Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: SIA_luang_wichitwathakan
Constructs: has_completed_focus, is_historical_focus_on, has_game_rule
Source: game
File: common/characters/SIA.txt

Code:
SIA_luang_wichitwathakan = {
	advisor = {
		slot = political_advisor
		idea_token = SIA_luang_wichitwathakan
		ledger = army
		allowed = {
			original_tag = SIA
		}
		visible = {
			NOT = {
				has_completed_focus = SIA_the_kings_gambit
			} {
				has_completed_focus = SIA_and_spring_the_trap
			}
		}
		available = {
			has_completed_focus = SIA_drum_up_irredentism
			NOT = {
				has_completed_focus = SIA_the_kings_gambit
			} {
				has_completed_focus = SIA_and_spring_the_trap
			}
		}
		traits = {
			SIA_fascist_agitator
		}
		cost = 150
		ai_will_do = {
			factor = 1.0
			modifier = {
				OR = {
					is_historical_focus_on = yes
					has_game_rule = {
						rule = SIA_ai_behavior
						option = HISTORICAL
					}
				}
				factor = 50
			}
		}
	}
	name = SIA_luang_wichitwathakan
	portraits = {
		civilian = {
			small = GFX_portrait_SIA_luang_wichitwathakan_small
		}
	}
}
### Entity: Scripted Effect
Component: ITA_clear_purge_flag_effect
Constructs: limit, every_character, has_character_flag, clr_character_flag
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_clear_purge_flag_effect = {
	every_character = {
		limit = {
			has_character_flag = ITA_purge_advisor
		}
		clr_character_flag = ITA_purge_advisor
	} {
		limit = {
			has_character_flag = ITA_purge_general
		}
		clr_character_flag = ITA_purge_general
	}
}
### Entity: Character
Component: JAP_zengo_yoshida
Source: game
File: common/characters/JAP.txt

Code:
JAP_zengo_yoshida = {
	name = JAP_zengo_yoshida
	portraits = {
		army = {
			large = GFX_portrait_JAP_zengo_yoshida
			small = GFX_portrait_JAP_zengo_yoshida_small
		}
	}
	navy_leader = {
		traits = {
			old_guard_navy
		}
		skill = 2
		attack_skill = 2
		defense_skill = 2
		maneuvering_skill = 1
		coordination_skill = 2
		legacy_id = 0
	}
}
### Entity: Character
Component: HYD_asaf_jah_VII
Source: game
File: common/characters/HYD.txt

Code:
HYD_asaf_jah_VII = {
	name = Asaf Jah VII
	portraits = {
		civilian = {
			large = gfx/leaders/HYD/r56_portrait_HYD_Mir_Osman_Ali_Khan.dds
		}
	}
	country_leader = {
		ideology = absolute_monarchism
		expire = 1965.1.1
		id = -1
	}
}
### Entity: Idea
Component: ETH_hold_the_line
Constructs: removal_cost
Source: game
File: common/ideas/ethiopia_r56.txt

Code:
ETH_hold_the_line = {
	removal_cost = -1
	allowed = {
		always = no
	}
	picture = generic_wall_line
	modifier = {
		max_dig_in_factor = 0.1
	}
}
### Entity: Idea
Component: idea_r56_united_armed_forces
Constructs: removal_cost, planning_speed
Source: game
File: common/ideas/r56_generic.txt

Code:
idea_r56_united_armed_forces = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_reserve_divisions
	removal_cost = -1
	modifier = {
		army_core_defence_factor = 0.05
		army_morale_factor = 0.05
		army_leader_start_level = 1
		planning_speed = 0.1
		max_command_power = 15
	}
}
### Entity: Character
Component: CUB_salvador_castaneda_castro
Source: game
File: common/characters/CUB.txt

