Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: air_crew_surveys_spirit
Constructs: has_air_academy, has_dlc
Source: game
File: common/ideas/air_spirits.txt

Code:
air_crew_surveys_spirit = {
	ledger = air
	available = {
		has_air_academy = yes
	}
	modifier = {
		fighter_aircraft_track_mastery_gain_factor = 0.05
		strike_aircraft_track_mastery_gain_factor = 0.05
		medium_aircraft_track_mastery_gain_factor = 0.05
		heavy_aircraft_track_mastery_gain_factor = 0.05
		air_accidents_factor = -0.25
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			NOT = {
				has_dlc = No Step Back
			}
		}
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_extensive_irrigation_projects
Constructs: prerequisite, limit, completion_reward, is_owned_by, is_fully_controlled_by, cancel_if_invalid, add_extra_state_shared_building_slots, is_controlled_by
Source: game
File: common/national_focus/iraq.txt

Code:
focus = {
	id = IRQ_extensive_irrigation_projects
	icon = GFX_focus_generic_land_reclamation
	prerequisite = {
		focus = IRQ_construct_the_kut_barrage
	}
	x = -1
	y = 1
	relative_position_id = IRQ_construct_the_kut_barrage
	cost = 10
	ai_will_do = {
		base = 1
	}
	available = {
		291 = {
			is_owned_by = ROOT
			is_fully_controlled_by = ROOT
		}
		1011 = {
			is_owned_by = ROOT
			is_fully_controlled_by = ROOT
		}
		676 = {
			is_owned_by = ROOT
			is_fully_controlled_by = ROOT
		}
		1010 = {
			is_owned_by = ROOT
			is_fully_controlled_by = ROOT
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		291 = {
			add_extra_state_shared_building_slots = 2
		}
		1011 = {
			add_extra_state_shared_building_slots = 2
		}
		676 = {
			add_extra_state_shared_building_slots = 2
		}
		1010 = {
			add_extra_state_shared_building_slots = 1
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		IF = {
			limit = {
				NOT = {
					680 = {
						is_controlled_by = ROOT
					}
				}
			}
			custom_effect_tooltip = IRQ_extensive_irrigation_projects_680_tt
		} {
			limit = {
				NOT = {
					413 = {
						is_controlled_by = ROOT
					}
				}
			}
			custom_effect_tooltip = IRQ_extensive_irrigation_projects_413_tt
		}
		ELSE_IF = {
			limit = {
				680 = {
					is_controlled_by = ROOT
				}
			}
			680 = {
				add_extra_state_shared_building_slots = 1
			}
		} {
			limit = {
				413 = {
					is_controlled_by = ROOT
				}
			}
			413 = {
				add_extra_state_shared_building_slots = 2
			}
		}
	}
}
### Entity: Effect Reference
Construct: add_unit_bonus
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## add_unit_bonus

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

```
Adds permanent subunit and subunit category bonuses for country.

Example:
add_unit_bonus = {
  category_light_infantry = { # Subunit category bonuses
	   soft_attack = 0.05
	   name = [LOC_KEY] # Optional localization key for the bonus name
	}
  
  cavalry = { # Subunit bonuses
	   soft_attack = 0.05
       hard_attack = 0.05
	   name = [LOC_KEY] # Optional localization key for the bonus name
	}
}
```
### Entity: National Focus
Tree: sov_focus
Component: SOV_back_to_the_nep
Constructs: prerequisite, has_war, add_ideas, add_stability, completion_reward, add_popularity
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_back_to_the_nep
	icon = GFX_focus_generic_treaty
	prerequisite = {
		focus = SOV_curtailment_of_the_collective_farms
	}
	x = 1
	y = 1
	relative_position_id = SOV_curtailment_of_the_collective_farms
	cost = 10
	available = {
		has_war = no
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		custom_effect_tooltip = SOV_back_to_the_nep_new_economy_law
		add_ideas = new_economic_policy
		add_stability = 0.05
		add_popularity = {
			ideology = democratic
			popularity = -0.1
		}
	}
}
### Entity: Event
Component: netherlands.17
Constructs: is_triggered_only, ai_chance, has_guaranteed, is_neighbor_of
Source: game
File: events/netherlands.txt

