Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: afg_focus
Component: AFG_expand_standing_army
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_expand_standing_army
	icon = GFX_focus_generic_advanced_military_studies
	prerequisite = {
		focus = AFG_foreign_military_advisors
	}
	x = 0
	y = 1
	relative_position_id = AFG_foreign_military_advisors
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		custom_effect_tooltip = AFG_nufus_intro_tt
		add_to_variable = {
			AFG_conscription_factor = 0.05
			tooltip = conscription_factor_tt
		} {
			AFG_conscription = 0.01
			tooltip = conscription_tt
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_military_police_tech_focus
Constructs: has_war, set_temp_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_land_triggers.txt

Code:
EAI_military_police_tech_focus = {
	OR = {
		AND = {
			has_war = yes
			set_temp_variable = {
				_check_xp = 100
			}
			EAI_XP_has_army_check_xp = yes
			num_occupied_states = > 10
			OR = {
				num_occupied_states = > 25
				set_temp_variable = {
					_check_xp = 200
				}
				EAI_XP_has_army_check_xp = yes
			}
		} {
			original_tag = GER
			date = > 1939.1.1
		}
	}
}
### Entity: Decision
Component: POR_arms_purchases
Constructs: has_completed_focus, has_dlc
Source: game
File: common/decisions/categories/POR_decision_categories.txt

Code:
POR_arms_purchases = {
	allowed = {
		original_tag = POR
		has_dlc = La Resistance
	}
	visible = {
		OR = {
			has_completed_focus = POR_british_guns POR_second_navy_reequipment
		}
	}
}
### Entity: Event
Component: mexico.12
Constructs: is_triggered_only, ai_chance, has_war, has_government, add_political_power, set_state_name, add_state_core, is_in_faction_with
Source: game
File: events/Mexico.txt

Code:
country_event = {
	id = mexico.12
	title = mexico.12.title
	desc = mexico.12.desc
	picture = GFX_report_event_generic_conference
	is_triggered_only = yes
	option = {
		name = mexico.12.a
		311 = {
			set_state_name = Belice
		}
		add_political_power = 25
		MEX = {
			transfer_state = 311
			add_state_core = 311
			country_event = {
				id = mexico.13
				days = 1
			}
		}
		ai_chance = {
			factor = 50
			modifier = {
				factor = 2.0
				has_government = FROM
			} {
				factor = 2.0
				is_in_faction_with = FROM
			}
		}
	} {
		name = mexico.12.b
		MEX = {
			country_event = {
				id = mexico.14
				days = 1
			}
		}
		ai_chance = {
			factor = 50
			modifier = {
				factor = 2.0
				has_war = yes
			}
		}
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_covert_return_to_the_world_stage
Constructs: prerequisite, limit, add_war_support, completion_reward, set_rule, has_idea, unlock_decision_tooltip
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_covert_return_to_the_world_stage
	prerequisite = {
		focus = POR_portugals_path_to_marxism_leninism
	}
	mutually_exclusive = {
		focus = POR_diplomatic_pragmatism
	}
	icon = GFX_focus_ETH_callout_to_the_world
	cost = 5
	x = -1
	y = 2
	relative_position_id = POR_portugals_path_to_marxism_leninism
	completion_reward = {
		add_war_support = 0.05
		set_rule = {
			can_create_factions = yes
		}
		if = {
			limit = {
				has_idea = POR_pan_iberian_trade_r56
			}
			unlock_decision_tooltip = POR_seek_an_alliance_with_spain_r56
		}
	}
	ai_will_do = {
		base = 5
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE FOCUS_FILTER_POLITICAL
	}
}
### Entity: Character
Component: QUE_joseph_st_pierre
Source: game
File: common/characters/QUE.txt

