Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Name List
Component: MLT
Source: game
File: common/names/00_names.txt

Code:
MLT = {
	male = {
		names = {
			Benedettu Censu Cesari Duminku Gesu Girgor Glormu Gorg Guzeppi Gwann Gwanni Kalcidon Karmenu Kristofru Lawrenz Massimiljanu Nazzarenu Patrizju Pawlu Pietru Saver Saverju Virgilju Xandru Yandrick
		}
	}
	female = {
		names = {
			Atanasia Demaris Duminka Edera Edmea Elizabetta Grazzja Guljetta Guza Guzeppa Josienne Karmni Marthese Mikela Nataline Sefora Sunta Tereza Trezza Vittorja Yanica Ylenia
		}
	}
	surnames = {
		Abos Adami Aciak Attard Azzopardi Baldacchino Barbara Boffa Bomba Borg Briffa Bugeja Bittugieg Cali Calleia Calleja Camilleri Cassar Cassola Cauchi Cefai Chircop Clews De Battista De Bono De Marco De Piro England Faniello Flores Gafa Gauci Gonzi Grech Isouard Kirkop Losco Lowell Mallia Masini Micallef Mifsud Miggiani Millar Mintoff Mizzi Muscat Olivier Pace Preca Psaila Sacco Sant Schembri Sciortino Siracusa Spiteri Storace Strickland Tabone Vassalli Vassallo Xerri Xuereb
	}
	callsigns = {

	}
}
### Entity: Idea
Component: EAI_DD_15/cv_small_plane_cas_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_15/cv_small_plane_cas_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		cv_small_plane_cas_airframe = {
			build_cost_ic = -0.15
			instant = yes
		}
	}
}
### Entity: Event
Component: mtg_britain.54
Constructs: is_triggered_only
Source: game
File: events/MTG_Britain.txt

Code:
country_event = {
	id = mtg_britain.54
	title = mtg_britain.54.t
	desc = mtg_britain.54.d
	picture = GFX_report_event_generic_sign_treaty3
	is_triggered_only = yes
	option = {
		name = unfortunate
	}
}
### Entity: Character
Component: hardened_officer
Constructs: conscription_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
hardened_officer = {
	random = no
	conscription_factor = 0.05
	army_core_defence_factor = 0.05
	dig_in_speed_factor = 0.05
	max_dig_in = 5
}
### Entity: State History
Component: 563
Constructs: add_core_of
Source: game
File: history/states/563-TS 5.txt

