Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Modifier Reference
Component: SWI_stole_our_gold_reserves
Constructs: research_speed_factor, production_speed_buildings_factor
Source: game
File: common/dynamic_modifiers/bba_dynamic_modifiers.txt

Code:
SWI_stole_our_gold_reserves = {
	enable = {
		always = yes
	}
	icon = GFX_idea_usa_great_depression_3
	consumer_goods_factor = SWI_gold_seized_bad_consumer_goods_factor
	production_speed_buildings_factor = SWI_gold_seized_bad_building_speed_factor
	research_speed_factor = SWI_gold_seized_bad_research_speed_factor
	production_lack_of_resource_penalty_factor = SWI_gold_seized_bad_lack_of_resource_penalty_factor
	production_factory_max_efficiency_factor = SWI_gold_seized_bad_factory_max_efficiency_factor
}
### Entity: Character
Component: ROM_gheorghe_jienescu
Source: game
File: common/characters/ROM.txt

Code:
ROM_gheorghe_jienescu = {
	name = ROM_gheorghe_jienescu
	portraits = {
		army = {
			small = GFX_idea_ROM_gheorghe_jienescu
		}
	}
	advisor = {
		slot = air_chief
		idea_token = ROM_gheorghe_jienescu
		allowed = {
			original_tag = ROM
		}
		traits = {
			air_chief_reform_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Idea
Component: POR_harrowing_illiteracy
Constructs: research_speed_factor, removal_cost
Source: game
File: common/ideas/r56_portugal.txt

Code:
POR_harrowing_illiteracy = {
	picture = indochina_illiteracy
	allowed = {
		original_tag = POR
	}
	allowed_civil_war = {
		original_tag = POR
	}
	removal_cost = -1
	modifier = {
		research_speed_factor = -0.15
		experience_gain_army_factor = -0.15
		experience_gain_navy_factor = -0.15
		experience_gain_air_factor = -0.15
	}
}
### Entity: Decision
Component: BUL_align_bulgaria
Constructs: has_completed_focus, has_government, has_war_with, has_country_flag, fire_only_once, has_equipment, is_in_faction, is_in_faction_with
Source: game
File: common/decisions/BUL.txt

Code:
BUL_align_bulgaria = {
	BUL_germany_donate_fighters = {
		icon = generic_air
		available = {
			has_equipment = {
				small_plane_airframe = > 11
			}
		}
		visible = {
			BUL = {
				has_completed_focus = BUL_reorganize_the_military_industry
				OR = {
					is_in_faction = no
					is_in_faction_with = GER
				}
			}
			NOT = {
				has_war_with = BUL
				is_justifying_wargoal_against = BUL
			}
			is_subject = no
			has_capitulated = no
		}
		ai_will_do = {
			base = 0
			modifier = {
				add = 100
				is_historical_focus_on = yes
				date = > 1937.6.1
			} {
				add = 1
				is_historical_focus_on = no
				has_government = BUL
			} {
				factor = 0
				OR = {
					BUL = {
						has_opinion = {
							target = ROOT
							value = < 0
						}
					}
				}
			}
		}
		cost = 0
		fire_only_once = yes
		complete_effect = {
			BUL = {
				country_event = {
					id = bftb_bulgaria_german_influence.1
					hours = 2
					random_hours = 1
				}
			}
			custom_effect_tooltip = BUL_donate_aircraft_tt
		}
	}
	BUL_germany_demand_military_access = {
		icon = hol_draw_up_staff_plans
		available = {

		}
		visible = {
			BUL = {
				has_country_flag = BUL_german_influence_flag
				OR = {
					is_in_faction = no
					is_in_faction_with = GER
				}
			}
			NOT = {
				has_war_with = BUL
				is_justifying_wargoal_against = BUL
				has_military_access_to = BUL
			}
			any_country = {
				has_war_with = ROOT
				is_neighbor_of = BUL
			}
			is_subject = no
			has_capitulated = no
		}
		ai_will_do = {
			base = 0
			modifier = {
				add = 2
				OR = {
					BUL = {
						has_government = ROOT
					}
					AND = {
						has_government = fascism
						BUL = {
							has_government = neutrality
						}
					}
				}
			} {
				factor = 5
				BUL = {
					has_completed_focus = BUL_join_the_tripartite_pact
				}
			} {
				factor = 500
				is_historical_focus_on = yes
				has_war_with = GRE
			}
		}
		cost = 25
		fire_only_once = yes
		complete_effect = {
			BUL = {
				country_event = {
					id = bftb_bulgaria_german_influence.7
					hours = 2
					random_hours = 1
				}
			}
		}
	}
	BUL_germany_demand_replacement_of_bulgarian_prime_minister = {
		icon = eng_trade_unions_demand
		available = {

