Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: irq_focus
Component: IRQ_reach_out_to_jordan
Constructs: prerequisite, completion_reward, is_subject, has_army_manpower, is_owned_and_controlled_by, is_subject_of, has_idea, cancel_if_invalid
Source: game
File: common/national_focus/iraq.txt

Code:
focus = {
	id = IRQ_reach_out_to_jordan
	icon = GFX_focus_IRQ_reach_out_to_jordan
	prerequisite = {
		focus = IRQ_increase_anglo_iraqi_economic_ties
	}
	x = -5
	y = 1
	relative_position_id = IRQ_increase_anglo_iraqi_economic_ties
	cost = 10
	ai_will_do = {
		base = 1
	}
	available = {
		is_subject = no
		has_army_manpower = {
			size = > 30000
		}
		OR = {
			455 = {
				is_owned_and_controlled_by = ENG
			}
			JOR = {
				is_subject_of = ENG
			}
		}
		has_idea = IRQ_anglo_iraqi_treaty
	}
	bypass = {
		NOT = {
			OR = {
				455 = {
					is_owned_and_controlled_by = ENG
				}
				JOR = {
					is_subject_of = ENG
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_ANNEXATION
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		ENG = {
			country_event = {
				id = IRQ_political_events.16
				hours = 1
			}
		}
	}
}
### Entity: Modifier Reference
Component: AFG_cautious_relation_modifier
Source: game
File: common/modifiers/r56_static_modifiers.txt

Code:
AFG_cautious_relation_modifier = {
	valid_relation_trigger = {

	}
	generate_wargoal_tension_against = -0.2
	trade_cost_for_target_factor = 0.1
}
### Entity: National Focus
Tree: mon_focus
Component: MON_local_specialists
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_local_specialists
	icon = GFX_focus_generic_military_academy
	prerequisite = {
		focus = MON_ensure_branches_independence
	}
	x = 0
	y = 1
	relative_position_id = MON_ensure_branches_independence
	cost = 8
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = MON_local_specialists_idea
	}
	search_filters = {
		FOCUS_FILTER_NAVY_XP
	}
}
### Entity: State History
Component: 60
Constructs: add_core_of
Source: game
File: history/states/60-Sud-Hannover.txt

Code:
state = {
	id = 60
	name = STATE_60
	manpower = 3005214
	resources = {
		steel = 9
		chromium = 3
		tungsten = 3
		coal = 8
	}
	state_category = large_city
	history = {
		owner = GER
		add_core_of = GER THU
		victory_points = {
			3561 5
		} {
			425 1
		} {
			538 2
		}
		buildings = {
			infrastructure = 3
			industrial_complex = 1
		}
		1939.1.1 = {
			buildings = {
				synthetic_refinery = 3
				arms_factory = 2
				industrial_complex = 2
			}
		}
	}
	provinces = {
		425 482 538 3500 3561 6501 6524 6582 9497
	}
	local_supplies = 0.0
}
### Entity: Scripted Effect
Component: raj_gained_independence_effect
Constructs: has_completed_focus, limit, declare_independence_political, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/r56_indian_provincial_elections.txt

Code:
raj_gained_independence_effect = {
	declare_independence_political = yes
	if = {
		limit = {
			TAG = RAJ
			NOT = {
				has_completed_focus = RAJ_Provincial_Elections
			}
		}
		country_event = {
			id = india.7
			hours = 12
		}
	} {
		limit = {
			has_idea = RAJ_Caste_Debuff_3_pop
		}
		swap_ideas = {
			remove_idea = RAJ_Caste_Debuff_3_pop
			add_idea = RAJ_Caste_Debuff_3
		}
	}
}
### Entity: Idea
Component: MNC_Rainier_III_fascism
Constructs: removal_cost
Source: game
File: common/ideas/monaco.txt

Code:
MNC_Rainier_III_fascism = {
	picture = MNC_rainier_III
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	traits = {
		MNC_rainier_iii_of_monaco_fascism_idea
	}
}
### Entity: Country History
Country: VGE
Component: VGE_characters
Constructs: recruit_character
Source: game
File: history/countries/VGE - Volga Germany.txt

