Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: denmark_overlord_events.1
Constructs: ai_chance, limit, has_government, add_war_support, has_country_flag, add_stability, fire_only_once, set_country_flag
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_overlord_events.1
	title = denmark_overlord_events.1.t
	desc = denmark_overlord_events.1.desc
	picture = GFX_report_event_DEN_christian_x
	fire_only_once = yes
	immediate = {
		hidden_effect = {
			set_country_flag = DEN_telegram_crisis_flag
		}
	}
	trigger = {
		tag = DEN
		is_subject = yes
		has_country_flag = DEN_has_occupation_flag
		NOT = {
			OR = {
				has_country_flag = DEN_exiled_royal_family
				OVERLORD = {
					OR = {
						has_government = democratic communism
					}
				}
			}
		}
		OR = {
			power_balance_value = {
				id = DEN_occupation_balance
				value = > 0.29
			}
			OVERLORD = {
				has_opinion = {
					target = DEN
					value = < 0
				}
			}
		} {
			AND = {
				date = > 1939.9.26 < 1939.10.26
			} {
				date = > 1940.9.26 < 1940.10.26
			} {
				date = > 1941.9.26 < 1941.10.26
			} {
				date = > 1942.9.26 < 1942.10.26
			} {
				date = > 1943.9.26 < 1943.10.26
			} {
				date = > 1944.9.26 < 1944.10.26
			} {
				date = > 1945.9.26 < 1945.10.26
			}
		}
	}
	option = {
		name = denmark_overlord_events.1.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 5
				has_government = var:DEN.DEN_overlord_nation
			} {
				factor = 5
				DEN_historical_ai = yes
			} {
				factor = 2
				DEN_rearming_ai = yes
			}
		}
		add_stability = -0.05
		add_war_support = -0.05
		if = {
			limit = {
				OR = {
					power_balance_value = {
						id = DEN_occupation_balance
						value = > 0.3
					}
					OVERLORD = {
						has_opinion = {
							target = DEN
							value = < -15
						}
					}
				}
			}
			DEN_modify_overlord_relations_big = yes
		}
		else = {
			DEN_modify_overlord_relations_small = yes
		}
		DEN_bop_occupation_low_decrease_effect = yes
		OVERLORD = {
			country_event = {
				id = denmark_overlord_events.2
				days = 1
			}
		}
	} {
		name = denmark_overlord_events.1.b
		ai_chance = {
			base = 5
			modifier = {
				factor = 5
				OVERLORD = {
					surrender_progress = > 0.25
				}
			} {
				factor = 5
				OVERLORD = {
					surrender_progress = > 0.5
				}
			} {
				factor = 10
				OVERLORD = {
					surrender_progress = > 0.75
				}
			} {
				factor = 5
				OR = {
					DEN_royal_ai = yes
					DEN_fascist_ai = yes
				}
			} {
				factor = 10
				ROOT = {
					power_balance_value = {
						id = DEN_occupation_balance
						value = > 0.89
					}
				}
			}
		}
		add_war_support = 0.05
		DEN_bop_
# ... (truncated)
### Entity: National Focus
Tree: pal_focus
Component: PAL_free_markets
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_free_markets
	icon = GFX_goal_stock_exchange
	x = 1
	y = 1
	prerequisite = {
		focus = PAL_funding_universities
	} {
		focus = PAL_societal_liberalisation
	}
	cost = 5
	relative_position_id = PAL_societal_liberalisation
	completion_reward = {
		add_ideas = PAL_free_markets
	}
}
### Entity: Country History
Country: TOG
Component: TOG_characters
Constructs: recruit_character
Source: game
File: history/countries/TOG - Togo.txt

Code:
# Leaders & Characters for TOG
recruit_character = TOG_awt TOG_acd2 TOG_nt TOG_aco2 TOG_acas TOG_acr TOG_mt TOG_stc TOG_aa2 TOG_ncm TOG_communist_guy TOG_ncs TOG_pot TOG_nccr TOG_fascist_guy TOG_coi TOG_ai2 TOG_democratic_guy TOG_ar TOG_acgs
### Entity: Idea
Component: EAI_VERY_HARD/modern_tank_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_VERY_HARD/modern_tank_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		modern_tank_chassis = {
			build_cost_ic = -0.3
			instant = yes
		}
	}
}
### Entity: Event
Component: kmt.214
Constructs: is_triggered_only
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.214
	title = kmt.214.t
	desc = kmt.214.d
	picture = GFX_report_event_chinese_officers
	is_triggered_only = yes
	option = {
		name = kmt.214.a
	}
}
### Entity: Idea
Component: AUS_recurrent_economic_depression
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/austria.txt

