Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: r56w_trait_leader_historical
Source: game
File: common/country_leader/r56_WHY_characters_traits.txt

Code:
r56w_trait_leader_historical = {
	random = no
	experience_gain_air = 0.1
	experience_gain_navy = 0.1
	experience_gain_army = 0.1
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/POL_1939_air_legacy.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = fighter_equipment_0
			creator = POL
		}
		requested_factories = 1
		progress = 0.15
		efficiency = 100
		industrial_manufacturer = mio:POL_pws_organization
	} {
		equipment = {
			type = CAS_equipment_1
			creator = POL
		}
		requested_factories = 1
		progress = 0.2
		efficiency = 100
		industrial_manufacturer = mio:POL_pws_organization
	}
}
### Entity: Idea
Component: AFG_soviet_trade_agreement_idea
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
AFG_soviet_trade_agreement_idea = {
	picture = SOV_stakhanovite_movement
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = no
	}
	modifier = {
		trade_laws_cost_factor = -0.1
		production_factory_efficiency_gain_factor = 0.05
	}
}
### Entity: Technology
Component: r56_heavy_tank_studies_tech
Constructs: reliability_factor
Source: game
File: common/technologies/r56_special_projects_techs.txt

Code:
technology = {
	allow = {
		always = no
	}
	start_year = 1937
	categories = {
		cat_heavy_armor
	}
	heavy_armor = {
		armor_value = 0.05
		reliability_factor = 0.05
	}
	medium_armor = {
		reliability_factor = 0.01
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_ban_communism
Constructs: prerequisite, add_ideas, remove_ideas, has_government, add_stability, completion_reward, has_idea, cancel_if_invalid
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_ban_communism
	icon = GFX_goal_anti_comintern_pact
	x = -3
	y = 1
	prerequisite = {
		focus = FRA_revive_the_national_bloc
	}
	relative_position_id = FRA_revive_the_national_bloc
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_idea = FRA_political_violence
		NOT = {
			has_government = communism
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_FRA_POLITICAL_VIOLENCE
	}
	completion_reward = {
		add_ideas = {
			FRA_communism_banned
		}
		set_temp_variable = {
			communism_temp = party_popularity@communism
		}
		multiply_temp_variable = {
			communism_temp = -0.25
		}
		add_stability = communism_temp
		remove_ideas = FRA_political_violence
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_permit_regional_elections
Constructs: every_owned_state, prerequisite, limit, remove_ideas, completion_reward, has_dynamic_modifier, remove_dynamic_modifier, add_dynamic_modifier
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_permit_regional_elections
	icon = GFX_goal_generic_improve_relations
	prerequisite = {
		focus = TUR_democratic_transition_focus
	}
	x = 1
	y = 1
	relative_position_id = TUR_democratic_transition_focus
	cost = 10
	ai_will_do = {
		base = 10
	}
	search_filters = {
		FOCUS_FILTER_TUR_KEMALISM FOCUS_FILTER_TUR_TRADITIONALISM
	}
	completion_reward = {
		custom_effect_tooltip = TUR_unlock_reconciliation_occupation_law_tt TUR_unlock_kurdish_integration_decisions_tt
		effect_tooltip = {
			TUR_placate_fundamentalist_state_all_targets_effect = yes
		}
		hidden_effect = {
			every_owned_state = {
				limit = {
					OR = {
						has_dynamic_modifier = {
							modifier = islamist_opposition
						} {
							modifier = islamist_sedition
						} {
							modifier = islamist_insurgency
						}
					}
				}
				remove_dynamic_modifier = {
					modifier = islamist_opposition
				} {
					modifier = islamist_sedition
				} {
					modifier = islamist_insurgency
				}
				add_dynamic_modifier = {
					modifier = islamists_placated
				}
			}
			set_country_flag = TUR_truce_with_government_called_flag
			if = {
				limit = {
					has_variable = TUR_kemalist_officers_loyalty
					check_variable = {
						TUR_kemalist_officers_loyalty = > 1
					}
				}
				subtract_from_variable = {
					var = TUR_kemalist_officers_loyalty
					value = 1
				}
				TUR_kemalist_loyalty_and_power_update_effect = yes
			} {
				limit = {
					has_idea = TUR_sectarian_woes
				}
				swap_ideas = {
					remove_idea = TUR_sectarian_woes
					add_idea = TUR_sectarian_woes_2
				}
			}
			else_if = {
				limit = {
					has_idea = TUR_sectarian_woes_1
				}
				remove_ideas = TUR_sectarian_woes_1
			}
		}
	}
}
### Entity: Faction
Component: faction_goal_secure_chinese_waters
Constructs: has_war, limit, is_literally_china, has_faction_template, has_war_with_major, has_naval_control, complete_effect, add_faction_power_projection
Source: game
File: common/factions/goals/faction_goals_long_term.txt

