Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: GER_treaty_of_versailles_3
Constructs: research_speed_factor, stability_factor, has_war, war_support_factor, removal_cost, is_subject, conscription_factor, send_volunteers_tension
Source: game
File: common/ideas/r56_germany.txt

Code:
GER_treaty_of_versailles_3 = {
	name = GER_treaty_of_versailles
	removal_cost = -1
	allowed = {
		always = no
	}
	picture = generic_victors_of_ww1
	cancel = {
		OR = {
			has_war = yes
			is_subject = yes
		}
	}
	rule = {
		can_join_factions = no
		can_guarantee_other_ideologies = no
	}
	modifier = {
		stability_factor = 0.1
		war_support_factor = -0.25
		research_speed_factor = 0.1
		license_purchase_cost = -0.5
		license_tech_difference_speed = 0.25
		production_speed_industrial_complex_factor = 0.15
		production_speed_fuel_silo_factor = 0.15
		production_speed_rail_way_factor = 0.2
		trade_opinion_factor = 0.25
		conscription_factor = -0.5
		training_time_factor = 1
		join_faction_tension = 1.0
		send_volunteers_tension = 0.2
		embargo_threshold_factor = 2.5
		guarantee_tension = 1.0
		ai_badass_factor = 0.01
		ai_focus_peaceful_factor = 0.5
		ai_get_ally_desire_factor = -100
		ai_focus_defense_factor = 0.2
		enemy_justify_war_goal_time = 2.5
		custom_modifier_tooltip = BUL_army_restrictions_mobilization_law_tt
	}
}
### Entity: AI Strategy
Component: BHU_AI_BHU_contact_chinese_communists
Constructs: has_completed_focus, has_government
Source: game
File: common/ai_strategy/r56_BHU.txt

Code:
BHU_AI_BHU_contact_chinese_communists = {
	allowed = {
		original_tag = BHU
	}
	enable = {
		has_completed_focus = BHU_contact_chinese_communists
		country_exists = PRC
		SOV = {
			has_government = communism
		}
	}
	abort = {
		NOT = {
			country_exists = PRC
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = befriend
		id = PRC
		value = 100
	} {
		type = alliance
		id = PRC
		value = 100
	}
}
### Entity: Scripted Trigger
Component: is_controlled_by_ROOT_or_subject
Constructs: is_subject_of
Source: game
File: common/scripted_triggers/00_scripted_triggers.txt

Code:
is_controlled_by_ROOT_or_subject = {
	custom_trigger_tooltip = {
		tooltip = is_controlled_by_ROOT_or_subject
		CONTROLLER = {
			OR = {
				tag = ROOT
				is_subject_of = ROOT
			}
		}
	}
}
### Entity: National Focus
Tree: can_focus
Component: CAN_john_inglis_and_company
Constructs: has_completed_focus, prerequisite, limit, completion_reward, cancel_if_invalid, complete_tooltip, random_state, has_state_flag
Source: game
File: common/national_focus/canada.txt

Code:
focus = {
	id = CAN_john_inglis_and_company
	icon = GFX_goal_generic_construct_military
	prerequisite = {
		focus = CAN_bits_and_pieces_program
	}
	x = -4
	y = 4
	relative_position_id = CAN_defence_of_canada_regulations
	cost = 10
	ai_will_do = {
		factor = 25
		modifier = {
			factor = 2
			has_completed_focus = CAN_victory_aircraft_limited
		}
	}
	available = {

	}
	bypass = {
		custom_trigger_tooltip = {
			tooltip = production_effort_tt
			all_owned_state = {
				free_building_slots = {
					building = arms_factory
					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_john_inglis_and_company_AF1
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		} {
			limit = {
				has_state_flag = CAN_john_inglis_and_company_AF2
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				276 682
			}
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
			set_state_flag = CAN_john_inglis_and_company_AF1
		} {
			prioritize = {
				276 682
			}
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
			set_state_flag = CAN_john_inglis_and_company_AF2
		}
	}
}
### Entity: Decision
Component: GER_fortify_the_vaterland_cat
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/GER_decision_categories.txt

Code:
GER_fortify_the_vaterland_cat = {
	icon = GFX_decision_category_generic_fortification
	allowed = {
		original_tag = GER
	}
	priority = 8
	visible = {
		has_completed_focus = GER_fortify_the_vaterland
	}
}
### Entity: Technology
Component: tech_mountaineers2
Constructs: research_cost
Source: game
File: common/technologies/infantry.txt

