Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: eth_focus
Component: ETH_the_heroes_of_ethiopia
Constructs: prerequisite, completion_reward, remove_trait, add_trait, add_to_variable
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_the_heroes_of_ethiopia
	icon = GFX_focus_ETH_the_heroes_of_ethiopa
	prerequisite = {
		focus = ETH_the_lion_stands_firm
	}
	mutually_exclusive = {
		focus = ETH_learning_from_the_enemy
	}
	x = -1
	y = 1
	relative_position_id = ETH_the_lion_stands_firm
	cost = 10
	ai_will_do = {
		base = 2
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP FOCUS_FILTER_BALANCE_OF_POWER
	}
	completion_reward = {
		ETH_BOP_decentralization_large_effect = yes
		ETH_seyoum_mengesha = {
			custom_effect_tooltip = ETH_seyoum_mengesha_upgrade_tt
		}
		hidden_effect = {
			ETH_seyoum_mengesha = {
				remove_trait = {
					trait = army_regrouping_1
					slot = high_command
				}
				add_trait = {
					trait = army_regrouping_2
					slot = high_command
				}
			}
		} {
			ETH_mulugeta_yeggazu_of_illubabor = {
				remove_trait = {
					trait = army_chief_morale_2
					slot = army_chief
				}
				add_trait = {
					trait = army_chief_morale_3
					slot = army_chief
				}
			}
		} {
			ETH_ras_imru_haile_selassie = {
				remove_trait = {
					trait = army_infantry_1
					slot = high_command
				}
				add_trait = {
					trait = army_infantry_2
					slot = high_command
				}
			}
		}
		ETH_mulugeta_yeggazu_of_illubabor = {
			custom_effect_tooltip = ETH_mulugeta_yeggazu_of_illubabor_upgrade_tt
		}
		ETH_ras_imru_haile_selassie = {
			custom_effect_tooltip = ETH_ras_imru_haile_selassie_upgrade_tt
		}
		custom_effect_tooltip = ETH_the_heroes_of_ethiopia_tt
		add_to_variable = {
			ETH_army_modifier_army_sub_unit_irregular_infantry_attack_factor = 0.05
		} {
			ETH_modifier_army_sub_unit_irregular_infantry_speed_factor = 0.05
		}
		ETH_improve_army_spirit_effect = yes
	}
}
### Entity: Character
Component: TML_Jorge_Coutinho
Source: game
File: common/characters/TML.txt

Code:
TML_Jorge_Coutinho = {
	name = Jorge Coutinho
	portraits = {
		army = {
			small = gfx/interface/ideas/idea_africa_generic_navy_1.dds
		}
	}
	advisor = {
		slot = high_command
		idea_token = TML_Jorge_Coutinho
		ledger = navy
		allowed = {
			original_tag = TML
		}
		traits = {
			navy_submarine_2
		}
		ai_will_do = {
			factor = 1
		}
	}
}
### Entity: Character
Component: KOS_rexhep_shala
Source: game
File: common/characters/KOS.txt

Code:
KOS_rexhep_shala = {
	name = KOS_rexhep_shala
	portraits = {
		civilian = {
			large = gfx/leaders/r56_generic/r56_portrait_generic_politician_europe_3.dds
		}
	}
	country_leader = {
		ideology = conservatism
		expire = 1950.1.1.1
		id = -1
		traits = {
			NOR_oppportunistic_officer
		}
	}
}
### Entity: Decision
Component: PER_gulf_decisions_cat
Constructs: has_completed_focus, division_template, add_equipment_to_stockpile, has_country_flag, add_stability, add_opinion_modifier, fire_only_once, has_dynamic_modifier
Source: game
File: common/decisions/PER.txt

Code:
PER_gulf_decisions_cat = {
	PER_support_kurds_in_iraq = {
		icon = GFX_decision_generic_civil_support
		allowed = {
			original_tag = PER
		}
		available = {

