Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: SWE_r56_fascist_build_up_plan
Constructs: has_completed_focus, has_government, has_country_flag, has_global_flag, is_historical_focus_on, has_game_rule, is_subject, build_army
Source: game
File: common/ai_strategy_plans/SWE_r56_alternate_strategy_plan.txt

Code:
SWE_r56_fascist_build_up_plan = {
	name = Army Recruitment go brrrrr
	desc = More brrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrr will do the job
	allowed = {
		original_tag = SWE
	}
	enable = {
		has_completed_focus = SWE_secure_the_government
		NOT = {
			has_global_flag = SWE_use_DLC_tree
		}
		OR = {
			AND = {
				is_historical_focus_on = no
				has_game_rule = {
					rule = R56_SWE_ai_behavior
					option = FASCIST_COUP
				}
			}
			has_country_flag = SWE_AI_RANDOM_FASCIST_COUP
			has_game_rule = {
				rule = R56_SWE_ai_behavior
				option = FASCIST_COUP
			}
		}
	}
	abort = {
		is_subject = yes
		OR = {
			has_government = communism neutrality
			is_subject = yes
		}
	}
	ai_strategy = {
		type = build_army
		id = infantry
		value = 100
	} {
		type = befriend
		id = FIN
		value = 100
	} {
		type = befriend
		id = GER
		value = 100
	}
	traits = {
		fascist_demagogue = 150
	}
	ai_national_focuses = {
		SWE_stormtroopers SWE_swedish_volunteers SWE_return_to_european_scene SWE_sweden_first SWE_jumpstart_the_arms_industry SWE_swedish_army_staff SWE_conclude_rearmament
	}
	ideas = {
		SWE_ivar_holmquist = 100
		war_economy = 100
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Idea
Component: SWI_flugzeugwerk
Constructs: has_completed_focus, limit, has_global_flag, research_bonus, equipment_bonus
Source: game
File: common/ideas/r56_switzerland.txt

Code:
SWI_flugzeugwerk = {
	picture = eidgenossisches_flugzeugwerk
	allowed = {
		original_tag = SWI
	}
	available = {
		if = {
			limit = {
				has_global_flag = SWI_R56_focus_tree
			}
			has_completed_focus = GEN_Own_Design
		}
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		light_aircraft_manufacturer
	}
	equipment_bonus = {

	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: State History
Component: 917
Constructs: add_core_of
Source: game
File: history/states/917-Jamtland.txt

Code:
state = {
	id = 917
	name = STATE_917
	manpower = 65000
	state_category = rural
	resources = {
		steel = 20
	}
	history = {
		victory_points = {
			11148 1
		}
		owner = SWE
		add_core_of = SWE SMI
		buildings = {
			infrastructure = 2
		}
	}
	provinces = {
		46 113 168 3039 3111 3162 6010 6129 6185 9066 9154 9171 9229 11049 11052 11116 11148 11187 13117
	}
	local_supplies = 0.0
}
### Entity: Country History
Country: SCO
Component: SCO_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/SCO - Scotland.txt

Code:
# Politics & Parties for SCO
set_politics = {
	ruling_party = democratic
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 93
	fascism = 3
	communism = 4
}
### Entity: Trigger Reference
Construct: all_allied_country
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## all_allied_country

* Supported Scopes: COUNTRY
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
Check if all allied countries meet the trigger. Does not include the country itself. tooltip=key can be defined to override title
```
### Entity: Military Industrial Organization
Component: USA_baldwin_locomotive_works_organization
Constructs: has_completed_focus, production_bonus, add_trait, equipment_bonus, maximum_speed
Source: game
File: common/military_industrial_organization/organizations/USA_organization.txt

Code:
USA_baldwin_locomotive_works_organization = {
	include = generic_train_organization
	icon = GFX_idea_USA_blw
	allowed = {
		original_tag = USA
	}
	equipment_type = {
		train_equipment railway_gun_equipment support_equipment armor
	}
	research_categories = {
		train_tech support_tech
	}
