Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: bhu_focus
Component: BHU_ammunitions
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, add_tech_bonus
Source: game
File: common/national_focus/bhutan.txt

Code:
focus = {
	id = BHU_ammunitions
	prerequisite = {
		focus = BHU_small_arms_technology
	}
	relative_position_id = BHU_small_arms_workshop
	icon = GFX_goal_ammunitions
	x = 0
	y = 2
	cost = 10
	ai_will_do = {
		factor = 3
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_tech_bonus = {
			name = infantry_weapons_bonus
			bonus = 0.25
			uses = 1
			ahead_reduction = 0.5
			category = support_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Scripted Effect
Component: CZE_bop_absurdly_high_decrease_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/CZE_scripted_effects.txt

Code:
CZE_bop_absurdly_high_decrease_effect = {
	add_power_balance_value = {
		id = CZE_bop_army_readiness
		value = -1
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_build_a_modest_social_state_r56
Constructs: prerequisite, completion_reward, add_research_slot, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_build_a_modest_social_state_r56
	prerequisite = {
		focus = SIA_negotiate_a_mass_development_plan_r56
	}
	icon = GFX_focus_SWE_form_rfsu
	cost = 6
	ai_will_do = {
		base = 1
	}
	x = -1
	y = 1
	relative_position_id = SIA_negotiate_a_mass_development_plan_r56
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
		custom_effect_tooltip = generic_skip_one_line_tt
		swap_ideas = {
			remove_idea = SIA_negotiate_a_mass_development_plan_r56_idea
			add_idea = SIA_build_a_modest_social_state_r56_idea
		}
	}
}
### Entity: Event
Component: LAT_events.3
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, fire_only_once
Source: game
File: events/NSB_Latvia.txt

Code:
country_event = {
	id = LAT_events.3
	title = LAT_events.3.t
	desc = LAT_events.3.d
	picture = GFX_report_event_generic_rally
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = LAT_events.3.a
		ai_chance = {
			base = 30
		}
		add_opinion_modifier = {
			target = FROM
			modifier = BALTIC_supported_fascism
		}
	}
}
### Entity: Military Industrial Organization
Component: RAJ_harland_wolff_organization
Constructs: has_dlc
Source: game
File: common/military_industrial_organization/organizations/RAJ_GOE_organization .txt

Code:
RAJ_harland_wolff_organization = {
	include = generic_task_force_ship_organization
	icon = GFX_idea_harland_wolff
	allowed = {
		has_dlc = Graveyard of Empires
		original_tag = RAJ
	}
}
### Entity: AI Strategy
Component: USA_garrison_production
Source: game
File: common/ai_strategy/USA.txt

Code:
USA_garrison_production = {
	allowed = {
		original_tag = USA
	}
	enable = {
		ai_wants_divisions = > 12
	}
	abort = {
		ai_wants_divisions = < 13
	}
	ai_strategy = {
		type = role_ratio
		id = garrison
		value = 3
	}
}
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_MIN_floating_harbors_1
Constructs: is_major, check_variable
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_MIN_floating_harbors_1 = {
	enable = {
		num_of_naval_factories = > 15
		is_major = yes
		check_variable = {
			num_equipment@floating_harbor_equipment = < 2
		}
	}
	abort = {
		NOT = {
			AND = {
				num_of_naval_factories = > 15
				is_major = yes
				check_variable = {
					num_equipment@floating_harbor_equipment = < 10
				}
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = floating_harbor_equipment
		value = 1
	}
}
### Entity: Idea
Component: HUN_hungarian_national_defense_association_greenshirts
Constructs: war_support_factor, has_government, conscription_factor, fascism_drift
Source: game
File: common/ideas/hungary.txt

Code:
HUN_hungarian_national_defense_association_greenshirts = {
	name = HUN_hungarian_national_defense_association
	allowed = {
		original_tag = HUN
	}
	allowed_civil_war = {
		NOT = {
			OR = {
				has_government = democratic communism
			}
		}
	}
	picture = HUN_wuw_HUN_hungarian_national_defense_association
	modifier = {
		conscription_factor = 0.1
		war_support_factor = 0.05
		fascism_drift = 0.03
		modifier_army_sub_unit_militia_attack_factor = 0.05
		modifier_army_sub_unit_militia_max_org_factor = 0.05
		modifier_army_sub_unit_militia_defence_factor = 0.1
	}
}
### Entity: Unit Template
Component: SLO_ARM_01
Source: game
File: common/units/names_divisions/SLO_names_divisions.txt

