Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: wuw_GER_legions.5
Constructs: limit, has_war_with, fire_only_once, is_subject, has_global_flag, every_state, is_controlled_by, is_subject_of
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_legions.5
	title = wuw_GER_legions.5.t
	desc = wuw_GER_legions.5.desc
	picture = GFX_report_event_soviet_soldiers
	fire_only_once = yes
	trigger = {
		original_tag = SOV
		is_subject = no
		has_global_flag = lokot_autonomy_has_been_established_flag
		NOT = {
			has_global_flag = lokot_autonomy_has_been_crushed_flag
		}
		AND = {
			224 = {
				is_controlled_by_ROOT_or_subject = yes
			}
			220 = {
				is_controlled_by_ROOT_or_subject = yes
			}
			222 = {
				is_controlled_by_ROOT_or_subject = yes
			}
		}
		has_war_with = GER
	}
	mean_time_to_happen = {
		days = 7
	}
	option = {
		name = wuw_GER_legions.5.a
		GER = {
			country_event = {
				id = wuw_GER_legions.6
				hours = 12
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		effect_tooltip = {
			every_state = {
				limit = {
					OR = {
						is_controlled_by = GER
						any_country = {
							is_subject_of = GER
							controls_state = PREV
						}
					} {
						state = 224 220 222
					}
				}
				remove_dynamic_modifier = {
					modifier = GER_lokot_autonomy_modifier
					scope = GER
				}
			}
		}
		set_global_flag = lokot_autonomy_has_been_crushed_flag
	}
}
### Entity: Character
Component: HUN_leo_szilard
Constructs: has_completed_focus
Source: game
File: common/characters/HUN.txt

Code:
HUN_leo_szilard = {
	name = HUN_leo_szilard
	portraits = {
		army = {
			large = GFX_portrait_HUN_leo_szilard
		}
	}
	scientist = {
		traits = {
			scientist_trait_nuclear_power_expert
		}
		skills = {
			specialization_nuclear = 2
		}
		visible = {
			owner = {
				OR = {
					has_completed_focus = wuw_HUN_guarantee_religious_liberties wuw_HUN_reverse_the_brain_drain
				}
			}
		}
	}
}
### Entity: Modding Documentation
Construct: Exile
Source: vanilla_docs
File: common/on_actions/_documentation.md

Doc:
### Governments In Exile
- `on_government_exiled`
- `on_host_changed_from_capitulation`
- `on_exile_government_reinstated`
### Entity: Decision
Component: PAL_fatwas
Constructs: add_ideas, remove_ideas, add_war_support, has_country_flag, add_stability, fire_only_once, complete_effect, set_country_flag
Source: game
File: common/decisions/PAL.txt

Code:
PAL_fatwas = {
	PAL_martyrdom = {
		icon = generic_military
		allowed = {
			original_tag = PAL
		}
		available = {
			NOT = {
				has_country_flag = PAL_doing_fatwa
			}
		}
		visible = {

		}
		cost = 50
		days_remove = 10
		days_re_enable = 20
		fire_only_once = no
		ai_will_do = {
			factor = 0
		}
		complete_effect = {
			set_country_flag = PAL_doing_fatwa
		}
		remove_effect = {
			clr_country_flag = PAL_doing_fatwa
			add_manpower = 7500
			add_war_support = 0.05
		}
	}
	PAL_work = {
		icon = generic_merge_plant_materiel
		allowed = {
			original_tag = PAL
		}
		available = {
			NOT = {
				has_country_flag = PAL_doing_fatwa
			}
		}
		visible = {

		}
		cost = 50
		days_remove = 75
		days_re_enable = 25
		fire_only_once = no
		ai_will_do = {
			factor = 0
		}
		complete_effect = {
			set_country_flag = PAL_doing_fatwa
			add_ideas = PAL_work_fatwa
		}
		remove_effect = {
			clr_country_flag = PAL_doing_fatwa
			remove_ideas = PAL_work_fatwa
		}
	}
	PAL_zakat = {
		icon = SWI_support_humanitarian_efforts
		allowed = {
			original_tag = PAL
		}
		available = {
			NOT = {
				has_country_flag = PAL_doing_fatwa
			}
		}
		visible = {

