Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: PRU_eduardo_montero_rojas
Source: game
File: common/characters/PRU.txt

Code:
PRU_eduardo_montero_rojas = {
	advisor = {
		slot = high_command
		idea_token = PRU_eduardo_montero_rojas
		ledger = army
		allowed = {
			original_tag = PRU
		}
		traits = {
			army_armored_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Eduardo Montero Rojas
	portraits = {
		army = {
			small = GFX_idea_generic_army_south_america_4
		}
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_diamond_extraction
Constructs: has_completed_focus, prerequisite, limit, completion_reward, swap_ideas, remove_idea, add_idea, random_owned_controlled_state
Source: game
File: common/national_focus/r56_congo.txt

Code:
focus = {
	id = COG_diamond_extraction
	icon = GFX_goal_COG_Jungle_Diamond_Mine
	relative_position_id = COG_war_mining_production_directorate
	prerequisite = {
		focus = COG_war_mining_production_directorate
	}
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		if = {
			limit = {
				has_completed_focus = COG_gold_extraction
			}
			swap_ideas = {
				remove_idea = COG_idea_war_mining_production_directorate2
				add_idea = COG_idea_war_mining_production_directorate3
			}
			else = {
				swap_ideas = {
					remove_idea = COG_idea_war_mining_production_directorate
					add_idea = COG_idea_war_mining_production_directorate2
				}
			}
		}
		random_owned_controlled_state = {
			prioritize = {
				295
			}
			add_extra_state_shared_building_slots = 1
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Component: uk_waves_focus
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = uk_waves_focus
	prerequisite = {
		focus = naval_rearmament_focus
	}
	icon = GFX_goal_generic_navy_doctrines_tactics
	x = 1
	y = 2
	relative_position_id = naval_rearmament_focus
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = uk_waves_focus
			cost_reduction = 0.5
			uses = 3
			category = naval_doctrine
		}
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_crackdown_on_civilian_life
Constructs: prerequisite, limit, completion_reward, set_variable, add_dynamic_modifier, random_owned_state, is_controlled_by, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_crackdown_on_civilian_life
	icon = GFX_focus_eng_move_to_secure_the_dominions
	prerequisite = {
		focus = NOR_get_rid_of_quisling NOR_quislings_regime
	}
	x = 1
	y = 1
	relative_position_id = NOR_get_rid_of_quisling
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		set_variable = {
			NOR.NOR_oppressed_civilians_dmod_recruitable_population_factor = 0
		}
		add_dynamic_modifier = {
			modifier = NOR_oppressed_civilians_dmod
		}
		random_owned_state = {
			limit = {
				is_controlled_by = ROOT
				NOT = {
					state = 914
				}
				free_building_slots = {
					building = arms_factory
					size = > 1
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt available_political_advisor
		show_ideas_tooltip = NOR_rolf_fuglesang
	}
}
### Entity: Idea
Component: canadian_pacific_railway
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/canada.txt

Code:
canadian_pacific_railway = {
	picture = CAN_canadian_pacific_railway
	allowed = {
		original_tag = CAN
		has_dlc = Together for Victory
	}
	available = {
		has_completed_focus = CAN_canada_pacific_railway
	}
	research_bonus = {
		industry = 0.05
	}
	traits = {
		railway_company
	}
}
### Entity: Event
Component: SEA_japan_foreign_policy.31
Constructs: is_triggered_only, add_equipment_to_stockpile, add_war_support, fire_only_once, add_timed_idea
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_foreign_policy.31
	title = SEA_japan_foreign_policy.31.t
	desc = SEA_japan_foreign_policy.31.desc
	picture = GFX_report_event_japanese_officers
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_japan_foreign_policy.31.a
		add_war_support = 0.05
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_timed_idea = {
			idea = SHX_suiyuan_campaign_idea
			days = 70
		}
		add_equipment_to_stockpile = {
			type = infantry_equipment_0
			amount = 500
			producer = ROOT
		}
	}
}
### Entity: National Focus
Tree: bhu_focus
Component: BHU_exploit_the_findings
Constructs: prerequisite, completion_reward, add_resource
Source: game
File: common/national_focus/bhutan.txt

