Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Unit Template
Component: SAF_MAR_01
Source: game
File: common/units/names_divisions/SAF_names_divisions.txt

Code:
SAF_MAR_01 = {
	name = Marine Divisions
	for_countries = {
		SAF
	}
	can_use = {
		always = yes
	}
	division_types = {
		marine
	}
	fallback_name = %d SA Marine Commando Division
	ordered = {
		1 = {
			%dst SA Marine Commando Division
		}
		2 = {
			%dnd SA Marine Commando Division
		}
		3 = {
			%drd SA Marine Commando Division
		}
		4 = {
			%dth SA Marine Commando Division
		}
		5 = {
			%dth SA Marine Commando Division
		}
		6 = {
			%dth SA Marine Commando Division
		}
		7 = {
			%dth SA Marine Commando Division
		}
		8 = {
			%dth SA Marine Commando Division
		}
		9 = {
			%dth SA Marine Commando Division
		}
		10 = {
			%dth SA Marine Commando Division
		}
		11 = {
			%dth SA Marine Commando Division
		}
		12 = {
			%dth SA Marine Commando Division
		}
		13 = {
			%dth SA Marine Commando Division
		}
		14 = {
			%dth SA Marine Commando Division
		}
		15 = {
			%dth SA Marine Commando Division
		}
		16 = {
			%dth SA Marine Commando Division
		}
		17 = {
			%dth SA Marine Commando Division
		}
		18 = {
			%dth SA Marine Commando Division
		}
		19 = {
			%dth SA Marine Commando Division
		}
		20 = {
			%dth SA Marine Commando Division
		}
		21 = {
			%dst SA Marine Commando Division
		}
		22 = {
			%dnd SA Marine Commando Division
		}
		23 = {
			%drd SA Marine Commando Division
		}
		24 = {
			%dth SA Marine Commando Division
		}
		25 = {
			%dth SA Marine Commando Division
		}
		26 = {
			%dth SA Marine Commando Division
		}
		27 = {
			%dth SA Marine Commando Division
		}
		28 = {
			%dth SA Marine Commando Division
		}
		29 = {
			%dth SA Marine Commando Division
		}
		30 = {
			%dth SA Marine Commando Division
		}
	}
}
### Entity: Event
Component: WW_hungary.8
Constructs: is_triggered_only, ai_chance, fire_only_once, random_days
Source: game
File: events/WUW_Hungary.txt

Code:
country_event = {
	id = WW_hungary.8
	title = WW_hungary.8.t
	desc = WW_hungary.8.desc
	picture = GFX_report_event_hungary_parliament
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = WW_hungary.8.a
		ai_chance = {
			factor = 95
		}
		FROM = {
			country_event = {
				id = WW_hungary.9
				days = 2
				random_days = 3
			}
		}
	} {
		name = WW_hungary.8.b
		ai_chance = {
			factor = 5
		}
		FROM = {
			country_event = {
				id = WW_hungary.10
				days = 2
				random_days = 3
			}
		}
	}
}
### Entity: Idea
Component: barn_of_the_world
Constructs: removal_cost
Source: game
File: common/ideas/r56_argentina.txt

Code:
barn_of_the_world = {
	removal_cost = -1
	allowed = {
		original_tag = ARG
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	picture = generic_pp_unity_bonus
	modifier = {
		production_speed_industrial_complex_factor = 0.05
		trade_opinion_factor = 0.1
	}
}
### Entity: Idea
Component: BEL_belgian_immigration_ns
Constructs: has_government, removal_cost, has_capitulated
Source: game
File: common/ideas/belgium.txt

