Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Order of Battle
Component: 13. Kuva-yi Milliye Tugayi
Constructs: division_template
Source: game
File: history/units/TUR_Civil_War_communist.txt

Code:
division = {
	name = 13. Kuva-yi Milliye Tugayi
	location = 6908
	division_template = Kuva-yi Milliye Tugayi
}
### Entity: Modding Documentation
Construct: debug_custom_achievements
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## debug_custom_achievements

For testing custom achievements, clear completion status (delete files on cloud storage) and reload mod achievement files
### Entity: Idea
Component: MEN_cooperation_with_the_communists
Constructs: stability_factor, war_support_factor, removal_cost, communism_drift
Source: game
File: common/ideas/r56_mengkukuo.txt

Code:
MEN_cooperation_with_the_communists = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	picture = generic_communism_drift_bonus
	modifier = {
		communism_drift = 0.03
		conscription = 0.005
		war_support_factor = 0.05
		stability_factor = 0.05
		political_power_factor = -0.05
		resistance_growth_on_our_occupied_states = 0.1
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Talk%3AGovernment.html

Doc:
So, how do we want to handle National Goals?
I've stuck a bunch of Germany's on the Germany page for now, but I'm wondering if I should also put the more generic-looking national goals - Support Democracy, Support Communism, etc. on the main National Goals page under a generic national goals header.
--Deoradhan (talk) 19:51, 28 January 2015 (CET)

We'll eventually have a page about national goals in general. That page would include the generic goals in addition to describing the mechanics governing goals. ~ Meneth (talk) 19:18, 29 January 2015 (CET)

Retrieved from "http://www.hoi4wiki.com/index.php?title=Talk:Government&oldid=823"
### Entity: Idea
Component: QUE_peoples_republic
Constructs: research_speed_factor, stability_factor, production_speed_buildings_factor
Source: game
File: common/ideas/quebec.txt

Code:
QUE_peoples_republic = {
	allowed_civil_war = {
		always = no
	}
	picture = generic_socialist_industry
	modifier = {
		stability_factor = -0.05
		consumer_goods_factor = -0.18
		production_speed_buildings_factor = 0.3
		production_speed_arms_factory_factor = 0.2
		research_speed_factor = 0.05
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_modern_light_cruisers
Constructs: prerequisite, completion_reward, add_tech_bonus, cr_bonus
Source: game
File: common/national_focus/r56_bulgaria.txt

Code:
focus = {
	id = BUL_modern_light_cruisers
	icon = GFX_goal_generic_navy_cruiser
	prerequisite = {
		focus = BUL_light_vessels
	}
	relative_position_id = BUL_light_vessels
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		navy_experience = 5
		add_tech_bonus = {
			name = cr_bonus
			bonus = 1
			uses = 1
			category = cl_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_eastern_conscripts
Constructs: has_completed_focus, prerequisite, completion_reward, add_timed_idea
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_eastern_conscripts
	icon = GFX_focus_generic_manpower
	prerequisite = {
		focus = POL_plan_east
	}
	x = -2
	y = 1
	relative_position_id = POL_plan_east
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		NOT = {
			has_completed_focus = POL_complete_plan_east
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_timed_idea = {
			idea = POL_eastern_conscription_idea
			days = 365
		}
	}
}
### Entity: Character
Component: MPL_zalman_aran
Constructs: has_completed_focus, limit, has_power_balance, add_power_balance_value
Source: game
File: common/characters/MPL.txt

Code:
MPL_zalman_aran = {
	name = Zalman Aran
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_2
		}
	}
	advisor = {
		available = {
			has_completed_focus = MPL_jews_ministers
		}
		slot = political_advisor
		idea_token = MPL_zalman_aran
		allowed = {
			original_tag = MPL
		}
		traits = {
			minister_of_education
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
		on_add = {
			owner = {
				if = {
					limit = {
						has_power_balance = {
							id = MPL_power_balance
						}
					}
					add_power_balance_value = {
						id = MPL_power_balance
						value = 0.2
						tooltip_side = MPL_jewish_side
					}
				}
			}
		}
	}
}
### Entity: Country History
Country: TAN
Component: TAN_characters
Constructs: recruit_character
Source: game
File: history/countries/TAN - Tannu Tuva.txt