		}
		cost = 75
		days_remove = 50
		days_re_enable = 25
		fire_only_once = no
		ai_will_do = {
			factor = 0
		}
		complete_effect = {
			add_stability = 0.1
			add_ideas = PAL_zakat_fatwa
			set_country_flag = PAL_doing_fatwa
		}
		remove_effect = {
			clr_country_flag = PAL_doing_fatwa
			remove_ideas = PAL_zakat_fatwa
		}
	}
	PAL_knowledge = {
		icon = generic_research
		allowed = {
			original_tag = PAL
		}
		available = {
			NOT = {
				has_country_flag = PAL_doing_fatwa
			}
		}
		visible = {

		}
		cost = 50
		days_remove = 50
		days_re_enable = 30
		fire_only_once = no
		ai_will_do = {
			factor = 0
		}
		complete_effect = {
			add_ideas = PAL_knowledge_fatwa
			set_country_flag = PAL_doing_fatwa
		}
		remove_effect = {
			clr_country_flag = PAL_doing_fatwa
			remove_ideas = PAL_knowledge_fatwa
		}
	}
	PAL_resistance = {
		icon = generic_nationalism
		allowed = {
			original_tag = PAL
		}
		available = {
			NOT = {
				has_country_flag = PAL_doing_fatwa
			}
		}
		visible = {

		}
		cost = 100
		days_remove = 40
		days_re_enable = 35
		fire_only_once = no
		ai_will_do = {
			factor = 0
		}
		complete_effect = {
			add_ideas = PAL_resistance_fatwa
			set_country_flag = PAL_doing_fatwa
		}
		remove_effect = {
			clr_
# ... (truncated)
### Entity: National Focus
Tree: pol_focus
Component: POL_complete_the_bermontian_mission
Constructs: prerequisite, has_government, completion_reward, is_subject, is_in_faction_with, create_wargoal, unlock_decision_category_tooltip
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_complete_the_bermontian_mission
	icon = GFX_focus_ger_reichskommisariats
	prerequisite = {
		focus = POL_demand_pomerania POL_assert_eastern_claims_pavel
	}
	relative_position_id = POL_demand_LIT_pavel
	x = 0
	y = 4
	cost = 10
	ai_will_do = {
		factor = 2.5
	}
	available_if_capitulated = yes yes
	available = {
		is_subject = no
		has_government = fascism
		SOU = {
			NOT = {
				has_government = neutrality fascism
			} {
				is_in_faction_with = ROOT
			}
			exists = yes
			is_subject = no
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		create_wargoal = {
			type = topple_government
			target = SOU
		}
		unlock_decision_category_tooltip = POL_cossack_republic_decisions
	}
}
### Entity: Character
Component: GER_walter_warlimont
Source: game
File: common/characters/RKI.txt

Code:
GER_walter_warlimont = {
	name = GER_walter_warlimont
	portraits = {
		civilian = {
			large = GFX_portrait_GER_walter_warlimont
			small = GFX_portrait_GER_walter_warlimont_small
		}
	}
	country_leader = {
		ideology = nazism
		traits = {
			GER_reichskommissar_trait
		}
		expire = 1987.1.1.1
		id = -1
	}
}
### Entity: Scripted Effect
Component: ETH_BOP_decentralization_large_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/ETH_scripted_effects.txt

Code:
ETH_BOP_decentralization_large_effect = {
	add_power_balance_value = {
		id = ETH_centralization_balance
		value = -0.1
	}
}
### Entity: Modifier Reference
Component: PRC_central_committee
Source: game
File: common/dynamic_modifiers/SEA_dynamic_modifiers.txt

