Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: usa_focus
Component: USA_office_of_scientific_research_and_development
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_research_slot
Source: game
File: common/national_focus/usa.txt

Code:
focus = {
	id = USA_office_of_scientific_research_and_development
	icon = GFX_focus_research
	x = 2
	y = 1
	prerequisite = {
		focus = USA_wpa
	}
	relative_position_id = USA_wpa
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: Idea
Component: FRA_communist_cooperation_2
Constructs: has_government, removal_cost
Source: game
File: common/ideas/france.txt

Code:
FRA_communist_cooperation_2 = {
	name = FRA_communist_cooperation
	picture = hol_haven_of_tolerance
	allowed = {
		original_tag = FRA
		always = no
	}
	allowed_civil_war = {
		has_government = democratic
	}
	removal_cost = -1
	modifier = {
		resistance_growth_on_our_occupied_states = 0.1
	}
}
### Entity: Event
Component: IRQ_political_events.26
Constructs: is_triggered_only, ai_chance, has_war_with, is_subject, is_in_faction_with, has_opinion, random_days, set_country_flag
Source: game
File: events/GOE_Iraq.txt

Code:
country_event = {
	id = IRQ_political_events.26
	title = IRQ_political_events.26.t
	desc = IRQ_political_events.26.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = IRQ_political_events.26.a
		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				OR = {
					has_war_with = FROM
					is_subject = yes
				}
			} {
				factor = 5
				is_in_faction_with = FROM
			} {
				factor = 10
				has_opinion = {
					target = FROM
					value = > 50
				}
			}
		}
		effect_tooltip = {
			FROM = {
				puppet = ROOT
			}
		}
		FROM = {
			country_event = {
				id = IRQ_political_events.27
				days = 3
				random_days = 3
			}
		}
	} {
		name = IRQ_political_events.26.b
		ai_chance = {
			base = 4
		}
		FROM = {
			country_event = {
				id = IRQ_political_events.28
				days = 3
				random_days = 3
			}
		}
	} {
		name = IRQ_political_events.26.c
		ai_chance = {
			base = 0
		}
		set_country_flag = IRQ_has_permanently_rejected_fed
		FROM = {
			country_event = {
				id = IRQ_political_events.29
				days = 3
				random_days = 3
			}
		}
	}
}
### Entity: Event
Component: GOE_RAJ_partition.11
Constructs: is_triggered_only, ai_chance, limit, has_government, has_country_leader, add_country_leader_role, set_politics, add_country_leader_trait
Source: game
File: events/GOE_Raj.txt

Code:
country_event = {
	id = GOE_RAJ_partition.11
	title = GOE_RAJ_partition.7.t
	desc = GOE_RAJ_partition.11.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = GOE_RAJ_partition.7.a
		ai_chance = {
			base = 10
		}
		if = {
			limit = {
				NOT = {
					has_country_leader = {
						ruling_only = yes
						character = RAJ_GOE_jawaharlal_nehru
					}
				}
			}
			add_country_leader_role = {
				character = RAJ_GOE_jawaharlal_nehru
				promote_leader = yes
				country_leader = {
					ideology = liberalism
					expire = 1965.1.1.1
					traits = {
						socialist_modernizer top_down_heavy_policies
					}
				}
			}
			set_politics = {
				ruling_party = democratic
				election_frequency = 48
				elections_allowed = yes
			}
		}
		else = {
			add_country_leader_trait = socialist_modernizer top_down_heavy_policies
		}
	} {
		name = GOE_RAJ_partition.7.b
		ai_chance = {
			base = 0
			modifier = {
				is_historical_focus_on = no
				add = 10
			}
		}
		if = {
			limit = {
				NOT = {
					has_government = democratic
				}
			}
			set_politics = {
				ruling_party = democratic
				election_frequency = 48
				elections_allowed = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		effect_tooltip = {
			add_country_leader_role = {
				character = RAJ_mahatma_mohandas_gandhi
				promote_leader = yes
				country_leader = {
					ideology = liberalism
					expire = 1965.1.1.1
					traits = {
						spiritual_leader skeptical_towards_industrialization
					}
				}
			}
		}
		hidden_effect = {
			if = {
				limit = {
					RAJ_mahatma_mohandas_gandhi = {
						NOT = {
							has_ideology = liberalism
						}
					}
				}
				add_country_leader_role = {
					character = RAJ_mahatma_mohandas_gandhi
					promote_leader = yes
					country_leader = {
						ideology = liberalism
						expire = 1965.1.1.1
						traits = {
							spiritual_leader skeptical_towards_industrialization
						}
					}
				}
			}
			else = {
				if = {
					limit = {
						NOT = {
							has_country_leader = {
								ruling_only = no
								character = RAJ_mahatma_mohandas_gandhi
							}
						}
					}
					promote_character = RAJ_mahatma_mohandas_gandhi
				} {
					limit = {
						NOT = {
							has_country_leader_with_trait = spiritual_leader
						}
					}
					add_country_leader_trait = spiritual_leader
				} {
					limit = {
						NOT = {
	
