Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Order of Battle
Component: Polska Flota Niszczycieli
Source: game
File: history/units/POL_1936_naval_legacy.txt

Code:
fleet = {
	name = Polska Flota Niszczycieli
	naval_base = 362
	task_force = {
		name = Polska Flota Niszczycieli
		location = 362
		ship = {
			name = ORP Burza
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = POL
				}
			}
		} {
			name = ORP Wicher
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = POL
				}
			}
		}
	} {
		name = Dywizjon Okretów Podwodnych
		location = 362
		ship = {
			name = ORP Ryś
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = POL
				}
			}
		} {
			name = ORP Wilk
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = POL
				}
			}
		} {
			name = ORP Żbik
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = POL
				}
			}
		}
	}
}
### Entity: Decision
Component: prospect_for_resources
Constructs: has_completed_focus, fire_only_once, has_tech, has_state_flag, remove_effect, set_state_flag, add_resource
Source: game
File: common/decisions/MAN_decisions.txt

Code:
prospect_for_resources = {
	MAN_develop_kirin_aluminium_deposits = {
		icon = aluminium
		allowed = {
			original_tag = MAN
		}
		available = {
			has_tech = excavation1
		}
		highlight_states = {
			highlight_state_targets = {
				state = 328
			}
		}
		visible = {
			OR = {
				has_completed_focus = MAN_develop_aluminum_sources MAN_tsr_develop_aluminum_sources
			}
			controls_state = 328
			328 = {
				NOT = {
					has_state_flag = kirin_aluminium_developed
				}
			}
		}
		fire_only_once = yes
		cost = 25
		days_remove = 60
		modifier = {
			civilian_factory_use = 2
		}
		ai_will_do = {
			factor = 1
		}
		remove_effect = {
			328 = {
				set_state_flag = kirin_aluminium_developed
			} {
				add_resource = {
					type = aluminium
					amount = 12
				}
			}
		}
	}
	MAN_develop_liaotung_iron_ore_deposits = {
		icon = steel
		allowed = {

		}
		highlight_states = {
			highlight_state_targets = {
				state = 716
			}
		}
		available = {
			has_tech = construction2 excavation1
		}
		visible = {
			OR = {
				has_completed_focus = MAN_expand_showa_steel_works MAN_tsr_expand_showa_steel_works
			}
			controls_state = 716
			716 = {
				NOT = {
					has_state_flag = liaotung_steel_developed
				}
			}
		}
		fire_only_once = yes
		cost = 25
		days_remove = 60
		modifier = {
			civilian_factory_use = 2
		}
		remove_effect = {
			716 = {
				set_state_flag = liaotung_steel_developed
			} {
				add_resource = {
					type = steel
					amount = 16
				}
			}
		}
		ai_will_do = {
			factor = 1
		}
	}
	MAN_establish_the_erdaojiang_special_steel_experimental_plant = {
		icon = steel
		allowed = {

