Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: r56i_idea_riots
Constructs: mobilization_speed
Source: game
File: common/ideas/r56i_ideas_decisions.txt

Code:
r56i_idea_riots = {
	picture = r56i_idea_riots_ongoing
	modifier = {
		mobilization_speed = -0.25
		resistance_damage_to_garrison = 0.25
		repair_speed_arms_factory_factor = -0.25
		repair_speed_industrial_complex_factor = -0.25
	}
}
### Entity: Misc Config
Component: states_in_asia_and_oceania
Constructs: limit, is_on_continent
Source: game
File: common/collections/collections.txt

Code:
states_in_asia_and_oceania = {
	input = game:all_states
	operators = {
		limit = {
			OR = {
				is_on_continent = asia australia
			}
		}
	}
	name = COLLECTION_STATES_IN_ASIA_AND_IN_OCEANIA
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Category%3ANeed_copy_editing.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
&#160;&#160;Invert selection

Filters
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The following pages link to Category:Need copy editing:

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### Entity: National Focus
Tree: ice_focus
Component: ICE_den_mil_invest
Constructs: prerequisite, limit, completion_reward, is_subject_of, has_autonomy_state, add_autonomy_ratio, random_core_state, is_fully_controlled_by
Source: game
File: common/national_focus/r56_iceland.txt

Code:
focus = {
	id = ICE_den_mil_invest
	icon = GFX_goal_generic_construct_mil_factory
	cost = 10
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = ICE_den_inf
	}
	available = {
		controls_state = 100 1043
		is_subject_of = DEN
	}
	x = 7
	y = 2
	completion_reward = {
		if = {
			limit = {
				has_autonomy_state = autonomy_personal_union
			}
			add_autonomy_ratio = {
				value = -0.05
				localization = ICE_den_mil_invest
			}
			else = {
				add_autonomy_ratio = {
					value = -0.25
					localization = ICE_den_mil_invest
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		random_core_state = {
			limit = {
				is_fully_controlled_by = ROOT
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		swap_ideas = {
			remove_idea = ICE_den_investment
			add_idea = ICE_den_investment2
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_TFV_AUTONOMY
	}
}
### Entity: Wiki Documentation
Construct: b
Source: wiki
File: wiki/Special%3ARecentChangesLinked/Faction.html

Doc:
b
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Namespace: |
### Entity: Modding Documentation
Construct: sp_add_selected_scientist_level
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## sp_add_selected_scientist_level
* Arguments: <Level>, <Specialization> (optional)

"Add level and if specified, specifically to a specialization for a scientist. If no specialization is specified, the level will be added for each specialization. Requires the facility view with an attached scientist to be open.
ex:
sp_add_scientist_level 3 nuclear
sp_add_scientist_level 2"
### Entity: National Focus
Tree: cze_focus
Component: CZE_czechoslovak_airforce
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, add_building_construction
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_czechoslovak_airforce
	icon = GFX_goal_CZE_coa_air_force
	prerequisite = {
		focus = CZE_R56_air_is_our_sea
	}
	x = 1
	y = 1
	relative_position_id = CZE_R56_air_is_our_sea
	cost = 5
	ai_will_do = {
		factor = 7
	}
	completion_reward = {
		air_experience = 10
		custom_effect_tooltip = available_chief_of_airforce generic_skip_one_line_tt
		show_ideas_tooltip = CZE_jaroslav_fajfr
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = air_base
					size = > 0
				}
			}
			add_building_construction = {
				type = air_base
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = air_base
					size = > 0
				}
			}
			add_building_construction = {
				type = air_base
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_AIR_XP
	}
}
### Entity: State History
Component: 967
Constructs: add_core_of
Source: game
File: history/states/967-Hovsgol.txt

Code:
state = {
	id = 967
	name = Hovsgol
	history = {
		owner = MON
		buildings = {
			infrastructure = 2
		}
		add_core_of = MON
	}
	provinces = {
		1791 1834 4882 7676 7717 12579 12649
	}
	manpower = 46000
	buildings_max_level_factor = 1.0
	state_category = pastoral
	local_supplies = 0.0
}
### Entity: Character
Component: FAR_simun_zachariasen
Source: game
File: common/characters/FAR.txt

Code:
FAR_simun_zachariasen = {
	name = Simun Zachariasen
	portraits = {
		civilian = {
			small = GFX_idea_generic_war_industrialist_commonwealth_2d
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = FAR_simun_zachariasen
		allowed = {
			original_tag = FAR
		}
		available = {

