Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Order of Battle
Component: Gebirgsbrigade 11
Constructs: division_template
Source: game
File: history/units/SWI_1936.txt

Code:
division = {
	name = Gebirgsbrigade 11
	location = 11604
	division_template = Gebirgsbrigade
	start_experience_factor = 0.2
	start_equipment_factor = 0.3
}
### Entity: Name List
Component: PNG
Source: game
File: common/names/00_names.txt

Code:
PNG = {
	male = {
		names = {
			Abba Adrian Benkato Boaz Bob Brad David Dika Francis Frans Freddy George John Makali Marcus Matthew Michael Paias Patrick Paulias Peter Rabbie Ryan Stanley Ted Will
		}
	}
	female = {
		names = {
			Amy Dame Erika Heather Lara Nitya Raema
		}
	}
	surnames = {
		Aizue Bai Bina Cooper Dekker Egerton Gene Genia Giddings Heynatz Hicks Kaisiepo Kidu Kompaon Lam Laws Maheswari Matane McDonald Mead Mondo Namaliu Numberi Ottio O'Neill Pini Pruaitch Rumbewas Sheppard Solossa Somare Toua Watson Wingti
	}
	callsigns = {

	}
}
### Entity: Game Rule
Component: PHI_AI_BEHAVIOR
Constructs: allow_achievements
Source: game
File: common/game_rules/00_game_rules.txt

Code:
PHI_AI_BEHAVIOR = {
	name = PHI_AI_BEHAVIOR
	group = RULE_GROUP_AI_BEHAVIOR
	required_dlc = No Compromise, No Surrender
	default = {
		name = DEFAULT
		text = RULE_OPTION_DEFAULT
		desc = RULE_OPTION_DEFAULT_AI_DESC
	}
	option = {
		name = HISTORICAL
		text = RULE_OPTION_HISTORICAL
		desc = RULE_OPTION_HISTORICAL_PHI_AI_DESC
		allow_achievements = yes
	} {
		name = FLEXIBLE
		text = RULE_OPTION_FLEXIBLE_PHI_AI
		desc = RULE_OPTION_FLEXIBLE_PHI_AI_DESC
		allow_achievements = no
	} {
		name = FASCIST
		text = RULE_OPTION_FASCIST_PHI_AI
		desc = RULE_OPTION_FASCIST_PHI_AI_DESC
		allow_achievements = no
	} {
		name = MONARCHIST
		text = RULE_OPTION_MONARCHIST_PHI_AI
		desc = RULE_OPTION_MONARCHIST_PHI_AI_DESC
		allow_achievements = no
	} {
		name = COMMUNIST
		text = RULE_OPTION_COMMUNIST_PHI_AI
		desc = RULE_OPTION_COMMUNIST_PHI_AI_DESC
		allow_achievements = no
	} {
		name = MACARTHUR
		text = RULE_OPTION_MACARTHUR_PHI_AI
		desc = RULE_OPTION_MACARTHUR_PHI_AI_DESC
		allow_achievements = no
	} {
		name = RANDOM
		text = RULE_OPTION_RANDOM
		desc = RULE_OPTION_RANDOM_AI_DESC
		allow_achievements = no
	}
}
### Entity: Technology
Component: revolutionary_mass_assault
Source: game
File: common/technologies/infantry.txt

Code:
technology = {
	conscription = 0.02
	infantry = {
		combat_width = -0.2
	}
}
### Entity: Game Data
Component: leader_traits
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/companies_traits.txt

