Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: POL_chief_staffer3
Source: game
File: common/country_leader/r56_traits.txt

Code:
POL_chief_staffer3 = {
	sprite = 14
	max_planning = 0.1
	political_power_factor = 0.05
	experience_gain_army = 0.2
	command_cap_increase = 20
}
### Entity: Unit Template
Component: DDR_CL_HISTORICAL
Source: game
File: common/units/names_ships/DDR_ship_names.txt

Code:
DDR_CL_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CL
	for_countries = {
		DDR
	}
	type = ship
	ship_types = {
		ship_hull_cruiser light_cruiser
	}
	fallback_name = K %d
	unique = {
		Liepzig Rostok Dresden Magdeburg Erfurt Straulsund Greifswald Elseterwerda Schwerin
	}
}
### Entity: Character
Component: IRQ_ghazi_i_of_iraq
Constructs: mobilization_speed
Source: game
File: common/country_leader/r56_traits.txt

Code:
IRQ_ghazi_i_of_iraq = {
	random = no
	mobilization_speed = 0.1
	ai_strategy = {
		type = antagonize
		id = ENG
		value = 10
	} {
		type = antagonize
		id = FRA
		value = 10
	} {
		type = befriend
		id = PER
		value = 25
	} {
		type = befriend
		id = JOR
		value = 100
	} {
		type = protect
		id = JOR
		value = 50
	}
}
### Entity: Order of Battle
Component: 1st Peoples Brigade
Constructs: division_template
Source: game
File: history/units/SRL_revolution.txt

Code:
division = {
	name = 1st Peoples Brigade
	location = 10287
	division_template = Peoples Brigade
	start_experience_factor = 0.6
	start_equipment_factor = 0.05
}
### Entity: Event
Component: palestine.28
Constructs: is_triggered_only, swap_ideas, remove_idea, add_idea, add_building_construction
Source: game
File: events/Palestine.txt

Code:
country_event = {
	id = palestine.28
	picture = GFX_report_event_gre_officers_chatting
	title = palestine.28.t
	desc = palestine.28.d
	is_triggered_only = yes
	option = {
		name = palestine.28.a
		swap_ideas = {
			remove_idea = PAL_fawzi_leadership_idea
			add_idea = PAL_golani_leadership_idea
		}
		949 = {
			add_building_construction = {
				type = coastal_bunker
				level = 2
				instant_build = yes
				province = 1057
			}
		} {
			add_building_construction = {
				type = bunker
				level = 2
				instant_build = yes
				province = 1057
			}
		}
		454 = {
			add_building_construction = {
				type = coastal_bunker
				level = 2
				instant_build = yes
				province = 4206
			}
		} {
			add_building_construction = {
				type = bunker
				level = 2
				instant_build = yes
				province = 4206
			}
		} {
			add_building_construction = {
				type = bunker
				level = 2
				instant_build = yes
				province = 1065
			}
		} {
			add_building_construction = {
				type = coastal_bunker
				level = 2
				instant_build = yes
				province = 1065
			}
		}
	}
}
### Entity: Idea
Component: SPR_national_strikes_7
Constructs: stability_factor, industrial_capacity_factory, production_speed_buildings_factor, has_global_flag
Source: game
File: common/ideas/spain_republic.txt

Code:
SPR_national_strikes_7 = {
	name = SPR_national_strikes
	picture = FRA_factory_strikes
	allowed = {
		original_tag = SPR
		NOT = {
			has_global_flag = spanish_civil_war
		}
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		stability_factor = -0.15
		political_power_factor = -0.1
		industrial_capacity_factory = -0.05
		industrial_capacity_dockyard = -0.05
		production_speed_buildings_factor = -0.05
	}
}
### Entity: National Focus
Tree: usa_focus
Component: USA_focus_on_asia
Constructs: has_completed_focus, prerequisite, has_war_with, completion_reward, has_game_rule, cancel_if_invalid, unlock_decision_category_tooltip
Source: game
File: common/national_focus/usa.txt