Code:
news_event = {
	id = netherlands.17
	title = netherlands.17.t
	desc = netherlands.17.desc
	picture = GFX_news_event_019
	is_triggered_only = yes
	trigger = {
		ENG = {
			has_guaranteed = HOL
		}
		OR = {
			is_neighbor_of = HOL
			tag = HOL
		}
	}
	option = {
		name = netherlands.17.a
		ai_chance = {
			base = 100
		}
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_new_bauxite_routes
Constructs: prerequisite, has_country_flag, completion_reward, has_full_control_of_state, has_dynamic_modifier, has_tech, add_to_variable
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_new_bauxite_routes
	icon = GFX_goal_generic_trade
	available = {
		has_full_control_of_state = 1047
		has_dynamic_modifier = {
			modifier = INS_bangka_bauxite_export
		}
		has_tech = excavation3
		custom_trigger_tooltip = {
			tooltip = INS_bangka_bauxite_export_flag_removed_tt
			has_country_flag = {
				flag = INS_bangka_bauxite_export_flag
				days = > 365
			}
		}
	}
	prerequisite = {
		focus = INS_bauxite_export
	}
	x = -1
	y = 1
	relative_position_id = INS_bauxite_export
	cost = 5
	ai_will_do = {
		base = 3
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = INS_bangka_bauxite_export_tt
		add_to_variable = {
			var = INS_bangka_bauxite_export_consumer_goods_factor
			value = -0.1
			tooltip = consumer_goods_factor_tt
		}
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_submarines_experiments
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_argentina.txt

Code:
focus = {
	id = ARG_submarines_experiments
	icon = GFX_goal_generic_wolf_pack
	prerequisite = {
		focus = ARG_submarines_modernization
	}
	x = 18
	y = 3
	cost = 10
	completion_reward = {
		add_tech_bonus = {
			name = ARG_submarines_experiments
			bonus = 1
			uses = 1
			category = ss_tech
		} {
			name = SPR_navy_modernization
			bonus = 1
			uses = 1
			category = torpedo_equipment
			technology = basic_submarine_snorkel improved_submarine_snorkel
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_communial_defense
Constructs: prerequisite, has_government, completion_reward, is_subject, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_communial_defense
	icon = GFX_goal_generic_left_militia
	prerequisite = {
		focus = QUE_revolutionary_patriotism
	}
	relative_position_id = QUE_communist_uprising
	mutually_exclusive = {
		focus = QUE_the_quebec_red_army
	}
	x = 0
	y = 3
	cost = 5
	available_if_capitulated = yes
	available = {
		has_government = communism
		OR = {
			is_subject = no
			OVERLORD = {
				has_government = communism
			}
		}
	}
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = QUE_communist_patriots
			add_idea = QUE_socialist_democratic_military
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: State History
Component: 496
Constructs: add_core_of
Source: game
File: history/states/496-Para.txt

Code:
state = {
	id = 496
	name = STATE_496
	manpower = 4603600
	state_category = rural
	resources = {
		steel = 3
		aluminium = 4
	}
	history = {
		owner = BRA
		add_core_of = BRA
		victory_points = {
			7476 3
		}
		buildings = {
			infrastructure = 1
			industrial_complex = 1
		}
	}
	provinces = {
		4570 5223 7589 8233 10931 12903 12909 12938 10945 12977 2167 7476 8148 12923 2190 2218 12438 10360 8210 12479 2185 8226 12334
	}
	local_supplies = 0.0
}
### Entity: Modifier Reference
Component: JAP_support_the_burmese_liberation_movement
Constructs: is_subject, is_subject_of, compliance_gain
Source: game
File: common/modifiers/r56_static_modifiers.txt

Code:
JAP_support_the_burmese_liberation_movement = {
	valid_relation_trigger = {
		BRM = {
			OR = {
				AND = {
					is_subject = yes
					NOT = {
						is_subject_of = ROOT
					}
				}
				is_subject = no
				exists = yes
			}
		}
	}
	compliance_gain = 0.2
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_peoples_university_of_venezuela
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_peoples_university_of_venezuela
	icon = GFX_goal_SOV_education_initiative
	relative_position_id = VEN_enpower_the_pcv
	x = 2
	y = 3
	cost = 10
	prerequisite = {
		focus = VEN_concessions_to_oil_unions
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: Effect Reference
Construct: sound_effect
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## sound_effect

* Supported Scopes: any
* Supported Targets: none

```
Plays sound effect
```
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/AFG_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_0
			creator = AFG
		}
		requested_factories = 2
		progress = 0.28
		efficiency = 100
	}
}
### Entity: Order of Battle
Component: 7ya Mekhanizirovaniy Korpus
Constructs: division_template
Source: game
File: history/units/SOV_1936.txt

