Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: GRE_foreign_monopolies_2
Constructs: removal_cost
Source: game
File: common/ideas/greece.txt

Code:
GRE_foreign_monopolies_2 = {
	allowed = {
		original_tag = GRE
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_exploit_mines
	removal_cost = -1
	modifier = {
		trade_laws_cost_factor = 0.75
		economy_cost_factor = 0.25
		consumer_goods_factor = 0.3
		trade_opinion_factor = 0.25
	}
}
### Entity: Character
Component: MOL_nccr
Source: game
File: common/characters/MOL.txt

Code:
MOL_nccr = {
	advisor = {
		slot = navy_chief
		idea_token = MOL_nccr
		allowed = {
			original_tag = MOL
		}
		traits = {
			navy_chief_commerce_raiding_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	name = MOL_nccr
	portraits = {
		army = {
			small = GFX_idea_generic_navy_europe_2
		}
	}
}
### Entity: Event
Component: IRQ_political_events.11
Constructs: is_triggered_only, ai_chance, add_political_power
Source: game
File: events/GOE_Iraq.txt

Code:
country_event = {
	id = IRQ_political_events.11
	title = IRQ_political_events.11.t
	desc = IRQ_political_events.11.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = IRQ_political_events.11.a
		ai_chance = {
			base = 10
		}
		add_political_power = 50
	}
}
### Entity: Character
Component: QUE_gerard_picard
Constructs: has_government
Source: game
File: common/characters/QUE.txt

Code:
QUE_gerard_picard = {
	name = Gérard Picard
	portraits = {
		army = {
			small = GFX_idea_europe_generic_6
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = QUE_gerard_picard
		cost = 150
		allowed = {

		}
		available = {
			OR = {
				has_government = democratic neutrality
			}
		}
		visible = {

		}
		traits = {
			union_organizer
		}
	}
}
### Entity: Character
Component: AFG_mahmud_tarzi
Source: game
File: common/characters/AFG.txt

Code:
AFG_mahmud_tarzi = {
	name = AFG_mahmud_tarzi
	portraits = {
		army = {
			large = GFX_portrait_AFG_mahmud_tarzi
			small = GFX_portrait_AFG_mahmud_tarzi_small
		}
	}
	advisor = {
		slot = army_chief
		idea_token = AFG_asadullah_seraj_khan
		allowed = {
			original_tag = AFG
		}
		traits = {
			army_chief_organizational_2
		}
		cost = 100
		ai_will_do = {
			factor = 10
		}
	}
	corps_commander = {
		traits = {
			infantry_officer
		}
		skill = 2
		attack_skill = 2
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 1
		legacy_id = -1
	}
}
### Entity: Modding Documentation
Construct: num_equipment_in_armies
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### num_equipment_in_armies
* description: number of equipment in armies of the country, equipment type token is defined in target. example num_equipment_in_armies@infantry_equipment
### Entity: Scripted Trigger
Component: EAI_MECH_equipment_production
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_land_triggers.txt

Code:
EAI_MECH_equipment_production = {
	OR = {
		EAI_MARM_equipment_production = yes
		EAI_HARM_equipment_production = yes
		EAI_MODARM_equipment_production = yes
	}
}
### Entity: Modding Documentation
Construct: building_target
Source: vanilla_docs
File: common/ai_strategy/_documentation.md

Doc:
### `building_target`
Makes the AI try to reach at least this number of the specified building type
```
ai_strategy = {
	type = building_target
	id = industrial_complex
	value = 85  # Prioritize civilian factories until we have at least 85
}
```
### Entity: Game Rule
Component: FRA_ai_behavior
Constructs: allow_achievements
Source: game
File: common/game_rules/00_game_rules.txt

