Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: prc_focus
Component: PRC_sea_central_military_commission
Constructs: prerequisite, completion_reward, cancel_if_invalid, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/china_communist_warlord_TSR.txt

Code:
focus = {
	id = PRC_sea_central_military_commission
	icon = GFX_goal_generic_defence
	prerequisite = {
		focus = PRC_sea_revolutionary_military_commission
	}
	x = 0
	y = 1
	relative_position_id = PRC_sea_revolutionary_military_commission
	cost = 10
	ai_will_do = {
		factor = 4
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		swap_ideas = {
			remove_idea = PRC_revolutionary_military_commission
			add_idea = PRC_central_military_commission
		}
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_promote_french_language
Constructs: 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_promote_french_language
	icon = GFX_goal_FRA_status_quo
	prerequisite = {
		focus = QUE_carry_on_the_work
	}
	relative_position_id = QUE_carry_on_the_work
	x = 0
	y = 1
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 8
	}
	available = {
		has_government = democratic
		OR = {
			is_subject = no
			OVERLORD = {
				has_government = democratic
			}
		}
	}
	completion_reward = {
		swap_ideas = {
			add_idea = QUE_french_promoted
			remove_idea = QUE_nationalism
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_crack_down_on_the_republicans
Constructs: prerequisite, add_stability, completion_reward, unlock_decision_tooltip
Source: game
File: common/national_focus/greece.txt

Code:
focus = {
	id = GRE_crack_down_on_the_republicans
	icon = GFX_goal_generic_forceful_treaty
	prerequisite = {
		focus = GRE_the_national_youth_organisation GRE_petition_britain_for_aid
	}
	x = 1
	y = 1
	relative_position_id = GRE_petition_britain_for_aid
	cost = 10
	ai_will_do = {
		base = 1
	}
	search_filters = {
		FOCUS_FILTER_INTERNAL_AFFAIRS FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_stability = 0.1
		unlock_decision_tooltip = GRE_crush_republicans
	}
}
### Entity: Technology
Component: TIB_mountainous_people_tech
Constructs: research_cost
Source: game
File: common/technologies/r56_country_techs.txt

Code:
technology = {
	research_cost = 0
	allow = {
		always = no
	}
	infantry = {
		mountain = {
			defence = 0.02
			movement = 0.05
		}
	}
	mountaineers = {
		mountain = {
			attack = 0.05
			movement = 0.1
		}
	}
}
### Entity: Technology
Component: improved_heavy_art
Constructs: enable_equipments, research_cost, has_tech, is_researching_technology
Source: game
File: common/technologies/armor.txt

Code:
technology = {
	enable_equipments = {
		heavy_tank_artillery_equipment_2
	}
	research_cost = 0.5
	start_year = 1941
	ai_will_do = {
		base = 0
		modifier = {
			factor = 0
			OR = {
				has_tech = advanced_heavy_art
				can_research = advanced_heavy_art
				is_researching_technology = advanced_heavy_tank
			}
		}
	}
	categories = {
		armor mio_cat_tech_all_armor_and_modules mio_cat_tech_heavy_armor_and_modules
	}
	special_project_specialization = {
		specialization_land
	}
}
### Entity: Operation
Component: operation_targeted_undermine_state
Constructs: has_completed_focus, has_war, has_government, has_war_with, has_country_flag, add_political_power, operation_cost, add_timed_idea
Source: game
File: common/operations/r56_operations.txt

