Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: nsb_news.402
Constructs: is_triggered_only, has_government
Source: game
File: events/NSB_NewsEvents.txt

Code:
news_event = {
	id = nsb_news.402
	title = nsb_news.402.t
	desc = nsb_news.402.desc
	picture = GFX_news_event_generic_sign_treaty1
	major = yes
	is_triggered_only = yes
	option = {
		name = nsb_news.402.a
		trigger = {
			tag = FROM
		}
	} {
		name = nsb_news.402.b
		trigger = {
			tag = GER
		}
	} {
		name = nsb_news.402.c
		trigger = {
			NOT = {
				tag = FROM GER
			}
			has_government = fascism
		}
	} {
		name = nsb_news.402.d
		trigger = {
			NOT = {
				tag = FROM GER
			} {
				has_government = fascism
			}
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_Infantry_Width_20_PRESET
Constructs: limit
Source: game
File: common/scripted_triggers/EAI_ai_presets.txt

Code:
EAI_Infantry_Width_20_PRESET = {
	if = {
		limit = {
			EAI_MODE_normal = yes
		}
		OR = {
			original_tag = FRA ENG USA JAP GER ITA SOV MAL PHI EGY SIA
		}
	}
	else_if = {
		limit = {
			EAI_MODE_challenging = yes
		}
		OR = {
			original_tag = FRA ENG USA JAP GER ITA MAL PHI EGY SIA ROM HUN
		}
	}
}
### Entity: Scripted Effect
Component: EAI_PC_reset_project_factories
Constructs: limit, has_country_flag, set_variable, force_update_dynamic_modifier, clear_temp_array
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_effects.txt

Code:
EAI_PC_reset_project_factories = {
	if = {
		limit = {
			has_country_flag = EAI_PC_trace_functions
		}
		log = EAI_PC_reset_project_factories > THIS=[this.getname] PREV=[prev.getname]
	}
	set_variable = {
		EAI_PC_assigned_factories_total = 0
	}
	force_update_dynamic_modifier = yes
	for_each_loop = {
		array = EAI_PC_queue
		value = _project_id
		set_variable = {
			EAI_PC_assigned_factories^_project_id = 0
		}
		var:EAI_PC_target_state^_project_id = {
			clear_temp_array = PC_active_building_type_in_@THIS
		}
	}
}
### Entity: Event
Component: mexico_foreign_diplo.3
Constructs: is_triggered_only, remove_ideas, add_opinion_modifier, fire_only_once, add_popularity
Source: game
File: events/r56_mexico.txt

Code:
country_event = {
	id = mexico_foreign_diplo.3
	title = mexico_foreign_diplo.3.t
	desc = mexico_foreign_diplo.3.d
	picture = GFX_report_event_MON_diplomats_table_discussion
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = mexico_foreign_diplo.3.a
		remove_ideas = MEX_jenkins_blockade
		add_popularity = {
			ideology = democratic
			popularity = 0.1
		}
	} {
		name = mexico_foreign_diplo.3.b
		remove_ideas = MEX_jenkins_blockade
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		} {
			ideology = communism
			popularity = 0.05
		}
		add_opinion_modifier = {
			target = ENG
			modifier = MEX_expelled_diplomats
		}
	} {
		name = mexico_foreign_diplo.3.c
		remove_ideas = MEX_jenkins_blockade
		add_popularity = {
			ideology = fascism
			popularity = 0.1
		}
	}
}
### Entity: Event
Component: DOD_romania.71
Constructs: is_triggered_only, limit, has_country_flag, declare_war_on, take_state_focus, create_wargoal
Source: game
File: events/DOD_Romania.txt

