Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: HUN_jozsef_szell
Source: game
File: common/characters/HUN.txt

Code:
HUN_jozsef_szell = {
	name = HUN_jozsef_szell
	portraits = {
		army = {
			small = GFX_idea_HUN_jozsef_szell
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = HUN_jozsef_szell
		allowed = {
			original_tag = HUN
		}
		visible = {

		}
		available = {

		}
		traits = {
			silent_workhorse
		}
		ai_will_do = {
			base = 3
		}
	}
}
### Entity: Doctrine
Component: convoy_escort
Constructs: xp_cost
Source: game
File: common/doctrines/subdoctrines/sea/navy_screen_doctrines.txt

Code:
convoy_escort = {
	track = screens
	name = SUBDOCTRINE_SCREEN_CONVOY_ESCORT
	description = SUBDOCTRINE_SCREEN_CONVOY_ESCORT_DESC
	icon = GFX_doctrine_convoy_sailing_medium
	xp_cost = 100
	xp_type = navy
	available = {
		always = yes
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 95
			original_tag = ENG
		}
	}
	convoy_escort_efficiency = 0.1
	convoy_retreat_speed = 0.1
	rewards = {
		anti_submarine_sweep_training = {
			destroyer = {
				sub_detection = 0.1
			}
		}
		escort_reclassification = {
			destroyer = {
				max_organisation = 10
			}
		}
		sweeping_duty = {
			mines_sweeping_by_fleets_factor = 0.15
		}
		creeping_attack = {
			destroyer = {
				sub_detection = 0.1
				lg_attack = 0.05
			}
		}
		as_below_so_above = {
			destroyer = {
				anti_air_attack = 0.15
			}
		}
	}
}
### Entity: Character
Component: army_concealment_2
Source: game
File: common/country_leader/00_traits.txt

Code:
army_concealment_2 = {
	sprite = 9
	enemy_army_bonus_air_superiority_factor = -0.1
	command_cap_increase = @tier2_cp_cap_increase
	command_power = @tier2_cp_cost
	ai_will_do = {
		factor = @army_command_factor_2
		modifier = {
			factor = 0
			command_power = < @tier2_cp_cost
		}
	}
}
### Entity: Achievement
Component: i_am_the_tong_master
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting, is_subject
Source: game
File: common/achievements.txt

Code:
i_am_the_tong_master = {
	id = 41
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		tag = SAF
	}
	happened = {
		is_subject = no
		num_subjects = > 0
	}
}
### Entity: Event
Component: generic_purchase_ships_events.01
Constructs: is_triggered_only, ai_chance, has_war_with, is_in_faction_with, has_same_ideology, has_opinion, has_civil_war, has_capitulated
Source: game
File: events/Decisions_Events.txt

Code:
country_event = {
	id = generic_purchase_ships_events.01
	title = generic_purchase_ships_events.01.t
	desc = generic_purchase_ships_events.01.desc
	is_triggered_only = yes
	picture = GFX_report_event_merchant_ship_01
	option = {
		name = generic_purchase_ships_events.01.a
		ai_chance = {
			base = 0
			modifier = {
				add = 50
				is_in_faction_with = FROM
			} {
				add = 50
				has_same_ideology = yes
			} {
				add = 10
				has_opinion = {
					target = FROM
					value = > 10
				}
			} {
				add = 20
				has_opinion = {
					target = FROM
					value = > 40
				}
			} {
				add = 30
				has_opinion = {
					target = FROM
					value = > 80
				}
			} {
				factor = 0
				OR = {
					has_war_with = FROM
					has_civil_war = yes
					has_capitulated = yes
					has_opinion = {
						target = FROM
						value = < 0
					}
				}
			}
		}
		add_offsite_building = {
			type = industrial_complex
			level = 1
		}
		FROM = {
			country_event = {
				id = generic_purchase_ships_events.02
				days = 1
			}
		}
	} {
		name = generic_purchase_ships_events.01.b
		ai_chance = {
			base = 20
		}
		FROM = {
			country_event = {
				id = generic_purchase_ships_events.03
				days = 1
			}
		}
	}
}
### Entity: Character
Component: SIK_liang_jiang
Source: game
File: common/characters/Warlords_China.txt