Code:
operation_targeted_undermine_state = {
	icon = GFX_operations_plant_false_new_order_intel
	map_icon = GFX_operations_fake_intel_map
	name = operation_targeted_undermine_state
	desc = operation_targeted_undermine_state_desc
	priority = 15
	days = 100
	network_strength = 80
	operatives = 3
	cost_modifiers = {
		operation_infiltrate_cost operation_cost
	}
	visible = {
		num_of_operatives = > 1
		network_national_coverage = {
			target = FROM
			value = > 0
		}
		has_completed_focus = GER_undermine_international_fascism GER_kpd_in_coalition
		NOT = {
			FROM = {
				has_country_flag = GER_infiltrated_mission_done
			}
		}
	}
	available = {
		FROM = {
			NOT = {
				has_government = communism
			}
		}
	}
	equipment = {
		civilian_factories = {
			amount = 5
			days = 60
		}
	}
	risk_chance = 0.3
	experience = 2
	outcome_extra_chance = 0.25
	risk_modifiers = {
		operation_risk
	}
	outcome_modifiers = {
		operation_outcome
	}
	outcome_execute = {
		FROM = {
			add_timed_idea = {
				idea = GER_undermined_state
				days = 500
			}
		}
	}
	outcome_extra_execute = {
		FROM = {
			add_political_power = -50
		}
	}
	outcome_potential = {
		custom_effect_tooltip = operation_outcome_undermined_state_tt
	}
	phases = {
		infiltration_border = {
			base = 25
		}
		infiltration_submarine = {
			base = 10
			modifier = {
				OR = {
					ROOT = {
						OR = {
							NOT = {
								any_controlled_state = {
									is_coastal = yes
								}
							} {
								OR = {
									has_tech = early_submarine early_ship_hull_submarine
								}
							}
						}
					}
					FROM = {
						NOT = {
							any_controlled_state = {
								is_coastal = yes
							}
						}
					}
				}
				factor = 0
			}
		}
		infiltration_paradrop = {
			base = 10
			modifier = {
				ROOT = {
					has_equipment = {
						transport_plane_equipment = < 1
					}
				}
				factor = 0.1
			}
		}
		infiltration_diplomatic = {
			base = 30
			modifier = {
				factor = 20
				ROOT = {
					has_war = no
				}
				FROM = {
					has_war = no
				}
			} {
				FROM = {
					has_war_with = ROOT
				}
				factor = 0
			}
		}
	} {
		fake_intel_deliberate_leaks = {
			base = 10
		}
		fake_intel_utilize_double_agents = {
			base = 10
		}
		fake_intel_plant_evidence = {
			base = 50
		}
	} {
		exfiltration_air_pickup = {
			base = 15
			modifier = {
				ROOT = {
					has_equipment = {
						transport_plane_equipment = < 1
	
# ... (truncated)
### Entity: AI Strategy
Component: anti_armor_GER
Constructs: has_tech
Source: game
File: common/ai_templates/templates_GER.txt

Code:
anti_armor_GER = {
	available_for = {
		GER
	}
	role = anti_armor
	upgrade_prio = {
		base = 0
		modifier = {
			add = 5
			any_enemy_country = {
				ROOT = {
					estimated_intel_max_armor = {
						tag = PREV
						value = > 20
					}
				}
			}
		} {
			factor = 0
			NOT = {
				has_tech = interwar_antitank
			}
		}
	}
	infantry_anti_armor_GER = {
		custom_icon = 28
		division_names_group = GER_Inf_01
		upgrade_prio = {
			base = 1
			modifier = {
				factor = 2
				has_tech = interwar_antitank
			}
		}
		target_template = {
			support = {
				engineer = 1
				recon = 1
				field_hospital = 1
				artillery = 1
			}
			regimental_support = {
				anti_air_battery = 1
				anti_tank_battery = 2
			}
			regiments = {
				infantry = 7
				anti_tank_brigade = 2
			}
		}
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_press_for_liberia
Constructs: prerequisite, completion_reward, is_subject
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_press_for_liberia
	icon = GFX_focus_generic_africa_factory
	prerequisite = {
		focus = POL_anti_capitalist_revolution POL_preserve_bougoise_democracy POL_morges_pact
	}
	relative_position_id = POL_preserve_bougoise_democracy
	x = 1
	y = 1
	cost = 10
	available = {
		is_subject = no
	}
	ai_will_do = {
		factor = 2.5
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		LIB = {
			country_event = {
				id = NSB_poland_events.6
				days = 1
			}
		}
		custom_effect_tooltip = if_they_accept_tt
		effect_tooltip = {
			puppet = LIB
		}
	}
}
### Entity: Modding Documentation
Construct: ai_attitude_wants_ignore
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### ai_attitude_wants_ignore
* description: returns 1 if ai wants ignore
### Entity: National Focus
Tree: tib_focus
Component: TIB_improve_military_tactics
Constructs: prerequisite, limit, remove_ideas, completion_reward, add_doctrine_cost_reduction, every_unit_leader, add_planning, has_idea
Source: game
File: common/national_focus/tibet.txt