Code:
faction_goal_secure_chinese_waters = {
	name = secure_chinese_waters_goal_name
	description = secure_chinese_waters_goal_desc
	category = long_term
	group = FOCUS_FILTER_NAVY_XP
	allowed = {

	}
	visible = {
		FROM = {
			is_literally_china = yes
			has_war = yes
			OR = {
				has_faction_template = faction_template_chinese_united_front faction_template_wang_front
			}
		}
	}
	available = {
		FROM = {
			has_war_with_major = yes
		}
	}
	completed = {
		has_war_with_major = yes
		has_naval_control = 75 76 77
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt THE_FACTION_LEADER
		add_faction_initiative = 1
		every_collection_element = {
			input = {
				input = game:scope
				operators = {
					faction_members
				}
				name = ALL_FACTION_MEMBERS
			}
			custom_effect_tooltip = ALL_FACTION_MEMBERS
			IF = {
				limit = {
					NOT = {
						has_completed_goal = faction_goal_secure_chinese_waters
					}
				}
				navy_experience = 50
			}
		}
	}
	ai_will_do = {
		base = 1
		modifier = {
			add = 2
			num_of_naval_factories = > 39
		} {
			factor = 2
			alliance_naval_strength_ratio = > 0.5
		} {
			factor = 2
			collection_size = {
				input = {
					input = collection:china_potential_core_mainland_states
					operators = {
						limit = {
							OR = {
								controller = {
									is_in_faction_with = JAP
								}
								is_controlled_by = JAP
							}
						}
					}
					name = COLLECTION_NO_JAPANESE_IN_CHINA
				}
				value = < 1
			}
		}
	}
}
### Entity: Event
Component: denmark_overlord_events.2
Constructs: is_triggered_only, ai_chance, limit, has_government, add_political_power, is_in_faction_with, has_opinion, is_historical_focus_on
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_overlord_events.2
	title = denmark_overlord_events.1.t
	desc = denmark_overlord_events.2.desc
	picture = GFX_report_event_DEN_danish_politics
	is_triggered_only = yes
	option = {
		name = denmark_overlord_events.2.a
		ai_chance = {
			base = 2
			modifier = {
				factor = 10
				has_government = FROM
			} {
				factor = 10
				is_in_faction_with = FROM
			}
		}
		add_political_power = 25
		FROM = {
			country_event = {
				id = denmark_overlord_events.3
				days = 1
			}
		}
	} {
		name = denmark_overlord_events.2.b
		ai_chance = {
			base = 5
			modifier = {
				factor = 5
				OR = {
					has_government = fascism communism
				}
			} {
				factor = 2
				has_opinion = {
					target = FROM
					value = < -10
				}
			} {
				factor = 2
				is_historical_focus_on = yes
			}
		}
		effect_tooltip = {
			FROM = {
				if = {
					limit = {
						has_dynamic_modifier = {
							modifier = DEN_occupation_laws_dynamic_modifier
						}
					}
					custom_effect_tooltip = DEN_modify_occupation_laws_dynamic_modifier
					add_to_variable = {
						DEN_occupation_laws_cic_to_overlord = 0.05
						tooltip = cic_to_overlord_factor_tt
					} {
						DEN_occupation_laws_mic_to_overlord = 0.05
						tooltip = mic_to_overlord_factor_tt
					} {
						DEN_occupation_laws_autonomy_gain = -0.1
						tooltip = autonomy_gain_tt
					}
				}
			}
		}
		unlock_decision_tooltip = DEN_demand_country_leader_resignation
		set_country_flag = DEN_overlord_can_demand_resignation_flag
		custom_effect_tooltip = DEN_deteriorating_subject_relations
		FROM = {
			country_event = {
				id = denmark_overlord_events.4
				days = 1
			}
		}
	}
}
### Entity: Scripted Trigger
Component: SOV_basic_ultimatum_triggers
Constructs: has_war_with, has_country_flag, has_capitulated, is_subject, is_in_faction_with
Source: game
File: common/scripted_triggers/SOV_scripted_triggers.txt

