Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Lend-lease.html

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The following pages link to Lend-lease:

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)Lend-Lease (redirect page) ‎ (← links | edit)
Ideology ‎ (← links | edit)

World tension ‎ (← links | edit)

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Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/Lend-lease"
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Trade.html

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What links here
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all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
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Category
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Beta
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The following pages link to Trade:

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)Hearts of Iron 4 Wiki ‎ (← links | edit)

Germany ‎ (← links | edit)

United Kingdom ‎ (← links | edit)

Turkey ‎ (← links | edit)

Puppet ‎ (← links | edit)

Beta:Main ‎ (← links | edit)

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Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/Trade"
### Entity: Character
Component: CHA_coi
Source: game
File: common/characters/CHA.txt

Code:
CHA_coi = {
	advisor = {
		slot = political_advisor
		idea_token = CHA_coi
		allowed = {
			original_tag = CHA
		}
		traits = {
			captain_of_industry
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_1
		}
	}
}
### Entity: Idea
Component: CRO_fascist_guy
Constructs: has_government
Source: game
File: common/ideas/croatia.txt

Code:
CRO_fascist_guy = {
	picture = generic_political_advisor_europe_2
	allowed = {
		original_tag = CRO
	}
	traits = {
		fascist_demagogue
	}
	do_effect = {
		NOT = {
			has_government = fascism
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: National Focus
Tree: fin_focus
Component: FIN_finnish_supremacy_in_the_north
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, has_civil_war, is_subject, is_faction_leader
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_finnish_supremacy_in_the_north
	icon = GFX_focus_FIN_finnish_supremacy_in_the_north
	prerequisite = {
		focus = FIN_a_fascist_regime
	}
	mutually_exclusive = {
		focus = FIN_join_axis
	}
	x = 2
	y = 1
	relative_position_id = FIN_a_fascist_regime
	cost = 10
	ai_will_do = {
		base = 40
	}
	available = {
		has_civil_war = no
		is_subject = no
	}
	bypass = {
		has_government = fascism
		is_faction_leader = yes
	}
	search_filters = {

	}
	completion_reward = {
		create_faction_from_template = {
			template = faction_template_european_dominance
			name = FIN_finnish_supremacy_league
			icon = GFX_faction_logo_generic_8
		}
		custom_effect_tooltip = FIN_finnish_supremacy_in_the_north_invite_to_faction_tt FIN_finnish_supremacy_in_the_north_influence_tt FIN_finnish_supremacy_in_the_north_unlock_decisions_tt
		if = {
			limit = {
				any_country = {
					OR = {
						is_baltic_country = yes
						NORDIC_is_nordic = yes
						tag = SMI
					}
					has_government = fascism
					NOT = {
						has_war_with = ROOT
					}
					is_in_faction = no
					is_subject = no
				}
			}
			custom_effect_tooltip = generic_current_targets
		} {
			limit = {
				any_country = {
					OR = {
						is_baltic_country = yes
						NORDIC_is_nordic = yes
						tag = SMI
					}
					NOT = {
						has_government = fascism
					} {
						has_war_with = ROOT
					}
					is_in_faction = no
					is_subject = no
				}
			}
			custom_effect_tooltip = generic_current_effects
			every_other_country = {
				limit = {
					OR = {
						is_baltic_country = yes
						NORDIC_is_nordic = yes
						tag = SMI
					}
					NOT = {
						has_government = fascism
					} {
						has_war_with = ROOT
					}
					is_in_faction = no
					is_subject = no
				}
				add_timed_idea = {
					idea = fascist_influence
					days = 1095
				}
				country_event = {
					id = generic.1
				}
				custom_effect_tooltip = FIN_finnish_supremacy_in_the_north_unlock_decisions_country_specific_tt
				hidden_effect = {
					if = {
						limit = {
							is_baltic_country = yes
						}
						ROOT = {
							activate_targeted_decision = {
								target = PREV
								decision = FIN_pressure_country_government_baltic
							} {
								target = PREV
								decision = FIN_promote_ideology_rallies_baltic
							}
						}
					}
					else = {
						ROOT = {
							activate_targeted_decision = {
								target = PREV
						
