Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: GRE_markos_drakos
Constructs: has_dlc
Source: game
File: common/characters/GRE.txt

Code:
GRE_markos_drakos = {
	instance = {
		allowed = {
			has_dlc = Battle for the Bosporus
		}
		name = GRE_markos_drakos
		portraits = {
			army = {
				large = GFX_portrait_gre_markos_drakos
				small = GFX_portrait_GRE_markos_drakos_small
			}
		}
		corps_commander = {
			traits = {
				career_officer infantry_officer trickster trait_mountaineer
			}
			skill = 3
			attack_skill = 1
			defense_skill = 3
			planning_skill = 3
			logistics_skill = 3
			legacy_id = 306
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Battle for the Bosporus
			}
		}
		name = GRE_markos_drakos
		portraits = {
			army = {
				large = GFX_portrait_GRE_markos_drakos
				small = GFX_portrait_GRE_markos_drakos_small
			}
		}
		corps_commander = {
			traits = {
				hill_fighter
			}
			skill = 3
			attack_skill = 1
			defense_skill = 3
			planning_skill = 3
			logistics_skill = 3
			legacy_id = -1
		}
	}
}
### Entity: National Focus
Component: wuw_HUN_transylvanian_mountaineers
Constructs: prerequisite, limit, completion_reward, set_technology, is_controlled_by, cancel_if_invalid, add_tech_bonus, has_tech
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_transylvanian_mountaineers
	icon = GFX_focus_SMB_special_forces_option_1
	prerequisite = {
		focus = wuw_HUN_construct_the_arpad_line
	}
	x = 0
	y = 2
	relative_position_id = wuw_HUN_construct_the_arpad_line
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	cost = 5
	ai_will_do = {
		factor = 15
	}
	available = {
		OR = {
			76 = {
				is_controlled_by = ROOT
			}
			84 = {
				is_controlled_by = ROOT
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		add_tech_bonus = {
			name = wuw_HUN_transylvanian_mountaineers
			bonus = 1
			uses = 1
			category = mountaineers_tech
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		IF = {
			limit = {
				NOT = {
					has_tech = mountain_gun
				}
			}
			custom_effect_tooltip = ROM_mountain_artillery_tech_tt
			hidden_effect = {
				set_technology = {
					mountain_gun = 1
				}
			}
		}
	}
}
### Entity: National Focus
Tree: mu_czech_focus
Component: CZE_appeal_to_the_castle
Constructs: has_completed_focus, limit, completion_reward, allow_branch, has_game_rule, set_country_flag, add_country_leader_trait
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
		id = CZE_appeal_to_the_castle
		icon = GFX_focus_CZE_appeal_to_the_castle
		mutually_exclusive = {
			focus = CZE_coalition_building
		}
		x = 7
		y = 0
		allow_branch = {
			if = {
				limit = {
					has_game_rule = {
						rule = obsolete_focus_branches_visibility
						option = HIDE
					}
				}
				NOT = {
					has_completed_focus = CZE_coalition_building
				}
			}
		}
		cost = 10
		ai_will_do = {
			factor = 4
		}
		search_filters = {
			FOCUS_FILTER_POLITICAL_CHARACTER
		}
		completion_reward = {
			mark_focus_tree_layout_dirty = yes
			custom_effect_tooltip = CZE_a_divided_nation_category_tt generic_skip_one_line_tt CZE_a_divided_nation_category_2_tt generic_skip_one_line_tt
			set_country_flag = CZE_show_a_divided_nation_category
			add_country_leader_trait = undermined_support_base
			if = {
				limit = {
					NOT = {
						has_completed_focus = CZE_expand_prf_science_facilities
					}
				}
				custom_effect_tooltip = available_political_advisor
				show_ideas_tooltip = CZE_karel_domin
				hidden_effect = {
					country_event = {
						id = MUN_czech.1036
						hours = 1
					}
				}
			}
		}
	}
### Entity: National Focus
Tree: chi_focus
Component: CHI_extend_jurisdiction_to_the_provinces
Constructs: prerequisite, limit, completion_reward, every_subject_country, is_chinese_warlord, random_core_state, is_controlled_by, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_extend_jurisdiction_to_the_provinces
	icon = GFX_focus_JAP_remove_the_weeds_from_the_crop
	prerequisite = {
		focus = CHI_infiltrate_the_examination_yuan
	} {
		focus = CHI_impair_the_control_yuan
	}
	x = 3
	y = 2
	relative_position_id = CHI_infiltrate_the_examination_yuan
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_ANNEXATION
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		CHI_upgrade_wang_trait = yes
		every_subject_country = {
			limit = {
				is_chinese_warlord = yes
			}
			random_core_state = {
				limit = {
					is_controlled_by = PREV
					free_building_slots = {
						building = industrial_complex
						size = > 0
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: ai_focus_military_equipment_POR
Source: game
File: common/ai_focuses/POR.txt

