Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Order of Battle
Component: Comando Navale Mar Rosso
Source: game
File: history/units/ITA_1936_naval_legacy.txt

Code:
fleet = {
	name = Comando Navale Mar Rosso
	naval_base = 12766
	task_force = {
		name = Squadra del Mar Rosso
		location = 12766
		ship = {
			name = RCT Francesco Nullo
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ITA
				}
			}
		} {
			name = RCT Nazario Sauro
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ITA
				}
			}
		} {
			name = RCT Cesare Battisti
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ITA
				}
			}
		} {
			name = RCT Daniele Manin
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ITA
				}
			}
		} {
			name = RCT Leone
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ITA
				}
			}
		} {
			name = RCT Pantera
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ITA
				}
			}
		} {
			name = RCT Tigre
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ITA
				}
			}
		} {
			name = RCT Giovanni Acerbi
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ITA
				}
			}
		} {
			name = RCT Vincenzo Giordano Orsini
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = ITA
				}
			}
		}
	} {
		name = VIII Gruppo Sommergibili
		location = 12766
		ship = {
			name = RSmg Luigi Settembrini
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = ITA
					version_name = Bandiera Class
				}
			}
		} {
			name = RSmg Ruggiero Settimo
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = ITA
					version_name = Bandiera Class
				}
			}
		} {
			name = RSmg Salpa
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = ITA
					version_name = Sirena Class
				}
			}
		} {
			name = RSmg Serpente
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = ITA
					version_name = Sirena Class
				}
			}
		}
	}
}
### Entity: National Focus
Tree: ser_focus
Component: SER_aviation_effort
Constructs: prerequisite, limit, has_country_flag, completion_reward, complete_tooltip, add_building_construction, add_doctrine_cost_reduction, random_owned_controlled_state
Source: game
File: common/national_focus/serbia.txt

Code:
focus = {
	id = SER_aviation_effort
	icon = GFX_goal_generic_air_doctrine
	prerequisite = {
		focus = SER_state_guard
	}
	x = 2
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	complete_tooltip = {
		air_experience = 25
		if = {
			limit = {
				has_country_flag = aviation_effort_AB
			}
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			}
		}
		add_doctrine_cost_reduction = {
			name = air_doc_bonus
			cost_reduction = 0.5
			uses = 2
			category = air_doctrine
		}
	}
	completion_reward = {
		air_experience = 25
		if = {
			limit = {
				capital_scope = {
					NOT = {
						free_building_slots = {
							building = air_base
							size = > 1
						}
					}
				}
			}
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = air_base
						size = > 1
					}
				}
				add_building_construction = {
					type = air_base
					level = 2
					instant_build = yes
				}
				ROOT = {
					set_country_flag = aviation_effort_AB
				}
			}
		} {
			limit = {
				capital_scope = {
					free_building_slots = {
						building = air_base
						size = > 1
					}
				}
			}
			capital_scope = {
				add_building_construction = {
					type = air_base
					level = 2
					instant_build = yes
				}
				ROOT = {
					set_country_flag = aviation_effort_AB
				}
			}
		}
		add_doctrine_cost_reduction = {
			name = air_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: idea_gun_and_shell_factory_cossipore
Constructs: has_dlc, is_raj_or_raj_inheritor, check_variable, research_bonus
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_gun_and_shell_factory_cossipore = {
	picture = raj_gun_and_shell_factory_cossipore
	allowed = {
		has_dlc = Graveyard of Empires
		is_raj_or_raj_inheritor = yes
	}
	name = RAJ_gun_and_shell_factory_cossipore
	visible = {
		check_variable = {
			global.gun_and_shell_level = 0
		}
	}
	research_bonus = {
		artillery = 0.15
	}
	traits = {
		artillery_manufacturer
	}
	modifier = {

	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_AREA_garrison_state_phoenix
Constructs: has_country_flag, is_in_array
Source: game
File: common/ai_strategy/EAI_MILITARY_strategies.txt