# ... (truncated)
### Entity: Idea
Component: ITA_strengthened_heavy_industry
Constructs: removal_cost, has_country_leader
Source: game
File: common/ideas/italy.txt

Code:
ITA_strengthened_heavy_industry = {
	removal_cost = -1
	picture = generic_exploit_mines
	allowed = {
		original_tag = ITA
	}
	allowed_civil_war = {
		has_country_leader = {
			character = ITA_benito_mussolini
			ruling_only = yes
		}
	}
	modifier = {
		production_speed_industrial_complex_factor = 0.05
		production_speed_arms_factory_factor = 0.05
		production_speed_dockyard_factor = 0.05
	}
}
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/Lithuania.html

Doc:
This article is considered accurate for the current version of the game.

Lithuania

Capital provinceVilnius

Government typeRepublic

FactionNeutral

|
Please help improve this article or section by expanding it. |

Lithuania is a micro power in the Baltics.
Historically, it was occupied by the Soviet Union in 1940.

Contents

1 Technology

2 Diplomacy

2.1 Alliances

2.2 Decisions

2.3 Events

3 Politics

3.1 Laws

3.2 Ministers

4 Intelligence

5 Economy

5.1 Industrial Production

6 Military

6.1 Army

6.2 Navy

6.3 Air Force

7 Strategies and Guides

7.1 Example Strategy

7.2 Miscellaneous tips
### Entity: Scripted Trigger
Component: GRE_is_historical_ai
Constructs: has_country_flag, is_historical_focus_on, has_game_rule
Source: game
File: common/scripted_triggers/GRE_scripted_triggers.txt

Code:
GRE_is_historical_ai = {
	OR = {
		AND = {
			is_historical_focus_on = yes
			has_game_rule = {
				rule = GRE_ai_behavior
				option = DEFAULT
			}
		}
		has_country_flag = GRE_AI_RANDOM_NEUTRALITY_HISTORICAL
		has_game_rule = {
			rule = GRE_ai_behavior
			option = HISTORICAL
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_liberate_the_peninsula
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, is_subject, is_subject_of, is_in_faction_with
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_liberate_the_peninsula
	icon = GFX_focus_TUR_taking_over_defense_of_the_gulf
	prerequisite = {
		focus = TUR_destroy_iraqs_corrupt_monarchy
	}
	x = 0
	y = 1
	relative_position_id = TUR_destroy_iraqs_corrupt_monarchy
	cost = 10
	ai_will_do = {
		factor = 1
	}
	will_lead_to_war_with = SAU YEM OMA
	available = {
		is_subject = no
		NOT = {
			SAU = {
				is_subject_of = TUR
				is_in_faction_with = TUR
			}
		}
	}
	bypass = {
		OR = {
			has_war_with = SAU
			SAU = {
				has_government = communism
			}
		}
	}
	completion_reward = {
		create_wargoal = {
			target = SAU
			type = puppet_wargoal_focus
			expire = 0
		}
		if = {
			limit = {
				YEM = {
					is_subject_of = ENG
				}
			}
			create_wargoal = {
				target = YEM
				type = puppet_wargoal_focus
				expire = 0
			}
		} {
			limit = {
				OMA = {
					is_subject_of = ENG
				}
			}
			create_wargoal = {
				target = OMA
				type = puppet_wargoal_focus
				expire = 0
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: State History
Component: 564
Constructs: add_core_of
Source: game
File: history/states/564-TS 6.txt

