Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: r56.soviet.25
Constructs: fire_only_once, has_idea, set_country_flag
Source: game
File: events/r56_Soviet.txt

Code:
country_event = {
	id = r56.soviet.25
	title = r56.soviet.25.t
	desc = r56.soviet.25.d
	picture = GFX_report_event_polish_demobilization
	fire_only_once = yes
	hidden = yes
	trigger = {
		has_idea = SOV_andrey_vlasov SOV_pavel_milyukov SOV_konstantin_nechaev SOV_anatoly_rogozhin
	}
	option = {
		name = r56.soviet.25.a
		set_country_flag = counter_coup_yes
	}
}
### Entity: Event
Component: mtg_usa_civil_war_fascists.331
Constructs: division_template, limit, has_war_with, has_country_flag, fire_only_once, has_global_flag, random_days
Source: game
File: events/MTG_USA.txt

Code:
country_event = {
	id = mtg_usa_civil_war_fascists.331
	hidden = yes
	trigger = {
		has_global_flag = USA_civil_war_fired
		original_tag = USA
		not = {
			has_war_with = CSA
		}
	}
	mean_time_to_happen = {
		days = 20
	}
	fire_only_once = yes
	immediate = {
		news_event = {
			id = mtg_news.6
			days = 3
			random_days = 5
		}
		if = {
			limit = {
				has_country_flag = USA_civil_war_volunteers
			}
			delete_unit_template_and_units = {
				division_template = Local Volunteers
			}
		}
	}
	option = {

	}
}
### Entity: Idea
Component: EST_vaps_idea_4
Constructs: stability_factor, removal_cost, conscription_factor, fascism_drift
Source: game
File: common/ideas/estonia.txt

Code:
EST_vaps_idea_4 = {
	picture = EST_vaps_4
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	modifier = {
		conscription_factor = -0.5
		stability_factor = -0.4
		mobilization_laws_cost_factor = 1
		fascism_drift = 0.2
		land_doctrine_cost_factor = 0.75
	}
}
### Entity: Technology
Component: advanced_machine_tools
Constructs: research_cost
Source: game
File: common/technologies/industry.txt

Code:
technology = {
	production_factory_max_efficiency_factor = 0.1
	equipment_conversion_speed = 0.2
	path = {
		leads_to_tech = assembly_line_production
		research_cost_coeff = 1
	}
	research_cost = 2
	start_year = 1939
	folder = {
		name = industry_folder
		position = {
			x = 0
			y = 6
		}
	}
	ai_will_do = {
		factor = 15
		modifier = {
			factor = 10
			date = > 1939.1.1
		}
	}
	categories = {
		industry cat_production
	}
}
### Entity: Unit Template
Component: NZL_MTN_01
Source: game
File: common/units/names_divisions/NZL_names_divisions.txt

