Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: ai_focus_aviation_ENG
Source: game
File: common/ai_focuses/ENG.txt

Code:
ai_focus_aviation_ENG = {
	research = {
		air_doctrine = 50.0
		light_air = 20.0
		light_fighter = 20.0
		jet_technology = 1.0
		cas_bomber = 2.0
		medium_air = 4.0
		tactical_bomber = 5.0
		heavy_air = 1.5
		air_equipment = 5.0
		para_tech = 10
	}
}
### Entity: Character
Component: NRU_arthur_stretton_gaye
Source: game
File: common/characters/NRU.txt

Code:
NRU_arthur_stretton_gaye = {
	name = NRU_arthur_stretton_gaye
	portraits = {
		civilian = {
			large = gfx/leaders/Europe/Portrait_Europe_Generic_3.dds
		}
	}
	country_leader = {
		ideology = imperialist_corporatism
		expire = 1946.1.1
		id = -1
		traits = {
			naw_business_owner
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_nukes
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, has_tech, add_tech_bonus, nuclear_bonus, add_breakthrough_progress
Source: game
File: common/national_focus/czechoslovakia.txt

Code:
focus = {
	id = CZE_nukes
	icon = GFX_focus_wonderweapons
	prerequisite = {
		focus = CZE_bonus_research_slot_2
	}
	mutually_exclusive = {
		focus = CZE_secret_weapons
	}
	x = 1
	y = 2
	relative_position_id = CZE_doctrinal_innovation
	cost = 10
	ai_will_do = {
		factor = 40
		modifier = {
			factor = 0.1
			HABSBURG_joint_trigger = yes
		}
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		IF = {
			limit = {
				NOT = {
					has_tech = atomic_research
				}
			}
			add_tech_bonus = {
				name = nuclear_bonus
				bonus = 1.0
				ahead_reduction = 1
				uses = 1
				category = nuclear
			}
			add_breakthrough_progress = {
				specialization = specialization_nuclear
				value = 0.75
			}
		}
		ELSE = {
			add_breakthrough_progress = {
				specialization = specialization_nuclear
				value = 1
			}
		}
	}
}
### Entity: National Focus
Tree: bhu_focus
Component: BHU_utilize_our_forests
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/bhutan.txt

Code:
focus = {
	id = BHU_utilize_our_forests
	icon = GFX_focus_CHL_expand_the_forestry
	prerequisite = {
		focus = BHU_new_weaving_techniques
	}
	relative_position_id = BHU_new_weaving_techniques
	x = -1
	y = 1
	cost = 8
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STEEL
	}
}
### Entity: Character
Component: MAN_zhang_haipeng
Source: game
File: common/characters/MAN.txt

Code:
MAN_zhang_haipeng = {
	name = MAN_zhang_haipeng
	portraits = {
		army = {
			large = GFX_portrait_man_zhang_haipeng
			small = GFX_idea_MAN_zhang_haipeng
		}
	}
	corps_commander = {
		traits = {
			trickster infantry_officer guerilla_fighter
		}
		skill = 3
		attack_skill = 3
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 3
		legacy_id = -1
	}
}
### Entity: National Focus
Component: bra_amigo_uk
Constructs: prerequisite, limit, has_government, add_opinion_modifier, completion_reward, add_political_power, every_other_country, is_in_faction_with
Source: game
File: common/national_focus/r56_brazil.txt

