Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: generic.9
Constructs: is_triggered_only, remove_ideas, add_stability, clr_country_flag, add_timed_idea
Source: game
File: events/Generic.txt

Code:
country_event = {
	id = generic.9
	title = generic.9.t
	desc = generic.9.d
	picture = GFX_report_event_physics_lab_01
	is_triggered_only = yes
	option = {
		name = generic.9.a
		clr_country_flag = racing_for_the_bomb
		remove_ideas = race_for_the_bomb
		add_timed_idea = {
			idea = race_for_the_bomb_outclassed
			days = 360
		}
		add_stability = -0.1
	}
}
### Entity: Unit Template
Component: SPD_INF_04
Source: game
File: common/units/names_divisions/SPR_names_divisions.txt

Code:
SPD_INF_04 = {
	name = Euzko Gudarosteko Eskuadroia
	for_countries = {
		SPR
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = Euzko Gudarosteko %da Eskuadroia
	ordered = {

	}
}
### Entity: Scripted Trigger
Component: ICE_has_communist_ai
Constructs: has_government, has_country_flag, has_game_rule
Source: game
File: common/scripted_triggers/ICE_scripted_triggers.txt

Code:
ICE_has_communist_ai = {
	ICE = {
		OR = {
			has_country_flag = ICE_AI_RANDOM_COMMUNIST_PLAN
			has_game_rule = {
				rule = ICE_AI_BEHAVIOR
				option = ICE_COMMUNIST_PLAN
			}
			has_government = communism
		}
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_tighten_press_censorship
Constructs: prerequisite, limit, add_ideas, add_opinion_modifier, completion_reward, is_power_balance_in_range, cancel_if_invalid, is_ai
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_tighten_press_censorship
	icon = GFX_goal_generic_political_pressure
	prerequisite = {
		focus = SWI_limited_censorship_of_the_press
	}
	x = 0
	y = 1
	relative_position_id = SWI_limited_censorship_of_the_press
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0.1
			SWI_any_democratic_to_balance_is_about_to_be_angry = yes
		}
	}
	available = {
		is_power_balance_in_range = {
			id = SWI_centralization_bop
			range = < SWI_centralization_bop_very_cantons
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				SWI = {
					is_ai = no
				}
			}
			GER = {
				add_opinion_modifier = {
					target = ROOT
					modifier = SWI_considerable_appeasement
				}
			}
			ITA = {
				add_opinion_modifier = {
					target = ROOT
					modifier = SWI_considerable_appeasement
				}
			}
			every_other_country = {
				limit = {
					SWI_is_country_to_balance = yes
					NOT = {
						original_tag = GER
					} {
						original_tag = ITA
					}
				}
				add_opinion_modifier = {
					target = ROOT
					modifier = SWI_extensive_press_censorship
				}
			}
		}
		add_ideas = {
			SWI_extensive_press_censorship_idea
		}
	}
}
### Entity: Scripted Trigger
Component: is_league_of_nations_member
Constructs: is_league_of_nations_member, is_league_of_nations_member_tt, has_idea
Source: game
File: common/scripted_triggers/00_scripted_triggers.txt

Code:
is_league_of_nations_member = {
	custom_trigger_tooltip = {
		tooltip = is_league_of_nations_member_tt
		has_idea = league_of_nations_member_idea
	}
}
### Entity: Event
Component: CHL_political_events.7
Constructs: ai_chance, has_government, add_war_support, fire_only_once, has_idea, has_dlc, set_country_flag
Source: game
File: events/TOA_Chile.txt

Code:
country_event = {
	id = CHL_political_events.7
	title = CHL_political_events.7.t
	desc = CHL_political_events.7.d
	picture = GFX_report_event_spr_nationalist_soldiers
	trigger = {
		original_tag = CHL
		OR = {
			has_government = communism
			CHL_has_left_wing_government = yes
		} {
			has_idea = idea_CHL_near_anarchic_society idea_CHL_near_anarchic_society_2 idea_CHL_near_anarchic_society_3 idea_CHL_near_anarchic_society_4
		}
		date = > 1939.3.25 < 1939.8.18
		has_dlc = Arms Against Tyranny
	}
	mean_time_to_happen = {
		days = 1
	}
	hidden = no
	fire_only_once = yes
	option = {
		name = CHL_political_events.7.a
		ai_chance = {
			base = 100
		}
		CHL_anarchic_society_level_up = yes
		add_war_support = -0.05
		hidden_effect = {
			set_country_flag = ariostazo_prepped_and_ready
		}
	}
}
### Entity: Joint Focus
Component: NORDIC_second_institution
Constructs: prerequisite, limit, joint_focus, completion_reward, is_faction_leader, add_to_variable
Source: game
File: common/national_focus/nordic_shared.txt

