Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: pol_focus
Component: POL_polish_peoples_republic
Constructs: prerequisite, add_ideas, has_government, completion_reward, set_autonomy
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_polish_peoples_republic
	icon = GFX_goal_support_communism
	prerequisite = {
		focus = POL_surrender_the_east
	}
	relative_position_id = POL_surrender_the_east
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2.5
	}
	available_if_capitulated = yes
	available = {
		has_government = communism
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_ideas = {
			POL_polish_peoples_republic
		}
		OVERLORD = {
			set_autonomy = {
				target = ROOT
				autonomy_state = autonomy_colony
				freedom_level = 0.5
				end_wars = no
				end_civil_wars = no
			}
		}
	}
}
### Entity: Event
Component: rt56.rom_codreanu.2
Constructs: is_triggered_only, has_completed_focus, add_stability, fire_only_once, add_popularity, set_country_flag, retire_character
Source: game
File: events/r56_romania.txt

Code:
country_event = {
	id = rt56.rom_codreanu.2
	title = rt56.rom_codreanu.1.t
	desc = rt56.rom_codreanu.1.d
	picture = GFX_report_event_generic_funeral
	fire_only_once = yes
	is_triggered_only = yes
	trigger = {
		NOT = {
			has_completed_focus = ROM_codreanus_iron_guard
		}
	}
	option = {
		name = rt56.rom_codreanu.1.a
		add_stability = -0.05
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
		custom_effect_tooltip = ROM_codreanu_is_killed_tt
		hidden_effect = {
			set_country_flag = ROM_iron_guard_codreanu_died
			retire_character = ROM_corneliu_codreanu
		}
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_scrap_iron_flotilla
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/australia.txt

Code:
focus = {
	id = AST_scrap_iron_flotilla
	icon = GFX_goal_generic_navy_cruiser
	prerequisite = {
		focus = AST_protect_overseas_commerce AST_fly_the_jolly_roger
	}
	x = 0
	y = 2
	relative_position_id = AST_cockatoo_island_shipyards
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = AST_scrap_iron_flotilla
			bonus = 1.0
			ahead_reduction = 2
			uses = 1
			category = dd_tech
		}
	}
}
### Entity: Idea
Component: PER_nationalize_the_means_of_production
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/r56_persia.txt

Code:
PER_nationalize_the_means_of_production = {
	picture = eng_spirit_of_the_industrial_revolution
	removal_cost = -1
	modifier = {
		consumer_goods_factor = -0.15
		industrial_capacity_factory = 0.1
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_extraction_industry
Constructs: prerequisite, limit, completion_reward, add_to_variable, is_fully_controlled_by, add_extra_state_shared_building_slots, add_building_construction, add_resource
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_extraction_industry
	icon = GFX_goal_generic_construction2
	prerequisite = {
		focus = ITA_monarchia_d_italia
	}
	x = -2
	y = 1
	relative_position_id = ITA_monarchia_d_italia
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_to_variable = {
			ITA_iri_local_resources_factor = 0.1
		} {
			ITA_military_industry_dm_production_lack_of_resource_penalty_factor = -0.15
		}
		custom_effect_tooltip = ITA_extraction_industry_iri_tt ITA_extraction_industry_military_industry_tt ITA_extraction_industry_oil_tt
		117 = {
			if = {
				limit = {
					is_fully_controlled_by = ROOT
					free_building_slots = {
						building = industrial_complex
						size = > 0
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
				add_resource = {
					type = steel
					amount = 8
				}
			}
		}
		if = {
			limit = {
				any_controlled_state = {
					is_fully_controlled_by = ROOT
					has_resources_amount = {
						resource = oil
						amount = > 0
					}
				}
			}
			custom_effect_tooltip = generic_current_effects
			every_controlled_state = {
				limit = {
					is_fully_controlled_by = ROOT
					has_resources_amount = {
						resource = oil
						amount = > 0
					}
				}
				add_resource = {
					type = oil
					amount = 2
				}
			}
		}
	}
}
### Entity: Effect Reference
Construct: start_peace_conference
Constructs: start_peace_conference, score_factor
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## start_peace_conference

* Supported Scopes: COUNTRY
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
Starts a limited peace conference between the two countries if at war. Only the specified loser country and their potential subjects are included as losers in the conference. ROOT is the winner while the target tag is the loser.
