Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: AST_diplomatic_events.10
Constructs: is_triggered_only, ai_chance, limit, has_government, is_in_faction, is_faction_leader, add_to_faction
Source: game
File: events/TAOG_Australia.txt

Code:
country_event = {
	id = AST_diplomatic_events.10
	title = AST_diplomatic_events.10.t
	desc = AST_diplomatic_events.10.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = AST_diplomatic_events.10.a
		ai_chance = {
			base = 7
		}
		trigger = {
			USA = {
				OR = {
					is_in_faction = no
					is_faction_leader = yes
				}
			}
		}
		IF = {
			limit = {
				USA = {
					is_in_faction = no
				}
			}
			AST = {
				add_to_faction = USA
			}
		} {
			limit = {
				USA = {
					is_faction_leader = yes
				}
			}
			add_to_faction = AST
		}
		hidden_effect = {
			AST = {
				country_event = {
					id = AST_diplomatic_events.11
					hours = 3
				}
			}
		}
	} {
		name = AST_diplomatic_events.10.b
		ai_chance = {
			base = 3
			modifier = {
				ROOT = {
					has_government = democratic
				}
				factor = 0
			}
		}
		hidden_effect = {
			AST = {
				country_event = {
					id = AST_diplomatic_events.12
					hours = 3
				}
			}
		}
	}
}
### Entity: Order of Battle
Component: 1. Michigan Volunteers
Constructs: division_template
Source: game
File: history/units/USB_defense_force.txt

Code:
division = {
	name = 1. Michigan Volunteers
	location = 695
	division_template = Local Defense Volunteers
}
### Entity: Event
Component: JUNO_brazil_events.46
Constructs: is_triggered_only, ai_chance
Source: game
File: events/TOA_Brazil.txt

Code:
country_event = {
	id = JUNO_brazil_events.46
	title = JUNO_brazil_events.46.t
	desc = JUNO_brazil_events.46.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = JUNO_brazil_events.46.a
		ai_chance = {
			base = 10
		}
		puppet = FROM
	}
}
### Entity: Idea
Component: ETH_education_reform
Constructs: research_speed_factor, removal_cost
Source: game
File: common/ideas/ethiopia.txt

Code:
ETH_education_reform = {
	picture = generic_research_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		research_speed_factor = 0.05
	}
}
### Entity: Decision
Component: CHI_integrate_the_warlords_sea_cat
Constructs: has_completed_focus, limit, has_dlc, is_in_faction
Source: game
File: common/decisions/categories/CHI_decision_categories.txt

Code:
CHI_integrate_the_warlords_sea_cat = {
	allowed = {
		has_dlc = No Compromise, No Surrender
		OR = {
			original_tag = CHI PRC
		}
	}
	priority = 125
	visible = {
		if = {
			limit = {
				original_tag = CHI
			}
			OR = {
				is_in_faction = yes
				has_completed_focus = CHI_empower_the_mtac
			}
			NOT = {
				has_completed_focus = CHI_end_military_primacy
			}
		}
		else_if = {
			limit = {
				original_tag = PRC
			}
			has_completed_focus = PRC_peaceful_reunification
		}
	}
}
### Entity: Character
Component: CZE_jaroslav_slechta
Constructs: limit, research_bonus, has_power_balance
Source: game
File: common/characters/CZE.txt

Code:
CZE_jaroslav_slechta = {
	name = CZE_jaroslav_slechta
	portraits = {
		army = {
			small = GFX_idea_CZE_jaroslav_slechta
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = CZE_jaroslav_slechta
		allowed = {
			original_tag = CZE
		}
		available = {

		}
		research_bonus = {
			air_equipment = 0.1
		}
		cost = 150
		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
				}
			}
		}
		traits = {
			CZE_prolific_aviator
		}
	}
}
### Entity: AI Strategy
Component: MAN_alternate_plan_assertive
Constructs: has_completed_focus, has_dlc
Source: game
File: common/ai_strategy_plans/MAN_alternate_strategy_plan.txt

