Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: GER_monarchist_allies_r56
Constructs: has_country_flag, has_game_rule
Source: game
File: common/ai_strategy_plans/GER_r56_alternate.txt

Code:
GER_monarchist_allies_r56 = {
	name = GER Monarchist - Ally Britain (Road to 56)
	allowed = {
		original_tag = GER
	}
	enable = {
		has_game_rule = {
			rule = GER_focus_tree_selection
			option = R56_TREE_OLD
		}
		OR = {
			has_game_rule = {
				rule = GER_ai_behavior
				option = MONARCHIST_ALLIES
			}
			has_country_flag = GER_AI_RANDOM_MONARCHIST_ALLIES
		}
	}
	ai_national_focuses = {
		GER_remilitarize_the_rhineland GER_rally_the_monarchists GER_support_freikorps GER_return_of_conservative_exiles GER_contact_ludendorff GER_a_new_reich GER_restore_the_empire GER_mon_allies_alliance
	}
	research = {
		infantry_weapons = 50.0
		infantry_tech = 15.0
		artillery = 8.0
		support_tech = 6.5
	}
	ideas = {
		hjalmar_schacht = 10
		heinrich_himmler = 0
		martin_bormann = 0
	}
	traits = {
		captain_of_industry = 5
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: arm_focus
Component: ARM_keepers_of_the_south
Constructs: prerequisite, add_ideas, has_government, completion_reward, add_popularity
Source: game
File: common/national_focus/armenia.txt

Code:
focus = {
	id = ARM_keepers_of_the_south
	icon = GFX_focus_spr_torchbearers_of_tomorrow
	prerequisite = {
		focus = ARM_join_the_comintern ARM_the_transcaucasian_confederation
	}
	relative_position_id = ARM_join_the_comintern
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available = {
		has_government = communism
	}
	completion_reward = {
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		add_ideas = ARM_protect_the_revolution_idea
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_a_congress_resurgent
Constructs: prerequisite, completion_reward, is_subject, cancel_if_invalid, add_to_variable
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_a_congress_resurgent
	icon = GFX_focus_RAJ_a_congress_resurgent
	prerequisite = {
		focus = RAJ_mahatma
	}
	x = 0
	y = 1
	relative_position_id = RAJ_mahatma
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {
		is_subject = no
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_TFV_AUTONOMY
	}
	completion_reward = {
		custom_effect_tooltip = idea_RAJ_independence_movement_tt generic_skip_one_line_tt available_political_advisor
		add_to_variable = {
			RAJ_autonomy_gain_independence_movement = 0.02
			tooltip = autonomy_gain_tt
		} {
			RAJ_resistance_activity_independence_movement = 0.15
			tooltip = resistance_activity_tt
		} {
			RAJ_resistance_target_independence_movement = 0.15
			tooltip = resistance_target_tt
		}
		show_ideas_tooltip = RAJ_bhimrao_ramji_ambedkar
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_the_modern_war_in_the_skies
Constructs: prerequisite, completion_reward, add_to_variable, add_breakthrough_progress
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_the_modern_war_in_the_skies
	icon = GFX_SOV_the_modern_war_in_the_skies_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_ground_support SOV_long_range_aircraft
	}
	x = 1
	y = 1
	relative_position_id = SOV_ground_support
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_AIR_XP
	}
	completion_reward = {
		add_to_variable = {
			SOV_soviet_airforce_air_night_penalty = -0.1
		} {
			SOV_soviet_airforce_air_mission_efficiency = 0.1
		}
		custom_effect_tooltip = SOV_the_modern_war_in_the_skies_ns_tt
		air_experience = 50
		add_breakthrough_progress = {
			specialization = specialization_air
			value = 0.5
		}
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/LBA_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 4
	}
	location = 1149
	division_template = Liwa' Aljamal
	start_experience_factor = 0.2
	start_equipment_factor = 0.7
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_look_to_the_past_2
Constructs: prerequisite, completion_reward, add_political_power
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_look_to_the_past_2
	prerequisite = {
		focus = PRU_restore_the_viceroyalty_system PRU_royal_haciendas PRU_labour_reforms
	}
	icon = GFX_goal_new_burgundy2
	x = 1
	y = 1
	relative_position_id = PRU_restore_the_viceroyalty_system
	cost = 5
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_political_power = 30
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: waf_focus
Component: WAF_everything_for_the_nation
Constructs: prerequisite, has_government, completion_reward, is_historical_focus_on, is_puppet, add_popularity, add_timed_idea
Source: game
File: common/national_focus/r56_west_african_shared.txt

