Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: GER_man_of_the_volk
Constructs: war_support_factor, fascism_drift, mobilization_speed
Source: game
File: common/country_leader/r56_traits.txt

Code:
GER_man_of_the_volk = {
	sprite = 13
	random = no
	fascism_drift = 0.01
	war_support_factor = 0.05
	recruitable_population_factor = 0.1
	mobilization_speed = 0.15
	consumer_goods_factor = -0.1
}
### Entity: Military Industrial Organization
Component: AST_general_motors_holden_organization
Constructs: equipment_bonus
Source: game
File: common/military_industrial_organization/organizations/AST_r56_organization.txt

Code:
AST_general_motors_holden_organization = {
	name = AST_general_motors_holden
	include = generic_motorized_mechanized_organization
	icon = GFX_idea_usa_general_motors
	allowed = {
		original_tag = AST
	}
	visible = {

	}
	available = {

	}
	initial_trait = {
		name = generic_mio_initial_trait_motorized_mechanized_manufacturer
		limit_to_equipment_type = {
			motorized_equipment mechanized_equipment motorized_rocket_equipment
		}
		equipment_bonus = {
			reliability = 0.05
		}
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_240
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_240 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 240
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 240
	}
}
### Entity: National Focus
Tree: lie_focus
Component: LIE_service_abroad
Constructs: prerequisite, add_ideas, completion_reward, has_army_manpower, set_rule
Source: game
File: common/national_focus/liechtenstein.txt

Code:
focus = {
	id = LIE_service_abroad
	text = ROM_service_abroad
	icon = GFX_goal_generic_army
	prerequisite = {
		focus = LIE_coup_the_government
	}
	x = 0
	y = 1
	relative_position_id = LIE_coup_the_government
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_army_manpower = {
			size = > 1000
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
	completion_reward = {
		set_rule = {
			can_send_volunteers = yes
		}
		add_ideas = r56_ROM_iron_guard_volunteers_idea
	}
}
### Entity: Event
Component: netherlands.37
Constructs: is_triggered_only, limit, has_government, has_idea, swap_ideas, remove_idea, add_idea, has_country_leader
Source: game
File: events/netherlands.txt

Code:
country_event = {
	id = netherlands.37
	title = netherlands.37.t
	desc = netherlands.37.desc
	picture = GFX_report_event_royal_parade
	is_triggered_only = yes
	trigger = {
		NOT = {
			has_government = communism
		}
	}
	option = {
		name = netherlands.37.a
		if = {
			limit = {
				has_idea = HOL_wilhelmina
			}
			swap_ideas = {
				remove_idea = HOL_wilhelmina
				add_idea = HOL_juliana
			}
		} {
			limit = {
				has_country_leader = {
					character = HOL_wilhelmina
					ruling_only = yes
				}
			}
			promote_character = {
				character = HOL_juliana
				ideology = centrism
			}
		}
		hidden_effect = {
			set_country_flag = HOL_wilhelmina_abdication_flag
		}
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_department_of_telecommunications
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_department_of_telecommunications
	icon = GFX_goal_generic_radar
	prerequisite = {
		focus = BEL_royal_military_academy
	}
	relative_position_id = BEL_royal_military_academy
	x = 1
	y = 1
	cost = 10
	available = {

	}
	completion_reward = {
		custom_effect_tooltip = BEL_modify_royal_military_academy_dynamic_modifier_tt
		add_to_variable = {
			BEL_royal_military_academy_initiative_factor = 0.15
			tooltip = initiative_factor_tt
		}
	}
}
### Entity: National Focus
Component: ah_bomber_focus
Constructs: prerequisite, completion_reward, add_tech_bonus, bomber_bonus
Source: game
File: common/national_focus/austro_hungarian_releasable_shared.txt

