Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: chi_focus
Component: CHI_burma_campaign
Constructs: prerequisite, completion_reward, has_dynamic_modifier, is_fully_controlled_by, unlock_general_tt
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_burma_campaign
	icon = GFX_focus_generic_jungle_training
	prerequisite = {
		focus = CHI_collaborate_with_allied_forces
	}
	available = {
		has_dynamic_modifier = {
			modifier = CHI_american_support
		}
		custom_trigger_tooltip = {
			tooltip = CHI_burma_campaign_trigger
			NOT = {
				BRM = {
					all_core_state = {
						OR = {
							is_fully_controlled_by = BRM
							state_is_fully_controlled_by_ROOT_subject_or_faction_member = yes
						}
					}
				}
			}
		}
	} {

	}
	x = -1
	y = 1
	relative_position_id = CHI_collaborate_with_allied_forces
	cost = 5
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_MILITARY_CHARACTER
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		activate_mission = CHI_burma_campaign_mission
		CHI_tu_yuming = {
			custom_effect_tooltip = unlock_general_tt
		}
	}
}
### Entity: Country History
Country: BUL
Component: BUL_technology
Constructs: set_technology
Source: game
File: history/countries/BUL - Bulgaria.txt

Code:
# Starting Technologies for BUL
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_support = 1
	tech_engineers = 1
	tech_trucks = 1
	motorised_infantry = 1
	fuel_silos = 1
	basic_train = 1
	tech_mountaineers = 1
}
### Entity: Unit Template
Component: PHI_BC_HISTORICAL
Source: game
File: common/units/names_ships/PHI_ship_names.txt

Code:
PHI_BC_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BC
	for_countries = {
		PHI
	}
	type = ship
	ship_types = {
		ship_hull_heavy battle_cruiser
	}
	prefix = RPS 
	fallback_name = Battlecruiser %d
	unique = {
		Manila Luzon Pilipinas Republic General Manchatas Cabanatuan San Pablo Batangas Bacolod Cadiz San Carlos Davao
	}
}
### Entity: Idea
Component: EAI_DD_8/cv_small_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_8/cv_small_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		cv_small_plane_airframe = {
			build_cost_ic = -0.08
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_dismantle_secular_nationalism
Constructs: has_completed_focus, prerequisite, limit, add_ideas, has_war_with, completion_reward, add_political_power, is_subject_of
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_dismantle_secular_nationalism
	icon = GFX_goal_generic_madrasah_2_color
	x = 6
	y = 1
	prerequisite = {
		focus = PAL_victory_through_faith
	}
	mutually_exclusive = {
		focus = PAL_islamists
	}
	available = {
		NOT = {
			has_war_with = ISR
		} {
			is_subject_of = EGY
		}
	}
	cost = 5
	relative_position_id = PAL_victory_through_faith
	offset = {
		x = -13
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = PAL_abdulqadir
		}
	} {
		x = 7
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = PAL_dismantle_secular_nationalism
		}
	}
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				OR = {
					has_completed_focus = PAL_islamists PAL_fawzi
				}
			}
		}
	}
	completion_reward = {
		clr_country_flag = PAL_coup_stable
		set_country_flag = PAL_coup_islamist
		add_political_power = 50
		set_variable = {
			PAL_islamist_level = 15
		}
		add_country_leader_role = {
			character = PAL_abdul_qadir_alhusseini
			promote_leader = yes
			country_leader = {
				ideology = despotism
				expire = 1965.1.1.1
			}
		}
		add_ideas = PAL_islamist_level1
		activate_mission = PAL_islamist_resistance
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 1000
			has_game_rule = {
				rule = PAL_AI_BEHAVIOR
				option = PAL_QADIR
			}
		} {
			factor = 1000
			has_game_rule = {
				rule = PAL_AI_BEHAVIOR
				option = PAL_HASHEMITE
			}
		}
	}
}
### Entity: Idea
Component: ICE_conscription_idea
Constructs: removal_cost, mobilization_speed
Source: game
File: common/ideas/iceland.txt

Code:
ICE_conscription_idea = {
	picture = SWE_varnplikt
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	available = {

	}
	removal_cost = -1
	modifier = {
		conscription = 0.025
		mobilization_speed = 0.1
		training_time_factor = 0.2
	}
}
### Entity: Military Industrial Organization
Component: SCO_north_british_locomotive_company_organization
Constructs: has_completed_focus, limit, owns_state, is_core_of, equipment_bonus, build_cost_ic
Source: game
File: common/military_industrial_organization/organizations/SCO_organization.txt

