Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: r56w.event.38
Constructs: has_country_flag, has_country_leader, random_list, set_country_flag
Source: game
File: events/r56w_events.txt

Code:
country_event = {
	id = r56w.event.38
	title = r56w.event.38.t
	desc = r56w.event.38.d
	picture = GFX_r56w_generic_event_06
	trigger = {
		AND = {
			tag = WHY
			has_country_flag = r56w_flag_events_active
		}
		NOT = {
			OR = {
				has_country_flag = r56w_flag_got_shaved r56w_flag_off_shaved r56w_flag_toggle_toggle
			}
		}
		GER = {
			has_country_leader = {
				character = GER_adolf_hitler
				ruling_only = yes
			}
		}
	}
	mean_time_to_happen = {
		days = 60
	}
	option = {
		name = r56w.event.38.a
		random_list = {
			50 = {
				hidden_effect = {
					country_event = {
						id = r56w.event.39
					}
				}
				custom_effect_tooltip = r56w_tt_mission_go
			} {
				custom_effect_tooltip = r56w_tt_failure
			}
		}
	} {
		name = r56w.event.38.b
	} {
		name = r56w.event.38.c
		set_country_flag = r56w_flag_off_shaved
	}
}
### Entity: Trigger Reference
Construct: is_exiled_leader
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## is_exiled_leader

* Supported Scopes: CHARACTER
* Supported Targets: none

```
Checks if scope leader is from an exiled government. is_exiled_leader = yes
```
### Entity: Idea
Component: SIA_state_of_the_civilian_wing_r56
Constructs: research_speed_factor, stability_factor, removal_cost
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_state_of_the_civilian_wing_r56 = {
	removal_cost = -1
	picture = democratic_bastion
	allowed_civil_war = {
		original_tag = SIA
	}
	modifier = {
		political_power_factor = -0.15
		stability_factor = 0.04
		research_speed_factor = 0.04
		join_faction_tension = 1
		justify_war_goal_time = 0.5
	}
}
### Entity: Order of Battle
Component: 49a Brigada Legionario
Constructs: division_template
Source: game
File: history/units/SPA_Civil_War.txt

Code:
division = {
	name = 49a Brigada Legionario
	location = 9840
	division_template = Brigada Legionario
}
### Entity: National Focus
Tree: spa_focus
Component: SPA_expand_the_air_branch
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction, add_tech_bonus
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPA_expand_the_air_branch
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = SPA_equipment_modernization
	}
	icon = GFX_goal_generic_air_doctrine
	x = 0
	y = 2
	relative_position_id = SPA_equipment_modernization
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		air_experience = 50
		add_doctrine_cost_reduction = {
			name = SPA_expand_the_air_branch
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
		add_tech_bonus = {
			name = SPA_expand_the_air_branch
			bonus = 1.0
			uses = 1
			category = light_fighter cas_bomber
		}
	}
}
### Entity: Idea
Component: KMT_extol_china
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_extol_china = {
	removal_cost = -1
	picture = generic_intel_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {

	}
	modifier = {
		stability_factor = 0.1
		political_power_factor = -0.1
	}
}
### Entity: Modifier Reference
Component: BEL_belgian_congo_colonial_returns_dynamic_modifier
Constructs: industrial_capacity_factory, remove_trigger, is_subject_of
Source: game
File: common/dynamic_modifiers/wuw_dynamic_modifiers.txt

