Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: wtt_germany.54
Constructs: is_triggered_only, ai_chance, random_days
Source: game
File: events/WTT_Germany.txt

Code:
country_event = {
	id = wtt_germany.54
	title = wtt_germany.54.t
	desc = wtt_germany.54.desc
	picture = GFX_report_event_generic_parliament
	is_triggered_only = yes
	option = {
		name = wtt_germany.54.a
		ai_chance = {
			factor = 90
		}
		custom_effect_tooltip = GAME_OVER_TT
		GER = {
			country_event = {
				id = wtt_germany.55
				days = 1
				random_days = 6
			}
		}
	} {
		name = wtt_germany.54.b
		ai_chance = {
			factor = 10
		}
	}
}
### Entity: Military Industrial Organization
Component: my_task_decrease_mio
Constructs: equipment_bonus, production_bonus, set_capacity_to_0, set_capacity_to_1
Source: game
File: common/military_industrial_organization/organizations/mio.txt

Code:
my_task_decrease_mio = {
	equipment_type = {
		infantry_equipment
	}
	research_categories = {
		infantry_weapons
	}
	allowed = {
		always = no
	}
	initial_trait = {
		equipment_bonus = {
			soft_attack = 0.5
		}
		production_bonus = {
			production_cost_factor = -0.3
		}
	}
	trait = {
		token = set_capacity_to_0
		icon = GFX_industrial_org_trait_placeholder
		position = {
			x = 0
			y = 0
		}
		organization_modifier = {
			military_industrial_organization_task_capacity = -50
		}
	} {
		token = set_capacity_to_1
		icon = GFX_industrial_org_trait_placeholder
		position = {
			x = 1
			y = 0
		}
		organization_modifier = {
			military_industrial_organization_task_capacity = -49
		}
	}
}
### Entity: Order of Battle
Component: air_wing_100
Source: game
File: history/units/ICE_mavur_nav_bomber_1.txt

Code:
air_wings = {
	100 = {
		nav_bomber_equipment_1 = {
			owner = ICE
			amount = 25
		}
	}
}
### Entity: Idea
Component: ITA_anti_fascist_agents
Constructs: has_completed_focus, removal_cost, has_dlc
Source: game
File: common/ideas/italy.txt

Code:
ITA_anti_fascist_agents = {
	removal_cost = -1
	picture = ITA_il_sol_dell_avvenire_ns
	allowed = {
		has_dlc = By Blood Alone
	}
	allowed_civil_war = {
		has_completed_focus = ITA_union_in_the_party
	}
	modifier = {
		operative_slot = 1
		intel_from_operatives_factor = 0.15
	}
}
### Entity: Scripted Effect
Component: AUS_set_farr_defaults
Constructs: set_variable
Source: game
File: common/scripted_effects/AUS_scripted_effects.txt

Code:
AUS_set_farr_defaults = {
	set_variable = {
		AUS_farr_stability_factor = 0
	} {
		AUS_farr_democratic_drift = 0
	} {
		AUS_farr_political_advisor_cost_factor = 0
	} {
		AUS_farr_political_power_factor = 0
	} {
		AUS_farr_economy_cost_factor = 0
	} {
		AUS_farr_mobilization_laws_cost_factor = 0
	} {
		AUS_farr_trade_laws_cost_factor = 0
	} {
		AUS_farr_war_support_factor = 0
	} {
		AUS_farr_conscription_factor = 0
	}
}
### Entity: Operation
Component: operation_fake_intel
Constructs: division_template, limit, has_war_with, has_country_flag, set_temp_variable, add_to_temp_variable, is_fake_intel_division, is_locked
Source: game
File: common/operations/00_operations.txt