Code:
focus = {
	id = TIB_improve_military_tactics
	icon = GFX_goal_generic_army_doctrines
	prerequisite = {
		focus = TIB_officers_professionalism
	}
	relative_position_id = TIB_officers_professionalism
	x = 1
	y = 1
	cost = 8
	ai_will_do = {
		factor = 5
	}
	available = {

	}
	completion_reward = {
		army_experience = 25
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 0.5
			uses = 2
			category = land_doctrine
		}
		every_unit_leader = {
			limit = {
				NOT = {
					planning_skill_level = > 3
				}
			}
			add_planning = 1
		}
		if = {
			limit = {
				has_idea = TIB_poorly_organized_army
			}
			swap_ideas = {
				remove_idea = TIB_poorly_organized_army
				add_idea = TIB_poorly_organized_army_2
			}
		}
		else_if = {
			limit = {
				has_idea = TIB_poorly_organized_army_2
			}
			remove_ideas = TIB_poorly_organized_army_2
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_ARMY_XP FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
}
### Entity: Shared Focus
Tree: chi_focus
Component: CHI_the_chu_x_po
Constructs: shared_focus, prerequisite, limit, completion_reward, has_dlc, has_tech, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/china_shared.txt

Code:
shared_focus = {
	id = CHI_the_chu_x_po
	icon = GFX_goal_generic_air_fighter
	prerequisite = {
		focus = CHI_camco
	}
	x = 0
	y = 1
	relative_position_id = CHI_camco
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 4
			tag = CHI
		}
	}
	available = {
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			NOT = {
				has_tech = advanced_small_airframe
			}
		}
		else = {
			NOT = {
				has_tech = fighter3
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			add_tech_bonus = {
				name = CHI_the_chu_x_po
				ahead_reduction = 2
				technology = advanced_small_airframe
			}
		}
		else = {
			add_tech_bonus = {
				name = CHI_the_chu_x_po
				ahead_reduction = 2
				technology = fighter3
			}
		}
	}
}
### Entity: Character
Component: CHL_miguel_cruchaga_tacomal
Constructs: has_government, has_dlc
Source: game
File: common/characters/CHL.txt