Code:
# Leaders & Characters for TAN
recruit_character = TAN_salchak_toka TAN_rugalinskij TAN_v_i_kulikovskij TAN_grinchik TAN_tulberdiev TAN_tanchak_shoma TAN_alaverdov TAN_homushku_churguj_ool TAN_i_p_rugalinskij TAN_ruzhenko TAN_konstantinov TAN_kechir_ool TAN_democratic_guy TAN_communist_guy TAN_fascist_guy TAN_s_t_perilenko TAN_vladimir_sokoline TAN_sodmon_balchor
### Entity: Event
Component: cityfall.66
Constructs: is_triggered_only, set_global_flag
Source: game
File: events/CFM_city_events.txt

Code:
news_event = {
	id = cityfall.66
	title = cityfall.66.t
	desc = cityfall.66.d
	picture = GFX_news_event_038
	major = yes
	is_triggered_only = yes
	immediate = {
		set_global_flag = fall_of_oslo_fin
	}
	option = {
		name = cityfall.66.a
		trigger = {
			NOT = {
				TAG = FIN NOR
			}
		}
	} {
		name = cityfall.66.b
		trigger = {
			TAG = FIN
		}
	} {
		name = cityfall.66.c
		trigger = {
			TAG = NOR
		}
	}
}
### Entity: Idea
Component: r56_john_inglis_company
Constructs: has_completed_focus, research_bonus
Source: game
File: common/ideas/r56_canada.txt

Code:
r56_john_inglis_company = {
	picture = r56_CAN_john_inglis_company
	allowed = {
		original_TAG = CAN
	}
	available = {
		has_completed_focus = r56_CAN_john_inglis_company
	}
	research_bonus = {
		support_tech = 0.15
	}
	traits = {
		support_equipment_manufacturer
	}
}
### Entity: AI Strategy
Component: ConvoyEscort_1
Source: game
File: common/ai_navy/taskforce/generic_taskforce_templates.txt

Code:
ConvoyEscort_1 = {
	allowed = {
		NOT = {
			original_tag = JAP ENG SOV USA ITA GER FRA
		}
	}
	ai_will_do = {
		factor = 5
	}
	mission = {
		convoy_escort
	}
	min_composition = {
		destroyer = {
			amount = 4
		}
	}
	optimal_composition = {
		destroyer = {
			amount = 8
		}
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_avenge_chulaloks_legacy_r56
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_avenge_chulaloks_legacy_r56
	prerequisite = {
		focus = SIA_address_the_eastern_border_r56
	}
	icon = GFX_goal_attack_indochina
	x = 0
	y = 1
	relative_position_id = SIA_address_the_eastern_border_r56
	mutually_exclusive = {
		focus = SIA_leaders_of_a_free_southeast_asia_r56
	}
	cost = 5
	ai_will_do = {
		base = 1
	}
	available = {
		you_or_a_subject_controls_all_starting_laotian_cores_r56 = yes
		you_or_a_subject_controls_all_starting_cambodian_cores_r56 = yes
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = SIA_towards_equality_with_the_west_r56
			add_idea = SIA_southeast_asias_regional_power_r56
		}
	}
}
### Entity: Scripted Effect
Component: SOV_set_military_offensive_effect
Constructs: set_country_flag, add_dynamic_modifier
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_set_military_offensive_effect = {
	set_country_flag = SOV_military_offensive_in_progress_flag
	for_each_scope_loop = {
		array = SOV_military_offensive_states
		add_dynamic_modifier = {
			modifier = SOV_soviet_military_offensive
			days = 90
			scope = SOV
		}
	}
}
### Entity: National Focus
Component: czechoslovakian_focus_r56
Constructs: shared_focus, has_completed_focus, create_country_leader, add_equipment_to_stockpile, prerequisite, has_war, limit, add_ideas
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus_tree = {
	id = czechoslovakian_focus_r56
	country = {
		factor = 0
		modifier = {
			add = 15
			tag = CZE
		}
	}
	default = no
	shared_focus = HABSBURG_part_of_something_bigger
	continuous_focus_position = {
		x = 0
		y = 1250
	}
	shortcut = {
		name = CZE_politics
		target = CZE_czechoslovak_government_reform
		scroll_wheel_factor = 1.0
	} {
		name = CZE_army
		target = CZE_ministry_of_defense
		scroll_wheel_factor = 1.0
	} {
		name = CZE_economy
		target = CZE_R56_devalue_the_koruna
		scroll_wheel_factor = 1.0
	} {
		name = CZE_navy
		target = CZE_revitalising_the_danube_flotilla
		scroll_wheel_factor = 1.0
	}
	focus = {
		id = CZE_revitalising_the_danube_flotilla
		icon = GFX_goal_CZE_revitalising_the_danube_flotilla
		x = -13
		y = 0
		available = {
			has_completed_focus = CZE_R56_devalue_the_koruna
		}
		bypass = {

