Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Trigger
Component: EAI_infantry_division_limit
Constructs: limit, has_army_manpower, check_variable, set_temp_variable
Source: game
File: common/scripted_triggers/EAI_PRODUCTION_division_limit_triggers.txt

Code:
EAI_infantry_division_limit = {
	OR = {
		AND = {
			meta_trigger = {
				text = {
					has_army_manpower = {
						size = > [x][y]
					}
				}
				x = [?EAI_division_cap_10k|.0]
				y = 0000
			}
		} {
			if = {
				limit = {
					check_variable = {
						num_equipment@infantry_equipment = < 1000
					} {
						num_target_equipment_in_armies_k@infantry_equipment = > 0
					}
				}
				set_temp_variable = {
					t1 = num_equipment_in_armies_k@infantry_equipment
				}
				divide_temp_variable = {
					t1 = num_target_equipment_in_armies_k@infantry_equipment
				}
				check_variable = {
					t1 = < 0.8
				}
			}
			else = {
				always = no
			}
		}
	}
}
### Entity: Unit Template
Component: CAN_PROVINCES
Source: game
File: common/units/names_ships/CAN_ship_names.txt

Code:
CAN_PROVINCES = {
	name = NAME_THEME_PROVINCES
	for_countries = {
		CAN
	}
	type = ship
	prefix = HMCS 
	unique = {
		Ontario Québec British Columbia Alberta Manitoba Saskatchewan Nova Scotia New Brunswick Prince Edward Island Northwest Territories Nunavut Yukon Newfoundland Labrador
	}
}
### Entity: Unit Template
Component: SNG_INF_04
Source: game
File: common/units/names_divisions/SNG_names_divisions.txt

Code:
SNG_INF_04 = {
	name = Commando Formation
	for_countries = {
		SNG
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %d Commando Battalion
	ordered = {
		1 = {
			%dst Commando Battalion
		}
		2 = {
			%dnd Commando Battalion
		}
		3 = {
			%drd Commando Battalion
		}
		4 = {
			%dth Commando Battalion
		}
		5 = {
			%dth Commando Battalion
		}
		22 = {
			%dnd Commando Battalion
		}
		32 = {
			%dnd Commando Battalion
		}
		42 = {
			%dnd Commando Battalion
		}
		52 = {
			%dnd Commando Battalion
		}
		62 = {
			%dnd Commando Battalion
		}
		72 = {
			%dnd Commando Battalion
		}
		82 = {
			%dnd Commando Battalion
		}
		92 = {
			%dnd Commando Battalion
		}
	}
}
### Entity: Event
Component: CHL_political_events.20
Constructs: is_triggered_only, ai_chance, add_stability, fire_only_once, add_political_power, remove_country_leader_role, add_country_leader_role, set_party_name
Source: game
File: events/TOA_Chile.txt

Code:
country_event = {
	id = CHL_political_events.20
	title = CHL_political_events.20.t
	desc = CHL_political_events.20.desc
	picture = GFX_report_event_election_vote
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = CHL_political_events.20.a
		ai_chance = {
			base = 50
		}
		add_political_power = 50
		add_stability = 0.1
	} {
		name = CHL_political_events.20.b
		ai_chance = {
			base = 50
		}
		remove_country_leader_role = {
			character = CHL_elias_lafertte_gavino
			ideology = marxism
		}
		add_country_leader_role = {
			character = CHL_marmaduke_grove
			promote_leader = yes
			country_leader = {
				ideology = marxism
				expire = 1965.1.1.1
				traits = {
					JUNO_easter_island_socialist
				}
			}
		}
		add_stability = 0.05
		hidden_effect = {
			set_party_name = {
				ideology = communism
				long_name = CHL_communist_socialist_party_long
				name = CHL_communist_socialist_party
			}
			remove_trait = {
				character = CHL_rolando_reyes
				slot = political_advisor
				trait = JUNO_miister_of_lands_and_colonization
			}
		}
		add_trait = {
			character = CHL_rolando_reyes
			slot = political_advisor
			trait = JUNO_miister_of_lands_and_colonization_2
		}
	} {
		name = CHL_political_events.20.c
		ai_chance = {
			base = 50
		}
		remove_country_leader_role = {
			character = CHL_elias_lafertte_gavino
			ideology = marxism
		}
		add_country_leader_role = {
			character = CHL_carlos_contreras_labarca
			promote_leader = yes
			country_leader = {
				ideology = stalinism
				expire = 1965.1.1.1
				traits = {
					staunch_stalinist
				}
			}
		}
		add_stability = 0.05
	} {
		name = CHL_political_events.20.d
		ai_chance = {
			base = 50
		}
		remove_country_leader_role = {
			character = CHL_elias_lafertte_gavino
			ideology = marxism
		}
		add_country_leader_role = {
			character = CHL_manuel_hidalgo_plaza
			promote_leader = yes
			country_leader = {
				ideology = anti_revisionism
				expire = 1965.1.1.1
				traits = {
					JUNO_devoted_trotskyist
				}
			}
		}
		add_stability = 0.05
		hidden_effect = {
			set_party_name = {
				ideology = communism
				long_name = CHL_izquierda_communist_party_long
				name = CHL_izquierda_communist_party
			}
		}
	}
}
### Entity: Character
Component: POL_zygmunt_buhusz_szysko
Source: game
File: common/characters/POL.txt

