Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Unit Template
Component: PRE_GAR_01
Source: game
File: common/units/names_divisions/PRE_names_divisions.txt

Code:
PRE_GAR_01 = {
	name = Garrison Divisions
	for_countries = {
		PRE
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %d. Heimatschutz-Division
	ordered = {
		52 = {
			%d. Heimatschutz-Division
		}
		201 = {
			%d. Heimatschutz-Division
		}
		203 = {
			%d. Heimatschutz-Division
		}
		207 = {
			%d. Heimatschutz-Division
		}
		213 = {
			%d. Heimatschutz-Division
		}
		141 = {
			%d. Reserve-Division
		}
		221 = {
			%d. Heimatschutz-Division
		}
		281 = {
			%d. Heimatschutz-Division
		}
		285 = {
			%d. Heimatschutz-Division
		}
		147 = {
			%d. Reserve-Division
		}
		286 = {
			%d. Heimatschutz-Division
		}
		325 = {
			%d. Heimatschutz-Division
		}
		400 = {
			%d. Feldersatz-Division
		}
		390 = {
			%d. Heimatschutz-Division
		}
		391 = {
			%d. Heimatschutz-Division
		}
		148 = {
			%d. Reserve-Division
		}
		403 = {
			%d. Heimatschutz-Division
		}
		444 = {
			%d. Heimatschutz-Division
		}
		151 = {
			%d. Reserve-Division
		}
		454 = {
			%d. Heimatschutz-Division
		}
		41 = {
			%d. Feldausbildungs-Division
		}
		717 = {
			%d. Heimatschutz-Division
		}
		133 = {
			%d. Feldausbildungs-Division
		}
		718 = {
			%d. Heimatschutz-Division
		}
		153 = {
			%d. Reserve-Division
		}
		719 = {
			%d. Heimatschutz-Division
		}
		402 = {
			%d. Ausbildungs-Division
		}
		720 = {
			%d. Heimatschutz-Division
		}
		721 = {
			%d. Heimatschutz-Division
		}
		154 = {
			%d. Reserve-Division
		}
		726 = {
			%d. Heimatschutz-Division
		}
		157 = {
			%d. Reserve-Division
		}
		727 = {
			%d. Heimatschutz-Division
		}
		158 = {
			%d. Reserve-Division
		}
		159 = {
			%d. Reserve-Division
		}
		856 = {
			%d. Heimatschutz-Division
		}
		859 = {
			%d. Heimatschutz-Division
		}
		160 = {
			%d. Reserve-Division
		}
		877 = {
			%d. Heimatschutz-Division
		}
		735 = {
			%d. Heimatschutz-Division
		}
		165 = {
			%d. Reserve-Division
		}
		812 = {
			%d. Heimatschutz-Division
		}
		895 = {
			%d. Heimatschutz-Division
		}
		166 = {
			%d. Reserve-Division
		}
		742 = {
			%d. Heimatschutz-Division
		}
		171 = {
			%d. Reserve-Division
		}
		785 = {
			%d. Heimatschutz-Division
		}
		172 = {
			%d. Reserve-Division
		}
		173 = {
			%d. Reserve-Division
		}
		182 = {
			%d. Reserve-Division
		}
		188 = {
			%d. Reserve-Gebirgs-Division
		}
		730 = {
			%d. Heimatschutz-Division
		}
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_R56_a_collection_of_states
Constructs: prerequisite, completion_reward, has_country_leader
Source: game
File: common/national_focus/r56_brazil.txt

Code:
focus = {
	id = BRA_R56_a_collection_of_states
	icon = GFX_goal_generic_freedom
	prerequisite = {
		focus = BRA_R56_strengthen_local_governments
	}
	mutually_exclusive = {
		focus = BRA_R56_the_brazilian_action
	}
	available = {
		has_country_leader = {
			character = BRA_getulio_vargas
			ruling_only = yes
		}
	}
	relative_position_id = BRA_R56_strengthen_local_governments
	x = -1
	y = 1
	ai_will_do = {
		factor = 25
	}
	cost = 5
	bypass = {
		NOT = {
			has_country_leader = {
				character = BRA_getulio_vargas
				ruling_only = yes
			}
		}
	}
	completion_reward = {
		country_event = {
			days = 1
			id = bra.16
		}
	}
}
### Entity: AI Strategy
Component: ai_focus_military_equipment_BEL
Source: game
File: common/ai_focuses/BEL.txt

Code:
ai_focus_military_equipment_BEL = {
	research = {
		infantry_weapons = 50.0
		infantry_tech = 15.0
		artillery = 8.0
		support_tech = 6.5
	}
}
### Entity: Order of Battle
Component: 8. SS-Sturmbrigade
Constructs: division_template
Source: game
File: history/units/GER_German_Civil_War_fascist.txt

Code:
division = {
	name = 8. SS-Sturmbrigade
	location = 11529
	division_template = SS-Sturmbrigade
}
### Entity: Character
Component: ETH_amha_selassie
