Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: cog_focus
Component: COG_air_force_congo
Constructs: prerequisite, limit, has_country_flag, completion_reward, complete_tooltip, add_building_construction, add_doctrine_cost_reduction, random_owned_controlled_state
Source: game
File: common/national_focus/r56_congo.txt

Code:
focus = {
	id = COG_air_force_congo
	icon = GFX_goal_generic_build_airforce
	prerequisite = {
		focus = COG_reform_the_force_publique
	}
	x = 42
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = yes
	complete_tooltip = {
		air_experience = 25
		if = {
			limit = {
				has_country_flag = aviation_effort_AB
			}
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			}
		}
		add_doctrine_cost_reduction = {
			name = air_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
	}
	completion_reward = {
		air_experience = 25
		if = {
			limit = {
				capital_scope = {
					NOT = {
						free_building_slots = {
							building = air_base
							size = > 1
						}
					}
				}
			}
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = air_base
						size = > 1
					}
				}
				add_building_construction = {
					type = air_base
					level = 2
					instant_build = yes
				}
				ROOT = {
					set_country_flag = aviation_effort_AB
				}
			}
		} {
			limit = {
				capital_scope = {
					free_building_slots = {
						building = air_base
						size = > 1
					}
				}
			}
			capital_scope = {
				add_building_construction = {
					type = air_base
					level = 2
					instant_build = yes
				}
				ROOT = {
					set_country_flag = aviation_effort_AB
				}
			}
		}
		add_doctrine_cost_reduction = {
			name = air_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_assist_austria
Constructs: prerequisite, has_war, completion_reward, is_subject, has_guaranteed, is_in_faction, is_faction_leader, give_guarantee
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_assist_austria
	icon = GFX_focus_generic_befriend_austria
	cost = 5
	prerequisite = {
		focus = CZE_aggressive_foreign_policy CZE_claim_lands_of_the_bohemian_crown
	}
	mutually_exclusive = {
		focus = CZE_eliminate_austrian_defeatists
	}
	relative_position_id = CZE_aggressive_foreign_policy
	y = 1
	x = 3
	available = {
		is_subject = no
		AUS = {
			exists = yes
			has_war = no
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 15
			ITA = {
				has_guaranteed = AUS
				OR = {
					AND = {
						is_in_faction = no
						ROOT = {
							OR = {
								is_in_faction = no
								is_faction_leader = yes
							}
						}
					} {
						is_faction_leader = yes
						ROOT = {
							is_in_faction = no
						}
					}
				}
			}
		}
	}
	completion_reward = {
		give_guarantee = AUS
	}
}
### Entity: Event
Component: belgium.7
Constructs: is_triggered_only, ai_chance, limit, add_opinion_modifier, add_tech_bonus, armor_bonus, is_in_faction, add_to_faction
Source: game
File: events/BEL_events.txt

Code:
country_event = {
	id = belgium.7
	title = belgium.4.t
	desc = belgium.4.d
	picture = GFX_report_event_physics_lab_01
	is_triggered_only = yes
	option = {
		name = belgium.4.a
		ai_chance = {
			base = 90
		}
		BEL = {
			country_event = {
				days = 1
				id = belgium.5
			}
			add_tech_bonus = {
				name = infantry_weapons_bonus
				bonus = 0.5
				uses = 1
				category = support_tech
			} {
				name = armor_bonus
				bonus = 0.5
				uses = 1
				category = armor
			}
		}
		if = {
			limit = {
				BEL = {
					is_in_faction = no
				}
			}
			add_to_faction = BEL
		}
		add_opinion_modifier = {
			target = GER
			modifier = GER_BEL_pact_signed
		}
	} {
		name = belgium.4.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				is_in_faction_with = BEL
			}
		}
		BEL = {
			country_event = {
				days = 1
				id = belgium.6
			}
		}
	}
}
### Entity: Event
Component: lar_bruneval_raid.2
Constructs: is_triggered_only, set_global_flag, add_tech_bonus
Source: game
File: events/LaR_espionage_operations.txt

Code:
country_event = {
	id = lar_bruneval_raid.2
	title = lar_bruneval_raid.2.t
	desc = lar_bruneval_raid.2.desc
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	option = {
		name = lar_heavy_water.2.a
		set_global_flag = bruneval_raid_success
		add_tech_bonus = {
			category = radar_tech
			name = bruneval_raid
			bonus = 2
			uses = 1
		}
	}
}
### Entity: Event
Component: wtt_news.26
Constructs: is_triggered_only
Source: game
File: events/WTT_NewsEvents.txt