Code:
technology = {
	mountaineers = {
		max_organisation = 5
		soft_attack = 0.05
	}
	path = {
		leads_to_tech = tech_mountaineers3
		research_cost_coeff = 1
	}
	research_cost = 1.5
	start_year = 1939
	folder = {
		name = infantry_folder
		position = {
			x = 3
			y = @1939
		}
	}
	categories = {
		infantry_tech mountaineers_tech cat_special_forces_generic
	}
	ai_will_do = {
		factor = 0.7
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_prepare_for_operation_countenance
Constructs: prerequisite, limit, completion_reward, is_in_faction_with, has_idea, is_owned_and_controlled_by, add_building_construction, random_owned_controlled_state
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_prepare_for_operation_countenance
	icon = GFX_focus_chi_british_cooperation
	prerequisite = {
		focus = AFG_align_with_the_allies
	}
	x = 0
	y = 1
	relative_position_id = AFG_align_with_the_allies
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		is_in_faction_with = ENG
		NOT = {
			is_in_faction_with = PER
		} {
			has_idea = neutrality_idea
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		if = {
			limit = {
				415 = {
					is_owned_and_controlled_by = ROOT
				}
			}
			415 = {
				add_building_construction = {
					type = supply_node
					province = 4893
					level = 1
					instant_build = yes
				}
			}
		} {
			limit = {
				1009 = {
					is_owned_and_controlled_by = ROOT
				}
			}
			1009 = {
				add_building_construction = {
					type = supply_node
					province = 1948
					level = 1
					instant_build = yes
				}
			}
		}
		else = {
			random_owned_controlled_state = {
				construct_building_in_random_province = {
					supply_node = 1
				}
			}
		} {
			random_owned_controlled_state = {
				construct_building_in_random_province = {
					supply_node = 1
				}
			}
		}
		build_railway = {
			level = 1
			build_only_on_allied = yes
			fallback = yes
			start_province = 10737
			target_province = 1948
		} {
			level = 1
			build_only_on_allied = yes
			fallback = yes
			start_province = 1948
			target_province = 4893
		}
		IF = {
			limit = {
				1009 = {
					is_owned_and_controlled_by = ROOT
				}
			}
			1009 = {
				add_building_construction = {
					type = bunker
					level = 1
					instant_build = yes
					province = 2062
				} {
					type = bunker
					level = 1
					instant_build = yes
					province = 1948
				} {
					type = bunker
					level = 1
					instant_build = yes
					province = 2101
				}
			}
		} {
			limit = {
				415 = {
					is_owned_and_controlled_by = ROOT
				}
			}
			415 = {
				add_building_construction = {
					type = bunker
					level = 1
					instant_build = yes
					province = 12871
				} {
					type = bunker
					level = 1
					instant_build = yes
					province = 4893
				}
			}
		}
	}
}
### Entity: Event
Component: ww_BEL_event_diplomatic.29
Constructs: is_triggered_only, ai_chance, set_nationality, add_advisor_role
Source: game
File: events/WUW_Belgium.txt

Code:
country_event = {
	id = ww_BEL_event_diplomatic.29
	title = ww_BEL_event_diplomatic.29.t
	desc = ww_BEL_event_diplomatic.29.desc
	picture = GFX_report_event_generic_parliament
	is_triggered_only = yes
	option = {
		name = ww_BEL_event_diplomatic.29.a
		ai_chance = {
			base = 10
		}
		HUN = {
			HUN_otto_von_habsburg = {
				set_nationality = BEL
				add_advisor_role = {
					advisor = {
						slot = political_advisor
						idea_token = HUN_otto_von_habsburg
						traits = {
							habsburg_eu_delegate
						}
						allowed = {

