Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: chi_focus
Component: CHI_second_father_of_the_nation
Constructs: prerequisite, add_ideas, completion_reward, has_country_leader, add_popularity
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_second_father_of_the_nation
	icon = GFX_focus_CHI_second_father_of_the_nation
	prerequisite = {
		focus = CHI_outlaw_opposition_parties
	}
	x = 2
	y = 1
	relative_position_id = CHI_outlaw_opposition_parties
	cost = 10
	available = {
		NOT = {
			has_country_leader = {
				ruling_only = yes
				character = CHI_chiang_kaishek
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = idea_CHI_cult_of_shek
	}
}
### Entity: Unit Template
Component: PRE_MOT_01
Source: game
File: common/units/names_divisions/PRE_names_divisions.txt

Code:
PRE_MOT_01 = {
	name = Motorised Divisions
	for_countries = {
		PRE
	}
	can_use = {
		always = yes
	}
	division_types = {
		motorized
	}
	link_numbering_with = {
		PRE_INF_01
	}
	fallback_name = %d. Infanterie-Division (mot.)
	ordered = {
		1 = {
			%d. Infanterie-Division (mot.)
		}
		2 = {
			%d. Infanterie-Division (mot.)
		}
		3 = {
			%d. Infanterie-Division (mot.)
		}
		4 = {
			%d. Infanterie-Division (mot.)
		}
		5 = {
			%d. Infanterie-Division (mot.)
		}
		6 = {
			%d. Infanterie-Division (mot.)
		}
		7 = {
			%d. Infanterie-Division (mot.)
		}
		8 = {
			%d. Infanterie-Division (mot.)
		}
		10 = {
			%d. Infanterie-Division (mot.)
		}
		11 = {
			%d. Infanterie-Division (mot.)
		}
		12 = {
			%d. Infanterie-Division (mot.)
		}
		13 = {
			%d. Infanterie-Division (mot.)
		}
		14 = {
			%d. Infanterie-Division (mot.)
		}
		15 = {
			%d. Infanterie-Division (mot.)
		}
		16 = {
			%d. Infanterie-Division (mot.)
		}
		17 = {
			%d. Infanterie-Division (mot.)
		}
		18 = {
			%d. Infanterie-Division (mot.)
		}
		19 = {
			%d. Infanterie-Division (mot.)
		}
		20 = {
			%d. Infanterie-Division (mot.)
		}
		21 = {
			%d. Infanterie-Division (mot.)
		}
		22 = {
			%d. Infanterie-Division (mot.)
		}
		23 = {
			%d. Infanterie-Division (mot.)
		}
		24 = {
			%d. Infanterie-Division (mot.)
		}
		25 = {
			%d. Infanterie-Division (mot.)
		}
		26 = {
			%d. Infanterie-Division (mot.)
		}
		27 = {
			%d. Infanterie-Division (mot.)
		}
		28 = {
			%d. Infanterie-Division (mot.)
		}
		29 = {
			%d. Infanterie-Division (mot.)
		}
		30 = {
			%d. Infanterie-Division (mot.)
		}
		31 = {
			%d. Infanterie-Division (mot.)
		}
		32 = {
			%d. Infanterie-Division (mot.)
		}
		33 = {
			%d. Infanterie-Division (mot.)
		}
		34 = {
			%d. Infanterie-Division (mot.)
		}
		35 = {
			%d. Infanterie-Division (mot.)
		}
		36 = {
			%d. Infanterie-Division (mot.)
		}
		37 = {
			%d. Infanterie-Division (mot.)
		}
		38 = {
			%d. Infanterie-Division (mot.)
		}
		39 = {
			%d. Infanterie-Division (mot.)
		}
		40 = {
			%d. Infanterie-Division (mot.)
		}
		41 = {
			%d. Infanterie-Division (mot.)
		}
		42 = {
			%d. Infanterie-Division (mot.)
		}
		43 = {
			%d. Infanterie-Division (mot.)
		}
		44 = {
			%d. Infanterie-Division (mot.)
		}
		45 = {
			%d. Infanterie-Division (mot.)
		}
		46 = {
			%d. Infanterie-Division (mot.)
		}
		47 = {
			%d. Infanterie-Division (mot.)
		}
		48 = 
# ... (truncated)
### Entity: Idea
Component: HUN_indigenous_designs
Constructs: research_bonus
Source: game
File: common/ideas/hungary.txt

