Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: CHI_nationalist_historical_plan
Constructs: has_completed_focus, has_country_flag, has_dlc, is_historical_focus_on, has_game_rule, is_in_faction_with, is_subject
Source: game
File: common/ai_strategy_plans/CHI_historical_strategy_plan.txt

Code:
CHI_nationalist_historical_plan = {
	name = Nationalist China historical plan
	desc = Essentially historical behavior for Nationalist China
	allowed = {
		original_tag = CHI
		NOT = {
			has_dlc = No Compromise, No Surrender
		}
	}
	enable = {
		OR = {
			AND = {
				is_historical_focus_on = yes
				has_game_rule = {
					rule = CHI_ai_behavior
					option = DEFAULT
				}
			}
			has_country_flag = CHI_AI_RANDOM_HISTORICAL
			has_game_rule = {
				rule = CHI_ai_behavior
				option = HISTORICAL
			}
		}
	}
	abort = {
		JAP = {
			OR = {
				has_completed_focus = JAP_strengthen_civilian_government JAP_the_unthinkable_option JAP_support_the_kodoha_faction JAP_okadas_military_purge_speech JAP_revere_the_emperor_destroy_the_traitors
				is_in_faction_with = ENG USA
			}
		}
		has_game_rule = {
			rule = CHI_ai_behavior
			option = ALTERNATE
		}
		MAN = {
			is_subject = no
		}
	}
	ai_national_focuses = {
		CHI_invite_foreign_investors CHI_unified_industrial_planning CHI_military_affairs_commission CHI_rural_reconstruction_movement CHI_british_cooperation CHI_mission_to_the_us CHI_mission_to_germany CHI_expand_the_academica_sinica CHI_mission_to_the_soviet_union CHI_hire_chennault CHI_rapprochement_with_soviet_union CHI_invite_soviet_advisers CHI_army_reform CHI_burma_road CHI_the_soviet_volunteer_group CHI_three_principles_of_the_people CHI_nationalism CHI_financial_policy CHI_foreign_threats CHI_war_of_resistance CHI_industrial_evacuations CHI_fighter_purchases CHI_camco CHI_scorched_earth_tactics CHI_mining_commission CHI_welfare CHI_refugee_relief_agency CHI_forced_conscription CHI_purchase_tanks CHI_experimental_mechanised_unit CHI_land_tax_reform CHI_invite_the_flying_tigers CHI_the_hump CHI_chinese_expeditionary_force CHI_sino_american_cooperative_organization CHI_price_controls CHI_ledo_road CHI_the_chu_x_po CHI_new_life_movement CHI_modern_logistics
	}
	research = {

	}
	ideas = {
		CHI_soong_mei_ling = 10
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Event
Component: AAT_MIO_events.2
Constructs: is_triggered_only, ai_chance, add_mio_size
Source: game
File: events/AAT_Generic_Events.txt

Code:
country_event = {
	id = AAT_MIO_events.2
	title = AAT_MIO_events.2.t
	desc = AAT_MIO_events.2.desc
	picture = GFX_report_event_generic_factory
	is_triggered_only = yes
	option = {
		name = AAT_MIO_events.2.a
		ai_chance = {
			base = 10
		}
		mio:CZE_skoda_shipyards_organization = {
			add_mio_size = 1
		}
	} {
		name = AAT_MIO_events.2.b
		ai_chance = {
			base = 10
		}
		mio:CZE_skoda_armor_organization = {
			add_mio_size = 1
		}
	} {
		name = AAT_MIO_events.2.c
		ai_chance = {
			base = 10
		}
		mio:CZE_skoda_artillery_organization = {
			add_mio_size = 1
		}
	}
}
### Entity: Idea
Component: JAP_focus_on_our_own_economy_2
Constructs: stability_factor, industrial_capacity_factory, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/r56_japan.txt

Code:
JAP_focus_on_our_own_economy_2 = {
	picture = generic_production_bonus
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		min_export = -0.25
		stability_factor = 0.05
		industrial_capacity_factory = 0.1
		production_speed_buildings_factor = 0.1
	}
}
### Entity: Idea
Component: AFG_fascist_influence
Constructs: removal_cost, fascism_drift
Source: game
File: common/ideas/afghanistan.txt

