Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: NSB_soviet_foreign_politics_events.30
Constructs: is_triggered_only, ai_chance, limit, add_opinion_modifier, is_in_faction_with, is_subject_of, has_opinion, has_idea
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_foreign_politics_events.30
	title = NSB_soviet_foreign_politics_events.30.t
	desc = NSB_soviet_foreign_politics_events.30.desc
	picture = GFX_report_event_SOV_demands
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			add_opinion_modifier = {
				target = FROM
				modifier = SOV_pressured_our_government
			}
		}
	}
	option = {
		name = NSB_soviet_foreign_politics_events.30.a
		ai_chance = {
			base = 1
			modifier = {
				factor = 10
				NOT = {
					is_in_faction_with = FROM
				}
				strength_ratio = {
					tag = FROM
					ratio = < 0.6
				}
			} {
				factor = 5
				NOT = {
					is_in_faction_with = FROM
				}
				alliance_strength_ratio = < 0.6
			} {
				factor = 100
				is_subject_of = FROM
			} {
				factor = 10
				is_in_faction_with = FROM
				has_opinion = {
					target = FROM
					value = > 75
				}
			} {
				factor = 1.2
				SOV = {
					has_idea = SOV_maksim_litvinov
				}
			} {
				factor = 0.8
				SOV = {
					has_idea = SOV_vyacheslav_molotov
				}
			} {
				factor = 0.5
				NOT = {
					is_in_faction_with = FROM
				}
				strength_ratio = {
					tag = FROM
					ratio = > 0.8
				}
			} {
				factor = 0
				NOT = {
					is_in_faction_with = FROM
				}
				strength_ratio = {
					tag = FROM
					ratio = > 1
				}
			}
		}
		FROM = {
			effect_tooltip = {
				if = {
					limit = {
						ROOT = {
							controls_state = 463
						}
					}
					transfer_state = 463
				} {
					limit = {
						ROOT = {
							controls_state = 650
						}
					}
					transfer_state = 650
				}
				add_opinion_modifier = {
					target = ROOT
					modifier = SOV_complied_with_our_demands
				}
			}
			hidden_effect = {
				country_event = NSB_soviet_foreign_politics_events.31
			}
		}
	} {
		name = NSB_soviet_foreign_politics_events.30.b
		ai_chance = {
			base = 10
		}
		FROM = {
			effect_tooltip = {
				add_opinion_modifier = {
					target = ROOT
					modifier = SOV_rejected_our_demands
				}
				create_wargoal = {
					type = puppet_wargoal_focus
					target = ROOT
				}
			}
			hidden_effect = {
				country_event = NSB_soviet_foreign_politics_events.32
			}
		}
	}
}
### Entity: Event
Component: luxembourg.300
Constructs: is_triggered_only
Source: game
File: events/r56_luxembourg.txt

Code:
country_event = {
	id = luxembourg.300
	hidden = yes
	is_triggered_only = yes
	option = {
		LUX_chamberofdeputies_add_support_PRL_50 = yes
	}
}
### Entity: AI Strategy
Component: HUN_medium_tank_artillery
Constructs: has_war, has_tech
Source: game
File: common/ai_equipment/HUN_tank.txt

