Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: r56.news_event.1115
Constructs: is_triggered_only
Source: game
File: events/r56_news_events.txt

Code:
news_event = {
	id = r56.news_event.1115
	title = r56.news_event.1115.t
	desc = r56.news_event.1115.d
	picture = GFX_news_event_AUS_italian_alliance
	is_triggered_only = yes
	option = {
		name = r56.news_event.1115.a
		trigger = {
			NOT = {
				original_tag = AUS ITA
			}
		}
	} {
		name = r56.news_event.1115.b
		trigger = {
			OR = {
				original_tag = AUS ITA
			}
		}
	}
}
### Entity: AI Strategy
Component: GER_naval_capital_bc
Constructs: has_war, has_navy_size
Source: game
File: common/ai_equipment/GER_naval.txt

Code:
GER_naval_capital_bc = {
	category = naval
	blocked_for = {

	}
	available_for = {
		GER
	}
	roles = {
		naval_capital_bc
	}
	priority = {
		factor = 25
		modifier = {
			factor = 0
			not = {
				GER_naval_interest_trigger = yes
			}
		}
	}
	battlecruiser_early = {
		priority = {
			factor = 1
		}
		role_icon_index = 1
		history = yes
		target_variant = {
			match_value = 1000.0
			type = ship_hull_heavy_1
			modules = {
				fixed_ship_battery_slot = ship_heavy_battery_1
				fixed_ship_fire_control_system_slot = ship_fire_control_system
				fixed_ship_engine_slot = heavy_ship_engine_1
				fixed_ship_armor_slot = ship_armor_bc_1
				fixed_ship_secondaries_slot = ship_secondaries
				front_1_custom_slot = empty
				mid_1_custom_slot = ship_secondaries
				mid_2_custom_slot = empty
				rear_1_custom_slot = ship_heavy_battery_1
			}
		}
		allowed_modules = {
			ship_anti_air ship_secondaries ship_airplane_launcher ship_heavy_battery ship_radar ship_fire_control_system ship_heavy_armor
		}
	}
	battlecruiser_early_aa_upgrade = {
		priority = {
			factor = 1
			modifier = {
				factor = 100
				has_war = yes
				has_navy_size = {
					unit = battle_cruiser
					size = > 0
				}
			}
		}
		role_icon_index = 1
		history = yes
		target_variant = {
			match_value = 1000.0
			type = ship_hull_heavy_1
			modules = {
				fixed_ship_battery_slot = ship_heavy_battery_1
				fixed_ship_fire_control_system_slot = ship_fire_control_system
				fixed_ship_engine_slot = heavy_ship_engine_1
				fixed_ship_armor_slot = ship_armor_bc_1
				fixed_ship_secondaries_slot = ship_secondaries
				front_1_custom_slot = ship_anti_air
				mid_1_custom_slot = ship_secondaries
				mid_2_custom_slot = ship_anti_air
				rear_1_custom_slot = ship_heavy_battery_1
			}
		}
		allowed_modules = {
			ship_anti_air ship_secondaries ship_airplane_launcher ship_heavy_battery ship_radar ship_fire_control_system ship_heavy_armor
		}
	}
	battlecruiser_improved = {
		priority = {
			factor = 1
			modifier = {
				factor = 10
				GER_naval_interest_trigger = yes
			}
		}
		role_icon_index = 1
		history = yes
		target_variant = {
			match_value = 2000.0
			type = ship_hull_heavy
			modules = {
				fixed_ship_battery_slot = > ship_heavy_battery_1
				fixed_ship_fire_control_system_slot = ship_fire_control_system
				fixed_ship_engine_slot = > heavy_ship_engine_1
				fixed_ship_armor_slot = > ship_armor_bc_1
				
# ... (truncated)
### Entity: Idea
Component: infrastructure_advisor
Constructs: removal_cost, research_bonus
Source: game
File: common/ideas/tmodern_advisors.txt

Code:
infrastructure_advisor = {
	cost = 100
	removal_cost = 0
	traits = {
		industry_reformer
	}
	picture = generic_political_advisor_europe_3
	research_bonus = {

	}
	modifier = {
		production_speed_rail_way_factor = 0.2
	}
}
### Entity: AI Strategy
Component: default_market_convoy_purchases
Source: game
File: common/ai_strategy/default.txt

Code:
default_market_convoy_purchases = {
	enable = {
		naval_base = > 0
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_market_buying_threshold
		id = convoy
		value = 30
	}
}
### Entity: Shared Focus
Tree: est_focus
Component: EST_foreign_cooperation
Constructs: shared_focus, add_equipment_to_stockpile, prerequisite, limit, has_government, completion_reward, add_tech_bonus, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_estonia_shared.txt

