Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Joint Focus
Component: INSHOL_destroyers
Constructs: prerequisite, limit, joint_focus, is_subject_of, add_tech_bonus, random_owned_controlled_state, is_coastal, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/indonesia_joint.txt

Code:
joint_focus = {
	id = INSHOL_destroyers
	icon = GFX_focus_generic_destroyer
	text_icon = INSHOL_INS_HOL_focus_style
	available = {
		OR = {
			original_tag = INS HOL
		}
		INS = {
			is_subject_of = HOL
		}
	}
	prerequisite = {
		focus = INSHOL_domestic_ship_production
	}
	mutually_exclusive = {

	}
	x = -2
	y = 1
	relative_position_id = INSHOL_domestic_ship_production
	cost = 10
	search_filters = {

	}
	completion_reward_joint_originator = {
		if = {
			limit = {
				original_tag = INS
			}
			add_tech_bonus = {
				bonus = 1.0
				uses = 1
				category = dd_tech
				name = INSHOL_destroyers
			}
			random_owned_controlled_state = {
				limit = {
					impassable = no
					is_coastal = yes
					free_building_slots = {
						building = dockyard
						size = > 0
						include_locked = yes
					}
				}
				prioritize = {
					1058
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = dockyard
					level = 1
					instant_build = yes
				}
			}
		}
		else_if = {
			limit = {
				original_tag = HOL
				INS = {
					is_subject_of = HOL
				}
			}
			add_tech_bonus = {
				bonus = 0.25
				uses = 1
				category = dd_tech
				name = INSHOL_destroyers
			}
		}
	}
	completion_reward_joint_member = {
		if = {
			limit = {
				original_tag = INS
			}
			add_tech_bonus = {
				bonus = 1.0
				uses = 1
				category = dd_tech
				name = INSHOL_destroyers
			}
			random_owned_controlled_state = {
				limit = {
					impassable = no
					is_coastal = yes
					free_building_slots = {
						building = dockyard
						size = > 0
						include_locked = yes
					}
				}
				prioritize = {
					1058
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = dockyard
					level = 1
					instant_build = yes
				}
			}
		}
		else_if = {
			limit = {
				original_tag = HOL
				INS = {
					is_subject_of = HOL
				}
			}
			add_tech_bonus = {
				bonus = 0.25
				uses = 1
				category = dd_tech
				name = INSHOL_destroyers
			}
		}
	}
}
### Entity: Name List
Component: TRA
Source: game
File: common/names/00_names.txt

Code:
TRA = {
	male = {
		names = {
			Alajos Albert Álmos Anasztáz András Arisztid Aurél Benedek Bertalan Béla Béni Dániel Dávid Edvárd Éliás Erno Ferencz Gyula György Gábor Gábriel Gáspár Ignác Imre István Izidor Ján János József Katalin Kelemen Krisztian Kálmán Károly Lajos László Manó Mihály Myklós Mór Ödön Ottó Péter Rafael Simon Sándor Tivadar Vilmos Virág Zsigmond Adrian Alexandru Andrei Anton Artur Bogdan Carol Cezar Constantin Constin Cosmin Daniel Dumitru Emanuel Eremia Eugen Ferdinand Flaviu Florea Gheorghe Adolf Alfred Anton Christian Dieter Emil Erich Erwin Felix Fritz Gabriel Gerhard
		}
	}
	female = {
		names = {
			Agnes Eva Adelaida Adelaide Agáta Agatha Amelia Angyalka Aranka Bertha Csilla Csillag Czenzi Dorottya Dorothy Edit Edith Emese Erika Elisabeth Eszter Berta Anna Etel Euphemia Euphemia Gizella Gisela Györgyi Georgia Hajnal Hedwig Hedwig Ibolya Irene Juliana Judith Judith Kamilla Camilla Katalin Kinga Clara Catherine Illona Konstancia Constance Krisztina Christina Kunigunda Kunigunde Luca Maria Martha Magdolna Magdalena Margaréta Margaret Margit Matild Matilda Natália Natalia Odola Orsolya Panni Piroska Rosa Sarah Sarolt Zsuzsa Zsanett Skolasztika Sophia Sophia Terezia Teresa Viola Viola Sophia