Code:
FRA_ai_behavior = {
	name = FRA_AI_BEHAVIOR
	group = RULE_GROUP_AI_BEHAVIOR
	default = {
		name = DEFAULT
		text = RULE_OPTION_DEFAULT
		desc = RULE_OPTION_DEFAULT_AI_DESC
	}
	option = {
		name = COMMUNIST
		text = RULE_OPTION_COMMUNIST
		desc = RULE_OPTION_COMMUNIST_FRA_AI_DESC
	} {
		name = DEMOCRATIC_HISTORICAL
		text = RULE_OPTION_DEMOCRATIC_HISTORICAL
		desc = RULE_OPTION_DEMOCRATIC_HISTORICAL_FRA_AI_DESC
		allow_achievements = yes
	} {
		name = DEMOCRATIC_ALTERNATE
		text = RULE_OPTION_DEMOCRATIC_ALTERNATE
		desc = RULE_DEMOCRATIC_ALTERNATE_FRA_AI_DESC
	} {
		name = FASCIST
		text = RULE_OPTION_FASCIST
		desc = RULE_FASCIST_FRA_AI_DESC
	} {
		required_dlc = La Resistance
		name = ORLEANIST
		text = RULE_OPTION_MONARCHIST_ORLEANIST
		desc = RULE_MONARCHIST_ORLEANIST_FRA_AI_DESC
	} {
		required_dlc = La Resistance
		name = LEGITIMIST
		text = RULE_OPTION_MONARCHIST_LEGITIMIST
		desc = RULE_MONARCHIST_LEGITIMIST_FRA_AI_DESC
	} {
		required_dlc = La Resistance
		name = BONAPARTIST
		text = RULE_OPTION_MONARCHIST_BONAPARTIST
		desc = RULE_MONARCHIST_BONAPARTIST_FRA_AI_DESC
	} {
		name = RANDOM
		text = RULE_OPTION_RANDOM
		desc = RULE_OPTION_RANDOM_AI_DESC
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Template%3ADelete/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:Delete/doc:

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

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)
Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/Template:Delete/doc"
### Entity: Idea
Component: GER_army_1939_fake_ns
Constructs: removal_cost, planning_speed, coordination_bonus
Source: game
File: common/ideas/GER.txt

Code:
GER_army_1939_fake_ns = {
	name = GER_army_modifier
	picture = GER_army
	allowed = {
		always = no
	}
	removal_cost = -1
	modifier = {
		army_org_factor = 0.05
		planning_speed = 0.25
		supply_consumption_factor = 0.15
		unit_leader_as_advisor_cp_cost_factor = -0.15
		coordination_bonus = 0.05
	}
}
### Entity: Game Rule
Component: allow_scorched_earth
Constructs: allow_scorched_earth
Source: game
File: common/game_rules/00_game_rules.txt

Code:
allow_scorched_earth = {
	name = RULE_ALLOW_SCORCHED_EARTH
	group = RULE_GROUP_GAMEPLAY
	icon = GFX_scorched_earth
	required_dlc = No Step Back
	option = {
		name = yes
		text = RULE_OPTION_ALLOWED
		desc = RULE_ALLOW_SCORCHED_EARTH_ALLOWED_DESC
	} {
		name = no
		text = RULE_OPTION_BLOCKED
		desc = RULE_ALLOW_SCORCHED_EARTH_BLOCKED_DESC
	}
}
### Entity: Idea
Component: AFG_new_young_afghan_movement
Constructs: research_speed_factor, has_government, democratic_drift
Source: game
File: common/ideas/afghanistan.txt

Code:
AFG_new_young_afghan_movement = {
	picture = PER_unification_initiative_idea
	allowed = {
		original_tag = AFG
	}
	allowed_civil_war = {
		OR = {
			has_government = neutrality democratic
		}
	}
	modifier = {
		political_power_factor = 0.05
		research_speed_factor = 0.03
		democratic_drift = 0.06
	}
}
### Entity: National Focus
Tree: col_focus
Component: COL_infrastructure_caribe
Constructs: prerequisite, limit, remove_ideas, completion_reward, random_owned_controlled_state, add_building_construction, add_extra_state_shared_building_slots, has_idea
Source: game
File: common/national_focus/colombia.txt

