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

Code:
focus = {
	id = SOV_create_a_national_directory_old
	text = SOV_create_a_national_directory
	icon = GFX_goal_generic_state_economy
	prerequisite = {
		focus = SOV_agrarian_socialism_old
	} {
		focus = SOV_abolish_death_penalty_old
	} {
		focus = SOV_cultural_autonomy_old
	}
	x = 1
	y = 1
	relative_position_id = SOV_cultural_autonomy_old
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	completion_reward = {
		swap_ideas = {
			remove_idea = SOV_agrarian_socialism
			add_idea = SOV_create_a_national_directory
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
}
### Entity: Modifier Reference
Construct: own_forced_into_hiding_time_factor
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### own_forced_into_hiding_time_factor
* description: The time factor applied to the status "forced into hiding". Takes into account the country it is operating for and the country it is operating against.
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_410
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_410 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 410
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 410
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_doctrine_on_western_lines
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_doctrine_on_western_lines
	icon = GFX_goal_wargaming
	prerequisite = {
		focus = TUR_continue_the_military_reorganization
	}
	x = -1
	y = 1
	relative_position_id = TUR_continue_the_military_reorganization
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		army_experience = 30
		add_doctrine_cost_reduction = {
			name = TUR_doctrine_on_western_lines
			cost_reduction = 0.4
			uses = 1
			category = land_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_purchase_foreign_equipment
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/iraq.txt

Code:
focus = {
	id = IRQ_purchase_foreign_equipment
	icon = GFX_goal_generic_production2
	prerequisite = {
		focus = IRQ_decouple_from_the_pound
	}
	x = -5
	y = 1
	relative_position_id = IRQ_decouple_from_the_pound
	cost = 5
	ai_will_do = {
		base = 1
	}
	available = {

	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_HISTORICAL
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_tech_bonus = {
			name = IRQ_purchase_foreign_equipment
			bonus = 0.5
			uses = 2
			category = industry
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_LAW_wants_war_economy
Constructs: has_war, limit, has_country_flag, has_idea, has_war_support, check_variable, has_doctrine
Source: game
File: common/scripted_triggers/EAI_COUNTRY_law_triggers.txt

Code:
EAI_LAW_wants_war_economy = {
	NOT = {
		has_idea = war_economy
	}
	if = {
		limit = {
			NOT = {
				EAI_LAW_get_tot_economic_mobilisation = yes
				has_idea = tot_economic_mobilisation totaler_krieg_economy
			}
		}
		NOT = {
			EAI_stability_event_trigger = yes
		}
		has_war_support = > 0.25
		OR = {
			EAI_PP_store_pp_prio = yes
			AND = {
				tag = JAP
			}
		}
	}
	else_if = {
		limit = {
			has_idea = tot_economic_mobilisation
			EAI_reserve_manpower_less_than_10p = yes
			NOT = {
				conscription_ratio = < 1.0
			}
		}
		OR = {
			AND = {
				has_war = yes
				check_variable = {
					EAI_LAW_manpower_shortage_days = > 90
				}
				NOT = {
					EAI_LAW_get_volunteer_only = yes
					EAI_LAW_get_limited_conscription = yes
					EAI_LAW_get_extensive_conscription = yes
					EAI_LAW_get_women_in_the_workforce = yes
					EAI_LAW_get_service_by_requirement = yes
					EAI_LAW_get_manpower_doctrine = yes
					EAI_LAW_get_all_adults_serve = yes
				}
			} {
				NOT = {
					has_country_flag = EAI_women_in_the_workforce_taken
					EAI_LAW_get_women_in_the_workforce = yes
				} {
					EAI_LAW_upgrade_manpower_law = yes
				}
				has_doctrine = last_stand
			}
		}
	}
	else = {
		always = no
	}
}
### Entity: Scripted Effect
Component: SOV_promote_to_country_leader_provisional
Constructs: remove_trait, add_trait
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_promote_to_country_leader_provisional = {
	SOV_provisional_government = {
		remove_trait = {
			ideology = despotism
			trait = emigre_connections
		} {
			ideology = despotism
			trait = desperate_gambit
		} {
			ideology = despotism
			trait = dysfunctional_assembly
		}
		add_trait = {
			ideology = despotism
			trait = internal_rivalry
		}
		promote_character = yes
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_stabilize_the_currency
Constructs: prerequisite, has_government, add_stability, completion_reward, add_timed_idea
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_stabilize_the_currency
	icon = GFX_focus_ITA_devaluate_the_lire
	x = 3
	y = 1
	cost = 8
	available = {
		has_government = neutrality
	}
	prerequisite = {
		focus = AFG_bolster_the_nationalists AFG_purge_the_nationalists AFG_reapproachment_with_RAJ
	}
	relative_position_id = AFG_bolster_the_nationalists
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_stability = 0.05
		add_timed_idea = {
			idea = AFG_stable_currency
			days = 365
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL FOCUS_FILTER_HISTORICAL
	}
}
### Entity: National Focus
Component: political_effort
Constructs: completion_reward, add_political_power
Source: game
File: common/national_focus/generic.txt

