Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: afg_focus
Component: AFG_request_german_reinforcements
Constructs: prerequisite, has_government, has_war_with, completion_reward, has_civil_war, has_capitulated
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_request_german_reinforcements
	icon = GFX_focus_POL_beck_ribbentrop
	x = 1
	y = 1
	ai_will_do = {
		factor = 1
	}
	cost = 5
	available = {
		has_government = fascism
		GER = {
			has_civil_war = no
			NOT = {
				has_war_with = ROOT
			}
			has_capitulated = no
			OR = {
				has_government = fascism neutrality
			}
		}
	}
	bypass = {
		GER = {
			OR = {
				has_civil_war = yes
				has_war_with = ROOT
				has_capitulated = yes
				NOT = {
					has_government = fascism neutrality
				}
			}
		}
	}
	prerequisite = {
		focus = AFG_mirzali_as_emir
	}
	relative_position_id = AFG_mirzali_as_emir
	completion_reward = {
		GER = {
			country_event = {
				id = r56_afghanistan.45
				hours = 12
			}
		}
		custom_effect_tooltip = if_they_accept_tt AFG_gain_5_divs
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: mex_focus
Component: MEX_focus_crusade_against_atheism
Constructs: has_completed_focus, prerequisite, limit, has_government, add_war_support, completion_reward, has_idea, has_civil_war
Source: game
File: common/national_focus/mexico.txt

Code:
focus = {
	id = MEX_focus_crusade_against_atheism
	icon = GFX_focus_mex_restore_the_army_of_christ
	prerequisite = {
		focus = MEX_focus_legion_of_christ
	}
	x = 0
	y = 2
	relative_position_id = MEX_focus_legion_of_christ
	cost = 10
	ai_will_do = {
		factor = 100
	}
	available = {
		has_idea = MEX_church_power_5
		fascism = > 0.4
		has_civil_war = no
		NOT = {
			has_completed_focus = MEX_focus_party_of_the_revolution
		} {
			has_completed_focus = MEX_focus_institutional_revolution
		} {
			has_completed_focus = MEX_focus_catholic_politics
		} {
			has_completed_focus = MEX_focus_revanchist_revolution
		} {
			has_completed_focus = MEX_focus_communist_revolution
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = 0.1
		}
		add_war_support = 0.1
		if = {
			limit = {
				NOT = {
					has_government = fascism
				}
			}
			set_politics = {
				ruling_party = fascism
				elections_allowed = no
			}
		}
		hidden_effect = {
			set_cosmetic_tag = MEX_cristero
		}
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_reorganize_the_underground
Constructs: prerequisite, completion_reward, add_popularity, set_party_name
Source: game
File: common/national_focus/r56_indonesia.txt

Code:
focus = {
	id = INS_reorganize_the_underground
	icon = GFX_focus_generic_socialist_action
	ai_will_do = {
		factor = 2
	}
	relative_position_id = INS_PKI
	x = -1
	y = 1
	mutually_exclusive = {
		focus = INS_the_new_party_leadership
	}
	prerequisite = {
		focus = INS_PKI
	}
	cost = 10
	completion_reward = {
		add_popularity = {
			ideology = communism
			popularity = 0.1
		}
		set_party_name = {
			ideology = communism
			long_name = INS_communism_party_long
			name = INS_communism_party
		}
		custom_effect_tooltip = generic_skip_one_line_tt available_political_advisor
		promote_character = INS_musso
		show_ideas_tooltip = INS_jokosujono
	}
}
### Entity: Unit Template
Component: BYZ_MEC_01
Constructs: has_any_byz_cosmetic_tag
Source: game
File: common/units/names_divisions/BYZ_names_divisions.txt

