Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: denmark_overlord_events.23
Constructs: is_triggered_only, add_political_power, set_country_flag
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_overlord_events.23
	title = denmark_overlord_events.23.t
	desc = denmark_overlord_events.23.desc
	picture = GFX_report_event_DEN_danish_politics
	is_triggered_only = yes
	option = {
		name = denmark_overlord_events.23.a
		add_political_power = 25
		hidden_effect = {
			set_country_flag = DEN_overlord_installed_loyalist_flag
		}
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_pro_hacendados
Constructs: has_completed_focus, prerequisite, limit, has_government, has_country_flag, completion_reward, add_political_power, random_owned_controlled_state
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_pro_hacendados
	icon = GFX_focus_PHI_pro_hacendados
	overlay = GFX_focus_fast_overlay_america
	prerequisite = {
		focus = PHI_quezon_city_campus PHI_reduce_unneccessary_expenditure PHI_subsidies PHI_basic_welfare PHI_encourage_asian_trade
	}
	relative_position_id = PHI_peg_the_peso_to_the_dollar
	mutually_exclusive = {
		focus = PHI_anti_hacendados
	}
	x = 0
	y = 3
	cost = 10
	available = {
		PHI_central_focuses_done_T1_4 = yes
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 0.1
			has_government = fascism
		} {
			factor = 3
			has_government = democratic
		}
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_political_power = 50
		random_owned_controlled_state = {
			limit = {
				is_core_of = PHI
				is_fully_controlled_by = PHI
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
		hidden_effect = {
			PHI_usa_focus_done = yes
		} {
			remove_dynamic_modifier = {
				modifier = PHI_the_great_depression_dynamic_modifier
			}
			add_dynamic_modifier = {
				modifier = PHI_shaken_economy_dynamic_modifier
			}
		}
		set_variable = {
			PHI_american_intervention_value_to_add = -10
		}
		PHI_american_intervention_change_value = yes
		if = {
			limit = {
				has_completed_focus = PHI_partido_komunista_ng_pilipinas_coup
				NOT = {
					has_country_flag = PHI_american_intervention_is_over
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt PHI_american_intervention_change_value_small_decrease_tt
		}
		custom_effect_tooltip = generic_skip_one_line_tt PHI_replace_depression_dynamic_modifier_no_modifiers_tt generic_skip_one_line_tt
		reduce_focus_completion_cost = {
			focus = PHI_national_defense_act
			cost = 35
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: WUR_pf
Source: game
File: common/ideas/wurtemberg.txt

Code:
WUR_pf = {
	picture = generic_political_advisor_europe_2
	allowed = {
		original_tag = WUR
	}
	traits = {
		popular_figurehead
	}
}
### Entity: Event
Component: vietnam.10
Constructs: is_triggered_only, set_country_flag, set_politics, add_popularity, retire_country_leader, add_country_leader_role, set_party_name, set_cosmetic_tag
Source: game
File: events/Vietnam.txt

Code:
country_event = {
	id = vietnam.10
	title = vietnam.10.t
	desc = vietnam.10.d
	picture = GFX_report_event_la_lutte
	is_triggered_only = yes
	option = {
		name = vietnam.10.a
		set_country_flag = la_lutte_victorious_flag
		set_politics = {
			ruling_party = communism
		}
		add_popularity = {
			ideology = communism
			popularity = 0.5
		}
		retire_country_leader = yes
		add_country_leader_role = {
			character = VIN_ta_thu_thau
			country_leader = {
				ideology = leninism
				expire = 1965.1.1
				traits = {
					devoted_trotskyist
				}
			}
			promote_leader = yes
		}
		set_party_name = {
			ideology = communism
			long_name = VIN_la_lutte_party_long
			name = VIN_la_lutte_party_long
		}
		set_cosmetic_tag = VINLaLutte
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/ETH_1936_bba.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_0
			creator = ETH
		}
		requested_factories = 2
		progress = 0.1
		efficiency = 25
	}
}
### Entity: Character
Component: DEN_aage_falking
Constructs: has_dlc
Source: game
File: common/characters/DEN.txt

