Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: AUS_set_danubian_cosmetic_for_country
Constructs: limit, set_cosmetic_tag
Source: game
File: common/scripted_effects/AUS_scripted_effects.txt

Code:
AUS_set_danubian_cosmetic_for_country = {
	IF = {
		limit = {
			original_tag = FRA
		}
		drop_cosmetic_tag = yes
		set_cosmetic_tag = FRA_AUS_danubian_state
	}
	ELSE_IF = {
		limit = {
			original_tag = TUR
		}
		drop_cosmetic_tag = yes
		set_cosmetic_tag = TUR_AUS_danubian_state
	} {
		limit = {
			original_tag = GRE
		}
		drop_cosmetic_tag = yes
		set_cosmetic_tag = GRE_AUS_danubian_state
	} {
		limit = {
			original_tag = HOL
		}
		drop_cosmetic_tag = yes
		set_cosmetic_tag = HOL_AUS_danubian_state
	} {
		limit = {
			original_tag = LUX
		}
		drop_cosmetic_tag = yes
		set_cosmetic_tag = LUX_AUS_danubian_state
	} {
		limit = {
			original_tag = BEL
		}
		drop_cosmetic_tag = yes
		set_cosmetic_tag = BEL_AUS_danubian_state
	} {
		limit = {
			original_tag = MNT
		}
		drop_cosmetic_tag = yes
		set_cosmetic_tag = MNT_AUS_danubian_state
	} {
		limit = {
			original_tag = MAC
		}
		drop_cosmetic_tag = yes
		set_cosmetic_tag = MAC_AUS_danubian_state
	} {
		limit = {
			original_tag = HUN
		}
		drop_cosmetic_tag = yes
		set_cosmetic_tag = HUN_AUS_danubian_state
	} {
		limit = {
			original_tag = CZE
		}
		drop_cosmetic_tag = yes
		set_cosmetic_tag = CZE_AUS_danubian_state
	} {
		limit = {
			original_tag = SLO
		}
		drop_cosmetic_tag = yes
		set_cosmetic_tag = SLO_AUS_danubian_state
	} {
		limit = {
			original_tag = TRA
		}
		drop_cosmetic_tag = yes
		set_cosmetic_tag = TRA_AUS_danubian_state
	} {
		limit = {
			original_tag = CRO
		}
		drop_cosmetic_tag = yes
		set_cosmetic_tag = CRO_AUS_danubian_state
	} {
		limit = {
			original_tag = LBV
		}
		drop_cosmetic_tag = yes
		set_cosmetic_tag = LBV_AUS_danubian_state
	} {
		limit = {
			original_tag = SIL
		}
		drop_cosmetic_tag = yes
		set_cosmetic_tag = SIL_AUS_danubian_state
	} {
		limit = {
			original_tag = BOS
		}
		drop_cosmetic_tag = yes
		set_cosmetic_tag = BOS_AUS_danubian_state
	} {
		limit = {
			original_tag = SLV
		}
		drop_cosmetic_tag = yes
		set_cosmetic_tag = SLV_AUS_danubian_state
	} {
		limit = {
			original_tag = YUG
		}
		drop_cosmetic_tag = yes
		set_cosmetic_tag = YUG_AUS_danubian_state
	} {
		limit = {
			original_tag = ROM
		}
		drop_cosmetic_tag = yes
		set_cosmetic_tag = ROM_AUS_danubian_state
	} {
		limit = {
			original_tag = BUL
		}
		drop_cosmetic_tag = yes
		set_cosmetic_tag = BUL_AUS_danubian_state
	}
}
### Entity: Decision
Component: GER_operational_planning_category
Constructs: has_completed_focus, limit, has_war_with, has_country_flag, is_major, fire_only_once, is_core_of, is_fully_controlled_by
Source: game
File: common/decisions/GER.txt