Code:
BEL_belgian_immigration_ns = {
	picture = generic_disjointed_gov
	allowed = {
		always = no
	}
	allowed_civil_war = {
		original_tag = SPR
		OR = {
			has_government = democratic communism
		}
		SPR_scw_in_progress = yes
	}
	removal_cost = -1
	cancel = {
		has_capitulated = yes
	}
	modifier = {
		weekly_manpower = 1500
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_propose_confederation_with_pakistan
Constructs: prerequisite, limit, has_war_with, completion_reward, is_core_of, is_owned_by, every_state
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_propose_confederation_with_pakistan
	icon = GFX_focus_AFG_confederation_with_pakistan
	prerequisite = {
		focus = AFG_pursue_our_own_agenda
	}
	x = -1
	y = 1
	relative_position_id = AFG_pursue_our_own_agenda
	mutually_exclusive = {
		focus = AFG_afghan_pakistan_cold_War
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		OR = {
			AND = {
				PAK = {
					exists = yes
				}
				NOT = {
					has_war_with = PAK
				}
			}
			any_state = {
				is_core_of = PAK
				NOT = {
					is_owned_by = ROOT
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		IF = {
			limit = {
				PAK = {
					exists = yes
				}
			}
			PAK = {
				country_event = {
					id = AFG_political_events.10
					hours = 1
				}
			}
		}
		ELSE = {
			every_state = {
				limit = {
					is_core_of = PAK
					NOT = {
						is_owned_by = ROOT
					}
				}
				OWNER = {
					country_event = {
						id = AFG_political_events.130
						hours = 1
					}
				}
			}
		}
	}
}
### Entity: Event
Component: LAT_events.4
Constructs: is_triggered_only, ai_chance, limit, add_opinion_modifier, fire_only_once, is_in_faction_with, remove_from_faction
Source: game
File: events/NSB_Latvia.txt

Code:
country_event = {
	id = LAT_events.4
	title = EST_events.4.t
	desc = EST_events.4.d
	picture = GFX_report_event_lithuanian_ultimatum
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = EST_events.4.a
		ai_chance = {
			base = 30
		}
		FROM = {
			country_event = {
				hours = 2
				id = LAT_events.201
			}
		}
		custom_effect_tooltip = GAME_OVER_TT
	} {
		name = EST_events.4.b
		ai_chance = {
			base = 0
		}
		FROM = {
			add_opinion_modifier = {
				target = PREV
				modifier = POL_annexation_refused
			}
			country_event = {
				hours = 2
				id = LAT_events.202
			}
			if = {
				limit = {
					is_in_faction_with = ROOT
				}
				remove_from_faction = ROOT
			}
		}
	}
}
### Entity: Character
Component: UAE_stc
Source: game
File: common/characters/UAE.txt

Code:
UAE_stc = {
	advisor = {
		slot = political_advisor
		idea_token = UAE_stc
		allowed = {
			original_tag = UAE
		}
		traits = {
			smooth_talking_charmer
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_arab_3
		}
	}
}
### Entity: National Focus
Tree: men_focus
Component: MEN_rebuilding_the_disaster_of_suiyan
Constructs: prerequisite, has_country_flag, completion_reward, has_idea, add_doctrine_cost_reduction, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/mengkukuo.txt

Code:
focus = {
	id = MEN_rebuilding_the_disaster_of_suiyan
	icon = GFX_goal_generic_army_doctrines
	available = {
		OR = {
			date = > 1938.1.1
			NOT = {
				has_idea = MEN_mongol_raids
			}
			has_country_flag = MEN_suiyuan_ended
		}
	}
	prerequisite = {
		focus = MEN_embrace_horses_of_steel MEN_continue_the_ways_of_old
	}
	relative_position_id = MEN_continue_the_ways_of_old
	x = -4
	y = 1
	cost = 10
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		army_experience = 25
		add_doctrine_cost_reduction = {
			name = MEN_rebuilding_the_disaster_of_suiyan
			cost_reduction = 0.5
			uses = 2
			category = land_doctrine
		}
		swap_ideas = {
			remove_idea = MEN_disorganized_military
			add_idea = MEN_disorganized_military_2
		}
	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP FOCUS_FILTER_RESEARCH FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
}
### Entity: Idea
Component: GER_kriegsmarinewerft_wilhelmshaven_improved
Constructs: has_completed_focus, research_bonus, refit_speed
Source: game
File: common/ideas/GER.txt

Code:
GER_kriegsmarinewerft_wilhelmshaven_improved = {
	name = GER_kriegsmarinewerft_wilhelmshaven
	picture = GER_kriegsmarinewerft_wilhelmshaven
	allowed = {
		original_tag = GER
	}
	visible = {
		has_completed_focus = GER_expand_kriegsmarinewerft
	}
	cost = 150
	research_bonus = {
		naval_equipment = 0.15
	}
	modifier = {
		naval_accidents_chance = -0.15
		repair_speed_factor = 0.15
		refit_ic_cost = -0.15
		refit_speed = 0.15
		production_speed_dockyard_factor = 0.1
	}
	traits = {
		repair_and_refurbishment_plant
	}
}
### Entity: Order of Battle
Component: air_wing_12
Source: game
File: history/units/LAT_1939_air_legacy.txt