Code:
shared_focus = {
	id = EST_foreign_cooperation
	icon = GFX_goal_generic_intelligence_exchange
	prerequisite = {
		focus = EST_prepare_for_war
	}
	x = 12
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = EST_foreign_cooperation
			bonus = 0.5
			uses = 1
			category = infantry_weapons
		}
		add_doctrine_cost_reduction = {
			name = EST_foreign_cooperation
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
		if = {
			limit = {
				has_dlc = La Resistance
				NOT = {
					has_intelligence_agency = yes
				}
			}
			create_intelligence_agency = yes
		} {
			limit = {
				NOT = {
					has_government = communism
				}
				is_subject = no
				JAP = {
					NOT = {
						has_government = communism
					}
					is_subject = no
				}
			}
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = 5
				producer = JAP
			}
		} {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = available_mio_tt CHL_skip_one_line_tt CHL_skip_one_line_tt CHL_skip_one_line_tt
			show_mio_tooltip = ENG_rsaf_enfield_organization ENG_royal_arsenal_organization
		}
		custom_effect_tooltip = CHL_skip_one_line_tt CHL_skip_one_line_tt
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_ESPIONAGE FOCUS_FILTER_MILITARY_EQUIPMENT
	}
}
### Entity: Character
Component: ELS_ricardo_abrego_abrego
Source: game
File: common/characters/ELS.txt

Code:
ELS_ricardo_abrego_abrego = {
	advisor = {
		slot = air_chief
		idea_token = ELS_ricardo_abrego_abrego
		allowed = {
			original_tag = ELS
		}
		traits = {
			air_chief_reform_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Ricardo Abrego Abrego
	portraits = {
		army = {
			small = GFX_idea_generic_air_south_america_1
		}
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_strike_against_communist_menace
Constructs: has_completed_focus, prerequisite, limit, add_ideas, has_government, completion_reward, is_subject, add_country_leader_trait
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_strike_against_communist_menace
	icon = GFX_goal_attack_communists
	prerequisite = {
		focus = MON_seek_democratic_alliances MON_democratic_foundation_of_mongolia
	}
	x = 2
	y = 3
	relative_position_id = MON_seek_democratic_alliances
	cost = 10
	available = {
		is_subject = no
		NOT = {
			has_government = communism
		}
	}
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		add_country_leader_trait = r56_trait_opposed_to_communism
		if = {
			limit = {
				has_completed_focus = MON_bulwark_against_fascist_threat
			}
			swap_ideas = {
				remove_idea = MON_anti_fascist_ideological_defences
				add_idea = MON_anti_communist_ideological_defences
			}
		}
		else = {
			add_ideas = MON_anti_communist_ideological_defences
		}
		custom_effect_tooltip = MON_unlock_decisions_to_prepare_invasions_on_communist_countries_in_asia_tt
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Scripted Effect
Component: GER_setup_GER_sphere_of_influence_array
Constructs: limit, is_on_continent, is_core_of, add_to_array
Source: game
File: common/scripted_effects/GER_scripted_effects.txt

Code:
GER_setup_GER_sphere_of_influence_array = {
	hidden_effect = {
		for_each_scope_loop = {
			array = global.states
			IF = {
				limit = {
					is_on_continent = europe
					OR = {
						is_core_of = SWE NOR DEN HUN
						state = 807 85 86 87 88 90 92 98 10 762 69 972 9 75 74 72
					}
				}
				THIS = {
					add_to_array = {
						GER.GER_sphere_of_influence_array = THIS
					}
				}
			}
		}
	}
}
### Entity: Character
Component: MOL_acas
Source: game
File: common/characters/MOL.txt

