Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: panay_incident.2
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, add_war_support, add_stability, add_opinion_modifier, add_political_power
Source: game
File: events/MTG_USA.txt

Code:
country_event = {
	id = panay_incident.2
	title = panay_incident.2.t
	desc = {
		text = panay_incident.2.d
		trigger = {
			USA = {
				has_war_support = < 0.5
			}
		}
	} {
		text = panay_incident.2.e
		trigger = {
			USA = {
				has_war_support = > 0.49
			}
		}
	}
	picture = GFX_report_event_panay_incident
	is_triggered_only = yes
	option = {
		name = panay_incident.2.a
		custom_effect_tooltip = panay_incident.2.a.tt
		trigger = {
			has_war_support = < 0.4
		}
		ai_chance = {
			factor = 10
			modifier = {
				factor = 0
				USA_is_on_historical_plan_trigger = yes
			}
		}
		add_war_support = -0.05
		add_stability = 0.05
		if = {
			limit = {
				has_completed_focus = USA_neutrality_act
			}
			add_political_power = 50
		}
		add_opinion_modifier = {
			target = JAP
			modifier = panay_inc_opinion_modifier
		}
		hidden_effect = {
			JAP = {
				country_event = {
					id = panay_incident.6
					days = 2
				}
			}
		}
	} {
		name = panay_incident.2.a
		custom_effect_tooltip = panay_incident.2.e.tt
		trigger = {
			has_war_support = > 0.39
		}
		ai_chance = {
			factor = 2
			modifier = {
				factor = 0
				USA_is_on_historical_plan_trigger = yes
			}
		}
		add_war_support = -0.05
		add_opinion_modifier = {
			target = JAP
			modifier = panay_inc_opinion_modifier
		}
		hidden_effect = {
			JAP = {
				country_event = {
					id = panay_incident.6
					days = 2
				}
			}
		}
	} {
		name = panay_incident.2.b
		custom_effect_tooltip = panay_incident.2.b.tt
		ai_chance = {
			factor = 85
		}
		add_war_support = 0.05
		set_country_flag = {
			flag = USA_panay_window
			days = 90
			value = 1
		}
		hidden_effect = {
			JAP = {
				country_event = {
					id = panay_incident.3
					days = 2
				}
			}
		}
		add_opinion_modifier = {
			target = JAP
			modifier = panay_inc_opinion_modifier
		}
	} {
		name = panay_incident.2.c
		custom_effect_tooltip = panay_incident.2.c.tt
		ai_chance = {
			factor = 5
			modifier = {
				factor = 0
				USA_is_on_historical_plan_trigger = yes
			}
		}
		if = {
			limit = {
				has_completed_focus = USA_neutrality_act
			}
			add_war_support = -0.1
			add_stability = -0.3
		}
		add_opinion_modifier = {
			target = JAP
			modifier = panay_inc_opinion_modifier
		}
		create_wargoal = {
			target = JAP
			type = topple_government
		}
		add_state_claim = 633 684 645 646 647 648
		hidden_effect = {
			news_event = {
				id = news.335
			}
	
# ... (truncated)
### Entity: Scripted Effect
Component: EAI_weekly_update
Constructs: limit, every_country, has_country_flag, has_global_flag, set_global_flag, is_ai, has_dlc, check_variable
Source: game
File: common/scripted_effects/EAI_UPDATE_effects.txt

