Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: fra_focus
Component: FRA_revive_the_national_bloc
Constructs: has_completed_focus, limit, completion_reward, has_game_rule, allow_branch, cancel_if_invalid, add_country_leader_trait
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_revive_the_national_bloc
	icon = GFX_focus_generic_strike_at_democracy2
	x = 42
	y = 0
	offset = {
		x = -9
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = FRA_revive_the_national_bloc
		}
	} {
		x = -7
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = FRA_utilize_the_leagues
		}
	}
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = FRA_form_the_popular_front
			}
		}
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	mutually_exclusive = {
		focus = FRA_form_the_popular_front
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_country_leader_trait = tenacious_negotiator
		hidden_effect = {
			if = {
				limit = {
					has_game_rule = {
						rule = obsolete_focus_branches_visibility
						option = HIDE
					}
				}
				mark_focus_tree_layout_dirty = yes
			}
		}
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_hold_national_elections_r56
Constructs: prerequisite, completion_reward, add_political_power, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_hold_national_elections_r56
	prerequisite = {
		focus = SIA_rewrite_the_1932_constitution_r56
	}
	icon = GFX_focus_NOR_restore_public_trust_in_the_storting
	cost = 10
	ai_will_do = {
		base = 3
	}
	x = 0
	y = 2
	relative_position_id = SIA_rewrite_the_1932_constitution_r56
	available = {
		SIA_pridis_premiership_r56_branch_trigger = yes
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 90
		SIA_reduce_absent_monarch_r56 = yes
		swap_ideas = {
			remove_idea = SIA_towards_a_peoples_democracy_r56
			add_idea = SIA_hold_national_elections_r56_idea
		}
	}
}
### Entity: Character
Component: AST_arthur_calwell
Constructs: has_completed_focus, limit, has_government, has_dlc, has_autonomy_state
Source: game
File: common/characters/AST.txt

Code:
AST_arthur_calwell = {
	name = AST_arthur_calwell
	portraits = {
		army = {
			small = GFX_idea_AST_arthur_calwell
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = AST_arthur_calwell
		allowed = {
			original_tag = AST
		}
		available = {
			if = {
				limit = {
					has_dlc = Together for Victory
				}
				or = {
					has_completed_focus = AST_protect_the_homeland AST_support_the_policy_of_appeasement
				}
			} {
				limit = {
					has_dlc = Man the Guns
				}
				NOT = {
					has_autonomy_state = autonomy_supervised_state
				}
			}
		}
		traits = {
			democratic_reformer
		}
		do_effect = {
			NOT = {
				has_government = democratic
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_dissolve_national_party
Constructs: prerequisite, completion_reward, add_to_variable, retire_character, set_country_flag
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_dissolve_national_party
	icon = GFX_focus_INS_abolish_the_presidency
	available = {
		OR = {
			neutrality = < 0.2
			democratic = > 0.5
		}
	}
	prerequisite = {
		focus = INS_vice_presidential_edict
	}
	mutually_exclusive = {
		focus = INS_continue_hybrid_politics
	}
	x = 2
	y = 1
	relative_position_id = INS_vice_presidential_edict
	ai_will_do = {
		base = 3
		modifier = {
			factor = 0
			INS_check_plan_true_historical = yes
		}
	}
	cost = 5
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_RESEARCH FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		custom_effect_tooltip = INS_republican_government_modifier_tt newline_tt
		add_to_variable = {
			var = INS_republican_government_modifier_stability_factor
			value = 0.1
			tooltip = stability_factor_tt
		} {
			var = INS_republican_government_modifier_research_speed_factor
			value = 0.05
			tooltip = research_speed_factor_tt
		}
		retire_character = INS_sukarno
		set_country_flag = INS_socialist_loyalty
	}
}
### Entity: Idea
Component: MEN_kwantungs_invisible_hand_servants
Constructs: stability_factor, has_government, has_war_with, is_neighbor_of, is_ally_with, has_civil_war, removal_cost, fascism_drift
Source: game
File: common/ideas/r56_mengkukuo.txt

