Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: ven_focus
Component: VEN_carrier_development
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_carrier_development
	icon = GFX_goal_generic_navy_carrier
	relative_position_id = VEN_replace_miniscule_vessels
	x = 0
	y = 1
	cost = 10
	prerequisite = {
		focus = VEN_destroyer_effort
	} {
		focus = VEN_replace_miniscule_vessels
	}
	mutually_exclusive = {
		focus = VEN_the_big_guns
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = VEN_carrier_development
			ahead_reduction = 1
			bonus = 1
			uses = 1
			category = cv_tech
		}
	}
}
### Entity: Name List
Component: TML
Source: game
File: common/names/r56_names.txt

Code:
TML = {
	male = {
		names = {
			Abel Adriano Afonso Alberto Alexandre Alfredo Álvaro André António Aquilino Artur Augusto Bartolomeu Bernardo Bruno Caetano Cândido Carlos Christovão Cláudio Damião Daniel David Dinis Diogo Duarte Ernesto Estêvão Eugénio Fernando Filipe Francisco Gastão Hermenegildo Ignácio Jerónimo João Joaquim Jorge José Júlio Leopoldo Luís Manuel Mário Miguel Nicolau Nuno Orlando Óscar Pascoal Paulo Pedro Rafael Raul Roberto Rodrigo Rui Santiago Sebastião Teodoro Teófilo Tiago Tomé Urbano Vasco Vicente Vitorino Vitório
		}
	}
	female = {
		names = {
			Aldara Beatriz Berengaria Branca Blanche Constance Estevainha Stephania Fruilhe Guiomar Joana Leonor Margarida Maria Sancha Teresa Constança
		}
	}
	surnames = {
		Amaral Barreto Bleck Braga Cabral Capelo Carmona Coelho Correia Coutinho da Costa da Cunha da Silva de Albuquerque de Almeida de Arriaga de Bragança de Bragança-Coburgo de Carvalho de Castro de Gusmão de Lacerda de Mesquita de Moura de Noronha de Oliveira de Paiva de Sousa de Vasconcelos Dias dos Reis dos Santos Fernandes Ferreira Figueira Freire de Andrade Gago Gil Gomes Herculano Ivens Keil Lopes Machado Magalhães Mendes Moniz Mouzinho Nogueira Nunes Ortigão Pereira Pinheiro Pinto Pires Pomar Pulido Queiroz Quintanilha Ribeiro Rodrigues Salazar Sampaio Sérgio Silveira Tavares Teixeira Vidigal Vieira Pena Pessoa Pinto Rondon Saldanha da Gama Santos Soares Tavares Vargas Wandenkolk das Neves Silva Santos Ferreira Pereira Oliveira Costa Rodrigues Sousa Jesus Fernandes Gonçalves Gomes Lopes Marques Alves Almeida Moreira Correia Mendes Nunes Soares Vieira Monteiro Cardoso Rocha Neves Coelho Teixeira Castelino Carvalho Pinto Ribeiro
	}
	callsigns = {

	}
}
### Entity: Idea
Component: EST_vapsid_youth_idea
Constructs: removal_cost, fascism_drift
Source: game
File: common/ideas/estonia.txt

Code:
EST_vapsid_youth_idea = {
	picture = generic_manpower_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		conscription = 0.02
		fascism_drift = 0.1
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_the_industrialized_islands_plan
Constructs: add_ideas, completion_reward, add_tech_bonus, industrial_bonus
Source: game
File: common/national_focus/r56_philippines.txt