Code:
EAI_weekly_update = {
	if = {
		limit = {
			NOT = {
				has_global_flag = EAI_global_weekly_update
			}
		}
		if = {
			limit = {
				has_country_flag = EAI_update_logging
			}
			log = [GetYear] [GetMonth] | AI | [Root.GetName] | UPDATE: weekly global
		}
		set_global_flag = {
			flag = EAI_global_weekly_update
			value = 1
			days = 2
		}
		every_country = {
			EAI_calculate_fielded_eq_ratio = yes
			EAI_calculate_reserve_mp_ratio = yes
			EAI_MILITARY_track_war_trend = yes
			EAI_MILITARY_track_army_trend = yes
		}
		EAI_PC_AA_strategic_bombing_danger_value_weekly = yes
	} {
		limit = {
			is_ai = yes
		}
		if = {
			limit = {
				has_country_flag = EAI_update_logging
			}
			log = [GetYear] [GetMonth] | AI | [Root.GetName] | UPDATE: weekly country
		} {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			EAI_MIO_add_design_team_update = yes
		} {
			limit = {
				check_variable = {
					EAI_prepare_for_war_targets^num = > 0
				}
			}
			for_each_scope_loop = {
				array = EAI_prepare_for_war_targets
				if = {
					limit = {
						NOT = {
							has_country_flag = EAI_prepare_for_war_from_@ROOT
						}
					}
					add_to_temp_array = {
						remove_prepare_for_war_targets = THIS.id
					}
				}
			} {
				array = remove_prepare_for_war_targets
				remove_from_array = {
					array = ROOT.EAI_prepare_for_war_targets
					value = THIS.id
				}
			}
		}
		EAI_PRODUCTION_min_equipment_strategy_update = yes
		EAI_PRODUCTION_stockpile_strategies = yes
		EAI_PC_weekly_update = yes
		EAI_difficulty_weekly_update = yes
		EAI_debug_tracking = yes
		EAI_logging = yes
		EAI_RELATIONS_strategies = yes
		EAI_RESEARCH_check_for_empty_research_slots = yes
		EAI_enemies_air_strength_ratio = yes
		EAI_CIC_to_total_factories_ratio = yes
		EAI_RESOURCE_calculate_resource_need = yes
		EAI_LAW_upgrade = yes
		EAI_build_armies_fix = yes
		EAI_ATTACHE_recall_invalid_attache = yes
		EAI_ATTACHE_strategies = yes
		EAI_MILITARY_weekly_update = yes
		EAI_STRATEGY_operations_doctrine = yes
	}
}
### Entity: Idea
Component: SWE_with_finland_for_sweden
Source: game
File: common/ideas/sweden.txt

Code:
SWE_with_finland_for_sweden = {
	picture = SWE_with_finland_for_sweden_swe
	allowed = {
		tag = SWE
	}
	modifier = {
		army_breakthrough_against_major_factor = 0.15
		army_org_factor = 0.08
		army_attack_against_major_factor = 0.1
	}
}
### Entity: State History
Component: 894
Constructs: add_core_of
Source: game
File: history/states/894-Kuneme.txt

Code:
state = {
	id = 894
	name = STATE_894
	manpower = 69300
	state_category = wasteland
	history = {
		owner = SAF
		buildings = {
			infrastructure = 2
		}
		add_core_of = SAF NMB
	}
	provinces = {
		10957 10978 12921
	}
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Faction
Component: faction_goal_industrial_domination
Constructs: limit, is_major, complete_effect, add_faction_power_projection, every_faction_member, add_faction_initiative
Source: game
File: common/factions/goals/faction_goals_long_term.txt

Code:
faction_goal_industrial_domination = {
	name = industrial_domination_goal_name
	description = industrial_domination_goal_desc
	category = long_term
	group = FOCUS_FILTER_INDUSTRY
	visible = {
		count_in_collection = {
			collection = {
				input = game:scope
				operators = {
					faction_members
				}
				name = FACTION_NAME
			}
			buildings = {
				industrial_complex arms_factory dockyard
			}
			size = > 100
		}
	}
	completed = {
		count_in_collection = {
			collection = {
				input = game:scope
				operators = {
					faction_members
				}
				name = FACTION_NAME
			}
			buildings = {
				industrial_complex arms_factory dockyard
			}
			size = > 1000
		}
	}
	complete_effect = {
		add_faction_power_projection = 200
		custom_effect_tooltip = generic_skip_one_line_tt
		every_faction_member = {
			tooltip = AT_LEAST_500_FACTORIES
			visible_when_empty = yes
			limit = {
				num_of_controlled_factories = > 500
			}
			add_faction_initiative = 1
		}
	}
	ai_will_do = {
		base = 1
		modifier = {
			add = 1
			is_major = yes
		} {
			add = 1
			num_of_controlled_factories = > 200
		}
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_a_northern_barrier
Constructs: prerequisite, completion_reward, is_subject_of, is_subject
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_a_northern_barrier
	icon = GFX_focus_INS_the_declaration_of_independence
	prerequisite = {
		focus = AST_equal_training
	}
	relative_position_id = AST_equal_training
	x = -1
	y = 1
	cost = 5
	available = {
		threat = > 0.8
		INS = {
			exists = yes
		}
		NOT = {
			INS = {
				is_subject_of = AST
			}
		}
		is_subject = no
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		INS = {
			country_event = {
				id = AST_diplomatic_events.17
				days = 1
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt possible_outcomes_tt
		effect_tooltip = {
			AST = {
				puppet = INS
			}
			custom_effect_tooltip = generic_skip_one_line_tt possible_outcomes_tt
			diplomatic_relation = {
				country = INS
				relation = military_access
				active = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Character
Component: SIA_the_reflective
Source: game
File: common/country_leader/taog_traits.txt

