_alliance_trigger = yes
			}
		}
		ai_chance = {
			base = 75
		}
		SIA = {
			country_event = india.423
		}
	} {
		name = india.422.i
		trigger = {
			PER = {
				raj_dem_alliance_trigger = yes
			}
		}
		ai_chance = {
			base = 50
		}
		PER = {
			country_event = india.423
		}
	} {
		name = india.422.e
		trigger = {
			ETH = {
				raj_dem_alliance_trigger = yes
			}
		}
		ai_chance = {
			base = 50
		}
		ETH = {
			country_event = india.423
		}
	} {
		name = india.422.p
		trigger = {
			PAK = {
				raj_dem_alliance_trigger = yes
			}
		}
		ai_chance = {
			base = 25
		}
		PAK = {
			country_event = india.423
		}
	} {
		name = india.422.r
		trigger = {
			SOV = {
				raj_dem_alliance_trigger = yes
			}
		}
		ai_chance = {
			base = 20
		}
		SOV = {
			country_event = india.423
		}
	} {
		name = india.422.it
		trigger = {
			ITA = {
				raj_dem_alliance_trigger = yes
			}
		}
		ai_chance = {
			base = 10
		}
		ITA = {
			country_event = india.423
		}
	} {
		name = india.422.f
		trigger = {
			FRA = {
				raj_dem_alliance_trigger = yes
			}
		}
		ai_chance = {
			base = 10
		}
		FRA = {
			country_event = india.423
		}
	} {
		name = india.422.tu
		trigger = {
			TUR = {
				raj_dem_alliance_trigger = yes
			}
		}
		ai_chance = {
			base = 10
		}
		TUR = {
			country_event = india.423
		}
	} {
		name = india.422.sp
		trigger = {
			SPR = {
				raj_dem_alliance_trigger = yes
			}
		}
		ai_chance = {
			base = 10
		}
		SPR = {
			country_event = india.423
		}
	}
}
### Entity: Unit Leader
Component: naval_invader
Constructs: gain_xp, is_amphibious_invasion
Source: game
File: common/unit_leader/00_traits.txt

Code:
naval_invader = {
	type = corps_commander
	gain_xp = {
		is_amphibious_invasion = yes
	}
	cost = 100
	modifier = {
		amphibious_invasion = 0.3
		invasion_preparation = -0.3
	}
	slot = high_command
	specialist_advisor_trait = navy_amphibious_assault_1
	expert_advisor_trait = navy_amphibious_assault_2
	genius_advisor_trait = navy_amphibious_assault_3
	ai_will_do = {
		factor = 1
	}
	gui_row = 8
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_paramilitarism
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_argentina.txt

Code:
focus = {
	id = ARG_paramilitarism
	icon = GFX_goal_generic_military_sphere
	prerequisite = {
		focus = ARG_military_youth
	}
	x = 45
	y = 5
	cost = 10
	completion_reward = {
		add_ideas = paramilitarism_focus
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
}
### Entity: National Focus
Tree: alg_focus
Component: ALG_british_industrial_investments
Constructs: prerequisite, limit, has_war_with, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/algeria.txt

Code:
focus = {
	id = ALG_british_industrial_investments
	icon = GFX_focus_generic_british_trade
	x = 20
	y = 4
	cost = 10
	prerequisite = {
		focus = ALG_depoliticize_the_army
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 1
	}
	available = {
		country_exists = ENG
		NOT = {
			has_war_with = ENG
		}
	}
	bypass = {
		OR = {
			NOT = {
				country_exists = ENG
			}
			has_war_with = ENG
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: AI Strategy
Component: JAP_alternate_plan_communist_2_tsr
Constructs: has_country_flag, has_dlc, has_game_rule
Source: game
File: common/ai_strategy_plans/JAP_alternate_strategy_plan.txt

