Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: wtt_china.10
Constructs: is_triggered_only, ai_chance, create_wargoal, puppet_wargoal_focus
Source: game
File: events/WTT_China.txt

Code:
country_event = {
	id = wtt_china.10
	title = wtt_china.10.t
	desc = wtt_china.10.desc
	picture = GFX_report_event_chinese_soldiers
	is_triggered_only = yes
	option = {
		name = wtt_china.10.a
		ai_chance = {
			base = 10
		}
		FROM = {
			puppet = ROOT
			country_event = {
				id = wtt_china.11
			}
		}
	} {
		name = wtt_china.10.b
		ai_chance = {
			base = 10
			modifier = {
				tag = JAP
				add = 80
			} {
				tag = TIB
				add = 30
			} {
				tag = MON
				add = 30
			}
		}
		FROM = {
			create_wargoal = {
				type = puppet_wargoal_focus
				target = ROOT
			}
			country_event = {
				id = wtt_china.12
			}
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_the_international_of_proletarian_freethinkers
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_the_international_of_proletarian_freethinkers
	icon = GFX_focus_generic_socialist_science
	prerequisite = {
		focus = TUR_anti_bolshevik_mediterranean_bloc TUR_readdress_the_montreux_convention
	}
	x = 2
	y = 1
	relative_position_id = TUR_anti_bolshevik_mediterranean_bloc
	cost = 10
	ai_will_do = {
		base = 10
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: Idea
Component: r56_CAN_restrict_immigration_idea
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/r56_canada.txt

Code:
r56_CAN_restrict_immigration_idea = {
	name = r56_CAN_restrict_immigration_idea
	picture = generic_bad_railnetwork
	allowed = {
		always = no
	}
	allowed_civil_war = {

	}
	removal_cost = -1
	modifier = {
		MONTHLY_POPULATION = -0.1
		stability_factor = 0.05
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_off_shore_patrol
Constructs: prerequisite, completion_reward, add_to_variable, add_tech_bonus
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_off_shore_patrol
	icon = GFX_goal_generic_air_naval_bomber
	prerequisite = {
		focus = PHI_pilot_training_programme
	}
	relative_position_id = PHI_pilot_training_programme
	x = -1
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = PHI_philippine_army_air_corps_dynamic_modifier_tt generic_skip_one_line_tt
		add_to_variable = {
			PHI_philippine_army_air_corps_air_nav_efficiency = 0.15
			tooltip = air_nav_efficiency_tt
		} {
			PHI_philippine_army_air_corps_air_range_factor = 0.1
			tooltip = air_range_factor_tt
		}
		add_tech_bonus = {
			name = PHI_off_shore_patrol
			bonus = 0.5
			uses = 2
			category = cat_air_bombs naval_bomber
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_workers_and_farmers_rise
Constructs: prerequisite, limit, remove_ideas, has_government, completion_reward, check_variable, has_idea, retire_character
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_workers_and_farmers_rise
	icon = GFX_focus_generic_workers_and_farmers_rise
	prerequisite = {
		focus = NOR_the_voice_of_the_people
	} {
		focus = NOR_organize_partisan_militias
	} {
		focus = NOR_demand_nationalizations
	}
	x = 0
	y = 1
	relative_position_id = NOR_organize_partisan_militias
	cost = 10
	available = {
		check_variable = {
			var = NOR_country_preparedness
			value = 8
			compare = greater_than_or_equals
			tooltip = NOR_required_prep_communist_TT
		}
		NOT = {
			has_government = communism
		}
		communism = > 0.35
	}
	bypass = {
		has_government = communism
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		effect_tooltip = {
			if = {
				limit = {
					has_idea = NOR_the_hard_thirties_ns
				}
				remove_ideas = {
					NOR_the_hard_thirties_ns
				}
			}
			else_if = {
				limit = {
					has_idea = NOR_the_hard_thirties_ns_2
				}
				remove_ideas = {
					NOR_the_hard_thirties_ns_2
				}
			} {
				limit = {
					has_idea = NOR_the_hard_thirties_ns_3
				}
				remove_ideas = {
					NOR_the_hard_thirties_ns_3
				}
			}
		}
		if = {
			limit = {
				has_idea = NOR_birger_ljungberg
			}
			deactivate_advisor = NOR_birger_ljungberg
		}
		retire_character = NOR_kristian_laake
		custom_effect_tooltip = NOR_communist_civil_war_start_TT
		hidden_effect = {
			NOR_start_communist_civil_war = yes
		}
	}
}
### Entity: Modding Documentation
Construct: Scoring
Source: vanilla_docs
File: common/ai_navy/_documentation.md

