Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: yug_focus
Component: YUG_surrender_italian_claims
Constructs: has_completed_focus, prerequisite, limit, has_government, has_war_with, is_major, completion_reward, has_capitulated
Source: game
File: common/national_focus/yugoslavia.txt

Code:
focus = {
	id = YUG_surrender_italian_claims
	icon = GFX_goal_support_fascism
	prerequisite = {
		focus = YUG_join_axis
	}
	mutually_exclusive = {
		focus = YUG_zara_for_axis
	}
	x = -2
	y = 1
	relative_position_id = YUG_join_axis
	cost = 10
	ai_will_do = {
		factor = 100
	}
	available = {
		OR = {
			GER = {
				NOT = {
					has_war_with = ROOT
				}
				has_government = fascism
				has_capitulated = no
				is_faction_leader = yes
			}
			any_other_country = {
				is_major = yes
				has_government = fascism
				is_faction_leader = yes
			}
		}
		NOT = {
			any_other_country = {
				is_in_faction_with = GER
				has_war_with = YUG
			}
		} {
			has_completed_focus = YUG_end_the_regency
		}
	}
	bypass = {
		is_in_faction_with = GER
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		163 = {
			remove_core_of = ROOT
		}
		736 = {
			remove_core_of = ROOT
		}
		852 = {
			remove_core_of = ROOT
		}
		if = {
			limit = {
				GER = {
					exists = yes
					has_capitulated = no
					has_government = fascism
					is_faction_leader = yes
				}
			}
			GER = {
				country_event = generic.2
			}
		}
		else = {
			get_best_alliance_match_fascism_effect = yes
			var:best_leader = {
				country_event = generic.2
			}
		}
	}
}
### Entity: Character
Component: GUA_illegitimate_pretender
Constructs: stability_factor, neutrality_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
GUA_illegitimate_pretender = {
	random = no
	political_power_factor = -0.25
	stability_factor = -0.25
	drift_defence_factor = -0.15
	ai_focus_aggressive_factor = 0.5
	ai_focus_war_production_factor = 0.25
	neutrality_drift = 0.05
	ai_strategy = {
		type = befriend
		id = FRA
		value = -100
	} {
		type = alliance
		id = FRA
		value = -100
	} {
		type = antagonize
		id = FRA
		value = 200
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_Support_the_banana_industry
Constructs: prerequisite, has_government, completion_reward, is_subject, is_in_faction
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_Support_the_banana_industry
	icon = GFX_goal_HON_bannana_takeover
	prerequisite = {
		focus = PRU_hispanic_union
	}
	x = 1
	y = 1
	relative_position_id = PRU_hispanic_union
	mutually_exclusive = {
		focus = PRU_secure_the_central_america
	}
	cost = 10
	available = {
		is_subject = no
		is_in_faction = yes
		HON = {
			OR = {
				has_government = fascism neutrality
			}
		}
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		HON = {
			country_event = {
				id = generic.5
				hours = 12
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: National Focus
Tree: ukr_focus
Component: UKR_invite_foreign_investors
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/ukraine.txt

Code:
focus = {
	id = UKR_invite_foreign_investors
	icon = GFX_goal_generic_business_bills
	prerequisite = {
		focus = UKR_economic_reforms
	}
	x = 1
	y = 1
	relative_position_id = UKR_economic_reforms
	cost = 10
	ai_will_do = {
		factor = 70
	}
	completion_reward = {
		add_ideas = HUN_invite_foreign_investors
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: LBA_acd2
Source: game
File: common/ideas/libya.txt

Code:
LBA_acd2 = {
	picture = generic_army_arab_1
	allowed = {
		original_tag = LBA
	}
	traits = {
		army_chief_defensive_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_NAVAL_block_invasion_target_B0I
Constructs: check_variable
Source: game
File: common/ai_strategy/EAI_MILITARY_naval_strategies.txt

Code:
EAI_MILITARY_NAVAL_block_invasion_target_B0I = {
	enable = {
		NOT = {
			check_variable = {
				EAI_INVASION_block_target^18 = 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = invade
		id = B0I
		value = -2000
	}
}
### Entity: Idea
Component: POL_april_constitution_dem_right
Constructs: has_government, removal_cost, democratic_drift
Source: game
File: common/ideas/poland.txt