		}
		cost = 5
		prerequisite = {

		}
		search_filters = {
			FOCUS_FILTER_NAVY_XP FOCUS_FILTER_RESEARCH
		}
		completion_reward = {
			navy_experience = 10
			set_technology = {
				basic_battery = 1
			}
		}
	} {
		id = CZE_R56_devalue_the_koruna
		icon = GFX_goal_CZE_the_1936_currency_devaluation
		relative_position_id = CZE_revitalising_the_danube_flotilla
		x = 9
		y = 0
		cost = 5
		ai_will_do = {
			factor = 1
		}
		completion_reward = {
			add_timed_idea = {
				idea = CZE_devaluation_idea
				days = 150
			}
		}
		search_filters = {
			FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
		}
	} {
		id = CZE_R56_ramp_up_cement_production
		icon = GFX_goal_generic_construction_tools
		x = -3
		y = 1
		relative_position_id = CZE_R56_devalue_the_koruna
		available = {

		}
		bypass = {

		}
		cost = 5
		prerequisite = {
			focus = CZE_R56_devalue_the_koruna
		}
		completion_reward = {
			random_owned_controlled_state = {
				prioritize = {
					74
				}
				limit = {
					is_core_of = ROOT
					free_building_slots = {
						building = industrial_complex
						size = > 1
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
			}
		}
		search_filters = {
			FOCUS_FILTER_INDUSTRY
		}
	} {
		id = CZE_R56_allocate_funds_to_rop
		icon = GFX_goal_CZE_rop
		prerequisite = {
			focus = CZE_R56_ramp_up_cement_production
		}
		x = -2
		y = 1
		relative_position_id = CZE_R56_ramp_up_cement_production
		cos
# ... (truncated)
### Entity: Event
Component: news.314
Constructs: is_triggered_only, has_government
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.314
	title = news.314.t
	desc = news.314.desc
	picture = GFX_news_event_generic_funeral
	major = yes
	is_triggered_only = yes
	option = {
		name = news.314.a
		trigger = {
			TAG = HUN
		}
	} {
		name = news.314.b
		trigger = {
			has_government = communism
			NOT = {
				TAG = HUN
			}
		}
	} {
		name = news.314.c
		trigger = {
			NOT = {
				has_government = communism
			} {
				TAG = HUN
			}
		}
	}
}
### Entity: National Focus
Tree: lat_focus
Component: LAT_liberal_economic_reforms
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_latvia.txt

Code:
focus = {
	id = LAT_liberal_economic_reforms
	icon = GFX_focus_mex_privatisation
	prerequisite = {
		focus = LAT_assemble_a_new_seima
	}
	relative_position_id = LAT_assemble_a_new_seima
	x = 1
	y = 1
	cost = 10
	available_if_capitulated = yes
	available = {

	}
	ai_will_do = {
		factor = 3
	}
	bypass = {

	}
	completion_reward = {
		add_ideas = LAT_liberal_welfare SIA_state_invervention
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STABILITY
	}
}
### Entity: Unit Template
Component: AST_TRIBES
Constructs: has_government
Source: game
File: common/units/names_ships/AST_ship_names.txt

