Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: bel_focus
Component: BEL_the_walloon_legion
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_the_walloon_legion
	icon = GFX_focus_BEL_the_walloon_legion
	prerequisite = {
		focus = BEL_the_lost_tribe
	}
	relative_position_id = BEL_the_lost_tribe
	x = 0
	y = 1
	cost = 10
	available = {
		fascism = > 0.8
	}
	completion_reward = {
		custom_effect_tooltip = BEL_rexist_legion_dynamic_modifier_tt
		add_to_variable = {
			BEL_rexist_legion_army_org_factor = 0.05
			tooltip = army_org_factor_tt
		} {
			BEL_rexist_legion_army_infantry_attack_factor = 0.1
			tooltip = army_infantry_attack_factor_tt
		} {
			BEL_rexist_legion_army_infantry_defence_factor = -0.05
			tooltip = army_infantry_defence_factor_tt
		}
	}
}
### Entity: Scripted Effect
Component: EAI_PC_factory_limit_resource_modifier
Constructs: limit, set_temp_variable, check_variable
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_effects.txt

Code:
EAI_PC_factory_limit_resource_modifier = {
	if = {
		limit = {
			set_temp_variable = {
				_get_queued_num_building_type = global.EAI_PC_INF
			} {
				_get_queued_num_type_id = 10
			}
			EAI_PC_get_total_queued_num = yes
			check_variable = {
				queued_type_num_ = > 0
			}
		}
		set_temp_variable = {
			_assign_fraction = 0.33
		} {
			_assign_max = 15
		}
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_sumatra_railway
Constructs: prerequisite, limit, completion_reward, build_railway, build_only_on_allied, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_sumatra_railway
	icon = GFX_focus_INS_sumatra_railway
	available = {
		controls_state = 672 1048 1049
		OR = {
			controls_state = 1050 1047
		}
	}
	prerequisite = {
		focus = INS_developing_sumatra
	}
	x = 0
	y = 1
	relative_position_id = INS_developing_sumatra
	cost = 5
	ai_will_do = {
		base = 1
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		build_railway = {
			level = 3
			build_only_on_allied = yes
			path = {
				1342 12165 1246 1401 12296 10322 4381 4364 1345 1332 12212 10225 10209 1277 7463 12302 7673 13402 4652 1648 10509 13398
			}
		}
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
				impassable = no
			}
			prioritize = {
				1050 1049 1048 672 1047
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Idea
Component: USA_armed_forces_desegregation
Constructs: has_government, removal_cost
Source: game
File: common/ideas/usa.txt

Code:
USA_armed_forces_desegregation = {
	picture = usa_desegregation_1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		OR = {
			has_government = communism democratic
		}
	}
	removal_cost = -1
	modifier = {
		conscription = 0.02
	}
}
### Entity: Event
Component: monaco.2
Constructs: limit, remove_ideas, add_war_support, has_country_flag, fire_only_once, is_subject_of, has_idea, set_rule
Source: game
File: events/Monaco.txt

Code:
country_event = {
	id = monaco.2
	title = monaco.2.t
	desc = monaco.2.d
	picture = GFX_report_event_mnc_monaco
	fire_only_once = yes
	trigger = {
		original_tag = MNC
		ITA = {
			NOT = {
				controls_state = 735
			}
		}
		MNC = {
			is_subject_of = ITA
			has_country_flag = MNC_is_protectorate_flag
		}
	}
	mean_time_to_happen = {
		days = 14
	}
	option = {
		name = monaco.2.a
		add_war_support = 0.05
		ITA = {
			end_puppet = MNC
		}
		leave_faction = yes
		if = {
			limit = {
				has_idea = MNC_reluctant_puppet
			}
			remove_ideas = MNC_reluctant_puppet
		}
		MNC = {
			set_rule = {
				can_join_factions = yes
			} {
				can_decline_call_to_war = yes
			} {
				desc = can_access_market
				can_access_market = yes
			}
			if = {
				limit = {
					has_dlc = La Resistance
				}
				set_rule = {
					contributes_operatives = yes
				}
			}
		}
	}
}
### Entity: Character
Component: GRE_georgios_papandreou
Constructs: has_government, has_dlc
Source: game
File: common/characters/GRE.txt

