Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Decision
Component: VIC_concessions_to_the_germans
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/FRA_decision_categories.txt

Code:
VIC_concessions_to_the_germans = {
	allowed = {
		original_tag = FRA
	}
	visible = {
		OR = {
			has_completed_focus = VIC_concessions_to_the_germans
			controls_state = 16
		}
	}
}
### Entity: Scripted Trigger
Component: FIN_state_is_european_and_on_the_atlantic
Constructs: is_on_continent, is_fully_controlled_by, is_coastal
Source: game
File: common/scripted_triggers/FIN_scripted_triggers.txt

Code:
FIN_state_is_european_and_on_the_atlantic = {
	is_on_continent = europe
	is_fully_controlled_by = ROOT
	is_coastal = yes
	state_is_in_the_mediterranean_sea = no
	BUL_state_is_in_the_black_sea = no
	OR = {
		state_is_in_the_baltic_sea = no
		state = 37 911 99 912 909 58 138
	}
	NOT = {
		state = 722 213 215
	}
}
### Entity: Idea
Component: SWE_scania_tank
Constructs: has_completed_focus, limit, research_bonus
Source: game
File: common/ideas/r56_sweden.txt

Code:
SWE_scania_tank = {
	visible = {
		OR = {
			original_tag = SWE NOR FIN DEN KAR ICE GRN
		}
		if = {
			limit = {
				NOT = {
					original_tag = SWE
				}
			}
			has_completed_focus = SCA_unified_armament_industries
		}
	}
	allowed = {
		OR = {
			original_tag = SWE NOR FIN DEN KAR ICE GRN
		}
	}
	available = {
		if = {
			limit = {
				NOT = {
					original_tag = SWE
				}
			}
			has_completed_focus = SCA_unified_armament_industries
		}
	}
	research_bonus = {
		armor = 0.15
	}
	traits = {
		heavy_tank_manufacturer
	}
	modifier = {

	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_cult_of_personality
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_cult_of_personality
	icon = GFX_focus_generic_army_modernizations
	x = 0
	y = 1
	relative_position_id = VEN_military_youth
	cost = 10
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_STABILITY
	}
	ai_will_do = {
		factor = 10
	}
	prerequisite = {
		focus = VEN_military_youth
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = VEN_corruption
			add_idea = VEN_corruption_4
		}
	}
}
### Entity: Scripted Trigger
Component: r56_is_balkan_country
Source: game
File: common/scripted_triggers/r56_scripted_triggers.txt

Code:
r56_is_balkan_country = {
	custom_trigger_tooltip = {
		tooltip = r56_is_balkan_country
		capital_scope = {
			OR = {
				region = 24 25 26 27 129
			}
			NOT = {
				state = 350 352 353 800
			}
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_spiritual_mobilization
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_spiritual_mobilization
	icon = GFX_focus_jap_spiritual_mobilization
	prerequisite = {
		focus = JAP_national_defense_state
	}
	x = -1
	y = 1
	relative_position_id = JAP_national_defense_state
	cost = 10
	ai_will_do = {
		factor = 4
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = spiritual_mobilization_idea
		custom_effect_tooltip = peace_conference_spiritual_mob_modifier_japan
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_the_congress_of_paris
Constructs: prerequisite, completion_reward, is_in_faction_with, cancel_if_invalid
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_the_congress_of_paris
	icon = GFX_goal_generic_military_deal
	x = 1
	y = 1
	prerequisite = {
		focus = FRA_invite_portugal
	} {
		focus = FRA_intervention_in_greece
	}
	relative_position_id = FRA_invite_portugal
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_in_faction_with = ITA POR
		41 = {
			CONTROLLER = {
				is_in_faction_with = ROOT
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		country_event = lar_congress_of_paris.1
	}
}
### Entity: Unit Template
Component: FIN_BC_HISTORICAL
Source: game
File: common/units/names_ships/FIN_ship_names.txt