# ... (truncated)
### Entity: Trigger Reference
Construct: is_one_state_island
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## is_one_state_island

* Supported Scopes: STATE
* Supported Targets: any

```
return true if the state is a one-state-island.
More precisely, all provinces in the state have no land neighbor.
Or if they do they are connected by a strait or the neighbor is inside the state.
ex: 145 = {
	is_one_state_island = yes
	is_one_state_island = no
}
```
### Entity: Character
Component: SER_acd2
Source: game
File: common/characters/SER.txt

Code:
SER_acd2 = {
	advisor = {
		slot = army_chief
		idea_token = SER_acd2
		allowed = {
			original_tag = SER
		}
		traits = {
			army_chief_defensive_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_1
		}
	}
}
### Entity: Shared Focus
Component: BALTIC_influence_neighbours
Constructs: shared_focus, prerequisite, limit, has_government, completion_reward, cancel_if_invalid, unlock_decision_category_tooltip, every_other_country
Source: game
File: common/national_focus/baltic_shared.txt

Code:
shared_focus = {
	id = BALTIC_influence_neighbours
	icon = GFX_goal_support_communism
	prerequisite = {
		focus = BALTIC_revolutionary_cabinet
	}
	mutually_exclusive = {
		focus = BALTIC_belarus_ssr BALTIC_focus_on_the_interior
	}
	x = -2
	y = 1
	relative_position_id = BALTIC_revolutionary_cabinet
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {
		LIT = {
			has_government = communism
		}
		LAT = {
			has_government = communism
		}
		EST = {
			has_government = communism
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		unlock_decision_category_tooltip = convert_neighbours_baltic_cat
		every_other_country = {
			limit = {
				is_baltic_country = yes
				NOT = {
					has_government = communism
				}
			}
			country_event = BALTIC_events.18
		}
	}
}
### Entity: Idea
Component: CAY_fascist_guy
Constructs: has_government
Source: game
File: common/ideas/cayenne.txt

Code:
CAY_fascist_guy = {
	picture = generic_political_advisor_african_2
	allowed = {
		original_tag = CAY
	}
	traits = {
		fascist_demagogue
	}
	do_effect = {
		NOT = {
			has_government = fascism
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: Order of Battle
Component: air_wing_278
Source: game
File: history/units/ARG_1936_air_bba.txt

Code:
air_wings = {
	278 = {
		small_plane_airframe_0 = {
			owner = ARG
			amount = 18
			version_name = FMA D.21
		}
		small_plane_cas_airframe_0 = {
			owner = ARG
			amount = 12
			creator = FRA
			version_name = Br. 19
		}
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_proclaim_dietsland
Constructs: prerequisite, has_government, has_country_flag, completion_reward, add_political_power, set_cosmetic_tag
Source: game
File: common/national_focus/r56_belgium.txt

Code:
focus = {
	id = BEL_proclaim_dietsland
	icon = GFX_goal_centralize_power
	prerequisite = {
		focus = BEL_unite_dietsland
	}
	relative_position_id = BEL_unite_dietsland
	x = 0
	y = 1
	cost = 1
	ai_will_do = {
		base = 40
	}
	available = {
		has_government = fascism
		has_country_flag = Chose_Verdinaso
		controls_state = 6 7 8 35
	}
	completion_reward = {
		add_political_power = 20
		set_cosmetic_tag = BEL5
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: JUNO_brazil_events.17
Constructs: is_triggered_only, ai_chance, add_opinion_modifier
Source: game
File: events/TOA_Brazil.txt

Code:
country_event = {
	id = JUNO_brazil_events.17
	title = JUNO_brazil_events.17.t
	desc = JUNO_brazil_events.17.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = JUNO_brazil_events.17.a
		ai_chance = {
			base = 10
		}
		add_opinion_modifier = {
			modifier = BRA_rejected_washington_accords
			target = FROM
		}
	}
}
### Entity: Decision
Component: CHI_request_guarantees
Constructs: has_completed_focus, has_government, is_in_faction, is_subject, complete_effect
Source: game
File: common/decisions/r56_warlord_decisions.txt

