Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: POL_stanislaw_wojciechowski
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/POL.txt

Code:
POL_stanislaw_wojciechowski = {
	name = POL_stanislaw_wojciechowski
	portraits = {
		army = {
			small = GFX_idea_POL_stanislaw_wojciechowski
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = POL_stanislaw_wojciechowski
		available = {
			OR = {
				has_completed_focus = POL_modus_vivendi POL_reassemble_the_sejm POL_assemble_the_regency_council
			}
		}
		allowed = {
			original_tag = POL
			OR = {
				has_dlc = Poland: United and Ready No Step Back
			}
		}
		traits = {
			noble_beurocrat
		}
	}
}
### Entity: Event
Component: mtg_news.8
Constructs: is_triggered_only
Source: game
File: events/MTG_NewsEvents.txt

Code:
news_event = {
	id = mtg_news.8
	title = mtg_news.8.t
	desc = mtg_news.8.desc
	picture = GFX_news_event_eng_imperial_federation
	major = yes
	is_triggered_only = yes
	option = {
		name = mtg_news.8.a
		trigger = {
			original_tag = ENG
		}
	} {
		name = mtg_news.8.b
		trigger = {
			NOT = {
				original_tag = ENG
			}
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_communist_liberate_pashtuns
Constructs: prerequisite, completion_reward, is_subject, is_subject_of, allow_branch
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_communist_liberate_pashtuns
	icon = GFX_focus_AFG_curtail_pashtunwali_primacy
	prerequisite = {
		focus = PER_communist_afghanistan_intervention
	}
	x = -1
	y = 1
	relative_position_id = PER_communist_afghanistan_intervention
	cost = 10
	available = {
		is_subject = no
		AFG = {
			is_subject_of = ROOT
		}
	}
	bypass = {

	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 0
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		custom_effect_tooltip = PER_communist_liberate_pashtuns_tt
	}
}
### Entity: Country History
Country: MON
Component: MON_misc
Constructs: add_ideas, set_technology, add_political_power, add_command_power, complete_national_focus, set_grand_doctrine, complete_special_project, retire_character
Source: game
File: history/countries/MON - Mongolia.txt

Code:
# Misc for MON
capital = 330
1939.1.1 = {
	add_political_power = 1198
	add_command_power = 100
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort construction_effort_2 production_effort_2 infrastructure_effort industrial_effort construction_effort production_effort
	oob = MON_1939
	set_technology = {
		support_weapons = 1
		gw_artillery = 1
		electronic_mechanical_engineering = 1
		radio = 1
		mechanical_computing = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		construction1 = 1
		construction2 = 1
		concentrated_industry = 1
		concentrated_industry2 = 1
	}
	set_grand_doctrine = mass_assault new_strategic_destruction
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
{
	add_ideas = {
		limited_conscription
	}
	retire_character = MON_anandyn_amar
	add_country_leader_role = {
		character = MON_khorloogiin_choibalsan
		promote_leader = yes
		country_leader = {
			ideology = stalinism
			expire = 1948.1.1.12
			traits = {
				MON_pan_mongolian_stalinist
			}
		}
	}
	set_global_flag = MON_choibalsan_ascended_flag
}
### Entity: AI Strategy
Component: generic_land_cruiser_tanks
Constructs: has_war, has_government, is_major
Source: game
File: common/ai_equipment/generic_tank.txt