Code:
SIA_the_reflective = {
	random = no
	sprite = 13
}
### Entity: Military Industrial Organization
Component: ROM_set_organization
Constructs: has_dlc
Source: game
File: common/military_industrial_organization/organizations/ROM_organization.txt

Code:
ROM_set_organization = {
	include = generic_naval_aircraft_organization
	icon = GFX_idea_ROM_SET
	allowed = {
		tag = ROM
		has_dlc = Death or Dishonor
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_maritime_commission
Constructs: prerequisite, limit, completion_reward, has_idea, add_to_variable, random_owned_controlled_state, is_core_of, is_fully_controlled_by
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_maritime_commission
	icon = GFX_goal_generic_construct_naval_dockyard
	prerequisite = {
		focus = AST_centralized_production
	}
	mutually_exclusive = {

	}
	relative_position_id = AST_centralized_production
	x = 1
	y = 1
	cost = 10
	available = {
		has_idea = AST_nationalizing_spirit
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		AST_add_or_modify_forging_australias_future = yes
		add_to_variable = {
			AST_forging_australias_future_spirit_resource_trade_cost_bonus_per_factory = 1
			tooltip = resource_trade_cost_bonus_per_factory_tt
		} {
			AST_forging_australias_future_spirit_industrial_capacity_dockyard = 0.1
			tooltip = industrial_capacity_dockyard_tt
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		random_owned_controlled_state = {
			limit = {
				impassable = no
				is_core_of = AST
				is_fully_controlled_by = AST
				free_building_slots = {
					building = dockyard
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {

	}
}
### Entity: National Focus
Tree: aoi_focus
Component: AOI_securing_east_africa
Constructs: add_equipment_to_stockpile, limit, completion_reward, add_political_power, set_occupation_law_where_available, has_war_with_major, is_fully_controlled_by, build_railway
Source: game
File: common/national_focus/r56_italian_east_africa.txt

Code:
focus = {
	id = AOI_securing_east_africa
	icon = GFX_focus_ITA_ministry_of_italian_africa
	x = 5
	y = 0
	cost = 5
	ai_will_do = {
		factor = 50
	}
	available_if_capitulated = yes
	completion_reward = {
		add_political_power = 150
		custom_effect_tooltip = ITA_ministry_of_italian_africa_occupation_law_tt
		show_ideas_tooltip = ITA_fake_colonial_police_law
		ROOT = {
			set_occupation_law_where_available = colonial_police
		}
		if = {
			limit = {
				AND = {
					ROOT = {
						has_war_with_major = no
					}
					550 = {
						is_fully_controlled_by = ROOT
					}
					842 = {
						is_fully_controlled_by = ROOT
					}
					843 = {
						is_fully_controlled_by = ROOT
					}
					271 = {
						is_fully_controlled_by = ROOT
					}
				}
			}
			build_railway = {
				path = {
					12766 13287 2072 7944 5097 13288 5010
				}
			}
		}
		hidden_effect = {
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = 12500
				producer = AOI
			}
			every_controlled_state = {
				limit = {
					has_resistance = yes
				}
				add_compliance = 5
				set_garrison_strength = 0.91
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: bftb_news.301
Constructs: is_triggered_only, has_completed_focus
Source: game
File: events/BFTB_NewsEvents.txt

