Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Country History
Country: RKM
Component: RKM_technology
Constructs: set_technology
Source: game
File: history/countries/RKM - Reichskommisariat Moskowien.txt

Code:
# Starting Technologies for RKM
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_recon = 1
	tech_support = 1
	tech_engineers = 1
	tech_mountaineers = 1
	tech_trucks = 1
	motorised_infantry = 1
	gw_artillery = 1
	interwar_antiair = 1
	fuel_silos = 1
	synth_oil_experiments = 1
	oil_processing = 1
	fuel_refining = 1
	tech_military_police = 1
	tech_military_police2 = 1
}
### Entity: Idea
Component: BALTIC_forest_brothers_reorganized_idea
Constructs: has_government, removal_cost, fascism_drift
Source: game
File: common/ideas/latvia.txt

Code:
BALTIC_forest_brothers_reorganized_idea = {
	picture = BALTIC_forest_brothers
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	modifier = {
		army_core_defence_factor = 0.1
		army_core_attack_factor = 0.1
		fascism_drift = 0.05
	}
}
### Entity: Character
Component: BOS_husejin_biscevic
Source: game
File: common/characters/BOS.txt

Code:
BOS_husejin_biscevic = {
	name = BOS_husejin_biscevic
	portraits = {
		army = {
			large = gfx/leaders/Europe/Portrait_Europe_Generic_land_3.dds
		}
	}
	corps_commander = {
		traits = {
			defensive_doctrine
		}
		skill = 3
		attack_skill = 1
		defense_skill = 3
		planning_skill = 2
		logistics_skill = 4
		legacy_id = -1
	}
	advisor = {
		slot = army_chief
		idea_token = BOS_husejin_biacevic
		ledger = army
		cost = 100
		allowed = {
			original_tag = BOS
		}
		traits = {
			army_chief_defensive_2
		}
		ai_will_do = {
			factor = 1
		}
	}
}
### Entity: Technology Category
Component: technology_categories
Source: game
File: common/technology_tags/00_technology.txt

Code:
technology_categories = {
	light_air medium_air heavy_air armor cat_light_armor cat_medium_armor cat_heavy_armor artillery cat_anti_tank cat_anti_air naval_air infantry_weapons motorized_equipment cat_mechanized_equipment naval_equipment rocketry nuclear industry electronics cat_fortification land_doctrine air_doctrine naval_doctrine strategic_destruction_tree battlefield_support_tree operational_integrity_tree jet_technology trade_interdiction_tree convoy_defense_tree light_fighter cat_heavy_fighter tactical_bomber cat_strategic_bomber naval_bomber cas_bomber ship_modules_tech dd_tech ca_tech cv_tech bc_tech bb_tech shbb_tech ss_tech tp_tech synth_resources fleet_in_being_tree encryption_tech decryption_tech computing_tech radar_tech infantry_tech marine_tech construction_tech excavation_tech submarine_doctrine air_equipment cat_mobile_warfare cat_superior_firepower cat_grand_battle_plan cat_mass_assault cat_deep_battle cat_mass_mobilization cat_base_strike cat_trade_interdiction cat_fleet_in_being cat_strategic_destruction cat_battlefield_support cat_operational_integrity night_vision base_strike_main mot_rockets support_tech para_tech engineers_tech recon_tech mountaineers_tech rangers_tech_cat military_police_tech hospital_tech logistics_tech signal_company_tech maintenance_company_tech naval_mines concentrated_industry_category dispersed_industry_category asw_tech naval_minesweeping naval_minelaying cat_scout_plane train_tech cat_production cat_synth_rubber cat_synth_oil cat_armored_cars cat_special_forces_generic cat_torpedoes cat_ship_light_battery cat_ship_medium_battery cat_ship_heavy_battery air_equipment plane_modules_tech cat_air_guns cat_air_engine cat_air_bombs special_forces_doctrine cat_maritime_patrol cat_mountaineers_doctrine cat_marines_doctrine cat_paratroopers_doctrine cat_rangers_doctrine naval_armor naval_artillery helicopter_tech pykrete_tech transport_planes_cat mio_cat_tech_all_armor_and_modules mio_cat_tech_light_armor_and_modules mio_cat_tech_medium_armor_and_modules mio_cat_tech_heavy_armor_and_modules mio_cat_all_artillery_equipment mio_cat_all_light_fighter_and_modules mio_cat_all_cas_and_modules mio_cat_all_naval_bomber_and_modules mio_cat_all_light_aircraft_and_modules mio_cat_all_medium_aircraft_and_modules mio_cat_all_heavy_aircraft_and_modules mio_cat_tech_all_capital_ship_and_modules mio_cat_tech_all_screen_ship_and_modul
# ... (truncated)
### Entity: National Focus
Component: political_commissars
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, add_political_power, add_popularity
Source: game
File: common/national_focus/generic.txt

