Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: eth_focus
Component: ETH_the_italian_language
Constructs: has_completed_focus, prerequisite, limit, has_government, add_stability, completion_reward, is_subject_of, has_civil_war
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_the_italian_language
	icon = GFX_focus_generic_italy_propaganda
	prerequisite = {
		focus = ETH_outsourced_production
	}
	x = -1
	y = 1
	relative_position_id = ETH_outsourced_production
	cost = 10
	available = {
		is_subject_of = ITA
		ITA = {
			has_civil_war = no
			OR = {
				has_government = fascism
				has_completed_focus = ITA_monarchia_d_italia
				hidden_trigger = {
					has_government = neutrality
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_BALANCE_OF_POWER
	}
	completion_reward = {
		ETH_BOP_centralization_small_effect = yes
		add_stability = 0.1
		effect_tooltip = {
			swap_ideas = {
				remove_idea = ETH_victor_emanuel_of_ethiopia_idea_2
				add_idea = ETH_victor_emanuel_of_ethiopia_idea_3
			}
		}
		IF = {
			limit = {
				has_idea = ETH_victor_emanuel_of_ethiopia_idea_2
			}
			swap_ideas = {
				remove_idea = ETH_victor_emanuel_of_ethiopia_idea_2
				add_idea = ETH_victor_emanuel_of_ethiopia_idea_3
			}
		}
	}
}
### Entity: AI Strategy
Component: FIN_r56_fascist_plan
Constructs: has_government, has_country_flag, has_dlc, has_game_rule, is_puppet
Source: game
File: common/ai_strategy_plans/FIN_R56_alternate_strategy_plan.txt

Code:
FIN_r56_fascist_plan = {
	name = FIN: Finnish Fascist AI Plan
	desc = Fascist behavior for Finland.
	allowed = {
		original_tag = FIN
	}
	enable = {
		NOT = {
			has_dlc = Arms Against Tyranny
		}
		OR = {
			has_country_flag = FIN_AI_RANDOM_FASCIST
			has_game_rule = {
				rule = FIN_ai_behavior
				option = FASCIST
			}
		}
	}
	abort = {
		is_puppet = yes
		NOT = {
			has_government = fascism
		}
	}
	ai_national_focuses = {
		fin_nationalismfoc
	}
	focus_factors = {
		fin_comfoc = 0
		FIN_finnish_neutrality = 0
		fin_militarismfoc = 8
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Event
Component: lar_news.17
Constructs: is_triggered_only, create_country_leader, limit, has_country_flag, add_country_leader_role, has_global_flag, set_cosmetic_tag
Source: game
File: events/LAR_NewsEvents.txt

