Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: arg_focus
Component: ARG_invest_in_construction_guilds
Constructs: prerequisite, add_ideas, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_invest_in_construction_guilds
	icon = GFX_goal_generic_construction2
	prerequisite = {
		focus = ARG_develop_the_electricity_sector
	}
	x = 0
	y = 1
	relative_position_id = ARG_develop_the_electricity_sector
	cost = 5
	available = {

	}
	ai_will_do = {
		factor = 10
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_ideas = ARG_construction_guilds_idea
		add_tech_bonus = {
			name = ARG_tech_initiative_bonus
			bonus = 0.5
			uses = 1
			category = construction_tech
		}
	}
}
### Entity: Character
Component: SWE_suffragette_clout
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
SWE_suffragette_clout = {
	random = no
	sprite = 13
	stability_factor = -0.05
	economy_cost_factor = -0.25
	mobilization_laws_cost_factor = -0.25
	trade_laws_cost_factor = -0.25
	political_advisor_cost_factor = -0.15
}
### Entity: National Focus
Tree: ger_focus
Component: GER_rapid_army_expansion
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_rapid_army_expansion
	icon = GFX_focus_SOV_the_glory_of_the_red_army_communism
	prerequisite = {
		focus = GER_reorganize_nationale_volksarmee
	} {
		focus = GER_political_commissars
	}
	x = 1
	y = 1
	relative_position_id = GER_reorganize_nationale_volksarmee
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		GER_add_or_modify_politburo = yes
		add_to_variable = {
			GER_politburo_mobilization_laws_cost_factor = -0.15
			tooltip = mobilization_laws_cost_factor_tt
		} {
			GER_politburo_conscription_factor = 0.05
			tooltip = conscription_factor_tt
		} {
			GER_military_mobilization_speed = 0.1
			tooltip = mobilization_speed_tt
		} {
			GER_military_experience_gain_army_factor = -0.1
			tooltip = experience_gain_army_factor_tt
		} {
			GER_military_minimum_training_level = -0.1
			tooltip = minimum_training_level_tt
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		GER_modify_army_modifier = yes
	}
}
### Entity: Game Data
Component: dalai_llama
Constructs: owns_state, has_any_custom_difficulty_setting
Source: game
File: common/achievements/rt56-achievements.txt

Code:
dalai_llama = {
	possible = {
		difficulty = > 1
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		original_tag = PRU
	}
	happened = {
		custom_trigger_tooltip = {
			tooltip = dalai_llama_tt
			owns_state = 322 758 757
		}
	}
}
### Entity: Character
Component: URG_martin_recaredo_echegoyen
Source: game
File: common/characters/URG.txt

Code:
URG_martin_recaredo_echegoyen = {
	advisor = {
		slot = political_advisor
		idea_token = URG_martin_recaredo_echegoyen
		allowed = {
			original_tag = URG
		}
		available = {

		}
		traits = {
			JUNO_minister_of_public_works
		}
	}
	portraits = {
		civilian = {
			small = GFX_portrait_URG_martin_recaredo_echegoyen_small
		}
	}
}
### Entity: Event
Component: indonesia.35
Constructs: is_triggered_only, ai_chance, remove_state_claim, declare_war_on, take_state_focus
Source: game
File: events/indonesia.txt

