Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: IRQ_abd_al_ilah
Constructs: has_completed_focus, has_government, has_country_flag, is_country_leader
Source: game
File: common/characters/IRQ.txt

Code:
IRQ_abd_al_ilah = {
	name = IRQ_abd_al_ilah
	portraits = {
		civilian = {
			large = GFX_portrait_IRQ_abd_al_ilah
			small = GFX_portrait_IRQ_abd_al_ilah_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = IRQ_abd_al_ilah_regent
		can_be_fired = no
		allowed = {
			original_tag = IRQ
		}
		visible = {
			has_country_flag = IRQ_has_abd_al_illah_regent_flag
		}
		available = {
			NOT = {
				has_government = fascism communism
			}
			is_country_leader = no
		}
		traits = {
			IRQ_hashemite_regent
		}
	}
	field_marshal = {
		traits = {
			politically_connected organizer
		}
		skill = 3
		attack_skill = 3
		defense_skill = 3
		planning_skill = 2
		logistics_skill = 2
		legacy_id = -1
		visible = {
			has_completed_focus = IRQ_commander_of_the_faithful
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_land_air_warfare
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_land_air_warfare
	icon = GFX_goal_generic_CAS
	x = 2
	y = 1
	mutually_exclusive = {
		focus = SWE_defense_in_depth
	}
	cost = 10
	prerequisite = {
		focus = SWE_as_the_barometer_falls
	}
	relative_position_id = SWE_as_the_barometer_falls
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ARMY_XP FOCUS_FILTER_AIR_XP
	}
	completion_reward = {
		add_ideas = SWE_land_air_warfare_0
		army_experience = 25
		air_experience = 25
	}
}
### Entity: Character
Component: CZE_ludvik_krejci
Constructs: limit, has_dlc, has_power_balance
Source: game
File: common/characters/CZE.txt

Code:
CZE_ludvik_krejci = {
	instance = {
		allowed = {
			has_dlc = Peace For Our Time
		}
		name = CZE_ludvik_krejci
		portraits = {
			army = {
				small = GFX_idea_CZE_ludvik_krejci
			}
		}
		advisor = {
			slot = high_command
			idea_token = CZE_ludvik_krejci
			ledger = army
			allowed = {
				original_tag = CZE
			}
			traits = {
				army_infantry_3
			}
			cost = 200
			on_add = {
				owner = {
					if = {
						limit = {
							has_power_balance = {
								id = CZE_bop_army_readiness
							}
						}
						CZE_bop_very_low_increase_effect = yes
						custom_effect_tooltip = generic_skip_one_line_tt
					}
				}
			}
			on_remove = {
				owner = {
					if = {
						limit = {
							has_power_balance = {
								id = CZE_bop_army_readiness
							}
						}
						CZE_bop_very_low_decrease_effect = yes
					}
				}
			}
			ai_will_do = {
				factor = 1.0
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Peace For Our Time
			}
		}
		name = CZE_ludvik_krejci
		portraits = {
			army = {
				small = GFX_idea_CZE_ludvik_krejci
			}
		}
		advisor = {
			slot = army_chief
			idea_token = CZE_ludvik_krejci
			allowed = {
				original_tag = CZE
			}
			traits = {
				army_chief_defensive_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
	}
}
### Entity: Unit Template
Component: CZE_ALTARM_01
Source: game
File: common/units/names_divisions/CZE_names_divisions.txt

Code:
CZE_ALTARM_01 = {
	name = Late/Alternate Armored Division
	for_countries = {
		CZE
	}
	can_use = {
		always = yes
	}
	division_types = {
		light_armor medium_armor heavy_armor modern_armor
	}
	fallback_name = %d. tanková divize
	ordered = {
		1 = {
			%d. tanková divize
		}
		2 = {
			%d. tanková divize
		}
		3 = {
			%d. tanková divize
		}
		4 = {
			%d. tanková divize
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_donate_oil_fields
Constructs: prerequisite, limit, has_government, add_war_support, completion_reward, is_owned_and_controlled_by, allow_branch, cancel_if_invalid
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_donate_oil_fields
	icon = GFX_focus_PER_donate_oil_fields
	prerequisite = {
		focus = PER_align_with_axis
	}
	x = -2
	y = 1
	relative_position_id = PER_align_with_axis
	cost = 5
	available = {
		has_government = neutrality
		OR = {
			411 = {
				is_owned_and_controlled_by = ROOT
			}
			412 = {
				is_owned_and_controlled_by = ROOT
			}
			413 = {
				is_owned_and_controlled_by = ROOT
			}
		}
	}
	bypass = {

