Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: SIA_phraya_songsuradet
Constructs: has_completed_focus, limit, is_historical_focus_on, has_game_rule, has_civil_war
Source: game
File: common/characters/SIA.txt

Code:
SIA_phraya_songsuradet = {
	advisor = {
		slot = army_chief
		idea_token = SIA_phraya_songsuradet
		ledger = army
		allowed = {
			original_tag = SIA
		}
		visible = {
			NOT = {
				has_completed_focus = SIA_the_songsuradet_rebellion
			}
		}
		available = {
			NOT = {
				has_completed_focus = SIA_the_songsuradet_rebellion
			}
		}
		traits = {
			SIA_leader_of_the_senior_officers
		}
		cost = 150
		ai_will_do = {
			factor = 1.0
			modifier = {
				OR = {
					is_historical_focus_on = yes
					has_game_rule = {
						rule = SIA_ai_behavior
						option = HISTORICAL
					}
				}
				factor = 0
			}
		}
	}
	portraits = {
		army = {
			small = GFX_portrait_SIA_phraya_songsuradet_small
			large = GFX_portrait_SIA_phraya_songsuradet
		}
	}
	corps_commander = {
		traits = {
			brilliant_strategist
		}
		skill = 3
		attack_skill = 3
		defense_skill = 3
		planning_skill = 1
		logistics_skill = 1
		legacy_id = 0
		visible = {
			if = {
				limit = {
					has_civil_war = yes
				}
				has_completed_focus = SIA_support_songsuradets_military_clique
			}
		}
	}
}
### Entity: Event
Component: BBA_ethiopia_communist_events.51
Constructs: is_triggered_only, ai_chance, is_in_faction, has_war_with_major, is_core_of, is_owned_by, release_puppet_on_controlled, white_peace
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_communist_events.51
	title = BBA_ethiopia_communist_events.51.t
	desc = BBA_ethiopia_communist_events.51.desc
	is_triggered_only = yes
	picture = GFX_report_event_generic_sign_treaty1
	option = {
		name = BBA_ethiopia_communist_events.51.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 10
				AND = {
					is_in_faction = yes
					has_war_with_major = yes
					ETH = {
						is_in_faction = yes
					}
				}
			}
		}
		FROM = {
			country_event = {
				id = BBA_ethiopia_communist_events.60
				hours = 12
			}
		}
	} {
		name = BBA_ethiopia_communist_events.51.b
		ai_chance = {
			base = 0
			modifier = {
				add = 30
				any_owned_state = {
					is_core_of = UGA
					is_owned_by = ETH
				}
			} {
				add = -15
				any_controlled_state = {
					is_core_of = ETH
				}
			}
		}
		ETH = {
			release_puppet_on_controlled = UGA
		}
		white_peace = ETH
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_give_hazara_rights
Constructs: prerequisite, add_ideas, has_government, completion_reward, add_popularity, add_power_balance_value
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_give_hazara_rights
	icon = GFX_focus_generic_concessions
	x = -1
	y = 1
	available = {
		has_government = communism
	}
	prerequisite = {
		focus = AFG_socialist_constitution
	}
	relative_position_id = AFG_socialist_constitution
	ai_will_do = {
		factor = 1
	}
	mutually_exclusive = {
		focus = AFG_crush_hazara_nationalism
	}
	cost = 5
	completion_reward = {
		add_popularity = {
			ideology = democratic
			popularity = 0.05
		}
		add_ideas = AFG_hazara_rights
		custom_effect_tooltip = r56_newline
		add_power_balance_value = {
			id = AFG_communist_power_balance
			value = -0.05
			tooltip_side = AFG_parcham_side
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Modifier Reference
Component: JAP_resource_extraction_investments_dm
Source: game
File: common/dynamic_modifiers/SEA_dynamic_modifiers.txt

Code:
JAP_resource_extraction_investments_dm = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_generic_construction
	local_resources = 0.05
	local_building_slots = 1
}
### Entity: National Focus
Tree: man_focus
Component: MAN_tsr_imperial_divinity
Constructs: prerequisite, limit, has_war_with, completion_reward, cancel_if_invalid, has_country_leader_with_trait, is_subject, add_country_leader_trait
Source: game
File: common/national_focus/manchukuo_TSR.txt

