Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: State History
Component: 1029
Constructs: add_core_of
Source: game
File: history/states/1029 - Gangwon.txt

Code:
state = {
	id = 1029
	name = STATE_1029
	manpower = 1328410
	state_category = rural
	resources = {
		tungsten = 10
	}
	history = {
		owner = JAP
		add_core_of = KOR
		buildings = {
			infrastructure = 2
		}
		victory_points = {
			1148 1
		}
	}
	provinces = {
		1148 4004 4103 7021 9936 11958 12011 11912
	}
	local_supplies = 0.0
}
### Entity: AI Strategy
Component: EAI_CHI_ignore_warlords
Constructs: has_war_with, is_literally_china, is_historical_focus_on, is_ai
Source: game
File: common/ai_strategy/CHI_EAI.txt

Code:
EAI_CHI_ignore_warlords = {
	allowed = {
		is_literally_china = yes
	}
	enable = {
		is_historical_focus_on = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = front_unit_request
		value = -200
		country_trigger = {
			is_ai = yes
			NOT = {
				has_war_with = FROM
			}
			is_literally_china = yes
		}
	}
}
### Entity: AI Strategy
Component: BUL_the_return_of_ferdinand_plan
Constructs: has_country_flag, has_dlc, has_game_rule
Source: game
File: common/ai_strategy_plans/BUL_alternate_strategy_plan.txt

Code:
BUL_the_return_of_ferdinand_plan = {
	name = The Return of Ferdinand I
	desc = Following the death of Tsar Boris III, his father Ferdinand I will sit on the throne once again, seeking revenge against those who wronged him decades ago.
	allowed = {
		original_tag = BUL
		has_dlc = Battle for the Bosporus
	}
	enable = {
		OR = {
			has_country_flag = BUL_AI_RANDOM_THE_RETURN_OF_FERDINAND
			has_game_rule = {
				rule = BUL_ai_behavior
				option = THE_RETURN_OF_FERDINAND
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		BUL_power_to_the_tsar BUL_acquire_modern_tools BUL_negotiate_bulgarian_rearmament BUL_cooperate_with_the_zveno BUL_the_tsars_regime BUL_promote_bulgarian_nationalism BUL_limited_womens_suffrage BUL_improve_the_road_system BUL_invigorate_national_industry BUL_restore_the_tarnovo_constitution BUL_freedom_of_press BUL_expand_sofia_university BUL_bulgarian_irredentism BUL_approach_germany BUL_reorganize_the_military_industry BUL_rebuild_the_army BUL_support_macedonian_organizations BUL_illusions_of_a_non_partisan_system BUL_liberalization_of_trade_policies BUL_plot_against_boris BUL_the_return_of_ferdinand_i BUL_darzhavna_voenna_fabrika BUL_vasil_levsky_national_military_university BUL_national_military_academy BUL_war_logistics BUL_restrained_paramilitary_organizations BUL_the_fate_of_the_balkans BUL_crush_the_communists BUL_nationalist_propaganda BUL_increase_industry_investments BUL_found_the_brannik BUL_found_dvf_sopot BUL_national_railway_lines BUL_light_metal_exploitation BUL_prussia_of_the_balkans BUL_bulgarian_academy_of_sciences BUL_a_black_sea_fleet BUL_expand_varna_naval_base BUL_guardians_of_the_balkans BUL_bulgarian_administration_of_the_balkans BUL_utmost_optimization BUL_the_third_bulgarian_empire BUL_restore_the_bulgarian_patriarchate BUL_improve_coastal_defenses BUL_reinforce_naval_bases BUL_amend_old_grudges BUL_develop_burgas_shipyards BUL_national_submarine_production BUL_bulgarian_shipping_chamber BUL_consolidate_dominance_of_the_seas
	}
	focus_factors = {
		BUL_appoint_right_wing_ministers = 0
		BUL_strengthen_the_royal_dictatorship = 0
		BUL_condemn_macedonian_organizations = 0
		BUL_dissolve_the_military_union = 0
		BUL_ban_far_right_organizations = 0
		BUL_join_the_tripartite_pact = 0
		BUL_join_the_allies = 0
		BUL_dominance_in_the_black_sea = 0
		BUL_form_a_regency_council = 0
	}
	research = {

	}
	ideas = {
		BUL_dim
# ... (truncated)
### Entity: Trigger Reference
Construct: has_start_date
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_start_date

