Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Decision
Component: YUG_crush_ustasa
Constructs: has_completed_focus, every_owned_state, limit, remove_ideas, owns_state, fire_only_once, has_global_flag, is_owned_and_controlled_by
Source: game
File: common/decisions/YUG.txt

Code:
YUG_crush_ustasa = {
	YUG_ustasa_uprising = {
		priority = 10
		icon = generic_ignite_civil_war
		available = {
			hidden_trigger = {
				always = no
			}
		}
		days_mission_timeout = 130
		fire_only_once = yes
		activation = {
			has_completed_focus = YUG_crush_the_ustasa
			NOT = {
				has_global_flag = ustasa_crushed
			}
		}
		visible = {
			tag = YUG
			has_completed_focus = YUG_crush_the_ustasa
			NOT = {
				has_global_flag = ustasa_crushed
			}
			CRO = {
				any_core_state = {
					is_owned_and_controlled_by = YUG
				}
			}
		}
		cancel_if_not_visible = yes
		is_good = no
		timeout_effect = {
			swap_ideas = {
				remove_idea = YUG_idea_croatian_opposition
				add_idea = YUG_idea_croats_suppressed
			}
			if = {
				limit = {
					CRO = {
						exists = no
					}
				}
				release = CRO
				CRO = {
					set_temp_variable = {
						croatia_var = this
					}
				}
			}
			else = {
				create_dynamic_country = {
					original_tag = CRO
					PREV = {
						release = PREV
					}
					set_politics = {
						ruling_party = fascism
						last_election = 1935.6.9
						election_frequency = 12
						elections_allowed = no
					}
					set_popularities = {
						democratic = 15
						fascism = 75
						communism = 10
					}
					promote_character = {
						character = CRO_nikola_mandic
						ideology = fascism_ideology
					}
					set_temp_variable = {
						croatia_var = this
					}
				}
			}
			var:croatia_var = {
				if = {
					limit = {
						owns_state = 109
					}
					set_capital = {
						state = 109
					}
				}
				hidden_effect = {
					every_owned_state = {
						limit = {
							is_core_of = PREV
						}
						add_core_of = YUG
					}
				} {
					load_oob = CRO_YUG_independence
				}
				YUG = {
					declare_war_on = {
						target = PREV
						type = annex_everything
					}
				}
			}
			set_global_flag = ustasa_crushed
		}
	}
	YUG_ustasa_crushed_mission = {
		priority = 10
		icon = generic_ignite_civil_war
		available = {
			hidden_trigger = {
				always = no
			}
		}
		days_mission_timeout = 200
		fire_only_once = yes
		activation = {
			has_completed_focus = YUG_crush_the_ustasa
			NOT = {
				has_global_flag = ustasa_crushed
			}
		}
		visible = {
			tag = YUG
			has_completed_focus = YUG_crush_the_ustasa
			NOT = {
				has_global_flag = ustasa_crushed
			}
			CRO = {
				any_core_state = {
					is_owned_and_controlled_by = YUG
				}
			}

# ... (truncated)
### Entity: Event
Component: poland.101
Constructs: is_triggered_only
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland.101
	title = poland.101.t
	desc = poland.101.d
	picture = GFX_report_event_polish_meeting
	is_triggered_only = yes
	option = {
		name = poland.101.a
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_red_army
Constructs: prerequisite, add_ideas, has_government, completion_reward, has_100_land_doctrine_mastery
Source: game
File: common/national_focus/r56_argentina.txt

Code:
focus = {
	id = ARG_red_army
	text = WAF_red_army
	icon = GFX_postive_heroism
	prerequisite = {
		focus = ARG_political_commissars
	}
	x = 1
	y = 1
	relative_position_id = ARG_political_commissars
	cost = 10
	ai_will_do = {
		factor = 12
	}
	available = {
		has_government = communism
		has_100_land_doctrine_mastery = yes
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = GEN_red_army
	}
}
### Entity: Idea
Component: MAN_low_legitimacy_52
Constructs: stability_factor, war_support_factor, removal_cost
Source: game
File: common/ideas/r56_man_ideas.txt