Code:
focus = {
	id = COL_infrastructure_caribe
	icon = GFX_goal_generic_construct_infrastructure
	prerequisite = {
		focus = COL_puerto_buenaventura COL_indumil
	}
	relative_position_id = COL_puerto_buenaventura
	x = -1
	y = 1
	cost = 8
	ai_will_do = {
		factor = 2
	}
	available = {
		controls_state = 493
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				493
			}
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			} {
				type = industrial_complex
				level = 1
				instant_build = yes
			} {
				type = naval_base
				level = 2
				province = 8056
				instant_build = yes
			}
			add_extra_state_shared_building_slots = 1
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		if = {
			limit = {
				has_idea = COL_agrarian_economy_2
			}
			swap_ideas = {
				remove_idea = COL_agrarian_economy_2
				add_idea = COL_agrarian_economy_3
			}
		}
		else = {
			remove_ideas = COL_agrarian_economy_3
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Character
Component: proponent_of_peasents
Constructs: war_support_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
proponent_of_peasents = {
	random = no
	sprite = 13
	war_support_factor = 0.1
	MONTHLY_POPULATION = 0.25
}
### Entity: Order of Battle
Component: Brigada de Arma de Infantería
Constructs: division_template
Source: game
File: history/units/SPR_1936.txt

Code:
division = {
	name = Brigada de Arma de Infantería
	location = 1048
	division_template = Brigada de Infantería
	start_experience_factor = 0.2
	start_equipment_factor = 0.8
}
### Entity: Scripted Trigger
Component: EAI_amphibious_division_focus
Constructs: check_variable
Source: game
File: common/scripted_triggers/EAI_PRODUCTION_template_design_triggers.txt

Code:
EAI_amphibious_division_focus = {
	check_variable = {
		EAI_FOCUS/LAND/spec_ops = global.EAI_MAR_SPEC_OPS
	}
	OR = {
		EAI_LARM_military_focus = yes
		EAI_MARM_military_focus = yes
		EAI_HARM_military_focus = yes
	} {
		AND = {
			num_of_military_factories = > 200
			amount_research_slots = > 4
		} {
			EAI_MODE_challenging = yes
			original_tag = USA
		}
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_expand_upon_the_dossier
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_expand_upon_the_dossier
	icon = GFX_focus_generic_land_redistribution
	x = 0
	y = 1
	relative_position_id = SIA_the_yellow_dossier
	prerequisite = {
		focus = SIA_the_yellow_dossier
	}
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		num_of_factories = > 35
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = idea_SIA_the_yellow_dossier
			add_idea = idea_SIA_the_yellow_dossier_2
		}
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/NZL_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 4
	}
	location = 1814
	division_template = District Force
	start_experience_factor = 0.2
	start_equipment_factor = 0.3
}
### Entity: Character
Component: WHY_kappa
Source: game
File: common/characters/WHY.txt

Code:
WHY_kappa = {
	name = Kappa Time
	portraits = {
		civilian = {
			large = gfx/leaders/WHY/r56w_portrait_WHY_kappa.dds
		}
	}
	corps_commander = {
		traits = {
			r56w_trait_army_personal_space
		}
		skill = 5
		attack_skill = 5
		defense_skill = 5
		planning_skill = 5
		logistics_skill = 4
		legacy_id = -1
	}
}
### Entity: National Focus
Component: wuw_HUN_initiate_army_maneuvers
Constructs: prerequisite, completion_reward, has_idea, cancel_if_invalid, add_doctrine_cost_reduction
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_initiate_army_maneuvers
	icon = GFX_goal_generic_position_armies
	prerequisite = {
		focus = wuw_HUN_negotiate_the_restrictions
	} {
		focus = wuw_HUN_announce_the_gyor_program
	}
	x = 5
	y = 2
	relative_position_id = wuw_HUN_negotiate_the_restrictions
	search_filters = {
		FOCUS_FILTER_ARMY_XP FOCUS_FILTER_RESEARCH
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		wuw_HUN_does_not_have_trianon = yes
		NOT = {
			has_idea = HUN_promises_of_peace
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		army_experience = 40
		add_doctrine_cost_reduction = {
			name = HUN_army_maneuvers
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
	}
}
### Entity: Event
Component: himalaya_tibet.12
Constructs: is_triggered_only, ai_chance, add_stability, add_opinion_modifier, fire_only_once, add_political_power, is_historical_focus_on, random_days
Source: game
File: events/Tibet.txt

