Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: State History
Component: 177
Constructs: add_core_of, add_claim_by
Source: game
File: history/states/177-Balearic Islands.txt

Code:
state = {
	id = 177
	name = STATE_177
	manpower = 365500
	state_category = rural
	history = {
		victory_points = {
			9793 1
		}
		owner = SPR
		add_core_of = SPR
		add_claim_by = CAT
		buildings = {
			infrastructure = 3
			air_base = 1
			9793 = {
				naval_base = 2
			}
			7114 = {
				naval_base = 1
			}
		}
	}
	provinces = {
		7114 9793 9845
	}
	local_supplies = 0.0
}
### Entity: State History
Component: 444
Constructs: add_core_of
Source: game
File: history/states/444-Baluchistan States.txt

Code:
state = {
	id = 444
	name = STATE_444
	provinces = {
		1179 5043 7917 12761 12774
	}
	resources = {
		oil = 3
	}
	manpower = 364000
	buildings_max_level_factor = 1.0
	state_category = rural
	local_supplies = 0.0
	history = {
		add_core_of = PAK BLC
		owner = RAJ
		victory_points = {
			12774 1
		}
		buildings = {
			infrastructure = 1
			industrial_complex = 1
		}
	}
}
### Entity: Order of Battle
Component: 41st Vodka Division
Constructs: division_template
Source: game
File: history/units/r56w_WHY.txt

Code:
division = {
	name = 41st Vodka Division
	location = 3513
	division_template = Vodka and Crumpets
	start_experience_factor = 0.75
}
### Entity: Event
Component: BBA_ethiopia_communist_events.10
Constructs: is_triggered_only, ai_chance
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_communist_events.10
	title = BBA_ethiopia_communist_events.10.t
	desc = BBA_ethiopia_communist_events.10.desc
	picture = GFX_report_event_generic_rifles
	is_triggered_only = yes
	option = {
		name = BBA_ethiopia_communist_events.10.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: AI Strategy
Component: BUL_befriend_YUG
Constructs: has_war_with, has_country_flag, has_dlc, has_game_rule, has_opinion, has_capitulated, is_subject, is_in_faction
Source: game
File: common/ai_strategy/BUL.txt

Code:
BUL_befriend_YUG = {
	allowed = {
		original_tag = BUL
		has_dlc = Battle for the Bosporus
	}
	enable = {
		OR = {
			has_country_flag = BUL_AI_RANDOM_COMMUNIST_BALKAN_FEDERATION
			has_game_rule = {
				rule = BUL_ai_behavior
				option = COMMUNIST_BALKAN_FEDERATION
			}
		}
		focus_progress = {
			focus = BUL_the_peoples_republic_of_bulgaria
			progress = > 0.1
		}
		country_exists = YUG
		YUG = {
			has_opinion = {
				target = ROOT
				value = < 50
			}
			has_capitulated = no
			is_subject = no
		}
	}
	abort = {
		OR = {
			NOT = {
				country_exists = YUG
			}
			has_war_with = YUG
			YUG = {
				OR = {
					AND = {
						is_in_faction = yes
						NOT = {
							is_in_faction_with = ROOT
						}
					}
					has_opinion = {
						target = ROOT
						value = > 80
					}
					has_capitulated = yes
					is_subject = yes
				}
			}
		}
	}
	ai_strategy = {
		type = diplo_action_desire
		id = YUG
		target = improve_relation
		value = 200
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_permanant_military_forces
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_permanant_military_forces
	icon = GFX_focus_AST_permanent_military_forces
	prerequisite = {
		focus = AST_australian_military_forces
	}
	relative_position_id = AST_australian_military_forces
	x = -1
	y = 1
	cost = 5
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = AST_australian_military_forces_spirit_tt
		add_to_variable = {
			AST_australian_military_forces_spirit_coordination_bonus = 0.05
			tooltip = coordination_bonus_tt
		} {
			AST_australian_military_forces_spirit_army_org_regain = 0.05
			tooltip = army_org_regain_tt
		}
	}
	search_filters = {