Code:
focus = {
	id = PHI_the_industrialized_islands_plan
	icon = GFX_goal_generic_construct_civilian
	x = 2
	y = 0
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = PHI_industrial
		add_tech_bonus = {
			name = industrial_bonus
			bonus = 1
			uses = 1
			category = construction_tech industry
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_royal_indian_navy_dlc
Constructs: completion_reward, cancel_if_invalid, add_dynamic_modifier, set_variable
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_royal_indian_navy_dlc
	icon = GFX_goal_generic_navy_doctrines_tactics
	x = 8
	y = 0
	relative_position_id = RAJ_indian_air_force
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_dynamic_modifier = {
			modifier = idea_RAJ_royal_indian_navy
		}
		set_variable = {
			var = RAJ_royal_indian_navy_xp_gain
			value = 0.2
			tooltip = experience_gain_navy_tt
		}
	}
}
### Entity: Country History
Country: SYR
Component: SYR_misc
Constructs: limit, set_technology, add_political_power, has_dlc, set_convoys, set_cosmetic_tag, add_command_power, complete_national_focus
Source: game
File: history/countries/SYR - Syria.txt

Code:
# Misc for SYR
capital = 554
IF = {
	limit = {
		has_dlc = Battle for the Bosporus
	}
	set_technology = {
		camelry = 1
	}
}
if = {
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
	}
}
set_convoys = 5
set_cosmetic_tag = SYR_mandate
1939.1.1 = {
	add_political_power = 1198
	add_command_power = 100
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort naval_effort large_navy industrial_effort construction_effort production_effort
	set_technology = {
		tech_support = 1
		tech_recon = 1
		support_weapons = 1
		gw_artillery = 1
		electronic_mechanical_engineering = 1
		radio = 1
		mechanical_computing = 1
		computing_machine = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		construction1 = 1
		construction2 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
	}
	set_grand_doctrine = grand_battleplan new_fleet_in_being new_strategic_destruction
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
### Entity: Technology
Component: rangers_jungle_training
Constructs: force_use_small_tech_layout, research_cost
Source: game
File: common/technologies/special_forces_doctrine.txt

Code:
technology = {
	xp_research_type = army
	xp_unlock_cost = 60
	force_use_small_tech_layout = yes
	path = {
		leads_to_tech = rangers_guerilla_doctrine
		research_cost_coeff = 1
	}
	ranger_battalion = {
		acclimatization_hot_climate_gain_factor = 0.25
		jungle = {
			attack = 0.1
			defence = 0.1
			movement = 0.05
		}
	}
	doctrine = yes
	research_cost = 2.25
	xor = {
		rangers_jaegers_training
	}
	categories = {
		special_forces_doctrine cat_rangers_doctrine
	}
	folder = {
		name = special_forces_doctrine_folder
		position = {
			x = 1
			y = 2
		}
	}
}
### Entity: Scripted Effect
Component: JAP_add_or_modify_showa_statism
Constructs: limit, has_dynamic_modifier, add_dynamic_modifier
Source: game
File: common/scripted_effects/JAP_scripted_effects.txt

Code:
JAP_add_or_modify_showa_statism = {
	IF = {
		limit = {
			NOT = {
				has_dynamic_modifier = {
					modifier = JAP_showa_statism_modifier
				}
			}
		}
		custom_effect_tooltip = JAP_add_showa_statism_modifier_tt
		hidden_effect = {
			add_dynamic_modifier = {
				modifier = JAP_showa_statism_modifier
			}
		}
	}
	ELSE = {
		custom_effect_tooltip = JAP_modify_showa_statism_modifier_tt
	}
}
### Entity: AI Strategy
Component: ai_focus_military_advancements_INS
Source: game
File: common/ai_focuses/INS.txt

Code:
ai_focus_military_advancements_INS = {
	research = {
		armor = 15.0
		jet_technology = 5.0
		land_doctrine = 100.0
		rocketry = 7.5
		radar_tech = 3.0
		encryption_tech = 7.5
		decryption_tech = 7.5
		synth_resources = 3.0
		motorized_equipment = 4.0
		nuclear = 5.0
		night_vision = 5.0
	}
}
### Entity: Idea
Component: EAI_DD_17/cv_small_plane_suicide_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_17/cv_small_plane_suicide_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		cv_small_plane_suicide_airframe = {
			build_cost_ic = -0.17
			instant = yes
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/LAT_1939.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = LAT
		}
		requested_factories = 1
		progress = 0.3
		efficiency = 100
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_governor_general_de_jonge
Constructs: prerequisite, limit, has_government, has_country_flag, completion_reward, has_country_leader, swap_country_leader_traits
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_governor_general_de_jonge
	icon = GFX_focus_INS_governor_general_de_jonge
	available = {
		has_country_leader = {
			ruling_only = yes
			character = INS_bonifacius_cornelis_de_jonge
		}
	}
	prerequisite = {
		focus = INS_the_jewel_in_the_crown
	}
	mutually_exclusive = {