		}
		visible = {
			has_completed_focus = PER_communist_destabilize_iraq
			FROM = {
				NOT = {
					has_dynamic_modifier = {
						modifier = KUR_resistance_modifier
					}
				}
			}
		}
		state_target = yes
		targets = {
			676 291
		}
		target_trigger = {
			FROM = {
				OWNER = {
					NOT = {
						tag = ROOT TUR
						original_tag = KUR
					}
				}
				is_core_of = KUR
			}
		}
		on_map_mode = map_and_decisions_view
		custom_cost_trigger = {
			command_power = > 24.9
		}
		custom_cost_text = BRA_decision_cost_cangaceiro
		fire_only_once = no
		days_remove = 30
		complete_effect = {
			hidden_effect = {
				add_command_power = -25
			}
			set_country_flag = PER_orchestrating_rebellions
		}
		remove_effect = {
			FROM = {
				add_dynamic_modifier = {
					modifier = KUR_resistance_modifier
				}
				OWNER = {
					add_stability = -0.1
					country_event = {
						id = PER_communist_events.1
						hours = 1
					}
				}
			}
		}
	}
	PER_send_weapons_to_kurds = {
		icon = GFX_decision_generic_prepare_civil_war
		allowed = {
			original_tag = PER
		}
		available = {
			has_completed_focus = PER_communist_destabilize_iraq
			FROM = {
				has_dynamic_modifier = {
					modifier = KUR_resistance_modifier
				}
			}
			has_equipment = {
				infantry_equipment = > 1999
			}
		}
		visible = {
			has_completed_focus = PER_communist_destabilize_iraq
			NOT = {
				FROM = {
					OWNER = {
						has_country_flag = PER_kurds_armed_and_ready
					}
				}
			}
		}
		state_target = yes
		targets = {
			676 291
		}
		target_trigger = {
			FROM = {
				OWNER = {
					NOT = {
						tag = ROOT TUR KUR
					}
				}
				is_core_of = KUR
				has_dynamic_modifier = {
					modifier = KUR_resistance_modifier
				}
			}
		}
		on_map_mode = map_and_decisions_view
		custom_cost_trigger = {
			command_power = > 24.9
		}
		custom_cost_text = BRA_decision_cost_cangaceiro
		fire_only_once = no
		days_remove = 30
		complete_effect = {
			hidden_effect = {
				add_command_power = -25
			}
		}
		remove_effect = {
			FROM = {
				OWNER = {
					set_country_flag = PER_kurds_armed_and_ready
					country_event = {
						id = PER_communist_events.3
						hours = 1
					}
				}
			}
			set_country_flag = PER_kurdish_rebellion_growing
			a
# ... (truncated)
### Entity: AI Strategy
Component: FRA_light_tank_artillery
Constructs: has_war, has_tech
Source: game
File: common/ai_equipment/FRA_tank.txt

Code:
FRA_light_tank_artillery = {
	category = land
	blocked_for = {

	}
	available_for = {
		FRA
	}
	roles = {
		land_light_tank_artillery
	}
	priority = {
		factor = 50
	}
	light_tank_artillery_1 = {
		priority = {
			factor = 10
		}
		enable = {
			has_tech = interwar_artillery
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = light_tank_artillery_chassis_1
			modules = {
				main_armament_slot = tank_close_support_gun
				turret_type_slot = tank_light_fixed_superstructure_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 3
				tank_nsb_armor_upgrade = {
					base = 1
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_close_support_gun tank_light_fixed_superstructure_turret tank_bogie_suspension tank_riveted_armor tank_diesel_engine
		}
	}
	light_tank_artillery_2 = {
		priority = {
			factor = 20
		}
		enable = {
			has_tech = interwar_artillery
		}
		history = yes
		target_variant = {
			match_value = 1500
			type = light_tank_artillery_chassis_2
			modules = {
				main_armament_slot = tank_medium_howitzer
				turret_type_slot = tank_light_fixed_superstructure_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_gasoline_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 4
				tank_nsb_armor_upgrade = {
					base = 2
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_medium_howitzer tank_light_fixed_superstructure_turret tank_bogie_suspension tank_riveted_armor tank_gasoline_engine
		}
	}
	light_tank_artillery_3 = {
		priority = {
			factor = 20
		}
		enable = {
			has_tech = artillery1
		}
		history = yes
		target_variant = {
			match_value = 2000
			type = light_tank_artillery_chassis_3
			modules = {
				main_armament_slot = tank_medium_howitzer_2
				turret_type_slot = tank_light_fixed_superstructure_turret
				suspension_type_slot = tank_bogie_suspension
				armo
# ... (truncated)
### Entity: Character
Component: QUE_louis_alexandre_taschereau
Source: game
File: common/characters/QUE.txt