	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_consolidate_power
Constructs: prerequisite, limit, remove_ideas, completion_reward, has_country_leader
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_consolidate_power
	icon = GFX_goal_centralize_power
	relative_position_id = ISR_fight_resistance
	x = 0
	y = 1
	prerequisite = {
		focus = ISR_fight_resistance
	}
	select_effect = {
		if = {
			limit = {
				has_country_leader = {
					character = ISR_zeev_jabotinsky
				}
			}
			country_event = {
				id = israel.45
				days = 15
			}
		}
	}
	cost = 6
	completion_reward = {
		remove_ideas = ISR_no_constitution
	}
}
### Entity: Event
Component: iceland_events.23
Constructs: is_triggered_only, ai_chance, has_government, is_major, is_in_faction_with
Source: game
File: events/AAT_Iceland.txt

Code:
country_event = {
	id = iceland_events.23
	title = iceland_events.23.t
	desc = {
		text = iceland_events.23.desc
	}
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = iceland_events.23.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 2
				has_government = FROM
			} {
				factor = 2
				is_in_faction_with = FROM
			}
		}
		event_option_tooltip = iceland_events.24.a
		FROM = {
			country_event = {
				id = iceland_events.24
				days = 1
				random = 3
			}
		}
	} {
		name = iceland_events.23.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 2
				has_government = fascism
			} {
				factor = 3
				is_major = yes
			}
		}
		event_option_tooltip = iceland_events.25.a
		FROM = {
			country_event = {
				id = iceland_events.25
				days = 1
				random = 3
			}
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/LIT_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = LIT
		}
		requested_factories = 1
		progress = 0.28
		efficiency = 100
	}
}
### Entity: Event
Component: gre_news.3
Constructs: is_triggered_only
Source: game
File: events/r56_Greece.txt

Code:
news_event = {
	id = gre_news.3
	title = gre_news.3.t
	desc = gre_news.3.d
	picture = GFX_news_event_militarization_of_the_rome_protocols
	major = yes
	is_triggered_only = yes
	option = {
		name = gre_news.2.a
		trigger = {
			NOT = {
				tag = GRE ITA
			}
		}
	} {
		name = gre_news.2.b
		trigger = {
			OR = {
				tag = GRE ITA
			}
		}
	}
}
### Entity: National Focus
Component: bra_amigo_aliados
Constructs: prerequisite, limit, has_government, add_opinion_modifier, completion_reward, add_political_power, is_subject, every_other_country
Source: game
File: common/national_focus/r56_brazil.txt

Code:
focus = {
	id = bra_amigo_aliados
	icon = GFX_goal_support_democracy
	prerequisite = {
		focus = bra_amigo_eua
	}
	mutually_exclusive = {
		focus = bra_mercosul_focus
	} {
		focus = bra_transatlantico
	}
	relative_position_id = bra_amigo_eua
	x = -1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 1
		modifier = {
			OR = {
				ENG = {
					is_subject = yes
				}
				NOT = {
					ENG = {
						has_government = democratic
					}
				}
			}
			factor = 0
		}
	}
	available = {
		is_subject = no
		OR = {
			has_government = democratic neutrality
		}
	}
	completion_reward = {
		add_political_power = 75
		every_other_country = {
			limit = {
				is_in_faction_with = ENG
			}
			add_opinion_modifier = {
				target = BRA
				modifier = bra_amigo_outro_modifier
			}
		}
		hidden_effect = {
			every_other_country = {
				limit = {
					is_in_faction_with = ENG
				}
				BRA = {
					add_opinion_modifier = {
						target = PREV
						modifier = bra_amigo_outro_modifier
					}
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_HISTORICAL
	}
}
### Entity: Unit Template
Component: CHI_CV_HISTORICAL
Source: game
File: common/units/names_ships/CHI_ship_names.txt

Code:
CHI_CV_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CARRIERS
	for_countries = {
		CHI PRC GXC XSM SIK MAN YUN SHX
	}
	type = ship
	ship_types = {
		ship_hull_carrier carrier
	}
	fallback_name = %d Hangmu
	unique = {
		Nanshen Paonin Yingjing Tuanji Hairong Zhaohe Haiqi Yingrui Ninghai Pinghai Zhongeng Haizhao Haizhen Feihong
	}
}
### Entity: Technology
Component: extreme_environment_training
Constructs: research_cost
Source: game
File: common/technologies/infantry.txt