Code:
HUN_medium_tank_artillery = {
	category = land
	blocked_for = {

	}
	available_for = {
		HUN
	}
	roles = {
		land_medium_tank_artillery
	}
	priority = {
		factor = 500
	}
	medium_tank_artillery_1 = {
		priority = {
			factor = 100
		}
		enable = {
			has_tech = interwar_artillery
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = medium_tank_artillery_chassis_1
			modules = {
				main_armament_slot = tank_medium_howitzer
				turret_type_slot = tank_medium_fixed_superstructure_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 3
				tank_nsb_armor_upgrade = {
					base = 3
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_medium_howitzer tank_medium_fixed_superstructure_turret tank_bogie_suspension tank_riveted_armor tank_diesel_engine
		}
	}
	medium_tank_artillery_2 = {
		priority = {
			factor = 200
		}
		enable = {
			has_tech = interwar_artillery
		}
		history = yes
		target_variant = {
			match_value = 1500
			type = medium_tank_artillery_chassis_2
			modules = {
				main_armament_slot = tank_medium_howitzer_2
				turret_type_slot = tank_medium_fixed_superstructure_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 4
				tank_nsb_armor_upgrade = {
					base = 4
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_medium_howitzer_2 tank_medium_fixed_superstructure_turret tank_bogie_suspension tank_riveted_armor tank_diesel_engine
		}
	}
	medium_tank_artillery_3 = {
		priority = {
			factor = 200
		}
		enable = {
			has_tech = artillery1
		}
		history = yes
		target_variant = {
			match_value = 2000
			type = medium_tank_artillery_chassis_3
			modules = {
				main_armament_slot = tank_heavy_howitzer
				turret_type_slot = tank_medium_fixed_superstructure_turret
				suspension_type_slot = tank_bogie_suspensio
# ... (truncated)
### Entity: National Focus
Tree: eth_focus
Component: ETH_increased_factory_output
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_increased_factory_output
	icon = GFX_focus_generic_industry_2
	prerequisite = {
		focus = ETH_state_owned_industry ETH_encourage_local_development
	}
	mutually_exclusive = {
		focus = ETH_adapt_and_improve
	}
	x = 0
	y = 1
	relative_position_id = ETH_state_owned_industry
	cost = 5
	available = {

	}
	ai_will_do = {
		base = 1.5
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = ETH_increased_factory_output_tt
		add_to_variable = {
			ETH_production_factory_max_efficiency_factor = 0.1
		}
	}
}
### Entity: Event
Component: poland.214
Constructs: is_triggered_only, add_ideas, fire_only_once
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland.214
	title = poland.214.t
	desc = poland.214.d
	picture = GFX_report_event_generic_strike
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = poland.214.a
		add_ideas = POL_bop_sanation_right_unrest_idea
		activate_mission = POL_bop_impending_sanation_right_uprising
	}
}
### Entity: National Focus
Tree: pak_focus
Component: PAK_Work_for_Pakistan
Constructs: prerequisite, limit, completion_reward, random_owned_state, is_in_home_area, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/pakistan.txt

Code:
focus = {
	id = PAK_Work_for_Pakistan
	icon = GFX_goal_generic_strenght_through_industry
	cost = 10
	prerequisite = {
		focus = PAK_Pakistani_Nationalism
	}
	x = 1
	y = 4
	relative_position_id = PAK_General_Election
	ai_will_do = {
		factor = 3
	}
	completion_reward = {
		random_owned_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
				is_in_home_area = yes
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Modifier Reference
Component: naval_general_support
Source: game
File: common/modifiers/00_static_modifiers.txt

Code:
naval_general_support = {
	max_organisation = 0.2
	navy_max_range_factor = 0.2
	naval_morale_factor = 0.2
}
### Entity: Country History
Country: SLO
Component: SLO_politics
Constructs: add_ideas, set_politics, set_popularities
Source: game
File: history/countries/SLO - Slovakia.txt

