Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Modifier Reference
Construct: state_produ
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
##  <span id="state_production_speed__factor"></span>state_production_speed_<Building>_factor

* **Description**: State building construction speed factor.
* Number with 2 decimal places
* **Categories**: state

* **Modified types**: air_base, air_facility, anti_air_building, arms_factory, bunker, canal_kiel, canal_panama, cataract_dam_mountain, coastal_bunker, commercial_nuclear_reactor, dam, dam_mountain, dockyard, energy_infrastructure, fuel_silo, industrial_complex, industrial_infrastructure, infrastructure, land_facility, landmark_berlin_reichstag, landmark_berlin_volkshalle, landmark_big_ben, landmark_bojnice_castle, landmark_colosseum, landmark_cristo_redentor, landmark_eiffel_tower, landmark_forbidden_city, landmark_great_wall_section, landmark_hagia_sophia, landmark_hakko_ichiu, landmark_hofburg_palace, landmark_kremlin, landmark_nanjing_presidential_palace, landmark_nanjing_presidential_palace_gen, landmark_nanjing_presidential_palace_prc, landmark_national_diet, landmark_prague_castle, landmark_sadabad_complex, landmark_statue_of_liberty, landmark_taj_mahal, landmark_tokyo_imperial_palace, mega_gun_emplacement, naval_base, naval_facility, naval_headquarters, naval_supply_hub, nuclear_facility, nuclear_reactor, nuclear_reactor_heavy_water, radar_station, rail_way, rocket_site, stronghold_network, supply_node, synthetic_refinery
### Entity: Event
Component: CZE.322
Constructs: is_triggered_only
Source: game
File: events/CZE_Czechoslovakia.txt

Code:
country_event = {
	id = CZE.322
	title = CZE.322.t
	desc = CZE.322.d
	picture = GFX_report_event_finnish_letter
	is_triggered_only = yes
	option = {
		name = CZE.322.a
	}
}
### Entity: Idea
Component: KMT_extremist_army
Constructs: stability_factor, war_support_factor, has_government, army_attack_factor, removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_extremist_army = {
	picture = RAJ_private_military_complex
	removal_cost = -1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			has_government = communism
		}
	}
	modifier = {
		command_abilities_cost_factor = 0.1
		land_doctrine_cost_factor = 0.2
		naval_doctrine_cost_factor = 0.2
		air_doctrine_cost_factor = 0.2
		specialization_land_speed_factor = -0.2
		sp_tag_aircraft_speed_factor = -0.2
		specialization_naval_speed_factor = -0.2
		stability_weekly = -0.001
		stability_factor = -0.05
		war_support_factor = 0.1
		army_attack_factor = 0.05
		army_core_attack_factor = 0.05
		drift_defence_factor = 0.1
		army_core_defence_factor = 0.05
		army_morale_factor = 0.05
	}
}
### Entity: Shared Focus
Tree: gen_focus
Component: GEN_Bomber_Competition
Constructs: shared_focus, has_completed_focus, add_equipment_to_stockpile, prerequisite, limit, has_war_with, completion_reward, has_dlc
Source: game
File: common/national_focus/r56_gen_shared.txt

