Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: common/ideas/SOV.txt
Constructs: has_completed_focus, research_speed_factor, army_defence_factor, stability_factor, limit, add_ideas, remove_ideas, political_power_gain
Source: game
File: common/ideas/SOV.txt

Code:
ideas = {

##    ##  #######      ######  ######## ######## ########     ########     ###     ######  ##    ##
###   ## ##     ##    ##    ##    ##    ##       ##     ##    ##     ##   ## ##   ##    ## ##   ##
####  ## ##     ##    ##          ##    ##       ##     ##    ##     ##  ##   ##  ##       ##  ##
## ## ## ##     ##     ######     ##    ######   ########     ########  ##     ## ##       #####
##  #### ##     ##          ##    ##    ##       ##           ##     ## ######### ##       ##  ##
##   ### ##     ##    ##    ##    ##    ##       ##           ##     ## ##     ## ##    ## ##   ##
##    ##  #######      ######     ##    ######## ##           ########  ##     ##  ######  ##    ##


	country= {

		SOV_second_five_year_plan_fake_1936_ns = { #Only used for 1936 bookmark (dynamic modifiers don't show up there)
			name = SOV_second_five_year_plan_dynamic_modifier

			removal_cost = -1

			picture = SOV_second_five_year_plan_ccp_2d_sov_compatibility # New GFX entry pointing to the original icon, so it can be safely overwritten by CCP 2D Sov Art without impacting other content using the same icon

			allowed = {
				always = no
			}

			modifier = {
				production_factory_efficiency_gain_factor = -0.15
				production_factory_max_efficiency_factor = 0.05
				consumer_goods_factor = 0.10
				production_speed_industrial_complex_factor = 0.05
			}
		}

		SOV_second_five_year_plan_fake_1939_ns = { #Only used for 1939 bookmark (dynamic modifiers don't show up there)
			name = SOV_second_five_year_plan_dynamic_modifier

			removal_cost = -1

			picture = SOV_third_five_year_plan_ccp_2d_sov_compatibility # New GFX entry pointing to the original icon, so it can be safely overwritten by CCP 2D Sov Art without impacting other content using the same icon

			allowed = {
				always = no
			}

			modifier = {
				production_factory_efficiency_gain_factor = -0.1 #-0.1
				production_factory_max_efficiency_factor = 0.05 #0.05
				consumer_goods_factor = 0.2 #0.2
				production_speed_industrial_complex_factor = 0.05 #0.05
				industrial_concern_cost_factor = -0.15 #-0.15
			}
		}

		trotskyite_plot_nsb = {
			name = trotskyite_plot

			removal_cost = -1

			picture = trotskyite_plot_nsb_ccp_sov_compatibility

			allowed = {
				always = no
			}

			allowed_civil_war = {
				OR = {
					SOV_is_right_opposition = yes
					NOT = { tag = SOV } #Stalin/Beriya
				}
			}

		
# ... (truncated)
### Entity: National Focus
Tree: eth_focus
Component: ETH_declare_for_italy
Constructs: prerequisite, completion_reward, has_global_flag, set_character_flag
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_declare_for_italy
	icon = GFX_focus_befriend_italy
	prerequisite = {
		focus = ETH_sway_the_warlords ETH_expand_the_bodyguard
	}
	x = 1
	y = 1
	relative_position_id = ETH_sway_the_warlords
	cost = 5
	available = {
		controls_half_ethiopian_owned_states = yes
		has_global_flag = second_italo_ethiopian_war_flag
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		country_event = {
			id = BBA_ethiopia_fascist_events.07
			hours = 1
		}
		custom_effect_tooltip = ETH_raise_from_the_ranks_tt
		hidden_effect = {
			ETH_random_general_male_only = yes yes
			ETH_random_general_5 = {
				set_character_flag = ETH_visible_random_general_flag
			}
		}
	}
}
### Entity: Country History
Country: BAS
Component: BAS_technology
Constructs: set_technology
Source: game
File: history/countries/BAS - British Antilles.txt

Code:
# Starting Technologies for BAS
set_technology = {
	infantry_weapons = 1
}
### Entity: Idea
Component: KMT_federal_constitution
Constructs: stability_factor, has_government, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_federal_constitution = {
	removal_cost = -1
	picture = ARG_social_welfare_fund_ns
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			has_government = democratic
		}
	}
	on_remove = {