Code:
SLO_ARM_01 = {
	name = Armoured Divisions
	for_countries = {
		SLO
	}
	can_use = {
		always = yes
	}
	division_types = {
		light_armor medium_armor heavy_armor modern_armor
	}
	fallback_name = %d. Tanková Divize
	ordered = {
		1 = {
			%d. Tanková Divize
		}
		2 = {
			%d. Tanková Divize
		}
		3 = {
			%d. Tanková Divize
		}
		4 = {
			%d. Tanková Divize
		}
		5 = {
			%d. Tanková Divize
		}
		6 = {
			%d. Tanková Divize
		}
		7 = {
			%d. Tanková Divize
		}
		8 = {
			%d. Tanková Divize
		}
		9 = {
			%d. Tanková Divize
		}
		10 = {
			%d. Tanková Divize
		}
	}
}
### Entity: Event
Component: ww_congo.19
Constructs: is_triggered_only, ai_chance
Source: game
File: events/WUW_Congo.txt

Code:
news_event = {
	id = ww_congo.19
	title = ww_congo.19.t
	desc = ww_congo.19.d
	picture = GFX_news_event_COG_force_publique_capturing_area
	major = yes
	is_triggered_only = yes
	option = {
		name = ww_congo.19.a
		ai_chance = {
			base = 100
		}
		trigger = {
			NOT = {
				OR = {
					original_tag = COG BEL
				}
			}
		}
	} {
		name = ww_congo.19.b
		ai_chance = {
			base = 100
		}
		trigger = {
			original_tag = COG
		}
	} {
		name = ww_congo.19.c
		ai_chance = {
			base = 100
		}
		trigger = {
			original_tag = BEL
		}
	}
}
### Entity: Idea
Component: CHI_fascist_court
Constructs: research_speed_factor, war_support_factor, has_government, removal_cost, fascism_drift
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_fascist_court = {
	picture = generic_monarchist_uprising
	removal_cost = -1
	cancel = {
		has_government = communism
	}
	modifier = {
		fascism_drift = 0.01
		war_support_factor = 0.05
		political_power_factor = 0.1
		research_speed_factor = -0.05
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
}
### Entity: National Focus
Tree: par_focus
Component: PAR_purge_the_military_of_dissent
Constructs: prerequisite, completion_reward, has_civil_war, add_timed_idea, add_manpower, add_doctrine_cost_reduction, add_skill_level, add_planning
Source: game
File: common/national_focus/paraguay.txt

Code:
focus = {
	id = PAR_purge_the_military_of_dissent
	available = {
		has_civil_war = no
	}
	bypass = {

	}
	icon = GFX_focus_SOV_military_purge
	x = 0
	y = 1
	relative_position_id = PAR_put_estigarribia_on_a_pedestal
	prerequisite = {
		focus = PAR_put_estigarribia_on_a_pedestal
	}
	cost = 10
	search_filters = {

	}
	completion_reward = {
		add_timed_idea = {
			idea = PAR_officers_purged
			days = 230
		}
		custom_effect_tooltip = will_turn_to upon_timeout
		effect_tooltip = {
			add_manpower = 24000
			add_doctrine_cost_reduction = {
				cost_reduction = 0.5
				uses = 2
				category = land_doctrine
			}
			PAR_jose_felix_estigarribia = {
				add_skill_level = 1
				add_planning = 1
				add_defense = 2
			}
		}
	}
}
### Entity: Event
Component: BBA_italo_ethiopian_war_events.402
Constructs: is_triggered_only, division_template, fire_only_once, annex_country, create_unit, allow_spawning_on_enemy_provs
Source: game
File: events/BBA_ItaloEthiopianWar.txt