Code:
shared_focus = {
	id = GEN_Bomber_Competition
	icon = GFX_focus_generic_multi_role_aircraft
	prerequisite = {
		focus = GEN_aircraft_german GEN_aircraft_england GEN_aircraft_american GEN_aircraft_soviet GEN_aircraft_italian GEN_aircraft_japanese
	}
	x = 3
	y = 1
	relative_position_id = GEN_aircraft_american
	mutually_exclusive = {
		focus = GEN_Fighter_Competition
	}
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		if = {
			limit = {
				has_completed_focus = GEN_aircraft_england
				NOT = {
					has_War_with = ENG
				}
				has_dlc = By Blood Alone
			}
			add_equipment_to_stockpile = {
				type = small_plane_cas_airframe_0
				amount = 15
				producer = ENG
			}
		} {
			limit = {
				has_completed_focus = GEN_aircraft_soviet
				NOT = {
					has_War_with = SOV
				}
				has_dlc = By Blood Alone
			}
			add_equipment_to_stockpile = {
				type = medium_plane_airframe_1
				amount = 15
				producer = SOV
			}
		} {
			limit = {
				has_completed_focus = GEN_aircraft_german
				NOT = {
					has_War_with = GER
				}
				has_dlc = By Blood Alone
			}
			add_equipment_to_stockpile = {
				type = small_plane_cas_airframe_0
				amount = 15
				producer = GER
			} {
				type = medium_plane_airframe_0
				amount = 15
				producer = GER
			}
		} {
			limit = {
				has_completed_focus = GEN_aircraft_italian
				NOT = {
					has_war_with = ITA
				}
				has_dlc = By Blood Alone
			}
			add_equipment_to_stockpile = {
				type = small_plane_cas_airframe_0
				amount = 15
				producer = ITA
			} {
				type = medium_plane_airframe_0
				amount = 15
				producer = ITA
			}
		} {
			limit = {
				NOT = {
					has_completed_focus = GEN_aircraft_england
				} {
					has_completed_focus = GEN_aircraft_soviet
				} {
					has_completed_focus = GEN_aircraft_german
				} {
					has_completed_focus = GEN_aircraft_italian
				}
				has_dlc = By Blood Alone
			}
			custom_effect_tooltip = GEN_Fighter_Competition_EXPL
			add_tech_bonus = {
				name = bomber_bonus
				bonus = 1
				uses = 1
				category = medium_air
			}
		}
		else_if = {
			limit = {
				has_completed_focus = GEN_aircraft_england
				NOT = {
					has_War_with = ENG
				}
			}
			add_equipment_to_stockpile = {
				type = CAS_equipment_1
				amount = 15
				producer = ENG
			}
		} {
			limit = {
				has_completed_focus = GEN_aircraft_soviet
				NOT = {
					has_War_wit
# ... (truncated)
### Entity: Character
Component: caribe_defence_naval_manufacturer
Constructs: equipment_bonus, build_cost_ic, naval_speed
Source: game
File: common/country_leader/r56_traits.txt

Code:
caribe_defence_naval_manufacturer = {
	random = no
	equipment_bonus = {
		screen_ship = {
			build_cost_ic = -0.25
			naval_range = -0.5
			lg_attack = 0.1
		}
		submarine = {
			build_cost_ic = -0.25
			naval_range = -0.5
			naval_speed = 0.1
		}
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_department_for_home_defence
Constructs: has_completed_focus, prerequisite, completion_reward, has_sanation_right_opposition, add_doctrine_cost_reduction
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_department_for_home_defence
	icon = GFX_goal_generic_military_sphere
	prerequisite = {
		focus = POL_the_sanation_right
	}
	x = 1
	y = 1
	relative_position_id = POL_the_sanation_right
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		has_sanation_right_opposition = yes
		NOT = {
			has_completed_focus = POL_the_left_chairman
		} {
			has_completed_focus = POL_camp_of_national_unity
		} {
			has_completed_focus = POL_ozon
		}
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = POL_prepare_for_the_next_war
			cost_reduction = 0.5
			uses = 2
			category = land_doctrine
		}
	}
}
### Entity: Event
Component: AAT_norway_fascist.5
Constructs: is_triggered_only, ai_chance, set_variable, add_to_variable
Source: game
File: events/AAT_Norway.txt

Code:
country_event = {
	id = AAT_norway_fascist.5
	title = AAT_norway_fascist.3.t
	desc = AAT_norway_fascist.3.desc
	picture = GFX_report_event_NOR_quisling_and_terboven
	trigger = {
		hidden_trigger = {

		}
	}
	is_triggered_only = yes
	immediate = {
		hidden_effect = {

		}
	}
	option = {
		name = AAT_norway_fascist.5.a
		ai_chance = {
			base = 10
		}
		trigger = {

		}
		subtract_from_variable = {
			var = NOR_prep_fasc_remove_days
			value = 15
			tooltip = NOR_reduce_fascist_prep_time_TT
		} {
			var = NOR_prep_fasc_cost_pp
			value = 15
			tooltip = NOR_reduce_fascist_pp_cost_TT
		}
		hidden_effect = {
			set_variable = {
				NOR_prep_fasc_cost_pp_remove = 0
			} {
				NOR_prep_fasc_cost_pp_trigger = -1
			}
			subtract_from_variable = {
				NOR_prep_fasc_cost_pp_remove = NOR_prep_fasc_cost_pp
			}
			add_to_variable = {
				NOR_prep_fasc_cost_pp_trigger = NOR_prep_fasc_cost_pp
			}
		}
	}
}
### Entity: Scripted Effect
Component: r56_bundeslaender_vorarlberg_outbreak
Constructs: limit, set_variable, check_variable
Source: game
File: common/scripted_effects/r56_AUS_scripted_effects.txt