Code:
AUS_recurrent_economic_depression = {
	allowed = {
		always = no
		tag = AUS
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = usa_great_depression_2
	modifier = {
		consumer_goods_factor = 0.4
		industrial_capacity_factory = -0.2
	}
}
### Entity: Idea
Component: HUN_hungarian_monarchy_nice
Constructs: stability_factor, has_government, neutrality_drift
Source: game
File: common/ideas/hungary.txt

Code:
HUN_hungarian_monarchy_nice = {
	name = HUN_hungarian_monarchy_2
	picture = HUN_hungarian_monarchy
	allowed = {
		original_tag = HUN
	}
	allowed_civil_war = {
		has_government = neutrality
	}
	modifier = {
		neutrality_drift = 0.02
		stability_factor = 0.15
		political_power_factor = 0.1
		improve_relations_maintain_cost_factor = -0.3
	}
}
### Entity: Character
Component: RAJ_huseyn_shaheed_suhrawardy
Constructs: has_completed_focus, has_country_leader, has_character_flag, is_mughal_emperor
Source: game
File: common/characters/RAJ.txt

Code:
RAJ_huseyn_shaheed_suhrawardy = {
	name = RAJ_huseyn_shaheed_suhrawardy
	portraits = {
		civilian = {
			large = GFX_portrait_RAJ_huseyn_shaheed_suhrawardy
			small = GFX_portrait_RAJ_huseyn_shaheed_suhrawardy_small
		}
		army = {
			large = GFX_portrait_RAJ_huseyn_shaheed_suhrawardy
			small = GFX_portrait_RAJ_huseyn_shaheed_suhrawardy_small
		}
	}
	country_leader = {
		ideology = despotism
		traits = {
			RAJ_GOE_the_bengal_advocate
		}
		expire = 1965.1.1.1
		id = -1
	}
	corps_commander = {
		traits = {

		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		visible = {
			OR = {
				AND = {
					original_tag = BAN
					has_country_leader = {
						ruling_only = yes
						character = RAJ_huseyn_shaheed_suhrawardy
					}
				} {
					original_tag = RAJ
					has_completed_focus = RAJ_mughal_court
				}
			}
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = RAJ_huseyn_shaheed_suhrawardy
		allowed = {
			original_tag = RAJ
		}
		visible = {
			NOT = {
				has_character_flag = is_mughal_emperor
			}
		}
		traits = {
			RAJ_GOE_economic_realist
		}
	}
}
### Entity: Military Industrial Organization
Component: CHI_hanyan_arsenal_organization_sea
Constructs: has_completed_focus, limit, is_literally_china_not_prc, has_dlc, add_trait, production_bonus, equipment_bonus, build_cost_ic
Source: game
File: common/military_industrial_organization/organizations/CHI_organization.txt

Code:
CHI_hanyan_arsenal_organization_sea = {
	include = generic_infantry_equipment_organization
	icon = GFX_idea_CHI_hanyang
	allowed = {
		OR = {
			is_literally_china_not_prc = yes
			tag = MAN MEN
		}
		has_dlc = No Compromise, No Surrender
	}
	available = {
		IF = {
			limit = {
				FROM = {
					NOT = {
						original_tag = CHI
					}
				}
			}
			owner = {
				controls_state = CHI.mio_locations^4
			}
		} {
			limit = {
				FROM = {
					original_tag = CHI
				}
			}
			OR = {
				owner = {
					has_completed_focus = CHI_relocate_factories_from_the_coast
				} {
					controls_state = CHI.mio_locations^4
				}
			}
		}
	}
	add_trait = {
		token = generic_mio_trait_locally_sourced_alloys
		name = generic_mio_trait_locally_sourced_alloys
		icon = GFX_generic_mio_trait_icon_resources
		position = {
			x = 1
			y = 2
		}
		relative_position_id = generic_mio_trait_drum_pattern_sights
		all_parents = {
			generic_mio_trait_drum_pattern_sights
		}
		special_trait_background = yes
		production_bonus = {
			production_resource_need_factor = -0.1
		}
	} {
		token = generic_mio_trait_fully_auto_pistol
		name = generic_mio_trait_fully_auto_pistol
		icon = GFX_generic_mio_trait_icon_breakthrough
		position = {
			x = 0
			y = 2
		}
		relative_position_id = generic_mio_trait_bolt_action
		any_parent = {
			generic_mio_trait_semi_auto generic_mio_trait_bolt_action
		}
		special_trait_background = yes
		mutually_exclusive = {
			generic_mio_trait_medium_machineguns
		}
		equipment_bonus = {
			breakthrough = 0.01
			build_cost_ic = -0.05
		}
	}
	override_trait = {
		token = generic_mio_trait_quality_materials
		position = {
			x = -1
			y = 2
		}
	} {
		token = generic_mio_trait_improved_small_arms_bullet_design
		position = {
			x = 0
			y = 2
		}
		any_parent = {
			generic_mio_trait_quality_materials generic_mio_trait_locally_sourced_alloys
		}
	} {
		token = generic_mio_trait_armor_piercing_rounds
		position = {
			x = 2
			y = 2
		}
		any_parent = {
			generic_mio_trait_quality_materials generic_mio_trait_locally_sourced_alloys
		}
	} {
		token = generic_mio_trait_medium_machineguns
		position = {
			x = 2
			y = 2
		}
		mutually_exclusive = {
			generic_mio_trait_fully_auto_pistol
		}
	}
}
### Entity: National Focus
Tree: slo_focus
Component: SLO_crush_dissent
Constructs: prerequisite, limit, has_government, is_major, add_stability, completion_reward, is_subject, is_historical_focus_on
Source: game
File: common/national_focus/slovakia.txt

