Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: hol_focus
Component: HOL_bastion_of_true_communism
Constructs: prerequisite, limit, add_ideas, remove_ideas, has_government, add_war_support, completion_reward, is_in_faction_with
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_bastion_of_true_communism
	available = {
		NOT = {
			is_in_faction_with = SOV
		} {
			is_in_faction_with = FRA
		}
	}
	prerequisite = {
		focus = HOL_decolonization
	} {
		focus = HOL_red_is_the_new_orange
	}
	mutually_exclusive = {
		focus = HOL_affirm_loyalty_to_moscow HOL_join_the_french
	}
	icon = GFX_focus_generic_join_comintern
	x = 2
	y = 1
	relative_position_id = HOL_decolonization
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
	ai_will_do = {
		base = 5
	}
	completion_reward = {
		set_rule = {
			can_create_factions = yes
		}
		add_war_support = 0.1
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_ideas = HOL_bastion_of_true_communism
		remove_ideas = HOL_aloof_neutrality
		hidden_effect = {
			SOV = {
				add_ai_strategy = {
					type = alliance
					id = ROOT
					value = -200
				} {
					type = befriend
					id = ROOT
					value = -200
				} {
					type = protect
					id = ROOT
					value = -200
				} {
					type = antagonize
					id = ROOT
					value = 200
				}
			}
			if = {
				limit = {
					FRA = {
						has_government = communism
					}
				}
				FRA = {
					add_ai_strategy = {
						type = alliance
						id = ROOT
						value = -200
					} {
						type = befriend
						id = ROOT
						value = -200
					} {
						type = protect
						id = ROOT
						value = -200
					} {
						type = antagonize
						id = ROOT
						value = 200
					}
				}
			}
		}
	}
}
### Entity: Technology
Component: fuel_refining
Constructs: has_war, is_major, research_cost
Source: game
File: common/technologies/industry.txt

Code:
technology = {
	fuel_gain_factor = 0.2
	fuel_gain_factor_from_states = 0.1
	path = {
		leads_to_tech = fuel_refining2
		research_cost_coeff = 1
	}
	research_cost = 3
	start_year = 1936
	folder = {
		name = industry_folder
		position = {
			x = 3
			y = 2
		}
	}
	categories = {
		industry synth_resources
	}
	ai_will_do = {
		factor = 5
		modifier = {
			tag = USA
			factor = 0.5
		} {
			has_war = yes
			factor = 2
		} {
			is_major = no
			factor = 0.25
		} {
			factor = 1.5
			num_of_military_factories = > 10
		} {
			factor = 1.5
			num_of_military_factories = > 20
		} {
			factor = 1.5
			num_of_military_factories = > 30
		} {
			factor = 1.5
			num_of_naval_factories = > 10
		} {
			factor = 1.5
			num_of_naval_factories = > 20
		} {
			factor = 1.5
			num_of_naval_factories = > 30
		}
	}
}
### Entity: Scripted Effect
Component: EAI_PR_STRATEGIES_artillery_technologies
Source: game
File: common/scripted_effects/EAI_RESEARCH_PRIORITY_TREE_artillery.txt

Code:
EAI_PR_STRATEGIES_artillery_technologies = {
	EAI_PR_STRATEGIES_artillery = yes
	EAI_PR_STRATEGIES_antiair = yes
	EAI_PR_STRATEGIES_antitank = yes
	EAI_PR_STRATEGIES_rocket_artillery = yes
}
### Entity: Idea
Component: EAI_DD_11/rocket_artillery_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_11/rocket_artillery_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		rocket_artillery_equipment = {
			build_cost_ic = -0.275
			instant = yes
		}
	}
}
### Entity: AI Strategy
Component: CZE_template_design
Source: game
File: common/ai_strategy/CZE.txt

Code:
CZE_template_design = {
	allowed = {
		original_tag = CZE
	}
	enable = {
		date = < 1940.1.1
	}
	abort = {
		date = > 1940.1.1
	}
	ai_strategy = {
		type = template_prio
		id = motorized
		value = -50
	} {
		type = template_prio
		id = cavalry
		value = -100
	} {
		type = template_prio
		id = light_armor
		value = 30
	} {
		type = template_prio
		id = medium_armor
		value = 50
	} {
		type = template_prio
		id = heavy_armor
		value = -50
	} {
		type = template_prio
		id = paratroopers
		value = -50
	}
}
### Entity: National Focus
Tree: hun_focus
Component: HUN_trade_deal_with_germany
Constructs: prerequisite, has_government, has_war_with, add_opinion_modifier, completion_reward, cancel_if_invalid, swap_ideas, add_idea
Source: game
File: common/national_focus/hungary.txt