		}
	}
	surnames = {
		Andrássy Apponyi Aulich Bacher Baross Batthyány Beöthy Bothmer Damjanich Dessewffy Egressy Farkas Goldziher Gungl Hauszmann Heller Horthy Izsó Joseffy Katona Kaufman Kiss Knezich Kogutowicz Kéler Lahner Liszt Lázár Mikszáth Molnár Nagy-Sándor Ottinger Österreicher Perczel Poeltenberg Reményi Rohr Schweidel Szemere Szlávic Széchenyi Takáč Tersztyansky Török Vajlok Varga Vécsey Chifu Angelescu Antonescu Argetoianu Averescu Baldescu Barozzi Berindei Cernat Christecu Cihoski Ciuperca Coanda Crainiceanu Critescu Culcer Cuza Dona Dragalina Dumitrescu Barkhorn Becker Behrmann Beisswenger Berglen Blum Brandt Brendel Dietrich
	}
	callsigns = {

	}
}
### Entity: National Focus
Tree: man_focus
Component: MAN_tsr_question_the_emperors_authority
Constructs: prerequisite, remove_ideas, completion_reward, cancel_if_invalid, add_timed_idea
Source: game
File: common/national_focus/manchukuo_TSR.txt

Code:
focus = {
	id = MAN_tsr_question_the_emperors_authority
	icon = GFX_focus_rom_handle_king
	prerequisite = {
		focus = MAN_tsr_five_equal_peoples
	}
	x = 1
	y = 1
	mutually_exclusive = {
		focus = MAN_tsr_bolster_nationalism
	}
	relative_position_id = MAN_tsr_five_equal_peoples
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		remove_ideas = {
			MAN_aisin_gioro_puyi
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_timed_idea = {
			idea = MAN_rising_republican_sentiments
			days = 550
		}
	}
}
### Entity: AI Strategy
Component: r56_CHI_ignore_MON_claims
Constructs: is_neighbor_of
Source: game
File: common/ai_strategy/r56_CHI.txt

Code:
r56_CHI_ignore_MON_claims = {
	allowed = {
		original_tag = CHI
	}
	enable = {
		ROOT = {
			exists = yes
			NOT = {
				is_neighbor_of = MON
			}
		}
		MON = {
			exists = yes
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = ignore_claim
		id = MON
		value = 750
	}
}
### Entity: Event
Component: BBA_ethiopia_communist_events.41
Constructs: is_triggered_only, ai_chance
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_communist_events.41
	title = BBA_ethiopia_communist_events.41.t
	desc = BBA_ethiopia_communist_events.41.desc
	is_triggered_only = yes
	picture = GFX_report_event_soviet_tanks
	option = {
		name = BBA_ethiopia_communist_events.41.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: Idea
Component: idea_URG_expired_debts
Constructs: has_completed_focus, removal_cost
Source: game
File: common/ideas/uruguay.txt

Code:
idea_URG_expired_debts = {
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	available = {
		NOT = {
			has_completed_focus = URG_pay_of_all_external_debts
		}
	}
	removal_cost = -1
	picture = generic_goods_red_bonus
	modifier = {
		consumer_goods_factor = 0.2
	}
}
### Entity: Effect Reference
Construct: remove_from_tech_sharing_group
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## remove_from_tech_sharing_group

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Removes country from technology sharing group of specified name.
