Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Achievement
Component: i_see_everything
Constructs: is_major, is_ironman, has_start_date, has_any_custom_difficulty_setting, is_fully_decrypted
Source: game
File: common/achievements.txt

Code:
i_see_everything = {
	id = 99
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
	}
	happened = {
		custom_trigger_tooltip = {
			tooltip = i_see_everything_tt
			any_country = {
				is_major = yes
				NOT = {
					ROOT = {
						is_fully_decrypted = PREV
					}
				}
				ROOT = {
					intel_level_over = {
						target = PREV
						civilian_intel = > 0.89
						army_intel = > 0.89
						airforce_intel = > 0.89
						navy_intel = > 0.89
					}
				}
			}
		}
	}
}
### Entity: Idea
Component: r56_USA_naval_air_coordination
Constructs: removal_cost
Source: game
File: common/ideas/r56_usa.txt

Code:
r56_USA_naval_air_coordination = {
	name = USA_naval_air_coordination
	picture = generic_air_research
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		navy_carrier_air_agility_factor = 0.1
		navy_carrier_air_targetting_factor = 0.1
	}
}
### Entity: Event
Component: wtt_infiltration.746
Constructs: is_triggered_only
Source: game
File: events/WTT_China.txt

Code:
country_event = {
	id = wtt_infiltration.746
	title = wtt_infiltration.2.t
	desc = wtt_infiltration.2.desc
	picture = GFX_report_event_china_infiltration
	is_triggered_only = yes
	option = {
		name = wtt_infiltration.2.a
	}
}
### Entity: Event
Component: AAT_finland_continuation_war.07
Constructs: is_triggered_only, fire_only_once, add_to_war
Source: game
File: events/AAT_Finland.txt

Code:
country_event = {
	id = AAT_finland_continuation_war.07
	title = AAT_finland_continuation_war.05.t
	desc = AAT_finland_continuation_war.07.desc
	picture = GFX_report_event_FIN_continuation_war
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = AAT_finland_continuation_war.07.a
		effect_tooltip = {
			FIN = {
				FIN_pact_for_continuation_war_start = yes
				add_to_war = {
					targeted_alliance = GER
					enemy = ROOT
					hostility_reason = asked_to_join
				}
			}
		}
	}
}
### Entity: Idea
Component: ARG_free_association_idea
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/argentina.txt

Code:
ARG_free_association_idea = {
	allowed = {
		always = no
		tag = ARG
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	picture = ARG_establish_the_free_association
	modifier = {
		production_speed_arms_factory_factor = 0.05
		production_speed_industrial_complex_factor = 0.05
		stability_factor = 0.1
	}
}
### Entity: Country History
Country: CRI
Component: CRI_characters
Constructs: recruit_character
Source: game
File: history/countries/CRI - Crimea.txt

Code:
# Leaders & Characters for CRI
recruit_character = CRI_ilyas_tarkhan
### Entity: Event
Component: NSB_soviet_civil_war_common.129
Constructs: is_triggered_only, set_nationality
Source: game
File: events/NSB_Soviet.txt

Code:
unit_leader_event = {
	id = NSB_soviet_civil_war_common.129
	title = NSB_soviet_civil_war_common.129.t
	desc = NSB_soviet_civil_war_common.129.desc
	picture = GFX_report_event_generic_riot
	is_triggered_only = yes
	option = {
		name = NSB_soviet_civil_war_common.129.a
		var:SOV.SOV_japanese_general = {
			set_nationality = SOV
		}
	}
}
### Entity: Character
Component: XSM_ma_zhancang
Source: game
File: common/characters/XSM.txt

Code:
XSM_ma_zhancang = {
	name = XSM_ma_zhancang
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_3
			large = gfx/leaders/Asia/portrait_asia_generic_land_6.dds
		}
	}
	advisor = {
		slot = high_command
		idea_token = XSM_ma_zhancang
		ledger = army
		allowed = {
			original_tag = XSM
		}
		traits = {
			army_infantry_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: vin_focus
Component: VIN_forest_expertise
Constructs: prerequisite, completion_reward, set_technology
Source: game
File: common/national_focus/Vietnam.txt