Code:
joint_focus = {
	id = NORDIC_second_institution
	icon = {
		GFX_focus_NORDIC_dem_institution_2 = {
			NORDIC_democratic_alliance_viable = yes
		} yes
		GFX_focus_NORDIC_com_institution_2 = {
			NORDIC_communist_alliance_viable = yes
		}
		GFX_focus_NORDIC_mon_institution_2 = {
			NORDIC_monarchist_alliance_viable = yes
		}
	}
	dynamic = yes
	prerequisite = {
		focus = NORDIC_procurement_fund
	}
	x = 0
	y = 1
	relative_position_id = NORDIC_procurement_fund
	cost = 10
	text_icon = NORDIC_focus_style
	available = {
		NORDIC_basic_available_trigger = yes
		is_faction_leader = yes
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_RESEARCH
	}
	joint_trigger = {
		NORDIC_basic_joint_trigger = yes
	}
	completion_reward = {
		hidden_effect = {
			if = {
				limit = {
					NORDIC_democratic_alliance_viable = yes
				}
				add_to_variable = {
					NORDIC_democratic_alliance_leader_dmod_prod_eff_start = 0.2
				} {
					NORDIC_democratic_alliance_leader_dmod_war_support = -0.15
				} {
					NORDIC_democratic_alliance_member_dmod_prod_eff_start = 0.15
				} {
					NORDIC_democratic_alliance_member_dmod_war_support = -0.1
				}
			}
			else_if = {
				limit = {
					NORDIC_communist_alliance_viable = yes
				}
				add_to_variable = {
					NORDIC_communist_alliance_leader_dmod_research = 0.075
				} {
					NORDIC_communist_alliance_leader_dmod_resource_penalty = 0.1
				} {
					NORDIC_communist_alliance_member_dmod_research = 0.05
				} {
					NORDIC_communist_alliance_member_dmod_resource_penalty = 0.06
				}
			} {
				limit = {
					NORDIC_monarchist_alliance_viable = yes
				}
				add_to_variable = {
					NORDIC_monarchist_alliance_leader_dmod_max_org = 0.2
				} {
					NORDIC_monarchist_alliance_leader_dmod_drift_defense = -0.15
				} {
					NORDIC_monarchist_alliance_member_dmod_max_org = 0.12
				} {
					NORDIC_monarchist_alliance_member_dmod_drift_defense = -0.1
				}
			}
		}
	}
	completion_reward_joint_originator = {
		custom_effect_tooltip = NORDIC_modifies_leader_dmod_TT
		effect_tooltip = {
			if = {
				limit = {
					NORDIC_democratic_alliance_viable = yes
				}
				add_to_variable = {
					var = NORDIC_democratic_alliance_leader_dmod_prod_eff_start
					value = 0.2
					tooltip = production_factory_start_efficiency_factor_tt
				} {
					var = NORDIC_democratic_alliance_leader_dmod_war_support
					value = -0.15
					tooltip = war_support_facto
# ... (truncated)
### Entity: National Focus
Tree: irq_focus
Component: IRQ_refuge_for_the_grand_mufti
Constructs: prerequisite, completion_reward, add_political_power, has_global_flag, cancel_if_invalid, add_manpower
Source: game
File: common/national_focus/iraq.txt

