Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: EAI_PC_cancel_projects
Constructs: limit, has_country_flag, check_variable, is_in_array, set_temp_variable, clear_temp_array
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_effects.txt

Code:
EAI_PC_cancel_projects = {
	for_each_loop = {
		array = EAI_PC_queue
		value = _project_id
		if = {
			limit = {
				if = {
					limit = {
						check_variable = {
							_cancel_projects_IDS^num = > 0
						}
					}
					is_in_array = {
						_cancel_projects_IDS = _project_id
					}
				} {
					limit = {
						check_variable = {
							_cancel_projects_TYPE_IDS^num = > 0
						}
					}
					is_in_array = {
						_cancel_projects_TYPE_IDS = EAI_PC_type_id^_project_id
					}
				} {
					limit = {
						check_variable = {
							_cancel_projects_PROVINCES^num = > 0
						}
					}
					is_in_array = {
						_cancel_projects_PROVINCES = EAI_PC_target_province^_project_id
					}
				} {
					limit = {
						check_variable = {
							_cancel_projects_STATES^num = > 0
						}
					}
					is_in_array = {
						_cancel_projects_STATES = EAI_PC_target_state^_project_id
					}
				} {
					limit = {
						check_variable = {
							_cancel_projects_TYPES^num = > 0
						}
					}
					is_in_array = {
						_cancel_projects_TYPES = EAI_PC_building_type^_project_id
					}
				} {
					limit = {
						check_variable = {
							_include_progressed = 0
						}
					}
					check_variable = {
						EAI_PC_progress^_project_id = EAI_PC_project_cost^_project_id
					}
				}
			}
			if = {
				limit = {
					OR = {
						has_country_flag = EAI_priority_construction_logging
						AND = {
							has_country_flag = EAI_PC_AA_logging
							check_variable = {
								EAI_PC_building_type^_project_id = global.EAI_PC_AA
							}
						} {
							has_country_flag = EAI_PC_AIRBASE_logging
							check_variable = {
								EAI_PC_building_type^_project_id = global.EAI_PC_AIR
							}
						} {
							has_country_flag = EAI_PC_FORT_logging
							check_variable = {
								EAI_PC_building_type^_project_id = global.EAI_PC_BUNKER
							}
						} {
							has_country_flag = EAI_PC_FORT_logging
							check_variable = {
								EAI_PC_building_type^_project_id = global.EAI_PC_CBUNKER
							}
						} {
							has_country_flag = EAI_PC_INFRA_logging
							check_variable = {
								EAI_PC_building_type^_project_id = global.EAI_PC_INF
							}
						} {
							has_country_flag = EAI_PC_RAIL_logging
							check_variable = {
								EAI_PC_building_type^_project_id = global.EAI_PC_RAIL
							}
						}
					}
				}
				log = [GetYear] [GetMonth] | AI | [PREV.GetName] | PC:  _include_progresse
# ... (truncated)
### Entity: National Focus
Tree: lit_focus
Component: LIT_vote_on_monarchy
Constructs: prerequisite, limit, add_ideas, completion_reward, set_temp_variable, check_variable, add_to_temp_variable, random_hours
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_vote_on_monarchy
	icon = GFX_goal_LIT_restore_the_monarchy
	relative_position_id = LIT_reconvene_the_council_of_lithuania
	x = 0
	y = 2
	cost = 3
	available_if_capitulated = yes
	prerequisite = {
		focus = LIT_break_nationalist_union LIT_banish_smetonists
	}
	ai_will_do = {
		factor = 1
	}
	available = {
		custom_trigger_tooltip = {
			tooltip = A Majority of the Council supports the reinstation of the monarchy
			set_temp_variable = {
				sum_of_councilers = 0
			}
			if = {
				limit = {
					check_variable = {
						LIT_iw_loyalty = > 3
					}
					add_to_temp_variable = {
						sum_of_councilers = LIT_iw_seats
					}
				}
			} {
				limit = {
					check_variable = {
						LIT_nu_loyalty = > 3
					}
					add_to_temp_variable = {
						sum_of_councilers = LIT_nu_seats
					}
				}
			} {
				limit = {
					check_variable = {
						LIT_cd_loyalty = > 3
					}
					add_to_temp_variable = {
						sum_of_councilers = LIT_cd_seats
					}
				}
			} {
				limit = {
					check_variable = {
						LIT_sd_loyalty = > 3
					}
					add_to_temp_variable = {
						sum_of_councilers = LIT_sd_seats
					}
				}
			}
			check_variable = {
				sum_of_councilers = > 10
			}
		}
	}
	completion_reward = {
		country_event = {
			id = lithuania.113
		}
		if = {
			limit = {
				check_variable = {
					var = LIT_iw_loyalty
					value = 1
					compare = equals
				} {
					var = LIT_iw_seats
					value = 0
					compare = greater_than
				}
			}
			country_event = {
				id = lithuania.109
				random_hours = 120
			}
		} {
			limit = {
				check_variable = {
					var = LIT_nu_loyalty
					value = 1
					compare = equals
				} {
					var = LIT_nu_seats
					value = 0
					compare = greater_than
				}
			}
			country_event = {
				id = lithuania.110
				random_hours = 120
			}
		} {
			limit = {
				check_variable = {
					var = LIT_cd_loyalty
					value = 1
					compare = equals
				} {
					var = LIT_cd_seats
					value = 0
					compare = greater_than
				}
			}
			country_event = {
				id = lithuania.111
				random_hours = 120
			}
		} {
			limit = {
				check_variable = {
					var = LIT_sd_loyalty
					value = 1
					compare = equals
				} {
					var = LIT_sd_seats
					value = 0
					compare = greater_than
				}
			}
			country_event = {
				id = lithuania.112
				random_hours = 120
			}
		}
		swap_ideas = {
			remove_idea = LIT_council_of_lithuania_1
			ad
# ... (truncated)
### Entity: Idea
Component: BOL_era_of_national_regression
Constructs: stability_factor, war_support_factor, removal_cost, is_fully_controlled_by
Source: game
File: common/ideas/bolivia.txt

