Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: yug_focus
Component: YUG_rogozarski
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, has_dlc, add_mio_size, add_mio_funds, random_owned_controlled_state
Source: game
File: common/national_focus/yugoslavia.txt

Code:
focus = {
	id = YUG_rogozarski
	icon = GFX_focus_YUG_rogozarski
	prerequisite = {
		focus = YUG_local_developers
	}
	x = 0
	y = 1
	relative_position_id = YUG_local_developers
	cost = 10
	ai_will_do = {
		factor = 50
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = available_mio_tt
			show_mio_tooltip = YUG_rogozarski_organization
			mio:YUG_rogozarski_organization = {
				add_mio_size = 1
				add_mio_funds = 500
			}
		}
		else = {
			custom_effect_tooltip = YUG_designer_tt
		}
		random_owned_controlled_state = {
			prioritize = {
				107
			}
			limit = {
				ROOT = {
					has_full_control_of_state = PREV
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/ANG_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_0
			creator = ANG
		}
		requested_factories = 2
		progress = 0.1
		efficiency = 50
	}
}
### Entity: Shared Focus
Tree: raj_focus
Component: RAJ_Common_Economic_Policy
Constructs: shared_focus, prerequisite, limit, completion_reward, is_in_faction_with, is_subject_of, add_timed_idea
Source: game
File: common/national_focus/r56_india_shared.txt

Code:
shared_focus = {
	id = RAJ_Common_Economic_Policy
	icon = GFX_1_6_goal_ENG_service_overseas
	cost = 10
	ai_will_do = {
		factor = 1
	}
	y = 1
	relative_position_id = RAJ_Reform_the_Colonial_Economy
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	prerequisite = {
		focus = RAJ_Reform_the_Colonial_Economy
	}
	bypass = {
		NOT = {
			is_in_faction_with = ENG
		} {
			is_subject_of = ENG
		}
	}
	completion_reward = {
		for_each_scope_loop = {
			array = allies
			if = {
				limit = {
					OR = {
						tag = ENG
						is_subject_of = ENG
					}
				}
				add_timed_idea = {
					idea = RAJ_Common_Economic_Policy
					days = 90
				}
			}
		}
		custom_effect_tooltip = conference_members_get_tt
		show_ideas_tooltip = RAJ_Common_Economic_Policy
	}
}
### Entity: Misc Config
Component: world_democratic_countries
Constructs: has_government, limit
Source: game
File: common/collections/collections.txt

Code:
world_democratic_countries = {
	input = game:all_countries
	name = COLLECTION_WORLD_DEMOCRATIC_COUNTRIES
	operators = {
		limit = {
			has_government = democratic
		}
	}
}
### Entity: Modifier Reference
Component: SOV_armored_battery_35
Constructs: army_defence_factor
Source: game
File: common/dynamic_modifiers/0_dynamic_modifiers.txt

Code:
SOV_armored_battery_35 = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_SOV_armored_battery
	army_defence_factor = 0.1
	cas_damage_reduction = 0.1
	dig_in_speed_factor = 0.25
	max_dig_in_factor = 0.1
	pocket_penalty = -0.15
}
### Entity: Shared Focus
Tree: cel_focus
Component: CEL_domestic_torpedo_production
Constructs: shared_focus, prerequisite, completion_reward, is_coastal, is_controlled_by, add_tech_bonus, industrial_bonus, random_owned_controlled_state
Source: game
File: common/national_focus/r56_celtic_shared.txt

Code:
shared_focus = {
	id = CEL_domestic_torpedo_production
	prerequisite = {
		focus = CEL_silent_service CEL_naval_air_groups
	}
	icon = GFX_goal_generic_air_naval_bomber
	x = 2
	y = 1
	relative_position_id = CEL_silent_service
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		any_state = {
			is_coastal = yes
			is_controlled_by = ROOT
		}
	}
	completion_reward = {
		navy_experience = 5
		add_tech_bonus = {
			name = industrial_bonus
			bonus = 1
			uses = 1
			category = torpedo_equipment
		}
		random_owned_controlled_state = {
			prioritize = {
				119
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			} {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Event
Component: toykan.6
Constructs: is_triggered_only, ai_chance, remove_ideas, retire_character, remove_state_core, annex_country
Source: game
File: events/tmodernevents.txt