	tree_header_text = {
		text = mio_header_tank_production
		x = 0.11
	} {
		text = mio_header_design_and_production
		x = 5
	} {
		text = mio_header_support
		x = 2
	} {
		text = mio_header_weapons
		x = 8
	}
	initial_trait = {
		name = generic_mio_initial_trait_generic_train_manufacturer
		limit_to_equipment_type = {
			train_equipment
		}
		production_bonus = {
			production_efficiency_cap_factor = 0.03
		}
		organization_modifier = {
			military_industrial_organization_research_bonus = 0
		}
	}
	override_trait = {
		token = generic_mio_trait_material_improvements
		position = {
			x = 4
			y = 0
		}
	} {
		token = generic_mio_trait_joint_stock_scheme
		position = {
			x = 6
			y = 0
		}
	}
	add_trait = {
		token = generic_mio_trait_compulsory_tank_designer
		name = generic_mio_trait_compulsory_tank_designer
		icon = GFX_generic_mio_department_icon_tank_general_production
		special_trait_background = yes
		position = {
			x = 0
			y = 0
		}
		visible = {
			FROM = {
				original_tag = USA
			}
		}
		available = {
			FROM = {
				has_completed_focus = USA_department_of_defense
			}
		}
		limit_to_equipment_type = {
			armor
		}
		equipment_bonus = {
			maximum_speed = 0.05
			reliability = -0.05
			armor_value = 0.05
		}
		production_bonus = {
			production_efficiency_gain_factor = 0.02
		}
	} {
		token = generic_mio_trait_off_the_board_designs
		name = generic_mio_trait_off_the_board_designs
		icon = GFX_generic_mio_department_icon_tank_general_line_efficiency
		special_trait_background = yes
		position = {
			x = 0
			y = 1
		}
		relative_position_id = generic_mio_trait_compulsory_tank_designer
		visible = {
			FROM = {
				original_tag = USA
			}
		}
		all_parents = {
			generic_mio_trait_compulsory_tank_designer
		}
		limit_to_equipment_type = {
			armor
		}
		production_bonus = {
			production_capacity_factor = 0.03
			production_efficiency_gain_factor = 0.03
		}
	} {
		token = generic_mio_trait_armor_improvements
		name = generic_mio_trait_armor_improvements
		icon = GFX_generic_mio_department_icon_tank_general_armor
		special_trait_background = yes
		position = {
			x 
# ... (truncated)
### Entity: Character
Component: BHU_chamba_wangyal
Source: game
File: common/characters/BHU.txt

Code:
BHU_chamba_wangyal = {
	advisor = {
		cost = 100
		slot = theorist
		idea_token = BHU_chamba_wangyal
		ledger = air
		allowed = {
			original_tag = BHU
		}
		traits = {
			air_warfare_theorist
		}
	}
	name = BHU_chamba_wangyal
	portraits = {
		army = {
			small = GFX_idea_generic_air_asia_2
		}
	}
}
### Entity: Idea
Component: JAP_red_dawn_over_asia_idea
Constructs: stability_factor, war_support_factor, has_government, removal_cost, conscription_factor
Source: game
File: common/ideas/japan.txt

Code:
JAP_red_dawn_over_asia_idea = {
	picture = JAP_red_dawn_over_asia
	removal_cost = -1
	allowed = {
		original_tag = JAP
	}
	allowed_civil_war = {
		has_government = communism
	}
	modifier = {
		stability_factor = 0.1
		war_support_factor = 0.1
		political_power_factor = 0.15
		drift_defence_factor = 0.75
		conscription_factor = 0.1
		army_core_defence_factor = 0.1
		army_core_attack_factor = 0.1
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_privatized_tutelage
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, has_dlc, random_scientist, has_scientist_level, add_scientist_level
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_privatized_tutelage
	icon = GFX_focus_research
	prerequisite = {
		focus = RAJ_take_over_administrative_rights
	}
	x = -1
	y = 1
	relative_position_id = RAJ_take_over_administrative_rights
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = Gotterdammerung
			}
			random_scientist = {
				limit = {
					has_scientist_level = {
						specialization = specialization_air
						level = > 0
					}
				}
				add_scientist_level = {
