Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Modifier Reference
Component: SWE_hygenic_housing_resource_bonus
Source: game
File: common/dynamic_modifiers/aat_dynamic_modifiers.txt

Code:
SWE_hygenic_housing_resource_bonus = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_SWE_hygienic_housing
	state_resources_factor = 0.12
}
### Entity: Country History
Country: DAG
Component: DAG_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/DAG - Dagestan.txt

Code:
# Politics & Parties for DAG
set_politics = {
	ruling_party = democratic
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 50
	fascism = 10
	communism = 10
	neutrality = 30
}
### Entity: Order of Battle
Component: Gebirgsbrigade 10
Constructs: division_template
Source: game
File: history/units/SWI_1936.txt

Code:
division = {
	name = Gebirgsbrigade 10
	location = 11590
	division_template = Gebirgsbrigade
	start_experience_factor = 0.2
	start_equipment_factor = 0.3
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_the_faqirs_revolt
Constructs: has_completed_focus, division_template, prerequisite, limit, remove_ideas, has_country_flag, completion_reward, is_subject
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_the_faqirs_revolt
	icon = GFX_focus_generic_attack_afghanistan
	prerequisite = {
		focus = AFG_stir_unrest_in_the_east
	} {
		focus = AFG_invite_waziristan_rebels
	}
	x = -1
	y = 1
	relative_position_id = AFG_stir_unrest_in_the_east
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		is_subject = no
		has_civil_war = no
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		hidden_effect = {
			division_template = {
				name = Pashtun Militia
				is_locked = no
				regiments = {
					militia = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					}
				}
			}
			set_country_flag = AFG_mughal_civil_war
		} {
			random_owned_controlled_state = {
				create_unit = {
					division = division_template ="Pashtun Militia" start_experience_factor = 0.2 start_equipment_factor	= 1.0
					owner = ROOT
					count = 3
				} {
					division = division_template ="Pashtun Militia" start_experience_factor = 0.2 start_equipment_factor	= 1.0
					owner = ROOT
					count = 2
				}
			}
			IF = {
				limit = {
					has_idea = AFG_turkish_military_mission
				}
				remove_ideas = AFG_turkish_military_mission
			} {
				limit = {
					has_idea = AFG_mohammad_zahir_shah_ns
				}
				remove_ideas = AFG_mohammad_zahir_shah_ns
			} {
				limit = {
					has_idea = AFG_mohammad_zahir_shah_ns_upgrade_1
				}
				remove_ideas = AFG_mohammad_zahir_shah_ns_upgrade_1
			} {
				limit = {
					has_idea = AFG_mohammad_zahir_shah_ns_negative
				}
				remove_ideas = AFG_mohammad_zahir_shah_ns_negative
			}
			AFG_faqir_of_ipi = {
				set_character_flag = AFG_rural_cw_started
			}
			AFG_mazrak_zadran = {
				set_character_flag = AFG_rural_cw_started
			}
		}
		set_variable = {
			var = AFG_total_anti_traditionalist_size
			value = party_popularity@democratic
		}
		add_to_variable = {
			var = AFG_total_anti_traditionalist_size
			value = party_popularity@communism
		} {
			var = AFG_total_anti_traditionalist_size
			value = party_popularity@neutrality
		}
		start_civil_war = {
			ruling_party = neutrality
			ideology = neutrality
			size = AFG.AFG_total_anti_traditionalist_size
			states = {
				267 1007 1005 415
			}
			save_global_event_target_as = AFG_ai_rebel_side
			keep_all_characters = yes
			hidden_effect = {
				PREV = {
					AFG_mohammad_hashim_khan = {
						s
# ... (truncated)
### Entity: Idea
Component: FRA_anti_decandence
Constructs: has_government, removal_cost, democratic_drift
Source: game
File: common/ideas/france.txt

Code:
FRA_anti_decandence = {
	picture = generic_oppression
	allowed = {
		original_tag = FRA
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	modifier = {
		democratic_drift = -0.1
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_baltic_unification
Constructs: prerequisite, limit, completion_reward, is_faction_leader, every_other_country, is_baltic_country, is_in_faction_with, gain_annex_tt
Source: game
File: common/national_focus/lithuania.txt