Code:
MEN_kwantungs_invisible_hand_servants = {
	name = MEN_kwantungs_invisible_hand
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	cancel = {
		NOT = {
			OR = {
				is_neighbor_of = JAP
				JAP = {
					any_allied_country = {
						is_neighbor_of = MEN
					}
				}
			}
		} {
			AND = {
				is_ally_with = JAP
				has_war_with = JAP
			}
		}
		JAP = {
			OR = {
				has_government = democratic communism
			}
		} {
			has_civil_war = yes
		}
	}
	removal_cost = -1
	picture = MEN_kwantungs_invisible_hand
	modifier = {
		offensive_war_stability_factor = 0.1
		conscription = 0.02
		stability_factor = -0.05
		political_power_factor = -0.15
		fascism_drift = 0.05
		grand_battleplan_mastery_gain_factor = 0.05
		experience_gain_army_factor = 0.1
		drift_defence_factor = 0.15
		license_subject_master_purchase_cost = -1
	}
	targeted_modifier = {
		tag = JAP
		attack_bonus_against = -0.15
		defense_bonus_against = -0.15
	}
}
### Entity: Modifier Reference
Component: r56tree_limited_kurdish_separatism
Source: game
File: common/dynamic_modifiers/TUR.txt

Code:
r56tree_limited_kurdish_separatism = {
	enable = {
		always = no
	}
	icon = GFX_modifiers_tur_kurdish_fatigue
	compliance_growth = -0.3
	resistance_target = 0.1
	resistance_decay = -0.5
	state_resources_factor = -0.25
	state_production_speed_buildings_factor = -0.1
}
### Entity: Country History
Country: DAG
Component: DAG_technology
Constructs: set_technology
Source: game
File: history/countries/DAG - Dagestan.txt

Code:
# Starting Technologies for DAG
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_recon = 1
	tech_support = 1
	tech_engineers = 1
	tech_military_police = 1
	tech_mountaineers = 1
	tech_trucks = 1
	motorised_infantry = 1
	paratroopers = 1
	gw_artillery = 1
}
### Entity: Idea
Component: ARG_gaz
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/argentina.txt

Code:
ARG_gaz = {
	name = gaz
	picture = gaz
	allowed = {
		original_tag = ARG
		has_dlc = Trial of Allegiance
	}
	visible = {
		has_completed_focus = ARG_russian_manufacturers
	}
	research_bonus = {
		motorized_equipment = 0.15
		mot_rockets = 0.5
	}
	traits = {
		motorized_equipment_manufacturer
	}
	modifier = {

	}
}
### Entity: Wiki Documentation
Construct: Article_organization
Source: wiki
File: wiki/Hearts_of_Iron_4_Wiki%3AStyle.html

Doc:
Article organization[edit]
Naming articles:
Do not capitalize any words in the article name, except for words that are capitalized grammatically. Capitalize the first letter of the first word (wiki should do this automatically)

Use full names for any articles you create. Create a redirect page for any abbreviations and alternate spellings

Unless a significant part of the article's or the section's content is a list, the name of the article/section should be singular

Header names: The same rules that apply to naming articles apply to headers

Article size: Generally, articles should be big enough that they comprehensively cover a single subject.

Templates: Templates are created to help better organize content on the Wiki. See the Category:Templates full list of available templates.

Categories: Always group articles into categories. If you are unsure which category fits best, start a discussion on the talk page of the article.

Retrieved from "http://www.hoi4wiki.com/index.php?title=Hearts_of_Iron_4_Wiki:Style&oldid=291"
### Entity: Character
Component: CUB_gregorio_morales
Source: game
File: common/characters/CUB.txt

Code:
CUB_gregorio_morales = {
	name = Gregorio Morales
	portraits = {
		civilian = {
			large = GFX_portrait_Gregorio_Morales
		}
	}
	country_leader = {
		ideology = oligarchism
		traits = {
			economist
		}
		expire = 1947.1.1.12
		id = -1
	}
}
### Entity: Character
Component: NMB_nccr
Source: game
File: common/characters/NMB.txt

