Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Decision
Component: CHI_political_power_struggle
Constructs: has_completed_focus, has_war_with, has_country_flag, has_dlc, is_literally_china, has_event_target
Source: game
File: common/decisions/categories/CHI_decision_categories.txt

Code:
CHI_political_power_struggle = {
	allowed = {
		has_dlc = Waking the Tiger
		NOT = {
			has_dlc = No Compromise, No Surrender
		}
	} {
		is_literally_china = yes
	}
	icon = power_struggle
	picture = GFX_decision_cat_picture_chi_political_support
	priority = {
		base = 0
		modifier = {
			add = 10
			has_country_flag = wtt_political_struggle
			any_other_country = {
				has_country_flag = wtt_political_struggle
			}
		}
	}
	custom_icon = {
		tag = CHI
		value = china_struggle_icon_value
		desc = china_struggle_full_support_breakdown
		visible = {
			has_event_target = scope_CHI
		}
	} {
		tag = PRC
		value = china_struggle_icon_value
		desc = china_struggle_full_support_breakdown
		visible = {
			has_event_target = scope_PRC
		}
	} {
		tag = GXC
		value = china_struggle_icon_value
		desc = china_struggle_full_support_breakdown
		visible = {
			has_event_target = scope_GXC
		}
	} {
		tag = YUN
		value = china_struggle_icon_value
		desc = china_struggle_full_support_breakdown
		visible = {
			has_event_target = scope_YUN
		}
	} {
		tag = SHX
		value = china_struggle_icon_value
		desc = china_struggle_full_support_breakdown
		visible = {
			has_event_target = scope_SHX
		}
	} {
		tag = XSM
		value = china_struggle_icon_value
		desc = china_struggle_full_support_breakdown
		visible = {
			has_event_target = scope_XSM
		}
	} {
		tag = SIK
		value = china_struggle_icon_value
		desc = china_struggle_full_support_breakdown
		visible = {
			has_event_target = scope_SIK
		}
	}
	visible = {
		event_target:WTT_current_china_leader = {
			NOT = {
				has_war_with = ROOT
			}
		}
		NOT = {
			has_completed_focus = CHI_opposition
		}
	}
}
### Entity: Achievement
Component: manifesting_a_better_tomorrow
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting, has_dlc
Source: game
File: common/achievements.txt

Code:
manifesting_a_better_tomorrow = {
	id = 266
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		has_dlc = No Compromise, No Surrender
	}
	happened = {
		faction_manifest_fulfillment = > 0.99
	}
}
### Entity: National Focus
Tree: mal_focus
Component: MAL_the_straits_2
Constructs: prerequisite, completion_reward, is_subject_of
Source: game
File: common/national_focus/malaysia.txt

Code:
focus = {
	id = MAL_the_straits_2
	icon = GFX_goal_generic_navy_battleship
	ai_will_do = {
		factor = 2
	}
	x = 41
	y = 3
	prerequisite = {
		focus = MAL_the_straits_1
	}
	available = {
		is_subject_of = ENG
	}
	bypass = {
		NOT = {
			is_subject_of = ENG
		}
	}
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		ENG = {
			country_event = {
				id = malaysia.2
			}
		}
	}
}
### Entity: Event
Component: axis_minors_croatia.9
Constructs: has_completed_focus, limit, add_ideas, has_government, has_idea
Source: game
File: events/r56_croatia.txt