		}
		visible = {
			NOT = {
				has_war_with = BUL
				is_justifying_wargoal_against = BUL
			}
			BUL = {
				OR = {
					is_in_faction = no
					is_in_faction_with = GER
				}
				has_completed_
# ... (truncated)
### Entity: National Focus
Tree: ice_focus
Component: ICE_mountain_focus
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_iceland.txt

Code:
focus = {
	id = ICE_mountain_focus
	icon = GFX_goal_generic_special_forces
	cost = 10
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = ICE_look_into_special
	}
	x = 27
	y = 3
	completion_reward = {
		add_tech_bonus = {
			name = ICE_mountain_forces
			bonus = 1
			ahead_reduction = 1
			uses = 2
			category = mountaineers_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Scripted Effect
Component: GER_monarchist_bop_very_high_decrease_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/r56_GER_scripted_effects.txt

Code:
GER_monarchist_bop_very_high_decrease_effect = {
	add_power_balance_value = {
		id = GER_monarchist_power_balance
		value = -0.25
	}
}
### Entity: Character
Component: DEN_carl_hammerich
Constructs: has_dlc
Source: game
File: common/characters/DEN.txt

Code:
DEN_carl_hammerich = {
	instance = {
		allowed = {
			has_dlc = Arms Against Tyranny
		}
		name = DEN_carl_hammerich
		portraits = {
			army = {
				large = GFX_portrait_DEN_carl_hammerich
				small = GFX_portrait_DEN_carl_hammerich_small
			}
		}
		advisor = {
			slot = high_command
			idea_token = DEN_carl_hammerich
			ledger = navy
			allowed = {
				original_tag = DEN
			}
			traits = {
				navy_submarine_1
			}
			cost = 50
			ai_will_do = {
				base = 1.0
			}
		}
		navy_leader = {
			traits = {
				torpedo_expert navy_career_officer
			}
			skill = 2
			attack_skill = 2
			defense_skill = 2
			maneuvering_skill = 2
			coordination_skill = 1
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Arms Against Tyranny
			}
		}
		name = DEN_carl_hammerich
		portraits = {
			army = {
				small = GFX_idea_generic_navy_europe_1
			}
		}
		advisor = {
			slot = navy_chief
			idea_token = DEN_carl_hammerich
			allowed = {
				original_tag = DEN
			}
			traits = {
				navy_chief_decisive_battle_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
	}
}
### Entity: Idea
Component: SIA_lingering_civilian_wing_opposition
Constructs: removal_cost
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_lingering_civilian_wing_opposition = {
	removal_cost = -1
	picture = democratic_bastion
	allowed_civil_war = {
		original_tag = SIA
	}
	modifier = {
		political_power_factor = -0.15
		join_faction_tension = 0.25
		justify_war_goal_time = 0.12
		stability_weekly = -0.001
	}
}
### Entity: Event
Component: new_ger.136
Constructs: is_triggered_only, add_claim_by, give_resource_rights, is_subject_of, clr_country_flag
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.136
	title = new_ger.136.t
	desc = new_ger.136.d
	picture = GFX_report_event_germany_politician_handshake
	is_triggered_only = yes
	option = {
		name = new_ger.136.a
		GER = {
			country_event = CHI_warlords.20
		}
		764 = {
			add_claim_by = ROOT
		} {
			transfer_state_to = ROOT
		}
		154 = {
			add_claim_by = ROOT
		} {
			transfer_state_to = ROOT
		}
		give_resource_rights = {
			receiver = GER
			state = 46
			resources = {
				oil
			}
		}
		diplomatic_relation = {
			country = GER
			relation = non_aggression_pact
			active = yes
		}
	} {
		name = new_ger.136.b
		trigger = {
			NOT = {
				is_subject_of = FROM
			}
		}
		GER = {
			country_event = CHI_warlords.19
		} {
			clr_country_flag = GER_anti_hungary
		}
	}
}
### Entity: Idea
Component: AST_nationalizing_spirit
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/australia.txt