Code:
country_event = {
	id = himalaya_tibet.12
	title = himalaya_tibet.12.t
	desc = himalaya_tibet.12.desc
	picture = GFX_report_event_dalai_lama_family
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = himalaya_tibet.12.a
		ai_chance = {
			base = 25
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
		hidden_effect = {
			TIB = {
				country_event = {
					id = himalaya_tibet.18
					days = 90
					random_days = 180
				}
			}
		}
	} {
		name = himalaya_tibet.12.b
		ai_chance = {
			base = 15
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
		add_political_power = -5
		TIB = {
			add_opinion_modifier = {
				target = ROOT
				modifier = medium_increase
			}
		}
		hidden_effect = {
			TIB = {
				country_event = {
					id = himalaya_tibet.18
					days = 90
					random_days = 180
				}
			}
		}
	} {
		name = himalaya_tibet.12.c
		ai_chance = {
			base = 60
		}
		TIB = {
			country_event = {
				id = himalaya_tibet.32
				hours = 12
			}
		}
		custom_effect_tooltip = if_they_accept_newline_tt
		effect_tooltip = {
			add_offsite_building = {
				type = industrial_complex
				level = 1
			}
			TIB = {
				add_stability = -0.05
				add_political_power = -50
				add_opinion_modifier = {
					target = ROOT
					modifier = large_decrease
				}
			}
		}
	}
}
### Entity: Technology
Component: cv_fighter2
Constructs: enable_equipments, research_cost, is_historical_focus_on, has_tech, is_researching_technology, has_navy_size
Source: game
File: common/technologies/air_techs.txt

Code:
technology = {
	enable_equipments = {
		cv_fighter_equipment_2
	}
	research_cost = 1.0
	start_year = 1940
	categories = {
		naval_air air_equipment mio_cat_all_light_fighter_and_modules
	}
	special_project_specialization = {
		specialization_air
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 2
			tag = USA
		} {
			factor = 2.5
			tag = JAP
		} {
			factor = 10
			AND = {
				is_historical_focus_on = yes
				tag = JAP
			}
		} {
			factor = 1.5
			date = > 1941.6.1
		} {
			factor = 0
			OR = {
				has_tech = fighter3
				is_researching_technology = fighter3
			}
		} {
			factor = 2.5
			has_navy_size = {
				type = carrier
				size = > 3
			}
		} {
			factor = 0
			has_navy_size = {
				type = carrier
				size = < 1
			}
		}
	}
}
### Entity: Order of Battle
Component: 2 Qibing Tuan
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/r56_MAN_1936.txt

Code:
division = {
	name = 2 Qibing Tuan
	location = 12485
	division_template = Ch'i Ping Lu
	force_equipment_variants = {
		infantry_equipment_0 = {
			owner = JAP
		}
	}
	start_equipment_factor = 0.1
}
### Entity: Decision
Component: JAP_pacific_guardian
Constructs: has_completed_focus, is_subject
Source: game
File: common/decisions/categories/JAP_decision_categories.txt

