Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: cze_focus
Component: CZE_state_defense_guard
Constructs: prerequisite, add_ideas, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_state_defense_guard
	icon = GFX_focus_CZE_state_defense_guard
	prerequisite = {
		focus = CZE_state_defense_law CZE_extend_military_service
	}
	x = 29
	y = 3
	cost = 5
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		country_event = {
			id = CZE.408
			days = 1
		}
		custom_effect_tooltip = report_reward
		effect_tooltip = {
			add_ideas = CZE_sos
			add_tech_bonus = {
				name = mp_tech_bonus_name
				bonus = 1
				uses = 1
				technology = tech_military_police
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: r56w_trait_designer_efrafa_shipbuilding
Constructs: equipment_bonus
Source: game
File: common/country_leader/r56_WHY_characters_traits.txt

Code:
r56w_trait_designer_efrafa_shipbuilding = {
	random = no
	equipment_bonus = {
		carrier = {
			naval_range = 0.75
		}
		capital_ship = {
			naval_range = 0.75
			hg_attack = 0.25
		}
		screen_ship = {
			naval_range = 0.75
			lg_attack = 0.25
		}
		submarine = {
			naval_range = 0.75
		}
	}
}
### Entity: Idea
Component: NOR_meager_defense_budget
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/r56_norway.txt

Code:
NOR_meager_defense_budget = {
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = FRA_factory_strikes
	modifier = {
		consumer_goods_factor = -0.05
		production_speed_arms_factory_factor = -0.25
		production_speed_dockyard_factor = -0.1
		conversion_cost_civ_to_mil_factor = 0.25
		industrial_capacity_factory = -0.25
		industrial_capacity_dockyard = -0.1
		production_factory_max_efficiency_factor = -0.05
	}
}
### Entity: AI Strategy
Component: HUN_unit_production_early
Source: game
File: common/ai_strategy/HUN.txt

Code:
HUN_unit_production_early = {
	allowed = {
		original_tag = HUN
	}
	enable = {
		date = < 1940.1.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = role_ratio
		id = paratroopers
		value = 0
	} {
		type = role_ratio
		id = mountaineers
		value = 2
	} {
		type = role_ratio
		id = marines
		value = 0
	} {
		type = role_ratio
		id = garrison
		value = 3
	} {
		type = role_ratio
		id = armor
		value = 2
	} {
		type = role_ratio
		id = mobile
		value = 15
	} {
		type = role_ratio
		id = infantry
		value = 80
	} {
		type = unit_ratio
		id = fighter
		value = 70
	} {
		type = unit_ratio
		id = cas
		value = 20
	} {
		type = unit_ratio
		id = tactical_bomber
		value = 10
	} {
		type = unit_ratio
		id = strategic_bomber
		value = 5
	} {
		type = unit_ratio
		id = naval_bomber
		value = 5
	} {
		type = equipment_production_factor
		id = heavy_fighter
		value = -40
	} {
		type = unit_ratio
		id = heavy_fighter
		value = 20
	} {
		type = unit_ratio
		id = capital_ship
		value = 10
	} {
		type = unit_ratio
		id = submarine
		value = 10
	} {
		type = unit_ratio
		id = screen_ship
		value = 40
	} {
		type = unit_ratio
		id = convoy
		value = 15
	} {
		type = equipment_production_min_factories
		id = convoy
		value = 1
	} {
		type = equipment_production_factor
		id = fighter
		value = 35
	} {
		type = equipment_production_factor
		id = infantry
		value = 40
	} {
		type = equipment_production_factor
		id = artillery
		value = 25
	}
}
### Entity: Character
Component: PER_savior_of_iran
Constructs: stability_factor, war_support_factor
Source: game
File: common/country_leader/goe_traits.txt

Code:
PER_savior_of_iran = {
	sprite = 5
	war_support_factor = 0.05
	stability_factor = 0.2
	army_core_attack_factor = 0.1
	army_core_defence_factor = 0.1
	ai_will_do = {
		factor = 2
	}
}
### Entity: Character
Component: EST_andres_larka
Constructs: has_completed_focus, limit, has_dlc
Source: game
File: common/characters/EST.txt

