Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: sov_focus
Component: SOV_the_molotov_line
Constructs: prerequisite, limit, completion_reward, has_full_control_of_state, is_fully_controlled_by, add_building_construction
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_the_molotov_line
	icon = GFX_SOV_the_molotov_line_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_military_engineering_university
	}
	x = -1
	y = 1
	relative_position_id = SOV_military_engineering_university
	cost = 10
	mutually_exclusive = {
		focus = SOV_improve_the_stalin_line
	}
	available = {
		OR = {
			has_full_control_of_state = 188 189 814 97 94 93 91 89 80 78 766
		}
	}
	search_filters = {

	}
	completion_reward = {
		custom_effect_tooltip = SOV_the_molotov_line_tt
		if = {
			limit = {
				188 = {
					is_fully_controlled_by = ROOT
				}
			}
			custom_effect_tooltip = SOV_molotov_line_forts_3
			hidden_effect = {
				188 = {
					add_building_construction = {
						type = bunker
						level = 3
						province = {
							id = 3288
						}
						instant_build = yes
					}
				}
			}
		}
		else = {
			189 = {
				if = {
					limit = {
						is_fully_controlled_by = ROOT
					}
					custom_effect_tooltip = SOV_molotov_line_forts_3
					hidden_effect = {
						add_building_construction = {
							type = bunker
							level = 1
							province = {
								id = 6314 9499 3337
							}
							instant_build = yes
						}
					}
				}
			}
		}
		814 = {
			if = {
				limit = {
					is_fully_controlled_by = ROOT
				}
				custom_effect_tooltip = SOV_molotov_line_forts_2
				hidden_effect = {
					add_building_construction = {
						type = bunker
						level = 1
						province = {
							id = 6407 11312
						}
						instant_build = yes
					}
				}
			}
		}
		97 = {
			if = {
				limit = {
					is_fully_controlled_by = ROOT
				}
				custom_effect_tooltip = SOV_molotov_line_forts_6
				hidden_effect = {
					add_building_construction = {
						type = bunker
						level = 1
						province = {
							id = 3254 400 11357 11329 11274 290
						}
						instant_build = yes
					}
				}
			}
		}
		94 = {
			if = {
				limit = {
					is_fully_controlled_by = ROOT
				}
				custom_effect_tooltip = SOV_molotov_line_forts_2
				hidden_effect = {
					add_building_construction = {
						type = bunker
						level = 1
						province = {
							id = 3392 6546
						}
						instant_build = yes
					}
				}
			}
		}
		93 = {
			if = {
				limit = {
					is_fully_controlled_by = ROOT
				}
				custom_effect_tooltip = SOV_molotov_line_forts_2
				hidden_effect = {
					add_building_construction = {
						type = bunker
						level = 1
						provinc
# ... (truncated)
### Entity: Idea
Component: CIN_irregular_military2
Constructs: conscription_factor
Source: game
File: common/ideas/tykn_generic.txt

Code:
CIN_irregular_military2 = {
	allowed = {
		original_tag = CIN
	}
	allowed_civil_war = {
		always = yes
	}
	picture = chi_army_corruption2
	modifier = {
		conscription_factor = 0.05
		supply_consumption_factor = 0.05
	}
}
### Entity: Idea
Component: idea_RAJ_ammunition_factory_khadki
Constructs: is_raj_or_raj_inheritor, has_dlc, check_variable, research_bonus
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_ammunition_factory_khadki = {
	picture = raj_ammunition_factory_khadki
	name = RAJ_ammunition_factory_khadki
	allowed = {
		is_raj_or_raj_inheritor = yes
		has_dlc = Graveyard of Empires
	}
	available = {

	}
	visible = {
		check_variable = {
			global.khadi_level = 0
		}
	}
	research_bonus = {
		infantry_weapons = 0.15
	}
	traits = {
		infantry_equipment_manufacturer
	}
}
### Entity: Modifier Reference
Construct: political_power_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## political_power_factor

* Number with 0 decimal places
* **Categories**: country
### Entity: Idea
Component: AST_de_havilland_australia
Constructs: research_bonus
Source: game
File: common/ideas/australia_r56.txt

Code:
AST_de_havilland_australia = {
	picture = de_havilland
	allowed = {
		original_tag = AST
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		cheap_medium_aircraft_manufacturer
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: SPA_alfredo_kindelan_duany
Constructs: has_government, has_dlc
Source: game
File: common/characters/SPR.txt