Code:
AST_nationalizing_spirit = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_nationalization
	modifier = {
		industrial_capacity_factory = -0.3
		industrial_capacity_dockyard = -0.3
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_R56_technical_schools
Constructs: prerequisite, completion_reward, add_tech_bonus, industrial_bonus
Source: game
File: common/national_focus/r56_brazil.txt

Code:
focus = {
	id = BRA_R56_technical_schools
	icon = GFX_goal_generic_production2
	prerequisite = {
		focus = BRA_R56_coffee_crisis_aftermath
	}
	relative_position_id = BRA_R56_coffee_crisis_aftermath
	x = 1
	y = 1
	cost = 5
	completion_reward = {
		add_tech_bonus = {
			name = industrial_bonus
			bonus = 0.5
			uses = 1
			category = industry
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3ANATO_medium_tank_artillery.png.html

Doc:
File

File history

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Metadata
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### Entity: Event
Component: BBA_italy_interaction_events.27
Constructs: is_triggered_only, ai_chance, every_country, add_war_support, has_country_flag, add_stability, has_dino_grandi, give_guarantee
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_interaction_events.27
	title = BBA_italy_interaction_events.27.t
	desc = BBA_italy_interaction_events.27.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = BBA_italy_interaction_events.27.a
		trigger = {
			NOT = {
				has_country_flag = ITA_italy_asks_ethiopian_host_for_help
			}
		}
		ai_chance = {
			base = 50
			modifier = {
				add = 15
				ITA = {
					has_dino_grandi = yes
				}
			}
		}
		add_war_support = 0.05
		add_stability = -0.15
		ENG = {
			give_guarantee = AUS
		}
		hidden_effect = {
			every_country = {
				news_event = {
					hours = 6
					id = BBA_italy_interaction_events_news.2
				}
			}
		}
	} {
		name = BBA_italy_interaction_events.27.b
		trigger = {
			has_country_flag = ITA_italy_asks_ethiopian_host_for_help
		}
		ai_chance = {
			base = 50
			modifier = {
				add = 15
				ITA = {
					has_dino_grandi = yes
				}
			}
		}
		custom_effect_tooltip = ITA_if_Italy_accepts_tt
		effect_tooltip = {
			add_war_support = 0.05
			add_stability = -0.15
			ENG = {
				give_guarantee = AUS
			}
		}
		FROM = {
			country_event = {
				id = BBA_italo_ethiopian_war_events.500
				hours = 2
			}
		}
	} {
		name = BBA_italy_interaction_events.27.c
		ai_chance = {
			base = 50
		}
		add_stability = 0.1
	}
}
### Entity: Character
Component: CHL_gustavo_silva
Source: game
File: common/characters/CHL.txt

Code:
CHL_gustavo_silva = {
	advisor = {
		slot = high_command
		idea_token = CHL_gustavo_silva
		ledger = navy
		allowed = {
			original_tag = CHL
		}
		traits = {
			navy_naval_air_defense_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = CHL_gustavo_silva
	portraits = {
		army = {
			small = GFX_idea_generic_navy_south_america_3
		}
	}
}
### Entity: Idea
Component: AUS_radio_improvements
Constructs: removal_cost
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_radio_improvements = {
	picture = SWE_radiotjanst
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		army_org_factor = 0.05
		army_morale_factor = 0.1
		land_reinforce_rate = 0.01
	}
}
### Entity: AI Strategy
Component: paratroopers_GER
Constructs: has_tech
Source: game
File: common/ai_templates/templates_GER.txt