Code:
focus = {
	id = political_commissars
	icon = GFX_goal_generic_forceful_treaty
	prerequisite = {
		focus = indoctrination_focus
	}
	available = {

	}
	x = 0
	y = 1
	relative_position_id = indoctrination_focus
	cost = 10
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = political_commissars_focus
		if = {
			limit = {
				has_government = fascism
			}
			add_popularity = {
				ideology = fascism
				popularity = 0.2
			}
		} {
			limit = {
				has_government = communism
			}
			add_popularity = {
				ideology = communism
				popularity = 0.2
			}
		}
		add_political_power = 200
	}
}
### Entity: Modifier Reference
Component: SOV_the_red_fleet_submarine_1_dynamic_modifier
Constructs: screening_efficiency
Source: game
File: common/dynamic_modifiers/0_dynamic_modifiers.txt

Code:
SOV_the_red_fleet_submarine_1_dynamic_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_SOV_red_navy_ccp_2d_sov_compatibility
	refit_ic_cost = SOV_red_fleet_navy_refit_ic_cost
	repair_speed_factor = SOV_red_fleet_repair_speed_factor
	custom_modifier_tooltip = SOV_the_red_fleet_submarine_1_tt
	naval_coordination = SOV_red_fleet_naval_coordination
	navy_visibility = SOV_red_fleet_navy_visibility
	positioning = SOV_red_fleet_positioning
	screening_efficiency = SOV_red_fleet_screening_efficiency
	naval_invasion_capacity = SOV_red_fleet_naval_invasion_capacity
	invasion_preparation = SOV_red_fleet_invasion_preparation
	special_forces_cap = SOV_red_fleet_special_forces_cap
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_kurdish_form_the_peshmerga
Constructs: prerequisite, add_ideas, completion_reward, set_technology, cancel_if_invalid
Source: game
File: common/national_focus/iraq.txt

Code:
focus = {
	id = IRQ_kurdish_form_the_peshmerga
	icon = GFX_focus_IRQ_kurdish_form_the_peshmerga
	prerequisite = {
		focus = IRQ_kurdish_revolt
	}
	x = -1
	y = 1
	relative_position_id = IRQ_kurdish_revolt
	cost = 10
	ai_will_do = {
		base = 1
	}
	available = {

	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_ideas = IRQ_peshmerga_idea
		custom_effect_tooltip = generic_skip_one_line_tt
		set_technology = {
			militia_tech = 1
			popup = no
		}
	}
}
### Entity: National Focus
Tree: est_focus
Component: EST_glory_of_war
Constructs: prerequisite, add_ideas, has_government, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/estonia.txt

Code:
focus = {
	id = EST_glory_of_war
	icon = GFX_focus_generic_military_academy
	prerequisite = {
		focus = EST_march_on_talinn
	}
	x = -2
	y = 1
	relative_position_id = EST_march_on_talinn
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_government = fascism
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = EST_veteran_training
	}
}
### Entity: Scripted Localization
Component: defined_text
Constructs: is_major
Source: game
File: common/scripted_localisation/00_war_propaganda_scripted_loc.txt