		}
		cost = 150
		traits = {
			industrious_banker
		}
	}
}
### Entity: Event
Component: greece.51
Constructs: is_triggered_only, add_timed_idea
Source: game
File: events/r56_Greece.txt

Code:
country_event = {
	id = greece.51
	title = greece.51.t
	desc = greece.51.d
	picture = GFX_report_GRE_communist_victory
	is_triggered_only = yes
	option = {
		name = greece.51.a
		add_timed_idea = {
			idea = GRE_victory_of_the_people
			days = 365
		}
	}
}
### Entity: Idea
Component: BUL_buhovo_uranium_mines
Constructs: limit, has_war_with, removal_cost, has_idea, set_country_flag, research_bonus
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_buhovo_uranium_mines = {
	picture = ast_all_in
	allowed = {
		original_tag = BUL
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	on_remove = {
		if = {
			limit = {
				BUL = {
					has_idea = BUL_uranium_concession_agreement_ns
				}
			}
			BUL = {
				set_country_flag = BUL_uranium_concession_agreement_ended_flag
			}
		}
	}
	cancel = {
		has_war_with = BUL
	}
	modifier = {
		production_speed_nuclear_reactor_factor = 0.1
		nuclear_production_factor = 0.1
		production_speed_nuclear_facility_factor = 0.05
	}
	research_bonus = {
		nuclear = 0.05
	}
}
### Entity: Order of Battle
Component: air_wing_88
Source: game
File: history/units/POL_1939_air_legacy.txt

Code:
air_wings = {
	88 = {
		fighter_equipment_0 = {
			owner = POL
			amount = 22
		}
	}
}
### Entity: Idea
Component: TUR_disorganised_armed_forces_17
Constructs: war_support_factor, removal_cost
Source: game
File: common/ideas/turkey.txt

Code:
TUR_disorganised_armed_forces_17 = {
	allowed = {
		original_tag = TUR
	}
	allowed_civil_war = {
		always = yes
	}
	picture = tur_disorganised_armed_forces
	removal_cost = -1
	modifier = {
		war_support_factor = -0.15
		training_time_factor = 0.25
		naval_coordination = -0.15
		minimum_training_level = -0.1
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_reject_the_locarno_treaty
Constructs: prerequisite, has_war_with, add_war_support, completion_reward, is_subject, has_army_manpower, is_in_faction_with, is_controlled_by
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_reject_the_locarno_treaty
	icon = GFX_focus_AUS_disregard_the_treaties
	prerequisite = {
		focus = GER_realpolitik
	} {
		focus = GER_demand_the_return_of_southern_jutland
	}
	mutually_exclusive = {
		focus = GER_carte_blanche_for_alsace_and_french_colonies_ww
	}
	x = 0
	y = 4
	relative_position_id = GER_demand_the_return_of_southern_jutland
	cost = 10
	available = {
		is_subject = no
		has_army_manpower = {
			size = > 949999
		}
		28 = {
			NOT = {
				controller = {
					is_in_faction_with = ROOT
					has_war_with = ROOT
				}
				owner = {
					is_in_faction_with = ROOT
				}
			}
		}
	}
	bypass = {
		28 = {
			OR = {
				controller = {
					has_war_with = ROOT
				}
				is_controlled_by = ROOT
			}
		}
	}
	will_lead_to_war_with = FRA
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_war_support = 0.05
		add_named_threat = {
			threat = 5
			name = GER_reject_the_locarno_treaty
		}
		add_state_claim = 28
		28 = {
			controller = {
				ROOT = {
					create_wargoal = {
						type = take_claimed_state
						target = PREV
						expire = 0
					}
				}
			}
		}
	}
}
### Entity: Character
Component: GNA_nccr
Source: game
File: common/characters/GNA.txt

Code:
GNA_nccr = {
	advisor = {
		slot = navy_chief
		idea_token = GNA_nccr
		allowed = {
			original_tag = GNA
		}
		traits = {
			navy_chief_commerce_raiding_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_2
		}
	}
}
### Entity: Country History
Country: OVO
Component: OVO_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/OVO - Ostyakia Vogulia.txt

Code:
# Politics & Parties for OVO
set_politics = {
	ruling_party = democratic
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 60
	fascism = 10
	communism = 0
	neutrality = 30
}
### Entity: National Focus
Tree: mex_focus
Component: MEX_focus_privatization
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, every_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/mexico.txt

