Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: per_focus
Component: PER_continue_using_western_doctrines
Constructs: prerequisite, completion_reward, has_doctrine, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_persia.txt

Code:
focus = {
	id = PER_continue_using_western_doctrines
	icon = GFX_focus_generic_commonwealth_build_infantry
	cost = 10
	x = 1
	y = 1
	prerequisite = {
		focus = PER_continue_sending_cadets_abroad PER_invite_foreign_officers
	}
	mutually_exclusive = {
		focus = PER_adopt_german_doctrines PER_adopt_soviet_tactics PER_adopt_guerilla_tactics PER_rely_on_artillery_firepower
	}
	available = {
		has_doctrine = grand_battleplan
	}
	ai_will_do = {
		factor = 12
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 0.5
			uses = 2
			category = cat_grand_battle_plan
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	relative_position_id = PER_continue_sending_cadets_abroad
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_commander_of_the_faithful
Constructs: prerequisite, add_ideas, completion_reward, is_subject, has_country_leader, cancel_if_invalid
Source: game
File: common/national_focus/iraq.txt

Code:
focus = {
	id = IRQ_commander_of_the_faithful
	icon = GFX_focus_TUR_loosen_the_laws_on_secularism
	prerequisite = {
		focus = IRQ_demand_palestine
	}
	x = -3
	y = 1
	relative_position_id = IRQ_demand_palestine
	cost = 10
	ai_will_do = {
		base = 1
	}
	available = {
		is_subject = no
		has_country_leader = {
			ruling_only = yes
			character = IRQ_abd_al_ilah
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_MILITARY_CHARACTER
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = IRQ_abd_al_illah_fm_tt generic_skip_one_line_tt
		add_ideas = IRQ_command_of_the_faithful
	}
}
### Entity: Operation
Component: rescue_mussolini_infiltration
Source: game
File: common/operation_phases/lar_historical_operations.txt

Code:
rescue_mussolini_infiltration = {
	name = rescue_mussolini_infiltration
	desc = rescue_mussolini_infiltration_desc
	icon = GFX_phase_capture_tito_infiltration_small
	picture = GFX_phase_capture_tito_infiltration
	equipment = {
		transport_plane_equipment = 2
	}
}
### Entity: Character
Component: SWI_militaristic_nationalist
Constructs: war_support_factor, neutrality_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
SWI_militaristic_nationalist = {
	random = no
	sprite = 9
	neutrality_drift = 0.05
	war_support_factor = 0.1
	opinion_gain_monthly_factor = -0.1
	surrender_limit = 0.2
}
### Entity: Focus Titlebar Style
Component: USA_focus_style
Source: game
File: common/national_focus/00_titlebar_styles.txt

Code:
style = {
	name = USA_focus_style
	unavailable = GFX_focus_unavailable_joint_USA
	completed = GFX_focus_completed_joint_USA
	available = GFX_focus_can_start_joint_USA
	current = GFX_focus_current_joint_USA
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_patriotic_leagues
Constructs: prerequisite, limit, add_ideas, remove_ideas, has_government, has_country_flag, completion_reward, has_idea
Source: game
File: common/national_focus/r56_chile.txt

Code:
focus = {
	id = CHL_patriotic_leagues
	icon = GFX_focus_generic_little_entente
	relative_position_id = CHL_consolidate_the_government
	x = 12
	y = 2
	offset = {
		trigger = {
			has_country_flag = R56_chile_fascist_scw_given_tag
		}
		x = -10
		y = 0
	}
	cost = 10
	prerequisite = {
		focus = CHL_the_leader
	}
	available = {
		has_government = fascism
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = CHL_dissident_activity_3
			}
			remove_ideas = CHL_dissident_activity_3
		} {
			limit = {
				has_idea = CHL_dissident_activity_2
			}
			swap_ideas = {
				remove_idea = CHL_dissident_activity_2
				add_idea = CHL_dissident_activity_3
			}
		} {
			limit = {
				has_idea = CHL_dissident_activity_1
			}
			swap_ideas = {
				remove_idea = CHL_dissident_activity_1
				add_idea = CHL_dissident_activity_2
			}
		}
		add_ideas = CHL_patriotic_leagues_idea
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT FOCUS_FILTER_MANPOWER FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Event
Component: britain.21
Constructs: is_triggered_only, add_opinion_modifier, add_to_tech_sharing_group
Source: game
File: events/Britain.txt