Code:
r56_bundeslaender_vorarlberg_outbreak = {
	set_variable = {
		r56_bundeslaender_current = 8
	} {
		r56_bundeslaender_div_prov = 6678
	} {
		r56_bundeslaender_div_num = 0
	}
	if = {
		limit = {
			check_variable = {
				r56_bundeslaender_vorarlberg_frame = 1
			}
		}
		set_variable = {
			r56_bundeslaender_div_owner = AUS
		}
	}
	else_if = {
		limit = {
			check_variable = {
				r56_bundeslaender_vorarlberg_frame = 2
			}
		}
		set_variable = {
			r56_bundeslaender_div_owner = ANZ
		}
	} {
		limit = {
			check_variable = {
				r56_bundeslaender_vorarlberg_frame = 3
			}
		}
		set_variable = {
			r56_bundeslaender_div_owner = ANZ
		}
	} {
		limit = {
			check_variable = {
				r56_bundeslaender_vorarlberg_frame = 6
			}
		}
		set_variable = {
			r56_bundeslaender_div_owner = AUS
		}
	}
	848 = {
		r56_bundeslaender_create_unit = yes
	}
}
### Entity: Character
Component: SOL_pot
Source: game
File: common/characters/SOL.txt

Code:
SOL_pot = {
	advisor = {
		slot = political_advisor
		idea_token = SOL_pot
		allowed = {
			original_tag = SOL
		}
		traits = {
			prince_of_terror
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_asia_2
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_REF_14
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_REF_14 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_REF
			value = 14
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = synthetic_refinery
		value = 14
	}
}
### Entity: Unit Template
Component: ITA_CAV_03
Source: game
File: common/units/names_divisions/ITA_names_divisions.txt

Code:
ITA_CAV_03 = {
	name = Colonial Cavalry
	for_countries = {
		ITA
	}
	can_use = {
		always = yes
	}
	division_types = {
		cavalry
	}
	fallback_name = %do Gruppo Cav. Coloniale
	ordered = {
		1 = {
			%do Gruppo Cav. Coloniale 'Penne di Falco'
		}
	}
}
### Entity: Event
Component: BBA_italy_missiolinis.22
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_missiolinis.22
	title = BBA_italy_missiolinis.22.t
	desc = BBA_italy_missiolinis.22.desc
	picture = GFX_report_event_ETH_ethiopian_warriors
	is_triggered_only = yes
	fire_only_once = yes
	immediate = {
		hidden_effect = {
			ITA_missiolinis_finalize_mission_effect = yes
			ITA_missiolinis_add_to_failed_missions = yes
		}
	}
	option = {
		name = BBA_italy_missiolinis.22.a
		ITA_missiolini_pacify_ethiopia_failure_effect = yes
	}
}
### Entity: Scripted Effect
Component: indonesia_volksraad_knil_rank_limit_effect
Constructs: clr_country_flag, set_country_flag, add_to_variable, add_autonomy_score
Source: game
File: common/scripted_effects/INS_scripted_effects.txt

Code:
indonesia_volksraad_knil_rank_limit_effect = {
	clr_country_flag = INS_is_taking_volksraad
	set_country_flag = indonesia_volksraad_passed_6
	add_to_variable = {
		INS_volksraad_counter = 1
	}
	add_autonomy_score = {
		value = 125
		localization = INS_autonomy_knil_rank_limit
	}
	custom_effect_tooltip = available_chief_of_army
	show_ideas_tooltip = INS_oerip_soemohardjo
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/UGA_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 1
	}
	location = 12989
	division_template = Infantry Division
	start_experience_factor = 0.5
	start_equipment_factor = 0.6
}
### Entity: Unit Template
Component: SPR_CA_HISTORICAL
Source: game
File: common/units/names_ships/SPR_ship_names.txt