* Supported Scopes: any
* Supported Targets: none

```
Compare the initial start date of current game.
```
### Entity: Joint Focus
Tree: ssb_focus
Component: SSB_saadabad_research_cooperation
Constructs: prerequisite, limit, joint_focus, completion_reward, is_in_faction_with, cancel_if_invalid, add_to_tech_sharing_group
Source: game
File: common/national_focus/goe_shared_saadabad_branch.txt

Code:
joint_focus = {
	id = SSB_saadabad_research_cooperation
	icon = GFX_focus_research2
	prerequisite = {
		focus = SSB_expand_turkeys_military_infrastructure SSB_expand_afghanistans_military_infrastructure SSB_expand_iraqs_military_infrastructure SSB_expand_irans_military_infrastructure
	}
	relative_position_id = SSB_the_saadabad_pact
	x = 1
	y = 7
	cost = 5
	text_icon = SSB_AFG_IRQ_PER_TUR_focus_style
	available = {
		SSB_basic_available_trigger = yes
		if = {
			limit = {
				tag = PER
			}
			OR = {
				is_in_faction_with = AFG IRQ TUR
			}
		} {
			limit = {
				tag = IRQ
			}
			OR = {
				is_in_faction_with = AFG PER TUR
			}
		} {
			limit = {
				tag = AFG
			}
			OR = {
				is_in_faction_with = PER IRQ TUR
			}
		} {
			limit = {
				tag = TUR
			}
			OR = {
				is_in_faction_with = AFG IRQ PER
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	bypass = {

	}
	ai_will_do = {
		factor = 0
	}
	joint_trigger = {
		SSB_basic_available_trigger = yes
		OR = {
			is_in_faction_with = PER AFG IRQ TUR
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_to_tech_sharing_group = SSB_tech_sharing_group
		country_event = {
			id = PER_ssb_events.9
			hours = 12
		}
	}
}
### Entity: Achievement
Component: sunrise_invasion
Constructs: has_country_flag, is_ironman, has_start_date, has_any_custom_difficulty_setting, is_owned_by, is_on_continent, is_coastal
Source: game
File: common/achievements.txt

Code:
sunrise_invasion = {
	id = 61
	possible = {
		tag = JAP
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
	}
	happened = {
		date = < 1945.1.1
		has_country_flag = achievement_sunrise_invasion_conquered_mexico_first
		custom_trigger_tooltip = {
			tooltip = sunrise_invasion_tt
			any_state = {
				is_owned_by = JAP
				is_on_continent = europe
				is_coastal = yes
			}
		}
	}
}
### Entity: Idea
Component: BAY_at
Source: game
File: common/ideas/bavaria.txt

Code:
BAY_at = {
	ledger = air
	picture = generic_air_europe_1
	allowed = {
		original_tag = BAY
	}
	traits = {
		air_warfare_theorist
	}
}
### Entity: Order of Battle
Component: air_wing_11
Source: game
File: history/units/LIT_1939_air_bba.txt

Code:
air_wings = {
	11 = {
		small_plane_airframe_0 = {
			owner = LIT
			amount = 39
			creator = FRA
			version_name = D.510
		}
		small_plane_cas_airframe_0 = {
			owner = LIT
			amount = 30
			version_name = ANBO IV
		}
	}
}
### Entity: Order of Battle
Component: air_wing_231
Source: game
File: history/units/SOV_1939_air_bba.txt

Code:
air_wings = {
	231 = {
		small_plane_airframe_0 = {
			owner = SOV
			amount = 60
			version_name = I-153
		}
	}
}
### Entity: Achievement
Component: pizza_time
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting
Source: game
File: common/achievements.txt