Code:
news_event = {
	id = lar_news.17
	title = lar_news.17.t
	desc = lar_spain.35.desc
	picture = GFX_news_event_royal_visit
	major = yes
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			if = {
				limit = {
					original_tag = SPR
				}
				if = {
					limit = {
						has_country_flag = SPB_xavier_king
					}
					create_country_leader = {
						name = Javier I
						desc = POLITICS_JAVIER_I_DESC
						picture = GFX_portrait_SPA_xavier_of_bourbon_parma
						expire = 1965.1.1
						ideology = despotism
						traits = {
							the_sacred_king
						}
					}
				} {
					limit = {
						has_country_flag = SPB_karl_pius_king
					}
					add_country_leader_role = {
						character = SPA_karl_pius_von_habsburg
						promote_leader = yes
						country_leader = {
							ideology = despotism
							expire = 1965.1.1.1
							traits = {
								carlist_habsburg_pretender
							}
						}
					}
				} {
					limit = {
						NOT = {
							has_country_flag = SPB_xavier_king
						} {
							has_country_flag = SPB_karl_pius_king
						} {
							has_global_flag = SPB_alfonso_xiii_dead
						}
					}
					create_country_leader = {
						name = Alfonso XIII
						desc = POLITICS_ALFONSO_XIII_DESC
						picture = GFX_portrait_SPA_alfonso_xiii
						expire = 1965.1.1
						ideology = despotism
						traits = {
							disgraced_monarch
						}
					}
				} {
					limit = {
						NOT = {
							has_country_flag = SPB_xavier_king
						} {
							has_country_flag = SPB_karl_pius_king
						}
						has_global_flag = SPB_alfonso_xiii_dead
					}
					create_country_leader = {
						name = Jaime IV
						desc = POLITICS_JAIME_IV_DESC
						picture = GFX_portrait_fra_infante_jaime
						expire = 1965.1.1
						ideology = despotism
						traits = {
							the_legitimist
						}
					}
				}
			}
		}
	}
	option = {
		name = lar_spain.35.a
		trigger = {
			original_tag = SPR
		}
		IF = {
			limit = {
				NOT = {
					has_country_flag = SPB_karl_pius_king
				}
			}
			drop_cosmetic_tag = yes
			set_cosmetic_tag = SPB_kingdom
		}
		ELSE_IF = {
			limit = {
				has_country_flag = SPB_karl_pius_king
			}
			drop_cosmetic_tag = yes
			set_cosmetic_tag = SPR_habsburg
		}
		effect_tooltip = {
			if = {
				limit = {
					has_country_flag = SPB_xavier_king
				}
				create_country_leader = {
					name = Javier I
					desc = POLITICS_JAVIER_I_DESC
					picture = GFX_portrait_SPA_xa
# ... (truncated)
### Entity: National Focus
Tree: ger_focus
Component: GER_pride_of_the_modern_germany
Constructs: prerequisite, limit, completion_reward, is_subject, complete_tooltip, every_state, has_state_flag, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_pride_of_the_modern_germany
	icon = GFX_goal_generic_navy_battleship
	prerequisite = {
		focus = GER_our_place_in_the_sun
	}
	available = {
		is_subject = no
	}
	x = 0
	y = 1
	relative_position_id = GER_our_place_in_the_sun
	cost = 10
	ai_will_do = {
		factor = 9
	}
	complete_tooltip = {
		navy_experience = 50
		every_state = {
			limit = {
				has_state_flag = GER_rebuild_the_high_seas_fleet_dockyards
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
		add_tech_bonus = {
			name = GER_pride_of_the_modern_germany
			bonus = 1.0
			ahead_reduction = 2
			uses = 1
			category = bc_tech bb_tech shbb_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		navy_experience = 50
		random_owned_controlled_state = {
			limit = {
				dockyard = > 0
				free_building_slots = {
					building = dockyard
					size = > 2
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
			set_state_flag = GER_pride_of_the_modern_germany_dockyards
		} {
			limit = {
				dockyard = > 0
				free_building_slots = {
					building = dockyard
					size = > 2
					include_locked = yes
				}
				NOT = {
					has_state_flag = GER_pride_of_the_modern_germany_dockyards
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
			set_state_flag = GER_pride_of_the_modern_germany_dockyards
		}
		add_tech_bonus = {
			name = GER_pride_of_the_modern_germany
			bonus = 1.0
			ahead_reduction = 2
			uses = 1
			category = bc_tech bb_tech shbb_tech
		}
	}
}
### Entity: Order of Battle
Component: Flota Romania de Mare
Source: game
File: history/units/ROM_1936_naval_legacy.txt

Code:
fleet = {
	name = Flota Romania de Mare
	naval_base = 657
	task_force = {
		name = Flota Romania de Mare
		location = 657
		ship = {
			name = NMS Marasti
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ROM
				}
			}
		} {
			name = NMS Marasesti
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ROM
				}
			}
		} {
			name = NMS Regele Ferdinand
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ROM
					version_name = Regele Ferdinand Class
				}
			}
		} {
			name = NMS Regina Maria
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ROM
					version_name = Regele Ferdinand Class
				}
			}
		}
	}
}
### Entity: Modding Documentation
Construct: morehumanswithcountries
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## morehumanswithcountries
* Arguments: num