Code:
country_event = {
	id = indonesia.35
	title = indonesia.35.t
	desc = indonesia.35.desc
	picture = GFX_report_event_chinese_soldiers_01
	is_triggered_only = yes
	option = {
		name = indonesia.35.a
		ai_chance = {
			base = 60
		}
		remove_state_claim = 523 737 1138
	} {
		name = indonesia.35.b
		ai_chance = {
			base = 40
		}
		declare_war_on = {
			target = FROM
			type = take_state_focus
		}
	}
}
### Entity: Event
Component: denmark_expansion_event.400
Constructs: is_triggered_only, ai_chance, limit, has_government, add_stability, is_in_faction_with, is_faction_leader, has_civil_war
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_expansion_event.400
	title = denmark_expansion_event.400.t
	desc = denmark_expansion_event.400.desc
	picture = GFX_report_event_DEN_danish_politics
	is_triggered_only = yes
	option = {
		name = denmark_expansion_event.400.a
		ai_chance = {
			base = 5
		}
		trigger = {
			Not = {
				is_in_faction_with = GER
			}
			GER = {
				OR = {
					has_government = democratic neutrality
				}
				is_faction_leader = yes
				has_civil_war = no
			}
		}
		GER = {
			country_event = {
				id = denmark_expansion_event.401
				days = 2
			}
		}
		custom_effect_tooltip = if_they_accept_tt DEN_remove_declaration_of_neutrality_tt
		effect_tooltip = {
			GER = {
				add_to_faction = ROOT
			}
		}
	} {
		name = denmark_expansion_event.400.b
		ai_chance = {
			base = 10
		}
		if = {
			limit = {
				NOT = {
					has_rule = can_create_factions
				}
			}
			set_rule = {
				can_create_factions = yes
			}
		} {
			limit = {
				has_tech_sharing_feature = yes
			}
			custom_effect_tooltip = DEN_invite_allies_to_tech_sharing_decision_tt
		}
		create_faction_from_template = {
			template = faction_template_DEN_nordic_cooperation_alliance
			name = DEN_northern_security_pact
			icon = GFX_faction_logo_generic_8
		}
		unlock_decision_tooltip = DEN_northern_security_pact_invitation
		custom_effect_tooltip = DEN_remove_declaration_of_neutrality_tt
		set_country_flag = DEN_can_create_faction_flag
	} {
		name = denmark_expansion_event.400.c
		ai_chance = {
			base = 1
		}
		add_stability = 0.05
	}
}
### Entity: Character
Component: DEN_hjalmar_rechnitzer
Constructs: has_dlc
Source: game
File: common/characters/DEN.txt

Code:
DEN_hjalmar_rechnitzer = {
	instance = {
		allowed = {
			has_dlc = Arms Against Tyranny
		}
		name = DEN_hjalmar_rechnitzer
		portraits = {
			navy = {
				large = GFX_portrait_DEN_hjalmar_rechnitzer
				small = GFX_portrait_DEN_hjalmar_rechnitzer_small
			}
		}
		advisor = {
			slot = navy_chief
			idea_token = DEN_hjalmar_rechnitzer
			allowed = {
				original_tag = DEN
			}
			traits = {
				navy_chief_reform_1
			}
			cost = 50
			ai_will_do = {
				base = 1.0
			}
		}
		navy_leader = {
			traits = {
				safety_first green_water_expert
			}
			skill = 2
			attack_skill = 1
			defense_skill = 3
			maneuvering_skill = 1
			coordination_skill = 2
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Arms Against Tyranny
			}
		}
		name = DEN_hjalmar_rechnitzer
		portraits = {
			army = {
				small = GFX_idea_generic_navy_europe_1
			}
		}
		advisor = {
			slot = high_command
			idea_token = DEN_hjalmar_rechnitzer
			ledger = navy
			allowed = {
				original_tag = DEN
			}
			traits = {
				navy_fleet_logistics_1
			}
			cost = 50
			ai_will_do = {
				base = 1.0
			}
		}
	}
}
### Entity: Ability
Component: ability
Constructs: has_completed_focus, limit, has_country_flag, force_attack, is_leading_army_group, is_border_war, has_dlc, has_war_support
Source: game
File: common/abilities/generic_leader_abilities.txt

