Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: pru_focus
Component: PRU_unite_the_ecuadorian_proletariat
Constructs: prerequisite, limit, completion_reward, is_subject, has_army_manpower, is_core_of, every_state, is_claimed_by
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_unite_the_ecuadorian_proletariat
	prerequisite = {
		focus = PRU_revive_the_bolivarian_dream
	}
	icon = GFX_goal_generic_dictatorship_of_proletariat
	x = -1
	y = 1
	relative_position_id = PRU_revive_the_bolivarian_dream
	cost = 10
	available = {
		is_subject = no
		has_army_manpower = {
			size = > 60000
		}
		491 = {
			is_controlled_by_ROOT_or_ally = yes
		}
		any_state = {
			is_core_of = ECU
			custom_trigger_tooltip = {
				tooltip = ROOT_is_not_controlled_by_root_or_ally_tt
				NOT = {
					is_controlled_by_ROOT_or_ally = yes
				}
			}
		}
		ECU = {
			communism = > 0.3
		}
	}
	ai_will_do = {
		factor = 10
	}
	will_lead_to_war_with = ECU
	bypass = {
		all_state = {
			OR = {
				NOT = {
					is_core_of = ECU
				}
				is_controlled_by_ROOT_or_ally = yes
			}
		}
	}
	completion_reward = {
		every_state = {
			limit = {
				is_core_of = ECU
				NOT = {
					is_claimed_by = ROOT
					is_core_of = ROOT
				}
			}
			add_claim_by = ROOT
		}
		every_other_country = {
			limit = {
				NOT = {
					is_ally_with = ROOT
				}
				any_controlled_state = {
					is_core_of = ECU
				}
			}
			ROOT = {
				create_wargoal = {
					target = PREV
					type = puppet_wargoal_focus
					expire = 0
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Character
Component: BEL_joseph_jacquemotte
Constructs: has_dlc
Source: game
File: common/characters/BEL.txt

Code:
BEL_joseph_jacquemotte = {
	instance = {
		allowed = {
			NOT = {
				has_dlc = Gotterdammerung
			}
		}
		name = BEL_joseph_jacquemotte
		portraits = {
			civilian = {
				large = GFX_portrait_BEL_joseph_jacquemotte
			}
		}
		country_leader = {
			ideology = anarchist_communism
			expire = 1965.1.1
			 = .1
			id = -1
		}
	}
}
### Entity: Modifier Reference
Component: INS_industrialized_colony
Constructs: research_speed_factor, production_speed_buildings_factor, has_dlc, remove_trigger
Source: game
File: common/dynamic_modifiers/TAOG_dynamic_modifiers.txt

Code:
INS_industrialized_colony = {
	icon = GFX_idea_HABSBURG_economy
	enable = {
		has_dlc = Thunder at Our Gates
		original_tag = INS
	}
	remove_trigger = {

	}
	production_speed_buildings_factor = INS_industrialized_colony_production_speed_buildings_factor
	cic_to_overlord_factor = INS_industrialized_colony_cic_to_overlord_factor
	mic_to_overlord_factor = INS_industrialized_colony_mic_to_overlord_factor
	overlord_trade_cost_factor = INS_industrialized_colony_overlord_trade_cost_factor
	extra_trade_to_overlord_factor = INS_industrialized_colony_extra_trade_to_overlord_factor
	research_speed_factor = INS_industrialized_colony_research_speed_factor
}
### Entity: Idea
Component: AST_r56_indonesian_nationalists_c
Constructs: removal_cost, autonomy_gain, democratic_drift, communism_drift
Source: game
File: common/ideas/r56_australia.txt

Code:
AST_r56_indonesian_nationalists_c = {
	name = AST_indonesian_nationalists
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_communism_drift_bonus
	modifier = {
		autonomy_gain = 1
		democratic_drift = -0.1
		communism_drift = 0.2
	}
}
### Entity: Country History
Country: TTS
Component: TTS_technology
Constructs: set_technology
Source: game
File: history/countries/TTS - The Two Sicilies.txt

