Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: tur_focus
Component: TUR_crush_the_warmongers_in_rome
Constructs: prerequisite, completion_reward, is_subject, create_wargoal, puppet_wargoal_focus
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_crush_the_warmongers_in_rome
	icon = GFX_focus_attack_italy
	prerequisite = {
		focus = TUR_peninsular_network_of_factories
	} {
		focus = TUR_combined_operational_strategies
	} {
		focus = TUR_edirne_research_exchange
	}
	x = -1
	y = 1
	relative_position_id = TUR_combined_operational_strategies
	cost = 10
	ai_will_do = {
		base = 10
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	available = {
		is_subject = no
	}
	completion_reward = {
		create_wargoal = {
			type = puppet_wargoal_focus
			target = ITA
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_national_mobilization_law
Constructs: has_completed_focus, prerequisite, limit, add_ideas, add_war_support, completion_reward, add_political_power, allow_branch
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_national_mobilization_law
	icon = GFX_goal_generic_axis_build_infantry
	prerequisite = {
		focus = JAP_challenge_the_zaibatsus
	}
	x = 2
	y = 1
	relative_position_id = JAP_challenge_the_zaibatsus
	cost = 10
	ai_will_do = {
		factor = 2
	}
	allow_branch = {
		NOT = {
			has_dlc = No Compromise, No Surrender
		}
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = JAP_sea_purge_the_kodoha_faction JAP_the_unthinkable_option JAP_strengthen_civilian_government
			}
		}
	}
	available = {

	}
	bypass = {
		has_idea = tot_economic_mobilisation
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		if = {
			limit = {
				has_war_support = < 0.5
			}
			add_war_support = 0.1
		}
		else_if = {
			limit = {
				has_idea = war_economy
			}
			add_political_power = 150
		}
		else = {
			add_ideas = war_economy
		}
	}
}
### Entity: Order of Battle
Component: air_wing_165
Source: game
File: history/units/CAT_ARAGON_1936.txt

Code:
air_wings = {
	165 = {
		nav_bomber_equipment_1 = {
			owner = CAT
			amount = 27
		}
	}
}
### Entity: State History
Component: 412
Constructs: add_core_of
Source: game
File: history/states/412-Fars.txt

Code:
state = {
	id = 412
	name = STATE_412
	state_category = rural
	manpower = 918619
	resources = {
		oil = 10
	}
	history = {
		owner = PER
		add_core_of = PER
		victory_points = {
			8117 3
		} {
			7982 3
		} {
			12832 1
		}
		buildings = {
			infrastructure = 1
			7982 = {
				naval_base = 4
			}
			12832 = {
				naval_base = 2
			}
		}
	}
	provinces = {
		4959 4966 7982 8117 10797 10881 12780 12832 12863 13312
	}
	local_supplies = 0.0
}
### Entity: Scripted Trigger
Component: EAI_Battleship_Focus_SHBB_PRESET
Constructs: limit
Source: game
File: common/scripted_triggers/EAI_ai_presets.txt

Code:
EAI_Battleship_Focus_SHBB_PRESET = {
	if = {
		limit = {
			EAI_MODE_normal = yes
		}
		OR = {
			original_tag = JAP
		}
	}
	else_if = {
		limit = {
			EAI_MODE_challenging = yes
		}
		OR = {
			original_tag = JAP
		}
	}
}
### Entity: Scripted Trigger
Component: frloc_cosmtags_pl_fem_12
Constructs: has_government, is_subject_of, is_subject, has_cosmetic_tag, has_autonomy_state
Source: game
File: common/scripted_triggers/00_scripted_triggers_FR_loc.txt