Code:
MAN_alternate_plan_assertive = {
	name = Manchukuo plan for Assertiveness
	desc = Behavior for Manchukuo when they decide to go assertive
	allowed = {
		original_tag = MAN
		NOT = {
			has_dlc = No Compromise, No Surrender
		}
	}
	enable = {
		has_completed_focus = MAN_assertiveness
	}
	abort = {
		always = no
	}
	ai_national_focuses = {
		MAN_request_control_of_the_railways MAN_staff_the_court_with_manchus MAN_expand_the_imperial_guards MAN_bolster_nationalism MAN_local_arms_procurement MAN_purge_the_general_affairs_council CHI_mission_to_germany CHI_purchase_tanks CHI_chinese_panzers CHI_tank_plant
	}
	focus_factors = {

	}
	research = {
		infantry_weapons = 15.0
		artillery = 15.0
		armor = 0.0
		air_equipment = 0.0
	}
	ai_strategy = {
		type = antagonize
		id = JAP
		value = 200
	} {
		type = befriend
		id = GER
		value = 100
	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Idea
Component: VIN_the_hoi_quy_toc
Constructs: removal_cost
Source: game
File: common/ideas/vietnam_ideas.txt

Code:
VIN_the_hoi_quy_toc = {
	allowed = {
		always = no
	}
	allowed_civil_war = {

	}
	removal_cost = -1
	picture = HUN_hungarian_monarchy
	modifier = {
		political_advisor_cost_factor = -0.4
		trade_laws_cost_factor = -0.4
		mobilization_laws_cost_factor = -0.4
		economy_cost_factor = -0.4
		high_command_cost_factor = -0.4
		air_chief_cost_factor = -0.4
		army_chief_cost_factor = -0.4
		navy_chief_cost_factor = -0.4
	}
}
### Entity: Event
Component: mtg_usa_civil_war_fascists.3
Constructs: is_triggered_only, has_war, random_list, random_days
Source: game
File: events/MTG_USA.txt

Code:
country_event = {
	id = mtg_usa_civil_war_fascists.3
	is_triggered_only = yes
	hidden = yes
	trigger = {
		has_war = no
	}
	immediate = {
		random_list = {
			25 = {
				country_event = {
					id = mtg_usa_civil_war_fascists.10
					days = 5
					random_days = 6
				}
			}
			10 = {
				country_event = {
					id = mtg_usa_civil_war_fascists.11
					days = 5
					random_days = 6
				}
			}
			35 = {
				country_event = {
					id = mtg_usa_civil_war_fascists.13
					days = 5
					random_days = 6
				}
			}
			20 = {
				country_event = {
					id = mtg_usa_civil_war_fascists.14
					days = 5
					random_days = 6
				}
			}
		}
	}
}
### Entity: Idea
Component: NRU_australian_phosphate_idea
Source: game
File: common/ideas/nauru.txt

Code:
NRU_australian_phosphate_idea = {
	picture = generic_exploit_mines
	allowed = {

	}
	cancel = {
		NOT = {
			controls_state = 725
		}
	}
	modifier = {
		local_resources_factor = 0.1
	}
}
### Entity: Character
Component: JAM_acas
Source: game
File: common/characters/JAM.txt

Code:
JAM_acas = {
	advisor = {
		slot = high_command
		idea_token = JAM_acas
		ledger = air
		allowed = {
			original_tag = JAM
		}
		traits = {
			air_close_air_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_2
		}
	}
}
### Entity: Idea
Component: MEN_invite_western_scholars
Constructs: research_speed_factor, removal_cost
Source: game
File: common/ideas/r56_mengkukuo.txt

Code:
MEN_invite_western_scholars = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	picture = jap_supremacy_of_technology
	modifier = {
		research_speed_factor = 0.05
	}
}
### Entity: Character
Component: SWE_arne_beurling
Constructs: has_country_flag, has_intelligence_agency, has_done_agency_upgrade
Source: game
File: common/characters/SWE.txt

Code:
SWE_arne_beurling = {
	name = SWE_arne_beurling
	advisor = {
		slot = political_advisor
		idea_token = SWE_arne_beurling
		visible = {
			has_country_flag = SWE_spying_on_GER
		}
		available = {
			original_tag = SWE
			has_country_flag = SWE_spying_on_GER
			has_intelligence_agency = yes
			custom_trigger_tooltip = {
				tooltip = cyptology_tooltip_tt
				has_done_agency_upgrade = upgrade_form_department
			}
		}
		traits = {
			mastermind_code_cracker
		}
	}
	portraits = {
		civilian = {
			small = GFX_portrait_SWE_arne_beurling_small
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_armor_intel_tier_0
Constructs: check_variable
Source: game
File: common/scripted_triggers/EAI_PRODUCTION_design_triggers.txt