Code:
DEN_aage_falking = {
	name = DEN_aage_falking
	portraits = {
		army = {
			small = GFX_portrait_DEN_aage_falking_small
		}
	}
	advisor = {
		slot = high_command
		idea_token = DEN_aage_falking
		ledger = army
		allowed = {
			original_tag = DEN
			has_dlc = Arms Against Tyranny
		}
		traits = {
			army_logistics_2
		}
		cost = 100
		ai_will_do = {
			base = 1.0
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_seek_a_defense_pact_with_the_allies_old
Constructs: prerequisite, limit, completion_reward, has_civil_war, has_capitulated, is_faction_leader, is_subject, set_variable
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_seek_a_defense_pact_with_the_allies_old
	text = SOV_seek_a_defense_pact_with_the_allies
	icon = GFX_focus_hol_the_fourth_ally
	prerequisite = {
		focus = SOV_anti_fascist_policies_old
	}
	x = 0
	y = 1
	relative_position_id = SOV_anti_fascist_policies_old
	cost = 5
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			has_civil_war = yes
		}
	}
	bypass = {
		OR = {
			NOT = {
				country_exists = FRA
			}
			FRA = {
				has_capitulated = yes
			}
		}
		NOT = {
			any_other_country = {
				is_faction_leader = yes
				SOV_is_valid_collective_security_target = yes
			}
		}
	}
	available = {
		is_subject = no
	}
	search_filters = {

	}
	completion_reward = {
		if = {
			limit = {
				country_exists = FRA
				FRA = {
					SOV_is_valid_collective_security_target = yes
				}
			}
			set_variable = {
				SOV_collective_security_target = FRA
			}
			FRA = {
				country_event = {
					id = NSB_soviet_policies_of_collective_security.1
					hours = 8
					random_hours = 4
				}
			}
		} {
			limit = {
				country_exists = POL
				POL = {
					SOV_is_valid_collective_security_target = yes
				}
				var:SOV_collective_security_target = {
					capital_scope = {
						is_on_continent = europe
					}
				}
			}
			custom_effect_tooltip = SOV_seek_a_defense_pact_with_the_allies_poland_tt
		}
		else_if = {
			limit = {
				country_exists = ENG
				is_faction_leader = yes
				ENG = {
					SOV_is_valid_collective_security_target = yes
				}
			}
			set_variable = {
				SOV_collective_security_target = FRA
			}
			ENG = {
				country_event = {
					id = NSB_soviet_policies_of_collective_security.1
					hours = 8
					random_hours = 4
				}
			}
		} {
			limit = {
				any_country = {
					is_faction_leader = yes
					capital_scope = {
						is_on_continent = europe
					}
					SOV_is_valid_collective_security_target = yes
				}
			}
			random_other_country = {
				limit = {
					is_faction_leader = yes
					capital_scope = {
						is_on_continent = europe
					}
					SOV_is_valid_collective_security_target = yes
				}
				ROOT = {
					set_variable = {
						SOV_collective_security_target = PREV
					}
				}
				country_event = {
					id = NSB_soviet_policies_of_collective_security.1
					hours = 8
					random_hours = 4
				}
			}
		} {
			limit = {
				any_other_country = {
					is_faction_leader = yes
					SOV_is_valid_collective_security_target = yes
	
# ... (truncated)
### Entity: Idea
Component: ARG_socialist_volunteers_idea
Constructs: removal_cost, send_volunteer_divisions_required, send_volunteer_size, send_volunteers_tension
Source: game
File: common/ideas/argentina.txt

Code:
ARG_socialist_volunteers_idea = {
	allowed = {
		always = no
		tag = ARG
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	picture = SPR_international_brigades
	modifier = {
		send_volunteer_divisions_required = -0.5
		send_volunteer_size = 3
		send_volunteers_tension = -0.2
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_communist_army
Constructs: prerequisite, add_ideas, remove_ideas, has_government, completion_reward, add_timed_idea
Source: game
File: common/national_focus/r56_belgium.txt