Adds more humans and assigns them to the highest scoring countries available
### Entity: National Focus
Tree: sov_focus
Component: SOV_ground_support
Constructs: prerequisite, completion_reward, add_to_variable, add_tech_bonus
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_ground_support
	icon = GFX_SOV_ground_support_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_increase_aircraft_production SOV_intensify_pilot_training_program
	}
	x = 0
	y = 1
	relative_position_id = SOV_increase_aircraft_production
	cost = 10
	mutually_exclusive = {
		focus = SOV_long_range_aircraft
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_to_variable = {
			SOV_soviet_airforce_air_cas_present_factor = 0.1
		}
		custom_effect_tooltip = SOV_ground_support_ns_tt
		add_tech_bonus = {
			name = SOV_ground_support
			bonus = 0.75
			uses = 2
			category = light_fighter cas_bomber
		}
	}
}
### Entity: National Focus
Tree: usa_focus
Component: USA_magic
Constructs: has_completed_focus, prerequisite, add_ideas, completion_reward, has_game_rule, cancel_if_invalid
Source: game
File: common/national_focus/usa.txt

Code:
focus = {
	id = USA_magic
	icon = GFX_goal_generic_radar
	x = 1
	y = 4
	prerequisite = {
		focus = USA_focus_on_asia
	}
	relative_position_id = USA_limited_intervention
	offset = {
		x = 0
		y = -1
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = USA_limited_intervention
		}
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_ideas = USA_magic
	}
}
### Entity: Event
Component: bftb_news.204
Constructs: is_triggered_only
Source: game
File: events/BFTB_NewsEvents.txt

Code:
news_event = {
	id = bftb_news.204
	title = bftb_news.204.t
	desc = bftb_news.204.desc
	picture = GFX_news_event_montreux_convention_war
	major = yes
	is_triggered_only = yes
	option = {
		name = bftb_news.204.a
		trigger = {
			tag = TUR
		}
	} {
		name = bftb_news.204.b
		trigger = {
			NOT = {
				OR = {
					tag = TUR GER ITA SPA SPR
				}
			}
		}
	} {
		name = bftb_news.204.c
		trigger = {
			OR = {
				tag = GER ITA
			}
		}
	} {
		name = bftb_news.204.d
		trigger = {
			OR = {
				tag = SPA SPR
			}
		}
	}
}
### Entity: Event
Component: wtt_news.46
Constructs: is_triggered_only, is_literally_china
Source: game
File: events/WTT_NewsEvents.txt

Code:
news_event = {
	id = wtt_news.46
	title = wtt_news.46.t
	desc = wtt_news.46.desc
	picture = GFX_news_event_journalists_speech
	is_triggered_only = yes
	major = yes
	option = {
		name = wtt_news.46.a
		trigger = {
			is_literally_china = yes
			NOT = {
				tag = ROOT
			}
		}
	} {
		name = wtt_news.46.b
		trigger = {
			tag = ROOT
		}
	} {
		name = wtt_news.46.d
		trigger = {
			is_literally_china = no
		}
	}
}
### Entity: Event
Component: SEA_PHI_political_events.65
Constructs: is_triggered_only
Source: game
File: events/SEA_Philippines.txt

Code:
country_event = {
	id = SEA_PHI_political_events.65
	title = SEA_PHI_political_events.65.t
	desc = SEA_PHI_political_events.65.desc
	picture = GFX_report_event_PHI_eisenhower
	is_triggered_only = yes
	option = {
		name = SEA_PHI_political_events.65.a
	}
}
### Entity: Idea
Component: ETH_local_weapons_manufactories_idea
Constructs: has_global_flag, add_offsite_building, removal_cost
Source: game
File: common/ideas/ethiopia.txt