Code:
AFG_fascist_influence = {
	allowed = {
		tag = AFG
	}
	removal_cost = -1
	picture = generic_fascism_drift_2
	modifier = {
		fascism_drift = 0.02
	}
}
### Entity: Character
Component: SWE_swedish_imperialist
Constructs: war_support_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
SWE_swedish_imperialist = {
	random = no
	fascism_acceptance = 50
	war_support_factor = 0.1
	communism_acceptance = -100
}
### Entity: State History
Component: 888
Constructs: limit, has_dlc, add_dynamic_modifier, add_core_of
Source: game
File: history/states/888-Lusambo.txt

Code:
state = {
	id = 888
	name = STATE_888
	manpower = 885237
	state_category = pastoral
	resources = {
		coal = 2
	}
	history = {
		owner = BEL
		IF = {
			limit = {
				has_dlc = Gotterdammerung
			}
			transfer_state_to = COG
			add_dynamic_modifier = {
				modifier = COG_state_loyal_to_free_congo_modifier
			}
		}
		victory_points = {
			2024 1
		}
		buildings = {
			infrastructure = 1
		}
		add_core_of = COG
	}
	provinces = {
		1731 1929 2024 4128 7716 8016 9986 10858
	}
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_defend_the_skies
Constructs: every_owned_state, prerequisite, limit, completion_reward, has_tech, add_tech_bonus, add_building_construction
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_defend_the_skies
	icon = GFX_goal_generic_air_fighter2
	x = -1
	y = 1
	relative_position_id = SWI_emergency_industry
	prerequisite = {
		focus = SWI_attack_from_the_mountains SWI_emergency_industry
	}
	cost = 10
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 0.2
			SWI_someone_is_about_to_be_angry = yes
		}
	}
	available = {
		has_tech = interwar_antiair
		power_balance_value = {
			id = SWI_centralization_bop
			value = > 0
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = SWI_defend_the_skies
			bonus = 1
			uses = 2
			category = cat_anti_air
		}
		every_owned_state = {
			limit = {
				free_building_slots = {
					building = anti_air_building
					size = > 1
				}
			}
			add_building_construction = {
				type = anti_air_building
				level = 2
				instant_build = yes
			}
		}
		if = {
			limit = {
				NOT = {
					has_tech = interwar_antiair
				}
			}
			effect_tooltip = {
				every_owned_state = {
					add_building_construction = {
						type = anti_air_building
						level = 2
						instant_build = yes
					}
				}
			}
		}
		SWI_add_suspicious_prep_opinion = yes
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_found_national_steelworks
Constructs: prerequisite, has_country_flag, completion_reward, has_country_leader, is_owned_and_controlled_by, add_resource
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_found_national_steelworks
	icon = GFX_focus_generic_steel
	relative_position_id = CHL_an_attempt_to_maintain_our_neutrality
	x = 3
	y = 3
	cost = 10
	prerequisite = {
		focus = CHL_land_reforms
	}
	mutually_exclusive = {
		focus = CHL_enact_stricter_labor_laws
	}
	ai_will_do = {
		base = 2.5
		modifier = {
			factor = 0
			has_country_leader = {
				character = CHL_elias_lafertte_gavino
				ruling_only = yes
			}
		}
	}
	available = {
		950 = {
			is_owned_and_controlled_by = ROOT
		}
		NOT = {
			has_country_flag = CHL_protecting_mapuche_lands
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		950 = {
			add_resource = {
				type = steel
				amount = 24
			}
		}
		custom_effect_tooltip = CHL_skip_one_line_tt CHL_found_national_steelworks_tt
	}
}
### Entity: Country History
Country: FLA
Component: FLA_characters
Constructs: recruit_character, create_country_leader
Source: game
File: history/countries/FLA - Flanders.txt

