Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: election.6
Constructs: is_triggered_only, ai_chance, has_government, add_political_power, has_dlc, is_subject, add_popularity, set_country_flag
Source: game
File: events/ElectionEvents.txt

Code:
country_event = {
	id = election.6
	title = election.6.t
	desc = election.6.d
	picture = GFX_report_event_journalists_speech
	is_triggered_only = yes
	trigger = {
		NOT = {
			AND = {
				tag = USA
				date = < 1949.1.1
			} {
				NOR_AAT = yes
				date = < 1949.1.1
			} {
				tag = GRE
			} {
				has_dlc = Trial of Allegiance
				tag = BRA
			} {
				has_dlc = Thunder at Our Gates
				tag = INS
			}
		}
		DEN_aat = no
		NOR_aat = no
		AST_taog = no
		OR = {
			NOT = {
				original_tag = SPR
			} {
				date = < 1937.1.1
			}
		}
		has_government = democratic
		democratic = < 0.5
		fascism = < 0.5
		communism = < 0.5
	}
	option = {
		name = election.6.a
		ai_chance = {
			base = 0
			modifier = {
				add = 10
				can_lose_democracy_support = yes
			}
		}
		trigger = {
			NOT = {
				AND = {
					has_dlc = Arms Against Tyranny
					tag = DEN
					is_subject = yes
					var:DEN.DEN_overlord_nation = {
						has_government = communism
					}
				}
			}
		}
		add_popularity = {
			ideology = fascism
			popularity = 0.1
		}
		set_country_flag = coalition_with_fascists
	} {
		name = election.6.b
		ai_chance = {
			base = 0
			modifier = {
				add = 10
				can_lose_democracy_support = yes
			}
		}
		trigger = {
			NOT = {
				AND = {
					has_dlc = Arms Against Tyranny
					tag = DEN
					is_subject = yes
					var:DEN.DEN_overlord_nation = {
						has_government = fascism
					}
				}
			}
		}
		add_popularity = {
			ideology = communism
			popularity = 0.1
		}
		set_country_flag = coalition_with_communists
	} {
		name = election.6.c
		ai_chance = {
			base = 0
			modifier = {
				add = 1
				can_lose_democracy_support = no
			}
		}
		add_popularity = {
			ideology = democratic
			popularity = 0.05
		}
		add_political_power = -80
	}
}
### Entity: Doctrine
Component: dispersed_operations
Constructs: xp_cost, has_dlc
Source: game
File: common/doctrines/subdoctrines/land/operations_subdoctrines.txt

Code:
dispersed_operations = {
	track = operations
	name = SUBDOCTRINE_DISPERSED_OPERATIONS
	description = SUBDOCTRINE_DISPERSED_OPERATIONS_DESC
	icon = GFX_doctrine_dispersed_operations_medium
	xp_cost = 100
	xp_type = army
	available = {

	}
	visible = {
		has_dlc = Thunder at Our Gates
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 40
			original_tag = SOV
		}
	}
	enemy_army_bonus_air_superiority_factor = -0.1
	land_reinforce_rate = 0.05
	rewards = {
		camouflage_discipline = {
			enemy_army_bonus_air_superiority_factor = -0.15
			logistics_company = {
				battalion_mult = {
					category = category_all_infantry
					entrenchment = 0.1
					add = yes
				}
			}
		}
		hardened_logistics = {
			logistics_company = {
				max_organisation = 5
			}
			no_supply_grace = 24
		}
		local_air_defense = {
			anti_air_battery = {
				air_attack = 0.2
			}
			anti_air = {
				air_attack = 0.2
			}
			category_self_propelled_anti_air_regimental_support = {
				air_attack = 0.2
			}
		}
		scattered_formations = {
			cas_damage_reduction = 0.05
		}
		independent_operations = {
			category_all_infantry = {
				initiative = 0.01
				breakthrough = 0.1
				max_organisation = 5
			}
			category_all_armor = {
				initiative = 0.01
				breakthrough = 0.1
				max_organisation = 2
			}
			out_of_supply_factor = -0.15
		}
	}
}
### Entity: Wiki Documentation
Construct: Axis_Powers
Source: wiki
File: wiki/Allies.html

Doc:
Axis Powers[edit]
The Axis are the main fascist faction, led by Germany.