Source: game
File: common/characters/ETH.txt

Code:
ETH_amha_selassie = {
	name = ETH_amha_selassie
	portraits = {
		civilian = {
			large = GFX_portrait_ETH_amha_selassie
		}
	}
}
### Entity: Idea
Component: bra_rural_elite_2
Constructs: stability_factor, political_power_gain, industrial_capacity_factory, production_speed_buildings_factor
Source: game
File: common/ideas/r56_brazil.txt

Code:
bra_rural_elite_2 = {
	name = bra_rural_elite
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = no
	}
	picture = BRA_campinas
	modifier = {
		stability_factor = -0.075
		industrial_capacity_dockyard = -0.075
		industrial_capacity_factory = -0.075
		production_speed_buildings_factor = -0.075
		political_power_gain = 0.1
		consumer_goods_factor = 0.15
	}
}
### Entity: Effect Reference
Construct: random_subject_country
Constructs: limit, random_subject_country
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## random_subject_country

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Executes child effects on random subject country that fulfills the limit.
```
### Entity: Character
Component: BAN_pot
Source: game
File: common/characters/BAN.txt

Code:
BAN_pot = {
	advisor = {
		slot = political_advisor
		idea_token = BAN_pot
		allowed = {
			original_tag = BAN
		}
		traits = {
			prince_of_terror
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_asia_2
		}
	}
}
### Entity: State History
Component: 651
Constructs: add_core_of
Source: game
File: history/states/651-Sov state 5.txt

Code:
state = {
	id = 651
	name = STATE_651
	manpower = 2552075
	state_category = city
	history = {
		owner = SOV
		buildings = {
			infrastructure = 3
			industrial_complex = 1
		}
		victory_points = {
			1278 5
		} {
			4354 1
		}
		add_core_of = SOV BSK
	}
	provinces = {
		273 291 1258 1278 1305 3289 4283 4354 6246 6285 7237 7300 7416 7431 7444 9349 10226 10142 12117 12130 12172
	}
	local_supplies = 0.0
}
### Entity: AI Strategy
Component: CHL_historical_plan_r56
Constructs: has_government, has_country_flag, has_dlc, is_historical_focus_on, has_game_rule
Source: game
File: common/ai_strategy_plans/CHL_r56_historical_strategy_plan.txt

Code:
CHL_historical_plan_r56 = {
	name = CHL: Chile Historical AI Plan
	desc = Historical behaviour for Chile.
	allowed = {
		original_tag = CHL
		NOT = {
			has_dlc = Trial of Allegiance
		}
	}
	enable = {
		OR = {
			AND = {
				is_historical_focus_on = yes
				has_game_rule = {
					rule = CHL_ai_behavior
					option = DEFAULT
				}
			}
			has_country_flag = CHL_AI_RANDOM_DEMOCRATIC_HISTORICAL
			has_game_rule = {
				rule = CHL_ai_behavior
				option = DEMOCRATIC_HISTORICAL
			}
		}
	}
	abort = {
		OR = {
			has_government = fascism communism
		}
	}
	ai_national_focuses = {
		CHL_supress_the_nacistas CHL_the_popular_front CHL_trade_deals CHL_liberalism_over_socialism CHL_military_research_institute CHL_reform_the_army CHL_infantry_focus CHL_restore_the_navy CHL_surface_fleet_focus CHL_expand_talcahuano CHL_expand_magallanes_valparasio CHL_andean_warfare CHL_artillery_f CHL_support CHL_doctrine CHL_isi_idea CHL_establish_corfo CHL_public_works CHL_cap_steel CHL_mining_technologies CHL_invest_further_in_electronics CHL_universities CHL_famae CHL_expand_our_arsenal CHL_expand_private_sector CHL_establish_the_airforce CHL_cas_focus CHL_fighter CHL_air_doctrine CHL_destroyer_focus CHL_cruiser_focus CHL_naval_doctrine CHL_marines_focus CHL_reestablish_the_republican_guard CHL_preemptive_measures CHL_heavy_fighter_focus CHL_paratroopers
	}
	focus_factors = {
		CHL_consolidate_the_government = 0
		CHL_the_popular_front = 500
		CHL_supress_the_nacistas = 500
		CHL_the_spread_of_fascism = 0
		CHL_a_truly_radical_party = 0
	}
	traits = {
		democratic_reformer = 10
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_indonesian_naval_doctrine
Constructs: prerequisite, completion_reward, add_timed_idea