Code:
NZL_MTN_01 = {
	name = Mountain Divisions
	for_countries = {
		NZL
	}
	can_use = {
		always = yes
	}
	division_types = {
		mountaineers
	}
	link_numbering_with = {
		NZL_INF_01
	}
	fallback_name = %d Infantry Division
	ordered = {
		2 = {
			%dnd NZ Infantry Division
		}
		3 = {
			%drd NZ Infantry Division
		}
		6 = {
			%dth NZ Infantry Division
		}
		7 = {
			%dth NZ Infantry Division
		}
		8 = {
			%dth NZ Infantry Division
		}
		9 = {
			%dth NZ Infantry Division
		}
		10 = {
			%dth NZ Infantry Division
		}
		11 = {
			%dth NZ Infantry Division
		}
		12 = {
			%dth NZ Infantry Division
		}
		13 = {
			%dth NZ Infantry Division
		}
		14 = {
			%dth NZ Infantry Division
		}
		15 = {
			%dth NZ Infantry Division
		}
		16 = {
			%dth NZ Infantry Division
		}
		17 = {
			%dth NZ Infantry Division
		}
		18 = {
			%dth NZ Infantry Division
		}
		19 = {
			%dth NZ Infantry Division
		}
		20 = {
			%dth NZ Infantry Division
		}
		21 = {
			%dst NZ Infantry Division
		}
		22 = {
			%dnd NZ Infantry Division
		}
		23 = {
			%drd NZ Infantry Division
		}
		24 = {
			%dth NZ Infantry Division
		}
		25 = {
			%dth NZ Infantry Division
		}
		26 = {
			%dth NZ Infantry Division
		}
		27 = {
			%dth NZ Infantry Division
		}
		28 = {
			%dth NZ Infantry Division
		}
		29 = {
			%dth NZ Infantry Division
		}
		30 = {
			%dth NZ Infantry Division
		}
		31 = {
			%dst NZ Infantry Division
		}
		32 = {
			%dnd NZ Infantry Division
		}
		33 = {
			%drd NZ Infantry Division
		}
		34 = {
			%dth NZ Infantry Division
		}
		35 = {
			%dth NZ Infantry Division
		}
		36 = {
			%dth NZ Infantry Division
		}
		37 = {
			%dth NZ Infantry Division
		}
		38 = {
			%dth NZ Infantry Division
		}
		39 = {
			%dth NZ Infantry Division
		}
		40 = {
			%dth NZ Infantry Division
		}
		41 = {
			%dst NZ Infantry Division
		}
		42 = {
			%dnd NZ Infantry Division
		}
		43 = {
			%drd NZ Infantry Division
		}
		44 = {
			%dth NZ Infantry Division
		}
		45 = {
			%dth NZ Infantry Division
		}
		46 = {
			%dth NZ Infantry Division
		}
		47 = {
			%dth NZ Infantry Division
		}
		48 = {
			%dth NZ Infantry Division
		}
		49 = {
			%dth NZ Infantry Division
		}
		50 = {
			%dth NZ Infantry Division
		}
		51 = {
			%dst NZ Infantry Division
		}
		52 = {
			%dnd NZ Infantry Division
		}
		53 = {
			%drd NZ Infantry Division
		}
	}
}
### Entity: AI Strategy
Component: ENG_unit_production
Source: game
File: common/ai_strategy/ENG.txt

Code:
ENG_unit_production = {
	allowed = {
		original_tag = ENG
	}
	enable = {
		always = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = role_ratio
		id = garrison
		value = 7
	} {
		type = role_ratio
		id = paratroopers
		value = 0
	} {
		type = role_ratio
		id = mountaineers
		value = 0
	} {
		type = role_ratio
		id = marines
		value = 5
	} {
		type = role_ratio
		id = cavalry
		value = 0
	} {
		type = role_ratio
		id = armor
		value = 5
	} {
		type = role_ratio
		id = infantry
		value = 70
	} {
		type = unit_ratio
		id = capital_ship
		value = 20
	} {
		type = unit_ratio
		id = carrier
		value = 10
	} {
		type = unit_ratio
		id = submarine
		value = 5
	} {
		type = unit_ratio
		id = screen_ship
		value = 55
	} {
		type = unit_ratio
		id = convoy
		value = 100
	} {
		type = equipment_production_factor
		id = infantry
		value = 10
	} {
		type = equipment_production_factor
		id = artillery
		value = 45
	} {
		type = equipment_production_factor
		id = armor
		value = 10
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_jet_research
Constructs: prerequisite, add_ideas, completion_reward, add_tech_bonus, add_breakthrough_progress
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_jet_research
	icon = GFX_goal_generic_air_jet_new
	relative_position_id = QUE_fund_an_air_force
	x = 2
	y = 4
	cost = 10
	available_if_capitulated = yes
	prerequisite = {
		focus = QUE_naval_support_focus QUE_ground_support_focus
	}
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_tech_bonus = {
			name = QUE_jet_research
			bonus = 1
			uses = 2
			category = jet_technology
		}
		add_breakthrough_progress = {
			specialization = specialization_air
			value = 0.5
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = r56_generic_jet_idea
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: mandate_palestine.203
Constructs: is_triggered_only
Source: game
File: events/mandate_of_palestine.txt

