Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: swi_focus
Component: SWI_extend_maginot
Constructs: prerequisite, limit, completion_reward, is_neighbor_of, is_in_faction_with, add_building_construction
Source: game
File: common/national_focus/r56_switzerland.txt

Code:
focus = {
	id = SWI_extend_maginot
	icon = GFX_goal_generic_construct_military
	cost = 10
	ai_will_do = {
		factor = 4
	}
	prerequisite = {
		focus = SWI_join_allies
	}
	available = {
		is_neighbor_of = GER
		is_in_faction_with = FRA
		SWI = {
			controls_state = 3 151
		}
	}
	x = 23
	y = 5
	completion_reward = {
		3 = {
			add_building_construction = {
				type = bunker
				level = 5
				province = 9638
				instant_build = yes
			}
		}
		151 = {
			add_building_construction = {
				type = bunker
				level = 5
				province = 663
				instant_build = yes
			} {
				type = bunker
				level = 5
				province = 11623
				instant_build = yes
			}
		}
		if = {
			limit = {
				SWI = {
					controls_state = 153
				}
			}
			153 = {
				add_building_construction = {
					type = bunker
					level = 5
					province = 6680
					instant_build = yes
				} {
					type = bunker
					level = 5
					province = 6678
					instant_build = yes
				} {
					type = bunker
					level = 5
					province = 9636
					instant_build = yes
				} {
					type = bunker
					level = 5
					province = 673
					instant_build = yes
				} {
					type = bunker
					level = 5
					province = 11634
					instant_build = yes
				} {
					type = bunker
					level = 5
					province = 3675
					instant_build = yes
				}
			}
		}
		else_if = {
			limit = {
				GER = {
					controls_state = 153
				}
			}
			151 = {
				add_building_construction = {
					type = bunker
					level = 5
					province = 661
					instant_build = yes
				} {
					type = bunker
					level = 5
					province = 3660
					instant_build = yes
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Joint Focus
Component: INSHOL_increase_esclation_placeholder
Constructs: prerequisite, limit, joint_focus, has_war_with, has_country_flag, completion_reward, check_variable, has_event_target
Source: game
File: common/national_focus/indonesia_joint.txt

Code:
joint_focus = {
	id = INSHOL_increase_esclation_placeholder
	icon = GFX_focus_PRC_bolshevik_urbanization
	text_icon = INSHOL_INS_focus_style
	available = {
		tag = INS
		custom_trigger_tooltip = {
			tooltip = INSHOL_revolution_ongoing_tt
			INS = {
				has_country_flag = {
					flag = INS_revolution_has_started
				}
			}
		} {
			tooltip = war_escalation_7_or_more_tt
			INS = {
				check_variable = {
					var = INS_war_escalation_level
					value = 7
					compare = greater_than_or_equals
				}
			}
		}
	}
	bypass = {
		OR = {
			if = {
				limit = {
					has_event_target = INS_dutch_indonesia
				}
				has_war_with = event_target:INS_dutch_indonesia
			}
			has_war_with = HOL
		}
	}
	will_lead_to_war_with = HOL
	prerequisite = {
		focus = INSHOL_reasserting_control
	}
	mutually_exclusive = {

	}
	x = 3
	y = 3
	relative_position_id = INSHOL_reasserting_control
	cost = 10
	ai_will_do = {
		base = 0.5
		modifier = {
			add = 0.5
			num_of_controlled_states = > 3
		} {
			add = 1
			num_of_controlled_states = > 4
		} {
			add = 2
			num_of_controlled_states = > 5
		} {
			add = 2
			num_of_controlled_states = > 6
		} {
			factor = 3
			has_active_mission = INS_militias_railway_pemuda_mission
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {

	}
	completion_reward_joint_originator = {
		if = {
			limit = {
				original_tag = INS
			}
			if = {
				limit = {
					has_event_target = INS_dutch_indonesia
				}
				declare_war_on = {
					target = event_target:INS_dutch_indonesia
					type = annex_everything
				}
			}
		}
		else_if = {
			limit = {
				original_tag = HOL
			}
		}
	}
	completion_reward_joint_member = {
		if = {
			limit = {
				original_tag = INS
			}
			if = {
				limit = {
					has_event_target = INS_dutch_indonesia
				}
				declare_war_on = {
					target = event_target:INS_dutch_indonesia
					type = annex_everything
				}
			}
		}
		else_if = {
			limit = {
				original_tag = HOL
			}
		}
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_support_copper_mining
Constructs: has_completed_focus, prerequisite, limit, completion_reward, has_tech, add_resource, is_subject, add_autonomy_ratio
Source: game
File: common/national_focus/r56_congo.txt

Code:
focus = {
	id = COG_support_copper_mining
	icon = GFX_goal_BEL_copper
	cost = 10
	x = -2
	y = 1
	relative_position_id = COG_Support_the_congo_railways
	prerequisite = {
		focus = COG_Support_the_congo_railways
	}
	available = {
		NOT = {
			BEL = {
				focus_progress = {
					focus = BEL_support_copper_mining
					progress = > 0
				}
			}
		}
		has_tech = excavation1
		controls_state = 889
	}
	available_if_capitulated = yes
	bypass = {
		BEL = {
			has_completed_focus = BEL_support_copper_mining
		}
	}
	ai_will_do = {
		factor = 3
	}
	completion_reward = {
		add_resource = {
			type = steel
			amount = 4
			state = 889
		}
		if = {
			limit = {
				is_subject = yes
			}
			COG = {
				add_autonomy_ratio = {
					value = 0.05
					localization = congolese_self_reliance
				}
			}
		}
		custom_effect_tooltip = BEL_belgian_tree_tooltip
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_TFV_AUTONOMY FOCUS_FILTER_STEEL
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_baltic_sea_domination
Constructs: prerequisite, limit, has_country_flag, completion_reward, is_owned_and_controlled_by, is_coastal, is_subject, add_to_variable
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_baltic_sea_domination
	icon = GFX_focus_generic_baltic_sea_fleet
	prerequisite = {
		focus = DEN_sovaernets_operative_kommando DEN_restructuring_sovaernet DEN_appropriate_odense_staalskibsvaerft
	}
	mutually_exclusive = {
		focus = DEN_north_sea_ambitions
	}
	relative_position_id = DEN_expand_ubadsvabnet
	x = -1
	y = 3
	cost = 10
	available = {
		any_core_state = {
			is_owned_and_controlled_by = ROOT
			is_coastal = yes
		}
		if = {
			limit = {
				is_subject = yes
			}
			hidden_trigger = {
				has_country_flag = DEN_unlock_military_branch_flag
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		DEN_improve_sovaernet_NS = yes
		add_to_variable = {
			DEN_sovaernet_navy_org = 0.05
			tooltip = navy_org_factor_tt
		} {
			DEN_sovaernet_naval_morale = 0.05
			tooltip = naval_morale_factor_tt
		} {
			DEN_sovaernet_navy_screen_attack = 0.05
			tooltip = navy_screen_attack_factor_tt
		} {
			DEN_sovaernet_navy_screen_defence = 0.05
			tooltip = navy_screen_defence_factor_tt
		} {
			DEN_sovaernet_screening_efficiency = 0.1
			tooltip = screening_efficiency_tt
		}
		add_tech_bonus = {
			name = DEN_baltic_sea_domination
			bonus = 0.75
			uses = 3
			category = dd_tech ca_tech
		}
		if = {
			limit = {
				124 = {
					is_fully_controlled_by = ROOT
				}
			}
			124 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = naval_base
					level = 1
					province = 408
					instant_build = yes
				}
			}
		} {
			limit = {
				910 = {
					is_fully_controlled_by = ROOT
				}
			}
			910 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = naval_base
					level = 1
					province = 6361
					instant_build = yes
				}
			}
		}
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_end_colonialism
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_end_colonialism
	icon = GFX_goal_tfv_saf_anti_colonialist_crusade
	prerequisite = {
		focus = PHI_the_sun_has_set
	}
	relative_position_id = PHI_the_sun_has_set
	x = 0
	y = 1
	cost = 5
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = PHI_preemptive_strikes_dynamic_modifier_tt
		add_to_variable = {
			PHI_preemptive_strikes_compliance_growth = 0.1
			tooltip = compliance_growth_tt
		} {
			PHI_preemptive_strikes_resistance_growth = -0.1
			tooltip = resistance_growth_tt
		} {
			PHI_preemptive_strikes_non_core_manpower = 0.1
			tooltip = non_core_manpower_tt
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}
### Entity: Shared Focus
Tree: raj_focus
Component: RAJ_focus_on_infantry_production_r56
Constructs: shared_focus, prerequisite, limit, completion_reward, has_tech, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_india_shared.txt

