Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: pol_focus
Component: POL_the_north_sea
Constructs: prerequisite, completion_reward, is_faction_leader, unlock_decision_tooltip
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_the_north_sea
	icon = GFX_focus_generic_scandinavian_alliance
	prerequisite = {
		focus = POL_the_between_the_seas_concept
	}
	available = {
		is_faction_leader = yes
	}
	x = -2
	y = 1
	relative_position_id = POL_the_between_the_seas_concept
	cost = 5
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		unlock_decision_tooltip = POL_diplomatic_mission_to_FIN
	}
}
### Entity: Scripted Effect
Component: EAI_num_surface_ships
Constructs: set_variable, add_to_variable
Source: game
File: common/scripted_effects/EAI_MISC_effects.txt

Code:
EAI_num_surface_ships = {
	set_variable = {
		EAI_num_surface_ships = num_ships_with_type@destroyer
	} {
		EAI_num_capital_ships = num_ships_with_type@heavy_cruiser
	} {
		EAI_num_screen_ships = num_ships_with_type@destroyer
	}
	add_to_variable = {
		EAI_num_surface_ships = num_ships_with_type@light_cruiser
	} {
		EAI_num_surface_ships = num_ships_with_type@heavy_cruiser
	} {
		EAI_num_surface_ships = num_ships_with_type@battle_cruiser
	} {
		EAI_num_surface_ships = num_ships_with_type@battleship
	} {
		EAI_num_surface_ships = num_ships_with_type@carrier
	} {
		EAI_num_capital_ships = num_ships_with_type@battle_cruiser
	} {
		EAI_num_capital_ships = num_ships_with_type@battleship
	} {
		EAI_num_capital_ships = num_ships_with_type@carrier
	} {
		EAI_num_screen_ships = num_ships_with_type@light_cruiser
	}
}
### Entity: Effect Reference
Construct: release
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## release

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

```
releases specified country as a puppet using your owned states
```
### Entity: Modifier Reference
Construct: army_leader_start_logistics_level
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## army_leader_start_logistics_level

* Number with 0 decimal places
* **Categories**: unit_leader
### Entity: Idea
Component: NORDIC_to_arms_against_tyranny_ns
Constructs: army_defence_factor, democratic_drift, neutrality_drift, send_volunteer_size, send_volunteer_divisions_required
Source: game
File: common/ideas/nordic_shared.txt

Code:
NORDIC_to_arms_against_tyranny_ns = {
	picture = FRA_scw_intervention_republicans_focus
	modifier = {
		democratic_drift = 0.02
		neutrality_drift = 0.02
		send_volunteer_size = 3
		send_volunteer_divisions_required = -0.3
		lend_lease_tension = -0.2
		army_defence_factor = 0.2
	}
}
### Entity: Character
Component: ENG_miles_dempsey
Source: game
File: common/characters/ENG.txt

Code:
ENG_miles_dempsey = {
	name = ENG_miles_dempsey
	portraits = {
		army = {
			large = GFX_portrait_ENG_miles_dempsey
			small = GFX_portrait_ENG_miles_dempsey_small
		}
	}
	corps_commander = {
		traits = {
			brilliant_strategist career_officer infantry_officer
		}
		skill = 4
		attack_skill = 3
		defense_skill = 4
		planning_skill = 4
		logistics_skill = 2
		legacy_id = 0
	}
}
### Entity: Event
Component: israel.87
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, has_global_flag, random_hours, set_country_flag
Source: game
File: events/israel.txt

