Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Unit Template
Component: BHU_MOT_01
Source: game
File: common/units/names_divisions/BHU_names_divisions.txt

Code:
BHU_MOT_01 = {
	name = Motorised Divisions
	for_countries = {
		BHU
	}
	can_use = {
		always = yes
	}
	division_types = {
		motorized
	}
	link_numbering_with = {
		BHU_INF_01
	}
	fallback_name = %dth Motorised Division
	ordered = {
		24 = {
			Household Division
		}
		25 = {
			Royal Division
		}
		1 = {
			%dst Motorised Division
		}
		2 = {
			%dnd Motorised Division
		}
		3 = {
			%drd Motorised Division
		}
		4 = {
			%dth Motorised Division
		}
		5 = {
			%dth Motorised Division
		}
		6 = {
			%dth Motorised Division
		}
		7 = {
			%dth Motorised Division
		}
		8 = {
			%dth Motorised Division
		}
		9 = {
			%dth Motorised Division
		}
		10 = {
			%dth Motorised Division
		}
		11 = {
			%dth Motorised Division
		}
		12 = {
			%dth Motorised Division
		}
		13 = {
			%dth Motorised Division
		}
		14 = {
			%dth Motorised Division
		}
		15 = {
			%dth Motorised Division
		}
		16 = {
			%dth Motorised Division
		}
		17 = {
			%dth Motorised Division
		}
		18 = {
			%dth Motorised Division
		}
		19 = {
			%dth Motorised Division
		}
		20 = {
			%dth Motorised Division
		}
		21 = {
			%dst Motorised Division
		}
		22 = {
			%dnd Motorised Division
		}
		23 = {
			%drd Motorised Division
		}
	}
}
### Entity: Country History
Country: PAR
Component: PAR_army
Source: game
File: history/countries/PAR - Paraguay.txt

Code:
# OOB & Army Setup for PAR
oob = PAR_1936
### Entity: Modding Documentation
Construct: sp_prototype_reward
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## sp_prototype_reward
* Aliases: spr

"Trigger a specified prototype reward during a project."
### Entity: Event
Component: kmt.334
Constructs: is_triggered_only
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.334
	title = kmt.334.t
	desc = kmt.334.d
	picture = GFX_report_event_chinese_army_training
	is_triggered_only = yes
	option = {
		name = kmt.334.a
	}
}
### Entity: Idea
Component: EAI_DD_17/medium_plane_fighter_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_17/medium_plane_fighter_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_plane_fighter_airframe = {
			build_cost_ic = -0.17
			instant = yes
		}
	}
}
### Entity: Event
Component: lar_news.24
Constructs: is_triggered_only, is_in_faction_with
Source: game
File: events/LAR_NewsEvents.txt

Code:
news_event = {
	id = lar_news.24
	title = lar_news.24.t
	desc = lar_news.24.desc
	picture = GFX_news_event_por_salazar_franco
	major = yes
	is_triggered_only = yes
	option = {
		name = lar_news.24.a
		trigger = {
			OR = {
				tag = POR SPA
			}
		}
	} {
		name = lar_news.24.b
		trigger = {
			OR = {
				tag = GER
				is_in_faction_with = GER
			}
		}
	} {
		name = lar_news.24.c
		trigger = {
			OR = {
				tag = ENG
				is_in_faction_with = ENG
			}
			NOT = {
				tag = POR
			} {
				tag = SPA
			}
		}
	} {
		name = lar_news.24.d
		trigger = {
			NOT = {
				is_in_faction_with = ENG GER
				tag = ENG GER POR SPA
			}
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_a_global_class_struggle
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_a_global_class_struggle
	icon = GFX_SOV_a_global_class_struggle_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_the_permanent_revolution
	}
	x = 0
	y = 1
	relative_position_id = SOV_the_permanent_revolution
	cost = 10
	available = {
		surrender_progress = < 0.15
	}
	search_filters = {