Code:
BOL_era_of_national_regression = {
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	cancel = {
		AND = {
			940 = {
				is_fully_controlled_by = ROOT
			}
			688 = {
				is_fully_controlled_by = ROOT
			}
			506 = {
				is_fully_controlled_by = ROOT
			}
		}
	}
	picture = tur_disorganised_armed_forces
	modifier = {
		political_power_factor = -0.2
		stability_factor = -0.1
		war_support_factor = -0.05
		custom_modifier_tooltip = BOL_era_of_national_regression_tt
	}
}
### Entity: Order of Battle
Component: air_wing_378
Source: game
File: history/units/USA_1939_air_legacy.txt

Code:
air_wings = {
	378 = {
		fighter_equipment_1 = {
			owner = USA
			amount = 72
		}
		strat_bomber_equipment_1 = {
			owner = USA
			amount = 36
		}
		tac_bomber_equipment_1 = {
			owner = USA
			amount = 48
		}
		tac_bomber_equipment_0 = {
			owner = USA
			amount = 36
		}
		nav_bomber_equipment_1 = {
			owner = USA
			amount = 36
		}
		cv_fighter_equipment_1 = {
			owner = USA
			amount = 10
		}
		cv_CAS_equipment_1 = {
			owner = USA
			amount = 10
		}
		cv_nav_bomber_equipment_1 = {
			owner = USA
			amount = 10
		}
	}
}
### Entity: Shared Focus
Component: GUAY_defense_force
Constructs: shared_focus, prerequisite, add_ideas, completion_reward, every_unit_leader, add_defense, add_logistics, add_manpower
Source: game
File: common/national_focus/paraguay_uruguay_shared_branch.txt