Code:
focus = {
	id = bra_amigo_uk
	icon = GFX_goal_generic_trade
	prerequisite = {
		focus = bra_amigo_aliados
	}
	relative_position_id = bra_amigo_aliados
	x = 0
	y = 1
	ai_will_do = {
		factor = 1
	}
	cost = 5
	completion_reward = {
		add_political_power = 75
		every_other_country = {
			limit = {
				is_in_faction_with = ENG
				OR = {
					has_government = neutrality democratic
				} {
					original_tag = AST CAN MAL NZL RAJ SAF
					is_subject_of = ENG
				}
			}
			add_opinion_modifier = {
				target = BRA
				modifier = bra_comercio_modifier
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_invite_soviet_general
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, has_doctrine, add_mastery_bonus, has_character, has_character_flag
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_invite_soviet_general
	icon = GFX_focus_PRC_invite_soviet_general
	prerequisite = {
		focus = PRC_with_inspiration_from_nkvd
	}
	x = 0
	y = 1
	relative_position_id = PRC_with_inspiration_from_nkvd
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		SOV = {
			exists = yes
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MILITARY_CHARACTER
	}
	completion_reward = {
		if = {
			limit = {
				has_doctrine = large_unit_tactics
			}
			add_mastery_bonus = {
				bonus = 0.25
				days = 365
				name = PRC_invite_soviet_general
				sub_doctrine = large_unit_tactics
			}
		} {
			limit = {
				CHI = {
					OR = {
						has_character = SOV_vasily_chuykov SOV_aleksandr_cherepanov
					}
				}
			}
			SOV = {
				country_event = {
					id = SEA_PRC_political_events.24
					hours = 2
				}
			}
		}
		else = {
			add_mastery_bonus = {
				bonus = 0.1
				days = 365
				name = PRC_invite_soviet_general
				track = infantry
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt if_they_accept_tt PRC_invite_soviet_general_tt
		else_if = {
			limit = {
				SOV = {
					SOV_vasily_chuykov = {
						NOT = {
							has_character_flag = SOV_exiled_flag
						}
					}
					SOV_aleksandr_cherepanov = {
						NOT = {
							has_character_flag = SOV_exiled_flag
						}
					}
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			SOV = {
				country_event = {
					id = SEA_PRC_political_events.21
					days = 1
				}
			}
		}
	}
}
### Entity: Unit Template
Component: IRE_PAR_01
Source: game
File: common/units/names_divisions/IRE_names_divisions.txt

Code:
IRE_PAR_01 = {
	name = Paratrooper Division
	for_countries = {
		IRE
	}
	can_use = {
		always = yes
	}
	division_types = {
		paratrooper
	}
	fallback_name = %dth Irish Airborne Division
	ordered = {
		1 = {
			%dst Irish Airborne Division
		}
		2 = {
			%dnd Irish Airborne Division
		}
		3 = {
			%drd Irish Airborne Division
		}
		4 = {
			%dth Irish Airborne Division
		}
		5 = {
			%dth Irish Airborne Division
		}
		6 = {
			%dth Irish Airborne Division
		}
		7 = {
			%dth Irish Airborne Division
		}
		8 = {
			%dth Irish Airborne Division
		}
		9 = {
			%dth Irish Airborne Division
		}
		10 = {
			%dth Irish Airborne Division
		}
	}
}
### Entity: Character
Component: SAU_youssef_al_bishi
Source: game
File: common/characters/SAU.txt

Code:
SAU_youssef_al_bishi = {
	advisor = {
		slot = high_command
		idea_token = SAU_youssef_al_bishi
		ledger = army
		allowed = {
			original_tag = SAU
		}
		traits = {
			army_armored_1
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Youssef al-Bishi
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_2
		}
	}
}
### Entity: Decision
Component: political_actions
Constructs: has_war, has_country_flag, fire_only_once, has_capitulated, complete_effect, set_country_flag
Source: game
File: common/decisions/NIU.txt

Code:
political_actions = {
	NIU_recall_uea = {
		icon = GFX_decision_SWI_guisan_speech
		fire_only_once = yes
		cost = 25
		allowed = {
			tag = NIU
		}
		visible = {
			NOT = {
				has_country_flag = NIU_recalled_uea_from_retirement
			}
		}
		available = {
			has_war = yes
			has_capitulated = no
		}
		ai_will_do = {
			factor = 15
		}
		complete_effect = {
			custom_effect_tooltip = NIU_will_recall_uea_tt
			set_country_flag = NIU_recalled_uea_from_retirement
		}
	}
}
### Entity: AI Strategy
Component: IRQ_kurdistan_plan
Constructs: has_country_flag, has_dlc, has_game_rule, is_subject
Source: game
File: common/ai_strategy_plans/IRQ_alternate_strategy_plan.txt

