Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Decision
Component: CZE_bunkers
Constructs: has_completed_focus, has_country_flag, fire_only_once, cancel_trigger, has_full_control_of_state, remove_effect, set_country_flag, add_building_construction
Source: game
File: common/decisions/r56_CZE.txt

Code:
CZE_bunkers = {
	CZE_fortification_north1 = {
		icon = generic_construction
		allowed = {
			original_tag = CZE
		}
		cost = 10
		ai_will_do = {
			factor = 100
		}
		fire_only_once = yes
		cancel_trigger = {
			AND = {
				OR = {
					NOT = {
						has_full_control_of_state = 72
					} {
						has_full_control_of_state = 74
					} {
						has_full_control_of_state = 9
					} {
						has_full_control_of_state = 69
					}
				}
			}
		}
		days_remove = 120
		available = {
			controls_state = 69 9 72 74
			has_completed_focus = CZE_R56_allocate_funds_to_rop
			num_of_civilian_factories_available_for_projects = > 7
		}
		highlight_states = {
			highlight_state_targets = {
				state = 72 74 75 9 69
			}
		}
		visible = {

		}
		modifier = {
			civilian_factory_use = 8
		}
		remove_effect = {
			set_country_flag = fortification_north1
			72 = {
				add_building_construction = {
					type = bunker
					level = 2
					province = 9567
					instant_build = yes
				}
			}
			74 = {
				add_building_construction = {
					type = bunker
					level = 1
					province = 421
					instant_build = yes
				} {
					type = bunker
					level = 1
					province = 6485
					instant_build = yes
				} {
					type = bunker
					level = 2
					province = 3414
					instant_build = yes
				} {
					type = bunker
					level = 3
					province = 3583
					instant_build = yes
				}
			}
			9 = {
				add_building_construction = {
					type = bunker
					level = 2
					province = 494
					instant_build = yes
				} {
					type = bunker
					level = 2
					province = 445
					instant_build = yes
				} {
					type = bunker
					level = 1
					province = 11542
					instant_build = yes
				}
			}
			69 = {
				add_building_construction = {
					type = bunker
					level = 2
					province = 3585
					instant_build = yes
				} {
					type = bunker
					level = 2
					province = 3418
					instant_build = yes
				} {
					type = bunker
					level = 2
					province = 11432
					instant_build = yes
				} {
					type = bunker
					level = 4
					province = 469
					instant_build = yes
				} {
					type = bunker
					level = 5
					province = 11401
					instant_build = yes
				} {
					type = bunker
					level = 2
					province = 11414
					instant_build = yes
				}
			}
		}
	}
	CZE_fortification_south1 = {
		icon = generic_construction
		allowed = {
			original_tag = CZE
		}
		cost = 10
		ai_will_do = {
			
# ... (truncated)
### Entity: AI Strategy
Component: EAI_USA_strategy_convoys
Constructs: is_major
Source: game
File: common/ai_strategy/USA_EAI.txt

Code:
EAI_USA_strategy_convoys = {
	allowed = {
		tag = USA
	}
	enable = {
		is_major = yes
		stockpile_ratio = {
			archetype = convoy
			ratio = < 3000
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_production_min_factories
		id = convoy
		value = 15
	}
}
### Entity: Idea
Component: MPL_arab_revolt_1
Constructs: industrial_capacity_factory, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/mandate_of_palestine.txt

Code:
MPL_arab_revolt_1 = {
	allowed = {
		always = no
	}
	removal_cost = -1
	picture = raj_marginalized_muslim_community_angry
	modifier = {
		consumer_goods_factor = 0.3
		political_power_factor = -0.1
		production_speed_buildings_factor = -0.2
		industrial_capacity_factory = -0.2
		industrial_capacity_dockyard = -0.2
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_arab_peninsula
Constructs: prerequisite, limit, completion_reward, every_other_country, is_in_faction_with, is_subject_of, create_wargoal, take_state_focus
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_arab_peninsula
	icon = GFX_goal_generic_seize_arabia
	x = 0
	y = 1
	relative_position_id = PAL_arabistan
	available = {