Code:
focus = {
	id = BEL_communist_army
	icon = GFX_goal_generic_communist_officer
	prerequisite = {
		focus = BEL_communist_youth
	}
	relative_position_id = BEL_communist_youth
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		base = 5
	}
	available = {
		has_government = communism
	}
	completion_reward = {
		add_ideas = BEL_communist_army
		add_timed_idea = {
			idea = BEL_purge_the_army
			days = 218
		}
		army_experience = -10
		remove_ideas = BEL_linguistic_question_in_military
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT FOCUS_FILTER_MANPOWER
	}
}
### Entity: Character
Component: SIE_ncm
Source: game
File: common/characters/SIE.txt

Code:
SIE_ncm = {
	advisor = {
		slot = navy_chief
		idea_token = SIE_ncm
		allowed = {
			original_tag = SIE
		}
		traits = {
			navy_chief_maneuver_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_3
		}
	}
}
### Entity: National Focus
Tree: men_focus
Component: MEN_eyes_behind_enemy_lines
Constructs: prerequisite, limit, add_ideas, has_war_with, completion_reward, is_ally_with, add_timed_idea, has_idea
Source: game
File: common/national_focus/mengkukuo.txt

Code:
focus = {
	id = MEN_eyes_behind_enemy_lines
	icon = GFX_goal_generic_espionage
	available = {
		is_ally_with = JAP
		JAP = {
			has_war_with = CUG
		}
	}
	prerequisite = {
		focus = MEN_covert_chinese_cooperation
	}
	relative_position_id = MEN_covert_chinese_cooperation
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		add_ideas = MEN_anti_japanese_intelligence
		custom_effect_tooltip = r56_newline r56_newline
		CUG = {
			add_timed_idea = {
				idea = MEN_anti_japanese_intelligence_china
				days = 180
			}
		}
		if = {
			limit = {
				has_idea = MEN_kwantungs_invisible_hand_genghis_3
			}
			swap_ideas = {
				remove_idea = MEN_kwantungs_invisible_hand_genghis_3
				add_idea = MEN_kwantungs_invisible_hand_genghis_4
			}
		}
		else = {
			swap_ideas = {
				remove_idea = MEN_kwantungs_invisible_hand_genghis_2
				add_idea = MEN_kwantungs_invisible_hand_genghis_3
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_ESPIONAGE
	}
}
### Entity: Character
Component: ELS_bartolomé_vasconcelos
Source: game
File: common/characters/ELS.txt

Code:
ELS_bartolomé_vasconcelos = {
	name = Bartolomé Vasconcelos
	portraits = {
		civilian = {
			large = GFX_portrait_Bartolome_Vasconcelos
		}
	}
	country_leader = {
		ideology = oligarchism
		expire = 1951.1.1.12
		id = -1
	}
}
### Entity: Idea
Component: RAJ_all_india_forward_bloc_communism
Constructs: has_government, removal_cost, democratic_drift, neutrality_drift, communism_drift, autonomy_gain
Source: game
File: common/ideas/british_raj.txt

Code:
RAJ_all_india_forward_bloc_communism = {
	picture = raj_all_india_forward_bloc_communism
	allowed = {
		original_tag = RAJ
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	modifier = {
		democratic_drift = -0.02
		neutrality_drift = -0.02
		communism_drift = 0.03
		autonomy_gain = 0.5
	}
}
### Entity: Military Industrial Organization
Component: BRA_varig_organization
Constructs: has_completed_focus, equipment_bonus
Source: game
File: common/military_industrial_organization/organizations/r56_BRA_organization.txt

