Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: prc_focus
Component: PRC_dare_to_struggle
Constructs: prerequisite, limit, completion_reward, is_subject, is_core_of, cancel_if_invalid, every_other_country, is_literally_china_tooltip
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_dare_to_struggle
	icon = GFX_focus_PRC_dare_to_struggle
	prerequisite = {
		focus = PRC_taiwan PRC_subjugate_korea PRC_reclaim_tibet
	}
	x = 1
	y = 1
	relative_position_id = PRC_taiwan
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
		any_other_country = {
			NOT = {
				original_tag = TIB KOR MON TAN SOV
			}
			any_controlled_state = {
				is_core_of = ROOT
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		every_other_country = {
			limit = {
				is_literally_china_tooltip = no
				any_controlled_state = {
					is_core_of = ROOT
					NOT = {
						is_core_of = PREV
					}
				}
				NOT = {
					any_enemy_country = {
						is_literally_china_tooltip = yes
					}
					original_tag = TIB KOR MON TAN SOV
				}
			}
			display_individual_scopes = yes
			country_event = {
				id = SEA_PRC_misc_events.18
				days = 3
			}
		}
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_proactive_defense
Constructs: prerequisite, limit, has_government, add_war_support, completion_reward, has_war_support, add_command_power, every_military_industrial_organization
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_proactive_defense
	icon = GFX_focus_generic_attack_nordic_territory
	prerequisite = {
		focus = NOR_prepare_for_war NOR_join_the_allies NOR_reawaken_the_permanent_revolution
	}
	x = 0
	y = 1
	relative_position_id = NOR_prepare_for_war
	cost = 10
	available = {
		has_war_support = > 0.75
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_ARMY_XP FOCUS_FILTER_NAVY_XP FOCUS_FILTER_AIR_XP
	}
	completion_reward = {
		add_war_support = 0.15
		add_command_power = 50
		army_experience = 30
		navy_experience = 30
		air_experience = 30
		every_military_industrial_organization = {
			limit = {
				is_mio_available = yes
			}
			tooltip = every_mio_tt
			add_mio_funds = 800
		}
		if = {
			limit = {
				has_government = democratic
				is_in_faction = no
				NORDIC_alliance_created_already = no
			}
			IF = {
				limit = {
					has_dlc = No Compromise, No Surrender
				}
				set_rule = {
					can_create_factions = yes
				}
				create_faction_from_template = faction_template_NORDIC_alliance_democratic
				add_faction_initiative = 1
				add_to_faction = FROM
			}
			ELSE = {
				set_rule = {
					can_create_factions = yes
				}
				create_faction = NORDIC_alliance_democratic
				add_to_faction = FROM
			}
			complete_national_focus = NORDIC_form_joint_alliance
		}
	}
}
### Entity: Character
Component: AOI_vincenzo_de_feo
Source: game
File: common/characters/AOI.txt

Code:
AOI_vincenzo_de_feo = {
	name = AOI_vincenzo_de_feo
	portraits = {
		army = {
			large = GFX_Portrait_Italy_Generic_navy_3
			small = GFX_idea_ITA_generic_navy_3
		}
	}
	navy_leader = {
		traits = {
			spotter
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		maneuvering_skill = 1
		coordination_skill = 1
		legacy_id = -1
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_increase_commercialism
Constructs: prerequisite, has_war_with, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_increase_commercialism
	icon = GFX_goal_generic_positive_trade_relations
	prerequisite = {
		focus = LIT_long_term_investments
	}
	x = -1
	y = 1
	relative_position_id = LIT_long_term_investments
	cost = 5
	ai_will_do = {
		factor = 5
	}
	available = {
		any_neighbor_country = {
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = LIT_fledgling_trade
			add_idea = LIT_expanded_trade
		}
	}
}
### Entity: Character
Component: PRC_double_agent
Source: game
File: common/country_leader/00_traits.txt

