Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: pak_focus
Component: PAK_Communist_Revolution
Constructs: prerequisite, limit, has_government, completion_reward, add_popularity
Source: game
File: common/national_focus/pakistan.txt

Code:
focus = {
	id = PAK_Communist_Revolution
	icon = GFX_goal_generic_red_freedom
	cost = 5
	available = {
		has_government = communism
	}
	prerequisite = {
		focus = PAK_Organize_a_Coup
	}
	mutually_exclusive = {
		focus = PAK_Fascist_Coup_d_etat
	}
	ai_will_do = {
		factor = 100
	}
	x = 3
	y = 2
	completion_reward = {
		add_popularity = {
			ideology = communism
			popularity = 0.1
		}
		RAJ = {
			mark_focus_tree_layout_dirty = yes
		}
		if = {
			limit = {
				RAJ = {
					has_government = democratic
				}
			}
			custom_effect_tooltip = RAJ_possible_indian_intervention
		}
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_form_the_national_committee
Constructs: prerequisite, limit, add_war_support, add_stability, completion_reward, has_dlc, has_legitimacy, is_controlled_by
Source: game
File: common/national_focus/free_france.txt

Code:
focus = {
	id = FRA_form_the_national_committee
	icon = GFX_goal_generic_intelligence_exchange
	x = 0
	y = 3
	offset = {
		x = 0
		y = 0
	}
	prerequisite = {
		focus = FRA_intervention_in_madagascar FRA_intervention_in_syria FRA_intervention_in_indochina FRA_intervention_in_north_africa FRA_intervention_in_west_africa FRA_intervention_in_central_africa
	}
	relative_position_id = FRA_appeal_to_overseas_territories
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		if = {
			limit = {
				has_dlc = Man the Guns
			}
			has_legitimacy = > 90
		}
		else = {
			num_of_factories = > 24
		}
	}
	bypass = {
		16 = {
			is_controlled_by = ROOT
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_war_support = 0.1
		add_stability = 0.1
	}
}
### Entity: Character
Component: r56_trait_anti_democratic
Constructs: democratic_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
r56_trait_anti_democratic = {
	random = no
	democratic_acceptance = -80
	democratic_drift = -0.01
}
### Entity: Event
Component: austria.89
Constructs: is_triggered_only, ai_chance, limit, has_war_with, is_subject, unlock_national_focus, complete_national_focus, declare_war_on
Source: game
File: events/Austria.txt

Code:
country_event = {
	id = austria.89
	title = austria.89.t
	desc = austria.89.d
	picture = GFX_report_event_hungary_refused
	is_triggered_only = yes
	option = {
		name = austria.89.a
		trigger = {
			is_subject = no
		}
		if = {
			limit = {
				has_war_with = HUN
			}
			unlock_national_focus = AUS_destroy_the_compromise
		}
		else = {
			complete_national_focus = AUS_destroy_the_compromise
			effect_tooltip = {
				declare_war_on = {
					target = HUN
				}
			}
		}
		set_country_flag = AUS_eisenstadt_failed
	} {
		name = austria.89.b
		ai_chance = {
			base = 0
		}
		set_country_flag = AUS_eisenstadt_failed
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_mechanization_effort
Constructs: prerequisite, completion_reward, add_tech_bonus, motorized_bonus
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_mechanization_effort
	icon = GFX_goal_mechanized_offensive
	text = GRE_mechanization_effort
	prerequisite = {
		focus = GRE_motorization_effort
	}
	x = 17
	y = 6
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_tech_bonus = {
			name = motorized_bonus
			bonus = 1
			ahead_reduction = 1
			uses = 1
			category = cat_mechanized_equipment
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: CZE_anti_rearmament_propaganda_idea
Constructs: removal_cost, communism_drift
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_anti_rearmament_propaganda_idea = {
	picture = NOR_broken_gun_ns
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		communism_drift = 0.07
		war_support_weekly = -0.005
	}
}
### Entity: Event
Component: naw_norway.40
Constructs: is_triggered_only, ai_chance, add_political_power, has_opinion
Source: game
File: events/NaW_Norway.txt

Code:
country_event = {
	id = naw_norway.40
	title = naw_norway.40.t
	desc = naw_norway.40.d
	picture = GFX_report_event_finnish_letter
	is_triggered_only = yes
	option = {
		name = naw_norway.40.a
		ai_chance = {
			base = 20
			modifier = {
				factor = 2
				has_opinion = {
					target = NOR
					value = < 90
				}
			}
		}
		NOR = {
			country_event = naw_norway.42
		}
	} {
		name = naw_norway.40.b
		ai_chance = {
			base = 1
			modifier = {
				factor = 2
				has_opinion = {
					target = NOR
					value = > 95
				}
			}
		}
		add_political_power = -50
		NOR = {
			country_event = naw_norway.41
		}
	}
}
### Entity: Idea
Component: casa
Constructs: has_dlc, research_bonus, equipment_bonus
Source: game
File: common/ideas/spain_republic.txt