					specialization = specialization_air
					level = 1
				}
			} {
				limit = {
					has_scientist_level = {
						specialization = specialization_land
						level = > 0
					}
				}
				add_scientist_level = {
					specialization = specialization_land
					level = 1
				}
			} {
				limit = {
					has_scientist_level = {
						specialization = specialization_nuclear
						level = > 0
					}
				}
				add_scientist_level = {
					specialization = specialization_nuclear
					level = 1
				}
			} {
				limit = {
					has_scientist_level = {
						specialization = specialization_naval
						level = > 0
					}
				}
				add_scientist_level = {
					specialization = specialization_naval
					level = 1
				}
			}
		}
		else = {
			add_tech_bonus = {
				bonus = 0.25
				uses = 1
				category = electronics
			}
		}
		add_research_slot = 1
		hidden_effect = {
			calc_expected_consumer_goods_for_taxes = yes
		}
	}
}
### Entity: Unit Template
Component: PRC_CAV_01
Source: game
File: common/units/names_divisions/PRC_names_divisions.txt

Code:
PRC_CAV_01 = {
	name = Cavalry Unit
	for_countries = {
		PRC
	}
	can_use = {
		always = yes
	}
	division_types = {
		cavalry
	}
	fallback_name = %d Luxian Qibing Jun
	ordered = {
		1 = {
			%d Luxian Qibing Jun
		}
		2 = {
			%d Luxian Qibing Jun
		}
		3 = {
			%d Luxian Qibing Jun
		}
		4 = {
			%d Luxian Qibing Jun
		}
		6 = {
			%d Luxian Qibing Jun
		}
		5 = {
			%d Luxian Qibing Jun
		}
		7 = {
			%d Luxian Qibing Jun
		}
		8 = {
			%d Luxian Qibing Jun
		}
		9 = {
			%d Luxian Qibing Jun
		}
		10 = {
			%d Luxian Qibing Jun
		}
		104 = {
			Xin 4 Luxian Qibing Jun
		}
		108 = {
			Xin 8 Luxian Qibing Jun
		}
		106 = {
			Xin 6 Luxian Qibing Jun
		}
		11 = {
			%d Luxian Qibing Jun
		}
		12 = {
			%d Luxian Qibing Jun
		}
		13 = {
			%d Luxian Qibing Jun
		}
		14 = {
			%d Luxian Qibing Jun
		}
		15 = {
			%d Luxian Qibing Jun
		}
		16 = {
			%d Luxian Qibing Jun
		}
		101 = {
			Xin 1 Luxian Qibing Jun
		}
		102 = {
			Xin 2 Luxian Qibing Jun
		}
		103 = {
			Xin 3 Luxian Qibing Jun
		}
		105 = {
			Xin 5 Luxian Qibing Jun
		}
		107 = {
			Xin 7 Luxian Qibing Jun
		}
	}
}
### Entity: National Focus
Tree: tan_focus
Component: TAN_winter_readiness
Constructs: prerequisite, add_ideas, completion_reward, add_tech_bonus, every_army_leader, add_logistics
Source: game
File: common/national_focus/tuva.txt

Code:
focus = {
	id = TAN_winter_readiness
	text = ARCTIC_winter_readiness
	icon = GFX_goal_generic_cold_war
	prerequisite = {
		focus = TAN_special_forces
	} {
		focus = TAN_improve_officer_training_formation
	} {
		focus = TAN_modern_logistics
	}
	relative_position_id = TAN_special_forces
	x = 2
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = special_forces_bonus
			bonus = 1.0
			uses = 1
			category = r56_special_forces_training_tech
		}
		add_ideas = ARCTIC_winter_readiness
		custom_effect_tooltip = generic_skip_one_line_tt
		every_army_leader = {
			add_logistics = 1
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: COL_jose_ellis_quinsado
Source: game
File: common/characters/COL.txt

Code:
COL_jose_ellis_quinsado = {
	advisor = {
		slot = political_advisor
		idea_token = COL_jose_ellis_quinsado
		allowed = {
			original_tag = COL
		}
		traits = {
			backroom_backstabber
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	name = José Ellis Quinsado
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_south_america_2
		}
	}
}
### Entity: Event
Component: r56_afghanistan.22
Constructs: is_triggered_only, has_government, fire_only_once, has_country_leader, add_popularity, retire_character
Source: game
File: events/r56_afghanistan.txt

Code:
country_event = {
	id = r56_afghanistan.22
	picture = GFX_report_event_AFG_qiamuddin_dies
	title = r56_afghanistan.22.t
	desc = r56_afghanistan.22.d
	fire_only_once = yes
	is_triggered_only = yes