Code:
POL_zygmunt_buhusz_szysko = {
	name = POL_zygmunt_buhusz_szysko
	portraits = {
		army = {
			small = GFX_idea_POL_zygmunt_buhusz_szysko
		}
	}
	advisor = {
		slot = high_command
		idea_token = POL_zygmunt_buhusz_szysko
		ledger = army
		allowed = {
			original_tag = POL
		}
		traits = {
			army_infantry_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Event
Component: mexico.57
Constructs: is_triggered_only, has_war_with, is_in_faction_with
Source: game
File: events/Mexico.txt

Code:
news_event = {
	id = mexico.57
	title = mexico.57.title
	desc = mexico.57.desc
	picture = GFX_news_event_023
	major = yes
	is_triggered_only = yes
	option = {
		name = mexico.57.a
		trigger = {
			OR = {
				original_tag = MEX
				is_in_faction_with = MEX
			}
		}
	} {
		name = mexico.57.b
		trigger = {
			OR = {
				original_tag = SOV
				is_in_faction_with = SOV
				has_war_with = MEX
			}
		}
	} {
		name = mexico.57.c
		trigger = {
			NOT = {
				OR = {
					original_tag = MEX SOV
					is_in_faction_with = MEX SOV
					has_war_with = MEX
				}
			}
		}
	}
}
### Entity: National Focus
Tree: hol_focus
Component: HOL_socialist_industrial_support
Constructs: prerequisite, completion_reward, add_offsite_building
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_socialist_industrial_support
	prerequisite = {
		focus = HOL_affirm_loyalty_to_moscow HOL_join_the_french
	}
	icon = GFX_goal_generic_soviet_construction
	x = 1
	y = 1
	relative_position_id = HOL_affirm_loyalty_to_moscow
	cost = 10
	ai_will_do = {
		base = 5
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_offsite_building = {
			type = arms_factory
			level = 4
		}
	}
}
### Entity: Shared Focus
Tree: per_focus
Component: PER_UNIFIED_trans_persian_railway
Constructs: shared_focus, prerequisite, completion_reward, has_idea, allow_branch, build_railway, build_only_on_allied
Source: game
File: common/national_focus/r56_persian_empire_shared.txt

Code:
shared_focus = {
	id = PER_UNIFIED_trans_persian_railway
	icon = GFX_focus_PER_expand_tabriz_masshad
	cost = 15
	prerequisite = {
		focus = PER_UNIFIED_ethnic_collaboration
	}
	relative_position_id = PER_UNIFIED_ethnic_collaboration
	x = 0
	y = 1
	ai_will_do = {
		factor = 10
	}
	text_icon = NORDIC_focus_style
	available = {
		NOT = {
			has_idea = generic_recent_economic_unification
		}
		controls_state = 267 415 1008 1009 1010 1011 416 266 420 421 291 1045 1046 1047 1048 1049 676 350 344 345 343 347 797
	}
	bypass = {