Doc:
## Goal/Objective Scoring

All active objectives for a country are collected and scored. Objectives are then executed in a prioritized order according to the score - the AI will try to execute as many objectives as possible, starting with the highest scoring one.

Objectives are scored based on two factors:
* The **goal priority**: Each goal has a priority range, which signifies the importance of that goal to the country. This range determines the scoring range for objectives within that goal.
* The **objective importance**: This is a normalized value between **0-1**, which determines where in the goal's priority range the objective will be scored.
### Entity: Unit Template
Component: EGY_CITIES
Source: game
File: common/units/names_ships/EGY_ship_names.txt

Code:
EGY_CITIES = {
	name = NAME_THEME_CITIES
	for_countries = {
		EGY
	}
	type = ship
	prefix = ERN 
	unique = {
		Ashmoun Ahkmin Abu Hummus Badr Baltim Cairo Alexandria Belqas El Alamein El Hamool Girga Giza Kharga Port Said Qaha Saint Catherine Qena Rafah Zagazig Zefta Sadat Safaga Sodfa Suez Saqultah Shibin El Kom Sohag New Cairo Matai Minya Metoubes Mit Ghamar Mallawi Mit Adlan Mit Bera Mit Rahina
	}
}
### Entity: Character
Component: FIN_reino_hallamaa
Constructs: has_completed_focus, has_government, research_bonus
Source: game
File: common/characters/FIN.txt

Code:
FIN_reino_hallamaa = {
	name = FIN_reino_hallamaa
	portraits = {
		army = {
			small = GFX_portrait_FIN_reino_hallamaa_small
		}
	}
	advisor = {
		slot = high_command
		idea_token = FIN_reino_hallamaa
		ledger = army
		allowed = {
			original_tag = FIN
		}
		available = {
			has_completed_focus = FIN_finnish_radio_intelligence
			NOT = {
				has_government = communism
			}
		}
		traits = {
			army_radio_intelligence_2
		}
		research_bonus = {
			electronics = 0.1
		}
		cost = 100
		ai_will_do = {
			base = 1.0
		}
	}
}
### Entity: Modifier Reference
Component: BEL_royal_military_academy_dynamic_modifier
Constructs: army_attack_factor, initiative_factor
Source: game
File: common/dynamic_modifiers/wuw_dynamic_modifiers.txt

Code:
BEL_royal_military_academy_dynamic_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_generic_army_war_college
	army_leader_cost_factor = BEL_royal_military_academy_army_leader_cost_factor
	army_org_factor = BEL_royal_military_academy_army_org_factor
	initiative_factor = BEL_royal_military_academy_initiative_factor
	army_artillery_attack_factor = BEL_royal_military_academy_army_artillery_attack_factor
	army_attack_factor = BEL_royal_military_academy_army_attack_factor
	max_planning_factor = BEL_royal_military_academy_max_planning_factor
	army_leader_start_planning_level = BEL_royal_military_academy_army_leader_start_planning_level
	army_leader_start_logistics_level = BEL_royal_military_academy_army_leader_start_logistics_level
}
### Entity: Event
Component: china.110
Constructs: is_triggered_only, declare_war_on, annex_everything, add_timed_idea
Source: game
File: events/China.txt

