Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: AUS_josef_brunner
Source: game
File: common/characters/AUS.txt

Code:
AUS_josef_brunner = {
	advisor = {
		slot = high_command
		idea_token = AUS_josef_brunner
		ledger = air
		allowed = {
			original_tag = AUS
		}
		traits = {
			air_air_superiority_2
		}
		cost = 100
		ai_will_do = {
			base = 1
		}
	}
	name = AUS_josef_brunner
	portraits = {
		army = {
			small = GFX_portrait_AUS_josef_brunner_small
		}
	}
}
### Entity: Decision
Component: political_actions
Constructs: limit, has_country_flag, fire_only_once, has_idea, has_global_flag, complete_effect, set_country_flag, swap_ideas
Source: game
File: common/decisions/r56i_decisions.txt

Code:
political_actions = {
	r56i_decision_suppress_revolts = {
		icon = oppression
		cost = 25
		fire_only_once = no
		days_remove = 28
		allowed = {

		}
		available = {
			has_idea = r56i_laws_security_order
		}
		ai_will_do = {
			factor = 10
		}
		visible = {
			has_country_flag = r56i_flag_riots_ongoing
			NOT = {
				OR = {
					has_idea = r56i_idea_suppress_harsh r56i_idea_suppress_talks r56i_idea_suppress_spend
					has_global_flag = NATIONAL_CHARACTERS_BLOCKED
				}
			}
		}
		modifier = {

		}
		complete_effect = {
			custom_effect_tooltip = r56i_tooltip_suppress_harsh
			hidden_effect = {
				set_country_flag = r56i_flag_riots_suppress_harsh
				if = {
					limit = {
						has_idea = r56i_idea_riots
					}
					swap_ideas = {
						remove_idea = r56i_idea_riots
						add_idea = r56i_idea_suppress_harsh
					}
				} {
					limit = {
						has_idea = r56i_idea_riots_escalate
					}
					swap_ideas = {
						remove_idea = r56i_idea_riots_escalate
						add_idea = r56i_idea_suppress_harsh
					}
				}
				random_list = {
					75 = {
						country_event = {
							id = r56i.event.04
							days = 7
						}
					}
					25 = {
						country_event = {
							id = r56i.event.05
							days = 14
						}
					}
				}
			}
		}
	}
	r56i_decision_talk_revolts = {
		icon = generic_political_discourse
		cost = 50
		fire_only_once = no
		days_remove = 28
		allowed = {

		}
		available = {
			has_idea = r56i_laws_security_rights
		}
		ai_will_do = {
			factor = 9
		}
		visible = {
			has_country_flag = r56i_flag_riots_ongoing
			NOT = {
				OR = {
					has_idea = r56i_idea_suppress_harsh r56i_idea_suppress_talks r56i_idea_suppress_spend
					has_global_flag = NATIONAL_CHARACTERS_BLOCKED
				}
			}
		}
		modifier = {