Code:
JAP_pacific_guardian = {
	icon = GFX_decision_category_jap_pacific_guardian
	priority = 20
	picture = GFX_decision_cat_picture_JAP_greater_east_asia_co_prosperity_sphere
	allowed = {
		original_tag = JAP
	}
	visible_when_empty = no
	visible = {
		is_subject = no
		OR = {
			has_completed_focus = JAP_pacific_guardian JAP_free_colonized_asian_countries JAP_create_greater_east_asian_treaty_organization
		}
	}
}
### Entity: Character
Component: SLV_bogumil_vosnjak
Source: game
File: common/characters/SLV_cha.txt

Code:
SLV_bogumil_vosnjak = {
	name = SLV_bogumil_vosnjak
	portraits = {
		civilian = {
			large = gfx/leaders/SLV/SLV_bogumil_vosnjak.png
		}
	}
	country_leader = {
		desc = SLV_bogumil_vosnjak_leader_desc
		ideology = nazism
	}
}
### Entity: National Focus
Tree: par_focus
Component: PAR_free_seconday_schools
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/paraguay.txt

Code:
focus = {
	id = PAR_free_seconday_schools
	icon = GFX_focus_generic_university_1
	x = -2
	y = 1
	relative_position_id = PAR_adopt_minority_languages
	prerequisite = {
		focus = PAR_adopt_minority_languages
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_ideas = idea_GUAY_free_seconday_schools
	}
}
### Entity: Trigger Reference
Construct: fighting_army_strength_ratio
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## fighting_army_strength_ratio

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

```
Compares the total army fighting strength between the scope country and the one set with 'tag'

Example 1:
fighting_army_strength_ratio = {
	tag = TAG
	ratio > 0.7 # can be '<','>' or '='
}

Example 2:
fighting_army_strength_ratio = {
	tag = TAG
	ratio > VARIABLE # can be '<','>' or '='
}
```
### Entity: National Focus
Component: wuw_HUN_our_ancestral_lands
Constructs: has_completed_focus, prerequisite, limit, has_government, add_war_support, add_stability, completion_reward, allow_branch
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_our_ancestral_lands
	icon = GFX_focus_usa_focus_on_asia
	prerequisite = {
		focus = wuw_HUN_strengthen_the_turani_vadaszok
	} {
		focus = wuw_HUN_wherever_the_cross_points
	}
	x = 1
	y = 1
	relative_position_id = wuw_HUN_strengthen_the_turani_vadaszok
	cost = 10
	ai_will_do = {
		factor = 5
	}
	allow_branch = {
		has_dlc = Gotterdammerung
		has_completed_focus = wuw_HUN_wherever_the_cross_points wuw_HUN_strengthen_the_turani_vadaszok
	}
	available = {
		has_government = fascism
		is_subject = no
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		add_stability = -0.15
		add_war_support = 0.05
		every_state = {
			limit = {
				NOT = {
					OR = {
						is_core_of = ROOT
						is_owned_by = ROOT
						is_claimed_by = ROOT
					}
				}
				OR = {
					region = 27 26 130 135 137 134 129 267 40 264 263 278 13 277 265 12 276 191 270 269 268 136 261 138 14 151 262 147 149 260 259 28
				}
			}
			add_claim_by = ROOT
		}
	}
}
### Entity: Idea
Component: AFG_aid_rebels_cw
Constructs: send_volunteer_size, send_volunteer_divisions_required, send_volunteers_tension
Source: game
File: common/ideas/afghanistan.txt

Code:
AFG_aid_rebels_cw = {
	picture = generic_manpower_bonus
	allowed = {
		OR = {
			original_tag = JAP GER
		}
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		send_volunteer_size = 2
		send_volunteer_divisions_required = -1
		lend_lease_tension = -0.75
		send_volunteers_tension = -0.75
	}
}
### Entity: Name List
Component: SHL
Source: game
File: common/names/00_names.txt