Code:
country_event = {
	id = axis_minors_croatia.9
	title = axis_minors_croatia.9.t
	desc = axis_minors_croatia.9.desc
	picture = GFX_report_event_generic_sign_treaty1
	mean_time_to_happen = {
		days = 4
	}
	trigger = {
		original_tag = CRO
		has_government = fascism
		OR = {
			AND = {
				has_completed_focus = CRO_nationalism_focus
				NOT = {
					has_idea = nationalism
				}
			} {
				has_completed_focus = CRO_militarism
				NOT = {
					has_idea = CRO_militarism_focus
				}
			} {
				has_completed_focus = CRO_military_youth
				NOT = {
					has_idea = military_youth_focus
				}
			} {
				has_completed_focus = CRO_anti_partizan_tactics
				NOT = {
					has_idea = CRO_idea_anti_partizan_tactics
				}
			}
		}
	}
	option = {
		name = axis_minors_croatia.9.a
		if = {
			limit = {
				NOT = {
					has_idea = nationalism
				}
			}
			add_ideas = nationalism
		} {
			limit = {
				NOT = {
					has_idea = CRO_militarism_focus
				}
			}
			add_ideas = CRO_militarism_focus
		} {
			limit = {
				NOT = {
					has_idea = military_youth_focus
				}
			}
			add_ideas = military_youth_focus
		} {
			limit = {
				NOT = {
					has_idea = CRO_idea_anti_partizan_tactics
				}
			}
			add_ideas = CRO_idea_anti_partizan_tactics
		}
	}
}
### Entity: State History
Component: 769
Constructs: limit, has_dlc, add_dynamic_modifier, add_core_of
Source: game
File: history/states/769-Burundi.txt

Code:
state = {
	id = 769
	name = STATE_769
	state_category = pastoral
	manpower = 2145731
	history = {
		owner = BEL
		IF = {
			limit = {
				has_dlc = Gotterdammerung
			}
			transfer_state_to = COG
			add_dynamic_modifier = {
				modifier = COG_burundian_separatism_modifier
			}
		}
		add_core_of = BRD
		victory_points = {
			2220 1
		}
		buildings = {
			infrastructure = 1
		}
	}
	provinces = {
		2220 13363
	}
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_defense_bill
Constructs: has_completed_focus, prerequisite, limit, completion_reward, add_command_power, remove_dynamic_modifier, add_to_variable
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_defense_bill
	icon = GFX_focus_generic_treaty
	prerequisite = {
		focus = BEL_independent_neutral_and_loyal
	}
	relative_position_id = BEL_independent_neutral_and_loyal
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_INDUSTRY FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_HISTORICAL FOCUS_FILTER_ARMY_XP
	}
	x = -3
	y = 1
	cost = 10
	available = {

	}
	available_if_capitulated = yes
	completion_reward = {
		add_command_power = 50
		army_experience = 25
		IF = {
			limit = {
				has_completed_focus = BEL_repudiate_treaty_with_france
			}
			remove_dynamic_modifier = {
				modifier = BEL_scars_of_ww1_dynamic_modifier
			}
		}
		ELSE = {
			custom_effect_tooltip = BEL_modify_scars_of_ww1_dynamic_modifier_tt
			add_to_variable = {
				BEL_scars_of_ww1_production_speed_arms_factory_factor = 0.2
				tooltip = production_speed_arms_factory_factor_tt
			} {
				BEL_scars_of_ww1_conscription_factor = 0.1
				tooltip = conscription_factor_tt
			} {
				BEL_scars_of_ww1_war_support_factor = 0.15
				tooltip = war_support_factor_tt
			} {
				BEL_scars_of_ww1_army_org_factor = 0.1
				tooltip = army_org_factor_tt
			}
		}
	}
}
### Entity: National Focus
Tree: lie_focus
Component: LIE_our_own_path
Constructs: prerequisite, has_government, add_war_support, completion_reward, is_subject, is_in_faction, set_rule
Source: game
File: common/national_focus/liechtenstein.txt