Code:
# Leaders & Characters for VGE
recruit_character = VGE_heinrich_luft VGE_aleksander_heck
### Entity: National Focus
Tree: por_focus
Component: POR_british_investment_in_mines
Constructs: prerequisite, limit, has_government, owns_state, has_war_with, completion_reward, has_civil_war, has_capitulated
Source: game
File: common/national_focus/portugal.txt

Code:
focus = {
	id = POR_british_investment_in_mines
	available = {
		NOT = {
			has_government = communism
		}
		ENG = {
			exists = yes
			NOT = {
				has_war_with = ROOT
			}
			has_civil_war = no
			has_capitulated = no
			owns_state = 126
		}
	}
	bypass = {
		NOT = {
			country_exists = ENG
		}
	}
	prerequisite = {
		focus = POR_strict_neutrality_in_the_spanish_civil_war
	}
	icon = GFX_goal_generic_construct_civilian
	x = -1
	y = 1
	relative_position_id = POR_strict_neutrality_in_the_spanish_civil_war
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		if = {
			limit = {
				has_full_control_of_state = 112
			}
			add_resource = {
				type = tungsten
				amount = 50
				state = 112
			}
		}
		add_tech_bonus = {
			name = POR_british_investment_in_mines
			bonus = 0.5
			uses = 2
			category = industry
		}
		add_timed_idea = {
			idea = POR_british_influence
			days = 1460
		}
		hidden_effect = {
			add_ai_strategy = {
				type = befriend
				id = ENG
				value = 50
			}
			ENG = {
				add_ai_strategy = {
					type = befriend
					id = ROOT
					value = 50
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_57
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_57 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 57
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 57
	}
}
### Entity: Event
Component: nicaragua.2
Constructs: is_triggered_only, ai_chance, create_wargoal, annex_everything, add_to_faction
Source: game
File: events/r56_nicaragua.txt

Code:
country_event = {
	id = nicaragua.2
	title = nicaragua.2.t
	desc = nicaragua.2.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		ai_chance = {
			base = 95
		}
		name = nicaragua.2.a
		NIC = {
			country_event = {
				days = 1
				id = nicaragua.3
			}
			create_wargoal = {
				type = annex_everything
				target = GER
			}
			add_to_faction = SOV
		}
	} {
		ai_chance = {
			base = 5
		}
		name = nicaragua.2.b
		NIC = {
			country_event = {
				days = 1
				id = nicaragua.4
			}
		}
	}
}
### Entity: Event
Component: GOE_RAJ.7
Constructs: is_triggered_only, ai_chance, has_government, has_war_with, is_ai, random_hours, set_country_flag
Source: game
File: events/GOE_Raj.txt

Code:
country_event = {
	id = GOE_RAJ.7
	title = GOE_RAJ.7.t
	desc = GOE_RAJ.7.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = GOE_RAJ.7.a
		ai_chance = {
			base = 5
			modifier = {
				OR = {
					has_government = democratic communism
				}
				factor = 0
			} {
				OR = {
					has_war_with = ENG USA
				}
				factor = 10
			} {
				FROM = {
					is_ai = no
				}
				factor = 1.35
			}
		}
		FROM = {
			country_event = {
				id = GOE_RAJ.8
				hours = 13
				random_hours = 12
			}
		}
		set_country_flag = agreed_to_help_bose
		custom_effect_tooltip = GOE_RAJ.7.a_tt
	} {
		name = GOE_RAJ.7.b
		ai_chance = {
			base = 1
		}
		FROM = {
			country_event = {
				id = GOE_RAJ.9
				hours = 13
				random_hours = 12
			}
		}
	}
}
### Entity: Event
Component: argentina.23
Constructs: is_triggered_only, ai_chance, has_war_with, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: events/r56_argentina.txt