Code:
defined_text = {
	name = GetImportOrDomesticFilmIndustryDesc
	text = {
		trigger = {
			is_major = yes
		}
		localization_key = DOMESTIC_FILM_INDUSTRY_DESC
	} {
		localization_key = IMPORTED_FILM_INDUSTRY_DESC
	}
}
### Entity: National Focus
Tree: bhu_focus
Component: BHU_small_arms_technology
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/bhutan.txt

Code:
focus = {
	id = BHU_small_arms_technology
	prerequisite = {
		focus = BHU_small_arms_workshop
	} {
		focus = BHU_officers_training
	}
	relative_position_id = BHU_small_arms_workshop
	icon = GFX_goal_generic_small_arms
	x = -1
	y = 1
	cost = 8
	ai_will_do = {
		factor = 3
	}
	completion_reward = {
		army_experience = 15
		add_tech_bonus = {
			name = infantry_weapons_bonus
			bonus = 0.75
			uses = 2
			category = infantry_weapons
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: CRC_coi
Source: game
File: common/ideas/curacao.txt

Code:
CRC_coi = {
	picture = generic_political_advisor_african_1
	allowed = {
		original_tag = CRC
	}
	traits = {
		captain_of_industry
	}
}
### Entity: Event
Component: BBA_african_union_events.22
Constructs: is_triggered_only, ai_chance
Source: game
File: events/BBA_AfricanUnion_events.txt

Code:
country_event = {
	id = BBA_african_union_events.22
	title = BBA_african_union_events.22.t
	desc = BBA_african_union_events.22.desc
	is_triggered_only = yes
	picture = GFX_report_event_generic_african_unity
	option = {
		name = BBA_african_union_events.22.a
		ai_chance = {
			base = 1
		}
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_to_steal_an_army
Constructs: prerequisite, has_war, limit, completion_reward, cancel_if_invalid, add_to_variable, every_army_leader, has_trait
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_to_steal_an_army
	icon = GFX_focus_CONGO_copper_cartridges
	prerequisite = {
		focus = PRC_request_for_aid PRC_he_long_second_army PRC_equipment_from_copper_coins
	} {
		focus = PRC_asymmetric_warfare PRC_conventional_warfare PRC_indirect_fire
	}
	x = -1
	y = 2
	relative_position_id = PRC_red_army_reborn
	ai_will_do = {
		factor = 1
	}
	available = {
		has_war = yes
	}
	bypass = {

	}
	cost = 5
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		PRC_check_if_red_army_or_pla = yes
		add_to_variable = {
			PRC_the_chinese_army_equipment_capture = 0.1
			tooltip = equipment_capture_tt
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		every_army_leader = {
			limit = {
				NOT = {
					has_trait = scavenger
					is_character = PRC_mao_zedong PRC_bo_gu PRC_zhang_guotao
				}
			}
			random_select_amount = 3
			add_trait = {
				trait = scavenger
			}
		}
	}
}
### Entity: Order of Battle
Component: 42nd Vodka Division
Constructs: division_template
Source: game
File: history/units/r56w_WHY.txt

Code:
division = {
	name = 42nd Vodka Division
	location = 3513
	division_template = Vodka and Crumpets
	start_experience_factor = 0.75
}
### Entity: Event
Component: GOE_RAJ.49
Constructs: is_triggered_only
Source: game
File: events/GOE_Raj.txt