Code:
air_wings = {
	12 = {
		fighter_equipment_0 = {
			owner = LAT
			amount = 30
		}
	}
}
### Entity: Military Industrial Organization
Component: SHL_caspar_werke_organization
Source: game
File: common/military_industrial_organization/organizations/GER_organization_r56.txt

Code:
SHL_caspar_werke_organization = {
	name = Caspar-Werke
	include = generic_naval_aircraft_organization
	icon = GFX_idea_generic_air_manufacturer_3
	allowed = {
		tag = SHL
	}
}
### Entity: Shared Focus
Tree: gco_focus
Component: GCO_UNIFIED_defend_the_new_union
Constructs: shared_focus, prerequisite, add_ideas, completion_reward, has_idea
Source: game
File: common/national_focus/r56_gran_colombia_shared.txt

Code:
shared_focus = {
	id = GCO_UNIFIED_defend_the_new_union
	icon = GFX_goal_class_a_reservists
	cost = 10
	prerequisite = {
		focus = GCO_UNIFIED_connect_the_cities
	}
	relative_position_id = GCO_UNIFIED_connect_the_cities
	x = 2
	y = 1
	ai_will_do = {
		factor = 10
	}
	text_icon = NORDIC_focus_style
	bypass = {
		OR = {
			has_idea = idea_r56_defense_of_the_union idea_r56_united_armed_forces
		}
	}
	completion_reward = {
		add_ideas = idea_r56_defense_of_the_union
	}
}
### Entity: AI Strategy
Component: default_market_stockpile_management
Source: game
File: common/ai_strategy/default.txt

Code:
default_market_stockpile_management = {
	enable = {
		always = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_market_for_sale_threshold
		id = train
		value = 20
	} {
		type = equipment_market_min_for_sale
		id = train
		value = 5
	} {
		type = equipment_market_for_sale_factor
		id = train
		value = -50
	} {
		type = equipment_market_min_for_sale
		id = convoy
		value = 20
	} {
		type = equipment_market_for_sale_threshold
		id = fighter
		value = 100
	} {
		type = equipment_market_for_sale_threshold
		id = cas
		value = 100
	} {
		type = equipment_market_for_sale_threshold
		id = cv_fighter
		value = 100
	} {
		type = equipment_market_for_sale_threshold
		id = cv_cas
		value = 100
	} {
		type = equipment_market_for_sale_threshold
		id = tactical_bomber
		value = 100
	} {
		type = equipment_market_for_sale_threshold
		id = strategic_bomber
		value = 100
	}
}
### Entity: Character
Component: SIA_bowardej
Constructs: has_completed_focus
Source: game
File: common/characters/SIA.txt

Code:
SIA_bowardej = {
	name = SIA_bowardej
	portraits = {
		civilian = {
			small = GFX_portrait_SIA_prince_boworadet_small
			large = GFX_portrait_SIA_prince_boworadet
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = SIA_bowardej
		allowed = {
			original_tag = SIA
		}
		available = {
			has_completed_focus = SIA_the_provincial_council_of_state
		}
		traits = {
			royalist_bulldog
		}
		cost = 150
		ai_will_do = {
			factor = 1.0
		}
	}
	corps_commander = {
		traits = {
			trait_reckless politically_connected harsh_leader
		}
		skill = 3
		attack_skill = 4
		defense_skill = 3
		planning_skill = 2
		logistics_skill = 1
		legacy_id = 0
		visible = {
			has_completed_focus = SIA_the_provincial_council_of_state
		}
	}
}
### Entity: Modifier Reference
Construct: trait__xp_gai
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
##  <span id="trait__xp_gain_factor"></span>trait_<Trait>_xp_gain_factor

* **Description**: Xp gain factor (used if the trait has not prefix 'trait_').
* Number with 2 decimal places
* **Categories**: naval, country, army

