Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: DEN_trade_deal_effects
Constructs: has_completed_focus, limit, add_to_variable, has_dynamic_modifier
Source: game
File: common/scripted_effects/DEN_scripted_effects.txt

Code:
DEN_trade_deal_effects = {
	custom_effect_tooltip = DEN_modify_industrial_capability_dynamic_modifier
	add_to_variable = {
		DEN_industrial_capabilities_consumer_goods = -0.1
		tooltip = consumer_goods_factor_tt
	}
	if = {
		limit = {
			NOT = {
				has_completed_focus = DEN_kanslergadeforliget DEN_fortify_our_borders
			}
		}
		custom_effect_tooltip = DEN_effects_after_fortify_our_borders_tt DEN_economic_crisis_neutrality_drift_modifier
		add_to_variable = {
			DEN_economic_crisis_neutrality_drift = -0.02
		}
	} {
		limit = {
			has_completed_focus = DEN_fortify_our_borders
			has_dynamic_modifier = {
				modifier = DEN_economic_crisis_dynamic_modifier
			}
		}
		add_to_variable = {
			DEN_economic_crisis_neutrality_drift = -0.02
		}
		custom_effect_tooltip = DEN_economic_crisis_neutrality_drift_modifier
	}
}
### Entity: AI Strategy
Component: EAI_MON_no_access_to_allies
Constructs: is_in_faction_with, has_war_together_with
Source: game
File: common/ai_strategy/SOV_EAI.txt

Code:
EAI_MON_no_access_to_allies = {
	enable = {
		OR = {
			tag = ENG
			is_in_faction_with = ENG
		}
		has_war_together_with = MON
		NOT = {
			is_in_faction_with = MON
		}
		MON = {
			is_in_faction_with = SOV
		}
		ENG = {
			SOV = {
				NOT = {
					EAI_PREV_has_same_ideology_with_THIS = yes
				}
			}
		}
	}
	abort_when_not_enabled = yes
	reversed = yes
	ai_strategy = {
		type = diplo_action_desire
		id = MON
		target = offer_military_access
		value = -2000
	} {
		type = diplo_action_acceptance
		id = MON
		target = military_access
		value = -2000
	}
}
### Entity: Modifier Reference
Construct: ai_desired_divisions_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## ai_desired_divisions_factor

* Number with 1 decimal places
* **Categories**: ai
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/User%3ASn3ipen.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
&#160;&#160;Invert selection

Filters
Hide transclusions | Hide links | Hide redirects

The following pages link to User:Sn3ipen:

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)Talk:Hearts of Iron 4 Wiki ‎ (← links | edit)

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Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/User:Sn3ipen"
### Entity: Character
Component: GER_ferdinand_porsche
Constructs: limit, has_dlc, is_mio_trait_completed, has_idea
Source: game
File: common/characters/GER.txt

Code:
GER_ferdinand_porsche = {
	name = GER_ferdinand_porsche
	portraits = {
		army = {
			large = GFX_portrait_GER_ferdinand_porsche
		}
	}
	scientist = {
		traits = {
			scientist_trait_armored_specialist scientist_trait_gifted_engineer
		}
		skills = {
			specialization_land = 3
		}
		visible = {
			owner = {
				if = {
					limit = {
						has_dlc = Arms Against Tyranny
					}
					mio:GER_porsche_organization = {
						is_mio_trait_completed = GER_mio_trait_involve_porsche_in_special_projects
					}
				}
				else = {
					OR = {
						has_idea = porsche GER_porsche_improved
					}
				}
			}
		}
	}
}
### Entity: Unit Leader
Component: operative_tough
Source: game
File: common/unit_leader/00_traits.txt

Code:
operative_tough = {
	type = operative
	trait_type = personality_trait
	modifier = {
		enemy_operative_intel_extraction_rate = -0.5
	}
}
### Entity: AI Strategy
Component: default_produce_floating_harbors
Constructs: has_war, is_historical_focus_on
Source: game
File: common/ai_strategy/default.txt

Code:
default_produce_floating_harbors = {
	enable = {
		is_historical_focus_on = no
		has_war = yes
		num_of_naval_factories = > 25
		num_of_military_factories = > 40
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = unit_ratio
		id = floating_harbor
		value = 10
	}
}
### Entity: Scripted Trigger
Component: EAI_aa_cannon_MODULE_FOCUS
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_air_triggers.txt