Code:
focus = {
	id = BHU_exploit_the_findings
	icon = GFX_focus_generic_steel
	prerequisite = {
		focus = BHU_mineral_survey
	} {
		focus = BHU_improve_the_roads
	}
	relative_position_id = BHU_mineral_survey
	x = 1
	y = 1
	cost = 8
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		324 = {
			add_resource = {
				type = steel
				amount = 4
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STEEL
	}
}
### Entity: State History
Component: 1025
Constructs: add_core_of, add_to_array
Source: game
File: history/states/1025-Fyn.txt

Code:
state = {
	id = 1025
	name = STATE_1025
	history = {
		owner = DEN
		add_core_of = DEN
		add_to_array = {
			state_victory_points = 3325
		}
		victory_points = {
			3325 5
		}
		buildings = {
			infrastructure = 3
			industrial_complex = 1
			dockyard = 1
			3325 = {
				naval_base = 3
			}
		}
	}
	provinces = {
		3325 3374 13318 13319
	}
	manpower = 497073
	buildings_max_level_factor = 1.0
	state_category = town
	local_supplies = 0.0
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_foreign_aircraft_designs
Constructs: prerequisite, has_government, has_war_with, is_major, completion_reward, unlock_decision_category_tooltip
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_foreign_aircraft_designs
	icon = GFX_focus_generic_copy_plane_designs
	relative_position_id = SWE_found_saab
	mutually_exclusive = {
		focus = SWE_domestic_aircraft_designs
	}
	prerequisite = {
		focus = SWE_found_saab
	}
	x = 1
	y = 1
	cost = 10
	available = {
		any_other_country = {
			is_major = yes
			has_government = ROOT
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	completion_reward = {
		air_experience = 25
		unlock_decision_category_tooltip = SWE_obtain_plane_schematics_category
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: CHI_china_automobile_corporation_organization
Constructs: has_completed_focus, limit, is_literally_china_not_prc, has_dlc, research_bonus
Source: game
File: common/ideas/china_shared.txt

Code:
CHI_china_automobile_corporation_organization = {
	picture = CHI_cac
	allowed = {
		OR = {
			is_literally_china_not_prc = yes
			tag = MAN
		}
		has_dlc = No Compromise, No Surrender
	}
	available = {
		IF = {
			limit = {
				FROM = {
					NOT = {
						original_tag = CHI
					}
				}
			}
			owner = {
				controls_state = CHI.mio_locations^7
			}
		} {
			limit = {
				FROM = {
					original_tag = CHI
				}
			}
			OR = {
				owner = {
					has_completed_focus = CHI_relocate_factories_from_the_coast
				} {
					controls_state = CHI.mio_locations^7
				}
			}
		}
	}
	research_bonus = {
		motorized_equipment = 0.15
	}
	traits = {
		motorized_equipment_manufacturer
	}
}
### Entity: Character
Component: army_entrenchment_3
Source: game
File: common/country_leader/00_traits.txt

Code:
army_entrenchment_3 = {
	sprite = 9
	dig_in_speed_factor = 0.24
	command_cap_increase = @tier3_cp_cap_increase
	command_power = @tier3_cp_cost
	ai_will_do = {
		factor = @army_command_factor_3
		modifier = {
			factor = 0
			command_power = < @tier3_cp_cost
		}
	}
}
### Entity: Character
Component: sultan_of_yogyakarta_8
Constructs: stability_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
sultan_of_yogyakarta_8 = {
	random = no
	sprite = 13
	stability_factor = 0.05
	global_building_slots_factor = 0.05
}
### Entity: Country History
Country: SWA
Component: SWA_technology
Constructs: set_technology
Source: game
File: history/countries/SWA - Swaziland.txt