	}
	x = -2
	y = 1
	relative_position_id = INS_the_jewel_in_the_crown
	cost = 5
	ai_will_do = {
		base = 0
		modifier = {
			add = 5
			has_country_flag = INS_kept_cornelis_flag
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_TFV_AUTONOMY
	}
	completion_reward = {
		if = {
			limit = {
				has_government = neutrality
			}
			INS_bonifacius_cornelis_de_jonge = {
				swap_country_leader_traits = {
					remove = INS_staunch_imperialist
					add = INS_staunch_imperialist_upgraded
					ideology = oligarchism
				}
				hidden_effect = {
					swap_country_leader_traits = {
						remove = INS_staunch_imperialist
						add = INS_staunch_imperialist_upgraded
						ideology = conservatism
					}
				}
			}
		}
		else = {
			INS_bonifacius_cornelis_de_jonge = {
				swap_country_leader_traits = {
					remove = INS_staunch_imperialist
					add = INS_staunch_imperialist_upgraded
					ideology = conservatism
				}
				hidden_effect = {
					swap_country_leader_traits = {
						remove = INS_staunch_imperialist
						add = INS_staunch_imperialist_upgraded
						ideology = oligarchism
					}
				}
			}
		}
	}
}
### Entity: Modifier Reference
Component: idea_RAJ_royal_indian_navy
Source: game
File: common/dynamic_modifiers/GoE_dynamic_modifiers.txt

Code:
idea_RAJ_royal_indian_navy = {
	enable = {
		always = yes
	}
	icon = GFX_idea_generic_navy_bonus
	experience_gain_navy = RAJ_royal_indian_navy_xp_gain
}
### Entity: Idea
Component: ARG_public_works_investment_idea
Constructs: stability_factor, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/argentina.txt

Code:
ARG_public_works_investment_idea = {
	allowed = {
		always = no
		tag = ARG
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = ARG_public_works_investment
	modifier = {
		stability_factor = 0.05
		production_speed_infrastructure_factor = 0.15
		production_speed_buildings_factor = 0.1
	}
}
### Entity: Event
Component: hon.41
Constructs: is_triggered_only, limit, is_fully_controlled_by
Source: game
File: events/honduras.txt

Code:
country_event = {
	id = hon.41
	title = hon.41.t
	desc = hon.41.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = hon.41.a
		if = {
			limit = {
				695 = {
					is_fully_controlled_by = HOL
				}
			}
			HON = {
				transfer_state = 695
			}
		} {
			limit = {
				1079 = {
					is_fully_controlled_by = HOL
				}
			}
			HON = {
				transfer_state = 1079
			}
		}
	}
}
### Entity: Idea
Component: CHL_republican_guard_idea
Constructs: has_government, is_subject, is_puppet, removal_cost, communism_drift, fascism_drift
Source: game
File: common/ideas/r56_chile.txt

Code:
CHL_republican_guard_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		OR = {
			has_government = democratic neutrality
		}
	}
	available = {
		NOT = {
			OR = {
				is_subject = yes
				is_puppet = yes
			} {
				has_government = communism fascism
			}
		}
	}
	removal_cost = -1
	modifier = {
		conscription = 0.03
		communism_drift = -0.02
		fascism_drift = -0.02
	}
	picture = generic_manpower_bonus
}
### Entity: Event
Component: SEA_PHI_political_events.20
Constructs: is_triggered_only, limit, remove_ideas, add_political_power, has_idea, set_nationality
Source: game
File: events/SEA_Philippines.txt