Example:
SOV = {
  start_peace_conference = {
    tag = FIN  # main loser
    score_factor = 0.2  # 0-1, the fraction of conference score allocated to winners. Can use a variable like eg PREV.surrender_progress. 0.0 implies a white peace.
    
    # winner_scope and loser_scope can be ALL (all relevant countries), FACTION (members of main country's faction and overlordship), LIMITED_FACTION (faction members if main country is faction leader, and subjects if main country is overlord), and LIMITED (main country and their subjects)
    winner_scope = FACTION  # optional, default is LIMITED_FACTION
    loser_scope = FACTION  # optional, default is LIMITED_FACTION
    message = FIN_agree_peace  # optional, custom message to display in post-conference popup
  }
}
```
### Entity: Scripted Trigger
Component: EAI_PP_has_check_pp
Constructs: set_temp_variable, add_to_temp_variable, check_variable
Source: game
File: common/scripted_triggers/EAI_COUNTRY_pp_management_triggers.txt

Code:
EAI_PP_has_check_pp = {
	set_temp_variable = {
		total_pp = EAI_PP_stored_pp
	}
	add_to_temp_variable = {
		total_pp = political_power
	}
	NOT = {
		check_variable = {
			total_pp = < _check_pp
		}
	}
}
### Entity: Event
Component: bftb_turkey.25
Constructs: is_triggered_only, ai_chance, has_completed_focus, add_opinion_modifier, is_historical_focus_on
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.25
	title = bftb_turkey.25.t
	desc = bftb_turkey.25.desc
	picture = GFX_report_event_tur_inonu_diplomacy
	is_triggered_only = yes
	option = {
		name = bftb_turkey.25.a
		ai_chance = {
			factor = 70
			modifier = {
				has_completed_focus = FRA_review_foreign_policy
				factor = 20
			} {
				is_historical_focus_on = yes
				factor = 100
			}
		}
		effect_tooltip = {
			TUR = {
				transfer_state = 799
			}
		}
		hidden_effect = {
			TUR = {
				add_opinion_modifier = {
					target = FRA
					modifier = TUR_released_hatay_to_us
				}
				country_event = {
					id = bftb_turkey.26
					hours = 12
				}
			}
		}
	} {
		name = bftb_turkey.25.b
		TUR = {
			add_opinion_modifier = {
				target = FRA
				modifier = TUR_oppressors_of_turks
			}
		}
		hidden_effect = {
			TUR = {
				country_event = {
					id = bftb_turkey.27
					hours = 8
				}
			}
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_expand_the_izmir_cement_industry
Constructs: prerequisite, completion_reward, has_tech, has_full_control_of_state, add_extra_state_shared_building_slots, add_building_construction, add_timed_idea
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_expand_the_izmir_cement_industry
	icon = GFX_focus_generic_expansion_of_new_towns
	prerequisite = {
		focus = TUR_expand_the_aegean_economic_heartland
	}
	x = 1
	y = 1
	relative_position_id = TUR_expand_the_aegean_economic_heartland
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		has_tech = construction3
		has_full_control_of_state = 339
	}
	completion_reward = {
		339 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		add_timed_idea = {
			idea = POR_improved_production
			days = 120
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_the_national_commonwealth
Constructs: prerequisite, limit, has_government, completion_reward, has_global_flag, is_subject, is_subject_of, has_opinion
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_the_national_commonwealth
	icon = GFX_focus_generic_home_defense
	prerequisite = {
		focus = POL_demand_LIT
	}
	relative_position_id = POL_demand_LIT
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2.5
	}
	bypass = {
		has_global_flag = form_commonwealth_flag