Code:
country_event = {
	id = britain.21
	title = britain.21.t
	desc = britain.21.d
	picture = GFX_report_event_physics_lab_02
	is_triggered_only = yes
	option = {
		name = britain.21.a
		add_to_tech_sharing_group = tizard_mission
		USA = {
			add_opinion_modifier = {
				target = ENG
				modifier = tizard_relations
			}
		}
	}
}
### Entity: National Focus
Tree: usa_focus
Component: USA_empower_the_huac
Constructs: prerequisite, completion_reward, cancel_if_invalid, unlock_decision_tooltip
Source: game
File: common/national_focus/usa.txt

Code:
focus = {
	id = USA_empower_the_huac
	icon = GFX_goal_generic_war_with_comintern
	x = 0
	y = 3
	prerequisite = {
		focus = USA_extend_the_chinese_exclusion_acts
	} {
		focus = USA_labour_management_relations_act
	}
	relative_position_id = USA_america_first
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_USA_CONGRESS
	}
	completion_reward = {
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = USA_joseph_mccarthy
		unlock_decision_tooltip = {
			decision = USA_use_huac
			show_effect_tooltip = yes
		}
	}
}
### Entity: Shared Focus
Tree: gen_focus
Component: GEN_soviet_heavy_industry
Constructs: shared_focus, prerequisite, limit, has_government, has_war_with, completion_reward, has_tech, has_capitulated
Source: game
File: common/national_focus/r56_gen_shared.txt

Code:
shared_focus = {
	id = GEN_soviet_heavy_industry
	icon = GFX_goal_generic_industrial_unionism
	prerequisite = {
		focus = GEN_invite_soviet_planners
	}
	x = 0
	y = 2
	relative_position_id = GEN_invite_soviet_planners
	cost = 8
	available_if_capitulated = yes
	ai_will_do = {
		factor = 2
	}
	available = {
		num_of_controlled_states = > 0
		OR = {
			has_tech = concentrated_industry2 dispersed_industry2
		}
		any_other_country = {
			original_tag = SOV
			has_capitulated = no
			if = {
				limit = {
					ROOT = {
						is_ai = no
					}
				}
				has_opinion = {
					target = ROOT
					value = > 49
				}
			}
			OR = {
				has_government = ROOT
				AND = {
					is_neighbor_of = SOV
					ROOT = {
						has_government = neutrality
					}
				}
			}
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
		if = {
			limit = {
				num_of_controlled_states = > 0
				NOT = {
					any_owned_state = {
						is_core_of = ROOT
					}
				}
			}
			add_offsite_building = {
				type = arms_factory
				level = 1
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: MPL_two_people_union_3
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/mandate_of_palestine.txt

Code:
MPL_two_people_union_3 = {
	allowed = {
		always = no
	}
	removal_cost = -1
	picture = MPL_two_people_union_idea
	modifier = {
		monthly_population = 0.3
		stability_factor = -0.1
	}
}
### Entity: Idea
Component: KMT_central_wireless
Constructs: is_literally_china, removal_cost, research_bonus
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_central_wireless = {
	picture = generic_electronics_concern_1
	allowed = {
		AND = {
			is_literally_china = yes
			NOT = {
				original_tag = PRC
			}
		}
	}
	cost = 150
	removal_cost = 10
	research_bonus = {
		electronics = 0.15
	}
	traits = {
		electronics_concern
	}
}
### Entity: Character
Component: TML_manuel_carrascalao
Source: game
File: common/characters/TML.txt

