Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: sov_focus
Component: SOV_they_will_know_fear
Constructs: prerequisite, limit, completion_reward, has_defensive_war, has_dlc, has_tech, add_breakthrough_progress, add_tech_bonus
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_they_will_know_fear
	icon = GFX_SOV_they_will_know_fear_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_stalins_cult_of_personality
	}
	x = -3
	y = 1
	relative_position_id = SOV_stalins_cult_of_personality
	cost = 5
	available = {
		has_defensive_war = yes
		if = {
			limit = {
				has_dlc = No Step Back
			}
			has_tech = advanced_heavy_tank_chassis
		}
		else = {
			has_tech = advanced_heavy_tank
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_breakthrough_progress = {
			specialization = specialization_land
			value = 1
		}
		add_tech_bonus = {
			name = SOV_they_will_know_fear
			bonus = 1
			uses = 1
			category = armor
		}
		if = {
			limit = {
				has_dlc = No Step Back
			}
			if = {
				limit = {
					OR = {
						has_tech = antiair2 antitank2
					}
				}
				create_equipment_variant = {
					name = IS-2
					type = heavy_tank_chassis_3
					parent_version = 0
					modules = {
						main_armament_slot = tank_heavy_cannon_2
						turret_type_slot = tank_heavy_three_man_tank_turret
						suspension_type_slot = tank_torsion_bar_suspension
						armor_type_slot = tank_welded_armor
						engine_type_slot = tank_diesel_engine
						special_type_slot_1 = tank_radio_1
						special_type_slot_2 = sloped_armor
						special_type_slot_3 = smoke_launchers
					}
					upgrades = {
						tank_nsb_engine_upgrade = 8
						tank_nsb_armor_upgrade = 6
					}
					icon = GFX_SOV_advanced_heavy_tank_medium
				}
			}
			else_if = {
				limit = {
					OR = {
						has_tech = interwar_antiair interwar_antitank
					}
				}
				create_equipment_variant = {
					name = IS-2
					type = heavy_tank_chassis_3
					parent_version = 0
					modules = {
						main_armament_slot = tank_heavy_cannon
						turret_type_slot = tank_heavy_three_man_tank_turret
						suspension_type_slot = tank_torsion_bar_suspension
						armor_type_slot = tank_welded_armor
						engine_type_slot = tank_diesel_engine
						special_type_slot_1 = tank_radio_1
						special_type_slot_2 = sloped_armor
						special_type_slot_3 = smoke_launchers
					}
					upgrades = {
						tank_nsb_engine_upgrade = 8
						tank_nsb_armor_upgrade = 6
					}
					icon = GFX_SOV_advanced_heavy_tank_medium
				}
			}
		}
	}
}
### Entity: Character
Component: r56w_trait_minister_buffalo444
Source: game
File: common/country_leader/r56_WHY_characters_traits.txt

Code:
r56w_trait_minister_buffalo444 = {
	random = no
	sprite = 3
	naval_speed_factor = 0.05
	navy_anti_air_attack_factor = 0.05
	navy_submarine_detection_factor = 0.05
}
### Entity: Idea
Component: camco_cas
Constructs: has_completed_focus, research_bonus
Source: game
File: common/ideas/r56_china.txt

Code:
camco_cas = {
	name = camco_light
	allowed = {
		original_tag = CHI
	}
	ai_will_do = {
		factor = 1
	}
	picture = generic_air_manufacturer_3
	available = {
		has_completed_focus = KMT_cas_effort2
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		CAS_manufacturer
	}
}
### Entity: National Focus
Tree: vin_focus
Component: VIN_petrolimex
Constructs: prerequisite, completion_reward, add_resource
Source: game
File: common/national_focus/Vietnam.txt

Code:
focus = {
	id = VIN_petrolimex
	icon = GFX_goal_generic_oil_refinery
	cost = 10
	prerequisite = {
		focus = VIN_the_flying_dragon_theory
	}
	completion_reward = {
		671 = {
			add_resource = {
				type = oil
				amount = 20
			}
		}
		custom_effect_tooltip = available_industrial_concern
		show_ideas_tooltip = petrolimex
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	x = 54
	y = 3
}
### Entity: Military Industrial Organization
Component: JAP_nagoya_arsenal_organization
Constructs: limit, has_war_with, has_dlc, is_subject_of, is_in_faction_with, add_trait, production_bonus
Source: game
File: common/military_industrial_organization/organizations/JAP_organization.txt

