Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Country History
Country: JAP
Component: JAP_characters
Constructs: recruit_character
Source: game
File: history/countries/JAP - Japan.txt

Code:
# Leaders & Characters for JAP
recruit_character = JAP_tetsu_katayama JAP_kyuichi_tokuda JAP_emperor_hirohito JAP_tomoyuki_yamashita JAP_hisaichi_terauchi JAP_shunroku_hata JAP_akira_muto JAP_kanji_ishiwara JAP_shizuichi_tanaka JAP_yasuji_okamura JAP_toshizo_nishio JAP_rikichi_ando JAP_naruhiko_higashikuni JAP_seishiro_itagaki JAP_takashi_sakai JAP_kenji_doihara JAP_kenkichi_ueda JAP_shigeru_honjo JAP_yoshijiro_umezu JAP_otozo_yamada JAP_hatazo_adachi JAP_iwane_matsui JAP_sadao_araki JAP_keisuke_fujie JAP_kiichiro_higuchi JAP_masaharu_homma JAP_harukichi_hyakutake JAP_jo_iimura JAP_hitoshi_imamura JAP_masatane_kanda JAP_kuniaki_koiso JAP_isoroku_yamamoto JAP_mineichi_koga JAP_kiyoshi_hasegawa JAP_shigeyoshi_inoue JAP_nobutake_kondo JAP_takeo_takagi JAP_soemu_toyoda JAP_jisaburo_ozawa JAP_zengo_yoshida JAP_hiroaki_abe JAP_tadashige_daigo JAP_gengo_hyakutake JAP_yoshitoshi_tokugawa JAP_fushimi_hiroyasu JAP_korechika_anami JAP_mitsuo_fuchida JAP_minoru_genda JAP_tateo_kato JAP_osami_nagano JAP_torashiro_kawabe JAP_shigetaro_shimada JAP_yoshio_nishina JAP_hideo_itokawa JAP_kanin_kotohito JAP_hideki_tojo JAP_matome_ugaki JAP_nishizo_tsukahara JAP_hajime_sugiyama JAP_chuichi_nagumo JAP_hino_kumazo JAP_mitsumasa_yonai JAP_takuo_godo JAP_chiune_sugihara JAP_kingoro_hashimoto JAP_sanzo_nosaka JAP_hiroshi_oshima JAP_kijuro_shidehara JAP_kijiro_nambu JAP_keiji_fukuda JAP_jiro_horikoshi JAP_hideki_yukawa JAP_yoji_ito JAP_hideo_iwakuro JAP_yuzuru_hiraga JAP_keisuke_okada JAP_shun_akikusa JAP_koki_hirota JAP_kazushige_ugaki JAP_fumimaro_konoe JAP_senjuro_hayashi JAP_jinzaburo_masaki JAP_emperor_yasuhito JAP_tokugawa_iesato JAP_masafumi_arima JAP_tsuneyoshi_takeda JAP_yasuhiko_asaka JAP_isamu_cho JAP_hayao_tada JAP_nashimoto_morimasa JAP_michitaro_komatsubara JAP_takahashi_korekiyo JAP_naoki_hoshino JAP_koichi_kido JAP_shigenori_togo JAP_heisuke_yanagawa JAP_yosuke_matsuoka JAP_genki_abe JAP_nobusuke_kishi JAP_masatoshi_okochi JAP_shumei_okawa JAP_okinori_kaya JAP_koyata_iwasaki JAP_chikuhei_nakajima JAP_yoshisuke_aikawa JAP_kenjiro_matsumoto JAP_uzo_nishiyama JAP_gotaro_ogawa JAP_kiichiro_hiranuma JAP_yamauchi_sachiko JAP_wakatsuki_reijiro JAP_shinji_sogo JAP_jotaro_watanabe JAP_masakazu_kawabe JAP_harukichi_shimoi JAP_teijiro_toyoda JAP_chuuichi_nagumo JAP_tamon_yamaguchi JAP_toyoaki_horiuchi JAP_tadaichi_wakamatsu JAP_masanobu_tsuji
### Entity: Military Industrial Organization
Component: ITA_crda_organization
Constructs: has_completed_focus, limit, has_war_with, has_country_flag, has_dlc, has_invited_mio_tt, has_invited_crda_mio_flag, is_subject
Source: game
File: common/military_industrial_organization/organizations/ITA_organization.txt