	}
	allow_branch = {

	}
	completion_reward = {
		build_railway = {
			level = 1
			build_only_on_allied = yes
			fallback = yes
			start_state = 267
			target_state = 797
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_ATTACHE_has_received_attache_from_ROOT
Constructs: is_in_array
Source: game
File: common/scripted_triggers/EAI_COUNTRY_attache_triggers.txt

Code:
EAI_ATTACHE_has_received_attache_from_ROOT = {
	is_in_array = {
		EAI_attache_senders = ROOT.id
	}
}
### Entity: AI Strategy
Component: AST_adela_fascist_ai
Constructs: has_country_flag, has_dlc, has_game_rule
Source: game
File: common/ai_strategy_plans/AST_alternate_strategy_plan.txt

Code:
AST_adela_fascist_ai = {
	name = Australia does it alone!
	desc = 
	allowed = {
		original_tag = AST
		has_dlc = Thunder at Our Gates
	}
	enable = {
		OR = {
			has_country_flag = AST_ADELA_FASCIST_TAOG_AI
			has_game_rule = {
				rule = AST_AI_BEHAVIOR
				option = ADELA
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		AST_australia_first AST_pankhurst_walsh AST_public_works AST_lang_plan AST_rile_up_veterans AST_the_bolsheviks_counterforce
	}
	focus_factors = {
		AST_womens_armed_services = 0
	}
	research = {

	}
	ideas = {

	}
	traits = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Shared Focus
Tree: spr_focus
Component: SPR_policia_armada
Constructs: shared_focus, prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_political_spain_nationalist_shared.txt

Code:
shared_focus = {
	id = SPR_policia_armada
	icon = GFX_focus_generic_little_entente
	cost = 10.0
	ai_will_do = {
		factor = 50
	}
	prerequisite = {
		focus = SPR_cement_franco_rule
	}
	relative_position_id = SPR_cement_franco_rule
	completion_reward = {
		add_ideas = SPR_policia_armada
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	x = 1
	y = 1
}
### Entity: Country History
Country: FAR
Component: FAR_politics
Constructs: set_stability, set_war_support, set_politics, set_popularities
Source: game
File: history/countries/FAR - Faroes.txt

Code:
# Politics & Parties for FAR
set_stability = 0.78
set_war_support = 0.15
set_politics = {
	ruling_party = democratic
	last_election = 1932.1.19
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 64
	fascism = 1
	communism = 10
	neutrality = 25
}
### Entity: Character
Component: SAN_adriano_reffi
Constructs: has_autonomy_state
Source: game
File: common/characters/SAN.txt

Code:
SAN_adriano_reffi = {
	name = Adriano Reffi
	portraits = {
		civilian = {
			small = GFX_idea_generic_political_advisor_europe_3
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = SAN_adriano_reffi
		allowed = {
			original_tag = SAN
		}
		available = {
			NOT = {
				has_autonomy_state = autonomy_supervised_state
			}
		}
		traits = {
			communist_revolutionary
		}
		cost = 150
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_MIN_amphibious_medium_armor_4
Constructs: is_major
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_MIN_amphibious_medium_armor_4 = {
	enable = {
		is_major = yes
		num_of_military_factories = > 250
		EAI_DESIGN_MARINE_amphibious_medium_armor_production_focus = yes
	}
	abort = {
		NOT = {
			AND = {
				is_major = yes
				num_of_military_factories = > 240
				EAI_DESIGN_MARINE_amphibious_medium_armor_production_focus = yes
			}
		}
	}
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = medium_tank_amphibious_chassis
		value = 10
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_martial_law_hungary
Constructs: prerequisite, has_war_with, completion_reward, is_core_of, swap_ideas, remove_idea, add_idea, random_days
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_martial_law_hungary
	icon = GFX_goal_generic_martial_law
	relative_position_id = AUS_destroy_the_compromise
	x = 3
	y = 1
	prerequisite = {
		focus = AUS_destroy_the_compromise
	}
	available = {
		OR = {
			NOT = {
				has_war_with = HUN
			} {
				country_exists = HUN
			}
		}
		any_controlled_state = {
			is_core_of = HUN
		}
	}
	bypass = {
		OR = {
			NOT = {
				has_war_with = HUN
			} {
				country_exists = HUN
			}
		}
		NOT = {
			any_controlled_state = {
				is_core_of = HUN
			}
		}
	}
	mutually_exclusive = {
		focus = AUS_reinstate_hungarian_civilian_government
	}
	cost = 5
	completion_reward = {
		swap_ideas = {
			remove_idea = AUS_hungarian_opposition
			add_idea = AUS_hungarian_martial_law
			days = 365
		}
		hidden_effect = {
			country_event = {
				id = austria.124
				days = 50
				random_days = 10
				random_hours = 24
			}
		}
	}
}
### Entity: Character
Component: stalin_inheritor_of_lenin_final
Constructs: research_speed_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
stalin_inheritor_of_lenin_final = {
	random = no
	political_power_factor = 0.1
	justify_war_goal_time = -0.25
	research_speed_factor = 0.05
	party_popularity_stability_factor = 0.15
	defensive_war_stability_factor = 0.4
	political_advisor_cost_factor = -0.25
}
### Entity: National Focus
Tree: men_focus
Component: MEN_industrialization_achieved
Constructs: has_completed_focus, prerequisite, limit, remove_ideas, is_major, completion_reward, has_idea, has_tech
Source: game
File: common/national_focus/mengkukuo.txt