* **Modified types**: BALTIC_anti_bolshevik, BALTIC_ex_russian, CHI_dubious_loyalty, ETH_hero_of_ethiopia, INS_loyalty_to_indonesia, INS_loyalty_to_netherlands, INS_secret_commander, IRQ_golden_square_member, JAP_IJA_loyalist, JAP_communist_sympathizer, JAP_government_supporter, JAP_kamikaze_proponent, JAP_royal_lineage, JAP_samurai_lineage, JAP_tohokai_sympathies, POL_sanation_left_leader, POL_sanation_right_leader, PRC_survivor_of_the_long_march, SIA_under_investigation, SIC_dubious_loyalty, SWE_disillusioned_with_the_government, SWE_promoted_away_from_power, SWE_wounded_in_protests, XSM_dubious_loyalty, YUN_dubious_loyalty, adaptable, aggressive_assaulter, air_controller, ambusher, arctic_water_expert, armor_officer, ascari_officer, aviation_enthusiast, battleship_adherent, bearer_of_artillery, big_guns_expert, blockade_runner, blue_water_expert, bold, brave, brilliant_strategist, camouflage_expert, career_officer, carrier_officer, caustic_personality, cavalry_expert, cavalry_leader, cavalry_officer, chief_engineer, combined_arms_expert, commando, concealment_expert, craven, crisis_magician, cruiser_captain, cruiser_officer, cuts_corners, defensive_doctrine, demoted, desert_fox, destroyer_leader, destroyer_officer, disgruntled, dive_bomber, engineer_officer, exiled_leader, expeditionary_leader_trait, expert_delegator, expert_improviser, fast_planner, fighter_director, fleet_protector, flight_deck_manager, fly_swatter, fortress_buster, gentlemanly, green_water_expert, ground_pounder, guerilla_fighter, gunnery_expert, harsh_leader, heavy_ship_officer, hidden_sympathies, hill_fighter, hunter_killer, infantry_expert, infantry_leader, infantry_officer, inflexible_strategist, inshore_fighter, inspirational_bagpiper, inspirational_leader, invader_ii, ironside, irregulars_officer, jaeger, jungle_rat, lancer, loading_drill_master, logistics_wizard, lone_wolf, loyalty_to_britain, loyalty_to_india, loyalty_to_pakistan, marksman, media_personality, militias_officer, mine_craft, motivated, naval_invader, naval_liason, naval_lineage, navy_career_officer, navy_media_personality, offensive_doctrine, old_guard, old_guard_navy, operative_commando, opera
# ... (truncated)
### Entity: Decision
Component: political_actions
Constructs: limit, political_power_gain, has_country_flag, has_dlc, remove_effect, is_claimed_by, remove_claim_by, add_core_of
Source: game
File: common/decisions/WLS.txt

Code:
political_actions = {
	WLS_restore_y_wladfa_decision = {
		priority = 100
		icon = GFX_decision_generic_nationalism
		ai_will_do = {
			base = 500
		}
		allowed = {
			original_tag = WLS
			has_dlc = Trial of Allegiance
		}
		visible = {
			NOT = {
				has_country_flag = WLS_integrated_y_wladfa
			}
		}
		available = {
			controls_state = 512 955 954 953
		}
		cost = 75
		days_remove = 35
		modifier = {
			political_power_gain = -0.15
		}
		remove_effect = {
			IF = {
				limit = {
					512 = {
						is_claimed_by = ROOT
					}
				}
				512 = {
					remove_claim_by = ROOT
				}
			} {
				limit = {
					955 = {
						is_claimed_by = ROOT
					}
				}
				955 = {
					remove_claim_by = ROOT
				}
			} {
				limit = {
					954 = {
						is_claimed_by = ROOT
					}
				}
				954 = {
					remove_claim_by = ROOT
				}
			} {
				limit = {
					953 = {
						is_claimed_by = ROOT
					}
				}
				953 = {
					remove_claim_by = ROOT
				}
			}
			512 = {
				add_core_of = ROOT
				remove_core_of = WLA
			}
			ROOT = {
				transfer_state = 512
			} {
				transfer_state = 955
			} {
				transfer_state = 954
			} {
				transfer_state = 953
			}
			955 = {
				add_core_of = ROOT
				remove_core_of = WLA
			}
			954 = {
				add_core_of = ROOT
				remove_core_of = WLA
			}
			953 = {
				add_core_of = ROOT
				remove_core_of = WLA
			}
			hidden_effect = {
				set_country_flag = WLS_integrated_y_wladfa
			}
		} {

		}
	}
	WLA_reclaim_the_old_homeland_decision = {
		priority = 100
		icon = GFX_decision_generic_nationalism
		ai_will_do = {
			base = 500
		}
		allowed = {
			original_tag = WLA
			has_dlc = Trial of Allegiance
		}
		visible = {
			NOT = {
				has_country_flag = WLA_integrated_wls_flag
			}
		}
		available = {
			controls_state = 122
		}
		state_target = yes
		target_trigger = {
			FROM = {
				state = 122
			}
		}
		on_map_mode = map_and_decisions_view
		cost = 50
		days_remove = 35
		modifier = {
			political_power_gain = -0.15
		}
		complete_effect = {