Code:
PRC_double_agent = {
	random = no
	sprite = 13
	boost_ideology_mission_factor = 0.1
	root_out_resistance_effectiveness_factor = 0.05
}
### Entity: Idea
Component: KMT_chiangist_dissidence
Constructs: stability_factor, war_support_factor, has_government, army_attack_factor, removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_chiangist_dissidence = {
	removal_cost = -1
	picture = chi_warlord_integration3
	allowed = {
		always = no
	}
	cancel = {
		has_government = neutrality
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		army_org_factor = -0.1
		army_attack_factor = -0.05
		army_morale_factor = -0.1
		political_power_factor = -0.1
		stability_factor = -0.25
		war_support_factor = -0.1
		experience_gain_army_factor = -0.4
	}
}
### Entity: Idea
Component: idea_GUAY_military_contracts
Constructs: removal_cost
Source: game
File: common/ideas/paraguay_uruguay_shared_ideas.txt

Code:
idea_GUAY_military_contracts = {
	allowed = {
		OR = {
			original_tag = URG PAR
		}
	}
	picture = generic_license_production
	removal_cost = -1
	modifier = {
		license_purchase_cost = -0.5
	}
}
### Entity: Military Industrial Organization
Component: VEN_light_tank_designer_organization
Constructs: equipment_bonus, maximum_speed
Source: game
File: common/military_industrial_organization/organizations/VEN_organization.txt

Code:
VEN_light_tank_designer_organization = {
	name = VEN_light_tank_designer
	include = generic_infantry_tank_organization
	icon = GFX_idea_generic_motorized_equipment_manufacturer_2
	allowed = {
		original_tag = VEN
	}
	initial_trait = {
		name = generic_mio_initial_trait_infantry_tanks_designer
		limit_to_equipment_type = {
			armor
		}
		equipment_bonus = {
			armor_value = 0.05
			maximum_speed = -0.05
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_MILITARY_strength_TRIGGER
Constructs: limit, has_war_with, clear_temp_array, add_to_temp_array
Source: game
File: common/scripted_triggers/EAI_MILITARY_strategy_triggers.txt

Code:
EAI_MILITARY_strength_TRIGGER = {
	clear_temp_array = target_countries
	all_of_scopes = {
		array = _states_
		if = {
			limit = {
				CONTROLLER = {
					has_war_with = var:_leader_id
				}
			}
			CONTROLLER = {
				add_to_temp_array = {
					target_countries = THIS.id
				}
			}
		}
	}
	alliance_naval_strength_ratio = > 1.0
	any_of_scopes = {
		array = target_countries
		enemies_naval_strength_ratio = > 2
	}
}
### Entity: Idea
Component: bra_federal_universities_idea_2
Constructs: research_speed_factor, removal_cost
Source: game
File: common/ideas/r56_brazil.txt

Code:
bra_federal_universities_idea_2 = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_research_bonus
	modifier = {
		research_speed_factor = 0.02
	}
}
### Entity: Scripted Effect
Component: den_calculate_lower
Constructs: has_completed_focus, limit, has_country_flag, check_variable, set_variable, set_country_flag, clear_variable
Source: game
File: common/scripted_effects/r56_danish_scripted_effects.txt