Code:
BYZ_MEC_01 = {
	name = Byz. Mechanized Divisions
	for_countries = {
		GRE
	}
	can_use = {
		has_any_byz_cosmetic_tag = yes
	}
	division_types = {
		mechanized
	}
	link_numbering_with = {
		BYZ_INF_01
	}
	fallback_name = %s Tagma Michanokíniti
	ordered = {
		1 = {
			%s 'Scholai' Tagma Michanokíniti
		}
		2 = {
			%s 'Exkoubitoi' Tagma Michanokíniti
		}
		3 = {
			%s 'Arithmos' Tagma Michanokíniti
		}
		4 = {
			%s 'Hikanatoi' Tagma Michanokíniti
		}
		5 = {
			%s 'Noumeroi' Tagma Michanokíniti
		}
		6 = {
			%s 'Optimatoi' Tagma Michanokíniti
		}
		7 = {
			%s 'Hetaireaia' Tagma Michanokíniti
		}
		8 = {
			%s Tagma Michanokíniti
		}
		9 = {
			%s Tagma Michanokíniti
		}
		10 = {
			%s Tagma Michanokíniti
		}
		11 = {
			%s Tagma Michanokíniti
		}
		12 = {
			%s Tagma Michanokíniti
		}
		13 = {
			%s Tagma Michanokíniti
		}
		14 = {
			%s Tagma Michanokíniti
		}
		15 = {
			%s Tagma Michanokíniti
		}
		16 = {
			%s Tagma Michanokíniti
		}
		17 = {
			%s Tagma Michanokíniti
		}
		18 = {
			%s Tagma Michanokíniti
		}
		19 = {
			%s Tagma Michanokíniti
		}
		20 = {
			%s Tagma Michanokíniti
		}
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_bomber_focus
Constructs: prerequisite, limit, completion_reward, has_dlc, add_tech_bonus, bomber_bonus
Source: game
File: common/national_focus/r56_congo.txt

Code:
focus = {
	id = COG_bomber_focus
	icon = GFX_goal_generic_air_bomber
	prerequisite = {
		focus = COG_air_force_congo
	}
	mutually_exclusive = {
		focus = COG_fighter_focus
	}
	x = 43
	y = 2
	cost = 10
	ai_will_do = {
		factor = 0.5
	}
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			add_tech_bonus = {
				name = bomber_bonus
				bonus = 1
				uses = 1
				technology = basic_large_airframe improved_large_airframe advanced_large_airframe
				category = medium_air
			}
		}
		else = {
			add_tech_bonus = {
				name = bomber_bonus
				bonus = 1
				uses = 1
				technology = strategic_bomber1 strategic_bomber2 strategic_bomber3
				category = tactical_bomber
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: INS_economy_idea
Constructs: industrial_capacity_factory, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/r56_indonesia.txt

Code:
INS_economy_idea = {
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	picture = INS_economy_idea
	removal_cost = -1
	modifier = {
		min_export = 0.1
		consumer_goods_factor = 0.3
		production_speed_buildings_factor = -0.1
		industrial_capacity_factory = -0.15
		industrial_capacity_dockyard = -0.15
	}
}
### Entity: Event
Component: AUS_political_events.74
Constructs: is_triggered_only, ai_chance, remove_ideas, add_timed_idea, set_country_flag
Source: game
File: events/WUW_Austria.txt

Code:
country_event = {
	id = AUS_political_events.74
	title = AUS_political_events.74.t
	desc = AUS_political_events.74.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = AUS_political_events.74.a
		ai_chance = {
			base = 10
		}
		ROOT = {
			remove_ideas = {
				AUS_treaty_of_saint_germain_en_laye
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			add_timed_idea = {
				idea = AUS_revised_treaty_of_saint_germain_en_laye
				days = 365
			}
			set_country_flag = AUS_no_overseer_needed_flag
		}
	}
}
### Entity: National Focus
Component: portuguese_focus
Constructs: has_completed_focus, create_country_leader, add_equipment_to_stockpile, prerequisite, has_war, limit, random_country, add_ideas
Source: game
File: common/national_focus/portugal.txt

Code:
focus_tree = {
	id = portuguese_focus
	country = {
		factor = 0
		modifier = {
			add = 10
			tag = POR
			has_dlc = La Resistance
		}
	}
	default = no
	continuous_focus_position = {
		x = 50
		y = 1500
	}
	focus = {
		id = POR_colonial_assimilation_policy
		available = {
			any_owned_state = {
				NOT = {
					is_core_of = ROOT
				}
			}
		}
		bypass = {

		}
		icon = GFX_focus_generic_military_academy
		x = 2
		y = 0
		cost = 10
		search_filters = {
			FOCUS_FILTER_MANPOWER
		}
		completion_reward = {
			add_ideas = POR_colonial_assimilation_policy
		}
	} {
		id = POR_colonial_army
		available = {
			any_owned_state = {
				NOT = {
					is_core_of = ROOT
				}
			}
		}
		bypass = {