Code:
PRC_central_committee = {
	icon = GFX_idea_PRC_the_central_committee
	enable = {
		always = yes
	}
	justify_war_goal_time = PRC_central_committee_justify_war_goal_time
	political_power_factor = PRC_central_committee_political_power_factor
	faction_influence_war_score_factor = PRC_central_committee_faction_influence_war_score_factor
	faction_influence_contribution_factor = PRC_central_committee_faction_influence_contribution_factor
	party_popularity_stability_factor = PRC_central_committee_party_popularity_stability_factor
	subjects_autonomy_gain = PRC_central_committee_subjects_autonomy_gain
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_purchase_allied_weaponry_old
Constructs: add_equipment_to_stockpile, prerequisite, limit, has_war_with, completion_reward
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_purchase_allied_weaponry_old
	text = SOV_purchase_allied_weaponry
	icon = GFX_allies
	prerequisite = {
		focus = SOV_motherland_defense
	}
	x = 0
	y = 1
	relative_position_id = SOV_motherland_defense
	cost = 10
	ai_will_do = {
		factor = 4
		modifier = {
			factor = 0
			NOT = {
				has_war_with = GER
			}
		}
	}
	available = {
		surrender_progress = > 0.2
		OR = {
			USA = {
				exists = yes
				NOT = {
					has_war_with = ROOT
				}
			}
			ENG = {
				exists = yes
				NOT = {
					has_war_with = ROOT
				}
			}
		}
	}
	completion_reward = {
		if = {
			limit = {
				ENG = {
					exists = yes
					NOT = {
						has_war_with = SOV
					}
				}
			}
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = 5000
				producer = ENG
			} {
				type = artillery_equipment
				amount = 1000
				producer = ENG
			} {
				type = light_tank_chassis
				amount = 100
				producer = ENG
			}
		} {
			limit = {
				USA = {
					exists = yes
					NOT = {
						has_war_with = SOV
					}
				}
			}
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = 10000
				producer = USA
			} {
				type = artillery_equipment
				amount = 200
				producer = USA
			} {
				type = light_tank_chassis
				amount = 250
				producer = USA
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_EQUIPMENT
	}
}
### Entity: Technology
Component: rangers_tech
Constructs: allow_branch, has_dlc, enable_subunits, has_template_containing_unit, load_oob, unlock_rangers, research_cost
Source: game
File: common/technologies/infantry.txt

Code:
technology = {
	allow_branch = {
		has_dlc = No Compromise, No Surrender
	}
	enable_subunits = {
		ranger_battalion
	}
	on_research_complete_limit = {
		NOT = {
			has_template_containing_unit = ranger_battalion
		}
	}
	on_research_complete = {
		hidden_effect = {
			load_oob = unlock_rangers
		}
		custom_effect_tooltip = UNLOCK_DIVISION_TEMPLATE
	}
	path = {
		leads_to_tech = rangers_tech2
		research_cost_coeff = 1
	}
	research_cost = 2
	start_year = 1936
	folder = {
		name = infantry_folder
		position = {
			x = 3
			y = @1936
		}
	}
	categories = {
		infantry_tech rangers_tech_cat cat_special_forces_generic
	}
	ai_will_do = {
		factor = 0.7
		modifier = {
			factor = 2
			tag = USA
		} {
			factor = 5
			tag = JAP
		} {
			factor = 5
			tag = BRA
		} {
			factor = 2
			tag = ENG
		}
	}
}
### Entity: Character
Component: CZE_jaroslav_kejla
Constructs: has_completed_focus, limit, has_power_balance
Source: game
File: common/characters/CZE.txt

Code:
CZE_jaroslav_kejla = {
	name = CZE_jaroslav_kejla
	portraits = {
		army = {
			small = GFX_portrait_CZE_jaroslav_kejla_small
		}
	}
	advisor = {
		slot = air_chief
		idea_token = CZE_jaroslav_kejla_idea
		allowed = {
			original_tag = CZE
		}
		available = {
			has_completed_focus = CZE_expand_the_aero_clubs
		}
		traits = {
			air_chief_all_weather_2
		}
		cost = 100
		ai_will_do = {
			factor = 0.25
		}
		on_add = {
			owner = {
				if = {
					limit = {
						has_power_balance = {
							id = CZE_bop_army_readiness
						}
					}
					CZE_bop_very_low_increase_effect = yes
					custom_effect_tooltip = generic_skip_one_line_tt
				}
			}
		}
		on_remove = {
			owner = {
				if = {
					limit = {
						has_power_balance = {
							id = CZE_bop_army_readiness
						}
					}
					CZE_bop_very_low_decrease_effect = yes
				}
			}
		}
	}
}
### Entity: Character
Component: PAR_jesus_g_arraza
Source: game
File: common/characters/PAR.txt