	}
	available_if_capitulated = yes
	available = {
		is_subject = no
		has_government = fascism
		custom_trigger_tooltip = {
			tooltip = form_country_poland_required_states_tt
			controls_state = 86 87 88 90 98 10 97 92 91 89 93 94 95 96 784
		}
		OR = {
			AND = {
				custom_trigger_tooltip = {
					tooltip = form_country_lithuania_required_states_tt
					controls_state = 11 189 815 814
				}
				core_compliance = {
					occupied_country_tag = LIT
					value = > 65
				}
			} {
				LIT = {
					is_subject_of = POL
				} {
					has_opinion = {
						target = POL
						value = > 50
					}
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		custom_effect_tooltip = form_country_lithuania_coring_states_tt form_country_poland_coring_states_tt form_country_latvia_coring_states_tt
		if = {
			limit = {
				LIT = {
					is_subject_of = POL
					is_ai = yes
				}
			}
			annex_country = {
				target = LIT
				transfer_troops = yes
			}
		}
		effect_tooltip = {
			set_cosmetic_tag = POL_EMPIRE_fascism
		}
		hidden_effect = {
			set_cosmetic_tag = POL_EMPIRE
			POL_basic_form_commonwealth = yes
		}
	}
}
### Entity: National Focus
Tree: rut_focus
Component: RUT_move_to_kiev
Constructs: prerequisite, owns_state, add_stability, completion_reward, set_capital
Source: game
File: common/national_focus/ruthenia.txt

Code:
focus = {
	id = RUT_move_to_kiev
	icon = GFX_goal_RUT_kiev
	prerequisite = {
		focus = RUT_one_ukraine
	}
	relative_position_id = RUT_one_ukraine
	available = {
		owns_state = 73 202
		controls_state = 73 202
		NOT = {
			country_exists = UKR
		}
	}
	x = -1
	y = 1
	cost = 3
	ai_will_do = {
		factor = 50
	}
	completion_reward = {
		add_stability = 0.1
		set_capital = {
			state = 202
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_a_new_austria
Constructs: prerequisite, limit, completion_reward, has_global_flag, set_country_flag, unlock_decision_tooltip, swap_ideas, remove_idea
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_a_new_austria
	icon = GFX_goal_constitutional_monarchy
	relative_position_id = AUS_fight_kaiser_influence
	x = 0
	y = 2
	prerequisite = {
		focus = AUS_reform_the_bundesheer
	} {
		focus = AUS_minister_reshuffling
	}
	cost = 10
	completion_reward = {
		if = {
			limit = {
				has_global_flag = AUS_minigame_disabled
			}
			set_country_flag = AUS_nazis_crushed
			custom_effect_tooltip = AUS_crush_nazis_effect
		}
		else = {
			unlock_decision_tooltip = AUS_crush_nazis
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		swap_ideas = {
			remove_idea = AUS_july_followed_june_2
			add_idea = AUS_a_new_austria
		}
		add_power_balance_value = {
			id = AUS_monarchist_power_balance
			value = -0.2
			tooltip_side = AUS_parliament_side
		}
	}
}
### Entity: Idea
Component: TRI_nt
Source: game
File: common/ideas/trinidad_and_tobago.txt

Code:
TRI_nt = {
	ledger = navy
	picture = generic_navy_african_3
	allowed = {
		original_tag = TRI
	}
	traits = {
		naval_theorist
	}
}
### Entity: Idea
Component: BUL_german_materiel_designer
Constructs: has_completed_focus, limit, has_war_with, has_country_flag, has_dlc, has_opinion, has_capitulated, is_subject
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_german_materiel_designer = {
	name = opel
	picture = opel
	cost = 75
	allowed = {
		original_tag = BUL
		has_dlc = Battle for the Bosporus
	}
	available = {
		has_country_flag = BUL_german_military_agreements_flag
		if = {
			limit = {
				NOT = {
					has_country_flag = BUL_contract_with_german_materiel_designer_flag
				}
			}
			GER = {
				has_opinion = {
					target = ROOT