		}
		complete_effect = {
			custom_effect_tooltip = r56i_tooltip_suppress_talks
			hidden_effect = {
				set_country_flag = r56i_flag_riots_suppress_talks
				if = {
					limit = {
						has_idea = r56i_idea_riots
					}
					swap_ideas = {
						remove_idea = r56i_idea_riots
						add_idea = r56i_idea_suppress_talks
					}
				} {
					limit = {
						has_idea = r56i_idea_riots_escalate
					}
					swap_ideas = {
						remove_idea = r56i_idea_riots_escalate
						add_idea = r56i_idea_suppress_talks
					}
				}
				random_list = {
					75 = {
						country_event = {
							id = r56i.event.06
							days = 7
						}
					}
					25 = {
						country_event =
# ... (truncated)
### Entity: Character
Component: medium_tank_producer_mass_2
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
medium_tank_producer_mass_2 = {
	random = no
	equipment_bonus = {
		medium_tank_chassis = {
			build_cost_ic = -0.15
		}
		medium_tank_artillery_chassis = {
			build_cost_ic = -0.15
		}
		medium_tank_destroyer_chassis = {
			build_cost_ic = -0.15
		}
		medium_tank_aa_chassis = {
			build_cost_ic = -0.15
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: NSB_soviet_foreign_politics_events.2
Constructs: is_triggered_only, ai_chance, limit, has_government, add_stability, add_opinion_modifier, add_political_power, has_opinion
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_foreign_politics_events.2
	title = NSB_soviet_foreign_politics_events.2.t
	desc = NSB_soviet_foreign_politics_events.2.desc
	picture = [GetPromotingIdeologyGFX]
	is_triggered_only = yes
	option = {
		name = NSB_soviet_foreign_politics_events.2.a
		ai_chance = {
			base = 1
			modifier = {
				factor = 2
				strength_ratio = {
					tag = FROM
					ratio = < 0.5
				}
			} {
				factor = 5
				strength_ratio = {
					tag = FROM
					ratio = < 0.2
				}
			} {
				factor = 1.5
				has_opinion = {
					target = FROM
					value = > 75
				}
			} {
				factor = 0
				OR = {
					is_in_faction = yes
					is_subject = yes
				}
			} {
				factor = 2
				OR = {
					FROM = {
						original_tag = SOV
						has_idea = SOV_maksim_litvinov
					} {
						ITA_has_foreign_affairs_or_nice_guy_hired = yes
					}
				}
			}
		}
		hidden_effect = {
			if = {
				limit = {
					FROM = {
						original_tag = SOV
					}
				}
				add_ai_strategy = {
					type = befriend
					id = SOV
					value = 10
				} {
					type = alliance
					id = SOV
					value = 10
				}
			}
			else_if = {
				limit = {
					FROM = {
						original_tag = ITA
					}
				}
				add_ai_strategy = {
					type = befriend
					id = ITA
					value = 10
				} {
					type = alliance
					id = ITA
					value = 10
				}
			}
		}
		add_popularity = {
			ideology = FROM
			popularity = 0.1
		}
		add_opinion_modifier = {
			target = FROM
			modifier = SOV_stirring_the_masses
		}
	} {
		name = NSB_soviet_foreign_politics_events.2.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				has_political_power = < 70
			}
		}
		trigger = {
			NOT = {
				has_government = FROM
			}
		}
		add_political_power = -70
		add_stability = -0.05
		add_popularity = {
			ideology = ROOT
			popularity = 0.1
		}
		add_opinion_modifier = {
			target = FROM
			modifier = SOV_stirring_the_masses
		}
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/PRU_1939.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 4
	}
	location = 8149
	division_template = División de Infanteria
	start_experience_factor = 0.1
	start_equipment_factor = 0.3
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_develop_belgian_air_industry
Constructs: prerequisite, limit, completion_reward, random_core_state, is_owned_and_controlled_by, add_extra_state_shared_building_slots, add_building_construction, add_tech_bonus
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_develop_belgian_air_industry
	icon = GFX_focus_generic_aircraft_production
	prerequisite = {
		focus = BEL_belgian_air_force
	}
	relative_position_id = BEL_belgian_air_force
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	x = -4
	y = 1
	cost = 10
	available = {

	}
	completion_reward = {
		random_core_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
				is_owned_and_controlled_by = ROOT
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		add_tech_bonus = {
			name = BEL_develop_belgian_air_industry
			bonus = 0.5
			uses = 2
			category = air_equipment
		}
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_NAVAL_block_invasion_target_B0N
Constructs: check_variable
Source: game
File: common/ai_strategy/EAI_MILITARY_naval_strategies.txt