Code:
country_event = {
	id = toykan.6
	title = toykan.6.t
	desc = toykan.6.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = toykan.6.a
		ai_chance = {
			base = 100
		}
		hidden_effect = {
			remove_ideas = PRE_wilhelm_iii donations_from_supporters anti_fascism_government
			retire_character = PRE_wilhelm_iii
			remove_state_core = 541
		}
		GER = {
			annex_country = {
				target = PRE
				transfer_troops = yes
			}
		} {
			country_event = {
				id = toykan.7
			}
		}
	} {
		name = toykan.6.b
		ai_chance = {
			base = 0
		}
		retire_character = PRE_wilhelm_iii
		remove_ideas = PRE_wilhelm_iii donations_from_supporters anti_fascism_government
	}
}
### Entity: State History
Component: 940
Constructs: add_core_of
Source: game
File: history/states/940-Magadan.txt

Code:
state = {
	id = 940
	name = STATE_874
	manpower = 63481
	state_category = pastoral
	history = {
		victory_points = {
			12683 1
		}
		owner = SOV
		buildings = {
			infrastructure = 1
		}
		add_core_of = SOV FER
	}
	provinces = {
		1865 10540 12683
	}
	local_supplies = 0.0
}
### Entity: Modding Documentation
Construct: total_equipment_produced_capital_ship
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### total_equipment_produced_capital_ship
* description: Total produced equipment of typecapital_ship
### Entity: Idea
Component: QUE_anglophone_mild_case_of_dying
Constructs: stability_factor, production_speed_buildings_factor
Source: game
File: common/ideas/quebec.txt

Code:
QUE_anglophone_mild_case_of_dying = {
	allowed = {
		original_tag = QUE
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	picture = r56_can_royal_twenty_centers
	modifier = {
		production_speed_buildings_factor = -0.1
		production_factory_start_efficiency_factor = -0.1
		production_factory_max_efficiency_factor = -0.1
		stability_factor = -0.15
	}
}
### Entity: Event
Component: SEA_imperial_influence_events.120
Constructs: is_triggered_only
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_imperial_influence_events.120
	title = SEA_imperial_influence_events.120.t
	desc = SEA_imperial_influence_events.120.desc
	picture = GFX_report_event_JAP_imperial_influence
	is_triggered_only = yes
	option = {
		name = SEA_imperial_influence_events.00.a
		activate_mission = JAP_army_faction_demands_political_appointment
	}
}
### Entity: Event
Component: r56_afghanistan.82
Constructs: is_triggered_only, division_template, limit, has_government, every_country, has_war_with, is_major, fire_only_once
Source: game
File: events/r56_afghanistan.txt

Code:
country_event = {
	id = r56_afghanistan.82
	title = r56_afghanistan.82.t
	desc = r56_afghanistan.82.d
	picture = GFX_report_event_AFG_subbhas_chandra_bose_escape_AFG
	fire_only_once = yes
	is_triggered_only = yes
	trigger = {
		FROM = {
			NOT = {
				has_government = communism fascism
			} {
				has_idea = RAJ_subhas_chanda_bose
				has_country_leader = {
					character = RAJ_subhas_chanda_bose
					ruling_only = yes
				}
			}
		}
		any_other_country = {
			is_major = yes
			has_capitulated = no
			OR = {
				original_tag = GER JAP CHI ITA SOV FRA USA
			}
			has_war_with = RAJ
			NOT = {
				has_government = democratic
			}
		}
	}
	option = {
		name = r56_afghanistan.82.a
		hidden_effect = {
			every_other_country = {
				limit = {
					is_major = yes
					has_capitulated = no
					OR = {
						original_tag = GER JAP CHI ITA SOV FRA USA
					}
					has_war_with = RAJ
					NOT = {
						has_government = democratic
					}
				}
				country_event = {
					id = r56_afghanistan.83
					days = 21
					random_days = 7
				}
			}
		}
	} {
		name = r56_afghanistan.82.b
		add_political_power = -25
		trigger = {
			NOT = {
				has_war_with = RAJ
			}
		}
		custom_effect_tooltip = AFG_arrest_subbhas_chandra_bose
		hidden_effect = {
			random_list = {
				50 = {
					AFG = {
						country_event = {
							id = r56_afghanistan.84
							days = 7
							random_days = 7
						}
					}
				} {
					every_other_country = {
						limit = {
							is_major = yes
							has_capitulated = no
							OR = {
								original_tag = GER JAP CHI ITA SOV FRA USA
							}
							has_war_with = RAJ
							NOT = {
								has_government = democratic
							}
						}
						country_event = {
							id = r56_afghanistan.83
							days = 21
							random_days = 7
						}
					}
				}
			}
		}
	} {
		name = r56_afghanistan.82.c
		trigger = {
			OR = {
				has_war_with = RAJ
				has_wargoal_against = RAJ
			}
		}
		add_political_power = -50
		custom_effect_tooltip = AFG_recruit_subbhas_chandra_bose AFG_get_subbhas_chandra_bose_tt
		add_timed_idea = {
			idea = AFG_indian_volunteer_influx
			days = 365
		}
		hidden_effect = {
			every_country = {
				limit = {
					has_character = RAJ_subhas_chanda_bose
				}
				random_character = {
					limit = {
						is_character = RAJ_subhas_chanda_bose
					}
					set_nationality = ROOT
				}
			}
			if = {
				limit = {
					ROOT = {
						has_character
# ... (truncated)
### Entity: Idea
Component: KMT_the_flying_tigers_idea
Constructs: removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_the_flying_tigers_idea = {
	removal_cost = -1
	picture = generic_air_bonus
	allowed = {
		always = no
	}
	modifier = {
		air_intercept_efficiency = 0.08
		air_ace_generation_chance_factor = 0.05
		air_doctrine_cost_factor = -0.07
	}
	allowed_civil_war = {
		always = yes
	}
}
### Entity: Decision
Component: DEN_resistance_category
Constructs: has_completed_focus, has_dlc, is_subject
Source: game
File: common/decisions/categories/DEN_decision_categories.txt