	}
	completion_reward = {
		custom_effect_tooltip = SOV_a_global_class_struggle_decision_tt
	}
}
### Entity: Character
Component: PHI_richard_sutherland
Constructs: has_completed_focus, has_war_with, has_country_flag, has_dlc, is_ally_with
Source: game
File: common/characters/PHI.txt

Code:
PHI_richard_sutherland = {
	name = PHI_richard_sutherland
	portraits = {
		army = {
			small = GFX_portrait_PHI_richard_sutherland_small
		}
	}
	advisor = {
		slot = army_chief
		allowed = {
			has_dlc = No Compromise, No Surrender
		}
		available = {
			has_completed_focus = PHI_appoint_macarthur
			OR = {
				is_ally_with = USA
				AND = {
					has_country_flag = PHI_recently_broke_USA_alliance
					NOT = {
						has_war_with = USA
					}
				}
			}
		}
		idea_token = PHI_richard_sutherland
		ledger = army
		traits = {
			PHI_chief_of_staff
		}
		cost = 100
		ai_will_do = {
			base = 1
		}
	}
}
### Entity: AI Strategy
Component: ENG_StrikeForce_1
Source: game
File: common/ai_navy/taskforce/ENG_taskforce_templates.txt

Code:
ENG_StrikeForce_1 = {
	allowed = {
		original_tag = ENG
	}
	ai_will_do = {
		factor = 1
	}
	keep_updated = yes
	mission = {
		naval_strike
	}
	min_composition = {
		carrier = {
			amount = 1
		}
		destroyer = {
			amount = 1
		}
	}
	optimal_composition = {
		carrier = {
			amount = 3
		}
		battleship = {
			amount = 4
		}
		battle_cruiser = {
			amount = 1
		}
		heavy_cruiser = {
			amount = 3
		}
		light_cruiser = {
			amount = 8
		}
		destroyer = {
			amount = 30
		}
	}
}
### Entity: Event
Component: tfv_south_africa.16
Constructs: is_triggered_only, has_country_flag, clr_country_flag
Source: game
File: events/TFV_South_Africa.txt

Code:
country_event = {
	id = tfv_south_africa.16
	title = tfv_south_africa.16.t
	desc = {
		text = tfv_south_africa.16.desc.a
		trigger = {
			has_country_flag = shipment_of_airplanes
		}
	} {
		text = tfv_south_africa.16.desc.b
		trigger = {
			has_country_flag = shipment_of_tanks
		}
	} {
		text = tfv_south_africa.16.desc.c
	}
	picture = GFX_report_event_merchant_ship_01
	is_triggered_only = yes
	option = {
		name = tfv_south_africa.16.a
		trigger = {
			has_country_flag = shipment_of_airplanes
		}
		clr_country_flag = shipment_of_airplanes
		HOL = {
			SAF_german_coup_equipment_HOL_fighters_20 = yes
		}
	} {
		name = tfv_south_africa.16.b
		trigger = {
			has_country_flag = shipment_of_tanks
		}
		clr_country_flag = shipment_of_tanks
		HOL = {
			SAF_german_coup_equipment_HOL_light_tank_20 = yes
		}
	} {
		name = tfv_south_africa.16.c
		trigger = {
			NOT = {
				has_country_flag = shipment_of_airplanes
			} {
				has_country_flag = shipment_of_tanks
			}
		}
		HOL = {
			SAF_german_coup_inf_HOL_equipment_200 = yes
		}
	}
}
### Entity: National Focus
Tree: mal_focus
Component: MAL_japanese_puppet
Constructs: prerequisite, limit, add_ideas, remove_ideas, completion_reward, is_subject_of, has_idea
Source: game
File: common/national_focus/malaysia.txt

Code:
focus = {
	id = MAL_japanese_puppet
	icon = GFX_focus_jap_pacific_guardian
	ai_will_do = {
		factor = 2
	}
	x = 19
	y = 0
	prerequisite = {

	}
	available = {
		is_subject_of = JAP
	}
	cost = 20
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				has_idea = MAL_political_idea
			}
			remove_ideas = MAL_political_idea
		}
		add_ideas = MAL_japanese_puppet_idea
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Unit Leader
Component: INS_loyalty_to_netherlands
Source: game
File: common/unit_leader/00_traits.txt

