Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Modifier Reference
Component: URG_navy_modifier
Constructs: refit_speed, screening_efficiency
Source: game
File: common/dynamic_modifiers/toa_dynamic_modifiers.txt

Code:
URG_navy_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_URG_navy
	experience_gain_navy = JUNO_navy_experience_gain_navy_factor
	mines_planting_by_fleets_factor = JUNO_navy_mines_planting_by_fleets_factor
	navy_anti_air_attack_factor = JUNO_navy_navy_anti_air_attack_factor
	navy_spirit_category_type_cost_factor = JUNO_navy_navy_spirit_category_type_cost_factor
	convoy_retreat_speed = JUNO_navy_convoy_retreat_speed
	refit_speed = JUNO_navy_refit_speed
	spotting_chance = JUNO_navy_spotting_chance
	repair_speed_factor = JUNO_navy_repair_speed_factor
	production_speed_dockyard_factor = JUNO_navy_production_speed_dockyard_factor
	industrial_capacity_dockyard = JUNO_navy_industrial_capacity_dockyard
	extra_marine_supply_grace = JUNO_navy_extra_marine_supply_grace
	naval_invasion_capacity = JUNO_navy_naval_invasion_capacity
	naval_mines_effect_reduction = JUNO_navy_naval_mines_effect_reduction
	experience_gain_navy_unit_factor = JUNO_navy_experience_gain_navy_unit_factor
	naval_coordination = JUNO_navy_naval_coordination
	naval_equipment_upgrade_xp_cost = JUNO_navy_naval_equipment_upgrade_xp_cost
	naval_morale_factor = JUNO_naval_morale_factor
	screening_efficiency = JUNO_screening_efficiency
	convoy_escort_efficiency = JUNO_convoy_escort_efficiency
	navy_capital_ship_defence_factor = JUNO_navy_capital_ship_defence_factor
	naval_accidents_chance = JUNO_naval_accidents_chance
	navy_screen_defence_factor = JUNO_navy_screen_defence_factor
	production_speed_coastal_bunker_factor = JUNO_modifier_production_speed_coastal_bunker_factor
}
### Entity: Decision
Component: POR_overseas_provinces
Constructs: has_dlc
Source: game
File: common/decisions/categories/POR_decision_categories.txt

Code:
POR_overseas_provinces = {
	icon = saf_anti_colonialist_crusade
	allowed = {
		original_tag = POR
		has_dlc = La Resistance
	}
	visible = {

	}
}
### Entity: Event
Component: bftb_greece.2
Constructs: is_triggered_only, fire_only_once, set_politics, add_popularity, swap_ideas, remove_idea, add_idea, set_country_flag
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.2
	title = bftb_greece.2.t
	desc = bftb_greece.2.desc
	picture = GFX_report_event_gre_venizelos_speech
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = bftb_greece.2.a
		custom_effect_tooltip = GRE_republican_victory_tt
		set_politics = {
			ruling_party = democratic
			elections_allowed = yes
			election_frequency = 60
		}
		hidden_effect = {
			add_popularity = {
				ideology = democratic
				popularity = 0.05
			}
			swap_ideas = {
				remove_idea = GRE_political_instability
				add_idea = GRE_political_instability_republican
			}
			set_country_flag = GRE_factions_unlocked GRE_dem_monarchy_flag
			set_variable = {
				var = GRE_republican_loyalty
				value = 2
			} {
				var = GRE_monarchist_loyalty
				value = 0
			} {
				var = GRE_communist_loyalty
				value = 0
			}
			GRE_political_instability_update_effect = yes
			GRE_set_appropriate_cosmetic_tag = yes
		}
	}
}
### Entity: Event
Component: poland.205
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, has_war_with, has_country_flag, add_political_power, has_idea_with_trait
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland.205
	title = poland.205.t
	desc = poland.205.d
	picture = GFX_report_event_polish_german_handshake
	is_triggered_only = yes
	option = {
		name = poland.205.a
		ai_chance = {
			base = 25
			modifier = {
				factor = 1.35
				POL = {
					has_idea_with_trait = smooth_talking_charmer
				}
			} {
				factor = 1.15
				POL = {
					has_idea_with_trait = army_chief_offensive_prankster
				}
			} {
				factor = 0.2
				has_completed_focus = GER_reassert_eastern_claims
			} {
				factor = 0
				has_completed_focus = GER_danzig_or_war
				85 = {
					is_owned_by = POL
				}
			} {
				factor = 0.1
				OR = {
					POL = {
						has_completed_focus = POL_clamp_down_on_danzig
					} {
						has_completed_focus = POL_Silesia_Or_War
					}
				}
			} {
				factor = 3
				POL = {
					has_country_flag = anti_comintern_member
				}
			} {
				factor = 1.5
				POL = {
					has_completed_focus = POL_Polish_German_Trade_Agreement
				}
			} {
				factor = 1.5
				POL = {
					has_completed_focus = POL_German_Berlinka_Highway_Project
				}
			} {
				factor = 0
				SOV = {
					has_idea = SOV_molotov_ribbentrop_pact
				}
			}
		}
		if = {
			limit = {
				NOT = {
					has_war_with = POL
				}
			}
			GER = {
				add_political_power = 10
			}
			add_named_threat = {
				threat = -1
				name = POL_Renew_The_Polish_German_Nonaggression_Pact
			}
			POL = {
				diplomatic_relation = {
					country = GER
					relation = non_aggression_pact
					active = yes
				}
				add_political_power = 10
				country_event = poland.206
			}
		}
	} {
		name = poland.205.b
		ai_chance = {
			base = 75
			modifier = {
				factor = 0.1
				OR = {
					has_war_with = FRA ENG CZE AUS
				}
			}
		}
		POL = {
			country_event = poland.207
		}
	}
}
### Entity: Decision
Component: GER_civil_war_category
Constructs: has_civil_war, has_game_rule
Source: game
File: common/decisions/categories/r56_GER_decision_categories.txt