Code:
country_event = {
	id = israel.87
	title = israel.87.t
	desc = israel.87.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = israel.87.a
		trigger = {
			NOT = {
				has_global_flag = ISR_EGY_rejected_plan_1 ISR_EGY_rejected_plan_2 ISR_EGY_rejected_plan_3
			}
		}
		EGY = {
			country_event = {
				id = israel.90
				days = 1
				random_hours = 12
			}
		}
	} {
		name = israel.87.b
		trigger = {
			NOT = {
				has_global_flag = ISR_EGY_rejected_plan_2 ISR_EGY_rejected_plan_3
			}
		}
		EGY = {
			country_event = {
				id = israel.93
				days = 1
				random_hours = 12
			}
		}
		ai_chance = {
			base = 60
		}
	} {
		name = israel.87.c
		trigger = {
			NOT = {
				has_global_flag = ISR_EGY_rejected_plan_3
			}
		}
		EGY = {
			country_event = {
				id = israel.95
				days = 1
				random_hours = 12
			}
		}
		ai_chance = {
			base = 25
		}
	} {
		name = israel.87.d
		ai_chance = {
			base = 15
		}
		if = {
			limit = {
				has_completed_focus = ISR_stretch_out_the_hand
			}
			uncomplete_national_focus = {
				focus = ISR_stretch_out_the_hand
			}
		}
		set_country_flag = ISR_negotiations_collapsed
		EGY = {
			country_event = israel.88
		}
	}
}
### Entity: Character
Component: IRE_michael_costello
Source: game
File: common/characters/IRE.txt

Code:
IRE_michael_costello = {
	name = Michael Costello
	portraits = {
		army = {
			large = GFX_portrait_Michael_Costello
			small = GFX_portrait_Michael_Costello_small
		}
	}
	corps_commander = {
		skill = 2
		attack_skill = 2
		defense_skill = 2
		planning_skill = 1
		logistics_skill = 2
		legacy_id = -1
	}
}
### Entity: Event
Component: denmark_expansion_event.100
Constructs: is_triggered_only, annex_country
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_expansion_event.100
	title = denmark_expansion_event.100.t
	desc = denmark_expansion_event.100.desc
	picture = GFX_report_event_military_planning
	is_triggered_only = yes
	option = {
		name = denmark_expansion_event.100.a
		effect_tooltip = {
			FROM = {
				annex_country = {
					target = ROOT
					transfer_troops = yes
				}
			}
		}
	}
}
### Entity: Event
Component: israel.91
Constructs: is_triggered_only, ai_chance, limit, remove_ideas, random_hours, set_demilitarized_zone, has_idea, unlock_national_focus
Source: game
File: events/israel.txt

Code:
country_event = {
	id = israel.91
	title = israel.91.t
	desc = israel.91.d
	is_triggered_only = yes
	picture = GFX_report_event_generic_sign_treaty1
	option = {
		name = israel.91.a
		EGY = {
			country_event = {
				id = israel.92
				days = 1
				random_hours = 12
			}
			effect_tooltip = {
				995 = {
					transfer_state_to = EGY
					set_demilitarized_zone = yes
				}
				453 = {
					set_demilitarized_zone = yes
				}
				EGY = {
					diplomatic_relation = {
						country = ISR
						relation = non_aggression_pact
					}
				}
			}
		}
		if = {
			limit = {
				has_idea = ISR_suez_pressure_1
			}
			remove_ideas = ISR_suez_pressure_1
		}
		else_if = {
			limit = {
				has_idea = ISR_suez_pressure_2
			}
			remove_ideas = ISR_suez_pressure_2
		} {
			limit = {
				has_idea = ISR_suez_pressure_3
			}
			remove_ideas = ISR_suez_pressure_3
		} {
			limit = {
				has_idea = ISR_suez_pressure_4
			}
			remove_ideas = ISR_suez_pressure_4
		} {
			limit = {
				has_idea = ISR_suez_pressure_5
			}
			remove_ideas = ISR_suez_pressure_5
		}
		hidden_effect = {
			unlock_national_focus = ISR_stretch_out_the_hand
		}
	} {
		name = israel.91.b
		set_country_flag = ISR_negotiations_collapsed
		set_global_flag = ISR_EGY_rejected_plan_1
		EGY = {
			country_event = israel.88
		}
		ai_chance = {
			base = 0
		}
	}
}
### Entity: Modifier Reference
Component: JAP_civilian_cabinet_modifier
Constructs: stability_factor, war_support_factor, has_government, remove_trigger, democratic_drift
Source: game
File: common/dynamic_modifiers/SEA_dynamic_modifiers.txt