Code:
POL_april_constitution_dem_right = {
	allowed = {
		original_tag = POL
		always = no
	}
	allowed_civil_war = {
		has_government = democratic
	}
	removal_cost = -1
	picture = POL_april_constitution
	modifier = {
		mobilization_laws_cost_factor = -0.2
		high_command_cost_factor = -0.2
		resistance_damage_to_garrison = -0.15
		political_power_factor = 0.15
		drift_defence_factor = 0.15
		democratic_drift = 0.15
	}
}
### Entity: National Focus
Tree: slo_focus
Component: SLO_aviation_effort
Constructs: limit, completion_reward, random_owned_controlled_state, add_building_construction, set_country_flag, add_doctrine_cost_reduction
Source: game
File: common/national_focus/slovakia.txt

Code:
focus = {
	id = SLO_aviation_effort
	icon = GFX_goal_SLO_air_force
	x = 48
	y = 0
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		air_experience = 25
		if = {
			limit = {
				capital_scope = {
					NOT = {
						free_building_slots = {
							building = air_base
							size = > 1
						}
					}
				}
			}
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = air_base
						size = > 1
					}
				}
				add_building_construction = {
					type = air_base
					level = 2
					instant_build = yes
				}
				ROOT = {
					set_country_flag = aviation_effort_AB
				}
			}
		} {
			limit = {
				capital_scope = {
					free_building_slots = {
						building = air_base
						size = > 1
					}
				}
			}
			capital_scope = {
				add_building_construction = {
					type = air_base
					level = 2
					instant_build = yes
				}
				ROOT = {
					set_country_flag = aviation_effort_AB
				}
			}
		}
		add_doctrine_cost_reduction = {
			name = air_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
}
### Entity: AI Strategy
Component: INS_focus_on_the_revolution_flipped
Constructs: has_war_with, has_country_flag, is_subject_of, enable_reverse
Source: game
File: common/ai_strategy/INS.txt

Code:
INS_focus_on_the_revolution_flipped = {
	allowed = {
		original_tag = INS
	}
	enable = {
		original_tag = INS
		is_subject_of = HOL
	}
	enable_reverse = {
		INS = {
			has_country_flag = INS_revolution_has_started
			NOT = {
				has_war_with = HOL
			}
		}
	}
	reversed = yes
	abort_when_not_enabled = yes
	ai_strategy = {
		type = prepare_for_war
		id = INS
		value = 100
	} {
		type = antagonize
		id = INS
		value = 100
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_european_community
Constructs: prerequisite, completion_reward, set_cosmetic_tag
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_european_community
	icon = GFX_focus_generic_the_council_of_europe
	prerequisite = {
		focus = BEL_support_the_european_project
	}
	relative_position_id = BEL_support_the_european_project
	x = 0
	y = 3
	cost = 10
	available = {

	}
	completion_reward = {
		custom_effect_tooltip = BEL_european_community_tt generic_skip_one_line_tt
		set_cosmetic_tag = european_union_leader
		hidden_effect = {
			news_event = {
				id = mtg_news.54
				days = 1
			}
		}
	}
}
### Entity: Trigger Reference
Construct: career_profile_check_ratio
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## career_profile_check_ratio

* Supported Scopes: any
* Supported Targets: any

```
Compares the ratio (first/second) of two career profile values to a number
```
### Entity: Idea
Component: HOL_naval_heritage
Constructs: removal_cost
Source: game
File: common/ideas/netherlands.txt

Code:
HOL_naval_heritage = {
	picture = hol_naval_heritage
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		industrial_capacity_dockyard = 0.1
	}
}
### Entity: Character
Component: CZE_benes_lackey
Source: game
File: common/country_leader/00_traits.txt