Code:
# Politics & Parties for SLO
add_ideas = {
	SLO_slovak_army low_economic_mobilisation
}
set_politics = {
	ruling_party = fascism
	last_election = 1933.3.5
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	democratic = 6
	fascism = 90
	communism = 4
}
### Entity: National Focus
Tree: hol_focus
Component: HOL_the_fourth_ally
Constructs: prerequisite, has_war, limit, add_ideas, has_war_with, completion_reward, is_in_faction_with, has_full_control_of_state
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_the_fourth_ally
	available = {
		is_in_faction_with = ENG USA
		has_war = yes
		NOT = {
			has_war_with = SOV
		}
		has_full_control_of_state = 335 672
	}
	prerequisite = {
		focus = HOL_combined_chiefs_of_staff_representation
	}
	icon = GFX_focus_hol_the_fourth_ally
	x = 0
	y = 1
	relative_position_id = HOL_combined_chiefs_of_staff_representation
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		335 = {
			if = {
				limit = {
					335 = {
						free_building_slots = {
							building = dockyard
							size = > 1
							include_locked = yes
						}
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = dockyard
					level = 2
					instant_build = yes
				}
			}
		}
		672 = {
			if = {
				limit = {
					672 = {
						free_building_slots = {
							building = dockyard
							size = > 1
							include_locked = yes
						}
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = dockyard
					level = 2
					instant_build = yes
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = HOL_the_fourth_ally
	}
}
### Entity: Event
Component: r56.news_event.8
Constructs: is_triggered_only
Source: game
File: events/r56_news_events.txt

Code:
news_event = {
	id = r56.news_event.8
	title = r56.news_event.8.t
	desc = r56.news_event.8.d
	picture = GFX_news_event_rutli_speech
	is_triggered_only = yes
	option = {
		name = r56.news_event.8.a
		trigger = {
			NOT = {
				tag = PAR
			}
		}
	} {
		name = r56.news_event.8.b
		trigger = {
			tag = PAR
		}
	}
}
### Entity: Technology
Component: excavation3
Constructs: research_cost
Source: game
File: common/technologies/industry.txt

Code:
technology = {
	local_resources_factor = 0.1
	local_resources_coal_factor = 0.05
	path = {
		research_cost_coeff = 1
	}
	research_cost = 2
	start_year = 1939
	categories = {
		industry construction_tech excavation_tech
	}
	folder = {
		name = industry_folder
		position = {
			x = 2
			y = 4
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 5.0
			OR = {
				oil = > 0
				aluminium = > 0
				rubber = > 0
				tungsten = > 0
				steel = > 0
				chromium = > 0
				coal = > 0
			}
		} {
			factor = 1.5
			OR = {
				oil = > 8
				aluminium = > 8
				rubber = > 8
				tungsten = > 8
				steel = > 8
				chromium = > 8
				coal = > 8
			}
		}
	}
}
### Entity: Event
Component: CHL_political_events.47
Constructs: is_triggered_only, ai_chance, has_war_with, fire_only_once, has_capitulated, add_to_faction
Source: game
File: events/TOA_Chile.txt

Code:
country_event = {
	id = CHL_political_events.47
	title = CHL_political_events.47.t
	desc = CHL_political_events.47.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = CHL_political_events.47.a
		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				has_war_with = FRA
				FRA = {
					has_capitulated = no
				}
			}
		}
		CHL = {
			country_event = {
				id = CHL_political_events.99
				hours = 2
			}
		}
		FROM = {
			country_event = {
				id = CHL_political_events.99
				hours = 2
			}
		}
		add_to_faction = FROM
	} {
		name = CHL_political_events.47.b
		ai_chance = {
			base = 100
		}
		CHL = {
			country_event = {
				id = CHL_political_events.98
				hours = 2
			}
		}
		FROM = {
			country_event = {
				id = CHL_political_events.98
				hours = 2
			}
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_soviet_aeronautic_cooperation
Constructs: prerequisite, add_ideas, has_war_with, completion_reward, add_timed_idea, add_tech_bonus, air_bonus
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_soviet_aeronautic_cooperation
	icon = GFX_goal_fighters_soviet
	prerequisite = {
		focus = AUS_announce_the_new_austrian_air_force
	}
	mutually_exclusive = {
		focus = AUS_british_aeronautic_cooperation AUS_german_aeronautic_cooperation
	}
	relative_position_id = AUS_announce_the_new_austrian_air_force
	x = 2
	y = 1
	cost = 10
	available = {
		NOT = {
			has_war_with = SOV
		}
		country_exists = SOV
	}
	completion_reward = {
		add_ideas = AUS_soviet_aero_tech
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_timed_idea = {
			idea = communist_influence
			days = 100
		}
		add_tech_bonus = {
			name = air_bonus
			bonus = 1
			uses = 1
			category = light_air
		} {
			name = air_bonus
			bonus = 1
			uses = 1
			category = medium_air
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: BRA_geremia_lunarelli
Constructs: has_completed_focus, limit, has_dlc
Source: game
File: common/characters/BRA.txt