Code:
focus = {
	id = HUN_trade_deal_with_germany
	icon = GFX_focus_generic_german_trade
	prerequisite = {
		focus = HUN_renounce_the_treaty_of_trianon
	}
	mutually_exclusive = {
		focus = HUN_renew_the_rome_protocols
	}
	x = 0
	y = 1
	relative_position_id = HUN_renounce_the_treaty_of_trianon
	available = {
		NOT = {
			GER = {
				has_government = communism
			}
		}
	} {
		NOT = {
			has_war_with = GER
		}
	}
	cost = 10
	ai_will_do = {
		factor = 80
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_opinion_modifier = {
			target = GER
			modifier = HUN_trade_deal_with_germany
		}
		reverse_add_opinion_modifier = {
			target = GER
			modifier = HUN_trade_deal_with_germany
		}
		swap_ideas = {
			add_idea = HUN_interventionism_2
			remove_idea = HUN_interventionism
		}
	}
}
### Entity: Shared Focus
Tree: lat_focus
Component: LAT_VEF_electronics_primacy
Constructs: shared_focus, prerequisite, limit, completion_reward, add_tech_bonus, electronics_bonus, has_dlc, add_mio_funds
Source: game
File: common/national_focus/r56_latvia_shared.txt

Code:
shared_focus = {
	id = LAT_VEF_electronics_primacy
	icon = GFX_goal_generic_production2
	mutually_exclusive = {
		focus = LAT_VEF_airplanes_primacy
	}
	prerequisite = {
		focus = LAT_VEF_radio_production
	}
	relative_position_id = LAT_VEF_radio_production
	x = -1
	y = 1
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_tech_bonus = {
			name = electronics_bonus
			bonus = 1.0
			uses = 1
			category = electronics
		} {
			name = electronics_bonus
			bonus = 1.0
			ahead_reduction = 0.5
			uses = 2
			category = electronics
		}
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:LAT_vef_organization = {
				add_mio_funds = 500
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: FIN_olavi_arho
Source: game
File: common/characters/FIN.txt

Code:
FIN_olavi_arho = {
	name = FIN_olavi_arho
	portraits = {
		army = {
			small = GFX_portrait_FIN_olavi_arho_small
		}
	}
	advisor = {
		slot = navy_chief
		idea_token = FIN_olavi_arho
		allowed = {
			original_tag = FIN
		}
		traits = {
			navy_chief_commerce_raiding_2
		}
		cost = 100
		ai_will_do = {
			base = 1.0
		}
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_take_panama
Constructs: prerequisite, has_war, remove_ideas, completion_reward, clr_country_flag
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_take_panama
	icon = GFX_goal_attack_panama
	prerequisite = {
		focus = HON_take_costa_rica
	}
	relative_position_id = HON_take_costa_rica
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 4
			strength_ratio = {
				tag = PAN
				ratio = > 1.5
			}
		} {
			factor = .1
			has_war = yes
		}
	}
	x = 0
	y = 1
	will_lead_to_war_with = PAN
	cost = 5
	available = {
		controls_state = 316
		r56_script_i_am_sane = yes
		 = PAN
	}
	bypass = {
		PAN
	}
	completion_reward = {
		PAN = {
			clr_country_flag = monroe_doctrine
			remove_ideas = USA_monroe_doctrine_idea
		} {
			country_event = {
				id = hon.16
			}
		}
		USA = {
			diplomatic_relation = {
				country = PAN
				relation = guarantee
				active = no
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Scripted Effect
Component: DEN_bop_occupation_very_low_increase_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/DEN_scripted_effects.txt

