Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: fra_focus
Component: FRA_revive_the_franco_polish_alliance
Constructs: prerequisite, limit, has_war_with, completion_reward, is_subject, cancel_if_invalid, is_faction_leader, give_guarantee
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_revive_the_franco_polish_alliance
	icon = GFX_focus_generic_polish_deal
	x = 1
	y = 1
	prerequisite = {
		focus = FRA_confirm_eastern_commitments
	}
	relative_position_id = FRA_confirm_eastern_commitments
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		country_exists = POL
		NOT = {
			has_war_with = POL
		}
		is_subject = no
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				is_faction_leader = yes
			}
			POL = {
				country_event = generic.5
			}
		}
		else = {
			give_guarantee = POL
			custom_effect_tooltip = FRA_revive_the_franco_polish_alliance_tt
		}
	}
}
### Entity: Idea
Component: INS_political_idea_democratic
Constructs: has_government, removal_cost, democratic_drift
Source: game
File: common/ideas/r56_indonesia.txt

Code:
INS_political_idea_democratic = {
	allowed = {
		NOT = {
			OR = {
				has_government = fascism communism
			}
		}
	}
	allowed_civil_war = {
		NOT = {
			has_government = communism fascism
		}
	}
	removal_cost = -1
	picture = generic_democratic_drift_bonus
	modifier = {
		democratic_drift = 0.05
		drift_defence_factor = -0.15
	}
}
### Entity: Idea
Component: GER_preparing_ITA_coup
Constructs: has_government, removal_cost, neutrality_drift
Source: game
File: common/ideas/GER.txt

Code:
GER_preparing_ITA_coup = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = neutrality
	}
	removal_cost = -1
	picture = generic_neutrality_drift_bonus
	modifier = {
		neutrality_drift = 0.1
	}
}
### Entity: Modifier Reference
Component: IRQ_river_navy
Constructs: remove_trigger, has_capitulated
Source: game
File: common/dynamic_modifiers/GoE_dynamic_modifiers.txt

Code:
IRQ_river_navy = {
	remove_trigger = {
		IRQ = {
			has_capitulated = yes
		}
	}
	icon = GFX_MODIFIER_NAVAL_INVASION_DIVISION_CAP
	army_core_defence_factor = 0.1
	resistance_target = 0.1
	resistance_growth_on_our_occupied_states = 0.15
	resistance_damage_to_garrison_on_our_occupied_states = 0.1
}
### Entity: National Focus
Tree: tan_focus
Component: TAN_Research
Constructs: prerequisite, limit, remove_ideas, completion_reward, complete_tooltip, add_research_slot, has_idea
Source: game
File: common/national_focus/tuva.txt

Code:
focus = {
	id = TAN_Research
	icon = GFX_goal_generic_education
	prerequisite = {
		focus = TAN_Civilian_Two
	}
	text = GEN_new_schools_and_modern_teaching
	x = -1
	y = 1
	relative_position_id = TAN_Civilian_Two
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 2
	}
	bypass = {

	}
	complete_tooltip = {
		add_research_slot = 1
	}
	available = {
		num_of_controlled_states = > 0
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = SOV_poorly_educated_population
			}
			remove_ideas = SOV_poorly_educated_population
		}
		add_research_slot = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Modifier Reference
Construct: state_production_speed_buildings_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## state_production_speed_buildings_factor

* Number with 0 decimal places
* **Categories**: state, war_production
### Entity: AI Strategy
Component: paratroopers_SOV
Constructs: has_tech
Source: game
File: common/ai_templates/templates_SOV.txt

Code:
paratroopers_SOV = {
	available_for = {
		SOV
	}
	role = paratroopers
	upgrade_prio = {
		base = 1
		modifier = {
			factor = 0
			NOT = {
				has_tech = paratroopers
			}
		}
	}
	paratrooper_default_SOV = {
		upgrade_prio = {
			base = 1
			modifier = {
				factor = 1
			}
		}
		target_template = {
			support = {
				engineer = 1
				recon = 1
				signal_company = 1
			}
			regimental_support = {
				anti_tank_battery = 1
			}
			regiments = {
				paratrooper = 6
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: text
Source: wiki
File: wiki/Template%3AAmbox.html