Code:
QUE_joseph_st_pierre = {
	name = QUE_joseph_st_pierre
	portraits = {
		army = {
			small = GFX_idea_generic_air_europe_2
		}
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = QUE_joseph_st_pierre
		ledger = air
		allowed = {
			original_tag = QUE
		}
		traits = {
			air_warfare_theorist
		}
	} {
		cost = 100
		slot = air_chief
		idea_token = QUE_joseph_st_pierre2
		ledger = air
		allowed = {
			original_tag = QUE
		}
		traits = {
			air_chief_all_weather_2
		}
	}
}
### Entity: Idea
Component: CZE_sdp_on_rise
Constructs: removal_cost, fascism_drift
Source: game
File: common/ideas/r56_czechoslovakia.txt

Code:
CZE_sdp_on_rise = {
	picture = CZE_sdp_pin
	allowed = {
		original_tag = CZE
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	modifier = {
		fascism_drift = 0.05
		power_balance_weekly = -0.025
	}
}
### Entity: Character
Component: capital_ship_producer_defense_0
Constructs: equipment_bonus
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
capital_ship_producer_defense_0 = {
	random = no
	equipment_bonus = {
		ship_hull_carrier = {
			armor_value = 0.05
			anti_air_attack = 0.05
		}
		ship_hull_heavy = {
			armor_value = 0.05
			anti_air_attack = 0.05
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: JUNO_brazil_events.35
Constructs: is_triggered_only, ai_chance
Source: game
File: events/TOA_Brazil.txt

Code:
country_event = {
	id = JUNO_brazil_events.35
	title = JUNO_brazil_events.35.t
	desc = JUNO_brazil_events.35.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = JUNO_brazil_events.35.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: Character
Component: HYD_bahadur_yar_jung
Constructs: has_government, has_idea, is_puppet
Source: game
File: common/characters/HYD.txt

Code:
HYD_bahadur_yar_jung = {
	advisor = {
		slot = political_advisor
		idea_token = HYD_bahadur_yar_jung
		allowed = {
			original_tag = HYD
		}
		visible = {
			always = no
		}
		traits = {
			fascist_demagogue propaganda_expert
		}
		do_effect = {
			not = {
				has_government = fascism
			}
		}
		ai_will_do = {
			factor = 0
			modifier = {
				OR = {
					has_idea = nationalism
				}
				NOT = {
					OR = {
						AND = {
							is_puppet = yes
							NOT = {
								has_government = fascism
							}
						}
						fascism = > 0.7 < 0.15
					}
				}
				add = 20
			}
		}
	}
	name = HYD_bahadur_yar_jung
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_india_1
		}
	}
}
### Entity: Event
Component: wuw_GER_diplomacy.84
Constructs: is_triggered_only, ai_chance, limit, add_ideas, is_subject_of
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_diplomacy.84
	title = wuw_GER_diplomacy.84.t
	desc = wuw_GER_diplomacy.84.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = wuw_GER_diplomacy.84.a
		ai_chance = {
			base = 10
		}
		IF = {
			limit = {
				is_subject_of = FROM
			}
			add_ideas = GER_proletarian_solidarity_subject_ns
		}
		ELSE = {
			add_ideas = GER_proletarian_solidarity_ns
		}
	} {
		name = wuw_GER_diplomacy.84.b
		ai_chance = {
			base = 1
		}
		trigger = {
			NOT = {
				is_subject_of = FROM
			}
		}
	}
}
### Entity: National Focus
Tree: nzl_focus
Component: NZL_waitangi_tribunal
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/new_zealand.txt