Code:
generic_land_cruiser_tanks = {
	category = land
	roles = {
		land_mega_heavy_breakthrough_tank
	}
	priority = {
		factor = 200
		modifier = {
			num_of_factories = < 100
			factor = 0
		}
	}
	basic_land_cruiser_default = {
		priority = {
			factor = 10
			modifier = {
				has_government = fascism
				factor = 5
			}
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = land_cruiser_chassis_1
			modules = {
				lc_main_armament_slot = lc_heavy_naval_guns
				lc_secondary_armament_slot = lc_medium_naval_guns
				lc_special_features_slot_1 = lc_radio_module
				lc_special_features_slot_2 = empty
				lc_special_features_slot_3 = empty
				lc_additional_armament_slot_1 = lc_heavy_naval_guns
				lc_additional_armament_slot_2 = empty
				lc_additional_armament_slot_3 = empty
				lc_additional_armament_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 12
				tank_nsb_armor_upgrade = {
					base = 10
					modifier = {
						add = 5
						has_war = yes
					} {
						any_enemy_country = {
							is_major = yes
						}
						add = 5
					}
				}
			}
		}
		allowed_modules = {
			lc_heavy_naval_guns lc_super_heavy_railway_gun lc_high_impact_obliterator_cannon lc_heavy_anti_air_platform lc_medium_naval_guns lc_hull_mounted_railway_gun lc_super_heavy_howitzer lc_heavy_high_velocity_cannons lc_heavy_anti_air_battery lc_medium_cannon_turret lc_assault_gun lc_high_velocity_cannon_turret lc_light_anti_air_battery lc_flamethrower_turret lc_rocket_launcher lc_radio_1 lc_radio_2 lc_radio_3 lc_command_center lc_radar lc_aircraft_catapult lc_helipad lc_armored_skirts lc_bunker_emplacement lc_obstacle_clearance_gear lc_internal_fuel_tanks lc_internal_ammunition_compartments lc_wet_ammunition_storage lc_smoke_generators lc_stabilizers
		}
	}
}
### Entity: Character
Component: TAH_acd2
Source: game
File: common/characters/TAH.txt

Code:
TAH_acd2 = {
	advisor = {
		slot = army_chief
		idea_token = TAH_acd2
		allowed = {
			original_tag = TAH
		}
		traits = {
			army_chief_defensive_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_1
		}
	}
}
### Entity: Order of Battle
Component: 144th Independent Division
Constructs: division_template
Source: game
File: history/units/SIC_1936_sea.txt

Code:
division = {
	name = 144th Independent Division
	location = 10903
	division_template = Sanjiao Jun
	start_equipment_factor = 0.1
	officer = {
		name = SIC_guo_xunqi
	}
}
### Entity: AI Strategy
Component: EAI_PROD_NAVY_ASW_CL_navy_production_strategy_2
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_PRODUCTION_navy_strategies.txt

Code:
EAI_PROD_NAVY_ASW_CL_navy_production_strategy_2 = {
	enable = {
		has_country_flag = EAI_ASW_CL_navy_production_2
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = role_ratio
		id = naval_escort_cl
		value = 1
	} {
		type = role_ratio
		id = naval_screen
		value = -1
	}
}
### Entity: Event
Component: rt56.rom_general_election.22
Constructs: is_triggered_only, limit, has_country_flag, clr_country_flag
Source: game
File: events/r56_romania.txt

Code:
country_event = {
	id = rt56.rom_general_election.22
	title = rt56.rom_general_election.22.t
	desc = rt56.rom_general_election.22.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = rt56.rom_general_election.22.a
		if = {
			limit = {
				FROM = {
					has_country_flag = RT56_balkan_pact_member
				}
			}
			FROM = {
				clr_country_flag = RT56_balkan_pact_member
			}
		}
	}
}
### Entity: Idea
Component: SHL_ncdb
Source: game
File: common/ideas/schleswig_holstein.txt

Code:
SHL_ncdb = {
	picture = generic_navy_europe_1
	allowed = {
		original_tag = SHL
	}
	traits = {
		navy_chief_decisive_battle_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Modifier Reference
Component: PER_defensive_maneuvers_modifier
Constructs: army_attack_factor
Source: game
File: common/dynamic_modifiers/GoE_dynamic_modifiers.txt

Code:
PER_defensive_maneuvers_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_generic_wall_line
	modifier_army_sub_unit_infantry_defence_factor = PER_sub_unit_infantry_defence_factor
	modifier_army_sub_unit_irregular_infantry_defence_factor = PER_sub_unit_infantry_irregular_defence_factor
	army_attack_factor = PER_army_attack_factor
}
### Entity: Character
Component: ENG_alan_turing
Constructs: has_intelligence_agency, has_done_agency_upgrade, has_political_power, has_dlc
Source: game
File: common/characters/ENG.txt