Code:
news_event = {
	id = mandate_palestine.203
	picture = GFX_news_event_MPL_arab_revolt
	title = mandate_palestine.203.t
	desc = mandate_palestine.203.d
	is_triggered_only = yes
	major = yes
	option = {
		name = mandate_palestine.203.a
	}
}
### Entity: Event
Component: austria.43
Constructs: is_triggered_only, limit, add_to_faction, is_controlled_by, is_ally_with, every_controlled_state, is_core_of, set_compliance
Source: game
File: events/Austria.txt

Code:
country_event = {
	id = austria.43
	title = austria.43.t
	desc = austria.43.d
	is_triggered_only = yes
	picture = GFX_report_event_generic_sign_treaty2
	option = {
		name = austria.43.a
		AUS = {
			add_to_faction = YUG
		}
		transfer_state = 102 853
		if = {
			limit = {
				956 = {
					is_controlled_by = YUG
				}
			}
			if = {
				limit = {
					is_ally_with = HUN
				}
				HUN = {
					transfer_state = 956
				}
			}
			else = {
				transfer_state = 956
			}
		}
		every_controlled_state = {
			limit = {
				is_core_of = SLV
			}
			set_compliance = 40
		}
	}
}
### Entity: Idea
Component: IRQ_red_dawn
Constructs: removal_cost
Source: game
File: common/ideas/r56_iraq.txt

Code:
IRQ_red_dawn = {
	allowed = {
		original_tag = IRQ
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = nkvd
	modifier = {
		conscription = 0.02
		army_core_defence_factor = 0.15
		army_core_attack_factor = 0.15
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_nationalize_landsverk
Constructs: prerequisite, limit, add_opinion_modifier, completion_reward, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_nationalize_landsverk
	icon = GFX_goal_SWE_nationalize_landsverk
	prerequisite = {
		focus = SWE_motorization_initiative
	}
	mutually_exclusive = {
		focus = SWE_respect_landsverk_independence
	}
	relative_position_id = SWE_motorization_initiative
	x = 0
	y = 1
	cost = 10
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		add_tech_bonus = {
			name = SWE_nationalize_landsverk
			bonus = 0.75
			uses = 1
			category = cat_light_armor
		} {
			name = SWE_nationalize_landsverk
			bonus = 0.5
			uses = 1
			category = cat_medium_armor
		}
		GER = {
			add_opinion_modifier = {
				target = SWE
				modifier = SWE_nationalized_landsverk
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_austromarxism_focus
Constructs: has_completed_focus, prerequisite, limit, completion_reward, allow_branch, has_game_rule, has_dynamic_modifier, add_dynamic_modifier
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_austromarxism_focus
	icon = GFX_focus_AUS_austromarxism
	prerequisite = {
		focus = AUS_release_imprisoned_leaders AUS_austria_against_fascism
	}
	mutually_exclusive = {
		focus = AUS_hold_elections AUS_reinstate_the_imperial_council
	}
	x = -9
	y = 1
	relative_position_id = AUS_release_imprisoned_leaders
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL
	}
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				OR = {
					has_completed_focus = AUS_hold_elections AUS_reinstate_the_imperial_council AUS_totalitarian_safety
				}
			}
		}
	}
	offset = {
		x = 12
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = AUS_austromarxism_focus
		}
	}
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				NOT = {
					has_dynamic_modifier = {
						modifier = AUS_austromarxism
					} {
						modifier = AUS_austrotrotskyism
					} {
						modifier = AUS_austrostalinism
					}
				}
			}
			add_dynamic_modifier = {
				modifier = AUS_austromarxism
			}
			add_to_variable = {
				AUS_austromarxism_communism_support = 0.03
				tooltip = communism_drift_tt
			} {
				AUS_austromarxism_democratic_support = 0.02
				tooltip = democratic_drift_tt
			} {
				AUS_austromarxism_industrial_capacity_factory = 0.1
				tooltip = industrial_capacity_factory_tt
			} {
				AUS_austromarxism_production_factory_efficiency_gain_factor = 0.05
				tooltip = production_factory_efficiency_gain_factor_tt
			}
		}
		ELSE_IF = {
			limit = {
				has_dynamic_modifier = {
					modifier = AUS_austrostalinism
				}
			}
			add_dynamic_modifier = {
				modifier = AUS_austrostalinism
			}
		} {
			limit = {
				has_dynamic_modifier = {
					modifier = AUS_austrotrotskyism
				}
			}
			add_dynamic_modifier = {
				modifier = AUS_austrotrotskyism
			}
		}
		ELSE = {
			add_dynamic_modifier = {
				modifier = AUS_austromarxism
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt available_political_advisor
		show_ideas_tooltip = AUS_otto_bauer
		hidden_effect = {
			if = {
				limit = {
					has_game_rule = {
						rule = obsolete_focus_branches_visibility
						option = HIDE
		