Code:
ability = {
	force_attack = {
		name = ABILITY_FORCE_ATTACK
		desc = ABILITY_FORCE_ATTACK_DESC
		sound_effect = command_power_ability_offensive
		type = army_leader
		allowed = {
			is_leading_army_group = no
			is_border_war = no
			OWNER = {
				if = {
					limit = {
						has_dlc = Waking the Tiger
					}
					NOT = {
						has_completed_focus = CHI_dare_to_die_corps JAP_advance_one_hundred_million_fireballs JAP_tennoheika_banzai CHI_sea_dare_to_die_corps
					}
				} {
					limit = {
						has_dlc = No Compromise, No Surrender
					}
					NOT = {
						has_completed_focus = CHI_know_thy_enemy
					}
				}
			}
		}
		ai_will_do = {
			factor = -1
			modifier = {
				FROM = {
					has_war_support = > 0.1
					command_power = > 1.5
				}
				check_variable = {
					num_units_offensive_combats = > 6
				} {
					temp = > 0.45
				} {
					ai_random = > temp
				}
				set_temp_variable = {
					temp = avg_offensive_combat_status
				}
				add = 2
			}
		}
		cost = 0.22
		duration = 168
		unit_modifiers = {
			offence = 0.2
			breakthrough_factor = 0.25
			org_damage_multiplier = -1.0
			str_damage_multiplier = 0.6
			war_support_reduction_on_damage = 0.2
			cannot_retreat_while_attacking = 1.0
		}
	}
	last_stand = {
		name = ABILITY_LAST_STAND
		desc = ABILITY_LAST_STAND_DESC
		sound_effect = command_power_ability_offensive
		type = army_leader
		allowed = {
			is_leading_army_group = no
			is_border_war = no
			OWNER = {
				NOT = {
					has_completed_focus = JAP_warrior_spirit SPA_cultivate_fanaticism SWE_winter_drill JAP_issue_the_senjinkun_military_code JAP_indoctrination_in_the_military_academy PHI_utang_na_loob
				}
			}
		}
		cost = 0.22
		duration = 168
		unit_modifiers = {
			defence = 0.2
			combat_entrenchment = 0.25
			org_damage_multiplier = -1.0
			str_damage_multiplier = 0.6
			war_support_reduction_on_damage = 0.2
			cannot_retreat_while_defending = 1.0
		}
		ai_will_do = {
			factor = -1
			modifier = {
				FROM = {
					has_war_support = > 0.4
				}
				check_variable = {
					num_units_defensive_combats = > 6
				} {
					temp = < 0.4
				} {
					ai_random = > temp
				}
				set_temp_variable = {
					temp = avg_defensive_combat_status
				}
				add = 2
			}
		}
	}
	staff_office_plan = {
		name = ABILITY_STAFF_OFFICE_PLAN
		desc = ABILITY_STAFF_OFFICE_PLAN_DESC
		sound_effect = command_power_ability_defensive
		type = army_leader
		allowe
# ... (truncated)
### Entity: Idea
Component: EAI_DD_2/cv_small_plane_naval_bomber_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_2/cv_small_plane_naval_bomber_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		cv_small_plane_naval_bomber_airframe = {
			build_cost_ic = -0.02
			instant = yes
		}
	}
}
### Entity: Idea
Component: GER_pacific_blitzkrieg_ns
Constructs: removal_cost
Source: game
File: common/ideas/GER.txt

Code:
GER_pacific_blitzkrieg_ns = {
	name = GER_pacific_blitzkrieg
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	picture = generic_naval_invasion
	modifier = {
		marines_special_forces_contribution_factor = -0.25
		naval_invasion_prep_speed = 0.25
		shore_bombardment_bonus = 0.25
		naval_invasion_penalty = -0.15
	}
}
### Entity: National Focus
Tree: hoa_focus
Component: HOA_improving_the_educational_system
Constructs: prerequisite, limit, add_ideas, has_government, add_stability, completion_reward, is_subject, add_popularity
Source: game
File: common/national_focus/horn_of_africa.txt

Code:
focus = {
	id = HOA_improving_the_educational_system
	icon = GFX_focus_hol_the_foundations_of_defense
	prerequisite = {
		focus = HOA_the_capital_railroad HOA_invite_foreign_settlers
	}
	x = 1
	y = 1
	relative_position_id = HOA_the_capital_railroad
	cost = 10
	available = {
		is_subject = yes
	}
	search_filters = {

