Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: EAI_DD_20/small_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_20/small_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		small_plane_airframe = {
			build_cost_ic = -0.2
			instant = yes
		}
	}
}
### Entity: Event
Component: mongol_anti_soviet.2
Constructs: is_triggered_only, limit, add_political_power, add_popularity, set_country_flag, clr_country_flag, every_state, has_state_flag
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol_anti_soviet.2
	title = mongol_anti_soviet.2.t
	desc = mongol_anti_soviet.2.d
	picture = GFX_report_event_dalai_lama_family
	is_triggered_only = yes
	option = {
		name = mongol_anti_soviet.2.a
		add_political_power = 120
		add_popularity = {
			ideology = neutrality
			popularity = 0.15
		}
		set_country_flag = MON_young_khan_was_found
		clr_country_flag = MON_search_for_khan_in_progress
		hidden_effect = {
			every_state = {
				limit = {
					has_state_flag = MON_potential_bogd_khan_location
				}
				clr_state_flag = MON_potential_bogd_khan_location
			}
		}
	}
}
### Entity: Event
Component: MAN_56_event.13
Constructs: is_triggered_only, ai_chance, set_political_party, division_template, limit, remove_ideas, every_country, has_war_with
Source: game
File: events/r56_MAN_events.txt

Code:
country_event = {
	id = MAN_56_event.13
	title = MAN_56_event.13.t
	desc = MAN_56_event.13.desc
	picture = GFX_report_event_ARG_coup_detat
	is_triggered_only = yes
	option = {
		name = MAN_56_event.13.a
		ai_chance = {
			base = 1
		}
		hidden_effect = {
			remove_ideas = {
				MAN_kwantung_veto_2 MAN_five_year_plan_air MAN_five_year_plan_tank MAN_five_year_plan_industry MAN_yoshisuke_aikawa MAN_naoki_hoshino MAN_mantetsu_railway MAN_state_opium_monopoly_bureau_2 MAN_manchurian_industrial_development_company_2 MAN_national_defense_state MAN_army_academies MAN_cadets_in_jap_academy MAN_labor_corps_idea MAN_self_sufficient_military_idea MAN_efficient_command_structure MAN_specialized_units_2 MAN_resource_manchu_idea MAN_manchurian_army MAN_japanese_settlers
			}
			IF = {
				limit = {
					has_country_flag = MAN_economic_demands_tt
				}
				remove_ideas = MAN_communist_cells
			}
		} {
			JAP = {
				declare_war_on = {
					target = ROOT
					type = annex_everything
				}
			}
			set_political_party = {
				ideology = fascism
				popularity = 10
			}
		}
		custom_effect_tooltip = MAN_puyi_-5_tt
		add_to_variable = {
			MAN_puyi_loyalists = -5
		} {
			MAN_puyi_loyalists = 1
		}
		multiply_variable = {
			MAN_puyi_loyalists = -0.01
		}
		clamp_variable = {
			var = MAN_puyi_loyalists
			min = -0.95
			max = -0.1
		}
		IF = {
			limit = {
				all_controlled_state = {
					OR = {
						NOT = {
							is_owned_by = ROOT
						}
						has_state_flag = MAN_infiltrated
					}
				}
			}
			transfer_units_fraction = {
				target = JAP
				size = var:MAN_puyi_loyalists
				keep_unit_leaders_trigger = {
					always = yes
				}
			}
			JAP = {
				end_puppet = ROOT
			} {
				declare_war_on = {
					target = ROOT
					type = annex_everything
				}
			}
			leave_faction = yes
			set_politics = {
				ruling_party = neutrality
				elections_allowed = no
			}
		} {
			limit = {
				has_country_flag = MAN_bandits_allied
			}
			division_template = {
				name = Partisan Armies
				priority = 1
				is_locked = no
				division_names_group = MAN_INF_01
				regiments = {
					irregular_infantry = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 0
						y = 2
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					} {
						x = 1
						y = 2
					}
				}
			}
			random_owned_controlled_state = {
				create_unit = {
					division = name 
# ... (truncated)
### Entity: National Focus
Tree: kal_focus
Component: KAL_the_court_of_joinville_le_pont
Constructs: prerequisite, has_government, add_stability, completion_reward, is_historical_focus_on, is_puppet, add_popularity, add_timed_idea
Source: game
File: common/national_focus/kalmykia.txt

