Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Faction
Component: faction_goal_guardians_of_peace
Constructs: limit, has_government, has_country_flag, add_stability, complete_effect, add_faction_power_projection, every_faction_member, has_completed_goal
Source: game
File: common/factions/goals/faction_goals_medium_term.txt

Code:
faction_goal_guardians_of_peace = {
	name = guardians_of_peace_goal_name
	description = guardians_of_peace_goal_desc
	category = medium_term
	group = FOCUS_FILTER_CONSOLIDATION
	visible = {
		date = < 1939.1.1
		FROM = {
			NOT = {
				has_government = fascism
			} {
				has_government = communism
			} {
				has_country_flag = guardians_of_peace_been_at_war_flag
			}
		}
	}
	available = {

	}
	cancel = {
		FROM = {
			has_country_flag = guardians_of_peace_been_at_war_flag
		}
	}
	completed = {
		date = > 1938.12.31
		NOT = {
			has_country_flag = guardians_of_peace_been_at_war_flag
		}
		all_allied_country = {
			NOT = {
				has_country_flag = guardians_of_peace_been_at_war_flag
			}
		}
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt ALL_FACTION_MEMBERS
		every_faction_member = {
			IF = {
				limit = {
					NOT = {
						has_completed_goal = faction_goal_guardians_of_peace
					}
				}
				add_stability = 0.05
			}
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 1
			has_government = democratic
		}
	}
}
### Entity: Country History
Country: BLI
Component: BLI_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/BLI - Bali.txt

Code:
# Politics & Parties for BLI
set_politics = {
	ruling_party = neutrality
	last_election = 1930.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	democratic = 5
	communism = 5
	neutrality = 90
	fascism = 0
}
### Entity: Scripted Trigger
Component: BUL_has_banned_faction_media
Constructs: has_country_flag
Source: game
File: common/scripted_triggers/BUL_scripted_triggers.txt

Code:
BUL_has_banned_faction_media = {
	custom_trigger_tooltip = {
		tooltip = BUL_has_banned_faction_media_trigger_tt
		OR = {
			has_country_flag = {
				flag = BUL_bs_media_banned_flag
				days = < 365
			} {
				flag = BUL_bzns_media_banned_flag
				days = < 365
			} {
				flag = BUL_nsm_media_banned_flag
				days = < 365
			}
		}
	}
}
### Entity: Order of Battle
Component: 4ya BVO Tankovaya Gruppa
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/SOV_1939_nsb.txt

Code:
division = {
	name = 4ya BVO Tankovaya Gruppa
	location = 3759
	division_template = Legko-Tankovaya Brigada
	start_experience_factor = 0.2
	start_equipment_factor = 0.7
	force_equipment_variants = {
		light_tank_chassis_1 = {
			owner = SOV
			creator = SOV
			version_name = T-26TU mod. 1933
		}
	}
}
### Entity: Idea
Component: CHI_sinaw
Constructs: has_completed_focus, limit, has_dlc, is_literally_china_not_prc, research_bonus
Source: game
File: common/ideas/china_shared.txt

Code:
CHI_sinaw = {
	picture = CHI_SINAW
	available = {
		if = {
			limit = {
				original_tag = CHI
			}
			has_completed_focus = CHI_SINAW_primacy
			owner = {
				controls_state = CHI.mio_locations^9
			}
		}
		else = {
			tag = event_target:WTT_current_china_leader
			owner = {
				controls_state = CHI.mio_locations^9
			}
		}
	}
	allowed = {
		has_dlc = No Compromise, No Surrender
		OR = {
			is_literally_china_not_prc = yes
			tag = MAN
		}
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		medium_aircraft_manufacturer
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Order of Battle
Component: Aomori Kakumei Ha
Constructs: division_template
Source: game
File: history/units/JAP_sunfall_civil_war.txt

Code:
division = {
	name = Aomori Kakumei Ha
	location = 9859
	division_template = Tsugekitai
	start_experience_factor = 0.1
}
### Entity: Character
Component: GER_himmler_fuhrer_ss
Constructs: political_power_gain
Source: game
File: common/country_leader/00_traits.txt