Code:
focus = {
	id = VIN_forest_expertise
	icon = GFX_goal_generic_forest_warfare
	cost = 10
	prerequisite = {
		focus = VIN_group_559
	} {
		focus = VIN_improve_inter_armies_communication
	}
	completion_reward = {
		custom_effect_tooltip = FRI_tame_the_forests_tt
		hidden_effect = {
			set_technology = {
				FRI_forest_training = 1
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	x = 59
	y = 3
}
### Entity: Scripted Effect
Component: SOV_upgrade_appropriate_materiel_designer_2_effect
Constructs: limit, has_idea, set_country_flag, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_upgrade_appropriate_materiel_designer_2_effect = {
	if = {
		limit = {
			has_idea = SOV_grabin_design_bureau
		}
		set_country_flag = SOV_merge_materiel_grabin_2_flag
		swap_ideas = {
			remove_idea = SOV_grabin_design_bureau
			add_idea = SOV_grabin_design_bureau_2
		}
	}
	else_if = {
		limit = {
			has_idea = SOV_grabin_design_bureau_1
		}
		set_country_flag = SOV_merge_materiel_grabin_2_flag
		swap_ideas = {
			remove_idea = SOV_grabin_design_bureau_1
			add_idea = SOV_grabin_design_bureau_1_2
		}
	} {
		limit = {
			has_idea = SOV_grabin_design_bureau_3
		}
		set_country_flag = SOV_merge_materiel_grabin_2_flag
		swap_ideas = {
			remove_idea = SOV_grabin_design_bureau_3
			add_idea = SOV_grabin_design_bureau_2_3
		}
	} {
		limit = {
			has_idea = SOV_grabin_design_bureau_1_3
		}
		set_country_flag = SOV_merge_materiel_grabin_2_flag
		swap_ideas = {
			remove_idea = SOV_grabin_design_bureau_1_3
			add_idea = SOV_grabin_design_bureau_final
		}
	} {
		limit = {
			has_idea = SOV_tula_arms_plant
		}
		set_country_flag = SOV_merge_materiel_tula_2_flag
		swap_ideas = {
			remove_idea = SOV_tula_arms_plant
			add_idea = SOV_tula_arms_plant_2
		}
	} {
		limit = {
			has_idea = SOV_tula_arms_plant_1
		}
		set_country_flag = SOV_merge_materiel_tula_2_flag
		swap_ideas = {
			remove_idea = SOV_tula_arms_plant_1
			add_idea = SOV_tula_arms_plant_1_2
		}
	} {
		limit = {
			has_idea = SOV_tula_arms_plant_3
		}
		set_country_flag = SOV_merge_materiel_tula_2_flag
		swap_ideas = {
			remove_idea = SOV_tula_arms_plant_3
			add_idea = SOV_tula_arms_plant_2_3
		}
	} {
		limit = {
			has_idea = SOV_tula_arms_plant_1_3
		}
		set_country_flag = SOV_merge_materiel_tula_2_flag
		swap_ideas = {
			remove_idea = SOV_tula_arms_plant_1_3
			add_idea = SOV_tula_arms_plant_final
		}
	} {
		limit = {
			has_idea = SOV_gaz
		}
		set_country_flag = SOV_merge_materiel_gaz_2_flag
		swap_ideas = {
			remove_idea = SOV_gaz
			add_idea = SOV_gaz_2
		}
	} {
		limit = {
			has_idea = SOV_gaz_1
		}
		set_country_flag = SOV_merge_materiel_gaz_2_flag
		swap_ideas = {
			remove_idea = SOV_gaz_1
			add_idea = SOV_gaz_1_2
		}
	} {
		limit = {
			has_idea = SOV_gaz_3
		}
		set_country_flag = SOV_merge_materiel_gaz_2_flag
		swap_ideas = {
			remove_idea = SOV_gaz_3
			add_idea = SOV_gaz_2_3
		}
	} {
		limit = {
			has_idea = SOV_gaz_1_3
		}
		set_country_flag = SOV_merge_materiel_gaz_2_flag
		swa
# ... (truncated)
### Entity: National Focus
Tree: nor_focus
Component: NOR_offensive_doctrines
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction, add_command_power
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_offensive_doctrines
	icon = GFX_goal_generic_attack_allies
	prerequisite = {
		focus = NOR_improved_training
	} {
		focus = NOR_officers_academy
	}
	x = 1
	y = 1
	relative_position_id = NOR_improved_training
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP FOCUS_FILTER_NAVY_XP FOCUS_FILTER_AIR_XP
	}
	available_if_capitulated = yes
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = NOR_offensive_doctrines
			cost_reduction = 0.5
			uses = 2
			category = land_doctrine
		} {
			name = NOR_offensive_doctrines
			cost_reduction = 0.6
			uses = 2
			category = special_forces_doctrine
		}
		army_experience = 50
		navy_experience = 50
		air_experience = 50
		add_command_power = 50
	}
}
### Entity: Character
Component: BRA_renowned_ambassador
Constructs: democratic_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
BRA_renowned_ambassador = {
	sprite = 13
	random = no
	democratic_drift = 0.02
	democratic_acceptance = 50
	fascism_acceptance = -50
	trade_opinion_factor = 0.3
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: anti_fascist_academic
Constructs: research_speed_factor, fascism_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
anti_fascist_academic = {
	random = no
	research_speed_factor = 0.03
	political_power_factor = 0.1
	fascism_drift = -0.02
	fascism_acceptance = -80
}
### Entity: Event
Component: lar_news.6
Constructs: is_triggered_only, is_in_faction_with
Source: game
File: events/LAR_NewsEvents.txt

