Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: EAI_FIN_continuation_war_preparation
Constructs: has_completed_focus, is_historical_focus_on
Source: game
File: common/ai_strategy/FIN_EAI.txt

Code:
EAI_FIN_continuation_war_preparation = {
	allowed = {
		tag = FIN
	}
	enable = {
		is_historical_focus_on = yes
		has_completed_focus = FIN_cooperation_with_germany
		GER = {
			focus_progress = {
				focus = GER_war_with_the_ussr
				progress = > 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = prepare_for_war
		id = SOV
		value = 200
	}
}
### Entity: National Focus
Component: r56_RAJ_towards_a_post_colonial_economy
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, set_state_flag
Source: game
File: common/national_focus/r56_india_revolt.txt

Code:
focus = {
	id = r56_RAJ_towards_a_post_colonial_economy
	icon = GFX_goal_generic_production2
	x = 0
	y = 1
	prerequisite = {
		focus = r56_RAJ_modernization_program
	}
	relative_position_id = r56_RAJ_modernization_program
	cost = 10
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
			set_state_flag = RAJ_rebuilding_the_nation_IC1
		} {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
			set_state_flag = RAJ_rebuilding_the_nation_IC2
		} {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
			set_state_flag = RAJ_rebuilding_the_nation_AF
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: AFG_lashkar_regiments_idea
Constructs: removal_cost, conscription_factor
Source: game
File: common/ideas/afghanistan.txt

Code:
AFG_lashkar_regiments_idea = {
	picture = ITA_hardened_irregular_bands
	allowed = {
		original_tag = AFG
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		conscription_factor = 0.05
		modifier_army_sub_unit_irregular_infantry_defence_factor = 0.1
		modifier_army_sub_unit_irregular_infantry_speed_factor = 0.05
		modifier_army_sub_unit_irregular_infantry_attack_factor = 0.1
	}
}
### Entity: Unit Template
Component: GER_GAR_01
Source: game
File: common/units/names_divisions/GER_names_divisions.txt

Code:
GER_GAR_01 = {
	name = Garrison Divisions
	for_countries = {
		GER
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %d. Sicherungs-Division
	link_numbering_with = {
		GER_Inf_01
	}
	ordered = {
		539 = {
			Divisionsstab z.b.V. 539
		}
		540 = {
			Divisionsstab z.b.V. 540
		}
		442 = {
			Divisionsstab z.b.V. 442
		}
		431 = {
			Divisionsstab z.b.V. 431
		}
		429 = {
			Divisionsstab z.b.V. 429
		}
		428 = {
			Divisionsstab z.b.V. 428
		}
		430 = {
			Divisionsstab z.b.V. 430
		}
		432 = {
			Divisionsstab z.b.V. 432
		}
		207 = {
			%d. Sicherungs-Division
		}
		213 = {
			%d. Sicherungs-Division
		}
		221 = {
			%d. Sicherungs-Division
		}
		281 = {
			%d. Sicherungs-Division
		}
		285 = {
			%d. Sicherungs-Division
		}
		286 = {
			%d. Sicherungs-Division
		}
		403 = {
			%d. Sicherungs-Division
		}
		444 = {
			%d. Sicherungs-Division
		}
		454 = {
			%d. Sicherungs-Division
		}
		230 = {
			%d. Festungs-Infanterie-Division
		}
		201 = {
			%d. Sicherungs-Division
		}
		203 = {
			%d. Sicherungs-Division
		}
		210 = {
			%d. Festungs-Infanterie-Division
		}
		325 = {
			%d. Sicherungs-Division
		}
		391 = {
			%d. Feldausbildungs-Division
		}
		390 = {
			%d. Feldausbildungs-Division
		}
		381 = {
			%d. Feldausbildungs-Division
		}
		382 = {
			%d. Feldausbildungs-Division
		}
		388 = {
			%d. Feldausbildungs-Division
		}
		154 = {
			%d. Reserve-Division
		}
		26 = {
			174. Reserve-Division
		}
		143 = {
			%d. Reserve-Division
		}
		68 = {
			141. Reserve-Division
		}
		151 = {
			%d. Reserve-Division
		}
		189 = {
			%d. Reserve-Division
		}
		363 = {
			147. Reserve-Division
		}
		148 = {
			%d. Reserve-Division
		}
		8 = {
			157. Reserve-Division
		}
		16 = {
			158. Reserve-Division
		}
		159 = {
			%d. Reserve-Division
		}
		48 = {
			171. Reserve-Division
		}
		42 = {
			187. Reserve-Division
		}
		49 = {
			191. Reserve-Division
		}
		70 = {
			165. Reserve-Division
		}
		47 = {
			156. Reserve-Division
		}
		182 = {
			%d. Reserve-Division
		}
		153 = {
			%d. Feldausbildungs-Division
		}
		173 = {
			%d. Reserve-Division
		}
		188 = {
			%d. Reserve-Gebirgs-Division
		}
		166 = {
			%d. Reserve-Division
		}
		160 = {
			%d. Reserve-Division
		}
		41 = {
			%d. Festungs-Division
		}
		133 = {
			%d. Festungs-Division
		}
		956 = {
			Freiwilligen Stamm-Division
		}
		52 = {
			%d. Sicherungs-Division
		