Code:
operation_fake_intel = {
	icon = GFX_operations_fake_intel
	map_icon = GFX_operations_fake_intel_map
	name = operation_fake_intel
	desc = operation_fake_intel_desc
	priority = 2
	days = 60
	network_strength = 40
	operatives = 2
	visible = {
		network_national_coverage = {
			target = FROM
			value = > 0
		}
		FROM = {
			has_war_with = ROOT
		}
	}
	scale_cost_independent_of_target = yes
	available = {
		ROOT = {
			set_temp_variable = {
				num_max_fake_intel_unit = num_armies
			}
			multiply_temp_variable = {
				num_max_fake_intel_unit = 0.25
			} {
				num_max_fake_intel_unit = 2.5
			}
			round_temp_variable = num_max_fake_intel_unit num_max_fake_intel_unit
			add_to_temp_variable = {
				num_max_fake_intel_unit = 1
			}
			clamp_temp_variable = {
				var = num_max_fake_intel_unit
				min = 24
			}
			num_fake_intel_divisions = < num_max_fake_intel_unit
			all_enemy_country = {
				intel_level_over = {
					target = PREV
					army_intel = < 0.8
				}
			}
		}
	}
	equipment = {

	}
	required_tokens = {

	}
	risk_chance = 0
	experience = 0.5
	outcome_execute = {
		ROOT = {
			hidden_effect = {
				if = {
					limit = {
						not = {
							has_country_flag = fake_intel_template_created
						}
					}
					division_template = {
						name = Fake Intel Division
						is_fake_intel_division = yes
						is_locked = yes
						regiments = {
							fake_intel_unit = {
								x = 0
								y = 0
							}
						}
					}
					set_country_flag = fake_intel_template_created
				} {
					limit = {
						NOT = {
							has_variable = fake_intel_id
						}
					}
					set_variable = {
						fake_intel_id = 1000
					}
				}
				set_temp_variable = {
					id_to_set = fake_intel_id
				} {
					num_to_create = num_armies
				}
				add_to_variable = {
					fake_intel_id = 1
				}
				add_to_array = {
					fake_intel_ids_to_delete = id_to_set
				}
				set_variable = {
					num_days_for_fake_intel_id@var:id_to_set = global.num_days
				}
				multiply_temp_variable = {
					num_to_create = 0.25
				}
				round_temp_variable = num_to_create
				add_to_temp_variable = {
					num_to_create = 1
				}
				clamp_temp_variable = {
					var = num_to_create
					min = 24
				}
				capital_scope = {
					create_unit = {
						division = division_template = "Fake Intel Division" start_experience_factor = 0.5
						owner = PREV
						count = num_to_create
						id = id_to_set
					}
		
# ... (truncated)
### Entity: Scripted Effect
Component: USA_return_majority
Constructs: limit, set_variable, check_variable
Source: game
File: common/scripted_effects/USA_scripted_effects.txt

Code:
USA_return_majority = {
	custom_effect_tooltip = USA_return_majority_tt
	set_variable = {
		var = goal_value_senators
		value = senators_total
	} {
		var = goal_value_representatives
		value = representatives_total
	}
	multiply_variable = {
		var = goal_value_senators
		value = 0.7
	} {
		var = goal_value_representatives
		value = 0.7
	}
	round_variable = goal_value_senators goal_value_representatives
	if = {
		limit = {
			check_variable = {
				senators_support = < goal_value_senators
			}
		}
		set_variable = {
			var = senators_support
			value = goal_value_senators
		}
	} {
		limit = {
			check_variable = {
				representatives_support = < goal_value_representatives
			}
		}
		set_variable = {
			var = representatives_support
			value = goal_value_representatives
		}
	}
	USA_recalc_congress_icon_frames = yes
}
### Entity: Character
Component: TUN_acr
Source: game
File: common/characters/TUN.txt