Code:
GER_civil_war_category = {
	icon = ger_military_buildup
	priority = 100
	allowed = {
		original_tag = GER
	}
	visible = {
		has_civil_war = yes
		has_game_rule = {
			rule = GER_focus_tree_selection
			option = R56_TREE_OLD
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_embrace_corporatism
Constructs: has_completed_focus, prerequisite, limit, add_ideas, remove_ideas, has_government, completion_reward, complete_tooltip
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_embrace_corporatism
	icon = {
		GFX_focus_ICE_state_corporatism = {
			ROOT = {
				has_government = fascism
				NOT = {
					has_completed_focus = CZE_catholic_focus
				}
			}
		}
		GFX_focus_BEL_christian_corporatism = {
			ROOT = {
				has_completed_focus = CZE_catholic_focus
			}
		}
		GFX_focus_generic_industrialists = yes
	}
	mutually_exclusive = {
		focus = CZE_force_the_industrialists_hand
	}
	relative_position_id = CZE_keep_focus_on_weapon_exports
	x = 3
	y = 1
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		OR = {
			has_government = fascism neutrality
		}
		if = {
			limit = {
				has_government = fascism
			}
			fascism = > 0.55
		} {
			limit = {
				has_government = neutrality
			}
			neutrality = > 0.5
		}
	}
	prerequisite = {
		focus = CZE_keep_focus_on_weapon_exports
	}
	complete_tooltip = {
		custom_effect_tooltip = AUS_seek_papal_support_tt generic_skip_one_line_tt generic_skip_one_line_tt
		hidden_effect = {
			add_popularity = {
				ideology = ROOT
				popularity = 0.05
			}
		}
		remove_ideas = CZE_industrialists_veto_2
		add_ideas = CZE_czech_corporatism
		if = {
			limit = {
				has_power_balance = {
					id = CZE_bop_army_readiness
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			CZE_bop_low_decrease_effect = yes
		}
	}
	completion_reward = {
		custom_effect_tooltip = AUS_seek_papal_support_tt generic_skip_one_line_tt
		hidden_effect = {
			add_popularity = {
				ideology = ROOT
				popularity = 0.05
			}
		}
		if = {
			limit = {
				has_idea = CZE_industrialists_veto
			}
			remove_ideas = CZE_industrialists_veto
			custom_effect_tooltip = generic_skip_one_line_tt
		} {
			limit = {
				has_power_balance = {
					id = CZE_bop_army_readiness
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			CZE_bop_low_decrease_effect = yes
		}
		else_if = {
			limit = {
				has_idea = CZE_industrialists_veto_2
			}
			remove_ideas = CZE_industrialists_veto_2
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		add_ideas = CZE_czech_corporatism
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_BALANCE_OF_POWER
	}
}
### Entity: Character
Component: support_equipment_manufacturer
Source: game
File: common/country_leader/00_traits.txt

