Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Country History
Country: AST
Component: AST_characters
Constructs: recruit_character
Source: game
File: history/countries/AST - Australia.txt

Code:
# Leaders & Characters for AST
recruit_character = AST_john_curtin AST_eric_campbell AST_richard_dixon AST_robert_menzies AST_ben_chifley AST_frank_forde AST_alexander_hore_ruthven AST_jack_beasley AST_lance_sharkey AST_herbert_v_evatt AST_jack_piddington AST_leslie_morshead AST_thomas_blamey AST_iven_mackay AST_alan_vasey AST_horace_robertson AST_john_northcott AST_john_collins AST_harold_farncomb AST_victor_crutchley AST_john_lavarack AST_sydney_rowell AST_vernon_sturdee AST_ragnar_colvin AST_richard_williams AST_charles_burnett AST_henry_wynter AST_james_fairbairn AST_arthur_allen AST_john_crace AST_edmund_herring
### Entity: Decision
Component: SWE_greater_sweden_category
Constructs: has_completed_focus, has_government
Source: game
File: common/decisions/categories/r56_SWE_decision_categories.txt

Code:
SWE_greater_sweden_category = {
	icon = generic_political_actions
	allowed = {
		original_tag = SWE
	}
	visible = {
		has_completed_focus = SWE_proclaim_greater_sweden
		has_government = fascism
	}
	priority = {
		base = 20
	}
}
### Entity: Character
Component: CAR_coi
Source: game
File: common/characters/CAR.txt

Code:
CAR_coi = {
	advisor = {
		slot = political_advisor
		idea_token = CAR_coi
		allowed = {
			original_tag = CAR
		}
		traits = {
			captain_of_industry
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_1
		}
	}
}
### Entity: Idea
Component: idea_SIA_a_constituional_monarchy
Constructs: research_speed_factor, stability_factor, has_dlc, removal_cost, democratic_drift
Source: game
File: common/ideas/siam.txt

Code:
idea_SIA_a_constituional_monarchy = {
	allowed = {
		has_dlc = Thunder at Our Gates
		original_tag = SIA
	}
	picture = generic_constitutional_guarantees
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		stability_factor = 0.1
		democratic_drift = 0.15
		political_power_factor = 0.05
		research_speed_factor = 0.08
	}
}
### Entity: Decision
Component: form_macedonian_empire_category
Source: game
File: common/decisions/categories/00_formable_categories.txt

Code:
form_macedonian_empire_category = {
	icon = generic_formable_nations
	picture = GFX_decision_cat_generic_byzantine_empire
	allowed = {

	}
}
### Entity: National Focus
Tree: sau_focus
Component: SAU_move_toward_german_alignment
Constructs: prerequisite, has_government, has_war_with, completion_reward, is_in_faction_with, is_subject, is_in_faction, has_capitulated
Source: game
File: common/national_focus/saudi_arabia.txt

Code:
focus = {
	id = SAU_move_toward_german_alignment
	icon = GFX_goal_generic_the_axis
	cost = 5
	prerequisite = {
		focus = SAU_provide_shelter_for_fritz_gobba
	}
	mutually_exclusive = {
		focus = SAU_western_alignment SAU_maintain_international_neutrality SAU_join_the_comintern
	}
	bypass = {
		is_in_faction_with = GER
	}
	ai_will_do = {
		factor = 10
	}
	available = {
		is_subject = no
		is_in_faction = no
		OR = {
			has_government = fascism neutrality
		}
		AND = {
			GER = {
				NOT = {
					has_war_with = ROOT
				}
				OR = {
					has_government = fascism neutrality
				}
				has_capitulated = no
				is_faction_leader = yes
			}
		}
	}
	completion_reward = {
		GER = {
			country_event = generic.2
		}
	}
	x = 0
	y = 1
	relative_position_id = SAU_provide_shelter_for_fritz_gobba
}
### Entity: National Focus
Tree: que_focus
Component: QUE_monetary_reforms
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_monetary_reforms
	icon = GFX_goal_generic_price_controls
	x = 1
	y = 3
	cost = 5
	relative_position_id = QUE_tackle_the_economic_issues
	prerequisite = {
		focus = QUE_fund_small_corporations
	}
	available_if_capitulated = yes
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = QUE_the_fund
			add_idea = QUE_the_quebecois_franc
		} {
			remove_idea = QUE_independance_economical_shock1
			add_idea = QUE_independance_economical_shock2
		}
		custom_effect_tooltip = QUE_umm_economy_yay
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Country History
Country: PSR
Component: PSR_technology
Constructs: set_technology
Source: game
File: history/countries/PSR - Philippine Second Republic.txt