Code:
ITA_crda_organization = {
	include = generic_battle_line_ship_organization
	icon = GFX_idea_crda
	allowed = {
		OR = {
			tag = ITA
			AND = {
				tag = BUL
				has_dlc = Battle for the Bosporus
			} {
				tag = HUN
				has_dlc = Gotterdammerung
			}
		}
	}
	available = {
		IF = {
			limit = {
				FROM = {
					NOT = {
						original_tag = ITA
					}
				}
			}
			FROM = {
				NOT = {
					has_war_with = ITA
				}
			}
		} {
			limit = {
				FROM = {
					original_tag = BUL
				}
			}
			custom_trigger_tooltip = {
				tooltip = has_invited_mio_tt
				FROM = {
					has_country_flag = has_invited_crda_mio_flag
				}
			}
			FROM = {
				OR = {
					is_subject = no
					is_subject_of = ITA
				}
				NOT = {
					has_completed_focus = BUL_nationalization
				}
			}
		} {
			limit = {
				FROM = {
					original_tag = HUN
				}
			}
			FROM = {
				controls_state = 736
			}
		}
		ELSE = {
			FROM = {
				controls_state = 736
			}
			ITA_is_northern_designer = yes
		}
	}
	add_trait = {
		token = ITA_mio_trait_new_industrialization_program
		name = ITA_new_industrialization_program
		icon = GFX_generic_mio_department_icon_ship_capital_ship_production
		special_trait_background = yes
		position = {
			x = 9
			y = 0
		}
		visible = {
			FROM = {
				original_tag = ITA
			}
		}
		available = {
			FROM = {
				has_completed_focus = ITA_new_industrialization_program ITA_strengthen_northern_industry
			}
		}
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.1
		}
		production_bonus = {
			production_capacity_factor = 0.1
		}
	}
}
### Entity: Technology
Component: basic_heavy_cruiser
Constructs: enable_equipments, research_cost
Source: game
File: common/technologies/naval.txt

Code:
technology = {
	enable_equipments = {
		heavy_cruiser_2
	}
	path = {
		leads_to_tech = improved_heavy_cruiser
		research_cost_coeff = 1
	} {
		leads_to_tech = basic_light_cruiser
		research_cost_coeff = 0.75
	}
	research_cost = 2
	start_year = 1936
	folder = {
		name = naval_folder
		position = {
			x = 1
			y = 7
		}
	}
	ai_will_do = {
		factor = 1
	}
	categories = {
		naval_artillery naval_equipment ca_tech mio_cat_tech_all_capital_ship_and_modules mio_cat_tech_all_cruiser_and_modules
	}
	special_project_specialization = {
		specialization_naval
	}
}
### Entity: AI Strategy
Component: garrison_ITA
Source: game
File: common/ai_templates/templates_ITA.txt

Code:
garrison_ITA = {
	available_for = {
		ITA
	}
	role = garrison
	upgrade_prio = {
		base = 0.5
		modifier = {
			factor = 20
			NOT = {
				ai_has_role_template = garrison
			}
		}
	}
	garrison_ITA = {
		reinforce_prio = 0
		custom_icon = 7
		upgrade_prio = {
			factor = 2
			modifier = {
				factor = 1
			}
		}
		target_template = {
			support = {
				engineer = 1
			}
			regiments = {
				infantry = 6
			}
		}
	}
}
### Entity: Country History
Country: LAO
Component: LAO_army
Source: game
File: history/countries/LAO - Laos.txt

Code:
# OOB & Army Setup for LAO
oob = LAO_1936
### Entity: Event
Component: political.19
Constructs: is_triggered_only, add_stability, set_politics
Source: game
File: events/PoliticalEvents.txt

Code:
country_event = {
	id = political.19
	title = political.19.t
	desc = political.19.d
	picture = GFX_report_event_worker_protests
	is_triggered_only = yes
	option = {
		name = political.19.c
		trigger = {
			OR = {
				NOT = {
					tag = CHI
				}
				AND = {
					NOT = {
						country_exists = PRC
					}
					tag = CHI
				}
			}
		}
		set_politics = {
			ruling_party = communism
			elections_allowed = no
		}
		add_stability = -0.05
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_australian_contracts
Constructs: prerequisite, has_war_with, completion_reward, has_resources_in_country, add_to_variable
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_australian_contracts
	icon = GFX_goal_generic_positive_trade_relations
	available = {
		AST = {
			exists = yes
			NOT = {
				has_war_with = ROOT
			}
		}
		has_resources_in_country = {
			resource = rubber
			amount = > 399
		}
	}
	prerequisite = {
		focus = INS_realign_supply_chains INS_first_come_first_serve
	}
	mutually_exclusive = {

