Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: NORDIC_joint_army_member_ns_2
Source: game
File: common/ideas/nordic_shared.txt

Code:
NORDIC_joint_army_member_ns_2 = {
	name = NORDIC_joint_army_member_ns
	cancel = {
		NORDIC_basic_joint_trigger = no
	}
	picture = generic_manpower_bonus
	modifier = {
		command_power_gain = 0.05
		max_command_power = 20
		weekly_manpower = 200
	}
}
### Entity: Event
Component: r56w.event.101
Constructs: has_country_flag, fire_only_once, is_fully_controlled_by, has_tech, add_command_power
Source: game
File: events/r56w_events.txt

Code:
news_event = {
	id = r56w.event.101
	title = r56w.event.101.t
	desc = r56w.event.101.desc
	picture = GFX_news_event_canadian_tank
	fire_only_once = yes
	trigger = {
		tag = ENG
		128 = {
			is_fully_controlled_by = ENG
		}
		ENG = {
			has_country_flag = bovington_silly_event_flag
		}
		has_tech = advanced_medium_tank
	}
	mean_time_to_happen = {
		days = 30
	}
	option = {
		name = r56w.event.101.a
		add_command_power = -3
	}
}
### Entity: Shared Focus
Tree: gen_focus
Component: GEN_automobile_industry
Constructs: shared_focus, has_completed_focus, add_equipment_to_stockpile, prerequisite, limit, completion_reward, has_tech, random_owned_controlled_state
Source: game
File: common/national_focus/r56_gen_shared.txt

Code:
shared_focus = {
	id = GEN_automobile_industry
	icon = GFX_goal_generic_automobile
	prerequisite = {
		focus = GEN_invite_american_investors GEN_invite_german_investors GEN_invite_soviet_planners
	}
	x = 1
	y = 1
	relative_position_id = GEN_invite_american_investors
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 2
	}
	available = {
		num_of_controlled_states = > 0
		has_tech = motorised_infantry
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
		if = {
			limit = {
				has_completed_focus = GEN_invite_german_investors
			}
			add_equipment_to_stockpile = {
				type = motorized_equipment_1
				amount = 125
				producer = GER
			}
		} {
			limit = {
				has_completed_focus = GEN_invite_american_investors
			}
			add_equipment_to_stockpile = {
				type = motorized_equipment_1
				amount = 125
				producer = USA
			}
		} {
			limit = {
				has_completed_focus = GEN_invite_soviet_planners
			}
			add_equipment_to_stockpile = {
				type = motorized_equipment_1
				amount = 125
				producer = SOV
			}
		}
		custom_effect_tooltip = GEN_Automobile_tt
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MILITARY_EQUIPMENT
	}
}
### Entity: Event
Component: mongol_army.5
Constructs: is_triggered_only, add_ideas, set_country_flag
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol_army.5
	title = mongol_army.5.t
	desc = mongol_army.5.d
	picture = GFX_report_event_MON_diplomats_table_discussion
	is_triggered_only = yes
	option = {
		name = mongol_army.5.a
		MON_soviet_high_influence_increase_effect = yes
		add_ideas = Mon_soviet_advisors_idea
		set_country_flag = MON_soviet_advisors_allowed_flag
	}
}
### Entity: Event
Component: libya.2
Constructs: is_triggered_only, ai_chance, add_tech_bonus
Source: game
File: events/tmodernevents.txt

Code:
country_event = {
	id = libya.2
	title = libya.2.t
	desc = libya.2.d
	picture = GFX_report_event_hitler_handshake
	is_triggered_only = yes
	option = {
		name = libya.2.a
		ai_chance = {
			base = 10
		}
		add_tech_bonus = {
			name = GER_coal_liquidization
			bonus = 1.0
			uses = 3
			category = synth_resources
		}
	}
}
### Entity: Military Industrial Organization
Component: BAY_bayerische_flugzeugwerke_organization
Constructs: equipment_bonus, maximum_speed
Source: game
File: common/military_industrial_organization/organizations/GER_organization_r56.txt