Code:
news_event = {
	id = bftb_news.301
	title = bftb_news.301.t
	desc = bftb_news.301.desc
	picture = GFX_news_event_greek_civil_war
	major = yes
	is_triggered_only = yes
	option = {
		name = bftb_news.301.a
		trigger = {
			tag = GRE
		}
	} {
		name = bftb_news.301.b
		trigger = {
			OR = {
				tag = ENG
				AND = {
					tag = GER
					OR = {
						has_completed_focus = GER_oppose_hitler GER_oppose_hitler_ww
					}
				}
			}
		}
	} {
		name = bftb_news.301.c
		trigger = {
			OR = {
				tag = ITA BUL
			}
		}
	} {
		name = bftb_news.301.d
		trigger = {
			OR = {
				NOT = {
					tag = ENG GRE ITA BUL
					AND = {
						tag = GER
						OR = {
							has_completed_focus = GER_oppose_hitler GER_oppose_hitler_ww
						}
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: hun_focus
Component: HUN_renounce_the_treaty_of_trianon
Constructs: has_completed_focus, prerequisite, limit, has_government, completion_reward, is_subject, has_dlc, has_idea
Source: game
File: common/national_focus/hungary.txt

Code:
focus = {
	id = HUN_renounce_the_treaty_of_trianon
	icon = GFX_focus_renounce_the_treaty_of_trianon
	prerequisite = {
		focus = HUN_strengthen_fascists HUN_elect_a_fascist_king
	}
	x = 0
	y = 3
	relative_position_id = HUN_strengthen_fascists
	cost = 10
	ai_will_do = {
		factor = 60
	}
	available = {
		OR = {
			has_government = fascism
			fascism = > 0.4
		}
		is_subject = no
	}
	bypass = {
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			NOT = {
				has_idea = HUN_treaty_of_triannon_aat HUN_treaty_of_triannon_2 HUN_treaty_of_triannon_3
			}
		}
		else = {
			NOT = {
				has_idea = HUN_treaty_of_triannon HUN_treaty_of_triannon_2 HUN_treaty_of_triannon_3
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	completion_reward = {
		add_threat = 1
		if = {
			limit = {
				FRA = {
					has_completed_focus = FRA_strengthen_the_little_entente
					exists = yes
					is_subject = no
				}
			}
			FRA = {
				country_event = {
					id = DOD_hungary.40
				}
			}
		} {
			limit = {
				OR = {
					NOT = {
						FRA = {
							has_completed_focus = FRA_strengthen_the_little_entente
						}
					}
					FRA = {
						exists = no
					} {
						is_subject = yes
					}
				}
			}
			ROM = {
				country_event = {
					id = DOD_hungary.40
				}
			}
		} {
			limit = {
				has_completed_focus = HUN_strengthen_fascists
			}
			if = {
				limit = {
					has_country_leader = {
						character = HUN_miklos_horthy
					}
				}
				hidden_effect = {
					retire_country_leader = yes
				}
			}
			hidden_effect = {
				add_country_leader_role = {
					character = HUN_miklos_horthy
					country_leader = {
						ideology = fascism_ideology
						traits = {
							anti_communist
						}
						expire = 1965.1.1.1
						id = 503
					}
					promote_leader = yes
				}
			}
		} {
			limit = {
				has_completed_focus = HUN_elect_a_fascist_king
			}
			if = {
				limit = {
					has_country_leader = {
						character = HUN_franz_friedrich
					}
				}
				hidden_effect = {
					retire_country_leader = yes
				}
				add_country_leader_role = {
					character = HUN_franz_friedrich
					country_leader = {
						ideology = nazism
						expire = 1965.1.1
					}
					promote_leader = yes
				}
			} {
				limit = {
					NOT = {
						has_completed_focus = HUN_elect_a_fascist_king
					} {
						has_completed_focus = HUN_strengthen_fascists
		
# ... (truncated)
### Entity: Unit Template
Component: BYZ_PAR_01
Constructs: has_any_byz_cosmetic_tag
Source: game
File: common/units/names_divisions/BYZ_names_divisions.txt

Code:
BYZ_PAR_01 = {
	name = Byz. Paratrooper Divisions
	for_countries = {
		GRE
	}
	can_use = {
		has_any_byz_cosmetic_tag = yes
	}
	division_types = {
		paratrooper
	}
	fallback_name = %s Tagma Alexiptotiston
	ordered = {
		1 = {
			%s Tagma Alexiptotiston
		}
		2 = {
			%s Tagma Alexiptotiston
		}
		3 = {
			%s Tagma Alexiptotiston
		}
		4 = {
			%s Tagma Alexiptotiston
		}
		5 = {
			%s Tagma Alexiptotiston
		}
		6 = {
			%s Tagma Alexiptotiston
		}
		7 = {
			%s Tagma Alexiptotiston
		}
		9 = {
			%s Tagma Alexiptotiston
		}
		8 = {
			%s Tagma Alexiptotiston
		}
		10 = {
			%s Tagma Alexiptotiston
		}
	}
}
### Entity: Character
Component: SLO_gustav_malar
Source: game
File: common/characters/SLO.txt