Code:
country_event = {
	id = BBA_italo_ethiopian_war_events.402
	title = BBA_italo_ethiopian_war_events.402.t
	desc = BBA_italo_ethiopian_war_events.402.desc
	picture = GFX_report_event_generic_sign_treaty2
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = BBA_italo_ethiopian_war_events.402.a
		annex_country = {
			target = FROM
			transfer_troops = no
		}
		908 = {
			create_unit = {
				division = division_template = "Banda Indigena Irregolare" start_experience_factor = 0.1 start_equipment_factor = 1 start_manpower_factor = 1
				owner = ROOT
				prioritize_location = 13240
				allow_spawning_on_enemy_provs = yes
				count = 2
			}
		}
	}
}
### Entity: Idea
Component: POL_pzl
Constructs: has_dlc, research_bonus, equipment_bonus
Source: game
File: common/ideas/poland.txt

Code:
POL_pzl = {
	picture = generic_air_manufacturer_2
	allowed = {
		original_tag = POL
		has_dlc = Poland: United and Ready
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		medium_aircraft_manufacturer
	}
	equipment_bonus = {

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

Code:
MLT_nt = {
	advisor = {
		slot = theorist
		idea_token = MLT_nt
		ledger = navy
		allowed = {
			original_tag = MLT
		}
		traits = {
			naval_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_europe_3
		}
	}
}
### Entity: Event
Component: DOD_hungary.61
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, remove_ideas, has_global_flag, is_in_faction, set_global_flag
Source: game
File: events/DOD_Hungary.txt

Code:
country_event = {
	id = DOD_hungary.61
	title = DOD_hungary.61.t
	desc = DOD_hungary.61.desc
	picture = GFX_report_event_soldiers_marching
	is_triggered_only = yes
	option = {
		name = DOD_hungary.61.a
		trigger = {
			NOT = {
				has_global_flag = Balkan_crisis_mediation_requested
			} {
				has_global_flag = Balkan_crisis_HUN_folded
			}
		}
		ai_chance = {
			base = 35
			modifier = {
				is_in_faction = yes
				factor = 0.25
			}
		}
		if = {
			limit = {
				OR = {
					NOT = {
						has_global_flag = Balkan_crisis_mediation_requested
					} {
						has_global_flag = Balkan_crisis_ROM_folded
					} {
						has_global_flag = Balkan_crisis_HUN_folded
					}
				}
			}
			HUN = {
				country_event = {
					id = DOD_hungary.51
					hours = 1
				}
			}
			remove_ideas = ROM_war_preparation
			set_global_flag = Balkan_crisis_ROM_folded
		}
	} {
		name = DOD_hungary.61.b
		ai_chance = {
			base = 35
			modifier = {
				has_completed_focus = ROM_balkans_dominance
				factor = 2
			}
		}
	} {
		name = DOD_hungary.61.c
		trigger = {
			NOT = {
				has_global_flag = Balkan_crisis_mediation_requested
			}
		}
		ai_chance = {
			base = 35
		}
		if = {
			limit = {
				NOT = {
					has_global_flag = Balkan_crisis_mediation_requested
				} {
					has_global_flag = Balkan_crisis_ROM_folded
				} {
					has_global_flag = Balkan_crisis_HUN_folded
				}
			}
			HUN = {
				country_event = {
					id = DOD_hungary.55
					days = 1
				}
			}
		}
		set_global_flag = Balkan_crisis_mediation_requested
	}
}
### Entity: Idea
Component: TUR_turkish_bolshevism
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/turkey.txt

Code:
TUR_turkish_bolshevism = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = trotskyite_plot_purged
	removal_cost = -1
	modifier = {
		stability_factor = -0.1
		consumer_goods_factor = -0.15
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_prepare_the_war_zones
Constructs: prerequisite, completion_reward, unlock_decision_tooltip, add_to_variable
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_prepare_the_war_zones
	icon = GFX_focus_CHI_prepare_war_zones
	prerequisite = {
		focus = CHI_decisive_battles
	}
	x = -2
	y = 1
	relative_position_id = CHI_decisive_battles
	cost = 10
	available = {

	}
	search_filters = {

	}
	ai_will_do = {
		factor = 20
	}
	completion_reward = {
		unlock_decision_tooltip = CHI_declare_war_zone
		custom_effect_tooltip = CHI_modify_corruption_in_the_armed_forces_tt
		add_to_variable = {
			CHI_corruption_in_the_armed_forces_army_attack_factor = 0.025
			tooltip = army_attack_factor_tt
		}
	}
}
### Entity: Modifier Reference
Component: KMT_the_cc_clique
Constructs: stability_factor, has_government, industrial_capacity_factory, remove_trigger
Source: game
File: common/dynamic_modifiers/r56_china_and_co_dm.txt