	}
	allow_branch = {

	}
	cancel_if_invalid = yes
	ai_will_do = {
		factor = 0
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		hidden_effect = {
			ENG = {
				if = {
					limit = {
						ROOT = {
							controls_state = 413
						}
					}
					remove_resource_rights = 413
				} {
					limit = {
						ROOT = {
							controls_state = 412
						}
					}
					remove_resource_rights = 412
				} {
					limit = {
						ROOT = {
							controls_state = 411
						}
					}
					remove_resource_rights = 411
				}
			}
		}
		add_war_support = 0.1
		ROOT = {
			if = {
				limit = {
					controls_state = 413
				}
				give_resource_rights = {
					receiver = GER
					state = 413
				}
			} {
				limit = {
					controls_state = 412
				}
				give_resource_rights = {
					receiver = GER
					state = 412
				}
			} {
				limit = {
					controls_state = 411
				}
				give_resource_rights = {
					receiver = GER
					state = 411
				}
			}
		}
	}
}
### Entity: Decision
Component: POL_Maritime_and_Colonial_League_category
Constructs: has_completed_focus, has_war, limit, random_country, has_war_with, add_opinion_modifier, fire_only_once, add_political_power
Source: game
File: common/decisions/r56_POL_decisions.txt

Code:
POL_Maritime_and_Colonial_League_category = {
	POL_Offer_Liberia_Protection = {
		icon = generic_political_discourse
		allowed = {
			original_tag = POL
		}
		available = {
			has_war = no
			has_completed_focus = POL_Maritime_and_Colonial_League
		}
		fire_only_once = yes
		visible = {
			is_subject = no
			LIB = {
				exists = yes
				is_subject = no
				is_in_faction = no
				num_of_factories = < 15
				NOT = {
					has_war_with = POL
				}
				OR = {
					is_in_faction = no
					is_in_faction_with = POL
				}
			}
		}
		complete_effect = {
			LIB = {
				country_event = poland.156
			}
			custom_effect_tooltip = if_they_accept_tt
			effect_tooltip = {
				POL = {
					set_autonomy = {
						target = LIB
						autonomous_state = autonomy_colony
						freedom_level = 0.8
					}
				}
				if = {
					limit = {
						298 = {
							is_controlled_by = LIB
							is_owned_by = LIB
						}
					}
					298 = {
						add_resource = {
							type = rubber
							amount = 5
						}
					}
				}
				LIB = {
					random_owned_controlled_state = {
						prioritize = {
							298
						}
						limit = {
							free_building_slots = {
								building = industrial_complex
								size = > 1
								include_locked = yes
							}
						}
						add_extra_state_shared_building_slots = 1
						add_building_construction = {
							type = industrial_complex
							level = 1
							instant_build = yes
						} {
							type = infrastructure
							level = 1
							instant_build = yes
						}
					}
				}
				USA = {
					add_opinion_modifier = {
						target = POL
						modifier = POL_Liberia_Acquired
					}
				}
			}
		}
		ai_will_do = {
			factor = 100
		}
	}
	POL_Offer_to_Purchase_Madagascar = {
		icon = generic_political_discourse
		allowed = {
			original_tag = POL
		}
		available = {
			has_war = no
			is_in_faction_with = FRA
			543 = {
				is_controlled_by = FRA
				is_owned_by = FRA
			}
		}
		fire_only_once = yes
		visible = {
			is_subject = no
		}
		complete_effect = {
			FRA = {
				country_event = poland.65
			}
			custom_effect_tooltip = if_they_accept_tt
			effect_tooltip = {
				random_country = {
					limit = {
						tag = POL
					}
					add_political_power = -200
					transfer_state = 543
				}
				543 = {
					add_resource = {
						type = rubber
						amount = 8
					} {
						type = aluminium
						amount = 6
					}
				}
				FRA = {
					add_political_po
# ... (truncated)
### Entity: Country History
Country: GRE
Component: GRE_politics
Constructs: set_stability, set_politics, set_popularities, set_war_support
Source: game
File: history/countries/GRE - Greece.txt

