Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Special Project
Component: sp_air_generic_reward_test_failure_2
Constructs: limit, fire_only_once, has_project_flag, add_project_progress_ratio, set_project_flag, has_scientist_level, add_scientist_xp
Source: game
File: common/special_projects/prototype_rewards/generic_air_prototype_rewards.txt

Code:
sp_air_generic_reward_test_failure_2 = {
	fire_only_once = yes
	threshold = {
		min = 30
		max = 100
	}
	weight = {
		base = @base_reward_weight
		modifier = {
			factor = @reward_weight_factor_theme
			has_project_flag = sp_air_generic_reward_test_failure_flag
		}
	}
	option = {
		token = sp_air_generic_reward_option_test_failure
		iteration_output = {
			country_effects = {
				FROM = {
					add_project_progress_ratio = constant:sp_progress.loss.medium
					set_project_flag = sp_air_generic_reward_test_failure_flag
				}
			}
			scientist_effects = {
				if = {
					limit = {
						has_scientist_level = {
							level = < 5
							specialization = specialization_air
						}
					}
					add_scientist_xp = {
						experience = constant:sp_scientist_xp_gain.low
						specialization = specialization_air
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: nic_focus
Component: NIC_begin_forcibly_annexing_nicaraguan_german_land
Constructs: prerequisite, has_war_with, completion_reward, add_building_construction, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/Nicaragua.txt

Code:
focus = {
	id = NIC_begin_forcibly_annexing_nicaraguan_german_land
	icon = GFX_goal_generic_land_seizure
	prerequisite = {
		focus = NIC_support_of_the_psn NIC_lend_lease_for_docking_rights
	}
	available = {
		has_war_with = GER
	}
	x = -2
	y = 4
	relative_position_id = NIC_nicaraguan_diplomacy
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		317 = {
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			} {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
			add_extra_state_shared_building_slots = 3
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Event
Component: bftb_turkey.91
Constructs: is_triggered_only, fire_only_once, create_wargoal, puppet_wargoal_focus
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.91
	title = bftb_turkey.91.t
	desc = bftb_turkey.91.desc
	picture = GFX_report_event_tur_turkish_soldiers
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = bftb_turkey.91.a
		create_wargoal = {
			type = puppet_wargoal_focus
			target = BUL
		}
	}
}
### Entity: National Focus
Tree: rom_focus
Component: ROM_local_development
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/romania.txt

Code:
focus = {
	id = ROM_local_development
	icon = GFX_goal_generic_air_production
	prerequisite = {
		focus = ROM_expand_the_air_force
	}
	mutually_exclusive = {
		focus = ROM_acquire_licenses
	}
	x = 2
	y = 2
	relative_position_id = ROM_expand_the_air_force
	cost = 10
	ai_will_do = {
		factor = 9
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_ideas = ROM_local_development
	}
}
### Entity: Idea
Component: AST_R56_ran_torped_factory_designer_tfv
Constructs: research_bonus
Source: game
File: common/ideas/r56_australia.txt

Code:
AST_R56_ran_torped_factory_designer_tfv = {
	name = AST_R56_ran_torped_factory_designer
	picture = generic_naval_manufacturer_2
	allowed = {
		original_tag = AST
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		naval_aircraft_manufacturer
	}
}
### Entity: Character
Component: FIN_aimo_aaltonen
Constructs: has_completed_focus, has_dlc, is_country_leader
Source: game
File: common/characters/FIN.txt