Code:
GER_himmler_fuhrer_ss = {
	random = no
	political_power_gain = 0.25
	resistance_damage_to_garrison = -0.25
	foreign_subversive_activites = -0.3
	non_core_manpower = 0.04
	subversive_activites_upkeep = -0.25
	operative_slot = 1
	intelligence_agency_defense = 0.2
	intel_from_combat_factor = 0.25
	resistance_growth = -0.15
	compliance_growth = -0.1
	special_forces_cap = 0.05
}
### Entity: Idea
Component: CAY_ar
Source: game
File: common/ideas/cayenne.txt

Code:
CAY_ar = {
	ledger = army
	picture = generic_army_african_5
	allowed = {
		original_tag = CAY
	}
	traits = {
		army_regrouping_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Scripted Trigger
Component: has_war_escalation_level_4
Constructs: has_war_escalation_level_4, has_war_escalation_level_4_tt, check_variable
Source: game
File: common/scripted_triggers/ETH_scripted_triggers.txt

Code:
has_war_escalation_level_4 = {
	custom_trigger_tooltip = {
		tooltip = has_war_escalation_level_4_tt
		check_variable = {
			ETH.ETH_war_escalation_level = > 3
		}
	}
}
### Entity: National Focus
Tree: est_focus
Component: EST_rally_the_nation
Constructs: has_completed_focus, limit, completion_reward, allow_branch, has_game_rule, cancel_if_invalid, add_popularity, unlock_decision_category_tooltip
Source: game
File: common/national_focus/estonia.txt

Code:
focus = {
	id = EST_rally_the_nation
	icon = GFX_focus_EST_rally_the_nation
	mutually_exclusive = {
		focus = BALTIC_restore_workers_republic EST_era_of_silence
	}
	x = 45
	y = 0
	cost = 10
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				OR = {
					has_completed_focus = BALTIC_restore_workers_republic EST_era_of_silence
				}
			}
		}
	}
	offset = {
		x = -20
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = EST_rally_the_nation
		}
	}
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = 0.1
		}
		effect_tooltip = {
			activate_decision = EST_stomp_the_vaps
		}
		unlock_decision_category_tooltip = march_through_estonia
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			mark_focus_tree_layout_dirty = yes
		}
	}
}
### Entity: Decision
Component: INS_aslia_cat
Constructs: has_completed_focus, has_dlc
Source: game
File: common/decisions/categories/INS_decision_categories.txt

Code:
INS_aslia_cat = {
	priority = 40
	icon = GFX_decision_category_generic_communism
	allowed = {
		original_tag = INS
		has_dlc = Thunder at Our Gates
	}
	visible = {
		has_completed_focus = INS_federation_of_aslia
	}
}
### Entity: Event
Component: chile.31
Constructs: is_triggered_only, add_opinion_modifier
Source: game
File: events/Chile.txt

Code:
country_event = {
	id = chile.31
	title = Peronism Successful in Argentina!
	desc = Peronism has triumphed in Argentina and they have come to us with thanks for our assistance.
	picture = GFX_report_event_chamberlain
	is_triggered_only = yes
	option = {
		name = It was our pleasure.
		add_opinion_modifier = {
			target = ARG
			modifier = CHL_supported_peronism
		}
	}
}
### Entity: Event
Component: SEA_PRC_faction_events.80
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, create_wargoal, annex_everything, is_faction_leader, set_faction_leader
Source: game
File: events/SEA_Communist_China.txt