Code:
GRE_georgios_papandreou = {
	instance = {
		allowed = {
			has_dlc = Battle for the Bosporus
		}
		name = GRE_georgios_papandreou
		portraits = {
			army = {
				small = GFX_idea_gre_george_papandreou
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = GRE_georgios_papandreou
			name = GRE_georgios_papandreou
			allowed = {
				original_tag = GRE
				has_dlc = Battle for the Bosporus
			}
			available = {
				has_government = democratic
			}
			traits = {
				resolute_social_democrat
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Battle for the Bosporus
			}
		}
		name = GRE_georgios_papandreou
		portraits = {
			army = {
				small = GFX_idea_generic_political_advisor_europe_2
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = GRE_georgios_papandreou
			allowed = {
				original_tag = GRE
				NOT = {
					has_dlc = Battle for the Bosporus
				}
			}
			traits = {
				silent_workhorse
			}
		}
	}
}
### Entity: AI Strategy
Component: all_china_must_prosper_in_my_prosperity_sphere_GXC
Constructs: is_in_faction_with, is_subject_of
Source: game
File: common/ai_strategy/JAP.txt

Code:
all_china_must_prosper_in_my_prosperity_sphere_GXC = {
	allowed = {
		original_tag = JAP
	}
	enable = {
		OR = {
			NOT = {
				country_exists = CHI
			}
			CHI = {
				is_in_faction_with = JAP
				is_subject_of = JAP
			}
		}
		country_exists = GXC
		NOT = {
			GXC = {
				OR = {
					is_in_faction_with = JAP
					is_subject_of = JAP
				}
			}
		}
	}
	abort = {
		NOT = {
			country_exists = GXC
		}
		GXC = {
			OR = {
				is_in_faction_with = JAP
				is_subject_of = JAP
			}
		}
	}
	ai_strategy = {
		type = antagonize
		id = GXC
		value = 5000
	}
}
### Entity: Event
Component: SEA_warlords.13
Constructs: is_triggered_only, ai_chance, add_stability, fire_only_once, set_nationality
Source: game
File: events/SEA_Warlords.txt

Code:
country_event = {
	id = SEA_warlords.13
	title = SEA_warlords.13.t
	desc = SEA_warlords.13.desc
	picture = GFX_report_event_chinese_officers
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_warlords.13.a
		ai_chance = {
			base = 90
		}
		add_stability = 0.05
	} {
		name = SEA_warlords.13.b
		ai_chance = {
			base = 10
		}
		KHM = {
			KHM_mahmut_muhiti = {
				set_nationality = ROOT
			}
		}
	}
}
### Entity: Idea
Component: GER_simplified_convoys
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/r56_germany.txt

Code:
GER_simplified_convoys = {
	picture = generic_coastal_navy
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	equipment_bonus = {
		convoy = {
			instant = yes
			build_cost_ic = -0.2
		}
	}
}
### Entity: Idea
Component: EAI_DD_14/modern_tank_artillery_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_14/modern_tank_artillery_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		modern_tank_artillery_chassis = {
			build_cost_ic = -0.35
			instant = yes
		}
	}
}
### Entity: Character
Component: ARG_nimio_de_anquin
Constructs: has_dlc, has_country_leader
Source: game
File: common/characters/ARG.txt

Code:
ARG_nimio_de_anquin = {
	instance = {
		allowed = {
			has_dlc = Trial of Allegiance
		}
		portraits = {
			civilian = {
				large = GFX_portrait_ARG_nimio_de_anquin
			}
			army = {
				small = GFX_portrait_ARG_nimio_de_anquin_small
			}
		}
		country_leader = {
			ideology = fascism_ideology
			expire = 1965.1.1.1
			id = -1
			traits = {
				ARG_argentine_nationalist
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = ARG_nimio_de_anquin
			allowed = {
				original_tag = ARG
			}
			traits = {
				ARG_argentine_fascist
			}
			visible = {