# ... (truncated)
### Entity: Event
Component: AFG_loya_jirga.10
Constructs: is_triggered_only, ai_chance, has_country_flag, fire_only_once, add_power_balance_modifier
Source: game
File: events/r56_afghanistan.txt

Code:
country_event = {
	id = AFG_loya_jirga.10
	title = AFG_loya_jirga.10.t
	desc = AFG_loya_jirga.10.d
	picture = GFX_report_event_AFG_loya_jirga_discussions_2
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = AFG_loya_jirga.10.b
		add_power_balance_modifier = {
			id = AFG_power_balance
			modifier = r56_AFG_bop_left
		}
		ai_chance = {
			base = 100
			modifier = {
				NOT = {
					has_country_flag = AFG_win_loya_jirga
				}
				factor = 0
			}
		}
	} {
		name = AFG_loya_jirga.10.a
		add_power_balance_modifier = {
			id = AFG_power_balance
			modifier = r56_AFG_bop_right
		}
		ai_chance = {
			base = 100
			modifier = {
				has_country_flag = AFG_win_loya_jirga
				factor = 0
			}
		}
	}
}
### Entity: Idea
Component: EAI_DD_3/small_plane_naval_bomber_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_3/small_plane_naval_bomber_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		small_plane_naval_bomber_airframe = {
			build_cost_ic = -0.03
			instant = yes
		}
	}
}
### Entity: Modifier Reference
Construct: diplomatic_pressure_mission_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## diplomatic_pressure_mission_factor

* Number with 0 decimal places
* **Categories**: intelligence_agency
### Entity: Decision
Component: AFG_pan_islamic_unification
Constructs: has_war, limit, has_government, every_country, has_war_with, add_war_support, fire_only_once, remove_effect
Source: game
File: common/decisions/r56_AFG.txt

Code:
AFG_pan_islamic_unification = {
	AFG_restore_the_rashidun_caliphate = {
		icon = generic_form_nation
		fire_only_once = yes
		allowed = {
			original_tag = AFG
		}
		available = {
			custom_trigger_tooltip = {
				tooltip = AFG_controls_afghan_state
				controls_state = 267 1009 1010 415 1008 1011
			} {
				tooltip = AFG_control_pakistan_state
				controls_state = 442 445 444 443 1093 787 441 440
			} {
				tooltip = AFG_control_persia_state
				controls_state = 410 982 416 980 414 411 418 983 412 981 417 266 984 986 413 421 420 987 419 988
			} {
				tooltip = form_country_iraq_required_states_tt
				controls_state = 676 675 291 1045 1046 1047 1048 1049
			} {
				tooltip = AFG_control_arabia_state
				controls_state = 292 679 678 858 856 859 857 855 854 656 658 659 293 294 1102 1103 979 765 1007
			} {
				tooltip = AFG_controls_kurdistan_state
				controls_state = 344 350 352 353 354 800
			} {
				tooltip = AFG_controls_caucasus_state
				controls_state = 292 231 229 230 1044
			} {
				tooltip = AFG_control_levant_state
				controls_state = 1022 1021 455 1017 453 949 1016 454 966 553 677 680 554 799
			} {
				tooltip = AFG_controls_egypt_state
				controls_state = 995 911 907 447 452 457 456 552
			} {
				tooltip = AFG_controls_libya_state
				controls_state = 273 663 451 450 662 449 661 448
			}
		}
		visible = {