Code:
EAI_MILITARY_AREA_garrison_state_phoenix = {
	enable = {
		has_country_flag = EAI_MILITARY_garrison_state_strategies
		NOT = {
			is_in_array = {
				EAI_MILITARY_INVASION_staging_areas = 642
				 = .id
			}
		}
		controls_state = 642
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		ratio = 0.25
		order_id = 998
		states = {
			642
		}
		subtract_invasions_from_need = no
		subtract_fronts_from_need = no
	}
}
### Entity: Character
Component: AFG_progressive_maoist
Constructs: research_speed_factor, communism_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
AFG_progressive_maoist = {
	random = no
	sprite = 13
	communism_drift = 0.05
	supply_combat_penalties_on_core_factor = -0.15
	research_speed_factor = 0.03
}
### Entity: National Focus
Tree: sco_focus
Component: SCO_economic_optimization
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/scotland.txt

Code:
focus = {
	id = SCO_economic_optimization
	icon = GFX_goal_generic_trade
	prerequisite = {
		focus = SCO_research_grants
	}
	relative_position_id = SCO_research_grants
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 3
	}
	completion_reward = {
		add_ideas = CRO_idea_economic_optimization
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Character
Component: political_prisoner
Source: game
File: common/country_leader/00_traits.txt

Code:
political_prisoner = {
	random = no
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: POL_pro_german_realist
Source: game
File: common/country_leader/r56_traits.txt

Code:
POL_pro_german_realist = {
	random = no
	sprite = 13
	opinion_gain_monthly_same_ideology_factor = 0.25
	join_faction_tension = -0.6
}
### Entity: Scripted Effect
Component: SOV_set_up_dynamic_modifiers_civil_war
Constructs: limit, add_dynamic_modifier, has_dynamic_modifier, set_variable
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_set_up_dynamic_modifiers_civil_war = {
	add_dynamic_modifier = {
		modifier = SOV_opposition_popular_support
	} {
		modifier = SOV_the_red_army_dynamic_modifier
	} {
		modifier = SOV_soviet_airforce_dynamic_modifier
	}
	IF = {
		limit = {
			SOV = {
				has_dynamic_modifier = {
					modifier = SOV_second_five_year_plan_dynamic_modifier
				}
			}
		}
		add_dynamic_modifier = {
			modifier = SOV_second_five_year_plan_dynamic_modifier
		}
	}
	ELSE_IF = {
		limit = {
			SOV = {
				has_dynamic_modifier = {
					modifier = SOV_third_five_year_plan_dynamic_modifier
				}
			}
		}
		add_dynamic_modifier = {
			modifier = SOV_third_five_year_plan_dynamic_modifier
		}
	} {
		limit = {
			SOV = {
				has_dynamic_modifier = {
					modifier = SOV_third_five_year_plan_civilian_dynamic_modifier
				}
			}
		}
		add_dynamic_modifier = {
			modifier = SOV_third_five_year_plan_civilian_dynamic_modifier
		}
	} {
		limit = {
			SOV = {
				has_dynamic_modifier = {
					modifier = SOV_third_five_year_plan_military_dynamic_modifier
				}
			}
		}
		add_dynamic_modifier = {
			modifier = SOV_third_five_year_plan_military_dynamic_modifier
		}
	} {
		limit = {
			SOV = {
				has_dynamic_modifier = {
					modifier = SOV_fourth_five_year_plan_dynamic_modifier
				}
			}
		}
		add_dynamic_modifier = {
			modifier = SOV_fourth_five_year_plan_dynamic_modifier
		}
	}
	set_variable = {
		SOS.SOV_the_red_army_mobilization_laws_cost_factor = SOV.SOV_the_red_army_mobilization_laws_cost_factor
	} {
		SOS.SOV_the_red_army_army_org_factor = SOV.SOV_the_red_army_army_org_factor
	} {
		SOS.SOV_the_red_army_experience_loss_factor = SOV.SOV_the_red_army_experience_loss_factor
	} {
		SOS.SOV_the_red_army_mastery_loss_factor = SOV.SOV_the_red_army_mastery_loss_factor
	} {
		SOS.SOV_the_red_army_mastery_loss_factor_inverted = SOV.SOV_the_red_army_mastery_loss_factor_inverted
	} {
		SOS.SOV_the_red_army_mobilization_speed = SOV.SOV_the_red_army_mobilization_speed
	} {
		SOS.SOV_the_red_army_conscription_factor = SOV.SOV_the_red_army_conscription_factor
	} {
		SOS.SOV_the_red_army_modifier_army_sub_unit_cavalry_speed_factor = SOV.SOV_the_red_army_modifier_army_sub_unit_cavalry_speed_factor
	} {
		SOS.SOV_the_red_army_cavalry_attack_factor = SOV.SOV_the_red_army_cavalry_attack_factor
	} {
		SOS.SOV_the_red_army_training_time_factor = SOV.SOV_the_red_army_training_time_factor
	} {
		SOS.SOV_the_red_a
# ... (truncated)
### Entity: National Focus
Tree: gre_focus
Component: GRE_marxs_dream
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_marxs_dream
	icon = GFX_goal_generic_karl_marx
	prerequisite = {
		focus = GRE_enforce_nationalization
	} {
		focus = GRE_deal_with_klaras
	} {
		focus = GRE_Reinforce_the_hierarchy
	}
	relative_position_id = GRE_deal_with_klaras
	x = 0
	y = 2
	cost = 5
	ai_will_do = {
		factor = 60
	}
	completion_reward = {
		add_ideas = GRE_utopia
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: wtt_the_hump.2
Constructs: is_triggered_only, has_war_with
Source: game
File: events/WTT_China.txt