Code:
focus = {
	id = MAN_tsr_imperial_divinity
	icon = GFX_goal_generic_secret_weapon
	prerequisite = {
		focus = MAN_tsr_independence_war
	}
	x = -2
	y = 1
	mutually_exclusive = {
		focus = MAN_tsr_a_new_constitution MAN_tsr_depose_puyi
	}
	relative_position_id = MAN_tsr_independence_war
	cost = 5
	ai_will_do = {
		base = 10
	}
	available = {
		NOT = {
			has_war_with = JAP
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	completion_reward = {
		MAN_low_legitimacy_level_down = yes
		if = {
			limit = {
				NOT = {
					has_country_leader_with_trait = nationalist_symbol
				}
				is_subject = no
			}
			add_country_leader_trait = nationalist_symbol
		}
	}
}
### Entity: Idea
Component: r56_USA_military_rnd
Constructs: removal_cost, research_bonus
Source: game
File: common/ideas/r56_usa.txt

Code:
r56_USA_military_rnd = {
	name = USA_military_rnd
	picture = jap_supremacy_of_technology
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	modifier = {
		sp_tag_aircraft_speed_factor = 0.05
		sp_tag_radar_speed_factor = 0.05
	}
	research_bonus = {
		infantry_weapons = 0.05
		armor = 0.05
		air_equipment = 0.05
		naval_equipment = 0.05
	}
}
### Entity: Event
Component: indonesia.61
Constructs: is_triggered_only, limit, remove_ideas, add_war_support, add_stability, fire_only_once, has_character_flag, has_country_leader
Source: game
File: events/indonesia.txt

Code:
country_event = {
	id = indonesia.61
	title = indonesia.61.t
	desc = indonesia.61.desc
	picture = GFX_report_event_ins_indonesian_masses
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = indonesia.61.a
		trigger = {
			INS_musso = {
				NOT = {
					OR = {
						has_character_flag = INS_first_term_flag INS_second_term_flag
					}
				}
			}
		}
		if = {
			limit = {
				has_country_leader = {
					name = Musso Munawar
					ruling_only = yes
				}
			}
			add_stability = 0.05
			else = {
				add_war_support = 0.05
			}
		} {
			limit = {
				NOT = {
					has_global_flag = form_majapahit_empire_flag
				}
			}
			set_cosmetic_tag = INS_RED3
		} {
			limit = {
				has_idea = INS_gerindo_militias_positive
			}
			remove_ideas = INS_gerindo_militias_positive
		}
		promote_character = INS_musso
		add_war_support = 0.075
		add_field_marshal_role = {
			character = INS_musso
			traits = {
				politically_connected
			}
			skill = 1
			attack_skill = 2
			defense_skill = 1
			planning_skill = 1
			logistics_skill = 1
			legacy_id = -1
		}
		hidden_effect = {
			INS_musso = {
				set_character_flag = INS_first_term_flag
			}
			country_event = {
				id = indonesia.62
				days = 1825
			}
		}
	} {
		name = indonesia.61.b
		trigger = {
			INS_musso = {
				NOT = {
					has_character_flag = INS_second_term_flag
				}
			}
		}
		if = {
			limit = {
				has_country_leader = {
					name = Musso Munawar
					ruling_only = yes
				}
			}
			add_stability = 0.05
			else = {
				add_war_support = 0.05
			}
		} {
			limit = {
				has_idea = INS_gerindo_militias_positive
			}
			remove_ideas = INS_gerindo_militias_positive
		}
		hidden_effect = {
			INS_musso = {
				set_character_flag = INS_second_term_flag
			}
			country_event = {
				id = indonesia.62
				days = 1825
			}
		}
	} {
		name = indonesia.61.c
		trigger = {
			NOT = {
				is_in_faction_with = SOS
			}
			INS_tan_malaka = {
				NOT = {
					OR = {
						has_character_flag = INS_first_term_flag INS_second_term_flag
					}
				}
			}
		}
		if = {
			limit = {
				has_country_leader = {
					name = Tan Malaka
					ruling_only = yes
				}
			}
			add_stability = 0.05
			else = {
				add_war_support = 0.05
			}
		} {
			limit = {
				NOT = {
					has_global_flag = form_majapahit_empire_flag
				}
			}
			set_cosmetic_tag = INS_RED2
		} {
			limit = {
				has_idea = INS_gerindo_militias_positive
			}
			
# ... (truncated)
### Entity: Country History
Country: KOR
Component: KOR_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/KOR - Korea.txt

