Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: usa_focus
Component: USA_honor_the_confederacy
Constructs: prerequisite, has_government, completion_reward, has_civil_war, cancel_if_invalid, unlock_decision_category_tooltip
Source: game
File: common/national_focus/usa.txt

Code:
focus = {
	id = USA_honor_the_confederacy
	icon = GFX_focus_usa_honor_the_confederacy
	x = -4
	y = 3
	prerequisite = {
		focus = USA_work_with_the_bund
	} {
		focus = USA_national_employment_strategy
	}
	relative_position_id = USA_invite_foreign_support
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		OR = {
			has_civil_war = yes
			has_government = fascism neutrality
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		unlock_decision_category_tooltip = USA_honor_the_confederacy
		custom_effect_tooltip = USA_honor_the_confederacy_tt
	}
}
### Entity: Scripted Trigger
Component: is_alone_or_in_faction_at_peace_with_GER
Constructs: has_war_with, is_in_faction, is_in_faction_with
Source: game
File: common/scripted_triggers/GER_scripted_triggers.txt

Code:
is_alone_or_in_faction_at_peace_with_GER = {
	OR = {
		is_in_faction = no
		is_in_faction_with = GER
		AND = {
			is_in_faction = yes
			NOT = {
				is_in_faction_with = GER
			}
		}
	}
	NOT = {
		any_allied_country = {
			has_war_with = GER
		}
	}
}
### Entity: Character
Component: RAJ_karam_singh_mann
Constructs: has_completed_focus, limit, has_government, has_dlc, has_autonomy_state
Source: game
File: common/characters/RAJ.txt

Code:
RAJ_karam_singh_mann = {
	name = RAJ_karam_singh_mann
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_india_2
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = RAJ_karam_singh_mann
		allowed = {
			original_tag = RAJ
		}
		available = {
			if = {
				limit = {
					has_dlc = Together for Victory
				}
				has_completed_focus = RAJ_all_india_forward_bloc
			} {
				limit = {
					has_dlc = Man the Guns
				}
				NOT = {
					has_autonomy_state = autonomy_supervised_state
				}
			}
		}
		traits = {
			communist_revolutionary
		}
		do_effect = {
			NOT = {
				has_government = communism
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
}
### Entity: AI Strategy
Component: GER_heavy_tank_anti_air
Constructs: has_war, has_tech
Source: game
File: common/ai_equipment/GER_tank.txt

Code:
GER_heavy_tank_anti_air = {
	category = land
	blocked_for = {

	}
	available_for = {
		GER
	}
	roles = {
		land_heavy_tank_anti_air
	}
	priority = {
		factor = 1
		modifier = {
			NOT = {
				has_tech = fighter2
			}
			any_enemy_country = {
				has_tech = fighter2
			}
			factor = 5
		}
	}
	heavy_tank_anti_air_1 = {
		priority = {
			factor = 1
		}
		enable = {
			has_tech = interwar_antiair
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = heavy_tank_aa_chassis_1
			modules = {
				main_armament_slot = tank_anti_air_cannon
				turret_type_slot = tank_heavy_two_man_tank_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_gasoline_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 4
				tank_nsb_armor_upgrade = {
					base = 3
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_anti_air_cannon tank_heavy_two_man_tank_turret tank_bogie_suspension tank_riveted_armor tank_gasoline_engine
		}
	}
	heavy_tank_anti_air_2 = {
		priority = {
			factor = 2
		}
		enable = {
			has_tech = antiair2
		}
		history = yes
		target_variant = {
			match_value = 1500
			type = heavy_tank_aa_chassis_2
			modules = {
				main_armament_slot = tank_anti_air_cannon_2
				turret_type_slot = tank_heavy_two_man_tank_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_gasoline_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 4
				tank_nsb_armor_upgrade = {
					base = 2
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_anti_air_cannon_2 tank_heavy_two_man_tank_turret tank_bogie_suspension tank_riveted_armor tank_gasoline_engine
		}
	}
	heavy_tank_anti_air_3 = {
		priority = {
			factor = 2
		}
		enable = {
			has_tech = antiair5
		}
		history = yes
		target_variant = {
			match_value = 2500
			type = heavy_tank_aa_chassis_3
			modules = {
				main_armament_slot = tank_anti_air_cannon_3
				turret_type_slot = tank_heavy_two_man_tank_turret
				suspen
# ... (truncated)
### Entity: Idea
Component: CHI_saco
Constructs: has_dlc, removal_cost
Source: game
File: common/ideas/china.txt