Code:
BRA_varig_organization = {
	name = bra_medium_aircraft_manufacturer
	include = generic_medium_aircraft_organization
	icon = GFX_idea_varig
	allowed = {
		original_TAG = BRA
	}
	available = {
		OWNER = {
			OR = {
				has_completed_focus = SMB_establish_aircraft_industry BRA_R56_the_brazilian_air_force
			}
		}
	}
	initial_trait = {
		name = generic_mio_initial_trait_multi_role_tactical_aircraft
		limit_to_equipment_type = {
			mio_cat_eq_all_medium_plane
		}
		equipment_bonus = {
			surface_detection = 0.05
			air_ground_attack = 0.05
		}
	}
}
### Entity: Faction
Component: faction_goal_expand_faroese_bases
Constructs: limit, complete_effect, add_faction_power_projection, every_faction_member, add_faction_initiative, is_on_continent, has_navy_size
Source: game
File: common/factions/goals/faction_goals_short_term.txt

Code:
faction_goal_expand_faroese_bases = {
	name = expand_faroese_bases_goal_name
	description = control_faroe_islands_goal_desc
	category = short_term
	group = FOCUS_FILTER_CONSOLIDATION
	allowed = {

	}
	visible = {
		337 = {
			is_controlled_by_ROOT_or_ally = yes
		}
	}
	available = {

	}
	completed = {
		337 = {
			air_base = > 1
			any_province_building_level = {
				province = {
					all_provinces = yes
				}
				building = naval_base
				level = > 2
			}
		}
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt TARGET_STATE_CONTROLLERS
		every_faction_member = {
			visible_when_empty = yes
			limit = {
				controls_state = 337
			}
			add_faction_initiative = 1
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 2
			convoy_threat = > 0.5
			collection_size = {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes
							is_on_continent = north_america
						}
					}
					name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA
				}
				value = > 0
			} {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes
							is_on_continent = europe
						}
					}
					name = COLLECTION_FACTION_STATES_IN_EUROPE
				}
				value = > 0
			}
		} {
			add = 1
			has_navy_size = {
				size = > 5
				type = capital_ship
			}
		}
	}
}
### Entity: Character
Component: GER_august_thalheimer
Constructs: has_completed_focus, has_government, has_dlc
Source: game
File: common/characters/GER.txt

Code:
GER_august_thalheimer = {
	name = GER_august_thalheimer
	portraits = {
		civilian = {
			small = GFX_portrait_GER_august_thalheimer_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = GER_august_thalheimer
		allowed = {
			original_tag = GER
			has_dlc = Gotterdammerung
		}
		visible = {
			NOT = {
				AND = {
					has_government = fascism
					has_completed_focus = GER_remilitarize_the_rhineland
				} {
					OR = {
						has_government = neutrality democratic
					}
					has_completed_focus = GER_monarchist_sentiment
				}
			}
		}
		available = {
			has_government = communism
		}
		traits = {
			GER_stakhonovite_collectivist1
		}
		ai_will_do = {
			base = 1
		}
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered, force_equipment_variants
Source: game
File: history/units/EST_1939.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 1
	}
	location = 3152
	division_template = Jalaväediviisi
	force_equipment_variants = {
		infantry_equipment_0 = {
			owner = EST
		}
	}
	start_experience_factor = 0.1
	start_equipment_factor = 0.5
}
### Entity: Character
Component: NOR_queen_mathilde_i
Source: game
File: common/characters/NOR.txt

Code:
NOR_queen_mathilde_i = {
	portraits = {
		civilian = {
			large = GFX_portrait_NOR_queen_mathilde_i
		}
	}
	allowed_civil_war = {
		NOR_char_cw_loyalist = yes
	}
	country_leader = {
		ideology = despotism
		expire = 1965.1.1.1
		traits = {
			NOR_queen_of_norway
		}
		id = -1
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_the_legacy_of_kaiserjagers
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_the_legacy_of_kaiserjagers
	icon = GFX_goal_generic_mountain_warfare2
	x = 0
	y = 1
	relative_position_id = CZE_the_new_sturmbaons
	available = {