Code:
country_event = {
	id = argentina.23
	title = argentina.23.t
	desc = argentina.23.d
	is_triggered_only = yes
	option = {
		name = argentina.23.a
		ai_chance = {
			base = 0
			modifier = {
				add = 100
				NOT = {
					has_war_with = ARG
				}
			}
		}
		ARG = {
			country_event = {
				days = 1
				id = argentina.34
			}
		}
		502 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		503 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	} {
		name = argentina.23.b
		ARG = {
			country_event = {
				days = 1
				id = argentina.35
			}
		}
	}
}
### Entity: Scripted Trigger
Component: AST_conscription_level_extensive_conscription
Constructs: limit, has_idea, check_variable
Source: game
File: common/scripted_triggers/AST_scripted_triggers.txt

Code:
AST_conscription_level_extensive_conscription = {
	if = {
		limit = {
			NOT = {
				has_idea = extensive_conscription
			}
		}
		custom_trigger_tooltip = {
			tooltip = AST_conscription_level_allowed_tt
			check_variable = {
				AST_conscription_level_allowed = > 1
			}
		}
	}
}
### Entity: Technology
Component: PHI_battalion_combat_teams
Constructs: research_cost
Source: game
File: common/technologies/infantry.txt

Code:
technology = {
	allow = {
		always = no
	}
	research_cost = 1
	category_all_infantry = {
		hard_attack = 0.15
		soft_attack = 0.15
		ap_attack = 0.15
	}
	category_cavalry = {
		hard_attack = 0.1
		soft_attack = 0.1
		ap_attack = 0.1
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: Trigger Reference
Construct: not_already_hired_except_as
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## not_already_hired_except_as

* Supported Scopes: CHARACTER
* Supported Targets: none

```
not_already_hired_except_as = <slot> - For characters with several advisor roles, checks if the current character is already assigned in another advisor slot.
example: let's say a character can be a political advisor and a theorist. But they should only be hired in one role, never both at the same time.
then you may set in the advisor available trigger :
	advisor = {
		slot = political_advisor
		available = { not_already_hired_except_as = political_advisor } 
		...
	}
	advisor = {
		slot = theorist
		available = { not_already_hired_except_as = theorist } 
		...
	}

```
### Entity: National Focus
Tree: tib_focus
Component: TIB_drabshi_lekhoung_power_plant
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/tibet.txt

Code:
focus = {
	id = TIB_drabshi_lekhoung_power_plant
	icon = GFX_focus_generic_hydroelectric_energy
	prerequisite = {
		focus = TIB_aquire_modern_machinery
	}
	relative_position_id = TIB_aquire_modern_machinery
	x = -3
	y = 1
	cost = 8
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				757
			}
			limit = {
				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
			}
			if = {
				limit = {
					free_building_slots = {
						building = infrastructure
						size = > 0
					}
				}
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: saf_focus
Component: SAF_equipment_effort
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/south_africa.txt

Code:
focus = {
	id = SAF_equipment_effort
	icon = GFX_goal_generic_army_artillery
	prerequisite = {
		focus = SAF_expand_the_south_african_artillery SAF_sa_engineer_corps
	}
	x = 0
	y = 4
	relative_position_id = SAF_special_service_battalion
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = SAF_equipment_effort
			bonus = 1.0
			uses = 1
			category = infantry_weapons artillery
		}
	}
}
### Entity: Scripted Effect
Component: EAI_PR_STRATEGIES_aircraft_technologies
Source: game
File: common/scripted_effects/EAI_RESEARCH_PRIORITY_TREE_air.txt

Code:
EAI_PR_STRATEGIES_aircraft_technologies = {
	EAI_PR_STRATEGIES_small_airframe = yes
	EAI_PR_STRATEGIES_medium_airframe = yes
	EAI_PR_STRATEGIES_large_airframe = yes
	EAI_PR_STRATEGIES_transport = yes
	EAI_PR_STRATEGIES_engine_module = yes
	EAI_PR_STRATEGIES_bomb_module = yes
	EAI_PR_STRATEGIES_air_torpedo_module = yes
	EAI_PR_STRATEGIES_mg_module = yes
	EAI_PR_STRATEGIES_survivability_studies_module = yes
	EAI_PR_STRATEGIES_aa_cannon_module = yes
	EAI_PR_STRATEGIES_range_improvements_module = yes
	EAI_PR_STRATEGIES_aircraft_construction_module = yes
}
### Entity: Character
Component: aloof_authority
Constructs: autonomy_gain
Source: game
File: common/country_leader/goe_traits.txt