Code:
shared_focus = {
	id = RAJ_focus_on_infantry_production_r56
	icon = GFX_focus_generic_reorient_production
	cost = 10
	ai_will_do = {
		base = 9
	}
	x = -1
	y = 2
	relative_position_id = RAJ_prioritize_support_on_the_ground_r56
	prerequisite = {
		focus = RAJ_prioritize_support_on_the_ground_r56
	}
	available = {
		has_tech = improved_infantry_weapons
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			prioritize = {
				439
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			if = {
				limit = {
					has_dlc = Graveyard of Empires
				}
				mio:RAJ_ammunition_factory_khadki_organization = {
					add_mio_size = 2
				}
			}
			else = {
				mio:RAJ_ishapore_rifle_factory_organization = {
					add_mio_size = 2
				}
			}
			mio:RAJ_munger_gun_factory_organization = {
				add_mio_size = 2
			}
		}
		else = {
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = industrial_complex
						size = > 0
						include_locked = yes
					}
				}
				prioritize = {
					438
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Achievement
Component: the_legacy_of_cyrus_the_great
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting, is_owned_by
Source: game
File: common/achievements.txt

Code:
the_legacy_of_cyrus_the_great = {
	id = 238
	possible = {
		tag = PER
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
	}
	happened = {
		custom_trigger_tooltip = {
			tooltip = the_legacy_of_cyrus_the_great_tt
			all_of_scopes = {
				array = PER.PER_achaemenid_empire_states
				is_owned_by = PER
			}
		}
	}
}
### Entity: Character
Component: TUR_kazim_ozalp
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/TUR.txt

Code:
TUR_kazim_ozalp = {
	instance = {
		allowed = {
			has_dlc = Battle for the Bosporus
		}
		name = TUR_kazim_ozalp
		portraits = {
			army = {
				small = GFX_idea_tur_kazim_ozalp
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = TUR_kazim_ozalp
			name = TUR_kazim_ozalp
			allowed = {
				original_tag = TUR
				has_dlc = Battle for the Bosporus
			}
			available = {
				NOT = {
					OR = {
						has_completed_focus = TUR_revive_turkish_revolutionism TUR_pivot_to_the_past
					}
				}
			}
			traits = {
				fortification_engineer
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Battle for the Bosporus
			}
		}
		name = TUR_kazim_ozalp
		portraits = {
			army = {
				small = GFX_idea_generic_political_advisor_europe_3
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = TUR_kazim_ozalp
			allowed = {
				original_tag = TUR
				NOT = {
					has_dlc = Battle for the Bosporus
				}
			}
			traits = {
				war_industrialist
			}
		}
	}
}
### Entity: Event
Component: austria.88
Constructs: is_triggered_only, unlock_decision_category_tooltip
Source: game
File: events/Austria.txt

Code:
country_event = {
	id = austria.88
	title = austria.88.t
	desc = austria.88.d
	picture = GFX_report_event_hungary_parliament
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			activate_mission = AUS_conference_ongoing
		}
	}
	option = {
		name = austria.88.a
		effect_tooltip = {
			activate_mission = AUS_conference_ongoing
			unlock_decision_category_tooltip = AUS_eisenstadt_conference_category
		}
	}
}
### Entity: Idea
Component: BEL_democratization_of_education_ns
Constructs: research_speed_factor
Source: game
File: common/ideas/belgium.txt