					value = > 49
				}
				has_capitulated = no
				BUL_is_valid_subject = yes
			}
		}
		NOT = {
			has_war_with = GER
		} {
			has_completed_focus = BUL_nationalization
		}
		OR = {
			is_subject = no
			is_subject_of = GER
		}
	}
	on_add = {
		if = {
			limit = {
				NOT = {
					has_country_flag = BUL_contract_with_german_materiel_designer_flag
				}
			}
			random_owned_state = {
				limit = {
					is_fully_controlled_by = ROOT
					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_country_flag = BUL_contract_with_german_materiel_designer_flag
		}
	}
	research_bonus = {
		motorized_equipment = 0.15
	}
	traits = {
		motorized_equipment_manufacturer
	}
}
### Entity: Scripted Effect
Component: ITA_manage_italian_defeat_in_ethiopia_effect
Constructs: has_completed_focus, limit, unlock_national_focus, set_power_balance, set_value
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_manage_italian_defeat_in_ethiopia_effect = {
	if = {
		limit = {
			NOT = {
				has_completed_focus = ITA_servizio_informazione_militare
			}
		}
		unlock_national_focus = ITA_servizio_informazione_militare
	}
	unlock_national_focus = ITA_triumph_in_africa_bba
	set_power_balance = {
		id = ITA_power_balance
		left_side = ITA_grand_council_side
		right_side = ITA_mussolini_side
		set_value = -0.15
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_return_to_the_parliamentary_era
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, has_country_leader, is_historical_focus_on, is_subject
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_return_to_the_parliamentary_era
	icon = GFX_focus_ETH_re-convene_the_parliament
	relative_position_id = CHL_strengthen_instituto_nacional
	x = 3
	y = 1
	cost = 5
	prerequisite = {
		focus = CHL_strengthen_instituto_nacional
	}
	mutually_exclusive = {
		focus = CHL_increase_presidential_powers CHL_reapproach_america
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 2
			has_country_leader = {
				character = CHL_gustavo_ross_santa_maria
				ruling_only = yes
			}
		} {
			factor = 0.5
			has_country_leader = {
				character = CHL_pedro_aguirre_cerda
				ruling_only = yes
			}
		} {
			factor = 0
			is_historical_focus_on = yes
		}
	}
	available = {
		has_government = democratic
		is_subject = no
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		hidden_effect = {
			remove_trait = {
				character = CHL_miguel_cruchaga_tacomal
				slot = political_advisor
				trait = JUNO_president_of_the_senate
			}
		} {
			set_can_be_fired_in_advisor_role = {
				character = CHL_miguel_cruchaga_tacomal
				value = no
			}
			IF = {
				limit = {
					NOT = {
						has_idea = CHL_miguel_cruchaga_tacomal
					}
				}
				add_ideas = CHL_miguel_cruchaga_tacomal
			}
		} {
			IF = {
				limit = {
					has_game_rule = {
						rule = obsolete_focus_branches_visibility
						option = HIDE
					}
				}
				mark_focus_tree_layout_dirty = yes
			}
		}
		add_trait = {
			character = CHL_miguel_cruchaga_tacomal
			slot = political_advisor
			trait = JUNO_president_of_the_senate_2
		}
		custom_effect_tooltip = CHL_skip_one_line_tt CHL_return_to_the_parliamentary_era_tt
	}
}
### Entity: Idea
Component: fin_destroyersubs
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/r56_finland.txt

Code:
fin_destroyersubs = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = escort_effort_focus
	equipment_bonus = {
		screen_ship = {
			build_cost_ic = -0.05
			instant = yes
		}
		submarine = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
}
### Entity: AI Strategy
Component: NOR_democratic_to_civil_war_plan
