Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: POR_communist_comintern_plan
Constructs: has_country_flag, has_game_rule
Source: game
File: common/ai_strategy_plans/POR_alternate_strategy_plan.txt

Code:
POR_communist_comintern_plan = {
	name = The Socialist Republic of Portugal
	desc = Portugal will align itself towards the Soviet Union, supporting the Spanish Republic and attempting to join the Comintern.
	allowed = {
		original_tag = POR
	}
	enable = {
		OR = {
			has_country_flag = POR_AI_RANDOM_COMMUNIST_COMINTERN
			has_game_rule = {
				rule = POR_ai_behavior
				option = COMMUNIST_COMINTERN
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		POR_popular_front POR_continue_the_public_works POR_instituto_superior_tecnico POR_food_industries POR_roads_bridges_and_dams POR_support_the_spanish_republic POR_nation_in_arms POR_nationalize_industry POR_unify_leftist_youth_wings POR_reorganization_of_the_communist_party POR_visit_the_front POR_they_need_our_help POR_army_reorganization POR_colonial_assimilation_policy POR_second_navy_reequipment POR_ogma POR_light_aircraft_focus POR_military_research_facilities POR_arsenal_do_alfeite POR_textile_industry POR_metropolitan_army POR_standardization POR_rebuild_the_lines_of_torres_vedras POR_intervention_in_spain POR_a_powerful_merchant_marine POR_colonial_army POR_corpo_do_estado_maior POR_join_the_comintern POR_research_collaboration POR_cooperate_with_french_militants POR_merchant_marine_protection POR_national_cruiser_production POR_atlantic_defense_strategy POR_endless_sea POR_protect_chinese_civilians POR_limited_self_rule POR_submarine_effort POR_extraction_industries POR_hydroelectricity POR_fuzileiros POR_naval_research_institute
	}
	focus_factors = {

	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Idea
Component: wuw_HUN_assault_gun_focus_idea
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/hungary.txt

Code:
wuw_HUN_assault_gun_focus_idea = {
	name = HUN_assault_gun_focus
	allowed = {
		original_tag = HUN
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_armor
	equipment_bonus = {
		light_tank_artillery_chassis = {
			build_cost_ic = -0.15
			instant = yes
		}
		medium_tank_artillery_chassis = {
			build_cost_ic = -0.15
			instant = yes
		}
		heavy_tank_artillery_chassis = {
			build_cost_ic = -0.15
			instant = yes
		}
	}
}
### Entity: AI Strategy
Component: EAI_PROD_ARMY_mountaineer_spec_ops_army_production_strategy
Constructs: has_country_flag, check_variable, build_army
Source: game
File: common/ai_strategy/EAI_PRODUCTION_division_strategies.txt

Code:
EAI_PROD_ARMY_mountaineer_spec_ops_army_production_strategy = {
	enable = {
		has_country_flag = EAI_TEMPLATE_mountaineer_template_upgrade
		check_variable = {
			EAI_FOCUS/LAND/spec_ops = global.EAI_MNT_SPEC_OPS
		}
		NOT = {
			has_country_flag = EAI_default_army_production_strategy_reset_2
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = build_army
		id = mountaineer
		value = 100
	}
}
### Entity: Modifier Reference
Construct: supply_consumption_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## supply_consumption_factor

* Number with 1 decimal places
* **Categories**: army, defensive, aggressive
### Entity: Event
Component: r56_italy.107
Constructs: is_triggered_only, has_completed_focus, add_political_power, set_party_name
Source: game
File: events/R56_Italy.txt

Code:
country_event = {
	id = r56_italy.107
	title = r56_italy.107.t
	desc = r56_italy.107.d
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = r56_italy.107.a
		trigger = {
			NOT = {
				has_completed_focus = ITA_empower_the_monarchists
			}
		}
		custom_effect_tooltip = ITA_referendum_year_tt
		hidden_effect = {
			country_event = {
				id = r56_italy.108
				days = 365
			} {
				id = r56_italy.109
				days = 330
			}
		}
	} {
		name = r56_italy.107.b
		trigger = {
			has_completed_focus = ITA_empower_the_monarchists
		}
		set_party_name = {
			ideology = neutrality
			long_name = Casa Savoia
			name = Casa Savoia
		}
		ITA_vittorio_emanuele_iii = {
			promote_character = yes
		}
		add_political_power = 10
	}
}
### Entity: Character
Component: scientist_trait_r56_reckless_prototyper
Source: game
File: common/scientist_traits/00_r56_traits.txt

