Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Component: canadian_focus
Constructs: has_completed_focus, every_owned_state, prerequisite, has_war, limit, random_country, add_ideas, remove_ideas
Source: game
File: common/national_focus/canada.txt

Code:
focus_tree = {
	id = canadian_focus
	country = {
		factor = 0
		modifier = {
			add = 10
			tag = CAN
			has_dlc = Together for Victory
		}
	}
	default = no
	focus = {
		id = CAN_rowell_sirois_commission
		icon = GFX_goal_generic_consumer_goods
		x = 0
		y = 0
		cost = 10
		ai_will_do = {
			factor = 24
			modifier = {
				factor = 3
				has_completed_focus = CAN_crown_corporations
			}
		}
		available = {

		}
		bypass = {

		}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = yes
		search_filters = {
			FOCUS_FILTER_POLITICAL
		}
		completion_reward = {
			add_political_power = 120
		}
	} {
		id = CAN_crown_corporations
		icon = GFX_goal_generic_construct_civ_factory
		x = 3
		y = 0
		relative_position_id = CAN_rowell_sirois_commission
		cost = 5
		ai_will_do = {
			factor = 25
			modifier = {
				factor = 3
				has_completed_focus = CAN_rowell_sirois_commission
			}
		}
		available = {

		}
		bypass = {

		}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = yes
		completion_reward = {
			custom_effect_tooltip = available_political_advisor
			show_ideas_tooltip = CAN_c_d_howe
		}
	} {
		id = CAN_national_housing_act
		icon = GFX_goal_generic_construct_civilian
		prerequisite = {
			focus = CAN_rowell_sirois_commission
		} {
			focus = CAN_crown_corporations
		}
		x = 2
		y = 1
		relative_position_id = CAN_rowell_sirois_commission
		cost = 10
		ai_will_do = {
			factor = 75
		}
		available = {

		}
		bypass = {
			custom_trigger_tooltip = {
				tooltip = construction_effort_tt
				all_owned_state = {
					free_building_slots = {
						building = industrial_complex
						size = < 1
						include_locked = yes
					}
				}
			}
		}
		cancel_if_invalid = yes
		continue_if_invalid = no
		available_if_capitulated = yes
		search_filters = {
			FOCUS_FILTER_INDUSTRY
		}
		complete_tooltip = {
			random_state = {
				limit = {
					has_state_flag = CAN_national_housing_act_IC
				}
				add_extra_state_shared_building_slots = 3
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
			IF = {
				limit = {
					has_country_leader = {
						ruling_only = yes
						character = CAN_mackenzie_king
					}
				}
				add_trait = {
					character = CAN_mackenzie_king
					trait = CAN_father_of_the_canadian_welfare_state
					ideology = liberalism
				}

# ... (truncated)
### Entity: Decision
Component: foreign_politics
Constructs: has_completed_focus, has_country_flag, fire_only_once, is_ally_with, is_core_of, is_fully_controlled_by, complete_effect, set_country_flag
Source: game
File: common/decisions/MEN.txt

