Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: eng_focus
Component: ENG_self_government_for_the_mediterranean
Constructs: prerequisite, limit, owns_state, has_war_with, completion_reward, add_political_power, is_subject, has_full_control_of_state
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = ENG_self_government_for_the_mediterranean
	prerequisite = {
		focus = ENG_withdraw_from_contested_territories
	}
	available = {
		is_subject = no
		OR = {
			has_full_control_of_state = 116 183
		}
	}
	bypass = {
		NOT = {
			AND = {
				owns_state = 116 183
			}
		}
	}
	continue_if_invalid = no
	icon = GFX_focus_generic_self_management
	x = -1
	y = 1
	relative_position_id = ENG_withdraw_from_contested_territories
	cost = 5
	ai_will_do = {
		factor = 1
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_political_power = 25
		add_manpower = 10000
		if = {
			limit = {
				has_full_control_of_state = 116
			}
			release = MLT
			if = {
				limit = {
					has_dlc = Together for Victory
				}
				set_autonomy = {
					target = MLT
					autonomy_state = autonomy_dominion
				}
			} {
				limit = {
					NOT = {
						has_dlc = Together for Victory
					}
				}
				puppet = MLT
			}
			hidden_effect = {
				every_other_country = {
					limit = {
						has_war_with = ENG
					}
					MLT = {
						add_to_war = {
							targeted_alliance = ENG
							enemy = PREV
							hostility_reason = asked_to_join
						}
					}
				}
			}
		} {
			limit = {
				has_full_control_of_state = 183
			}
			release = CYP
			if = {
				limit = {
					has_dlc = Together for Victory
				}
				set_autonomy = {
					target = CYP
					autonomy_state = autonomy_dominion
				}
			} {
				limit = {
					NOT = {
						has_dlc = Together for Victory
					}
				}
				puppet = CYP
			}
			hidden_effect = {
				every_other_country = {
					limit = {
						has_war_with = ENG
					}
					CYP = {
						add_to_war = {
							targeted_alliance = ENG
							enemy = PREV
							hostility_reason = asked_to_join
						}
					}
				}
			}
		}
	}
}
### Entity: Idea
Component: PAL_nashashbi_idea3
Constructs: army_defence_factor, removal_cost
Source: game
File: common/ideas/palestine.txt

Code:
PAL_nashashbi_idea3 = {
	picture = generic_volunteer_expedition_bonus
	allowed = {
		tag = PAL
	}
	available = {

	}
	cancel = {

	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		political_power_factor = 0.15
		stability_weekly_factor = 0.002
		army_defence_factor = 0.05
		heat_attrition_factor = -0.25
		conscription = 0.02
	}
}
### Entity: Character
Component: ARM_calouste_gulbenkian
Constructs: has_completed_focus, has_government, has_dlc
Source: game
File: common/characters/IRQ.txt

Code:
ARM_calouste_gulbenkian = {
	name = ARM_calouste_gulbenkian
	portraits = {
		civilian = {
			small = GFX_portrait_ARM_calouste_gulbenkian_small
		}
	}
	advisor = {
		allowed = {
			has_dlc = Graveyard of Empires
		}
		slot = political_advisor
		idea_token = ARM_calouste_gulbenkian
		traits = {
			IRQ_armenian_oil_magnate
		}
		available = {
			has_completed_focus = IRQ_form_opec
			OR = {
				has_government = democratic neutrality
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_R56_industrial_innovations
Constructs: prerequisite, is_major, completion_reward, add_research_slot
Source: game
File: common/national_focus/r56_brazil.txt

Code:
focus = {
	id = BRA_R56_industrial_innovations
	icon = GFX_focus_BRA_university_of_sao_paulo
	prerequisite = {
		focus = BRA_R56_tenenge BRA_R56_gerdau
	} {
		focus = BRA_R56_fiesp BRA_R56_expand_the_high_voltage_grid
	}
	relative_position_id = BRA_R56_tenenge
	x = 1
	y = 1
	cost = 10
	available = {
		num_of_factories = > 100
		is_major = yes
	}
	completion_reward = {
		add_research_slot = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: cyp_focus
Component: CYP_subsidise_fruit_farming
Constructs: prerequisite, completion_reward, random_controlled_state, add_extra_state_shared_building_slots, add_building_construction, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_cyprus.txt