Code:
focus = {
	id = SLO_crush_dissent
	icon = GFX_goal_generic_army_purges
	prerequisite = {
		focus = SLO_outlaw_the_communist_party
	}
	relative_position_id = SLO_outlaw_the_communist_party
	available = {
		has_government = fascism
		if = {
			limit = {
				is_subject = yes
			}
			OVERLORD = {
				has_government = fascism
			}
		}
	}
	x = 0
	y = 2
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 5
		modifier = {
			factor = 2
			any_neighbor_country = {
				is_major = yes
				has_government = fascism
			}
		} {
			factor = 0
			AND = {
				is_historical_focus_on = yes
				NOT = {
					has_government = fascism
				}
			}
		}
	}
	completion_reward = {
		add_timed_idea = {
			idea = GER_purge_political_opponents_idea
			days = 180
		}
		add_stability = -0.05
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
}
### Entity: Country History
Country: YUG
Component: YUG_technology
Constructs: set_technology
Source: game
File: history/countries/YUG - Yugoslavia.txt

Code:
# Starting Technologies for YUG
set_technology = {
	tech_support = 1
	tech_engineers = 1
	tech_mountaineers = 1
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_trucks = 1
	interwar_antitank = 1
	gw_artillery = 1
	interwar_antiair = 1
	basic_train = 1
}
### Entity: Unit Leader
Component: trait_SPA_falangist_loyalties
Source: game
File: common/unit_leader/00_traits.txt

Code:
trait_SPA_falangist_loyalties = {
	type = all
	trait_type = personality_trait
	new_commander_weight = {
		factor = 0
	}
}
### Entity: Name List
Component: QAT
Source: game
File: common/names/00_names.txt

Code:
QAT = {
	male = {
		names = {
			Aali Abd Al-Latif Abdul Abdul-Rahman Abu Adnan Ahmed Ali Amir Ammar Ashfaq Ayuub Baqi Bassem Danyal Esmail Fadil Fareed Fawzi Gabir Ghufran Haider Hakeem Hamid Hanif Hatim Houssam Husain Ibrahim Idris Imen Iskandar Ismai'il Jafar Jamal Jibril Karim Latif Mahometus Maqsud Mikha'il Mohammed Mostafa Murtada Nadeem Najm Navid Nur Omar Osama Qasim Rais Rashid Rayan Ruh Saif Salih Shad Shakir Shukri Sulaiman Taj Tayyib Wafai Yakub Yuhanna Zahi Zawar Zulfaqar Abdulaziz Abdullah Adel Ahmad Ahmed Aleaq Ali Bilal Fahad Hamad Hashim Ibrahim Khalifa Khamis Mohammed Mubarak Saoud Talai Tamim
		}
	}
	female = {
		names = {
			Aaliyah Aisha Amaal Anisa Ayda Basma Djamila Farah Fatin Gamila Hadia Haifa Haniyah Hosni Ihab Israa Jathibiyya Khalida Latifa Maha Mona Nadia Nashwa Nimat Rabab Rana Rayhana Ruqayyah Sahar Samia Sarah Shahrizad Shayma Suraya Uzma Yasmin Zahia Zakiya Zulekha Al-Mayassa Amna Nada
		}
	}
	surnames = {
		Abdullah Abdulrashid Ahmad Ahmed Ajam Al-Amin Alfarsi Al-Ghazzawi Al-Hashim Ali Al-Mufti Amjad Boulos Bousaid Hakim Hussain Kader Karim Karimi Mohammed Muhammad Naaji Nagi Najm Nejem Qadir Saab Samara Saqqaf Sultan Tawfeek Tawfiq Zaman Al Ansari Al-Haidos Al Jaidah Al Kubaisi Mubarak Muftah Al-Nubi Al-Rahim Sahid Saifeldin Sattar Shahenn Al-Sulaiti Al Thani bin Thani Warsama Zaidan Zeidan
	}
	callsigns = {