Code:
HUN_indigenous_designs = {
	allowed = {
		OR = {
			original_tag = HUN COG
		}
	}
	picture = generic_air_research
	allowed_civil_war = {

	}
	research_bonus = {
		air_equipment = 0.15
	}
}
### Entity: AI Strategy
Component: EAI_JAP_air_production_early
Source: game
File: common/ai_strategy/JAP_EAI.txt

Code:
EAI_JAP_air_production_early = {
	allowed = {
		tag = JAP
	}
	enable = {
		always = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = air_factory_balance
		value = 0
	}
}
### Entity: Modifier Reference
Component: PHI_preemptive_strikes_dynamic_modifier
Constructs: industrial_capacity_factory
Source: game
File: common/dynamic_modifiers/SEA_dynamic_modifiers.txt

Code:
PHI_preemptive_strikes_dynamic_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_FRA_army_of_aggression_focus
	max_planning_factor = PHI_preemptive_strikes_max_planning_factor
	production_factory_max_efficiency_factor = PHI_preemptive_strikes_production_factory_max_efficiency_factor
	justify_war_goal_time = PHI_preemptive_strikes_justify_war_goal_time
	generate_wargoal_tension = PHI_preemptive_strikes_generate_wargoal_tension
	industrial_capacity_dockyard = PHI_preemptive_strikes_industrial_capacity_dockyard
	production_factory_start_efficiency_factor = PHI_preemptive_strikes_production_factory_start_efficiency_factor
	compliance_growth = PHI_preemptive_strikes_compliance_growth
	resistance_growth = PHI_preemptive_strikes_resistance_growth
	non_core_manpower = PHI_preemptive_strikes_non_core_manpower
	navy_org_factor = PHI_preemptive_strikes_navy_org_factor
	navy_max_range_factor = PHI_preemptive_strikes_navy_max_range_factor
	air_range_factor = PHI_preemptive_strikes_air_range_factor
	air_mission_efficiency = PHI_preemptive_strikes_air_mission_efficiency
	industrial_capacity_factory = PHI_preemptive_strikes_industrial_capacity_factory
}
### Entity: Trigger Reference
Construct: trait
Constructs: trait, has_dlc, has_tech
Source: vanilla_docs
File: common/scientist_traits/_documentation.md

Doc:
# Example of scientist trait

```
my_scientist_trait_token = {
	# Optional
	# Localization key used for the name of the trait
	name = name_loc_key
    # if name provided, use it.
    # else use loc key my_scientist_trait_token
	
	# Optional
	# GFX key of the icon used to illustrate the Trait
	icon = GFX_icon
    # if icon provided, use GFX_icon
    # else use key GFX_my_scientist_trait_token
	
	# Optional
	# Modifiers that will apply to the special project the scientist with that trait is attached to
	modifier = {
		special_project_prototype_speed_factor = 0.5
	}
	
	# Optional
	# Trait limited to scientist with that specialization only.
	# If not specified it will applicable to all scientist specializations
	specialization = {specialization_land}
	
	# Optional
	# Allow trait for recruitable scientist based on trigger. Country scope is FROM, ROOT and PREV
	available = {
		has_dlc = "No Step Back"
		ROOT = {
			has_tech = tech_engineers
		}
	}
}
```
### Entity: Event
Component: jordan.9
Constructs: is_triggered_only, add_stability, add_political_power, swap_ideas, remove_idea, add_idea
Source: game
File: events/Jordan.txt

Code:
country_event = {
	id = jordan.9
	title = jordan.9.t
	desc = jordan.9.d
	picture = GFX_report_event_por_salazar_franco1
	is_triggered_only = yes
	option = {
		name = jordan.5.a
		add_political_power = 75
		add_stability = 0.05
		swap_ideas = {
			remove_idea = JOR_1928_treaty_idea
			add_idea = JOR_1928_treaty_idea1
		}
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_socialist_victory
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_socialist_victory
	icon = GFX_focus_generic_red_flags
	prerequisite = {
		focus = BEL_snap_election
	}
	relative_position_id = BEL_snap_election
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	x = 2
	y = 1
	cost = 0
	available = {
		custom_trigger_tooltip = {
			tooltip = BEL_auto_complete_snap_election_tt
			always = no
		}
	}
	completion_reward = {
		custom_effect_tooltip = BEL_royal_intervention_complete_spaak_tt
	}
}
### Entity: Modifier Reference
Component: idea_PAR_river_navy
Constructs: remove_trigger, has_capitulated
Source: game
File: common/dynamic_modifiers/toa_dynamic_modifiers.txt