Code:
focus = {
	id = political_effort
	icon = GFX_goal_generic_demand_territory
	x = 19
	y = 0
	cost = 10
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	available_if_capitulated = yes
	completion_reward = {
		add_political_power = 120
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_appoint_zahedi
Constructs: has_completed_focus, create_country_leader, limit, add_war_support, completion_reward, is_historical_focus_on, has_game_rule, allow_branch
Source: game
File: common/national_focus/r56_persia.txt

Code:
focus = {
	id = PER_appoint_zahedi
	icon = GFX_goal_PER_appoint_zahedi
	cost = 10
	mutually_exclusive = {
		focus = PER_continue_government_purges PER_restore_constitutionalism PER_revive_the_jungle_movement
	}
	x = 29
	y = 0
	ai_will_do = {
		factor = 35
		modifier = {
			factor = 0
			is_historical_focus_on = yes
		}
	}
	offset = {
		x = -19
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = PER_appoint_zahedi
		}
	}
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = PER_revive_the_jungle_movement PER_continue_government_purges PER_restore_constitutionalism
			}
		}
	}
	completion_reward = {
		add_war_support = 0.1
		add_popularity = {
			ideology = fascism
			popularity = 0.15
		}
		create_country_leader = {
			name = Fazlollah Zahedi
			desc = 
			picture = gfx/leaders/PER/r56_portrait_PER_Fazlollah_Zahedi.dds
			expire = 1965.1.1
			ideology = conservatism_n
			traits = {
				fascist_sympathies anti_communist
			}
		}
		mark_focus_tree_layout_dirty = yes
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: National Focus
Tree: hoa_focus
Component: HOA_construct_great_monuments
Constructs: prerequisite, add_stability, completion_reward, is_subject
Source: game
File: common/national_focus/horn_of_africa.txt

Code:
focus = {
	id = HOA_construct_great_monuments
	icon = GFX_goal_generic_construction
	prerequisite = {
		focus = HOA_countryleader
	}
	x = -1
	y = 1
	relative_position_id = HOA_countryleader
	cost = 10
	available = {
		is_subject = no
	}
	search_filters = {

	}
	completion_reward = {
		add_stability = 0.15
		capital_scope = {
			ETH_upgrade_main_city = yes
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_liberate_manchuria
Constructs: prerequisite, limit, has_government, owns_state, completion_reward, cancel_if_invalid, create_wargoal, take_state_focus
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_liberate_manchuria
	icon = GFX_goal_generic_territory_or_war
	prerequisite = {
		focus = JAP_the_korean_question
	}
	x = 0
	y = 1
	relative_position_id = JAP_the_korean_question
	cost = 10
	ai_will_do = {
		factor = 2
	}
	available = {
		MAN = {
			NOT = {
				has_government = democratic
			}
		}
	}
	bypass = {
		OR = {
			NOT = {
				country_exists = MAN
			}
			MAN = {
				has_government = democratic
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		if = {
			limit = {
				MAN = {
					exists = yes
					OR = {
						has_government = fascism communism
					}
				}
			}
			create_wargoal = {
				type = topple_government
				target = MAN
				expire = 0
			}
		} {
			limit = {
				SOV = {
					owns_state = 610 716 328 715 714 717
				}
			}
			create_wargoal = {
				target = SOV
				type = take_state_focus
				expire = 0
				generator = {
					610 716 328 715 714 717
				}
			}
		}
		unlock_decision_tooltip = JAP_return_manchuria
		custom_effect_tooltip = JAP_liberate_manchuria_tt
	}
}
### Entity: National Focus
Component: wuw_HUN_wolfs_of_the_sea
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_wolfs_of_the_sea
	icon = GFX_goal_generic_navy_submarine
	prerequisite = {
		focus = wuw_HUN_a_reformed_navy
	}
	x = 1
	y = 1
	relative_position_id = wuw_HUN_a_reformed_navy
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_NAVY_XP
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		navy_experience = 15
		add_tech_bonus = {
			name = wuw_HUN_wolfs_of_the_sea
			bonus = 1
			uses = 2
			category = ss_tech
		}
	}
}
### Entity: Character
Component: AZR_mehmed_emin_resulzade
Constructs: has_government
Source: game
File: common/characters/AZR.txt