Code:
# Leaders & Characters for FLA
recruit_character = FLA_georges_van_den_boom
create_country_leader = {
	name = Frans Van Cauwelaert
	desc = Frans Van Cauwelaert
	picture = Frans_Van_Cauwelaert.dds
	expire = 1965.1.1
	ideology = conservatism
	traits = {
		POL_Education_Reformer
	}
}
{
	name = Jef Van Extergem
	picture = gfx/leaders/FLA/portrait_Belgium_Jef_Van_Extergem.dds
	expire = 1965.1.1
	ideology = marxism
	traits = {
		silent_mule
	}
}
{
	name = August Borms
	desc = August Borms
	picture = gfx/leaders/FLA/BEL_portrait_August_Borms.dds
	expire = 1965.1.1
	ideology = despotism
	traits = {
		fascist_sympathies
	}
}
{
	name = Staf De Clercq
	desc = Staf De Clercq
	picture = Staf_De_Clercq.dds
	expire = 1965.1.1
	ideology = nazism
	traits = {
		fascist_militia_leader
	}
}
### Entity: Scripted Trigger
Component: EAI_suppression_template_upgrade_prio
Constructs: set_temp_variable
Source: game
File: common/scripted_triggers/EAI_PRODUCTION_template_design_triggers.txt

Code:
EAI_suppression_template_upgrade_prio = {
	OR = {
		set_temp_variable = {
			_check_xp = 200
		}
		EAI_XP_has_army_check_xp = yes
	}
}
### Entity: Event
Component: BBA_ethiopia_communist_events.03
Constructs: is_triggered_only, ai_chance, add_opinion_modifier
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_communist_events.03
	title = BBA_ethiopia_communist_events.03.t
	desc = BBA_ethiopia_communist_events.03.desc
	is_triggered_only = yes
	picture = GFX_report_event_soviet_soldiers_tank
	option = {
		name = BBA_ethiopia_communist_events.03.a
		ai_chance = {
			base = 10
		}
		ITA = {
			add_opinion_modifier = {
				target = SOV
				modifier = SOV_helping_ETH
			}
		}
	}
}
### Entity: Scripted Effect
Component: SOV_get_centre_military_support
Constructs: limit, set_variable
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_get_centre_military_support = {
	IF = {
		limit = {
			SOV_is_left_opposition = yes
		}
		set_variable = {
			SOV.SOV_centre_army_support = 1
		} {
			SOV.SOV_centre_navy_support = 1
		} {
			SOV.SOV_centre_air_support = 1
		}
		subtract_from_variable = {
			SOV.SOV_centre_army_support = SOV.SOV_left_opposition_army_support
		} {
			SOV.SOV_centre_navy_support = SOV.SOV_left_opposition_navy_support
		} {
			SOV.SOV_centre_air_support = SOV.SOV_left_opposition_air_support
		}
	}
	ELSE_IF = {
		limit = {
			SOV_is_right_opposition = yes
		}
		set_variable = {
			SOV.SOV_centre_army_support = 1
		} {
			SOV.SOV_centre_navy_support = 1
		} {
			SOV.SOV_centre_air_support = 1
		}
		subtract_from_variable = {
			SOV.SOV_centre_army_support = SOV.SOV_right_opposition_army_support
		} {
			SOV.SOV_centre_navy_support = SOV.SOV_right_opposition_navy_support
		} {
			SOV.SOV_centre_air_support = SOV.SOV_right_opposition_air_support
		}
	} {
		limit = {
			SOV_is_exiles = yes
		}
		set_variable = {
			SOV.SOV_centre_army_support = 1
		} {
			SOV.SOV_centre_navy_support = 1
		} {
			SOV.SOV_centre_air_support = 1
		}
		subtract_from_variable = {
			SOV.SOV_centre_army_support = SOV.SOV_exiles_army_support
		} {
			SOV.SOV_centre_navy_support = SOV.SOV_exiles_navy_support
		} {
			SOV.SOV_centre_air_support = SOV.SOV_exiles_air_support
		}
	}
}
### Entity: Effect Reference
Construct: set_variable
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## set_variable

* Supported Scopes: any
* Supported Targets: none

Sets a variable to a value, another variable, or a [math expression](script_math_expression.md).
`tooltip` can be used to override tooltip title with LEFT and RIGHT tokens.
### Entity: Idea
Component: MPL_white_paper_idea
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/mandate_of_palestine.txt

Code:
MPL_white_paper_idea = {
	allowed = {
		always = no
	}
	removal_cost = -1
	picture = MPL_white_paper
	modifier = {
		political_power_factor = -0.1
		monthly_population = 0.2
		resistance_damage_to_garrison = -0.1
		resistance_target = -0.1
		compliance_growth = -0.2
		stability_factor = 0.2
		non_core_manpower = -0.05
	}
}
### Entity: Character
Component: MZB_fascist_guy
Constructs: has_government
Source: game
File: common/characters/MZB.txt

