Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: DOD_hungary.63
Constructs: is_triggered_only, ai_chance, remove_ideas, has_country_flag, has_global_flag, is_in_faction, declare_war_on, take_state_focus
Source: game
File: events/DOD_Hungary.txt

Code:
country_event = {
	id = DOD_hungary.63
	title = DOD_hungary.63.t
	desc = {
		text = DOD_hungary.63.desc_HUN_refused
		trigger = {
			NOT = {
				OR = {
					has_global_flag = HUN_mediation_HUN_nothing
					has_country_flag = HUN_mediation_against
				}
			}
		}
	} {
		text = DOD_hungary.63.desc_HUN_nothing
		trigger = {
			OR = {
				has_global_flag = HUN_mediation_HUN_nothing
				has_country_flag = HUN_mediation_against
			}
		}
	}
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = DOD_hungary.63.a
		ai_chance = {
			base = 70
		}
		ROM = {
			country_event = {
				id = DOD_hungary.57
				hours = 2
			}
		}
		remove_ideas = HUN_war_preparation
	} {
		name = DOD_hungary.63.b
		ai_chance = {
			base = 30
			modifier = {
				strength_ratio = {
					tag = ROM
					ratio = > 2.0
				}
				factor = 3
			} {
				is_in_faction = yes
				factor = 3
			}
		}
		declare_war_on = {
			target = ROM
			type = take_state_focus
			generator = {
				76 83 84
			}
		}
		event_target:ROM_mediator = {
			country_event = {
				id = DOD_hungary.65
				hours = 1
			}
		}
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_purge_the_elites
Constructs: prerequisite, add_stability, completion_reward, add_political_power, add_popularity, add_timed_idea
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_purge_the_elites
	prerequisite = {
		focus = BUL_the_peoples_republic_of_bulgaria
	}
	icon = GFX_goal_generic_war_with_comintern
	relative_position_id = BUL_the_peoples_republic_of_bulgaria
	x = 0
	y = 1
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INTERNAL_AFFAIRS
	}
	completion_reward = {
		add_stability = -0.05
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		add_political_power = 70
		add_timed_idea = {
			idea = BUL_elites_crushed
			days = 365
		}
		BUL_zveno_low_loyalty_decrease_effect = yes
		BUL_bs_low_loyalty_decrease_effect = yes
		BUL_bzns_low_loyalty_decrease_effect = yes
		BUL_nsm_low_loyalty_decrease_effect = yes
	}
}
### Entity: Idea
Component: flexible_organization_spirit
Constructs: has_doctrine, has_dlc
Source: game
File: common/ideas/army_spirits.txt

Code:
flexible_organization_spirit = {
	available = {
		OR = {
			has_doctrine = new_mobile_warfare infiltration_tactics
		}
	}
	ledger = army
	modifier = {
		org_loss_when_moving = -0.15
		army_speed_factor = 0.05
		choose_preferred_tactics_cost = -15
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			NOT = {
				has_dlc = No Step Back
			}
		} {
			factor = 4
			original_tag = GER
		} {
			factor = 2
			OR = {
				has_doctrine = mobile_infantry infiltration_tactics armored_spearhead
			}
		}
	}
}
### Entity: Character
Component: SIK_zhang_xiliang
Source: game
File: common/characters/Warlords_China.txt

