Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: SER_communist_guy
Constructs: has_government
Source: game
File: common/characters/SER.txt

Code:
SER_communist_guy = {
	advisor = {
		slot = political_advisor
		idea_token = SER_communist_guy
		allowed = {
			original_tag = SER
		}
		traits = {
			communist_revolutionary
		}
		do_effect = {
			not = {
				has_government = communism
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_3
		}
	}
}
### Entity: Event
Component: DOD_hungary.142
Constructs: is_triggered_only, limit, has_dlc, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: events/DOD_Hungary.txt

Code:
country_event = {
	id = DOD_hungary.142
	title = DOD_hungary.142.t
	desc = DOD_hungary.142.desc
	picture = GFX_report_event_generic_military_parade
	is_triggered_only = yes
	option = {
		name = DOD_hungary.142.a
		IF = {
			limit = {
				NOT = {
					has_dlc = Gotterdammerung
				}
			}
			IF = {
				limit = {
					OR = {
						has_idea = HUN_treaty_of_triannon HUN_treaty_of_triannon_aat
					}
				}
				IF = {
					limit = {
						has_dlc = Arms Against Tyranny
					}
					swap_ideas = {
						remove_idea = HUN_treaty_of_triannon_aat
						add_idea = Hun_treaty_of_triannon_3
					}
				}
				ELSE = {
					swap_ideas = {
						remove_idea = HUN_treaty_of_triannon
						add_idea = Hun_treaty_of_triannon_3
					}
				}
			} {
				limit = {
					has_idea = HUN_treaty_of_triannon_2
				}
				swap_ideas = {
					remove_idea = HUN_treaty_of_triannon_2
					add_idea = HUN_treaty_of_triannon_3
				}
			}
		}
		ELSE_IF = {
			limit = {
				has_dlc = Gotterdammerung
			}
			IF = {
				limit = {
					OR = {
						has_idea = HUN_treaty_of_triannon_wuw HUN_treaty_of_triannon_aat_wuw HUN_treaty_of_triannon_wuw_no_army_exp_debuff HUN_treaty_of_triannon_aat_wuw_no_army_exp_debuff HUN_treaty_of_triannon_wuw_no_air_debuff HUN_treaty_of_triannon_aat_wuw_no_air_debuff HUN_treaty_of_triannon_wuw_no_air_or_army_debuff HUN_treaty_of_triannon_aat_wuw_no_air_or_army_debuff
					}
				}
				IF = {
					limit = {
						has_idea = HUN_treaty_of_triannon_wuw
					}
					swap_ideas = {
						remove_idea = HUN_treaty_of_triannon_wuw
						add_idea = HUN_bled_agreement_wuw
					}
				}
				ELSE_IF = {
					limit = {
						has_idea = HUN_treaty_of_triannon_aat_wuw
					}
					swap_ideas = {
						remove_idea = HUN_treaty_of_triannon_aat_wuw
						add_idea = HUN_bled_agreement_wuw
					}
				} {
					limit = {
						has_idea = HUN_treaty_of_triannon_wuw_no_army_exp_debuff
					}
					swap_ideas = {
						remove_idea = HUN_treaty_of_triannon_wuw_no_army_exp_debuff
						add_idea = HUN_bled_agreement_wuw
					}
				} {
					limit = {
						has_idea = HUN_treaty_of_triannon_aat_wuw_no_army_exp_debuff
					}
					swap_ideas = {
						remove_idea = HUN_treaty_of_triannon_aat_wuw_no_army_exp_debuff
						add_idea = HUN_bled_agreement_wuw
					}
				} {
					limit = {
						has_idea = HUN_treaty_of_triannon_wuw_no_air_debuff
					}
					swap_ideas = {
						remove_idea = HUN_treaty_of_triannon_wuw_
# ... (truncated)
### Entity: Character
Component: ROM_nicolae_malaxa
Constructs: has_dlc
Source: game
File: common/characters/ROM.txt