Code:
DEN_bop_occupation_very_low_increase_effect = {
	add_power_balance_value = {
		id = DEN_occupation_balance
		value = 0.05
	}
}
### Entity: Idea
Component: SIA_prepare_landing_operations_idea_r56
Constructs: has_war, removal_cost
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_prepare_landing_operations_idea_r56 = {
	name = SIA_taking_the_fight_underground_r56
	allowed_civil_war = {
		original_tag = SIA
	}
	removal_cost = -1
	picture = MEX_politicised_army
	cancel = {
		has_war = no
	}
	modifier = {
		target_sabotage_factor = 0.1
		resistance_damage_to_garrison_on_our_occupied_states = 0.1
		equipment_capture_factor = 0.15
		exiled_government_weekly_manpower = 200
		army_core_attack_factor = 0.05
		army_breakthrough_against_major_factor = 0.1
	}
}
### Entity: Idea
Component: etibank
Constructs: has_dlc, research_bonus
Source: game
File: common/ideas/turkey.txt

Code:
etibank = {
	picture = PRC_nanjing_wireless_electronics_plant
	allowed = {
		original_tag = TUR
		has_dlc = Battle for the Bosporus
	}
	visible = {
		always = yes
	}
	available = {
		TUR_debt_council_has_no_sway = yes
	}
	traits = {
		electricity_focused_state_bank
	}
	research_bonus = {

	}
	modifier = {

	}
}
### Entity: Event
Component: bftb_greece.60
Constructs: is_triggered_only, limit, add_stability, has_dlc, set_autonomy, is_faction_leader, add_to_faction, set_cosmetic_tag
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.60
	title = bftb_greece.60.t
	desc = bftb_greece.60.desc
	picture = GFX_report_event_gre_enosis
	is_triggered_only = yes
	option = {
		name = bftb_greece.60.a
		CYP = {
			transfer_state = 183
		}
		GRE = {
			puppet = CYP
		}
		add_stability = 0.1
		hidden_effect = {
			if = {
				limit = {
					has_dlc = Together for Victory
				}
				GRE = {
					set_autonomy = {
						target = CYP
						autonomy_state = autonomy_dominion
					}
				}
			} {
				limit = {
					ENG = {
						is_faction_leader = yes
					}
				}
				ENG = {
					add_to_faction = GRE
				}
			}
			else = {
				GRE = {
					set_autonomy = {
						target = CYP
						autonomy_state = autonomy_puppet
					}
				}
			}
			CYP = {
				set_cosmetic_tag = CYP_UK
			}
			183 = {
				add_core_of = GRE
			}
		}
	}
}
### Entity: Idea
Component: COG_german_scientific_advisors
Constructs: research_speed_factor, removal_cost
Source: game
File: common/ideas/r56_congo.txt

Code:
COG_german_scientific_advisors = {
	allowed = {
		always = no
	}
	modifier = {
		research_speed_factor = 0.03
	}
	removal_cost = -1
	picture = generic_research_bonus
}
### Entity: National Focus
Tree: alg_focus
Component: ALG_army_loyalty
Constructs: prerequisite, add_ideas, completion_reward, add_political_power, add_popularity
Source: game
File: common/national_focus/algeria.txt

Code:
focus = {
	id = ALG_army_loyalty
	icon = GFX_goal_iron_people
	x = 15
	y = 3
	cost = 10
	prerequisite = {
		focus = ALG_abbas_victory
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
	ai_will_do = {
		factor = 95
	}
	completion_reward = {
		add_political_power = 75
		add_popularity = {
			ideology = neutrality
			popularity = 0.05
		}
		add_ideas = ALG_army_loyalty_idea
	}
}
### Entity: Event
Component: denmark_resistance_event.8
Constructs: is_triggered_only, add_war_support, add_political_power, add_to_faction
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_resistance_event.8
	title = denmark_resistance_event.8.t
	desc = denmark_resistance_event.8.desc
	picture = GFX_report_event_generic_handshake
	is_triggered_only = yes
	option = {
		name = denmark_resistance_event.2.a
		add_political_power = 100
		add_war_support = 0.05
		FROM = {
			add_to_faction = DEN
		}
	}
}
### Entity: Idea
Component: PRC_harbin_aircraft
Constructs: has_dlc, removal_cost, research_bonus
Source: game
File: common/ideas/comchina.txt

Code:
PRC_harbin_aircraft = {
	picture = idea_PRC_harbin_aircraft
	allowed = {
		has_dlc = No Compromise, No Surrender
		NOT = {
			has_dlc = Arms Against Tyranny
		}
		original_tag = PRC
	}
	cost = 150
	removal_cost = 10
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		multi_role_aircraft_manufacturer
	}
}
### Entity: Military Industrial Organization
Component: SWE_husqvarna_organization
Source: game
File: common/military_industrial_organization/organizations/SWE_organization.txt