Code:
INS_loyalty_to_netherlands = {
	type = {
		land
	}
	trait_type = personality_trait
	new_commander_weight = {
		factor = 0
	}
}
### Entity: Idea
Component: EAI_DD_10/anti_tank_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_10/anti_tank_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		anti_tank_equipment = {
			build_cost_ic = -0.25
			instant = yes
		}
	}
}
### Entity: Wiki Documentation
Construct: trigger
Source: paradoxwiki
File: documentation/web/paradoxwiki/Console_commands.html

Doc:
trigger
|

release [<country tag>]
|
Releases a country or releasable nation
|
release slv releases Slovenia
|

InternationalMarket.AddSubsidyForTags [<economic capacity>] [<equipment>] [<country tag>]
|
Adds a subsidy for the player to buy off from a specified country.
|
ex (Adds a subsidy for the player to be able to help buy German sold light tanks for up to 5k EC): InternationalMarket.AddSubsidyForTags 5000 light_tank_chassis GER
|
### Entity: Event
Component: austria.95
Constructs: is_triggered_only, set_country_flag
Source: game
File: events/Austria.txt

Code:
country_event = {
	id = austria.95
	title = austria.95.t
	desc = austria.95.d
	picture = GFX_report_event_generic_handshake
	is_triggered_only = yes
	option = {
		name = austria.95.a
		set_country_flag = AUS_hungary_accepted_mil
	}
}
### Entity: Event
Component: south_american_news.12
Constructs: is_triggered_only
Source: game
File: events/TOA_Generic_Events.txt

Code:
news_event = {
	id = south_american_news.12
	title = south_american_news.12.t
	desc = south_american_news.12.d
	picture = GFX_news_event_BOL_bolivian_socialist_revolution
	major = yes
	is_triggered_only = yes
	option = {
		name = south_american_news.12.a
		trigger = {
			NOT = {
				TAG = BOL
			}
		}
	} {
		name = south_american_news.12.b
		trigger = {
			TAG = BOL
		}
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_modernized_weaponry
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_bulgaria.txt

Code:
focus = {
	id = BUL_modernized_weaponry
	icon = GFX_goal_generic_military_sphere
	prerequisite = {
		focus = BUL_strive_for_an_organized_army
	}
	relative_position_id = BUL_strive_for_an_organized_army
	x = 1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 40
	}
	completion_reward = {
		add_tech_bonus = {
			name = BUL_modernized_weaponry
			bonus = 1
			uses = 2
			category = infantry_weapons
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: navy_amphibious_assault_2
Source: game
File: common/country_leader/00_traits.txt

Code:
navy_amphibious_assault_2 = {
	sprite = 3
	amphibious_invasion = 0.1
	command_cap_increase = @tier2_cp_cap_increase
	command_power = @tier2_cp_cost
	ai_will_do = {
		factor = @navy_command_factor_2
		modifier = {
			factor = 0
			command_power = < @tier2_cp_cost
		}
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered, force_equipment_variants
Source: game
File: history/units/MEX_1939.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 1
	}
	location = 1965
	division_template = División de Caballería
	start_experience_factor = 0.3
	force_equipment_variants = {
		infantry_equipment_0 = {
			owner = USA
		}
	}
}
### Entity: Event
Component: netherlands.16
Constructs: is_triggered_only, ai_chance, give_guarantee
Source: game
File: events/netherlands.txt

Code:
country_event = {
	id = netherlands.16
	title = netherlands.16.t
	desc = netherlands.16.desc
	picture = GFX_report_event_chamberlain_announce
	is_triggered_only = yes
	option = {
		name = netherlands.16.a
		ai_chance = {
			base = 100
		}
		ENG = {
			diplomatic_relation = {
				country = HOL
				relation = non_aggression_pact
			}
			give_guarantee = HOL
		}
		hidden_effect = {
			news_event = {
				id = netherlands.17
				hours = 48
			}
		}
	} {
		name = netherlands.1.b
		ai_chance = {
			base = 0
		}
		HOL = {
			country_event = {
				id = netherlands.18
				hours = 24
			}
		}
	}
}
### Entity: Idea
Component: SWI_shadow_org_5
Source: game
File: common/ideas/r56_switzerland.txt