Code:
BAY_bayerische_flugzeugwerke_organization = {
	name = Bayerische Flugzeugwerke
	include = generic_light_aircraft_organization
	icon = GFX_idea_generic_air_manufacturer_1
	allowed = {
		tag = BAY
	}
	initial_trait = {
		name = generic_mio_initial_trait_light_aircraft_designer
		equipment_bonus = {
			air_agility = 0.05
			maximum_speed = 0.05
			air_attack = 0.05
		}
	}
}
### Entity: Idea
Component: KOR_tokhyon
Constructs: research_bonus
Source: game
File: common/ideas/korea.txt

Code:
KOR_tokhyon = {
	picture = generic_infantry_equipment_manufacturer_1
	allowed = {
		or = {
			original_tag = KOR NKR
		}
	}
	available = {
		controls_state = 527
	}
	research_bonus = {
		support_tech = 0.15
	}
	traits = {
		support_equipment_manufacturer
	}
}
### Entity: Idea
Component: CAY_awt
Source: game
File: common/ideas/cayenne.txt

Code:
CAY_awt = {
	ledger = air
	picture = generic_air_african_2
	allowed = {
		original_tag = CAY
	}
	traits = {
		air_warfare_theorist
	}
}
### Entity: Event
Component: ss_recruitment_event.10
Constructs: is_triggered_only, ai_chance, add_political_power, add_to_variable, has_political_power
Source: game
File: events/ss_recruitment_event.txt

Code:
country_event = {
	id = ss_recruitment_event.10
	title = ss_recruitment_event.10.t
	desc = ss_recruitment_event.10.desc
	picture = GFX_report_event_germany_politician_handshake
	is_triggered_only = yes
	option = {
		ai_chance = {
			base = 25
		}
		name = ss_recruitment_event.10.a
		add_to_variable = {
			var = wehrmacht_anger
			value = 5
		}
	} {
		name = ss_recruitment_event.10.b
		ai_chance = {
			base = 75
			modifier = {
				factor = 0
				has_political_power = < 0
			}
		}
		add_political_power = -50
		subtract_from_variable = {
			var = wehrmacht_anger
			value = 5
		}
	}
}
### Entity: Event
Component: recruit_generals.4
Constructs: is_triggered_only, ai_chance, fire_only_once, random_list, random_unit_leader, set_nationality
Source: game
File: events/recruit_generals_events.txt

Code:
country_event = {
	id = recruit_generals.4
	title = recruit_generals.4.t
	desc = recruit_generals.4.desc
	picture = GFX_report_event_force_publique
	is_triggered_only = yes
	fire_only_once = yes
	hidden = yes
	option = {
		name = recruit_generals.4.a
		ai_chance = {
			factor = 100
		}
		random_list = {
			30 = {

			}
			70 = {
				LAT = {
					random_unit_leader = {
						set_nationality = ROOT
					}
				}
			}
		}
	}
}
### Entity: Idea
Component: ENG_imperial_conscription_idea
Constructs: removal_cost
Source: game
File: common/ideas/britain.txt

Code:
ENG_imperial_conscription_idea = {
	name = ENG_imperial_conscription
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		non_core_manpower = 0.1
	}
	picture = eng_imperial_conscription
	removal_cost = -1
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_deal_with_the_shadow_elements
Constructs: prerequisite, add_stability, completion_reward
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_deal_with_the_shadow_elements
	icon = GFX_focus_RAJ_a_policy_of_silence
	prerequisite = {
		focus = CHI_unify_as_the_china_democratic_league
	}
	x = 0
	y = 1
	relative_position_id = CHI_unify_as_the_china_democratic_league
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_stability = -0.1
		CHI_modify_illicit_goods_event_trigger = yes
	}
}
### Entity: Idea
Component: den_anti_communist_attacks
Constructs: has_government, removal_cost, communism_drift
Source: game
File: common/ideas/r56_denmark.txt

Code:
den_anti_communist_attacks = {
	removal_cost = -1
	picture = anti_soviet_pact
	available = {
		NOT = {
			has_government = neutrality communism
		}
	}
	modifier = {
		communism_drift = -0.04
		command_power_gain_mult = 0.1
		stability_weekly = -0.002
	}
}
### Entity: AI Strategy
Component: GER_dont_get_involved_in_limited_war
Constructs: has_war_with, is_in_faction_with
Source: game
File: common/ai_strategy/SIA.txt