Code:
focus = {
	id = LIT_baltic_unification
	icon = GFX_goal_anschluss
	prerequisite = {
		focus = LIT_propose_baltic_union
	}
	x = -1
	y = 1
	relative_position_id = LIT_propose_baltic_union
	mutually_exclusive = {
		focus = LIT_baltic_stronger_together
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_faction_leader = yes
	}
	bypass = {

	}
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		every_other_country = {
			limit = {
				is_baltic_country = yes
				is_in_faction_with = ROOT
			}
			country_event = {
				id = BALTIC_entente_events.6
				days = 3
			}
		} {
			limit = {
				is_baltic_country = yes
				NOT = {
					is_in_faction_with = ROOT
				}
			}
			custom_effect_tooltip = gain_annex_tt
			hidden_effect = {
				create_wargoal = {
					target = PREV
					type = annex_everything
				}
			}
		}
		effect_tooltip = {
			if = {
				limit = {
					any_other_country = {
						is_baltic_country = yes
						is_in_faction_with = ROOT
					}
				}
				custom_effect_tooltip = if_they_accept_tt annex_countries_tt
				every_other_country = {
					limit = {
						is_baltic_country = yes
						is_in_faction_with = ROOT
					}
				}
			}
		}
	}
}
### Entity: Unit Template
Component: VIN_BB_NON_COMMUNIST
Constructs: has_government
Source: game
File: common/units/names_ships/VIN_ship_names.txt

Code:
VIN_BB_NON_COMMUNIST = {
	name = Non-communist ship names
	for_countries = {
		VIN
	}
	can_use = {
		NOT = {
			has_government = communism
		}
	}
	type = ship
	ship_types = {
		ship_hull_heavy battleship
	}
	prefix = RVNS 
	fallback_name = HQ %d
}
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/Template%3ARewrite.html

Doc:
|
This article or section does not follow the wiki's style guidelines and may need to be rewritten in part or entirely.
Please help us improve this article. |

[view] [edit] Template documentation
This documentation is transcluded from Template:Rewrite/doc. (edit | history)
Rewrite can be used to highlight articles or sections that need revision.

Contents

1 Usage

2 Parameters

3 Values

4 Effects

5 Updating This Template

6 Example
### Entity: Effect Reference
Construct: set_oob
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## set_oob

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Registers an Order of Battle (OOB) file to be loaded for a country at game start, replacing any previously registered OOB (with no key) on that country.
Only intended to be used within history files.