Code:
JAP_civilian_cabinet_modifier = {
	icon = GFX_idea_JAP_the_civilian_cabinet
	enable = {
		always = yes
	}
	remove_trigger = {
		OR = {
			has_government = neutrality fascism
		}
	}
	political_advisor_cost_factor = JAP_civilian_cabinet_political_advisor_cost_factor
	high_command_cost_factor = JAP_civilian_cabinet_high_command_cost_factor
	army_chief_cost_factor = JAP_civilian_cabinet_army_chief_cost_factor
	mobilization_laws_cost_factor = JAP_civilian_cabinet_mobilization_laws_cost_factor
	consumer_goods_factor = JAP_civilian_cabinet_consumer_goods_factor
	resource_trade_cost_bonus_per_factory = JAP_civilian_cabinet_resource_trade_cost_bonus_per_factory
	military_leader_cost_factor = JAP_civilian_cabinet_military_leader_cost_factor
	political_power_factor = JAP_civilian_cabinet_political_power_factor
	stability_factor = JAP_civilian_cabinet_stability_factor
	war_support_factor = JAP_civilian_cabinet_war_support_factor
	military_industrial_organization_research_bonus = JAP_civilian_cabinet_military_industrial_organization_research_bonus
	conscription = JAP_civilian_cabinet_conscription
	unit_leader_as_advisor_cp_cost_factor = JAP_civilian_cabinet_unit_leader_as_advisor_cp_cost_factor
	army_leader_start_defense_level = JAP_civilian_cabinet_army_leader_start_defense_level
	justify_war_goal_time = JAP_civilian_cabinet_justify_war_goal_time
	democratic_drift = JAP_civilian_cabinet_democratic_drift
}
### Entity: Idea
Component: TUR_the_battle_for_our_nations_survival
Constructs: war_support_factor, removal_cost, conscription_factor
Source: game
File: common/ideas/turkey.txt

Code:
TUR_the_battle_for_our_nations_survival = {
	allowed = {
		original_tag = TUR
	}
	allowed_civil_war = {
		always = yes
	}
	picture = FRA_scw_intervention_nationalists_focus
	removal_cost = -1
	modifier = {
		war_support_factor = 0.3
		army_org_factor = 0.12
		army_speed_factor = 0.1
		training_time_factor = -0.25
		minimum_training_level = -0.1
		army_core_defence_factor = 0.2
		conscription_factor = 0.25
	}
}
### Entity: Effect Reference
Construct: activate_decision
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## activate_decision