	}
	completion_reward = {
		add_stability = 0.05
		IF = {
			limit = {
				is_subject = yes
			}
			IF = {
				limit = {
					OVERLORD = {
						has_government = neutrality
					}
				}
				add_popularity = {
					ideology = neutrality
					popularity = 0.1
				}
			}
			ELSE_IF = {
				limit = {
					OVERLORD = {
						has_government = communism
					}
				}
				add_popularity = {
					ideology = communism
					popularity = 0.1
				}
			} {
				limit = {
					OVERLORD = {
						has_government = fascism
					}
				}
				add_popularity = {
					ideology = fascism
					popularity = 0.1
				}
			} {
				limit = {
					OVERLORD = {
						has_government = democratic
					}
				}
				add_popularity = {
					ideology = democratic
					popularity = 0.1
				}
			}
		}
		add_ideas = HOA_education_idea
	}
}
### Entity: Effect Reference
Construct: add_mio_policy_cost
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## add_mio_policy_cost

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Add to the base cost (in PP) for attaching a policy in the MIO policy, found in country in scope with input policy token.
This changes the base value. Modifiers will still apply over it.
Value can be negative to reduce cost, but final cost cannot be negative (capped at 0, no error raised)
ex:
SOV = {
  add_mio_policy_cost = {
	policy = my_policy_token
	value = 1
  }
  add_mio_policy_cost = {
	policy = my_policy_token
	value = -1
  }
  add_mio_policy_cost = {
	policy = my_policy_token
	value = var:my_number_var
  }
}
```
### Entity: Order of Battle
Component: Home Command
Source: game
File: history/units/ENG_1939_Naval.txt

Code:
fleet = {
	name = Home Command
	naval_base = 11064
	task_force = {
		name = Home Fleet
		location = 11064
		ship = {
			name = HMS Ark Royal
			definition = carrier
			equipment = {
				ship_hull_carrier_1 = {
					amount = 1
					owner = ENG
					version_name = Ark Royal Class
				}
			}
		} {
			name = HMS Nelson
			definition = battleship
			start_experience_factor = 0.25
			equipment = {
				ship_hull_heavy_1 = {
					amount = 1
					owner = ENG
					version_name = Nelson Class
				}
			}
		} {
			name = HMS Rodney
			definition = battleship
			start_experience_factor = 0.25
			equipment = {
				ship_hull_heavy_1 = {
					amount = 1
					owner = ENG
					version_name = Nelson Class
				}
			}
		} {
			name = HMS Royal Oak
			definition = battleship
			start_experience_factor = 0.25
			equipment = {
				ship_hull_heavy_1 = {
					amount = 1
					owner = ENG
					version_name = Revenge Class
				}
			}
		} {
			name = HMS Royal Sovereign
			definition = battleship
			start_experience_factor = 0.25
			equipment = {
				ship_hull_heavy_1 = {
					amount = 1
					owner = ENG
					version_name = Revenge Class
				}
			}
		} {
			name = HMS Ramillies
			definition = battleship
			start_experience_factor = 0.25
			equipment = {
				ship_hull_heavy_1 = {
					amount = 1
					owner = ENG
					version_name = Revenge Class
				}
			}
		} {
			name = HMS Hood
			definition = battle_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_heavy_1 = {
					amount = 1
					owner = ENG
					version_name = Admiral Class
				}
			}
		} {
			name = HMS Repulse
			definition = battle_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_heavy_1 = {
					amount = 1
					owner = ENG
					version_name = Renown Class
				}
			}
		} {
			name = HMS Renown
			definition = battle_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_heavy_1 = {
					amount = 1
					owner = ENG
					version_name = Renown Class
				}
			}
		} {
			name = HMS Norfolk
			definition = heavy_cruiser
			start_experience_factor = 0.25
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = ENG
					version_name = County Class
				}
			}
		} {
			name = HMS Calcutta
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = ENG
					version_name = C-Class
				}
			}
		} {
			name = HMS Aurora