Code:
FIN_BC_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BC
	for_countries = {
		FIN
	}
	type = ship
	ship_types = {
		ship_hull_heavy battle_cruiser
	}
	fallback_name = Taisteluristeilijä %d
	unique = {
		Uusimaa Karjala Pohjanmaa Rauma Turku Viipuri Pietarsaari Vaasa Oulu Aura Kemi Tampere
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_volunteer_air_corps
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_volunteer_air_corps
	icon = GFX_focus_generic_air_defense
	prerequisite = {
		focus = AST_improved_ground_crews
	}
	relative_position_id = AST_improved_ground_crews
	x = 0
	y = 1
	cost = 5
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = AST_royal_australian_air_force_spirit_tt
		add_to_variable = {
			AST_royal_australian_air_force_spirit_air_interception_detect_factor = 0.1
			tooltip = air_interception_detect_factor_tt
		} {
			AST_royal_australian_air_force_spirit_airforce_intel_factor = 0.1
			tooltip = airforce_intel_factor_tt
		}
	}
	search_filters = {

	}
}
### Entity: Event
Component: palestine.36
Constructs: is_triggered_only, ai_chance, limit, add_war_support, add_stability, add_popularity, set_capital, set_victory_points
Source: game
File: events/Palestine.txt

Code:
country_event = {
	id = palestine.36
	picture = GFX_report_event_ITA_democratic_parlament
	title = palestine.36.t
	desc = palestine.36.d
	is_triggered_only = yes
	option = {
		name = palestine.36.a
		ai_chance = {
			base = 10
		}
		add_popularity = {
			ideology = PAL
			popularity = 0.05
		}
		set_capital = {
			state = 966
		}
		trigger = {
			controls_state = 966
		}
	} {
		name = palestine.36.b
		ai_chance = {
			base = 80
		}
		add_stability = 0.05
		if = {
			limit = {
				controls_state = 454
			}
			set_victory_points = {
				province = 4206
				value = 5
			}
		}
		set_victory_points = {
			province = 1086
			value = 10
		}
		set_capital = {
			state = 1016
		}
		add_popularity = {
			ideology = PAL
			popularity = 0.1
		}
		trigger = {
			controls_state = 1016
		}
	} {
		name = palestine.36.c
		ai_chance = {
			base = 10
		}
		add_stability = -0.05
		set_capital = {
			state = 949
		}
		add_war_support = 0.1
		trigger = {
			controls_state = 949
		}
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_collectivization_of_agriculture
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_collectivization_of_agriculture
	icon = GFX_focus_prc_agrarian_socialism
	x = 1
	y = 1
	relative_position_id = BRA_nationalization_of_industry
	prerequisite = {
		focus = BRA_nationalization_of_industry
	}
	cost = 5
	ai_will_do = {
		factor = 5
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = BRA_collectivized_agriculture
	}
}
### Entity: Modifier Reference
Construct: extra_paratrooper_supply_grace
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## extra_paratrooper_supply_grace

* Number with 1 decimal places
* **Categories**: army
### Entity: AI Strategy
Component: EAI_ADVISOR_popular_queen
Constructs: check_variable
Source: game
File: common/ai_strategy_plans/EAI_national_laws.txt

Code:
EAI_ADVISOR_popular_queen = {
	name = EAI_ADVISOR_popular_queen
	enable = {
		check_variable = {
			EAI_get_advisor = global.EAI_popular_queen_TYPE
		}
	}
	abort_when_not_enabled = yes
	traits = {
		popular_queen = 50000
	}
}
### Entity: Idea
Component: NOR_preserving_the_kingdom
Constructs: has_government, has_cosmetic_tag, removal_cost, conscription_factor, send_volunteers_tension, send_volunteer_divisions_required
Source: game
File: common/ideas/r56_norway.txt

