Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Achievement
Component: no_more_partitions
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting, is_in_faction_with, is_subject, is_controlled_by
Source: game
File: common/achievements.txt

Code:
no_more_partitions = {
	id = 136
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		original_tag = POL
	}
	happened = {
		GER = {
			OR = {
				exists = no
				is_in_faction_with = POL
			}
		}
		SOV = {
			OR = {
				exists = no
				is_in_faction_with = POL
			}
		}
		POL = {
			is_subject = no
			all_core_state = {
				is_controlled_by = POL
			}
		}
	}
}
### Entity: Order of Battle
Component: air_wing_763
Source: game
File: history/units/GER_1936_air_legacy.txt

Code:
air_wings = {
	763 = {
		fighter_equipment_0 = {
			owner = GER
			amount = 40
		}
		name = Jagdgeschwader 232
	}
}
### Entity: Decision
Component: MON_on_the_crossroads_of_the_world_category
Source: game
File: common/decisions/categories/MON_decision_categories.txt

Code:
MON_on_the_crossroads_of_the_world_category = {
	priority = 100
	icon = power_struggle
	picture = GFX_decision_cat_MON_crossroads_of_the_world
	allowed = {
		original_tag = MON
	}
	visible_when_empty = yes
	visible = {
		always = yes
	}
}
### Entity: Event
Component: tfv_south_africa.21
Constructs: is_triggered_only, add_to_faction
Source: game
File: events/TFV_South_Africa.txt

Code:
country_event = {
	id = tfv_south_africa.21
	title = tfv_south_africa.21.t
	desc = tfv_south_africa.21.d
	picture = GFX_report_event_stalin_meeting
	is_triggered_only = yes
	option = {
		name = tfv_south_africa.21.a
		SOV = {
			add_to_faction = SAF
		}
	}
}
### Entity: Country History
Country: MLW
Component: MLW_misc
Constructs: set_technology, set_convoys, complete_national_focus, set_grand_doctrine, complete_special_project
Source: game
File: history/countries/MLW - Malawi.txt

Code:
# Misc for MLW
capital = 770
set_convoys = 0
1939.1.1 = {
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort naval_effort large_navy industrial_effort construction_effort production_effort
	set_technology = {
		tech_support = 1
		tech_recon = 1
		support_weapons = 1
		gw_artillery = 1
		electronic_mechanical_engineering = 1
		radio = 1
		mechanical_computing = 1
		computing_machine = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		construction1 = 1
		construction2 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
	}
	set_grand_doctrine = grand_battleplan new_fleet_in_being new_strategic_destruction
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
### Entity: Event
Component: wuw_GER_weltpolitik.3
Constructs: is_triggered_only, ai_chance, add_war_support, add_stability
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_weltpolitik.3
	title = wuw_GER_weltpolitik.3.t
	desc = wuw_GER_weltpolitik.3.desc
	picture = GFX_report_event_gre_allied_diplomacy
	is_triggered_only = yes
	option = {
		name = wuw_GER_weltpolitik.3.a
		ai_chance = {
			base = 100
		}
		add_war_support = 0.01
		add_stability = -0.02
	}
}
### Entity: Idea
Component: NAV_ncs
Source: game
File: common/ideas/navarra.txt

Code:
NAV_ncs = {
	ledger = navy
	picture = generic_navy_europe_2
	allowed = {
		original_tag = NAV
	}
	traits = {
		navy_capital_ship_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: SIA_beacon_of_progress_r56
Constructs: research_speed_factor, stability_factor, removal_cost, democratic_drift
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_beacon_of_progress_r56 = {
	removal_cost = -1
	picture = democratic_bastion
	allowed_civil_war = {
		original_tag = SIA
	}
	cancel = {
		SIA_pridis_premiership_r56_branch_trigger = no
	}
	modifier = {
		political_power_factor = -0.15
		stability_factor = 0.08
		research_speed_factor = 0.08
		democratic_drift = 0.02
		join_faction_tension = 0.5
		justify_war_goal_time = 0.25
		army_leader_start_defense_level = 1
	}
}
### Entity: Character
Component: AFG_soraya_tarzi
Constructs: has_completed_focus
Source: game
File: common/characters/AFG.txt