Example:
set_oob = "ENG_1936"
```
### Entity: Idea
Component: AST_western_australian_government_railways
Constructs: research_bonus
Source: game
File: common/ideas/australia_r56.txt

Code:
AST_western_australian_government_railways = {
	name = AST_western_australian_government_railways
	picture = generic_electronics_concern_2
	allowed = {
		original_tag = AST
	}
	research_bonus = {
		train_tech = 0.2
	}
	cost = 150
	traits = {
		railway_company
	}
	modifier = {
		army_speed_factor = 0.05
	}
}
### Entity: Idea
Component: SAM_pot
Source: game
File: common/ideas/samoa.txt

Code:
SAM_pot = {
	picture = generic_political_advisor_asia_2
	allowed = {
		original_tag = SAM
	}
	traits = {
		prince_of_terror
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_Bolster_Labour_Rights
Constructs: has_completed_focus, prerequisite, completion_reward, add_to_variable, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_Bolster_Labour_Rights
	icon = GFX_goal_cuba_support_the_confederation_of_cuban_workers
	cost = 10
	cancel = {
		has_completed_focus = DEN_King_Christian_Coup
	}
	ai_will_do = {
		factor = 1
	}
	available = {
		den_cancel_intro_trigger = yes
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
	prerequisite = {
		focus = DEN_Strengthen_the_Labour_Unions
	} {
		focus = DEN_Devalue_the_Krone
	}
	x = 0
	y = 2
	relative_position_id = DEN_Strengthen_the_Labour_Unions
	completion_reward = {
		add_to_variable = {
			den_lower_influence = 15
			tooltip = den_lower_influence_tooltip
		} {
			den_lower_equilibrium = 15
			tooltip = den_lower_equilibrium_tooltip
		} {
			den_upper_equilibrium = -10
			tooltip = den_upper_equilibrium_tooltip
		}
		swap_ideas = {
			remove_idea = DEN_social_democratic_policies_0
			add_idea = DEN_social_democratic_policies_1
		}
		custom_effect_tooltip = DEN_social_democratic_policies_0_desc
		den_calculate_stratas = yes
		den_remove_conservative_ideas = yes
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_mountain_tanks
Constructs: prerequisite, completion_reward, set_technology
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_mountain_tanks
	icon = GFX_focus_GRE_a_land_of_mountains
	x = -2
	y = 0
	relative_position_id = SIA_jungle_armor
	prerequisite = {
		focus = SIA_unconventional_tank_construction
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		custom_effect_tooltip = mountain_tanks_tt
		set_technology = {
			mountain_tanks = 1
			popup = yes
		}
	}
}
### Entity: Decision
Component: ABC_army_effort
Constructs: has_completed_focus, remove_ideas, add_war_support, fire_only_once, remove_effect, complete_effect
Source: game
File: common/decisions/LIB.txt

Code:
ABC_army_effort = {
	LIB_fight_soldiers_superstition = {
		icon = generic_army_support
		available = {
			original_tag = LIB
			has_completed_focus = ABC_establish_a_military_academy
		}
		allowed = {
			original_tag = LIB
		}
		cost = 75
		fire_only_once = yes
		ai_will_do = {
			factor = 10
		}
		days_remove = 120
		visible = {
			has_completed_focus = ABC_establish_a_military_academy
		}
		remove_effect = {
			remove_ideas = LIB_supernatural_warfare
		}
		complete_effect = {
			army_experience = 50
			add_war_support = 0.1
		}
	}
}
### Entity: State History
Component: 699
Constructs: add_core_of
Source: game
File: history/states/699-Rio de Oro.txt

Code:
state = {
	id = 699
	name = STATE_699
	manpower = 21056
	state_category = wasteland
	history = {
		owner = SPR
		add_core_of = WES
		buildings = {
			infrastructure = 1
			8038 = {
				naval_base = 1
			}
		}
		victory_points = {
			8038 1
		}
	}
	provinces = {
		4920 5012 7979 8038 8111 10875
	}
	local_supplies = 0.0
}
### Entity: Achievement
Component: bad_ending_the_whole_world_is_now_brazil
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting
Source: game
File: common/achievements.txt

Code:
bad_ending_the_whole_world_is_now_brazil = {
	id = 195
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		tag = BRA
	}
	happened = {
		all_state = {
			controller = {
				tag = BRA
			}
		}
	}
}