Code:
EAI_aa_cannon_MODULE_FOCUS = {
	OR = {
		EAI_FTR_military_focus = yes
		EAI_HFTR_military_focus = yes
		EAI_CV_tech_focus = yes
	}
}
### Entity: Idea
Component: INS_sharia_idea
Constructs: stability_factor, industrial_capacity_factory, removal_cost, conscription_factor
Source: game
File: common/ideas/r56_indonesia.txt

Code:
INS_sharia_idea = {
	picture = PAL_sharia
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	modifier = {
		political_power_factor = 0.15
		stability_factor = 0.05
		conscription_factor = -0.15
		industrial_capacity_factory = 0.05
	}
}
### Entity: AI Strategy
Component: panzergrenadier_GER
Constructs: is_special_project_completed, has_tech, has_equipment
Source: game
File: common/ai_templates/templates_GER.txt

Code:
panzergrenadier_GER = {
	available_for = {
		GER
	}
	role = mechanized_assault
	front_role_override = offence
	upgrade_prio = {
		base = 0
		modifier = {
			add = 2
			is_special_project_completed = sp:sp_land_flamethrower_tank
		} {
			factor = 4
			OR = {
				has_tech = basic_medium_tank basic_medium_tank_chassis
			}
		}
	}
	panzergrenadier_early_GER = {
		division_names_group = GER_MEC_01
		upgrade_prio = {
			base = 2
		}
		can_upgrade_in_field = {
			has_equipment = {
				light_tank_chassis = < 600
			}
		}
		target_template = {
			support = {
				assault_engineer = 1
				light_tank_recon = 1
				logistics_company = 1
				artillery = 1
				light_flame_tank = 1
			}
			regimental_support = {
				anti_tank_battery = 1
			}
			regiments = {
				light_armor = 2
				motorized = 7
			}
		}
	}
	panzergrenadier_early_medium_tanks_GER = {
		division_names_group = GER_MEC_01
		upgrade_prio = {
			base = 1
			modifier = {
				factor = 3
				OR = {
					has_tech = basic_medium_tank basic_medium_tank_chassis
				}
				date = > 1940.1.1
			}
		}
		can_upgrade_in_field = {
			has_equipment = {
				light_tank_chassis = < 600
			}
		}
		target_template = {
			support = {
				assault_engineer = 1
				light_tank_recon = 1
				light_flame_tank = 1
				logistics_company = 1
				artillery = 1
			}
			regimental_support = {
				medium_tank_destroyer_support = 1
				anti_air_battery = 1
			}
			regiments = {
				medium_armor = 1
				light_armor = 1
				motorized = 7
			}
		}
	}
	panzergrenadier_mid_GER = {
		division_names_group = GER_MEC_01
		upgrade_prio = {
			base = 1
			modifier = {
				factor = 4
				OR = {
					has_tech = basic_medium_tank basic_medium_tank_chassis
				}
				date = > 1941.6.1
			}
		}
		target_template = {
			support = {
				assault_engineer = 1
				light_tank_recon = 1
				light_flame_tank = 1
				logistics_company = 1
				artillery = 1
			}
			regimental_support = {
				anti_air_battery = 1
				medium_tank_destroyer_support = 1
				mot_fire_support = 1
			}
			regiments = {
				medium_armor = 2
				motorized = 4
				mechanized = 3
				mot_artillery_brigade = 2
			}
		}
	}
	panzergrenadier_late_GER = {
		division_names_group = GER_MEC_01
		upgrade_prio = {
			base = 1
			modifier = {
				factor = 5
				OR = {
					has_tech = improved_medium_tank improved_medium_tank_chassis
				}
				date = > 1943.6.1
			}
		}
		target_template = {
			support = {
				
# ... (truncated)
### Entity: Event
Component: tfv_new_zealand.4
Constructs: is_triggered_only, ai_chance, limit, is_in_faction, add_to_faction, create_faction_from_template
Source: game
File: events/TFV_New_Zealand.txt