Code:
SPA_alfredo_kindelan_duany = {
	name = SPA_alfredo_kindelan_duany
	portraits = {
		army = {
			small = GFX_idea_generic_air_europe_1
		}
	}
	advisor = {
		slot = air_chief
		idea_token = SPA_alfredo_kindelan_duany
		name = SPA_alfredo_kindelan_duany
		allowed = {
			NOT = {
				has_dlc = La Resistance
			}
			original_tag = SPR
		}
		visible = {
			has_government = fascism
		}
		available = {
			has_government = fascism
		}
		traits = {
			air_chief_ground_support_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: fin_focus
Component: FIN_finno_estonian_union
Constructs: has_completed_focus, prerequisite, has_war, completion_reward, is_ai, is_subject, is_subject_of, has_capitulated
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_finno_estonian_union
	icon = GFX_focus_FIN_viron_kansa
	prerequisite = {
		focus = FIN_approach_the_soviets FIN_antagonize_the_soviets
	}
	x = 2
	y = 2
	relative_position_id = FIN_approach_the_soviets
	cost = 10
	ai_will_do = {
		base = 1
		modifier = {
			factor = 0.1
			FIN_is_communist_ai = yes
			any_other_country = {
				original_tag = SOV
				is_ai = no
				has_completed_focus = SOV_baltic_security
			}
		}
	}
	bypass = {
		EST = {
			OR = {
				AND = {
					is_subject = yes
					NOT = {
						is_subject_of = ROOT
					}
				}
				has_capitulated = yes
				exists = no
				all_core_state = {
					OR = {
						is_claimed_by = ROOT
						is_owned_by = ROOT
						controller = {
							is_subject_of = ROOT
						}
					}
				}
			}
		}
	}
	available = {
		is_subject = no
		OR = {
			has_war = no
			surrender_progress = < 0.05
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		EST = {
			country_event = {
				id = AAT_finland_diplomacy.01
				hours = 4
				random_hours = 2
			}
		}
		custom_effect_tooltip = if_they_accept_tt FIN_viron_kansa_positive_outcome_tt if_they_refuse_tt
		event_option_tooltip = AAT_finland_diplomacy.04.b
	}
}
### Entity: Scripted Effect
Component: add_ruling_to_neu
Constructs: limit, has_government, add_ruling_to_neu, add_ruling_to_neu_tt, set_variable, add_to_variable, set_popularities
Source: game
File: common/scripted_effects/00_scripted_effects.txt

Code:
add_ruling_to_neu = {
	custom_effect_tooltip = add_ruling_to_neu_tt
	hidden_effect = {
		if = {
			limit = {
				has_government = communism
			}
			set_variable = {
				var = neutrality_support_var
				value = party_popularity_100@neutrality
			} {
				var = democratic_support_var
				value = party_popularity_100@democratic
			} {
				var = communism_support_var
				value = party_popularity_100@communism
			} {
				var = fascism_support_var
				value = party_popularity_100@fascism
			} {
				var = communism_support_var
				value = 0
			}
			add_to_variable = {
				neutrality_support_var = communism_support_var
			}
		} {
			limit = {
				has_government = fascism
			}
			set_variable = {
				var = neutrality_support_var
				value = party_popularity_100@neutrality
			} {
				var = democratic_support_var
				value = party_popularity_100@democratic
			} {
				var = communism_support_var
				value = party_popularity_100@communism
			} {
				var = fascism_support_var
				value = party_popularity_100@fascism
			} {
				var = fascism_support_var
				value = 0
			}
			add_to_variable = {
				neutrality_support_var = fascism_support_var
			}
		} {
			limit = {
				has_government = democratic
			}
			set_variable = {
				var = neutrality_support_var
				value = party_popularity_100@neutrality
			} {
				var = democratic_support_var
				value = party_popularity_100@democratic
			} {
				var = communism_support_var
				value = party_popularity_100@communism
			} {
				var = fascism_support_var
				value = party_popularity_100@fascism
			} {
				var = democratic_support_var
				value = 0
			}
			add_to_variable = {
				neutrality_support_var = democratic_support_var
			}
		}
		set_popularities = {
			democratic = democratic_support_var
			neutrality = neutrality_support_var
			fascism = fascism_support_var
			communism = communism_support_var
		}
	}
}
### Entity: Decision
Component: debug_decisions
Constructs: complete_effect
Source: game
File: common/decisions/CHI_decisions.txt

Code:
debug_decisions = {
	CHI_Dannes_debugg_fiesta = {
		icon = generic_nationalism
		allowed = {
			tag = CHI
		}
		visible = {