Code:
BRA_geremia_lunarelli = {
	name = BRA_geremia_lunarelli
	portraits = {
		army = {
			small = GFX_portrait_BRA_geremia_lunardelli_small
		}
	}
	advisor = {
		cost = 100
		slot = political_advisor
		idea_token = BRA_geremia_lunarelli
		allowed = {
			OR = {
				original_tag = BRA POR
			}
			has_dlc = Trial of Allegiance
		}
		available = {
			IF = {
				limit = {
					original_tag = BRA
				}
				has_completed_focus = BRA_promote_agriculture
			}
		}
		traits = {
			BRA_coffee_king
		}
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_unify_the_right
Constructs: has_completed_focus, prerequisite, limit, has_government, completion_reward, add_political_power, allow_branch, has_game_rule
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_unify_the_right
	icon = GFX_goal_generic_dangerous_deal
	prerequisite = {
		focus = DEN_declare_neutrality
	}
	mutually_exclusive = {
		focus = DEN_political_unity
	}
	relative_position_id = DEN_declare_neutrality
	x = 10
	y = 1
	cost = 5
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = DEN_political_unity
			}
			is_subject = no
		}
	}
	offset = {
		x = -10
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = DEN_unify_the_right
		}
	}
	available = {
		is_subject = no
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 50
		add_popularity = {
			ideology = neutrality
			popularity = 0.05
		}
		if = {
			limit = {
				has_government = fascism
			}
			add_popularity = {
				ideology = fascism
				popularity = 0.05
			}
		} {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			mark_focus_tree_layout_dirty = yes
		}
		unlock_decision_tooltip = DEN_bop_speak_out_in_favor_of_rearmament
	}
}
### Entity: Idea
Component: PHI_female_suffrage
Constructs: research_speed_factor, stability_factor, has_elections
Source: game
File: common/ideas/philippines.txt

Code:
PHI_female_suffrage = {
	name = PHI_universal_sufferage
	picture = generic_constitutional_guarantees
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_elections = yes
	}
	modifier = {
		political_power_factor = 0.1
		stability_factor = 0.05
		research_speed_factor = 0.05
	}
}
### Entity: National Focus
Tree: adu_focus
Component: ADU_promote_the_lesser_jihad
Constructs: has_completed_focus, prerequisite, limit, add_ideas, remove_ideas, has_government, add_war_support, completion_reward
Source: game
File: common/national_focus/andalusia.txt

Code:
focus = {
	id = ADU_promote_the_lesser_jihad
	icon = GFX_focus_RAJ_lions_of_the_great_war
	prerequisite = {
		focus = ADU_reinforce_muslim_brotherhood
	}
	relative_position_id = ADU_reinforce_muslim_brotherhood
	mutually_exclusive = {
		focus = ADU_promote_quietism
	}
	x = 1
	y = 1
	cost = 10
	available = {
		OR = {
			has_government = fascism neutrality
			NOT = {
				has_completed_focus = ADU_unite_the_opposition
			}
		}
	}
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = 0.1
		}
		add_timed_idea = {
			idea = nationalism
			days = 1395
		}
		add_war_support = 0.15
		army_experience = 25
		if = {
			limit = {
				has_idea = neutrality_idea
			}
			remove_ideas = neutrality_idea
		}
		add_ideas = GEN_militarism_I
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT FOCUS_FILTER_MILITARY_MANPOWER FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: idea_SIA_a_modern_economy
Constructs: industrial_capacity_factory, production_speed_buildings_factor, has_dlc, removal_cost
Source: game
File: common/ideas/siam.txt