Code:
MAN_low_legitimacy_52 = {
	name = MAN_low_legitimacy
	allowed = {
		always = no
	}
	allowed_civil_war = {
		original_tag = MAN
	}
	removal_cost = -1
	picture = man_low_legitimacy
	modifier = {
		army_morale_factor = -0.25
		army_org_factor = -0.25
		political_power_cost = 0.25
		stability_factor = -0.5
		war_support_factor = -0.5
	}
}
### Entity: Modding Documentation
Construct: equipment
Constructs: equipment, maximum_speed, build_cost_ic
Source: vanilla_docs
File: common/military_industrial_organization/organizations/_documentation.md

Doc:
#### Infantry equipment
```
##############################
##### INFANTRY EQUIPMENT #####
##############################
```

- `reliability`
- `maximum_speed`
- `defense`
- `breakthrough`
- `hardness` - it is in the script, but the value is set to 0 (in the game, the UI doesn't show this value)
- `armor_value` - it is in the script, but the value is set to 0 (in the game, the UI doesn't show this value)
- `soft_attack`
- `hard_attack`
- `ap_attack`
- `air_attack` - it is in the script but the value is set to 0 (in the game, the UI doesn't show this value)
- `build_cost_ic`
### Entity: National Focus
Tree: cro_focus
Component: CRO_organized_partizans
Constructs: prerequisite, limit, has_government, completion_reward, is_subject, has_defensive_war, has_capitulated, swap_ideas
Source: game
File: common/national_focus/croatia.txt

Code:
focus = {
	id = CRO_organized_partizans
	icon = GFX_goal_generic_left_militia
	prerequisite = {
		focus = CRO_political_commissars
	}
	relative_position_id = CRO_political_commissars
	x = -1
	y = 1
	cost = 10
	available = {
		has_government = communism
		if = {
			limit = {
				is_subject = yes
				OVERLORD = {
					has_government = communism
				}
			}
		}
		has_defensive_war = yes
	}
	ai_will_do = {
		factor = 3
		modifier = {
			has_capitulated = yes
			factor = 10
		}
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = CRO_idea_communist_militias
			add_idea = CRO_veteran_partisans
		}
		add_tech_bonus = {
			name = recon_tech_bonus_name
			bonus = 1
			uses = 1
			category = recon_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Country History
Country: POK
Component: POK_characters
Constructs: recruit_character
Source: game
File: history/countries/POK - Pontianak.txt

Code:
# Leaders & Characters for POK
recruit_character = INS_syarif_muhammad_alkadrie
### Entity: Character
Component: basileus
Constructs: political_power_gain, war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
basileus = {
	random = no
	political_power_gain = 0.25
	war_support_factor = 0.1
	mobilization_laws_cost_factor = -0.25
	military_leader_cost_factor = -0.2
	justify_war_goal_time = -0.5
	ai_focus_aggressive_factor = 0.5
	ai_get_ally_desire_factor = -100
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_civil_war_commit_to_the_orthodox_church
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_soviet_civil_war.txt

Code:
focus = {
	id = SOV_civil_war_commit_to_the_orthodox_church
	icon = GFX_goal_orthodoxy
	prerequisite = {
		focus = SOV_civil_war_follow_corportism
	}
	x = 2
	y = 1
	relative_position_id = SOV_civil_war_follow_corportism
	cost = 5
	ai_will_do = {
		factor = 0
	}
	completion_reward = {
		add_ideas = SOV_commit_to_the_orthodox_church
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: cyp_focus
Component: CYP_trade_economy
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_cyprus.txt