Code:
EAI_MILITARY_NAVAL_block_invasion_target_B0N = {
	enable = {
		NOT = {
			check_variable = {
				EAI_INVASION_block_target^23 = 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = invade
		id = B0N
		value = -2000
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_develop_the_capitale_nationale
Constructs: prerequisite, limit, has_country_flag, completion_reward, add_victory_points, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_develop_the_capitale_nationale
	icon = GFX_focus_generic_industry_3
	prerequisite = {
		focus = QUE_the_quebecois_economy
	} {
		focus = QUE_expand_bombardier_factories
	}
	relative_position_id = QUE_the_quebecois_economy
	x = 5
	y = 1
	cost = 10
	available = {
		has_country_flag = QUE_good_economy
	}
	available_if_capitulated = yes
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		468 = {
			ETH_upgrade_state_category = yes
		}
		if = {
			limit = {
				has_country_flag = QUE_capital_quebec
			}
			add_victory_points = {
				province = 12149
				value = 5
			}
		}
		else = {
			add_victory_points = {
				province = 4345
				value = 5
			}
		}
		random_owned_controlled_state = {
			prioritize = {
				468
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			} {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_nationalize_iranian_oil
Constructs: prerequisite, limit, add_ideas, remove_ideas, completion_reward, is_subject, has_tech, remove_resource_rights
Source: game
File: common/national_focus/r56_persia.txt

Code:
focus = {
	id = PER_nationalize_iranian_oil
	icon = GFX_focus_PER_nationalize_oil_fields
	prerequisite = {
		focus = PER_reform_the_administration_cw PER_empower_the_shah
	}
	x = -1
	y = 1
	relative_position_id = PER_empower_the_shah
	cost = 5
	available = {
		is_subject = no
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_tech = excavation3
				}
			}
			add_ideas = PER_resource_industry_incompetence
		}
		remove_ideas = PER_anglo_iranian_oil_company
		ENG = {
			remove_resource_rights = 413
			send_embargo = ROOT
		}
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_banana_boats
Constructs: prerequisite, limit, add_ideas, completion_reward, is_coastal, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_banana_boats
	icon = GFX_goal_generic_navy_cruiser
	prerequisite = {
		focus = HON_great_white
	} {
		focus = HON_invite_ford
	}
	relative_position_id = HON_invite_ford
	x = 1
	y = 1
	cost = 5
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = HON_convoy_discount
		if = {
			limit = {
				NOT = {
					any_owned_state = {
						dockyard = > 0
						free_building_slots = {
							building = dockyard
							size = > 1
							include_locked = yes
						}
					}
				}
				any_owned_state = {
					is_coastal = yes
				}
			}
			random_owned_controlled_state = {
				limit = {
					is_coastal = yes
					free_building_slots = {
						building = dockyard
						size = > 1
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = dockyard
					level = 1
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Idea
Component: CYP_war_mobilisation_i
Constructs: mobilization_speed
Source: game
File: common/ideas/r56_cyprus.txt

Code:
CYP_war_mobilisation_i = {
	picture = FRA_national_mobilization_focus
	modifier = {
		war_support_weekly = 0.001
		mobilization_speed = 0.15
		mobilization_laws_cost_factor = -0.1
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_the_agreement
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, is_subject, is_in_faction, has_capitulated
Source: game
File: common/national_focus/r56_indonesia.txt

Code:
focus = {
	id = INS_the_agreement
	icon = GFX_goal_JAP_co_prosperity_sphere
	ai_will_do = {
		factor = 7
	}
	relative_position_id = INS_the_coup
	x = -1
	y = 1
	mutually_exclusive = {
		focus = INS_our_own_path
	}
	prerequisite = {
		focus = INS_the_coup INS_launch_the_revolution
	}
	cost = 5
	available = {
		is_subject = no
		is_in_faction = no
		JAP = {
			NOT = {
				has_war_with = ROOT
				has_government = democratic
			}
			has_capitulated = no
			is_faction_leader = yes
		}
	}
	bypass = {
		OR = {
			is_subject_of = JAP
			is_in_faction_with = JAP
			JAP = {
				OR = {
					is_faction_leader = no
					has_government = democratic
					has_civil_war = yes
				}
			}
		}
	}
	completion_reward = {
		if = {
			limit = {
				JAP = {
					has_capitulated = no
					NOT = {
						has_war_with = ROOT
					}
				}
			}
			JAP = {
				country_event = {
					id = generic.2
				}
			}
		}
	}
}
### Entity: Event
Component: lar_news.29
Constructs: is_triggered_only, has_completed_focus, limit, has_government, set_global_flag, every_state, has_state_flag, remove_core_of
Source: game
File: events/LAR_NewsEvents.txt