Code:
FIN_aimo_aaltonen = {
	instance = {
		allowed = {
			has_dlc = Arms Against Tyranny La Resistance
		}
		name = FIN_aimo_aaltonen
		portraits = {
			civilian = {
				large = GFX_portrait_FIN_aimo_aaltonen
				small = GFX_portrait_FIN_aimo_aaltonen_small
			}
		}
		country_leader = {
			ideology = marxism
			expire = 1965.1.1.1
			id = -1
			traits = {
				committed_anti_fascist personal_agenda_aaltonen
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = FIN_aimo_aaltonen
			allowed = {
				original_tag = FIN
			}
			available = {
				is_country_leader = no
				has_completed_focus = FIN_approach_the_soviets
			}
			cost = 70
			traits = {
				editor
			}
		}
	} {
		allowed = {
			has_dlc = Arms Against Tyranny
			NOT = {
				has_dlc = La Resistance
			}
		}
		name = FIN_aimo_aaltonen
		portraits = {
			civilian = {
				large = GFX_portrait_FIN_aimo_aaltonen
				small = GFX_portrait_FIN_aimo_aaltonen_small
			}
		}
		country_leader = {
			ideology = marxism
			expire = 1965.1.1.1
			id = -1
			traits = {
				committed_anti_fascist_no_lar personal_agenda_aaltonen
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = FIN_aimo_aaltonen
			allowed = {
				original_tag = FIN
			}
			available = {
				is_country_leader = no
				has_completed_focus = FIN_approach_the_soviets
			}
			cost = 70
			traits = {
				editor
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Arms Against Tyranny
			}
		}
		name = FIN_aimo_aaltonen
		portraits = {
			civilian = {
				large = GFX_portrait_FIN_aimo_aaltonen
			}
		}
		country_leader = {
			ideology = marxism
			expire = 1965.1.1.1
			id = -1
			traits = {
				captain_of_industry
			}
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_reintroduce_heavy_cavalry
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_reintroduce_heavy_cavalry
	icon = GFX_focus_PER_modern_cataphract
	prerequisite = {
		focus = AFG_reorganize_the_royal_guard
	}
	x = -1
	y = 1
	relative_position_id = AFG_reorganize_the_royal_guard
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		add_ideas = AFG_modern_cataphracts_idea
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_democratic_economic_policy
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_democratic_economic_policy
	icon = GFX_goal_FRA_reynaud_economic_reforms
	text = GRE_democratic_economic_policy
	prerequisite = {
		focus = GRE_ensure_stability
	} {
		focus = GRE_denounce_metaxism
	}
	x = -1
	y = 3
	relative_position_id = GRE_democratic_approach
	cost = 10
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 2
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Trigger Reference
Construct: can_be_captured
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## can_be_captured

* Supported Scopes: CHARACTER
* Supported Targets: none

```
can_be_captured = yes/no - Checks if the current character can be captured while deployed in a division
```
### Entity: Decision
Component: ABC_army_effort
Constructs: has_completed_focus, limit, has_country_flag, fire_only_once, has_focus_tree, is_unit_template_reserves, has_tech, complete_effect
Source: game
File: common/decisions/r56_military_rewards.txt