Code:
CZE_benes_lackey = {
	random = no
	sprite = 13
	political_advisor_cost_factor = 0.1
}
### Entity: Event
Component: bftb_bulgaria_greek_influence.3
Constructs: is_triggered_only, add_opinion_modifier
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_greek_influence.3
	title = bftb_bulgaria_greek_influence.3.t
	desc = bftb_bulgaria_greek_influence.3.desc
	picture = GFX_report_event_gre_balkan_pact
	is_triggered_only = yes
	option = {
		name = bftb_bulgaria_greek_influence.3.a
		effect_tooltip = {
			add_opinion_modifier = {
				target = FROM
				modifier = BUL_rejected_our_proposal
			}
		}
	}
}
### Entity: Technology
Component: r56_military_railnetwork
Constructs: research_cost
Source: game
File: common/technologies/r56_vechicles.txt

Code:
technology = {
	research_cost = 1.5
	start_year = 1941
	folder = {
		name = r56_vechicles_folder
		position = {
			x = -1
			y = 10
		}
	}
	path = {
		leads_to_tech = r56_modern_military_railnetwork
		research_cost_coeff = 1
	}
	production_speed_supply_node_factor = 0.1
	production_speed_rail_way_factor = 0.1
	repair_speed_rail_way_factor = 0.05
	categories = {
		train_tech railway_construction_tech
	}
	ai_will_do = {
		factor = 0
		modifier = {
			factor = 1
			date = > 1941.1.1
		} {
			factor = 2
			date = > 1942.1.1
		} {
			factor = 3
			date = > 1943.1.1
		}
	}
}
### Entity: Unit Template
Component: ENG_OPERATIVE_CODENAME_HISTORICAL
Source: game
File: common/units/codenames_operatives/ENG_operative_codenames.txt

Code:
ENG_OPERATIVE_CODENAME_HISTORICAL = {
	name = ENG_HISTORICAL_OPERATIVES
	for_countries = {
		ENG SCO WLS NIR
	}
	type = codename
	fallback_name = Agent %d
	unique = {
		Helge Lise Snow Rain Tingling Lahlum Hansen Archduke Intrepid Mr Fox Fleming Niven Lazenby Dalton Moore Brosnan Connery Craig Sweep
	}
}
### Entity: Scripted Effect
Component: MEX_decrease_cedillo_tension
Constructs: limit, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/MEX_scripted_effects .txt

Code:
MEX_decrease_cedillo_tension = {
	if = {
		limit = {
			has_idea = MEX_cedillo_tension_2
		}
		swap_ideas = {
			remove_idea = MEX_cedillo_tension_2
			add_idea = MEX_cedillo_tension
		}
	}
	else_if = {
		limit = {
			has_idea = MEX_cedillo_tension_3
		}
		swap_ideas = {
			remove_idea = MEX_cedillo_tension_3
			add_idea = MEX_cedillo_tension_2
		}
	} {
		limit = {
			has_idea = MEX_cedillo_tension_4
		}
		swap_ideas = {
			remove_idea = MEX_cedillo_tension_4
			add_idea = MEX_cedillo_tension_3
		}
	}
}
### Entity: Event
Component: poland.22
Constructs: ai_chance, has_completed_focus, has_war_with, has_country_flag, fire_only_once, is_subject, white_peace
Source: game
File: events/Poland.txt

Code:
country_event = {
	id = poland.22
	title = poland.22.t
	desc = poland.22.d
	picture = GFX_report_event_generic_conference
	trigger = {
		tag = POL
		DNZ = {
			is_subject = no
			has_war_with = POL
			controls_state = 807
		}
		OR = {
			DNZ = {
				has_country_flag = rejected_germany_flag
			}
			GER = {
				has_completed_focus = GER_oppose_hitler
			} {
				has_completed_focus = GER_oppose_hitler_ww
			}
		}
	}
	mean_time_to_happen = {
		days = 30
	}
	fire_only_once = yes
	option = {
		name = poland.22.a
		ai_chance = {
			factor = 50
		}
		DNZ = {
			transfer_state = 807
		}
		white_peace = DNZ
		GER = {
			country_event = {
				id = poland.2102
				days = 7
			}
		}
	} {
		name = poland.22.b
		ai_chance = {
			factor = 50
		}
	}
}
### Entity: Idea
Component: LIE_production_quotas_idea
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/liechtenstein.txt