Code:
CHI_saco = {
	picture = CHI_saco
	allowed = {
		has_dlc = No Compromise, No Surrender
		original_tag = CHI
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		agency_upgrade_time = -0.25
	}
}
### Entity: Event
Component: cityfall.8
Constructs: is_triggered_only, set_global_flag
Source: game
File: events/CFM_city_events.txt

Code:
news_event = {
	id = cityfall.8
	title = cityfall.8.t
	desc = cityfall.8.d
	picture = GFX_news_event_fall_of_berlin
	major = yes
	is_triggered_only = yes
	immediate = {
		set_global_flag = fall_of_berlin_yug
	}
	option = {
		name = cityfall.8.a
		trigger = {
			NOT = {
				TAG = YUG GER
			}
		}
	} {
		name = cityfall.8.b
		trigger = {
			TAG = YUG
		}
	} {
		name = cityfall.8.c
		trigger = {
			TAG = GER
		}
	}
}
### Entity: National Focus
Tree: vin_focus
Component: VIN_crush_the_republicans
Constructs: prerequisite, add_stability, completion_reward, add_popularity
Source: game
File: common/national_focus/Vietnam.txt

Code:
focus = {
	id = VIN_crush_the_republicans
	icon = GFX_goal_anti_comintern_pact
	cost = 10
	prerequisite = {
		focus = VIN_centralise_the_regions
	}
	completion_reward = {
		add_stability = 0.1
		add_popularity = {
			ideology = communism
			popularity = -0.3
		} {
			ideology = democratic
			popularity = -0.3
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
	x = 38
	y = 2
}
### Entity: National Focus
Tree: ins_focus
Component: INS_dominion_of_atjeh
Constructs: prerequisite, owns_state, add_stability, completion_reward, add_political_power, has_active_mission, release_autonomy, release_non_owned_controlled
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_dominion_of_atjeh
	icon = GFX_focus_INS_dominion_of_atjeh
	available = {
		owns_state = 1050
		controls_state = 1050
	}
	prerequisite = {
		focus = INS_land_reform
	}
	mutually_exclusive = {

	}
	x = -2
	y = 3
	relative_position_id = INS_vice_presidential_edict
	ai_will_do = {
		base = 0
		modifier = {
			add = 10
			has_active_mission = INS_militias_di_mission
		}
	}
	cost = 5
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		release_autonomy = {
			target = ATJ
			autonomy_state = autonomy_dominion
			freedom_level = 0.4
			release_non_owned_controlled = no
			force_change_controller_for_non_ally_controlled = no
		}
		add_stability = 0.05
		add_political_power = 150
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_begin_domestic_fighter_production_r56
Constructs: prerequisite, limit, completion_reward, has_dlc, has_tech, add_mio_size, random_owned_controlled_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_begin_domestic_fighter_production_r56
	prerequisite = {
		focus = SIA_acquire_the_messerschmitt_bf_110_r56 SIA_study_the_curtiss_p36_r56
	}
	icon = GFX_focus_PRC_establish_domestic_aircraft_production
	x = 1
	y = 1
	relative_position_id = SIA_acquire_the_messerschmitt_bf_110_r56
	cost = 8
	ai_will_do = {
		base = 2
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	available = {
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			OR = {
				has_tech = aa_hmg aa_cannon_1
			}
		}
		else = {
			OR = {
				has_tech = fighter1 heavy_fighter1
			}
		}
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:SIA_siamese_aeronautical_workshops_organization = {
				add_mio_size = 2
			}
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = industrial_complex
						size = > 0
						include_locked = yes
					}
				}
				prioritize = {
					1134
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			}
		}
		else = {
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = industrial_complex
						size = > 1
						include_locked = yes
					}
				}
				prioritize = {
					1134
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = arms_factory
					level = 2
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Faction
Component: faction_manifest_containment_of_communism
Constructs: is_manifest, communism_drift
Source: game
File: common/factions/goals/faction_manifests.txt