Code:
ENG_alan_turing = {
	name = ENG_alan_turing
	portraits = {
		army = {
			small = GFX_idea_eng_alan_turing
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = eng_alan_turing
		available = {
			has_intelligence_agency = yes
			custom_trigger_tooltip = {
				tooltip = cyptology_tooltip_tt
				has_done_agency_upgrade = upgrade_form_department
			}
		}
		ai_will_do = {
			base = 1
			modifier = {
				has_political_power = < 200
				factor = 0
			}
		}
		allowed = {
			original_tag = ENG
			has_dlc = La Resistance
		}
		traits = {
			mastermind_code_cracker
		}
	}
}
### Entity: State History
Component: 1007
Constructs: add_core_of
Source: game
File: history/states/1007-Khyber Pass.txt

Code:
state = {
	id = 1007
	name = STATE_1006
	manpower = 949599
	state_category = rural
	provinces = {
		5082 12831
	}
	history = {
		owner = AFG
		buildings = {
			infrastructure = 1
		}
		add_core_of = AFG
		victory_points = {
			5082 1
		} {
			12831 1
		}
	}
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Character
Component: NZL_william_stevens
Source: game
File: common/characters/NZL.txt

Code:
NZL_william_stevens = {
	name = NZL_william_stevens
	portraits = {
		army = {
			large = GFX_NZL_william_stevens
			small = GFX_portrait_NZL_william_stevens_small
		}
	}
	corps_commander = {
		skill = 4
		attack_skill = 2
		defense_skill = 4
		planning_skill = 3
		logistics_skill = 4
		legacy_id = -1
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_invite_iraq
Constructs: prerequisite, has_government, has_war_with, completion_reward, is_faction_leader, is_ally_with
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_invite_iraq
	icon = GFX_goal_generic_befriend_iraq
	relative_position_id = EGY_anti_imperialist_uniformity
	x = -1
	y = 1
	cost = 10
	available = {
		is_faction_leader = yes
		NOT = {
			has_war_with = IRQ
		}
		IRQ = {
			OR = {
				has_government = neutrality fascism
			}
		}
	}
	prerequisite = {
		focus = EGY_anti_imperialist_uniformity
	}
	bypass = {
		OR = {
			is_ally_with = IRQ
			NOT = {
				country_exists = IRQ
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		IRQ = {
			country_event = {
				id = generic.5
			}
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_heritage_of_an_empire
Constructs: has_completed_focus, prerequisite, completion_reward, has_game_rule, add_to_variable
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_heritage_of_an_empire
	icon = GFX_focus_AUS_heritage_of_an_empire
	prerequisite = {
		focus = AUS_form_nachrichtenabteilun AUS_wienfilm_propaganda_effort AUS_consolidate_industries
	}
	mutually_exclusive = {

	}
	x = 2
	y = 2
	relative_position_id = AUS_form_nachrichtenabteilun
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_WAR_SUPPORT
	}
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	offset = {
		x = -5
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = AUS_demand_hungarian_submission
		}
	}
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = AUS_austrofascism_intro_tt
		add_to_variable = {
			AUS_austrofascism_conscription_factor = 0.1
			tooltip = conscription_factor_tt
		} {
			AUS_austrofascism_war_support_factor = 0.05
			tooltip = war_support_factor_tt
		} {
			AUS_austrofascism_justify_war_goal_time = -0.1
			tooltip = justify_war_goal_time_tt
		}
	}
}
### Entity: Effect Reference
Construct: scope
Constructs: scope, add_scientist_role
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
# From character scope
my_character = {
	add_scientist_role = {
		scientist = {
			desc = desc_loc_key # Optional
			traits = { scientist_trait_token ... } # Optional
			skills = { specialization_token = 2 ... }
			# cf. game/common/characters/_documentation/md for full explanation
		}
	}
}
### Entity: National Focus
Tree: waf_focus
Component: WAF_join_the_axis
Constructs: prerequisite, limit, has_government, has_war_with, is_major, completion_reward, is_in_faction, is_subject
Source: game
File: common/national_focus/r56_west_african_shared.txt