Code:
country_event = {
	id = DOD_romania.71
	title = DOD_romania.71.t
	desc = DOD_romania.71.desc
	picture = GFX_report_event_generic_battle
	is_triggered_only = yes
	option = {
		name = DOD_romania.71.a
		ROM = {
			declare_war_on = {
				target = YUG
				type = take_state_focus
				generator = {
					45 107 108
				}
			}
		}
		if = {
			limit = {
				ROM = {
					has_country_flag = ROM_YUG_GER_approves
				}
			}
			GER = {
				create_wargoal = {
					target = YUG
					type = take_state_focus
					generator = {
						104 102 853 109
					}
				}
			}
		} {
			limit = {
				ROM = {
					has_country_flag = ROM_YUG_ITA_approves
				}
			}
			ITA = {
				create_wargoal = {
					target = YUG
					type = take_state_focus
					generator = {
						106 103 105
					}
				}
			}
		}
		news_event = {
			id = news.320
			days = 1
		}
	}
}
### Entity: Event
Component: SEA_imperial_influence_events.140
Constructs: is_triggered_only, limit, has_army_manpower, set_country_flag
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_imperial_influence_events.140
	title = SEA_imperial_influence_events.140.t
	desc = SEA_imperial_influence_events.140.desc
	picture = GFX_report_event_JAP_imperial_influence
	is_triggered_only = yes
	option = {
		name = SEA_imperial_influence_events.00.a
		activate_mission = JAP_army_faction_demands_larger_army
		hidden_effect = {
			IF = {
				limit = {
					has_army_manpower = {
						size = < 550000
					}
				}
				set_country_flag = JAP_has_less_than_600k_flag
			}
			ELSE_IF = {
				limit = {
					has_army_manpower = {
						size = < 650000
					}
				}
				set_country_flag = JAP_has_less_than_750k_flag
			} {
				limit = {
					has_army_manpower = {
						size = < 900000
					}
				}
				set_country_flag = JAP_has_less_than_1mil_flag
			} {
				limit = {
					has_army_manpower = {
						size = < 1300000
					}
				}
				set_country_flag = JAP_has_less_than_1_and_a_half_mil_flag
			} {
				limit = {
					has_army_manpower = {
						size = < 1900000
					}
				}
				set_country_flag = JAP_has_less_than_2mil_flag
			}
		}
	}
}
### Entity: Decision
Component: political_actions
Constructs: remove_ideas, fire_only_once, has_idea, is_historical_focus_on, complete_effect
Source: game
File: common/decisions/ELS.txt

Code:
political_actions = {
	ELS_purge_the_fourteen_families = {
		icon = generic_assassination
		allowed = {
			original_tag = ELS
		}
		available = {
			num_of_factories = > 6
			has_idea = r56_ELS_coffee_republic
		}
		visible = {
			has_idea = r56_ELS_coffee_republic
		}
		cost = 75
		fire_only_once = yes
		ai_will_do = {
			factor = 50
			modifier = {
				is_historical_focus_on = yes
				factor = 0
			}
		}
		priority = -1
		complete_effect = {
			remove_ideas = r56_ELS_coffee_republic
		}
	}
}
### Entity: Military Industrial Organization
Component: POL_pzinz_organization
Constructs: has_completed_focus, limit, has_war_with, has_dlc, is_core_of, equipment_bonus, maximum_speed, add_trait
Source: game
File: common/military_industrial_organization/organizations/POL_organization.txt

Code:
POL_pzinz_organization = {
	include = generic_infantry_tank_organization
	icon = GFX_idea_POL_pzinz
	allowed = {
		OR = {
			AND = {
				tag = POL
				OR = {
					has_dlc = Poland: United and Ready No Step Back
				}
			} {
				has_dlc = Peace For Our Time
				tag = CZE
			}
			tag = ROM
		}
	}
	available = {
		IF = {
			limit = {
				FROM = {
					NOT = {
						original_tag = POL
					}
				}
			}
			FROM = {
				NOT = {
					has_war_with = POL
				}
			}
		}
		if = {
			limit = {
				FROM = {
					original_tag = CZE
				}
			}
			FROM = {
				OR = {
					controls_state = 10
					any_subject_country = {
						controls_state = 10
					}
				}
			}
		}
	}
	visible = {
		if = {
			limit = {
				FROM = {
					original_tag = CZE
				}
			}
			OR = {
				10 = {
					is_core_of = CZE
				}
				FROM = {
					has_completed_focus = CZE_integrate_lost_territories
				}
			}
		}
	}
	initial_trait = {
		name = POL_mio_trait_multi_role_tank_designer
		limit_to_equipment_type = {
			armor
		}
		equipment_bonus = {
			armor_value = -0.05
			maximum_speed = -0.05
			reliability = 0.05
		}
	}
	add_trait = {
		token = POL_mio_trait_cruiser_tanks
		name = POL_mio_trait_cruiser_tanks
		icon = GFX_generic_mio_department_icon_tank_general_engine
		special_trait_background = yes
		position = {
			x = 1
			y = 1
		}
		relative_position_id = generic_mio_trait_interleaved_track_wheels
		any_parent = {
			generic_mio_trait_interleaved_track_wheels generic_mio_trait_overlapped_track_wheels
		}
		limit_to_equipment_type = {
			medium_tank_chassis heavy_tank_chassis
		}
		equipment_bonus = {
			maximum_speed = 0.1
			breakthrough = 0.05
		}
	}
}
### Entity: Character
Component: LIE_otto_schaedler
Constructs: has_completed_focus, has_dlc, has_country_leader
Source: game
File: common/characters/LIE.txt