Code:
faction_manifest_containment_of_communism = {
	name = containment_of_communism_goal_name
	description = containment_of_communism_goal_desc
	is_manifest = yes
	ratio_progress = {
		total_amount_collection = game:all_states
		completed_amount_collection = collection:world_non_communist_states
		scale = {
			communism_drift = -0.08
		}
		progress_sections = {
			manifest_fulfilled = {
				min = @manifest_fulfilled_value
				modifier = {
					required_garrison_factor = -0.15
					generate_wargoal_tension = -0.15
				}
			}
		}
	}
}
### Entity: National Focus
Tree: mal_focus
Component: MAL_decentralisation_1
Constructs: prerequisite, limit, completion_reward, is_controlled_by, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/malaysia.txt

Code:
focus = {
	id = MAL_decentralisation_1
	icon = GFX_goal_generic_construction2
	ai_will_do = {
		factor = 2
	}
	x = 16
	y = 2
	prerequisite = {
		focus = MAL_decentralisation
	}
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		336 = {
			if = {
				limit = {
					is_controlled_by = ROOT
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}
		333 = {
			if = {
				limit = {
					is_controlled_by = ROOT
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_improve_the_type_91_aerial_torpedo
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, add_breakthrough_progress, add_to_variable, add_ace, has_dlc
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_improve_the_type_91_aerial_torpedo
	icon = GFX_goal_generic_air_naval_bomber
	prerequisite = {
		focus = JAP_modern_bombers
	}
	relative_position_id = JAP_modern_bombers
	x = 1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 3
	}
	available = {
		JAP_naval_faction_is_not_subdued = yes
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MILITARY_CHARACTER
	}
	completion_reward = {
		add_breakthrough_progress = {
			specialization = specialization_air
			value = 0.15
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		JAP_add_or_modify_army_and_naval_air_services = yes
		add_to_variable = {
			JAP_airforce_port_strike = 0.1
			tooltip = port_strike_tt
		}
		add_ace = {
			name = Nobuo
			surname = Fujita
			callsign = Lookout
			type = fighter_unique
		}
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			mio:JAP_yokosuka_organization = {
				unlock_mio_trait_tooltip = JAP_mio_trait_type_91_aerial_torpedo_integration
			}
		}
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/PRC_1939.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 3
	}
	location = 7659
	division_template = Juntuán
	start_experience_factor = 0.1
	start_equipment_factor = 0.7
}
### Entity: Scripted Effect
Component: ITA_bop_low_decrease_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_bop_low_decrease_effect = {
	add_power_balance_value = {
		id = ITA_power_balance
		value = -0.1
	}
}
### Entity: Event
Component: JUNO_brazil_events.152
Constructs: is_triggered_only, ai_chance, add_stability, add_political_power
Source: game
File: events/TOA_Brazil.txt

Code:
country_event = {
	id = JUNO_brazil_events.152
	title = JUNO_brazil_events.152.t
	desc = JUNO_brazil_events.152.desc
	picture = GFX_report_event_BRA_cangaco
	is_triggered_only = yes
	option = {
		name = JUNO_brazil_events.152.a
		ai_chance = {
			base = 1
		}
		custom_effect_tooltip = BRA_end_of_cangaco_tt
		add_stability = 0.05
		add_political_power = 100
		army_experience = 50
	}
}
### Entity: AI Strategy
Component: EAI_SP_build_naval_facility
Constructs: build_building
Source: game
File: common/ai_strategy/EAI_RESEARCH_special_project_strategies.txt

Code:
EAI_SP_build_naval_facility = {
	enable = {
		always = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = build_building
		id = naval_facility
		value = -1000
	}
}
### Entity: Event
Component: r56_australia.3
Constructs: is_triggered_only, limit, has_government
Source: game
File: events/R56_Australia.txt