	}
	cost = 10
	prerequisite = {
		focus = PAL_create_quwat_al_bahriyah PAL_invite_the_saudis
	}
	completion_reward = {
		every_other_country = {
			limit = {
				NOT = {
					is_in_faction_with = ROOT
				} {
					is_subject_of = ROOT
				}
				any_owned_state = {
					OR = {
						state = 294 1102 1103 659 293 658 979 765 656
					}
				}
			}
			ROOT = {
				create_wargoal = {
					target = PREV
					type = take_state_focus
					expire = 0
				}
			}
		}
	}
}
### Entity: Event
Component: nuke_dropped.10
Constructs: is_triggered_only, owns_state, fire_only_once
Source: game
File: events/NukeEvents.txt

Code:
news_event = {
	id = nuke_dropped.10
	title = nuke_dropped.10.t
	desc = nuke_dropped.10.d
	picture = GFX_news_event_nuke
	is_triggered_only = yes
	fire_only_once = yes
	trigger = {
		FROM.FROM = {
			state = 16
		}
	}
	option = {
		name = nuke_dropped.10.a
		trigger = {
			NOT = {
				owns_state = 16
			}
		}
	} {
		name = nuke_dropped.10.b
		trigger = {
			owns_state = 16
		}
	}
}
### Entity: State History
Component: 215
Constructs: add_core_of
Source: game
File: history/states/215-Eastern Karelia.txt

Code:
state = {
	id = 215
	name = STATE_215
	resources = {
		steel = 30
	}
	history = {
		owner = SOV
		buildings = {
			infrastructure = 2
		}
		add_core_of = SOV KAR
	}
	provinces = {
		36 80 86 94 134 155 157 170 176 2998 3008 3067 3071 3078 3189 6021 6029 6090 6096 6098 6159 6175 9045 9055 9074 9119 9195 9198 11045 11054 11094 11096 11146 11175 11181 11212 13130
	}
	manpower = 214858
	state_category = rural
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Event
Component: CHI_warlords.37
Constructs: is_triggered_only, add_ideas, create_wargoal, annex_everything, annex_country
Source: game
File: events/r56_warlord_events.txt

Code:
country_event = {
	id = CHI_warlords.37
	title = CHI_warlords.37.t
	desc = CHI_warlords.37.desc
	picture = GFX_report_event_chinese_army_training
	is_triggered_only = yes
	option = {
		name = CHI_warlords.37.a
		hidden_effect = {
			FROM = {
				country_event = CHI_warlords.19
			}
		} {
			FROM.FROM = {
				country_event = CHI_warlords.19
			}
		}
		add_ideas = CHI_collapsing_state
		FROM = {
			create_wargoal = {
				target = ROOT
				type = annex_everything
			}
		}
		FROM.FROM = {
			create_wargoal = {
				target = ROOT
				type = annex_everything
			}
		}
	} {
		name = CHI_warlords.37.b
		hidden_effect = {
			FROM = {
				country_event = CHI_warlords.20
			}
		}
		FROM.FROM = {
			annex_country = {
				target = ROOT
				transfer_troops = yes
			}
		}
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_a_land_of_mountains
Constructs: prerequisite, completion_reward, set_technology, add_tech_bonus, special_bonus
Source: game
File: common/national_focus/greece.txt

Code:
focus = {
	id = GRE_a_land_of_mountains
	icon = GFX_focus_GRE_a_land_of_mountains
	prerequisite = {
		focus = GRE_hellenic_armoured_corp GRE_greek_mechanisation
	}
	x = 2
	y = 1
	relative_position_id = GRE_hellenic_armoured_corp
	cost = 10
	ai_will_do = {
		base = 1
	}
	completion_reward = {
		add_tech_bonus = {
			name = special_bonus
			bonus = 0.5
			uses = 2
			technology = tech_mountaineers tech_mountaineers2
		}
		custom_effect_tooltip = GRE_mountain_training_effect
		hidden_effect = {
			set_technology = {
				mountain_warfare = 1
			}
		}
	}
}
### Entity: Event
Component: sfl.6
Constructs: is_triggered_only, add_opinion_modifier, remove_core_of, add_ai_strategy
Source: game
File: events/r56_japan.txt