	}
	modifier = {
		political_power_factor = -0.05
		stability_factor = 0.1
		production_speed_buildings_factor = 0.1
	}
}
### Entity: Modding Documentation
Construct: current_party_ideology_group
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### current_party_ideology_group
* description: returns the token for current party ideology group
### Entity: Order of Battle
Component: air_wing_550
Source: game
File: history/units/ITA_1936_air_legacy.txt

Code:
air_wings = {
	550 = {
		fighter_equipment_0 = {
			amount = 40
			owner = ITA
		}
		tac_bomber_equipment_0 = {
			amount = 32
			owner = ITA
		}
		CAS_equipment_1 = {
			amount = 48
			owner = ITA
		}
	}
}
### Entity: Character
Component: SKK_tashi_namgyal
Constructs: has_country_leader
Source: game
File: common/characters/SKK.txt

Code:
SKK_tashi_namgyal = {
	name = Tashi Namgyal
	portraits = {
		civilian = {
			large = gfx/leaders/SKK/r56_portrait_SKK_Tashi_Namgyal.dds
		}
		army = {
			small = GFX_idea_asia_generic_land_1
		}
	}
	country_leader = {
		ideology = absolute_monarchism
		expire = 1965.1.1
		id = -1
	}
	field_marshal = {
		traits = {
			politically_connected homeland_connoisseur
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		visible = {
			has_country_leader = {
				character = SKK_tashi_namgyal
				ruling_only = yes
			}
		}
	}
}
### Entity: Idea
Component: EAI_DD_4/cv_small_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_4/cv_small_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		cv_small_plane_airframe = {
			build_cost_ic = -0.04
			instant = yes
		}
	}
}
### Entity: Event
Component: wtt_xian_incident.6
Constructs: is_triggered_only, ai_chance, has_country_flag, is_historical_focus_on, has_game_rule, clr_country_flag, random_hours
Source: game
File: events/WTT_China.txt

Code:
country_event = {
	id = wtt_xian_incident.6
	title = wtt_xian_incident.6.t
	desc = wtt_xian_incident.6.desc
	picture = GFX_report_event_china_chiang_kai_shek
	is_triggered_only = yes
	option = {
		name = wtt_xian_incident.6.a
		ai_chance = {
			base = 70
		}
		custom_effect_tooltip = wtt_xian_incident_warning_8
		CHI = {
			country_event = wtt_xian_incident.8
		}
	} {
		name = wtt_xian_incident.6.b
		ai_chance = {
			base = 30
			modifier = {
				CHI_is_on_historical_plan_trigger = yes
				factor = 0
			} {
				OR = {
					AND = {
						is_historical_focus_on = yes
						has_game_rule = {
							rule = CHI_ai_behavior
							option = DEFAULT
						}
					}
					has_country_flag = CHI_AI_RANDOM_HISTORICAL_SEA
					has_game_rule = {
						rule = CHI_ai_behavior
						option = HISTORICAL_SEA
					}
				}
				factor = 0
			}
		}
		event_target:CHI_xian_instigator = {
			clr_country_flag = CHI_xian_instigator_flag
		}
		hidden_effect = {
			news_event = {
				id = wtt_news.33
				days = 1
				random_hours = 36
			}
		}
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_the_royal_police_counterweight
Constructs: has_completed_focus, division_template, prerequisite, limit, add_ideas, has_country_flag, completion_reward, add_corps_commander_role
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_the_royal_police_counterweight
	icon = GFX_focus_SIA_the_royal_police_counterweight
	prerequisite = {
		focus = SIA_sideline_disloyal_officers SIA_direct_funds_from_the_military_towards_development
	}
	x = -2
	y = 0
	relative_position_id = SIA_support_songsuradets_military_clique
	mutually_exclusive = {