Code:
news_event = {
	id = lar_news.6
	title = lar_news.6.t
	desc = lar_news.6.desc
	picture = GFX_news_event_067
	major = yes
	is_triggered_only = yes
	option = {
		name = lar_news.6.a
		trigger = {
			OR = {
				tag = CZE POL ROM
			}
		}
	} {
		name = lar_news.6.b
		trigger = {
			is_in_faction_with = FRA
			NOT = {
				tag = FRA CZE POL ROM
			}
		}
	} {
		name = lar_news.6.c
		trigger = {
			NOT = {
				is_in_faction_with = FRA
				tag = FRA CZE POL ROM GER SOV
			}
		}
	} {
		name = lar_news.6.d
		trigger = {
			tag = FRA
		}
	} {
		name = lar_news.6.e
		trigger = {
			OR = {
				tag = GER SOV
			}
		}
	}
}
### Entity: National Focus
Tree: can_focus
Component: CAN_supply_the_empire
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/canada.txt

Code:
focus = {
	id = CAN_supply_the_empire
	icon = GFX_goal_generic_construction2
	prerequisite = {
		focus = CAN_the_plan
	} {
		focus = CAN_camp_x
	}
	x = -1
	y = 3
	relative_position_id = CAN_strengthen_the_commonwealth_ties
	cost = 10
	ai_will_do = {
		factor = 25
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = CAN_supply_the_empire
			bonus = 1.0
			uses = 3
			technology = excavation1 excavation2 excavation3 excavation4 excavation5
		}
	}
}
### Entity: AI Strategy
Component: ITA_communists_downplay_ethiopian_theatre
Constructs: has_completed_focus, has_war_with
Source: game
File: common/ai_strategy/ITA.txt

Code:
ITA_communists_downplay_ethiopian_theatre = {
	allowed = {
		original_tag = ITA
	}
	enable = {
		has_war_with = ETH
		OR = {
			ITA_is_communist_ai = yes
			ITA_is_socialist_ai = yes
		}
		NOT = {
			has_completed_focus = ITA_defy_the_duce
		}
	}
	abort = {
		NOT = {
			has_war_with = ETH
		}
	}
	ai_strategy = {
		type = area_priority
		id = horn_of_africa
		value = -100
	} {
		type = front_control
		tag = ETH
		ratio = 0.6
		priority = 100
		ordertype = front
		execution_type = careful
		manual_attack = no
	}
}
### Entity: Trigger Reference
Construct: count_in_collection
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## count_in_collection

* Supported Scopes: COUNTRY
* Supported Targets: none

Checks the size of a given collection.
	Note: unit and building and manpower are mutually exclusive