Code:
shared_focus = {
	id = GUAY_defense_force
	icon = GFX_focus_generic_manpower
	prerequisite = {
		focus = GUAY_cooperation_in_the_americas
	}
	x = 0
	y = 1
	relative_position_id = GUAY_cooperation_in_the_americas
	cost = 5
	ai_will_do = {
		factor = 30
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		every_unit_leader = {
			add_defense = 1
			add_logistics = 1
		}
		add_ideas = idea_GUAY_defense_force
		add_manpower = 8200
	}
}
### Entity: Character
Component: ITA_head_of_the_national_committee
Constructs: war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
ITA_head_of_the_national_committee = {
	random = no
	war_support_factor = 0.1
	modifier_army_sub_unit_mountaineers_attack_factor = 0.1
	modifier_army_sub_unit_mountaineers_speed_factor = 0.1
	modifier_army_sub_unit_mountaineers_max_org_factor = 0.15
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: kum_focus
Component: KUM_restore_yettishar
Constructs: prerequisite, limit, add_ideas, completion_reward, is_subject, cancel_if_invalid, swap_ruler_traits, every_state
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = KUM_restore_yettishar
	icon = GFX_focus_generic_islamic_propaganda
	x = 0
	y = 1
	cost = 10
	prerequisite = {
		focus = KUM_victory_in_tihwa
	}
	relative_position_id = KUM_victory_in_tihwa
	ai_will_do = {
		base = 0
	}
	available = {
		is_subject = no
		controls_state = 1042
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {

	}
	completion_reward = {
		swap_ruler_traits = {
			remove = KHM_governor_of_sinkiang
			add = KUM_champion_father_of_the_faithful
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_ideas = IRQ_command_of_the_faithful
		every_state = {
			limit = {
				OR = {
					state = 756 616 283 753 754 755 604 759 287 619 1042 1040 1044 1045
				}
				NOT = {
					is_core_of = ROOT
				}
			}
			add_core_of = ROOT
		}
		IF = {
			limit = {
				KHM = {
					has_character = KHM_mahmut_muhiti
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			KHM = {
				KHM_mahmut_muhiti = {
					set_nationality = ROOT
				}
			}
		}
		ELSE_IF = {
			limit = {
				SIK = {
					has_character = KHM_mahmut_muhiti
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			SIK = {
				KHM_mahmut_muhiti = {
					set_nationality = ROOT
				}
			}
		}
		set_cosmetic_tag = KUM_yetishar_tag
	}
}
### Entity: National Focus
Tree: cub_focus
Component: CUB_air_modernisations_programme
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/Cuba.txt

Code:
focus = {
	id = CUB_air_modernisations_programme
	icon = GFX_goal_generic_air_doctrine
	prerequisite = {
		focus = CUB_light_bomber_focus CUB_medium_bomber_focus
	}
	relative_position_id = CUB_air_base_expansion
	x = 0
	y = 4
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = CUB_air_modernisations_programme
			cost_reduction = 0.5
			uses = 2
			category = air_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Decision
Component: special_projects
Constructs: has_war, limit, fire_only_once, has_capitulated, has_offensive_war, has_civil_war, has_global_flag, remove_trigger
Source: game
File: common/decisions/r56_SWI_decisions.txt