Constructs: has_country_flag, is_historical_focus_on, has_game_rule, is_subject
Source: game
File: common/ai_strategy_plans/NOR_alternate_strategy_plan.txt

Code:
NOR_democratic_to_civil_war_plan = {
	name = Norwegian Alternative Historical Plan
	desc = 
	allowed = {
		NOR_AAT = yes
	}
	enable = {
		OR = {
			AND = {
				is_historical_focus_on = yes
				has_game_rule = {
					rule = NOR_AI_BEHAVIOR
					option = DEFAULT
				}
			}
			has_country_flag = NOR_AI_RANDOM_HISTORICAL
			has_game_rule = {
				rule = NOR_ai_behavior
				option = HISTORICAL
			}
		}
	}
	abort = {
		is_subject = yes
	}
	ai_national_focuses = {
		NOR_continue_nygaardsvold_government NOR_broken_gun_policies NOR_leaving_the_hard_thirties_behind NOR_cut_military_budget NOR_bail_out_towns NOR_print_more_money NOR_social_incrementalism NOR_restart_public_investment NOR_restore_public_trust_in_the_storting NOR_building_an_independent_norway NOR_hurtigruten NOR_norwegian_school_of_economics NOR_weathering_the_storm_to_come NOR_the_neutrality_guard NOR_rearm_for_defense NOR_patrol_our_coast NOR_fortify_norway NOR_coastal_defense NOR_quislings_coup NOR_get_rid_of_quisling NOR_the_administrative_council NOR_norwegian_reichsprotectorate NOR_fascist_military_collaboration NOR_frontkjempere NOR_fascist_industrial_investments NOR_start_rearmament NOR_drobak_coastal_fort NOR_rikstanken NOR_kickstart_military_industry NOR_norges_tekniske_hogskole NOR_the_royal_norwegian_navy NOR_modernize_fortifications NOR_expand_the_dockyards NOR_expand_merchant_marine NOR_haerens_flyvevaaben NOR_foreign_plane_designs NOR_invest_in_airfields NOR_kystvakten NOR_artillery_development NOR_crackdown_on_civilian_life NOR_bring_back_quisling NOR_empower_large_industrial_groups NOR_revamp_hydroelectric_capacity NOR_anti_air_support NOR_aluminum_production NOR_complete_the_sourthern_railway_network NOR_stavanger_airfield NOR_buy_aa_from_sweden NOR_mine_laying_effort NOR_convoy_defense NOR_expand_Haeren NOR_improved_weapons
	}
	focus_factors = {

	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_anti_fascist_league
Constructs: add_equipment_to_stockpile, prerequisite, limit, has_government, every_country, add_war_support, is_major, completion_reward
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_anti_fascist_league
	icon = GFX_focus_ITA_liberation_or_death
	x = 1
	y = 1
	prerequisite = {
		focus = AFG_combined_training AFG_end_soviet_rule
	}
	relative_position_id = AFG_combined_training
	ai_will_do = {
		factor = 1
	}
	cost = 10
	available = {
		has_government = communism
		any_other_country = {
			is_major = yes
			has_government = fascism
		}
	}
	completion_reward = {
		every_country = {
			limit = {
				has_government = fascism
				is_major = yes
			}
			AFG = {
				custom_effect_tooltip = AFG_anti_fascist_league_tt r56_newline
				add_equipment_to_stockpile = {
					type = infantry_equipment
					amount = 500
					producer = AFG
				}
				add_war_support = 0.025
				add_manpower = 2500
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_MILITARY_EQUIPMENT
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_belgium_first
Constructs: prerequisite, has_government, add_stability, completion_reward, add_political_power, is_subject, is_in_faction, set_rule
Source: game
File: common/national_focus/r56_belgium.txt

Code:
focus = {
	id = BEL_belgium_first
	icon = GFX_goal_BEL_belgium_first
	prerequisite = {
		focus = BEL_belgian_militarism
	}
	mutually_exclusive = {
		focus = BEL_germany_millitary_coop BEL_reactivate_caur_contacts BEL_an_ally_across_the_channel
	}