Code:
SWI_shadow_org_5 = {
	name = SWI_shadow_org
	allowed_civil_war = {
		always = yes
	}
	picture = generic_spy_intel
	modifier = {
		conversion_cost_civ_to_mil_factor = -0.5
		consumer_goods_factor = -0.15
		local_resources_factor = 0.1
		production_factory_start_efficiency_factor = 0.05
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_empower_hirden
Constructs: prerequisite, add_war_support, completion_reward, add_command_power
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_empower_hirden
	icon = GFX_focus_generic_fascist_troops
	prerequisite = {
		focus = NOR_nasjonal_samling
	}
	x = 1
	y = 1
	relative_position_id = NOR_nasjonal_samling
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_ARMY_XP FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		add_command_power = 50
		add_war_support = 0.05
		army_experience = 50
		custom_effect_tooltip = generic_skip_one_line_tt NOR_when_the_coup_starts_TT
		effect_tooltip = {
			NOR_spawn_hirden = yes
		}
	}
}
### Entity: Character
Component: intervention_advocate
Constructs: war_support_factor, send_volunteers_tension
Source: game
File: common/country_leader/r56_traits.txt

Code:
intervention_advocate = {
	sprite = 13
	random = no
	generate_wargoal_tension = -0.05
	send_volunteers_tension = -0.05
	lend_lease_tension = -0.05
	war_support_factor = 0.05
	production_speed_arms_factory_factor = 0.05
	production_speed_dockyard_factor = 0.05
}
### Entity: Character
Component: NEP_reformist_religious_writer
Constructs: stability_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
NEP_reformist_religious_writer = {
	random = no
	sprite = 13
	political_power_factor = 0.05
	stability_factor = 0.1
	political_advisor_cost_factor = -0.1
	democratic_acceptance = 50
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3ARepublic_Of_Colombia.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
Republic_Of_Colombia.png &#8206;(800 × 533 pixels, file size: 135 KB, MIME type: image/png)
### Entity: Define
Component: NDefines.NCountry
Source: game
File: common/defines/00_defines.lua