Code:
foreign_politics = {
	MEN_core_state = {
		icon = GFX_decision_infiltrate_state
		allowed = {
			original_tag = MEN
		}
		visible = {
			JAP = {
				has_completed_focus = JAP_mongol_autonomous_state
			}
			is_ally_with = JAP
		}
		available = {
			NOT = {
				has_country_flag = MEN_coring_state_in_progress
			}
		}
		target_root_trigger = {
			original_tag = MEN
		}
		state_target = any_controlled_state
		target_trigger = {
			FROM = {
				NOT = {
					is_core_of = ROOT
				}
				is_fully_controlled_by = ROOT
				OR = {
					state = 818 817 330 820 819 564 329 654 760 756 621 746 612 611 761 563 566 616
				}
			}
		}
		on_map_mode = map_and_decisions_view
		cost = 25
		fire_only_once = yes
		days_remove = 30
		ai_will_do = {
			base = 250
		}
		complete_effect = {
			hidden_effect = {
				set_country_flag = {
					flag = MEN_coring_state_in_progress
					value = 1
					days = 31
				}
			}
		}
		remove_effect = {
			hidden_effect = {
				clr_country_flag = MEN_coring_state_in_progress
			}
			FROM = {
				add_core_of = ROOT
			}
		}
		cancel_trigger = {
			FROM = {
				NOT = {
					is_fully_controlled_by = ROOT
				}
			}
		}
		cancel_effect = {
			hidden_effect = {
				clr_country_flag = MEN_coring_state_in_progress
			}
		}
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_attack_germany
Constructs: prerequisite, has_government, completion_reward, is_subject, is_ally_with, has_army_manpower, create_wargoal, puppet_wargoal_focus
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_attack_germany
	prerequisite = {
		focus = PRU_join_allies PRU_create_the_Lima_group
	}
	mutually_exclusive = {
		focus = PRU_attack_japan
	}
	icon = GFX_focus_attack_germany
	x = 1
	y = 9
	relative_position_id = PRU_mediate_between_the_parties
	cost = 10
	available = {
		is_subject = no
		GER = {
			has_government = fascism
			NOT = {
				is_ally_with = ROOT
			}
		}
		has_army_manpower = {
			size = > 150000
		}
	}
	ai_will_do = {
		factor = 5
	}
	will_lead_to_war_with = GER
	completion_reward = {
		create_wargoal = {
			type = puppet_wargoal_focus
			target = GER
			expire = 0
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: National Focus
Tree: lie_focus
Component: LIE_binnenkanal
Constructs: prerequisite, completion_reward, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/liechtenstein.txt

Code:
focus = {
	id = LIE_binnenkanal
	icon = GFX_goal_generic_road2
	prerequisite = {
		focus = LIE_five_industries_initiative
	} {
		focus = LIE_tools_modernization
	}
	x = 1
	y = 1
	relative_position_id = LIE_five_industries_initiative
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		num_of_factories = > 4
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		capital_scope = {
			r56_state_category_level_up = yes
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = infrastructure
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Character
Component: GER_wilhelm_iii
Source: game
File: common/characters/GER.txt

Code:
GER_wilhelm_iii = {
	name = GER_wilhelm_iii
	portraits = {
		civilian = {
			large = GFX_portrait_ger_wilhelm_iii
		}
	}
}
### Entity: Idea
Component: GER_volkskommissariat_industrialization
Constructs: production_speed_buildings_factor, removal_cost, is_subject_of
Source: game
File: common/ideas/GER.txt

Code:
GER_volkskommissariat_industrialization = {
	name = GER_volkskommissariat_industrialization
	picture = man_five_year_plan_industry
	removal_cost = -1
	cancel = {
		NOT = {
			is_subject_of = GER
		}
	}
	modifier = {
		production_speed_buildings_factor = 0.1
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_united_we_stand
Constructs: has_completed_focus, prerequisite, has_government, add_opinion_modifier, completion_reward, is_subject_of, cancel_if_invalid, swap_ideas
Source: game
File: common/national_focus/iceland.txt

Code:
focus = {
	id = ICE_united_we_stand
	icon = GFX_focus_generic_befriend_denmark
	prerequisite = {
		focus = ICE_the_kingdom_of_iceland
	}
	mutually_exclusive = {
		focus = ICE_declare_absolute_neutrality
	}
	x = -2
	y = 1
	relative_position_id = ICE_the_kingdom_of_iceland
	cost = 10
	available = {
		threat = > 0.05
		OR = {
			has_government = democratic neutrality
		} {
			DEN = {
				has_completed_focus = DEN_start_the_rearmament
			} {
				has_completed_focus = DEN_unify_the_right
			}
		}
		is_subject_of = DEN
	}
	cancel_if_invalid = no
	search_filters = {

	}
	completion_reward = {
		swap_ideas = {
			remove_idea = isolation
			add_idea = low_economic_mobilisation
		}
		DEN = {
			add_opinion_modifier = {
				target = ROOT
				modifier = offered_support
			}
		}
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_study_the_blueprints
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_study_the_blueprints
	icon = GFX_goal_generic_production2
	x = 0
	y = 1
	prerequisite = {
		focus = PRU_czech_tanks
	}
	cost = 10
	relative_position_id = PRU_czech_tanks
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_tech_bonus = {
			name = GER_counter_sloped_armor
			bonus = 1
			uses = 2
			category = cat_light_armor cat_medium_armor
		}
	}
}
### Entity: Modifier Reference
Component: SOV_third_five_year_plan_military_dynamic_modifier
Constructs: industrial_capacity_factory
Source: game
File: common/dynamic_modifiers/0_dynamic_modifiers.txt