The Axis have a special rule means they only need to justify against the first nation. Once war is ongoing they don't need to justify it to their population any more. Hitler needed to argue for Poland, but not so much for Belgium and the rest.

Members[edit]
&#160;Germany (1936)

&#160;Italy

&#160;Japan
### Entity: Event
Component: mongol.11
Constructs: is_triggered_only, fire_only_once, add_political_power, add_command_power, set_country_flag
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol.11
	title = mongol.11.t
	desc = mongol.11.d
	picture = GFX_CZKE_soviet_treaties_report
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = mongol.11.a
		add_command_power = -10
		add_political_power = -15
		MON_soviet_low_influence_decrease_effect = yes
		set_country_flag = mon_1935_defence_soviet_yes_self_reliance mon_1935_defence_soviet_abandoned_mongolia
	}
}
### Entity: State History
Component: 672
Constructs: add_core_of
Source: game
File: history/states/672-South Sumatra.txt

Code:
state = {
	id = 672
	name = STATE_672
	manpower = 2834381
	state_category = rural
	resources = {
		rubber = 54
		oil = 15
	}
	history = {
		owner = INS
		add_core_of = INS
		victory_points = {
			10322 10
		} {
			4361 2
		}
		buildings = {
			infrastructure = 2
			industrial_complex = 1
			12165 = {
				naval_base = 1
			}
		}
	}
	provinces = {
		7440 10294 4381 12268 12138 10150 10322 1401 12296 4276 12165 1342 4361 4320 12209 7308 1274 1313 1246
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_the_yanan_base_area
Constructs: prerequisite, limit, completion_reward, is_fully_controlled_by, cancel_if_invalid, complete_tooltip, add_building_construction, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/china_communist.txt

Code:
focus = {
	id = PRC_the_yanan_base_area
	icon = GFX_goal_generic_construct_infrastructure
	prerequisite = {
		focus = PRC_land_redistribution
	}
	x = 6
	y = 1
	relative_position_id = PRC_land_redistribution
	cost = 10
	ai_will_do = {
		factor = 4
	}
	available = {
		1032 = {
			is_fully_controlled_by = ROOT
		}
		622 = {
			is_fully_controlled_by = ROOT
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	complete_tooltip = {
		1032 = {
			IF = {
				limit = {
					1032 = {
						infrastructure = < 4
					}
				}
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
			}
			add_extra_state_shared_building_slots = 1
		}
		622 = {
			IF = {
				limit = {
					622 = {
						infrastructure = < 5
					}
				}
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		}
	}
	completion_reward = {
		1032 = {
			IF = {
				limit = {
					1032 = {
						infrastructure = < 4
					}
				}
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				}
			}
			ELSE_IF = {
				limit = {
					1032 = {
						infrastructure = < 5
					}
				}
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
			add_extra_state_shared_building_slots = 1
		}
		622 = {
			IF = {
				limit = {
					622 = {
						infrastructure = < 5
					}
				}
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Trigger Reference
Construct: pc_is_forced_government_by
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## pc_is_forced_government_by

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

```
Checks if country has had their government force-changed by a certain country in the peace conference.
Example:
CZE = { pc_is_forced_government_by = GER }
```
### Entity: Technology
Component: bicycle_infantry
Constructs: research_cost, enable_subunits
Source: game
File: common/technologies/infantry.txt

Code:
technology = {
	allow = {
		always = no
	}
	research_cost = 1
	start_year = 1936
	enable_subunits = {
		bicycle_battalion
	}
}
### Entity: Shared Focus
Tree: syr_focus
Component: SYR_UNIFIED_arab_unification
Constructs: shared_focus, has_completed_focus, prerequisite, add_stability, completion_reward, add_political_power, allow_branch, has_focus_tree
Source: game
File: common/national_focus/r56_levant_shared.txt

Code:
shared_focus = {
	id = SYR_UNIFIED_arab_unification
	icon = GFX_goal_EGY_arab_league
	cost = 5
	prerequisite = {