Code:
country_event = {
	id = r56_australia.3
	title = r56_australia.3.t
	desc = r56_australia.3.d
	picture = GFX_report_event_AST_funeral
	hidden = yes
	is_triggered_only = yes
	immediate = {
		if = {
			limit = {
				has_government = democratic
			}
			country_event = r56_australia.4
		}
		else = {
			hidden_effect = {
				AST_set_robert_menzies = yes
			}
		}
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_integrate_the_Quechuas_into_the_army
Constructs: has_completed_focus, prerequisite, limit, add_ideas, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_integrate_the_Quechuas_into_the_army
	prerequisite = {
		focus = PRU_Create_the_Royal_Army PRU_The_Soldier_King
	}
	icon = GFX_focus_SMB_atacama_training
	x = -2
	y = 8
	relative_position_id = PRU_look_to_the_past
	cost = 5
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		hidden_effect = {
			add_ideas = TIB_mountainous_people
		}
		if = {
			limit = {
				has_completed_focus = PRU_invite_carlos
			}
			swap_ideas = {
				remove_idea = PRU_royal_army_1
				add_idea = PRU_royal_army_2
			}
		} {
			limit = {
				has_completed_focus = PRU_appoint_a_peruvian_monarch
			}
			swap_ideas = {
				remove_idea = PRU_imperial_army_1
				add_idea = PRU_imperial_army_2
			}
		}
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = PRU_saturnino_huillca
	}
}
### Entity: Character
Component: AST_generic_fascist_demagogue
Constructs: has_completed_focus, limit, has_government, has_dlc, has_autonomy_state
Source: game
File: common/characters/AST.txt

Code:
AST_generic_fascist_demagogue = {
	name = AST_generic_fascist_demagogue
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_4
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = AST_generic_fascist_demagogue
		allowed = {
			original_tag = AST
		}
		available = {
			if = {
				limit = {
					has_dlc = Together for Victory
				}
				has_completed_focus = AST_support_the_centre_party
			} {
				limit = {
					has_dlc = Man the Guns
				}
				NOT = {
					has_autonomy_state = autonomy_supervised_state
				}
			}
		}
		traits = {
			fascist_demagogue
		}
		do_effect = {
			NOT = {
				has_government = fascism
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
}
### Entity: Scripted Effect
Component: SOV_regular_purge_general_accuses_general_effect
Constructs: limit, has_trait, random_army_leader, set_character_flag, set_variable, has_character_flag, add_to_variable, set_country_flag
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_regular_purge_general_accuses_general_effect = {
	hidden_effect = {
		if = {
			limit = {
				any_army_leader = {
					OR = {
						has_trait = trait_SOV_stalinist politically_connected
					}
					skill = < 4
				}
			}
			random_army_leader = {
				limit = {
					OR = {
						has_trait = trait_SOV_stalinist politically_connected
					}
					skill = < 4
				}
				set_character_flag = SOV_purge_accuser_flag
				SOV = {
					set_variable = {
						SOV_accuser_unit_leader_level = PREV.skill_level
					}
					multiply_variable = {
						SOV_accuser_unit_leader_level = SOV_paranoia_based_on_level_multiplier
					}
				}
				ROOT = {
					set_variable = {
						SOV_accuser_character_for_loc = PREV
					}
				}
			}
		} {
			limit = {
				any_army_leader = {
					SOV_character_can_be_purged = yes
					OR = {
						has_character_flag = SOV_potential_target_flag
						AND = {
							NOT = {
								has_trait = trait_SOV_stalinist
							} {
								has_trait = politically_connected
							}
						}
					}
					skill = > 3
				}
			}
			random_army_leader = {
				limit = {
					SOV_character_can_be_purged = yes
					OR = {
						has_character_flag = SOV_potential_target_flag
						AND = {
							NOT = {
								has_trait = trait_SOV_stalinist
							} {
								has_trait = politically_connected
							}
						}
					}
					skill = > 3
				}
				set_character_flag = SOV_purge_accused_flag
				SOV = {
					set_variable = {
						SOV_accused_unit_leader_level = PREV.skill_level
					}
					multiply_variable = {
						SOV_accused_unit_leader_level = SOV_paranoia_based_on_level_multiplier
					}
				}
				ROOT = {
					set_variable = {
						SOV_accused_character_for_loc = PREV
					}
				}
			}
		}
		else = {
			random_army_leader = {
				set_character_flag = SOV_purge_accuser_flag
				SOV = {
					set_variable = {
						SOV_accuser_unit_leader_level = PREV.skill_level
					}
					multiply_variable = {
						SOV_accuser_unit_leader_level = SOV_paranoia_based_on_level_multiplier
					}
				}
				ROOT = {
					set_variable = {
						SOV_accuser_character_for_loc = PREV
					}
				}
			}
		} {
			random_army_leader = {
				set_character_flag = SOV_purge_accused_flag
				SOV = {
					set_variable = {
						SOV_accused_unit_leader_level = PREV.skill_level
					}
					multiply_variable = {
						SOV_accused_unit_leader_level = SOV_paranoia_based_on_level_multiplier
					}