Code:
SOV_third_five_year_plan_military_dynamic_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_SOV_third_five_year_plan_military_ccp_2d_sov_compatibility
	production_factory_efficiency_gain_factor = SOV_fyp_production_factory_efficiency_gain_factor
	production_factory_max_efficiency_factor = SOV_fyp_production_factory_max_efficiency_factor
	consumer_goods_factor = SOV_fyp_consumer_goods_factor
	production_speed_industrial_complex_factor = SOV_fyp_production_speed_industrial_complex_factor
	industrial_concern_cost_factor = SOV_fyp_industrial_concern_cost_factor
	production_speed_arms_factory_factor = SOV_fyp_production_speed_arms_factory_factor
	local_resources_factor = SOV_fyp_local_resources_factor
	production_factory_start_efficiency_factor = SOV_fyp_production_factory_start_efficiency_factor
	industrial_capacity_factory = SOV_fyp_industrial_capacity_factory
	industrial_capacity_dockyard = SOV_fyp_industrial_capacity_dockyard
	fuel_gain_factor_from_states = SOV_fyp_fuel_gain_factor_from_states
	production_oil_factor = SOV_fyp_production_oil_factor
}
### Entity: Doctrine
Component: air_subdoctrine_night_bombing
Constructs: xp_cost
Source: game
File: common/doctrines/subdoctrines/air/air_heavy_aircraft_subdoctrines.txt

Code:
air_subdoctrine_night_bombing = {
	track = heavy_aircraft
	name = SUBDOCTRINE_NIGHT_BOMBING
	description = SUBDOCTRINE_NIGHT_BOMBING_DESC
	icon = GFX_doctrine_night_bombing_medium
	xp_cost = 100
	xp_type = air
	available = {
		always = yes
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 25
			OR = {
				original_tag = ENG AST CAN NZL SAF
			}
		}
	}
	air_strategic_bomber_night_penalty = -0.25
	rewards = {
		night_raids = {
			air_night_penalty = -0.15
		}
		stealth_approach = {
			strategic_bomb_visibility = -0.15
		}
		shared_principles = {
			air_untrained_pilots_penalty_factor = -0.1
		}
		bombing_discipline = {
			air_strategic_bomber_bombing_factor = 0.15
		}
		durable_airframes = {
			air_strategic_bomber_defence_factor = 0.15
		}
	}
}
### Entity: Character
Component: AST_iven_mackay
Constructs: has_dlc
Source: game
File: common/characters/AST.txt

Code:
AST_iven_mackay = {
	instance = {
		allowed = {
			has_dlc = Thunder at Our Gates
		}
		name = AST_iven_mackay
		portraits = {
			army = {
				large = GFX_portrait_AST_iven_mackay
				small = GFX_portrait_AST_iven_mackay_small
			}
		}
		corps_commander = {
			traits = {
				infantry_officer expeditionary_leader_trait
			}
			skill = 3
			attack_skill = 3
			defense_skill = 3
			planning_skill = 2
			logistics_skill = 2
			legacy_id = -1
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Thunder at Our Gates
			}
		}
		name = AST_iven_mackay
		portraits = {
			army = {
				large = GFX_AST_iven_mackay
				small = GFX_portrait_AST_iven_mackay_small
			}
		}
	}
}
### Entity: Character
Component: RAJ_GOE_ivar_kreuge
Constructs: has_country_flag, has_dlc
Source: game
File: common/characters/RAJ.txt

Code:
RAJ_GOE_ivar_kreuge = {
	name = RAJ_GOE_ivar_kreuge
	portraits = {
		civilian = {
			small = GFX_portrait_RAJ_ivar_kreuge_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = RAJ_GOE_ivar_kreuge
		allowed = {
			original_tag = RAJ
			has_dlc = Graveyard of Empires
		}
		visible = {
			has_country_flag = RAJ_industrialists_joined_eic
		}
		traits = {

		}
	}
}
### Entity: State History
Component: 485
Constructs: add_core_of
Source: game
File: history/states/485-Guerrero.txt