# ... (truncated)
### Entity: Country History
Country: SOO
Component: SOO_army
Source: game
File: history/countries/SOO - OSSETIA.txt

Code:
# OOB & Army Setup for SOO
oob = SOO_1936
### Entity: Idea
Component: bra_ana_mineira_idea
Constructs: army_defence_factor, removal_cost
Source: game
File: common/ideas/r56_brazil.txt

Code:
bra_ana_mineira_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_intel_bonus
	modifier = {
		army_defence_factor = 0.05
		max_dig_in = 1
	}
}
### Entity: Idea
Component: KMT_democratic_establishment
Constructs: stability_factor, has_government, industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_democratic_establishment = {
	picture = generic_democratic_drift_bonus
	cancel = {
		OR = {
			has_government = communism fascism
		}
	}
	removal_cost = -1
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		political_power_factor = 0.05
		stability_factor = 0.05
		industrial_capacity_factory = 0.03
	}
}
### Entity: National Focus
Tree: nru_focus
Component: NRU_reap_the_benefits
Constructs: prerequisite, completion_reward, add_political_power, has_idea, add_offsite_building, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/nauru.txt

Code:
focus = {
	id = NRU_reap_the_benefits
	icon = GFX_goal_generic_deals
	relative_position_id = NRU_researchers_abroad
	available = {
		has_idea = NRU_commander_ridge_phosphate_3
	}
	prerequisite = {
		focus = NRU_free_market
	} {
		focus = NRU_futher_phosphate_extracion_two
	}
	x = 0
	y = 1
	cost = 15
	available_if_capitulated = yes
	completion_reward = {
		add_political_power = 25
		NRU_more_phosphate_effect = yes
		NRU = {
			add_offsite_building = {
				type = industrial_complex
				level = 2
			}
		}
		random_owned_controlled_state = {
			prioritize = {
				725
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		725 = {
			add_building_construction = {
				type = naval_base
				province = 13038
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Effect Reference
Construct: RAID_INSTANCE
Constructs: RAID_INSTANCE, add_raid_history_entry
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## Effects for scope RAID_INSTANCE

* [add_raid_history_entry](#add_raid_history_entry)
* [raid_add_unit_experience](#raid_add_unit_experience)
* [raid_damage_units](#raid_damage_units)
### Entity: Idea
Component: fin_revenge
Constructs: has_government, removal_cost
Source: game
File: common/ideas/r56_finland.txt

Code:
fin_revenge = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		NOT = {
			has_government = communism
		}
	}
	removal_cost = -1
	picture = FRA_scw_intervention_republicans_focus
	modifier = {
		conscription = 0.02
		hidden_modifier = {
			ai_focus_aggressive_factor = 1
		}
	}
	targeted_modifier = {
		tag = SOV
		attack_bonus_against = 0.1
		defense_bonus_against = 0.1
	}
}
### Entity: State History
Component: 1014
Constructs: add_core_of
Source: game
File: history/states/1014-Balkan.txt

Code:
state = {
	id = 1014
	name = STATE_1014
	provinces = {
		1593 4563 4599 7477 7563 7635 10359 10406 12359
	}
	history = {
		owner = TMS
		victory_points = {
			7477 2
		} {
			1593 3
		}
		buildings = {
			infrastructure = 1
		}
		add_core_of = TMS KHI
	}
	manpower = 213578
	state_category = rural
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Character
Component: HYD_puchalapalli_sundarayya
Source: game
File: common/characters/HYD.txt