# ... (truncated)
### Entity: Idea
Component: EAI_HARD/light_tank_flame_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_HARD/light_tank_flame_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		light_tank_flame_chassis = {
			build_cost_ic = -0.15
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_mujeres_libres
Constructs: prerequisite, limit, completion_reward, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPR_mujeres_libres
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = SPR_seize_public_transport
	} {
		focus = SPR_agrarian_collectivization
	}
	icon = GFX_goal_generic_improve_relations
	x = 1
	y = 1
	relative_position_id = SPR_seize_public_transport
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = SPR_anarchist_society_5
			}
			swap_ideas = {
				remove_idea = SPR_anarchist_society_5
				add_idea = SPR_anarchist_society_11
			}
		}
		else_if = {
			limit = {
				has_idea = SPR_anarchist_society_8
			}
			swap_ideas = {
				remove_idea = SPR_anarchist_society_8
				add_idea = SPR_anarchist_society_13
			}
		} {
			limit = {
				has_idea = SPR_anarchist_society_6
			}
			swap_ideas = {
				remove_idea = SPR_anarchist_society_6
				add_idea = SPR_anarchist_society_12
			}
		} {
			limit = {
				has_idea = SPR_anarchist_society_9
			}
			swap_ideas = {
				remove_idea = SPR_anarchist_society_9
				add_idea = SPR_anarchist_society_14
			}
		} {
			limit = {
				has_idea = SPR_anarchist_society_7
			}
			swap_ideas = {
				remove_idea = SPR_anarchist_society_7
				add_idea = SPR_anarchist_society_15
			}
		} {
			limit = {
				has_idea = SPR_anarchist_society_10
			}
			swap_ideas = {
				remove_idea = SPR_anarchist_society_10
				add_idea = SPR_anarchist_society_16
			}
		}
		else = {
			effect_tooltip = {
				swap_ideas = {
					remove_idea = SPR_anarchist_society_5
					add_idea = SPR_anarchist_society_11
				}
			}
		}
	}
}
### Entity: Character
Component: NAV_justo_somonte_iturrioz
Source: game
File: common/characters/NAV.txt

Code:
NAV_justo_somonte_iturrioz = {
	name = EUS_justo_somonte_iturrioz
	advisor = {
		slot = high_command
		idea_token = NAV_justo_somonte_iturrioz
		allowed = {
			original_tag = NAV
		}
		traits = {
			army_regrouping_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Modding Documentation
Construct: FACTOR
Source: vanilla_docs
File: common/ai_strategy/_documentation.md

Doc:
### EQUIPMENT PRODUCTION FACTOR
Same as above, with the percentage of calculated factories to meet need added to by the strategy


-------------------------
### Entity: Character
Component: PER_ali_akbar_davar
Source: game
File: common/characters/PER.txt

Code:
PER_ali_akbar_davar = {
	name = PER_ali_akbar_davar
	portraits = {
		civilian = {
			small = GFX_portrait_PER_ali_akbar_davar_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = PER_ali_akbar_davar
		allowed = {
			original_tag = PER
		}
		visible = {

		}
		available = {

		}
		traits = {
			popular_figurehead
		}
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_extensive_recruitment
Constructs: prerequisite, completion_reward, add_timed_idea
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_extensive_recruitment
	icon = GFX_focus_SOV_mobilization_plan
	prerequisite = {
		focus = NOR_elevate_hirden
	}
	x = -1
	y = 1
	relative_position_id = NOR_elevate_hirden
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		army_experience = 80
		add_timed_idea = {
			idea = NOR_expanded_conscription_ns
			days = 1095
		}
	}
}