Code:
den_calculate_lower = {
	if = {
		limit = {
			check_variable = {
				den_lower_influence = > 0
			}
		}
		set_variable = {
			den_lower_manpower = den_lower_loyalty
		}
		multiply_variable = {
			den_lower_manpower = 6
		} {
			den_lower_manpower = 0.01
		} {
			den_lower_manpower = 0.05
		}
		round_variable = den_lower_manpower
		subtract_from_variable = {
			den_lower_manpower = 0.15
		}
	} {
		limit = {
			check_variable = {
				den_lower_influence = > 35
			}
		}
		set_variable = {
			den_lower_output = den_lower_loyalty
		}
		multiply_variable = {
			den_lower_output = 8
		} {
			den_lower_output = 0.01
		} {
			den_lower_output = 0.05
		}
		round_variable = den_lower_output
		subtract_from_variable = {
			den_lower_output = 0.2
		}
	} {
		limit = {
			check_variable = {
				den_lower_influence = > 64
			}
		}
		set_variable = {
			den_lower_pp = den_lower_loyalty
		}
		multiply_variable = {
			den_lower_pp = 20
		} {
			den_lower_pp = 0.01
		} {
			den_lower_pp = 0.01
		}
		round_variable = den_lower_pp
		subtract_from_variable = {
			den_lower_pp = 0.1
		}
	} {
		limit = {
			OR = {
				has_completed_focus = DEN_Social_Democratic_Majority DEN_Conservative_Majority
			}
			check_variable = {
				den_lower_influence = > 95
			} {
				den_upper_influence = < 80
			}
			NOT = {
				has_country_flag = den_lower_class_uprising
			}
		}
		set_country_flag = den_lower_class_uprising
		country_event = {
			id = denmark.40
			days = 5
		}
	}
	else = {
		set_variable = {
			den_lower_manpower = 0
		}
	} {
		clear_variable = den_lower_output
	} {
		clear_variable = den_lower_pp
	}
}
### Entity: AI Strategy
Component: GER_naval_mine_sweeper
Constructs: has_war, has_tech, any_of
Source: game
File: common/ai_equipment/GER_naval.txt

Code:
GER_naval_mine_sweeper = {
	category = naval
	blocked_for = {

	}
	available_for = {
		GER
	}
	roles = {
		naval_mine_sweeper
	}
	priority = {
		factor = 2
		modifier = {
			factor = 5
			has_war = yes
		}
	}
	mine_sweeper_light_early = {
		priority = {
			factor = 10
			modifier = {
				factor = 1
			}
		}
		role_icon_index = 5
		enable = {
			has_tech = basic_naval_mines
		}
		history = yes
		target_variant = {
			match_value = 1000.0
			type = ship_hull_light
			modules = {
				rear_1_custom_slot = ship_mine_sweeper_1
				fixed_ship_battery_slot = ship_light_battery_1
				fixed_ship_engine_slot = light_ship_engine_1
				fixed_ship_torpedo_slot = empty
				fixed_ship_fire_control_system_slot = empty
				fixed_ship_radar_slot = empty
			}
		}
		requirements = {
			module = ship_mine_sweeper_1
		}
		allowed_modules = {
			ship_anti_air ship_mine_warfare ship_light_battery ship_depth_charge ship_fire_control_system light_ship_engine ship_radar ship_sonar
		}
	}
	mine_sweeper_light_late = {
		priority = {
			factor = 100
			modifier = {
				factor = 1
			}
		}
		role_icon_index = 5
		enable = {
			has_tech = basic_dp_light_battery
		}
		history = yes
		target_variant = {
			match_value = 1000.0
			type = ship_hull_light
			modules = {
				rear_1_custom_slot = ship_mine_sweeper_1
				mid_1_custom_slot = ship_mine_sweeper_1
				fixed_ship_battery_slot = {
					any_of = {
						dp_light_battery_1 ship_light_battery_1
					}
					upgrade = > current
				}
				fixed_ship_engine_slot = light_ship_engine_1
				fixed_ship_torpedo_slot = empty
				fixed_ship_anti_air_slot = ship_anti_air
			}
		}
		requirements = {
			module = ship_mine_sweeper_1
		}
		allowed_modules = {
			ship_mine_sweeper_1 ship_mine_warfare ship_anti_air ship_light_battery ship_depth_charge ship_fire_control_system light_ship_engine ship_radar ship_sonar
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_torpedo_sub_MODULE_FOCUS
Constructs: check_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_navy_triggers.txt

Code:
EAI_torpedo_sub_MODULE_FOCUS = {
	OR = {
		check_variable = {
			EAI_FOCUS/NAVY/submarine = global.EAI_ON
		}
	}
}
### Entity: Event
Component: palestine.18
Constructs: is_triggered_only
Source: game
File: events/Palestine.txt