Code:
MZB_fascist_guy = {
	advisor = {
		slot = political_advisor
		idea_token = MZB_fascist_guy
		allowed = {
			original_tag = MZB
		}
		traits = {
			fascist_demagogue
		}
		do_effect = {
			not = {
				has_government = fascism
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_2
		}
	}
}
### Entity: AI Strategy
Component: PHI_monarchist_plan
Constructs: has_country_flag, has_dlc, has_game_rule
Source: game
File: common/ai_strategy_plans/PHI_alternate_strategy_plan.txt

Code:
PHI_monarchist_plan = {
	name = Philippines Monarchist Plan
	desc = Monarchist behavior for Philippines
	allowed = {
		original_tag = PHI
		has_dlc = No Compromise, No Surrender
	}
	enable = {
		OR = {
			has_country_flag = PHI_AI_RANDOM_MONARCHIST
			has_game_rule = {
				rule = PHI_AI_BEHAVIOR
				option = MONARCHIST
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		PHI_commonwealth_of_the_philippines PHI_align_with_japan PHI_leverage_the_peso PHI_rebuild_sakdalistas PHI_election_overturned
	}
	focus_factors = {
		PHI_petition_the_supreme_court = 0
		PHI_police_chief_eisenhower = 0
	}
}
### Entity: Scripted Trigger
Component: SOV_has_active_tank_designer_okmo
Constructs: has_idea
Source: game
File: common/scripted_triggers/SOV_scripted_triggers.txt

Code:
SOV_has_active_tank_designer_okmo = {
	OR = {
		has_idea = SOV_okmo SOV_okmo_1 SOV_okmo_2 SOV_okmo_3 SOV_okmo_1_2 SOV_okmo_1_3 SOV_okmo_2_3 SOV_okmo_final
	}
}
### Entity: Idea
Component: messerschmitt
Constructs: research_bonus, equipment_bonus
Source: game
File: common/ideas/r56_germany.txt

Code:
messerschmitt = {
	allowed = {
		OR = {
			original_tag = WGR GER BAY
		}
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		light_aircraft_manufacturer
	}
	equipment_bonus = {

	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: ARM_movses_silikyan
Source: game
File: common/characters/ARM.txt

Code:
ARM_movses_silikyan = {
	name = ARM_movses_silikyan
	portraits = {
		army = {
			large = gfx/leaders/Europe/portrait_europe_generic_land_18.dds
			small = gfx/interface/ideas/idea_europe_generic_land_18.dds
		}
	}
	advisor = {
		cost = 100
		slot = army_chief
		idea_token = ARM_movses_silikyan_chief
		ledger = army
		allowed = {
			original_tag = ARM
		}
		available = {

		}
		traits = {
			army_chief_morale_2
		}
	} {
		cost = 100
		slot = high_command
		idea_token = ARM_movses_silikyan_army
		ledger = army
		allowed = {
			original_tag = ARM
		}
		available = {

		}
		traits = {
			army_infantry_2
		}
	}
	corps_commander = {
		traits = {
			homeland_connoisseur infantry_officer old_guard war_hero ARM_anti_communist_sympathizer
		}
		skill = 3
		attack_skill = 3
		defense_skill = 4
		planning_skill = 2
		logistics_skill = 1
		legacy_id = -1
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_restore_constitutionalism
Constructs: has_completed_focus, limit, add_ideas, add_stability, completion_reward, has_game_rule, allow_branch, is_historical_focus_on
Source: game
File: common/national_focus/r56_persia.txt

Code:
focus = {
	id = PER_restore_constitutionalism
	icon = GFX_goal_PER_reconstitute_the_guarded_domains
	cost = 10
	mutually_exclusive = {
		focus = PER_continue_government_purges PER_appoint_zahedi PER_revive_the_jungle_movement
	}
	x = 16
	y = 0
	offset = {
		x = -5
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = PER_restore_constitutionalism
		}
	}
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = PER_revive_the_jungle_movement PER_continue_government_purges PER_appoint_zahedi
			}
		}
	}
	ai_will_do = {
		factor = 30
		modifier = {
			factor = 0
			is_historical_focus_on = yes
		}
	}
	completion_reward = {
		add_ideas = PER_restore_constitutionalism
		add_stability = 0.1
		mark_focus_tree_layout_dirty = yes
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
}
### Entity: Shared Focus
Tree: spr_focus
Component: SPR_decentralize_the_kingdom
Constructs: shared_focus, prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_political_spain_nationalist_shared.txt