	}
	cost = 5
	ai_will_do = {
		factor = 10
		modifier = {
			has_completed_focus = SIA_and_spring_the_trap
			NOT = {
				has_completed_focus = SIA_secure_the_state
			}
			factor = 100
		}
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_ideas = idea_SIA_the_royal_police_counterweight
		custom_effect_tooltip = SIA_the_royal_police_counterweight_tt newline_tt available_political_advisor
		show_ideas_tooltip = SIA_adul_aduldejajaras
		effect_tooltip = {
			add_corps_commander_role = {
				character = SIA_adul_aduldejajaras
				traits = {

				}
				skill = 2
				attack_skill = 1
				defense_skill = 4
				planning_skill = 1
				logistics_skill = 1
			}
		}
		if = {
			limit = {
				has_civil_war = yes
				NOT = {
					has_country_flag = has_spawned_senior_officer_loyalists
				}
			}
			set_country_flag = has_spawned_senior_officer_loyalists
			division_template = {
				name = Senior Officer Loyalists
				is_locked = no
				regiments = {
					infantry = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 0
						y = 2
					} {
						x = 0
						y = 3
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					} {
						x = 1
						y = 2
					}
				}
				support = {

				}
			}
			random_controlled_state = {
				create_unit = {
					division = name = "Senior Officer Loyalists" division_template = "Senior Officer Loyalists" start_experience_factor = 0.5 start_equipment_factor = 1 start_manpower_factor = 1
					owner = SIA
					allow_spawning_on_enemy_provs = yes
					count = 3
				}
			}
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_war_with_germany
Constructs: has_completed_focus, prerequisite, has_war, limit, add_ideas, has_government, has_war_with, is_major
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_war_with_germany
	text = SOV_eradicate_western_fascism
	icon = GFX_focus_focus_fra_fascist_threat
	prerequisite = {
		focus = SOV_claim_bessarabia SOV_invite_romania_old
	}
	available = {
		is_puppet = no
		any_country = {
			OR = {
				tag = ENG FRA GER ITA
			}
			has_government = fascism
			is_major = yes
		}
		NOT = {
			has_idea = trotskyite_plot_nsb
		}
		custom_trigger_tooltip = {
			tooltip = SOV_has_not_officers_purged_tt
			NOT = {
				has_idea = officers_purged
			} {
				has_idea = officers_purged_2
			} {
				has_idea = officers_purged_3
			} {
				has_idea = officers_purged_4
			} {
				has_idea = officers_purged_5
			} {
				has_idea = officers_purged_6
			} {
				has_idea = officers_purged_7
			} {
				has_idea = officers_purged_8
			} {
				has_idea = officers_purged_9
			} {
				has_idea = officers_purged_10
			}
		}
	}
	x = -2
	y = 1
	relative_position_id = SOV_claim_bessarabia
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			OR = {
				AND = {
					has_completed_focus = SOV_war_with_japan
					JAP = {
						has_capitulated = no
					}
				}
				has_war = yes
			} {
				any_enemy_country = {
					is_neighbor_of = ROOT
				}
				alliance_strength_ratio = > 0.75
			}
		} {
			factor = 2
			ROM = {
				is_in_faction_with = GER
			}
		} {
			factor = 200
			OR = {
				AND = {
					GER = {
						has_government = democratic
					} {
						has_war_with = FRA
					}
					FRA = {
						has_government = fascism
					}
				} {
					FRA = {
						has_government = fascism
					}
					PRE = {
						has_war_with = FRA
					}
				}
			}
		}
	}
	bypass = {
		NOT = {
			any_country = {
				OR = {
					tag = ENG FRA GER ITA
				}
				has_government = fascism
				is_major = yes
			}
		}
	}
	completion_reward = {
		add_timed_idea = {
			idea = SOV_face_western_fascism_ns
			days = 365
		}
		if = {
			limit = {
				ENG = {
					has_government = fascism
				}
			}
			hidden_effect = {
				add_ideas = SOV_targeted_bonus_against_ENG
			}
			create_wargoal = {
				type = puppet_wargoal_focus
				target = ENG
			}
		} {
			limit = {
				FRA = {
					has_government = fascism
				}
			}
			hidden_effect = {
				add_ideas = SOV_targeted_bonus_against_FRA
			}
			create_wargoal = {
				type = puppet_wargoal_focus
				target = FRA
			}
		} {
			limit = {
				GER = {
					has_government = fascism
				}
			}
			hidden_effect = {
	