		}
		remove_effect = {
			IF = {
				limit = {
					122 = {
						is_claimed_by = ROOT
					}
				}
				122 = {
					remove_claim_by = ROOT
				}
			}
			122 = {
				add_core_of = ROOT
				remove_core_of = WLS
			}
			ROOT = {
				transfer_state = 122
			}
			hidden_effect = {
				set_country_flag = WLA_integrated_wls_flag
			}
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_a_mongol_volunteer_army
Constructs: division_template, prerequisite, limit, add_ideas, completion_reward, is_ally_with, cancel_if_invalid, is_locked
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_a_mongol_volunteer_army
	icon = GFX_focus_secret_rearmament
	x = 0
	y = 1
	relative_position_id = JAP_ensure_temporary_peace_with_china
	prerequisite = {
		focus = JAP_ensure_temporary_peace_with_china
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		761 = {
			state_is_fully_controlled_by_ROOT_subject_or_faction_member = yes
		}
		MON = {
			NOT = {
				is_ally_with = ROOT
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		custom_effect_tooltip = JAP_a_mongol_volunteer_army_1_tt generic_skip_one_line_tt JAP_a_mongol_volunteer_army_tt generic_skip_one_line_tt
		add_ideas = JAP_mongolian_independence_army_reestablished_idea
		hidden_effect = {
			IF = {
				limit = {
					MAN = {
						is_ally_with = ROOT
					}
				}
				MAN = {
					add_ideas = JAP_mongolian_independence_army_reestablished_idea
				}
			} {
				limit = {
					MEN = {
						is_ally_with = ROOT
					}
				}
				MEN = {
					add_ideas = JAP_mongolian_independence_army_reestablished_idea
				}
			}
		} {
			delete_unit_template_and_units = {
				division_template = Mongoru Dokuritsu-gun
				disband = yes
			}
			division_template = {
				name = Mongoru Dokuritsu-gun
				division_names_group = MON_INF_01
				role = garrison
				template_counter = 110
				is_locked = no
				regiments = {
					infantry = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 0
						y = 2
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					} {
						x = 2
						y = 0
					} {
						x = 2
						y = 1
					}
				}
				support = {
					recon = {
						x = 0
						y = 0
					}
				}
			}
		}
		IF = {
			limit = {
				MAN = {
					exists = no
					761 = {
						is_owned_and_controlled_by = ROOT
					}
				}
			}
			MAN = {
				MAN_jonjurjab = {
					set_nationality = ROOT
				}
				MAN_urzhin_garmaev = {
					set_nationality = ROOT
				}
			}
		} {
			limit = {
				MEN = {
					exists = no
					611 = {
						is_owned_and_controlled_by = ROOT
					}
				}
			}
			MEN = {
				MEN_jodbajab = {
					set_nationality = ROOT
				}
				MEN_li_shouxin = {
					set_nationality = ROOT
				}
			}
		}
		761 = {
			create_unit = {
				division = name = "Dai-Ichi Mongoru Dokuritsu-gun" division_template = "Mongoru Dokuritsu-gun" s
# ... (truncated)
### Entity: Character
Component: XSM_ho_tengfei
Source: game
File: common/characters/Warlords_China.txt

Code:
XSM_ho_tengfei = {
	name = XSM_ho_tengfei
	portraits = {
		army = {
			small = GFX_idea_generic_navy_asia_2
		}
	}
	advisor = {
		slot = high_command
		idea_token = XSM_ho_tengfei
		ledger = navy
		allowed = {
			original_tag = XSM
		}
		traits = {
			navy_fleet_logistics_2
		}
		cost = 100
		ai_will_do = {
			base = 1.0
		}
	}
}
### Entity: Character
Component: self_rule_activist
Constructs: democratic_drift, conscription_factor, autonomy_gain
Source: game
File: common/country_leader/00_traits.txt

Code:
self_rule_activist = {
	random = no
	sprite = 13
	democratic_drift = 0.1
	conscription_factor = 0.05
	autonomy_gain = 0.1
	ai_will_do = {
		factor = 0
	}
}
### Entity: Idea
Component: JAP_industrial_development_support
Constructs: industrial_capacity_factory, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/japan.txt

Code:
JAP_industrial_development_support = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_production_bonus
	modifier = {
		industrial_capacity_factory = 0.05
		production_speed_buildings_factor = 0.05
	}
}
### Entity: Trigger Reference
Construct: has_rule
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_rule