Code:
focus = {
	id = IRQ_refuge_for_the_grand_mufti
	icon = GFX_focus_IRQ_refuge_for_the_grand_mufti
	prerequisite = {
		focus = IRQ_attempted_assasination_of_sidqi IRQ_assasination_of_sidqi
	}
	x = -2
	y = 1
	relative_position_id = IRQ_attempted_assasination_of_sidqi
	cost = 10
	ai_will_do = {
		base = 1
	}
	available = {
		has_global_flag = the_1936_PAL_revolt_has_happened
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_HISTORICAL
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_political_power = 120
		add_manpower = 25000
		custom_effect_tooltip = generic_skip_one_line_tt available_political_advisor
		show_ideas_tooltip = PAL_amin_al_husseini
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/BRM_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 2
	}
	location = 1330
	division_template = Foghorn Leghorn
	start_experience_factor = 0.1
	start_equipment_factor = 0.5
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_gmaskinen
Constructs: prerequisite, limit, completion_reward, has_offensive_war, has_dlc, create_intelligence_agency, add_operation_token, add_decryption
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_gmaskinen
	icon = GFX_goal_decryption
	prerequisite = {
		focus = SWE_military_access_for_ensured_safety
	}
	relative_position_id = SWE_military_access_for_ensured_safety
	x = 0
	y = 1
	cost = 10
	available = {
		GER = {
			has_offensive_war = yes
		}
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = La Resistance
			}
			create_intelligence_agency = {
				name = Centralbyran
				icon = GFX_intelligence_agency_logo_swe
			}
			add_operation_token = {
				tag = GER
				token = token_navy
			}
			add_decryption = {
				target = GER
				ratio = 0.25
			}
		}
		else = {
			add_tech_bonus = {
				name = SWE_gmaskinen
				ahead_reduction = 2
				bonus = 1
				uses = 1
				category = encryption_tech
			} {
				name = SWE_gmaskinen
				ahead_reduction = 2
				bonus = 1
				uses = 1
				category = decryption_tech
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
}
### Entity: Technology
Component: dispersed_industry2
Constructs: industrial_capacity_factory, research_cost
Source: game
File: common/technologies/industry.txt

Code:
technology = {
	industrial_capacity_factory = 0.1
	industrial_capacity_dockyard = 0.1
	line_change_production_efficiency_factor = 0.1
	production_factory_start_efficiency_factor = 0.05
	industry_air_damage_factor = -0.1
	global_building_slots_factor = 0.2
	path = {
		leads_to_tech = dispersed_industry3
		research_cost_coeff = 1
	}
	research_cost = 2
	start_year = 1937
	folder = {
		name = industry_folder
		position = {
			x = 6
			y = 4
		}
	}
	ai_will_do = {
		factor = 20
		modifier = {
			factor = 10
			date = > 1937.1.1
		}
	}
	categories = {
		industry dispersed_industry_category
	}
	ai_research_weights = {
		defensive = -1.0
	}
}
### Entity: Joint Focus
Component: CONGO_overseas_department_of_belgium
Constructs: prerequisite, limit, joint_focus, completion_reward, has_subject, has_autonomy_state, has_global_flag, set_autonomy
Source: game
File: common/national_focus/congo_shared.txt

