Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: EAI_EXPEDITIONARY_expeditionary_target_selector
Constructs: limit, has_country_flag, clear_temp_array, every_other_country, add_to_temp_array, is_in_array, check_variable, set_temp_variable
Source: game
File: common/scripted_effects/EAI_COUNTRY_volunteer_effects.txt

Code:
EAI_EXPEDITIONARY_expeditionary_target_selector = {
	clear_temp_array = updated_expeditionary_targets
	every_other_country = {
		limit = {
			EAI_EXPEDITIONARY_THIS_is_valid_target_of_ROOT = yes
		}
		add_to_temp_array = {
			array = updated_expeditionary_targets
			value = THIS.id
		}
	}
	for_each_scope_loop = {
		array = EAI_expeditionary_targets
		if = {
			limit = {
				NOT = {
					is_in_array = {
						array = updated_expeditionary_targets
						value = THIS.id
					}
				}
			}
			EAI_EXPEDITIONARY_cancel_target = yes
		} {
			limit = {
				ROOT = {
					has_country_flag = EAI_volunteer_logging
					check_variable = {
						log_ended_expeditionary = 1
					}
				}
			}
			log = [GetYear] [GetMonth] | AI | [Root.GetName] | EXPEDITIONARY: reason: EAI_EXPEDITIONARY_expeditionary_target_selector
		}
		set_temp_variable = {
			log_ended_expeditionary = 0
		}
	} {
		array = updated_expeditionary_targets
		ROOT = {
			EAI_EXPEDITIONARY_set_target = yes
		}
		if = {
			limit = {
				ROOT = {
					has_country_flag = EAI_volunteer_logging
					check_variable = {
						log_started_expeditionary = 1
					}
				}
			}
			log = [GetYear] [GetMonth] | AI | [Root.GetName] | EXPEDITIONARY: reason: EAI_EXPEDITIONARY_expeditionary_target_selector
		}
		set_temp_variable = {
			log_started_expeditionary = 0
		}
	}
}
### Entity: National Focus
Tree: cub_focus
Component: CUB_results_of_the_presidential_election
Constructs: has_country_flag, completion_reward
Source: game
File: common/national_focus/Cuba.txt

Code:
focus = {
	id = CUB_results_of_the_presidential_election
	icon = GFX_goal_cuba_presidential_election
	cost = 1.3
	x = 48
	y = 0
	ai_will_do = {
		factor = 100
	}
	bypass = {
		has_country_flag = cuba_election_flag_1936
	}
	completion_reward = {
		custom_effect_tooltip = CUB_results_of_the_presidential_election_tt
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Shared Focus
Component: BALTIC_soviet_military_staff
Constructs: shared_focus, has_completed_focus, prerequisite, limit, completion_reward, cancel_if_invalid, add_corps_commander_role, create_corps_commander
Source: game
File: common/national_focus/baltic_shared.txt

Code:
shared_focus = {
	id = BALTIC_soviet_military_staff
	icon = GFX_focus_generic_military_academy
	prerequisite = {
		focus = BALTIC_seek_support_of_soviets
	}
	x = 2
	y = 1
	relative_position_id = BALTIC_seek_support_of_soviets
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		NOT = {
			has_completed_focus = BALTIC_overthrow_the_government
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		army_experience = 75
		if = {
			limit = {
				original_tag = LIT
			}
			LIT_jonas_cernius = {
				add_corps_commander_role = {
					traits = {
						JAP_communist_sympathizer infantry_officer
					}
					attack_skill = 3
					defense_skill = 4
					planning_skill = 3
					logistics_skill = 3
					skill = 3
					legacy_id = -1
				}
			}
			create_corps_commander = {
				name = Vincas Vitkauskas
				gfx = GFX_portrait_LIT_vincas_vitkauskas
				traits = {
					JAP_communist_sympathizer
				}
				attack_skill = 4
				defense_skill = 4
				planning_skill = 3
				logistics_skill = 3
				skill = 3
			}
		} {
			limit = {
				original_tag = LAT
			}
			create_corps_commander = {
				name = Martin Latsis
				gfx = GFX_portrait_LAT_martin_latsis
				traits = {
					JAP_communist_sympathizer infantry_officer
				}
				attack_skill = 3
				defense_skill = 4
				planning_skill = 3
				logistics_skill = 3
				skill = 3
			} {
				name = Jukums Vācietis
				gfx = GFX_portrait_LAT_jukums_vacietis
				traits = {
					JAP_communist_sympathizer war_hero
				}
				attack_skill = 4
				defense_skill = 4
				planning_skill = 3
				logistics_skill = 3
				skill = 3
			}
		} {
			limit = {
				original_tag = EST
			}
			create_corps_commander = {
				name = Jakob Palvadre
				gfx = GFX_portrait_EST_jakob_palvadre
				traits = {
					JAP_communist_sympathizer infantry_officer
				}
				attack_skill = 3
				defense_skill = 4
				planning_skill = 3
				logistics_skill = 3
				skill = 3
			} {
				name = August Kork
				gfx = GFX_portrait_EST_august_kork
				traits = {
					JAP_communist_sympathizer
				}
				attack_skill = 4
				defense_skill = 4
				planning_skill = 3
				logistics_skill = 3
				skill = 3
			}
		}
	}
}
### Entity: Character
Component: PHI_juan_samulong
Constructs: has_dlc
Source: game
File: common/characters/PHI.txt

