Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: lat_focus
Component: LAT_baltic_defence_army
Constructs: prerequisite, limit, add_ideas, completion_reward, is_faction_leader, add_offsite_building, every_other_country, is_baltic_country
Source: game
File: common/national_focus/latvia.txt

Code:
focus = {
	id = LAT_baltic_defence_army
	icon = GFX_focus_chi_army_reform
	prerequisite = {
		focus = LAT_baltic_economic_union
	}
	x = 1
	y = 1
	relative_position_id = LAT_baltic_economic_union
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_faction_leader = yes
	}
	bypass = {

	}
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_offsite_building = {
			type = arms_factory
			level = 1
		}
		add_ideas = {
			LIT_baltic_defence_army
		}
		every_other_country = {
			limit = {
				is_baltic_country = yes
				is_in_faction_with = ROOT
			}
			hidden_effect = {
				country_event = BALTIC_entente_events.2
			}
			add_ideas = {
				LIT_baltic_defence_army
			}
		}
	}
}
### Entity: Idea
Component: BRA_army_reward
Source: game
File: common/ideas/brazil.txt

Code:
BRA_army_reward = {
	picture = MEX_politicised_army
	allowed = {
		original_tag = BRA
	}
	allowed_civil_war = {
		always = no
	}
	modifier = {
		consumer_goods_factor = 0.05
		production_speed_arms_factory_factor = 0.1
		production_speed_bunker_factor = 0.1
	}
}
### Entity: Idea
Component: CZE_joint_stock_schemes_idea_no_aat
Constructs: removal_cost
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_joint_stock_schemes_idea_no_aat = {
	picture = RAJ_issue_bonds_on_the_stock_market
	name = CZE_joint_stock_schemes_idea_aat
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		tank_manufacturer_cost_factor = -0.25
		materiel_manufacturer_cost_factor = -0.25
		naval_manufacturer_cost_factor = -0.25
		aircraft_manufacturer_cost_factor = -0.25
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_transylvania_or_war
Constructs: prerequisite, limit, every_country, owns_state, has_war_with, completion_reward, is_subject, is_ally_with
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_transylvania_or_war
	icon = GFX_goal_HUN_transylvania
	prerequisite = {
		focus = AUS_what_was_taken
	}
	x = -2
	y = 2
	relative_position_id = AUS_what_was_taken
	cost = 10
	available = {
		is_subject = no
		any_other_country = {
			OR = {
				owns_state = 84 76 82 83
			}
			NOT = {
				is_ally_with = ROOT
			}
		}
		controls_state = 154
	}
	bypass = {
		OR = {
			owns_state = 84
			has_war_with = 84
			 = .owner
		}
	}
	will_lead_to_war_with = ROM TRA
	completion_reward = {
		every_country = {
			limit = {
				OR = {
					owns_state = 84 76 82 83
				}
				NOT = {
					is_ally_with = ROOT
					has_war_with = ROOT
				}
			}
			country_event = {
				id = austria.5018
				days = 1
			}
		}
	}
}
### Entity: Character
Component: AFG_kokandi_insurrecionist
Constructs: war_support_factor, conscription_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
AFG_kokandi_insurrecionist = {
	random = no
	sprite = 13
	conscription_factor = 0.05
	war_support_factor = 0.1
	enemy_army_bonus_air_superiority_factor = -0.05
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/EGY_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = EGY
		}
		requested_factories = 1
		progress = 0.89
		efficiency = 100
	} {
		equipment = {
			type = artillery_equipment_1
			creator = EGY
		}
		requested_factories = 1
		progress = 0.52
		efficiency = 100
	}
}
### Entity: Idea
Component: MAN_manchurian_army
Constructs: removal_cost
Source: game
File: common/ideas/manchuko.txt

