Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: pru_focus
Component: PRU_czech_equipment_aquisition
Constructs: has_completed_focus, add_equipment_to_stockpile, has_war_with, completion_reward, has_game_rule, add_doctrine_cost_reduction
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_czech_equipment_aquisition
	icon = GFX_goal_CZE_defense
	x = 67
	y = 0
	offset = {
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = PRU_look_to_the_past
		}
		x = -33
	} {
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = PRU_organize_future_elections
		}
		x = -14
	}
	cost = 5
	ai_will_do = {
		factor = 5
	}
	available = {
		num_divisions = > 0
		CZE = {
			exists = yes
			NOT = {
				has_war_with = PRU
			}
		}
		OR = {
			has_completed_focus = PRU_mediate_between_the_parties PRU_empower_benavides PRU_legacy_of_sachez_cerro PRU_look_to_the_past
		}
	}
	bypass = {
		CZE = {
			OR = {
				has_war_with = PRU
				exists = no
			}
		}
	}
	completion_reward = {
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = 3500
			producer = CZE
		}
		add_doctrine_cost_reduction = {
			name = PRU_czech_equipment_aquisition
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
		PRU_increase_army_10_percent = yes
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_EQUIPMENT
	}
}
### Entity: Idea
Component: CZE_skoda_infantry_focus_optimization_4_idea
Constructs: is_controlled_by, research_bonus, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/czechoslovakia_skoda.txt

Code:
CZE_skoda_infantry_focus_optimization_4_idea = {
	name = CZE_skoda_infantry_focus_optimization_idea
	picture = CZE_skoda_works
	allowed = {
		always = no
	}
	do_effect = {
		any_core_state = {
			is_controlled_by = ROOT
		}
	}
	allowed_civil_war = {
		always = yes
	}
	research_bonus = {
		infantry_weapons = 0.12
	}
	equipment_bonus = {
		infantry_equipment = {
			build_cost_ic = -0.08
			instant = yes
		}
		light_tank_chassis = {
			build_cost_ic = 0.08
			instant = yes
		}
		medium_tank_chassis = {
			build_cost_ic = 0.08
			instant = yes
		}
		heavy_tank_chassis = {
			build_cost_ic = 0.08
			instant = yes
		}
	}
	modifier = {
		materiel_manufacturer_cost_factor = -0.08
		production_speed_arms_factory_factor = 0.08
		production_lack_of_resource_penalty_factor = -0.08
		production_speed_industrial_complex_factor = -0.08
		production_factory_efficiency_gain_factor = -0.08
		factory_energy_consumption = 0.08
	}
}
### Entity: National Focus
Component: wuw_HUN_hold_war_games
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, has_dlc, has_idea, swap_ideas, remove_idea
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_hold_war_games
	icon = GFX_goal_poland_goal
	prerequisite = {
		focus = wuw_HUN_secret_rearmament
	}
	x = 1
	y = 1
	relative_position_id = wuw_HUN_secret_rearmament
	search_filters = {
		FOCUS_FILTER_ARMY_XP FOCUS_FILTER_MILITARY_CHARACTER
	}
	cost = 5
	ai_will_do = {
		factor = 15
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				NOT = {
					has_dlc = Arms Against Tyranny
				}
			}
			IF = {
				limit = {
					has_idea = HUN_treaty_of_triannon_wuw
				}
				swap_ideas = {
					remove_idea = HUN_treaty_of_triannon_wuw
					add_idea = HUN_treaty_of_triannon_wuw_no_army_exp_debuff
				}
			}
			ELSE_IF = {
				limit = {
					has_idea = HUN_treaty_of_triannon_wuw_no_air_debuff
				}
				swap_ideas = {
					remove_idea = HUN_treaty_of_triannon_wuw_no_air_debuff
					add_idea = HUN_treaty_of_triannon_wuw_no_air_or_army_debuff
				}
			}
		} {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			IF = {
				limit = {
					has_idea = HUN_treaty_of_triannon_aat_wuw
				}
				swap_ideas = {
					remove_idea = HUN_treaty_of_triannon_aat_wuw
					add_idea = HUN_treaty_of_triannon_aat_wuw_no_army_exp_debuff
				}
			}
			ELSE_IF = {
				limit = {
					has_idea = HUN_treaty_of_triannon_aat_wuw_no_air_debuff
				}
				swap_ideas = {
					remove_idea = HUN_treaty_of_triannon_aat_wuw_no_air_debuff
					add_idea = HUN_treaty_of_triannon_aat_wuw_no_air_or_army_debuff
				}
			}
		} {
			limit = {
				wuw_HUN_does_not_have_trianon = no
			}
			custom_effect_tooltip = available_theorist
			show_ideas_tooltip = HUN_shvoy_kalman
		}
		army_experience = 30
		custom_effect_tooltip = generic_skip_one_line_tt
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_legacy_of_greatness
Constructs: has_completed_focus, prerequisite, limit, has_government, completion_reward, allow_branch, has_game_rule, add_dynamic_modifier
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_legacy_of_greatness
	icon = GFX_focus_PER_legacy_of_greatness
	prerequisite = {
		focus = PER_the_pahlavi_imperium
	}
	x = 6
	y = 1
	relative_position_id = PER_the_pahlavi_imperium
	mutually_exclusive = {
		focus = PER_stand_with_giants
	}
	cost = 5
	available = {
		has_government = neutrality
	}
	bypass = {