Code:
# Starting Technologies for TTS
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_support = 1
	tech_engineers = 1
	tech_mountaineers = 1
	tech_trucks = 1
	motorised_infantry = 1
	gw_artillery = 1
	interwar_antiair = 1
	fuel_silos = 1
	fuel_refining = 1
	basic_train = 1
	armored_car1 = 1
}
### Entity: Character
Component: DEN_peter_rochegune_munch
Constructs: has_completed_focus, has_country_flag, has_dlc, is_subject, is_hired_as_advisor
Source: game
File: common/characters/DEN.txt

Code:
DEN_peter_rochegune_munch = {
	name = DEN_peter_rochegune_munch
	portraits = {
		army = {
			small = GFX_portrait_DEN_peter_rochegune_munch_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = DEN_peter_rochegune_munch
		allowed = {
			original_tag = DEN
			has_dlc = Arms Against Tyranny
		}
		available = {
			is_subject = no
			NOT = {
				has_completed_focus = DEN_start_the_rearmament
			} {
				DEN_christmas_moller = {
					is_hired_as_advisor = yes
				}
			}
		}
		traits = {
			disarmament_proponent
		}
		ai_will_do = {
			base = 5
			modifier = {
				factor = 10
				DEN_historical_ai = yes
			} {
				factor = 0
				OR = {
					is_subject = yes
					has_country_flag = DEN_has_occupation_flag
					DEN_rearming_ai = yes
					DEN_royal_ai = yes
					DEN_fascist_ai = yes
				}
			}
		}
		on_add = {
			owner = {
				DEN_advisor_medium_BOP_decrease_effect = yes
			}
		}
		on_remove = {
			owner = {
				DEN_advisor_medium_BOP_increase_effect = yes
			}
		}
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_weaken_histadrut
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_weaken_histadrut
	icon = GFX_goal_generic_banking_legislation
	relative_position_id = ISR_cement_jewish_identity
	x = 1
	y = 1
	prerequisite = {
		focus = ISR_push_military_industries
	}
	cost = 10
	completion_reward = {
		swap_ideas = {
			remove_idea = ISR_histadrut_start
			add_idea = ISR_histadrut_weak
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: ETH_mas
Constructs: has_completed_focus, limit, has_war_with, has_dlc, has_idea, has_opinion, research_bonus
Source: game
File: common/ideas/ethiopia.txt

Code:
ETH_mas = {
	picture = mas
	allowed = {
		original_tag = ETH
		has_dlc = By Blood Alone
	}
	visible = {
		has_completed_focus = ETH_invite_foreign_industrialists
		IF = {
			limit = {
				NOT = {
					has_idea = ETH_mas
				}
			}
			FRA = {
				has_opinion = {
					target = ETH
					value = > 75
				}
			}
		}
		ELSE = {
			NOT = {
				has_war_with = FRA
			}
		}
	}
	research_bonus = {
		infantry_weapons = 0.15
	}
	traits = {
		infantry_equipment_manufacturer
	}
}
### Entity: Name List
Component: GDL
Source: game
File: common/names/00_names.txt

Code:
GDL = {
	male = {
		names = {
			Achille Adolphe Adrien Aimable Alphonse Amédée Antoine Armand August Augustin Charles Daniel Denis Édouard Elie Éttiene Eugène Félicien Félix Fernand François Frédéric Georges Guillaume Gustave Henri Hubert Hugo Jacques Jean Joseph Jules Julien Lazare Léopold Leroy Louis Lucien Matthieu Michel Napoléon Nicolas Patrice Paul Philippe Pierre Robert Thibaut Thierry Thomas
		}
	}
	female = {
		names = {
			Anne Marie
		}
	}
	surnames = {
		Anthoine Baraguey d'Hilliers Bazaine Billot Bosquet Boué de Lapeyrère Bouët-Willaumez Boulanger Bourbaki Bugeaud Caillard Canrobert Courbet Cousin-Mountauban Davout de Castellane de Castelnau de Langle de Cary de MacMahon de Montaignac de Saint Arnaud d'Orleans Dubail Dubois Duchêne Dupetit-Thouars Exelmans Foch Forey Franchet d'Espèrey Gallieni Gouraud Guillaumat Hamelin Harispe Hoche Humbert Jaurès Joffre Lebouef Lyautey Murat Ney d'Elchingen Nivelle Péllissier Petain Vaillant
	}
	callsigns = {
		Draco Fast Tiger Sparrow Ripper Sundance Toad Twitch Farmer Weasel Target Practice Invisible Beach Boy Princess The Mute Carpenter
	}
}
### Entity: Event
Component: WW_hungary.43
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, fire_only_once, add_political_power, set_global_flag
Source: game
File: events/WUW_Hungary.txt