### Entity: Idea
Component: PHI_spread_the_revolution_idea
Constructs: has_government, removal_cost
Source: game
File: common/ideas/philipines.txt

Code:
PHI_spread_the_revolution_idea = {
	name = PHI_spread_the_revolution
	picture = home_of_revolution
	allowed = {
		original_tag = PHI
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	modifier = {
		political_power_factor = 0.05
		justify_war_goal_time = -0.25
		supply_consumption_factor = -0.1
		naval_invasion_prep_speed = -0.25
		naval_invasion_penalty = -0.05
	}
}
### Entity: Scripted Trigger
Component: JAP_army_faction_is_tier_3_at_least
Source: game
File: common/scripted_triggers/JAP_scripted_triggers.txt

Code:
JAP_army_faction_is_tier_3_at_least = {
	OR = {
		JAP_army_faction_is_tier_3 = yes
		JAP_army_faction_is_tier_4 = yes
	}
}
### Entity: Shared Focus
Tree: spr_focus
Component: SPR_begin_collectivization
Constructs: shared_focus, prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_political_spain_republican_shared.txt

Code:
shared_focus = {
	id = SPR_begin_collectivization
	icon = GFX_focus_generic_soviet_politics
	cost = 10.0
	ai_will_do = {
		factor = 50
	}
	prerequisite = {
		focus = SPR_PCE_leadership
	}
	completion_reward = {
		add_ideas = SPR_begin_collectivization
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	relative_position_id = SPR_republican_victory
	x = 6
	y = 2
}
### Entity: National Focus
Tree: cog_focus
Component: COG_congo_and_the_war_in_europe
Constructs: has_war, limit, has_war_with, add_war_support, completion_reward, has_subject, is_in_faction_with, has_civil_war
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_congo_and_the_war_in_europe
	icon = GFX_goal_generic_occupy_states_ongoing_war
	x = 2
	y = 5
	relative_position_id = COG_governor_general_pierre_ryckmans
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_TFV_AUTONOMY FOCUS_FILTER_HISTORICAL
	}
	cost = 5
	bypass = {

	}
	available = {
		any_country_with_original_tag = {
			original_tag_to_check = BEL
			OR = {
				has_subject = ROOT
				is_in_faction_with = ROOT
			}
			has_war = yes
			has_civil_war = no
		}
	}
	completion_reward = {
		add_war_support = 0.1
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_autonomy_score = {
			value = 100
			localization = COG_increased_powers_for_colonial_governors
		}
		IF = {
			limit = {
				BEL = {
					is_in_faction_with = ENG
					ENG = {
						has_war = yes
						NOT = {
							has_war_with = ROOT
						}
					}
				}
			}
			add_timed_idea = {
				idea = COG_nationals_going_to_the_british_commonwealth
				days = 365
			}
			custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
			SAF = {
				air_experience = 35
				army_experience = 10
				navy_experience = 5
			}
			ENG = {
				air_experience = 25
				army_experience = 5
				navy_experience = 5
			}
		}
	}
}
### Entity: State History
Component: 352
Constructs: limit, has_dlc, add_core_of
Source: game
File: history/states/352-Hakkari.txt

Code:
state = {
	id = 352
	name = STATE_352
	manpower = 262095
	state_category = rural
	history = {
		owner = TUR
		victory_points = {
			12476 1
		} {
			7530 1
		} {
			10497 1
		}
		buildings = {
			infrastructure = 1
		}
		if = {
			limit = {
				has_dlc = Battle for the Bosporus
			}
			add_core_of = KUR
		} {
			limit = {
				NOT = {
					has_dlc = Battle for the Bosporus
				}
			}
			add_core_of = TUR KUR
		}
	}
	provinces = {
		864 1463 7530 10497 11739 12318 12476
	}
	local_supplies = 0.0
}
### Entity: Character
Component: TIG_kassa_sebhat
Source: game
File: common/characters/TIG.txt

Code:
TIG_kassa_sebhat = {
	name = Kassa Sebhat
	portraits = {
		civilian = {
			large = GFX_r56_portrait_africa_generic_land_5
		}
	}
	country_leader = {
		ideology = absolute_monarchism
		expire = 1965.1.1
		id = -1
	} {
		ideology = fascism_ideology
		expire = 1965.1.1
		id = -1
	}
}
### Entity: Character
Component: MRT_mt
Source: game
File: common/characters/MRT.txt

Code:
MRT_mt = {
	advisor = {
		slot = theorist
		idea_token = MRT_mt
		ledger = army
		allowed = {