Code:
MAN_manchurian_army = {
	picture = generic_manpower_bonus
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		original_tag = MAN
	}
	removal_cost = -1
	modifier = {
		max_planning = 0.05
		army_infantry_attack_factor = 0.05
		army_artillery_attack_factor = 0.05
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_diversify_airframe_production
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_to_variable, add_tech_bonus, add_breakthrough_progress
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_diversify_airframe_production
	icon = GFX_focus_generic_multi_role_aircraft
	overlay = GFX_focus_overlay_cze_air_focus
	prerequisite = {
		focus = CZE_increase_military_aeronautical_institute_funding
	}
	mutually_exclusive = {
		focus = CZE_second_to_none
	}
	relative_position_id = CZE_increase_military_aeronautical_institute_funding
	x = 1
	y = 2
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		CZE_has_a_skoda_planes_focus = yes
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = CZE_ceskoslovenske_letectvo_ns_intro_tt generic_skip_one_line_tt generic_skip_one_line_tt
		add_to_variable = {
			CZE_ceskoslovenske_letectvo_air_range_factor = 0.1
			tooltip = air_range_factor_tt
		} {
			CZE_ceskoslovenske_letectvo_air_strategic_bomber_bombing_factor = 0.05
			tooltip = air_strategic_bomber_bombing_factor_tt
		} {
			CZE_ceskoslovenske_letectvo_air_cas_efficiency = 0.05
			tooltip = air_cas_efficiency_tt
		}
		add_tech_bonus = {
			name = CZE_diversify_airframe_production
			bonus = 0.5
			uses = 2
			category = cas_bomber cat_strategic_bomber tactical_bomber
		}
		add_breakthrough_progress = {
			specialization = specialization_air
			value = 0.25
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: MOL_ncm
Source: game
File: common/characters/MOL.txt

Code:
MOL_ncm = {
	advisor = {
		slot = navy_chief
		idea_token = MOL_ncm
		allowed = {
			original_tag = MOL
		}
		traits = {
			navy_chief_maneuver_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	name = MOL_ncm
	portraits = {
		army = {
			small = GFX_idea_generic_navy_europe_3
		}
	}
}
### Entity: Event
Component: SEA_china.1
Constructs: is_triggered_only, ai_chance, has_completed_focus, add_opinion_modifier, fire_only_once, is_historical_focus_on, add_dynamic_modifier, add_ai_strategy
Source: game
File: events/SEA_Nat_China.txt

Code:
country_event = {
	id = SEA_china.1
	title = SEA_china.1.t
	desc = SEA_china.1.desc
	picture = GFX_report_event_generic_handshake
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_china.1.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 100
				is_historical_focus_on = yes
			} {
				factor = 15
				FROM = {
					has_completed_focus = CHI_utilize_the_albazinian_contact
				}
			}
		}
		FROM = {
			add_opinion_modifier = {
				target = ROOT
				modifier = large_increase
			}
		} {
			country_event = {
				id = SEA_china.2
				hours = 6
			}
		}
		effect_tooltip = {
			diplomatic_relation = {
				country = SOV
				relation = non_aggression_pact
				active = yes
			}
			FROM = {
				add_dynamic_modifier = {
					modifier = CHI_soviet_support
				}
			}
		}
		add_ai_strategy = {
			type = send_lend_lease_desire
			id = FROM
			value = 250
		}
	} {
		name = SEA_china.1.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 2
				has_opinion = {
					target = FROM
					value = < -30
				}
			} {
				factor = 2
				has_opinion = {
					target = FROM
					value = < -60
				}
			}
		}
		FROM = {
			add_opinion_modifier = {
				target = ROOT
				modifier = large_decrease
			}
		} {
			country_event = {
				id = SEA_china.3
				hours = 6
			}
		}
	}
}
### Entity: National Focus
Tree: yug_focus
Component: YUG_join_axis
Constructs: prerequisite, limit, has_government, has_war_with, add_opinion_modifier, completion_reward, has_capitulated, is_faction_leader
Source: game
File: common/national_focus/yugoslavia.txt