Code:
focus = {
	id = USA_focus_on_asia
	icon = GFX_focus_usa_focus_on_asia
	x = 1
	y = 3
	prerequisite = {
		focus = USA_war_propaganda
	}
	mutually_exclusive = {
		focus = USA_focus_on_europe
	}
	relative_position_id = USA_limited_intervention
	offset = {
		x = 0
		y = -1
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = USA_limited_intervention
		}
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		NOT = {
			OR = {
				has_war_with = JAP CHI
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		unlock_decision_category_tooltip = USA_intervention_mandate
		custom_effect_tooltip = USA_intervention_mandate_tt
	}
}
### Entity: AI Strategy
Component: naval_submarine
Constructs: has_war, has_war_with
Source: game
File: common/ai_equipment/ENG_naval.txt

Code:
naval_submarine = {
	category = naval
	blocked_for = {

	}
	available_for = {
		ENG
	}
	roles = {
		naval_submarine
	}
	priority = {
		factor = 50
		modifier = {
			factor = 10
			has_war = yes
		}
	}
	submarine_early = {
		name = grampus_class
		priority = {
			factor = 10
			modifier = {
				factor = 1
			}
		}
		role_icon_index = 6
		history = yes
		target_variant = {
			match_value = 1000.0
			type = ship_hull_submarine
			modules = {
				fixed_ship_engine_slot = sub_ship_engine_1
				fixed_ship_torpedo_slot = ship_torpedo_sub_1
				rear_1_custom_slot = ship_torpedo_sub_1
			}
		}
		allowed_modules = {
			ship_torpedo_sub sub_ship_engine ship_mine_layer_sub ship_sub_snorkel ship_radar
		}
	}
	submarine_basic = {
		name = t_Class
		priority = {
			factor = 20
			modifier = {
				factor = 1
			}
		}
		role_icon_index = 6
		history = yes
		target_variant = {
			match_value = 2000.0
			type = ship_hull_submarine_2
			modules = {
				fixed_ship_engine_slot = sub_ship_engine_1
				fixed_ship_torpedo_slot = ship_torpedo_sub_2
				rear_1_custom_slot = ship_torpedo_sub_1
			}
		}
		allowed_modules = {
			ship_torpedo_sub sub_ship_engine ship_mine_layer_sub ship_sub_snorkel ship_radar
		}
	}
	submarine_improved = {
		name = v_class
		priority = {
			factor = 20
			modifier = {
				factor = 1
			}
		}
		role_icon_index = 6
		history = yes
		target_variant = {
			match_value = 3000.0
			type = ship_hull_submarine_3
			modules = {
				fixed_ship_engine_slot = sub_ship_engine
				fixed_ship_torpedo_slot = ship_torpedo_sub
				front_1_custom_slot = empty
				mid_1_custom_slot = ship_radar
				rear_1_custom_slot = ship_torpedo_sub
			}
		}
		allowed_modules = {
			ship_torpedo_sub sub_ship_engine ship_mine_layer_sub ship_sub_snorkel ship_radar
		}
	}
	submarine_advanced = {
		name = amphion_class
		priority = {
			factor = 50
			modifier = {
				factor = 15
				has_war_with = JAP
			}
		}
		role_icon_index = 6
		history = yes
		target_variant = {
			match_value = 4000.0
			type = ship_hull_submarine_4
			modules = {
				fixed_ship_engine_slot = sub_ship_engine
				fixed_ship_torpedo_slot = ship_torpedo_sub
				front_1_custom_slot = ship_torpedo_sub
				mid_1_custom_slot = ship_radar
				rear_1_custom_slot = ship_torpedo_sub
			}
		}
		allowed_modules = {
			ship_torpedo_sub sub_ship_engine ship_mine_layer_sub ship_sub_snorkel ship_radar
		}
	}
}
### Entity: Faction
Component: faction_goal_control_indonesian_riches
Constructs: limit, has_war_with, is_in_faction_with, complete_effect, add_faction_power_projection, every_faction_member, add_faction_initiative, every_state
Source: game
File: common/factions/goals/faction_goals_medium_term.txt

Code:
faction_goal_control_indonesian_riches = {
	name = control_indonesian_riches_goal_name
	description = control_indonesian_riches_goal_desc
	category = medium_term
	group = resources_to_market_icon
	allowed = {

	}
	visible = {
		FROM = {
			NOT = {
				original_tag = INS
				is_in_faction_with = INS
			}
		}
		any_collection_element = {
			collection = {
				input = game:scope
				operators = {
					faction_members controlled_states
				}
				name = FACTION_CONTROLLED_STATES
			}
			distance_to = {
				target = 672
				value = < 2000
			}
		}
	}
	available = {