Code:
division = {
	name = 7ya Mekhanizirovaniy Korpus
	location = 6174
	division_template = Mekhanizirovaniy Korpus
	start_experience_factor = 0.3
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_a_functioning_bureaucracy_first
Constructs: prerequisite, add_stability, completion_reward, add_to_variable
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_a_functioning_bureaucracy_first
	icon = GFX_focus_generic_improve_the_administration
	prerequisite = {
		focus = CHI_infiltrate_the_examination_yuan
	}
	mutually_exclusive = {
		focus = CHI_politicise_the_process
	}
	x = 1
	y = 2
	relative_position_id = CHI_infiltrate_the_examination_yuan
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_stability = 0.05
		custom_effect_tooltip = generic_skip_one_line_tt
		CHI_corrupt_administration_improvement = yes
		CHI_modify_administration_modifier = yes
		add_to_variable = {
			CHI_corruption_pp_gain = -0.1
			tooltip = political_power_gain_tt
		} {
			CHI_corruption_consumer_goods = -0.05
			tooltip = consumer_goods_factor_tt
		} {
			CHI_corruption_construction_speed = 0.1
			tooltip = production_speed_buildings_factor_tt
		} {
			CHI_corruption_cic_construction_boost_factor = 0.1
			tooltip = cic_construction_boost_factor_tt
		} {
			CHI_corruption_free_repair_factor = 0.1
			tooltip = industry_free_repair_factor_tt
		} {
			CHI_corruption_economy_cost_factor = -0.1
			tooltip = economy_cost_factor_tt
		}
	}
}
### Entity: State History
Component: 1070
Constructs: add_core_of, add_to_array
Source: game
File: history/states/1070-San Luis.txt

Code:
state = {
	id = 1070
	name = STATE_1070
	manpower = 463850
	state_category = rural
	history = {
		owner = ARG
		add_core_of = ARG
		add_to_array = {
			state_victory_points = 12942
		}
		buildings = {
			infrastructure = 2
			5152 = {
				dam = 1
			}
		}
		victory_points = {
			12942 5
		}
	}
	provinces = {
		2158 5152 5184 5219 7550 11021 11022 12942 12970
	}
	local_supplies = 0.0
}
### Entity: Event
Component: BBA_ethiopia_communist_events.55
Constructs: is_triggered_only, ai_chance
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_communist_events.55
	title = BBA_ethiopia_communist_events.55.t
	desc = BBA_ethiopia_communist_events.55.desc
	is_triggered_only = yes
	picture = GFX_report_event_japanese_soldiers_01
	option = {
		name = BBA_ethiopia_communist_events.55.a
		ai_chance = {
			base = 5
		}
	} {
		name = BBA_ethiopia_communist_events.55.b
		ai_chance = {
			base = 10
		}
		ETH = {
			country_event = {
				id = BBA_ethiopia_communist_events.57
				days = 7
			}
		}
	}
}
### Entity: Idea
Component: MPL_beacon_idea
Constructs: removal_cost, democratic_drift
Source: game
File: common/ideas/mandate_of_palestine.txt

Code:
MPL_beacon_idea = {
	allowed = {
		always = no
	}
	picture = democratic_bastion
	removal_cost = -1
	modifier = {
		democratic_drift = 0.05
		political_power_factor = 0.05
		monthly_population = 0.25
		weekly_manpower = 50
		army_core_defence_factor = 0.05
	}
}
### Entity: National Focus
Tree: cyp_focus
Component: CYP_mining_effort
Constructs: prerequisite, add_ideas, completion_reward, random_controlled_state, add_extra_state_shared_building_slots, add_building_construction, add_tech_bonus
Source: game
File: common/national_focus/r56_cyprus.txt

Code:
focus = {
	id = CYP_mining_effort
	icon = GFX_goal_generic_mining_iron
	cost = 5
	x = 2
	y = 1
	relative_position_id = CYP_continue_farming_reliance
	prerequisite = {
		focus = CYP_continue_farming_reliance
	}
	completion_reward = {
		random_controlled_state = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = r56_newline r56_newline available_industrial_concern r56_newline
		add_ideas = r56_CYP_mine_expansion_1
		show_ideas_tooltip = r56_CYP_mining_corporation
		add_tech_bonus = {
			name = CYP_mining_effort
			category = excavation_tech
			bonus = 0.5
			uses = 2
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MANPOWER FOCUS_FILTER_RESEARCH FOCUS_FILTER_RESOURCES
	}
}
### Entity: Country History
Country: CHT
Component: CHT_characters
Constructs: recruit_character
Source: game
File: history/countries/CHT - Chatham Islands.txt