Code:
country_event = {
	id = palestine.18
	picture = GFX_report_event_saf_soldiers_2
	title = mandate_palestine.110.t
	desc = palestine.18.d
	is_triggered_only = yes
	option = {
		name = mandate_palestine.110.a
		transfer_state = 553
		custom_effect_tooltip = MPL_french_response
	}
}
### Entity: Event
Component: GOE_RAJ_generals.3
Constructs: is_triggered_only
Source: game
File: events/GOE_Raj.txt

Code:
country_event = {
	id = GOE_RAJ_generals.3
	picture = GFX_report_event_generic_read_write
	title = GOE_RAJ_generals.3.t
	desc = GOE_RAJ_generals.3.desc
	is_triggered_only = yes
	option = {
		name = GOE_RAJ_generals.3.a
	}
}
### Entity: Idea
Component: BUL_fatherland_front_negative
Constructs: has_government, has_country_flag, removal_cost, communism_drift
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_fatherland_front_negative = {
	picture = bul_fatherland_front_negative
	name = BUL_fatherland_front_positive
	allowed = {
		original_tag = BUL
	}
	allowed_civil_war = {
		NOT = {
			has_government = communism
		}
	}
	removal_cost = -1
	cancel = {
		OR = {
			has_country_flag = BUL_ff_destroyed_flag BUL_ff_civil_war_flag
		}
	}
	modifier = {
		stability_weekly = -0.003
		political_power_factor = -0.25
		communism_drift = 0.2
	}
}
### Entity: Event
Component: news.117
Constructs: has_government, owns_state, has_war_with, is_ally_with, is_owned_by, is_subject_of, has_global_flag, set_global_flag
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.117
	title = news.117.t
	desc = news.117.d
	picture = GFX_news_event_038
	major = yes
	trigger = {
		1021 = {
			controller = {
				OR = {
					original_tag = JAP
					is_ally_with = JAP
				}
			}
		}
		OR = {
			1021 = {
				is_owned_by = ENG
			}
			MAL = {
				is_subject_of = ENG
				owns_state = 1021
			}
		}
		JAP = {
			has_war_with = ENG
		}
		NOT = {
			has_global_flag = fall_of_singapore
		}
	}
	immediate = {
		set_global_flag = fall_of_singapore
	}
	mean_time_to_happen = {
		days = 2
	}
	option = {
		name = news.145.a
		trigger = {
			NOT = {
				TAG = JAP ENG MAL
			}
		}
	} {
		name = news.117.b
		trigger = {
			TAG = JAP
			NOT = {
				has_government = communism
			}
		}
	} {
		name = SEA_japan_news_events.03.a
		trigger = {
			TAG = JAP
			has_government = communism
		}
	} {
		name = news.100.c
		trigger = {
			OR = {
				TAG = ENG MAL
			}
		}
	}
}
### Entity: Shared Focus
Component: GUAY_workers_rights
Constructs: shared_focus, prerequisite, add_stability, completion_reward
Source: game
File: common/national_focus/paraguay_uruguay_shared_branch.txt