Code:
CHI_request_guarantees = {
	CHI_request_guanrantee_from = {
		icon = GFX_decision_generic_army_support
		targets = {
			USA FRA GER ITA ENG SOV CUG JAP
		}
		targets_dynamic = yes
		visible = {
			FROM = {
				OR = {
					original_tag = USA FRA GER ITA ENG SOV CUG JAP
				}
			} {
				OR = {
					AND = {
						ROOT = {
							has_completed_focus = CHI_seek_recognition_from_the_occident
						}
						OR = {
							has_government = democratic neutrality
						}
						NOT = {
							original_tag = CUG
						} {
							original_tag = JAP
						}
					} {
						ROOT = {
							has_completed_focus = CHI_lobby_for_western_recognition
						}
						has_government = democratic
					}
				}
			}
		}
		available = {
			is_in_faction = no
			is_subject = no
		}
		on_map_mode = map_and_decisions_view
		cost = 25
		complete_effect = {
			FROM = {
				country_event = CHI_warlords.33
			}
		}
	}
}
### Entity: AI Strategy
Component: ai_focus_aggressive_COG
Source: game
File: common/ai_focuses/COG.txt

Code:
ai_focus_aggressive_COG = {
	research = {
		offensive = 5.0
		synth_resources = 1.0
		motorized_equipment = 2.0
		armor = 10.0
	}
}
### Entity: Modifier Reference
Construct: defense_bonus_against
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## defense_bonus_against

* Number with 1 decimal places
* **Categories**: army
### Entity: Character
Component: domestic_administrator
Constructs: stability_factor, war_support_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
domestic_administrator = {
	random = no
	sprite = 13
	war_support_factor = -0.05
	political_power_factor = 0.05
	stability_factor = 0.1
}
### Entity: Wiki Documentation
Construct: nextsong
Source: paradoxwiki
File: documentation/web/paradoxwiki/Console_commands.html

Doc:
nextsong
|
Changes the currently playing soundtrack.
|

|
### Entity: National Focus
Tree: eth_focus
Component: ETH_cooperation
Constructs: prerequisite, limit, completion_reward, add_offsite_building, is_or_will_be_jimma, set_country_flag, is_or_will_be_gojjam
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_cooperation
	icon = GFX_goal_generic_improve_relations
	prerequisite = {
		focus = ETH_amedeos_feast_of_maskal ETH_assertiveness
	}
	dynamic = yes
	x = 1
	y = 1
	relative_position_id = ETH_amedeos_feast_of_maskal
	cost = 10
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		add_offsite_building = {
			type = industrial_complex
			level = 2
		}
		IF = {
			limit = {
				is_or_will_be_jimma = yes
			}
			set_country_flag = ETH_random_som_advisor_flag
			custom_effect_tooltip = ETH_cooperation_som_tt
		}
		ELSE_IF = {
			limit = {
				is_or_will_be_gojjam = yes
			}
			set_country_flag = ETH_random_sud_advisor_flag
			custom_effect_tooltip = ETH_cooperation_sud_tt
		}
		ELSE = {
			set_country_flag = ETH_gugsa_cooperation_flag
			custom_effect_tooltip = ETH_cooperation_gugsa_tt
		}
	}
}
### Entity: Idea
Component: CHL_democratic_alliance_in_power
Constructs: has_government, removal_cost, democratic_drift, communism_drift, neutrality_drift
Source: game
File: common/ideas/chile.txt

Code:
CHL_democratic_alliance_in_power = {
	picture = CHL_democratic_alliance_in_power
	allowed = {
		original_tag = CHL
	}
	allowed_civil_war = {
		original_tag = CHL
		has_government = democratic
	}
	removal_cost = -1
	modifier = {
		democratic_drift = 0.02
		communism_drift = 0.02
		neutrality_drift = 0.01
		political_power_factor = 0.2
	}
}
### Entity: Unit Template
Component: COL_DD_HISTORICAL
Source: game
File: common/units/names_ships/COL_ship_names.txt