Code:
country_event = {
	id = SEA_PHI_political_events.20
	title = SEA_PHI_political_events.20.t
	desc = SEA_PHI_political_events.20.desc
	picture = GFX_report_event_PHI_macarthur_philippines
	is_triggered_only = yes
	option = {
		name = SEA_PHI_political_events.20.a
		PHI = {
			country_event = {
				id = SEA_PHI_political_events.21
				hours = 3
			}
		}
		USA = {
			if = {
				limit = {
					has_idea = douglas_macarthur
				}
				remove_ideas = douglas_macarthur
				add_political_power = 100
			}
			USA_douglas_macarthur = {
				set_nationality = PHI
			}
		}
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_transform_the_congo3
Constructs: has_completed_focus, prerequisite, limit, completion_reward, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_congo.txt

Code:
focus = {
	id = COG_transform_the_congo3
	icon = GFX_focus_generic_industry_2
	relative_position_id = COG_transform_the_congo2
	x = 0
	y = 1
	cost = 10
	prerequisite = {
		focus = COG_transform_the_congo2
	}
	available = {
		NOT = {
			BEL = {
				focus_progress = {
					focus = BEL_transform_the_congo3
					progress = > 0
				}
			}
		}
		controls_state = 295 538 718
	}
	available_if_capitulated = yes
	bypass = {
		BEL = {
			has_completed_focus = BEL_transform_the_congo3
		}
	}
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				538
			}
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			prioritize = {
				718
			}
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		if = {
			limit = {
				is_subject = yes
			}
			COG = {
				add_autonomy_ratio = {
					value = 0.05
					localization = congolese_self_reliance
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_TFV_AUTONOMY
	}
}
### Entity: Scripted Trigger
Component: DIPLOMACY_REVOKE_OFFER_AIR_BASE_ACCESS_ENABLE_TRIGGER
Constructs: limit, has_country_flag, has_dlc, has_idea
Source: game
File: common/scripted_triggers/diplomacy_scripted_triggers.txt

Code:
DIPLOMACY_REVOKE_OFFER_AIR_BASE_ACCESS_ENABLE_TRIGGER = {
	if = {
		limit = {
			original_tag = PHI
			FROM = {
				original_tag = USA
			}
		}
		NOT = {
			has_country_flag = PHI_permanent_usa_air_bases
		}
	} {
		limit = {
			has_dlc = Graveyard of Empires
			original_tag = IRQ
			FROM = {
				original_tag = ENG
			}
		}
		NOT = {
			has_idea = IRQ_anglo_iraqi_treaty
		}
	}
}
### Entity: AI Strategy
Component: FIN_trade_with_sweden
Constructs: has_completed_focus
Source: game
File: common/ai_strategy/FIN.txt

Code:
FIN_trade_with_sweden = {
	allowed = {
		original_tag = FIN
	}
	enable = {
		has_completed_focus = FIN_reach_out_to_scandinavia
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_market_trade_desire
		id = SWE
		value = 40
	}
}
### Entity: Military Industrial Organization
Component: MAN_mamc_light_organization
Constructs: has_completed_focus, has_dlc
Source: game
File: common/military_industrial_organization/organizations/MAN_organization.txt

Code:
MAN_mamc_light_organization = {
	include = generic_light_aircraft_organization
	icon = GFX_idea_generic_air_manufacturer_1
	allowed = {
		original_tag = MAN
		has_dlc = Waking the Tiger
	}
	available = {
		owner = {
			custom_trigger_tooltip = {
				tooltip = MAN_has_completed_mamc_focus_tt
				OR = {
					has_completed_focus = MAN_mamc MAN_tsr_mamc
				}
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Ideas.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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The following pages link to Ideas:

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)Hearts of Iron 4 Wiki ‎ (← links | edit)

Government ‎ (← links | edit)

Country ideas (redirect page) ‎ (← links | edit)

Law (redirect page) ‎ (← links | edit)

Laws (redirect page) ‎ (← links | edit)
United States ‎ (← links | edit)