Code:
# Politics & Parties for KOR
set_politics = {
	ruling_party = democratic
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 35
	fascism = 25
	communism = 30
	neutrality = 10
}
### Entity: Character
Component: KHM_khoya_niyaz
Constructs: has_completed_focus, has_government
Source: game
File: common/characters/KHM.txt

Code:
KHM_khoya_niyaz = {
	name = KHM_khoya_niyaz
	portraits = {
		civilian = {
			small = GFX_portrait_KHM_khoya_niyaz_small
		}
	}
	advisor = {
		cost = 150
		slot = political_advisor
		idea_token = KHM_khoya_niyaz
		allowed = {
			original_tag = KHM
		}
		available = {
			NOT = {
				has_government = communism
			}
			has_completed_focus = CHI_fire_the_flames_of_islam
		}
		traits = {
			KHM_civil_governor_for_life
		}
	}
}
### Entity: Event
Component: SEA_japan_popup_events.32
Constructs: is_triggered_only, ai_chance, fire_only_once, add_country_leader_role
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_popup_events.32
	title = SEA_japan_popup_events.32.t
	desc = SEA_japan_popup_events.32.desc
	picture = GFX_report_event_JAP_workers_celebrating
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_japan_popup_events.32.a
		ai_chance = {
			base = 33
		}
		add_country_leader_role = {
			character = JAP_hitoshi_yamakawa
			promote_leader = yes
			country_leader = {
				ideology = marxism
				expire = 1993.1.1.1
				traits = {
					JAP_socialist_revolutionary
				}
			}
		}
	} {
		name = SEA_japan_popup_events.32.b
		ai_chance = {
			base = 33
		}
		add_country_leader_role = {
			character = JAP_kanson_arahata
			promote_leader = yes
			country_leader = {
				ideology = marxism
				expire = 1993.1.1.1
				traits = {
					JAP_marxist_writer
				}
			}
		}
	} {
		name = SEA_japan_popup_events.32.c
		ai_chance = {
			base = 33
		}
		add_country_leader_role = {
			character = JAP_yamakawa_kikue
			promote_leader = yes
			country_leader = {
				ideology = marxism
				expire = 1993.1.1.1
				traits = {
					ARG_feminist_revolutionary
				}
			}
		}
	}
}
### Entity: Unit Template
Component: VIN_CAV_02
Constructs: is_puppet_of
Source: game
File: common/units/names_divisions/VIN_names_divisions.txt

Code:
VIN_CAV_02 = {
	name = Cavalry Division
	for_countries = {
		VIN
	}
	can_use = {
		is_puppet_of = FRA
	}
	division_types = {
		cavalry
	}
	fallback_name = %dème Division de Cavalerie
	ordered = {
		1 = {
			%dère Division de Cavalerie
		}
		2 = {
			%dème Division de Cavalerie
		}
		3 = {
			%dème Division de Cavalerie
		}
		4 = {
			%dème Division de Cavalerie
		}
		5 = {
			%dème Division de Cavalerie
		}
		6 = {
			%dème Division de Cavalerie
		}
		7 = {
			%dème Division de Cavalerie
		}
		8 = {
			%dème Division de Cavalerie
		}
		9 = {
			%dème Division de Cavalerie
		}
		10 = {
			%dème Division de Cavalerie
		}
	}
}
### Entity: Character
Component: USB_georges_deffontaine
Source: game
File: common/characters/USB.txt

Code:
USB_georges_deffontaine = {
	advisor = {
		slot = theorist
		idea_token = USB_georges_deffontaine
		ledger = navy
		allowed = {
			original_tag = USB
		}
		traits = {
			naval_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_europe_1
		}
	}
}
### Entity: AI Strategy
Component: ROM_do_not_build_in_bessarabia
Source: game
File: common/ai_strategy/r56_ROM.txt

Code:
ROM_do_not_build_in_bessarabia = {
	allowed = {
		original_tag = ROM
	}
	enable = {
		date = < 1942.1.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = factory_build_score_factor
		target = 80
		value = -45
	} {
		type = factory_build_score_factor
		target = 78
		value = -45
	} {
		type = factory_build_score_factor
		target = 766
		value = -45
	}
}
### Entity: Effect Reference
Construct: promote_leader
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## promote_leader