Code:
state = {
	id = 563
	name = STATE_563
	manpower = 1044310
	state_category = rural
	resources = {
		steel = 9
		chromium = 8
	}
	history = {
		owner = SOV
		victory_points = {
			4705 1
		}
		buildings = {
			infrastructure = 2
			air_base = 2
		}
		add_core_of = SOV FER
	}
	provinces = {
		1672 1826 4675 4677 4705 4719 4832 7725 7751 7786 7860 10559 10565 10574 10643 10681 10683 12507 12556 12622 12641
	}
	local_supplies = 0.0
}
### Entity: Scripted Effect
Component: SOV_upgrade_appropriate_tank_designer_2_effect
Constructs: limit, has_idea, set_country_flag, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_upgrade_appropriate_tank_designer_2_effect = {
	if = {
		limit = {
			has_idea = SOV_morozov_design_bureau
		}
		set_country_flag = SOV_merge_tank_morozov_2_flag
		swap_ideas = {
			remove_idea = SOV_morozov_design_bureau
			add_idea = SOV_morozov_design_bureau_2
		}
	}
	else_if = {
		limit = {
			has_idea = SOV_morozov_design_bureau_1
		}
		set_country_flag = SOV_merge_tank_morozov_2_flag
		swap_ideas = {
			remove_idea = SOV_morozov_design_bureau_1
			add_idea = SOV_morozov_design_bureau_1_2
		}
	} {
		limit = {
			has_idea = SOV_morozov_design_bureau_3
		}
		set_country_flag = SOV_merge_tank_morozov_2_flag
		swap_ideas = {
			remove_idea = SOV_morozov_design_bureau_3
			add_idea = SOV_morozov_design_bureau_2_3
		}
	} {
		limit = {
			has_idea = SOV_morozov_design_bureau_1_3
		}
		set_country_flag = SOV_merge_tank_morozov_2_flag
		swap_ideas = {
			remove_idea = SOV_morozov_design_bureau_1_3
			add_idea = SOV_morozov_design_bureau_final
		}
	} {
		limit = {
			has_idea = SOV_astrov_design_bureau
		}
		set_country_flag = SOV_merge_tank_astrov_2_flag
		swap_ideas = {
			remove_idea = SOV_astrov_design_bureau
			add_idea = SOV_astrov_design_bureau_2
		}
	} {
		limit = {
			has_idea = SOV_astrov_design_bureau_1
		}
		set_country_flag = SOV_merge_tank_astrov_2_flag
		swap_ideas = {
			remove_idea = SOV_astrov_design_bureau_1
			add_idea = SOV_astrov_design_bureau_1_2
		}
	} {
		limit = {
			has_idea = SOV_astrov_design_bureau_3
		}
		set_country_flag = SOV_merge_tank_astrov_2_flag
		swap_ideas = {
			remove_idea = SOV_astrov_design_bureau_3
			add_idea = SOV_astrov_design_bureau_2_3
		}
	} {
		limit = {
			has_idea = SOV_astrov_design_bureau_1_3
		}
		set_country_flag = SOV_merge_tank_astrov_2_flag
		swap_ideas = {
			remove_idea = SOV_astrov_design_bureau_1_3
			add_idea = SOV_astrov_design_bureau_final
		}
	} {
		limit = {
			has_idea = SOV_okmo
		}
		set_country_flag = SOV_merge_tank_okmo_2_flag
		swap_ideas = {
			remove_idea = SOV_okmo
			add_idea = SOV_okmo_2
		}
	} {
		limit = {
			has_idea = SOV_okmo_1
		}
		set_country_flag = SOV_merge_tank_okmo_2_flag
		swap_ideas = {
			remove_idea = SOV_okmo_1
			add_idea = SOV_okmo_1_2
		}
	} {
		limit = {
			has_idea = SOV_okmo_3
		}
		set_country_flag = SOV_merge_tank_okmo_2_flag
		swap_ideas = {
			remove_idea = SOV_okmo_3
			add_idea = SOV_okmo_2_3
		}
	} {
		limit = {
			has_idea = SOV_okmo_1_3
		}
		set_c
# ... (truncated)
### Entity: Game Data
Component: peace_in_our_time
Constructs: has_completed_focus, has_war, has_any_custom_difficulty_setting, has_idea, has_army_manpower
Source: game
File: common/achievements/rt56-achievements.txt

Code:
peace_in_our_time = {
	possible = {
		difficulty = > 1
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		original_tag = GER
	}
	happened = {
		has_war = no
		has_completed_focus = GER_work_towards_a_demilitarized_europe GER_renegotiate_versailles_new
		has_idea = volunteer_only GER_no_conscription GER_sacked_military_funds
		has_army_manpower = {
			size = < 1
		}
	}
}
### Entity: Name List
Component: NCY
Source: game
File: common/names/tymodern_names.txt