Code:
# Starting Technologies for PSR
set_technology = {
	infantry_weapons = 1
	gw_artillery = 1
	interwar_antiair = 1
	basic_train = 1
}
### Entity: Idea
Component: MAN_exiled_imperial_family
Constructs: stability_factor, war_support_factor, has_government, removal_cost
Source: game
File: common/ideas/manchukou.txt

Code:
MAN_exiled_imperial_family = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	picture = state_shintoism
	modifier = {
		army_morale_factor = 0.1
		stability_factor = 0.1
		war_support_factor = 0.05
	}
}
### Entity: Idea
Component: TRI_democratic_guy
Constructs: has_government
Source: game
File: common/ideas/trinidad_and_tobago.txt

Code:
TRI_democratic_guy = {
	picture = generic_political_advisor_african_1
	allowed = {
		original_tag = TRI
	}
	traits = {
		democratic_reformer
	}
	do_effect = {
		NOT = {
			has_government = democratic
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: Idea
Component: CZE_industrial_legacy_idea
Constructs: removal_cost
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_industrial_legacy_idea = {
	allowed = {
		original_tag = CZE
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_production_bonus
	removal_cost = -1
	modifier = {
		conversion_cost_civ_to_mil_factor = -0.1
		industrial_concern_cost_factor = -0.05
		equipment_conversion_speed = 0.05
		production_speed_industrial_complex_factor = 0.05
		out_of_power_impact_factor = 0.05
	}
}
### Entity: Idea
Component: EAI_desperate_defense_14
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_desperate_defense_14 = {
	picture = air_war_plans_division_focus
	allowed = {
		always = no
	}
	modifier = {
		training_time_army_factor = -0.73
		industrial_capacity_dockyard = 0.7
		production_factory_efficiency_gain_factor = 1.4
	}
}
### Entity: Scripted Effect
Component: AFG_pahlavi_attitude_peace_effect
Constructs: add_to_variable
Source: game
File: common/scripted_effects/r56_AFG_scripted_effects.txt

Code:
AFG_pahlavi_attitude_peace_effect = {
	add_to_variable = {
		AFG.AFG_pahlavi_attitude = -1
	}
	clamp_variable = {
		var = AFG.AFG_pahlavi_attitude
		min = 0
		max = 100
	}
}
### Entity: Idea
Component: HUN_hungarian_monarchy
Constructs: has_government, neutrality_drift
Source: game
File: common/ideas/hungary.txt

Code:
HUN_hungarian_monarchy = {
	allowed = {
		original_tag = HUN
	}
	allowed_civil_war = {
		has_government = neutrality
	}
	modifier = {
		neutrality_drift = 0.02
	}
}
### Entity: Idea
Component: AST_country_party_influence_alp
Constructs: removal_cost, add_to_variable
Source: game
File: common/ideas/australia.txt

Code:
AST_country_party_influence_alp = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	on_add = {
		add_to_variable = {
			var = AST_alp_votes_daily_var
			value = 0.02
		}
		AST_votes_change_effect = yes
	}
	on_remove = {
		add_to_variable = {
			var = AST_alp_votes_daily_var
			value = -0.02
		}
		AST_votes_change_effect = yes
	}
	picture = AST_country_party_influence_spirit
	modifier = {
		custom_modifier_tooltip = AST_country_party_influence_alp_tt
	}
}
### Entity: AI Strategy
Component: ITA_raiding_fleet_2
Source: game
File: common/ai_navy/fleet/ITA_fleet_templates.txt