Code:
DEN_resistance_category = {
	icon = GFX_decision_category_DEN_resistance
	allowed = {
		original_tag = DEN
		has_dlc = Arms Against Tyranny
	}
	priority = 99
	visible = {
		is_subject = yes
		OR = {
			has_completed_focus = DEN_align_with_foreign_powers DEN_create_danforce DEN_form_the_danish_freedom_council
		}
	}
}
### Entity: Event
Component: wuw_GER_diplomacy.3
Constructs: is_triggered_only
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_diplomacy.3
	title = wuw_GER_diplomacy.3.t
	desc = wuw_GER_diplomacy.3.desc
	picture = GFX_report_event_tank_factory
	is_triggered_only = yes
	option = {
		name = wuw_GER_diplomacy.3.a
	}
}
### Entity: Unit Template
Component: IRE_MEC_01
Source: game
File: common/units/names_divisions/IRE_names_divisions.txt

Code:
IRE_MEC_01 = {
	name = Mechanized Division
	for_countries = {
		IRE
	}
	can_use = {
		always = yes
	}
	division_types = {
		mechanized
	}
	link_numbering_with = {
		IRE_INF_01
	}
	fallback_name = %d Irish Mechanized Division
	ordered = {
		1 = {
			%dst 'Thunderbolt' Mechanized Division
		}
		2 = {
			%dnd 'Spearhead' Mechanized Division
		}
		3 = {
			%drd Irish Mechanized Division
		}
		4 = {
			%dth Irish Mechanized Division
		}
		5 = {
			%dth Irish Mechanized Division
		}
		6 = {
			%dth Irish Mechanized Division
		}
		7 = {
			%dth Irish Mechanized Division
		}
		8 = {
			%dth Irish Mechanized Division
		}
		9 = {
			%dth Irish Mechanized Division
		}
		10 = {
			%dth Irish Mechanized Division
		}
	}
}
### Entity: Idea
Component: MEX_church_power_4
Constructs: removal_cost
Source: game
File: common/ideas/mexico.txt

Code:
MEX_church_power_4 = {
	picture = chi_war_of_resistance3
	allowed = {
		always = no
	}
	removal_cost = -1
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		consumer_goods_factor = -0.05
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_patriotic_shooting_clubs
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, add_manpower, has_start_date
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_patriotic_shooting_clubs
	icon = GFX_focus_ETH_freedom_at_gunpoint
	prerequisite = {
		focus = SWI_pro_helvetia
	}
	x = 1
	y = 1
	relative_position_id = SWI_pro_helvetia
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0.2
			SWI_someone_is_about_to_be_angry = yes
		}
	}
	available = {
		power_balance_value = {
			id = SWI_centralization_bop
			value = > 0
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_SWI_MILITARY_READINESS
	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_manpower = 20000
		SWI_max_mr_medium_increase = yes
		SWI_mr_medium_increase = yes
		SWI_min_mr_medium_reduction = yes
		if = {
			limit = {
				has_start_date = < 1936.01.02
			}
			SWI_add_suspicious_prep_opinion = yes
		}
	}
}
### Entity: Idea
Component: EAI_DD_14/super_heavy_tank_aa_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_14/super_heavy_tank_aa_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		super_heavy_tank_aa_chassis = {
			build_cost_ic = -0.35
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: bhu_focus
Component: BHU_technological_progress
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/bhutan.txt