Code:
news_event = {
	id = wtt_news.26
	title = wtt_news.26.t
	desc = wtt_news.26.desc
	picture = GFX_news_event_generic_read_write
	is_triggered_only = yes
	major = yes
	option = {
		name = wtt_news.25.a
		trigger = {
			original_tag = JAP
		}
	} {
		name = wtt_news.26.b
		trigger = {
			original_tag = USA
		}
	} {
		name = wtt_news.26.c
		trigger = {
			original_tag = PHI
		}
	} {
		name = wtt_news.25.c
		trigger = {
			NOT = {
				original_tag = JAP PHI USA
			}
		}
	}
}
### Entity: National Focus
Component: military_youth
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, add_popularity
Source: game
File: common/national_focus/generic.txt

Code:
focus = {
	id = military_youth
	icon = GFX_goal_generic_more_territorial_claims
	prerequisite = {
		focus = militarism
	}
	x = 0
	y = 1
	relative_position_id = militarism
	cost = 10
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = military_youth_focus
		if = {
			limit = {
				has_government = fascism
			}
			add_popularity = {
				ideology = fascism
				popularity = 0.2
			}
		} {
			limit = {
				has_government = communism
			}
			add_popularity = {
				ideology = communism
				popularity = 0.2
			}
		}
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_social_stability
Constructs: prerequisite, add_stability, completion_reward, add_political_power, is_subject, unlock_decision_tooltip
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_social_stability
	icon = GFX_goal_generic_national_unity
	prerequisite = {
		focus = DEN_policy_of_disarmament DEN_start_the_rearmament
	}
	relative_position_id = DEN_political_unity
	x = 0
	y = 2
	cost = 5
	bypass = {

	}
	available = {
		is_subject = no
	}
	ai_will_do = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		add_political_power = 50
		add_stability = 0.05
		unlock_decision_tooltip = DEN_bop_ban_all_political_uniforms
	}
}
### Entity: Character
Component: GER_friedrich_paulus
Source: game
File: common/characters/GER.txt

Code:
GER_friedrich_paulus = {
	name = GER_friedrich_paulus
	portraits = {
		army = {
			large = GFX_portrait_GER_friedrich_paulus
			small = GFX_portrait_GER_friedrich_paulus_small
		}
	}
	corps_commander = {
		traits = {

		}
		skill = 2
		attack_skill = 1
		defense_skill = 1
		planning_skill = 3
		logistics_skill = 2
		legacy_id = 3
	}
}
### Entity: Idea
Component: KMT_krupp
Constructs: has_completed_focus, has_war_with, is_literally_china, has_focus_tree, removal_cost, research_bonus
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_krupp = {
	picture = krupp
	allowed = {
		AND = {
			is_literally_china = yes
			NOT = {
				original_tag = PRC
			}
		}
	}
	available = {
		has_completed_focus = KMT_continue_the_nanjing_decades_progress
		NOT = {
			has_war_with = GER
		}
	}
	visible = {
		has_focus_tree = china_nationalist_focus
	}
	cost = 150
	removal_cost = 10
	research_bonus = {
		industry = 0.15
	}
	traits = {
		industrial_concern
	}
}
### Entity: National Focus
Tree: alg_focus
Component: ALG_motorized
Constructs: prerequisite, completion_reward, add_tech_bonus, motorized_bonus
Source: game
File: common/national_focus/algeria.txt

Code:
focus = {
	id = ALG_motorized
	icon = GFX_focus_generic_truck
	prerequisite = {
		focus = ALG_doctrine_effort
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	x = 38
	y = 3
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		army_experience = 5
		add_tech_bonus = {
			name = motorized_bonus
			bonus = 1
			uses = 1
			category = motorized_equipment
		}
	}
}
### Entity: Modifier Reference
Component: GER_wunderwaffen_modifier
Source: game
File: common/dynamic_modifiers/wuw_dynamic_modifiers.txt