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Activates specified decision for scope country
```
### Entity: National Focus
Tree: raj_focus
Component: RAJ_the_burma_rifles
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_doctrine_cost_reduction, add_tech_bonus
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_the_burma_rifles
	icon = GFX_goal_generic_army_doctrines
	prerequisite = {
		focus = RAJ_frontier_corps
	}
	x = 0
	y = 1
	relative_position_id = RAJ_frontier_corps
	cost = 5
	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_doctrine_cost_reduction = {
			name = RAJ_the_burma_rifles
			cost_reduction = 0.35
			uses = 1
			category = land_doctrine
		}
		add_tech_bonus = {
			bonus = 0.4
			uses = 1
			category = infantry_weapons
			name = RAJ_the_burma_rifles
		}
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_mobilization_of_the_people
Constructs: division_template, prerequisite, completion_reward, cancel_if_invalid, random_owned_controlled_state, create_unit, add_to_variable
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_mobilization_of_the_people
	icon = GFX_focus_generic_limited_social_mobilization
	prerequisite = {
		focus = PRC_the_unwilling_diarchy_focus
	}
	x = 2
	y = 0
	relative_position_id = PRC_bring_war_to_neighboring_warlords
	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_MANPOWER
	}
	completion_reward = {
		random_owned_controlled_state = {
			custom_effect_tooltip = PRC_mobilization_of_the_people_tt
			hidden_effect = {
				create_unit = {
					division = division_template = "Renmin Jundui" start_equipment_factor = 0.4
					owner = ROOT
				} {
					division = division_template = "Renmin Jundui" start_equipment_factor = 0.4
					owner = ROOT
				} {
					division = division_template = "Renmin Jundui" start_equipment_factor = 0.4
					owner = ROOT
				} {
					division = division_template = "Renmin Jundui" start_equipment_factor = 0.4
					owner = ROOT
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt PRC_the_chinese_red_army_modify_tt
		add_to_variable = {
			PRC_the_chinese_army_conscription_factor = 0.05
			tooltip = conscription_factor_tt
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_peoples_commissar_for_defense
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_peoples_commissar_for_defense
	icon = GFX_focus_SOV_builder_of_the_red_army
	x = 2
	y = 1
	cost = 10
	prerequisite = {
		focus = SWE_establish_politburo
	}
	relative_position_id = SWE_establish_politburo
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {

	}
	completion_reward = {
		add_ideas = SWE_peoples_commissar_for_defense_idea
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_norwegian_carriers
Constructs: prerequisite, limit, completion_reward, add_tech_bonus, random_owned_state, is_coastal, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_norwegian_carriers
	icon = GFX_goal_generic_navy_carrier
	prerequisite = {
		focus = NOR_battleship_focus
	}
	x = 0
	y = 1
	relative_position_id = NOR_battleship_focus
	cost = 10
	available = {
		NOR_broken_gun_trigger = yes
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = NOR_norwegian_carriers
			bonus = 1
			uses = 1
			category = cv_tech
		}
		random_owned_state = {
			limit = {
				is_coastal = yes
				free_building_slots = {
					building = dockyard
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
		custom_effect_tooltip = NOR_modify_royal_navy_dmod_TT
		add_to_variable = {
			var = NOR.NOR_royal_navy_dmod_sortie_efficiency
			value = 0.2
			tooltip = sortie_efficiency_tt
		}
	}
}
### Entity: Event
Component: iceland_events.7
Constructs: is_triggered_only, ai_chance, limit, remove_ideas, has_government, random_hours, has_idea
Source: game
File: events/AAT_Iceland.txt

Code:
country_event = {
	id = iceland_events.7
	title = iceland_events.7.t
	desc = iceland_events.7.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	immediate = {

	}
	option = {
		name = iceland_events.7.a
		ai_chance = {
			base = 1
		}
		FROM = {
			end_puppet = ROOT
		}
		country_event = {
			id = iceland_events.45
			hours = 16
			random_hours = 32
		}
		IF = {
			limit = {
				has_idea = ICE_christian_x
			}
			remove_ideas = {
				ICE_christian_x
			}
		}
	} {
		name = iceland_events.7.b
		ai_chance = {
			base = 1
		}
		trigger = {
			NOT = {
				DEN = {
					has_government = communism
				}
			}
		}
		FROM = {
			end_puppet = ROOT
		} {
			country_event = {
				id = iceland_events.8