Code:
SOV_basic_ultimatum_triggers = {
	country_exists = FROM
	FROM = {
		has_capitulated = no
		is_subject = no
		NOT = {
			has_war_with = ROOT
		} {
			is_in_faction_with = ROOT
		} {
			has_country_flag = SOV_ultimatum_sent_flag
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3AModern_tank_anti-tank.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
Modern_tank_anti-tank.png &#8206;(76 × 42 pixels, file size: 5 KB, MIME type: image/png)
### Entity: Event
Component: denmark_political_events.10
Constructs: ai_chance, has_government, has_country_flag, has_elections, set_country_flag, add_timed_idea
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_political_events.10
	title = denmark_political_events.10.t
	desc = denmark_political_events.10.desc
	picture = GFX_report_event_DEN_danish_politics
	trigger = {
		tag = DEN
		has_elections = yes
		OR = {
			has_government = communism fascism
		}
		NOT = {
			has_country_flag = DEN_opposition_propaganda_flag
		}
	}
	mean_time_to_happen = {
		days = 180
	}
	option = {
		name = denmark_political_events.10.a
		ai_chance = {
			base = 2
		}
		trigger = {
			has_government = communism
		}
		set_country_flag = DEN_opposition_propaganda_flag
		add_timed_idea = {
			idea = DEN_fascist_propaganda_ns
			days = 180
		}
	} {
		name = denmark_political_events.10.b
		ai_chance = {
			base = 2
		}
		trigger = {
			has_government = fascism
		}
		set_country_flag = DEN_opposition_propaganda_flag
		add_timed_idea = {
			idea = DEN_communist_propaganda_ns
			days = 180
		}
	}
}
### Entity: State History
Component: 810
Constructs: add_core_of
Source: game
File: history/states/810-Zemgale.txt

Code:
state = {
	id = 810
	name = STATE_810
	history = {
		owner = LAT
		victory_points = {
			310 3
		} {
			222 1
		}
		buildings = {
			infrastructure = 2
			arms_factory = 1
			industrial_complex = 1
			air_base = 3
			310 = {
				bunker = 2
			}
		}
		add_core_of = LAT
	}
	provinces = {
		222 310 319 341 3298 6459 7482 9275 11222
	}
	manpower = 600250
	buildings_max_level_factor = 1.0
	state_category = town
}
### Entity: Decision
Component: MPL_stabilize_syria_category
Constructs: has_completed_focus, add_equipment_to_stockpile, limit, add_ideas, every_country, add_political_power, has_equipment, has_political_power
Source: game
File: common/decisions/MPL.txt

