Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: sud_focus
Component: SUD_improve_the_road_network
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/sudan.txt

Code:
focus = {
	id = SUD_improve_the_road_network
	icon = GFX_goal_generic_road
	text = GEN_improve_state_infrastructure
	prerequisite = {
		focus = SUD_develop_capitalstate
	}
	x = -2
	y = 1
	relative_position_id = SUD_develop_capitalstate
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 3.1
	}
	bypass = {

	}
	available = {
		num_of_controlled_states = > 0
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = infrastructure
					size = > 0
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Character
Component: personal_agenda_annala
Source: game
File: common/country_leader/00_traits.txt

Code:
personal_agenda_annala = {
	random = no
	custom_modifier_tooltip = FIN_personal_agenda_annala_tt
}
### Entity: Modding Documentation
Construct: operative_mission
Constructs: operative_mission, build_intel_network
Source: vanilla_docs
File: common/ai_strategy/_documentation.md

Doc:
### `operative_mission`
```
ai_strategy = {
	type = operative_mission
	mission = build_intel_network	# mission token
	value = 800						# score compared to other operations & missions
	mission_target = GER			# target
	state = 1						# if specified ai will prefer this states for targeted operations assuming they are valid target
	state = 2
	priority = 100					# ai will prefer state of the highest prio strategy
}
```
### Entity: Modding Documentation
Construct: garrison_manpower_need
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### garrison_manpower_need
* description: check the amount of manpower needed by garrisons
* (Auto generated using the trigger with same name)
### Entity: AI Strategy
Component: r56_middle_east_fascist_boy_starts_building_wolfpacks
Constructs: has_government
Source: game
File: common/ai_strategy/r56_default.txt

Code:
r56_middle_east_fascist_boy_starts_building_wolfpacks = {
	allowed = {
		OR = {
			original_tag = IRQ PER SAU YEM OMA AFG PAK
		}
	}
	enable = {
		ROOT = {
			has_government = fascism
			exists = yes
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = unit_ratio
		id = submarine
		value = 90
	} {
		type = unit_ratio
		id = screen_ship
		value = 20
	} {
		type = naval_avoid_region
		id = 18
		value = 600
	} {
		type = naval_avoid_region
		id = 16
		value = 100
	} {
		type = naval_avoid_region
		id = 43
		value = 100
	}
}
### Entity: Event
Component: wtt_britain.24
Constructs: is_triggered_only, ai_chance, has_government, is_historical_focus_on, add_to_faction
Source: game
File: events/WTT_Britain.txt

Code:
country_event = {
	id = wtt_britain.24
	title = wtt_britain.24.t
	desc = wtt_britain.24.d
	picture = GFX_report_event_generic_parliament
	is_triggered_only = yes
	option = {
		ai_chance = {
			factor = 80
			modifier = {
				has_government = fascism
				factor = 0
			} {
				is_historical_focus_on = yes
				factor = 0
			}
		}
		name = wtt_britain.24.a
		IRE = {
			transfer_state = 119
		}
		ENG = {
			add_to_faction = IRE
		} {
			country_event = {
				id = wtt_britain.28
			}
		}
	} {
		name = wtt_britain.24.b
		ENG = {
			country_event = {
				id = wtt_britain.29
			}
		}
	}
}
### Entity: Event
Component: GOE_RAJ_navy.12
Constructs: is_triggered_only
Source: game
File: events/GOE_Raj.txt

Code:
country_event = {
	id = GOE_RAJ_navy.12
	picture = GFX_report_event_generic_read_write
	title = GOE_RAJ_navy.12.t
	desc = GOE_RAJ_navy.12.desc
	is_triggered_only = yes
	option = {
		name = GOE_RAJ_navy.12.a
	}
}
### Entity: Idea
Component: ig_faben
Constructs: has_completed_focus, research_bonus
Source: game
File: common/ideas/GER.txt

Code:
ig_faben = {
	allowed = {
		original_tag = GER
	}
	visible = {
		NOT = {
			has_completed_focus = GER_coal_liquefaction GER_industrial_expansion
		}
	}
	cost = 150
	research_bonus = {
		industry = 0.05
		synth_resources = 0.15
	}
	traits = {
		refinery_concern
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: COG_italian_scientific_advisors
Constructs: research_speed_factor, removal_cost
Source: game
File: common/ideas/r56_congo.txt