Code:
country_event = {
	id = SEA_PRC_faction_events.80
	title = SEA_PRC_faction_events.80.t
	desc = SEA_PRC_faction_events.80.desc
	picture = GFX_report_event_chinese_soldiers_running
	is_triggered_only = yes
	option = {
		name = SEA_PRC_faction_events.80.a
		ai_chance = {
			base = 5
			modifier = {
				has_completed_focus = CHI_opposition
				add = 2
			}
		}
		FROM = {
			effect_tooltip = {
				create_wargoal = {
					type = annex_everything
					target = PREV
					expire = 0
				}
			}
			country_event = {
				id = SEA_PRC_faction_events.81
				hours = 2
			}
		}
	} {
		name = SEA_PRC_faction_events.80.b
		ai_chance = {
			base = 5
			modifier = {
				FROM = {
					faction_influence_ratio = > 0.2
				}
				add = 0.5
			}
		}
		if = {
			limit = {
				is_faction_leader = yes
			}
			FROM = {
				set_faction_leader = yes
			}
		}
		FROM = {
			set_autonomy = {
				target = ROOT
				autonomous_state = autonomy_puppet
				end_wars = no
				end_civil_wars = no
			}
			country_event = {
				id = SEA_PRC_faction_events.82
				hours = 2
			}
		}
	}
}
### Entity: Event
Component: SEA_japan_foreign_policy.4
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, fire_only_once, has_active_mission, has_dlc, is_historical_focus_on
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_foreign_policy.4
	title = SEA_japan_foreign_policy.4.t
	desc = SEA_japan_foreign_policy.4.desc
	picture = GFX_report_event_japanese_officers
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_japan_foreign_policy.4.a
		trigger = {
			NOT = {
				has_active_mission = SIA_limited_war_indochina
			}
		}
		ai_chance = {
			base = 70
			modifier = {
				strength_ratio = {
					tag = JAP
					ratio = < 0.8
				}
				factor = 1.5
			} {
				has_dlc = Thunder at Our Gates
				is_historical_focus_on = yes
				factor = 0
			}
		}
		FROM = {
			country_event = {
				id = SEA_japan_foreign_policy.5
				hours = 12
				random_hours = 24
			}
		}
		effect_tooltip = {
			FROM = {
				add_to_faction = ROOT
			}
		}
		if = {
			limit = {
				has_dlc = Thunder at Our Gates
				NOT = {
					has_completed_focus = SIA_standing_our_ground SIA_reluctant_submission
				}
			}
			complete_national_focus = SIA_reluctant_submission
		}
	} {
		name = SEA_japan_foreign_policy.4.b
		trigger = {
			NOT = {
				has_active_mission = SIA_limited_war_indochina
			}
		}
		ai_chance = {
			base = 30
			modifier = {
				strength_ratio = {
					tag = JAP
					ratio = > 1.5
				}
				factor = 2
			} {
				has_opinion = {
					target = JAP
					value = < 25
				}
				factor = 2
			}
		}
		FROM = {
			country_event = {
				id = SEA_japan_foreign_policy.6
				hours = 12
				random_hours = 24
			}
		}
	} {
		name = SEA_japan_foreign_policy.4.c
		trigger = {
			has_active_mission = SIA_limited_war_indochina
		}
		JAP = {
			SIA = {
				country_event = {
					id = SEA_japan_foreign_policy.4
					days = 181
				}
			}
		}
		custom_effect_tooltip = SEA_japan_foreign_policy.4.c_tt
	}
}
### Entity: Idea
Component: PHI_asian_trade_connections_malaya
Constructs: removal_cost
Source: game
File: common/ideas/philippines.txt

Code:
PHI_asian_trade_connections_malaya = {
	picture = PLACEHOLDER_idea_icon
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	targeted_modifier = {
		tag = MAL
		trade_cost_for_target_factor = -0.15
	}
}
### Entity: Idea
Component: YUG_idea_empowered_peasant_councils
Constructs: has_government, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/yugoslavia.txt

Code:
YUG_idea_empowered_peasant_councils = {
	picture = generic_communism_drift_bonus generic_communism_drift_bonus
	allowed = {
		original_tag = YUG
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	modifier = {
		drift_defence_factor = 0.25
		production_speed_buildings_factor = 0.1
	}
}
### Entity: Idea
Component: JAP_ichi_go_sea
Constructs: removal_cost
Source: game
File: common/ideas/japan.txt