Code:
state = {
	id = 485
	name = STATE_485
	manpower = 1598311
	state_category = rural
	resources = {
		steel = 4
	}
	history = {
		owner = MEX
		buildings = {
			infrastructure = 2
			industrial_complex = 1
			8032 = {
				naval_base = 3
			}
		}
		add_core_of = MEX
		victory_points = {
			10730 5
		} {
			4887 3
		} {
			8032 1
		}
	}
	provinces = {
		4887 5066 8032 10730 10832
	}
	local_supplies = 0.0
}
### Entity: Combat Tactic
Component: tactic_sf_fortify
Constructs: is_attacker
Source: game
File: common/combat_tactics.txt

Code:
tactic_sf_fortify = {
	is_attacker = no
	trigger = {
		is_attacker = no
		phase = street_fighting
	}
	active = yes
	display_phase = street_fighting
	base = {
		factor = 2
	}
	picture = tactic_sf_fortify
	countered_by = tactic_sf_mouse_holing
	attacker = -0.1
	defender = 0.05
	attacker_org_damage_modifier = -0.15
}
### Entity: Idea
Component: BRA_embraer_manufacturer
Constructs: has_completed_focus, limit, has_war_with, has_dlc, research_bonus
Source: game
File: common/ideas/brazil.txt

Code:
BRA_embraer_manufacturer = {
	picture = BRA_embraer
	allowed = {
		tag = BRA
		has_dlc = Trial of Allegiance
	}
	available = {
		IF = {
			limit = {
				FROM = {
					NOT = {
						original_tag = BRA
					}
				}
			}
			FROM = {
				NOT = {
					has_war_with = BRA
				}
			}
		}
		ELSE = {
			FROM = {
				OR = {
					has_completed_focus = SMB_establish_aircraft_industry
				}
			}
		}
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		light_aircraft_manufacturer
	}
}
### Entity: Misc Config
Component: missing_garrison_scaled_effect
Constructs: compliance_gain
Source: game
File: common/occupation_laws/occupation_laws.txt

Code:
missing_garrison_scaled_effect = {
	icon = 1
	missing_garrison_law = yes
	sound_effect = Martial_Law_Interface_No_Garrison
	visible = {
		always = no
	}
	state_modifier = {
		resistance_target = 0.1
		compliance_gain = -0.045
	}
	ai_will_do = {
		base = 0
	}
}
### Entity: Order of Battle
Component: air_wing_597
Source: game
File: history/units/JAP_1939_air_legacy.txt

Code:
air_wings = {
	597 = {
		CAS_equipment_1 = {
			owner = JAP
			amount = 54
		}
		tac_bomber_equipment_1 = {
			owner = JAP
			amount = 54
		}
	}
}
### Entity: National Focus
Tree: slo_focus
Component: SLO_support_bonus
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/slovakia.txt

Code:
focus = {
	id = SLO_support_bonus
	icon = GFX_goal_machine_gun
	prerequisite = {
		focus = SLO_equipment_effort
	} {
		focus = SLO_mountain_brigades
	}
	x = -3
	y = 2
	relative_position_id = SLO_army_effort
	cost = 10
	ai_will_do = {
		factor = 60
	}
	completion_reward = {
		add_tech_bonus = {
			name = support_tech_bonus_name
			bonus = 1
			uses = 1
			category = logistics_tech engineers_tech
		} {
			name = support_tech_bonus_name
			bonus = 1
			uses = 1
			technology = support_weapons2 support_weapons3
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: JAP_yuzuru_hiraga
Source: game
File: common/characters/JAP.txt