Code:
focus = {
	id = CYP_trade_economy
	icon = GFX_goal_generic_positive_trade_relations_gold
	cost = 10
	x = 0
	y = 1
	relative_position_id = CYP_trade_port
	prerequisite = {
		focus = CYP_trade_port
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = r56_CYP_trade_hub_1
			add_idea = r56_CYP_trade_hub_2
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_peace_on_our_time
Constructs: prerequisite, limit, add_ideas, has_country_flag, completion_reward, add_political_power, has_war_with_major, has_power_balance
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_peace_on_our_time
	icon = GFX_focus_CZE_flag_and_fortification
	prerequisite = {
		focus = CZE_guardian_of_central_europe CZE_central_european_faction
	}
	relative_position_id = CZE_strike_at_the_heart_of_bolshevism
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 4
	}
	available = {
		OR = {
			has_war_with_major = yes
			has_country_flag = CZE_lessons_of_war_i_had_war_with_major_flag
		}
		NOT = {
			has_power_balance = {
				id = CZE_bop_army_readiness
			}
		}
		any_core_state = {
			is_controlled_by = ROOT
		}
		is_subject = no
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_political_power = 25
		custom_effect_tooltip = generic_skip_one_line_tt
		if = {
			limit = {
				NOT = {
					OR = {
						has_idea = CZE_guardian_of_central_europe_idea CZE_central_european_faction_idea
					}
				}
			}
			add_ideas = CZE_peace_on_our_time_idea
		}
		else_if = {
			limit = {
				has_idea = CZE_guardian_of_central_europe_idea
			}
			swap_ideas = {
				remove_idea = CZE_guardian_of_central_europe_idea
				add_idea = CZE_peace_on_our_time_from_guardian_of_central_europe_idea
			}
		} {
			limit = {
				has_idea = CZE_central_european_faction_idea
			}
			swap_ideas = {
				remove_idea = CZE_central_european_faction_idea
				add_idea = CZE_peace_on_our_time_central_european_faction_idea
			}
		}
		else = {
			add_ideas = CZE_peace_on_our_time_idea
		}
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_POLITICAL
	}
}
### Entity: Character
Component: FAR_kristian_djurhuus
Source: game
File: common/characters/FAR.txt

Code:
FAR_kristian_djurhuus = {
	name = Kristian Djurhuus
	portraits = {
		civilian = {
			small = GFX_idea_generic_political_advisor_europe_1
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = FAR_kristian_djurhuus
		allowed = {
			original_tag = FAR
		}
		available = {

		}
		cost = 150
		traits = {
			skilled_negotiator
		}
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_defense_of_the_reich
Constructs: prerequisite, completion_reward, has_war_with_major, add_timed_idea
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_defense_of_the_reich
	icon = GFX_goal_generic_CAS
	prerequisite = {
		focus = GER_reorganize_the_luftwaffe GER_develop_the_knickebein
	}
	x = 2
	y = 2
	relative_position_id = GER_reorganize_the_luftwaffe
	cost = 10
	available = {
		has_war_with_major = yes
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_timed_idea = {
			idea = GER_defense_of_the_reich_ns
			days = 730
		}
	}
}
### Entity: Idea
Component: COG_kongo_volunteer_force_idea
Constructs: removal_cost, send_volunteers_tension, send_volunteer_divisions_required, send_volunteer_factor
Source: game
File: common/ideas/congo.txt

Code:
COG_kongo_volunteer_force_idea = {
	picture = ETH_peacekeeping_forces
	allowed = {
		original_tag = COG
	}
	allowed_civil_war = {
		always = yes
	}
	rule = {
		can_send_volunteers = yes
	}
	removal_cost = -1
	modifier = {
		send_volunteers_tension = -0.4
		send_volunteer_divisions_required = -0.5
		send_volunteer_factor = 0.2
	}
}
### Entity: Unit Template
Component: JAP_DD_HISTORICAL
Source: game
File: common/units/names_ships/JAP_ship_names.txt