Code:
QUE_louis_alexandre_taschereau = {
	name = Louis-Alexandre Taschereau
	portraits = {
		civilian = {
			large = gfx/leaders/QUE/QUE_Louis_Alexandre_Taschereau.dds
		}
	}
	country_leader = {
		ideology = liberalism
		expire = 1965.1.1.1
		id = -1
		traits = {
			connected_citizen
		}
	}
}
### Entity: Effect Reference
Construct: add_contested_owner
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## add_contested_owner

* Supported Scopes: STATE, COUNTRY
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

Adds a contested owner to a state.
The effect can be used either from a country or a state scope and accepts the other as parameter.
The effect is localized with a localization environment containing `Country` and `State`.
### Entity: Character
Component: INS_lord_of_the_nine_kingdoms
Constructs: stability_factor, war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
INS_lord_of_the_nine_kingdoms = {
	war_support_factor = 0.1
	army_core_defence_factor = 0.05
	stability_factor = -0.1
	army_org_regain = 0.15
	random = no
}
### Entity: National Focus
Tree: pak_focus
Component: PAK_Muslim_Unity
Constructs: prerequisite, has_government, completion_reward, is_ai
Source: game
File: common/national_focus/pakistan.txt

Code:
focus = {
	id = PAK_Muslim_Unity
	icon = GFX_focus_AFG_savior_of_the_holy_lands
	cost = 20
	prerequisite = {
		focus = PAK_Work_for_Pakistan
	} {
		focus = PAK_War_Propaganda
	}
	available = {
		has_government = neutrality
		hidden_trigger = {
			is_ai = no
		}
	}
	x = 15
	y = 6
	ai_will_do = {
		factor = 15
	}
	completion_reward = {
		custom_effect_tooltip = pak_mus_unity
	}
}
### Entity: Character
Component: ARM_garegin_nzhdeh
Constructs: has_government
Source: game
File: common/characters/ARM.txt

Code:
ARM_garegin_nzhdeh = {
	name = ARM_garegin_nzhdeh
	portraits = {
		army = {
			small = gfx/interface/ideas/idea_europe_generic_land_10.dds
		}
	}
	advisor = {
		cost = 100
		slot = army_chief
		idea_token = ARM_garegin_nzhdeh_chief
		ledger = army
		allowed = {
			original_tag = ARM
		}
		available = {
			NOT = {
				has_government = communism
			}
		}
		traits = {
			army_chief_organizational_2
		}
		ai_will_do = {
			factor = 1
		}
	} {
		slot = political_advisor
		idea_token = ARM_garegin_nzhdeh
		allowed = {
			original_tag = ARM
		}
		available = {
			NOT = {
				has_government = communism
			}
		}
		traits = {
			veteran_anti_bolshevik
		}
		ai_will_do = {
			factor = 1
		}
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_negotiation_with_the_old_powers_r56
Constructs: has_completed_focus, has_war, add_ideas, completion_reward, add_political_power, has_focus_autohide_rule_trigger_r56, is_subject
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_negotiation_with_the_old_powers_r56
	icon = GFX_allies
	x = 8
	y = 0
	relative_position_id = SIA_national_road_development_plan_r56
	offset = {
		x = -1
		trigger = {
			has_focus_autohide_rule_trigger_r56 = yes
			OR = {
				has_completed_focus = SIA_the_non_aligned_movement_r56 SIA_navigate_asias_new_order_r56
			}
		}
	}
	cost = 5
	ai_will_do = {
		base = 1
		modifier = {
			add = 99
			926 = {
				controller = {
					has_war = yes
				}
			}
		}
	}
	available = {
		is_subject = no
	}
	completion_reward = {
		add_political_power = 35
		add_ideas = SIA_towards_equality_with_the_west_r56
	}
}
### Entity: Idea
Component: PRC_influence
Constructs: has_government, removal_cost, communism_drift, conscription_factor
Source: game
File: common/ideas/prc.txt