Code:
country_event = {
	id = WW_hungary.43
	title = WW_hungary.43.t
	desc = WW_hungary.43.desc
	picture = GFX_report_event_hungary_parliament
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = WW_hungary.43.a
		ai_chance = {
			base = 100
		}
		add_opinion_modifier = {
			target = FROM
			modifier = faction_traitor
		}
		add_political_power = 50
		ROOT = {
			uncomplete_national_focus = {
				focus = wuw_HUN_the_old_grand_alliance
				uncomplete_children = yes
				refund_political_power = no
			}
		}
		set_global_flag = ENG_Rejected_HUN_grand_alliance
	}
}
### Entity: Idea
Component: rt56_USA_watching_over_pacific_idea
Constructs: removal_cost
Source: game
File: common/ideas/r56_usa.txt

Code:
rt56_USA_watching_over_pacific_idea = {
	picture = generic_sea_focused_navy
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		amphibious_invasion = 0.1
		production_speed_naval_base_factor = 0.2
		production_speed_coastal_bunker_factor = 0.2
		production_speed_air_base_factor = 0.2
		production_speed_radar_station_factor = 0.15
		political_power_cost = 0.1
	}
}
### Entity: Character
Component: AUS_rock_and_a_hard_place
Constructs: war_support_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
AUS_rock_and_a_hard_place = {
	random = no
	sprite = 13
	war_support_factor = 0.05
	political_power_factor = 0.05
	join_faction_tension = 0.1
	enemy_declare_war_tension = 0.1
	ai_focus_defense_factor = 0.2
	ai_get_ally_desire_factor = 30
}
### Entity: Idea
Component: SWE_low_altitude_bombers_idea
Constructs: removal_cost
Source: game
File: common/ideas/r56_sweden.txt

Code:
SWE_low_altitude_bombers_idea = {
	picture = SWE_marauder_bombers
	removal_cost = -1
	allowed = {
		original_tag = SWE
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		ground_attack_factor = 0.1
		air_cas_present_factor = 0.1
	}
}
### Entity: Idea
Component: FRA_full_employment
Constructs: removal_cost, conscription_factor
Source: game
File: common/ideas/france.txt

Code:
FRA_full_employment = {
	picture = generic_production_bonus
	allowed = {
		original_tag = FRA
		always = no
	}
	allowed_civil_war = {
		tag = FRA
	}
	removal_cost = -1
	modifier = {
		conscription_factor = -0.25
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_lease_foreign_dockyards
Constructs: prerequisite, completion_reward, is_coastal, is_subject_of, has_navy_size, add_offsite_building, unlock_decision_tooltip
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_lease_foreign_dockyards
	icon = GFX_goal_generic_expand_the_naval_industry
	prerequisite = {
		focus = MON_establish_the_trade_fleet
	}
	x = -1
	y = 1
	relative_position_id = MON_establish_the_trade_fleet
	cost = 10
	mutually_exclusive = {
		focus = MON_ensure_branches_independence
	}
	available = {
		OR = {
			any_controlled_state = {
				is_coastal = yes
			}
			any_other_country = {
				is_subject_of = ROOT
				has_navy_size = {
					size = > 1
				}
			}
		}
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_offsite_building = {
			type = dockyard
			level = 3
		}
		unlock_decision_tooltip = MON_lease_foreign_dockyards_decision
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: AI Strategy
Component: BEL_build_a_nuclear_facility_anywhere
Constructs: has_tech, is_subject_of, build_building
Source: game
File: common/ai_strategy/BEL.txt

Code:
BEL_build_a_nuclear_facility_anywhere = {
	allowed = {
		has_tech = atomic_research
		original_tag = BEL
		any_country_with_original_tag = {
			original_tag_to_check = COG
			is_subject_of = BEL
		}
	}
	enable = {
		has_tech = atomic_research
		num_of_civilian_factories = > 25
		nuclear_facility = < 1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = build_building
		id = nuclear_facility
		value = 100
	}
}
### Entity: Character
Component: civilian_airway_company
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/country_leader/00_traits.txt