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_indonesian_naval_doctrine
	icon = GFX_goal_generic_navy_doctrines_tactics
	available = {

	}
	prerequisite = {
		focus = INS_divert_army_funds_to_navy
	}
	x = 2
	y = 2
	relative_position_id = INS_just_a_fisherman
	cost = 5
	ai_will_do = {
		base = 7
	}
	search_filters = {
		FOCUS_FILTER_NAVY_XP
	}
	completion_reward = {
		navy_experience = 50
		add_timed_idea = {
			idea = INS_establishing_naval_doctrine
			days = 365
		}
	}
}
### Entity: Idea
Component: EAI_DD_16/infantry_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_16/infantry_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		infantry_equipment = {
			build_cost_ic = -0.4
			instant = yes
		}
	}
}
### Entity: Faction
Component: faction_template_european_dominance_monarchist
Constructs: has_government, is_on_continent, change_leader_rule_manpower
Source: game
File: common/factions/templates/generic_factions.txt

Code:
faction_template_european_dominance_monarchist = {
	name = european_dominance_faction
	manifest = faction_manifest_european_dominance
	can_leader_join_other_factions = yes
	icon = GFX_faction_logo_generic_7
	visible = {
		capital_scope = {
			is_on_continent = europe
		}
		has_government = neutrality
	}
	goals = {
		faction_goal_control_ploiesti_oil_fields faction_goal_defeat_of_communism
	}
	default_rules = {
		joining_rule_neighbors_only faction_peace_take_claimed_focus change_leader_rule_manpower
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_infantry_weapons
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_infantry_weapons
	icon = GFX_goal_generic_small_arms
	text = GRE_infantry_weapons
	prerequisite = {
		focus = GRE_new_plans
	}
	x = 0
	y = 2
	relative_position_id = GRE_army_reform
	cost = 10
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_ideas = GRE_infantry_weapons
		custom_effect_tooltip = available_materiel_manufacturer
		show_ideas_tooltip = pyrkal
	}
}
### Entity: Event
Component: BBA_italy_missiolinis.11
Constructs: is_triggered_only, ai_chance, fire_only_once, has_global_flag
Source: game
File: events/BBA_Italy.txt

Code:
unit_leader_event = {
	id = BBA_italy_missiolinis.11
	title = BBA_italy_missiolinis.11.t
	desc = BBA_italy_missiolinis.11.desc
	picture = GFX_report_event_generic_mussolini
	is_triggered_only = yes
	trigger = {
		ITA_missiolinis_system_available = yes
	} {
		ITA_missiolinis_cd_ready = yes
		has_global_flag = second_italo_ethiopian_war_flag
	}
	fire_only_once = yes
	immediate = {
		hidden_effect = {
			ITA_missiolinis_initialize_new_mission_effect = yes
		}
	}
	option = {
		name = BBA_italy_missiolinis.11.a
		ai_chance = {
			base = 10
		}
		activate_mission = ITA_missiolini_conquer_ethiopia
	}
}
### Entity: Idea
Component: SWE_rapid_mobilization_idea
Constructs: mobilization_speed
Source: game
File: common/ideas/sweden.txt

Code:
SWE_rapid_mobilization_idea = {
	picture = chi_army_corruption3
	allowed = {
		tag = SWE
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		mobilization_speed = 0.3
		training_time_factor = -0.2
	}
}
### Entity: Idea
Component: ETH_bofors
Constructs: has_completed_focus, limit, has_war_with, has_dlc, has_idea, has_opinion, research_bonus, equipment_bonus
Source: game
File: common/ideas/ethiopia.txt

Code:
ETH_bofors = {
	picture = generic_artillery_manufacturer_1
	allowed = {
		original_tag = ETH
		has_dlc = By Blood Alone
	}
	visible = {
		has_completed_focus = ETH_invite_foreign_industrialists
		IF = {
			limit = {
				NOT = {
					has_idea = ETH_bofors
				}
			}
			SWE = {
				has_opinion = {
					target = ETH
					value = > 75
				}
			}
		}
		ELSE = {
			NOT = {
				has_war_with = SWE
			}
		}
	}
	research_bonus = {
		artillery = 0.15
	}
	equipment_bonus = {
		artillery = {
			reliability = 0.2
		}
	}
	traits = {
		artillery_manufacturer
	}
	modifier = {