Code:
frloc_cosmtags_pl_fem_12 = {
	OR = {
		AND = {
			OR = {
				tag = INS
				original_tag = INS
			}
			is_subject_of = HOL
			has_government = democratic
		} {
			OR = {
				tag = INS
				original_tag = INS
			}
			is_subject = yes
		} {
			OR = {
				tag = USA
				original_tag = USA
			}
			has_cosmetic_tag = USA_UK
			has_autonomy_state = autonomy_colony
		} {
			OR = {
				tag = USA
				original_tag = USA
			}
			has_cosmetic_tag = USA_SAF_EDW
			has_autonomy_state = autonomy_colony
		} {
			has_cosmetic_tag = UNL_UNIFIED
			has_government = neutrality
			OR = {
				original_tag = HOL BEL LUX
			}
		} {
			has_cosmetic_tag = ARA_UNIFIED
			has_government = communism
			OR = {
				original_tag = IRQ SAU YEM OMA EGY LBA JOR PAL LEB SYR
			}
		} {
			OR = {
				tag = MAN
				original_tag = MAN
			}
			has_cosmetic_tag = MAN_kwantung_army
			has_government = democratic
		} {
			OR = {
				tag = POR SPR SPA SPB SPC SPD
				original_tag = POR SPR SPA SPB SPC SPD
			}
			has_cosmetic_tag = ESU_POR_unified
			has_government = democratic
		} {
			OR = {
				tag = POR
				original_tag = POR
			}
			has_cosmetic_tag = KPB_kingdom_portugal_and_brazil
			has_government = democratic
		} {
			OR = {
				tag = LIT
				original_tag = LIT
			}
			has_cosmetic_tag = LIVONIA
			has_government = democratic
		} {
			OR = {
				tag = SWI
				original_tag = SWI
			}
			is_subject = yes
			has_government = fascism
		} {
			OR = {
				tag = TTS
				original_tag = TTS
			}
			is_subject = yes
		}
	}
}
### Entity: AI Strategy
Component: EAI_USA_strike_force_europe
Constructs: has_war_with, is_on_continent
Source: game
File: common/ai_strategy/USA_EAI.txt

Code:
EAI_USA_strike_force_europe = {
	allowed = {
		tag = USA
	}
	enable = {
		NOT = {
			any_home_area_neighbor_country = {
				has_war_with = ROOT
			}
		}
		any_enemy_country = {
			capital_scope = {
				is_on_continent = europe
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = strike_force_home_base
		id = 18
	}
}
### Entity: Event
Component: danish_elections.2
Constructs: is_triggered_only, ai_chance, has_completed_focus, has_government, add_political_power, random_days, add_to_variable, add_dynamic_modifier
Source: game
File: events/DanishEvents.txt

Code:
country_event = {
	id = danish_elections.2
	title = danish_elections.2.t
	desc = danish_elections.2.d
	picture = GFX_report_event_danish_strike
	is_triggered_only = yes
	trigger = {
		has_government = democratic
		controls_state = 99
	}
	immediate = {
		hidden_effect = {
			country_event = {
				id = danish_elections.3
				days = 100
				random_days = 100
			}
		}
	}
	option = {
		name = danish_elections.1.a
		den_election_socialdemocratic_popularity = yes
		add_to_variable = {
			den_middle_influence = 5
			tooltip = den_middle_influence_tooltip
		}
		den_calculate_middle = yes
		99 = {
			add_dynamic_modifier = {
				modifier = r56_social_democrat_elected
				days = 730
			}
		}
		ai_chance = {
			base = 71
		}
	} {
		name = danish_elections.1.b
		add_political_power = -15
		den_election_conservative_popularity = yes
		add_to_variable = {
			den_upper_influence = 5
			tooltip = den_upper_influence_tooltip
		}
		den_calculate_upper = yes
		99 = {
			add_dynamic_modifier = {
				modifier = r56_conservative_elected
				days = 730
			}
		}
		ai_chance = {
			base = 28
		}
	} {
		name = danish_elections.2.a
		add_political_power = -35
		add_to_variable = {
			den_lower_influence = 10
			tooltip = den_lower_influence_tooltip
		}
		den_calculate_lower = yes
		add_popularity = {
			ideology = communism
			popularity = 0.03
		}
		99 = {
			add_dynamic_modifier = {
				modifier = r56_communist_elected
				days = 730
			}
		}
		ai_chance = {
			base = 1
			modifier = {
				add = 75
				has_completed_focus = DEN_An_Appeal_to_the_Proletariat
			}
		}
	}
}
### Entity: National Focus
Tree: alg_focus
Component: ALG_join_axis
Constructs: prerequisite, limit, has_government, has_war_with, is_major, completion_reward, is_in_faction_with, is_in_faction
Source: game
File: common/national_focus/algeria.txt