		}
		highlight_states = {
			highlight_state_targets = {
				state = 328
			}
		}
		available = {
			has_tech = construction2 excavation1
		}
		visible = {
			OR = {
				has_completed_focus = MAN_tsr_expand_showa_steel_works
			}
			controls_state = 328
			328 = {
				NOT = {
					has_state_flag = erdaojiang_steel_developed
				}
			}
		}
		fire_only_once = yes
		cost = 25
		days_remove = 60
		modifier = {
			civilian_factory_use = 2
		}
		remove_effect = {
			328 = {
				set_state_flag = erdaojiang_steel_developed
			} {
				add_resource = {
					type = steel
					amount = 18
				}
			}
		}
		ai_will_do = {
			factor = 1
		}
	}
}
### Entity: Event
Component: kmt.336
Constructs: ai_chance, add_ideas, has_war_with, has_country_flag, add_stability, fire_only_once, is_puppet, has_war_together_with
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.336
	title = kmt.336.t
	desc = kmt.336.d
	picture = GFX_report_event_chinese_officers
	trigger = {
		tag = CHI
		PRC = {
			exists = yes
			is_puppet = no
			NOT = {
				has_war_together_with = CHI
				has_war_with = CHI
			}
			has_country_flag = PRC_joined_CHI_against_JAP
		}
		has_global_flag = CHI_warred_with_JAP no_longer_united
		NOT = {
			has_war_with = JAP
		}
		is_puppet = no
	}
	mean_time_to_happen = {
		days = 30
	}
	fire_only_once = yes
	immediate = {
		hidden_effect = {
			CHI = {
				add_ideas = KMT_chinese_matter
			}
			PRC = {
				add_ideas = kmt_planning_the_civil_war
			}
		}
	}
	option = {
		ai_chance = {
			base = 95
			modifier = {
				is_historical_focus_on = no
				factor = 70
			}
		}
		name = kmt.336.a
		set_country_flag = CQ_send_rep
		PRC = {
			country_event = {
				id = kmt.337
			}
		}
	} {
		ai_chance = {
			base = 5
			modifier = {
				is_historical_focus_on = no
				factor = 30
			}
		}
		name = kmt.336.b
		set_country_flag = CQ_send_troops
		PRC = {
			country_event = {
				id = kmt.337
			}
		}
	} {
		ai_chance = {
			base = 0
		}
		name = kmt.336.e
		declare_war_on = {
			target = PRC
			type = annex_everything
		}
		add_stability = -0.1
		add_timed_idea = {
			idea = KMT_aggresion
			days = 365
		}
		PRC = {
			country_event = {
				id = kmt.342
			}
		}
	}
}
### Entity: Character
Component: NOR_supplies_commisioner
Source: game
File: common/country_leader/00_traits.txt

Code:
NOR_supplies_commisioner = {
	sprite = 13
	random = no
	consumer_goods_factor = -0.1
	winter_attrition_factor = -0.1
	trade_laws_cost_factor = -0.2
	ai_will_do = {
		factor = 1
	}
}
### Entity: Modifier Reference
Component: SOV_face_western_fascism_static
Constructs: has_war_with
Source: game
File: common/modifiers/00_static_modifiers.txt

Code:
SOV_face_western_fascism_static = {
	valid_relation_trigger = {
		FROM = {
			has_war_with = ROOT
		}
	}
	attack_bonus_against = 0.1
	defense_bonus_against = 0.1
}
### Entity: Character
Component: the_republican_rebel
Constructs: war_support_factor, democratic_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
the_republican_rebel = {
	random = no
	sprite = 13
	democratic_drift = 0.06
	war_support_factor = 0.1
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_rush_the_richelieus
Constructs: prerequisite, limit, completion_reward, has_dlc, add_equipment_production
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_rush_the_richelieus
	icon = GFX_focus_generic_cruiser2
	prerequisite = {
		focus = FRA_capital_ship_focus
	}
	x = 0
	y = 2
	relative_position_id = FRA_capital_ship_focus
	cost = 10
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				has_dlc = Man the Guns
			}
			add_equipment_production = {
				equipment = {
					type = ship_hull_heavy_2
					creator = FRA
					version_name = Richelieu Class
				}
				requested_factories = 1
				progress = 0.5
				amount = 1
			} {
				equipment = {
					type = ship_hull_heavy_2
					creator = FRA
					version_name = Richelieu Class
				}
				requested_factories = 1
				progress = 0.35
				amount = 1
			}
		}
		else = {
			add_equipment_production = {
				equipment = {
					type = battleship_2
					creator = FRA
				}
				requested_factories = 1
				progress = 0.5
				amount = 1
			} {
				equipment = {
					type = battleship_2
					creator = FRA
				}
				requested_factories = 1
				progress = 0.35
				amount = 1
			}
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_DIFFICULTY_cas_bonus_trigger
Constructs: set_temp_variable, has_deployed_air_force_size
Source: game
File: common/scripted_triggers/EAI_DIFFICULTY_triggers.txt

