Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Opinion Modifier
Component: opinion_modifiers
Constructs: annex_liberia_opinion
Source: game
File: common/opinion_modifiers/nsb_opinion_modifiers.txt

Code:
opinion_modifiers = {
	LIT_anti_soviet_opinion = {
		value = -20
	}
	LIT_arrested_party_members = {
		value = -20
	}
	LIT_appease_opinion = {
		value = 25
	}
	partitioned_poland_together = {
		value = 25
	}
	partitioned_poland_refused = {
		value = -15
	}
	refused_to_make_peace_opinion = {
		value = -20
	}
	returned_vilnius_opinion = {
		value = 30
	}
	refused_to_give_vilnius_opinion = {
		value = -15
	}
	BALTIC_investments = {
		value = 15
	}
	BALTIC_trade = {
		value = 20
	}
	refused_baltic_entente_opinion = {
		value = -50
	}
	POL_annexation_refused = {
		value = -50
	}
	fortified_memel = {
		value = -25
	}
	BALTIC_reached_out = {
		value = 35
	}
	BALTIC_supported_fascism = {
		value = 25
	}
	accepted_catholics = {
		value = -50
	}
	annex_liberia_opinion = {
		value = -25
	}
	baltic_security_opinion = {
		value = 15
	}
	POL_anti_germans_abroad = {
		value = 25
	}
	SOV_pressured_our_government = {
		value = -60
		months = 12
	}
	SOV_stirring_the_masses = {
		value = -25
		months = 12
	}
	SOV_supported_china_good = {
		value = 25
	}
	SOV_supported_china_bad = {
		value = -25
	}
	SOV_supported_japan_good = {
		value = 25
	}
	SOV_supported_japan_bad = {
		value = -25
	}
	SOV_cooperating_with_us = {
		value = 50
	}
	SOV_cooperating_with_other = {
		value = -50
	}
	SOV_sent_us_weapons = {
		value = 15
		months = 12
	}
	SOV_soviet_japanese_pact_against_usa = {
		value = 50
		months = 24
	}
	SOV_refused_to_follow_our_guidelines = {
		value = -15
		months = 12
	}
	SOV_anti_fascist_policies_good = {
		value = 35
	}
	SOV_anti_fascist_policies_bad = {
		value = -50
	}
	SOV_anti_capitalist_policies_good = {
		value = 35
	}
	SOV_anti_capitalist_policies_bad = {
		value = -50
	}
	SOV_cordial_relations_developed_by_soviet_diplomat = {
		value = 50
	}
	SOV_strengthened_relations_with_us = {
		value = 35
		months = 36
	}
	SOV_strengthened_relations_with_us_trade = {
		value = 35
		months = 36
		trade = yes
	}
	SOV_complied_with_our_demands = {
		value = 25
		months = 36
	}
	SOV_rejected_our_demands = {
		value = -25
		months = 36
	}
	SOV_attempted_to_infiltrate_manhattan_project = {
		value = -75
	}
	SOV_attempted_to_infiltrate_our_atomic_program = {
		value = -75
	}
	SOV_policies_of_collective_security_opinion = {
		value = 50
		months = 36
	}
	SOV_rejected_defensive_pact = {
		value = -50
		months = 36
	}
	SOV_international_socialist_association = {
		value = 40
		months
# ... (truncated)
### Entity: National Focus
Tree: ger_focus
Component: GER_prepare_for_the_next_blockade
Constructs: prerequisite, add_ideas, add_stability, completion_reward, is_subject
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_prepare_for_the_next_blockade
	icon = GFX_goal_generic_consumer_goods
	prerequisite = {
		focus = GER_our_place_in_the_sun
	}
	available = {
		is_subject = no
	}
	x = -1
	y = 2
	relative_position_id = GER_our_place_in_the_sun
	cost = 10
	ai_will_do = {
		factor = 1
	}
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_stability = 0.05
		add_ideas = GER_prepare_for_the_next_blockade
	}
}
### Entity: Decision
Component: ARG_south_american_unity_decisions
Constructs: has_completed_focus, fire_only_once, is_on_continent, is_owned_and_controlled_by, is_core_of, remove_effect, add_core_of
Source: game
File: common/decisions/ARG.txt