Code:
NMB_nccr = {
	advisor = {
		slot = navy_chief
		idea_token = NMB_nccr
		allowed = {
			original_tag = NMB
		}
		traits = {
			navy_chief_commerce_raiding_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_2
		}
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_martial_law
Constructs: prerequisite, completion_reward, is_power_balance_in_range, cancel_if_invalid, swap_ideas, remove_idea, add_idea, add_popularity
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_martial_law
	icon = GFX_focus_generic_military_dictatorship
	prerequisite = {
		focus = SWI_military_police
	} {
		focus = SWI_expand_federal_police_intelligence
	}
	relative_position_id = SWI_military_police
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_power_balance_in_range = {
			id = SWI_centralization_bop
			range = < SWI_centralization_bop_very_council
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		swap_ideas = {
			remove_idea = SWI_dissent_crackdown_idea
			add_idea = SWI_martial_law_idea
		}
		add_popularity = {
			ideology = fascism
			popularity = -0.15
		} {
			ideology = communism
			popularity = -0.15
		}
	}
}
### Entity: Profile
Component: ribbons
Constructs: has_country_flag, has_start_date, add_to_temp_variable, check_variable, has_country_leader, has_resources_in_country, has_idea
Source: game
File: common/ribbons/00_ribbons.txt

Code:
ribbons = {
	offense_is_the_best_defense = {
		name = CAREER_PROFILE_OFFENSE_IS_THE_BEST_DEFENSE
		description = CAREER_PROFILE_OFFENSE_IS_THE_BEST_DEFENSE_DESCRIPTION
		quote_text = CAREER_PROFILE_OFFENSE_IS_THE_BEST_DEFENSE_QUOTE
		frames = {
			1 2 2 2
		}
		colors = {
			{
				192.0 66.0 66.0 1.0
			} {
				48.0 51.0 60.0 1.0
			} {
				238.0 189.0 96.0 1.0
			} {
				211.0 181.0 128.0 1.0
			}
		}
		debug = {
			recent_offensive_battles recent_defensive_battles
		}
		happened = {
			OR = {
				AND = {
					has_start_date = < 1936.01.02
					date = > 1938.01.01
				} {
					has_start_date = < 1939.8.15
					date = > 1941.8.14
				}
			}
			career_profile_set_temp_variable = {
				total = recent_offensive_battles
			} {
				defensive = recent_defensive_battles
			}
			add_to_temp_variable = {
				total = defensive
			}
			check_variable = {
				total = > 99
			}
			career_profile_check_ratio = {
				first = recent_offensive_battles
				second = recent_defensive_battles
				ratio = 2
				compare = greater_than_or_equals
			}
		}
	}
	going_through_not_around = {
		name = CAREER_PROFILE_GOING_THROUGH_NOT_AROUND
		description = CAREER_PROFILE_GOING_THROUGH_NOT_AROUND_DESCRIPTION
		quote_text = CAREER_PROFILE_BACKUP_QUOTE_02
		frames = {
			1 1 1 1
		}
		colors = {
			{
				192.0 66.0 66.0 1.0
			} {
				48.0 51.0 60.0 1.0
			} {
				238.0 189.0 96.0 1.0
			} {
				211.0 181.0 128.0 1.0
			}
		}
		debug = {
			forts_with_max_defense_defeated
		}
		happened = {
			career_profile_check_value = {
				forts_with_max_defense_defeated = > 0
			}
		}
	}
	you_shall_not_pass = {
		name = CAREER_PROFILE_YOU_SHALL_NOT_PASS
		description = CAREER_PROFILE_YOU_SHALL_NOT_PASS_DESCRIPTION
		quote_text = CAREER_PROFILE_BACKUP_QUOTE_05
		frames = {
			1 1 1 2
		}
		colors = {
			{
				63.0 96.0 57.0 1.0
			} {
				48.0 51.0 60.0 1.0
			} {
				255.0 227.0 143.0 1.0
			} {
				211.0 181.0 128.0 0.0
			}
		}
		debug = {
			defensive_bonus_achieved
		}
		happened = {
			career_profile_check_value = {
				defensive_bonus_achieved = > 399
			}
		}
	}
	thousand_splendid_suns = {
		name = CAREER_PROFILE_THOUSAND_SPLENDID_SUNS
		description = CAREER_PROFILE_THOUSAND_SPLENDID_SUNS_DESCRIPTION
		quote_text = CAREER_PROFILE_THOUSAND_SPLENDID_SUNS_QUOTE
		frames = {
			1 2 2 1
		}
		colors = {
			{
				48.0 51.0 60.0 1.0
			} {
				192.0 66.0 66.0 1.0
			} {
				238.0 189.0 96.0 1.0
			} {
# ... (truncated)
### Entity: State History
Component: 426
Source: game
File: history/states/426-Odisha.txt

