Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: election.7
Constructs: ai_chance, limit, has_government, has_country_flag, add_stability, add_opinion_modifier, has_dlc, is_faction_leader
Source: game
File: events/ElectionEvents.txt

Code:
country_event = {
	id = election.7
	title = election.7.t
	desc = election.7.d
	picture = GFX_report_event_fascist_gathering
	mean_time_to_happen = {
		days = 730
	}
	trigger = {
		NOT = {
			AND = {
				tag = USA
				date = < 1949.1.1
			} {
				tag = GRE
			} {
				has_dlc = Trial of Allegiance
				tag = BRA
			}
		}
		DEN_aat = no
		NOR_aat = no
		AST_taog = no
		OR = {
			NOT = {
				original_tag = SPR
			} {
				date = < 1937.1.1
			}
		}
		has_government = democratic
		has_country_flag = coalition_with_fascists
		any_other_country = {
			has_government = fascism
			is_faction_leader = yes
		}
	}
	option = {
		name = election.7.a
		ai_chance = {
			base = 0
			modifier = {
				add = 2
				can_lose_democracy_support = yes
			} {
				add = 1
				can_lose_unity = no
			}
		}
		random_other_country = {
			limit = {
				has_government = fascism
				is_faction_leader = yes
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = fascists_in_government
			}
		}
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
	} {
		name = election.7.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				can_lose_unity = no
			}
		}
		add_stability = -0.05
		add_popularity = {
			ideology = democratic
			popularity = 0.03
		}
	}
}
### Entity: Character
Component: SLV_josip_vidmar
Source: game
File: common/characters/SLV_cha.txt

Code:
SLV_josip_vidmar = {
	name = SLV_josip_vidmar
	portraits = {
		civilian = {
			large = gfx/leaders/SLV/SLV_josip_vidmar.png
		}
	}
	country_leader = {
		desc = SLV_josip_vidmar_leader_desc
		ideology = liberalism
	}
}
### Entity: Modifier Reference
Component: PHI_economic_growth_dynamic_modifier
Constructs: political_power_gain, production_speed_buildings_factor, conscription_factor, fascism_drift, communism_drift, neutrality_drift, democratic_drift
Source: game
File: common/dynamic_modifiers/SEA_dynamic_modifiers.txt

Code:
PHI_economic_growth_dynamic_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_generic_economic_increase
	political_power_gain = PHI_the_great_depression_political_power_gain
	local_resources_factor = PHI_the_great_depression_resource_gain
	consumer_goods_factor = PHI_the_great_depression_consumer_goods_factor
	production_speed_buildings_factor = PHI_the_great_depression_production_speed_buildings_factor
	fuel_gain_factor = PHI_the_great_depression_fuel_gain_factor
	conscription_factor = PHI_the_great_depression_conscription_factor
	monthly_population = PHI_the_great_depression_monthly_population
	compliance_growth = PHI_the_great_depression_compliance_growth
	intelligence_agency_defense = PHI_the_great_depression_intelligence_agency_defense
	production_speed_industrial_complex_factor = PHI_the_great_depression_production_speed_industrial_complex_factor
	production_speed_infrastructure_factor = PHI_the_great_depression_production_speed_infrastructure_factor
	resource_trade_cost_bonus_per_factory = PHI_the_great_depression_resource_trade_cost_bonus_per_factory
	weekly_casualties_war_support = PHI_the_great_depression_weekly_casualties_war_support
	custom_modifier_tooltip = PHI_ruling_ideology_ideology_drift_tt
	fascism_drift = PHI_ruling_ideology_ideology_drift_fascism
	communism_drift = PHI_ruling_ideology_ideology_drift_communism
	neutrality_drift = PHI_ruling_ideology_ideology_drift_neutrality
	democratic_drift = PHI_ruling_ideology_ideology_drift_democratic
}
### Entity: AI Strategy
Component: JAP_naval_capital_super_heavy
Constructs: has_government
Source: game
File: common/ai_equipment/JAP_naval.txt

