Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Operation
Component: targeted_assassinate_division_commander
Source: game
File: common/operation_phases/lar_assassinate_officers.txt

Code:
targeted_assassinate_division_commander = {
	name = targeted_assassinate_division_commander
	desc = targeted_assassinate_division_commander_desc
	outcome = targeted_assassinate_division_commander_outcome
	picture = GFX_phase_coordinated_strike_direct_units
	icon = GFX_phase_coordinated_strike_direct_units_small
	equipment = {
		infantry_equipment = 500
		civilian_factories = {
			amount = 2
			days = 15
		}
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_return_to_borodino
Constructs: prerequisite, has_war_with, completion_reward, is_subject, cancel_if_invalid, create_wargoal, annex_everything
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_return_to_borodino
	icon = GFX_focus_attack_soviet
	x = 0
	y = 1
	prerequisite = {
		focus = FRA_retribution_for_sedan
	}
	relative_position_id = FRA_retribution_for_sedan
	cost = 10
	ai_will_do = {
		factor = 1
	}
	will_lead_to_war_with = SOV
	available = {
		is_subject = no
	}
	bypass = {
		has_war_with = SOV
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		create_wargoal = {
			target = SOV
			type = annex_everything
			expire = 0
		}
	}
}
### Entity: Modifier Reference
Construct: naval_hit_chance
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## naval_hit_chance

* Number with 0 decimal places
* **Categories**: naval, unit_leader, aggressive
### Entity: National Focus
Tree: prc_focus
Component: PRC_agricultural_reform_boom
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_to_variable
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_agricultural_reform_boom
	icon = GFX_goal_generic_construct_infrastructure
	prerequisite = {
		focus = PRC_agricultural_reform
	}
	x = -1
	y = 1
	relative_position_id = PRC_agricultural_reform
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		PRC_modify_industrial_modifier = yes
		add_to_variable = {
			PRC_industry_global_building_slots_factor = 0.1
			tooltip = global_building_slots_factor_tt
		}
	}
}
### Entity: Event
Component: AST_canberra_air_disaster_events.3
Constructs: is_triggered_only, has_completed_focus, limit, has_country_flag, add_political_power, is_hired_as_advisor, has_character_flag, is_subject_of
Source: game
File: events/TAOG_Australia.txt

Code:
country_event = {
	id = AST_canberra_air_disaster_events.3
	title = AST_canberra_air_disaster_events.3.t
	desc = AST_canberra_air_disaster_events.3.desc
	picture = GFX_report_event_ast_parliament_house
	is_triggered_only = yes
	option = {
		name = AST_canberra_air_disaster_events.3.a
		IF = {
			limit = {
				has_completed_focus = AST_australia_first
			}
			IF = {
				limit = {
					OR = {
						AND = {
							AST_percy_stephensen = {
								is_hired_as_advisor = yes
								has_character_flag = AST_fascist_leader
							}
						} {
							AST_adela_walsh = {
								is_hired_as_advisor = yes
								has_character_flag = AST_fascist_leader
							}
						}
					}
				}
				add_political_power = 135
				custom_effect_tooltip = generic_skip_one_line_tt
			} {
				limit = {
					is_subject_of = ENG
					NOT = {
						has_dynamic_modifier = {
							modifier = AST_imperial_pressure_spirit
						}
					}
				}
				hidden_effect = {
					country_event = {
						id = AST_political_events.7
						days = 1
					}
				}
			} {
				limit = {
					AST_percy_stephensen = {
						has_character_flag = AST_fascist_leader
					}
				}
				effect_tooltip = {
					set_cosmetic_tag = AST_percy_fascism
				}
				hidden_effect = {
					set_cosmetic_tag = AST_percy
				}
			} {
				limit = {
					AST_adela_walsh = {
						has_character_flag = AST_fascist_leader
					}
				}
				hidden_effect = {
					set_cosmetic_tag = AST_adela_imperial
				}
			}
			set_politics = {
				ruling_party = fascism
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			ELSE_IF = {
				limit = {
					has_dynamic_modifier = {
						modifier = AST_imperial_pressure_spirit
					}
				}
				custom_effect_tooltip = AST_imperial_pressure_spirit_tt
				add_to_variable = {
					AST_imperial_pressure_democratic_drift = 0.02
					tooltip = democratic_drift_tt
				} {
					AST_imperial_pressure_stability_factor = -0.05
					tooltip = stability_factor_tt
				}
			}
		}
		ELSE_IF = {
			limit = {
				NOT = {
					has_completed_focus = AST_australia_first
				}
				check_variable = {
					var = AST_ruling_party
					value = 0
					compare = equals
				}
			}
			AST_democratic_votes_decrease_10_effect = yes
			IF = {
				limit = {
					AST_maurice_blackburn = {
						is_hired_as_advisor = yes
					}
				}
				add_to_variable = {
					var = AST_uap_votes_daily_var
					value = 0.01
				} {
					var = AST_alp_vo
# ... (truncated)
### Entity: National Focus
Tree: ast_focus
Component: AST_government_aircraft_factories
Constructs: prerequisite, limit, completion_reward, has_dlc, has_tech, add_mio_size, add_mio_funds_gain_factor, add_mio_research_bonus
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_government_aircraft_factories
	icon = GFX_goal_generic_air_production
	prerequisite = {
		focus = AST_commonwealth_aircraft_corporation_taog
	}
	relative_position_id = AST_commonwealth_aircraft_corporation_taog
	x = 0
	y = 1
	cost = 10
	available = {
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			OR = {
				has_tech = improved_small_airframe improved_medium_airframe improved_large_airframe
			}
		}
		else = {
			OR = {
				has_tech = CAS2 fighter2 naval_bomber2 heavy_fighter2 tactical_bomber2 strategic_bomber2
			}
		}
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:AST_government_aircraft_factories_organization = {
				add_mio_size = 1
				add_mio_funds_gain_factor = 0.1
				add_mio_research_bonus = 0.05
			}
		}
		ELSE = {
			custom_effect_tooltip = available_designer
			show_ideas_tooltip = AST_government_aircraft_factories_organization
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		random_owned_controlled_state = {
			limit = {
				impassable = no
				is_core_of = AST
				is_fully_controlled_by = AST
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
}
### Entity: Scripted Trigger
Component: BUL_is_balkan_state
Constructs: is_core_of, is_on_continent
Source: game
File: common/scripted_triggers/BUL_scripted_triggers.txt