Code:
JAP_nagoya_arsenal_organization = {
	include = generic_support_equipment_organization
	icon = GFX_idea_JAP_nagoya_arsenal
	allowed = {
		OR = {
			original_tag = JAP MAN
		}
		has_dlc = Arms Against Tyranny
	}
	available = {
		IF = {
			limit = {
				FROM = {
					NOT = {
						original_tag = JAP
					}
				}
			}
			FROM = {
				NOT = {
					has_war_with = JAP
				}
			}
		} {
			limit = {
				FROM = {
					original_tag = MAN
				}
			}
			FROM = {
				OR = {
					is_subject_of = JAP
					is_in_faction_with = JAP
				}
			}
		}
	}
	add_trait = {
		token = JAP_mio_trait_military_arsenal_trait
		name = JAP_mio_trait_military_arsenal_trait
		icon = GFX_generic_mio_trait_icon_production_capacity
		special_trait_background = yes
		relative_position_id = generic_mio_trait_anti_tank_rifle
		position = {
			x = 1
			y = 0
		}
		visible = {
			FROM = {
				original_tag = JAP
			}
		}
		available = {
			FROM = {
				JAP_army_faction_is_not_subdued = yes
			}
		}
		on_complete = {

		}
		organization_modifier = {

		}
		production_bonus = {
			production_capacity_factor = 0.05
		}
		ai_will_do = {
			base = 2
		}
	}
}
### Entity: Idea
Component: JAP_supported_pro_japanese_sentiments_idea
Constructs: removal_cost, fascism_drift
Source: game
File: common/ideas/japan.txt

Code:
JAP_supported_pro_japanese_sentiments_idea = {
	picture = JAP_pro_japanese_sentiments
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		fascism_drift = 0.03
	}
	targeted_modifier = {
		tag = JAP
		attack_bonus_against = -0.05
		defense_bonus_against = -0.05
	}
}
### Entity: National Focus
Tree: eng_focus
Component: ENG_issue_gasmasks
Constructs: prerequisite, has_war, add_war_support, add_stability, completion_reward, cancel_if_invalid, has_dlc
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = ENG_issue_gasmasks
	available = {
		OR = {
			threat = > 0.2
			has_war = yes
		}
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = yes
	prerequisite = {
		focus = ENG_home_defence
	}
	icon = GFX_goal_generic_construct_military
	x = 4
	y = 1
	offset = {
		x = 1
		y = 0
		trigger = {
			NOT = {
				has_dlc = Man the Guns
			}
		}
	}
	relative_position_id = ENG_home_defence
	cost = 10
	ai_will_do = {
		factor = 1
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_war_support = 0.05
		add_stability = 0.1
	}
}
### Entity: Modding Documentation
Construct: compare_autonomy_progress_ratio
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### compare_autonomy_progress_ratio
* description: check if autonomy progress ratio is higher than value, example:
compare_autonomy_progress_ratio > 0.5
* (Auto generated using the trigger with same name)
### Entity: Character
Component: FRI_ngo_dinh_diem
Constructs: has_completed_focus
Source: game
File: common/characters/FRI.txt

Code:
FRI_ngo_dinh_diem = {
	name = Ngo Dinh Diem
	portraits = {
		army = {
			large = gfx/leaders/FRI/Portrait_Indochina_Ngo_Dinh_Diem.dds
			small = GFX_idea_generic_army_asia_1
		}
	}
	corps_commander = {
		traits = {
			hill_fighter
		}
		skill = 3
		attack_skill = 2
		defense_skill = 3
		planning_skill = 3
		logistics_skill = 3
		legacy_id = 0
		visible = {
			has_completed_focus = FRI_allow_indigenous_officers
		}
	}
}
### Entity: Country History
Country: VNZ
Component: VNZ_technology
Constructs: set_technology
Source: game
File: history/countries/VNZ - Venice.txt