Code:
NDefines.NCountry = {
EVENT_PROCESS_OFFSET = 20
BASE_RESEARCH_SLOTS = 2
POPULATION_YEARLY_GROWTH_BASE = 0.015
RESISTANCE_STRENGTH_FROM_VP = 0.001
RESISTANCE_STRENGTH_FROM_NEIGHBORS = 0.5
RESISTANCE_DECAY_WHEN_NO_GROWTH = 0.005
REINFORCEMENT_DIVISION_PRIORITY_COUNT = 3
REINFORCEMENT_DIVISION_PRIORITY_DEFAULT = 1
REINFORCEMENT_THEATER_GROUP_PRIORITY_DEFAULT = 1
REINFORCEMENT_THEATRE_PRIORITY_COUNT = 3
REINFORCEMENT_THEATRE_PRIORITY_DEFAULT = 1
REINFORCEMENT_AIRBASE_PRIORITY_COUNT = 3
REINFORCEMENT_AIRBASE_PRIORITY_DEFAULT = 1
REINFORCEMENT_DELIVERY_SPEED_MIN = 0.6
REINFORCEMENT_EQUIPMENT_DELIVERY_SPEED = 0.3
REINFORCEMENT_MANPOWER_DELIVERY_SPEED = 10.0
REINFORCEMENT_MANPOWER_CHUNK = 0.1
EQUIPMENT_UPGRADE_CHUNK_MAX_SIZE = 10
COUNTRY_SCORE_MULTIPLIER = 1.0
ARMY_SCORE_MULTIPLIER = 0.15
NAVY_SCORE_MULTIPLIER = 1.0
AIR_SCORE_MULTIPLIER = 0.1
INDUSTRY_SCORE_MULTIPLIER = 1.0
PROVINCE_SCORE_MULTIPLIER = 0.1
NUCLEAR_BOMB_DROP_WAR_SUPPORT_EFFECT_MAX_INFRA = 0.2
NUCLEAR_BOMB_DROP_WAR_SUPPORT_EFFECT_MAX_VP = 3
THERMONUCLEAR_BOMB_DROP_WAR_SUPPORT_EFFECT_MAX_INFRA = 0.2
THERMONUCLEAR_BOMB_DROP_WAR_SUPPORT_EFFECT_MAX_VP = 3
WEEKLY_STABILITY_GAIN = 0.0
WEEKLY_WAR_SUPPORT_GAIN = 0.0
SUPPLY_CONVOY_FACTOR = 0.25
CONVOY_RANGE_FACTOR = 1
CONVOY_LENDLEASE_RANGE_FACTOR = 1
CONVOY_INTERNATIONAL_MARKET_RANGE_FACTOR = 1
NAVY_USE_HOME_BASE_FOR_RANGE = true
CONVOY_CONTROLLED_ROUTE_COST_REDUCTION_FACTOR = 0.25
LOCAL_MANPOWER_ACCESSIBLE_NON_CORE_FACTOR = 0.02
MAX_NON_CORE_MANPOWER_FACTOR = 1.0
DEFAULT_STABILITY = 0.5
DEFAULT_WAR_SUPPORT = 0.5
BASE_STABILITY_WAR_FACTOR = -0.2
BASE_STABILITY_PARTY_POPULARITY_FACTOR = 0.15
DEFAULT_COASTAL_PROTECTION_STABILITY = 0.1
MIN_COUP_STABILITY_FACTOR = 0.0
MAX_COUP_STABILITY_FACTOR = 2.0
MIN_COUP_SUCCESS_STABILITY = 0.8
WAR_SUPPORT_OFFNSIVE_WAR = -0.2
WAR_SUPPORT_DEFENSIVE_WAR = 0.2
WAR_SUPPORT_TENSION_IMPACT = 0.4
MIN_STABILITY = 0.0
MAX_STABILITY = 1.0
MIN_WAR_SUPPORT = 0.0
MAX_WAR_SUPPORT = 1.0
FRONT_PROVINCE_SCORE = 20
MAJOR_IC_RATIO = 3
MAJOR_MIN_FACTORIES = 35
MAX_INTELLIGENCE_DIFFERENCE = 10.0
INTEL_FROM_ALLIANCE_FACTOR = 0.3
MAX_INTELLIGENCE_DATA_DEVIATION = 1.0
MAX_INTELLIGENCE_MILITARY_DATA_DEVIATION = 1.0
MAX_INTELLIGENCE_NAVY_DATA_DEVIATION = 0.3
MAX_INTELLIGENCE_AIR_DATA_DEVIATION = 1.0
MAX_INTELLIGENCE_CONVOY_DATA_DEVIATION = 0.3
MAX_INTELLIGENCE_MANPOWER_DATA_DEVIATION = 0.4
MAX_INTELLIGENCE_FIELDED_MANPOWER_DATA_DEVIATION = 0.35
MAX_INT
# ... (truncated)
### Entity: Military Industrial Organization
Component: SPR_casa_organization
Constructs: has_dlc
Source: game
File: common/military_industrial_organization/organizations/SPR_organization.txt