Code:
focus = {
	id = ah_bomber_focus
	icon = GFX_goal_generic_air_bomber
	prerequisite = {
		focus = ah_aviation_effort
	}
	mutually_exclusive = {
		focus = ah_fighter_focus
	}
	x = 1
	y = 1
	relative_position_id = ah_aviation_effort
	cost = 10
	ai_will_do = {
		factor = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = bomber_bonus
			bonus = 1.0
			uses = 2
			category = cat_strategic_bomber tactical_bomber
		}
	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_international_brigdes_r56
Constructs: prerequisite, add_ideas, has_country_flag, completion_reward, has_civil_war
Source: game
File: common/national_focus/r56_spain.txt

Code:
focus = {
	id = SPR_international_brigdes_r56
	available = {
		has_country_flag = spanish_civil_war_started_flag
		has_civil_war = yes
	}
	icon = GFX_goal_generic_army
	relative_position_id = SPR_back_the_ceda
	prerequisite = {
		focus = SPR_equipment_shipments_r56_spr
	}
	x = 2
	y = 7
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = SPR_international_brigdes_r56_idea
	}
}
### Entity: Scripted Effect
Component: den_remove_social_democrat_ideas
Constructs: limit, remove_ideas, has_idea
Source: game
File: common/scripted_effects/r56_danish_scripted_effects.txt

Code:
den_remove_social_democrat_ideas = {
	if = {
		limit = {
			has_idea = DEN_social_democratic_policies_0
		}
		remove_ideas = DEN_social_democratic_policies_0
	}
	else_if = {
		limit = {
			has_idea = DEN_social_democratic_policies_1
		}
		remove_ideas = DEN_social_democratic_policies_1
	}
}
### Entity: Character
Component: CRO_vladko_macek
Source: game
File: common/characters/CRO.txt

Code:
CRO_vladko_macek = {
	name = CRO_vladko_macek
	portraits = {
		civilian = {
			large = GFX_portrait_Vladko_Macek
			small = GFX_idea_CRO_vladko_macek
		}
	}
	country_leader = {
		ideology = centrism
		traits = {

		}
		expire = 1965.1.1.1
		id = -1
	} {
		ideology = socialism
		traits = {

		}
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: Character
Component: CHI_taoist_devotee_trait
Constructs: stability_factor, war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
CHI_taoist_devotee_trait = {
	random = no
	sprite = 13
	stability_factor = 0.1
	war_support_factor = 0.1
}
### Entity: Game Data
Component: baltics_closed
Constructs: has_completed_focus, has_any_custom_difficulty_setting, has_global_flag
Source: game
File: common/achievements/rt56-achievements.txt

Code:
baltics_closed = {
	possible = {
		difficulty = > 1
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		original_tag = DEN
	}
	happened = {
		has_completed_focus = DEN_Revoke_the_Copenhagen_Convention
		custom_trigger_tooltip = {
			tooltip = Current Policy is: Any nation allied to us will be let through
			has_global_flag = {
				flag = copenhagen_convention_policy
				value = 4
			}
		}
	}
}
### Entity: Country History
Country: COG
Component: COG_army
Constructs: set_oob
Source: game
File: history/countries/COG - Congo.txt