Code:
SIK_zhang_xiliang = {
	name = SIK_zhang_xiliang
	portraits = {
		civilian = {
			small = GFX_portrait_SIK_zhang_xiliang_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = SIK_zhang_xiliang
		allowed = {
			original_tag = SIK
		}
		traits = {
			war_industrialist
		}
		ai_will_do = {
			base = 0.5
		}
	}
}
### Entity: National Focus
Tree: spa_focus
Component: SPA_a_one_party_state
Constructs: prerequisite, add_stability, completion_reward, set_politics, set_party_name, add_popularity, set_temp_variable, add_to_temp_variable
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPA_a_one_party_state
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = SPA_establish_the_directory
	} {
		focus = SPA_eliminate_the_carlists
	}
	icon = GFX_focus_generic_strike_at_democracy2
	x = -1
	y = 1
	relative_position_id = SPA_establish_the_directory
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		set_politics = {
			ruling_party = fascism
		}
		set_party_name = {
			ideology = fascism
			long_name = SPR_fascism_falange_party_long
			name = SPR_fascism_falange_party
		}
		add_popularity = {
			ideology = fascism
			popularity = 1
		}
		hidden_effect = {
			set_temp_variable = {
				var = a_one_party_state_var
				value = party_popularity@democratic
			}
			add_to_temp_variable = {
				var = a_one_party_state_var
				value = party_popularity@neutrality
			} {
				var = a_one_party_state_var
				value = party_popularity@communism
			}
			multiply_temp_variable = {
				var = a_one_party_state_var
				value = -0.5
			}
		}
		custom_effect_tooltip = SPA_a_one_party_state_tt
		add_stability = a_one_party_state_var
	}
}
### Entity: Idea
Component: AUS_memories_of_februarkampfe_4
Constructs: removal_cost, democratic_drift, neutrality_drift, communism_drift
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_memories_of_februarkampfe_4 = {
	picture = SPR_political_violence
	name = AUS_memories_of_februarkampfe
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		political_power_factor = -0.05
		drift_defence_factor = -0.2
		democratic_drift = 0.03
		neutrality_drift = 0.02
		communism_drift = 0.02
	}
}
### Entity: Event
Component: AUS_political_events.122
Constructs: is_triggered_only, ai_chance, set_country_flag, set_nationality
Source: game
File: events/WUW_Austria.txt

Code:
country_event = {
	id = AUS_political_events.122
	title = AUS_political_events.122.t
	desc = AUS_political_events.122.desc
	picture = GFX_report_event_SWI_von_trapp_family
	is_triggered_only = yes
	option = {
		name = AUS_political_events.122.a
		ai_chance = {
			base = 10
		}
		set_country_flag = AUS_von_trapp_hired_flag
		SWI = {
			SWI_georg_von_trapp = {
				set_nationality = AUS
			}
			show_unit_leaders_tooltip = SWI_georg_von_trapp
			custom_effect_tooltip = available_chief_of_navy
			show_ideas_tooltip = SWI_georg_von_trapp
		}
	} {
		name = AUS_political_events.122.b
		ai_chance = {
			base = 1
		}
	}
}
### Entity: Character
Component: AST_ragnar_colvin
Source: game
File: common/characters/AST.txt

Code:
AST_ragnar_colvin = {
	name = AST_ragnar_colvin
	portraits = {
		army = {
			small = GFX_portrait_AST_ragnar_colvin_small
		}
	}
	advisor = {
		slot = navy_chief
		idea_token = AST_ragnar_colvin
		allowed = {
			original_tag = AST
		}
		traits = {
			navy_chief_reform_2
		}
		cost = 100
		ai_will_do = {
			factor = 1
		}
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_pan_scandinavianism
Constructs: prerequisite, completion_reward, add_political_power, add_to_variable, unlock_decision_tooltip
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_pan_scandinavianism
	icon = GFX_focus_generic_pan_scandinavism
	prerequisite = {
		focus = DEN_secure_swedish_steel DEN_reclaim_norway
	}
	relative_position_id = DEN_king_assumes_power
	x = -1
	y = 5
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_political_power = 50
		DEN_improve_haeren_NS = yes
		add_to_variable = {
			DEN_haeren_army_defence = 0.05
			tooltip = army_defence_factor_tt
		}
		unlock_decision_tooltip = DEN_rally_the_icelanders DEN_rally_the_swedes DEN_rally_the_finnish DEN_rally_the_norwegians
	}
}
### Entity: Character
Component: head_of_the_abwehr
Source: game
File: common/country_leader/00_traits.txt

Code:
head_of_the_abwehr = {
	random = no
	sprite = 15
	operative_slot = 1
	agency_upgrade_time = -0.2
}
### Entity: Event
Component: poland.82
Constructs: is_triggered_only, ai_chance, has_idea_with_trait, declare_war_on, take_state_focus, is_in_faction_with
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland.82
	title = poland.82.t
	desc = poland.82.d
	picture = GFX_report_event_poland_france3
	is_triggered_only = yes
	option = {
		name = poland.82.a
		ai_chance = {
			base = 70
			modifier = {
				factor = 2.3
				POL = {
					has_idea_with_trait = smooth_talking_charmer
				}
			} {
				factor = 1.35
				POL = {
					has_idea_with_trait = army_chief_offensive_prankster
				}
			}
		}
		FRA = {
			declare_war_on = {
				target = GER
				type = take_state_focus
				generator = {
					42 51
				}
			}
		}
		POL = {
			declare_war_on = {
				target = GER
				type = take_state_focus
				generator = {
					67
				}
			}
		} {
			country_event = poland.83
		}
	} {
		name = poland.82.b
		ai_chance = {
			base = 30
			modifier = {
				factor = 2.5
				strength_ratio = {
					tag = GER
					ratio = > 0.75
				}
				NOT = {
					any_neighbor_country = {
						is_in_faction_with = POL
					}
				}
			}
		}
		POL = {
			country_event = poland.84
		}
	}
}
### Entity: Unit Template
Component: GRE_GAR_01
Source: game
File: common/units/names_divisions/GRE_names_divisions.txt

