Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: JUNO_brazil_events.191
Constructs: is_triggered_only, ai_chance
Source: game
File: events/TOA_Brazil.txt

Code:
country_event = {
	id = JUNO_brazil_events.191
	title = JUNO_brazil_events.191.t
	desc = JUNO_brazil_events.191.desc
	picture = GFX_report_event_gathering_protest
	is_triggered_only = yes
	option = {
		name = JUNO_brazil_events.191.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: Idea
Component: douglas_aircraft_company
Constructs: research_bonus
Source: game
File: common/ideas/usa.txt

Code:
douglas_aircraft_company = {
	allowed = {
		original_tag = USA
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		CAS_manufacturer
	}
	modifier = {

	}
}
### Entity: Idea
Component: ITA_restructure_the_divisions
Constructs: removal_cost, mobilization_speed
Source: game
File: common/ideas/r56_italy.txt

Code:
ITA_restructure_the_divisions = {
	name = ITA_restructure_the_divisions
	allowed = {
		original_tag = ITA
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = ast_volunteer_defence_corps
	modifier = {
		command_power_gain = 0.2
		max_command_power = 10
		mobilization_speed = 0.05
	}
}
### Entity: Technology
Component: concentrated_industry
Constructs: industrial_capacity_factory, research_cost, has_tech, is_researching_technology
Source: game
File: common/technologies/industry.txt

Code:
technology = {
	industrial_capacity_factory = 0.15
	industrial_capacity_dockyard = 0.1
	global_building_slots_factor = 0.2
	path = {
		leads_to_tech = concentrated_industry2
		research_cost_coeff = 1
	}
	research_cost = 2
	XOR = {
		dispersed_industry
	}
	folder = {
		name = industry_folder
		position = {
			x = 4
			y = 2
		}
	}
	ai_will_do = {
		factor = 25
		modifier = {
			factor = 2
			NOT = {
				tag = GER
			}
		} {
			factor = 2
			tag = USA
		} {
			factor = 2
			tag = ENG
		} {
			factor = 2
			tag = JAP
		} {
			factor = 0
			has_tech = dispersed_industry
		} {
			factor = 0
			is_researching_technology = dispersed_industry
		} {
			factor = 5
			date = > 1937.1.1
		}
	}
	categories = {
		industry concentrated_industry_category
	}
	ai_research_weights = {
		offensive = -1.0
	}
}
### Entity: Event
Component: recruit_generals.8
Constructs: is_triggered_only, ai_chance, fire_only_once, random_list, random_unit_leader, set_nationality
Source: game
File: events/recruit_generals_events.txt

Code:
country_event = {
	id = recruit_generals.8
	title = recruit_generals.8.t
	desc = recruit_generals.8.desc
	picture = GFX_report_event_force_publique
	is_triggered_only = yes
	fire_only_once = yes
	hidden = yes
	option = {
		name = recruit_generals.8.a
		ai_chance = {
			factor = 100
		}
		random_list = {
			30 = {

			}
			70 = {
				EST = {
					random_unit_leader = {
						set_nationality = ROOT
					}
				}
			}
		}
	}
}
### Entity: Order of Battle
Component: XVIII Brigada Internacionales
Constructs: division_template
Source: game
File: history/units/SPR_Civil_War.txt

