Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: r56_afghanistan.60
Constructs: is_triggered_only, has_war_with, fire_only_once, has_country_leader, has_civil_war, has_capitulated, has_wargoal_against, is_justifying_wargoal_against
Source: game
File: events/r56_afghanistan.txt

Code:
country_event = {
	id = r56_afghanistan.60
	picture = GFX_report_event_AFG_amnullah_visits_dover
	title = r56_afghanistan.60.t
	desc = r56_afghanistan.60.d
	is_triggered_only = yes
	trigger = {
		has_country_leader = {
			character = AFG_amanullah_khan
			ruling_only = yes
		}
		NOT = {
			ENG = {
				has_civil_war = yes
				has_war_with = ROOT
				has_capitulated = yes
				has_wargoal_against = ROOT
				is_justifying_wargoal_against = ROOT
			}
		}
	}
	fire_only_once = yes
	option = {
		name = r56_afghanistan.60.a
	}
}
### Entity: Character
Component: protector_of_cultural_heritage
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
protector_of_cultural_heritage = {
	random = no
	sprite = 13
	stability_factor = 0.1
	democratic_acceptance = 60
	communism_acceptance = 60
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: CHT_seton_henderson
Source: game
File: common/characters/CHT.txt

Code:
CHT_seton_henderson = {
	name = CHT_seton_henderson
	portraits = {
		civilian = {
			large = gfx/leaders/r56_generic/r56_portrait_generic_politician_europe_2.dds
		}
	}
	country_leader = {
		ideology = socialism
		traits = {
			cheese_man
		}
		expire = 1965.1.1
		id = -1
	}
}
### Entity: National Focus
Tree: lie_focus
Component: LIE_repeal_the_1868_act
Constructs: prerequisite, limit, add_ideas, remove_ideas, completion_reward, has_idea, unlock_decision_tooltip
Source: game
File: common/national_focus/liechtenstein.txt

Code:
focus = {
	id = LIE_repeal_the_1868_act
	icon = GFX_focus_generic_monarchy_1
	x = -1
	y = 1
	relative_position_id = LIE_restore_the_1862_constitution
	cost = 5
	prerequisite = {
		focus = LIE_restore_the_1862_constitution
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		remove_ideas = LIE_legacy_of_1866
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		if = {
			limit = {
				NOT = {
					has_idea = volunteer_only
				}
			}
			add_ideas = volunteer_only
		}
		unlock_decision_tooltip = LIE_revitalize_old_princely_talent
	}
}
### Entity: Character
Component: national_defence_expert
Constructs: mobilization_speed
Source: game
File: common/country_leader/r56_traits.txt

Code:
national_defence_expert = {
	random = no
	sprite = 13
	mobilization_speed = 0.1
	dig_in_speed_factor = 0.1
}
### Entity: Idea
Component: MNT_stc
Source: game
File: common/ideas/montenegro.txt

Code:
MNT_stc = {
	picture = generic_political_advisor_europe_3
	allowed = {
		original_tag = MNT
	}
	traits = {
		smooth_talking_charmer
	}
}
### Entity: Character
Component: CMR_democratic_guy
Constructs: has_government
Source: game
File: common/characters/CMR.txt

Code:
CMR_democratic_guy = {
	advisor = {
		slot = political_advisor
		idea_token = CMR_democratic_guy
		allowed = {
			original_tag = CMR
		}
		traits = {
			democratic_reformer
		}
		do_effect = {
			not = {
				has_government = democratic
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_1
		}
	}
}
### Entity: Modifier Reference
Component: ETH_league_of_nations_volunteer_resolution
Constructs: send_volunteers_tension, send_volunteer_divisions_required, send_volunteer_factor
Source: game
File: common/modifiers/00_static_modifiers.txt

Code:
ETH_league_of_nations_volunteer_resolution = {
	send_volunteers_tension = -0.5
	send_volunteer_divisions_required = -0.75
	send_volunteer_factor = 0.25
}
### Entity: Modifier Reference
Component: r56_exploit_occupied
Constructs: remove_trigger, is_core_of, is_controlled_by
Source: game
File: common/dynamic_modifiers/DEN.txt