						}
					}
				}
			}
		}
	} {
		name = ww_BEL_event_diplomatic.29.b
		ai_chance = {
			base = 10
		}
	}
}
### Entity: Event
Component: KMT_event.96
Constructs: is_triggered_only, ai_chance, has_country_flag, add_popularity, swap_ideas, remove_idea, add_idea
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = KMT_event.96
	title = KMT_event.96.t
	desc = KMT_event.96.desc
	picture = GFX_report_event_china_chiang_kai_shek
	is_triggered_only = yes
	option = {
		name = KMT_event.96.a
		ai_chance = {
			base = 100
			modifier = {
				add = -100
				OR = {
					has_country_flag = KMT_will_go_blueshirt CHI_demo_ai_flag
				}
			}
		}
		add_popularity = {
			ideology = ROOT
			popularity = 0.03
		}
		swap_ideas = {
			remove_idea = KMT_nanjing_decade
			add_idea = KMT_nanjing_decade_2
		}
	} {
		name = KMT_event.96.b
		ai_chance = {
			base = 0
			modifier = {
				add = 100
				has_country_flag = KMT_will_go_blueshirt
			}
		}
		add_popularity = {
			ideology = fascism
			popularity = 0.03
		}
		swap_ideas = {
			remove_idea = KMT_nanjing_decade
			add_idea = KMT_nanjing_decade_3
		}
	} {
		name = KMT_event.96.c
		ai_chance = {
			base = 0
			modifier = {
				add = 100
				has_country_flag = CHI_demo_ai_flag
			}
		}
		add_popularity = {
			ideology = democratic
			popularity = 0.03
		}
		swap_ideas = {
			remove_idea = KMT_nanjing_decade
			add_idea = KMT_nanjing_decade_4
		}
	}
}
### Entity: Event
Component: SCA_iceland.81
Constructs: has_completed_focus, limit, has_government, fire_only_once, add_popularity, set_politics, add_timed_idea
Source: game
File: events/ICE_events.txt

Code:
country_event = {
	id = SCA_iceland.81
	title = SCA_iceland.8.t
	desc = SCA_iceland.8.desc
	picture = GFX_report_event_generic_parliament
	fire_only_once = yes
	trigger = {
		tag = ICE
		has_government = fascism
		NOT = {
			has_completed_focus = ICE_abolish_althing
		}
	}
	option = {
		name = SCA_iceland.8.a
		add_popularity = {
			ideology = fascism
			popularity = 0.1
		}
		if = {
			limit = {
				NOT = {
					has_government = fascism
				}
			}
			set_politics = {
				ruling_party = fascism
				elections_allowed = no
			}
		}
		add_timed_idea = {
			idea = ICE_internal_conflicts
			days = 180
		}
	}
}
### Entity: Event
Component: MUN_czech.1031
Constructs: is_triggered_only, ai_chance, has_completed_focus, has_government, is_major, has_opinion, has_added_tension_amount, every_core_state
Source: game
File: events/MUN_Czechoslovakia.txt

Code:
country_event = {
	id = MUN_czech.1031
	title = MUN_czech.1031.t
	desc = MUN_czech.1031.d
	picture = GFX_report_event_poland_rejects
	is_triggered_only = yes
	option = {
		ai_chance = {
			base = 6
			modifier = {
				has_government = FROM
				has_opinion = {
					target = FROM
					value = > 75
				}
				factor = 1.1
			} {
				FROM = {
					has_added_tension_amount = < 1
				}
				factor = 1.1
			} {
				FROM = {
					has_completed_focus = CZE_reintegrate_cross_border_rail_connections
				}
				factor = 1.1
			}
		}
		name = MUN_czech.1031.a
		hidden_effect = {
			every_core_state = {
				add_core_of = FROM
			}
		}
		FROM = {
			annex_country = {
				target = ROOT
				transfer_troops = yes
			}
			ROOT = {
				every_unit_leader = {
					set_nationality = FROM
				}
			}
			set_cosmetic_tag = CZE_POL_union
		}
		custom_effect_tooltip = GAME_OVER_TT
	} {
		ai_chance = {
			base = 4
			modifier = {
				add = -2
				FROM = {
					is_major = yes
				}
			} {
				FROM = {
					NOT = {
						has_government = ROOT
					}
					has_added_tension_amount = > 6
				}
				factor = 1.1
			}
		}
		name = MUN_czech.1031.b
		set_variable = {
			global.CZE_origin_event = 1031
		}
		FROM = {
			country_event = MUN_czech.1026
		}
	}
}
### Entity: Event
Component: BBA_switzerland.7
Constructs: is_triggered_only, ai_chance
Source: game
File: events/BBA_Switzerland.txt

Code:
country_event = {
	id = BBA_switzerland.7
	title = BBA_switzerland.7.t
	desc = BBA_switzerland.7.desc
	picture = GFX_report_event_journalists_speech
	is_triggered_only = yes
	immediate = {
		hidden_effect = {