Code:
paratroopers_GER = {
	available_for = {
		GER
	}
	role = paratroopers
	upgrade_prio = {
		base = 2
		modifier = {
			factor = 0
			NOT = {
				has_tech = paratroopers
			}
		}
	}
	paratrooper_default_GER = {
		upgrade_prio = {
			base = 2
		}
		target_template = {
			support = {
				engineer = 1
			}
			regiments = {
				paratrooper = 4
			}
		}
	}
	paratrooper_early_GER = {
		upgrade_prio = {
			base = 1
			modifier = {
				factor = 3
				date = > 1940.1.1
			}
		}
		target_template = {
			support = {
				engineer = 1
				field_hospital = 1
			}
			regimental_support = {
				anti_tank_battery = 1
				field_guns = 1
			}
			regiments = {
				paratrooper = 7
			}
		}
	}
	paratrooper_mid_GER = {
		upgrade_prio = {
			base = 1
			modifier = {
				factor = 4
				date = > 1942.1.1
			}
		}
		target_template = {
			support = {
				engineer = 1
				recon = 1
				field_hospital = 1
			}
			regimental_support = {
				anti_tank_battery = 1
				field_guns = 1
			}
			regiments = {
				paratrooper = 9
			}
		}
	}
}
### Entity: Country History
Country: KUB
Component: KUB_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/KUB - Kuban Republic.txt

Code:
# Politics & Parties for KUB
set_politics = {
	ruling_party = neutrality
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 30
	neutrality = 30
	communism = 20
	fascism = 20
}
### Entity: Character
Component: GER_himmler_fuhrer_abwehr
Constructs: political_power_gain
Source: game
File: common/country_leader/00_traits.txt

Code:
GER_himmler_fuhrer_abwehr = {
	random = no
	political_power_gain = 0.25
	resistance_damage_to_garrison = -0.25
	foreign_subversive_activites = -0.3
	non_core_manpower = 0.02
	subversive_activites_upkeep = -0.25
	operative_slot = 1
	intelligence_agency_defense = 0.2
	intel_from_combat_factor = 0.25
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_sea_small_arms_production
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, add_extra_state_shared_building_slots, add_building_construction, add_tech_bonus
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = CHI_sea_small_arms_production
	icon = GFX_goal_generic_small_arms
	x = 1
	y = 1
	relative_position_id = CHI_sea_develop_capital_arsenal
	cost = 10
	prerequisite = {
		focus = CHI_sea_develop_capital_arsenal
	}
	ai_will_do = {
		base = 4
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		capital_scope = {
			IF = {
				limit = {
					free_building_slots = {
						building = arms_factory
						size = > 0
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			}
		}
		add_tech_bonus = {
			name = CHI_local_arms_development
			bonus = 1.0
			uses = 1
			category = infantry_weapons
		}
	}
}
### Entity: Idea
Component: SIA_build_a_modest_social_state_r56_idea
Constructs: research_speed_factor, removal_cost, fascism_drift
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_build_a_modest_social_state_r56_idea = {
	name = SIA_state_of_the_civilian_wing_r56
	removal_cost = -1
	picture = democratic_bastion
	allowed_civil_war = {
		original_tag = SIA
	}
	modifier = {
		political_power_factor = -0.15
		research_speed_factor = 0.04
		fascism_drift = -0.02
	}
}
### Entity: Event
Component: kmt.57
Constructs: is_triggered_only, limit, every_controlled_state
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.57
	title = kmt.57.t
	desc = kmt.57.d
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = kmt.57.a
		FROM = {
			every_controlled_state = {
				limit = {
					OR = {
						region = 142 228
					}
				}
				ROOT = {
					transfer_state = PREV
				}
			}
		}
	}
}
### Entity: Military Industrial Organization
Component: MEX_fabrica_nacional_armas_organization
Source: game
File: common/military_industrial_organization/organizations/MEX_organization.txt

Code:
MEX_fabrica_nacional_armas_organization = {
	include = generic_infantry_equipment_organization
	icon = GFX_idea_generic_infantry_equipment_manufacturer_3
	allowed = {
		tag = MEX
	}
}
### Entity: AI Strategy
Component: SWE_r56_sweden_not_neutral_befriend_france_plan
Constructs: has_completed_focus, has_government, is_faction_leader
Source: game
File: common/ai_strategy_plans/SWE_r56_alternate_strategy_plan.txt