Code:
JAP_naval_capital_super_heavy = {
	category = naval
	blocked_for = {

	}
	available_for = {
		JAP
	}
	roles = {
		naval_capital_shbb
	}
	priority = {
		factor = 25
		modifier = {
			has_government = democratic
			factor = 0
		}
	}
	super_heavy_basic = {
		priority = {
			factor = 10
			modifier = {
				has_government = democratic
				factor = 0
			}
		}
		role_icon_index = 1
		history = yes
		target_variant = {
			match_value = 8000.0
			type = ship_hull_super_heavy_1
			modules = {
				fixed_ship_battery_slot = ship_super_heavy_battery_1
				fixed_ship_anti_air_slot = ship_anti_air
				fixed_ship_fire_control_system_slot = ship_fire_control_system
				fixed_ship_radar_slot = empty
				fixed_ship_engine_slot = heavy_ship_engine_2
				fixed_ship_secondaries_slot = ship_secondaries
				fixed_ship_armor_slot = ship_armor_shbb
				front_1_custom_slot = ship_anti_air
				front_2_custom_slot = empty
				mid_1_custom_slot = empty
				mid_2_custom_slot = ship_dp_secondaries
				mid_3_custom_slot = ship_secondaries
				rear_1_custom_slot = ship_super_heavy_battery_1
				rear_2_custom_slot = ship_airplane_launcher
			}
		}
		allowed_modules = {
			ship_anti_air ship_secondaries ship_airplane_launcher ship_heavy_battery ship_dp_secondaries ship_radar ship_fire_control_system ship_heavy_armor
		}
	}
	super_heavy_basic_upgrade = {
		priority = {
			factor = 1000
			modifier = {
				has_War = yes
				factor = 10
			}
		}
		role_icon_index = 1
		history = yes
		target_variant = {
			match_value = 10000.0
			type = ship_hull_super_heavy_1
			modules = {
				fixed_ship_battery_slot = ship_super_heavy_battery_1
				fixed_ship_anti_air_slot = ship_anti_air
				fixed_ship_fire_control_system_slot = ship_fire_control_system
				fixed_ship_engine_slot = heavy_ship_engine
				fixed_ship_secondaries_slot = ship_secondaries
				fixed_ship_armor_slot = ship_armor_shbb
				front_1_custom_slot = ship_anti_air
				front_2_custom_slot = ship_anti_air
				mid_1_custom_slot = ship_anti_air
				mid_2_custom_slot = ship_dp_secondaries
				mid_3_custom_slot = ship_secondaries
				rear_1_custom_slot = ship_super_heavy_battery_1
				rear_2_custom_slot = ship_airplane_launcher
			}
		}
		allowed_modules = {
			ship_anti_air ship_secondaries ship_airplane_launcher ship_heavy_battery ship_dp_secondaries ship_radar ship_fire_control_system ship_heavy_armor
		}
	}
}
### Entity: National Focus
Tree: cro_focus
Component: CRO_coastal_defense
Constructs: has_completed_focus, prerequisite, limit, completion_reward, has_full_control_of_state, add_building_construction
Source: game
File: common/national_focus/croatia.txt