Code:
COG_italian_scientific_advisors = {
	allowed = {
		always = no
	}
	modifier = {
		research_speed_factor = 0.02
	}
	removal_cost = -1
	picture = generic_research_bonus
}
### Entity: Event
Component: SEA_china_democratic.7
Constructs: is_triggered_only, ai_chance, has_government, fire_only_once, has_war_with_major
Source: game
File: events/SEA_Nat_China.txt

Code:
country_event = {
	id = SEA_china_democratic.7
	title = SEA_china_democratic.7.t
	desc = SEA_china_democratic.7.desc
	picture = GFX_report_event_communist_leader
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = SEA_china_democratic.7.a
		ai_chance = {
			base = 1
			modifier = {
				factor = 10
				has_government = communism
			} {
				factor = 10
				has_government = democratic
			} {
				factor = 5
				has_war_with_major = yes
			} {
				factor = 0.5
				has_government = neutrality
			} {
				factor = 0.1
				OR = {
					has_government = fascism
				}
			}
		}
		ROOT = {
			release = event_target:CHI_country_to_be_liberated
		}
		FROM = {
			country_event = {
				id = SEA_china_democratic.8
				hours = 3
			}
		}
	} {
		name = SEA_china_democratic.7.b
		ai_chance = {
			base = 1
			modifier = {
				fighting_army_strength_ratio = {
					tag = CHI
					ratio = > 1
				}
				factor = 2
			}
		}
		custom_effect_tooltip = JUNO_brazil_events.137.b.tt
		FROM = {
			country_event = {
				id = SEA_china_democratic.9
				hours = 3
			}
		}
	}
}
### Entity: Character
Component: MLT_democratic_guy
Constructs: has_government
Source: game
File: common/characters/MLT.txt

Code:
MLT_democratic_guy = {
	advisor = {
		slot = political_advisor
		idea_token = MLT_democratic_guy
		allowed = {
			original_tag = MLT
		}
		traits = {
			democratic_reformer
		}
		do_effect = {
			not = {
				has_government = democratic
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_1
		}
	}
}
### Entity: Event
Component: MAN_56_event.5
Constructs: is_triggered_only, limit, add_war_support, create_wargoal, annex_everything, every_state, is_subject_of, is_core_of
Source: game
File: events/r56_MAN_events.txt

Code:
country_event = {
	id = MAN_56_event.5
	title = MAN_56_event.5.t
	desc = MAN_56_event.5.desc
	picture = GFX_report_event_manchukuo_army_2
	is_triggered_only = yes
	option = {
		name = MAN_56_event.5.a
		add_war_support = 0.05
		MAN = {
			country_event = CHI_warlords.19
			create_wargoal = {
				target = ROOT
				type = annex_everything
			}
		}
	} {
		name = MAN_56_event.5.b
		every_state = {
			IF = {
				limit = {
					owner = {
						OR = {
							original_tag = ROOT
							is_subject_of = ROOT
						}
					}
					is_core_of = MAN
				}
				transfer_state_to = MAN
			}
		}
		MAN = {
			country_event = CHI_warlords.20
		}
	}
}
### Entity: National Focus
Tree: nic_focus
Component: NIC_look_to_washington_once_again
Constructs: prerequisite, has_war, limit, has_government, has_war_with, completion_reward, is_in_faction, is_in_faction_with
Source: game
File: common/national_focus/Nicaragua.txt

