Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: chi_focus
Component: CHI_integrate_the_hongmen
Constructs: division_template, every_owned_state, prerequisite, has_war, limit, every_country, has_war_with, completion_reward
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_integrate_the_hongmen
	icon = GFX_focus_CHI_weaponise_the_hongmen
	prerequisite = {
		focus = CHI_reform_the_blue_shirts
	}
	mutually_exclusive = {
		focus = CHI_ban_immoral_entertainment CHI_a_popular_movement
	}
	x = -1
	y = 1
	relative_position_id = CHI_reform_the_blue_shirts
	cost = 5
	available = {

	} {
		has_war = yes
		any_owned_state = {
			has_resistance = yes
			controller = {
				has_war_with = ROOT
			}
		}
	}
	search_filters = {

	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		IF = {
			limit = {
				has_war = no
				any_owned_state = {
					has_resistance = no
				}
			}
			custom_effect_tooltip = CHI_weaponise_the_hongmen_tt
		}
		ELSE = {
			custom_effect_tooltip = CHI_weaponise_the_hongmen_tt
			every_country = {
				limit = {
					is_literally_china = yes
				}
				every_owned_state = {
					limit = {
						has_resistance = yes
						OR = {
							is_coastal = yes
							state = 1035 750 1032 744 594 1036 325 615
						}
						controller = {
							has_war_with = PREV.PREV
						}
					}
					add_resistance = 30
				}
			}
		}
		hidden_effect = {
			delete_unit_template_and_units = {
				division_template = Defence Groups
				disband = yes
			}
			division_template = {
				name = Defence Groups
				division_names_group = CHI_INF_01
				override_model = CHI_militia_entity
				role = garrison
				template_counter = 118
				is_locked = no
				regiments = {
					militia = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 0
						y = 2
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					} {
						x = 1
						y = 2
					}
				}
				support = {

				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		capital_scope = {
			create_unit = {
				division = name = "Defence Groups" division_template = "Defence Groups" start_experience_factor = 0.3 start_equipment_factor = 1
				owner = ROOT
				count = 4
			}
		}
	}
}
### Entity: Event
Component: r56.soviet.31
Constructs: is_triggered_only, ai_chance, fire_only_once, add_to_faction, give_guarantee
Source: game
File: events/r56_Soviet.txt

Code:
country_event = {
	id = r56.soviet.31
	title = r56.soviet.31.t
	desc = r56.soviet.31.d
	picture = GFX_report_event_polish_policed
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = r56.soviet.31.a
		SOV = {
			add_to_faction = POL
		}
		FROM = {
			country_event = {
				id = r56.soviet.33
			}
		}
		ai_chance = {
			base = 30
		}
	} {
		name = r56.soviet.31.b
		SOV = {
			give_guarantee = POL
		}
		FROM = {
			country_event = {
				id = r56.soviet.33
			}
		}
	} {
		name = r56.soviet.31.c
		FROM = {
			country_event = {
				id = r56.soviet.34
			}
		}
		ai_chance = {
			base = 0
		}
	}
}
### Entity: Country History
Country: SIK
Component: SIK_technology
Constructs: set_technology
Source: game
File: history/countries/SIK - Sinkiang.txt

Code:
# Starting Technologies for SIK
set_technology = {
	infantry_weapons = 1
	gw_artillery = 1
	tech_mountaineers = 1
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_guide_the_mongols
Constructs: prerequisite, limit, has_government, every_country, has_war_with, completion_reward, is_subject, is_ally_with
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_guide_the_mongols
	icon = GFX_focus_generic_attack_mongolia
	x = 1
	y = 1
	relative_position_id = JAP_guide_the_chinese
	prerequisite = {
		focus = JAP_guide_the_chinese
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		has_government = communism
		is_subject = no
		OR = {
			MAN = {
				exists = yes
				NOT = {
					is_ally_with = ROOT
					has_war_with = ROOT
				}
			}
			MEN = {
				exists = yes
				NOT = {
					is_ally_with = ROOT
					has_war_with = ROOT
				}
			}
			MON = {
				exists = yes
				NOT = {
					is_ally_with = ROOT
					has_war_with = ROOT
				}
			}
			TAN = {
				exists = yes
				NOT = {
					is_ally_with = ROOT
					has_war_with = ROOT
				}
			}
			KUM = {
				exists = yes
				NOT = {
					is_ally_with = ROOT
					has_war_with = ROOT
				}
			}
			BYA = {
				exists = yes
				NOT = {
					is_ally_with = ROOT
					has_war_with = ROOT
				}
			}
		}
	}
	bypass = {