Code:
KMT_the_cc_clique = {
	remove_trigger = {
		NOT = {
			has_government = neutrality
		}
	}
	enable = {
		always = yes
	}
	icon = GFX_idea_chi_warlord_integration4
	drift_defence_factor = KMT_cc_ddf
	political_power_factor = KMT_cc_pp
	stability_factor = KMT_cc_stab
	political_advisor_cost_factor = KMT_cc_adv
	economy_cost_factor = KMT_cc_adv
	trade_laws_cost_factor = KMT_cc_adv
	mobilization_laws_cost_factor = KMT_cc_adv
	industrial_capacity_factory = KMT_output
}
### Entity: National Focus
Tree: sco_focus
Component: SCO_womens_suffrage
Constructs: prerequisite, limit, add_ideas, completion_reward, has_elections, has_idea, swap_ideas, remove_idea
Source: game
File: common/national_focus/scotland.txt

Code:
focus = {
	id = SCO_womens_suffrage
	icon = GFX_goal_womens_rights
	prerequisite = {
		focus = SCO_women_army_service
	}
	x = 0
	y = 1
	relative_position_id = SCO_women_army_service
	cost = 10
	ai_will_do = {
		factor = 2
	}
	available = {
		has_elections = yes
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_RESEARCH FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_ideas = MEX_womens_suffrage
		if = {
			limit = {
				has_idea = r56i_laws_gender_traditional
			}
			swap_ideas = {
				remove_idea = r56i_laws_gender_traditional
				add_idea = r56i_laws_gender_limited
			}
		}
		else_if = {
			limit = {
				has_idea = r56i_laws_gender_patriarchy
			}
			swap_ideas = {
				remove_idea = r56i_laws_gender_patriarchy
				add_idea = r56i_laws_gender_limited
			}
		} {
			limit = {
				has_idea = r56i_laws_gender_limited
			}
			swap_ideas = {
				remove_idea = r56i_laws_gender_limited
				add_idea = r56i_laws_gender_equality
			}
		}
		else = {
			add_ideas = r56i_laws_gender_limited
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_NIC_56
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_NIC_56 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_NIC
			value = 56
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = dockyard
		value = 56
	}
}
### Entity: Event
Component: axis_minors_bulgaria.40
Constructs: fire_only_once, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: events/Bulgaria_events.txt

Code:
country_event = {
	id = axis_minors_bulgaria.40
	title = axis_minors_bulgaria.39.t
	desc = axis_minors_bulgaria.39.d
	picture = GFX_report_event_generic_factory
	fire_only_once = yes
	trigger = {
		tag = BUL
		num_of_military_factories = > 8
		has_idea = BUL_developing_military_industry
	}
	option = {
		name = axis_minors_bulgaria.39.a
		swap_ideas = {
			remove_idea = BUL_developing_military_industry
			add_idea = BUL_kickstarted_military_industry
		}
	}
}
### Entity: Unit Template
Component: BHU_GAR_01
Source: game
File: common/units/names_divisions/BHU_names_divisions.txt

Code:
BHU_GAR_01 = {
	name = Garrison Divisions
	for_countries = {
		BHU
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %dth Garrison Division
	ordered = {
		1 = {
			%dst Garrison Division
		}
		2 = {
			%dnd Garrison Division
		}
		3 = {
			%drd Garrison Division
		}
		4 = {
			%dth Garrison Division
		}
		5 = {
			%dth Garrison Division
		}
		6 = {
			%dth Garrison Division
		}
		7 = {
			%dth Garrison Division
		}
		8 = {
			%dth Garrison Division
		}
		9 = {
			%dth Garrison Division
		}
		10 = {
			%dth Garrison Division
		}
		11 = {
			%dth Garrison Division
		}
		12 = {
			%dth Garrison Division
		}
		13 = {
			%dth Garrison Division
		}
		14 = {
			%dth Garrison Division
		}
		15 = {
			%dth Garrison Division
		}
		16 = {
			%dth Garrison Division
		}
		17 = {
			%dth Garrison Division
		}
		18 = {
			%dth Garrison Division
		}
		19 = {
			%dth Garrison Division
		}
		20 = {
			%dth Garrison Division
		}
		21 = {
			%dst Garrison Division
		}
		22 = {
			%dnd Garrison Division
		}
		23 = {
			%drd Garrison Division
		}
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_R56_non_dvcor_dvco
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_brazil.txt