	trigger = {
		has_government = communism
		has_country_leader = {
			character = AFG_mawlana_qiamuddin_khadim
			ruling_only = no
		}
	}
	option = {
		name = r56_afghanistan.22.a
		add_popularity = {
			ideology = communism
			popularity = -0.01
		}
		custom_effect_tooltip = AFG_qiamuddin_dies_in_prison
		hidden_effect = {
			retire_character = AFG_mawlana_qiamuddin_khadim
		}
	}
}
### Entity: Technology
Component: basic_carrier
Constructs: enable_equipments, research_cost
Source: game
File: common/technologies/naval.txt

Code:
technology = {
	enable_equipments = {
		carrier_2
	}
	path = {
		leads_to_tech = improved_carrier
		research_cost_coeff = 1
	}
	research_cost = 2
	start_year = 1936
	folder = {
		name = naval_folder
		position = {
			x = 0
			y = 7
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 5
			tag = USA
		} {
			factor = 5
			tag = JAP
		}
	}
	categories = {
		naval_equipment cv_tech mio_cat_tech_all_carrier_and_modules
	}
	special_project_specialization = {
		specialization_naval
	}
}
### Entity: Character
Component: TUN_ai2
Source: game
File: common/characters/TUN.txt

Code:
TUN_ai2 = {
	advisor = {
		slot = high_command
		idea_token = TUN_ai2
		ledger = army
		allowed = {
			original_tag = TUN
		}
		traits = {
			army_infantry_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_arab_3
		}
	}
}
### Entity: Country History
Country: RWA
Component: RWA_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/RWA - Rwanda.txt

Code:
# Politics & Parties for RWA
set_politics = {
	ruling_party = neutrality
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	democratic = 25
	fascism = 20
	communism = 5
	neutrality = 50
}
### Entity: Order of Battle
Component: Infantrie-Regiment
Constructs: division_template
Source: game
File: history/units/DNZ_1936.txt

Code:
division_template = {
	name = Infantrie-Regiment
	regiments = {
		infantry = {
			x = 0
			y = 0
		}
	}
}
### Entity: Decision
Component: honcorestuff_decisions
Constructs: has_government
Source: game
File: common/decisions/categories/HON_decision_categories.txt

Code:
honcorestuff_decisions = {
	allowed = {
		original_tag = HON
	}
	visible = {
		OR = {
			has_government = neutrality communism fascism
		}
	}
}
### Entity: National Focus
Tree: lie_focus
Component: LIE_for_what_was_taken_from_us
Constructs: prerequisite, has_war, owns_state, completion_reward, is_subject
Source: game
File: common/national_focus/liechtenstein.txt

Code:
focus = {
	id = LIE_for_what_was_taken_from_us
	icon = GFX_goal_LIE_liechtensteiner_alaska
	prerequisite = {
		focus = LIE_join_industries
	}
	x = -1
	y = 1
	relative_position_id = LIE_join_industries
	cost = 10
	available = {
		has_war = no
		463 = {
			controller = {
				is_subject = no
			}
		}
	}
	bypass = {
		owns_state = 463
	}
	ai_will_do = {
		factor = 0
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		463 = {
			controller = {
				country_event = {
					id = liechtenstein.15
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		effect_tooltip = {
			463 = {
				transfer_state_to = ROOT
			}
		}
	}
}
### Entity: Character
Component: QUE_maurice_duplessis
Source: game
File: common/characters/QUE.txt

Code:
QUE_maurice_duplessis = {
	name = Maurice Duplessis
	portraits = {
		civilian = {
			large = gfx/leaders/QUE/r56_portrait_QUE_Maurice_Duplessis.dds
		}
	}
	country_leader = {
		ideology = conservatism
		expire = 1965.1.1
		id = -1
		traits = {
			backroom_backstabber nationalistic_tendencies r56_trait_opposed_to_communism
		}
	} {
		ideology = conservatism_n
		expire = 1965.1.1.1
		id = -1
		traits = {
			backroom_backstabber nationalistic_tendencies r56_trait_opposed_to_communism
		}
	}
}
### Entity: Country History
Country: PUE
Component: PUE_technology
Constructs: set_technology
Source: game
File: history/countries/PUE - Puerto Rico.txt