Code:
focus = {
	id = CYP_subsidise_fruit_farming
	icon = GFX_goal_generic_farm_tractor
	cost = 5
	x = -1
	y = 1
	relative_position_id = CYP_continue_farming_reliance
	prerequisite = {
		focus = CYP_continue_farming_reliance
	}
	completion_reward = {
		random_controlled_state = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = r56_newline
		swap_ideas = {
			remove_idea = r56_CYP_farming_focus_1
			add_idea = r56_CYP_farming_focus_2
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MANPOWER
	}
}
### Entity: Character
Component: CZE_corporate_emperor
Source: game
File: common/country_leader/00_traits.txt

Code:
CZE_corporate_emperor = {
	sprite = 10
	random = no
	party_popularity_stability_factor = 0.05
	civilian_intel_to_others = 10
	industrial_concern_cost_factor = -0.1
	materiel_manufacturer_cost_factor = -0.1
	production_speed_industrial_complex_factor = 0.1
}
### Entity: Event
Component: BALTIC_events.15
Constructs: is_triggered_only, ai_chance, save_event_target_as, declare_war_on
Source: game
File: events/NSB_Baltic.txt

Code:
country_event = {
	id = BALTIC_events.15
	title = BALTIC_events.7.t
	desc = BALTIC_events.7.d
	picture = GFX_report_event_military_planning
	is_triggered_only = yes
	immediate = {
		LIT = {
			save_event_target_as = baltic_wargoal_target
		}
	}
	option = {
		name = BALTIC_events.7.a
		ai_chance = {
			base = 10
		}
		FROM = {
			declare_war_on = {
				type = topple_government
				target = LIT
			}
		}
	} {
		name = BALTIC_events.7.b
		ai_chance = {
			base = 0
		}
		FROM = {
			country_event = BALTIC_events.701
		}
	}
}
### Entity: National Focus
Tree: eng_focus
Component: ENG_dutch_security
Constructs: prerequisite, limit, add_ideas, completion_reward, create_wargoal, puppet_wargoal_focus, has_idea
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = ENG_dutch_security
	available = {
		HOL = {
			exists = yes
			OR = {
				communism = > 0.2
				fascism = > 0.2
			}
		}
	}
	will_lead_to_war_with = HOL
	prerequisite = {
		focus = ENG_benelux_intervention
	}
	icon = GFX_goal_generic_attack_allies
	x = 1
	y = 1
	relative_position_id = ENG_benelux_intervention
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		create_wargoal = {
			type = puppet_wargoal_focus
			target = HOL
			expire = 0
		}
		if = {
			limit = {
				NOT = {
					has_idea = ENG_continuation_of_politics
				}
			}
			add_ideas = ENG_continuation_of_politics
		}
	}
}
### Entity: Character
Component: XSM_ge_wujie
Source: game
File: common/characters/XSM.txt

Code:
XSM_ge_wujie = {
	name = XSM_ge_wujie
	portraits = {
		army = {
			small = GFX_kr_portrait_central_asia_generic_2_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = XSM_ge_wujie
		allowed = {
			original_tag = GSM
		}
		visible = {

		}
		available = {

		}
		traits = {
			MEN_nationalist_education_enthusiast
		}
	}
}
### Entity: Idea
Component: PHI_ideological_rebels_communism
Constructs: war_support_factor, has_government, removal_cost, democratic_drift, communism_drift, autonomy_gain
Source: game
File: common/ideas/philipines.txt

Code:
PHI_ideological_rebels_communism = {
	name = PHI_ideological_rebels
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	cancel = {
		NOT = {
			has_government = democratic
		}
	}
	picture = the_people
	removal_cost = -1
	modifier = {
		war_support_factor = 0.1
		conscription = -0.01
		consumer_goods_factor = 0.1
		democratic_drift = -0.05
		communism_drift = 0.1
		autonomy_gain = 0.2
	}
}
### Entity: Idea
Component: SAF_voortrekker_monument_2
Constructs: stability_factor, has_government, removal_cost, autonomy_gain
Source: game
File: common/ideas/south_africa.txt