	}
	allow_branch = {
		IF = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = PER_stand_with_giants
			} {
				has_completed_focus = PER_rally_the_reformers
			}
		}
	}
	offset = {
		x = -6
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = PER_legacy_of_greatness
		}
	}
	ai_will_do = {
		factor = 20
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_dynamic_modifier = {
			modifier = PER_legacy_of_greatness_modifier
		}
		hidden_effect = {
			mark_focus_tree_layout_dirty = yes
		}
		custom_effect_tooltip = CHL_skip_one_line_tt PER_civil_unrest_tt
	}
}
### Entity: State History
Component: 986
Constructs: add_core_of
Source: game
File: history/states/986 - East Punjab.txt

Code:
state = {
	id = 986
	name = STATE_986
	manpower = 16959758
	state_category = town
	resources = {

	}
	history = {
		owner = RAJ
		add_core_of = RAJ KHL
		buildings = {
			infrastructure = 1
		}
		victory_points = {
			10729 3
		} {
			2076 1
		}
	}
	provinces = {
		1129 2002 2076 3989 7106 10729 12708 12868
	}
	local_supplies = 0.0
}
### Entity: Event
Component: bftb_greece.31
Constructs: is_triggered_only, add_war_support, set_country_flag
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.31
	title = bftb_greece.31.t
	desc = bftb_greece.31.desc
	picture = GFX_report_event_gre_greek_cavalry
	is_triggered_only = yes
	option = {
		name = bftb_greece.31.a
		add_war_support = 0.05
		TUR = {
			country_event = {
				id = bftb_greece.32
				days = 1
			}
		}
		custom_effect_tooltip = GRE_border_war_possible_tt
		hidden_effect = {
			set_country_flag = GRE_isolating_turkey
		}
	}
}
### Entity: Idea
Component: CHI_appropriate_design_defensive_idea
Constructs: has_dlc, removal_cost, equipment_bonus
Source: game
File: common/ideas/china.txt

Code:
CHI_appropriate_design_defensive_idea = {
	picture = GFX_idea_CHI_air_force
	allowed = {
		has_dlc = No Compromise, No Surrender
		original_tag = CHI
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	equipment_bonus = {
		small_plane_airframe = {
			instant = yes
			air_range = -0.1
			air_agility = 0.1
		}
	}
}
### Entity: Modifier Reference
Component: r56_AUS_german_resistance_armed
Constructs: army_defence_factor, disable_strategic_redeployment_for_controller, remove_trigger, is_fully_controlled_by, is_controlled_by
Source: game
File: common/dynamic_modifiers/r56_dynamic_modifiers.txt

Code:
r56_AUS_german_resistance_armed = {
	icon = GFX_decision_revolt
	army_defence_factor = -0.1
	attrition_for_controller = 0.05
	army_speed_factor_for_controller = -0.1
	disable_strategic_redeployment_for_controller = 1
	remove_trigger = {
		FROM = {
			is_fully_controlled_by = AUS
		}
	}
	enable = {
		FROM = {
			is_controlled_by = GER
		}
	}
}
### Entity: Character
Component: BEL_charles_count_of_flanders_person
Constructs: has_dlc, has_country_leader
Source: game
File: common/characters/BEL.txt