Code:
focus = {
	id = MEX_focus_privatization
	icon = GFX_focus_mex_privatisation
	prerequisite = {
		focus = MEX_focus_end_land_reform
	}
	x = 0
	y = 1
	relative_position_id = MEX_focus_end_land_reform
	cost = 10
	ai_will_do = {
		factor = 100
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_MEX_CAUDILLO_REBELLION
	}
	completion_reward = {
		every_state = {
			limit = {
				OR = {
					state = 277 477 485 478 479 480
				}
			}
			add_extra_state_shared_building_slots = 1
		}
		MEX_decrease_cedillo_tension = yes
	}
}
### Entity: Order of Battle
Component: air_wing_285
Source: game
File: history/units/AST_1939_air_bba.txt

Code:
air_wings = {
	285 = {
		small_plane_airframe_0 = {
			owner = AST
			amount = 32
			creator = ENG
			version_name = Hawker Fury
		}
		small_plane_cas_airframe_0 = {
			owner = AST
			amount = 48
			creator = ENG
			version_name = Fairey Gordon
		}
		small_plane_naval_bomber_airframe_0 = {
			owner = AST
			amount = 72
			creator = ENG
			version_name = Vickers Vildebeest
		}
	}
}
### Entity: Character
Component: army_chief_morale_1
Source: game
File: common/country_leader/00_traits.txt

Code:
army_chief_morale_1 = {
	sprite = 5
	out_of_supply_factor = -0.03
	experience_gain_army = @chief_experience_gain_low
	command_cap_increase = @tier1_cp_cap_increase
	command_power = @tier1_cp_cost
	ai_will_do = {
		factor = @army_chief_factor_1
		modifier = {
			factor = 0
			command_power = < @tier1_cp_cost
		}
	}
}
### Entity: Character
Component: cruiser_producer_mass_0
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
cruiser_producer_mass_0 = {
	random = no
	equipment_bonus = {
		ship_hull_cruiser = {
			build_cost_ic = -0.1
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_fine_tune_hierarchical_production
Constructs: prerequisite, limit, add_ideas, completion_reward, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_fine_tune_hierarchical_production
	icon = GFX_goal_generic_production2
	prerequisite = {
		focus = PAL_innovate_production PAL_weapon_conservatism
	}
	x = -1
	y = 1
	relative_position_id = PAL_weapon_conservatism
	cost = 7.2
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_ideas = PAL_fine_tuned_production
		random_owned_controlled_state = {
			limit = {
				is_core_of = PAL
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Modding Documentation
Construct: power_balance_value
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### power_balance_value
* description: current power balance value
### Entity: National Focus
Tree: cyp_focus
Component: CYP_research_sector
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/r56_cyprus.txt

Code:
focus = {
	id = CYP_research_sector
	icon = GFX_focus_research
	cost = 8
	x = 1
	y = 1
	relative_position_id = CYP_construct_power_plants
	prerequisite = {
		focus = CYP_construct_power_plants
	} {
		focus = CYP_develop_heavy_industry
	}
	available = {
		num_of_factories = > 8
	}
	completion_reward = {
		add_research_slot = 1
		custom_effect_tooltip = r56_newline available_political_advisor
		show_ideas_tooltip = CYP_konstantinos_spyridakis
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Modifier Reference
Construct: enemy_operative_detection_chance_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## enemy_operative_detection_chance_factor

* Number with 0 decimal places
* **Categories**: unit_leader, country
### Entity: Decision
Component: LAT_delay_perkonkrust_decisions
Constructs: has_completed_focus, has_dlc
Source: game
File: common/decisions/categories/BALTIC_decision_categories.txt

Code:
LAT_delay_perkonkrust_decisions = {
	icon = GFX_decision_category_eng_move_to_secure_the_dominions
	allowed = {
		original_tag = LAT
		has_dlc = No Step Back
	}
	visible = {
		has_completed_focus = LAT_latvia_for_latvians
	}
	priority = 9
}
### Entity: Idea
Component: VIN_illiteracy
Constructs: research_speed_factor, removal_cost
Source: game
File: common/ideas/vietnam_ideas.txt

Code:
VIN_illiteracy = {
	allowed = {
		always = no
	}
	allowed_civil_war = {

	}
	removal_cost = -1
	picture = indochina_illiteracy
	modifier = {
		research_speed_factor = -0.08
	}
}
### Entity: Character
Component: KUW_acas
Source: game
File: common/characters/KUW.txt