Code:
focus = {
	id = LIE_our_own_path
	icon = GFX_goal_LIE_flag
	prerequisite = {
		focus = LIE_the_liechtenstein_ss
	}
	mutually_exclusive = {
		focus = LIE_brothers_in_arms
	}
	x = 0
	y = 2
	relative_position_id = LIE_the_liechtenstein_ss
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_government = fascism
		is_subject = no
		is_in_faction = no
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_ALLIANCE
	}
	completion_reward = {
		add_war_support = 0.1
		set_rule = {
			can_create_factions = yes
		}
	}
}
### Entity: National Focus
Component: wuw_HUN_government_of_national_unity
Constructs: prerequisite, limit, has_government, completion_reward, is_subject, cancel_if_invalid, add_trait, add_threat
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_government_of_national_unity
	icon = GFX_focus_HUN_government_of_national_unity
	prerequisite = {
		focus = wuw_HUN_the_march_on_budapest
	}
	x = 0
	y = 1
	relative_position_id = wuw_HUN_the_march_on_budapest
	cost = 5
	ai_will_do = {
		factor = 25
	}
	available = {
		OR = {
			has_government = neutrality fascism
		}
		is_subject = no
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		IF = {
			limit = {
				NOT = {
					has_government = fascism
				}
			}
			country_event = {
				id = WW_hungary.103
				hours = 0
			}
		}
		ELSE_IF = {
			limit = {
				has_government = fascism
			}
			add_trait = {
				character = HUN_ferenc_szalasi
				ideology = nazism
				trait = HUN_nemzetvezeto_trait
			}
			custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
			add_threat = 1
			set_party_name = {
				ideology = fascism
				long_name = HUN_arrow_cross_party_hungarist_movement_long
				name = HUN_arrow_cross_party_hungarist_movement
			}
			HUN_remove_trianon_effect = yes
			hidden_effect = {
				news_event = {
					id = news.298
					days = 1
				}
			}
		}
	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_soviet_equipment_shipments
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, has_global_flag, complete_tooltip, every_state
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPR_soviet_equipment_shipments
	available = {
		NOT = {
			has_war_with = SOV
		}
		SOV = {
			has_government = communism
		}
	}
	bypass = {
		has_global_flag = scw_over
	}
	prerequisite = {
		focus = SPR_expand_soviet_aid
	}
	icon = GFX_goal_generic_build_tank
	x = -1
	y = 1
	relative_position_id = SPR_expand_soviet_aid
	cost = 5
	available_if_capitulated = yes
	complete_tooltip = {
		every_state = {
			limit = {
				has_state_flag = SPR_soviet_equipment_shipments_1mil
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		SOV = {
			add_timed_idea = {
				idea = SPR_equipment_shipments
				days = 730
			}
			add_ai_strategy = {
				type = send_lend_lease_desire
				id = SPR
				value = 200
			}
		}
		add_timed_idea = {
			idea = SPR_equipment_shipments_spain
			days = 730
		}
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
				}
				is_core_of = ROOT
			}
			set_state_flag = SPR_soviet_equipment_shipments_1mil
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
				}
				is_core_of = ROOT
				NOT = {
					has_state_flag = SPR_soviet_equipment_shipments_1mil
				}
			}
			set_state_flag = SPR_soviet_equipment_shipments_1mil
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
				}
				is_core_of = ROOT
				NOT = {
					has_state_flag = SPR_soviet_equipment_shipments_1mil
				}
			}
			set_state_flag = SPR_soviet_equipment_shipments_1mil
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Event
Component: cold_war.3
Constructs: is_triggered_only, has_government, fire_only_once, has_country_leader, retire_country_leader, add_country_leader_role
Source: game
File: events/Cold_War.txt