Code:
support_equipment_manufacturer = {
	random = no
	ai_will_do = {
		factor = 1
	}
}
### Entity: Modifier Reference
Construct: acclimatization_hot_climate_gain_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## acclimatization_hot_climate_gain_factor

* Number with 1 decimal places
* **Categories**: army
### Entity: Weather
Component: weather_effects
Source: game
File: common/weather.txt

Code:
weather_effects = {
	rain_light = {
		weather_effect = {
			entity = rain_entity
			fading_entity = rain_clouds_entity
		} {
			entity = rain_small_entity
			fading_entity = rain_small_clouds_entity
			small = yes
		}
	}
	rain_heavy = {
		weather_effect = {
			entity = lightning_storm_entity
			fading_entity = lightning_storm_clouds_entity
		} {
			entity = lightning_storm_small_entity
			fading_entity = lightning_storm_small_clouds_entity
			small = yes
		}
	}
	snow = {
		weather_effect = {
			entity = snow_entity
			fading_entity = snow_clouds_entity
		} {
			entity = snow_small_entity
			fading_entity = snow_small_clouds_entity
			small = yes
		}
	}
	blizzard = {
		weather_effect = {
			entity = snow_storm_entity
			fading_entity = snow_storm_clouds_entity
		} {
			entity = snow_storm_small_entity
			fading_entity = snow_storm_small_clouds_entity
			small = yes
		}
	}
	sandstorm = {
		weather_effect = {
			entity = sandstorm_entity
		}
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_work_on_light_aircraft
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_work_on_light_aircraft
	icon = GFX_goal_generic_air_fighter_new
	prerequisite = {
		focus = PRU_work_with_our_designs
	}
	mutually_exclusive = {
		focus = PRU_work_on_heavy_aircraft
	}
	relative_position_id = PRU_work_with_our_designs
	x = 1
	y = 1
	cost = 10
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = PRU_work_on_light_aircraft
			bonus = 1
			uses = 2
			category = light_fighter
		}
	}
}
### Entity: Character
Component: SWE_ernst_wigforss
Constructs: has_dlc, is_country_leader
Source: game
File: common/characters/SWE.txt

Code:
SWE_ernst_wigforss = {
	instance = {
		allowed = {
			has_dlc = Arms Against Tyranny
		}
		advisor = {
			slot = political_advisor
			idea_token = SWE_ernst_wigforss
			allowed = {
				original_tag = SWE
			}
			traits = {
				financial_expert
			}
			available = {
				is_country_leader = no
			}
		}
		name = SWE_ernst_wigforss
		portraits = {
			army = {
				large = GFX_portrait_SWE_ernst_wigforss
				small = GFX_portrait_SWE_ernst_wigforss_small
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Arms Against Tyranny
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = SWE_ernst_wigforss
			allowed = {
				original_tag = SWE
			}
			traits = {
				captain_of_industry
			}
		}
		name = SWE_ernst_wigforss
		portraits = {
			army = {
				small = GFX_idea_generic_political_advisor_europe_3
			}
		}
	}
}
### Entity: Effect Reference
Construct: reset_state_name
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## reset_state_name

* Supported Scopes: STATE
* Supported Targets: none

```
reset_state_name = yes - Resets the current states name to the original one
```
### Entity: AI Strategy
Component: EAI_GER_asia_minors_dont_ally_GER_2
Constructs: is_historical_focus_on, is_on_continent
Source: game
File: common/ai_strategy/GER_EAI.txt