Code:
GER_dont_get_involved_in_limited_war = {
	allowed = {
		original_tag = ENG
	}
	enable = {
		country_exists = VIC
		SIA = {
			has_war_with = VIC
		}
		OR = {
			original_tag = GER HUN JAP ROM BUL ITA
			is_in_faction_with = GER
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = dont_join_wars_with
		id = VIC
		value = 9999
		target_country = SIA
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_norma_projektilfabrik
Constructs: prerequisite, limit, has_government, has_war_with, is_major, completion_reward, cancel_if_invalid, random_core_state
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_norma_projektilfabrik
	icon = GFX_goal_generic_construct_mil_factory
	x = -8
	y = 1
	cost = 5
	prerequisite = {
		focus = SWE_government_weapons_contract
	}
	relative_position_id = SWE_government_weapons_contract
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_core_state = {
			prioritize = {
				919
			}
			limit = {
				is_fully_controlled_by = ROOT
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		} {
			prioritize = {
				919
			}
			limit = {
				is_fully_controlled_by = ROOT
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = SWE_norma_projektilfabrik_tt
		if = {
			limit = {
				any_other_country = {
					original_tag = NOR
					NOT = {
						has_war_with = ROOT
						has_government = fascism
					}
					surrender_progress = > 0
					any_enemy_country = {
						is_major = yes
					}
				}
			}
			random_core_state = {
				prioritize = {
					919
				}
				limit = {
					is_fully_controlled_by = ROOT
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			}
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_celebrate_spanish_victory
Constructs: prerequisite, limit, random_country, has_government, has_country_flag, completion_reward, has_global_flag
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_celebrate_spanish_victory
	icon = GFX_focus_generic_befriend_republican_spain_focus
	prerequisite = {
		focus = AUS_intervention_in_spain
	}
	mutually_exclusive = {
		focus = AUS_invite_spanish_exiles
	}
	x = 1
	y = 1
	relative_position_id = AUS_intervention_in_spain
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		has_country_flag = AUS_volunteer_effort_SPR_flag
		has_global_flag = scw_over
		any_country = {
			original_tag = SPR
			exists = yes
			OR = {
				has_government = democratic communism
			}
		}
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				has_global_flag = scw_over
			}
			SPD = {
				country_event = {
					id = AUS_political_events.31
					hours = 12
				}
			}
		}
		ELSE = {
			random_country = {
				limit = {
					original_tag = SPR
					OR = {
						has_government = communism democratic
					}
				}
				country_event = {
					id = AUS_political_events.31
					hours = 12
				}
			}
		}
	}
}
### Entity: Event
Component: lar_spain.30
Constructs: is_triggered_only, ai_chance, has_government, add_to_faction, random_hours, add_ai_strategy, has_opinion
Source: game
File: events/LAR_Spain.txt