Code:
EAI_DIFFICULTY_cas_bonus_trigger = {
	set_temp_variable = {
		tmp = num_of_military_factories
	}
	multiply_temp_variable = {
		tmp = 10
	}
	OR = {
		has_deployed_air_force_size = {
			type = cas
			size = < 400
		}
		meta_trigger = {
			text = {
				has_deployed_air_force_size = {
					type = cas
					size = < [x]
				}
			}
			x = [?tmp|.0]
		}
	}
}
### Entity: Idea
Component: BUL_imro_04
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_imro_04 = {
	picture = bul_imro
	allowed = {
		original_tag = BUL
	}
	allowed_civil_war = {
		tag = BUL
	}
	removal_cost = -1
	modifier = {
		stability_factor = -0.1
		opinion_gain_monthly_factor = -0.15
	}
}
### Entity: Idea
Component: EAI_DD_11/heavy_tank_aa_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_11/heavy_tank_aa_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		heavy_tank_aa_chassis = {
			build_cost_ic = -0.275
			instant = yes
		}
	}
}
### Entity: Shared Focus
Component: BALTIC_end_swedish_neutrality
Constructs: shared_focus, prerequisite, limit, completion_reward, is_subject_of, is_subject, is_in_faction_with, cancel_if_invalid
Source: game
File: common/national_focus/baltic_shared.txt

Code:
shared_focus = {
	id = BALTIC_end_swedish_neutrality
	icon = GFX_focus_generic_attack_sweden
	prerequisite = {
		focus = BALTIC_path_to_the_north_sea
	} {
		focus = BALTIC_finnish_invasion
	}
	x = 1
	y = 1
	relative_position_id = BALTIC_finnish_invasion
	will_lead_to_war_with = SWE
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		OR = {
			is_subject_of = SOU
			is_subject = no
		}
	}
	bypass = {
		OR = {
			is_in_faction_with = SWE
			NOT = {
				country_exists = SWE
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		if = {
			limit = {
				OR = {
					is_subject_of = SOU
					is_in_faction_with = SOU
				}
			}
			SOU = {
				hidden_effect = {
					country_event = {
						id = BALTIC_events.9
						days = 5
					}
				}
				custom_effect_tooltip = BALTIC_events_9_tt
			}
		}
		else = {
			create_wargoal = {
				type = topple_government
				target = SWE
				expire = 0
			}
		}
	}
}
### Entity: Idea
Component: den_munch_ribbentrop
Constructs: has_war, removal_cost
Source: game
File: common/ideas/r56_denmark.txt

Code:
den_munch_ribbentrop = {
	removal_cost = -1
	picture = hol_caved_to_the_germans
	modifier = {
		local_resources_factor = 0.15
	}
	cancel = {
		has_war = yes
	}
	rule = {
		can_join_factions = no
		can_not_declare_war = yes
	}
	targeted_modifier = {
		tag = GER
		extra_trade_to_target_factor = 0.1
		mic_to_target_factor = 0.1
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_replace_laake
Constructs: prerequisite, completion_reward, retire_character
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_replace_laake
	icon = GFX_focus_NOR_replace_laake
	prerequisite = {
		focus = NOR_the_kings_no NOR_uproot_secret_army
	}
	x = -3
	y = 6
	relative_position_id = NOR_weathering_the_storm_to_come
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_MILITARY_CHARACTER FOCUS_FILTER_HISTORICAL
	}
	available_if_capitulated = yes
	completion_reward = {
		effect_tooltip = {
			retire_character = NOR_kristian_laake
		}
		country_event = {
			id = AAT_norway_allied.4
		}
	}
}
### Entity: Event
Component: news.401
Constructs: has_war_with, is_controlled_by, is_owned_by, has_global_flag, set_global_flag
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.401
	title = news.401.t
	desc = news.401.desc
	picture = GFX_news_event_generic_soviet_occupation_of_budapest
	major = yes
	trigger = {
		43 = {
			is_controlled_by = SOV
		} {
			is_owned_by = HUN
		}
		SOV = {
			has_war_with = HUN
		}
		NOT = {
			has_global_flag = fall_of_budapest_sov
		}
	}
	immediate = {
		set_global_flag = fall_of_budapest_sov
	}
	mean_time_to_happen = {
		days = 2
	}
	option = {
		name = news.401.a
		trigger = {
			NOT = {
				TAG = SOV HUN
			}
		}
	} {
		name = news.401.b
		trigger = {
			TAG = SOV
		}
	} {
		name = news.401.c
		trigger = {
			TAG = HUN
		}
	}
}
### Entity: Unit Template
Component: ENG_BB_COMMUNISM
Constructs: has_government
Source: game
File: common/units/names_ships/ENG_ship_names.txt

