Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Military Industrial Organization
Component: HOL_koolhoven_organization
Source: game
File: common/military_industrial_organization/organizations/HOL_organization.txt

Code:
HOL_koolhoven_organization = {
	include = generic_medium_aircraft_organization
	icon = GFX_idea_koolhoven
	allowed = {
		tag = HOL
	}
}
### Entity: Unit Template
Component: CSA_MAR_01
Source: game
File: common/units/names_divisions/CSA_names_divisions.txt

Code:
CSA_MAR_01 = {
	name = Marine Division
	for_countries = {
		CSA
	}
	can_use = {
		always = yes
	}
	division_types = {
		marine
	}
	fallback_name = %d Marine Division
	ordered = {
		1 = {
			%dst Marine Division
		}
		2 = {
			%dnd Marine Division
		}
		3 = {
			%drd Marine Division
		}
		4 = {
			%dth Marine Division
		}
		5 = {
			%dth Marine Division
		}
		6 = {
			%dth Marine Division
		}
		7 = {
			%dth Marine Division
		}
		8 = {
			%dth Marine Division
		}
		9 = {
			%dth Marine Division
		}
		10 = {
			%dth Marine Division
		}
		11 = {
			%dth Marine Division
		}
		12 = {
			%dth Marine Division
		}
		13 = {
			%dth Marine Division
		}
		14 = {
			%dth Marine Division
		}
		15 = {
			%dth Marine Division
		}
		16 = {
			%dth Marine Division
		}
		17 = {
			%dth Marine Division
		}
		18 = {
			%dth Marine Division
		}
		19 = {
			%dth Marine Division
		}
		20 = {
			%dth Marine Division
		}
		21 = {
			%dst Marine Division
		}
		22 = {
			%dnd Marine Division
		}
		23 = {
			%drd Marine Division
		}
		24 = {
			%dth Marine Division
		}
		25 = {
			%dth Marine Division
		}
		26 = {
			%dth Marine Division
		}
		27 = {
			%dth Marine Division
		}
		28 = {
			%dth Marine Division
		}
		29 = {
			%dth Marine Division
		}
		30 = {
			%dth Marine Division
		}
		31 = {
			%dst Marine Division
		}
		32 = {
			%dnd Marine Division
		}
		33 = {
			%drd Marine Division
		}
		34 = {
			%dth Marine Division
		}
		35 = {
			%dth Marine Division
		}
		36 = {
			%dth Marine Division
		}
		37 = {
			%dth Marine Division
		}
		38 = {
			%dth Marine Division
		}
		39 = {
			%dth Marine Division
		}
		40 = {
			%dth Marine Division
		}
		41 = {
			%dst Marine Division
		}
		42 = {
			%dnd Marine Division
		}
		43 = {
			%drd Marine Division
		}
		44 = {
			%dth Marine Division
		}
		45 = {
			%dth Marine Division
		}
		46 = {
			%dth Marine Division
		}
		47 = {
			%dth Marine Division
		}
		48 = {
			%dth Marine Division
		}
		49 = {
			%dth Marine Division
		}
	}
}
### Entity: Game Rule
Component: nordics_fragmentation_status
Source: game
File: common/game_rules/00_game_rules.txt

Code:
nordics_fragmentation_status = {
	name = NORDICS_FRAGMENTATION_STATUS
	required_dlc = Man the Guns
	group = RULE_GROUP_GAME_SETUP
	default = {
		name = DEFAULT
		text = RULE_OPTION_DEFAULT
		desc = RULE_OPTION_DEFAULT_FRAGMENTATION_DESC
	}
	option = {
		name = SAPMI_RELEASED
		text = RULE_OPTION_SAPMI_RELEASED
		desc = RULE_OPTION_SAPMI_RELEASED_DESC
	} {
		name = NORDICS_FRAGMENTED
		text = RULE_OPTION_NORDICS_FRAGMENTED
		desc = RULE_OPTION_NORDICS_FRAGMENTED_DESC
	}
}
### Entity: Idea
Component: ITA_alpine_defense
Constructs: has_completed_focus, industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/italy.txt