			}
			available = {
				NOT = {
					has_country_leader = {
						ruling_only = yes
						character = ARG_nimio_de_anquin
					}
				}
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Trial of Allegiance
			}
		}
		portraits = {
			civilian = {
				large = GFX_portrait_Nimo_de_Anquin
			}
		}
		country_leader = {
			ideology = fascism_ideology
			expire = 1965.1.1.1
			id = -1
		}
	}
}
### Entity: National Focus
Tree: eng_focus
Component: ENG_the_fate_of_the_royal_family
Constructs: prerequisite, has_government, completion_reward, add_political_power
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = ENG_the_fate_of_the_royal_family
	prerequisite = {
		focus = ENG_concessions_to_the_trade_unions
	}
	available = {
		has_government = communism
	}
	icon = GFX_goal_tfv_burn_the_royal_portraits
	x = -1
	y = 1
	relative_position_id = ENG_concessions_to_the_trade_unions
	cost = 10
	ai_will_do = {
		factor = 1
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 60
		country_event = {
			id = mtg_britain.43
		}
	}
}
### Entity: Shared Focus
Component: ARAB_modern_logistics
Constructs: shared_focus, prerequisite, add_ideas, completion_reward, has_tech, cancel_if_invalid, complete_tooltip, add_tech_bonus
Source: game
File: common/national_focus/r56_arab_minor_military_shared.txt

Code:
shared_focus = {
	id = ARAB_modern_logistics
	icon = GFX_goal_ammunitions
	text = ABC_modern_logistics
	prerequisite = {
		focus = ARAB_field_hospitals
	} {
		focus = ARAB_mechanization_effort
	} {
		focus = ARAB_signal_companies
	}
	x = 0
	y = 1
	relative_position_id = ARAB_mechanization_effort
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_tech = motorised_infantry
	}
	cancel_if_invalid = yes
	complete_tooltip = {
		add_tech_bonus = {
			name = motorized_bonus
			bonus = 3
			uses = 1
			category = logistics_tech
		}
	}
	completion_reward = {
		every_army_leader = {
			add_logistics = 1
		}
		add_ideas = ABC_modern_logistics_idea
		add_tech_bonus = {
			name = motorized_bonus
			bonus = 3
			uses = 1
			category = logistics_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: rapid_concentration_navy_spirit
Constructs: has_dlc, has_doctrine
Source: game
File: common/ideas/navy_spirits.txt

Code:
rapid_concentration_navy_spirit = {
	ledger = navy
	visible = {
		has_dlc = No Compromise, No Surrender
	}
	available = {
		OR = {
			has_doctrine = new_base_strike battlecruiser_supremacy
		}
	}
	modifier = {
		naval_coordination = 0.15
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			NOT = {
				has_dlc = No Compromise, No Surrender
			}
		} {
			factor = 2
			has_doctrine = battlecruiser_supremacy
		}
	}
}
### Entity: Event
Component: INS_political_events.2
Constructs: is_triggered_only, ai_chance, has_war_with, is_on_continent, create_wargoal, take_state_focus
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_political_events.2
	title = INS_political_events.2.t
	desc = INS_political_events.2.desc
	picture = GFX_report_event_generic_conference
	is_triggered_only = yes
	option = {
		name = INS_political_events.2.a
		ai_chance = {
			base = 10
		}
		721 = {
			transfer_state_to = PREV.FROM
		}
		FROM = {
			country_event = {
				id = INS_political_events.3
				hours = 12
			}
		}
	} {
		name = INS_political_events.2.b
		ai_chance = {
			base = 5
			modifier = {
				factor = 10
				any_country = {
					has_war_with = ROOT
					any_core_state = {
						OR = {
							is_on_continent = asia australia
						}
					}
				}
			}
		}
		FROM = {
			create_wargoal = {
				type = take_state_focus
				target = PREV
				generator = {
					721
				}
			}
			country_event = {
				id = INS_political_events.4
				hours = 12
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_40
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_40 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 40
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 40
	}
}
### Entity: Idea
Component: VIN_royal_corporatism
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/vietnam_ideas.txt