				hours = 8
				random_hours = 32
			}
		}
	}
}
### Entity: Character
Component: habsburg_eu_delegate
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
habsburg_eu_delegate = {
	random = no
	sprite = 13
	faction_trade_opinion_factor = 0.25
	opinion_gain_monthly_factor = 0.15
	consumer_goods_factor = -0.1
	stability_factor = 0.05
	political_power_factor = 0.05
}
### Entity: Character
Component: BAD_berthold
Source: game
File: common/characters/BAD.txt

Code:
BAD_berthold = {
	name = BAD_berthold
	portraits = {
		civilian = {
			large = gfx/leaders/r56_generic/r56_portrait_generic_politician_europe_3.dds
		}
	}
	country_leader = {
		ideology = absolute_monarchism
		expire = 1965.1.1
		id = -1
	}
}
### Entity: State History
Component: 786
Constructs: force_link_ownership_to, add_core_of
Source: game
File: history/states/786-Mauritanian Desert.txt

Code:
state = {
	id = 786
	name = STATE_786
	manpower = 124200
	state_category = wasteland
	impassable = yes
	force_link_ownership_to = 557
	history = {
		owner = FRA
		add_core_of = MRT
		buildings = {
			infrastructure = 0
		}
	}
	provinces = {
		1897 1962 7943 8035 10771 10779 10838
	}
	local_supplies = 0.0
}
### Entity: Idea
Component: SWE_armed_neutrality
Constructs: removal_cost, is_in_faction
Source: game
File: common/ideas/r56_sweden.txt

Code:
SWE_armed_neutrality = {
	allowed = {
		always = no
	}
	removal_cost = -1
	do_effect = {
		is_in_faction = no
	}
	picture = YUG_federal_defense_council
	modifier = {
		custom_modifier_tooltip = SWE_armed_neutrality_explanation_tt
		army_core_attack_factor = 0.1
		army_core_defence_factor = 0.1
		army_attack_against_major_factor = 0.05
	}
}
### Entity: Idea
Component: SIK_KHM_defaction
Constructs: war_support_factor, has_war_with, removal_cost
Source: game
File: common/ideas/r56_generic_tree.txt

Code:
SIK_KHM_defaction = {
	picture = prc_low_popular_support3
	removal_cost = -1
	available = {
		ROOT = {
			has_war_with = KHM
		}
	}
	allowed = {
		always = no
	}
	modifier = {
		surrender_limit = -0.25
		war_support_factor = -0.25
		army_org_factor = -0.1
	}
}
### Entity: State History
Component: 429
Constructs: add_core_of, add_to_array
Source: game
File: history/states/429-Mumbai.txt

Code:
state = {
	id = 429
	name = STATE_429
	manpower = 18928000
	state_category = town
	resources = {
		tungsten = 26
	}
	history = {
		owner = RAJ
		add_core_of = RAJ
		add_to_array = {
			state_victory_points = 1349
		} {
			state_victory_points = 9975
		}
		buildings = {
			infrastructure = 2
			industrial_complex = 1
			air_base = 2
			1349 = {
				naval_base = 6
			}
		}
		victory_points = {
			1349 25
		} {
			9975 10
		}
	}
	provinces = {
		1349 4072 4187 4353 7013 7119 7150 7177 7232 10019 10210 10270 11952 12142 12182 12269
	}
	local_supplies = 0.0
}
### Entity: Event
Component: PER_imperial_events.233
Constructs: is_triggered_only, ai_chance, fire_only_once, set_politics, add_popularity
Source: game
File: events/GOE_Persia.txt

Code:
country_event = {
	id = PER_imperial_events.233
	title = PER_imperial_events.233.t
	desc = PER_imperial_events.233.desc
	picture = GFX_report_event_generic_military_parade
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = PER_imperial_events.233.a
		ai_chance = {
			base = 10
		}
		set_politics = {
			ruling_party = neutrality
			elections_allowed = no
		}
		add_popularity = {
			ideology = neutrality
			popularity = 0.2
		}
	}
}
### Entity: AI Strategy
Component: germany_hungary_kaiser
Constructs: has_completed_focus, has_government
Source: game
File: common/ai_strategy/HUN.txt

Code:
germany_hungary_kaiser = {
	allowed = {
		original_tag = GER
	}
	enable = {
		OR = {
			has_completed_focus = GER_oppose_hitler_ww GER_oppose_hitler
		}
		has_government = neutrality
		HUN = {
			has_completed_focus = HUN_proclaim_the_restoration_of_austria_hungary
		}
	}
	abort = {
		HUN = {
			OR = {
				exists = no
				has_government = fascism communism
			}
		}
	}
	ai_strategy = {
		type = befriend
		id = HUN
		value = 200
	} {
		type = alliance
		id = HUN
		value = 200
	} {
		type = support
		id = HUN
		value = 200
	}
}
### Entity: Idea
Component: CHL_revolution
Constructs: has_government, removal_cost, communism_drift
Source: game
File: common/ideas/r56_chile.txt

Code:
CHL_revolution = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		OR = {
			has_government = neutrality communism
		}
	}
	removal_cost = -1
	modifier = {
		communism_drift = 0.08
	}