Code:
ai_focus_military_equipment_POR = {
	research = {
		infantry_weapons = 50.0
		infantry_tech = 15.0
		artillery = 8.0
		support_tech = 6.5
	}
}
### Entity: Decision
Component: political_actions
Constructs: has_completed_focus, limit, remove_ideas, has_government, every_country, fire_only_once, has_capitulated, is_subject_of
Source: game
File: common/decisions/HOL.txt

Code:
political_actions = {
	HOL_relocate_government_to_batavia = {
		icon = eng_trade_unions_support
		allowed = {
			original_tag = HOL
		}
		available = {
			has_capitulated = yes
			has_completed_focus = HOL_continue_the_war_in_batavia
			OR = {
				has_government = democratic fascism
			} {
				INS = {
					is_subject_of = HOL
					has_autonomy_state = autonomy_integrated_puppet
					compare_autonomy_progress_ratio = < 0.6
					has_full_control_of_state = 1058
				}
				has_full_control_of_state = 1058
			}
		}
		cost = 0
		fire_only_once = yes
		visible = {
			original_tag = HOL
			if = {
				limit = {
					has_dlc = Thunder at Our Gates
				}
				always = no
			}
		}
		complete_effect = {
			remove_ideas = HOL_curtail_colonial_autonomy_overlord
			INS = {
				hidden_effect = {
					country_event = {
						id = mtg_netherlands.22
					}
				}
			} {
				every_unit_leader = {
					set_nationality = HOL
				}
			}
			annex_country = {
				target = INS
				transfer_troops = yes
			}
			every_state = {
				limit = {
					is_core_of = INS
				}
				add_compliance = 70
			}
			set_capital = {
				state = 1058
			}
			hidden_effect = {
				news_event = {
					id = mtg_news.46
					days = 1
				}
			}
		}
	}
	HOL_propose_benelux_unification = {
		icon = eng_trade_unions_support
		allowed = {
			original_tag = HOL
		}
		available = {
			is_in_faction_with = BEL LUX
			BEL = {
				has_government = ROOT
			}
			LUX = {
				has_government = ROOT
			}
		}
		cost = 300
		fire_only_once = yes
		visible = {
			original_tag = HOL
			has_completed_focus = HOL_form_the_benelux
		}
		complete_effect = {
			effect_tooltip = {
				set_cosmetic_tag = HOL_benelux_unified
				BEL = {
					every_unit_leader = {
						set_nationality = ROOT
					}
				}
				LUX = {
					every_unit_leader = {
						set_nationality = ROOT
					}
				}
				every_country = {
					limit = {
						is_subject_of = BEL
					}
					ROOT = {
						set_autonomy = {
							target = PREV
							autonomy_state = autonomy_puppet
							end_wars = no
							end_civil_wars = no
						}
					}
				} {
					limit = {
						is_subject_of = LUX
					}
					ROOT = {
						set_autonomy = {
							target = PREV
							autonomy_state = autonomy_puppet
							end_wars = no
							end_civil_wars = no
						}
					}
				}
				annex_country = {
					target = BEL
					transfer_troops = yes
				} {
					target = LUX
					transfer_t
# ... (truncated)
### Entity: Character
Component: POR_fernando_dos_santos_costa
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/POR.txt

