Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: nor_focus
Component: NOR_a_prosperous_kingdom
Constructs: prerequisite, has_government, owns_state, completion_reward, add_political_power, has_civil_war, is_subject, is_subject_of
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_a_prosperous_kingdom
	icon = GFX_goal_NOR_coat_of_arms_golden
	prerequisite = {
		focus = NOR_traditions_worth_fighting_for
	}
	x = 0
	y = 1
	relative_position_id = NOR_traditions_worth_fighting_for
	cost = 10
	ai_will_do = {
		base = 50
	}
	available = {
		has_civil_war = no
		is_subject = no
		OR = {
			has_government = neutrality democratic
		}
		AND = {
			owns_state = 110 967 142 143 144 968 969 337
			OR = {
				owns_state = 100
				ICE = {
					owns_state = 100
					is_subject_of = ROOT
				}
			} {
				owns_state = 101
				ICE = {
					owns_state = 101
					is_subject_of = ROOT
				}
			}
			controls_state = 110 967 142 143 144 968 969 337
		}
		num_of_civilian_factories = > 11
		num_of_naval_factories = > 5
		has_army_manpower = {
			size = > 149999
		}
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = NOR_building_the_kingdom
			add_idea = NOR_preserving_the_kingdom
		}
		add_political_power = 100
		custom_effect_tooltip = available_political_advisor available_political_advisor NOR_gutta_paa_skauen_tt
		show_ideas_tooltip = NOR_haakon_steen_lie NOR_gunnar_soensteby
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MANPOWER
	}
}
### Entity: Idea
Component: EAI_DD_9/heavy_tank_destroyer_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_9/heavy_tank_destroyer_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		heavy_tank_destroyer_chassis = {
			build_cost_ic = -0.225
			instant = yes
		}
	}
}
### Entity: Event
Component: GOE_RAJ.48
Constructs: is_triggered_only, add_popularity
Source: game
File: events/GOE_Raj.txt

Code:
country_event = {
	id = GOE_RAJ.48
	title = GOE_RAJ.48.t
	desc = GOE_RAJ.48.desc
	picture = GFX_report_event_generic_bombers
	is_triggered_only = yes
	option = {
		name = GOE_RAJ.48.a
		add_popularity = {
			ideology = communism
			popularity = 0.06
		}
	}
}
### Entity: State History
Component: 666
Constructs: add_core_of
Source: game
File: history/states/666-Norrnorrland.txt

Code:
state = {
	id = 666
	name = STATE_666
	manpower = 100222
	state_category = rural
	resources = {
		tungsten = 44
		steel = 50
		chromium = 25
	}
	history = {
		owner = SWE
		add_core_of = SWE SMI
		victory_points = {
			9108 2
		} {
			3095 1
		} {
			11155 1
		} {
			9147 1
		}
		buildings = {
			infrastructure = 2
			industrial_complex = 1
			9108 = {
				naval_base = 2
			}
		}
	}
	provinces = {
		58 61 101 148 151 190 201 3054 3095 3104 3179 6055 6074 6125 6155 6165 6168 6170 6206 6208 9083 9108 9147 9178 9186 9226 11060 11073 11102 11155 11208 13119
	}
	local_supplies = 0.0
}
### Entity: Unit Template
Component: ITA_INF_01
Source: game
File: common/units/names_divisions/ITA_names_divisions.txt