Code:
BUL_is_balkan_state = {
	OR = {
		is_core_of = BUL GRE YUG ALB ROM TUR SLV BOS HRZ MAC SER CRO KOS MNT TRA
	}
	is_on_continent = europe
}
### Entity: Modifier Reference
Construct: enemy_intel_network_gain_factor_over_occupied_tag
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## enemy_intel_network_gain_factor_over_occupied_tag

* Number with 0 decimal places
* **Categories**: state
### Entity: Order of Battle
Component: I Flotta Navale
Source: game
File: history/units/ITA_1939_naval_mtg.txt

Code:
fleet = {
	name = I Flotta Navale
	naval_base = 11837
	task_force = {
		name = I Squadra Navale
		location = 11837
		ship = {
			name = RI Zara
			definition = heavy_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = ITA
					version_name = Zara Class
				}
			}
		} {
			name = RI Gorizia
			definition = heavy_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = ITA
					version_name = Zara Class
				}
			}
		} {
			name = RI Fiume
			definition = heavy_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = ITA
					version_name = Zara Class
				}
			}
		} {
			name = RCT Vittorio Alfieri
			definition = destroyer
			start_experience_factor = 0.25
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ITA
					version_name = Maestrale Class
				}
			}
		} {
			name = RCT Giosuè Carducci
			definition = destroyer
			start_experience_factor = 0.25
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ITA
					version_name = Maestrale Class
				}
			}
		} {
			name = RCT Vincenzo Gioberti
			definition = destroyer
			start_experience_factor = 0.25
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ITA
					version_name = Maestrale Class
				}
			}
		} {
			name = RCT Alfredo Oriani
			definition = destroyer
			start_experience_factor = 0.25
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ITA
					version_name = Maestrale Class
				}
			}
		}
	} {
		name = IV Squadra Navale
		location = 11837
		ship = {
			name = RI Luigi Cadorna
			definition = light_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = ITA
					version_name = Giussano Class
				}
			}
		} {
			name = RI Armando Diaz
			definition = light_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = ITA
					version_name = Giussano Class
				}
			}
		} {
			name = RI Alberico da Barbiano
			definition = light_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = ITA
					version_name = Giussano Class
				}
			}
		} {
			name = RI Alberto da Giussano
			def
# ... (truncated)
### Entity: National Focus
Tree: eth_focus
Component: ETH_anti_imperialist_agitation
Constructs: prerequisite, has_government, completion_reward, add_popularity
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_anti_imperialist_agitation
	prerequisite = {
		focus = ETH_military_communism
	}
	icon = GFX_focus_spr_masters_of_our_own_fate
	relative_position_id = ETH_military_communism
	x = 2
	y = 1
	cost = 5
	available = {
		has_government = neutrality
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_popularity = {
			ideology = communism
			popularity = 0.1
		}
	}
}
### Entity: Idea
Component: idea_GUYA_old_powers_USA
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/paraguay_uruguay_shared_ideas.txt