Code:
EST_andres_larka = {
	name = EST_andres_larka
	portraits = {
		army = {
			large = GFX_portrait_EST_andres_larka
			small = GFX_idea_EST_andres_larka
		}
		civilian = {
			large = GFX_portrait_EST_andres_larka
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = EST_andres_larka
		allowed = {
			original_tag = EST
		}
		available = {
			IF = {
				limit = {
					has_dlc = No Step Back
				}
				has_completed_focus = EST_rally_the_nation
			}
		}
		traits = {
			fascist_demagogue
		}
	}
	field_marshal = {
		traits = {
			old_guard
		}
		skill = 3
		attack_skill = 2
		defense_skill = 3
		planning_skill = 2
		logistics_skill = 3
		legacy_id = -1
		visible = {
			has_dlc = No Step Back
		}
	}
}
### Entity: Character
Component: AUS_embraced_fascism
Constructs: war_support_factor, fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
AUS_embraced_fascism = {
	random = no
	fascism_acceptance = 50
	fascism_drift = 0.03
	war_support_factor = 0.05
	surrender_limit = 0.1
}
### Entity: AI Strategy
Component: EAI_modern_tank_anti_air
Constructs: has_tech, any_of
Source: game
File: common/ai_equipment/EAI_armor_modern_tank.txt

Code:
EAI_modern_tank_anti_air = {
	category = land
	roles = {
		land_modern_tank_anti_air
	}
	priority = {
		base = 0
	}
	BASIC_MODERN_TANK_AA = {
		enable = {
			has_tech = main_battle_tank_chassis interwar_antiair
		}
		priority = {
			base = 100
		}
		target_variant = {
			type = modern_tank_aa_chassis_1
			match_value = 1
			modules = {
				main_armament_slot = {
					any_of = {
						tank_anti_air_cannon_3 tank_anti_air_cannon_2 tank_anti_air_cannon
					}
				}
				turret_type_slot = tank_modern_tank_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_gasoline_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 9
				tank_nsb_armor_upgrade = 0
			}
		}
		requirements = {

		}
		allowed_modules = {

		}
	}
}
### Entity: Event
Component: bftb_turkey.78
Constructs: is_triggered_only, create_wargoal, annex_everything
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.78
	title = bftb_turkey.78.t
	desc = bftb_turkey.78.desc
	picture = GFX_report_event_gre_city_devastated
	is_triggered_only = yes
	option = {
		name = bftb_turkey.78.a
		create_wargoal = {
			type = annex_everything
			target = IRQ
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_land_doctrine_completed
Constructs: has_subdoctrine_in_track
Source: game
File: common/scripted_triggers/EAI_RESEARCH_tech_priority_triggers.txt

Code:
EAI_land_doctrine_completed = {
	has_subdoctrine_in_track = infantry combat_support armor operations
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_issue_the_israeli_lira
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_issue_the_israeli_lira
	icon = GFX_focus_ETH_adopt_the_lira
	prerequisite = {
		focus = ISR_independent_steel_production
	}
	x = 0
	y = 1
	relative_position_id = ISR_independent_steel_production
	cost = 7
	available_if_capitulated = yes
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		add_ideas = GEN_Autarky_I
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL
	}
}
### Entity: AI Strategy
Component: EAI_GER_barbarossa_SEASONAL_winter
Constructs: has_war_with, is_in_faction_with
Source: game
File: common/ai_strategy/GER_EAI.txt

Code:
EAI_GER_barbarossa_SEASONAL_winter = {
	enable = {
		has_war_with = SOV
		is_in_faction_with = GER
		EAI_MILITARY_north_winter_season = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = front_control
		ordertype = front
		ratio = 0.75
		priority = 500
		execution_type = balanced
		area = EAI_russia_plains
	}
}
### Entity: Military Industrial Organization
Component: SPR_esperanza_y_cia_organization
Constructs: has_dlc
Source: game
File: common/military_industrial_organization/organizations/SPR_organization.txt

Code:
SPR_esperanza_y_cia_organization = {
	include = generic_artillery_organization
	icon = GFX_idea_SPR_esperanza_y_cia
	allowed = {
		has_dlc = La Resistance
		tag = SPR
	}
	available = {
		OR = {
			custom_trigger_tooltip = {
				tooltip = SPR_scw_not_in_progress_tt
				NOT = {
					SPR_scw_in_progress = yes
				}
			}
			FROM = {
				controls_state = 792
			}
		}
	}
}
### Entity: Event
Component: r56w.event.35
Constructs: fire_only_once, has_global_flag, clr_global_flag, set_global_flag
Source: game
File: events/r56w_events.txt