Code:
ITA_INF_01 = {
	name = Infantry Division
	for_countries = {
		ITA
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %da Divisione di Fanteria
	ordered = {
		23 = {
			%da Divisione di Fanteria 'Ferrara'
		}
		3 = {
			%da Divisione di Fanteria 'Ravenna'
		}
		4 = {
			%da Divisione di Fanteria 'Livorno'
		}
		5 = {
			%da Divisione di Fanteria 'Cosseria'
		}
		6 = {
			%da Divisione di Fanteria 'Cuneo'
		}
		7 = {
			%da Divisione di Fanteria 'Lupi di Toscana'
		}
		11 = {
			%da Divisione di Fanteria 'Brennero'
		}
		12 = {
			%da Divisione di Fanteria 'Sassari'
		}
		13 = {
			%da Divisione di Fanteria 'Re'
		}
		14 = {
			%da Divisione di Fanteria 'Isonzo'
		}
		15 = {
			%da Divisione di Fanteria 'Bergamo'
		}
		16 = {
			%da Divisione di Fanteria 'Pistoia'
		}
		18 = {
			%da Divisione di Fanteria 'Messina'
		}
		19 = {
			%da Divisione di Fanteria 'Venezia'
		}
		20 = {
			%da Divisione di Fanteria 'Friuli'
		}
		21 = {
			%da Divisione di Fanteria 'Granatieri di Sardegna'
		}
		24 = {
			%da Divisione di Fanteria 'Pinerolo'
		}
		28 = {
			%da Divisione di Fanteria 'Aosta'
		}
		29 = {
			%da Divisione di Fanteria 'Piemonte'
		}
		31 = {
			%da Divisione di Fanteria 'Calabria'
		}
		58 = {
			%da Divisione di Fanteria 'Legnano'
		}
		26 = {
			%da Divisione di Fanteria 'Assietta'
		}
		30 = {
			%da Divisione di Fanteria 'Sabauda'
		}
		65 = {
			%da Divisione di Fanteria 'Granatieri di Savoia'
		}
		1 = {
			%da Divisione di Fanteria 'Superga'
		}
		2 = {
			%da Divisione di Fanteria 'Sforzesca'
		}
		22 = {
			%da Divisione di Fanteria 'Cacciatori delle Alpi'
		}
		32 = {
			%da Divisione di Fanteria 'Marche'
		}
		33 = {
			%da Divisione di Fanteria 'Acqui'
		}
		36 = {
			%da Divisione di Fanteria 'Forlì'
		}
		37 = {
			%da Divisione di Fanteria 'Modena'
		}
		38 = {
			%da Divisione di Fanteria 'Puglie'
		}
		41 = {
			%da Divisione di Fanteria 'Firenze'
		}
		44 = {
			%da Divisione di Fanteria 'Cremona'
		}
		47 = {
			%da Divisione di Fanteria 'Bari'
		}
		48 = {
			%da Divisione di Fanteria 'Taro'
		}
		49 = {
			%da Divisione di Fanteria 'Parma'
		}
		50 = {
			%da Divisione di Fanteria 'Regina'
		}
		51 = {
			%da Divisione di Fanteria 'Siena'
		}
		53 = {
			%da Divisione di Fanteria 'Arezzo'
		}
		54 = {
			%da Divisione di Fanteria 'Napoli'
		}
		56 = {
			%da Divisione di Fanteria 'Casale'
		}
		57 = 
# ... (truncated)
### Entity: Event
Component: SEA_china_democratic.1
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, has_government, fire_only_once, add_country_leader_role, set_politics
Source: game
File: events/SEA_Nat_China.txt

Code:
country_event = {
	id = SEA_china_democratic.1
	title = SEA_china_democratic.1.t
	desc = SEA_china_democratic.1.desc
	picture = GFX_report_event_china_politicians_captured
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_china_democratic.1.a
		trigger = {
			has_completed_focus = CHI_revive_the_chinese_action_committee
		}
		ai_chance = {
			base = 10
		}
		IF = {
			limit = {
				PRC = {
					NOT = {
						has_government = democratic
						has_completed_focus = PRC_peaceful_reunification
					}
				}
			}
			add_country_leader_role = {
				character = CHI_zhang_lan
				promote_leader = yes
				country_leader = {
					ideology = socialism
					expire = 1965.1.1.1
					traits = {
						JAP_democratic_socialist
					}
				}
			}
		}
		ELSE = {
			add_country_leader_role = {
				character = CHI_chen_mingshu
				promote_leader = yes
				country_leader = {
					ideology = socialism
					expire = 1965.1.1.1
					traits = {
						anti_soviet_socialist
					}
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		set_politics = {
			ruling_party = democratic
			elections_allowed = yes
			election_frequency = 48
		}
		hidden_effect = {
			custom_effect_tooltip = generic_skip_one_line_tt
			set_cosmetic_tag = CHI_national_liberation_democratic
		}
	} {
		name = SEA_china_democratic.1.b
		trigger = {
			has_completed_focus = CHI_invite_carsun_chang
		}
		ai_chance = {
			base = 10
		}
		promote_character = {
			character = CHI_carsun_chang
			ideology = socialism
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		set_politics = {
			ruling_party = democratic
			elections_allowed = yes
			election_frequency = 48
		}
		hidden_effect = {
			custom_effect_tooltip = generic_skip_one_line_tt
			set_cosmetic_tag = CHI_carsuns_republic_democratic
		}
	} {
		name = SEA_china_democratic.1.c
		trigger = {
			has_completed_focus = CHI_give_protection_of_civil_rights
		}
		ai_chance = {
			base = 10
		}
		add_country_leader_role = {
			character = CHI_soong_ching_ling
			promote_leader = yes
			country_leader = {
				ideology = socialism
				expire = 1965.1.1.1
				traits = {
					bridgebuilder
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		set_politics = {
			ruling_party = democratic
			elections_allowed = yes
			election_frequency = 48
		}
		hidden_effect = {
			custom_effect_tooltip = generic_skip_one_line_tt
			set
# ... (truncated)
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Template%3ACategory.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
&#160;&#160;Invert selection