Code:
r56_exploit_occupied = {
	icon = GFX_modifiers_sabotaged_resource
	remove_trigger = {
		NOT = {
			is_core_of = DEN
			is_controlled_by = DEN
		}
	}
	local_factory_sabotage = -0.2
	local_resources_factor = 0.1
	required_garrison_factor = -0.1
	local_factories = 0.2
}
### Entity: Country History
Country: CZE
Component: CZE_technology
Constructs: set_technology
Source: game
File: history/countries/CZE - Czechoslovakia.txt

Code:
# Starting Technologies for CZE
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_mountaineers = 1
	tech_support = 1
	tech_recon = 1
	tech_engineers = 1
	tech_trucks = 1
	motorised_infantry = 1
	gw_artillery = 1
	interwar_antitank = 1
	interwar_antiair = 1
	fuel_silos = 1
	basic_train = 1
	basic_fortification_tech = 1
}
### Entity: Event
Component: prc.10
Constructs: is_triggered_only, add_stability, fire_only_once, set_global_flag, remove_unit_leader_role, random_days
Source: game
File: events/r56_prc.txt

Code:
country_event = {
	id = prc.10
	title = prc.10.t
	desc = prc.10.d
	picture = GFX_report_event_journalists_speech
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = prc.10.a
		set_global_flag = lin_biao_fled_to_soviet
		add_stability = -0.075
		remove_unit_leader_role = PRC_lin_biao
		hidden_effect = {
			country_event = {
				id = prc.23
				days = 80
				random_days = 10
			}
		}
	}
}
### Entity: Event
Component: bftb_greece.68
Constructs: is_triggered_only, ai_chance, limit, has_government, is_in_faction, add_to_faction, create_faction, has_opinion
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.68
	title = bftb_greece.68.t
	desc = bftb_greece.68.desc
	picture = GFX_report_event_gre_allied_diplomacy_military
	is_triggered_only = yes
	option = {
		name = bftb_greece.68.a
		ai_chance = {
			factor = 20
			modifier = {
				GRE = {
					has_government = fascism
				}
				add = 50
			}
		}
		if = {
			limit = {
				is_in_faction = yes
			}
			add_to_faction = GRE
		}
		else = {
			create_faction = FACTION_NAME_GER_fascism
			add_to_faction = GRE
		}
	} {
		ai_chance = {
			factor = 1
			modifier = {
				has_opinion = {
					target = GRE
					value = < -10
				}
				add = 35
			}
		}
		name = bftb_greece.68.b
		GRE = {
			country_event = {
				id = bftb_greece.69
				days = 1
			}
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_shahanshah
Constructs: prerequisite, has_government, completion_reward, allow_branch, add_country_leader_trait
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_shahanshah
	icon = GFX_focus_PER_shahanshah
	prerequisite = {
		focus = PER_third_persian_empire PER_first_iranian_empire
	}
	x = 1
	y = 1
	relative_position_id = PER_third_persian_empire
	cost = 5
	allow_branch = {

	}
	available = {
		has_government = neutrality
	}
	ai_will_do = {
		factor = 15
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_country_leader_trait = PER_shahanshah_trait
	}
}
### Entity: Scripted Trigger
Component: EAI_STRATEGY_get_manpower_doctrine
Constructs: has_war, check_variable, has_manpower
Source: game
File: common/scripted_triggers/EAI_STRATEGY_triggers.txt

Code:
EAI_STRATEGY_get_manpower_doctrine = {
	OR = {
		NOT = {
			EAI_LAW_upgrade_manpower_law = yes
		}
		AND = {
			has_war = yes
			check_variable = {
				EAI_LAW_manpower_shortage_days = > 90
			}
			NOT = {
				EAI_LAW_get_volunteer_only = yes
				EAI_LAW_get_limited_conscription = yes
				EAI_LAW_get_extensive_conscription = yes
				EAI_LAW_get_women_in_the_workforce = yes
				EAI_LAW_get_service_by_requirement = yes
			}
		}
	} {
		check_variable = {
			EAI_reserve_mp_ratio = < 0.3
		}
		has_manpower = < 50000
	}
	NOT = {
		conscription_ratio = < 1.0
	}
}
### Entity: Character
Component: political_chameleon
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
political_chameleon = {
	random = no
	sprite = 13
	stability_factor = 0.1
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_denounce_fascist_nations
Constructs: prerequisite, limit, has_government, add_opinion_modifier, completion_reward, add_political_power, every_other_country
Source: game
File: common/national_focus/r56_bulgaria.txt