	}
	completed = {
		334 = {
			is_controlled_by_ROOT_or_ally = yes
		}
		335 = {
			is_controlled_by_ROOT_or_ally = yes
		}
		667 = {
			is_controlled_by_ROOT_or_ally = yes
		}
		672 = {
			is_controlled_by_ROOT_or_ally = yes
		}
		673 = {
			is_controlled_by_ROOT_or_ally = yes
		}
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt TARGET_STATE_CONTROLLERS
		every_faction_member = {
			visible_when_empty = yes
			limit = {
				OR = {
					controls_state = 334 335 667 672 673
				}
			}
			add_faction_initiative = 1
		}
		every_state = {
			limit = {
				OR = {
					state = 334 335 667 672 673
				}
			}
			if = {
				limit = {
					infrastructure = < 5
				}
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			factor = 2
			672 = {
				owner = {
					has_war_with = ROOT
				}
			}
		} {
			add = 1
			OR = {
				rubber = < 40
				aluminium = < 12
				fuel_ratio = < 0.5
			}
		} {
			add = 1
			OR = {
				rubber = < 10
				aluminium = < 5
				fuel_ratio = < 0.2
			}
		} {
			add = 3
			OR = {
				has_resources_in_collection = {
					collection = {
						input = game:scope
						operators = {
							faction_members
						}
						name = FACTION
					}
					resource = rubber
					amount = < 15
					extracted = no
				} {
					collection = {
						input = game:scope
						operators = {
							faction_members
						}
						name = FACTION
					}
					resource = tungsten
					amount = < 15
					extracted = no
				} {
					collection = {
						input = game:scope
						operators = {
							faction_members
						}
						name = FACTION
					}
					resource = steel
					amount = < 8
					extracted = no
				} {
					collection = {
						input = gam
# ... (truncated)
### Entity: Military Industrial Organization
Component: GRE_royal_hellenic_naval_shipyard_organization
Constructs: has_dlc
Source: game
File: common/military_industrial_organization/organizations/GRE_organization.txt

Code:
GRE_royal_hellenic_naval_shipyard_organization = {
	include = generic_task_force_ship_organization
	icon = GFX_idea_generic_air_manufacturer_1
	allowed = {
		tag = GRE
		NOT = {
			has_dlc = Battle for the Bosporus
		}
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_expand_poznan_forts
Constructs: has_completed_focus, prerequisite, limit, completion_reward, add_building_construction
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_expand_poznan_forts
	icon = GFX_goal_fortify_the_westwall
	prerequisite = {
		focus = POL_plan_west
	}
	x = 1
	y = 1
	relative_position_id = POL_the_prusya_line
	cost = 10
	available = {
		NOT = {
			has_completed_focus = POL_complete_plan_west
		}
		ROOT = {
			controls_state = 86 87
		}
	}
	ai_will_do = {
		factor = 10
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		if = {
			limit = {
				controls_state = 86
			}
			86 = {
				add_building_construction = {
					type = bunker
					level = 2
					instant_build = yes
					province = {
						all_provinces = yes
						limit_to_border = yes
					}
				}
			}
			87 = {
				add_building_construction = {
					type = bunker
					level = 2
					instant_build = yes
					province = {
						all_provinces = yes
						limit_to_border = yes
					}
				}
			}
		}
	}
}
### Entity: Character
Component: head_of_the_nkvd_yagoda
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
head_of_the_nkvd_yagoda = {
	random = no
	sprite = 13
	stability_factor = -0.05
	enemy_operative_detection_chance = 0.1
	enemy_operative_capture_chance_factor = 0.05
	civilian_intel_to_others = -5
	custom_modifier_tooltip = SOV_head_of_the_nkvd_yagoda_tt SOV_head_of_the_nkvd_locked_tt
}
### Entity: Event
Component: SEA_generic_events.14
Constructs: is_triggered_only, ai_chance, add_political_power, add_popularity, add_timed_idea
Source: game
File: events/SEA_generic_events.txt