Code:
BEL_belgian_congo_colonial_returns_dynamic_modifier = {
	enable = {
		always = yes
	}
	remove_trigger = {
		COG = {
			NOT = {
				is_subject_of = ROOT
			}
		}
	}
	icon = GFX_idea_BEL_belgian_congo_colonial_returns_dynamic_modifier
	political_power_factor = BEL.BEL_belgian_congo_colonial_returns_dynamic_modifier_political_power_factor
	resource_trade_cost_bonus_per_factory = BEL.BEL_belgian_congo_colonial_returns_dynamic_modifier_resource_trade_cost_bonus_per_factory
	production_lack_of_resource_penalty_factor = BEL.BEL_belgian_congo_colonial_returns_dynamic_modifier_production_lack_of_resource_penalty_factor
	industrial_capacity_factory = BEL.BEL_belgian_congo_colonial_returns_dynamic_modifier_industrial_capacity_factory
	industrial_capacity_dockyard = BEL.BEL_belgian_congo_colonial_returns_dynamic_modifier_industrial_capacity_dockyard
	autonomy_manpower_share = BEL.BEL_belgian_congo_colonial_returns_dynamic_modifier_autonomy_manpower_share
	consumer_goods_factor = BEL.BEL_belgian_congo_colonial_returns_dynamic_modifier_consumer_goods_factor
	air_training_xp_gain_factor = BEL.BEL_belgian_congo_colonial_returns_dynamic_modifier_air_training_xp_gain_factor
	production_speed_air_base_factor = BEL.BEL_belgian_congo_colonial_returns_dynamic_modifier_production_speed_air_base_factor
}
### Entity: Country History
Country: OCC
Component: OCC_characters
Constructs: recruit_character
Source: game
File: history/countries/OCC - Occitania.txt

Code:
# Leaders & Characters for OCC
recruit_character = OCC_ncm OCC_acd2 OCC_democratic_guy OCC_fascist_guy OCC_coi OCC_ar OCC_aa2 OCC_awt OCC_acgs OCC_mt OCC_nccr OCC_aco2 OCC_nt OCC_communist_guy OCC_pot OCC_acas OCC_acr OCC_stc OCC_ai2 OCC_ncs
### Entity: Event
Component: AAT_norway_monarchist.4
Constructs: is_triggered_only, ai_chance, retire_character
Source: game
File: events/AAT_Norway.txt

Code:
country_event = {
	id = AAT_norway_monarchist.4
	title = AAT_norway_monarchist.4.t
	desc = AAT_norway_monarchist.4.desc
	picture = GFX_report_event_royal_parade
	is_triggered_only = yes
	option = {
		name = AAT_norway_monarchist.4.a
		ai_chance = {
			base = 10
		}
		trigger = {

		}
		retire_character = NOR_peder_anker_wedel_jarlsberg
		promote_character = {
			character = NOR_queen_mathilde_i
			ideology = despotism
		}
		mark_focus_tree_layout_dirty = yes
	}
}
### Entity: Modifier Reference
Component: international_city_3
Constructs: compliance_gain, disable_strategic_redeployment
Source: game
File: common/dynamic_modifiers/0_dynamic_modifiers.txt

Code:
international_city_3 = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_sabotaged_resource
	state_resources_factor = -0.5
	recruitable_population_factor = -0.5
	local_factories = -0.5
	resistance_growth = 0.6
	compliance_gain = 0.1
	disable_strategic_redeployment = yes
}
### Entity: Character
Component: EST_alex_nirk
Source: game
File: common/characters/EST.txt

Code:
EST_alex_nirk = {
	name = EST_alex_nirk
	portraits = {
		army = {
			small = GFX_idea_generic_navy_europe_2
		}
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = EST_alex_nirk
		ledger = navy
		allowed = {
			original_tag = EST
		}
		traits = {
			naval_theorist
		}
	}
}
### Entity: Character
Component: HUN_kalman_kanya
Constructs: has_government, has_dlc
Source: game
File: common/characters/HUN.txt

Code:
HUN_kalman_kanya = {
	instance = {
		allowed = {
			NOT = {
				has_dlc = Gotterdammerung
			}
		}
		name = HUN_kalman_kanya
		portraits = {
			army = {
				small = GFX_idea_HUN_kalman_kanya
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = HUN_kalman_kanya
			allowed = {
				original_tag = HUN
			}
			traits = {
				compassionate_gentleman
			}
		}
	} {
		allowed = {
			has_dlc = Gotterdammerung
		}
		name = HUN_kalman_kanya
		portraits = {
			army = {
				small = GFX_idea_HUN_kalman_kanya
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = HUN_kalman_kanya
			allowed = {
				original_tag = HUN
			}
			available = {
				NOT = {
					OR = {
						has_government = communism democratic
					}
				}
			}
			traits = {
				HUN_irredentist_foreign_minister
			}
			ai_will_do = {
				base = 1
			}
		}
	}
}
### Entity: Unit Template
Component: MAL_INF_03
Source: game
File: common/units/names_divisions/MAL_names_divisions.txt