Code:
HYD_puchalapalli_sundarayya = {
	name = Puchalapalli Sundarayya
	portraits = {
		civilian = {
			large = GFX_kr_portrait_africa_generic_land_3
			small = GFX_kr_portrait_africa_generic_land_3_small
		}
	}
	country_leader = {
		ideology = marxism
		expire = 1965.1.1
		id = -1
	}
}
### Entity: Idea
Component: GER_speer_reich_architect
Constructs: political_power_gain, production_speed_buildings_factor, removal_cost, fascism_drift
Source: game
File: common/ideas/GER.txt

Code:
GER_speer_reich_architect = {
	allowed = {
		always = no
	}
	removal_cost = -1
	modifier = {
		political_power_gain = -0.1
		production_speed_buildings_factor = 0.05
		fascism_drift = 0.01
	}
}
### Entity: Modifier Reference
Component: SOV_the_red_fleet_surface_2_dynamic_modifier
Constructs: screening_efficiency
Source: game
File: common/dynamic_modifiers/0_dynamic_modifiers.txt

Code:
SOV_the_red_fleet_surface_2_dynamic_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_SOV_red_navy_ccp_2d_sov_compatibility
	refit_ic_cost = SOV_red_fleet_navy_refit_ic_cost
	repair_speed_factor = SOV_red_fleet_repair_speed_factor
	custom_modifier_tooltip = SOV_the_red_fleet_surface_2_tt
	naval_coordination = SOV_red_fleet_naval_coordination
	navy_visibility = SOV_red_fleet_navy_visibility
	positioning = SOV_red_fleet_positioning
	screening_efficiency = SOV_red_fleet_screening_efficiency
	naval_invasion_capacity = SOV_red_fleet_naval_invasion_capacity
	invasion_preparation = SOV_red_fleet_invasion_preparation
	special_forces_cap = SOV_red_fleet_special_forces_cap
}
### Entity: Event
Component: sfl.18
Constructs: ai_chance, fire_only_once, has_global_flag, has_civil_war, is_in_faction_with
Source: game
File: events/r56_japan.txt

Code:
country_event = {
	id = sfl.18
	title = sfl.18.t
	desc = sfl.18.d
	picture = GFX_report_event_dead_soldiers
	trigger = {
		tag = JAP
		has_global_flag = jap_civil_war_sf kor_liberated
		has_civil_war = yes
		NOT = {
			is_in_faction_with = CHI
		}
	}
	mean_time_to_happen = {
		days = 10
	}
	fire_only_once = yes
	option = {
		name = sfl.18.a
		ai_chance = {
			base = 100
		}
		CHI = {
			country_event = {
				id = sfl.19
			}
		}
	} {
		name = sfl.18.b
		ai_chance = {
			base = 0
		}
	}
}
### Entity: Character
Component: BAN_aa2
Source: game
File: common/characters/BAN.txt

Code:
BAN_aa2 = {
	advisor = {
		slot = high_command
		idea_token = BAN_aa2
		ledger = army
		allowed = {
			original_tag = BAN
		}
		traits = {
			army_armored_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_2
		}
	}
}
### Entity: Idea
Component: POL_push_home_idea
Constructs: removal_cost
Source: game
File: common/ideas/poland.txt

Code:
POL_push_home_idea = {
	allowed = {
		original_tag = POL
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = chi_army_corruption3
	modifier = {
		army_core_attack_factor = 0.2
		army_core_defence_factor = 0.2
	}
}
### Entity: Event
Component: kmt.268
Constructs: is_triggered_only
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.268
	title = kmt.268.t
	desc = kmt.268.d
	picture = GFX_report_event_japanese_officers
	is_triggered_only = yes
	option = {
		name = kmt.268.a
	}
}
### Entity: Name List
Component: TUR
Source: game
File: common/names/00_names.txt