Code:
technology = {
	category_special_forces = {
		acclimatization_hot_climate_gain_factor = 0.2
		acclimatization_cold_climate_gain_factor = 0.2
	}
	special_forces_no_supply_grace = 24
	special_forces_training_time_factor = 0.1
	path = {
		leads_to_tech = elite_forces
		research_cost_coeff = 1
	}
	research_cost = 2
	start_year = 1942
	folder = {
		name = infantry_folder
		position = {
			x = 5
			y = @1942
		}
	}
	categories = {
		mountaineers_tech marine_tech para_tech cat_special_forces_generic
	}
	ai_will_do = {
		factor = 0.7
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_petorka
Constructs: prerequisite, add_ideas, completion_reward, add_political_power, add_popularity
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_petorka
	prerequisite = {
		focus = BUL_seek_cooperation_with_the_tsar
	}
	icon = GFX_goal_tripartite_pact
	relative_position_id = BUL_seek_cooperation_with_the_tsar
	x = 4
	y = 1
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INTERNAL_AFFAIRS
	}
	completion_reward = {
		add_political_power = 50
		add_popularity = {
			ideology = democratic
			popularity = 0.05
		}
		add_ideas = BUL_petorka
		BUL_bzns_low_loyalty_decrease_effect = yes
		BUL_nsm_low_loyalty_decrease_effect = yes
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/SPA_1939_naval_mtg.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = ship_hull_light_2
			creator = SPR
			version_name = Júpiter Class
		}
		name = ARE Neptuno
		requested_factories = 1
		progress = 0.85
		amount = 1
	}
}
### Entity: Character
Component: HUN_archbishop_of_esztergom
Constructs: research_speed_factor, stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
HUN_archbishop_of_esztergom = {
	random = no
	sprite = 13
	research_speed_factor = -0.02
	political_power_factor = 0.15
	stability_factor = 0.05
}
### Entity: Modifier Reference
Construct: navy_anti_air_attack_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## navy_anti_air_attack_factor

* Number with 2 decimal places
* **Categories**: naval, unit_leader
### Entity: National Focus
Tree: yug_focus
Component: YUG_tank_licenses
Constructs: prerequisite, add_ideas, completion_reward, is_in_faction_with, cancel_if_invalid
Source: game
File: common/national_focus/yugoslavia.txt

Code:
focus = {
	id = YUG_tank_licenses
	icon = GFX_focus_generic_license_production
	prerequisite = {
		focus = YUG_modern_tanks
	}
	x = 0
	y = 3
	relative_position_id = YUG_motorize_the_cavalry
	cost = 5
	ai_will_do = {
		factor = 60
		modifier = {
			factor = 1.2
			is_in_faction_with = GER
		}
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_ideas = YUG_tank_licenses
	}
}
### Entity: Shared Focus
Tree: trk_focus
Component: TRK_soviet_secret_weapons
Constructs: shared_focus, prerequisite, limit, add_ideas, has_government, has_war_with, is_major, completion_reward
Source: game
File: common/national_focus/r56_turkestan_shared.txt

Code:
shared_focus = {
	id = TRK_soviet_secret_weapons
	icon = GFX_goal_soviet_rocketry
	x = -1
	y = 1
	relative_position_id = TRK_new_plans_of_war
	cost = 10
	prerequisite = {
		focus = TRK_new_plans_of_war
	}
	mutually_exclusive = {
		focus = TRK_kun_project
	}
	available = {
		date = > 1941.1.1
		controls_state = 588
		OR = {
			is_subject = no
			is_subject_of = SOV
		}
		SOV = {
			exists = yes
			is_major = yes
			is_subject = no
			NOT = {
				has_war_with = ROOT
			}
			OR = {
				has_government = ROOT
				is_in_faction_with = ROOT
			}
		}
	}
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_tech_bonus = {
			name = jet_rocket_bonus
			bonus = 1
			uses = 1
			category = rocketry
		} {
			name = JAP_german_rocketry
			bonus = 1
			uses = 1
			category = electronics
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_breakthrough_progress = {
			specialization = specialization_air
			value = 0.5
		}
		add_ideas = r56_generic_rocket_idea
		SOV = {
			country_event = kazakhstan.1
			custom_effect_tooltip = needs_approval
		}
		effect_tooltip = {
			add_offsite_building = {
				type = arms_factory
				level = 2
			} {
				type = industrial_complex
				level = 2
			}
			KAZ = {
				if = {
					limit = {
						is_subject = yes
					}
					add_autonomy_score = {
						value = -400
					}
				}
			}
		}
	}
}
### Entity: Event
Component: lar_spain.23
Constructs: is_triggered_only, add_opinion_modifier, add_timed_idea, add_manpower
Source: game
File: events/LAR_Spain.txt