	### Example
	```
	count_in_collection = {
		collection = {
			input = game:scope
			operators = { faction_members }
			name = FACTION
		}
		unit = armor  # (optional) checks the number of subunits that have the correct equipment type
		buildings = {industrial_complex } # (optional) checks the number of building types in total
		manpower = yes # (optional, default: no) checks the number of deployed manpower
		equipment_ratio = 0.9 (optional, only works with land units default 0) what percentage of equipment the division needs to atleast have to be counted
		unit_category = { marine marine_commando category_fighter }(optional) checks the number of sub units that match a certain sub unit definition / category
		stockpile = light_tank_equipment (optional) counts the amount of a certain archetype in the countries stockpile
		size > 10
	}
	```
### Entity: Character
Component: CMR_ncs
Source: game
File: common/characters/CMR.txt

Code:
CMR_ncs = {
	advisor = {
		slot = high_command
		idea_token = CMR_ncs
		ledger = navy
		allowed = {
			original_tag = CMR
		}
		traits = {
			navy_capital_ship_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_2
		}
	}
}
### Entity: Modding Documentation
Construct: num_deployed_planes_with_type
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### num_deployed_planes_with_type
* description: number of deployed planes with equipment type. example num_deployed_planes_with_type@fighter
### Entity: National Focus
Tree: mon_focus
Component: MON_gobi_border_realignment
Constructs: prerequisite, completion_reward, add_political_power, add_state_claim
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_gobi_border_realignment
	icon = GFX_focus_generic_provoke_border_clashes
	x = -1
	y = 1
	relative_position_id = MON_a_pragmatic_diplomacy
	cost = 7.2
	prerequisite = {
		focus = MON_a_pragmatic_diplomacy MON_gather_ulaanbaatar_conference
	}
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		add_political_power = 50
		add_state_claim = 756 616 621 746 1119
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Character
Component: polish_legionary
Source: game
File: common/country_leader/00_traits.txt

Code:
polish_legionary = {
	random = no
	sprite = 13
	exiled_government_weekly_manpower = 700
	army_core_attack_factor = 0.15
	army_core_defence_factor = 0.15
}
### Entity: Modifier Reference
Construct: modifier_army_sub_unit_armored_car_speed_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## modifier_army_sub_unit_armored_car_speed_factor

* Number with 2 decimal places
* **Categories**: army
### Entity: Character
Component: ORO_hassane_omare
Constructs: has_government
Source: game
File: common/characters/ORO.txt

Code:
ORO_hassane_omare = {
	name = Hassané Omaré
	portraits = {
		civilian = {
			large = GFX_r56_portrait_africa_generic_land_1
			small = GFX_r56_portrait_africa_generic_land_1_small
		}
	}
	corps_commander = {
		traits = {
			cavalry_leader irregulars_officer
		}
		skill = 2
		attack_skill = 2
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 1
		legacy_id = -1
		visible = {
			NOT = {
				has_government = communism democratic
			}
		}
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_free_our_markets
Constructs: has_completed_focus, prerequisite, has_war, limit, add_ideas, remove_ideas, completion_reward, add_country_leader_role
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_free_our_markets
	icon = GFX_goal_HON_ancap_chained_world
	prerequisite = {
		focus = HON_protect_our_private_businesses
	}
	relative_position_id = HON_empower_domestic_competition
	available = {
		has_war = no
	}
	x = 0
	y = 2
	cost = 10
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 10.1
	}
	completion_reward = {
		news_event = {
			hours = 14
			id = r56.news_event.12
		}
		hidden_effect = {
			add_country_leader_role = {
				character = HON_RTR_agencies
				promote_leader = yes
				country_leader = {
					ideology = anarcho_capitalism
					expire = 1965.1.1
					traits = {
						voluntaryism divided_interests r56_trait_opposed_to_communism
					}
				}
			}
		}
		add_ideas = r56_idea_capitalism_anarchist_society SPR_collectivized_society
		if = {
			limit = {
				NOT = {
					has_idea = volunteer_only
				}
			}
			add_ideas = volunteer_only
		} {
			limit = {
				NOT = {
					has_idea = free_trade
				}
			}
			add_ideas = free_trade
		} {
			limit = {
				has_cosmetic_tag = USC_UNIFIED
			}
			drop_cosmetic_tag = yes
		} {
			limit = {
				has_idea = fascist_influence
			}
			remove_ideas = fascist_influence
		} {
			limit = {
				has_completed_focus = HON_suggest_fascism
			}
			set_politics = {
				ruling_party = democratic
				elections_allowed = no
			}
		}
		set_cosmetic_tag = ANCAP
		set_country_flag = r56_banana_yellow_HON
	}
}
### Entity: Scope Reference
Construct: modes
Constructs: modes, limit, set_temp_variable, force_update_map_mode
Source: game
File: common/map_modes/documentation.md

