Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Decision
Component: propaganda_efforts
Constructs: has_completed_focus, add_equipment_to_stockpile, has_war, has_government, add_war_support, add_stability, fire_only_once, is_subject
Source: game
File: common/decisions/r56_POL_decisions.txt

Code:
propaganda_efforts = {
	POL_Cult_of_the_Marshal_Rydz_Smigly = {
		icon = generic_political_discourse
		allowed = {
			original_tag = POL
		}
		available = {
			neutrality = > 0.7
			has_war = no
		}
		cost = 10
		fire_only_once = yes
		visible = {
			has_completed_focus = POL_ozon
			has_government = neutrality
			is_subject = no
			has_capitulated = no
		}
		complete_effect = {
			add_stability = 0.02
			add_war_support = 0.03
			hidden_effect = {
				country_event = poland.87
			}
		}
		ai_will_do = {
			factor = 300
		}
	}
	POL_Cult_of_the_Marshal_Ignacy_Moscicki = {
		icon = generic_political_discourse
		allowed = {
			original_tag = POL
		}
		available = {
			neutrality = > 0.7
			has_war = no
		}
		cost = 10
		fire_only_once = yes
		visible = {
			has_completed_focus = POL_camp_of_national_unity
			has_government = neutrality
			is_subject = no
			has_capitulated = no
		}
		complete_effect = {
			add_stability = 0.02
			add_war_support = 0.03
			hidden_effect = {

			}
		}
		ai_will_do = {
			factor = 300
		}
	}
	POL_Cult_of_the_Marshal_Loyal_Slawek = {
		icon = generic_political_discourse
		allowed = {
			original_tag = POL
		}
		available = {
			neutrality = > 0.7
			has_war = no
		}
		cost = 10
		fire_only_once = yes
		visible = {
			has_completed_focus = POL_the_sanation_left
			has_government = neutrality
			is_subject = no
			has_capitulated = no
		}
		complete_effect = {
			add_stability = 0.02
			add_war_support = 0.03
			hidden_effect = {

			}
		}
		ai_will_do = {
			factor = 300
		}
	}
	POL_Civilian_Vehicle_Donation_Drive = {
		icon = generic_political_discourse
		allowed = {
			original_tag = POL
		}
		available = {
			has_war_support = > 0.65
			surrender_progress = < 0.5
		}
		cost = 10
		days_remove = 120
		days_re_enable = 0
		visible = {
			has_completed_focus = POL_national_defence_fund
			is_subject = no
			has_capitulated = no
		}
		complete_effect = {
			add_war_support = -0.01
			add_equipment_to_stockpile = {
				type = motorized_equipment_1
				amount = 30
				producer = FRA
			} {
				type = motorized_equipment_1
				amount = 30
				producer = ITA
			}
		}
		ai_will_do = {
			factor = 80
		}
	}
	POL_Solicit_Donations_for_Public_Works = {
		icon = generic_political_discourse
		allowed = {
			original_tag = POL
		}
		available = {
			has_war_support = > 0.65
			surrender_progress = < 0.5
		}
		cost = 10
		days_remove = 120
		days
# ... (truncated)
### Entity: Event
Component: south_american_events.21
Constructs: is_triggered_only, ai_chance, limit, remove_ideas, every_country, owns_state, has_war_with, has_idea
Source: game
File: events/TOA_Generic_Events.txt

Code:
country_event = {
	id = south_american_events.21
	title = south_american_events.21.t
	desc = south_american_events.21.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = south_american_events.21.a
		ai_chance = {
			base = 1
		}
		every_country = {
			limit = {
				has_idea = PRU_amazonian_war
			}
			remove_ideas = PRU_amazonian_war
		} {
			limit = {
				OR = {
					AND = {
						owns_state = 490
						has_war_with = PRU
					} {
						is_ally_with = ECU
						has_war_with = PRU
					} {
						is_subject_of = ECU
						has_war_with = PRU
					} {
						has_subject = ECU
						has_war_with = PRU
					}
				}
			}
			white_peace = PRU
		}
		IF = {
			limit = {
				490 = {
					is_core_of = PRU
				}
			}
			490 = {
				remove_core_of = PRU
			}
		} {
			limit = {
				has_war_with = ECU
			}
			ECU = {
				transfer_state = 491
			}
			491 = {
				add_core_of = ECU
				remove_core_of = PRU
			}
		}
	}
}
### Entity: Country History
Country: VNZ
Component: VNZ_politics
Constructs: set_stability, set_war_support, set_politics, set_popularities
Source: game
File: history/countries/VNZ - Venice.txt