Code:
SAF_voortrekker_monument_2 = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	picture = triumphant_will
	modifier = {
		stability_factor = 0.07
		conscription = 0.005
		autonomy_gain = 0.75
	}
}
### Entity: Music Config
Component: base_music/sakkijarven_polkka
Source: game
File: music/aat_songs_bonus.txt

Code:
music = {
	song = sakkijarven_polkka
	chance = {
		factor = 1
		modifier = {
			factor = 10
			original_tag = FIN
		}
	}
}
### Entity: Shared Focus
Tree: lat_focus
Component: LAT_foreign_destroyer_contract
Constructs: shared_focus, prerequisite, completion_reward, is_coastal, is_controlled_by, check_variable, unlock_decision_tooltip
Source: game
File: common/national_focus/r56_latvia_shared.txt

Code:
shared_focus = {
	id = LAT_foreign_destroyer_contract
	icon = GFX_focus_generic_destroyer
	prerequisite = {
		focus = LAT_rely_on_foreign_attaches
	}
	mutually_exclusive = {
		focus = LAT_foreign_submarine_contract
	}
	relative_position_id = LAT_rely_on_foreign_attaches
	x = -1
	y = 1
	cost = 5
	available_if_capitulated = yes
	ai_will_do = {
		factor = 2
	}
	available = {
		any_state = {
			is_coastal = yes
			is_controlled_by = ROOT
		}
		custom_trigger_tooltip = {
			tooltip = LAT_naval_contract_tt
			check_variable = {
				var_LAT_count_attache_1 = > 0
			}
		}
	}
	completion_reward = {
		unlock_decision_tooltip = LAT_negociate_destroyer_contract
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_recognize_hungarian_croatia
Constructs: prerequisite, limit, completion_reward, is_ally_with, is_controlled_by, add_state_core, add_state_claim, create_wargoal
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_recognize_hungarian_croatia
	icon = GFX_goal_generic_take_vojvodina_croatia
	relative_position_id = AUS_a_modern_empire
	x = 5
	y = 1
	prerequisite = {
		focus = AUS_a_modern_empire
	}
	mutually_exclusive = {
		focus = AUS_support_croatian_independence
	}
	available = {
		NOT = {
			is_ally_with = 102 109
			 = .controller .controller
		}
	}
	bypass = {
		OR = {
			controls_state = 102
			is_ally_with = 102
			 = .controller
		}
		if = {
			limit = {
				109 = {
					NOT = {
						is_controlled_by = 102
						 = .controller
					}
				}
			}
			OR = {
				controls_state = 109
				is_ally_with = 109
				 = .controller
			}
		}
	}
	cost = 10
	will_lead_to_war_with = YUG SLV CRO
	completion_reward = {
		add_state_core = 102
		add_state_claim = 853 103
		create_wargoal = {
			target = 102
			 = .controller
			type = take_claimed_state
			generator = {
				102 853 103
			}
		}
		if = {
			limit = {
				102 = {
					controller = {
						NOT = {
							controls_state = 109
						}
					}
				}
			}
			create_wargoal = {
				target = 109
				 = .controller
				type = take_state_focus
				generator = {
					109 959 958
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		HUN = {
			country_event = {
				id = austria.108
				days = 1
				random_hours = 12
			}
			add_state_core = 45 956
			add_state_claim = 764 952 959 109 958
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Template%3AInfobox/row.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
&#160;&#160;Invert selection

Filters
Hide transclusions | Hide links | Hide redirects

The following pages link to Template:Infobox/row:

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)Template:Version column (transclusion) ‎ (← links | edit)

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)
Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/Template:Infobox/row"
### Entity: National Focus
Tree: rut_focus
Component: RUT_ukrainian_shipbuilding
Constructs: limit, completion_reward, is_coastal, is_controlled_by, is_core_of, complete_tooltip, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/ruthenia.txt