Code:
PRC_influence = {
	removal_cost = -1
	picture = generic_communism_drift_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		NOT = {
			has_government = communism
		}
	}
	modifier = {
		communism_drift = 0.1
		conscription_factor = -0.15
	}
}
### Entity: Event
Component: ww_congo.13
Constructs: is_triggered_only, ai_chance
Source: game
File: events/WUW_Congo.txt

Code:
country_event = {
	id = ww_congo.13
	title = ww_congo.13.t
	desc = ww_congo.13.d
	picture = GFX_report_event_COG_force_publique_marching_to_war
	is_triggered_only = yes
	option = {
		name = ww_congo.13.a
		ai_chance = {
			base = 75
		}
		COG = {
			country_event = {
				days = 5
				id = ww_congo.14
			}
		}
	} {
		name = ww_congo.13.b
		ai_chance = {
			base = 25
		}
		COG = {
			country_event = {
				days = 5
				id = ww_congo.15
			}
		}
	}
}
### Entity: National Focus
Tree: khm_focus
Component: KHM_push_them_back
Constructs: prerequisite, has_war_with, completion_reward, cancel_if_invalid, add_timed_idea
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = KHM_push_them_back
	icon = GFX_focus_CHI_decisive_battles
	x = 2
	y = 1
	cost = 5
	prerequisite = {
		focus = KHM_call_for_aid KHM_strike_the_governor
	}
	relative_position_id = KHM_call_for_aid
	ai_will_do = {
		base = 20
	}
	available = {
		has_war_with = SIK
	}
	bypass = {
		SIK = {
			exists = no
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {

	}
	completion_reward = {
		add_timed_idea = {
			idea = KHM_pushing_them_back_idea
			days = 180
		}
	}
}
### Entity: Event
Component: AAT_norway_fascist.2
Constructs: is_triggered_only, ai_chance, set_country_flag, create_wargoal, annex_everything
Source: game
File: events/AAT_Norway.txt

Code:
country_event = {
	id = AAT_norway_fascist.2
	title = AAT_norway_fascist.2.t
	desc = AAT_norway_fascist.2.desc
	picture = GFX_report_event_NOR_Nasjonal_samling_rally
	trigger = {
		hidden_trigger = {

		}
	}
	is_triggered_only = yes
	immediate = {
		hidden_effect = {

		}
	}
	option = {
		name = AAT_norway_fascist.2.a
		ai_chance = {
			base = 10
		}
		trigger = {