Code:
focus = {
	id = KAL_the_court_of_joinville_le_pont
	icon = GFX_focus_generic_home_defense
	prerequisite = {
		focus = KAL_organize_the_government
	}
	mutually_exclusive = {
		focus = KAL_internationalism KAL_bring_in_exiled_nationalists KAL_trust_democratic_institutions
	}
	x = 3
	y = 1
	relative_position_id = KAL_organize_the_government
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 0
			is_historical_focus_on = yes
			is_puppet = yes
			NOT = {
				OVERLORD = {
					has_government = neutrality
				}
			}
		} {
			factor = 0
			is_historical_focus_on = yes
			NOT = {
				has_government = neutrality
			}
		} {
			factor = 0.1
			is_historical_focus_on = no
			is_puppet = no
			NOT = {
				has_government = neutrality
			}
		} {
			factor = 6
			has_government = neutrality
		}
	}
	completion_reward = {
		add_stability = 0.05
		add_popularity = {
			ideology = neutrality
			popularity = 0.1
		}
		add_timed_idea = {
			idea = GEN_Strenghten_Monarchy_I
			days = 1395
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
}
### Entity: State History
Component: 305
Constructs: add_core_of
Source: game
File: history/states/305-Ecuador.txt

Code:
state = {
	id = 305
	name = STATE_305
	manpower = 2000000
	resources = {
		oil = 2
	}
	state_category = city
	history = {
		owner = ECU
		add_core_of = ECU
		buildings = {
			infrastructure = 2
			arms_factory = 1
			industrial_complex = 4
			air_base = 1
			8252 = {
				naval_base = 4
			}
		}
		victory_points = {
			12798 10
		} {
			8252 5
		} {
			5120 2
		}
	}
	provinces = {
		5051 5120 8047 8075 8252 10888 11020 12798
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: mon_focus
Component: MON_the_great_terror
Constructs: prerequisite, limit, add_ideas, remove_ideas, has_government, has_country_flag, completion_reward, add_timed_idea
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_the_great_terror
	icon = GFX_goal_generic_army_purges
	x = 1
	y = 1
	relative_position_id = MON_deal_with_religious_centre
	cost = 20
	prerequisite = {
		focus = MON_reorganize_homeland_security
	} {
		focus = MON_deal_with_religious_centre
	}
	ai_will_do = {
		factor = 30
	}
	select_effect = {
		hidden_effect = {
			country_event = {
				id = mongol.49
				days = 3
			}
		}
	}
	completion_reward = {
		custom_effect_tooltip = MON_great_terror_tt
		if = {
			limit = {
				has_country_flag = mon_purged_intellectuals_flag
			}
			add_timed_idea = {
				idea = Mon_intellectuals_purged
				days = 730
			}
		} {
			limit = {
				has_country_flag = mon_purged_party_flag
			}
			add_timed_idea = {
				idea = Mon_party_purged
				days = 730
			}
		} {
			limit = {
				has_country_flag = mon_purged_lamas_flag
			}
			add_timed_idea = {
				idea = Mon_lamas_purged
				days = 730
			}
		} {
			limit = {
				has_country_flag = mon_purged_intellectuals_flag mon_purged_party_flag mon_purged_lamas_flag
			}
			add_ideas = MON_consolidated_power_3
		} {
			limit = {
				OR = {
					AND = {
						NOT = {
							has_country_flag = mon_purged_intellectuals_flag
						}
						has_country_flag = mon_purged_party_flag mon_purged_lamas_flag
					} {
						NOT = {
							has_country_flag = mon_purged_party_flag
						}
						has_country_flag = mon_purged_intellectuals_flag mon_purged_lamas_flag
					} {
						NOT = {
							has_country_flag = mon_purged_lamas_flag
						}
						has_country_flag = mon_purged_intellectuals_flag mon_purged_party_flag
					}
				}
			}
			add_ideas = MON_consolidated_power_2
		} {
			limit = {
				OR = {
					AND = {
						NOT = {
							has_country_flag = mon_purged_intellectuals_flag
						} {
							has_country_flag = mon_purged_party_flag
						}
						has_country_flag = mon_purged_lamas_flag
					} {
						NOT = {
							has_country_flag = mon_purged_intellectuals_flag
						} {
							has_country_flag = mon_purged_lamas_flag
						}
						has_country_flag = mon_purged_party_flag
					} {
						NOT = {
							has_country_flag = mon_purged_party_flag
						} {
							has_country_flag = mon_purged_lamas_flag
						}
						has_country_flag = mon_purged_intellectuals_flag
					}
				}
			}
			add_ideas = MON_consolidated_power_1
		} {
			limit = {
				NOT = {
					has_country_flag = mon_purged_intellectuals_flag
				} {
					has_cou
# ... (truncated)
### Entity: National Focus
Tree: jap_focus
Component: JAP_form_the_ldp
Constructs: prerequisite, limit, completion_reward, has_country_leader, cancel_if_invalid, swap_country_leader_traits, add_country_leader_trait, set_party_name
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_form_the_ldp
	icon = GFX_focus_JAP_form_the_ldp
	x = 0
	y = 1
	relative_position_id = JAP_ichiro_hatoyama_focus
	prerequisite = {
		focus = JAP_ichiro_hatoyama_focus
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		has_country_leader = {
			ruling_only = yes
			character = JAP_ichiro_hatoyama
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		IF = {
			limit = {
				has_country_leader = {
					ruling_only = yes
					character = JAP_ichiro_hatoyama
				}
			}
			JAP_ichiro_hatoyama = {
				swap_country_leader_traits = {
					remove = JAP_rikken_seiyukai_leader
					add = JAP_ldp_leader
					ideology = liberalism
				}
			}
		}
		ELSE = {
			add_country_leader_trait = JAP_ldp_leader
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		set_party_name = {
			ideology = democratic
			long_name = JAP_ldp_party_long
			name = JAP_ldp_party
		}
	}
}
### Entity: National Focus
Tree: men_focus
Component: MEN_swallow_the_rising_sun
Constructs: prerequisite, has_government, add_war_support, add_opinion_modifier, completion_reward, is_in_faction_with, is_subject, create_wargoal
Source: game
File: common/national_focus/mengkukuo.txt