# ... (truncated)
### Entity: Idea
Component: JAP_army_faction_tier_4_greater_2
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/japan.txt

Code:
JAP_army_faction_tier_4_greater_2 = {
	removal_cost = -1
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	picture = PLACEHOLDER_idea_icon
	modifier = {
		army_fuel_capacity_factor = 0.075
	}
	equipment_bonus = {
		mio_cat_eq_all_infantry_and_support_equipment = {
			build_cost_ic = -0.075
			instant = yes
		}
		mio_cat_eq_all_artillery = {
			build_cost_ic = -0.075
			instant = yes
		}
		mio_cat_eq_only_light_fighter_and_CAS_no_cv = {
			build_cost_ic = -0.075
			instant = yes
		}
	}
}
### Entity: Event
Component: r56_paraguay.1
Constructs: is_triggered_only, ai_chance, create_country_leader, add_equipment_to_stockpile, limit, has_government, every_country, add_war_support
Source: game
File: events/r56_paraguay.txt

Code:
country_event = {
	id = r56_paraguay.1
	title = r56_paraguay.1.t
	desc = r56_paraguay.1.d
	picture = GFX_military_coup_report
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = r56_paraguay.1.a
		ai_chance = {
			base = 100
		}
		set_country_flag = PAR_franco_in_power
		set_politics = {
			ruling_party = neutrality
			elections_allowed = no
		}
		add_popularity = {
			ideology = neutrality
			popularity = 0.15
		}
		PAR_rafael_franco = {
			promote_character = {
				ideology = military_junta
			}
		}
		remove_country_leader_role = {
			character = PAR_rafael_franco
			ideology = fascism_ideology
		}
		hidden_effect = {
			retire_ideology_leader = democratic
			create_country_leader = {
				name = Félix Paiva
				picture = gfx/leaders/South America/portrait_south_america_generic_8.dds
				expire = 1965.1.1
				ideology = liberalism
			}
			every_country = {
				if = {
					limit = {
						exists = yes
						has_capitulated = no
						OR = {
							original_tag = ARG BRA BOL CHL URG PRU PAR COL VEN ECU
						}
					}
					news_event = {
						hours = 10
						id = r56.news_event.8
					}
				}
			}
		}
	} {
		name = r56_paraguay.2.a
		trigger = {
			has_country_flag = r56_PAR_civil_war_choice
		}
		ai_chance = {
			base = 0.3
			modifier = {
				factor = 100.5
				is_historical_focus_on = no
			}
		}
		set_global_flag = pcw_fired
		set_country_flag = PAR_franco_in_power
		ROOT = {
			retire_character = PAR_higinio_morinigo
		}
		hidden_effect = {
			ROOT = {
				add_manpower = 1000
			}
			every_country = {
				if = {
					limit = {
						exists = yes
						has_capitulated = no
						OR = {
							original_tag = ARG BRA BOL CHL URG PRU PAR ECU COL VEN PAN USA
						}
					}
					news_event = {
						hours = 8
						id = r56.news_event.9
					}
				}
			}
			retire_ideology_leader = fascism communism neutrality
			PAR_eusebio_ayala = {
				promote_character = {
					Ideology = marxism
				}
			}
			set_politics = {
				ruling_party = communism
				elections_allowed = no
			}
			add_popularity = {
				ideology = communism
				popularity = 0.25
			} {
				ideology = fascism
				popularity = -0.15
			} {
				ideology = neutrality
				popularity = -0.05
			}
		} {
			add_war_support = 0.05
			load_oob = PAR_Civil_War
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = 25
				producer = PAR
			}
			start_civil_war = {
				ru
# ... (truncated)
### Entity: Trigger Reference
Construct: any_navy_leader
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## any_navy_leader