Code:
NOR_preserving_the_kingdom = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		OR = {
			NOT = {
				has_government = communism
			}
			has_cosmetic_tag = NOR_kingdom
		}
	}
	removal_cost = -1
	picture = chi_wargaming_division
	modifier = {
		conscription_factor = 0.1
		army_core_defence_factor = 0.1
		dig_in_speed_factor = 0.1
		recon_factor_while_entrenched = 0.1
		ai_focus_defense_factor = 0.1
		industry_repair_factor = 0.1
		send_volunteers_tension = -0.4
		send_volunteer_divisions_required = -0.4
		resistance_damage_to_garrison = -0.2
	}
	rule = {
		can_send_volunteers = yes
	}
}
### Entity: Character
Component: QUE_paul_emile_bernatchez
Source: game
File: common/characters/QUE.txt

Code:
QUE_paul_emile_bernatchez = {
	name = Paul-Émile Bernatchez
	portraits = {
		army = {
			large = gfx/leaders/ENG/Portrait_Britain_Generic_land_2.dds
			small = GFX_idea_generic_army_europe_1
		}
	}
	corps_commander = {
		traits = {
			infantry_officer meticulous
		}
		skill = 3
		attack_skill = 3
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 3
		legacy_id = -1
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_queue_CIC
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_queue_CIC = {
	enable = {
		has_country_flag = EAI_BUILDING_construction_queue_CIC
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = added_military_to_civilian_factory_ratio
		value = -10000
	} {
		type = dockyard_to_military_factory_ratio
		value = -10000
	}
}
### Entity: Idea
Component: EAI_DD_4/modern_tank_aa_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_4/modern_tank_aa_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		modern_tank_aa_chassis = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: Event
Component: BBA_italy_interaction_events.2
Constructs: is_triggered_only, add_core_of, remove_core_of
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_interaction_events.2
	title = BBA_italy_interaction_events.2.t
	desc = BBA_italy_interaction_events.2.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = BBA_italy_interaction_events.2.a
		ITA = {
			transfer_state = 846
		}
		846 = {
			add_core_of = ITA
			remove_core_of = SWI
		}
	}
}
### Entity: Unit Template
Component: KAZ_KAZ_01
Source: game
File: common/units/names_divisions/KAZ_names_divisions.txt

Code:
KAZ_KAZ_01 = {
	name = Armored Divisions
	for_countries = {
		KAZ
	}
	can_use = {
		always = yes
	}
	division_types = {
		light_armor medium_armor heavy_armor modern_armor
	}
	fallback_name = %dya Kazakska Tankovaya Div.
	ordered = {
		1 = {
			%dya Kazakska Tankovaya Div.
		}
		2 = {
			%dya Kazakska Tankovaya Div.
		}
		3 = {
			%dya Kazakska Tankovaya Div.
		}
		4 = {
			%dya Kazakska Tankovaya Div.
		}
		5 = {
			%dya Kazakska Tankovaya Div.
		}
		6 = {
			%dya Kazakska Tankovaya Div.
		}
		7 = {
			%dya Kazakska Tankovaya Div.
		}
		8 = {
			%dya Kazakska Tankovaya Div.
		}
		9 = {
			%dya Kazakska Tankovaya Div.
		}
		10 = {
			%dya Kazakska Tankovaya Div.
		}
	}
}
### Entity: AI Strategy
Component: LUX_historical_plan
Constructs: has_completed_focus, has_government, is_historical_focus_on, is_faction_leader
Source: game
File: common/ai_strategy_plans/LUX_historical_strategy_plan.txt