Code:
LIE_otto_schaedler = {
	name = Otto Schaedler
	portraits = {
		civilian = {
			large = gfx/leaders/LIE/r56_portrait_LIE_Otto_Schaedler.dds
			small = GFX_idea_LIE_otto_schaedler
		}
	}
	advisor = {
		cost = 150
		slot = political_advisor
		idea_token = LIE_otto_schaedler
		allowed = {
			original_tag = LIE
			has_dlc = La Resistance
		}
		available = {
			OR = {
				has_completed_focus = LIE_abwehr_contacts LIE_abwehr_contacts_2
			}
			NOT = {
				has_country_leader = {
					character = LIE_otto_schaedler
					ruling_only = yes
				}
			}
		}
		traits = {
			foreign_intelligence_contacts
		}
	}
}
### Entity: National Focus
Tree: cro_focus
Component: CRO_recovery_teams
Constructs: prerequisite, completion_reward, is_in_faction_with, add_tech_bonus
Source: game
File: common/national_focus/croatia.txt

Code:
focus = {
	id = CRO_recovery_teams
	icon = GFX_goal_generic_production
	prerequisite = {
		focus = CRO_structured_logistics
	} {
		focus = CRO_armored_cavalry
	}
	relative_position_id = CRO_structured_logistics
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2
		modifier = {
			factor = 1.5
			is_in_faction_with = GER
		}
	}
	completion_reward = {
		add_tech_bonus = {
			name = maintenance_company_tech_name
			bonus = 3
			uses = 1
			category = maintenance_company_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: IRQ_kurdistan_events.3
Constructs: is_triggered_only, ai_chance, fire_only_once, add_political_power
Source: game
File: events/GOE_Iraq.txt

Code:
country_event = {
	id = IRQ_kurdistan_events.3
	title = IRQ_kurdistan_events.3.t
	desc = IRQ_kurdistan_events.3.desc
	picture = GFX_report_event_gre_allied_diplomacy
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = IRQ_kurdistan_events.3.a
		ai_chance = {
			factor = 100
		}
		add_political_power = 75
	}
}
### Entity: Country History
Country: AST
Component: AST_politics
Constructs: set_stability, add_ideas, set_war_support, set_politics, set_popularities
Source: game
File: history/countries/AST - Australia.txt

Code:
# Politics & Parties for AST
set_stability = 0.7
set_war_support = 0
add_ideas = AST_unratified_westminster_act_idea
set_politics = {
	ruling_party = democratic
	last_election = 1934.9.15
	election_frequency = 36
	elections_allowed = yes
}
set_popularities = {
	democratic = 98
	communism = 2
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_light_ship_bonus
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_light_ship_bonus
	icon = GFX_focus_generic_destroyer
	prerequisite = {
		focus = AUS_defending_the_coast
	}
	mutually_exclusive = {

	}
	x = 2
	y = 1
	relative_position_id = AUS_defending_the_coast
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_ideas = AUS_guarding_the_coast_idea
	}
}
### Entity: Order of Battle
Component: air_wing_597
Source: game
File: history/units/JAP_1939_air_bba.txt