Code:
AFG_soraya_tarzi = {
	advisor = {
		slot = political_advisor
		idea_token = AFG_soraya_tarzi
		allowed = {
			original_tag = AFG
		}
		visible = {
			NOT = {
				has_completed_focus = AFG_remember_the_khost_rebellion
			}
		}
		available = {
			OR = {
				has_completed_focus = AFG_ally_the_young_afghans AFG_education_for_women_and_girls
			}
		}
		traits = {
			education_reformer
		}
	}
	name = AFG_soraya_tarzi
	portraits = {
		army = {
			small = GFX_portrait_AFG_queen_soraya_small
		}
	}
}
### Entity: Country History
Country: TER
Component: TER_technology
Constructs: set_technology
Source: game
File: history/countries/TER - Terek.txt

Code:
# Starting Technologies for TER
set_technology = {
	etax_doctrine = 1
	camo = 1
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_recon = 1
	tech_support = 1
	tech_engineers = 1
	tech_military_police = 1
	tech_mountaineers = 1
	tech_trucks = 1
	motorised_infantry = 1
	paratroopers = 1
	gw_artillery = 1
}
### Entity: Scripted Effect
Component: PRC_modify_industrial_modifier
Constructs: limit, has_dynamic_modifier
Source: game
File: common/scripted_effects/PRC_scripted_effects.txt

Code:
PRC_modify_industrial_modifier = {
	if = {
		limit = {
			has_dynamic_modifier = {
				modifier = PRC_agrarian_society
			}
		}
		custom_effect_tooltip = PRC_agrarian_society_modifiy_tt
	}
	else_if = {
		limit = {
			has_dynamic_modifier = {
				modifier = PRC_agrarian_reform
			}
		}
		custom_effect_tooltip = PRC_agrarian_reform_modify_tt
	}
	else = {
		custom_effect_tooltip = PRC_make_agrarian_to_urban_tt
	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_those_who_would_not_help_us
Constructs: prerequisite, limit, completion_reward, is_subject_of, every_other_country, has_capitulated, add_timed_idea, random_hours
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPR_those_who_would_not_help_us
	available = {
		NOT = {
			is_subject_of = SOU
		}
	}
	bypass = {

	}
	prerequisite = {
		focus = SPR_war_of_independence
	}
	mutually_exclusive = {
		focus = SPR_enemies_of_our_enemy
	}
	icon = GFX_goal_generic_small_arms
	x = -1
	y = 1
	relative_position_id = SPR_war_of_independence
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		effect_tooltip = {
			every_other_country = {
				limit = {
					OR = {
						tag = ENG USA FRA
					}
					exists = yes
					has_capitulated = no
				}
				add_timed_idea = {
					idea = SPR_equipment_shipments
					days = 730
				}
			}
		}
		custom_effect_tooltip = SPR_those_who_would_not_help_us_tt
		every_other_country = {
			limit = {
				OR = {
					tag = ENG USA FRA
				}
				exists = yes
				has_capitulated = no
			}
			country_event = {
				id = lar_spain.68
				hours = 6
				random_hours = 6
			}
		}
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_the_great_red_menace
Constructs: prerequisite, has_war, limit, has_government, add_opinion_modifier, completion_reward, is_subject, has_added_tension_amount
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_the_great_red_menace
	icon = GFX_focus_ger_great_red_menace
	prerequisite = {
		focus = GER_the_monarchy_compromise
	}
	available = {
		is_subject = no
		has_war = no
		SOV = {
			NOT = {
				has_government = democratic
			}
		}
		has_added_tension_amount = < 15
	}
	cancel_if_invalid = yes
	x = 0
	y = 2
	relative_position_id = GER_the_monarchy_compromise
	cost = 10
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		add_named_threat = {
			threat = 10
			name = GER_the_great_red_menace
		}
		SOV = {
			country_event = {
				id = wtt_germany.19
				days = 1
			}
		} {
			add_opinion_modifier = {
				target = GER
				modifier = embargo
			}
		}
		hidden_effect = {
			news_event = {
				id = wtt_news.21
				hours = 6
			}
		}
		every_other_country = {
			limit = {
				any_owned_state = {
					is_on_continent = europe
				}
				NOT = {
					tag = ENG FRA SWI ITA IRE TUR ALB POR GRE
					original_tag = SPR
					has_government = communism fascism
				}
			}
			country_event = {
				id = wtt_germany.24
			}
			add_timed_idea = {
				idea = GER_the_great_red_menace
				days = 1095
			}
			add_ai_strategy = {
				type = befriend
				id = GER
				value = 200
			} {
				type = befriend
				id = ENG
				value = -200
			}
		}
	}
}
### Entity: Game Data
Component: Garrison
Source: game
File: common/units/names_divisions/FIN_names_divisions.txt