* Supported Scopes: CHARACTER
* Supported Targets: none

```
promotes general to field marshal
```
### Entity: National Focus
Tree: pol_focus
Component: POL_camp_of_national_unity
Constructs: has_completed_focus, prerequisite, completion_reward
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_camp_of_national_unity
	icon = GFX_goal_generic_neutrality_focus
	prerequisite = {
		focus = POL_the_castle
	} {
		focus = POL_the_left_chairman POL_second_man_of_the_state
	}
	mutually_exclusive = {
		focus = POL_dissolve_the_bbwr POL_ozon
	}
	x = 0
	y = 4
	relative_position_id = POL_the_castle
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		NOT = {
			OR = {
				has_completed_focus = POL_camp_of_national_unity POL_dissolve_the_bbwr POL_ozon
			}
		}
		neutrality = > 0.5
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		POL_sanation_left_opposition_remove = yes
		POL_sanation_right_opposition_remove = yes
		custom_effect_tooltip = no_more_san_right_tt no_more_san_left_tt
	}
}
### Entity: Idea
Component: GRE_cooperative_trade_unions
Constructs: removal_cost
Source: game
File: common/ideas/greece.txt

Code:
GRE_cooperative_trade_unions = {
	allowed = {
		original_tag = GRE
	}
	allowed_civil_war = {
		always = no
	}
	picture = SOV_scientist_defect
	removal_cost = -1
	modifier = {
		production_factory_efficiency_gain_factor = 0.1
	}
}
### Entity: Scripted Effect
Component: EAI_test_daily
Constructs: limit, has_country_flag
Source: game
File: common/scripted_effects/EAI_DEBUG2_effects.txt

Code:
EAI_test_daily = {
	if = {
		limit = {
			has_country_flag = EAI_test_daily_logging
		}
		EAI_purge_debug = yes
		EAI_mefo_debug = yes
	}
}
### Entity: AI Strategy
Component: URG_fascist_plan
Constructs: has_country_flag, has_game_rule, is_subject
Source: game
File: common/ai_strategy_plans/URG_alternative_strategy_plan.txt

Code:
URG_fascist_plan = {
	name = URUGUAY Fascist Plan
	desc = 
	allowed = {
		original_tag = URG
	}
	enable = {
		OR = {
			has_country_flag = URG_AI_RANDOM_FASCIST
			has_game_rule = {
				rule = URG_AI_BEHAVIOR
				option = FASCIST
			}
		}
	}
	abort = {
		is_subject = yes
	}
	ai_national_focuses = {
		GUAY_the_tag_economic_miracle GUAY_exploit_mineral_wealth GUAY_national_academy_of_sciences GUAY_national_academy_of_sciences_2 URG_statism URG_terras_dictatorship GUAY_laissez_faire GUAY_empower_the_land_owners URG_prohibition_of_usury URG_ministry_of_public_works URG_rapid_industrialization URG_revaluation_law URG_brou URG_pay_of_all_external_debts URG_la_teja_refinery URG_conaprole URG_mercado_modelo URG_break_relations_with_the_ussr URG_recognize_francoist_spain URG_rincon_del_bonete_hydroelectric_power_station URG_accion_revisionista_del_uruguay URG_establish_the_german_uruguayan_cultural_center URG_the_fuhrmann_plan URG_food_for_the_warmachine URG_force_through_corporatism GUAY_rekindle_old_gripes
	}
	focus_factors = {
		URG_colorado_victory = 0
		URG_blanco_victory = 0
	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Country Definition
Component: BRA_union_of_latin_american_socialist_republics_cos_tag
Source: game
File: common/countries/cosmetic.txt

Code:
BRA_union_of_latin_american_socialist_republics_cos_tag = {
	color = {
		rgb = {
			166 49 49
		}
	}
	color_ui = {
		rgb = {
			166 49 49
		}
	}
}
### Entity: Character
Component: SAN_alvaro_casali
Source: game
File: common/characters/SAN.txt

Code:
SAN_alvaro_casali = {
	name = Alvaro Casali
	portraits = {
		civilian = {
			large = GFX_kr_portrait_europe_generic_15
			small = GFX_kr_portrait_europe_generic_15_small
		}
	}
	country_leader = {
		ideology = socialism
		traits = {
			education_reformer r56_trait_opposed_to_fascism
		}
		expire = 1965.1.1
		id = -1
	}
}
### Entity: Scripted Trigger
Component: EAI_marine_tech_focus
Constructs: check_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_land_triggers.txt