Code:
focus = {
	id = CRO_coastal_defense
	icon = GFX_focus_generic_coastal_fort
	prerequisite = {
		focus = CRO_expand_the_split_shipyards
	}
	x = 1
	y = 1
	relative_position_id = CRO_expand_the_split_shipyards
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		OR = {
			has_full_control_of_state = 103 958
		}
	}
	bypass = {
		YUG = {
			has_completed_focus = YUG_coastal_defense
		}
	}
	completion_reward = {
		if = {
			limit = {
				has_full_control_of_state = 103
			}
			103 = {
				custom_effect_tooltip = YUG_coastal_defense_effect_tt1 YUG_coastal_defense_effect_tt2
				hidden_effect = {
					add_building_construction = {
						type = coastal_bunker
						province = {
							all_provinces = yes
							limit_to_coastal = yes
						}
						level = 1
						instant_build = yes
					} {
						type = coastal_bunker
						province = {
							all_provinces = yes
							limit_to_naval_base = yes
						}
						level = 2
						instant_build = yes
					}
				}
			}
		} {
			limit = {
				has_full_control_of_state = 958
			}
			958 = {
				custom_effect_tooltip = YUG_coastal_defense_effect_tt1 YUG_coastal_defense_effect_tt2
				hidden_effect = {
					add_building_construction = {
						type = coastal_bunker
						province = {
							all_provinces = yes
							limit_to_coastal = yes
						}
						level = 1
						instant_build = yes
					} {
						type = coastal_bunker
						province = {
							all_provinces = yes
							limit_to_naval_base = yes
						}
						level = 2
						instant_build = yes
					}
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_guard_southern_border
Constructs: division_template, prerequisite, completion_reward, create_unit, unlock_decision_tooltip
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_guard_southern_border
	icon = GFX_goal_generic_cavalry
	prerequisite = {
		focus = MON_matters_of_internal_affairs
	}
	x = 3
	y = 1
	relative_position_id = MON_appeal_to_china
	cost = 5
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		custom_effect_tooltip = MON_raise_three_elite_cavalry_divisions_in_gobi_tt
		hidden_effect = {
			division_template = {
				name = Elit Morin Tsergiin Ddeglem
				priority = 1
				regiments = {
					cavalry = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 0
						y = 2
					} {
						x = 0
						y = 3
					} {
						x = 0
						y = 4
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					} {
						x = 1
						y = 2
					} {
						x = 1
						y = 3
					} {
						x = 1
						y = 4
					}
				}
			}
			817 = {
				create_unit = {
					division = name = "1. Elit Morin Tsergiin Ddeglem" division_template = "Elit Morin Tsergiin Ddeglem" start_experience_factor = 0.8 start_equipment_factor = 1.0
					owner = MON
				} {
					division = name = "2. Elit Morin Tsergiin Ddeglem" division_template = "Elit Morin Tsergiin Ddeglem" start_experience_factor = 0.8 start_equipment_factor = 1.0
					owner = MON
				} {
					division = name = "3. Elit Morin Tsergiin Ddeglem" division_template = "Elit Morin Tsergiin Ddeglem" start_experience_factor = 0.8 start_equipment_factor = 1.0
					owner = MON
				}
			}
		}
		unlock_decision_tooltip = MON_recruit_southern_bandits
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3APolitical_ideas.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
Political_ideas.png &#8206;(48 × 33 pixels, file size: 5 KB, MIME type: image/png)
### Entity: Event
Component: toykan.15
Constructs: is_triggered_only, ai_chance, add_equipment_to_stockpile, add_political_power, add_manpower
Source: game
File: events/tmodernevents.txt

Code:
country_event = {
	id = toykan.15
	title = toykan.15.t
	desc = toykan.15.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = toykan.15.a
		ai_chance = {
			base = 100
		}
		UKR = {
			add_manpower = 25000
			add_political_power = 25
			add_equipment_to_stockpile = {
				type = infantry_equipment_0
				amount = 1200
				producer = ENG
			} {
				type = infantry_equipment_0
				amount = 900
				producer = FRA
			} {
				type = infantry_equipment_0
				amount = 600
				producer = POL
			}
		}
	}
}
### Entity: Unit Leader
Component: trait_SPR_anti_stalinist_loyalties
Source: game
File: common/unit_leader/00_traits.txt

Code:
trait_SPR_anti_stalinist_loyalties = {
	type = all
	trait_type = personality_trait
	new_commander_weight = {
		factor = 0
	}
}
### Entity: Character
Component: GER_expanded_duties
Constructs: political_power_gain, neutrality_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
GER_expanded_duties = {
	sprite = 13
	random = no
	neutrality_drift = 0.02
	political_power_gain = 0.05
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_supreme_council_for_direction_of_war
Constructs: prerequisite, has_war, limit, completion_reward, is_subject, cancel_if_invalid, add_to_variable, has_rule
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_supreme_council_for_direction_of_war
	icon = GFX_focus_JAP_supreme_council_for_direction_of_war
	x = -1
	y = 1
	relative_position_id = JAP_tojos_premiership
	prerequisite = {
		focus = JAP_tojos_premiership JAP_yamamotos_premiership JAP_the_crysanthemum_throne JAP_solidify_tohokai_rule
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_war = yes
		is_subject = no
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		JAP_add_or_modify_imperial_army = yes
		add_to_variable = {
			JAP_army_planning_speed = 0.05
			tooltip = planning_speed_factor_tt
		} {
			JAP_navy_naval_coordination = 0.05
			tooltip = naval_coordination_tt
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		JAP_add_or_modify_imperial_navy = yes
		IF = {
			limit = {
				NOT = {
					has_rule = can_use_kamikaze_pilots
				}
			}
			hidden_effect = {
				set_rule = {
					can_use_kamikaze_pilots = yes
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt kamikaze_focus_tooltip
		}
	}
}
### Entity: State History
Component: 246
Constructs: add_core_of
Source: game
File: history/states/246-Rzhev.txt