Code:
ROM_nicolae_malaxa = {
	name = ROM_nicolae_malaxa
	portraits = {
		army = {
			small = GFX_idea_ROM_nicolae_malaxa
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = ROM_nicolae_malaxa
		allowed = {
			original_tag = ROM
			has_dlc = Death or Dishonor
		}
		traits = {
			captain_of_industry
		}
	}
}
### Entity: Idea
Component: KMT_the_young_china2
Constructs: research_speed_factor, has_government, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_the_young_china2 = {
	removal_cost = -1
	picture = chi_chinese_unity
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			has_government = democratic
		}
	}
	modifier = {
		research_speed_factor = 0.05
		political_power_factor = 0.03
		production_speed_buildings_factor = 0.05
	}
}
### Entity: State History
Component: 857
Constructs: add_core_of
Source: game
File: history/states/857-Limni.txt

Code:
state = {
	id = 857
	name = Taklamakan Desert
	impassable = yes
	history = {
		owner = SIK
		buildings = {
			infrastructure = 0
		}
		add_core_of = SIK
	}
	provinces = {
		5016 7790 8042 8086 10885 12864
	}
	manpower = 2200
	buildings_max_level_factor = 1.0
	state_category = wasteland
	local_supplies = 0.0
}
### Entity: Idea
Component: KMT_the_politburo6
Constructs: has_government, production_speed_buildings_factor, removal_cost, communism_drift
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_the_politburo6 = {
	removal_cost = -1
	picture = SOV_the_politburo_ccp_2d_sov_compatibility
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			has_government = communism
		}
	}
	modifier = {
		communism_drift = 0.05
		drift_defence_factor = 0.05
		political_power_factor = 0.1
		economy_cost_factor = -0.2
		trade_laws_cost_factor = -0.2
		mobilization_laws_cost_factor = -0.2
		consumer_goods_factor = -0.02
		global_building_slots_factor = 0.1
		production_speed_buildings_factor = 0.05
		max_surrender_limit_offset = 0.05
	}
}
### Entity: Idea
Component: r56_CAN_cbc_idea
Constructs: stability_factor, removal_cost, research_bonus
Source: game
File: common/ideas/r56_canada.txt

Code:
r56_CAN_cbc_idea = {
	name = r56_CAN_cbc_idea
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	research_bonus = {
		electronics = 0.05
	}
	modifier = {
		stability_factor = 0.05
	}
}
### Entity: Character
Component: ETH_random_general_2
Constructs: has_character_flag
Source: game
File: common/characters/ETH.txt

Code:
ETH_random_general_2 = {
	portraits = {
		army = {
			large = GFX_portrait_ETH_generic_female_1
			small = GFX_portrait_ETH_generic_female_1_small
		}
	}
	gender = female
	corps_commander = {
		traits = {
			trait_cautious
		}
		skill = 3
		attack_skill = 3
		defense_skill = 2
		planning_skill = 1
		logistics_skill = 1
		visible = {
			has_character_flag = ETH_visible_random_general_flag
		}
	}
}
### Entity: Modding Documentation
Construct: instanttraining
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## instanttraining
* Aliases: it

Toggles instant army training cheat.
### Entity: Idea
Component: idea_GUAY_electrification_of_the_country
Constructs: research_speed_factor, removal_cost
Source: game
File: common/ideas/paraguay_uruguay_shared_ideas.txt

Code:
idea_GUAY_electrification_of_the_country = {
	allowed = {
		OR = {
			original_tag = URG PAR
		}
	}
	picture = generic_production_bonus
	removal_cost = -1
	modifier = {
		research_speed_factor = 0.04
		consumer_goods_factor = -0.1
	}
}
### Entity: Country History
Country: SER
Component: SER_army
Source: game
File: history/countries/SER - Serbia.txt

Code:
# OOB & Army Setup for SER
oob = YUG_1936
### Entity: Character
Component: MLI_nccr
Source: game
File: common/characters/MLI.txt

Code:
MLI_nccr = {
	advisor = {
		slot = navy_chief
		idea_token = MLI_nccr
		allowed = {
			original_tag = MLI
		}
		traits = {
			navy_chief_commerce_raiding_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_2
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_tsr_anti_communism
Constructs: prerequisite, limit, add_ideas, completion_reward, is_subject_of, cancel_if_invalid, complete_tooltip, has_idea
Source: game
File: common/national_focus/china_nationalist_warlord_TSR.txt