Code:
idea_GUYA_old_powers_USA = {
	allowed = {
		OR = {
			original_tag = URG PAR
		}
	}
	picture = usa_desegregation_2
	removal_cost = -1
	modifier = {
		conversion_cost_civ_to_mil_factor = -0.5
		conversion_cost_mil_to_civ_factor = -0.5
		equipment_conversion_speed = 0.35
		land_doctrine_cost_factor = -0.1
		production_speed_buildings_factor = 0.1
	}
}
### Entity: State History
Component: 822
Constructs: add_core_of
Source: game
File: history/states/822 - Chukotka.txt

Code:
state = {
	id = 822
	name = STATE_822
	history = {
		owner = SOV
		victory_points = {
			13063 1
		}
		buildings = {
			infrastructure = 1
		}
		add_core_of = SOV CKK FER
	}
	provinces = {
		4744 5264 13062 13063
	}
	manpower = 31182
	buildings_max_level_factor = 1
	state_category = pastoral
	local_supplies = 0.0
}
### Entity: Unit Template
Component: SIC_CAV_01
Source: game
File: common/units/names_divisions/SIC_names_divisions.txt

Code:
SIC_CAV_01 = {
	name = Cavalry Unit
	for_countries = {
		SIC
	}
	can_use = {
		always = yes
	}
	division_types = {
		cavalry
	}
	fallback_name = %d Sichuan Qibing Jun
	ordered = {
		1 = {
			%d Sichuan Qibing Jun
		}
		2 = {
			%d Sichuan Qibing Jun
		}
		3 = {
			%d Sichuan Qibing Jun
		}
		4 = {
			%d Sichuan Qibing Jun
		}
		6 = {
			%d Sichuan Qibing Jun
		}
		5 = {
			%d Sichuan Qibing Jun
		}
		7 = {
			%d Sichuan Qibing Jun
		}
		8 = {
			%d Sichuan Qibing Jun
		}
		9 = {
			%d Sichuan Qibing Jun
		}
		10 = {
			%d Sichuan Qibing Jun
		}
		11 = {
			%d Sichuan Qibing Jun
		}
		12 = {
			%d Sichuan Qibing Jun
		}
		13 = {
			%d Sichuan Qibing Jun
		}
		14 = {
			%d Sichuan Qibing Jun
		}
		15 = {
			%d Sichuan Qibing Jun
		}
	}
}
### Entity: AI Strategy
Component: EAI_axis_dont_defend_VIC_borders
Constructs: is_major, is_historical_focus_on, is_in_faction_with, is_on_continent
Source: game
File: common/ai_strategy/GER_EAI.txt

Code:
EAI_axis_dont_defend_VIC_borders = {
	enable = {
		is_historical_focus_on = yes
		is_in_faction_with = GER
		is_major = no
		CAPITAL_SCOPE = {
			is_on_continent = europe
		}
		NOT = {
			tag = VIC
		} {
			any_controlled_state = {
				is_on_continent = africa
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = dont_defend_ally_borders
		id = VIC
		value = 5000
	} {
		type = front_unit_request
		value = -2000
		state_trigger = {
			is_on_continent = africa
		}
	}
}
### Entity: Scripted Effect
Component: SOV_opposition_support_low_increase_effect
Constructs: add_to_variable
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_opposition_support_low_increase_effect = {
	custom_effect_tooltip = SOV_opposition_support_low_increase_effect_tt
	add_to_variable = {
		SOV_opposition_popular_support = 2
	}
	clamp_variable = {
		var = SOV_opposition_popular_support
		max = 60
		min = 0
	}
}
### Entity: Wiki Documentation
Construct: Needed_pages
Source: wiki
File: wiki/Hearts_of_Iron_4_Wiki%3AWork_needed.html

Doc:
Needed pages[edit]
These pages either need to be created or expanded:

Countries

Units

Technology

Policies

Ideologies

Factions

Combat

The game itself:

Hearts of Iron 4
### Entity: Idea
Component: ITA_navalmeccanica
Constructs: has_completed_focus, research_bonus
Source: game
File: common/ideas/italy.txt

Code:
ITA_navalmeccanica = {
	picture = ITA_navalmeccanica
	allowed = {
		original_tag = ITA
	}
	visible = {
		NOT = {
			AND = {
				has_completed_focus = ITA_new_industrialization_program ITA_modernize_the_mezzogiorno
			}
		}
	}
	available = {
		controls_State = 117
		ITA_is_southern_designer = yes
	}
	research_bonus = {
		naval_equipment = 0.15
	}
	traits = {
		convoy_escort_naval_manufacturer
	}
}
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/Template%3AProtect.html

Doc:
|
{{{text}}} |

For a list of protected articles, see Special:ProtectedPages
[view] [edit] Template documentation
This documentation is transcluded from Template:Protect/doc. (edit | history)
Protect can be used to highlight articles' protection level. This template is for fully protected articles.

Contents

1 Usage

2 Parameters

3 Values

4 Effects

5 Updating This Template

6 Example
### Entity: Country History
Country: RAS
Component: RAS_misc
Constructs: recruit_character, limit, set_technology, set_research_slots, has_dlc
Source: game
File: history/countries/RAS - Madras States.txt

Code:
# Misc for RAS
capital = 982
set_research_slots = 2
if = {
	limit = {
		NOT = {
			has_dlc = By Blood Alone
		}
	}
	set_technology = {
		early_fighter = 1
		early_bomber = 1
	}
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
	}
}
{
	limit = {
		has_dlc = Graveyard of Empires
	}
	recruit_character = RAJ_chithira_thirunal_balarma_varma
}
### Entity: Modifier Reference
Component: PRC_infiltrated_border_defenses
Constructs: army_attack_factor, remove_trigger, breakthrough_factor
Source: game
File: common/dynamic_modifiers/SEA_dynamic_modifiers.txt

Code:
PRC_infiltrated_border_defenses = {
	icon = GFX_modifiers_BEL_eben_emael_raided
	enable = {
		always = yes
	}
	remove_trigger = {
		OR = {
			ROOT = {
				controller = {
					original_tag = PRC
				}
			}
			PRC = {
				exists = no
			}
		}
	}
	breakthrough_factor = 0.1
	army_attack_factor = 0.1
}
### Entity: Scripted Effect
Component: IC_refresh_gui
Constructs: limit, check_variable, set_variable
Source: game
File: common/scripted_effects/IC_effects.txt

Code:
IC_refresh_gui = {
	if = {
		limit = {
			check_variable = {
				ROOT.IC_refresh_gui = 0
			}
		}
		set_variable = {
			ROOT.IC_refresh_gui = 1
		}
	}
	else = {
		set_variable = {
			ROOT.IC_refresh_gui = 0
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/CUB_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_0
			creator = CUB
		}
		requested_factories = 1
		progress = 0.54
		efficiency = 100
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_the_political_front
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_the_political_front
	icon = GFX_focus_generic_self_management
	prerequisite = {
		focus = AUS_defence_of_the_homeland
	}
	mutually_exclusive = {

	}
	x = 0
	y = 1
	relative_position_id = AUS_defence_of_the_homeland
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = AUS_doth_intro_tt
		add_to_variable = {
			AUS_doth_drift_defence_factor = 0.25
			tooltip = drift_defence_factor_tt
		} {
			AUS_doth_political_power_factor = 0.15
			tooltip = political_power_factor_tt
		} {
			AUS_doth_defensive_war_stability_factor = 0.3
			tooltip = defensive_war_stability_factor_tt
		}
	}
}
### Entity: Idea
Component: LBA_fascist_guy
Constructs: has_government
Source: game
File: common/ideas/libya.txt

Code:
LBA_fascist_guy = {
	picture = generic_political_advisor_arab_2
	allowed = {
		original_tag = LBA
	}
	traits = {
		fascist_demagogue
	}
	do_effect = {
		NOT = {
			has_government = fascism
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: Order of Battle
Component: air_wing_306
Source: game
File: history/units/COL_1936_air_bba.txt

Code:
air_wings = {
	306 = {
		small_plane_airframe_0 = {
			owner = COL
			amount = 30
			creator = USA
			version_name = P-6
		}
	}
}
### Entity: Military Industrial Organization
Component: SIA_thai_rung_organization
Constructs: has_dlc
Source: game
File: common/military_industrial_organization/organizations/SIA_organization.txt