Code:
ENG_BB_COMMUNISM = {
	name = NAME_THEME_HISTORICAL_BB
	for_countries = {
		ENG
	}
	can_use = {
		has_government = communism
	}
	type = ship
	ship_types = {
		ship_hull_heavy battleship
	}
	prefix = WLNS 
	fallback_name = Battleship %s
	unique = {
		Anson Howe Jellicoe Beatty Lion Temeraire Liberator Thunderer Vanguard Agincourt Resistance Bellerophon Superb St Vincent Collingwood Neptune Colossus Hercules Orion Worker Centurion Audacious Ajax Erin Benbow Warspite Valiant Barham Malaya Revenge Resolution Ramillies Renown Repulse Nelson Rodney
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/FRA_1936_naval_mtg.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = ship_hull_light_1
			creator = FRA
			version_name = Le Fantasque Class
		}
		name = Le Malin
		requested_factories = 1
		progress = 0.6
		amount = 1
		industrial_manufacturer = mio:FRA_fcm_organization
	} {
		equipment = {
			type = ship_hull_light_1
			creator = FRA
			version_name = Le Fantasque Class
		}
		name = L'Indomptable
		requested_factories = 1
		progress = 0.85
		amount = 1
		industrial_manufacturer = mio:FRA_fcm_organization
	} {
		equipment = {
			type = ship_hull_light_1
			creator = FRA
			version_name = Le Fantasque Class
		}
		name = Le Fantasque
		requested_factories = 1
		progress = 0.75
		amount = 1
		industrial_manufacturer = mio:FRA_fcm_organization
	} {
		equipment = {
			type = ship_hull_light_1
			creator = FRA
			version_name = Le Fantasque Class
		}
		name = Le Triomphant
		requested_factories = 1
		progress = 0.6
		amount = 1
		industrial_manufacturer = mio:FRA_fcm_organization
	} {
		equipment = {
			type = ship_hull_heavy_2
			creator = FRA
			version_name = Dunkerque Class
		}
		name = Dunkerque
		requested_factories = 1
		progress = 0.2
		amount = 1
		industrial_manufacturer = mio:FRA_acl_organization
	} {
		equipment = {
			type = ship_hull_heavy_2
			creator = FRA
			version_name = Richelieu Class
		}
		requested_factories = 1
		progress = 0.1
		amount = 1
		industrial_manufacturer = mio:FRA_acl_organization
	} {
		equipment = {
			type = ship_hull_cruiser_1
			creator = FRA
			version_name = La Galissonnière Class
		}
		name = Jean de Vienne
		requested_factories = 1
		progress = 0.35
		amount = 1
		industrial_manufacturer = mio:FRA_aeb_organization
	} {
		equipment = {
			type = ship_hull_cruiser_1
			creator = FRA
			version_name = La Galissonnière Class
		}
		name = Marseillaise
		requested_factories = 1
		progress = 0.15
		amount = 1
		industrial_manufacturer = mio:FRA_aeb_organization
	} {
		equipment = {
			type = ship_hull_cruiser_1
			creator = FRA
			version_name = La Galissonnière Class
		}
		name = Gloire
		requested_factories = 1
		progress = 0.15
		amount = 1
		industrial_manufacturer = mio:FRA_aeb_organization
	} {
		equipment = {
			type = ship_hull_cruiser_1
			creator = FRA
			version_name = La Galissonnière Class
		}
		name = Montcalm
		requested_factories = 1
		progress = 0.15
		amount = 1
		industrial_manufacturer = mio:FRA_aeb_
# ... (truncated)
### Entity: Modding Documentation
Construct: profile
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## profile
* Arguments: <on> <off> <print> <clear>

profile options
### Entity: Idea
Component: PAL_workers_councils_idea
Constructs: industrial_capacity_factory, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/palestine.txt

Code:
PAL_workers_councils_idea = {
	picture = ITA_il_sol_dell_avvenire_ns
	allowed = {
		tag = PAL
	}
	available = {

	}
	cancel = {

	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		production_speed_buildings_factor = 0.05
		industrial_capacity_factory = 0.1
		stability_weekly_factor = 0.001
	}
}
### Entity: National Focus
Tree: men_focus
Component: MEN_prioritize_the_eastern_threat
Constructs: prerequisite, has_government, add_stability, completion_reward
Source: game
File: common/national_focus/mengkukuo.txt