Code:
MAL_INF_03 = {
	name = Royal Ranger Regiment
	for_countries = {
		MAL
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %d Rejimen Renjer Diraja
	ordered = {
		1 = {
			%d Rejimen Renjer Diraja
		}
		2 = {
			%d Rejimen Renjer Diraja
		}
		3 = {
			%d Rejimen Renjer Diraja
		}
		4 = {
			%d Rejimen Renjer Diraja
		}
		5 = {
			%d Rejimen Renjer Diraja
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_trains_from_britain
Constructs: add_equipment_to_stockpile, prerequisite, limit, has_war_with, add_opinion_modifier, completion_reward, has_dlc, add_equipment_subsidy
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_trains_from_britain
	icon = GFX_focus_generic_british_trade
	prerequisite = {
		focus = PER_expand_tabriz_masshad PER_expand_tehran_emam PER_expand_tehran_abbas
	}
	x = -1
	y = 1
	relative_position_id = PER_expand_tehran_abbas
	mutually_exclusive = {
		focus = PER_trains_from_germany
	}
	cost = 5
	ai_will_do = {
		factor = 5
	}
	available = {
		ENG = {
			exists = yes
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	bypass = {
		ENG = {
			OR = {
				exists = no
				has_war_with = ROOT
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		ENG = {
			add_opinion_modifier = {
				target = ROOT
				modifier = huge_increase
			}
		}
		custom_effect_tooltip = CHL_skip_one_line_tt
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_equipment_subsidy = {
				cic = 2000
				equipment_type = train_equipment
				seller_tags = {
					ENG
				}
			}
			add_equipment_to_stockpile = {
				type = train_equipment
				amount = 15
				producer = ENG
			}
		}
		ELSE = {
			add_equipment_to_stockpile = {
				type = train_equipment
				amount = 20
				producer = ENG
			}
		}
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_a_stronger_united_front
Constructs: prerequisite, completion_reward, is_in_faction_with, cancel_if_invalid, add_faction_influence_ratio, unlock_decision_category_tooltip
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_a_stronger_united_front
	icon = GFX_focus_CHI_registry_of_property
	prerequisite = {
		focus = PRC_bolshevik_aid
	}
	x = 3
	y = 1
	relative_position_id = PRC_bolshevik_aid
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		is_in_faction_with = CHI
	}
	bypass = {
		NOT = {
			is_in_faction_with = CHI
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_faction_influence_ratio = 0.075
		custom_effect_tooltip = generic_skip_one_line_tt
		unlock_decision_category_tooltip = PRC_28_bolshevik_faction_cat
	}
}
### Entity: Scripted Effect
Component: EAI_PC_AIRBASE_get_num_wanted_airbases
Constructs: set_temp_variable
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_strategies_airbase.txt

Code:
EAI_PC_AIRBASE_get_num_wanted_airbases = {
	set_temp_variable = {
		wanted_airbases = ROOT.num_deployed_planes
	}
	multiply_temp_variable = {
		wanted_airbases = _AIRBASE_get_wanted_airbases_deploy_fraction
	}
	divide_temp_variable = {
		wanted_airbases = 200
	}
	round_temp_variable = wanted_airbases
	clamp_temp_variable = {
		var = wanted_airbases
		min = 0
		max = 10
	}
}
### Entity: Trigger Reference
Construct: fastest_unit
Constructs: fastest_unit, limit
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## fastest_unit

* Supported Scopes: COMBATANT
* Supported Targets: none

```
check if fastest unit of combatant is over this limit
```
### Entity: Event
Component: wtt_news.68
Constructs: is_triggered_only, has_war_with
Source: game
File: events/WTT_NewsEvents.txt

Code:
news_event = {
	id = wtt_news.68
	title = wtt_news.68.t
	desc = wtt_news.68.desc
	picture = GFX_news_event_generic_parliament
	is_triggered_only = yes
	major = yes
	option = {
		name = wtt_news.68.a
		trigger = {
			OR = {
				original_tag = INS MAL
			}
			NOT = {
				has_war_with = FROM
			}
		}
	} {
		name = wtt_news.68.b
		trigger = {
			NOT = {
				original_tag = INS
			} {
				original_tag = MAL
			} {
				has_war_with = FROM
			}
		}
	} {
		name = wtt_news.53.c
		trigger = {
			has_war_with = FROM
		}
	}
}
### Entity: Character
Component: BOS_andrija_artukovic
Source: game
File: common/characters/BOS.txt