Code:
focus = {
	id = BUL_denounce_fascist_nations
	icon = GFX_focus_generic_anti_fascist_diplomacy
	relative_position_id = BUL_democracy_through_elections
	prerequisite = {
		focus = BUL_strength_of_the_tsar BUL_promote_republicanism
	}
	x = 0
	y = 2
	cost = 6.45
	ai_will_do = {
		factor = 5
	}
	available = {
		has_government = democratic
	}
	completion_reward = {
		add_political_power = 120
		every_other_country = {
			limit = {
				has_government = fascism
			}
			ROOT = {
				add_opinion_modifier = {
					target = PREV
					modifier = medium_decrease
				}
			}
			PREV = {
				add_opinion_modifier = {
					target = ROOT
					modifier = medium_decrease
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_further_the_progress_cult
Constructs: has_completed_focus, prerequisite, limit, completion_reward, swap_ideas, remove_idea, add_idea, add_tech_bonus
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_further_the_progress_cult
	icon = GFX_goal_supremacy_of_will
	prerequisite = {
		focus = SOV_industrial_cities
	} {
		focus = SOV_nuke_focus
	} {
		focus = SOV_copy_yaroslav_rubber_factory
	}
	x = 3
	y = 5
	cost = 14.3
	ai_will_do = {
		factor = 7
	}
	available = {
		num_of_factories = > 275
	}
	available_if_capitulated = yes
	completion_reward = {
		swap_ideas = {
			remove_idea = progress_cult_focus
			add_idea = progress_cult_focus_2
		}
		add_tech_bonus = {
			name = nuclear_bonus
			bonus = 0.25
			uses = 1
			category = nuclear
		} {
			name = nuclear_bonus
			bonus = 0.25
			uses = 1
			category = rocketry
		}
		if = {
			limit = {
				has_completed_focus = SOV_Invest_in_Engineering_old
			}
			add_timed_idea = {
				idea = SOV_engineering_push
				days = 30
			}
		}
		modify_timed_idea = {
			idea = SOV_revolutionized_industry_1
			days = 365
		} {
			idea = SOV_revolutionized_industry_2
			days = 365
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Technology
Component: mechanical_computing
Constructs: research_speed_factor, enable_equipment_modules, research_cost
Source: game
File: common/technologies/electronic_mechanical_engineering.txt

Code:
technology = {
	research_speed_factor = 0.04
	path = {
		leads_to_tech = computing_machine
		research_cost_coeff = 1
	} {
		leads_to_tech = basic_fire_control_system
		research_cost_coeff = 1
	}
	enable_equipment_modules = {
		bomb_sights_1
	}
	research_cost = 2.5
	folder = {
		name = electronics_folder
		position = {
			x = 3
			y = 2
		}
	}
	ai_will_do = {
		factor = 10
	}
	categories = {
		electronics computing_tech
	}
	special_project_specialization = {
		specialization_nuclear
	}
}
### Entity: Country History
Country: ETH
Component: ETH_politics
Constructs: set_politics
Source: game
File: history/countries/ETH - Ethiopia.txt

Code:
# Politics & Parties for ETH
set_politics = {
	ruling_party = neutrality
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = no
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_revolutionary_regrets
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_revolutionary_regrets
	icon = GFX_focus_spr_crush_the_revolution
	prerequisite = {
		focus = PHI_hispanidad_filipina
	}
	relative_position_id = PHI_hispanidad_filipina
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		base = 3
	}
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_ideas = PHI_reignited_independence_struggle
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_mine_iceland
Constructs: prerequisite, limit, completion_reward, has_dlc, add_tech_bonus
Source: game
File: common/national_focus/iceland.txt