Code:
MOL_acas = {
	advisor = {
		slot = high_command
		idea_token = MOL_acas
		ledger = air
		allowed = {
			original_tag = MOL
		}
		traits = {
			air_close_air_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	name = MOL_acas
	portraits = {
		army = {
			small = GFX_idea_generic_air_europe_2
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_recycling
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_recycling
	icon = GFX_goal_generic_consumer_goods
	prerequisite = {
		focus = SWE_rationing_r56
	}
	relative_position_id = SWE_rationing_r56
	x = 1
	y = 1
	continue_if_invalid = yes
	cost = 10
	completion_reward = {
		add_ideas = SWE_recycling_idea
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_adopt_new_assault_doctrine
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, add_tech_bonus, add_doctrine_cost_reduction, add_to_variable, has_character
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_adopt_new_assault_doctrine
	icon = GFX_focus_generic_full_social_mobilization
	prerequisite = {
		focus = JAP_rely_on_supremacy_of_the_will
	}
	relative_position_id = JAP_rely_on_supremacy_of_the_will
	x = 3
	y = 1
	cost = 10
	ai_will_do = {
		factor = 3
	}
	available = {
		JAP_army_faction_is_at_least_influential = yes
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_ARMY_XP FOCUS_FILTER_IMPERIAL_INFLUENCE
	}
	completion_reward = {
		army_experience = 25
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt
		add_tech_bonus = {
			name = JAP_adopt_new_assault_doctrine
			bonus = 0.25
			uses = 1
			category = artillery
		} {
			name = JAP_adopt_new_assault_doctrine
			bonus = 0.25
			uses = 1
			category = infantry_weapons
		}
		add_doctrine_cost_reduction = {
			name = JAP_adopt_new_assault_doctrine
			cost_reduction = 0.25
			uses = 1
			category = land_doctrine
		}
		JAP_add_or_modify_imperial_army = yes
		add_to_variable = {
			JAP_army_army_infantry_attack_factor = 0.05
			tooltip = army_infantry_attack_factor_tt
		}
		IF = {
			limit = {
				has_character = JAP_shunroku_hata
				JAP_shunroku_hata = {
					is_field_marshal = no
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			JAP_shunroku_hata = {
				promote_leader = yes
				add_unit_leader_trait = offensive_doctrine
			}
		}
		JAP_small_army_faction_gain = yes
	}
}
### Entity: Idea
Component: MEN_operation_chahar
Constructs: removal_cost
Source: game
File: common/ideas/r56_mengkukuo.txt

Code:
MEN_operation_chahar = {
	picture = generic_acquire_tanks
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	modifier = {
		out_of_supply_factor = -0.05
	}
	targeted_modifier = {
		tag = SHX
		attack_bonus_against = 0.05
	}
}
### Entity: AI Strategy
Component: EAI_PROD_ARMY_garrison_80
Constructs: has_country_flag, build_army
Source: game
File: common/ai_strategy/EAI_PRODUCTION_division_strategies.txt

Code:
EAI_PROD_ARMY_garrison_80 = {
	enable = {
		has_country_flag = {
			flag = EAI_garrison_divisions
			value = 80
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = build_army
		id = area_defense
		value = 80
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_a_growing_womens_guild
Constructs: prerequisite, completion_reward, add_political_power, add_to_variable
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_a_growing_womens_guild
	icon = GFX_focus_AUS_womens_education_initiative
	prerequisite = {
		focus = AST_pankhurst_walsh
	}
	relative_position_id = AST_pankhurst_walsh
	x = -2
	y = 1
	cost = 5
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_political_power = 75
		custom_effect_tooltip = generic_skip_one_line_tt
		AST_add_or_modify_forging_australias_future = yes
		add_to_variable = {
			AST_forging_australias_future_spirit_production_factory_start_efficiency_factor = 0.05
			tooltip = production_factory_start_efficiency_factor_tt
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Modifier Reference
Component: diff_easy_player
Constructs: research_speed_factor
Source: game
File: common/modifiers/00_static_modifiers.txt

Code:
diff_easy_player = {
	production_factory_max_efficiency_factor = 0.2
	research_speed_factor = 0.07
	political_power_factor = 0.25
	production_lack_of_resource_penalty_factor = -0.3
	army_fuel_consumption_factor = -0.25
	air_fuel_consumption_factor = -0.25
	navy_fuel_consumption_factor = -0.25
	supply_consumption_factor = -0.05
	no_supply_grace = 48
}
### Entity: Event
Component: bftb_turkey.36
Constructs: is_triggered_only, add_stability, fire_only_once
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.36
	title = bftb_turkey.36.t
	desc = bftb_turkey.36.desc
	picture = GFX_report_event_tur_inonu_diplomacy
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = bftb_turkey.36.a
		add_stability = 0.15
		transfer_state = 164
	}
}
### Entity: Character
Component: liberator_of_eth_gugsa
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
liberator_of_eth_gugsa = {
	random = no
	opinion_gain_monthly_factor = 0
	army_core_attack_factor = 0.15
	neutrality_acceptance = 30
	political_power_factor = 0.1
	stability_factor = 0.1
}
### Entity: Idea
Component: AUS_empower_private_enterprises
Constructs: removal_cost
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_empower_private_enterprises = {
	picture = generic_improved_industries
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		political_power_factor = 0.1
		line_change_production_efficiency_factor = 0.05
		production_factory_efficiency_gain_factor = 0.1
		production_factory_start_efficiency_factor = 0.05
	}
}
### Entity: Idea
Component: KMT_npa_influence
Constructs: research_speed_factor, stability_factor, has_government, industrial_capacity_factory, removal_cost, is_subject
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_npa_influence = {
	removal_cost = -1
	picture = chi_chinese_support
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		OR = {
			is_subject = yes
			NOT = {
				has_government = fascism
			}
		}
	}
	on_remove = {