Code:
AZR_mehmed_emin_resulzade = {
	name = AZR_mehmed_emin_resulzade
	portraits = {
		civilian = {
			small = GFX_idea_generic_political_advisor_south_america_3
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = AZR_mehmed_emin_resulzade
		allowed = {
			original_tag = AZR
		}
		available = {
			NOT = {
				has_government = communism
			}
		}
		traits = {
			nationalist_symbol
		}
	}
}
### Entity: State History
Component: 451
Constructs: add_core_of
Source: game
File: history/states/451-Derna.txt

Code:
state = {
	id = 451
	name = STATE_451
	manpower = 45628
	state_category = wasteland
	history = {
		owner = ITA
		victory_points = {
			1130 5
		}
		buildings = {
			infrastructure = 1
			air_base = 4
			1130 = {
				naval_base = 6
			}
		}
		add_core_of = LBA
	}
	provinces = {
		1130 1204 4136 4151 7082 9992 10120 12094
	}
	local_supplies = 4.0
}
### Entity: Scripted Effect
Component: JAP_army_faction_goes_down_from_tier_4_to_tier_3
Constructs: has_completed_focus, limit, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/JAP_scripted_effects.txt

Code:
JAP_army_faction_goes_down_from_tier_4_to_tier_3 = {
	JAP_add_influential_imperial_faction = yes
	IF = {
		limit = {
			NOT = {
				has_completed_focus = JAP_end_the_interservice_rivalry
			}
		}
		if = {
			limit = {
				has_idea = JAP_army_faction_tier_4_greater_3
			}
			swap_ideas = {
				remove_idea = JAP_army_faction_tier_4_greater_3
				add_idea = JAP_army_faction_tier_3_greater_2
			} {
				remove_idea = JAP_naval_faction_tier_1_lesser_3
				add_idea = JAP_naval_faction_tier_1_lesser_2
			}
			custom_effect_tooltip = JAP_interservice_rivalry_effects
		} {
			limit = {
				has_idea = JAP_army_faction_tier_4_greater_2
			}
			swap_ideas = {
				remove_idea = JAP_army_faction_tier_4_greater_2
				add_idea = JAP_army_faction_tier_3_greater_1
			} {
				remove_idea = JAP_naval_faction_tier_2_lesser_2
				add_idea = JAP_naval_faction_tier_2_lesser_1
			}
			custom_effect_tooltip = JAP_interservice_rivalry_effects
		} {
			limit = {
				has_idea = JAP_army_faction_tier_4_greater_1
			}
			swap_ideas = {
				remove_idea = JAP_army_faction_tier_4_greater_1
				add_idea = JAP_army_faction_tier_3_equal_navy
			} {
				remove_idea = JAP_naval_faction_tier_3_lesser_1
				add_idea = JAP_naval_faction_tier_3_equal_army
			}
			custom_effect_tooltip = JAP_interservice_rivalry_effects
		}
	}
	ELSE = {
		swap_ideas = {
			remove_idea = JAP_army_faction_tier_4
			add_idea = JAP_army_faction_tier_3
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_sway_disillusioned_young_officers
Constructs: has_completed_focus, prerequisite, limit, completion_reward, has_country_leader, cancel_if_invalid, add_popularity, set_country_flag
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_sway_disillusioned_young_officers
	icon = GFX_focus_PER_stage_mass_protests
	x = 0
	y = 2
	relative_position_id = JAP_anti_militarist_speeches_in_the_diet
	prerequisite = {
		focus = JAP_anti_militarist_speeches_in_the_diet
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		has_country_leader = {
			ruling_only = yes
			character = JAP_abe_isoo
		}
		NOT = {
			has_completed_focus = JAP_revoke_the_peace_preservation_law
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MILITARY_CHARACTER
	}
	completion_reward = {
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		custom_effect_tooltip = generic_skip_one_line_tt JAP_sway_disillusioned_young_officers_2_tt generic_skip_one_line_tt JAP_sway_disillusioned_young_officers_tt
		hidden_effect = {
			set_country_flag = JAP_swayed_young_officers_flag
			every_army_leader = {
				limit = {
					has_trait = trait_JAP_kodoha_sympathizer
					NOT = {
						is_character = JAP_sadao_araki JAP_jinzaburo_masaki JAP_shigeru_honjo
					}
				}
				add_trait = {
					trait = JAP_communist_sympathizer
				}
			}
		}
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_establish_farmers_coops
Constructs: prerequisite, has_government, completion_reward, add_political_power, is_subject, swap_ideas, add_idea, remove_idea
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_establish_farmers_coops
	icon = GFX_goal_agrarian_reform
	prerequisite = {
		focus = QUE_total_self_sufficiency
	}
	relative_position_id = QUE_total_self_sufficiency
	x = 1
	y = 1
	cost = 10
	available_if_capitulated = yes
	available = {
		has_government = communism
		OR = {
			is_subject = no
			OVERLORD = {
				has_government = communism
			}
		}
	}
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		add_political_power = -50
		swap_ideas = {
			add_idea = QUE_rural_cooperatives
			remove_idea = QUE_quebecois_collectivism2
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: poland_r56.18
Constructs: is_triggered_only, add_to_faction
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland_r56.18
	title = poland_r56.18.t
	desc = poland_r56.18.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = poland_r56.18.a
		effect_tooltip = {
			add_to_faction = FROM
		}
	}
}
### Entity: Decision
Component: SAF_anti_colonialist_crusade
Source: game
File: common/decisions/categories/00_decision_categories.txt