Code:
SPR_casa_organization = {
	include = generic_medium_aircraft_organization
	icon = GFX_idea_SPR_casa
	allowed = {
		has_dlc = La Resistance
		tag = SPR
	}
	available = {
		OR = {
			custom_trigger_tooltip = {
				tooltip = SPR_scw_not_in_progress_tt
				NOT = {
					SPR_scw_in_progress = yes
				}
			}
			FROM = {
				controls_state = 167
			}
		}
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_soviet_indian_industrial_cooperation
Constructs: prerequisite, limit, has_government, completion_reward, is_subject, is_faction_leader, cancel_if_invalid, add_offsite_building
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_soviet_indian_industrial_cooperation
	icon = GFX_focus_RAJ_seek_help_from_soviet
	prerequisite = {
		focus = RAJ_soviet_influence
	}
	x = 2
	y = 0
	relative_position_id = RAJ_reorganize_the_five_year_plan_towards_heavy_industry
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
		any_other_country = {
			has_government = communism
			is_faction_leader = yes
			exists = yes
		}
	}
	bypass = {
		all_other_country = {
			OR = {
				NOT = {
					has_government = communism
				}
				is_faction_leader = no
				exists = no
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_offsite_building = {
			type = industrial_complex
			level = 2
		}
		if = {
			limit = {
				SOV = {
					exists = yes
					has_government = communism
					is_faction_leader = yes
				}
			}
			SOV = {
				country_event = {
					id = generic.2
					hours = 2
				}
			}
		}
		else = {
			random_other_country = {
				limit = {
					has_government = communism
					is_faction_leader = yes
					exists = yes
				}
				country_event = {
					id = generic.2
					hours = 2
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_development_focus
Constructs: has_focus_tree
Source: game
File: common/ai_strategy_plans/EAI_generic_tree.txt

Code:
EAI_development_focus = {
	name = Develop Country
	desc = 
	enable = {
		has_focus_tree = generic_focus
		NOT = {
			EAI_limited_minors = yes
		}
	}
	ai_national_focuses = {
		industrial_effort construction_effort construction_effort_2 infrastructure_effort infrastructure_effort_2 extra_tech_slot extra_tech_slot_2 construction_effort_3 army_effort doctrine_effort doctrine_effort_2 production_effort production_effort_2 production_effort_3 naval_effort
	}
}
### Entity: Order of Battle
Component: air_wing_6
Source: game
File: history/units/BEL_1939_air_legacy.txt

Code:
air_wings = {
	6 = {
		fighter_equipment_1 = {
			owner = BEL
			creator = ENG
			amount = 23
		}
		fighter_equipment_0 = {
			owner = BEL
			creator = ENG
			amount = 22
		} {
			owner = BEL
			amount = 30
		}
	}
}
### Entity: AI Strategy
Component: crush_ethiopia
Constructs: has_war_with, send_lend_lease_desire
Source: game
File: common/ai_strategy/r56_ITA.txt

Code:
crush_ethiopia = {
	allowed = {
		original_tag = ITA
	}
	enable = {
		country_exists = ETH
		ROOT = {
			has_war_with = ETH
		}
		date = < 1940.1.1
	}
	abort = {
		NOT = {
			ITA = {
				has_war_with = ETH
			}
		}
	}
	ai_strategy = {
		type = invade
		id = ETH
		value = 500
	} {
		type = consider_weak
		id = ETH
		value = 300
	} {
		type = conquer
		id = ETH
		value = 200
	} {
		type = ignore_army_incompetence
		value = 300
	} {
		type = garrison
		value = -500
	} {
		type = invasion_unit_request
		tag = ETH
		state = 271
		strategic_region = 17
		area = east_africa
		value = 200
	} {
		type = send_lend_lease_desire
		id = SPR
		value = -500
	}
}
### Entity: Event
Component: news.615
Constructs: is_triggered_only
Source: game
File: events/TNewsEvents.txt

Code:
news_event = {
	id = news.615
	title = news.615.t
	desc = news.615.desc
	picture = GFX_news_event_056
	major = yes
	is_triggered_only = yes
	option = {
		name = news.615.a
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_reallocate_rubber_industry_funding
Constructs: prerequisite, completion_reward, has_tech
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_reallocate_rubber_industry_funding
	icon = GFX_focus_generic_resource_extraction
	available = {
		has_tech = excavation2
	}
	prerequisite = {
		focus = INS_first_come_first_serve
	}
	mutually_exclusive = {

	}
	x = -1
	y = 1
	relative_position_id = INS_first_come_first_serve
	cost = 10
	search_filters = {