	}
	x = 4
	y = 1
	relative_position_id = INS_realign_supply_chains
	cost = 10
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_INDUSTRY FOCUS_FILTER_INTERNATIONAL_TRADE
	}
	completion_reward = {
		custom_effect_tooltip = INS_great_depression_tt
		add_to_variable = {
			var = INS_great_depression_min_export
			value = 0.1
			tooltip = min_export_tt
		} {
			var = INS_great_depression_stability_factor
			value = 0.05
			tooltip = stability_factor_tt
		} {
			var = INS_great_depression_global_building_slots_factor
			value = 0.1
			tooltip = global_building_slots_factor_tt
		}
	}
}
### Entity: Event
Component: INS_industrial_events.5
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, set_country_flag, is_subject_of, is_historical_focus_on, add_timed_idea, add_to_variable
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_industrial_events.5
	title = INS_industrial_events.5.t
	desc = INS_industrial_events.5.desc
	picture = GFX_report_event_generic_factory
	is_triggered_only = yes
	option = {
		name = INS_industrial_events.5.a
		ai_chance = {
			base = 10
		}
		custom_effect_tooltip = available_industrial_concern
		show_ideas_tooltip = idea_INS_bank_of_java_concern
		set_country_flag = INS_bank_of_java_unlock
	} {
		name = INS_industrial_events.5.b
		trigger = {
			is_subject_of = HOL
		}
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
		add_timed_idea = {
			idea = INS_economic_transition_idea
			days = 240
		}
		custom_effect_tooltip = newline_tt INS_economic_transition_tt
		add_to_variable = {
			var = INS_economic_stability_idea_stability_factor
			value = 0.05
			tooltip = stability_factor_tt
		} {
			var = INS_economic_stability_idea_production_speed_infrastructure_factor
			value = 0.05
			tooltip = production_speed_infrastructure_factor_tt
		} {
			var = INS_economic_stability_idea_production_speed_dockyard_factor
			value = 0.05
			tooltip = production_speed_dockyard_factor_tt
		} {
			var = INS_economic_stability_idea_political_power_gain
			value = 0.15
			tooltip = political_power_gain_tt
		} {
			var = INS_economic_stability_idea_autonomy_gain
			value = -0.25
			tooltip = autonomy_gain_tt
		}
	} {
		name = INS_industrial_events.5.c
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
		add_timed_idea = {
			idea = INS_economic_transition_idea
			days = 240
		}
		add_offsite_building = {
			type = industrial_complex
			level = 2
		} {
			type = arms_factory
			level = 1
		}
		USA = {
			add_opinion_modifier = {
				target = ROOT
				modifier = indonesia_currency_pegged_to_dollar_modifier
			}
		}
		custom_effect_tooltip = newline_tt INS_economic_transition_tt
		add_to_variable = {
			var = INS_economic_stability_idea_stability_factor
			value = 0.025
			tooltip = stability_factor_tt
		} {
			var = INS_economic_stability_idea_production_speed_arms_factory_factor
			value = 0.05
			tooltip = production_speed_arms_factory_factor_tt
		} {
			var = INS_economic_stability_idea_production_speed_dockyard_factor
			value = 0.025
			tooltip = production_speed_dockyard_factor_tt
		} {
			var = INS_economic_stability_idea_autonomy_gain
			value = 
# ... (truncated)
### Entity: Idea
Component: COG_masses_education
Constructs: research_speed_factor, removal_cost
Source: game
File: common/ideas/r56_congo.txt

Code:
COG_masses_education = {
	allowed = {
		always = no
	}
	modifier = {
		research_speed_factor = 0.03
	}
	removal_cost = -1
	picture = generic_research_bonus
}
### Entity: Event
Component: rt56.rom_protect_yug.2
Constructs: is_triggered_only, add_political_power
Source: game
File: events/r56_romania.txt

Code:
country_event = {
	id = rt56.rom_protect_yug.2
	title = rt56.rom_protect_yug.2.t
	desc = rt56.rom_protect_yug.2.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = rt56.rom_protect_yug.2.a
		add_political_power = 10
	}
}
### Entity: Idea
Component: LUX_minister_foreign_KPL
Source: game
File: common/ideas/r56_luxembourg.txt