Code:
country_event = {
	id = china.110
	title = china.110.t
	desc = china.110.d
	picture = GFX_report_event_chinese_soldiers
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			PRC = {
				declare_war_on = {
					target = CHI
					type = annex_everything
				}
			}
		}
	}
	option = {
		name = china.110.a
		add_timed_idea = {
			idea = CHI_civil_war_deserters
			days = 180
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_pc_of_the_ussr_navy
Constructs: prerequisite, limit, has_government, completion_reward, add_dynamic_modifier, add_tech_bonus
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_pc_of_the_ussr_navy
	icon = GFX_SOV_pc_of_the_ussr_navy_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_expand_the_red_fleet
	}
	x = 4
	y = 2
	relative_position_id = SOV_expand_the_red_fleet
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		hidden_effect = {
			if = {
				limit = {
					has_government = communism
				}
				add_dynamic_modifier = {
					modifier = SOV_the_red_fleet_dynamic_modifier
				}
			}
			else = {
				add_dynamic_modifier = {
					modifier = SOV_the_red_fleet_dynamic_modifier_alt
				}
			}
		}
		custom_effect_tooltip = SOV_pc_of_the_ussr_navy_ns_tt
		if = {
			limit = {
				has_government = communism
			}
			add_tech_bonus = {
				name = SOV_the_red_fleet_dynamic_modifier
				bonus = 1.0
				uses = 2
				category = ship_modules_tech
			}
		}
		else = {
			add_tech_bonus = {
				name = SOV_the_red_fleet_dynamic_modifier_alt
				bonus = 1.0
				uses = 2
				category = ship_modules_tech
			}
		}
	}
}
### Entity: Idea
Component: MOR_fascist_guy
Constructs: has_government
Source: game
File: common/ideas/morocco.txt

Code:
MOR_fascist_guy = {
	picture = generic_political_advisor_arab_2
	allowed = {
		original_tag = MOR
	}
	traits = {
		fascist_demagogue
	}
	do_effect = {
		NOT = {
			has_government = fascism
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: Doctrine
Component: infantry
Source: game
File: common/doctrines/tracks/land_doctrine_tracks.txt

Code:
infantry = {
	name = DOCTRINE_TRACK_INFANTRY
	background = GFX_grand_battleplan_bg
	icon = GFX_doctrine_milestone_infantry_land
	icon_frame = GFX_doctrine_decor_land
	mastery = {
		multiplier = 1.0
		categories = {
			category_all_infantry
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_crusade_against_bolshevism
Constructs: prerequisite, completion_reward, is_in_faction_with, is_subject, declare_war_on, annex_everything, add_timed_idea
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_crusade_against_bolshevism
	icon = GFX_focus_attack_soviet
	prerequisite = {
		focus = SWE_swedish_finnish_defense_agreement SWE_join_the_anti_soviet_pact SWE_finnish_integration
	}
	x = 2
	y = 2
	relative_position_id = SWE_swedish_finnish_defense_agreement
	cost = 10
	available = {
		SOV = {
			exists = yes
			NOT = {
				is_in_faction_with = ROOT
			}
		}
	}
	bypass = {
		is_subject = yes
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		declare_war_on = {
			target = SOV
			type = annex_everything
		}
		add_timed_idea = {
			idea = SWE_crusade_against_the_eastern_threat
			days = 365
		}
		custom_effect_tooltip = SWE_crusade_against_bolshevism_tt
	}
}
### Entity: Modifier Reference
Component: ITA_regia_aeronautica_dynamic_modifier
Source: game
File: common/dynamic_modifiers/bba_dynamic_modifiers.txt