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Checks if at least one Navy Leader of the Country in scope matches the triggers.
tooltip=key can be defined to override title.
ex: GER = {
  any_navy_leader = {
	tooltip = my_loc_key # Optional
	include_invisible = yes # Optional - default = no
    ... character scope triggers ...
  }
}
```
### Entity: Character
Component: HRZ_mt
Source: game
File: common/characters/HRZ.txt

Code:
HRZ_mt = {
	advisor = {
		slot = theorist
		idea_token = HRZ_mt
		ledger = army
		allowed = {
			original_tag = HRZ
		}
		traits = {
			military_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_6
		}
	}
}
### Entity: Character
Component: ENG_random_communist_minister_10
Constructs: has_country_flag
Source: game
File: common/characters/ENG.txt

Code:
ENG_random_communist_minister_10 = {
	portraits = {
		army = {
			small = GFX_idea_generic_communist_revolutionary_western_european_2d
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = ENG_random_communist_minister_10
		visible = {
			has_country_flag = ENG_trade_unions_demand_minister_appointment_10
		}
		allowed = {
			original_tag = ENG
		}
		traits = {
			lieutenant_of_industry
		}
	}
}
### Entity: National Focus
Tree: usa_focus
Component: USA_strategic_bombing
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/usa.txt

Code:
focus = {
	id = USA_strategic_bombing
	icon = GFX_goal_generic_occupy_start_war
	prerequisite = {
		focus = USA_air_war_plans_division
	}
	mutually_exclusive = {
		focus = USA_air_support
	}
	x = 1
	y = 1
	relative_position_id = USA_air_war_plans_division
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		air_experience = 25
		add_ideas = strategic_bombing_focus
	}
}
### Entity: Character
Component: BOL_jose_santos_quinteros
Constructs: has_dlc
Source: game
File: common/characters/BOL.txt

Code:
BOL_jose_santos_quinteros = {
	instance = {
		allowed = {
			has_dlc = Trial of Allegiance
		}
		advisor = {
			slot = political_advisor
			idea_token = BOL_jose_santos_quinteros
			allowed = {
				original_tag = BOL
			}
			traits = {
				JUNO_educational_reformer
			}
			ai_will_do = {
				factor = 1.0
			}
		}
		portraits = {
			civilian = {
				small = GFX_idea_generic_political_advisor_south_america_1
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Trial of Allegiance
			}
		}
		advisor = {
			slot = air_chief
			idea_token = BOL_jose_santos_quinteros
			allowed = {
				original_tag = BOL
			}
			traits = {
				air_chief_ground_support_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
		portraits = {
			army = {
				small = GFX_idea_generic_air_south_america_3
			}
		}
	}
}
### Entity: Event
Component: WW_hungary.61
Constructs: is_triggered_only, set_politics, add_popularity, add_country_leader_role
Source: game
File: events/WUW_Hungary.txt

Code:
country_event = {
	id = WW_hungary.61
	title = WW_hungary.61.t
	desc = WW_hungary.61.desc
	picture = GFX_report_event_military_planning
	is_triggered_only = yes
	option = {
		name = WW_hungary.61.a
		set_politics = {
			ruling_party = neutrality
			elections_allowed = no
			name = MEX_house_of_iturbide
			long_name = MEX_house_of_iturbide
		}
		add_popularity = {
			ideology = neutrality
			popularity = 0.7
		}
		add_country_leader_role = {
			character = MEX_maria_de_iturbide
			promote_leader = yes
			country_leader = {
				ideology = despotism
				expire = 1965.1.1.1
				traits = {
					head_of_the_imperial_house_of_mexico_trait
				}
			}
		}
	}
}
### Entity: Event
Component: bftb_bulgaria_german_influence.5
Constructs: is_triggered_only, add_ideas, remove_ideas, add_opinion_modifier, fire_only_once, add_political_power
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_german_influence.5
	title = bftb_bulgaria_german_influence.5.t
	desc = bftb_bulgaria_german_influence.5.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = bftb_bulgaria_german_influence.5.a
		effect_tooltip = {
			add_opinion_modifier = {
				target = BUL
				modifier = BUL_complied_with_our_demands
			}
			BUL = {
				add_political_power = 50
				remove_ideas = BUL_georgi_ivanov_kyoseivanov