Code:
GER_operational_planning_category = {
	GER_operational_planning = {
		icon = GFX_decision_hol_draw_up_staff_plans
		ai_will_do = {
			base = 1
			modifier = {
				factor = 5
				has_war_with = FROM
			} {
				factor = 2
				FROM = {
					is_major = yes
				}
			} {
				factor = 10
				FROM = {
					original_tag = POL
				}
				has_completed_focus = GER_danzig_or_war
			} {
				factor = 10
				FROM = {
					original_tag = SOV
				}
				has_completed_focus = GER_war_with_the_ussr
			} {
				factor = 10
				FROM = {
					original_tag = FRA
				}
				OR = {
					divisions_in_state = {
						state = 6
						size = > 5
					} {
						state = 977
						size = > 5
					} {
						state = 34
						size = > 5
					} {
						state = 980
						size = > 5
					}
				}
			} {
				factor = 0
				FROM = {
					original_tag = FRA
					any_core_state = {
						state_is_fully_controlled_by_ROOT_subject_or_faction_member = no
						ROOT = {
							divisions_in_state = {
								state = PREV
								size = < 1
							}
						}
					}
					NOT = {
						any_controlled_state = {
							OR = {
								is_core_of = HOL BEL
							}
							any_neighbor_state = {
								is_fully_controlled_by = ROOT
							}
						}
					}
				}
				980 = {
					state_is_fully_controlled_by_ROOT_subject_or_faction_member = no
				}
				28 = {
					state_is_fully_controlled_by_ROOT_subject_or_faction_member = no
				}
			} {
				factor = 0
				FROM = {
					OR = {
						original_tag = HOL BEL
					}
					is_ai = yes
				}
				has_war_with = FRA
				command_power = < 80
				has_army_experience = < 40
			} {
				factor = 2
				FROM = {
					is_ai = no
				}
			} {
				factor = 0
				FROM = {
					original_tag = LUX
					is_ai = yes
				}
			} {
				factor = 0
				NOT = {
					has_war_with = FROM
				}
			} {
				factor = 0
				focus_progress = {
					focus = GER_war_with_the_ussr
					progress = > 0.01
				}
				NOT = {
					has_completed_focus = GER_war_with_the_ussr
				} {
					has_completed_focus = GER_war_with_the_ussr
				}
			}
		}
		allowed = {
			original_tag = GER
		}
		days_remove = 365
		custom_cost_trigger = {
			command_power = > 24
			has_army_experience = > 14
		}
		custom_cost_text = decision_cost_CP_25_ArmXP_15
		available = {
			NOT = {
				has_country_flag = GER_operational_planning_flag
			}
			OR = {
				has_war_with = FROM
				has_wargoal_against = FROM
			}
		}
		target_array = RO
# ... (truncated)
### Entity: Modifier Reference
Construct: railway_gun_bombardment_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## railway_gun_bombardment_factor

* Number with 0 decimal places
* **Categories**: country
### Entity: National Focus
Tree: ger_focus
Component: GER_re_establish_the_seekriegsleitung
Constructs: prerequisite, completion_reward, add_command_power, add_to_variable, add_doctrine_cost_reduction
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_re_establish_the_seekriegsleitung
	icon = GFX_goal_generic_build_navy
	prerequisite = {
		focus = GER_strengthen_the_kriegsmarine
	}
	x = 0
	y = 2
	relative_position_id = GER_strengthen_the_kriegsmarine
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_MILITARY_CHARACTER
	}
	completion_reward = {
		add_command_power = 25
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt available_chief_of_navy
		GER_modify_navy_modifier = yes
		add_to_variable = {
			GER_military_navy_max_range_factor = 0.1
			tooltip = navy_max_range_factor_tt
		}
		add_doctrine_cost_reduction = {
			name = GER_re_establish_the_seekriegsleitung
			cost_reduction = 0.5
			uses = 1
			category = naval_doctrine
		}
		show_ideas_tooltip = GER_rolf_carls
	}
}
### Entity: National Focus
Tree: sam_focus
Component: SAM_request_british_polynesia
Constructs: prerequisite, limit, owns_state, has_war_with, add_stability, completion_reward, every_other_country, random_hours
Source: game
File: common/national_focus/samoa.txt

Code:
focus = {
	id = SAM_request_british_polynesia
	icon = GFX_focus_eng_the_sun_never_sets
	cost = 5
	x = 1
	y = 1
	relative_position_id = SAM_for_a_united_polynesia
	available = {
		NOT = {
			has_war_with = ENG
		}
	}
	bypass = {
		owns_state = 636
	}
	prerequisite = {
		focus = SAM_for_a_united_polynesia
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_stability = -0.05
		every_other_country = {
			limit = {
				owns_state = 636
			}
			country_event = {
				id = samoa.6
				days = 5
				random_hours = 12
				random_days = 10
			}
		}
	}
}
### Entity: Idea
Component: FRA_national_council_of_the_resistance
Constructs: has_government, removal_cost
Source: game
File: common/ideas/france.txt