Code:
country_event = {
	id = lar_spain.23
	title = lar_spain.23.t
	desc = lar_spain.23.desc
	picture = GFX_report_event_soldiers_marching
	is_triggered_only = yes
	option = {
		name = lar_spain.23.a
		effect_tooltip = {
			POR = {
				add_timed_idea = {
					idea = SPA_spanish_civil_war_commitments
					days = 730
				}
				add_opinion_modifier = {
					target = ROOT
					modifier = SPA_spanish_civil_war_commitments
				}
			}
		}
		add_manpower = 20000
	}
}
### Entity: Idea
Component: INS_daf
Constructs: has_completed_focus, removal_cost, research_bonus
Source: game
File: common/ideas/r56_indonesia.txt

Code:
INS_daf = {
	picture = HOL_daf
	available = {
		has_completed_focus = INS_jewel_of_the_pacific
	}
	allowed = {
		original_tag = INS
	}
	cost = 100
	removal_cost = 0
	research_bonus = {
		motorized_equipment = 0.15
	}
	traits = {
		motorized_equipment_manufacturer
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_150
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_150 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 150
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 150
	}
}
### Entity: Character
Component: PRC_28_bolshevik_trait_improved
Constructs: stability_factor, political_power_gain
Source: game
File: common/country_leader/00_traits.txt

Code:
PRC_28_bolshevik_trait_improved = {
	random = no
	sprite = 13
	political_power_gain = 0.1
	stability_factor = 0.05
	opinion_gain_monthly_same_ideology_factor = 0.1
	power_balance_weekly = 0.015
}
### Entity: National Focus
Tree: alg_focus
Component: ALG_election
Constructs: prerequisite, has_government, add_stability, completion_reward
Source: game
File: common/national_focus/algeria.txt

Code:
focus = {
	id = ALG_election
	icon = GFX_goal_generic_election
	x = 18
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 95
			OR = {
				has_government = democratic neutrality
			}
		}
	}
	prerequisite = {
		focus = ALG_algeria_liberated
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	mutually_exclusive = {
		focus = ALG_peasant_strike
	}
	completion_reward = {
		add_stability = 0.1
		country_event = {
			id = algeria.1
			hours = 24
		}
	}
}
### Entity: National Focus
Component: crypto_bomb_focus
Constructs: has_war, limit, has_war_with, completion_reward, set_technology, is_in_faction_with, has_dlc, add_tech_bonus
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = crypto_bomb_focus
	available = {
		has_war_with = GER
		POL = {
			NOT = {
				is_in_faction_with = GER
			}
		}
	}
	bypass = {
		OR = {
			AND = {
				has_war_with = GER
				POL = {
					is_in_faction_with = GER
				}
			} {
				has_war = yes
				is_in_faction_with = USA
			}
			GER = {
				exists = no
			}
		}
	}
	icon = GFX_focus_generic_cryptologic_bomb
	x = 0
	y = 0
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_dlc = La Resistance
				}
			}
			add_tech_bonus = {
				name = codebreaking_bonus
				bonus = 1.0
				uses = 3
				category = decryption_tech computing_tech
			}
		}
		else = {
			hidden_effect = {
				set_technology = {
					lar_decryption_bonus_tech = 1
				}
			}
			custom_effect_tooltip = lar_decryption_bonus_tt
		}
	}
}
### Entity: Unit Template
Component: UKR_MOT_01
Source: game
File: common/units/names_divisions/UKR_names_divisions.txt