Code:
country_event = {
	id = wtt_the_hump.2
	title = wtt_the_hump.1.t
	desc = {
		text = wtt_the_hump.2.desc
		trigger = {
			NOT = {
				FROM = {
					has_war_with = ROOT
				}
			}
		}
	} {
		text = wtt_the_hump.2.desc_war_with_from
		trigger = {
			FROM = {
				has_war_with = ROOT
			}
		}
	}
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = wtt_burma_road.1.a
	}
}
### Entity: Decision
Component: LAT_mobilization_plans
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/LAT_decision_categories.txt

Code:
LAT_mobilization_plans = {
	icon = border_war
	picture = GFX_decision_cat_LAT_mobilization_plans
	allowed = {

	}
	visible = {
		tag = LAT
		OR = {
			has_completed_focus = LAT_draw_new_mobilization_plans
		}
	}
}
### Entity: Event
Component: mtg_britain.61
Constructs: is_triggered_only
Source: game
File: events/MTG_Britain.txt

Code:
country_event = {
	id = mtg_britain.61
	title = mtg_britain.61.t
	desc = mtg_britain.61.d
	picture = GFX_report_event_french_resistance_02
	is_triggered_only = yes
	option = {
		name = mtg_britain.61.a
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_heavy_industries
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, has_dlc, every_military_industrial_organization, add_mio_size, add_resource
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_heavy_industries
	icon = GFX_focus_CONGO_copper_cartridges
	prerequisite = {
		focus = RAJ_coal_fire_and_steel
	}
	x = 0
	y = 1
	relative_position_id = RAJ_coal_fire_and_steel
	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_INDUSTRY
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			every_military_industrial_organization = {
				add_mio_size = 1
			}
		} {
			limit = {
				capital_scope = {
					controller = {
						original_tag = ROOT
					}
				}
			}
			capital_scope = {
				add_resource = {
					type = tungsten
					amount = 6
				}
			}
		}
		try_build_mil_in_core_otherwise_build_in_controlled = yes yes
	}
}
### Entity: Idea
Component: fn_trucks
Constructs: has_completed_focus, research_bonus, equipment_bonus
Source: game
File: common/ideas/r56_belgium.txt