Code:
TML_manuel_carrascalao = {
	name = TML_manuel_carrascalao
	portraits = {
		civilian = {
			large = GFX_Portrait_Europe_Generic_land_19
		}
		army = {
			small = GFX_Portrait_Europe_Generic_land_19_small
		}
	}
	country_leader = {
		ideology = liberalism
		expire = 1953.3.1
	}
}
### Entity: Scripted Trigger
Component: AUS_anschluss_risk_high
Constructs: has_completed_focus
Source: game
File: common/scripted_triggers/AUS_scripted_triggers.txt

Code:
AUS_anschluss_risk_high = {
	custom_trigger_tooltip = {
		tooltip = AUS_anschluss_risk_high_tt
		GER = {
			OR = {
				AND = {
					fighting_army_strength_ratio = {
						tag = AUS
						ratio = < global.deployed_manpower_ratio_needed_for_anschluss
					} {
						tag = AUS
						ratio = > global.high_anschluss_risk
					}
					NOT = {
						has_completed_focus = GER_heed_von_neuraths_concerns GER_reorganize_the_wehrmacht
					}
				} {
					OR = {
						has_completed_focus = GER_heed_von_neuraths_concerns GER_reorganize_the_wehrmacht
					}
					fighting_army_strength_ratio = {
						tag = AUS
						ratio = > global.medium_anschluss_risk
					} {
						tag = AUS
						ratio = < global.high_anschluss_risk
					}
				}
			}
			has_completed_focus = GER_remilitarize_the_rhineland
		}
	}
}
### Entity: Idea
Component: CZE_rebuilding_the_navy_idea
Source: game
File: common/ideas/r56_czechoslovakia.txt

Code:
CZE_rebuilding_the_navy_idea = {
	allowed = {

	}
	picture = generic_navy_bonus
	allowed_civil_war = {

	}
	modifier = {
		industrial_capacity_dockyard = 0.05
		consumer_goods_factor = 0.05
	}
}
### Entity: Idea
Component: AFG_republic_idea
Constructs: research_speed_factor, war_support_factor, has_government, production_speed_buildings_factor
Source: game
File: common/ideas/afghanistan.txt

Code:
AFG_republic_idea = {
	picture = AFG_republic_idea
	allowed = {
		original_tag = AFG
	}
	allowed_civil_war = {
		has_government = democratic
	}
	modifier = {
		research_speed_factor = 0.1
		war_support_factor = 0.1
		production_speed_buildings_factor = 0.1
		production_speed_infrastructure_factor = 0.1
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_military_intelligence
Constructs: has_completed_focus, prerequisite, limit, completion_reward, has_dlc, has_intelligence_agency, add_to_variable, swap_ideas
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_military_intelligence
	icon = GFX_goal_generic_intelligence_exchange
	cost = 5
	prerequisite = {
		focus = CZE_department_two_expansion
	}
	relative_position_id = CZE_department_two_expansion
	x = -1
	y = 1
	available = {
		if = {
			limit = {
				has_dlc = La Resistance
			}
			has_intelligence_agency = yes
		}
	}
	completion_reward = {
		custom_effect_tooltip = CZE_ceskoslovenska_armada_ns_intro_tt generic_skip_one_line_tt
		add_to_variable = {
			CZE_ceskoslovenska_armada_intel_from_combat_factor = 0.05
			tooltip = intel_from_combat_factor_tt
		}
		if = {
			limit = {
				has_dlc = La Resistance
			}
			if = {
				limit = {
					NOT = {
						has_completed_focus = CZE_air_intelligence
					}
				}
				swap_ideas = {
					remove_idea = CZE_department_2_idea_lar
					add_idea = CZE_department_2_idea_lar_land_first
				}
			}
			else = {
				swap_ideas = {
					remove_idea = CZE_department_2_idea_lar_air_first
					add_idea = CZE_department_2_idea_lar_third
				}
			}
		}
		else = {
			if = {
				limit = {
					NOT = {
						has_completed_focus = CZE_air_intelligence
					}
				}
				swap_ideas = {
					remove_idea = CZE_department_2_idea_no_lar
					add_idea = CZE_department_2_idea_no_lar_land_first
				}
			}
			else = {
				swap_ideas = {
					remove_idea = CZE_department_2_idea_no_lar_air_first
					add_idea = CZE_department_2_idea_no_lar_third
				}
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3AKw9sU47.jpg.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
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### Entity: Character
Component: moderate_reformist
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
moderate_reformist = {
	random = no
	sprite = 13
	political_advisor_cost_factor = -0.25
	stability_factor = 0.1
	consumer_goods_factor = -0.1
}
### Entity: National Focus
Tree: den_focus
Component: DEN_intel_sharing
Constructs: prerequisite, limit, add_war_support, has_country_flag, completion_reward, is_subject, has_dlc, create_operative_leader
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_intel_sharing
	icon = GFX_focus_SWI_embrace_rote_drei
	prerequisite = {
		focus = DEN_align_with_foreign_powers
	}
	relative_position_id = DEN_align_with_foreign_powers
	x = -1
	y = 1
	cost = 10
	bypass = {