Code:
LUX_minister_foreign_KPL = {
	modifier = {
		defensive_war_stability_factor = 0.25
		drift_defence_factor = -0.5
		communism_acceptance = 30
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_a_land_of_mountains
Constructs: prerequisite, completion_reward, set_technology, add_tech_bonus, special_bonus
Source: game
File: common/national_focus/r56_switzerland.txt

Code:
focus = {
	id = SWI_a_land_of_mountains
	icon = GFX_goal_generic_mountain_warfare
	prerequisite = {
		focus = SWI_update_army SWI_modern_arty
	} {
		focus = SWI_planning
	}
	x = -2
	y = 1
	relative_position_id = SWI_update_army
	cost = 10
	ai_will_do = {
		base = 1
	}
	completion_reward = {
		add_tech_bonus = {
			name = special_bonus
			bonus = 1.0
			uses = 2
			category = mountaineers_tech
		} {
			name = special_forces_bonus
			bonus = 1.0
			uses = 1
			category = r56_special_forces_training_tech
		}
		custom_effect_tooltip = GRE_mountain_training_effect
		hidden_effect = {
			set_technology = {
				mountain_warfare = 1
			}
		}
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_secret_weapons
Constructs: prerequisite, add_ideas, has_country_flag, completion_reward
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_secret_weapons
	icon = GFX_goal_generic_secret_weapon
	prerequisite = {
		focus = ITA_german_military_cooperation
	}
	x = 1
	y = 1
	relative_position_id = ITA_german_military_cooperation
	cost = 5
	available = {
		NOT = {
			has_country_flag = ENG_ditched_by_the_germans_flag
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_ideas = generic_secret_weapons_ns
	}
}
### Entity: National Focus
Tree: csa_focus
Component: CSA_rubber_reserve_company
Constructs: prerequisite, completion_reward, add_tech_bonus, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/csa.txt

Code:
focus = {
	id = CSA_rubber_reserve_company
	icon = GFX_focus_generic_rubber
	x = 39
	y = 3
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RUBBER FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	prerequisite = {
		focus = CSA_lake_city_ammunition
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = GER_coal_liquidization
			bonus = 1
			uses = 2
			category = synth_resources
		}
		random_owned_controlled_state = {
			prioritize = {
				375
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = rubber_refinery
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_join_allies
Constructs: has_completed_focus, prerequisite, limit, has_government, has_war_with, is_major, completion_reward, has_capitulated
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_join_allies
	icon = GFX_allies
	relative_position_id = LIT_draw_closer_to_sweden
	x = 2
	y = 1
	cost = 10
	available_if_capitulated = yes
	prerequisite = {
		focus = LIT_draw_closer_to_sweden
	}
	available = {
		OR = {
			AND = {
				ENG = {
					has_government = democratic
					has_completed_focus = ENG_steady_as_she_goes
					has_capitulated = no
					NOT = {
						has_war_with = ROOT
					}
				}
				NOT = {
					any_other_country = {
						is_in_faction_with = ENG
						has_war_with = ROOT
					}
				}
			}
			any_other_country = {
				NOT = {
					original_tag = ENG
				} {
					has_war_with = ROOT
				}
				is_faction_leader = yes
				is_major = yes
				has_government = democratic
			}
		}
	}
	mutually_exclusive = {
		focus = LIT_form_a_baltic_alliance
	} {
		focus = LIT_join_northern_lights
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		if = {
			limit = {
				ENG = {
					has_government = democratic
					is_faction_leader = yes
					has_capitulated = no
					NOT = {
						has_war_with = ROOT
					}
				}
				NOT = {
					any_other_country = {
						is_in_faction_with = ENG
						has_war_with = ROOT
					}
				}
			}
			ENG = {
				country_event = {
					id = generic.2
					hours = 6
				}
			}
		}
		else = {
			get_best_alliance_match_democratic_effect = yes
			var:best_leader = {
				country_event = generic.2
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: Event
Component: r56_afghanistan.97
Constructs: is_triggered_only, has_war_with, fire_only_once
Source: game
File: events/r56_afghanistan.txt