Code:
scientist_trait_r56_reckless_prototyper = {
	modifier = {
		special_project_facility_supply_consumption_factor = 0.25
		scientist_research_bonus_factor = 0.01
		scientist_xp_gain_factor = 0.01
	}
}
### Entity: Wiki Documentation
Construct: Usage
Source: wiki
File: wiki/Template%3AGreen.html

Doc:
Usage
{{green|text you want green}} gives
text you want green

{{green|text you want green|back}} gives
text you want green

Retrieved from "http://www.hoi4wiki.com/index.php?title=Template:Green&oldid=43"
### Entity: National Focus
Tree: spr_focus
Component: SPR_expand_the_naval_academy
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPR_expand_the_naval_academy
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = SPR_navy_modernization
	} {
		focus = SPR_restore_higher_education
	}
	icon = GFX_goal_generic_navy_doctrines_tactics
	x = 0
	y = 2
	relative_position_id = SPR_navy_modernization
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		navy_experience = 50
		add_doctrine_cost_reduction = {
			name = SPR_navy_modernization
			cost_reduction = 0.5
			uses = 3
			category = naval_doctrine
		}
	}
}
### Entity: Modifier Reference
Component: ITA_regio_esercito_2_dynamic_modifier
Constructs: army_attack_factor, conscription_factor
Source: game
File: common/dynamic_modifiers/bba_dynamic_modifiers.txt

Code:
ITA_regio_esercito_2_dynamic_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_ITA_regio_esercito_2
	max_dig_in_factor = ITA_re_army_max_dig_in_factor
	land_doctrine_cost_factor = ITA_re_land_doctrine_cost_factor
	army_speed_factor = ITA_re_army_speed_factor
	army_org_factor = ITA_re_army_army_org_factor
	org_loss_when_moving = ITA_re_org_loss_when_moving
	army_morale_factor = ITA_re_army_morale_factor
	army_leader_cost_factor = ITA_re_army_leader_cost_factor
	experience_gain_factor = ITA_re_experience_gain_factor
	modifier_army_sub_unit_infantry_defence_factor = ITA_re_modifier_army_sub_unit_infantry_defence_factor
	army_core_defence_factor = ITA_re_army_core_defence_factor
	modifier_army_sub_unit_cavalry_speed_factor = ITA_re_modifier_army_sub_unit_cavalry_speed_factor
	modifier_army_sub_unit_cavalry_attack_factor = ITA_re_modifier_army_sub_unit_cavalry_attack_factor
	unit_cavalry_design_cost_factor = ITA_re_unit_cavalry_design_cost_factor
	unit_camelry_design_cost_factor = ITA_re_unit_camelry_design_cost_factor
	special_forces_cap = ITA_re_special_forces_cap
	special_forces_attack_factor = ITA_re_special_forces_attack_factor
	special_forces_defence_factor = ITA_re_special_forces_defence_factor
	modifier_army_sub_unit_mountaineers_defence_factor = ITA_re_modifier_army_sub_unit_mountaineers_defence_factor
	modifier_army_sub_unit_mountaineers_max_org_factor = ITA_re_modifier_army_sub_unit_mountaineers_max_org_factor
	modifier_army_sub_unit_paratrooper_max_org_factor = ITA_re_modifier_army_sub_unit_paratrooper_max_org_factor
	modifier_army_sub_unit_militia_max_org_factor = ITA_re_modifier_army_sub_unit_militia_max_org_factor
	modifier_army_sub_unit_militia_defence_factor = ITA_re_modifier_army_sub_unit_militia_defence_factor
	modifier_army_sub_unit_militia_attack_factor = ITA_re_modifier_army_sub_unit_militia_attack_factor
	modifier_army_sub_unit_militia_speed_factor = ITA_re_modifier_army_sub_unit_militia_speed_factor
	special_forces_out_of_supply_factor = ITA_re_special_forces_out_of_supply_factor
	conscription_factor = ITA_re_conscription_factor
	promote_cost_factor = ITA_re_promote_cost_factor
	command_power_gain_mult = ITA_re_command_power_gain_mult
	non_core_manpower = ITA_re_non_core_manpower
	army_attack_factor = ITA_re_army_attack_factor
	modifier_army_sub_unit_cavalry_defence_factor = ITA_re_modifier_army_sub_unit_cavalry_defence_factor
	m
# ... (truncated)
### Entity: Character
Component: FRA_denis_guillaumat
Source: game
File: common/characters/FRA.txt