Code:
# Starting Technologies for VNZ
set_technology = {
	etax_doctrine = 1
	camo = 1
	steel_production_1 = 1
	infantry_weapons = 1
	infantry_weapons1 = 1
	support_weapons = 1
	tech_recon = 1
	tech_support = 1
	tech_engineers = 1
	tech_military_police = 1
	tech_maintenance_company = 1
	tech_field_hospital = 1
	tech_logistics_company = 1
	tech_trucks = 1
	motorised_infantry = 1
	gw_artillery = 1
	interwar_antiair = 1
	interwar_antitank = 1
	fuel_silos = 1
	fuel_refining = 1
	tech_mountaineers = 1
	basic_naval_mines = 1
	submarine_mine_laying = 1
	basic_depth_charges = 1
	basic_torpedo = 1
	basic_battery = 1
	basic_cruiser_armor_scheme = 1
	basic_heavy_battery = 1
	basic_medium_battery = 1
	basic_light_battery = 1
	basic_heavy_armor_scheme = 1
	early_ship_hull_submarine = 1
	basic_ship_hull_submarine = 1
	early_ship_hull_light = 1
	basic_ship_hull_light = 1
	early_ship_hull_cruiser = 1
	basic_ship_hull_cruiser = 1
	early_ship_hull_heavy = 1
	basic_ship_hull_heavy = 1
	mtg_transport = 1
	coastal_defense_ships = 1
}
### Entity: Trigger Reference
Construct: has_resources_in_collection
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_resources_in_collection

* Supported Scopes: COUNTRY
* Supported Targets: none

Checks for amount of resources in a given collection.

	### Example
	```
	has_resources_in_collection = {
		collection = {
				game:scope
				operators =  { country_and_all_subjects }
		}
		resource = chromium
		amount > 10
		extracted = yes # (optional, default: no) checks extracted amount instead of country balance
		buildings = no # (optional, default: no) checks only amount from local buildings instead of country balance
		Note: extracted and buildings are mutually exclusive
	}
	```
### Entity: Idea
Component: mw_tank
Constructs: research_bonus
Source: game
File: common/ideas/r56_hungary.txt

Code:
mw_tank = {
	allowed = {
		original_tag = HUN
	}
	research_bonus = {
		armor = 0.15
	}
	traits = {
		heavy_tank_manufacturer
	}
}
### Entity: Modifier Reference
Construct: intelligence
Source: vanilla_docs
File: common/ai_strategy/_documentation.md

Doc:
### Related to intelligence
- `activate_crypto`
- `agency_ai_base_num_factories_factor`
- `agency_ai_per_upgrade_factories_factor`
- `decrypt_target`
- `intelligence_agency_branch_desire_factor`
- `intelligence_agency_usable_factories`
- `operation_equipment_priority`
- `operative_mission`
- `operative_operation`
- `become_spymaster`
### Entity: Idea
Component: ARG_anti_american_propaganda_idea
Constructs: war_support_factor, removal_cost, democratic_drift
Source: game
File: common/ideas/argentina.txt

Code:
ARG_anti_american_propaganda_idea = {
	allowed = {
		always = no
		tag = ARG
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	picture = ARG_anti_american_propaganda
	modifier = {
		war_support_factor = 0.05
		democratic_drift = -0.1
	}
	targeted_modifier = {
		tag = USA
		attack_bonus_against = 0.1
		defense_bonus_against = 0.1
	}
}
### Entity: Country History
Country: BAH
Component: BAH_technology
Constructs: set_technology
Source: game
File: history/countries/BAH - Bahamas.txt

Code:
# Starting Technologies for BAH
set_technology = {
	infantry_weapons = 1
}
### Entity: Unit Template
Component: POL_ARM_01
Source: game
File: common/units/names_divisions/POL_names_divisions.txt