Code:
division = {
	name = XVIII Brigada Internacionales
	location = 3735
	division_template = Brigada Internacionales
}
### Entity: National Focus
Component: wuw_HUN_renew_the_shipping_industry
Constructs: prerequisite, limit, completion_reward, is_coastal, cancel_if_invalid, complete_tooltip, random_owned_controlled_state, has_state_flag
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_renew_the_shipping_industry
	icon = GFX_goal_generic_construct_naval_dockyard
	prerequisite = {
		focus = wuw_HUN_reinstate_the_navy
	}
	x = 0
	y = 1
	relative_position_id = wuw_HUN_reinstate_the_navy
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_NAVY_XP
	}
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		any_controlled_state = {
			is_coastal = yes
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	complete_tooltip = {
		IF = {
			limit = {
				NOT = {
					any_controlled_state = {
						is_coastal = yes
					}
				}
			}
			custom_effect_tooltip = wuw_HUN_renew_the_shipping_industry_tt
		}
		ELSE = {
			random_owned_controlled_state = {
				limit = {
					has_state_flag = HUN_dockyards_flag
				}
				add_extra_state_shared_building_slots = 3
				add_building_construction = {
					type = dockyard
					level = 3
					instant_build = yes
				}
			}
		}
	}
	completion_reward = {
		navy_experience = 50
		custom_effect_tooltip = generic_skip_one_line_tt
		IF = {
			limit = {
				NOT = {
					any_controlled_state = {
						is_coastal = yes
					}
				}
			}
			custom_effect_tooltip = wuw_HUN_renew_the_shipping_industry_tt
		}
		ELSE = {
			random_owned_controlled_state = {
				prioritize = {
					103
				}
				limit = {
					is_coastal = yes
					free_building_slots = {
						building = dockyard
						size = > 2
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 3
				add_building_construction = {
					type = dockyard
					level = 3
					instant_build = yes
				}
				set_state_flag = HUN_dockyards_flag
			}
		}
	}
}
### Entity: Modding Documentation
Construct: navy_chief
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### navy_chief
* description: returns the currently hired navy chief of the country
### Entity: Event
Component: naw_norway.18
Constructs: is_triggered_only, ai_chance
Source: game
File: events/NaW_Norway.txt

Code:
country_event = {
	id = naw_norway.18
	title = naw_norway.18.t
	desc = naw_norway.18.d
	picture = GFX_report_event_finnish_letter
	is_triggered_only = yes
	option = {
		name = naw_norway.18.a
		ai_chance = {
			base = 100
		}
	}
}
### Entity: National Focus
Tree: spa_focus
Component: SPA_no_compromise_on_carlist_ideals
Constructs: prerequisite, limit, has_war_with, completion_reward, has_global_flag, set_party_name, add_timed_idea
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPA_no_compromise_on_carlist_ideals
	available = {

	}
	bypass = {
		OR = {
			has_war_with = SPA
			has_global_flag = SPR_carlist_uprising_flag scw_over
		}
	}
	prerequisite = {
		focus = SPA_contact_the_union_militar_espanola
	} {
		focus = SPA_unite_the_requetes
	}
	icon = GFX_focus_spa_no_compromise_on_carlist_ideals
	x = 1
	y = 1
	relative_position_id = SPA_contact_the_union_militar_espanola
	cost = 5
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_SPA_CIVIL_WAR FOCUS_FILTER_SPA_CARLIST_UPRISING
	}
	completion_reward = {
		set_party_name = {
			ideology = neutrality
			long_name = SPR_neutrality_party_long
			name = SPR_neutrality_party
		}
		add_timed_idea = {
			idea = SPA_no_compromise_on_carlist_ideals
			days = 60
		}
		custom_effect_tooltip = SPA_no_compromise_on_carlist_ideals_tt_2 SPA_no_compromise_on_carlist_ideals_tt
		if = {
			limit = {
				NOT = {
					has_war_with = SPA
				}
			}
			hidden_effect = {
				country_event = lar_spain.8
			}
		}
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_centralize_command_structure
Constructs: prerequisite, completion_reward, add_command_power, unlock_decision_tooltip, set_country_flag
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_centralize_command_structure
	icon = GFX_goal_centralize_power
	x = 2
	y = 1
	prerequisite = {
		focus = PAL_dismantle_secular_nationalism
	}
	cost = 5
	relative_position_id = PAL_dismantle_secular_nationalism
	completion_reward = {
		add_command_power = 15
		unlock_decision_tooltip = PAL_anti_insurgent_training
		set_country_flag = PAL_centralizing_command_structure
	}
	ai_will_do = {
		factor = 100
	}
}
### Entity: Unit Template
Component: CUB_DD_HISTORICAL
Source: game
File: common/units/names_ships/CUB_ship_names.txt