Code:
ABC_army_effort = {
	cite_an_airborne_unit = {
		icon = generic_military
		allowed = {
			always = yes
		}
		available = {
			if = {
				limit = {
					has_focus_tree = usa_focus
				}
				has_completed_focus = USA_airborne_divisions
			}
			else = {
				has_country_flag = cite_an_airborne_unit_flag
			}
			any_country_division = {
				division_has_battalion_in_template = paratrooper
				is_unit_template_reserves = no
				unit_strength = > 0.5
			}
		}
		visible = {
			has_tech = paratroopers
			if = {
				limit = {
					has_focus_tree = usa_focus
				}
				has_completed_focus = USA_airborne_divisions
			}
			else = {
				has_country_flag = cite_an_airborne_unit_flag
			}
		}
		ai_will_do = {
			factor = 1
		}
		cost = 10
		fire_only_once = yes
		complete_effect = {
			if = {
				limit = {
					has_dlc = By Blood Alone
				}
				custom_effect_tooltip = choose_the_medal_yourself_bba_tt
			}
			else = {
				custom_effect_tooltip = choose_the_medal_yourself_not_bba_tt
			}
			random_country_division = {
				limit = {
					division_has_battalion_in_template = paratrooper
					is_unit_template_reserves = no
					unit_strength = > 0.5
				}
				add_history_entry = {
					key = This unit has been recognised among its peers and rewarded accordingly.
					subject = Division Honor
					allow = yes
				}
			}
		}
	}
	cite_a_marine_unit = {
		icon = generic_military
		allowed = {
			always = yes
		}
		available = {
			if = {
				limit = {
					has_focus_tree = usa_focus
				}
				has_completed_focus = USA_expand_the_USMC
			} {
				limit = {
					has_focus_tree = r56_canadian_focus
				}
				has_completed_focus = r56_CAN_frogmen_of_burma
			}
			else = {
				has_country_flag = cite_a_marine_unit_flag
			}
			any_country_division = {
				division_has_battalion_in_template = marine
				is_unit_template_reserves = no
				unit_strength = > 0.5
			}
		}
		visible = {
			has_tech = marines
			if = {
				limit = {
					has_focus_tree = usa_focus
				}
				has_completed_focus = USA_expand_the_USMC
			} {
				limit = {
					has_focus_tree = r56_canadian_focus
				}
				has_completed_focus = r56_CAN_frogmen_of_burma
			}
			else = {
				has_country_flag = cite_a_marine_unit_flag
			}
		}
		ai_will_do = {
			factor = 1
		}
		cost = 10
		fire_only_once = yes
		complete_effect = {
			if = {
				limit = {
					has_dlc = By Blood Alone
				}
				custom_effect_tooltip = choose_the_meda
# ... (truncated)
### Entity: National Focus
Tree: que_focus
Component: QUE_secret_police
Constructs: prerequisite, limit, add_ideas, has_government, add_war_support, completion_reward, is_subject, has_dlc
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_secret_police
	icon = GFX_goal_generic_red_commando
	prerequisite = {
		focus = QUE_soviet_tank_program
	}
	relative_position_id = QUE_align_with_moscow
	x = 2
	y = 3
	cost = 5
	available_if_capitulated = yes
	available = {
		has_government = communism
		OR = {
			is_subject = no
			OVERLORD = {
				has_government = communism
			}
		}
	}
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = La Resistance
			}
			if = {
				limit = {
					NOT = {
						has_intelligence_agency = yes
					}
				}
				create_intelligence_agency = {
					name = Avant-Garde Prolétaire
					icon = GFX_intelligence_agency_logo_generic_5
				}
			}
			add_ideas = QUE_secret_services_lar
		}
		else = {
			add_ideas = QUE_secret_services
		}
		add_war_support = 0.025
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: PRC_sov_assistance_in_industry
Constructs: has_government, has_war_with, production_speed_buildings_factor, removal_cost, has_opinion
Source: game
File: common/ideas/prc.txt

Code:
PRC_sov_assistance_in_industry = {
	removal_cost = -1
	picture = trotskyite_plot_purged
	allowed = {
		always = no
	}
	cancel = {
		SOV = {
			OR = {
				has_opinion = {
					target = PRC
					value = < 0
				}
				has_war_with = PRC
				NOT = {
					has_government = communism
				}
			}
		}
	}
	modifier = {
		local_resources_factor = 0.15
		production_speed_buildings_factor = 0.15
	}
}
### Entity: Idea
Component: EAI_DD_7/medium_tank_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_7/medium_tank_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_chassis = {
			build_cost_ic = -0.175
			instant = yes
		}
	}
}
### Entity: AI Strategy
Component: FRA_naval_capital_bc
Constructs: has_war, has_navy_size
Source: game
File: common/ai_equipment/FRA_naval.txt

Code:
FRA_naval_capital_bc = {
	category = naval
	blocked_for = {

	}
	available_for = {
		FRA
	}
	roles = {
		naval_capital_bc
	}
	priority = {
		factor = 25
		modifier = {

