Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: wtt_warlord_vs_prc.32
Constructs: is_triggered_only
Source: game
File: events/WTT_PRC.txt

Code:
country_event = {
	id = wtt_warlord_vs_prc.32
	title = wtt_warlord_vs_prc.32.t
	desc = wtt_warlord_vs_prc.32.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = wtt_warlord_vs_prc.32.a
	}
}
### Entity: Event
Component: SEA_china.21
Constructs: is_triggered_only, ai_chance
Source: game
File: events/SEA_Nat_China.txt

Code:
country_event = {
	id = SEA_china.21
	title = SEA_china.21.t
	desc = SEA_china.21.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = SEA_china.21.a
		ai_chance = {
			base = 1
		}
		FROM = {
			country_event = {
				id = SEA_china.22
				hours = 2
			}
		}
	} {
		name = SEA_china.21.b
		ai_chance = {
			base = 1
			modifier = {
				surrender_progress = > 0.3
				factor = 2
			}
		}
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered, force_equipment_variants
Source: game
File: history/units/EST_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 4
	}
	location = 185
	division_template = Ratsavägi
	force_equipment_variants = {
		infantry_equipment_0 = {
			owner = EST
		}
	}
	start_experience_factor = 0.1
	start_equipment_factor = 0.4
}
### Entity: Event
Component: lithuania.54
Constructs: is_triggered_only
Source: game
File: events/r56_lithuania.txt

Code:
country_event = {
	id = lithuania.54
	title = lithuania.54.t
	desc = lithuania.54.desc
	picture = GFX_report_event_ast_navy
	is_triggered_only = yes
	option = {
		name = lithuania.54.a
		hidden_effect = {
			country_event = {
				id = lithuania.34
				days = 1
			}
		}
	}
}
### Entity: National Focus
Tree: slo_focus
Component: SLO_modern_artillery
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/slovakia.txt

Code:
focus = {
	id = SLO_modern_artillery
	icon = GFX_goal_generic_army_artillery2
	prerequisite = {
		focus = SLO_support_bonus
	}
	relative_position_id = SLO_army_effort
	x = -3
	y = 3
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = infantry_artillery_bonus
			ahead_reduction = 1
			bonus = 1
			uses = 1
			category = artillery
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: EAI_DD_14/modern_tank_aa_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_14/modern_tank_aa_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		modern_tank_aa_chassis = {
			build_cost_ic = -0.35
			instant = yes
		}
	}
}
### Entity: Idea
Component: ARM_fading_national_identity_communist
Constructs: stability_factor, war_support_factor, has_government, conscription_factor, communism_drift
Source: game
File: common/ideas/armenia.txt

Code:
ARM_fading_national_identity_communist = {
	picture = FIN_socialist_welfare
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	modifier = {
		stability_factor = -0.05
		war_support_factor = -0.15
		conscription_factor = -0.2
		mobilization_laws_cost_factor = 0.1
		drift_defence_factor = -0.05
		communism_drift = 0.03
	}
}
### Entity: Faction
Component: faction_goal_control_curacao_oil
Constructs: limit, has_war_with, is_in_faction_with, complete_effect, add_faction_power_projection, every_allied_country, add_faction_initiative, add_building_construction
Source: game
File: common/factions/goals/faction_goals_medium_term.txt

Code:
faction_goal_control_curacao_oil = {
	name = control_curacao_oil_goal_name
	description = control_curacao_oil_goal_desc
	category = medium_term
	group = resources_to_market_icon
	allowed = {

	}
	visible = {
		FROM = {
			NOT = {
				original_tag = HOL
				is_in_faction_with = HOL
			}
		}
		any_collection_element = {
			collection = {
				input = game:scope
				operators = {
					faction_members controlled_states
				}
				name = FACTION_CONTROLLED_STATES
			}
			distance_to = {
				target = 695
				value = < 2000
			}
		}
	}
	available = {