Code:
EAI_armor_intel_tier_0 = {
	check_variable = {
		EAI_max_armor_seen = < 60
	}
}
### Entity: Idea
Component: VEN_50_50_oil2
Constructs: has_government, industrial_capacity_factory
Source: game
File: common/ideas/r56_venezuela.txt

Code:
VEN_50_50_oil2 = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		NOT = {
			has_government = communism
		}
	}
	picture = generic_agrarian_reform
	modifier = {
		consumer_goods_factor = -0.2
		industrial_capacity_factory = 0.05
		industrial_capacity_dockyard = 0.05
		global_building_slots_factor = 0.1
		trade_opinion_factor = -0.05
	}
}
### Entity: Character
Component: ZIM_ncs
Source: game
File: common/characters/ZIM.txt

Code:
ZIM_ncs = {
	advisor = {
		slot = high_command
		idea_token = ZIM_ncs
		ledger = navy
		allowed = {
			original_tag = ZIM
		}
		traits = {
			navy_capital_ship_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_2
		}
	}
}
### Entity: Character
Component: political_dancer
Source: game
File: common/country_leader/00_traits.txt

Code:
political_dancer = {
	random = no
	political_power_factor = 0.15
	ai_will_do = {
		factor = 1
	}
}
### Entity: Scripted Localization
Component: defined_text
Constructs: has_government, has_country_flag, has_capitulated
Source: game
File: common/scripted_localisation/r56_danish_scripted_localisation.txt

Code:
defined_text = {
	name = DEN_air_localisation
	text = {
		trigger = {
			has_capitulated = yes
		}
		localization_key = DEN_air_localisation_cap
	} {
		trigger = {
			has_government = communism
		}
		localization_key = DEN_air_localisation_com
	} {
		trigger = {
			OR = {
				has_government = fascism
				AND = {
					has_government = democratic
					has_country_flag = den_monarchy_abolished
				}
			}
		}
		localization_key = DEN_air_localisation_gen
	} {
		localization_key = DEN_air_localisation_royal
	}
}
### Entity: National Focus
Tree: sam_focus
Component: SAM_request_weapons
Constructs: add_equipment_to_stockpile, prerequisite, completion_reward
Source: game
File: common/national_focus/samoa.txt

Code:
focus = {
	id = SAM_request_weapons
	icon = GFX_focus_ETH_freedom_at_gunpoint
	cost = 10
	x = 1
	y = 1
	relative_position_id = SAM_the_japanese_threat
	available = {

	}
	prerequisite = {
		focus = SAM_the_japanese_threat
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_equipment_to_stockpile = {
			type = infantry_equipment_1
			amount = 2500
		}
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_further_palestinian_negotiations
Constructs: prerequisite, limit, completion_reward, remove_dynamic_modifier, add_dynamic_modifier
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_further_palestinian_negotiations
	icon = GFX_goal_generic_peaceful_diplomacy
	relative_position_id = ISR_sharett_takes_over
	x = 1
	y = 1
	prerequisite = {
		focus = ISR_sharett_takes_over
	}
	bypass = {
		NOT = {
			controls_state = 949 966
		}
	}
	cost = 5
	completion_reward = {
		if = {
			limit = {
				controls_state = 966
			}
			966 = {
				remove_dynamic_modifier = {
					modifier = r56_ISR_palestinian_resistance
				}
				add_dynamic_modifier = {
					modifier = r56_ISR_palestinian_resistance_low
					scope = ISR
				}
			}
		} {
			limit = {
				controls_state = 949
			}
			949 = {
				remove_dynamic_modifier = {
					modifier = r56_ISR_palestinian_resistance
				}
				add_dynamic_modifier = {
					modifier = r56_ISR_palestinian_resistance_low
					scope = ISR
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: r56_bail_out_the_soviets
Constructs: has_government, has_war_with, has_global_flag, is_in_faction_with, has_opinion, send_lend_lease_desire, send_volunteers_desire
Source: game
File: common/ai_strategy/r56_default.txt