Code:
JAP_alternate_plan_communist_2_tsr = {
	name = The Second Communist Japan Plan
	desc = A red sun rises
	allowed = {
		original_tag = JAP
	}
	enable = {
		has_dlc = No Compromise, No Surrender
		OR = {
			has_country_flag = JAP_AI_RANDOM_COMMUNIST_2
			has_game_rule = {
				rule = JAP_ai_behavior
				option = COMMUNIST_2
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		JAP_a_red_sun_rises_for_a_new_era JAP_the_labor_farmer_faction_ascendant JAP_sea_fate_of_the_imperial_family JAP_war_communism JAP_the_courage_to_defend_the_revolution JAP_incorporate_buddhist_socialism JAP_a_free_asia_pacific JAP_kikues_new_model JAP_women_in_industry JAP_ministry_of_commerce_and_industry JAP_continue_takahashi_korekiyos_policies JAP_seek_yakuza_support JAP_secretly_rebuild_the_party JAP_anti_militarist_speeches_in_the_diet JAP_organize_the_student_movements JAP_raise_support_within_the_proletarian_class JAP_organize_underground_resistance JAP_mountain_village_operation_units JAP_sway_disillusioned_young_officers JAP_return_of_the_manchukuo_exiles JAP_revoke_the_peace_preservation_law JAP_organize_the_fifth_column JAP_the_imperial_defense_plan JAP_expand_kawagoe_army_arsenal JAP_rely_on_supremacy_of_the_will JAP_enact_the_national_conscription_law JAP_establish_showa_aircraft_idnsutry JAP_social_and_cultural_revolution JAP_hold_a_peoples_tribunal JAP_overhaul_the_education_system JAP_a_functionalist_housing_policy JAP_sea_nationalize_the_zaibatsus JAP_cooperate_with_anarchists JAP_the_uno_school_of_economics JAP_form_national_cooperatives JAP_further_rural_investments JAP_adopt_syndicalist_ideas JAP_raise_the_red_flag_high JAP_guide_the_lesser_states JAP_demand_submission_from_breawakay_states JAP_the_pan_asian_revolutionary_front JAP_ignite_the_korean_peninsula JAP_educate_the_peasants JAP_a_common_currency_for_all_of_asia JAP_protect_the_manchurians JAP_redistribute_land_and_wealth JAP_ganbarou JAP_guide_the_chinese JAP_the_minitry_of_pan_asian_development JAP_development_for_the_undeveloped JAP_a_pan_asian_diet
	}
	ideas = {
		bold_attack_spirit = 5
		tenacious_defense_spirit = 0
		meticulous_preparation_spirit = 0
		best_of_the_best_spirit = 0
		academy_scholarships_spirit = 0
		political_loyalty_spirit = 0.1
		inventive_leadership_spirit = 1
		professional_officer_corps_spirit = 1
		elevated_engineering_corps_spirit = 0
		proper_heritage_spirit = 0
		quick_improvisat
# ... (truncated)
### Entity: Idea
Component: BEL_societe_belge_des_betons
Constructs: research_bonus
Source: game
File: common/ideas/r56_belgium.txt

Code:
BEL_societe_belge_des_betons = {
	allowed = {
		original_tag = BEL
	}
	available = {

	}
	picture = generic_industrial_concern_2
	research_bonus = {
		industry = 0.075
	}
	traits = {
		construction_concern
	}
	modifier = {
		production_speed_infrastructure_factor = 0.1
		production_speed_synthetic_refinery_factor = 0.05
		production_speed_dockyard_factor = 0.1
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_form_coalition_government
Constructs: has_completed_focus, limit, has_government, has_country_flag, is_major, completion_reward, add_political_power, is_subject
Source: game
File: common/national_focus/r56_belgium.txt