	}
	completed = {
		695 = {
			is_controlled_by_ROOT_or_ally = yes
		}
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt TARGET_STATE_CONTROLLERS
		every_allied_country = {
			visible_when_empty = yes
			limit = {
				controls_state = 695
			}
			add_faction_initiative = 1
		}
		695 = {
			if = {
				limit = {
					infrastructure = < 5
				}
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		}
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 2
			695 = {
				owner = {
					has_war_with = ROOT
				}
			}
		} {
			add = -1
			fuel_ratio = > 0.9
			all_allied_country = {
				fuel_ratio = > 0.9
			}
		} {
			add = 1
			has_resources_in_collection = {
				collection = {
					input = game:scope
					operators = {
						faction_members
					}
					name = FACTION
				}
				resource = oil
				amount = < 10
				extracted = yes
			}
		} {
			add = 1
			fuel_ratio = < 0.4
		} {
			add = 1
			fuel_ratio = < 0.1
		} {
			add = 5
			fuel_ratio = < 0.1
			695 = {
				owner = {
					has_war_with = ROOT
				}
			}
		}
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_peace_with_the_western_order_r56
Constructs: has_completed_focus, prerequisite, has_war, limit, add_stability, completion_reward, allow_branch, has_focus_autohide_rule_trigger_r56
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_peace_with_the_western_order_r56
	prerequisite = {
		focus = SIA_look_to_the_waking_giant_r56 SIA_expand_british_cooperation_r56 SIA_address_the_eastern_border_r56
	}
	icon = GFX_goal_siam_west
	x = 0
	y = 2
	relative_position_id = SIA_expand_british_cooperation_r56
	mutually_exclusive = {
		focus = SIA_the_non_aligned_movement_r56 SIA_navigate_asias_new_order_r56
	}
	allow_branch = {
		if = {
			limit = {
				has_focus_autohide_rule_trigger_r56 = yes
			}
			NOT = {
				has_completed_focus = SIA_the_non_aligned_movement_r56 SIA_navigate_asias_new_order_r56
			}
		}
	}
	cost = 4
	ai_will_do = {
		base = 1
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_INDUSTRY
	}
	available = {
		date = > 1943.01.01
		has_war = no
		is_in_faction = yes
		is_faction_leader = no
		if = {
			limit = {
				is_in_faction = yes
			}
			ROOT = {
				faction_leader = {
					has_war = no
					OR = {
						capital_scope = {
							is_on_continent = north_america
						} {
							is_on_continent = europe
						}
					}
				}
			}
		}
	}
	completion_reward = {
		mark_focus_tree_layout_dirty_r56 = yes
		add_stability = 0.04
		if = {
			limit = {
				NOT = {
					has_completed_focus = SIA_open_up_the_economy_r56
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			SIA_unlock_western_companies_r56 = yes
		}
	}
}
### Entity: Scripted Effect
Component: DEN_bop_occupation_very_low_decrease_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/DEN_scripted_effects.txt

Code:
DEN_bop_occupation_very_low_decrease_effect = {
	add_power_balance_value = {
		id = DEN_occupation_balance
		value = -0.05
	}
}
### Entity: Modifier Reference
Component: HBC_warlord_army
Constructs: army_defence_factor, army_attack_factor, conscription_factor
Source: game
File: common/dynamic_modifiers/r56_china_and_co_dm.txt

Code:
HBC_warlord_army = {
	enable = {
		always = yes
	}
	icon = GFX_idea_chi_whampoa_military_academy
	experience_gain_army_factor = HBC_warlord_army_xp_factor
	surrender_limit = HBC_warlord_army_surrender_limit
	conscription_factor = HBC_warlord_army_rec_pop
	attrition = HBC_warlord_army_attrition
	max_planning_factor = HBC_warlord_army_max_planning
	land_doctrine_cost_factor = HBC_warlord_army_doc_cost
	army_attack_factor = HBC_warlord_army_attack
	army_defence_factor = HBC_warlord_army_defence
	army_core_attack_factor = HBC_warlord_army_core_attack
	army_core_defence_factor = HBC_warlord_army_core_defence
	out_of_supply_factor = HBC_warlord_army_supply_factor
	supply_consumption_factor = HBC_warlord_army_supply_cons
	training_time_factor = HBC_warlord_army_training_time_factor
	special_forces_cap = HBC_warlord_army_spec_cap
	special_forces_attack_factor = HBC_warlord_army_spec_attack
	army_armor_attack_factor = HBC_warlord_army_armor_attack
	production_speed_bunker_factor = HBC_warlord_army_fort
	army_artillery_attack_factor = HBC_warlord_army_arty
	terrain_penalty_reduction = HBC_warlord_army_terrain
}
### Entity: Scripted Trigger
Component: BUL_country_can_influence_bulgaria
Source: game
File: common/scripted_triggers/BUL_scripted_triggers.txt