Code:
SAF_anti_colonialist_crusade = {
	allowed = {
		original_tag = SAF
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_gather_outside_support
Constructs: prerequisite, completion_reward, add_political_power, unlock_decision_tooltip
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_gather_outside_support
	icon = GFX_goal_generic_befriend_italy
	relative_position_id = ISR_empower_stern_gang
	x = -1
	y = 1
	prerequisite = {
		focus = ISR_empower_stern_gang
	}
	cost = 4
	completion_reward = {
		add_political_power = 50
		unlock_decision_tooltip = ISR_sneak_foreign_support
	}
}
### Entity: National Focus
Component: naval_effort
Constructs: limit, has_country_flag, completion_reward, is_coastal, complete_tooltip, add_extra_state_shared_building_slots, add_building_construction, random_owned_controlled_state
Source: game
File: common/national_focus/generic.txt

Code:
focus = {
	id = naval_effort
	icon = GFX_goal_generic_construct_naval_dockyard
	x = 9
	y = 0
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	available_if_capitulated = yes
	available = {
		any_controlled_state = {
			is_coastal = yes
		}
	}
	complete_tooltip = {
		navy_experience = 25
		add_extra_state_shared_building_slots = 3
		add_building_construction = {
			type = dockyard
			level = 3
			instant_build = yes
		}
	}
	completion_reward = {
		navy_experience = 25
		if = {
			limit = {
				NOT = {
					any_owned_state = {
						dockyard = > 0
						free_building_slots = {
							building = dockyard
							size = > 2
							include_locked = yes
						}
					}
				}
				any_owned_state = {
					is_coastal = yes
				}
			}
			random_owned_controlled_state = {
				limit = {
					is_coastal = yes
					free_building_slots = {
						building = dockyard
						size = > 2
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 3
				add_building_construction = {
					type = dockyard
					level = 3
					instant_build = yes
				}
			}
			set_country_flag = naval_effort_built
		} {
			limit = {
				NOT = {
					has_country_flag = naval_effort_built
				}
				any_owned_state = {
					dockyard = > 0
					free_building_slots = {
						building = dockyard
						size = > 2
						include_locked = yes
					}
				}
			}
			random_owned_controlled_state = {
				limit = {
					dockyard = > 0
					free_building_slots = {
						building = dockyard
						size = > 2
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 3
				add_building_construction = {
					type = dockyard
					level = 3
					instant_build = yes
				}
			}
			set_country_flag = naval_effort_built
		} {
			limit = {
				NOT = {
					has_country_flag = naval_effort_built
				} {
					any_owned_state = {
						free_building_slots = {
							building = dockyard
							size = > 2
							include_locked = yes
						}
					}
				}
			}
			random_state = {
				limit = {
					controller = {
						tag = ROOT
					}
					free_building_slots = {
						building = dockyard
						size = > 2
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 3
				add_building_construction = {
					type = dockyard
					level = 3
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/OMA_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 1
	}
	location = 10760
	division_template = Alfurqat Almasha
	start_experience_factor = 0.2
	start_equipment_factor = 0.7
}
### Entity: AI Strategy
Component: EAI_MILITARY_AREA_capital_defense_605
Constructs: has_war_with
Source: game
File: common/ai_strategy/EAI_MILITARY_strategies.txt