	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_placeholder_1
Constructs: has_completed_focus, prerequisite, has_war_with, completion_reward, add_ideology_drift_based_on_partner, set_country_flag
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_placeholder_1
	icon = GFX_focus_chi_mission_to_germany
	prerequisite = {
		focus = AFG_biding_our_time
	}
	x = -1
	y = 2
	relative_position_id = AFG_biding_our_time
	cost = 10
	ai_will_do = {
		factor = 10
	}
	bypass = {
		OR = {
			GER = {
				exists = no
			}
			has_war_with = GER
		}
	}
	available = {
		OR = {
			NOT = {
				has_completed_focus = AFG_seek_british_investment
			}
			has_completed_focus = AFG_expel_allied_nationals
		}
		GER = {
			exists = yes
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		GER = {
			country_event = {
				id = AFG_political_events.20
				hours = 1
			}
		} {

		} {
			AFG = {
				custom_effect_tooltip = AFG_foreign_influence_tt
			}
		}
		custom_effect_tooltip = if_they_accept_tt
		event_option_tooltip = AFG_political_events.21.a
		hidden_effect = {
			GER = {
				add_ideology_drift_based_on_partner = yes
				set_country_flag = AFG_requested_our_aid
			}
		}
	}
}
### Entity: Character
Component: FIN_valio_porvari
Source: game
File: common/characters/FIN.txt

Code:
FIN_valio_porvari = {
	name = FIN_valio_porvari
	portraits = {
		army = {
			small = GFX_portrait_FIN_valio_porvari_small
		}
	}
	advisor = {
		slot = high_command
		idea_token = FIN_valio_porvari
		ledger = air
		allowed = {
			original_tag = FIN
		}
		traits = {
			air_air_superiority_2
		}
		cost = 100
		ai_will_do = {
			base = 1.0
		}
	}
}
### Entity: Joint Focus
Component: INSHOL_marines
Constructs: prerequisite, limit, joint_focus, is_subject_of, add_tech_bonus
Source: game
File: common/national_focus/indonesia_joint.txt

Code:
joint_focus = {
	id = INSHOL_marines
	icon = GFX_goal_generic_amphibious_assault
	text_icon = INSHOL_INS_focus_style
	available = {
		original_tag = INS
		is_subject_of = HOL
	}
	prerequisite = {
		focus = INSHOL_east_indies_navy
	}
	mutually_exclusive = {

	}
	x = 1
	y = 1
	relative_position_id = INSHOL_east_indies_navy
	cost = 5
	search_filters = {

	}
	completion_reward_joint_originator = {
		if = {
			limit = {
				original_tag = INS
			}
			add_tech_bonus = {
				bonus = 1.0
				uses = 1
				category = marine_tech
				name = INSHOL_marines
			}
		}
		else_if = {
			limit = {
				original_tag = HOL
				INS = {
					is_subject_of = HOL
				}
			}
		}
	}
	completion_reward_joint_member = {
		if = {
			limit = {
				original_tag = INS
			}
			add_tech_bonus = {
				bonus = 1.0
				uses = 1
				category = marine_tech
				name = INSHOL_marines
			}
		}
		else_if = {
			limit = {
				original_tag = HOL
				INS = {
					is_subject_of = HOL
				}
			}
		}
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_R56_reinstituite_the_technocratic_system
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_brazil.txt

Code:
focus = {
	id = BRA_R56_reinstituite_the_technocratic_system
	icon = GFX_focus_generic_the_giant_wakes
	prerequisite = {
		focus = BRA_R56_non_dvcor_dvco
	}
	relative_position_id = BRA_R56_non_dvcor_dvco
	x = 0
	y = 1
	cost = 5
	completion_reward = {
		swap_ideas = {
			remove_idea = bra_antropofagia_dem_1
			add_idea = bra_antropofagia_dem_2
		}
	}
}
### Entity: Event
Component: r56.soviet.9
Constructs: has_completed_focus, has_country_flag, fire_only_once, has_idea, swap_ideas, remove_idea, add_idea, add_manpower
Source: game
File: events/r56_Soviet.txt

Code:
country_event = {
	id = r56.soviet.9
	title = r56.soviet.9.t
	desc = r56.soviet.9.d
	picture = GFX_CZKE_great_depression_report
	fire_only_once = yes
	trigger = {
		original_tag = SOV
		date = > 1936.4.1
		has_idea = SOV_risk_of_disease
		NOT = {
			has_country_flag = SOV_disease_1 SOV_mass_immunizations_happened
			has_completed_focus = SOV_Mass_Immunizations
		}
	}
	option = {