Code:
BOS_andrija_artukovic = {
	name = BOS_andrija_artukovic
	portraits = {
		army = {
			small = GFX_idea_BOS_andrija_artukovic
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = BOS_andrija_artukovic
		allowed = {
			original_tag = BOS
		}
		traits = {
			fortification_engineer
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_balkan_union
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_balkan_union
	icon = GFX_focus_AUS_danubian_socialist_communes
	prerequisite = {
		focus = CZE_czechoslovak_union
	} {
		focus = CZE_spread_the_revolution
	}
	cost = 10
	relative_position_id = CZE_czechoslovak_union
	x = -1
	y = 1
	completion_reward = {
		custom_effect_tooltip = CZE_propose_unification_tt CZE_integrate_nation_tt
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}
### Entity: Name List
Component: GEN
Source: game
File: common/names/00_names.txt

Code:
GEN = {
	male = {
		names = {
			Jakub Kacper Filip Szymon Jan Antoni Michał Wojciech Mateusz Bartosz Tomasz Grzegorz Zbigniew Piotr Maksymilian Paweł Łukasz Marcin Igor Leszek
		}
		surnames = {
			Nowak Kowalski Wiśniewski Kamiński Lewandowski Zieliński Szymański Dąbrowski Kozłowski Jankowski Kwiatkowski Wojciechowski Piotrowski Grabowski Aleksandrowicz Koter
		}
	}
	female = {
		names = {
			Zofia Wiktoria Natalia Renata Elżbieta
		}
		surnames = {
			Nowakowska Kowalska Wiśniewska Kamińska Lewandowska Zielińska Szymańska Dąbrowska Kozłowska Jankowska Kwiatkowska Wojciechowska Piotrowska Grabowska
		}
	}
	surnames = {
		Kowalczyk Wójcik Woźniak Mazur Krawczyk Kaczmarek
	}
}
### Entity: Idea
Component: JAP_tokko_idea_lar
Constructs: has_government, removal_cost
Source: game
File: common/ideas/japan.txt

Code:
JAP_tokko_idea_lar = {
	picture = generic_secret_police
	removal_cost = -1
	allowed = {
		original_tag = JAP
	}
	allowed_civil_war = {
		has_government = fascism
	}
	modifier = {
		operative_slot = 1
		enemy_operative_detection_chance_factor = 0.1
		enemy_operative_intel_extraction_rate = 0.05
		enemy_operative_capture_chance_factor = 0.05
		intelligence_agency_defense = 0.05
		drift_defence_factor = 0.15
	}
}
### Entity: Order of Battle
Component: Banda Irregolare Libica
Constructs: division_template, is_locked
Source: game
File: history/units/ITA_1936.txt

Code:
division_template = {
	name = Banda Irregolare Libica
	division_names_group = ITA_COL_02
	override_model = ITA_irregular_infantry_alt_0_entity
	template_counter = 66
	obsolete = yes
	is_locked = yes
	regiments = {
		irregular_infantry = {
			x = 0
			y = 0
		} {
			x = 0
			y = 1
		} {
			x = 1
			y = 0
		} {
			x = 1
			y = 1
		}
	}
	priority = 0
}
### Entity: Event
Component: prc.57
Constructs: is_triggered_only, has_completed_focus, limit, has_global_flag, set_global_flag, is_subject_of, is_subject, save_event_target_as
Source: game
File: events/r56_prc.txt

Code:
country_event = {
	id = prc.57
	title = prc.57.t
	desc = prc.57.d
	picture = GFX_report_event_chinese_army_training
	is_triggered_only = yes
	option = {
		name = prc.57.a
		if = {
			limit = {
				has_global_flag = PRC_no_wargoal_to_chi_when_ok
			}
			set_global_flag = PRC_no_wargoal_to_chi_with_gnwu
		} {
			limit = {
				has_completed_focus = PRC_west_expedition
				XSM = {
					exists = yes
					NOT = {
						is_subject_of = ROOT
					}
				}
			}
			if = {
				limit = {
					XSM = {
						is_subject = yes
					}
				}
				XSM = {
					overlord = {
						save_event_target_as = PRC_overlord_of_xsm
					}
				}
				create_wargoal = {
					target = event_target:PRC_overlord_of_xsm
					type = take_state_focus
					generator = {
						283
					}
				}
				else = {
					create_wargoal = {
						target = XSM
						type = annex_everything
					}
				}
			}
		}
	}
}
### Entity: Character
Component: MEN_serendongrub
Source: game
File: common/characters/MEN.txt