Code:
COL_DD_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_DESTROYERS
	for_countries = {
		COL
	}
	type = ship
	ship_types = {
		ship_hull_light destroyer
	}
	prefix = ARC 
	fallback_name = Destructor %d
	unique = {
		Antioquia Caldas 20 de Julio 7 de Agosto Santander Almirante Padilla Almirante Tono Almirante Brión Córdoba
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_independent_steel_production
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots, add_building_construction, add_tech_bonus
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_independent_steel_production
	icon = GFX_focus_generic_steel
	prerequisite = {
		focus = ISR_kibbutz_production
	}
	x = 1
	y = 2
	relative_position_id = ISR_building_the_new_homeland
	cost = 5
	ai_will_do = {
		factor = 25
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STEEL
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = ISR
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = steel_mill
				level = 2
				instant_build = yes
			}
		}
		add_tech_bonus = {
			name = industrial_bonus
			bonus = 1
			uses = 2
			category = steel_tech
		}
	}
}
### Entity: AI Strategy
Component: GRE_communist_plan
Constructs: has_completed_focus, has_government, has_country_flag, has_game_rule
Source: game
File: common/ai_strategy_plans/GRE_alternate_strategy_plan.txt

Code:
GRE_communist_plan = {
	name = Greece Communist Plan
	desc = Greece will attempt to join the Comintern and spark a battle for the Bosporus with Turkey
	allowed = {
		original_tag = GRE
	}
	enable = {
		OR = {
			has_country_flag = GRE_AI_RANDOM_COMMUNIST
			has_game_rule = {
				rule = GRE_ai_behavior
				option = COMMUNIST
			}
		}
	}
	abort = {
		OR = {
			SOV = {
				NOT = {
					has_government = communism
				}
			}
			TUR = {
				has_completed_focus = TUR_kemalist_socialist_theory
			}
		}
	}
	ai_national_focuses = {
		GRE_reevaluating_the_drachma GRE_utilize_our_strengths GRE_bring_home_the_exiled_republicans GRE_request_communist_support GRE_a_socialist_economy GRE_the_hellenic_army GRE_open_foreign_subsidized_factories GRE_the_backbone_of_our_army GRE_lignite_liquefaction GRE_extracting_more_from_our_soil GRE_open_up_the_country GRE_renegotiate_debt_with_france GRE_nationalized_banks GRE_agricultural_communes GRE_the_hellenic_navy GRE_the_greek_industrial_revolution GRE_soviet_subsidised_railways GRE_appeal_to_the_soviet_union GRE_red_militias GRE_clearing_land_for_industrial_expansion GRE_depose_the_reactionaries GRE_the_hellenic_air_force GRE_tow_the_stalinist_line GRE_increase_our_mining_operations GRE_connecting_our_prefectures GRE_stage_an_incident_in_the_bosporus GRE_mobilise_our_economy GRE_revolutionaries_of_the_south GRE_clear_the_slums GRE_sophistry_and_science GRE_cooperate_with_foreign_monopolies GRE_a_modern_navy GRE_academy_of_athens GRE_disrupting_the_great_powers GRE_a_long_and_proud_tradition GRE_destroying_our_foes GRE_embracing_modern_warfare GRE_hellenic_armoured_corp GRE_a_land_of_mountains GRE_the_torpedo
	}
	research = {

	}
	ideas = {
		GRE_dimitris_glinos = 5
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_royal_indian_navy
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_doctrine_cost_reduction
Source: game
File: common/national_focus/india.txt

Code:
focus = {
	id = RAJ_royal_indian_navy
	icon = GFX_goal_generic_navy_doctrines_tactics
	prerequisite = {
		focus = RAJ_expand_mazagon_dock RAJ_found_scindia_shipyard
	}
	x = 1
	y = 1
	relative_position_id = RAJ_expand_mazagon_dock
	cost = 10
	ai_will_do = {
		factor = 25
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		navy_experience = 10
		add_doctrine_cost_reduction = {
			name = RAJ_royal_indian_navy
			cost_reduction = 0.5
			uses = 1
			category = naval_doctrine
		}
	}
}
### Entity: Modifier Reference
Construct: opinion_gain_monthly_same_ideology_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## opinion_gain_monthly_same_ideology_factor