	}
	allow_branch = {
		OR = {
			original_tag = IRQ SAU YEM OMA IMO EGY SUD LBA JOR PAL LEB SYR KUW UAE QAT BHR TUN ALG MOR WES
		}
	}
	offset = {
		x = 2
		y = 0
		trigger = {
			has_focus_tree = R56_iraqi_focus
		}
	} {
		x = 3
		y = 0
		trigger = {
			has_focus_tree = iraq_focus
		}
	} {
		x = -6
		y = 0
		trigger = {
			tag = IRQ
			AND = {
				NOT = {
					has_completed_focus = IRQ_promote_kurdish_culture
				}
				OR = {
					has_completed_focus = IRQ_party_of_national_brotherhood IRQ_rally_behind_the_hashemite_dynasty
				}
			}
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
		}
	} {
		x = 6
		y = 0
		trigger = {
			has_focus_tree = andalusia_focus
		}
	} {
		x = -30
		y = 0
		trigger = {
			has_focus_tree = sudan_focus
		}
	} {
		x = 8
		y = 0
		trigger = {
			has_focus_tree = saudi_focus
		}
	} {
		x = 1
		y = 0
		trigger = {
			has_focus_tree = algeria_focus
		}
	}
	x = 58
	y = 0
	ai_will_do = {
		factor = 5
	}
	text_icon = NORDIC_focus_style
	available = {
		NOT = {
			has_idea = generic_recent_political_unification
		}
		is_puppet = no
		custom_trigger_tooltip = {
			tooltip = is_greater_syria_or_united_arabia_tt
			OR = {
				has_cosmetic_tag = SYR_UNIFIED ARA_UNIFIED
				AND = {
					original_tag = ADU
					has_global_flag = sultanate_of_africa_flag
				}
			}
		}
	}
	completion_reward = {
		add_stability = 0.05
		add_political_power = 75
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: LUX_radio_luxembourg
Constructs: research_bonus
Source: game
File: common/ideas/r56_luxembourg.txt

Code:
LUX_radio_luxembourg = {
	picture = LUX_clr
	allowed = {
		original_tag = LUX
	}
	modifier = {
		party_popularity_stability_factor = 0.05
	}
	research_bonus = {
		electronics = 0.1
	}
	traits = {
		electronics_concern
	}
}
### Entity: Event
Component: wtt_border_conflict_won_attacker.1
Constructs: is_triggered_only, limit, add_political_power, save_event_target_as, remove_targeted_decision, check_variable, annex_country
Source: game
File: events/WTT_border_conflict_events.txt

Code:
country_event = {
	id = wtt_border_conflict_won_attacker.1
	title = wtt_border_conflict_won_attacker.1.t
	desc = wtt_border_conflict_won_attacker.1.desc
	picture = GFX_report_event_chinese_soldiers_city_ruin
	is_triggered_only = yes
	immediate = {
		save_event_target_as = our_country
		FROM = {
			save_event_target_as = our_state
		}
		FROM.FROM = {
			save_event_target_as = their_country
		}
		FROM.FROM.FROM = {
			save_event_target_as = their_state
		}
		remove_targeted_decision = {
			target = event_target:their_country
			decision = WTT_border_conflict_time_until_cancelled
		}
	}
	option = {
		name = wtt_border_conflict_won_attacker.1.a
		add_political_power = 100
		if = {
			limit = {
				check_variable = {
					FROM.FROM.num_owned_states = > 1
				}
				FROM.FROM = {
					any_owned_state = {
						NOT = {
							state = FROM.FROM.FROM
						}
						impassable = no
					}
				}
			}
			transfer_state = FROM.FROM.FROM
		}
		else = {
			FROM.FROM = {
				ROOT = {
					annex_country = {
						target = PREV
					}
				}
			}
		}
	}
}
### Entity: Event
Component: JUNO_brazil_events.138
Constructs: is_triggered_only, add_ideas
Source: game
File: events/TOA_Brazil.txt

Code:
country_event = {
	id = JUNO_brazil_events.138
	title = JUNO_brazil_events.138.t
	desc = JUNO_brazil_events.138.desc
	picture = GFX_report_event_communists_cheer
	is_triggered_only = yes
	option = {
		name = JUNO_brazil_events.138.a
		event_target:BRA_country_to_be_liberated = {
			add_ideas = BRA_liberated_by_communist_brazil
		}
	}
}
### Entity: Unit Template
Component: AUS_MOT_01
Source: game
File: common/units/names_divisions/AUS_names_divisions.txt

