Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: AST_temp_political_power_factor_cost
Constructs: removal_cost
Source: game
File: common/ideas/australia.txt

Code:
AST_temp_political_power_factor_cost = {
	picture = EST_exploit_the_banks
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	modifier = {
		political_power_cost = 0.15
	}
}
### Entity: Military Industrial Organization
Component: HON_fah_organization
Constructs: equipment_bonus, maximum_speed
Source: game
File: common/military_industrial_organization/organizations/HON_organization.txt

Code:
HON_fah_organization = {
	name = HON_fah
	include = generic_light_aircraft_organization
	icon = GFX_idea_HON_fah
	allowed = {
		tag = HON
	}
	initial_trait = {
		name = generic_mio_initial_trait_light_aircraft_designer
		equipment_bonus = {
			air_agility = 0.05
			maximum_speed = 0.05
			air_attack = 0.05
		}
	}
}
### Entity: Event
Component: Sweden_rearnament.3
Constructs: is_triggered_only, ai_chance, check_variable, add_to_variable, set_temp_variable, set_variable, clr_country_flag
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = Sweden_rearnament.3
	title = Sweden_rearnament.3.t
	desc = Sweden_rearnament.3.desc
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			calculate_folkhemmet_no_navy_tooltip = yes
			calculate_folkhemmet_low_navy_tooltip = yes
			calculate_folkhemmet_medium_navy_tooltip = yes
			calculate_folkhemmet_high_navy_tooltip = yes
		}
	}
	option = {
		name = Sweden_rearnament.1.a
		ai_chance = {
			base = 10
		}
		trigger = {
			NOT = {
				check_variable = {
					folkhemmet_navy_part = 0
				}
			}
		}
		custom_effect_tooltip = SWE_folkhemmet_event_result_tt
		effect_tooltip = {
			add_to_variable = {
				folkhemmet_stability = tooltip_folkhemmet_stability_result_none
				tooltip = stability_factor_neutral_tt
			} {
				folkhemmet_war_support = tooltip_folkhemmet_war_support_result_none
				tooltip = war_support_factor_neutral_tt
			} {
				folkhemmet_mil = tooltip_folkhemmet_mil_result_none
				tooltip = production_speed_arms_factory_factor_tt
			} {
				folkhemmet_civ = tooltip_folkhemmet_civ_result_none
				tooltip = production_speed_industrial_complex_factor_tt
			} {
				folkhemmet_dockyard = tooltip_folkhemmet_dockyard_result_none
				tooltip = production_speed_dockyard_factor_tt
			}
		}
		set_temp_variable = {
			folkhemmet_navy_part_delta = folkhemmet_navy_part
		}
		set_variable = {
			folkhemmet_navy_part = 0
		}
		subtract_from_temp_variable = {
			folkhemmet_navy_part_delta = folkhemmet_navy_part
		}
		add_to_variable = {
			folkhemmet_intactness = folkhemmet_navy_part_delta
		}
		calculate_folkhemmet = yes
		clr_country_flag = navy_budget_event_active
	} {
		name = Sweden_rearnament.1.b
		ai_chance = {
			base = 0
		}
		trigger = {
			NOT = {
				check_variable = {
					folkhemmet_navy_part = 1
				}
			}
		}
		custom_effect_tooltip = SWE_folkhemmet_event_result_tt
		effect_tooltip = {
			add_to_variable = {
				folkhemmet_stability = tooltip_folkhemmet_stability_result_low
				tooltip = stability_factor_neutral_tt
			} {
				folkhemmet_war_support = tooltip_folkhemmet_war_support_result_low
				tooltip = war_support_factor_neutral_tt
			} {
				folkhemmet_mil = tooltip_folkhemmet_mil_result_low
				tooltip = production_speed_arms_factory_factor_tt
			} {
				folkhemmet_civ = tooltip_folkhemmet_civ_result_low
				tooltip = production_speed_industrial_complex_factor_tt
			} {
				folkhemmet_dockyard = tooltip_folkhemme
# ... (truncated)
### Entity: Event
Component: manchukuo_events.1
Constructs: is_triggered_only
Source: game
File: events/WTT_Manchukuo.txt