Code:
news_event = {
	id = r56w.event.35
	title = r56w.event.35.t
	desc = r56w.event.35.d
	picture = GFX_r56w_news_event_02
	fire_only_once = yes
	trigger = {
		has_global_flag = r56w_flag_book_unleashed
		NOT = {
			country_exists = WHY
		}
	}
	mean_time_to_happen = {
		days = 7
	}
	major = yes
	option = {
		name = r56w.event.33.a
		clr_global_flag = r56w_flag_dow_okay r56w_flag_book_unleashed r56w_flag_book_open
		set_global_flag = r56w_flag_book_defeated
	}
}
### Entity: Military Industrial Organization
Component: POL_fb_organization
Constructs: has_dlc
Source: game
File: common/military_industrial_organization/organizations/POL_organization.txt

Code:
POL_fb_organization = {
	include = generic_infantry_equipment_organization
	icon = GFX_idea_POL_fb
	allowed = {
		tag = POL
		OR = {
			has_dlc = Poland: United and Ready No Step Back
		}
	}
}
### Entity: Event
Component: kmt.152
Constructs: is_triggered_only, create_wargoal, take_state_focus
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.152
	title = kmt.152.t
	desc = kmt.152.d
	picture = GFX_report_event_second_vienna_award_pact
	is_triggered_only = yes
	option = {
		name = kmt.152.a
		create_wargoal = {
			target = FROM
			type = take_state_focus
			expire = 0
		}
	}
}
### Entity: Idea
Component: KMT_harpo_8
Constructs: research_speed_factor, limit, has_country_flag, removal_cost, has_idea, add_timed_idea
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_harpo_8 = {
	picture = AFG_work_with_ger_intel_bonus
	removal_cost = -1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			OR = {
				has_idea = german_advisors KMT_sino_german_joint_research_ger_adv
			}
		}
	}
	on_remove = {
		IF = {
			limit = {
				NOT = {
					OR = {
						has_country_flag = chi_dlc_focus_tree
						has_idea = german_advisors KMT_sino_german_joint_research_ger_adv
					}
				}
			}
			add_timed_idea = {
				idea = KMT_broken_military_industry
				days = 300
			}
		}
	}
	modifier = {
		trade_opinion_factor = 0.8
		political_power_cost = 0.1
		research_speed_factor = 0.03
		min_export = 0.1
		civilian_intel_to_others = 30
	}
	targeted_modifier = {
		tag = GER
		trade_cost_for_target_factor = -0.75
		cic_to_target_factor = 0.15
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_export_based_economy
Constructs: prerequisite, limit, add_ideas, completion_reward, add_political_power, has_idea
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_export_based_economy
	icon = GFX_goal_free_trade
	prerequisite = {
		focus = SWE_folkhemmet
	}
	relative_position_id = SWE_folkhemmet
	x = -1
	y = 1
	cost = 5
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_idea = free_trade
				}
			}
			add_ideas = free_trade
		}
		else = {
			add_political_power = 120
		}
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
}
### Entity: Idea
Component: battlefield_air_interdiction_spirit
Constructs: has_air_force_command, has_dlc
Source: game
File: common/ideas/air_spirits.txt

Code:
battlefield_air_interdiction_spirit = {
	ledger = air
	available = {
		has_air_force_command = yes
	}
	modifier = {
		ground_attack_factor = 0.05
		air_escort_efficiency = 0.05
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			NOT = {
				has_dlc = No Step Back
			}
		}
	}
}
### Entity: Scripted Effect
Component: CHI_reduce_nine_power_malus
Constructs: limit, add_to_variable, check_variable, has_dynamic_modifier, remove_dynamic_modifier
Source: game
File: common/scripted_effects/CHI_scripted_effects.txt