Code:
idea_SIA_a_modern_economy = {
	allowed = {
		has_dlc = Thunder at Our Gates
		original_tag = SIA
	}
	picture = generic_production_bonus
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		industrial_capacity_factory = 0.3
		industrial_capacity_dockyard = 0.3
		production_speed_buildings_factor = 0.15
		production_factory_efficiency_gain_factor = 0.15
		energy_gain_factor = -0.3
		production_lack_of_resource_penalty_factor = 0.5
	}
}
### Entity: Military Industrial Organization
Component: ENG_fairey_aviation_organization
Constructs: has_completed_focus, limit, has_war_with, has_country_flag, has_dlc, has_invited_mio_tt, has_invited_fairey_aviation_mio_flag, is_subject
Source: game
File: common/military_industrial_organization/organizations/ENG_organization.txt

Code:
ENG_fairey_aviation_organization = {
	include = generic_naval_aircraft_organization
	icon = GFX_idea_fairey_aviation
	allowed = {
		OR = {
			tag = ENG
			AND = {
				tag = BUL
				has_dlc = Battle for the Bosporus
			} {
				tag = ETH
				has_dlc = By Blood Alone
			}
		}
	}
	visible = {
		IF = {
			limit = {
				FROM = {
					original_tag = ETH
				}
			}
			FROM = {
				has_completed_focus = ETH_invite_foreign_industrialists
			}
		}
	}
	available = {
		IF = {
			limit = {
				FROM = {
					NOT = {
						original_tag = ENG
					}
				}
			}
			FROM = {
				NOT = {
					has_war_with = ENG
				}
			}
		} {
			limit = {
				FROM = {
					original_tag = BUL
				}
			}
			custom_trigger_tooltip = {
				tooltip = has_invited_mio_tt
				FROM = {
					has_country_flag = has_invited_fairey_aviation_mio_flag
				}
			}
			FROM = {
				OR = {
					is_subject = no
					is_subject_of = ENG
				}
				NOT = {
					has_completed_focus = BUL_nationalization
				}
			}
		}
		ELSE_IF = {
			limit = {
				FROM = {
					original_tag = ETH
				}
			}
			custom_trigger_tooltip = {
				tooltip = has_invited_mio_tt
				FROM = {
					has_country_flag = has_invited_fairey_aviation_mio_flag
				}
			}
		}
	}
}
### Entity: Event
Component: wtt_china_shared.10
Constructs: is_triggered_only, ai_chance, has_government, add_war_support, add_opinion_modifier, has_idea, has_war_support, set_country_flag
Source: game
File: events/WTT_China.txt

Code:
country_event = {
	id = wtt_china_shared.10
	title = wtt_china_shared.10.t
	desc = {
		text = wtt_china_shared.10.desc_a
		trigger = {
			FROM = {
				has_idea = CHI_soong_mei_ling
			}
		}
	} {
		text = wtt_china_shared.10.desc_b
		trigger = {
			NOT = {
				FROM = {
					has_idea = CHI_soong_mei_ling
				}
			}
		}
	}
	picture = GFX_report_event_china_flying_tigers
	is_triggered_only = yes
	option = {
		name = wtt_china_shared.10.a
		ai_chance = {
			base = 70
			modifier = {
				JAP = {
					NOT = {
						has_government = fascism
					}
				}
				factor = 0.5
			} {
				has_war_support = < 0.5
				factor = 2
			} {
				FROM = {
					has_idea = CHI_soong_mei_ling
				}
				factor = 2
			}
		}
		set_country_flag = CHI_flying_tigers
		add_war_support = 0.05
		add_ai_strategy = {
			type = send_volunteers_desire
			id = ROOT
			value = 200
		} {
			type = support
			id = ROOT
			value = 200
		}
		hidden_effect = {
			news_event = {
				id = wtt_news.34
				days = 1
			}
		}
		unlock_decision_tooltip = CHI_flying_tigers
	} {
		name = wtt_china_shared.10.b
		ai_chance = {
			base = 30
		}
		reverse_add_opinion_modifier = {
			target = FROM
			modifier = CHI_refused_support
		}
		add_war_support = -0.1
		JAP = {
			add_opinion_modifier = {
				target = USA
				modifier = large_increase
			}
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_japans_longest_day
Constructs: prerequisite, has_war, has_government, has_country_flag, completion_reward, is_subject, cancel_if_invalid, swap_ideas
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_japans_longest_day
	icon = GFX_focus_IRQ_attempted_assasination_of_sidqi
	mutually_exclusive = {
		focus = JAP_the_surrender_broadcast
	}
	x = -1
	y = 1
	relative_position_id = JAP_the_war_has_not_necessarily_developed_focus
	prerequisite = {
		focus = JAP_the_war_has_not_necessarily_developed_focus
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
		has_government = fascism
		has_country_flag = JAP_kyujo_incident_rebels_won_flag
		has_war = yes
	}
	bypass = {
		OR = {
			is_subject = yes
			has_government = democratic
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {

	}
	completion_reward = {
		swap_ideas = {
			remove_idea = JAP_crumbling_military_cabinet_idea_4
			add_idea = JAP_crumbling_military_cabinet_idea_5
		}
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_ask_for_support
Constructs: prerequisite, has_government, has_war_with, add_stability, completion_reward, add_political_power, is_subject, set_politics
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_ask_for_support
	icon = GFX_focus_chi_mission_to_germany
	prerequisite = {
		focus = DEN_march_on_the_capital
	}
	mutually_exclusive = {
		focus = DEN_seize_power
	}
	relative_position_id = DEN_march_on_the_capital
	x = 1
	y = 1
	cost = 5
	available = {
		GER = {
			has_government = fascism
			is_subject = no
		}
		NOT = {
			has_war_with = GER
		}
		fascism = > 0.3
		is_subject = no
	}
	bypass = {
		has_government = fascism
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		GER = {
			country_event = {
				id = denmark_fascist_event.1
				days = 5
			}
		}
		custom_effect_tooltip = if_they_accept_tt if_they_refuse_tt
		effect_tooltip = {
			add_political_power = 100
			add_stability = 0.05
			set_politics = {
				ruling_party = fascism
			}
			DEN_frits_clausen = {
				promote_character = yes
			}
			GER = {
				add_to_faction = ROOT
			}
		} {
			set_politics = {
				ruling_party = fascism
			}
			start_civil_war = {
				ideology = neutrality
				size = party_popularity@neutrality
			}
		}
	}
}
### Entity: Idea
Component: VIC_jean_marie_abrial
Constructs: has_government
Source: game
File: common/ideas/vichy_france.txt

Code:
VIC_jean_marie_abrial = {
	picture = generic_navy_europe_1
	allowed = {
		original_tag = FRA
		has_government = fascism
	}
	traits = {
		navy_anti_submarine_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_influence_baltics
Constructs: prerequisite, completion_reward, add_timed_idea
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_influence_baltics
	icon = GFX_goal_SOV_baltic_aggression
	prerequisite = {
		focus = SWE_alliance_with_finland
	}
	relative_position_id = SWE_alliance_with_finland
	x = 0
	y = 1
	cost = 10
	completion_reward = {
		EST = {
			add_timed_idea = {
				idea = SWE_swedish_influence
				days = 1095
			}
			hidden_effect = {
				country_event = {
					id = generic.1
				}
			}
		}
		LAT = {
			add_timed_idea = {
				idea = SWE_swedish_influence
				days = 1095
			}
			hidden_effect = {
				country_event = {
					id = generic.1
				}
			}
		}
		LIT = {
			add_timed_idea = {
				idea = SWE_swedish_influence
				days = 1095
			}
			hidden_effect = {
				country_event = {
					id = generic.1
				}
			}
		}
		custom_effect_tooltip = SWE_baltics_influence_decisions.tt
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}