Code:
FRA_denis_guillaumat = {
	name = FRA_denis_guillaumat
	portraits = {
		civilian = {
			large = GFX_portrait_FRA_denis_guillaumat
		}
	}
	country_leader = {
		ideology = centrism
		traits = {
			editor eager_collaborator
		}
		expire = 1949.1.1.12
		id = -1
	}
}
### Entity: Idea
Component: INS_bank_java
Constructs: has_completed_focus, is_subject_of, research_bonus
Source: game
File: common/ideas/r56_indonesia.txt

Code:
INS_bank_java = {
	picture = INS_bank_java
	cost = 75
	available = {
		has_completed_focus = INS_economic_independence
	}
	allowed = {
		original_tag = INS
	}
	visible = {
		OR = {
			is_subject_of = HOL GER
		}
	}
	research_bonus = {
		industry = 0.1
	}
	modifier = {
		economy_cost_factor = -0.15
	}
	traits = {
		industrial_concern
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_support_argentinian_revolution
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, is_puppet, is_in_faction_with, create_wargoal
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_support_argentinian_revolution
	icon = GFX_goal_generic_befriend_argentina
	relative_position_id = VEN_venezuelan_way_of_communism
	x = -2
	y = 2
	cost = 7.2
	available = {
		is_puppet = no
		ARG = {
			exists = yes
			NOT = {
				has_war_with = VEN
				is_in_faction_with = VEN
			}
		}
	}
	prerequisite = {
		focus = VEN_spread_the_south_american_revolution
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE FOCUS_FILTER_ANNEXATION
	}
	ai_will_do = {
		factor = 0
	}
	will_lead_to_war_with = ARG
	completion_reward = {
		if = {
			limit = {
				ARG = {
					has_government = communism
				}
			}
			country_event = {
				hours = 8
				id = generic.5
			}
		}
		else = {
			create_wargoal = {
				type = puppet_wargoal_focus
				target = ARG
				expire = 0
			}
		}
	}
}
### Entity: Modifier Reference
Component: eben_emael_raided_critical_modifier
Source: game
File: common/dynamic_modifiers/wuw_dynamic_modifiers.txt

Code:
eben_emael_raided_critical_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_BEL_eben_emael_raided
	max_dig_in_factor = -0.5
	land_bunker_effectiveness_factor = -0.75
}
### Entity: Idea
Component: YUN_the_democratic_fortress_idea_4
Constructs: research_speed_factor, stability_factor, war_support_factor, has_government, production_speed_buildings_factor, has_country_leader, removal_cost, conscription_factor
Source: game
File: common/ideas/china_warlord.txt

Code:
YUN_the_democratic_fortress_idea_4 = {
	name = YUN_the_democratic_fortress
	allowed = {
		original_tag = YUN
	}
	allowed_civil_war = {
		NOT = {
			has_government = fascism communism
		}
	}
	cancel = {
		NOT = {
			has_country_leader = {
				ruling_only = yes
				character = YUN_long_yun
			}
		}
	}
	picture = YUG_federal_defense_council
	removal_cost = -1
	modifier = {
		political_power_factor = 0.1
		stability_factor = 0.15
		enemy_justify_war_goal_time = 0.15
		drift_defence_factor = 0.25
		production_speed_buildings_factor = 0.1
		consumer_goods_factor = -0.05
		research_speed_factor = 0.08
		conscription_factor = 0.1
		army_core_defence_factor = 0.15
		war_support_factor = 0.1
		custom_modifier_tooltip = YUN_will_be_removed_if_no_long_yun_tt
	}
}
### Entity: Character
Component: JAP_tsuji_jun
Constructs: has_completed_focus
Source: game
File: common/characters/JAP.txt