		}
	}
	battlecruiser_early = {
		priority = {
			factor = 1
		}
		role_icon_index = 1
		history = yes
		target_variant = {
			match_value = 1000.0
			type = ship_hull_heavy_2
			modules = {
				fixed_ship_battery_slot = ship_heavy_battery_1
				fixed_ship_anti_air_slot = ship_anti_air_1
				fixed_ship_fire_control_system_slot = ship_fire_control_system_0
				fixed_ship_radar_slot = empty
				fixed_ship_engine_slot = heavy_ship_engine_2
				fixed_ship_secondaries_slot = ship_secondaries_1
				fixed_ship_armor_slot = ship_armor_bc_2
				front_1_custom_slot = ship_heavy_battery_1
				mid_1_custom_slot = ship_secondaries_1
				mid_2_custom_slot = ship_anti_air_1
				rear_1_custom_slot = ship_airplane_launcher_1
			}
		}
		allowed_modules = {
			ship_anti_air ship_secondaries ship_airplane_launcher ship_heavy_battery ship_radar ship_fire_control_system ship_heavy_armor
		}
	}
	battlecruiser_early_aa_upgrade = {
		priority = {
			factor = 1
			modifier = {
				factor = 100
				has_war = yes
				has_navy_size = {
					unit = battle_cruiser
					size = > 0
				}
			}
		}
		role_icon_index = 1
		history = yes
		target_variant = {
			match_value = 1000.0
			type = ship_hull_heavy_1
			modules = {
				fixed_ship_battery_slot = ship_heavy_battery_1
				fixed_ship_anti_air_slot = ship_anti_air
				fixed_ship_fire_control_system_slot = ship_fire_control_system
				fixed_ship_radar_slot = ship_radar
				fixed_ship_engine_slot = heavy_ship_engine_2
				fixed_ship_secondaries_slot = ship_secondaries
				fixed_ship_armor_slot = ship_armor_bc_2
				front_1_custom_slot = ship_heavy_battery_1
				mid_1_custom_slot = ship_secondaries
				mid_2_custom_slot = ship_anti_air
				rear_1_custom_slot = ship_airplane_launcher
			}
		}
		allowed_modules = {
			ship_anti_air ship_secondaries ship_airplane_launcher ship_heavy_battery ship_radar ship_fire_control_system ship_heavy_armor
		}
	}
}
### Entity: Decision
Component: foreign_politics
Constructs: limit, has_country_flag, fire_only_once, is_ally_with, is_core_of, is_fully_controlled_by, complete_effect, set_country_flag
Source: game
File: common/decisions/PSR.txt

Code:
foreign_politics = {
	PSR_core_state = {
		icon = GFX_decision_infiltrate_state
		allowed = {
			original_tag = PSR
		}
		visible = {
			is_ally_with = JAP
		}
		available = {
			NOT = {
				has_country_flag = PSR_coring_state_in_progress
			}
		}
		state_target = any_controlled_state
		target_trigger = {
			FROM = {
				NOT = {
					is_core_of = ROOT
				}
				is_fully_controlled_by = ROOT
				is_core_of = PHI
			}
		}
		on_map_mode = map_and_decisions_view
		cost = 150
		fire_only_once = yes
		days_remove = 84
		ai_will_do = {
			base = 100
		}
		complete_effect = {
			hidden_effect = {
				set_country_flag = {
					flag = PSR_coring_state_in_progress
					value = 1
					days = 31
				}
			}
		}
		remove_effect = {
			hidden_effect = {
				clr_country_flag = PSR_coring_state_in_progress
			}
			IF = {
				limit = {
					FROM = {
						NOT = {
							is_owned_by = ROOT
						}
					}
				}
				FROM = {
					add_core_of = ROOT
					transfer_state_to = ROOT
				}
			}
			ELSE = {
				FROM = {
					add_core_of = ROOT
				}
			}
		}
		cancel_trigger = {
			FROM = {
				NOT = {
					is_fully_controlled_by = ROOT
				}
			}
		}
		cancel_effect = {
			hidden_effect = {
				clr_country_flag = PSR_coring_state_in_progress
			}
		}
	}
}
### Entity: AI Strategy
Component: BRA_henrique_plan
Constructs: has_country_flag, has_game_rule, has_dlc, is_subject
Source: game
File: common/ai_strategy_plans/BRA_alternate_strategy_plan.txt