Code:
# OOB & Army Setup for COG
set_oob = COG_1936
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/YUG_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = YUG
		}
		requested_factories = 1
		progress = 0.37
		efficiency = 100
		industrial_manufacturer = mio:YUG_zastava_arms_organization
	} {
		equipment = {
			type = support_equipment_1
			creator = YUG
		}
		requested_factories = 1
		progress = 0.76
		efficiency = 100
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_reorganize_the_pc_of_heavy_industry
Constructs: has_completed_focus, prerequisite, limit, has_government, completion_reward, add_to_variable, remove_dynamic_modifier, add_dynamic_modifier
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_reorganize_the_pc_of_heavy_industry
	icon = GFX_SOV_reorganize_the_pc_of_heavy_industry_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_third_five_year_plan
	}
	x = -2
	y = 2
	relative_position_id = SOV_third_five_year_plan
	cost = 10
	mutually_exclusive = {
		focus = SOV_shift_to_armaments_production
	}
	available = {
		SOV_third_five_year_plan_available = yes
		custom_trigger_tooltip = {
			tooltip = SOV_fyp_controlled_factories_tier_3_tt
			NOT = {
				num_of_controlled_factories = < SOV_fyp_factory_requirement_tier_3
			}
		}
		NOT = {
			has_completed_focus = SOV_curtailment_of_the_collective_farms
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		hidden_effect = {
			add_to_variable = {
				SOV_fyp_consumer_goods_factor = -0.05
			}
		}
		custom_effect_tooltip = SOV_reorganize_the_pc_of_heavy_industry_ns_tt
		if = {
			limit = {
				has_government = communism
			}
			hidden_effect = {
				remove_dynamic_modifier = {
					modifier = SOV_third_five_year_plan_dynamic_modifier
				}
				add_dynamic_modifier = {
					modifier = SOV_third_five_year_plan_civilian_dynamic_modifier
				}
			}
			add_tech_bonus = {
				name = SOV_reorganize_the_pc_of_heavy_industry_name_default
				bonus = 1.0
				uses = 2
				category = industry electronics
			}
		}
		else = {
			hidden_effect = {
				remove_dynamic_modifier = {
					modifier = SOV_third_five_year_plan_dynamic_modifier_alt
				}
				add_dynamic_modifier = {
					modifier = SOV_third_five_year_plan_civilian_dynamic_modifier_alt
				}
			}
			add_tech_bonus = {
				name = SOV_reorganize_the_pc_of_heavy_industry_name_alt
				bonus = 1.0
				uses = 2
				category = industry electronics
			}
		}
	}
}
### Entity: Character
Component: SPR_logistics_naval_council
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/SPR.txt

Code:
SPR_logistics_naval_council = {
	name = SPR_logistics_naval_council
	portraits = {
		army = {
			small = GFX_idea_SPR_anarchist_council
		}
	}
	advisor = {
		slot = high_command
		idea_token = SPR_logistics_naval_council
		ledger = navy
		allowed = {
			has_dlc = La Resistance
			original_tag = SPR
		}
		visible = {
			NOT = {
				tag = SPA SPB
			}
			has_completed_focus = SPR_regional_defense_council_of_aragon
		}
		available = {
			has_completed_focus = SPR_regional_defense_council_of_aragon SPR_masters_of_our_own_fate
			custom_trigger_tooltip = {
				tooltip = SPR_not_nationalist_spain_tt
				NOT = {
					tag = SPA
				}
			}
		}
		traits = {
			navy_fleet_logistics_2
		}
		cost = 100
	}
}
### Entity: Character
Component: KOR_kim_il_sung
Source: game
File: common/characters/KOR.txt

Code:
KOR_kim_il_sung = {
	name = KOR_kim_il_sung
	portraits = {
		civilian = {
			large = GFX_portrait_KOR_kim_il_sung
			small = GFX_portrait_KOR_kim_il_sung_small
		}
	}
	country_leader = {
		ideology = stalinism
		traits = {
			KOR_suryong
		}
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: Idea
Component: FIN_nokia
Constructs: has_completed_focus, research_bonus
Source: game
File: common/ideas/finland.txt

Code:
FIN_nokia = {
	picture = FIN_nokia
	allowed = {
		original_tag = FIN
	}
	visible = {
		NOT = {
			has_completed_focus = FIN_tire_factory_at_nokia
		}
	}
	available = {
		controls_state = 927
	}
	cost = 150
	research_bonus = {
		electronics = 0.15
	}
	traits = {
		electronics_concern
	}
}
### Entity: Character
Component: CHL_jaime_quintana
Constructs: has_completed_focus, has_government
Source: game
File: common/characters/CHL.txt