Code:
BEL_democratization_of_education_ns = {
	picture = generic_research_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		research_speed_factor = 0.05
	}
}
### Entity: Character
Component: HUN_franz_anton_bach
Constructs: has_completed_focus, has_dlc, has_country_leader
Source: game
File: common/characters/HUN.txt

Code:
HUN_franz_anton_bach = {
	instance = {
		allowed = {
			NOT = {
				has_dlc = Gotterdammerung
			}
		}
		name = HUN_franz_anton_bach
		portraits = {
			army = {
				large = GFX_portrait_HUN_franz_anton_bach
				small = GFX_portrait_HUN_franz_anton_bach_small
			}
		}
	} {
		allowed = {
			has_dlc = Gotterdammerung
		}
		name = HUN_franz_anton_bach
		portraits = {
			army = {
				large = GFX_portrait_HUN_franz_anton_bach
				small = GFX_portrait_HUN_franz_anton_bach_small
			}
		}
		corps_commander = {
			traits = {
				trait_HUN_fascist_sympathies militias_officer
			}
			skill = 2
			attack_skill = 3
			defense_skill = 1
			planning_skill = 2
			logistics_skill = 1
			legacy_id = -1
			visible = {
				OR = {
					has_country_leader = {
						ruling_only = yes
						character = HUN_franz_anton_bach
					}
					has_completed_focus = wuw_HUN_volksbund_der_deutschen_in_ungarn
				}
			}
		}
	}
}
### Entity: State History
Component: 957
Constructs: add_core_of, add_claim_by
Source: game
File: history/states/957 - Formosa.txt

Code:
state = {
	id = 957
	name = STATE_957
	manpower = 500000
	state_category = pastoral
	resources = {
		tungsten = 5
		steel = 2
	}
	history = {
		owner = ARG
		add_core_of = ARG
		add_claim_by = BOL PAR
		buildings = {
			infrastructure = 1
		}
		victory_points = {
			12922 1
		}
	}
	provinces = {
		10944 12922 12943
	}
	local_supplies = 0.0
}
### Entity: Unit Template
Component: MON_MTN_01
Source: game
File: common/units/names_divisions/MON_names_divisions.txt

Code:
MON_MTN_01 = {
	name = Mountain Divisions
	for_countries = {
		MON
	}
	can_use = {
		always = yes
	}
	division_types = {
		mountaineers
	}
	fallback_name = %d-p Mongol Gornostrelkovaya Div.
	ordered = {
		1 = {
			%d-r Mongol Gornostrelkovaya Div.
		}
		2 = {
			%d-p Mongol Gornostrelkovaya Div.
		}
		3 = {
			%d-p Mongol Gornostrelkovaya Div.
		}
		4 = {
			%d-p Mongol Gornostrelkovaya Div.
		}
		5 = {
			%d-p Mongol Gornostrelkovaya Div.
		}
		6 = {
			%d-p Mongol Gornostrelkovaya Div.
		}
		7 = {
			%d-p Mongol Gornostrelkovaya Div.
		}
		8 = {
			%d-p Mongol Gornostrelkovaya Div.
		}
		9 = {
			%d-p Mongol Gornostrelkovaya Div.
		}
		10 = {
			%d-p Mongol Gornostrelkovaya Div.
		}
	}
}
### Entity: Country History
Country: PON
Component: PON_misc
Constructs: set_research_slots, set_convoys
Source: game
File: history/countries/PON - Pontus.txt

Code:
# Misc for PON
capital = 871
set_research_slots = 4
set_convoys = 2
### Entity: Country History
Country: COS
Component: COS_politics
Constructs: set_war_support, set_politics, set_popularities
Source: game
File: history/countries/COS - Costa Rica.txt

Code:
# Politics & Parties for COS
set_war_support = 0.1
set_politics = {
	ruling_party = democratic
	last_election = 1932.2.14
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 98
	fascism = 2
}
### Entity: Character
Component: air_close_air_support_3
Source: game
File: common/country_leader/00_traits.txt