Code:
SIK_liang_jiang = {
	name = SIK_liang_jiang
	portraits = {
		civilian = {
			large = GFX_portrait_SIK_liang_jiang
		}
	}
	country_leader = {
		ideology = centrism
		traits = {
			financial_expert
		}
		expire = 1947.1.1.12
		id = -1
	}
}
### Entity: Scripted Trigger
Component: EAI_FOCUS_SEA_DOCTRINE_has_correct_grand_doctrine
Constructs: check_variable, has_doctrine
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_navy_triggers.txt

Code:
EAI_FOCUS_SEA_DOCTRINE_has_correct_grand_doctrine = {
	OR = {
		AND = {
			check_variable = {
				EAI_FOCUS/NAVY/naval_doctrine = global.EAI_FIB_DOCTRINE
			}
			has_doctrine = new_fleet_in_being
		} {
			check_variable = {
				EAI_FOCUS/NAVY/naval_doctrine = global.EAI_TI_DOCTRINE
			}
			has_doctrine = new_convoy_raiding
		} {
			check_variable = {
				EAI_FOCUS/NAVY/naval_doctrine = global.EAI_BS_DOCTRINE
			}
			has_doctrine = new_base_strike
		}
	}
}
### Entity: Modifier Reference
Construct: special_project_facility_supply_consumption_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## special_project_facility_supply_consumption_factor

* Number with 2 decimal places
* **Categories**: country
### Entity: Idea
Component: WES_ar
Source: game
File: common/ideas/western_sahara.txt

Code:
WES_ar = {
	ledger = army
	picture = generic_army_african_5
	allowed = {
		original_tag = WES
	}
	traits = {
		army_regrouping_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Scripted Trigger
Component: frloc_capital_dansles_des_audessusdes
Constructs: is_capital
Source: game
File: common/scripted_triggers/00_scripted_triggers_FR_loc.txt

Code:
frloc_capital_dansles_des_audessusdes = {
	is_capital = yes
	OR = {
		state = 6 32 69 972 74 120 128 129 157 187 233 270 308 337 555 624 633 634 636 639 642 643 667 684 690 692 693 694 696 698 708 709 712 713 726 727 733 738 739 790
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_INVASION_naval_avoid_68
Constructs: check_variable, is_in_array
Source: game
File: common/ai_strategy/EAI_MILITARY_naval_strategies.txt

Code:
EAI_MILITARY_INVASION_naval_avoid_68 = {
	enable = {
		check_variable = {
			EAI_MILITARY_INVASION_objectives^num = > 0
		}
		is_in_array = {
			EAI_MILITARY_INVASION_sea_regions = 68
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = naval_avoid_region
		id = 68
		value = -10000
	}
}
### Entity: National Focus
Tree: cos_focus
Component: COS_create_a_social_security_fund
Constructs: prerequisite, add_ideas, completion_reward, is_historical_focus_on, add_popularity
Source: game
File: common/national_focus/costa_rica.txt

Code:
focus = {
	id = COS_create_a_social_security_fund
	icon = GFX_focus_generic_workers
	prerequisite = {
		focus = COS_strengthen_democratic_institutions
	}
	cost = 8
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_MANPOWER
	}
	x = 2
	y = 1
	relative_position_id = COS_strengthen_democratic_institutions
	ai_will_do = {
		factor = 5
		modifier = {
			factor = 10
			is_historical_focus_on = yes
		}
	}
	completion_reward = {
		add_popularity = {
			ideology = democratic
			popularity = 0.1
		}
		add_ideas = COS_CCSS
	}
}
### Entity: Character
Component: JAP_akira_muto
Source: game
File: common/characters/JAP.txt

Code:
JAP_akira_muto = {
	name = JAP_akira_muto
	portraits = {
		army = {
			large = GFX_portrait_JAP_akira_muto
			small = GFX_portrait_JAP_akira_muto_small
		}
	}
	corps_commander = {
		traits = {
			career_officer
		}
		skill = 2
		attack_skill = 2
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 1
		legacy_id = 0
	}
}
### Entity: Character
Component: SOV_boris_shaposhnikov
Constructs: has_character_flag
Source: game
File: common/characters/SOV.txt