Code:
country_event = {
	id = GOE_RAJ.49
	is_triggered_only = yes
	title = GOE_RAJ.49.t
	desc = GOE_RAJ.49.desc
	picture = GFX_report_event_france_tank_production
	option = {
		name = GOE_RAJ.49.a
		trigger = {
			tag = RAJ
		}
	} {
		name = GOE_RAJ.49.b
		trigger = {
			tag = PAK
		}
	}
}
### Entity: Character
Component: father_of_the_empire
Constructs: fascism_drift, conscription_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
father_of_the_empire = {
	random = no
	political_power_factor = 0.05
	fascism_drift = 0.05
	conscription_factor = 0.1
}
### Entity: Idea
Component: EAI_DD_17/small_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_17/small_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		small_plane_airframe = {
			build_cost_ic = -0.17
			instant = yes
		}
	}
}
### Entity: Idea
Component: ETH_defending_our_homes
Constructs: has_government, removal_cost, neutrality_drift
Source: game
File: common/ideas/ethiopia.txt

Code:
ETH_defending_our_homes = {
	picture = generic_reserve_divisions
	removal_cost = -1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		original_tag = ETH
		has_government = communism
	}
	modifier = {
		army_core_attack_factor = 0.05
		army_core_defence_factor = 0.1
		neutrality_drift = -0.05
	}
}
### Entity: Idea
Component: EAI_usa_idea
Source: game
File: common/ideas/EAI_ideas.txt

Code:
EAI_usa_idea = {
	allowed = {
		always = no
	}
	modifier = {
		ai_get_ally_desire_factor = 32
	}
	picture = FRA_scw_intervention_nationalists_focus
}
### Entity: Character
Component: ENG_robert_menzies
Source: game
File: common/characters/ENG.txt

Code:
ENG_robert_menzies = {
	name = AST_robert_menzies
	portraits = {
		civilian = {
			large = GFX_portrait_AST_robert_menzies
		}
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_found_the_parti_solidaire_africain
Constructs: prerequisite, limit, add_ideas, completion_reward, is_subject, has_global_flag, add_autonomy_score
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_found_the_parti_solidaire_africain
	icon = GFX_goal_tripartite_pact
	x = -3
	y = 2
	prerequisite = {
		focus = COG_found_the_congolese_national_movement
	}
	relative_position_id = COG_found_the_congolese_national_movement
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_TFV_AUTONOMY FOCUS_FILTER_STABILITY FOCUS_FILTER_HISTORICAL
	}
	cost = 5
	bypass = {

	}
	available = {
		OR = {
			is_subject = no
			has_global_flag = COG_evolue_in_politics
		}
	}
	completion_reward = {
		IF = {
			limit = {
				is_subject = yes
			}
			add_autonomy_score = {
				value = 50
				localization = COG_found_the_parti_solidaire_africain
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = COG_parti_solidaire_africain
	}
}
### Entity: Character
Component: KMT_cult_of_personality3
Constructs: research_speed_factor, stability_factor, war_support_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
KMT_cult_of_personality3 = {
	random = no
	sprite = 13
	political_power_factor = 0.05
	war_support_factor = 0.05
	defensive_war_stability_factor = 0.2
	offensive_war_stability_factor = 0.2
	research_speed_factor = 0.05
	army_core_attack_factor = 0.03
	stability_factor = 0.05
}
### Entity: Idea
Component: CZE_skoda_naval_focus_optimization_4_idea
Constructs: is_controlled_by, research_bonus, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/czechoslovakia_skoda.txt

Code:
CZE_skoda_naval_focus_optimization_4_idea = {
	name = CZE_skoda_naval_focus_optimization_idea
	picture = CZE_skoda_works
	allowed = {
		always = no
	}
	do_effect = {
		any_core_state = {
			is_controlled_by = ROOT
		}
	}
	allowed_civil_war = {
		always = yes
	}
	research_bonus = {
		naval_equipment = 0.08
	}
	equipment_bonus = {
		ship_hull_light = {
			build_cost_ic = -0.08
			instant = yes
		}
		ship_hull_cruiser = {
			build_cost_ic = -0.08
			instant = yes
		}
		ship_hull_submarine = {
			build_cost_ic = -0.08
			instant = yes
		}
	}
	modifier = {
		naval_manufacturer_cost_factor = -0.08
		production_speed_arms_factory_factor = -0.08
		production_speed_industrial_complex_factor = -0.08
		production_speed_dockyard_factor = 0.08
		industrial_capacity_dockyard = 0.08
		production_lack_of_resource_penalty_factor = 0.08
		factory_energy_consumption = 0.08
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Template%3ACommunity_Figure.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
&#160;&#160;Invert selection