Code:
SWE_husqvarna_organization = {
	include = generic_infantry_equipment_organization
	icon = GFX_idea_SWE_husqvarna
	allowed = {
		tag = SWE
	}
}
### Entity: Scripted Trigger
Component: CHI_hanoi_route_states
Source: game
File: common/scripted_triggers/CHI_scripted_triggers.txt

Code:
CHI_hanoi_route_states = {
	OR = {
		state = 325 671
	}
}
### Entity: Idea
Component: PHI_minimum_wage_laws
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/philipines.txt

Code:
PHI_minimum_wage_laws = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_democratic_drift_bonus
	modifier = {
		production_speed_industrial_complex_factor = 0.1
		industrial_capacity_factory = 0.05
		consumer_goods_factor = 0.05
	}
}
### Entity: Special Project
Component: sp_land_generic_reward_major_progress_3
Constructs: limit, fire_only_once, has_project_flag, add_project_progress_ratio, set_project_flag, add_breakthrough_progress, has_scientist_level, add_scientist_xp
Source: game
File: common/special_projects/prototype_rewards/generic_land_prototype_rewards.txt

Code:
sp_land_generic_reward_major_progress_3 = {
	fire_only_once = yes
	threshold = {
		min = 0
		max = 100
	}
	weight = {
		base = @base_reward_weight
		modifier = {
			factor = @reward_weight_factor_theme
			has_project_flag = sp_land_generic_reward_major_progress_flag
		}
	}
	option = {
		token = sp_land_generic_reward_option_major_breakthrough
		iteration_output = {
			country_effects = {
				FROM = {
					add_project_progress_ratio = constant:sp_progress.gain.high
					set_project_flag = sp_land_generic_reward_major_progress_flag
				}
				add_breakthrough_progress = {
					specialization = specialization_land
					value = sp_breakthrough_progress.medium
				}
			}
			scientist_effects = {
				if = {
					limit = {
						has_scientist_level = {
							level = < 5
							specialization = specialization_land
						}
					}
					add_scientist_xp = {
						experience = constant:sp_scientist_xp_gain.low
						specialization = specialization_land
					}
				}
			}
		}
	}
}
### Entity: National Focus
Component: r56_ecuadorian_focus
Constructs: shared_focus, add_equipment_to_stockpile, prerequisite, limit, add_ideas, has_war_with, add_war_support, add_stability
Source: game
File: common/national_focus/r56_ecuador.txt