Code:
SOV_boris_shaposhnikov = {
	name = SOV_boris_shaposhnikov
	portraits = {
		army = {
			small = GFX_idea_boris_shaposhnikov
			large = GFX_portrait_SOV_boris_shaposhnikov
		}
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = boris_shaposhnikov
		ledger = army
		allowed = {
			original_tag = SOV
		}
		traits = {
			military_theorist
		}
		ai_will_do = {
			base = 1
		}
	}
	corps_commander = {
		traits = {
			career_officer trait_cautious
		}
		skill = 3
		attack_skill = 2
		defense_skill = 3
		planning_skill = 2
		logistics_skill = 3
		legacy_id = 0
		visible = {
			NOT = {
				has_character_flag = SOV_exiled_flag
			}
		}
	}
}
### Entity: Idea
Component: QUE_unions_hapi
Constructs: industrial_capacity_factory
Source: game
File: common/ideas/quebec.txt

Code:
QUE_unions_hapi = {
	allowed_civil_war = {
		always = no
	}
	picture = generic_deal_with_the_devil
	modifier = {
		industrial_capacity_factory = 0.025
		production_factory_efficiency_gain_factor = 0.075
		production_factory_max_efficiency_factor = 0.075
	}
}
### Entity: Faction
Component: rule_group_generate_wargoal_threat
Source: game
File: common/factions/rules/groups/rule_groups.txt

Code:
rule_group_generate_wargoal_threat = {
	rules = {
		generate_wargoal_threat_reduction_20 generate_wargoal_threat_reduction_40
	}
}
### Entity: AI Strategy
Component: ai_focus_aggressive_JAP
Source: game
File: common/ai_focuses/JAP.txt

Code:
ai_focus_aggressive_JAP = {
	research = {
		offensive = 5.0
		synth_resources = 1.0
		motorized_equipment = 2.0
		armor = 2.0
	}
}
### Entity: Game Data
Component: diversified_portfolio
Constructs: has_country_flag, has_any_custom_difficulty_setting
Source: game
File: common/achievements/rt56-achievements.txt

Code:
diversified_portfolio = {
	possible = {
		difficulty = > 1
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		original_tag = GER
	}
	happened = {
		custom_trigger_tooltip = {
			tooltip = diversified_portfolio_tt
			has_country_flag = GER_diversified_protfolio_flag
		}
	}
}
### Entity: Shared Focus
Component: ARAB_army_assessments
Constructs: shared_focus, prerequisite, has_war_with, completion_reward, add_command_power
Source: game
File: common/national_focus/r56_arab_minor_military_shared.txt

Code:
shared_focus = {
	id = ARAB_army_assessments
	icon = GFX_goal_generic_warfighting_technology
	relative_position_id = ARAB_the_holy_war
	x = 0
	y = 2
	prerequisite = {
		focus = ARAB_war_infrastructure ARAB_arms_shipments
	}
	cost = 3
	bypass = {
		NOT = {
			has_war_with = ISR
		}
	}
	ai_will_do = {
		factor = 1000
	}
	completion_reward = {
		add_command_power = 20
		army_experience = 20
	}
}
### Entity: Character
Component: SIC_liu_wenhui
Source: game
File: common/characters/Warlords_China.txt

Code:
SIC_liu_wenhui = {
	name = SIC_liu_wenhui
	portraits = {
		army = {
			large = GFX_portrait_SIC_liu_wenhui
			small = GFX_portrait_SIC_liu_wenhui_small
		}
	}
	corps_commander = {
		traits = {
			harsh_leader SIC_dubious_loyalty
		}
		skill = 2
		attack_skill = 3
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 2
		legacy_id = -1
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_abide_by_the_francoist_model
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, set_rule, has_dlc, set_nationality
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_abide_by_the_francoist_model
	icon = GFX_focus_spa_caudillo_of_spain
	relative_position_id = CHL_enforce_the_chilean_identity
	x = 2
	y = 2
	cost = 5
	prerequisite = {
		focus = CHL_enforce_the_chilean_identity
	}
	mutually_exclusive = {
		focus = CHL_cooperate_with_operation_bolivar
	}
	ai_will_do = {
		base = 1.5
	}
	available = {
		has_government = fascism
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_MILITARY_CHARACTER
	}
	completion_reward = {
		custom_effect_tooltip = CHL_abide_by_the_francoist_model_tt CHL_skip_one_line_tt
		hidden_effect = {
			set_rule = {
				can_join_factions = no
			}
		}
		add_ideas = CHL_the_francoist_model
		IF = {
			limit = {
				has_dlc = La Resistance
				SPA = {
					exists = no
				}
			}
			SPR = {
				SPA_juan_yague = {
					set_nationality = ROOT
				}
				SPA_manuel_hedilla = {
					set_nationality = ROOT
				}
				SPR_mohamed_meziane = {
					set_nationality = ROOT
				}
				SPA_francisco_franco = {
					set_nationality = ROOT
				}
				SPA_agustin_munoz_grandes = {
					set_nationality = ROOT
				}
			}
		}
	}
}
### Entity: Idea
Component: AST_liberty_loans_idea
Constructs: removal_cost
Source: game
File: common/ideas/australia.txt