Code:
MEN_serendongrub = {
	name = MEN_serendongrub
	portraits = {
		civilian = {
			large = GFX_portrait_MEN_serengdongrub
			small = GFX_portrait_MEN_serengdongrub_small
		}
	}
	country_leader = {
		ideology = marxism
		traits = {
			inner_mongol_prp_chairman
		}
		expire = 1946.1.1.12
		id = -1
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_corporatism
Constructs: prerequisite, completion_reward, add_political_power, add_popularity, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_corporatism
	icon = GFX_focus_ICE_state_corporatism
	prerequisite = {
		focus = ARG_cut_ties_with_britain
	}
	x = 8
	y = 1
	relative_position_id = ARG_cut_ties_with_britain
	cost = 5
	available = {

	}
	ai_will_do = {
		factor = 10
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_political_power = 50
		add_popularity = {
			ideology = fascism
			popularity = 0.1
		}
		278 = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Scripted Trigger
Component: SOV_is_exiles
Constructs: has_completed_focus
Source: game
File: common/scripted_triggers/SOV_scripted_triggers.txt

Code:
SOV_is_exiles = {
	SOV = {
		has_completed_focus = SOV_beaten_but_not_defeated
	}
}
### Entity: Event
Component: bra.2
Constructs: is_triggered_only, ai_chance, has_country_flag, add_political_power, has_game_rule, add_popularity, set_country_flag, is_historical_focus_on
Source: game
File: events/Brazil.txt

Code:
country_event = {
	id = bra.2
	title = bra.2.t
	desc = bra.2.d
	picture = GFX_bra.2
	is_triggered_only = yes
	option = {
		name = bra.2.a
		ai_chance = {
			base = 0
			modifier = {
				OR = {
					has_country_flag = BRA_AI_RANDOM_FASCISM BRA_AI_RANDOM_MONARCHIST
					has_game_rule = {
						rule = BRA_ai_behavior
						option = FASCISM
					} {
						rule = BRA_ai_behavior
						option = MONARCHIST
					}
				}
				add = 1000
			}
		}
		add_popularity = {
			ideology = fascism
			popularity = 0.2
		}
		hidden_effect = {
			set_country_flag = bra_suicidio_2
		}
		country_event = {
			days = 1
			id = bra.3
		}
	} {
		name = bra.2.b
		ai_chance = {
			base = 0
			modifier = {
				OR = {
					has_country_flag = BRA_AI_RANDOM_COMMUNIST
					has_game_rule = {
						rule = BRA_ai_behavior
						option = BRA_COMMUNIST_STALINISM
					} {
						rule = BRA_ai_behavior
						option = BRA_COMMUNIST_INDEPENDENT
					}
				}
				add = 1000
			}
		}
		add_popularity = {
			ideology = communism
			popularity = 0.2
		}
		hidden_effect = {
			set_country_flag = bra_suicidio_2
		}
		country_event = {
			days = 1
			id = bra.3
		}
	} {
		name = bra.2.c
		ai_chance = {
			base = 0
			modifier = {
				OR = {
					AND = {
						is_historical_focus_on = yes
						has_game_rule = {
							rule = BRA_ai_behavior
							option = DEFAULT
						}
					}
					has_country_flag = BRA_AI_RANDOM_NON_ALIGNED_HISTORICAL
					has_game_rule = {
						rule = BRA_ai_behavior
						option = NON_ALIGNED_HISTORICAL
					}
				}
				add = 1000
			}
		}
		add_political_power = 100
		country_event = {
			days = 1
			id = bra.3
		}
	} {
		name = bra.2.e
		ai_chance = {
			base = 0
			modifier = {
				OR = {
					has_country_flag = BRA_AI_RANDOM_DEMOCRATIC
					has_game_rule = {
						rule = BRA_ai_behavior
						option = DEMOCRATIC
					}
				}
				add = 1000
			}
		}
		add_popularity = {
			ideology = democratic
			popularity = 0.2
		}
		hidden_effect = {
			set_country_flag = bra_suicidio_2
		}
		country_event = {
			days = 1
			id = bra.3
		}
	}
}
### Entity: Character
Component: ECU_gustavo_becerra_paz
Source: game
File: common/characters/ECU.txt