Doc:
# Scripted map modes

Scripted map modes can be used to add new map modes to game_map_mode_factions

Example:
```
scripted_map_modes = {
	test_map_mode = {
	# the game will use name of the map mode for some strings:
	# MAPMODE_TEST_MAP_MODE MAPMODE_TEST_MAP_MODE_NAME MAPMODE_TEST_MAP_MODE_DESCRIPTION as name & desc
	# test_map_mode_tooltip & test_map_mode_tooltip_delayed for tooltips
	# GFX_mapmode_buttons_deselected_small_test_map_mode GFX_mapmode_buttons_selected_small_test_map_mode for the icons

	# there are two layers for a map mode. bottom & top
	# both are same except during rendering they will be rendered in that order
	# for each layer the game will figure out what borders to render and will ask script to pick a color for those
	top = {

		# type represents which borders will be used for rendering for this layer
		# or it can represent one of the hard coded map mode layers
		# must be one of following:
		#   none #will render nothing for this layer
		#   country #will render using country provinces
		#   state #will render using state provinces
		#   state_controller #will render using state provinces & controllers. if a state is shared between countries it will be called for each country

		#   game_map_mode_country (these are hard coded map mode layers. if these are used all other layer entries are ignored)
		#   game_map_mode_states
		#   game_map_mode_diplomacy
		#   game_map_mode_players
		#   game_map_mode_factions
		#   game_map_mode_ideology
		type = country

		# this trigger will be used for setting the color of a specific border
		# if trigger returns true then it will render that border
		# scope depends on type of the layer
		# scope is player
		# from scope depends on type
		#   country: current country that will be rendered
		#   state: current state that will be rendered
		#   state_controller: current state that will be rendered and from from scope will be the controller of current portion of the state
		# if return value is true the game expects you to set some temp variables which will be used as border color etc

		color = {
			set_temp_variable = { red = 0.0 }
			set_temp_variable = { blue = 1.0 }
			set_temp_variable = { green = 0.0 }
			set_temp_variable = { alpha = 1.0 }

			# only needed if thickness = yes on parent
			# specify layer thickness
			set_temp_variable = { thickness = 10.0 }

			# if set border will pulsate
			se
# ... (truncated)
### Entity: Idea
Component: CHI_christian_democracy2
Constructs: stability_factor, has_government, industrial_capacity_factory, removal_cost, democratic_drift
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_christian_democracy2 = {
	picture = MEX_church_power_3
	cancel = {
		NOT = {
			has_government = democratic
		}
	}
	removal_cost = -1
	available = {

	}
	modifier = {
		democratic_drift = 0.05
		stability_factor = 0.1
		industrial_capacity_factory = 0.075
		political_power_factor = 0.05
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
}
### Entity: Scripted Trigger
Component: EAI_DESIGN_ARMOR_mechanized_upgrade_focus
Constructs: has_country_flag
Source: game
File: common/scripted_triggers/EAI_PRODUCTION_design_triggers.txt

Code:
EAI_DESIGN_ARMOR_mechanized_upgrade_focus = {
	EAI_DESIGN_ARMOR_mechanized_production_focus = yes
	has_country_flag = EAI_DESIGN_ARMOR_mechanized_upgrade_production_started
}
### Entity: Idea
Component: r56_CAN_fight_the_uboats_idea_01
Constructs: removal_cost
Source: game
File: common/ideas/r56_canada.txt

Code:
r56_CAN_fight_the_uboats_idea_01 = {
	name = r56_CAN_fight_the_uboats_idea_01
	allowed = {
		always = no
	}
	allowed_civil_war = {

	}