Code:
SWE_r56_sweden_not_neutral_befriend_france_plan = {
	name = Befriend FRA
	desc = Since you can't apparently use IF statements in ai_strategy_plan
	allowed = {
		original_tag = SWE
	}
	enable = {
		SWE = {
			has_completed_focus = SWE_neutral_no_more
		}
		FRA = {
			has_government = democratic
			is_faction_leader = yes
		}
	}
	ai_strategy = {
		type = befriend
		id = FRA
		value = 100
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_humanitarian_aid
Constructs: prerequisite, completion_reward, add_political_power, add_to_variable
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_humanitarian_aid
	prerequisite = {
		focus = ETH_callout_to_the_world
	}
	icon = GFX_goal_generic_trade
	relative_position_id = ETH_callout_to_the_world
	x = -1
	y = 1
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = ETH_humanitarian_aid_tt
		add_to_variable = {
			ETH_communist_factory_repair_factor = 0.1
		}
		add_political_power = 100
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3AItaly_national_focus_tree.jpeg.html

Doc:
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### Entity: Character
Component: GER_stresemanns_heir
Constructs: democratic_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
GER_stresemanns_heir = {
	sprite = 13
	random = no
	stability_weekly = 0.002
	opinion_gain_monthly_factor = 1
	democratic_drift = 0.02
	political_power_factor = 0.025
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_request_transfer_of_british_commanders
Constructs: prerequisite, completion_reward, has_idea, cancel_if_invalid
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_request_transfer_of_british_commanders
	icon = GFX_focus_generic_naval_discipline
	prerequisite = {
		focus = RAJ_obtain_british_naval_contracts
	}
	x = -3
	y = 3
	relative_position_id = RAJ_royal_indian_navy_dlc
	cost = 5
	available = {
		has_idea = RAJ_british_naval_agreement
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MILITARY_CHARACTER
	}
	completion_reward = {
		ENG = {
			country_event = {
				id = GOE_RAJ_navy.4
				days = 1
			}
		}
	}
}
### Entity: Scripted Trigger
Component: frloc_ruler_name_female_cons
Constructs: has_country_leader
Source: game
File: common/scripted_triggers/00_scripted_triggers_FR_loc.txt

Code:
frloc_ruler_name_female_cons = {
	OR = {
		has_country_leader = {
			character = ARG_fanny_edelman
		} {
			character = BUL_dimitrana_ivanova
		} {
			character = CHI_soong_mei_ling
		} {
			character = ENG_mary_sophia_allen
		} {
			character = ENG_sylvia_pankhurst
		} {
			character = ENG_corgis_3
		} {
			character = ENG_corgis_3
		} {
			name = Nancy Wake
		} {
			name = Diana Rowden
		} {
			character = ETH_senedu_gebru
		} {
			character = ETH_random_leader_3
		} {
			character = ETH_random_leader_5
		} {
			character = ETH_random_leader_6
		} {
			character = ETH_random_general_2
		} {
			character = ETH_random_general_4
		} {
			character = ETH_random_general_6
		} {
			name = Jeannie Rousseau
		} {
			name = Joséphine Baker
		} {
			character = GER_victoria
		} {
			character = HOL_wilhelmina
		} {
			character = ITA_norma_barbolini
		} {
			name = Rosa Dainelli
		} {
			name = Laura Garroni
		} {
			name = Stefanina Moro
		} {
			name = Yoshiko Kawashima
		} {
			character = MAN_yoshiko_kawashima
		} {
			character = PAN_margarita_belloso_jimenez
		} {
			character = POL_maria_koszutska
		} {
			character = POL_wanda_wasilewska
		} {
			character = POR_maria_lamas
		} {
			character = RAJ_lakshmi_sahgal
		} {
			name = Noor Inayat Khan
		} {
			character = SPR_dolores_ibarruri
		} {
			character = SPR_federica_montseny
		} {
			name = Lina Ódena
		} {
			character = SPR_lina_odena
		} {
			character = SWI_clara_thalmann
		} {
			name = Clara Thalmann
		} {
			name = Teri'i-nui-o-Tahiti a Pomare
		} {
			character = TAH_terii_nui_o_tahiti_a_pomare
		} {
			character = TUR_durrushehvar_i
		} {
			character = TUR_halide_edib_adivar
		} {
			name = Wallis I
		} {
			name = Wallis Ière
		} {
			name = Virginia Hall
		}
	}
}
### Entity: Event
Component: denmark_fascist_event.21
Constructs: is_triggered_only, limit, has_tech_sharing_feature, add_to_tech_sharing_group, add_tech_bonus
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_fascist_event.21
	title = denmark_fascist_event.21.t
	desc = denmark_fascist_event.21.desc
	picture = GFX_report_event_generic_handshake
	is_triggered_only = yes
	option = {
		name = denmark_fascist_event.21.a
		if = {
			limit = {
				has_tech_sharing_feature = yes
			}
			add_to_tech_sharing_group = DEN_german_danish_joint_military_program
			FROM = {
				add_to_tech_sharing_group = DEN_german_danish_joint_military_program
			}
		}
		add_tech_bonus = {
			name = DEN_german_danish_joint_military_program
			bonus = 0.5
			uses = 1
			category = armor
		}
	}
}
### Entity: Scripted Trigger
Component: SIA_asias_liberal_firebrand_r56_branch_trigger
Constructs: has_government, has_country_leader
Source: game
File: common/scripted_triggers/SIA_scripted_triggers_r56.txt