Code:
FIN_GAR_01 = 
{
	name = "Garrison Divisions"

	for_countries = { FIN }

	can_use = { always = yes }

	division_types = { "infantry" }

	# Number reservation system will tie to another group.
	link_numbering_with = { FIN_INF_01 }

	fallback_name = "%d. Ryhmä"

	# Names with numbers (only one number per entry). 
	# It's okay to have gaps in numbering.
	ordered =
	{
		1 = { "Taipals. Komennuskunta" }
		4 = { "Taivalal. Komennuskunta" }
		5 = { "Äänl. Komennuskunta" }
		8 = { "Petsamon komennuskunta" }
		10 = { "%d. Ryhmä" }
		11 = { "%d. Ryhmä" }
		6 = { "Lahden Komennuskunta" }
		9 = { "Hanhik. Komennuskunta" }
		12 = { "Lemin Komennuskunta" }
		13 = { "Savitaip. Komennuskunta" }
		2 = { "Raudun Ryhmä" }
		3 = { "Lapin Ryhmä" }
		7 = { "Pohjois-Karjalan Ryhmä" }
		14 = { "Räsäsen Ryhmä" }
		15 = { "Lipolan Ryhmä" }
		17 = { "Muolaan Ryhmä" }
		18 = { "Uudenkirkon Ryhmä" }
		19 = { "%d. Ryhmä" }
		20 = { "%d. Ryhmä" }
		21 = { "%d. Ryhmä" }
		22 = { "%d. Ryhmä" }
		23 = { "%d. Ryhmä" }
		24 = { "%d. Ryhmä" }
		25 = { "%d. Ryhmä" }
		26 = { "%d. Ryhmä" }
		27 = { "%d. Ryhmä" }
		28 = { "%d. Ryhmä" }
		29 = { "%d. Ryhmä" }
		30 = { "%d. Ryhmä" }
		31 = { "%d. Ryhmä" }
		32 = { "%d. Ryhmä" }
		33 = { "%d. Ryhmä" }
		34 = { "%d. Ryhmä" }
		35 = { "%d. Ryhmä" }
		36 = { "%d. Ryhmä" }
		37 = { "%d. Ryhmä" }
		38 = { "%d. Ryhmä" }
		39 = { "%d. Ryhmä" }
		40 = { "%d. Ryhmä" }
		41 = { "%d. Ryhmä" }
		42 = { "%d. Ryhmä" }
		43 = { "%d. Ryhmä" }
		44 = { "%d. Ryhmä" }
		45 = { "%d. Ryhmä" }
		46 = { "%d. Ryhmä" }
		47 = { "%d. Ryhmä" }
		48 = { "%d. Ryhmä" }
		49 = { "%d. Ryhmä" }
		51 = { "%d. Ryhmä" }
		52 = { "%d. Ryhmä" }
		53 = { "%d. Ryhmä" }

		# FIN converted some of its groups or similar into divisions for the continuation war, but they fought as garrison units or therabouts for the winter war.  Thus, the INF and GAR lists are linked, with the idea that converting one of the starting "Ryhmä's" into a div will give it a sensible div number (although these groups have not been matched to their division numbers, and this approach may or may not be appropriate).
	}
}
### Entity: Character
Component: AST_arthur_allen
Constructs: has_dlc
Source: game
File: common/characters/AST.txt