Code:
JAP_DD_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_DESTROYERS
	for_countries = {
		JAP
	}
	type = ship
	ship_types = {
		ship_hull_light destroyer
	}
	fallback_name = Kuchikukan %d -go
	unique = {
		Shiratsuyu Shigure Murasame Yudachi Kawakaze Umikaze Samidare Yamakaze Harusame Suzukaze Asashio Arashio Oshio Michishio Yamagumo Natsugumo Minegumo Asagumo Arare Kasumi Kagero Shiranui Kuroshio Yukikaze Oyashio Hayashio Natsushio Hatsukaze Amatsukaze Isokaze Tokitsukaze Urakaze Arashi Hagikaze Nowaki Tanikaze Hamakaze Maikaze Akigumo Yugumo Makigumo Kazagumo Naganami Makinami Takanami Onami Kiyonami Tamanami Suzunami Fujinami Hayanami Hamanami Asashimo Okinami Kishinami Hayashimo Akishimo Kiyoshimo Akizuki Teruzuki Suzutsuki Hatsuzuki Niizuki Wakatsuki Shimotsuki Fuyutsuki Harutsuki Hanazuki Yoizuki Natsuzuki Shimakaze Michitsuki Umigiri Yamagiri Tanigiri Kawagiri Taekaze Kiyokaze Satokaze Murakaze Yamasame Akisame Natsusame Hayasame Takashio Akishio Harushio Wakashio Michitsuki Kiyotsuki Otsuki Hazuki Yamazuki Urazuki Aogumo Benigumo Harugumo Amagumo Yaegumo Fuyugumo Yukigumo Okitsukaze Shimokaze Asagochi Okaze Kochi Nishikaze Hae Kitakaze Hayakaze Natsukaze Fuyukaze Hatsunatsu Hatsuaki Hayaharu Hayaume Katsura Tobiume Fuji Wakazakura Yamazakura Ashi Shinodake Yomogi Aoi Shiraume Kiku Kashiwa Kigiku Hatsugiku Akane Shiragiku Chigusa Natsugusa Akikusa Nogiku Susuki Momo Kashi Hinoki Yanagi Enoki Nara Momi Kaya Nashi Take Kaki Tsuga Nire Kuri Hagi Hasu Warabi Tade Sumire Tsuta Ashi Wakatake Kuretake Sanae Sarawabi Asagao Yugao Fuyo Karukaya Minekaze Sawakaze Okikaze Shimakaze Nadakaze Yakaze Hakaze Shiokaze Akikaze Yukaze Tachikaze Hokaze Nokaze Namikaze Numakaze Kamikaze Asakaze Harukaze Matsukaze Hatakaze Oite Hayate Asanagi Yunagi Mutsuki Kisaragi Yayoi Uzuki Satsuki Minazuki Fumizuki Nagatsuki Kikuzuki Mikazuki Mochizuki Yuzuki Fubuki Shirayuki Hatsuyuki Miyuki Murakumo Shinonome Usugumo Shirakumo Isonami Uranami Ayanami Shikinami Asagiri Yugiri Amagiri Sagiri Oboro Akebono Sazanami Ushio Akatsuki Hibiki Ikazuchi Inazuma Hatsuharu Nenohi Wakaba Hatsushimo Ariake Yugure
	}
}
### Entity: National Focus
Tree: pak_focus
Component: PAK_Computer_Research
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/pakistan.txt

Code:
focus = {
	id = PAK_Computer_Research
	icon = GFX_goal_generic_intelligence_exchange
	cost = 10
	prerequisite = {
		focus = PAK_Electrical_Research
	}
	x = 29
	y = 3
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = PAK_Computer_Research
			bonus = 1
			uses = 1
			category = computing_tech
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_disband_paramilitaries
Constructs: prerequisite, limit, remove_ideas, completion_reward, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_disband_paramilitaries
	icon = GFX_goal_arrests
	relative_position_id = AUS_look_west
	x = 0
	y = 1
	prerequisite = {
		focus = AUS_look_west
	}
	available = {
		power_balance_value = {
			id = AUS_heimwehr_power_balance
			value = < -0.4
		}
	}
	cost = 10
	completion_reward = {
		if = {
			limit = {
				has_idea = AUS_memories_of_februarkampfe
			}
			swap_ideas = {
				remove_idea = AUS_memories_of_februarkampfe
				add_idea = AUS_memories_of_februarkampfe_3
			}
		}
		else = {
			swap_ideas = {
				remove_idea = AUS_memories_of_februarkampfe_2
				add_idea = AUS_memories_of_februarkampfe_4
			}
		}
		remove_power_balance = {
			id = AUS_heimwehr_power_balance
		}
		remove_ideas = AUS_ernst_rudiger_starhemberg_r56
	}
}
### Entity: Character
Component: LIE_georgina_von_wilczek
Constructs: has_completed_focus, has_government, has_idea
Source: game
File: common/characters/LIE.txt