Code:
AUS_MOT_01 = {
	name = Motorized Division
	for_countries = {
		AUS
	}
	can_use = {
		always = yes
	}
	division_types = {
		motorized
	}
	fallback_name = %d. Kraftfahrjäger-Division
	ordered = {
		1 = {
			%d. Kraftfahrjäger-Division
		}
		2 = {
			%d. Kraftfahrjäger-Division
		}
		3 = {
			%d. Kraftfahrjäger-Division
		}
		4 = {
			%d. Kraftfahrjäger-Division
		}
		5 = {
			%d. Kraftfahrjäger-Division
		}
		6 = {
			%d. Kraftfahrjäger-Division
		}
		7 = {
			%d. Kraftfahrjäger-Division
		}
		8 = {
			%d. Kraftfahrjäger-Division
		}
		9 = {
			%d. Kraftfahrjäger-Division
		}
		10 = {
			%d. Kraftfahrjäger-Division
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_czech_socialism
Constructs: prerequisite, limit, add_ideas, remove_ideas, completion_reward, add_political_power, cancel_if_invalid, has_idea
Source: game
File: common/national_focus/czechoslovakia.txt

Code:
focus = {
	id = CZE_czech_socialism
	icon = GFX_focus_SWE_socialist_reforms
	prerequisite = {
		focus = CZE_communist_support
	}
	x = -2
	y = 3
	relative_position_id = CZE_go_left
	cost = 10
	ai_will_do = {
		factor = 80
		modifier = {
			factor = 0.1
			HABSBURG_joint_trigger = yes
		}
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_political_power = 120
		custom_effect_tooltip = generic_skip_one_line_tt
		if = {
			limit = {
				has_idea = CZE_divided_nation
			}
			remove_ideas = CZE_divided_nation
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		add_ideas = CZE_czech_socialism
	}
}
### Entity: Character
Component: PHI_supreme_marshal
Source: game
File: common/country_leader/00_traits.txt

Code:
PHI_supreme_marshal = {
	sprite = 5
	political_power_factor = 0.15
	weekly_casualties_war_support = 0.001
	ai_desired_divisions_factor = 0.2
	max_planning = 0.1
	army_org_factor = 0.1
}
### Entity: Event
Component: ARG_political_events.40
Constructs: is_triggered_only, ai_chance, add_opinion_modifier
Source: game
File: events/TOA_Argentina.txt

Code:
country_event = {
	id = ARG_political_events.40
	title = ARG_political_events.40.t
	desc = ARG_political_events.40.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = ARG_political_events.40.a
		ai_chance = {
			base = 10
		}
		ARG = {
			transfer_state = 297
		}
		add_opinion_modifier = {
			target = SPA
			modifier = medium_increase
		}
	}
}
### Entity: Idea
Component: ITA_italian_hegemony_master_3
Constructs: has_completed_focus, removal_cost, conscription_factor, puppet_cost_factor, fascism_drift
Source: game
File: common/ideas/italy.txt

Code:
ITA_italian_hegemony_master_3 = {
	name = ITA_italian_hegemony_master_1
	picture = generic_fascism_rising
	removal_cost = -1
	allowed = {
		original_tag = ITA
	}
	allowed_civil_war = {
		has_completed_focus = ITA_italian_hegemony
	}
	modifier = {
		conscription_factor = 0.05
		drift_defence_factor = 0.05
		army_org_factor = 0.05
		offensive_war_stability_factor = 0.25
		puppet_cost_factor = -0.2
		fascism_drift = 0.05
		compliance_growth = 0.05
		resistance_decay = 0.01
		subjects_autonomy_gain = -0.1
		army_core_defence_factor = 0.15
		army_core_attack_factor = 0.15
	}
}
### Entity: Trigger Reference
Construct: is_leading_volunteer_group_with_original_country
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## is_leading_volunteer_group_with_original_country