Code:
focus = {
	id = NZL_waitangi_tribunal
	icon = GFX_goal_generic_neutrality_focus
	prerequisite = {
		focus = NZL_the_manpower_act
	}
	mutually_exclusive = {
		focus = NZL_amend_the_maori_affairs_act
	}
	x = 1
	y = 3
	relative_position_id = NZL_ratana_alliance
	cost = 10
	ai_will_do = {
		factor = 8
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = NZL_waitangi_tribunal
	}
}
### Entity: Event
Component: mongol_democratic.15
Constructs: is_triggered_only, add_war_support, add_political_power, set_country_flag, has_state_flag
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol_democratic.15
	title = mongol_democratic.15.t
	desc = mongol_democratic.15.d
	picture = GFX_report_event_japanese_chinese_surrender
	is_triggered_only = yes
	option = {
		name = mongol_democratic.15.a
		set_country_flag = MON_chinese_nation_demanded_pp
		FROM = {
			country_event = {
				id = mongol_democratic.16
				hours = 12
			}
		}
	} {
		name = mongol_democratic.15.b
		set_country_flag = MON_chinese_nation_demanded_guns
		add_war_support = 0.02
		FROM = {
			country_event = {
				id = mongol_democratic.17
				hours = 12
			}
		}
	} {
		name = mongol_democratic.15.c
		trigger = {
			FROM = {
				any_state = {
					has_state_flag = MON_negotiating_claims_over_this_state
					industrial_complex = > 0
				}
			}
		}
		add_political_power = -75
		set_country_flag = MON_chinese_nation_demanded_industry
		FROM = {
			country_event = {
				id = mongol_democratic.18
				hours = 12
			}
		}
	} {
		name = mongol_democratic.15.d
		trigger = {
			FROM = {
				any_state = {
					has_state_flag = MON_negotiating_claims_over_this_state
					arms_factory = > 0
				}
			}
		}
		add_political_power = -50
		set_country_flag = MON_chinese_nation_demanded_arms_factory
		FROM = {
			country_event = {
				id = mongol_democratic.19
				hours = 12
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3ALog/Sn3ipen.html

Doc:
Combined display of all available logs of Hearts of Iron 4 Wiki.
You can narrow down the view by selecting a log type, the username (case-sensitive), or the affected page (also case-sensitive).

Logs
All public logs
Abuse Filter log
Block log
Content model change log
Deletion log
Import log
Interwiki table log
Merge log
Move log
Patrol log
Protection log
Tag log
Tag management log
Upload log
User creation log
User rights log
Performer:&#160;
Target (title or User:username for user):&#160;

&#160;Search titles starting with this text
From year (and earlier): From month (and earlier): all
January
February
March
April
May
June
July
August
September
October
November
December

Tag filter:&#160;

Show tag log

04:57, 23 September 2015 Sn3ipen (Talk | contribs) renamed user Sn3ipen& (33 edits) to Sn3ipen

18:21, 25 January 2014 Sn3ipen (Talk | contribs) automatically marked revision 369 of page Hearts of Iron 4 patrolled

18:15, 25 January 2014 Sn3ipen (Talk | contribs) automatically marked revision 367 of page User:Sn3ipen patrolled

18:12, 25 January 2014 Sn3ipen (Talk | contribs) automatically marked revision 366 of page Talk:Hearts of Iron 4 Wiki patrolled

18:11, 25 January 2014 Sn3ipen (Talk | contribs) automatically marked revision 365 of page Talk:Hearts of Iron 4 Wiki patrolled

20:49, 24 January 2014 Sn3ipen (Talk | contribs) automatically marked revision 303 of page Hearts of Iron 4 Wiki patrolled

Retrieved from "http://www.hoi4wiki.com/Special:Log/Sn3ipen"
### Entity: Event
Component: albania.2
Constructs: is_triggered_only, add_ideas, fire_only_once, remove_state_claim
Source: game
File: events/Albania.txt

Code:
country_event = {
	id = albania.2
	title = albania.2.t
	desc = albania.2.d
	fire_only_once = yes
	picture = GFX_report_event_fascists_posing
	is_triggered_only = yes
	option = {
		name = albania.2.a
		ITA = {
			puppet = ALB
			remove_state_claim = 44 805 910
		}
	} {
		name = albania.2.b
		add_ideas = alb_concessions_to_italy
		ITA = {
			add_ideas = albanian_concessions
			remove_state_claim = 44 805 910
		}
	}
}
### Entity: AI Strategy
Component: AXIS_dont_mess_with_volunteers
Constructs: send_volunteers_desire
Source: game
File: common/ai_strategy/GER.txt