Code:
focus = {
	id = BEL_form_coalition_government
	icon = GFX_goal_generic_intelligence_exchange
	mutually_exclusive = {
		focus = BEL_go_left BEL_go_right
	}
	available = {
		if = {
			limit = {
				OR = {
					has_completed_focus = BEL_go_left BEL_go_right
				}
			}
			OR = {
				AND = {
					is_subject = no
					has_government = democratic
					any_other_country = {
						is_in_faction_with = BEL
						is_major = yes
						has_government = democratic
					}
				} {
					is_subject = yes
					has_government = democratic
					OVERLORD = {
						has_government = democratic
					}
				}
			}
			else = {
				has_country_flag = BEL_1936_election
				has_government = democratic
				NOT = {
					OR = {
						has_completed_focus = BEL_go_left BEL_go_right
					}
					has_country_flag = BEL_king_martial_law
				}
			}
		}
	}
	ai_will_do = {
		base = 35
	}
	relative_position_id = BEL_go_left
	x = 8
	y = 0
	cost = 10
	completion_reward = {
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = BEL_paul_henri_spaak
		add_political_power = 150
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_HISTORICAL
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_automating_the_army
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_automating_the_army
	icon = GFX_goal_generic_army_tanks
	prerequisite = {
		focus = RAJ_model_after_usa RAJ_model_after_germany
	}
	x = -1
	y = 2
	relative_position_id = RAJ_forming_an_indian_doctrine
	mutually_exclusive = {
		focus = RAJ_for_the_people_by_the_people
	}
	cost = 10
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			bonus = 1.0
			uses = 1
			category = cat_mechanized_equipment
		} {
			bonus = 0.75
			uses = 1
			category = armor
		}
	}
}
### Entity: Decision
Component: PER_mass_protests
Constructs: has_completed_focus, has_country_flag, add_stability, fire_only_once, has_global_flag, is_fully_controlled_by, has_state_flag, has_state_category
Source: game
File: common/decisions/PER.txt

Code:
PER_mass_protests = {
	PER_organize_protest_in_state = {
		icon = GFX_decision_eng_blackshirt_march
		allowed = {
			original_tag = PER
		}
		visible = {
			has_completed_focus = PER_stage_mass_protests
			NOT = {
				OR = {
					has_global_flag = PER_civil_war_happened PER_non_lethal_takeover
				}
			}
		}
		state_target = any_controlled_state
		target_trigger = {
			FROM = {
				is_fully_controlled_by = ROOT
				NOT = {
					has_state_flag = PER_protest_here
				}
				OR = {
					has_state_category = town large_town city large_city megalopolis metropolis
				}
			}
		}
		on_map_mode = map_and_decisions_view
		cost = 30
		fire_only_once = yes
		days_remove = 30
		remove_effect = {
			FROM = {
				set_state_flag = PER_protest_here
			}
			add_stability = -0.05
			add_popularity = {
				ideology = neutrality
				popularity = -0.05
			}
		}
	}
	PER_establish_cells = {
		icon = GFX_decision_revolt
		allowed = {
			original_tag = PER
		}
		visible = {
			has_completed_focus = PER_propagate_political_literature
			NOT = {
				OR = {
					has_completed_focus = PER_march_on_saadabad PER_force_abdication PER_constitutional_monarchy
					has_global_flag = PER_civil_war_happened
					has_country_flag = PER_civil_war_was_bypassed
				}
			}
		}
		state_target = any_controlled_state
		target_trigger = {
			FROM = {
				is_fully_controlled_by = ROOT
				is_core_of = ROOT
				NOT = {
					OR = {
						has_state_flag = PER_established_cell_here PER_state_supports_communists
						has_dynamic_modifier = {
							modifier = PER_opposition_cell
						}
						is_capital = yes
					}
				}
			}
		}
		on_map_mode = map_and_decisions_view
		cost = PER_opposition_decision_cost
		fire_only_once = yes
		days_remove = 30
		ai_will_do = {
			base = 90
		}
		complete_effect = {
			custom_effect_tooltip = PER_establish_cells_tt
			add_to_variable = {
				ROOT.PER_opposition_decision_cost = 20
			}
		}
		remove_effect = {
			FROM = {
				set_state_flag = PER_established_cell_here
				add_dynamic_modifier = {
					modifier = PER_opposition_cell
				}
				OWNER = {
					add_stability = -0.05
				}
			}
		}
	}
	PER_establish_opposition_hq = {
		icon = GFX_decision_revolt
		allowed = {
			original_tag = PER
		}
		available = {
			NOT = {
				has_country_flag = PER_opposition_has_already_selected_a_hq_1
			}
		}
		visible = {
			has_completed_focus = PER_rally_the_reformers
			NOT = {
				ha
# ... (truncated)
### Entity: Idea
Component: ENG_evacuated_colonial_assets
Constructs: removal_cost
Source: game
File: common/ideas/britain.txt