Code:
PHI_juan_samulong = {
	instance = {
		allowed = {
			has_dlc = No Compromise, No Surrender
		}
		advisor = {
			slot = political_advisor
			idea_token = PHI_juan_samulong
			traits = {
				PHI_mercantalist
			}
		}
		name = PHI_juan_samulong
		portraits = {
			civilian = {
				small = GFX_portrait_PHI_juan_samulong_small
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = No Compromise, No Surrender
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = PHI_juan_samulong
			traits = {
				prince_of_terror
			}
		}
		name = PHI_juan_samulong
		portraits = {
			army = {
				small = GFX_idea_generic_political_advisor_asia_1
			}
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_spur_the_communist_resistance
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_spur_the_communist_resistance
	icon = GFX_focus_generic_spur_communist_revolutions
	prerequisite = {
		focus = AUS_cut_ties_with_the_church AUS_centralize_the_industrial_sector
	}
	mutually_exclusive = {

	}
	x = -2
	y = 1
	relative_position_id = AUS_cut_ties_with_the_church
	cost = 10
	ai_will_do = {
		factor = 7
	}
	available = {

	}
	bypass = {
		AUS_danubian_communism_bypass = yes
	}
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = AUS_spur_the_communist_resistance_tt AUS_danubian_countries_tt AUS_danubian_observers_tt
	}
}
### Entity: Idea
Component: ENG_imperial_conference_defense_2
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/britain.txt

Code:
ENG_imperial_conference_defense_2 = {
	name = ENG_imperial_conference_defense_dominion
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		industrial_capacity_factory = 0.06
		industrial_capacity_dockyard = 0.06
	}
	picture = generic_war_preparation
	removal_cost = -1
}
### Entity: Event
Component: lar_rescue_mussolini.2
Constructs: is_triggered_only, add_relation_modifier, set_global_flag
Source: game
File: events/LaR_espionage_operations.txt

Code:
country_event = {
	id = lar_rescue_mussolini.2
	title = lar_rescue_mussolini.2.t
	desc = lar_rescue_mussolini.2.desc
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	option = {
		name = lar_rescue_mussolini.2.a
		add_relation_modifier = {
			target = ITA
			modifier = GER_rescued_mussolini
		}
		set_global_flag = mussolini_rescued_flag
	}
}
### Entity: Event
Component: chile.15
Constructs: has_government, has_country_flag, add_opinion_modifier, has_idea, set_country_flag
Source: game
File: events/Chile.txt

Code:
country_event = {
	id = chile.15
	title = The revolution succeeds!
	desc = Our revolution has succeeded! We must thank the Chileans for their assistance in our efforts
	picture = GFX_report_event_chamberlain
	trigger = {
		has_idea = CHL_communist_influence
		has_government = communism
		has_country_flag = CHL_revolutionary_encouragement
		NOT = {
			has_country_flag = CHL_revolution_opinion_flag
		}
	}
	mean_time_to_happen = {
		days = 30
	}
	option = {
		name = We are grateful indeed.
		set_country_flag = CHL_revolution_opinion_flag
		CHL = {
			add_opinion_modifier = {
				target = ROOT
				modifier = CHL_revolution_spread
			}
			CHL = {
				country_event = {
					id = chile.16
				}
			}
		}
	}
}
### Entity: Event
Component: Danzig_poland_border_conflict.5
Constructs: is_triggered_only
Source: game
File: events/WTT_Poland.txt