Code:
AST_TRIBES = {
	name = NAME_THEME_TRIBES
	for_countries = {
		AST
	}
	can_use = {
		not = {
			has_government = communism
		}
	}
	type = ship
	prefix = HMAS 
	unique = {
		Alyawarre Adnyamathanha Anmatjera Arunta Dieri Gunai Gurindji Guugu Yimithirr Jarrakan Kalkadoon Kaurna Kulin Kunibidji Luritja Maralinga Tjarutja Murrinh-Patha Murrawarri Ngarrindjeri Narungga Ngunnawal Nyungar Spinefex Pitjantjatjara Tiwi Warlpiri Warramunga Yolngu Yorta Yorta Woiwurrung Boonwurrung Wathaurrung Daungwurrung Dja Dja Wrung Bratowooloong Brayakooloong Brabawooloong Tatungooloong Krowathunkooloong
	}
}
### Entity: Event
Component: belgium.143
Constructs: is_triggered_only
Source: game
File: events/BEL_additional_events.txt

Code:
country_event = {
	id = belgium.143
	title = belgium.143.t
	desc = belgium.143.desc
	picture = GFX_report_event_merchant_ship_01
	is_triggered_only = yes
	option = {
		name = belgium.143.a
		custom_effect_tooltip = BEL_congo_rifle_delivery_tooltip
	}
}
### Entity: Scripted Trigger
Component: EAI_LAW_wants_service_by_requirement
Constructs: has_war, limit, has_war_with, has_country_flag, has_idea, check_variable, has_manpower, has_capitulated
Source: game
File: common/scripted_triggers/EAI_COUNTRY_law_triggers.txt

Code:
EAI_LAW_wants_service_by_requirement = {
	NOT = {
		has_idea = service_by_requirement
	}
	if = {
		limit = {
			has_idea = extensive_conscription
		}
		NOT = {
			conscription_ratio = < 1.0
		}
		OR = {
			check_variable = {
				EAI_reserve_mp_ratio = < 0.3
			}
			has_manpower = < 50000
			any_neighbor_country = {
				has_war_with = ROOT
				strength_ratio = {
					tag = ROOT
					ratio = > 2
				}
			}
		} {
			AND = {
				has_war = yes
				check_variable = {
					EAI_LAW_manpower_shortage_days = > 90
				}
				NOT = {
					EAI_LAW_get_volunteer_only = yes
					EAI_LAW_get_limited_conscription = yes
					EAI_LAW_get_extensive_conscription = yes
					EAI_LAW_get_women_in_the_workforce = yes
				}
			} {
				EAI_PP_store_pp_prio = yes
				OR = {
					NOT = {
						EAI_stability_event_trigger = yes
					}
					AND = {
						has_capitulated = no
						OR = {
							has_country_flag = EAI_MILITARY_trend_losing_war
							check_variable = {
								EAI_reserve_mp_ratio = < 0.01
							}
						}
					}
				} {
					has_war_support = > 0.55
					AND = {
						has_capitulated = no
						OR = {
							has_country_flag = EAI_MILITARY_trend_losing_war
							check_variable = {
								EAI_reserve_mp_ratio = < 0.03
							}
						}
					}
				}
				NOT = {
					EAI_LAW_get_women_in_the_workforce = yes
				}
			}
		}
	}
	else_if = {
		limit = {
			always = no
		}
	}
	else = {
		always = no
	}
}
### Entity: Idea
Component: BRA_expanding_the_revolution
Constructs: has_government, army_attack_factor, conscription_factor
Source: game
File: common/ideas/brazil.txt

Code:
BRA_expanding_the_revolution = {
	picture = home_of_revolution
	allowed = {
		original_tag = BRA
		has_government = communism
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		supply_consumption_factor = -0.25
		conscription_factor = 0.05
		army_attack_factor = 0.1
	}
}
### Entity: Decision
Component: form_greater_greece_category
Constructs: has_completed_focus, limit, has_government, add_war_support, has_country_flag, add_stability, fire_only_once, has_dlc
Source: game
File: common/decisions/formable_nation_decisions.txt