Code:
BRA_henrique_plan = {
	name = Brazilian Monarchist Plan - Dom Henrique
	desc = 
	allowed = {
		original_tag = BRA
	}
	enable = {
		OR = {
			has_country_flag = BRA_AI_RANDOM_MONARCHIST_HENRIQUE
			has_game_rule = {
				rule = BRA_AI_BEHAVIOR
				option = BRA_MONARCHIST_HENRIQUE
			}
		}
		has_dlc = Trial of Allegiance
	}
	abort = {
		is_subject = yes
	}
	ai_national_focuses = {
		BRA_end_the_state_of_emergency BRA_romanticize_the_old_empire BRA_vassouras_line BRA_coffee_crisis_aftermath BRA_desenvolvimentismo BRA_promote_resource_extraction BRA_restore_the_coffee_barons BRA_companhia_siderurgica_nacional SMB_army BRA_constitutional_monarchy BRA_stimulate_the_civilian_economy SMB_navy SMB_air_force BRA_undermine_democracy SMB_military_facilities BRA_use_the_national_security_law BRA_war_production BRA_national_petroleum_council BRA_penal_battalions SMB_construct_air_bases SMB_department_of_propaganda SMB_purchase_aircraft BRA_empire_of_brazil BRA_radio_nacional SMB_establish_aircraft_industry BRA_banco_do_brasil SMB_construct_naval_bases SMB_purchase_destroyers_and_subs BRA_reclaim_territory_in_south_america BRA_spirit_of_acre_war BRA_secure_our_borders
	}
	focus_factors = {

	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_united_bengal
Constructs: prerequisite, completion_reward, add_political_power, is_subject, cancel_if_invalid, complete_tooltip, add_autonomy_ratio
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_united_bengal
	icon = GFX_focus_RAJ_united_bengal
	prerequisite = {
		focus = RAJ_lahore_resolution
	}
	x = -1
	y = 2
	relative_position_id = RAJ_lahore_resolution
	mutually_exclusive = {
		focus = RAJ_eastern_pakistan
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {
		OR = {
			is_subject = no
			BAN = {
				exists = yes
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_TFV_AUTONOMY
	}
	complete_tooltip = {

	}
	completion_reward = {
		custom_effect_tooltip = RAJ_united_bengal_tt
		add_autonomy_ratio = {
			value = 0.23
			localization = RAJ_united_bengal
		}
		add_political_power = 250
	}
}
### Entity: Character
Component: COL_luis_rodriguez
Source: game
File: common/characters/COL.txt

Code:
COL_luis_rodriguez = {
	advisor = {
		slot = air_chief
		idea_token = COL_luis_rodriguez
		allowed = {
			original_tag = COL
		}
		traits = {
			air_chief_all_weather_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Luis Rodriguez
	portraits = {
		army = {
			small = GFX_idea_generic_air_south_america_3
		}
	}
}
### Entity: Country History
Country: SCI
Component: SCI_politics
Constructs: set_stability, set_war_support, set_politics, set_popularities
Source: game
File: history/countries/SCI - Sicily.txt

Code:
# Politics & Parties for SCI
set_stability = 0.6
set_war_support = 0.7
set_politics = {
	ruling_party = neutrality
	last_election = 1934.3.26
	election_frequency = 60
	elections_allowed = no
}
set_popularities = {
	democratic = 19
	fascism = 36
	communism = 2
	neutrality = 43
}
### Entity: Scripted Effect
Component: raj_calculate_election
Constructs: every_owned_state, limit, set_variable, add_to_variable
Source: game
File: common/scripted_effects/r56_indian_provincial_elections.txt