Example: remove_from_tech_sharing_group = commonwealth_research
```
### Entity: Idea
Component: GER_deschimag
Constructs: research_bonus, equipment_bonus
Source: game
File: common/ideas/r56_germany.txt

Code:
GER_deschimag = {
	picture = generic_naval_manufacturer_3
	allowed = {
		original_tag = GER
	}
	research_bonus = {
		naval_equipment = 0.1
	}
	traits = {
		battlefleet_designer
	}
	equipment_bonus = {

	}
}
### Entity: Idea
Component: COG_idea_war_mining_production_directorate2
Constructs: removal_cost
Source: game
File: common/ideas/r56_congo.txt

Code:
COG_idea_war_mining_production_directorate2 = {
	picture = generic_exploit_mines
	allowed = {
		always = no
	}
	modifier = {
		local_resources_factor = 0.05
		consumer_goods_factor = -0.15
	}
	removal_cost = -1
}
### Entity: Idea
Component: EUS_beistegui_hermanos
Constructs: removal_cost, research_bonus
Source: game
File: common/ideas/euskadi.txt

Code:
EUS_beistegui_hermanos = {
	picture = generic_infantry_equipment_manufacturer_2
	allowed = {
		original_tag = NAV
	}
	cost = 150
	removal_cost = 10
	research_bonus = {
		infantry_weapons = 0.15
	}
	traits = {
		infantry_equipment_manufacturer
	}
}
### Entity: Focus Titlebar Style
Component: INSHOL_INS_focus_style
Source: game
File: common/national_focus/00_titlebar_styles.txt

Code:
style = {
	name = INSHOL_INS_focus_style
	unavailable = GFX_focus_unavailable_joint_INS
	completed = GFX_focus_completed_joint_INS
	available = GFX_focus_can_start_joint_INS
	current = GFX_focus_current_joint_INS
}
### Entity: Character
Component: AST_wartime_soothsayer_uap
Constructs: war_support_factor
Source: game
File: common/country_leader/taog_traits.txt

Code:
AST_wartime_soothsayer_uap = {
	random = no
	sprite = 10
	war_support_factor = 0.05
	production_speed_arms_factory_factor = 0.1
	production_speed_air_base_factor = 0.1
	production_speed_naval_base_factor = 0.1
	custom_modifier_tooltip = AST_advisor_uap_increase_modifier_tt
}
### Entity: Idea
Component: FRI_the_indochinese_merchant_marine
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/french_indochina.txt

Code:
FRI_the_indochinese_merchant_marine = {
	allowed = {
		always = no
	}
	allowed_civil_war = {

	}
	removal_cost = -1
	picture = generic_coastal_navy
	equipment_bonus = {
		convoy = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: Music Config
Component: base_music/liberty_equality_fraternity
Source: game
File: music/lar_songs.txt

Code:
music = {
	song = liberty_equality_fraternity
	chance = {
		factor = 1
		modifier = {
			factor = 2
			original_tag = FRA
		}
	}
}
### Entity: Event
Component: KMT_event.21
Constructs: is_triggered_only, ai_chance, add_ideas, add_to_tech_sharing_group, add_days_mission_timeout
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = KMT_event.21
	title = KMT_event.21.t
	desc = KMT_event.21.desc
	picture = GFX_report_event_chinese_japanese_handshake
	is_triggered_only = yes
	option = {
		name = KMT_event.21.a
		CHI = {
			add_to_tech_sharing_group = JAP_technological_exchange
			add_ideas = KMT_taiwan_accordssep
			country_event = CHI_warlords.20
		}
		add_to_tech_sharing_group = JAP_technological_exchange
		diplomatic_relation = {
			country = CHI
			relation = non_aggression_pact
			active = no
		} {
			country = CHI
			relation = non_aggression_pact
			active = yes
		}
		add_days_mission_timeout = {
			mission = JAP_kwantung_army_impatience
			days = 180
		}
	} {
		name = KMT_event.21.b
		ai_chance = {
			base = 0
		}
		CHI = {
			country_event = CHI_warlords.19
		}
	}
}
### Entity: Event
Component: lar_spain.16
Constructs: is_triggered_only
Source: game
File: events/LAR_Spain.txt

Code:
country_event = {
	id = lar_spain.16
	title = lar_spain.16.t
	desc = lar_spain.16.desc
	picture = GFX_report_event_spr_civil_war_faction_defeated
	is_triggered_only = yes
	option = {
		name = lar_spain.11.a
	}
}
### Entity: AI Strategy
Component: r56_major_minor_research_advanced_mediums_in_mid_42
Constructs: has_tech
Source: game
File: common/ai_strategy/r56_AI_research.txt

Code:
r56_major_minor_research_advanced_mediums_in_mid_42 = {
	allowed = {
		country_is_major_minor_nation = yes
	}