Code:
AST_liberty_loans_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = AST_liberty_loans
	modifier = {
		consumer_goods_factor = -0.1
	}
}
### Entity: Event
Component: news.243
Constructs: is_triggered_only
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.243
	title = news.243.t
	desc = news.243.d
	picture = GFX_news_event_japanese_army_parade
	major = yes
	is_triggered_only = yes
	option = {
		name = news.243.a
		trigger = {
			NOT = {
				TAG = JAP AST
			}
		}
	} {
		name = news.243.b
		trigger = {
			TAG = JAP
		}
	} {
		name = news.243.c
		trigger = {
			TAG = AST
		}
	}
}
### Entity: Idea
Component: HUN_forceful_industrial_revitalization
Constructs: stability_factor, war_support_factor
Source: game
File: common/ideas/hungary.txt

Code:
HUN_forceful_industrial_revitalization = {
	allowed = {
		original_tag = HUN
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_production_bonus
	modifier = {
		production_speed_industrial_complex_factor = 0.2
		political_power_factor = -0.1
		stability_factor = -0.05
		war_support_factor = -0.05
	}
}
### Entity: Character
Component: PNG_acgs
Source: game
File: common/characters/PNG.txt

Code:
PNG_acgs = {
	advisor = {
		slot = air_chief
		idea_token = PNG_acgs
		allowed = {
			original_tag = PNG
		}
		traits = {
			air_chief_ground_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_3
		}
	}
}
### Entity: Idea
Component: BEL_ateliers_metallurgiques_tubize
Constructs: has_dlc, research_bonus, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/belgium.txt

Code:
BEL_ateliers_metallurgiques_tubize = {
	name = BEL_ateliers_metallurgiques_tubize_organization
	picture = BEL_ateliers_metallurgiques_tubize
	allowed = {
		original_tag = BEL
		has_dlc = Gotterdammerung
	}
	available = {

	}
	visible = {

	}
	research_bonus = {
		train_tech = 0.15
		support_tech = 0.07
	}
	equipment_bonus = {
		train_equipment = {
			build_cost_ic = -0.1
			armor_value = 0.1
			air_attack = 0.1
			instant = yes
		}
	}
	cost = 150
	traits = {
		train_equipment_manufacturer
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: Character
Component: CMR_communist_guy
Constructs: has_government
Source: game
File: common/characters/CMR.txt

Code:
CMR_communist_guy = {
	advisor = {
		slot = political_advisor
		idea_token = CMR_communist_guy
		allowed = {
			original_tag = CMR
		}
		traits = {
			communist_revolutionary
		}
		do_effect = {
			not = {
				has_government = communism
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_3
		}
	}
}
### Entity: State History
Component: 108
Constructs: add_core_of
Source: game
File: history/states/108-Eastern Serbia.txt