Code:
MPL_stabilize_syria_category = {
	MPL_stabilize_syria_mission = {
		icon = GFX_decision_generic_civil_support
		days_mission_timeout = 90
		custom_cost_trigger = {
			command_power = > 29
			has_equipment = {
				infantry_equipment = > 300
			}
			has_political_power = > 39
		}
		custom_cost_text = MPL_stabilize_syria_cost
		available = {
			divisions_in_state = {
				size = > 3
				state = 554
			} {
				size = > 1
				state = 677
			} {
				size = > 0
				state = 680
			} {
				size = > 0
				state = 553
			}
		}
		cancel_trigger = {
			OR = {
				NOT = {
					controls_state = 680 677 554 553
				}
				if = {
					limit = {
						original_tag = FRA
					}
					has_completed_focus = FRA_vienot_agreement
				}
			}
		}
		allowed = {
			always = no
		}
		selectable_mission = yes
		timeout_effect = {
			if = {
				save_global_event_target_as = MPL_syria_war_owner
				limit = {
					controls_state = 680 677 554 553
				}
				SYR = {
					transfer_state = 680 554
					set_province_controller = 1072 7671
					hidden_effect = {
						inherit_technology = PAL
						load_oob = SYR_revolt
						add_equipment_to_stockpile = {
							type = infantry_equipment
							amount = 2500
						}
						add_ideas = MPL_united_against_colonialism MPL_war_no_call_in
						set_politics = {
							ruling_party = fascism
							elections_allowed = no
						}
						add_popularity = {
							ideology = fascism
							popularity = 0.3
						} {
							ideology = communism
							popularity = 0.1
						}
					}
				} {
					set_country_flag = MPL_syria_revolting
					activate_mission = MPL_syria_peace
				}
				hidden_effect = {
					set_province_controller = 1074 4550
				}
				declare_war_on = {
					target = SYR
					type = independence_wargoal
				}
			}
			else = {
				SYR = {
					transfer_state = 554
					hidden_effect = {
						inherit_technology = PAL
						load_oob = SYR_revolt
						add_equipment_to_stockpile = {
							type = infantry_equipment
							amount = 1500
						}
						add_ideas = MPL_united_against_colonialism MPL_war_no_call_in
						set_politics = {
							ruling_party = fascism
							elections_allowed = no
						}
						add_popularity = {
							ideology = fascism
							popularity = 0.3
						} {
							ideology = communism
							popularity = 0.1
						}
					}
				} {
					set_country_flag = MPL_syria_revolting
					activate_mission = MPL_syria_peace
				}
	
# ... (truncated)
### Entity: AI Strategy
Component: DEN_monarchist_plan
Constructs: has_country_flag, has_game_rule
Source: game
File: common/ai_strategy_plans/DEN_alternate_strategy_plan.txt

Code:
DEN_monarchist_plan = {
	name = Expansionist Monarchy
	desc = King Christian X will try to secure natural resources and strengthen Denmark's military capabilities by controlling the rest of the Nordics by any means necessary.
	allowed = {
		original_tag = DEN
	}
	enable = {
		OR = {
			has_country_flag = DEN_AI_RANDOM_MONARCHIST_PLAN
			has_game_rule = {
				rule = DEN_ai_behavior
				option = DEN_monarchist_plan
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		DEN_expand_kobenhavns_university DEN_fortify_our_borders DEN_devalue_the_krone DEN_trade_with_britain DEN_declare_neutrality DEN_build_a_modern_dannevirke DEN_sign_forsvarsforliget DEN_unify_the_right DEN_conservatives_support DEN_encourage_paramilitary DEN_conspire_with_the_officer_corps DEN_strengthen_the_officer_corp DEN_overthrow_the_government DEN_king_assumes_power DEN_fortify_the_islands DEN_connect_the_islands DEN_expand_vaernepligten DEN_refortify_tunestillingen DEN_secure_our_supply_lines DEN_stockpile_oil DEN_expand_institut_for_teoretisk_fysik DEN_konge_og_faedreland DEN_align_industries DEN_seek_protection DEN_scandinavian_security DEN_reintegrate_iceland DEN_develop_iceland
	}
	focus_factors = {
		DEN_political_unity = 0
		DEN_march_on_the_capital = 0
		DEN_kanslergadeforliget = 0
		DEN_strength_in_numbers = 0
	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Character
Component: ETH_senedu_gebru
Constructs: has_character_flag
Source: game
File: common/characters/ETH.txt