	}
}
### Entity: Character
Component: KHM_zi_shen
Source: game
File: common/characters/KHM.txt

Code:
KHM_zi_shen = {
	name = Zi Shen
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_asia_2
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = KHM_zi_shen
		allowed = {
			original_tag = KHM
		}
		traits = {
			backroom_backstabber
		}
		ai_will_do = {
			factor = 0.0
		}
	}
}
### Entity: Modding Documentation
Construct: total_equipment_produced_support
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### total_equipment_produced_support
* description: Total produced equipment of typesupport
### Entity: Idea
Component: IVO_stc
Source: game
File: common/ideas/ivory coast.txt

Code:
IVO_stc = {
	picture = generic_political_advisor_african_3
	allowed = {
		original_tag = IVO
	}
	traits = {
		smooth_talking_charmer
	}
}
### Entity: Character
Component: PAN_bolivar_villarino
Source: game
File: common/characters/PAN.txt

Code:
PAN_bolivar_villarino = {
	advisor = {
		slot = high_command
		idea_token = PAN_bolivar_villarino
		ledger = army
		allowed = {
			original_tag = pan
		}
		traits = {
			army_logistics_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Bolivar Villarino
	portraits = {
		army = {
			small = GFX_idea_generic_army_south_america_4
		}
	}
}
### Entity: Order of Battle
Component: air_wing_128
Source: game
File: history/units/ENG_1939_air_bba.txt

Code:
air_wings = {
	128 = {
		medium_plane_airframe_1 = {
			owner = ENG
			amount = 64
			version_name = HP Hampden
		} {
			owner = ENG
			amount = 64
			version_name = HP Hampden
		}
	}
}
### Entity: Event
Component: DOD_yugoslavia.32
Constructs: is_triggered_only, ai_chance, random_hours, set_country_flag, is_historical_focus_on
Source: game
File: events/DOD_Yugoslavia.txt

Code:
country_event = {
	id = DOD_yugoslavia.32
	title = DOD_yugoslavia.30.t
	desc = DOD_yugoslavia.32.desc
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	option = {
		name = DOD_yugoslavia.32.a
		ai_chance = {
			base = 80
		}
		YUG = {
			country_event = {
				id = DOD_yugoslavia.33
				hours = 6
				random_hours = 12
			}
			set_country_flag = YUG_GER_pressure_2
		}
	} {
		name = DOD_yugoslavia.32.b
		ai_chance = {
			base = 20
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
	}
}
### Entity: State History
Component: 372
Constructs: add_core_of
Source: game
File: history/states/372-Arkansas.txt

Code:
state = {
	id = 372
	name = STATE_372
	manpower = 1854481
	state_category = town
	resources = {
		aluminium = 14
	}
	history = {
		owner = USA
		buildings = {
			infrastructure = 2
			industrial_complex = 2
		}
		add_core_of = USA
		victory_points = {
			12489 1
		}
	}
	provinces = {
		1503 1646 4444 4567 4597 4625 7485 7543 7586 10355 10477 12458 12489 12778
	}
	local_supplies = 9.0
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_the_romanian_question
Constructs: prerequisite, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/czechoslovakia.txt

Code:
focus = {
	id = CZE_the_romanian_question
	icon = GFX_focus_SOV_builder_of_the_red_army
	prerequisite = {
		focus = CZE_join_comintern
	}
	x = 0
	y = 3
	relative_position_id = CZE_go_left
	cost = 10
	ai_will_do = {
		factor = 80
		modifier = {
			factor = 0.1
			HABSBURG_joint_trigger = yes
		}
	}
	available = {