Code:
civilian_airway_company = {
	random = no
	supply_combat_penalties_on_core_factor = -0.15
	air_range_factor = 0.05
	supply_node_range = 0.05
	equipment_bonus = {
		transport_plane_equipment = {
			instant = yes
			build_cost_ic = -0.15
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: INS_inefficient_government
Constructs: political_power_gain, war_support_factor, democratic_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
INS_inefficient_government = {
	random = no
	sprite = 14
	political_power_gain = -0.2
	economy_cost_factor = 0.25
	mobilization_laws_cost_factor = 0.25
	democratic_drift = 0.04
	war_support_factor = 0.1
	surrender_limit = 0.75
}
### Entity: Define
Component: NDefines.NGeography
Source: game
File: common/defines/00_defines.lua

Code:
NDefines.NGeography = {
MEDITERRANEAN_SEA_REGIONS = {
	29 , 68 , 69 , 168 , 169 , 202
}
}
### Entity: Idea
Component: SIA_disciplined_separate_army_idea_r56
Constructs: removal_cost, conscription_factor, initiative_factor, breakthrough_factor
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_disciplined_separate_army_idea_r56 = {
	name = SIA_nationalist_conservative_cooperation_r56
	removal_cost = -1
	picture = generic_fascist_workers
	allowed_civil_war = {
		original_tag = SIA
	}
	modifier = {
		political_power_factor = -0.1
		conscription_factor = 0.08
		party_popularity_stability_factor = 0.05
		war_stability_factor = 0.05
		initiative_factor = 0.05
		breakthrough_factor = 0.1
		army_leader_start_level = 1
		army_leader_start_planning_level = 1
		grant_medal_cost_factor = -0.15
	}
}
### Entity: National Focus
Tree: dnz_focus
Component: DNZ_german_industrial_ties
Constructs: prerequisite, limit, has_war_with, add_opinion_modifier, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/Danzig.txt

Code:
focus = {
	id = DNZ_german_industrial_ties
	icon = GFX_focus_generic_industry_3
	prerequisite = {
		focus = DNZ_support_german_businesses
	}
	relative_position_id = DNZ_support_german_businesses
	x = 0
	y = 1
	cost = 10
	available = {
		NOT = {
			has_war_with = GER
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				85
			}
			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
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		GER = {
			add_opinion_modifier = {
				target = ROOT
				modifier = large_increase
			}
		}
		add_opinion_modifier = {
			target = GER
			modifier = large_increase
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Scripted Effect
Component: AFG_bop_medium_decrease_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/r56_AFG_scripted_effects.txt

Code:
AFG_bop_medium_decrease_effect = {
	add_power_balance_value = {
		id = AFG_power_balance
		value = -0.15
	}
}
### Entity: Modifier Reference
Construct: total_constructed_civilian_factory
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### total_constructed_civilian_factory
* description: Total constructions of civilian_factory
### Entity: National Focus
Tree: swe_focus
Component: SWE_scandinavian_volunteers
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_scandinavian_volunteers
	icon = GFX_focus_generic_manpower
	prerequisite = {
		focus = SWE_regional_capital_development
	}
	relative_position_id = SWE_regional_capital_development
	x = 0
	y = 1
	cost = 5
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = SWE_scandinavian_volunteers_idea
	}
}
### Entity: National Focus
Component: wuw_HUN_parade_istvan_bethlens_platform
Constructs: prerequisite, has_government, completion_reward, add_political_power, cancel_if_invalid, add_popularity
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_parade_istvan_bethlens_platform
	icon = GFX_focus_generic_workers
	prerequisite = {
		focus = wuw_HUN_end_the_white_terror
	}
	x = 0
	y = 1
	relative_position_id = wuw_HUN_end_the_white_terror
	cost = 5
	ai_will_do = {
		factor = 15
	}
	available = {