Code:
ETH_local_weapons_manufactories_idea = {
	picture = SOV_third_five_year_plan_military
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	available = {
		has_global_flag = second_italo_ethiopian_war_flag
	}
	on_remove = {
		add_offsite_building = {
			type = arms_factory
			level = -2
		}
	}
	on_add = {
		add_offsite_building = {
			type = arms_factory
			level = 2
		}
	}
	modifier = {
		custom_modifier_tooltip = ETH_local_weapons_manufactories_tt
	}
	removal_cost = -1
}
### Entity: Idea
Component: SIA_exploiting_the_tonle_sap_r56
Constructs: removal_cost
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_exploiting_the_tonle_sap_r56 = {
	allowed_civil_war = {
		original_tag = SIA
	}
	removal_cost = -1
	picture = ROM_timber_industry
	cancel = {
		925 = {
			is_controlled_by_ROOT_or_subject = no
		}
		741 = {
			is_controlled_by_ROOT_or_subject = no
		}
	}
	modifier = {
		civilian_factory_use = -1
		war_stability_factor = 0.025
		factory_energy_consumption = -0.15
	}
}
### Entity: Scripted Effect
Component: GER_democratic_nations_ai_strategies
Constructs: add_ai_strategy
Source: game
File: common/scripted_effects/00_scripted_effects.txt

Code:
GER_democratic_nations_ai_strategies = {
	add_ai_strategy = {
		type = contain
		id = SOV
		value = -800
	} {
		type = contain
		id = ITA
		value = -800
	} {
		type = protect
		id = POL
		value = -200
	} {
		type = ignore
		id = POL
		value = 200
	} {
		type = befriend
		id = POL
		value = -200
	} {
		type = alliance
		id = POL
		value = -200
	} {
		type = protect
		id = FIN
		value = -200
	} {
		type = ignore
		id = FIN
		value = 200
	} {
		type = befriend
		id = FIN
		value = -200
	} {
		type = alliance
		id = FIN
		value = -200
	} {
		type = protect
		id = EST
		value = -200
	} {
		type = ignore
		id = EST
		value = 200
	} {
		type = befriend
		id = EST
		value = -200
	} {
		type = alliance
		id = EST
		value = -200
	} {
		type = protect
		id = LAT
		value = -200
	} {
		type = ignore
		id = LAT
		value = 200
	} {
		type = befriend
		id = LAT
		value = -200
	} {
		type = alliance
		id = LAT
		value = -200
	} {
		type = protect
		id = LIT
		value = -200
	} {
		type = ignore
		id = LIT
		value = 200
	} {
		type = befriend
		id = LIT
		value = -200
	} {
		type = alliance
		id = LIT
		value = -200
	} {
		type = protect
		id = ROM
		value = -200
	} {
		type = ignore
		id = ROM
		value = 200
	} {
		type = befriend
		id = ROM
		value = -200
	} {
		type = alliance
		id = ROM
		value = -200
	} {
		type = ignore
		id = NOR
		value = 200
	} {
		type = protect
		id = NOR
		value = -200
	} {
		type = befriend
		id = NOR
		value = -200
	} {
		type = alliance
		id = NOR
		value = -200
	} {
		type = ignore
		id = SWE
		value = 200
	} {
		type = protect
		id = SWE
		value = -200
	} {
		type = befriend
		id = SWE
		value = -200
	} {
		type = alliance
		id = SWE
		value = -200
	} {
		type = ignore
		id = DEN
		value = 200
	} {
		type = protect
		id = DEN
		value = -200
	} {
		type = befriend
		id = DEN
		value = -200
	} {
		type = alliance
		id = DEN
		value = -200
	} {
		type = ignore
		id = HOL
		value = 200
	} {
		type = protect
		id = HOL
		value = -200
	} {
		type = befriend
		id = HOL
		value = -200
	} {
		type = alliance
		id = HOL
		value = -200
	} {
		type = ignore
		id = BEL
		value = 200
	} {
		type = protect
		id = BEL
		value = -200
	} {
		type = befriend
		id = BEL
		value = -200
	} {
		type = alliance
		id = BEL
		value = -200
	} {
		type = ignore
		id = LUX
		value = 200
	} {
		type = protect
		id = LUX
		value = -200
	} {
		type = befriend
		id = LUX
		value
# ... (truncated)
### Entity: Character
Component: PHI_richard_marshall
Constructs: has_completed_focus, has_war_with, has_country_flag, has_dlc, is_ally_with
Source: game
File: common/characters/PHI.txt