Code:
focus = {
	id = MEN_swallow_the_rising_sun
	icon = GFX_focus_attack_japan
	prerequisite = {
		focus = MEN_fortify_the_south MEN_fortify_the_east
	}
	x = 1
	y = 1
	bypass = {
		OR = {
			is_in_faction_with = JAP
			NOT = {
				country_exists = JAP
			}
		}
	}
	available = {
		is_subject = no
		has_government = communism
		NOT = {
			is_in_faction_with = JAP
		}
		country_exists = JAP
	}
	relative_position_id = MEN_fortify_the_south
	cost = 10
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		add_war_support = 0.05
		create_wargoal = {
			type = topple_government
			target = JAP
			expire = 0
		}
		JAP = {
			add_opinion_modifier = {
				target = MEN
				modifier = hostile_status
			}
		}
		add_timed_idea = {
			idea = MEN_anti_japanese_stratagems_idea
			days = 180
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Event
Component: poland.212
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland.212
	title = poland.212.t
	desc = poland.212.d
	picture = GFX_report_event_fighters
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = poland.212.a
		air_experience = 25
	}
}
### Entity: AI Strategy
Component: SOV_litvinov_active_sov
Constructs: has_idea, is_subject
Source: game
File: common/ai_strategy/SOV.txt

Code:
SOV_litvinov_active_sov = {
	allowed = {
		original_tag = SOV
	}
	enable = {
		has_idea = SOV_maksim_litvinov
		is_subject = no
	}
	abort = {
		NOT = {
			has_idea = SOV_maksim_litvinov
		}
		is_subject = yes
	}
	ai_strategy = {
		type = befriend
		id = ENG
		value = 25
	} {
		type = befriend
		id = USA
		value = 15
	} {
		type = befriend
		id = FRA
		value = 35
	} {
		type = befriend
		id = POL
		value = 25
	} {
		type = antagonize
		id = GER
		value = 25
	} {
		type = antagonize
		id = JAP
		value = 25
	} {
		type = diplo_action_desire
		id = FRA
		target = improve_relation
		value = 25
	} {
		type = diplo_action_desire
		id = POL
		target = improve_relation
		value = 15
	}
}
### Entity: Event
Component: libya.3
Constructs: is_triggered_only, ai_chance
Source: game
File: events/tmodernevents.txt