Code:
focus = {
	id = WAF_everything_for_the_nation
	icon = GFX_goal_support_fascism
	prerequisite = {
		focus = WAF_collectivist_thinking
	}
	mutually_exclusive = {
		focus = WAF_propagate_marxist_ideas
	}
	available = {
		OR = {
			fascism = > 0.15
			has_government = neutrality
		}
	}
	x = 3
	y = 1
	relative_position_id = WAF_collectivist_thinking
	cost = 8
	ai_will_do = {
		factor = 5
		modifier = {
			factor = 2
			is_historical_focus_on = no
		} {
			factor = 10
			AND = {
				is_puppet = yes
				OVERLORD = {
					has_government = fascism
				}
			}
		} {
			factor = 0
			AND = {
				is_historical_focus_on = yes
				NOT = {
					has_government = fascism
				}
			}
		}
	}
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
		add_timed_idea = {
			idea = nationalism
			days = 1395
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: AI Strategy
Component: r56_SOV_treat_URG_bad_untill_they_do_something_or_if_the_time_is_good
Constructs: has_completed_focus, has_government, has_war_with, is_faction_leader, is_in_faction, has_war_together_with
Source: game
File: common/ai_strategy/r56_SOV.txt

Code:
r56_SOV_treat_URG_bad_untill_they_do_something_or_if_the_time_is_good = {
	allowed = {
		original_tag = SOV
	}
	enable = {
		ROOT = {
			has_government = communism
			is_faction_leader = yes
		}
		URG = {
			has_government = communism
			is_in_faction = no
		}
		country_exists = URG
	}
	abort = {
		OR = {
			date = > 1950.1.1
			SOV = {
				has_war_with = USA
			}
			URG = {
				OR = {
					AND = {
						has_war_together_with = SOV
						has_war_with = USA
					}
					has_completed_focus = URG_follow_moscow
				}
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = alliance
		id = URG
		value = -100
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_expand_the_river_monitor_fleet
Constructs: add_equipment_to_stockpile, prerequisite, limit, completion_reward, is_controlled_by, cancel_if_invalid, has_character, gain_xp
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_expand_the_river_monitor_fleet
	icon = GFX_focus_generic_merchant_fleet
	prerequisite = {
		focus = CZE_continue_armed_force_reform
	}
	relative_position_id = CZE_continue_armed_force_reform
	x = 4
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		any_core_state = {
			is_controlled_by = ROOT
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		navy_experience = 5
		add_equipment_to_stockpile = {
			type = convoy_1
			amount = 75
			producer = CZE
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		show_unit_leaders_tooltip = CZE_karel_pavala_army
		hidden_effect = {
			if = {
				limit = {
					has_character = CZE_karel_pavala_army
				}
				CZE_karel_pavala_army = {
					gain_xp = 250
				}
			}
		}
		if = {
			limit = {
				has_character = CZE_karel_pavala
			}
			CZE_karel_pavala = {
				gain_xp = 250
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		every_state = {
			limit = {
				is_owned_and_controlled_by = ROOT
				OR = {
					state = 9 75 70
				}
			}
			add_dynamic_modifier = {
				modifier = CZE_river_monitor_fleet
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_NAVY_XP
	}
}
### Entity: Idea
Component: Stampe_Vertongen
Constructs: research_bonus, equipment_bonus
Source: game
File: common/ideas/flanders.txt

Code:
Stampe_Vertongen = {
	allowed = {
		original_tag = FLA
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		medium_aircraft_manufacturer
	}
	equipment_bonus = {

	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Country History
Country: FSM
Component: FSM_technology
Constructs: set_technology
Source: game
File: history/countries/FSM - Micronesia.txt

Code:
# Starting Technologies for FSM
set_technology = {
	infantry_weapons = 1
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_further_ussr_support
Constructs: has_completed_focus, prerequisite, limit, has_government, every_country, add_opinion_modifier, completion_reward, is_subject
Source: game
File: common/national_focus/iraq.txt