Code:
IRQ_kurdistan_plan = {
	name = Iraq Kurdistan Plan
	desc = 
	allowed = {
		original_tag = IRQ
		has_dlc = Graveyard of Empires
	}
	enable = {
		OR = {
			has_country_flag = IRQ_AI_RANDOM_KURDISTAN
			has_game_rule = {
				rule = IRQ_AI_BEHAVIOR
				option = KURDISTAN_IRQ
			}
		}
	}
	abort = {
		is_subject = yes
	}
	ai_national_focuses = {
		SSB_expand_iraqs_military_infrastructure IRQ_promote_kurdish_culture IRQ_kurdish_democratic IRQ_kurdish_socialist IRQ_kurdish_revolt IRQ_kurdish_form_the_peshmerga SSB_military_cooperation SSB_economic_cooperation IRQ_kurdish_language IRQ_kurdish_industry IRQ_expand_habbaniya_airbase IRQ_decouple_from_the_pound SSB_joint_military_exercises IRQ_found_the_iraqi_state_railways IRQ_purchase_foreign_equipment IRQ_independent_flight_schools IRQ_infantry_focus IRQ_strengthen_the_iraqi_dinar IRQ_heavy_industry_investments IRQ_local_arms_industry SSB_expand_road_and_rail_connections SSB_coordinate_military_production IRQ_effectivize_the_production_line IRQ_construct_the_kut_barrage IRQ_kurdish_women_in_military IRQ_kurdish_oil IRQ_kurdish_reject_ankara_treaty IRQ_support_from_the_mountains IRQ_further_ussr_support IRQ_support_from_skies_above IRQ_kurdish_attack_turkey SSB_combined_arms SSB_saadabad_research_cooperation IRQ_found_southern_steel_plants IRQ_modernization IRQ_purchase_mechanized_equipment IRQ_finish_the_berlin_baghdad_railway SSB_berlin_baghdad_railway_into_iran_afghanistan IRQ_form_the_independent_mechanized_brigade IRQ_extensive_irrigation_projects IRQ_rural_electrification IRQ_strengthen_mesopotamian_farming IRQ_kurdish_attack_iran IRQ_kurdish_united
	}
	focus_factors = {

	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: AI Strategy
Component: generic_light_tanks
Constructs: has_war, has_tech, any_of
Source: game
File: common/ai_equipment/generic_tank.txt

Code:
generic_light_tanks = {
	category = land
	blocked_for = {
		GER SOV ENG USA FRA JAP ITA HUN
	}
	available_for = {

	}
	roles = {
		land_light_tank
	}
	priority = {
		factor = 1000
	}
	great_war_tank_default = {
		priority = {
			factor = 1
			modifier = {
				has_tech = basic_light_tank_chassis
				factor = 0
			}
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = light_tank_chassis_0
			modules = {
				main_armament_slot = tank_heavy_machine_gun
				turret_type_slot = tank_light_one_man_tank_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_gasoline_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 3
				tank_nsb_armor_upgrade = {
					base = 1
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_heavy_machine_gun tank_light_one_man_tank_turret tank_bogie_suspension tank_riveted_armor tank_gasoline_engine
		}
	}
	basic_light_tank_default = {
		priority = {
			factor = 100
			modifier = {
				has_tech = improved_light_tank_chassis
				factor = 0
			}
		}
		history = yes
		target_variant = {
			match_value = 2000
			type = light_tank_chassis_1
			modules = {
				main_armament_slot = {
					any_of = {
						tank_close_support_gun tank_small_cannon_2 tank_high_velocity_cannon tank_auto_cannon_2 tank_small_cannon tank_auto_cannon tank_heavy_machine_gun
					}
				}
				turret_type_slot = tank_light_one_man_tank_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_gasoline_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 5
				tank_nsb_armor_upgrade = {
					base = 3
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_auto_cannon tank_auto_cannon_2 tank_small_cannon tank_small_cannon_2 tank_close_support_gun tank_heavy_machine_gun tank_high_velocity_cannon tank_light_one_man_tank_turret tank_bogie_suspension tank_riveted_armor tank_gasoline_engine
		}
	}
	improved_light_tank_default = {
		priority = {
			factor = 10
			modifier 
# ... (truncated)
### Entity: Event
Component: NSB_Soviet_fascist_civil_war.004
Constructs: is_triggered_only
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_Soviet_fascist_civil_war.004
	title = NSB_Soviet_fascist_civil_war.004.t
	desc = NSB_Soviet_fascist_civil_war.004.desc
	picture = GFX_report_event_SOV_mongolia_cavalry
	is_triggered_only = yes
	hidden = yes
	immediate = {