Code:
special_projects = {
	SWI_destroy_mine_infrastructure = {
		icon = generic_ignite_civil_war
		allowed = {
			original_tag = SWI
		}
		highlight_states = {
			highlight_state_targets = {
				state = 846 151
			}
		}
		available = {
			has_capitulated = no
			has_war = yes
			has_offensive_war = no
			has_civil_war = no
		}
		visible = {
			NOT = {
				has_global_flag = EYE_swiss_fixed_mines
			}
		}
		days_remove = -1
		remove_trigger = {
			custom_trigger_tooltip = {
				tooltip = EYE_swiss_fixed_mines_tt
				has_global_flag = EYE_swiss_fixed_mines
			}
		}
		complete_effect = {
			set_global_flag = EYE_swiss_destroyed_mines
			846 = {
				add_resource = {
					type = aluminium
					amount = -14
				}
				set_building_level = {
					type = infrastructure
					level = 2
				}
			}
			151 = {
				add_resource = {
					type = aluminium
					amount = -12
				}
				set_building_level = {
					type = infrastructure
					level = 1
				}
			}
		}
		ai_will_do = {
			factor = 100
			modifier = {
				factor = 0
				surrender_progress = < 0.33
			}
		}
	}
	SWI_fix_mine_infrastructure = {
		icon = generic_construction
		allowed = {
			original_tag = SWI
		}
		highlight_states = {
			highlight_state_targets = {
				state = 846 151
			}
		}
		available = {
			has_war = no
			controls_state = 846 151
			NOT = {
				custom_trigger_tooltip = {
					tooltip = EYE_swiss_fixed_mines_tt
					has_global_flag = EYE_swiss_fixed_mines
				}
			}
		}
		visible = {
			has_global_flag = EYE_swiss_destroyed_mines
			NOT = {
				has_global_flag = EYE_swiss_fixed_mines
			}
		}
		fire_only_once = yes
		cost = 25
		days_remove = 360
		modifier = {
			civilian_factory_use = 1
		}
		remove_effect = {
			if = {
				limit = {
					NOT = {
						has_global_flag = EYE_swiss_destroyed_mines2
					}
				}
				846 = {
					add_resource = {
						type = aluminium
						amount = 14
					}
					add_building_construction = {
						type = infrastructure
						level = 4
						instant_build = yes
					}
				}
				151 = {
					add_resource = {
						type = aluminium
						amount = 12
					}
					add_building_construction = {
						type = infrastructure
						level = 5
						instant_build = yes
					}
				}
			}
			else_if = {
				limit = {
					has_global_flag = EYE_swiss_destroyed_mines2
				}
				846 = {
					add_resource = {
						type = aluminium
						amount = 7
					}
					add_building_construction =
# ... (truncated)
### Entity: National Focus
Tree: sik_focus
Component: SIK_settle_dzungarian_tribes
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, add_manpower, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = SIK_settle_dzungarian_tribes
	icon = GFX_focus_generic_concessions
	x = -1
	y = 1
	cost = 5
	prerequisite = {
		focus = SIK_a_united_sinkiang_clique
	}
	relative_position_id = SIK_a_united_sinkiang_clique
	ai_will_do = {
		base = 15
	}
	available = {
		controls_state = 618
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {

	}
	completion_reward = {
		add_manpower = 10000
		custom_effect_tooltip = generic_skip_one_line_tt
		IF = {
			limit = {
				618 = {
					free_building_slots = {
						building = industrial_complex
						size = > 0
						include_locked = yes
					}
				}
			}
			618 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}
	}
}
### Entity: National Focus
Tree: tan_focus
Component: TAN_American_Air
Constructs: prerequisite, limit, has_government, completion_reward, has_capitulated, has_opinion, has_tech, random_owned_controlled_state
Source: game
File: common/national_focus/tuva.txt

Code:
focus = {
	id = TAN_American_Air
	icon = GFX_focus_generic_aircraft_production
	prerequisite = {
		focus = TAN_Invite_American
	}
	text = GEN_american_air_industry_expansion
	x = 0
	y = 2
	relative_position_id = TAN_Invite_American
	cost = 8
	available_if_capitulated = yes
	ai_will_do = {
		factor = 2
	}
	bypass = {

	}
	available = {
		num_of_controlled_states = > 0
		USA = {
			exists = yes
			has_capitulated = no
			has_opinion = {
				target = ROOT
				value = > 49
			}
		}
		OR = {
			has_government = democratic neutrality
			USA = {
				has_government = ROOT
			}
		} {
			has_tech = concentrated_industry2 dispersed_industry2
		}
		not = {
			has_War_with = USA
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Character
Component: FSM_mori_koben
Constructs: has_government, is_subject_of
Source: game
File: common/characters/FSM.txt

Code:
FSM_mori_koben = {
	advisor = {
		slot = political_advisor
		idea_token = FSM_mori_koben
		allowed = {
			original_tag = FSM
		}
		available = {
			is_subject_of = JAP
			has_government = fascism
		}
		traits = {
			financial_expert
		}
		ai_will_do = {
			factor = 1
		}
	}
	portraits = {
		civilian = {
			small = GFX_idea_FSM_mori_koben
		}
	}
	name = Mori Koben
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/AFG_1936_nsb.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 5
	}
	location = 1948
	division_template = Ferqhah
	start_equipment_factor = 0.6
}
### Entity: Operation
Component: operation_coordinated_strike
Constructs: has_war, has_war_with, has_wargoal_against, declare_war_on, annex_everything, has_equipment
Source: game
File: common/operations/00_operations.txt