Code:
shared_focus = {
	id = GUAY_workers_rights
	icon = GFX_focus_SWE_state_paid_vacation
	x = 0
	y = 1
	relative_position_id = GUAY_land_reforms
	prerequisite = {
		focus = GUAY_land_reforms
	}
	cost = 10
	ai_will_do = {
		factor = 30
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_stability = 0.12
	}
}
### Entity: Event
Component: r56.ger.15
Constructs: is_triggered_only, ai_chance, limit, owns_state, add_opinion_modifier, has_cosmetic_tag, set_global_flag, is_historical_focus_on
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = r56.ger.15
	title = r56.ger.15.t
	desc = r56.ger.15.d
	picture = GFX_report_event_german_politician_speech
	is_triggered_only = yes
	option = {
		name = r56.ger.15.a
		trigger = {
			OR = {
				country_exists = HUN
				AND = {
					country_exists = AUS
					has_cosmetic_tag = HUN_EMPIRE
				}
			}
		}
		ai_chance = {
			base = 80
		}
		if = {
			limit = {
				country_exists = HUN
			}
			HUN = {
				country_event = {
					id = germany.51
				}
			}
		} {
			limit = {
				AUS = {
					has_cosmetic_tag = HUN_EMPIRE
				}
				NOT = {
					country_exists = HUN
				}
			}
			AUS = {
				country_event = {
					id = germany.51
				}
			}
		}
		add_opinion_modifier = {
			target = GER
			modifier = GER_first_vienna_award_GER
		}
		hidden_effect = {
			set_global_flag = GER_first_vienna_award
		}
	} {
		name = r56.ger.15.b
		trigger = {
			GER = {
				owns_state = 664 996
			}
		}
		ai_chance = {
			base = 20
			modifier = {
				factor = 0
				is_historical_focus_on = yes
				HUN = {
					exists = yes
				}
			}
		}
	} {
		name = r56.ger.15.c
		trigger = {
			SLO = {
				owns_state = 664
				is_puppet_of = GER
			}
		}
		ai_chance = {
			base = 20
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_give_asylum_to_the_jews
Constructs: prerequisite, add_ideas, completion_reward, add_popularity
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_give_asylum_to_the_jews
	prerequisite = {
		focus = PRU_give_rights_to_indigenous_people
	}
	icon = GFX_goal_star_of_david
	x = 3
	y = 3
	relative_position_id = PRU_mediate_between_the_parties
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		add_ideas = KMT_national_institute_ns
	}
}
### Entity: Idea
Component: AST_R56_the_economic_state_idea_3
Constructs: industrial_capacity_factory, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/r56_australia.txt

Code:
AST_R56_the_economic_state_idea_3 = {
	name = AST_R56_the_economic_state_idea
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_production_bonus
	modifier = {
		consumer_goods_factor = -0.08
		production_speed_buildings_factor = 0.1
		industrial_capacity_factory = 0.05
		industrial_capacity_dockyard = 0.05
		global_building_slots_factor = 0.1
	}
}
### Entity: Order of Battle
Component: 3ème Division d'Infanterie
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/EFR_armistice_army.txt

Code:
division = {
	name = 3ème Division d'Infanterie
	location = 3594
	division_template = Division d'Infanterie
	force_equipment_variants = {
		infantry_equipment_1 = {
			owner = FRA
		}
	}
	start_experience_factor = 0.3
	start_equipment_factor = 0.8
}
### Entity: Event
Component: INS_revolution_events.19
Constructs: is_triggered_only, ai_chance, is_ai, is_historical_focus_on
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_revolution_events.19
	title = INS_revolution_events.19.t
	desc = INS_revolution_events.19.desc
	picture = GFX_report_event_INS_recognition_of_sovereignty
	is_triggered_only = yes
	option = {
		ai_chance = {
			base = 10
			modifier = {
				factor = 3
				INS = {
					is_ai = no
				}
			} {
				factor = 10
				is_historical_focus_on = yes
			}
		}
		name = INS_revolution_events.19.a
		custom_effect_tooltip = INS_end_to_bloodshed_tt
		INS = {
			country_event = {
				id = INS_revolution_events.20
				hours = 6
			}
		}
	} {
		ai_chance = {
			base = 1
		}
		name = INS_revolution_events.19.b
		INS = {
			country_event = {
				id = INS_revolution_events.21
				hours = 6
			}
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_black_sea_grain_exports
Constructs: prerequisite, completion_reward, has_full_control_of_state, add_building_construction, add_offsite_building
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_black_sea_grain_exports
	icon = GFX_goal_navy_funding
	prerequisite = {
		focus = TUR_the_industrialization_of_central_anatolia
	}
	x = -2
	y = 1
	relative_position_id = TUR_the_industrialization_of_central_anatolia
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		has_full_control_of_state = 355 354
	}
	completion_reward = {
		355 = {
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		add_offsite_building = {
			type = industrial_complex
			level = 2
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: capital_investment_model
Constructs: stability_factor, removal_cost, cancel_if_invalid
Source: game
File: common/ideas/_economic.txt