Code:
CUB_salvador_castaneda_castro = {
	advisor = {
		slot = army_chief
		idea_token = CUB_salvador_castaneda_castro
		allowed = {
			original_tag = CUB
		}
		traits = {
			army_chief_defensive_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Salvador Castaneda Castro
	portraits = {
		army = {
			small = GFX_idea_generic_army_south_america_4
		}
	}
}
### Entity: Event
Component: denmark_political_events.6
Constructs: is_triggered_only, ai_chance, limit, add_stability, add_political_power, add_popularity
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_political_events.6
	title = denmark_political_events.6.t
	desc = denmark_political_events.6.desc
	picture = GFX_report_event_generic_rally
	is_triggered_only = yes
	option = {
		name = denmark_political_events.4.a
		ai_chance = {
			base = 1
			modifier = {
				factor = 15
				neutrality = > 0.7
			}
		}
		if = {
			limit = {
				neutrality = < 0.9
			}
			add_popularity = {
				ideology = neutrality
				popularity = 0.05
			}
		}
		else = {
			add_political_power = 25
		}
		country_event = {
			id = denmark_political_events.8
			days = 7
		}
	} {
		name = denmark_political_events.4.b
		ai_chance = {
			base = 1
			modifier = {
				factor = 10
				neutrality = > 0.5
			}
		}
		trigger = {
			neutrality = < 0.8
		}
		add_popularity = {
			ideology = neutrality
			popularity = 0.1
		}
		add_political_power = -50
		country_event = {
			id = denmark_political_events.8
			days = 7
		}
	} {
		name = denmark_political_events.4.c
		ai_chance = {
			base = 1
			modifier = {
				factor = 5
				neutrality = < 0.5
			}
		}
		trigger = {
			neutrality = < 0.7
		}
		add_popularity = {
			ideology = neutrality
			popularity = 0.15
		}
		add_political_power = -75
		add_stability = -0.05
		country_event = {
			id = denmark_political_events.8
			days = 7
		}
	}
}
### Entity: Event
Component: axis_minors_bulgaria.72
Constructs: is_triggered_only
Source: game
File: events/Bulgaria_events.txt

Code:
country_event = {
	id = axis_minors_bulgaria.72
	title = axis_minors_bulgaria.72.t
	desc = axis_minors_bulgaria.72.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = axis_minors_bulgaria.72.a
	}
}
### Entity: Character
Component: MOR_abdallah_layachi
Constructs: has_government
Source: game
File: common/characters/MOR.txt

Code:
MOR_abdallah_layachi = {
	name = Abdallah Layachi
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_arab_1
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = MOR_abdallah_layachi
		traits = {
			editor
		}
		ai_will_do = {
			factor = 1
		}
		available = {
			has_government = communism
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_NIC_70
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_NIC_70 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_NIC
			value = 70
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = dockyard
		value = 70
	}
}
### Entity: Decision
Component: war_measures
Constructs: owns_state, fire_only_once, is_subject, has_idea, has_capitulated, complete_effect, create_corps_commander
Source: game
File: common/decisions/BEL_HOL_decisions.txt

Code:
war_measures = {
	BEL_recall_jules_pire = {
		icon = generic_army_support
		allowed = {
			OR = {
				original_tag = BEL WLL
			}
		}
		available = {
			is_subject = no
			OR = {
				has_idea = war_economy tot_economic_mobilisation
			}
			has_capitulated = no
			date = > 1941.01.01 < 1948.01.01
			num_divisions = > 20
			owns_state = 34
		}
		cost = 20
		days_remove = 15
		fire_only_once = yes
		visible = {

		}
		complete_effect = {
			create_corps_commander = {
				name = Jules Pire
				portrait_path = gfx/leaders/r56_generic/r56_portrait_BEL_generic_land_3_jules_pire.dds
				traits = {
					walloon homeland_connoisseur caring_leader ranger
				}
				skill = 2
				attack_skill = 1
				defense_skill = 3
				planning_skill = 1
				logistics_skill = 2
			}
		}
		ai_will_do = {
			factor = 50
		}
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_seize_estates
Constructs: prerequisite, limit, add_stability, completion_reward, add_political_power, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_seize_estates
	icon = GFX_goal_generic_building_our_industry
	x = -2
	y = 1
	prerequisite = {
		focus = PAL_operation_intisar
	}
	cost = 7.2
	relative_position_id = PAL_operation_intisar
	completion_reward = {
		add_stability = -0.05
		add_political_power = -50
		random_owned_controlled_state = {
			limit = {
				is_core_of = PAL
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: vic_focus
Component: VIC_buy_from_the_enemy
Constructs: prerequisite, add_ideas, completion_reward, allow_branch, has_dlc, cancel_if_invalid
Source: game
File: common/national_focus/vichy_france.txt