Code:
JAP_tsuji_jun = {
	name = JAP_tsuji_jun
	portraits = {
		civilian = {
			small = GFX_portrait_JAP_tsuji_jun_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = JAP_tsuji_jun
		allowed = {
			original_tag = JAP
		}
		visible = {
			NOT = {
				has_completed_focus = JAP_revere_the_emperor_destroy_the_traitors JAP_organize_a_general_election JAP_sea_purge_the_kodoha_faction
			}
		}
		available = {
			has_completed_focus = JAP_cooperate_with_anarchists
		}
		traits = {
			JAP_dadaist_nihilist
		}
		ai_will_do = {
			base = 1
		}
	}
}
### Entity: Modifier Reference
Construct: air_superiority_bonus_in_combat
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## air_superiority_bonus_in_combat

* Number with 1 decimal places
* **Categories**: army
### Entity: Event
Component: CHI_warlords.48
Constructs: is_triggered_only, remove_ideas, add_stability
Source: game
File: events/r56_warlord_events.txt

Code:
country_event = {
	id = CHI_warlords.48
	title = CHI_warlords.48.t
	desc = CHI_warlords.48.desc
	picture = GFX_report_event_usa_funeral
	is_triggered_only = yes
	option = {
		name = CHI_warlords.48.a
		remove_ideas = CHI_famine
		add_stability = 0.05
	}
}
### Entity: Military Industrial Organization
Component: CAT_hispano_suiza_armored_car
Constructs: has_dlc, has_cosmetic_tag, equipment_bonus, build_cost_ic
Source: game
File: common/military_industrial_organization/organizations/CAT_organization.txt

Code:
CAT_hispano_suiza_armored_car = {
	name = CAT_hispano_suiza
	include = generic_armored_car_organization
	icon = GFX_idea_hispano_suiza
	allowed = {
		OR = {
			tag = CAT ADR
		}
		has_dlc = La Resistance
	}
	available = {
		FROM = {
			OR = {
				original_tag = CAT
				has_cosmetic_tag = CAT
			}
		}
	}
	initial_trait = {
		name = generic_armored_car_organization
		equipment_bonus = {
			armor_value = 0.05
			defense = 0.05
			build_cost_ic = -0.05
		}
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_rebuild_wallonian_industry
Constructs: prerequisite, limit, completion_reward, has_full_control_of_state, is_core_of, is_fully_controlled_by, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_rebuild_wallonian_industry
	icon = GFX_focus_generic_industry_2
	prerequisite = {
		focus = BEL_monetary_reconstruction
	}
	relative_position_id = BEL_monetary_reconstruction
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	x = 1
	y = 1
	cost = 10
	available = {

	}
	bypass = {
		NOT = {
			has_full_control_of_state = 34
		}
	}
	completion_reward = {
		IF = {
			limit = {
				34 = {
					is_core_of = ROOT
					is_fully_controlled_by = ROOT
					free_building_slots = {
						building = industrial_complex
						size = > 1
						include_locked = yes
					}
				}
			}
			34 = {
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Character
Component: BAN_stc
Source: game
File: common/characters/BAN.txt

Code:
BAN_stc = {
	advisor = {
		slot = political_advisor
		idea_token = BAN_stc
		allowed = {
			original_tag = BAN
		}
		traits = {
			smooth_talking_charmer
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_asia_3
		}
	}
}
### Entity: Idea
Component: ICE_viking_spirit_aegir_thor_fenrir
Constructs: political_power_gain, war_support_factor, army_attack_factor, removal_cost
Source: game
File: common/ideas/iceland.txt