Code:
TUR = {
	male = {
		names = {
			Abdullah Abdulhamid Abdulkerim Abdulrahim Ahmet Akif Ali Arif Bahaeddin Bekir Cemal Cevad Celaleddin Cevdet Daud Edhem Emin Enver Fahri Fevzi Ferid Fuat Hafiz Hamza Halil Halim Hasan Hayrullah Husrev Ibrahim Iskender Ismet Izzet Kamil Kazim Kemal Lutfi Mahmut Mehmet Mithat Muhtar Murat Musa Mustafa Namik Nazim Nurettin Nuri Numan Omar Osman Pertev Rauf Receb Reshad Refet Rifat Riza Sabaheddin Said Selim Shevket Shukru Suleyman Talat Tevfik Vefik Yusuf Yunus Ziya Ziyauddin
		}
	}
	female = {
		names = {
			Bozçin Canan Ceylan Dunya Dilber Dilek Emine Esin Fatma Firuze Fatima Gulay Gulbahar Gulfem Leyla Mala Mansure Merve Mutlu Nagihan Nergis Neslihan Nilufer Nur Peksen Terkhen Samur Sarica Umay
		}
	}
	surnames = {
		Altay Karabekir Cakmak Gürman Orbay Subasi Erkilet Koval Omurtak Özsü Atli Gökberk
	}
	callsigns = {

	}
}
### Entity: Idea
Component: GER_enigma_machine0_no_lar
Constructs: removal_cost, research_bonus
Source: game
File: common/ideas/r56_germany.txt

Code:
GER_enigma_machine0_no_lar = {
	name = GER_enigma_machine0
	allowed = {
		original_tag = GER
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = GER_Enigma_Machine0
	modifier = {
		foreign_subversive_activites = -0.05
		navy_intel_to_others = -0.5
	}
	research_bonus = {
		encryption_tech = 0.05
	}
}
### Entity: Event
Component: pavel_events.2
Constructs: is_triggered_only, ai_chance, limit, has_war_with, fire_only_once, add_core_of, load_oob, set_politics
Source: game
File: events/NSB_Poland.txt

Code:
country_event = {
	id = pavel_events.2
	title = pavel_events.2.t
	desc = pavel_events.2.desc
	picture = GFX_report_event_generic_military_parade
	fire_only_once = yes
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			234 = {
				add_core_of = KUB
			}
			235 = {
				add_core_of = KUB
			}
			233 = {
				add_core_of = KUB
			}
			232 = {
				add_core_of = KUB
			}
			137 = {
				add_core_of = KUB
			}
			827 = {
				add_core_of = KUB
			}
			828 = {
				add_core_of = KUB
			}
			821 = {
				add_core_of = KUB
			}
		}
	}
	option = {
		name = pavel_events.2.a
		ai_chance = {
			base = 10
		}
		KUB = {
			transfer_state = 234 235 233 232
			if = {
				limit = {
					PREV = {
						controls_state = 137
					}
				}
				transfer_state = 137
			} {
				limit = {
					PREV = {
						controls_state = 827
					}
				}
				transfer_state = 827
			} {
				limit = {
					PREV = {
						controls_state = 828
					}
				}
				transfer_state = 828
			} {
				limit = {
					PREV = {
						controls_state = 821
					}
				}
				transfer_state = 821
			}
			custom_effect_tooltip = spawn_cossacks_tt
			hidden_effect = {
				load_oob = KUB_cossack_host
				set_politics = {
					ruling_party = fascism
				}
				add_popularity = {
					ideology = fascism
					popularity = 0.5
				}
			}
		}
		add_to_faction = KUB
		if = {
			limit = {
				has_war_with = SOV
			}
			KUB = {
				add_to_war = {
					targeted_alliance = PREV
					enemy = SOV
					hostility_reason = asked_to_join
				}
			}
		}
	} {
		name = pavel_events.2.b
		ai_chance = {
			base = 10
		}
		KUB = {
			transfer_state = 234 235 233 232
			if = {
				limit = {
					PREV = {
						controls_state = 137
					}
				}
				transfer_state = 137
			}
			custom_effect_tooltip = spawn_cossacks_tt
			hidden_effect = {
				load_oob = KUB_cossack_host
			}
		}
		add_to_faction = KUB
		puppet = KUB
		if = {
			limit = {
				has_war_with = SOV
			}
			KUB = {
				add_to_war = {
					targeted_alliance = PREV
					enemy = SOV
					hostility_reason = asked_to_join
				}
			}
		}
	}
}
### Entity: Idea
Component: DEN_fascist_propaganda_ns
Constructs: removal_cost, has_elections, fascism_drift, communism_drift
Source: game
File: common/ideas/denmark.txt