Code:
ITA_alpine_defense = {
	picture = tur_sub_zero_survival_training
	removal_cost = -1
	allowed = {
		OR = {
			original_tag = ITA
		}
	}
	allowed_civil_war = {
		has_completed_focus = ITA_guarantee_austrian_independence
	}
	modifier = {
		industrial_capacity_factory = 0.05
		supply_consumption_factor = -0.1
	}
	targeted_modifier = {
		tag = GER
		defense_bonus_against = 0.15
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_form_a_federal_court
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_form_a_federal_court
	icon = GFX_focus_NOR_restore_public_trust_in_the_storting
	prerequisite = {
		focus = RAJ_uplifting_the_people_of_india
	}
	x = 1
	y = 1
	relative_position_id = RAJ_uplifting_the_people_of_india
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_ideas = idea_RAJ_federal_court_of_india
	}
}
### Entity: Character
Component: USB_raoul_overstraeten
Source: game
File: common/characters/USB.txt

Code:
USB_raoul_overstraeten = {
	advisor = {
		slot = air_chief
		idea_token = USB_raoul_overstraeten
		allowed = {
			original_tag = USB
		}
		traits = {
			air_chief_old_guard
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_europe_3
		}
	}
}
### Entity: Character
Component: SLV_rudolf_maister
Source: game
File: common/characters/SLV_cha.txt

Code:
SLV_rudolf_maister = {
	name = SLV_rudolf_maister
	portraits = {
		army = {
			small = GFX_portrait_SLV_rudolf_maister_army_small
		}
	}
	advisor = {
		slot = army_chief
		idea_token = SLV_rudolf_maister_army_chief
		traits = {
			army_chief_organizational_3
		}
		cost = 50
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_status_quo
Constructs: prerequisite, completion_reward, add_political_power, is_historical_focus_on
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_status_quo
	icon = GFX_goal_HON_carias
	prerequisite = {
		focus = HON_politics
	}
	mutually_exclusive = {
		focus = HON_go_communist
	} {
		focus = HON_suggest_fascism
	} {
		focus = HON_suggest_monarchy
	}
	x = 20
	y = 1
	cost = 10
	ai_will_do = {
		base = 9.9
		modifier = {
			add = 10
			is_historical_focus_on = yes
		}
	}
	completion_reward = {
		add_political_power = 120
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Country History
Country: CIP
Component: CIP_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/CIP - Central Indian Provinces.txt

Code:
# Politics & Parties for CIP
set_politics = {
	ruling_party = neutrality
	last_election = 1934.2.11
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 30
	communism = 5
	neutrality = 60
	fascism = 5
}
### Entity: National Focus
Tree: ger_focus
Component: GER_our_place_in_the_sun
Constructs: prerequisite, limit, has_war_with, add_war_support, add_opinion_modifier, completion_reward, is_subject, add_named_threat
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_our_place_in_the_sun
	icon = GFX_goal_generic_demand_territory
	prerequisite = {
		focus = GER_rebuild_the_high_seas_fleet
	}
	available = {
		is_subject = no
	}
	x = 0
	y = 1
	relative_position_id = GER_rebuild_the_high_seas_fleet
	cost = 5
	ai_will_do = {
		factor = 1
	}
	dynamic = yes
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_war_support = 0.05
		ENG = {
			add_opinion_modifier = {
				target = ROOT
				modifier = GER_our_place_in_the_sun
			}
		}
		FRA = {
			add_opinion_modifier = {
				target = ROOT
				modifier = GER_our_place_in_the_sun
			}
		}
		add_named_threat = {
			threat = 5
			name = GER_our_place_in_the_sun
		}
		if = {
			limit = {
				743 = {
					is_controlled_by = event_target:WTT_current_china_leader
				}
				NOT = {
					has_war_with = event_target:WTT_current_china_leader
				}
			}
			event_target:WTT_current_china_leader = {
				country_event = {
					id = wtt_germany.38
					days = 1
				}
			}
		} {
			limit = {
				743 = {
					is_controlled_by = JAP
				}
				NOT = {
					has_war_with = JAP
				}
			}
			JAP = {
				country_event = {
					id = wtt_germany.43
					days = 1
				}
			}
		}
	}
}
### Entity: Character
Component: MON_horloogiyn_choybalsan
Source: game
File: common/characters/MON.txt