Code:
aloof_authority = {
	autonomy_gain_ll_to_overlord = -0.1
	autonomy_gain = -0.1
	cic_to_overlord_factor = 0.05
}
### Entity: Idea
Component: idea_RAJ_bose_hiding_ussr
Constructs: has_completed_focus, limit, add_mastery_bonus, has_idea, add_timed_idea, removal_cost, communism_drift
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_bose_hiding_ussr = {
	picture = saf_soviet_advisers
	allowed = {
		original_tag = JAP
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		has_completed_focus = RAJ_give_me_blood_and_i_will_grant_you_freedom
	}
	on_add = {
		add_mastery_bonus = {
			name = idea_RAJ_bose_hiding_ussr
			bonus = 0.1
			days = 180
			grand_doctrine = mass_assault
		}
	}
	on_remove = {
		if = {
			limit = {
				NOT = {
					has_idea = idea_RAJ_bose_hiding_ger
					has_completed_focus = RAJ_give_me_blood_and_i_will_grant_you_freedom
				}
			}
			add_timed_idea = {
				idea = idea_RAJ_bose_hiding_ger
				days = 70
			}
		}
	}
	removal_cost = -1
	modifier = {
		communism_drift = 0.15
		communism_acceptance = 50
		consumer_goods_factor = 0.001
		resistance_damage_to_garrison = -1
	}
}
### Entity: Scripted Localization
Component: defined_text
Source: game
File: common/scripted_localisation/AAT_Nordics_scripted_loc.txt

Code:
defined_text = {
	name = NORDIC_get_nordic_army_desc
	text = {
		trigger = {
			NORDIC_democratic_alliance_viable = yes
		}
		localization_key = NORDIC_nordic_army_desc_dem
	} {
		trigger = {
			NORDIC_communist_alliance_viable = yes
		}
		localization_key = NORDIC_nordic_army_desc_com
	} {
		trigger = {
			NORDIC_monarchist_alliance_viable = yes
		}
		localization_key = NORDIC_nordic_army_desc_mon
	}
}
### Entity: National Focus
Component: cyprus_tree
Constructs: shared_focus, has_completed_focus, division_template, add_equipment_to_stockpile, prerequisite, has_war, limit, add_ideas
Source: game
File: common/national_focus/r56_cyprus.txt