Code:
country_event = {
	id = sfl.6
	title = sfl.6.t
	desc = sfl.6.d
	picture = GFX_report_event_japanese_reply
	is_triggered_only = yes
	option = {
		name = sfl.6.a
		transfer_state = 647 684 646 633
		647 = {
			remove_core_of = JAP
		}
		684 = {
			remove_core_of = JAP
		}
		646 = {
			remove_core_of = JAP
		}
		633 = {
			remove_core_of = JAP
		}
		add_opinion_modifier = {
			modifier = jap_friendship_trade
			target = JAP
		} {
			modifier = jap_friendship
			target = JAP
		}
		JAP = {
			add_ai_strategy = {
				type = befriend
				id = USA
				value = 200
			}
		}
	}
}
### Entity: Character
Component: VIN_ho_chi_minh
Source: game
File: common/characters/VIN.txt

Code:
VIN_ho_chi_minh = {
	name = VIN_ho_chi_minh
	portraits = {
		civilian = {
			large = GFX_portrait_Ho_Chi_Minh
		}
	}
	country_leader = {
		ideology = marxism
		traits = {
			renowned_revolutionary_poet
		}
		expire = 1960.1.1.1
		id = -1
	}
}
### Entity: AI Strategy
Component: r56_com_hate_anti_com_ARG
Constructs: has_government, has_country_leader_with_trait, send_volunteers_desire
Source: game
File: common/ai_strategy/r56_default.txt

Code:
r56_com_hate_anti_com_ARG = {
	allowed = {
		ROOT = {
			exists = yes
		}
	}
	enable = {
		ROOT = {
			has_government = communism
			exists = yes
		}
		ARG = {
			exists = yes
			OR = {
				has_country_leader_with_trait = r56_trait_opposed_to_communism anti_communist
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = send_volunteers_desire
		id = ARG
		value = -800
	} {
		type = support
		id = ARG
		value = -25
	} {
		type = befriend
		id = ARG
		value = -25
	} {
		type = alliance
		id = ARG
		value = -75
	}
}
### Entity: Event
Component: GOE_RAJ_loyalist.09
Constructs: is_triggered_only
Source: game
File: events/GOE_Raj.txt

Code:
country_event = {
	id = GOE_RAJ_loyalist.09
	title = GOE_RAJ_loyalist.09.t
	desc = GOE_RAJ_loyalist.09.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = GOE_RAJ_loyalist.09.a
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_prepare_for_exile
Constructs: has_completed_focus, prerequisite, limit, completion_reward, allow_branch, has_dlc, has_game_rule, create_dynamic_country
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_prepare_for_exile
	icon = GFX_focus_POL_romania_bridgehead_strategy
	prerequisite = {
		focus = CZE_complete_capitulation
	}
	mutually_exclusive = {
		focus = CZE_stabilize_the_protectorate
	}
	allow_branch = {
		has_dlc = Man the Guns
		NOT = {
			AND = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
				OR = {
					has_completed_focus = CZE_increase_funding_from_moscow CZE_negotiations_with_the_autonomous_bloc CZE_bastion_of_liberty CZE_stabilize_the_protectorate CZE_aggressive_foreign_policy CZE_work_with_germany CZE_petition_the_nobles
				}
			}
		}
	}
	cost = 5
	relative_position_id = CZE_complete_capitulation
	x = 3
	y = 1
	offset = {
		x = -3
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = CZE_prepare_for_exile
		}
	}
	completion_reward = {
		mark_focus_tree_layout_dirty = yes
		create_dynamic_country = {
			original_tag = CZE
			reserve_dynamic_country = yes
			set_country_flag = CZE_exile_committee
			ROOT = {
				every_character = {
					limit = {
						OR = {
							AND = {
								ROOT = {
									has_completed_focus = CZE_unify_the_fascist_parties
								}
								is_character = CZE_radola_gajda
							}
							is_character = CZE_edvard_benesh CZE_stefan_osusky CZE_zdenek_fierlinger
						}
					}
					hidden_effect = {
						set_nationality = PREV.PREV
					}
					custom_effect_tooltip = CZE_joins_government_in_exile_tt
				}
			}
		}
	}
}
### Entity: Scripted Trigger
Component: you_or_a_subject_controls_all_starting_vietnamese_cores_r56
Source: game
File: common/scripted_triggers/SIA_scripted_triggers_r56.txt

Code:
you_or_a_subject_controls_all_starting_vietnamese_cores_r56 = {
	custom_trigger_tooltip = {
		tooltip = you_or_a_subject_controls_all_starting_vietnamese_cores_r56_tt
		671 = {
			is_controlled_by_ROOT_or_subject = yes
		}
		928 = {
			is_controlled_by_ROOT_or_subject = yes
		}
		927 = {
			is_controlled_by_ROOT_or_subject = yes
		}
		286 = {
			is_controlled_by_ROOT_or_subject = yes
		}
	}
}
### Entity: Idea
Component: PAL_progress_idea
Constructs: research_speed_factor, removal_cost
Source: game
File: common/ideas/palestine.txt