		}
		prerequisite = {
			focus = POR_colonial_assimilation_policy
		}
		icon = GFX_focus_generic_little_entente
		x = 0
		y = 1
		relative_position_id = POR_colonial_assimilation_policy
		cost = 10
		search_filters = {
			FOCUS_FILTER_MANPOWER
		}
		completion_reward = {
			add_ideas = POR_colonial_army
			custom_effect_tooltip = generic_skip_one_line_tt available_political_advisor
			show_ideas_tooltip = POR_francisco_craveiro_lopes
		}
	} {
		id = POR_luso_tropicalism
		available = {
			NOT = {
				has_government = fascism
			}
			OR = {
				has_full_control_of_state = 796 540 891 892 544 896 897
			}
		}
		ai_will_do = {
			factor = 1
			modifier = {
				add = 1
				OR = {
					has_government = neutrality fascism communism
				}
			}
		}
		bypass = {

		}
		prerequisite = {
			focus = POR_colonial_assimilation_policy
		}
		mutually_exclusive = {
			focus = POR_limited_self_rule
		}
		icon = GFX_focus_por_luso_tropicalism
		x = -2
		y = 2
		relative_position_id = POR_colonial_assimilation_policy
		cost = 5
		search_filters = {
			FOCUS_FILTER_ANNEXATION
		}
		completion_reward = {
			unlock_decision_tooltip = POR_mozambique_overseas_territory POR_angola_overseas_province
		}
	} {
		id = POR_limited_self_rule
		available = {
			OR = {
				has_full_control_of_state = 796 540 891 892 544 896 897
			}
		}
		ai_will_do = {
			factor = 1
			modifier = {
				factor = 0
				OR = {
					has_government = fascism neutrality
				}
			} {
				add = 1
				OR = {
					has_government = democratic
					any_country = {
						is_in_faction_with = ROOT
						is_faction_leader = yes
						has_government = democratic
					}
				}
			}
		}
		bypass = {

		}
		prerequisite = {
			focus = POR_colon
# ... (truncated)
### Entity: Event
Component: MUN_czech.1006
Constructs: is_triggered_only, ai_chance, limit, is_ai, has_opinion, is_faction_leader, is_in_faction, add_to_faction
Source: game
File: events/MUN_Czechoslovakia.txt

Code:
country_event = {
	id = MUN_czech.1006
	title = MUN_czech.1006.t
	desc = MUN_czech.1006.d
	picture = GFX_report_event_czech_soldiers_01
	is_triggered_only = yes
	option = {
		name = MUN_czech.1011.a
		ai_chance = {
			base = 1
			modifier = {
				FROM = {
					is_ai = no
				}
				add = 0.5
			} {
				has_opinion = {
					target = FROM
					value = > 50
				}
				add = 1
			}
		}
		if = {
			limit = {
				FROM = {
					is_faction_leader = yes
				}
				is_in_faction = no
			}
			FROM = {
				add_to_faction = ROOT
			}
		}
		else = {
			give_guarantee = FROM
			FROM = {
				give_guarantee = ROOT
			}
		}
	} {
		name = MUN_czech.1040.b
		ai_chance = {
			base = 1
			modifier = {
				has_opinion = {
					target = FROM
					value = < -10
				}
				factor = 2
			}
		}
		set_variable = {
			global.CZE_origin_event = 1006
		}
		FROM = {
			country_event = MUN_czech.1026
		}
	}
}
### Entity: Event
Component: tsr_manchukuo.18
Constructs: is_triggered_only, ai_chance, add_political_power
Source: game
File: events/TSR_Manchukuo.txt

Code:
country_event = {
	id = tsr_manchukuo.18
	title = tsr_manchukuo.18.t
	desc = tsr_manchukuo.18.desc
	picture = GFX_report_event_chinese_japanese_handshake
	is_triggered_only = yes
	option = {
		name = tsr_manchukuo.18.a
		ai_chance = {
			base = 10
		}
		add_political_power = 50
	}
}
### Entity: Idea
Component: POL_Debica_SA
Constructs: has_dlc, has_idea, research_bonus, set_country_flag, modify_building_resources, clr_country_flag
Source: game
File: common/ideas/r56_poland.txt

Code:
POL_Debica_SA = {
	allowed = {
		original_tag = POL
		has_dlc = Poland: United and Ready
	}
	available = {
		NOT = {
			has_idea = POL_Zaklady_Azotowe
		}
	}
	research_bonus = {
		synth_resources = 0.15
	}
	picture = Debica_SA
	traits = {
		POL_Synthetic_Rubber_Tires
	}
	modifier = {