Code:
casa = {
	picture = SPR_casa
	allowed = {
		has_dlc = La Resistance
		original_tag = SPR
	}
	available = {
		OR = {
			custom_trigger_tooltip = {
				tooltip = SPR_scw_not_in_progress_tt
				NOT = {
					SPR_scw_in_progress = yes
				}
			}
			controls_state = 167
		}
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		medium_aircraft_manufacturer
	}
	equipment_bonus = {

	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: mex_focus
Component: MEX_focus_liberty_and_justice_for_all
Constructs: prerequisite, limit, has_government, has_war_with, add_opinion_modifier, completion_reward, is_subject, is_in_faction_with
Source: game
File: common/national_focus/mexico.txt

Code:
focus = {
	id = MEX_focus_liberty_and_justice_for_all
	icon = GFX_focus_chi_mission_to_the_us
	prerequisite = {
		focus = MEX_focus_compensation
	}
	x = 0
	y = 1
	relative_position_id = MEX_focus_compensation
	cost = 5
	ai_will_do = {
		factor = 100
		modifier = {
			factor = 0.1
			NOT = {
				country_exists = USA
			}
		}
	}
	available = {
		is_subject = no
		NOT = {
			has_war_with = USA
		}
		USA = {
			is_in_faction_with = ENG
		}
	}
	bypass = {
		OR = {
			is_in_faction = yes
			USA = {
				exists = no
			} {
				is_subject = yes
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		if = {
			limit = {
				USA = {
					has_government = neutrality
				}
			}
			add_popularity = {
				ideology = neutrality
				popularity = 0.1
			}
		}
		else_if = {
			limit = {
				USA = {
					has_government = democratic
				}
			}
			add_popularity = {
				ideology = democratic
				popularity = 0.1
			}
		} {
			limit = {
				USA = {
					has_government = fascism
				}
			}
			add_popularity = {
				ideology = fascism
				popularity = 0.1
			}
		} {
			limit = {
				USA = {
					has_government = communism
				}
			}
			add_popularity = {
				ideology = communism
				popularity = 0.1
			}
		}
		add_opinion_modifier = {
			target = USA
			modifier = american_mexican_diplomacy
		}
		USA = {
			add_opinion_modifier = {
				target = ROOT
				modifier = american_mexican_diplomacy
			}
			if = {
				limit = {
					is_in_faction = yes
				}
				country_event = {
					id = mexico.8
					days = 1
				}
			}
		}
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_we_endured
Constructs: prerequisite, completion_reward, remove_dynamic_modifier, remove_mission, add_country_leader_trait
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_we_endured
	icon = GFX_focus_generic_phoenix
	prerequisite = {
		focus = AST_reinforcements
	} {
		focus = AST_ending_overseas_conscription
	} {
		focus = AST_an_uncle_for_father_figure
	}
	mutually_exclusive = {
		focus = AST_seven_million_britishers
	}
	relative_position_id = AST_reinforcements
	x = 2
	y = 1
	cost = 5
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		remove_dynamic_modifier = {
			modifier = AST_war_angst_spirit
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		remove_mission = AST_deteriorating_prime_minister_nerves_mission
		add_country_leader_trait = AST_standard-bearer
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Event
Component: SEA_imperial_influence_events.340
Constructs: is_triggered_only
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_imperial_influence_events.340
	title = SEA_imperial_influence_events.340.t
	desc = SEA_imperial_influence_events.340.desc
	picture = GFX_report_event_JAP_imperial_influence
	is_triggered_only = yes
	option = {
		name = SEA_imperial_influence_events.00.a
		activate_mission = JAP_zaibatsu_faction_demands_industrial_company_employment
	}
}
### Entity: Character
Component: ICE_national_romanticist
Source: game
File: common/country_leader/00_traits.txt

Code:
ICE_national_romanticist = {
	random = no
	sprite = 13
	justify_war_goal_time = -0.1
	drift_defence_factor = 0.25
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_appoint_inquart
Constructs: prerequisite, add_ideas, completion_reward, has_civil_war, set_can_be_fired_in_advisor_role
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_appoint_inquart
	icon = GFX_goal_AUS_hire_inquart
	relative_position_id = AUS_accept_inevitable
	x = 0
	y = 1
	prerequisite = {
		focus = AUS_accept_inevitable
	}
	available = {