Code:
fn_trucks = {
	allowed = {
		OR = {
			original_tag = BEL WLL
		}
	}
	available = {
		OR = {
			AND = {
				original_tag = BEL
				has_completed_focus = BEL_motorised_support
			} {
				original_tag = WLL
				has_completed_focus = ABC_motorization_effort
			}
		}
	}
	research_bonus = {
		motorized_equipment = 0.15
	}
	traits = {
		motorized_equipment_manufacturer
	}
	equipment_bonus = {
		motorized_equipment = {
			reliability = 0.05
			instant = yes
		}
		mechanized_equipment = {
			reliability = 0.05
			instant = yes
		}
	}
	ai_will_do = {
		factor = 0.66
	}
}
### Entity: Character
Component: VEN_luis_figueroa
Source: game
File: common/characters/VEN.txt

Code:
VEN_luis_figueroa = {
	name = Luis Figueroa
	portraits = {
		civilian = {
			large = GFX_portrait_Luis_Figueroa
		}
	}
	country_leader = {
		ideology = liberalism
		expire = 1953.1.1.12
		id = -1
	}
}
### Entity: Decision
Component: AFG_radical_students_category
Constructs: has_completed_focus, limit, has_government, has_country_flag, fire_only_once, is_good, random_list, add_timed_idea
Source: game
File: common/decisions/AFG.txt

Code:
AFG_radical_students_category = {
	AFG_radical_students_countdown = {
		icon = GFX_decision_revolt
		allowed = {
			original_tag = AFG
		}
		available = {
			has_completed_focus = AFG_expand_kabul_university
			industrial_complex = > 19
		}
		days_mission_timeout = 365
		activation = {
			AND = {
				has_completed_focus = AFG_expand_kabul_university
				industrial_complex = < 19
			}
		}
		fire_only_once = no
		is_good = no
		timeout_effect = {
			country_event = {
				id = AFG_industrial_events.40
				hours = 1
			}
			effect_tooltip = {
				ROOT = {
					random_list = {
						25 = {
							add_timed_idea = {
								idea = AFG_communist_graduates
								days = 365
							}
						} {
							add_timed_idea = {
								idea = AFG_democratic_graduates
								days = 365
							}
						} {
							add_timed_idea = {
								idea = AFG_fascist_graduates
								days = 365
							}
						} {
							add_timed_idea = {
								idea = AFG_neutrality_graduates
								days = 365
							}
						}
					}
				}
			}
			hidden_effect = {
				random_list = {
					25 = {
						modifier = {
							factor = 0
							has_government = communism
						}
						set_country_flag = AFG_communist_students
					} {
						modifier = {
							factor = 0
							has_government = democratic
						}
						set_country_flag = AFG_democratic_students
					} {
						modifier = {
							factor = 0
							has_government = fascism
						}
						set_country_flag = AFG_fascist_students
					} {
						modifier = {
							factor = 0
							has_government = neutrality
						}
						set_country_flag = AFG_neutral_students
					}
				}
			}
		}
	}
	AFG_placate_the_graduates = {
		icon = GFX_decision_generic_political_address
		allowed = {
			original_tag = AFG
		}
		available = {
			NOT = {
				OR = {
					has_idea = AFG_placated_graduates
					has_country_flag = AFG_construct_mio_in_progress
				}
			}
		}
		visible = {
			has_completed_focus = AFG_expand_kabul_university
			industrial_complex = < 19
		}
		ai_will_do = {
			base = 100
			modifier = {
				factor = 10
				has_stability = < 0.4
			}
		}
		cost = 50
		fire_only_once = no
		days_remove = 7
		complete_effect = {
			set_country_flag = AFG_construct_mio_in_progress
		}
		remove_effect = {
			add_days_mission_timeout = {
				mission = AFG_radical_students_countdown
				days = 180
			}
			add_timed_idea = {
				idea = AFG_placated_graduates
				