Code:
country_event = {
	id = SEA_generic_events.14
	title = SEA_generic_events.14.t
	desc = SEA_generic_events.14.desc
	picture = GFX_report_event_worker_protests
	is_triggered_only = yes
	option = {
		name = SEA_generic_events.14.a
		ai_chance = {
			base = 10
		}
		add_popularity = {
			ideology = ROOT
			popularity = 0.07
		}
		add_political_power = -50
	} {
		name = SEA_generic_events.14.b
		ai_chance = {
			base = 10
		}
		add_timed_idea = {
			idea = alternate_political_major_protest
			days = 30
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_62
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_62 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 62
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 62
	}
}
### Entity: Character
Component: YUG_petar_vukcevic
Source: game
File: common/characters/YUG.txt

Code:
YUG_petar_vukcevic = {
	advisor = {
		slot = air_chief
		idea_token = YUG_petar_vukcevic
		allowed = {
			original_tag = YUG
		}
		traits = {
			air_chief_ground_support_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = YUG_petar_vukcevic
	portraits = {
		army = {
			small = GFX_idea_YUG_petar_vukcevic
		}
	}
}
### Entity: Country History
Country: SNG
Component: SNG_characters
Constructs: create_country_leader
Source: game
File: history/countries/SNG - Singapur.txt

Code:
# Leaders & Characters for SNG
create_country_leader = {
	name = Cabinet of Singapore
	picture = gfx/leaders/SIN/cabinet_sin.jpg
	expire = 1960.1.1
	ideology = despotism
	traits = {

	}
}
### Entity: Event
Component: SEA_japan_foreign_policy.103
Constructs: is_triggered_only, ai_chance, has_government, swap_ideas, remove_idea, add_idea, random_hours, set_country_flag
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_foreign_policy.103
	title = SEA_japan_foreign_policy.103.t
	desc = SEA_japan_foreign_policy.103.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = SEA_japan_foreign_policy.103.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 2
				has_government = FROM
			} {
				factor = 2
				strength_ratio = {
					tag = FROM
					ratio = < 0.75
				}
			} {
				factor = 2
				strength_ratio = {
					tag = FROM
					ratio = < 0.5
				}
			}
		}
		swap_ideas = {
			remove_idea = JAP_pacific_customs_union_member
			add_idea = JAP_pacific_integrated_customs_union_member
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		FROM = {
			country_event = {
				id = SEA_japan_foreign_policy.104
				hours = 5
				random_hours = 5
			}
		}
		hidden_effect = {
			set_country_flag = JAP_country_that_accepted_economic_integration_flag
		}
	} {
		name = SEA_japan_foreign_policy.103.b
		ai_chance = {
			base = 2
			modifier = {
				factor = 5
				strength_ratio = {
					tag = FROM
					ratio = > 1
				}
			} {
				factor = 5
				strength_ratio = {
					tag = FROM
					ratio = > 1.25
				}
			}
		}
		FROM = {
			country_event = {
				id = SEA_japan_foreign_policy.105
				hours = 5
				random_hours = 5
			}
		}
		hidden_effect = {
			set_country_flag = JAP_country_that_rejected_economic_integration_flag
		}
	}
}
### Entity: National Focus
Component: wuw_HUN_continue_the_regency
Constructs: has_completed_focus, limit, has_government, add_stability, completion_reward, add_political_power, allow_branch, has_game_rule
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_continue_the_regency
	icon = GFX_focus_rom_handle_king
	mutually_exclusive = {
		focus = wuw_HUN_end_the_regency wuw_HUN_end_the_white_terror
	}
	x = 16
	y = 0
	relative_position_id = wuw_HUN_end_the_regency
	cost = 5
	ai_will_do = {
		factor = 15
	}
	allow_branch = {
		IF = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = wuw_HUN_end_the_regency
			} {
				has_completed_focus = wuw_HUN_end_the_white_terror
			}
		}
	}
	offset = {
		x = -22
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = wuw_HUN_continue_the_regency
		}
	} {
		x = -2
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = wuw_HUN_strengthen_horthys_reign
		}
	} {
		x = 2
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = wuw_HUN_undermine_the_admiral
		}
	}
	available = {
		OR = {
			has_government = neutrality fascism
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_HISTORICAL FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		add_political_power = 50
		add_stability = 0.05
		custom_effect_tooltip = generic_skip_one_line_tt available_political_advisor
		show_ideas_tooltip = HUN_jusztinian_seredi
		hidden_effect = {
			IF = {
				limit = {
					has_game_rule = {
						rule = obsolete_focus_branches_visibility
						option = HIDE
					}
				}
				mark_focus_tree_layout_dirty = yes
			}
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_a_new_theory_of_revolution
Constructs: prerequisite, limit, completion_reward, add_political_power, is_country_leader, has_character, swap_ruler_traits, add_trait
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_a_new_theory_of_revolution
	icon = GFX_SOV_a_new_theory_of_revolution_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_curtailment_of_the_collective_farms
	}
	mutually_exclusive = {
		focus = SOV_administrative_reforms
	}
	x = -2
	y = 1
	relative_position_id = SOV_curtailment_of_the_collective_farms
	cost = 10
	available = {
		SOV_nikolay_bukharin = {
			is_country_leader = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_political_power = 75
		IF = {
			limit = {
				has_character = SOV_nikolay_bukharin
			}
			if = {
				limit = {
					SOV_nikolay_bukharin = {
						is_country_leader = yes
					}
				}
				swap_ruler_traits = {
					remove = defender_of_the_peasantry
					add = hero_of_the_peasantry
				}
			}
			else = {
				effect_tooltip = {
					add_trait = {
						character = SOV_nikolay_bukharin
						slot = country_leader
						trait = hero_of_the_peasantry
					}
				}
			}
		}
	}
}
### Entity: Name List
Component: RKV
Source: game
File: common/names/00_names.txt