Code:
focus = {
	id = WAF_join_the_axis
	icon = GFX_goal_generic_the_axis
	prerequisite = {
		focus = WAF_mobilization_of_the_masses
	}
	x = 0
	y = 1
	relative_position_id = WAF_mobilization_of_the_masses
	cost = 5
	available = {
		is_in_faction = no
		is_subject = no
		has_government = fascism
		any_other_country = {
			is_major = yes
			has_government = fascism
			is_faction_leader = yes
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	completion_reward = {
		if = {
			limit = {
				GER = {
					has_government = fascism
					is_faction_leader = yes
					has_capitulated = no
					NOT = {
						has_war_with = ROOT
					}
					exists = yes
				}
				NOT = {
					any_other_country = {
						is_in_faction_with = GER
						has_war_with = ROOT
					}
				}
			}
			GER = {
				country_event = generic.2
			}
		}
		else = {
			get_best_alliance_match_fascism_effect = yes
			var:best_leader = {
				country_event = generic.2
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: Event
Component: axis_minors_ruthenia.4
Constructs: is_triggered_only, ai_chance, limit, has_government, add_political_power, is_ai, set_country_flag, is_neighbor_of
Source: game
File: events/r56_ruthenia.txt

Code:
country_event = {
	id = axis_minors_ruthenia.4
	title = axis_minors_ruthenia.4.t
	desc = axis_minors_ruthenia.4.desc
	picture = GFX_report_event_cze_divided_nation
	is_triggered_only = yes
	option = {
		name = axis_minors_ruthenia.4.a
		ai_chance = {
			base = 0
		}
		if = {
			limit = {
				OR = {
					has_government = fascism neutrality
				}
			}
			add_political_power = -20
		}
	} {
		name = axis_minors_ruthenia.4.b
		ai_chance = {
			base = 100
		}
		if = {
			limit = {
				RUT = {
					is_ai = yes
				}
			}
			RUT = {
				set_country_flag = r56_UPA_check
			}
		} {
			limit = {
				HUN = {
					is_neighbor_of = RUT
				}
			}
			HUN = {
				create_wargoal = {
					type = take_state_focus
					target = RUT
					generator = {
						73
					}
				}
				declare_war_on = {
					target = RUT
					type = take_state_focus
					generator = {
						73
					}
				}
			}
		}
	}
}
### Entity: Character
Component: USA_jonathan_wainwright
Constructs: has_completed_focus, limit, has_dlc
Source: game
File: common/characters/USA.txt

Code:
USA_jonathan_wainwright = {
	name = USA_jonathan_wainwright
	portraits = {
		army = {
			large = GFX_portrait_USA_jonathan_wainwright
			small = GFX_portrait_USA_jonathan_wainwright_small
		}
	}
	corps_commander = {
		visible = {
			if = {
				limit = {
					has_dlc = No Compromise, No Surrender
				}
				has_completed_focus = PHI_subordinate_philippine_department
			}
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		legacy_id = 0
	}
}
### Entity: National Focus
Tree: spa_focus
Component: SPA_retake_the_americas
Constructs: prerequisite, limit, completion_reward, is_in_faction_with, create_wargoal, annex_everything, take_state_focus
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPA_retake_the_americas
	available = {
		OR = {
			NOT = {
				is_in_faction_with = ARG
			} {
				is_in_faction_with = CHL
			} {
				is_in_faction_with = PRU
			} {
				is_in_faction_with = VEN
			} {
				is_in_faction_with = COL
			} {
				is_in_faction_with = BOL
			} {
				is_in_faction_with = MEX
			} {
				is_in_faction_with = USA
			}
		}
	}
	bypass = {