Code:
ICE_viking_spirit_aegir_thor_fenrir = {
	name = ICE_viking_spirit
	picture = ICE_the_viking_spirit
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		justify_war_goal_time = -0.1
		war_support_factor = 0.15
		political_power_gain = 0.15
		army_attack_factor = 0.25
		army_attack_speed_factor = 0.05
		army_org_factor = 0.1
		industrial_capacity_dockyard = 0.2
		experience_gain_navy = 0.02
		naval_detection = 0.1
		naval_morale_factor = 0.15
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_its_fight_work_or_perish
Constructs: prerequisite, has_war, completion_reward, add_to_variable
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_its_fight_work_or_perish
	icon = GFX_focus_AST_its_fight_work_or_perish
	prerequisite = {
		focus = AST_we_endured AST_seven_million_britishers
	}
	relative_position_id = AST_we_endured
	overlay = GFX_focus_fast_overlay_conscription
	dynamic = yes
	x = 0
	y = 1
	cost = 10
	available = {
		has_war = yes
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		AST_add_or_modify_war_is_coming_spirit = yes
		add_to_variable = {
			AST_war_is_coming_production_speed_arms_factory_factor = 0.1
			tooltip = production_speed_arms_factory_factor_tt
		} {
			AST_war_is_coming_production_speed_dockyard_factor = 0.1
			tooltip = production_speed_dockyard_factor_tt
		} {
			AST_war_is_coming_conversion_cost_civ_to_mil_factor = -0.15
			tooltip = conversion_cost_civ_to_mil_factor_tt
		}
		custom_effect_tooltip = generic_skip_one_line_tt AST_conscription_law_so_far
		hidden_effect = {
			AST_conscription_level_scripted_effect = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MANPOWER
	}
}
### Entity: Idea
Component: CRC_acas
Source: game
File: common/ideas/curacao.txt

Code:
CRC_acas = {
	ledger = air
	picture = generic_air_african_2
	allowed = {
		original_tag = CRC
	}
	traits = {
		air_close_air_support_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_support_radical_socialism
Constructs: prerequisite, limit, add_ideas, remove_ideas, add_war_support, add_stability, completion_reward, is_subject
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_support_radical_socialism
	icon = GFX_goal_support_communism
	prerequisite = {
		focus = NOR_reject_constitutional_monarchy
	}
	mutually_exclusive = {
		focus = NOR_support_radical_nationalism
	}
	x = 13
	y = 2
	relative_position_id = NOR_til_dovre_faller
	cost = 10
	ai_will_do = {
		base = 10
	}
	available = {
		is_subject = no
		democratic = < 0.7
		communism = > 0.1
	}
	completion_reward = {
		add_popularity = {
			ideology = communism
			popularity = 0.1
		}
		remove_ideas = NOR_haakon
		news_event = {
			hours = 6
			id = naw_norway.60
		}
		if = {
			limit = {
				has_idea = collectivist_ethos_focus
			}
			remove_ideas = collectivist_ethos_focus
		}
		add_ideas = NOR_socialist_collectivism
		add_timed_idea = {
			idea = internationalism
			days = 900
		}
		custom_effect_tooltip = NOR_political_advisor_needed_tt
		add_stability = -0.2
		add_war_support = 0.2
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Character
Component: retired_admiral
Constructs: refit_speed
Source: game
File: common/country_leader/r56_traits.txt

Code:
retired_admiral = {
	random = no
	refit_ic_cost = -0.25
	refit_speed = 0.25
	naval_equipment_upgrade_xp_cost = -0.25
}
### Entity: Idea
Component: MAN_loyal_workers
Constructs: stability_factor, industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/r56_man_ideas.txt

Code:
MAN_loyal_workers = {
	allowed = {
		always = yes
	}
	cancel = {

	}
	removal_cost = -1
	picture = ARG_women_in_industry
	modifier = {
		stability_factor = 0.05
		consumer_goods_factor = -0.05
		industrial_capacity_factory = 0.05
	}
}
### Entity: Character
Component: r56w_trait_minister_master_splinter
Source: game
File: common/country_leader/r56_WHY_characters_traits.txt

Code:
r56w_trait_minister_master_splinter = {
	random = no
	sprite = 5
	cavalry_attack_factor = 0.5
	motorized_attack_factor = 0.5
	cavalry_defence_factor = 0.25
	motorized_defence_factor = 0.25
}
### Entity: Character
Component: BOT_aco2
Source: game
File: common/characters/BOT.txt

Code:
BOT_aco2 = {
	advisor = {
		slot = army_chief
		idea_token = BOT_aco2
		allowed = {
			original_tag = BOT
		}
		traits = {
			army_chief_organizational_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_4
		}
	}
}
### Entity: Character
Component: well_mannered_iman
Constructs: research_speed_factor
Source: game
File: common/country_leader/goe_traits.txt