Code:
CUB_DD_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_DESTROYERS
	for_countries = {
		CUB
	}
	type = ship
	ship_types = {
		ship_hull_light destroyer
	}
	prefix = ARC 
	fallback_name = Destructor %d
	unique = {
		Santa Clara Diez de Octubre Veinticuatro de Febrero Patria Habana Pinar del Río Cuba Río Damuji Río Jatibonico
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_aggressive_pursuit_of_diplomacy
Constructs: prerequisite, limit, completion_reward, is_in_faction, cancel_if_invalid, has_doctrine, add_mastery_bonus, add_to_variable
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_aggressive_pursuit_of_diplomacy
	icon = GFX_focus_SWE_let_fly_all_guns
	prerequisite = {
		focus = PRC_rebuild_28_bolshevik
	}
	x = 0
	y = 1
	relative_position_id = PRC_rebuild_28_bolshevik
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_in_faction = yes
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				has_doctrine = fire_concentration
			}
			add_mastery_bonus = {
				bonus = 0.25
				days = 365
				name = PRC_aggressive_pursuit_of_diplomacy
				sub_doctrine = fire_concentration
			}
		}
		else = {
			add_mastery_bonus = {
				bonus = 0.1
				days = 365
				name = PRC_aggressive_pursuit_of_diplomacy
				track = combat_support
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		PRC_check_if_red_army_or_pla = yes
		add_to_variable = {
			PRC_the_chinese_red_army_army_infantry_attack_factor = 0.05
			tooltip = army_infantry_attack_factor_tt
		}
	}
}
### Entity: Idea
Component: AFG_islamic_socialism_idea
Constructs: research_speed_factor, has_government, removal_cost, communism_drift
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
AFG_islamic_socialism_idea = {
	picture = raj_marginalized_muslim_community_happy
	allowed = {
		original_tag = AFG
	}
	allowed_civil_war = {
		always = no
	}
	cancel = {
		NOT = {
			has_government = communism
		}
	}
	removal_cost = -1
	modifier = {
		research_speed_factor = 0.05
		conscription = 0.01
		communism_drift = 0.03
		drift_defence_factor = 0.25
	}
}
### Entity: Character
Component: DEN_freedom_council_traits
Source: game
File: common/country_leader/00_traits.txt

Code:
DEN_freedom_council_traits = {
	random = no
	sprite = 13
	custom_modifier_tooltip = ITA_political_reformer_tt
	hidden_modifier = {
		political_advisor_cost_factor = -0.25
		air_advisor_cost_factor = -0.25
		army_advisor_cost_factor = -0.25
		navy_advisor_cost_factor = -0.25
	}
	mobilization_laws_cost_factor = -0.1
	economy_cost_factor = -0.1
	trade_laws_cost_factor = -0.1
	conscription = 0.025
	weekly_casualties_war_support = 0.001
	weekly_bombing_war_support = 0.001
	weekly_convoys_war_support = 0.001
}
### Entity: Event
Component: DOD_hungary.83
Constructs: is_triggered_only, ai_chance, is_in_faction_with
Source: game
File: events/DOD_Hungary.txt

Code:
country_event = {
	id = DOD_hungary.83
	title = DOD_hungary.83.t
	desc = DOD_hungary.83.desc
	picture = GFX_report_event_german_inspect_troops
	is_triggered_only = yes
	option = {
		name = DOD_hungary.83.a
		ai_chance = {
			factor = 75
			modifier = {
				is_in_faction_with = HUN
				factor = 10
			} {
				NOT = {
					is_in_faction_with = HUN
				}
				factor = 0.1
			}
		}
		HUN = {
			country_event = DOD_hungary.81
		}
	} {
		name = DOD_hungary.83.b
		ai_chance = {
			factor = 25
		}
		HUN = {
			country_event = DOD_hungary.85
		}
	}
}
### Entity: Character
Component: YUG_ivo_lola_ribar
Constructs: limit, has_dlc, has_autonomy_state
Source: game
File: common/characters/YUG.txt

Code:
YUG_ivo_lola_ribar = {
	advisor = {
		slot = political_advisor
		idea_token = YUG_ivo_lola_ribar
		allowed = {
			original_tag = YUG
		}
		available = {
			if = {
				limit = {
					has_dlc = Man the Guns
				}
				not = {
					has_autonomy_state = autonomy_supervised_state
				}
			}
		}
		traits = {
			communist_orator
		}
	}
	name = YUG_ivo_lola_ribar
	portraits = {
		army = {
			small = GFX_idea_YUG_ivo_lola_ribar
		}
	}
}
### Entity: Event
Component: libya.39
Constructs: is_triggered_only, ai_chance, add_political_power, add_offsite_building, add_timed_idea
Source: game
File: events/tmodernevents.txt