Code:
focus = {
	id = IRQ_further_ussr_support
	icon = GFX_goal_support_communism
	prerequisite = {
		focus = IRQ_kurdish_reject_ankara_treaty
	}
	x = 0
	y = 1
	relative_position_id = IRQ_kurdish_reject_ankara_treaty
	cost = 5
	available = {
		is_subject = no
		has_completed_focus = IRQ_kurdish_socialist
	}
	bypass = {
		OR = {
			any_country = {
				original_tag = SOV
				is_in_faction_with = ROOT
				exists = yes
			}
			ROOT = {
				is_in_faction = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		if = {
			limit = {
				any_country = {
					original_tag = SOV
					is_faction_leader = yes
					has_government = communism
				}
			}
			random_other_country = {
				limit = {
					original_tag = SOV
					is_faction_leader = yes
					has_government = communism
				}
				country_event = {
					id = generic.2
					hours = 6
				}
				add_ai_strategy = {
					type = alliance
					id = ROOT
					value = 1000
				}
				ROOT = {
					add_ai_strategy = {
						type = alliance
						id = PREV
						value = 1000
					}
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		set_politics = {
			ruling_party = communism
			elections_allowed = no
		}
		add_country_leader_role = {
			character = IRQ_mustafa_barzani
			promote_leader = yes
			country_leader = {
				ideology = stalinism
				expire = 1965.1.1.1
				traits = {
					guerilla_warfare_expert
				}
			}
		}
		every_country = {
			limit = {
				has_government = communism
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = medium_increase
			}
		}
	}
}
### Entity: Technology
Component: antitank5
Constructs: has_war_with, enable_equipments, enable_equipment_modules, research_cost
Source: game
File: common/technologies/artillery.txt

Code:
technology = {
	enable_equipments = {
		anti_tank_equipment_3
	}
	armored_car = {
		ap_attack = 0.1
	}
	enable_equipment_modules = {
		tank_high_velocity_cannon_3 tank_heavy_cannon_3 auto_loader lc_heavy_high_velocity_cannons
	}
	research_cost = 1
	start_year = 1943
	folder = {
		name = artillery_folder
		position = {
			x = @anti_tank
			y = 12
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 2
			date = > 1942.1.9
		} {
			tag = JAP
			not = {
				OR = {
					has_War_with = SOV
					has_war_with = USA
				}
			}
			factor = 0.5
		} {
			factor = 2
			date = > 1943.1.1
		} {
			factor = 5
			date = > 1943.1.6
		} {
			factor = 10
			any_enemy_country = {
				ROOT = {
					estimated_intel_max_armor = {
						tag = PREV
						value = > 35
					}
				}
			}
		}
	}
	categories = {
		artillery cat_anti_tank mio_cat_all_artillery_equipment
	}
	special_project_specialization = {
		specialization_land
	}
}
### Entity: Scripted Effect
Component: EAI_FOCUS_UPDATE/LAND/infantry_width
Constructs: limit, has_country_flag, check_variable, set_variable
Source: game
File: common/scripted_effects/EAI_MILITARY_FOCUS_update.txt