Code:
EAI_GER_asia_minors_dont_ally_GER_2 = {
	enable = {
		is_historical_focus_on = yes
		capital_scope = {
			is_on_continent = asia
		}
		NOT = {
			any_neighbor_country = {
				original_tag = GER
			}
		}
	}
	abort_when_not_enabled = yes
	reversed = yes
	ai_strategy = {
		type = alliance
		id = GER
		value = -500
	}
}
### Entity: Event
Component: news.198
Constructs: is_triggered_only, has_war_with, save_event_target_as, is_in_faction_with
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.198
	title = news.198.t
	desc = news.198.d
	picture = GFX_news_event_020
	major = yes
	is_triggered_only = yes
	fire_for_sender = no
	immediate = {
		SOV = {
			save_event_target_as = Soviet
		}
	}
	option = {
		name = news.198.a
		trigger = {
			tag = SOV
		}
	} {
		name = news.198.b
		trigger = {
			NOT = {
				tag = SOV
			} {
				is_in_faction_with = GRE
			}
			has_war_with = SOV
		}
	} {
		name = news.198.c
		trigger = {
			NOT = {
				tag = SOV
				has_war_with = SOV
			} {
				is_in_faction_with = GRE
			}
		}
	} {
		name = news.198.e
		trigger = {
			is_in_faction_with = GRE
		}
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_the_glucksburg_sea_wall
Constructs: every_owned_state, prerequisite, limit, completion_reward, is_controlled_by, is_coastal, add_building_construction
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_the_glucksburg_sea_wall
	icon = GFX_focus_NOR_the_glucksburg_sea_wall
	prerequisite = {
		focus = NOR_ramp_up_naval_production
	} {
		focus = NOR_rule_the_northern_sea
	}
	x = 1
	y = 1
	relative_position_id = NOR_rule_the_northern_sea
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_NAVY_XP
	}
	completion_reward = {
		every_owned_state = {
			limit = {
				is_controlled_by = ROOT
				is_coastal = yes
			}
			add_building_construction = {
				type = coastal_bunker
				level = 2
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_coastal = yes
					limit_to_victory_point = yes
				}
			}
		}
		914 = {
			add_building_construction = {
				type = coastal_bunker
				level = 2
				instant_build = yes
				province = {
					all_provinces = yes
				}
			}
		}
		navy_experience = 50
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_international_solidarity
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, is_subject, allow_branch, set_rule
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_international_solidarity
	icon = GFX_focus_ETH_freedom_at_gunpoint
	prerequisite = {
		focus = PER_the_new_economy PER_nationalize_oil_fields
	}
	x = 5
	y = 2
	relative_position_id = PER_the_new_economy
	cost = 10
	available = {
		is_subject = no
	}
	bypass = {

	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 0
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		set_rule = {
			can_send_volunteers = yes
		}
		add_ideas = PER_aid_communists_cw
		IF = {
			limit = {
				has_dlc = La Resistance
				has_intelligence_agency = no
				has_government = communism
			}
			create_intelligence_agency = {
				name = People’s Protection Bureau
				icon = GFX_intelligence_agency_logo_generic_9
			}
		} {
			limit = {
				has_dlc = La Resistance
				has_intelligence_agency = no
				has_government = democratic
			}
			create_intelligence_agency = {
				name = SAVAK
				icon = GFX_intelligence_agency_logo_PER_savak
			}
		}
	}
}
### Entity: Resistance
Component: sabotage_chromium
Constructs: limit, has_resources_amount, has_variable, check_variable, clear_sabotaged_resources_if_necesary, add_to_variable, set_temp_variable, add_dynamic_modifier
Source: game
File: common/resistance_activity/resistance_activity.txt