Code:
focus = {
	id = VIC_buy_from_the_enemy
	icon = GFX_goal_generic_air_fighter
	x = 0
	y = 2
	offset = {
		x = 0
		y = 0
	}
	allow_branch = {
		has_dlc = Death or Dishonor
	}
	prerequisite = {
		focus = VIC_learn_from_the_enemy
	}
	relative_position_id = VIC_learn_from_the_enemy
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_ideas = {
			FRA_buy_from_the_enemy
		}
	}
}
### Entity: Modifier Reference
Component: compliance_effect
Source: game
File: common/modifiers/00_static_modifiers.txt

Code:
compliance_effect = {
	local_factories = 0.65
	local_non_core_manpower = 0.18
	local_resources = 0.65
}
### Entity: Character
Component: ECU_juan_ramon_castro
Source: game
File: common/characters/ECU.txt

Code:
ECU_juan_ramon_castro = {
	advisor = {
		slot = navy_chief
		idea_token = ECU_juan_ramon_castro
		allowed = {
			original_tag = ECU
		}
		traits = {
			navy_chief_decisive_battle_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Juan Ramon Castro
	portraits = {
		army = {
			small = GFX_idea_generic_navy_south_america_2
		}
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_frontsmen_death
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_frontsmen_death
	icon = GFX_goal_extensive_conscription_communism
	prerequisite = {
		focus = PAL_raise_red_banner
	} {
		focus = PAL_write_rifle
	}
	x = 0
	y = 1
	cost = 5
	ai_will_do = {
		factor = 1
	}
	relative_position_id = PAL_raise_red_banner
	completion_reward = {
		add_ideas = PAL_frontsmen_fear_not_death
	}
}
### Entity: Idea
Component: PRE_acgs
Source: game
File: common/ideas/prussia.txt

Code:
PRE_acgs = {
	picture = generic_air_europe_2
	allowed = {
		original_tag = PRE
	}
	traits = {
		air_chief_ground_support_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Component: wuw_HUN_stage_an_uprising_in_leitha
Constructs: has_completed_focus, division_template, prerequisite, has_war, limit, random_country, has_government, every_country
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_stage_an_uprising_in_leitha
	icon = GFX_focus_HUN_stage_an_uprising_in_leitha
	prerequisite = {
		focus = wuw_HUN_a_unifying_heritage
	}
	x = 1
	y = 1
	relative_position_id = wuw_HUN_a_unifying_heritage
	cost = 5
	ai_will_do = {
		factor = 10
	}
	offset = {
		x = 1
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = wuw_HUN_abide_by_the_little_ententes_stipulations
		}
	}
	available = {
		has_war = no
		has_government = neutrality
		is_subject = no
		any_country = {
			NOT = {
				OR = {
					original_tag = ROOT
					is_subject_of = ROOT
					is_in_faction_with = ROOT
				}
			}
			OR = {
				controls_state = 975
				owns_state = 975
			}
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_MILITARY_CHARACTER FOCUS_FILTER_MANPOWER FOCUS_FILTER_POLITICAL
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = wuw_HUN_stage_an_uprising_in_leitha_tt generic_skip_one_line_tt generic_skip_one_line_tt HUN_rongyos_garda_leaders_become_generals
		random_country = {
			limit = {
				owns_state = 975
			}
			country_event = {
				id = WW_hungary.86
				days = 2
				random_days = 3
			}
		}
		975 = {
			transfer_state_to = ROOT
			add_core_of = ROOT
		}
		hidden_effect = {
			delete_unit_template_and_units = {
				division_template = Rongyos Gárda
				disband = yes
			}
			division_template = {
				name = Rongyos Gárda
				division_names_group = HUN_MIL_01
				role = garrison
				template_counter = 90
				is_locked = yes
				force_allow_recruiting = yes
				division_cap = 12
				regiments = {
					militia = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					}
				}
				support = {