Code:
form_greater_greece_category = {
	form_greater_greece = {
		icon = generic_form_nation
		allowed = {
			original_tag = GRE
			has_dlc = Battle for the Bosporus
		}
		available = {
			is_subject = no
			if = {
				limit = {
					has_government = democratic
				}
				has_completed_focus = GRE_nenikikamen
			} {
				limit = {
					NOT = {
						has_government = democratic
					}
				}
				custom_trigger_tooltip = {
					tooltip = form_country_dodecanese_required_state_tt
					controls_state = 164
				}
			} {
				limit = {
					NOT = {
						has_government = democratic
					}
				}
				custom_trigger_tooltip = {
					tooltip = form_country_cyprus_required_state_tt
					controls_state = 183
				}
			}
			custom_trigger_tooltip = {
				tooltip = form_country_greece_required_states_tt
				controls_state = 185 731 47 186 184 187 182
			} {
				tooltip = form_country_turkish_coastal_required_states_tt
				controls_state = 797 341 340 339 347
			}
		}
		visible = {
			NOT = {
				has_global_flag = form_greater_greece_flag
			}
			OR = {
				AND = {
					has_completed_focus = GRE_the_modern_movement
					has_country_leader = {
						character = GRE_ioannis_metaxas
						ruling_only = yes
					}
				} {
					has_completed_focus = GRE_resurrecting_the_megali_idea
					NOT = {
						has_country_leader = {
							character = GRE_georgios_kosmidis
							ruling_only = yes
						}
					}
				}
				has_completed_focus = GRE_prepare_for_the_great_anti_fascist_war
			}
		}
		complete_effect = {
			set_country_flag = GRE_GREATER_GREECE_flag
			GRE_set_appropriate_cosmetic_tag = yes
			custom_effect_tooltip = form_country_greece_coring_states_tt form_country_turkish_coast_coring_states_tt form_country_cyprus_coring_state_tt
			hidden_effect = {
				185 = {
					add_core_of = ROOT
				}
				731 = {
					add_core_of = ROOT
				}
				47 = {
					add_core_of = ROOT
				}
				186 = {
					add_core_of = ROOT
				}
				184 = {
					add_core_of = ROOT
				}
				187 = {
					add_core_of = ROOT
				}
				182 = {
					add_core_of = ROOT
				}
				164 = {
					add_core_of = ROOT
				}
				183 = {
					add_core_of = ROOT
				}
			} {
				340 = {
					add_core_of = ROOT
				} {
					set_state_name = Prousa
				}
				set_province_name = {
					id = 947
					name = Prousa
				} {
					id = 9799
					name = Palaeokastron
				} {
					id = 11842
					name = Adrianople
				} {
					id = 9833
					
# ... (truncated)
### Entity: Order of Battle
Component: air_wing_378
Source: game
File: history/units/USA_1936_air_legacy.txt

Code:
air_wings = {
	378 = {
		tac_bomber_equipment_0 = {
			owner = USA
			amount = 60
		}
		CAS_equipment_1 = {
			owner = USA
			amount = 48
		}
	}
}
### Entity: Character
Component: ITA_haile_selassie_gugsa_doppleganger
Source: game
File: common/characters/ITA.txt

Code:
ITA_haile_selassie_gugsa_doppleganger = {
	name = ETH_haile_selassie_gugsa
	portraits = {
		civilian = {
			large = GFX_portrait_ETH_haile_selassie_gugsa
		}
	}
	corps_commander = {
		traits = {

		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		visible = {
			always = no
		}
	}
}
### Entity: Country History
Country: NIR
Component: NIR_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/NIR - Northern Ireland.txt

Code:
# Politics & Parties for NIR
set_politics = {
	ruling_party = democratic
	last_election = 1933.1.24
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 98
	fascism = 1
	communism = 1
}
### Entity: Idea
Component: KMT_dissolved_democratic_institutions
Constructs: stability_factor, removal_cost, has_country_leader, democratic_drift
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_dissolved_democratic_institutions = {
	removal_cost = -1
	picture = generic_democratic_opposition
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			has_country_leader = {
				ruling_only = yes
				character = CHI_chiang_kaishek
			}
		}
	}
	modifier = {
		political_power_factor = -0.1
		stability_factor = -0.1
		drift_defence_factor = -0.2
		stability_weekly = -0.001
		democratic_drift = -0.01
	}
}
### Entity: National Focus
Tree: saf_focus
Component: SAF_equal_opportunity_employment
Constructs: prerequisite, add_ideas, remove_ideas, has_country_flag, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/south_africa.txt

