Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Modifier Reference
Component: KMT_blueshirt_corporatism
Constructs: stability_factor, war_support_factor, industrial_capacity_factory, remove_trigger, mobilization_speed
Source: game
File: common/dynamic_modifiers/r56_china_and_co_dm.txt

Code:
KMT_blueshirt_corporatism = {
	remove_trigger = {

	}
	enable = {
		always = yes
	}
	icon = GFX_idea_SOV_the_politburo_ccp_2d_sov_compatibility
	stability_factor = KMT_blue_stab
	political_power_factor = KMT_blue_pp
	production_speed_arms_factory_factor = KMT_blue_mil
	war_support_factor = KMT_blue_ws
	industrial_capacity_factory = KMT_blue_output
	industrial_capacity_dockyard = KMT_blue_dock
	production_factory_start_efficiency_factor = KMT_blue_base
	production_factory_max_efficiency_factor = KMT_blue_cap
	mobilization_speed = KMT_blue_mob
	command_power_gain_mult = KMT_blue_cpgm
	army_leader_cost_factor = KMT_blue_lcost
	civilian_intel_to_others = KMT_blue_spy
	army_intel_to_others = KMT_blue_spy
	enemy_operative_capture_chance_factor = KMT_blue_capture
	high_command_cost_factor = KMT_blue_hcc
}
### Entity: Unit Template
Component: SNG_SS_HISTORICAL
Source: game
File: common/units/names_ships/SNG_ship_names.txt

Code:
SNG_SS_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_SUBMARINES
	for_countries = {
		SNG
	}
	type = ship
	ship_types = {
		ship_hull_submarine submarine
	}
	prefix = RSS 
	fallback_name = Submarine %d
	unique = {
		Conqueror Chieftain Archer Swordsman Invincible Impeccable Illustrious Inimitable
	}
}
### Entity: National Focus
Tree: lux_focus
Component: LUX_repair_belgian_relations
Constructs: prerequisite, limit, has_war_with, add_opinion_modifier, completion_reward, is_subject, swap_ideas, remove_idea
Source: game
File: common/national_focus/r56_luxembourg.txt

Code:
focus = {
	id = LUX_repair_belgian_relations
	icon = GFX_goal_generic_befriend_belgium
	cost = 5
	x = 2
	y = 1
	relative_position_id = LUX_establish_national_labour_council
	prerequisite = {
		focus = LUX_establish_national_labour_council
	}
	bypass = {
		BEL = {
			OR = {
				exists = no
				is_subject = yes
			}
		}
	}
	available = {
		NOT = {
			has_war_with = BEL
		}
	}
	completion_reward = {
		custom_effect_tooltip = LUX_focus_autocompletion_tt generic_skip_one_line_tt
		swap_ideas = {
			remove_idea = BEL_LUX_BEL_customs_union
			add_idea = r56_LUX_uebl_2
		}
		BEL = {
			if = {
				limit = {
					has_idea = BEL_BEL_LUX_customs_union
				}
				swap_ideas = {
					remove_idea = BEL_BEL_LUX_customs_union
					add_idea = r56_BEL_uebl_2
				}
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = medium_increase
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL FOCUS_FILTER_HISTORICAL
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_form_the_idf
Constructs: prerequisite, add_stability, completion_reward, add_command_power
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_form_the_idf
	icon = GFX_goal_ISR_IDF_2
	cost = 2
	relative_position_id = ISR_dealing_with_irgun
	x = -1
	y = 1
	prerequisite = {
		focus = ISR_dealing_with_irgun
	}
	completion_reward = {
		add_command_power = 30
		add_stability = 0.05
	}
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
}
### Entity: Idea
Component: MEK_aco
Source: game
File: common/ideas/mecklenburg.txt

Code:
MEK_aco = {
	picture = generic_army_europe_1
	allowed = {
		original_tag = MEK
	}
	traits = {
		army_chief_offensive_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Technology
Component: GER_heavy_armored_car
Constructs: enable_equipments, research_cost
Source: game
File: common/technologies/infantry.txt