Idea (redirect page) ‎ (← links | edit)
Features ‎ (← links | edit)

Manpower ‎ (← links | edit)

Policies (redirect page) ‎ (← links | edit)
Hearts of Iron 4 Wiki:Work needed ‎ (← links | edit)

Beta:Main ‎ (← links | edit)

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Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/Ideas"
### Entity: Effect Reference
Construct: boost_planning
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## boost_planning

* Supported Scopes: CHARACTER
* Supported Targets: none

```
Boost planning of units that are belongs to the army group/navy of this unit leader
```
### Entity: Idea
Component: ICE_viking_spirit_freja_fenrir
Constructs: stability_factor, political_power_gain, war_support_factor, army_attack_factor, removal_cost, conscription_factor
Source: game
File: common/ideas/iceland.txt

Code:
ICE_viking_spirit_freja_fenrir = {
	name = ICE_viking_spirit
	picture = ICE_the_viking_spirit
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		justify_war_goal_time = -0.1
		stability_factor = 0.05
		conscription = 0.01
		conscription_factor = 0.05
		war_support_factor = 0.1
		political_power_gain = 0.15
		army_org_factor = 0.1
		army_attack_factor = 0.1
	}
}
### Entity: Unit Template
Component: ARM_MEC_01
Source: game
File: common/units/names_divisions/ARM_names_divisions.txt

Code:
ARM_MEC_01 = {
	name = Mechanized Divisions
	for_countries = {
		ARM
	}
	can_use = {
		always = yes
	}
	division_types = {
		mechanized
	}
	link_numbering_with = {
		ARM_INF_01
	}
	fallback_name = %dya Armyanska Motostrelkovaya Div.
	ordered = {
		1 = {
			%dya Armyanska Motostrelkovaya Div.
		}
		2 = {
			%dya Armyanska Motostrelkovaya Div.
		}
		3 = {
			%dya Armyanska Motostrelkovaya Div.
		}
		4 = {
			%dya Armyanska Motostrelkovaya Div.
		}
		5 = {
			%dya Armyanska Motostrelkovaya Div.
		}
		6 = {
			%dya Armyanska Motostrelkovaya Div.
		}
		7 = {
			%dya Armyanska Motostrelkovaya Div.
		}
		8 = {
			%dya Armyanska Motostrelkovaya Div.
		}
		9 = {
			%dya Armyanska Motostrelkovaya Div.
		}
		10 = {
			%dya Armyanska Motostrelkovaya Div.
		}
		11 = {
			%dya Armyanska Motostrelkovaya Div.
		}
		12 = {
			%dya Armyanska Motostrelkovaya Div.
		}
		13 = {
			%dya Armyanska Motostrelkovaya Div.
		}
		14 = {
			%dya Armyanska Motostrelkovaya Div.
		}
		15 = {
			%dya Armyanska Motostrelkovaya Div.
		}
		16 = {
			%dya Armyanska Motostrelkovaya Div.
		}
		17 = {
			%dya Armyanska Motostrelkovaya Div.
		}
		18 = {
			%dya Armyanska Motostrelkovaya Div.
		}
		19 = {
			%dya Armyanska Motostrelkovaya Div.
		}
		20 = {
			%dya Armyanska Motostrelkovaya Div.
		}
		21 = {
			%dya Armyanska Motostrelkovaya Div.
		}
		22 = {
			%dya Armyanska Motostrelkovaya Div.
		}
		23 = {
			%dya Armyanska Motostrelkovaya Div.
		}
		24 = {
			%dya Armyanska Motostrelkovaya Div.
		}
		25 = {
			%dya Armyanska Motostrelkovaya Div.
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_ratify_the_six_arrows
Constructs: prerequisite, completion_reward, unlock_decision_category_tooltip
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_ratify_the_six_arrows
	icon = GFX_focus_TUR_ratify_the_six_arrows
	prerequisite = {
		focus = TUR_fully_integrate_the_is_bank TUR_continue_the_policy_of_etatism
	}
	x = 0
	y = 2
	relative_position_id = TUR_the_montreux_convention
	cost = 5
	ai_will_do = {
		base = 10
	}
	completion_reward = {
		unlock_decision_category_tooltip = TUR_the_constitutional_arrows_category
	}
}
### Entity: Idea
Component: PRC_enemy_partisan_3
Constructs: has_war_with, removal_cost
Source: game
File: common/ideas/prc.txt