	}
	bypass = {
		NOT = {
			can_declare_war_on = ROM
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		SOV = {
			country_event = {
				hours = 1
				id = czech.4
			}
		}
	}
}
### Entity: Character
Component: ERI_nccr
Source: game
File: common/characters/ERI.txt

Code:
ERI_nccr = {
	advisor = {
		slot = navy_chief
		idea_token = ERI_nccr
		allowed = {
			original_tag = ERI
		}
		traits = {
			navy_chief_commerce_raiding_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_2
		}
	}
}
### Entity: Idea
Component: MAC_ncm
Source: game
File: common/ideas/macedonia.txt

Code:
MAC_ncm = {
	picture = generic_navy_europe_3
	allowed = {
		original_tag = MAC
	}
	traits = {
		navy_chief_maneuver_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Unit Template
Component: CSA_INF_01
Source: game
File: common/units/names_divisions/CSA_names_divisions.txt

Code:
CSA_INF_01 = {
	name = Infantry Division
	for_countries = {
		CSA
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %d Infantry Division
	ordered = {
		1 = {
			%dst 'Indianhead' Division
		}
		2 = {
			%dnd 'Ivy' Division
		}
		3 = {
			%drd 'Pathfinder' Division
		}
		4 = {
			%dth 'Old Reliables' Division
		}
		5 = {
			%dth 'Old Hickory' Division
		}
		6 = {
			%dth 'Red Arrow' Division
		}
		7 = {
			%dth 'Dixie' Division
		}
		8 = {
			%dth 'Texas' Division
		}
		9 = {
			%dth 'Cyclone' Division
		}
		10 = {
			%dth 'Tough Ombres' Division
		}
		11 = {
			%dth 'Wildcat' Division
		}
		12 = {
			%dth 'Blue Ridge' Division
		}
		13 = {
			%dth 'Victory' Division
		}
		14 = {
			%dth 'Ozarks' Division
		}
		15 = {
			%dth 'Century' Division
		}
		16 = {
			%dth 'Cactus' Division
		}
		17 = {
			%dth 'Golden Acorns' Division
		}
		18 = {
			%dth 'Golden Lions' Division
		}
		19 = {
			%dth 'Black Panthers' Division
		}
		20 = {
			%dth 'Blood Fire' Division
		}
		21 = {
			%dst 'Stonewall Jackson' Division
		}
		22 = {
			%dnd 'Marmaduke' Division
		}
		23 = {
			%drd 'Alabama Volunteers' Division
		}
		24 = {
			%dth 'Tucker's Confederates' Division
		}
		25 = {
			%dth 'Georgia's Finest' Division
		}
		26 = {
			%dth 'Tennessee Rifles' Division
		}
		27 = {
			%dth 'Mississippi Rifles' Division
		}
		28 = {
			%dth 'Arkansas Avengers' Division
		}
		29 = {
			%dth 'Louisiana Volunteers' Division
		}
		30 = {
			%dth 'North Carolina Rifles' Division
		}
		31 = {
			%dst 'Battle Axe' Division
		}
		32 = {
			%dnd 'White Knights' Division
		}
		33 = {
			%drd 'Robert E. Lee' Division
		}
		34 = {
			%dth 'Dirty Bastards' Division
		}
		35 = {
			%dth 'Delta' Division
		}
		36 = {
			%dth 'Hurricane' Division
		}
		37 = {
			%dth 'Rattlesnake' Division
		}
		38 = {
			%dth 'Headhunters' Division
		}
		39 = {
			%dth 'Lions' Division
		}
		40 = {
			%dth 'Misfits' Division
		}
		41 = {
			%dst 'Black Diamonds' Division
		}
		42 = {
			%dnd 'Sam Houston' Division
		}
		43 = {
			%drd 'Banditos' Division
		}
		44 = {
			%dth 'Dust Devils' Division
		}
		45 = {
			%dth 'Volunteers' Division
		}
		46 = {
			%dth 'Davy Crockett' Division
		}
		47 = {
			%dth 'Black Tigers' Division
		}
		48 = {
			%dth 'Iron Men' Division
		}
		49 = {
			%dth 'Armadillos' Division
		}
		50 = {
			%dth 'Mountain Lions' Division
		}
		51 = {
			%ds
# ... (truncated)
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_MIN_infantry_10
Constructs: is_major
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_MIN_infantry_10 = {
	enable = {
		is_major = yes
		num_of_military_factories = > 50
	}
	abort = {
		NOT = {
			AND = {
				is_major = yes
				num_of_military_factories = > 40
			}
		}
	}
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = infantry_equipment
		value = 5
	}
}
### Entity: National Focus
Tree: alg_focus
Component: ALG_promote_atheism
Constructs: prerequisite, add_ideas, completion_reward, add_popularity
Source: game
File: common/national_focus/algeria.txt