# ... (truncated)
### Entity: Character
Component: small_ship_producer_offense_1
Constructs: equipment_bonus
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
small_ship_producer_offense_1 = {
	random = no
	equipment_bonus = {
		ship_hull_light = {
			lg_attack = 0.1
			hg_attack = 0.1
			sub_attack = 0.1
			naval_range = 0.1
		}
		ship_hull_submarine = {
			torpedo_attack = 0.1
			naval_range = 0.1
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Trigger Reference
Construct: ai_liberate_desire
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## ai_liberate_desire

* Supported Scopes: COUNTRY
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
check what liberation desire the country has towards a specified country
```
### Entity: Event
Component: INS_industrial_events.10
Constructs: is_triggered_only, add_to_variable
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_industrial_events.10
	hidden = yes
	is_triggered_only = yes
	option = {
		name = INS_industrial_events.10.a
		custom_effect_tooltip = INS_great_depression_tt
		add_to_variable = {
			var = INS_great_depression_country_resource_cost_oil
			value = -16
			tooltip = country_resource_cost_oil_tt
		}
	}
}
### Entity: Order of Battle
Component: V Army Corps Reserve
Constructs: division_template
Source: game
File: history/units/SWI_load_conscription_3.txt

Code:
division = {
	name = V Army Corps Reserve
	location = 661
	division_template = Elite Infanterie-Abteilung
	start_experience_factor = 0.6
	start_equipment_factor = 1
}
### Entity: Idea
Component: COG_economic_surplus
Constructs: removal_cost
Source: game
File: common/ideas/congo.txt

Code:
COG_economic_surplus = {
	picture = ARG_civilian_economy_boost
	allowed = {
		original_tag = COG
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = -0.1
		production_speed_infrastructure_factor = 0.1
	}
}
### Entity: Idea
Component: EAI_DD_7/small_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_7/small_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		small_plane_airframe = {
			build_cost_ic = -0.07
			instant = yes
		}
	}
}
### Entity: Idea
Component: BRA_king_petropolis
Constructs: neutrality_drift
Source: game
File: common/ideas/brazil.txt

Code:
BRA_king_petropolis = {
	picture = bra_monarchist_uprising
	allowed = {
		original_tag = BRA
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		neutrality_drift = 0.02
		air_accidents_factor = 0.05
		army_speed_factor = 0.02
	}
}
### Entity: Idea
Component: AFG_crushing_the_heirs_of_the_marathas
Constructs: removal_cost
Source: game
File: common/ideas/afghanistan.txt

Code:
AFG_crushing_the_heirs_of_the_marathas = {
	picture = RAJ_indian_military_tradition
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	targeted_modifier = {
		tag = RAJ
		attack_bonus_against = 0.1
		defense_bonus_against = 0.1
		breakthrough_bonus_against = 0.1
	}
}
### Entity: Order of Battle
Component: air_wing_48
Source: game
File: history/units/BUL_1936_air_legacy.txt

Code:
air_wings = {
	48 = {
		fighter_equipment_0 = {
			owner = BUL
			creator = GER
			amount = 48
		}
	}
}
### Entity: Event
Component: INS_dutch_events.1
Constructs: is_triggered_only, ai_chance, has_war_with, has_war_with_major
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_dutch_events.1
	title = INS_dutch_events.1.t
	desc = INS_dutch_events.1.desc
	picture = GFX_report_event_ast_navy
	is_triggered_only = yes
	option = {
		name = INS_dutch_events.1.a
		ai_chance = {
			base = 5
			modifier = {
				factor = 2
				INS = {
					has_war_with_major = yes
				}
			} {
				factor = 2
				INS = {
					OR = {
						has_war_with = JAP CHI PRC PHI AST
					}
				}
			} {
				factor = 1.5
				INS = {
					surrender_progress = > 0
				}
			} {
				factor = 1.5
				INS = {
					surrender_progress = > 0.25
				}
			} {
				factor = 1.5
				INS = {