Code:
PAR_jesus_g_arraza = {
	advisor = {
		slot = navy_chief
		idea_token = PAR_jesus_g_arraza
		allowed = {
			original_tag = PAR
		}
		traits = {
			navy_chief_naval_aviation_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Jesus G. Arraza
	portraits = {
		army = {
			small = GFX_idea_generic_navy_south_america_2
		}
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_japanese_observers
Constructs: has_completed_focus, prerequisite, limit, has_war_with, completion_reward, add_timed_idea, has_dlc, every_military_industrial_organization
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_japanese_observers
	icon = GFX_focus_PHI_japanese_observers
	prerequisite = {
		focus = PHI_open_borders
	}
	relative_position_id = PHI_open_borders
	x = 2
	y = 1
	cost = 5
	available = {
		NOT = {
			has_war_with = JAP
		}
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_completed_focus = PHI_japanese_advisors
				}
			}
			custom_effect_tooltip = PHI_one_observer_advisor_focus_tt generic_skip_one_line_tt PHI_both_observer_advisor_focus_tt
			show_unit_leaders_tooltip = PHI_yuitsu_tsuchihashi PHI_iwaichi_fujiwara PHI_okawachi_denshichi
			effect_tooltip = {
				add_timed_idea = {
					idea = PHI_japanese_investment
					days = 180
				}
				custom_effect_tooltip = generic_skip_one_line_tt
				if = {
					limit = {
						has_dlc = Arms Against Tyranny
						has_completed_focus = PHI_align_with_japan
						NOT = {
							has_completed_focus = PHI_declare_military_emergency
						}
					}
					every_military_industrial_organization = {
						limit = {
							OR = {
								is_military_industrial_organization = JAP_mitsubishi_heavy_industries_organization JAP_mitsubishi_kobe_shipyard_organization JAP_yokosuka_naval_arsenal_organization JAP_mitsubishi_organization JAP_kokura_arsenal_organization JAP_nissan_organization JAP_tokyo_automobile_industries_organization
							}
						}
						add_mio_size = 1
					}
				}
			}
		}
		else = {
			add_timed_idea = {
				idea = PHI_japanese_investment
				days = 180
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			if = {
				limit = {
					has_dlc = Arms Against Tyranny
					has_completed_focus = PHI_align_with_japan
					NOT = {
						has_completed_focus = PHI_declare_military_emergency
					}
				}
				every_military_industrial_organization = {
					limit = {
						OR = {
							is_military_industrial_organization = JAP_mitsubishi_heavy_industries_organization JAP_mitsubishi_kobe_shipyard_organization JAP_yokosuka_naval_arsenal_organization JAP_mitsubishi_organization JAP_kokura_arsenal_organization JAP_nissan_organization JAP_tokyo_automobile_industries_organization
						}
					}
					add_mio_size = 1
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MILITARY_CHARACTER
	}
}
### Entity: Shared Focus
Tree: ply_focus
Component: PLY_invite_foreign_workers
Constructs: shared_focus, prerequisite, has_war, completion_reward, add_tech_bonus, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_polynesian.txt