Code:
POL_ARM_01 = {
	name = Armored Division
	for_countries = {
		POL
	}
	can_use = {
		always = yes
	}
	division_types = {
		light_armor medium_armor heavy_armor modern_armor
	}
	fallback_name = %d Dywizja Pancerna
	ordered = {
		1 = {
			%d Dywizja Pancerna
		}
	}
}
### Entity: State History
Component: 752
Constructs: limit, add_core_of, has_dlc, remove_core_of
Source: game
File: history/states/752-Chamdo.txt

Code:
state = {
	id = 752
	name = STATE_752
	manpower = 300000
	buildings_max_level_factor = 1.0
	state_category = pastoral
	history = {
		owner = CHI
		add_core_of = CHI PRC
		victory_points = {
			4999 1
		} {
			12724 1
		}
		buildings = {
			infrastructure = 1
		}
		1936.1.1 = {
			IF = {
				limit = {
					has_dlc = No Compromise, No Surrender
				}
				transfer_state_to = SIC
				add_core_of = SIC
			}
		}
		1938.10.25 = {
			IF = {
				limit = {
					has_dlc = No Compromise, No Surrender
				}
				remove_core_of = SIC
			}
			owner = CHI
			controller = CHI
		}
		1939.1.1 = {
			buildings = {
				industrial_complex = 1
				infrastructure = 1
			}
		}
	}
	provinces = {
		1918 1999 7988 8104 12724 12837 4999
	}
	local_supplies = 1.0
}
### Entity: Idea
Component: vef
Constructs: research_bonus, equipment_bonus
Source: game
File: common/ideas/latvia.txt

Code:
vef = {
	picture = generic_air_manufacturer_1
	allowed = {
		original_tag = LAT
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		light_aircraft_manufacturer
	}
	equipment_bonus = {

	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Order of Battle
Component: XXXIX Brigada Internacionales
Constructs: division_template
Source: game
File: history/units/SPR_Civil_War.txt

Code:
division = {
	name = XXXIX Brigada Internacionales
	location = 6832
	division_template = Brigada Internacionales
}
### Entity: Country History
Country: GDC
Component: GDC_technology
Constructs: set_technology
Source: game
File: history/countries/GDC - Guangdong.txt

Code:
# Starting Technologies for GDC
set_technology = {
	infantry_weapons = 1
}
### Entity: Event
Component: r56.kill_hitler.10
Constructs: is_triggered_only, has_war_with, has_war_together_with
Source: game
File: events/r56_news_events.txt

Code:
news_event = {
	id = r56.kill_hitler.10
	title = r56.kill_hitler.10.t
	desc = r56.kill_hitler.10.desc
	picture = GFX_news_event_GER_hitler_dead_chancellor
	major = yes
	is_triggered_only = yes
	option = {
		name = r56.kill_hitler.10.a
		trigger = {
			NOT = {
				tag = GER
			}
		}
	} {
		name = r56.kill_hitler.10.b
		trigger = {
			has_war_with = GER
		}
	} {
		name = r56.kill_hitler.10.c
		trigger = {
			has_war_together_with = GER
		}
	} {
		name = r56.kill_hitler.10.d
		trigger = {
			tag = GER
		}
	}
}
### Entity: Idea
Component: EAI_DD_8/support_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_8/support_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		support_equipment = {
			build_cost_ic = -0.2
			instant = yes
		}
	}
}
### Entity: Event
Component: denmark.38
Constructs: is_triggered_only, ai_chance
Source: game
File: events/DanishEvents.txt

Code:
country_event = {
	id = denmark.38
	title = denmark.38.t
	desc = denmark.38.d
	picture = GFX_report_event_monarchist_northern_lights
	is_triggered_only = yes
	option = {
		name = denmark.38.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: Idea
Component: GER_establish_bundeswehr_idea
Constructs: removal_cost
Source: game
File: common/ideas/r56_germany.txt

Code:
GER_establish_bundeswehr_idea = {
	removal_cost = -1
	allowed = {
		always = no
	}
	picture = generic_manpower_bonus
	modifier = {
		army_morale_factor = 0.1
		army_org_Factor = 0.05
	}
}
### Entity: Event
Component: recruit_generals.33
Constructs: ai_chance, fire_only_once, has_decision, random_list, random_unit_leader, set_nationality
Source: game
File: events/recruit_generals_events.txt