Code:
GER_wunderwaffen_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_GER_wunderwaffen
	special_project_speed_factor = GER_wunderwaffen_special_project_speed_factor
	production_speed_facility_factor = GER_wunderwaffen_production_speed_facility_factor
	sp_air_helicopter_speed_factor = GER_wunderwaffen_sp_air_helicopter_speed_factor
	sp_tag_jet_speed_factor = GER_wunderwaffen_sp_tag_jet_speed_factor
	sp_tag_rocket_speed_factor = GER_wunderwaffen_sp_tag_rocket_speed_factor
	sp_tag_tank_speed_factor = GER_wunderwaffen_sp_tag_tank_speed_factor
	sp_tag_artillery_speed_factor = GER_wunderwaffen_sp_tag_artillery_speed_factor
	sp_tag_submarine_speed_factor = GER_wunderwaffen_sp_tag_submarine_speed_factor
	sp_naval_modern_battleship_speed_factor = GER_wunderwaffen_sp_naval_modern_battleship_speed_factor
	sp_naval_modern_carrier_speed_factor = GER_wunderwaffen_sp_naval_modern_carrier_speed_factor
	sp_commercial_nuclear_reactor_speed_factor = GER_wunderwaffen_sp_commercial_nuclear_reactor_speed_factor
	sp_nuclear_warheads_speed_factor = GER_wunderwaffen_sp_nuclear_warheads_speed_factor
	sp_nuclear_bomb_speed_factor = GER_wunderwaffen_sp_nuclear_bomb_speed_factor
	production_speed_nuclear_reactor_factor = GER_wunderwaffen_production_speed_nuclear_reactor_factor
	production_speed_nuclear_facility_factor = GER_wunderwaffen_production_speed_nuclear_facility_factor
	sp_air_intercontinental_bomber_speed_factor = GER_wunderwaffen_sp_air_intercontinental_bomber_speed_factor
	sp_air_mothership_aircraft_speed_factor = GER_wunderwaffen_sp_air_mothership_aircraft_speed_factor
}
### Entity: Character
Component: great_compromiser
Source: game
File: common/country_leader/r56_traits.txt

Code:
great_compromiser = {
	sprite = 13
	political_advisor_cost_factor = -0.25
}
### Entity: Event
Component: BBA_italy_interaction_events.36
Constructs: is_triggered_only, limit, has_country_flag, set_country_flag, set_global_flag, add_claim_by
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_interaction_events.36
	title = BBA_italy_interaction_events.36.t
	desc = BBA_italy_interaction_events.36.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			if = {
				limit = {
					NOT = {
						has_country_flag = ITA_italy_has_started_negotiations_flag
					}
				}
				set_country_flag = ITA_italy_has_started_negotiations_flag
			}
			else = {
				set_country_flag = ITA_italy_has_started_negotiations_flag
			}
		}
	}
	option = {
		name = BBA_italy_interaction_events.36.a
		hidden_effect = {
			set_global_flag = ITA_will_get_balkans
		}
		effect_tooltip = {
			103 = {
				add_claim_by = ITA
			}
			853 = {
				add_claim_by = ITA
			}
			102 = {
				add_claim_by = ITA
			}
			109 = {
				add_claim_by = ITA
			}
			104 = {
				add_claim_by = ITA
			}
			804 = {
				add_claim_by = ITA
			}
			105 = {
				add_claim_by = ITA
			}
			802 = {
				add_claim_by = ITA
			}
			106 = {
				add_claim_by = ITA
			}
			970 = {
				add_claim_by = ITA
			}
			185 = {
				add_claim_by = ITA
			}
			47 = {
				add_claim_by = ITA
			}
			186 = {
				add_claim_by = ITA
			}
			187 = {
				add_claim_by = ITA
			}
			182 = {
				add_claim_by = ITA
			}
		}
		ITA = {
			country_event = {
				id = BBA_italy_interaction_events.37
				days = 3
				random = 6
			}
		}
	}
}
### Entity: Character
Component: POL_chief_staffer4
Source: game
File: common/country_leader/r56_traits.txt

Code:
POL_chief_staffer4 = {
	sprite = 14
	max_planning = 0.1
	resistance_damage_to_garrison = -0.1
	experience_gain_army = 0.3
	superior_firepower_mastery_gain_factor = 0.05
	command_cap_increase = 20
}
### Entity: Country History
Country: URG
Component: URG_army
Source: game
File: history/countries/URG - Uruguay.txt

Code:
# OOB & Army Setup for URG
oob = URG_1936
### Entity: National Focus
Tree: csa_focus
Component: CSA_war_powers_act
Constructs: prerequisite, add_ideas, completion_reward, has_army_manpower, cancel_if_invalid, set_rule
Source: game
File: common/national_focus/csa.txt