Code:
LIE_production_quotas_idea = {
	name = LIE_production_quotas
	picture = generic_production_bonus
	allowed = {
		original_tag = LIE
	}
	removal_cost = -1
	modifier = {
		production_factory_efficiency_gain_factor = 0.05
		industrial_capacity_factory = 0.1
	}
}
### Entity: Idea
Component: MEN_mongolian_funds_for_chinese_communists
Constructs: war_support_factor, has_government, removal_cost, communism_drift
Source: game
File: common/ideas/r56_mengkukuo.txt

Code:
MEN_mongolian_funds_for_chinese_communists = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		NOT = {
			has_government = communism
		}
	}
	removal_cost = -1
	picture = generic_communism_drift_bonus
	modifier = {
		consumer_goods_factor = -0.05
		communism_drift = 0.03
		drift_defence_factor = -0.1
		political_power_factor = -0.05
		war_support_factor = 0.05
	}
}
### Entity: AI Strategy
Component: ai_focus_war_production_COG
Source: game
File: common/ai_focuses/COG.txt

Code:
ai_focus_war_production_COG = {
	research = {
		industry = 20.0
		construction_tech = 20.0
		electronics = 20.0
		computing_tech = 10.0
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_civil_war_form_solider_committees
Constructs: prerequisite, limit, add_ideas, completion_reward, every_unit_leader, has_id, set_nationality
Source: game
File: common/national_focus/r56_soviet_civil_war.txt

Code:
focus = {
	id = SOV_civil_war_form_solider_committees
	icon = GFX_goal_generic_army_mobilization
	prerequisite = {
		focus = SOV_civil_war_peoples_virtue
	}
	x = -1
	y = 1
	relative_position_id = SOV_civil_war_peoples_virtue
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_ideas = SOV_form_solider_committees
		FAK = {
			every_unit_leader = {
				limit = {
					OR = {
						has_id = 6200 6201 6202 6203 6204 6206 6207 6210 6211 6212 6213 6214 6215 6216 6218
					}
				}
				set_nationality = ROOT
			}
		}
	}
}
### Entity: Event
Component: INS_industrial_events.26
Constructs: is_triggered_only, add_to_variable
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_industrial_events.26
	hidden = yes
	is_triggered_only = yes
	option = {
		name = INS_industrial_events.26.a
		custom_effect_tooltip = INS_great_depression_tt
		add_to_variable = {
			var = INS_great_depression_country_resource_cost_rubber
			value = -120
			tooltip = country_resource_cost_rubber_tt
		}
	}
}
### Entity: Music Config
Component: base_music/belgium_war
Constructs: has_war_with, has_war, is_subject_of
Source: game
File: music/got_songs.txt

Code:
music = {
	song = belgium_war
	chance = {
		base = 1
		modifier = {
			factor = 0.05
			original_tag = BEL
		} {
			factor = 10
			original_tag = COG
			is_subject_of = BEL
		} {
			factor = 2
			original_tag = COG
			is_subject_of = BEL
			has_war = yes
		} {
			factor = 5
			original_tag = BEL
			has_war = yes
		} {
			factor = 10
			has_war_with = BEL
		}
	}
}
### Entity: AI Strategy
Component: r56_im_not_mad_finland_just_disappointed
Constructs: has_completed_focus, has_government, is_in_faction_with, send_lend_lease_desire, send_volunteers_desire
Source: game
File: common/ai_strategy/r56_default.txt

Code:
r56_im_not_mad_finland_just_disappointed = {
	allowed = {
		ROOT = {
			exists = yes
			AND = {
				has_government = democratic
				NOT = {
					original_tag = SWE
				}
			}
			NOT = {
				is_in_faction_with = FIN
			}
		}
	}
	enable = {
		FIN = {
			exists = yes
			has_completed_focus = FIN_the_lone_wolf
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = send_lend_lease_desire
		id = FIN
		value = -250
	} {
		type = support
		id = FIN
		value = -250
	} {
		type = send_volunteers_desire
		id = FIN
		value = -250
	} {
		type = diplo_action_desire
		id = FIN
		target = guarantee
		value = -500
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/User_talk%3AChemonaut.html

Doc:
Did you write something on my page?--Simen113 (talk) 03:32, 23 January 2016 (CET)