Code:
KUW_acas = {
	advisor = {
		slot = high_command
		idea_token = KUW_acas
		ledger = air
		allowed = {
			original_tag = KUW
		}
		traits = {
			air_close_air_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_arab_2
		}
	}
}
### Entity: National Focus
Tree: pak_focus
Component: PAK_Submarine_Support
Constructs: prerequisite, completion_reward, add_tech_bonus, add_doctrine_cost_reduction
Source: game
File: common/national_focus/pakistan.txt

Code:
focus = {
	id = PAK_Submarine_Support
	icon = GFX_goal_generic_navy_submarine
	cost = 10
	prerequisite = {
		focus = PAK_Think_Big
	}
	x = 32
	y = 3
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_tech_bonus = {
			name = PAK_Submarine_Support
			bonus = 1
			uses = 1
			category = ss_tech
		} {
			name = SPR_navy_modernization
			bonus = 1
			uses = 1
			category = torpedo_equipment
		}
		add_doctrine_cost_reduction = {
			name = PER_separate_the_navy
			cost_reduction = 0.5
			uses = 1
			category = cat_trade_interdiction
		}
	}
}
### Entity: Event
Component: INS_volksraad_events.71
Constructs: is_triggered_only, ai_chance
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_volksraad_events.71
	title = INS_volksraad_events.71.t
	desc = INS_volksraad_events.71.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = INS_volksraad_events.11.a
		ai_chance = {
			base = 10
		}
		indonesia_volksraad_legalize_displaying_flag_effect = yes
	}
}
### Entity: Idea
Component: r56_LUX_all_luxembourgish_societies2
Constructs: stability_factor, war_support_factor, democratic_drift
Source: game
File: common/ideas/r56_luxembourg.txt

Code:
r56_LUX_all_luxembourgish_societies2 = {
	picture = LUX_flag_in_frame
	name = r56_LUX_all_luxembourgish_societies
	modifier = {
		war_support_factor = 0.05
		army_core_defence_factor = 0.08
		stability_factor = 0.05
		democratic_drift = -0.02
	}
}
### Entity: Idea
Component: AFG_spinzar_cotton_company
Constructs: has_completed_focus, owns_state, has_country_flag, industrial_capacity_factory, production_speed_buildings_factor, has_global_flag, research_bonus
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
AFG_spinzar_cotton_company = {
	picture = AFG_spinzar_cotton
	allowed = {
		original_tag = AFG
	}
	visible = {
		NOT = {
			has_global_flag = afg_dlc_focus_tree
		}
	}
	research_bonus = {
		industry = 0.1
	}
	traits = {
		industrial_concern
	}
	available = {
		owns_state = 1011
		NOT = {
			has_country_flag = AFG_spiznar_nationalized
		}
		has_completed_focus = AFG_bolster_the_textile_industry
	}
	modifier = {
		production_speed_buildings_factor = 0.05
		industrial_capacity_factory = 0.05
	}
	ai_will_do = {
		factor = 100
		modifier = {
			date = < 1940.1.1
			factor = 0
		}
	}
}
### Entity: Character
Component: GDL_hegesippe_legitimus
Source: game
File: common/characters/GDL.txt

Code:
GDL_hegesippe_legitimus = {
	name = Hégésippe Légitimus
	portraits = {
		civilian = {
			large = gfx/leaders/GDL/r56_portrait_GDL_Hegesippe_Jean_Legitimus.dds
		}
	}
	country_leader = {
		expire = 1950.1.1.1
		id = -1
		ideology = socialism
		traits = {
			AUS_socialist_old_guard
		}
	}
}
### Entity: Character
Component: air_strategic_bombing_1
Source: game
File: common/country_leader/00_traits.txt

Code:
air_strategic_bombing_1 = {
	sprite = 2
	air_strategic_bomber_defence_factor = 0.01
	air_strategic_bomber_bombing_factor = 0.03
	command_cap_increase = @tier1_cp_cap_increase
	command_power = @tier1_cp_cost
	ai_will_do = {
		factor = @army_command_factor_1
		modifier = {
			factor = 0
			command_power = < @tier1_cp_cost
		}
	}
}
### Entity: Technology
Component: antitank2
Constructs: has_war_with, enable_equipments, enable_equipment_modules, research_cost
Source: game
File: common/technologies/artillery.txt