Code:
AST_arthur_allen = {
	instance = {
		allowed = {
			has_dlc = Thunder at Our Gates
		}
		name = AST_arthur_allen
		portraits = {
			army = {
				large = GFX_portrait_AST_arthur_allen
				small = GFX_portrait_AST_arthur_allen_small
			}
		}
		corps_commander = {
			traits = {
				infantry_leader
			}
			skill = 2
			attack_skill = 2
			defense_skill = 3
			planning_skill = 1
			logistics_skill = 1
			legacy_id = -1
		}
		advisor = {
			slot = high_command
			idea_token = AST_arthur_allen
			ledger = army
			allowed = {
				original_tag = AST
			}
			traits = {
				army_infantry_1
			}
			cost = 50
			ai_will_do = {
				factor = 1
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Thunder at Our Gates
			}
		}
		name = AST_arthur_allen
		portraits = {
			army = {
				small = GFX_idea_AST_arthur_allen
			}
		}
		advisor = {
			slot = high_command
			idea_token = AST_arthur_allen
			ledger = army
			allowed = {
				original_tag = AST
			}
			traits = {
				army_infantry_3
			}
			cost = 200
			ai_will_do = {
				factor = 1.0
			}
		}
	}
}
### Entity: Military Industrial Organization
Component: PRU_sima_company_organization
Constructs: production_bonus
Source: game
File: common/military_industrial_organization/organizations/PRU_organization.txt

Code:
PRU_sima_company_organization = {
	name = PRU_sima_company
	include = generic_battle_line_ship_organization
	icon = GFX_idea_sima
	allowed = {
		tag = PRU
	}
	initial_trait = {
		name = generic_mio_initial_trait_battle_line_ship_builders
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
		production_bonus = {
			production_capacity_factor = 0.05
		}
	}
}
### Entity: Scripted Effect
Component: JAP_add_influential_imperial_faction
Constructs: limit, add_to_variable, check_variable, set_country_flag
Source: game
File: common/scripted_effects/JAP_scripted_effects.txt

Code:
JAP_add_influential_imperial_faction = {
	add_to_variable = {
		JAP_num_of_influential_imperial_factions = 1
	}
	if = {
		limit = {
			check_variable = {
				JAP_num_of_influential_imperial_factions = > 2
			}
		}
		hidden_effect = {
			set_country_flag = JAP_pending_imperial_influence_decision
		}
		country_event = {
			id = SEA_imperial_influence_events.1
			hours = 1
		}
		custom_effect_tooltip = generic_skip_one_line_tt
	}
}
### Entity: Character
Component: GER_peter_adolf_thiessen
Source: game
File: common/characters/GER.txt