Code:
country_event = {
	id = cold_war.3
	picture = GFX_report_event_generic_conference
	title = cold_war.3.t
	desc = cold_war.3.d
	fire_only_once = yes
	is_triggered_only = yes
	trigger = {
		has_government = neutrality
		has_country_leader = {
			character = YEM_abdullah_bin_ahmed_al_wazir
			ruling_only = yes
		}
	}
	option = {
		name = cold_war.3.a
		retire_country_leader = yes
		add_country_leader_role = {
			character = YEM_ahmad_bin_yahya
			promote_leader = yes
			country_leader = {
				ideology = conservatism_n
				expire = 1962.1.1.1
				traits = {
					army_connections unpopular2
				}
			}
		}
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_join_the_allies
Constructs: prerequisite, random_country, has_government, is_major, completion_reward, is_faction_leader, is_in_faction, is_subject
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_join_the_allies
	icon = GFX_focus_ARG_help_the_allies
	prerequisite = {
		focus = ARG_joint_military_exercises ARG_reinforced_alliance ARG_alvears_democracy ARG_the_american_push
	}
	x = -1
	y = 3
	relative_position_id = ARG_reinforced_alliance
	mutually_exclusive = {
		focus = ARG_bastion_of_democracy ARG_maintain_neutrality
	}
	cost = 10
	available = {
		any_country = {
			is_major = yes
			has_government = democratic
			is_faction_leader = yes
		}
		is_in_faction = no
		is_subject = no
	}
	bypass = {
		is_in_faction_with = ENG
		has_government = democratic
		ENG = {
			has_government = democratic
		}
	}
	ai_will_do = {
		factor = 10
	}
	search_filters = {

	}
	completion_reward = {
		random_country = {
			LIMIT = {
				is_major = yes
				has_government = democratic
				is_faction_leader = yes
				OR = {
					original_tag = ENG USA
				}
			}
			country_event = generic.2
		}
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_strengthen_ties_with_british_investors_GOE
Constructs: every_owned_state, prerequisite, limit, completion_reward, is_ally_with, add_autonomy_ratio, has_dlc, add_equipment_subsidy
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_strengthen_ties_with_british_investors_GOE
	icon = GFX_goal_generic_positive_trade_relations
	prerequisite = {
		focus = RAJ_crown_commodities RAJ_the_riches_of_the_raj
	}
	x = 1
	y = 1
	relative_position_id = RAJ_crown_commodities
	cost = 5
	available = {
		is_ally_with = ENG
	}
	bypass_if_unavailable = yes
	search_filters = {
		FOCUS_FILTER_TFV_AUTONOMY FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_autonomy_ratio = {
			value = -0.15
			localization = RAJ_strengthen_ties_with_british_investors
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_equipment_subsidy = {
				cic = 1000
				equipment_type = infantry_equipment
				seller_tags = {
					ENG
				}
			} {
				cic = 1000
				equipment_type = motorized_equipment
				seller_tags = {
					ENG
				}
			} {
				cic = 1000
				equipment_type = artillery_equipment
				seller_tags = {
					ENG
				}
			} {
				cic = 1000
				equipment_type = light_tank_chassis
				seller_tags = {
					ENG
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		every_owned_state = {
			limit = {
				is_fully_controlled_by = ROOT
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			random_select_amount = 2
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Event
Component: mtg_britain.21
Constructs: is_triggered_only, limit, has_government, swap_ideas, remove_idea, add_idea, is_subject, has_dlc
Source: game
File: events/MTG_Britain.txt