	}
	bypass = {
		OR = {
			has_government = democratic communism
		}
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 50
		add_popularity = {
			ideology = fascism
			popularity = -0.1
		} {
			ideology = neutrality
			popularity = -0.15
		}
	}
}
### Entity: Modifier Reference
Construct: naval_commando_raid_distance
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## naval_commando_raid_distance

* Number with 0 decimal places
* **Categories**: naval
### Entity: National Focus
Tree: aus_focus
Component: AUS_monarchic_enabling_acts
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_monarchic_enabling_acts
	icon = GFX_focus_rom_royal_dictatorship
	relative_position_id = AUS_cement_kaiser_power
	x = 1
	y = 1
	prerequisite = {
		focus = AUS_cement_kaiser_power
	}
	cost = 10
	completion_reward = {
		add_ideas = AUS_monarchic_enabling_acts
	}
}
### Entity: AI Strategy
Component: ai_focus_defense_USA
Source: game
File: common/ai_focuses/USA.txt

Code:
ai_focus_defense_USA = {
	research = {
		defensive = 5.0
		radar_tech = 1.0
		construction_tech = 2.0
		artillery = 2.0
	}
}
### Entity: Event
Component: mtg_usa_foreign_support.2
Constructs: is_triggered_only, ai_chance, add_offsite_building
Source: game
File: events/MTG_USA.txt

Code:
country_event = {
	id = mtg_usa_foreign_support.2
	title = mtg_usa_foreign_support.2.t
	desc = mtg_usa_foreign_support.2.desc
	picture = GFX_report_event_generic_handshake
	is_triggered_only = yes
	option = {
		name = mtg_usa_foreign_support.2.a
		ai_chance = {
			factor = 70
		}
		add_offsite_building = {
			type = industrial_complex
			level = 1
		}
	}
}
### Entity: Idea
Component: MEX_international_struggle
Constructs: removal_cost, send_volunteers_tension, send_volunteer_divisions_required
Source: game
File: common/ideas/mexico_mtg_placeholder.txt

Code:
MEX_international_struggle = {
	name = MEX_international_struggle
	picture = generic_morale_bonus
	allowed = {
		always = no
	}
	removal_cost = -1
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		lend_lease_tension = -1
		send_volunteers_tension = -1
		send_volunteer_divisions_required = -0.6
	}
}
### Entity: AI Strategy
Component: CHI_highered_armored_production
Source: game
File: common/ai_strategy/CHI.txt

Code:
CHI_highered_armored_production = {
	allowed = {
		original_tag = CHI
	}
	enable = {
		num_of_military_factories = > 109
	}
	abort = {
		num_of_military_factories = < 110
	}
	ai_strategy = {
		type = role_ratio
		id = armor
		value = 0
	}
}
### Entity: Character
Component: KHM_ma_shaowu
Constructs: has_government, is_literally_china
Source: game
File: common/characters/KHM.txt

Code:
KHM_ma_shaowu = {
	name = KHM_ma_shaowu
	portraits = {
		civilian = {
			small = GFX_portrait_KHM_ma_shaowu_small
		}
	}
	advisor = {
		cost = 150
		slot = political_advisor
		idea_token = KHM_ma_shaowu
		allowed = {
			is_literally_china = yes
		}
		available = {
			NOT = {
				has_government = communism
			}
		}
		traits = {
			KHM_daoyin_of_kashgar
		}
	}
}
### Entity: Character
Component: king_of_kings_2
Constructs: stability_factor, mobilization_speed
Source: game
File: common/country_leader/00_traits.txt

Code:
king_of_kings_2 = {
	random = no
	drift_defence_factor = 0.1
	political_power_factor = 0.1
	mobilization_speed = 0.05
	stability_factor = 0.05
}
### Entity: Unit Template
Component: LAT_PAR_01
Source: game
File: common/units/names_divisions/LAT_names_divisions.txt