Code:
joint_focus = {
	id = CONGO_overseas_department_of_belgium
	dynamic = yes
	icon = GFX_focus_CONGO_overseas_department_of_belgium
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_TFV_AUTONOMY
	}
	mutually_exclusive = {
		focus = CONGO_dominion_of_congo CONGO_republic_of_congo CONGO_congo_free_state
	}
	prerequisite = {
		focus = CONGO_congos_place_in_the_world
	}
	relative_position_id = CONGO_congos_place_in_the_world
	x = -1
	y = 2
	cost = 10
	text_icon = CONGO_BEL_focus_style
	available = {
		original_tag = BEL
		has_subject = COG
		COG = {
			OR = {
				has_autonomy_state = autonomy_integrated_puppet autonomy_puppet autonomy_reichsprotectorate autonomy_reichskommissariat
			}
		}
		NOT = {
			OR = {
				has_global_flag = CONGO_independence_war_ongoing COG_BEL_negotiations_ongoing_flag
			}
		}
	}
	available_if_capitulated = yes
	completion_reward_joint_originator = {
		IF = {
			limit = {
				original_tag = BEL
			}
			IF = {
				limit = {
					COG = {
						has_autonomy_state = autonomy_puppet
					}
				}
				BEL = {
					set_autonomy = {
						target = COG
						autonomy_state = autonomy_integrated_puppet
						freedom_level = 0.5
						end_wars = no
						end_civil_wars = no
					}
				}
			} {
				limit = {
					COG = {
						has_autonomy_state = autonomy_reichsprotectorate
					}
				}
				BEL = {
					set_autonomy = {
						target = COG
						autonomy_state = autonomy_reichskommissariat
						freedom_level = 0.5
						end_wars = no
						end_civil_wars = no
					}
				}
			}
			custom_effect_tooltip = CONGO_overseas_department_of_belgium_tt
		}
		custom_effect_tooltip = generic_skip_one_line_tt modify_COG_belgian_congo_colonial_dynamic_modifier_tt
		add_to_variable = {
			BEL.COG_belgian_congo_colonial_dynamic_modifier_cic_to_overlord_factor = 0.2
			tooltip = cic_to_overlord_factor_tt
		} {
			BEL.COG_belgian_congo_colonial_dynamic_modifier_mic_to_overlord_factor = 0.3
			tooltip = mic_to_overlord_factor_tt
		}
	}
	completion_reward_joint_member = {
		IF = {
			limit = {
				original_tag = BEL
			}
			IF = {
				limit = {
					COG = {
						has_autonomy_state = autonomy_puppet
					}
				}
				BEL = {
					set_autonomy = {
						target = COG
						autonomy_state = autonomy_integrated_puppet
						freedom_level = 0.5
						end_wars = no
						end_civil_wars = no
					}
				}
			} {
				limit = {
					COG = {
						has_autonomy_state = auton
# ... (truncated)
### Entity: Military Industrial Organization
Component: SOV_morozov_design_bureau_organization
Constructs: has_completed_focus, limit, has_war_with, has_country_flag, has_dlc, is_literally_china, is_in_faction_with, is_literally_china_not_prc
Source: game
File: common/military_industrial_organization/organizations/SOV_organization.txt

Code:
SOV_morozov_design_bureau_organization = {
	include = generic_mobile_tank_organization
	icon = GFX_idea_morozov_design_bureau
	allowed = {
		OR = {
			tag = SOV
			AND = {
				tag = MEX
				has_dlc = Man the Guns
			} {
				OR = {
					is_literally_china = yes
					tag = MAN
				}
				has_dlc = Waking the Tiger
			} {
				original_tag = PHI
				has_dlc = No Compromise, No Surrender
			}
			NOR_AAT = yes
		}
	}
	available = {
		IF = {
			limit = {
				FROM = {
					NOT = {
						original_tag = SOV
					}
				}
			}
			FROM = {
				NOT = {
					has_war_with = SOV
				}
			}
		} {
			limit = {
				FROM = {
					tag = MEX
				}
			}
			FROM = {
				is_in_faction_with = SOV
			}
		}
		if = {
			limit = {
				FROM = {
					original_tag = PHI
				}
			}
			FROM = {
				has_completed_focus = PHI_comitern
			}
		}
		ELSE_IF = {
			limit = {
				hidden_trigger = {
					NOT = {
						has_dlc = No Compromise, No Surrender
					}
				}
				FROM = {
					OR = {
						is_literally_china = yes
						tag = MAN MEN
					}
				}
			}
			FROM = {
				has_completed_focus = CHI_hire_soviet_designer
			}
		} {
			limit = {
				hidden_trigger = {
					has_dlc = No Compromise, No Surrender
					FROM = {
						OR = {
							is_literally_china_not_prc = yes
							tag = MAN MEN
						}
					}
				}
			}
			FROM = {
				OR = {
					has_country_flag = SOV_accepted_Morozov
					has_completed_focus = CHI_sea_hire_soviet_designer
				}
			}
		} {
			limit = {
				hidden_trigger = {
					has_dlc = No Compromise, No Surrender
					FROM = {
						tag = PRC
					}
				}
			}
			PRC = {
				custom_trigger_tooltip = {
					tooltip = PRC_neighboring_SOV_tt
					any_neighbor_country = {
						OR = {
							original_tag = SOV
							AND = {
								is_in_faction_with = SOV
								is_neighbor_of = SOV
							} {
								is_in_faction_with = PRC
								any_neighbor_country = {
									OR = {
										original_tag = SOV
										AND = {
											is_in_faction_with = SOV
											is_neighbor_of = SOV
										}
									}
								}
							}
						}
					}
				}
			}
		} {
			limit = {
				FROM = {
					original_tag = NOR
				}
			}
			FROM = {
				has_completed_focus = NOR_invite_soviet_designers
			}
		}
	}
	visible = {
		IF = {
			limit = {
				has_dlc = No Compromise, No Surrender
				FROM = {
					original_tag = CHI
				}
			}
			FROM = {
				OR = {
					has_completed_focus = CHI_utilize_
# ... (truncated)
### Entity: Idea
Component: MEX_focus_the_defenders_of_catholicism
Constructs: has_government, removal_cost, neutrality_drift, conscription_factor, mobilization_speed
Source: game
File: common/ideas/mexico_mtg_placeholder.txt