Code:
focus = {
	id = BRA_R56_non_dvcor_dvco
	icon = GFX_focus_bra_non_ducor_duco
	prerequisite = {
		focus = BRA_R56_a_collection_of_states
	}
	relative_position_id = BRA_R56_a_collection_of_states
	x = 0
	y = 1
	ai_will_do = {
		factor = 0.5
	}
	cost = 5
	completion_reward = {
		swap_ideas = {
			remove_idea = bra_antropofagia
			add_idea = bra_antropofagia_dem_1
		}
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_friendship_with_iran
Constructs: prerequisite, has_war_with, has_country_flag, add_opinion_modifier, completion_reward, allow_branch, has_dlc, is_in_faction
Source: game
File: common/national_focus/r56_iraq.txt

Code:
focus = {
	id = IRQ_friendship_with_iran
	icon = GFX_goal_generic_befriend_persia
	prerequisite = {
		focus = IRQ_reinforce_the_monarchy
	}
	relative_position_id = IRQ_reinforce_the_monarchy
	allow_branch = {
		NOT = {
			has_dlc = Graveyard of Empires
		}
	}
	available = {
		is_in_faction = no
		PER = {
			NOT = {
				has_war_with = ROOT
			}
		}
		has_country_flag = IRQ_golden_square_coup_failed
	}
	bypass = {
		PER = {
			exists = no
			has_war_with = ROOT
		}
	}
	x = 8
	y = 1
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		PER = {
			add_opinion_modifier = {
				target = IRQ
				modifier = huge_increase
			}
		}
		add_opinion_modifier = {
			target = PER
			modifier = huge_increase
		}
	}
}
### Entity: National Focus
Tree: xsm_focus
Component: XSM_sway_the_people
Constructs: prerequisite, completion_reward, add_political_power, cancel_if_invalid, modify_military_governor_tt, add_to_variable
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = XSM_sway_the_people
	icon = GFX_focus_RAJ_seek_allies_with_the_muslim_league
	x = 1
	y = 1
	cost = 5
	prerequisite = {
		focus = XSM_the_military_governor
	}
	relative_position_id = XSM_the_military_governor
	ai_will_do = {
		base = 20
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {

	}
	completion_reward = {
		add_political_power = 50
		custom_effect_tooltip = generic_skip_one_line_tt modify_military_governor_tt
		add_to_variable = {
			ROOT.XSM_the_military_governor_stability_factor = 0.05
			tooltip = stability_factor_tt
		}
	}
}
### Entity: Wiki Documentation
Construct: Politics
Source: wiki
File: wiki/Poland.html

Doc:
Politics[edit]
Here you can put some stuff that relates to the political situation in-game in 1936 and following years.
Their leader is called Wladislaw Sikorski.

Laws[edit]
Ministers[edit]
### Entity: Event
Component: CHL_news_events.2
Constructs: is_triggered_only
Source: game
File: events/TOA_Chile.txt

Code:
news_event = {
	id = CHL_news_events.2
	title = CHL_news_events.2.t
	desc = CHL_news_events.2.d
	picture = GFX_news_event_fascist_militia
	major = yes
	is_triggered_only = yes
	option = {
		name = CHL_news_events.2.a
		trigger = {
			NOT = {
				TAG = CHL
			}
		}
	} {
		name = CHL_news_events.2.b
		trigger = {
			TAG = CHL
		}
	}
}
### Entity: State History
Component: 316
Constructs: add_core_of
Source: game
File: history/states/316-Costa Rica.txt

Code:
state = {
	id = 316
	name = STATE_316
	manpower = 503856
	resources = {
		chromium = 1
	}
	state_category = town
	history = {
		owner = COS
		buildings = {
			infrastructure = 2
			arms_factory = 1
			industrial_complex = 2
			air_base = 1
			13087 = {
				naval_base = 1
			}
		}
		add_core_of = COS
		victory_points = {
			13087 3
		}
	}
	provinces = {
		12878 13087 13092
	}
	local_supplies = 0.0
}
### Entity: AI Strategy
Component: USA_truck_export
Constructs: has_dlc
Source: game
File: common/ai_strategy/USA.txt