Code:
BEL_charles_count_of_flanders_person = {
	instance = {
		allowed = {
			has_dlc = Gotterdammerung
		}
		name = BEL_charles_count_of_flanders_person
		portraits = {
			civilian = {
				large = GFX_portrait_BEL_charles_count_of_flanders
				small = GFX_portrait_BEL_charles_count_of_flanders_small
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = BEL_charles_count_of_flanders_person
			allowed = {
				original_tag = BEL
			}
			traits = {
				BEL_quiet_royal
			}
			cost = 150
			ai_will_do = {
				factor = 1.0
			}
			available = {
				NOT = {
					has_country_leader = {
						ruling_only = yes
						character = BEL_charles_count_of_flanders_person
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: cub_focus
Component: CUB_command_the_caribbean
Constructs: prerequisite, completion_reward, is_in_faction, is_subject, set_rule, create_faction_from_template
Source: game
File: common/national_focus/Cuba.txt

Code:
focus = {
	id = CUB_command_the_caribbean
	icon = GFX_goal_generic_befriend_united_caribbean
	relative_position_id = CUB_caribbean_dominance
	prerequisite = {
		focus = CUB_caribbean_dominance
	}
	mutually_exclusive = {
		focus = CUB_join_with_japan
	}
	x = 4
	y = 1
	cost = 5
	available = {
		is_in_faction = no
		is_subject = no
	}
	completion_reward = {
		set_rule = {
			can_create_factions = yes
		}
		create_faction_from_template = {
			template = faction_template_generic_dominance
			name = CUB_caribbean_pact_faction
			icon = GFX_faction_logo_generic_13
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_ALLIANCE
	}
}
### Entity: National Focus
Tree: vin_focus
Component: VIN_the_lone_dragon
Constructs: prerequisite, add_war_support, completion_reward, is_in_faction, is_subject, set_rule
Source: game
File: common/national_focus/Vietnam.txt

Code:
focus = {
	id = VIN_the_lone_dragon
	icon = GFX_goal_vietnam_lone_dragon
	cost = 10
	prerequisite = {
		focus = VIN_the_new_emperor
	}
	available = {
		is_in_faction = no
		is_subject = no
	}
	mutually_exclusive = {
		focus = VIN_cooperation_with_japan
	}
	completion_reward = {
		add_war_support = 0.1
		set_rule = {
			can_create_factions = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
	x = 43
	y = 1
}
### Entity: Military Industrial Organization
Component: generic_cas_aircraft_organization
Constructs: equipment_bonus, maximum_speed, production_bonus
Source: game
File: common/military_industrial_organization/organizations/00_generic_organization.txt

Code:
generic_cas_aircraft_organization = {
	icon = GFX_idea_generic_air_manufacturer_1
	allowed = {
		always = no
	}
	equipment_type = {
		small_plane_cas_airframe cv_small_plane_cas_airframe
	}
	research_categories = {
		mio_cat_all_cas_and_modules
	}
	tree_header_text = {
		text = mio_header_production
		x = 1
	} {
		text = mio_header_engines
		x = 3
	} {
		text = mio_header_wings
		x = 5
	} {
		text = mio_header_weapons
		x = 7
	}
	initial_trait = {
		name = generic_mio_initial_trait_cas_aircraft_designer
		equipment_bonus = {
			air_ground_attack = 0.05
			maximum_speed = -0.03
		}
	}
	trait = {
		token = generic_mio_trait_selectional_construction
		name = generic_mio_trait_selectional_construction
		icon = GFX_generic_mio_department_icon_plane_cas_line_efficiency
		position = {
			x = 0
			y = 0
		}
		production_bonus = {
			production_efficiency_gain_factor = 0.05
		}
	} {
		token = generic_mio_trait_low_altitude_attacks
		name = generic_mio_trait_low_altitude_attacks
		icon = GFX_generic_mio_trait_icon_defense
		position = {
			x = 2
			y = 0
		}
		relative_position_id = generic_mio_trait_selectional_construction
		equipment_bonus = {
			air_defence = 0.05
		}
	} {
		token = generic_mio_trait_canopies_and_firewalls
		name = generic_mio_trait_canopies_and_firewalls
		icon = GFX_generic_mio_trait_icon_reliability
		position = {
			x = 1
			y = 0
		}
		relative_position_id = generic_mio_trait_selectional_construction
		equipment_bonus = {
			air_defence = 0.05
			reliability = 0.05
		}
	} {
		token = generic_mio_trait_automatic_pull_out
		name = generic_mio_trait_automatic_pull_out
		icon = GFX_generic_mio_trait_icon_air_ground_attack
		position = {
			x = 1
			y = 1
		}
		relative_position_id = generic_mio_trait_canopies_and_firewalls
		all_parents = {
			generic_mio_trait_canopies_and_firewalls
		}
		equipment_bonus = {
			air_ground_attack = 0.05
			reliability = 0.05
		}
	} {
		token = generic_mio_trait_integrated_armor_designs
		name = generic_mio_trait_integrated_armor_designs
		icon = GFX_generic_mio_trait_icon_defense
		position = {
			x = 0
			y = 2
		}
		relative_position_id = generic_mio_trait_canopies_and_firewalls
		all_parents = {
			generic_mio_trait_canopies_and_firewalls
		}
		equipment_bonus = {
			air_defence = 0.05
		}
	} {
		token = generic_mio_trait_gull_wings
		name = generic_mio_trait_gull_wings
		icon = GFX_generic_mio_trait_icon_air_
# ... (truncated)
### Entity: Event
Component: egypt.41
Constructs: is_triggered_only, fire_only_once, add_popularity
Source: game
File: events/egypt.txt