Code:
country_event = {
	id = libya.39
	title = libya.39.t
	desc = libya.39.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = libya.39.a
		ai_chance = {
			base = 100
		}
		effect_tooltip = {
			SOV = {
				add_political_power = 100
				add_offsite_building = {
					type = industrial_complex
					level = 3
				}
			}
			GER = {
				add_political_power = -100
				add_timed_idea = {
					idea = TUR_financing_private_enterprise
					days = 120
				}
			}
		}
		SOV = {
			country_event = {
				id = libya.40
				hours = 1
			}
		}
	} {
		name = libya.39.b
		ai_chance = {
			base = 0
		}
		SOV = {
			country_event = {
				id = libya.41
				hours = 1
			}
		}
	}
}
### Entity: Character
Component: ROM_emanoil_ionescu
Source: game
File: common/characters/ROM.txt

Code:
ROM_emanoil_ionescu = {
	name = ROM_emanoil_ionescu
	portraits = {
		army = {
			small = GFX_idea_ROM_emanoil_ionescu
		}
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = ROM_emanoil_ionescu
		ledger = air
		allowed = {
			original_tag = ROM
		}
		traits = {
			air_warfare_theorist
		}
	}
}
### Entity: Idea
Component: AFG_concessions_pashtunwali
Constructs: stability_factor, has_government, removal_cost, democratic_drift
Source: game
File: common/ideas/afghanistan.txt

Code:
AFG_concessions_pashtunwali = {
	allowed = {
		original_tag = AFG
	}
	allowed_civil_war = {
		NOT = {
			has_government = communism
		}
	}
	picture = AFG_pashtunwali
	removal_cost = -1
	modifier = {
		stability_factor = 0.25
		democratic_drift = 0.03
		political_power_factor = 0.1
	}
}
### Entity: Idea
Component: CZE_fortification_focus3
Constructs: removal_cost
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_fortification_focus3 = {
	allowed = {
		original_tag = CZE
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = FRA_fortification_focus
	removal_cost = -1
	modifier = {
		production_speed_bunker_factor = 0.3
		conscription = 0.009
		bunker_max_level_terrain_limit = 2
		coastal_bunker_max_level_terrain_limit = 1
	}
}
### Entity: National Focus
Tree: eng_focus
Component: ENG_a_s_warfare
Constructs: prerequisite, completion_reward, allow_branch, has_dlc, add_tech_bonus
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = ENG_a_s_warfare
	prerequisite = {
		focus = uk_destroyer_focus
	}
	icon = GFX_goal_generic_navy_anti_submarine
	x = 0
	y = 2
	relative_position_id = uk_destroyer_focus
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = yes
	allow_branch = {
		has_dlc = Man the Guns
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = ENG_asw_warfare
			bonus = 1.0
			ahead_reduction = 2
			uses = 2
			category = asw_tech
		}
	}
}
### Entity: National Focus
Tree: bhu_focus
Component: BHU_aftermath_of_the_visit_to_india
Constructs: completion_reward, set_rule
Source: game
File: common/national_focus/bhutan.txt

Code:
focus = {
	id = BHU_aftermath_of_the_visit_to_india
	icon = GFX_goal_RAJ_British_India_Borders
	x = 12
	y = 0
	cost = 5
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		country_event = {
			hours = 18
			id = himalaya_bhutan.2
		}
		custom_effect_tooltip = BHU_can_decline_effect
		hidden_effect = {
			set_rule = {
				can_decline_call_to_war = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
}
### Entity: Scripted Trigger
Component: EAI_NAV_air_focus_0
Constructs: check_variable, has_global_flag, has_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_air_triggers.txt

Code:
EAI_NAV_air_focus_0 = {
	OR = {
		check_variable = {
			EAI_FOCUS/AIR/naval_bomber = global.EAI_OFF
		} {
			EAI_FOCUS/AIR/naval_bomber_OVERRIDE = global.EAI_OFF
		}
		AND = {
			OR = {
				EAI_Naval_Bomber_Focus_0_PRESET = yes
				has_global_flag = EAI_random_focuses
			}
			NOT = {
				has_variable = EAI_FOCUS/AIR/naval_bomber EAI_FOCUS/AIR/naval_bomber_OVERRIDE
			}
		}
	}
}
### Entity: Unit Leader
Component: 9
Source: game
File: common/unit_leader/00_defense_skills.txt