	}
	bypass = {

	}
	cost = 7.2
	prerequisite = {
		focus = CZE_the_new_sturmbaons
	}
	completion_reward = {
		army_experience = 15
		custom_effect_tooltip = generic_skip_one_line_tt CZE_modify_bm_tt
		add_to_variable = {
			CZE_bm_modifier_army_sub_unit_mountaineers_defence_factor = 0.1
			tooltip = modifier_army_sub_unit_mountaineers_defence_factor_tt
		} {
			CZE_bm_modifier_army_sub_unit_mountaineers_max_org_factor = 0.1
			tooltip = modifier_army_sub_unit_mountaineers_max_org_factor_tt
		} {
			CZE_bm_special_forces_cap = 0.075
			tooltip = special_forces_cap_tt
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT FOCUS_FILTER_ARMY_XP
	}
}
### Entity: Idea
Component: GER_medical_costs
Constructs: removal_cost
Source: game
File: common/ideas/r56_germany.txt

Code:
GER_medical_costs = {
	removal_cost = -1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = great_depression
	modifier = {
		consumer_goods_factor = 0.02
	}
}
### Entity: AI Strategy
Component: EAI_PROD_NAVY_BS_CL_navy_production_strategy
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_PRODUCTION_navy_strategies.txt

Code:
EAI_PROD_NAVY_BS_CL_navy_production_strategy = {
	enable = {
		has_country_flag = EAI_BS_CL_navy_production_strategy
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = role_ratio
		id = naval_cruiser_light
		value = 10
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_680
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_680 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 680
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 680
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_je_suis_le_deluge
Constructs: has_completed_focus, prerequisite, limit, has_government, completion_reward, is_subject, has_country_leader, add_country_leader_trait
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_je_suis_le_deluge
	icon = GFX_focus_fra_le_deluge
	relative_position_id = CHL_joint_invasion_of_mexico
	x = 1
	y = 1
	cost = 10
	prerequisite = {
		focus = CHL_joint_invasion_of_mexico CHL_claim_the_mexican_throne
	}
	mutually_exclusive = {
		focus = CHL_the_straight_line
	}
	ai_will_do = {
		base = 2.5
	}
	available = {
		has_government = neutrality
		is_subject = no
		has_completed_focus = CHL_an_absolute_monarchy
		has_country_leader = {
			ruling_only = yes
			character = CHL_antoine_iii
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		IF = {
			limit = {
				NOT = {
					has_country_leader = {
						ruling_only = yes
						character = CHL_antoine_iii
					}
				}
			}
			custom_effect_tooltip = CHL_je_suis_le_deluge_tt
		}
		CHL_antoine_iii = {
			add_country_leader_trait = {
				ideology = despotism
				trait = emperor_of_france_and_the_americas
			}
		}
	}
}
### Entity: Modding Documentation
Construct: fow
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## fow
* Aliases: debug_fow
* Arguments: <Province ID> OPTIONAL

Turns off fog of war in a province or in general
### Entity: Shared Focus
Component: BALTIC_united_baltic_ssr
Constructs: shared_focus, prerequisite, limit, has_government, completion_reward, cancel_if_invalid, every_other_country, is_baltic_country
Source: game
File: common/national_focus/baltic_shared.txt