	}
	option = {
		name = NSB_Soviet_fascist_civil_war.004.a
		SOV_grigory_semyonov = {
			unit_leader_event = {
				id = NSB_Soviet_fascist_civil_war.003
				hours = 0
			}
		}
	}
}
### Entity: Character
Component: undecided
Source: game
File: common/country_leader/r56_traits.txt

Code:
undecided = {
	random = yes
	political_power_factor = -0.05
}
### Entity: Character
Component: BUL_asen_toshev
Constructs: has_government, has_dlc
Source: game
File: common/characters/BUL.txt

Code:
BUL_asen_toshev = {
	advisor = {
		slot = navy_chief
		idea_token = BUL_asen_toshev
		allowed = {
			has_dlc = Battle for the Bosporus
			original_tag = BUL
		}
		available = {
			NOT = {
				has_government = communism
			}
		}
		traits = {
			navy_chief_reform_1
		}
		cost = 50
		ai_will_do = {
			factor = 1.0
			modifier = {
				factor = 0.1
				BUL_save_money_for_decisions = yes
			}
		}
	}
	name = BUL_asen_toshev
	portraits = {
		army = {
			small = GFX_idea_bul_asen_toshev
		}
	}
}
### Entity: Idea
Component: industrial_private
Constructs: removal_cost, research_bonus
Source: game
File: common/ideas/add_effects_pro.txt

Code:
industrial_private = {
	cost = 100
	removal_cost = -1
	traits = {
		construction_company
	}
	picture = idea_generic_industrial_concern_3
	research_bonus = {
		industry = 0.1
	}
	modifier = {
		global_building_slots_factor = 0.2
		production_speed_arms_factory_factor = 0.05
	}
}
### Entity: National Focus
Tree: lie_focus
Component: LIE_sonderdivision_russland
Constructs: division_template, prerequisite, limit, completion_reward, has_capitulated, random_owned_controlled_state, has_full_control_of_state, create_unit
Source: game
File: common/national_focus/liechtenstein.txt

Code:
focus = {
	id = LIE_sonderdivision_russland
	icon = GFX_goal_SOV_imperial_eagle
	prerequisite = {
		focus = LIE_continue_the_fight
	}
	relative_position_id = LIE_continue_the_fight
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2.5
	}
	available = {

	}
	bypass = {
		has_capitulated = yes
	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP FOCUS_FILTER_MANPOWER FOCUS_FILTER_MILITARY_EQUIPMENT
	}
	completion_reward = {
		army_experience = 50
		division_template = {
			name = Zonderdiviziya Rossiya
			priority = 2
			division_names_group = GER_CAV_01
			regiments = {
				cavalry = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 0
					y = 2
				} {
					x = 1
					y = 0
				} {
					x = 1
					y = 1
				} {
					x = 1
					y = 2
				}
			}
			support = {
				artillery = {
					x = 0
					y = 1
				}
			}
		}
		random_owned_controlled_state = {
			limit = {
				ROOT = {
					has_full_control_of_state = PREV
				}
			}
			prioritize = {
				997
			}
			create_unit = {
				division = name = "1 Zonderdiviziya Rossiya" division_template = "Zonderdiviziya Rossiya" start_experience_factor = 1.0
				owner = LIE
			} {
				division = name = "2 Zonderdiviziya Rossiya" division_template = "Zonderdiviziya Rossiya" start_experience_factor = 1.0
				owner = LIE
			} {
				division = name = "3 Zonderdiviziya Rossiya" division_template = "Zonderdiviziya Rossiya" start_experience_factor = 1.0
				owner = LIE
			}
		}
	}
}
### Entity: National Focus
Tree: aoi_focus
Component: AOI_signal_companies
Constructs: prerequisite, completion_reward, has_tech, complete_tooltip, add_tech_bonus, electronics_bonus
Source: game
File: common/national_focus/r56_italian_east_africa.txt