	}
	bypass = {
		has_civil_war = yes
	}
	cost = 5
	completion_reward = {
		add_ideas = AUS_arthur_seyss-inquart
		AUS_arthur_seyss_inquart = {
			set_can_be_fired_in_advisor_role = {
				value = no
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		AUS_bundeslaender_nazis_up_random = yes
	}
}
### Entity: Character
Component: HAI_antoine_levelt
Source: game
File: common/characters/HAI.txt

Code:
HAI_antoine_levelt = {
	advisor = {
		slot = army_chief
		idea_token = HAI_antoine_levelt
		allowed = {
			original_tag = HAI
		}
		traits = {
			army_chief_offensive_3
		}
		cost = 200
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Antoine Levelt
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_1
		}
	}
}
### Entity: Character
Component: army_chief_offensive_prankster
Constructs: army_attack_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
army_chief_offensive_prankster = {
	sprite = 7
	random = no
	cavalry_attack_factor = 0.05
	motorized_attack_factor = 0.05
	army_attack_factor = 0.05
	political_power_factor = 0.05
	experience_gain_army = 0.2
	command_cap_increase = 20
}
### Entity: Shared Focus
Tree: lat_focus
Component: LAT_general_modernization_plan
Constructs: shared_focus, prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_latvia_shared.txt

Code:
shared_focus = {
	id = LAT_general_modernization_plan
	icon = GFX_focus_chi_army_reform
	prerequisite = {
		focus = LAT_rely_on_foreign_attaches
	}
	relative_position_id = LAT_rely_on_foreign_attaches
	x = 5
	y = 4
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 3
	}
	completion_reward = {
		army_experience = 10
		add_doctrine_cost_reduction = {
			name = POL_romanian_bridgehead_strategy
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Military Industrial Organization
Component: CZE_skoda_plzen_tank_destroyer_organization
Constructs: has_completed_focus, limit, has_dlc
Source: game
File: common/military_industrial_organization/organizations/CZE_organization.txt

Code:
CZE_skoda_plzen_tank_destroyer_organization = {
	include = CZE_tank_destroyer_organization
	icon = GFX_idea_CZE_skoda_plzen
	allowed = {
		OR = {
			tag = CZE AUS SLO POL
		}
		has_dlc = Peace For Our Time
	}
	available = {
		if = {
			limit = {
				FROM = {
					original_tag = CZE
				}
			}
			FROM = {
				has_completed_focus = CZE_rearmed_and_retooled
			}
		} {
			limit = {
				FROM = {
					original_tag = AUS
				}
			}
			FROM = {
				controls_state = 9
			}
		} {
			limit = {
				FROM = {
					original_tag = POL
				}
			}
			FROM = {
				has_completed_focus = POL_join_CZE_military
				OR = {
					controls_state = 9
					any_subject_country = {
						controls_state = 9
					}
				}
			}
		}
	}
	visible = {
		if = {
			limit = {
				FROM = {
					original_tag = POL
				}
			}
			FROM = {
				has_completed_focus = POL_join_CZE_military
			}
		}
	}
}
### Entity: Event
Component: SCA_iceland.5
Constructs: is_triggered_only
Source: game
File: events/ICE_events.txt

Code:
country_event = {
	id = SCA_iceland.5
	title = SCA_iceland.5.t
	desc = SCA_iceland.5.desc
	picture = GFX_report_event_spain_civil_war_volunteers_02
	is_triggered_only = yes
	option = {
		name = SCA_iceland.5.a
	}
}
### Entity: Event
Component: wuw_GER_civil_war.8
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, has_government, add_war_support, add_stability, fire_only_once
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_civil_war.8
	title = wuw_GER_civil_war.8.t
	desc = wuw_GER_civil_war.8.desc
	picture = GFX_report_event_soviet_purge_trial
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = wuw_GER_civil_war.8.a
		ai_chance = {
			base = 95
		}
		navy_experience = -100
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_timed_idea = {
			idea = GER_purges_in_the_kriegsmarine
			days = 430
		}
		GER_karl_donitz = {
			remove_unit_leader_role = yes
			remove_advisor_role = {
				slot = navy_chief
			}
		}
		GER_erich_raeder = {
			remove_unit_leader_role = yes
			remove_advisor_role = {
				slot = navy_chief
			}
		}
		GER_gunther_lutjens = {
			remove_unit_leader_role = yes
			remove_advisor_role = {
				slot = high_command
			}
		}
	} {
		name = wuw_GER_civil_war.8.b
		ai_chance = {
			base = 5
		}
		trigger = {
			NOT = {
				has_completed_focus = GER_start_the_proletarian_revolution
			}
		}
		army_experience = -50
		add_political_power = -75
		add_stability = -0.1
		add_war_support = -0.05
		custom_effect_tooltip = generic_skip_one_line_tt
		IF = {
			limit = {
				NOT = {
					has_government = neutrality
				}
			}
			set_politics = {
				ruling_party = neutrality
				elections_allowed = no
			}
		}
		GER_erich_raeder = {
			add_country_leader_role = {
				promote_leader = yes
				country_leader = {
					ideology = despotism
					expire = 1965.1.1.1
					traits = {
						GER_high_admiral
					}
				}
			}
		}
	}
}
### Entity: Event
Component: SEA_japan_foreign_policy.130
Constructs: is_triggered_only, fire_only_once, create_wargoal, puppet_wargoal_focus
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_foreign_policy.130
	title = SEA_japan_foreign_policy.130.t
	desc = SEA_japan_foreign_policy.130.desc
	picture = GFX_report_event_japanese_army_parade
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = SEA_japan_foreign_policy.130.a
		create_wargoal = {
			type = puppet_wargoal_focus
			target = FROM
			expire = 0
		}
	}
}
### Entity: Trigger Reference
Construct: land_doctrine_level
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## land_doctrine_level