Code:
PRC_enemy_partisan_3 = {
	name = PRC_enemy_partisan_1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			has_war_with = PRC
		}
	}
	removal_cost = -1
	picture = trotskyite_plot
	modifier = {
		resistance_damage_to_garrison = 0.07
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_social_welfare_focus
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_social_welfare_focus
	icon = GFX_goal_FRA_social_reforms
	relative_position_id = LIT_continue_griniuss_presidency
	x = 0
	y = 1
	cost = 10
	available_if_capitulated = yes
	prerequisite = {
		focus = LIT_continue_griniuss_presidency
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_ideas = LIT_griniuss_reforms_1
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_MANPOWER FOCUS_FILTER_RESEARCH
	}
}
### Entity: Name List
Component: KAR
Source: game
File: common/names/00_names.txt

Code:
KAR = {
	male = {
		names = {
			Artä Davsoi Gauroi Hilip Jakoi Johor Jusa Ladü Matfii Mihal Mikul Ontei Pauloi “Savas’jan” Taruk Timoi Abroi Akhva Dekhkimya Dyurgiy Iybu Kauri Khilippa Khodari Miikul Oloksi Olyosha Rodi Vyaynyamyo Leo Lauri Matti Alfred Kaarlo Toomas Timo
		}
	}
	female = {
		names = {
			Dasu Iroi “Natal’ja” Ofil Ylevä Anna Kari Laila Pia
		}
	}
	surnames = {
		Aalto Aarnio Aava Aho “Ahola-Valo” Ahtisaari Alatalo Arponen Asikainen Aura Easteden Ellonen Haakana Hakulinen Halonen Halttunen Hannikainen Heikkinen Helena Ikonen Jakobson Jokela Joronen Juutilainen Kajosmaa Kapanen Karvonen Kaski Kauma Kekki Lippo Kivinen Klami Kohonen Kokko Korhonen Kovero Kurri Leino Lind Liimo Malm Manner Meri Mononen Myyrä Nissinen Okkonen Paarma Pakarinen Puhakka Remes Riikola Sarvamaa Suotama Suvio Turunen Törni Uusokainen Vaakanainen Vainio Valve Vuorinen Wäkevä Abramov Anderson Ivanov Karjalainen Poikala Rootare Tarsalainen Kopra Minkenen Novozhilov Komarov
	}
	callsigns = {

	}
}
### Entity: Character
Component: snuggler
Constructs: stability_factor, neutrality_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
snuggler = {
	random = no
	sprite = 10
	political_power_factor = -0.1
	stability_factor = 0.05
	neutrality_drift = 0.05
	consumer_goods_factor = -0.15
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: TUR_integrated_german_officers
Constructs: has_government, removal_cost
Source: game
File: common/ideas/turkey.txt

Code:
TUR_integrated_german_officers = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		NOT = {
			has_government = communism
		}
	}
	picture = german_advisors
	removal_cost = -1
	modifier = {
		army_morale_factor = 0.1
		experience_gain_army_factor = 0.15
		land_doctrine_cost_factor = -0.05
	}
}
### Entity: Character
Component: LIT_vytautas_petrulis
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/LIT.txt

Code:
LIT_vytautas_petrulis = {
	name = LIT_vytautas_petrulis
	portraits = {
		army = {
			small = GFX_idea_LIT_vytautas_petrulis
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = LIT_vytautas_petrulis
		allowed = {
			original_tag = LIT
			has_dlc = No Step Back
		}
		available = {
			has_completed_focus = LIT_integrate_the_opposition
		}
		traits = {
			agricultural_capitalist
		}
		ai_will_do = {
			factor = 10.0
		}
	}
}