	enable = {
		has_tech = improved_medium_tank_chassis
		date = > 1943.5.1
		arms_factory = > 50
	}
	abort = {
		has_tech = advanced_medium_tank_chassis
	}
	ai_strategy = {
		type = research_tech
		id = advanced_medium_tank_chassis
		value = 10
	}
}
### Entity: Idea
Component: IRQ_iraq_petroleum_company
Constructs: research_bonus
Source: game
File: common/ideas/r56_iraq.txt

Code:
IRQ_iraq_petroleum_company = {
	picture = generic_refining_concern_1
	allowed = {
		original_tag = IRQ
	}
	research_bonus = {
		industry = 0.1
		refining_tech = 0.25
	}
	modifier = {
		fuel_gain_factor = 0.1
	}
	traits = {
		refinery_concern
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Order of Battle
Component: Koninklijke Marine
Source: game
File: history/units/HOL_1939_naval_mtg.txt

Code:
fleet = {
	name = Koninklijke Marine
	naval_base = 3314
	task_force = {
		name = Koninklijke Vloot
		location = 3314
		ship = {
			name = HrMs Vliereede
			definition = heavy_cruiser
			equipment = {
				ship_hull_cruiser_coastal_defense_ship = {
					amount = 1
					owner = HOL
					version_name = Hertog Hendrik Class
				}
			}
		} {
			name = HrMs Ijmuiden
			definition = heavy_cruiser
			equipment = {
				ship_hull_cruiser_coastal_defense_ship = {
					amount = 1
					owner = HOL
					version_name = Soerabaja Class
				}
			}
		} {
			name = HrMs Van Galen
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = HOL
					version_name = Van Galen Class
				}
			}
		} {
			name = HrMs Willem van der Zaan
			definition = destroyer
			equipment = {
				ship_hull_light_2 = {
					amount = 1
					owner = HOL
					version_name = van der Zaan Class
				}
			}
		}
	} {
		name = Koninklijke Onderzeeboot Smaldeel
		location = 3314
		ship = {
			name = HrMs O-8
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = HOL
					version_name = K-III Class
				}
			}
		} {
			ordered_name = 9
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = HOL
					version_name = O9 Class
				}
			}
		} {
			ordered_name = 10
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = HOL
					version_name = O9 Class
				}
			}
		} {
			ordered_name = 11
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = HOL
					version_name = O9 Class
				}
			}
		} {
			ordered_name = 12
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = HOL
					version_name = O9 Class
				}
			}
		} {
			ordered_name = 13
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = HOL
					version_name = O9 Class
				}
			}
		} {
			ordered_name = 14
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = HOL
					version_name = O9 Class
				}
			}
		} {
			ordered_name = 15
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = HOL
					version_name = O9 Class
				}
			}
		} {
			name = HrMs O-16
			def
# ... (truncated)
### Entity: Operation
Component: operation_coup_government
Constructs: has_completed_focus, has_war, limit, has_government, is_major, is_staged_coup, is_capital, has_game_rule
Source: game
File: common/operations/00_operations.txt

Code:
operation_coup_government = {
	icon = GFX_operations_coup_government
	map_icon = GFX_operations_coup_government_map
	name = operation_coup_government
	desc = operation_coup_government_desc
	priority = 7
	days = 180
	network_strength = 70
	operatives = 2
	is_staged_coup = yes
	visible = {
		network_strength = {
			target = FROM
			value = > 35
		}
		NOT = {
			has_completed_focus = SPR_regional_defense_council_of_aragon
		}
	}
	equipment = {
		infantry_equipment = 12000
	}
	selection_target_state = {
		is_capital = no
	}
	selection_target = {
		targets = {
			FROM
		}
	}
	allowed = {
		NOT = {
			has_game_rule = {
				rule = allow_coups
				option = BLOCKED
			}
		}
	}
	available = {
		FROM = {
			has_civil_war = no
			NOT = {
				has_government = var:PREV.ROOT.current_party_ideology_group
			}
			if = {
				limit = {
					PREV.ROOT = {
						has_government = fascism
					}
				}
				fascism = > 0.2
			} {
				limit = {
					PREV.ROOT = {
						has_government = communism
					}
				}
				communism = > 0.2
			} {
				limit = {
					PREV.ROOT = {
						has_government = democratic
					}
				}
				democratic = > 0.2