Code:
focus = {
	id = YUG_join_axis
	icon = GFX_goal_support_fascism
	prerequisite = {
		focus = YUG_concessions_for_macedonians YUG_surrender_macedonia YUG_banat_for_support YUG_autonomous_transylvania YUG_fortify_banat
	}
	mutually_exclusive = {
		focus = YUG_end_the_regency
	}
	x = 0
	y = 1
	relative_position_id = YUG_concessions_for_macedonians
	cost = 10
	ai_will_do = {
		factor = 100
	}
	available = {
		OR = {
			GER = {
				NOT = {
					has_war_with = ROOT
				}
				has_government = fascism
				has_capitulated = no
				is_faction_leader = yes
			}
			ITA = {
				NOT = {
					has_war_with = ROOT
				}
				has_capitulated = no
				has_government = fascism
			}
		}
		NOT = {
			any_other_country = {
				is_in_faction_with = GER
				has_war_with = YUG
			}
		}
	}
	bypass = {
		OR = {
			is_in_faction_with = GER ITA
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		hidden_effect = {
			if = {
				limit = {
					GER = {
						exists = yes
						has_capitulated = no
						has_government = fascism
						is_faction_leader = yes
					}
				}
				GER = {
					country_event = {
						id = DOD_yugoslavia.70
						hours = 6
					}
				}
			}
			else_if = {
				limit = {
					ITA = {
						exists = yes
						has_capitulated = no
						has_government = fascism
					}
				}
				ITA = {
					country_event = {
						id = DOD_yugoslavia.70
						hours = 6
					}
				}
			}
		}
		effect_tooltip = {
			if = {
				limit = {
					GER = {
						exists = yes
						has_capitulated = no
						has_government = fascism
						is_faction_leader = yes
					}
				}
				GER = {
					add_opinion_modifier = {
						target = YUG
						modifier = tripartite_pact_opinion
					}
					reverse_add_opinion_modifier = {
						target = YUG
						modifier = tripartite_pact_opinion
					}
				}
			}
			else = {
				ITA = {
					add_opinion_modifier = {
						target = YUG
						modifier = tripartite_pact_opinion
					}
					reverse_add_opinion_modifier = {
						target = YUG
						modifier = tripartite_pact_opinion
					}
				}
			}
		}
		YUG_prince_paul = {
			add_country_leader_role = {
				country_leader = {
					expire = 1965.1.1
					ideology = fascism_ideology
					traits = {
						collaborator_king
					}
				}
				promote_leader = yes
			}
		}
	}
}
### Entity: National Focus
Tree: kor_focus
Component: KOR_keep_ties_with_the_KMT
Constructs: prerequisite, has_government, completion_reward, is_in_faction, is_subject, is_faction_leader
Source: game
File: common/national_focus/korea.txt

Code:
focus = {
	id = KOR_keep_ties_with_the_KMT
	icon = GFX_focus_chi_cooperation_with_the_nationalists
	prerequisite = {
		focus = KOR_apply_democratic_program KOR_embrace_peoples_tutelage
	}
	mutually_exclusive = {
		focus = KOR_semi_isolation KOR_search_allies
	}
	relative_position_id = KOR_apply_democratic_program
	x = -3
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_in_faction = no
		is_subject = no
		CHI = {
			OR = {
				has_government = democratic neutrality
			}
			is_faction_leader = yes
		}
	}
	available_if_capitulated = yes
	completion_reward = {
		CHI = {
			country_event = generic.2
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE FOCUS_FILTER_POLITICAL
	}
}
### Entity: Faction
Component: faction_template_balkan_pact
Constructs: change_leader_rule_industry
Source: game
File: common/factions/templates/unique_minor_factions.txt

Code:
faction_template_balkan_pact = {
	name = HUN_BALKAN_FACTION
	manifest = faction_manifest_balkan_control
	icon = GFX_faction_logo_generic_15
	goals = {
		faction_goal_industrial_expansion faction_goal_defeating_our_enemies
	}
	default_rules = {
		joining_rule_balkans_only change_leader_rule_industry
	}
}
### Entity: Character
Component: JAP_governor_general_of_korea
Constructs: stability_factor, democratic_drift, communism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
JAP_governor_general_of_korea = {
	random = no
	sprite = 13
	resistance_target = -0.05
	democratic_drift = -0.02
	communism_drift = -0.02
	stability_factor = -0.1
}
### Entity: Event
Component: south_american_events.10
Constructs: is_triggered_only, ai_chance, remove_ideas, fire_only_once
Source: game
File: events/TOA_Generic_Events.txt