Code:
news_event = {
	id = lar_news.29
	title = lar_news.29.t
	desc = lar_news.29.desc
	picture = GFX_news_event_033
	major = yes
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			set_global_flag = scw_early_end
			every_state = {
				limit = {
					has_state_flag = SPR_core_of_spain_flag SPR_sided_with_republicans_flag
				}
				remove_core_of = SPA SPB
			} {
				limit = {
					has_state_flag = SPR_core_of_spain_flag SPR_sided_with_nationalists_flag
				}
				remove_core_of = SPB SPA
			}
			118 = {
				if = {
					limit = {
						is_controlled_by = ROOT
					}
					add_core_of = ROOT
					remove_core_of = SPA SPB
				}
				else = {
					add_claim_by = SPD
					remove_claim_by = SPA SPB
				}
			}
		}
	}
	option = {
		name = lar_news.28.c
		trigger = {
			OR = {
				AND = {
					tag = GER
					has_government = fascism
				} {
					tag = ITA
					has_government = fascism
				}
			}
		}
	} {
		name = lar_news.28.b
		trigger = {
			NOT = {
				AND = {
					tag = GER
					has_government = fascism
				} {
					tag = ITA
					has_government = fascism
				}
				tag = SPD SOV
			}
		}
	} {
		name = lar_news.28.a
		trigger = {
			tag = SOV
		}
	} {
		name = lar_news.29.d
		trigger = {
			tag = SPD
			OR = {
				has_completed_focus = SPR_regional_defense_council_of_aragon SPR_hinder_nkvd_interference
			}
		}
	} {
		name = lar_news.29.e
		trigger = {
			tag = SPD
			OR = {
				has_completed_focus = SPR_maintain_the_second_republic SPR_the_stalinist_doctrine
			}
		}
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_scavenging
Constructs: prerequisite, limit, add_ideas, completion_reward, random_army_leader, has_trait, add_trait
Source: game
File: common/national_focus/iraq.txt

Code:
focus = {
	id = IRQ_scavenging
	icon = GFX_focus_AFG_scavenging
	prerequisite = {
		focus = IRQ_infantry_focus
	}
	x = -2
	y = 1
	relative_position_id = IRQ_infantry_focus
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		add_ideas = IRQ_scavenging_tactics_idea
		custom_effect_tooltip = generic_skip_one_line_tt
		random_army_leader = {
			limit = {
				NOT = {
					has_trait = scavenger
				}
			}
			add_trait = {
				trait = scavenger
			}
		} {
			limit = {
				NOT = {
					has_trait = scavenger
				}
			}
			add_trait = {
				trait = scavenger
			}
		}
	}
}
### Entity: Idea
Component: CSA_renard
Constructs: research_bonus, equipment_bonus
Source: game
File: common/ideas/CSA.txt

Code:
CSA_renard = {
	picture = generic_air_manufacturer_2
	allowed = {
		original_tag = CSA
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		medium_aircraft_manufacturer
	}
	equipment_bonus = {

	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: yug_focus
Component: YUG_replace_the_dalmacija
Constructs: prerequisite, completion_reward, is_coastal, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/yugoslavia.txt