Code:
focus = {
	id = RUT_ukrainian_shipbuilding
	icon = GFX_goal_generic_construct_naval_dockyard
	relative_position_id = RUT_foreign_port
	mutually_exclusive = {
		focus = RUT_foreign_port
	}
	x = 2
	y = 0
	cost = 10
	available_if_capitulated = yes
	available = {
		any_state = {
			is_coastal = yes
			is_controlled_by = ROOT
			OR = {
				is_core_of = RUT UKR
			}
		}
	}
	complete_tooltip = {
		navy_experience = 25
		add_extra_state_shared_building_slots = 3
		add_building_construction = {
			type = dockyard
			level = 3
			instant_build = yes
		}
	}
	completion_reward = {
		navy_experience = 25
		if = {
			limit = {
				NOT = {
					any_owned_state = {
						dockyard = > 0
						free_building_slots = {
							building = dockyard
							size = > 2
							include_locked = yes
						}
					}
				}
				any_owned_state = {
					is_coastal = yes
				}
			}
			random_owned_controlled_state = {
				limit = {
					is_coastal = yes
					NOT = {
						is_core_of = RUT UKR
					}
					free_building_slots = {
						building = dockyard
						size = > 2
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 3
				add_building_construction = {
					type = dockyard
					level = 3
					instant_build = yes
				}
			}
		}
		else_if = {
			limit = {
				any_owned_state = {
					dockyard = > 0
					free_building_slots = {
						building = dockyard
						size = > 2
						include_locked = yes
					}
				}
			}
			random_owned_controlled_state = {
				limit = {
					dockyard = > 0
					free_building_slots = {
						building = dockyard
						size = > 2
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 3
				add_building_construction = {
					type = dockyard
					level = 3
					instant_build = yes
				}
			}
		} {
			limit = {
				NOT = {
					any_owned_state = {
						free_building_slots = {
							building = dockyard
							size = > 2
							include_locked = yes
						}
					}
				}
			}
			random_state = {
				limit = {
					controller = {
						tag = ROOT
					}
					free_building_slots = {
						building = dockyard
						size = > 2
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 3
				add_building_construction = {
					type = dockyard
					level = 3
					instant_build = yes
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Order of Battle
Component: VII Brigada Internacionales
Constructs: division_template
Source: game
File: history/units/SPR_Civil_War.txt

Code:
division = {
	name = VII Brigada Internacionales
	location = 9764
	division_template = Brigada Internacionales
}
### Entity: Character
Component: ZAN_khalifa_bin_harub
Source: game
File: common/characters/ZAN.txt

Code:
ZAN_khalifa_bin_harub = {
	name = ZAN_khalifa_bin_harub
	portraits = {
		civilian = {
			large = gfx/leaders/ZAN/r56_portrait_ZAN_Khalifa_bin_Harub_of_Zanzibar.dds
		}
	}
	country_leader = {
		ideology = monarchical_theocracy
		expire = 1960.9.10
		id = -1
		traits = {
			staunch_aristocrat
		}
	}
}
### Entity: Character
Component: GUA_diego_barahona
Source: game
File: common/characters/GUA.txt

Code:
GUA_diego_barahona = {
	name = Diego Barahona
	portraits = {
		civilian = {
			large = GFX_portrait_Diego_Barahona
		}
	}
	country_leader = {
		ideology = rexism
		traits = {
			national_integralist
		}
		expire = 1949.1.1.12
		id = -1
	}
}
### Entity: AI Strategy
Component: EAI_DIPLO_ATTACHE_dont_buy_from_spain_early
Constructs: has_idea
Source: game
File: common/ai_strategy/EAI_COUNTRY_diplomacy_attache_strategies.txt

Code:
EAI_DIPLO_ATTACHE_dont_buy_from_spain_early = {
	allowed = {
		OR = {
			tag = ENG FRA GER ITA SOV
		}
	}
	enable = {
		date = < 1937.1.1
		NOT = {
			has_idea = EAI_attache_sent
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_market_trade_desire
		id = SPD
		value = -1000
	} {
		type = equipment_market_trade_desire
		id = SPA
		value = -1000
	} {
		type = equipment_market_trade_desire
		id = SPR
		value = -1000
	} {
		type = equipment_market_trade_desire
		id = SPD
		value = -1000
	} {
		type = equipment_market_trade_desire
		id = SPA
		value = -1000
	} {
		type = equipment_market_trade_desire
		id = SPR
		value = -1000
	}
}
### Entity: National Focus
Tree: waf_focus
Component: WAF_propose_a_west_african_federation
Constructs: has_completed_focus, prerequisite, limit, has_government, has_war_with, completion_reward, is_subject, every_other_country
Source: game
File: common/national_focus/r56_west_african_shared.txt