Code:
r56_bail_out_the_soviets = {
	allowed = {
		ROOT = {
			exists = yes
			NOT = {
				original_tag = SOV
			}
		}
	}
	enable = {
		ROOT = {
			has_global_flag = R56_SOV_till_the_bitter_end_flag
			surrender_progress = < 0.02
			NOT = {
				OR = {
					has_war_with = SOV
					has_government = fascism
					is_in_faction_with = GER
				}
			}
			stockpile_ratio = {
				archetype = infantry_equipment
				ratio = > 0.01
			}
			OR = {
				has_war_with = GER
				has_opinion = {
					target = GER
					value = < -25
				}
			}
		}
		SOV = {
			has_war_with = GER
			surrender_progress = > 0.4
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = befriend
		id = SOV
		value = 25
	} {
		type = send_lend_lease_desire
		id = SOV
		value = 275
	} {
		type = support
		id = SOV
		value = 275
	} {
		type = send_volunteers_desire
		id = SOV
		value = 275
	}
}
### Entity: Character
Component: MLI_acd2
Source: game
File: common/characters/MLI.txt

Code:
MLI_acd2 = {
	advisor = {
		slot = army_chief
		idea_token = MLI_acd2
		allowed = {
			original_tag = MLI
		}
		traits = {
			army_chief_defensive_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_1
		}
	}
}
### Entity: Military Industrial Organization
Component: TUR_ticaret_organization
Constructs: has_dlc
Source: game
File: common/military_industrial_organization/organizations/TUR_organization.txt

Code:
TUR_ticaret_organization = {
	include = generic_infantry_tank_organization
	icon = GFX_idea_tur_koc_ticaret_as
	allowed = {
		original_tag = TUR
		has_dlc = Battle for the Bosporus
	}
}
### Entity: Trigger Reference
Construct: all_navy_leader
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## all_navy_leader