Code:
news_event = {
	id = r56_afghanistan.97
	title = r56_afghanistan.97.t
	desc = r56_afghanistan.97.d
	picture = GFX_news_event_AFG_restoration_of_RAS
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = r56_afghanistan.97.a
		trigger = {
			OR = {
				original_tag = AFG PAK PER ALG SAU IRQ TUN JOR LBA YEM SOM SUD UZB TAJ EGY OMA TMS KYR KAZ PAL QAT BHR UAE SYR KUR TUR ALB HAZ MOR INS BUK
			}
			NOT = {
				has_war_with = FROM
			}
		}
	} {
		name = r56_afghanistan.97.b
		trigger = {
			NOT = {
				original_tag = AFG
			} {
				original_tag = PAK
			} {
				original_tag = PER
			} {
				original_tag = ALG
			} {
				original_tag = SAU
			} {
				original_tag = IRQ
			} {
				original_tag = TUN
			} {
				original_tag = JOR
			} {
				original_tag = LBA
			} {
				original_tag = YEM
			} {
				original_tag = SOM
			} {
				original_tag = SUD
			} {
				original_tag = UZB
			} {
				original_tag = TAJ
			} {
				original_tag = EGY
			} {
				original_tag = OMA
			} {
				original_tag = TMS
			} {
				original_tag = KYR
			} {
				original_tag = KAZ
			} {
				original_tag = PAL
			} {
				original_tag = QAT
			} {
				original_tag = BHR
			} {
				original_tag = UAE
			} {
				original_tag = SYR
			} {
				original_tag = KUR
			} {
				original_tag = TUR
			} {
				original_tag = ALB
			} {
				original_tag = HAZ
			} {
				original_tag = MOR
			} {
				original_tag = INS
			} {
				original_tag = BUK
			} {
				original_tag = SYR
			} {
				has_war_with = FROM
			}
		}
	} {
		name = r56_afghanistan.97.c
		trigger = {
			has_war_with = FROM
		}
	}
}
### Entity: Event
Component: ww_congo.65
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/WUW_Congo.txt

Code:
country_event = {
	id = ww_congo.65
	title = ww_congo.65.t
	desc = ww_congo.65.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = ww_congo.65.a
	}
}
### Entity: Idea
Component: AFG_renew_soviet_trade_agreement
Constructs: research_speed_factor, has_government, removal_cost, communism_drift
Source: game
File: common/ideas/afghanistan.txt

Code:
AFG_renew_soviet_trade_agreement = {
	allowed = {
		tag = AFG
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	picture = AFG_renew_soviet_trade_agreement
	modifier = {
		communism_drift = 0.02
		research_speed_factor = 0.02
		communism_acceptance = 25
	}
	targeted_modifier = {
		tag = SOU
		license_purchase_cost = -0.3
		license_production_speed = 0.1
		trade_cost_for_target_factor = -0.2
	}
}
### Entity: Idea
Component: superior_firepower_academy_spirit
Constructs: has_military_academy, has_doctrine, initiative_factor, has_dlc
Source: game
File: common/ideas/army_spirits.txt

Code:
superior_firepower_academy_spirit = {
	ledger = army
	available = {
		AND = {
			has_military_academy = yes
			has_doctrine = superior_firepower
		}
	}
	modifier = {
		custom_modifier_tooltip = superior_firepower_academy_spirit_tt
		trait_engineer_xp_gain_factor = 0.2
		initiative_factor = 0.04
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 0
			NOT = {
				has_dlc = No Step Back
			}
		} {
			factor = 2
			has_doctrine = superior_firepower
		}
	}
}
### Entity: AI Strategy
Component: EAI_ITA_area_priority
Source: game
File: common/ai_strategy/ITA_EAI.txt