				}
			}
		} {
			set_country_flag = HUN_secured_the_ragged_guards_flag
			every_country = {
				limit = {
					capital_scope = {
						is_on_continent = europe
					}
				}
				news_event = {
					id = wuw_HUN_news_events.9
				}
			}
		}
		random_state = {
			limit = {
				state = 975
			}
			create_unit = {
				division = name = "Rongyos Gárda 'Lajtabánság'" division_template = "Rongyos Gárda" start_experience_factor = 0.4 start_equipment_factor = 0.6
				owner = ROOT
				officer = {
					name = H
# ... (truncated)
### Entity: Character
Component: humanist
Constructs: war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
humanist = {
	random = no
	sprite = 13
	war_support_factor = -0.05
	civilian_intel_factor = 0.15
	political_power_factor = 0.15
}
### Entity: Unit Template
Component: AZR_MAR_01
Source: game
File: common/units/names_divisions/AZR_names_divisions.txt

Code:
AZR_MAR_01 = {
	name = Marine Divisions
	for_countries = {
		AZR
	}
	can_use = {
		always = yes
	}
	division_types = {
		marine
	}
	fallback_name = %dya Azerbaidjyanska Div. Morskoi Pekhoty
	ordered = {
		1 = {
			%dya Azerbaidjyanska Div. Morskoi Pekhoty
		}
		2 = {
			%dya Azerbaidjyanska Div. Morskoi Pekhoty
		}
		3 = {
			%dya Azerbaidjyanska Div. Morskoi Pekhoty
		}
		4 = {
			%dya Azerbaidjyanska Div. Morskoi Pekhoty
		}
		5 = {
			%dya Azerbaidjyanska Div. Morskoi Pekhoty
		}
		6 = {
			%dya Azerbaidjyanska Div. Morskoi Pekhoty
		}
		7 = {
			%dya Azerbaidjyanska Div. Morskoi Pekhoty
		}
		8 = {
			%dya Azerbaidjyanska Div. Morskoi Pekhoty
		}
		9 = {
			%dya Azerbaidjyanska Div. Morskoi Pekhoty
		}
		10 = {
			%dya Azerbaidjyanska Div. Morskoi Pekhoty
		}
	}
}
### Entity: Character
Component: tank_refurbishment_plant
Constructs: equipment_bonus
Source: game
File: common/country_leader/00_traits.txt

Code:
tank_refurbishment_plant = {
	random = no
	equipment_bonus = {
		armor = {
			reliability = 0.05
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: slo_focus
Component: SLO_firepower_focus
Constructs: prerequisite, completion_reward, has_doctrine, add_doctrine_cost_reduction
Source: game
File: common/national_focus/slovakia.txt

Code:
focus = {
	id = SLO_firepower_focus
	icon = GFX_goal_generic_army_artillery2
	prerequisite = {
		focus = SLO_doctrine_effort
	}
	mutually_exclusive = {
		focus = SLO_invite_german_military_mission SLO_planning_focus SLO_mass_assault_focus SLO_mobile_warfare_focus SLO_guerilla_tactics_focus
	}
	x = 7
	y = 2
	relative_position_id = SLO_army_effort
	cost = 10
	ai_will_do = {
		factor = 50
	}
	available = {
		has_doctrine = superior_firepower
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 0.5
			uses = 2
			category = cat_superior_firepower
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Country History
Country: HON
Component: HON_characters
Constructs: recruit_character
Source: game
File: history/countries/HON - Honduras.txt

Code:
# Leaders & Characters for HON
recruit_character = HON_tiburcio_carías_andino HON_lorenzo_ferrera HON_pedro_figueroa HON_lisandro_machado HON_oswaldo_lopez_arellano HON_carlos_vaupel_comeza HON_neto_britto HON_jose_zuniga_huete HON_teodore_alberto HON_rufio_villegas HON_carlos_molina_dejonje HON_didier_masson HON_miguel_angel_sevilla HON_raimundo_stochler_garcia HON_juan_b_valladares HON_francisco_s_tapio_toro HON_enrique_doll_rojas HON_gustavo_schmidt HON_carlos_alberto_ucles HON_roberto_michelleti_bain HON_orlando_rodriguez_jimino HON_abraham_williams_calderon HON_hernan_fernandez_silva
### Entity: Scripted Trigger
Component: ITA_is_alt_fascist_grandi_ai
Constructs: has_country_flag, has_game_rule
Source: game
File: common/scripted_triggers/ITA_scripted_triggers.txt