Code:
SHL = {
	male = {
		names = {
			Maximilian Felix Erich Gerhard Gunther Otto Walter Wilhelm Heinz Hermann Heinrich Theodor Hans Anton Joachim Max Emil Peter Fritz Otto Adolf Tobias Staffan Marco Karl
		}
	}
	female = {
		names = {
			Jessica Emma Hanna Sofia Marie
		}
	}
	surnames = {
		Muller Schmidt Schneider Fischer Meyer Weber Schulz Wagner Hartmann Rall Barkhorn Becker Hoffmann Graf Erhler Hafner Lipfert Brendel Stotz Kirschner Lang Sturm Beisswenger Duttmann Wilbs Berglen Behrmann
	}
	callsigns = {
		Bubi Assi The Black Devil The Blond Knight Of Schlesvig Dolfo Fighter of Libau Petit Rouge Pritzl The Red Baron The Red Battle-flyer The Red Knight Reeste
	}
}
### Entity: Character
Component: DEN_knud_bach
Constructs: has_completed_focus, has_dlc, is_country_leader, has_country_leader
Source: game
File: common/characters/DEN.txt

Code:
DEN_knud_bach = {
	instance = {
		allowed = {
			has_dlc = Arms Against Tyranny
		}
		name = DEN_knud_bach
		portraits = {
			civilian = {
				large = GFX_portrait_DEN_knud_bach
				small = GFX_portrait_DEN_knud_bach_small
			}
		}
		country_leader = {
			ideology = oligarchism
			traits = {
				DEN_rightwing_populist
			}
			expire = 1965.1.1.1
			id = -1
		}
		advisor = {
			slot = political_advisor
			idea_token = DEN_knud_bach
			allowed = {
				original_tag = DEN
			}
			available = {
				is_country_leader = no
			}
			visible = {
				NOT = {
					OR = {
						has_country_leader = {
							ruling_only = yes
							character = DEN_christian_x
						}
						AND = {
							has_country_leader = {
								ruling_only = yes
								character = DEN_frits_clausen
							}
							has_completed_focus = DEN_ask_for_support
						} {
							has_country_leader = {
								ruling_only = yes
								character = DEN_cay_lembcke
							}
							has_completed_focus = DEN_seize_power
						}
					}
				}
			}
			traits = {
				landbrugsminister
			}
			ai_will_do = {
				base = 5
				modifier = {
					factor = 0
					DEN_historical_ai = yes
				} {
					factor = 15
					DEN_royal_ai = yes
				}
			}
			on_add = {
				owner = {
					DEN_advisor_medium_BOP_increase_effect = yes
				}
			}
			on_remove = {
				owner = {
					DEN_advisor_medium_BOP_decrease_effect = yes
				}
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Arms Against Tyranny
			}
		}
		name = DEN_knud_bach
		portraits = {
			civilian = {
				large = GFX_Portrait_Europe_Generic_1
			}
		}
		country_leader = {
			ideology = moderatism
			expire = 1965.1.1.1
			id = -1
		}
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_pool_technical_know_how_ww
Constructs: prerequisite, limit, add_ideas, completion_reward, is_faction_leader, every_other_country, is_in_faction_with
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_pool_technical_know_how_ww
	icon = GFX_goal_generic_scientific_exchange
	prerequisite = {
		focus = GER_reverse_the_brain_drain_ww
	}
	x = 1
	y = 1
	relative_position_id = GER_reverse_the_brain_drain_ww
	cost = 10
	available = {
		is_faction_leader = yes
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = GER_pool_technical_know_how
		custom_effect_tooltip = generic_skip_one_line_tt GER_pool_technical_know_how_tt
		hidden_effect = {
			every_other_country = {
				limit = {
					is_in_faction_with = GER
				}
				add_ideas = GER_pool_technical_know_how
			}
		}
	}
}
### Entity: Character
Component: VOL_communist_guy
Constructs: has_government
Source: game
File: common/characters/VOL.txt

Code:
VOL_communist_guy = {
	advisor = {
		slot = political_advisor
		idea_token = VOL_communist_guy
		allowed = {
			original_tag = VOL
		}
		traits = {
			communist_revolutionary
		}
		do_effect = {
			not = {
				has_government = communism
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_3
		}
	}
}