Code:
SCO_north_british_locomotive_company_organization = {
	name = SCO_north_british_locomotive_company
	include = generic_medium_tank_organization
	icon = GFX_idea_generic_tank_manufacturer_3
	allowed = {
		OR = {
			original_tag = BRI WLS SCO IRE NIR
		}
	}
	available = {
		owner = {
			OR = {
				original_tag = SCO
				has_completed_focus = CEL_scottish_steel_sector
			}
			if = {
				limit = {
					OR = {
						original_tag = BRI WLS NIR IRE
					}
				}
				owns_state = 133
				133 = {
					is_core_of = PREV
				}
			}
		}
	}
	visible = {
		owner = {
			or = {
				original_tag = SCO
				has_completed_focus = CEL_celtic_unification
			}
		}
	}
	equipment_type = {
		armor train_equipment
	}
	research_categories = {
		armor train_tech
	}
	initial_trait = {
		name = NOR_mio_initial_trait_mechanical_workshop
		equipment_bonus = {
			build_cost_ic = -0.05
		}
	}
}
### Entity: Modifier Reference
Construct: army_leader_start_level
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## army_leader_start_level

* Number with 0 decimal places
* **Categories**: unit_leader
### Entity: Modding Documentation
Construct: total_constructed_rocket_site
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### total_constructed_rocket_site
* description: Total constructions of rocket_site
### Entity: Event
Component: naw_norway.73
Constructs: is_triggered_only, ai_chance, set_party_name, set_country_flag, add_country_leader_role
Source: game
File: events/NaW_Norway.txt

Code:
country_event = {
	id = naw_norway.73
	title = naw_norway.73.t
	desc = naw_norway.73.d
	picture = GFX_report_event_stortinget_1930_1935
	is_triggered_only = yes
	option = {
		name = naw_norway.73.a
		ai_chance = {
			base = 25
		}
		set_party_name = {
			ideology = neutrality
			long_name = Venstres Monarkistkoalisjon
			name = Monarkistkoalisjonen
		}
		NOR_johan_ludwig_mowinckel = {
			promote_character = moderatism
		}
		hidden_effect = {
			set_country_flag = NOR_venstre_leads_the_monarchists
		}
	} {
		name = naw_norway.73.b
		ai_chance = {
			base = 25
		}
		set_party_name = {
			ideology = neutrality
			long_name = Bondepartiets Monarkistkoalisjon
			name = Monarkistkoalisjonen
		}
		add_country_leader_role = {
			character = NOR_nils_traedal
			promote_leader = yes
			country_leader = {
				ideology = conservatism_n
				traits = {
					silent_workhorse naw_agrarian
				}
				id = -1
				expire = 1965.1.1
				desc = NOR_nils_traedal_desc
			}
		}
		hidden_effect = {
			set_country_flag = NOR_bondepartiet_leads_the_monarchists
		}
	} {
		name = naw_norway.73.c
		ai_chance = {
			base = 50
		}
		set_party_name = {
			ideology = neutrality
			long_name = Høyres Monarkistkoalisjon
			name = Monarkistkoalisjonen
		}
		add_country_leader_role = {
			character = NOR_ivar_lykke
			promote_leader = yes
			country_leader = {
				ideology = conservatism_n
				traits = {
					armaments_organizer naw_business_owner
				}
				id = -1
				expire = 1965.1.1
				desc = NOR_ivar_lykke_desc
			}
		}
		hidden_effect = {
			set_country_flag = NOR_hoeyre_leads_the_monarchists
		}
	}
}
### Entity: Scripted Trigger
Component: r56_AFG_purchase_british_fighters_subisdy
Constructs: has_war_with
Source: game
File: common/scripted_triggers/r56_AFG_scripted_triggers.txt

Code:
r56_AFG_purchase_british_fighters_subisdy = {
	NOT = {
		has_war_with = ROOT
	}
	original_tag = ENG
}
### Entity: Character
Component: SCI_don_carlos
Source: game
File: common/characters/SCI.txt

