Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Joint Focus
Component: CONGO_research_grants
Constructs: prerequisite, limit, joint_focus, has_war_with, completion_reward, is_in_faction_with, is_subject_of, has_global_flag
Source: game
File: common/national_focus/congo_shared.txt

Code:
joint_focus = {
	id = CONGO_research_grants
	dynamic = yes
	icon = GFX_goal_generic_scientific_exchange
	prerequisite = {
		focus = CONGO_expand_metallurgical_industry CONGO_smuggle_diamonds
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	relative_position_id = CONGO_forminiere
	x = 0
	y = 6
	cost = 10
	text_icon = CONGO_COG_focus_style
	available = {
		original_tag = COG
		OR = {
			is_in_faction_with = BEL
			is_subject_of = BEL
		}
		NOT = {
			OR = {
				has_war_with = BEL COG
				has_global_flag = CONGO_independence_war_ongoing
			}
		}
	}
	available_if_capitulated = yes
	completion_reward = {

	}
	completion_reward_joint_originator = {
		IF = {
			limit = {
				original_tag = COG
			}
			add_research_slot = 1
		}
		hidden_effect = {
			CONGO_one_more_focus_done = yes
		}
	}
	completion_reward_joint_member = {
		IF = {
			limit = {
				original_tag = COG
			}
			add_research_slot = 1
		}
	}
}
### Entity: Character
Component: BRA_integralist_militia_general
Constructs: has_completed_focus, has_government
Source: game
File: common/characters/BRA.txt

Code:
BRA_integralist_militia_general = {
	portraits = {
		army = {
			large = GFX_portrait_BRA_integralist_general
			small = GFX_portrait_BRA_integralist_general_small
		}
	}
	corps_commander = {
		traits = {
			militias_officer
		}
		skill = 1
		attack_skill = 2
		defense_skill = 2
		planning_skill = 1
		logistics_skill = 1
		visible = {
			has_completed_focus = BRA_anaue
			has_government = fascism
		}
	}
}
### Entity: Event
Component: lithuania.55
Constructs: is_triggered_only
Source: game
File: events/r56_lithuania.txt

Code:
country_event = {
	id = lithuania.55
	title = lithuania.55.t
	desc = lithuania.55.desc
	picture = GFX_report_event_ast_navy
	is_triggered_only = yes
	option = {
		name = lithuania.55.a
	}
}
### Entity: Scripted Effect
Component: EAI_ESP_collaboration_strategy_JAP
Constructs: limit, has_war_with, add_to_temp_array
Source: game
File: common/scripted_effects/EAI_COUNTRY_espionage_effects.txt

Code:
EAI_ESP_collaboration_strategy_JAP = {
	if = {
		limit = {
			date = > 1939.1.1
			NOT = {
				has_war_with = CHI
			}
		}
		add_to_temp_array = {
			collab_targets = PHI.id
		} {
			collab_targets_value = 0.1
		} {
			collab_targets = INS.id
		} {
			collab_targets_value = 0.1
		} {
			collab_targets = MAL.id
		} {
			collab_targets_value = 0.1
		} {
			collab_targets = AST.id
		} {
			collab_targets_value = 0.1
		} {
			collab_targets = RAJ.id
		} {
			collab_targets_value = 0.1
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_SP_generic_air_focus
Source: game
File: common/scripted_triggers/EAI_RESEARCH_special_projects_triggers.txt