Code:
FRA_national_council_of_the_resistance = {
	picture = FRA_national_resistance_council
	allowed = {
		original_tag = FRA
		always = no
	}
	allowed_civil_war = {
		has_government = democratic
	}
	removal_cost = -1
	modifier = {
		compliance_growth_on_our_occupied_states = -0.25
		resistance_growth_on_our_occupied_states = 0.1
	}
}
### Entity: Scripted Effect
Component: EAI_PR_STRATEGIES_signal
Constructs: limit, set_temp_variable
Source: game
File: common/scripted_effects/EAI_RESEARCH_PRIORITY_TREE_support.txt

Code:
EAI_PR_STRATEGIES_signal = {
	if = {
		limit = {
			always = no
		}
		set_temp_variable = {
			prio_cat = @PR_signal
		}
		if = {
			limit = {
				set_temp_variable = {
					_prio_tech = token:tech_support
				} {
					_prio_val = prio_cat
				}
				date = > 1938.1.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:tech_signal_company
				} {
					_prio_val = prio_cat
				}
				date = > 1938.1.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:tech_signal_company2
				} {
					_prio_val = prio_cat
				}
				date = > 1939.1.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:tech_signal_company3
				} {
					_prio_val = prio_cat
				}
				date = > 1942.1.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:tech_signal_company4
				} {
					_prio_val = prio_cat
				}
				date = > 1945.1.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		}
	}
}
### Entity: Idea
Component: POL_Cult_Of_The_Marshal
Constructs: stability_factor, has_government, removal_cost, neutrality_drift
Source: game
File: common/ideas/r56_poland.txt

Code:
POL_Cult_Of_The_Marshal = {
	allowed = {
		always = no
	}
	available = {
		has_government = neutrality
	}
	allowed_civil_war = {
		has_government = neutrality
	}
	removal_cost = -1
	picture = Cult_Marshal_Portrait
	modifier = {
		neutrality_drift = 0.03
		stability_factor = 0.03
		army_chief_cost_factor = -0.2
	}
}
### Entity: Event
Component: SEA_warlords.58
Constructs: is_triggered_only, ai_chance, limit, annex_country, every_core_state, add_core_of, set_cosmetic_tag, declare_war_on
Source: game
File: events/SEA_Warlords.txt

Code:
country_event = {
	id = SEA_warlords.58
	title = SEA_warlords.58.t
	desc = SEA_warlords.58.desc
	picture = GFX_report_event_chinese_officers
	is_triggered_only = yes
	option = {
		name = SEA_warlords.58.a
		ai_chance = {
			base = 100
		}
		custom_effect_tooltip = GAME_OVER_TT
		XIC = {
			country_event = {
				id = SEA_warlords.59
				hours = 6
			}
		}
		effect_tooltip = {
			XIC = {
				annex_country = {
					target = ROOT
					transfer_troops = yes
				}
			}
		}
	} {
		name = SEA_warlords.58.b
		ai_chance = {
			base = 0
		}
		ROOT = {
			every_core_state = {
				add_core_of = XIC
			}
		}
		XIC = {
			set_cosmetic_tag = XIC_new_fengtian_clique
		} {
			declare_war_on = {
				target = ROOT
				type = annex_everything
			}
		}
		every_state = {
			limit = {
				OR = {
					state = 761 714 717 328 716 715 610 609 612 611 1043 621 1039 608 614 1038 597 743
				}
			}
			add_claim_by = XIC
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		IF = {
			limit = {
				is_in_faction_with = CHI
			}
			CHI = {
				remove_from_faction = ROOT
			}
		}
		CHI = {
			declare_war_on = {
				target = ROOT
				type = annex_everything
			}
		}
	}
}
### Entity: Idea
Component: AFG_communist_influence_r56
Constructs: has_government, communism_drift
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
AFG_communist_influence_r56 = {
	picture = generic_communism_drift_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	cancel = {
		has_government = communism
	}
	modifier = {
		communism_drift = 0.05
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_appropriate_capitalist_industries
Constructs: prerequisite, completion_reward, add_timed_idea
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_appropriate_capitalist_industries
	icon = GFX_focus_usa_reestablish_the_gold_standard
	prerequisite = {
		focus = SWE_scandinavian_socialism SWE_swedish_marxism
	}
	relative_position_id = SWE_scandinavian_socialism
	x = 4
	y = 1
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_timed_idea = {
			idea = SWE_appropriated_capitalist_industries
			days = 730
		}
	}
}
### Entity: Idea
Component: FRA_expanded_citizenship
Constructs: has_government, removal_cost
Source: game
File: common/ideas/france.txt