Code:
# Politics & Parties for VNZ
set_stability = 0.65
set_war_support = 0.42
set_politics = {
	ruling_party = neutrality
	last_election = 1934.3.26
	election_frequency = 60
	elections_allowed = yes
}
set_popularities = {
	democratic = 19
	fascism = 36
	communism = 2
	neutrality = 43
}
### Entity: Event
Component: DOD_yugoslavia.30
Constructs: is_triggered_only, ai_chance, random_hours, set_country_flag, is_historical_focus_on
Source: game
File: events/DOD_Yugoslavia.txt

Code:
country_event = {
	id = DOD_yugoslavia.30
	title = DOD_yugoslavia.30.t
	desc = DOD_yugoslavia.30.desc
	picture = GFX_report_event_german_speech
	is_triggered_only = yes
	option = {
		name = DOD_yugoslavia.30.a
		ai_chance = {
			base = 70
		}
		YUG = {
			country_event = {
				id = DOD_yugoslavia.31
				hours = 6
				random_hours = 12
			}
			set_country_flag = YUG_GER_pressure_1
		}
	} {
		name = DOD_yugoslavia.30.b
		ai_chance = {
			base = 30
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
	}
}
### Entity: National Focus
Tree: nzl_focus
Component: NZL_heavy_bombers
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/new_zealand.txt

Code:
focus = {
	id = NZL_heavy_bombers
	icon = GFX_goal_generic_air_bomber
	prerequisite = {
		focus = NZL_fighter_focus NZL_bomber_focus
	}
	mutually_exclusive = {
		focus = NZL_modern_fighters
	}
	x = 1
	y = 3
	relative_position_id = NZL_expand_the_nzpaf
	cost = 10
	ai_will_do = {
		factor = 2
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = NZL_heavy_bombers
			bonus = 1.0
			uses = 2
			category = cat_strategic_bomber
		}
	}
}
### Entity: Technology
Component: northern_territory_recon_support_tech
Constructs: research_cost, enable_subunits
Source: game
File: common/technologies/infantry.txt

Code:
technology = {
	allow = {
		always = no
	}
	research_cost = 1
	start_year = 1936
	enable_subunits = {
		northern_territory_recon_support
	}
}
### Entity: Idea
Component: KMT_the_grand_government_mil
Constructs: war_support_factor, has_government, army_attack_factor, removal_cost, planning_speed, conscription_factor
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_the_grand_government_mil = {
	removal_cost = -1
	picture = chi_chinese_unity
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		OR = {
			NOT = {
				has_government = neutrality
			}
			overlord = {
				OR = {
					has_government = fascism communism
				}
			}
		}
	}
	on_remove = {

	}
	modifier = {
		experience_gain_army = 0.05
		planning_speed = 0.1
		max_planning = 0.1
		army_attack_factor = 0.05
		command_power_gain = 0.5
		army_infantry_attack_factor = 0.05
		conscription_factor = 0.15
		political_power_factor = -0.1
		war_support_factor = 0.15
		consumer_goods_factor = 0.15
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_modern_command_structure
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_modern_command_structure
	icon = GFX_goal_wargaming
	prerequisite = {
		focus = SWE_winter_equipment
	}
	relative_position_id = SWE_winter_equipment
	x = -1
	y = 1
	cost = 5
	available_if_capitulated = yes
	completion_reward = {
		army_experience = 10
		add_doctrine_cost_reduction = {
			name = SWE_modern_command_structure
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: SOV_workers_of_the_world_unite_idea
Constructs: has_government, removal_cost
Source: game
File: common/ideas/r56_soviet.txt

Code:
SOV_workers_of_the_world_unite_idea = {
	name = SOV_workers_of_the_world_unite_idea
	removal_cost = -1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		NOT = {
			has_government = democratic
		}
	}
	picture = generic_communist_army
	modifier = {
		conscription = 0.05
		ai_call_ally_desire_factor = 50
		ai_join_ally_desire_factor = 50
		offensive_war_stability_factor = 0.05
		non_core_manpower = 0.05
	}
}
### Entity: Idea
Component: AFG_da_afghanistan_bank_idea
Constructs: has_completed_focus, has_dlc, removal_cost, research_bonus
Source: game
File: common/ideas/afghanistan.txt