Code:
MEX_focus_the_defenders_of_catholicism = {
	picture = SPA_crusade_against_democracy
	allowed = {
		original_tag = MEX
	}
	allowed_civil_war = {
		has_government = neutrality
	}
	removal_cost = -1
	modifier = {
		neutrality_drift = 0.06
		conscription_factor = 0.1
		mobilization_speed = 0.15
		weekly_casualties_war_support = 0.001
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_new_order_movement
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_popularity, add_to_variable
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_new_order_movement
	icon = GFX_focus_JAP_new_order_movement
	x = 0
	y = 2
	relative_position_id = JAP_enact_religious_organizations_law
	prerequisite = {
		focus = JAP_enact_religious_organizations_law
	}
	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_HISTORICAL FOCUS_FILTER_POLITICAL FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = 0.1
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt available_political_advisor
		JAP_add_or_modify_showa_statism = yes
		add_to_variable = {
			JAP_showa_statism_political_power_factor = 0.1
			tooltip = political_power_factor_tt
		}
		show_ideas_tooltip = JAP_kiichiro_hiranuma
	}
}
### Entity: Modding Documentation
Construct: sleep
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## sleep
* Aliases: wait
* Arguments: time in sec
* Not available in release build

Sleep
### Entity: Idea
Component: POL_Prometheism
Constructs: removal_cost, send_volunteer_divisions_required, send_volunteers_tension, send_volunteer_size
Source: game
File: common/ideas/r56_poland.txt

Code:
POL_Prometheism = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = POL_Prometheism
	modifier = {
		send_volunteer_divisions_required = -0.25
		send_volunteers_tension = -0.35
		send_volunteer_size = 2
	}
}
### Entity: Scripted Effect
Component: GER_remove_goring_effects
Constructs: limit, remove_ideas, has_idea, has_shine_effect_on_focus, clr_country_flag, check_variable, set_variable
Source: game
File: common/scripted_effects/GER_scripted_effects.txt

Code:
GER_remove_goring_effects = {
	if = {
		limit = {
			has_idea = GER_goring_four_year_plan_plenipotentiary
		}
		remove_ideas = GER_goring_four_year_plan_plenipotentiary
	} {
		limit = {
			has_shine_effect_on_focus = GER_prioritize_the_four_year_plan
		}
		deactivate_shine_on_focus = GER_prioritize_the_four_year_plan
		clr_country_flag = GER_prioritize_the_four_year_plan_in_progress_flag
	} {
		limit = {
			check_variable = {
				GER_ascended_advisor_1 = 3
			}
		}
		set_variable = {
			GER_ascended_advisor_1 = 0
		}
	}
	else_if = {
		limit = {
			has_idea = GER_goring_overseer_four_year_plan
		}
		remove_ideas = GER_goring_overseer_four_year_plan
	} {
		limit = {
			has_shine_effect_on_focus = GER_plenipotentiary_of_the_four_year_plan
		}
		deactivate_shine_on_focus = GER_plenipotentiary_of_the_four_year_plan
		clr_country_flag = GER_plenipotentiary_of_the_four_year_plan_in_progress_flag
	} {
		limit = {
			has_shine_effect_on_focus = GER_integration_of_puppet_economies
		}
		deactivate_shine_on_focus = GER_integration_of_puppet_economies
		clr_country_flag = GER_integration_of_puppet_economies_in_progress_flag
	} {
		limit = {
			check_variable = {
				GER_ascended_advisor_2 = 3
			}
		}
		set_variable = {
			GER_ascended_advisor_2 = 0
		}
	} {
		limit = {
			check_variable = {
				GER_ascended_advisor_3 = 3
			}
		}
		set_variable = {
			GER_ascended_advisor_3 = 0
		}
	}
	uncomplete_national_focus = {
		focus = GER_ascension_of_goring
		uncomplete_children = no
		refund_political_power = no
	}
}
### Entity: Event
Component: axis_minors_bulgaria.57
Constructs: is_triggered_only, ai_chance, has_completed_focus, fire_only_once, add_political_power, add_country_leader_role, set_country_flag
Source: game
File: events/Bulgaria_events.txt