Code:
country_event = {
	id = tfv_new_zealand.4
	title = tfv_new_zealand.4.t
	desc = tfv_new_zealand.4.desc
	picture = GFX_report_event_ast_transfer_singapore
	is_triggered_only = yes
	option = {
		name = tfv_new_zealand.4.a
		ai_chance = {
			base = 100
		}
		if = {
			limit = {
				is_in_faction = yes
			}
			add_to_faction = NZL
			else = {
				create_faction_from_template = {
					template = faction_template_geacps_faction
					name = daitoa_kyoeiken
				}
				add_to_faction = NZL
			}
		}
		NZL = {
			country_event = {
				id = tfv_new_zealand.5
				hours = 6
			}
		}
	} {
		name = tfv_new_zealand.4.b
		ai_chance = {
			base = 0
		}
		NZL = {
			country_event = {
				id = tfv_new_zealand.6
				hours = 6
			}
		}
	}
}
### Entity: Event
Component: peru.3
Constructs: is_triggered_only, ai_chance, division_template, limit, has_government, has_war_with, add_stability, is_locked
Source: game
File: events/r56_peru.txt

Code:
country_event = {
	id = peru.3
	title = peru.3.t
	desc = peru.3.d
	picture = GFX_report_event_PRU_protests_in_capital
	is_triggered_only = yes
	immediate = {
		ECU = {
			division_template = {
				name = Reserva
				division_names_group = SPAN_INF_02
				is_locked = yes
				regiments = {
					infantry = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 0
						y = 2
					} {
						x = 0
						y = 3
					}
				}
			}
		}
	}
	option = {
		name = peru.3.b
		ai_chance = {
			base = 1
			modifier = {
				factor = 100
				is_historical_focus_on = yes
			}
		}
		hidden_effect = {
			set_country_flag = PRU_election_1939 PRU_election_1945 PRU_benavides_democracy
		}
		add_stability = -0.05
	} {
		name = peru.2.bpw
		ai_chance = {
			base = 1
		}
		custom_effect_tooltip = to_war
		declare_war_on = {
			type = take_state_focus
			target = ECU
		}
		hidden_effect = {
			ECU = {
				every_controlled_state = {
					create_unit = {
						division = name = "Reserva Nacional" division_template = "Reserva" start_experience_factor = 0.4 start_equipment_factor = 1.0
						owner = ECU
					} {
						division = name = "Reserva Nacional" division_template = "Reserva" start_experience_factor = 0.4 start_equipment_factor = 1.0
						owner = ECU
					}
				}
			}
		} {
			set_country_flag = PRU_war
		}
	} {
		name = peru.3.c
		ai_chance = {
			base = 1
		}
		start_civil_war = {
			ruling_party = communism
			ideology = ROOT
			size = 0.4
		}
		hidden_effect = {
			set_country_flag = PRU_cancellation_of_elections
			division_template = {
				name = Milicias
				division_names_group = SPAN_INF_02
				is_locked = no
				regiments = {
					infantry = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 0
						y = 2
					} {
						x = 0
						y = 3
					}
				}
			}
			news_event = {
				id = r56.news_event.2012
				hours = 6
			}
			every_controlled_state = {
				create_unit = {
					division = name = "Milicias Communistas" division_template = "Milicias" start_experience_factor = 0.4 start_equipment_factor = 1.0
					owner = ROOT
				}
			}
			if = {
				limit = {
					has_war_with = ECU
				}
				white_peace = ECU
			}
			random_other_country = {
				limit = {
					original_tag = PRU
					has_civil_war = yes
					has_government = neutrality
				}
				every_controlled_state = {
					create_unit = {
						division = name = "Milicias le
# ... (truncated)
### Entity: Idea
Component: idea_RAJ_bose_jap
Constructs: has_completed_focus, add_mastery_bonus, removal_cost, fascism_drift
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_bose_jap = {
	picture = jap_zaibatsu_ally
	allowed = {
		original_tag = RAJ
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		has_completed_focus = RAJ_give_me_blood_and_i_will_grant_you_freedom
	} {
		has_completed_focus = RAJ_give_me_blood_and_i_will_grant_you_freedom
	}
	on_add = {
		add_mastery_bonus = {
			name = idea_RAJ_bose_jap
			bonus = 0.1
			days = 180
			grand_doctrine = grand_battleplan
		}
	}
	removal_cost = -1
	modifier = {
		fascism_drift = 0.03
		experience_gain_army = 0.1
	}
}
### Entity: Character
Component: JAP_okinori_kaya
Constructs: has_government, has_idea
Source: game
File: common/characters/JAP.txt