Code:
EAI_marine_tech_focus = {
	date = > 1940.1.1
	check_variable = {
		EAI_FOCUS/LAND/spec_ops = global.EAI_MAR_SPEC_OPS
	}
}
### Entity: Special Project
Component: sp_land_stronghold_network
Constructs: limit, fire_only_once, set_technology, has_dlc, has_tech, breakthrough_cost, resource_cost, has_project_flag
Source: game
File: common/special_projects/projects/land_projects.txt

Code:
sp_land_stronghold_network = {
	specialization = specialization_land
	project_tags = sp_tag_artillery
	allowed = {
		has_dlc = Gotterdammerung
	}
	available = {
		FROM = {
			has_tech = basic_fortification_tech
		}
	}
	prototype_time = sp_time.prototype.medium
	complexity = sp_complexity.large
	breakthrough_cost = {
		specialization_land = 2
	}
	resource_cost = {
		resources = {
			steel = 4
			chromium = 2
			tungsten = 1
		}
	}
	project_output = {
		country_effects = {
			custom_override_tooltip = {
				tooltip = {
					localization_key = SP_UNLOCK_BUILDING_ICON_DESC
					BUILDING = stronghold_network
					BUILDING_DESCRIPTION = stronghold_network_desc
					ICON_FRAME = 23
				}
				set_technology = {
					stronghold_network_tech = 1
					popup = no
				}
			}
		}
	}
	generic_prototype_rewards = {
		sp_land_generic_reward_scientist_xp_1 sp_land_generic_reward_scientist_xp_2 sp_land_generic_reward_scientist_xp_3 sp_land_generic_reward_army_xp_1 sp_land_generic_reward_army_xp_2 sp_land_generic_reward_army_xp_3 sp_land_generic_reward_major_progress_1 sp_land_generic_reward_major_progress_2 sp_land_generic_reward_major_progress_3 sp_land_generic_reward_test_failure_1 sp_land_generic_reward_test_failure_2 sp_land_generic_reward_test_failure_3 sp_land_generic_reward_critical_failure
	}
	unique_prototype_rewards = {
		sp_land_reward_stronghold_network_structural_weakness_discovered = {
			fire_only_once = yes
			threshold = {
				min = 20
				max = 70
			}
			weight = {
				base = 1
				modifier = {
					factor = 0
					has_project_flag = sp_land_stronghold_network_structural_weakness_discovered_flag
				}
			}
			option = {
				token = sp_land_reward_option_stronghold_network_structural_weakness_discovered
				iteration_output = {
					country_effects = {
						FROM = {
							add_project_progress_ratio = constant:sp_progress.loss.medium
							set_project_flag = sp_land_stronghold_network_structural_weakness_discovered_flag
						}
					}
				}
			}
		}
		sp_land_reward_stronghold_network_delayed_by_concrete_shortage = {
			fire_only_once = yes
			threshold = {
				min = 0
				max = 90
			}
			weight = {
				base = 1
			}
			option = {
				token = sp_land_reward_option_stronghold_network_delayed_by_concrete_shortage
				iteration_output = {
					country_effects = {
						FROM = {
							add_project_progress_ratio = constant:sp_progress.loss.low
						}
					}
	
# ... (truncated)
### Entity: Order of Battle
Component: division_unit
Constructs: division_template
Source: game
File: history/units/VIN_1936.txt