Code:
country_event = {
	id = Danzig_poland_border_conflict.5
	title = Danzig_poland_border_conflict.5.t
	desc = Danzig_poland_border_conflict.5.desc
	picture = GFX_report_event_polish_intervention_reversal
	is_triggered_only = yes
	option = {
		name = Danzig_poland_border_conflict.5.a
	}
}
### Entity: Event
Component: strikes_event.2
Constructs: is_triggered_only, add_war_support, add_stability, clr_country_flag
Source: game
File: events/stability_events.txt

Code:
country_event = {
	id = strikes_event.2
	title = strikes_event.2.t
	desc = strikes_event.2.desc
	picture = GFX_report_event_gathering_protest
	is_triggered_only = yes
	option = {
		name = strikes_event.2.a
		add_stability = -0.05
		add_war_support = -0.05
		clr_country_flag = crisis_solution_in_progress
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_fatherland
Constructs: prerequisite, add_war_support, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_fatherland
	icon = GFX_focus_generic_military_mission
	x = 2
	y = 1
	prerequisite = {
		focus = FRA_integralism
	}
	mutually_exclusive = {
		focus = FRA_family FRA_work
	}
	relative_position_id = FRA_integralism
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_war_support = 0.1
	}
}
### Entity: Event
Component: news.603
Constructs: is_triggered_only
Source: game
File: events/TNewsEvents.txt

Code:
news_event = {
	id = news.603
	title = news.603.t
	desc = news.603.desc
	picture = GFX_news_event_polish_resistance_warsaw
	major = yes
	is_triggered_only = yes
	option = {
		name = news.603.a
	}
}
### Entity: Idea
Component: EAI_DD_15/small_plane_suicide_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_15/small_plane_suicide_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		small_plane_suicide_airframe = {
			build_cost_ic = -0.15
			instant = yes
		}
	}
}
### Entity: Event
Component: PER_imperial_events.212
Constructs: is_triggered_only, create_wargoal, take_claimed_state
Source: game
File: events/GOE_Persia.txt

Code:
country_event = {
	id = PER_imperial_events.212
	title = PER_imperial_events.212.t
	desc = PER_imperial_events.212.desc
	picture = GFX_report_event_tur_politician_march
	is_triggered_only = yes
	option = {
		name = PER_imperial_events.212.a
		create_wargoal = {
			type = take_claimed_state
			target = FROM
		}
	}
}
### Entity: Idea
Component: GER_himmler_director_reich_security
Constructs: political_power_gain, removal_cost
Source: game
File: common/ideas/GER.txt

Code:
GER_himmler_director_reich_security = {
	allowed = {
		always = no
	}
	removal_cost = -1
	modifier = {
		political_power_gain = -0.3
		resistance_damage_to_garrison = -0.25
		foreign_subversive_activites = -0.3
		non_core_manpower = 0.02
		subversive_activites_upkeep = -0.25
		operative_slot = 1
		intelligence_agency_defense = 0.2
		intel_from_combat_factor = 0.25
	}
}
### Entity: Idea
Component: CRO_slavko_stancer
Source: game
File: common/ideas/croatia.txt

Code:
CRO_slavko_stancer = {
	ledger = army
	picture = generic_army_europe_2
	allowed = {
		original_tag = CRO
	}
	traits = {
		army_artillery_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: axis_minors_ruthenia.6
Constructs: is_triggered_only, ai_chance, add_stability, add_political_power, add_autonomy_ratio, is_subject_of, create_wargoal, take_state_focus
Source: game
File: events/r56_ruthenia.txt