			} {
				limit = {
					PREV.ROOT = {
						has_government = neutrality
					}
				}
				neutrality = > 0.2
			}
			OR = {
				AND = {
					is_major = no
					has_war = no
					has_stability = < 0.7
				} {
					has_war = no
					has_stability = < 0.5
				}
				has_stability = < 0.35
			}
		}
		OR = {
			has_game_rule = {
				rule = allow_coups
				option = FREE
			}
			AND = {
				has_game_rule = {
					rule = allow_coups
					option = AI_ONLY
				}
				FROM = {
					is_ai = yes
				}
			}
		}
	}
	on_start = {
		FROM = {
			set_variable = {
				coup_operation_party@ROOT = PREV.ROOT.current_party_ideology_group
			}
		}
	}
	risk_chance = 0.3
	experience = 2.5
	cost_modifiers = {
		operation_coup_cost
	}
	outcome_execute = {
		FROM = {
			if = {
				limit = {
					controls_state = FROM.FROM
				}
				set_temp_variable = {
					coup_civil_war_capital = FROM.FROM
				}
			} {
				limit = {
					has_government = var:coup_operation_party@ROOT
				}
				set_variable = {
					coup_operation_party@ROOT = PREV.ROOT.current_party_ideology_group
				}
			} {
				limit = {
					ROOT = {
						has_operation_token = {
							tag = FROM
							token = token_airforce
						}
					}
				}
				add_to_temp_variable = {
					civil_war_airforce_fraction = 0.15
				}
		
# ... (truncated)
### Entity: Character
Component: TUN_acgs
Source: game
File: common/characters/TUN.txt

Code:
TUN_acgs = {
	advisor = {
		slot = air_chief
		idea_token = TUN_acgs
		allowed = {
			original_tag = TUN
		}
		traits = {
			air_chief_ground_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_arab_3
		}
	}
}
### Entity: Event
Component: kazakhstan.2
Constructs: is_triggered_only, limit, add_offsite_building, is_subject, add_autonomy_score
Source: game
File: events/r56_kazakhstan.txt

Code:
country_event = {
	id = kazakhstan.2
	title = kazakhstan.2.t
	desc = kazakhstan.2.desc
	picture = GFX_report_event_Tadeusz_Jordan_Rozwadowski
	is_triggered_only = yes
	option = {
		name = kazakhstan.2.a
		add_offsite_building = {
			type = arms_factory
			level = 2
		} {
			type = industrial_complex
			level = 2
		}
		if = {
			limit = {
				is_subject = yes
			}
			add_autonomy_score = {
				value = -400
			}
		}
	}
}
### Entity: Unit Template
Component: SWE_RG
Source: game
File: common/units/names_railway_guns/SWE_railway_gun_names.txt

Code:
SWE_RG = {
	for_countries = {
		SWE
	}
	type = railway_gun
	fallback_name = Järnvägsartilleri %d
	ordered = {
		1 = {
			Per-Albin Hansson Järnvägsartilleri %d
		}
		2 = {
			Gustav V Järnvägsartilleri %d
		}
		3 = {
			Vasa Järnvägsartilleri %d
		}
		4 = {
			Nobel Järnvägsartilleri %d
		}
		5 = {
			Celsius-Batteri %d
		}
	}
}
### Entity: Character
Component: CZE_milada_horakova
Constructs: has_government
Source: game
File: common/characters/CZE.txt

Code:
CZE_milada_horakova = {
	name = CZE_milada_horakova
	gender = female
	portraits = {
		army = {
			small = GFX_idea_CZE_milada_horakova
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = CZE_milada_horakova
		allowed = {
			original_tag = CZE
		}
		available = {
			NOT = {
				has_government = fascism
			}
		}
		visible = {
			NOT = {
				has_government = fascism
			}
		}
		cost = 75
		traits = {
			womens_rights_activist
		}
		ai_will_do = {
			factor = 0.0
		}
	}
}
### Entity: Wiki Documentation
Construct: Sandbox
Source: wiki
File: wiki/User%3AGeneral_Baker.html

Doc:
Sandbox[edit]
Game referenced information

Unit counter template

Unit infobox

Retrieved from "http://www.hoi4wiki.com/index.php?title=User:General_Baker&oldid=560"
### Entity: National Focus
Tree: cze_focus
Component: CZE_contact_henlein
Constructs: has_completed_focus, prerequisite, limit, has_government, has_war_with, has_country_flag, is_major, add_opinion_modifier
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_contact_henlein
	icon = GFX_focus_RAJ_red_in_the_shadows
	prerequisite = {
		focus = CZE_placate_benes_faction
	}
	relative_position_id = CZE_placate_benes_faction
	x = -4
	y = 1
	offset = {
		x = 1
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = CZE_placate_benes_faction
		}
	} {
		x = -1