Code:
CHI_reduce_nine_power_malus = {
	custom_effect_tooltip = CHI_nine_power_treaty_modify
	add_to_variable = {
		nine_power_justify_war_goal_time = 0.02
		tooltip = justify_war_goal_time_tt
	} {
		nine_power_min_export = -0.02
		tooltip = min_export_tt
	} {
		nine_power_treaty_cg = -0.02
		tooltip = consumer_goods_factor_tt
	}
	if = {
		limit = {
			check_variable = {
				var = nine_power_treaty_cg
				value = 0
				compare = less_than_or_equals
			}
			has_dynamic_modifier = {
				modifier = CHI_nine_power_treaty_sea
			}
		}
		remove_dynamic_modifier = {
			modifier = CHI_nine_power_treaty_sea
		}
	}
}
### Entity: National Focus
Component: bra_amigo_alemanha
Constructs: prerequisite, has_government, add_opinion_modifier, completion_reward
Source: game
File: common/national_focus/r56_brazil.txt

Code:
focus = {
	id = bra_amigo_alemanha
	icon = GFX_goal_support_fascism
	prerequisite = {
		focus = bra_inimigo_eua
	}
	mutually_exclusive = {
		focus = bra_amigo_urss
	} {
		focus = bra_sem_urss
	}
	available = {
		OR = {
			has_government = fascism neutrality
		}
	}
	relative_position_id = bra_inimigo_eua
	x = 4
	y = 1
	cost = 5
	completion_reward = {
		add_opinion_modifier = {
			target = GER
			modifier = bra_comercio_modifier
		} {
			target = GER
			modifier = bra_amigo_modifier
		}
		GER = {
			add_opinion_modifier = {
				target = BRA
				modifier = bra_amigo_outro_modifier
			}
		}
	}
}
### Entity: AI Strategy
Component: FRA_GER_will_probably_join_ITA
Constructs: has_government, has_war_with, is_in_faction, is_in_faction_with, is_justifying_wargoal_against, has_wargoal_against
Source: game
File: common/ai_strategy/FRA.txt

Code:
FRA_GER_will_probably_join_ITA = {
	allowed = {
		original_tag = FRA
	}
	enable = {
		GER = {
			has_government = fascism
			NOT = {
				has_war_with = FRA
			}
		}
		ITA = {
			has_government = fascism
			OR = {
				is_in_faction = no
				is_in_faction_with = GER
			} {
				OR = {
					has_war_with = FRA
					is_justifying_wargoal_against = FRA
					has_wargoal_against = FRA
				}
				FRA = {
					any_guaranteed_country = {
						ITA = {
							OR = {
								has_war_with = PREV
								is_justifying_wargoal_against = PREV
								has_wargoal_against = PREV
							}
						}
					}
				}
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = prepare_for_war
		id = GER
		value = 100
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_AREA_garrison_state_hawaii
Constructs: has_country_flag, is_in_array
Source: game
File: common/ai_strategy/EAI_MILITARY_strategies.txt

Code:
EAI_MILITARY_AREA_garrison_state_hawaii = {
	enable = {
		has_country_flag = EAI_MILITARY_garrison_state_strategies
		NOT = {
			is_in_array = {
				EAI_MILITARY_INVASION_staging_areas = 629
				 = .id
			}
		}
		controls_state = 629
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		ratio = 0.25
		order_id = 998
		states = {
			629
		}
		subtract_invasions_from_need = no
		subtract_fronts_from_need = no
	}
}
### Entity: Modifier Reference
Component: NOR_army_air_force_dmod
Source: game
File: common/dynamic_modifiers/aat_dynamic_modifiers.txt