Code:
POR_fernando_dos_santos_costa = {
	advisor = {
		slot = political_advisor
		idea_token = POR_fernando_dos_santos_costa
		allowed = {
			original_tag = POR
			has_dlc = La Resistance
		}
		available = {
			NOT = {
				has_completed_focus = POR_popular_front
			}
		}
		traits = {
			war_industrialist
		}
	}
	name = POR_fernando_dos_santos_costa
	portraits = {
		army = {
			small = GFX_idea_POR_fernando_dos_santos_costa
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_southern_airfields
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_southern_airfields
	icon = GFX_goal_SWE_southern_airfields
	relative_position_id = SWE_expand_airfleet_capabilities
	prerequisite = {
		focus = SWE_expand_airfleet_capabilities
	}
	x = 1
	y = 1
	cost = 3
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				138
			}
			limit = {
				is_core_of = ROOT
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			}
		} {
			prioritize = {
				139
			}
			limit = {
				is_core_of = ROOT
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Unit Template
Component: LUX_DD_HISTORICAL
Source: game
File: common/units/names_ships/LUX_ship_names.txt

Code:
LUX_DD_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_DESTROYERS
	for_countries = {
		LUX
	}
	type = ship
	ship_types = {
		ship_hull_light destroyer
	}
	prefix = HMdS 
	fallback_name = Z %d
	unique = {
		Z %d Z %d Z %d Z d%
	}
}
### Entity: Country History
Country: HAW
Component: HAW_characters
Constructs: create_country_leader
Source: game
File: history/countries/HAW - Hawaii.txt

Code:
# Leaders & Characters for HAW
create_country_leader = {
	name = David Kalakaua Kawananakoa
	desc = 
	picture = GFX_portrait_David_Kalakaua_Kawananakoa
	ideology = despotism
	traits = {

	}
}
{
	name = Joseph Poindexter
	desc = 
	picture = GFX_portrait_Joseph_Poindexter
	ideology = liberalism
	traits = {

	}
}
{
	name = Charles Fujimoto
	desc = 
	picture = GFX_portrait_Charles_Fujimoto
	ideology = marxism
	traits = {

	}
}
### Entity: Wiki Documentation
Construct: b
Source: wiki
File: wiki/Special%3ARecentChangesLinked/Division_Designer.html

Doc:
b
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### Entity: National Focus
Tree: sov_focus
Component: SOV_liberate_ryutin
Constructs: prerequisite, limit, completion_reward, set_state_flag, set_character_flag, clr_character_flag, set_portraits
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_liberate_ryutin
	icon = GFX_SOV_liberate_ryutin_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_cooperation_against_stalin
	}
	x = 1
	y = 1
	relative_position_id = SOV_cooperation_against_stalin
	cost = 10
	available = {
		SOV_soviet_civil_war_not_started = yes
	}
	search_filters = {
		FOCUS_FILTER_SOV_POLITICAL_PARANOIA
	}
	completion_reward = {
		SOV_paranoia_medium_increase_effect = yes
		custom_effect_tooltip = SOV_liberate_ryutin_tt
		IF = {
			limit = {
				SOV_is_left_opposition = yes
			}
			566 = {
				set_state_flag = SOV_left_opposition_state
			}
			hidden_effect = {
				SOV_martemyan_ryutin = {
					set_character_flag = SOV_aligned_left_opposition_flag SOV_exiled_flag
					clr_character_flag = SOV_imprisoned_flag
					set_portraits = {
						army = {
							small = GFX_idea_SOV_martemyan_ryutin
						}
					}
				}
			}
		}
		ELSE_IF = {
			limit = {
				SOV_is_right_opposition = yes
			}
			566 = {
				set_state_flag = SOV_right_opposition_state
			}
			hidden_effect = {
				SOV_martemyan_ryutin = {
					set_character_flag = SOV_aligned_right_opposition_flag SOV_exiled_flag
					clr_character_flag = SOV_imprisoned_flag
					set_portraits = {
						army = {
							small = GFX_idea_SOV_martemyan_ryutin
						}
					}
				}
			}
		}
	}
}
### Entity: Character
Component: IVO_felix_houphouet_boigny
Source: game
File: common/characters/IVO.txt