Code:
LIE_georgina_von_wilczek = {
	name = Gina von Liechtenstein
	portraits = {
		army = {
			small = GFX_idea_generic_army_female_europe
		}
	}
	gender = female
	advisor = {
		slot = high_command
		idea_token = LIE_georgina_von_wilczek
		ledger = army
		allowed = {
			original_tag = LIE
		}
		visible = {
			LIE_has_haus_liechtenstein = yes
		}
		available = {
			OR = {
				has_completed_focus = LIE_liechtenstein_red_cross LIE_liechtenstein_red_cross_2
			} {
				has_government = neutrality democratic
			}
			NOT = {
				has_idea = r56i_laws_gender_patriarchy
			}
		}
		traits = {
			army_logistics_1
		}
		cost = 50
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_link_isan_with_the_strategic_regions_r56
Constructs: prerequisite, limit, add_stability, completion_reward, has_tech, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_link_isan_with_the_strategic_regions_r56
	icon = GFX_goal_COG_Jungle_Railroad
	cost = 5
	x = -1
	y = 2
	relative_position_id = SIA_continue_the_national_electrification_r56
	prerequisite = {
		focus = SIA_continue_the_national_electrification_r56
	}
	ai_will_do = {
		base = 2
	}
	available = {
		has_tech = construction2
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_stability = 0.04
		868 = {
			if = {
				limit = {
					is_controlled_by_ROOT_or_ally = yes
					free_building_slots = {
						building = infrastructure
						size = > 0
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/r56_JAP_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = JAP
		}
		requested_factories = 7
		progress = 0.1
		efficiency = 50
	} {
		equipment = {
			type = support_equipment_1
			creator = JAP
		}
		requested_factories = 1
		progress = 0.3
		efficiency = 50
	} {
		equipment = {
			type = motorized_equipment_1
			creator = JAP
		}
		requested_factories = 1
		progress = 0.2
		efficiency = 50
	} {
		equipment = {
			type = light_tank_equipment_1
			creator = JAP
		}
		requested_factories = 1
		progress = 0.3
		efficiency = 50
	} {
		equipment = {
			type = artillery_equipment_1
			creator = JAP
		}
		requested_factories = 1
		progress = 0.3
		efficiency = 50
	}
}
### Entity: Event
Component: r56_spying_event.3
Constructs: ai_chance, has_government, fire_only_once, has_capitulated, has_dlc, has_intelligence_agency, create_operative_leader
Source: game
File: events/r56_spying_event.txt

Code:
country_event = {
	id = r56_spying_event.3
	title = r56_spying_event.3.t
	desc = r56_spying_event.3.desc
	picture = GFX_report_event_generic_read_write
	fire_only_once = yes
	trigger = {
		original_tag = SOV
		has_government = communism
		exists = yes
		has_capitulated = no
		has_dlc = La Resistance
		has_intelligence_agency = yes
		date = > 1940.6.15
	}
	mean_time_to_happen = {
		days = 10
	}
	option = {
		name = r56_spying_event.3.a
		create_operative_leader = {
			name = Semen Semenov
			gfx = GFX_portrait_europe_generic_operative_m_24
			traits = {
				operative_safe_cracker
			}
			bypass_recruitment = no
			available_to_spy_master = yes
			nationalities = {
				SOV ISR USA
			}
		}
		ai_chance = {
			base = 100
		}
	}
}
### Entity: Character
Component: SIA_plaek_phibunsongkhram
Constructs: has_completed_focus, has_country_flag, has_dlc, is_historical_focus_on, has_game_rule
Source: game
File: common/characters/SIA.txt

Code:
SIA_plaek_phibunsongkhram = {
	instance = {
		allowed = {
			has_dlc = Thunder at Our Gates
		}
		name = SIA_plaek_phibunsongkhram
		portraits = {
			civilian = {
				large = GFX_portrait_SIA_plaek_phibunsongkhram
				small = GFX_portrait_SIA_plaek_phibunsongkhram_small
			}
		}
		country_leader = {
			ideology = fascism_ideology
			expire = 1953.1.1.12
			id = -1
			traits = {
				SIA_military_wing_leader
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = SIA_plaek_phibunsongkhram
			allowed = {
				original_tag = SIA
			}
			visible = {
				NOT = {
					has_completed_focus = SIA_the_kings_gambit SIA_and_spring_the_trap
				}
			}
			available = {
				NOT = {
					has_completed_focus = SIA_and_spring_the_trap SIA_the_kings_gambit
				}
			}
			traits = {
				SIA_military_strongman
			}
			on_add = {
				SIA_increase_military_approval = yes
			}
			on_remove = {
				SIA_decrease_military_approval = yes
			}
			cost = 150
			ai_will_do = {
				factor = 1.0
				modifier = {
					OR = {
						is_historical_focus_on = yes
						has_game_rule = {
							rule = SIA_ai_behavior
							option = HISTORICAL
						}
					}
					factor = 50
				} {
					OR = {
						has_country_flag = SIA_AI_RANDOM_DEMOCRATIC SIA_AI_RANDOM_MONARCHIST
						has_game_rule = {
							rule = SIA_ai_behavior
							option = DEMOCRATIC
						} {
							rule = SIA_ai_behavior
							option = MONARCHIST
						}
					}
					factor = 0
				}
			}
		}
		corps_commander = {
			traits = {
				politically_connected inspirational_leader
			}
			skill = 2
			attack_skill = 2
			defense_skill = 1
			planning_skill = 1
			logistics_skill = 3
			legacy_id = 0
			visible = {