Code:
leader_traits = {
	artillery_producer_offense_0 = {
		random = no
		equipment_bonus = {
			artillery_equipment = {
				soft_attack = 0.05
				instant = yes
			}
			anti_tank_equipment = {
				hard_attack = 0.05
				instant = yes
			}
			anti_air_equipment = {
				air_attack = 0.05
				hard_attack = 0.05
				instant = yes
			}
		}
		ai_will_do = {
			factor = 1
		}
	}
	artillery_producer_offense_1 = {
		random = no
		equipment_bonus = {
			artillery_equipment = {
				soft_attack = 0.1
				breakthrough = 0.05
				instant = yes
			}
			anti_tank_equipment = {
				hard_attack = 0.1
				breakthrough = 0.05
				instant = yes
			}
			anti_air_equipment = {
				air_attack = 0.1
				hard_attack = 0.1
				instant = yes
			}
		}
		ai_will_do = {
			factor = 1
		}
	}
	artillery_producer_offense_2 = {
		random = no
		equipment_bonus = {
			artillery_equipment = {
				soft_attack = 0.15
				breakthrough = 0.1
				instant = yes
			}
			anti_tank_equipment = {
				hard_attack = 0.15
				breakthrough = 0.1
				instant = yes
			}
			anti_air_equipment = {
				air_attack = 0.15
				hard_attack = 0.15
				instant = yes
			}
		}
		ai_will_do = {
			factor = 1
		}
	}
	artillery_producer_defense_0 = {
		random = no
		equipment_bonus = {
			artillery_equipment = {
				defense = 0.05
				instant = yes
			}
			anti_tank_equipment = {
				defense = 0.05
				instant = yes
			}
			anti_air_equipment = {
				defense = 0.05
				instant = yes
			}
		}
		ai_will_do = {
			factor = 1
		}
	}
	artillery_producer_defense_1 = {
		random = no
		equipment_bonus = {
			artillery_equipment = {
				defense = 0.1
				soft_attack = 0.05
				instant = yes
			}
			anti_tank_equipment = {
				defense = 0.1
				hard_attack = 0.05
				instant = yes
			}
			anti_air_equipment = {
				defense = 0.1
				air_attack = 0.05
				instant = yes
			}
		}
		ai_will_do = {
			factor = 1
		}
	}
	artillery_producer_defense_2 = {
		random = no
		equipment_bonus = {
			artillery_equipment = {
				defense = 0.15
				soft_attack = 0.1
				instant = yes
			}
			anti_tank_equipment = {
				defense = 0.15
				hard_attack = 0.1
				instant = yes
			}
			anti_air_equipment = {
				defense = 0.15
				air_attack = 0.1
				instant = yes
			}
		}
		ai_will_do = {
			factor = 1
		}
	}
	artillery_producer_mass_0 = {
		random = no
		equipment_bonus = {
			artillery_equipment = {
				build_cost_ic = -0.05
				instant = yes
			}
			anti_t
# ... (truncated)
### Entity: Event
Component: AAT_Sweden.37
Constructs: is_triggered_only, ai_chance, has_country_flag
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden.37
	title = AAT_Sweden.37.t
	desc = AAT_Sweden.37.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		ai_chance = {
			factor = 1.5
		}
		name = AAT_Sweden.37.a
		trigger = {
			has_country_flag = SWE_DEN_surrendered_islands SWE_DEN_gave_bornholm
		}
		DEN = {
			country_event = {
				id = AAT_Sweden.38
				hours = 4
			}
		}
	} {
		ai_chance = {
			factor = 1
		}
		name = AAT_Sweden.37.b
		trigger = {
			OR = {
				NOT = {
					has_country_flag = SWE_DEN_surrendered_islands
				} {
					has_country_flag = SWE_DEN_gave_bornholm
				}
			}
		}
		DEN = {
			country_event = {
				id = AAT_Sweden.39
				hours = 4
			}
		}
	}
}
### Entity: Order of Battle
Component: 1. Karelian Volunteers
Constructs: division_template
Source: game
File: history/units/KAR_1936.txt

Code:
division = {
	name = 1. Karelian Volunteers
	location = 2097
	division_template = Karelian Volunteers
	start_experience_factor = 0.2
	start_equipment_factor = 0.5
}
### Entity: Character
Component: ETH_random_general_3
Constructs: has_character_flag
Source: game
File: common/characters/ETH.txt