Code:
LUX_historical_plan = {
	name = LUX: Historical AI Plan
	desc = Historical behavior for Luxembourg.
	allowed = {
		original_tag = LUX
	}
	enable = {
		is_historical_focus_on = yes
	}
	abort = {
		OR = {
			NOT = {
				has_government = democratic
			} {
				any_other_country = {
					has_government = democratic
					is_faction_leader = yes
				}
			}
			FRA = {
				OR = {
					has_completed_focus = FRA_far_right_leagues FRA_action_francaise
				}
			}
		}
	}
	focus_factors = {
		LUX_establish_national_labour_council = 10
		LUX_revert_worker_immigration = 10
		LUX_strengthen_agricultural_industry = 10 10
		LUX_repair_belgian_relations = 10
		LUX_appoint_new_prime_minister = 10
		LUX_maintain_status_quo = 10
		LUX_the_dupong_ministry = 10
		LUX_another_declaration_of_neutrality = 10
		LUX_reaffirm_treaty_of_london = 10
		LUX_policy_of_free_hands = 10
		LUX_demonstrate_our_will = 10
		LUX_commemorate_independence = 10
		LUX_increase_border_security = 5
		LUX_control_radio_transmissions = 5
		LUX_ban_international_aid = 5
		LUX_continue_the_fight = 10
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Character
Component: secretary_general
Constructs: political_power_gain
Source: game
File: common/country_leader/r56_traits.txt

Code:
secretary_general = {
	random = no
	political_power_gain = 0.15
	enemy_declare_war_tension = 0.5
	civil_war_involvement_tension = -0.5
}
### Entity: Event
Component: kmt.294
Constructs: is_triggered_only, add_opinion_modifier, fire_only_once
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.294
	title = kmt.294.t
	desc = kmt.294.d
	picture = GFX_report_event_china_soviet_volunteers
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = kmt.294.a
		effect_tooltip = {
			add_opinion_modifier = {
				target = FROM
				modifier = KMT_doolittle_pilots_help
			}
			FROM = {
				add_opinion_modifier = {
					target = ROOT
					modifier = KMT_assist_in_war
				}
			}
		}
	}
}
### Entity: Character
Component: PAR_rafael_franco
Constructs: has_government, has_dlc
Source: game
File: common/characters/PAR.txt

Code:
PAR_rafael_franco = {
	instance = {
		allowed = {
			has_dlc = Trial of Allegiance
		}
		name = Rafael Franco
		portraits = {
			civilian = {
				large = GFX_Portrait_paraguay_rafael_franco
			}
		}
		country_leader = {
			ideology = marxism
			traits = {
				JUNO_revolutionary_feberista_hero
			}
			expire = 1965.1.1.1
			id = -1
		}
		corps_commander = {
			traits = {
				inflexible_strategist organizer cavalry_officer
			}
			skill = 2
			attack_skill = 2
			defense_skill = 1
			planning_skill = 1
			logistics_skill = 2
			legacy_id = -1
			visible = {
				OR = {
					has_government = communism democratic
				}
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Trial of Allegiance
			}
		}
		name = Rafael Franco
		portraits = {
			civilian = {
				large = GFX_Portrait_paraguay_rafael_franco
			}
		}
		country_leader = {
			ideology = marxism
			expire = 1965.1.1.1
			id = -1
		}
	}
}
### Entity: Modifier Reference
Construct: html
Source: wiki
File: wiki/File%3ATraded_factories.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
Traded_factories.png &#8206;(41 × 43 pixels, file size: 7 KB, MIME type: image/png)
### Entity: National Focus
Tree: ast_focus
Component: AST_strongholds
Constructs: prerequisite, completion_reward, is_owned_by, add_building_construction
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_strongholds
	icon = GFX_focus_generic_coastal_fort
	prerequisite = {
		focus = AST_the_irish_anti-britain_pact
	}
	relative_position_id = AST_the_irish_anti-britain_pact
	x = -5
	y = 1
	cost = 5
	available = {
		119 = {
			NOT = {
				is_owned_by = ENG
			}
		}
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		119 = {
			add_building_construction = {
				type = anti_air_building
				level = 2
				instant_build = yes
			} {
				type = coastal_bunker
				level = 3
				instant_build = yes
				province = 3379
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
}
### Entity: AI Strategy
Component: COL_does_the_SCW_fascism_LAR
Constructs: has_completed_focus, has_government, has_dlc, has_civil_war, has_global_flag, is_ai, force_build_armies, send_volunteers_desire
Source: game
File: common/ai_strategy/r56_COL.txt