Code:
state = {
	id = 426
	name = STATE_426
	manpower = 8540000
	state_category = rural
	resources = {
		steel = 25
		chromium = 20
		aluminium = 1
	}
	history = {
		owner = RAJ
		buildings = {
			infrastructure = 2
			arms_factory = 1
		}
	}
	provinces = {
		1059 1101 1538 4104 4237 4513 7090 7372 7428 9946 10001 10060 10088 10116 10255 10428 11924 11978 12063 12462
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: ger_focus
Component: GER_high_seas_fleet
Constructs: has_completed_focus, prerequisite, limit, completion_reward, has_dlc, has_idea, swap_ideas, remove_idea
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_high_seas_fleet
	icon = GFX_focus_GER_high_seas_fleet
	prerequisite = {
		focus = GER_expand_kriegsmarinewerft
	}
	x = 1
	y = 1
	relative_position_id = GER_construct_aircraft_carriers
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_completed_focus = GER_trade_interdiction
				}
			}
			custom_effect_tooltip = GER_unlock_trade_interdiction_tt
		} {
			limit = {
				NOT = {
					has_dlc = Arms Against Tyranny
				}
			}
			if = {
				limit = {
					has_idea = GER_deschimag
				}
				swap_ideas = {
					remove_idea = GER_deschimag
					add_idea = GER_deschimag_improved
				}
			}
			else = {
				effect_tooltip = {
					swap_ideas = {
						remove_idea = GER_deschimag
						add_idea = GER_deschimag_improved
					}
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		GER_modify_navy_modifier = yes
		add_to_variable = {
			GER_military_naval_defense_factor = 0.05
			tooltip = naval_defense_factor_tt
		} {
			GER_military_naval_hit_chance = 0.05
			tooltip = naval_hit_chance_tt
		} {
			GER_military_screening_efficiency = 0.1
			tooltip = screening_efficiency_tt
		}
		else = {
			mio:GER_deschimag_organization = {
				add_mio_size = 1
				add_mio_funds_gain_factor = 0.25
				add_mio_research_bonus = 0.05
			}
		}
	}
}
### Entity: Idea
Component: LIT_lithuanian_preservationism
Constructs: has_government, removal_cost, neutrality_drift, communism_drift, democratic_drift, fascism_drift
Source: game
File: common/ideas/lithuania.txt