	removal_cost = -1
	picture = generic_degauss_ship_hulls
	modifier = {
		navy_submarine_detection_factor = 0.1
		convoy_escort_efficiency = 0.05
	}
}
### Entity: Scripted Trigger
Component: is_or_will_be_gojjam
Constructs: has_country_flag, is_or_will_be_gojjam, is_or_will_be_gojjam_tt, has_cosmetic_tag
Source: game
File: common/scripted_triggers/ETH_scripted_triggers.txt

Code:
is_or_will_be_gojjam = {
	custom_trigger_tooltip = {
		tooltip = is_or_will_be_gojjam_tt
		OR = {
			has_cosmetic_tag = gojjam
			has_country_flag = hayamot_rising_planned_flag
		}
	}
}
### Entity: AI Strategy
Component: spanish_civil_war_isolate_POUM
Constructs: has_completed_focus, has_dlc, is_in_faction_with, has_country_leader, send_volunteers_desire, send_lend_lease_desire
Source: game
File: common/ai_strategy/SPR.txt

Code:
spanish_civil_war_isolate_POUM = {
	allowed = {
		has_dlc = La Resistance
	}
	enable = {
		country_exists = SPC
		SPC = {
			has_completed_focus = SPR_the_anti_fascist_workers_revolution
		}
		OR = {
			tag = SOV
			is_in_faction_with = SOV
			AND = {
				tag = MEX
				has_country_leader = {
					character = MEX_leon_trotsky
				}
			} {
				is_in_faction_with = MEX
				MEX = {
					has_country_leader = {
						character = MEX_leon_trotsky
					}
				}
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = ignore
		id = SPC
		value = 999
	} {
		type = alliance
		id = SPC
		value = -999
	} {
		type = befriend
		id = SPC
		value = -100
	} {
		type = support
		id = SPC
		value = -999
	} {
		type = protect
		id = SPC
		value = -999
	} {
		type = send_volunteers_desire
		id = SPC
		value = -999
	} {
		type = send_lend_lease_desire
		id = SPC
		value = -999
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_liberate_gramsci
Constructs: has_completed_focus, prerequisite, limit, completion_reward, add_political_power, allow_branch, has_dlc, has_game_rule
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_liberate_gramsci
	icon = GFX_focus_ITA_liberate_gramsci
	prerequisite = {
		focus = ITA_unite_the_opposition ITA_triumph_in_africa_bba
	}
	x = 2
	y = 2
	relative_position_id = ITA_unite_the_opposition
	cost = 5
	allow_branch = {
		has_dlc = By Blood Alone
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = ITA_culto_del_duce
			} {
				has_completed_focus = ITA_convene_the_grand_council
			}
		}
	}
	available = {
		NOT = {
			has_global_flag = ITA_antifascist_civil_war_triggered_flag
		}
		date = < 1937.1.1
		has_civil_war = no
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_popularity = {
			ideology = communism
			popularity = 0.1
		}
		add_political_power = 50
		custom_effect_tooltip = ITA_liberate_gramsci_tt
		effect_tooltip = {
			add_country_leader_role = {
				character = ITA_antonio_gramsci
				country_leader = {
					ideology = marxism
					expire = 1965.1.1
					traits = {
						indisposed_political_scientist
					}
				}
			}
		}
		hidden_effect = {
			country_event = {
				id = BBA_italy_communist_events.09
				days = 760
				random_days = 60
			}
		}
	}
}
### Entity: Character
Component: imperial_sanction
Source: game
File: common/country_leader/00_traits.txt

Code:
imperial_sanction = {
	random = no
	targeted_modifier = {
		tag = CHI
		generate_wargoal_tension_against = 0.75
	} {
		tag = PRC
		generate_wargoal_tension_against = 0.75
	} {
		tag = SHX
		generate_wargoal_tension_against = 0.75
	} {
		tag = GXC
		generate_wargoal_tension_against = 0.75
	} {
		tag = YUN
		generate_wargoal_tension_against = 0.75
	} {
		tag = XSM
		generate_wargoal_tension_against = 0.75
	} {
		tag = SIK
		generate_wargoal_tension_against = 0.75
	}
	ai_will_do = {
		factor = 1
	}
}