Code:
focus = {
	id = ALG_promote_atheism
	icon = GFX_goal_CRO_muslims_excluded
	x = 10
	y = 4
	cost = 5
	prerequisite = {
		focus = ALG_federalize_nation
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_popularity = {
			ideology = communism
			popularity = 0.1
		}
		add_ideas = PER_promote_atheism
	}
}
### Entity: Modifier Reference
Construct: special_forces_out_of_supply_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## special_forces_out_of_supply_factor

* Number with 2 decimal places
* **Categories**: army, aggressive
### Entity: Event
Component: kmt.149
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, add_political_power, create_wargoal, take_state_focus
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.149
	title = kmt.149.t
	desc = kmt.149.d
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		ai_chance = {
			base = 30
			modifier = {
				strength_ratio = {
					tag = CHI
					ratio = > 0.6
				}
				factor = 95
			}
		}
		name = kmt.149.a
		CHI = {
			transfer_state = 326
			country_event = {
				id = kmt.153
			}
		}
		add_political_power = -100
	} {
		ai_chance = {
			base = 70
		}
		name = kmt.149.b
		CHI = {
			country_event = {
				id = kmt.154
			}
		}
		effect_tooltip = {
			CHI = {
				create_wargoal = {
					target = ROOT
					type = take_state_focus
					generator = {
						326
					}
				}
				add_opinion_modifier = {
					target = ROOT
					modifier = hk_kept_tp
				}
			}
		}
	}
}
### Entity: National Focus
Tree: sud_focus
Component: SUD_embrace_modernity
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/sudan.txt

Code:
focus = {
	id = SUD_embrace_modernity
	icon = GFX_focus_research
	prerequisite = {
		focus = SUD_unite_the_opposition
	}
	relative_position_id = SUD_unite_the_opposition
	x = -2
	y = 1
	cost = 6
	available = {

	}
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		add_ideas = military_research_grants_idea
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_hone_the_shamshir
Constructs: division_template, prerequisite, limit, add_ideas, add_war_support, completion_reward, set_technology, add_doctrine_cost_reduction
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_hone_the_shamshir
	icon = GFX_focus_RAJ_indian_gurkhas
	prerequisite = {
		focus = AFG_invite_the_mughal_prince AFG_crown_the_bukharan_emir
	}
	x = -2
	y = 1
	relative_position_id = AFG_invite_the_mughal_prince
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_MANPOWER FOCUS_FILTER_ARMY_XP
	}
	completion_reward = {
		try_build_mil_in_core_otherwise_build_in_controlled_2_mil = yes
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_war_support = 0.05
		add_doctrine_cost_reduction = {
			name = AFG_hone_the_shamshir
			cost_reduction = 0.66
			uses = 1
			category = land_doctrine
		}
		IF = {
			limit = {
				NOT = {
					has_tech = tech_mountaineers
				}
			}
			set_technology = {
				tech_mountaineers = 1
				popup = no
			}
		} {
			limit = {
				OR = {
					has_idea = volunteer_only disarmed_nation
				}
			}
			add_ideas = limited_conscription
		}
		division_template = {
			name = Mountain Lions
			is_locked = no
			priority = 2
			regiments = {
				mountaineers = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 0
					y = 2
				} {
					x = 0
					y = 3
				} {
					x = 1
					y = 0
				} {
					x = 1
					y = 1
				} {
					x = 1
					y = 2
				} {
					x = 1
					y = 3
				} {
					x = 2
					y = 0
				}
			}
			support = {

			}
		}
		random_controlled_state = {
			limit = {
				is_fully_controlled_by = ROOT
			}
			create_unit = {
				division = name = "Mountain Lions" division_template = "Mountain Lions" start_experience_factor = 0.65 start_equipment_factor = 1 start_manpower_factor = 1
				owner = ROOT
				allow_spawning_on_enemy_provs = no
				count = 1
			}
			prioritize = {
				415
			}
		}
		ELSE_IF = {
			limit = {
				has_idea = limited_conscription
			}
			swap_ideas = {
				remove_idea = limited_conscription
				add_idea = extensive_conscription
			}
		}
	}
}