		}
		highlight_states = {
			highlight_state_targets = {
				state = 267 1009 1010 415 1008 1011 442 445 444 443 1093 787 441 440 410 982 416 980 414 411 418 983 412 981 417 266 984 986 413 421 420 987 419 988 676 675 291 1045 1046 1047 1048 1049 292 679 678 858 856 859 857 855 854 656 658 659 293 294 1102 1103 979 765 1007 344 350 352 353 354 800 292 231 229 230 1044 799 1022 1021 455 1017 453 949 1016 454 966 553 677 680 554 995 911 907 447 452 457 456 552 273 663 451 450 662 449 661 448
			}
		}
		remove_effect = {
			add_country_leader_trait = AFG_caliph
			set_cosmetic_tag = AFG_RAS
			hidden_effect = {
				set_province_name = {
					id = 1086
					name = Al-Quds
				}
				news_event = {
					id = r56_afghanistan.97
					hours = 6
				}
			}
		}
		ai_will_do = {
			base = 5
		}
	}
	AFG_integrate_pakistan = {
		icon = generic_nationalism
		fire_only_once = yes
		allowed = {
			original_tag = AFG
		}
		available = {
			custom_trigger_tooltip = {
				tooltip = AFG_control_pakistan_state
				controls_state = 442 445 444 443 1093 787 441 
# ... (truncated)
### Entity: National Focus
Tree: chi_focus
Component: CHI_send_the_urban_students_to_the_countryside
Constructs: prerequisite, add_stability, completion_reward, add_to_variable
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_send_the_urban_students_to_the_countryside
	icon = GFX_focus_CHI_students_to_the_countryside
	prerequisite = {
		focus = CHI_extend_compulsory_education
	}
	mutually_exclusive = {
		focus = CHI_expand_the_bureaucracy
	}
	x = 1
	y = 1
	relative_position_id = CHI_extend_compulsory_education
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		add_stability = 0.15
		custom_effect_tooltip = generic_skip_one_line_tt CHI_modify_neglected_countryside_tt
		add_to_variable = {
			CHI_neglected_countryside_communism_drift = -0.01
			tooltip = communism_drift_tt
		} {
			CHI_neglected_countryside_research_speed_factor = 0.04
			tooltip = research_speed_factor_tt
		}
	}
}
### Entity: Technology
Component: etax_practical_projects
Constructs: has_war, research_cost
Source: game
File: common/technologies/r56e_etax.txt

Code:
technology = {
	path = {
		leads_to_tech = etax_great_works
		research_cost_coeff = 1
	} {
		leads_to_tech = etax_quality
		research_cost_coeff = 1
	}
	research_cost = 3.0
	start_year = 1942
	local_resources_factor = 0.1
	industry_air_damage_factor = -0.1
	folder = {
		name = etax_folder
		position = {
			x = -6
			y = 10
		}
	}
	categories = {
		r56_special_research_division industry
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 6
			date = > 1942.1.1
		} {
			factor = 7
			date = > 1943.1.1
		} {
			factor = 8
			date = > 1944.1.1
		} {
			add = 1
			has_war = yes
		}
	}
}
### Entity: Decision
Component: POR_deus_patria_e_familia
Constructs: has_completed_focus, has_war, limit, add_ideas, remove_ideas, has_government, every_country, has_war_with
Source: game
File: common/decisions/r56_POR_decisions.txt