Code:
ETH_senedu_gebru = {
	advisor = {
		slot = political_advisor
		idea_token = ETH_senedu_gebru
		allowed = {
			original_tag = ETH
		}
		visible = {
			has_character_flag = ETH_visible_advisor_flag
		}
		traits = {
			rebellious_educator
		}
	}
	portraits = {
		civilian = {
			small = GFX_portrait_ETH_senedu_gebru_small
		}
	}
	gender = female
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/ELS_1939.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = ELS
		}
		requested_factories = 1
		progress = 0.71
		efficiency = 100
	}
}
### Entity: Decision
Component: form_pru_hispanoamerica_category
Constructs: is_core_of
Source: game
File: common/decisions/categories/r56_formable_categories.txt

Code:
form_pru_hispanoamerica_category = {
	icon = generic_formable_nations
	picture = GFX_decision_category_hispanoamerica
	priority = 20
	on_map_area = {
		name = GEN_control_of_these_states_is_required_to_form_the_nation
		target_array = global.r56_formables_states_array
		target_trigger = {
			FROM = {
				OR = {
					is_core_of = ARG ECU CHL COL PAN BOL PRU URG VEN PAR
				}
			}
		}
		zoom = 900
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_employ_the_propaganda_secretariat
Constructs: prerequisite, add_stability, completion_reward, add_political_power, unlock_decision_tooltip, add_popularity
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_employ_the_propaganda_secretariat
	prerequisite = {
		focus = POR_continue_salazars_policies
	}
	icon = GFX_goal_generic_propaganda
	cost = 4
	ai_will_do = {
		base = 5
	}
	x = 1
	y = 1
	relative_position_id = POR_continue_salazars_policies
	available_if_capitulated = yes
	completion_reward = {
		add_political_power = 60
		unlock_decision_tooltip = POR_propagandize_success_by_the_regime
		custom_effect_tooltip = generic_skip_one_line_tt
		effect_tooltip = {
			custom_effect_tooltip = unlocks_decision_incite_fearmongering_which_grants_tt
			add_political_power = 50
			add_stability = -0.04
			add_popularity = {
				ideology = neutrality
				popularity = 0.05
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_purge_the_world_of_fascism
Constructs: prerequisite, limit, has_government, every_country, completion_reward, is_subject, cancel_if_invalid, has_wargoal_against
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_purge_the_world_of_fascism
	icon = GFX_focus_generic_communism_anti_fascism
	prerequisite = {
		focus = PRC_the_end_of_capitalism PRC_overthrow_the_ussr
	}
	x = 1
	y = 1
	relative_position_id = PRC_overthrow_the_ussr
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		every_country = {
			limit = {
				has_government = fascism
				ROOT = {
					NOT = {
						has_wargoal_against = PREV
					}
				}
			}
			ROOT = {
				create_wargoal = {
					type = annex_everything
					target = PREV
				}
			}
		}
	}
}
### Entity: Idea
Component: NZL_wairarapa_ranches
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/new_zealand.txt

Code:
NZL_wairarapa_ranches = {
	picture = generic_industrial_concern_2
	allowed = {
		original_TAG = NZL
		has_dlc = Together for Victory
	}
	available = {
		has_completed_focus = NZL_wairarapa_sheep_farms
	}
	research_bonus = {
		industry = 0.15
	}
	traits = {
		industrial_concern
	}
	modifier = {

	}
}
### Entity: Event
Component: malaysia.1
Constructs: is_triggered_only, add_political_power
Source: game
File: events/malaysia.txt

Code:
country_event = {
	id = malaysia.1
	title = malaysia.1.t
	desc = malaysia.1.desc
	is_triggered_only = yes
	option = {
		name = malaysia.1.a
		add_political_power = 80
	}
}
### Entity: Unit Template
Component: BAY_GAR_01
Source: game
File: common/units/names_divisions/BAY_names_divisions.txt