Code:
COL_does_the_SCW_fascism_LAR = {
	allowed = {
		original_tag = COL
	}
	enable = {
		has_dlc = La Resistance
		date = < 1939.2.1
		COL = {
			has_completed_focus = COL_spanish_civil_war_involvement
		} {
			has_government = fascism
		}
		country_exists = SPR
		SPA = {
			has_government = fascism
		} {
			has_civil_war = yes
		}
		OR = {
			has_global_flag = scw_is_ai_driven
			SPR = {
				is_ai = no
			}
		}
		NOT = {
			has_global_flag = scw_over
		}
	}
	abort = {
		OR = {
			date = > 1939.1.1
			NOT = {
				has_government = fascism
			}
			SPA = {
				has_civil_war = no
			}
			has_global_flag = scw_over
		}
	}
	ai_strategy = {
		type = force_build_armies
		value = 10
	} {
		type = befriend
		id = SPA
		value = 100
	} {
		type = support
		id = SPA
		value = 100
	} {
		type = send_volunteers_desire
		id = SPA
		value = 100
	}
}
### Entity: Country History
Country: THU
Component: THU_misc
Constructs: limit, set_technology, add_political_power, set_grand_doctrine, has_dlc, set_research_slots, set_convoys, add_command_power
Source: game
File: history/countries/THU - Thuringia.txt

Code:
# Misc for THU
capital = 60
set_grand_doctrine = new_mobile_warfare new_convoy_raiding new_battlefield_support
if = {
	limit = {
		NOT = {
			has_dlc = By Blood Alone
		}
	}
	set_technology = {
		early_fighter = 1
		fighter1 = 1
		early_bomber = 1
		tactical_bomber1 = 1
		strategic_bomber1 = 1
		CAS1 = 1
		naval_bomber1 = 1
	}
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
		basic_light_tank = 1
		improved_light_tank = 1
		basic_heavy_tank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
		basic_light_tank_chassis = 1
		improved_light_tank_chassis = 1
		basic_heavy_tank_chassis = 1
	}
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		transport = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		mtg_transport = 1
	}
}
set_research_slots = 3
set_convoys = 50
1939.1.1 = {
	add_political_power = 1197
	add_command_power = 100
	set_technology = {
		CAS2 = 1
		heavy_fighter1 = 1
		interwar_artillery = 1
		interwar_antitank = 1
		infantry_weapons2 = 1
		improved_infantry_weapons = 1
		support_weapons = 1
		support_weapons2 = 1
		paratroopers = 1
		electronic_mechanical_engineering = 1
		radio = 1
		cavity_magnatron = 1
		mechanical_computing = 1
		computing_machine = 1
		basic_encryption = 1
		basic_decryption = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		construction1 = 1
		construction2 = 1
		construction3 = 1
		construction4 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
		dispersed_industry3 = 1
		dispersed_industry4 = 1
	}
	set_grand_doctrine = new_mobile_warfare new_convoy_raiding new_battlefield_support
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
### Entity: Character
Component: renaissance_man
Constructs: research_speed_factor
Source: game
File: common/country_leader/goe_traits.txt

Code:
renaissance_man = {
	sprite = 5
	political_power_factor = 0.1
	research_speed_factor = 0.05
	ai_will_do = {
		factor = 2
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_focus_home_air
Constructs: prerequisite, limit, completion_reward, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_switzerland.txt