Yeah, but am trying to figure out how to message you. Anyways, is there anything you want help with in the wiki? Also, when I update the UK focus tree, it only updates on their page, not on the new national focus page...is there a way to do that without copy and pasting?--Chemonaut
Yes. – Lillebror (talk) 00:05, 24 January 2016 (CET)

Retrieved from "http://www.hoi4wiki.com/index.php?title=User_talk:Chemonaut&oldid=2554"
### Entity: Idea
Component: germano_mexican_tanks
Constructs: has_dlc, is_in_faction_with, research_bonus
Source: game
File: common/ideas/mexico.txt

Code:
germano_mexican_tanks = {
	picture = porsche
	allowed = {
		original_tag = MEX
		has_dlc = Man the Guns
	}
	available = {
		is_in_faction_with = GER
	}
	research_bonus = {
		armor = 0.15
	}
	traits = {
		heavy_tank_manufacturer
	}
}
### Entity: Character
Component: FIN_kurt_martti_wallenius
Constructs: has_completed_focus, has_government
Source: game
File: common/characters/FIN.txt

Code:
FIN_kurt_martti_wallenius = {
	name = FIN_kurt_martti_wallenius
	portraits = {
		army = {
			large = GFX_portrait_FIN_kurt_martti_wallenius
			small = GFX_portrait_FIN_kurt_martti_wallenius_small
		}
	}
	corps_commander = {
		traits = {
			infantry_officer ranger jaeger
		}
		skill = 2
		attack_skill = 1
		defense_skill = 3
		planning_skill = 1
		logistics_skill = 2
		legacy_id = -1
		visible = {
			has_completed_focus = FIN_patriotic_peoples_movement
			NOT = {
				has_government = communism
			}
		}
	}
}
### Entity: AI Strategy
Component: r56_PER_hold_off_on_more_war_AFG
Constructs: has_war, has_war_with, has_wargoal_against, declare_war
Source: game
File: common/ai_strategy/r56_PER.txt

Code:
r56_PER_hold_off_on_more_war_AFG = {
	allowed = {
		original_tag = PER
	}
	abort = {
		has_war_with = AFG
	}
	enable = {
		has_wargoal_against = AFG
		has_war = yes
	}
	ai_strategy = {
		type = antagonize
		id = AFG
		value = -400
	} {
		type = declare_war
		id = AFG
		value = -400
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_royal_australian_artillery
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, add_tech_bonus, has_dlc, add_doctrine_cost_reduction
Source: game
File: common/national_focus/australia.txt

Code:
focus = {
	id = AST_royal_australian_artillery
	icon = GFX_goal_generic_army_artillery2
	prerequisite = {
		focus = AST_additional_militia_training
	}
	x = -1
	y = 1
	relative_position_id = AST_additional_militia_training
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = AST_royal_australian_artillery
			bonus = 1.0
			uses = 1
			category = artillery
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_doctrine_cost_reduction = {
				cost_reduction = 0.5
				uses = 1
				category = special_forces_doctrine
			}
		}
	}
}
### Entity: Character
Component: SLV_bogumil_vosnjak
Constructs: has_government, has_autonomy_state
Source: game
File: common/characters/SLV.txt

Code:
SLV_bogumil_vosnjak = {
	name = SLV_bogumil_vosnjak
	portraits = {
		army = {
			small = GFX_idea_SLV_bogumil_vosnjak
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = SLV_bogumil_vosnjak
		allowed = {
			original_tag = SLV
		}
		available = {
			NOT = {
				has_autonomy_state = autonomy_supervised_state
			}
		}
		traits = {
			democratic_reformer
		}
		do_effect = {
			not = {
				has_government = democratic
			}
		}
		ai_will_do = {
			factor = 0
		}
	}
}
### Entity: Event
Component: samoa_smuggle_stuffs.2
Constructs: is_triggered_only, add_equipment_to_stockpile
Source: game
File: events/Samoa.txt