	}
	available = {
		is_subject = yes
		has_country_flag = DEN_has_foreign_support_flag
	}
	ai_will_do = {

	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_POLITICAL FOCUS_FILTER_RESEARCH FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		add_war_support = 0.05
		if = {
			limit = {
				has_dlc = La Resistance
			}
			create_operative_leader = {
				name = Monica Wichfeld
				GFX = GFX_portrait_DEN_monica_wichfeld
				traits = {
					operative_infiltrator
				}
				bypass_recruitment = no
				available_to_spy_master = yes
				nationalities = {
					ENG DEN
				}
			} {
				name = Varinka Wichfeld
				GFX = GFX_portrait_DEN_varinka_wichfeld
				traits = {
					operative_escape_artist
				}
				bypass_recruitment = no
				available_to_spy_master = yes
				nationalities = {
					ENG DEN
				}
			}
			if = {
				limit = {
					DEN_has_political_edicts_dynamic_modifier = no
				}
				add_dynamic_modifier = {
					modifier = DEN_political_edicts_dynamic_modifier
				}
			}
			else = {
				custom_effect_tooltip = DEN_modify_political_edicts_dynamic_modifier
			}
			add_to_variable = {
				DEN_political_edicts_operative_slot = 1
				tooltip = operative_slot_tt
			}
		} {
			limit = {
				has_country_flag = DEN_has_foreign_support_flag
			}
			var:DEN.supporting_nation = {
				country_event = {
					id = denmark_resistance_event.11
					days = 1
				}
			}
			if = {
				limit = {
					NOT = {
						has_dlc = La Resistance
					}
				}
				custom_effect_tooltip = if_they_accept_tt
				effect_tooltip = {
					DEN = {
						add_tech_bonus = {
							name = DEN_danish_intel
							bonus = 0.25
							uses = 2
							category = encryption_tech decryption_tech
						}
					}
					var:DEN.supporting_nation = {
						add_tech_bonus = {
							name = DEN_danish_intel
							bonus = 0.25
							uses = 2
							category = encryption_tech decryption_tech
						}
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_invest_in_batavian_education
Constructs: has_completed_focus, prerequisite, completion_reward, has_country_leader, check_variable, add_to_variable
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_invest_in_batavian_education
	icon = GFX_focus_generic_education
	available = {
		has_country_leader = {
			ruling_only = yes
			character = INS_a_t_van_starkenborgh_stachouwer
		}
		custom_trigger_tooltip = {
			tooltip = INS_invest_in_batavian_education_req_tt
			check_variable = {
				var = INS_volksraad_counter
				value = 3
				compare = greater_than_or_equals
			}
		}
	}
	prerequisite = {
		focus = INS_governor_general_tjarda
	}
	mutually_exclusive = {