Code:
shared_focus = {
	id = SPR_decentralize_the_kingdom
	icon = GFX_focus_generic_self_management
	cost = 10.0
	ai_will_do = {
		factor = 15
	}
	prerequisite = {
		focus = SPR_establish_traditional_cortes
	}
	completion_reward = {
		add_ideas = SPR_decentralize_the_kingdom
	}
	relative_position_id = SPR_establish_traditional_cortes
	x = 0
	y = 1
}
### Entity: Country History
Country: SIK
Component: SIK_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/SIK - Sinkiang.txt

Code:
# Politics & Parties for SIK
set_politics = {
	ruling_party = communism
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	communism = 100
}
### Entity: AI Strategy
Component: SIA_dont_join_axis_historical
Constructs: is_historical_focus_on
Source: game
File: common/ai_strategy/SIA.txt

Code:
SIA_dont_join_axis_historical = {
	allowed = {
		original_tag = SIA
	}
	enable = {
		is_historical_focus_on = yes
		date = < 1942.1.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = alliance
		id = GER
		value = -60
	}
}
### Entity: Event
Component: kmt.113
Constructs: is_triggered_only
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.113
	title = kmt.113.t
	desc = kmt.113.d
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = kmt.110.a
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_end_the_khalkhin_gol_conflict
Constructs: prerequisite, limit, remove_ideas, every_country, completion_reward, has_civil_war, is_in_faction_with, has_war_together_with
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_end_the_khalkhin_gol_conflict
	icon = GFX_goal_generic_occupy_states_ongoing_war
	prerequisite = {
		focus = SOV_prepare_a_war_with_japan
	}
	x = -1
	y = 1
	relative_position_id = SOV_prepare_a_war_with_japan
	cost = 5
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			has_civil_war = yes
		}
	}
	mutually_exclusive = {
		focus = SOV_recover_the_kuril_islands
	}
	available = {
		surrender_progress = < 0.01
		country_exists = JAP
		NOT = {
			is_in_faction_with = JAP
		} {
			has_war_together_with = JAP
		}
		761 = {
			controller = {
				NOT = {
					is_in_faction_with = ROOT
				}
			}
		}
		is_subject = no
	}
	search_filters = {

	}
	completion_reward = {
		custom_effect_tooltip = SOV_end_the_khalkhin_gol_conflict_wargoal_tt generic_skip_one_line_tt generic_skip_one_line_tt
		hidden_effect = {
			every_country = {
				limit = {
					OR = {
						tag = JAP
						AND = {
							SOV_is_chinese_tag = yes
							is_in_faction_with = JAP
						}
					}
				}
				ROOT = {
					create_wargoal = {
						type = puppet_wargoal_focus
						target = PREV
					}
				}
			}
		}
		add_state_claim = 761
		if = {
			limit = {
				has_idea = SOV_preparations_for_soviet_japanese_war
			}
			remove_ideas = SOV_preparations_for_soviet_japanese_war
			every_country = {
				limit = {
					is_in_faction_with = ROOT
					has_idea = SOV_preparations_for_soviet_japanese_war_china
				}
				remove_ideas = SOV_preparations_for_soviet_japanese_war_china
			}
		} {
			limit = {
				is_in_faction_with = MON
				612 = {
					controller = {
						NOT = {
							is_in_faction_with = ROOT
						}
					}
				}
			}
			MON = {
				add_state_claim = 612 611
			}
		}
		add_timed_idea = {
			idea = SOV_soviet_japanese_reckoning
			days = 180
		}
		every_country = {
			limit = {
				is_in_faction_with = ROOT
				OR = {
					SOV_is_chinese_tag = yes
					capital_scope = {
						is_on_continent = asia
					}
				}
			}
			hidden_effect = {
				country_event = NSB_soviet_foreign_politics_events.252
			}
			effect_tooltip = {
				add_timed_idea = {
					idea = SOV_soviet_japanese_reckoning_china
					days = 180
				}
			}
		}
	}
}
### Entity: Idea
Component: r56w_idea_minister_johan_schmidt
Source: game
File: common/ideas/r56w_empire.txt