Code:
JAP_ichi_go_sea = {
	name = JAP_ichi_go
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = jap_ichi_go
	targeted_modifier = {
		tag = CHI
		attack_bonus_against = 0.2
		defense_bonus_against = 0.05
	} {
		tag = PRC
		attack_bonus_against = 0.2
		defense_bonus_against = 0.05
	} {
		tag = SHX
		attack_bonus_against = 0.2
		defense_bonus_against = 0.05
	} {
		tag = XSM
		attack_bonus_against = 0.2
		defense_bonus_against = 0.05
	} {
		tag = YUN
		attack_bonus_against = 0.2
		defense_bonus_against = 0.05
	} {
		tag = GXC
		attack_bonus_against = 0.2
		defense_bonus_against = 0.05
	} {
		tag = SIK
		attack_bonus_against = 0.2
		defense_bonus_against = 0.05
	} {
		tag = SND
		attack_bonus_against = 0.2
		defense_bonus_against = 0.05
	} {
		tag = GDC
		attack_bonus_against = 0.2
		defense_bonus_against = 0.05
	} {
		tag = HBC
		attack_bonus_against = 0.2
		defense_bonus_against = 0.05
	} {
		tag = XIC
		attack_bonus_against = 0.2
		defense_bonus_against = 0.05
	} {
		tag = KHM
		attack_bonus_against = 0.2
		defense_bonus_against = 0.05
	} {
		tag = NXM
		attack_bonus_against = 0.2
		defense_bonus_against = 0.05
	} {
		tag = GSM
		attack_bonus_against = 0.2
		defense_bonus_against = 0.05
	} {
		tag = SIC
		attack_bonus_against = 0.2
		defense_bonus_against = 0.05
	}
}
### Entity: Event
Component: r56i.event.04
Constructs: is_triggered_only, remove_ideas, has_government, clr_country_flag, set_country_flag
Source: game
File: events/r56i_events.txt

Code:
country_event = {
	id = r56i.event.04
	title = r56i.event.04.title
	desc = r56i.event.04.description
	picture = GFX_r56i_generic_event_04
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			clr_country_flag = r56i_flag_riots_suppress_harsh r56i_flag_riots_ongoing
			set_country_flag = r56i_flag_riots_suppress_success
			remove_ideas = r56i_idea_suppress_harsh
		}
	}
	option = {
		name = r56i.event.04.default
		trigger = {
			NOT = {
				has_government = communism fascism democratic
			}
		}
	} {
		name = r56i.event.04.democratic
		trigger = {
			has_government = democratic
		}
	} {
		name = r56i.event.04.communism
		trigger = {
			has_government = communism
		}
	} {
		name = r56i.event.04.fascism
		trigger = {
			has_government = fascism
		}
	}
}
### Entity: Event
Component: strikes_event.5
Constructs: is_triggered_only, add_war_support, add_stability, clr_country_flag
Source: game
File: events/stability_events.txt

Code:
country_event = {
	id = strikes_event.5
	title = strikes_event.5.t
	desc = strikes_event.5.desc
	picture = GFX_report_event_generic_rally2
	is_triggered_only = yes
	option = {
		name = strikes_event.5.a
		add_stability = -0.1
		add_war_support = -0.1
		clr_country_flag = crisis_solution_in_progress
	}
}
### Entity: Unit Leader
Component: 10
Source: game
File: common/unit_leader/00_logistics_skills.txt

Code:
10 = {
	cost = 51200
	type = navy
	modifier = {
		naval_hit_chance = 0.5
		naval_coordination = 0.2
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_war_taxes
Constructs: prerequisite, completion_reward, cancel_if_invalid, set_variable, unlock_decision_tooltip
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_war_taxes
	icon = GFX_focus_RAJ_war_taxes
	prerequisite = {
		focus = RAJ_azad_hind_dlc
	}
	x = -1
	y = 1
	relative_position_id = RAJ_azad_hind_dlc
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		set_variable = {
			amount_of_times_raised_taxes = 0
		} {
			RAJ_war_taxes_mil = 0
		} {
			RAJ_war_taxes_war_support = 0
		} {
			RAJ_war_taxes_stability = 0
		}
		custom_effect_tooltip = RAJ_war_taxes_tt
		unlock_decision_tooltip = {
			decision = RAJ_GOE_raise_war_taxes
			show_effect_tooltip = yes
			show_modifiers = yes
		} {
			decision = RAJ_GOE_reduce_war_taxes
			show_effect_tooltip = yes
			show_modifiers = yes
		}
	}
}
### Entity: Scripted Effect
Component: MON_chi_medium_influence_increase_effect
Constructs: add_to_variable
Source: game
File: common/scripted_effects/r56_MON_scripted_effects.txt