Code:
country_event = {
	id = lar_spain.30
	title = lar_spain.30.t
	desc = lar_spain.30.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = lar_spain.30.a
		ai_chance = {
			base = 50
			modifier = {
				factor = 0
				has_government = democratic
				FROM = {
					has_government = fascism
				}
			} {
				factor = 0
				has_government = communism
			}
		}
		effect_tooltip = {
			FROM = {
				add_to_faction = ROOT
			}
		}
		hidden_effect = {
			FROM = {
				country_event = {
					id = lar_spain.31
					hours = 18
					random_hours = 6
				}
			}
			add_ai_strategy = {
				type = alliance
				id = FROM
				value = 200
			}
		}
	} {
		name = lar_spain.30.b
		ai_chance = {
			base = 50
			modifier = {
				factor = 0.5
				has_opinion = {
					target = FROM
					value = > 99
				}
			} {
				factor = 0
				has_government = FROM
			}
		}
		hidden_effect = {
			FROM = {
				country_event = {
					id = lar_spain.32
					hours = 18
					random_hours = 6
				}
			}
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_loyalty_for_properties_empire
Constructs: has_completed_focus, prerequisite, limit, add_ideas, has_government, completion_reward, add_political_power, allow_branch
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_loyalty_for_properties_empire
	text = AUS_loyalty_for_properties
	icon = GFX_goal_generic_befriend_liechtenstein
	relative_position_id = AUS_arm_sudeten_germans
	x = 0
	y = 2
	prerequisite = {
		focus = AUS_reclaim_bohemia AUS_arm_sudeten_germans
	}
	mutually_exclusive = {
		focus = AUS_intervention_in_liechtenstein_empire_auth
	}
	available = {
		controls_state = 9
		LIE = {
			OR = {
				has_government = democratic neutrality
			}
		}
	}
	allow_branch = {
		has_game_rule = {
			rule = micronation_annexation_status
			option = SHOW_MICRONATIONS
		}
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = AUS_austrofascism_not_nazism AUS_look_west AUS_accept_inevitable
			}
		}
	}
	cost = 2
	completion_reward = {
		LIE = {
			country_event = {
				id = austria.76
				days = 1
				random_hours = 12
			}
		}
		custom_effect_tooltip = if_they_accept
		effect_tooltip = {
			set_autonomy = {
				target = LIE
				autonomy_state = autonomy_protectorate
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			LIE = {
				effect_tooltip = {
					add_political_power = 50
					add_ideas = AUS_liechtenstein_properties
					random_owned_controlled_state = {
						limit = {
							is_core_of = LIE
						}
						prioritize = {
							997
						}
						add_extra_state_shared_building_slots = 2
					}
				}
			}
		}
	}
}
### Entity: Unit Template
Component: SPAN_ARM_01
Source: game
File: common/units/names_divisions/SPAN_names_divisions.txt

Code:
SPAN_ARM_01 = {
	name = Armored Division
	for_countries = {
		ARG BOL CHL COL COS CUB DOM ECU ELS EQG GUA HON MEX NIC PAN PAR PRU URG VEN
	}
	can_use = {
		always = yes
	}
	division_types = {
		light_armor medium_armor heavy_armor modern_armor
	}
	fallback_name = %da División Blindada
	ordered = {
		1 = {
			%da División Blindada
		}
		2 = {
			%da División Blindada
		}
		3 = {
			%da División Blindada
		}
		4 = {
			%da División Blindada
		}
		5 = {
			%da División Blindada
		}
		6 = {
			%da División Blindada
		}
		7 = {
			%da División Blindada
		}
		8 = {
			%da División Blindada
		}
		9 = {
			%da División Blindada
		}
		10 = {
			%da División Blindada
		}
	}
}
### Entity: Idea
Component: great_depression_3
Constructs: removal_cost, conscription_factor
Source: game
File: common/ideas/usa.txt

Code:
great_depression_3 = {
	picture = usa_great_depression
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		political_power_cost = 0.25
		consumer_goods_factor = 0.35
		conscription_factor = -0.2
		join_faction_tension = 0.2
		local_resources_factor = -0.1
	}
}
### Entity: Military Industrial Organization
Component: ROM_cugir_organization
Source: game
File: common/military_industrial_organization/organizations/ROM_organization.txt

Code:
ROM_cugir_organization = {
	include = generic_infantry_equipment_organization
	icon = GFX_idea_ROM_cugir
	allowed = {
		tag = ROM
	}
}
### Entity: Scripted Effect
Component: EAI_FOCUS_UPDATE/LAND/update_focuses
Source: game
File: common/scripted_effects/EAI_MILITARY_FOCUS_update.txt

Code:
EAI_FOCUS_UPDATE/LAND/update_focuses = {
	EAI_FOCUS_UPDATE/LAND/land_doctrine = yes
	EAI_FOCUS_UPDATE/LAND/land_doctrine_path = yes
	EAI_FOCUS_UPDATE/LAND/infantry_design = yes
	EAI_FOCUS_UPDATE/LAND/infantry_width = yes
	EAI_FOCUS_UPDATE/LAND/armor_focus = yes
	EAI_FOCUS_UPDATE/LAND/armor_design = yes
	EAI_FOCUS_UPDATE/LAND/armor_width = yes
	EAI_FOCUS_UPDATE/LAND/attachment = yes
	EAI_FOCUS_UPDATE/LAND/spec_ops = yes
	EAI_FOCUS_UPDATE/LAND/motorized_design = yes
	EAI_FOCUS_UPDATE/LAND/antitank_design = yes
}
### Entity: Idea
Component: MAN_mamc_light_2
Constructs: has_completed_focus, research_bonus
Source: game
File: common/ideas/r56_man_ideas.txt