Code:
NCY = {
	male = {
		names = {
			Abdulkadir Abdullah Adem Ahmet Ali Alperen Aras Arda Ayaz Baran Baris Batuhan Bedirhan Berat Berkay Bilal Bünyamin Burak Can Cinar Deniz Devran Doruk Ebubekir Efe Ege Egemen Emir Emirhan Emre Enes Ensar Erdem Eren Eymen Eyüp Fatih Furkan Halil Halil Ibrahim Hamza Harun Hasan Hüseyin Ibrahim Ibrahim Halil Ismail Kaan Kadir Kerem Kuzey Mahir Mahmut Mehmet Mehmet Akif Mehmet Ali Mehmet Efe Mehmet Emin Mert Mete Metehan Mirac Muhammed Muhammed Ali Muhammed Emin Muhammed Emir Muhammed Enis Muhammed Mustafa Muhammed Talha Muhammed Yusuf Muhammet Muhammet Ali Murat Musa Mustafa Ömer Ömer Asaf Ömer Faruk Onur Osman Poyraz Ramazan Rüzgar Salih Samet Selim Serhat Süleyman Taha Talha Umut Yagiz Yakup Yasin Yavuz Selim Yigit Yunus Yunus Emre Yusuf Yusuf Eymen
		}
	}
	female = {
		names = {
			Ada Asli Asmin Asya Ayse Aysegül Aysenur Aysima Azra Bahar Belinay Beren Berfin Beril Berra Betül Beyza Buglem Büsra Cemre Ceren Ceylin Damla Defne Deniz Derin Duru Ebrar Ece Ecrin Eda Edanur Ela Elanur Elif Elif Naz Elif Nur Elifnur Elif Su Emine Erva Esila Eslem Esma Esmanur Esma Nur Esra Eylül Fatma Fatmanur Fatma Nur Fatma Zehra Feyza Hatice Hatice Kübra Havin Hayrunnisa Hazal Hilal Hira Hiranur Hira Nur Hümeyra Ikra Ilayda Ipek Irem Irmak Kübra Medine Melek Melike Melis Melisa Merve Meryem Mina Mira Miray Nazli Nehir Nisa Nisanur Nisa Nur Öykü Rabia Ravza Rümeysa Semanur Sevaval Seyma Sudenaz Sümeyye Tuana Tugba Yagmur Yaren Zehra Zeynep Zümra
		}
	}
	surnames = {
		Acikgöz Aga Agha Ak Akcam Akdag Akhan Akkas Akkaya Aktas Aktug Akyildiz Akyol Alabora Alkan Apaydin Arasli Arslan Asaroglu Ayden Aydinlisoy Baser Bera Bey Bubikoglu Can Canak Candemir Celik Cerkez Deniz Dogan Duru Eksi Emir Erdem Erkan Eroglu Eyüboglu Genishan Gökce Gultekin Günes Günestutar Güney Gurel Güven Hazar Horoz Ince Itez Kaan Kahya Kaplan Karacam Karakaya Karanci Karasu Karayusuf Karaz Kaya Kilic Kilinc Köse Küllücek Kunt Kurtoglu Kus Kütük Lepsy Mustafa Nalci Oruc Özalp Ozbozdag Özcan Özdemir Özkan Öztürk Pasha Polat Ramazanoglu Sarikaya Sarilar Sasmaz Simsek Solakac Soydan Süer Tabak Taskiran Tchaikova Toprak Truva Tufan Tüfekci Tuncer Turan Türk Türkoglu Üstendag Yavuz Yaylacioglu Yildirim Yildiz Yüce Zaimoglu Zengin
	}
	callsigns = {

	}
}
### Entity: Character
Component: UAE_democratic_guy
Constructs: has_government
Source: game
File: common/characters/UAE.txt

Code:
UAE_democratic_guy = {
	advisor = {
		slot = political_advisor
		idea_token = UAE_democratic_guy
		allowed = {
			original_tag = UAE
		}
		traits = {
			democratic_reformer
		}
		do_effect = {
			not = {
				has_government = democratic
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_arab_1
		}
	}
}
### Entity: Modifier Reference
Component: idea_RAJ_aden_treaty_port
Constructs: remove_trigger, compliance_gain
Source: game
File: common/dynamic_modifiers/GoE_dynamic_modifiers.txt

Code:
idea_RAJ_aden_treaty_port = {
	enable = {
		always = yes
	}
	remove_trigger = {
		ROOT = {
			NOT = {
				OWNER = {
					original_tag = RAJ
				}
			}
		}
	}
	icon = GFX_modifiers_RAJ_aden_treaty_port
	compliance_gain = 0.1
	resistance_target = -0.15
}
### Entity: AI Strategy
Component: EAI_MILITARY_INVASION_air_region_48
Constructs: has_country_flag, check_variable, is_in_array
Source: game
File: common/ai_strategy/EAI_MILITARY_naval_strategies.txt

Code:
EAI_MILITARY_INVASION_air_region_48 = {
	enable = {
		check_variable = {
			EAI_MILITARY_INVASION_objectives^num = > 0
		}
		NOT = {
			has_country_flag = EAI_MILITARY_INVASION_planning_phase
		}
		is_in_array = {
			EAI_MILITARY_INVASION_air_regions = 48
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = strategic_air_importance
		id = 48
		value = 25000
	}
}
### Entity: Idea
Component: POL_Plan_W
Constructs: removal_cost, mobilization_speed
Source: game
File: common/ideas/r56_poland.txt