Code:
TUN_acr = {
	advisor = {
		slot = air_chief
		idea_token = TUN_acr
		allowed = {
			original_tag = TUN
		}
		traits = {
			air_chief_reform_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_arab_3
		}
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_preserve_bougoise_democracy
Constructs: prerequisite, has_government, has_war_with, is_major, completion_reward, has_capitulated, is_faction_leader, is_in_faction_with
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_preserve_bougoise_democracy
	icon = GFX_focus_chi_british_cooperation
	prerequisite = {
		focus = POL_anti_imperialism POL_com_independence POL_invest_in_the_peasantry
	}
	relative_position_id = POL_anti_imperialism
	mutually_exclusive = {
		focus = POL_anti_capitalist_revolution POL_morges_pact
	}
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 0.5
			OR = {
				ENG = {
					has_capitulated = yes
				} {
					has_government = fascism
				} {
					has_government = neutrality
				}
				FRA = {
					has_capitulated = yes
				}
			}
		}
	}
	available = {
		any_other_country = {
			NOT = {
				has_war_with = ROOT
			}
			is_faction_leader = yes
			is_major = yes
			has_government = democratic
		}
		NOT = {
			any_other_country = {
				is_in_faction_with = ENG
				has_war_with = POL
			}
		}
		is_in_faction = no
		OR = {
			threat = > 0.4
			has_war_with = GER
			GER = {
				has_wargoal_against = ROOT
			}
			has_government = democratic
		}
	}
	bypass = {
		OR = {
			is_in_faction_with = ENG
			AND = {
				is_in_faction = yes
				any_other_country = {
					is_faction_leader = yes
					is_in_faction_with = ROOT
					has_government = democratic
				}
			}
		}
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		join_allies_effect = yes
	}
}
### Entity: Idea
Component: PRC_pla_air_force_fake_idea
Constructs: has_dlc
Source: game
File: common/ideas/comchina.txt

Code:
PRC_pla_air_force_fake_idea = {
	allowed = {
		original_tag = PRC
		has_dlc = No Compromise, No Surrender
	}
	modifier = {
		air_intercept_efficiency = 0.025
		air_cas_efficiency = 0.05
	}
}
### Entity: Idea
Component: PRC_save_the_soviet_people
Constructs: removal_cost, is_puppet_of
Source: game
File: common/ideas/prc.txt

Code:
PRC_save_the_soviet_people = {
	removal_cost = -1
	picture = generic_production_bonus
	allowed = {
		always = no
	}
	cancel = {
		SOV = {
			OR = {
				exists = no
				is_puppet_of = PRC
			}
		}
	}
	modifier = {
		conscription = 0.03
		training_time_factor = -0.05
	}
}
### Entity: Scripted Effect
Component: DEN_get_proper_air_carriers
Constructs: limit, set_technology, has_dlc, has_tech, create_equipment_variant, allow_without_tech, add_equipment_production, add_tech_bonus
Source: game
File: common/scripted_effects/DEN_scripted_effects.txt