Code:
# Starting Technologies for SWA
set_technology = {
	etax_doctrine = 1
	camo = 1
	infantry_weapons = 1
	tech_mountaineers = 1
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_further_constitutional_reform
Constructs: prerequisite, completion_reward, add_timed_idea
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_further_constitutional_reform
	icon = GFX_goal_AFG_the_constitution_question
	prerequisite = {
		focus = TUR_accomplishing_ataturks_dream
	}
	x = -1
	y = 2
	relative_position_id = TUR_accomplishing_ataturks_dream
	cost = 5
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_timed_idea = {
			idea = FRA_constitutional_revision
			days = 300
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_TUR_KEMALISM
	}
}
### Entity: National Focus
Tree: lux_focus
Component: LUX_integrate_french_organisations
Constructs: prerequisite, add_ideas, completion_reward, unlock_decision_tooltip, add_power_balance_value
Source: game
File: common/national_focus/r56_luxembourg.txt

Code:
focus = {
	id = LUX_integrate_french_organisations
	icon = GFX_goal_generic_aristocratic_cooperation
	cost = 5
	x = 4
	y = 1
	relative_position_id = LUX_contest_election_results
	prerequisite = {
		focus = LUX_contest_election_results
	}
	mutually_exclusive = {
		focus = LUX_attack_alliance_francaise
	}
	completion_reward = {
		add_ideas = r56_LUX_all_luxembourgish_societies
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		unlock_decision_tooltip = LUX_fascist_balance_show_national_unity
		add_power_balance_value = {
			id = LUX_fascist_balance
			value = -0.1
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: State History
Component: 850
Constructs: add_core_of, add_claim_by
Source: game
File: history/states/850-Trentino.txt

Code:
state = {
	id = 850
	name = STATE_850
	manpower = 370739
	state_category = town
	history = {
		victory_points = {
			9598 1
		}
		owner = ITA
		buildings = {
			infrastructure = 2
		}
		add_core_of = ITA LBV
		add_claim_by = AUS
	}
	provinces = {
		6631 9598
	}
	local_supplies = 0.0
}
### Entity: Unit Template
Component: POL_PAR_01
Source: game
File: common/units/names_divisions/POL_names_divisions.txt

Code:
POL_PAR_01 = {
	name = Airborne Division
	for_countries = {
		POL
	}
	can_use = {
		always = yes
	}
	division_types = {
		paratrooper
	}
	link_numbering_with = {
		POL_INF_01
	}
	fallback_name = %d Dywizja Spadochronowa
	ordered = {
		1 = {
			%d Dywizja Spadochronowa
		}
	}
}
### Entity: Character
Component: SLO_head_of_the_radical_wing
Constructs: fascism_drift, conscription_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
SLO_head_of_the_radical_wing = {
	sprite = 13
	random = no
	fascism_drift = 0.05
	conscription_factor = 0.05
	resistance_growth = -0.05
	non_core_manpower = 0.05
}
### Entity: Modifier Reference
Construct: navy_submarine_detection_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## navy_submarine_detection_factor

* Number with 2 decimal places
* **Categories**: naval, unit_leader, defensive
### Entity: National Focus
Tree: hol_focus
Component: HOL_assume_the_naval_burden
Constructs: prerequisite, limit, add_ideas, completion_reward, has_full_control_of_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_assume_the_naval_burden
	available = {
		has_full_control_of_state = 7 36
	}
	prerequisite = {
		focus = HOL_placate_the_japanese
	}
	mutually_exclusive = {
		focus = HOL_beginnings_of_a_dutch_blitzkrieg
	}
	icon = GFX_goal_generic_occupy_states_coastal
	x = 0
	y = 2
	relative_position_id = HOL_placate_the_japanese
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = HOL_assume_the_naval_burden
		custom_effect_tooltip = generic_skip_one_line_tt
		7 = {
			if = {
				limit = {
					7 = {
						free_building_slots = {
							building = dockyard
							size = > 1
							include_locked = yes
						}
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = dockyard
					level = 2
					instant_build = yes
				}
			}
		}
		35 = {
			if = {
				limit = {
					36 = {
						free_building_slots = {
							building = dockyard
							size = > 1
							include_locked = yes
						}
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = dockyard
					level = 2
					instant_build = yes
				}
			}
		}
		36 = {
			if = {
				limit = {
					36 = {
						free_building_slots = {
							building = dockyard
							size = > 1
							include_locked = yes
						}
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = dockyard
					level = 2
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Event
Component: quebec_commie.23
Constructs: is_triggered_only, add_war_support, add_stability, add_political_power, create_wargoal, annex_everything
Source: game
File: events/Quebec.txt