Code:
EAI_SP_generic_air_focus = {
	always = yes
	NOT = {
		EAI_SP_radar_focus = yes
		EAI_SP_rockets_ballistic_missile_focus = yes
		EAI_SP_rockets_medium_range_ballistic_missile_focus = yes
		EAI_SP_rockets_long_range_ballistic_missile_focus = yes
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_baltic_league_strikes_west
Constructs: prerequisite, has_war, has_government, completion_reward, has_civil_war, is_subject, is_faction_leader, is_in_faction_with
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_baltic_league_strikes_west
	icon = GFX_focus_attack_germany
	prerequisite = {
		focus = NOR_baltic_anti-communist_league
	}
	mutually_exclusive = {
		focus = NOR_baltic_league_deterrence
	} {
		focus = NOR_baltic_league_strikes_east
	}
	x = 4
	y = 4
	relative_position_id = NOR_the_european_policy
	cost = 10
	ai_will_do = {
		base = 0
		modifier = {
			add = 9
			has_war = no
			GER = {
				has_war = yes
			}
		}
	}
	will_lead_to_war_with = GER
	available = {
		has_civil_war = no
		is_subject = no
		is_faction_leader = yes
		OR = {
			is_in_faction_with = DEN POL
		}
		GER = {
			exists = yes
			is_subject = no
			OR = {
				is_faction_leader = yes
				is_in_faction = no
			} {
				has_government = communism fascism
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		create_wargoal = {
			type = topple_government
			target = GER
		} {
			type = puppet_wargoal_focus
			target = GER
		}
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_american_fascist_union
Constructs: prerequisite, add_ideas, completion_reward, set_rule
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_american_fascist_union
	prerequisite = {
		focus = PRU_long_live_our_caudillo PRU_The_new_South_american_axis
	}
	icon = GFX_focus_CHL_promote_pan_hispanic_rhetoric
	x = 0
	y = 3
	relative_position_id = PRU_inti_raymi
	cost = 5
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = ideological_fanaticism_focus
		hidden_effect = {
			set_rule = {
				can_use_kamikaze_pilots = yes
			}
		}
		custom_effect_tooltip = kamikaze_focus_tooltip
	}
}
### Entity: Order of Battle
Component: 8. Divisioona
Constructs: division_template
Source: game
File: history/units/FIN_Red_Guards.txt

Code:
division = {
	name = 8. Divisioona
	location = 3122
	division_template = Jalkaväkidivisioona P.
	start_experience_factor = 0.6
	start_equipment_factor = 0.8
}
### Entity: Event
Component: englandmod.23
Constructs: ai_chance, remove_ideas, has_country_flag, fire_only_once, is_subject_of, has_idea, set_country_flag
Source: game
File: events/ENF_england_events.txt

Code:
country_event = {
	id = englandmod.23
	title = englandmod.23.t
	desc = englandmod.23.d
	trigger = {
		NOT = {
			is_subject_of = ENG
			has_country_flag = kept_dominion_fascist_influence
		}
		has_idea = dominion_fascist_influence
	}
	fire_only_once = yes
	option = {
		name = englandmod.23.a
		ai_chance = {
			base = 90
		}
		remove_ideas = dominion_fascist_influence
	} {
		name = englandmod.23.b
		ai_chance = {
			base = 10
		}
		set_country_flag = kept_dominion_fascist_influence
	}
	mean_time_to_happen = {
		days = 1
	}
}
### Entity: Idea
Component: fin_fascismban
Constructs: has_government, is_subject, is_puppet, fascism_drift
Source: game
File: common/ideas/r56_finland.txt