Code:
focus_tree = {
	id = cyprus_tree
	country = {
		factor = 0
		modifier = {
			add = 10
			tag = CYP
		}
	}
	shared_focus = GEN_Aviation_Effort GEN_Naval_Effort GEN_industrial_boom GEN_State_Matter
	shortcut = {
		name = CYP_shortcut_industry
		target = CYP_urban_investments
		scroll_wheel_factor = 1.0
	} {
		name = CYP_shortcut_army
		target = CYP_found_army
		scroll_wheel_factor = 1.0
	}
	focus = {
		id = CYP_begin_urbanisation_efforts
		icon = GFX_focus_generic_low_cost_housing
		cost = 5
		x = 45
		y = 0
		mutually_exclusive = {
			focus = CYP_continue_farming_reliance
		}
		completion_reward = {
			random_controlled_state = {
				prioritize = {
					183
				}
				add_extra_state_shared_building_slots = 2
			}
			add_victory_points = {
				province = 11984
				value = 2
			}
			custom_effect_tooltip = r56_newline
			add_timed_idea = {
				idea = r56_CYP_urbanisation_campaign
				days = 365
			}
		}
		search_filters = {
			FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MANPOWER
		}
	} {
		id = CYP_continue_farming_reliance
		icon = GFX_focus_ITA_grande_rivolta_rurale
		cost = 5
		x = 6
		y = 0
		relative_position_id = CYP_begin_urbanisation_efforts
		mutually_exclusive = {
			focus = CYP_begin_urbanisation_efforts
		}
		completion_reward = {
			add_political_power = 50
			custom_effect_tooltip = r56_newline
			add_ideas = r56_CYP_farming_focus_1
		}
		search_filters = {
			FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MANPOWER FOCUS_FILTER_STABILITY
		}
	} {
		id = CYP_railways
		icon = GFX_goal_generic_railroad
		cost = 5
		x = -2
		y = 1
		relative_position_id = CYP_begin_urbanisation_efforts
		prerequisite = {
			focus = CYP_begin_urbanisation_efforts
		}
		available = {
			has_tech = basic_train
		}
		completion_reward = {
			if = {
				limit = {
					controls_state = 183
				}
				build_railway = {
					level = 1
					start_province = 11984
					target_province = 7193
				}
			} {
				limit = {
					has_tech = railway_gun
				}
				custom_effect_tooltip = r56_newline
				sp:sp_land_super_heavy_railway_gun = {
					add_project_progress_ratio = 0.25
				}
			}
			add_equipment_to_stockpile = {
				type = train_equipment
				amount = 15
			}
			custom_effect_tooltip = r56_newline
			mio:generic_train_organization_r56_NSB = {
				add_mio_funds = 750
			}
			add_tech_bonus = {
				name = CYP_railways
				category = railway_construction_tech
				bonus = 0.75
			} {
				name = CYP_
# ... (truncated)
### Entity: Character
Component: AUS_no_more_the_fool
Constructs: fascism_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
AUS_no_more_the_fool = {
	random = no
	sprite = 13
	political_power_factor = 0.15
	fascism_drift = 0.05
	drift_defence_factor = 0.3
	surrender_limit = 0.05
}
### Entity: Order of Battle
Component: 46th Vodka Division
Constructs: division_template
Source: game
File: history/units/r56w_WHY.txt

Code:
division = {
	name = 46th Vodka Division
	location = 3513
	division_template = Vodka and Crumpets
	start_experience_factor = 0.75
}
### Entity: Character
Component: LIT_vincas_mickevicius_kapsukas
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/LIT.txt

Code:
LIT_vincas_mickevicius_kapsukas = {
	name = LIT_vincas_mickevicius_kapsukas
	portraits = {
		army = {
			small = GFX_idea_LIT_vincas_mickevicius_kapsukas
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = LIT_vincas_mickevicius_kapsukas
		allowed = {
			original_tag = LIT
			has_dlc = No Step Back
		}
		available = {
			has_completed_focus = BALTIC_revolutionary_cabinet
		}
		traits = {
			patriotic_socialist
		}
	}
}
### Entity: Character
Component: PAK_acr
Source: game
File: common/characters/PAK.txt

Code:
PAK_acr = {
	advisor = {
		slot = air_chief
		idea_token = PAK_acr
		allowed = {
			original_tag = PAK
		}
		traits = {
			air_chief_reform_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_3
		}
	}
}
### Entity: Event
Component: news.142
Constructs: has_war_with, is_controlled_by, is_owned_by, has_global_flag, set_global_flag
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.142
	title = news.101.t
	desc = news.142.d
	picture = GFX_news_event_064
	major = yes
	trigger = {
		16 = {
			is_controlled_by = SOV
		} {
			is_owned_by = FRA
		}
		SOV = {
			has_war_with = FRA
		}
		NOT = {
			has_global_flag = fall_of_paris_sov
		}
	}
	immediate = {
		set_global_flag = fall_of_paris_sov
	}
	mean_time_to_happen = {
		days = 2
	}
	option = {
		name = news.140.a
		trigger = {
			NOT = {
				TAG = SOV FRA
			}
		}
	} {
		name = news.138.b
		trigger = {
			TAG = SOV
		}
	} {
		name = news.100.c
		trigger = {
			TAG = FRA
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_LAW_missing_ws_women_in_the_workforce
Constructs: has_completed_focus, has_war, limit, has_government, has_country_flag, check_variable, set_temp_variable, has_war_support
Source: game
File: common/scripted_triggers/EAI_COUNTRY_law_triggers.txt