Code:
focus = {
	id = BHU_technological_progress
	icon = GFX_goal_supremacy_of_will
	prerequisite = {
		focus = BHU_industrial_modernization
	}
	relative_position_id = BHU_industrial_modernization
	x = 2
	y = 1
	cost = 10
	ai_will_do = {
		factor = 50
	}
	completion_reward = {
		add_research_slot = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_HISTORICAL
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_fighting_ships
Constructs: prerequisite, completion_reward, add_tech_bonus, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_iceland.txt

Code:
focus = {
	id = ICE_fighting_ships
	icon = GFX_goal_generic_navy_doctrines_tactics
	cost = 10
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = ICE_dockyards_2 ICE_screen_ships
	} {
		focus = ICE_ships
	}
	x = 43
	y = 4
	completion_reward = {
		add_tech_bonus = {
			name = SPR_navy_modernization
			bonus = 1
			uses = 2
			category = naval_equipment
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_doctrine_cost_reduction = {
			name = SPR_navy_modernization
			cost_reduction = 0.5
			uses = 1
			category = naval_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: palestine.23
Constructs: is_triggered_only, add_political_power, random_hours, random_days
Source: game
File: events/Palestine.txt

Code:
country_event = {
	id = palestine.23
	picture = GFX_report_event_gre_officers_chatting
	title = palestine.23.t
	desc = palestine.23.d
	is_triggered_only = yes
	option = {
		name = palestine.23.a
		add_political_power = 75
		hidden_effect = {
			country_event = {
				id = palestine.25
				days = 2
				random_hours = 12
				random_days = 1
			}
		}
	}
}
### Entity: Idea
Component: CHI_intervention_for_khm_idea
Constructs: send_volunteers_tension, send_volunteer_size
Source: game
File: common/ideas/china.txt

Code:
CHI_intervention_for_khm_idea = {
	picture = FRA_scw_intervention_republicans_focus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		send_volunteers_tension = -0.75
		send_volunteer_size = 3
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_united_we_shall_prevail
Constructs: has_completed_focus, prerequisite, limit, add_ideas, has_government, every_country, add_war_support, completion_reward
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_united_we_shall_prevail
	prerequisite = {
		focus = BUL_liberation_of_the_proletariat BUL_balkan_trade_union_secretariat
	}
	icon = GFX_goal_generic_military_deal
	relative_position_id = BUL_liberation_of_the_proletariat
	x = 2
	y = 1
	cost = 10
	available = {
		if = {
			limit = {
				has_completed_focus = BUL_democratic_principles
			}
			has_government = democratic
			any_country = {
				BUL_is_balkan_nation_no_bulgaria = yes
				is_in_faction_with = ROOT
				has_government = democratic
			}
		}
		else_if = {
			limit = {
				has_completed_focus = BUL_appoint_communist_ministers
			}
			has_government = communism
			any_country = {
				BUL_is_balkan_nation_no_bulgaria = yes
				is_in_faction_with = ROOT
				has_government = communism
			}
		} {
			limit = {
				NOT = {
					has_completed_focus = BUL_democratic_principles
				} {
					has_completed_focus = BUL_appoint_communist_ministers
				}
			}
			OR = {
				has_government = democratic communism
			}
			any_country = {
				BUL_is_balkan_nation_no_bulgaria = yes
				is_in_faction_with = ROOT
				OR = {
					has_government = democratic communism
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_war_support = 0.15
		if = {
			limit = {
				any_country = {
					BUL_is_balkan_nation = yes
					is_in_faction_with = ROOT
					has_government = ROOT
				}
			}
			every_country = {
				limit = {
					BUL_is_balkan_nation = yes
					is_in_faction_with = ROOT
					has_government = ROOT
				}
				add_ideas = BUL_the_balkans_united
			}
		}
		else = {
			custom_effect_tooltip = BUL_united_we_shall_prevail_tt
		}
	}
}
### Entity: Character
Component: CHI_the_third_force_trait
Constructs: research_speed_factor, democratic_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
CHI_the_third_force_trait = {
	sprite = 13
	random = no
	political_power_factor = 0.05
	research_speed_factor = 0.05
	democratic_drift = 0.1
	ai_will_do = {
		factor = 1
	}
}
### Entity: Operation
Component: bruneval_exfiltration
Constructs: has_equipment
Source: game
File: common/operation_phases/lar_historical_operations.txt