Code:
CHL_jaime_quintana = {
	name = CHL_jaime_quintana
	portraits = {
		civilian = {
			small = GFX_portrait_CHL_jaime_quintana_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = CHL_jaime_quintana
		allowed = {
			original_tag = CHL
		}
		available = {
			OR = {
				has_government = neutrality democratic
			}
			NOT = {
				has_completed_focus = CHL_address_the_mapuche_conflict
			}
		}
		visible = {
			NOT = {
				OR = {
					has_completed_focus = CHL_address_the_mapuche_conflict CHL_the_future_of_Chile CHL_denounce_the_anarchy
				}
			}
		}
		traits = {
			agricultural_capitalist
		}
	}
}
### Entity: Event
Component: SEA_japan_foreign_policy.112
Constructs: is_triggered_only, ai_chance, limit, has_opinion, every_subject_country, is_on_continent, set_country_flag, every_controlled_state
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_foreign_policy.112
	title = SEA_japan_foreign_policy.112.t
	desc = SEA_japan_foreign_policy.112.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = SEA_japan_foreign_policy.112.a
		ai_chance = {
			base = 10
			modifier = {
				add = 5
				has_opinion = {
					target = FROM
					value = > 74
				}
			}
		}
		FROM = {
			country_event = {
				id = SEA_japan_foreign_policy.113
				hours = 3
			}
		}
		every_subject_country = {
			limit = {
				capital_scope = {
					is_on_continent = asia
				}
				NOT = {
					original_tag = RAJ
				}
			}
			set_country_flag = JAP_has_become_a_new_puppet_flag
			drop_cosmetic_tag = yes
			FROM = {
				puppet = {
					target = PREV
					end_wars = no
				}
			}
			country_event = {
				id = SEA_japan_foreign_policy.121
				hours = 6
			}
			display_individual_scopes = yes
			effect_tooltip = {
				every_controlled_state = {
					limit = {
						OR = {
							state = 336 999 1024 1023 333 334 724 327
						}
					}
					PREV = {
						give_resource_rights = {
							receiver = ENG
							state = PREV
						}
					}
				}
			}
		}
	} {
		name = SEA_japan_foreign_policy.112.b
		ai_chance = {
			base = 0
			modifier = {
				add = 5
				has_opinion = {
					target = FROM
					value = < 50
				}
			} {
				add = 10
				has_opinion = {
					target = FROM
					value = < 24
				}
			}
		}
		FROM = {
			country_event = {
				id = SEA_japan_foreign_policy.114
				hours = 6
				random_hours = 12
			}
		}
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_national_road_development_plan_r56
Constructs: has_completed_focus, completion_reward, has_focus_autohide_rule_trigger_r56, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_national_road_development_plan_r56
	icon = GFX_focus_generic_road_investment
	cost = 5
	x = 4
	y = 0
	relative_position_id = SIA_dept_independent_state_commerce_r56
	offset = {
		x = -2
		trigger = {
			has_focus_autohide_rule_trigger_r56 = yes
			OR = {
				has_completed_focus = SIA_bangkok_centered_industrial_development_r56 SIA_mechanize_the_agrarian_provinces_r56
			}
		}
	}
	ai_will_do = {
		base = 4
	}
	available = {
		1134 = {
			is_controlled_by_ROOT_or_ally = yes
		}
		1132 = {
			is_controlled_by_ROOT_or_ally = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		1134 = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		1132 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt available_political_advisor
		show_ideas_tooltip = SIA_phra_bisal_sukhumvit
	}
}
### Entity: Event
Component: new_ger.128
Constructs: is_triggered_only, limit, add_ideas, has_country_flag, set_country_flag, add_to_variable, has_active_mission, add_days_mission_timeout
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.128
	title = GER_fight_trade_unions
	desc = GER_fight_trade_unions_desc
	picture = GFX_report_event_worker_protests
	is_triggered_only = yes
	option = {
		name = new_ger.128.a
		add_ideas = GER_fighting_trade_unions
		set_country_flag = GER_fight_trade_unions_flag
		IF = {
			limit = {
				has_country_flag = GER_dvu_formed
			}
			add_to_variable = {
				DVU_stability = 0.1
			}
			custom_effect_tooltip = GER_DVU_stab_0.1_tt
		} {
			limit = {
				has_active_mission = GER_dstp_demands_action
			}
			add_days_mission_timeout = {
				mission = GER_dstp_demands_action
				days = 200
			}
		}
	} {
		name = new_ger.128.b
		set_country_flag = GER_middle_class_voter_base_flag
		add_ideas = GER_middle_class_voter_base
		add_to_variable = {
			DSTP_seats = 10
		} {
			SPD_seats = -10
		}
		custom_effect_tooltip = GER_DSTP_10_tt GER_SPD_-10_tt
		IF = {
			limit = {
				has_active_mission = GER_dstp_demands_action
			}
			add_days_mission_timeout = {
				mission = GER_dstp_demands_action
				days = 200
			}
		}
	}
}
### Entity: Scripted Effect
Component: EAI_PROD_EQUIP_MIN_anti_tank_equipment
Constructs: limit, has_country_flag, check_variable, set_country_flag, clr_country_flag
Source: game
File: common/scripted_effects/EAI_PRODUCTION_equipment_strategy_effects.txt