Code:
air_wings = {
	597 = {
		small_plane_cas_airframe_1 = {
			owner = JAP
			amount = 54
			version_name = Ki-30/32
		}
		medium_plane_airframe_1 = {
			owner = JAP
			amount = 54
			version_name = Ki-21
		}
	}
}
### Entity: Idea
Component: EAI_DD_3/heavy_tank_aa_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_3/heavy_tank_aa_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		heavy_tank_aa_chassis = {
			build_cost_ic = -0.075
			instant = yes
		}
	}
}
### Entity: Scripted Effect
Component: SOV_regular_purge_anti_saboteur_campaign_effect
Constructs: set_variable, set_country_flag
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_regular_purge_anti_saboteur_campaign_effect = {
	country_event = NSB_soviet_paranoia_system_events.23
	set_variable = {
		SOV_last_regular_purge_area = 2
	}
	set_country_flag = SOV_last_purge_flag
}
### Entity: Idea
Component: JAP_the_divine_wind_idea
Constructs: removal_cost
Source: game
File: common/ideas/japan.txt

Code:
JAP_the_divine_wind_idea = {
	picture = generic_air_fighter
	removal_cost = -1
	allowed = {
		original_tag = JAP
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		air_untrained_pilots_penalty_factor = -0.1
		port_strike = 0.05
		air_nav_efficiency = 0.05
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_via_danube_to_europe
Constructs: prerequisite, limit, completion_reward, is_faction_leader, is_in_faction_with, set_cosmetic_tag, set_faction_name, has_dlc
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_via_danube_to_europe
	icon = GFX_focus_generic_the_council_of_europe
	prerequisite = {
		focus = AUS_diplomatic_effort
	}
	mutually_exclusive = {
		focus = AUS_protector_of_the_danube
	}
	x = -1
	y = 2
	relative_position_id = AUS_diplomatic_effort
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_faction_leader = yes
		any_country = {
			is_in_faction_with = ROOT
		}
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		set_cosmetic_tag = european_union_leader
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt AUS_via_danube_to_europe_tt
		set_faction_name = BEL_european_union
		IF = {
			limit = {
				has_dlc = No Compromise, No Surrender
			}
			set_faction_manifest = faction_manifest_strength_in_unity
		}
		hidden_effect = {
			news_event = {
				id = mtg_news.54
				days = 1
			}
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_return_to_the_fleet_in_being_doctrine
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_return_to_the_fleet_in_being_doctrine
	icon = GFX_goal_CZE_return_to_the_fleet_in_being_doctrine
	x = 0
	y = 1
	relative_position_id = CZE_rebuild_our_navy
	available = {

	}
	bypass = {

	}
	cost = 10
	prerequisite = {
		focus = CZE_rebuild_our_navy
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_NAVY_XP FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
	completion_reward = {
		navy_experience = 15
		custom_effect_tooltip = generic_skip_one_line_tt
		swap_ideas = {
			remove_idea = CZE_rebuilding_the_navy_idea
			add_idea = CZE_rebuilding_the_navy1_idea
		}
		add_doctrine_cost_reduction = {
			name = naval_doc_bonus
			cost_reduction = 0.75
			uses = 2
			category = cat_fleet_in_being
		}
	}
}
### Entity: Idea
Component: SIA_expand_land_clearing_projects_r56
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_expand_land_clearing_projects_r56 = {
	name = SIA_administrative_reforms_r56
	allowed_civil_war = {
		original_tag = SIA
	}
	removal_cost = -1
	picture = generic_agrarian_reform
	modifier = {
		production_speed_buildings_factor = 0.05
		production_factory_efficiency_gain_factor = 0.05
		production_factory_start_efficiency_factor = 0.05
	}
}
### Entity: Idea
Component: BOS_democratic_guy
Constructs: has_government
Source: game
File: common/ideas/bosnia.txt