Code:
USA_truck_export = {
	allowed = {
		original_tag = USA
	}
	enable = {
		has_dlc = Arms Against Tyranny
		date = > 1938.1.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = motorized_equipment
		value = 1
	} {
		type = equipment_production_factor
		id = motorized
		value = 40
	} {
		type = equipment_market_for_sale_factor
		id = motorized
		value = 100
	}
}
### Entity: Character
Component: GND_yu_hanmou
Source: game
File: common/characters/Warlords_China.txt

Code:
GND_yu_hanmou = {
	name = GND_yu_hanmou
	portraits = {
		army = {
			small = GFX_portrait_GND_yu_hanmou_small
			large = GFX_portrait_GND_yu_hanmou
		}
	}
	corps_commander = {
		traits = {
			infantry_leader
		}
		skill = 2
		attack_skill = 2
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 1
		legacy_id = -1
	}
}
### Entity: Character
Component: national_socialist_sympathizer
Constructs: fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
national_socialist_sympathizer = {
	random = no
	sprite = 13
	fascism_drift = 0.02
	fascism_acceptance = 40
}
### Entity: Shared Focus
Component: MICRO_develop_special_forces
Constructs: shared_focus, prerequisite, limit, completion_reward, has_dlc, add_doctrine_cost_reduction, add_tech_bonus
Source: game
File: common/national_focus/r56_microstate_shared.txt

Code:
shared_focus = {
	id = MICRO_develop_special_forces
	text = MNC_develop_special_forces
	prerequisite = {
		focus = MICRO_weaponry_modernization
	}
	relative_position_id = MICRO_weaponry_modernization
	icon = {
		GFX_goal_generic_mountain_warfare2 = {
			original_tag = SAN
		}
		GFX_focus_eng_special_air_service = yes
	}
	cost = 10
	x = -1
	y = 1
	completion_reward = {
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_doctrine_cost_reduction = {
				cost_reduction = 0.5
				uses = 1
				category = special_forces_doctrine
			}
		}
		else = {
			add_tech_bonus = {
				name = SAN_adapt_to_the_alpine_mountains
				bonus = 0.5
				uses = 1
				category = r56_special_forces_training_tech
			}
		}
		add_tech_bonus = {
			name = SAN_adapt_to_the_alpine_mountains
			bonus = 1
			uses = 1
			category = mountaineers_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: VEN_corruption_7
Constructs: stability_factor, communism_drift
Source: game
File: common/ideas/r56_venezuela.txt

Code:
VEN_corruption_7 = {
	picture = generic_communism_drift_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		communism_drift = 0.04
		political_power_factor = -0.2
		stability_factor = -0.2
	}
}
### Entity: Scripted Trigger
Component: EAI_light_armor_tank_design_focus
Source: game
File: common/scripted_triggers/EAI_PRODUCTION_design_triggers.txt

Code:
EAI_light_armor_tank_design_focus = {
	EAI_LARM_military_focus = yes
	NOT = {
		EAI_light_amphibious_armor_focus = yes
	}
}
### Entity: Idea
Component: viva_la_patria
Constructs: has_government, removal_cost, conscription_factor
Source: game
File: common/ideas/r56_argentina.txt

Code:
viva_la_patria = {
	removal_cost = -1
	allowed = {
		original_tag = ARG
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	picture = generic_victors_of_ww1
	modifier = {
		conscription_factor = 0.1
	}
}
### Entity: Decision
Component: LAT_perkonkrust_revolt_category
Constructs: has_completed_focus, has_dlc
Source: game
File: common/decisions/categories/BALTIC_decision_categories.txt

Code:
LAT_perkonkrust_revolt_category = {
	icon = GFX_decision_category_generic_fascism
	allowed = {
		original_tag = LAT
		has_dlc = No Step Back
	}
	visible = {
		has_completed_focus = LAT_empower_paramilitarists
		NOT = {
			has_completed_focus = BALTIC_overthrow_the_government
		}
	}
	priority = 10
}