Code:
SPR_CA_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CA
	for_countries = {
		SPR
	}
	type = ship
	ship_types = {
		ship_hull_cruiser heavy_cruiser
	}
	prefix = ARE 
	fallback_name = Crucero Pesado %d
	unique = {
		Canarias Baleares Navarra Reina Regente Cataluña Extremadura Vizcaya Blas de Lezo Sevilla Huelva Vizcaya Granada
	}
}
### Entity: Unit Template
Component: AUS_GAR_01
Source: game
File: common/units/names_divisions/AUS_names_divisions.txt

Code:
AUS_GAR_01 = {
	name = Garrison Division
	for_countries = {
		AUS
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	link_numbering_with = {
		AUS_INF_01
	}
	fallback_name = %d. Sicherungs-Division
	ordered = {
		101 = {
			Division Burgenland
		}
		102 = {
			Division Wien
		}
		103 = {
			Division Niederösterreich
		}
		104 = {
			Division Oberösterreich
		}
		105 = {
			Division Steirmark
		}
		106 = {
			Division Kärnten
		}
		107 = {
			Division Salzburg
		}
		108 = {
			Division Tirol
		}
		109 = {
			Division Vorarlberg
		}
		1 = {
			%d. Sicherungs-Division
		}
		2 = {
			%d. Sicherungs-Division
		}
		3 = {
			%d. Sicherungs-Division
		}
		4 = {
			%d. Sicherungs-Division
		}
		5 = {
			%d. Sicherungs-Division
		}
		6 = {
			%d. Sicherungs-Division
		}
		7 = {
			%d. Sicherungs-Division
		}
		8 = {
			%d. Sicherungs-Division
		}
		9 = {
			%d. Sicherungs-Division
		}
		10 = {
			%d. Sicherungs-Division
		}
	}
}
### Entity: Scripted Trigger
Component: country_can_be_reasonable_target_of_wargoal
Constructs: has_war_with, is_in_faction_with, has_guaranteed, is_guaranteed_by, has_non_aggression_pact_with, is_subject_of
Source: game
File: common/scripted_triggers/00_scripted_triggers.txt

Code:
country_can_be_reasonable_target_of_wargoal = {
	NOT = {
		has_war_with = ROOT
		is_in_faction_with = PREV
		has_guaranteed = PREV
		is_guaranteed_by = PREV
		has_non_aggression_pact_with = PREV
		is_subject_of = PREV
	}
}
### Entity: AI Strategy
Component: GRE_historical
Constructs: has_government, is_historical_focus_on, has_focus_tree
Source: game
File: common/ai_strategy_plans/GRE_r56_historical_strategy_plan.txt

Code:
GRE_historical = {
	name = Greek historical plan
	desc = 
	allowed = {
		original_tag = GRE
	}
	enable = {
		is_historical_focus_on = yes
		has_focus_tree = r56_greek_focus
	}
	abort = {
		ENG = {
			OR = {
				has_government = fascism communism
			}
		}
	}
	ai_national_focuses = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
	focus_factors = {
		GRE_abandon_the_west = 0
		GRE_third_hellenic_civilization = 0
		GRE_protect_albania = 0
	}
}
### Entity: Trigger Reference
Construct: num_of_operatives
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## num_of_operatives

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Checks the number of operatives the country controls
```
### Entity: Character
Component: prime_minister_cakmak
Constructs: war_support_factor, mobilization_speed
Source: game
File: common/country_leader/00_traits.txt

Code:
prime_minister_cakmak = {
	random = no
	sprite = 13
	war_support_factor = 0.05
	mobilization_speed = 0.15
	command_power_gain_mult = 0.1
}
### Entity: Country History
Country: KOL
Component: KOL_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/KOL - Kolhapur and Deccan States.txt

Code:
# Politics & Parties for KOL
set_politics = {
	ruling_party = neutrality
	last_election = 1934.2.11
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 30
	communism = 5
	neutrality = 60
	fascism = 5
}
### Entity: Event
Component: BBA_italy_interaction_events.22
Constructs: is_triggered_only, add_ideas, add_opinion_modifier, add_to_faction
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_interaction_events.22
	title = BBA_italy_interaction_events.22.t
	desc = BBA_italy_interaction_events.22.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = BBA_italy_interaction_events.22.a
		FROM = {
			transfer_state = 164
		} {
			add_opinion_modifier = {
				target = ROOT
				modifier = ITA_sold_stuff_to_us
			}
			add_ideas = ITA_dodecanese_treaty_idea
		}
		add_to_faction = FROM
	}
}
### Entity: Character
Component: POL_Head_of_State_Police
Constructs: neutrality_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
POL_Head_of_State_Police = {
	sprite = 7
	neutrality_drift = 0.05
	resistance_damage_to_garrison = -0.25
	foreign_subversive_activites = -0.2
}
### Entity: Effect Reference
Construct: add_resource
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## add_resource

* Supported Scopes: STATE, COUNTRY
* Supported Targets: none