				add_ideas = BUL_bogdan_filov
			}
		}
	}
}
### Entity: Scripted Effect
Component: SOV_promote_to_country_leader_smirnov
Constructs: add_country_leader_role, set_country_flag
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_promote_to_country_leader_smirnov = {
	add_country_leader_role = {
		character = SOV_ivan_smirnov
		country_leader = {
			ideology = marxism
			traits = {
				the_siberian_lenin
			}
			expire = 1965.1.1.1
		}
		promote_leader = yes
	}
	SOV = {
		set_country_flag = SOV_smirnov_country_leader_flag
	}
}
### Entity: Effect Reference
Construct: add_scientist_level
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## add_scientist_level

* Supported Scopes: CHARACTER
* Supported Targets: none

Add levels to a special project specialization for a scientist character in scope.
The `level` parameter is a scoped variable
### Entity: Military Industrial Organization
Component: POL_lrl_organization
Constructs: has_dlc
Source: game
File: common/military_industrial_organization/organizations/POL_organization.txt

Code:
POL_lrl_organization = {
	include = generic_motorized_mechanized_organization
	icon = GFX_idea_POL_lrl
	allowed = {
		tag = POL
		OR = {
			has_dlc = Poland: United and Ready No Step Back
		}
	}
}
### Entity: Operation
Component: coordinate_strike_mark_targets
Source: game
File: common/operation_phases/lar_coordinated_strike.txt

Code:
coordinate_strike_mark_targets = {
	name = coordinate_strike_mark_targets
	desc = coordinate_strike_mark_targets_desc
	outcome = coordinate_strike_mark_targets_outcome
	picture = GFX_phase_coordinate_strike_mark_targets
	icon = GFX_phase_coordinate_strike_mark_targets_small
	requirements = {

	}
	equipment = {
		support_equipment = 100
	}
}
### Entity: Character
Component: LIE_emil_beck
Constructs: has_completed_focus
Source: game
File: common/characters/LIE.txt

Code:
LIE_emil_beck = {
	name = Emil Beck
	portraits = {
		civilian = {
			small = GFX_idea_generic_political_advisor_europe_3
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = LIE_emil_beck
		allowed = {
			original_tag = LIE
		}
		available = {
			has_completed_focus = LIE_balanced_foreign_policy
		}
		traits = {
			smooth_talking_charmer
		}
		cost = 150
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_military_research_institute
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/r56_chile.txt

Code:
focus = {
	id = CHL_military_research_institute
	icon = GFX_focus_research
	x = 1
	y = 1
	cost = 10
	relative_position_id = CHL_nuclear_focus
	available = {
		num_of_factories = > 50
	}
	prerequisite = {
		focus = CHL_nuclear_focus CHL_oil_in_the_tierra_del_fuego
	}
	ai_will_do = {
		factor = 50
	}
	completion_reward = {
		add_research_slot = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_split_army
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_split_army
	icon = GFX_goal_AUS_divide_military
	relative_position_id = AUS_what_was_taken
	x = 1
	y = 1
	prerequisite = {
		focus = AUS_what_was_taken
	}
	mutually_exclusive = {
		focus = AUS_forced_german_command
	}
	cost = 10
	completion_reward = {
		swap_ideas = {
			remove_idea = AUS_language_issue
			add_idea = AUS_split_army
		}
	}
}
### Entity: Unit Template
Component: GER_BC_IMPERIAL
Constructs: has_completed_focus
Source: game
File: common/units/names_ships/GER_ship_name.txt

Code:
GER_BC_IMPERIAL = {
	name = NAME_THEME_IMPERIAL_BC
	for_countries = {
		GER
	}
	can_use = {
		OR = {
			has_completed_focus = GER_return_of_the_kaiser GER_the_monarchy_compromise GER_revive_the_kaiserreich_ww GER_the_monarchy_compromise_ww
		}
	}
	prefix = SMS 
	type = ship
	ship_types = {
		battleship battle_cruiser
	}
	fallback_name = Schlachtkreuzer %d
	ordered = {
		1 = {
			Von der Tann
		}
		2 = {
			Moltke
		}
		3 = {
			Goeben
		}
		4 = {
			Derfflinger
		}
		5 = {
			Holtzendorff
		}
		6 = {
			York
		}
		7 = {
			Von Mackensen
		}
		8 = {
			Von Lettow-Vorbeck
		}
		9 = {
			Friedrich Barbarossa
		}
		10 = {
			Karl der Große
		}
		11 = {
			Prinz Eitel Friedrich
		}
		12 = {
			Victoria Louise
		}
		13 = {
			Prinz Heinrich
		}
	}
}