Code:
focus = {
	id = YUG_replace_the_dalmacija
	icon = GFX_goal_generic_navy_cruiser
	prerequisite = {
		focus = YUG_contest_the_adriatic
	}
	x = 0
	y = 2
	relative_position_id = YUG_expand_the_split_shipyards
	cost = 10
	ai_will_do = {
		factor = 20
	}
	available = {
		any_owned_state = {
			is_coastal = yes
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = YUG_replace_the_dalmacija
			bonus = 1.0
			uses = 1
			category = ca_tech
		}
	}
}
### Entity: Game Data
Component: god_damn_plan
Constructs: has_any_custom_difficulty_setting, has_global_flag
Source: game
File: common/achievements/rt56-achievements.txt

Code:
god_damn_plan = {
	possible = {
		difficulty = > 1
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		original_tag = FRA
	}
	happened = {
		original_tag = TAH
		has_global_flag = TAH_god_damn_plan
	}
}
### Entity: Scripted Effect
Component: EAI_MAP_barbarossa_sector_south
Constructs: limit, every_state, add_to_array, set_variable
Source: game
File: common/scripted_effects/EAI_MAP_effects.txt

Code:
EAI_MAP_barbarossa_sector_south = {
	every_state = {
		limit = {
			OR = {
				region = 26 130 137
			}
		}
		add_to_array = {
			global.EAI_MAP_barbarossa_sectors = THIS.id
		}
	}
	set_variable = {
		global.EAI_MAP_barbarossa_sector_data_ST_end^_sector_id = global.EAI_MAP_barbarossa_sectors^num
	} {
		global.EAI_MAP_barbarossa_sector_data_OB_end^_sector_id = global.EAI_MAP_barbarossa_sectors^num
	} {
		global.EAI_MAP_barbarossa_sector_data_AR_end^_sector_id = global.EAI_MAP_barbarossa_sectors^num
	}
	add_to_array = {
		global.EAI_MAP_barbarossa_sectors = 217
		 = .id
	} {
		global.EAI_MAP_barbarossa_sectors = 218
		 = .id
	} {
		global.EAI_MAP_barbarossa_sectors = 221
		 = .id
	} {
		global.EAI_MAP_barbarossa_sectors = 137
		 = .id
	} {
		global.EAI_MAP_barbarossa_sectors = 229
		 = .id
	} {
		global.EAI_MAP_barbarossa_sectors = 192
		 = .id
	} {
		global.EAI_MAP_barbarossa_sectors = 46
		 = .id
	} {
		global.EAI_MAP_barbarossa_sectors = 26
	} {
		global.EAI_MAP_barbarossa_sectors = 130
	} {
		global.EAI_MAP_barbarossa_sectors = 137
	}
}
### Entity: Character
Component: GER_ludwig_beck
Source: game
File: common/characters/GER.txt

Code:
GER_ludwig_beck = {
	name = GER_ludwig_beck
	portraits = {
		army = {
			small = GFX_idea_ludwig_beck
		}
	}
	advisor = {
		slot = army_chief
		idea_token = ludwig_beck
		allowed = {
			original_tag = GER
		}
		traits = {
			army_chief_organizational_2
		}
		cost = 100
		ai_will_do = {
			factor = 8.0
		}
	}
}
### Entity: National Focus
Tree: adu_focus
Component: ADU_assessing_our_future
Constructs: completion_reward, add_political_power
Source: game
File: common/national_focus/andalusia.txt

Code:
focus = {
	id = ADU_assessing_our_future
	icon = GFX_focus_AFG_fruit_processing
	x = 50
	y = 0
	cost = 5
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 75
	}
}
### Entity: Character
Component: CAM_tou_samouth
Source: game
File: common/characters/CAM.txt

Code:
CAM_tou_samouth = {
	name = CAM_tou_samouth
	portraits = {
		civilian = {
			large = GFX_portrait_Pol_Pot
		}
	}
	country_leader = {
		ideology = marxism
		traits = {
			khmer_issarak_leader
		}
		expire = 1960.1.1.1
		id = -1
	}
}
### Entity: Scripted Trigger
Component: EAI_RESOURCE_has_chromium_shortage
Constructs: check_variable
Source: game
File: common/scripted_triggers/EAI_MISC_triggers.txt