Code:
LIT_lithuanian_preservationism = {
	allowed = {
		original_tag = LIT
		always = no
	}
	allowed_civil_war = {
		has_government = neutrality
	}
	removal_cost = -1
	picture = ast_volunteer_defence_corps
	modifier = {
		neutrality_drift = 0.05
		communism_drift = -0.05
		democratic_drift = -0.05
		fascism_drift = -0.05
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_evacuate_industrial_reserves
Constructs: prerequisite, completion_reward, has_capitulated, add_offsite_building
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_evacuate_industrial_reserves
	icon = GFX_goal_generic_construct_civilian
	relative_position_id = EGY_organize_the_egyptian_resistance
	x = 1
	y = 1
	cost = 10
	available = {
		has_capitulated = yes
	}
	available_if_capitulated = yes
	prerequisite = {
		focus = EGY_organize_the_egyptian_resistance
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_offsite_building = {
			type = industrial_complex
			level = 4
		}
	}
}
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_MIN_amphibious_mechanized_5
Constructs: is_major
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_MIN_amphibious_mechanized_5 = {
	enable = {
		is_major = yes
		num_of_military_factories = > 100
		EAI_DESIGN_MARINE_amphibious_mechanized_production_focus = yes
	}
	abort = {
		NOT = {
			AND = {
				is_major = yes
				num_of_military_factories = > 90
				EAI_DESIGN_MARINE_amphibious_mechanized_production_focus = yes
			}
		}
	}
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = amphibious_mechanized_equipment
		value = 5
	} {
		type = equipment_production_min_factories_archetype
		id = mechanized_equipment
		value = -2
	}
}
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_FACTOR_heavy_tank_chassis_FOCUS
Constructs: is_major, has_equipment
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_FACTOR_heavy_tank_chassis_FOCUS = {
	enable = {
		has_equipment = {
			heavy_tank_chassis = < 1000
		}
		is_major = yes
		EAI_armor_tech_focus = yes
		EAI_HARM_equipment_production = yes
	}
	abort = {
		NOT = {
			AND = {
				has_equipment = {
					heavy_tank_chassis = < 2000
				}
				is_major = yes
				EAI_armor_tech_focus = yes
				EAI_HARM_equipment_production = yes
			}
		}
	}
	ai_strategy = {
		type = equipment_variant_production_factor
		id = heavy_tank_chassis
		value = 50
	} {
		type = equipment_production_surplus_management
		id = heavy_tank_chassis
		value = 5
	}
}
### Entity: Idea
Component: JAP_naval_faction_tier_3_equal_army
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/japan.txt

Code:
JAP_naval_faction_tier_3_equal_army = {
	removal_cost = -1
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	picture = PLACEHOLDER_idea_icon
	modifier = {
		navy_fuel_consumption_factor = 0.025
	}
	equipment_bonus = {
		mio_cat_eq_all_cv_aircraft = {
			build_cost_ic = 0.025
			instant = yes
		}
		mio_cat_eq_all_ships_no_convoys = {
			build_cost_ic = 0.025
			instant = yes
		}
	}
}
### Entity: Technology
Component: etax_expendable_labor
Constructs: production_speed_buildings_factor, research_cost
Source: game
File: common/technologies/r56e_etax.txt

Code:
technology = {
	path = {
		leads_to_tech = etax_practical_projects
		research_cost_coeff = 1
	} {
		leads_to_tech = etax_grand_projects
		research_cost_coeff = 1
	}
	doctrine = no
	research_cost = 3.0
	start_year = 1941
	production_speed_buildings_factor = 0.05
	industry_repair_factor = 0.05
	folder = {
		name = etax_folder
		position = {
			x = -4
			y = 8
		}
	}
	categories = {
		r56_special_research_division industry
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 6
			date = > 1941.1.1
		} {
			factor = 7
			date = > 1942.1.1
		} {
			factor = 8
			date = > 1943.1.1
		}
	}
}
### Entity: Character
Component: PRC_he_zehui
Constructs: has_completed_focus
Source: game
File: common/characters/PRC.txt

Code:
PRC_he_zehui = {
	name = PRC_he_zehui
	gender = female
	portraits = {
		army = {
			large = GFX_portrait_PRC_he_zehui
		}
	}
	scientist = {
		traits = {
			scientist_trait_nuclear_power_expert
		}
		skills = {
			specialization_nuclear = 1
		}
		visible = {
			OWNER = {
				has_completed_focus = PRC_prepare_for_596
			}
		}
	}
}
### Entity: Event
Component: DOD_hungary.126
Constructs: is_triggered_only
Source: game
File: events/DOD_Hungary.txt

Code:
country_event = {
	id = DOD_hungary.126
	title = DOD_hungary.126.t
	desc = DOD_hungary.126.desc
	picture = GFX_report_event_stlin_meeting
	is_triggered_only = yes
	option = {
		name = DOD_hungary.126.a
	}
}
### Entity: State History
Component: 817
Constructs: add_core_of
Source: game
File: history/states/817-Northern Cyprus.txt

Code:
state = {
	id = 817
	name = Northern Cyprus
	provinces = {
		13317
	}
	history = {
		owner = NCY
		add_core_of = NCY CYP GRE TUR
		victory_points = {
			13317 1
		}
		buildings = {
			infrastructure = 2
			13317 = {
				naval_base = 2
			}
		}
	}
	manpower = 134000
	state_category = rural
	buildings_max_level_factor = 1.0
}
### Entity: National Focus
Tree: per_focus
Component: PER_rally_around_mosaddegh
Constructs: create_country_leader, prerequisite, completion_reward, set_party_name, set_politics, add_popularity
Source: game
File: common/national_focus/r56_persia.txt