Code:
focus = {
	id = NIC_look_to_washington_once_again
	icon = GFX_goal_generic_usa_assistance
	mutually_exclusive = {
		focus = NIC_the_strength_of_moscow NIC_ally_the_champion_of_europe
	}
	available = {
		USA = {
			has_war = yes
			is_in_faction = yes
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	bypass = {
		OR = {
			is_in_faction_with = USA ENG
		}
	}
	x = 0
	y = 1
	relative_position_id = NIC_nicaraguan_diplomacy
	cost = 5
	prerequisite = {
		focus = NIC_nicaraguan_diplomacy
	}
	ai_will_do = {
		factor = 0.1
		modifier = {
			AND = {
				date = > 1941.12.7
				USA = {
					has_war = yes
				}
			}
			GER = {
				has_government = fascism
				has_war = yes
			}
			ROOT = {
				NOT = {
					has_government = fascism
				}
			}
			add = 10
		}
	}
	completion_reward = {
		if = {
			limit = {
				USA = {
					is_in_faction_with = ENG
				}
				ENG = {
					has_government = democratic
					is_faction_leader = yes
					has_capitulated = no
					NOT = {
						has_war_with = ROOT
					}
				}
			}
			ENG = {
				country_event = generic.2
				add_ai_strategy = {
					type = alliance
					id = ROOT
					value = 200
				}
			}
		}
		else_if = {
			limit = {
				USA = {
					is_faction_leader = yes
					has_capitulated = no
					NOT = {
						has_war_with = ROOT
					}
				}
			}
			USA = {
				country_event = nicaragua.6
				add_ai_strategy = {
					type = alliance
					id = ROOT
					value = 200
				}
			}
		}
		else = {
			get_best_alliance_match_democratic_effect = yes
			var:best_leader = {
				country_event = generic.2
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: Unit Template
Component: SIC_MNT_01
Source: game
File: common/units/names_divisions/SIC_names_divisions.txt

Code:
SIC_MNT_01 = {
	name = Mountain Unit
	for_countries = {
		SIC
	}
	can_use = {
		always = yes
	}
	division_types = {
		mountaineers
	}
	link_numbering_with = {
		SIC_INF_01
	}
	fallback_name = %d Sichuan Juntuán
	ordered = {
		1 = {
			%d Sichuan Juntuán
		}
		2 = {
			%d Sichuan Juntuán
		}
		3 = {
			%d Sichuan Juntuán
		}
		4 = {
			%d Sichuan Juntuán
		}
		5 = {
			%d Sichuan Juntuán
		}
		6 = {
			%d Sichuan Juntuán
		}
		7 = {
			%d Sichuan Juntuán
		}
		8 = {
			%d Sichuan Juntuán
		}
		9 = {
			%d Sichuan Juntuán
		}
		10 = {
			%d Sichuan Juntuán
		}
		11 = {
			%d Sichuan Juntuán
		}
		12 = {
			%d Sichuan Juntuán
		}
		13 = {
			%d Sichuan Juntuán
		}
		14 = {
			%d Sichuan Juntuán
		}
		15 = {
			%d Sichuan Juntuán
		}
		16 = {
			%d Sichuan Juntuán
		}
		17 = {
			%d Sichuan Juntuán
		}
		18 = {
			%d Sichuan Juntuán
		}
		19 = {
			%d Sichuan Juntuán
		}
		20 = {
			%d Sichuan Juntuán
		}
	}
}
### Entity: National Focus
Tree: vin_focus
Component: VIN_the_flying_dragon_theory
Constructs: prerequisite, add_ideas, has_government, completion_reward
Source: game
File: common/national_focus/Vietnam.txt

Code:
focus = {
	id = VIN_the_flying_dragon_theory
	icon = GFX_goal_generic_positive_trade_relations
	cost = 10
	prerequisite = {
		focus = VIN_cqtbcnqg
	} {
		focus = VIN_nationalize_french_businesses
	}
	available = {
		NOT = {
			has_government = communism
		}
	}
	mutually_exclusive = {
		focus = VIN_the_roaring_dragon_theory
	}
	completion_reward = {
		add_ideas = VIN_the_flying_dragon_theory
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	x = 51
	y = 2
}
### Entity: AI Strategy
Component: EAI_PROD_MISC_PROD_force_build
Constructs: force_build_armies
Source: game
File: common/ai_strategy/EAI_PRODUCTION_misc_strategies.txt

Code:
EAI_PROD_MISC_PROD_force_build = {
	enable = {
		num_divisions = < 1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = force_build_armies
		value = 1
	}
}
### Entity: State History
Component: 317
Constructs: add_core_of
Source: game
File: history/states/317-Nicaragua.txt