Code:
ETH_random_general_3 = {
	portraits = {
		army = {
			large = GFX_portrait_ETH_generic_male_2
			small = GFX_portrait_ETH_generic_male_2_small
		}
	}
	corps_commander = {
		traits = {
			trait_cautious
		}
		skill = 3
		attack_skill = 1
		defense_skill = 2
		planning_skill = 1
		logistics_skill = 3
		visible = {
			has_character_flag = ETH_visible_random_general_flag
		}
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_railway_innovations
Constructs: prerequisite, limit, completion_reward, add_tech_bonus, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_railway_innovations
	icon = GFX_goal_generic_construct_infrastructure
	prerequisite = {
		focus = ITA_italian_highways_bba
	}
	x = 3
	y = 1
	relative_position_id = ITA_italian_highways_bba
	cost = 10
	available = {
		controls_state = 2 161 162 117
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = ITA_railway_innovations
			ahead_reduction = 1.5
			bonus = 0.5
			uses = 1
			category = train_tech
		}
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		build_railway = {
			path = {
				9904 11751 6862 6875 11833 6946 6973
			}
		} {
			path = {
				11751 6862 9750 9879 9907 1616 6985 6606
			}
		} {
			path = {
				9904 11846 923 9826 819
			}
		}
	}
}
### Entity: Scripted Trigger
Component: SOV_has_tank_merged_1
Constructs: has_country_flag
Source: game
File: common/scripted_triggers/SOV_scripted_triggers.txt

Code:
SOV_has_tank_merged_1 = {
	OR = {
		has_country_flag = SOV_merge_tank_morozov_1_flag SOV_merge_tank_astrov_1_flag SOV_merge_tank_okmo_1_flag SOV_merge_tank_mytishchy_1_flag SOV_merge_tank_kirov_1_flag
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_protect_curacao
Constructs: prerequisite, owns_state, has_war_with, completion_reward, has_navy_size, is_owned_and_controlled_by, has_capitulated, unlock_decision_tooltip
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_protect_curacao
	icon = GFX_goal_generic_attack_netherlands
	relative_position_id = VEN_trade_fleets
	x = -1
	y = 1
	cost = 10
	available = {
		has_navy_size = {
			size = > 19
		}
		NOT = {
			has_war_with = HOL
		}
		695 = {
			is_owned_and_controlled_by = HOL
		}
		HOL = {
			has_capitulated = yes
		}
	}
	bypass = {
		owns_state = 695
	}
	prerequisite = {
		focus = VEN_naval_attrition
	} {
		focus = VEN_trade_fleets
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		unlock_decision_tooltip = HOL_offer_venezuelan_protection
		custom_effect_tooltip = if_they_accept_tt
		effect_tooltip = {
			VEN = {
				transfer_state = 695
			}
		}
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_first_nationalist_congress
Constructs: prerequisite, has_government, completion_reward, is_subject, add_country_leader_role
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_first_nationalist_congress
	icon = GFX_goal_QUE_quebec_army
	prerequisite = {
		focus = QUE_focus_on_family
	} {
		focus = QUE_patriotic_education
	} {
		focus = QUE_disband_parlimentarism
	}
	relative_position_id = QUE_storm_the_parliament
	x = 0
	y = 4
	cost = 5
	available_if_capitulated = yes
	available = {
		has_government = fascism
		OR = {
			is_subject = no
			OVERLORD = {
				has_government = fascism
			}
		}
	}
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		country_event = quebec.24
		custom_effect_tooltip = decision_reward alternative_decision_reward
		effect_tooltip = {
			add_country_leader_role = {
				character = QUE_lionel_groulx
				country_leader = {
					ideology = clerical_fascism
					traits = {
						clerico_nationalist
					}
					expire = 1965.1.1
				}
				promote_leader = yes
			}
		} {
			add_country_leader_role = {
				character = QUE_paul_bouchard
				country_leader = {
					ideology = fascism_ideology
					traits = {
						r56_trait_opposed_to_democracy r56_trait_opposed_to_communism secular_nationalist
					}
					expire = 1965.1.1
				}
				promote_leader = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: EAI_DD_8/small_plane_naval_bomber_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_8/small_plane_naval_bomber_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		small_plane_naval_bomber_airframe = {
			build_cost_ic = -0.08
			instant = yes
		}
	}
}
### Entity: Character
Component: warrior_code
Source: game
File: common/country_leader/00_traits.txt