Code:
ARG_south_american_unity_decisions = {
	ARG_core_conquered_state = {
		icon = GFX_decision_generic_form_nation
		ai_will_do = {
			base = 50
		}
		allowed = {
			original_tag = ARG
		}
		available = {
			OR = {
				has_completed_focus = ARG_south_american_unity ARG_integrate_the_motherland
			}
		}
		visible = {
			OR = {
				has_completed_focus = ARG_south_american_unity ARG_integrate_the_motherland
			}
		}
		state_target = any_owned_state
		target_trigger = {
			FROM = {
				impassable = no
				AND = {
					OR = {
						is_on_continent = south_america
						state = 948
					}
					is_owned_and_controlled_by = ROOT
				}
				NOT = {
					is_core_of = ROOT
				}
			}
		}
		on_map_mode = map_and_decisions_view
		cost = 75
		fire_only_once = yes
		days_remove = 35
		modifier = {
			political_power_factor = -0.15
		}
		remove_effect = {
			FROM = {
				add_core_of = ROOT
			}
		}
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_corporate_social_responsibility
Constructs: prerequisite, add_stability, completion_reward, add_popularity, add_to_variable
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_corporate_social_responsibility
	icon = GFX_goal_generic_intelligence_exchange
	prerequisite = {
		focus = BEL_40_hour_workweek
	}
	relative_position_id = BEL_40_hour_workweek
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_INDUSTRY
	}
	x = 0
	y = 1
	cost = 10
	available = {

	}
	completion_reward = {
		add_stability = 0.1
		add_popularity = {
			ideology = democratic
			popularity = 0.1
		}
		custom_effect_tooltip = BEL_modify_social_partners_dynamic_modifier_tt
		add_to_variable = {
			BEL_social_partners_production_factory_efficiency_gain_factor = 0.1
			tooltip = production_factory_efficiency_gain_factor_tt
		}
	}
}
### Entity: National Focus
Tree: men_focus
Component: MEN_propose_mongol_unification
Constructs: prerequisite, limit, has_government, has_war_with, add_opinion_modifier, completion_reward, is_owned_by, unlock_decision_tooltip
Source: game
File: common/national_focus/mengkukuo.txt

Code:
focus = {
	id = MEN_propose_mongol_unification
	icon = GFX_goal_MON_defence
	prerequisite = {
		focus = MEN_join_the_comintern
	}
	x = 1
	y = 1
	bypass = {
		OR = {
			has_war_with = MON
			MON = {
				all_core_state = {
					is_owned_by = ROOT
				}
			}
			NOT = {
				country_exists = MON
			}
		}
	}
	available = {
		has_government = communism
		NOT = {
			has_war_with = MON
		}
		country_exists = MON
	}
	relative_position_id = MEN_join_the_comintern
	cost = 10
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		unlock_decision_tooltip = MON_unify_greater_mongolia
		MON = {
			country_event = {
				id = men.20
				hours = 12
			}
		}
		custom_effect_tooltip = r56_possible_event_effects r56_alternative_event_effects
		effect_tooltip = {
			annex_country = {
				target = MON
				transfer_troops = yes
			}
			MON = {
				every_unit_leader = {
					set_nationality = MEN
				}
			}
			every_state = {
				limit = {
					is_core_of = MON
				}
				add_core_of = FROM
			}
			set_cosmetic_tag = MON
		} {
			add_opinion_modifier = {
				target = ROOT
				modifier = AFG_PER_refused_annex
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Character
Component: NOR_nationalized_hydroelectric_company_trait
Source: game
File: common/country_leader/00_traits.txt

Code:
NOR_nationalized_hydroelectric_company_trait = {
	country_resource_aluminium = 20
	production_speed_industrial_complex_factor = 0.15
	production_speed_infrastructure_factor = 0.1
	factory_energy_consumption = -0.1
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: AFG_combined_training
Constructs: has_government, removal_cost
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
AFG_combined_training = {
	picture = SOV_war_heroes
	allowed = {
		original_tag = AFG
	}
	allowed_civil_war = {
		always = no
	}
	cancel = {
		NOT = {
			has_government = communism
		}
	}
	removal_cost = -1
	modifier = {
		experience_gain_army_factor = 0.15
		experience_loss_factor = -0.05
		training_time_army_factor = -0.1
	}
}
### Entity: Idea
Component: GER_landwehr_idea
Constructs: removal_cost, planning_speed
Source: game
File: common/ideas/r56_germany.txt