Code:
EAI_FOCUS_UPDATE/LAND/infantry_width = {
	if = {
		limit = {
			NOT = {
				has_country_flag = EAI_FOCUS/LAND/infantry_width_OVERRIDE
			}
		}
		if = {
			limit = {
				NOT = {
					check_variable = {
						EAI_FOCUS/LAND/infantry_width = global.EAI_20W_INF_WIDTH
					}
				}
				always = no
			}
			if = {
				limit = {
					has_country_flag = EAI_FOCUS_UPDATE_update_logging
				}
				log = [GetDate] | AI | [Root.GetName] | FOCUS UPDATE: EAI_FOCUS/LAND/infantry_width = FROM: [?EAI_FOCUS/LAND/infantry_width] TO global.EAI_20W_INF_WIDTH
			}
			set_variable = {
				EAI_FOCUS/LAND/infantry_width = global.EAI_20W_INF_WIDTH
			}
		} {
			limit = {
				NOT = {
					check_variable = {
						EAI_FOCUS/LAND/infantry_width = global.EAI_26W_INF_WIDTH
					}
				}
				always = no
			}
			if = {
				limit = {
					has_country_flag = EAI_FOCUS_UPDATE_update_logging
				}
				log = [GetDate] | AI | [Root.GetName] | FOCUS UPDATE: EAI_FOCUS/LAND/infantry_width = FROM: [?EAI_FOCUS/LAND/infantry_width] TO global.EAI_26W_INF_WIDTH
			}
			set_variable = {
				EAI_FOCUS/LAND/infantry_width = global.EAI_26W_INF_WIDTH
			}
		} {
			limit = {
				NOT = {
					check_variable = {
						EAI_FOCUS/LAND/infantry_width = global.EAI_40W_INF_WIDTH
					}
				}
				always = no
			}
			if = {
				limit = {
					has_country_flag = EAI_FOCUS_UPDATE_update_logging
				}
				log = [GetDate] | AI | [Root.GetName] | FOCUS UPDATE: EAI_FOCUS/LAND/infantry_width = FROM: [?EAI_FOCUS/LAND/infantry_width] TO global.EAI_40W_INF_WIDTH
			}
			set_variable = {
				EAI_FOCUS/LAND/infantry_width = global.EAI_40W_INF_WIDTH
			}
		} {
			limit = {
				NOT = {
					check_variable = {
						EAI_FOCUS/LAND/infantry_width = global.EAI_10W_INF_WIDTH
					}
				}
				always = no
			}
			if = {
				limit = {
					has_country_flag = EAI_FOCUS_UPDATE_update_logging
				}
				log = [GetDate] | AI | [Root.GetName] | FOCUS UPDATE: EAI_FOCUS/LAND/infantry_width = FROM: [?EAI_FOCUS/LAND/infantry_width] TO global.EAI_10W_INF_WIDTH
			}
			set_variable = {
				EAI_FOCUS/LAND/infantry_width = global.EAI_10W_INF_WIDTH
			}
		}
	}
}
### Entity: National Focus
Tree: cyp_focus
Component: CYP_create_armoured_corp
Constructs: add_equipment_to_stockpile, prerequisite, completion_reward, set_technology, add_tech_bonus
Source: game
File: common/national_focus/r56_cyprus.txt

Code:
focus = {
	id = CYP_create_armoured_corp
	icon = GFX_focus_generic_army_tanks2
	cost = 8
	x = 2
	y = 1
	relative_position_id = CYP_equipment_modernisation
	prerequisite = {
		focus = CYP_equipment_modernisation
	}
	mutually_exclusive = {
		focus = CYP_adopt_british_guns
	}
	completion_reward = {
		set_technology = {
			gwtank_chassis = 1
		}
		add_equipment_to_stockpile = {
			type = light_tank_chassis
			amount = 100
		} {
			type = motorized_equipment
			amount = 100
		}
		custom_effect_tooltip = r56_newline
		add_tech_bonus = {
			name = CYP_create_armoured_corp
			category = armor
			bonus = 1.0
			uses = 2
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_MILITARY_EQUIPMENT
	}
}
### Entity: Unit Template
Component: INS_ARM_02
Source: game
File: common/units/names_divisions/INS_names_divisions.txt

Code:
INS_ARM_02 = {
	name = TNI Armored Division
	for_countries = {
		INS
	}
	can_use = {
		always = yes
	}
	division_types = {
		light_armor medium_armor heavy_armor modern_armor
	}
	fallback_name = Divisi Tank %d
	ordered = {
		1 = {
			Divisi Tank %d Badak Ceta Cakti
		}
		2 = {
			Divisi Tank %d Turangga Ceta
		}
		3 = {
			Divisi Tank %d Andhaka Cakti
		}
		4 = {
			Divisi Tank %d Kijang Cakti
		}
		5 = {
			Divisi Tank %d Dwipangga Ceta
		}
		6 = {
			Divisi Tank %d Naga Karimatai
		}
		7 = {
			Divisi Tank %d Pragosa Satya
		}
		8 = {
			Divisi Tank %d Narasinga Wiratama
		}
		9 = {
			Divisi Tank %d Satya Dharma Kala
		}
		10 = {
			Divisi Tank %d Mendagiri
		}
		11 = {
			Divisi Tank %d Macan Setia Cakti
		}
		12 = {
			Divisi Tank %d Beruang Cakti
		}
		13 = {
			Divisi Tank %d Satya Lembuswana
		}
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/IRQ_1939.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 4
	}
	location = 2089
	division_template = Alfurqat Almasha
	start_experience_factor = 0.2
	start_equipment_factor = 0.7
}
### Entity: Idea
Component: LUX_minister_labour_PD
Source: game
File: common/ideas/r56_luxembourg.txt