Code:
idea_PAR_river_navy = {
	remove_trigger = {
		PAR = {
			has_capitulated = yes
		}
	}
	icon = GFX_MODIFIER_NAVAL_INVASION_DIVISION_CAP
	army_core_defence_factor = 0.2
	resistance_target = 0.5
	resistance_growth_on_our_occupied_states = 0.25
	resistance_activity = 1
	resistance_damage_to_garrison_on_our_occupied_states = 1
	resistance_garrison_penetration_chance = 1
}
### Entity: Event
Component: AUS_political_events.47
Constructs: is_triggered_only, ai_chance, fire_only_once
Source: game
File: events/WUW_Austria.txt

Code:
country_event = {
	id = AUS_political_events.47
	title = AUS_political_events.47.t
	desc = AUS_political_events.47.desc
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = AUS_political_events.47.a
		ai_chance = {
			base = 10
		}
		event_option_tooltip = AUS_political_events.46.b
	} {
		name = AUS_political_events.47.b
		ai_chance = {
			base = 10
		}
		event_option_tooltip = AUS_political_events.44.a
		FROM = {
			country_event = {
				id = AUS_political_events.44
				hours = 6
			}
		}
	}
}
### Entity: Idea
Component: ktf
Constructs: has_dlc, research_bonus, equipment_bonus
Source: game
File: common/ideas/turkey.txt

Code:
ktf = {
	picture = generic_air_manufacturer_1
	allowed = {
		original_tag = TUR
		NOT = {
			has_dlc = Battle for the Bosporus
		}
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		medium_aircraft_manufacturer
	}
	equipment_bonus = {

	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: QUE_national_harbour_board
Source: game
File: common/ideas/quebec.txt

Code:
QUE_national_harbour_board = {
	allowed_civil_war = {
		always = no
	}
	picture = escort_effort_focus
	modifier = {
		production_speed_dockyard_factor = 0.1
		navy_org_factor = 0.1
	}
}
### Entity: Unit Template
Component: PAN_BB_HISTORICAL
Source: game
File: common/units/names_ships/PAN_ship_names.txt

Code:
PAN_BB_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BB
	for_countries = {
		PAN
	}
	type = ship
	ship_types = {
		ship_hull_heavy battleship
	}
	prefix = ARP 
	fallback_name = Acorazado %d
	unique = {
		Ciudad de Panamá La Revolución de 1889
	}
}
### Entity: Event
Component: SEA_imperial_influence_events.220
Constructs: is_triggered_only
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_imperial_influence_events.220
	title = SEA_imperial_influence_events.220.t
	desc = SEA_imperial_influence_events.220.desc
	picture = GFX_report_event_JAP_imperial_influence
	is_triggered_only = yes
	option = {
		name = SEA_imperial_influence_events.00.a
		activate_mission = JAP_naval_faction_demands_political_appointment
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_seek_a_defense_pact_with_the_allies
Constructs: prerequisite, limit, has_country_flag, completion_reward, has_civil_war, has_capitulated, is_faction_leader, is_subject
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_seek_a_defense_pact_with_the_allies
	icon = GFX_goal_generic_major_alliance
	prerequisite = {
		focus = SOV_anti_fascist_policies
	}
	x = 0
	y = 1
	relative_position_id = SOV_anti_fascist_policies
	cost = 5
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			has_civil_war = yes
		}
	}
	bypass = {
		OR = {
			NOT = {
				country_exists = FRA
			}
			FRA = {
				has_capitulated = yes
			}
		}
		NOT = {
			any_other_country = {
				is_faction_leader = yes
				SOV_is_valid_collective_security_target = yes
			}
		}
	}
	available = {
		NOT = {
			has_country_flag = SOV_paranoia_system_active_flag
		}
		is_subject = no
	}
	search_filters = {