Code:
state = {
	id = 246
	name = STATE_246
	manpower = 1025458
	state_category = rural
	resources = {
		steel = 16
	}
	history = {
		owner = SOV
		victory_points = {
			11349 1
		}
		buildings = {
			infrastructure = 3
		}
		add_core_of = SOV
	}
	provinces = {
		187 226 287 333 2999 3101 3215 3235 3321 3344 6264 6303 6367 6400 9242 9265 9287 9333 9343 11224 11272 11315 11326 11349
	}
	local_supplies = 0.0
}
### Entity: Event
Component: bftb_turkey.65
Constructs: is_triggered_only
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.65
	title = bftb_turkey.65.t
	desc = bftb_turkey.65.desc
	picture = GFX_report_event_tur_kemalist_officers
	is_triggered_only = yes
	option = {
		name = bftb_turkey.65.a
	}
}
### Entity: Event
Component: france.21
Constructs: ai_chance, has_completed_focus, has_government, has_country_flag, fire_only_once, has_idea, add_timed_idea
Source: game
File: events/France.txt

Code:
country_event = {
	id = france.21
	title = france.21.t
	desc = france.21.d
	picture = GFX_report_event_worker_protests
	trigger = {
		NOT = {
			has_government = communism
		} {
			has_idea = FRA_matignon_agreements
		} {
			has_country_flag = FRA_popular_front_cooldown
		}
		has_completed_focus = FRA_form_the_popular_front
		tag = FRA
		date = > 1936.4.1 < 1938.1.1
	}
	fire_only_once = yes
	mean_time_to_happen = {
		days = 60
	}
	option = {
		ai_chance = {
			base = 15
		}
		name = france.21.a
		add_timed_idea = {
			idea = FRA_factory_strikes
			days = 360
		}
	}
}
### Entity: National Focus
Tree: csa_focus
Component: CSA_rebuild_richmond_industry
Constructs: prerequisite, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/csa.txt

Code:
focus = {
	id = CSA_rebuild_richmond_industry
	icon = GFX_goal_generic_light_industry
	x = 35
	y = 2
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	prerequisite = {
		focus = CSA_focus_on_civilian_department
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				362
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		} {
			prioritize = {
				362
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Component: swiss_r56_focus
Constructs: has_completed_focus, division_template, create_country_leader, every_owned_state, add_equipment_to_stockpile, prerequisite, has_war, limit
Source: game
File: common/national_focus/r56_switzerland.txt