Code:
BUL_country_can_influence_bulgaria = {
	OR = {
		tag = GER SOV ENG ITA
	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_the_anti_fascist_crusade
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPR_the_anti_fascist_crusade
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = SPR_join_the_global_fight_against_fascism
	}
	icon = GFX_focus_generic_strike_at_democracy1
	x = 0
	y = 1
	relative_position_id = SPR_join_the_global_fight_against_fascism
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = SPR_the_anti_fascist_crusade
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_reiterate_the_three_principles_of_hirota
Constructs: prerequisite, has_war, has_government, completion_reward, is_subject, is_ally_with, cancel_if_invalid, add_timed_idea
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_reiterate_the_three_principles_of_hirota
	icon = GFX_goal_generic_forceful_treaty
	x = 0
	y = 1
	relative_position_id = JAP_reprimand_hamada_kunimatsu
	prerequisite = {
		focus = JAP_reprimand_hamada_kunimatsu
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
		has_war = no
		CHI = {
			exists = yes
			NOT = {
				is_ally_with = ROOT
			}
		}
		PRC = {
			exists = yes
			has_government = communism
			NOT = {
				is_ally_with = ROOT
			}
		}
		SOV = {
			exists = yes
			has_government = communism
			NOT = {
				is_ally_with = ROOT
			}
		}
	}
	bypass = {
		OR = {
			has_war = yes
			CHI = {
				OR = {
					exists = no
					is_ally_with = ROOT
				}
			}
			PRC = {
				OR = {
					exists = no
					is_ally_with = ROOT
				}
			}
			SOV = {
				OR = {
					exists = no
					is_ally_with = ROOT
				}
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_timed_idea = {
			idea = JAP_anti_communist_crackdowns_idea
			days = 360
		}
		custom_effect_tooltip = generic_skip_one_line_tt if_they_accept_tt generic_skip_one_line_tt
		CHI = {
			country_event = {
				id = SEA_japan_foreign_policy.32
				hours = 12
				random_hours = 24
			}
		}
		effect_tooltip = {
			CHI = {
				add_timed_idea = {
					idea = JAP_anti_communist_crackdowns_idea
					days = 360
				} {
					idea = CHI_suppression_of_anti_japanese_sentiments_idea
					days = 360
				}
			}
		}
		JAP_small_government_faction_gain = yes
	}
}
### Entity: Event
Component: mandate_palestine.1001
Constructs: is_triggered_only
Source: game
File: events/mandate_of_palestine.txt

Code:
country_event = {
	id = mandate_palestine.1001
	title = mandate_palestine.1001.t
	desc = mandate_palestine.1001.d
	picture = GFX_report_event_MPL_haifa
	is_triggered_only = yes
	option = {
		name = mandate_palestine.1001.a
	}
}
### Entity: Scripted Trigger
Component: EAI_MILITARY_ABILITY_last_stand_HOLD
Constructs: has_global_flag
Source: game
File: common/scripted_triggers/EAI_MILITARY_strategy_triggers.txt

Code:
EAI_MILITARY_ABILITY_last_stand_HOLD = {
	OR = {
		NOT = {
			EAI_MILITARY_army_readiness_HIGH = yes
		}
		AND = {
			tag = JAP
			has_global_flag = {
				flag = EAI_JAP_blitz_china_1000d
				value = 1
				days = < 365
			}
		}
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_tank_effort
Constructs: prerequisite, completion_reward, has_tech, add_tech_bonus, armor_bonus
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_tank_effort
	icon = GFX_focus_generic_tank_production
	prerequisite = {
		focus = HON_faster_small_arms
	}
	x = 43
	y = 4
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 4
			NOT = {
				has_tech = basic_light_tank
			}
		}
	}
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = armor_bonus
			bonus = 1
			uses = 2
			category = armor
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: EAI_desperate_defense_17
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_desperate_defense_17 = {
	picture = air_war_plans_division_focus
	allowed = {
		always = no
	}
	modifier = {
		training_time_army_factor = -0.76
		industrial_capacity_dockyard = 0.85
		production_factory_efficiency_gain_factor = 1.7
	}
}
### Entity: Event
Component: SEA_PHI_political_events.67
Constructs: is_triggered_only, limit, is_subject
Source: game
File: events/SEA_Philippines.txt