Code:
country_event = {
	id = axis_minors_ruthenia.6
	title = axis_minors_ruthenia.6.t
	desc = axis_minors_ruthenia.6.desc
	picture = GFX_report_event_crowd_in_prague
	is_triggered_only = yes
	option = {
		name = axis_minors_ruthenia.6.a
		ai_chance = {
			base = 40
		}
		puppet = RUT
		add_autonomy_ratio = {
			value = -0.1
		}
		add_political_power = -50
	} {
		name = axis_minors_ruthenia.6.b
		trigger = {
			SLO = {
				is_subject_of = GER
			}
		}
		ai_chance = {
			base = 40
		}
		SLO = {
			puppet = RUT
			add_stability = 0.05
		}
		add_autonomy_ratio = {
			value = -0.1
		}
		add_political_power = -50
	} {
		name = axis_minors_ruthenia.6.c
		ai_chance = {
			base = 10
		}
		GER = {
			create_wargoal = {
				type = take_state_focus
				target = RUT
				generator = {
					73
				}
			}
			declare_war_on = {
				target = RUT
				type = take_state_focus
				generator = {
					73
				}
			}
		}
		add_political_power = -50
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_concessions_to_foreign_powers
Constructs: prerequisite, has_country_flag, completion_reward, has_dlc
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_concessions_to_foreign_powers
	icon = GFX_goal_generic_dangerous_deal
	prerequisite = {
		focus = SOV_reverse_the_collectivization_process
	}
	mutually_exclusive = {
		focus = SOV_covert_support_for_spanish_poum
	}
	x = -1
	y = 2
	offset = {
		x = 1
		y = -1
		trigger = {
			NOT = {
				has_dlc = La Resistance
			}
		}
	}
	relative_position_id = SOV_reverse_the_collectivization_process
	cost = 5
	available = {
		NOT = {
			has_country_flag = SOV_soviet_civil_war_over
		}
		SOV_has_selected_hq = yes
	}
	search_filters = {
		FOCUS_FILTER_SOV_POLITICAL_PARANOIA
	}
	completion_reward = {
		SOV_paranoia_low_increase_effect = yes
		custom_effect_tooltip = SOV_concessions_to_foreign_powers_tt
	}
}
### Entity: Event
Component: BBA_african_union_events.10
Constructs: is_triggered_only, ai_chance
Source: game
File: events/BBA_AfricanUnion_events.txt

Code:
country_event = {
	id = BBA_african_union_events.10
	title = BBA_african_union_events.10.t
	desc = BBA_african_union_events.10.desc
	is_triggered_only = yes
	picture = GFX_report_event_generic_african_unity
	option = {
		name = BBA_african_union_events.10.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: Modifier Reference
Construct: river_crossing_factor_against
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## river_crossing_factor_against

* Number with 2 decimal places
* **Categories**: army
### Entity: National Focus
Tree: cze_focus
Component: CZE_invest_in_the_smaller_air_plants
Constructs: prerequisite, limit, add_ideas, completion_reward, add_to_variable, has_dlc, add_mio_size, add_mio_funds_gain_factor
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_invest_in_the_smaller_air_plants
	icon = GFX_focus_SMB_purchase_aircraft
	overlay = GFX_focus_overlay_cze_air_focus
	prerequisite = {
		focus = CZE_national_defense_act
	} {
		focus = CZE_air_force_officer_recruitment
	}
	mutually_exclusive = {
		focus = CZE_continue_avia_expansion
	}
	relative_position_id = CZE_national_defense_act
	x = -5
	y = 1
	cost = 10
	available = {
		CZE_has_a_skoda_planes_focus = yes
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		custom_effect_tooltip = CZE_modify_skoda_works_ns_intro_tt generic_skip_one_line_tt
		add_to_variable = {
			CZE_skoda_works_dynamic_modifier_industrial_capacity_factory = 0.025
			tooltip = industrial_capacity_factory_tt
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:CZE_zlin_aircraft_organization = {
				add_mio_size = 1
				add_mio_funds_gain_factor = 0.1
			}
			mio:CZE_benees_mraz_organization = {
				add_mio_size = 1
				add_mio_funds_gain_factor = 0.1
			}
			mio:CZE_letov_organization = {
				add_mio_size = 1
				add_mio_funds_gain_factor = 0.1
			}
		} {
			limit = {
				NOT = {
					has_dlc = Arms Against Tyranny
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			if = {
				limit = {
					has_idea = CZE_letov
				}
				swap_ideas = {
					remove_idea = CZE_letov
					add_idea = CZE_letov_improved
				}
			} {
				limit = {
					has_idea = CZE_benees_mraz
				}
				swap_ideas = {
					remove_idea = CZE_benees_mraz
					add_idea = CZE_benees_mraz_improved
				}
			} {
				limit = {
					has_idea = CZE_zlin_aircraft
				}
				swap_ideas = {
					remove_idea = CZE_zlin_aircraft
					add_idea = CZE_zlin_aircraft_improved
				}
			}
			else = {
				effect_tooltip = {
					swap_ideas = {
						remove_idea = CZE_letov
						add_idea = CZE_letov_improved
					}
				}
			} {
				effect_tooltip = {
					swap_ideas = {
						remove_idea = CZE_benees_mraz
						add_idea = CZE_benees_mraz_improved
					}
				}
			} {
				effect_tooltip = {
					swap_ideas = {
						remove_idea = CZE_zlin_aircraft
						add_idea = CZE_zlin_aircraft_improved
					}
				}
			}
		}
		else = {
			add_ideas = CZE_invest_in_the_smaller_air_plants_idea
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		random_owned_controlled_state = {
			prioritize = {
				75
			}
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					i
# ... (truncated)
### Entity: Idea
Component: BOS_communist_guy
Constructs: has_government
Source: game
File: common/ideas/bosnia.txt