Code:
EAI_LAW_missing_ws_women_in_the_workforce = {
	NOT = {
		has_country_flag = EAI_women_in_the_workforce_taken
	}
	has_war = yes yes
	if = {
		limit = {
			NOT = {
				original_tag = GER JAP
			}
		}
		if = {
			limit = {
				original_tag = PRC
			}
			NOT = {
				has_completed_focus = PRC_holding_half_the_sky PRC_promote_womens_suffrage
			}
		}
	} {
		limit = {
			original_tag = GER
		}
		NOT = {
			has_completed_focus = GER_womens_rights_and_equality
		}
	} {
		limit = {
			check_variable = {
				witwf_ws = > 0
			}
		}
		set_temp_variable = {
			needs_ws = witwf_ws
		}
	}
	else_if = {
		limit = {
			original_tag = GER
		}
		NOT = {
			has_completed_focus = GER_womens_rights_and_equality
		}
	} {
		limit = {
			original_tag = JAP
		}
		NOT = {
			has_completed_focus = JAP_democratic_women_in_the_workforce
		}
	}
	OR = {
		AND = {
			has_government = democratic
			NOT = {
				has_war_support = > 0.79
			}
			set_temp_variable = {
				witwf_ws = 0.79
			}
		} {
			has_government = communism
			NOT = {
				has_war_support = > 0.79
			}
			set_temp_variable = {
				witwf_ws = 0.79
			}
		} {
			has_government = fascism
			OR = {
				AND = {
					NOT = {
						has_war_support = > 0.89
					}
					set_temp_variable = {
						witwf_ws = 0.89
					}
				}
				surrender_progress = > 0
			}
		} {
			has_government = neutrality
			NOT = {
				has_war_support = > 0.84
			}
			set_temp_variable = {
				witwf_ws = 0.84
			}
			has_stability = > 0.7
		}
	}
}
### Entity: Unit Leader
Component: lone_wolf
Source: game
File: common/unit_leader/00_traits.txt

Code:
lone_wolf = {
	type = navy
	modifier = {
		naval_enemy_fleet_size_ratio_penalty_factor = 0.1
	}
	ai_will_do = {
		factor = 0
	}
	trait_type = assignable_trait
	any_parent = {
		blockade_runner
	}
	mutually_exclusive = concealment_expert
	gui_row = 1
	gui_column = 1
}
### Entity: Scripted Trigger
Component: ITA_is_going_antifascist_in_bba
Constructs: has_completed_focus, limit, has_dlc
Source: game
File: common/scripted_triggers/ITA_scripted_triggers.txt

Code:
ITA_is_going_antifascist_in_bba = {
	if = {
		limit = {
			has_dlc = By Blood Alone
		}
		OR = {
			has_completed_focus = ITA_unite_the_opposition ITA_defy_the_duce
		}
	}
}
### Entity: National Focus
Tree: sco_focus
Component: SCO_support_trade
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/scotland.txt

Code:
focus = {
	id = SCO_support_trade
	icon = GFX_goal_generic_positive_trade_relations
	prerequisite = {
		focus = SCO_democratic_constitutionalism
	}
	relative_position_id = SCO_democratic_constitutionalism
	mutually_exclusive = {
		focus = SCO_promote_chemical_industry
	}
	x = 0
	y = 1
	cost = 10
	available_if_capitulated = yes
	available = {
		OR = {
			has_government = democratic neutrality
		}
	}
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				121
			}
			limit = {
				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_ideas = liberty_ethos_focus
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: scientist_advisor
Constructs: research_speed_factor, removal_cost, research_bonus
Source: game
File: common/ideas/tmodern_advisors.txt

Code:
scientist_advisor = {
	cost = 75
	removal_cost = 0
	traits = {
		the_academic
	}
	picture = generic_political_advisor_south_america_3
	research_bonus = {

	}
	modifier = {
		research_speed_factor = 0.05
	}
}