Code:
FRA_expanded_citizenship = {
	picture = generic_army_war_college
	allowed = {
		original_tag = FRA
		always = no
	}
	allowed_civil_war = {
		has_government = democratic
	}
	removal_cost = -1
	modifier = {
		non_core_manpower = 0.03
	}
}
### Entity: Event
Component: AUS_political_events.63
Constructs: is_triggered_only, ai_chance, limit, has_government, fire_only_once, is_in_faction_with, add_popularity, is_historical_focus_on
Source: game
File: events/WUW_Austria.txt

Code:
country_event = {
	id = AUS_political_events.63
	title = AUS_political_events.63.t
	desc = AUS_political_events.63.desc
	picture = GFX_report_event_military_planning
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = AUS_political_events.63.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 10
				has_government = fascism
			} {
				factor = 5
				is_in_faction_with = GER
			}
		}
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
	} {
		name = AUS_political_events.63.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 10
				NOT = {
					has_government = fascism
				}
			} {
				factor = 5
				is_historical_focus_on = yes
			}
		}
		every_core_state = {
			limit = {
				is_fully_controlled_by = ROOT
			}
			add_dynamic_modifier = {
				modifier = BEL_austrian_resistance_active_state_dynamic_modifier
			}
		}
	}
}
### Entity: Idea
Component: ICE_viking_spirit_aegir_odin_freja
Constructs: research_speed_factor, stability_factor, political_power_gain, war_support_factor, removal_cost, conscription_factor
Source: game
File: common/ideas/iceland.txt

Code:
ICE_viking_spirit_aegir_odin_freja = {
	name = ICE_viking_spirit
	picture = ICE_the_viking_spirit
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		justify_war_goal_time = -0.1
		war_support_factor = 0.05
		stability_factor = 0.15
		research_speed_factor = 0.05
		political_power_gain = 0.15
		industrial_capacity_dockyard = 0.2
		experience_gain_navy = 0.02
		naval_detection = 0.1
		naval_morale_factor = 0.15
		conscription = 0.01
		conscription_factor = 0.05
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_governor_general_tjarda
Constructs: prerequisite, add_stability, completion_reward, has_country_leader, swap_country_leader_traits
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_governor_general_tjarda
	icon = GFX_focus_INS_governor_general_tjarda
	available = {
		custom_trigger_tooltip = {
			tooltip = INS_tjarda_explain_tt
			has_country_leader = {
				ruling_only = yes
				character = INS_a_t_van_starkenborgh_stachouwer
			}
		}
	}
	prerequisite = {
		focus = INS_the_jewel_in_the_crown
	}
	mutually_exclusive = {

	}
	x = -4
	y = 0
	relative_position_id = INS_governor_general_de_jonge
	cost = 5
	ai_will_do = {
		base = 5
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_stability = 0.05
		INS_a_t_van_starkenborgh_stachouwer = {
			swap_country_leader_traits = {
				remove = TAOG_liberal_colonial_leader
				add = TAOG_liberal_colonial_leader_2
			}
		}
		reduce_focus_completion_cost = {
			focus = INSHOL_begin_negotiations_soetardjo
			cost = 35
		} {
			focus = INSHOL_volksraad_compromises
			cost = 35
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/YUG_1939_air_legacy.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = fighter_equipment_1
			creator = YUG
		}
		requested_factories = 1
		progress = 0.3
		efficiency = 100
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3ACivilian_economy.png.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
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### Entity: National Focus
Component: argentine_focus_tree
Constructs: shared_focus, has_completed_focus, division_template, every_owned_state, add_equipment_to_stockpile, prerequisite, limit, random_country
Source: game
File: common/national_focus/argentina.txt