Code:
MON_horloogiyn_choybalsan = {
	advisor = {
		slot = army_chief
		idea_token = MON_horloogiyn_choybalsan
		allowed = {
			original_tag = MON
		}
		traits = {
			army_chief_morale_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = MON_horloogiyn_choybalsan
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_2
		}
	}
}
### Entity: Character
Component: AUS_leopold_waber
Source: game
File: common/characters/AUS.txt

Code:
AUS_leopold_waber = {
	advisor = {
		slot = political_advisor
		idea_token = AUS_leopold_waber
		allowed = {
			original_tag = AUS
		}
		traits = {
			NOR_fascist_advocate
		}
	}
	name = AUS_leopold_waber
	portraits = {
		civilian = {
			small = GFX_portrait_AUS_leopold_waber_small
		}
	}
}
### Entity: Idea
Component: POL_nationalist_constitution
Constructs: stability_factor, has_government, removal_cost, fascism_drift
Source: game
File: common/ideas/poland.txt

Code:
POL_nationalist_constitution = {
	allowed = {
		original_tag = POL
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	picture = POL_april_constitution
	modifier = {
		stability_factor = -0.1
		fascism_drift = 0.05
	}
}
### Entity: Idea
Component: CZE_zlin_aircraft_improved
Constructs: has_completed_focus, has_dlc, research_bonus, equipment_bonus
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_zlin_aircraft_improved = {
	name = CZE_zlin_aircraft_organization
	picture = CZE_zlin_aircraft
	allowed = {
		original_tag = CZE
		has_dlc = Peace For Our Time
	}
	visible = {
		has_completed_focus = CZE_invest_in_the_smaller_air_plants
	}
	research_bonus = {
		air_equipment = 0.2
	}
	traits = {
		aircraft_production_plant
	}
	equipment_bonus = {

	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: State History
Component: 967
Constructs: add_core_of, add_to_array
Source: game
File: history/states/967-Agder.txt

Code:
state = {
	id = 967
	name = STATE_967
	manpower = 396425
	state_category = town
	resources = {
		aluminium = 5
	}
	history = {
		victory_points = {
			9296 1
		}
		owner = NOR
		add_core_of = NOR
		add_to_array = {
			state_victory_points = 9296
		}
		buildings = {
			infrastructure = 3
			industrial_complex = 1
			arms_factory = 1
			dockyard = 1
			9296 = {
				naval_base = 3
				coastal_bunker = 1
			}
		}
	}
	provinces = {
		3049 3129 6072 9096 9196 9296 11176 11367 11101
	}
	local_supplies = 0.0
}
### Entity: Idea
Component: EAI_INSANE/artillery_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_INSANE/artillery_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		artillery_equipment = {
			build_cost_ic = -0.45
			instant = yes
		}
	}
}
### Entity: Achievement
Component: steiner
Constructs: has_country_flag, has_war_with, is_ironman, has_start_date, has_any_custom_difficulty_setting, has_capitulated
Source: game
File: common/achievements.txt

Code:
steiner = {
	id = 294
	possible = {
		original_tag = GER
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
	}
	happened = {
		has_country_flag = achievement_steiner_reached_surrender
		has_capitulated = no
		has_war_with = SOV FRA ENG
		controls_state = 16 126 219
	}
}
### Entity: Idea
Component: high_speed_meow
Constructs: research_bonus
Source: game
File: common/ideas/catism.txt

Code:
high_speed_meow = {
	allowed = {
		original_tag = WAF
	}
	research_bonus = {
		armor = 0.15
	}
	traits = {
		fast_tank_manufacturer
	}
	modifier = {

	}
}
### Entity: Event
Component: NSB_soviet_propaganda_capmaign_events.101
Constructs: is_triggered_only, check_variable, set_country_flag
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_propaganda_capmaign_events.101
	title = NSB_soviet_propaganda_capmaign_events.101.t
	desc = NSB_soviet_propaganda_capmaign_events.101.desc
	is_triggered_only = yes
	trigger = {
		check_variable = {
			SOV_propaganda_left_poster_to_age = SOV_poster_left_icon_frame
		}
	}
	hidden = yes
	immediate = {
		set_country_flag = SOV_propaganda_left_slot_is_old_flag
	}
}
### Entity: Character
Component: WLS_acd2
Source: game
File: common/characters/WLS.txt