Code:
LUX_minister_labour_PD = {
	modifier = {
		production_factory_efficiency_gain_factor = -0.05
		line_change_production_efficiency_factor = 0.1
	}
}
### Entity: Character
Component: BUL_aleksandar_tsankov
Constructs: has_completed_focus, has_government, has_country_flag, has_dlc
Source: game
File: common/characters/BUL.txt

Code:
BUL_aleksandar_tsankov = {
	advisor = {
		slot = political_advisor
		idea_token = BUL_aleksandar_tsankov
		allowed = {
			has_dlc = Battle for the Bosporus
			original_tag = BUL
		}
		available = {
			has_country_flag = BUL_appointed_nsm_members_flag
			NOT = {
				has_government = communism
			}
		}
		traits = {
			statism_adept
		}
		ai_will_do = {
			base = 3.0
			modifier = {
				factor = 0
				OR = {
					BUL_is_monarchist_ferdinand_ai = yes
					BUL_is_historical_ai = yes
				}
				NOT = {
					has_completed_focus = BUL_illusions_of_a_non_partisan_system
				}
			}
		}
	}
	name = BUL_aleksandar_tsankov
	portraits = {
		army = {
			small = GFX_idea_bul_aleksandar_tsankov
		}
		civilian = {
			large = GFX_portrait_bul_aleksandar_tsankov
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_the_danubian_federation
Constructs: has_completed_focus, prerequisite, limit, has_government, every_country, completion_reward, is_subject, has_country_leader
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_the_danubian_federation
	icon = GFX_focus_AUS_the_danubian_federation
	prerequisite = {
		focus = AUS_hold_elections AUS_reinstate_the_imperial_council
	}
	mutually_exclusive = {
		focus = AUS_seek_support_from_guarantors AUS_legacy_of_the_empire
	}
	x = 7
	y = 3
	relative_position_id = AUS_hold_elections
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
		IF = {
			limit = {
				has_government = neutrality
			}
			has_country_leader = {
				ruling_only = yes
				character = HUN_otto_von_habsburg
			}
		}
	}
	bypass = {

	}
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = AUS_seek_support_from_guarantors
			} {
				has_completed_focus = AUS_legacy_of_the_empire
			} {
				has_completed_focus = AUS_totalitarian_safety
			} {
				has_completed_focus = AUS_austromarxism_focus
			}
		}
	}
	offset = {
		x = -11
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = AUS_reinstate_the_imperial_council
		}
	} {
		x = -5
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = AUS_the_danubian_federation
		}
	} {
		x = 11
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = AUS_the_danubian_federation AUS_reinstate_the_imperial_council
		}
	}
	available_if_capitulated = no
	completion_reward = {
		set_cosmetic_tag = AUS_federal_state
		create_faction_from_template = {
			template = faction_template_balkan_pact
			name = AUS_danubian_federation
		}
		custom_effect_tooltip = HABSBURG_joint_ft_unlock_tt
		hidden_effect = {
			set_global_flag = AH_joint_tree_activated_flag
			every_country = {
				limit = {
					HABSBURG_is_a_habsburg_viable_nation = yes
				}
				mark_focus_tree_layout_dirty = yes
			}
		}
		set_variable = {
			global.AH_originator_country = ROOT
		}
	}
}
### Entity: Unit Template
Component: SOV_PAR_01
Source: game
File: common/units/names_divisions/SOV_names_divisions.txt