Code:
state = {
	id = 317
	name = STATE_317
	resources = {
		chromium = 1
	}
	state_category = town
	history = {
		owner = NIC
		buildings = {
			infrastructure = 2
			arms_factory = 1
			industrial_complex = 2
			air_base = 1
			12738 = {
				naval_base = 1
			}
		}
		add_core_of = NIC
		victory_points = {
			12738 3
		} {
			2075 1
		}
	}
	provinces = {
		1988 2075 10728 12738 13139 13178
	}
	manpower = 683000
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Idea
Component: EAI_INSANE/small_plane_cas_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_INSANE/small_plane_cas_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		small_plane_cas_airframe = {
			build_cost_ic = -0.15
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_jewish_question
Constructs: prerequisite, add_stability, completion_reward, add_political_power, add_popularity
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_jewish_question
	icon = GFX_goal_ISR_aliyah_2
	prerequisite = {
		focus = PAL_raise_red_banner
	}
	x = 7
	y = 1
	relative_position_id = PAL_raise_red_banner
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		ISR = {
			exists = no
		}
	}
	bypass = {

	}
	completion_reward = {
		add_stability = -0.05
		add_popularity = {
			ideology = communism
			popularity = -0.05
		}
		add_political_power = 100
	}
}
### Entity: National Focus
Tree: vin_focus
Component: VIN_vietnams_tridemism
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/Vietnam.txt

Code:
focus = {
	id = VIN_vietnams_tridemism
	icon = GFX_focus_generic_the_giant_wakes
	cost = 10
	prerequisite = {
		focus = VIN_the_vnqdd_in_power
	}
	completion_reward = {
		add_ideas = VIN_vietnams_tridemism
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
	x = 24
	y = 1
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_unite_scandinavia
Constructs: prerequisite, limit, add_ideas, completion_reward, is_faction_leader, is_subject, every_other_country, is_in_faction_with
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_unite_scandinavia
	icon = GFX_focus_generic_nordic_territory
	prerequisite = {
		focus = SWE_the_northern_lights
	}
	relative_position_id = SWE_the_northern_lights
	x = -2
	y = 3
	cost = 10
	available_if_capitulated = yes
	available = {
		is_faction_leader = yes
		is_subject = no
	}
	bypass = {
		NOT = {
			country_exists = ICE FIN DEN NOR
		}
	}
	completion_reward = {
		add_ideas = SWE_scandinavianism_bad
		every_other_country = {
			limit = {
				OR = {
					original_tag = FIN DEN NOR
				}
				is_in_faction_with = SWE
			}
			country_event = {
				id = sweden_sca_unite.1
				days = 2
			}
		}
		custom_effect_tooltip = SWE_unite_scandinavia_tt
	}
}
### Entity: National Focus
Tree: man_focus
Component: MAN_tsr_empower_the_legislative_council
Constructs: has_completed_focus, prerequisite, completion_reward, add_political_power, cancel_if_invalid
Source: game
File: common/national_focus/manchukuo_TSR.txt

Code:
focus = {
	id = MAN_tsr_empower_the_legislative_council
	icon = GFX_goal_generic_dangerous_deal
	prerequisite = {
		focus = MAN_tsr_five_equal_peoples
	}
	x = 5
	y = 1
	relative_position_id = MAN_tsr_five_equal_peoples
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_completed_focus = MAN_tsr_bolster_nationalism
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	completion_reward = {
		add_political_power = 150
		custom_effect_tooltip = generic_skip_one_line_tt
		MAN_low_legitimacy_level_down = yes
	}
}
### Entity: Event
Component: lar_portugal_iberian_workers_united.2
Constructs: is_triggered_only, ai_chance, has_completed_focus, every_owned_state, has_war, limit, has_government, add_opinion_modifier
Source: game
File: events/LaR_Portugal.txt