	}
	will_lead_to_war_with = MEN MON TAN KUM BYA
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		every_country = {
			limit = {
				OR = {
					original_tag = MEN MON TAN KUM BYA
				}
				exists = yes
				NOT = {
					is_ally_with = ROOT
					has_war_with = ROOT
				}
			}
			ROOT = {
				create_wargoal = {
					type = puppet_wargoal_focus
					target = PREV
					expire = 0
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_timed_idea = {
			idea = JAP_peoples_liberation_army_of_monglia_idea
			days = 730
		}
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_wirtschaftswunder
Constructs: prerequisite, limit, completion_reward, every_core_state, is_fully_controlled_by, random_select_amount, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_wirtschaftswunder
	icon = GFX_focus_GER_wirtschaftswunder
	prerequisite = {
		focus = GER_invest_in_vereinigte_stahlwerke
	} {
		focus = GER_agricultural_reforms
	}
	x = 1
	y = 1
	relative_position_id = GER_invest_in_vereinigte_stahlwerke
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		every_core_state = {
			limit = {
				is_fully_controlled_by = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			random_select_amount = 2
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt GER_replace_recovering_economy_with_wirtschaftswunder_tt
		add_tech_bonus = {
			name = GER_wirtschaftswunder
			bonus = 1
			uses = 1
			category = industry
		}
		add_to_variable = {
			GER_industrial_consumer_goods_factor = -0.15
			tooltip = consumer_goods_factor_tt
		} {
			GER_industrial_production_speed_buildings_factor = 0.1
			tooltip = production_speed_buildings_factor_tt
		}
		hidden_effect = {
			remove_dynamic_modifier = {
				modifier = GER_recovering_economy_modifier
			}
			add_dynamic_modifier = {
				modifier = GER_wirtschaftswunder_modifier
			}
		}
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_develop_the_faroes
Constructs: prerequisite, completion_reward, is_owned_by, is_controlled_by, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_develop_the_faroes
	icon = GFX_goal_NOR_fish
	prerequisite = {
		focus = NOR_icelandic-faroese_revolt
	}
	x = -3
	y = 3
	relative_position_id = NOR_the_nordic_policy
	cost = 5
	ai_will_do = {
		base = 10
	}
	available = {
		337 = {
			is_owned_by = ROOT
			is_controlled_by = ROOT
		}
	}
	completion_reward = {
		337 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: DEN_securing_finland_ns
Constructs: removal_cost
Source: game
File: common/ideas/denmark.txt

Code:
DEN_securing_finland_ns = {
	name = DEN_securing_finland_ns
	removal_cost = -1
	picture = generic_infantry_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	available = {
		FIN = {
			exists = yes
		}
	}
	targeted_modifier = {
		tag = FIN
		attack_bonus_against = 0.1
		defense_bonus_against = 0.05
	}
}
### Entity: Event
Component: GOE_RAJ_partition.2
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, add_war_support, is_ai, add_resistance, check_variable
Source: game
File: events/GOE_Raj.txt