Code:
JAP_okinori_kaya = {
	name = JAP_okinori_kaya
	portraits = {
		civilian = {
			small = GFX_portrait_JAP_okinori_kaya_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = JAP_okinori_kaya
		allowed = {
			original_tag = JAP
		}
		visible = {
			NOT = {
				has_government = communism
			}
		}
		available = {
			NOT = {
				has_government = communism
				has_idea = JAP_takahashi_korekiyo
			}
		}
		traits = {
			JAP_minister_of_finance
		}
		ai_will_do = {
			base = 1.5
		}
	}
}
### Entity: Order of Battle
Component: 8. Landsturmregiment
Constructs: division_template
Source: game
File: history/units/GER_German_Civil_War_neutrality.txt

Code:
division = {
	name = 8. Landsturmregiment
	location = 589
	division_template = Landsturmregiment
}
### Entity: Character
Component: CHI_zhou_zhirou
Constructs: has_dlc
Source: game
File: common/characters/CHI.txt

Code:
CHI_zhou_zhirou = {
	instance = {
		allowed = {
			has_dlc = No Compromise, No Surrender
		}
		name = CHI_zhou_zhirou
		portraits = {
			army = {
				small = GFX_portrait_CHI_zhou_zhirou_small
			}
		}
		advisor = {
			slot = air_chief
			idea_token = CHI_zhou_zhirou
			allowed = {
				original_tag = CHI
			}
			traits = {
				air_chief_old_guard
			}
			ai_will_do = {
				factor = 0.5
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = No Compromise, No Surrender
			}
		}
		name = CHI_zhou_zhirou
		portraits = {
			army = {
				small = GFX_idea_generic_air_asia_2
			}
		}
		advisor = {
			slot = air_chief
			idea_token = CHI_zhou_zhirou
			allowed = {
				original_tag = CHI
			}
			traits = {
				air_chief_old_guard
			}
			ai_will_do = {
				factor = 0.5
			}
		}
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_disrupt_operation_bolivar
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, has_intelligence_agency, has_dlc
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_disrupt_operation_bolivar
	icon = GFX_focus_BRA_disrupt_bolivar
	prerequisite = {
		focus = BRA_defense_spending
	}
	relative_position_id = BRA_defense_spending
	x = 0
	y = 1
	cost = 10
	available = {
		any_country = {
			original_tag = GER
			NOT = {
				has_government = BRA
			}
		}
		has_intelligence_agency = yes
	}
	search_filters = {

	}
	completion_reward = {
		IF = {
			limit = {
				has_dlc = La Resistance
			}
			add_ideas = BRA_disrupt_bolivar_LaR
		}
		ELSE = {
			add_ideas = BRA_disrupt_bolivar_no_lar
		}
		GER = {
			country_event = {
				id = JUNO_brazil_events.13
				hours = 1
			}
			event_option_tooltip = JUNO_brazil_events.13.a
		}
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_schizo_nazbol
Constructs: prerequisite, limit, has_government, completion_reward, is_subject, add_ruling_to_com, add_country_leader_role, set_politics
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_schizo_nazbol
	icon = GFX_goal_generic_communist_secret_police
	relative_position_id = ISR_kill_stern
	x = 1
	y = 1
	mutually_exclusive = {
		focus = ISR_join_fascists
	}
	prerequisite = {
		focus = ISR_kill_stern
	}
	available = {
		is_subject = no
	}
	cost = 10
	completion_reward = {
		if = {
			limit = {
				has_government = fascism
			}
			add_ruling_to_com = yes
		}
		add_country_leader_role = {
			character = ISR_lehi_triumvirate
			promote_leader = yes
			country_leader = {
				ideology = national_bolshevism
				traits = {
					ISR_nathan_yellin_mor_trait ISR_yisrael_elidad_trait_communism ISR_yitshak_shamir_trait
				}
			}
		}
		set_politics = {
			ruling_party = communism
			elections_allowed = no
			long_name = Lohami Herut Yisrael
			name = Lehi
		}
	}
}
### Entity: National Focus
Tree: adu_focus
Component: ADU_lead_the_ummah
Constructs: has_completed_focus, prerequisite, has_government, completion_reward, add_relation_modifier
Source: game
File: common/national_focus/andalusia.txt