	}
	prerequisite = {
		focus = SPA_reassert_american_dominance
	}
	icon = GFX_focus_spa_the_war_of_vengeance
	x = 0
	y = 1
	relative_position_id = SPA_reassert_american_dominance
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				NOT = {
					is_in_faction_with = ARG
				}
			}
			create_wargoal = {
				type = annex_everything
				target = ARG
				expire = 0
			}
		} {
			limit = {
				NOT = {
					is_in_faction_with = CHL
				}
			}
			create_wargoal = {
				type = annex_everything
				target = CHL
				expire = 0
			}
		} {
			limit = {
				NOT = {
					is_in_faction_with = PRU
				}
			}
			create_wargoal = {
				type = annex_everything
				target = PRU
				expire = 0
			}
		} {
			limit = {
				NOT = {
					is_in_faction_with = VEN
				}
			}
			create_wargoal = {
				type = annex_everything
				target = VEN
				expire = 0
			}
		} {
			limit = {
				NOT = {
					is_in_faction_with = COL
				}
			}
			create_wargoal = {
				type = annex_everything
				target = COL
				expire = 0
			}
		} {
			limit = {
				NOT = {
					is_in_faction_with = BOL
				}
			}
			create_wargoal = {
				type = annex_everything
				target = BOL
				expire = 0
			}
		} {
			limit = {
				NOT = {
					is_in_faction_with = MEX
				}
			}
			create_wargoal = {
				type = annex_everything
				target = MEX
				expire = 0
			}
		} {
			limit = {
				NOT = {
					is_in_faction_with = USA
				}
			}
			create_wargoal = {
				type = take_state_focus
				target = USA
				generator = {
					378 379 380 377 376 375
				}
				expire = 0
			}
		}
	}
}
### Entity: Idea
Component: rt56_USA_homeland_secuirty
Constructs: removal_cost
Source: game
File: common/ideas/r56_usa.txt

Code:
rt56_USA_homeland_secuirty = {
	picture = generic_intel_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	modifier = {
		army_core_defence_factor = 0.05
		army_intel_to_others = -5
		conversion_cost_civ_to_mil_factor = -0.05
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_liberal_conservative_alliance
Constructs: prerequisite, add_stability, completion_reward, add_political_power, add_popularity
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_liberal_conservative_alliance
	icon = GFX_goal_generic_major_alliance
	prerequisite = {
		focus = NOR_vote_of_no_confidence
	}
	x = 0
	y = 1
	relative_position_id = NOR_vote_of_no_confidence
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_stability = 0.15
		add_popularity = {
			ideology = democratic
			popularity = 0.1
		}
		add_political_power = 50
	}
}
### Entity: Scripted Effect
Component: EAI_DEBUG_check_for_out_of_manpower
Constructs: limit, has_army_manpower, check_variable
Source: game
File: common/scripted_effects/EAI_DEBUG_effects.txt