Code:
EAI_ITA_area_priority = {
	allowed = {
		tag = ITA
	}
	enable = {
		always = yes
	}
	abort = {
		always = no
	}
	ai_strategy = {
		type = area_priority
		id = suez
		value = 200
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_ensure_wartime_stability_r56
Constructs: prerequisite, has_war, limit, has_government, completion_reward, has_idea, swap_ideas, remove_idea
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_ensure_wartime_stability_r56
	icon = GFX_focus_POL_beck_ribbentrop
	prerequisite = {
		focus = SIA_tighten_the_dictatorship_r56
	} {
		focus = SIA_return_to_the_world_stage_r56 SIA_forced_out_of_neutrality_r56
	}
	x = -1
	y = 1
	relative_position_id = SIA_tighten_the_dictatorship_r56
	cost = 8
	ai_will_do = {
		base = 15
	}
	available = {
		has_war = yes
		has_government = fascism
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = SIA_united_front_against_socialism_2_r56
			}
			swap_ideas = {
				remove_idea = SIA_united_front_against_socialism_2_r56
				add_idea = SIA_united_front_against_socialism_3_r56
			}
		}
		else = {
			swap_ideas = {
				remove_idea = SIA_compromised_modernization_front_2_r56
				add_idea = SIA_united_modernization_front_r56
			}
		}
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_follow_the_soviet_union
Constructs: prerequisite, has_war, limit, has_government, has_war_with, add_war_support, completion_reward, is_in_faction_with
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_follow_the_soviet_union
	icon = GFX_focus_chi_mission_to_the_soviet_union
	prerequisite = {
		focus = ITA_union_in_the_party
	}
	mutually_exclusive = {
		focus = ITA_defend_the_land
	}
	x = -2
	y = 1
	relative_position_id = ITA_union_in_the_party
	cost = 5
	bypass = {
		OR = {
			NOT = {
				country_exists = SOV
			} {
				SOU = {
					has_government = communism
				}
			}
			is_in_faction_with = SOU
		}
	}
	available = {
		if = {
			limit = {
				OR = {
					NOT = {
						country_exists = SOU
					} {
						SOU = {
							has_government = communism
						}
					}
					is_in_faction_with = SOU
				}
			}
		}
		else = {
			is_in_faction = no
			is_subject = no
			SOU = {
				has_government = communism
				is_faction_leader = yes
				is_subject = no
				has_civil_war = no
				NOT = {
					is_justifying_wargoal_against = ROOT
				} {
					has_war_with = ROOT
				}
			} {
				has_opinion = {
					target = ROOT
					value = > 50
				}
			}
		}
	}
	search_filters = {

	}
	completion_reward = {
		SOU = {
			country_event = {
				id = generic.2
				hours = 4
				random_hours = 4
			}
		} {
			add_ai_strategy = {
				type = befriend
				id = ROOT
				value = 100
			}
		}
		if = {
			limit = {
				SOU = {
					has_war = yes
				}
			}
			add_war_support = 0.1
		}
		add_ai_strategy = {
			type = befriend
			id = SOU
			value = 100
		}
	}
}
### Entity: AI Strategy
Component: chinese_war
Constructs: has_completed_focus
Source: game
File: common/ai_strategy/JAP.txt

Code:
chinese_war = {
	allowed = {
		original_tag = JAP
	}
	enable = {
		has_completed_focus = JAP_reinforce_the_beijing_garrison
		country_exists = CHI
	}
	abort = {
		NOT = {
			country_exists = CHI
		}
	}
	ai_strategy = {
		type = antagonize
		id = CHI
		value = 200
	} {
		type = front_unit_request
		tag = CHI
		value = 50
	}
}
### Entity: Event
Component: hon.65
Constructs: is_triggered_only, create_country_leader
Source: game
File: events/honduras.txt

Code:
country_event = {
	id = hon.65
	title = hon.65.t
	desc = hon.65.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = hon.65.a
		HON = {
			create_country_leader = {
				name = Infante Jaime
				picture = GFX_portrait_fra_infante_jaime
				expire = 1965.1.1
				ideology = absolute_monarchism
				traits = {
					the_legitimist r56_trait_opposed_to_communism
				}
			}
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_utilize_cameleers
Constructs: prerequisite, limit, completion_reward, has_dynamic_modifier, add_to_variable
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_utilize_cameleers
	icon = GFX_focus_generic_reinforcing_the_supply_network
	prerequisite = {
		focus = AFG_maintain_quami AFG_adopt_nufus
	}
	x = 2
	y = 1
	relative_position_id = AFG_maintain_quami
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		IF = {
			limit = {
				has_dynamic_modifier = {
					modifier = AFG_nufus_modifier
				}
			}
			custom_effect_tooltip = AFG_nufus_intro_tt
		}
		ELSE = {
			custom_effect_tooltip = AFG_quami_intro_tt
		}
		add_to_variable = {
			AFG_army_supply_consumption_factor = -0.05
			tooltip = supply_consumption_factor_tt
		} {
			AFG_army_supply_combat_penalties_on_core_factor = -0.15
			tooltip = supply_combat_penalties_on_core_factor_tt
		}
	}
}
### Entity: Order of Battle
Component: air_wing_354
Source: game
File: history/units/TUR_1939_air_bba.txt

Code:
air_wings = {
	354 = {
		small_plane_airframe_0 = {
			owner = TUR
			amount = 30
			creator = USA
			version_name = P-6
		}
		medium_plane_airframe_1 = {
			owner = TUR
			amount = 32
			creator = ENG
			version_name = Bristol Blenheim
		}
	}
}