* Supported Scopes: COUNTRY
* Supported Targets: none

```
checks researched land doctrine level
```
### Entity: Idea
Component: EAI_DD_18/small_plane_suicide_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_18/small_plane_suicide_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		small_plane_suicide_airframe = {
			build_cost_ic = -0.18
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_the_legacy_of_babur
Constructs: prerequisite, limit, add_stability, completion_reward, cancel_if_invalid, has_state_flag, has_stirred_unrest, add_dynamic_modifier
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_the_legacy_of_babur
	icon = GFX_focus_RAJ_the_legacy_of_babur
	prerequisite = {
		focus = RAJ_the_mughal_uprising
	}
	x = 0
	y = 1
	relative_position_id = RAJ_the_mughal_uprising
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STABILITY FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		try_build_civ_in_core_otherwise_build_in_controlled_2_civs = yes
		try_build_civ_in_core_otherwise_build_in_controlled = yes
		try_build_mil_in_core_otherwise_build_in_controlled = yes
		custom_effect_tooltip = newline_tt newline_tt
		if = {
			limit = {
				NOT = {
					any_state = {
						has_state_flag = has_stirred_unrest
					}
				}
			}
			custom_effect_tooltip = RAJ_the_legacy_of_babur_tt
			effect_tooltip = {
				add_dynamic_modifier = {
					modifier = idea_RAJ_mughal_influence
				}
			}
		}
		else = {
			every_controlled_state = {
				limit = {
					has_state_flag = has_stirred_unrest
				}
				add_dynamic_modifier = {
					modifier = idea_RAJ_mughal_influence
				}
			}
		}
		ROOT = {
			add_stability = 0.1
		}
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_strike_the_portugese_colonies
Constructs: prerequisite, limit, has_war_with, completion_reward, has_army_manpower, is_subject, is_ally_with, every_state
Source: game
File: common/national_focus/r56_philippines.txt

Code:
focus = {
	id = PHI_strike_the_portugese_colonies
	icon = GFX_focus_generic_attack_portugal
	prerequisite = {
		focus = PHI_return_to_the_homeland PHI_alliance_with_the_spanish
	}
	relative_position_id = PHI_return_to_the_homeland
	x = 1
	y = 1
	cost = 5
	ai_will_do = {
		base = 0
		modifier = {
			add = 1
			has_army_manpower = {
				size = > 249999
			}
		}
	}
	available = {
		is_subject = no
		any_country = {
			exists = yes
			original_tag = POR
			NOT = {
				is_ally_with = ROOT
				has_war_with = ROOT
			}
		}
	}
	will_lead_to_war_with = POR
	completion_reward = {
		every_state = {
			limit = {
				is_owned_by = POR
				OR = {
					state = 321 721 729
				}
			}
			add_claim_by = ROOT
		}
		create_wargoal = {
			target = POR
			type = puppet_wargoal_focus
			expire = 0
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Event
Component: mtg_britain.999
Constructs: create_country_leader, has_country_flag, fire_only_once, has_dlc, is_controlled_by
Source: game
File: events/MTG_Britain.txt