Code:
country_event = {
	id = SEA_PHI_political_events.67
	title = SEA_PHI_political_events.67.t
	desc = SEA_PHI_political_events.67.desc
	picture = GFX_report_event_generic_handshake
	is_triggered_only = yes
	option = {
		if = {
			limit = {
				is_subject = yes
			}
			custom_effect_tooltip = PHI_will_join_faction_later_PHI_tt
		}
		name = SEA_PHI_political_events.67.a
	}
}
### Entity: National Focus
Tree: sau_focus
Component: SAU_join_the_comintern
Constructs: prerequisite, limit, has_government, has_war_with, is_major, completion_reward, is_in_faction_with, is_subject
Source: game
File: common/national_focus/saudi_arabia.txt

Code:
focus = {
	id = SAU_join_the_comintern
	icon = GFX_focus_generic_join_comintern
	prerequisite = {
		focus = SAU_influence_the_king
	}
	mutually_exclusive = {
		focus = SAU_western_alignment SAU_move_toward_german_alignment SAU_maintain_international_neutrality
	}
	relative_position_id = SAU_continue_hakimovs_legacy
	x = 0
	y = 3
	cost = 5
	bypass = {
		is_in_faction_with = SOV
	}
	ai_will_do = {
		factor = 10
	}
	available = {
		is_subject = no
		is_in_faction = no
		OR = {
			SOV = {
				NOT = {
					has_war_with = ROOT
				}
				has_government = communism
				has_capitulated = no
				is_faction_leader = yes
			}
			any_other_country = {
				is_major = yes
				has_government = communism
				is_faction_leader = yes
				NOT = {
					has_war_with = ROOT
				}
			}
		}
	}
	completion_reward = {
		if = {
			limit = {
				SOV = {
					has_government = communism
					is_faction_leader = yes
					has_capitulated = no
					NOT = {
						has_war_with = ROOT
					}
				}
				NOT = {
					any_other_country = {
						is_in_faction_with = SOV
						has_war_with = ROOT
					}
				}
			}
			SOV = {
				country_event = generic.2
			}
		}
		else = {
			get_best_alliance_match_communism_effect = yes
			var:best_leader = {
				country_event = generic.2
			}
		}
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_intervene_in_the_turkish_civil_war
Constructs: prerequisite, add_ideas, has_war_with, has_country_flag, completion_reward, is_subject, has_civil_war, set_rule
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_intervene_in_the_turkish_civil_war
	icon = GFX_goal_generic_major_war
	relative_position_id = EGY_move_back_to_the_ottomans
	x = 2
	y = 1
	cost = 10
	available = {
		is_subject = no
		NOT = {
			has_war_with = TUR
		}
		TUR = {
			has_country_flag = TUR_ottoman_officers_invited_back
			has_civil_war = yes
		}
	}
	bypass = {
		TUR = {
			has_country_flag = TUR_ottoman_officers_invited_back
			has_civil_war = no
		}
	}
	prerequisite = {
		focus = EGY_move_back_to_the_ottomans
	}
	mutually_exclusive = {
		focus = EGY_rightful_successor_to_the_empire
	}
	ai_will_do = {
		base = 99
	}
	completion_reward = {
		set_rule = {
			can_send_volunteers = yes
		}
		add_ideas = EGY_egyptian_turkish_intervention_force
		add_ai_strategy = {
			type = send_volunteers_desire
			id = TUR
			value = 150
		}
	}
}
### Entity: Character
Component: defeater_of_the_bandits
Source: game
File: common/country_leader/r56_traits.txt

Code:
defeater_of_the_bandits = {
	random = no
	army_infantry_attack_factor = 0.05
	army_infantry_defence_factor = 0.05
}
### Entity: AI Strategy
Component: AUS_boats_are_expensive
Source: game
File: common/ai_strategy/r56_AUS.txt

Code:
AUS_boats_are_expensive = {
	allowed = {
		original_tag = AUS
	}
	enable = {
		always = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = dockyard
		value = -100
	}
}
### Entity: Order of Battle
Component: Östra Militärområde
Constructs: division_template
Source: game
File: history/units/SWE_1936.txt