Code:
focus = {
	id = CSA_war_powers_act
	icon = GFX_goal_generic_forceful_treaty
	text = USA_war_powers_act
	x = 0
	y = 1
	prerequisite = {
		focus = CSA_restablish_the_confederate_army
	}
	relative_position_id = CSA_restablish_the_confederate_army
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available = {
		has_army_manpower = {
			size = > 300000
		}
		fascism = > 0.3
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	completion_reward = {
		add_ideas = USA_war_powers_act
		set_rule = {
			can_create_factions = yes
		}
	}
}
### Entity: Character
Component: MLK_leimena
Source: game
File: common/characters/MLK.txt

Code:
MLK_leimena = {
	name = MLK_johannes_leimena
	portraits = {
		civilian = {
			large = GFX_portrait_maluku_leimena
			small = GFX_idea_indonesia_johannes_leimena
		}
	}
	country_leader = {
		ideology = socialism
		traits = {

		}
		expire = 1965.1.1.1
		id = -1
	}
	advisor = {
		slot = political_advisor
		idea_token = MLK_johannes_leimena
		allowed = {
			original_tag = MLK
		}
		available = {

		}
		traits = {
			progressive_doctor
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_prioritize_austria
Constructs: prerequisite, limit, completion_reward, has_subject, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_prioritize_austria
	icon = GFX_goal_generic_state_economy
	relative_position_id = AUS_imperial_infrastructure
	x = -1
	y = 1
	prerequisite = {
		focus = AUS_imperial_infrastructure
	}
	available = {
		OR = {
			has_subject = HUN CZE CRO
		}
	}
	cost = 10
	mutually_exclusive = {
		focus = AUS_promote_cross_empire_integration
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				is_core_of = ROOT
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: alg_focus
Component: ALG_mobolize_reserves
Constructs: division_template, prerequisite, limit, completion_reward, random_owned_controlled_state, is_core_of, create_unit, force_equipment_variants
Source: game
File: common/national_focus/algeria.txt

Code:
focus = {
	id = ALG_mobolize_reserves
	icon = GFX_focus_generic_limited_social_mobilization
	cost = 10
	prerequisite = {
		focus = ALG_expand_conscription
	}
	x = 4
	y = 4
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		custom_effect_tooltip = ALG_national_guard2
		hidden_effect = {
			division_template = {
				name = Garde National
				priority = 0
				regiments = {
					infantry = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 0
						y = 2
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					} {
						x = 1
						y = 2
					}
				}
			}
			random_owned_controlled_state = {
				prioritize = {
					459
				}
				limit = {
					is_core_of = ROOT
				}
				create_unit = {
					division = name = "Garnison d'Alger" division_template = "Garde National" start_experience_factor = 0.1 start_equipment_factor = 0.75 force_equipment_variants = { infantry_equipment_0 = { owner = ALG } }
					owner = ALG
					allow_spawning_on_enemy_provs = yes
					prioritize_location = 1145
				} {
					division = name = "Garnison d'Oran" division_template = "Garde National" start_experience_factor = 0.1 start_equipment_factor = 0.75 force_equipment_variants = { infantry_equipment_0 = { owner = ALG } }
					owner = ALG
					allow_spawning_on_enemy_provs = yes
					prioritize_location = 7132
				}
			} {
				prioritize = {
					460
				}
				limit = {
					is_core_of = ROOT
				}
				create_unit = {
					division = name = "Garnison de Bejaia" division_template = "Garde National" start_experience_factor = 0.1 start_equipment_factor = 0.75 force_equipment_variants = { infantry_equipment_0 = { owner = ALG } }
					owner = ALG
					prioritize_location = 4046
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}
### Entity: Event
Component: lar_non_intervention.3
Constructs: is_triggered_only, ai_chance
Source: game
File: events/LaR_France.txt

Code:
country_event = {
	id = lar_non_intervention.3
	title = lar_non_intervention.3.t
	desc = lar_non_intervention.3.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = lar_non_intervention.3.a
		ai_chance = {
			factor = 80
		}
	}
}
### Entity: Idea
Component: BRA_panama_push
Constructs: army_attack_factor, removal_cost
Source: game
File: common/ideas/brazil.txt

Code:
BRA_panama_push = {
	allowed = {
		always = no
	}
	removal_cost = -1
	picture = MEX_politicised_army
	modifier = {
		army_speed_factor = 0.1
		army_attack_factor = 0.1
	}
}
### Entity: State History
Component: 991
Constructs: add_core_of, add_to_array
Source: game
File: history/states/991-Massachusetts.txt