Code:
shared_focus = {
	id = PLY_invite_foreign_workers
	icon = GFX_BEL_union_agreement
	prerequisite = {
		focus = PLY_tourism_based_industry
	}
	relative_position_id = PLY_tourism_based_industry
	x = 0
	y = 1
	cost = 8
	ai_will_do = {
		factor = 10
	}
	available = {
		has_war = no
	}
	completion_reward = {
		add_tech_bonus = {
			name = AST_R56_industries_assistance_corporation
			bonus = 1
			uses = 2
			category = industry
		}
		swap_ideas = {
			remove_idea = NIU_tourism_idea_i
			add_idea = NIU_tourism_idea_ii
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_MANPOWER
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_form_the_state_defense_guard
Constructs: prerequisite, limit, completion_reward, is_controlled_by, add_to_variable, add_tech_bonus, has_power_balance
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_form_the_state_defense_guard
	icon = GFX_focus_CZE_state_defense_guard
	relative_position_id = CZE_continue_armed_force_reform
	prerequisite = {
		focus = CZE_continue_armed_force_reform
	}
	x = 0
	y = 1
	cost = 5
	available = {
		any_core_state = {
			is_controlled_by = ROOT
		}
	}
	completion_reward = {
		army_experience = 10
		custom_effect_tooltip = generic_skip_one_line_tt CZE_ceskoslovenska_armada_ns_intro_tt generic_skip_one_line_tt generic_skip_one_line_tt
		add_to_variable = {
			CZE_ceskoslovenska_armada_dig_in_speed_factor = 0.05
			tooltip = dig_in_speed_factor_tt
		} {
			CZE_ceskoslovenska_armada_recon_factor_while_entrenched = 0.05
			tooltip = recon_factor_while_entrenched_tt
		} {
			CZE_ceskoslovenska_armada_conscription_factor = 0.05
			tooltip = conscription_factor_tt
		}
		add_tech_bonus = {
			name = CZE_form_the_state_defense_guard
			bonus = 0.3
			uses = 1
			category = infantry_weapons
		}
		show_unit_leaders_tooltip = CZE_josef_vana
		if = {
			limit = {
				has_power_balance = {
					id = CZE_bop_army_readiness
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			CZE_bop_very_low_increase_effect = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_MILITARY_CHARACTER FOCUS_FILTER_RESEARCH FOCUS_FILTER_ARMY_XP FOCUS_FILTER_BALANCE_OF_POWER FOCUS_FILTER_MANPOWER
	}
}
### Entity: Event
Component: naw_norway.44
Constructs: is_triggered_only
Source: game
File: events/NaW_Norway.txt

Code:
country_event = {
	id = naw_norway.44
	title = naw_norway.44.t
	desc = naw_norway.44.d
	picture = GFX_report_event_finnish_letter
	is_triggered_only = yes
	option = {
		name = naw_norway.44.a
	}
}
### Entity: Idea
Component: r56_AFG_royal_afghan_army_idea_dummy
Constructs: removal_cost, conscription_factor, planning_speed
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
r56_AFG_royal_afghan_army_idea_dummy = {
	name = AFG_afghan_army
	picture = AFG_quami
	removal_cost = -1
	modifier = {
		army_org = -0.1
		conscription_factor = 0.05
		consumer_goods_factor = 0.05
		army_armor_attack_factor = -0.1
		army_armor_defence_factor = -0.1
		planning_speed = -0.25
		army_defence_against_major_factor = 0.1
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_the_eternal_kingdom
Constructs: prerequisite, limit, add_ideas, completion_reward, cancel_if_invalid, has_cosmetic_tag, set_cosmetic_tag, add_country_leader_trait
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_the_eternal_kingdom
	icon = GFX_focus_JAP_the_eternal_kingdom
	x = 0
	y = 1
	relative_position_id = JAP_fund_propaganda_films
	prerequisite = {
		focus = JAP_fund_propaganda_films
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		surrender_progress = < 0.05
		282 = {
			is_controlled_by_ROOT_or_ally = yes
		}
		613 = {
			is_controlled_by_ROOT_or_ally = yes
		}
		1021 = {
			is_controlled_by_ROOT_or_ally = yes
		}
		995 = {
			is_controlled_by_ROOT_or_ally = yes
		}
		524 = {
			is_controlled_by_ROOT_or_ally = yes
		}
		629 = {
			is_controlled_by_ROOT_or_ally = yes
		}
		328 = {
			is_controlled_by_ROOT_or_ally = yes
		}
		327 = {
			is_controlled_by_ROOT_or_ally = yes
		}
		289 = {
			is_controlled_by_ROOT_or_ally = yes
		}
		638 = {
			is_controlled_by_ROOT_or_ally = yes
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		IF = {
			limit = {
				has_cosmetic_tag = JAP_army_dominant
			}
			set_cosmetic_tag = JAP_greater_army_dominant_fascism
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		ELSE_IF = {
			limit = {
				has_cosmetic_tag = JAP_navy_dominant
			}
			set_cosmetic_tag = JAP_greater_navy_dominant_fascism
			custom_effect_tooltip = generic_skip_one_line_tt
		} {
			limit = {
				has_cosmetic_tag = JAP_emperor_dominant
			}
			set_cosmetic_tag = JAP_greater_emperor_dominant_fascism
			custom_effect_tooltip = generic_skip_one_line_tt
		} {
			limit = {
				has_cosmetic_tag = JAP_tohokai_rule
			}
			set_cosmetic_tag = JAP_greater_tohokai_rule
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		ELSE = {
			effect_tooltip = {
				set_cosmetic_tag = JAP_greater_army_dominant_fascism
				custom_effect_tooltip = generic_skip_one_line_tt
			}
		}
		add_ideas = JAP_the_eternal_kingdom_idea
		custom_effect_tooltip = JAP_the_eternal_kingdom_tt generic_skip_one_line_tt
		add_country_leader_trait = JAP_protector_of_the_eternal_kingdom
		every_state = {
			limit = {
				NOT = {
					is_core_of = ROOT
				}
				OR = {
					state = 655 648 647 684 633 638 629 631 632 630 642 727
				}
			}
			add_core_of = ROOT
		}
	}
}
### Entity: Idea
Component: CZE_trade_agreement_to_AUS
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_trade_agreement_to_AUS = {
	picture = can_wartime_prices_and_trade_board
	name = CZE_trade_agreement
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	targeted_modifier = {
		tag = AUS
		extra_trade_to_target_factor = 0.35
		trade_cost_for_target_factor = -0.35
	} {
		tag = CZE
		extra_trade_to_target_factor = 0.35
		trade_cost_for_target_factor = -0.35
	}
}
### Entity: National Focus
Tree: hun_focus
Component: HUN_invite_the_habsburg_prince
Constructs: prerequisite, has_government, completion_reward, has_global_flag, cancel_if_invalid, add_naval_commander_role, swap_ideas, add_idea
Source: game
File: common/national_focus/hungary.txt