Code:
sabotage_chromium = {
	available = {
		has_resources_amount = {
			resource = chromium
			amount = > 0
			delivered = yes
		}
	}
	weight = {
		base = 0.5
		modifier = {
			has_variable = targeted_sabotage_resources
			check_variable = {
				targeted_sabotage_resources = > 0
			}
			add = 4
		} {
			occupation_law = forced_labor_occupation
			add = -0.25
		}
	}
	effect = {
		clear_sabotaged_resources_if_necesary = yes
		add_to_variable = {
			sabotaged_chromium = -12
		}
		set_temp_variable = {
			duration = 180
		}
		if = {
			limit = {
				occupation_law = forced_labor_occupation
			}
			multiply_temp_variable = {
				duration = 0.75
			}
		} {
			limit = {
				has_variable = targeted_sabotage_resources
				check_variable = {
					targeted_sabotage_resources = > 0
				}
			}
			add_to_variable = {
				sabotaged_chromium = -8
			}
			subtract_from_variable = {
				var = targeted_sabotage_resources
				value = 1
			}
		}
		add_dynamic_modifier = {
			modifier = sabotaged_resources
			days = duration
		}
	}
	alert_text = resource_is_sabotaged
}
### Entity: Character
Component: pragmatic_socialist
Constructs: war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
pragmatic_socialist = {
	random = no
	war_support_factor = -0.05
	party_popularity_stability_factor = 0.1
	political_advisor_cost_factor = -0.2
	communism_acceptance = -35
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/JAP_sunfall_civil_war.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = JAP
		}
		requested_factories = 3
		progress = 0.5
		efficiency = 50
	} {
		equipment = {
			type = support_equipment_1
			creator = JAP
		}
		requested_factories = 1
		progress = 0.3
		efficiency = 50
	} {
		equipment = {
			type = motorized_equipment_1
			creator = JAP
		}
		requested_factories = 2
		progress = 0.25
		efficiency = 50
	} {
		equipment = {
			type = fighter_equipment_0
			creator = JAP
		}
		requested_factories = 1
		progress = 0.15
		efficiency = 50
	} {
		equipment = {
			type = light_tank_equipment_1
			creator = JAP
		}
		requested_factories = 1
		progress = 0.1
		efficiency = 50
	}
}
### Entity: National Focus
Tree: lux_focus
Component: LUX_maintain_status_quo
Constructs: prerequisite, has_country_flag, completion_reward, unlock_decision_tooltip
Source: game
File: common/national_focus/r56_luxembourg.txt

Code:
focus = {
	id = LUX_maintain_status_quo
	icon = GFX_goal_generic_freedom
	cost = 1
	x = 1
	y = 1
	relative_position_id = LUX_appoint_new_prime_minister
	prerequisite = {
		focus = LUX_appoint_new_prime_minister
	}
	mutually_exclusive = {
		focus = LUX_socialist_victory
	}
	available = {
		OR = {
			has_country_flag = LUX_elections_PD_winner LUX_elections_PRL_winner
		}
	}
	completion_reward = {
		unlock_decision_tooltip = LUX_maintain_governmental_positions
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_HISTORICAL
	}
}
### Entity: Character
Component: the_hero_of_the_leipzig_trials
Constructs: communism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
the_hero_of_the_leipzig_trials = {
	random = no
	political_power_factor = 0.15
	political_advisor_cost_factor = -0.1
	communism_drift = 0.1
	enemy_justify_war_goal_time = 0.25
	opinion_gain_monthly_factor = 0.15
	opinion_gain_monthly_same_ideology_factor = 0.3
}
### Entity: AI Strategy
Component: ITA_AXIS_dont_join_against_eth
Constructs: is_in_faction_with, is_government_in_exile
Source: game
File: common/ai_strategy/ITA.txt

Code:
ITA_AXIS_dont_join_against_eth = {
	allowed = {
		always = yes
	}
	enable = {
		is_in_faction_with = ITA
		NOT = {
			original_tag = ITA
		}
		ITA = {
			all_enemy_country = {
				is_government_in_exile = yes
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = diplo_action_desire
		id = ITA
		value = -1000
		target = join_allies
	} {
		type = diplo_action_acceptance
		id = ITA
		value = -1000
		target = call_allies
	}
}
### Entity: Character
Component: FRA_jean_marie_abrial
Source: game
File: common/characters/FRA.txt

Code:
FRA_jean_marie_abrial = {
	name = FRA_jean_marie_abrial
	portraits = {
		army = {
			small = GFX_idea_jean_marie_abrial
		}
	}
	advisor = {
		slot = navy_chief
		idea_token = jean_marie_abrial
		allowed = {
			original_tag = FRA
		}
		traits = {
			navy_chief_commerce_raiding_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_ban_capitalism
Constructs: prerequisite, add_ideas, has_government, completion_reward
Source: game
File: common/national_focus/r56_chile.txt

Code:
focus = {
	id = CHL_ban_capitalism
	icon = GFX_focus_rom_parties_end
	relative_position_id = CHL_consolidate_the_government
	prerequisite = {
		focus = CHL_nationalise_all
	}
	x = 5
	y = 4
	cost = 10
	available = {
		has_government = communism
	}
	ai_will_do = {
		factor = 6
	}
	completion_reward = {
		add_ideas = CHL_anti_capitalist_idea
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL
	}
}
### Entity: Scripted Trigger
Component: EAI_LAW_get_volunteer_only
Source: game
File: common/scripted_triggers/EAI_COUNTRY_law_triggers.txt