Code:
pizza_time = {
	id = 165
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		tag = ITA
	}
	happened = {
		controls_state = 358 395 629
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_prioritize_socioeconomic_progress_r56
Constructs: prerequisite, add_war_support, add_stability, completion_reward, swap_ideas, remove_idea, add_idea, add_country_leader_role
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_prioritize_socioeconomic_progress_r56
	prerequisite = {
		focus = SIA_equality_under_our_law_r56
	}
	mutually_exclusive = {
		focus = SIA_asias_liberal_firebrand_r56
	}
	icon = GFX_focus_generic_socialist_science
	cost = 5
	ai_will_do = {
		base = 8
	}
	x = 1
	y = 1
	relative_position_id = SIA_equality_under_our_law_r56
	available = {
		SIA_prioritize_socioeconomic_progress_r56_branch_trigger = yes
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = SIA_beacon_of_progress_r56
			add_idea = SIA_prioritize_socioeconomic_progress_r56_idea
		}
		SIA_pridi_banomyong = {
			add_country_leader_role = {
				promote_leader = yes
				country_leader = {
					ideology = social_nationalism
					traits = {
						SIA_father_of_the_modern_siam_r56 SIA_humble_anti_imperialist_r56
					}
				}
			}
			hidden_effect = {
				add_country_leader_role = {
					promote_leader = yes
					country_leader = {
						ideology = socialism
						traits = {
							SIA_father_of_the_modern_siam_r56 SIA_humble_anti_imperialist_r56
						}
					}
				}
			}
		}
		effect_tooltip = {
			custom_effect_tooltip = unlocks_decision_clamp_down_on_anti_revolutionary_dissent_which_grants_tt SIA_clamp_down_on_anti_revolutionary_dissent_r56_effects
			add_stability = 0.02
			add_war_support = 0.02
		}
	}
}
### Entity: Character
Component: BEL_edouard_van_den_burgen
Constructs: has_dlc
Source: game
File: common/characters/BEL.txt

Code:
BEL_edouard_van_den_burgen = {
	instance = {
		allowed = {
			has_dlc = Gotterdammerung
		}
		advisor = {
			slot = political_advisor
			idea_token = BEL_edouard_van_den_burgen
			allowed = {
				original_tag = BEL
			}
			traits = {
				BEL_mobilization_proponent
			}
		} {
			slot = theorist
			idea_token = BEL_edouard_van_den_burgen
			ledger = army
			allowed = {
				original_tag = BEL
			}
			traits = {
				military_theorist
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
		name = BEL_edouard_van_den_burgen
		portraits = {
			army = {
				small = GFX_portrait_BEL_edouard_van_den_burgen_small
			}
		}
	}
}
### Entity: Effect Reference
Construct: set_project_flag
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## set_project_flag

* Supported Scopes: SPECIAL_PROJECT
* Supported Targets: none

```
set project flag
```
### Entity: Faction
Component: war_declaration_rule_major_only
Constructs: stability_factor, war_support_factor, is_major
Source: game
File: common/factions/rules/war_declaration_rules.txt

Code:
war_declaration_rule_major_only = {
	type = war_declaration_rules
	ai_will_do = {
		base = 0
	}
	trigger = {
		is_major = yes
	}
	modifier = {
		war_support_factor = -0.05
		stability_factor = -0.05
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_accept_british_naval_dominance
Constructs: prerequisite, add_ideas, has_war_with, add_opinion_modifier, completion_reward, is_subject, cancel_if_invalid
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_accept_british_naval_dominance
	icon = GFX_focus_ger_accept_british_naval_dominance
	prerequisite = {
		focus = GER_expatriate_the_communists
	}
	mutually_exclusive = {
		focus = GER_rebuild_the_high_seas_fleet
	}
	available = {
		is_subject = no
		NOT = {
			has_war_with = ENG
		}
	}
	cancel_if_invalid = yes
	x = 0
	y = 2
	relative_position_id = GER_expatriate_the_communists
	cost = 10
	ai_will_do = {
		factor = 1
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		ENG = {
			add_opinion_modifier = {
				target = ROOT
				modifier = GER_accept_british_naval_dominance_opinion
			}
		}
		add_ideas = GER_redirecting_naval_production
	}
}
### Entity: Modding Documentation
Construct: total_equipment_produced_fighter
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### total_equipment_produced_fighter
* description: Total produced equipment of typefighter
### Entity: Faction
Component: faction_template_JAP_the_old_alliance
Constructs: change_leader_rule_industry
Source: game
File: common/factions/templates/japanese_factions.txt

Code:
faction_template_JAP_the_old_alliance = {
	name = JAP_the_old_alliance
	manifest = faction_manifest_defense_of_democracy
	goals = {
		faction_goal_the_arteries_of_trade faction_goal_rule_the_waves
	}
	default_rules = {
		joining_rule_non_fascist faction_peace_rule_liberation_focus government_in_exile_allowed change_leader_rule_industry
	}
	icon = GFX_faction_logo_generic_democratic
}
### Entity: Idea
Component: SRL_democratic_guy
Constructs: has_government
Source: game
File: common/ideas/sri_lanka.txt