Code:
country_event = {
	id = south_american_events.10
	title = south_american_events.10.t
	desc = south_american_events.10.d
	picture = GFX_report_event_ast_navy
	hidden = no
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = south_american_events.10.a
		ai_chance = {
			base = 10
		}
		remove_ideas = SMB_MTG_naval_arms_race_legacy
	}
}
### Entity: Modifier Reference
Construct: air_mission_efficiency
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## air_mission_efficiency

* Number with 1 decimal places
* **Categories**: air
### Entity: Character
Component: BRN_salleh_masri
Constructs: has_government
Source: game
File: common/characters/BRN.txt

Code:
BRN_salleh_masri = {
	name = Salleh Masri
	portraits = {
		civilian = {
			large = gfx/leaders/Asia/Portrait_Asia_Generic_fascism.dds
			small = GFX_idea_asia_generic_fascism
		}
	}
	country_leader = {
		ideology = fascism_ideology
		expire = 1965.1.1
		traits = {
			nationalistic_tendencies r56_trait_opposed_to_communism
		}
		id = -1
	}
	advisor = {
		cost = 150
		slot = political_advisor
		idea_token = BRN_salleh_masri
		allowed = {
			original_tag = BRN
		}
		available = {
			NOT = {
				has_government = fascism communism
			}
		}
		visible = {

		}
		traits = {
			AFG_newspaper_editor
		}
		ai_will_do = {
			base = 3.0
		}
	}
}
### Entity: AI Strategy
Component: FRA_PatrolDominanceForce_1
Source: game
File: common/ai_navy/taskforce/FRA_taskforce_templates.txt

Code:
FRA_PatrolDominanceForce_1 = {
	allowed = {
		original_tag = FRA
	}
	ai_will_do = {
		factor = 5
	}
	mission = {
		naval_patrol
	}
	min_composition = {
		destroyer = {
			amount = 4
		}
	}
	optimal_composition = {
		heavy_cruiser = {
			amount = 3
		}
		destroyer = {
			amount = 12
		}
	}
}
### Entity: State History
Component: 655
Constructs: add_core_of, add_claim_by
Source: game
File: history/states/655-North Sakhalin.txt

Code:
state = {
	id = 655
	name = STATE_655
	manpower = 94759
	resources = {
		oil = 4
		coal = 4
		chromium = 1
	}
	state_category = pastoral
	history = {
		owner = SOV
		add_core_of = SOV FER ANU
		add_claim_by = JAP
		buildings = {
			infrastructure = 2
			air_base = 1
		}
	}
	provinces = {
		855 1742 1755
	}
	local_supplies = 0.0
}
### Entity: Event
Component: lar_spain.29
Constructs: is_triggered_only, limit, has_war_with, has_country_flag, random_other_country, add_to_war
Source: game
File: events/LAR_Spain.txt

Code:
country_event = {
	id = lar_spain.29
	title = lar_spain.28.t
	desc = lar_spain.29.desc
	picture = GFX_report_event_generic_parliament
	is_triggered_only = yes
	option = {
		name = lar_spain.28.a
		random_other_country = {
			limit = {
				has_war_with = event_target:iberian_pact_war_target
				if = {
					limit = {
						any_country = {
							has_country_flag = SPA_iberian_pact_enemy_flag
						}
					}
					has_country_flag = SPA_iberian_pact_enemy_flag
				}
			}
			random_other_country = {
				limit = {
					has_country_flag = SPA_iberian_pact
					has_war_with = PREV
				}
				ROOT = {
					add_to_war = {
						targeted_alliance = PREV
						enemy = PREV.PREV
						hostility_reason = asked_to_join
					}
				}
			}
		}
	}
}
### Entity: Decision
Component: JAP_anti_colonialism_category
Constructs: add_equipment_to_stockpile, has_war, has_government, has_country_flag, fire_only_once, industrial_capacity_factory, has_dynamic_modifier, is_core_of
Source: game
File: common/decisions/JAP.txt