Code:
ENG_evacuated_colonial_assets = {
	allowed = {
		always = no
	}
	removal_cost = -1
	allowed_civil_war = {
		always = yes
	}
	picture = tur_balkan_central_bank_wealthy_greece
	modifier = {
		consumer_goods_factor = -0.1
	}
}
### Entity: Character
Component: BRI_acgs
Source: game
File: common/characters/BRI.txt

Code:
BRI_acgs = {
	advisor = {
		slot = air_chief
		idea_token = BRI_acgs
		allowed = {
			original_tag = BRI
		}
		traits = {
			air_chief_ground_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_asia_3
		}
	}
}
### Entity: Unit Template
Component: HUN_THEME_RIVERS
Constructs: has_cosmetic_tag
Source: game
File: common/units/names_ships/HUN_ship_names.txt

Code:
HUN_THEME_RIVERS = {
	name = NAME_THEME_RIVERS
	for_countries = {
		AUS CZE CRO HUN
	}
	can_use = {
		has_cosmetic_tag = HUN_EMPIRE
	}
	type = ship
	ship_types = {
		ship_hull_submarine submarine
	}
	prefix = SMS 
	fallback_name = Schiff %d
	unique = {
		Donau Tisza Sajó Rába Lafnitz Körös Zagyva Drava Zala Hornád Marcal Tarna Salzach Steyr Leitha Thaya Inn Isar Iller Traun Mur Drau Enns
	}
}
### Entity: Idea
Component: ITA_la_decima
Constructs: removal_cost
Source: game
File: common/ideas/r56_italy.txt

Code:
ITA_la_decima = {
	name = ITA_la_decima
	allowed = {
		original_tag = ITA
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = italy_decima
	modifier = {
		amphibious_invasion = 0.15
	}
}
### Entity: Unit Template
Component: GRE_MOT_01
Source: game
File: common/units/names_divisions/GRE_names_divisions.txt

Code:
GRE_MOT_01 = {
	name = Motorized Infantry Division
	for_countries = {
		GRE
	}
	can_use = {
		always = yes
	}
	division_types = {
		motorized
	}
	link_numbering_with = {
		GRE_INF_01
	}
	fallback_name = %s Michanopoiiméni Merarchía Pezikoú
	ordered = {
		19 = {
			%s Michanopoiiméni Merarchía Pezikoú
		}
		1 = {
			%s Michanopoiiméni Merarchía Pezikoú
		}
		2 = {
			%s Michanopoiiméni Merarchía Pezikoú
		}
		3 = {
			%s Michanopoiiméni Merarchía Pezikoú
		}
		4 = {
			%s Michanopoiiméni Merarchía Pezikoú
		}
		5 = {
			%s Michanopoiiméni Merarchía Pezikoú
		}
		6 = {
			%s Michanopoiiméni Merarchía Pezikoú
		}
		7 = {
			%s Michanopoiiméni Merarchía Pezikoú
		}
		8 = {
			%s Michanopoiiméni Merarchía Pezikoú
		}
		9 = {
			%s Michanopoiiméni Merarchía Pezikoú
		}
		10 = {
			%s Michanopoiiméni Merarchía Pezikoú
		}
	}
}
### Entity: Idea
Component: AFG_from_the_ashes
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/afghanistan.txt