Code:
UKR_MOT_01 = {
	name = Motorised Divisions
	for_countries = {
		UKR
	}
	can_use = {
		always = yes
	}
	division_types = {
		motorized
	}
	link_numbering_with = {
		UKR_INF_01
	}
	fallback_name = %dya Ukrainska Motorizovannaya Div.
	ordered = {
		1 = {
			%dya Ukrainska Motorizovannaya Div.
		}
		2 = {
			%dya Ukrainska Motorizovannaya Div.
		}
		3 = {
			%dya Ukrainska Motorizovannaya Div.
		}
		4 = {
			%dya Ukrainska Motorizovannaya Div.
		}
		5 = {
			%dya Ukrainska Motorizovannaya Div.
		}
		6 = {
			%dya Ukrainska Motorizovannaya Div.
		}
		7 = {
			%dya Ukrainska Motorizovannaya Div.
		}
		8 = {
			%dya Ukrainska Motorizovannaya Div.
		}
		9 = {
			%dya Ukrainska Motorizovannaya Div.
		}
		10 = {
			%dya Ukrainska Motorizovannaya Div.
		}
		11 = {
			%dya Ukrainska Motorizovannaya Div.
		}
		12 = {
			%dya Ukrainska Motorizovannaya Div.
		}
		13 = {
			%dya Ukrainska Motorizovannaya Div.
		}
		14 = {
			%dya Ukrainska Motorizovannaya Div.
		}
		15 = {
			%dya Ukrainska Motorizovannaya Div.
		}
		16 = {
			%dya Ukrainska Motorizovannaya Div.
		}
		17 = {
			%dya Ukrainska Motorizovannaya Div.
		}
		18 = {
			%dya Ukrainska Motorizovannaya Div.
		}
		19 = {
			%dya Ukrainska Motorizovannaya Div.
		}
		20 = {
			%dya Ukrainska Motorizovannaya Div.
		}
		21 = {
			%dya Ukrainska Motorizovannaya Div.
		}
		22 = {
			%dya Ukrainska Motorizovannaya Div.
		}
		23 = {
			%dya Ukrainska Motorizovannaya Div.
		}
		24 = {
			%dya Ukrainska Motorizovannaya Div.
		}
		25 = {
			%dya Ukrainska Motorizovannaya Div.
		}
	}
}
### Entity: Character
Component: CHA_nccr
Source: game
File: common/characters/CHA.txt

Code:
CHA_nccr = {
	advisor = {
		slot = navy_chief
		idea_token = CHA_nccr
		allowed = {
			original_tag = CHA
		}
		traits = {
			navy_chief_commerce_raiding_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_2
		}
	}
}
### Entity: National Focus
Tree: mal_focus
Component: MAL_state_of_malaya
Constructs: completion_reward
Source: game
File: common/national_focus/malaysia.txt

Code:
focus = {
	id = MAL_state_of_malaya
	icon = GFX_goal_MAL_malaya
	ai_will_do = {
		factor = 2
	}
	x = 14
	y = 0
	cost = 5
	available_if_capitulated = yes
	completion_reward = {
		country_event = malaysia.1
	}
}
### Entity: Technology
Component: improved_rubber_processing
Constructs: has_war, modify_building_resources, research_cost
Source: game
File: common/technologies/industry.txt

Code:
technology = {
	on_research_complete = {
		modify_building_resources = {
			building = synthetic_refinery
			resource = rubber
			amount = 1
		}
	}
	path = {
		leads_to_tech = advanced_rubber_processing
		research_cost_coeff = 1
	}
	research_cost = 1.5
	start_year = 1939
	folder = {
		name = industry_folder
		position = {
			x = 1
			y = 6
		}
	}
	categories = {
		industry synth_resources cat_synth_rubber
	}
	ai_will_do = {
		factor = 1
		modifier = {
			OR = {
				tag = GER ITA
			}
			has_war = yes
			factor = 15
		} {
			factor = 0.5
			rubber = > 10
		} {
			factor = 0.5
			rubber = > 20
		} {
			factor = 0.5
			rubber = > 30
		}
	}
	ai_research_weights = {
		rubber = -2.0
	}
	show_effect_as_desc = yes
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_modern_cataphracts
Constructs: has_completed_focus, prerequisite, completion_reward, allow_branch, has_global_flag, add_tech_bonus, swap_ideas, remove_idea
Source: game
File: common/national_focus/greece.txt