Code:
SCI_don_carlos = {
	name = SCI_don_carlos
	portraits = {
		civilian = {
			large = gfx/leaders/ITA/r56_portrait_ITA_don_carlos.dds
		}
	}
	country_leader = {
		ideology = absolute_monarchism
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: Idea
Component: EAI_DD_15/super_heavy_tank_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_15/super_heavy_tank_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		super_heavy_tank_chassis = {
			build_cost_ic = -0.375
			instant = yes
		}
	}
}
### Entity: AI Strategy
Component: EAI_DIPLO_expeditionaries_to_E03
Constructs: check_variable, send_expeditionary_force
Source: game
File: common/ai_strategy/EAI_COUNTRY_diplomacy_volunteer_strategies.txt

Code:
EAI_DIPLO_expeditionaries_to_E03 = {
	enable = {
		NOT = {
			check_variable = {
				EAI_expeditionary_targets^3 = 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = diplo_action_desire
		id = E03
		target = send_expeditionary_force
		value = 10000
	}
}
### Entity: Country History
Country: FIN
Component: FIN_characters
Constructs: recruit_character
Source: game
File: history/countries/FIN - Finland.txt

Code:
# Leaders & Characters for FIN
recruit_character = FIN_pehr_evind_svinhufvud FIN_kyosti_kallio FIN_risto_ryti FIN_juho_kusti_paasikivi FIN_vilho_annala FIN_vaino_tanner FIN_aimo_aaltonen FIN_yrjo_leino FIN_prince_wolfgang_von_hesse FIN_carl_mannerheim FIN_erik_heinrichs FIN_vilho_petter_nenonen FIN_woldemar_hagglund FIN_juho_heiskanen FIN_wiljo_einar_tuompo FIN_aarne_juutilainen FIN_fanni_luukkonen FIN_paavo_talvela FIN_hannu_hannuksela FIN_hjalmar_siilasvuo FIN_taavetti_laatikainen FIN_matti_aarnio FIN_erkki_raappana FIN_aarne_sihvo FIN_aksel_airo FIN_ruben_lagus FIN_paavo_susitaival FIN_ragnar_hakola FIN_svante_sundman FIN_vaino_valve FIN_gustaf_magnusson FIN_torsti_verkkola FIN_lauri_malmberg FIN_hugo_osterman FIN_olavi_arho FIN_eero_rahola FIN_jarl_lundqvist FIN_olavi_sarko FIN_karl_oesch FIN_harald_ohquist FIN_valio_porvari FIN_lauri_tiainen FIN_frans_helminen FIN_alpo_marttinen FIN_kaarlo_somerto FIN_reino_hallamaa FIN_johan_arajuuri GER_nikolaus_von_falkenhorst FIN_ake_henrik_gartz FIN_aimo_lahti FIN_antti_hackzell FIN_rudolf_holsti FIN_aimo_cajander FIN_urho_kekkonen FIN_ralf_torngren FIN_ernst_von_born FIN_hilja_riipinen FIN_esko_riekki FIN_elias_simojoki FIN_ilmari_kianto FIN_miina_sillanpaa FIN_karl_august_fagerholm
### Entity: National Focus
Tree: jap_focus
Component: JAP_7075_aluminium_alloy
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, has_dlc, add_mio_size, is_controlled_by, add_resource
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_7075_aluminium_alloy
	icon = GFX_focus_generic_air_research_boost
	prerequisite = {
		focus = JAP_develop_new_fighters
	}
	relative_position_id = JAP_develop_new_fighters
	x = -1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 3
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:JAP_mitsubishi_organization = {
				add_mio_size = 1
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		} {
			limit = {
				531 = {
					is_controlled_by = ROOT
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			add_resource = {
				type = aluminium
				amount = 5
				state = 531
			}
		}
		ELSE = {
			custom_effect_tooltip = available_designer generic_skip_one_line_tt
			show_ideas_tooltip = mitsubishi
		}
		custom_effect_tooltip = {
			localization_key = available_scientist_one_line_tt
			CHARACTER = JAP_jiro_horikoshi
		} generic_skip_one_line_tt JAP_7075_aluminium_alloy_tt
		JAP_add_or_modify_army_and_naval_air_services = yes
		hidden_effect = {
			add_equipment_bonus = {
				name = JAP_7075_aluminium_alloy
				bonus = {
					small_plane_airframe = {
						air_agility = 0.1
					}
					cv_small_plane_airframe = {
						air_agility = 0.1
					}
				}
			}
		}
	}
}
### Entity: State History
Component: 1034
Constructs: add_core_of, add_to_array
Source: game
File: history/states/1034-Troms.txt