Code:
LAT_PAR_01 = {
	name = Airborne Division
	for_countries = {
		LAT
	}
	can_use = {
		always = yes
	}
	division_types = {
		paratrooper
	}
	fallback_name = %d. Aviodesanta divizija
	ordered = {
		1 = {
			%d. Gaisa Desanta Divīzija
		}
		2 = {
			%d. Gaisa Desanta Divīzija
		}
		3 = {
			%d. Gaisa Desanta Divīzija
		}
		4 = {
			%d. Gaisa Desanta Divīzija
		}
		5 = {
			%d. Gaisa Desanta Divīzija
		}
		6 = {
			%d. Gaisa Desanta Divīzija
		}
		7 = {
			%d. Gaisa Desanta Divīzija
		}
		8 = {
			%d. Gaisa Desanta Divīzija
		}
		9 = {
			%d. Gaisa Desanta Divīzija
		}
		10 = {
			%d. Gaisa Desanta Divīzija
		}
	}
}
### Entity: Idea
Component: r56_LUX_collectivized_economy_2
Constructs: industrial_capacity_factory, production_speed_buildings_factor
Source: game
File: common/ideas/r56_luxembourg.txt

Code:
r56_LUX_collectivized_economy_2 = {
	name = r56_LUX_collectivized_economy
	picture = generic_production_bonus
	modifier = {
		consumer_goods_factor = -0.25
		industrial_capacity_factory = 0.1
		production_speed_buildings_factor = 0.05
	}
}
### Entity: Character
Component: UGA_stc
Source: game
File: common/characters/UGA.txt

Code:
UGA_stc = {
	advisor = {
		slot = political_advisor
		idea_token = UGA_stc
		allowed = {
			original_tag = UGA
		}
		traits = {
			smooth_talking_charmer
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_3
		}
	}
}
### Entity: Trigger Reference
Construct: min_planning
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## min_planning

* Supported Scopes: COMBATANT
* Supported Targets: none

```
check if side has maximal planning bonus
```
### Entity: National Focus
Tree: cog_focus
Component: COG_the_pro_german_mwami_focus
Constructs: prerequisite, has_government, has_country_flag, completion_reward, add_political_power, allow_branch, has_dlc, is_subject
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_the_pro_german_mwami_focus
	icon = GFX_focus_ger_oppose_hitler
	prerequisite = {
		focus = COG_assemble_a_regency_council
	}
	x = 0
	y = 2
	relative_position_id = COG_assemble_a_regency_council
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	cost = 10
	ai_will_do = {
		factor = 25
	}
	allow_branch = {
		has_dlc = Gotterdammerung
		has_country_flag = COG_kingdom_of_mittelafrika_flag
	}
	available = {
		has_government = neutrality
		is_subject = no
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		add_political_power = 75
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt
		768 = {
			add_core_of = ROOT
			remove_dynamic_modifier = {
				modifier = COG_rwandan_separatism_modifier
			}
		}
		769 = {
			add_core_of = ROOT
		}
		drop_cosmetic_tag = yes
		set_cosmetic_tag = COG_mittelafrikan_kingdom
		COG_vast_uncentralized_nation_modifier_level_down = yes
	}
}
### Entity: National Focus
Tree: lie_focus
Component: LIE_eliminate_the_vestiges
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, add_popularity, has_idea, has_dlc
Source: game
File: common/national_focus/liechtenstein.txt

Code:
focus = {
	id = LIE_eliminate_the_vestiges
	icon = GFX_goal_crush_resistance
	prerequisite = {
		focus = LIE_coup_the_government
	}
	x = 2
	y = 1
	relative_position_id = LIE_coup_the_government
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		has_government = fascism
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_ESPIONAGE
	}
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = 0.1
		}
		if = {
			limit = {
				NOT = {
					has_idea = r56i_laws_security_balanced r56i_laws_security_rights r56i_laws_security_order
				}
			}
			custom_effect_tooltip = EFFECT_CHANGE_LAW_r56i_laws_social
			show_ideas_tooltip = r56i_laws_security_order
			hidden_effect = {
				add_ideas = r56i_laws_security_order
			}
		} {
			limit = {
				has_dlc = La Resistance
				NOT = {
					has_intelligence_agency = yes
				}
			}
			create_intelligence_agency = yes
		}
		custom_effect_tooltip = generic_skip_one_line_tt available_political_advisor generic_skip_one_line_tt
		show_ideas_tooltip = LIE_peter_rheinberger
		else = {
			add_tech_bonus = {
				name = LIE_eliminate_the_vestiges
				bonus = 1
				uses = 1
				category = military_police_tech
			}
		}
	}
}