Code:
focus = {
	id = ALG_join_axis
	icon = GFX_goal_generic_the_axis
	cost = 10
	prerequisite = {
		focus = ALG_expand_algeirs_university
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE FOCUS_FILTER_POLITICAL
	}
	mutually_exclusive = {
		focus = ALG_our_own_path
	}
	bypass = {
		is_in_faction_with = GER
	}
	available = {
		is_in_faction = no
		is_subject = no
		any_other_country = {
			is_major = yes
			has_government = fascism
			is_faction_leader = yes
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	x = 4
	y = 6
	ai_will_do = {
		factor = 5
	}
	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
			}
		}
	}
}
### Entity: AI Strategy
Component: ETH_anarcho_communist_plan
Constructs: has_country_flag, has_game_rule
Source: game
File: common/ai_strategy_plans/ETH_alternate_strategy_plan.txt

Code:
ETH_anarcho_communist_plan = {
	name = Ethiopian Anarchist Plan
	desc = RULE_OPTION_ETH_ANARCHIST_desc
	allowed = {
		original_tag = ETH
	}
	enable = {
		OR = {
			has_country_flag = ETH_AI_RANDOM_anarchist
			has_game_rule = {
				rule = ETH_ai_behavior
				option = ANARCHIST
			}
		}
		has_DLC = By Blood Alone
	}
	abort = {

	}
	ai_national_focuses = {
		ETH_military_communism ETH_the_second_italo-ethiopian_war ETH_anti_imperialist_agitation ETH_in_the_name_of_the_people ETH_callout_to_the_world ETH_support_from_the_japanese_communists ETH_peoples_army ETH_peace_negotiations ETH_falling_back ETH_a_last_stand ETH_transformation_of_nature ETH_heavy_industry ETH_arms_production ETH_develop_the_capital_region ETH_encourage_local_development ETH_local_committees ETH_seize_the_means ETH_communal_agriculture ETH_increased_factory_output ETH_rapid_industrial_expansion ETH_infrastructure_projects ETH_preparing_for_the_inevitable ETH_communal_education ETH_mass_transit ETH_ecole_militaire_haile_selassie_1er ETH_keep_the_chitet ETH_african_wildfire ETH_organization_of_african_unity
	}
}
### Entity: Event
Component: axis_minors_bulgaria.61
Constructs: is_triggered_only, ai_chance, add_ideas, add_political_power, add_tech_bonus, industrial_bonus
Source: game
File: events/Bulgaria_events.txt

Code:
country_event = {
	id = axis_minors_bulgaria.61
	title = axis_minors_bulgaria.61.t
	desc = axis_minors_bulgaria.61.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = axis_minors_bulgaria.61.a
		ai_chance = {
			base = 100
		}
		add_ideas = BUL_trade_agreement
		add_tech_bonus = {
			name = industrial_bonus
			bonus = 0.5
			ahead_reduction = 0.5
			uses = 1
			category = construction_tech
		}
		effect_tooltip = {
			diplomatic_relation = {
				country = BUL
				relation = non_aggression_pact
				active = yes
			}
		}
		BUL = {
			country_event = axis_minors_bulgaria.62
		}
	} {
		name = axis_minors_bulgaria.61.b
		ai_chance = {
			base = 0
		}
		add_political_power = -20
		BUL = {
			country_event = axis_minors_bulgaria.63
		}
	}
}
### Entity: Event
Component: news.216
Constructs: is_triggered_only, has_war_with, is_in_faction_with
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.216
	title = news.216.t
	desc = news.216.d
	picture = GFX_news_event_journalists_speech
	major = yes
	is_triggered_only = yes
	fire_for_sender = no
	option = {
		name = news.216.a
		trigger = {
			has_war_with = GER
			NOT = {
				is_in_faction_with = TUR
			}
		}
	} {
		name = news.216.b
		trigger = {
			is_in_faction_with = TUR
			NOT = {
				is_in_faction_with = GER
			}
		}
	} {
		name = news.216.c
		trigger = {
			is_in_faction_with = GER
		}
	} {
		name = news.216.e
		trigger = {
			NOT = {
				OR = {
					is_in_faction_with = GER TUR
					has_war_with = GER
				}
			}
		}
	}
}
### Entity: Equipment
Component: mio_cat_eq_only_strategic_bomber
Source: game
File: common/equipment_groups/mio_equipment_groups.txt