Code:
# Politics & Parties for GRE
set_politics = {
	ruling_party = neutrality
	last_election = 1935.6.9
	election_frequency = 7
	elections_allowed = yes
}
set_popularities = {
	democratic = 43
	fascism = 2
	communism = 17
	neutrality = 38
}
set_stability = 0.72
set_war_support = 0.23
### Entity: Event
Component: r56_usa.13
Constructs: ai_chance, has_government, has_country_flag, add_opinion_modifier, fire_only_once, add_political_power, has_global_flag, has_civil_war
Source: game
File: events/r56_usa.txt

Code:
country_event = {
	id = r56_usa.13
	title = r56_usa.13.t
	desc = r56_usa.13.desc
	picture = GFX_report_event_fascists_posing
	fire_only_once = yes
	mean_time_to_happen = {
		days = 120
	}
	trigger = {
		has_global_flag = goering_in_flight
		NOT = {
			any_country = {
				has_country_flag = goering_in_exile
			}
		}
		GER = {
			has_civil_war = no
			NOT = {
				OR = {
					has_government = fascism
					has_country_flag = GER_reinstated_nazi_leadership
					has_country_leader = {
						ruling_only = no
						name = GER_hermann_goring
					}
					has_idea = goering
				}
			}
		}
		has_government = fascism
		is_puppet = no
		OR = {
			original_tag = CSA USA
		}
		controls_state = 375
	}
	option = {
		name = r56_usa.13.a
		add_political_power = -75
		set_country_flag = goering_in_exile
		GER_hermann_goring = {
			set_nationality = ROOT
		}
		add_doctrine_cost_reduction = {
			name = op_dest_bonus
			cost_reduction = 0.25
			uses = 1
			category = battlefield_support_tree
		}
		add_tech_bonus = {
			name = bomber_bonus
			bonus = 0.25
			uses = 1
			category = tactical_bomber cas_bomber
		}
		add_opinion_modifier = {
			target = GER
			modifier = large_decrease
		}
		hidden_effect = {
			news_event = {
				id = r56.news_event.32
				hours = 1
			}
		}
		ai_chance = {
			base = 90
		}
	} {
		name = r56_usa.13.b
		ai_chance = {
			base = 10
			modifier = {
				has_country_leader = {
					name = Adam Hilt
					ruling_only = yes
				}
				factor = 0
			}
		}
		add_political_power = -1
	}
}
### Entity: Event
Component: DOD_hungary.130
Constructs: is_triggered_only
Source: game
File: events/DOD_Hungary.txt

Code:
country_event = {
	id = DOD_hungary.130
	title = DOD_hungary.130.t
	desc = DOD_hungary.130.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = DOD_hungary.130.a
	}
}
### Entity: Event
Component: quebec_commie.1
Constructs: is_triggered_only, ai_chance, has_opinion
Source: game
File: events/Quebec.txt

Code:
country_event = {
	id = quebec_commie.1
	title = quebec_commie.1.t
	desc = quebec_commie.1.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = quebec_commie.1.a
		ai_chance = {
			base = 2
			modifier = {
				factor = 4
				strength_ratio = {
					tag = QUE
					ratio = < 0.5
				}
			} {
				factor = 2
				has_opinion = {
					target = QUE
					value = > 65
				}
			}
		}
		QUE = {
			country_event = {
				id = quebec_commie.12
			}
		}
	} {
		name = quebec_commie.1.b
		ai_chance = {
			base = 8
			modifier = {
				factor = 2
				has_opinion = {
					target = QUE
					value = < -40
				}
			}
		}
		QUE = {
			country_event = {
				id = quebec_commie.13
			}
		}
	}
}
### Entity: Scripted Trigger
Component: FIN_is_democratic_ai
Constructs: has_country_flag, has_game_rule
Source: game
File: common/scripted_triggers/FIN_scripted_triggers.txt