Code:
AXIS_dont_mess_with_volunteers = {
	allowed = {
		OR = {
			original_tag = GER ITA
		}
	}
	enable = {
		date = < 1941.6.1
	}
	abort = {
		date = > 1941.6.1
	}
	ai_strategy = {
		type = send_volunteers_desire
		id = JAP
		value = -500
	} {
		type = send_volunteers_desire
		id = CHI
		value = -500
	} {
		type = send_volunteers_desire
		id = MAN
		value = -500
	} {
		type = send_volunteers_desire
		id = MEN
		value = -500
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/GAB_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_0
			creator = GAB
		}
		requested_factories = 2
		progress = 0.1
		efficiency = 50
	}
}
### Entity: Idea
Component: bra_ana_mineira_idea_4
Constructs: army_defence_factor, removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/r56_brazil.txt

Code:
bra_ana_mineira_idea_4 = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_intel_bonus
	equipment_bonus = {
		infantry_equipment = {
			build_cost_ic = -0.06
			instant = yes
		}
		artillery_equipment = {
			build_cost_ic = -0.06
			instant = yes
		}
	}
	modifier = {
		army_defence_factor = 0.05
		max_dig_in = 1
		army_infantry_attack_factor = 0.05
		army_artillery_attack_factor = 0.05
		attrition = -0.05
	}
}
### Entity: National Focus
Tree: rut_focus
Component: RUT_khust_lviv_railways
Constructs: prerequisite, completion_reward, add_building_construction, build_railway
Source: game
File: common/national_focus/ruthenia.txt

Code:
focus = {
	id = RUT_khust_lviv_railways
	icon = GFX_goal_generic_construct_infrastructure
	relative_position_id = RUT_industry_in_lviv
	x = 1
	y = 1
	prerequisite = {
		focus = RUT_industry_in_lviv
	}
	available = {
		RUT = {
			controls_state = 73 89 91
		}
	}
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available_if_capitulated = yes
	completion_reward = {
		73 = {
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		89 = {
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		91 = {
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		build_railway = {
			start_province = 3548
			target_province = 11479
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: BEL_volunteer_effort1_ns
Constructs: removal_cost, send_volunteer_size, send_volunteer_divisions_required, send_volunteers_tension
Source: game
File: common/ideas/belgium.txt

Code:
BEL_volunteer_effort1_ns = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	picture = generic_manpower_bonus
	modifier = {
		send_volunteer_size = 2
		send_volunteer_divisions_required = -0.5
		send_volunteers_tension = -0.5
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_SILO_24
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_SILO_24 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_SILO
			value = 24
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = fuel_silo
		value = 24
	}
}
### Entity: Idea
Component: EAI_DD_10/transport_plane_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_10/transport_plane_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		transport_plane_equipment = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: Event
Component: BBA_african_union_events.14
Constructs: is_triggered_only, ai_chance, has_government, has_opinion, create_wargoal, puppet_wargoal_focus
Source: game
File: events/BBA_AfricanUnion_events.txt

Code:
country_event = {
	id = BBA_african_union_events.14
	title = BBA_african_union_events.14.t
	desc = BBA_african_union_events.14.desc
	is_triggered_only = yes
	picture = GFX_report_event_generic_african_unity
	option = {
		name = BBA_african_union_events.14.a
		ai_chance = {
			base = 1
		}
	} {
		name = BBA_african_union_events.14.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 10
				has_opinion = {
					target = FROM
					value = < 0
				}
			} {
				factor = 0
				has_government = democratic
			}
		}
		create_wargoal = {
			type = puppet_wargoal_focus
			target = FROM
		}
	}
}
### Entity: Event
Component: ww_congo.9
Constructs: is_triggered_only, ai_chance, fire_only_once, add_to_variable, set_global_flag
Source: game
File: events/WUW_Congo.txt

Code:
country_event = {
	id = ww_congo.9
	title = ww_congo.9.t
	desc = ww_congo.9.desc
	picture = GFX_report_event_hungary_parliament
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = ww_congo.9.a
		ai_chance = {
			base = 100
		}
		custom_effect_tooltip = modify_COG_belgian_congo_colonial_dynamic_modifier_tt generic_skip_one_line_tt evolue_have_entered_politics
		add_to_variable = {
			BEL.COG_belgian_congo_colonial_dynamic_modifier_political_power_factor = -0.05
			tooltip = political_power_factor_tt
		} {
			BEL.COG_belgian_congo_colonial_dynamic_modifier_democratic_drift = 0.05
			tooltip = democratic_drift_tt
		} {
			BEL.COG_belgian_congo_colonial_dynamic_modifier_autonomy_gain_global_factor = 0.2
			tooltip = autonomy_gain_global_factor_tt
		}
		hidden_effect = {
			set_global_flag = COG_evolue_in_politics
		}
	}
}
### Entity: Event
Component: demand_event.5
Constructs: is_triggered_only, add_political_power, create_wargoal, puppet_wargoal_focus
Source: game
File: events/demand_events.txt