Code:
POL_Plan_W = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = POL_Plan_W
	modifier = {
		land_reinforce_rate = 0.01
		org_loss_when_moving = -0.05
		mobilization_speed = 0.1
	}
}
### Entity: Idea
Component: SPR_establish_soviet_democracy
Source: game
File: common/ideas/r56_spain_republic.txt

Code:
SPR_establish_soviet_democracy = {
	name = SPR_establish_soviet_democracy
	picture = socialist_science_focus
	allowed = {
		original_tag = SPR
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		production_factory_efficiency_gain_factor = 0.05
		production_factory_max_efficiency_factor = 0.1
		production_factory_start_efficiency_factor = 0.05
	}
}
### Entity: Event
Component: mtg_britain.40
Constructs: is_triggered_only, ai_chance, add_to_faction, add_ai_strategy
Source: game
File: events/MTG_Britain.txt

Code:
country_event = {
	id = mtg_britain.40
	title = mtg_britain.40.t
	desc = mtg_britain.40.d
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = mtg_britain.40.a
		transfer_state = 118
		FROM = {
			add_to_faction = ROOT
			country_event = {
				id = mtg_britain.36
				hours = 6
			}
			hidden_effect = {
				add_ai_strategy = {
					type = alliance
					id = ROOT
					value = 200
				} {
					type = befriend
					id = ROOT
					value = 200
				} {
					type = antagonize
					id = ROOT
					value = -200
				}
			}
		}
		hidden_effect = {
			add_ai_strategy = {
				type = alliance
				id = FROM
				value = 200
			} {
				type = befriend
				id = FROM
				value = 200
			} {
				type = antagonize
				id = FROM
				value = -200
			}
		}
	} {
		name = mtg_britain.40.b
		ai_chance = {
			factor = 0
		}
		FROM = {
			country_event = {
				id = mtg_britain.37
				hours = 6
			}
		}
	}
}
### Entity: Event
Component: r56.news_event.906
Constructs: is_triggered_only
Source: game
File: events/r56_news_events.txt

Code:
news_event = {
	id = r56.news_event.906
	title = r56.news_event.906.t
	desc = r56.news_event.906.d
	picture = GFX_news_event_sweden_revokes_aland_convetion
	major = yes
	is_triggered_only = yes
	option = {
		name = r56.news_event.906.a
		trigger = {
			NOT = {
				TAG = SWE
			}
		}
	} {
		name = r56.news_event.906.b
		trigger = {
			TAG = SWE
		}
	}
}
### Entity: Scripted Trigger
Component: frloc_collabgov_pl_fem_06
Constructs: has_autonomy_state
Source: game
File: common/scripted_triggers/00_scripted_triggers_FR_loc.txt

Code:
frloc_collabgov_pl_fem_06 = {
	AND = {
		has_autonomy_state = autonomy_collaboration_government
		OR = {
			tag = BAH BAS CRC FIJ GUM MLD PHI SAM SOL
			original_tag = BAH BAS CRC FIJ GUM MLD PHI SAM SOL
		}
	}
}
### Entity: Technology
Component: etax_inclusive_science
Constructs: research_speed_factor, has_war, research_cost
Source: game
File: common/technologies/r56e_etax.txt

Code:
technology = {
	path = {
		leads_to_tech = etax_practical_projects
		research_cost_coeff = 1
	} {
		leads_to_tech = etax_grand_projects
		research_cost_coeff = 1
	}
	research_cost = 3.0
	start_year = 1941
	research_speed_factor = 0.05
	folder = {
		name = etax_folder
		position = {
			x = 4
			y = 8
		}
	}
	categories = {
		r56_special_research_division electronics
	}
	special_project_specialization = {
		specialization_nuclear
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 6
			date = > 1941.1.1
		} {
			factor = 7
			date = > 1942.1.1
		} {
			factor = 8
			date = > 1943.1.1
		} {
			add = 1
			has_war = yes
		}
	}
}
### Entity: Event
Component: yugoslavia.6
Constructs: is_triggered_only, create_wargoal, take_state_focus
Source: game
File: events/Yugoslavia.txt