Code:
country_event = {
	id = quebec_commie.23
	title = quebec_commie.23.t
	desc = quebec_commie.23.d
	picture = GFX_report_event_finnish_soldiers_snow
	is_triggered_only = yes
	option = {
		name = quebec_commie.23.a
		create_wargoal = {
			type = annex_everything
			target = FROM
		}
	} {
		name = quebec_commie.23.b
		add_stability = -0.05
		add_war_support = -0.05
		add_political_power = -50
	}
}
### Entity: Shared Focus
Tree: spr_focus
Component: SPR_uphold_the_1931_constitution
Constructs: shared_focus, prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_political_spain_republican_shared.txt

Code:
shared_focus = {
	id = SPR_uphold_the_1931_constitution
	icon = GFX_goal_support_democracy
	cost = 10.0
	ai_will_do = {
		factor = 45
	}
	prerequisite = {
		focus = SPR_continue_the_secularization_policies
	} {
		focus = SPR_appease_the_workers
	}
	completion_reward = {
		add_ideas = SPR_uphold_the_1931_constitution
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
	relative_position_id = SPR_republican_victory
	x = -3
	y = 3
}
### Entity: AI Strategy
Component: stay_in_mexicos_faction
Constructs: has_war_with, has_country_flag, is_subject, is_enemy_ideology
Source: game
File: common/ai_strategy/MEX.txt

Code:
stay_in_mexicos_faction = {
	enable = {
		has_country_flag = flag_joined_mexican_faction
	}
	abort = {
		OR = {
			is_subject = yes
			has_war_with = MEX
			MEX = {
				is_enemy_ideology = yes
			}
		}
	}
	ai_strategy = {
		type = alliance
		id = MEX
		value = 100
	}
}
### Entity: Idea
Component: CRO_edgar_angeli
Source: game
File: common/ideas/croatia.txt

Code:
CRO_edgar_angeli = {
	picture = generic_navy_europe_2
	allowed = {
		original_tag = CRO
	}
	traits = {
		navy_chief_maneuver_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: axis_minors_vichy_france.21
Constructs: has_government, fire_only_once, add_political_power, add_popularity
Source: game
File: events/r56_vichy_france.txt

Code:
country_event = {
	id = axis_minors_vichy_france.21
	title = axis_minors_vichy_france.21.t
	desc = axis_minors_vichy_france.21.desc
	picture = GFX_report_event_zazou_dance
	fire_only_once = yes
	mean_time_to_happen = {
		days = 104
	}
	trigger = {
		tag = VIC
		VIC = {
			has_government = fascism
		}
	}
	option = {
		name = axis_minors_vichy_france.21.a
		add_political_power = -20
		add_popularity = {
			ideology = democratic
			popularity = 0.03
		}
	}
}
### Entity: National Focus
Tree: can_focus
Component: CAN_mend_relations_with_the_trotskyites
Constructs: prerequisite, limit, add_ideas, has_government, add_opinion_modifier, completion_reward, cancel_if_invalid, has_country_leader
Source: game
File: common/national_focus/canada.txt