Code:
JAP_anti_colonialism_category = {
	JAP_support_resistance_decision = {
		icon = GFX_decision_generic_nationalism
		target_array = JAP.asian_colonial_states_array
		target_root_trigger = {
			original_tag = JAP
		}
		target_trigger = {
			FROM = {
				NOT = {
					has_dynamic_modifier = {
						modifier = JAP_state_supporting_resistance_modifier
						scope = THIS.owner
					}
				}
			} {
				NOT = {
					is_core_of = THIS.owner
				}
			} {
				NOT = {
					is_owned_by = ROOT
				}
			}
		}
		state_target = yes
		on_map_mode = map_only
		fire_only_once = yes
		available = {
			NOT = {
				has_country_flag = JAP_independence_support_progress_flag
			} {
				FROM.owner = {
					is_in_faction_with = ROOT
				}
			}
			FROM.owner = {
				controls_state = FROM
			}
		}
		visible = {

		}
		days_remove = 30
		custom_cost_trigger = {
			command_power = > 24.9
		}
		custom_cost_text = ETH_support_resistance_decision_cost
		modifier = {
			industrial_capacity_factory = -0.15
		}
		complete_effect = {
			set_country_flag = JAP_independence_support_progress_flag
			hidden_effect = {
				add_command_power = -25
			}
		}
		remove_effect = {
			clr_country_flag = JAP_independence_support_progress_flag
			FROM = {
				add_compliance = -35
				add_resistance = 15
				add_dynamic_modifier = {
					modifier = JAP_state_supporting_resistance_modifier
					scope = THIS.owner
					days = 365
				} {
					modifier = JAP_pro_japanese_sentiment_in_state
					days = 365
					scope = JAP
				}
			}
		}
		ai_will_do = {
			base = 0
			modifier = {
				add = 175
				AND = {
					has_war = no
					command_power = > 74
				}
			} {
				factor = 2
				has_government = communism
			}
		}
	}
	JAP_arm_resistance_decision = {
		icon = GFX_decision_generic_prepare_civil_war
		target_array = JAP.asian_colonial_states_array
		target_root_trigger = {
			original_tag = JAP
		}
		target_trigger = {
			FROM = {
				has_dynamic_modifier = {
					modifier = JAP_state_supporting_resistance_modifier
					scope = THIS.owner
				}
			} {
				NOT = {
					is_core_of = THIS.owner
				}
			}
		}
		state_target = yes
		on_map_mode = map_only
		fire_only_once = yes
		available = {
			NOT = {
				FROM.owner = {
					is_in_faction_with = ROOT
				}
			} {
				has_country_flag = JAP_arm_resistance_flag
			}
			FROM.owner = {
				controls_state = FROM
			}
		}
		visible = {

		}
		days_remove = 7
		custom_cost_tr
# ... (truncated)
### Entity: National Focus
Tree: den_focus
Component: DEN_fortify_our_borders
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_fortify_our_borders
	icon = GFX_focus_generic_fortify_denmark
	prerequisite = {

	}
	mutually_exclusive = {
		focus = DEN_kanslergadeforliget
	}
	relative_position_id = DEN_kanslergadeforliget
	x = 2
	y = 0
	cost = 5
	bypass = {