Code:
mio_cat_eq_only_strategic_bomber = {
	equipment_type = {
		large_plane_airframe_0 large_plane_airframe_1 large_plane_airframe_2 large_plane_airframe_3 large_plane_airframe_4 strat_bomber_equipment_1 strat_bomber_equipment_2 strat_bomber_equipment_3 jet_strat_bomber_equipment strat_bomber_intercontinental_equipment mothership_equipment
	}
}
### Entity: Modding Documentation
Construct: ListIncorrectCenterOfRegions
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## ListIncorrectCenterOfRegions
* Not available in release build

List regions center point that is located within another region
### Entity: Order of Battle
Component: 1ère Division d'Infanterie
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/EFR_armistice_army.txt

Code:
division = {
	name = 1ère Division d'Infanterie
	location = 3594
	division_template = Division d'Infanterie
	force_equipment_variants = {
		infantry_equipment_1 = {
			owner = FRA
		}
	}
	start_experience_factor = 0.3
	start_equipment_factor = 0.8
}
### Entity: Idea
Component: ROM_ICAR
Constructs: has_dlc, research_bonus, equipment_bonus
Source: game
File: common/ideas/romania.txt

Code:
ROM_ICAR = {
	picture = generic_air_manufacturer_1
	allowed = {
		original_tag = ROM
		has_dlc = Death or Dishonor
	}
	research_bonus = {
		air_equipment = 0.1
	}
	equipment_bonus = {
		small_plane_airframe = {
			air_agility = 0.15
		}
		cv_small_plane_airframe = {
			air_agility = 0.15
		}
		medium_plane_fighter_airframe = {
			air_agility = 0.15
		}
	}
	traits = {
		aircraft_manufacturer
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: cruiser_producer_offense_2
Constructs: equipment_bonus
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
cruiser_producer_offense_2 = {
	random = no
	equipment_bonus = {
		ship_hull_cruiser = {
			lg_attack = 0.15
			hg_attack = 0.15
			naval_range = 0.15
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: himalaya_tibet.6
Constructs: is_triggered_only
Source: game
File: events/Tibet.txt

Code:
country_event = {
	id = himalaya_tibet.6
	title = himalaya_tibet.6.t
	desc = himalaya_tibet.6.desc
	picture = GFX_report_event_tibetan_army_3
	is_triggered_only = yes
	option = {
		name = himalaya_tibet.6.a
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_skanelinjen
Constructs: prerequisite, completion_reward, add_building_construction
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_skanelinjen
	icon = GFX_goal_generic_city_chain_forts
	prerequisite = {
		focus = SWE_folkhemmet SWE_fortet_gotland
	}
	relative_position_id = SWE_folkhemmet
	x = 2
	y = 1
	cost = 5
	available = {
		SWE = {
			controls_state = 138
		}
	}
	completion_reward = {
		138 = {
			add_building_construction = {
				type = coastal_bunker
				level = 2
				province = 6345
				instant_build = yes
			} {
				type = coastal_bunker
				level = 2
				province = 9279
				instant_build = yes
			} {
				type = coastal_bunker
				level = 1
				province = 11376
				instant_build = yes
			} {
				type = coastal_bunker
				level = 1
				province = 6120
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
}
### Entity: Idea
Component: bang_olufsen
Constructs: research_bonus
Source: game
File: common/ideas/r56_denmark.txt

Code:
bang_olufsen = {
	allowed = {
		original_tag = DEN
	}
	research_bonus = {
		electronics = 0.15
	}
	traits = {
		electronics_concern
	}
	modifier = {
		land_reinforce_rate = 0.01
	}
}
### Entity: Event
Component: news.262
Constructs: is_triggered_only, has_government, is_in_faction_with
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.262
	title = news.262.t
	desc = news.262.desc
	picture = GFX_news_event_saf_civil_war
	major = yes
	is_triggered_only = yes
	option = {
		name = news.262.a
		trigger = {
			NOT = {
				tag = SAF
			} {
				tag = ENG
			} {
				is_in_faction_with = ENG
			}
			has_government = fascism
		}
	} {
		name = news.262.b
		trigger = {
			TAG = SAF
		}
	} {
		name = news.262.c
		trigger = {
			OR = {
				tag = ENG
				is_in_faction_with = ENG
			}
			NOT = {
				TAG = SAF
			}
		}
	}
}
### Entity: State History
Component: 19
Constructs: add_core_of
Source: game
File: history/states/19-Aquitaine.txt