	}
	completion_reward = {
		if = {
			limit = {
				country_exists = FRA
				FRA = {
					SOV_is_valid_collective_security_target = yes
				}
			}
			set_variable = {
				SOV_collective_security_target = FRA
			}
			FRA = {
				country_event = {
					id = NSB_soviet_policies_of_collective_security.1
					hours = 8
					random_hours = 4
				}
			}
		} {
			limit = {
				country_exists = POL
				POL = {
					SOV_is_valid_collective_security_target = yes
				}
				var:SOV_collective_security_target = {
					capital_scope = {
						is_on_continent = europe
					}
				}
			}
			custom_effect_tooltip = SOV_seek_a_defense_pact_with_the_allies_poland_tt
		}
		else_if = {
			limit = {
				country_exists = ENG
				is_faction_leader = yes
				ENG = {
					SOV_is_valid_collective_security_target = yes
				}
			}
			set_variable = {
				SOV_collective_security_target = FRA
			}
			ENG = {
				country_event = {
					id = NSB_soviet_policies_of_collective_security.1
					hours = 8
					random_hours = 4
				}
			}
		} {
			limit = {
				any_country = {
					is_faction_leader = yes
					capital_scope = {
						is_on_continent = europe
					}
					SOV_is_valid_collective_security_target = yes
				}
			}
			random_other_country = {
				limit = {
					is_faction_leader = yes
					capital_scope = {
						is_on_continent = europe
					}
					SOV_is_valid_collective_security_target = yes
				}
				ROOT = {
					set_variable = {
						SOV_collective_security_target = PREV
					}
				}
				country_event = {
					id = NSB_soviet_policies_of_collective_security.1
					hours = 8
					random_hours = 4
				}
			}
		} {
			limit = {
				any_other_country = {
					is_faction_leader = yes
					SOV_is_valid_collective_security_targ
# ... (truncated)
### Entity: Character
Component: NIC_carlos_brenes_jarquin
Source: game
File: common/characters/NIC.txt

Code:
NIC_carlos_brenes_jarquin = {
	advisor = {
		slot = political_advisor
		idea_token = NIC_carlos_brenes_jarquin
		allowed = {
			original_tag = NIC
		}
		traits = {
			silent_workhorse
		}
	}
	name = Carlos Brenes Jarquin
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_south_america_3
		}
	}
}
### Entity: Scripted Trigger
Component: is_not_controlled_by_ROOT_or_ally
Constructs: is_subject_of, is_in_faction_with
Source: game
File: common/scripted_triggers/00_scripted_triggers.txt

Code:
is_not_controlled_by_ROOT_or_ally = {
	custom_trigger_tooltip = {
		tooltip = is_not_controlled_by_ROOT_or_ally
		CONTROLLER = {
			NOT = {
				tag = ROOT
				is_subject_of = ROOT
				is_in_faction_with = ROOT
			}
		}
	}
}
### Entity: Character
Component: heavy_aircraft_manufacturer
Constructs: equipment_bonus
Source: game
File: common/country_leader/00_traits.txt

Code:
heavy_aircraft_manufacturer = {
	random = no
	equipment_bonus = {
		large_plane_airframe = {
			air_bombing = 0.1
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Modifier Reference
Component: PHI_american_interference_dynamic_modifier
Constructs: remove_trigger, is_subject_of, autonomy_gain, communism_drift
Source: game
File: common/dynamic_modifiers/SEA_dynamic_modifiers.txt

Code:
PHI_american_interference_dynamic_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_ARG_american_allyship
	remove_trigger = {
		NOT = {
			is_subject_of = USA
		}
	}
	autonomy_gain = PHI_american_interference_autonomy_gain
	license_subject_master_purchase_cost = PHI_american_interference_license_subject_master_purchase_cost
	license_production_speed = PHI_american_interference_license_production_speed
	research_sharing_per_country_bonus_factor = PHI_american_interference_research_sharing_per_country_bonus
	communism_drift = PHI_american_interference_communism
	production_speed_raiL_way_factor = PHI_american_interference_production_speed_rail_way_factor
	command_power_gain = PHI_american_interference_command_power_gain
	production_speed_air_base_factor = PHI_american_interference_production_speed_air_base_factor
	air_doctrine_cost_factor = PHI_philippine_army_air_corps_air_doctrine_cost_factor
}
### Entity: Character
Component: INS_syarif_muhammad_alkadrie
Constructs: has_cosmetic_tag, is_country_leader
Source: game
File: common/characters/INS.txt