					surrender_progress = > 0.5
				}
			} {
				factor = 1.5
				INS = {
					surrender_progress = > 0.75
				}
			}
		}
		custom_effect_tooltip = INSHOL_naval_program_transfer_100_tt
		INS = {
			country_event = {
				id = INS_dutch_events.2
				hours = 12
			}
		}
	} {
		name = INS_dutch_events.1.b
		ai_chance = {
			base = 15
		}
		INS = {
			country_event = {
				id = INS_dutch_events.3
				hours = 12
			}
		}
	}
}
### Entity: State History
Component: 912
Constructs: add_core_of
Source: game
File: history/states/912-Sonderjylland.txt

Code:
state = {
	id = 912
	name = STATE_912
	manpower = 418058
	state_category = rural
	history = {
		owner = DEN
		add_core_of = DEN
		victory_points = {
			13258 1
		}
		buildings = {
			infrastructure = 3
			industrial_complex = 2
		}
	}
	provinces = {
		332 11251 13258
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_the_peoples_army
Constructs: has_completed_focus, division_template, prerequisite, limit, completion_reward, has_dynamic_modifier, add_to_variable, create_unit
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_the_peoples_army
	icon = GFX_focus_ITA_peasants_rise
	prerequisite = {
		focus = AUS_raid_military_storages
	}
	mutually_exclusive = {

	}
	x = 2
	y = 1
	relative_position_id = AUS_raid_military_storages
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				has_dynamic_modifier = {
					modifier = AUS_peoples_army
				}
			}
			custom_effect_tooltip = AUS_peoples_army_intro_tt
			add_to_variable = {
				AUS_peoples_army_conscription_factor = 0.15
				tooltip = conscription_factor_tt
			} {
				AUS_peoples_army_mobilization_speed = 0.1
				tooltip = mobilization_speed_tt
			}
		} {
			limit = {
				has_completed_focus = AUS_schutzbund_support
			}
			4 = {
				create_unit = {
					division = division_template ="Schutzbund Division" 	start_experience_factor = 0.6
					owner = PREV
					count = 1
				}
			}
		} {
			limit = {
				has_completed_focus = AUS_schutzbund_support
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			random_owned_controlled_state = {
				limit = {
					PREV = {
						has_full_control_of_state = PREV
					}
				}
				create_unit = {
					division = name = "Schutzbund Division" division_template = "Schutzbund Division" start_experience_factor = 0.6
					owner = PREV
				}
			}
		}
		ELSE = {
			add_dynamic_modifier = {
				modifier = AUS_peoples_army
			}
			add_to_variable = {
				AUS_peoples_army_conscription_factor = 0.15
				tooltip = conscription_factor_tt
			} {
				AUS_peoples_army_mobilization_speed = 0.1
				tooltip = mobilization_speed_tt
			}
		}
	}
}
### Entity: Character
Component: HOL_cornelis_van_geelkerken
Constructs: has_government, has_cosmetic_tag
Source: game
File: common/characters/HOL.txt

Code:
HOL_cornelis_van_geelkerken = {
	advisor = {
		slot = political_advisor
		idea_token = HOL_cornelis_van_geelkerken
		allowed = {
			OR = {
				original_tag = HOL INS
			}
		}
		visible = {
			OR = {
				original_tag = HOL
				AND = {
					original_tag = INS
					has_cosmetic_tag = INS_UNION
				}
			}
		}
		available = {
			has_government = fascism
		}
		traits = {
			prince_of_terror
		}
	}
	name = HOL_cornelis_van_geelkerken
	portraits = {
		army = {
			small = GFX_idea_HOL_cornelis_van_geelkerken
		}
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_technical_schools
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_technical_schools
	icon = GFX_focus_generic_university_3
	prerequisite = {
		focus = ARG_invest_in_construction_guilds
	}
	x = 0
	y = 1
	relative_position_id = ARG_invest_in_construction_guilds
	cost = 10
	available = {
		num_of_factories = > 45
	}
	ai_will_do = {
		factor = 10
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
		custom_effect_tooltip = CHL_skip_one_line_tt available_political_advisor
		show_ideas_tooltip = ARG_vincente_gallo ARG_carlos_lamas
	}
}