Code:
ITA_is_alt_fascist_grandi_ai = {
	OR = {
		has_country_flag = ITA_AI_RANDOM_FASCIST_GRANDI
		has_game_rule = {
			rule = ITA_ai_behavior
			option = ALT_FASCIST_GRANDI
		}
	}
}
### Entity: National Focus
Tree: mpl_focus
Component: MPL_arabs_ministers
Constructs: has_completed_focus, prerequisite, limit, has_country_flag, completion_reward, add_political_power, is_subject, check_variable
Source: game
File: common/national_focus/mandate_of_palestine.txt

Code:
focus = {
	id = MPL_arabs_ministers
	icon = GFX_goal_MPL_arabs_ministers
	relative_position_id = MPL_arabs_negotiate
	x = -1
	y = 1
	prerequisite = {
		focus = MPL_arabs_negotiate
	}
	available = {
		NOT = {
			has_completed_focus = MPL_end_the_strike
		}
		if = {
			limit = {
				OR = {
					has_country_flag = MPL_trigger_collapse_PAL
				}
			}
			NOT = {
				has_country_flag = MPL_trigger_collapse_PAL
			}
		}
		else_if = {
			limit = {
				OR = {
					has_country_flag = MPL_trigger_collapse_ISR
				}
			}
			NOT = {
				has_country_flag = MPL_trigger_collapse_ISR
			}
		}
	}
	bypass = {
		is_subject = no
	}
	ai_will_do = {
		factor = 80
		modifier = {
			factor = 100
			check_variable = {
				var = MPL_path_selection
				value = 90
				compare = less_than_or_equals
			} {
				MPL_path_selection = > 75
			}
		}
	}
	cost = 5
	completion_reward = {
		add_political_power = 50
		custom_effect_tooltip = generic_skip_one_line_tt available_political_advisor generic_skip_one_line_tt available_chief_of_army generic_skip_one_line_tt available_military_high_command generic_skip_one_line_tt generic_skip_one_line_tt MPL_political_up_20 MPL_military_up_10
		show_ideas_tooltip = MPL_ahmed_hilmi_pasha MPL_fawzi_al_qawuqji MPL_muhammad_nimr_al_hawari
		add_power_balance_value = {
			id = MPL_power_balance
			value = -0.3
			tooltip_side = MPL_arab_side
		}
		add_to_variable = {
			MPL_political_independence = 20
		} {
			MPL_military_independence = 10
		} {
			MPL_total_independence = 30
		}
		clamp_variable = {
			var = MPL_political_independence
			min = 0
			max = 100
		} {
			var = MPL_military_independence
			min = 0
			max = 100
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT FOCUS_FILTER_BALANCE_OF_POWER FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: EAI_DD_5/super_heavy_tank_artillery_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_5/super_heavy_tank_artillery_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		super_heavy_tank_artillery_chassis = {
			build_cost_ic = -0.125
			instant = yes
		}
	}
}
### Entity: Event
Component: AFG_political_events.153
Constructs: is_triggered_only, ai_chance, has_government, fire_only_once, has_civil_war, add_timed_idea, add_ai_strategy, send_volunteers_desire
Source: game
File: events/GOE_Afghanistan.txt

Code:
country_event = {
	id = AFG_political_events.153
	title = AFG_political_events.153.t
	desc = AFG_political_events.153.desc
	picture = GFX_report_event_SOV_tank_column
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = AFG_political_events.153.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				OR = {
					NOT = {
						has_government = fascism
					}
					has_civil_war = yes
				}
			}
		}
		custom_effect_tooltip = AFG_political_events_51_tt
		effect_tooltip = {
			add_timed_idea = {
				idea = AFG_aid_fascists_cw
				days = 730
			}
			add_ai_strategy = {
				type = send_volunteers_desire
				id = FROM
				value = 200
			}
			add_relation_rule_override = {
				target = AFG
				can_send_volunteers = yes
			}
		}
		FROM = {
			country_event = {
				days = 2
				id = AFG_political_events.155
			}
		}
	} {
		name = AFG_political_events.153.b
		ai_chance = {
			base = 0
			modifier = {
				factor = 10
				OR = {
					NOT = {
						has_government = fascism
					}
					has_civil_war = yes
				}
			}
		}
		FROM = {
			country_event = {
				days = 2
				id = AFG_political_events.154
			}
		}
	}
}
### Entity: AI Strategy
Component: CHI_prioritize_coast_garrisons_low_effort
Constructs: has_completed_focus, has_war_with, is_coastal, is_fully_controlled_by
Source: game
File: common/ai_strategy/CHI.txt