Code:
GRE_GAR_01 = {
	name = Garrison Division
	for_countries = {
		GRE
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	link_numbering_with = {
		GRE_INF_01
	}
	fallback_name = %s Merarchía Pezikoú
	ordered = {
		21 = {
			%s Merarchía Pezikoú
		}
		22 = {
			%s Merarchía Pezikoú
		}
		23 = {
			%s Merarchía Pezikoú
		}
		24 = {
			%s Merarchía Pezikoú
		}
		25 = {
			%s Merarchía Pezikoú
		}
		26 = {
			%s Merarchía Pezikoú
		}
		27 = {
			%s Merarchía Pezikoú
		}
		28 = {
			%s Merarchía Pezikoú
		}
		29 = {
			%s Merarchía Pezikoú
		}
		30 = {
			%s Merarchía Pezikoú
		}
		1 = {
			%s Merarchía Pezikoú
		}
		2 = {
			%s Merarchía Pezikoú
		}
		3 = {
			%s Merarchía Pezikoú
		}
		4 = {
			%s Merarchía Pezikoú
		}
		5 = {
			%s Merarchía Pezikoú
		}
		6 = {
			%s Merarchía Pezikoú
		}
		7 = {
			%s Merarchía Pezikoú
		}
		8 = {
			%s Merarchía Pezikoú
		}
		9 = {
			%s Merarchía Pezikoú
		}
		10 = {
			%s Merarchía Pezikoú
		}
		11 = {
			%s Merarchía Pezikoú
		}
		12 = {
			%s Merarchía Pezikoú
		}
		13 = {
			%s Merarchía Pezikoú
		}
		14 = {
			%s Merarchía Pezikoú
		}
		15 = {
			%s Merarchía Pezikoú
		}
		16 = {
			%s Merarchía Pezikoú
		}
		17 = {
			%s Merarchía Pezikoú
		}
		18 = {
			%s Merarchía Pezikoú
		}
		19 = {
			%s Merarchía Pezikoú
		}
		20 = {
			%s Merarchía Pezikoú
		}
	}
}
### Entity: Decision
Component: NOR_democratic_preparation_decisions_category
Constructs: has_completed_focus, add_equipment_to_stockpile, has_war, limit, remove_ideas, has_country_flag, industrial_capacity_factory, production_speed_buildings_factor
Source: game
File: common/decisions/NOR.txt

Code:
NOR_democratic_preparation_decisions_category = {
	NOR_prepare_state_historical = {
		icon = {
			key = GFX_decision_NOR_prepare_state_dem_0
			trigger = {
				FROM = {
					NOT = {
						has_variable = NOR_state_preparation
					}
				}
			}
		} {
			key = GFX_decision_NOR_prepare_state_dem_1
			trigger = {
				FROM = {
					check_variable = {
						NOR_state_preparation = 1
					}
				}
			}
		} {
			key = GFX_decision_NOR_prepare_state_dem_2
			trigger = {
				FROM = {
					check_variable = {
						NOR_state_preparation = 2
					}
				}
			}
		} {
			key = GFX_decision_NOR_prepare_state_dem_3
			trigger = {
				FROM = {
					check_variable = {
						NOR_state_preparation = 3
					}
				}
			}
		}
		visible = {
			has_completed_focus = NOR_broken_gun_policies
			has_war = no
			OR = {
				ROOT = {
					has_country_flag = NOR_going_dem_historical
				}
				FROM = {
					has_state_flag = NOR_preparing_state
				}
			}
		}
		available = {
			FROM = {
				check_variable = {
					NOR_state_preparation = < 3
				}
			}
		}
		state_target = yes
		targets = {
			state = 110 921 922 142 920 143 923 144 924 925
		}
		target_trigger = {
			FROM = {
				is_core_of = NOR
				NOT = {
					state = 914
				}
				OR = {
					NOT = {
						has_variable = NOR_state_preparation
					}
					check_variable = {
						NOR_state_preparation = < 3
					}
					has_state_flag = NOR_preparing_state
				}
			}
		}
		cost = 30
		days_remove = NOR_prep_his_remove_days
		complete_effect = {
			FROM = {
				NOR_start_state_preparation = yes
			}
		}
		remove_effect = {
			FROM = {
				NOR_end_state_preparation = yes
			}
		}
	}
	NOR_focus_on_training = {
		visible = {
			has_completed_focus = NOR_rearm_for_defense
		}
		available = {
			NOT = {
				ROOT = {
					has_country_flag = NOR_ongoing_countrywide_program
				}
			}
			has_equipment = {
				convoy = > NOR_prep_his_program_min_convoy
			}
		}
		cost = 50
		days_remove = 45
		complete_effect = {
			ROOT = {
				set_country_flag = NOR_ongoing_countrywide_program
			}
		}
		modifier = {
			training_time_factor = -0.15
			consumer_goods_factor = 0.05
			production_factory_max_efficiency_factor = -0.1
		}
		remove_effect = {
			ROOT = {
				clr_country_flag = NOR_ongoing_countrywide_program
			}
		}
		cancel_effect = {
			hidden_effect = {
				clr_country_flag = NOR_ongoing_countrywide_program
			}
		}
	}
	NOR_public_investment_drive = {