Code:
MON_chi_medium_influence_increase_effect = {
	custom_effect_tooltip = MON_chi_tt MON_medium_influence_increase_tt
	add_to_variable = {
		chi_influence_in_mon = MON_medium_influence_increase
	}
	clamp_variable = {
		var = chi_influence_in_mon
		min = 0
		max = 100
	}
}
### Entity: Event
Component: mtg_exile_government.3
Constructs: is_triggered_only, ai_chance, has_navy_size, is_government_in_exile, add_legitimacy
Source: game
File: events/MTG_generic.txt

Code:
country_event = {
	id = mtg_exile_government.3
	title = mtg_exile_government.3.title
	desc = mtg_exile_government.3.desc
	picture = GFX_report_event_destroyers
	is_triggered_only = yes
	option = {
		name = mtg_exile_government.3.a
		ai_chance = {
			factor = 1
			modifier = {
				factor = 0
				has_navy_size = {
					size = > 75
				}
			}
		}
		transfer_navy = {
			target = FROM
			is_government_in_exile = yes
		}
		add_legitimacy = 10
		FROM = {
			country_event = {
				id = mtg_exile_government.4
				hours = 6
			}
		}
	} {
		name = mtg_exile_government.3.b
		ai_chance = {
			factor = 1
			modifier = {
				factor = 0
				has_navy_size = {
					size = < 25
				}
			}
		}
		FROM = {
			country_event = {
				id = mtg_exile_government.5
				hours = 6
			}
		}
	}
}
### Entity: Decision
Component: ETH_freedom_at_gunpoint_category
Constructs: has_completed_focus, has_dlc
Source: game
File: common/decisions/categories/ETH_decision_categories.txt

Code:
ETH_freedom_at_gunpoint_category = {
	icon = GFX_decision_category_spr_the_seeds_of_revolution
	picture = GFX_decision_cat_picture_generic_border_conflicts
	allowed = {
		original_tag = ETH
		has_dlc = By Blood Alone
	}
	visible = {
		has_completed_focus = ETH_freedom_at_gunpoint
	}
	priority = 5
	visible_when_empty = yes
}
### Entity: AI Strategy
Component: SOV_PatrolDominanceForce_1
Source: game
File: common/ai_navy/taskforce/SOV_taskforce_templates.txt

Code:
SOV_PatrolDominanceForce_1 = {
	allowed = {
		original_tag = SOV
	}
	ai_will_do = {
		factor = 5
	}
	mission = {
		naval_patrol
	}
	min_composition = {
		destroyer = {
			amount = 4
		}
	}
	optimal_composition = {
		heavy_cruiser = {
			amount = 3
		}
		destroyer = {
			amount = 12
		}
	}
}
### Entity: Idea
Component: SIA_taking_the_fight_to_our_enemies_soil_r56
Constructs: army_defence_factor, has_war, army_attack_factor, removal_cost, breakthrough_factor, planning_speed
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_taking_the_fight_to_our_enemies_soil_r56 = {
	allowed_civil_war = {
		original_tag = SIA
	}
	removal_cost = -1
	picture = tur_coordinated_balkan_armed_forces
	cancel = {
		has_war = no
	}
	modifier = {
		army_attack_factor = 0.1
		breakthrough_factor = 0.15
		army_defence_factor = 0.1
		planning_speed = 0.15
		max_planning_factor = 0.15
		equipment_capture_factor = 0.15
	}
}
### Entity: Decision
Component: ALB_form_egypt_albania_category
Constructs: has_completed_focus, add_ideas, is_subject, has_global_flag, complete_effect, set_cosmetic_tag, add_state_core, set_global_flag
Source: game
File: common/decisions/ALB.txt