Code:
country_event = {
	id = libya.3
	title = libya.3.t
	desc = libya.3.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = libya.3.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: National Focus
Tree: sco_focus
Component: SCO_join_the_comintern
Constructs: prerequisite, limit, has_government, has_war_with, is_major, completion_reward, is_puppet, has_capitulated
Source: game
File: common/national_focus/scotland.txt

Code:
focus = {
	id = SCO_join_the_comintern
	icon = GFX_focus_SOV_third_rome
	prerequisite = {
		focus = SCO_reeducate_the_bourgeoisie
	}
	mutually_exclusive = {
		focus = SCO_a_new_international
	}
	relative_position_id = SCO_reeducate_the_bourgeoisie
	available = {
		is_puppet = no
		OR = {
			has_government = communism
			communism = > 0.4
		} {
			SOV = {
				NOT = {
					has_war_with = ROOT
				}
				has_government = communism
				has_capitulated = no
				is_faction_leader = yes
			}
			any_other_country = {
				is_major = yes
				has_government = communism
				is_faction_leader = yes
				NOT = {
					has_war_with = ROOT
				}
			}
		}
	}
	bypass = {
		is_in_faction_with = SOV
	}
	x = -1
	y = 2
	cost = 10
	completion_reward = {
		if = {
			limit = {
				SOV = {
					has_government = communism
					is_faction_leader = yes
					has_capitulated = no
					NOT = {
						has_war_with = ROOT
					}
				}
				NOT = {
					any_other_country = {
						is_in_faction_with = SOV
						has_war_with = ROOT
					}
				}
			}
			SOV = {
				country_event = argentina.15
			}
		}
		else = {
			get_best_alliance_match_communism_effect = yes
			var:best_leader = {
				country_event = generic.2
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/ENG_1936_LaR.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = ENG
		}
		requested_factories = 3
		progress = 0.1
		efficiency = 50
		industrial_manufacturer = mio:ENG_rsaf_enfield_organization
	} {
		equipment = {
			type = artillery_equipment_1
			creator = ENG
		}
		requested_factories = 2
		progress = 0.1
		efficiency = 50
		industrial_manufacturer = mio:ENG_royal_arsenal_organization
	} {
		equipment = {
			type = support_equipment_1
			creator = ENG
		}
		requested_factories = 1
		progress = 0.3
		efficiency = 50
	} {
		equipment = {
			type = light_tank_equipment_1
			creator = ENG
		}
		requested_factories = 1
		progress = 0.4
		efficiency = 50
		industrial_manufacturer = mio:ENG_vauxhall_organization
	} {
		equipment = {
			type = motorized_equipment_1
			creator = ENG
		}
		requested_factories = 1
		progress = 0.1
		efficiency = 80
		industrial_manufacturer = mio:ENG_vauxhall_automotive_organization
	} {
		equipment = {
			type = gw_armored_car_equipment
			creator = ENG
		}
		requested_factories = 1
		progress = 0.1
		efficiency = 100
		industrial_manufacturer = mio:ENG_crossley_motors_organization
	}
}
### Entity: Country History
Country: SER
Component: SER_misc
Constructs: limit, add_ideas, set_technology, add_political_power, set_research_slots, has_dlc, add_command_power, complete_national_focus
Source: game
File: history/countries/SER - Serbia.txt