Filters
Hide transclusions | Hide links | Hide redirects

The following pages link to Template:Category:

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)Template:Category (transclusion) ‎ (← links | edit)

Template:Category/doc (transclusion) ‎ (← links | edit)

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)
Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/Template:Category"
### Entity: National Focus
Tree: phi_focus
Component: PHI_aid_the_nationalist_cause
Constructs: has_completed_focus, add_equipment_to_stockpile, prerequisite, limit, add_ideas, has_government, has_war_with, add_opinion_modifier
Source: game
File: common/national_focus/r56_philippines.txt

Code:
focus = {
	id = PHI_aid_the_nationalist_cause
	icon = GFX_goal_generic_spanish_civil_war_soldier
	cost = 5
	prerequisite = {
		focus = PHI_may_2nd_uprising PHI_hukbalap_rebellion
	}
	relative_position_id = PHI_may_2nd_uprising
	x = -2
	y = 1
	ai_will_do = {
		factor = 50
	}
	available = {
		SPR_scw_in_progress = yes
		any_other_country = {
			original_tag = SPR
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	completion_reward = {
		add_manpower = -5000
		if = {
			limit = {
				has_completed_focus = PHI_may_2nd_uprising
			}
			set_rule = {
				can_send_volunteers = yes
			}
			add_ideas = PHI_volunteers_in_the_war_nationalist
			random_other_country = {
				limit = {
					original_tag = SPR
					OR = {
						has_government = fascism neutrality
					}
				}
				add_opinion_modifier = {
					target = ROOT
					modifier = ita_supported_spain_civil_war
				}
				add_equipment_to_stockpile = {
					type = infantry_equipment
					amount = 500
					producer = ROOT
				}
			}
		}
		else = {
			set_rule = {
				can_send_volunteers = yes
			}
			add_ideas = PHI_volunteers_in_the_war_republican
			random_other_country = {
				limit = {
					original_tag = SPR
					OR = {
						has_government = democratic communism
					}
				}
				add_opinion_modifier = {
					target = ROOT
					modifier = ita_supported_spain_civil_war
				}
				add_equipment_to_stockpile = {
					type = infantry_equipment
					amount = 500
					producer = ROOT
				}
			}
		}
	}
}
### Entity: Joint Focus
Component: INSHOL_mass_mobilization
Constructs: prerequisite, limit, joint_focus, add_war_support, has_country_flag, add_stability, completion_reward, has_event_target
Source: game
File: common/national_focus/indonesia_joint.txt

Code:
joint_focus = {
	id = INSHOL_mass_mobilization
	icon = GFX_focus_SOV_mobilization_plan
	text_icon = INSHOL_HOL_focus_style
	available = {
		tag = HOL
		custom_trigger_tooltip = {
			tooltip = INSHOL_revolution_ongoing_tt
			INS = {
				has_country_flag = {
					flag = INS_revolution_has_started
				}
			}
		}
	}
	prerequisite = {
		focus = INSHOL_reasserting_control
	}
	mutually_exclusive = {

	}
	x = 0
	y = 1
	relative_position_id = INSHOL_reasserting_control
	cost = 5
	ai_will_do = {
		base = 1
		modifier = {
			add = 2
			date = > 1940.1.1
		}
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {

	}
	completion_reward_joint_originator = {
		if = {
			limit = {
				original_tag = INS
			}
			add_stability = -0.05
		}
		else_if = {
			limit = {
				original_tag = HOL
			}
			indonesia_increase_escalation_1_effect = yes
			add_war_support = 0.1
			if = {
				limit = {
					has_event_target = INS_dutch_indonesia
				}
				event_target:INS_dutch_indonesia = {
					upgrade_economy_law = yes
				}
			}
		}
	}
	completion_reward_joint_member = {
		if = {
			limit = {
				original_tag = INS
			}
			add_stability = -0.05
		}
		else_if = {
			limit = {
				original_tag = HOL
			}
			indonesia_increase_escalation_1_effect = yes
			add_war_support = 0.1
			if = {
				limit = {
					has_event_target = INS_dutch_indonesia
				}
				event_target:INS_dutch_indonesia = {
					upgrade_economy_law = yes
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: ai_focus_naval_air_BEL
Source: game
File: common/ai_focuses/BEL.txt

Code:
ai_focus_naval_air_BEL = {
	research = {
		naval_air = 4.0
		naval_bomber = 3.0
	}
}
### Entity: Event
Component: BBA_ethiopia_imperial_events.3
Constructs: is_triggered_only, ai_chance
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_imperial_events.3
	title = BBA_ethiopia_imperial_events.3.t
	desc = BBA_ethiopia_imperial_events.3.desc
	is_triggered_only = yes
	picture = GFX_report_event_generic_sign_treaty1
	option = {
		name = BBA_ethiopia_imperial_events.3.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_expand_the_levy
Constructs: division_template, prerequisite, has_war, limit, completion_reward, set_division_template_cap, add_units_to_division_template, has_tech
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_expand_the_levy
	icon = GFX_focus_ETH_expand_the_levy
	prerequisite = {
		focus = ETH_regional_training_centers
	}
	x = 1
	y = 1
	relative_position_id = ETH_regional_training_centers
	cost = 10
	available = {

	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 1.25
			has_war = yes
		}
	}
	search_filters = {

	}
	completion_reward = {
		custom_effect_tooltip = ETH_expand_the_levy_tt
		hidden_effect = {
			set_division_template_cap = {
				division_template = Chitet Sefari
				division_cap = 48
			}
			add_units_to_division_template = {
				template_name = Chitet Sefari
				regiments = {
					irregular_infantry = 2 2 2
				}
			}
			IF = {
				limit = {
					has_tech = tech_engineers
				}
				add_units_to_division_template = {
					template_name = Chitet Sefari
					support = {
						engineer = 0
					}
				}
			} {
				limit = {
					has_tech = tech_military_police
				}
				add_units_to_division_template = {
					template_name = Chitet Sefari
					support = {
						military_police = 0
					}
				}
			} {
				limit = {
					has_tech = tech_field_hospital
				}
				add_units_to_division_template = {
					template_name = Chitet Sefari
					support = {
						field_hospital = 0
					}
				}
			}
		}
	}
}
### Entity: State History
Component: 205
Constructs: add_core_of
Source: game
File: history/states/205-Hrodna.txt

Code:
state = {
	id = 205
	name = STATE_205
	manpower = 1121004
	state_category = town
	history = {
		owner = SOV
		buildings = {
			infrastructure = 3
		}
		add_core_of = SOV
		victory_points = {
			382 1
		}
	}
	provinces = {
		246 274 352 382 3263 3308 3345 3377 6252 6365 9261 9301 11235 11284 11300 11369
	}
	local_supplies = 10.0
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_dismantle_the_zemsky_sobor
Constructs: prerequisite, limit, add_ideas, remove_ideas, add_stability, completion_reward, set_temp_variable, retire_character
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_dismantle_the_zemsky_sobor
	icon = GFX_SOV_dismantle_the_zemsky_sobor_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_reconvene_the_zemsky_sobor
	}
	mutually_exclusive = {
		focus = SOV_romanov_reconstruction
	}
	x = 5
	y = 1
	relative_position_id = SOV_reconvene_the_zemsky_sobor
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		hidden_effect = {
			set_temp_variable = {
				var = dismantle_the_zemsky_sobor_var
				value = party_popularity@fascism
			}
			subtract_from_temp_variable = {
				var = dismantle_the_zemsky_sobor_var
				value = 1
			}
			multiply_temp_variable = {
				var = dismantle_the_zemsky_sobor_var
				value = 0.5
			}
		}
		custom_effect_tooltip = SOV_dismantle_the_zemsky_sobor_tt
		add_stability = dismantle_the_zemsky_sobor_var
		retire_character = SOV_tsar_vladimir_kirillovich
		add_ideas = SOV_tsar_vladimir_i SOV_national_brotherhood_idea
		set_politics = {
			ruling_party = fascism
			elections_allowed = yes
		}
		add_popularity = {
			ideology = fascism
			popularity = 0.15
		}
		promote_character = SOV_konstantin_rodzayevsky
		news_event = {
			id = nsb_news.401
			hours = 12
		}
		IF = {
			limit = {
				has_idea = SOV_uncertain_counter_revolution_idea
			}
			remove_ideas = SOV_uncertain_counter_revolution_idea
		}
	}
}
### Entity: State History
Component: 235
Constructs: add_core_of
Source: game
File: history/states/235-Stravropol.txt