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

	}
	removal_cost = -1
	picture = man_five_year_plan_industry
	modifier = {
		industrial_capacity_factory = 0.1
		industrial_capacity_dockyard = 0.1
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_mechanization_research
Constructs: prerequisite, add_ideas, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_mechanization_research
	icon = GFX_goal_generic_mechanized
	relative_position_id = AUS_manoeuvre_warfare
	x = -2
	y = 1
	prerequisite = {
		focus = AUS_manoeuvre_warfare
	}
	cost = 8
	completion_reward = {
		add_ideas = AUS_mechanized_army
		custom_effect_tooltip = generic_skip_one_line_tt
		add_tech_bonus = {
			name = AUS_mechanization_research
			category = cat_mechanized_equipment
			ahead_reduction = 1
			bonus = 1
			uses = 1
		}
	}
}
### Entity: Event
Component: BBA_ethiopia_exile_events.41
Constructs: is_triggered_only, ai_chance, has_country_flag, random_hours
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_exile_events.41
	title = BBA_ethiopia_exile_events.41.t
	desc = {
		text = BBA_ethiopia_exile_events.41.desc_back_off
		trigger = {
			has_country_flag = ITA_back_off_flag
		}
	} {
		text = BBA_ethiopia_exile_events.41.desc_offered_compensation
		trigger = {
			has_country_flag = ITA_offered_compensation_flag
		}
	} {
		text = BBA_ethiopia_exile_events.41.desc_redraw_map
		trigger = {
			has_country_flag = ITA_redraw_map_flag
		}
	}
	is_triggered_only = yes
	picture = GFX_report_event_generic_read_write
	option = {
		name = BBA_ethiopia_exile_events.41.a
		ai_chance = {
			base = 10
		}
		FROM = {
			country_event = {
				id = BBA_ethiopia_exile_events.48
				hours = 4
				random_hours = 8
			}
		}
	} {
		name = BBA_ethiopia_exile_events.41.b
		ai_chance = {
			base = 10
		}
		trigger = {
			NOT = {
				has_country_flag = ITA_redraw_map_flag
			}
		}
		FROM = {
			country_event = {
				id = BBA_ethiopia_exile_events.42
				hours = 4
				random_hours = 8
			}
		}
	} {
		name = BBA_ethiopia_exile_events.41.c
		ai_chance = {
			base = 10
		}
		FROM = {
			country_event = {
				id = BBA_ethiopia_exile_events.47
				hours = 4
				random_hours = 8
			}
		}
	}
}
### Entity: Event
Component: congo_independence_struggle.13
Constructs: is_triggered_only, ai_chance, set_autonomy, complete_national_focus, clr_global_flag
Source: game
File: events/WUW_Congo.txt

Code:
country_event = {
	id = congo_independence_struggle.13
	title = congo_independence_struggle.13.t
	desc = congo_independence_struggle.13.d
	picture = GFX_report_event_journalists_speech
	is_triggered_only = yes
	option = {
		name = congo_independence_struggle.13.a
		ai_chance = {
			base = 100
		}
		ROOT = {
			set_autonomy = {
				target = FROM
				autonomy_state = autonomy_integrated_puppet
				freedom_level = 0.5
				end_wars = no
				end_civil_wars = no
			}
		} {
			complete_national_focus = CONGO_overseas_department_of_belgium
		}
		hidden_effect = {
			clr_global_flag = COG_BEL_negotiations_ongoing_flag
		}
	}
}
### Entity: Event
Component: WW_hungary.77
Constructs: is_triggered_only, ai_chance, add_war_support, add_stability, fire_only_once, add_political_power, create_wargoal, take_claimed_state
Source: game
File: events/WUW_Hungary.txt

Code:
country_event = {
	id = WW_hungary.77
	title = WW_hungary.77.t
	desc = WW_hungary.77.desc
	picture = GFX_report_event_HUN_hungary_occupies_area
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = WW_hungary.77.a
		ai_chance = {
			factor = 80
		}
		add_war_support = 0.02
		create_wargoal = {
			type = take_claimed_state
			target = FROM
		}
	} {
		name = WW_hungary.77.b
		ai_chance = {
			factor = 20
		}
		add_political_power = 25
		add_war_support = -0.02
		add_stability = -0.02
	}
}
### Entity: Character
Component: SHX_zhang_shen
Source: game
File: common/characters/SHX.txt