```
Adds/removes resource production to state

Example:
add_resource = {
  type = steel #resource type to add/destroy  amount = 5 #amount to add
  state = 42 #can be also read from scope
  days = 60 #a resource can be added/removed temporarily
  show_state_in_tooltip = no #Should we show in which state we add the resource(default = yes)?
}

```
### Entity: National Focus
Tree: adu_focus
Component: ADU_support_the_spanish_republic
Constructs: add_equipment_to_stockpile, prerequisite, limit, has_war_with, add_opinion_modifier, completion_reward, has_global_flag, add_manpower
Source: game
File: common/national_focus/andalusia.txt

Code:
focus = {
	id = ADU_support_the_spanish_republic
	available = {
		SPR_scw_in_progress = yes
		if = {
			limit = {
				NOT = {
					has_global_flag = spanish_civil_war
				}
			}
			custom_trigger_tooltip = {
				tooltip = POR_spr_tooltip_country_exist_tt
				country_exists = SPR
			} {
				tooltip = POR_spr_tooltip_at_peace_tt
				NOT = {
					has_war_with = SPR
				}
			}
		}
	}
	bypass = {
		OR = {
			has_global_flag = scw_over
			if = {
				limit = {
					NOT = {
						has_global_flag = spanish_civil_war
					}
				}
				NOT = {
					country_exists = SPR
				}
			}
			else = {
				NOT = {
					country_exists = SPD
				}
			}
		}
	}
	prerequisite = {
		focus = ADU_mass_strikes
	}
	icon = GFX_goal_generic_spanish_civil_war_soldier
	x = 3
	y = 1
	relative_position_id = ADU_mass_strikes
	cost = 10
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_global_flag = spanish_civil_war
				}
			}
			custom_effect_tooltip = POR_spanish_republic_tt
		}
		SPD = {
			add_opinion_modifier = {
				target = POR
				modifier = POR_helped_in_civil_war
			}
			add_manpower = 1000
		}
		add_timed_idea = {
			idea = r56_CHL_spanish_civil_war_involvement
			days = 1095
		}
		add_manpower = -1000
		hidden_effect = {
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = 500
			}
			send_equipment = {
				equipment = infantry_equipment
				amount = 500
				target = SPD
			}
		}
		custom_effect_tooltip = POR_support_the_spanish_republic_effect_tooltip_tt
		set_rule = {
			can_send_volunteers = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_SPA_CIVIL_WAR FOCUS_FILTER_MILITARY_EQUIPMENT
	}
}
### Entity: Modifier Reference
Construct: span>state_resources_<R
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
##  <span id="state_resources__factor"></span>state_resources_<Resource>_factor

* **Description**: State resource factor.
* Number with 0 decimal places
* **Categories**: state

* **Modified types**: aluminium, chromium, coal, oil, rubber, steel, tungsten
### Entity: Unit Leader
Component: 5
Constructs: screening_efficiency
Source: game
File: common/unit_leader/00_defense_skills.txt

Code:
5 = {
	cost = 1600
	type = navy
	modifier = {
		naval_defense_factor = 0.25
	}
	building_module_modifier = {
		naval_enemy_fleet_size_ratio_penalty_factor = 0.0625
		screening_efficiency = 0.075
	}
}
### Entity: Unit Template
Component: BAY_MAR_01
Source: game
File: common/units/names_divisions/BAY_names_divisions.txt

Code:
BAY_MAR_01 = {
	name = Marine Divisions
	for_countries = {
		BAY
	}
	can_use = {
		always = yes
	}
	division_types = {
		marine
	}
	fallback_name = %d. Seelande-Division
	ordered = {
		1 = {
			%d. Seelande-Division
		}
		2 = {
			%d. Seelande-Division
		}
		3 = {
			%d. Seelande-Division
		}
		4 = {
			%d. Seelande-Division
		}
		5 = {
			%d. Seelande-Division
		}
		6 = {
			%d. Seelande-Division
		}
		7 = {