Code:
state = {
	id = 564
	name = STATE_564
	manpower = 370893
	state_category = rural
	resources = {
		steel = 10
		chromium = 12
		tungsten = 10
		aluminium = 4
	}
	history = {
		owner = SOV
		victory_points = {
			7835 2
		} {
			12644 1
		}
		buildings = {
			infrastructure = 2
		}
		add_core_of = SOV BYA FER
	}
	provinces = {
		1696 1762 1810 4716 4766 4835 4837 7736 7816 7835 10524 10528 10543 10658 12506 12575 12644 13152
	}
	local_supplies = 0.0
}
### Entity: Character
Component: JAP_lord_keeper_of_the_privy_seal
Source: game
File: common/country_leader/00_traits.txt

Code:
JAP_lord_keeper_of_the_privy_seal = {
	random = no
	sprite = 13
	drift_defence_factor = 0.3
	political_power_factor = 0.1
}
### Entity: AI Strategy
Component: EAI_MILITARY_INVASION_target_country_S04
Constructs: check_variable
Source: game
File: common/ai_strategy/EAI_MILITARY_naval_strategies.txt

Code:
EAI_MILITARY_INVASION_target_country_S04 = {
	enable = {
		check_variable = {
			EAI_MILITARY_INVASION_objectives^num = > 0
		}
		NOT = {
			check_variable = {
				EAI_MILITARY_INVASION_target_countries^4 = 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = invade
		id = S04
		value = 15000
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_american_naval_doctrine
Constructs: prerequisite, add_ideas, has_government, has_war_with, completion_reward, add_doctrine_cost_reduction, set_variable, set_country_flag
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_american_naval_doctrine
	prerequisite = {
		focus = PRU_freedom_defenders
	}
	icon = GFX_goal_generic_naval_academy
	x = -1
	y = 1
	relative_position_id = PRU_freedom_defenders
	cost = 10
	available = {
		OR = {
			has_government = democratic neutrality
		}
		USA = {
			exists = yes
			NOT = {
				has_war_with = PRU
			}
		}
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = PRU_usa_military_3
		add_doctrine_cost_reduction = {
			name = naval_doc_bonus
			cost_reduction = 0.5
			uses = 2
			category = naval_doctrine
		}
		PRU_increase_navy_15_percent = yes
		custom_effect_tooltip = PRU_ur_loyalty_our_status_text
		set_variable = {
			PRU_ur_loyalty = -1
		}
		PRU = {
			set_country_flag = PRU_ur_be_friend
		}
		PRU_partidos_update_update_effect = yes
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_empower_benavides
Constructs: prerequisite, remove_ideas, has_country_flag, add_stability, completion_reward, add_popularity
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_empower_benavides
	prerequisite = {
		focus = PRU_organize_future_elections
	}
	icon = GFX_goal_generic_citizens
	x = 5
	y = 1
	relative_position_id = PRU_organize_future_elections
	cost = 5
	available = {
		has_country_flag = PRU_Benavides_must_continue
	}
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		remove_ideas = PRU_apra_revolution
		add_stability = -0.1
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		country_event = {
			hours = 5
			id = peru.3
		}
		PRU_increase_army_10_percent = yes
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: CHI_anti_chinese_strategems
Constructs: removal_cost
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_anti_chinese_strategems = {
	picture = jap_ichi_go
	removal_cost = -1
	modifier = {

	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	targeted_modifier = {
		tag = CUG
		attack_bonus_against = 0.1
		defense_bonus_against = 0.1
	}
}
### Entity: Event
Component: axis_minors_bulgaria.65
Constructs: is_triggered_only
Source: game
File: events/Bulgaria_events.txt