Code:
focus_tree = {
	id = argentine_focus_tree
	country = {
		factor = 0
		modifier = {
			add = 10
			tag = ARG
			has_dlc = Trial of Allegiance
		}
	}
	default = no
	continuous_focus_position = {
		x = 200
		y = 2300
	}
	initial_show_position = {
		x = 25
		y = 0
	}
	shared_focus = SMB_army SMB_air_force SMB_navy
	focus = {
		id = ARG_roberto_maria_ortiz
		icon = GFX_focus_ARG_roberto_maria_ortiz
		x = 13
		y = 0
		cost = 10
		mutually_exclusive = {
			focus = ARG_a_call_to_reform ARG_the_clean_election
		}
		available = {

		}
		allow_branch = {
			IF = {
				limit = {
					has_game_rule = {
						rule = obsolete_focus_branches_visibility
						option = HIDE
					}
				}
				NOT = {
					has_completed_focus = ARG_the_clean_election
				} {
					has_completed_focus = ARG_a_call_to_reform
				}
			}
		}
		ai_will_do = {
			factor = 20
		}
		search_filters = {
			FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_HISTORICAL FOCUS_FILTER_STABILITY
		}
		completion_reward = {
			add_political_power = 120
			swap_ideas = {
				remove_idea = ARG_infamous_decade_idea
				add_idea = ARG_infamous_decade_2_idea
			}
			custom_effect_tooltip = ARG_roberto_maria_ortiz_tt
			ARG_roberto_maria_ortiz = {
				promote_leader = yes
			}
			hidden_effect = {
				retire_country_leader = yes
				IF = {
					limit = {
						has_idea = ARG_roberto_maria_ortiz_idea
					}
					remove_ideas = ARG_roberto_maria_ortiz_idea
				}
			}
			if = {
				limit = {
					has_game_rule = {
						rule = obsolete_focus_branches_visibility
						option = HIDE
					}
				}
				mark_focus_tree_layout_dirty = yes
			}
		}
	} {
		id = ARG_defense_and_democracy
		icon = GFX_focus_ARG_defense_and_democracy
		prerequisite = {
			focus = ARG_roberto_maria_ortiz
		}
		x = -2
		y = 1
		relative_position_id = ARG_roberto_maria_ortiz
		mutually_exclusive = {
			focus = ARG_work_with_the_nationalists
		}
		cost = 10
		available = {
			any_owned_state = {
				is_controlled_by = ROOT
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
		}
		bypass = {
			all_owned_state = {
				OR = {
					NOT = {
						is_controlled_by = ROOT
					}
					free_building_slots = {
						building = arms_factory
						size = < 1
						include_locked = no
					}
				}
			}
		}
		ai_will_do = {
			factor = 20
		}
		search_filters = {
			FOCUS_FILTER_HISTORICAL FOCUS_FILTER_POLITICAL FO
# ... (truncated)
### Entity: Military Industrial Organization
Component: USA_boeing_organization
Constructs: add_trait, equipment_bonus
Source: game
File: common/military_industrial_organization/organizations/USA_organization.txt

Code:
USA_boeing_organization = {
	include = generic_heavy_aircraft_organization
	icon = GFX_idea_boeing
	allowed = {
		tag = USA
	}
	override_trait = {
		token = generic_mio_trait_flying_fortress
		position = {
			x = -1
			y = 1
		}
	} {
		token = generic_mio_trait_advanced_instruments
		position = {
			x = 1
			y = 1
		}
	}
	add_trait = {
		token = USA_mio_trait_superfortress
		name = USA_mio_trait_superfortress
		icon = GFX_generic_mio_department_icon_plane_general_engine
		special_trait_background = yes
		position = {
			x = 0
			y = 1
		}
		relative_position_id = generic_mio_trait_flying_fortress
		any_parent = {
			generic_mio_trait_flying_fortress
		}
		limit_to_equipment_type = {
			mio_cat_eq_only_strategic_bomber large_plane_maritime_patrol_plane_airframe
		}
		equipment_bonus = {
			air_defence = 0.1
			air_range = 0.1
			air_agility = -0.05
			fuel_consumption = 0.05
		}
	}
}
### Entity: Operation
Component: raid_trotskys_villa_attack
Source: game
File: common/operation_phases/lar_historical_operations.txt