Code:
EAI_PROD_EQUIP_MIN_anti_tank_equipment = {
	if = {
		limit = {
			NOT = {
				has_country_flag = EAI_PROD_EQUIP_MIN_anti_tank_equipment_0
			}
		}
		if = {
			limit = {
				num_of_military_factories = > @EAI_PROD_EQUIP_MIN_0_START_MIC
				check_variable = {
					num_equipment@anti_tank_equipment = < @EAI_PROD_EQUIP_MIN_START_STOCKPILE_AMOUNT
				}
			}
			set_country_flag = EAI_PROD_EQUIP_MIN_anti_tank_equipment_0
		}
	} {
		limit = {
			NOT = {
				has_country_flag = EAI_PROD_EQUIP_MIN_anti_tank_equipment_1
			}
		}
		if = {
			limit = {
				num_of_military_factories = > @EAI_PROD_EQUIP_MIN_1_START_MIC
				check_variable = {
					num_equipment@anti_tank_equipment = < @EAI_PROD_EQUIP_MIN_START_STOCKPILE_AMOUNT
				}
			}
			set_country_flag = EAI_PROD_EQUIP_MIN_anti_tank_equipment_1
		}
	} {
		limit = {
			NOT = {
				has_country_flag = EAI_PROD_EQUIP_MIN_anti_tank_equipment_2
			}
		}
		if = {
			limit = {
				num_of_military_factories = > @EAI_PROD_EQUIP_MIN_2_START_MIC
				check_variable = {
					num_equipment@anti_tank_equipment = < @EAI_PROD_EQUIP_MIN_START_STOCKPILE_AMOUNT
				}
			}
			set_country_flag = EAI_PROD_EQUIP_MIN_anti_tank_equipment_2
		}
	} {
		limit = {
			NOT = {
				has_country_flag = EAI_PROD_EQUIP_MIN_anti_tank_equipment_3
			}
		}
		if = {
			limit = {
				num_of_military_factories = > @EAI_PROD_EQUIP_MIN_3_START_MIC
				check_variable = {
					num_equipment@anti_tank_equipment = < @EAI_PROD_EQUIP_MIN_START_STOCKPILE_AMOUNT
				}
			}
			set_country_flag = EAI_PROD_EQUIP_MIN_anti_tank_equipment_3
		}
	} {
		limit = {
			NOT = {
				has_country_flag = EAI_PROD_EQUIP_MIN_anti_tank_equipment_4
			}
		}
		if = {
			limit = {
				num_of_military_factories = > @EAI_PROD_EQUIP_MIN_4_START_MIC
				check_variable = {
					num_equipment@anti_tank_equipment = < @EAI_PROD_EQUIP_MIN_START_STOCKPILE_AMOUNT
				}
			}
			set_country_flag = EAI_PROD_EQUIP_MIN_anti_tank_equipment_4
		}
	} {
		limit = {
			NOT = {
				has_country_flag = EAI_PROD_EQUIP_MIN_anti_tank_equipment_5
			}
		}
		if = {
			limit = {
				num_of_military_factories = > @EAI_PROD_EQUIP_MIN_5_START_MIC
				check_variable = {
					num_equipment@anti_tank_equipment = < @EAI_PROD_EQUIP_MIN_START_STOCKPILE_AMOUNT
				}
			}
			set_country_flag = EAI_PROD_EQUIP_MIN_anti_tank_equipment_5
		}
	} {
		limit = {
			NOT = {
				has_country_flag = EAI_PROD_EQUIP_MIN_anti_tank_equipment_6
			}
	