Code:
fin_fascismban = {
	picture = generic_spy_coup
	allowed = {
		always = no
	}
	allowed_civil_war = {
		NOT = {
			has_government = fascism
		}
	}
	cancel = {
		OR = {
			is_subject = yes
			is_puppet = yes
		}
		has_government = fascism
	}
	modifier = {
		fascism_drift = -0.15
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_invite_the_polish
Constructs: prerequisite, has_government, completion_reward, has_civil_war, is_subject, is_in_faction
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_invite_the_polish
	icon = GFX_goal_generic_polish_socialist_party
	prerequisite = {
		focus = SWE_alliance_with_finland
	}
	relative_position_id = SWE_alliance_with_finland
	x = -1
	y = 2
	cost = 10
	available = {
		POL = {
			has_government = communism
			has_civil_war = no
			is_subject = no
			is_in_faction = no
		}
	}
	completion_reward = {
		POL = {
			country_event = generic.5
		}
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_torpedobomber
Constructs: prerequisite, limit, completion_reward, add_tech_bonus, has_dlc, create_equipment_variant, allow_without_tech, has_idea
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_torpedobomber
	icon = GFX_goal_generic_air_naval_bomber
	prerequisite = {
		focus = GER_develop_the_knickebein
	}
	x = 0
	y = 1
	relative_position_id = GER_develop_the_knickebein
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_tech_bonus = {
			name = GER_torpedobomber
			bonus = 0.5
			uses = 1
			category = cat_air_bombs
		}
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			create_equipment_variant = {
				name = He 115
				type = small_plane_naval_bomber_airframe_2
				allow_without_tech = no
				design_team = mio:GER_fieseler_organization
				modules = {
					fixed_main_weapon_slot = torpedo_mounting
					fixed_auxiliary_weapon_slot_1 = bomb_locks
					engine_type_slot = engine_2_2x
					special_type_slot_1 = lmg_defense_turret
					special_type_slot_2 = empty
				}
				icon = GFX_GER_naval_bomber2_medium
				model = GER_nav_bomber_equipment_2_entity
			}
		} {
			limit = {
				NOT = {
					has_dlc = Arms Against Tyranny
				}
			}
			if = {
				limit = {
					has_idea = GER_fieseler
				}
				swap_ideas = {
					remove_idea = GER_fieseler
					add_idea = GER_fieseler_improved
				}
			}
			else = {
				effect_tooltip = {
					swap_ideas = {
						remove_idea = GER_fieseler
						add_idea = GER_fieseler_improved
					}
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		GER_modify_airforce_modifier = yes
		add_to_variable = {
			GER_military_air_nav_efficiency = 0.1
			tooltip = air_nav_efficiency_tt
		}
		else = {
			mio:GER_fieseler_organization = {
				add_mio_size = 1
				add_mio_funds_gain_factor = 0.25
				add_mio_research_bonus = 0.05
			}
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_mediterrenean_wolfpacks
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_mediterrenean_wolfpacks
	icon = GFX_goal_CZE_mediterrenean_wolfpacks
	x = 0
	y = 1
	relative_position_id = CZE_quiet_and_deadly
	available = {

	}
	bypass = {

	}
	cost = 7.2
	prerequisite = {
		focus = CZE_quiet_and_deadly
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = CZE_submarine_focus2_idea
			add_idea = CZE_submarine_focus3_idea
		}
		add_doctrine_cost_reduction = {
			name = naval_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = cat_trade_interdiction
		}
	}
}
### Entity: AI Strategy
Component: SOV_naval_invasion_support
Source: game
File: common/ai_navy/goals/goals_SOV.txt

Code:
SOV_naval_invasion_support = {
	objective_type = naval_invasion_support
	available_for = {
		SOV
	}
	min_priority = 5
	max_priority = 13
}
### Entity: AI Strategy
Component: EAI_SOV_barbarossa_DEFENSIVE_major_shortage
Constructs: has_war_with, is_in_faction_with
Source: game
File: common/ai_strategy/SOV_EAI.txt

Code:
EAI_SOV_barbarossa_DEFENSIVE_major_shortage = {
	enable = {
		is_in_faction_with = SOV
		has_war_with = GER
		EAI_MILITARY_army_shortage_CRITICAL = yes
	}
	abort = {
		NOT = {
			AND = {
				has_war_with = GER
				is_in_faction_with = SOV
				EAI_MILITARY_army_shortage_CRITICAL_abort = yes
			}
		}
	}
	ai_strategy = {
		type = front_control
		ordertype = front
		ratio = > 0.75
		priority = 900
		execution_type = careful
		execute_order = no
		country_trigger = {
			is_in_faction_with = GER
		}
	}
}
### Entity: Idea
Component: QUE_liberal_legacy_2
Constructs: stability_factor
Source: game
File: common/ideas/quebec.txt

Code:
QUE_liberal_legacy_2 = {
	allowed_civil_war = {
		always = no
	}
	picture = bad_investment
	modifier = {
		political_power_cost = 0.2
		stability_factor = -0.05
		surrender_limit = -0.1
	}
}
### Entity: Idea
Component: EAI_HARD/cv_small_plane_naval_bomber_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_HARD/cv_small_plane_naval_bomber_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		cv_small_plane_naval_bomber_airframe = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
}
### Entity: Idea
Component: r56_CHL_liberalism_over_socialism
Constructs: stability_factor, has_government, removal_cost
Source: game
File: common/ideas/r56_chile.txt

Code:
r56_CHL_liberalism_over_socialism = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = democratic
	}
	removal_cost = -1
	modifier = {
		stability_factor = 0.1
		political_power_factor = 0.1
	}
	picture = generic_democratic_drift_bonus
}
### Entity: Order of Battle
Component: air_wing_994
Source: game
File: history/units/CUB_1936_air_legacy.txt