Code:
focus = {
	id = CAN_mend_relations_with_the_trotskyites
	icon = GFX_goal_generic_major_alliance
	prerequisite = {
		focus = CAN_communist_labor_total_war_committee
	}
	mutually_exclusive = {
		focus = CAN_supply_the_red_army CAN_defence_scheme_no_2
	}
	x = -2
	y = 2
	relative_position_id = CAN_burn_the_royal_portraits
	cost = 10
	ai_will_do = {
		factor = 25
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = CAN_unified_communist_party
		if = {
			limit = {
				SOV = {
					has_government = communism
				}
			}
			SOV = {
				if = {
					limit = {
						has_country_leader = {
							character = SOV_lev_trotsky
						}
					}
					add_opinion_modifier = {
						target = ROOT
						modifier = CAN_trotsky_loves_us
					}
				}
				else = {
					add_opinion_modifier = {
						target = ROOT
						modifier = CAN_stalin_and_friends_hate_us_now
					}
				}
			}
		}
	}
}
### Entity: Unit Template
Component: ARG_CA_HISTORICAL
Source: game
File: common/units/names_ships/ARG_ship_names.txt

Code:
ARG_CA_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CA
	for_countries = {
		ARG
	}
	type = ship
	ship_types = {
		ship_hull_cruiser heavy_cruiser
	}
	prefix = ARA 
	fallback_name = Crucero Pesado %d
	unique = {
		Veinticinco de Mayo Almirante Brown Pueyrredon La Argentina General Belgrano Nueve de Julio Murature King Heroína Drummond Guerrico Granville Rosales Spiro Parker Rosales Robinson Gómez Roca
	}
}
### Entity: Modifier Reference
Component: idea_SIA_printing_money_JAP
Constructs: industrial_capacity_factory
Source: game
File: common/dynamic_modifiers/TAOG_dynamic_modifiers.txt

Code:
idea_SIA_printing_money_JAP = {
	icon = GFX_idea_generic_goods_red_bonus
	industrial_capacity_factory = SIA_printing_money_JAP_industrial_capacity_factory
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_sea_long_term_economic_planning
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = CHI_sea_long_term_economic_planning
	icon = GFX_goal_generic_production2
	x = -1
	y = 1
	relative_position_id = CHI_sea_further_industrial_investment
	cost = 10
	prerequisite = {
		focus = CHI_sea_further_industrial_investment
	}
	ai_will_do = {
		base = 4
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = CHI_long_term_economic_planning
	}
}
### Entity: Operation
Component: exfiltration_border
Constructs: has_war_with, is_controlled_by
Source: game
File: common/operation_phases/lar_exfiltration.txt

Code:
exfiltration_border = {
	name = exfiltration_border
	desc = exfiltration_border_desc
	outcome = exfiltration_border_outcome
	risk_extra = exfiltration_border_outcome_fail
	picture = GFX_phase_exfiltration_border
	icon = GFX_phase_exfiltration_border_small
	requirements = {
		FROM = {
			any_owned_state = {
				is_controlled_by = PREV
				any_neighbor_state = {
					CONTROLLER = {
						NOT = {
							tag = FROM
							has_war_with = ROOT
						}
					}
				}
			}
		}
	}
	equipment = {

	}
}
### Entity: Scripted Effect
Component: NORDIC_mil_industry_originator_to_member
Constructs: limit, has_dynamic_modifier, remove_dynamic_modifier, add_dynamic_modifier
Source: game
File: common/scripted_effects/NORDIC_scripted_effects.txt

Code:
NORDIC_mil_industry_originator_to_member = {
	if = {
		limit = {
			has_dynamic_modifier = {
				modifier = NORDIC_mil_industry_originator_dmod
			}
		}
		custom_effect_tooltip = NORDIC_becomes_military_industry_member_tooltip
		hidden_effect = {
			remove_dynamic_modifier = {
				modifier = NORDIC_mil_industry_originator_dmod
			}
			add_dynamic_modifier = {
				modifier = NORDIC_mil_industry_member_dmod
			}
		}
	}
}
### Entity: Shared Focus
Tree: smb_focus
Component: SMB_army_support
Constructs: shared_focus, prerequisite, limit, completion_reward, add_to_variable
Source: game
File: common/national_focus/toa_shared_military_branch.txt