	}
	on_add = {
		set_country_flag = POL_Has_Debica
		modify_building_resources = {
			building = rubber_refinery
			resource = rubber
			amount = 2
		}
	}
	on_remove = {
		clr_country_flag = POL_Has_Debica
		modify_building_resources = {
			building = rubber_refinery
			resource = rubber
			amount = -2
		}
	}
}
### Entity: National Focus
Tree: ser_focus
Component: SER_light_cruiser
Constructs: prerequisite, completion_reward, is_coastal, add_tech_bonus
Source: game
File: common/national_focus/serbia.txt

Code:
focus = {
	id = SER_light_cruiser
	icon = GFX_goal_generic_navy_cruiser
	prerequisite = {
		focus = SER_coastal_defense
	}
	x = 1
	y = 2
	relative_position_id = SER_expand_the_split_shipyards
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		any_owned_state = {
			is_coastal = yes
		}
	}
	completion_reward = {
		navy_experience = 5
		add_tech_bonus = {
			name = YUG_replace_the_dalmacija
			bonus = 1
			uses = 1
			category = cl_tech
		} {
			name = SPR_navy_modernization
			bonus = 1
			uses = 1
			category = naval_gunnery_tech naval_shell_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: JAP_militarism_democracy
Constructs: stability_factor, war_support_factor, removal_cost, democratic_drift
Source: game
File: common/ideas/r56_japan.txt

Code:
JAP_militarism_democracy = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = warrior_traditions_idea
	modifier = {
		conscription = 0.01
		war_support_factor = 0.1
		production_speed_industrial_complex_factor = -0.05
		production_speed_arms_factory_factor = 0.05
		democratic_drift = 0.15
		stability_factor = 0.05
	}
}
### Entity: Event
Component: AST_diplomatic_events.31
Constructs: is_triggered_only, limit, has_country_flag, give_resource_rights
Source: game
File: events/TAOG_Australia.txt

Code:
country_event = {
	id = AST_diplomatic_events.31
	title = AST_diplomatic_events.31.t
	desc = AST_diplomatic_events.31.desc
	picture = GFX_report_event_ast_parliament_house
	is_triggered_only = yes
	option = {
		name = AST_diplomatic_events.31.a
		IF = {
			limit = {
				AST = {
					has_country_flag = AST_ins_resources_flag
				}
			}
			effect_tooltip = {
				give_resource_rights = {
					receiver = AST
					state = 1051
				}
			}
			ELSE_IF = {
				limit = {
					AST = {
						has_country_flag = AST_mal_resources_flag
					}
				}
				effect_tooltip = {
					give_resource_rights = {
						receiver = AST
						state = 1064
					}
				}
			} {
				limit = {
					AST = {
						has_country_flag = AST_brm_resources_flag
					}
				}
				effect_tooltip = {
					give_resource_rights = {
						receiver = AST
						state = 288
					}
				}
			} {
				limit = {
					AST = {
						has_country_flag = AST_ind_resources_flag
					}
				}
				effect_tooltip = {
					give_resource_rights = {
						receiver = AST
						state = 671
					}
				}
			}
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_MATH_TRIGGER_deviation
Constructs: set_temp_variable
Source: game
File: common/scripted_triggers/EAI_MATH_triggers.txt

Code:
EAI_MATH_TRIGGER_deviation = {
	subtract_from_temp_variable = {
		_val_ = _avg
	}
	set_temp_variable = {
		_avg = 0
	}
}
### Entity: Shared Focus
Component: GUAY_mass_drafts
Constructs: shared_focus, prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/paraguay_uruguay_shared_branch.txt

Code:
shared_focus = {
	id = GUAY_mass_drafts
	icon = GFX_focus_SOV_mobilization_plan
	prerequisite = {
		focus = GUAY_specialized_terrain_training
	} {
		focus = GUAY_volunteers
	}
	x = 1
	y = 1
	relative_position_id = GUAY_specialized_terrain_training
	cost = 5
	ai_will_do = {
		factor = 30
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		add_ideas = idea_GUAY_mass_drafts
	}
}
### Entity: AI Strategy
Component: PRC_military_factories_and_production
Source: game
File: common/ai_strategy/CHI.txt

Code:
PRC_military_factories_and_production = {
	allowed = {
		original_tag = PRC
	}
	enable = {
		date = < 1939.1.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 50
	} {
		type = production_upgrade_desire_offset
		id = infantry_equipment_1
		value = -100
	}
}
### Entity: State History
Component: 584
Constructs: add_core_of
Source: game
File: history/states/584-Turkmenistan.txt