Code:
state = {
	id = 235
	name = STATE_235
	manpower = 1316516
	state_category = rural
	resources = {
		chromium = 14
	}
	history = {
		owner = SOV
		buildings = {
			infrastructure = 2
			air_base = 2
		}
		add_core_of = SOV
		victory_points = {
			11696 3
		}
	}
	provinces = {
		714 731 748 3748 6702 6718 6733 6750 6753 9688 9705 9707 9726 9742 11633 11661 11678 11690 11693 11694 11696
	}
	local_supplies = 0.0
}
### Entity: Event
Component: liechtenstein.28
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/Liechtenstein.txt

Code:
country_event = {
	id = liechtenstein.28
	picture = GFX_report_event_generic_communist_congress
	title = liechtenstein.28.t
	desc = liechtenstein.28.d
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = liechtenstein.28.a
	}
}
### Entity: AI Strategy
Component: EAI_SOV_timoshenko_over_scientist
Constructs: is_historical_focus_on, has_political_power, has_character, is_hired_as_advisor, is_advisor, has_character_flag
Source: game
File: common/ai_strategy/SOV_EAI.txt

Code:
EAI_SOV_timoshenko_over_scientist = {
	allowed = {
		tag = SOV
	}
	enable = {
		is_historical_focus_on = yes
		has_political_power = < 300
		has_character = SOV_semyon_timoshenko
		SOV_semyon_timoshenko = {
			is_hired_as_advisor = no
			is_advisor = yes
			NOT = {
				has_character_flag = SOV_exiled_flag SOV_character_purged_flag
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = recruit_scientist
		id = specialization_nuclear
		value = -500
	} {
		type = recruit_scientist
		id = specialization_air
		value = -500
	} {
		type = recruit_scientist
		id = specialization_naval
		value = -500
	} {
		type = recruit_scientist
		id = specialization_land
		value = -500
	}
}
### Entity: State History
Component: 758
Constructs: add_core_of
Source: game
File: history/states/758-Ngari.txt

Code:
state = {
	id = 758
	name = STATE_758
	provinces = {
		1961 5094 8029 10802 12784 12801
	}
	manpower = 1000000
	buildings_max_level_factor = 1.0
	state_category = pastoral
	history = {
		owner = TIB
		buildings = {
			infrastructure = 1
		}
		add_core_of = TIB
	}
	local_supplies = 0.0
}
### Entity: Event
Component: stability.39
Constructs: is_triggered_only, add_stability, clr_country_flag
Source: game
File: events/stability_events.txt

Code:
country_event = {
	id = stability.39
	title = stability.39.t
	desc = stability.39.desc
	picture = GFX_report_event_generic_riot
	is_triggered_only = yes
	option = {
		name = stability.39.a
		add_stability = -0.1
		clr_country_flag = crisis_solution_in_progress
	}
}
### Entity: Idea
Component: WAF_aziz_sulejmani
Source: game
File: common/ideas/catism.txt

Code:
WAF_aziz_sulejmani = {
	allowed = {
		original_tag = WAF
	}
	traits = {
		air_chief_reform_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: AI Strategy
Component: ITA_naval_invasion_support
Source: game
File: common/ai_navy/goals/goals_ITA.txt

Code:
ITA_naval_invasion_support = {
	objective_type = naval_invasion_support
	available_for = {
		ITA
	}
	min_priority = 5
	max_priority = 15
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_tsr_legacy_of_the_hongxian_emperor
Constructs: prerequisite, add_ideas, completion_reward, is_subject, cancel_if_invalid, complete_tooltip
Source: game
File: common/national_focus/china_nationalist_warlord_TSR.txt