Code:
FIN_is_democratic_ai = {
	OR = {
		has_country_flag = FIN_AI_RANDOM_DEMOCRATIC_PLAN
		has_game_rule = {
			rule = FIN_ai_behavior
			option = FIN_DEMOCRATIC_PLAN
		}
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_koninklijk_nederlands_indisch_leger
Constructs: completion_reward, add_doctrine_cost_reduction, add_corps_commander_role
Source: game
File: common/national_focus/r56_indonesia.txt

Code:
focus = {
	id = INS_koninklijk_nederlands_indisch_leger
	icon = GFX_goal_INS_army
	ai_will_do = {
		factor = 10
	}
	x = 8
	y = 0
	available = {

	}
	cost = 5
	completion_reward = {
		army_experience = 10
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 0.5
			uses = 2
			category = land_doctrine
		}
		add_corps_commander_role = {
			character = INS_gustav_adolf_ilgen
			traits = {
				air_force_ties
			}
			skill = 1
			attack_skill = 2
			defense_skill = 1
			planning_skill = 1
			logistics_skill = 1
			legacy_id = -1
		}
	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: AST_vernon_sturdee
Source: game
File: common/characters/AST.txt

Code:
AST_vernon_sturdee = {
	name = AST_vernon_sturdee
	portraits = {
		army = {
			small = GFX_portrait_AST_vernon_sturdee_small
		}
	}
	advisor = {
		slot = army_chief
		idea_token = AST_vernon_sturdee
		allowed = {
			original_tag = AST
		}
		traits = {
			army_chief_defensive_1
		}
		cost = 50
		ai_will_do = {
			factor = 1
		}
	}
}
### Entity: Shared Focus
Tree: ply_focus
Component: PLY_infrastructure_works
Constructs: shared_focus, prerequisite, limit, completion_reward, is_core_of, is_fully_controlled_by, has_idea, swap_ideas
Source: game
File: common/national_focus/r56_polynesian.txt

Code:
shared_focus = {
	id = PLY_infrastructure_works
	icon = GFX_goal_generic_construct_infrastructure
	prerequisite = {
		focus = PLY_invite_foreign_workers
	}
	relative_position_id = PLY_invite_foreign_workers
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		any_owned_state = {
			is_core_of = ROOT
			is_fully_controlled_by = ROOT
		}
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = NIU_constant_drought
			}
			swap_ideas = {
				remove_idea = NIU_constant_drought
				add_idea = NIU_less_droughts
			}
		}
		capital_scope = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = infrastructure
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Event
Component: italy.9
Constructs: is_triggered_only, ai_chance, remove_opinion_modifier, add_state_claim
Source: game
File: events/Italy.txt

Code:
country_event = {
	id = italy.9
	title = italy.9.t
	desc = italy.9.d
	picture = GFX_report_event_merchant_ship_01
	is_triggered_only = yes
	option = {
		name = italy.9.a
		ITA = {
			country_event = {
				id = italy.10
			}
		}
		effect_tooltip = {
			ITA = {
				transfer_state = 177
			}
			remove_opinion_modifier = {
				target = ITA
				modifier = ita_supported_spain_civil_war
			}
		}
		hidden_effect = {
			news_event = {
				id = news.190
			}
		}
	} {
		name = italy.9.b
		ai_chance = {
			factor = 0
		}
		ITA = {
			country_event = {
				id = italy.11
			}
		}
		effect_tooltip = {
			ITA = {
				add_state_claim = 177
			}
		}
	}
}
### Entity: Event
Component: BBA_SWI_annual_election.00
Constructs: is_triggered_only, limit, has_government, has_country_flag, has_variable
Source: game
File: events/BBA_Switzerland.txt