Code:
state = {
	id = 108
	name = STATE_108
	resources = {
		steel = 3.0
	}
	history = {
		victory_points = {
			9602 3
		}
		owner = YUG
		buildings = {
			infrastructure = 2
		}
		add_core_of = YUG SER
	}
	provinces = {
		630 3922 3939 6953 6970 6998 9602 9756 9906 11887
	}
	manpower = 707000
	buildings_max_level_factor = 1.0
	state_category = town
	local_supplies = 5.0
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_orchestrate_train_robberies
Constructs: has_completed_focus, prerequisite, limit, completion_reward, cancel_if_invalid, check_variable, set_variable, add_to_variable
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_orchestrate_train_robberies
	icon = GFX_focus_generic_railroad
	prerequisite = {
		focus = RAJ_red_in_the_shadows
	}
	x = -2
	y = 1
	relative_position_id = RAJ_red_in_the_shadows
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		OR = {
			has_completed_focus = RAJ_east_india_railways_dlc RAJ_bombay_baroda_and_central_india_railway
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = RAJ_orchestrate_train_robberies_tt RAJ_modify_indian_railways_tt
		effect_tooltip = {
			if = {
				limit = {
					check_variable = {
						RAJ_railway_focuses = 1
					}
				}
				set_variable = {
					RAJ_indian_railway_industrial_capacity_factory = 0.03
					tooltip = industrial_capacity_factory_tt
				}
				add_to_variable = {
					RAJ_indian_railway_production_speed_infrastructure_factor = -0.02
					tooltip = production_speed_rail_way_factor_tt
				} {
					RAJ_indian_railway_production_speed_supply_node_factor = -0.02
					tooltip = production_speed_supply_node_factor_tt
				} {
					RAJ_indian_railway_production_speed_rail_way_factor = -0.02
					tooltip = production_speed_infrastructure_factor_tt
				}
			}
			else_if = {
				limit = {
					check_variable = {
						RAJ_railway_focuses = 2
					}
				}
				set_variable = {
					RAJ_indian_railway_industrial_capacity_factory = 0.06
					tooltip = industrial_capacity_factory_tt
				}
				add_to_variable = {
					RAJ_indian_railway_production_speed_infrastructure_factor = -0.04
					tooltip = production_speed_rail_way_factor_tt
				} {
					RAJ_indian_railway_production_speed_supply_node_factor = -0.04
					tooltip = production_speed_supply_node_factor_tt
				} {
					RAJ_indian_railway_production_speed_rail_way_factor = -0.04
					tooltip = production_speed_infrastructure_factor_tt
				}
			} {
				limit = {
					check_variable = {
						RAJ_railway_focuses = 3
					}
				}
				set_variable = {
					RAJ_indian_railway_industrial_capacity_factory = 0.09
					tooltip = industrial_capacity_factory_tt
				}
				add_to_variable = {
					RAJ_indian_railway_production_speed_infrastructure_factor = -0.06
					tooltip = production_speed_rail_way_factor_tt
				} {
					RAJ_indian_railway_production_speed_supply_node_factor = -0.06
					tooltip = production_spe
# ... (truncated)
### Entity: Modifier Reference
Construct: manpower_per_military_factory
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### manpower_per_military_factory
* description: Number of available manpower per factory the country has. Excluding dockyards.
manpower_per_military_factory < 1000
* (Auto generated using the trigger with same name)
### Entity: National Focus
Tree: pal_focus
Component: PAL_reclaim_mecca
Constructs: prerequisite, limit, completion_reward, every_other_country, is_in_faction_with, is_subject_of, create_wargoal, take_state_focus
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_reclaim_mecca
	icon = GFX_goal_generic_madrasah_1
	prerequisite = {
		focus = PAL_doctrine_of_initiative
	} {
		focus = PAL_raise_army_barracks
	} {
		focus = PAL_qadirs_third_decree
	}
	x = 0
	y = 2
	relative_position_id = PAL_raise_army_barracks
	cost = 5
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		every_other_country = {
			limit = {
				NOT = {
					is_in_faction_with = ROOT
				} {
					is_subject_of = ROOT
				}
				any_owned_state = {
					state = 856
				}
			}
			ROOT = {
				create_wargoal = {
					target = PREV
					type = take_state_focus
					expire = 0
				}
			}
		}
	}
}
### Entity: Scripted Effect
Component: EAI_priority_queue_REF
Constructs: limit, has_country_flag, check_variable, set_temp_variable
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_NORMAL_effects.txt

Code:
EAI_priority_queue_REF = {
	if = {
		limit = {
			ROOT = {
				has_country_flag = EAI_construction_logging
			}
		}
		log = [GetYear] [GetMonth] | AI | [Root.GetName] | CONSTRUCTION: EAI_priority_queue_REF
	} {
		limit = {
			check_variable = {
				ROOT.EAI_PC_active_projects = < 5
			}
		}
		if = {
			limit = {
				check_variable = {
					EAI_has_shared_slot_scores = 0
				}
			}
			EAI_get_shared_slot_scores = yes
		}
		set_temp_variable = {
			_project_building_type = global.EAI_PC_REF
		}
		for_each_scope_loop = {
			array = EAI_shared_slot_scores
			if = {
				limit = {
					EAI_PC_can_build_project = yes
					NOT = {
						EAI_PC_has_same_type_project_here = yes
					}
				}
				EAI_PC_start_project = yes
				set_temp_variable = {
					break = 1
				}
			}
		}
	}
}
### Entity: National Focus
Component: Spain_focus
Constructs: shared_focus, has_completed_focus, add_equipment_to_stockpile, prerequisite, has_war, limit, add_ideas, has_government
Source: game
File: common/national_focus/r56_spain.txt