Code:
AFG_from_the_ashes = {
	allowed = {
		original_tag = AFG
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = AFG_from_the_ashes
	modifier = {
		production_speed_buildings_factor = 0.1
		production_speed_infrastructure_factor = 0.1
		war_support_weekly = 0.002
	}
}
### Entity: Order of Battle
Component: 1. Cavalry Brigade
Constructs: division_template
Source: game
File: history/units/WLS_cavalry.txt

Code:
division = {
	name = 1. Cavalry Brigade
	location = 377
	division_template = Cavalry Brigade
	start_experience_factor = 0.3
	start_equipment_factor = 1
}
### Entity: Order of Battle
Component: Armada Argentina
Source: game
File: history/units/ARG_1936_naval_legacy.txt

Code:
fleet = {
	name = Armada Argentina
	naval_base = 12364
	task_force = {
		name = Armada Argentina
		location = 12364
		ship = {
			name = ARA Rivadavia
			pride_of_the_fleet = yes
			definition = battleship
			equipment = {
				battleship_1 = {
					amount = 1
					owner = ARG
				}
			}
		} {
			name = ARA Moreno
			definition = battleship
			equipment = {
				battleship_1 = {
					amount = 1
					owner = ARG
				}
			}
		} {
			name = ARA Veinticinco de Mayo
			definition = heavy_cruiser
			equipment = {
				heavy_cruiser_1 = {
					amount = 1
					owner = ARG
					version_name = Veinticinco de Mayo Class
				}
			}
		} {
			name = ARA Almirante Brown
			definition = heavy_cruiser
			equipment = {
				heavy_cruiser_1 = {
					amount = 1
					owner = ARG
					version_name = Veinticinco de Mayo Class
				}
			}
		} {
			name = ARA Pueyrredon
			definition = heavy_cruiser
			equipment = {
				heavy_cruiser_1 = {
					amount = 1
					owner = ARG
				}
			}
		} {
			name = ARA Libertad
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = ARG
				}
			}
		} {
			name = ARA Independencia
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = ARG
				}
			}
		} {
			name = ARA Catamarca
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ARG
				}
			}
		} {
			name = ARA Jujuy
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ARG
				}
			}
		} {
			name = ARA Córdoba
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ARG
				}
			}
		} {
			name = ARA La Plata
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ARG
				}
			}
		} {
			name = ARA Cervantes
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ARG
					version_name = Cervantes Class
				}
			}
		} {
			name = ARA Juan de Garay
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ARG
					version_name = Cervantes Class
				}
			}
		} {
			name = ARA Mendoza
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ARG
					version_name = Cervantes Class
				}
			}
		} {
			name = ARA La Rioja
			definition = destroyer
			equipment = {
				d
# ... (truncated)
### Entity: Event
Component: argentina.3
Constructs: is_triggered_only, ai_chance
Source: game
File: events/r56_argentina.txt

Code:
country_event = {
	id = argentina.3
	title = argentina.3.t
	desc = argentina.3.d
	is_triggered_only = yes
	picture = GFX_report_event_polish_army
	option = {
		name = argentina.3.cede
		ARG = {
			country_event = {
				days = 1
				id = argentina.38
			}
		}
		ai_chance = {
			base = 30
			modifier = {
				factor = 0.5
				strength_ratio = {
					tag = ARG
					ratio = < 0.5
				}
			}
		}
	} {
		name = argentina.3.deny
		ARG = {
			country_event = {
				days = 1
				id = argentina.39
			}
		}
	}
}
### Entity: Idea
Component: ENG_factory_safety_regulations_3
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/britain.txt

Code:
ENG_factory_safety_regulations_3 = {
	name = ENG_trade_union_factory_demands
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		industrial_capacity_factory = -0.2
		industrial_capacity_dockyard = -0.2
	}
	picture = FRA_factory_strikes
	removal_cost = -1
}
### Entity: Idea
Component: POR_portugals_path_to_socialism2
Constructs: stability_factor, has_government, removal_cost, communism_drift
Source: game
File: common/ideas/r56_portugal.txt