Code:
focus = {
	id = SWI_focus_home_air
	icon = GFX_goal_generic_air_production
	cost = 10
	ai_will_do = {
		factor = 4
	}
	prerequisite = {
		focus = SWI_home_air
	}
	x = 52
	y = 3
	completion_reward = {
		if = {
			limit = {
				has_idea = SWI_home_air_prod
			}
			swap_ideas = {
				remove_idea = SWI_home_air_prod
				add_idea = SWI_home_air_focus
			}
			else = {
				swap_ideas = {
					remove_idea = SWI_home_foreign_air_prod
					add_idea = SWI_home_foreign_air_prod_2
				}
			}
		}
	}
}
### Entity: Event
Component: hon.6
Constructs: is_triggered_only, add_core_of, declare_war_on, take_state
Source: game
File: events/honduras.txt

Code:
country_event = {
	id = hon.6
	title = hon.6.t
	desc = hon.6.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = hon.6.a
		314 = {
			add_core_of = ROOT
		}
		declare_war_on = {
			target = ELS
			type = take_state
			generator = {
				314
			}
		}
	} {
		name = hon.6.b
		314 = {
			add_core_of = ROOT
		}
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_take_a_stance
Constructs: prerequisite, has_war, remove_ideas, completion_reward, add_political_power, is_power_balance_in_range, is_in_faction, cancel_if_invalid
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_take_a_stance
	icon = GFX_focus_SWI_helvetic_junta
	prerequisite = {
		focus = SWI_american_industrial_investments SWI_connect_to_the_maginot_line
	}
	relative_position_id = SWI_american_industrial_investments
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			SWI_is_historical_ai = yes
		}
	}
	available = {
		fascism = < 0.3
		is_power_balance_in_range = {
			id = SWI_centralization_bop
			range = < SWI_centralization_bop_balanced
		}
	}
	bypass = {
		or = {
			has_war = yes
			is_in_faction = yes
		}
	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_political_power = 100
		custom_effect_tooltip = SWI_neutrality_decisions_disabled_TT SWI_oasis_of_democracy_tt
		remove_ideas = {
			SWI_swiss_neutrality
		}
		unlock_decision_tooltip = {
			decision = SWI_seize_fascist_gold
		}
	}
}
### Entity: Event
Component: mongol_foreign_influence.11
Constructs: is_triggered_only
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol_foreign_influence.11
	title = mongol_foreign_influence.11.t
	desc = mongol_foreign_influence.11.d
	picture = GFX_report_event_SOV_mongolia_fortify_border
	is_triggered_only = yes
	option = {
		name = mongol_foreign_influence.11.a
	}
}
### Entity: Order of Battle
Component: Schnelle Division
Constructs: division_template
Source: game
File: history/units/r56_AUS_1936.txt

Code:
division = {
	name = Schnelle Division
	location = 11666
	division_template = Schnelle Division
	start_experience_factor = 0.1
	start_equipment_factor = 0.6
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_bulgarian_academy_of_sciences
Constructs: prerequisite, limit, every_country, completion_reward, add_to_tech_sharing_group, is_in_faction_with
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_bulgarian_academy_of_sciences
	prerequisite = {
		focus = BUL_the_fate_of_the_balkans
	}
	icon = GFX_focus_research2
	relative_position_id = BUL_the_fate_of_the_balkans
	x = 3
	y = 1
	cost = 10
	available = {
		BUL_is_not_alone_in_faction = yes
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_to_tech_sharing_group = BUL_bulgarian_academy_of_sciences
		every_country = {
			limit = {
				is_in_faction_with = ROOT
			}
			add_to_tech_sharing_group = BUL_bulgarian_academy_of_sciences
		}
	}
}
### Entity: Idea
Component: CZE_department_2_idea_no_lar_third
Constructs: removal_cost, encryption_factor, research_bonus
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_department_2_idea_no_lar_third = {
	picture = generic_spy_intel
	name = CZE_department_2_idea_lar
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		civilian_intel_to_others = -7.5
		airforce_intel_to_others = -7.5
		army_intel_to_others = -7.5
		foreign_subversive_activites = -0.15
		encryption_factor = 0.15
	}
	research_bonus = {
		decryption_tech = 0.1
	}
}