Code:
SHX_zhang_shen = {
	name = SHX_zhang_shen
	portraits = {
		civilian = {
			large = GFX_portrait_asia_generic_land_8
		}
		army = {
			small = GFX_portrait_SHX_zhang_shen_small
			large = GFX_portrait_asia_generic_land_8
		}
	}
	advisor = {
		slot = high_command
		idea_token = SHX_zhang_shen
		ledger = army
		allowed = {
			original_tag = SHX
		}
		traits = {
			army_logistics_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	country_leader = {
		ideology = socialism
		traits = {
			quartermaster_general financial_expert
		}
		expire = 1943.1.1.12
		id = -1
	}
}
### Entity: AI Strategy
Component: EAI_heavy_tank_destroyer
Constructs: has_tech, any_of
Source: game
File: common/ai_equipment/EAI_armor_heavy_tank.txt

Code:
EAI_heavy_tank_destroyer = {
	category = land
	roles = {
		land_heavy_tank_destroyer
	}
	priority = {
		base = 0
		modifier = {
			add = 50000
			EAI_heavy_armor_td_design_focus = yes
			NOT = {
				EAI_heavy_armor_design_priority = yes
				EAI_heavy_armor_tank_design_priority = yes
			}
		}
	}
	BASIC_HEAVY_TANK_TD = {
		enable = {
			has_tech = basic_heavy_tank_chassis interwar_antitank
			NOT = {
				has_tech = improved_heavy_tank_chassis
			}
		}
		priority = {
			base = 100
		}
		target_variant = {
			type = heavy_tank_destroyer_chassis_1
			match_value = 1
			modules = {
				main_armament_slot = {
					any_of = {
						tank_high_velocity_cannon_3 tank_high_velocity_cannon_2 tank_high_velocity_cannon
					}
				}
				turret_type_slot = tank_light_fixed_superstructure_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 0
				tank_nsb_armor_upgrade = 0
			}
		}
		requirements = {

		}
		allowed_modules = {

		}
	}
	IMPROVED_HEAVY_TANK_TD = {
		enable = {
			has_tech = improved_heavy_tank_chassis interwar_antitank
			NOT = {
				has_tech = advanced_heavy_tank_chassis
			}
		}
		priority = {
			base = 100
		}
		target_variant = {
			type = heavy_tank_destroyer_chassis_2
			match_value = 1
			modules = {
				main_armament_slot = {
					any_of = {
						tank_high_velocity_cannon_3 tank_high_velocity_cannon_2 tank_high_velocity_cannon
					}
				}
				turret_type_slot = tank_heavy_fixed_superstructure_turret
				suspension_type_slot = tank_christie_suspension
				armor_type_slot = tank_welded_armor
				engine_type_slot = tank_gasoline_engine
				special_type_slot_1 = sloped_armor
				special_type_slot_2 = squeezebore_adaptor
				special_type_slot_3 = armor_skirts
				special_type_slot_4 = easy_maintenance
			}
			upgrades = {
				tank_nsb_engine_upgrade = 14
				tank_nsb_armor_upgrade = 14
			}
		}
		requirements = {

		}
		allowed_modules = {

		}
	}
	ADVANCED_HEAVY_TANK_TD = {
		enable = {
			has_tech = advanced_heavy_tank_chassis interwar_antitank
		}
		priority = {
			base = 100
		}
		target_variant = {
			type = heavy_tank_destroyer_chassis_3
			match_value = 1
			modules = {
				main_armament_s
# ... (truncated)
### Entity: Doctrine
Component: air_subdoctrine_long_range_escort
Constructs: is_major, xp_cost
Source: game
File: common/doctrines/subdoctrines/air/air_medium_aircraft_subdoctrines.txt

Code:
air_subdoctrine_long_range_escort = {
	track = medium_aircraft
	name = SUBDOCTRINE_LONG_RANGE_ESCORT
	description = SUBDOCTRINE_LONG_RANGE_ESCORT_DESC
	icon = GFX_doctrine_air_offense_medium
	xp_cost = 100
	xp_type = air
	available = {
		always = yes
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 50
			original_tag = USA
		} {
			factor = 0
			is_major = no
		}
	}
	air_escort_efficiency = 0.1
	rewards = {
		efficient_fly_routes = {
			category_heavy_fighter = {
				air_range = 0.1
			}
		}
		mutual_air_cover = {
			air_superiority_detect_factor = 0.15
		}
		training_instructors = {
			air_training_xp_gain_factor = 0.1
		}
		fighter_baiting = {
			category_heavy_fighter = {
				air_agility = 0.1
			}
		}
		far_reaching_airforce = {
			air_range_factor = 0.05
		}
	}
}
### Entity: Character
Component: SIK_sheng_shiqi
Source: game
File: common/characters/Warlords_China.txt