Code:
raid_trotskys_villa_attack = {
	name = raid_trotskys_villa_attack
	desc = raid_trotskys_villa_attack_desc
	outcome = raid_trotskys_villa_attack_outcome
	icon = GFX_phase_raid_trotskys_villa_small
	picture = GFX_phase_raid_trotskys_villa
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_regional_leadership
Constructs: prerequisite, limit, add_war_support, completion_reward, is_subject, is_in_faction, create_faction_from_template, has_dlc
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_regional_leadership
	icon = GFX_goal_morale_bonus
	cost = 10
	prerequisite = {
		focus = TUR_cooperation_against_moscow TUR_cooperation_against_berlin
	}
	mutually_exclusive = {
		focus = TUR_join_the_international_community
	}
	relative_position_id = TUR_cooperation_against_moscow
	x = 2
	y = 1
	ai_will_do = {
		factor = 10
	}
	available = {
		is_subject = no
		is_in_faction = no
	}
	completion_reward = {
		create_faction_from_template = faction_template_TUR_ankara_pact
		if = {
			limit = {
				has_dlc = No Compromise, No Surrender
			}
			add_faction_initiative = 1
		} {
			limit = {
				has_idea = TUR_bicontinental_intervention_idea
			}
			swap_ideas = {
				remove_idea = TUR_bicontinental_intervention_idea
				add_idea = TUR_regional_leadership_idea
			}
		}
		else = {
			add_war_support = 0.15
		}
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: AI Strategy
Component: SOV_naval_dominance
Source: game
File: common/ai_navy/goals/goals_SOV.txt

Code:
SOV_naval_dominance = {
	objective_type = naval_dominance
	available_for = {
		SOV
	}
	min_priority = 1
	max_priority = 8
}
### Entity: Idea
Component: VIC_jean_marie_bergeret
Constructs: has_government
Source: game
File: common/ideas/vichy_france.txt

Code:
VIC_jean_marie_bergeret = {
	picture = generic_air_europe_2
	allowed = {
		original_tag = FRA
		has_government = fascism
	}
	traits = {
		air_chief_safety_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: CHI_minister_of_education
Constructs: research_speed_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
CHI_minister_of_education = {
	random = no
	sprite = 14
	production_speed_industrial_complex_factor = 0.05
	research_speed_factor = 0.06
}
### Entity: Idea
Component: NOR_marinens_hovedverft
Constructs: has_completed_focus, research_bonus, equipment_bonus, refit_speed
Source: game
File: common/ideas/r56_norway.txt

Code:
NOR_marinens_hovedverft = {
	available = {
		has_completed_focus = NOR_capital_ships
	}
	allowed = {
		original_tag = NOR
	}
	research_bonus = {
		naval_equipment = 0.15
	}
	equipment_bonus = {

	}
	traits = {
		NOR_north_sea_fleet_designer
	}
	modifier = {
		refit_speed = 0.1
		refit_ic_cost = -0.1
		repair_speed_factor = 0.1
	}
	ai_will_do = {
		factor = 5
	}
}
### Entity: Character
Component: POL_boleslaw_bierut
Constructs: has_completed_focus, limit, has_government
Source: game
File: common/characters/POL.txt

Code:
POL_boleslaw_bierut = {
	name = POL_boleslaw_bierut
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_1
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = POL_boleslaw_bierut
		allowed = {
			OR = {
				original_tag = POL SWE
			}
		}
		available = {
			OR = {
				AND = {
					if = {
						limit = {
							has_DLC = No Step Back
						}
						has_completed_focus = POL_a_leftist_sejm
					} {
						limit = {
							NOT = {
								has_DLC = No Step Back
							}
						}
						has_government = communism
					}
				}
				SWE_refuge_for_revolutionaries_trigger = yes
			}
		}
		traits = {
			socialist_autocrat
		}
		ai_will_do = {
			factor = 1.0
			modifier = {
				factor = 0.0
				NOT = {
					has_government = communism
				}
			}
		}
	}
}