Code:
JAP_yuzuru_hiraga = {
	name = JAP_yuzuru_hiraga
	portraits = {
		navy = {
			large = GFX_portrait_JAP_yuzuru_hiraga_civilian
			small = GFX_portrait_JAP_yuzuru_hiraga_small
		}
		civilian = {
			large = GFX_portrait_JAP_yuzuru_hiraga_scientist
		}
	}
	navy_leader = {
		traits = {
			bold navy_career_officer gunnery_expert naval_lineage
		}
		skill = 3
		attack_skill = 3
		defense_skill = 3
		maneuvering_skill = 3
		coordination_skill = 2
		legacy_id = -1
	}
	scientist = {
		traits = {
			scientist_trait_bright
		}
		skills = {
			specialization_naval = 2
		}
	}
}
### Entity: Event
Component: poland.130
Constructs: is_triggered_only, ai_chance, has_government, add_political_power, has_idea_with_trait, remove_state_claim, remove_state_core, is_historical_focus_on
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland.130
	title = poland.130.t
	desc = poland.130.d
	picture = GFX_report_event_polish_meeting
	is_triggered_only = yes
	option = {
		name = poland.130.a
		ai_chance = {
			base = 99
			modifier = {
				factor = 1.35
				POL = {
					has_idea_with_trait = smooth_talking_charmer
				}
			} {
				factor = 1.35
				POL = {
					has_idea_with_trait = army_chief_offensive_prankster
				}
			} {
				factor = 0
				POL = {
					surrender_progress = > 0.2
				}
			} {
				factor = 0.01
				strength_ratio = {
					tag = POL
					ratio = > 0.7
				}
			} {
				factor = 0
				strength_ratio = {
					tag = POL
					ratio = > 0.8
				}
			}
		}
		add_political_power = 50
		remove_state_claim = 784
		remove_state_core = 784
		POL = {
			country_event = poland.131
		}
	} {
		name = poland.130.b
		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				AND = {
					is_historical_focus_on = yes
					OR = {
						has_government = neutrality democratic
					}
				}
			}
		}
		POL = {
			country_event = poland.132
		}
	}
}
### Entity: Character
Component: BAN_a_k_fazlul_huq
Source: game
File: common/characters/BAN.txt

Code:
BAN_a_k_fazlul_huq = {
	name = BAN_a_k_fazlul_huq
	portraits = {
		army = {
			large = GFX_portrait_BAN_a_k_fazlul_huq
			small = GFX_portrait_BAN_a_k_fazlul_huq_small
		}
	}
	country_leader = {
		ideology = socialism
		expire = 1965.1.1.1
		id = -1
		traits = {
			resolute_social_democrat
		}
	}
}
### Entity: National Focus
Tree: vnz_focus
Component: VNZ_secret_weapons
Constructs: prerequisite, add_ideas, completion_reward, add_tech_bonus, secret_bonus, add_breakthrough_progress
Source: game
File: common/national_focus/venice.txt

Code:
focus = {
	id = VNZ_secret_weapons
	icon = GFX_goal_generic_secret_weapon
	prerequisite = {
		focus = VNZ_construction_effort_3
	}
	relative_position_id = VNZ_construction_effort_3
	x = 2
	y = 1
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = secret_bonus
			bonus = 0.5
			uses = 2
			category = electronics nuclear rocketry
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_ideas = generic_secret_weapons_ns
		add_breakthrough_progress = {
			specialization = specialization_air
			value = 0.5
		} {
			specialization = specialization_nuclear
			value = 0.5
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0.25
			always = yes
		}
	}
}
### Entity: Character
Component: GER_heir_of_bismarck
Constructs: stability_factor, war_support_factor, neutrality_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
GER_heir_of_bismarck = {
	sprite = 13
	random = no
	neutrality_drift = 0.03
	war_stability_factor = 0.1
	stability_factor = 0.1
	army_org_factor = 0.05
	political_advisor_cost_factor = -0.1
	war_support_factor = 0.05
}
### Entity: Event
Component: CZE.110
Constructs: is_triggered_only, ai_chance, limit, add_ideas, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, add_breakthrough_progress
Source: game
File: events/CZE_Czechoslovakia.txt

Code:
country_event = {
	id = CZE.110
	title = CZE.110.t
	desc = CZE.110.d
	picture = GFX_CZKE_jachymov_report
	is_triggered_only = yes
	option = {
		name = CZE.110.a
		ai_chance = {
			factor = 70
		}
		random_owned_controlled_state = {
			prioritize = {
				69
			}
			limit = {
				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
			}
		}
	} {
		name = CZE.110.b
		ai_chance = {
			factor = 30
		}
		add_ideas = ROM_uranium_supply_idea
		add_breakthrough_progress = {
			specialization = specialization_nuclear
			value = 0.25
		}
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_state_visits
Constructs: prerequisite, completion_reward, add_popularity, add_tech_bonus
Source: game
File: common/national_focus/iceland.txt