Code:
focus = {
	id = ICE_mine_iceland
	icon = GFX_focus_generic_mine_warfare
	prerequisite = {
		focus = ICE_a_naval_hub_in_the_atlantic
	}
	x = 0
	y = 1
	relative_position_id = ICE_a_naval_hub_in_the_atlantic
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		IF = {
			limit = {
				has_dlc = Man the Guns
			}
			add_tech_bonus = {
				name = ICE_mine_iceland
				bonus = 0.25
				uses = 2
				category = naval_mines
			}
			navy_experience = 25
		}
		ELSE = {
			navy_experience = 50
		}
	}
}
### Entity: Character
Component: COL_manuel_quinones
Source: game
File: common/characters/COL.txt

Code:
COL_manuel_quinones = {
	advisor = {
		slot = high_command
		idea_token = COL_manuel_quinones
		ledger = air
		allowed = {
			original_tag = COL
		}
		traits = {
			air_strategic_bombing_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Manuel Quinones
	portraits = {
		army = {
			small = GFX_idea_generic_air_south_america_2
		}
	}
}
### Entity: Idea
Component: SPR_national_strikes_3
Constructs: stability_factor, industrial_capacity_factory, production_speed_buildings_factor, has_global_flag
Source: game
File: common/ideas/spain_republic.txt

Code:
SPR_national_strikes_3 = {
	name = SPR_national_strikes
	picture = FRA_factory_strikes
	allowed = {
		original_tag = SPR
		NOT = {
			has_global_flag = spanish_civil_war
		}
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		stability_factor = -0.1
		industrial_capacity_factory = -0.1
		industrial_capacity_dockyard = -0.1
		production_speed_buildings_factor = -0.1
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_sea_institute_cross_border_raids
Constructs: prerequisite, completion_reward, is_subject, cancel_if_invalid, set_country_flag
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = CHI_sea_institute_cross_border_raids
	icon = GFX_focus_generic_provoke_border_clashes
	prerequisite = {
		focus = CHI_sea_opposition
	}
	x = 0
	y = 1
	relative_position_id = CHI_sea_opposition
	cost = 5
	ai_will_do = {
		base = 1
	}
	available = {
		is_subject = no
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	completion_reward = {
		custom_effect_tooltip = CHI_institute_cross_border_raids_effect_tooltip
		set_country_flag = CHI_institute_cross_border_raids
	}
}
### Entity: Scripted Trigger
Component: EAI_capital_tech_focus
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_navy_triggers.txt

Code:
EAI_capital_tech_focus = {
	date = > 1937.1.1
	OR = {
		EAI_CA_tech_focus = yes
		EAI_BC_tech_focus = yes
		EAI_BB_tech_focus = yes
		EAI_SHBB_tech_focus = yes
		EAI_CV_tech_focus = yes
	} {
		EAI_Capital_Ship_Research_Focus_PRESET = yes
		num_of_naval_factories = > 30
	}
}
### Entity: Modifier Reference
Component: RAJ_International_Division_of_Labour_modifier
Constructs: industrial_capacity_factory
Source: game
File: common/dynamic_modifiers/RAJ.txt

Code:
RAJ_International_Division_of_Labour_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_generic_collectivization_idea
	opinion_gain_monthly_same_ideology_factor = 0.25
	improve_relations_maintain_cost_factor = -0.5
	country_resource_steel = raj_idl_steel
	country_resource_aluminium = raj_idl_aluminium
	country_resource_tungsten = raj_idl_tungsten
	drift_defence_factor = raj_idl_drift_def
	attrition = raj_idl_attrition
	monthly_population = raj_idl_pop_growth
	industry_repair_factor = raj_idl_repair
	consumer_goods_factor = raj_idl_con
	industrial_capacity_factory = raj_idl_output
	production_speed_industrial_complex_factor = raj_idl_civ_constr
	line_change_production_efficiency_factor = raj_idl_retention
}
### Entity: Name List
Component: RKB
Source: game
File: common/names/00_names.txt