Code:
DEN_get_proper_air_carriers = {
	if = {
		limit = {
			has_dlc = Man the Guns
		}
		if = {
			limit = {
				NOT = {
					has_tech = basic_ship_hull_carrier
				}
			}
			set_technology = {
				basic_ship_hull_carrier = 1
			}
		}
		create_equipment_variant = {
			name = Prinsen Class
			type = ship_hull_carrier_1
			name_group = DEN_CV_HISTORICAL
			parent_version = 0
			allow_without_tech = yes
			modules = {
				fixed_ship_deck_slot_1 = ship_deck_space
				fixed_ship_deck_slot_2 = ship_deck_space
				fixed_ship_anti_air_slot = ship_anti_air_1
				fixed_ship_radar_slot = empty
				fixed_ship_engine_slot = carrier_ship_engine_1
				fixed_ship_secondaries_slot = ship_secondaries_1
				front_1_custom_slot = ship_deck_space
			}
		}
		add_equipment_production = {
			equipment = {
				type = ship_hull_carrier_1
				creator = DEN
				version_name = Prinsen Class
			}
			name = Prinsen
			requested_factories = 2
			progress = 0.5
			amount = 1
		}
	}
	else = {
		if = {
			limit = {
				NOT = {
					has_tech = basic_carrier
				}
			}
			set_technology = {
				basic_carrier = 1
			}
		}
		create_equipment_variant = {
			name = Prinsen Class
			type = carrier_2
			allow_without_tech = yes
			upgrades = {
				ship_deckspace_upgrade = 3
				carrier_armor_upgrade = 2
				ship_engine_upgrade = 1
				ship_reliability_upgrade = 1
			}
		}
		add_equipment_production = {
			equipment = {
				type = carrier_2
				creator = DEN
				version_name = Prinsen Class
			}
			name = Prinsen
			requested_factories = 2
			progress = 0.5
			amount = 1
		}
	}
	add_tech_bonus = {
		name = DEN_north_sea_ambitions
		bonus = 0.5
		uses = 2
		category = ca_tech bb_tech cv_tech
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_naval_ocean_navy
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_to_variable, add_doctrine_cost_reduction
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_naval_ocean_navy
	icon = GFX_goal_generic_navy_doctrines_tactics
	prerequisite = {
		focus = PRC_reappoint_jinguang_as_admiral
	} {
		focus = PRC_naval_guns
	}
	x = 2
	y = 1
	relative_position_id = PRC_reappoint_jinguang_as_admiral
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = PRC_pla_navy_modify_tt generic_skip_one_line_tt
		add_to_variable = {
			PRC_pla_navy_navy_max_range_factor = 0.2
			tooltip = navy_max_range_factor_tt
		} {
			PRC_pla_navy_navy_org_factor = 0.025
			tooltip = navy_org_factor_tt
		}
		add_doctrine_cost_reduction = {
			name = PRC_naval_ocean_navy
			cost_reduction = 0.25
			uses = 5
			category = naval_doctrine
		}
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_integrate_new_england
Constructs: prerequisite, has_government, completion_reward, is_subject, is_fully_controlled_by, add_state_core
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_integrate_new_england
	icon = GFX_goal_generic_communist_pride
	prerequisite = {
		focus = QUE_shatter_the_dream
	}
	relative_position_id = QUE_a_bright_future_ahead
	x = 1
	y = 2
	cost = 10
	available_if_capitulated = yes
	available = {
		is_subject = no
		357 = {
			is_fully_controlled_by = ROOT
			compliance = > 45
			resistance = < 10
		}
		921 = {
			is_fully_controlled_by = ROOT
			compliance = > 45
			resistance = < 10
		}
		990 = {
			is_fully_controlled_by = ROOT
			compliance = > 45
			resistance = < 10
		}
		991 = {
			is_fully_controlled_by = ROOT
			compliance = > 45
			resistance = < 10
		}
		992 = {
			is_fully_controlled_by = ROOT
			compliance = > 45
			resistance = < 10
		}
		993 = {
			is_fully_controlled_by = ROOT
			compliance = > 45
			resistance = < 10
		}
		358 = {
			is_fully_controlled_by = ROOT
			compliance = > 45
			resistance = < 10
		}
		has_government = communism
	}
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		add_state_core = 357 921 990 991 992 993 358
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: MAD_pot
Source: game
File: common/ideas/madagascar.txt

Code:
MAD_pot = {
	picture = generic_political_advisor_african_2
	allowed = {
		original_tag = MAD
	}
	traits = {
		prince_of_terror
	}
}
### Entity: Event
Component: bftb_turkey.18
Constructs: is_triggered_only, limit, add_stability, random_owned_controlled_state, has_dynamic_modifier, save_event_target_as, add_popularity, set_country_flag
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.18
	title = bftb_turkey.18.t
	desc = bftb_turkey.18.desc
	picture = GFX_report_event_tur_kurds_traditionalists_thwarted
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			random_owned_controlled_state = {
				limit = {
					OR = {
						has_dynamic_modifier = {
							modifier = islamist_opposition
						} {
							modifier = islamist_sedition
						} {
							modifier = islamist_insurgency
						}
					}
				}
				save_event_target_as = TUR_fundamentalist_state
			} {
				limit = {
					OR = {
						has_dynamic_modifier = {
							modifier = kurdish_agitation
						} {
							modifier = kurdish_separatism
						} {
							modifier = kurdish_rebellion
						}
					}
				}
				save_event_target_as = TUR_kurdish_state_event_target
			}
		}
	}
	option = {
		name = bftb_turkey.18.a
		add_stability = 0.05
		add_popularity = {
			ideology = neutrality
			popularity = 0.08
		}
		event_target:TUR_fundamentalist_state = {
			TUR_upgrade_fundamentalist_defiance_effect = yes
		}
		event_target:TUR_kurdish_state_event_target = {
			TUR_agitate_kurdish_state_effect = yes
		}
		hidden_effect = {
			set_country_flag = TUR_corrupt_officials_killed
			country_event = {
				id = bftb_turkey.15
			}
		}
	} {
		name = bftb_turkey.18.b
		add_stability = -0.1
		event_target:TUR_kurdish_state_event_target = {
			TUR_agitate_kurdish_state_effect = yes
		}
		hidden_effect = {
			set_country_flag = TUR_corrupt_officials_meddling
			country_event = {
				id = bftb_turkey.15
			}
		}
	}
}
### Entity: Character
Component: SER_nccr
Source: game
File: common/characters/SER.txt