	}
	completion_reward = {
		custom_effect_tooltip = INS_reallocate_rubber_industry_funding_tt
	}
}
### Entity: Event
Component: wtt_germany.59
Constructs: is_triggered_only
Source: game
File: events/WTT_Germany.txt

Code:
country_event = {
	id = wtt_germany.59
	title = wtt_germany.59.t
	desc = wtt_germany.59.desc
	picture = GFX_report_event_generic_peaceful_annexation
	is_triggered_only = yes
	option = {
		name = wtt_germany.59.a
		hidden_effect = {
			news_event = {
				id = wtt_news.19
				hours = 6
			}
		}
	}
}
### Entity: Name List
Component: ELS
Source: game
File: common/names/00_names.txt

Code:
ELS = {
	male = {
		names = {
			Alejandro Andrés Aniceto Arturo Bartolomé Basilio Benito Benjamín Bernardo Carlos Daniel Diego Doroteo Eduardo Eugenio Felipe Félix Fermín Fernando Francisco Fruto Jacobo Jesús Joaquín Jorge José Francisco José María Juan Juan Antonio Juan Pablo Julio Justo Lisandro Lorenzo Manuel Marcelino Maximiliano Máximo Óscar Pedro Ponciano Próspero Rafael Ramón Santiago Sebastián Tiburcio Tomás Toribio Victoriano
		}
	}
	female = {
		names = {
			Adelita Araceli Belén Camila Candelaria Chavela Consuelo Cristina Delfina Esperanza Fidelia Graciela Isadora Isabella Jimena Ximena Luciana Lucrecia María Marisol Noemí Nohemi Valentina Valeria Rocío Socorro Sofía Teófila Amaranta Úrsula Rebeca Remedios
		}
	}
	surnames = {
		Aguilar Andino Araujo Arbenz Barahona Barillas Barrios Cabañas Cárdenas Carrera Castellanos Chamorro Chávez Corral Escalón Esquivel Estrada Ezeta Fernández Ferrera Figueroa Garrigó Guzmán Hernández Jerez Jiménez Leiva López Machado Martínez Medina Mejía Menéndez Montes Montiel Morazán Palacios Peralta Quiros Regalado Rosales Sevilla Sinibaldi Soto Terán Ubico Vasconcelos Vigil Zelaya Zeledón
	}
	callsigns = {

	}
}
### Entity: Unit Template
Component: POR_CAV_01
Source: game
File: common/units/names_divisions/POR_names_divisions.txt

Code:
POR_CAV_01 = {
	name = Cavalry Unit
	for_countries = {
		POR
	}
	can_use = {
		always = yes
	}
	division_types = {
		cavalry
	}
	fallback_name = %da Brigada de Cavalaria
	ordered = {
		1 = {
			%da Brigada de Cavalaria
		}
		2 = {
			%da Brigada de Cavalaria
		}
		21 = {
			Cavalaria do Porto
		}
		3 = {
			%da Brigada de Cavalaria
		}
		4 = {
			%da Brigada de Cavalaria
		}
		5 = {
			%da Brigada de Cavalaria
		}
		6 = {
			%da Brigada de Cavalaria
		}
		22 = {
			Cavalaria do Lisboa
		}
		23 = {
			1a Brigada de Lanceiros
		}
		24 = {
			2a Brigada de Lanceiros
		}
		25 = {
			3a Brigada de Lanceiros
		}
		7 = {
			%da Brigada de Cavalaria
		}
		8 = {
			%da Brigada de Cavalaria
		}
		9 = {
			%da Brigada de Cavalaria
		}
		10 = {
			%da Brigada de Cavalaria
		}
	}
}
### Entity: Achievement
Component: paradisus_paradoxum
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting, has_dlc, has_cosmetic_tag
Source: game
File: common/achievements.txt

Code:
paradisus_paradoxum = {
	id = 257
	possible = {
		tag = JAP
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		has_dlc = No Compromise, No Surrender
	}
	happened = {
		custom_trigger_tooltip = {
			tooltip = paradisus_paradoxum_tt
			JAP = {
				has_cosmetic_tag = JAP_pure_buddhist_land_tag
			}
		}
	}
}