		}
	}
	option = {
		name = BBA_switzerland.7.a
		ai_chance = {
			base = 10
		}
		trigger = {

		}
	}
}
### Entity: Event
Component: new_ger.126
Constructs: is_triggered_only, set_country_flag, swap_ideas, remove_idea, add_idea
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.126
	title = new_ger.126.t
	desc = new_ger.126.d
	picture = GFX_report_event_radar_01
	is_triggered_only = yes
	option = {
		name = new_ger.126.a
		set_country_flag = GER_within
		swap_ideas = {
			remove_idea = GER_stasi_2
			add_idea = GER_stasi_4
		}
		r56_ger_kpd_50 = yes
	} {
		name = new_ger.126.b
		set_country_flag = GER_without
		swap_ideas = {
			remove_idea = GER_stasi_2
			add_idea = GER_stasi_3
		}
		r56_ger_kpd_50 = yes
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_sea_anti_japanese_expedition
Constructs: prerequisite, has_government, owns_state, has_war_with, completion_reward, is_subject_of, has_cosmetic_tag, is_subject
Source: game
File: common/national_focus/china_communist_warlord_TSR.txt

Code:
focus = {
	id = PRC_sea_anti_japanese_expedition
	icon = GFX_focus_AST_war_japan
	prerequisite = {
		focus = PRC_sea_prepare_for_war_with_japan
	}
	x = -3
	y = 1
	relative_position_id = PRC_sea_prepare_for_war_with_japan
	cost = 10
	ai_will_do = {
		factor = 4
		modifier = {
			JAP = {
				has_government = communism
			}
			factor = 0
		}
	}
	available = {
		OR = {
			MAN = {
				OR = {
					is_subject_of = JAP
					has_cosmetic_tag = MAN_kwantung_army
				}
			}
			AND = {
				MAN = {
					exists = no
				}
				JAP = {
					owns_state = 612 611 610
				}
			}
		}
		NOT = {
			is_subject_of = JAP
		}
	}
	bypass = {
		has_war_with = JAP
		OR = {
			has_war_with = JAP
			AND = {
				MAN = {
					is_subject = no
				}
				JAP = {
					NOT = {
						owns_state = 525 527
					}
				}
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		unlock_decision_category_tooltip = PRC_anti_japanese_expedition
		set_country_flag = {
			flag = JAP_delay_sweep_for_communists
			days = 100
			value = 1
		}
	}
}
### Entity: National Focus
Tree: sau_focus
Component: SAU_spread_islam_force
Constructs: prerequisite, add_ideas, completion_reward, add_popularity, set_politics, add_country_leader_role
Source: game
File: common/national_focus/saudi_arabia.txt

Code:
focus = {
	id = SAU_spread_islam_force
	icon = GFX_goal_PAL_declare_jihad
	prerequisite = {
		focus = SAU_move_toward_german_alignment
	}
	relative_position_id = SAU_move_toward_german_alignment
	x = 0
	y = 2
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
		}
	}
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = 0.1
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		set_politics = {
			ruling_party = fascism
			elections_allowed = no
		}
		SAU_abdulaziz_ibn_saud = {
			add_country_leader_role = {
				country_leader = {
					expire = 1965.1.1
					ideology = islamism
					traits = {
						SAU_abdulaziz_al_saud_of_saudi_arabia SAU_the_great_unifier
					}
				}
				promote_leader = yes
			}
		}
		add_ideas = SAU_spread_islamic_teachings
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}
### Entity: Effect Reference
Construct: upgrade_intelligence_agency
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## upgrade_intelligence_agency

* Supported Scopes: COUNTRY
* Supported Targets: none

```
add an upgrade to the Intelligence Agency (must be created):
upgrade_intelligence_agency = upgrade_army_department
```
### Entity: Modifier Reference
Component: AFG_arranged_expansion_modifier
Source: game
File: common/dynamic_modifiers/GoE_dynamic_modifiers.txt

Code:
AFG_arranged_expansion_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_generic_fascist_corporatism
	custom_modifier_tooltip = AFG_arranged_expansion_modifier_tt
}
### Entity: Scripted Effect
Component: EAI_STRATEGY_get_guerilla_war_DOCTRINE
Constructs: limit, has_country_flag, has_subdoctrine_in_track, has_doctrine, set_temp_variable, add_to_temp_variable, set_country_flag, set_sub_doctrine
Source: game
File: common/scripted_effects/EAI_STRATEGY_effects.txt