Code:
country_event = {
	id = demand_event.5
	title = demand_event.5.t
	desc = demand_event.5.d
	picture = GFX_report_event_soldiers_marching
	is_triggered_only = yes
	hidden = no
	option = {
		name = demand_event.5.a
		ROOT = {
			create_wargoal = {
				type = puppet_wargoal_focus
				target = FROM
			}
			add_political_power = -50
		}
	} {
		name = demand_event.5.b
	}
}
### Entity: Idea
Component: LIE_siemens_fl
Constructs: research_bonus
Source: game
File: common/ideas/liechtenstein.txt

Code:
LIE_siemens_fl = {
	picture = siemens
	available = {

	}
	allowed = {
		original_tag = LIE
	}
	research_bonus = {
		electronics = 0.15
	}
	traits = {
		electronics_concern
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: siam_r56.19
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, has_government, has_war_with, has_country_flag, has_country_leader
Source: game
File: events/r56_SIA_events.txt

Code:
country_event = {
	id = siam_r56.19
	title = siam_r56.19.title
	desc = siam_r56.19.desc
	picture = GFX_report_event_siamese_soldiers
	is_triggered_only = yes
	option = {
		name = siam_r56.8.a
		ai_chance = {
			base = 5
			modifier = {
				add = 8
				SIA = {
					has_country_leader = {
						character = SIA_pridi_banomyong
						ruling_only = yes
					}
				}
			} {
				add = 30
				SIA = {
					has_country_flag = SIA_offered_minor_economic_concessions_flag_r56
				}
			} {
				add = 60
				SIA = {
					has_country_flag = SIA_offered_alliance_flag_r56
				}
			}
		}
		if = {
			limit = {
				SIA = {
					has_country_flag = SIA_offered_minor_economic_concessions_flag_r56
				}
			}
			custom_effect_tooltip = siam_r56.19_tt
		} {
			limit = {
				SIA = {
					OR = {
						has_country_flag = SIA_is_claiming_small_border_states_and_laos SIA_is_claiming_all_of_laos_and_cambodia
					}
				}
			}
			670 = {
				if = {
					limit = {
						is_controlled_by_ROOT_or_subject = yes
					}
					transfer_state_to = SIA
				}
			}
		} {
			limit = {
				SIA = {
					has_country_flag = SIA_is_claiming_all_of_laos_and_cambodia
				}
			}
			741 = {
				if = {
					limit = {
						is_controlled_by_ROOT_or_subject = yes
					}
					transfer_state_to = SIA
				}
			}
		} {
			limit = {
				SIA = {
					OR = {
						has_country_flag = SIA_offered_non_aggression_pact_flag_r56 SIA_offered_minor_economic_concessions_flag_r56
					}
				}
			}
			diplomatic_relation = {
				country = SIA
				relation = non_aggression_pact
				active = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		926 = {
			if = {
				limit = {
					is_controlled_by_ROOT_or_subject = yes
				}
				transfer_state_to = SIA
			}
		}
		924 = {
			if = {
				limit = {
					is_controlled_by_ROOT_or_subject = yes
				}
				transfer_state_to = SIA
			}
		}
		925 = {
			if = {
				limit = {
					is_controlled_by_ROOT_or_subject = yes
				}
				transfer_state_to = SIA
			}
		}
		FROM = {
			if = {
				limit = {
					has_country_flag = SIA_offered_alliance_flag_r56
				}
				if = {
					limit = {
						NOT = {
							has_non_aggression_pact_with = ROOT
						}
					}
					diplomatic_relation = {
						country = ROOT
						relation = non_aggression_pact
						active = yes
					}
					custom_effect_tooltip = generic_skip_one_line_tt
				} {
					limit = {
						is_faction_leader = y
# ... (truncated)
### Entity: Country History
Country: GLC
Component: GLC_characters
Constructs: create_country_leader
Source: game
File: history/countries/GLC - Galicia.txt