Code:
technology = {
	allow = {
		always = no
	}
	enable_equipments = {

	}
	research_cost = 1
	start_year = 1936
	sub_tech_index = 1
	categories = {
		motorized_equipment armor cat_armored_cars
	}
	armored_car_recon = {
		max_strength = 3
		max_organisation = 2
		armor_value = 0.5
		recon = 1
		defense = 0.1
		forest = {
			movement = 0.05
		}
		desert = {
			movement = 0.1
		}
		plains = {
			movement = 0.1
		}
	}
}
### Entity: Character
Component: RAJ_intel_generic
Constructs: has_dlc
Source: game
File: common/characters/RAJ.txt

Code:
RAJ_intel_generic = {
	advisor = {
		slot = political_advisor
		idea_token = RAJ_intel_generic
		allowed = {
			original_tag = RAJ
			has_dlc = La Resistance
		}
		available = {

		}
		traits = {
			head_of_intelligence
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_arab_2
		}
	}
}
### Entity: Character
Component: PHI_pioneer_marxist
Constructs: communism_drift, conscription_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
PHI_pioneer_marxist = {
	random = no
	sprite = 13
	communism_drift = 0.1
	conscription_factor = 0.05
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_embrace_military_tradition
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_embrace_military_tradition
	icon = GFX_goal_generic_occupy_states_ongoing_war
	mutually_exclusive = {
		focus = TUR_mechanising_our_army
	}
	prerequisite = {
		focus = TUR_modernising_the_army
	}
	x = 2
	y = 1
	relative_position_id = TUR_modernising_the_army
	cost = 5
	ai_will_do = {
		base = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = TUR_embrace_military_tradition
			bonus = 2.0
			uses = 1
			category = support_tech
		} {
			name = TUR_embrace_military_tradition
			bonus = 1.5
			uses = 1
			category = recon_tech
		}
	}
}
### Entity: Modifier Reference
Component: CHL_deeper_mines_modifier
Source: game
File: common/dynamic_modifiers/toa_dynamic_modifiers.txt

Code:
CHL_deeper_mines_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_SOV_civilian_labor_in_defense
	state_resources_factor = 0.15
	state_production_speed_infrastructure_factor = 0.15
	state_production_speed_buildings_factor = -0.1
}
### Entity: National Focus
Tree: lux_focus
Component: LUX_expand_social_net
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_luxembourg.txt

Code:
focus = {
	id = LUX_expand_social_net
	icon = GFX_focus_FIN_socialist_welfare
	cost = 5
	x = 0
	y = 1
	relative_position_id = LUX_fair_economy
	prerequisite = {
		focus = LUX_fair_economy
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = r56_LUX_fair_economy_1
			add_idea = r56_LUX_fair_economy_2
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Decision
Component: RAJ_GOE_into_hiding_cat
Constructs: has_completed_focus, is_raj_or_raj_inheritor, has_dlc
Source: game
File: common/decisions/categories/RAJ_GOE_decision_categories.txt

Code:
RAJ_GOE_into_hiding_cat = {
	icon = GFX_decision_category_army_reform
	priority = 100
	allowed = {
		is_raj_or_raj_inheritor = yes
		has_dlc = Graveyard of Empires
	}
	visible = {
		has_completed_focus = RAJ_go_into_hiding
	}
}
### Entity: Idea
Component: GER_mefo_bills_10
Constructs: has_government, removal_cost
Source: game
File: common/ideas/GER.txt

Code:
GER_mefo_bills_10 = {
	name = GER_mefo_bills
	allowed = {
		original_tag = GER
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	picture = ger_mefo_bills
	modifier = {
		consumer_goods_factor = -0.33
		production_speed_arms_factory_factor = 0.25
		production_speed_dockyard_factor = 0.25
		production_speed_naval_base_factor = 0.25
		production_speed_coastal_bunker_factor = 0.25
		production_speed_bunker_factor = 0.25
		production_speed_air_base_factor = 0.25
		production_speed_anti_air_building_factor = 0.25
		production_speed_radar_station_factor = 0.25
		production_speed_fuel_silo_factor = 0.25
		production_speed_synthetic_refinery_factor = 0.15
		political_power_cost = 1.55
	}
}
### Entity: Character
Component: RAJ_GOE_the_bengal_advocate
Constructs: stability_factor, war_support_factor
Source: game
File: common/country_leader/goe_traits.txt