Code:
MAN_mamc_light_2 = {
	name = MAN_mamc_light
	picture = generic_air_manufacturer_1
	available = {
		has_completed_focus = MAN_mamc_2
	}
	allowed = {
		original_tag = MAN
	}
	cost = 75
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		light_aircraft_manufacturer
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Component: finnish_focus
Constructs: shared_focus, has_completed_focus, division_template, every_owned_state, add_equipment_to_stockpile, prerequisite, has_war, limit
Source: game
File: common/national_focus/finland.txt

Code:
focus_tree = {
	id = finnish_focus
	country = {
		factor = 0
		modifier = {
			add = 10
			tag = FIN
		}
	}
	default = no
	initial_show_position = {
		x = 23
		y = 0
	}
	continuous_focus_position = {
		x = 45
		y = 1500
	}
	shared_focus = NORDIC_form_joint_alliance
	focus = {
		id = FIN_suomalainen_sosialismi
		icon = GFX_focus_FIN_suomalainen_sosialismi
		allow_branch = {
			has_dlc = Arms Against Tyranny
			if = {
				limit = {
					has_game_rule = {
						rule = obsolete_focus_branches_visibility
						option = HIDE
					}
				}
				NOT = {
					has_completed_focus = FIN_finnish_neutrality
				} {
					has_completed_focus = FIN_right_wing_policies
				}
			}
		}
		mutually_exclusive = {
			focus = FIN_finnish_neutrality FIN_right_wing_policies
		}
		x = 7
		y = 0
		cost = 5
		available = {
			is_subject = no
		}
		search_filters = {
			FOCUS_FILTER_POLITICAL FOCUS_FILTER_POLITICAL_CHARACTER
		}
		completion_reward = {
			add_political_power = 75
			custom_effect_tooltip = available_political_advisor remove_political_advisor
			show_ideas_tooltip = FIN_yrjo_leino FIN_karl_august_fagerholm FIN_antti_hackzell
			FIN_bop_medium_decrease_effect = yes
			hidden_effect = {
				if = {
					limit = {
						has_game_rule = {
							rule = obsolete_focus_branches_visibility
							option = HIDE
						}
					}
					mark_focus_tree_layout_dirty = yes
				}
			}
		}
	} {
		id = FIN_towards_a_red_government
		icon = GFX_focus_generic_join_comintern
		prerequisite = {
			focus = FIN_suomalainen_sosialismi
		}
		mutually_exclusive = {
			focus = FIN_social_democracy
		}
		x = -3
		y = 1
		relative_position_id = FIN_suomalainen_sosialismi
		cost = 5
		bypass = {
			has_government = communism
		}
		available = {
			is_subject = no
		}
		search_filters = {
			FOCUS_FILTER_POLITICAL FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY FOCUS_FILTER_WAR_SUPPORT
		}
		completion_reward = {
			add_political_power = 120
			add_popularity = {
				ideology = communism
				popularity = 0.05
			}
			custom_effect_tooltip = available_political_advisor
			show_ideas_tooltip = FIN_otto_wille_kuusinen FIN_aarne_saarinen
			FIN_bop_low_decrease_effect = yes
		}
	} {
		id = FIN_the_second_finnish_civil_war
		icon = GFX_focus_FIN_the_second_finnish_civil_war
		prerequisite = {
			focus = FIN_towards_a_red_government
		}
		x = -6
		y = 2
		relative_position_id = FIN_su
# ... (truncated)
### Entity: Event
Component: mtg_usa_foreign_support.4
Constructs: is_triggered_only, ai_chance, add_equipment_to_stockpile, add_political_power, has_tech
Source: game
File: events/MTG_USA.txt