Code:
PAL_progress_idea = {
	picture = generic_research_bonus
	allowed = {
		tag = PAL
	}
	available = {

	}
	cancel = {

	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		research_speed_factor = 0.05
	}
}
### Entity: Idea
Component: r56_CAN_great_depression_04
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/r56_canada.txt

Code:
r56_CAN_great_depression_04 = {
	name = r56_CAN_great_depression_04
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = great_depression
	modifier = {
		consumer_goods_factor = 0.1
		industrial_capacity_factory = -0.05
		industrial_capacity_dockyard = -0.05
	}
}
### Entity: National Focus
Tree: lux_focus
Component: LUX_dreams_of_federation
Constructs: prerequisite, limit, every_country, has_country_flag, completion_reward, is_faction_leader, is_subject, random_hours
Source: game
File: common/national_focus/r56_luxembourg.txt

Code:
focus = {
	id = LUX_dreams_of_federation
	icon = GFX_goal_LUX_dreams_of_federation
	cost = 10
	x = -2
	y = 1
	relative_position_id = LUX_benelux_alliance
	prerequisite = {
		focus = LUX_benelux_alliance
	}
	mutually_exclusive = {
		focus = LUX_decentralised_alliance
	}
	available = {
		NOT = {
			any_country = {
				has_country_flag = LUX_resisted_federalisation
			}
		}
		is_faction_leader = yes
		is_subject = no
	}
	completion_reward = {
		every_country = {
			limit = {
				OR = {
					original_tag = BEL HOL WLL FLA
				}
			}
			country_event = {
				id = luxembourg.240
				hours = 4
				random_hours = 2
			}
		}
		hidden_effect = {
			country_event = {
				id = luxembourg.243
				hours = 14
			} {
				id = luxembourg.244
				hours = 14
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_national_redoubt
Constructs: prerequisite, limit, completion_reward, add_victory_points, add_building_construction, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_national_redoubt
	icon = GFX_focus_SWI_the_national_redoubt
	x = 0
	y = 1
	relative_position_id = SWI_promote_guisan
	prerequisite = {
		focus = SWI_promote_guisan
	}
	cost = 10
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 0.2
			SWI_someone_is_about_to_be_angry = yes
		}
	}
	available = {
		power_balance_value = {
			id = SWI_centralization_bop
			value = > 0
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_victory_points = {
			province = 636
			value = 10
		}
		847 = {
			add_building_construction = {
				type = bunker
				level = 2
				instant_build = yes
				province = {
					all_provinces = yes
				}
			}
		}
		151 = {
			add_building_construction = {
				type = bunker
				level = 2
				instant_build = yes
				province = {
					all_provinces = yes
				}
			}
		}
		846 = {
			add_building_construction = {
				type = bunker
				level = 2
				instant_build = yes
				province = {
					all_provinces = yes
				}
			}
			if = {
				limit = {
					free_building_slots = {
						building = arms_factory
						size = > 1
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = arms_factory
					level = 2
					instant_build = yes
				}
			}
		}
		SWI_add_suspicious_prep_opinion = yes
	}
}
### Entity: National Focus
Tree: cro_focus
Component: CRO_integrate_muslim_croats_focus
Constructs: prerequisite, add_stability, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/croatia.txt

Code:
focus = {
	id = CRO_integrate_muslim_croats_focus
	icon = GFX_goal_generic_citizens
	prerequisite = {
		focus = CRO_catholic_dominance_focus
	}
	relative_position_id = CRO_catholic_dominance_focus
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_stability = 0.05
		swap_ideas = {
			remove_idea = CRO_religious_minorities
			add_idea = CRO_croat_muslims_happy
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_MANPOWER
	}
}
### Entity: AI Strategy
Component: AUS_aushun_path
Constructs: has_completed_focus, has_government, has_country_flag, has_game_rule, has_country_leader
Source: game
File: common/ai_strategy_plans/AUS_R56_alternate_strategy_plan.txt