Code:
NOR_army_air_force_dmod = {
	enable = {
		NOR_AAT = yes
	}
	icon = GFX_idea_air_support_focus
	air_mission_efficiency = 0.1
	air_mission_xp_gain_factor = 0.12
	license_air_purchase_cost = NOR.NOR_army_air_force_dmod_license_air_purchase_cost
	production_speed_air_base_factor = NOR.NOR_army_air_force_dmod_production_speed_air_base_factor
	production_speed_anti_air_building_factor = NOR.NOR_army_air_force_dmod_production_speed_anti_air_building_factor
	air_doctrine_cost_factor = NOR.NOR_army_air_force_dmod_air_doctrine_cost_factor
	air_ace_bonuses_factor = NOR.NOR_army_air_force_dmod_air_ace_bonuses_factor
	air_ace_generation_chance_factor = NOR.NOR_army_air_force_dmod_air_ace_generation_chance_factor
	air_attack_factor = NOR.NOR_army_air_force_dmod_air_attack_factor
	air_defence_factor = NOR.NOR_army_air_force_dmod_air_defence_factor
	air_nav_efficiency = NOR.NOR_army_air_force_dmod_air_nav_efficiency
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_integrate_tajik_and_uzbek_republics
Constructs: prerequisite, limit, completion_reward, is_in_faction_with, is_owned_by, random_days, every_state, is_core_of
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_integrate_tajik_and_uzbek_republics
	icon = GFX_focus_AFG_defender_of_central_asia
	prerequisite = {
		focus = AFG_communist_industrialization AFG_support_soviets_in_asia
	}
	x = -1
	y = 2
	relative_position_id = AFG_communist_industrialization
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		is_in_faction_with = SOU
		584 = {
			is_owned_by = SOU
		}
		832 = {
			is_owned_by = SOU
		}
		831 = {
			is_owned_by = SOU
		}
		823 = {
			is_owned_by = SOU
		}
		830 = {
			is_owned_by = SOU
		}
		585 = {
			is_owned_by = SOU
		}
		405 = {
			is_owned_by = SOU
		}
		742 = {
			is_owned_by = SOU
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		SOU = {
			country_event = {
				id = AFG_political_events.01
				days = 4
				random_days = 5
			}
		}
		custom_effect_tooltip = AFG_integrate_tajik_and_uzbek_republics_tt
		effect_tooltip = {
			every_state = {
				limit = {
					is_core_of = TMS
				}
				transfer_state_to = ROOT
			} {
				limit = {
					is_core_of = TAJ
				}
				transfer_state_to = ROOT
			} {
				limit = {
					is_core_of = UZB
				}
				transfer_state_to = ROOT
			}
		}
		set_cosmetic_tag = AFG_central_asia
	}
}
### Entity: Wiki Documentation
Construct: National_Experience
Source: wiki
File: wiki/Experience.html

Doc:
National Experience[edit]
Land Combat Experience is used to customize Divisions in the Division Designer.

Naval Combat Experience is used to upgrade Ships.

Air Combat Experience is used to upgrade Aircraft.

Retrieved from "http://www.hoi4wiki.com/index.php?title=Experience&oldid=2729"
### Entity: National Focus
Tree: ven_focus
Component: VEN_arnoldo_gabaldon
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_arnoldo_gabaldon
	icon = GFX_goal_generic_deals
	x = 1
	y = 1
	relative_position_id = VEN_health_and_social_assistance
	cost = 7.2
	available_if_capitulated = yes
	prerequisite = {
		focus = VEN_health_and_social_assistance
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = VEN_arnoldo_gabaldon_teachings
	}
}
### Entity: Event
Component: SEA_PHI_political_events.61
Constructs: is_triggered_only, set_politics
Source: game
File: events/SEA_Philippines.txt

Code:
country_event = {
	id = SEA_PHI_political_events.61
	title = SEA_PHI_political_events.61.t
	desc = SEA_PHI_political_events.61.desc
	picture = GFX_report_event_gathering_protest
	is_triggered_only = yes
	option = {
		name = SEA_PHI_political_events.61.a
		set_politics = {
			ruling_party = neutrality
			elections_allowed = no
			long_name = PHI_pambansang_sosyalista_party_long
			name = PHI_pambansang_sosyalista_party
		}
	}
}
### Entity: Character
Component: LIT_augustinas_voldemaras
Constructs: has_completed_focus, has_government, has_country_flag, has_dlc, is_historical_focus_on, has_game_rule
Source: game
File: common/characters/LIT.txt