Code:
state = {
	id = 19
	name = STATE_19
	resources = {
		steel = 14
		aluminium = 11
	}
	history = {
		owner = FRA
		victory_points = {
			9737 20
		}
		buildings = {
			infrastructure = 3
			arms_factory = 1
			dockyard = 1
			air_base = 3
			9737 = {
				naval_base = 3
				coastal_bunker = 1
			}
		}
		add_core_of = OCC FRA
	}
	provinces = {
		6621 6762 6777 9737 11565
	}
	manpower = 1140400
	buildings_max_level_factor = 1.0
	state_category = city
	local_supplies = 0.0
}
### Entity: State History
Component: 126
Constructs: has_dlc, add_core_of
Source: game
File: history/states/126-Greater London Area.txt

Code:
state = {
	id = 126
	name = STATE_126
	manpower = 9824296
	state_category = megalopolis
	history = {
		owner = ENG
		victory_points = {
			6103 50
		}
		buildings = {
			infrastructure = 5
			arms_factory = 3
			industrial_complex = 3
			dockyard = 1
			anti_air_building = 2
			radar_station = 1
			air_base = 10
			11374 = {
				naval_base = 10
				naval_headquarters = {
					level = 1
					allowed = {
						has_dlc = No Compromise, No Surrender
					}
				}
			}
			6103 = {
				landmark_big_ben = {
					allowed = {
						has_dlc = Gotterdammerung
					}
					level = 1
				}
			}
		}
		add_core_of = ENG
		1939.1.1 = {
			buildings = {
				arms_factory = 4
				industrial_complex = 4
			}
		}
	}
	provinces = {
		6103 9239 11333 11374
	}
	local_supplies = 0.0
}
### Entity: State History
Component: 856
Constructs: add_core_of
Source: game
File: history/states/856-Asir-Makkah.txt

Code:
state = {
	id = 856
	name = STATE_856
	history = {
		owner = SAU
		add_core_of = SAU
		buildings = {
			infrastructure = 1
			arms_factory = 1
			12883 = {
				naval_base = 5
			}
		}
		victory_points = {
			12883 1
		} {
			5037 5
		}
	}
	manpower = 500000
	state_category = pastoral
	provinces = {
		1923 2090 5037 8073 10786 12883
	}
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_argentina_first
Constructs: prerequisite, limit, add_ideas, add_war_support, completion_reward, add_political_power, is_subject, is_in_faction
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_argentina_first
	icon = GFX_focus_ARG_argentina_first
	prerequisite = {
		focus = ARG_war_division
	}
	x = -2
	y = 2
	relative_position_id = ARG_war_division
	mutually_exclusive = {
		focus = ARG_join_the_axis
	}
	cost = 10
	available = {
		is_subject = no
		is_in_faction = no
	}
	bypass = {
		is_in_faction = yes
	}
	ai_will_do = {
		factor = 5
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		IF = {
			limit = {
				is_in_faction = yes
			}
			leave_faction = yes
		}
		add_political_power = 50
		add_war_support = 0.05
		add_ideas = ARG_argentina_first_idea
		create_faction_from_template = {
			template = faction_template_generic_dominance
			name = ARG_nationalist_faction
			icon = GFX_faction_logo_generic_fascist
		}
		hidden_effect = {
			set_rule = {
				can_send_volunteers = yes
			} {
				can_create_factions = yes
			} {
				can_join_factions = no
			}
		}
	}
}
### Entity: Opinion Modifier
Component: opinion_modifiers
Source: game
File: common/opinion_modifiers/00_diplomatic.txt

Code:
opinion_modifiers = {
	faction_traitor = {
		value = -75
	}
	faction_traitor_trade = {
		trade = yes
		value = -40
	}
	our_liberators = {
		value = 40
		months = 18
		decay = 1
	}
}
### Entity: Event
Component: belgium.14
Constructs: is_triggered_only, add_opinion_modifier
Source: game
File: events/BEL_events.txt