Code:
country_event = {
	id = lar_portugal_iberian_workers_united.2
	title = lar_portugal_iberian_workers_united.2.t
	desc = lar_portugal_iberian_workers_united.2.desc
	picture = GFX_report_event_generic_communist_congress
	is_triggered_only = yes
	option = {
		name = lar_portugal_iberian_workers_united.2.a
		ai_chance = {
			base = 100
			modifier = {
				add = 15
				has_completed_focus = SPR_hinder_nkvd_interference
			}
		}
		trigger = {
			has_war = no
		}
		hidden_effect = {
			if = {
				limit = {
					NOT = {
						has_global_flag = POR_iberian_union_successful_flag
					}
				}
				set_global_flag = POR_iberian_union_successful_flag
				POR = {
					news_event = {
						id = lar_news.27
						days = 3
						random_days = 3
					}
				}
			}
		} {
			every_owned_state = {
				limit = {
					is_core_of = ROOT
					NOT = {
						has_state_flag = SPR_core_of_spain_flag
					}
				}
				add_core_of = FROM
			}
			FROM = {
				annex_country = {
					target = ROOT
					transfer_troops = yes
				}
			}
		}
		custom_effect_tooltip = lar_portugal_iberian_workers_united.2.a_tt GAME_OVER_TT
	} {
		name = lar_portugal_iberian_workers_united.2.b
		ai_chance = {
			base = 0
			modifier = {
				add = 10
				has_completed_focus = SPR_maintain_the_second_republic
			} {
				add = 5
				has_completed_focus = SPR_secure_democratic_principles
			} {
				add = 5
				has_completed_focus = SPR_war_of_independence
			} {
				add = 10
				has_completed_focus = SPR_the_stalinist_doctrine
			} {
				add = 5
				has_completed_focus = SPR_appeal_for_increased_autonomy
			} {
				add = 100
				NOT = {
					tag = SPD
				} {
					has_government = ROOT
				}
			}
		}
		POR = {
			add_opinion_modifier = {
				target = ROOT
				modifier = POR_rejected_the_iberian_unification
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_21
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_21 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 21
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 21
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_political_advisors_in_every_division
Constructs: prerequisite, completion_reward, modify_blue_shirts, add_to_variable, add_doctrine_cost_reduction
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_political_advisors_in_every_division
	icon = GFX_focus_CHI_political_advisors_in_every_division
	prerequisite = {
		focus = CHI_whampoa_ideological_primacy
	}
	mutually_exclusive = {
		focus = CHI_weaponise_the_faithful
	}
	x = 1
	y = 1
	relative_position_id = CHI_whampoa_ideological_primacy
	cost = 10
	available = {

	}
	search_filters = {

	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		custom_effect_tooltip = modify_blue_shirts
		add_to_variable = {
			CHI_blue_shirt_society_army_org_factor = -0.03
			tooltip = army_org_factor_tt
		} {
			CHI_blue_shirt_society_army_morale_factor = 0.1
			tooltip = army_morale_factor_tt
		} {
			CHI_blue_shirt_society_command_power_gain_mult = 0.05
			tooltip = command_power_gain_mult_tt
		}
		add_doctrine_cost_reduction = {
			cost_reduction = 0.2
			uses = 1
			category = land_doctrine
		}
	}
}
### Entity: Idea
Component: SAM_mt
Source: game
File: common/ideas/samoa.txt

Code:
SAM_mt = {
	ledger = army
	picture = generic_army_asia_6
	allowed = {
		original_tag = SAM
	}
	traits = {
		military_theorist
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_demand_nationalizations
Constructs: every_owned_state, prerequisite, limit, completion_reward, is_fully_controlled_by, random_select_amount, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_demand_nationalizations
	icon = GFX_focus_generic_industry_3
	prerequisite = {
		focus = NOR_the_seeds_of_the_revolution
	}
	x = 2
	y = 1
	relative_position_id = NOR_the_seeds_of_the_revolution
	cost = 5
	available = {
		communism = > 0.2
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		if = {
			limit = {
				count_triggers = {
					amount = 3
					110 = {
						is_fully_controlled_by = ROOT
						industrial_complex = < 1
					}
					921 = {
						is_fully_controlled_by = ROOT
						industrial_complex = < 1
					}
					922 = {
						is_fully_controlled_by = ROOT
						industrial_complex = < 1
					}
					142 = {
						is_fully_controlled_by = ROOT
						industrial_complex = < 1
					}
					920 = {
						is_fully_controlled_by = ROOT
						industrial_complex = < 1
					}
					143 = {
						is_fully_controlled_by = ROOT
						industrial_complex = < 1
					}
					923 = {
						is_fully_controlled_by = ROOT
						industrial_complex = < 1
					}
					144 = {
						is_fully_controlled_by = ROOT
						industrial_complex = < 1
					}
					924 = {
						is_fully_controlled_by = ROOT
						industrial_complex = < 1
					}
					925 = {
						is_fully_controlled_by = ROOT
						industrial_complex = < 1
					}
				}
			}
			every_owned_state = {
				limit = {
					is_fully_controlled_by = ROOT
					industrial_complex = < 1
					NOT = {
						state = 914
					}
				}
				random_select_amount = 3
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Idea
Component: MPL_collapse_idea
Constructs: has_completed_focus, has_war, limit, war_support_factor, removal_cost
Source: game
File: common/ideas/mandate_of_palestine.txt