Code:
country_event = {
	id = GOE_RAJ_partition.2
	title = GOE_RAJ_partition.2.t
	desc = GOE_RAJ_partition.2.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = GOE_RAJ_partition.2.a
		if = {
			limit = {
				is_ai = yes
			}
			var:RAJ.unrest_target_state = {
				add_resistance = 15
				custom_effect_tooltip = currentStateResistance
			}
		} {
			limit = {
				has_completed_focus = RAJ_league_against_gandhism
			}
			hidden_effect = {
				if = {
					limit = {
						check_variable = {
							RAJ_war_support_increased = < 51
						}
					}
				}
				add_war_support = 0.05
				add_to_variable = {
					var = RAJ_war_support_increased
					value = 5
				}
				custom_effect_tooltip = RAJ_league_against_gandhism_tt_event
			}
		}
		else = {
			var:RAJ.unrest_target_state = {
				add_resistance = 65
				custom_effect_tooltip = currentStateResistance
			}
		}
		ai_chance = {
			base = 0
			modifier = {
				var:RAJ.unrest_target_state = {
					resistance = < 25
				}
				add = 1
			}
		}
		clear_variable = RAJ.unrest_target_state
		hidden_effect = {
			check_painful_memory = yes
		}
		custom_effect_tooltip = GOE_RAJ_partition_become_free_to_stop_the_chaos_tt
	} {
		name = GOE_RAJ_partition.2.b
		ai_chance = {
			base = 1
			modifier = {
				var:RAJ.unrest_target_state = {
					resistance = > 39
				}
				factor = 100
			}
		}
		trigger = {
			OR = {
				var:RAJ.unrest_target_state = {
					compliance = > 24
				} {
					resistance = > 24
				}
			}
		}
		if = {
			limit = {
				is_ai = yes
			}
			var:RAJ.unrest_target_state = {
				add_resistance = 5
				custom_effect_tooltip = currentStateResistance newline_tt currentStateCompliance
				add_compliance = -10
			}
		} {
			limit = {
				has_completed_focus = RAJ_league_against_gandhism
			}
			hidden_effect = {
				add_war_support = 0.05
			}
			custom_effect_tooltip = RAJ_league_against_gandhism_tt_event
		}
		else = {
			var:RAJ.unrest_target_state = {
				add_resistance = 20
				custom_effect_tooltip = currentStateResistance newline_tt currentStateCompliance
				add_compliance = -35
			}
		}
		clear_variable = RAJ.unrest_target_state
		hidden_effect = {
			check_painful_memory = yes
		}
		custom_effect_tooltip = GOE_RAJ_partition_become_free_to_stop_the_chaos_tt
	}
}
### Entity: Order of Battle
Component: Royal Australian Navy
Source: game
File: history/units/AST_1936_naval.txt