Code:
CHI_prioritize_coast_garrisons_low_effort = {
	allowed = {
		original_tag = CHI
	}
	enable = {
		date = < 1941.1.1
		any_core_state = {
			is_coastal = yes
			is_fully_controlled_by = ROOT
		}
		OR = {
			has_war_with = JAP USA ENG FRA
		}
		has_completed_focus = CHI_strengthening_our_resolve
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = garrison_reinforcement_priority
		value = 50
	}
}
### Entity: Order of Battle
Component: 1st Ningxia Calvary Brigade
Constructs: division_template
Source: game
File: history/units/NXM_1936_sea.txt

Code:
division = {
	name = 1st Ningxia Calvary Brigade
	location = 5031
	division_template = Qibing Jun
	start_equipment_factor = 0.2
}
### Entity: National Focus
Tree: pol_focus
Component: POL_national_defence_fund
Constructs: prerequisite, completion_reward, add_to_variable, add_timed_idea
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_national_defence_fund
	icon = GFX_goal_generic_defence
	prerequisite = {
		focus = POL_fill_the_railways_gaps
	}
	x = 0
	y = 1
	relative_position_id = POL_fill_the_railways_gaps
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_to_variable = {
			var = POL_investments_var
			value = 1
		}
		add_timed_idea = {
			idea = POL_national_defence_fund_idea
			days = 720
		}
	}
}
### Entity: Idea
Component: idea_URG_spanish_volunteers
Constructs: send_volunteer_divisions_required, send_volunteer_size, send_volunteers_tension, fascism_drift
Source: game
File: common/ideas/uruguay.txt

Code:
idea_URG_spanish_volunteers = {
	allowed_civil_war = {
		always = yes
	}
	picture = generic_volunteer_expedition_bonus
	modifier = {
		send_volunteer_divisions_required = -1
		air_volunteer_cap = 2
		send_volunteer_size = 2
		send_volunteers_tension = -1
		fascism_drift = 0.01
	}
}
### Entity: Event
Component: CZE.403
Constructs: is_triggered_only, ai_chance, add_ideas
Source: game
File: events/CZE_Czechoslovakia.txt

Code:
country_event = {
	id = CZE.403
	title = CZE.403.t
	desc = CZE.403.d
	picture = GFX_CZKE_sokol_report
	is_triggered_only = yes
	option = {
		name = CZE.403.a
		ai_chance = {
			factor = 0.9
		}
		add_ideas = CZE_sokol_movement_1
	} {
		name = CZE.403.b
		ai_chance = {
			factor = 0.1
		}
		add_ideas = CZE_sokol_movement_2
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_the_workers_dictatorship
Constructs: prerequisite, completion_reward, add_political_power, add_to_variable
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_the_workers_dictatorship
	icon = GFX_SOV_the_workers_dictatorship_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_the_anti_soviet_trotskyist_center
	}
	x = 0
	y = 1
	relative_position_id = SOV_the_anti_soviet_trotskyist_center
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_SOV_POLITICAL_PARANOIA
	}
	completion_reward = {
		add_to_variable = {
			SOV_the_politburo_political_power_factor = 0.05
		} {
			SOV_the_politburo_max_surrender_limit_offset = 0.05
		}
		custom_effect_tooltip = SOV_the_workers_dictatorship_ns_tt
		add_political_power = 50
		SOV_paranoia_low_decrease_effect = yes
	}
}
### Entity: Trigger Reference
Construct: ic_ratio
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## ic_ratio

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

```
Compares the ratio of total industrial capacity between the scope country and the one set with 'tag'
```