Code:
AFG_da_afghanistan_bank_idea = {
	name = AFG_da_afghanistan_bank_idea
	picture = AFG_afghanistan_bank
	allowed = {
		has_dlc = Graveyard of Empires
		original_tag = AFG
	}
	available = {
		has_completed_focus = AFG_implement_currency_controls
	}
	visible = {

	}
	cost = 50
	removal_cost = 10
	research_bonus = {

	}
	traits = {
		central_bank
	}
	modifier = {
		consumer_goods_factor = -0.15
	}
}
### Entity: Character
Component: URG_eugenio_gomez
Source: game
File: common/characters/URG.txt

Code:
URG_eugenio_gomez = {
	portraits = {
		civilian = {
			large = GFX_portrait_URG_eugenio_gomez
		}
	}
	country_leader = {
		ideology = stalinism
		traits = {
			staunch_stalinist
		}
		expire = 1956.1.1.12
		id = -1
	}
}
### Entity: Military Industrial Organization
Component: CAT_enric_sanchis_organization
Constructs: has_cosmetic_tag, production_bonus
Source: game
File: common/military_industrial_organization/organizations/CAT_organization.txt

Code:
CAT_enric_sanchis_organization = {
	name = CAT_enric_sanchis
	include = generic_artillery_organization
	icon = GFX_idea_generic_artillery_manufacturer_2
	allowed = {
		OR = {
			tag = CAT ADR
		}
	}
	available = {
		FROM = {
			OR = {
				original_tag = CAT
				has_cosmetic_tag = CAT
			}
		}
	}
	initial_trait = {
		name = generic_mio_initial_trait_artillery_manufacturer
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
		production_bonus = {
			production_cost_factor = -0.03
		}
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/SWI_load_conscription_3.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 8
	}
	location = 3660
	division_template = Elite Grenzbrigade
	start_experience_factor = 0.6
	start_equipment_factor = 1
}
### Entity: Event
Component: SEA_PRC_fourth_army_incident.5
Constructs: is_triggered_only, ai_chance, has_war, has_war_with, fire_only_once, is_in_faction_with, has_army_manpower, add_manpower
Source: game
File: events/SEA_Communist_China.txt

Code:
country_event = {
	id = SEA_PRC_fourth_army_incident.5
	title = SEA_PRC_fourth_army_incident.5.t
	desc = SEA_PRC_fourth_army_incident.5.desc
	picture = GFX_report_event_PRC_new_fourth_army_incident
	is_triggered_only = yes
	trigger = {
		PRC = {
			is_in_faction_with = CHI
		}
	}
	fire_only_once = yes
	option = {
		name = SEA_PRC_fourth_army_incident.5.a
		ai_chance = {
			base = 70
			modifier = {
				surrender_progress = > 0.1
				factor = 2
			} {
				has_war = yes
				any_neighbor_country = {
					has_war_with = ROOT
				}
				factor = 1.5
			} {
				has_army_manpower = {
					size = < 20000
				}
				factor = 2
			} {
				faction_influence_ratio = < 0.2
				factor = 2
			} {
				FROM = {
					faction_influence_ratio = > 0.3
				}
				factor = 1.5
			} {
				FROM = {
					faction_influence_ratio = > 0.5
				}
				factor = 1.5
			} {
				fighting_army_strength_ratio = {
					tag = FROM
					ratio = > -0.5
				}
				factor = 2
			} {
				faction_manifest_fulfillment = > 0.4
				factor = 2
			}
		}
		add_manpower = -10000
		CHI = {
			country_event = {
				id = SEA_PRC_fourth_army_incident.7
				days = 10
				random_days = 5
			}
		}
	} {
		name = SEA_PRC_fourth_army_incident.5.b
		ai_chance = {
			base = 30
			modifier = {
				is_historical_focus_on = yes
				factor = 0
			} {
				surrender_progress = < 0.1
				factor = 2
			} {
				faction_influence_ratio = > 0.25
				factor = 2
			} {
				fighting_army_strength_ratio = {
					tag = FROM
					ratio = < -0.5
				}
				factor = 1.5
			} {
				fighting_army_strength_ratio = {
					tag = FROM
					ratio = > 0
				}
				factor = 1.5
			} {
				FROM = {
					faction_influence_ratio = < 0.5
				}
				factor = 1.5
			} {
				faction_manifest_fulfillment = < 0.4
				factor = 1.5
			}
		}
		add_manpower = -10000
		leave_faction = yes
		CHI = {
			country_event = {
				id = SEA_PRC_fourth_army_incident.6
				hours = 1
			}
		}
	}
}
### Entity: Idea
Component: GEN_non_escalation_pact
Constructs: removal_cost
Source: game
File: common/ideas/r56_generic_tree.txt