		name = r56.soviet.9.a
		swap_ideas = {
			remove_idea = SOV_risk_of_disease
			add_idea = SOV_proliferation_of_disease
		}
		add_manpower = -10000
		set_country_flag = SOV_disease_1
	}
}
### Entity: Idea
Component: den_containement
Constructs: removal_cost, guarantee_cost
Source: game
File: common/ideas/r56_denmark.txt

Code:
den_containement = {
	removal_cost = -1
	picture = SPR_anti_fascist_crusade
	modifier = {
		generate_wargoal_tension = -0.2
		guarantee_cost = -0.5
		democratic_acceptance = 50
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_offer_autonomy_to_former_soviet_republics
Constructs: prerequisite, limit, every_country, has_country_flag, completion_reward, is_in_faction_with, random_days
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_offer_autonomy_to_former_soviet_republics
	icon = GFX_SOV_offer_autonomy_to_former_soviet_republics_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_consolidate_power
	}
	x = -4
	y = 1
	relative_position_id = SOV_consolidate_power
	mutually_exclusive = {
		focus = SOV_bringing_breakaways_back_to_the_fold
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		any_country = {
			has_country_flag = SOV_breakaway_country_flag
		}
	}
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		every_country = {
			limit = {
				has_country_flag = SOV_breakaway_country_flag
				NOT = {
					is_in_faction_with = ROOT
				}
			}
			country_event = {
				id = NSB_soviet_nationalist.002
				days = 3
				random_days = 3
			}
		}
	}
}
### Entity: Idea
Component: COG_parti_solidaire_africain_2
Constructs: research_speed_factor, stability_factor, removal_cost, communism_drift, conscription_factor
Source: game
File: common/ideas/congo.txt

Code:
COG_parti_solidaire_africain_2 = {
	name = COG_parti_solidaire_africain
	picture = ARG_social_welfare_fund_ns
	allowed = {
		original_tag = COG
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		communism_drift = 0.03
		stability_factor = 0.05
		political_power_factor = 0.05
		conscription_factor = 0.05
		research_speed_factor = 0.03
	}
}
### Entity: Character
Component: the_gentleman_president
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
the_gentleman_president = {
	random = no
	stability_factor = 0.05
	improve_relations_maintain_cost_factor = -0.5
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: XSM_han_youwen
Constructs: has_completed_focus
Source: game
File: common/characters/Warlords_China.txt

Code:
XSM_han_youwen = {
	name = XSM_han_youwen
	portraits = {
		army = {
			large = GFX_portrait_XSM_han_youwen
			small = GFX_portrait_XSM_han_youwen_small
		}
	}
	corps_commander = {
		attack_skill = 3
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 3
		skill = 3
		traits = {
			cavalry_leader
		}
		legacy_id = -1
		visible = {
			has_completed_focus = XSM_recruit_salar_officers
		}
	}
}
### Entity: Event
Component: germany.104
Constructs: is_triggered_only, ai_chance, limit, has_government, has_global_flag, clr_global_flag, random_other_country
Source: game
File: events/Germany.txt

Code:
country_event = {
	id = germany.104
	title = germany.104.t
	desc = {
		text = germany.104.d_Savoy
		trigger = {
			has_global_flag = ITA_claims_on_france_735
		}
	} {
		text = germany.104.d_Corsica
		trigger = {
			has_global_flag = ITA_claims_on_france_1
		}
	} {
		text = germany.104.d_Savoy_Corsica
		trigger = {
			has_global_flag = ITA_claims_on_france_735 ITA_claims_on_france_1
		}
	}
	picture = GFX_report_event_german_italian_pact
	is_triggered_only = yes
	option = {
		ai_chance = {
			base = 70
		}
		name = germany.104.a
		trigger = {
			has_global_flag = ITA_claims_on_france_735 ITA_claims_on_france_1
		}
		clr_global_flag = ITA_claims_on_france_1
		random_other_country = {
			limit = {
				original_tag = FRA
				has_government = fascism
			}
			country_event = france.27
		}
		ITA = {
			country_event = {
				id = italy.16