Code:
operation_coordinated_strike = {
	icon = GFX_operations_coordinated_strike
	map_icon = GFX_operations_coordinated_strike_map
	name = operation_coordinated_strike
	desc = operation_coordinated_strike_desc
	priority = 11
	days = 3
	network_strength = 70
	operatives = 2
	visible = {
		network_strength = {
			target = FROM
			value = > 35
		}
		NOT = {
			has_war_with = FROM
		}
	}
	equipment = {
		civilian_factories = {
			amount = 15
			days = 5
		}
	}
	available = {
		NOT = {
			has_war_with = FROM
		}
		has_wargoal_against = FROM
		can_declare_war_on = FROM
	}
	target_type = strategic_region
	selection_target = {
		targets = {
			FROM
		}
	}
	will_lead_to_war_with = yes
	risk_chance = 0.3
	experience = 2
	outcome_execute = {
		ROOT = {
			declare_war_on = {
				target = FROM
				type = annex_everything
			}
		}
		execute_operation_coordinated_strike = {
			amount = 12
		}
	}
	outcome_potential = {
		custom_effect_tooltip = coordinated_strike_tt
	}
	phases = {
		infiltration_border = {
			base = 25
		}
		infiltration_submarine = {
			base = 25
		}
		infiltration_paradrop = {
			base = 25
			modifier = {
				ROOT = {
					has_equipment = {
						transport_plane_equipment = < 1
					}
				}
				factor = 0
			}
		}
		infiltration_diplomatic = {
			base = 25
			modifier = {
				factor = 20
				ROOT = {
					has_war = no
				}
				FROM = {
					has_war = no
				}
			}
		}
	} {
		coordinated_strike_scout_target = {
			base = 50
		}
		coordinate_strike_mark_targets = {
			base = 50
		}
	} {
		coordinated_strike_sabotage_communications = {
			base = 34
		}
		coordinated_strike_direct_units = {
			base = 34
		}
		coordinated_strike_occupy_bridges = {
			base = 34
			modifier = {
				NOT = {
					FROM = {
						any_neighbor_country = {
							tag = ROOT
						}
					}
				}
				factor = 0
			}
		}
	}
}
### Entity: Event
Component: wtt_britain.26
Constructs: is_triggered_only
Source: game
File: events/WTT_Britain.txt

Code:
country_event = {
	id = wtt_britain.26
	title = wtt_britain.26.t
	desc = wtt_britain.26.d
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = wtt_britain.26.a
	}
}
### Entity: Special Project
Component: sp_rockets_ballistic_missile
Constructs: limit, has_country_flag, is_major, fire_only_once, breakthrough_cost, resource_cost, has_tech, has_dlc
Source: game
File: common/special_projects/projects/rocket_projects.txt

Code:
sp_rockets_ballistic_missile = {
	specialization = specialization_air
	breakthrough_cost = {
		specialization_air = 3
	}
	icon = GFX_sp_rockets_ballistic_missile
	project_tags = sp_tag_rocket
	complexity = sp_complexity.large
	resource_cost = {
		resources = {
			steel = 9
			aluminium = 9
			chromium = 9
		}
	}
	available = {
		FROM = {
			has_tech = experimental_rockets
		}
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 2
			ROOT = {
				tag = GER
			}
		} {
			factor = 0.5
			ROOT = {
				is_major = no
			}
		} {
			factor = 0.5
			ROOT = {
				NOT = {
					has_tech = radio_detection
				}
			}
		}
	}
	prototype_time = sp_time.prototype.medium
	project_output = {
		country_effects = {
			if = {
				limit = {
					has_dlc = Gotterdammerung
				}
				custom_effect_tooltip = {
					localization_key = SP_ROCKET_AND_SUBMARINE_SITE_REMINDER_PROJECT
					PROJECT = sp_rockets_ballistic_missile
				}
			}
			else = {
				custom_effect_tooltip = {
					localization_key = SP_ROCKET_SITE_REMINDER_PROJECT
					PROJECT = sp_rockets_ballistic_missile
				}
			}
		}
		enable_equipments = {
			limit = {
				has_dlc = Gotterdammerung
			}
			 = ballistic_missile_equipment_1
		} {
			limit = {
				NOT = {
					has_dlc = Gotterdammerung
				}
			}
			 = guided_missile_equipment_2
		}
	}
	generic_prototype_rewards = {
		sp_rockets_scientist_xp_generic_reward sp_rockets_political_interference_generic_reward sp_rockets_onsite_explosion_generic_reward sp_rockets_generic_major_breakthrough_reward sp_rockets_generic_avionics_advancements_reward sp_air_generic_reward_scientist_xp_1 sp_air_generic_reward_scientist_xp_2 sp_air_generic_reward_scientist_xp_3 sp_air_generic_reward_air_xp_1 sp_air_generic_reward_air_xp_2 sp_air_generic_reward_air_xp_3 sp_air_generic_reward_major_progress_1 sp_air_generic_reward_major_progress_2 sp_air_generic_reward_major_progress_3 sp_air_generic_reward_test_failure_1 sp_air_generic_reward_test_failure_2 sp_air_generic_reward_test_failure_3
	}
	unique_prototype_rewards = {
		sp_rocket_wind_tunnel_choice_reward = {
			fire_only_once = yes
			threshold = {
				min = 0
				max = 20
			}
			weight = {
				base = 1000.0
			}
			option = {
				token = sp_rocket_wind_tunnel_choice_reward_reject
				iteration_output = {
					country_effects = {