Code:
INS_syarif_muhammad_alkadrie = {
	name = INS_syarif_muhammad_alkadrie
	portraits = {
		civilian = {
			large = GFX_portrait_INS_syarif_muhammad_alkadrie
			small = GFX_portrait_INS_syarif_muhammad_alkadrie_small
		}
	}
	country_leader = {
		ideology = despotism
		traits = {
			INS_sultan_of_the_kapuas_mouth
		}
		expire = 1965.1.1.1
		id = -1
	}
	advisor = {
		slot = political_advisor
		cost = 150
		idea_token = INS_syarif_muhammad_alkadrie
		allowed = {
			OR = {
				original_tag = INS HOL
			}
		}
		visible = {
			OR = {
				original_tag = INS
				AND = {
					original_tag = HOL
					has_cosmetic_tag = INS_UNION
				}
			}
			is_country_leader = no
		}
		available = {

		}
		traits = {
			INS_the_merchant_sultan_of_pontianak
		}
	}
}
### Entity: Event
Component: wuw_GER_diplomacy.103
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_diplomacy.103
	title = wuw_GER_diplomacy.103.t
	desc = wuw_GER_diplomacy.103.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = wuw_GER_diplomacy.103.a
	}
}
### Entity: Name List
Component: QUE
Source: game
File: common/names/00_names.txt

Code:
QUE = {
	male = {
		names = {
			Achille Adolphe Adrien Aimable Alphonse Amédée Antoine Armand August Augustin Aurelien Charles Daniel Denis Édouard Éttiene Elie Eugène Fernand François Frédéric Félicien Félix Georges Guillaume Gustave Henri Hubert Hugo Jacques Jean Joseph Jules Julien Lazare Leroy Louis Lucien Léopold Matthieu Michel Napoléon Nicolas Patrice Paul Philippe Pierre Robert Thibaut Thierry Thomas Charles John Frederick Douglas Patrick Leonard Henry Arthur Alexander Campbell Gilbert Albert Victor Julian Francis James Jonathan
		}
	}
	female = {
		names = {
			Anne Marie Françoise Gisèle Marguerite Marianne Simone Anaïs Irène Nathalie Elsa Emma Lea Olivia Alice Florence Zoe Chloe Beatrice Charlotte Rosalie Eva Juliette Sofia Jade Camille Victoria
		}
	}
	surnames = {
		Anthoine Baraguey d'Hilliers Bazaine Billot Bosquet Boué de Lapeyrère Boulanger Bourbaki Bouët-Willaumez Bugeaud Caillard Canrobert Courbet Cousin-Mountauban Delay de Castellane de Castelnau de Langle de Cary de MacMahon de Montaignac de Saint Arnaud d'Orleans Davout Dubail Dubois Duchêne Dupetit-Thouars Exelmans Foch Forey Franchet d'Espèrey Gallieni Gouraud Guillaumat Hamelin Harispe Hoche Humbert Jaurès Joffre Lebouef Lyautey Murat Ney d'Elchingen Nivelle Péllissier Petain Ropert Vaillant Grey Elliot Hamilton Gordon Stanley Campbell Ross Petty-Fitzmaurice Windham Young Doyle Hastings Blackwood MacDougall
	}
	callsigns = {
		Draco Fast Tiger Sparrow Ripper Sundance Toad Twitch Farmer Weasel Target Practice Invisible Beach Boy Princess The Mute Carpenter
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_courting_the_princess_of_industry
Constructs: prerequisite, completion_reward, add_political_power
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_courting_the_princess_of_industry
	icon = GFX_focus_AUS_courting_the_princess_of_industry
	prerequisite = {
		focus = AUS_invest_in_erzberg_steel_mines
	}
	mutually_exclusive = {

	}
	x = 0
	y = 1
	relative_position_id = AUS_invest_in_erzberg_steel_mines
	search_filters = {
		FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_POLITICAL
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_political_power = 100
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = AUS_elizabet_von_gutmann
	}
}
### Entity: Event
Component: INS_limited_war_events.6
Constructs: is_triggered_only, ai_chance
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_limited_war_events.6
	title = INS_limited_war_events.6.t
	desc = INS_limited_war_events.6.desc
	picture = GFX_report_event_SWE_psilander_affair
	is_triggered_only = yes
	option = {
		name = INS_limited_war_events.6.a
		ai_chance = {
			base = 1
		}
		INS = {
			country_event = {
				id = INS_limited_war_events.7
				hours = 2
			}
		}
	} {
		name = INS_limited_war_events.6.b
		ai_chance = {
			base = 0
		}
		INS = {
			country_event = {
				id = INS_limited_war_events.9
				hours = 2
			}
		}
	}
}
### Entity: Scripted Localization
Component: defined_text
Constructs: has_completed_focus
Source: game
File: common/scripted_localisation/TOA_Chile_scripted_loc.txt