Code:
technology = {
	mot_anti_tank_brigade = {
		hard_attack = 0.1
		ap_attack = 0.1
	}
	armored_car = {
		ap_attack = 0.1
	}
	enable_equipments = {
		anti_tank_equipment_2
	}
	enable_equipment_modules = {
		tank_heavy_cannon_2 tank_buster_2
	}
	path = {
		leads_to_tech = antitank3
		research_cost_coeff = 1
	}
	research_cost = 1
	start_year = 1940
	folder = {
		name = artillery_folder
		position = {
			x = @anti_tank
			y = 6
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 2
			date = > 1939.1.9
		} {
			tag = JAP
			not = {
				OR = {
					has_War_with = SOV
					has_war_with = USA
				}
			}
			factor = 0.5
		} {
			factor = 2
			date = > 1940.1.1
		} {
			tag = USA
			has_War = no
			factor = 0.5
		} {
			factor = 5
			date = > 1940.1.6
		} {
			factor = 10
			any_enemy_country = {
				ROOT = {
					estimated_intel_max_armor = {
						tag = PREV
						value = > 32
					}
				}
			}
		}
	}
	categories = {
		artillery cat_anti_tank mio_cat_all_artillery_equipment
	}
	special_project_specialization = {
		specialization_land
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_AREA_capital_defense_808
Constructs: has_war_with
Source: game
File: common/ai_strategy/EAI_MILITARY_strategies.txt

Code:
EAI_MILITARY_AREA_capital_defense_808 = {
	enable = {
		CAPITAL_SCOPE = {
			state = 808
		}
		any_of_scopes = {
			array = global.EAI_MAP_capital_defense_808
			CONTROLLER = {
				has_war_with = ROOT
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		ratio = 0.01
		order_id = 9
		states = {
			808
		}
		subtract_invasions_from_need = no
		subtract_fronts_from_need = no
	}
}
### Entity: Country History
Country: GEO
Component: GEO_army
Source: game
File: history/countries/GEO - Georgia.txt

Code:
# OOB & Army Setup for GEO
oob = GEO_1936
### Entity: National Focus
Tree: lie_focus
Component: LIE_pressure_yugoslavia
Constructs: prerequisite, limit, random_country, owns_state, completion_reward, is_subject, is_in_faction_with, is_subject_of
Source: game
File: common/national_focus/liechtenstein.txt

Code:
focus = {
	id = LIE_pressure_yugoslavia
	icon = GFX_goal_AUS_demand_slovenia
	x = 1
	y = 1
	relative_position_id = LIE_reclaim_bohemia
	cost = 5
	prerequisite = {
		focus = LIE_a_new_union
	}
	available = {
		is_subject = no
		NOT = {
			is_in_faction_with = YUG
		}
	}
	bypass = {
		OR = {
			YUG = {
				is_subject_of = ROOT
			}
			AND = {
				owns_state = 102 956 853
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					owns_state = 102
				}
			}
			random_country = {
				limit = {
					owns_state = 102
				}
				country_event = {
					id = austria.1125
					days = 1
				}
			}
		}
	}
}
### Entity: Idea
Component: VIN_the_independence_war
Constructs: removal_cost
Source: game
File: common/ideas/vietnam_ideas.txt

Code:
VIN_the_independence_war = {
	allowed = {
		always = no
	}
	allowed_civil_war = {

	}
	removal_cost = -1
	picture = FRA_matignon_agreements
	modifier = {
		join_faction_tension = 1
		ai_get_ally_desire_factor = -100
	}
}
### Entity: Idea
Component: idea_SIA_weather_broadcasts
Constructs: has_dlc, removal_cost
Source: game
File: common/ideas/siam.txt

Code:
idea_SIA_weather_broadcasts = {
	allowed = {
		has_dlc = Thunder at Our Gates
		original_tag = SIA
	}
	picture = generic_intel_bonus
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		air_weather_penalty = -0.25
		air_detection = 0.1
		air_accidents = -0.1
		spotting_chance = 0.05
		positioning = 0.1
		ships_at_battle_start = 0.2
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_ally_anti_colonial_resistance
Constructs: has_completed_focus, prerequisite, add_war_support, completion_reward, add_political_power
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_ally_anti_colonial_resistance
	prerequisite = {
		focus = POR_unite_against_salazar
	}
	icon = GFX_focus_GER_liberate_exploited_colonial_workers
	cost = 5
	x = -2
	y = 1
	relative_position_id = POR_unite_against_salazar
	available = {
		NOT = {
			has_completed_focus = POR_storm_the_national_assembly
		}
	}
	completion_reward = {
		add_political_power = 45
		add_war_support = 0.04
		custom_effect_tooltip = CHL_skip_one_line_tt POR_ally_anti_colonial_resistance_tt
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}