Code:
# Starting Technologies for PUE
set_technology = {
	infantry_weapons = 1
	tech_trucks = 1
}
### Entity: Scripted Trigger
Component: EAI_DESIGN_INFANTRY_width_reduction_unlocked
Constructs: has_doctrine
Source: game
File: common/scripted_triggers/EAI_PRODUCTION_design_triggers.txt

Code:
EAI_DESIGN_INFANTRY_width_reduction_unlocked = {
	OR = {
		has_doctrine = large_unit_tactics
	}
}
### Entity: Military Industrial Organization
Component: UKR_state_aircraft_plant_12_organization
Constructs: equipment_bonus
Source: game
File: common/military_industrial_organization/organizations/UKR_organization.txt

Code:
UKR_state_aircraft_plant_12_organization = {
	name = UKR_generic_heavy_aircraft_manufacturer
	include = generic_heavy_aircraft_organization
	icon = GFX_idea_generic_air_manufacturer_3
	allowed = {
		original_tag = UKR
	}
	initial_trait = {
		name = generic_mio_initial_trait_heavy_aircraft_designer
		limit_to_equipment_type = {
			large_plane_airframe large_plane_maritime_patrol_plane_airframe
		}
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
		equipment_bonus = {
			air_bombing = 0.05
			air_agility = -0.05
		}
	}
}
### Entity: Order of Battle
Component: air_wing_52
Source: game
File: history/units/GER_1936_air_bba.txt

Code:
air_wings = {
	52 = {
		small_plane_airframe_0 = {
			owner = GER
			amount = 40
			version_name = He 51
		}
		name = Jagdgeschwader 136 Kampfgeschwader 154
		medium_plane_airframe_0 = {
			owner = GER
			amount = 80
			version_name = Do 23
		}
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_foreign_plane_designs
Constructs: prerequisite, limit, completion_reward, random_owned_state, is_fully_controlled_by, add_extra_state_shared_building_slots, add_building_construction, add_to_variable
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_foreign_plane_designs
	icon = GFX_goal_generic_air_fighter2
	prerequisite = {
		focus = NOR_haerens_flyvevaaben
	}
	mutually_exclusive = {
		focus = NOR_norwegian_planes
	}
	x = -1
	y = 1
	relative_position_id = NOR_haerens_flyvevaaben
	cost = 10
	available = {
		NOR_broken_gun_trigger = yes
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_state = {
			limit = {
				is_fully_controlled_by = ROOT
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = NOR_modify_air_force_dmod_TT
		add_to_variable = {
			var = NOR.NOR_army_air_force_dmod_air_doctrine_cost_factor
			value = -0.1
			tooltip = air_doctrine_cost_factor_tt
		} {
			var = NOR.NOR_army_air_force_dmod_license_air_purchase_cost
			value = -0.4
			tooltip = license_air_purchase_cost_tt
		}
	}
}
### Entity: National Focus
Tree: hol_focus
Component: HOL_enemies_on_all_fronts
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_enemies_on_all_fronts
	prerequisite = {
		focus = HOL_bastion_of_true_communism
	}
	icon = GFX_goal_generic_allies_build_infantry
	x = 1
	y = 1
	relative_position_id = HOL_bring_socialism_south
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	ai_will_do = {
		base = 5
	}
	completion_reward = {
		add_ideas = HOL_enemies_on_all_fronts
	}
}
### Entity: Scripted Trigger
Component: EAI_PC_get_total_queued_num
Constructs: limit, has_country_flag, all_of, set_temp_variable, add_to_queued_num, check_variable, add_to_temp_variable
Source: game
File: common/scripted_triggers/EAI_CONSTRUCTION_triggers.txt

Code:
EAI_PC_get_total_queued_num = {
	if = {
		limit = {
			has_country_flag = EAI_PC_trace_functions
		}
		log = EAI_PC_get_total_queued_num > THIS=[this.getname] PREV=[prev.getname]
	}
	set_temp_variable = {
		queued_type_num_ = 0
	} {
		_get_queued_num_type = 0
	} {
		_get_queued_num_type_id = 0
	}
	all_of = {
		array = EAI_PC_queue
		value = queued_type_index queued_type_value
		set_temp_variable = {
			add_to_queued_num = 0
		}
		if = {
			limit = {
				if = {
					limit = {
						check_variable = {