Code:
focus = {
	id = MEN_industrialization_achieved
	icon = GFX_focus_spa_the_spanish_miracle
	prerequisite = {
		focus = MEN_from_steppes_into_factories
	}
	x = 0
	y = 2
	bypass = {

	}
	available = {
		OR = {
			has_idea = MEN_rapid_industrialization
			has_tech = construction5
		}
		any_other_country = {
			is_major = yes
			num_of_factories = > 35
			OR = {
				is_ally_with = ROOT
				has_opinion = {
					target = ROOT
					value = > 59
				}
			}
		}
	}
	select_effect = {
		if = {
			limit = {
				OR = {
					NOT = {
						has_completed_focus = MEN_prioritize_industrialization
					}
					has_idea = MEN_rapid_industrialization
				}
			}
			custom_effect_tooltip = MEN_rapid_industrialization_refresh_190_days_tt
			hidden_effect = {
				remove_ideas = MEN_rapid_industrialization
				add_timed_idea = {
					idea = MEN_rapid_industrialization
					days = 190
				}
				clr_country_flag = MEN_rapid_industrialization_timer
				set_country_flag = {
					flag = MEN_rapid_industrialization_timer
					days = 190
					value = 1
				}
			}
		}
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	relative_position_id = MEN_from_steppes_into_factories
	cost = 15
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = MEN_rapid_industrialization
			}
			custom_effect_tooltip = AFG_constitution_question_start_tt AFG_constitution_question_end_tt
			effect_tooltip = {
				if = {
					limit = {
						OR = {
							has_idea = MEN_rapid_industrialization
							NOT = {
								has_completed_focus = MEN_prioritize_industrialization
							}
						}
					}
					custom_effect_tooltip = MEN_rapid_industrialization_refresh_190_days_tt
				}
			}
		} {
			limit = {
				is_subject = yes
			}
			add_autonomy_score = {
				value = 250
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		} {
			limit = {
				has_idea = MEN_rapid_industrialization
			}
			custom_effect_tooltip = generic_skip_one_line_tt MEN_prioritize_industrialization_bonus_effect_tt r56_MEN_industry_modify_tt
			add_to_variable = {
				r56_MEN_industry_ns_production_speed_buildings_factor = 0.025
				tooltip = production_speed_buildings_factor_tt
			}
			add_tech_bonus = {
				name = industrial_bonus
				bonus = 0.25
				uses = 1
				category = industry
			}
		}
		random_owned_controlled_state = {
			prioritize = {
				612
			}
			limit = {
				free_building_slots = {
					bu
# ... (truncated)
### Entity: Idea
Component: r56_LUX_soviet_dominated_trade
Constructs: industrial_capacity_factory
Source: game
File: common/ideas/r56_luxembourg.txt

Code:
r56_LUX_soviet_dominated_trade = {
	picture = AFG_economy_in_ruins
	cancel = {
		industrial_complex = > 14
	}
	modifier = {
		industrial_capacity_factory = -0.2
		production_lack_of_resource_penalty_factor = 0.1
	}
	targeted_modifier = {
		tag = SOV
		extra_trade_to_target_factor = 0.1
	}
}
### Entity: State History
Component: 711
Source: game
File: history/states/711-Christmas Island.txt