			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Thunder at Our Gates
			}
		}
		name = SIA_plaek_phibunsongkhram
		portraits = {
			civilian = {
				large = GFX_portrait_SIA_plaek_phibunsongkhram
				small = GFX_portrait_SIA_plaek_phibunsongkhram_small
			}
		}
		country_leader = {
			ideology = fascism_ideology
			expire = 1953.1.1.12
			id = -1
		}
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_deal_with_fascism
Constructs: prerequisite, limit, random_country, has_government, every_country, is_major, completion_reward, is_in_faction_with
Source: game
File: common/national_focus/portugal.txt

Code:
focus = {
	id = POR_deal_with_fascism
	select_effect = {
		random_country = {
			limit = {
				has_government = fascism
				NOT = {
					is_in_faction_with = ROOT
				}
				OR = {
					is_major = yes
					is_neighbor_of = ROOT
				}
			}
			ROOT = {
				add_ai_strategy = {
					type = prepare_for_war
					id = PREV
					value = 100
				}
			}
		}
	}
	available = {
		any_country = {
			has_government = fascism
			NOT = {
				is_in_faction_with = ROOT
			}
			OR = {
				is_major = yes
				is_neighbor_of = ROOT
			}
		}
	}
	bypass = {

	}
	prerequisite = {
		focus = POR_remember_olivenca POR_the_royal_iberian_alliance
	}
	icon = GFX_focus_attack_germany
	x = 1
	y = 1
	relative_position_id = POR_remember_olivenca
	cost = 10
	completion_reward = {
		hidden_effect = {
			every_country = {
				limit = {
					has_government = fascism
					NOT = {
						is_in_faction_with = ROOT
					}
					OR = {
						is_major = yes
						is_neighbor_of = ROOT
					}
				}
				ROOT = {
					create_wargoal = {
						target = PREV
						type = annex_everything
						expire = 0
					}
				}
			}
		} {
			random_country = {
				limit = {
					has_government = fascism
					NOT = {
						is_in_faction_with = ROOT
					}
					OR = {
						is_major = yes
						is_neighbor_of = ROOT
					}
				}
				ROOT = {
					add_ai_strategy = {
						type = declare_war
						id = PREV
						value = 100
					}
				}
			}
		}
		custom_effect_tooltip = POR_deal_with_fascism_tt
		every_country = {
			limit = {
				has_government = fascism
				NOT = {
					is_in_faction_with = ROOT
				}
				OR = {
					is_major = yes
					is_neighbor_of = ROOT
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: ITA_invasion_buffer_late
Constructs: is_historical_focus_on
Source: game
File: common/ai_strategy/ITA.txt

Code:
ITA_invasion_buffer_late = {
	allowed = {
		original_tag = ITA
	}
	enable = {
		is_historical_focus_on = yes
		date = > 1942.10.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		states = {
			156 117 849 157 2 162 161
		}
		ratio = 0.2
		area = italy
		subtract_invasions_from_need = no
		subtract_fronts_from_need = yes
	}
}
### Entity: Order of Battle
Component: Östra Militärområde
Constructs: division_template
Source: game
File: history/units/SWE_1939.txt

Code:
division = {
	name = Östra Militärområde
	location = 6050
	division_template = Militärområde
	start_experience_factor = 0.2
	start_equipment_factor = 0.3
}
### Entity: Idea
Component: hispano_aviacion
Constructs: has_completed_focus, has_global_flag, research_bonus
Source: game
File: common/ideas/r56_spain_republic.txt

Code:
hispano_aviacion = {
	picture = generic_air_manufacturer_1
	allowed = {
		original_tag = SPR
	}
	available = {
		has_completed_focus = SPR_Tac_Bomber
	}
	visible = {
		has_global_flag = SPR_R56_focus_tree
	}
	traits = {
		nav_cas_producer_offense_1
	}
	modifier = {

	}
	research_bonus = {
		air_equipment = 0.15
	}
	ai_will_do = {
		factor = 1
	}
}