Code:
SLO_gustav_malar = {
	advisor = {
		slot = army_chief
		idea_token = SLO_gustav_malar
		allowed = {
			original_tag = SLO
		}
		traits = {
			army_chief_maneuver_2
		}
		cost = 150
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Gustav Malar
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_3
		}
	}
}
### Entity: Event
Component: egypt.16
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/egypt.txt

Code:
country_event = {
	id = egypt.16
	picture = GFX_report_event_EGY_anglo_egyptian_conference
	title = egypt.16.t
	desc = egypt.16.d
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = egypt.16.a
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_edirne_research_exchange
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_edirne_research_exchange
	icon = GFX_goal_generic_scientific_exchange
	prerequisite = {
		focus = TUR_the_balkan_academy_of_science
	} {
		focus = TUR_extend_an_olive_branch_to_bulgaria TUR_preempt_bulgarian_alignment
	}
	x = 0
	y = 2
	relative_position_id = TUR_the_balkan_academy_of_science
	cost = 10
	ai_will_do = {
		base = 10
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: Idea
Component: GER_alkett
Constructs: has_completed_focus, research_bonus
Source: game
File: common/ideas/GER.txt

Code:
GER_alkett = {
	picture = GER_alkett
	allowed = {
		original_tag = GER
	}
	visible = {
		NOT = {
			has_completed_focus = GER_improve_motorized_troops
		}
	}
	cost = 150
	research_bonus = {
		armor = 0.15
	}
	traits = {
		assault_gun_manufacturer
	}
}
### Entity: Decision
Component: form_mountainous_republic_category
Constructs: has_global_flag, has_dlc, complete_effect, set_cosmetic_tag, add_core_of, set_global_flag
Source: game
File: common/decisions/formable_nation_decisions.txt