Code:
focus = {
	id = AOI_signal_companies
	icon = GFX_goal_generic_position_armies
	text = ABC_signal_companies
	prerequisite = {
		focus = AOI_establish_a_armor_corp
	}
	x = -1
	y = 1
	relative_position_id = AOI_establish_a_armor_corp
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		has_tech = radio motorised_infantry
	}
	complete_tooltip = {
		add_tech_bonus = {
			name = electronics_bonus
			bonus = 3
			uses = 1
			category = signal_company_tech
		}
	}
	completion_reward = {
		add_tech_bonus = {
			name = electronics_bonus
			bonus = 3
			uses = 1
			category = signal_company_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Doctrine
Component: air_subdoctrine_fighter_central_field
Constructs: is_major, xp_cost, sortie_efficiency, maximum_speed
Source: game
File: common/doctrines/subdoctrines/air/air_fighter_aircraft_subdoctrines.txt

Code:
air_subdoctrine_fighter_central_field = {
	track = fighter_aircraft
	name = SUBDOCTRINE_FIGHTER_CENTRAL_FIELD
	description = SUBDOCTRINE_FIGHTER_CENTRAL_FIELD_DESC
	icon = GFX_doctrine_naval_air_operations_medium
	xp_cost = 100
	xp_type = air
	available = {
		always = yes
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 95
			original_tag = JAP
		} {
			factor = 0
			is_major = no
		}
	}
	sortie_efficiency = 0.15
	rewards = {
		decoy_tactic = {
			air_superiority_detect_factor = 0.1
			air_superiority_efficiency = 0.05
		}
		three_plane_formation = {
			category_carrier_fighter = {
				air_agility = 0.1
				maximum_speed = 0.1
			}
		}
		aggressive_spirit = {
			air_ace_generation_chance_factor = 0.05
			ace_effectiveness_factor = 0.1
		}
		naval_expertise = {
			naval_strike_targetting_factor = 0.1
		}
		all_weather_operations = {
			air_weather_penalty = -0.1
			carrier_traffic = 0.15
		}
	}
}
### Entity: Modifier Reference
Component: JAP_the_economic_mirale_dm
Constructs: research_speed_factor, industrial_capacity_factory, production_speed_buildings_factor
Source: game
File: common/dynamic_modifiers/SEA_dynamic_modifiers.txt

Code:
JAP_the_economic_mirale_dm = {
	icon = GFX_idea_JAP_japanese_economy
	enable = {
		always = yes
	}
	custom_modifier_tooltip = JAP_convoy_production_cost_tt
	industry_air_damage_factor = JAP_industry_industry_air_damage_factor
	production_lack_of_resource_penalty_factor = JAP_industry_lack_of_resource_penalty_factor
	research_speed_factor = JAP_industry_research_speed_factor
	consumer_goods_factor = JAP_industry_consumer_goods_factor
	production_speed_industrial_complex_factor = JAP_industry_production_speed_industrial_complex_factor
	production_speed_arms_factory_factor = JAP_industry_production_speed_arms_factory_factor
	production_speed_dockyard_factor = JAP_industry_production_speed_dockyard_factor
	production_speed_buildings_factor = JAP_industry_production_speed_buildings_factor
	factory_energy_consumption = JAP_industry_factory_energy_consumption
	industrial_capacity_dockyard = JAP_industry_industrial_capacity_dockyard
	industrial_capacity_factory = JAP_industry_industrial_capacity_factory
	local_resources_factor = JAP_industry_local_resources_factor
	local_resources_coal_factor = JAP_industry_local_resources_coal_factor
	convoy_retreat_speed = JAP_industry_convoy_retreat_speed
	production_factory_max_efficiency_factor = JAP_industry_production_factory_max_efficiency_factor
	production_factory_efficiency_gain_factor = JAP_industry_production_factory_efficiency_gain_factor
	special_project_speed_factor = JAP_industry_special_project_speed_factor
	line_change_production_efficiency_factor = JAP_industry_line_change_production_efficiency_factor
}
### Entity: Decision
Component: SWI_choose_general_category
Constructs: has_global_flag
Source: game
File: common/decisions/categories/r56_SWI_decision_categories.txt