Code:
focus = {
	id = WAF_propose_a_west_african_federation
	icon = GFX_goal_morale_bonus
	prerequisite = {
		focus = WAF_push_for_a_west_african_federation
	}
	x = 1
	y = 1
	mutually_exclusive = {
		focus = WAF_west_african_defense_treaty
	}
	relative_position_id = WAF_push_for_a_west_african_federation
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		is_subject = no
		NOT = {
			any_other_country = {
				OR = {
					focus_progress = {
						focus = WAF_propose_a_west_african_federation
						progress = > 0
					}
					has_completed_focus = WAF_propose_a_west_african_federation
				}
			}
		}
		any_country = {
			OR = {
				original_tag = MRT SEN GAM MLI GNB GNA SIE LIB IVO VOL GHA TOG DAH NGR NGA SOK BIA
			} {
				has_government = neutrality democratic
			}
			is_subject = no
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	completion_reward = {
		every_other_country = {
			limit = {
				OR = {
					original_tag = MRT SEN GAM MLI GNB GNA SIE LIB IVO VOL GHA TOG DAH NGR NGA SOK BIA
				} {
					has_government = neutrality democratic
				}
				is_subject = no
				NOT = {
					has_war_with = ROOT
				}
			}
			country_event = {
				id = r56_nigeria.1
				hours = 6
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_POLITICAL
	}
}
### Entity: Scripted Effect
Component: AST_democratic_votes_increase_5_effect
Constructs: has_completed_focus, limit, has_government, check_variable, add_to_variable
Source: game
File: common/scripted_effects/AST_scripted_effects.txt

Code:
AST_democratic_votes_increase_5_effect = {
	IF = {
		limit = {
			has_government = democratic
			has_completed_focus = AST_war_is_coming
			check_variable = {
				var = AST_ruling_party
				value = 0
				compare = equals
			}
		}
		add_to_variable = {
			var = AST_uap_votes_var
			value = 5.0
		} {
			var = AST_alp_votes_var
			value = -5.0
		}
		clamp_variable = {
			var = AST_uap_votes_var
			min = 0
			max = 100
		} {
			var = AST_alp_votes_var
			min = 0
			max = 100
		}
		custom_effect_tooltip = AST_uap_popularity_increase_5
	}
	ELSE_IF = {
		limit = {
			has_government = democratic
			has_completed_focus = AST_war_is_coming
			check_variable = {
				var = AST_ruling_party
				value = 1
				compare = equals
			}
		}
		add_to_variable = {
			var = AST_alp_votes_var
			value = 5.0
		} {
			var = AST_uap_votes_var
			value = -5.0
		}
		clamp_variable = {
			var = AST_alp_votes_var
			min = 0
			max = 100
		} {
			var = AST_uap_votes_var
			min = 0
			max = 100
		}
		custom_effect_tooltip = AST_alp_popularity_increase_5
	}
}
### Entity: Idea
Component: kokura_arsenal
Constructs: has_completed_focus, limit, research_bonus
Source: game
File: common/ideas/japan.txt