Code:
air_wings = {
	994 = {
		fighter_equipment_0 = {
			owner = CUB
			amount = 10
			creator = USA
		}
		CAS_equipment_0 = {
			owner = CUB
			amount = 13
			creator = USA
		}
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_sudanese_volunteers
Constructs: every_owned_state, prerequisite, limit, completion_reward, is_core_of, add_to_variable, every_unit_leader, has_id
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_sudanese_volunteers
	icon = GFX_goal_SUD_rearm_the_defence_force
	relative_position_id = EGY_egyptian_military_academy
	x = 1
	y = 1
	cost = 10
	available = {
		any_owned_state = {
			is_core_of = SUD
		}
	}
	prerequisite = {
		focus = EGY_egyptian_military_academy
	}
	mutually_exclusive = {
		focus = EGY_continue_army_segregation
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_EGY_SUDANESE_SEPARATISM
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_to_variable = {
			EGY_the_egyptian_army_non_core_manpower = 0.1
		}
		custom_effect_tooltip = EGY_sudanese_volunteers_tt
		every_unit_leader = {
			limit = {
				has_id = 6989
			}
			remove_unit_leader_trait = unpopular
		}
		every_owned_state = {
			limit = {
				is_core_of = SUD
				NOT = {
					state = 767
					is_core_of = ROOT
				}
			}
			add_compliance = 5
		}
	}
}
### Entity: Scripted Effect
Component: CHI_warlord_integration_up
Constructs: limit, add_ideas, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/CHI_scripted_effects.txt

Code:
CHI_warlord_integration_up = {
	if = {
		limit = {
			has_idea = CHI_warlord_integration_4
		}
		swap_ideas = {
			remove_idea = CHI_warlord_integration_4
			add_idea = CHI_warlord_integration_5
		}
	}
	else_if = {
		limit = {
			has_idea = CHI_warlord_integration_3
		}
		swap_ideas = {
			remove_idea = CHI_warlord_integration_3
			add_idea = CHI_warlord_integration_4
		}
	} {
		limit = {
			has_idea = CHI_warlord_integration_2
		}
		swap_ideas = {
			remove_idea = CHI_warlord_integration_2
			add_idea = CHI_warlord_integration_3
		}
	} {
		limit = {
			has_idea = CHI_warlord_integration_1
		}
		swap_ideas = {
			remove_idea = CHI_warlord_integration_1
			add_idea = CHI_warlord_integration_2
		}
	}
	else = {
		add_ideas = CHI_warlord_integration_1
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_infamous_decade
Constructs: add_ideas, completion_reward
Source: game
File: common/national_focus/r56_argentina.txt