	}
	x = 1
	y = 1
	relative_position_id = INS_governor_general_tjarda
	cost = 5
	ai_will_do = {
		base = 1
		modifier = {
			add = 5
			NOT = {
				has_completed_focus = INS_expand_batavia_med_school
			}
			check_variable = {
				var = INS_dutch_east_indies_research_speed_factor
				value = 0
				compare = greater_than
				tooltip = INS_expand_batavia_med_school_tt
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		custom_effect_tooltip = INS_dutch_east_indies_tt
		add_to_variable = {
			var = INS_dutch_east_indies_research_speed_factor
			value = 0.07
			tooltip = research_speed_factor_tt
		}
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_anti_japanese_expedition
Constructs: prerequisite, has_government, owns_state, has_war_with, completion_reward, is_subject_of, has_cosmetic_tag, is_subject
Source: game
File: common/national_focus/china_communist.txt

Code:
focus = {
	id = PRC_anti_japanese_expedition
	icon = GFX_focus_AST_war_japan
	prerequisite = {
		focus = PRC_prepare_for_war_with_japan
	}
	x = -3
	y = 1
	relative_position_id = PRC_prepare_for_war_with_japan
	cost = 10
	ai_will_do = {
		factor = 4
		modifier = {
			JAP = {
				has_government = communism
			}
			factor = 0
		}
	}
	available = {
		OR = {
			MAN = {
				OR = {
					is_subject_of = JAP
					has_cosmetic_tag = MAN_kwantung_army
				}
			}
			AND = {
				MAN = {
					exists = no
				}
				JAP = {
					owns_state = 612 611 610
				}
			}
		}
		NOT = {
			is_subject_of = JAP
		}
	}
	bypass = {
		has_war_with = JAP
		OR = {
			has_war_with = JAP
			AND = {
				MAN = {
					is_subject = no
				}
				JAP = {
					NOT = {
						owns_state = 525 527
					}
				}
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		unlock_decision_category_tooltip = PRC_anti_japanese_expedition
		set_country_flag = {
			flag = JAP_delay_sweep_for_communists
			days = 100
			value = 1
		}
	}
}
### Entity: National Focus
Tree: eng_focus
Component: ENG_secure_the_oil_imports
Constructs: prerequisite, limit, completion_reward, is_subject, create_wargoal, puppet_wargoal_focus, is_owned_by, take_state_focus
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = ENG_secure_the_oil_imports
	prerequisite = {
		focus = ENG_kickstart_the_war_industry
	}
	available = {
		is_subject = no
		OR = {
			country_exists = IRQ PER HOL VEN
		}
	}
	will_lead_to_war_with = IRQ PER HOL VEN CRC
	continue_if_invalid = yes
	icon = GFX_goal_generic_occupy_states_ongoing_war
	x = 0
	y = 1
	relative_position_id = ENG_kickstart_the_war_industry
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		create_wargoal = {
			target = IRQ
			type = puppet_wargoal_focus
			expire = 0
		} {
			target = PER
			type = puppet_wargoal_focus
			expire = 0
		}
		if = {
			limit = {
				695 = {
					is_owned_by = HOL
				}
			}
			create_wargoal = {
				target = HOL
				type = take_state_focus
				generator = {
					695
				}
				expire = 0
			}
		}
		else_if = {
			limit = {
				695 = {
					is_owned_by = CRC
				}
			}
			create_wargoal = {
				target = CRC
				type = take_state_focus
				generator = {
					695
				}
				expire = 0
			}
		}
		add_state_claim = 489 307 309 695 413 412
	}
}
### Entity: Character
Component: CHL_domingo_blanco
Source: game
File: common/characters/CHL.txt

Code:
CHL_domingo_blanco = {
	name = CHL_domingo_blanco
	portraits = {
		civilian = {
			large = GFX_portrait_Domingo_Blanco
		}
	}
	country_leader = {
		ideology = oligarchism
		traits = {
			captain_of_industry
		}
		expire = 1947.1.1.12
		id = -1
	}
}
### Entity: Unit Template
Component: TUR_BB_HISTORICAL
Source: game
File: common/units/names_ships/TUR_ship_names.txt

Code:
TUR_BB_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BB
	for_countries = {
		TUR
	}
	type = ship
	ship_types = {
		ship_hull_heavy battleship
	}
	prefix = TCG 
	fallback_name = %d. Savas Gemisi
	unique = {
		Izmir Istanbul Samsun Trabzon Turgud Reis Barbaros Salih Reis Kilic Ali Reis Saldiray Midilli
	}
}
### Entity: State History
Component: 982
Constructs: add_core_of, add_to_array
Source: game
File: history/states/982-South Khorasan.txt