Code:
division = {
	location = 4401
	division_template = Su doan bo binh
	start_experience_factor = 0.2
	start_equipment_factor = 0.9
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_trotskyite_victory
Constructs: has_completed_focus, prerequisite, limit, remove_ideas, has_government, has_country_flag, completion_reward, add_political_power
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_trotskyite_victory
	icon = GFX_goal_SOV_trotsky_victory
	prerequisite = {
		focus = SOV_form_a_fifth_column_old
	}
	mutually_exclusive = {
		focus = SOV_counter_coup_old
	}
	cost = 10
	relative_position_id = SOV_form_a_fifth_column_old
	x = -4
	y = 1
	ai_will_do = {
		factor = 10
	}
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = SOV_great_purge SOV_counter_coup_old
			}
		}
	}
	available = {
		has_government = communism
		has_civil_war = no
	}
	bypass = {
		has_global_flag = trotsky_dead
	}
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				has_idea = SOV_internal_chaos_1
			}
			remove_ideas = SOV_internal_chaos_1
		} {
			limit = {
				has_idea = SOV_internal_chaos_2
			}
			swap_ideas = {
				remove_idea = SOV_internal_chaos_2
				add_idea = SOV_internal_chaos_1
			}
		} {
			limit = {
				has_idea = SOV_internal_chaos_3
			}
			swap_ideas = {
				remove_idea = SOV_internal_chaos_3
				add_idea = SOV_internal_chaos_2
			}
		}
		else = {
			add_political_power = 125
		}
		SOV_promote_to_country_leader_trotsky = yes
		drop_cosmetic_tag = yes
		mark_focus_tree_layout_dirty = yes
		hidden_effect = {
			PRC = {
				if = {
					limit = {
						has_government = communism
						NOT = {
							has_country_flag = PRC_zxl_purge
							has_dlc = No Compromise, No Surrender
						}
					}
					country_event = {
						id = prc.66
						days = 2
					}
				}
			}
			SOV_ivan_smirnov = {
				clr_character_flag = SOV_imprisoned_flag
				set_portraits = {
					army = {
						small = GFX_idea_SOV_ivan_smirnov
					}
				}
			}
			SOV_ivar_smilga = {
				clr_character_flag = SOV_imprisoned_flag
				set_portraits = {
					army = {
						small = GFX_idea_SOV_ivar_smilga
					}
				}
			}
			SOV_aleksandr_shlyapnikov = {
				clr_character_flag = SOV_imprisoned_flag
				set_portraits = {
					army = {
						small = GFX_idea_SOV_aleksandr_shlyapnikov
					}
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Scripted Trigger
Component: SWI_councilor_is_democratic
Constructs: has_trait
Source: game
File: common/scripted_triggers/SWI_scripted_triggers.txt

Code:
SWI_councilor_is_democratic = {
	OR = {
		has_trait = SWI_radical_democrat SWI_pragmatic_democrat SWI_diplomat SWI_democratic_capitalist SWI_cantonal_conservative SWI_conservative_democrat SWI_militaristic_democrat SWI_social_democrat SWI_humanitarian
	}
}
### Entity: Character
Component: FIN_reino_ala_kulju
Constructs: has_completed_focus, has_government, has_dlc, white_chaplain
Source: game
File: common/characters/FIN.txt

Code:
FIN_reino_ala_kulju = {
	name = FIN_reino_ala_kulju
	portraits = {
		civilian = {
			small = GFX_portrait_FIN_reino_ala_kulju_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = FIN_reino_ala_kulju
		allowed = {
			original_tag = FIN
			has_dlc = Arms Against Tyranny
		}
		available = {
			has_completed_focus = FIN_sotilaalliset_kappalaiset
			NOT = {
				has_government = communism
			}
		}
		cost = 70
		traits = {
			white_chaplain
		}
	}
}
### Entity: Character
Component: MPL_puah_rakovsky
Constructs: has_completed_focus, limit, has_idea, has_power_balance, add_power_balance_value
Source: game
File: common/characters/MPL.txt

Code:
MPL_puah_rakovsky = {
	portraits = {
		civilian = {
			small = GFX_idea_generic_political_advisor_female_europe
		}
	}
	name = Hasyia Suknik
	gender = female
	advisor = {
		slot = political_advisor
		idea_token = MPL_puah_rakovsky
		allowed = {
			TAG = MPL
		}
		available = {
			has_completed_focus = MPL_jews_ministers
			NOT = {
				has_idea = r56i_laws_gender_patriarchy
			}
		}
		traits = {
			womens_figurehead
		}
		ai_will_do = {
			factor = 4
		}
		on_add = {
			owner = {
				if = {
					limit = {
						has_power_balance = {
							id = MPL_power_balance
						}
					}
					add_power_balance_value = {
						id = MPL_power_balance
						value = 0.2
						tooltip_side = MPL_jewish_side
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_land_reform
Constructs: every_owned_state, prerequisite, limit, completion_reward, is_in_array, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_land_reform
	icon = GFX_focus_generic_farmland
	available = {
		any_owned_state = {
			is_in_array = {
				array = INS.owned_states_at_game_start
				value = THIS
			}
		}
	}
	prerequisite = {
		focus = INS_local_cooperatives
	}
	mutually_exclusive = {

	}
	bypass_if_unavailable = yes
	x = -2
	y = 2
	relative_position_id = INS_vice_presidential_edict
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		every_owned_state = {
			limit = {
				impassable = no
				is_in_array = {
					array = INS.owned_states_at_game_start
					value = THIS
				}
			}
			add_extra_state_shared_building_slots = 1
		}
	}
}