Code:
focus = {
	id = PER_rally_around_mosaddegh
	icon = GFX_goal_PER_rally_around_mosaddegh
	cost = 5
	prerequisite = {
		focus = PER_restore_constitutionalism
	}
	mutually_exclusive = {
		focus = PER_prime_minister_foroughi
	}
	x = -2
	y = 1
	relative_position_id = PER_restore_constitutionalism
	available = {
		democratic = > 0.35
	}
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		create_country_leader = {
			name = Mohammad Mosaddegh
			desc = 
			picture = gfx/leaders/PER/r56_Portrait_PER_Mohammad_Mosaddegh.dds
			expire = 1965.1.1
			ideology = liberalism
		}
		set_party_name = {
			ideology = democratic
			long_name = National Front
			name = National Front
		}
		set_politics = {
			ruling_party = democratic
			elections_allowed = yes
		}
		add_popularity = {
			ideology = democratic
			popularity = 0.15
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Character
Component: PRC_luo_ronghuan
Source: game
File: common/characters/PRC.txt

Code:
PRC_luo_ronghuan = {
	name = PRC_luo_ronghuan
	portraits = {
		army = {
			large = GFX_portrait_PRC_luo_ronghuan
			small = GFX_portrait_PRC_luo_ronghuan_small
		}
	}
	corps_commander = {
		traits = {
			PRC_survivor_of_the_long_march career_officer
		}
		skill = 2
		attack_skill = 2
		defense_skill = 2
		planning_skill = 1
		logistics_skill = 2
		legacy_id = -1
	}
}
### Entity: Shared Focus
Tree: chi_focus
Component: CHI_sea_the_chu_x_po
Constructs: shared_focus, prerequisite, limit, completion_reward, has_dlc, has_tech, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/china_shared_TSR.txt

Code:
shared_focus = {
	id = CHI_sea_the_chu_x_po
	icon = GFX_goal_generic_air_fighter
	prerequisite = {
		focus = CHI_sea_camco
	}
	x = 0
	y = 1
	relative_position_id = CHI_sea_camco
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 4
			tag = CHI
		}
	}
	available = {
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			NOT = {
				has_tech = advanced_small_airframe
			}
		}
		else = {
			NOT = {
				has_tech = fighter3
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			add_tech_bonus = {
				name = CHI_the_chu_x_po
				ahead_reduction = 2
				technology = advanced_small_airframe
			}
		}
		else = {
			add_tech_bonus = {
				name = CHI_the_chu_x_po
				ahead_reduction = 2
				technology = fighter3
			}
		}
	}
}
### Entity: Unit Leader
Component: 7
Source: game
File: common/unit_leader/00_logistics_skills.txt

Code:
7 = {
	cost = 6400
	type = field_marshal
	modifier = {
		supply_consumption_factor = -0.175
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_integrate_western_ukrainians
Constructs: has_completed_focus, prerequisite, limit, completion_reward, is_controlled_by, add_core_of
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_integrate_western_ukrainians
	icon = GFX_focus_POL_ukrainian_army
	relative_position_id = CZE_demand_corridor_to_ussr
	x = -1
	y = 1
	prerequisite = {
		focus = CZE_demand_corridor_to_ussr
	}
	mutually_exclusive = {
		focus = CZE_claim_ukraine
	}
	cost = 10
	available = {
		91 = {
			is_controlled_by = ROOT
			compliance = > 30
		}
		89 = {
			is_controlled_by = ROOT
			compliance = > 30
		}
	}
	completion_reward = {
		91 = {
			add_core_of = ROOT
		}
		89 = {
			add_core_of = ROOT
		}
		93 = {
			add_core_of = ROOT
		}
		if = {
			limit = {
				NOT = {
					has_completed_focus = CZE_soviet_alliance
				}
			}
			199 = {
				add_core_of = ROOT
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}