Code:
SWI_choose_general_category = {
	icon = military_operation
	picture = GFX_decision_cat_SWI_mobilize
	allowed = {
		original_tag = SWI
	}
	visible = {
		has_global_flag = SWI_R56_focus_tree
	}
}
### Entity: Character
Component: IRQ_kamil_shabib
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/IRQ.txt

Code:
IRQ_kamil_shabib = {
	instance = {
		allowed = {
			has_dlc = Graveyard of Empires
		}
		name = IRQ_kamil_shabib
		portraits = {
			army = {
				large = GFX_portrait_IRQ_kamil_shabib
				small = GFX_portrait_IRQ_kamil_shabib_military_small
			}
			civilian = {
				small = GFX_portrait_IRQ_kamil_shabib_civilian_small
			}
		}
		advisor = {
			slot = high_command
			idea_token = IRQ_kamil_shabib
			ledger = army
			available = {
				NOT = {
					has_completed_focus = IRQ_kurdish_revolt
				}
			}
			visible = {
				NOT = {
					has_completed_focus = IRQ_kurdish_revolt
				}
			}
			traits = {
				army_infantry_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
		corps_commander = {
			traits = {
				infantry_leader hill_fighter IRQ_golden_square_member
			}
			skill = 2
			attack_skill = 2
			defense_skill = 1
			planning_skill = 2
			logistics_skill = 2
			legacy_id = -1
			visible = {
				NOT = {
					has_completed_focus = IRQ_kurdish_revolt
				}
			}
		}
	}
}
### Entity: Idea
Component: EAI_DD_18/light_tank_flame_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_18/light_tank_flame_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		light_tank_flame_chassis = {
			build_cost_ic = -0.45
			instant = yes
		}
	}
}
### Entity: Character
Component: AST_john_collins
Constructs: has_dlc
Source: game
File: common/characters/AST.txt

Code:
AST_john_collins = {
	instance = {
		allowed = {
			has_dlc = Thunder at Our Gates
		}
		name = AST_john_collins
		portraits = {
			army = {
				large = GFX_portrait_AST_john_collins
				small = GFX_portrait_AST_john_collins_small
			}
		}
		navy_leader = {
			traits = {
				gunnery_expert
			}
			skill = 3
			attack_skill = 2
			defense_skill = 2
			coordination_skill = 5
			maneuvering_skill = 1
			legacy_id = -1
		}
		advisor = {
			slot = high_command
			idea_token = AST_john_collins
			ledger = navy
			allowed = {
				original_tag = AST
			}
			traits = {
				navy_fleet_logistics_2
			}
			cost = 100
			ai_will_do = {
				factor = 1
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Thunder at Our Gates
			}
		}
		name = AST_john_collins
		portraits = {
			army = {
				small = GFX_portrait_AST_john_collins_small
			}
		}
		advisor = {
			slot = high_command
			idea_token = AST_john_collins
			ledger = navy
			allowed = {
				original_tag = AST
			}
			traits = {
				navy_fleet_logistics_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
	}
}
### Entity: Order of Battle
Component: Rīgas Pulks
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/LAT_1936.txt

Code:
division = {
	name = Rīgas Pulks
	location = 9340
	division_template = Aizsargi
	force_equipment_variants = {
		infantry_equipment_0 = {
			owner = LAT
		}
	}
	start_experience_factor = 0.1
	start_equipment_factor = 0.4
}
### Entity: Idea
Component: CHI_new_culture_movement_idea
Constructs: research_speed_factor, stability_factor, removal_cost
Source: game
File: common/ideas/china.txt

Code:
CHI_new_culture_movement_idea = {
	picture = CHI_new_culture_movement
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		stability_factor = 0.05
		research_speed_factor = 0.05
	}
}
### Entity: National Focus
Tree: fri_focus
Component: FRI_continue_the_politique_politique_du_paysannat
Constructs: add_ideas, completion_reward
Source: game
File: common/national_focus/FrenchIndochina.txt

Code:
focus = {
	id = FRI_continue_the_politique_politique_du_paysannat
	icon = GFX_goal_generic_agriculture
	cost = 5
	x = 30
	y = 0
	completion_reward = {
		add_ideas = FRI_politique_du_paysannat_idea
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MANPOWER
	}
}