Code:
warrior_code = {
	random = no
	political_power_factor = 0.05
	ai_call_ally_desire_factor = -40
	ai_join_ally_desire_factor = -30
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: EAI_DD_14/cv_small_plane_cas_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_14/cv_small_plane_cas_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		cv_small_plane_cas_airframe = {
			build_cost_ic = -0.14
			instant = yes
		}
	}
}
### Entity: Idea
Component: CHI_nine_power_treaty
Constructs: removal_cost
Source: game
File: common/ideas/china.txt

Code:
CHI_nine_power_treaty = {
	picture = HUN_treaty_of_triannon
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {

	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_Acquire_Japanese_weapons
Constructs: has_completed_focus, add_equipment_to_stockpile, prerequisite, has_war_with, completion_reward, add_timed_idea
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_Acquire_Japanese_weapons
	prerequisite = {
		focus = PRU_give_power_to_general_ureta PRU_peruvian_blackshirts
	}
	mutually_exclusive = {
		focus = PRU_Return_to_Negotiate_with_Caproni
	}
	icon = GFX_goal_PRU_japon_and_peru
	x = 4
	y = 1
	relative_position_id = PRU_give_power_to_general_ureta
	available = {
		num_divisions = > 0
		JAP = {
			OR = {
				exists = yes
				NOT = {
					has_war_with = PRU
				}
			}
		}
		has_completed_focus = PRU_give_power_to_general_ureta
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_EQUIPMENT
	}
	completion_reward = {
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = 3000
			producer = JAP
		}
		add_timed_idea = {
			idea = PRU_external_debt
			days = 121
		}
	}
}
### Entity: Event
Component: news.69
Constructs: is_triggered_only, has_government, has_global_flag, set_global_flag
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.69
	title = news.69.t
	desc = news.69.d
	picture = GFX_news_event_064
	major = yes
	is_triggered_only = yes
	trigger = {
		NOT = {
			has_global_flag = news.69_fired
		}
	}
	immediate = {
		set_global_flag = news.69_fired
	}
	option = {
		name = news.69.a
		trigger = {
			has_government = communism
		}
	} {
		name = news.69.b
		trigger = {
			NOT = {
				has_government = communism
			}
		}
	}
}
### Entity: Event
Component: bftb_bulgaria_imro.2
Constructs: is_triggered_only, limit, fire_only_once, every_controlled_state, is_controlled_by, add_dynamic_modifier
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_imro.2
	title = bftb_bulgaria_imro.2.t
	desc = bftb_bulgaria_imro.2.desc
	picture = GFX_report_event_albanian_partisans
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = bftb_bulgaria_imro.2.a
		effect_tooltip = {
			every_controlled_state = {
				limit = {
					BUL_is_macedonian_state = yes
					is_controlled_by = ROOT
				}
				add_dynamic_modifier = {
					modifier = widespread_bulgarian_sentiment_01
				}
			}
		}
	}
}
### Entity: Scripted Effect
Component: ETH_promote_ETH_abba_jofir
Constructs: add_country_leader_role
Source: game
File: common/scripted_effects/ETH_scripted_effects.txt