* Number with 2 decimal places
* **Categories**: country
### Entity: Technology
Component: heavy_fighter1
Constructs: enable_equipments, research_cost
Source: game
File: common/technologies/air_techs.txt

Code:
technology = {
	enable_equipments = {
		heavy_fighter_equipment_1
	}
	path = {
		leads_to_tech = heavy_fighter2
		research_cost_coeff = 1
	}
	research_cost = 2
	start_year = 1936
	folder = {
		name = air_techs_folder
		position = {
			x = -2
			y = 4
		}
	}
	categories = {
		medium_air air_equipment cat_heavy_fighter mio_cat_all_medium_aircraft_and_modules
	}
	special_project_specialization = {
		specialization_air
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_R56_eduardo_gomes_doctrine
Constructs: prerequisite, limit, completion_reward, has_dlc, add_tech_bonus, bomber_bonus, add_ace
Source: game
File: common/national_focus/r56_brazil.txt

Code:
focus = {
	id = BRA_R56_eduardo_gomes_doctrine
	icon = GFX_goal_generic_air_bomber
	prerequisite = {
		focus = BRA_R56_the_brazilian_air_force
	}
	relative_position_id = BRA_R56_the_brazilian_air_force
	x = -1
	y = 1
	cost = 10
	completion_reward = {
		air_experience = 10
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			add_tech_bonus = {
				name = BRA_R56_eduardo_gomes_doctrine
				bonus = 1
				uses = 1
				category = heavy_air medium_air
			}
		}
		else = {
			add_tech_bonus = {
				name = bomber_bonus
				bonus = 1
				uses = 1
				category = heavy_air tactical_bomber
			}
		}
		add_ace = {
			name = Eduardo
			surname = Gomes
			callsign = O Brigadeiro
			type = bomber_good_range
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Decision
Component: JAP_the_red_sun_over_asia_decisions
Constructs: has_completed_focus, has_dlc
Source: game
File: common/decisions/categories/JAP_decision_categories.txt

Code:
JAP_the_red_sun_over_asia_decisions = {
	icon = GFX_decision_category_jap_pacific_guardian
	priority = 15
	picture = GFX_decision_cat_picture_JAP_workers_celebrating
	visible_when_empty = no
	allowed = {
		original_tag = JAP
		has_dlc = No Compromise, No Surrender
	}
	visible = {
		has_completed_focus = JAP_raise_the_red_flag_high
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_cabinet_mission_plan
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid, complete_tooltip
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_cabinet_mission_plan
	icon = GFX_focus_ARG_cut_ties_with_britain
	prerequisite = {
		focus = RAJ_power_sharing_agreement
	}
	x = 0
	y = 1
	relative_position_id = RAJ_power_sharing_agreement
	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_POLITICAL
	}
	complete_tooltip = {

	}
	completion_reward = {
		add_ideas = idea_RAJ_guided_by_britain
	}
}
### Entity: Ability
Component: ability
Constructs: has_completed_focus, is_leading_army_group, is_border_war, has_war_support, check_variable, set_temp_variable
Source: game
File: common/abilities/ITA_abilities.txt