Code:
GEN_non_escalation_pact = {
	picture = HUN_secret_rearmament
	removal_cost = -1
	allowed = {
		always = no
	}
	modifier = {
		ai_get_ally_desire_factor = -125
		ai_call_ally_desire_factor = -125
		ai_join_ally_desire_factor = -125
	}
}
### Entity: Scripted Effect
Component: EAI_PC_AIRBASE_final_score_already_building_airbase_here_modifier
Constructs: limit, set_temp_variable
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_strategies_airbase.txt

Code:
EAI_PC_AIRBASE_final_score_already_building_airbase_here_modifier = {
	if = {
		limit = {
			set_temp_variable = {
				_project_building_type = global.EAI_PC_AIR
			}
			EAI_PC_has_same_type_project_here = yes
		}
		multiply_temp_variable = {
			final_score = 0.0
		}
	}
}
### Entity: Character
Component: ETH_seyoum_mengesha
Constructs: has_completed_focus, limit, has_government, has_dlc, has_character_flag
Source: game
File: common/characters/ETH.txt

Code:
ETH_seyoum_mengesha = {
	name = ETH_seyoum_mengesha
	allowed_civil_war = {
		NOT = {
			has_government = fascism
		}
	}
	portraits = {
		army = {
			large = GFX_portrait_ETH_seyoum_mengesha
			small = GFX_portrait_ETH_seyoum_mengesha_small
		}
	}
	corps_commander = {
		traits = {
			old_guard
		}
		skill = 2
		attack_skill = 2
		defense_skill = 3
		planning_skill = 1
		logistics_skill = 1
		legacy_id = -1
		visible = {
			OR = {
				has_government = neutrality
				has_completed_focus = ETH_amedeos_feast_of_maskal
				ROOT = {
					original_tag = ITA
				}
			}
		}
	}
	advisor = {
		slot = high_command
		ledger = army
		idea_token = ETH_seyoum_mengesha
		allowed = {
			original_tag = ETH
			has_dlc = By Blood Alone
		}
		available = {
			IF = {
				limit = {
					has_character_flag = ETH_imprisoned_flag
				}
				NOT = {
					has_character_flag = ETH_imprisoned_flag
				}
			}
		}
		traits = {
			army_regrouping_1
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
		on_add = {
			owner = {
				ETH_BOP_decentralization_large_effect = yes
			}
		}
		on_remove = {
			owner = {
				ETH_BOP_centralization_large_effect = yes
			}
		}
	}
}
### Entity: National Focus
Tree: lie_focus
Component: LIE_ski_infantry
Constructs: prerequisite, completion_reward, set_technology, add_to_variable, add_tech_bonus
Source: game
File: common/national_focus/liechtenstein.txt

Code:
focus = {
	id = LIE_ski_infantry
	icon = GFX_focus_generic_winter_warfare
	prerequisite = {
		focus = LIE_alpine_specialization
	}
	x = -1
	y = 1
	relative_position_id = LIE_alpine_specialization
	cost = 10
	ai_will_do = {
		factor = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_to_variable = {
			LIE_cas_damage_reduction = 0.1
		} {
			LIE_winter_attrition_factor = -0.15
		}
		custom_effect_tooltip = LIE_ski_infantry_tt FIN_winter_warfare_battalion_tt
		add_tech_bonus = {
			name = special_forces_bonus
			bonus = 1
			uses = 1
			category = winter_clothing_tech
		}
		hidden_effect = {
			set_technology = {
				winter_logistics_support_tech = 1
				popup = no
			}
		}
	}
}
### Entity: Decision
Component: AST_cabinet_trust_cat
Constructs: has_completed_focus, limit, add_ideas, political_power_gain, has_government, has_country_flag, add_stability, fire_only_once
Source: game
File: common/decisions/AST.txt

Code:
AST_cabinet_trust_cat = {
	AST_australian_comforts_fund = {
		desc = AST_australian_comforts_fund_desc
		icon = GFX_decision_generic_welfare
		visible = {