Code:
DEN_fascist_propaganda_ns = {
	name = DEN_fascist_propaganda_ns
	removal_cost = -1
	picture = generic_fascism_drift_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	available = {
		has_elections = yes
	}
	modifier = {
		fascism_drift = 0.01
		communism_drift = -0.01
	}
}
### Entity: Scripted Trigger
Component: NOR_is_fascist_ai
Constructs: has_country_flag, is_ai, has_game_rule
Source: game
File: common/scripted_triggers/NOR_scripted_triggers.txt

Code:
NOR_is_fascist_ai = {
	is_ai = yes
	OR = {
		has_game_rule = {
			rule = NOR_AI_BEHAVIOR
			option = NOR_FASCIST
		}
		has_country_flag = NOR_AI_RANDOM_FASCIST
	}
}
### Entity: Wiki Documentation
Construct: Diplomacy
Source: wiki
File: wiki/Finland.html

Doc:
Diplomacy[edit]
In 1936 Finland was a divided nation. Finnish Civil War in the early 1918 right after gaining independence from the Russian Empire at December 1917 tore the nation apart and left the newly formed Soviet Union hoping to absorb weak Finland back to its empire. Finland as mostly rural nation is seeking to industrialize and create welfare for its divided citizens while drifting towards the Western Nations in the 1930s. Finnish leaders are facing difficult choices and hard times as the Soviet threat increases when the tension in Europe rises.

Alliances[edit]
Brief overview of nation's alliances.

Decisions[edit]
Brief overview of nation's decisions.

Events[edit]
Brief overview of nation's events.
### Entity: Unit Template
Component: GUA_CA_HISTORICAL
Source: game
File: common/units/names_ships/GUA_ship_names.txt

Code:
GUA_CA_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CA
	for_countries = {
		GUA
	}
	type = ship
	ship_types = {
		ship_hull_cruiser heavy_cruiser
	}
	prefix = ARG 
	fallback_name = Crucero Pesado %d
	unique = {
		Tapachula Puerto Barrios Jacaltenango El Estor El Progreso
	}
}
### Entity: Idea
Component: GER_nordische_legion_ns
Constructs: has_war_with, removal_cost, has_civil_war, send_volunteer_size
Source: game
File: common/ideas/GER.txt

Code:
GER_nordische_legion_ns = {
	removal_cost = -1
	picture = ETH_conservative_high_command
	allowed = {
		original_tag = GER
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		FIN = {
			has_civil_war = no
			NOT = {
				has_war_with = SOV
			}
		}
	}
	modifier = {
		experience_gain_army_factor = 0.15
		experience_gain_air_factor = 0.15
		send_volunteer_size = 2
		air_volunteer_cap = 2
	}
}
### Entity: Event
Component: prc.43
Constructs: is_triggered_only, add_equipment_to_stockpile, load_oob
Source: game
File: events/r56_prc.txt

Code:
country_event = {
	id = prc.43
	title = prc.43.t
	desc = prc.43.d
	picture = GFX_report_event_chinese_soldiers_fighting
	is_triggered_only = yes
	option = {
		name = prc.43.a
		custom_effect_tooltip = prc_sov_reinforcements
		hidden_effect = {
			load_oob = PRC_sov_antisik_reinforcement
		}
		add_equipment_to_stockpile = {
			type = infantry_equipment_1
			amount = 8000
			producer = SOV
		}
	}
}
### Entity: Misc Config
Component: military_governor_occupation
Constructs: limit, compliance_gain, check_variable, set_temp_variable
Source: game
File: common/occupation_laws/occupation_laws.txt