	picture = generic_communism_drift_bonus
}
### Entity: National Focus
Tree: fin_focus
Component: FIN_approach_the_soviets
Constructs: has_completed_focus, prerequisite, limit, has_government, has_war_with, has_country_flag, completion_reward, is_in_faction_with
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_approach_the_soviets
	icon = GFX_focus_FIN_approach_the_soviets
	prerequisite = {
		focus = FIN_towards_a_red_government FIN_social_democracy
	}
	mutually_exclusive = {
		focus = FIN_antagonize_the_soviets
	}
	x = 4
	y = 0
	relative_position_id = FIN_the_second_finnish_civil_war
	cost = 5
	bypass = {
		is_in_faction_with = SOV
	}
	available = {
		is_subject = no
		OR = {
			has_government = democratic communism
		}
		any_other_country = {
			original_tag = SOV
			has_government = communism
			NOT = {
				has_war_with = ROOT
			}
		}
		NOT = {
			has_country_flag = FIN_soviet_refused_finno_soviet_pact_flag
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MILITARY_CHARACTER
	}
	completion_reward = {
		custom_effect_tooltip = available_political_advisor available_chief_of_army
		show_ideas_tooltip = FIN_aimo_aaltonen FIN_toivo_antikainen
		unlock_decision_tooltip = {
			decision = FIN_request_extradition_of_kullervo_manner
			show_effect_tooltip = yes
		}
		if = {
			limit = {
				has_government = communism
			}
			SOV = {
				add_relation_modifier = {
					target = ROOT
					modifier = FIN_organized_support_for_finland
				}
			}
			hidden_effect = {
				add_ai_strategy = {
					type = befriend
					id = SOV
					value = 40
				}
				SOV = {
					add_ai_strategy = {
						type = befriend
						id = ROOT
						value = 40
					} {
						type = send_volunteers_desire
						id = ROOT
						value = 200
					}
				} {
					add_ai_strategy = {
						type = antagonize
						id = ROOT
						value = -100
					} {
						type = conquer
						id = ROOT
						value = -100
					}
				}
			}
		} {
			limit = {
				NOT = {
					has_completed_focus = FIN_the_second_finnish_civil_war
				}
			}
			custom_effect_tooltip = when_civil_war_starts_tt
		}
		else = {
			effect_tooltip = {
				SOV = {
					add_relation_modifier = {
						target = ROOT
						modifier = FIN_organized_support_for_finland
					}
				}
			}
		}
		show_unit_leaders_tooltip = FIN_emil_vaateri FIN_eyolf_mattsson FIN_toivo_antikainen
	}
}
### Entity: AI Strategy
Component: SWE_avoid_axis_or_comintern
Constructs: is_historical_focus_on
Source: game
File: common/ai_strategy/SWI.txt

Code:
SWE_avoid_axis_or_comintern = {
	allowed = {
		SWI_bba = yes
	}
	enable = {
		is_historical_focus_on = yes
	}
	abort = {
		date = > 1945.1.1
	}
	ai_strategy = {
		type = alliance
		id = JAP
		value = -400
	} {
		type = alliance
		id = SOV
		value = -400
	} {
		type = alliance
		id = GER
		value = -400
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_motorization_scheme
Constructs: prerequisite, completion_reward, has_tech, cancel_if_invalid, add_tech_bonus, motorized_bonus
Source: game
File: common/national_focus/czechoslovakia.txt

Code:
focus = {
	id = CZE_motorization_scheme
	icon = GFX_goal_generic_army_motorized
	prerequisite = {
		focus = CZE_military_research_institute
	}
	x = 1
	y = 1
	relative_position_id = CZE_military_research_institute
	cost = 10
	ai_will_do = {
		factor = 60
		modifier = {
			factor = 0.1
			HABSBURG_joint_trigger = yes
		}
	}
	available = {

	}
	bypass = {
		has_tech = motorised_infantry
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = motorized_bonus
			bonus = 3.0
			technology = motorised_infantry
		}
	}
}
### Entity: Character
Component: IRQ_jamil_al_midfai
Constructs: has_dlc
Source: game
File: common/characters/IRQ.txt

Code:
IRQ_jamil_al_midfai = {
	instance = {
		allowed = {
			has_dlc = Graveyard of Empires
		}
		name = IRQ_jamil_al_midfai
		portraits = {
			army = {
				small = GFX_portrait_IRQ_jamil_al_midfai_small
			}
		}
		advisor = {
			slot = political_advisor
			cost = 150
			idea_token = IRQ_jamil_al_midfai
			traits = {
				IRQ_militant_politician
			}
			allowed = {
				original_tag = IRQ
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Graveyard of Empires
			}
		}
		name = IRQ_jamil_al_midfai
		portraits = {
			army = {
				small = GFX_idea_generic_navy_arab_2
			}
		}
		advisor = {
			slot = navy_chief
			idea_token = IRQ_jamil_al_midfai
			traits = {
				navy_chief_reform_2
			}
			allowed = {
				original_tag = IRQ
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
	}
}