Code:
country_event = {
	id = axis_minors_bulgaria.65
	title = axis_minors_bulgaria.65.t
	desc = axis_minors_bulgaria.65.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = axis_minors_bulgaria.65.a
		diplomatic_relation = {
			country = GRE
			relation = non_aggression_pact
			active = yes
		}
	}
}
### Entity: Event
Component: mongol_foreign_influence.4
Constructs: is_triggered_only, add_political_power
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol_foreign_influence.4
	title = mongol_foreign_influence.4.t
	desc = mongol_foreign_influence.4.d
	picture = GFX_report_event_SOV_purge_administration
	is_triggered_only = yes
	option = {
		name = mongol_foreign_influence.4.a
		add_political_power = 5
	}
}
### Entity: Decision
Component: political_actions
Constructs: has_completed_focus, has_war, political_power_gain, has_government, has_war_with, has_country_flag, fire_only_once, has_political_power
Source: game
File: common/decisions/CHL.txt

Code:
political_actions = {
	CHL_promote_ideology_rallies_americas = {
		priority = 50
		icon = generic_political_rally
		ai_will_do = {
			base = 1
			modifier = {
				factor = 2
				has_political_power = > 160
			}
		}
		targets = {
			ARG URG PAR BOL BRA PRU GYA SUR CAY ECU COL VEN PAN CRC TRI BAS GDL PUE DOM HAI JAM CUB BAH COS NIC HON ELS GUA BLZ MEX CAN RAP YUC RIG QUE GRN
		}
		target_trigger = {
			country_exists = FROM
			NOT = {
				has_war_with = FROM
			} {
				FROM = {
					is_subject_of = ROOT
				}
			} {
				has_government = FROM
			}
			is_neighbor_of = FROM
		}
		target_root_trigger = {
			has_completed_focus = CHL_sponsor_american_revolutions
			is_subject = no
		}
		allowed = {
			original_tag = CHL
		}
		available = {
			FROM = {
				is_subject = no
				NOT = {
					has_war_with = ROOT
				} {
					has_government = communism
				}
			}
		}
		visible = {

		}
		days_remove = 14
		fire_only_once = yes
		cost = 50
		modifier = {
			political_power_gain = -0.25
		}
		complete_effect = {

		}
		remove_effect = {
			FROM = {
				country_event = {
					id = NSB_soviet_foreign_politics_events.2
					hours = 4
					random_hours = 2
				}
			}
			custom_effect_tooltip = SOV_promote_rallies_effects_tt SOV_promote_ideological_rallies_cd_tt
		}
	}
	CHL_recall_pedro_dartnell_to_active_service = {
		priority = 50
		icon = GFX_decision_generic_pickelhaube
		ai_will_do = {
			base = 50
		}
		allowed = {
			original_tag = CHL
			has_dlc = Trial of Allegiance
		}
		available = {
			NOT = {
				OR = {
					has_government = communism fascism
				}
			} {
				has_completed_focus = CHL_avenge_the_pacification_of_araucania
			}
			has_war = yes
		}
		visible = {
			tag = CHL
			NOT = {
				OR = {
					has_government = communism fascism
				}
			} {
				has_completed_focus = CHL_avenge_the_pacification_of_araucania
			} {
				has_country_flag = CHL_recalled_pedro_dartnell_flag
			}
		}
		days_remove = 24
		cost = 30
		complete_effect = {

		}
		modifier = {

		}
		remove_effect = {
			add_command_power = 30
			custom_effect_tooltip = CHL_recall_pedro_dartnell_to_active_service_tt
			hidden_effect = {
				set_country_flag = CHL_recalled_pedro_dartnell_flag
			}
		}
	}
	CHL_invite_peter_adolf_ceasar_to_chile = {
		priority = 80
		icon = GFX_decision_generic_army_support
		ai_will_do = {
			base = 50
		}
		allowed = {
			original_tag = CHL
			has_dlc = Trial of Allegianc
# ... (truncated)
### Entity: Event
Component: bftb_turkey.88
Constructs: is_triggered_only, add_stability, fire_only_once
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.88
	title = bftb_turkey.88.t
	desc = bftb_turkey.88.desc
	picture = GFX_report_event_tur_military_affair
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = bftb_turkey.88.a
		effect_tooltip = {
			add_stability = 0.1
		}
	}
}
### Entity: Event
Component: mtg_usa_pacific_pacification.3
Constructs: is_triggered_only, ai_chance, has_war, add_war_support, create_wargoal, puppet_wargoal_focus
Source: game
File: events/MTG_USA.txt