Code:
focus = {
	id = SAF_equal_opportunity_employment
	icon = GFX_goal_generic_production
	prerequisite = {
		focus = SAF_repeal_the_native_representation_act
	}
	x = 2
	y = 2
	relative_position_id = SAF_empower_the_workers
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		NOT = {
			has_country_flag = britain_enforced_our_loyalty
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = SAF_equal_opportunities
		remove_ideas = SAF_ossewabrandwag_2
	}
}
### Entity: National Focus
Tree: lat_focus
Component: LAT_a_western_ally
Constructs: prerequisite, limit, has_government, has_war_with, is_major, completion_reward, is_in_faction, is_puppet
Source: game
File: common/national_focus/r56_latvia.txt

Code:
focus = {
	id = LAT_a_western_ally
	icon = GFX_focus_chi_british_cooperation
	prerequisite = {
		focus = LAT_redraft_the_constitution LAT_ulmanis_in_control_of_the_government
	}
	mutually_exclusive = {
		focus = LAT_baltic_cooperation
	}
	relative_position_id = LAT_form_the_aizsargi
	x = 2
	y = 1
	cost = 5
	available = {
		has_government = democratic
		NOT = {
			is_in_faction = yes
			is_puppet = yes
		}
		any_other_country = {
			is_major = yes
			has_government = democratic
			is_faction_leader = yes
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	bypass = {
		is_in_faction_with = ENG
	}
	ai_will_do = {
		factor = 0.5
		modifier = {
			is_historical_focus_on = yes
			factor = 0
		}
	}
	completion_reward = {
		if = {
			limit = {
				ENG = {
					has_government = democratic
					is_faction_leader = yes
					has_capitulated = no
					NOT = {
						has_war_with = ROOT
					}
				}
				NOT = {
					any_other_country = {
						is_in_faction_with = ENG
						has_war_with = ROOT
					}
				}
			}
			ENG = {
				country_event = generic.2
			}
		}
		else = {
			get_best_alliance_match_democratic_effect = yes
			var:best_leader = {
				country_event = generic.2
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: Character
Component: NAV_manuel_lekuona
Source: game
File: common/characters/NAV.txt

Code:
NAV_manuel_lekuona = {
	name = EUS_manuel_lekuona
	portraits = {
		civilian = {
			small = GFX_idea_generic_political_advisor_europe_2
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = NAV_manuel_lekuona
		allowed = {
			original_tag = NAV
		}
		traits = {
			priest editor
		}
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_increase_our_mining_operations
Constructs: prerequisite, limit, completion_reward, swap_ideas, remove_idea, add_idea, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/greece.txt

Code:
focus = {
	id = GRE_increase_our_mining_operations
	icon = GFX_goal_generic_production
	prerequisite = {
		focus = GRE_exporting_more_luxury_commodoties GRE_greek_autarky
	}
	mutually_exclusive = {
		focus = GRE_expand_our_tobacco_industry
	}
	x = 0
	y = 1
	relative_position_id = GRE_greek_autarky
	cost = 5
	ai_will_do = {
		base = 1
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = GRE_foreign_monopolies_2
			add_idea = GRE_foreign_monopolies_3
		}
		47 = {
			if = {
				limit = {
					free_building_slots = {
						building = arms_factory
						size = > 2
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = arms_factory
					level = 2
					instant_build = yes
				}
			}
		}
		185 = {
			if = {
				limit = {
					free_building_slots = {
						building = arms_factory
						size = > 1
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			}
		}
		add_tech_bonus = {
			name = GRE_increase_our_mining_operations
			bonus = 1.0
			uses = 2
			category = excavation_tech
		}
	}
}