Code:
state = {
	id = 991
	name = STATE_991
	state_category = city
	history = {
		owner = USA
		buildings = {
			infrastructure = 4
			arms_factory = 1
			industrial_complex = 2
			dockyard = 3
			air_base = 7
			6732 = {
				naval_base = 8
			}
		}
		add_core_of = USA
		add_to_array = {
			state_victory_points = 6732
		} {
			state_victory_points = 3710
		} {
			state_victory_points = 3906
		} {
			state_victory_points = 905
		}
		victory_points = {
			6732 20
		} {
			3710 1
		} {
			3906 2
		} {
			905 1
		}
	}
	provinces = {
		6732 715 718 908 3710 3906 905
	}
	manpower = 4355000
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Scripted Effect
Component: EAI_PC_manage_civilian_factories
Constructs: limit, has_country_flag, set_variable, force_update_dynamic_modifier
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_effects.txt

Code:
EAI_PC_manage_civilian_factories = {
	if = {
		limit = {
			has_country_flag = EAI_PC_trace_functions
		}
		log = EAI_PC_manage_civilian_factories > THIS=[this.getname] PREV=[prev.getname]
	} {
		limit = {
			NOT = {
				has_country_flag = EAI_PC_assign_all_available_factories
			}
		}
		clamp_variable = {
			var = EAI_PC_reserved_factories_available
			min = 0
			max = EAI_PC_factories_limit
		}
	} {
		limit = {
			has_country_flag = EAI_factory_assignment_logging
		}
		log = FACTORY ASSIGNMENT: EAI_available_civilian_factories=[?EAI_available_civilian_factories] PC=[?EAI_PC_reserved_factories_available] MISC=[?EAI_misc_reserved_factories]
	}
	set_variable = {
		EAI_PC_assigned_factories_total = 0
	} {
		EAI_available_civilian_factories = num_of_civilian_factories_available_for_projects
	} {
		EAI_PC_reserved_factories_available = EAI_available_civilian_factories
	}
	force_update_dynamic_modifier = yes
	EAI_TRADE_needed_trade_factories = yes
	subtract_from_variable = {
		EAI_available_civilian_factories = EAI_TRADE_needed_trade_factories
	}
}
### Entity: Country History
Country: HON
Component: HON_technology
Constructs: set_technology
Source: game
File: history/countries/HON - Honduras.txt

Code:
# Starting Technologies for HON
set_technology = {
	infantry_weapons = 1
}
### Entity: Event
Component: DOD_romania.21
Constructs: is_triggered_only
Source: game
File: events/DOD_Romania.txt

Code:
country_event = {
	id = DOD_romania.21
	title = DOD_romania.21.t
	desc = DOD_romania.21.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = DOD_romania.21.a
	}
}
### Entity: National Focus
Tree: fin_focus
Component: FIN_a_new_course_for_kokoomus
Constructs: prerequisite, limit, completion_reward, add_political_power, has_country_leader, swap_country_leader_traits, add_country_leader_trait
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_a_new_course_for_kokoomus
	icon = GFX_focus_FIN_a_new_course_for_kokoomus
	prerequisite = {
		focus = FIN_expand_state_military_factories
	}
	mutually_exclusive = {
		focus = FIN_dreams_of_expansionism FIN_strengthen_military_administration
	}
	x = -2
	y = 1
	relative_position_id = FIN_expand_state_military_factories
	cost = 10
	available = {
		OR = {
			has_country_leader = {
				ruling_only = yes
				character = FIN_pehr_evind_svinhufvud
			} {
				ruling_only = yes
				character = FIN_juho_kusti_paasikivi
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_BALANCE_OF_POWER FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		FIN_bop_low_increase_effect = yes
		add_political_power = 100
		if = {
			limit = {
				has_country_leader = {
					ruling_only = yes
					character = FIN_pehr_evind_svinhufvud
				}
			}
			FIN_pehr_evind_svinhufvud = {
				swap_country_leader_traits = {
					remove = member_of_the_suojeluskunta
					add = member_of_the_suojeluskunta_improved
				}
				add_country_leader_trait = kokoomus_policies
			}
		}
		FIN_juho_kusti_paasikivi = {
			swap_country_leader_traits = {
				remove = paasikivi_doctrine
				add = paasikivi_doctrine_improved
			}
			add_country_leader_trait = kokoomus_policies
		}
		hidden_effect = {
			mark_focus_tree_layout_dirty = yes
		}
	}
}