Code:
SRL_democratic_guy = {
	picture = generic_political_advisor_asia_1
	allowed = {
		original_tag = SRL
	}
	traits = {
		democratic_reformer
	}
	do_effect = {
		NOT = {
			has_government = democratic
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: Character
Component: PRC_zhang_guotao
Constructs: has_country_flag, has_character_flag, is_historical_focus_on, has_country_leader
Source: game
File: common/characters/PRC.txt

Code:
PRC_zhang_guotao = {
	name = PRC_zhang_guotao
	portraits = {
		army = {
			large = GFX_portrait_PRC_zhang_guotao
			small = GFX_portrait_PRC_zhang_guotao_military_small
		}
		civilian = {
			large = GFX_portrait_PRC_zhang_guotao
			small = GFX_portrait_PRC_zhang_guotao_civilian_small
		}
	}
	field_marshal = {
		traits = {
			infantry_officer
		}
		visible = {
			has_country_flag = PRC_zhang_guatao_arrived
			NOT = {
				has_country_flag = PRC_zhang_guotao_left
			} {
				has_character_flag = PRC_dismissed_advisor
			}
		}
		skill = 3
		attack_skill = 4
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 2
		legacy_id = -1
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = PRC_zhang_guotao_theorist
		ledger = army
		allowed = {
			original_tag = PRC
		}
		ai_will_do = {
			base = 5
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
		traits = {
			mass_assault_expert
		}
		available = {
			has_country_flag = PRC_zhang_guatao_arrived
			custom_trigger_tooltip = {
				tooltip = PRC_has_not_been_purged_tt
			}
		}
		visible = {
			NOT = {
				has_country_flag = PRC_zhang_guotao_left
				has_character_flag = PRC_dismissed_advisor
			}
		}
	} {
		slot = political_advisor
		idea_token = PRC_zhang_guotao
		allowed = {
			original_tag = PRC
		}
		cost = 100
		traits = {
			PRC_dubious_loyalty
		}
		ai_will_do = {
			base = 5
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
		available = {
			NOT = {
				has_country_leader = {
					ruling_only = yes
					character = PRC_zhang_guotao
				}
			}
			custom_trigger_tooltip = {
				tooltip = PRC_has_not_been_purged_tt
			}
		}
		visible = {
			has_country_flag = PRC_zhang_guatao_arrived
			NOT = {
				has_character_flag = PRC_dismissed_advisor
				has_country_flag = PRC_zhang_guotao_left
			}
		}
		on_add = {
			owner = {
				PRC_increase_bolsheviks_BOP_small = yes
			}
		}
		on_remove = {
			owner = {
				PRC_increase_mao_BOP_small = yes
			}
		}
	}
}
### Entity: Idea
Component: ITA_officine_meccaniche
Constructs: has_completed_focus, has_dlc, research_bonus, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/italy.txt

Code:
ITA_officine_meccaniche = {
	picture = ITA_officine_meccaniche
	allowed = {
		original_tag = ITA
		has_dlc = By Blood Alone
	}
	available = {
		has_completed_focus = ITA_new_ricostruzione_industriale
	}
	research_bonus = {
		motorized_equipment = 0.2
	}
	equipment_bonus = {
		motorized_equipment = {
			instant = yes
			build_cost_ic = -0.15
		}
		train_equipment = {
			instant = yes
			build_cost_ic = -0.15
		}
	}
	traits = {
		motorized_equipment_manufacturer
	}
}
### Entity: Event
Component: r56.lootbox.event.15
Constructs: is_triggered_only, add_equipment_to_stockpile
Source: game
File: events/r56_lootbox_events.txt

Code:
country_event = {
	id = r56.lootbox.event.15
	title = r56.lootbox.event.title
	desc = r56.lootbox.event.15.description
	is_triggered_only = yes
	option = {
		name = r56.lootbox.event.option.rare
		custom_effect_tooltip = r56_tooltip_lootbox_event15
		add_equipment_to_stockpile = {
			type = infantry_equipment_0
			amount = 5000
			producer = ENG
		} {
			type = support_equipment_1
			amount = 800
			producer = ENG
		} {
			type = artillery_equipment_1
			amount = 360
			producer = ENG
		} {
			type = motorized_equipment_0
			amount = 20
			producer = ENG
		}
	}
}
### Entity: Unit Template
Component: SPR_MAR_01
Source: game
File: common/units/names_divisions/SPR_names_divisions.txt