Code:
country_event = {
	id = mtg_britain.21
	title = mtg_britain.21.t
	desc = mtg_britain.18.d
	picture = GFX_report_event_generic_sign_treaty3
	is_triggered_only = yes
	option = {
		name = mtg_britain.18.a
		effect_tooltip = {
			swap_ideas = {
				remove_idea = ENG_guided_by_britain_RAJ_1
				add_idea = ENG_guided_by_britain_RAJ_2
			}
			if = {
				limit = {
					tag = RAJ
					NOT = {
						is_subject = no
					}
					has_dlc = Together for Victory
				}
				ENG = {
					if = {
						limit = {
							NOT = {
								has_government = fascism
							}
						}
						set_autonomy = {
							target = RAJ
							autonomy_state = autonomy_dominion
						}
					}
					else = {
						set_autonomy = {
							target = RAJ
							autonomy_state = autonomy_satellite
						}
					}
				}
			} {
				limit = {
					tag = PAK
					NOT = {
						is_subject = no
					} {
						has_autonomy_state = autonomy_dominion
					}
					has_dlc = Together for Victory
				}
				ENG = {
					set_autonomy = {
						target = PAK
						autonomy_state = autonomy_dominion
					}
				}
			} {
				limit = {
					tag = BAN
					NOT = {
						is_subject = no
					} {
						has_autonomy_state = autonomy_dominion
					}
					has_dlc = Together for Victory
				}
				ENG = {
					set_autonomy = {
						target = BAN
						autonomy_state = autonomy_dominion
					}
				}
			} {
				limit = {
					NOT = {
						has_dlc = Graveyard of Empires
					}
				}
				retire_country_leader = yes
			}
		}
		if = {
			limit = {
				has_dlc = Graveyard of Empires
			}
			if = {
				limit = {
					has_country_leader = {
						character = RAJ_lord_linlithgow
					}
					has_country_leader_with_trait = aloof_authority
				}
				remove_country_leader_trait = {
					trait = aloof_authority
				}
			}
			else_if = {
				limit = {
					has_country_leader = {
						character = RAJ_freeman_freeman_thomas
					}
					has_country_leader_with_trait = staunch_imperialist
				}
				remove_country_leader_trait = {
					trait = staunch_imperialist
				}
			}
		}
	}
}
### Entity: Achievement
Component: the_balkan_powder_keg
Constructs: has_country_flag, is_ironman, has_start_date, has_any_custom_difficulty_setting
Source: game
File: common/achievements.txt

Code:
the_balkan_powder_keg = {
	id = 52
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		tag = YUG
	}
	happened = {
		has_country_flag = YUG_delcared_war_on_axis_allies
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_immigration_wave
Constructs: prerequisite, completion_reward, set_country_flag
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_immigration_wave
	icon = GFX_focus_ARG_immigration_wave
	prerequisite = {
		focus = ARG_economic_reactivation_act
	}
	x = 0
	y = 1
	relative_position_id = ARG_economic_reactivation_act
	cost = 10
	available = {

	}
	ai_will_do = {
		factor = 10
	}
	search_filters = {

	}
	completion_reward = {
		set_country_flag = JUNO_promote_immigration_flag
		custom_effect_tooltip = BRA_promote_immigration_to_brazil_tt
	}
}
### Entity: Idea
Component: IRQ_command_of_the_faithful
Constructs: removal_cost
Source: game
File: common/ideas/iraq.txt

Code:
IRQ_command_of_the_faithful = {
	allowed = {
		OR = {
			original_tag = IRQ KUM KHM
		}
	}
	removal_cost = -1
	picture = raj_marginalized_muslim_community_angry
	modifier = {
		weekly_manpower = 500
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_introduce_the_baojia_system
Constructs: division_template, prerequisite, limit, add_ideas, completion_reward, random_core_state, is_fully_controlled_by, create_unit
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_introduce_the_baojia_system
	icon = GFX_focus_CHI_baojia_system
	prerequisite = {
		focus = CHI_one_nation_undivided
	}
	mutually_exclusive = {
		focus = CHI_expand_the_tongzi_jun
	}
	x = -1
	y = 1
	relative_position_id = CHI_one_nation_undivided
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = CHI_baojia
		custom_effect_tooltip = generic_skip_one_line_tt
		hidden_effect = {
			delete_unit_template_and_units = {
				division_template = Baojia Juntuán
				disband = yes
			}
			division_template = {
				name = Baojia Juntuán
				division_names_group = CHI_INF_01
				role = garrison
				template_counter = 118
				priority = 0
				regiments = {
					infantry = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					}
				}
				support = {

				}
			}
		}
		random_core_state = {
			limit = {
				is_fully_controlled_by = ROOT
			}
			create_unit = {
				division = name = "Baojia Juntuán" division_template = "Baojia Juntuán" start_experience_factor = 0.1 start_equipment_factor = 0.5
				owner = ROOT
				count = 3
			}
		}
	}
}
### Entity: Achievement
Component: hail_to_the_qing
Constructs: has_completed_focus, is_ironman, has_start_date, has_any_custom_difficulty_setting
Source: game
File: common/achievements.txt