# ... (truncated)
### Entity: Character
Component: BRA_joao_marques_de_reis
Constructs: has_government
Source: game
File: common/characters/BRA.txt

Code:
BRA_joao_marques_de_reis = {
	name = BRA_joao_marques_de_reis
	portraits = {
		army = {
			small = GFX_portrait_BRA_joao_marques_does_reis_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = BRA_joao_marques_de_reis
		allowed = {
			original_tag = BRA
		}
		available = {
			NOT = {
				has_government = communism
			}
		}
		traits = {
			BRA_minister_of_transport
		}
	}
}
### Entity: Idea
Component: inflation_controls
Constructs: removal_cost
Source: game
File: common/ideas/r56_australia.txt

Code:
inflation_controls = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = chi_hyper_inflation
	modifier = {
		consumer_goods_factor = -0.08
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3AParadox_Interactive.png.html

Doc:
File

File history

File usage

Metadata
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File history
### Entity: Idea
Component: CHI_executive_yuan
Constructs: political_power_gain, removal_cost
Source: game
File: common/ideas/china.txt

Code:
CHI_executive_yuan = {
	picture = generic_constitutional_guarantees
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		political_power_gain = 0.25
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_form_khad
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, has_dlc, has_intelligence_agency, create_intelligence_agency
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_form_khad
	icon = GFX_goal_HON_nkvd_assistance
	x = 1
	y = 1
	available = {
		has_government = communism
	}
	prerequisite = {
		focus = AFG_soviet_expedition
	}
	relative_position_id = AFG_soviet_expedition
	ai_will_do = {
		factor = 1
	}
	cost = 8
	completion_reward = {
		if = {
			limit = {
				has_dlc = La Resistance
			}
			if = {
				limit = {
					has_intelligence_agency = no
				}
				AFG = {
					create_intelligence_agency = yes
				}
			}
			add_ideas = AFG_khad_idea
		}
		else = {
			add_ideas = AFG_khad_idea_no_lar
		}
		custom_effect_tooltip = r56_newline
		add_power_balance_value = {
			id = AFG_communist_power_balance
			value = 0.05
			tooltip_side = AFG_khalq_side
		}
	}
	search_filters = {
		FOCUS_FILTER_ESPIONAGE
	}
}
### Entity: State History
Component: 1024
Constructs: add_core_of
Source: game
File: history/states/1024 - Brunei.txt

Code:
state = {
	id = 1024
	name = STATE_1024
	manpower = 249800
	resources = {
		oil = 12
	}
	state_category = rural
	history = {
		owner = BRN
		add_core_of = MAL BRN
		victory_points = {
			13383 2
		}
		buildings = {
			infrastructure = 2
			13383 = {
				naval_base = 1
			}
			13384 = {
				naval_base = 1
			}
		}
	}
	provinces = {
		13384 7387 13383
	}
	local_supplies = 0.0
}
### Entity: Scripted Effect
Component: IRQ_modify_army_modifier_version
Constructs: has_completed_focus, limit, has_dynamic_modifier
Source: game
File: common/scripted_effects/IRQ_scripted_effects.txt

Code:
IRQ_modify_army_modifier_version = {
	if = {
		limit = {
			OR = {
				has_dynamic_modifier = {
					modifier = IRQ_royal_army_modifier_KUR
				}
				has_completed_focus = IRQ_kurdish_revolt
			}
		}
		custom_effect_tooltip = IRQ_royal_army_KUR_intro_tt
	}
	else = {
		custom_effect_tooltip = IRQ_royal_army_IRQ_intro_tt
	}
}
### Entity: Idea
Component: ADU_nccr
Source: game
File: common/ideas/andalusia.txt

Code:
ADU_nccr = {
	picture = generic_navy_arab_2
	allowed = {
		original_tag = ADU
	}
	traits = {
		navy_chief_commerce_raiding_2
	}
	ai_will_do = {
		factor = 1
	}
}