Code:
# Misc for SER
capital = 107
set_research_slots = 3
if = {
	limit = {
		NOT = {
			has_dlc = By Blood Alone
		}
	}
	set_technology = {
		early_fighter = 1
	}
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
		basic_light_tank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
		basic_light_tank_chassis = 1
	}
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		early_destroyer = 1
		early_light_cruiser = 1
		early_submarine = 1
		transport = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		early_ship_hull_submarine = 1
		early_ship_hull_light = 1
		early_ship_hull_cruiser = 1
		basic_battery = 1
		basic_torpedo = 1
		mtg_transport = 1
	}
}
1939.1.1 = {
	add_ideas = {
		limited_conscription
	}
	add_political_power = 1198
	add_command_power = 100
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort naval_effort flexible_navy industrial_effort construction_effort production_effort
	oob = YUG_1939
	set_technology = {
		gw_artillery = 1
		interwar_artillery = 1
		interwar_antitank = 1
		interwar_antiair = 1
		infantry_weapons2 = 1
		support_weapons = 1
		basic_destroyer = 1
		electronic_mechanical_engineering = 1
		radio = 1
		mechanical_computing = 1
		computing_machine = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		construction1 = 1
		concentrated_industry = 1
	}
	set_grand_doctrine = grand_battleplan new_fleet_in_being new_strategic_destruction
	complete_special_project = {
		project = sp:sp_air_radar
	}
	if = {
		limit = {
			NOT = {
				has_dlc = By Blood Alone
			}
		}
		set_technology = {
			fighter1 = 1
			early_bomber = 1
			tactical_bomber1 = 1
			CAS1 = 1
			naval_bomber1 = 1
		}
	}
}
{
	set_politics = {
		ruling_party = neutrality
		last_election = 1939.1.1
		election_frequency = 36
		elections_allowed = yes
	}
}
set_convoys = 0
### Entity: Shared Focus
Component: GUYANA_UNIFIED_develop_mining
Constructs: shared_focus, prerequisite, add_ideas, completion_reward, has_idea, allow_branch
Source: game
File: common/national_focus/r56_guyana_shared.txt

Code:
shared_focus = {
	id = GUYANA_UNIFIED_develop_mining
	icon = GFX_goal_generic_construct_civilian
	cost = 10
	prerequisite = {
		focus = GUYANA_UNIFIED_administrative_reorganization
	}
	relative_position_id = GUYANA_UNIFIED_administrative_reorganization
	x = 0
	y = 1
	ai_will_do = {
		factor = 10
	}
	text_icon = NORDIC_focus_style
	available = {
		NOT = {
			has_idea = generic_recent_economic_unification
		}
	}
	bypass = {

	}
	allow_branch = {

	}
	completion_reward = {
		add_ideas = YUG_idea_expanded_mining_industry
	}
}
### Entity: Idea
Component: r56_lootbox_research_speed_idea
Constructs: research_speed_factor, removal_cost
Source: game
File: common/ideas/lootbox.txt

Code:
r56_lootbox_research_speed_idea = {
	allowed = {
		always = no
	}
	removal_cost = -1
	picture = generic_research_bonus
	modifier = {
		research_speed_factor = 0.25
	}
}
### Entity: Effect Reference
Construct: remove_decision_on_cooldown
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## remove_decision_on_cooldown