		}
		set_country_flag = NOR_rejected_by_fascist_bully
		create_wargoal = {
			target = FROM
			type = annex_everything
		}
	}
}
### Entity: Idea
Component: KMT_army_of_a_bygone_era_24
Constructs: has_completed_focus, army_defence_factor, limit, has_country_flag, army_attack_factor, removal_cost, add_timed_idea, conscription_factor
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_army_of_a_bygone_era_24 = {
	name = KMT_army_of_a_bygone_era
	removal_cost = -1
	picture = chi_army_corruption3
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	on_remove = {
		IF = {
			limit = {
				has_country_flag = KMT_depol_nra
				has_completed_focus = KMT_modernize_the_army_new
			}
			add_timed_idea = {
				idea = KMT_army_of_a_bygone_era_25
				days = 30
			}
		}
		else_if = {
			limit = {
				has_completed_focus = KMT_modernize_the_army_new
			}
			add_timed_idea = {
				idea = KMT_army_of_a_bygone_era_25
				days = 40
			}
		} {
			limit = {
				has_country_flag = KMT_depol_nra
			}
			add_timed_idea = {
				idea = KMT_army_of_a_bygone_era_25
				days = 45
			}
		}
		else = {
			add_timed_idea = {
				idea = KMT_army_of_a_bygone_era_25
				days = 55
			}
		}
	}
	modifier = {
		army_attack_factor = -0.01
		army_defence_factor = -0.02
		conscription_factor = -0.02
		army_morale_factor = -0.02
		army_org_factor = -0.02
	}
}
### Entity: Scripted Trigger
Component: EAI_SP_sp_nuclear_warheads_focus
Constructs: is_special_project_completed, is_special_project_being_researched
Source: game
File: common/scripted_triggers/EAI_RESEARCH_special_projects_triggers.txt

Code:
EAI_SP_sp_nuclear_warheads_focus = {
	NOT = {
		is_special_project_completed = sp:sp_nuclear_warheads
		is_special_project_being_researched = sp:sp_nuclear_warheads
	}
	EAI_nuclear_tech_focus = yes
}
### Entity: Idea
Component: GRE_debt_to_the_ifc_2
Constructs: stability_factor, has_government, removal_cost
Source: game
File: common/ideas/greece.txt

Code:
GRE_debt_to_the_ifc_2 = {
	allowed = {
		original_tag = GRE
	}
	allowed_civil_war = {
		NOT = {
			OR = {
				has_government = communism fascism
			}
		}
	}
	picture = gre_debt_to_the_ifc
	removal_cost = -1
	modifier = {
		stability_factor = -0.1
		consumer_goods_factor = 0.2
	}
}
### Entity: Misc Config
Component: technology_sharing_group
Constructs: has_war_with, is_justifying_wargoal_against
Source: game
File: common/technology_sharing/02_wtt_tech_sharing_groups.txt

Code:
technology_sharing_group = {
	id = JAP_german_rocketry
	name = JAP_german_rocketry
	desc = JAP_german_rocketry_desc
	picture = GFX_technology_sharing_default
	research_sharing_per_country_bonus = 0.05
	categories = {
		rocketry
	}
	available = {
		NOT = {
			has_war_with = GER
		} {
			is_justifying_wargoal_against = GER
		}
	}
}
### Entity: Technology
Component: cv_CAS2
Constructs: has_war_with, enable_equipments, research_cost, has_tech, is_researching_technology, has_navy_size
Source: game
File: common/technologies/air_techs.txt

Code:
technology = {
	enable_equipments = {
		cv_CAS_equipment_2
	}
	research_cost = 1.0
	start_year = 1940
	categories = {
		naval_air air_equipment cas_bomber mio_cat_all_cas_and_modules
	}
	special_project_specialization = {
		specialization_air
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			OR = {
				has_tech = CAS3
				is_researching_technology = CAS3
			}
		} {
			factor = 2
			OR = {
				tag = USA JAP
			}
		} {
			factor = 1.5
			OR = {
				has_war_with = USA JAP
			}
		} {
			factor = 2
			has_navy_size = {
				type = carrier
				size = > 0
			}
		} {
			factor = 0
			has_navy_size = {
				type = carrier
				size = < 1
			}
		}
	}
}
### Entity: Character
Component: staunch_atheist
Constructs: research_speed_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
staunch_atheist = {
	sprite = 14
	random = no
	political_power_factor = -0.05
	army_org_Factor = 0.03
	research_speed_factor = 0.02
}
### Entity: Order of Battle
Component: Vidzemes Pulks
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/LAT_1936.txt