Code:
BAY_GAR_01 = {
	name = Garrison Divisions
	for_countries = {
		BAY
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %d. Heimatschutz-Division
	ordered = {
		52 = {
			%d. Heimatschutz-Division
		}
		201 = {
			%d. Heimatschutz-Division
		}
		203 = {
			%d. Heimatschutz-Division
		}
		207 = {
			%d. Heimatschutz-Division
		}
		213 = {
			%d. Heimatschutz-Division
		}
		141 = {
			%d. Reserve-Division
		}
		221 = {
			%d. Heimatschutz-Division
		}
		281 = {
			%d. Heimatschutz-Division
		}
		285 = {
			%d. Heimatschutz-Division
		}
		147 = {
			%d. Reserve-Division
		}
		286 = {
			%d. Heimatschutz-Division
		}
		325 = {
			%d. Heimatschutz-Division
		}
		400 = {
			%d. Feldersatz-Division
		}
		390 = {
			%d. Heimatschutz-Division
		}
		391 = {
			%d. Heimatschutz-Division
		}
		148 = {
			%d. Reserve-Division
		}
		403 = {
			%d. Heimatschutz-Division
		}
		444 = {
			%d. Heimatschutz-Division
		}
		151 = {
			%d. Reserve-Division
		}
		454 = {
			%d. Heimatschutz-Division
		}
		41 = {
			%d. Feldausbildungs-Division
		}
		717 = {
			%d. Heimatschutz-Division
		}
		133 = {
			%d. Feldausbildungs-Division
		}
		718 = {
			%d. Heimatschutz-Division
		}
		153 = {
			%d. Reserve-Division
		}
		719 = {
			%d. Heimatschutz-Division
		}
		402 = {
			%d. Ausbildungs-Division
		}
		720 = {
			%d. Heimatschutz-Division
		}
		721 = {
			%d. Heimatschutz-Division
		}
		154 = {
			%d. Reserve-Division
		}
		726 = {
			%d. Heimatschutz-Division
		}
		157 = {
			%d. Reserve-Division
		}
		727 = {
			%d. Heimatschutz-Division
		}
		158 = {
			%d. Reserve-Division
		}
		159 = {
			%d. Reserve-Division
		}
		856 = {
			%d. Heimatschutz-Division
		}
		859 = {
			%d. Heimatschutz-Division
		}
		160 = {
			%d. Reserve-Division
		}
		877 = {
			%d. Heimatschutz-Division
		}
		735 = {
			%d. Heimatschutz-Division
		}
		165 = {
			%d. Reserve-Division
		}
		812 = {
			%d. Heimatschutz-Division
		}
		895 = {
			%d. Heimatschutz-Division
		}
		166 = {
			%d. Reserve-Division
		}
		742 = {
			%d. Heimatschutz-Division
		}
		171 = {
			%d. Reserve-Division
		}
		785 = {
			%d. Heimatschutz-Division
		}
		172 = {
			%d. Reserve-Division
		}
		173 = {
			%d. Reserve-Division
		}
		182 = {
			%d. Reserve-Division
		}
		188 = {
			%d. Reserve-Gebirgs-Division
		}
		730 = {
			%d. Heimatschutz-Division
		}
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_the_popular_freedom_alliance
Constructs: has_completed_focus, prerequisite, add_ideas, has_government, completion_reward
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_the_popular_freedom_alliance
	icon = GFX_focus_CHL_the_popular_freedom_alliance
	relative_position_id = CHL_proliferate_national_populism
	x = 2
	y = 1
	cost = 5
	prerequisite = {
		focus = CHL_proliferate_national_populism CHL_more_funds_or_the_propaganda_department
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 1.5
	}
	available = {
		NOT = {
			has_completed_focus = CHL_commence_the_counter_revolution
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
	bypass = {
		has_government = fascism
	}
	completion_reward = {
		add_ideas = CHL_popular_freedom_alliance_in_power
		custom_effect_tooltip = CHL_skip_one_line_tt
		CHL_one_more_fascist_focus_done = yes
	}
}