Code:
POR_deus_patria_e_familia = {
	POR_support_the_spanish_nationalists_aut = {
		icon = generic_nationalism
		fire_only_once = yes
		visible = {
			has_war = no
			NOT = {
				has_global_flag = scw_over
			}
			OR = {
				SPR = {
					OR = {
						has_government = neutrality fascism
					}
				}
				SPA = {
					OR = {
						has_government = neutrality fascism
					}
				}
				SPB = {
					has_government = neutrality
				}
			}
		}
		available = {
			SPR_scw_in_progress = yes
		}
		ai_will_do = {
			base = 500
		}
		complete_effect = {
			custom_effect_tooltip = POR_support_the_spanish_nationalists_tt CHL_skip_one_line_tt
			hidden_effect = {
				if = {
					limit = {
						SPA = {
							OR = {
								has_government = neutrality fascism
							}
						}
					}
					add_relation_rule_override = {
						target = SPA
						can_send_volunteers = yes
					}
					add_ai_strategy = {
						type = send_volunteers_desire
						id = SPA
						value = 200
					}
				} {
					limit = {
						SPR = {
							OR = {
								has_government = neutrality fascism
							}
						}
					}
					add_relation_rule_override = {
						target = SPR
						can_send_volunteers = yes
					}
					add_ai_strategy = {
						type = send_volunteers_desire
						id = SPR
						value = 200
					}
				} {
					limit = {
						SPB = {
							OR = {
								has_government = neutrality fascism
							}
						}
					}
					add_relation_rule_override = {
						target = SPB
						can_send_volunteers = yes
					}
					add_ai_strategy = {
						type = send_volunteers_desire
						id = SPB
						value = 200
					}
				}
			}
			add_ideas = POR_intervention_in_spain
		}
	}
	POR_expand_military_cooperation_with_the_spanish_r56 = {
		icon = GFX_decision_generic_protection
		fire_only_once = yes
		visible = {
			has_war = no
			is_subject = no
			has_idea = POR_pan_iberian_trade_r56
			OR = {
				has_completed_focus = POR_reenter_international_affairs POR_portugal_first
			} {
				is_in_faction = no
				is_faction_leader = yes
			}
			any_other_country = {
				has_idea = POR_pan_iberian_trade_SPR_r56
				is_in_faction = no
				is_subject = no
				NOT = {
					has_government = communism
				}
			}
		}
		complete_effect = {
			if = {
				limit = {
					has_completed_focus = POR_reenter_international_affairs
					is_faction_leader = no
				}
				create_faction_from_template = {
					template = faction_template_re
# ... (truncated)
### Entity: Idea
Component: PRC_enemy_partisan_2
Constructs: has_war_with, removal_cost
Source: game
File: common/ideas/prc.txt

Code:
PRC_enemy_partisan_2 = {
	name = PRC_enemy_partisan_1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			has_war_with = PRC
		}
	}
	removal_cost = -1
	picture = trotskyite_plot
	modifier = {
		resistance_damage_to_garrison = 0.06
	}
}
### Entity: Military Industrial Organization
Component: LIT_anbo_organization
Source: game
File: common/military_industrial_organization/organizations/LIT_organization.txt

Code:
LIT_anbo_organization = {
	include = generic_light_aircraft_organization
	icon = GFX_idea_generic_air_manufacturer_3
	allowed = {
		tag = LIT
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_nationalize_industry
Constructs: prerequisite, limit, add_stability, completion_reward, has_full_control_of_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/portugal.txt

Code:
focus = {
	id = POR_nationalize_industry
	available = {
		OR = {
			has_full_control_of_state = 112 180 181 795
		}
	}
	bypass = {
		NOT = {
			has_full_control_of_state = 112
		} {
			has_full_control_of_state = 180
		} {
			has_full_control_of_state = 181
		} {
			has_full_control_of_state = 795
		}
	}
	prerequisite = {
		focus = POR_nation_in_arms
	}
	icon = GFX_goal_generic_soviet_construction
	x = 1
	y = 1
	relative_position_id = POR_nation_in_arms
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		if = {
			limit = {
				has_full_control_of_state = 112
			}
			112 = {
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
			}
		} {
			limit = {
				has_full_control_of_state = 180
			}
			180 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		} {
			limit = {
				has_full_control_of_state = 181
			}
			181 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		} {
			limit = {
				has_full_control_of_state = 795
			}
			795 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}
		add_stability = -0.2
	}
}
### Entity: Event
Component: danzig.4
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/danzig.txt

Code:
news_event = {
	id = danzig.4
	title = danzig.4.t
	desc = danzig.4.desc
	fire_only_once = yes
	picture = GFX_news_event_sweden_revokes_aland_convetion
	is_triggered_only = yes
	option = {
		name = danzig.4.a
	}
}