Code:
country_event = {
	id = manchukuo_events.1
	title = The Kwantung Connection
	desc = manchukuo_events.1.d
	picture = GFX_report_event_journalists_speech
	is_triggered_only = yes
	option = {
		name = Tojo and Itagaki support our appeal, the KMT has no future.
		custom_effect_tooltip = available_military_high_command available_military_high_command available_theorist
		show_ideas_tooltip = MAN_itagaki_seishiro_hc MAN_kenkichi_ueda MAN_toshizo_nishio
	}
}
### Entity: Modifier Reference
Construct: land_doctrine_cost_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## land_doctrine_cost_factor

* Number with 2 decimal places
* **Categories**: country
### Entity: Character
Component: RWA_ncs
Source: game
File: common/characters/RWA.txt

Code:
RWA_ncs = {
	advisor = {
		slot = high_command
		idea_token = RWA_ncs
		ledger = navy
		allowed = {
			original_tag = RWA
		}
		traits = {
			navy_capital_ship_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_2
		}
	}
}
### Entity: Resistance
Component: sabotage_oil
Constructs: limit, has_resources_amount, has_variable, check_variable, clear_sabotaged_resources_if_necesary, add_to_variable, set_temp_variable, add_dynamic_modifier
Source: game
File: common/resistance_activity/resistance_activity.txt

Code:
sabotage_oil = {
	available = {
		has_resources_amount = {
			resource = oil
			amount = > 0
			delivered = yes
		}
	}
	weight = {
		base = 1
		modifier = {
			has_variable = targeted_sabotage_resources
			check_variable = {
				targeted_sabotage_resources = > 0
			}
			add = 4
		} {
			occupation_law = forced_labor_occupation
			add = -0.25
		}
	}
	effect = {
		clear_sabotaged_resources_if_necesary = yes
		add_to_variable = {
			sabotaged_oil = -12
		}
		set_temp_variable = {
			duration = 180
		}
		if = {
			limit = {
				occupation_law = forced_labor_occupation
			}
			multiply_temp_variable = {
				duration = 0.75
			}
		} {
			limit = {
				has_variable = targeted_sabotage_resources
				check_variable = {
					targeted_sabotage_resources = > 0
				}
			}
			add_to_variable = {
				sabotaged_oil = -8
			}
			subtract_from_variable = {
				var = targeted_sabotage_resources
				value = 1
			}
		}
		add_dynamic_modifier = {
			modifier = sabotaged_resources
			days = duration
		}
	}
	alert_text = resource_is_sabotaged
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3ASuper_heavy_tank_cropped.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
&#160;&#160;Invert selection

Filters
Hide transclusions | Hide links | Hide redirects | Hide file links

The following pages link to File:Super heavy tank cropped.png:

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)Template:Icon/doc (file link) ‎ (← links | edit)

Template:Icon (file link) ‎ (← links | edit)

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)
Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/File:Super_heavy_tank_cropped.png"
### Entity: Unit Template
Component: GER_Cav_01
Source: game
File: common/units/names_divisions/GER_names_divisions.txt

Code:
GER_Cav_01 = {
	name = Cavalry Divisions
	for_countries = {
		GER
	}
	can_use = {
		always = yes
	}
	division_types = {
		cavalry
	}
	fallback_name = %d. Kavallerie-Division
	ordered = {
		1 = {
			%d. Kavallerie-Division
		}
		900 = {
			Kavallerie-Division 'Nord'
		}
		3 = {
			%d. Kavallerie-Division
		}
		4 = {
			%d. Kavallerie-Division
		}
	}
}
### Entity: Event
Component: portugal.51
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, add_ideas, has_government, every_country, has_war_with
Source: game
File: events/r56_portugal.txt