Code:
RKV = {
	male = {
		names = {
			Afonso Antônio Artur Augusto Aurélio Benjamin Cândido Carlos Celso Custódio Delfim Deodoro Eduardo Emílio Epitácio Ernesto Fábio Fernando Filipe Floriano Francisco de Paula Francisco Xavier Federico Gaspar Gastão Getúlio Henrique Hermes Humberto Isaías João Joaquim José Júlio Juscelino Luís Manuel Marco Antônio Mário Miguel Nereu Nilo Paulo Pedro Prudente Silviano Tancredo Urbano Venceslau Vital
		}
	}
	female = {
		names = {
			Aldara Beatriz Berengaria Branca Blanche Constance Estevainha Stephania Fruilhe Guiomar Joana Leonor Margarida Maria Sancha Teresa Constança
		}
	}
	surnames = {
		Barreto Bernardes Bittencourt Brandão Bras Cabral da Silva Caldwell Constant Costa da Camara da Costa da Fonseca de Aguiar de Barros de Beaurepaire-Rohan de Bragança de Carvalho de Itapevi de Lima e Silva de Melo de Noronha de Oliveira de Orleans de Souza Neto de Suruf Dutra Fragoso Frontin Galvão Jordão Labatut Lopes Maciel Mallet Marques Marques de Sousa Maurity Moreira Osório Peixoto Pena Pessoa Pinto Rondon Saldanha da Gama Santos Soares Tavares Vargas Wandenkolk
	}
	callsigns = {

	}
}
### Entity: Scripted Effect
Component: GER_remove_speer_effects
Constructs: limit, remove_ideas, has_idea, has_shine_effect_on_focus, clr_country_flag, check_variable, set_variable
Source: game
File: common/scripted_effects/GER_scripted_effects.txt