Code:
CHL_miguel_cruchaga_tacomal = {
	instance = {
		allowed = {
			has_dlc = Trial of Allegiance
		}
		advisor = {
			slot = political_advisor
			idea_token = CHL_miguel_cruchaga_tacomal
			allowed = {
				original_tag = CHL
			}
			available = {
				has_government = democratic
			}
			visible = {
				has_government = democratic
			}
			traits = {
				JUNO_president_of_the_senate
			}
		}
		name = CHL_miguel_cruchaga_tacomal
		portraits = {
			civilian = {
				small = GFX_portrait_CHL_miguel_cruchaga_tacomal_small
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Trial of Allegiance
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = CHL_miguel_cruchaga_tacomal
			allowed = {
				original_tag = CHL
			}
			traits = {
				war_industrialist
			}
		}
		name = CHL_miguel_cruchaga_tacomal
		portraits = {
			army = {
				small = GFX_idea_generic_political_advisor_south_america_2
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3ANaval_leader_rank_2.png.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
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### Entity: National Focus
Component: wuw_HUN_expand_the_aluminum_industry
Constructs: prerequisite, completion_reward, has_full_control_of_state, cancel_if_invalid, add_resource
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_expand_the_aluminum_industry
	icon = GFX_focus_generic_aluminum
	prerequisite = {
		focus = wuw_HUN_expand_the_lignite_industry
	}
	x = 2
	y = 2
	relative_position_id = wuw_HUN_expand_the_lignite_industry
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	cost = 5
	ai_will_do = {
		factor = 5
	}
	available = {
		ROOT = {
			has_full_control_of_state = 43
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		43 = {
			add_resource = {
				type = aluminium
				amount = 14
			}
		}
	}
}
### Entity: National Focus
Tree: fin_focus
Component: FIN_weapon_caches
Constructs: has_completed_focus, prerequisite, completion_reward, has_game_rule, unlock_decision_category_tooltip
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_weapon_caches
	icon = GFX_focus_FIN_weapon_caches
	prerequisite = {
		focus = FIN_finnish_neutrality FIN_right_wing_policies
	}
	x = 3
	y = 0
	relative_position_id = FIN_reach_out_to_scandinavia
	offset = {
		x = -25
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = FIN_right_wing_policies
		}
	}
	cost = 5
	available = {
		threat = > 0.35
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		unlock_decision_category_tooltip = FIN_national_defense_category
	}
}
### Entity: Idea
Component: NCY_ncm
Source: game
File: common/ideas/northcyprus.txt

Code:
NCY_ncm = {
	picture = generic_navy_europe_3
	allowed = {
		original_tag = NCY
	}
	traits = {
		navy_chief_maneuver_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: nissan
Constructs: has_completed_focus, limit, research_bonus
Source: game
File: common/ideas/japan.txt

Code:
nissan = {
	allowed = {
		OR = {
			original_tag = JAP
			PHI_SEA = yes
		}
	}
	available = {
		if = {
			limit = {
				original_tag = PHI
			}
			has_completed_focus = PHI_align_with_japan
			if = {
				limit = {
					has_completed_focus = PHI_declare_military_emergency
				}
				NOT = {
					has_completed_focus = PHI_declare_military_emergency
				}
			}
		}
	}
	research_bonus = {
		motorized_equipment = 0.15
	}
	traits = {
		motorized_equipment_manufacturer
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_form_weekh_zalmian
Constructs: prerequisite, completion_reward, add_popularity, add_timed_idea
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_form_weekh_zalmian
	icon = GFX_focus_ITA_peasants_rise
	x = -7
	y = 1
	cost = 5
	prerequisite = {
		focus = AFG_handle_the_king
	}
	relative_position_id = AFG_handle_the_king
	mutually_exclusive = {
		focus = AFG_contact_faqir
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		add_timed_idea = {
			idea = AFG_weekh_zalmian
			days = 365
		}
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = AFG_gul_pacha_ulfat
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_under_soviet_dominion
Constructs: prerequisite, has_government, has_war_with, add_opinion_modifier, completion_reward, is_puppet
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_under_soviet_dominion
	icon = GFX_goal_stalin
	relative_position_id = VEN_enpower_the_pcv
	x = -1
	y = 5
	cost = 5
	available = {
		is_puppet = no
		SOV = {
			has_government = communism
			NOT = {
				has_war_with = VEN
			}
		}
	}
	prerequisite = {
		focus = VEN_reorganization_of_congress
	}
	mutually_exclusive = {
		focus = VEN_venezuelan_way_of_communism VEN_neutrality_focus2
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE FOCUS_FILTER_POLITICAL
	}
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		SOV = {
			add_opinion_modifier = {
				target = VEN
				modifier = large_increase
			}
			country_event = {
				hours = 12
				id = venezuela.37
			}
		}
	}
}
### Entity: Idea
Component: den_restrict_unions
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/r56_denmark.txt