Code:
ALB_form_egypt_albania_category = {
	ALB_form_egypt_albania = {
		icon = generic_form_nation
		allowed = {
			original_tag = ALB
		}
		available = {
			is_subject = no
			custom_trigger_tooltip = {
				tooltip = form_country_mamluks_required_states_egyptian_tt
				controls_state = 907 447 452 456 457 453
			} {
				tooltip = form_rumelia_albania_required_states_tt
				controls_state = 44 805 910
			}
		}
		visible = {
			has_completed_focus = ALB_liberate_our_homeland
			NOT = {
				has_global_flag = form_egypt_albania_flag
			}
		}
		complete_effect = {
			custom_effect_tooltip = form_country_gs_required_coring_states_tt
			set_cosmetic_tag = EGY_ALB_united
			hidden_effect = {
				add_state_core = 910 44 805 452 447 907 456 457 453 911 995
				set_global_flag = form_egypt_albania_flag
			}
			add_ideas = generic_recent_political_unification generic_recent_army_unification generic_recent_economic_unification
		}
		ai_will_do = {
			factor = 200
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
	}
}
### Entity: Event
Component: r56_eng.23
Constructs: is_triggered_only
Source: game
File: events/r56_ENG.txt

Code:
country_event = {
	id = r56_eng.23
	title = r56_eng.23.t
	desc = r56_eng.23.d
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = r56_eng.23.a
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_AREA_garrison_state_guam
Constructs: has_country_flag, is_in_array
Source: game
File: common/ai_strategy/EAI_MILITARY_strategies.txt

Code:
EAI_MILITARY_AREA_garrison_state_guam = {
	enable = {
		has_country_flag = EAI_MILITARY_garrison_state_strategies
		NOT = {
			is_in_array = {
				EAI_MILITARY_INVASION_staging_areas = 638
				 = .id
			}
		}
		controls_state = 638
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		ratio = 0.25
		order_id = 998
		states = {
			638
		}
		subtract_invasions_from_need = no
		subtract_fronts_from_need = no
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_rastikis_military_reforms
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_field_marshal_role, set_portraits, add_corps_commander_role, create_corps_commander
Source: game
File: common/national_focus/lithuania.txt

Code:
focus = {
	id = LIT_rastikis_military_reforms
	icon = GFX_focus_generic_military_mission
	prerequisite = {
		focus = LIT_secure_a_loyal_cabinet
	}
	x = 18
	y = 1
	relative_position_id = LIT_secure_a_loyal_cabinet
	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_MANPOWER
	}
	completion_reward = {
		LIT_jonas_cernius = {
			add_field_marshal_role = {
				traits = {
					JAP_communist_sympathizer career_officer politically_connected
				}
				attack_skill = 1
				defense_skill = 2
				planning_skill = 2
				logistics_skill = 4
				skill = 2
			}
			set_portraits = {
				army = {
					large = GFX_portrait_LIT_jonas_cernius
				}
			}
		}
		LIT_antanas_gustaitis = {
			add_corps_commander_role = {
				traits = {
					trait_mountaineer infantry_officer
				}
				attack_skill = 2
				defense_skill = 2
				planning_skill = 1
				logistics_skill = 2
				skill = 2
				legacy_id = -1
			}
		}
		effect_tooltip = {
			create_corps_commander = {
				name = Kazys Skučas
			}
		}
		army_experience = 40
	}
}
### Entity: Idea
Component: hatta
Constructs: has_government, has_autonomy_state
Source: game
File: common/ideas/r56_indonesia.txt

Code:
hatta = {
	allowed = {
		original_tag = INS
	}
	available = {
		NOT = {
			has_autonomy_state = autonomy_supervised_state
		}
	}
	traits = {
		democratic_reformer
	}
	do_effect = {
		NOT = {
			has_government = democratic
		}
	}
	ai_will_do = {
		factor = 0
	}
}