		}
		complete_effect = {

		}
	}
}
### Entity: National Focus
Tree: ser_focus
Component: SER_organized_partizans
Constructs: prerequisite, limit, has_government, completion_reward, is_subject, has_defensive_war, has_capitulated, swap_ideas
Source: game
File: common/national_focus/serbia.txt

Code:
focus = {
	id = SER_organized_partizans
	icon = GFX_goal_workers_support
	prerequisite = {
		focus = SER_political_commissars
	}
	relative_position_id = SER_political_commissars
	x = -1
	y = 1
	cost = 10
	available = {
		has_government = communism
		if = {
			limit = {
				is_subject = yes
				OVERLORD = {
					has_government = communism
				}
			}
		}
		has_defensive_war = yes
	}
	ai_will_do = {
		factor = 3
		modifier = {
			has_capitulated = yes
			factor = 10
		}
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = CRO_idea_communist_militias
			add_idea = CRO_veteran_partisans
		}
		add_tech_bonus = {
			name = recon_tech_bonus_name
			bonus = 1
			uses = 1
			category = recon_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: vic_focus
Component: VIC_emergency_powers_to_petain
Constructs: prerequisite, limit, remove_ideas, completion_reward, has_country_leader, cancel_if_invalid, add_country_leader_trait, has_idea
Source: game
File: common/national_focus/vichy_france.txt

Code:
focus = {
	id = VIC_emergency_powers_to_petain
	icon = GFX_goal_generic_demand_territory
	x = 18
	y = 0
	offset = {
		x = 0
		y = 0
	}
	prerequisite = {

	}
	mutually_exclusive = {

	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_country_leader = {
			ruling_only = yes
			character = FRA_philippe_petain
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_country_leader_trait = emergency_powers
		if = {
			limit = {
				has_idea = FRA_disjointed_government
			}
			remove_ideas = {
				FRA_disjointed_government
			}
		}
	}
}
### Entity: Event
Component: wtt_germany.46
Constructs: is_triggered_only
Source: game
File: events/WTT_Germany.txt

Code:
country_event = {
	id = wtt_germany.46
	title = wtt_germany.41.t
	desc = wtt_germany.46.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = excellent
		hidden_effect = {
			news_event = {
				id = wtt_news.17
				hours = 6
			}
		}
	}
}
### Entity: Faction
Component: faction_template_defensive_democratic
Constructs: has_government, change_leader_rule_industry
Source: game
File: common/factions/templates/generic_factions.txt

Code:
faction_template_defensive_democratic = {
	name = defensive_democratic_faction
	manifest = faction_manifest_defense_of_democracy
	icon = GFX_faction_logo_generic_democratic
	can_leader_join_other_factions = yes
	visible = {
		always = yes
	}
	available = {
		has_government = democratic
	}
	goals = {
		faction_goal_secure_the_oil_supply faction_goal_rule_the_waves
	}
	default_rules = {
		joining_rule_democratic_non_aligned joining_rule_same_continent_only joining_rule_has_no_offensive_war war_declaration_threat_75 change_leader_rule_industry dismissal_rule_offensive_war government_in_exile_allowed
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_Destroyer
Constructs: prerequisite, completion_reward, is_coastal, add_tech_bonus, dd_bonus
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_Destroyer
	icon = GFX_goal_generic_wolf_pack
	prerequisite = {
		focus = PAL_Battleship PAL_Carrier
	}
	x = -1
	y = 1
	relative_position_id = PAL_Battleship
	cost = 3.6
	available_if_capitulated = yes
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			all_owned_state = {
				OR = {
					is_coastal = no
					dockyard = < 1
				}
			}
		}
	}
	completion_reward = {
		add_tech_bonus = {
			name = dd_bonus
			bonus = 1
			uses = 1
			category = dd_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: vin_focus
Component: VIN_new_rifles_for_a_new_army
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/Vietnam.txt

Code:
focus = {
	id = VIN_new_rifles_for_a_new_army
	icon = GFX_goal_generic_small_arms
	cost = 10
	prerequisite = {
		focus = VIN_establish_the_national_army_of_vietnam
	}
	completion_reward = {
		add_tech_bonus = {
			name = infantry_weapons_bonus
			bonus = 1.0
			uses = 1
			category = infantry_weapons
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	x = 60
	y = 1
}
### Entity: Event
Component: austria.17
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, set_country_flag, complete_national_focus
Source: game
File: events/Austria.txt