Code:
ability = {
	ITA_force_attack = {
		name = ABILITY_avanti
		desc = ABILITY_avanti_desc
		icon = GFX_ability_chi_force_attack
		sound_effect = ITA_infantry_neutral_combat
		type = army_leader
		allowed = {
			is_leading_army_group = no
			is_border_war = no
			OWNER = {
				has_completed_focus = ITA_the_new_arditi
			}
		}
		cost = 0.15
		duration = 168
		unit_modifiers = {
			army_infantry_attack_factor = 0.2
			army_speed_factor = 0.1
			supply_consumption_factor = 0.1
			cannot_retreat_while_defending = 1.0
			str_damage_multiplier = 0.15
		}
		ai_will_do = {
			factor = -1
			modifier = {
				FROM = {
					has_war_support = > 0.1
					command_power = > 1.0
				}
				check_variable = {
					num_units_offensive_combats = > 6
				} {
					temp = > 0.45
				} {
					ai_random = > temp
				}
				set_temp_variable = {
					temp = avg_offensive_combat_status
				}
				add = 2
			}
		}
	}
}
### Entity: Event
Component: wuw_GER_diplomacy.112
Constructs: is_triggered_only, add_ideas, add_opinion_modifier, add_ai_strategy
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_diplomacy.112
	title = wuw_GER_diplomacy.2.t
	desc = wuw_GER_diplomacy.112.desc
	picture = GFX_report_event_tank_factory
	is_triggered_only = yes
	option = {
		name = wuw_GER_diplomacy.1.a
		effect_tooltip = {
			FROM = {
				add_ideas = GER_development_of_economic_relations_ns
				add_opinion_modifier = {
					target = PREV
					modifier = GER_trading_partners
				}
			}
		}
		custom_effect_tooltip = war_will_cancel_deal_tt
		add_ai_strategy = {
			type = befriend
			id = FROM
			value = 100
		}
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_foster_connections_on_the_ground_r56
Constructs: has_completed_focus, prerequisite, limit, completion_reward, has_capitulated, allow_branch, has_focus_autohide_rule_trigger_r56, has_intelligence_agency
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_foster_connections_on_the_ground_r56
	icon = GFX_focus_generic_sabotage
	cost = 8
	x = 1
	y = 1
	relative_position_id = SIA_continue_the_fight_underground_r56
	prerequisite = {
		focus = SIA_continue_the_fight_underground_r56
	}
	ai_will_do = {
		base = 999
	}
	available_if_capitulated = yes
	available = {
		has_capitulated = yes
		NOT = {
			has_completed_focus = SIA_take_the_fight_to_our_enemies_soil_r56
		}
	}
	allow_branch = {
		if = {
			limit = {
				has_focus_autohide_rule_trigger_r56 = yes
			}
			NOT = {
				has_completed_focus = SIA_take_the_fight_to_our_enemies_soil_r56
			}
		}
	}
	completion_reward = {
		if = {
			limit = {
				has_intelligence_agency = yes
			}
			gain_random_agency_upgrade = yes
		} {
			limit = {
				has_idea = SIA_taking_the_fight_underground_r56
			}
			swap_ideas = {
				remove_idea = SIA_taking_the_fight_underground_r56
				add_idea = SIA_foster_connections_on_the_ground_idea_r56
			}
		}
		else_if = {
			limit = {
				NOT = {
					has_dlc = La Resistance
				}
			}
			add_tech_bonus = {
				name = SIA_foster_connections_on_the_ground_r56
				ahead_reduction = 1
				bonus = 1.5
				uses = 1
				category = decryption_tech
			}
		}
		else = {
			create_intelligence_agency = {
				icon = GFX_intelligence_agency_logo_generic_6
			}
		} {
			swap_ideas = {
				remove_idea = SIA_prepare_landing_operations_idea_r56
				add_idea = SIA_taking_the_fight_underground2_r56
			}
		}
	}
}
### Entity: Character
Component: POL_tadeusz_bielecki
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/POL.txt

Code:
POL_tadeusz_bielecki = {
	name = POL_tadeusz_bielecki
	portraits = {
		army = {
			small = GFX_portrait_POL_tadeusz_bielecki_small
			large = GFX_portrait_POL_tadeusz_bielecki
		}
		civilian = {
			large = GFX_portrait_POL_tadeusz_bielecki
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = POL_tadeusz_bielecki
		available = {
			has_completed_focus = POL_integrate_the_endecja
		}
		allowed = {
			original_tag = POL
			has_dlc = No Step Back
		}
		traits = {
			nationalist_journalist
		}
	}
}