Code:
country_event = {
	id = yugoslavia.6
	title = yugoslavia.3.t
	desc = yugoslavia.6.d
	picture = GFX_report_event_fascists_posing
	is_triggered_only = yes
	option = {
		name = yugoslavia.6.a
		effect_tooltip = {
			GER = {
				create_wargoal = {
					type = take_state_focus
					target = YUG
					generator = {
						102 853
					}
				}
			}
		}
	}
}
### Entity: Order of Battle
Component: 1. Frivilligregiment 'Frie Oslo'
Constructs: division_template
Source: game
File: history/units/NOR_Norwegian_Civil_War_democratic.txt

Code:
division = {
	name = 1. Frivilligregiment 'Frie Oslo'
	location = 6115
	division_template = Frivilligregiment
}
### Entity: Modding Documentation
Construct: fronts
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## fronts

Toggle visibility of the foreign fronts
### Entity: National Focus
Tree: spr_focus
Component: SPR_solidify_government_control
Constructs: every_owned_state, prerequisite, limit, add_stability, completion_reward, set_politics, remove_dynamic_modifier, add_dynamic_modifier
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPR_solidify_government_control
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = SPR_an_army_of_all_classes
	}
	icon = GFX_focus_generic_self_management
	x = 0
	y = 1
	relative_position_id = SPR_an_army_of_all_classes
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		set_politics = {
			ruling_party = communism
		}
		add_stability = 0.1
		every_owned_state = {
			limit = {
				OR = {
					state = 165 171 792
				}
			}
			remove_dynamic_modifier = {
				modifier = autonomous_state
			}
			add_dynamic_modifier = {
				modifier = semi_autonomous_state
			}
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_individual_liberty_and_prosperity_for_all
Constructs: prerequisite, limit, add_stability, completion_reward, cancel_if_invalid, random_core_state, is_fully_controlled_by, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_individual_liberty_and_prosperity_for_all
	icon = GFX_focus_generic_the_giant_wakes
	x = 0
	y = 1
	cost = 5
	prerequisite = {
		focus = SWE_work_projects_for_the_unemployed SWE_hygenic_housing
	}
	relative_position_id = SWE_hygenic_housing
	mutually_exclusive = {
		focus = SWE_defense_above_all
	}
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_stability = 0.02
		random_core_state = {
			limit = {
				is_fully_controlled_by = ROOT
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		add_popularity = {
			ideology = democratic
			popularity = 0.05
		} {
			ideology = communism
			popularity = 0.05
		}
	}
}
### Entity: Character
Component: PER_ali_zohayli
Source: game
File: common/characters/PER.txt

Code:
PER_ali_zohayli = {
	advisor = {
		slot = political_advisor
		idea_token = PER_ali_zohayli
		allowed = {
			original_tag = PER
		}
		traits = {
			captain_of_industry
		}
	}
	name = PER_ali_zohayli
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_arab_3
		}
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_reconciliation
Constructs: prerequisite, add_stability, completion_reward, add_political_power
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_reconciliation
	icon = GFX_goal_generic_risky_deal
	relative_position_id = ISR_toe_line
	x = 0
	y = 2
	prerequisite = {
		focus = ISR_toe_line
	}
	cost = 5
	completion_reward = {
		add_political_power = 100
		add_stability = 0.1
	}
}
### Entity: Scripted Trigger
Component: EAI_Strategic_Bomber_Focus_1_PRESET
Constructs: limit
Source: game
File: common/scripted_triggers/EAI_ai_presets.txt

Code:
EAI_Strategic_Bomber_Focus_1_PRESET = {
	if = {
		limit = {
			EAI_MODE_normal = yes
		}
		OR = {
			original_tag = USA ENG
		}
	}
	else_if = {
		limit = {
			EAI_MODE_challenging = yes
		}
		OR = {
			original_tag = USA ENG
		}
	}
}
### Entity: Shared Focus
Tree: ply_focus
Component: PLY_reform_taxes
Constructs: shared_focus, prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_polynesian.txt

Code:
shared_focus = {
	id = PLY_reform_taxes
	icon = GFX_goal_generic_price_controls
	prerequisite = {
		focus = PLY_develop_the_villages
	}
	relative_position_id = PLY_develop_the_villages
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	completion_reward = {
		add_ideas = GEN_Autarky_I
	}
}
### Entity: Event
Component: r56_cyp.1
Constructs: is_triggered_only, set_cosmetic_tag, set_politics, set_popularities
Source: game
File: events/r56_cyprus.txt