Code:
form_mountainous_republic_category = {
	form_mountainous_republic = {
		icon = generic_form_nation
		allowed = {
			OR = {
				original_tag = DAG CIN NOA KBK ABK
			}
		}
		available = {
			controls_state = 232 821 828 827 826
		}
		visible = {
			OR = {
				original_tag = DAG CIN NOA KBK ABK
			}
			NOT = {
				has_global_flag = form_mountainous_republic_flag
			}
			has_dlc = No Step Back
		}
		complete_effect = {
			set_cosmetic_tag = mountainous_republics_unified
			232 = {
				add_core_of = ROOT
			}
			821 = {
				add_core_of = ROOT
			}
			828 = {
				add_core_of = ROOT
			}
			827 = {
				add_core_of = ROOT
			}
			826 = {
				add_core_of = ROOT
			}
			233 = {
				add_core_of = ROOT
			}
			hidden_effect = {
				news_event = {
					id = nsb_news.301
					hours = 8
				}
				set_global_flag = form_mountainous_republic_flag
			}
		}
		ai_will_do = {
			base = 200
		}
	}
}
### Entity: National Focus
Tree: fin_focus
Component: FIN_political_unity
Constructs: prerequisite, completion_reward, add_political_power, add_popularity
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_political_unity
	icon = GFX_focus_generic_self_management
	prerequisite = {
		focus = FIN_finnish_neutrality
	}
	x = -5
	y = 1
	relative_position_id = FIN_finnish_neutrality
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_BALANCE_OF_POWER FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_MILITARY_CHARACTER FOCUS_FILTER_MANPOWER FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_political_power = 100
		FIN_bop_low_increase_effect = yes
		add_popularity = {
			ideology = neutrality
			popularity = 0.05
		}
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = FIN_elias_simojoki FIN_ilmari_kianto
		show_unit_leaders_tooltip = FIN_aarne_sihvo
	}
}
### Entity: Event
Component: poland.208
Constructs: limit, fire_only_once, has_capitulated, is_puppet, set_country_flag, has_unit_leader, create_corps_commander
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland.208
	title = poland.208.t
	desc = poland.208.d
	picture = GFX_report_event_Kasprzycki_Gamelin
	fire_only_once = yes
	trigger = {
		tag = POL
		POL = {
			has_capitulated = yes
		} {
			is_puppet = no
		}
	}
	mean_time_to_happen = {
		days = 1
	}
	immediate = {
		set_country_flag = POL_exile_generals
		if = {
			limit = {
				NOT = {
					has_unit_leader = 3160
				}
			}
			create_corps_commander = {
				name = Stanisław Maczek
				picture = GFX_Portrait_POL_Stanislaw_Maczek
				traits = {
					armor_officer panzer_leader hill_fighter trait_mountaineer
				}
				id = 3160
				skill = 5
				attack_skill = 5
				defense_skill = 4
				planning_skill = 3
				logistics_skill = 4
			}
		} {
			limit = {
				NOT = {
					has_unit_leader = 3176
				}
			}
			create_corps_commander = {
				name = Bronisław Prugar-Ketling
				picture = GFX_Portrait_POL_Bronislaw_Prugar_Ketling
				traits = {
					ranger camouflage_expert
				}
				id = 3176
				skill = 3
				attack_skill = 3
				defense_skill = 4
				planning_skill = 2
				logistics_skill = 2
			}
		} {
			limit = {
				NOT = {
					has_unit_leader = 3181
				}
			}
			create_corps_commander = {
				name = Stanisław Kopański
				portrait_path = gfx/leaders/Europe/Portrait_Europe_Generic_land_3.dds
				traits = {
					desert_fox trait_mountaineer organizer trait_engineer adaptable
				}
				id = 3181
				skill = 3
				attack_skill = 1
				defense_skill = 2
				planning_skill = 3
				logistics_skill = 5
			}
		} {
			limit = {
				NOT = {
					has_unit_leader = 3182
				}
			}
			create_corps_commander = {
				name = Zygmunt Bohusz-Szyszko
				picture = gfx/leaders/POL/r56_portrait_POL_Zygmunt_Bohusz_Szyszko.dds
				traits = {
					career_officer brilliant_strategist trickster trait_mountaineer
				}
				id = 3182
				skill = 4
				attack_skill = 3
				defense_skill = 4
				planning_skill = 3
				logistics_skill = 4
			}
		} {
			limit = {
				NOT = {
					has_unit_leader = 3183
				}
			}
			create_corps_commander = {
				name = Bolesław Bronisław Duch
				picture = gfx/leaders/POL/r56_portrait_POL_Boleslaw_Bronislaw_Duch.dds
				traits = {
					war_hero infantry_officer infantry_leader hill_fighter
				}
				id = 3183
				skill = 3
				attack_skill = 4
				defense_skill = 2
				planning_skill = 3
				logistics_skill = 3
			}
		}
	}
	option = {
		name = poland.208.a
	}
}
### Entity: Idea
Component: POR_prioritizing_economic_stability4
Constructs: stability_factor, political_power_gain, has_government, industrial_capacity_factory, removal_cost, research_bonus
Source: game
File: common/ideas/r56_portugal.txt

Code:
POR_prioritizing_economic_stability4 = {
	name = POR_towards_a_national_syndicalist_state
	picture = gre_schachtplan
	allowed = {
		original_tag = POR
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	modifier = {
		stability_factor = 0.05
		political_power_gain = 0.2
		production_factory_max_efficiency_factor = 0.15
		industrial_capacity_factory = 0.05
		industrial_capacity_dockyard = 0.05
	}
	research_bonus = {
		industry = 0.1
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_support_the_palestinians
Constructs: add_equipment_to_stockpile, prerequisite, has_government, has_war_with, add_war_support, completion_reward, add_popularity
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_support_the_palestinians
	icon = GFX_goal_generic_befriend_palestine
	x = -1
	y = 1
	ai_will_do = {
		factor = 1
	}
	cost = 5
	prerequisite = {
		focus = AFG_utilize_the_sufis
	}
	relative_position_id = AFG_utilize_the_sufis
	available = {
		has_government = fascism
		PAL = {
			exists = yes
			NOT = {
				has_war_with = AFG
			}
		}
	}
	bypass = {
		PAL = {
			OR = {
				exists = no
				has_war_with = AFG
			}
		}
	}
	completion_reward = {
		PAL = {
			add_war_support = 0.05
			add_popularity = {
				ideology = fascism
				popularity = 0.05
			}
			add_equipment_to_stockpile = {
				type = infantry_equipment_1
				amount = 500
				producer = AFG
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}