Code:
focus_tree = {
	id = r56_ecuadorian_focus
	country = {
		factor = 0
		modifier = {
			add = 30
			original_tag = ECU
		}
	}
	default = no
	reset_on_civilwar = no
	continuous_focus_position = {
		x = 0
		y = 1000
	}
	shared_focus = ABC_establish_a_general_staff GEN_Aviation_Effort GEN_Naval_Effort GEN_begin_industrial_buildup GEN_State_Matter GEN_industrial_boom GCO_UNIFIED_gran_colombian_unification
	focus = {
		id = ECU_Alert_in_the_front
		icon = GFX_goal_PRU_peru_ecuador_war12
		x = 64
		y = 0
		cost = 5
		available = {
			has_war_with = PRU
		}
		ai_will_do = {
			factor = 10
		}
		completion_reward = {
			add_stability = -0.1
			add_war_support = 0.1
		}
		search_filters = {
			FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_STABILITY
		}
	} {
		id = ECU_desperate_mobilization
		icon = GFX_focus_SOV_mobilization_plan
		prerequisite = {
			focus = ECU_Alert_in_the_front
		}
		relative_position_id = ECU_Alert_in_the_front
		x = 0
		y = 1
		cost = 10
		available = {
			has_war_with = PRU
		}
		ai_will_do = {
			factor = 10
		}
		completion_reward = {
			add_ideas = ECU_mobilize_the_whole_country
		}
		search_filters = {
			FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_MILITARY_IMPROVEMENT
		}
	} {
		id = ECU_gallos_plan
		icon = GFX_goal_generic_occupy_states_ongoing_war
		prerequisite = {
			focus = ECU_desperate_mobilization
		}
		mutually_exclusive = {
			focus = ECU_focus_on_defending_quito
		}
		relative_position_id = ECU_Alert_in_the_front
		x = 1
		y = 2
		cost = 10
		available = {
			has_war_with = PRU
		}
		ai_will_do = {
			factor = 10
		}
		completion_reward = {
			add_ideas = ECU_plan_of_gallo
		}
		search_filters = {
			FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_MILITARY_IMPROVEMENT
		}
	} {
		id = ECU_focus_on_defending_quito
		icon = GFX_goal_generic_fortify_city
		mutually_exclusive = {
			focus = ECU_gallos_plan
		}
		prerequisite = {
			focus = ECU_desperate_mobilization
		}
		relative_position_id = ECU_Alert_in_the_front
		x = -1
		y = 2
		cost = 10
		available = {
			has_war_with = PRU
		}
		ai_will_do = {
			factor = 10
		}
		completion_reward = {
			add_ideas = ECU_defense_of_quito
		}
		search_filters = {
			FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_MILITARY_IMPROVEMENT
		}
	} {
		id = ECU_industralize_the_amazon
		icon = GFX_focus_BRA_amazon_colonization
		prerequisite = {
			focus = ECU_focus_on_defending_quito ECU_gallos_plan
		}
		relative_position_id = EC
# ... (truncated)
### Entity: Idea
Component: EAI_DD_3/modern_tank_artillery_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_3/modern_tank_artillery_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		modern_tank_artillery_chassis = {
			build_cost_ic = -0.075
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_quebecois_officer_corps
Constructs: prerequisite, add_ideas, completion_reward, every_army_leader, add_planning
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_quebecois_officer_corps
	icon = GFX_focus_generic_military_academy
	prerequisite = {
		focus = QUE_artillery_improvements
	} {
		focus = QUE_modernized_support_equipment
	}
	relative_position_id = QUE_organize_the_militias
	x = -2
	y = 4
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		army_experience = 5
		every_army_leader = {
			add_planning = 1
		}
		add_ideas = ABC_establish_a_military_academy_idea
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}
### Entity: Game Rule
Component: yug_fragmentation_status
Source: game
File: common/game_rules/00_game_rules.txt

Code:
yug_fragmentation_status = {
	name = YUG_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 = YUG_FRAGMENTED
		text = RULE_OPTION_YUG_FRAGMENTED
		desc = RULE_OPTION_YUG_FRAGMENTED_DESC
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_proclaim_slavic_unity
Constructs: prerequisite, limit, completion_reward, is_subject, set_cosmetic_tag, every_state, is_core_of, add_core_of
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_proclaim_slavic_unity
	icon = GFX_goal_generic_national_unity
	prerequisite = {
		focus = POL_claim_russia
	} {
		focus = POL_demand_pomerania
	}
	relative_position_id = POL_claim_russia
	x = 0
	y = 2
	cost = 10
	ai_will_do = {
		factor = 2.5
	}
	available = {
		OR = {
			controls_state = 219 195
		} {
			controls_state = 137 202
		} {
			controls_state = 217 408
		}
		SOV = {
			OR = {
				surrender_progress = > 0.5
				exists = no
				is_subject = yes
			}
		}
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		set_cosmetic_tag = SLAVIC_UNIFIED
		every_state = {
			limit = {
				OR = {
					is_core_of = POL SIL KSH UKR BLR YUG BUL CZE SLO
					AND = {
						is_core_of = SOV
						NOT = {
							OR = {
								is_core_of = AZR GEO ARM TMS UZB KAZ TAJ KYR
							}
						}
					}
					state = 5 763
				}
			}
			add_core_of = POL
		}
	}
}
### Entity: Idea
Component: r56_CAN_intervene_ACW_idea
Constructs: removal_cost, send_volunteer_divisions_required, send_volunteer_size
Source: game
File: common/ideas/r56_canada.txt