Code:
ECU_gustavo_becerra_paz = {
	advisor = {
		slot = navy_chief
		idea_token = ECU_gustavo_becerra_paz
		allowed = {
			original_tag = ECU
		}
		traits = {
			navy_chief_naval_aviation_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Gustavo Becerra Páz
	portraits = {
		army = {
			small = GFX_idea_generic_navy_south_america_1
		}
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_seek_cooperation_with_the_tsar
Constructs: prerequisite, add_stability, completion_reward, add_popularity, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_seek_cooperation_with_the_tsar
	prerequisite = {
		focus = BUL_democratic_principles
	}
	icon = GFX_goal_tfv_strengthen_commonwealth_ties
	relative_position_id = BUL_democratic_principles
	x = 1
	y = 2
	cost = 10
	mutually_exclusive = {
		focus = BUL_legalize_the_agrarian_party
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_INTERNAL_AFFAIRS
	}
	completion_reward = {
		add_popularity = {
			ideology = democratic
			popularity = 0.05
		} {
			ideology = neutrality
			popularity = 0.05
		}
		add_stability = 0.05
		swap_ideas = {
			remove_idea = BUL_tsar_boris_negative_01
			add_idea = BUL_tsar_boris_negative_02
		}
		divide_variable = {
			BUL_faction_interaction_cost_standard = 2
		} {
			BUL_broad_socialist_opression_cost_standard = 2
		}
		custom_effect_tooltip = BUL_reduced_faction_interaction_cost_tt
	}
}
### Entity: Event
Component: venezuela.26
Constructs: is_triggered_only, ai_chance, add_war_support, fire_only_once
Source: game
File: events/venezuela.txt

Code:
country_event = {
	id = venezuela.26
	picture = GFX_report_event_generic_riot
	title = venezuela.26.t
	desc = venezuela.26.d
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = venezuela.26.a
		ai_chance = {
			base = 90
		}
		add_war_support = 0.05
		custom_effect_tooltip = VEN_border_war_warning
	}
}
### Entity: Character
Component: SOV_andrey_shkuro
Constructs: has_completed_focus, has_character_flag
Source: game
File: common/characters/SOV.txt

Code:
SOV_andrey_shkuro = {
	name = SOV_andrey_shkuro
	portraits = {
		army = {
			large = GFX_portrait_SOV_andrey_shkuro
			small = GFX_idea_SOV_andrey_shkuro
		}
	}
	corps_commander = {
		traits = {
			trait_reckless cavalry_officer
		}
		skill = 3
		attack_skill = 3
		defense_skill = 1
		planning_skill = 4
		logistics_skill = 2
		visible = {
			NOT = {
				has_character_flag = SOV_exiled_flag
			}
			ROOT = {
				OR = {
					has_completed_focus = SOV_beaten_but_not_defeated GER_ally_white_russian_forces GER_war_with_the_ussr
				}
			}
		}
	}
}
### Entity: Order of Battle
Component: 1 Kokkyou Keibitai
Constructs: division_template
Source: game
File: history/units/JAP_1939.txt

Code:
division = {
	name = 1 Kokkyou Keibitai
	location = 1732
	division_template = Chuton-chi Shidan
	start_experience_factor = 0.1
	start_equipment_factor = 0.7
}
### Entity: National Focus
Tree: ins_focus
Component: INS_guided_economy
Constructs: prerequisite, completion_reward, add_dynamic_modifier, add_popularity
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_guided_economy
	icon = GFX_focus_INS_guided_economy
	available = {

	}
	prerequisite = {
		focus = INS_guided_democracy INS_continue_hybrid_politics
	}
	mutually_exclusive = {

	}
	x = -3
	y = 2
	relative_position_id = INS_guided_democracy
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		add_dynamic_modifier = {
			modifier = INS_guided_economy_modifier
		}
		custom_effect_tooltip = newline_tt
		add_popularity = {
			ideology = neutrality
			popularity = 0.05
		}
	}
}