Code:
SIK_sheng_shiqi = {
	name = SIK_sheng_shiqi
	portraits = {
		army = {
			large = GFX_portrait_SIK_sheng_shiqi
			small = GFX_portrait_SIK_sheng_shiqi_military_small
		}
		civilian = {
			small = GFX_portrait_SIK_sheng_shiqi_civilian_small
		}
	}
	corps_commander = {
		skill = 2
		attack_skill = 1
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 2
		legacy_id = -1
		traits = {
			organizer
		}
	}
}
### Entity: Name List
Component: GNA
Source: game
File: common/names/00_names.txt

Code:
GNA = {
	male = {
		names = {
			Abdoulaye Abdourahmane Aboubacar Achkar Ahmed Alassane Albert Alexandre Alfa Alioune Alpha Alseny Amara Arafan Bakary Balla Bengaly Boubacar Camara Cellou Condetto Damantang Diarra Diawadou Djeli Djely Djibril Edouard Elhadj Eugene Facinet Faraban Fode Fodeba Francois Frobert Ibrahima Ismael Jean-Marie Joseph Kabele Kabine Karim Lamine Lansana Louis Mamadi Mamadou Mamady Mamba Manimou Maxime Mohamed Morcire Mory Moussa Nabie Najib N'Faly N'Famara Oumar Ousmane Philippe Raymond-Marie Saidou Saifoulaye Samory Sekou Sekouba Siaka Sidya Siradou Solomana Soriba Souleymane Tierno Williams Yacine
		}
	}
	female = {
		names = {
			Aissata Aissatou Dede Djene Fatmata Fatoumata Loffo Mariama Rabiatou Sirah Sona
		}
	}
	surnames = {
		Accar Bah Balde Bangoura Barry Beavogui Benjamin Bokoum Camara Cisse Conde Conte Diabate Diakite Diallo Diane Diawara Diop Dore Drame Fall Fofana Fofanah Guilavogui Gushein Kante Karifa Keita Komara Konate Kourouma Kouyate Laye Lejeune-Kaba Liurette Loua Marof Monenembo Nenekhaly-Camara Niane Sano Sarah Sassine Sidime Sompare Souare Soumah Sylla Tchidimbo Telli Toure Traore Ture Yansane
	}
	callsigns = {

	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_prepare_calculated_offensives_r56
Constructs: prerequisite, limit, completion_reward, add_command_power, has_subdoctrine_in_track, add_daily_mastery, add_doctrine_cost_reduction
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_prepare_calculated_offensives_r56
	icon = GFX_goal_plan
	cost = 5
	x = -1
	y = 1
	relative_position_id = SIA_standardize_troop_recruitment_r56
	prerequisite = {
		focus = SIA_standardize_troop_recruitment_r56
	}
	ai_will_do = {
		base = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
	available_if_capitulated = yes
	completion_reward = {
		add_command_power = 15
		if = {
			limit = {
				has_subdoctrine_in_track = operations
			}
			add_daily_mastery = {
				name = SIA_prepare_calculated_offensives_r56
				amount = 0.4
				days = 180
				track = operations
			}
		}
		else = {
			add_doctrine_cost_reduction = {
				name = SIA_prepare_calculated_offensives_r56
				cost_reduction = 0.25
				uses = 1
				category = land_doctrine
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt SIA_prepare_calculated_offensives_r56_tt
	}
}
### Entity: Idea
Component: ITA_resolve_the_automobile_gap
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/r56_italy.txt

Code:
ITA_resolve_the_automobile_gap = {
	name = ITA_resolve_the_automobile_gap
	allowed = {
		original_tag = ITA
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = FRA_motorized_focus
	equipment_bonus = {
		motorized_equipment = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}