Code:
focus = {
	id = ARG_infamous_decade
	icon = GFX_goal_generic_propaganda
	x = 53
	y = 0
	cost = 10
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		add_ideas = infamous_decade
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_HISTORICAL
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_reconciliation_with_liberal_kemalists
Constructs: prerequisite, limit, remove_ideas, add_stability, completion_reward, has_idea, swap_ideas, remove_idea
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_reconciliation_with_liberal_kemalists
	icon = GFX_goal_generic_improve_relations
	prerequisite = {
		focus = TUR_kemalisms_next_step_forward
	}
	x = 0
	y = 1
	relative_position_id = TUR_kemalisms_next_step_forward
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = TUR_sectarianism
			}
			swap_ideas = {
				remove_idea = TUR_sectarianism
				add_idea = TUR_sectarianism1
			}
		}
		else_if = {
			limit = {
				has_idea = TUR_sectarianism1
			}
			swap_ideas = {
				remove_idea = TUR_sectarianism1
				add_idea = TUR_sectarianism2
			}
		} {
			limit = {
				has_idea = TUR_sectarianism2
			}
			remove_ideas = TUR_sectarianism2
		} {
			limit = {
				has_idea = TUR_sectarianism_1
			}
			swap_ideas = {
				remove_idea = TUR_sectarianism_1
				add_idea = TUR_sectarianism
			}
		} {
			limit = {
				has_idea = TUR_sectarianism_2
			}
			swap_ideas = {
				remove_idea = TUR_sectarianism_2
				add_idea = TUR_sectarianism_1
			}
		}
		else = {
			add_stability = 0.075
		}
		add_popularity = {
			ideology = communism
			popularity = 0.03
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_TUR_KEMALISM
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_restore_the_triple_entente_old
Constructs: has_completed_focus, prerequisite, has_government, has_war_with, completion_reward, is_subject, give_guarantee
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_restore_the_triple_entente_old
	text = SOV_restore_the_triple_entente
	icon = GFX_goal_SOV_triple_entente
	prerequisite = {
		focus = SOV_polish_autonomy_old SOV_imperial_legacy_old
	}
	relative_position_id = SOV_imperial_legacy_old
	x = 6
	y = 1
	cost = 10
	available = {
		is_subject = no
		OR = {
			has_government = democratic neutrality
		}
		ENG = {
			NOT = {
				has_government = communism
				has_completed_focus = ENG_alliance_with_germany
				has_war_with = ROOT
			}
		}
		FRA = {
			NOT = {
				has_government = communism
				has_completed_focus = FRA_compromise_with_germany
				has_war_with = ROOT
			}
		}
	}
	completion_reward = {
		FRA = {
			country_event = r56.soviet.102
		}
		ENG = {
			country_event = r56.soviet.102
		}
		effect_tooltip = {
			give_guarantee = FRA ENG
			FRA = {
				give_guarantee = ROOT
			}
			ENG = {
				give_guarantee = ROOT
			}
			custom_effect_tooltip = needs_approval
		}
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_regulate_border_raids
Constructs: prerequisite, completion_reward, unlock_decision_category_tooltip
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_regulate_border_raids
	icon = GFX_goal_class_a_reservists
	prerequisite = {
		focus = PAL_restoring_al_andalus
	}
	x = 0
	y = 2
	relative_position_id = PAL_restoring_al_andalus
	cost = 5
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		unlock_decision_category_tooltip = PAL_border_conflicts
	}
}
### Entity: Scripted Effect
Component: EAI_clear_stockpile_variables
Constructs: clear_variable
Source: game
File: common/scripted_effects/EAI_MISC_effects.txt

Code:
EAI_clear_stockpile_variables = {
	clear_variable = EAI_stockpile_infantry_equipment EAI_str_ratio_infantry_equipment EAI_stockpile_support_equipment EAI_str_ratio_support_equipment EAI_stockpile_motorized_equipment EAI_str_ratio_motorized_equipment EAI_stockpile_mechanized_equipment EAI_str_ratio_mechanized_equipment EAI_stockpile_artillery_equipment EAI_str_ratio_artillery_equipment EAI_stockpile_rocket_artillery_equipment EAI_str_ratio_rocket_artillery_equipment EAI_stockpile_motorized_rocket_equipment EAI_str_ratio_motorized_rocket_equipment EAI_stockpile_anti_tank_equipment EAI_str_ratio_anti_tank_equipment EAI_stockpile_anti_air_equipment EAI_str_ratio_anti_air_equipment EAI_stockpile_light_tank_chassis EAI_str_ratio_light_tank_chassis EAI_stockpile_light_tank_artillery_chassis EAI_str_ratio_light_tank_artillery_chassis EAI_stockpile_light_tank_destroyer_chassis EAI_str_ratio_light_tank_destroyer_chassis EAI_stockpile_light_tank_aa_chassis EAI_str_ratio_light_tank_aa_chassis EAI_stockpile_medium_tank_chassis EAI_str_ratio_medium_tank_chassis EAI_stockpile_medium_tank_artillery_chassis EAI_str_ratio_medium_tank_artillery_chassis EAI_stockpile_medium_tank_destroyer_chassis EAI_str_ratio_medium_tank_destroyer_chassis EAI_stockpile_medium_tank_aa_chassis EAI_str_ratio_medium_tank_aa_chassis EAI_stockpile_heavy_tank_chassis EAI_str_ratio_heavy_tank_chassis EAI_stockpile_heavy_tank_artillery_chassis EAI_str_ratio_heavy_tank_artillery_chassis EAI_stockpile_heavy_tank_destroyer_chassis EAI_str_ratio_heavy_tank_destroyer_chassis EAI_stockpile_heavy_tank_aa_chassis EAI_str_ratio_heavy_tank_aa_chassis EAI_stockpile_modern_tank_chassis EAI_str_ratio_modern_tank_chassis EAI_stockpile_modern_tank_artillery_chassis EAI_str_ratio_modern_tank_artillery_chassis EAI_stockpile_modern_tank_destroyer_chassis EAI_str_ratio_modern_tank_destroyer_chassis EAI_stockpile_modern_tank_aa_chassis EAI_str_ratio_modern_tank_aa_chassis EAI_stockpile_convoy_equipment EAI_fielded_convoy_equipment EAI_stockpile_fuel EAI_str_ratio_fuel
}
### Entity: Character
Component: BOS_jezdimir_dangic
Source: game
File: common/characters/BOS.txt