# ... (truncated)
### Entity: National Focus
Tree: kor_focus
Component: KOR_state_heavy_industry
Constructs: prerequisite, limit, has_government, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/korea.txt

Code:
focus = {
	id = KOR_state_heavy_industry
	icon = GFX_goal_generic_state_economy
	prerequisite = {
		focus = KOR_industrial_modernization_plan
	}
	relative_position_id = KOR_industrial_modernization_plan
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = yes
	available = {
		has_government = communism
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				527
			}
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Order of Battle
Component: Ti 3 Ch'ü Chün
Constructs: division_template, is_name_ordered
Source: game
File: history/units/r56_MAN_1936.txt

Code:
division = {
	name = Ti 3 Ch'ü Chün
	division_name = {
		is_name_ordered = yes
		name_order = 3
	}
	location = 4506
	division_template = Huncheng Shih
	start_experience_factor = 0.1
	start_equipment_factor = 0.7
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_nationalist_education
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_nationalist_education
	icon = GFX_focus_research
	x = 1
	y = 1
	relative_position_id = VEN_military_colleges
	cost = 10
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 10
	}
	prerequisite = {
		focus = VEN_military_colleges VEN_privatize_oil
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_hungarian_alliance
Constructs: prerequisite, has_government, has_war_with, completion_reward, is_faction_leader
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_hungarian_alliance
	mutually_exclusive = {
		focus = CZE_hungary_intervention
	}
	available = {
		is_faction_leader = yes
		HUN = {
			has_government = democratic
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	icon = GFX_goal_generic_befriend_hungary
	prerequisite = {
		focus = CZE_invite_romania
	} {
		focus = CZE_invite_yugoslavia
	}
	relative_position_id = CZE_invite_romania
	x = 0
	y = 1
	cost = 5
	completion_reward = {
		HUN = {
			country_event = generic.5
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_freedom_of_press
Constructs: has_completed_focus, prerequisite, limit, has_country_flag, add_stability, completion_reward, add_political_power, set_country_flag
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_freedom_of_press
	prerequisite = {
		focus = BUL_restore_the_tarnovo_constitution
	}
	icon = GFX_focus_generic_treaty
	relative_position_id = BUL_restore_the_tarnovo_constitution
	x = 0
	y = 1
	cost = 10
	available = {
		BUL_has_freedom_of_press = yes
		BUL_has_banned_faction_media = no
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_INTERNAL_AFFAIRS
	}
	completion_reward = {
		set_country_flag = BUL_freedom_of_press_flag
		add_popularity = {
			ideology = democratic
			popularity = 0.05
		}
		add_political_power = 120
		add_stability = 0.1
		BUL_bs_low_loyalty_increase_effect = yes
		BUL_bzns_low_loyalty_increase_effect = yes
		BUL_nsm_low_loyalty_increase_effect = yes
		if = {
			limit = {
				NOT = {
					has_completed_focus = BUL_crush_the_communists
				} {
					has_country_flag = BUL_bs_destroyed_flag
				}
			}
			custom_effect_tooltip = BUL_freedom_of_press_tt
		}
		custom_effect_tooltip = BUL_freedom_of_press_ban_faction_media_tt
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_affirm_territorial_claims
Constructs: prerequisite, completion_reward, has_global_flag, add_to_variable, add_state_claim
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_affirm_territorial_claims
	icon = GFX_goal_ISR_greater_israel
	relative_position_id = ISR_hatzohar
	x = -3
	y = 1
	mutually_exclusive = {
		focus = ISR_abandon_jordan
	}
	prerequisite = {
		focus = ISR_hatzohar
	}
	available = {
		NOT = {
			has_global_flag = MPL_jerusalem_conference
		}
	}
	cost = 3
	completion_reward = {
		custom_effect_tooltip = ISR_moderately_strengthen_hatzohar