Code:
GER_peter_adolf_thiessen = {
	name = GER_peter_adolf_thiessen
	portraits = {
		army = {
			large = GFX_portrait_GER_peter_adolf_thiessen
		}
	}
	scientist = {
		traits = {
			scientist_trait_nuclear_warfare_expert scientist_trait_brilliant_theorist
		}
		skills = {
			specialization_nuclear = 1
		}
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_reorganize_the_luftwaffe
Constructs: has_completed_focus, prerequisite, completion_reward, is_air_chief, add_command_power, add_doctrine_cost_reduction, add_to_variable
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_reorganize_the_luftwaffe
	icon = GFX_goal_generic_build_airforce
	prerequisite = {
		focus = GER_form_the_jagdwaffe
	}
	x = -2
	y = 1
	relative_position_id = GER_form_the_jagdwaffe
	cost = 10
	available = {
		GER_hermann_goring = {
			is_air_chief = no
		}
		NOT = {
			has_completed_focus = GER_ascension_of_goring
		}
	}
	search_filters = {
		FOCUS_FILTER_AIR_XP FOCUS_FILTER_MILITARY_CHARACTER
	}
	completion_reward = {
		add_command_power = 25
		air_experience = 25
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt available_chief_of_airforce
		add_doctrine_cost_reduction = {
			name = GER_reorganize_the_luftwaffe
			cost_reduction = 0.25
			uses = 2
			category = air_doctrine
		}
		GER_modify_airforce_modifier = yes
		add_to_variable = {
			GER_military_air_manpower_requirement_factor = -0.1
			tooltip = air_manpower_requirement_factor_tt
		}
		show_ideas_tooltip = GER_helmuth_wilberg
	}
}
### Entity: Idea
Component: BUL_fatherland_front_positive
Constructs: war_support_factor, has_government, removal_cost, communism_drift
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_fatherland_front_positive = {
	picture = bul_fatherland_front_positive
	allowed = {
		original_tag = BUL
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	modifier = {
		war_support_factor = 0.05
		communism_drift = 0.3
		drift_defence_factor = 0.15
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_research_cooperation
Constructs: prerequisite, add_ideas, completion_reward, add_tech_bonus, industrial_bonus
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_research_cooperation
	prerequisite = {
		focus = PRU_industrial_cooperation
	} {
		focus = PRU_celebration_of_the_andean_past
	}
	icon = GFX_goal_tfv_generic_tech_sharing
	x = 0
	y = 1
	relative_position_id = PRU_celebration_of_the_andean_past
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = industrial_bonus
			bonus = 0.5
			uses = 1
			category = construction_tech
		}
		add_ideas = BEL_benelux_research_cooperation
		BOL = {
			add_tech_bonus = {
				name = industrial_bonus
				bonus = 0.5
				uses = 1
				category = construction_tech
			}
			add_ideas = BEL_benelux_research_cooperation
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: cub_focus
Component: CUB_marta_abreu_university
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/Cuba.txt

Code:
focus = {
	id = CUB_marta_abreu_university
	icon = GFX_focus_research
	prerequisite = {
		focus = CUB_the_four_year_plan
	}
	x = 0
	y = 1
	relative_position_id = CUB_the_four_year_plan
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		num_of_factories = > 25
	}
	bypass = {
		amount_research_slots = > 5
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: Character
Component: QUE_guy_gauvreau
Source: game
File: common/characters/QUE.txt

Code:
QUE_guy_gauvreau = {
	name = QUE_guy_gauvreau
	portraits = {
		army = {
			small = GFX_idea_europe_generic_army_5
		}
	}
	advisor = {
		slot = high_command
		idea_token = QUE_guy_gauvreau
		ledger = army
		allowed = {
			original_tag = QUE
		}
		traits = {
			army_infantry_2
		}
		cost = 100
		ai_will_do = {
			factor = 3.0
		}
	}
}
### Entity: Scripted Trigger
Component: SOV_has_ship_merged_3_baltic
Constructs: has_country_flag
Source: game
File: common/scripted_triggers/SOV_scripted_triggers.txt

Code:
SOV_has_ship_merged_3_baltic = {
	OR = {
		has_country_flag = SOV_merge_ship_nevskoye_design_bureau_3_flag SOV_merge_ship_rubin_design_bureau_3_flag
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_american_support
Constructs: prerequisite, add_opinion_modifier, completion_reward, add_political_power
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_american_support
	icon = GFX_focus_generic_self_management
	prerequisite = {
		focus = HON_suggest_fascism
	}
	relative_position_id = HON_suggest_fascism
	x = 1
	y = 1
	cost = 5
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	ai_will_do = {
		factor = 15
	}
	completion_reward = {
		add_political_power = 25
		USA = {
			add_opinion_modifier = {
				target = HON
				modifier = HON_american_business
			}
		}
	}
}
### Entity: Order of Battle
Component: Attu Island Garrison
Constructs: division_template
Source: game
File: history/units/USA_1936.txt

Code:
division = {
	name = Attu Island Garrison
	location = 13067
	division_template = Garrison Brigade
	start_experience_factor = 0.1
	start_equipment_factor = 0.15
}
### Entity: Character
Component: KEN_acgs
Source: game
File: common/characters/KEN.txt