Code:
focus = {
	id = HUN_invite_the_habsburg_prince
	icon = GFX_goal_generic_dangerous_deal
	prerequisite = {
		focus = HUN_elect_a_king
	}
	mutually_exclusive = {
		focus = HUN_elect_a_democratic_king
	} {
		focus = HUN_elect_a_fascist_king
	}
	x = -3
	y = 1
	relative_position_id = HUN_elect_a_king
	cost = 10
	ai_will_do = {
		factor = 60
	}
	available = {
		has_government = neutrality
	}
	bypass = {
		has_global_flag = GER_reformed_austro_hungarian_empire
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_naval_commander_role = {
			character = HUN_miklos_horthy
			traits = {
				gunnery_expert navy_media_personality superior_tactician
			}
			skill = 3
			legacy_id = 556
			attack_skill = 2
			defense_skill = 2
			maneuvering_skill = 2
			coordination_skill = 4
		}
		promote_character = HUN_otto_von_habsburg
		swap_ideas = {
			add_idea = HUN_habsburg_restored
			remove_idea = HUN_hungarian_monarchy_2
		}
		set_rule = {
			can_create_factions = yes
		}
		hidden_effect = {
			news_event = {
				id = news.290
			}
		}
	}
}
### Entity: Character
Component: LIT_vladas_jurgutis
Source: game
File: common/characters/LIT.txt

Code:
LIT_vladas_jurgutis = {
	name = LIT_vladas_jurgutis
	portraits = {
		army = {
			small = GFX_idea_LIT_vladas_jurgutis
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = LIT_vladas_jurgutis
		allowed = {
			original_tag = LIT
		}
		traits = {
			captain_of_industry
		}
	}
}
### Entity: Scripted Effect
Component: ITA_mobilize_railway_guns
Constructs: create_railway_gun
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_mobilize_railway_guns = {
	custom_effect_tooltip = ITA_mobilize_railway_guns_tt
	hidden_effect = {
		create_railway_gun = {
			equipment = railway_gun_equipment_1
			name = 1o Cannone da 381/40
		} {
			equipment = railway_gun_equipment_1
			name = 2o Cannone da 381/40
		} {
			equipment = railway_gun_equipment_1
			name = 3o Cannone da 381/40
		} {
			equipment = railway_gun_equipment_1
			name = 4o Cannone da 381/40
		}
	}
}
### Entity: Idea
Component: EAI_DD_11/cv_small_plane_naval_bomber_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_11/cv_small_plane_naval_bomber_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		cv_small_plane_naval_bomber_airframe = {
			build_cost_ic = -0.11
			instant = yes
		}
	}
}