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Checks if all Navy Leaders of the Country in scope match the triggers.
tooltip=key can be defined to override title.
ex: GER = {
  all_navy_leader = {
	tooltip = my_loc_key # Optional
	include_invisible = yes # Optional - default = no
    ... character scope triggers ...
  }
}
```
### Entity: Event
Component: bftb_bulgaria_fate_of_the_balkans.10
Constructs: is_triggered_only, ai_chance, has_completed_focus, has_opinion, has_idea, create_wargoal, puppet_wargoal_focus
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_fate_of_the_balkans.10
	title = bftb_bulgaria_fate_of_the_balkans.10.t
	desc = bftb_bulgaria_fate_of_the_balkans.10.desc
	picture = GFX_report_event_finnish_letter
	is_triggered_only = yes
	option = {
		name = bftb_bulgaria_fate_of_the_balkans.10.a
		ai_chance = {
			base = 1
			modifier = {
				factor = 20
				strength_ratio = {
					tag = BUL
					ratio = > 2
				}
			} {
				factor = 5
				has_opinion = {
					target = FROM
					value = < 50
				}
			} {
				factor = 2
				BUL = {
					has_completed_focus = BUL_support_macedonian_organizations
				}
			} {
				factor = 2
				BUL = {
					has_idea = BUL_imro_05
				}
			} {
				factor = 5
				AND = {
					tag = ENG
					BUL_has_some_sort_of_bogdan_filov = yes
				}
			}
		}
		create_wargoal = {
			type = puppet_wargoal_focus
			target = BUL
		}
	} {
		name = bftb_bulgaria_fate_of_the_balkans.10.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 2
				strength_ratio = {
					tag = FROM
					ratio = < 1
				}
			} {
				factor = 2
				BUL = {
					has_completed_focus = BUL_condemn_macedonian_organizations
				}
			} {
				factor = 5
				BUL = {
					NOT = {
						has_idea = BUL_imro_01 BUL_imro_04 BUL_imro_05
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: est_focus
Component: EST_disband_student_councils
Constructs: prerequisite, remove_ideas, completion_reward
Source: game
File: common/national_focus/r56_estonia.txt

Code:
focus = {
	id = EST_disband_student_councils
	icon = GFX_goal_generic_foreign_diplomacy
	prerequisite = {
		focus = EST_bypass_the_riigikogu
	} {
		focus = EST_adopt_the_third_constiution
	}
	relative_position_id = EST_bypass_the_riigikogu
	x = -1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		remove_ideas = EST_student_protests
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
}
### Entity: AI Strategy
Component: germany_jerk
Constructs: has_country_flag
Source: game
File: common/ai_strategy/HUN.txt

Code:
germany_jerk = {
	allowed = {
		original_tag = HUN
	}
	enable = {
		has_country_flag = GER_second_vienna_award_noland
		country_exists = GER
	}
	abort = {
		NOT = {
			country_exists = GER
		}
	}
	ai_strategy = {
		type = befriend
		id = GER
		value = -200
	} {
		type = alliance
		id = GER
		value = -200
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/SLV_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 1
	}
	location = 9627
	division_template = Pesadijska Divizija
	start_experience_factor = 0.1
	start_equipment_factor = 0.78
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_al_futuwa
Constructs: prerequisite, add_ideas, add_war_support, completion_reward, add_political_power
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_al_futuwa
	icon = GFX_goal_PAL_al_futuwa
	prerequisite = {
		focus = PAL_sharia
	} {
		focus = PAL_formalize_hwa
	}
	x = 1
	y = 1
	relative_position_id = PAL_formalize_hwa
	cost = 5
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_ideas = PAL_mandatory_service
		add_war_support = 0.1
		add_political_power = 25
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_encourage_gold_exports
Constructs: has_completed_focus, prerequisite, limit, completion_reward, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_encourage_gold_exports
	icon = GFX_focus_usa_reestablish_the_gold_standard
	prerequisite = {
		focus = PHI_expand_gold_mining
	}
	relative_position_id = PHI_expand_gold_mining
	x = 0
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				has_idea = PHI_marsman_and_company_idea
			}
			custom_effect_tooltip = PHI_marsman_and_company_improved_tt
			swap_ideas = {
				remove_idea = PHI_marsman_and_company_idea
				add_idea = PHI_marsman_and_company_improved_idea
			}
		} {
			limit = {
				OR = {
					has_completed_focus = PHI_open_borders PHI_nationality_act
				}
			}
			custom_effect_tooltip = PHI_modify_economy_dynamic_modifier_tt
		}
		else = {
			effect_tooltip = {
				swap_ideas = {
					remove_idea = PHI_marsman_and_company_idea
					add_idea = PHI_marsman_and_company_improved_idea
				}
			}
		} {
			custom_effect_tooltip = PHI_modify_shaken_economy_dynamic_modifier_tt
		}
		add_to_variable = {
			PHI_the_great_depression_consumer_goods_factor = -0.05
			tooltip = consumer_goods_factor_tt
		}
		hidden_effect = {
			PHI_central_focuses_done_T2 = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Unit Leader