	}
	modifier = {
		research_speed_factor = -0.05
		consumer_goods_factor = 0.1
		army_core_defence_factor = 0.05
		stability_factor = -0.1
		industrial_capacity_factory = -0.1
	}
}
### Entity: Character
Component: SWE_gosta_bagge
Constructs: is_country_leader
Source: game
File: common/characters/SWE.txt

Code:
SWE_gosta_bagge = {
	name = SWE_gosta_bagge
	portraits = {
		civilian = {
			large = GFX_portrait_SWE_gosta_bagge
			small = GFX_portrait_SWE_gosta_bagge_small
		}
	}
	country_leader = {
		ideology = liberalism
		expire = 1965.1.1.1
		traits = {
			SWE_minor_opposition_party_in_power minister_of_ecclesiastical_affairs
		}
		id = -1
	}
	advisor = {
		slot = political_advisor
		idea_token = SWE_gosta_bagge
		allowed = {
			original_tag = SWE
		}
		traits = {
			minister_of_ecclesiastical_affairs
		}
		visible = {
			is_country_leader = no
		}
		available = {
			is_country_leader = no
		}
	}
}
### Entity: Modifier Reference
Construct: research_sharing_per_country_bonus
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## research_sharing_per_country_bonus

* Number with 2 decimal places
* **Categories**: country
### Entity: Event
Component: austria.69
Constructs: is_triggered_only, limit, has_government, add_ruling_to_dem, add_popularity, has_cosmetic_tag, set_politics, retire_character
Source: game
File: events/Austria.txt

Code:
country_event = {
	id = austria.69
	title = austria.69.t
	desc = austria.69.d
	is_triggered_only = yes
	picture = GFX_report_event_AUS_figl_state_treaty
	option = {
		name = austria.69.a
		if = {
			limit = {
				has_government = neutrality
			}
			add_ruling_to_dem = yes
			add_popularity = {
				ideology = fascism
				popularity = 0.15
			}
		} {
			limit = {
				has_cosmetic_tag = AUS_REPUBLIC
			}
			drop_cosmetic_tag = yes
		}
		promote_character = AUS_leopold_figl
		set_politics = {
			ruling_party = democratic
			elections_allowed = yes
			long_name = Österreichische Volkspartei
			name = ÖVP
		}
		retire_character = AUS_kurt_schuschnigg
		hidden_effect = {
			set_party_name = {
				ideology = neutrality
				long_name = Haus Habsburg
				name = Habsburg
			}
		}
		remove_power_balance = {
			id = AUS_reform_power_balance
		}
	}
}
### Entity: Character
Component: EST_artur_sirk
Source: game
File: common/characters/EST.txt

Code:
EST_artur_sirk = {
	name = EST_artur_sirk
	portraits = {
		civilian = {
			large = GFX_portrait_EST_artur_sirk
		}
		army = {
			small = GFX_idea_EST_artur_sirk
		}
	}
	country_leader = {
		ideology = fascism_ideology
		traits = {
			HUN_popular_among_paramilitaries
		}
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: AI Strategy
Component: ROM_build_early_civ
Constructs: has_war
Source: game
File: common/ai_strategy/ROM.txt

Code:
ROM_build_early_civ = {
	allowed = {
		original_tag = ROM
	}
	enable = {
		date = < 1937.10.15
		has_war = no
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 16
	}
}
### Entity: National Focus
Tree: fri_focus
Component: FRI_build_the_phnom_penh_arsenal
Constructs: prerequisite, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/FrenchIndochina.txt

Code:
focus = {
	id = FRI_build_the_phnom_penh_arsenal
	icon = GFX_goal_generic_small_arms
	cost = 10
	prerequisite = {
		focus = FRI_increase_the_taxes
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				741
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	x = 3
	y = 5
	relative_position_id = FRI_continue_the_politique_politique_du_paysannat
}
### Entity: Character
Component: TUR_mehmet_recep_peker
Constructs: has_completed_focus, has_dlc, has_idea, has_country_leader
Source: game
File: common/characters/TUR.txt