Code:
AUS_aushun_path = {
	name = AUS: Austrian Austria Hungary AI Plan
	desc = In a desperate move to save Austria from the imminent Anschluss, Kurt Schuschnigg will resign in favour of a restoration of Otto Von Habsburg, who following a successful conference with Hungary will send the two nations on a journey to reclaim their lost empire.
	allowed = {
		original_tag = AUS
	}
	enable = {
		OR = {
			has_country_flag = AUS_AI_RANDOM_AUSHUN
			has_game_rule = {
				rule = AUS_ai_behavior_r56
				option = AUS_AUSTRIA_HUNGARY
			}
			has_completed_focus = AUS_old_friends_not_forgotten
		}
	}
	abort = {
		OR = {
			has_country_leader = {
				character = AUS_josef_leopold
				ruling_only = yes
			} {
				character = AUS_arthur_seyss_inquart
				ruling_only = yes
			}
			HUN = {
				has_completed_focus = HUN_invite_the_habsburg_prince
			}
			has_completed_focus = AUS_destroy_the_compromise
			AND = {
				HUN = {
					has_government = communism
				}
				NOT = {
					has_completed_focus = AUS_old_friends_not_forgotten
				}
			}
		}
	}
	ai_national_focuses = {
		AUS_end_the_depression AUS_clock_ticks_down AUS_austria_awaken AUS_ally_italy AUS_strabag_construction AUS_rearm_the_bundesheer AUS_crackdown_on_socialists AUS_crack_down_nazis AUS_bolster_defences AUS_the_corporate_model AUS_mixed_industrial_development AUS_past_glories AUS_repeal_habsburg_law AUS_bring_exiled_monarchists AUS_return_of_habsburgs AUS_the_eisenstadt_conference AUS_old_friends_not_forgotten AUS_arrest_nazis AUS_integrate_militias AUS_crush_the_heimwehr AUS_subsidize_kapsch AUS_expand_vienna_university AUS_graz_industry_expansion AUS_farmers_to_factories AUS_a_modern_empire AUS_for_kaiser_and_fatherland AUS_abandon_jansa_plan AUS_manoeuvre_warfare AUS_support_croatian_independence AUS_old_ties AUS_form_donaubund AUS_ally_poland_empire AUS_partition_czechoslovakia_empire AUS_ally_bulgaria_empire AUS_imperial_infrastructure AUS_prioritize_austria AUS_empower_private_enterprises AUS_support_transylvanian_claims AUS_doctrine_innovation AUS_modernize_officer_training AUS_radio_improvements AUS_franz_ferdinand_legacy AUS_cement_kaiser_power AUS_monarchic_enabling_acts AUS_federalisation_of_cisleithania AUS_invest_in_cisleithania AUS_federalize_transleithania
	}
	focus_factors = {
		AUS_look_west = 0
		AUS_accept_inevitable = 0
		AUS_austrofascism_not_nazism = 0
		AUS_fight_kaiser_influence = 0
		AUS_dest
# ... (truncated)
### Entity: National Focus
Tree: phi_focus
Component: PHI_reach_out_to_spain
Constructs: prerequisite, add_opinion_modifier, completion_reward, add_popularity
Source: game
File: common/national_focus/r56_philippines.txt

Code:
focus = {
	id = PHI_reach_out_to_spain
	icon = GFX_focus_intervention_spain_nationalists
	prerequisite = {
		focus = PHI_support_the_ganap_party
	}
	relative_position_id = PHI_support_the_ganap_party
	x = 1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 40
	}
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = 0.1
		}
		SPA = {
			add_opinion_modifier = {
				target = ROOT
				modifier = large_increase
			}
		}
		add_opinion_modifier = {
			target = SPA
			modifier = large_increase
		}
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = PHI_enrique_zobel
	}
}
### Entity: Character
Component: medium_aircraft_manufacturer
Constructs: equipment_bonus
Source: game
File: common/country_leader/00_traits.txt