Code:
SPR_MAR_01 = {
	name = Marine Division
	for_countries = {
		SPR
	}
	can_use = {
		always = yes
	}
	division_types = {
		marine
	}
	fallback_name = %da Div. de Infantería de Marina
	ordered = {
		1 = {
			%da Div. de Infantería de Marina
		}
		2 = {
			%da Div. de Infantería de Marina
		}
		3 = {
			%da Div. de Infantería de Marina
		}
		4 = {
			%da Div. de Infantería de Marina
		}
		5 = {
			%da Div. de Infantería de Marina
		}
		6 = {
			%da Div. de Infantería de Marina
		}
		7 = {
			%da Div. de Infantería de Marina
		}
		8 = {
			%da Div. de Infantería de Marina
		}
		9 = {
			%da Div. de Infantería de Marina
		}
		10 = {
			%da Div. de Infantería de Marina
		}
	}
}
### Entity: Unit Template
Component: HUN_INF_01
Constructs: has_cosmetic_tag
Source: game
File: common/units/names_divisions/HUN_names_divisions.txt

Code:
HUN_INF_01 = {
	name = Infantry Divisions
	for_countries = {
		AUS HUN CZE
	}
	can_use = {
		OR = {
			tag = HUN
			has_cosmetic_tag = HUN_EMPIRE
		}
	}
	division_types = {
		infantry
	}
	link_numbering_with = {
		HUN_INF_02 HUN_GAR_01
	}
	fallback_name = %d. gyaloghadosztály
	ordered = {
		6 = {
			%d. gyaloghadosztály
		}
		7 = {
			%d. gyaloghadosztály
		}
		10 = {
			%d. gyaloghadosztály
		}
		12 = {
			%d. gyaloghadosztály
		}
		13 = {
			%d. gyaloghadosztály
		}
		16 = {
			%d. gyaloghadosztály
		}
		20 = {
			%d. gyaloghadosztály
		}
		24 = {
			%d. gyaloghadosztály
		}
		25 = {
			%d. gyaloghadosztály
		}
		26 = {
			%d. gyaloghadosztály
		}
		27 = {
			%d. 'Szekel' gyaloghadosztály
		}
		28 = {
			%d. gyaloghadosztály
		}
		29 = {
			%d. gyaloghadosztály
		}
		30 = {
			%d. gyaloghadosztály
		}
		31 = {
			%d. gyaloghadosztály
		}
		32 = {
			%d. gyaloghadosztály
		}
		36 = {
			%d. gyaloghadosztály
		}
		37 = {
			%d. gyaloghadosztály
		}
		38 = {
			%d. gyaloghadosztály
		}
		39 = {
			%d. gyaloghadosztály
		}
		40 = {
			%d. gyaloghadosztály
		}
		41 = {
			%d. gyaloghadosztály
		}
		42 = {
			%d. gyaloghadosztály
		}
		43 = {
			%d. gyaloghadosztály
		}
		44 = {
			%d. gyaloghadosztály
		}
		45 = {
			%d. gyaloghadosztály
		}
		46 = {
			%d. gyaloghadosztály
		}
		47 = {
			%d. gyaloghadosztály
		}
		48 = {
			%d. gyaloghadosztály
		}
		49 = {
			%d. gyaloghadosztály
		}
		50 = {
			%d. gyaloghadosztály
		}
		51 = {
			%d. gyaloghadosztály
		}
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_continue_the_democratic_transition_r56
Constructs: has_completed_focus, prerequisite, limit, has_government, completion_reward, allow_branch, has_focus_autohide_rule_trigger_r56, cancel_if_invalid
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_continue_the_democratic_transition_r56
	prerequisite = {
		focus = SIA_restore_the_honor_of_the_chakri_r56
	}
	mutually_exclusive = {
		focus = SIA_push_wichitwathakan_to_the_forefront_r56 SIA_consolidate_the_peoples_assembly_r56
	}
	allow_branch = {
		if = {
			limit = {
				has_focus_autohide_rule_trigger_r56 = yes
			}
			NOT = {
				has_completed_focus = SIA_pridis_premiership_r56 SIA_phibuns_takeover_r56 SIA_consolidate_the_peoples_assembly_r56 SIA_push_wichitwathakan_to_the_forefront_r56
			}
		}
	}
	icon = GFX_goal_generic_internal_democracy
	cost = 5
	ai_will_do = {
		base = 1
	}
	x = -1
	y = 1
	relative_position_id = SIA_restore_the_honor_of_the_chakri_r56
	available = {
		democratic = > 0.3
		has_government = neutrality
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	bypass = {
		has_government = democratic
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		mark_focus_tree_layout_dirty_r56 = yes
		add_ruling_to_dem = yes
		effect_tooltip = {
			custom_effect_tooltip = NOR_enable_puppet_states_tt generic_skip_one_line_tt
			add_country_leader_role = {
				character = SIA_kuang_abhayavongsa
				promote_leader = yes
				country_leader = {
					expire = 1965.1.1
					ideology = conservatism
					traits = {
						conservative_grandee SIA_experienced_minister_r56
					}
				}
			}
		}
		hidden_effect = {
			set_politics = {
				ruling_party = democratic
				elections_allowed = yes
			}
			set_rule = {
				can_puppet = yes
			}
		}
	}
}
### Entity: Character
Component: CHL_augusto_pimochet
Constructs: has_completed_focus
Source: game
File: common/characters/CHL.txt