# ... (truncated)
### Entity: National Focus
Tree: raj_focus
Component: RAJ_south_indian_railway_company
Constructs: prerequisite, completion_reward, cancel_if_invalid, complete_tooltip, add_to_variable
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_south_indian_railway_company
	icon = GFX_goal_generic_construct_infrastructure
	prerequisite = {
		focus = RAJ_great_indian_peninsula_railway_dlc
	}
	x = -2
	y = 1
	relative_position_id = RAJ_great_indian_peninsula_railway_dlc
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	complete_tooltip = {

	}
	completion_reward = {
		indian_railways_increase_bonus = yes
		add_to_variable = {
			RAJ_railway_focuses = 1
		}
	}
}
### Entity: Event
Component: mandate_palestine.301
Constructs: is_triggered_only, limit, add_stability, add_power_balance_value, has_variable, add_to_variable
Source: game
File: events/mandate_of_palestine.txt

Code:
country_event = {
	id = mandate_palestine.301
	picture = GFX_r56i_generic_event_02
	title = mandate_palestine.301.t
	desc = mandate_palestine.301.d
	is_triggered_only = yes
	option = {
		name = mandate_palestine.301.a
		add_stability = -0.02
		add_power_balance_value = {
			id = MPL_power_balance
			value = 0.1
			tooltip_side = MPL_jewish_side
		}
		if = {
			limit = {
				has_variable = MPL_order_level
			}
			add_to_variable = {
				MPL_order_level = -5
			}
			custom_effect_tooltip = MPL_order_down_5
		}
	}
}
### Entity: Scripted Effect
Component: EAI_MILITARY_SECTOR_get_control_pct
Constructs: limit, has_country_flag, set_temp_variable, set_country_flag
Source: game
File: common/scripted_effects/EAI_MILITARY_strategy_SECTOR_effects.txt

Code:
EAI_MILITARY_SECTOR_get_control_pct = {
	if = {
		limit = {
			NOT = {
				has_country_flag = EAI_MILITARY_SECTOR_weekly_control_pct_init
			}
		}
		set_temp_variable = {
			arr_size = _num_sectors
		}
		multiply_temp_variable = {
			arr_size = @EAI_MILITARY_SECTOR_num_datapoints
		}
		resize_array = {
			array = EAI_MILITARY_SECTOR_weekly_control_pct
			value = -1
			size = arr_size
		}
	} {
		limit = {
			NOT = {
				has_country_flag = EAI_MILITARY_SECTOR_weekly_control_pct_init
			}
		}
		set_country_flag = EAI_MILITARY_SECTOR_weekly_control_pct_init
	}
	resize_temp_array = {
		sectors = _num_sectors
	}
	for_each_loop = {
		array = sectors
		index = _sector_id
		value = _sector_v
		EAI_MILITARY_SECTOR_get_sector_control_pct = yes
	}
}
### Entity: Idea
Component: MAN_idea_military_primacy
Constructs: army_defence_factor, removal_cost
Source: game
File: common/ideas/manchuko.txt