Code:
country_event = {
	id = BBA_SWI_annual_election.00
	is_triggered_only = yes
	hidden = yes
	immediate = {
		if = {
			limit = {
				has_government = democratic
				NOT = {
					has_country_flag = SWI_elected_centralized_president
				}
				SWI = {
					OR = {
						has_variable = SWI_councilor_1 SWI_councilor_2 SWI_councilor_3
					}
				}
			}
			country_event = {
				id = BBA_SWI_annual_election.1
			}
		} {
			limit = {
				NOT = {
					has_country_flag = SWI_elected_centralized_president
				}
			}
		}
		country_event = {
			id = BBA_SWI_annual_election.00
			months = 12
		}
	}
}
### Entity: Military Industrial Organization
Component: PHI_philippine_quartermaster_depot_organzation
Constructs: production_bonus
Source: game
File: common/military_industrial_organization/organizations/r56_PHI_organization.txt

Code:
PHI_philippine_quartermaster_depot_organzation = {
	name = Philippine Quartermaster Depot
	include = generic_artillery_organization
	icon = GFX_idea_generic_artillery_manufacturer_2
	allowed = {
		original_tag = PHI
	}
	initial_trait = {
		name = generic_mio_initial_trait_artillery_manufacturer
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
		production_bonus = {
			production_cost_factor = -0.03
		}
	}
}
### Entity: Order of Battle
Component: Tungan Tuli Lü
Constructs: division_template
Source: game
File: history/units/KHM_1936.txt

Code:
division = {
	name = Tungan Tuli Lü
	location = 4973
	division_template = Tuli Lü
	start_experience_factor = 0.1
	start_equipment_factor = 0.4
}
### Entity: AI Strategy
Component: EGY_root_out_sudanese_separatism_in_kurdufan
Constructs: has_completed_focus, has_war
Source: game
File: common/ai_strategy/EGY.txt

Code:
EGY_root_out_sudanese_separatism_in_kurdufan = {
	allowed = {
		original_tag = EGY
	}
	enable = {
		OR = {
			has_completed_focus = EGY_pacify_the_sudanese EGY_disband_sudanese_partisans
		}
		549 = {
			EGY_has_sudanese_separatism = yes
		}
		has_war = no
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		ratio = 0.2
		states = {
			549
		}
		subtract_fronts_from_need = yes
	} {
		type = equipment_stockpile_surplus_ratio
		value = 2
	}
}
### Entity: Idea
Component: arg_overseas_officers
Constructs: removal_cost
Source: game
File: common/ideas/r56_argentina.txt

Code:
arg_overseas_officers = {
	removal_cost = -1
	allowed = {
		original_tag = ARG
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	picture = escort_effort_focus
	modifier = {
		experience_gain_navy_factor = 0.1
	}
}
### Entity: Character
Component: JAP_jingoistic_aide_de_camp
Constructs: war_support_factor, annex_cost_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
JAP_jingoistic_aide_de_camp = {
	random = no
	sprite = 9
	war_support_factor = 0.1
	opinion_gain_monthly_factor = -0.1
	justify_war_goal_time = -0.15
	annex_cost_factor = -0.1
	command_power_gain = 0.1
	ai_focus_aggressive_factor = 0.1
}
### Entity: Modifier Reference
Component: DEN_pan_scandinavianism_modifier
Constructs: remove_trigger
Source: game
File: common/dynamic_modifiers/aat_dynamic_modifiers.txt

Code:
DEN_pan_scandinavianism_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_generic_military_plans
	remove_trigger = {
		ROOT = {
			controller = {
				NOT = {
					original_tag = DEN
				}
			}
		}
	}
	non_core_manpower = 0.25
	state_resources_factor = 0.15
	production_speed_industrial_complex_factor = 0.1
	production_speed_infrastructure_factor = 0.1
	production_speed_arms_factory_factor = 0.1
	dig_in_speed_factor = 0.1
	max_dig_in_factor = 0.1
	compliance_growth = 0.1
}
### Entity: Character
Component: ITA_mario_vercellino
Source: game
File: common/characters/ITA.txt

Code:
ITA_mario_vercellino = {
	name = ITA_mario_vercellino
	portraits = {
		army = {
			small = GFX_portrait_ITA_mario_vercellino_small
			large = GFX_portrait_ITA_mario_vercellino
		}
	}
	corps_commander = {
		traits = {
			infantry_officer
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		legacy_id = 0
	}
}
### Entity: National Focus
Component: r56_RAJ_join_the_axis
Constructs: prerequisite, limit, has_government, has_war_with, is_major, completion_reward, is_in_faction, is_puppet
Source: game
File: common/national_focus/r56_india_revolt.txt