Code:
IVO_felix_houphouet_boigny = {
	name = IVO_felix_houphouet_boigny
	portraits = {
		civilian = {
			large = GFX_Portrait_South_Africa_Political_Leader_Generic_2
		}
	}
	country_leader = {
		expire = 1941.1.1
		id = -1
		ideology = conservatism
	}
}
### Entity: Idea
Component: r56w_idea_designer_efrafa_shipbuilding
Constructs: research_bonus, equipment_bonus
Source: game
File: common/ideas/r56w_empire.txt

Code:
r56w_idea_designer_efrafa_shipbuilding = {
	picture = generic_naval_manufacturer_2
	allowed = {
		original_tag = WHY
	}
	research_bonus = {
		naval_equipment = 0.5
	}
	equipment_bonus = {

	}
	traits = {
		r56w_trait_designer_efrafa_shipbuilding
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: IRQ_husain_al_rahhal
Constructs: has_dlc
Source: game
File: common/characters/IRQ.txt

Code:
IRQ_husain_al_rahhal = {
	name = IRQ_husain_al_rahhal
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_arab_2
		}
	}
	advisor = {
		allowed = {
			has_dlc = Graveyard of Empires
		} {
			original_tag = IRQ
		}
		slot = political_advisor
		idea_token = IRQ_husain_al_rahhal
		traits = {
			IRQ_as_sahifah_editor
		}
		available = {

		}
		ai_will_do = {
			factor = 0.0
		}
	}
}
### Entity: Event
Component: NSB_poland_events.3
Constructs: is_triggered_only, ai_chance, owns_state, fire_only_once, add_ai_strategy, has_wargoal_against
Source: game
File: events/NSB_Poland.txt

Code:
country_event = {
	id = NSB_poland_events.3
	title = NSB_poland_events.3.t
	desc = NSB_poland_events.3.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = NSB_poland_events.3.a
		ai_chance = {
			factor = 70
			modifier = {
				threat = > 0.3
				add = 30
			}
		}
		add_ai_strategy = {
			type = alliance
			id = POL
			value = 200
		}
		FROM = {
			country_event = NSB_poland_events.301
		}
	} {
		name = NSB_poland_events.3.b
		ai_chance = {
			factor = 30
			modifier = {
				has_wargoal_against = POL
				factor = 0
			}
		}
		FROM = {
			country_event = NSB_poland_events.302
		}
	} {
		name = NSB_poland_events.3.c
		ai_chance = {
			factor = 0
		}
		trigger = {
			OR = {
				POL = {
					owns_state = 807
				} {
					owns_state = 85
				}
			}
		}
		FROM = {
			country_event = NSB_poland_events.303
		}
	}
}
### Entity: AI Strategy
Component: DEFAULT_midlate_template_design
Source: game
File: common/ai_strategy/default.txt