			original_tag = MRT
		}
		traits = {
			military_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_6
		}
	}
}
### Entity: Character
Component: LUX_guillaume_soisson
Source: game
File: common/characters/LUX.txt

Code:
LUX_guillaume_soisson = {
	advisor = {
		slot = air_chief
		idea_token = LUX_guillaume_soisson
		allowed = {
			original_tag = LUX
		}
		traits = {
			air_chief_reform_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Guillaume Soisson
	portraits = {
		army = {
			small = GFX_idea_generic_air_europe_3
		}
	}
}
### Entity: Event
Component: lar_compensate_italy.1
Constructs: is_triggered_only, ai_chance, add_to_faction
Source: game
File: events/LaR_France.txt

Code:
country_event = {
	id = lar_compensate_italy.1
	title = lar_compensate_italy.1.t
	desc = lar_compensate_italy.1.desc
	picture = GFX_report_event_generic_conference
	is_triggered_only = yes
	option = {
		name = lar_compensate_italy.1.a
		ai_chance = {
			base = 0
			modifier = {
				add = 100
				OR = {
					ITA_is_monarchist_ai = yes
					ITA_is_alt_fascist_grandi_ai = yes
				}
			}
		}
		FRA = {
			country_event = lar_compensate_italy.2
		}
		effect_tooltip = {
			ITA = {
				transfer_state = 268
			}
			FRA = {
				add_to_faction = ITA
			}
		}
	} {
		name = lar_compensate_italy.1.b
		ai_chance = {
			base = 1
		}
		FRA = {
			country_event = lar_compensate_italy.3
		}
	}
}
### Entity: National Focus
Tree: lux_focus
Component: LUX_privatisation_drive
Constructs: has_completed_focus, prerequisite, completion_reward, has_idea, add_timed_idea, random_owned_controlled_state, add_building_construction, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/r56_luxembourg.txt

Code:
focus = {
	id = LUX_privatisation_drive
	icon = GFX_goal_generic_privatization
	cost = 10
	x = 0
	y = 1
	relative_position_id = LUX_liberal_victory
	prerequisite = {
		focus = LUX_first_social_democratic_government LUX_liberal_victory LUX_the_dupong_ministry
	}
	mutually_exclusive = {
		focus = LUX_fair_economy
	}
	available = {
		NOT = {
			has_completed_focus = LUX_expand_farm_subsidies
		}
		has_idea = LUX_minister_economics_PRL
	}
	completion_reward = {
		add_timed_idea = {
			idea = r56_LUX_privatising_industry
			days = 365
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		random_owned_controlled_state = {
			add_building_construction = {
				type = industrial_complex
				level = 1
			}
			add_extra_state_shared_building_slots = 1
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Character
Component: queen_consort
Constructs: stability_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
queen_consort = {
	random = no
	sprite = 13
	stability_factor = 0.15
}
### Entity: State History
Component: 254
Constructs: add_core_of
Source: game
File: history/states/254-Ryazan.txt

Code:
state = {
	id = 254
	name = STATE_254
	manpower = 1824120
	state_category = town
	history = {
		owner = SOV
		buildings = {
			infrastructure = 3
		}
		add_core_of = SOV
		victory_points = {
			11248 1
		}
	}
	provinces = {
		269 283 314 330 397 3257 3275 3302 3322 3356 3387 6279 6284 9266 9273 9313 9330 9376 11248 11258 11294 11314 11363 11379
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: ins_focus
Component: INS_prioritize_industrial_growth
Constructs: prerequisite, limit, completion_reward, has_country_leader, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_prioritize_industrial_growth
	icon = GFX_goal_generic_construction
	available = {
		has_country_leader = {
			ruling_only = yes
			character = INS_bonifacius_cornelis_de_jonge
		}
	}
	prerequisite = {
		focus = INS_detangle_supply_chains
	}
	mutually_exclusive = {
		focus = INS_closer_economic_ties_to_netherlands
	}
	x = 1
	y = 3
	relative_position_id = INS_governor_general_de_jonge
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				impassable = no
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
				infrastructure = < 5
			}
			prioritize = {
				1058 1051 335
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			} {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Event