Code:
focus_tree = {
	id = swiss_r56_focus
	country = {
		factor = 0
		modifier = {
			add = 10
			original_tag = SWI
		}
	}
	continuous_focus_position = {
		x = 2900
		y = 700
	}
	default = no
	reset_on_civilwar = no
	focus = {
		id = SWI_geistige
		icon = GFX_goal_SWI_pro_helvetia
		x = 7
		y = 0
		cost = 10
		ai_will_do = {
			factor = 10
		}
		completion_reward = {
			add_political_power = 150
		}
		search_filters = {
			FOCUS_FILTER_POLITICAL
		}
	} {
		id = SWI_richtlinienbewegung
		icon = GFX_focus_generic_the_giant_wakes
		prerequisite = {
			focus = SWI_geistige
		}
		mutually_exclusive = {
			focus = SWI_burger SWI_rise_of_front
		}
		x = 3
		y = 1
		cost = 10
		ai_will_do = {
			factor = 6
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
		completion_reward = {
			add_popularity = {
				ideology = democratic
				popularity = 0.08
			} {
				ideology = communism
				popularity = 0.1
			}
			hidden_effect = {
				add_popularity = {
					ideology = fascism
					popularity = 0.02
				}
			}
		}
	} {
		id = SWI_burger
		icon = GFX_focus_SWI_swiss_guiding_principles
		prerequisite = {
			focus = SWI_geistige
		}
		mutually_exclusive = {
			focus = SWI_richtlinienbewegung SWI_rise_of_front
		}
		x = 7
		y = 1
		cost = 10
		ai_will_do = {
			factor = 10
		}
		completion_reward = {
			add_political_power = 120
			add_popularity = {
				ideology = democratic
				popularity = 0.15
			}
		}
		search_filters = {
			FOCUS_FILTER_POLITICAL
		}
	} {
		id = SWI_rise_of_front
		icon = GFX_goal_swi_irredentism
		prerequisite = {
			focus = SWI_geistige
		}
		mutually_exclusive = {
			focus = SWI_richtlinienbewegung SWI_burger
		}
		x = 11
		y = 1
		cost = 10
		ai_will_do = {
			factor = 5
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
		completion_reward = {
			add_timed_idea = {
				idea = nationalism
				days = 1095
			}
		}
	} {
		id = SWI_fortifications
		icon = GFX_goal_SWI_fortress
		cost = 10
		ai_will_do = {
			factor = 5
		}
		x = 30
		y = 0
		completion_reward = {
			add_ideas = SWI_fortifications_idea
			custom_effect_tooltip = CHL_skip_one_line_tt
			every_controlled_state = {
				limit = {
					is_owned_by = SWI
					has_state_flag = r56_SWI_swiss_fortifications_flag
				}
				add_dynamic_modifier = {
					modifier = r56_SWI_swiss_fortifications
				}
			}
		}
		search_filters = {
			FOCUS_FILTER_INDUSTRY
		}

# ... (truncated)
### Entity: National Focus
Tree: hol_focus
Component: HOL_the_crown_jewel_colony
Constructs: prerequisite, limit, completion_reward, has_full_control_of_state, is_subject_of, add_building_construction, add_autonomy_ratio
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_the_crown_jewel_colony
	available = {
		OR = {
			AND = {
				has_full_control_of_state = 335 672
			}
			any_other_country = {
				is_subject_of = HOL
				has_full_control_of_state = 335 672
			}
		}
	}
	prerequisite = {
		focus = HOL_obtain_foreign_colonial_investments
	}
	icon = GFX_goal_generic_construct_infrastructure
	x = 3
	y = 1
	relative_position_id = HOL_obtain_foreign_colonial_investments
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		335 = {
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		672 = {
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		if = {
			limit = {
				INS = {
					is_subject_of = HOL
					has_full_control_of_state = 335 672
				}
			}
			INS = {
				add_autonomy_ratio = {
					value = -0.025
					localization = HOL_the_crown_jewel_colony
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: ITA_mine_laying
Source: game
File: common/ai_navy/goals/goals_ITA.txt

Code:
ITA_mine_laying = {
	objective_type = mines_planting
	available_for = {
		ITA
	}
	min_priority = 1
	max_priority = 5
}
### Entity: Effect Reference
Construct: Example
Constructs: Example, release_captured_generals_from
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
### Example
```
release_captured_generals_from = {
  target = GER
  province = <province> (optional)
}

release_captured_generals_from = FROM
```
### Entity: Combat Tactic
Component: tactic_defender_hb_hold
Constructs: is_attacker
Source: game
File: common/combat_tactics.txt

Code:
tactic_defender_hb_hold = {
	is_attacker = no
	trigger = {
		is_attacker = no
		phase = hold_bridge
		skill = < 3
	}
	base = {
		factor = 2
	}
	picture = defender_hb_hold
	display_phase = hold_bridge
	combat_width = -0.25
	attacker = 0.2
	defender = -0.1
}
### Entity: Focus Titlebar Style
Component: SSB_IRQ_focus_style
Source: game
File: common/national_focus/00_titlebar_styles.txt