Code:
9 = {
	cost = 25600
	type = field_marshal
	modifier = {
		defence = 0.225
	}
}
### Entity: Unit Template
Component: CSA_SS_CONFEDERATE
Constructs: has_completed_focus
Source: game
File: common/units/names_ships/USA_ship_names.txt

Code:
CSA_SS_CONFEDERATE = {
	name = NAME_THEME_CONFEDERATE_SUBMARINES
	for_countries = {
		CSA USA
	}
	can_use = {
		OR = {
			tag = CSA
			has_completed_focus = USA_honor_the_confederacy
		}
	}
	type = ship
	ship_types = {
		ship_hull_submarine submarine
	}
	prefix = CSS 
	fallback_name = Submarine SS-%d
	unique = {
		Mississippi River Missouri River Red River Arkansas River Rio Grande Tennessee River Brazos River Pecos River White River James River Cimarron River Quachita River Sabine River Trinity River St Johns River Pearl River Roanoke River Cumberland River Trinity River James River Chattahoochie River St. Francis River Pee Dee River Savannah River Neches River Bayou Bartholomew Black River Coosa River Suwannee River Flint River Ogeechee River Big Black River New River Neosho River Clinch River Talapoosa River Catawba River Tombigbee River Little River Bayou Bacon Ochlockonee River Alapaha River Ocmulgee River Satilla River Oconee River Kentucky River Boeuf River Calcasieu River Hatchie River Chickasawhay River Tombigbee River Yazoo River Gasconade River Osage River Tar River Yadkin River Dan River French Broad River Cape Fear River Edisto River Saluda River Duck River Elk River Black Warrior River Rappahanock River Conecuh River Pea River Indian River Withlacoochee River Tensas River Tug Fork Leaf River Yalobusha River Meramac River Chariton River Wachita River Verdigris River Santee River Lynches River Lumber River Hiwassee River Caney Fork Nueshes River Appomattox River
	}
}
### Entity: Idea
Component: ISR_ARAB_army_nepotism_1
Constructs: army_defence_factor, army_attack_factor, removal_cost, planning_speed
Source: game
File: common/ideas/israel.txt

Code:
ISR_ARAB_army_nepotism_1 = {
	picture = chi_incompetent_officers
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		political_power_factor = 0.15
		army_attack_factor = -0.1
		army_defence_factor = -0.05
		planning_speed = -0.15
	}
	cancel = {

	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_adjoined_battle_priests
Constructs: has_completed_focus, prerequisite, limit, add_ideas, has_government, completion_reward, allow_branch, has_idea
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_adjoined_battle_priests
	icon = GFX_focus_GRE_an_orthodox_state
	prerequisite = {
		focus = SOV_military_reorganization
	} {
		focus = SOV_lessons_of_war
	}
	x = 1
	y = 1
	relative_position_id = SOV_military_reorganization
	cost = 10
	mutually_exclusive = {
		focus = SOV_swap_to_political_advisors
	}
	allow_branch = {
		OR = {
			has_government = fascism neutrality
		}
	}
	available = {
		has_completed_focus = SOV_church_candidates
	}
	bypass = {
		has_completed_focus = SOV_depoliticize_the_military SOV_socialist_humanism
	}
	search_filters = {