Code:
state = {
	id = 584
	name = STATE_584
	history = {
		owner = SOV
		victory_points = {
			12333 2
		}
		buildings = {
			infrastructure = 1
			industrial_complex = 1
		}
		add_core_of = SOV TMS
	}
	provinces = {
		756 1593 1632 4482 4549 4563 4599 4958 5003 7477 7491 7560 7563 7635 7924 8099 9605 10357 10359 10406 10414 10510 10742 12333 12359 12491
	}
	manpower = 931458
	buildings_max_level_factor = 1.0
	state_category = pastoral
	local_supplies = 4.0
}
### Entity: Idea
Component: EAI_DD_20/light_tank_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_20/light_tank_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		light_tank_chassis = {
			build_cost_ic = -0.5
			instant = yes
		}
	}
}
### Entity: Modding Documentation
Construct: Subdoctrines
Source: vanilla_docs
File: common/doctrines/subdoctrines/_documentation.md

Doc:
# Subdoctrines

**Subdoctrines** are at the root of each doctrine *Track*. The player can choose any available subdoctrine for that track and activate it by paying an XP cost. Activating a subdoctrine gives immediate effects, like unit stat bonuses or unlocking tactics. Also, activating a subdoctrine starts the automatic activation of a sequence of *Rewards*.
### Entity: National Focus
Tree: ast_focus
Component: AST_aerodrome_of_democracy
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_aerodrome_of_democracy
	icon = GFX_focus_generic_multi_role_aircraft
	prerequisite = {
		focus = AST_volunteer_air_corps
	} {
		focus = AST_reestablish_central_flying_school
	}
	relative_position_id = AST_volunteer_air_corps
	x = 1
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = AST_royal_australian_air_force_spirit_tt
		add_to_variable = {
			AST_royal_australian_air_force_spirit_air_attack_factor = 0.1
			tooltip = air_attack_factor_tt
		} {
			AST_royal_australian_air_force_spirit_air_defence_factor = 0.1
			tooltip = air_defence_factor_tt
		} {
			AST_royal_australian_air_force_spirit_air_close_air_support_org_damage_factor = 0.1
			tooltip = air_close_air_support_org_damage_factor_tt
		}
	}
	search_filters = {

	}
}
### Entity: AI Strategy
Component: IC_disable_invasions
Constructs: has_country_flag, check_variable
Source: game
File: common/ai_strategy/IC_strategies.txt

Code:
IC_disable_invasions = {
	enable = {
		has_country_flag = EAI_MILITARY_NAVAL_invasion_force_reselection
		OR = {
			check_variable = {
				IC_active_other_country_rules^num = > 0
			} {
				IC_active_state_rules^num = > 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = invade
		id = Q00
		value = -50000
	} {
		type = invade
		id = Q01
		value = -50000
	} {
		type = invade
		id = Q02
		value = -50000
	} {
		type = invade
		id = Q03
		value = -50000
	} {
		type = invade
		id = Q04
		value = -50000
	} {
		type = invade
		id = Q05
		value = -50000
	} {
		type = invade
		id = Q06
		value = -50000
	} {
		type = invade
		id = Q07
		value = -50000
	} {
		type = invade
		id = Q08
		value = -50000
	} {
		type = invade
		id = Q09
		value = -50000
	} {
		type = invade
		id = Q0A
		value = -50000
	} {
		type = invade
		id = Q0B
		value = -50000
	} {
		type = invade
		id = Q0C
		value = -50000
	} {
		type = invade
		id = Q0D
		value = -50000
	} {
		type = invade
		id = Q0E
		value = -50000
	} {
		type = invade
		id = Q0F
		value = -50000
	} {
		type = invade
		id = Q0G
		value = -50000
	} {
		type = invade
		id = Q0H
		value = -50000
	} {
		type = invade
		id = Q0I
		value = -50000
	} {
		type = invade
		id = Q0J
		value = -50000
	} {
		type = invade
		id = Q0K
		value = -50000
	} {
		type = invade
		id = Q0L
		value = -50000
	} {
		type = invade
		id = Q0M
		value = -50000
	} {
		type = invade
		id = Q0N
		value = -50000
	} {
		type = invade
		id = Q0O
		value = -50000
	} {
		type = invade
		id = Q0P
		value = -50000
	} {
		type = invade
		id = Q0Q
		value = -50000
	} {
		type = invade
		id = Q0R
		value = -50000
	} {
		type = invade
		id = Q0S
		value = -50000
	} {
		type = invade
		id = Q0T
		value = -50000
	} {
		type = invade
		id = Q0U
		value = -50000
	} {
		type = invade
		id = Q0V
		value = -50000
	} {
		type = invade
		id = Q0W
		value = -50000
	} {
		type = invade
		id = Q0X
		value = -50000
	} {
		type = invade
		id = Q0Y
		value = -50000
	} {
		type = invade
		id = Q0Z
		value = -50000
	} {
		type = invade
		id = Q10
		value = -50000
	} {
		type = invade
		id = Q11
		value = -50000
	} {
		type = invade
		id = Q12
		value = -50000
	} {
		type = invade
		id = Q13
		value = -50000
	} {
		type = invade
		id = Q14
		value = -50000
	} {
		type = invade
		id = Q15
		value = -50000
	} {
		type = invade
		id = Q16
		value = -50000
	} {
		type = inv
# ... (truncated)
### Entity: Order of Battle
Component: 3. jezdecká brigáda
Constructs: division_template
Source: game
File: history/units/CZE_1936.txt