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = CZE_placate_benes_faction
		}
	}
	cost = 5
	ai_will_do = {
		factor = 1
		modifier = {
			add = 1
			GER = {
				is_ai = no
			}
		} {
			add = 9
			GER = {
				has_completed_focus = GER_befriend_czechoslovakia
			}
		}
	}
	available = {
		NOT = {
			has_war_with = GER
		}
		if = {
			limit = {
				has_completed_focus = CZE_no_compromise_with_the_sdp
			}
			has_country_flag = {
				flag = CZE_contact_henlein_cooldown_flag
				days = > 350
			}
			custom_trigger_tooltip = {
				tooltip = CZE_contact_henlein_cooldown_flag_tt
				has_country_flag = {
					flag = CZE_contact_henlein_cooldown_flag
					days = > 350
				}
			}
		}
		else = {
			custom_trigger_tooltip = {
				tooltip = CZE_contact_henlein_focus_warning_tt
				always = yes
			}
		}
		is_subject = no
		any_controlled_state = {
			NOT = {
				has_dynamic_modifier = {
					modifier = CZE_sudetenland_paramilitaries_modifier
				}
			}
		}
		OR = {
			controls_state = 69 972 74
		}
	}
	bypass = {
		GER = {
			has_government = fascism
			is_major = yes
		}
		is_subject_of = GER
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	complete_tooltip = {
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		effect_tooltip = {
			custom_effect_tooltip = available_political_advisor
			remove_trait = {
				character = CZE_konrad_henlein
				slot = political_advisor
				trait = national_socialist_paramilitarist
			}
			add_trait = {
				character = CZE_konrad_henlein
				slot = political_advisor
				trait = CZE_leader_of_the_sdp
			}
		}
		if = {
			limit = {
				NOT = {
					has_completed_focus = CZE_no_compromise_with_the_sdp
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			unlock_decision_tooltip = CZE_a_divided_nation_sudentenland_germans_cooperate
		} {
			limit = {
				GER = {
			
# ... (truncated)
### Entity: Idea
Component: AST_australian_arms_production
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/australia.txt

Code:
AST_australian_arms_production = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_production_bonus
	modifier = {
		conversion_cost_civ_to_mil_factor = -0.2
	}
	equipment_bonus = {
		infantry_equipment = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: Idea
Component: military_parade
Constructs: has_government, removal_cost, neutrality_drift, mobilization_speed
Source: game
File: common/ideas/zzz_generic.txt

Code:
military_parade = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = neutrality
	}
	removal_cost = -1
	picture = generic_pp_unity_bonus
	modifier = {
		neutrality_drift = 0.1
		mobilization_speed = 0.15
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_align_with_the_soviets
Constructs: prerequisite, has_government, has_war_with, add_opinion_modifier, completion_reward, has_civil_war, is_in_faction_with, is_subject
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_align_with_the_soviets
	icon = GFX_focus_generic_join_comintern
	prerequisite = {
		focus = ARG_viva_la_revolucion
	}
	x = -4
	y = 1
	relative_position_id = ARG_viva_la_revolucion
	mutually_exclusive = {
		focus = ARG_forge_our_own_future
	}
	cost = 10
	available = {
		has_civil_war = no
		NOT = {
			has_war_with = SOU
		} {
			any_other_country = {
				is_in_faction_with = SOU
				has_war_with = ARG
			}
		}
		is_subject = no
		is_in_faction = no
		SOU = {
			is_faction_leader = yes
			has_government = communism
			is_subject = no
		}
	}
	ai_will_do = {
		factor = 20
	}
	bypass = {
		AND = {
			is_in_faction_with = SOU
			SOU = {
				is_faction_leader = yes
				has_government = communism
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {

	}
	completion_reward = {
		SOU = {
			add_opinion_modifier = {
				target = ROOT
				modifier = ARG_soviet_argentine_relations_idea
			}
		} {
			country_event = generic.2
		}
		ROOT = {
			add_opinion_modifier = {
				target = SOU
				modifier = ARG_soviet_argentine_relations_idea
			}
		}
	}
}
### Entity: Order of Battle
Component: 4 Renmin Jundui
Constructs: division_template
Source: game
File: history/units/PRC_SOV_reinforcements_2.txt

Code:
division = {
	name = 4 Renmin Jundui
	location = 12609
	division_template = Erjinzhi Juntuán
}