Code:
ITA_raiding_fleet_2 = {
	required_taskforces = {
		ITA_ConvoyRaiding_1 = 1
	}
	optional_taskforces = {
		ITA_ConvoyRaiding_1 = 3
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_prioritize_small_vessels
Constructs: prerequisite, completion_reward, add_tech_bonus, dd_bonus, ss_bonus
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_prioritize_small_vessels
	icon = GFX_goal_coastal_navy
	prerequisite = {
		focus = MON_fund_mongolian_naval_forces
	}
	x = -2
	y = 2
	relative_position_id = MON_fund_mongolian_naval_forces
	cost = 7.16
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = dd_bonus
			bonus = 1
			uses = 1
			category = dd_tech
		} {
			name = ss_bonus
			bonus = 1
			uses = 1
			category = ss_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Scripted GUI
Component: scripted_gui
Constructs: has_completed_focus, has_government, check_variable, set_variable
Source: game
File: common/scripted_guis/r56_bundeslaender_gui.txt

Code:
scripted_gui = {
	r56_bundeslaender_gui = {
		context_type = decision_category
		window_name = r56_bundeslaender
		visible = {

		}
		properties = {
			r56_bundeslaender_burgenland = {
				frame = r56_bundeslaender_burgenland_frame
			}
			r56_bundeslaender_kaernten = {
				frame = r56_bundeslaender_kaernten_frame
			}
			r56_bundeslaender_niederoesterreich = {
				frame = r56_bundeslaender_niederoesterreich_frame
			}
			r56_bundeslaender_oberoesterreich = {
				frame = r56_bundeslaender_oberoesterreich_frame
			}
			r56_bundeslaender_salzburg = {
				frame = r56_bundeslaender_salzburg_frame
			}
			r56_bundeslaender_steiermark = {
				frame = r56_bundeslaender_steiermark_frame
			}
			r56_bundeslaender_suedtirol = {
				frame = r56_bundeslaender_suedtirol_frame
			}
			r56_bundeslaender_tirol = {
				frame = r56_bundeslaender_tirol_frame
			}
			r56_bundeslaender_vorarlberg = {
				frame = r56_bundeslaender_vorarlberg_frame
			}
			r56_bundeslaender_wien = {
				frame = r56_bundeslaender_wien_frame
			}
			r56_bundeslaender_bar = {
				frame = r56_bundeslaender_balance
			}
			r56_bundeslaender_position_marker = {
				x = r56_bundeslaender_marker
			}
		}
		triggers = {
			r56_bundeslaender_burgenland_selected_visible = {
				check_variable = {
					AUS_selected_state = 0
				}
			}
			r56_bundeslaender_kaernten_selected_visible = {
				check_variable = {
					AUS_selected_state = 1
				}
			}
			r56_bundeslaender_niederoesterreich_selected_visible = {
				check_variable = {
					AUS_selected_state = 2
				}
			}
			r56_bundeslaender_oberoesterreich_selected_visible = {
				check_variable = {
					AUS_selected_state = 3
				}
			}
			r56_bundeslaender_salzburg_selected_visible = {
				check_variable = {
					AUS_selected_state = 4
				}
			}
			r56_bundeslaender_steiermark_selected_visible = {
				check_variable = {
					AUS_selected_state = 5
				}
			}
			r56_bundeslaender_suedtirol_selected_visible = {
				check_variable = {
					AUS_selected_state = 6
				}
			}
			r56_bundeslaender_tirol_selected_visible = {
				check_variable = {
					AUS_selected_state = 7
				}
			}
			r56_bundeslaender_vorarlberg_selected_visible = {
				check_variable = {
					AUS_selected_state = 8
				}
			}
			r56_bundeslaender_wien_selected_visible = {
				check_variable = {
					AUS_selected_state = 9
				}
			}
			r56_bundeslaender_sdapo_visible = {
				OR = {
					AND = {

# ... (truncated)
### Entity: National Focus
Tree: bel_focus
Component: BEL_40_hour_workweek
Constructs: prerequisite, add_stability, completion_reward, add_to_variable
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_40_hour_workweek
	icon = GFX_focus_generic_workers
	prerequisite = {
		focus = BEL_social_partners
	}
	relative_position_id = BEL_social_partners
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_INDUSTRY
	}
	x = -2
	y = 1
	cost = 10
	available = {