Code:
country_event = {
	id = egypt.41
	picture = GFX_report_event_EGY_parliament
	title = egypt.41.t
	desc = egypt.41.d
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = egypt.41.a
		add_popularity = {
			ideology = democratic
			popularity = 0.1
		}
		hidden_effect = {
			country_event = {
				id = egypt.42
				days = 20
			}
		}
	}
}
### Entity: Idea
Component: SIA_prioritize_socioeconomic_progress_2_r56_idea
Constructs: research_speed_factor, stability_factor, production_speed_buildings_factor, removal_cost, democratic_drift, conscription_factor
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_prioritize_socioeconomic_progress_2_r56_idea = {
	name = SIA_beacon_of_progress_r56
	removal_cost = -1
	picture = r56_production
	allowed_civil_war = {
		original_tag = SIA
	}
	cancel = {
		SIA_prioritize_socioeconomic_progress_r56_branch_trigger = no
	}
	modifier = {
		political_power_factor = -0.25
		stability_factor = 0.08
		research_speed_factor = 0.12
		army_leader_start_defense_level = 1
		democratic_drift = -0.02
		conscription_factor = 0.12
		non_core_manpower = 0.03
		production_speed_buildings_factor = 0.05
		production_factory_efficiency_gain_factor = 0.08
		line_change_production_efficiency_factor = 0.08
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_every_peasant_a_soldier
Constructs: has_completed_focus, prerequisite, limit, add_ideas, add_war_support, completion_reward, cancel_if_invalid, add_to_variable
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_every_peasant_a_soldier
	icon = GFX_focus_JAP_the_modern_ashigaru
	prerequisite = {
		focus = PRC_lessons_of_the_west PRC_extend_emergency_measures
	}
	x = 2
	y = 2
	relative_position_id = PRC_lessons_of_the_west
	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_WAR_SUPPORT FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_war_support = 0.1
		if = {
			limit = {
				NOT = {
					has_completed_focus = PRC_promote_guerilla_warfare PRC_promote_regular_army
				}
			}
			custom_effect_tooltip = PRC_every_peasant_a_soldier_1_tt PRC_the_chinese_red_army_modify_tt generic_skip_one_line_tt PRC_every_peasant_a_soldier_2_tt PRC_the_chinese_red_army_modify_tt
			add_to_variable = {
				PRC_the_chinese_army_conscription_factor = 0.05
				tooltip = conscription_factor_tt
			} {
				PRC_the_chinese_army_conscription_factor = 0.05
				tooltip = conscription_factor_tt
			} {
				PRC_the_chinese_army_training_time_factor = -0.05
				tooltip = training_time_factor_tt
			}
			add_ideas = PRC_guerilla_warfare
		}
		else_if = {
			limit = {
				has_completed_focus = PRC_promote_guerilla_warfare
			}
			custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt PRC_the_chinese_red_army_modify_tt
			add_ideas = PRC_guerilla_warfare
			add_to_variable = {
				PRC_the_chinese_army_conscription_factor = 0.05
				tooltip = conscription_factor_tt
			}
		}
		else = {
			custom_effect_tooltip = PRC_the_chinese_red_army_modify_tt
			add_to_variable = {
				PRC_the_chinese_army_conscription_factor = 0.05
				tooltip = conscription_factor_tt
			} {
				PRC_the_chinese_army_training_time_factor = -0.05
				tooltip = training_time_factor_tt
			}
		}
	}
}
### Entity: Effect Reference
Construct: add_to_faction
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## add_to_faction