Code:
GER_landwehr_idea = {
	removal_cost = -1
	allowed = {
		always = no
	}
	picture = german_advisors
	modifier = {
		army_org_Factor = 0.05
		planning_speed = 0.25
	}
}
### Entity: Idea
Component: MAN_nissan
Constructs: has_completed_focus, has_war_with, has_dlc, research_bonus
Source: game
File: common/ideas/manchukou.txt

Code:
MAN_nissan = {
	picture = nissan
	visible = {
		has_completed_focus = MAN_tsr_strengthen_ties_with_nissan
		IF = {
			NOT = {
				has_war_with = JAP
			}
		}
	}
	allowed = {
		original_tag = MAN
		has_dlc = No Compromise, No Surrender
	}
	research_bonus = {
		motorized_equipment = 0.15
	}
	traits = {
		motorized_equipment_manufacturer
	}
}
### Entity: National Focus
Tree: lie_focus
Component: LIE_balanced_foreign_policy
Constructs: prerequisite, add_opinion_modifier, completion_reward, add_political_power, every_neighbor_country
Source: game
File: common/national_focus/liechtenstein.txt

Code:
focus = {
	id = LIE_balanced_foreign_policy
	icon = GFX_focus_generic_diplomatic_treaty
	prerequisite = {
		focus = LIE_princely_cabinet_of_national_defence
	}
	x = 3
	y = 1
	relative_position_id = LIE_princely_cabinet_of_national_defence
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 50
		custom_effect_tooltip = available_political_advisor generic_skip_one_line_tt
		show_ideas_tooltip = LIE_emil_beck
		every_neighbor_country = {
			add_opinion_modifier = {
				target = ROOT
				modifier = medium_increase
			}
		}
	}
}
### Entity: Event
Component: AST_union_control_events.5
Constructs: is_triggered_only, add_stability
Source: game
File: events/TAOG_Australia.txt

Code:
country_event = {
	id = AST_union_control_events.5
	title = AST_union_control_events.5.t
	desc = AST_union_control_events.5.desc
	picture = GFX_report_event_PHI_communism_in_philippines
	is_triggered_only = yes
	option = {
		name = AST_union_control_events.5.a
		add_stability = -0.05
	}
}
### Entity: Event
Component: r56.news_event.6
Constructs: has_war, fire_only_once, has_global_flag, has_civil_war, set_global_flag
Source: game
File: events/r56_news_events.txt

Code:
news_event = {
	id = r56.news_event.6
	title = r56.news_event.6.t
	desc = r56.news_event.6.desc
	picture = GFX_1938_world_cup
	major = yes
	fire_only_once = yes
	trigger = {
		date = > 1942.6.3 < 1943.1.1
		threat = < 1
		has_global_flag = game_1938_world_cup_took_place
		NOT = {
			has_global_flag = game_1942_world_cup_took_place
		}
		country_exists = FRA ITA GER HUN BRA SWE SWI URG USA
		GER = {
			has_war = no
			has_civil_war = no
		}
		FRA = {
			has_war = no
			has_civil_war = no
		}
		ENG = {
			has_war = no
		}
		URG = {
			has_war = no
		}
		ITA = {
			has_war = no
		} {
			has_civil_war = no
		}
		BRA = {
			has_war = no
		} {
			has_civil_war = no
		}
		SWE = {
			has_war = no
		}
		HUN = {
			has_war = no
		} {
			has_civil_war = no
		}
		SWI = {
			has_war = no
		}
		HOL = {
			has_war = no
		}
		BEL = {
			has_war = no
		}
		USA = {
			has_war = no
		} {
			has_civil_war = no
		}
	}
	immediate = {
		set_global_flag = game_1942_world_cup_took_place
	}
	mean_time_to_happen = {
		days = 2
	}
	option = {
		name = r56.news_event.6.a
		trigger = {
			NOT = {
				TAG = GER
			}
		}
	} {
		name = r56.news_event.6.b
		trigger = {
			TAG = GER
		}
	}
}
### Entity: National Focus
Tree: kal_focus
Component: KAL_discipline_hierarchy_and_order
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/kalmykia.txt