							_get_queued_num_building_type = > 0
						}
					}
					check_variable = {
						EAI_PC_building_type^queued_type_value = _get_queued_num_building_type
					}
				} {
					limit = {
						check_variable = {
							_get_queued_num_type_id = > 0
						}
					}
					check_variable = {
						EAI_PC_type_id^queued_type_value = _get_queued_num_type_id
					}
				}
			}
			add_to_temp_variable = {
				queued_type_num_ = 1
			}
		}
	}
}
### Entity: Event
Component: PER_imperial_events.70
Constructs: is_triggered_only, add_opinion_modifier, add_political_power
Source: game
File: events/GOE_Persia.txt

Code:
country_event = {
	id = PER_imperial_events.70
	title = PER_imperial_events.70.t
	desc = PER_imperial_events.70.desc
	picture = GFX_report_event_PER_shah_inspection
	is_triggered_only = yes
	option = {
		name = PER_imperial_events.70.a
		hidden_effect = {
			PER = {
				country_event = {
					id = PER_imperial_events.71
					hours = 1
				}
			}
		}
		GER = {
			add_opinion_modifier = {
				target = PER
				modifier = large_increase
			}
			add_political_power = 75
		}
	} {
		name = PER_imperial_events.70.b
		PER = {
			country_event = {
				id = PER_imperial_events.72
				hours = 1
			}
		}
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_appease_the_military
Constructs: prerequisite, limit, remove_ideas, completion_reward, has_idea, has_dlc, swap_ideas, remove_idea
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_appease_the_military
	icon = GFX_focus_generic_military_mission
	prerequisite = {
		focus = ITA_common_ground
	}
	mutually_exclusive = {
		focus = ITA_political_commissars ITA_empower_the_carabinieri
	}
	x = 0
	y = 1
	relative_position_id = ITA_common_ground
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP FOCUS_FILTER_AIR_XP FOCUS_FILTER_NAVY_XP
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = ITA_disgruntled_military
			}
			remove_ideas = ITA_disgruntled_military
		} {
			limit = {
				has_dlc = La Resistance
			}
			swap_ideas = {
				remove_idea = ITA_socialist_cooperation
				add_idea = ITA_socialist_cooperation_improved
			}
			ITA_create_emilio_faldella_operative = yes
		}
		else = {
			effect_tooltip = {
				remove_ideas = ITA_disgruntled_military
			}
		}
		custom_effect_tooltip = ITA_heroes_of_the_nation_general_traits_tt
		hidden_effect = {
			if = {
				limit = {
					any_character = {
						is_army_leader = yes
						NOT = {
							has_trait = war_hero
						}
						is_leading_army = yes
						skill = > 3
					}
				}
				random_character = {
					limit = {
						is_army_leader = yes
						NOT = {
							has_trait = war_hero
						}
						is_leading_army = yes
						skill = > 3
					}
					add_unit_leader_trait = war_hero
				}
			} {
				limit = {
					any_character = {
						is_army_leader = yes
						NOT = {
							has_trait = war_hero
						}
						is_leading_army = yes
						skill = > 3
					}
				}
				random_character = {
					limit = {
						is_army_leader = yes
						NOT = {
							has_trait = war_hero
						}
						is_leading_army = yes
						skill = > 3
					}
					add_unit_leader_trait = war_hero
				}
			} {
				limit = {
					any_character = {
						is_army_leader = yes
						NOT = {
							has_trait = war_hero
						}
						is_leading_army = yes
						skill = > 3
					}
				}
				random_character = {
					limit = {
						is_army_leader = yes
						NOT = {
							has_trait = war_hero
						}
						is_leading_army = yes
						skill = > 3
					}
					add_unit_leader_trait = war_hero
				}
			}
			else = {
				random_character = {
					limit = {
						is_army_leader = yes
						NOT = {
							has_trait = war_hero
						}
					}
					add_unit_leader_trait = war_hero
				}
			} {
				random_character = {
					limit = {
						is_army_leader = yes
						NOT = {
							has_trait = w
# ... (truncated)