Code:
EAI_RESOURCE_has_chromium_shortage = {
	check_variable = {
		EAI_chromium_resource_shortage = 3
	}
}
### Entity: Idea
Component: KMT_the_politburo4
Constructs: has_government, production_speed_buildings_factor, removal_cost, communism_drift
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_the_politburo4 = {
	removal_cost = -1
	picture = SOV_the_politburo_ccp_2d_sov_compatibility
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			has_government = communism
		}
	}
	modifier = {
		communism_drift = 0.05
		drift_defence_factor = 0.05
		political_power_factor = 0.05
		economy_cost_factor = -0.2
		trade_laws_cost_factor = -0.2
		mobilization_laws_cost_factor = -0.2
		consumer_goods_factor = -0.02
		global_building_slots_factor = 0.1
		production_speed_buildings_factor = 0.05
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_contain_the_labor_movement
Constructs: prerequisite, add_war_support, completion_reward, add_political_power, add_popularity
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_contain_the_labor_movement
	icon = GFX_focus_spr_masters_of_our_own_fate
	prerequisite = {
		focus = NOR_weathering_the_storm_to_come
	} {
		focus = NOR_sabotage_unions
	}
	x = 1
	y = 1
	relative_position_id = NOR_sabotage_unions
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_popularity = {
			ideology = communism
			popularity = -0.1
		} {
			ideology = democratic
			popularity = 0.1
		} {
			ideology = fascism
			popularity = 0.08
		}
		add_political_power = 50
		add_war_support = 0.15
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_organization_of_the_partisans_old
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, has_dlc, create_operative_leader, add_timed_idea
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_organization_of_the_partisans_old
	text = SOV_organization_of_the_partisans
	icon = GFX_focus_focus_fra_maquis
	prerequisite = {
		focus = SOV_lessons_of_war_old
	}
	x = 0
	y = 1
	relative_position_id = SOV_lessons_of_war_old
	cost = 10
	available = {
		any_owned_state = {
			controller = {
				has_war_with = ROOT
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_PROPAGANDA
	}
	completion_reward = {
		custom_effect_tooltip = SOV_organization_of_the_partisans_ns_tt
		if = {
			limit = {
				has_government = communism
			}
			show_unit_leaders_tooltip = SOV_vasily_korzh SOV_sidor_kovpak
		} {
			limit = {
				has_dlc = La Resistance
			}
			if = {
				limit = {
					has_government = communism
				}
				create_operative_leader = {
					name = Dmitry Medvedev
					GFX = GFX_Portrait_dmitry_medvedev
					traits = {
						operative_demolition_expert operative_commando
					}
					bypass_recruitment = no
					available_to_spy_master = yes
					nationalities = {
						SOV
					}
				}
			}
			add_timed_idea = {
				idea = SOV_central_headquarters_of_the_partisan_movement
				days = 720
			}
		} {
			limit = {
				has_government = communism
			}
			custom_effect_tooltip = unlock_propaganda_campaign_tt propaganda_campaign_requirement_tt
			unlock_decision_tooltip = SOV_propaganda_glory_to_partisans SOV_propaganda_death_to_invaders
		}
		else = {
			add_timed_idea = {
				idea = SOV_central_headquarters_of_the_partisan_movement_no_lar
				days = 720
			}
		}
	}
}
### Entity: Idea
Component: CZE_content_minorities
Constructs: removal_cost, conscription_factor
Source: game
File: common/ideas/czechoslovakia_old.txt

Code:
CZE_content_minorities = {
	removal_cost = -1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_morale_bonus
	modifier = {
		conscription_factor = -0.05
		political_power_cost = 0.1
	}
}