Code:
PHI_richard_marshall = {
	name = PHI_richard_marshall
	portraits = {
		army = {
			small = GFX_portrait_PHI_richard_marshall_small
		}
	}
	advisor = {
		slot = high_command
		allowed = {
			has_dlc = No Compromise, No Surrender
		}
		available = {
			has_completed_focus = PHI_usaffe_headquarters
			OR = {
				is_ally_with = USA
				AND = {
					has_country_flag = PHI_recently_broke_USA_alliance
					NOT = {
						has_war_with = USA
					}
				}
			}
		}
		idea_token = PHI_richard_marshall
		ledger = army
		traits = {
			army_artillery_2
		}
		cost = 100
		ai_will_do = {
			base = 1
		}
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_integrate_the_church
Constructs: prerequisite, add_ideas, completion_reward, add_popularity
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_integrate_the_church
	prerequisite = {
		focus = PRU_british_airports
	}
	icon = GFX_goal_christianity_and_state
	x = -3
	y = 3
	relative_position_id = PRU_mediate_between_the_parties
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_popularity = {
			ideology = democratic
			popularity = 0.1
		}
		add_ideas = PRU_church
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Character
Component: AOI_ruggero_santini
Constructs: has_government
Source: game
File: common/characters/AOI.txt

Code:
AOI_ruggero_santini = {
	name = AOI_ruggero_santini
	portraits = {
		army = {
			large = GFX_Portrait_Italy_Generic_land_7
			small = GFX_idea_ITA_generic_land_7
		}
	}
	corps_commander = {
		traits = {
			trait_mountaineer hill_fighter adaptable
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		legacy_id = -1
		visible = {
			NOT = {
				has_government = communism
			}
		}
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_repeal_the_separation_of_church_an_state
Constructs: has_completed_focus, prerequisite, limit, add_ideas, has_government, add_opinion_modifier, completion_reward, has_dlc
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_repeal_the_separation_of_church_an_state
	icon = GFX_focus_por_concordat
	relative_position_id = CHL_kickstart_the_arsenal_of_democracy
	x = 4
	y = 1
	cost = 10
	prerequisite = {
		focus = CHL_kickstart_the_arsenal_of_democracy CHL_development_inwards
	}
	mutually_exclusive = {
		focus = CHL_enforce_stricter_secularism
	}
	ai_will_do = {
		base = 2
	}
	available = {
		NOT = {
			has_government = communism
		}
		CHL_has_right_wing_government = yes
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		IF = {
			limit = {
				AND = {
					has_dlc = By Blood Alone
					ITA = {
						exists = yes
						has_completed_focus = ITA_seek_papal_support
					}
				}
			}
			ITA = {
				add_opinion_modifier = {
					target = ROOT
					modifier = embraced_catholicism
				}
			}
		} {
			limit = {
				AND = {
					has_dlc = La Resistance
					POR = {
						has_completed_focus = POR_concordat_with_the_holy_see
					}
				}
			}
			POR = {
				add_opinion_modifier = {
					target = ROOT
					modifier = embraced_catholicism
				}
			}
		} {
			limit = {
				AND = {
					has_dlc = La Resistance
					SPR = {
						has_completed_focus = SPA_defenders_of_catholicism
					}
				}
			}
			SPR = {
				add_opinion_modifier = {
					target = ROOT
					modifier = embraced_catholicism
				}
			}
		}
		add_ideas = CHL_catholic_church_holding_political_power
		custom_effect_tooltip = CHL_skip_one_line_tt available_political_advisor
		show_ideas_tooltip = CHL_guido_beck CHL_osvaldo_lira_perez
	}
}
### Entity: Idea
Component: EAI_DD_11/light_tank_destroyer_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_11/light_tank_destroyer_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		light_tank_destroyer_chassis = {
			build_cost_ic = -0.275
			instant = yes
		}
	}
}
### Entity: Character
Component: TUN_acas
Source: game
File: common/characters/TUN.txt