		}
		available = {

		}
		fire_only_once = yes
		days_remove = 45
		modifier = {
			civilian_factory_use = 1
		}
		remove_effect = {
			add_days_mission_timeout = {
				mission = AST_castle_crumbling_mission
				days = 30
			}
			custom_effect_tooltip = generic_skip_one_line_tt AST_cabinet_trust_increase_tt
			add_ideas = AST_australian_comforts_fund_idea
			set_country_flag = AST_cabinet_trust_increase
			AST_cabinet_trust_change = yes
		}
		ai_will_do = {
			factor = 5
			modifier = {
				check_variable = {
					var = AST_cabinet_trust_state
					value = 3
					compare = less_than
				}
				factor = 0.5
			} {
				is_historical_focus_on = yes
				factor = 0
			} {
				has_completed_focus = AST_australia_first
				factor = 0
			}
		}
	}
	AST_eminent_successors = {
		desc = AST_eminent_successors_desc
		icon = GFX_decision_SWI_elect_confederation_president
		visible = {

		}
		cost = 0
		fire_only_once = yes
		days_remove = 180
		modifier = {
			stability_weekly = -0.005
		}
		complete_effect = {
			add_days_mission_timeout = {
				mission = AST_castle_crumbling_mission
				days = 30
			}
			custom_effect_tooltip = generic_skip_one_line_tt AST_cabinet_trust_increase_tt
			add_dynamic_modifier = {
				modifier = AST_eminent_successors_spirit
				days = 180
			}
			IF = {
				limit = {
					any_character = {
						has_character_flag = AST_political_advisor_dead
					}
				}
				set_variable = {
					AST_eminent_successors_political_advisor_cost_factor = -0.5
					tooltip = political_advisor_cost_factor_tt
				}
			} {
				limit = {
					any_character = {
						has_character_flag = AST_army_chief_dead
					}
				}
				set_variable = {
					AST_eminent_successors_army_chief_cost_factor = -0.5
					tooltip = army_chief_cost_factor_tt
				}
			}
			ELSE = {
				set_variable = {
					AST_eminent_successors_political_advisor_cost_factor = -0.25
					tooltip = political_advisor_cost_factor_tt
				} {
					AST_eminent_successors_army_chief_cost_factor = -0.25
					tooltip = army_chief_cost_factor_tt
				}
			}
			set_country_flag = AST_cabinet_trust_increase
			AST_cabinet_trust_change = yes
		}
		ai_will_do = {
			factor = 5
			modifier = {
				check_variable = {
					var = AST_cabinet_trust_state
					value = 3

# ... (truncated)
### Entity: Event
Component: ARG_political_events.73
Constructs: is_triggered_only, ai_chance, limit, fire_only_once, has_opinion, is_guaranteed_by, give_guarantee, has_non_aggression_pact_with
Source: game
File: events/TOA_Argentina.txt

Code:
country_event = {
	id = ARG_political_events.73
	title = ARG_political_events.73.t
	desc = ARG_political_events.73.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = ARG_political_events.73.a
		ai_chance = {
			base = 1
			modifier = {
				factor = 10
				has_opinion = {
					target = FROM
					value = > 29
				}
			}
		}
		IF = {
			limit = {
				NOT = {
					FROM = {
						is_guaranteed_by = ROOT
					}
				}
			}
			give_guarantee = FROM
		} {
			limit = {
				FROM = {
					NOT = {
						has_non_aggression_pact_with = ROOT
					}
				}
			}
			diplomatic_relation = {
				country = FROM
				relation = non_aggression_pact
				active = yes
			}
		}
		FROM = {
			country_event = {
				id = ARG_political_events.74
				hours = 3
			}
		}
	} {
		name = ARG_political_events.73.b
		ai_chance = {
			base = 1
			modifier = {
				factor = 10
				has_opinion = {
					target = FROM
					value = > -29
				}
			}
		}
		IF = {
			limit = {
				FROM = {
					NOT = {
						has_non_aggression_pact_with = ROOT
					}
				}
			}
			diplomatic_relation = {
				country = FROM
				relation = non_aggression_pact
				active = yes
			}
		}
		FROM = {
			country_event = {
				id = ARG_political_events.75
				hours = 3
			}
		}
	} {
		name = ARG_political_events.73.c
		ai_chance = {
			base = 1
			modifier = {
				factor = 10
				has_opinion = {
					target = FROM
					value = < -29
				}
			}
		}
		FROM = {
			country_event = {
				id = ARG_political_events.76
				hours = 3
			}
		}
	}
}
### Entity: Idea
Component: FIN_bank_of_aland_ns
Constructs: removal_cost
Source: game
File: common/ideas/finland.txt