Code:
hail_to_the_qing = {
	id = 63
	possible = {
		tag = MAN
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
	}
	happened = {
		custom_trigger_tooltip = {
			tooltip = MAN_has_completed_claim_the_mandate_of_heaven_focus
			OR = {
				has_completed_focus = MAN_claim_the_mandate_of_heaven MAN_tsr_claim_the_mandate_of_heaven
			}
		}
	}
}
### Entity: Unit Template
Component: OMA_CAV_01
Source: game
File: common/units/names_divisions/OMA_names_divisions.txt

Code:
OMA_CAV_01 = {
	name = Cavalry Divisions
	for_countries = {
		OMA
	}
	can_use = {
		always = yes
	}
	division_types = {
		cavalry
	}
	fallback_name = Omani Sipahis al-%dr
	ordered = {
		1 = {
			Omani Sipahis al-%di
		}
		2 = {
			Omani Sipahis al-%di
		}
		3 = {
			Omani Sipahis al-%di
		}
		4 = {
			Omani Sipahis al-%di
		}
		5 = {
			Omani Sipahis al-%di
		}
		6 = {
			Omani Sipahis al-%di
		}
		7 = {
			Omani Sipahis al-%di
		}
		8 = {
			Omani Sipahis al-%di
		}
		9 = {
			Omani Sipahis al-%di
		}
		10 = {
			Omani Sipahis al-%di
		}
		11 = {
			Omani Sipahis al-%dr
		}
		12 = {
			Omani Sipahis al-%dr
		}
		13 = {
			Omani Sipahis al-%dr
		}
		14 = {
			Omani Sipahis al-%dr
		}
		15 = {
			Omani Sipahis al-%dr
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_reform_3
Constructs: prerequisite, completion_reward, add_timed_idea
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_reform_3
	icon = GFX_goal_generic_propaganda
	prerequisite = {
		focus = AFG_reform_1
	} {
		focus = AFG_hold_elections
	}
	x = -2
	y = 1
	relative_position_id = AFG_reform_1
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_timed_idea = {
			idea = AFG_curtail_anti_democratic_sentiments
			days = 720
		}
	}
}
### Entity: Character
Component: ZAM_coi
Source: game
File: common/characters/ZAM.txt

Code:
ZAM_coi = {
	advisor = {
		slot = political_advisor
		idea_token = ZAM_coi
		allowed = {
			original_tag = ZAM
		}
		traits = {
			captain_of_industry
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_1
		}
	}
}
### Entity: Character
Component: NOR_fascist_advocate
Constructs: stability_factor, fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
NOR_fascist_advocate = {
	random = no
	sprite = 13
	stability_factor = 0.15
	fascism_drift = 0.03
}
### Entity: Event
Component: new_ger.46
Constructs: is_triggered_only, add_stability, retire_character
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.46
	title = new_ger.46.t
	desc = new_ger.46.d
	picture = GFX_report_event_soviet_purge_speech
	is_triggered_only = yes
	option = {
		name = new_ger.46.a
		retire_character = GER_paul_frolich
		add_stability = -0.025
	}
}
### Entity: Event
Component: south_american_events.55
Constructs: is_triggered_only, ai_chance, add_opinion_modifier
Source: game
File: events/TOA_Generic_Events.txt

Code:
country_event = {
	id = south_american_events.55
	title = south_american_events.55.t
	desc = south_american_events.55.desc
	picture = GFX_report_event_usa_election_generic
	is_triggered_only = yes
	option = {
		name = south_american_events.55.a
		ai_chance = {
			base = 10
		}
		add_opinion_modifier = {
			target = USA
			modifier = USA_monroe_abandoned_us
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/ELS_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_0
			creator = ELS
		}
		requested_factories = 1
		progress = 0.72
		efficiency = 100
	}
}