Code:
RAJ_GOE_the_bengal_advocate = {
	political_power_factor = 0.08
	war_support_factor = 0.05
	stability_factor = 0.05
	sprite = 5
}
### Entity: Technology
Component: improved_medium_airframe
Constructs: is_major, enable_equipments, research_cost, has_deployed_air_force_size
Source: game
File: common/technologies/bba_air_techs.txt

Code:
technology = {
	enable_equipments = {
		medium_plane_airframe_2 medium_plane_fighter_airframe_2 medium_plane_scout_plane_airframe_2
	}
	path = {
		leads_to_tech = advanced_medium_airframe
		research_cost_coeff = 1
	}
	on_research_complete = {
		custom_effect_tooltip = {
			localization_key = SP_UNLOCK_PROJECT
			PROJECT = sp_air_jet_engine
		}
	}
	research_cost = 2
	start_year = 1940
	folder = {
		name = bba_air_techs_folder
		position = {
			x = 2
			y = 6
		}
	}
	categories = {
		medium_air tactical_bomber cat_heavy_fighter air_equipment mio_cat_all_medium_aircraft_and_modules
	}
	special_project_specialization = {
		specialization_air
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 1.2
			is_major = yes
			date = > 1940.1.1
		} {
			has_deployed_air_force_size = {
				size = > 500
				type = tactical_bomber
			}
			factor = 2
		} {
			factor = 1.2
			is_major = yes
			date = > 1941.1.1
		} {
			factor = 5
			is_major = yes
			date = > 1944.1.1
		}
	}
}
### Entity: Idea
Component: ENG_imperial_conference_defense_dominion
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/britain.txt

Code:
ENG_imperial_conference_defense_dominion = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		industrial_capacity_factory = 0.1
		industrial_capacity_dockyard = 0.1
	}
	picture = generic_war_preparation
	removal_cost = -1
}
### Entity: Scripted Effect
Component: ITA_missiolini_industrial_research_success_effect
Constructs: has_completed_focus, limit, has_country_flag, add_political_power, add_tech_bonus, clr_country_flag
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_missiolini_industrial_research_success_effect = {
	if = {
		limit = {
			NOT = {
				has_completed_focus = ITA_to_live_as_a_lion
			}
		}
		add_political_power = 25
		add_tech_bonus = {
			name = ITA_missiolini_industrial_research
			bonus = 0.5
			uses = 2
			category = industry air_equipment naval_equipment artillery armor motorized_equipment
		}
	} {
		limit = {
			has_country_flag = ITA_missiolini_research_production_flag
		}
		clr_country_flag = ITA_missiolini_research_production_flag
	} {
		limit = {
			has_country_flag = ITA_missiolini_research_industry_flag
		}
		clr_country_flag = ITA_missiolini_research_industry_flag
	} {
		limit = {
			has_country_flag = ITA_missiolini_research_construction_flag
		}
		clr_country_flag = ITA_missiolini_research_construction_flag
	}
	else = {
		add_political_power = 35
		add_tech_bonus = {
			name = ITA_missiolini_industrial_research
			bonus = 0.75
			uses = 2
			category = industry air_equipment naval_equipment artillery armor motorized_equipment
		}
	}
}
### Entity: Scripted Effect
Component: EAI_RELATIONS_daily_update
Constructs: limit, has_country_flag, add_opinion_modifier, check_variable, has_political_power, set_temp_variable, add_to_temp_array, remove_relation_targets
Source: game
File: common/scripted_effects/EAI_COUNTRY_improve_relations.txt