Code:
den_restrict_unions = {
	removal_cost = -1
	picture = bad_investment
	modifier = {
		industrial_capacity_factory = 0.05
		line_change_production_efficiency_factor = 0.1
	}
}
### Entity: Scripted Effect
Component: AFG_bop_medium_increase_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/r56_AFG_scripted_effects.txt

Code:
AFG_bop_medium_increase_effect = {
	add_power_balance_value = {
		id = AFG_power_balance
		value = 0.15
	}
}
### Entity: Idea
Component: PREACR
Source: game
File: common/ideas/prussia.txt

Code:
PREACR = {
	picture = generic_air_europe_1
	allowed = {
		original_tag = PRE
	}
	traits = {
		air_chief_reform_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: EST_nikolay_g_karotamm
Source: game
File: common/characters/EST.txt

Code:
EST_nikolay_g_karotamm = {
	name = EST_nikolay_g_karotamm
	portraits = {
		army = {
			small = GFX_idea_EST_nikolai_karotamm
		}
		civilian = {
			large = GFX_portrait_EST_nikolai_karotamm
		}
	}
	advisor = {
		slot = high_command
		idea_token = EST_nikolay_g_karotamm
		ledger = army
		allowed = {
			original_tag = EST
		}
		traits = {
			army_infantry_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: lie_focus
Component: LIE_reintroduce_conscription
Constructs: prerequisite, limit, add_ideas, remove_ideas, add_war_support, is_major, add_opinion_modifier, completion_reward
Source: game
File: common/national_focus/liechtenstein.txt

Code:
focus = {
	id = LIE_reintroduce_conscription
	icon = GFX_goal_LIE_conscription
	prerequisite = {
		focus = LIE_enact_the_1921_defence_act
	}
	x = 0
	y = 2
	relative_position_id = LIE_liechtenstein_red_cross
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		threat = > 0.5
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_war_support = 0.1
		if = {
			limit = {
				has_idea = LIE_legacy_of_1866
			}
			remove_ideas = LIE_legacy_of_1866
		}
		else = {
			remove_ideas = LIE_legacy_of_1866_2
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_ideas = LIE_reintroduce_conscription_idea
		every_other_country = {
			limit = {
				is_major = yes
				capital_scope = {
					is_on_continent = europe
				}
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = SWI_suspicious_preparations
			}
		}
	}
}
### Entity: AI Strategy
Component: HOL_extended_airplane_production
Source: game
File: common/ai_strategy/HOL.txt

Code:
HOL_extended_airplane_production = {
	allowed = {
		original_tag = HOL
	}
	enable = {
		num_of_military_factories = > 9
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_variant_production_factor
		id = small_plane_airframe
		value = 60
	}
}
### Entity: Event
Component: IRQ_kurdistan_events.1
Constructs: is_triggered_only, ai_chance, fire_only_once, random_hours
Source: game
File: events/GOE_Iraq.txt

Code:
country_event = {
	id = IRQ_kurdistan_events.1
	title = IRQ_kurdistan_events.1.t
	desc = IRQ_kurdistan_events.1.desc
	picture = GFX_report_event_gre_allied_diplomacy
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = IRQ_kurdistan_events.1.a
		ai_chance = {
			factor = 100
		}
		FROM = {
			country_event = {
				id = IRQ_kurdistan_events.2
				hours = 12
				random_hours = 24
			}
		}
	} {
		name = IRQ_kurdistan_events.1.b
		ai_chance = {
			factor = 0
		}
		FROM = {
			country_event = {
				id = IRQ_kurdistan_events.3
				hours = 12
				random_hours = 24
			}
		}
	}
}
### Entity: Scripted Effect
Component: BUL_zveno_low_popularity_decrease_effect
Constructs: add_to_variable
Source: game
File: common/scripted_effects/BUL_scripted_effects.txt