Code:
state = {
	id = 1034
	name = STATE_1034
	manpower = 142100
	state_category = rural
	resources = {
		tungsten = 5
	}
	history = {
		victory_points = {
			11050 1
		}
		owner = NOR
		add_core_of = NOR SMI
		add_to_array = {
			state_victory_points = 11050
		}
		buildings = {
			infrastructure = 1
			air_base = 1
			11050 = {
				naval_base = 2
			}
		}
	}
	provinces = {
		44 91 3058 3082 6079 6107 6130 11050 11090
	}
	local_supplies = 0.0
}
### Entity: Decision
Component: SPR_civil_war_offensives
Constructs: has_dlc, has_state_flag
Source: game
File: common/decisions/categories/SPR_decision_categories.txt

Code:
SPR_civil_war_offensives = {
	priority = 8
	icon = spr_civil_war_offensives
	picture = GFX_decision_cat_picture_spr_civil_war_offensives
	on_map_area = {
		state = 41
		name = SPR_civil_war_offensives_map_category_name
		zoom = 250
	}
	visible_when_empty = yes
	allowed = {
		original_tag = SPR
		has_dlc = La Resistance
	}
	visible = {
		SPR_scw_in_progress = yes
		any_owned_state = {
			has_state_flag = SPR_unplanned_offensive_flag
		}
	}
}
### Entity: Idea
Component: EAI_DD_8/light_tank_aa_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_8/light_tank_aa_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		light_tank_aa_chassis = {
			build_cost_ic = -0.2
			instant = yes
		}
	}
}
### Entity: Scripted Effect
Component: ITA_missiolini_conquer_ethiopia_success_effect
Constructs: add_war_support, add_stability, add_political_power, add_command_power
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_missiolini_conquer_ethiopia_success_effect = {
	add_political_power = 50
	add_stability = 0.05
	add_war_support = 0.05
	army_experience = 25
	add_command_power = 25
}
### Entity: Decision
Component: demobilization
Constructs: has_war
Source: game
File: common/decisions/categories/00_decision_categories.txt

Code:
demobilization = {
	icon = generic_crisis
	priority = 100
	visible = {
		has_war = no
	}
}
### Entity: National Focus
Tree: eng_focus
Component: ENG_war_with_ussr
Constructs: prerequisite, has_war_with, completion_reward, has_offensive_war, create_wargoal, puppet_wargoal_focus
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = ENG_war_with_ussr
	prerequisite = {
		focus = ENG_embargo_ussr
	}
	available = {
		has_offensive_war = no
		SOV = {
			ENG_focus_available_war = yes
		}
	}
	bypass = {
		has_war_with = SOV
	}
	will_lead_to_war_with = SOV
	icon = GFX_focus_attack_soviet
	x = 0
	y = 1
	relative_position_id = ENG_embargo_ussr
	cost = 10
	completion_reward = {
		create_wargoal = {
			type = puppet_wargoal_focus
			target = SOV
			expire = 0
		}
	}
}
### Entity: Scorer
Component: operative_mission_root_out_resistance_scorer
Source: game
File: common/scorers/country/operative_mission_scorer.txt

Code:
operative_mission_root_out_resistance_scorer = {
	targets = {
		targets = {
			this
		}
		score = {
			base = 0
		}
	}
}
### Entity: Character
Component: KOR_suryong
Constructs: war_support_factor, conscription_factor, communism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
KOR_suryong = {
	random = no
	sprite = 13
	conscription_factor = 0.1
	war_support_factor = 0.05
	communism_drift = 0.1
}
### Entity: Event
Component: GOE_RAJ.38
Constructs: is_triggered_only, every_owned_state, limit, add_stability, has_resistance, set_occupation_law, set_resistance
Source: game
File: events/GOE_Raj.txt

Code:
country_event = {
	id = GOE_RAJ.38
	is_triggered_only = yes
	title = GOE_RAJ.38.t
	desc = GOE_RAJ.38.desc
	option = {
		name = GOE_RAJ.38.a
		every_owned_state = {
			limit = {
				has_resistance = yes
				occupation_law = no_garrison
			}
			set_occupation_law = local_police_force_garrison
			set_resistance = 0
		}
		add_stability = -0.1
	}
}
### Entity: National Focus
Tree: mex_focus
Component: MEX_focus_international_peacekeepers
Constructs: prerequisite, add_ideas, completion_reward, has_offensive_war, cancel_if_invalid, set_rule
Source: game
File: common/national_focus/mexico.txt