Code:
ETH_promote_ETH_abba_jofir = {
	ETH_abba_jofir = {
		add_country_leader_role = {
			promote_leader = yes
			country_leader = {
				ideology = fascism_ideology
				expire = 1965.1.1.1
				traits = {
					inexperienced_sultan
				}
				id = -1
			}
		}
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_encourage_chinese_immigration
Constructs: has_completed_focus, prerequisite, limit, add_opinion_modifier, completion_reward, add_to_variable
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_encourage_chinese_immigration
	icon = GFX_focus_PHI_encourage_chinese_immigration
	overlay = GFX_focus_fast_overlay_japan_clock
	prerequisite = {
		focus = PHI_nationality_act PHI_open_borders
	}
	relative_position_id = PHI_nationality_act
	mutually_exclusive = {
		focus = PHI_break_chinese_monopoly
	}
	x = 11
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				has_completed_focus = PHI_treaty_of_manila
			}
			custom_effect_tooltip = PHI_modify_economy_dynamic_modifier_tt
		}
		else = {
			custom_effect_tooltip = PHI_modify_recovering_economy_dynamic_modifier_tt
		}
		add_to_variable = {
			PHI_the_great_depression_drift_defence_factor = -0.05
			tooltip = drift_defence_factor_tt
		} {
			PHI_the_great_depression_production_speed_industrial_complex_factor = 0.1
			tooltip = production_speed_industrial_complex_factor_tt
		} {
			PHI_the_great_depression_production_speed_infrastructure_factor = 0.1
			tooltip = production_speed_infrastructure_factor_tt
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt PHI_focus_time_reduced_T3_tt
		CHI = {
			add_opinion_modifier = {
				target = PHI
				modifier = PHI_welcomed_chinese_migrants
			}
		}
		hidden_effect = {
			PHI_central_focuses_done_T3 = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_naval_conferences
Constructs: prerequisite, limit, completion_reward, has_capitulated, has_legitimacy, is_in_faction_with, cancel_if_invalid, swap_ideas
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_naval_conferences
	icon = GFX_goal_NOR_coa_navy
	prerequisite = {
		focus = NOR_coastal_defense_specialization
	}
	x = 2
	y = 5
	relative_position_id = NOR_encourage_fishing
	cost = 10
	ai_will_do = {
		base = 40
	}
	available = {
		OR = {
			has_capitulated = no
			has_legitimacy = > 50
		} {
			ENG = {
				is_in_faction_with = ROOT
				has_capitulated = no
			}
			HOL = {
				is_in_faction_with = ROOT
				has_capitulated = no
			}
			FRA = {
				is_in_faction_with = ROOT
				has_capitulated = no
			}
			GER = {
				is_in_faction_with = ROOT
				has_capitulated = no
			}
			ITA = {
				is_in_faction_with = ROOT
				has_capitulated = no
			}
			USA = {
				is_in_faction_with = ROOT
				has_capitulated = no
			}
			CSA = {
				is_in_faction_with = ROOT
				has_capitulated = no
			}
			SOV = {
				is_in_faction_with = ROOT
				has_capitulated = no
			}
		}
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = yes
	completion_reward = {
		swap_ideas = {
			remove_idea = NOR_specialized_naval_industry
			add_idea = NOR_specialized_naval_industry_2
		}
		ROOT = {
			every_navy_leader = {
				limit = {
					NOT = {
						has_character_flag = NOR_naval_commander_has_improved_maneuver
					}
				}
				add_maneuver = 1
				set_character_flag = NOR_naval_commander_has_improved_maneuver
			}
		}
		navy_experience = 25
		every_other_country = {
			limit = {
				is_in_faction_with = ROOT
			}
			navy_experience = 10
		}
	}
	search_filters = {
		FOCUS_FILTER_NAVY_XP FOCUS_FILTER_NAW_UNIQUE_TACTICS
	}
}
### Entity: Scripted Effect
Component: POL_sanation_left_opposition_remove
Constructs: limit, remove_ideas, has_idea
Source: game
File: common/scripted_effects/POL_scripted_effects.txt

Code:
POL_sanation_left_opposition_remove = {
	if = {
		limit = {
			has_idea = POL_sanation_left_opposition_4
		}
		remove_ideas = POL_sanation_left_opposition_4
	}
	else_if = {
		limit = {
			has_idea = POL_sanation_left_opposition_3
		}
		remove_ideas = POL_sanation_left_opposition_3
	} {
		limit = {
			has_idea = POL_sanation_left_opposition_2
		}
		remove_ideas = POL_sanation_left_opposition_2
	} {
		limit = {
			has_idea = POL_sanation_left_opposition_1
		}
		remove_ideas = POL_sanation_left_opposition_1
	}
}
### Entity: Shared Focus
Tree: raj_focus
Component: RAJ_Broad_Union_Support
Constructs: shared_focus, prerequisite, limit, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_india_shared.txt