Code:
country_event = {
	id = mtg_usa_pacific_pacification.3
	title = mtg_usa_pacific_pacification.3.t
	desc = mtg_usa_pacific_pacification.3.desc
	picture = GFX_report_event_ast_troops_landing
	is_triggered_only = yes
	option = {
		name = mtg_usa_pacific_pacification.3.a
		ai_chance = {
			factor = 90
			modifier = {
				has_war = yes
				factor = 0
			}
		}
		create_wargoal = {
			type = puppet_wargoal_focus
			target = FROM
		}
	} {
		name = mtg_usa_pacific_pacification.3.b
		ai_chance = {
			factor = 10
		}
		add_war_support = -0.1
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_panzer_troops_school
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction, add_to_variable
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_panzer_troops_school
	icon = GFX_goal_generic_army_tanks
	prerequisite = {
		focus = GER_adopt_new_panzer_doctrine
	}
	x = 1
	y = 1
	relative_position_id = GER_adopt_new_panzer_doctrine
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP FOCUS_FILTER_HISTORICAL FOCUS_FILTER_MILITARY_CHARACTER
	}
	completion_reward = {
		army_experience = 15
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt
		add_doctrine_cost_reduction = {
			name = GER_adopt_new_panzer_doctrine
			cost_reduction = 0.25
			uses = 2
			category = land_doctrine
		}
		show_unit_leaders_tooltip = GER_hasso_von_manteuffel GER_walther_nehring
		GER_modify_army_modifier = yes
		add_to_variable = {
			GER_military_org_loss_when_moving = -0.1
			tooltip = org_loss_when_moving_tt
		}
	}
}
### Entity: National Focus
Tree: waf_focus
Component: WAF_to_the_bitter_end
Constructs: prerequisite, has_war, add_ideas, has_government, completion_reward, set_rule
Source: game
File: common/national_focus/r56_west_african_shared.txt

Code:
focus = {
	id = WAF_to_the_bitter_end
	icon = GFX_goal_generic_propaganda
	prerequisite = {
		focus = WAF_red_army WAF_mobilization_of_the_masses
	}
	x = 2
	y = 1
	relative_position_id = WAF_red_army
	cost = 10
	available = {
		has_war = yes
		OR = {
			has_government = fascism communism
		}
	}
	completion_reward = {
		add_ideas = ideological_fanaticism_focus
		hidden_effect = {
			set_rule = {
				can_use_kamikaze_pilots = yes
			}
		}
		custom_effect_tooltip = kamikaze_focus_tooltip
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Event
Component: kmt.123
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, add_political_power, create_wargoal, take_state_focus
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.123
	title = kmt.123.t
	desc = kmt.123.d
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		ai_chance = {
			base = 30
			modifier = {
				strength_ratio = {
					tag = CHI
					ratio = > 0.6
				}
				factor = 95
			}
		}
		name = kmt.123.a
		CHI = {
			transfer_state = 728
			country_event = {
				id = kmt.127
			}
		}
		add_political_power = -100
	} {
		ai_chance = {
			base = 70
		}
		name = kmt.123.b
		CHI = {
			country_event = {
				id = kmt.128
			}
		}
		effect_tooltip = {
			CHI = {
				create_wargoal = {
					target = ROOT
					type = take_state_focus
					generator = {
						728
					}
				}
				add_opinion_modifier = {
					target = ROOT
					modifier = gzw_kept_tp
				}
			}
		}
	}
}
### Entity: Event
Component: peru.8
Constructs: is_triggered_only, division_template, limit, add_ideas, has_government, has_war_with, is_locked, every_controlled_state
Source: game
File: events/r56_peru.txt