Code:
country_event = {
	id = austria.17
	title = austria.17.t
	desc = austria.17.d
	is_triggered_only = yes
	picture = GFX_report_event_hitler_parade
	option = {
		name = austria.17.a
		add_opinion_modifier = {
			target = FROM
			modifier = large_decrease
		}
		set_country_flag = AUS_germany_rejected
		country_event = austria.2
		ai_chance = {
			base = 0
		}
	} {
		name = austria.5.a
		add_opinion_modifier = {
			target = FROM
			modifier = large_decrease
		}
		complete_national_focus = AUS_go_it_alone
		ai_chance = {
			base = 0
		}
	}
}
### Entity: Decision
Component: BRA_propaganda_campaigns
Source: game
File: common/decisions/categories/BRA_decision_categories.txt

Code:
BRA_propaganda_campaigns = {
	priority = 100
	icon = SOV_propaganda
	allowed = {
		original_tag = BRA
	}
	visible_when_empty = no
}
### Entity: Character
Component: OMA_khalfan_bin_master
Source: game
File: common/characters/OMA.txt

Code:
OMA_khalfan_bin_master = {
	advisor = {
		slot = political_advisor
		idea_token = OMA_khalfan_bin_master
		allowed = {
			original_tag = OMA
		}
		traits = {
			captain_of_industry
		}
	}
	name = Khalfan bin Master
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_arab_1
		}
	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_support_the_heavy_industry
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, is_in_home_area, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_spain.txt

Code:
focus = {
	id = SPR_support_the_heavy_industry
	icon = GFX_goal_generic_construct_mil_factory
	cost = 10.0
	prerequisite = {
		focus = SPR_create_instalaza
	} {
		focus = SPR_expand_the_mines
	}
	ai_will_do = {
		factor = 50
	}
	bypass = {

	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								free_building_slots = {
									building = arms_factory
									size = > 0
									include_locked = yes
								}
								is_in_home_area = yes
							}
						}
					}
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								free_building_slots = {
									building = arms_factory
									size = > 0
									include_locked = yes
								}
								is_in_home_area = yes
							}
						}
					}
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								free_building_slots = {
									building = industrial_complex
									size = > 0
									include_locked = yes
								}
								is_in_home_area = yes
							}
						}
					}
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	x = 0
	y = 4
	relative_position_id = SPR_post_depression_recovery
}
### Entity: Character
Component: UAE_aco2
Source: game
File: common/characters/UAE.txt

Code:
UAE_aco2 = {
	advisor = {
		slot = army_chief
		idea_token = UAE_aco2
		allowed = {
			original_tag = UAE
		}
		traits = {
			army_chief_organizational_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_arab_2
		}
	}
}
### Entity: National Focus
Tree: adu_focus
Component: ADU_industrial_modernization
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/andalusia.txt

Code:
focus = {
	id = ADU_industrial_modernization
	icon = GFX_focus_generic_industry_2
	prerequisite = {
		focus = ADU_secure_security_ministers ADU_secure_parlementarianism
	}
	relative_position_id = ADU_secure_security_ministers
	x = -1
	y = 1
	cost = 10
	available = {

	}
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		add_ideas = SLO_civilian_production
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Shared Focus
Component: CONGO_belgian_congo
Constructs: shared_focus, has_completed_focus, limit, completion_reward, add_political_power, allow_branch, has_dlc, has_focus_tree
Source: game
File: common/national_focus/congo_shared.txt

Code:
shared_focus = {
	id = CONGO_belgian_congo
	dynamic = yes
	icon = GFX_focus_CONGO_belgian_congo
	allow_branch = {
		has_dlc = Gotterdammerung
	}
	offset = {
		x = -52
		y = 0
		trigger = {
			has_focus_tree = congo_focus
		}
	} {
		x = -2
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = BEL_government_of_national_unity
		}
	} {
		x = -18
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = BEL_paul_emile_janson
		}
	} {
		x = -3
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = BEL_degrelle
		}
	} {
		x = -8
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			OR = {
				has_completed_focus = BEL_support_the_rexists BEL_support_the_vnv
			}
		}
	} {
		x = -13
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = BEL_constitutional_crisis
		}
	} {
		x = -16
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = BEL_vandervelde_minority
		}
	}
	x = 63
	y = 0
	cost = 5
	text_icon = CONGO_COG_focus_style
	available = {
		original_tag = COG
		OR = {
			is_in_faction_with = BEL
			is_subject_of = BEL
		}
	}
	bypass = {
		original_tag = COG
		NOT = {
			OR = {
				is_in_faction_with = BEL
				is_subject_of = BEL
			}
		}
	}
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		IF = {
			limit = {
				original_tag = COG
			}
			add_political_power = 50
			custom_effect_tooltip = generic_skip_one_line_tt
			random_owned_controlled_state = {
				limit = {
					is_core_of = ROOT
					is_fully_controlled_by = ROOT
					is_owned_by = ROOT
					free_building_slots = {
						building = industrial_complex
						size = > 1
						include_locked = yes
					}
				}
				prioritize = {
					295
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}
		ELSE_IF = {
			limit = {
				original_tag = 
# ... (truncated)
### Entity: Character
Component: driver_of_the_faithful
Constructs: industrial_capacity_factory
Source: game
File: common/country_leader/00_traits.txt