Code:
focus = {
	id = KAL_discipline_hierarchy_and_order
	text = PAR_discipline_hierarchy_and_order
	icon = GFX_goal_generic_march_infantry
	x = 0
	y = 1
	relative_position_id = KAL_promote_militarism
	prerequisite = {
		focus = KAL_promote_militarism
	}
	mutually_exclusive = {

	}
	cost = 10
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_ideas = idea_PAR_discipline_hierarchy_and_order
	}
}
### Entity: State History
Component: 990
Constructs: add_core_of
Source: game
File: history/states/990-Kentung and Yawnghwe.txt

Code:
state = {
	id = 990
	name = STATE_993
	state_category = rural
	manpower = 216959
	history = {
		owner = BRM
		add_core_of = BRM
	}
	provinces = {
		4175 7400 7909 7974
	}
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Scripted Effect
Component: trotsky_tracker
Constructs: limit, has_variable, clear_variable, has_character, has_global_flag, set_variable, has_character_flag
Source: game
File: common/scripted_effects/NORDIC_scripted_effects.txt

Code:
trotsky_tracker = {
	if = {
		limit = {
			has_variable = GLOBAL.trotskys_whereabouts
		}
		clear_variable = GLOBAL.trotskys_whereabouts
	} {
		limit = {
			MEX = {
				has_character = MEX_leon_trotsky
			}
			OR = {
				has_global_flag = flag_mexico_invited_trotsky_to_government trotsky_exile_mexico
			}
			NOT = {
				has_global_flag = flag_trotsky_dead
			}
		}
		set_variable = {
			GLOBAL.trotskys_whereabouts = MEX
		}
	} {
		limit = {
			SOV = {
				has_character = SOV_lev_trotsky
				SOV_lev_trotsky = {
					NOT = {
						has_character_flag = SOV_exiled_flag
					}
				}
				NOt = {
					has_global_flag = flag_mexico_invited_trotsky_to_government trotsky_exile_mexico flag_trotsky_dead
				}
			}
		}
		if = {
			limit = {
				NOT = {
					has_variable = GLOBAL.trotskys_whereabouts
				}
			}
			set_variable = {
				GLOBAL.trotskys_whereabouts = SOV
			}
		}
		else = {
			log = Mr president a second trotsky has hit the queen
		}
	}
	log = Trotsky is in [?GLOBAL.trotskys_whereabouts.GetName]
}
### Entity: Scripted Effect
Component: FIN_initiate_balance_of_power_effect
Constructs: set_power_balance, set_default
Source: game
File: common/scripted_effects/FIN_scripted_effects.txt

Code:
FIN_initiate_balance_of_power_effect = {
	set_power_balance = {
		id = FIN_power_balance
		set_default = yes
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_bring_war_to_neighboring_warlords
Constructs: prerequisite, limit, has_war_with, completion_reward, is_chinese_warlord, cancel_if_invalid, every_other_country, is_neighbor_of
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_bring_war_to_neighboring_warlords
	icon = GFX_focus_PRC_intimidate_warlords
	prerequisite = {
		focus = PRC_the_unwilling_diarchy_focus
	}
	x = 0
	y = 1
	relative_position_id = PRC_the_unwilling_diarchy_focus
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_Subject = no
		any_neighbor_country = {
			is_chinese_warlord = yes
		}
	}
	bypass = {

	}
	will_lead_to_war_with = SHX NXM XIC
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		custom_effect_tooltip = PRC_bring_war_to_neighboring_warlords_tt generic_skip_one_line_tt
		every_other_country = {
			limit = {
				is_chinese_warlord = yes
				is_neighbor_of = ROOT
				NOT = {
					is_ally_with = ROOT
				} {
					has_war_with = ROOT
				} {
					ROOT = {
						has_wargoal_against = PREV
					}
				}
			}
			ROOT = {
				create_wargoal = {
					type = annex_everything
					target = PREV
					expire = 0
				}
			}
		}
		PRC_this_might_anger_china = yes
		hidden_effect = {
			if = {
				limit = {
					event_target:WTT_current_china_leader = {
						NOT = {
							tag = ROOT
						}
					}
				}
				event_target:WTT_current_china_leader = {
					add_ai_strategy = {
						type = antagonize
						id = ROOT
						value = 100
					} {
						type = contain
						id = ROOT
						value = 100
					}
				}
			}
		}
	}
}
### Entity: Decision
Component: SWE_hungershield_cat
Constructs: limit, fire_only_once, has_idea, has_stability, is_good, remove_effect, add_timed_idea, cancel_trigger
Source: game
File: common/decisions/SWE.txt