Code:
fleet = {
	name = Royal Australian Navy
	naval_base = 12406
	task_force = {
		name = Australian Squadron
		location = 12406
		ship = {
			name = HMAS Canberra
			definition = heavy_cruiser
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = AST
					version_name = Canberra Class
				}
			}
		} {
			name = HMAS Australia
			pride_of_the_fleet = yes
			definition = heavy_cruiser
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = AST
					version_name = Canberra Class
				}
			}
		} {
			name = HMAS Sydney
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_2 = {
					amount = 1
					owner = AST
					version_name = Sydney Class
				}
			}
		} {
			name = HMAS Adelaide
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = AST
					version_name = Town Class
				}
			}
		} {
			name = HMAS Vampire
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = AST
					version_name = V/W Class
				}
			}
		} {
			name = HMAS Vendetta
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = AST
					version_name = V/W Class
				}
			}
		} {
			name = HMAS Voyager
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = AST
					version_name = V/W Class
				}
			}
		} {
			name = HMAS Waterhen
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = AST
					version_name = V/W Class
				}
			}
		} {
			name = HMAS Stuart
			definition = destroyer
			officer = {
				name = AST_hector_waller
				portraits = {
					navy = {
						large = GFX_portrait_AST_hector_waller
						small = GFX_portrait_AST_hector_waller_small
					}
				}
			}
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = AST
					version_name = S Class
				}
			}
		}
	}
}
### Entity: Scripted Effect
Component: SOV_set_up_extras_from_concessions
Constructs: add_equipment_to_stockpile, limit, owns_state, has_country_flag, check_variable, has_dlc
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_set_up_extras_from_concessions = {
	IF = {
		limit = {
			has_country_flag = SOV_CSW_transfer_vladivostok_flag
			any_country = {
				original_tag = SOV
				owns_state = 408
			}
		}
		SOV_set_up_japanese_troops = yes
	} {
		limit = {
			has_country_flag = SOV_CSW_transfer_sakhalin_flag
			any_country = {
				original_tag = SOV
				owns_state = 655
			}
		}
		IF = {
			limit = {
				check_variable = {
					SOV.SOV_japanese_rifles = > 0
				}
			}
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = SOV.SOV_japanese_rifles
				producer = JAP
			}
		} {
			limit = {
				check_variable = {
					SOV.SOV_japanese_guns = > 0
				}
			}
			add_equipment_to_stockpile = {
				type = artillery_equipment
				amount = SOV.SOV_japanese_guns
				producer = JAP
			}
		} {
			limit = {
				check_variable = {
					SOV.SOV_japanese_fighters = > 0
				}
			}
			add_equipment_to_stockpile = {
				type = small_plane_airframe
				amount = SOV.SOV_japanese_fighters
				producer = JAP
			}
		}
	} {
		limit = {
			has_country_flag = SOV_CSW_german_advisors_flag
		}
		GER = {
			country_event = {
				id = NSB_soviet_civil_war_common.109
				hours = 1
			}
		}
	} {
		limit = {
			has_country_flag = SOV_CSW_baku_oil_flag
		}
		IF = {
			limit = {
				NOT = {
					has_dlc = No Step Back
				}
			}
			add_equipment_to_stockpile = {
				type = light_tank_equipment_2
				amount = 100
				producer = GER
			}
		}
		ELSE = {
			add_equipment_to_stockpile = {
				type = light_tank_chassis_2
				amount = 100
				producer = GER
				variant_name = Panzer II Ausf. a
			}
		}
		add_equipment_to_stockpile = {
			type = infantry_equipment_0
			amount = 200
			producer = GER
		}
	} {
		limit = {
			has_country_flag = SOV_CSW_ukraine_germany_ready_flag
		}
		country_event = {
			id = NSB_soviet_civil_war_common.114
			hours = 1
		}
	}
	for_each_loop = {
		array = SOV.many_weapons_array
		value = weapons_country
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = 200
			producer = var:weapons_country
		}
	} {
		array = SOV.some_weapons_array
		value = weapons_country
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = 50
			producer = var:weapons_country
		}
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_sharett_reforms
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_sharett_reforms
	icon = GFX_goal_FRA_reynaud_economic_reforms
	relative_position_id = ISR_sharett_takes_over
	x = -1
	y = 1
	prerequisite = {
		focus = ISR_sharett_takes_over
	}
	cost = 5
	completion_reward = {
		add_ideas = ISR_sharett_reforms_idea
	}
}
### Entity: Modding Documentation
Construct: xp
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## xp
* Arguments: XP amount

Gives Army, navy and air experience to player
### Entity: Idea
Component: COG_force_publique_mutinies
Constructs: army_defence_factor, war_support_factor, army_attack_factor, removal_cost, neutrality_drift, autonomy_gain
Source: game
File: common/ideas/congo.txt

Code:
COG_force_publique_mutinies = {
	picture = ICE_general_strike
	allowed = {
		original_tag = COG
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		neutrality_drift = -0.03
		war_support_factor = -0.1
		army_attack_factor = -0.3
		army_defence_factor = -0.3
		command_power_gain_mult = -0.1
		experience_gain_army_factor = -0.2
		autonomy_gain = 0.3
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_department_of_aircraft_production
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_department_of_aircraft_production
	icon = GFX_focus_PRC_establish_domestic_aircraft_production
	prerequisite = {
		focus = AST_government_aircraft_factories
	}
	relative_position_id = AST_government_aircraft_factories
	x = 0
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_ideas = AUS_domestic_air_production_small
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Wiki Documentation
Construct: List_of_States
Source: wiki
File: wiki/Map.html