Code:
r56w_idea_minister_johan_schmidt = {
	ledger = army
	allowed = {
		original_tag = WHY
	}
	traits = {
		r56w_trait_minister_johan_schmidt
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: new_ger.9
Constructs: is_triggered_only, ai_chance, has_country_flag, add_stability, set_country_flag, add_to_variable
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.9
	title = new_ger.9.t
	desc = new_ger.9.d
	picture = GFX_report_event_german_speech
	is_triggered_only = yes
	option = {
		trigger = {
			has_country_flag = GER_a_disturbing_deal_sa_flag
		}
		name = new_ger.9.a
		set_country_flag = GER_NRAF_lutze
		add_to_variable = {
			NRAF_seats = 5
		}
		custom_effect_tooltip = GER_NRAF_5_tt
		ai_chance = {
			base = 1
		}
		mark_focus_tree_layout_dirty = yes
	} {
		name = new_ger.9.b
		set_country_flag = GER_NRAF_strasser
		add_to_variable = {
			NRAF_seats = 5
		}
		custom_effect_tooltip = GER_NRAF_5_tt
		ai_chance = {
			base = 2
		}
		mark_focus_tree_layout_dirty = yes
	} {
		name = new_ger.9.c
		set_country_flag = GER_NRAF_infighting
		add_to_variable = {
			NRAF_seats = -5
		}
		add_stability = -0.05
		custom_effect_tooltip = GER_NRAF_-5_tt
		ai_chance = {
			base = 1
		}
	}
}
### Entity: Event
Component: BBA_ethiopia_communist_events.53
Constructs: is_triggered_only, ai_chance, add_equipment_to_stockpile
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_communist_events.53
	title = BBA_ethiopia_communist_events.53.t
	desc = BBA_ethiopia_communist_events.53.desc
	is_triggered_only = yes
	picture = GFX_report_event_SOV_tank_column
	option = {
		name = BBA_ethiopia_communist_events.53.a
		ai_chance = {
			base = 10
		}
		add_equipment_to_stockpile = {
			type = infantry_equipment_1
			amount = 800
			producer = SOV
		}
	}
}
### Entity: National Focus
Tree: mpl_focus
Component: MPL_centralize_militia_armies
Constructs: division_template, prerequisite, completion_reward, add_command_power, create_unit, force_equipment_variants
Source: game
File: common/national_focus/mandate_of_palestine.txt

Code:
focus = {
	id = MPL_centralize_militia_armies
	icon = GFX_goal_generic_multinational_army
	relative_position_id = MPL_start_military_industry
	x = 1
	y = 1
	prerequisite = {
		focus = MPL_start_military_industry
	}
	cost = 5
	completion_reward = {
		army_experience = 15
		add_command_power = 20
		custom_effect_tooltip = generic_skip_one_line_tt MPL_create_commie_brigades_tt
		division_template = {
			name = Militia Brigade
			priority = 1
			regiments = {
				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
				}
			}
		}
		hidden_effect = {
			454 = {
				create_unit = {
					division = name = "Golani Brigade" division_template = "Militia Brigade" start_experience_factor = 0.1 start_equipment_factor = 0.75 force_equipment_variants = { infantry_equipment_0 = { owner = ISR } }
					owner = MPL
				} {
					division = name = "Givati Brigade" division_template = "Militia Brigade" start_experience_factor = 0.1 start_equipment_factor = 0.75 force_equipment_variants = { infantry_equipment_0 = { owner = ISR } }
					owner = MPL
				}
			}
			966 = {
				create_unit = {
					division = name = "Nablus Usuud" division_template = "Militia Brigade" start_experience_factor = 0.1 start_equipment_factor = 0.75 force_equipment_variants = { infantry_equipment_0 = { owner = PAL } }
					owner = MPL
				}
			}
			949 = {
				create_unit = {
					division = name = "Al Jaysh Al Tahriree" division_template = "Militia Brigade" start_experience_factor = 0.1 start_equipment_factor = 0.75 force_equipment_variants = { infantry_equipment_0 = { owner = PAL } }
					owner = MPL
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
}