Code:
focus = {
	id = CHI_tsr_legacy_of_the_hongxian_emperor
	icon = GFX_focus_generic_monarchist_sentiment
	x = -2
	y = 1
	relative_position_id = CHI_tsr_form_a_preparatory_committee
	prerequisite = {
		focus = CHI_tsr_form_a_preparatory_committee
	}
	cost = 10
	ai_will_do = {
		factor = 4
	}
	available = {
		is_subject = no
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	complete_tooltip = {

	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_ideas = CHI_tsr_a_new_empire_idea
	}
}
### Entity: Character
Component: PER_ahmad_amir_ahmadi
Source: game
File: common/characters/PER.txt

Code:
PER_ahmad_amir_ahmadi = {
	name = PER_ahmad_amir_ahmadi
	portraits = {
		army = {
			large = GFX_portrait_PER_ahmad_amir_ahmadi
			small = GFX_portrait_PER_ahmad_amir_ahmadi_small
		}
	}
	corps_commander = {
		traits = {
			harsh_leader
		}
		skill = 3
		attack_skill = 3
		defense_skill = 2
		planning_skill = 1
		logistics_skill = 2
		legacy_id = -1
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = PER_ahmad_amir_ahmadi
		ledger = army
		allowed = {
			original_tag = PER
		}
		traits = {
			military_theorist
		}
	}
}
### Entity: Idea
Component: den_german_funding
Constructs: war_support_factor, has_government, removal_cost
Source: game
File: common/ideas/r56_denmark.txt

Code:
den_german_funding = {
	picture = hol_caved_to_the_germans
	removal_cost = -1
	available = {
		NOT = {
			has_government = communism neutrality
		}
	}
	modifier = {
		war_support_factor = -0.1
	}
	targeted_modifier = {
		tag = GER
		attack_bonus_against = -0.2
		defense_bonus_against = -0.15
	}
}
### Entity: Event
Component: wuw_GER_legions.1
Constructs: is_triggered_only, ai_chance, division_template, limit, fire_only_once, add_political_power, every_possible_country, has_character
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_legions.1
	title = wuw_GER_legions.1.t
	desc = wuw_GER_legions.1.desc
	picture = GFX_report_event_german_volunteers
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = wuw_GER_legions.1.a
		ai_chance = {
			base = 100
		}
		custom_effect_tooltip = GER_shalva_maglakelidze_and_giorgi_kvinitadze_join generic_skip_one_line_tt GER_georgian_legion_recruitment_tt
		hidden_effect = {
			every_possible_country = {
				limit = {
					has_character = GEO_giorgi_kvinitadze
				}
				set_nationality = {
					target_country = ROOT
					character = GEO_giorgi_kvinitadze
				}
			} {
				limit = {
					has_character = GEO_shalva_maglakelidze
				}
				set_nationality = {
					target_country = ROOT
					character = GEO_shalva_maglakelidze
				}
			}
		} {
			delete_unit_template_and_units = {
				division_template = Georgische Legion
				disband = yes
			}
			division_template = {
				name = Georgische Legion
				division_names_group = GER_INF_01
				template_counter = 48
				regiments = {
					infantry = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 0
						y = 2
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					} {
						x = 1
						y = 2
					}
					artillery_brigade = {
						x = 2
						y = 0
					}
				}
				support = {
					engineer = {
						x = 0
						y = 0
					}
					artillery = {
						x = 0
						y = 1
					}
				}
			}
			random_state = {
				limit = {
					is_fully_controlled_by = ROOT
					is_owned_by = ROOT
					is_core_of = ROOT
				}
				create_unit = {
					division = name = "Georgische Legion 'Tbilisi'" division_template = "Georgische Legion" start_experience_factor = 0.3 start_equipment_factor = 0.9
					owner = ROOT
				} {
					division = name = "Georgische Legion 'Poti'" division_template = "Georgische Legion" start_experience_factor = 0.3 start_equipment_factor = 0.9
					owner = ROOT
				}
			}
		}
		add_manpower = 5000
	} {
		name = wuw_GER_legions.1.b
		ai_chance = {
			base = 0
		}
		add_political_power = 25
	}
}