Code:
BOS_democratic_guy = {
	picture = generic_political_advisor_europe_1
	allowed = {
		original_tag = BOS
	}
	traits = {
		democratic_reformer
	}
	do_effect = {
		NOT = {
			has_government = democratic
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_italo_balbo_focus
Constructs: has_completed_focus, prerequisite, limit, add_ideas, has_government, add_war_support, has_country_flag, add_stability
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_italo_balbo_focus
	icon = GFX_focus_ITA_italo_balbo
	prerequisite = {
		focus = ITA_depose_mussolini
	}
	mutually_exclusive = {
		focus = ITA_dino_grandi_focus ITA_monarchia_d_italia
	}
	relative_position_id = ITA_depose_mussolini
	x = -10
	y = 1
	cost = 5
	available = {
		has_character = ITA_italo_balbo
		has_government = fascism
		GER = {
			NOT = {
				has_completed_focus = GER_assassinate_mussolini
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_RESEARCH FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_BALANCE_OF_POWER
	}
	completion_reward = {
		set_power_balance = {
			id = ITA_power_balance
			right_side = ITA_balbo_side
		}
		hidden_effect = {
			if = {
				limit = {
					has_country_flag = ITA_deposed_leader_flag
				}
				clr_country_flag = ITA_deposed_leader_flag
			}
		} {
			add_ideas = ITA_italo_balbo_traits
		}
		custom_effect_tooltip = ITA_remove_balbo_as_advisor_tt
		add_country_leader_role = {
			character = ITA_italo_balbo
			promote_leader = yes
			country_leader = {
				ideology = fascism_ideology
				expire = 1965.1.1
				 = .1
				traits = {
					aviation_hero
				}
			}
		}
		ITA_italo_balbo = {
			set_character_flag = ITA_has_new_duce_flag
		}
		add_political_power = 75
		add_war_support = 0.1
		add_stability = 0.05
		ITA_bop_medium_increase_balbo_side_effect = yes
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_join_comintern
Constructs: prerequisite, has_war, has_government, completion_reward, is_subject, is_in_faction, is_faction_leader, is_in_faction_with
Source: game
File: common/national_focus/r56_congo.txt

Code:
focus = {
	id = COG_join_comintern
	icon = GFX_goal_support_communism
	mutually_exclusive = {
		focus = COG_african_diplomacy
	}
	prerequisite = {
		focus = COG_doctrinal_marxism
	}
	available = {
		is_subject = no
		is_in_faction = no
		has_government = communism
		has_war = no
		SOV = {
			exists = yes
			has_government = communism
			is_faction_leader = yes
		}
	}
	bypass = {
		is_in_faction_with = SOV
	}
	x = 22
	y = 6
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = yes
	completion_reward = {
		SOV = {
			country_event = {
				id = belgium.72
				days = 1
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_uplift_labor_unions
Constructs: prerequisite, limit, add_ideas, add_stability, completion_reward, cancel_if_invalid, has_idea, add_popularity
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_uplift_labor_unions
	icon = GFX_focus_generic_social_democracy
	x = 0
	y = 1
	relative_position_id = JAP_abe_isoo_focus
	prerequisite = {
		focus = JAP_abe_isoo_focus
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_STABILITY FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		IF = {
			limit = {
				NOT = {
					has_idea = JAP_strong_unions_idea
				}
			}
			add_ideas = JAP_strong_unions_idea
		}
		ELSE = {
			add_stability = 0.1
		}
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		custom_effect_tooltip = generic_skip_one_line_tt available_political_advisor available_political_advisor
		show_ideas_tooltip = JAP_hisachi_aso JAP_suzuki_bunji
	}
}
### Entity: AI Strategy
Component: EAI_ITA_ignore_yug
Constructs: has_war_with, has_country_flag, is_historical_focus_on
Source: game
File: common/ai_strategy/ITA_EAI.txt

Code:
EAI_ITA_ignore_yug = {
	allowed = {
		tag = ITA
	}
	enable = {
		tag = ITA
		is_historical_focus_on = yes
		NOT = {
			YUG = {
				has_country_flag = EAI_declare_war_from_ITA
			}
		} {
			has_war_with = YUG
			date = > 1941.4.1
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = ignore
		id = YUG
		value = 500
	}
}
### Entity: Scripted Effect
Component: LUX_chamberofdeputies_add_confidence_10
Constructs: limit, check_variable, set_variable, add_to_variable
Source: game
File: common/scripted_effects/r56_LUX_scripted_effects.txt