		add_to_variable = {
			ISR_hatzohar_max_seats = 3
		} {
			ISR_hatzohar_min_seats = 4
		} {
			ISR_urf_max_seats = 2
		} {
			ISR_urf_min_seats = 2
		}
		add_state_claim = 455 1022
	}
}
### Entity: Scripted Effect
Component: EAI_MILITARY_INVASION_assign
Constructs: limit, has_country_flag, check_variable, set_temp_variable
Source: game
File: common/scripted_effects/EAI_MILITARY_strategy_INVASION_effects.txt

Code:
EAI_MILITARY_INVASION_assign = {
	if = {
		limit = {
			NOT = {
				check_variable = {
					_started_special_operation_ = -1
				}
			}
		}
		if = {
			limit = {
				has_country_flag = EAI_invasion_operations_logging
			}
			log = [GetYear] [GetMonth] | AI | [This.GetName] | EAI_MILITARY_INVASION_assign
		} {
			limit = {
				has_country_flag = EAI_invasion_operations_logging
			}
			log = _states_: _staging_areas_: _sea_regions_: _air_regions_: _objectives_:
			for_each_scope_loop = {
				array = _states_
				log = [this.getname]
			} {
				array = _staging_areas_
				log = [this.getname]
			} {
				array = _objectives_
				log = [this.getname]
			} {
				array = _our_side_
				log = ally = [this.getname]
			} {
				array = _their_side_
				log = enemy = [this.getname]
			}
			for_each_loop = {
				array = _sea_regions_
				log = [?v]
			} {
				array = _air_regions_
				log = [?v]
			}
		}
		set_temp_variable = {
			_operation_id = _started_special_operation_
		}
		EAI_MILITARY_INVASION_define_sides = yes
		for_each_scope_loop = {
			array = _our_side_
			EAI_MILITARY_INVASION_reset_operation = yes
			EAI_MILITARY_INVASION_assign_country = yes
		}
	}
}
### Entity: Scripted Effect
Component: SWI_add_suspicious_prep_opinion
Constructs: limit, add_opinion_modifier, is_ai, every_other_country
Source: game
File: common/scripted_effects/SWI_scripted_effects.txt

Code:
SWI_add_suspicious_prep_opinion = {
	if = {
		limit = {
			SWI = {
				is_ai = no
			}
		}
		every_other_country = {
			limit = {
				SWI_is_country_to_balance = yes
			}
			add_opinion_modifier = {
				target = SWI
				modifier = SWI_suspicious_preparations
			}
		}
		SWI_update_neighbor_opinion_balance = yes
	}
}
### Entity: Character
Component: BRA_francisco_campos
Constructs: has_government
Source: game
File: common/characters/BRA.txt

Code:
BRA_francisco_campos = {
	name = BRA_francisco_campos
	portraits = {
		army = {
			small = GFX_portrait_BRA_francisco_campos_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = BRA_francisco_campos
		allowed = {
			original_tag = BRA
		}
		available = {
			NOT = {
				has_government = communism
			}
		}
		traits = {
			BRA_right_wing_ideologue
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_communist_support
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/czechoslovakia.txt

Code:
focus = {
	id = CZE_communist_support
	icon = GFX_focus_generic_workers
	prerequisite = {
		focus = CZE_go_left
	}
	x = 0
	y = 1
	relative_position_id = CZE_go_left
	cost = 10
	ai_will_do = {
		factor = 80
		modifier = {
			factor = 0.1
			HABSBURG_joint_trigger = yes
		}
	}
	available = {
		communism = > 0.2
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_ideas = communist_influence
	}
}
### Entity: Character
Component: CZE_pavel_reiman
Constructs: has_completed_focus, has_government
Source: game
File: common/characters/CZE.txt

Code:
CZE_pavel_reiman = {
	name = CZE_pavel_reiman
	portraits = {
		army = {
			small = GFX_portrait_CZE_pavel_reiman_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = CZE_pavel_reiman
		allowed = {
			original_tag = CZE
		}
		available = {
			has_completed_focus = CZE_expand_the_communist_press
			OR = {
				has_government = democratic communism
			}
		}
		visible = {
			NOT = {
				OR = {
					has_completed_focus = CZE_appeal_to_the_castle CZE_placate_benes_faction CZE_negotiations_with_the_autonomous_bloc
				}
			}
		}
		traits = {
			socialist_writer
		}
		ai_will_do = {
			factor = 20.0
		}
	}
}