Code:
EAI_DEBUG_check_for_out_of_manpower = {
	if = {
		limit = {
			has_army_manpower = {
				size = > 100000
			}
			check_variable = {
				manpower_k = < 10
			} {
				global.EAI_days_elapsed = > 120
			}
		}
		log = [GetYear] [GetMonth] | AI | [Root.GetName] | DEBUG: out of manpower
		if = {
			limit = {
				NOT = {
					check_variable = {
						conscription_ratio = < 1
					}
				}
			}
			log = [GetYear] [GetMonth] | AI | [Root.GetName] | DEBUG: not recruiting manpower
		} {
			limit = {
				EAI_LAW_upgrade_manpower_law = yes
			}
			log = [GetYear] [GetMonth] | AI | [Root.GetName] | DEBUG: conscription law upgrade permitted EAI_PP_stored_pp [?EAI_PP_stored_pp]
		}
	}
}
### Entity: Event
Component: bftb_greece.95
Constructs: is_triggered_only, limit, has_government, add_war_support, has_country_flag, fire_only_once, add_manpower, add_popularity
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.95
	title = bftb_greece.95.t
	desc = bftb_greece.95.desc
	picture = GFX_report_event_gre_parade
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = bftb_greece.95.a
		add_manpower = 175000
		add_popularity = {
			ideology = fascism
			popularity = 0.15
		}
		hidden_effect = {
			set_variable = {
				var = GRE_fascist_loyalty
				value = 1
			}
			GRE_political_instability_update_effect = yes
			if = {
				limit = {
					NOT = {
						has_government = fascism
						has_idea = GRE_eee_in_government
						has_country_flag = onassis_proposition_accepted
					}
				}
				country_event = {
					id = bftb_greece.90
					days = 60
				}
			}
		}
	} {
		name = bftb_greece.95.b
		add_war_support = -0.05
		add_popularity = {
			ideology = fascism
			popularity = -0.1
		}
		hidden_effect = {
			if = {
				limit = {
					NOT = {
						has_government = fascism
						has_idea = GRE_eee_in_government
						has_country_flag = onassis_proposition_accepted
					}
				}
				country_event = {
					id = bftb_greece.90
					days = 90
				}
			}
		}
	}
}
### Entity: Idea
Component: JAP_government_faction_tier_1
Constructs: stability_factor, war_support_factor, removal_cost, conscription_factor
Source: game
File: common/ideas/japan.txt

Code:
JAP_government_faction_tier_1 = {
	removal_cost = -1
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	picture = PLACEHOLDER_idea_icon
	modifier = {
		stability_factor = 0.05
		war_support_factor = -0.05
		conscription_factor = -0.025
		trade_laws_cost_factor = 0.4
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_force_white_peace
Constructs: prerequisite, limit, completion_reward, has_defensive_war, cancel_if_invalid, allow_branch, every_enemy_country, is_faction_leader
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_force_white_peace
	icon = GFX_goal_generic_major_alliance
	x = 2
	y = 1
	prerequisite = {
		focus = PER_push_to_deserts PER_push_to_mountains
	}
	mutually_exclusive = {
		focus = PER_demand_war_reparations
	}
	relative_position_id = PER_push_to_deserts
	cost = 5
	available = {
		has_defensive_war = yes
		any_war_score = > 59
		surrender_progress = < 0.15
	}
	bypass = {

	}
	cancel_if_invalid = yes
	allow_branch = {

	}
	ai_will_do = {
		factor = 20
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		custom_effect_tooltip = PER_white_peace_tt CHL_skip_one_line_tt
		every_enemy_country = {
			limit = {
				OR = {
					is_faction_leader = yes
					is_in_faction = no
				}
			}
			country_event = {
				id = PER_imperial_events.150
				hours = 1
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_NAVAL_avoid_convoy_escorts
Source: game
File: common/ai_strategy/EAI_MILITARY_naval_strategies.txt

Code:
EAI_MILITARY_NAVAL_avoid_convoy_escorts = {
	enable = {
		EAI_STRATEGY_need_convoy_escorts = no
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = naval_mission_threshold
		id = MISSION_CONVOY_ESCORT
		value = 500000
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_recruit_haitian_pilots
Constructs: prerequisite, completion_reward, has_full_control_of_state, add_doctrine_cost_reduction
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_recruit_haitian_pilots
	icon = GFX_goal_generic_officers
	relative_position_id = VEN_caribbean_naval_hub
	x = -3
	y = 2
	cost = 10
	available = {
		has_full_control_of_state = 318
	}
	prerequisite = {
		focus = VEN_connect_the_cities
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		air_experience = 25
		add_doctrine_cost_reduction = {
			name = VEN_recruit_haitian_pilots
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
	}
}
### Entity: Order of Battle
Component: Tou Gong Guo Min Jun
Constructs: division_template
Source: game
File: history/units/PRC_nra_defect_beijing.txt

Code:
division = {
	name = Tou Gong Guo Min Jun
	location = 9843
	division_template = Sanjiao Jun
	start_experience_factor = 0.3
}