Code:
TUR_mehmet_recep_peker = {
	name = TUR_mehmet_recep_peker
	portraits = {
		army = {
			small = GFX_portrait_TUR_mehmet_recep_peker_small
		}
		civilian = {
			large = GFX_portrait_tur_recep_peker
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = TUR_recep_peker
		allowed = {
			original_tag = TUR
			has_dlc = Battle for the Bosporus
		}
		available = {
			has_completed_focus = TUR_integrate_the_fascist_council
			custom_trigger_tooltip = {
				tooltip = TUR_can_only_have_one_prime_minister_tt
				NOT = {
					OR = {
						has_idea = TUR_ismet_inonu TUR_fevzi_cakmak_prime_minister TUR_sukru_saracoglu_prime_minister TUR_celal_bayar TUR_fethi_okyar TUR_sevket_sureyya_aydemir TUR_adnan_menderes TUR_nuri_demirag_prime_minister TUR_sefik_husnu TUR_said_i_nursi TUR_nihal_atsiz
					}
				}
			}
		}
		visible = {
			has_completed_focus = TUR_revive_turkish_revolutionism
			NOT = {
				has_country_leader = {
					character = TUR_mehmet_recep_peker
					ruling_only = yes
				}
			}
		}
		traits = {
			prime_minister_peker
		}
	}
	country_leader = {
		ideology = fascism_ideology
		traits = {
			the_statist
		}
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: Event
Component: naw_norway.202
Constructs: is_triggered_only, has_war_with, add_war_support, fire_only_once, has_army_manpower, set_country_flag
Source: game
File: events/NaW_Norway.txt

Code:
news_event = {
	id = naw_norway.202
	title = naw_norway.202.t
	desc = naw_norway.202.d
	picture = GFX_news_event_german_soldiers
	is_triggered_only = yes
	fire_only_once = yes
	major = yes
	option = {
		name = naw_norway.202.a
		trigger = {
			original_tag = NOR
			has_army_manpower = {
				size = > 99999
			}
		}
		add_war_support = 0.03
		hidden_effect = {
			set_country_flag = NOR_neutrality_broken
		}
	} {
		name = naw_norway.202.b
		trigger = {
			original_tag = NOR
			has_army_manpower = {
				size = > 69999
			} {
				size = < 100000
			}
		}
		hidden_effect = {
			set_country_flag = NOR_neutrality_broken
		}
	} {
		name = naw_norway.202.c
		trigger = {
			original_tag = NOR
			has_army_manpower = {
				size = < 70000
			}
		}
		add_war_support = -0.03
		hidden_effect = {
			set_country_flag = NOR_neutrality_broken
		}
	} {
		name = naw_norway.202.p
		trigger = {
			has_war_with = NOR
		}
	} {
		name = naw_norway.202.e
		trigger = {
			NOT = {
				original_tag = NOR
				has_war_with = NOR
			}
		}
	}
}
### Entity: State History
Component: 869
Constructs: add_core_of
Source: game
File: history/states/869-North West Australia.txt

Code:
state = {
	id = 869
	name = STATE_870
	provinces = {
		2201 5207 8152 8209 8247 10937 10958 11016 12993 13133
	}
	history = {
		buildings = {
			infrastructure = 1
		}
		owner = AST
		add_core_of = AST
	}
	state_category = wasteland
	manpower = 1000
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Event
Component: generic.22
Constructs: is_triggered_only, ai_chance, create_wargoal, puppet_wargoal_focus
Source: game
File: events/Generic.txt

Code:
country_event = {
	id = generic.22
	title = generic.22.t
	desc = generic.22.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = generic.22.a
		ai_chance = {
			factor = 1
		}
		ROOT = {
			create_wargoal = {
				type = puppet_wargoal_focus
				target = FROM
			}
		}
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_preparing_for_the_inevitable
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_preparing_for_the_inevitable
	icon = GFX_goal_generic_into_fire
	relative_position_id = LIT_the_4th_president
	x = 2
	y = 4
	cost = 10
	available_if_capitulated = yes
	prerequisite = {
		focus = LIT_draw_closer_to_sweden LIT_reinforce_czechoslovak_ties
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_ideas = deterrence
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Character
Component: SCO_ncs
Source: game
File: common/characters/SCO.txt

Code:
SCO_ncs = {
	advisor = {
		slot = high_command
		idea_token = SCO_ncs
		ledger = navy
		allowed = {
			original_tag = SCO
		}
		traits = {
			navy_capital_ship_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_europe_2
		}
	}
}
### Entity: Order of Battle
Component: Hamiat Al'usrat Almalakiat Almisria
Constructs: division_template
Source: game
File: history/units/EGY_1936.txt

Code:
division = {
	name = Hamiat Al'usrat Almalakiat Almisria
	location = 7011
	division_template = Haris Malakiun
	start_experience_factor = 0.2
	start_equipment_factor = 0.6
}