Code:
air_close_air_support_3 = {
	sprite = 1
	air_cas_efficiency = 0.15
	ground_attack_factor = 0.08
	command_cap_increase = @tier3_cp_cap_increase
	command_power = @tier3_cp_cost
	ai_will_do = {
		factor = @army_command_factor_3
		modifier = {
			factor = 0
			command_power = < @tier3_cp_cost
		}
	}
}
### Entity: Event
Component: r56_afghanistan.38
Constructs: is_triggered_only, ai_chance, fire_only_once, add_to_variable, has_country_leader
Source: game
File: events/r56_afghanistan.txt

Code:
country_event = {
	id = r56_afghanistan.38
	picture = GFX_report_event_gre_megali_conference_signing
	title = r56_afghanistan.38.t
	desc = r56_afghanistan.38.d
	fire_only_once = yes
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			country_event = {
				id = r56_afghanistan.39
				days = 14
			}
		}
	}
	option = {
		name = r56_afghanistan.38.a
		add_to_variable = {
			AFG_afghan_constitution_fascism_drift = -0.01
		} {
			AFG_afghan_constitution_political_power_factor = 0.15
		} {
			AFG_afghan_constitution_consumer_goods_factor = 0.05
		}
		custom_effect_tooltip = AFG_state_zakat_tt
		ai_chance = {
			base = 1
			modifier = {
				add = 2
				has_country_leader = {
					character = AFG_abul_ala_maududi
					ruling_only = yes
				}
			}
		}
	} {
		name = r56_afghanistan.38.b
		add_to_variable = {
			AFG_afghan_constitution_production_lack_of_resource_penalty_factor = -0.1
		} {
			AFG_afghan_constitution_political_power_factor = -0.05
		} {
			AFG_afghan_constitution_consumer_goods_factor = -0.05
		}
		custom_effect_tooltip = AFG_civilian_zakat_tt
		ai_chance = {
			base = 1
			modifier = {
				add = 2
				has_country_leader = {
					character = AFG_haji_mirzali_khan
					ruling_only = yes
				}
			}
		}
	} {
		name = r56_afghanistan.38.c
		add_to_variable = {
			AFG_afghan_constitution_political_power_factor = 0.05
		} {
			AFG_afghan_constitution_stability_factor = 0.05
		}
		custom_effect_tooltip = AFG_state_zakat2_tt
		ai_chance = {
			base = 1
			modifier = {
				add = 1
				has_country_leader = {
					character = AFG_abul_ala_maududi
					ruling_only = yes
				}
			}
		}
	}
}
### Entity: Character
Component: PER_soleyman_mirza_eskandari
Source: game
File: common/characters/PER.txt

Code:
PER_soleyman_mirza_eskandari = {
	name = PER_soleyman_mirza_eskandari
	portraits = {
		civilian = {
			large = GFX_portrait_Soleyman_Mirza_Eskandari
		}
	}
	country_leader = {
		ideology = anarchist_communism
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: Event
Component: mexico_zoot_suit.3
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/r56_mexico.txt

Code:
news_event = {
	id = mexico_zoot_suit.3
	title = mexico_zoot_suit.3.t
	desc = mexico_zoot_suit.3.d
	picture = GFX_news_trial
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = mexico_zoot_suit.3.a
		hidden_effect = {
			country_event = {
				id = mexico_zoot_suit.4
				days = 93
			}
		}
	}
}
### Entity: Modifier Reference
Component: r56_PAL_atheism_issue
Constructs: research_speed_factor, stability_factor, industrial_capacity_factory, production_speed_buildings_factor, conscription_factor
Source: game
File: common/dynamic_modifiers/r56_dynamic_modifiers.txt

Code:
r56_PAL_atheism_issue = {
	research_speed_factor = PAL_atheism_research
	production_speed_buildings_factor = PAL_atheism_construction
	political_power_factor = PAL_atheism_pp
	stability_factor = PAL_atheism_stability
	industrial_capacity_factory = PAL_atheism_factory_output
	army_speed_factor = PAL_atheism_speed
	army_org_regain = PAL_atheism_recovery
	conscription_factor = PAL_atheism_conscription
	icon = GFX_idea_raj_marginalized_muslim_community_angry
}
### Entity: Scripted Effect
Component: USA_create_william_sebold_operative
Constructs: create_operative_leader
Source: game
File: common/scripted_effects/USA_scripted_effects.txt