Code:
style = {
	name = SSB_IRQ_focus_style
	unavailable = GFX_focus_unavailable_joint_IRQ
	completed = GFX_focus_completed_joint_IRQ
	available = GFX_focus_can_start_joint_IRQ
	current = GFX_focus_current_joint_IRQ
}
### Entity: National Focus
Tree: ger_focus
Component: GER_assassinate_mussolini
Constructs: has_completed_focus, create_country_leader, prerequisite, has_war_with, has_country_flag, completion_reward, is_subject, has_country_leader
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_assassinate_mussolini
	icon = GFX_focus_ger_assassinate_mussolini
	prerequisite = {
		focus = GER_prepare_italian_coup
	}
	available = {
		is_subject = no
		NOT = {
			has_war_with = ITA
		} {
			ITA = {
				has_completed_focus = ITA_banda_carita
			}
		}
		ITA = {
			has_country_leader = {
				ruling_only = yes
				character = ITA_benito_mussolini
			}
		}
		custom_trigger_tooltip = {
			tooltip = GER_italy_declined_assassination_tt
			NOT = {
				has_country_flag = GER_italy_declined_assassination_of_mussolini_flag
			}
		}
	}
	cancel_if_invalid = yes
	x = 0
	y = 1
	relative_position_id = GER_prepare_italian_coup
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		ITA = {
			country_event = {
				id = wtt_germany.11
			}
		}
		effect_tooltip = {
			ITA = {
				set_politics = {
					ruling_party = neutrality
					elections_allowed = no
				}
				add_popularity = {
					ideology = neutrality
					popularity = 0.1
				}
				effect_tooltip = {
					create_country_leader = {
						name = Vittorio Emanuele III
						desc = POLITICS_VITTORIO_EMANUELE_III_DESC
						picture = GFX_portrait_italy_vittorio_emanuele_iii
						expire = 1965.1.1
						ideology = despotism
						traits = {
							the_soldier_king
						}
					}
				}
				swap_ideas = {
					remove_idea = GER_preparing_ITA_coup
					add_idea = GER_preparing_ITA_coup2
				}
				GER = {
					add_to_faction = ITA
					country_event = {
						id = wtt_germany.12
					}
				}
			}
		}
	}
}
### Entity: Idea
Component: POR_towards_a_portuguese_raiding_armada_r56
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/r56_portugal.txt

Code:
POR_towards_a_portuguese_raiding_armada_r56 = {
	removal_cost = -1
	picture = generic_navy_submarines
	allowed = {
		original_tag = POR
	}
	allowed_civil_war = {
		original_tag = POR
	}
	equipment_bonus = {
		submarine = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
	modifier = {
		navy_submarine_attack_factor = 0.05
		navy_visibility = -0.05
		convoy_raiding_efficiency_factor = 0.05
	}
}
### Entity: Order of Battle
Component: 8 Luchün Shih
Constructs: division_template
Source: game
File: history/units/r56_SIK_1936.txt

Code:
division = {
	name = 8 Luchün Shih
	location = 4709
	division_template = Luchün Shih
	start_equipment_factor = 0.9
	start_experience_factor = 0.2
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_abolish_the_tarnovo_constitution
Constructs: prerequisite, add_stability, completion_reward, add_political_power
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_abolish_the_tarnovo_constitution
	prerequisite = {
		focus = BUL_overthrow_the_tsar
	}
	icon = GFX_focus_renounce_the_treaty_of_trianon
	relative_position_id = BUL_overthrow_the_tsar
	x = -1
	y = 1
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INTERNAL_AFFAIRS
	}
	completion_reward = {
		add_stability = -0.05
		add_political_power = 120
		divide_variable = {
			BUL_faction_interaction_cost_standard = 2
		} {
			BUL_broad_socialist_opression_cost_standard = 2
		}
		BUL_zveno_low_loyalty_increase_effect = yes
		custom_effect_tooltip = BUL_reduced_faction_interaction_cost_tt
	}
}