Code:
country_event = {
	id = portugal.51
	title = portugal.51.t
	desc = portugal.51.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = portugal.51.a
		trigger = {
			has_country_flag = POR_iberian_union_possible_flag
			NOT = {
				has_cosmetic_tag = ESU_POR_unified
			}
			OR = {
				SPR = {
					exists = yes
					OR = {
						has_government = democratic communism
					} {
						is_subject = no
						is_subject_of = POR
					}
				}
				SPD = {
					exists = yes
					OR = {
						has_government = democratic communism
					} {
						is_subject = no
						is_subject_of = POR
					}
				}
				SPC = {
					exists = yes
					OR = {
						has_government = democratic communism
					} {
						is_subject = no
						is_subject_of = POR
					}
				}
			}
		}
		hidden_effect = {
			every_state = {
				limit = {
					has_state_flag = SPR_core_of_spain_flag
				}
				add_core_of = ROOT
			}
		}
		every_country = {
			limit = {
				OR = {
					tag = SPR SPD SPC
				} {
					has_government = communism democratic
				}
				NOT = {
					is_subject = yes
					has_war_with = ROOT
				}
			}
			country_event = {
				id = portugal.74
				hours = 6
			}
		} {
			limit = {
				is_subject_of = ROOT
				OR = {
					tag = SPR SPD SPC SPA SPB GLC NAV CAT ADU
				}
			}
			ROOT = {
				annex_country = {
					target = PREV
					transfer_troops = yes
				}
			}
		}
		custom_effect_tooltip = if_they_accept_tt alternative_diplomatic_reward
		effect_tooltip = {
			add_political_power = -125
			add_stability = -0.15
			custom_effect_tooltip = POR_annexes_and_gains_cores_on_all_spanish_states
		} {
			add_ideas = POR_pan_iberian_trade_r56
		}
		ai_chance = {
			base = 999
			modifier = {
				factor = 0
				41 = {
					owner = {
						is_ai = no
					}
				}
			}
		}
	} {
		name = portugal.51.b
		trigger = {
			if = {
				limit = {
					has_completed_focus = POR_unite_against_salazar
				}
				OR = {
					has_country_flag = POR_supports_SPD_flag POR_iberian_union_possible_flag
				}
				41 = {
					owner = {
						NOT = {
							has_war_with = ROOT
						}
						OR = {
							has_completed_focus = SPR_maintain_the_second_republic SPR_the_anti_fascist_workers_revolution
							AND = {
								has_global_flag = SPR_R56_focus_tree
								OR = {
									has_government = communism democratic
								}
							}
						}
					}
				}
		
# ... (truncated)
### Entity: Idea
Component: bra_antropofagia_imperial_neutra
Constructs: stability_factor, war_support_factor, has_government, is_subject, is_puppet, removal_cost, autonomy_gain, guarantee_cost
Source: game
File: common/ideas/r56_brazil.txt

Code:
bra_antropofagia_imperial_neutra = {
	allowed = {
		original_tag = BRA
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_reserve_divisions
	cancel = {
		OR = {
			is_subject = yes
			is_puppet = yes
		}
		NOT = {
			has_government = neutrality
		}
	}
	removal_cost = -1
	modifier = {
		non_core_manpower = 0.05
		trade_opinion_factor = 0.2
		min_export = 0.05
		foreign_subversive_activites = -0.75
		autonomy_gain = 1
		opinion_gain_monthly_factor = 0.2
		ai_focus_aggressive_factor = -0.2
		ai_get_ally_desire_factor = -10
		ai_call_ally_desire_factor = -10
		ai_join_ally_desire_factor = -10
		war_support_factor = -0.1
		guarantee_cost = 1
		generate_wargoal_tension = 0.25
		subjects_autonomy_gain = -0.2
		opinion_gain_monthly_same_ideology_factor = -0.1
		neutrality_drift = 0.1
		stability_factor = 0.05
		lend_lease_tension = -0.2
		political_power_factor = 0.25
		conscription = 0.02
		training_time_factor = -0.05
		army_org = 7
	}
}
### Entity: National Focus
Tree: fin_focus
Component: FIN_the_workers_state
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_the_workers_state
	icon = GFX_focus_YUG_pan_slavic_congress
	prerequisite = {
		focus = FIN_the_second_finnish_civil_war
	}
	x = 0
	y = 2
	relative_position_id = FIN_the_second_finnish_civil_war
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_ideas = FIN_the_workers_state
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = FIN_sandra_lehtinen
		FIN_bop_very_low_increase_effect = yes
	}
}
### Entity: Focus Titlebar Style
Component: SSB_AFG_IRQ_PER_TUR_focus_style
Source: game
File: common/national_focus/00_titlebar_styles.txt