Code:
POR_portugals_path_to_socialism2 = {
	name = POR_portugals_path_to_socialism
	picture = SPR_class_war
	allowed = {
		original_tag = POR
	}
	cancel = {
		has_government = neutrality
	}
	allowed_civil_war = {
		OR = {
			has_government = communism democratic
		}
	}
	removal_cost = -1
	modifier = {
		political_power_factor = 0.1
		stability_factor = 0.05
		weekly_casualties_war_support = 0.001
		defensive_war_stability_factor = 0.1
		communism_drift = 0.01
	}
}
### Entity: Modifier Reference
Construct: air_cas_efficiency
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## air_cas_efficiency

* Number with 0 decimal places
* **Categories**: air
### Entity: National Focus
Tree: prc_focus
Component: PRC_secure_lend_lease_from_soviet
Constructs: prerequisite, has_war, limit, add_ideas, has_war_with, completion_reward, is_subject, has_civil_war
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_secure_lend_lease_from_soviet
	icon = GFX_focus_SOV_the_road_of_life
	prerequisite = {
		focus = PRC_consolidate_politcal_power PRC_promote_womens_suffrage PRC_a_new_central_committee
	}
	x = 0
	y = 1
	relative_position_id = PRC_consolidate_politcal_power
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_war = yes
		PRC_neighboring_SOV = yes
		SOV = {
			exists = yes
			is_subject = no
			has_civil_war = no
			NOT = {
				has_war_with = ROOT
				any_allied_country = {
					has_war_with = ROOT
				}
			}
			has_opinion = {
				target = ROOT
				value = > 24
			}
		}
		if = {
			limit = {
				is_in_faction = yes
			}
			all_allied_country = {
				NOT = {
					has_war_with = SOV
				}
			}
		}
	}
	bypass = {
		SOV = {
			OR = {
				exists = no
				is_subject = yes
				has_civil_war = yes
				has_war_with = ROOT
				any_allied_country = {
					has_war_with = ROOT
				}
			}
		}
		if = {
			limit = {
				ROOT = {
					is_in_faction = yes
				}
			}
			any_allied_country = {
				has_war_with = SOV
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_ideas = PRC_SOV_lend_lease_idea_1
		custom_effect_tooltip = generic_skip_one_line_tt
		PRC_SOV_lend_lease_strategy = yes
	}
}
### Entity: Idea
Component: SWE_save_denmark
Constructs: breakthrough_factor
Source: game
File: common/ideas/sweden.txt

Code:
SWE_save_denmark = {
	picture = SWE_save_denmark
	allowed = {
		tag = SWE
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		breakthrough_factor = 0.15
		naval_invasion_penalty = -0.35
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_request_polish_occupation
Constructs: prerequisite, limit, has_war_with, completion_reward, is_in_faction, has_capitulated, is_in_faction_with, is_controlled_by
Source: game
File: common/national_focus/lithuania.txt

Code:
focus = {
	id = LIT_request_polish_occupation
	icon = GFX_focus_generic_polish_deal
	prerequisite = {
		focus = LIT_demand_vilnius
	}
	mutually_exclusive = {
		focus = LIT_support_polish_fascists LIT_invade_poland
	}
	x = 2
	y = 1
	relative_position_id = LIT_demand_vilnius
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		POL = {
			is_in_faction = yes
			OR = {
				exists = no
				AND = {
					has_capitulated = yes
					has_war_with = ROOT
				}
			}
		}
		any_country = {
			is_in_faction_with = ROOT
			any_state = {
				is_controlled_by = PREV
				is_core_of = POL
			}
		}
	}
	bypass = {
		POL = {
			all_core_state = {
				is_controlled_by = ROOT
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		every_other_country = {
			limit = {
				is_in_faction_with = ROOT
				any_controlled_state = {
					is_core_of = POL
				}
			}
			country_event = {
				id = LIT_events.9
			}
		}
	}
}