Code:
shared_focus = {
	id = RAJ_Broad_Union_Support
	icon = GFX_goal_generic_industrial_unionism
	cost = 10
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = RAJ_Raw_Material_Imports RAJ_Minimum_Wage_Legislation
	}
	x = -4
	y = 5
	relative_position_id = RAJ_Establish_the_Planning_Commission
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				439
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				infrastructure = < 5
			}
			prioritize = {
				444
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				infrastructure = < 5
			}
			prioritize = {
				640 432
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Event
Component: mtg_usa_foreign_support.10
Constructs: is_triggered_only, ai_chance, set_country_flag, add_ai_strategy, send_volunteers_desire
Source: game
File: events/MTG_USA.txt

Code:
country_event = {
	id = mtg_usa_foreign_support.10
	title = mtg_usa_foreign_support.10.t
	desc = mtg_usa_foreign_support.10.desc
	picture = GFX_report_event_chinese_army_training
	is_triggered_only = yes
	option = {
		name = mtg_usa_foreign_support.10.a
		ai_chance = {
			factor = 70
		}
		set_country_flag = us_training_@FROM
		FROM = {
			add_ai_strategy = {
				type = send_volunteers_desire
				id = PREV
				value = 200
			} {
				type = support
				id = PREV
				value = 200
			}
		}
	}
}
### Entity: Event
Component: men.12
Constructs: is_triggered_only, add_war_support, add_stability, add_opinion_modifier, fire_only_once, add_popularity, unlock_national_focus, set_country_flag
Source: game
File: events/MEN.txt

Code:
country_event = {
	id = men.12
	title = men.12.t
	desc = men.12.d
	picture = GFX_report_event_generic_destroyed_vehicles
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = men.12.a
		add_war_support = 0.05
		add_popularity = {
			ideology = neutrality
			popularity = 0.05
		}
		add_stability = -0.05
		effect_tooltip = {
			unlock_national_focus = MEN_petition_nima-odsor_to_stay_in_shangbei
		}
		add_opinion_modifier = {
			target = JAP
			modifier = small_decrease
		}
		set_country_flag = MEN_nima_odsor_not_assassinated
	}
}
### Entity: National Focus
Component: bra_amigo_eua
Constructs: prerequisite, has_government, add_opinion_modifier, completion_reward, is_in_faction_with
Source: game
File: common/national_focus/r56_brazil.txt

Code:
focus = {
	id = bra_amigo_eua
	icon = GFX_goal_generic_improve_relations
	prerequisite = {
		focus = bra_diplomacia
	}
	mutually_exclusive = {
		focus = bra_inimigo_eua
	}
	available = {
		OR = {
			has_government = neutrality democratic
		}
	}
	relative_position_id = bra_diplomacia
	bypass = {
		is_in_faction_with = SOV
	}
	x = -4
	y = 1
	cost = 5
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_opinion_modifier = {
			target = USA
			modifier = bra_amigo_modifier
		} {
			target = USA
			modifier = bra_comercio_modifier
		}
		USA = {
			add_opinion_modifier = {
				target = BRA
				modifier = bra_amigo_outro_modifier
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_restore_the_viceroyalty_system
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_restore_the_viceroyalty_system
	prerequisite = {
		focus = PRU_invite_carlos
	}
	icon = GFX_focus_spa_supremacy_of_the_communion
	relative_position_id = PRU_look_to_the_past
	mutually_exclusive = {
		focus = PRU_royal_haciendas PRU_labour_reforms
	}
	x = -4
	y = 3
	cost = 5
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = PRU_restore_viceroyalty
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Character
Component: ITA_achille_starace
Constructs: has_completed_focus, has_government
Source: game
File: common/characters/ITA.txt

Code:
ITA_achille_starace = {
	name = ITA_achille_starace
	portraits = {
		army = {
			small = GFX_portrait_ITA_achille_starace_small
		}
	}
	advisor = {
		slot = high_command
		idea_token = ITA_achille_starace
		ledger = army
		allowed = {
			ITA_is_italian_tag = yes
		}
		available = {
			OR = {
				has_government = fascism neutrality
			}
			NOT = {
				has_completed_focus = ITA_disband_the_blackshirts
			}
			has_completed_focus = ITA_army_leaders
		}
		traits = {
			army_logistics_1
		}
		cost = 50
		ai_will_do = {
			base = 1.0
		}
	}
}