Code:
capital_investment_model = {
	name = capital_investment_model
	picture = RAJ_trickle_down_economy
	allowed = {
		always = no
	}
	removal_cost = -1
	modifier = {
		consumer_goods_expected_value = 0.15
		production_speed_industrial_complex_factor = 0.15
		conversion_cost_civ_to_mil_factor = -0.4
		production_speed_infrastructure_factor = 0.15
		production_speed_arms_factory_factor = -0.15
		trade_opinion_factor = 0.75
		stability_factor = -0.15
		political_power_factor = -0.1
		factory_energy_consumption = 0.35
	}
	cancel_if_invalid = no
	ai_will_do = {
		factor = 0
	}
}
### Entity: Event
Component: EYE_swiss.9
Constructs: is_triggered_only
Source: game
File: events/SWI_events.txt

Code:
country_event = {
	id = EYE_swiss.9
	title = EYE_swiss.9.t
	desc = EYE_swiss.9.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = EYE_swiss.9.a
		transfer_state = 848
	}
}
### Entity: Trigger Reference
Construct: all_subject_countries
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## all_subject_countries

* Supported Scopes: COUNTRY
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
check if all subject countries meet the trigger. tooltip=key can be defined to override title
```
### Entity: Event
Component: strikes_event.8
Constructs: is_triggered_only, add_war_support, add_stability, clr_country_flag
Source: game
File: events/stability_events.txt

Code:
country_event = {
	id = strikes_event.8
	title = strikes_event.8.t
	desc = strikes_event.8.desc
	picture = GFX_report_event_ger_civil_war
	is_triggered_only = yes
	option = {
		name = strikes_event.8.a
		add_stability = -0.1
		add_war_support = -0.1
		clr_country_flag = crisis_solution_in_progress
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_support_global_falangism
Constructs: prerequisite, add_ideas, add_war_support, completion_reward, has_country_leader_ideology
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_support_global_falangism
	icon = GFX_focus_POL_support_global_falangism
	prerequisite = {
		focus = POL_reassert_silesian_claims
	}
	relative_position_id = POL_reassert_silesian_claims
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2.5
	}
	available = {
		has_country_leader_ideology = falangism
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_ideas = POL_balachowicz_brigades
		add_war_support = 0.1
		custom_effect_tooltip = POL_can_boost_in_benelux_tt POL_can_boost_in_latin_america_tt
	}
}
### Entity: Character
Component: GER_arno_von_lenski
Constructs: has_completed_focus
Source: game
File: common/characters/GER.txt

Code:
GER_arno_von_lenski = {
	name = GER_arno_von_lenski
	portraits = {
		army = {
			large = GFX_portrait_GER_arno_von_lenski
			small = GFX_portrait_GER_arno_von_lenski_small
		}
	}
	corps_commander = {
		traits = {
			politically_connected armor_officer cavalry_leader
		}
		skill = 3
		attack_skill = 4
		defense_skill = 1
		planning_skill = 3
		logistics_skill = 2
		visible = {
			has_completed_focus = GER_reorganize_nationale_volksarmee
		}
	}
}
### Entity: Character
Component: IRE_sean_lemass
Source: game
File: common/characters/IRE.txt

Code:
IRE_sean_lemass = {
	advisor = {
		slot = political_advisor
		idea_token = IRE_sean_lemass
		allowed = {
			original_tag = IRE
		}
		traits = {
			captain_of_industry
		}
	}
	name = Seán Lemass
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_5
		}
	}
}
### Entity: Idea
Component: POL_Japanese_Guarantee
Constructs: removal_cost
Source: game
File: common/ideas/r56_poland.txt

Code:
POL_Japanese_Guarantee = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	picture = warrior_traditions_idea
	modifier = {

	}
}
### Entity: Scripted Effect
Component: ITA_bop_low_increase_communism_side_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_bop_low_increase_communism_side_effect = {
	add_power_balance_value = {
		id = ITA_power_balance
		value = -0.1
		tooltip_side = ITA_communism_side
	}
}