Code:
BOS_communist_guy = {
	picture = generic_political_advisor_europe_3
	allowed = {
		original_tag = BOS
	}
	traits = {
		communist_revolutionary
	}
	do_effect = {
		NOT = {
			has_government = communism
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_reestablish_the_bouvandji
Constructs: prerequisite, add_ideas, has_government, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_reestablish_the_bouvandji
	icon = GFX_focus_generic_little_entente
	prerequisite = {
		focus = COG_reclaim_loango
	}
	x = 2
	y = 2
	relative_position_id = COG_reclaim_loango
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		has_government = neutrality
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		add_ideas = COG_bouvandji
	}
}
### Entity: Decision
Component: LUX_ministries
Constructs: has_completed_focus, has_country_flag, add_stability, add_political_power, check_variable, is_good, complete_effect, add_popularity
Source: game
File: common/decisions/r56_LUX_decisions.txt

Code:
LUX_ministries = {
	LUX_form_government_mission = {
		icon = GFX_decision_SOV_place_hq
		days_mission_timeout = 180
		available = {
			custom_trigger_tooltip = {
				tooltip = LUX_form_government_mission_trigger
				check_variable = {
					LUX.num_of_ministers = > 4
				}
			}
		}
		priority = 11
		allowed = {
			original_tag = LUX
		}
		activation = {
			always = no
		}
		is_good = no
		complete_effect = {
			add_stability = 0.05
			add_political_power = 20
		}
		timeout_effect = {
			add_stability = -0.1
			add_popularity = {
				ideology = democratic
				popularity = -0.1
			}
		}
	}
	LUX_ally_socialists = {
		icon = GFX_decision_hol_exchange_intelligence_data
		visible = {
			NOT = {
				has_country_flag = LUX_allied_socialists
				has_completed_focus = LUX_finalise_government_formation
			}
		}
		available = {
			OR = {
				has_completed_focus = LUX_socialist_victory
				has_country_flag = LUX_started_talks_with_left
			}
		}
		cost = 25
		days_remove = 45
		modifier = {
			political_power_cost = 0.25
			communism_drift = 0.03
		}
		remove_effect = {
			custom_effect_tooltip = LUX_ally_socialists_tt r56_newline
			add_popularity = {
				ideology = communism
				popularity = 0.05
			}
			add_political_power = 50
			set_country_flag = LUX_allied_socialists
		}
	}
	LUX_start_talks_with_left = {
		icon = GFX_decision_generic_political_discourse
		visible = {
			NOT = {
				has_country_flag = LUX_started_talks_with_left
				has_completed_focus = LUX_socialist_victory LUX_finalise_government_formation
			}
		}
		available = {
			has_country_flag = LUX_maintained_governmental_positions
		}
		cost = 50
		days_remove = 60
		modifier = {
			communism_drift = 0.01
			communism_acceptance = 10
			stability_weekly = -0.001
		}
		remove_effect = {
			add_political_power = 30
			unlock_decision_tooltip = LUX_ally_socialists
			set_country_flag = LUX_started_talks_with_left
		}
	}
	LUX_maintain_governmental_positions = {
		icon = GFX_decision_eng_blackshirt_march
		visible = {
			NOT = {
				has_country_flag = LUX_maintained_governmental_positions
				has_completed_focus = LUX_finalise_government_formation
			}
		}
		available = {
			OR = {
				has_completed_focus = LUX_maintain_status_quo
				has_country_flag = LUX_negotiated_with_former_ministers
			}
		}
		cost = 20
		days_remove = 45
		modifier = {
			political_power_cost = 0.25
			democratic_drift = 0.03
		}
		rem
# ... (truncated)
### Entity: National Focus
Tree: per_focus
Component: PER_last_thousand_years
Constructs: has_completed_focus, prerequisite, limit, has_government, completion_reward, allow_branch, add_to_variable, set_cosmetic_tag
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_last_thousand_years
	icon = GFX_focus_PER_last_thousand_years
	prerequisite = {
		focus = PER_subserviant_to_noone PER_fund_imperial_excellency PER_uphold_civil_rights PER_modernize_iran_economy
	}
	x = -2
	y = 2
	relative_position_id = PER_subserviant_to_noone
	cost = 10
	allow_branch = {