Code:
raj_calculate_election = {
	hidden_effect = {
		if = {
			limit = {
				country_exists = PAK
			}
			set_variable = {
				electoral_provinces = 7
			}
		}
		else = {
			set_variable = {
				electoral_provinces = 11
			}
		}
		RAJ = {
			set_variable = {
				inc_control = 0
			}
			every_owned_state = {
				limit = {
					INC_Majority = yes
				}
				RAJ = {
					add_to_variable = {
						inc_control = 1
					}
				}
			}
			divide_variable = {
				inc_control = electoral_provinces
			}
			multiply_variable = {
				inc_control = 100
			}
		} {
			set_variable = {
				upa_control = 0
			}
			every_owned_state = {
				limit = {
					UPA_Majority = yes
				}
				RAJ = {
					add_to_variable = {
						upa_control = 1
					}
				}
			}
			divide_variable = {
				upa_control = electoral_provinces
			}
			multiply_variable = {
				upa_control = 100
			}
		} {
			set_variable = {
				ifb_control = 0
			}
			every_owned_state = {
				limit = {
					IFB_Majority = yes
				}
				RAJ = {
					add_to_variable = {
						ifb_control = 1
					}
				}
			}
			divide_variable = {
				ifb_control = electoral_provinces
			}
			multiply_variable = {
				ifb_control = 100
			}
		} {
			set_variable = {
				temp1 = inc_control
			} {
				neutral_control = 100
			}
			add_to_variable = {
				temp1 = upa_control
			} {
				temp1 = ifb_control
			}
			subtract_from_variable = {
				neutral_control = temp1
			}
		}
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_ensure_soldier_loyalty
Constructs: prerequisite, limit, completion_reward, has_idea, swap_ideas, remove_idea, add_idea, has_active_mission
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_ensure_soldier_loyalty
	icon = GFX_goal_focus_communist_army
	x = -1
	y = 1
	relative_position_id = MON_independent_army_structure
	cost = 7.16
	prerequisite = {
		focus = MON_independent_army_structure
	}
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = MON_reformed_high_command
			}
			swap_ideas = {
				remove_idea = MON_reformed_high_command
				add_idea = MON_new_mongolian_army
			}
		} {
			limit = {
				has_active_mission = MON_soviet_backed_coup
			}
			add_days_mission_timeout = {
				mission = MON_soviet_backed_coup
				days = 30
			}
		}
		else = {
			swap_ideas = {
				remove_idea = MON_army_reform_in_progress
				add_idea = MON_reformed_low_command
			}
		}
	}
}
### Entity: National Focus
Tree: gua_focus
Component: GUA_the_emperors_coronation
Constructs: prerequisite, completion_reward, has_country_leader, set_character_name, swap_country_leader_traits, set_cosmetic_tag, set_portraits
Source: game
File: common/national_focus/guatemala.txt

Code:
focus = {
	id = GUA_the_emperors_coronation
	icon = GFX_goal_GUA_claim_french_throne
	prerequisite = {
		focus = GUA_crush_the_resistance
	} {
		focus = GUA_the_second_code_napoleon
	}
	x = -1
	y = 1
	relative_position_id = GUA_crush_the_resistance
	cost = 8
	ai_will_do = {
		factor = 10
	}
	available = {
		controls_state = 16
		has_country_leader = {
			character = GUA_jorge_ubico_castaneda
			ruling_only = yes
		}
	}
	completion_reward = {
		GUA_jorge_ubico_castaneda = {
			set_character_name = Napoléon I
			swap_country_leader_traits = {
				remove = GUA_illegitimate_pretender_4
				add = GUA_illegitimate_pretender_5
				ideology = absolute_monarchism
			}
		}
		custom_effect_tooltip = r56_newline
		set_cosmetic_tag = FRAEMPIRE
		hidden_effect = {
			set_portraits = {
				character = GUA_jorge_ubico_castaneda
				civilian = {
					large = gfx/leaders/GUA/r56_portrait_GUA_Jorge_Ubico_Emperor.dds
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: Generic_tree_neutrality
Constructs: has_government, has_focus_tree, has_idea, is_puppet
Source: game
File: common/ai_strategy_plans/generic_tree_fascist_communist_strategy_plan.txt

Code:
Generic_tree_neutrality = {
	name = Generic neutrality Plan
	desc = Plan for the countries with generic trees to go monarchist/authoritarian
	enable = {
		has_focus_tree = generic_focus
		has_idea = GEN_Strenghten_Monarchy_I
	}
	abort = {
		OR = {
			AND = {
				is_puppet = yes
				NOT = {
					has_government = neutrality
				}
			}
			neutrality = > 0.8
		}
	}
	focus_factors = {

	}
	traits = {
		staunch_monarchist = 150
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}