Code:
bruneval_exfiltration = {
	name = bruneval_exfiltration
	desc = bruneval_exfiltration_desc
	outcome = bruneval_exfiltration_outcome
	risk_extra = bruneval_exfiltration_outcome_fail
	icon = GFX_phase_bruneval_exfiltration_small
	picture = GFX_phase_bruneval_exfiltration
	requirements = {
		has_equipment = {
			convoy = > 0
		}
	}
	equipment = {

	}
}
### Entity: Decision
Component: NOR_historical_deploy_prep_decisions_category
Constructs: has_completed_focus, add_equipment_to_stockpile, limit, remove_ideas, has_country_flag, add_political_power, has_idea, check_variable
Source: game
File: common/decisions/NOR.txt

Code:
NOR_historical_deploy_prep_decisions_category = {
	NOR_modernize_armed_forces_decision_wartime = {
		name = NOR_modernize_armed_forces_decision
		visible = {
			has_completed_focus = NOR_rearm_for_defense
			OR = {
				has_idea = NOR_obsolete_armed_forces_ns_1 NOR_obsolete_armed_forces_ns_2
			}
		}
		available = {
			OR = {
				custom_trigger_tooltip = {
					tooltip = NOR_country_prep_modernize_armed_forces_TT
					check_variable = {
						var = NOR_country_preparedness
						value = > 15
					}
				}
				longest_war_length = > 3
			}
		}
		custom_cost_text = decision_cost_modernize_armed_forces_convoy_cp
		custom_cost_trigger = {
			command_power = > 29
			has_equipment = {
				convoy = > 99
			}
		}
		days_remove = 60
		complete_effect = {
			add_command_power = -25
			add_equipment_to_stockpile = {
				type = convoy_1
				amount = -100
			}
		}
		remove_effect = {
			if = {
				limit = {
					has_idea = NOR_obsolete_armed_forces_ns_1
				}
				swap_ideas = {
					remove_idea = NOR_obsolete_armed_forces_ns_1
					add_idea = NOR_obsolete_armed_forces_ns_2
				}
			}
			else_if = {
				limit = {
					has_idea = NOR_obsolete_armed_forces_ns_2
				}
				remove_ideas = {
					NOR_obsolete_armed_forces_ns_2
				}
			}
		}
	}
	NOR_deploy_state_preparation_historical = {
		priority = 90
		icon = {
			key = GFX_decision_NOR_deploy_prep_dem_1
			trigger = {
				FROM = {
					check_variable = {
						NOR_state_preparation = 1
					}
				}
			}
		} {
			key = GFX_decision_NOR_deploy_prep_dem_2
			trigger = {
				FROM = {
					check_variable = {
						NOR_state_preparation = 2
					}
				}
			}
		} {
			key = GFX_decision_NOR_deploy_prep_dem_3
			trigger = {
				FROM = {
					check_variable = {
						NOR_state_preparation = 3
					}
				}
			}
		}
		visible = {
			ROOT = {
				has_completed_focus = NOR_broken_gun_policies
				has_country_flag = NOR_going_dem_historical
				has_defensive_war = yes
				OR = {
					NOT = {
						has_country_flag = NOR_state_prep_deployment_in_progress
					}
					FROM = {
						has_state_flag = NOR_deploying_prep_in_state
					}
				}
			}
		}
		available = {
			has_equipment = {
				convoy = > NOR_prep_his_cost_convoys
			}
		}
		state_target = yes
		targets = {
			state = 110 921 922 142 920 143 923 144 924 925
		}
		target_root_trigger = {
			has_completed_focus = NOR_broken_gun_policies
			has_country_flag = NOR_going_dem_historical
# ... (truncated)
### Entity: Character
Component: GNA_coi
Source: game
File: common/characters/GNA.txt

Code:
GNA_coi = {
	advisor = {
		slot = political_advisor
		idea_token = GNA_coi
		allowed = {
			original_tag = GNA
		}
		traits = {
			captain_of_industry
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_1
		}
	}
}
### Entity: Event
Component: soviet.61
Constructs: is_triggered_only, limit
Source: game
File: events/SovietUnion.txt

Code:
country_event = {
	id = soviet.61
	title = soviet.61.t
	desc = soviet.61.d
	picture = GFX_report_event_soviet_german_soldier_handshake
	is_triggered_only = yes
	option = {
		name = germany.12.a
		if = {
			limit = {
				GER = {
					controls_state = 85 86 87
				}
			}
			hidden_effect = {
				news_event = {
					hours = 6
					id = news.287
				}
			}
		}
	}
}