Code:
division = {
	name = Vidzemes Pulks
	location = 10493
	division_template = Aizsargi
	force_equipment_variants = {
		infantry_equipment_0 = {
			owner = LAT
		}
	}
	start_experience_factor = 0.1
	start_equipment_factor = 0.4
}
### Entity: Scripted Effect
Component: SWE_calc_communist_folkhemmet
Constructs: set_temp_variable, add_to_temp_variable, set_variable
Source: game
File: common/scripted_effects/SWE_scripted_effects.txt

Code:
SWE_calc_communist_folkhemmet = {
	set_temp_variable = {
		SWE_cg = modifier@consumer_goods_expected_value
	}
	add_to_temp_variable = {
		SWE_cg = modifier@consumer_goods_factor
	}
	clamp_temp_variable = {
		var = SWE_cg
		min = 0
		max = 100
	}
	multiply_temp_variable = {
		SWE_cg = 0.5
	} {
		SWE_cg = 0.5
	}
	set_variable = {
		folkhemmet_max_cap = var:SWE_cg
	} {
		folkhemmet_research_speed = var:SWE_cg
	}
}
### Entity: Idea
Component: CZE_wielding_the_hammer_idea
Constructs: removal_cost
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_wielding_the_hammer_idea = {
	picture = generic_constitutional_guarantees
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	available = {

	}
	removal_cost = -1
	modifier = {
		economy_cost_factor = -0.15
		political_advisor_cost_factor = -0.15
		mobilization_laws_cost_factor = -0.15
		trade_laws_cost_factor = -0.15
		drift_defence_factor = 0.15
	}
}
### Entity: Unit Template
Component: POL_MEC_01
Source: game
File: common/units/names_divisions/POL_names_divisions.txt

Code:
POL_MEC_01 = {
	name = Mechanized Division
	for_countries = {
		POL
	}
	can_use = {
		always = yes
	}
	division_types = {
		mechanized
	}
	link_numbering_with = {
		POL_INF_01
	}
	fallback_name = %d Dywizja Zmechanizowana
	ordered = {
		101 = {
			Warszawska Dywizja Zmechanizowana
		}
		10 = {
			%d Dywizja Zmechanizowana
		}
		1 = {
			%d Dywizja Zmechanizowana Legionów
		}
		2 = {
			%d Dywizja Zmechanizowana Legionów
		}
		3 = {
			%d Dywizja Zmechanizowana Legionów
		}
		4 = {
			%d Dywizja Zmechanizowana
		}
		5 = {
			%d Dywizja Zmechanizowana
		}
		6 = {
			%d Dywizja Zmechanizowana
		}
		7 = {
			%d Dywizja Zmechanizowana
		}
		8 = {
			%d Dywizja Zmechanizowana
		}
		9 = {
			%d Dywizja Zmechanizowana
		}
		11 = {
			%d Karpacka Dywizja Zmechanizowana
		}
		12 = {
			%d Dywizja Zmechanizowana
		}
		13 = {
			%d Kresowa Dywizja Zmechanizowana
		}
		14 = {
			%d Wielkopolska Dywizja Zmechanizowana
		}
		15 = {
			%d Wielkopolska Dywizja Zmechanizowana
		}
		16 = {
			%d Pomorska Dywizja Zmechanizowana
		}
		17 = {
			%d Wielkopolska Dywizja Zmechanizowana
		}
		18 = {
			%d Dywizja Zmechanizowana
		}
		19 = {
			%d Dywizja Zmechanizowana
		}
		20 = {
			%d Dywizja Zmechanizowana
		}
		23 = {
			%d Górnośląska Dywizja Zmechanizowana
		}
		24 = {
			%d Dywizja Zmechanizowana
		}
		25 = {
			%d Dywizja Zmechanizowana
		}
		26 = {
			%d Dywizja Zmechanizowana
		}
		27 = {
			%d Dywizja Zmechanizowana
		}
		28 = {
			%d Dywizja Zmechanizowana
		}
		29 = {
			%d Dywizja Zmechanizowana
		}
		30 = {
			%d Poleska Dywizja Zmechanizowana
		}
	}
}
### Entity: National Focus
Tree: ser_focus
Component: SER_adriatic_specialization
Constructs: prerequisite, completion_reward, is_coastal, add_doctrine_cost_reduction, every_navy_leader, add_unit_leader_trait
Source: game
File: common/national_focus/serbia.txt