Code:
shared_focus = {
	id = SMB_army_support
	icon = GFX_focus_generic_cas_aircraft
	relative_position_id = SMB_flying_fortress
	prerequisite = {
		focus = SMB_flying_fortress SMB_tactical_air_force
	}
	mutually_exclusive = {
		focus = SMB_strategic_bombing SMB_winning_the_air_war
	}
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 20
	}
	available = {

	}
	bypass = {

	}
	completion_reward = {
		IF = {
			limit = {
				original_tag = CHL
			}
			custom_effect_tooltip = CHL_modify_chilean_airforce_ns_intro
			add_to_variable = {
				JUNO_airforce_modifier_air_superiority_efficiency = 0.05
				tooltip = air_superiority_efficiency_tt
			} {
				JUNO_airforce_modifier_air_cas_present_factor = 0.1
				tooltip = air_cas_present_factor_tt
			} {
				JUNO_airforce_modifier_ground_attack_factor = 0.05
				tooltip = ground_attack_factor_tt
			}
		}
		ELSE_IF = {
			limit = {
				original_tag = BRA
			}
			custom_effect_tooltip = BRA_modify_brazilian_airforce_ns_intro
			add_to_variable = {
				JUNO_airforce_modifier_air_superiority_efficiency = 0.05
				tooltip = air_superiority_efficiency_tt
			} {
				JUNO_airforce_modifier_air_cas_present_factor = 0.1
				tooltip = air_cas_present_factor_tt
			} {
				JUNO_airforce_modifier_ground_attack_factor = 0.05
				tooltip = ground_attack_factor_tt
			}
		} {
			limit = {
				original_tag = ARG
			}
			custom_effect_tooltip = ARG_modify_argentine_airforce_ns_intro
			add_to_variable = {
				JUNO_airforce_modifier_air_superiority_efficiency = 0.05
				tooltip = air_superiority_efficiency_tt
			} {
				JUNO_airforce_modifier_air_cas_present_factor = 0.1
				tooltip = air_cas_present_factor_tt
			} {
				JUNO_airforce_modifier_ground_attack_factor = 0.05
				tooltip = ground_attack_factor_tt
			}
		} {
			limit = {
				original_tag = PAR
			}
			custom_effect_tooltip = PAR_modify_paraguayan_airforce_ns_intro
			add_to_variable = {
				JUNO_airforce_modifier_air_superiority_efficiency = 0.05
				tooltip = air_superiority_efficiency_tt
			} {
				JUNO_airforce_modifier_air_cas_present_factor = 0.1
				tooltip = air_cas_present_factor_tt
			} {
				JUNO_airforce_modifier_ground_attack_factor = 0.05
				tooltip = ground_attack_factor_tt
			}
		} {
			limit = {
				original_tag = URG
			}
			custom_effect_tooltip = URG_modify_uruguayan_airforce_ns_intro
			add_to_variable = {
				JUNO_airforce_modifier_air_superiority_efficiency = 0.
# ... (truncated)
### Entity: Character
Component: OMA_marhoon_muhaid
Source: game
File: common/characters/OMA.txt

Code:
OMA_marhoon_muhaid = {
	advisor = {
		slot = political_advisor
		idea_token = OMA_marhoon_muhaid
		allowed = {
			original_tag = OMA
		}
		traits = {
			compassionate_gentleman
		}
	}
	name = Marhoon Muhaid
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_arab_2
		}
	}
}
### Entity: AI Strategy
Component: enable_operative_missions
Constructs: enable_operative_missions, build_intel_network
Source: game
File: common/ai_strategy/operatives_default.txt

Code:
enable_operative_missions = {
	enable = {
		any_operative_leader = {
			always = yes
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = operative_mission
		mission = build_intel_network
		value = 100
	} {
		type = operative_mission
		mission = counter_intelligence
		value = 100
	} {
		type = operative_mission
		mission = quiet_network
		value = 100
	} {
		type = operative_mission
		mission = root_out_resistance
		value = 100
	} {
		type = operative_mission
		mission = control_trade
		value = 100
	}
}