Code:
focus = {
	id = r56_RAJ_join_the_axis
	icon = GFX_goal_generic_the_axis
	prerequisite = {
		focus = r56_RAJ_militarized_hindutva
	}
	mutually_exclusive = {
		focus = r56_RAJ_reactivate_our_japanese_contacts
	}
	available = {
		is_in_faction = no
		is_puppet = no
		any_other_country = {
			is_major = yes
			has_government = fascism
			is_faction_leader = yes
			NOT = {
				has_war_with = ROOT
			}
			has_opinion = {
				target = ROOT
				value = > -11
			}
		}
	}
	relative_position_id = r56_RAJ_militarized_hindutva
	x = 6
	y = 1
	cost = 10
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		if = {
			limit = {
				GER = {
					has_government = fascism
					is_faction_leader = yes
					has_capitulated = no
					NOT = {
						has_war_with = ROOT
					}
					exists = yes
				}
				NOT = {
					any_other_country = {
						is_in_faction_with = GER
						has_war_with = ROOT
					}
				}
			}
			GER = {
				country_event = generic.2
			}
		}
		else = {
			get_best_alliance_match_fascism_effect = yes
			var:best_leader = {
				country_event = generic.2
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Template%3AInUse.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
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The following pages link to Template:InUse:

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Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/Template:InUse"
### Entity: Idea
Component: VIN_the_commercial_pearl_of_asia
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/vietnam_ideas.txt

Code:
VIN_the_commercial_pearl_of_asia = {
	allowed = {
		always = no
	}
	allowed_civil_war = {

	}
	removal_cost = -1
	picture = can_wartime_prices_and_trade_board
	modifier = {
		production_speed_buildings_factor = 0.05
		consumer_goods_factor = -0.25
		trade_opinion_factor = 0.25
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_control_the_economy
Constructs: prerequisite, completion_reward, add_tech_bonus, add_popularity
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_control_the_economy
	prerequisite = {
		focus = PRU_inca_industry PRU_research_cooperation
	}
	icon = GFX_focus_GRE_Combat_depression
	x = 3
	y = 1
	relative_position_id = PRU_inca_industry
	cost = 5
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = PRU_control_the_economy
			bonus = 1.0
			uses = 1
			category = industry
		} {
			name = ROM_civil_works
			bonus = 1.0
			uses = 1
			category = construction_tech
		}
		add_popularity = {
			ideology = fascism
			popularity = 0.1
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Event
Component: Danzig_poland_border_conflict.3
Constructs: is_triggered_only, add_war_support, add_political_power, remove_targeted_decision
Source: game
File: events/WTT_Poland.txt

Code:
country_event = {
	id = Danzig_poland_border_conflict.3
	title = Danzig_poland_border_conflict.3.t
	desc = Danzig_poland_border_conflict.3.desc
	picture = GFX_report_event_polish_intervention_defeat
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			POL = {
				remove_targeted_decision = {
					target = GER
					decision = Danzig_POL_border_conflict_escalate_to_war
				}
			} {
				remove_targeted_decision = {
					target = GER
					decision = Danzig_POL_border_conflict_time_until_cancelled
				}
			} {
				remove_targeted_decision = {
					target = GER
					decision = Danzig_POL_border_conflict_escalate_conflict
				}
			}
			GER = {
				remove_targeted_decision = {
					target = POL
					decision = Danzig_POL_border_conflict_time_until_cancelled
				}
			} {
				remove_targeted_decision = {
					target = POL
					decision = Danzig_POL_border_conflict_escalate_conflict
				}
			} {
				remove_targeted_decision = {
					target = POL
					decision = Danzig_POL_border_conflict_escalate_to_war
				}
			}
		}
	}
	option = {
		name = Danzig_poland_border_conflict.3.a
		trigger = {
			original_tag = POL
		}
		army_experience = 5
		add_war_support = -0.03
		add_political_power = -25
	} {
		name = Danzig_poland_border_conflict.3.b
		trigger = {
			original_tag = GER
		}
		army_experience = 15
	}
}