					}
				}
			} {
				token = sp_rocket_wind_tunnel_choice_reward_agree
				iteration_output = {
					cou
# ... (truncated)
### Entity: Define
Component: NDefines.NAI.AREA_DEFENSE_OTHER_BASE_WEIGHT
Source: game
File: common/defines/EAI_defines.lua

Code:
NDefines.NAI.AREA_DEFENSE_OTHER_BASE_WEIGHT = {
0.5 , 0.5 , 1.0
}
### Entity: Name List
Component: NEP
Source: game
File: common/names/00_names.txt

Code:
NEP = {
	male = {
		names = {
			Bhimsen Amar Ranjur Bhakti Jang Renaudip Shamsher Bir Shamsher Deva Shamsher Chandra Shamsher Bhim Shamsher
		}
	}
	female = {
		names = {
			Devaladevi Kaushalyawati Rajendralakshmi Maiya Nanu Nani Maya Pragya Anu Chameli Nirmala Anushka Sarmila Komal
		}
	}
	surnames = {
		Thapa Singh Thapa Singh Rana Bahadur Rana
	}
	callsigns = {

	}
}
### Entity: National Focus
Tree: ser_focus
Component: SER_small_arms
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/serbia.txt

Code:
focus = {
	id = SER_small_arms
	icon = GFX_goal_generic_small_arms
	prerequisite = {
		focus = SER_state_guard
	}
	x = 8
	y = 1
	relative_position_id = SER_state_guard
	cost = 10
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		add_tech_bonus = {
			name = SER_small_arms
			bonus = 10
			uses = 1
			category = infantry_weapons
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: BOL_Carlos_Quintanilla
Constructs: has_government
Source: game
File: common/characters/BOL.txt

Code:
BOL_Carlos_Quintanilla = {
	advisor = {
		slot = high_command
		idea_token = BOL_Carlos_Quintanilla
		allowed = {
			original_tag = BOL
		}
		traits = {
			army_entrenchment_1
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	corps_commander = {
		traits = {
			infantry_officer hill_fighter
		}
		skill = 2
		attack_skill = 2
		defense_skill = 1
		planning_skill = 2
		logistics_skill = 1
		legacy_id = -1
		visible = {
			NOT = {
				has_government = communism
			}
		}
	}
	portraits = {
		army = {
			large = GFX_portrait_BOL_carlos_quintanilla
			small = GFX_portrait_BOL_carlos_quintanilla_small
		}
	}
}
### Entity: Effect Reference
Construct: every_neighbor_country
Constructs: limit, every_neighbor_country, random_select_amount
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## every_neighbor_country

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Executes children effects on every neighbor Country of the country in scope (or \"random_select_amount\" of random country if specified) that fulfills the \"limit\" trigger.
tooltip=key can be added to override tooltip title.
By default the effects are only displayed once, you may display them for each matching country with display_individual_scopes.
ex:
SOV = {
	every_neighbor_country = {
		tooltip = my_loc_key # Optional
		random_select_amount = 3 # Optional
		display_individual_scopes = yes # Optional - default = no
		... country scope effects ...
	}
}
```