Component: hunter_killer
Source: game
File: common/unit_leader/00_traits.txt

Code:
hunter_killer = {
	type = navy
	modifier = {
		navy_submarine_detection_factor = 0.2
		navy_submarine_attack_factor = 0.1
	}
	ai_will_do = {
		factor = 0
	}
	trait_type = assignable_trait
	any_parent = {
		search_pattern_expert destroyer_leader
	}
	gui_row = 5
	gui_column = 2
}
### Entity: Unit Template
Component: YUG_ARM_01
Source: game
File: common/units/names_divisions/YUG_names_divisions.txt

Code:
YUG_ARM_01 = {
	name = Armoured Divisions
	for_countries = {
		YUG SER MNT
	}
	can_use = {
		always = yes
	}
	division_types = {
		light_armor medium_armor heavy_armor modern_armor
	}
	fallback_name = %d. Oklopna Divizija
	ordered = {
		1 = {
			%d. Oklopna Divizija
		}
		2 = {
			%d. Oklopna Divizija
		}
		3 = {
			%d. Oklopna Divizija
		}
		4 = {
			%d. Oklopna Divizija
		}
		5 = {
			%d. Oklopna Divizija
		}
		6 = {
			%d. Oklopna Divizija
		}
		7 = {
			%d. Oklopna Divizija
		}
		8 = {
			%d. Oklopna Divizija
		}
		9 = {
			%d. Oklopna Divizija
		}
		10 = {
			%d. Oklopna Divizija
		}
	}
}
### Entity: AI Strategy
Component: ARG_fascist_plan
Constructs: has_government, has_country_flag, has_dlc, has_game_rule, is_puppet
Source: game
File: common/ai_strategy_plans/ARG_R56_alternate_strategy_plan.txt

Code:
ARG_fascist_plan = {
	name = ARG: Argentinian Fascist AI Plan
	desc = Fascist behavior for Argentina.
	allowed = {
		original_tag = ARG
		NOT = {
			has_dlc = Trial of Allegiance
		}
	}
	enable = {
		OR = {
			has_country_flag = ARG_AI_RANDOM_FASCISM
			has_game_rule = {
				rule = ARG_ai_behavior
				option = FASCISM
			}
		}
	}
	abort = {
		is_puppet = yes
		NOT = {
			has_government = fascism
		}
	}
	ai_national_focuses = {
		ARG_argentinas_destiny ARG_nationalism
	}
	focus_factors = {
		ARG_infamous_decade = 20
		ARG_land_of_the_worker = 0
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_recruit_volunteers
Constructs: prerequisite, limit, add_war_support, completion_reward, is_subject_of, has_capitulated, add_manpower, has_dlc
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_recruit_volunteers
	text = ENG_recruit_volunteers
	icon = GFX_focus_generic_manpower
	cost = 10
	prerequisite = {
		focus = EGY_welcome_british_exiles
	}
	relative_position_id = EGY_welcome_british_exiles
	x = -1
	y = 1
	ai_will_do = {
		factor = 10
	}
	available = {
		is_subject_of = ENG
		ENG = {
			has_capitulated = yes
		}
	}
	completion_reward = {
		add_manpower = 10000
		add_war_support = 0.05
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_doctrine_cost_reduction = {
				cost_reduction = 0.5
				uses = 1
				category = special_forces_doctrine
			}
		}
		else = {
			add_tech_bonus = {
				name = special_forces_bonus
				bonus = 0.5
				uses = 1
				category = r56_special_forces_training_tech
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_RESEARCH
	}
}
### Entity: AI Strategy
Component: SOV_super_heavy_tanks
Constructs: has_war, has_government, is_major, any_of
Source: game
File: common/ai_equipment/SOV_tank.txt

Code:
SOV_super_heavy_tanks = {
	category = land
	blocked_for = {

	}
	available_for = {
		SOV
	}
	roles = {
		land_super_heavy_tank
	}
	priority = {
		factor = 200
		modifier = {
			num_of_factories = < 100
			factor = 0
		}
	}
	basic_super_heavy_tank_default = {
		priority = {
			factor = 10
			modifier = {
				has_government = fascism
				factor = 5
			}
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = super_heavy_tank_chassis
			modules = {
				main_armament_slot = {
					any_of = {
						tank_super_heavy_cannon tank_heavy_cannon_3 tank_high_velocity_cannon_3 tank_heavy_cannon_2 tank_high_velocity_cannon_2 tank_heavy_cannon
					}
				}
				turret_type_slot = tank_super_heavy_four_man_tank_turret
				suspension_type_slot = tank_torsion_bar_suspension
				armor_type_slot = tank_cast_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = tank_radio_module
				special_type_slot_2 = additional_machine_guns
				special_type_slot_3 = smoke_launchers
				special_type_slot_4 = sloped_armor
			}
			upgrades = {
				tank_nsb_engine_upgrade = 14
				tank_nsb_armor_upgrade = {
					base = 10
					modifier = {
						add = 4
						has_war = yes
					} {
						any_enemy_country = {
							is_major = yes
						}
						add = 4
					}
				}
			}
		}
		allowed_modules = {
			tank_high_velocity_cannon_2 tank_high_velocity_cannon_3 tank_heavy_cannon tank_heavy_cannon_2 tank_heavy_cannon_3 tank_super_heavy_cannon tank_super_heavy_four_man_tank_turret tank_torsion_bar_suspension tank_cast_armor tank_diesel_engine tank_radio_3 tank_radio_2 tank_radio_1 secondary_turret_hmg smoke_launchers sloped_armor
		}
	}
}
### Entity: Modifier Reference
Construct: air_fuel_consumption_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## air_fuel_consumption_factor

* Number with 2 decimal places
* **Categories**: air