Code:
LUX_chamberofdeputies_add_confidence_10 = {
	if = {
		limit = {
			check_variable = {
				LUX.confidence = > 90
			}
		}
		set_variable = {
			LUX.confidence = 100
		}
	}
	else = {
		add_to_variable = {
			LUX.confidence = 10
		}
	}
	set_variable = {
		LUX.demo_impact = LUX.confidence
	} {
		LUX.demo_impact_loc = LUX.demo_impact
	}
	subtract_from_variable = {
		LUX.demo_impact = 50
	}
	divide_variable = {
		LUX.demo_impact = 2
	}
}
### Entity: Event
Component: lar_portugal_spanish_civil_war.3
Constructs: is_triggered_only, unlock_decision_tooltip
Source: game
File: events/LaR_Portugal.txt

Code:
country_event = {
	id = lar_portugal_spanish_civil_war.3
	title = lar_portugal_spanish_civil_war.3.t
	desc = lar_portugal_spanish_civil_war.3.desc
	picture = GFX_report_event_por_salazar_franco2
	is_triggered_only = yes
	option = {
		name = lar_portugal_spanish_civil_war.3.a
		POR = {
			unlock_decision_tooltip = POR_fight_alongside_the_carlists
		}
		custom_effect_tooltip = lar_portugal_spanish_civil_war.3_tt
	}
}
### Entity: Order of Battle
Component: Bhaarateey Llibareshan Aarmee
Constructs: division_template
Source: game
File: history/units/RAJ_comm_revolution.txt

Code:
division = {
	name = Bhaarateey Llibareshan Aarmee
	location = 4062
	division_template = Sena
	start_experience_factor = 0.4
}
### Entity: Unit Leader
Component: hidden_sympathies
Source: game
File: common/unit_leader/00_traits.txt

Code:
hidden_sympathies = {
	type = all
	trait_type = status_trait
}
### Entity: Idea
Component: KMT_CDSP_campaign
Constructs: has_completed_focus, removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_CDSP_campaign = {
	removal_cost = -1
	picture = ARG_eliminate_american_imperialism
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		OR = {
			has_completed_focus = KMT_hold_new_elections KMT_the_first_replublican_elections
		}
	}
	on_remove = {

	}
	modifier = {
		political_power_factor = -0.25
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/CRI_khanate_soldiers.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 2
	}
	location = 6704
	division_template = Cavalry Division
	start_experience_factor = 0.1
	start_equipment_factor = 1
}
### Entity: Unit Template
Component: PER_PAR_01
Source: game
File: common/units/names_divisions/PER_names_divisions.txt

Code:
PER_PAR_01 = {
	name = Paratrooper Divisions
	for_countries = {
		PER
	}
	can_use = {
		always = yes
	}
	division_types = {
		paratrooper
	}
	fallback_name = %d. Baxs Chatrbaz Hava
	ordered = {
		1 = {
			%d. Baxs Chatrbaz Hava
		}
		2 = {
			%d. Baxs Chatrbaz Hava
		}
		3 = {
			%d. Baxs Chatrbaz Hava
		}
		4 = {
			%d. Baxs Chatrbaz Hava
		}
		5 = {
			%d. Baxs Chatrbaz Hava
		}
		6 = {
			%d. Baxs Chatrbaz Hava
		}
		7 = {
			%d. Baxs Chatrbaz Hava
		}
		8 = {
			%d. Baxs Chatrbaz Hava
		}
		9 = {
			%d. Baxs Chatrbaz Hava
		}
		10 = {
			%d. Baxs Chatrbaz Hava
		}
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_strengthen_air_navy_cooperation
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_strengthen_air_navy_cooperation
	icon = GFX_goal_generic_air_naval_bomber2_new
	prerequisite = {
		focus = MON_focus_on_local_engagements MON_large_ships_effort
	}
	x = -1
	y = 1
	relative_position_id = MON_focus_on_local_engagements
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = MON_strengthen_air_navy_cooperation
			bonus = 1
			uses = 2
			category = naval_bomber
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Unit Template
Component: HAI_DD_HISTORICAL
Source: game
File: common/units/names_ships/HAI_ship_names.txt

Code:
HAI_DD_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_DESTROYERS
	for_countries = {
		HAI
	}
	type = ship
	ship_types = {
		ship_hull_light destroyer
	}
	fallback_name = Contre-Torpilleur %d
	unique = {
		Améthyste Croyant Centenaire Vertières Pacifique Liberté Sans Souci Touissaint L'Ouverture Savannah Vertières Artibonite
	}
}