Code:
BOS_jezdimir_dangic = {
	name = BOS_jezdimir_dangic
	portraits = {
		civilian = {
			large = gfx/leaders/Europe/Portrait_Europe_Generic_navy_3.dds
		}
	}
	country_leader = {
		ideology = fascism_ideology
		expire = 1965.1.1
		id = -1
		traits = {

		}
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_support_polish_fascists
Constructs: prerequisite, limit, has_government, has_country_flag, completion_reward, has_capitulated, is_in_faction, is_subject
Source: game
File: common/national_focus/lithuania.txt

Code:
focus = {
	id = LIT_support_polish_fascists
	icon = GFX_focus_LIT_support_polish_fascists
	prerequisite = {
		focus = LIT_demand_vilnius
	}
	mutually_exclusive = {
		focus = LIT_invade_poland LIT_request_polish_occupation
	}
	x = -2
	y = 1
	relative_position_id = LIT_demand_vilnius
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		POL = {
			exists = yes
			has_capitulated = no
			NOT = {
				has_country_flag = banned_fascism_flag
			}
			is_in_faction = no
		}
		is_subject = no
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		if = {
			limit = {
				POL = {
					has_government = fascism
				}
				LIT = {
					OR = {
						is_in_faction = no
						is_faction_leader = yes
					}
				}
			}
			if = {
				limit = {
					LIT = {
						is_in_faction = no
					}
				}
				POL = {
					country_event = {
						id = LIT_events.6
						days = 5
					}
				}
			}
			else = {
				POL = {
					country_event = {
						id = generic.2
					}
				}
			}
		}
		else_if = {
			limit = {
				POL = {
					has_government = fascism
				}
				LIT = {
					is_in_faction = yes
					is_faction_leader = no
				}
			}
			random_other_country = {
				limit = {
					is_faction_leader = yes
					is_in_faction_with = ROOT
				}
				hidden_effect = {
					country_event = {
						id = LIT_events.7
						days = 5
					}
				}
			}
			effect_tooltip = {
				POL = {
					country_event = {
						id = generic.2
					}
				}
			}
		} {
			limit = {
				POL = {
					NOT = {
						has_government = fascism
					}
				}
			}
			unlock_decision_category_tooltip = support_polish_falange_decisions
		}
	}
}
### Entity: Order of Battle
Component: 1. Norfolk Volunteers
Constructs: division_template
Source: game
File: history/units/CSA_fascist_uprising.txt

Code:
division = {
	name = 1. Norfolk Volunteers
	location = 788
	division_template = Volunteer Brigade
}
### Entity: Event
Component: FRA_west_africa_intervention.2
Constructs: is_triggered_only, division_template, limit, has_template
Source: game
File: events/LaR_France.txt

Code:
country_event = {
	id = FRA_west_africa_intervention.2
	title = FRA_west_africa_intervention.2.t
	desc = FRA_west_africa_intervention.2.desc
	picture = GFX_report_event_romanian_soldiers
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			if = {
				limit = {
					has_template = West Africa Intervention Force
				}
				delete_unit_template_and_units = {
					division_template = West Africa Intervention Force
				}
			} {
				limit = {
					has_template = West Africa Defense Force
				}
				delete_unit_template_and_units = {
					division_template = West Africa Defense Force
				}
			} {
				limit = {
					NOT = {
						tag = FRA
					}
				}
				FRA = {
					country_event = FRA_west_africa_intervention.21
				}
			}
		}
	}
	option = {
		name = FRA_west_africa_intervention.2.a
		army_experience = 5
	}
}