Code:
MAN_idea_military_primacy = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = MAN_mil_prim
	modifier = {
		conscription = 0.01
		training_time_army_factor = -0.1
		max_dig_in_factor = 0.1
		army_defence_factor = 0.05
	}
}
### Entity: Order of Battle
Component: 2nd Cavalry Division
Constructs: division_template
Source: game
File: history/units/SHX_1936_sea.txt

Code:
division = {
	name = 2nd Cavalry Division
	location = 1519
	division_template = Qibing Jun
	start_equipment_factor = 0.2
	officer = {
		name = SHX_zhang_changsheng
	}
}
### Entity: Idea
Component: AFG_tournament_of_shadows_harmonious_idea
Constructs: has_war_with, has_capitulated, is_ally_with
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
AFG_tournament_of_shadows_harmonious_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	cancel = {
		AFG = {
			OR = {
				exists = no
				has_capitulated = yes
				has_war_with = ROOT
				is_ally_with = ROOT
			}
		}
	}
	targeted_modifier = {
		tag = AFG
		generate_wargoal_tension_against = 0.4
		trade_cost_for_target_factor = -0.25
	}
}
### Entity: Order of Battle
Component: 3rd Independent Brigade
Constructs: division_template
Source: game
File: history/units/YUN_1936_sea.txt

Code:
division = {
	name = 3rd Independent Brigade
	location = 4501
	division_template = Juntuán
	start_equipment_factor = 0.2
	officer = {
		name = YUN_yang_hongguang
	}
}
### Entity: AI Strategy
Component: FIN_communist_plan
Constructs: has_country_flag, has_game_rule
Source: game
File: common/ai_strategy_plans/FIN_alternate_strategy_plan.txt

Code:
FIN_communist_plan = {
	allowed = {
		original_tag = FIN
	}
	enable = {
		OR = {
			has_country_flag = FIN_AI_RANDOM_COMMUNIST_PLAN
			has_game_rule = {
				rule = FIN_ai_behavior
				option = FIN_COMMUNIST_PLAN
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		FIN_suomalainen_sosialismi FIN_enhance_southern_infrastructure FIN_towards_a_red_government FIN_industrial_development FIN_approach_the_soviets FIN_increase_military_budget FIN_suomen_maavoimat FIN_finnish_learned_societies FIN_extra_refresher_exercises FIN_janiskoski_power_plant FIN_outokumpu_for_defence_industry FIN_the_second_finnish_civil_war FIN_finno_soviet_pact FIN_cooperate_with_social_democrats FIN_subsidized_national_industrialization FIN_the_workers_state FIN_the_red_watch FIN_join_the_comintern
	}
	focus_factors = {
		FIN_finnish_neutrality = 0
		FIN_right_wing_policies = 0
		FIN_join_the_comintern = 10
	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_the_southern_farmlands
Constructs: has_completed_focus, prerequisite, completion_reward, has_civil_war, has_global_flag
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_the_southern_farmlands
	icon = GFX_focus_SOV_breadbasket_of_the_union
	prerequisite = {
		focus = ITA_unite_the_opposition
	}
	mutually_exclusive = {
		focus = ITA_organize_strikes_in_the_north
	}
	x = 1
	y = 1
	relative_position_id = ITA_unite_the_opposition
	cost = 5
	available = {
		has_civil_war = no
	}
	bypass = {
		has_global_flag = ITA_antifascist_civil_war_triggered_flag
		hidden_trigger = {
			has_civil_war = yes
			NOT = {
				has_completed_focus = ITA_culto_del_duce
			} {
				has_completed_focus = ITA_convene_the_grand_council
			} {
				has_completed_focus = ITA_foreign_affairs
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		custom_effect_tooltip = ITA_the_southern_farmlands_tt
	}
}
### Entity: Character
Component: the_academic
Constructs: industrial_capacity_factory
Source: game
File: common/country_leader/00_traits.txt

Code:
the_academic = {
	random = no
	consumer_goods_factor = -0.1
	political_power_factor = 0.1
	industrial_capacity_factory = 0.05
	production_factory_efficiency_gain_factor = 0.05
}
### Entity: National Focus
Tree: pak_focus
Component: PAK_Workers_Culture
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/pakistan.txt

Code:
focus = {
	id = PAK_Workers_Culture
	icon = GFX_focus_por_workers_of_iberia
	cost = 10
	prerequisite = {
		focus = PAK_Rely_on_the_Trade_Unions
	}
	x = 4
	y = 6
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		add_ideas = workers_culture
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_early_detections
Constructs: prerequisite, add_ideas, completion_reward, allow_branch, has_dlc, add_tech_bonus
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_early_detections
	icon = GFX_goal_generic_build_navy
	prerequisite = {
		focus = CHI_fund_the_naval_air_establishment
	}
	x = -1
	y = 1
	relative_position_id = CHI_fund_the_naval_air_establishment
	cost = 10
	available = {