Code:
focus = {
	id = ICE_state_visits
	icon = GFX_focus_SWI_embrace_panoramaheim
	prerequisite = {
		focus = ICE_anti_capitalist_propaganda
	}
	x = 2
	y = 1
	relative_position_id = ICE_anti_capitalist_propaganda
	cost = 10
	available = {
		fascism = > 0.2
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
		add_tech_bonus = {
			name = ICE_state_visits
			bonus = 0.25
			uses = 1
			category = armor
		} {
			name = ICE_state_visits
			bonus = 0.25
			uses = 1
			category = light_air
		} {
			name = ICE_state_visits
			bonus = 0.25
			uses = 1
			category = infantry_weapons
		}
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = ICE_werner_gerlach
	}
}
### Entity: Scripted Effect
Component: ITA_bop_high_increase_king_side_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_bop_high_increase_king_side_effect = {
	add_power_balance_value = {
		id = ITA_power_balance
		value = 0.2
		tooltip_side = ITA_king_side
	}
}
### Entity: Character
Component: KIR_tekinaiti
Constructs: has_government
Source: game
File: common/characters/KIR.txt

Code:
KIR_tekinaiti = {
	name = KIR_tekinaiti
	portraits = {
		civilian = {
			large = gfx/leaders/r56_generic/r56_portrait_africa_generic_2.dds
		}
	}
	country_leader = {
		ideology = constitutional_monarchy
		traits = {
			inexperienced_monarch
		}
		expire = 1947.1.1
		id = -1
	}
	field_marshal = {
		traits = {
			politically_connected
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		visible = {
			NOT = {
				OR = {
					has_government = communism fascism
				}
			}
		}
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_communist_propaganda_Benelux
Constructs: prerequisite, limit, add_ideas, has_government, add_opinion_modifier, completion_reward, is_subject, is_in_faction_with
Source: game
File: common/national_focus/r56_belgium.txt

Code:
focus = {
	id = BEL_communist_propaganda_Benelux
	icon = GFX_postive_heroism
	prerequisite = {
		focus = BEL_political_commissars
	}
	mutually_exclusive = {
		focus = BEL_puppet_netherlands
	}
	relative_position_id = BEL_political_commissars
	x = 1
	y = 1
	cost = 5
	ai_will_do = {
		base = 5
	}
	available = {
		has_government = communism
		is_subject = no
		any_other_country = {
			OR = {
				original_tag = HOL LUX
			}
			exists = yes
			is_subject = no
			NOT = {
				is_in_faction_with = ROOT
			}
		}
	}
	completion_reward = {
		every_other_country = {
			limit = {
				OR = {
					original_tag = HOL LUX
				}
			}
			add_opinion_modifier = {
				target = BEL
				modifier = bel_hol_diplomacy_focus
			}
			if = {
				limit = {
					THIS = {
						is_ai = yes
						NOT = {
							is_in_faction = yes
						} {
							is_subject = yes
						}
					}
					BEL = {
						is_faction_leader = yes
					}
				}
				BEL = {
					add_to_faction = HOL
				}
				add_ai_strategy = {
					type = alliance
					id = BEL
					value = 200
				}
			} {
				limit = {
					BEL = {
						has_government = fascism
					}
				}
				add_ideas = fascist_influence
			} {
				limit = {
					BEL = {
						has_government = communism
					}
				}
				add_ideas = communist_influence
			} {
				limit = {
					BEL = {
						has_government = democratic
					}
				}
				add_ideas = democratic_influence
			}
			country_event = {
				id = generic.1
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: SWE_en_svensk_tiger_aat_lar
Constructs: removal_cost
Source: game
File: common/ideas/sweden.txt

Code:
SWE_en_svensk_tiger_aat_lar = {
	allowed = {
		tag = SWE
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = SWE_en_svensk_tiger
	modifier = {
		intelligence_agency_defense = 1
		encryption = 1
		airforce_intel_to_others = -18
		navy_intel_to_others = -18
		army_intel_to_others = -18
		civilian_intel_to_others = -18
		enemy_operative_capture_chance_factor = 0.25
	}
}