Code:
r56_CAN_intervene_ACW_idea = {
	name = r56_CAN_intervene_ACW_idea
	allowed = {
		always = no
	}
	removal_cost = -1
	modifier = {
		send_volunteer_divisions_required = -0.5
		send_volunteer_size = 3
		air_volunteer_cap = 100
	}
	rule = {
		can_send_volunteers = yes
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_end_soviet_rule
Constructs: division_template, prerequisite, has_war, limit, completion_reward, is_ally_with, has_state_flag, is_subject_of
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_end_soviet_rule
	icon = GFX_focus_GER_proletarian_solidarity
	x = 1
	y = 1
	available = {
		is_ally_with = SOV
	}
	prerequisite = {
		focus = AFG_sabotage_soviet_railways AFG_seize_gun_stockpiles
	}
	relative_position_id = AFG_sabotage_soviet_railways
	ai_will_do = {
		base = 0
		modifier = {
			count_triggers = {
				amount = 6
				742 = {
					has_state_flag = AFG_infiltrated_soviet_garissons
				}
				830 = {
					has_state_flag = AFG_infiltrated_soviet_garissons
				}
				584 = {
					has_state_flag = AFG_infiltrated_soviet_garissons
				}
				985 = {
					has_state_flag = AFG_infiltrated_soviet_garissons
				}
				832 = {
					has_state_flag = AFG_infiltrated_soviet_garissons
				}
				831 = {
					has_state_flag = AFG_infiltrated_soviet_garissons
				}
				823 = {
					has_state_flag = AFG_infiltrated_soviet_garissons
				}
				585 = {
					has_state_flag = AFG_infiltrated_soviet_garissons
				}
				587 = {
					has_state_flag = AFG_infiltrated_soviet_garissons
				}
				586 = {
					has_state_flag = AFG_infiltrated_soviet_garissons
				}
				732 = {
					has_state_flag = AFG_infiltrated_soviet_garissons
				}
				405 = {
					has_state_flag = AFG_infiltrated_soviet_garissons
				}
			}
			has_war = no
			add = 1
		} {
			count_triggers = {
				amount = 3
				742 = {
					has_state_flag = AFG_infiltrated_soviet_factories
				}
				830 = {
					has_state_flag = AFG_infiltrated_soviet_factories
				}
				584 = {
					has_state_flag = AFG_infiltrated_soviet_factories
				}
				985 = {
					has_state_flag = AFG_infiltrated_soviet_factories
				}
				832 = {
					has_state_flag = AFG_infiltrated_soviet_factories
				}
				831 = {
					has_state_flag = AFG_infiltrated_soviet_factories
				}
				823 = {
					has_state_flag = AFG_infiltrated_soviet_factories
				}
				585 = {
					has_state_flag = AFG_infiltrated_soviet_factories
				}
				587 = {
					has_state_flag = AFG_infiltrated_soviet_factories
				}
				586 = {
					has_state_flag = AFG_infiltrated_soviet_factories
				}
				732 = {
					has_state_flag = AFG_infiltrated_soviet_factories
				}
				405 = {
					has_state_flag = AFG_infiltrated_soviet_factories
				}
			}
			factor = 3
		} {
			count_triggers = {
				amount = 4
				742 = {
					has_state_flag = AFG_infiltrated_soviet_railways
				}
				830 = {
					has_state_flag = AFG_infiltrated_soviet_railways
				}
				584 = {
				
# ... (truncated)
### Entity: Character
Component: NGA_acr
Source: game
File: common/characters/NGA.txt

Code:
NGA_acr = {
	advisor = {
		slot = air_chief
		idea_token = NGA_acr
		allowed = {
			original_tag = NGA
		}
		traits = {
			air_chief_reform_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_3
		}
	}
}
### Entity: Scripted Effect
Component: remove_any_country_role_from_character
Constructs: limit, remove_any_country_role_from_character, is_character_slot, remove_advisor_role
Source: game
File: common/scripted_effects/00_scripted_effects.txt

Code:
remove_any_country_role_from_character = {
	if = {
		limit = {
			is_character_slot = air_chief
		}
		remove_advisor_role = {
			slot = air_chief
		}
	} {
		limit = {
			is_character_slot = army_chief
		}
		remove_advisor_role = {
			slot = army_chief
		}
	} {
		limit = {
			is_character_slot = navy_chief
		}
		remove_advisor_role = {
			slot = navy_chief
		}
	} {
		limit = {
			is_character_slot = high_command
		}
		remove_advisor_role = {
			slot = high_command
		}
	} {
		limit = {
			is_character_slot = theorist
		}
		remove_advisor_role = {
			slot = theorist
		}
	} {
		limit = {
			is_character_slot = political_advisor
		}
		remove_advisor_role = {
			slot = political_advisor
		}
	}
}