Doc:
List of States[edit]
Africa[edit]

Name
#ID
Owner (1936)
Regiontype
Terrain
Resources

Example |
Example |
Example |
Example |
Example |
Example
|

Example |
Example |
Example |
Example |
Example |
Example
|

Example |
Example |
Example |
Example |
Example |
Example
|

Asia[edit]
Europe[edit]
North America[edit]
Oceania[edit]
South America[edit]

Retrieved from "http://www.hoi4wiki.com/index.php?title=Map&oldid=2628"
### Entity: Event
Component: MUN_czech.news.1
Constructs: is_triggered_only, has_country_flag
Source: game
File: events/MUN_Czechoslovakia.txt

Code:
news_event = {
	id = MUN_czech.news.1
	title = MUN_czech.news.1.t
	desc = MUN_czech.news.1.desc
	picture = GFX_news_event_CZE_militia_soldiers_waiting_with_guns
	is_triggered_only = yes
	option = {
		name = MUN_czech.news.1.a
		trigger = {
			NOT = {
				has_country_flag = CZE_i_caused_the_crisis_TAG
				tag = CZE FRA ENG
			}
		}
	} {
		name = MUN_czech.news.1.b
		trigger = {
			has_country_flag = CZE_i_caused_the_crisis_TAG
			NOT = {
				tag = CZE FRA ENG
			}
		}
	} {
		name = MUN_czech.news.1.c
		trigger = {
			NOT = {
				has_country_flag = CZE_i_caused_the_crisis_TAG
				tag = FRA ENG
			}
			tag = CZE
		}
	} {
		name = MUN_czech.news.1.d
		trigger = {
			NOT = {
				has_country_flag = CZE_i_caused_the_crisis_TAG
				tag = CZE
			}
			OR = {
				tag = FRA ENG
			}
		}
	}
}
### Entity: Event
Component: test.3
Constructs: is_triggered_only, add_autonomy_score
Source: game
File: events/TestEvents.txt

Code:
country_event = {
	id = test.3
	title = test.3.t
	desc = test.3.d
	is_triggered_only = yes
	immediate = {
		add_autonomy_score = {
			value = 10
			localization = TEST_EVENT_3_IMMEDIATE: $VAL|+=2$
		}
	}
	option = {
		name = test.3.a
		RAJ = {
			add_autonomy_score = {
				value = 5
				localization = TEST_EVENT_3_OPTION: $VAL|+=2$
			}
		}
	}
}
### Entity: Idea
Component: HAN_aco
Source: game
File: common/ideas/hanover.txt

Code:
HAN_aco = {
	picture = generic_army_europe_1
	allowed = {
		original_tag = HAN
	}
	traits = {
		army_chief_offensive_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_special_brigades
Constructs: division_template, prerequisite, has_government, completion_reward, set_technology, add_to_variable, set_division_template_cap
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_special_brigades
	icon = GFX_focus_SOV_mobilization_plan
	prerequisite = {
		focus = ITA_follow_the_soviet_union ITA_defend_the_land
	}
	x = 2
	y = 2
	relative_position_id = ITA_follow_the_soviet_union
	cost = 5
	available = {
		has_government = communism
	}
	search_filters = {

	}
	completion_reward = {
		custom_effect_tooltip = ITA_special_brigades_tt ITA_redshirts_div_cap_8_tt
		hidden_effect = {
			set_technology = {
				blackshirt_assault_battalion_tech = 1
				popup = no
			}
		} {
			add_to_variable = {
				ITA_militias_cap = 8
			}
			set_division_template_cap = {
				division_template = Camicie Rosse
				division_cap = ITA_militias_cap
			}
		}
	}
}
### Entity: AI Strategy
Component: r56_PER_we_need_to_push_the_front_to_win_IRQ
Constructs: has_war, has_war_with, has_wargoal_against
Source: game
File: common/ai_strategy/r56_PER.txt