Code:
division = {
	name = 3. jezdecká brigáda
	location = 6604
	division_template = Jezdecká brigáda
	start_experience_factor = 0.2
	start_equipment_factor = 0.7
}
### Entity: Character
Component: AST_essington_lewis
Constructs: has_completed_focus
Source: game
File: common/characters/AST.txt

Code:
AST_essington_lewis = {
	name = AST_essington_lewis
	portraits = {
		civilian = {
			small = GFX_portrait_AST_essington_lewis_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = AST_essington_lewis
		allowed = {
			original_tag = AST
		}
		traits = {
			AST_steelworks_businessman
		}
		available = {
			has_completed_focus = AST_broken_hill_propietary_company
		}
		ai_will_do = {
			factor = 1
		}
	}
}
### Entity: Character
Component: SPA_luis_carrero_blanco
Constructs: has_government, has_dlc
Source: game
File: common/characters/SPR.txt

Code:
SPA_luis_carrero_blanco = {
	instance = {
		allowed = {
			has_dlc = La Resistance
		}
		name = SPA_luis_carrero_blanco
		portraits = {
			army = {
				large = GFX_portrait_SPA_luis_carrero_blanco
				small = GFX_portrait_SPA_luis_carrero_blanco_small
			}
		}
		advisor = {
			slot = navy_chief
			idea_token = SPA_luis_carrero_blanco
			allowed = {
				has_dlc = La Resistance
				original_tag = SPR
			}
			visible = {
				NOT = {
					tag = SPD SPC
				}
			}
			available = {

			}
			traits = {
				navy_chief_decisive_battle_2
			}
			cost = 100
		}
		navy_leader = {
			traits = {
				trait_SPA_nationalist_sympathies seawolf
			}
			skill = 2
			attack_skill = 2
			defense_skill = 2
			maneuvering_skill = 2
			coordination_skill = 1
			legacy_id = 1118
		}
	} {
		allowed = {
			NOT = {
				has_dlc = La Resistance
			}
		}
		name = SPA_luis_carrero_blanco
		portraits = {
			army = {
				small = GFX_idea_generic_navy_europe_1
			}
		}
		advisor = {
			slot = navy_chief
			idea_token = SPA_luis_carrero_blanco
			name = SPA_luis_carrero_blanco
			allowed = {
				NOT = {
					has_dlc = La Resistance
				}
				original_tag = SPR
			}
			visible = {
				has_government = fascism
			}
			available = {
				has_government = fascism
			}
			traits = {
				navy_chief_old_guard
			}
			ai_will_do = {
				factor = 1.0
			}
		}
	}
}
### Entity: Idea
Component: IVO_aco2
Source: game
File: common/ideas/ivory coast.txt

Code:
IVO_aco2 = {
	picture = generic_army_african_4
	allowed = {
		original_tag = IVO
	}
	traits = {
		army_chief_organizational_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: NGR_acr
Source: game
File: common/characters/NGR.txt

Code:
NGR_acr = {
	advisor = {
		slot = air_chief
		idea_token = NGR_acr
		allowed = {
			original_tag = NGR
		}
		traits = {
			air_chief_reform_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_3
		}
	}
}