Code:
state = {
	id = 711
	name = STATE_711
	manpower = 1625
	state_category = tiny_island
	history = {
		owner = ENG
		buildings = {
			infrastructure = 2
			13005 = {
				naval_base = 1
			}
		}
	}
	provinces = {
		13005
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: pol_focus
Component: POL_seek_an_alliance_with_kaiser
Constructs: prerequisite, limit, has_war_with, completion_reward, has_country_leader, has_idea, is_in_faction, is_faction_leader
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_seek_an_alliance_with_kaiser
	icon = GFX_focus_ger_revive_kaiserreich
	prerequisite = {
		focus = POL_assemble_the_regency_council
	}
	relative_position_id = POL_assemble_the_regency_council
	x = 2
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2.5
	}
	available = {
		GER = {
			OR = {
				has_country_leader = {
					character = GER_wilhelm_ii
					ruling_only = yes
				} {
					character = GER_wilhelm_iii
					ruling_only = yes
				} {
					character = GER_victoria
					ruling_only = yes
				}
				has_idea = GER_wilhelm_iii
			} {
				is_in_faction = no
				is_faction_leader = yes
			}
		}
		NOT = {
			has_country_leader = {
				character = POL_sejmik_regency
				ruling_only = yes
			}
		} {
			has_war_with = GER
		}
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		if = {
			limit = {
				GER = {
					is_faction_leader = yes
				}
			}
			GER = {
				country_event = generic.2
			}
		}
		else = {
			GER = {
				country_event = NSB_poland_events.3
			}
		}
	}
}
### Entity: AI Strategy
Component: BRA_historical_plan_r56
Constructs: has_government, has_country_flag, is_historical_focus_on, has_game_rule, is_puppet
Source: game
File: common/ai_strategy_plans/BRA_r56_historical_strategy_plan.txt

Code:
BRA_historical_plan_r56 = {
	name = BRA: Brazilian Historical AI Plan
	desc = Historical behavior for Brazil.
	allowed = {
		original_tag = BRA
	}
	enable = {
		OR = {
			AND = {
				is_historical_focus_on = yes
				has_game_rule = {
					rule = BRA_ai_behavior
					option = DEFAULT
				}
			}
			has_country_flag = BRA_AI_RANDOM_NON_ALIGNED_HISTORICAL
			has_game_rule = {
				rule = BRA_ai_behavior
				option = NON_ALIGNED_HISTORICAL
			}
		}
	}
	abort = {
		OR = {
			has_government = communism fascism
			is_puppet = yes
		}
	}
	ai_national_focuses = {
		BRA_R56_the_voice_of_brazil BRA_R56_national_security_law BRA_R56_institute_the_polaca BRA_R56_embrace_populism BRA_R56_department_of_press_and_propaganda BRA_R56_coffee_crisis_aftermath BRA_R56_council_for_economics_and_finances BRA_R56_technical_schools BRA_R56_federal_institutes BRA_R56_support_the_itabira_mines BRA_R56_expand_the_private_industry BRA_R56_nationalize_major_infrastructure_hubs BRA_R56_legacy_of_martinelli BRA_R56_matarazzo_united_industries BRA_R56_modernize_the_madeira_mamore_br230 BRA_R56_plan_salte BRA_R56_end_the_occupation BRA_R56_the_estado_novo BRA_R56_embolden_patriotism BRA_R56_national_defense_council BRA_R56_analyze_the_paulista_war BRA_R56_improve_military_education BRA_R56_the_brazilian_air_force BRA_R56_florianismo BRA_R56_national_institutes BRA_R56_federal_universities BRA_R56_establish_the_commerce_ministry bra_amigo_aliados BRA_R56_tire_de_guerra
	}
	focus_factors = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/KAL_khanate_battalions.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 3
	}
	location = 6516
	division_template = Morit Diviziin
	start_experience_factor = 0.1
	start_equipment_factor = 1
}
### Entity: Unit Template
Component: AST_DE_HISTORICAL
Constructs: has_government
Source: game
File: common/units/names_ships/AST_ship_names.txt