Code:
WLS_acd2 = {
	advisor = {
		slot = army_chief
		idea_token = WLS_acd2
		allowed = {
			original_tag = WLS
		}
		traits = {
			army_chief_defensive_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_1
		}
	}
}
### Entity: Raid
Component: CHI_tokyo_imperial_palace_bombing
Constructs: has_completed_focus, limit, has_government, has_war_with, add_war_support, has_country_flag, fire_only_once, has_dlc
Source: game
File: common/raids/air_raids_custom.txt

Code:
CHI_tokyo_imperial_palace_bombing = {
	days_to_prepare = 30
	category = air_raids
	custom_map_icon = GFX_raid_type_icon_other_raid
	ai_will_do = {
		base = 5
	}
	command_power = 15
	allowed = {
		has_dlc = No Compromise, No Surrender
		original_tag = CHI
	}
	fire_only_once = yes
	visible = {
		has_completed_focus = CHI_bring_the_war_home
	}
	show_target = {
		has_war_with = JAP
		282 = {
			is_owned_and_controlled_by = JAP
		}
	}
	available = {

	}
	target_type = {
		building = {
			type = landmark_tokyo_imperial_palace
		}
	}
	target_icon = GFX_tokyo_imperial_palace_icon
	launch_sound = raid_launch_air
	arrow = {
		type = air
	}
	unit_requirements = {
		equipment = {
			type = {
				strategic_bomber
			}
			amount = {
				min = 75
			}
		}
	}
	starting_point = {
		types = {
			air_base
		}
	}
	success_factors = {
		success = {
			base = 0.7
			experience = {
				weight = 0.05
				start_weight = -0.05
				reference = 1.0
			}
			air_agility = {
				reference = 100.0
				weight = 0.05
				start_weight = -0.05
			}
			reliability = {
				reference = 1
				weight = 0.05
				start_weight = -0.1
			}
			air_defence = {
				reference = 100
				weight = 0.05
				start_weight = -0.05
			}
			air_superiority = {
				reference = 1
				weight = 0.1
				start_weight = -0.1
			}
			anti_air = {
				reference = 5
				weight = -0.1
			}
			interception = {
				reference = 500
				weight = -0.2
			}
			intel = {
				weight = 0.2
				reference = 100
			}
		}
		critical = {
			base = 0.1
		}
	}
	success_levels = {
		failure = {
			victim_effects = {
				var:target_state = {
					damage_building = {
						type = landmark_tokyo_imperial_palace
						damage = 0.05
						province = var:ROOT.target_province
					}
				}
			}
			actor_effects = {
				raid_damage_units = {
					plane_loss = 65
				}
				raid_add_unit_experience = 0.05
				var:actor_country = {
					add_war_support = -0.05
				}
			}
			visual_effect = {
				entity = raid_failed_entity
				animation = attack
			}
		}
		limited_success = {
			victim_effects = {
				var:target_state = {
					damage_building = {
						type = landmark_tokyo_imperial_palace
						damage = 0.15
						province = var:ROOT.target_province
						repair_speed_modifier = -0.05
					}
				}
			}
			actor_effects = {
				raid_damage_units = {
					plane_loss = 50
				}
				raid_add_unit_experience = 0.1
				var:actor_country = {
					add_war_suppo
# ... (truncated)
### Entity: Effect Reference
Construct: add_random_valid_trait_from_unit
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## add_random_valid_trait_from_unit

* Supported Scopes: 
* Supported Targets: none

```
for use ONLY with root scope unit, target scope: character add_random_valid_trait_from_unit = FROM
```
### Entity: Event
Component: DOD_hungary.113
Constructs: is_triggered_only, ai_chance, add_threat, set_country_flag
Source: game
File: events/DOD_Hungary.txt