Code:
well_mannered_iman = {
	sprite = 13
	research_speed_factor = 0.06
	consumer_goods_factor = -0.1
}
### Entity: Event
Component: r56_afghanistan.19
Constructs: is_triggered_only, ai_chance, limit, add_stability, add_political_power, add_trait, has_power_balance, add_power_balance_value
Source: game
File: events/r56_afghanistan.txt

Code:
country_event = {
	id = r56_afghanistan.19
	picture = GFX_report_event_generic_communist_congress
	title = r56_afghanistan.19.t
	desc = r56_afghanistan.19.d
	is_triggered_only = yes
	option = {
		name = r56_afghanistan.19.a
		add_trait = {
			character = AFG_revolutionary_council
			ideology = marxism
			trait = AFG_divided_council
		}
		ai_chance = {
			base = 3
		}
	} {
		name = r56_afghanistan.19.b
		add_stability = -0.05
		add_political_power = 35
		promote_character = AFG_mawlana_qiamuddin_khadim
		if = {
			limit = {
				has_power_balance = {
					id = AFG_communist_power_balance
				}
			}
			add_power_balance_value = {
				id = AFG_communist_power_balance
				value = -0.25
				tooltip_side = AFG_parcham_side
			}
		}
		ai_chance = {
			base = 2
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_women_vote
Constructs: prerequisite, has_government, add_stability, completion_reward
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_women_vote
	icon = GFX_focus_generic_universal_suffrage
	prerequisite = {
		focus = PER_price_stabilization PER_abolish_feudalism
	}
	x = 0
	y = 1
	relative_position_id = PER_price_stabilization
	cost = 5
	available = {
		NOT = {
			OR = {
				has_government = fascism
			}
		}
	}
	ai_will_do = {
		factor = 2
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		custom_effect_tooltip = available_political_advisor CHL_skip_one_line_tt CHL_skip_one_line_tt
		show_ideas_tooltip = PER_fakhrafagh_parsa
		add_stability = -0.05
	}
}
### Entity: National Focus
Tree: spa_focus
Component: SPA_foment_a_carlist_split
Constructs: prerequisite, completion_reward, has_global_flag, swap_ideas, remove_idea, add_idea, add_days_mission_timeout
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPA_foment_a_carlist_split
	available = {

	}
	bypass = {
		has_global_flag = SPR_carlist_uprising_flag
	}
	prerequisite = {
		focus = SPA_consolidate_the_north
	}
	icon = GFX_goal_generic_military_deal
	x = 0
	y = 2
	relative_position_id = SPA_consolidate_the_north
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_SPA_CARLIST_UPRISING
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = SPA_carlism_1
			add_idea = SPA_carlism_2
		}
		add_days_mission_timeout = {
			mission = SPA_carlist_uprising_mission
			days = 140
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_FOCUS_SEA_DOCTRINE_submarine_coastal_defense
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_navy_triggers.txt

Code:
EAI_FOCUS_SEA_DOCTRINE_submarine_coastal_defense = {
	always = no
	NOT = {
		EAI_naval_doctrine_progress_limit = yes
	}
	EAI_FOCUS_SEA_DOCTRINE_has_correct_grand_doctrine = yes
}
### Entity: Idea
Component: IRQ_golden_square_strong
Constructs: has_government, removal_cost, fascism_drift
Source: game
File: common/ideas/iraq.txt

Code:
IRQ_golden_square_strong = {
	allowed = {
		original_tag = IRQ
	}
	allowed_civil_war = {
		NOT = {
			OR = {
				has_government = communism democratic
			}
		}
	}
	picture = IRQ_golden_square
	removal_cost = -1
	modifier = {
		political_power_factor = 0.1
		fascism_drift = 0.04
		political_advisor_cost_factor = -0.2
		democratic_acceptance = -50
	}
}
### Entity: Idea
Component: AFG_death_before_surrender
Constructs: has_civil_war
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
AFG_death_before_surrender = {
	name = SPR_death_before_surrender
	picture = SPR_crush_the_revolution
	allowed = {
		original_tag = AFG
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		has_civil_war = no
	}
	modifier = {
		surrender_limit = 1
		max_surrender_limit_offset = 0.15
	}
}