Code:
country_event = {
	id = belgium.14
	title = belgium.14.t
	desc = belgium.14.d
	picture = GFX_report_event_map_benelux
	is_triggered_only = yes
	option = {
		name = belgium.14.a
		add_opinion_modifier = {
			target = BEL
			modifier = HUN_trade_deal_with_germany
		}
		reverse_add_opinion_modifier = {
			target = GER
			modifier = HUN_trade_deal_with_germany
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_sonnou_joui
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_timed_idea
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_sonnou_joui
	icon = GFX_focus_JAP_sonno_joi
	x = -1
	y = 2
	relative_position_id = JAP_a_truly_righteous_army
	prerequisite = {
		focus = JAP_a_truly_righteous_army JAP_tennoheika_banzai
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		JAP_army_faction_is_at_least_influential = yes
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	search_filters = {

	}
	completion_reward = {
		add_timed_idea = {
			idea = JAP_expel_the_barbarians
			days = 365
		}
		custom_effect_tooltip = JAP_sonnou_joui_tt
	}
}
### Entity: Character
Component: PAK_fascist_guy
Constructs: has_government
Source: game
File: common/characters/PAK.txt

Code:
PAK_fascist_guy = {
	advisor = {
		slot = political_advisor
		idea_token = PAK_fascist_guy
		allowed = {
			original_tag = PAK
		}
		traits = {
			fascist_demagogue
		}
		do_effect = {
			not = {
				has_government = fascism
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_asia_2
		}
	}
}
### Entity: Order of Battle
Component: XXII Brigada Internacionales
Constructs: division_template
Source: game
File: history/units/SPR_Civil_War.txt

Code:
division = {
	name = XXII Brigada Internacionales
	location = 9764
	division_template = Brigada Internacionales
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_open_up_the_economy_r56
Constructs: has_completed_focus, prerequisite, limit, completion_reward, add_political_power, add_timed_idea
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_open_up_the_economy_r56
	prerequisite = {
		focus = SIA_negotiate_a_mass_development_plan_r56 SIA_strengthen_the_anti_communist_act_r56
	}
	icon = GFX_goal_generic_business_bills
	cost = 8
	ai_will_do = {
		base = 1
	}
	x = 1
	y = 1
	relative_position_id = SIA_negotiate_a_mass_development_plan_r56
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_political_power = 45
		add_timed_idea = {
			idea = SIA_influx_in_foreign_investment_r56
			days = 84
		}
		if = {
			limit = {
				NOT = {
					has_completed_focus = SIA_peace_with_the_western_order_r56
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			SIA_unlock_western_companies_r56 = yes
		}
	}
}
### Entity: Idea
Component: EAI_DD_9/infantry_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_9/infantry_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		infantry_equipment = {
			build_cost_ic = -0.225
			instant = yes
		}
	}
}
### Entity: Event
Component: wuw_GER_weltpolitik.9
Constructs: is_triggered_only, ai_chance, limit, add_stability, fire_only_once, every_state, add_claim_by, create_wargoal
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_weltpolitik.9
	title = wuw_GER_weltpolitik.9.t
	desc = wuw_GER_weltpolitik.9.desc
	picture = GFX_report_event_gre_diplomacy
	fire_only_once = no
	is_triggered_only = yes
	option = {
		name = wuw_GER_weltpolitik.9.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 0.5
				original_tag = ENG
			}
		}
		IF = {
			limit = {
				original_tag = ENG
			}
			every_state = {
				limit = {
					OR = {
						state = 888 889
					}
				}
				add_claim_by = ROOT
			}
		} {
			limit = {
				COG = {
					exists = yes
				}
			}
			create_wargoal = {
				type = take_claimed_state
				target = COG
			}
		} {
			limit = {
				any_state = {
					OR = {
						state = 888 889 295 538 718 890 768 769
					}
					is_owned_by = BEL
				}
			}
			create_wargoal = {
				type = take_claimed_state
				target = BEL
			}
		}
		ELSE_IF = {
			limit = {
				original_tag = GER
			}
			every_state = {
				limit = {
					OR = {
						state = 295 538 718 890 768 769
					}
				}
				add_claim_by = ROOT
			}
		}
	} {
		name = wuw_GER_weltpolitik.9.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				original_tag = GER
			}
		}
		add_stability = 0.05
	}
}