Code:
RKB = {
	male = {
		names = {
			Albert Alexandre Alexis Alphonse André Antoine Auguste Barthélémy Baudouin Blaise Camille Clément Charles Constant Damien David Désiré Didier Edmond Édouard Emmanuel Émile Etienne Eugène Félix Fernand Feullien Florent François Frédéric Georges Gérard Gilles Guillaume Gustave Henri Hercule Hubert Ignace Isidore Jacques Jean Jean-Baptiste Jean-François Jean-Louis Jean-Jacques Joseph Jules Lambert Laurent Léon Léonard Léopold Louis Lucien Mathieu Maxime Maximilien Nicolas Olivier Pascal Patrice Paul Philippe Philippe-Joseph Pierre Pierre-Guillaume Sébastien Sylvain Théophile Victor Vincent Werner
		}
	}
	female = {
		names = {
			Marie Anne Géraldine Louise Marie-Claude Helene Karine Rachel Paule Claude Melanie Merel Marleen Johanna Ingrid Irene Ilse Hilda Helga Beatrix Antje Anneke
		}
	}
	surnames = {
		Allard Barbanson Barthélémy Baugniet Beaucarne Berger Berthels Beyts Biver Blargnies Brialmont Bredart Cauvin Collet Cols Claus Clerix Coquilhat d'Arenberg d'Huart d'Omalius d'Oreye d'Oultremont David Davignon de Baillet de Beaufort de Behr de Bocarmé de Bousies de Brouckère de Broqueville de Burlet de Celles de Chasteler de Coppin de Falaen de Croÿ de Decker de Dixmude de Gerlache de Grez de Hemptinne de Labbeville de Lannoy de Ligne de Leuze de Melin de Mérode de Pelichy de Quarre de Riquet de Robaulx de Rouille de Sauvage de Sécus de Selys Longchamps de Stassart de Stockem de Theux de Meylandt de Trazegnies de Trooz de Viron de Waha Defacqz Deguise Delacroix Desmanet de Biesme Destriveaux Dethier Devaux Deville Dewandre Dhanis Dreze du Bois du Bus du Pont du Val de Beaulieu Dumont Fallon Fendius Figeys Fleury-Dubay Fleussu Forgeur Frison Fuchs Gendebien Goffint Henry Huysman d'Annecroix Jacques Joos Jottrand Lahure Lardinois le Cocq le Hon Lebeau Leclercq Lefebvre Leman Malou Marcq Marlet Masbourg Nagelmackers Nalinne Nothomb Orban Pétillon Picquet Pirmez Pirson Raikem Roeser Rogier Rouen Rouppe Seron Thonus Thorn van Snick Wahis Wangermée Wyvekens Zoude
	}
	callsigns = {

	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_sinkiang_intervention
Constructs: prerequisite, has_government, has_war_with, completion_reward, is_in_faction_with, is_puppet_of, create_wargoal, puppet_wargoal_focus
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_sinkiang_intervention
	icon = GFX_focus_AFG_sinkang_intervention
	prerequisite = {
		focus = AFG_defending_democracy
	}
	x = 0
	y = 2
	relative_position_id = AFG_defending_democracy
	cost = 5
	ai_will_do = {
		factor = 10
	}
	bypass = {
		has_war_with = SIK
	}
	available = {
		SIK = {
			exists = yes
		}
		NOT = {
			has_government = communism
		} {
			is_in_faction_with = SIK
			SIK = {
				is_puppet_of = AFG
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		create_wargoal = {
			target = SIK
			type = puppet_wargoal_focus
		}
	}
}
### Entity: Order of Battle
Component: 506e Rgt. de Chars de Combat
Constructs: division_template
Source: game
File: history/units/FRA_1939.txt

Code:
division = {
	name = 506e Rgt. de Chars de Combat
	location = 698
	division_template = Brigade de Chars de Combat
	start_experience_factor = 0.2
}
### Entity: Event
Component: CZE.216
Constructs: is_triggered_only, limit, add_ideas, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: events/CZE_Czechoslovakia.txt