Code:
SIA_thai_rung_organization = {
	name = SIA_thai_rung_organization
	include = generic_motorized_mechanized_organization
	icon = GFX_idea_SIA_thai_rung
	allowed = {
		original_TAG = SIA
		has_dlc = Thunder at Our Gates
	}
}
### Entity: Modifier Reference
Construct: Resour
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
##  <span id="country_resource_"></span>country_resource_<Resource>

* **Description**: Country resource.
* Number with 0 decimal places
* **Categories**: country

* **Modified types**: aluminium, chromium, coal, oil, rubber, steel, tungsten
### Entity: Modding Documentation
Construct: track_unit_controller_weights
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## track_unit_controller_weights
* Aliases: track_ucw

Will start tracking unit controller weights for current country, should be used together with debug_unit_controller_weights to view the data.
### Entity: Event
Component: bftb_turkey.136
Constructs: has_completed_focus, limit, has_country_flag, fire_only_once, has_country_leader, add_country_leader_role
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.136
	title = bftb_turkey.136.t
	desc = bftb_turkey.136.desc
	picture = GFX_report_event_tur_upheaval_celebration
	trigger = {
		original_tag = TUR
		has_country_flag = TUR_altered_royal_succession_laws
		date = > 1942.12.20
	}
	fire_only_once = yes
	immediate = {
		hidden_effect = {
			if = {
				limit = {
					has_country_leader = {
						character = TUR_abdulmejid_ii
						ruling_only = yes
					}
					has_completed_focus = TUR_reclaiming_our_lost_empire
				}
				kill_country_leader = yes
				add_country_leader_role = {
					character = TUR_durrushehvar_i
					country_leader = {
						expire = 1965.1.1
						ideology = despotism
						traits = {
							sultana calipha
						}
					}
					promote_leader = yes
				}
			}
			else = {
				kill_country_leader = yes
				add_country_leader_role = {
					character = TUR_durrushehvar_i
					country_leader = {
						expire = 1965.1.1
						ideology = despotism
						traits = {
							sultana
						}
					}
					promote_leader = yes
				}
			}
		}
	}
	option = {
		name = bftb_turkey.136.a
		effect_tooltip = {
			if = {
				limit = {
					has_country_leader = {
						character = TUR_abdulmejid_ii
						ruling_only = yes
					}
					has_completed_focus = TUR_reclaiming_our_lost_empire
				}
				add_country_leader_role = {
					character = TUR_durrushehvar_i
					country_leader = {
						expire = 1965.1.1
						ideology = despotism
						traits = {
							sultana calipha
						}
					}
					promote_leader = yes
				}
			}
			else = {
				add_country_leader_role = {
					character = TUR_durrushehvar_i
					country_leader = {
						expire = 1965.1.1
						ideology = despotism
						traits = {
							sultana
						}
					}
					promote_leader = yes
				}
			}
		}
	} {
		name = bftb_turkey.136.b
		add_country_leader_role = {
			character = TUR_mehmet_esat_pasha
			country_leader = {
				expire = 1965.1.1
				ideology = despotism
				traits = {
					crown_regent
				}
			}
			promote_leader = yes
		}
	}
}
### Entity: AI Strategy
Component: SWE_r56_antagonize_the_baltics_LIT_plan
Constructs: has_completed_focus, has_government
Source: game
File: common/ai_strategy_plans/SWE_r56_alternate_strategy_plan.txt

Code:
SWE_r56_antagonize_the_baltics_LIT_plan = {
	name = Antagonize LIT
	desc = Because you can't use IF in AI_strategy_plan
	allowed = {
		original_tag = SWE
	}
	enable = {
		SWE = {
			has_government = neutrality
			has_completed_focus = SWE_baltic_foothold
		}
		LIT = {
			has_government = communism
		}
	}
	ai_strategy = {
		type = antagonize
		id = LIT
		value = 100
	}
}
### Entity: Country History
Country: ROA
Component: ROA_politics
Constructs: set_stability, add_ideas, set_war_support, set_politics, set_popularities
Source: game
File: history/countries/ROA - Reichskommisariat Ostasien.txt

Code:
# Politics & Parties for ROA
set_stability = 0.4
set_war_support = 0.7
set_politics = {
	ruling_party = fascism
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	neutrality = 0
	democratic = 15
	fascism = 80
	communism = 5
}
add_ideas = {
	war_economy extensive_conscription
}