Code:
focus = {
	id = MEN_prioritize_the_eastern_threat
	icon = GFX_focus_jap_strike_south
	prerequisite = {
		focus = MEN_behead_the_cornered_fox
	}
	mutually_exclusive = {
		focus = MEN_pivot_to_the_west
	}
	x = 1
	y = 1
	bypass = {

	}
	available = {
		has_government = communism
	}
	relative_position_id = MEN_behead_the_cornered_fox
	cost = 10
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		add_stability = 0.05
	}
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_learn_from_the_secret_intelligence_service
Constructs: prerequisite, limit, add_ideas, completion_reward, allow_branch, has_dlc, is_in_faction_with, cancel_if_invalid
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_learn_from_the_secret_intelligence_service
	icon = GFX_focus_generic_secret_service_agency
	prerequisite = {
		focus = RAJ_colonial_cadet_exchange
	}
	x = -2
	y = 1
	relative_position_id = RAJ_colonial_cadet_exchange
	cost = 5
	allow_branch = {
		has_dlc = La Resistance
	}
	bypass = {

	}
	available = {
		is_in_faction_with = ENG
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_intelligence_agency = yes
				}
			}
			create_intelligence_agency = yes
		}
		add_ideas = {
			idea_RAJ_help_from_the_secret_intelligence_agency
		}
	}
}
### Entity: Modifier Reference
Component: BRA_growing_state_dynamic_modifier
Source: game
File: common/dynamic_modifiers/toa_dynamic_modifiers.txt

Code:
BRA_growing_state_dynamic_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_ETH_state_development
	state_production_speed_buildings_factor = BRA_state_development_production_speed
	local_building_slots_factor = BRA_state_development_local_building_slots_factor
	local_factories = BRA_state_development_local_factories
	state_resources_factor = BRA_state_development_state_resources_factor
}
### Entity: Unit Leader
Component: 6
Constructs: planning_speed
Source: game
File: common/unit_leader/00_planning_skills.txt

Code:
6 = {
	cost = 3200
	type = corps_commander
	modifier = {
		planning_speed = 0.3
		max_planning = 0.12
	}
}
### Entity: Technology
Component: tech_military_police3
Constructs: has_war, suppression_factor, research_cost
Source: game
File: common/technologies/support.txt

Code:
technology = {
	military_police = {
		suppression_factor = 0.1
	}
	motorized_military_police = {
		suppression_factor = 0.1
		battalion_mult = {
			category = category_vehicle_infantry
			default_morale = 0.05
		}
	}
	path = {
		leads_to_tech = tech_military_police4
		research_cost_coeff = 1
	}
	research_cost = 2.0
	start_year = 1942
	folder = {
		name = support_folder
		position = {
			x = 4
			y = @1942
		}
	}
	categories = {
		support_tech military_police_tech
	}
	ai_will_do = {
		base = 0.5
		modifier = {
			factor = 2
			has_war = yes
		}
	}
}
### Entity: Modifier Reference
Component: IRQ_navy_modifier_IRQ
Constructs: refit_speed, screening_efficiency
Source: game
File: common/dynamic_modifiers/GoE_dynamic_modifiers.txt