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

```
is_leading_volunteer_group_with_original_country = FRA
```
### Entity: Scope Reference
Construct: Content
Source: vanilla_docs
File: documentation/loc_objects_documentation.md

Doc:
## Table of Content

* [Ace](#ace)
* [Building](#building)
* [Character](#character)
* [Country](#country)
* [Faction](#faction)
* [IndustrialOrg](#industrialorg)
* [LocalizationEnvironment](#localizationenvironment)
* [Operation](#operation)
* [Province](#province)
* [PurchaseContract](#purchasecontract)
* [Scope](#scope)
* [SpecialProject](#specialproject)
* [State](#state)
* [Terrain](#terrain)
* [UnitLeader](#unitleader)
### Entity: Idea
Component: RAJ_modernized_navy_spirit
Constructs: removal_cost
Source: game
File: common/ideas/british_raj.txt

Code:
RAJ_modernized_navy_spirit = {
	picture = generic_navy_bonus
	allowed = {
		original_tag = RAJ
	}
	removal_cost = -1
	modifier = {
		naval_invasion_planning_bonus_speed = 0.25
		naval_coordination = 0.25
		naval_damage_factor = 0.15
		naval_defense_factor = 0.15
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_rapid_urbanization
Constructs: prerequisite, completion_reward, is_controlled_by, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_rapid_urbanization
	icon = GFX_focus_ARG_rapid_urbanization
	prerequisite = {
		focus = ARG_industrial_expansion
	}
	x = -1
	y = 1
	relative_position_id = ARG_industrial_expansion
	cost = 10
	available = {
		278 = {
			is_controlled_by = ROOT
		}
		958 = {
			is_controlled_by = ROOT
		}
		956 = {
			is_controlled_by = ROOT
		}
	}
	ai_will_do = {
		factor = 15
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		278 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		958 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		956 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Character
Component: GXC_teng_qingshan
Source: game
File: common/characters/Warlords_China.txt

Code:
GXC_teng_qingshan = {
	name = GXC_teng_qingshan
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_5
		}
	}
	advisor = {
		slot = high_command
		idea_token = GXC_teng_qingshan
		ledger = army
		allowed = {
			original_tag = GXC
		}
		traits = {
			army_regrouping_2
		}
		cost = 100
		ai_will_do = {
			base = 1.0
		}
	}
}
### Entity: Scripted Effect
Component: den_switch_parties
Constructs: set_political_party
Source: game
File: common/scripted_effects/r56_danish_scripted_effects.txt

Code:
den_switch_parties = {
	den_popularities_to_variables = yes
	set_political_party = {
		ideology = democratic
		popularity = neu_pop
	} {
		ideology = neutrality
		popularity = dem_pop
	}
}
### Entity: AI Strategy
Component: generic_cas
Source: game
File: common/ai_equipment/generic_planes.txt

Code:
generic_cas = {
	category = air
	blocked_for = {
		GER ENG USA
	}
	available_for = {

	}
	roles = {
		air_cas
	}
	priority = {
		factor = 100
	}
	cas_1 = {
		priority = {
			factor = 100
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = small_plane_cas_airframe_1
			modules = {
				fixed_main_weapon_slot = bomb_locks
				fixed_auxiliary_weapon_slot_1 = empty
				engine_type_slot = engine_2_1x
				special_type_slot_1 = armor_plate_small
				special_type_slot_2 = fuel_tanks_small
			}
		}
		allowed_modules = {
			bomb_locks engine_2_1x armor_plate_small fuel_tanks_small
		}
	}
	cas_2 = {
		priority = {
			factor = 200
		}
		history = yes
		target_variant = {
			match_value = 1500
			type = small_plane_cas_airframe_2
			modules = {
				fixed_main_weapon_slot = small_bomb_bay
				fixed_auxiliary_weapon_slot_1 = bomb_locks
				engine_type_slot = engine_2_2x
				special_type_slot_1 = armor_plate_small
				special_type_slot_2 = fuel_tanks_small
			}
		}
		allowed_modules = {
			small_bomb_bay bomb_locks engine_2_2x armor_plate_small fuel_tanks_small
		}
	}
	cas_3 = {
		priority = {
			factor = 200
		}
		history = yes
		target_variant = {
			match_value = 2500
			type = small_plane_cas_airframe_3
			modules = {
				fixed_main_weapon_slot = small_bomb_bay
				fixed_auxiliary_weapon_slot_1 = bomb_locks
				fixed_auxiliary_weapon_slot_2 = bomb_locks
				engine_type_slot = engine_3_1x
				special_type_slot_1 = empty
				special_type_slot_2 = empty
			}
		}
		allowed_modules = {
			small_bomb_bay bomb_locks engine_3_1x
		}
	}
}
### Entity: AI Strategy
Component: RAJ_communist_i_dont_want_a_navy
Constructs: has_country_flag, has_game_rule
Source: game
File: common/ai_strategy/RAJ.txt