Code:
style = {
	name = SSB_AFG_IRQ_PER_TUR_focus_style
	unavailable = GFX_focus_unavailable_joint_AFG_IRQ_PER_TUR
	completed = GFX_focus_completed_joint_AFG_IRQ_PER_TUR
	available = GFX_focus_can_start_joint_AFG_IRQ_PER_TUR
	current = GFX_focus_current_joint_AFG_IRQ_PER_TUR
}
### Entity: Scripted Trigger
Component: PRC_can_increase_infiltration_in_state
Constructs: has_state_flag
Source: game
File: common/scripted_triggers/PRC_scripted_triggers.txt

Code:
PRC_can_increase_infiltration_in_state = {
	custom_trigger_tooltip = {
		tooltip = PRC_can_be_infiltrated
		OR = {
			NOT = {
				has_state_flag = PRC_infiltration_@ROOT
			}
			has_state_flag = {
				flag = PRC_infiltration_@ROOT
				value = < 4
			}
		}
	}
}
### Entity: Idea
Component: YUG_idea_peasant_councils
Constructs: has_government, removal_cost, communism_drift
Source: game
File: common/ideas/yugoslavia.txt

Code:
YUG_idea_peasant_councils = {
	picture = generic_communism_drift_bonus generic_communism_drift_bonus
	allowed = {
		original_tag = YUG
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	modifier = {
		communism_drift = 0.2
	}
}
### Entity: Country History
Country: CIN
Component: CIN_technology
Constructs: set_technology
Source: game
File: history/countries/CIN - Chechnya-Ingushetia.txt

Code:
# Starting Technologies for CIN
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_recon = 1
	tech_support = 1
	tech_engineers = 1
	tech_military_police = 1
	tech_mountaineers = 1
	tech_trucks = 1
	motorised_infantry = 1
	paratroopers = 1
	gw_artillery = 1
}
### Entity: Scripted Effect
Component: EAI_MILITARY_axis_invasions_INVASION_get_data
Constructs: limit, has_country_flag, check_variable, set_temp_variable, clear_temp_array, add_to_temp_array, add_to_temp_variable
Source: game
File: common/scripted_effects/EAI_MILITARY_strategy_INVASION_axis_invasions.txt

Code:
EAI_MILITARY_axis_invasions_INVASION_get_data = {
	if = {
		limit = {
			NOT = {
				check_variable = {
					_started_special_operation_ = -1
				}
			}
		}
		if = {
			limit = {
				has_country_flag = EAI_invasion_operations_logging
			}
			log = [GetYear] [GetMonth] | AI | [This.GetName] | EAI_MILITARY_axis_invasions_INVASION_get_data
		} {
			limit = {
				check_variable = {
					_operation_id = @EAI_MILITARY_operation_sealion_INVASION_operation_id
				}
			}
			set_temp_variable = {
				_target_control_pct_ = @EAI_MILITARY_operation_sealion_INVASION_target_control_pct
			}
		} {
			limit = {
				check_variable = {
					_operation_id = @EAI_MILITARY_operation_america_INVASION_operation_id
				}
			}
			set_temp_variable = {
				_target_control_pct_ = @EAI_MILITARY_operation_america_INVASION_target_control_pct
			}
		}
		clear_temp_array = _states_ _staging_areas_ _sea_regions_ _air_regions_ _objectives_
		set_temp_variable = {
			_operation_id = _started_special_operation_
		} {
			index = global.EAI_MAP_axis_invasion_data_start^_operation_id
		}
		while_loop_effect = {
			limit = {
				check_variable = {
					index = < global.EAI_MAP_axis_invasion_data_end^_operation_id
				}
			}
			if = {
				limit = {
					check_variable = {
						index = < global.EAI_MAP_axis_invasion_data_ST_end^_operation_id
					}
				}
				add_to_temp_array = {
					_states_ = global.EAI_MAP_axis_invasion_theatres^index
				}
			}
			else_if = {
				limit = {
					check_variable = {
						index = < global.EAI_MAP_axis_invasion_data_SA_end^_operation_id
					}
				}
				add_to_temp_array = {
					_staging_areas_ = global.EAI_MAP_axis_invasion_theatres^index
				}
			} {
				limit = {
					check_variable = {
						index = < global.EAI_MAP_axis_invasion_data_SR_end^_operation_id
					}
				}
				add_to_temp_array = {
					_sea_regions_ = global.EAI_MAP_axis_invasion_theatres^index
				}
			} {
				limit = {
					check_variable = {
						index = < global.EAI_MAP_axis_invasion_data_AR_end^_operation_id
					}
				}
				add_to_temp_array = {
					_air_regions_ = global.EAI_MAP_axis_invasion_theatres^index
				}
			} {
				limit = {
					check_variable = {
						index = < global.EAI_MAP_axis_invasion_data_OB_end^_operation_id
					}
				}
				add_to_temp_array = {
					_objectives_ = global.EAI_MAP_axis_invasion_theatres^index
				}
			}
			add_to_temp_variable = {
				index = 1
			}
		