Code:
EAI_STRATEGY_get_guerilla_war_DOCTRINE = {
	if = {
		limit = {
			has_subdoctrine_in_track = operations
			NOT = {
				has_doctrine = guerilla_war
			}
			set_temp_variable = {
				_xp_cost = 100
			} {
				xp_cost_reduction_modifier = modifier@land_doctrine_cost_factor
			} {
				_check_xp = _xp_cost
			}
			add_to_temp_variable = {
				xp_cost_reduction_modifier = 1
			}
			multiply_temp_variable = {
				_xp_cost = xp_cost_reduction_modifier
			}
			EAI_XP_has_army_check_xp = yes
		}
		set_country_flag = EAI_STRATEGY_get_guerilla_war_DOCTRINE
		EAI_XP_pay_army_xp_cost = yes
		set_sub_doctrine = guerilla_war
		if = {
			limit = {
				has_country_flag = EAI_law_logging
			}
			log = [GetYear] [GetMonth] | AI | [Root.GetName] | EAI_STRATEGY_get_guerilla_war_DOCTRINE
		}
	}
}
### Entity: National Focus
Tree: men_focus
Component: MEN_transition_into_the_third_phase
Constructs: prerequisite, completion_reward, add_political_power, add_popularity, set_politics
Source: game
File: common/national_focus/mengkukuo.txt

Code:
focus = {
	id = MEN_transition_into_the_third_phase
	icon = GFX_goal_FRA_reynaud_economic_reforms
	prerequisite = {
		focus = MEN_request_chinese_investment
	}
	x = -1
	y = 1
	relative_position_id = MEN_request_chinese_investment
	cost = 8
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		add_popularity = {
			ideology = democratic
			popularity = 0.15
		}
		add_political_power = 75
		set_politics = {
			ruling_party = democratic
			elections_allowed = yes
			last_election = 1936.1.1
			election_frequency = 48
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INTERNAL_AFFAIRS
	}
}
### Entity: Character
Component: supreme_pontiff
Source: game
File: common/country_leader/00_traits.txt

Code:
supreme_pontiff = {
	random = no
	opinion_gain_monthly_factor = 0.25
	justify_war_goal_time = -0.25
}
### Entity: Character
Component: ZIM_acr
Source: game
File: common/characters/ZIM.txt

Code:
ZIM_acr = {
	advisor = {
		slot = air_chief
		idea_token = ZIM_acr
		allowed = {
			original_tag = ZIM
		}
		traits = {
			air_chief_reform_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_3
		}
	}
}
### Entity: Event
Component: bftb_turkey.31
Constructs: is_triggered_only, ai_chance, add_war_support, fire_only_once, give_resource_rights, has_opinion
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.31
	title = bftb_turkey.31.t
	desc = bftb_turkey.31.desc
	picture = GFX_report_event_tur_inonu_diplomacy
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = bftb_turkey.31.a
		ai_chance = {
			base = 10
		}
		hidden_effect = {
			TUR = {
				give_resource_rights = {
					receiver = ITA
					state = 342
				}
				transfer_state = 164
				country_event = {
					id = bftb_turkey.34
					hours = 6
				}
			}
		}
	} {
		name = bftb_turkey.31.b
		ai_chance = {
			base = 0.5
			modifier = {
				factor = 30
				has_opinion = {
					target = TUR
					value = < -50
				}
			}
		}
		add_war_support = 0.05
		hidden_effect = {
			TUR = {
				country_event = {
					id = bftb_turkey.37
					hours = 6
				}
			}
		}
	}
}
### Entity: Scripted GUI
Component: scripted_gui
Constructs: limit, has_country_flag, add_stability, add_political_power, clr_country_flag, set_country_flag, add_timed_idea, add_popularity
Source: game
File: common/scripted_guis/r56_sg_LUX_chamberofdeputies.txt