Filters
Hide transclusions | Hide links | Hide redirects

The following pages link to Template:Community Figure:

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)User:Medibee (transclusion) ‎ (← links | edit)

User:Meneth (transclusion) ‎ (← links | edit)

User:General Baker (transclusion) ‎ (← links | edit)

User:Hazbulator (transclusion) ‎ (← links | edit)

User:Lillebror (transclusion) ‎ (← links | edit)

User:Escodrion (transclusion) ‎ (← links | edit)

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)
Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/Template:Community_Figure"
### Entity: Character
Component: social_reformer
Constructs: stability_factor, democratic_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
social_reformer = {
	random = no
	sprite = 13
	democratic_drift = 0.1
	stability_factor = 0.15
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: mtg_britain.28
Constructs: is_triggered_only, add_to_faction, add_ai_strategy
Source: game
File: events/MTG_Britain.txt

Code:
country_event = {
	id = mtg_britain.28
	title = mtg_britain.28.t
	desc = mtg_britain.28.d
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = excellent
		FROM = {
			add_to_faction = ROOT
			hidden_effect = {
				add_ai_strategy = {
					type = alliance
					id = ROOT
					value = 200
				} {
					type = befriend
					id = ROOT
					value = 200
				} {
					type = antagonize
					id = ROOT
					value = -200
				}
			}
		}
		hidden_effect = {
			add_ai_strategy = {
				type = alliance
				id = FROM
				value = 200
			} {
				type = befriend
				id = FROM
				value = 200
			} {
				type = antagonize
				id = FROM
				value = -200
			}
			news_event = {
				id = mtg_news.21
				days = 1
			}
		}
	}
}
### Entity: Idea
Component: ears_naval_yard
Constructs: research_bonus
Source: game
File: common/ideas/catism.txt

Code:
ears_naval_yard = {
	allowed = {
		original_tag = WAF
	}
	research_bonus = {
		naval_equipment = 0.15
	}
	traits = {
		atlantic_fleet_naval_manufacturer
	}
	modifier = {

	}
}
### Entity: AI Strategy
Component: ITA_north_africa_west
Source: game
File: common/ai_strategy/r56_ITA.txt

Code:
ITA_north_africa_west = {
	allowed = {
		tag = ITA
	}
	enable = {
		surrender_progress = < 0.02
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = front_unit_request
		state_trigger = {
			region = 126
			any_neighbor_state = {
				CONTROLLER = {
					original_tag = FRA
				}
			}
		}
		value = 65
	}
}
### Entity: Event
Component: quebec.22
Constructs: is_triggered_only, fire_only_once, swap_ideas, remove_idea, add_idea
Source: game
File: events/Quebec.txt

Code:
country_event = {
	id = quebec.22
	title = quebec.22.t
	desc = quebec.22.d
	fire_only_once = yes
	picture = GFX_report_event_operatives
	is_triggered_only = yes
	option = {
		name = quebec.22.a
		swap_ideas = {
			remove_idea = QUE_independance_economical_shock2
			add_idea = QUE_the_quebecois_economy
		}
	}
}
### Entity: Idea
Component: FIN_hidden_convoy_production_ns
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/finland.txt

Code:
FIN_hidden_convoy_production_ns = {
	name = FIN_finnish_navy
	removal_cost = -1
	picture = FIN_finnish_navy
	allowed = {
		original_tag = FIN
	}
	allowed_civil_war = {
		always = yes
	}
	equipment_bonus = {
		convoy = {
			instant = yes
			build_cost_ic = -0.1
		}
	}
}
### Entity: Character
Component: AUS_johann_hiedler
Source: game
File: common/characters/AUS.txt