Code:
EAI_RELATIONS_daily_update = {
	for_each_loop = {
		array = EAI_RELATIONS_targets
		var:v = {
			EAI_RELATIONS_THIS_is_valid_target_of_PREV = yes
			if = {
				limit = {
					check_variable = {
						EAI_RELATIONS_THIS_is_valid_target_of_PREV = 1
					} {
						opinion@PREV = < PREV.EAI_RELATIONS_target_opinions^i
					}
					ROOT = {
						has_political_power = > 1
					}
				}
				add_opinion_modifier = {
					target = PREV
					modifier = EAI_RELATION_modifier
				}
				if = {
					limit = {
						PREV = {
							has_country_flag = EAI_relation_logging
						}
					}
					log = [GetYear] [GetMonth] | AI | [Root.GetName] | RELATION: added opinion = [This.GetName]
				} {
					limit = {
						NOT = {
							EAI_PREV_has_same_ideology_with_THIS = yes
						}
					}
					ROOT = {
						set_temp_variable = {
							_pp_cost = 0.4
						}
						EAI_PP_pay_pp_cost = yes
						if = {
							limit = {
								has_country_flag = EAI_pp_logging
							}
							log = SOURCE: EAI_RELATIONS_daily_update
						}
					}
					if = {
						limit = {
							PREV = {
								has_country_flag = EAI_relation_logging
							}
						}
						log = [GetYear] [GetMonth] | AI | [Root.GetName] | RELATION: removed PP for [This.GetName]
					}
				}
			}
			else = {
				add_to_temp_array = {
					remove_relation_targets = THIS.id
				}
			}
		}
	}
	for_each_scope_loop = {
		array = remove_relation_targets
		EAI_RELATIONS_stop = yes
	}
}
### Entity: Idea
Component: NIU_less_droughts
Constructs: industrial_capacity_factory, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/niue.txt

Code:
NIU_less_droughts = {
	picture = ARG_infamous_decade
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		production_speed_buildings_factor = -0.15
		industrial_capacity_factory = -0.1
		consumer_goods_factor = 0.1
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3AMotorized_cropped.png.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
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### Entity: National Focus
Tree: chl_focus
Component: CHL_consolidate_the_government
Constructs: limit, remove_ideas, has_country_flag, completion_reward, add_political_power, is_historical_focus_on, allow_branch, has_idea
Source: game
File: common/national_focus/r56_chile.txt

Code:
focus = {
	id = CHL_consolidate_the_government
	icon = GFX_goal_focus_chilean_deal
	x = 20
	y = 0
	cost = 10
	ai_will_do = {
		factor = 0.1
		modifier = {
			add = 25
			is_historical_focus_on = no
		}
	}
	mutually_exclusive = {
		focus = CHL_the_spread_of_fascism
	} {
		focus = CHL_the_popular_front
	}
	allow_branch = {
		NOT = {
			has_country_flag = R56_chile_fascist_scw_given_tag
		}
	}
	completion_reward = {
		add_political_power = 75
		if = {
			limit = {
				has_idea = CHL_dissident_activity_3
			}
			remove_ideas = CHL_dissident_activity_3
		} {
			limit = {
				has_idea = CHL_dissident_activity_2
			}
			swap_ideas = {
				remove_idea = CHL_dissident_activity_2
				add_idea = CHL_dissident_activity_3
			}
		} {
			limit = {
				has_idea = CHL_dissident_activity_1
			}
			swap_ideas = {
				remove_idea = CHL_dissident_activity_1
				add_idea = CHL_dissident_activity_2
			}
		}
		add_days_mission_timeout = {
			mission = r56_CHL_nationist_uprising_1
			days = -365
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: ENG_crewe_works_manufacturer
Constructs: research_bonus, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/britain.txt

Code:
ENG_crewe_works_manufacturer = {
	name = ENG_crewe_works_organization
	picture = ENG_crewe
	allowed = {
		original_tag = ENG
	}
	available = {

	}
	visible = {

	}
	research_bonus = {
		train_tech = 0.15
		support_tech = 0.07
	}
	equipment_bonus = {
		train_equipment = {
			build_cost_ic = -0.1
			armor_value = 0.1
			air_attack = 0.1
			instant = yes
		}
	}
	cost = 150
	traits = {
		train_equipment_manufacturer
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: Character
Component: TRA_ar
Source: game
File: common/characters/TRA.txt