Code:
SOV_PAR_01 = {
	name = Paratrooper Division
	for_countries = {
		SOV
	}
	can_use = {
		always = yes
	}
	division_types = {
		paratrooper
	}
	fallback_name = %dya Vozdushno-Desantnaya Div.
	ordered = {
		1 = {
			%dya Vozdushno-Desantnaya Div.
		}
		2 = {
			%dya Vozdushno-Desantnaya Div.
		}
		3 = {
			%dya Vozdushno-Desantnaya Div.
		}
		4 = {
			%dya Vozdushno-Desantnaya Div.
		}
		5 = {
			%dya Vozdushno-Desantnaya Div.
		}
		6 = {
			%dya Vozdushno-Desantnaya Div.
		}
		7 = {
			%dya Vozdushno-Desantnaya Div.
		}
		8 = {
			%dya Vozdushno-Desantnaya Div.
		}
		9 = {
			%dya Vozdushno-Desantnaya Div.
		}
		10 = {
			%dya Vozdushno-Desantnaya Div.
		}
		11 = {
			%dya Vozdushno-Desantnaya Div.
		}
		12 = {
			%dya Vozdushno-Desantnaya Div.
		}
		101 = {
			1ya Gvds. Vozdushno-Desantnaya Div.
		}
		102 = {
			2ya Gvds. Vozdushno-Desantnaya Div.
		}
		103 = {
			3ya Gvds. Vozdushno-Desantnaya Div.
		}
		104 = {
			4ya Gvds. Vozdushno-Desantnaya Div.
		}
		105 = {
			5ya Gvds. Vozdushno-Desantnaya Div.
		}
		106 = {
			6ya Gvds. Vozdushno-Desantnaya Div.
		}
		107 = {
			7ya Gvds. 'Cherkassy' Voz.-Desantnaya Div.
		}
		108 = {
			8ya Gvds. Vozdushno-Desantnaya Div.
		}
		109 = {
			9ya Gvds. Vozdushno-Desantnaya Div.
		}
		110 = {
			10ya Gvds. Vozdushno-Desantnaya Div.
		}
		111 = {
			11ya Gvds. Vozdushno-Desantnaya Div.
		}
		112 = {
			12ya Gvds. Vozdushno-Desantnaya Div.
		}
		113 = {
			13ya Gvds. Vozdushno-Desantnaya Div.
		}
		114 = {
			14ya Gvds. Vozdushno-Desantnaya Div.
		}
		115 = {
			15ya Gvds. Vozdushno-Desantnaya Div.
		}
		116 = {
			16ya Gvds. Vozdushno-Desantnaya Div.
		}
		121 = {
			21ya Gvds. Vozdushno-Desantnaya Div.
		}
		131 = {
			31ya Gvds. Vozdushno-Desantnaya Div.
		}
		176 = {
			76ya Gvds. 'Chernigov' Voz.-Desantnaya Div.
		}
		198 = {
			98ya Gvds. 'Svir' Voz.-Desantnaya Div.
		}
		203 = {
			103ya Gvds. Vozdushno-Desantnaya Div.
		}
		204 = {
			104ya Gvds. Vozdushno-Desantnaya Div.
		}
		206 = {
			106ya Gvds. 'Tula' Voz.-Desantnaya Div.
		}
		214 = {
			114ya Gvds. Vozdushno-Desantnaya Div.
		}
	}
}
### Entity: Character
Component: head_of_intelligence
Source: game
File: common/country_leader/00_traits.txt

Code:
head_of_intelligence = {
	random = no
	sprite = 15
	operative_slot = 1
	agency_upgrade_time = -0.15
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_adopt_mapundungun
Constructs: prerequisite, has_government, add_stability, completion_reward, add_political_power
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_adopt_mapundungun
	icon = GFX_focus_generic_treaty
	relative_position_id = CHL_avenge_the_pacification_of_araucania
	x = 2
	y = 1
	cost = 5
	prerequisite = {
		focus = CHL_avenge_the_pacification_of_araucania
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 1
	}
	available = {
		has_government = neutrality
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_political_power = 75
		add_stability = 0.05
	}
}
### Entity: Event
Component: EST_events.901
Constructs: is_triggered_only, ai_chance, set_politics
Source: game
File: events/NSB_Estonia.txt

Code:
country_event = {
	id = EST_events.901
	title = EST_events.901.t
	desc = EST_events.901.d
	picture = GFX_report_event_hungary_parliament
	is_triggered_only = yes
	option = {
		name = EST_events.901.a
		ai_chance = {
			factor = 10
		}
		effect_tooltip = {
			FROM = {
				set_politics = {
					ruling_party = fascism
					elections_allowed = no
				}
			}
		}
	}
}
### Entity: Character
Component: small_ship_producer_defense_2
Constructs: equipment_bonus, naval_speed
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
small_ship_producer_defense_2 = {
	random = no
	equipment_bonus = {
		ship_hull_light = {
			sub_detection = 0.15
			naval_speed = 0.15
			surface_visibility = -0.15
		}
		ship_hull_submarine = {
			surface_visibility = -0.15
			sub_visibility = -0.15
			naval_speed = 0.1
		}
	}
	ai_will_do = {
		factor = 1
	}
}