# ... (truncated)
### Entity: Idea
Component: r56_ger_naval_treaty_lesser
Constructs: has_war, is_in_faction_with, is_subject_of, is_subject, removal_cost
Source: game
File: common/ideas/r56_germany.txt

Code:
r56_ger_naval_treaty_lesser = {
	name = r56_ger_naval_treaty
	allowed = {
		original_tag = GER
		always = no
	}
	cancel = {
		OR = {
			has_war = yes
			is_in_faction_with = ENG
			is_subject_of = ENG
			NOT = {
				country_exists = ENG
			}
			ENG = {
				is_subject = yes
			}
		}
	}
	removal_cost = -1
	picture = generic_the_london_naval_treaty
	modifier = {
		production_speed_dockyard_factor = -0.1
		ship_hull_submarine_design_cost_factor = 0.25
		ship_hull_heavy_design_cost_factor = 0.25
	}
}
### Entity: Achievement
Component: woman_in_a_high_castle
Constructs: owns_state, is_ironman, has_start_date, has_any_custom_difficulty_setting, has_country_leader, is_subject_of
Source: game
File: common/achievements.txt

Code:
woman_in_a_high_castle = {
	id = 225
	possible = {
		tag = GER
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
	}
	happened = {
		OR = {
			GER = {
				custom_trigger_tooltip = {
					tooltip = woman_in_a_high_castle_tt1
					owns_state = 357 358 359 360 361 362 363 364 365 366 367 368 369 261 393 396 395 373 372 371 370 375 374 383 392 394 391 389 390 384 382 381 388 376 377 380 387 386 385 379 378 463 629
				} {
					tooltip = woman_in_a_high_castle_tt2
					OR = {
						has_country_leader = {
							ruling_only = yes
							character = GER_victoria
						} {
							ruling_only = yes
							character = GER_eva_braun
						}
					}
				}
			}
			AND = {
				USA = {
					is_subject_of = GER
					custom_trigger_tooltip = {
						tooltip = woman_in_a_high_castle_tt1
						owns_state = 357 358 359 360 361 362 363 364 365 366 367 368 369 261 393 396 395 373 372 371 370 375 374 383 392 394 391 389 390 384 382 381 388 376 377 380 387 386 385 379 378 463 629
					}
				}
				GER = {
					custom_trigger_tooltip = {
						tooltip = woman_in_a_high_castle_tt2
						OR = {
							has_country_leader = {
								ruling_only = yes
								character = GER_victoria
							} {
								ruling_only = yes
								character = GER_eva_braun
							}
						}
					}
				}
			}
		}
	}
}
### Entity: Decision
Component: SPR_the_inevitable_civil_war
Constructs: has_country_flag, has_dlc, has_global_flag
Source: game
File: common/decisions/categories/SPR_decision_categories.txt