Code:
r56_PER_we_need_to_push_the_front_to_win_IRQ = {
	allowed = {
		original_tag = PER
	}
	abort_when_not_enabled = yes
	enable = {
		OR = {
			AND = {
				has_wargoal_against = IRQ
				has_war = no
			}
			has_war_with = IRQ
		}
	}
	ai_strategy = {
		type = front_unit_request
		tag = IRQ
		value = 300
	}
}
### Entity: Decision
Component: political_actions
Constructs: has_completed_focus, has_government, is_historical_focus_on, has_dlc, complete_effect, set_politics, has_country_leader, set_party_name
Source: game
File: common/decisions/TOA_shared_decisions.txt

Code:
political_actions = {
	PAR_flip_to_fascism = {
		priority = 20
		icon = generic_civil_support
		ai_will_do = {
			base = 0
			modifier = {
				is_historical_focus_on = no
				add = 2
			}
		}
		allowed = {
			original_tag = PAR
			has_dlc = Trial of Allegiance
		}
		available = {
			has_completed_focus = PAR_nazify_the_army
		}
		visible = {
			has_completed_focus = PAR_nazify_the_army
			NOT = {
				has_government = fascism
			}
		}
		cost = 35
		complete_effect = {
			set_politics = {
				ruling_party = fascism
				elections_allowed = no
				last_election = 1936.02.04
			}
		}
	}
	PAR_appoint_estigarribia_as_leader = {
		priority = 20
		icon = generic_civil_support
		ai_will_do = {
			base = 0
			modifier = {
				is_historical_focus_on = no
				add = 2
			}
		}
		allowed = {
			original_tag = PAR
			has_dlc = Trial of Allegiance
		}
		available = {
			has_completed_focus = PAR_put_estigarribia_on_a_pedestal
		}
		visible = {
			has_completed_focus = PAR_put_estigarribia_on_a_pedestal
			NOT = {
				has_country_leader = {
					ruling_only = yes
					character = PAR_Jose_Felix_Estigarribia
				}
			}
		}
		cost = 75
		complete_effect = {
			hidden_effect = {
				set_party_name = {
					ideology = neutrality
					long_name = neutrality
					name = neutrality
				}
			}
			set_politics = {
				ruling_party = neutrality
				elections_allowed = no
				last_election = 1936.03.12
			}
			retire_country_leader = yes
			PAR_Jose_Felix_Estigarribia = {
				add_country_leader_role = {
					promote_leader = yes
					country_leader = {
						ideology = despotism
						expire = 1950.1.1
						traits = {
							SWI_militaristic_nationalist
						}
					}
				}
			}
		}
	}
}
### Entity: Idea
Component: EAI_DD_14/medium_tank_artillery_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_14/medium_tank_artillery_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_artillery_chassis = {
			build_cost_ic = -0.35
			instant = yes
		}
	}
}
### Entity: Character
Component: NGR_aco2
Source: game
File: common/characters/NGR.txt

Code:
NGR_aco2 = {
	advisor = {
		slot = army_chief
		idea_token = NGR_aco2
		allowed = {
			original_tag = NGR
		}
		traits = {
			army_chief_organizational_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_4
		}
	}
}
### Entity: Idea
Component: COG_currying_favors_with_katangese_separatists
Constructs: is_subject, removal_cost, conscription_factor
Source: game
File: common/ideas/congo.txt

Code:
COG_currying_favors_with_katangese_separatists = {
	picture = generic_deal_with_the_devil2
	allowed = {
		original_tag = COG
	}
	allowed_civil_war = {
		is_subject = no
	}
	removal_cost = -1
	modifier = {
		conscription_factor = -0.1
		consumer_goods_factor = 0.15
	}
}