Code:
DEFAULT_midlate_template_design = {
	enable = {
		NOT = {
			OR = {
				tag = GER ENG SOV ITA JAP USA POL SIA
			}
		}
		date = > 1940.1.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = template_prio
		id = mechanized
		value = 10
	} {
		type = template_prio
		id = cavalry
		value = -100
	} {
		type = template_prio
		id = light_armor
		value = 10
	} {
		type = template_prio
		id = medium_armor
		value = 20
	} {
		type = template_prio
		id = modern_armor
		value = 50
	} {
		type = template_prio
		id = heavy_armor
		value = 10
	} {
		type = template_prio
		id = paratroopers
		value = -50
	} {
		type = template_prio
		id = infantry
		value = 10
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_reclaim_mexico
Constructs: every_owned_state, prerequisite, has_war, remove_ideas, completion_reward, clr_country_flag, add_claim_by, declare_war_on
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_reclaim_mexico
	icon = GFX_focus_attack_mexico
	prerequisite = {
		focus = HON_reclaim_costarica
	}
	x = 26
	y = 8
	will_lead_to_war_with = MEX
	cost = 5
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 2
			strength_ratio = {
				tag = MEX
				ratio = > 1.5
			}
		} {
			factor = .1
			has_war = yes
		}
	}
	available = {
		r56_script_i_am_sane = yes
		MEX = {
			r56_script_target_is_sane = yes
		}
	}
	bypass = {
		MEX = {
			r56_script_standard_bypass = yes
		}
	}
	completion_reward = {
		MEX = {
			clr_country_flag = monroe_doctrine
			remove_ideas = USA_monroe_doctrine_idea
		} {
			every_owned_state = {
				add_claim_by = HON
			}
		}
		USA = {
			diplomatic_relation = {
				country = MEX
				relation = guarantee
				active = no
			}
		}
		declare_war_on = {
			target = MEX
			type = annex_everything
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Shared Focus
Component: GUAY_cash_crop_exports
Constructs: shared_focus, add_equipment_to_stockpile, prerequisite, limit, add_ideas, completion_reward, set_technology, has_idea
Source: game
File: common/national_focus/paraguay_uruguay_shared_branch.txt

Code:
shared_focus = {
	id = GUAY_cash_crop_exports
	icon = GFX_focus_generic_modernize_industry
	x = -1
	y = 1
	relative_position_id = GUAY_river_trade
	prerequisite = {
		focus = GUAY_river_trade
	}
	cost = 5
	ai_will_do = {
		factor = 30
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_idea = free_trade
				}
			}
			add_ideas = free_trade
		} {
			limit = {
				NOT = {
					has_tech = basic_train
				}
			}
			set_technology = {
				basic_train = 1
				popup = no
			}
		}
		else = {
			add_offsite_building = {
				type = industrial_complex
				level = 1
			}
		}
		add_equipment_to_stockpile = {
			type = train_equipment_1
			amount = 8
			producer = BRA
		}
	}
}
### Entity: Scripted Effect
Component: GER_add_or_modify_military_intelligence_service
Constructs: limit, has_dynamic_modifier, add_dynamic_modifier
Source: game
File: common/scripted_effects/GER_scripted_effects.txt

Code:
GER_add_or_modify_military_intelligence_service = {
	if = {
		limit = {
			NOT = {
				has_dynamic_modifier = {
					modifier = GER_military_intelligence_service_modifier
				}
			}
		}
		custom_effect_tooltip = GER_add_military_intelligence_service_modifier_tt
		hidden_effect = {
			add_dynamic_modifier = {
				modifier = GER_military_intelligence_service_modifier
			}
		}
	}
	else = {
		custom_effect_tooltip = GER_modify_military_intelligence_service_modifier_tt
	}
}
### Entity: Idea
Component: FRA_fortification_focus
Constructs: removal_cost
Source: game
File: common/ideas/france.txt

Code:
FRA_fortification_focus = {
	allowed = {
		original_tag = FRA
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		production_speed_bunker_factor = 0.1
		production_speed_coastal_bunker_factor = 0.1
		bunker_max_level_terrain_limit = 1
		coastal_bunker_max_level_terrain_limit = 1
	}
}
### Entity: Achievement
Component: now_this_is_getting_childish
Constructs: has_war_with, is_ironman, has_start_date, has_any_custom_difficulty_setting, has_country_leader, has_country_leader_with_trait
Source: game
File: common/achievements.txt