Code:
country_event = {
	id = axis_minors_bulgaria.57
	title = axis_minors_bulgaria.57.t
	desc = axis_minors_bulgaria.57.d
	picture = GFX_report_event_generic_communist_congress
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = axis_minors_bulgaria.57.a
		ai_chance = {
			base = 45
		}
		add_political_power = 35
	} {
		name = axis_minors_bulgaria.57.b
		ai_chance = {
			base = 55
		}
		add_country_leader_role = {
			character = BUL_valko_chervenkov
			country_leader = {
				expire = 1965.1.1
				traits = {
					comintern_workhorse staunch_stalinist
				}
				ideology = stalinism
			}
			promote_leader = yes
		}
	} {
		name = axis_minors_bulgaria.57.c
		ai_chance = {
			base = 55
		}
		trigger = {
			SOV = {
				NOT = {
					has_completed_focus = SOV_great_purge SOV_the_anti_soviet_trotskyist_center
				}
			}
		}
		set_country_flag = BUL_christian_rakovsky_in_power
		add_country_leader_role = {
			character = BUL_christian_rakovsky
			country_leader = {
				expire = 1965.1.1
				traits = {
					devoted_trotskyist
				}
				ideology = leninism
			}
			promote_leader = yes
		}
	}
}
### Entity: Character
Component: NEP_alaap_lokesh
Source: game
File: common/characters/NEP.txt

Code:
NEP_alaap_lokesh = {
	advisor = {
		slot = navy_chief
		idea_token = NEP_alaap_lokesh
		allowed = {
			original_tag = NEP
		}
		traits = {
			navy_chief_maneuver_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = NEP_alaap_lokesh
	portraits = {
		army = {
			small = GFX_idea_generic_navy_asia_3
		}
	}
}
### Entity: Event
Component: SEA_japan_foreign_policy.44
Constructs: is_triggered_only, limit, has_active_mission, add_days_mission_timeout
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_foreign_policy.44
	title = SEA_japan_foreign_policy.44.t
	desc = SEA_japan_foreign_policy.44.desc
	picture = GFX_report_event_molotov_ribbentrop_stalin_pact
	is_triggered_only = yes
	option = {
		name = SEA_japan_foreign_policy.44.a
		IF = {
			limit = {
				has_active_mission = JAP_kwantung_army_impatience
			}
			add_days_mission_timeout = {
				mission = JAP_kwantung_army_impatience
				days = -360
			}
			hidden_effect = {
				CHI = {
					add_days_mission_timeout = {
						mission = CHI_kwantung_army_impatience_dummy
						days = -360
					}
				}
			}
		}
	}
}
### Entity: Idea
Component: CAY_acd2
Source: game
File: common/ideas/cayenne.txt

Code:
CAY_acd2 = {
	picture = generic_army_african_1
	allowed = {
		original_tag = CAY
	}
	traits = {
		army_chief_defensive_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: SLV_communist_guy
Constructs: has_government
Source: game
File: common/ideas/slovenia.txt

Code:
SLV_communist_guy = {
	picture = generic_political_advisor_europe_3
	allowed = {
		original_tag = SLV
	}
	traits = {
		communist_revolutionary
	}
	do_effect = {
		NOT = {
			has_government = communism
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_abolish_death_penalty
Constructs: prerequisite, add_stability, completion_reward, add_political_power
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_abolish_death_penalty
	icon = GFX_goal_generic_deadly_treaty
	x = -1
	y = 1
	relative_position_id = VEN_depoliticize_the_army
	cost = 10
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	prerequisite = {
		focus = VEN_depoliticize_the_army
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_stability = 0.1
		add_political_power = 200
	}
}