Code:
IRQ_navy_modifier_IRQ = {
	enable = {
		always = yes
	}
	icon = GFX_IRQ_navy_modifier
	refit_speed = IRQ_navy_refit_speed
	repair_speed_factor = IRQ_navy_repair_speed_factor
	experience_gain_navy_factor = IRQ_experience_gain_navy
	mines_planting_by_fleets_factor = IRQ_mines_planting_by_fleets_factor
	navy_anti_air_attack_factor = IRQ_navy_anti_air_attack_factor
	navy_spirit_category_type_cost_factor = IRQ_navy_spirit_category_type_cost_factor
	convoy_retreat_speed = IRQ_convoy_retreat_speed
	spotting_chance = IRQ_spotting_chance
	production_speed_dockyard_factor = IRQ_production_speed_dockyard_factor
	industrial_capacity_dockyard = IRQ_industrial_capacity_dockyard
	extra_marine_supply_grace = IRQ_extra_marine_supply_grace
	naval_invasion_capacity = IRQ_naval_invasion_capacity
	naval_mines_effect_reduction = IRQ_naval_mines_effect_reduction
	experience_gain_navy_unit_factor = IRQ_experience_gain_navy_unit_factor
	naval_coordination = IRQ_naval_coordination
	naval_equipment_upgrade_xp_cost = IRQ_naval_equipment_upgrade_xp_cost
	naval_morale_factor = IRQ_naval_morale_factor
	screening_efficiency = IRQ_screening_efficiency
	convoy_escort_efficiency = IRQ_convoy_escort_efficiency
	navy_capital_ship_defence_factor = IRQ_navy_capital_ship_defence_factor
	naval_accidents_chance = IRQ_naval_accidents_chance
	navy_screen_defence_factor = IRQ_navy_screen_defence_factor
	production_speed_coastal_bunker_factor = IRQ_production_speed_coastal_bunker_factor
}
### Entity: Event
Component: AFG_political_events.04
Constructs: is_triggered_only, ai_chance, has_war_with, is_in_faction_with
Source: game
File: events/GOE_Afghanistan.txt

Code:
country_event = {
	id = AFG_political_events.04
	title = AFG_political_events.04.t
	desc = AFG_political_events.04.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = AFG_political_events.04.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				has_war_with = FROM
			}
		}
		FROM = {
			country_event = {
				id = AFG_political_events.05
				days = 1
			}
		}
	} {
		name = AFG_political_events.04.b
		ai_chance = {
			base = 2
			modifier = {
				factor = 10
				is_in_faction_with = FROM
			}
		}
		FROM = {
			country_event = {
				id = AFG_political_events.06
				days = 1
			}
		}
	}
}
### Entity: Idea
Component: BLR_jozeph_ryzhykov
Source: game
File: common/ideas/belarus.txt

Code:
BLR_jozeph_ryzhykov = {
	picture = generic_political_advisor_europe_2
	allowed = {
		original_tag = BLR
	}
	traits = {
		captain_of_industry
	}
}
### Entity: Character
Component: YUG_ivan_gosnjak
Source: game
File: common/characters/YUG.txt

Code:
YUG_ivan_gosnjak = {
	name = YUG_ivan_gosnjak
	portraits = {
		army = {
			large = GFX_Portrait_yugoslavia_ivan_gosnjak
			small = GFX_portrait_YUG_ivan_gosnjak_small
		}
	}
	corps_commander = {
		traits = {
			urban_assault_specialist
		}
		skill = 3
		attack_skill = 3
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 3
		legacy_id = -1
	}
}
### Entity: Event
Component: BBA_italy_missiolinis.41
Constructs: is_triggered_only, ai_chance
Source: game
File: events/BBA_Italy.txt

Code:
unit_leader_event = {
	id = BBA_italy_missiolinis.41
	title = BBA_italy_missiolinis.41.t
	desc = BBA_italy_missiolinis.41.desc
	picture = GFX_report_event_generic_mussolini
	is_triggered_only = yes
	trigger = {
		ITA_missiolinis_cd_ready = yes
		ITA_missiolinis_system_available = yes
	}
	immediate = {
		hidden_effect = {
			ITA_missiolinis_initialize_new_mission_effect = yes
		}
	}
	option = {
		name = BBA_italy_missiolinis.41.a
		ai_chance = {
			base = 10
		}
		activate_mission = ITA_missiolini_strengthen_the_army
	}
}
### Entity: National Focus
Tree: rut_focus
Component: RUT_anti_air_defenses
Constructs: prerequisite, limit, has_government, completion_reward, add_building_construction
Source: game
File: common/national_focus/ruthenia.txt

Code:
focus = {
	id = RUT_anti_air_defenses
	icon = GFX_goal_fortify_city_AA
	prerequisite = {
		focus = RUT_defensive_preparation
	}
	relative_position_id = RUT_defensive_preparation
	available = {
		OR = {
			has_government = democratic neutrality
		}
	}
	x = 1
	y = 1
	cost = 7
	ai_will_do = {
		factor = 3
	}
	completion_reward = {
		if = {
			limit = {
				controls_state = 73
			}
			73 = {
				add_building_construction = {
					type = anti_air_building
					level = 2
					instant_build = yes
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}