	}
	completion_reward = {
		add_stability = 0.05
		custom_effect_tooltip = BEL_modify_social_partners_dynamic_modifier_tt
		add_to_variable = {
			BEL_social_partners_production_factory_max_efficiency_factor = 0.05
			tooltip = production_factory_max_efficiency_factor_tt
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_the_chester_concession
Constructs: prerequisite, has_war_with, completion_reward
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_the_chester_concession
	icon = GFX_focus_chi_mission_to_the_us
	prerequisite = {
		focus = TUR_applying_british_oil_embargoes_on_iraq
	} {
		focus = TUR_host_exiled_scientists
	}
	available = {
		NOT = {
			has_war_with = USA
		}
	}
	x = 0
	y = 2
	relative_position_id = TUR_the_anglo_turkish_agreement
	cost = 10
	ai_will_do = {
		base = 10
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		USA = {
			country_event = {
				id = bftb_turkey.55
			}
		}
		custom_effect_tooltip = TUR_raise_opinion_of_america_tt
	}
}
### Entity: Event
Component: belgium.105
Constructs: is_triggered_only, ai_chance, has_war, limit, has_tech, create_production_license, cost_factor, is_in_faction_with
Source: game
File: events/BEL_additional_events.txt

Code:
country_event = {
	id = belgium.105
	title = belgium.105.t
	desc = belgium.105.desc
	picture = GFX_report_event_fighters
	is_triggered_only = yes
	option = {
		name = belgium.105.a
		ai_chance = {
			factor = 90
			modifier = {
				has_war = yes
				factor = 0.5
			}
		}
		BEL = {
			country_event = belgium.106
		}
		if = {
			limit = {
				has_tech = heavy_fighter1
				NOT = {
					has_tech = heavy_fighter2
				}
			}
			create_production_license = {
				target = BEL
				equipment = {
					type = heavy_fighter_equipment_1
				}
				cost_factor = 1
			}
		} {
			limit = {
				has_tech = heavy_fighter2
				NOT = {
					has_tech = heavy_fighter3
				}
			}
			create_production_license = {
				target = BEL
				equipment = {
					type = heavy_fighter_equipment_2
				}
				cost_factor = 0
			}
		} {
			limit = {
				has_tech = heavy_fighter3
			}
			create_production_license = {
				target = BEL
				equipment = {
					type = heavy_fighter_equipment_3
				}
				cost_factor = 0
			}
		}
	} {
		name = belgium.105.b
		ai_chance = {
			factor = 10
			modifier = {
				is_in_faction_with = BEL
				factor = 0
			}
		}
		if = {
			limit = {
				tag = GER
			}
			BEL = {
				set_country_flag = GER_heavy_fighter_refused
			}
		} {
			limit = {
				tag = ITA
			}
			BEL = {
				set_country_flag = ITA_heavy_fighter_refused
			}
		} {
			limit = {
				tag = FRA
			}
			BEL = {
				set_country_flag = FRA_heavy_fighter_refused
			}
		} {
			limit = {
				tag = ENG
			}
			BEL = {
				set_country_flag = ENG_heavy_fighter_refused
			}
		} {
			limit = {
				tag = USA
			}
			BEL = {
				set_country_flag = USA_heavy_fighter_refused
			}
		}
		BEL = {
			country_event = belgium.103
		}
		reverse_add_opinion_modifier = {
			target = BEL
			modifier = refused_help
		}
	}
}
### Entity: Idea
Component: INS_toyota
Constructs: has_completed_focus, has_war_with, has_opinion, removal_cost, research_bonus, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/r56_indonesia.txt

Code:
INS_toyota = {
	picture = INS_toyota
	allowed = {
		original_tag = INS
	}
	visible = {
		has_completed_focus = INS_invite_foreign_investors
	}
	available = {
		NOT = {
			has_war_with = JAP
		}
		compare_autonomy_state = > autonomy_colony
		JAP = {
			NOT = {
				has_war_with = INS
				has_opinion = {
					target = INS
					value = < -20
				}
			}
		}
	}
	cost = 125
	removal_cost = -1
	research_bonus = {
		motorized_equipment = 0.15
	}
	equipment_bonus = {
		motorized_equipment = {
			soft_attack = 0.05
			build_cost_ic = -0.05
		}
	}
	traits = {
		motorized_equipment_manufacturer
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_the_nation_and_its_power
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/lithuania.txt