Code:
TUN_acas = {
	advisor = {
		slot = high_command
		idea_token = TUN_acas
		ledger = air
		allowed = {
			original_tag = TUN
		}
		traits = {
			air_close_air_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_arab_2
		}
	}
}
### Entity: Idea
Component: COG_sabena_civilian_designer
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/congo.txt

Code:
COG_sabena_civilian_designer = {
	picture = COG_sabena
	allowed = {
		original_tag = COG
		has_dlc = Gotterdammerung
	}
	available = {
		has_completed_focus = COG_establish_new_sabena_air_routes
	}
	visible = {

	}
	research_bonus = {
		air_equipment = 0.05
	}
	traits = {
		civilian_airway_company
	}
	modifier = {

	}
}
### Entity: Idea
Component: FRI_profits_from_opium
Constructs: stability_factor, industrial_capacity_factory, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/french_indochina.txt

Code:
FRI_profits_from_opium = {
	allowed = {
		always = no
	}
	allowed_civil_war = {

	}
	removal_cost = -1
	picture = prc_permit_opium_trade
	modifier = {
		industrial_capacity_factory = 0.1
		production_speed_buildings_factor = 0.1
		stability_factor = -0.1
	}
}
### Entity: Country History
Country: CYP
Component: CYP_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/CYP - Cyprus.txt

Code:
# Politics & Parties for CYP
set_politics = {
	ruling_party = democratic
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 50
	fascism = 8
	communism = 15
	neutrality = 27
}
### Entity: Character
Component: GER_organization_todt_trait
Source: game
File: common/country_leader/00_traits.txt

Code:
GER_organization_todt_trait = {
	random = no
	production_speed_infrastructure_factor = 0.1
	production_speed_rail_way_factor = 0.1
	production_speed_arms_factory_factor = 0.05
	production_speed_bunker_factor = 0.1
	production_speed_coastal_bunker_factor = 0.05
}
### Entity: Scripted Trigger
Component: r56_AFG_generic_purchase_subsidy
Constructs: has_war_with
Source: game
File: common/scripted_triggers/r56_AFG_scripted_triggers.txt

Code:
r56_AFG_generic_purchase_subsidy = {
	NOT = {
		has_war_with = ROOT
	}
}
### Entity: Game Data
Component: the_road_is_long_ribbon
Constructs: has_any_custom_difficulty_setting, has_capitulated
Source: game
File: common/achievements/rt56-ribbon.txt

Code:
the_road_is_long_ribbon = {
	possible = {
		difficulty = > 1
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		exists = yes
		has_capitulated = no
	}
	happened = {
		exists = yes
		has_capitulated = no
		date = > 1956.01.01
	}
	ribbon = {
		frames = {
			1 1
		}
		colors = {
			{
				45.0 64.0 102.0 1.0
			} {
				154.0 73.0 107.0 1.0
			}
		}
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_invite_kwame_to_the_capital
Constructs: prerequisite, has_government, completion_reward, is_subject
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_invite_kwame_to_the_capital
	icon = GFX_focus_YUG_pan_slavic_congress
	dynamic = yes
	x = -3
	y = 1
	prerequisite = {
		focus = COG_strict_anti_clericalism COG_cooperate_with_the_congolese_churches
	}
	mutually_exclusive = {
		focus = COG_liberation_by_force
	}
	relative_position_id = COG_strict_anti_clericalism
	search_filters = {
		FOCUS_FILTER_POLITICAL_CHARACTER
	}
	cost = 5
	ai_will_do = {
		base = 15
	}
	bypass = {

	}
	available = {
		is_subject = no
		has_government = communism
	}
	completion_reward = {
		country_event = {
			id = ww_congo.34
			hours = 0
		}
	}
}