Code:
country_event = {
	id = peru.8
	title = peru.8.t
	desc = peru.8.d
	picture = GFX_report_event_PRU_protests_in_capital
	is_triggered_only = yes
	immediate = {
		division_template = {
			name = Milicias
			division_names_group = SPAN_INF_02
			is_locked = no
			regiments = {
				infantry = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 0
					y = 2
				} {
					x = 0
					y = 3
				}
			}
		}
	}
	option = {
		name = peru.8.a
		start_civil_war = {
			ideology = communism
			size = 0.4
		}
		hidden_effect = {
			add_ideas = PRU_fighting_for_the_future_of_peru PRU_fighting_for_the_future_of_peru
			every_controlled_state = {
				create_unit = {
					division = name = "Milicias leales" division_template = "Milicias" start_experience_factor = 0.4 start_equipment_factor = 1.0
					owner = ROOT
				} {
					division = name = "Milicias leales" division_template = "Milicias" start_experience_factor = 0.4 start_equipment_factor = 1.0
					owner = ROOT
				} {
					division = name = "Milicias leales" division_template = "Milicias" start_experience_factor = 0.4 start_equipment_factor = 1.0
					owner = ROOT
				} {
					division = name = "Milicias leales" division_template = "Milicias" start_experience_factor = 0.4 start_equipment_factor = 1.0
					owner = ROOT
				}
			}
			random_other_country = {
				limit = {
					original_tag = PRU
					has_civil_war = yes
					has_government = communism
				}
				every_controlled_state = {
					create_unit = {
						division = name = "Milicias Communistas" division_template = "Milicias" start_experience_factor = 0.4 start_equipment_factor = 1.0
						owner = PREV
					}
				}
				if = {
					limit = {
						has_war_with = ECU
					}
					white_peace = ECU
				}
			}
		} {
			set_country_flag = PRU_benavides_power
		}
	} {
		name = peru.8.b
		start_civil_war = {
			ruling_party = communism
			ideology = ROOT
			size = 0.4
		}
		hidden_effect = {
			news_event = {
				id = r56.news_event.2012
				hours = 6
			}
			every_controlled_state = {
				create_unit = {
					division = name = "Milicias Communistas" division_template = "Milicias" start_experience_factor = 0.4 start_equipment_factor = 1.0
					owner = ROOT
				} {
					division = name = "Milicias Communistas" division_template = "Milicias" start_experience_factor = 0.4 start_equipment_factor = 1.0
					owner = ROOT
				}
			}
			add_ideas = PRU_fighting_fo
# ... (truncated)
### Entity: Idea
Component: armed_communist_militants
Constructs: has_government, removal_cost, communism_drift
Source: game
File: common/ideas/yugoslavia.txt

Code:
armed_communist_militants = {
	picture = generic_communism_drift_bonus generic_communism_drift_bonus
	allowed = {
		original_tag = YUG
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	modifier = {
		communism_drift = 0.2
		stability_weekly = -0.005
	}
}
### Entity: Joint Focus
Tree: ssb_focus
Component: SSB_berlin_baghdad_railway_into_iran_afghanistan
Constructs: has_completed_focus, prerequisite, joint_focus, completion_reward, cancel_if_invalid, add_to_variable
Source: game
File: common/national_focus/goe_shared_saadabad_branch.txt

Code:
joint_focus = {
	id = SSB_berlin_baghdad_railway_into_iran_afghanistan
	icon = GFX_focus_IRQ_train
	prerequisite = {
		focus = SSB_expand_road_and_rail_connections
	}
	relative_position_id = SSB_expand_road_and_rail_connections
	x = 3
	y = 1
	cost = 5
	text_icon = SSB_IRQ_focus_style
	available = {
		tag = IRQ
		has_completed_focus = IRQ_finish_the_berlin_baghdad_railway
		SSB_basic_available_trigger = yes
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	bypass = {

	}
	ai_will_do = {
		factor = 0
	}
	joint_trigger = {
		SSB_basic_available_trigger = yes
	}
	search_filters = {
		FOCUS_FILTER_INTERNATIONAL_TRADE FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = SSB_spirit_tooltip
		add_to_variable = {
			var = SSB_trade_opinion_factor
			value = 0.3
			tooltip = trade_opinion_factor_tt
		} {
			var = SSB_production_speed_infrastructure_factor
			value = 0.06
			tooltip = production_speed_infrastructure_factor_tt
		}
	}
	completion_reward_joint_member = {
		country_event = {
			id = PER_ssb_events.7
			hours = 6
		}
	}
}