Code:
SER_nccr = {
	advisor = {
		slot = navy_chief
		idea_token = SER_nccr
		allowed = {
			original_tag = SER
		}
		traits = {
			navy_chief_commerce_raiding_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_europe_2
		}
	}
}
### Entity: Idea
Component: EAI_DD_13/cv_small_plane_cas_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_13/cv_small_plane_cas_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		cv_small_plane_cas_airframe = {
			build_cost_ic = -0.13
			instant = yes
		}
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_NAVAL_block_invasion_target_B0H
Constructs: check_variable
Source: game
File: common/ai_strategy/EAI_MILITARY_naval_strategies.txt

Code:
EAI_MILITARY_NAVAL_block_invasion_target_B0H = {
	enable = {
		NOT = {
			check_variable = {
				EAI_INVASION_block_target^17 = 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = invade
		id = B0H
		value = -2000
	}
}
### Entity: Idea
Component: SIK_state_atheism_freedom_of_religion
Constructs: research_speed_factor, stability_factor, removal_cost
Source: game
File: common/ideas/sinkiang.txt

Code:
SIK_state_atheism_freedom_of_religion = {
	allowed = {
		always = no
	}
	picture = raj_marginalized_muslim_community_happy
	removal_cost = -1
	modifier = {
		research_speed_factor = 0.05
		political_power_factor = 0.05
		stability_factor = 0.05
		political_advisor_cost_factor = -0.25
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_470
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_470 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 470
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 470
	}
}
### Entity: Event
Component: GOE_RAJ_navy.1
Constructs: is_triggered_only, ai_chance, add_ideas
Source: game
File: events/GOE_Raj.txt

Code:
country_event = {
	id = GOE_RAJ_navy.1
	picture = GFX_report_event_generic_read_write
	title = GOE_RAJ_navy.1.t
	desc = GOE_RAJ_navy.1.desc
	is_triggered_only = yes
	option = {
		name = GOE_RAJ_navy.1.a
		ai_chance = {
			base = 0.9
		}
		ENG = {
			add_ideas = RAJ_british_naval_agreement
		}
		RAJ = {
			add_ideas = RAJ_british_naval_agreement
			country_event = {
				id = GOE_RAJ_navy.2
				days = 1
			}
		}
	} {
		name = GOE_RAJ_navy.1.b
		ai_chance = {
			base = 0.1
		}
		RAJ = {
			country_event = {
				id = GOE_RAJ_navy.3
				days = 1
			}
		}
	}
}
### Entity: Idea
Component: r56i_idea_suppress_spend
Constructs: industrial_capacity_factory
Source: game
File: common/ideas/r56i_ideas_decisions.txt