Code:
focus = {
	id = GRE_modern_cataphracts
	icon = GFX_focus_generic_army_tanks2
	prerequisite = {
		focus = GRE_a_land_of_mountains
	}
	allow_branch = {
		has_completed_focus = GRE_reviving_the_double_headed_eagle
	}
	available = {
		has_global_flag = form_byzantine_empire_flag
	}
	x = 0
	y = 1
	relative_position_id = GRE_a_land_of_mountains
	cost = 10
	ai_will_do = {
		base = 1
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_tech_bonus = {
			bonus = 1.0
			uses = 1
			name = GRE_modern_cataphracts
			technology = mechanised_infantry
		} {
			name = GRE_modern_cataphracts
			bonus = 0.5
			ahead_reduction = 2
			uses = 1
			category = cat_heavy_armor
		}
		swap_ideas = {
			remove_idea = GRE_hellenic_army_3
			add_idea = GRE_byzantine_army
		}
	}
}
### Entity: Event
Component: lithuania.101
Constructs: is_triggered_only, add_war_support, add_political_power, declare_war_on, annex_everything, create_wargoal, puppet_wargoal_focus
Source: game
File: events/r56_lithuania.txt

Code:
country_event = {
	id = lithuania.101
	title = lithuania.101.t
	desc = lithuania.101.d
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	option = {
		name = lithuania.101.a
		add_war_support = -0.05
		add_political_power = -60
		declare_war_on = {
			target = LIT
			type = annex_everything
		}
	} {
		name = lithuania.101.b
		create_wargoal = {
			type = puppet_wargoal_focus
			target = FROM
		}
	}
}
### Entity: Order of Battle
Component: Kwangsi 45 Shih
Constructs: division_template
Source: game
File: history/units/r56_GXC_1936.txt

Code:
division = {
	name = Kwangsi 45 Shih
	location = 1047
	division_template = Luchün Shih
	start_equipment_factor = 0.45
	start_experience_factor = 0.2
}
### Entity: AI Strategy
Component: EAI_SOV_CHL_enough_infantry
Constructs: check_variable
Source: game
File: common/ai_strategy/SOV_EAI.txt

Code:
EAI_SOV_CHL_enough_infantry = {
	allowed = {
		tag = SOV
	}
	enable = {
		EAI_MODE_challenging = yes
		NOT = {
			check_variable = {
				deployed_army_manpower_k = < 5000
			}
		}
		OR = {
			check_variable = {
				num_equipment@support_equipment = < 250
			} {
				num_equipment@anti_air_equipment = < 250
			} {
				num_equipment@motorized_equipment = < 250
			}
		}
	}
	abort = {
		NOT = {
			AND = {
				EAI_MODE_challenging = yes
				check_variable = {
					deployed_army_manpower_k = > 4950
				}
				OR = {
					check_variable = {
						num_equipment@support_equipment = < 1000
					} {
						num_equipment@anti_air_equipment = < 1000
					} {
						num_equipment@motorized_equipment = < 1000
					}
				}
			}
		}
	}
	ai_strategy = {
		type = role_ratio
		id = infantry
		value = -100
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_armament_expansion
Constructs: prerequisite, limit, completion_reward, has_idea, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_armament_expansion
	icon = GFX_goal_generic_war_factory
	x = 1
	y = 1
	cost = 10
	relative_position_id = MON_build_mechanical_factory
	prerequisite = {
		focus = MON_build_mechanical_factory
	} {
		focus = MON_industrial_expansion
	}
	available_if_capitulated = yes
	available = {
		NOT = {
			has_idea = Mongolbank_bankrupt
		}
	}
	ai_will_do = {
		factor = 50
	}
	completion_reward = {
		MON_mongol_bank_funds_decrease = yes
		random_owned_controlled_state = {
			prioritize = {
				819
			}
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		} {
			prioritize = {
				818
			}
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}