Code:
driver_of_the_faithful = {
	random = no
	sprite = 13
	consumer_goods_factor = -0.1
	industrial_capacity_factory = 0.05
}
### Entity: AI Strategy
Component: Sweden_pulled_the_trigger_so_we_like_them
Constructs: has_country_flag, has_country_leader
Source: game
File: common/ai_strategy/SWE.txt

Code:
Sweden_pulled_the_trigger_so_we_like_them = {
	allowed = {
		OR = {
			original_tag = NOR DEN
		}
	}
	enable = {
		country_exists = SWE
		OR = {
			NOR = {
				has_country_flag = SWE_has_triggered_nor_com_uprising
			}
			DEN = {
				has_country_flag = SWE_has_triggered_den_com_uprising
			}
		}
	}
	abort = {
		SWE = {
			has_country_leader = {
				character = SWE_sven_linderot
			}
		}
	}
	ai_strategy = {
		type = befriend
		id = SWE
		value = 250
	} {
		type = alliance
		id = SWE
		value = 250
	} {
		type = antagonize
		id = SOV
		value = 250
	}
}
### Entity: National Focus
Tree: est_focus
Component: EST_corporate_chambers
Constructs: prerequisite, add_ideas, completion_reward, has_idea, cancel_if_invalid
Source: game
File: common/national_focus/estonia.txt

Code:
focus = {
	id = EST_corporate_chambers
	icon = GFX_goal_molotov_ribbentrop_pact
	prerequisite = {
		focus = EST_new_economic_policy
	}
	x = 2
	y = 1
	relative_position_id = EST_new_economic_policy
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		NOT = {
			has_idea = civilian_economy
		} {
			has_idea = low_economic_mobilisation
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = EST_corporate_chambers_idea
	}
}
### Entity: Character
Component: MPL_david_petrie
Source: game
File: common/characters/MPL.txt

Code:
MPL_david_petrie = {
	name = David Petrie
	portraits = {
		army = {
			large = GFX_kr_portrait_britain_generic_land_6
			small = GFX_kr_portrait_britain_generic_land_6_small
		}
	}
	corps_commander = {
		traits = {
			caring_leader promising
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		legacy_id = -1
	}
}
### Entity: Event
Component: denmark.8
Constructs: is_triggered_only
Source: game
File: events/DanishEvents.txt

Code:
country_event = {
	id = denmark.8
	title = denmark.8.t
	desc = denmark.8.d
	picture = GFX_report_event_kpd_partisans
	is_triggered_only = yes
	option = {
		name = denmark.8.a
	}
}
### Entity: Event
Component: naw_norway.82
Constructs: is_triggered_only, limit, add_political_power, set_state_name, is_core_of, add_core_of, remove_core_of
Source: game
File: events/NaW_Norway.txt

Code:
country_event = {
	id = naw_norway.82
	title = naw_norway.82.t
	desc = naw_norway.82.d
	picture = GFX_report_event_journalists_speech
	is_triggered_only = yes
	option = {
		name = naw_norway.82.a
		101 = {
			set_state_name = Grønland
		} {
			if = {
				limit = {
					NOT = {
						is_core_of = ROOT
					}
				}
				add_core_of = ROOT
			} {
				limit = {
					is_core_of = DEN
				}
				remove_core_of = DEN
			}
		}
		add_political_power = 15
	}
}
### Entity: Idea
Component: BALTIC_carrying_the_western_revolution
Constructs: war_support_factor, has_government, removal_cost
Source: game
File: common/ideas/baltic_shared.txt

Code:
BALTIC_carrying_the_western_revolution = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	picture = generic_communism_drift_bonus
	modifier = {
		war_support_factor = 0.1
		army_morale_factor = 0.1
	}
}