	}
	available = {
		has_government = neutrality
	}
	ai_will_do = {
		factor = 20
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_RESEARCH FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		custom_effect_tooltip = PER_legacy_of_greatness_tt CHL_skip_one_line_tt
		add_to_variable = {
			PER_legacy_conscription = 0.01
			tooltip = conscription_tt
		} {
			PER_legacy_stability = 0.05
			tooltip = stability_factor_tt
		} {
			PER_legacy_research = 0.03
			tooltip = research_speed_factor_tt
		}
		IF = {
			limit = {
				has_completed_focus = PER_assassinate_reza_shah
			}
			set_cosmetic_tag = PER_great_persian_empire
		}
		ELSE_IF = {
			limit = {
				has_completed_focus = PER_root_out_conspiracies
			}
			set_cosmetic_tag = PER_great_iranian_empire
		}
	}
}
### Entity: Character
Component: NGA_ai2
Source: game
File: common/characters/NGA.txt

Code:
NGA_ai2 = {
	advisor = {
		slot = high_command
		idea_token = NGA_ai2
		ledger = army
		allowed = {
			original_tag = NGA
		}
		traits = {
			army_infantry_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_3
		}
	}
}
### Entity: Event
Component: lar_portugal_iberian_workers_united.1
Constructs: is_triggered_only, add_timed_idea
Source: game
File: events/LaR_Portugal.txt

Code:
country_event = {
	id = lar_portugal_iberian_workers_united.1
	title = lar_portugal_iberian_workers_united.1.t
	desc = lar_portugal_iberian_workers_united.1.desc
	picture = GFX_report_event_generic_rifles
	is_triggered_only = yes
	option = {
		name = lar_portugal_iberian_workers_united.1.a
		hidden_effect = {
			add_timed_idea = {
				idea = POR_iberian_workers_united
				days = 730
			}
		}
		effect_tooltip = {
			POR = {
				add_timed_idea = {
					idea = POR_iberian_workers_united
					days = 730
				}
			}
			SPD = {
				add_timed_idea = {
					idea = POR_iberian_workers_united
					days = 730
				}
			}
		}
	}
}
### Entity: Modifier Reference
Construct: subversive_activites_upkeep
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## subversive_activites_upkeep

* Number with 0 decimal places
* **Categories**: country
### Entity: Character
Component: SWE_carl_lindhagen
Constructs: has_government
Source: game
File: common/characters/SWE.txt

Code:
SWE_carl_lindhagen = {
	advisor = {
		slot = political_advisor
		cost = 150
		idea_token = SWE_carl_lindhagen
		allowed = {
			original_tag = SWE
		}
		visible = {
			OR = {
				has_government = democratic communism
			}
		}
		traits = {
			humanist
		}
	}
	name = SWE_carl_lindhagen
	portraits = {
		civilian = {
			small = GFX_portrait_SWE_carl_lindhagen_small
		}
	}
}