Code:
BUL_zveno_low_popularity_decrease_effect = {
	custom_effect_tooltip = BUL_zveno_tt BUL_low_popularity_decrease_tt
	add_to_variable = {
		BUL_zveno_popularity = BUL_faction_low_decrease
	}
	clamp_variable = {
		var = BUL_zveno_popularity
		min = 0
		max = 100
	}
}
### Entity: Order of Battle
Component: 37th Vodka Division
Constructs: division_template
Source: game
File: history/units/r56w_WHY.txt

Code:
division = {
	name = 37th Vodka Division
	location = 3513
	division_template = Vodka and Crumpets
	start_experience_factor = 0.75
}
### Entity: Idea
Component: lysaghts_works
Constructs: has_dlc, research_bonus
Source: game
File: common/ideas/australia.txt

Code:
lysaghts_works = {
	picture = generic_infantry_equipment_manufacturer_2
	allowed = {
		original_TAG = AST
		NOT = {
			has_dlc = Thunder at Our Gates
		}
	}
	research_bonus = {
		support_tech = 0.1
	}
	traits = {
		support_equipment_manufacturer
	}
}
### Entity: Event
Component: INS_loyalist_events.20
Constructs: is_triggered_only, add_core_of
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_loyalist_events.20
	title = INS_loyalist_events.20.t
	desc = INS_loyalist_events.20.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = INS_loyalist_events.20.a
		transfer_state = 979 1073 523 737 1070
		979 = {
			add_core_of = INS
		}
		1073 = {
			add_core_of = INS
		}
		523 = {
			add_core_of = INS
		}
		737 = {
			add_core_of = INS
		}
		1070 = {
			add_core_of = INS
		}
	}
}
### Entity: AI Strategy
Component: SWE_r56_antagonize_the_baltics_EST_plan
Constructs: has_completed_focus, has_government
Source: game
File: common/ai_strategy_plans/SWE_r56_alternate_strategy_plan.txt

Code:
SWE_r56_antagonize_the_baltics_EST_plan = {
	name = Antagonize EST
	desc = Because you can't use IF in AI_strategy_plan
	allowed = {
		original_tag = SWE
	}
	enable = {
		SWE = {
			has_government = neutrality
			has_completed_focus = SWE_baltic_foothold
		}
		EST = {
			has_government = communism
		}
	}
	ai_strategy = {
		type = antagonize
		id = EST
		value = 100
	}
}
### Entity: Event
Component: r56_canada.7
Constructs: remove_ideas, add_stability, fire_only_once, add_political_power, has_idea, add_manpower, add_timed_idea
Source: game
File: events/r56_canada.txt

Code:
country_event = {
	id = r56_canada.7
	title = r56_canada.7.t
	desc = r56_canada.7.d
	picture = GFX_report_event_RCMP
	fire_only_once = yes
	trigger = {
		tag = CAN
		has_idea = r56_CAN_royal_twenty_centers_angered
		date = > 1938.9.9
	}
	mean_time_to_happen = {
		days = 30
	}
	option = {
		name = r56_canada.7.a
		remove_ideas = r56_CAN_royal_twenty_centers_angered
		add_political_power = -75
		add_stability = -0.1
		add_manpower = -3000
		276 = {
			damage_building = {
				type = industrial_complex
				damage = 2
			} {
				type = arms_factory
				damage = 2
			} {
				type = infrastructure
				damage = 2
			}
		}
	} {
		name = r56_canada.7.b
		remove_ideas = r56_CAN_royal_twenty_centers_angered
		add_timed_idea = {
			idea = r56_CAN_royal_twenty_centers_compensated
			days = 180
		}
		add_political_power = -25
	}
}
### Entity: Character
Component: SER_fascist_guy
Constructs: has_government
Source: game
File: common/characters/SER.txt

Code:
SER_fascist_guy = {
	advisor = {
		slot = political_advisor
		idea_token = SER_fascist_guy
		allowed = {
			original_tag = SER
		}
		traits = {
			fascist_demagogue
		}
		do_effect = {
			not = {
				has_government = fascism
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_2
		}
	}
}