Code:
medium_aircraft_manufacturer = {
	random = no
	equipment_bonus = {
		medium_plane_fighter_airframe = {
			reliability = 0.2
		}
		medium_plane_airframe = {
			reliability = 0.2
		}
		medium_plane_scout_plane_airframe = {
			reliability = 0.2
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_no_more_the_fool
Constructs: prerequisite, completion_reward, has_country_leader, swap_country_leader_traits
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_no_more_the_fool
	icon = GFX_goal_AUS_schuschnigg_purge
	relative_position_id = AUS_success_of_austrofascism
	x = 0
	y = 1
	prerequisite = {
		focus = AUS_success_of_austrofascism
	}
	available = {
		has_country_leader = {
			character = AUS_kurt_schuschnigg
			ruling_only = yes
		}
	}
	cost = 10
	completion_reward = {
		country_event = austria.70
		custom_effect_tooltip = generic_skip_one_line_tt
		effect_tooltip = {
			AUS_kurt_schuschnigg = {
				swap_country_leader_traits = {
					remove = AUS_rock_and_a_hard_place
					add = AUS_no_more_the_fool
				}
			}
		}
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_all_against_the_bolshevik_threat
Constructs: has_completed_focus, prerequisite, add_ideas, completion_reward, add_political_power, has_civil_war, swap_ideas, remove_idea
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_all_against_the_bolshevik_threat
	prerequisite = {
		focus = POR_march_on_lisbon
	}
	icon = GFX_focus_ger_bulwark_against_bolshevism
	cost = 6
	x = 3
	y = 1
	relative_position_id = POR_march_on_lisbon
	available = {
		has_civil_war = no
		OR = {
			has_completed_focus = POR_complete_the_military_restructuring POR_continue_the_naval_expansion
		}
	}
	ai_will_do = {
		base = 99
	}
	completion_reward = {
		add_political_power = 35
		swap_ideas = {
			remove_idea = POR_brawling_in_urban_centers
			add_idea = POR_all_against_the_bolshevik_threat_idea
		}
		custom_effect_tooltip = available_political_advisor CHL_skip_one_line_tt generic_skip_one_line_tt
		show_ideas_tooltip = POR_jose_hipolito_raposo POR_alberto_pinheiro_torres
		effect_tooltip = {
			custom_effect_tooltip = unlocks_decision_support_the_spanish_nationalists_which_grants_tt generic_skip_one_line_tt POR_support_the_spanish_nationalists_tt generic_skip_one_line_tt
			add_ideas = POR_intervention_in_spain
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Effect Reference
Construct: every_country
Constructs: limit, every_country, random_select_amount
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## every_country

* Supported Scopes: any
* Supported Targets: none

```
Executes children effects on every Country (or \"random_select_amount\" of random country if specified) that fulfills the \"limit\" trigger.
tooltip=key can be added to override tooltip title.
By default the effects are only displayed once, you may display them for each matching country with display_individual_scopes.
ex:
every_country = {
	tooltip = my_loc_key # Optional
	random_select_amount = 3 # Optional
	display_individual_scopes = yes # Optional - default = no
	... country scope effects ...
}
```
### Entity: Character
Component: FIJ_robert_crompton
Constructs: has_idea
Source: game
File: common/characters/FIJ.txt

Code:
FIJ_robert_crompton = {
	advisor = {
		slot = political_advisor
		idea_token = FIJ_robert_crompton
		allowed = {
			original_tag = FIJ
		}
		available = {
			NOT = {
				has_idea = FIJ_said_hasan
			}
		}
		traits = {
			lawyer well_connected_businessman
		}
		ai_will_do = {
			factor = 1
		}
	}
	portraits = {
		civilian = {
			small = GFX_idea_generic_political_advisor_europe_4
		}
	}
	name = Robert Crompton
}
### Entity: Event
Component: czech.17
Constructs: is_triggered_only, add_to_faction
Source: game
File: events/DOD_Czechoslovakia.txt

Code:
country_event = {
	id = czech.17
	title = czech.16.t
	desc = czech.17.d
	picture = [GetHitlerHandshakeEventPicture]
	is_triggered_only = yes
	option = {
		name = czech.17.a
		FROM = {
			add_to_faction = CZE
		}
		hidden_effect = {

		}
	}
}
### Entity: Event
Component: belgium.146
Constructs: is_triggered_only
Source: game
File: events/BEL_additional_events.txt

Code:
news_event = {
	id = belgium.146
	title = belgium.146.t
	desc = belgium.146.desc
	picture = GFX_news_event_leopold_III_positive
	is_triggered_only = yes
	major = yes
	option = {
		name = belgium.146.a
		trigger = {
			NOT = {
				TAG = BEL
			}
		}
	} {
		name = belgium.146.b
		trigger = {
			TAG = BEL
		}
	}
}