Code:
division = {
	name = Östra Militärområde
	location = 6050
	division_template = Militärområde
	start_experience_factor = 0.2
	start_equipment_factor = 0.1
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_eight_points_for_attention
Constructs: has_completed_focus, prerequisite, add_stability, completion_reward, add_political_power, has_game_rule, cancel_if_invalid, add_to_variable
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_eight_points_for_attention
	icon = GFX_focus_PRC_eight_points_for_attention
	prerequisite = {
		focus = PRC_the_unwilling_diarchy_focus PRC_burn_the_paper_tigers
	}
	x = 8
	y = 1
	relative_position_id = PRC_burn_the_paper_tigers
	offset = {
		x = -5
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = PRC_burn_the_paper_tigers
		}
	} {
		x = -2
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = PRC_the_unwilling_diarchy_focus
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_HISTORICAL
	} {
		FOCUS_FILTER_STABILITY
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_stability = 0.05
		add_political_power = 50
		custom_effect_tooltip = generic_skip_one_line_tt PRC_modify_central_committee_modifier
		add_to_variable = {
			PRC_central_committee_party_popularity_stability_factor = 0.05
			tooltip = party_popularity_stability_factor_tt
		}
	}
}
### Entity: Modifier Reference
Construct: own_operative_detection_chance_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## own_operative_detection_chance_factor

* Number with 0 decimal places
* **Categories**: unit_leader, country
### Entity: Event
Component: CHL_political_events.97
Constructs: is_triggered_only, ai_chance, add_ideas, fire_only_once, add_timed_idea
Source: game
File: events/TOA_Chile.txt

Code:
country_event = {
	id = CHL_political_events.97
	title = CHL_political_events.97.t
	desc = CHL_political_events.97.desc
	picture = GFX_report_event_crowd_in_prague
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = CHL_political_events.97.a
		ai_chance = {
			base = 100
		}
		add_timed_idea = {
			idea = CHL_veteran_legionaries
			days = 1080
		}
		add_ideas = CHL_popular_resistance
	}
}
### Entity: Character
Component: SWE_minister_of_justice
Source: game
File: common/country_leader/00_traits.txt

Code:
SWE_minister_of_justice = {
	random = no
	sprite = 13
	resistance_target = -0.05
	drift_defence_factor = 0.15
}
### Entity: Idea
Component: HUN_state_protection_authority_ns
Constructs: removal_cost
Source: game
File: common/ideas/hungary.txt

Code:
HUN_state_protection_authority_ns = {
	removal_cost = -1
	picture = HUN_state_protection_authority_idea
	allowed = {
		original_tag = HUN
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		operative_slot = 1
	}
}
### Entity: Character
Component: ETH_nasibu_zeamanuel
Constructs: has_government
Source: game
File: common/characters/ETH.txt

Code:
ETH_nasibu_zeamanuel = {
	name = ETH_nasibu_zeamanuel
	allowed_civil_war = {
		OR = {
			has_government = neutrality democratic
		}
	}
	portraits = {
		army = {
			large = GFX_portrait_ETH_nasibu_zeamanuel
			small = GFX_portrait_ETH_nasibu_zeamanuel_small
		}
	}
	corps_commander = {
		traits = {
			hill_fighter
		}
		skill = 1
		attack_skill = 1
		defense_skill = 2
		planning_skill = 1
		logistics_skill = 2
		legacy_id = -1
		visible = {
			OR = {
				has_government = neutrality democratic
			}
		}
	}
}
### Entity: Modifier Reference
Construct: org_damage_multiplier
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## org_damage_multiplier

* Number with 1 decimal places
* **Categories**: army, defensive
### Entity: National Focus
Tree: fin_focus
Component: FIN_the_finnish_swedish_peoples_party
Constructs: prerequisite, completion_reward, add_political_power, add_popularity
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_the_finnish_swedish_peoples_party
	icon = GFX_focus_generic_industrialists
	prerequisite = {
		focus = FIN_social_democracy FIN_political_unity
	}
	x = 2
	y = 0
	relative_position_id = FIN_align_the_agrarian_league
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_POLITICAL FOCUS_FILTER_BALANCE_OF_POWER FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_political_power = 50
		FIN_bop_very_low_increase_effect = yes
		add_popularity = {
			ideology = neutrality
			popularity = 0.03
		}
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = FIN_ralf_torngren FIN_ernst_von_born
	}
}
### Entity: Idea
Component: EAI_DD_14/motorized_rocket_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_14/motorized_rocket_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		motorized_rocket_equipment = {
			build_cost_ic = -0.35
			instant = yes
		}
	}
}
### Entity: Effect Reference
Construct: change_tag_from
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## change_tag_from

* Supported Scopes: any
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
Changes player to other country
```