Code:
# Leaders & Characters for CHT
recruit_character = CHT_seton_henderson CHT_charles_solomon
### Entity: Character
Component: ARM_khoren_I
Constructs: has_completed_focus, has_country_flag
Source: game
File: common/characters/ARM.txt

Code:
ARM_khoren_I = {
	name = ARM_khoren_I
	portraits = {
		civilian = {
			small = gfx/interface/ideas/idea_SOV_metropolitan_nikolay.dds
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = ARM_khoren_I
		allowed = {
			original_tag = ARM
		}
		available = {
			date = < 1938.4.6
			NOT = {
				has_country_flag = ARM_catholicos_khoren_has_died
			}
			OR = {
				has_completed_focus = ARM_reopen_etchmiadzin_seminary ARM_ensure_church_support
			}
		}
		traits = {
			driver_of_the_faithful
		}
		ai_will_do = {
			factor = 1
		}
	}
}
### Entity: Character
Component: GUA_federico_ponce_vaides
Source: game
File: common/characters/GUA.txt

Code:
GUA_federico_ponce_vaides = {
	advisor = {
		slot = army_chief
		idea_token = GUA_federico_ponce_vaides
		allowed = {
			original_tag = GUA
		}
		traits = {
			army_chief_old_guard
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Federico Ponce Vaides
	portraits = {
		army = {
			small = GFX_idea_generic_army_south_america_4
		}
	}
}
### Entity: Idea
Component: EAI_DD_7/support_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_7/support_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		support_equipment = {
			build_cost_ic = -0.175
			instant = yes
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3ANATO_medium_tank_anti-air.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
NATO_medium_tank_anti-air.png &#8206;(53 × 31 pixels, file size: 5 KB, MIME type: image/png)
### Entity: Character
Component: KMT_madame_sun_yat_sen
Constructs: stability_factor, war_support_factor, democratic_drift, communism_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
KMT_madame_sun_yat_sen = {
	random = no
	sprite = 13
	political_power_factor = 0.05
	stability_factor = 0.1
	war_support_factor = 0.1
	democratic_drift = 0.02
	communism_drift = 0.02
}
### Entity: National Focus
Tree: lux_focus
Component: LUX_preventive_intervention
Constructs: prerequisite, has_war, limit, has_government, is_major, completion_reward, is_in_faction, is_subject
Source: game
File: common/national_focus/r56_luxembourg.txt

Code:
focus = {
	id = LUX_preventive_intervention
	icon = GFX_goal_generic_occupy_states_ongoing_war
	cost = 10
	x = 0
	y = 1
	relative_position_id = LUX_arms_purchases
	prerequisite = {
		focus = LUX_arms_purchases
	}
	available = {
		is_in_faction = yes
		has_war = no
		is_subject = no
		threat = > 0.25
	}
	completion_reward = {
		every_other_country = {
			limit = {
				NOT = {
					is_in_faction_with = ROOT
				}
				is_major = yes
				is_neighbor_of = ROOT
				OR = {
					has_government = fascism communism
				}
			}
			ROOT = {
				create_wargoal = {
					target = PREV
					type = topple_government
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Character
Component: SUD_communist_guy
Constructs: has_government
Source: game
File: common/characters/SUD.txt

Code:
SUD_communist_guy = {
	advisor = {
		slot = political_advisor
		idea_token = SUD_communist_guy
		allowed = {
			original_tag = SUD
		}
		traits = {
			communist_revolutionary
		}
		do_effect = {
			not = {
				has_government = communism
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_3
		}
	}
}
### Entity: Idea
Component: HAW_ar
Source: game
File: common/ideas/hawaii.txt