Code:
focus = {
	id = CHI_tsr_anti_communism
	icon = GFX_focus_ger_bulwark_against_bolshevism
	x = 0
	y = 1
	relative_position_id = CHI_tsr_promote_tridemism
	prerequisite = {
		focus = CHI_tsr_promote_tridemism
	}
	cost = 5
	ai_will_do = {
		factor = 4
	}
	available = {
		is_subject_of = JAP
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	complete_tooltip = {

	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		IF = {
			limit = {
				NOT = {
					has_idea = CHI_three_princpals_p_c_idea CHI_three_princpals_w_idea CHI_three_princpals_d_idea
				}
			}
			add_ideas = CHI_three_princpals_a_idea
		}
		ELSE_IF = {
			limit = {
				has_idea = CHI_three_princpals_c_idea
			}
			swap_ideas = {
				remove_idea = CHI_three_princpals_c_idea
				add_idea = CHI_three_princpals_a_c_idea
			}
		} {
			limit = {
				has_idea = CHI_three_princpals_p_idea
			}
			swap_ideas = {
				remove_idea = CHI_three_princpals_p_idea
				add_idea = CHI_three_princpals_p_a_idea
			}
		}
		ELSE = {
			swap_ideas = {
				remove_idea = CHI_three_princpals_p_c_idea
				add_idea = CHI_three_princpals_p_a_c_idea
			}
		}
	}
}
### Entity: Idea
Component: CZE_skoda_no_focus_optimization_5_idea
Constructs: is_controlled_by, research_bonus, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/czechoslovakia_skoda.txt

Code:
CZE_skoda_no_focus_optimization_5_idea = {
	name = CZE_skoda_no_focus_optimization_idea
	picture = CZE_skoda_works
	allowed = {
		always = no
	}
	do_effect = {
		any_core_state = {
			is_controlled_by = ROOT
		}
	}
	allowed_civil_war = {
		always = yes
	}
	research_bonus = {
		industry = 0.1
	}
	equipment_bonus = {
		motorized_equipment = {
			instant = yes
			build_cost_ic = -0.1
		}
		train_equipment = {
			instant = yes
			build_cost_ic = -0.1
		}
		support_equipment = {
			instant = yes
			build_cost_ic = 0.1
		}
	}
	modifier = {
		consumer_goods_factor = -0.1
		production_lack_of_resource_penalty_factor = 0.1
		production_speed_industrial_complex_factor = 0.1
		production_speed_arms_factory_factor = -0.1
		industrial_concern_cost_factor = -0.1
		factory_energy_consumption = -0.1
		fuel_gain_factor = -0.1
	}
}
### Entity: Idea
Component: INS_pal_surabaya
Constructs: has_completed_focus, is_subject, is_subject_of, research_bonus, equipment_bonus
Source: game
File: common/ideas/r56_indonesia.txt

Code:
INS_pal_surabaya = {
	allowed = {
		original_tag = INS
	}
	available = {
		is_subject = no
		controls_state = 446
		has_completed_focus = INS_naval_autonomy
	}
	picture = INS_pal_surabaya
	visible = {
		NOT = {
			has_completed_focus = INS_java_shipyards
			OR = {
				is_subject_of = HOL GER
			}
		}
	}
	research_bonus = {
		naval_equipment = 0.15
	}
	traits = {
		raiding_fleet_naval_manufacturer
	}
	equipment_bonus = {

	}
}
### Entity: Idea
Component: EAI_DD_1/super_heavy_tank_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_1/super_heavy_tank_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		super_heavy_tank_chassis = {
			build_cost_ic = -0.025
			instant = yes
		}
	}
}
### Entity: Scripted Effect
Component: ITA_create_francesco_de_martini_operative
Constructs: create_operative_leader
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_create_francesco_de_martini_operative = {
	create_operative_leader = {
		name = Francesco de Martini
		GFX = GFX_portrait_ITA_francesco_de_martini
		traits = {
			operative_commando operative_demolition_expert operative_linguist
		}
		bypass_recruitment = no
		available_to_spy_master = yes
		nationalities = {
			ITA SYR ETH
		}
	}
}
### Entity: Event
Component: arabia.2
Constructs: is_triggered_only, every_owned_state, limit, add_opinion_modifier, every_other_country, is_subject_of, is_core_of
Source: game
File: events/Saudi.txt