Code:
country_event = {
	id = r56_cyp.1
	hidden = yes
	is_triggered_only = yes
	option = {
		set_cosmetic_tag = CYP_UK
		set_politics = {
			ruling_party = neutrality
			elections_allowed = no
			name = CYP_colonial_neutrality_party
			long_name = CYP_colonial_neutrality_party_long
		}
		set_popularities = {
			neutrality = 34
			democratic = 31
			communism = 24
			fascism = 11
		}
		promote_character = {
			character = CYP_richmond_palmer
			ideology = colonial_government
		}
	}
}
### Entity: Modding Documentation
Construct: surrender_progress
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### surrender_progress
* description: check if a country is close to surrendering
* (Auto generated using the trigger with same name)
### Entity: National Focus
Tree: fra_focus
Component: FRA_carry_the_revolution_south
Constructs: prerequisite, has_war_with, completion_reward, is_subject, is_in_faction_with, is_subject_of, cancel_if_invalid, create_wargoal
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_carry_the_revolution_south
	icon = GFX_goal_generic_major_war
	x = 0
	y = 2
	prerequisite = {
		focus = FRA_carry_the_revolution_west
	} {
		focus = FRA_carry_the_revolution_east
	}
	relative_position_id = FRA_carry_the_revolution_north
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		ITA = {
			ITA_is_kinda_fascist = yes
		}
		is_subject = no
	}
	bypass = {
		ITA = {
			OR = {
				exists = no
				has_war_with = ROOT
				is_in_faction_with = ROOT
				is_subject_of = ROOT
				ITA_is_anti_fascist = yes
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		create_wargoal = {
			target = ITA
			type = topple_government
			expire = 0
		}
		custom_effect_tooltip = unlocks_espionage_operation_tt FRA_instigate_workers_revolution_italy
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_invite_western_investors
Constructs: prerequisite, add_ideas, has_country_flag, completion_reward
Source: game
File: common/national_focus/r56_iraq.txt

Code:
focus = {
	id = IRQ_invite_western_investors
	icon = GFX_goal_generic_economics_reform
	relative_position_id = IRQ_reinforce_the_monarchy
	prerequisite = {
		focus = IRQ_reinforce_the_monarchy
	}
	available = {
		has_country_flag = IRQ_golden_square_coup_failed
	}
	x = 2
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = IRQ_invite_foreign_investors
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_artillery_focus
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_artillery_focus
	icon = GFX_goal_generic_combined_arms_artillery_antiair_antitank
	prerequisite = {
		focus = CZE_R56_firearms_deliveries CZE_czechoslovak_firearms
	}
	x = 1
	y = 1
	relative_position_id = CZE_R56_firearms_deliveries
	cost = 10
	completion_reward = {
		add_tech_bonus = {
			name = artillery_tech_bonus_name
			ahead_reduction = 0.5
			bonus = 1
			uses = 2
			category = artillery
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: POL_stanislav_maczek
Source: game
File: common/characters/POL.txt

Code:
POL_stanislav_maczek = {
	name = POL_stanislav_maczek
	portraits = {
		army = {
			small = GFX_idea_POL_stanislav_maczek
		}
	}
	advisor = {
		slot = high_command
		idea_token = POL_stanislav_maczek
		ledger = army
		allowed = {
			original_tag = POL
		}
		traits = {
			army_armored_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: State History
Component: 1026
Constructs: add_core_of, add_to_array
Source: game
File: history/states/1026-Ostergotland.txt

Code:
state = {
	id = 1026
	name = STATE_1026
	resources = {
		steel = 3
	}
	history = {
		owner = SWE
		add_core_of = SWE
		add_to_array = {
			state_victory_points = 11380
		} {
			state_victory_points = 9393
		}
		victory_points = {
			11380 1
		} {
			9393 2
		}
		buildings = {
			infrastructure = 3
			industrial_complex = 1
			air_base = 2
			11380 = {
				naval_base = 1
			}
		}
	}
	provinces = {
		6311 6397 9308 9393 11289 11311 11380 11390 13095 13323 13324
	}
	manpower = 505226
	buildings_max_level_factor = 1.0
	state_category = town
	local_supplies = 11.0
}