Code:
ITA_regia_aeronautica_dynamic_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_ITA_regia_aeronautica_1
	air_ace_generation_chance_factor = ITA_ra_air_ace_generation_chance_factor
	army_bonus_air_superiority_factor = ITA_ra_air_superiority_bonus_in_combat
	air_doctrine_cost_factor = ITA_ra_air_doctrine_cost_factor
	air_nav_efficiency = ITA_ra_air_nav_efficiency
	air_night_penalty = ITA_ra_air_night_penalty
	air_weather_penalty = ITA_ra_air_weather_penalty
	air_accidents_factor = ITA_ra_air_accidents_factor
	air_training_xp_gain_factor = ITA_ra_air_training_xp_gain_factor
	strategic_bomb_visibility = ITA_ra_strategic_bomb_visibility
	air_strategic_bomber_bombing_factor = ITA_ra_air_strategic_bomber_bombing_factor
	air_range_factor = ITA_ra_air_range_factor
	air_superiority_efficiency = ITA_ra_air_superiority_efficiency
	air_intercept_efficiency = ITA_ra_air_intercept_efficiency
	air_mission_xp_gain_factor = ITA_ra_air_mission_xp_gain_factor
	sp_air_intercontinental_bomber_speed_factor = ITA_ra_sp_air_intercontinental_bomber_speed_factor
	sp_air_mothership_aircraft_speed_factor = ITA_ra_sp_air_mothership_aircraft_speed_factor
	air_agility_factor = ITA_ra_air_agility_factor
	ground_attack_factor = ITA_ra_ground_attack_factor
	air_cas_present_factor = ITA_ra_air_cas_present_factor
	air_mission_efficiency = ITA_ra_air_mission_efficiency
	air_attack_factor = ITA_ra_air_attack
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_productivity_mandate
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_productivity_mandate
	icon = GFX_focus_CZE_german_puppet
	prerequisite = {
		focus = RAJ_acquire_new_resources
	}
	mutually_exclusive = {
		focus = RAJ_night_shifts
	}
	x = 2
	y = 1
	relative_position_id = RAJ_acquire_new_resources
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = idea_RAJ_productivity_mandate
		hidden_effect = {
			controlled_civilian_factories_excluding_trade = yes
			calc_expected_consumer_goods_for_taxes = yes
		}
	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_the_army_of_africa_connection
Constructs: prerequisite, has_country_flag, completion_reward, complete_tooltip
Source: game
File: common/national_focus/r56_spain.txt

Code:
focus = {
	id = SPR_the_army_of_africa_connection
	icon = GFX_goal_islam_and_state
	prerequisite = {
		focus = SPR_establish_a_conspiracy
	}
	relative_position_id = SPR_back_the_ceda
	x = 0
	y = 2
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		NOT = {
			has_country_flag = spanish_civil_war_started_flag
		}
	}
	bypass = {
		OR = {
			has_country_flag = r56_SPR_nationalist_check r56_i_am_the_nat_start_up_and_bypass
		}
	}
	complete_tooltip = {
		custom_effect_tooltip = SPR_the_army_of_africa_connection_tt
	}
	completion_reward = {
		custom_effect_tooltip = SPR_the_army_of_africa_connection_tt
	}
}
### Entity: Event
Component: AUS_political_events.51
Constructs: is_triggered_only, ai_chance, limit, add_opinion_modifier, is_controlled_by, add_claim_by, create_wargoal, take_claimed_state
Source: game
File: events/WUW_Austria.txt

Code:
country_event = {
	id = AUS_political_events.51
	title = AUS_political_events.51.t
	desc = AUS_political_events.51.desc
	picture = GFX_report_event_gathering_protest
	is_triggered_only = yes
	option = {
		name = AUS_political_events.51.a
		ai_chance = {
			base = 10
		}
		IF = {
			limit = {
				66 = {
					is_controlled_by = FROM
				}
			}
			66 = {
				add_claim_by = ROOT
			}
		} {
			limit = {
				67 = {
					is_controlled_by = FROM
				}
			}
			67 = {
				add_claim_by = ROOT
			}
		} {
			limit = {
				66 = {
					is_controlled_by = FROM
				}
			}
			create_wargoal = {
				type = take_claimed_state
				target = FROM
				generator = {
					66
				}
			}
		} {
			limit = {
				67 = {
					is_controlled_by = FROM
				}
			}
			create_wargoal = {
				type = take_claimed_state
				target = FROM
				generator = {
					67
				}
			}
		}
		add_opinion_modifier = {
			target = FROM
			modifier = rejected_demands
		}
	}
}
### Entity: Idea
Component: AZR_generic_commando
Source: game
File: common/ideas/azerbaijan.txt

Code:
AZR_generic_commando = {
	ledger = army
	picture = generic_air_south_america_3
	allowed = {
		original_tag = AZR
	}
	traits = {
		army_commando_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/LBA_MGL.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 1
	}
	location = 7063
	division_template = Jaysh Alshaeb
	start_experience_factor = 0.2
	start_equipment_factor = 0.7
}
### Entity: Character
Component: MPL_pinchas_ben_porat
Constructs: has_completed_focus, limit, has_power_balance, add_power_balance_value
Source: game
File: common/characters/MPL.txt