Code:
KEN_acgs = {
	advisor = {
		slot = air_chief
		idea_token = KEN_acgs
		allowed = {
			original_tag = KEN
		}
		traits = {
			air_chief_ground_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_3
		}
	}
}
### Entity: AI Strategy
Component: EAI_USA_help_allies_in_north_africa
Constructs: has_war_with, has_war_together_with
Source: game
File: common/ai_strategy/USA_EAI.txt

Code:
EAI_USA_help_allies_in_north_africa = {
	allowed = {
		tag = USA
	}
	enable = {
		has_war_together_with = ENG
		has_war_with = ITA
		NOT = {
			EAI_MILITARY_home_threatened_TRIGGER = yes
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = strategic_air_importance
		id = 128
		value = 25000
	} {
		type = strategic_air_importance
		id = 225
		value = 25000
	} {
		type = area_priority
		id = north_africa
		value = 200
	}
}
### Entity: Idea
Component: CHI_defensive_posture
Constructs: removal_cost
Source: game
File: common/ideas/china_warlord.txt

Code:
CHI_defensive_posture = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = YUG_federal_defense_council
	removal_cost = -1
	modifier = {
		army_core_defence_factor = 0.1
	}
}
### Entity: Scripted Trigger
Component: is_democratic_seller_trigger
Constructs: has_government, is_democratic_seller_trigger
Source: game
File: common/scripted_triggers/00_scripted_triggers.txt

Code:
is_democratic_seller_trigger = {
	custom_trigger_tooltip = {
		tooltip = Democratic Countries
		FROM = {
			has_government = democratic
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_integrate_smirnovs_bloc
Constructs: prerequisite, limit, completion_reward, add_political_power, has_global_flag, has_character_flag, clr_character_flag, set_character_flag
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_integrate_smirnovs_bloc
	icon = GFX_focus_YUG_pan_slavic_congress
	prerequisite = {
		focus = SOV_the_left_opposition
	}
	x = 0
	y = 2
	relative_position_id = SOV_the_left_opposition
	cost = 10
	available = {
		SOV_soviet_civil_war_not_started = yes
		SOV_has_selected_hq = yes
	}
	bypass = {
		OR = {
			has_global_flag = SOV_soviet_civil_war_over SOV_soviet_civil_war
			SOV_ivan_smirnov = {
				has_character_flag = SOV_character_purged_flag
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_SOV_POLITICAL_PARANOIA
	}
	completion_reward = {
		SOV_paranoia_medium_increase_effect = yes
		add_political_power = 50
		custom_effect_tooltip = SOV_integrate_smirnovs_bloc_tt
		hidden_effect = {
			SOV_ivan_smirnov = {
				clr_character_flag = SOV_imprisoned_flag
				set_character_flag = SOV_exiled_flag
				set_portraits = {
					army = {
						small = GFX_idea_SOV_ivan_smirnov
					}
				}
			}
			SOV_ivar_smilga = {
				clr_character_flag = SOV_imprisoned_flag
				set_character_flag = SOV_exiled_flag
				set_portraits = {
					army = {
						small = GFX_idea_SOV_ivar_smilga
					}
				}
			}
			SOV_aleksandr_shlyapnikov = {
				clr_character_flag = SOV_imprisoned_flag
				set_character_flag = SOV_exiled_flag
				set_portraits = {
					army = {
						small = GFX_idea_SOV_aleksandr_shlyapnikov
					}
				}
			}
			add_to_variable = {
				SOV_left_opposition_army_support = 0.05
			} {
				SOV_left_opposition_navy_support = 0.05
			} {
				SOV_left_opposition_air_support = 0.05
			}
			random_owned_state = {
				limit = {
					OR = {
						state = 399 398 400 406 402 407
					}
				}
				set_state_flag = SOV_opposition_partisans_flag
			} {
				limit = {
					OR = {
						state = 399 398 400 406 402 407
					}
				}
				set_state_flag = SOV_opposition_partisans_flag
			}
		}
	}
}