Code:
focus = {
	id = MEX_focus_international_peacekeepers
	icon = GFX_focus_generic_paratrooper
	prerequisite = {
		focus = MEX_focus_aztec_eagles MEX_focus_purchase_belize
	}
	x = -2
	y = 1
	relative_position_id = MEX_focus_aztec_eagles
	cost = 10
	ai_will_do = {
		factor = 100
	}
	available = {
		has_offensive_war = no
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		set_rule = {
			can_send_volunteers = yes
		}
		add_ideas = MEX_international_peacekeepers
	}
}
### Entity: Unit Template
Component: USA
Source: game
File: common/units/names/00_USA_names.txt

Code:
USA = {
	fleet_names_template = FLEET_NAME_USA
	submarine = {
		prefix = USS
		generic = {
			Submarine
		}
		unique = {
			Barracuda Bass Bonita Argonaut Narwhal Nautilus Dolphin Cachalot Cuttlefish Porpoise Pike Shark Tarpon Perch Pickerel Permit Plunger Pollack Pompano Salmon Seal Skipjack Snapper Stingray Sturgeon Sargo Saury Spearfish Sculpin Sailfish Swordfish Seadragon Sealion Searaven Seawolf Tambor Tautog Thresher Triton Trout Tuna Mackerel Marlin Gar Grampus Grayback Grayling Grenadier Gudgeon Gato Greenling Grouper Growler Grunion Guardfish Albacore Amberjack Barb Blackfish Bluefish Bonefish Cod Cero Corvina Darter Drum Flying Fish Finback Haddock Halibut Herring Kingfish Shad Silversides Trigger Wahoo Whale Angler Bashaw Bluegill Bream Cavalla Cobia Croaker Dace Dorado Flasher Flier Flounder Gabilan Gunnel Gurnard Haddo Hake Harder Hoe Jack Lapon Mingo Muskallunge Paddle Pargo Peto Pogy Pompon Puffer Rasher Raton Ray Redfin Robalo Rock Runner Sawfish Scamp Scorpion Snook Steelhead Sunfish Tunny Tinosa Tullibee Balao Billfish Bowfin Cabrilla Capelin Cisco Crevalle Devilfish Dragonet Escolar Hackleback Lancetfish Ling Lionfish Manta Moray Roncador Sabalo Sablefish Seahorse Skate Tang Tilefish Apogon Aspro Batfish Archerfish Burrfish Barbel Barbero Baya Becuna Bergall Besugo Blackfin Caiman Blenny Blower Blueback Boarfish Charr Chub Brill Bugara Bullhead Bumper Cabezon Dentuda Capitaine Carbonero Carp Catfish Entemedor Chivo Chopper Clamagore Cobbler Cochino Corporal Cubera Cusk Diodon Dogfish Greenfish Halfbeak Dugong Eel Espada Jawfish Ono Garlopa Garrupa Goldring Golet Guavina Guitarro Hammerhead Hardhead Hawkbill Icefish Jallao Kete Kraken Lagarto Lamprey Lizardfish Loggerhead Macabi Mapiro Menhaden Mero Needlefish Nerka Sand Lance Picuda Pampanito Parche Bang Pilotfish Pintado Pipefish Piranha Plaice Pomfret Sterlet Queenfish Razorback Redfish Ronquil Scabbardfish Segundo Sea Cat Sea Devil Sea Dog Sea Fox Atule Spikefish Sea Owl Sea Poacher Sea Robin Sennet Piper Threadfin Spadefish Trepang Spot Springer Stickleback Tiru Tench Thornback Tigrone Tirante Trutta Toro Torsk Quillback Trumpetfish Tusk Turbot Ulua Unicorn Vendace Walrus Whitefish Whiting Wolffish Corsair Conger Cutlass Diablo Medregal Requin Irex Sea Leopard Odax Sirago Pomodon Remora Sarda Spinax Volador Comber Sea Panther Tiburon Kinn Springeren
		}
	}
	destroyer = {
		prefix = USS
# ... (truncated)
### Entity: AI Strategy
Component: USA_unit_buffer_for_africa
Constructs: is_in_faction_with, is_on_continent
Source: game
File: common/ai_strategy/USA.txt