Code:
MPL_pinchas_ben_porat = {
	name = Pinchas Ben-Porat
	portraits = {
		army = {
			small = gfx/interface/ideas/idea_generic_air_europe_3.dds
		}
	}
	advisor = {
		available = {
			has_completed_focus = MPL_jews_ministers
		}
		slot = air_chief
		idea_token = MPL_pinchas_ben_porat_chief
		ledger = army
		allowed = {
			original_tag = MPL
		}
		traits = {
			air_chief_all_weather_1
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
		on_add = {
			owner = {
				if = {
					limit = {
						has_power_balance = {
							id = MPL_power_balance
						}
					}
					add_power_balance_value = {
						id = MPL_power_balance
						value = 0.2
						tooltip_side = MPL_jewish_side
					}
				}
			}
		}
	} {
		cost = 100
		available = {
			has_completed_focus = MPL_jews_ministers
		}
		slot = theorist
		idea_token = MPL_pinchas_ben_porat_theorist
		ledger = air
		allowed = {
			original_tag = MPL
		}
		traits = {
			air_warfare_theorist
		}
		on_add = {
			owner = {
				if = {
					limit = {
						has_power_balance = {
							id = MPL_power_balance
						}
					}
					add_power_balance_value = {
						id = MPL_power_balance
						value = 0.2
						tooltip_side = MPL_jewish_side
					}
				}
			}
		}
	}
}
### Entity: Idea
Component: BEL_economic_cooperation_within_benelux4
Constructs: removal_cost
Source: game
File: common/ideas/r56_belgium.txt

Code:
BEL_economic_cooperation_within_benelux4 = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_goods_red_bonus
	modifier = {
		consumer_goods_factor = -0.15
	}
}
### Entity: AI Strategy
Component: YUG_democratic
Constructs: has_country_flag, has_dlc, has_game_rule
Source: game
File: common/ai_strategy_plans/YUG_alternate_strategy_plan.txt

Code:
YUG_democratic = {
	name = Yugoslavian devolution plan
	desc = Yugoslavia will devolve the union into autonomous states.
	allowed = {
		original_tag = YUG
		has_dlc = Death or Dishonor
	}
	enable = {
		OR = {
			has_country_flag = YUG_AI_RANDOM_DEMOCRATIC
			has_game_rule = {
				rule = YUG_ai_behavior
				option = DEMOCRATIC
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		YUG_industrialization_program YUG_western_focus YUG_modernize_the_air_force YUG_reinforce_old_alliances YUG_attract_allied_capital YUG_limited_self_government YUG_expand_the_mining_industry YUG_develop_civilian_industry YUG_army_modernization YUG_united_autonomous_croatia YUG_local_developers YUG_ikarus YUG_safeguard_bosnia YUG_the_ik_3 YUG_rare_minerals_exploitation YUG_dissolve_serbia YUG_autonomous_transylvania YUG_small_arms YUG_domestic_artillery_production YUG_end_the_regency YUG_coronation YUG_royal_wedding YUG_join_allies YUG_expand_the_university_of_zagreb YUG_towards_independence YUG_defence_army_of_yugoslavia YUG_defence_league YUG_integrated_rail_network YUG_improve_light_industry YUG_local_self_management YUG_allied_air_combat_school YUG_develop_slovenian_industry YUG_expand_the_sarajevo_arsenals YUG_expand_the_split_shipyards YUG_contest_the_adriatic YUG_zmaj YUG_rogozarski YUG_anti_tank_defenses YUG_independent_engineer_regiments YUG_expand_the_university_of_ljubljana YUG_motorize_the_cavalry YUG_motorized_logistics YUG_armored_cavalry YUG_modern_tanks YUG_army_maneuvers YUG_supremacy_of_defense YUG_artillery_regiments
	}
	research = {
		industry = 50.0
		infantry_tech = 15.0
		artillery = 8.0
		support_tech = 6.5
	}
	ideas = {