Code:
MPL_collapse_idea = {
	allowed = {
		always = no
	}
	picture = MPL_collapse
	removal_cost = -1
	modifier = {
		surrender_limit = 1
		war_support_factor = 0.5
	}
	cancel = {
		if = {
			limit = {
				original_tag = PAL
			}
			has_war = no
		}
		else = {
			has_completed_focus = ISR_win
		}
	}
	rule = {
		can_join_factions = no
		can_create_factions = no
	}
}
### Entity: Idea
Component: SWE_radiotjanst_communism
Constructs: research_speed_factor, stability_factor, war_support_factor, removal_cost, communism_drift, fascism_drift, democratic_drift
Source: game
File: common/ideas/sweden.txt

Code:
SWE_radiotjanst_communism = {
	allowed = {
		tag = SWE
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = SWE_radiotjanst_corrupted
	modifier = {
		research_speed_factor = 0.07
		drift_defence_factor = -0.3
		justify_war_goal_time = -0.25
		communism_drift = 0.1
		fascism_drift = -0.02
		democratic_drift = 0.02
		war_support_factor = 0.025
		stability_factor = 0.025
	}
}
### Entity: Scripted Effect
Component: indonesia_free_effect
Constructs: has_completed_focus, limit, set_country_flag, every_unit_leader, has_trait, set_nationality
Source: game
File: common/scripted_effects/INS_scripted_effects.txt

Code:
indonesia_free_effect = {
	set_country_flag = INS_freed_from_dutch
	ROOT = {
		drop_cosmetic_tag = yes
		if = {
			limit = {
				NOT = {
					has_completed_focus = INSHOL_volksraad_compromises
				}
			}
			every_unit_leader = {
				limit = {
					has_trait = INS_loyalty_to_netherlands
				}
				set_nationality = HOL
			}
		}
	}
}
### Entity: Character
Component: DEN_christian_forslev
Constructs: has_dlc
Source: game
File: common/characters/DEN.txt

Code:
DEN_christian_forslev = {
	name = DEN_christian_forslev
	portraits = {
		navy = {
			small = GFX_portrait_DEN_christian_forslev_small
		}
	}
	advisor = {
		slot = air_chief
		idea_token = DEN_christian_forslev
		allowed = {
			original_tag = DEN
			has_dlc = Arms Against Tyranny
		}
		traits = {
			air_chief_ground_support_1
		}
		cost = 50
		ai_will_do = {
			base = 1.0
		}
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_Sea_Dominance
Constructs: prerequisite, completion_reward, is_coastal, add_doctrine_cost_reduction
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_Sea_Dominance
	icon = GFX_goal_sea_navy
	prerequisite = {
		focus = ISR_form_the_israeli_navy
	}
	mutually_exclusive = {
		focus = ISR_Small_Navy
	}
	x = 1
	y = 1
	relative_position_id = ISR_form_the_israeli_navy
	cost = 8
	available_if_capitulated = yes
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			all_owned_state = {
				OR = {
					is_coastal = no
					dockyard = < 1
				}
			}
		}
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = fleet_in_being_bonus
			cost_reduction = 0.5
			uses = 2
			category = fleet_in_being_tree
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Order of Battle
Component: Infantry Division
Constructs: division_template
Source: game
File: history/units/ABK_1936.txt

Code:
division = {
	name = Infantry Division
	location = 11617
	division_template = Infantry Division
	start_experience_factor = 0.1
	start_equipment_factor = 0.8
}