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

```
adds specified country to faction
```
### Entity: Name List
Component: BOL
Source: game
File: common/names/00_names.txt

Code:
BOL = {
	male = {
		names = {
			Adolfo Agustín Alejandro Andrés Aníbal Antonio Bartolomé Bernardo David Diego Domingo Eduardo Emiliano Emilio Enrique Esteban Eusebio Federico Felipe Francisco Germán Hernando Hilarión Ignacio Isidoro Ismael Jorge José José Miguel Juan Juan Antonio Juan Francisco Justo Ladislao Luis Manuel Mariano Miguel Narciso Nicolás Pablo Patricio Pedro Ramón Rufino Ruperto Santiago Sebastián Severino Tomás del Carpio
		}
	}
	female = {
		names = {
			Adelita Araceli Belén Camila Candelaria Chavela Consuelo Cristina Delfina Esperanza Fidelia Graciela Isadora Isabella Jimena Ximena Luciana Lucrecia María Marisol Noemí Nohemi Valentina Valeria Rocío Socorro Sofía Teófila Amaranta Úrsula Rebeca Remedios
		}
	}
	surnames = {
		Abaroa Ágreda Altamirano Arteaga Ballivián Baquedano Belzú Blanche Blanco Bulnes Cabrera Calvo Campero Castilla Corrico Daza de la Cruz de Santa Cruz de Velasco de Vidal Echenique Errázuriz Fernández Figueroa Franco Freire Gamarra Gorostiaga Grau Guilarte La Mar Latorre Lynch Melgarejo Monje Montero Montes Montt Orbegoso Pezet Rebolledo Ruíz-Tagle Salaverry Santa María Siles Sotomayor Toro Valencia Zañartu Zapata
	}
	callsigns = {

	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_COMBINED_operations_region_72
Constructs: check_variable, is_in_array
Source: game
File: common/ai_strategy/EAI_MILITARY_strategies.txt

Code:
EAI_MILITARY_COMBINED_operations_region_72 = {
	enable = {
		check_variable = {
			EAI_MILITARY_COMBINED_regions^num = > 0
		}
		is_in_array = {
			EAI_MILITARY_COMBINED_regions = 72
		}
	}
	abort_when_not_enabled = yes yes
	ai_strategy = {
		type = strike_force_home_base
		id = 72
		value = 10000
	} {
		type = naval_avoid_region
		id = 72
		value = -200
	} {
		type = strategic_air_importance
		id = 72
		value = 25000
	}
}
### Entity: Military Industrial Organization
Component: ROM_malaxa_organization
Source: game
File: common/military_industrial_organization/organizations/ROM_organization.txt

Code:
ROM_malaxa_organization = {
	include = generic_motorized_mechanized_organization
	icon = GFX_idea_ROM_malaxa
	allowed = {
		tag = ROM
	}
	initial_trait = {
		organization_modifier = {
			military_industrial_organization_research_bonus = -0.03
			military_industrial_organization_funds_gain = -0.1
		}
	}
}
### Entity: Event
Component: lar_align_belgium.3
Constructs: is_triggered_only, ai_chance, create_wargoal, puppet_wargoal_focus
Source: game
File: events/LaR_France.txt

Code:
country_event = {
	id = lar_align_belgium.3
	title = lar_align_belgium.3.t
	desc = lar_align_belgium.3.desc
	picture = GFX_report_event_generic_defensive_preparations
	is_triggered_only = yes
	option = {
		name = lar_align_belgium.3.a
		ai_chance = {
			factor = 80
		}
		create_wargoal = {
			target = FROM
			type = puppet_wargoal_focus
		}
	} {
		name = lar_align_belgium.3.b
		ai_chance = {
			factor = 20
		}
	}
}
### Entity: Scripted Effect
Component: GER_monarchist_bop_high_increase_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/r56_GER_scripted_effects.txt

Code:
GER_monarchist_bop_high_increase_effect = {
	add_power_balance_value = {
		id = GER_monarchist_power_balance
		value = 0.2
	}
}
### Entity: Country History
Country: AFA
Component: AFA_characters
Constructs: recruit_character
Source: game
File: history/countries/AFA - Afar.txt