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Removes decision on cooldown to reactivate or remove. 
Example: remove_decision_on_cooldown = some_decision_here
```
### Entity: Event
Component: SEA_warlords.62
Constructs: is_triggered_only, annex_country, remove_country_leader_role, set_nationality
Source: game
File: events/SEA_Warlords.txt

Code:
country_event = {
	id = SEA_warlords.62
	title = SEA_warlords.62.t
	desc = SEA_warlords.62.desc
	picture = GFX_report_event_chinese_soldiers_mountain
	is_triggered_only = yes
	option = {
		name = SEA_warlords.62.a
		annex_country = {
			target = FROM
			transfer_troops = yes
		}
		country_event = {
			id = SEA_china.29
			days = 3
		}
		hidden_effect = {
			XIC = {
				CHI_zhang_xueliang = {
					remove_country_leader_role = {
						ideology = despotism
					}
				}
			}
		}
		FROM = {
			CHI_zhang_xueliang = {
				set_nationality = ROOT
			}
		}
	}
}
### Entity: Scripted Effect
Component: FRA_congress_of_paris_italian_claims_setup_effect
Constructs: add_state_claim
Source: game
File: common/scripted_effects/FRA_scripted_effects.txt

Code:
FRA_congress_of_paris_italian_claims_setup_effect = {
	add_state_claim = 452 447 446 457 456 551 549 269 547 904 905 903 548 546 887 885 884 886 883
}
### Entity: National Focus
Tree: ins_focus
Component: INS_expand_batavia_technical_institute
Constructs: prerequisite, completion_reward, is_fully_controlled_by, add_research_slot
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_expand_batavia_technical_institute
	icon = GFX_focus_research
	available = {
		1058 = {
			is_fully_controlled_by = ROOT
		}
	}
	prerequisite = {
		focus = INS_developing_java
	}
	x = 4
	y = 0
	relative_position_id = INS_not_industry
	cost = 10
	ai_will_do = {
		base = 5
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: Character
Component: BRA_minister_of_defense
Constructs: war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
BRA_minister_of_defense = {
	random = no
	sprite = 13
	army_core_defence_factor = 0.05
	war_support_factor = 0.1
	conscription = 0.02
	democratic_acceptance = -25
	ai_will_do = {
		factor = 0
	}
}
### Entity: Character
Component: COL_gabriel_paris_gordillo
Source: game
File: common/characters/COL.txt

Code:
COL_gabriel_paris_gordillo = {
	advisor = {
		slot = high_command
		idea_token = COL_gabriel_paris_gordillo
		ledger = army
		allowed = {
			original_tag = COL
		}
		traits = {
			army_concealment_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Gabriel Paris Gordillo
	portraits = {
		army = {
			small = GFX_idea_generic_army_south_america_2
		}
	}
}
### Entity: Order of Battle
Component: air_wing_1126
Source: game
File: history/units/INS_1936_air_legacy.txt

Code:
air_wings = {
	1126 = {
		fighter_equipment_0 = {
			owner = INS
			creator = USA
			amount = 4
		}
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_quality_training
Constructs: prerequisite, completion_reward, cancel_if_invalid, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_quality_training
	icon = GFX_focus_SWE_varnplikt
	prerequisite = {
		focus = RAJ_the_revolutionary_army_marches
	}
	x = 0
	y = 1
	relative_position_id = RAJ_the_revolutionary_army_marches
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		swap_ideas = {
			remove_idea = idea_RAJ_the_peoples_liberation_army_2
			add_idea = idea_RAJ_the_peoples_liberation_army_3
		}
	}
}
### Entity: Character
Component: VOL_democratic_guy
Constructs: has_government
Source: game
File: common/characters/VOL.txt

Code:
VOL_democratic_guy = {
	advisor = {
		slot = political_advisor
		idea_token = VOL_democratic_guy
		allowed = {
			original_tag = VOL
		}
		traits = {
			democratic_reformer
		}
		do_effect = {
			not = {
				has_government = democratic
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_1
		}
	}
}
### Entity: AI Strategy
Component: GER_dont_send_air_to_middle_east
Constructs: is_historical_focus_on
Source: game
File: common/ai_strategy/GER.txt

Code:
GER_dont_send_air_to_middle_east = {
	allowed = {
		original_tag = GER
	}
	enable = {
		is_historical_focus_on = yes
		date = > 1941.3.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = strategic_air_importance
		id = 28
		value = -30000
	} {
		type = strategic_air_importance
		id = 232
		value = -30000
	} {
		type = strategic_air_importance
		id = 116
		value = -30000
	}
}
### Entity: Event
Component: naw_norway.33
Constructs: is_triggered_only, add_political_power
Source: game
File: events/NaW_Norway.txt

Code:
country_event = {
	id = naw_norway.33
	title = naw_norway.33.t
	desc = naw_norway.33.d
	picture = GFX_report_event_finnish_letter
	is_triggered_only = yes
	option = {
		name = naw_norway.33.a
		add_political_power = 10
	}
}
### Entity: Character
Component: SIE_acas
Source: game
File: common/characters/SIE.txt

Code:
SIE_acas = {
	advisor = {
		slot = high_command
		idea_token = SIE_acas
		ledger = air
		allowed = {
			original_tag = SIE
		}
		traits = {
			air_close_air_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_2
		}
	}
}