Code:
country_event = {
	id = recruit_generals.33
	title = recruit_generals.33.t
	desc = recruit_generals.33.desc
	picture = GFX_report_event_force_publique
	hidden = yes
	trigger = {
		has_decision = try_to_recruit_moroccan_officers
	}
	mean_time_to_happen = {
		days = 6
	}
	fire_only_once = yes
	option = {
		name = recruit_generals.33.a
		ai_chance = {
			factor = 100
		}
		country_event = {
			id = recruit_generals.34
			days = 6
		}
		random_list = {
			30 = {

			}
			70 = {
				MOR = {
					random_unit_leader = {
						set_nationality = ROOT
					}
				}
			}
		}
	}
}
### Entity: Shared Focus
Tree: ita_focus
Component: ITA_align_with_italy
Constructs: shared_focus, prerequisite, has_government, has_war_with, completion_reward, is_in_faction_with, is_puppet, is_in_faction
Source: game
File: common/national_focus/r56_political_spain_nationalist_shared.txt

Code:
shared_focus = {
	id = ITA_align_with_italy
	icon = GFX_focus_generic_italy_first
	cost = 10.0
	ai_will_do = {
		factor = 45
	}
	bypass = {
		is_in_faction_with = ITA
	}
	available = {
		is_puppet = no
		is_in_faction = no
		ITA = {
			OR = {
				has_government = fascism neutrality
			}
			is_faction_leader = yes
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	prerequisite = {
		focus = SPR_king_javier_I
	}
	mutually_exclusive = {
		focus = SPR_stay_out_of_conflicts SPR_british_alignment SPA_r56_alliance_with_the_kaiserreich SPA_r56_carlist_diplomacy SPA_r56_spanish_austrian_diplomatic_unity
	}
	completion_reward = {
		ITA = {
			country_event = generic.2
		}
	}
	relative_position_id = SPR_king_javier_I
	x = -1
	y = 1
}
### Entity: Scripted Effect
Component: BUL_nsm_high_loyalty_decrease_effect
Constructs: add_to_variable
Source: game
File: common/scripted_effects/BUL_scripted_effects.txt

Code:
BUL_nsm_high_loyalty_decrease_effect = {
	custom_effect_tooltip = BUL_nsm_tt BUL_high_loyalty_decrease_tt
	add_to_variable = {
		BUL_nsm_loyalty = BUL_faction_high_decrease
	}
	clamp_variable = {
		var = BUL_nsm_loyalty
		min = 0
		max = 100
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_expand_land_reform
Constructs: prerequisite, limit, remove_ideas, add_stability, completion_reward, has_idea, swap_ideas, remove_idea
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_expand_land_reform
	icon = GFX_focus_POL_agrarian_reform
	prerequisite = {
		focus = TUR_renew_the_democratic_reforms TUR_expand_the_centralization_efforts
	}
	relative_position_id = TUR_renew_the_democratic_reforms
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_stability = 0.04
		if = {
			limit = {
				has_idea = TUR_traumatized_nation
			}
			swap_ideas = {
				remove_idea = TUR_traumatized_nation
				add_idea = TUR_traumatized_nation_2
			}
		}
		else_if = {
			limit = {
				has_idea = TUR_traumatized_nation_2
			}
			swap_ideas = {
				remove_idea = TUR_traumatized_nation_2
				add_idea = TUR_traumatized_nation_3
			}
		}
		else = {
			remove_ideas = TUR_traumatized_nation_3
		}
		add_timed_idea = {
			idea = TUR_r56_expand_land_reform_idea
			days = 365
		}
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_TUR_KEMALISM
	}
}
### Entity: Event
Component: JUNO_brazil_events.39
Constructs: is_triggered_only, ai_chance, has_country_flag, add_political_power, random_days, set_country_flag
Source: game
File: events/TOA_Brazil.txt