Code:
country_event = {
	id = CZE.216
	title = CZE.216.t
	desc = CZE.216.d
	picture = GFX_CZKE_tatra_report
	is_triggered_only = yes
	option = {
		name = CZE.216.a
		random_owned_controlled_state = {
			prioritize = {
				9
			}
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		add_ideas = CZE_motorization_factories
	}
}
### Entity: Decision
Component: GER_monarchist_balance_of_power_category
Constructs: has_completed_focus, has_government
Source: game
File: common/decisions/categories/r56_GER_decision_categories.txt

Code:
GER_monarchist_balance_of_power_category = {
	icon = generic_crisis
	priority = 10
	allowed = {
		original_tag = GER
	}
	visible = {
		has_government = neutrality
		has_completed_focus = GER_a_new_reich
	}
}
### Entity: Event
Component: news.231
Constructs: is_triggered_only, is_independent_china_or_warlord
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.231
	title = news.231.t
	desc = news.231.d
	picture = GFX_news_event_generic_sign_treaty1
	major = yes
	is_triggered_only = yes
	fire_for_sender = no
	option = {
		name = news.231.a
		trigger = {
			is_independent_china_or_warlord = yes
		}
	} {
		name = news.231.b
		trigger = {
			is_independent_china_or_warlord = no
		}
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/ITA_divisione_ariete.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 132
	}
	location = 4014
	division_template = Divisione Corazzata
	start_experience_factor = 0.4
	start_equipment_factor = 0.1
}
### Entity: Idea
Component: GLC_aco2
Source: game
File: common/ideas/galicia.txt

Code:
GLC_aco2 = {
	picture = generic_army_europe_4
	allowed = {
		original_tag = GLC
	}
	traits = {
		army_chief_organizational_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: argentina.17
Constructs: is_triggered_only, ai_chance, has_war_with
Source: game
File: events/r56_argentina.txt

Code:
country_event = {
	id = argentina.17
	title = argentina.17.t
	desc = argentina.17.d
	picture = GFX_report_event_ast_navy
	is_triggered_only = yes
	option = {
		name = argentina.17.a
		ai_chance = {
			base = 0
			modifier = {
				add = 100
				NOT = {
					has_war_with = ARG
				}
			}
		}
		ARG = {
			country_event = {
				days = 1
				id = argentina.32
			}
		}
	} {
		name = argentina.17.b
		ARG = {
			country_event = {
				days = 1
				id = argentina.33
			}
		}
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_the_double_headed_aquila
Constructs: has_completed_focus, prerequisite, completion_reward, allow_branch, has_global_flag, add_tech_bonus
Source: game
File: common/national_focus/greece.txt

Code:
focus = {
	id = GRE_the_double_headed_aquila
	icon = GFX_goal_generic_air_production
	prerequisite = {
		focus = GRE_fund_the_hellenic_air_force_academy
	}
	allow_branch = {
		has_completed_focus = GRE_reviving_the_double_headed_eagle
	}
	available = {
		has_global_flag = form_byzantine_empire_flag
	}
	x = 0
	y = 1
	relative_position_id = GRE_fund_the_hellenic_air_force_academy
	cost = 10
	ai_will_do = {
		base = 1
	}
	completion_reward = {
		add_tech_bonus = {
			name = GRE_the_double_headed_aquila
			bonus = 1.0
			uses = 2
			ahead_reduction = 1
			category = light_fighter cat_heavy_fighter
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_an_empire_in_the_pacific
Constructs: prerequisite, limit, add_ideas, completion_reward, every_state, is_core_of, add_claim_by
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_an_empire_in_the_pacific
	icon = GFX_focus_SOV_pacific_empire
	prerequisite = {
		focus = SOV_the_lonely_island
	}
	x = 0
	y = 1
	relative_position_id = SOV_the_lonely_island
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = no
	search_filters = {

	}
	completion_reward = {
		custom_effect_tooltip = SOV_an_empire_in_the_pacific_tt
		hidden_effect = {
			every_state = {
				limit = {
					OR = {
						is_core_of = SIK XSM SHX PRC CHI YUN GXC MEN MAN
					}
				}
				add_claim_by = ROOT
			}
		}
		add_ideas = SOV_an_empire_in_the_pacific_idea
	}
}