Component: DOD_hungary.150
Constructs: is_triggered_only, ai_chance, has_dlc, has_tech
Source: game
File: events/DOD_Hungary.txt

Code:
country_event = {
	id = DOD_hungary.150
	title = DOD_hungary.150.t
	desc = DOD_hungary.150.desc
	picture = GFX_report_event_fighters
	is_triggered_only = yes
	option = {
		name = DOD_hungary.150.a
		trigger = {
			NOT = {
				has_dlc = By Blood Alone
			}
			OR = {
				GER = {
					is_available_fighter_HUN = yes
				}
				FRA = {
					is_available_fighter_HUN = yes
				}
				ITA = {
					is_available_fighter_HUN = yes
				}
				ENG = {
					is_available_fighter_HUN = yes
				}
				USA = {
					is_available_fighter_HUN = yes
				}
			}
		}
		ai_chance = {
			factor = 50
			modifier = {
				has_tech = fighter1
				add = -10
			} {
				has_tech = fighter2
				add = -10
			} {
				has_tech = fighter3
				factor = 0
			}
		}
		country_event = DOD_hungary.151
	} {
		name = DOD_hungary.150.b
		trigger = {
			NOT = {
				has_dlc = By Blood Alone
			}
			OR = {
				GER = {
					is_available_heavy_fighter_HUN = yes
				}
				FRA = {
					is_available_heavy_fighter_HUN = yes
				}
				ITA = {
					is_available_heavy_fighter_HUN = yes
				}
				ENG = {
					is_available_heavy_fighter_HUN = yes
				}
				USA = {
					is_available_heavy_fighter_HUN = yes
				}
			}
		}
		country_event = DOD_hungary.152
		ai_chance = {
			factor = 50
			modifier = {
				has_tech = heavy_fighter1
				add = -10
			} {
				has_tech = heavy_fighter2
				add = -10
			} {
				has_tech = heavy_fighter3
				factor = 0
			}
		}
	} {
		name = DOD_hungary.150.a
		trigger = {
			has_dlc = By Blood Alone
			OR = {
				GER = {
					is_available_fighter_HUN = yes
				}
				FRA = {
					is_available_fighter_HUN = yes
				}
				ITA = {
					is_available_fighter_HUN = yes
				}
				ENG = {
					is_available_fighter_HUN = yes
				}
				USA = {
					is_available_fighter_HUN = yes
				}
			}
		}
		ai_chance = {
			factor = 50
			modifier = {
				has_tech = basic_small_airframe
				add = -10
			} {
				has_tech = improved_small_airframe
				add = -10
			} {
				has_tech = advanced_small_airframe
				factor = 0
			}
		}
		country_event = DOD_hungary.1511
	} {
		name = DOD_hungary.150.b
		trigger = {
			has_dlc = By Blood Alone
			OR = {
				GER = {
					is_available_heavy_fighter_HUN = yes
				}
				FRA = {
					is_available_heavy_fighter_HUN = yes
				}
				ITA = {
					is_available_heavy_fighter_HUN = yes
				}
				ENG = {
					is_available_heavy_fighter_HUN = yes
				}
				USA = {
					is_available_heavy_figh
# ... (truncated)
### Entity: Character
Component: BHU_tommy_gould
Source: game
File: common/characters/BHU.txt

Code:
BHU_tommy_gould = {
	advisor = {
		slot = navy_chief
		idea_token = BHU_tommy_gould
		allowed = {
			original_tag = BHU
		}
		traits = {
			navy_chief_naval_aviation_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = BHU_tommy_gould
	portraits = {
		army = {
			small = GFX_idea_generic_navy_asia_1
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_bolster_the_nationalists
Constructs: prerequisite, limit, has_government, add_war_support, completion_reward, add_political_power, add_popularity, has_power_balance
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_bolster_the_nationalists
	icon = GFX_focus_generic_fascist_troops
	x = -1
	y = 1
	cost = 5
	available = {
		has_government = neutrality
	}
	prerequisite = {
		focus = AFG_institutionalize_pashto
	}
	relative_position_id = AFG_institutionalize_pashto
	mutually_exclusive = {
		focus = AFG_purge_the_nationalists
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_war_support = 0.05
		add_political_power = -15
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
		if = {
			limit = {
				has_power_balance = {
					id = AFG_power_balance
				}
			}
			custom_effect_tooltip = r56_newline
			add_power_balance_value = {
				id = AFG_power_balance
				value = -0.1
				tooltip_side = AFG_government_side
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}