Code:
USA_unit_buffer_for_africa = {
	allowed = {
		tag = USA
	}
	enable = {
		date = > 1941.1.1
		is_in_faction_with = ENG
		should_USA_invade_europe_or_africa = yes
		all_state = {
			OR = {
				is_on_continent = africa
				AND = {
					GER = {
						divisions_in_state = {
							state = PREV
							size = < 1
						}
					}
					ITA = {
						divisions_in_state = {
							state = PREV
							size = < 1
						}
					}
				}
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		order_id = 1
		states = {
			290 461 459 460 458 665 448 449 450 451 452 447
		}
		ratio = 0.2
		area = africa
		subtract_invasions_from_need = yes
	} {
		type = put_unit_buffers
		order_id = 1
		states = {
			699 557 272 792 700
		}
		ratio = 0.15
		area = africa
		subtract_invasions_from_need = no
	} {
		type = put_unit_buffers
		order_id = 1
		states = {
			559 269 268 550 551
		}
		ratio = 0.15
		area = africa
		subtract_invasions_from_need = no
	} {
		type = put_unit_buffers
		order_id = 1
		states = {
			541 681 719
		}
		ratio = 0.15
		area = africa
		subtract_invasions_from_need = no
	}
}
### Entity: National Focus
Tree: waf_focus
Component: WAF_organise_the_youth
Constructs: prerequisite, add_ideas, has_government, completion_reward, add_political_power, add_popularity
Source: game
File: common/national_focus/r56_west_african_shared.txt

Code:
focus = {
	id = WAF_organise_the_youth
	icon = GFX_focus_generic_limited_social_mobilization
	prerequisite = {
		focus = WAF_military_coup
	}
	x = -1
	y = 1
	relative_position_id = WAF_military_coup
	cost = 10
	available = {
		has_government = fascism
	}
	completion_reward = {
		add_popularity = {
			ideology = ROOT
			popularity = 0.05
		}
		add_political_power = 25
		add_ideas = WAF_fascist_youth
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
}
### Entity: Scripted Trigger
Component: USA_is_on_historical_plan_trigger
Constructs: has_country_flag, is_historical_focus_on, has_game_rule
Source: game
File: common/scripted_triggers/00_scripted_triggers.txt

Code:
USA_is_on_historical_plan_trigger = {
	OR = {
		AND = {
			is_historical_focus_on = yes
			has_game_rule = {
				rule = USA_ai_behavior
				option = DEFAULT
			}
		}
		has_country_flag = USA_AI_DEMOCRATIC_HISTORICAL
		has_game_rule = {
			rule = USA_ai_behavior
			option = DEMOCRATIC_HISTORICAL
		}
	}
}
### Entity: Event
Component: AUS_political_events.26
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, fire_only_once
Source: game
File: events/WUW_Austria.txt

Code:
country_event = {
	id = AUS_political_events.26
	title = AUS_political_events.26.t
	desc = AUS_political_events.26.desc
	picture = GFX_report_event_gathering_protest
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = AUS_political_events.26.a
		ai_chance = {
			base = 10
		}
		add_opinion_modifier = {
			target = FROM
			modifier = medium_decrease
		}
		FROM = {
			country_event = {
				id = AUS_political_events.24
				days = 1
			}
		}
	}
}
### Entity: Unit Template
Component: ITA_RG_HISTORICAL
Source: game
File: common/units/names_railway_guns/ITA_railway_gun_names.txt

Code:
ITA_RG_HISTORICAL = {
	for_countries = {
		ITA
	}
	type = railway_gun
	fallback_name = %do Canone Ferroviario
	ordered = {
		1 = {
			%do Canone Ferroviario
		}
		2 = {
			%do Canone Ferroviario
		}
		3 = {
			%do Canone Ferroviario
		}
		4 = {
			%do Canone Ferroviario
		}
		5 = {
			%do Canone Ferroviario
		}
	}
}
### Entity: Idea
Component: EAI_DD_19/light_tank_artillery_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_19/light_tank_artillery_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		light_tank_artillery_chassis = {
			build_cost_ic = -0.475
			instant = yes
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/URG_1939.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = URG
		}
		requested_factories = 1
		progress = 0.75
		efficiency = 100
	}
}