Code:
TRA_ar = {
	advisor = {
		slot = high_command
		idea_token = TRA_ar
		ledger = army
		allowed = {
			original_tag = TRA
		}
		traits = {
			army_regrouping_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_5
		}
	}
}
### Entity: AI Strategy
Component: EAI_ENG_battle_of_britain_NAVAL_pacific_convoy_route
Constructs: has_war_with, is_in_faction_with
Source: game
File: common/ai_strategy/ENG_EAI.txt

Code:
EAI_ENG_battle_of_britain_NAVAL_pacific_convoy_route = {
	enable = {
		is_in_faction_with = ENG
		OR = {
			has_war_with = GER
		}
		NOT = {
			OR = {
				has_war_with = JAP CHI INS PHI AST
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = naval_avoid_region
		id = 60
		value = 50
	} {
		type = naval_avoid_region
		id = 101
		value = 50
	}
}
### Entity: Scripted Effect
Component: EAI_PC_dynamic_strategy_JAP_daily
Constructs: limit, has_country_flag, check_variable, clr_country_flag, set_temp_variable, add_to_temp_array
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_strategies.txt

Code:
EAI_PC_dynamic_strategy_JAP_daily = {
	if = {
		limit = {
			check_variable = {
				EAI_PC_strategy_state = 1
			}
		}
		if = {
			limit = {
				has_country_flag = EAI_PC_dynamic_strategy_delay_effect
				NOT = {
					has_country_flag = EAI_PC_dynamic_strategy_delay_effect_duration
				}
			}
			clr_country_flag = EAI_PC_dynamic_strategy_delay_effect
			EAI_PC_clear_game_construction_queue = yes
		} {
			limit = {
				check_variable = {
					EAI_PC_reserved_factories_available = > 0
				}
			}
			set_temp_variable = {
				_queue_new_shared_types_with_factories_FACTORIES = EAI_PC_reserved_factories_available
			} {
				_project_type_id = strategy_type_id
			} {
				_project_priority = strategy_type_prio
			}
			add_to_temp_array = {
				_queue_new_shared_types_with_factories_TYPES = global.EAI_PC_CIC
			}
			EAI_PC_queue_new_shared_types = yes
		}
	}
}
### Entity: Character
Component: POL_jozef_haller
Source: game
File: common/characters/POL.txt

Code:
POL_jozef_haller = {
	name = POL_jozef_haller
	portraits = {
		army = {
			large = GFX_portrait_POL_jozef_haller
			small = GFX_idea_POL_jozef_haller
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = POL_jozef_haller
		allowed = {
			original_tag = POL
		}
		traits = {
			war_industrialist
		}
	}
	corps_commander = {
		traits = {
			old_guard POL_sanation_left_leader
		}
		skill = 3
		attack_skill = 2
		defense_skill = 3
		planning_skill = 3
		logistics_skill = 2
		legacy_id = -1
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_great_cattle_chiefs
Constructs: prerequisite, add_ideas, has_government, completion_reward, is_subject
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_great_cattle_chiefs
	icon = GFX_focus_ARG_capitalize_the_beef_industry
	prerequisite = {
		focus = COG_an_expansionist_state COG_centralize_military_structure
	}
	mutually_exclusive = {
		focus = COG_great_military_chiefs
	}
	x = 0
	y = 1
	relative_position_id = COG_an_expansionist_state
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		has_government = neutrality
		is_subject = no
	}
	completion_reward = {
		add_ideas = COG_cattle_chiefs
	}
}
### Entity: Scripted Effect
Component: USA_house_small_opposition
Constructs: set_temp_variable, temp_factor, add_to_variable
Source: game
File: common/scripted_effects/USA_scripted_effects.txt