Code:
country_event = {
	id = samoa_smuggle_stuffs.2
	title = samoa_smuggle_stuffs.1.t
	desc = samoa_smuggle_stuffs.1.desc
	picture = GFX_report_event_canada_army
	is_triggered_only = yes
	option = {
		name = samoa_smuggle_stuffs.success
		add_equipment_to_stockpile = {
			type = infantry_equipment_0
			amount = 500
			producer = USA
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_commemorate_the_labour_corps
Constructs: prerequisite, limit, add_ideas, completion_reward, has_dlc, has_idea, add_to_variable
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_commemorate_the_labour_corps
	icon = GFX_focus_CHI_commemorate_labour_corp
	prerequisite = {
		focus = CHI_bog_them_down_in_the_centre
	}
	x = -1
	y = 1
	relative_position_id = CHI_bog_them_down_in_the_centre
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		IF = {
			limit = {
				has_dlc = No Step Back
			}
			IF = {
				limit = {
					has_idea = elevated_engineering_corps_spirit
				}
				army_experience = 35
			}
			ELSE = {
				add_ideas = elevated_engineering_corps_spirit
			}
			custom_effect_tooltip = generic_skip_one_line_tt CHI_modify_protracted_warfare_idea_tt
			add_to_variable = {
				CHI_protracted_warfare_dig_in_speed_factor = 0.1
				tooltip = dig_in_speed_factor_tt
			}
		}
		ELSE = {
			custom_effect_tooltip = CHI_modify_protracted_warfare_idea_tt
			add_to_variable = {
				CHI_protracted_warfare_dig_in_speed_factor = 0.15
				tooltip = dig_in_speed_factor_tt
			}
		}
	}
}
### Entity: Event
Component: AST_union_control_events.4
Constructs: is_triggered_only
Source: game
File: events/TAOG_Australia.txt

Code:
country_event = {
	id = AST_union_control_events.4
	title = AST_union_control_events.4.t
	desc = AST_union_control_events.4.desc
	picture = GFX_report_event_PHI_communism_in_philippines
	is_triggered_only = yes
	option = {
		name = AST_union_control_events.4.a
		custom_effect_tooltip = AST_union_control_events.4.a.tt
	}
}
### Entity: Order of Battle
Component: 2. Georgian Volunteers
Constructs: division_template
Source: game
File: history/units/GEO_volunteers.txt

Code:
division = {
	name = 2. Georgian Volunteers
	division_template = Georgian Volunteers
	start_experience_factor = 0.3
	start_equipment_factor = 0.1
}
### Entity: AI Strategy
Component: SWE_r56_the_road_to_war_nordic_union
Constructs: has_completed_focus, has_government
Source: game
File: common/ai_strategy_plans/SWE_r56_alternate_strategy_plan.txt

Code:
SWE_r56_the_road_to_war_nordic_union = {
	name = Sweden's preparation for War
	desc = Build up a bit and then go to war, this time aiming for Baltics and inviting Denmark / Norway if they are communist into faction
	allowed = {
		original_tag = SWE
	}
	enable = {
		original_tag = SWE
		has_government = communism
		has_completed_focus = SWE_approach_soviets
		SOV = {
			OR = {
				has_completed_focus = SOV_the_centre
				focus_progress = {
					focus = SOV_great_purge
					progress = > 0.1
				}
			}
			has_government = communism
		}
		GER = {
			OR = {
				has_completed_focus = GER_kill_hitler GER_rally_the_monarchists GER_die_letzte_verschwoerung
			}
		}
		OR = {
			DEN = {
				has_government = communism
			}
			NOR = {
				has_government = communism
			}
		}
	}
	ai_national_focuses = {
		SWE_establish_red_army SWE_jumpstart_the_arms_industry SWE_swedish_army_staff SWE_conclude_rearmament SWE_turn_the_baltic_red SWE_improve_red_army
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_Invite_Gosplan_Planners
Constructs: prerequisite, add_ideas, completion_reward, add_research_slot
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_Invite_Gosplan_Planners
	icon = GFX_postive_heroism
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available = {
		num_of_factories = > 60
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
	prerequisite = {
		focus = DEN_Soviet_Economic_Aid
	} {
		focus = DEN_Regional_Economic_Development DEN_Rapid_Urbanisation
	}
	x = -3
	y = 7
	relative_position_id = DEN_DKP_Takeover
	completion_reward = {
		add_ideas = den_gosplan_planners
		add_research_slot = 1
	}
}