Code:
# Leaders & Characters for AFA
recruit_character = AFA_sultan_mohamed_yayyo_of_aussa
### Entity: Event
Component: r56.soviet.4
Constructs: has_completed_focus, has_country_flag, fire_only_once, add_political_power, set_country_flag, add_timed_idea
Source: game
File: events/r56_Soviet.txt

Code:
country_event = {
	id = r56.soviet.4
	title = r56.soviet.4.t
	desc = r56.soviet.4.d
	picture = GFX_CZKE_aussig_report
	fire_only_once = yes
	trigger = {
		original_tag = SOV
		date = > 1936.9.21
		NOT = {
			has_country_flag = SOV_fixed_choo_choo SOV_choo_choo_debuff_3_fired
			has_completed_focus = SOV_improve_railway_network
		}
	}
	option = {
		name = r56.soviet.4.a
		set_country_flag = SOV_choo_choo_debuff_3_fired
		add_political_power = -15
		add_timed_idea = {
			idea = SOV_industry_slow_down
			days = 45
		}
	}
}
### Entity: Character
Component: ENG_david_lloyd_george
Constructs: has_completed_focus, has_government, has_dlc
Source: game
File: common/characters/ENG.txt

Code:
ENG_david_lloyd_george = {
	name = ENG_david_lloyd_george
	portraits = {
		army = {
			small = GFX_idea_ENG_david_lloyd_george
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = ENG_david_lloyd_george
		available = {
			has_government = neutrality
			has_completed_focus = ENG_the_kings_party
		}
		allowed = {
			original_tag = ENG
			has_dlc = Man the Guns
		}
		traits = {
			old_figurehead
		}
		ai_will_do = {
			base = 1
		}
	}
}
### Entity: Unit Template
Component: BLR_MAR_01
Source: game
File: common/units/names_divisions/BLR_names_divisions.txt

Code:
BLR_MAR_01 = {
	name = Marine Divisions
	for_countries = {
		BLR
	}
	can_use = {
		always = yes
	}
	division_types = {
		marine
	}
	fallback_name = %dya Belaruskaya Div. Marskoi Pyakhoty
	ordered = {
		1 = {
			%dya Belaruskaya Div. Marskoi Pyakhoty
		}
		2 = {
			%dya Belaruskaya Div. Marskoi Pyakhoty
		}
		3 = {
			%dya Belaruskaya Div. Marskoi Pyakhoty
		}
		4 = {
			%dya Belaruskaya Div. Marskoi Pyakhoty
		}
		5 = {
			%dya Belaruskaya Div. Marskoi Pyakhoty
		}
		6 = {
			%dya Belaruskaya Div. Marskoi Pyakhoty
		}
		7 = {
			%dya Belaruskaya Div. Marskoi Pyakhoty
		}
		8 = {
			%dya Belaruskaya Div. Marskoi Pyakhoty
		}
		9 = {
			%dya Belaruskaya Div. Marskoi Pyakhoty
		}
		10 = {
			%dya Belaruskaya Div. Marskoi Pyakhoty
		}
	}
}
### Entity: Idea
Component: ITA_ALB_italian_settlers
Constructs: removal_cost, conscription_factor
Source: game
File: common/ideas/italy.txt

Code:
ITA_ALB_italian_settlers = {
	picture = generic_production_bonus
	removal_cost = -1
	allowed = {
		OR = {
			original_tag = ITA ALB
		}
	}
	modifier = {
		monthly_population = 0.2
		conscription_factor = 0.1
		production_speed_rail_way_factor = 0.3
		production_speed_supply_node_factor = 0.3
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_uplift_the_apostolic_vicar_of_leopoldville
Constructs: prerequisite, add_stability, completion_reward, has_country_leader
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_uplift_the_apostolic_vicar_of_leopoldville
	icon = GFX_focus_por_concordat
	x = -1
	y = 1
	prerequisite = {
		focus = COG_invest_in_urban_centers
	}
	relative_position_id = COG_invest_in_urban_centers
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_POLITICAL
	}
	cost = 5
	bypass = {

	}
	available = {
		has_country_leader = {
			ruling_only = yes
			character = COG_pierre_ryckmans
		}
	}
	completion_reward = {
		add_stability = 0.05
		custom_effect_tooltip = generic_skip_one_line_tt available_political_advisor
		show_ideas_tooltip = COG_joris_six
	}
}