Code:
FIN_bank_of_aland_ns = {
	picture = tur_balkan_central_bank_wealthy_greece
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	cancel = {
		NOT = {
			controls_state = 145
		}
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = -0.15
	}
}
### Entity: Idea
Component: KMT_in_the_shadow_of_chiang_kai_shek
Constructs: stability_factor, has_country_flag, is_country_leader, removal_cost, neutrality_drift
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_in_the_shadow_of_chiang_kai_shek = {
	picture = chi_incompetent_officers
	cancel = {
		CHI_chiang_kaishek = {
			is_country_leader = yes
		}
		NOT = {
			has_country_flag = KMT_CKS_loss
		}
	}
	removal_cost = -1
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		stability_factor = -0.05
		neutrality_drift = 0.01
		political_power_factor = -0.05
	}
}
### Entity: AI Strategy
Component: put_garrisons_on_high_prio
Source: game
File: common/ai_strategy/default.txt

Code:
put_garrisons_on_high_prio = {
	enable = {
		always = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = garrison_reinforcement_priority
		value = 100
	}
}
### Entity: Event
Component: poland.11
Constructs: is_triggered_only, create_wargoal, puppet_wargoal_focus
Source: game
File: events/Poland.txt

Code:
country_event = {
	id = poland.11
	title = poland.11.t
	desc = poland.11.d
	picture = GFX_report_event_polish_tanks_01
	is_triggered_only = yes
	option = {
		name = poland.11.a
		create_wargoal = {
			type = puppet_wargoal_focus
			target = FROM
		}
	}
}
### Entity: Unit Template
Component: SIC_INF_01
Source: game
File: common/units/names_divisions/SIC_names_divisions.txt

Code:
SIC_INF_01 = {
	name = Infantry Unit
	for_countries = {
		SIC
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %d Sichuan Juntuán
	ordered = {
		1 = {
			%d Sichuan Juntuán
		}
		2 = {
			%d Sichuan Juntuán
		}
		3 = {
			%d Sichuan Juntuán
		}
		4 = {
			%d Sichuan Juntuán
		}
		5 = {
			%d Sichuan Juntuán
		}
		6 = {
			%d Sichuan Juntuán
		}
		7 = {
			%d Sichuan Juntuán
		}
		8 = {
			%d Sichuan Juntuán
		}
		9 = {
			%d Sichuan Juntuán
		}
		10 = {
			%d Sichuan Juntuán
		}
		11 = {
			%d Sichuan Juntuán
		}
		12 = {
			%d Sichuan Juntuán
		}
		13 = {
			%d Sichuan Juntuán
		}
		14 = {
			%d Sichuan Juntuán
		}
		15 = {
			%d Sichuan Juntuán
		}
		16 = {
			%d Sichuan Juntuán
		}
		17 = {
			%d Sichuan Juntuán
		}
		18 = {
			%d Sichuan Juntuán
		}
		19 = {
			%d Sichuan Juntuán
		}
		20 = {
			%d Sichuan Juntuán
		}
	}
}
### Entity: Character
Component: NEP_military_diplomat
Constructs: war_support_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
NEP_military_diplomat = {
	random = no
	sprite = 13
	political_power_factor = 0.05
	war_support_factor = 0.05
	opinion_gain_monthly_factor = 0.25
}
### Entity: National Focus
Tree: kor_focus
Component: KOR_military_industrial_cooperation
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/korea.txt

Code:
focus = {
	id = KOR_military_industrial_cooperation
	icon = GFX_goal_research_silver
	prerequisite = {
		focus = KOR_expand_jinsen_arsenal
	} {
		focus = KOR_modernize_mining_industry
	} {
		focus = KOR_daelim_petrochemicals
	}
	relative_position_id = KOR_expand_jinsen_arsenal
	x = 0
	y = 1
	cost = 10
	available_if_capitulated = yes
	available = {
		amount_research_slots = < 6
	}
	completion_reward = {
		add_research_slot = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 25
	}
}