Code:
SIA_asias_liberal_firebrand_r56_branch_trigger = {
	OR = {
		has_government = democratic
		has_country_leader = {
			character = SIA_pridi_banomyong
			ruling_only = yes
		}
	}
}
### Entity: Character
Component: CZE_frantisek_chvalkovsky
Constructs: limit, has_government, has_power_balance
Source: game
File: common/characters/CZE.txt

Code:
CZE_frantisek_chvalkovsky = {
	name = CZE_frantisek_chvalkovsky
	portraits = {
		army = {
			small = GFX_portrait_CZE_frantisek_chvalkovsky_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = CZE_frantisek_chvalkovsky
		allowed = {
			original_tag = CZE
		}
		available = {
			NOT = {
				has_government = communism
			}
		}
		visible = {
			NOT = {
				has_government = communism
			}
		}
		traits = {
			CZE_overly_pragmatic_diplomat
		}
		cost = 75
		on_add = {
			owner = {
				if = {
					limit = {
						has_power_balance = {
							id = CZE_bop_army_readiness
						}
					}
					CZE_bop_very_low_decrease_effect = yes
					custom_effect_tooltip = generic_skip_one_line_tt
				}
			}
		}
		on_remove = {
			owner = {
				if = {
					limit = {
						has_power_balance = {
							id = CZE_bop_army_readiness
						}
					}
					CZE_bop_very_low_increase_effect = yes
				}
			}
		}
	}
}
### Entity: Achievement
Component: bevrijding
Constructs: has_government, has_completed_focus, is_ironman, has_start_date, has_any_custom_difficulty_setting
Source: game
File: common/achievements.txt

Code:
bevrijding = {
	id = 86
	possible = {
		tag = HOL
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
	}
	happened = {
		has_government = democratic
		OR = {
			has_completed_focus = HOL_liberation HOL_liberation_taog
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_the_honorary_scandinavian
Constructs: prerequisite, completion_reward, is_subject, is_in_faction_with, is_subject_of, is_faction_leader
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_the_honorary_scandinavian
	icon = GFX_focus_EST_estonia_is_scandinavia
	prerequisite = {
		focus = SWE_the_scandinavian_council
	}
	relative_position_id = SWE_the_scandinavian_council
	x = 1
	y = 1
	cost = 10
	available_if_capitulated = yes
	available = {
		EST = {
			OR = {
				AND = {
					is_subject = no
					is_in_faction_with = SWE
				}
				is_subject_of = SWE
			}
		}
		is_faction_leader = yes
		is_subject = no
	}
	bypass = {
		NOT = {
			country_exists = EST
		}
	}
	completion_reward = {
		EST = {
			country_event = {
				id = sweden_sca_unite.4
				days = 2
			}
		}
	}
}