Code:
focus = {
	id = ADU_lead_the_ummah
	icon = GFX_focus_TUR_loosen_the_laws_on_secularism
	prerequisite = {
		focus = ADU_secure_maghreb ADU_war_with_france
	}
	relative_position_id = ADU_war_with_france
	x = -1
	y = 2
	cost = 10
	available = {
		OR = {
			has_government = fascism
			AND = {
				has_government = communism
				has_completed_focus = ADU_marxist_pan_islamism
			}
		}
	}
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		add_relation_modifier = {
			target = MOR
			modifier = ADU_lead_the_ummah
		} {
			target = ALG
			modifier = ADU_lead_the_ummah
		} {
			target = MRT
			modifier = ADU_lead_the_ummah
		} {
			target = TUN
			modifier = ADU_lead_the_ummah
		} {
			target = LBA
			modifier = ADU_lead_the_ummah
		} {
			target = EGY
			modifier = ADU_lead_the_ummah
		} {
			target = PAL
			modifier = ADU_lead_the_ummah
		} {
			target = JOR
			modifier = ADU_lead_the_ummah
		} {
			target = KUW
			modifier = ADU_lead_the_ummah
		} {
			target = QAT
			modifier = ADU_lead_the_ummah
		} {
			target = YEM
			modifier = ADU_lead_the_ummah
		} {
			target = AFG
			modifier = ADU_lead_the_ummah
		} {
			target = PAK
			modifier = ADU_lead_the_ummah
		} {
			target = SYR
			modifier = ADU_lead_the_ummah
		} {
			target = IRQ
			modifier = ADU_lead_the_ummah
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Order of Battle
Component: 7 Syrian Infantry
Constructs: division_template, is_name_ordered
Source: game
File: history/units/SYR_revolt.txt

Code:
division = {
	name = 7 Syrian Infantry
	division_name = {
		is_name_ordered = yes
		name_order = 4
	}
	location = 4111
	division_template = Syrian Infantry
	start_experience_factor = 0.2
	start_equipment_factor = 0.9
}
### Entity: Character
Component: POR_manuel_goncalves_cerejeira
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/POR.txt

Code:
POR_manuel_goncalves_cerejeira = {
	advisor = {
		slot = political_advisor
		idea_token = POR_manuel_goncalves_cerejeira
		allowed = {
			original_tag = POR
			has_dlc = La Resistance
		}
		available = {
			has_completed_focus = POR_concordat_with_the_holy_see
		}
		traits = {
			appeaser
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	name = POR_manuel_goncalves_cerejeira
	portraits = {
		army = {
			small = GFX_idea_POR_manuel_goncalves_cerejeira
		}
	}
}
### Entity: Character
Component: AFG_generic_army_4
Constructs: has_character_flag
Source: game
File: common/characters/AFG.txt

Code:
AFG_generic_army_4 = {
	portraits = {
		army = {
			large = GFX_portrait_AFG_generic_land_4
			small = GFX_portrait_AFG_generic_land_4_small
		}
	}
	corps_commander = {
		traits = {

		}
		skill = 2
		attack_skill = 2
		defense_skill = 1
		planning_skill = 2
		logistics_skill = 2
		legacy_id = -1
		visible = {
			has_character_flag = AFG_random_general_selected
		}
	}
}
### Entity: Event
Component: news.618
Constructs: is_triggered_only
Source: game
File: events/TNewsEvents.txt

Code:
news_event = {
	id = news.618
	title = news.618.t
	desc = news.618.desc
	picture = GFX_news_event_generic_sign_treaty3
	major = yes
	is_triggered_only = yes
	option = {
		name = news.618.a
	}
}
### Entity: Idea
Component: idea_SIA_yielded_the_air_war
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/siam.txt