Code:
SWE_hungershield_cat = {
	SWE_hungershield_dummy = {
		icon = generic_civil_support
		available = {
			has_idea = SWE_hungershield
			has_stability = < 0.68 > 0.35
			hidden_trigger = {
				always = no
			}
		}
		days_remove = 150
		allowed = {
			original_tag = SWE
		}
		visible = {
			has_idea = SWE_hungershield
		}
		fire_only_once = no
		is_good = no
		remove_effect = {
			add_timed_idea = {
				idea = SWE_minor_hungershield_strike
				days = 180
			}
		}
	}
	SWE_hungershield_worse_dummy = {
		icon = generic_civil_support
		available = {
			has_idea = SWE_hungershield
			has_stability = < 0.35
			hidden_trigger = {
				always = no
			}
		}
		days_remove = 150
		allowed = {
			original_tag = SWE
		}
		visible = {
			has_idea = SWE_hungershield
		}
		fire_only_once = no
		is_good = no
		remove_effect = {
			add_timed_idea = {
				idea = SWE_major_hungershield_strike
				days = 180
			}
		}
	}
	SWE_hungershield_mission = {
		icon = generic_civil_support
		allowed = {
			original_tag = SWE
		}
		available = {
			hidden_trigger = {
				always = no
			}
		}
		days_mission_timeout = 150
		activation = {
			has_idea = SWE_hungershield
			has_stability = < 0.68
		}
		cancel_trigger = {
			OR = {
				has_stability = > 0.68
				NOT = {
					has_idea = SWE_hungershield
				}
			}
		}
		fire_only_once = no
		is_good = no
		timeout_effect = {
			if = {
				limit = {
					has_stability = < 0.35
				}
				add_timed_idea = {
					idea = SWE_major_hungershield_strike
					days = 180
				}
			}
			else = {
				add_timed_idea = {
					idea = SWE_minor_hungershield_strike
					days = 180
				}
			}
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_the_shuilikeng_power_plant
Constructs: prerequisite, limit, add_ideas, add_war_support, add_stability, completion_reward, add_political_power, cancel_if_invalid
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_the_shuilikeng_power_plant
	icon = GFX_focus_JAP_the_shuilikeng_power_plant
	prerequisite = {
		focus = JAP_ministry_of_colonial_affairs
	}
	relative_position_id = JAP_ministry_of_colonial_affairs
	x = -1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 3
	}
	available = {
		524 = {
			state_is_fully_controlled_by_ROOT_or_subject = yes
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		IF = {
			limit = {
				has_subject = FOR
			}
			FOR = {
				add_stability = 0.1
				add_war_support = 0.1
				add_political_power = 100
				add_ideas = MAN_hydroelectric_power
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		524 = {
			add_building_construction = {
				type = dam
				level = 1
				instant_build = yes
				province = {
					id = 12027
				}
			}
		}
		custom_effect_tooltip = {
			localization_key = building_state_modifier|dam
			INDENT =     
		}
	}
}
### Entity: Effect Reference
Construct: reset_province_name
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## reset_province_name

* Supported Scopes: any
* Supported Targets: none

```
reset name of a province back to localization one.
```
### Entity: AI Strategy
Component: ENG_bba_air_prod_1
Source: game
File: common/ai_strategy/ENG.txt