Code:
state = {
	id = 982
	name = STATE_982
	history = {
		buildings = {
			infrastructure = 1
		}
		owner = PER
		add_core_of = PER
		add_to_array = {
			state_victory_points = 7990
		}
		victory_points = {
			7990 1
		}
	}
	provinces = {
		7990 8009 10759 10873 10890 12739 12852
	}
	manpower = 157210
	buildings_max_level_factor = 1.0
	state_category = pastoral
	local_supplies = 0.0
}
### Entity: Game Data
Component: script_enum_operative_mission_type
Constructs: build_intel_network
Source: game
File: common/script_enums.txt

Code:
script_enum_operative_mission_type = {
	build_intel_network counter_intelligence quiet_network root_out_resistance control_trade
}
### Entity: Idea
Component: MEN_nationalism_unity_independence
Constructs: war_support_factor, removal_cost, conscription_factor
Source: game
File: common/ideas/r56_mengkukuo.txt

Code:
MEN_nationalism_unity_independence = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = SPR_torchbearers_of_tomorrow
	modifier = {
		conscription_factor = 0.05
		war_support_factor = 0.1
		political_power_factor = 0.05
	}
}
### Entity: Character
Component: ABT_richard_g_reid
Source: game
File: common/characters/ABT.txt

Code:
ABT_richard_g_reid = {
	name = ABT_richard_g_reid
	portraits = {
		civilian = {
			large = GFX_kr_portrait_europe_generic_9
			small = GFX_kr_portrait_europe_generic_9_small
		}
	}
	country_leader = {
		ideology = socialism
		expire = 1965.1.1.1
		id = -1
		traits = {
			connected_citizen
		}
	}
}
### Entity: National Focus
Tree: fri_focus
Component: FRI_hlm_construction_program
Constructs: completion_reward, add_tech_bonus, industrial_bonus, random_owned_controlled_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/FrenchIndochina.txt

Code:
focus = {
	id = FRI_hlm_construction_program
	icon = GFX_goal_generic_production
	cost = 10
	x = 2
	y = 0
	relative_position_id = FRI_continue_the_politique_politique_du_paysannat
	completion_reward = {
		add_tech_bonus = {
			name = industrial_bonus
			bonus = 1
			uses = 1
			category = industry
		}
		random_owned_controlled_state = {
			prioritize = {
				671
			}
			add_extra_state_shared_building_slots = 1
		} {
			prioritize = {
				286
			}
			add_extra_state_shared_building_slots = 1
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: EAI_DD_13/light_tank_flame_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_13/light_tank_flame_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		light_tank_flame_chassis = {
			build_cost_ic = -0.325
			instant = yes
		}
	}
}
### Entity: Scripted Effect
Component: LUX_chamberofdeputies_remove_turnout_10
Constructs: limit, check_variable, set_variable
Source: game
File: common/scripted_effects/r56_LUX_scripted_effects.txt

Code:
LUX_chamberofdeputies_remove_turnout_10 = {
	if = {
		limit = {
			check_variable = {
				LUX.turnout = < 10
			}
		}
		set_variable = {
			LUX.turnout = 0
		}
	}
	else = {
		subtract_from_variable = {
			LUX.turnout = 10
		}
	}
	set_variable = {
		LUX.stab_impact = LUX.turnout
	} {
		LUX.stab_impact_loc = LUX.stab_impact
	}
	subtract_from_variable = {
		LUX.stab_impact = 50
	}
	divide_variable = {
		LUX.stab_impact = 2
	}
}
### Entity: Idea
Component: SAM_coi
Source: game
File: common/ideas/samoa.txt

Code:
SAM_coi = {
	picture = generic_political_advisor_asia_1
	allowed = {
		original_tag = SAM
	}
	traits = {
		captain_of_industry
	}
}