Code:
country_event = {
	id = mtg_britain.999
	title = mtg_britain.999.t
	desc = mtg_britain.999.d
	picture = GFX_report_event_europe_funeral
	trigger = {
		tag = ENG
		has_country_flag = ENG_king_died ENG_abdication_crisis_morganatic_marriage edward_viii_married_wallis_simpson
		has_dlc = Man the Guns
		126 = {
			is_controlled_by = ENG
			days_since_last_strategic_bombing = < 8
		}
	}
	fire_only_once = yes
	mean_time_to_happen = {
		days = 30
	}
	option = {
		name = mtg_britain.999.a
		kill_country_leader = yes
		create_country_leader = {
			name = George VI
			desc = POLITICS_GEORGE_VI_DESC
			picture = GFX_portrait_George_VI
			expire = 1965.1.1
			ideology = despotism
			traits = {
				popular_figurehead stammer humble
			}
		}
		hidden_effect = {
			news_event = {
				id = mtg_news.55
				days = 1
			}
		}
	}
}
### Entity: Scripted Effect
Component: ITA_missiolini_bolster_political_cabinet_failure_effect
Constructs: add_stability, add_political_power, add_popularity
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_missiolini_bolster_political_cabinet_failure_effect = {
	add_political_power = -25
	add_stability = -0.03
	add_popularity = {
		ideology = ROOT
		popularity = -0.05
	}
}
### Entity: Scripted Trigger
Component: EAI_RESOURCE_has_tungsten_shortage
Constructs: check_variable
Source: game
File: common/scripted_triggers/EAI_MISC_triggers.txt

Code:
EAI_RESOURCE_has_tungsten_shortage = {
	check_variable = {
		EAI_tungsten_resource_shortage = 3
	}
}
### Entity: AI Strategy
Component: ISR_mapai_plan
Constructs: has_country_flag, is_historical_focus_on, has_game_rule
Source: game
File: common/ai_strategy_plans/ISR_strategy_plan.txt

Code:
ISR_mapai_plan = {
	name = ISR: Israel Mapai AI Plan
	desc = Mapai behaviour for Israel.
	allowed = {
		original_tag = ISR
	}
	enable = {
		OR = {
			has_country_flag = ISR_AI_RANDOM_MAPAI
			AND = {
				is_historical_focus_on = yes
				has_game_rule = {
					rule = ISR_ai_behavior
					option = DEFAULT
				}
			}
			has_game_rule = {
				rule = ISR_AI_BEHAVIOR
				option = ISR_MAPAI
			}
		}
	}
	ai_national_focuses = {
		ISR_suez_crisis ISR_appeal_to_uk ISR_appeal_to_france ISR_prepare_the_invasion ISR_operation_sinai ISR_a_resounding_victory ISR_stretch_out_the_hand ISR_revolution ISR_call_diaspora_volunteers ISR_consolidate_haganah ISR_ben_gurion_strategy ISR_southern_plan ISR_dealing_with_irgun ISR_form_the_idf ISR_subvert_irgun_influence ISR_purge_irgun ISR_operation_yoav ISR_raise_jewish_militias ISR_israel_military_industries ISR_provisional_government ISR_national_higher_education ISR_building_the_new_homeland ISR_convene_knesset ISR_mapai ISR_appease_religious ISR_promote_urban ISR_form_DLN ISR_steady ISR_the_elections ISR_begin_nationalization ISR_link_communities ISR_kibbutz_production ISR_setup_public_transit ISR_welfare_for_refugees ISR_firearms_production ISR_elect_president ISR_cement_histadrut_powers ISR_establish_bituah_leumi ISR_education_reforms ISR_lessen_austerity ISR_draft_constitution ISR_reading_power_station ISR_formalize_military ISR_proffesional_army_training ISR_palestinian_compromises ISR_operation_magic_carpet ISR_the_ageing_father ISR_fund_urban_areas ISR_develop_negev ISR_herzl_successor ISR_sharett_reforms ISR_further_palestinian_negotiations ISR_sharett_diplomacy ISR_operation_ezra_nehamiah ISR_moses_hess_legacy ISR_alone ISR_am_yisrael_hai ISR_special_night_squads ISR_special_forces ISR_form_the_mossad ISR_destroy_nazi
	}
	traits = {
		army_infantry_2 = 100
		silent_workhorse = 50
		smooth_talking_charmer = 30
		army_chief_defensive_2 = 10
	}
	focus_factors = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Character
Component: AUS_johann_koplenig
Source: game
File: common/characters/AUS.txt

Code:
AUS_johann_koplenig = {
	name = AUS_johann_koplenig
	portraits = {
		civilian = {
			large = GFX_portrait_AUS_johann_koplenig
		}
	}
	country_leader = {
		ideology = leninism
		expire = 1965.1.1.1
		id = -1
	}
}