Code:
RAJ_communist_i_dont_want_a_navy = {
	allowed = {
		original_tag = RAJ
		OR = {
			has_country_flag = RAJ_AI_RANDOM_INDIA_COMMUNISM RAJ_AI_RANDOM_INDIA_COMMUNISM_URBAN
			has_game_rule = {
				rule = RAJ_ai_behavior
				option = GOE_INDIA_COMMUNISM
			} {
				rule = RAJ_ai_behavior
				option = GOE_INDIA_COMMUNISM_URBAN
			}
		}
	}
	enable = {
		date = < 1941.1.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = dockyard_to_military_factory_ratio
		value = 0
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_a_royal_wedding
Constructs: prerequisite, completion_reward, add_political_power, random_days, unlock_decision_tooltip
Source: game
File: common/national_focus/portugal.txt

Code:
focus = {
	id = POR_a_royal_wedding
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = POR_estado_novo
	}
	mutually_exclusive = {
		focus = POR_support_the_spanish_nationalists POR_strict_neutrality_in_the_spanish_civil_war POR_support_the_spanish_republic
	}
	icon = GFX_focus_generic_royal_wedding
	x = 13
	y = 0
	relative_position_id = POR_support_the_spanish_nationalists
	cost = 10
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		hidden_effect = {
			news_event = {
				id = lar_news.25
				days = 3
				random_days = 5
			}
		}
		add_political_power = 120
		unlock_decision_tooltip = POR_stir_monarchist_sentiment_in_brazil POR_stir_monarchist_sentiment_in_portugal
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = POR_joao_de_azevedo_coutinho POR_joao_francisco_de_barbosa_azevedo
	}
}
### Entity: Scripted Effect
Component: GER_create_operative_nikolaus_ritter
Constructs: create_operative_leader
Source: game
File: common/scripted_effects/GER_scripted_effects.txt

Code:
GER_create_operative_nikolaus_ritter = {
	create_operative_leader = {
		name = GER_nikolaus_ritter
		GFX = GFX_portrait_nikolaus_ritter
		traits = {
			operative_safe_cracker
		}
		bypass_recruitment = no
		available_to_spy_master = yes
		nationalities = {
			GER
		}
		gender = male
	}
}
### Entity: Order of Battle
Component: 3 Syrian Infantry
Constructs: division_template, is_name_ordered
Source: game
File: history/units/SYR_revolt.txt

Code:
division = {
	name = 3 Syrian Infantry
	division_name = {
		is_name_ordered = yes
		name_order = 3
	}
	location = 1072
	division_template = Syrian Infantry
	start_experience_factor = 0.2
	start_equipment_factor = 0.9
}
### Entity: Idea
Component: AST_R56_naval_auxiliary_patrol
Constructs: removal_cost
Source: game
File: common/ideas/r56_australia.txt

Code:
AST_R56_naval_auxiliary_patrol = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = ast_naval_auxiliary_patrol
	modifier = {
		production_speed_coastal_bunker_factor = 0.25
	}
}
### Entity: Character
Component: COS_jose_figueres_ferrer
Source: game
File: common/characters/COS.txt

Code:
COS_jose_figueres_ferrer = {
	advisor = {
		slot = political_advisor
		idea_token = COS_jose_figueres_ferrer
		allowed = {
			original_tag = COS
		}
		traits = {
			compassionate_gentleman
		}
	}
	name = Jose Figueres Ferrer
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_south_america_2
		}
	}
}