				hours = 2
			}
		}
	} {
		ai_chance = {
			base = 70
		}
		name = germany.104.b
		trigger = {
			NOT = {
				has_global_flag = ITA_claims_on_france_735
			}
			has_global_flag = ITA_claims_on_france_1
		}
		random_other_country = {
			limit = {
				original_tag = FRA
				has_government = fascism
			}
			country_event = france.27
		}
		ITA = {
			country_event = {
				id = italy.15
				hours = 2
			}
		}
	} {
		ai_chance = {
			base = 70
		}
		name = germany.104.c
		trigger = {
			has_global_flag = ITA_claims_on_france_735
			NOT = {
				has_global_flag = ITA_claims_on_france_1
			}
		}
		random_other_country = {
			limit = {
				original_tag = FRA
				has_government = fascism
			}
			country_event = france.27
		}
		ITA = {
			country_event = {
				id = italy.15
				hours = 2
			}
		}
	} {
		ai_chance = {
			base = 20
		}
		name = germany.104.e
		trigger = {
			has_global_flag = ITA_claims_on_france_735 ITA_claims_on_france_1
		}
		random_other_country = {
			limit = {
				original_tag = FRA
				has_government = fascism
			}
			country_event = france.27
		}
		ITA = {
			country_event = {
				id = italy.15
				hours = 2
			}
		}
	} {
		ai_chance = {
			base = 10
		}
		name = germany.104.f
		ITA = {
			country_event = {
				id = italy.14
				hours = 2
			}
		}
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_sentinel_tank_development
Constructs: prerequisite, limit, completion_reward, add_tech_bonus, has_dlc, add_mio_size, add_mio_funds_gain_factor, add_mio_research_bonus
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_sentinel_tank_development
	icon = GFX_goal_generic_army_tanks
	prerequisite = {
		focus = AST_new_south_wales_government_railways
	} {
		focus = AST_dingo_scout_car
	} {
		focus = AST_second_australian_imperial_force
	}
	relative_position_id = AST_new_south_wales_government_railways
	x = 1
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_tech_bonus = {
			name = AST_sentinel_tank_development
			bonus = 0.75
			ahead_reduction = 2
			uses = 1
			category = cat_medium_armor
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:AST_new_south_wales_government_railways_organization = {
				add_mio_size = 1
				add_mio_funds_gain_factor = 0.1
				add_mio_research_bonus = 0.05
			}
		}
		ELSE = {
			custom_effect_tooltip = available_designer
			show_ideas_tooltip = AST_new_south_wales_government_railways_organization
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
}
### Entity: State History
Component: 924
Constructs: add_core_of
Source: game
File: history/states/924-Troms.txt

Code:
state = {
	id = 924
	name = STATE_924
	manpower = 142100
	state_category = rural
	resources = {
		tungsten = 5
	}
	history = {
		victory_points = {
			11050 1
		}
		owner = NOR
		add_core_of = NOR SMI
		buildings = {
			infrastructure = 1
			air_base = 1
			11050 = {
				naval_base = 2
			}
		}
	}
	provinces = {
		44 91 3058 3082 6079 6107 6130 11050 11090
	}
	local_supplies = 0.0
}
### Entity: Idea
Component: POR_unifier_of_the_countryside
Constructs: stability_factor, has_government, removal_cost, fascism_drift
Source: game
File: common/ideas/r56_portugal.txt

Code:
POR_unifier_of_the_countryside = {
	picture = MEX_church_power_5
	allowed = {
		original_tag = POR
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	modifier = {
		stability_factor = 0.05
		war_stability_factor = 0.2
		fascism_drift = 0.01
	}
}
### Entity: Character
Component: AFG_generic_army_3
Constructs: has_character_flag
Source: game
File: common/characters/AFG.txt

Code:
AFG_generic_army_3 = {
	portraits = {
		army = {
			large = GFX_portrait_AFG_generic_land_3
			small = GFX_portrait_AFG_generic_land_3_small
		}
	}
	corps_commander = {
		traits = {

		}
		skill = 2
		attack_skill = 1
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 2
		legacy_id = -1
		visible = {
			has_character_flag = AFG_random_general_selected
		}
	}
}