Code:
shared_focus = {
	id = BALTIC_united_baltic_ssr
	icon = GFX_goal_anschluss
	prerequisite = {
		focus = BALTIC_end_bourgeouis_dictatorships BALTIC_arm_baltic_reds
	}
	x = 1
	y = 1
	relative_position_id = BALTIC_arm_baltic_reds
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		every_other_country = {
			limit = {
				NOT = {
					tag = ROOT
				}
				is_baltic_country = yes
				has_government = communism
				OR = {
					is_subject_of = ROOT
					is_subject = no
				}
			}
			effect_tooltip = {
				PREV = {
					annex_country = {
						target = PREV
						transfer_troops = yes
					}
				}
			}
			hidden_effect = {
				country_event = {
					id = BALTIC_events.6
					hours = 3
				}
			}
		}
		effect_tooltip = {
			set_cosmetic_tag = BAL_UNIFIED_communism
		}
		custom_effect_tooltip = form_country_estonia_coring_states_tt form_country_latvia_coring_states_tt form_country_lithuania_coring_states_tt
		hidden_effect = {
			activate_decision = form_baltic_federation
		}
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_suspend_elections
Constructs: prerequisite, limit, add_stability, completion_reward, add_political_power, has_dlc, has_intelligence_agency, create_intelligence_agency
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_suspend_elections
	icon = GFX_focus_usa_voter_registration_act
	x = 0
	y = 1
	relative_position_id = VEN_crush_communists
	cost = 5
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_ESPIONAGE
	}
	ai_will_do = {
		factor = 10
	}
	prerequisite = {
		focus = VEN_crush_communists
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = La Resistance
				NOT = {
					has_intelligence_agency = yes
				}
			}
			create_intelligence_agency = yes
		}
		add_stability = -0.1
		add_political_power = 200
	}
}
### Entity: Character
Component: IRQ_sharaf_bin_rajeh
Constructs: has_government, has_dlc
Source: game
File: common/characters/IRQ.txt

Code:
IRQ_sharaf_bin_rajeh = {
	instance = {
		allowed = {
			has_dlc = Graveyard of Empires
		}
		name = IRQ_sharaf_bin_rajeh
		portraits = {
			army = {
				small = GFX_portrait_IRQ_sharaf_bin_rajeh_small
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = IRQ_sharaf_bin_rajeh
			traits = {
				IRQ_emir_of_taif
			}
			available = {
				has_government = fascism
			}
			allowed = {
				original_tag = IRQ
			}
			ai_will_do = {
				factor = 0.0
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Graveyard of Empires
			}
		}
		name = IRQ_sharaf_bin_rajeh
		portraits = {
			army = {
				small = GFX_idea_generic_political_advisor_arab_2
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = IRQ_sharaf_bin_rajeh
			traits = {
				backroom_backstabber
			}
			allowed = {
				original_tag = IRQ
			}
			ai_will_do = {
				factor = 0.0
			}
		}
	}
}
### Entity: Character
Component: PHI_supreme_commissioner
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
PHI_supreme_commissioner = {
	sprite = 5
	stability_factor = 0.1
	weekly_casualties_war_support = 0.001
	max_planning = 0.15
}
### Entity: Character
Component: LIB_benton_stukes
Source: game
File: common/characters/LIB.txt

Code:
LIB_benton_stukes = {
	advisor = {
		slot = high_command
		idea_token = LIB_benton_stukes
		ledger = army
		allowed = {
			original_tag = LIB
		}
		traits = {
			army_armored_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Benton Stukes
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_2
		}
	}
}
### Entity: Modding Documentation
Construct: debug_diploactions
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## debug_diploactions
* Not available in release build

Start Counting diplomatic actions
### Entity: National Focus
Tree: eth_focus
Component: ETH_sway_the_warlords
Constructs: prerequisite, completion_reward, has_global_flag, add_popularity
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_sway_the_warlords
	icon = GFX_focus_ETH_sway_the_warlords
	prerequisite = {
		focus = ETH_reach_out_to_the_italians
	}
	x = -1
	y = 1
	relative_position_id = ETH_reach_out_to_the_italians
	cost = 5
	available = {
		controls_half_ethiopian_owned_states = yes
		has_global_flag = second_italo_ethiopian_war_flag
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_BALANCE_OF_POWER
	}
	completion_reward = {
		subtract_from_variable = {
			ETH_civil_war_size = 0.2
		} {
			ETH_civil_war_army = 0.05
		}
		add_popularity = {
			ideology = fascism
			popularity = 0.1
		}
		ETH_BOP_decentralization_large_effect = yes
		custom_effect_tooltip = ETH_sway_the_warlords_tt
	}
}