Code:
country_event = {
	id = arabia.2
	title = arabia.2.t
	desc = arabia.2.d
	picture = GFX_report_event_April_Constitution
	is_triggered_only = yes
	option = {
		name = arabia.2.a
		add_opinion_modifier = {
			target = FROM
			modifier = accepted_our_demands
		}
		every_other_country = {
			limit = {
				OR = {
					is_subject_of = FROM
					tag = FROM
				}
			}
			every_owned_state = {
				limit = {
					NOT = {
						is_core_of = PREV
					}
					OR = {
						state = 455 1021 1022 454 966 949 1016 1017 656 658 765 1007 659
					}
				}
				transfer_state_to = ROOT
			}
		}
	}
}
### Entity: Military Industrial Organization
Component: AST_vickers-ruwolt_organization
Constructs: has_completed_focus, has_dlc, add_trait, equipment_bonus, production_bonus
Source: game
File: common/military_industrial_organization/organizations/AST_organization.txt

Code:
AST_vickers-ruwolt_organization = {
	name = AST_vickers-ruwolt_organization
	include = generic_artillery_organization
	icon = GFX_idea_AST_vickers-ruwolt
	allowed = {
		original_TAG = AST
		has_dlc = Thunder at Our Gates
	}
	add_trait = {
		token = AST_mio_trait_better_ammo_supply
		name = AST_mio_trait_better_ammo_supply
		icon = GFX_generic_mio_department_icon_infantry_quality
		special_trait_background = yes
		position = {
			x = 9
			y = 0
		}
		available = {
			owner = {
				has_completed_focus = AST_department_of_supply_and_development_taog
			}
		}
		equipment_bonus = {
			soft_attack = 0.05
		}
		production_bonus = {
			production_cost_factor = -0.05
		}
	} {
		token = AST_mio_trait_anti_tank_improvements
		name = AST_mio_trait_anti_tank_improvements
		icon = GFX_generic_mio_department_icon_anti_tank
		special_trait_background = yes
		position = {
			x = 5
			y = 1
		}
		any_parent = {
			generic_mio_trait_rapid_fire
		} {
			generic_mio_trait_advanced_barrel_forging
		}
		available = {

		}
		limit_to_equipment_type = {
			anti_tank_equipment
		}
		equipment_bonus = {
			hard_attack = 0.03
			ap_attack = 0.03
		}
	} {
		token = AST_mio_trait_defensive_emplacements
		name = AST_mio_trait_defensive_emplacements
		icon = GFX_generic_mio_department_icon_artillery
		special_trait_background = yes
		position = {
			x = 7
			y = 1
		}
		any_parent = {
			generic_mio_trait_advanced_barrel_forging
		} {
			generic_mio_trait_big_guns
		}
		available = {

		}
		limit_to_equipment_type = {
			artillery_equipment rocket_artillery_equipment
		}
		equipment_bonus = {
			defense = 0.03
		}
	}
}
### Entity: Modifier Reference
Construct: politics
Constructs: politics, guarantee_cost
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## Modifiers for scope politics

* [<Ideology>_acceptance](#_acceptance)
* [<Ideology>_drift](#_drift)
* [<Ideology>_drift_from_guarantees](#_drift_from_guarantees)
* [drift_defence_factor](#drift_defence_factor)
* [embargo_cost_factor](#embargo_cost_factor)
* [embargo_threshold_factor](#embargo_threshold_factor)
* [guarantee_cost](#guarantee_cost)
* [master_ideology_drift](#master_ideology_drift)
### Entity: National Focus
Tree: sik_focus
Component: SIK_six_great_policies
Constructs: prerequisite, add_ideas, completion_reward, add_political_power, cancel_if_invalid
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = SIK_six_great_policies
	icon = GFX_focus_PRC_three_rules_of_discipline
	x = 0
	y = 1
	cost = 10
	prerequisite = {
		focus = SIK_office_of_sinkiang_border_commissioner
	}
	relative_position_id = SIK_office_of_sinkiang_border_commissioner
	ai_will_do = {
		base = 10
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {

	}
	completion_reward = {
		add_political_power = 75
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = SIK_the_six_policies
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_enshrine_women_rights
Constructs: prerequisite, add_ideas, has_government, completion_reward, is_subject, swap_ideas, add_idea, remove_idea
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_enshrine_women_rights
	icon = GFX_goal_womens_rights
	prerequisite = {
		focus = QUE_incorporate_hydroquebec_in_the_state
	} {
		focus = QUE_further_funding_to_culture
	}
	relative_position_id = QUE_liberals_legacy_saved
	x = 0
	y = 4
	cost = 10
	available_if_capitulated = yes
	available = {
		has_government = democratic
		OR = {
			is_subject = no
			OVERLORD = {
				has_government = democratic
			}
		}
	}
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = QUE_lea_roback
		swap_ideas = {
			add_idea = QUE_women_rights
			remove_idea = QUE_compulsory_education
		}
		add_ideas = r56i_laws_gender_equality
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: czech.24
Constructs: is_triggered_only
Source: game
File: events/DOD_Czechoslovakia.txt

Code:
country_event = {
	id = czech.24
	title = czech.22.t
	desc = czech.24.d
	picture = [GetHitlerHandshakeEventPicture]
	is_triggered_only = yes
	option = {
		name = czech.24.a
		hidden_effect = {

		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_waaidu
Constructs: division_template, prerequisite, limit, add_ideas, has_government, every_country, has_war_with, has_country_flag
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_waaidu
	icon = GFX_goal_AFG_waaidu
	x = -1
	y = 1
	cost = 8
	available = {
		is_subject = no
		fascism = > 0.35
	}
	prerequisite = {
		focus = AFG_invite_jamaat_islami
	} {
		focus = AFG_contact_tribes
	}
	bypass = {
		has_government = fascism
	}
	relative_position_id = AFG_contact_tribes
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		custom_effect_tooltip = AFG_civil_war_tt r56_newline r56_newline
		hidden_effect = {
			if = {
				limit = {
					has_non_aggression_pact_with = SOV
				}
				diplomatic_relation = {
					country = SOV
					relation = non_aggression_pact
					active = no
				}
			}
			activate_mission = AFG_foreign_military_intervention_mission
			delete_unit = {

			}
			start_civil_war = {
				ideology = neutrality
				ruling_party = fascism
				size = 0.6
				keep_all_characters = yes
				keep_political_party_members = yes
				capital = 267
				states = {
					1011 267
				}
				PREV = {
					every_character = {
						limit = {
							NOT = {
								is_character = AFG_abdur_rahim_khan
							}
							OR = {
								has_trait = AFG_barakzai_royalist
								is_character = r56_AFG_abdul_majid_zabuli AFG_humaira_begum AFG_hashim_khan
							}
						}
						set_nationality = PREV.PREV
					}
				}
			}
			every_country = {
				limit = {
					original_tag = AFG
					has_civil_war = yes
					has_war_with = AFG
					NOT = {
						has_government = fascism
					}
				}
				promote_character = {
					character = AFG_hashim_khan
					ideology = despotism
				}
				division_template = {
					name = Firqa-ye Gārd-e Shāhī
					priority = 1
					division_names_group = AFG_CAV_01
					regiments = {
						infantry = {
							x = 0
							y = 0
						} {
							x = 0
							y = 1
						} {
							x = 0
							y = 2
						} {
							x = 1
							y = 0
						} {
							x = 1
							y = 1
						} {
							x = 1
							y = 2
						} {
							x = 2
							y = 0
						} {
							x = 2
							y = 1
						} {
							x = 2
							y = 2
						}
						cavalry = {
							x = 3
							y = 0
						} {
							x = 3
							y = 1
						} {
							x = 3
							y = 2
						}
					}
				} {
					name = Firqa-ye Piyādah
					priority = 1
					division_names_group = AFG_INF_01
					regiments = {
						infantry = {
							x = 0
							y = 0
						} {
							x = 0
							y = 1
						} {
							x = 0
							y = 2
						} {
							x = 1
							y = 0
				