* Supported Scopes: any
* Supported Targets: none

```
Checks if a rule set for a country.
Example: has_rule = can_puppet
```
### Entity: Event
Component: BBA_italy_anti_colonialism_events.63
Constructs: is_triggered_only, release_on_controlled
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_anti_colonialism_events.63
	title = BBA_italy_anti_colonialism_events.63.t
	desc = BBA_italy_anti_colonialism_events.63.desc
	picture = GFX_report_event_election_vote
	is_triggered_only = yes
	option = {
		name = BBA_italy_anti_colonialism_events.53.a
		custom_effect_tooltip = ITA_release_colonies_south_africa_tt
		hidden_effect = {
			release_on_controlled = SAU YEM OMA UAE QAT KUW IRQ SYR LEB JOR PAL GEO ARM PER AZR TUR AFG KUR
		}
	}
}
### Entity: Character
Component: EGY_gamal_abdel_nasser
Source: game
File: common/characters/EGY.txt

Code:
EGY_gamal_abdel_nasser = {
	name = Gamal Abdel Nasser
	portraits = {
		civilian = {
			large = gfx/leaders/EGY/r56_portrait_EGY_Gamal_Abdel_Nasser.dds
			small = GFX_idea_EGY_gamal_abdel_nasser
		}
		army = {
			large = gfx/leaders/EGY/r56_portrait_EGY_Gamal_Abdel_Nasser_army.dds
			small = GFX_idea_EGY_gamal_abdel_nasser_army
		}
	}
	corps_commander = {
		traits = {
			career_officer
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		legacy_id = 6985
	}
}
### Entity: Character
Component: SOV_grigory_sokolnikov
Constructs: has_completed_focus, limit, has_government, has_character_flag
Source: game
File: common/characters/SOV.txt

Code:
SOV_grigory_sokolnikov = {
	name = SOV_grigory_sokolnikov
	portraits = {
		army = {
			small = GFX_idea_SOV_grigory_sokolnikov
		}
	}
	allowed_civil_war = {
		has_government = communism
	}
	advisor = {
		slot = political_advisor
		idea_token = SOV_grigory_sokolnikov
		allowed = {
			original_tag = SOV
		}
		visible = {
			NOT = {
				has_character_flag = SOV_character_purged_flag
			}
		}
		available = {
			OR = {
				has_completed_focus = SOV_the_need_for_policy_changes SOV_return_democracy_to_the_party
			}
			if = {
				limit = {
					has_character_flag = SOV_exiled_flag
				}
				NOT = {
					has_character_flag = SOV_exiled_flag
				}
			}
		}
		traits = {
			peoples_commissar_of_finance
		}
		ai_will_do = {
			base = 2
		}
	}
}
### Entity: Country History
Country: VLA
Component: VLA_technology
Constructs: set_technology
Source: game
File: history/countries/VLA - Vladivostok.txt

Code:
# Starting Technologies for VLA
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_recon = 1
	tech_support = 1
	tech_engineers = 1
	tech_military_police = 1
	tech_mountaineers = 1
	tech_trucks = 1
	motorised_infantry = 1
	paratroopers = 1
	gw_artillery = 1
}
### Entity: Event
Component: r56.ger.55
Constructs: is_triggered_only, add_ideas
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = r56.ger.55
	title = r56.ger.55.t
	desc = r56.ger.55.desc
	picture = GFX_report_event_military_planning
	is_triggered_only = yes
	option = {
		name = r56.ger.55.a
		add_ideas = GER_nva_joint_military_exercise_idea
	}
}
### Entity: National Focus
Tree: sau_focus
Component: SAU_five_year_plan
Constructs: prerequisite, has_government, has_war_with, add_opinion_modifier, completion_reward, add_timed_idea
Source: game
File: common/national_focus/saudi_arabia.txt

Code:
focus = {
	id = SAU_five_year_plan
	icon = GFX_goal_generic_soviet_construction
	prerequisite = {
		focus = SAU_join_the_comintern
	}
	relative_position_id = SAU_join_the_comintern
	x = 1
	y = 1
	cost = 10
	available = {
		SOV = {
			exists = yes
			has_government = communism
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	completion_reward = {
		SOV = {
			add_opinion_modifier = {
				target = SAU
				modifier = have_a_plan
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_timed_idea = {
			idea = AFG_five_year_plan_idea
			days = 1825
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}