	}
	traits = {
		captain_of_industry = 5
		war_industrialist = 5
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
	focus_factors = {

	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_topple_the_fascist_threat
Constructs: prerequisite, limit, has_government, is_major, completion_reward, is_subject, is_ally_with, every_other_country
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_topple_the_fascist_threat
	icon = GFX_focus_generic_anti_fascist_diplomacy
	relative_position_id = EGY_joint_naval_development
	x = 0
	y = 1
	cost = 10
	available = {
		is_subject = no
		any_other_country = {
			has_government = fascism
			is_major = yes
			NOT = {
				is_ally_with = ROOT
			}
		}
	}
	prerequisite = {
		focus = EGY_joint_naval_development
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		every_other_country = {
			limit = {
				has_government = fascism
				is_major = yes
				NOT = {
					is_ally_with = ROOT
				}
			}
			EGY = {
				create_wargoal = {
					type = topple_government
					target = PREV
					expire = 0
				}
			}
		}
	}
}
### Entity: Character
Component: TOG_ar
Source: game
File: common/characters/TOG.txt

Code:
TOG_ar = {
	advisor = {
		slot = high_command
		idea_token = TOG_ar
		ledger = army
		allowed = {
			original_tag = TOG
		}
		traits = {
			army_regrouping_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_5
		}
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_as_the_eyes_turn_towards_southeast_asia
Constructs: prerequisite, limit, add_ideas, completion_reward, set_technology, has_tech, has_dlc, add_doctrine_cost_reduction
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_as_the_eyes_turn_towards_southeast_asia
	icon = GFX_focus_usa_focus_on_asia
	x = 1
	y = 1
	relative_position_id = SIA_the_siamese_armada
	prerequisite = {
		focus = SIA_the_siamese_armada SIA_a_race_against_time
	}
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = idea_SIA_specialist_marine_forces
		if = {
			limit = {
				NOT = {
					has_tech = marines
				}
			}
			set_technology = {
				marines = 1
				popup = no
			}
		} {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = newline_tt
			add_doctrine_cost_reduction = {
				name = SIA_as_the_eyes_set_on_southeast_asia
				cost_reduction = 0.5
				uses = 2
				category = special_forces_doctrine
			}
		}
		else = {
			add_doctrine_cost_reduction = {
				name = SIA_as_the_eyes_set_on_southeast_asia
				cost_reduction = 0.5
				uses = 1
				category = land_doctrine
			} {
				name = SIA_as_the_eyes_set_on_southeast_asia
				cost_reduction = 0.5
				uses = 1
				category = naval_doctrine
			}
		}
		add_mastery_bonus = {
			name = SIA_as_the_eyes_set_on_southeast_asia
			bonus = 0.1
			days = 720
			sub_doctrine = marines_2
		} {
			name = SIA_as_the_eyes_set_on_southeast_asia
			bonus = 0.1
			days = 720
			sub_doctrine = marines_1
		}
	}
}
### Entity: AI Strategy
Component: NOR_stalinist_plan
Source: game
File: common/ai_strategy_plans/NOR_alternate_strategy_plan.txt

Code:
NOR_stalinist_plan = {
	allowed = {
		NOR_AAT = yes
	}
	enable = {
		NOR_is_stalinist_ai = yes
	}
	abort = {

	}
	ai_national_focuses = {
		NOR_a_resurgent_labor_movement NOR_compromise_with_the_nkp NOR_the_seeds_of_the_revolution NOR_the_voice_of_the_people NOR_organize_partisan_militias NOR_demand_nationalizations NOR_workers_and_farmers_rise
	}
	focus_factors = {

	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Event
Component: bba_news.4
Constructs: is_triggered_only, has_government
Source: game
File: events/BBA_NewsEvents.txt

Code:
news_event = {
	id = bba_news.4
	title = bba_news.4.t
	desc = bba_news.4.desc
	picture = GFX_news_event_ETH_ethiopian_warriors
	major = yes
	is_triggered_only = yes
	option = {
		name = bba_news.4.a
		trigger = {
			has_government = communism
		}
	} {
		name = bba_news.4.b
		trigger = {
			NOT = {
				has_government = communism
			}
		}
	}
}