Code:
HAW_ar = {
	ledger = army
	picture = generic_army_asia_5
	allowed = {
		original_tag = HAW
	}
	traits = {
		army_regrouping_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_study_the_spanish_conflict
Constructs: add_war_support, completion_reward, has_global_flag, add_command_power, add_timed_idea
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_study_the_spanish_conflict
	icon = GFX_goal_italy_study_the_spanish_civil_war
	x = 20
	y = 0
	cost = 5
	ai_will_do = {
		base = 5
	}
	available = {
		has_global_flag = spanish_civil_war
	}
	available_if_capitulated = yes
	completion_reward = {
		army_experience = 50
		add_command_power = 15
		add_war_support = 0.03
		custom_effect_tooltip = CHL_skip_one_line_tt
		add_timed_idea = {
			idea = POR_studying_the_spanish_civil_war
			days = 700
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT FOCUS_FILTER_ARMY_XP
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_mytishchi-ababa_plant
Constructs: prerequisite, limit, has_government, completion_reward, set_technology, has_full_control_of_state, is_in_home_area, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_mytishchi-ababa_plant
	prerequisite = {
		focus = ETH_red_army_engineers
	}
	icon = GFX_goal_generic_construct_mil_factory
	mutually_exclusive = {
		focus = ETH_send_home_advisors
	}
	relative_position_id = ETH_red_army_engineers
	x = -1
	y = 1
	cost = 10
	available = {
		has_full_control_of_state = 271
		SOV = {
			has_government = communism
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		271 = {
			if = {
				limit = {
					free_building_slots = {
						building = arms_factory
						size = > 0
						include_locked = yes
					}
					OR = {
						is_in_home_area = yes
						NOT = {
							owner = {
								any_owned_state = {
									free_building_slots = {
										building = arms_factory
										size = > 0
										include_locked = yes
									}
									is_in_home_area = yes
								}
							}
						}
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			}
		}
		set_technology = {
			interwar_antiair = 1
		}
		IF = {
			limit = {
				is_subject_of = SOV
			}
			add_autonomy_score = {
				value = -100
				localization = ETH_mytishchi-ababa_plant
			}
		} {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = available_industrial_concern SOV_mytishchy_machine_building_plant_organization
		}
		ELSE = {
			custom_effect_tooltip = available_designer
			show_ideas_tooltip = SOV_mytishchy_machine_building_plant
		}
		ETH_BOP_centralization_large_effect = yes
	}
}
### Entity: Idea
Component: TUR_absolutism
Constructs: removal_cost, neutrality_drift
Source: game
File: common/ideas/turkey.txt

Code:
TUR_absolutism = {
	allowed = {
		original_tag = TUR
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_constitutional_guarantees
	removal_cost = -1
	modifier = {
		neutrality_drift = 0.03
	}
}
### Entity: Character
Component: PAR_ramon_paredes
Constructs: has_completed_focus
Source: game
File: common/characters/PAR.txt

Code:
PAR_ramon_paredes = {
	portraits = {
		civilian = {
			small = GFX_portrait_PAR_ramon_paredes_small
		}
	}
	advisor = {
		slot = army_chief
		idea_token = PAR_ramon_paredes
		allowed = {
			original_tag = PAR
		}
		traits = {
			army_chief_reform_2
		}
		available = {
			NOT = {
				has_completed_focus = PAR_get_rid_of_colonel_peredes
			}
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_intensify_training_efforts
Constructs: prerequisite, limit, completion_reward, has_dynamic_modifier, add_to_variable
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_intensify_training_efforts
	icon = GFX_goal_generic_axis_build_infantry
	prerequisite = {
		focus = AUS_establish_bohme_plan
	}
	mutually_exclusive = {

	}
	x = 1
	y = 1
	relative_position_id = AUS_establish_bohme_plan
	cost = 10
	ai_will_do = {
		factor = 3
	}
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				has_dynamic_modifier = {
					modifier = AUS_army_monarchy
				}
			}
			custom_effect_tooltip = AUS_army_monarchy_intro_tt
		}
		ELSE = {
			custom_effect_tooltip = AUS_army_intro_tt
		}
		add_to_variable = {
			AUS_army_training_time_factor = -0.15
			tooltip = training_time_factor_tt
		} {
			AUS_army_mobilization_speed = 0.15
			tooltip = mobilization_speed_tt
		}
	}
}
### Entity: Idea
Component: GRE_political_instability_dummy
Constructs: removal_cost
Source: game
File: common/ideas/greece.txt

Code:
GRE_political_instability_dummy = {
	name = GRE_political_instability
	allowed = {
		original_tag = GRE
	}
	allowed_civil_war = {
		always = no
	}
	picture = gre_political_instability
	removal_cost = -1
	modifier = {
		political_power_factor = -0.15
	}
}
### Entity: Character
Component: BRA_filinto_muller
Constructs: has_government, has_intelligence_agency
Source: game
File: common/characters/BRA.txt

Code:
BRA_filinto_muller = {
	name = BRA_filinto_muller
	portraits = {
		army = {
			small = GFX_portrait_BRA_flinto_muller_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = BRA_filinto_muller
		allowed = {
			original_tag = BRA
		}
		available = {
			NOT = {
				has_government = communism
			}
			has_intelligence_agency = yes
		}
		traits = {
			BRA_head_of_political_police
		}
	}
}