Code:
SPR_the_inevitable_civil_war = {
	priority = 10
	icon = spr_the_inevitable_civil_war
	picture = GFX_decision_cat_picture_spr_the_inevitable_civil_war
	allowed = {
		original_tag = SPR
		has_dlc = La Resistance
	}
	custom_icon = {
		tag = SPA
		value = spa_civil_war_divisions_counter_icon_value
		desc = spa_civil_war_divisions_counter_full_breakdown
		visible = {
			always = yes
		}
	} {
		tag = SPR
		value = spr_civil_war_divisions_counter_icon_value
		desc = spr_civil_war_divisions_counter_full_breakdown
		visible = {
			always = yes
		}
	}
	visible_when_empty = yes
	on_map_area = {
		state = 41
		name = SPR_the_inevitable_civil_war_map_category_name
		zoom = 250
	}
	visible = {
		has_country_flag = SPR_spanish_elections_flag
		NOT = {
			has_global_flag = spanish_civil_war
		}
	}
}
### Entity: Event
Component: kmt.243
Constructs: is_triggered_only, limit, every_state, is_puppet_of, is_core_of
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.243
	title = kmt.243.t
	desc = kmt.243.d
	is_triggered_only = yes
	picture = GFX_report_event_generic_sign_treaty2
	option = {
		name = kmt.237.b
		effect_tooltip = {
			every_state = {
				limit = {
					owner = {
						OR = {
							tag = JAP
							is_puppet_of = JAP
						}
					}
					is_core_of = CHI
				}
				CHI = {
					transfer_state = PREV
				}
			}
		}
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_open_pilot_training_facilities
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_open_pilot_training_facilities
	icon = GFX_goal_italy_further_pilots_training
	prerequisite = {
		focus = LIT_import_foreign_engines
	}
	x = 1
	y = 1
	relative_position_id = LIT_import_foreign_engines
	cost = 5
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = {
			LIT_pilot_training_facilities
		}
		air_experience = 15
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_the_glory_of_the_red_army_old
Constructs: prerequisite, has_government, completion_reward, allow_branch, unlock_tactic
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_the_glory_of_the_red_army_old
	text = SOV_the_glory_of_the_red_army
	icon = GFX_focus_SOV_the_glory_of_the_red_army_communism
	prerequisite = {
		focus = SOV_swap_to_political_advisors_old
	}
	x = 0
	y = 1
	relative_position_id = SOV_swap_to_political_advisors_old
	cost = 10
	allow_branch = {
		NOT = {
			has_government = fascism neutrality
		}
	}
	available = {
		any_enemy_country = {
			SOV_is_major_not_original_sov = yes
		}
		surrender_progress = < 0.05
	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP
	}
	completion_reward = {
		army_experience = 75
		show_unit_leaders_tooltip = SOV_pavel_rybalko
		hidden_effect = {
			unlock_tactic = tactic_masterful_blitz
		}
		custom_effect_tooltip = SOV_the_glory_of_the_red_army_masterful_blitz_tactic_tt
	}
}
### Entity: Modifier Reference
Component: PER_resistance_modifier
Constructs: remove_trigger
Source: game
File: common/dynamic_modifiers/GoE_dynamic_modifiers.txt

Code:
PER_resistance_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_bul_macedonian_revolutionaries
	remove_trigger = {
		ROOT = {
			OWNER = {
				original_tag = PER
			}
		}
	}
	local_supplies = -0.15
	local_manpower = -0.3
	local_resources_factor = -0.5
}
### Entity: Idea
Component: AFG_royal_assets_seized
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
AFG_royal_assets_seized = {
	picture = tur_varlik_vergisi
	allowed = {
		original_tag = AFG
	}
	modifier = {
		consumer_goods_factor = -0.15
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: EST_johan_pitka
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/EST.txt

Code:
EST_johan_pitka = {
	name = EST_johan_pitka
	portraits = {
		army = {
			small = GFX_idea_EST_johan_pitka
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = EST_johan_pitka
		allowed = {
			original_tag = EST
			has_dlc = No Step Back
		}
		available = {
			has_completed_focus = EST_veterans_government
		}
		traits = {
			vapsid_economist
		}
	}
}
### Entity: Character
Component: AFG_turkish_academic
Constructs: research_speed_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
AFG_turkish_academic = {
	sprite = 13
	random = no
	research_speed_factor = 0.05
}
### Entity: AI Strategy
Component: EAI_PROD_DIV_LIMIT_motorized_division_limit
Constructs: has_country_flag, build_army
Source: game
File: common/ai_strategy/EAI_PRODUCTION_division_limits_strategies.txt

Code:
EAI_PROD_DIV_LIMIT_motorized_division_limit = {
	enable = {
		has_country_flag = EAI_motorized_division_limit
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = build_army
		id = motorized
		value = -1
	}
}