	}
	allow_branch = {
		has_dlc = By Blood Alone
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = CHI_early_detections
			bonus = 1.0
			uses = 2
			category = cat_maritime_patrol
		}
		custom_effect_tooltip = generic_skip_one_line_tt CHI_modify_ROCN_tt
		add_ideas = CHI_early_detections_hidden
	}
}
### Entity: Character
Component: freedom_fighter
Constructs: stability_factor, war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
freedom_fighter = {
	random = no
	stability_factor = 0.25
	war_support_factor = 0.15
	army_core_defence_factor = 0.1
}
### Entity: Event
Component: BBA_switzerland_trade.14
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, add_timed_idea
Source: game
File: events/BBA_Switzerland.txt

Code:
country_event = {
	id = BBA_switzerland_trade.14
	title = BBA_switzerland_trade.14.t
	desc = BBA_switzerland_trade.14.desc
	picture = GFX_report_event_generic_usa_treaty
	is_triggered_only = yes
	immediate = {
		hidden_effect = {

		}
	}
	option = {
		name = BBA_switzerland_trade.14.a
		ai_chance = {
			base = 10
		}
		add_timed_idea = {
			idea = SWI_foreign_investments_idea
			days = 730
		}
		add_opinion_modifier = {
			target = FROM
			modifier = SWI_investing_in_switzerland
		}
		FROM = {
			add_opinion_modifier = {
				target = ROOT
				modifier = SWI_investing_in_switzerland
			}
		}
		SWI_update_neighbor_opinion_balance = yes
	}
}
### Entity: Decision
Component: CZE_crisis_in_the_sudentenland
Constructs: limit, add_political_power, is_controlled_by, has_dynamic_modifier, has_political_power, planning_speed, complete_effect, add_command_power
Source: game
File: common/decisions/CZE.txt

Code:
CZE_crisis_in_the_sudentenland = {
	CZE_tackle_crisis_in_the_sudentenland = {
		icon = GFX_decision_oppression
		available = {
			FROM = {
				is_controlled_by = ROOT
				has_dynamic_modifier = {
					modifier = CZE_sudetenland_paramilitaries_modifier
					scope = ROOT
				}
			}
		}
		visible = {
			any_core_state = {
				is_controlled_by = ROOT
				has_dynamic_modifier = {
					modifier = CZE_sudetenland_paramilitaries_modifier
					scope = ROOT
				}
			}
		}
		ai_will_do = {
			base = 100
		}
		days_remove = 35
		ai_hint_pp_cost = 25
		custom_cost_trigger = {
			command_power = > 24
			has_political_power = > 24
		}
		custom_cost_text = decision_cost_CP_25_pp_25
		state_target = yes
		targets = {
			69 972 74
		}
		target_trigger = {
			FROM = {
				has_dynamic_modifier = {
					modifier = CZE_sudetenland_paramilitaries_modifier
					scope = ROOT
				}
				OR = {
					state = 69 972 74
				}
			}
		}
		modifier = {
			planning_speed = -0.1
			resistance_damage_to_garrison = 0.1
		}
		complete_effect = {
			hidden_effect = {
				add_political_power = -25
				add_command_power = -25
			}
		}
		remove_effect = {
			FROM = {
				remove_dynamic_modifier = {
					modifier = CZE_sudetenland_paramilitaries_modifier
					scope = ROOT
				}
				if = {
					limit = {
						FROM = {
							is_core_of = SDL
						}
					}
					remove_core_of = SDL
				}
			}
		}
	}
}
### Entity: Idea
Component: GER_fascism_influence
Constructs: limit, removal_cost, is_subject, fascism_drift
Source: game
File: common/ideas/GER.txt

Code:
GER_fascism_influence = {
	picture = generic_fascism_rising
	removal_cost = -1
	cancel = {
		fascism = > 0.45
	}
	on_remove = {
		IF = {
			limit = {
				is_subject = no
			}
			country_event = {
				id = wuw_GER_realpolitik.29
				hours = 6
			}
		}
	}
	modifier = {
		fascism_drift = 0.1
		custom_modifier_tooltip = GER_fascism_influence_tt
	}
}