Code:
scripted_gui = {
	LUX_chamberofdeputies_scripted_gui = {
		window_name = LUX_chamberofdeputies
		context_type = decision_category
		effects = {
			LUX_chamberofdeputies_PD_button_click = {
				if = {
					limit = {
						has_country_flag = LUX_chamberofdeputies_PD_button_pressed
					}
					clr_country_flag = LUX_chamberofdeputies_PD_button_pressed
				}
				else = {
					set_country_flag = LUX_chamberofdeputies_PD_button_pressed
					clr_country_flag = LUX_chamberofdeputies_PRL_button_pressed LUX_chamberofdeputies_LSAP_button_pressed LUX_chamberofdeputies_KPL_button_pressed
				}
			}
			LUX_chamberofdeputies_PRL_button_click = {
				if = {
					limit = {
						has_country_flag = LUX_chamberofdeputies_PRL_button_pressed
					}
					clr_country_flag = LUX_chamberofdeputies_PRL_button_pressed
				}
				else = {
					set_country_flag = LUX_chamberofdeputies_PRL_button_pressed
					clr_country_flag = LUX_chamberofdeputies_PD_button_pressed LUX_chamberofdeputies_LSAP_button_pressed LUX_chamberofdeputies_KPL_button_pressed
				}
			}
			LUX_chamberofdeputies_LSAP_button_click = {
				if = {
					limit = {
						has_country_flag = LUX_chamberofdeputies_LSAP_button_pressed
					}
					clr_country_flag = LUX_chamberofdeputies_LSAP_button_pressed
				}
				else = {
					set_country_flag = LUX_chamberofdeputies_LSAP_button_pressed
					clr_country_flag = LUX_chamberofdeputies_PD_button_pressed LUX_chamberofdeputies_PRL_button_pressed LUX_chamberofdeputies_KPL_button_pressed
				}
			}
			LUX_chamberofdeputies_KPL_button_click = {
				if = {
					limit = {
						has_country_flag = LUX_chamberofdeputies_KPL_button_pressed
					}
					clr_country_flag = LUX_chamberofdeputies_KPL_button_pressed
				}
				else = {
					set_country_flag = LUX_chamberofdeputies_KPL_button_pressed
					clr_country_flag = LUX_chamberofdeputies_PD_button_pressed LUX_chamberofdeputies_PRL_button_pressed LUX_chamberofdeputies_LSAP_button_pressed
				}
			}
			LUX_chamberofdeputies_main_overview_turnout_large_increase_click = {
				LUX_chamberofdeputies_add_turnout_10 = yes
				add_political_power = -25
				set_country_flag = {
					flag = LUX_chamberofdeputies_main_overview_turnout_large_increase_clicked
					value = 1
					days = 30
				}
			}
			LUX_chamberofdeputies_main_overview_turnout_small_increase_click = {
				LUX_chamberofdeputies_add_turnout_5 = yes
				add_political_power = -15
				se
# ... (truncated)
### Entity: Character
Component: ICE_haraldur_gudhmundsson
Constructs: limit, has_government, has_country_leader
Source: game
File: common/characters/ICE.txt

Code:
ICE_haraldur_gudhmundsson = {
	name = ICE_haraldur_gudhmundsson
	portraits = {
		civilian = {
			small = GFX_portrait_ICE_haraldur_gudhmundsson_small
		}
	}
	advisor = {
		cost = 150
		slot = political_advisor
		idea_token = ICE_haraldur_gudhmundsson
		allowed = {

		}
		available = {
			NOT = {
				has_government = fascism
			}
			IF = {
				limit = {
					has_government = democratic
				}
				has_country_leader = {
					ruling_only = yes
					character = ICE_hermann_jonasson
				}
			}
		}
		visible = {

		}
		traits = {
			captain_of_industry
		}
		ai_will_do = {
			base = 1.0
			modifier = {
				factor = 0
				ICE_has_fascist_ai = yes
			}
		}
	}
}
### Entity: Scripted Trigger
Component: CZE_has_a_skoda_naval_focus_focus
Constructs: is_ai, has_idea
Source: game
File: common/scripted_triggers/CZE_scripted_triggers.txt

Code:
CZE_has_a_skoda_naval_focus_focus = {
	custom_trigger_tooltip = {
		tooltip = CZE_has_a_skoda_naval_focus_tt
		OR = {
			is_ai = yes
			has_idea = CZE_skoda_naval_focus_optimization_1_idea CZE_skoda_naval_focus_optimization_2_idea CZE_skoda_naval_focus_optimization_3_idea CZE_skoda_naval_focus_optimization_4_idea CZE_skoda_naval_focus_optimization_5_idea CZE_skoda_naval_focus_optimization_6_idea CZE_skoda_naval_focus_optimization_7_idea
		}
	}
}