			%d. Seelande-Division
		}
		8 = {
			%d. Seelande-Division
		}
		9 = {
			%d. Seelande-Division
		}
		10 = {
			%d. Seelande-Division
		}
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_establish_companhia_vale_do_rio_doce
Constructs: prerequisite, completion_reward, is_controlled_by, add_resource
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_establish_companhia_vale_do_rio_doce
	icon = GFX_focus_generic_mining_industry
	prerequisite = {
		focus = BRA_batalha_do_borracha
	}
	x = -2
	y = 1
	relative_position_id = BRA_batalha_do_borracha
	cost = 10
	available = {
		496 = {
			is_controlled_by = ROOT
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		496 = {
			add_resource = {
				type = steel
				amount = 12
			} {
				type = aluminium
				amount = 8
			}
		}
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_comintern
Constructs: prerequisite, limit, has_government, completion_reward, is_in_faction, is_faction_leader, is_in_faction_with, set_major
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_comintern
	icon = GFX_focus_generic_join_comintern
	prerequisite = {
		focus = AST_for_greater_good
	}
	relative_position_id = AST_for_greater_good
	x = 0
	y = 1
	cost = 5
	available = {
		SOV = {
			has_government = communism
			is_in_faction = yes
			is_faction_leader = yes
			exists = yes
		}
	}
	bypass = {
		is_in_faction_with = SOV
	}
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = AST_comintern_tt generic_skip_one_line_tt
		set_major = yes
		hidden_effect = {
			if = {
				limit = {
					is_faction_leader = yes
				}
				every_faction_member = {
					leave_faction = yes
					SOV = {
						add_to_faction = PREV
					}
				}
			}
			else = {
				SOV = {
					add_to_faction = ROOT
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Character
Component: SIA_luang_chawengsaksongkhram
Constructs: limit, has_dlc
Source: game
File: common/characters/SIA.txt

Code:
SIA_luang_chawengsaksongkhram = {
	advisor = {
		slot = high_command
		idea_token = SIA_luang_chawengsaksongkhram
		ledger = army
		allowed = {
			original_tag = SIA
		}
		traits = {
			army_commando_2
		}
		cost = 150
		ai_will_do = {
			factor = 1.0
		}
		on_add = {
			if = {
				limit = {
					has_dlc = Thunder at Our Gates
				}
				SIA_increase_military_approval = yes
			}
		}
		on_remove = {
			if = {
				limit = {
					has_dlc = Thunder at Our Gates
				}
				SIA_decrease_military_approval = yes
			}
		}
	}
	name = SIA_luang_chawengsaksongkhram
	portraits = {
		army = {
			small = GFX_portrait_SIA_luang_chawengsaksongkhram_small
			large = GFX_portrait_SIA_luang_chawengsaksongkhram
		}
	}
	corps_commander = {
		traits = {
			politically_connected
		}
		skill = 2
		attack_skill = 2
		defense_skill = 3
		planning_skill = 1
		logistics_skill = 1
		legacy_id = 0
		visible = {

		}
	}
}
### Entity: Idea
Component: AFG_hellmand_altered_adopted_treaty
Constructs: stability_factor, is_subject_of, removal_cost
Source: game
File: common/ideas/afghanistan.txt

Code:
AFG_hellmand_altered_adopted_treaty = {
	allowed = {
		tag = AFG
	}
	cancel = {
		AFG = {
			OR = {
				is_subject_of = PER
				exists = no
			}
		}
	}
	removal_cost = -1
	picture = AFG_helmand_adopted_treaty
	modifier = {
		stability_factor = 0.05
		consumer_goods_factor = -0.075
	}
}
### Entity: Country Tag
Component: UUU
Constructs: has_country_flag
Source: game
File: common/country_tag_aliases/r56_tag_aliases.txt

Code:
UUU = {
	original_tag = USA
	has_country_flag = r56_USA_democratic_rebel_check
}