	relative_position_id = BEL_belgian_militarism
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		base = 2
	}
	available = {
		has_government = fascism
		is_subject = no
		NOT = {
			is_in_faction = yes
		}
	}
	completion_reward = {
		set_rule = {
			can_create_factions = yes
		}
		create_faction_from_template = {
			template = faction_template_european_dominance
			name = BEL_egmont_treaty_faction
		}
		add_stability = 0.1
		add_political_power = 50
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL FOCUS_FILTER_ALLIANCE
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_alliance_with_spain
Constructs: prerequisite, limit, remove_ideas, has_government, has_war_with, add_opinion_modifier, completion_reward, is_in_faction_with
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_alliance_with_spain
	icon = GFX_focus_intervention_spain_nationalists
	prerequisite = {
		focus = GER_form_rome_berlin_axis GER_invade_italy
	}
	mutually_exclusive = {
		focus = GER_operation_felix
	}
	x = 1
	y = 1
	relative_position_id = GER_form_rome_berlin_axis
	cost = 5
	bypass = {
		any_country_with_original_tag = {
			original_tag_to_check = SPR
			is_in_faction_with = ROOT
		}
	}
	available = {
		is_faction_leader = yes
		is_subject = no
		if = {
			limit = {
				NOT = {
					has_dlc = La Resistance
				}
			}
			any_country_with_original_tag = {
				original_tag_to_check = SPR
				has_government = fascism
				exists = yes
				NOT = {
					has_war_with = ROOT
				}
				has_civil_war = no
				is_subject = no
				is_in_faction = no
			}
		} {
			limit = {
				has_dlc = La Resistance
			}
			SPA = {
				exists = yes
				NOT = {
					has_war_with = ROOT
				}
				has_civil_war = no
				is_subject = no
				is_in_faction = no
			}
		}
		FRA = {
			OR = {
				exists = no
				has_capitulated = yes
				has_government = fascism
				is_ally_with = ROOT
			}
		}
	}
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 0
			OR = {
				is_historical_focus_on = yes
				date = < 1942.01.01
				surrender_progress = > 0
				AND = {
					has_war_with = ENG
					ENG = {
						surrender_progress = < 0.2
					}
				}
			}
		} {
			factor = 0
			OR = {
				has_government = democratic communism
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		if = {
			limit = {
				OR = {
					AND = {
						NOT = {
							has_dlc = La Resistance
						} {
							country_exists = SPR
						}
						SPR = {
							NOT = {
								has_government = fascism
							}
						}
					} {
						has_dlc = La Resistance
						NOT = {
							country_exists = SPA
						}
					}
				}
			}
			custom_effect_tooltip = GER_nationalist_spain_ally_tt
		} {
			limit = {
				has_dlc = La Resistance
			}
			SPA = {
				if = {
					limit = {
						has_idea = SPA_recovering_from_civil_war
					}
					remove_ideas = SPA_recovering_from_civil_war
				}
				else = {
					effect_tooltip = {
						remove_ideas = SPA_recovering_from_civil_war
					}
				}
				add_opinion_modifier = {
					target = ROOT
					modifier = ger_spa_alliance_focus
				}
				custom_effect_tooltip = generic_skip_one_line_tt generic_invite_to_faction_tt
				hidden_effect = {
					add_ai_stra
# ... (truncated)
### Entity: Character
Component: GER_viktor_schutze
Source: game
File: common/characters/GER.txt

Code:
GER_viktor_schutze = {
	name = GER_viktor_schutze
	portraits = {
		army = {
			small = GFX_idea_viktor_schutze
		}
	}
	advisor = {
		slot = high_command
		idea_token = viktor_schutze
		ledger = navy
		allowed = {
			original_tag = GER
		}
		traits = {
			navy_submarine_1
		}
		cost = 50
		ai_will_do = {
			factor = 1.0
		}
	}
}