Code:
LIT_augustinas_voldemaras = {
	instance = {
		allowed = {
			has_dlc = No Step Back
		}
		name = LIT_augustinas_voldemaras
		portraits = {
			army = {
				small = GFX_idea_LIT_augustinas_voldemaras
			}
			civilian = {
				large = GFX_portrait_LIT_augustinas_voldemaras
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = LIT_augustinas_voldemaras
			allowed = {
				original_tag = LIT
			}
			available = {
				NOT = {
					has_government = fascism
				}
				has_completed_focus = LIT_free_voldemares
			}
			traits = {
				militant_minister
			}
			ai_will_do = {
				base = 100
				modifier = {
					factor = 2
					OR = {
						AND = {
							is_historical_focus_on = yes
							has_game_rule = {
								rule = LIT_ai_behavior
								option = FASCIST
							}
						}
						has_country_flag = LIT_AI_RANDOM_FASCIST
						has_game_rule = {
							rule = LIT_ai_behavior
							option = FASCIST
						}
					}
				} {
					factor = 10
					OR = {
						AND = {
							is_historical_focus_on = yes
							has_game_rule = {
								rule = LIT_ai_behavior
								option = FASCIST
							}
						}
						has_country_flag = LIT_AI_RANDOM_FASCIST
						has_game_rule = {
							rule = LIT_ai_behavior
							option = FASCIST
						}
					}
					date = > 1937.1.1
					fascism = < 0.4
				}
			}
		}
		country_leader = {
			ideology = fascism_ideology
			expire = 1965.1.1.1
			id = -1
		}
	} {
		allowed = {
			NOT = {
				has_dlc = No Step Back
			}
		}
		name = LIT_augustinas_voldemaras
		portraits = {
			army = {
				small = GFX_idea_LIT_augustinas_voldemaras
			}
			civilian = {
				large = GFX_portrait_LIT_augustinas_voldemaras
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = LIT_augustinas_voldemaras
			allowed = {
				original_tag = LIT
			}
			available = {

			}
			traits = {
				fascist_demagogue
			}
			ai_will_do = {
				factor = 0
			}
		}
		country_leader = {
			ideology = fascism_ideology
			expire = 1965.1.1.1
			id = -1
		}
	}
}
### Entity: Intelligence Agency
Component: branch_operation
Constructs: has_tech
Source: game
File: common/intelligence_agency_upgrades/intelligence_agency_upgrades.txt

Code:
branch_operation = {
	upgrade_blueprint_stealing = {
		picture = GFX_agency_steal_blueprints
		sound = Spy_Agency_Operations_Upgrades_Confirm
		ai_will_do = {
			factor = 1
		}
		modifiers_during_progress = {
			civilian_factory_use = 5
		}
		level = {
			modifier = {
				operation_steal_tech_outcome = 0.25
			}
		}
	}
	upgrade_portable_radios = {
		picture = GFX_agency_portable_radios
		sound = Spy_Agency_Operations_Upgrades_Confirm
		ai_will_do = {
			factor = 1
		}
		available = {
			has_tech = radio
		}
		modifiers_during_progress = {
			civilian_factory_use = 8
		}
		level = {
			modifier = {
				operation_coordinated_strike_outcome = 1
			}
		}
	}
	upgrade_invisible_ink = {
		picture = GFX_agency_invisible_ink
		sound = Spy_Agency_Operations_Upgrades_Confirm
		ai_will_do = {
			factor = 1
		}
		modifiers_during_progress = {
			civilian_factory_use = 5
		}
		level = {
			modifier = {
				intel_from_operatives_factor = 0.2
				operation_steal_tech_risk = -0.25
			}
		}
	}
	upgrade_plastic_explosives = {
		picture = GFX_agency_plastic_explosives
		sound = Spy_Agency_Operations_Upgrades_Confirm
		ai_will_do = {
			factor = 1
		}
		modifiers_during_progress = {
			civilian_factory_use = 8
		}
		level = {
			modifier = {
				target_sabotage_factor = 0.25
				boost_resistance_factor = 0.25
			}
		}
	}
	upgrade_suicide_pills = {
		picture = GFX_agency_suicide_pills
		sound = Spy_Agency_Operations_Upgrades_Confirm
		ai_will_do = {
			factor = 1
		}
		modifiers_during_progress = {
			civilian_factory_use = 5
		}
		level = {
			modifier = {
				operative_death_on_capture_chance = 0.1
				own_operative_detection_chance = -0.05
			}
		}
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_motorization_effort
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_motorization_effort
	icon = GFX_goal_generic_army_motorized
	text = GRE_motorization_effort
	prerequisite = {
		focus = GRE_infantry_weapons
	}
	x = 17
	y = 5
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_ideas = GRE_motorized_effort
		custom_effect_tooltip = available_materiel_manufacturer available_materiel_manufacturer
		show_ideas_tooltip = tangalakis_temax Biamax
	}
}