Code:
idea_SIA_yielded_the_air_war = {
	picture = generic_anti_air
	allowed_civil_war = {
		always = yes
	}
	allowed = {
		original_tag = SIA
	}
	removal_cost = -1
	modifier = {
		production_speed_air_base_factor = -0.1
	}
	equipment_bonus = {
		anti_air = {
			instant = yes
			build_cost_ic = -0.1
			air_attack = 0.1
		}
		small_plane_airframe = {
			instant = yes
			build_cost_ic = 0.1
		}
		medium_plane_fighter_airframe = {
			instant = yes
			build_cost_ic = 0.1
		}
		small_plane_cas_airframe = {
			instant = yes
			build_cost_ic = 0.1
		}
		medium_plane_airframe = {
			instant = yes
			build_cost_ic = 0.1
		}
		large_plane_airframe = {
			instant = yes
			build_cost_ic = 0.1
		}
	}
}
### Entity: Character
Component: BHR_hamad_ibn_isa_al_khalifa
Source: game
File: common/characters/BHR.txt

Code:
BHR_hamad_ibn_isa_al_khalifa = {
	name = BHR_hamad_ibn_isa_al_khalifa
	portraits = {
		army = {
			large = GFX_kr_portrait_arabia_generic_land_1
		}
	}
	country_leader = {
		ideology = absolute_monarchism
		traits = {
			AFG_pragmatic_modernizer
		}
		expire = 1965.1.1.1
		id = -1
	}
	field_marshal = {
		traits = {
			politically_connected caring_leader promising
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
	}
}
### Entity: National Focus
Tree: saf_focus
Component: SAF_support_the_policy_of_appeasement
Constructs: has_war, completion_reward, add_political_power, is_subject_of, has_global_flag, is_in_faction_with, cancel_if_invalid
Source: game
File: common/national_focus/south_africa.txt

Code:
focus = {
	id = SAF_support_the_policy_of_appeasement
	icon = GFX_goal_tfv_strengthen_commonwealth_ties
	mutually_exclusive = {
		focus = SAF_abandon_westminster
	}
	x = 5
	y = 0
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		OR = {
			is_subject_of = ENG
			AND = {
				has_global_flag = ENG_decolonized
				is_in_faction_with = ENG
			}
		}
		ENG = {
			has_war = no
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 120
	}
}
### Entity: Character
Component: POL_stanislaw_kopanski
Source: game
File: common/characters/POL.txt

Code:
POL_stanislaw_kopanski = {
	name = POL_stanislaw_kopanski
	portraits = {
		army = {
			large = GFX_POL_stanislav_kopanski
			small = GFX_portrait_POL_stanislaw_kopanski_small
		}
	}
	corps_commander = {
		traits = {
			POL_sanation_right_leader offensive_doctrine
		}
		skill = 2
		attack_skill = 2
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 1
		legacy_id = -1
	}
}
### Entity: Character
Component: GER_ewald_von_kleist
Source: game
File: common/characters/GER.txt

Code:
GER_ewald_von_kleist = {
	name = GER_ewald_von_kleist
	portraits = {
		army = {
			large = GFX_portrait_GER_ewald_von_kleist
			small = GFX_portrait_GER_ewald_von_kleist_small
		}
	}
	corps_commander = {
		traits = {
			harsh_leader armor_officer
		}
		skill = 3
		attack_skill = 3
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 3
		legacy_id = 8
	}
}
### Entity: Event
Component: INS_communist_events.6
Constructs: is_triggered_only
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_communist_events.6
	title = INS_communist_events.6.t
	desc = INS_communist_events.6.desc
	is_triggered_only = yes
	picture = GFX_report_event_generic_read_write
	option = {
		name = INS_communist_events.6.a
	}
}
### Entity: Decision
Component: LIT_fourth_seimas_elections
Constructs: has_completed_focus, has_country_flag
Source: game
File: common/decisions/categories/LIT_decision_categories.txt

Code:
LIT_fourth_seimas_elections = {
	icon = border_war
	allowed = {
		original_tag = LIT
	}
	visible = {
		has_completed_focus = LIT_announce_upcoming_elections
		has_country_flag = LIT_elections_in_progress_flag
	}
	priority = {
		base = 30
	}
}