Code:
USA_house_small_opposition = {
	custom_effect_tooltip = mtg_usa_house_small_opposition_tt
	set_temp_variable = {
		temp_factor = random
	}
	multiply_temp_variable = {
		temp_factor = -20
	}
	add_to_variable = {
		representatives_support = temp_factor
	}
	round_variable = representatives_support
	clamp_variable = {
		var = representatives_support
		max = representatives_total
		min = 0
	}
	USA_recalc_congress_icon_frames = yes
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_czech_fascism_onrise
Constructs: prerequisite, limit, add_ideas, remove_ideas, has_government, has_war_with, completion_reward, add_political_power
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_czech_fascism_onrise
	icon = GFX_focus_CZE_unify_the_fascist_parties
	prerequisite = {
		focus = CZE_state_defense_law
	}
	mutually_exclusive = {
		focus = CZE_partial_mobilization
	}
	available = {
		NOT = {
			GER = {
				has_war_with = ROOT
				has_government = fascism
			}
		}
	}
	bypass = {
		OR = {
			has_idea = CZE_felix_achille_de_la_camara
			is_in_faction_with = GER
			has_government = fascism neutrality
		}
	}
	x = 30
	y = 4
	cost = 10
	completion_reward = {
		if = {
			limit = {
				has_idea = CZE_vladimir_clementis
			}
			hidden_effect = {
				remove_ideas = CZE_vladimir_clementis
			}
		} {
			limit = {
				has_idea = CZE_felix_achille_de_la_camara
			}
			add_political_power = 75
		} {
			limit = {
				NOT = {
					has_idea = CZE_felix_achille_de_la_camara
				}
			}
			custom_effect_tooltip = new_idea
			add_ideas = CZE_felix_achille_de_la_camara
		}
		country_event = {
			id = CZE.418
			days = 1
		}
		custom_effect_tooltip = report_reward alternative_diplomatic_reward
		effect_tooltip = {
			add_popularity = {
				ideology = communism
				popularity = -0.05
			} {
				ideology = democratic
				popularity = -0.05
			}
		} {
			add_popularity = {
				ideology = fascism
				popularity = 0.05
			} {
				ideology = democratic
				popularity = -0.05
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: r56_afghanistan.79
Constructs: is_triggered_only
Source: game
File: events/r56_afghanistan.txt

Code:
country_event = {
	id = r56_afghanistan.79
	title = r56_afghanistan.79.t
	desc = r56_afghanistan.79.d
	picture = GFX_report_event_AFG_raj_border
	is_triggered_only = yes
	option = {
		name = r56_afghanistan.79.a
	}
}
### Entity: Idea
Component: ETH_tenneco
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/ethiopia.txt

Code:
ETH_tenneco = {
	picture = ETH_tenneco
	allowed = {
		original_tag = ETH
		has_dlc = By Blood Alone
	}
	available = {
		has_completed_focus = ETH_invite_foreign_prospectors
	}
	cost = 150
	research_bonus = {
		industry = 0.05
		synth_resources = 0.05
	}
	traits = {
		refinery_concern
	}
	modifier = {
		production_oil_factor = 0.1
	}
}
### Entity: Character
Component: QUE_lea_roback
Constructs: has_completed_focus, limit, has_government, has_idea, is_country_leader
Source: game
File: common/characters/QUE.txt

Code:
QUE_lea_roback = {
	name = Léa Roback
	portraits = {
		civilian = {
			large = gfx/leaders/URG/Portrait_Uruguay_Paulina_Luisi.dds
		}
		army = {
			small = GFX_idea_generic_political_advisor_female_europe
		}
	}
	gender = female
	country_leader = {
		ideology = syndicalism
		expire = 1965.1.1
		id = -1
		traits = {
			r56_trait_opposed_to_fascism leftist_independent
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = QUE_lea_roback
		cost = 150
		allowed = {
			OR = {
				original_tag = CAN QUE
			}
		}
		available = {
			NOT = {
				has_idea = r56i_laws_gender_patriarchy
			}
			OR = {
				has_government = communism
				has_completed_focus = QUE_enshrine_women_rights
			}
			is_country_leader = no
			if = {
				limit = {
					original_tag = CAN
				}
				NOT = {
					country_exists = QUE
				}
			}
		}
		visible = {

		}
		traits = {
			womens_figurehead
		}
	}
}
### Entity: Event
Component: soviet.62
Constructs: is_triggered_only, create_wargoal, annex_everything
Source: game
File: events/SovietUnion.txt

Code:
country_event = {
	id = soviet.62
	title = soviet.62.t
	desc = soviet.62.d
	picture = GFX_report_event_soviet_tanks
	is_triggered_only = yes
	option = {
		name = soviet.62.a
		create_wargoal = {
			type = annex_everything
			target = SOV
		}
	}
}