Code:
EAI_LAW_get_volunteer_only = {
	EAI_LAW_wants_volunteer_only = yes
	EAI_LAW_available_volunteer_only = yes
}
### Entity: National Focus
Tree: vin_focus
Component: VIN_intervene_in_chineses_affairs
Constructs: prerequisite, has_government, has_war_with, completion_reward, add_to_war
Source: game
File: common/national_focus/Vietnam.txt

Code:
focus = {
	id = VIN_intervene_in_chineses_affairs
	icon = GFX_focus_attack_china
	cost = 10
	prerequisite = {
		focus = VIN_finish_what_we_started VIN_anti_japanese_aim
	}
	available = {
		PRC = {
			has_government = communism
			has_war_with = CHI
		}
	}
	completion_reward = {
		add_to_war = {
			targeted_alliance = PRC
			enemy = CHI
			hostility_reason = asked_to_join
		}
	}
	x = 7
	y = 4
}
### Entity: Event
Component: GOE_IRQ_news.2
Constructs: is_triggered_only
Source: game
File: events/GOE_Iraq.txt

Code:
news_event = {
	id = GOE_IRQ_news.2
	title = GOE_IRQ_news.2.t
	desc = GOE_IRQ_news.2.d
	picture = GFX_news_event_generic_sign_treaty2
	major = no
	is_triggered_only = yes
	option = {
		name = GOE_IRQ_news.2.a
	}
}
### Entity: AI Strategy
Component: SIA_prep_fra_for_limited_war
Constructs: has_dlc
Source: game
File: common/ai_strategy/SIA.txt

Code:
SIA_prep_fra_for_limited_war = {
	allowed = {
		has_dlc = Thunder at Our Gates
		original_tag = FRA
	}
	enable = {
		SIA = {
			OR = {
				focus_progress = {
					focus = SIA_recover_indochina
					progress = > 0
				} {
					focus = SIA_demand_the_return_of_lost_territory
					progress = > 0
				}
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = prepare_for_war
		id = SIA
		value = 200
	}
}
### Entity: Event
Component: GOT_newsevents.1
Constructs: is_triggered_only, is_in_faction_with
Source: game
File: events/GOT_Generic_Events.txt

Code:
news_event = {
	id = GOT_newsevents.1
	title = GOT_newsevents.1.t
	desc = GOT_newsevents.1.desc
	picture = GFX_news_event_generic_parliament
	is_triggered_only = yes
	major = yes
	option = {
		name = GOT_newsevents.1.a
		trigger = {
			OR = {
				original_tag = FROM
				is_in_faction_with = FROM
			}
		}
	} {
		name = GOT_newsevents.1.b
		trigger = {
			NOT = {
				original_tag = FROM
				is_in_faction_with = FROM
			}
		}
	}
}
### Entity: Country History
Country: SVG
Component: SVG_politics
Constructs: set_stability, set_war_support, set_politics, set_popularities
Source: game
File: history/countries/SVG - Saint Vincent & the Grenadines.txt

Code:
# Politics & Parties for SVG
set_war_support = 0.2
set_stability = 0.6
set_politics = {
	ruling_party = democratic
	last_election = 1933.2.16
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 40
	neutrality = 60
}
### Entity: National Focus
Tree: den_focus
Component: DEN_Danish_Folksradrepublik
Constructs: prerequisite, add_stability, completion_reward, set_cosmetic_tag, add_to_variable
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_Danish_Folksradrepublik
	icon = GFX_focus_SWE_danish_communists
	cost = 5
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = DEN_Break_the_Fasces
	} {
		focus = DEN_Contacts_to_the_KPD
	}
	x = 0
	y = 2
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	relative_position_id = DEN_DKP_Takeover
	completion_reward = {
		add_stability = 0.15
		drop_cosmetic_tag = yes
		set_cosmetic_tag = DEN_COM
		add_to_variable = {
			den_upper_influence = -20
			tooltip = den_upper_influence_tooltip
		}
		den_calculate_upper = yes
	}
}