Code:
focus = {
	id = SER_adriatic_specialization
	icon = GFX_focus_generic_adriatic_sea_focus
	prerequisite = {
		focus = SER_modern_destroyers SER_heavy_cruiser_project
	}
	mutually_exclusive = {
		focus = SER_skilled_pilots
	}
	x = 0
	y = 1
	relative_position_id = SER_heavy_cruiser_project
	cost = 10
	ai_will_do = {
		factor = 20
	}
	available = {
		any_owned_state = {
			is_coastal = yes
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		navy_experience = 15
		add_doctrine_cost_reduction = {
			name = YUG_contest_the_adriatic
			cost_reduction = 0.5
			uses = 1
			category = naval_doctrine
		}
		every_navy_leader = {
			add_unit_leader_trait = inshore_fighter
		}
	}
}
### Entity: Event
Component: BBA_ethiopia_exile_events.42
Constructs: is_triggered_only, ai_chance, set_country_flag, random_hours, create_wargoal, puppet_wargoal_focus
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_exile_events.42
	title = BBA_ethiopia_exile_events.42.t
	desc = BBA_ethiopia_exile_events.42.desc
	is_triggered_only = yes
	picture = GFX_report_event_generic_read_write
	option = {
		name = BBA_ethiopia_exile_events.42.a
		ai_chance = {
			base = 10
		}
		FROM = {
			set_country_flag = ITA_gets_more_flag
		} {
			country_event = {
				id = BBA_ethiopia_exile_events.43
				hours = 4
				random_hours = 8
			}
		}
	} {
		name = BBA_ethiopia_exile_events.42.b
		ai_chance = {
			base = 10
		}
		ROOT = {
			create_wargoal = {
				type = puppet_wargoal_focus
				target = FROM
			}
		}
		var:global.ETH_peace_country = {
			country_event = {
				id = BBA_ethiopia_exile_events.46
				hours = 4
				random_hours = 8
			}
		}
		FROM = {
			country_event = {
				id = BBA_ethiopia_exile_events.44
				hours = 4
				random_hours = 8
			}
		}
	}
}
### Entity: State History
Component: 458
Constructs: add_core_of
Source: game
File: history/states/458-Tunisia.txt

Code:
state = {
	id = 458
	name = STATE_458
	manpower = 1982940
	state_category = town
	resources = {
		steel = 31
	}
	history = {
		owner = FRA
		add_core_of = TUN
		victory_points = {
			11969 10
		} {
			9994 1
		} {
			11921 1
		}
		buildings = {
			infrastructure = 2
			industrial_complex = 1
			air_base = 8
			9994 = {
				naval_base = 8
			}
		}
	}
	provinces = {
		1037 1046 4061 4129 4163 7077 7162 7180 9994 10091 11921 11969
	}
	local_supplies = 0.0
}
### Entity: Event
Component: r56.news_event.47
Constructs: is_triggered_only
Source: game
File: events/r56_news_events.txt

Code:
news_event = {
	id = r56.news_event.47
	title = r56.news_event.47.t
	desc = r56.news_event.47.desc
	picture = GFX_news_event_CAN_independence
	is_triggered_only = yes
	option = {
		name = r56.news_event.47.a
		trigger = {
			tag = ENG
		}
	} {
		name = r56.news_event.47.b
		trigger = {
			tag = CAN
		}
	} {
		name = r56.news_event.47.c
		trigger = {
			NOT = {
				tag = CAN ENG
			}
		}
	}
}