Code:
country_event = {
	id = JUNO_brazil_events.39
	title = JUNO_brazil_events.39.t
	desc = JUNO_brazil_events.39.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = JUNO_brazil_events.39.a
		ai_chance = {
			base = 10
		}
	} {
		name = JUNO_brazil_events.39.b
		trigger = {
			NOT = {
				has_country_flag = BRA_already_attempted_to_provoke_arg
			}
		}
		ai_chance = {
			base = 0
		}
		add_political_power = -50
		FROM = {
			country_event = {
				id = JUNO_brazil_events.37
				days = 50
				random_days = 20
			}
			set_country_flag = BRA_already_attempted_to_provoke_arg
		}
	}
}
### Entity: AI Strategy
Component: SOV_dont_waste_volunteers_to_chinese_minors
Constructs: is_in_faction_with, send_volunteers_desire
Source: game
File: common/ai_strategy/WTT_china_ai_strategies.txt

Code:
SOV_dont_waste_volunteers_to_chinese_minors = {
	allowed = {
		original_tag = SOV
	}
	enable = {
		original_tag = SOV
		SIK = {
			is_in_faction_with = CHI
		}
	}
	abort = {
		NOT = {
			SIK = {
				is_in_faction_with = CHI
			}
		}
	}
	ai_strategy = {
		type = send_volunteers_desire
		id = SIK
		value = -100
	} {
		type = send_volunteers_desire
		id = YUN
		value = -100
	}
}
### Entity: Event
Component: WW_hungary.20
Constructs: is_triggered_only, ai_chance, fire_only_once, has_war_support, is_in_faction, random_days, has_stability
Source: game
File: events/WUW_Hungary.txt

Code:
country_event = {
	id = WW_hungary.20
	title = WW_hungary.20.t
	desc = WW_hungary.20.desc
	picture = GFX_report_event_hungary_southern_slovakia
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = WW_hungary.20.a
		ai_chance = {
			factor = 75
			modifier = {
				has_war_support = < 0.5
				factor = 2
			} {
				strength_ratio = {
					tag = HUN
					ratio = < 0.8
				}
				factor = 2
			} {
				is_in_faction = no
				HUN = {
					is_in_faction = yes
				}
				factor = 2
			}
		}
		FROM = {
			country_event = {
				id = WW_hungary.21
				days = 2
				random_days = 3
			}
		}
	} {
		name = WW_hungary.20.b
		ai_chance = {
			factor = 25
			modifier = {
				has_war_support = > 0.5
				factor = 1.5
			} {
				strength_ratio = {
					tag = HUN
					ratio = > 1.5
				}
				factor = 2
			} {
				has_stability = < 0.5
				factor = 0.5
			}
		}
		FROM = {
			country_event = {
				id = WW_hungary.22
				days = 2
				random_days = 3
			}
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_continue_the_push_for_autarky
Constructs: completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_continue_the_push_for_autarky
	icon = GFX_goal_generic_construction
	x = 21
	y = 0
	cost = 5
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = TUR_continue_the_push_for_autarky
			bonus = 1
			uses = 1
			category = construction_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: CZE_gustav_husak
Constructs: has_completed_focus, limit, has_country_flag, has_dlc, has_autonomy_state, has_game_rule
Source: game
File: common/characters/CZE.txt

Code:
CZE_gustav_husak = {
	name = CZE_gustav_husak
	portraits = {
		army = {
			small = GFX_idea_CZE_gustav_husak
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = CZE_gustav_husak
		allowed = {
			original_tag = CZE
		}
		available = {
			if = {
				limit = {
					has_dlc = Death or Dishonor
					NOT = {
						has_dlc = Peace For Our Time
					}
				}
				has_completed_focus = CZE_go_left
			} {
				limit = {
					has_dlc = Man the Guns
				}
				not = {
					has_autonomy_state = autonomy_supervised_state
				}
			}
		}
		traits = {
			communist_revolutionary
		}
		ai_will_do = {
			base = 0
			modifier = {
				add = 20
				OR = {
					has_country_flag = CZE_AI_RANDOM_COMMUNIST
					has_game_rule = {
						rule = CZE_ai_behavior
						option = COMMUNIST
					}
				}
			}
		}
	}
}