Code:
CHL_augusto_pimochet = {
	name = CHL_augusto_pimochet
	portraits = {
		army = {
			large = GFX_portrait_CHL_augusto_pinochet
			small = GFX_portrait_CHL_augusto_pimochet_small
		}
	}
	corps_commander = {
		traits = {
			harsh_leader
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		legacy_id = -1
		visible = {
			OR = {
				has_completed_focus = CHL_expand_the_officer_corps CHL_recruit_young_officers
			}
		}
	}
}
### Entity: Idea
Component: r56_LUX_untrustworthy_ally
Constructs: stability_factor, guarantee_cost
Source: game
File: common/ideas/r56_luxembourg.txt

Code:
r56_LUX_untrustworthy_ally = {
	picture = generic_deal_with_the_devil
	modifier = {
		political_power_factor = -0.1
		stability_factor = -0.05
		improve_relations_maintain_cost_factor = 0.25
		guarantee_cost = 0.25
	}
}
### Entity: Effect Reference
Construct: set_fuel_ratio
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## set_fuel_ratio

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Set country's current fuel ratio relative to its capacity
```
### Entity: AI Strategy
Component: default_become_spymaster_minor
Constructs: is_major, has_dlc
Source: game
File: common/ai_strategy/default.txt

Code:
default_become_spymaster_minor = {
	allowed = {
		has_dlc = La Resistance
	}
	enable = {
		is_major = no
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = become_spymaster
		value = 2
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_fortress_belgium
Constructs: prerequisite, completion_reward, is_in_faction_with, is_owned_by, add_building_construction
Source: game
File: common/national_focus/r56_belgium.txt

Code:
focus = {
	id = BEL_fortress_belgium
	icon = GFX_goal_generic_construct_military
	relative_position_id = BEL_invest_in_FN_Herstal
	x = 1
	y = 1
	ai_will_do = {
		base = 8
		modifier = {
			factor = 0
			BEL = {
				is_in_faction_with = GER
			}
		}
	}
	prerequisite = {
		focus = BEL_invest_in_FN_Herstal
	}
	mutually_exclusive = {
		focus = BEL_fortress_french_border
	}
	available = {
		BEL = {
			controls_state = 34
		}
		34 = {
			is_owned_by = BEL
		}
	}
	cost = 10
	completion_reward = {
		34 = {
			add_building_construction = {
				type = bunker
				level = 3
				province = 11519
				instant_build = yes
			} {
				type = bunker
				level = 3
				province = 6537
				instant_build = yes
			} {
				type = bunker
				level = 1
				province = 3516
				instant_build = yes
			} {
				type = bunker
				level = 2
				province = 3488
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
}
### Entity: Order of Battle
Component: XLVII Brigada Internacionales
Constructs: division_template
Source: game
File: history/units/SPR_Civil_War.txt

Code:
division = {
	name = XLVII Brigada Internacionales
	location = 738
	division_template = Brigada Internacionales
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_infiltrate_the_examination_yuan
Constructs: prerequisite, limit, completion_reward, has_dlc, has_intelligence_agency, create_intelligence_agency
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_infiltrate_the_examination_yuan
	icon = GFX_focus_chi_examination_yuan
	prerequisite = {
		focus = CHI_look_for_allies
	}
	x = -8
	y = 1
	relative_position_id = CHI_look_for_allies
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_ANNEXATION
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		IF = {
			limit = {
				has_dlc = La Resistance
			}
			IF = {
				limit = {
					has_intelligence_agency = no
				}
				create_intelligence_agency = yes
			}
			upgrade_intelligence_agency = upgrade_passive_defense upgrade_suicide_pills
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		CHI_upgrade_wang_trait = yes
	}
}