Code:
USA_create_william_sebold_operative = {
	create_operative_leader = {
		name = William G Sebold
		GFX = GFX_portrait_USA_william_g_sebold
		gender = male
		traits = {
			operative_double_agent operative_infiltrator
		}
		bypass_recruitment = no
		available_to_spy_master = yes
		nationalities = {
			USA GER
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_revive_little_entente
Constructs: prerequisite, has_war, has_government, has_country_flag, completion_reward, allow_branch, is_subject, is_in_faction
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_revive_little_entente
	icon = GFX_goal_CZE_the_little_entente_question
	prerequisite = {
		focus = CZE_french_military_mission
	}
	mutually_exclusive = {
		focus = CZE_soviet_treaties
	}
	allow_branch = {
		NOT = {
			has_country_flag = hide_interwar_diplomacy
		}
	}
	available = {
		NOT = {
			has_government = communism fascism
		}
		is_subject = no
		is_in_faction = no
		country_exists = ROM YUG
		has_war = no
	}
	relative_position_id = CZE_french_military_mission
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 0.3
		modifier = {
			is_historical_focus_on = yes
			FRA = {
				has_government = democratic
			}
			factor = 0
		}
	}
	completion_reward = {
		country_event = {
			id = CZE.329
			days = 1
		}
		custom_effect_tooltip = report_reward CZE_revive_little_entente_tooltip_reward
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Character
Component: ITA_guido_de_ruggiero
Constructs: has_completed_focus, has_government, has_dlc
Source: game
File: common/characters/ITA.txt

Code:
ITA_guido_de_ruggiero = {
	name = ITA_guido_de_ruggiero
	portraits = {
		army = {
			small = GFX_portrait_ITA_guido_de_rugiero_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = ITA_guido_de_ruggiero
		allowed = {
			original_tag = ITA
			has_dlc = By Blood Alone
		}
		available = {
			OR = {
				has_completed_focus = ITA_cooperate_with_moderates ITA_italian_socialism
				AND = {
					has_completed_focus = ITA_common_ground
					has_government = communism
				}
			}
		}
		traits = {
			liberal_professor
		}
		ai_will_do = {
			base = 0.3
			modifier = {
				factor = 0
				ITA_is_communist_ai = yes
			}
		}
	}
}
### Entity: Character
Component: BRA_henry_ford
Constructs: has_government, has_country_flag
Source: game
File: common/characters/BRA.txt

Code:
BRA_henry_ford = {
	name = BRA_henry_ford
	portraits = {
		army = {
			small = GFX_portrait_BRA_henry_ford_small
			large = GFX_portrait_BRA_henry_ford
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = BRA_henry_ford
		allowed = {
			original_tag = BRA
		}
		available = {
			NOT = {
				has_government = communism
			}
		}
		visible = {
			has_country_flag = BRA_ford_settled_here_flag
		}
		traits = {
			BRA_vengeful_industrialist
		}
	}
}
### Entity: Game Data
Component: reverse_anschluss
Constructs: has_any_custom_difficulty_setting, has_global_flag
Source: game
File: common/achievements/rt56-achievements.txt

Code:
reverse_anschluss = {
	possible = {
		difficulty = > 1
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		original_tag = AUS
	}
	happened = {
		custom_trigger_tooltip = {
			tooltip = reverse_anschluss_tt
			has_global_flag = achievement_reverse_anschluss
		}
	}
}
### Entity: Trigger Reference
Construct: has_mio_number_of_completed_traits
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_mio_number_of_completed_traits

* Supported Scopes: INDUSTRIAL_ORG
* Supported Targets: none

```
Make comparaison on the number of unlocked traits of the military industrial organization in the scope.
Can use < or > to compare the value with either a fixed value or from a variable.
ex:
var:my_mio_var = {
	has_mio_number_of_completed_traits > 5
	has_mio_number_of_completed_traits < 2
	has_mio_number_of_completed_traits > var:my_number_var
}
```