Code:
focus = {
	id = LIT_the_nation_and_its_power
	icon = GFX_focus_generic_treaty
	prerequisite = {
		focus = LIT_a_martial_prime_minister LIT_a_priestly_prime_minister LIT_a_king_for_our_people
	}
	x = -1
	y = 2
	relative_position_id = LIT_lithuanian_preservationism
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_ideas = {
			LIT_presidential_powers_1
		}
	}
}
### Entity: Idea
Component: EAI_DD_16/medium_tank_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_16/medium_tank_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_chassis = {
			build_cost_ic = -0.4
			instant = yes
		}
	}
}
### Entity: Modifier Reference
Component: PRC_asian_democratic_union_modifier
Constructs: research_speed_factor
Source: game
File: common/dynamic_modifiers/SEA_dynamic_modifiers.txt

Code:
PRC_asian_democratic_union_modifier = {
	icon = GFX_idea_generic_democratic_drift_bonus
	enable = {
		always = yes
	}
	research_speed_factor = PRC_asian_democratic_union_modifier_research_speed_factor
	consumer_goods_factor = PRC_asian_democratic_union_modifier_consumer_goods_factor
}
### Entity: National Focus
Tree: ins_focus
Component: INS_establish_nefis
Constructs: prerequisite, limit, add_ideas, completion_reward, is_in_faction_with, is_government_in_exile, has_dlc
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_establish_nefis
	icon = GFX_focus_generic_secret_service_agency
	available = {
		is_in_faction_with = AST
		is_government_in_exile = yes
	}
	prerequisite = {
		focus = INS_east_indies_exile_government
	}
	mutually_exclusive = {

	}
	available_if_capitulated = yes
	x = 2
	y = 2
	relative_position_id = INS_resist_occupation
	cost = 10
	search_filters = {

	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = La Resistance
			}
			add_ideas = idea_INS_nefis
		}
		else = {
			add_ideas = idea_INS_nefis_no_lar
		}
	}
}
### Entity: Unit Leader
Component: 10
Constructs: screening_efficiency
Source: game
File: common/unit_leader/00_defense_skills.txt

Code:
10 = {
	cost = 51200
	type = navy
	modifier = {
		naval_defense_factor = 0.5
	}
	building_module_modifier = {
		naval_enemy_fleet_size_ratio_penalty_factor = 0.125
		screening_efficiency = 0.15
	}
}
### Entity: Decision
Component: form_austria_hungary_category
Constructs: has_completed_focus, limit, has_dlc, is_subject, has_control_over_all_highlighted_states_tt, has_global_flag, complete_effect, set_cosmetic_tag
Source: game
File: common/decisions/formable_nation_decisions.txt

Code:
form_austria_hungary_category = {
	form_austria_hungary = {
		icon = generic_form_nation
		highlight_states = {
			highlight_state_targets = {
				state = 102 853 103 104 804 109 45 83 76 84 764 82 848 153 152 4 975 976 69 9 75 74 72 70 664 71 73 972 155 43 973 974 154
			}
		}
		on_map_mode = decision_view_only
		allowed = {
			OR = {
				original_tag = AUS CZE CRO SLO SLV TRA LBV BOS SIL
			}
			has_dlc = Waking the Tiger
		}
		available = {
			is_subject = no
			custom_trigger_tooltip = {
				tooltip = has_control_over_all_highlighted_states_tt
				controls_state = 102 853 103 104 804 109 45 83 76 84 764 82 848 153 152 4 975 976 69 9 75 74 72 70 664 71 73 972 155 43 973 974 154
			}
		}
		visible = {
			OR = {
				original_tag = AUS CZE CRO SLO SLV TRA LBV BOS SIL
			}
			NOT = {
				has_global_flag = form_austria_hungary_flag
			}
		}
		complete_effect = {
			if = {
				limit = {
					NOT = {
						original_tag = CZE
					}
				}
				set_cosmetic_tag = HUN_EMPIRE
				else = {
					set_cosmetic_tag = CZE_great_moravia
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt gain_cores_on_the_highlighted_states_tt
			hidden_effect = {
				IF = {
					limit = {
						NOT = {
							tag = AUS
							CZE = {
								has_cosmetic_tag = CZE_great_moravia
							}
						}
					}
					AUS = {
						set_cosmetic_tag = AUS_NOT_WHITE
					}
				}
				102 = {
					add_core_of = ROOT
				}
				853 = {
					add_core_of = ROOT
				}
				103 = {
					add_core_of = ROOT
				}
				104 = {
					add_core_of = ROOT
				}
				804 = {
					add_core_of = ROOT
				}
				109 = {
					add_core_of = ROOT
				}
				45 = {
					add_core_of = ROOT
				}
				83 = {
					add_core_of = ROOT
				}
				76 = {
					add_core_of = ROOT
				}
				84 = {
					add_core_of = ROOT
				}
				39 = {
					add_core_of = ROOT
				}
				163 = {
					add_core_of = ROOT
				}
				736 = {
					add_core_of = ROOT
				}
				852 = {
					add_core_of = ROOT
				}
				850 = {
					add_core_of = ROOT
				}
				764 = {
					add_core_of = ROOT
				}
				82 = {
					add_core_of = ROOT
				}
				custom_effect_tooltip = form_country_austria_coring_states_tt form_country_czechoslovakia_coring_states_tt form_country_hungary_coring_states_tt
				hidden_effect = {
					848 = {
						add_core_of = ROOT
					}
					153 = {
						add_core_of = ROOT
					}
					152 = {
						add_core_of = ROOT
					}
					4 = {
						ad
# ... (truncated)
### Entity: Character
Component: DNZ_ernst_ziehm
Source: game
File: common/characters/DNZ.txt