	}
	available = {

	}
	ai_will_do = {

	}
	search_filters = {
		FOCUS_FILTER_BALANCE_OF_POWER FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		DEN_bop_low_increase_effect = yes
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = DEN_alsing_andersen
	}
}
### Entity: National Focus
Component: wuw_HUN_secure_army_loyalty
Constructs: prerequisite, limit, has_government, add_war_support, completion_reward, cancel_if_invalid, every_army_leader, has_trait
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_secure_army_loyalty
	icon = GFX_goal_generic_military_deal
	prerequisite = {
		focus = wuw_HUN_attempt_economic_independence
	}
	x = 0
	y = 1
	relative_position_id = wuw_HUN_attempt_economic_independence
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		has_government = neutrality
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_MILITARY_CHARACTER FOCUS_FILTER_MANPOWER FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_ARMY_XP
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = HUN_every_fascist_sympathizer_tt generic_skip_one_line_tt
		every_army_leader = {
			limit = {
				has_trait = trait_HUN_fascist_sympathies
			}
			retire = yes
		}
		army_experience = 50
		add_manpower = 20000
		add_war_support = 0.1
	}
}
### Entity: Decision
Component: crisis
Constructs: has_country_flag, fire_only_once, has_civil_war, cancel_if_not_visible, is_good, add_timed_idea
Source: game
File: common/decisions/r56_SPR_decisions.txt

Code:
crisis = {
	r56_SPR_anarchist_insurrection_mission = {
		icon = generic_ignite_civil_war
		allowed = {
			original_tag = SPR
		}
		available = {
			hidden_trigger = {
				always = no
				has_civil_war = yes
			}
		}
		priority = 10
		days_mission_timeout = 320
		fire_only_once = yes
		activation = {
			has_country_flag = scw_no_lar_republicans
			has_civil_war = yes
			original_tag = SPR
		}
		visible = {
			original_tag = SPR
			has_civil_war = yes
			has_country_flag = scw_no_lar_republicans
		}
		cancel_if_not_visible = no
		is_good = no
		timeout_effect = {
			add_timed_idea = {
				idea = SPR_anarchist_insurrection
				days = 30
			}
		}
	}
}
### Entity: Idea
Component: CHI_army_corruption_2
Constructs: army_defence_factor, army_attack_factor, removal_cost, mobilization_speed
Source: game
File: common/ideas/china.txt

Code:
CHI_army_corruption_2 = {
	picture = chi_army_corruption2
	name = CHI_army_corruption
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		army_attack_factor = -0.2
		army_defence_factor = -0.2
		mobilization_speed = -0.25
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_dissent_in_the_party
Constructs: prerequisite, completion_reward, add_political_power, has_global_flag
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_dissent_in_the_party
	icon = GFX_goal_generic_forceful_treaty
	prerequisite = {
		focus = SOV_the_need_for_policy_changes
	}
	x = 0
	y = 1
	relative_position_id = SOV_the_need_for_policy_changes
	cost = 10
	available = {
		SOV_soviet_civil_war_not_started = yes
	}
	bypass = {
		OR = {
			has_global_flag = SOV_soviet_civil_war_over SOV_soviet_civil_war
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_SOV_POLITICAL_PARANOIA
	}
	completion_reward = {
		SOV_paranoia_medium_increase_effect = yes
		add_political_power = 100
		SOV_opposition_support_high_increase_effect = yes
	}
}
### Entity: Event
Component: JUNO_brazil_events.43
Constructs: is_triggered_only, ai_chance
Source: game
File: events/TOA_Brazil.txt

Code:
country_event = {
	id = JUNO_brazil_events.43
	title = JUNO_brazil_events.43.t
	desc = JUNO_brazil_events.43.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = JUNO_brazil_events.43.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: Trigger Reference
Construct: has_country_leader_ideology
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_country_leader_ideology

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Checks the Ideology of the active country leader
```
### Entity: Event
Component: SEA_PHI_political_events.11
Constructs: is_triggered_only, add_political_power, clr_country_flag
Source: game
File: events/SEA_Philippines.txt

Code:
country_event = {
	id = SEA_PHI_political_events.11
	title = SEA_PHI_political_events.11.t
	desc = SEA_PHI_political_events.11.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = SEA_PHI_political_events.11.a
		add_political_power = -25
		clr_country_flag = PHI_purchasing_weapons
	}
}
### Entity: Character
Component: MZB_coi
Source: game
File: common/characters/MZB.txt

Code:
MZB_coi = {
	advisor = {
		slot = political_advisor
		idea_token = MZB_coi
		allowed = {
			original_tag = MZB
		}
		traits = {
			captain_of_industry
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_1
		}
	}
}