# ... (truncated)
### Entity: Define
Component: NDefines_Graphics.NFriendGUI
Source: game
File: common/defines/00_graphics.lua

Code:
NDefines_Graphics.NFriendGUI = {
OFFLINE_COLOR = {
	0.7 , 0.7 , 0.7 , 1.0
}
ONLINE_COLOR = {
	0.56 , 0.85 , 0.56 , 1.0
}
}
### Entity: Event
Component: lar_spain.56
Constructs: is_triggered_only, ai_chance
Source: game
File: events/LAR_Spain.txt

Code:
country_event = {
	id = lar_spain.56
	title = lar_spain.56.t
	desc = lar_spain.56.desc
	picture = GFX_report_event_generic_parliament
	is_triggered_only = yes
	option = {
		name = lar_spain.56.a
		end_puppet = FROM
		hidden_effect = {
			FROM = {
				country_event = {
					id = lar_spain.57
				}
			}
		}
	} {
		name = lar_spain.56.b
		ai_chance = {
			base = 0
		}
		hidden_effect = {
			FROM = {
				country_event = {
					id = lar_spain.58
				}
			}
		}
	}
}
### Entity: State History
Component: 140
Constructs: add_core_of
Source: game
File: history/states/140-Vaster Gotland.txt

Code:
state = {
	id = 140
	name = STATE_140
	manpower = 889962
	state_category = town
	resources = {
		steel = 2
		coal = 1
	}
	history = {
		owner = SWE
		victory_points = {
			383 10
		}
		buildings = {
			infrastructure = 3
			arms_factory = 1
			industrial_complex = 1
			dockyard = 1
			air_base = 1
			383 = {
				naval_base = 5
				coastal_bunker = 5
			}
		}
		add_core_of = SWE
	}
	provinces = {
		295 383 3063 3286 3375 3386 6331 6406 11070 13096
	}
	local_supplies = 0.0
}
### Entity: Character
Component: KHM_ghazi_trait
Constructs: army_defence_factor, army_attack_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
KHM_ghazi_trait = {
	random = no
	sprite = 13
	army_attack_factor = 0.05
	army_defence_factor = 0.05
}
### Entity: National Focus
Tree: ger_focus
Component: GER_oppose_hitler_ww
Constructs: has_completed_focus, limit, has_government, completion_reward, add_political_power, is_subject, allow_branch, has_dlc
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_oppose_hitler_ww
	icon = GFX_focus_ger_oppose_hitler
	mutually_exclusive = {
		focus = GER_remilitarize_the_rhineland
	}
	x = 72
	y = 0
	relative_position_id = GER_prioritize_economic_growth
	cost = 10
	available = {
		is_subject = no
		has_government = fascism
	}
	allow_branch = {
		has_dlc = Gotterdammerung
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = GER_remilitarize_the_rhineland
			}
		}
	}
	offset = {
		x = -43
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = GER_oppose_hitler_ww
		}
	} {
		x = -5
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = GER_monarchist_sentiment
		}
	} {
		x = -10
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = GER_start_the_proletarian_revolution
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_MILITARY_CHARACTER
	}
	select_effect = {
		country_event = {
			id = wuw_GER_civil_war.7
			days = 7
		}
	}
	completion_reward = {
		hidden_effect = {
			add_ai_strategy = {
				type = alliance
				id = POL
				value = 2000
			}
			POL = {
				add_ai_strategy = {
					type = alliance
					id = GER
					value = 2000
				}
			}
		} {
			if = {
				limit = {
					has_game_rule = {
						rule = obsolete_focus_branches_visibility
						option = HIDE
					}
				}
				mark_focus_tree_layout_dirty = yes
			}
		}
		42 = {
			set_demilitarized_zone = no
		}
		51 = {
			set_demilitarized_zone = no
		}
		978 = {
			set_demilitarized_zone = no
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt GER_oppose_hitler_civil_war generic_skip_one_line_tt available_political_advisor
		add_political_power = 120
		add_named_threat = {
			threat = 3
			name = GER_oppose_hitler
		}
		country_event = {
			id = wtt_germany.1
		}
		show_ideas_tooltip = GER_hans_oster
	}
}