Code:
DNZ_ernst_ziehm = {
	name = Ernst Ziehm
	portraits = {
		civilian = {
			large = GFX_kr_portrait_europe_generic_5
			small = GFX_kr_portrait_europe_generic_5_small
		}
	}
	country_leader = {
		ideology = despotism
		expire = 1965.1.1
		id = -1
		traits = {

		}
	}
}
### Entity: Idea
Component: NZL_port_chalmers_shipbuilding
Constructs: has_dlc, research_bonus
Source: game
File: common/ideas/new_zealand.txt

Code:
NZL_port_chalmers_shipbuilding = {
	picture = generic_naval_manufacturer_1
	allowed = {
		original_TAG = NZL
		has_dlc = Together for Victory
	}
	research_bonus = {
		naval_equipment = 0.15
	}
	traits = {
		pacific_fleet_naval_manufacturer
	}
}
### Entity: Event
Component: AAT_Sweden_nationalists.16
Constructs: is_triggered_only, ai_chance, add_stability, add_popularity, clr_country_flag
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden_nationalists.16
	title = AAT_Sweden_nationalists.16.t
	desc = AAT_Sweden_nationalists.16.desc
	picture = GFX_report_event_gathering_protest
	is_triggered_only = yes
	option = {
		name = AAT_Sweden_nationalists.16.a
		ai_chance = {
			base = 10
		}
		add_stability = -0.02
		add_popularity = {
			ideology = neutrality
			popularity = 0.04
		}
		clr_country_flag = SWE_royal_visit_in_progress
	}
}
### Entity: Character
Component: head_of_the_nkvd_yezhov_initial
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
head_of_the_nkvd_yezhov_initial = {
	random = no
	sprite = 13
	stability_factor = -0.1
	enemy_operative_detection_chance = 0.1
	enemy_operative_capture_chance_factor = 0.1
	civilian_intel_to_others = -10
	agency_upgrade_time = -0.1
	custom_modifier_tooltip = SOV_head_of_the_nkvd_locked_tt
}
### Entity: National Focus
Tree: hol_focus
Component: HOL_expand_the_ijmuiden_steel_mill
Constructs: prerequisite, limit, completion_reward, has_full_control_of_state, add_resource, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_expand_the_ijmuiden_steel_mill
	available = {
		has_full_control_of_state = 7
	}
	prerequisite = {
		focus = HOL_develop_the_randstad
	}
	icon = GFX_focus_generic_steel
	x = 0
	y = 1
	relative_position_id = HOL_develop_the_randstad
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		7 = {
			add_resource = {
				type = steel
				amount = 16
			}
			if = {
				limit = {
					7 = {
						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
				}
			}
		}
	}
}