Code:
country_event = {
	id = DOD_hungary.113
	title = DOD_hungary.113.t
	desc = DOD_hungary.113.desc
	picture = GFX_report_event_stalin_meeting
	is_triggered_only = yes
	option = {
		name = DOD_hungary.113.a
		ai_chance = {
			base = 25
		}
		add_threat = -1
		ROM = {
			set_country_flag = ROM_SOV_compromise_Transylvania
			country_event = DOD_hungary.116
		}
	} {
		name = DOD_hungary.113.b
		ai_chance = {
			base = 75
		}
		add_threat = -1
		ROM = {
			set_country_flag = ROM_SOV_compromise_Bessarabia
			country_event = DOD_hungary.116
		}
	} {
		name = DOD_hungary.113.c
		ai_chance = {
			base = 50
		}
		ROM = {
			set_country_flag = ROM_SOV_compromise_no_deal
			country_event = DOD_hungary.116
		}
	}
}
### Entity: Event
Component: china.3
Constructs: is_triggered_only
Source: game
File: events/China.txt

Code:
country_event = {
	id = china.3
	title = china.3.t
	desc = china.3.d
	picture = GFX_report_event_chinese_soldiers
	is_triggered_only = yes
	option = {
		name = china.3.a
	}
}
### Entity: Order of Battle
Component: Taiheiyo Kantai
Source: game
File: history/units/JAP_1936_naval.txt

Code:
fleet = {
	name = Taiheiyo Kantai
	naval_base = 2489
	task_force = {
		name = Nanpo Yuso Sendan
		location = 2489
		ship = {
			name = Oite
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = JAP
					version_name = Mutsuki Class
				}
			}
		} {
			name = Hayate
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = JAP
					version_name = Mutsuki Class
				}
			}
		} {
			name = Yugao
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = JAP
					version_name = Momi Class
				}
			}
		} {
			name = Minekaze
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = JAP
					version_name = Minekaze Class
				}
			}
		} {
			name = Sawakaze
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = JAP
					version_name = Minekaze Class
				}
			}
		} {
			name = Okikaze
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = JAP
					version_name = Minekaze Class
				}
			}
		} {
			name = Yakaze
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = JAP
					version_name = Minekaze Class
				}
			}
		}
	}
}
### Entity: Modifier Reference
Construct: state_resource_
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
##  <span id="state_resource_"></span>state_resource_<Resource>

* **Description**: State resource.
* Number with 0 decimal places
* **Categories**: state

* **Modified types**: aluminium, chromium, coal, oil, rubber, steel, tungsten
### Entity: AI Strategy
Component: CZE_halt_light_armor_production_in_transitioning
Constructs: has_template_majority_unit, has_equipment
Source: game
File: common/ai_strategy/CZE.txt

Code:
CZE_halt_light_armor_production_in_transitioning = {
	allowed = {
		original_tag = CZE
	}
	enable = {
		has_template_majority_unit = medium_armor
		OR = {
			has_equipment = {
				light_tank_chassis = > 600
			}
			date = > 1939.1.1
		}
	}
	abort = {
		always = no
	}
	ai_strategy = {
		type = equipment_variant_production_factor
		id = light_tank_chassis
		value = -100
	}
}
### Entity: Character
Component: liberator_of_eth_haymanot
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
liberator_of_eth_haymanot = {
	random = no
	production_factory_efficiency_gain_factor = 0
	consumer_goods_factor = 0.2
	equipment_capture_factor = 0.25
	neutrality_acceptance = 30
	stability_factor = 0.1
	political_power_factor = 0.1
}
### Entity: Idea
Component: EAI_DD_4/light_tank_flame_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_4/light_tank_flame_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		light_tank_flame_chassis = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: Misc Config
Component: anti_communist_controlled_states_my_continent
Constructs: has_government, limit, is_on_same_continent_as
Source: game
File: common/collections/collections.txt

Code:
anti_communist_controlled_states_my_continent = {
	input = game:all_states
	name = COLLECTION_STATES_MY_CONTINENT_CONTROLLED_DEMOCRATIC_FASCIST
	operators = {
		limit = {
			is_on_same_continent_as = ROOT
			controller = {
				OR = {
					has_government = fascism democratic
				}
			}
		}
	}
}
### Entity: Event
Component: DOD_romania.999
Constructs: ai_chance, owns_state, fire_only_once, has_country_leader, set_province_name, set_global_flag, add_timed_idea
Source: game
File: events/DOD_Romania.txt