	}
	completion_reward = {
		if = {
			limit = {
				has_idea = SOV_politicized_military
			}
			swap_ideas = {
				remove_idea = SOV_politicized_military
				add_idea = SOV_politicized_military_battle_priests
			}
		}
		else_if = {
			limit = {
				has_idea = SOV_politicized_military_humanism
			}
			swap_ideas = {
				remove_idea = SOV_politicized_military_humanism
				add_idea = SOV_politicized_military_battle_priests
			}
		}
		else = {
			add_ideas = SOV_politicized_military_battle_priests
		}
	}
}
### Entity: Event
Component: new_ger.86
Constructs: is_triggered_only, ai_chance, add_war_support, add_political_power, declare_war_on, take_state_focus, clr_country_flag
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.86
	title = new_ger.86.t
	desc = new_ger.86.d
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	option = {
		name = new_ger.86.a
		declare_war_on = {
			target = FROM
			type = take_state_focus
		}
		clr_country_flag = GER_poland_active
	} {
		name = new_ger.86.b
		ai_chance = {
			base = 0
		}
		add_political_power = -25
		add_war_support = -0.05
		clr_country_flag = GER_poland_active
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_recruit_from_the_african_diaspora
Constructs: prerequisite, completion_reward, has_country_leader, is_government_in_exile, allow_branch, check_variable, add_manpower
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_recruit_from_the_african_diaspora
	icon = GFX_focus_generic_support_the_left_right
	prerequisite = {
		focus = ETH_the_american_radio_address
	}
	x = 1
	y = 1
	relative_position_id = ETH_the_american_radio_address
	cost = 10
	ai_will_do = {
		base = 1
	}
	available = {
		has_country_leader = {
			character = ETH_haile_selassie
			ruling_only = yes
		}
		is_government_in_exile = yes
	}
	allow_branch = {
		check_variable = {
			ETH.host_nation = ENG
		}
	}
	available_if_capitulated = yes
	search_filters = {

	}
	completion_reward = {
		add_manpower = 50000
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_request_german_support
Constructs: has_completed_focus, prerequisite, limit, has_war_with, completion_reward
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_request_german_support
	icon = GFX_focus_ger_oppose_hitler
	prerequisite = {
		focus = AFG_contact_amanullah_loyalists AFG_remember_the_khost_rebellion
	}
	x = 3
	y = 1
	relative_position_id = AFG_contact_amanullah_loyalists
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		NOT = {
			has_completed_focus = AFG_return_of_the_emir AFG_the_faqirs_revolt
		}
		GER = {
			exists = yes
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		IF = {
			limit = {
				has_completed_focus = AFG_remember_the_khost_rebellion
			}
			GER = {
				country_event = {
					id = AFG_political_events.158
					hours = 1
				}
			}
		}
		ELSE = {
			GER = {
				country_event = {
					id = AFG_political_events.51
					hours = 1
				}
			}
		}
		custom_effect_tooltip = AFG_request_german_support_tt
	}
}
### Entity: AI Strategy
Component: r56_major_research_basic_mediums_in_early_37
Constructs: has_tech
Source: game
File: common/ai_strategy/r56_AI_research.txt

Code:
r56_major_research_basic_mediums_in_early_37 = {
	allowed = {
		country_is_major_nation = yes
	}
	enable = {
		has_tech = gwtank_chassis
		date = > 1936.12.7
		arms_factory = > 20
	}
	abort = {
		has_tech = basic_medium_tank_chassis
	}
	ai_strategy = {
		type = research_tech
		id = basic_medium_tank_chassis
		value = 10
	}
}
### Entity: Idea
Component: GER_boosting_democratic_in_country_ns
Constructs: removal_cost, democratic_drift
Source: game
File: common/ideas/GER.txt

Code:
GER_boosting_democratic_in_country_ns = {
	name = GER_boosting_democratic_in_country
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	picture = generic_democratic_drift_bonus
	modifier = {
		democratic_drift = 0.05
	}
}
### Entity: Order of Battle
Component: air_wing_169
Source: game
File: history/units/SPR_1936_air_legacy.txt

Code:
air_wings = {
	169 = {
		fighter_equipment_0 = {
			owner = SPR
			amount = 24
		}
	}
}
### Entity: Character
Component: council_communist
Constructs: industrial_capacity_factory
Source: game
File: common/country_leader/00_traits.txt

Code:
council_communist = {
	random = no
	sprite = 13
	political_power_factor = -0.3
	industrial_capacity_factory = 0.1
	industrial_capacity_dockyard = 0.1
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: SMB_dreadnought_debt_jap
Constructs: removal_cost
Source: game
File: common/ideas/TOA_shared_ideas.txt

Code:
SMB_dreadnought_debt_jap = {
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = ger_mefo_bills_payment
	modifier = {
		consumer_goods_factor = 0.05
	}
}
### Entity: Character
Component: kamby_lama
Constructs: stability_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
kamby_lama = {
	sprite = 13
	random = no
	political_power_factor = 0.25
	stability_factor = 0.1
	army_morale_factor = 0.05
	resistance_growth_on_our_occupied_states = 0.15
}