Code:
# Leaders & Characters for GLC
create_country_leader = {
	name = Fuco Gómez
	picture = GFX_portrait_Fuco_Gomez
	expire = 1965.1.1
	ideology = marxism
}
{
	name = Alfonso Daniel Castelao
	picture = GFX_portrait_Alfonso_Daniel_Castelao
	expire = 1965.1.1
	ideology = liberalism
}
{
	name = Vicente Martínez Risco
	picture = GFX_portrait_Vicente_Martinez_Risco
	expire = 1965.1.1
	ideology = fascism_ideology
}
{
	name = Santiago Casares Quiroga
	picture = GFX_portrait_Santiago_Casares_Quiroga
	expire = 1965.1.1
	ideology = centrism
}
### Entity: National Focus
Tree: efr_focus
Component: EFR_ideological_fanaticism
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_vichy_france.txt

Code:
focus = {
	id = EFR_ideological_fanaticism
	icon = GFX_goal_generic_demand_territory
	prerequisite = {
		focus = EFR_milice_francaise EFR_phalange_africaine
	}
	relative_position_id = EFR_milice_francaise
	x = 2
	y = 1
	cost = 10
	completion_reward = {
		add_ideas = ideological_fanaticism_focus
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Event
Component: denmark_overlord_events.43
Constructs: is_triggered_only, ai_chance, limit, has_government, set_country_flag
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_overlord_events.43
	title = denmark_overlord_events.43.t
	desc = denmark_overlord_events.43.desc
	picture = GFX_report_event_gathering_protest
	is_triggered_only = yes
	option = {
		name = denmark_overlord_events.43.a
		ai_chance = {
			base = 5
		}
		DEN_install_a_plenipotentiary = yes
		DEN_bop_occupation_medium_decrease_effect = yes
		DEN_modify_overlord_relations_big = yes
		set_country_flag = DEN_forced_to_install_plenipotentiary_flag
		FROM = {
			country_event = {
				id = denmark_overlord_events.41
			}
		}
	} {
		name = denmark_overlord_events.43.b
		ai_chance = {
			base = 1
		}
		if = {
			limit = {
				OR = {
					NOT = {
						has_government = communism
					} {
						has_government = fascism
					}
				}
			}
			event_option_tooltip = denmark_occupation_event.7.a
		}
		else = {
			event_option_tooltip = denmark_occupation_event.7.b
		}
		FROM = {
			country_event = {
				id = denmark_occupation_event.7
				hours = 6
			}
		}
	}
}
### Entity: Idea
Component: SWE_foreign_communist_influence
Constructs: communism_drift, removal_cost
Source: game
File: common/ideas/sweden.txt

Code:
SWE_foreign_communist_influence = {
	allowed = {

	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		communism_drift = 0.15
		drift_defence_factor = -0.3
	}
	picture = generic_communism_drift_bonus
	removal_cost = -1
}
### Entity: AI Strategy
Component: r56_ENG_dont_turn_ECU_PRU_war_into_WW3
Constructs: has_war, has_war_with, is_faction_leader, is_in_faction, is_ai
Source: game
File: common/ai_strategy/r56_ENG.txt

Code:
r56_ENG_dont_turn_ECU_PRU_war_into_WW3 = {
	allowed = {
		original_tag = ENG
	}
	enable = {
		ROOT = {
			is_faction_leader = yes
		}
		AND = {
			PRU = {
				exists = yes
				has_war_with = ECU
				is_in_faction = no
				is_ai = yes
			}
			ECU = {
				exists = yes
				has_war = yes
				is_in_faction = no
				is_ai = yes
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = alliance
		id = PRU
		value = -75
	} {
		type = alliance
		id = ECU
		value = -75
	}
}