Code:
country_event = {
	id = DOD_romania.999
	title = DOD_romania.999.t
	desc = DOD_romania.999.desc
	picture = GFX_report_event_german_reichstag_gathering
	fire_only_once = yes
	trigger = {
		tag = ROM
		ROM = {
			has_country_leader = {
				id = 550
			}
			owns_state = 217 195
		}
	}
	option = {
		name = DOD_romania.a
		ai_chance = {
			base = 100
		}
		set_province_name = {
			id = 3529
			name = Magdagrad
		} {
			id = 3151
			name = Zizigrad
		}
		set_global_flag = ROM_king_is_silly
	} {
		name = DOD_romania.b
		ai_chance = {
			base = 0
		}
		add_timed_idea = {
			idea = ROM_king_carol_ii_consumer_penalty
			days = 90
		}
	}
}
### Entity: Character
Component: ETH_getachew_abate
Constructs: has_completed_focus, has_government, has_idea_with_trait
Source: game
File: common/characters/ETH.txt

Code:
ETH_getachew_abate = {
	name = ETH_getachew_abate
	allowed_civil_war = {
		OR = {
			has_government = fascism communism neutrality
		}
	}
	portraits = {
		army = {
			small = GFX_portrait_ETH_getachew_abate_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = ETH_getachew_abate
		allowed = {
			original_tag = ETH
		}
		available = {
			NOT = {
				has_government = democratic
			} {
				has_idea_with_trait = minister_of_the_interior_aregai
			} {
				has_completed_focus = ETH_boarding_the_train
			}
		}
		traits = {
			minister_of_the_interior_abate
		}
		on_add = {
			owner = {
				ETH_BOP_decentralization_small_effect = yes
			}
		}
		on_remove = {
			owner = {
				ETH_BOP_centralization_small_effect = yes
			}
		}
	}
}
### Entity: Shared Focus
Tree: sib_focus
Component: SIB_ethnic_collaboration
Constructs: shared_focus, prerequisite, add_stability, completion_reward
Source: game
File: common/national_focus/r56_siberian_union_shared.txt

Code:
shared_focus = {
	id = SIB_ethnic_collaboration
	icon = GFX_goal_generic_national_unity
	cost = 10
	prerequisite = {
		focus = SIB_connect_the_cities
	}
	relative_position_id = SIB_connect_the_cities
	text_icon = NORDIC_focus_style
	x = 1
	y = 1
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_stability = 0.1
	}
}
### Entity: National Focus
Tree: gua_focus
Component: GUA_militarize_the_schools
Constructs: prerequisite, add_war_support, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/guatemala.txt

Code:
focus = {
	id = GUA_militarize_the_schools
	icon = GFX_goal_generic_german_advisor
	prerequisite = {
		focus = GUA_implement_social_reforms
	}
	x = -1
	y = 1
	relative_position_id = GUA_implement_social_reforms
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_war_support = 0.05
		swap_ideas = {
			remove_idea = GUA_indigenous_military
			add_idea = GUA_indigenous_military_1
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_welfare
Constructs: prerequisite, add_war_support, completion_reward, has_idea, cancel_if_invalid, complete_tooltip
Source: game
File: common/national_focus/china_nationalist.txt

Code:
focus = {
	id = CHI_welfare
	icon = GFX_goal_generic_consumer_goods
	prerequisite = {
		focus = CHI_three_principles_of_the_people
	}
	x = -4
	y = 1
	relative_position_id = CHI_three_principles_of_the_people
	cost = 10
	ai_will_do = {
		factor = 4
	}
	available = {
		NOT = {
			has_idea = CHI_hyper_inflation_5
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	complete_tooltip = {

	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_war_support = 0.1
		CHI_hyper_inflation_level_up = yes
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/NZL_1939.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = NZL
		}
		requested_factories = 1
		progress = 0.62
		efficiency = 100
	} {
		equipment = {
			type = support_equipment_1
			creator = NZL
		}
		requested_factories = 1
		progress = 0.45
		efficiency = 100
	}
}