Code:
AUS_johann_hiedler = {
	name = AUS_johann_hiedler
	portraits = {
		civilian = {
			large = GFX_portrait_AUS_johann_hiedler
		}
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_lithuanian_rail
Constructs: prerequisite, limit, completion_reward, build_railway, random_core_state, is_in_home_area, add_building_construction
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_lithuanian_rail
	icon = GFX_goal_generic_construct_infrastructure
	prerequisite = {
		focus = POL_LIT_union
	}
	relative_position_id = POL_LIT_union
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2.5
	}
	available = {
		815 = {
			controls_or_subject_of = yes
		}
		784 = {
			controls_or_subject_of = yes
		}
		11 = {
			controls_or_subject_of = yes
		}
		814 = {
			controls_or_subject_of = yes
		}
		97 = {
			controls_or_subject_of = yes
		}
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		build_railway = {
			path = {
				11342 11226 9246 9374 530 6376 9483
			}
		} {
			path = {
				11357 400 3254 11312
			}
		} {
			path = {
				6296 9357 9438 9374
			}
		}
		random_core_state = {
			limit = {
				is_in_home_area = yes
				free_building_slots = {
					building = infrastructure
					size = > 1
				}
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				is_in_home_area = yes
				free_building_slots = {
					building = infrastructure
					size = > 1
				}
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Character
Component: ITA_ugo_cavallero
Source: game
File: common/characters/ITA.txt

Code:
ITA_ugo_cavallero = {
	name = ITA_ugo_cavallero
	portraits = {
		army = {
			small = GFX_idea_ugo_cavallero
			large = GFX_portrait_ITA_ugo_cavallero
		}
	}
	advisor = {
		slot = army_chief
		idea_token = ugo_cavallero
		allowed = {
			ITA_is_italian_tag = yes
		}
		traits = {
			army_chief_organizational_1
		}
		cost = 50
		ai_will_do = {
			base = 1.0
		}
	}
	corps_commander = {
		traits = {
			old_guard career_officer trait_cautious organisational_leader
		}
		skill = 2
		attack_skill = 1
		defense_skill = 1
		planning_skill = 2
		logistics_skill = 3
		legacy_id = 0
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_establish_the_west_african_national_secretariat
Constructs: prerequisite, has_government, completion_reward, add_political_power, is_subject, add_command_power
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_establish_the_west_african_national_secretariat
	icon = GFX_focus_ETH_african_wildfire
	x = 0
	y = 1
	prerequisite = {
		focus = COG_hold_the_pan_african_congress
	}
	relative_position_id = COG_hold_the_pan_african_congress
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	cost = 10
	ai_will_do = {
		base = 10
	}
	bypass = {

	}
	available = {
		is_subject = no
		has_government = communism
	}
	completion_reward = {
		add_political_power = 100
		add_command_power = 25
		custom_effect_tooltip = generic_skip_one_line_tt ETH_african_independence_tt
		COG_set_up_african_resistance_states = yes
	}
}
### Entity: Idea
Component: idea_RAJ_growing_hindu_nationalism
Constructs: removal_cost
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_growing_hindu_nationalism = {
	name = idea_RAJ_growing_hindu_nationalism
	allowed = {
		always = yes
	}
	picture = generic_fascism_drift_bonus
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		war_support_weekly = 0.007
		stability_weekly = -0.001
	}
}
### Entity: Scripted Trigger
Component: EAI_light_armor_tank_design_priority
Constructs: set_temp_variable, has_design_based_on
Source: game
File: common/scripted_triggers/EAI_PRODUCTION_design_triggers.txt

Code:
EAI_light_armor_tank_design_priority = {
	set_temp_variable = {
		_check_xp = 300
	}
	EAI_XP_has_army_check_xp = yes
	EAI_light_armor_tank_design_focus = yes
	NOT = {
		has_design_based_on = light_tank_chassis
	}
}