Code:
military_governor_occupation = {
	icon = 6
	sound_effect = Martial_Law_Interface_Military_Governor_Occupation
	default_law = yes
	starting_law = yes
	state_modifier = {
		resistance_target = -0.35
		compliance_gain = -0.045
		required_garrison_factor = 0.0
		local_resources = 0.1
		local_manpower = 0.08
	}
	ai_will_do = {
		base = 0
		modifier = {
			check_variable = {
				resistance_target_without_law = > 0.24
			}
			add = 400
		} {
			check_variable = {
				resistance_target_without_law = > 0.34
			} {
				garrison_min_support_ratio = < requirement_limit
			}
			set_temp_variable = {
				requirement_limit = 0.25
			}
			if = {
				limit = {
					occupation_law = military_governor_occupation
				}
				set_temp_variable = {
					requirement_limit = 0.45
				}
			}
			add = 400
		}
	}
}
### Entity: Idea
Component: PRC_dbj_army_focus
Constructs: army_defence_factor, army_attack_factor, removal_cost
Source: game
File: common/ideas/prc.txt

Code:
PRC_dbj_army_focus = {
	removal_cost = -1
	picture = generic_infantry_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		army_org_factor = 0.1
		army_attack_factor = 0.05
		army_defence_factor = 0.05
		army_morale_factor = 0.1
		land_reinforce_rate = 0.01
	}
}
### Entity: Idea
Component: CHI_fortification_effort
Constructs: removal_cost
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_fortification_effort = {
	picture = SPR_relocate_the_gold_reserves
	removal_cost = -1
	modifier = {
		production_speed_bunker_factor = 0.15
		consumer_goods_factor = 0.15
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
}
### Entity: Character
Component: FRA_leon_blum
Constructs: limit, has_government, has_country_leader, has_dlc, has_autonomy_state
Source: game
File: common/characters/FRA.txt

Code:
FRA_leon_blum = {
	name = FRA_leon_blum
	portraits = {
		army = {
			small = GFX_idea_leon_blum
		}
		civilian = {
			large = GFX_portrait_fra_leon_blum
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = leon_blum
		allowed = {
			original_tag = FRA
		}
		available = {
			NOT = {
				has_country_leader = {
					character = FRA_philippe_petain
					ruling_only = yes
				}
			}
			if = {
				limit = {
					has_dlc = Man the Guns
				}
				NOT = {
					has_autonomy_state = autonomy_supervised_state
				}
			}
		}
		traits = {
			democratic_reformer
		}
		do_effect = {
			NOT = {
				has_government = democratic
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
}
### Entity: Event
Component: rt56.rom_ger_divide_czech.2
Constructs: is_triggered_only, set_country_flag
Source: game
File: events/r56_romania.txt

Code:
country_event = {
	id = rt56.rom_ger_divide_czech.2
	title = rt56.rom_ger_divide_czech.2.t
	desc = rt56.rom_ger_divide_czech.2.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = rt56.rom_ger_divide_czech.2.a
		CZE = {
			country_event = {
				id = rt56.rom_ger_divide_czech.4
				days = 3
			}
		}
		GER = {
			set_country_flag = ROM_divide_czechs
		}
	}
}
### Entity: Character
Component: EGY_pharaonist
Constructs: stability_factor, mobilization_speed
Source: game
File: common/country_leader/r56_traits.txt

Code:
EGY_pharaonist = {
	random = no
	sprite = 13
	mobilization_speed = 0.15
	political_power_factor = 0.1
	stability_factor = -0.08
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_deus_vult
Constructs: prerequisite, limit, completion_reward, has_dlc, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_deus_vult
	icon = GFX_focus_spr_torchbearers_of_tomorrow
	prerequisite = {
		focus = ITA_the_papacy_reborn
	}
	x = 0
	y = 1
	relative_position_id = ITA_the_papacy_reborn
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = La Resistance
			}
			swap_ideas = {
				remove_idea = ITA_papal_state
				add_idea = ITA_papal_state_deus_vult
			}
		}
		else = {
			swap_ideas = {
				remove_idea = ITA_papal_state_no_lar
				add_idea = ITA_papal_state_deus_vult_no_lar
			}
		}
	}
}
### Entity: Character
Component: BAD_robert_wagner
Source: game
File: common/characters/BAD.txt

Code:
BAD_robert_wagner = {
	name = BAD_robert_wagner
	portraits = {
		civilian = {
			large = gfx/leaders/r56_generic/r56_portrait_Sweden_Generic_land_3.dds
		}
	}
	country_leader = {
		ideology = nazism
		expire = 1965.1.1
		id = -1
	}
}