Code:
EAI_MILITARY_AREA_capital_defense_605 = {
	enable = {
		CAPITAL_SCOPE = {
			state = 605
		}
		any_of_scopes = {
			array = global.EAI_MAP_capital_defense_605
			CONTROLLER = {
				has_war_with = ROOT
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		ratio = 0.01
		order_id = 9
		states = {
			605
		}
		subtract_invasions_from_need = no
		subtract_fronts_from_need = no
	}
}
### Entity: Event
Component: denmark.57
Constructs: has_completed_focus, limit, has_government, fire_only_once, add_political_power, has_global_flag, has_stability, set_country_flag
Source: game
File: events/DanishEvents.txt

Code:
country_event = {
	id = denmark.57
	title = denmark.57.t
	desc = denmark.57.d
	picture = GFX_report_event_fascist_march
	mean_time_to_happen = {
		days = 100
	}
	fire_only_once = yes
	trigger = {
		tag = DEN
		NOT = {
			has_global_flag = DEN_use_DLC_tree
		} {
			has_completed_focus = DEN_DKP_Takeover DEN_Social_Democratic_Majority DEN_Conservative_Majority DEN_King_Christian_Coup DEN_Galvanise_the_German_Minority
		}
		date = > 1938.6.1
		has_stability = < 0.5
		fascism = > 0.4
		if = {
			limit = {
				has_completed_focus = DEN_An_Appeal_to_the_Proletariat
			}
			communism = < 0.2
		}
		has_government = democratic
	}
	option = {
		name = denmark.58.a
		set_country_flag = den_forceful_resignation
		retire_country_leader = yes
		add_political_power = -200
		complete_national_focus = DEN_DNSAP_Takeover
		effect_tooltip = {
			set_politics = {
				ruling_party = fascism
			}
		}
	}
}
### Entity: Character
Component: ETH_dedja_zinatch_nadeon
Source: game
File: common/characters/ETH.txt

Code:
ETH_dedja_zinatch_nadeon = {
	advisor = {
		slot = high_command
		idea_token = ETH_dedja_zinatch_nadeon
		ledger = navy
		allowed = {
			original_tag = ETH
		}
		traits = {
			navy_capital_ship_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = ETH_dedja_zinatch_nadeon
	portraits = {
		army = {
			small = GFX_idea_generic_navy_arab_2
		}
	}
}
### Entity: Decision
Component: AFG_rebellion_in_pakistan_decision_category
Constructs: has_completed_focus, has_country_flag, is_neighbor_of, is_in_faction_with, is_subject_of
Source: game
File: common/decisions/categories/r56_AFG_decision_categories.txt

Code:
AFG_rebellion_in_pakistan_decision_category = {
	icon = border_war
	allowed = {
		original_tag = AFG
	}
	picture = GFX_decision_cat_AFG_pakistan_rebellion
	on_map_area = {
		target_array = PAK.core_states
		target_trigger = {
			FROM = {
				NOT = {
					state = 430
				}
			}
		}
		name = AFG_pakistani_resistance_map_area
		zoom = 600
	}
	priority = 15
	visible = {
		AND = {
			has_completed_focus = AFG_approach_pakistani_resistance
			is_neighbor_of = RAJ
		}
		NOT = {
			has_country_flag = AFG_pakistan_inflitration_completed
			is_in_faction_with = RAJ
			PAK = {
				exists = yes
			}
			is_subject_of = RAJ
			RAJ = {
				is_subject_of = AFG
			}
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_standardize_equipment
Constructs: prerequisite, completion_reward, cancel_if_invalid, swap_ideas, remove_idea, add_idea, add_tech_bonus
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_standardize_equipment
	icon = GFX_goal_generic_small_arms
	x = -2
	y = 1
	cost = 5
	prerequisite = {
		focus = SWE_government_weapons_contract
	}
	relative_position_id = SWE_government_weapons_contract
	ai_will_do = {
		factor = 10
	}
	available = {
		arms_factory = > 9
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = SWE_severe_lack_of_ammunition
			add_idea = SWE_standardized_equipment
		}
		add_tech_bonus = {
			name = SWE_standardize_equipment
			bonus = 1
			uses = 1
			category = infantry_weapons
		}
	}
}