Code:
country_event = {
	id = mtg_usa_foreign_support.4
	title = mtg_usa_foreign_support.4.t
	desc = mtg_usa_foreign_support.4.desc
	picture = GFX_report_event_generic_lend_lease
	is_triggered_only = yes
	option = {
		name = mtg_usa_foreign_support.4.a
		ai_chance = {
			factor = 50
		}
		add_political_power = 25
		FROM = {
			country_event = mtg_usa_foreign_support.5
		}
		effect_tooltip = {
			FROM = {
				add_equipment_to_stockpile = {
					type = infantry_equipment
					amount = 1000
				}
			}
		}
	} {
		name = mtg_usa_foreign_support.4.b
		ai_chance = {
			factor = 20
		}
		add_political_power = 25
		FROM = {
			country_event = mtg_usa_foreign_support.7
		}
		effect_tooltip = {
			FROM = {
				add_equipment_to_stockpile = {
					type = artillery_equipment
					amount = 50
				}
			}
		}
	} {
		name = mtg_usa_foreign_support.4.b
		ai_chance = {
			factor = 10
		}
		trigger = {
			OR = {
				has_tech = basic_light_tank basic_light_tank_chassis
			}
		}
		add_political_power = 25
		FROM = {
			country_event = mtg_usa_foreign_support.8
		}
		effect_tooltip = {
			FROM = {
				add_equipment_to_stockpile = {
					type = light_tank_chassis
					amount = 50
				}
			}
		}
	} {
		name = mtg_usa_foreign_support.4.d
		ai_chance = {
			factor = 20
		}
		add_political_power = -25
		FROM = {
			country_event = mtg_usa_foreign_support.6
		}
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_Restore_Aristocratic_Land_Rights
Constructs: prerequisite, limit, remove_ideas, completion_reward, has_idea, random_owned_state, add_extra_state_shared_building_slots, add_to_variable
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_Restore_Aristocratic_Land_Rights
	icon = GFX_goal_trade_pact
	cost = 10
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = DEN_Reascension_of_the_Aristrocracy
	}
	x = 3
	y = 3
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
	relative_position_id = DEN_Form_a_Cabinet
	completion_reward = {
		if = {
			limit = {
				has_idea = DEN_stagnant_economy
			}
			remove_ideas = DEN_stagnant_economy
		}
		else_if = {
			limit = {
				has_idea = DEN_stagnant_economy_2
			}
			remove_ideas = DEN_stagnant_economy_2
		}
		random_owned_state = {
			limit = {
				state = 37
			}
			add_extra_state_shared_building_slots = 3
		} {
			limit = {
				NOT = {
					state = 37
				}
			}
			add_extra_state_shared_building_slots = 2
		}
		add_to_variable = {
			den_upper_loyalty = 15
			tooltip = den_upper_loyalty_tooltip
		}
		den_calculate_upper = yes
	}
}
### Entity: Idea
Component: IRQ_export_economy_idea
Constructs: research_speed_factor, removal_cost
Source: game
File: common/ideas/iraq.txt

Code:
IRQ_export_economy_idea = {
	allowed = {
		original_tag = IRQ
	}
	allowed_civil_war = {
		always = yes
	}
	picture = can_wartime_prices_and_trade_board
	removal_cost = -1
	modifier = {
		local_resources_factor = 0.1
		min_export = 0.1
		trade_opinion_factor = 0.25
		research_speed_factor = 0.03
	}
}
### Entity: Effect Reference
Construct: round_temp_variable
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## round_temp_variable

* Supported Scopes: any
* Supported Targets: none

```
Rounds a temporary variable
Example: round_temp_variable = num_dogs
```
### Entity: Idea
Component: TUR_refugees_from_the_fascist_menace
Constructs: removal_cost
Source: game
File: common/ideas/turkey.txt

Code:
TUR_refugees_from_the_fascist_menace = {
	allowed = {
		original_tag = TUR
	}
	allowed_civil_war = {
		always = yes
	}
	picture = SPR_the_popular_front
	removal_cost = -1
	modifier = {
		weekly_manpower = 1250
		stability_weekly = -0.01
	}
}