Code:
focus_tree = {
	id = Spain_focus
	country = {
		factor = 0
		modifier = {
			add = 10
			tag = SPR
			OR = {
				has_dlc = La Resistance
				has_global_flag = SPR_R56_focus_tree
			}
		}
	}
	shared_focus = SPR_republican_victory SPR_nationalist_victory
	continuous_focus_position = {
		x = 100
		y = 1405
	}
	reset_on_civilwar = yes
	default = no
	focus = {
		id = SPR_back_the_ceda
		icon = GFX_goal_SPR_una_grande_y_libre
		mutually_exclusive = {
			focus = SPR_maintain_the_popular_front
		}
		allow_branch = {
			OR = {
				NOT = {
					has_completed_focus = SPR_maintain_the_popular_front
				}
				has_country_flag = r56_i_am_the_nat_start_up_and_bypass
			}
		}
		x = 2
		y = 0
		bypass = {
			OR = {
				has_country_flag = r56_SPR_nationalist_check r56_i_am_the_nat_start_up_and_bypass
			}
		}
		cost = 5
		ai_will_do = {
			factor = 10
			modifier = {
				is_historical_focus_on = yes
				factor = 500
			}
		}
		available = {
			NOT = {
				has_country_flag = spanish_civil_war_started_flag
			}
		}
		available_if_capitulated = yes
		search_filters = {
			FOCUS_FILTER_POLITICAL
		}
		completion_reward = {
			set_country_flag = SPR_back_the_ceda_finished
			custom_effect_tooltip = SPR_back_the_ceda_2_tt SPR_back_the_ceda_tt SPR_civil_war_load_tt
			hidden_effect = {
				add_popularity = {
					ideology = fascism
					popularity = 0.01
				}
				mark_focus_tree_layout_dirty = yes
			}
		}
	} {
		id = SPR_establish_a_conspiracy
		icon = GFX_focus_generic_military_mission
		prerequisite = {
			focus = SPR_back_the_ceda
		}
		relative_position_id = SPR_back_the_ceda
		x = 0
		y = 1
		cost = 5
		ai_will_do = {
			factor = 10
		}
		available = {
			NOT = {
				has_country_flag = spanish_civil_war_started_flag
			}
		}
		bypass = {
			OR = {
				has_country_flag = r56_SPR_nationalist_check r56_i_am_the_nat_start_up_and_bypass
			}
		}
		complete_tooltip = {
			custom_effect_tooltip = SPR_establish_a_conspiracy_tt
		}
		completion_reward = {
			every_unit_leader = {
				limit = {
					has_id = 6008
				}
				add_unit_leader_trait = trait_SPA_nationalist_sympathies
			}
			custom_effect_tooltip = SPR_establish_a_conspiracy_tt
			if = {
				limit = {
					is_ai = yes
				}
				set_global_flag = scw_is_ai_driven
			}
		}
	} {
		id = SPR_the_army_of_africa_connection
		icon = GFX_goal_islam_and_state
		prerequisite = {
			focus = SPR_establish_a_conspiracy
		}
		relative_pos
# ... (truncated)
### Entity: Character
Component: KHM_governor_of_sinkiang
Constructs: production_speed_buildings_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
KHM_governor_of_sinkiang = {
	random = no
	sprite = 13
	political_power_factor = 0.1
	production_speed_buildings_factor = 0.05
}
### Entity: Order of Battle
Component: instant_effect
Constructs: limit, is_tutorial, add_equipment_production
Source: game
File: history/units/r56w_WHY.txt

Code:
instant_effect = {
	if = {
		limit = {
			is_tutorial = no
		}
		add_equipment_production = {
			equipment = {
				type = infantry_equipment_1
				creator = WHY
			}
			requested_factories = 5
			progress = 0.1
			efficiency = 99
		} {
			equipment = {
				type = support_equipment_1
				creator = WHY
			}
			requested_factories = 5
			progress = 0.3
			efficiency = 99
		} {
			equipment = {
				type = light_tank_equipment_1
				creator = WHY
			}
			requested_factories = 3
			progress = 0.4
			efficiency = 99
		} {
			equipment = {
				type = motorized_equipment_1
				creator = WHY
			}
			requested_factories = 2
			progress = 0.4
			efficiency = 99
		} {
			equipment = {
				type = submarine_1
				creator = WHY
			}
			requested_factories = 10
			progress = 0.5
			amount = 1
		}
	}
}