Code:
kokura_arsenal = {
	picture = tokyo_arsenal
	allowed = {
		OR = {
			original_tag = JAP
			PHI_SEA = yes
		}
	}
	available = {
		if = {
			limit = {
				original_tag = PHI
			}
			has_completed_focus = PHI_align_with_japan
			if = {
				limit = {
					has_completed_focus = PHI_declare_military_emergency
				}
				NOT = {
					has_completed_focus = PHI_declare_military_emergency
				}
			}
		}
	}
	research_bonus = {
		infantry_weapons = 0.15
	}
	traits = {
		infantry_equipment_manufacturer
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_avenge_the_treaty_of_sevres
Constructs: prerequisite, has_war_with, completion_reward, is_subject, is_in_faction_with, is_subject_of, has_capitulated, create_wargoal
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_avenge_the_treaty_of_sevres
	icon = GFX_focus_attack_france
	mutually_exclusive = {
		focus = TUR_strike_at_the_fascist_menace
	}
	prerequisite = {
		focus = TUR_strengthening_our_navies
	}
	x = -1
	y = 1
	relative_position_id = TUR_strengthening_our_navies
	cost = 10
	ai_will_do = {
		base = 10
	}
	available = {
		is_subject = no
	}
	bypass = {
		FRA = {
			OR = {
				is_in_faction_with = TUR
				is_subject_of = TUR
				has_war_with = TUR
				exists = no
				has_capitulated = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		create_wargoal = {
			type = puppet_wargoal_focus
			target = FRA
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_rapid_revolutions
Constructs: prerequisite, completion_reward, add_political_power, add_command_power, add_to_variable
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_rapid_revolutions
	icon = GFX_goal_generic_war_with_comintern
	prerequisite = {
		focus = AUS_spur_the_communist_resistance
	}
	mutually_exclusive = {
		focus = AUS_meticulous_preparations
	}
	x = -1
	y = 1
	relative_position_id = AUS_spur_the_communist_resistance
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	cost = 5
	ai_will_do = {
		factor = 5
	}
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_political_power = 100
		add_command_power = 25
		custom_effect_tooltip = generic_skip_one_line_tt
		AUS_display_right_communism_spirit = yes
		add_to_variable = {
			AUS_austromarxism_planning_speed = 0.1
			tooltip = planning_speed_factor_tt
		}
	}
}
### Entity: Event
Component: AAT_Sweden_ball_bearing.1
Constructs: is_triggered_only, add_ideas, add_political_power, clr_country_flag
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden_ball_bearing.1
	title = AAT_Sweden_ball_bearing.1.t
	desc = AAT_Sweden_ball_bearing.1.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = AAT_Sweden_ball_bearing.1.a
		var:ball_bearing_country_target = {
			country_event = {
				id = AAT_Sweden_ball_bearing.2
				hours = 6
			}
			custom_effect_tooltip = if_they_accept_tt AAT_Sweden_ball_bearing.1.a_tt
			effect_tooltip = {
				var:ball_bearing_country_target = {
					add_ideas = SWE_ball_bearing_idea_food_partner
				}
			}
		}
	} {
		name = AAT_Sweden_ball_bearing.1.b
		var:ball_bearing_country_target = {
			country_event = {
				id = AAT_Sweden_ball_bearing.3
				hours = 6
			}
		}
		custom_effect_tooltip = if_they_accept_tt
		effect_tooltip = {
			var:ball_bearing_country_target = {
				army_experience = -20
				air_experience = -20
				navy_experience = -20
				add_ideas = SWE_ball_bearing_idea
			}
			custom_effect_tooltip = we_will_gain_tt
			army_experience = 20
			air_experience = 20
			navy_experience = 20
		}
	} {
		name = AAT_Sweden_ball_bearing.1.c
		var:ball_bearing_country_target = {
			country_event = {
				id = AAT_Sweden_ball_bearing.4
				hours = 6
			}
			custom_effect_tooltip = if_they_accept_tt AAT_Sweden_ball_bearing.1.c_tt
			effect_tooltip = {
				var:ball_bearing_country_target = {
					add_ideas = SWE_ball_bearing_idea_research_partner
				}
			}
		}
	} {
		name = AAT_Sweden_ball_bearing.1.d
		add_political_power = 30
		clr_country_flag = SWE_waiting_for_ball_bearing_response
	}
}
### Entity: Wiki Documentation
Construct: Examples
Source: wiki
File: wiki/Template%3ASpeedDelete.html

Doc:
Examples

```
{{SpeedDelete|copyright violation - ~~~~}}
```

will display:

|
Template:SpeedDelete is a candidate for speedy deletion.
Reason: copyright violation – Lillebror (talk) 07:26, 30 December 2014 (CET) |

```
{{SpeedDelete|user request: sandbox not needed anymore - ~~~~}}
```

will display:

|
Template:SpeedDelete is a candidate for speedy deletion.
Reason: user request: sandbox not needed anymore – Lillebror (talk) 07:26, 30 December 2014 (CET) |

Retrieved from "http://www.hoi4wiki.com/index.php?title=Template:SpeedDelete&oldid=768"