Code:
ENG_bba_air_prod_1 = {
	allowed = {
		original_tag = ENG
	}
	enable = {
		date = < 1940.1.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = unit_ratio
		id = fighter
		value = 200
	} {
		type = equipment_production_factor
		id = fighter
		value = 20
	} {
		type = equipment_production_min_factories
		id = fighter
		value = 1
	} {
		type = unit_ratio
		id = cas
		value = 15
	} {
		type = equipment_production_factor
		id = cas
		value = 10
	} {
		type = equipment_production_min_factories
		id = cas
		value = 1
	} {
		type = unit_ratio
		id = naval_bomber
		value = 2
	} {
		type = unit_ratio
		id = tactical_bomber
		value = 25
	} {
		type = equipment_production_factor
		id = tactical_bomber
		value = 10
	} {
		type = unit_ratio
		id = strategic_bomber
		value = 25
	} {
		type = equipment_production_factor
		id = strategic_bomber
		value = 5
	} {
		type = equipment_variant_production_factor
		id = large_plane_airframe
		value = 1
	} {
		type = equipment_production_factor
		id = heavy_fighter
		value = 2
	} {
		type = unit_ratio
		id = heavy_fighter
		value = 2
	} {
		type = unit_ratio
		id = scout_plane
		value = 1
	} {
		type = unit_ratio
		id = cv_fighter
		value = 25
	} {
		type = unit_ratio
		id = cv_naval_bomber
		value = 25
	}
}
### Entity: Order of Battle
Component: 41a Brigada Legionario
Constructs: division_template
Source: game
File: history/units/SPA_Civil_War.txt

Code:
division = {
	name = 41a Brigada Legionario
	location = 9700
	division_template = Brigada Legionario
}
### Entity: Decision
Component: SWI_debug_decisions_category
Constructs: is_debug
Source: game
File: common/decisions/categories/SWI_decision_categories.txt

Code:
SWI_debug_decisions_category = {
	icon = saf_anti_colonialist_crusade
	priority = 8
	allowed = {
		original_tag = SWI
		is_debug = yes
		SWI_bba = yes
	}
}
### Entity: Scripted Effect
Component: TUR_empower_all_fundamentalists_effect
Constructs: every_owned_state, limit, has_dynamic_modifier, remove_dynamic_modifier, add_dynamic_modifier
Source: game
File: common/scripted_effects/TUR_scripted_effects.txt

Code:
TUR_empower_all_fundamentalists_effect = {
	custom_effect_tooltip = TUR_empower_all_fundamentalists_effect_tt
	hidden_effect = {
		every_owned_state = {
			limit = {
				has_dynamic_modifier = {
					modifier = islamists_placated
				}
			}
			remove_dynamic_modifier = {
				modifier = islamists_placated
			}
			add_dynamic_modifier = {
				modifier = devout_islamists
			}
		}
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_jump_into_action
Constructs: prerequisite, limit, remove_ideas, completion_reward, is_power_balance_in_range, cancel_if_invalid, has_variable, add_to_faction
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_jump_into_action
	icon = GFX_focus_generic_combined_arms
	prerequisite = {
		focus = SWI_export_saboteurs SWI_volunteer_force
	} {
		focus = SWI_weapons_of_democracy
	}
	relative_position_id = SWI_weapons_of_democracy
	x = 2
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		democratic = > 0.7
		is_power_balance_in_range = {
			id = SWI_centralization_bop
			range = < SWI_centralization_bop_balanced
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_INDUSTRY FOCUS_FILTER_SWI_MILITARY_READINESS
	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = SWI_neutrality_decisions_disabled_TT
		remove_ideas = {
			SWI_swiss_neutrality
		}
		SWI_remove_militia_recruitment_law = yes
		SWI_turn_militias_into_regulars = yes
		country_lock_all_division_template = no
		if = {
			limit = {
				has_variable = SWI_secret_ally
			}
			var:SWI_secret_ally = {
				add_to_faction = ROOT
			}
		}
		else = {
			var:SWI_best_dem_ally = {
				add_to_faction = ROOT
			}
		}
		SWI_make_helvetia_aggressive = yes
	}
}
### Entity: Idea
Component: PAL_resistance_fatwa
Constructs: removal_cost
Source: game
File: common/ideas/palestine.txt

Code:
PAL_resistance_fatwa = {
	picture = generic_research_bonus
	allowed = {
		tag = PAL
	}
	available = {

	}
	cancel = {

	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		resistance_damage_to_garrison_on_our_occupied_states = 0.1
		resistance_growth_on_our_occupied_states = 0.15
	}
}
### Entity: Event
Component: prc.104
Constructs: is_triggered_only
Source: game
File: events/r56_prc.txt

Code:
country_event = {
	id = prc.104
	title = prc.104.t
	desc = prc.104.d
	picture = GFX_report_event_chinese_officers
	is_triggered_only = yes
	option = {
		name = prc.104.a
	}
}