Code:
AST_DE_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_DE
	for_countries = {
		AST
	}
	can_use = {
		not = {
			has_government = communism
		}
	}
	type = ship
	ship_types = {
		ship_hull_light destroyer
	}
	prefix = HMAS 
	fallback_name = Corvette %s
	unique = {
		Bathurst Armidale Ararat Ballarat Benalla Bendigo Bowen Broome Bunbury Bundaberg Burnie Cairns Castlemaine Cessnock Colac Cootamundra Cowra Deloraine Dubbo Echuca Fremantle Gawler Geelong Geraldton Gladstone Glenelg Goulburn Gympie Horsham Inverell Ipswich Junee Kalgoorlie Kapunda Katoomba Kiama Latrobe Launceston Lismore Lithgow Maryborough Mildura Parkes Pirie Rockhampton Shepparton Stawell Strahan Tamworth Toowoomba Townsville Wagga Wallaroo Warrnambool Whyalla Wollongong
	}
}
### Entity: Achievement
Component: its_just_good_business
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting, has_cosmetic_tag, is_owned_by
Source: game
File: common/achievements.txt

Code:
its_just_good_business = {
	id = 241
	possible = {
		tag = RAJ
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
	}
	happened = {
		custom_trigger_tooltip = {
			tooltip = its_just_good_business_tt
			RAJ = {
				has_cosmetic_tag = RAJ_eic_tag
			}
			446 = {
				is_owned_by = RAJ
			}
			685 = {
				is_owned_by = RAJ
			}
		}
	}
}
### Entity: Idea
Component: idea_SIA_civilian_slight_support
Constructs: political_power_gain, removal_cost
Source: game
File: common/ideas/siam.txt

Code:
idea_SIA_civilian_slight_support = {
	picture = SIA_civillian_slight_support
	allowed_civil_war = {
		always = yes
	}
	allowed = {
		original_tag = SIA
	}
	removal_cost = -1
	modifier = {
		political_power_gain = 0.05
		production_speed_industrial_complex_factor = 0.05
	}
}
### Entity: Modifier Reference
Component: JAP_the_imperial_way_dm
Constructs: stability_factor, war_support_factor, has_government, remove_trigger, conscription_factor
Source: game
File: common/dynamic_modifiers/SEA_dynamic_modifiers.txt

Code:
JAP_the_imperial_way_dm = {
	icon = GFX_idea_JAP_the_imperial_way
	enable = {
		always = yes
	}
	remove_trigger = {
		OR = {
			has_government = communism democratic
		}
	}
	war_support_factor = JAP_the_imperial_way_war_support_factor
	drift_defence_factor = JAP_the_imperial_way_drift_defence_factor
	conscription_factor = JAP_the_imperial_way_conscription_factor
	political_advisor_cost_factor = JAP_the_imperial_way_political_advisor_cost_factor
	stability_factor = JAP_the_imperial_way_stability_factor
	army_core_defence_factor = JAP_the_imperial_way_army_core_defence_factor
	army_core_attack_factor = JAP_the_imperial_way_army_core_attack_factor
	consumer_goods_factor = JAP_the_imperial_way_consumer_goods_factor
	offensive_war_stability_factor = JAP_the_imperial_way_offensive_war_stability_factor
}
### Entity: Focus Titlebar Style
Component: GXC_focus_style
Source: game
File: common/national_focus/00_titlebar_styles.txt

Code:
style = {
	name = GXC_focus_style
	unavailable = GFX_focus_unavailable_joint_GXC
	completed = GFX_focus_completed_joint_GXC
	available = GFX_focus_can_start_joint_GXC
	current = GFX_focus_current_joint_GXC
}
### Entity: Character
Component: EGY_taha_hussein
Constructs: has_completed_focus
Source: game
File: common/characters/EGY.txt

Code:
EGY_taha_hussein = {
	name = EGY_taha_hussein
	portraits = {
		civilian = {
			small = GFX_idea_generic_war_industrialist_southamerican_2d
		}
	}
	advisor = {
		cost = 150
		slot = political_advisor
		idea_token = EGY_taha_hussein
		allowed = {
			original_tag = EGY
		}
		available = {
			has_completed_focus = EGY_mansoura_agreement
		}
		traits = {
			EGY_pharaonist
		}
	}
}