Code:
defined_text = {
	name = CHL_devalue_the_peso_key
	text = {
		trigger = {
			tag = CHL
			NOT = {
				has_completed_focus = CHL_introduce_the_franc
			}
		}
		localization_key = CHL_devalue_the_peso_peso
	} {
		trigger = {
			tag = CHL
			has_completed_focus = CHL_introduce_the_franc
		}
		localization_key = CHL_devalue_the_peso_franc
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_corpo_volontari_della_liberta
Constructs: division_template, prerequisite, limit, has_government, completion_reward, set_temp_variable, check_variable, random_core_state
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_corpo_volontari_della_liberta
	icon = GFX_focus_ITA_corpo_volontari_della_liberta
	prerequisite = {
		focus = ITA_fronte_militare_clandestino
	}
	mutually_exclusive = {
		focus = ITA_the_carabinieri
	}
	x = -1
	y = 1
	relative_position_id = ITA_fronte_militare_clandestino
	cost = 5
	bypass = {
		ITA_is_antifascist_civil_war_over = yes
	}
	available = {
		NOT = {
			has_government = neutrality
		} {
			has_government = fascism
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		custom_effect_tooltip = ITA_corpo_volontari_della_liberta_spawn_divs_tt
		hidden_effect = {
			set_temp_variable = {
				i = 0
			}
			while_loop_effect = {
				limit = {
					check_variable = {
						i = 5
						compare = less_than
					}
				}
				random_core_state = {
					limit = {
						is_fully_controlled_by = ROOT
						NOT = {
							has_state_flag = ITA_corpo_volontari_della_liberta_partisans_raised_flag
						}
					}
					create_unit = {
						division = division_template = "Divisione Partigiana" start_experience_factor = 0.1 start_equipment_factor = 1.0
						owner = ROOT
						count = 2
					}
					set_state_flag = ITA_corpo_volontari_della_liberta_partisans_raised_flag
				}
				add_to_temp_variable = {
					i = 1
				}
			}
		}
		if = {
			limit = {
				capital_scope = {
					is_fully_controlled_by = ROOT
				}
			}
			capital_scope = {
				custom_effect_tooltip = ITA_corpo_volontari_della_liberta_spawn_divs_capital_tt
				hidden_effect = {
					create_unit = {
						division = division_template = "Divisione di Fanteria" start_experience_factor = 0.1 start_equipment_factor = 1.0
						owner = ROOT
						count = 2
					}
				}
			}
		}
	}
}
### Entity: Idea
Component: WAF_alexander_mori
Source: game
File: common/ideas/catism.txt

Code:
WAF_alexander_mori = {
	ledger = army
	allowed = {
		original_tag = WAF
	}
	traits = {
		army_regrouping_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: TIB_taktra_rinpoche
Source: game
File: common/characters/TIB.txt

Code:
TIB_taktra_rinpoche = {
	advisor = {
		slot = political_advisor
		idea_token = TIB_taktra_rinpoche
		allowed = {
			original_tag = TIB
		}
		traits = {
			backroom_backstabber
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	name = TIB_taktra_rinpoche
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_asia_3
		}
	}
}
### Entity: National Focus
Component: bra_naval_logistics
Constructs: prerequisite, add_ideas, completion_reward, is_in_faction, add_tech_bonus, tp_bonus
Source: game
File: common/national_focus/r56_brazil.txt

Code:
focus = {
	id = bra_naval_logistics
	icon = GFX_goal_generic_naval_effort2
	prerequisite = {
		focus = bra_transatlantico bra_amigo_aliados
	}
	relative_position_id = bra_transatlantico
	x = -2
	y = 1
	cost = 5
	available = {
		is_in_faction = yes
		num_faction_members = > 2
	}
	bypass = {

	}
	completion_reward = {
		add_ideas = r56_CAN_merchant_fleet_idea
		add_tech_bonus = {
			name = tp_bonus
			bonus = 1.0
			uses = 1
			category = tp_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: Idea
Component: ITA_finsider
Constructs: research_bonus
Source: game
File: common/ideas/r56_italy.txt

Code:
ITA_finsider = {
	picture = generic_industrial_concern_3
	allowed = {
		original_tag = ITA
	}
	available = {

	}
	research_bonus = {
		industry = 0.1
		naval_armor_tech = 0.15
	}
	traits = {
		industrial_concern
	}
	modifier = {
		production_speed_steel_mill_factor = 0.1
	}
}