Code:
r56i_idea_suppress_spend = {
	picture = chi_army_corruption
	modifier = {
		industrial_capacity_factory = -0.05
		repair_speed_arms_factory_factor = -0.05
		repair_speed_industrial_complex_factor = -0.05
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_Reascension_of_the_Aristrocracy
Constructs: prerequisite, completion_reward, add_to_variable, add_popularity
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_Reascension_of_the_Aristrocracy
	icon = GFX_focus_DEN_danish_freedom
	cost = 5
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = DEN_Form_a_Cabinet
	}
	x = 4
	y = 1
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	relative_position_id = DEN_Form_a_Cabinet
	completion_reward = {
		add_to_variable = {
			den_upper_influence = 20
			tooltip = den_upper_influence_tooltip
		} {
			den_upper_equilibrium = 10
			tooltip = den_upper_equilibrium_tooltip
		}
		den_calculate_upper = yes
		add_popularity = {
			ideology = neutrality
			popularity = 0.075
		}
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_nationalist_propaganda
Constructs: prerequisite, limit, has_government, completion_reward, has_idea, modify_timed_idea, add_timed_idea
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_nationalist_propaganda
	prerequisite = {
		focus = BUL_the_fate_of_the_balkans
	}
	icon = GFX_goal_generic_propaganda
	relative_position_id = BUL_the_fate_of_the_balkans
	x = 1
	y = 1
	cost = 10
	available = {
		OR = {
			has_government = fascism neutrality
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = BUL_the_fate_of_the_balkans
			}
			modify_timed_idea = {
				idea = BUL_the_fate_of_the_balkans
				days = 365
			}
			if = {
				limit = {
					has_government = neutrality
				}
				add_timed_idea = {
					idea = BUL_nationalist_propaganda
					days = 365
				}
			}
			else = {
				add_timed_idea = {
					idea = BUL_nationalist_propaganda_fascism
					days = 365
				}
			}
		}
		else = {
			if = {
				limit = {
					has_government = neutrality
				}
				add_timed_idea = {
					idea = BUL_nationalist_propaganda_weak
					days = 365
				}
			}
			else = {
				add_timed_idea = {
					idea = BUL_nationalist_propaganda_weak_fascism
					days = 365
				}
			}
			custom_effect_tooltip = BUL_nationalist_propaganda_combo_tt
		}
	}
}
### Entity: Character
Component: ITA_gian_galeazzo_ciano
Constructs: has_completed_focus, has_country_leader_with_trait
Source: game
File: common/characters/ITA.txt

Code:
ITA_gian_galeazzo_ciano = {
	name = ITA_gian_galeazzo_ciano
	portraits = {
		army = {
			small = GFX_portrait_ITA_gian_galeazzo_ciano_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = ITA_gian_galeazzo_ciano
		allowed = {
			ITA_is_italian_tag = yes
		}
		available = {
			has_completed_focus = ITA_foreign_affairs
			NOT = {
				has_country_leader_with_trait = mussolini_minister_of_foreign_affairs
			}
			ITA_government_is_somewhat_fascist = yes
		}
		cost = 75
		traits = {
			hierarch_minister_of_foreign_affairs
		}
		on_add = {
			owner = {
				hidden_effect = {
					ITA_bop_medium_decrease_effect = yes
				}
			}
		}
		on_remove = {
			owner = {
				hidden_effect = {
					ITA_bop_medium_increase_effect = yes
				}
			}
		}
		ai_will_do = {
			base = 0.3
			modifier = {
				factor = 0
				OR = {
					ITA_is_communist_ai = yes
					ITA_is_socialist_ai = yes
				}
			}
		}
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_Submarine
Constructs: prerequisite, completion_reward, is_coastal, add_tech_bonus, ss_bonus
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_Submarine
	icon = GFX_goal_generic_navy_submarine
	prerequisite = {
		focus = ISR_Small_Navy
	}
	x = -1
	y = 1
	relative_position_id = ISR_Small_Navy
	cost = 5
	available_if_capitulated = yes
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			all_owned_state = {
				OR = {
					is_coastal = no
					dockyard = < 1
				}
			}
		}
	}
	completion_reward = {
		add_tech_bonus = {
			name = ss_bonus
			bonus = 1
			uses = 1
			category = ss_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: EAI_DD_8/modern_tank_destroyer_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_8/modern_tank_destroyer_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		modern_tank_destroyer_chassis = {
			build_cost_ic = -0.2
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_health_and_social_assistance
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_health_and_social_assistance
	icon = GFX_goal_medicine
	x = -3
	y = 1
	relative_position_id = VEN_eleazar_contreras
	cost = 7.2
	prerequisite = {
		focus = VEN_eleazar_contreras
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = VEN_health_and_social_assistance
			bonus = 1
			uses = 2
			category = hospital_tech
		}
	}
}
### Entity: Character
Component: XSM_han_yuwen
Source: game
File: common/characters/XSM.txt

Code:
XSM_han_yuwen = {
	name = XSM_han_yuwen
	portraits = {
		army = {
			large = GFX_Portrait_Asia_Generic_land_5
			small = GFX_Portrait_Asia_Generic_land_5_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = XSM_han_yuwen
		allowed = {
			original_tag = XSM
		}
		visible = {

		}
		available = {

		}
		traits = {
			paramilitarist
		}
	}
}