Code:
GER_remove_speer_effects = {
	if = {
		limit = {
			has_idea = GER_speer_reich_minister_of_armaments
		}
		remove_ideas = GER_speer_reich_minister_of_armaments
	} {
		limit = {
			has_shine_effect_on_focus = GER_employ_philipp_holzmann
		}
		deactivate_shine_on_focus = GER_employ_philipp_holzmann
		clr_country_flag = GER_employ_philipp_holzmann_in_progress_flag
	} {
		limit = {
			check_variable = {
				GER_ascended_advisor_1 = 2
			}
		}
		set_variable = {
			GER_ascended_advisor_1 = 0
		}
	}
	else_if = {
		limit = {
			has_idea = GER_speer_reich_architect
		}
		remove_ideas = GER_speer_reich_architect
	} {
		limit = {
			has_shine_effect_on_focus = GER_plenipotentiary_of_armaments
		}
		deactivate_shine_on_focus = GER_plenipotentiary_of_armaments
		clr_country_flag = GER_plenipotentiary_of_armaments_in_progress_flag
	} {
		limit = {
			has_shine_effect_on_focus = GER_wunderwaffe
			check_variable = {
				GER_wonder_weapons_focus_advisor = 2
			}
		}
		deactivate_shine_on_focus = GER_wunderwaffe
		clr_country_flag = GER_wunderwaffe_in_progress_flag
		set_variable = {
			GER_wonder_weapons_focus_advisor = 0
		}
	} {
		limit = {
			check_variable = {
				GER_ascended_advisor_2 = 2
			}
		}
		set_variable = {
			GER_ascended_advisor_2 = 0
		}
	} {
		limit = {
			check_variable = {
				GER_ascended_advisor_3 = 2
			}
		}
		set_variable = {
			GER_ascended_advisor_3 = 0
		}
	}
	uncomplete_national_focus = {
		focus = GER_ascension_of_speer
		uncomplete_children = no
		refund_political_power = no
	}
}
### Entity: Idea
Component: GDL_acgs
Source: game
File: common/ideas/guadeloupe.txt

Code:
GDL_acgs = {
	picture = generic_air_african_3
	allowed = {
		original_tag = GDL
	}
	traits = {
		air_chief_ground_support_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: man_focus
Component: MAN_tsr_develop_aluminum_sources
Constructs: prerequisite, limit, completion_reward, set_technology, cancel_if_invalid, has_tech, add_tech_bonus, unlock_decision_tooltip
Source: game
File: common/national_focus/manchukuo_TSR.txt

Code:
focus = {
	id = MAN_tsr_develop_aluminum_sources
	icon = GFX_goal_generic_construction2
	prerequisite = {
		focus = MAN_tsr_expand_showa_steel_works
	}
	x = 0
	y = 1
	relative_position_id = MAN_tsr_expand_showa_steel_works
	cost = 5
	ai_will_do = {
		factor = 2
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		if = {
			limit = {
				has_tech = excavation1
			}
			add_tech_bonus = {
				name = MAN_develop_aluminum_sources
				bonus = 1.0
				uses = 1
				category = excavation_tech
			}
		}
		else = {
			set_technology = {
				excavation1 = 1
			}
		}
		unlock_decision_tooltip = MAN_develop_kirin_aluminium_deposits
	}
}
### Entity: Character
Component: BEL_julien_lahaut
Constructs: has_dlc
Source: game
File: common/characters/BEL.txt

Code:
BEL_julien_lahaut = {
	instance = {
		allowed = {
			has_dlc = Gotterdammerung
		}
		advisor = {
			slot = political_advisor
			idea_token = BEL_julien_lahaut
			allowed = {
				original_tag = BEL
			}
			traits = {
				communist_revolutionary
			}
		}
		name = BEL_julien_lahaut
		portraits = {
			army = {
				small = GFX_portrait_BEL_julien_lahaut_small
			}
		}
	}
}
### Entity: Scripted Effect
Component: EAI_ESP_clear_operation
Constructs: clear_variable, set_variable
Source: game
File: common/scripted_effects/EAI_COUNTRY_espionage_effects.txt

Code:
EAI_ESP_clear_operation = {
	clear_variable = EAI_operation_type
	set_variable = {
		EAI_operation_target = 0
	}
}
### Entity: Idea
Component: AFG_pashtunwali
Constructs: stability_factor, has_government, removal_cost, neutrality_drift
Source: game
File: common/ideas/afghanistan.txt

Code:
AFG_pashtunwali = {
	allowed = {
		original_tag = AFG
	}
	allowed_civil_war = {
		NOT = {
			has_government = communism
		}
	}
	picture = AFG_pashtunwali
	removal_cost = -1
	modifier = {
		stability_factor = 0.2
		political_power_factor = -0.4
		experience_gain_army_factor = -0.2
		experience_gain_navy_factor = -0.2
		experience_gain_air_factor = -0.2
		neutrality_drift = 0.1
	}
}
### Entity: Order of Battle
Component: 40a Brigada Legionario
Constructs: division_template
Source: game
File: history/units/SPA_Civil_War.txt

Code:
division = {
	name = 40a Brigada Legionario
	location = 11854
	division_template = Brigada Legionario
}