Code:
now_this_is_getting_childish = {
	id = 130
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		OR = {
			original_tag = YUG BUL
		}
	}
	happened = {
		BUL = {
			has_war_with = YUG
		} {
			has_country_leader = {
				character = BUL_regency_council
				ruling_only = yes
			}
		}
		YUG = {
			has_country_leader_with_trait = underage_monarch
		}
	}
}
### Entity: Scripted Trigger
Component: GER_is_south_RKC_state
Source: game
File: common/scripted_triggers/GER_scripted_triggers.txt

Code:
GER_is_south_RKC_state = {
	OR = {
		state = 184 731 185 47 186
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Template%3ACategory/doc.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
&#160;&#160;Invert selection

Filters
Hide transclusions | Hide links | Hide redirects

The following pages link to Template:Category/doc:

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)Template:Category (transclusion) ‎ (← links | edit)

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Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/Template:Category/doc"
### Entity: National Focus
Tree: cze_focus
Component: CZE_bastion_of_liberty
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, is_subject, is_ai, cancel_if_invalid
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_bastion_of_liberty
	icon = GFX_focus_SWE_refuge_from_war
	prerequisite = {
		focus = CZE_no_compromise_with_the_sdp
	}
	relative_position_id = CZE_no_compromise_with_the_sdp
	mutually_exclusive = {
		focus = CZE_feeding_the_alligator
	}
	x = 0
	y = 2
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		has_government = democratic
		is_subject = no
		if = {
			limit = {
				is_ai = yes
			}
			democratic = > 0.6
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		mark_focus_tree_layout_dirty = yes
		add_popularity = {
			ideology = democratic
			popularity = 0.03
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_ideas = CZE_bastion_of_liberty_idea
		effect_tooltip = {
			swap_ideas = {
				remove_idea = CZE_the_broad_coalition_idea_2
				add_idea = CZE_the_broad_coalition_idea_3
			}
		}
		hidden_effect = {
			CZE_the_broad_coalition_idea_up = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_HISTORICAL
	}
}
### Entity: Character
Component: BOL_fabian_vaca_chavez
Constructs: has_dlc
Source: game
File: common/characters/BOL.txt

Code:
BOL_fabian_vaca_chavez = {
	instance = {
		allowed = {
			has_dlc = Trial of Allegiance
		}
		advisor = {
			slot = political_advisor
			idea_token = BOL_fabian_vaca_chavez
			allowed = {
				original_tag = BOL
			}
			traits = {
				SWE_foreign_minister
			}
			ai_will_do = {
				factor = 1.0
			}
		}
		portraits = {
			civilian = {
				small = GFX_idea_generic_political_advisor_south_america_3
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Trial of Allegiance
			}
		}
		advisor = {
			slot = high_command
			idea_token = BOL_fabian_vaca_chavez
			ledger = navy
			allowed = {
				original_tag = BOL
			}
			traits = {
				air_naval_strike_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
		portraits = {
			army = {
				small = GFX_idea_generic_air_south_america_1
			}
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_national_defence_effort
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_national_defence_effort
	icon = GFX_goal_generic_strenght_through_industry
	relative_position_id = AUS_unite_the_nation
	x = -2
	y = 1
	prerequisite = {
		focus = AUS_unite_the_nation
	}
	cost = 7
	completion_reward = {
		add_ideas = AUS_national_defence_effort
	}
}
### Entity: AI Strategy
Component: EAI_ENG_strategy_convoys
Constructs: is_major
Source: game
File: common/ai_strategy/ENG_EAI.txt

Code:
EAI_ENG_strategy_convoys = {
	allowed = {
		tag = ENG
	}
	enable = {
		is_major = yes
		stockpile_ratio = {
			archetype = convoy
			ratio = < 100
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_production_min_factories
		id = convoy
		value = 30
	}
}