Doc:
text

The message body text.
The Small Parameters
The small article message boxes are meant for the top of sections. Normally they should only contain one or two lines of text.
### Entity: National Focus
Tree: sia_focus
Component: SIA_siam_electricity_company
Constructs: prerequisite, completion_reward, add_tech_bonus, add_to_variable
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_siam_electricity_company
	icon = GFX_focus_ARG_develop_the_electricity_sector
	x = 2
	y = 0
	relative_position_id = SIA_fuel_oil_act
	prerequisite = {
		focus = SIA_contingency_funds
	}
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = SIA_siam_electricity_company
			ahead_reduction = 1
			uses = 1
			category = electronics
		}
		custom_effect_tooltip = idea_SIA_agrarian_economical_policy_modify
		add_to_variable = {
			SIA_aep_research_speed_factor = 0.08
			tooltip = research_speed_factor_tt
		}
		SIA_increase_civilian_approval = yes
	}
}
### Entity: Scripted Effect
Component: JAP_naval_faction_goes_down_from_tier_4_to_tier_3
Constructs: has_completed_focus, limit, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/JAP_scripted_effects.txt

Code:
JAP_naval_faction_goes_down_from_tier_4_to_tier_3 = {
	JAP_add_influential_imperial_faction = yes
	IF = {
		limit = {
			NOT = {
				has_completed_focus = JAP_end_the_interservice_rivalry
			}
		}
		if = {
			limit = {
				has_idea = JAP_naval_faction_tier_4_greater_3
			}
			swap_ideas = {
				remove_idea = JAP_naval_faction_tier_4_greater_3
				add_idea = JAP_naval_faction_tier_3_greater_2
			} {
				remove_idea = JAP_army_faction_tier_1_lesser_3
				add_idea = JAP_army_faction_tier_1_lesser_2
			}
			custom_effect_tooltip = JAP_interservice_rivalry_effects
		} {
			limit = {
				has_idea = JAP_naval_faction_tier_4_greater_2
			}
			swap_ideas = {
				remove_idea = JAP_naval_faction_tier_4_greater_2
				add_idea = JAP_naval_faction_tier_3_greater_1
			} {
				remove_idea = JAP_army_faction_tier_2_lesser_2
				add_idea = JAP_army_faction_tier_2_lesser_1
			}
			custom_effect_tooltip = JAP_interservice_rivalry_effects
		} {
			limit = {
				has_idea = JAP_naval_faction_tier_4_greater_1
			}
			swap_ideas = {
				remove_idea = JAP_naval_faction_tier_4_greater_1
				add_idea = JAP_naval_faction_tier_3_equal_army
			} {
				remove_idea = JAP_army_faction_tier_3_lesser_1
				add_idea = JAP_army_faction_tier_3_equal_navy
			}
			custom_effect_tooltip = JAP_interservice_rivalry_effects
		}
	}
	ELSE = {
		swap_ideas = {
			remove_idea = JAP_naval_faction_tier_4
			add_idea = JAP_naval_faction_tier_3
		}
	}
}
### Entity: National Focus
Tree: kor_focus
Component: KOR_modernized_air_force
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/korea.txt

Code:
focus = {
	id = KOR_modernized_air_force
	icon = GFX_goal_generic_air_doctrine
	prerequisite = {
		focus = KOR_fighter KOR_bomber KOR_naval_bomber
	}
	x = -1
	y = 1
	relative_position_id = KOR_naval_bomber
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		air_experience = 25
		add_doctrine_cost_reduction = {
			name = air_doc_bonus
			cost_reduction = 0.5
			uses = 2
			category = air_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: ruanda_urundi_governor
Constructs: compliance_gain
Source: game
File: common/country_leader/00_traits.txt

Code:
ruanda_urundi_governor = {
	random = no
	sprite = 13
	compliance_gain = -0.01
	resistance_target = -0.1
	consumer_goods_factor = -0.05
	local_resources_factor = 0.05
	custom_modifier_tooltip = unlocks_decisions_to_further_improve_rwanda_and_burundi
	ai_will_do = {
		factor = 0
	}
}
### Entity: Modifier Reference
Construct: naval_supply_consumption_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## naval_supply_consumption_factor

* Number with 1 decimal places
* **Categories**: naval, defensive, aggressive
### Entity: National Focus
Tree: ven_focus
Component: VEN_army_motorization
Constructs: prerequisite, limit, completion_reward, add_tech_bonus, has_dlc, armor_bonus
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_army_motorization
	icon = GFX_focus_generic_truck
	relative_position_id = VEN_radio_technologies
	x = -1
	y = 2
	cost = 7.2
	prerequisite = {
		focus = VEN_logistical_brigades
	} {
		focus = VEN_radio_technologies
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = VEN_army_motorization
			bonus = 1
			uses = 1
			category = motorized_equipment
		}
		if = {
			limit = {
				has_dlc = La Resistance
			}
			add_tech_bonus = {
				name = armor_bonus
				bonus = 1.0
				uses = 1
				category = armored_cars_tech
			}
		}
	}
}
### Entity: State History
Component: 947
Constructs: add_core_of, add_to_array
Source: game
File: history/states/947-Jinzhou.txt

Code:
state = {
	id = 947
	name = STATE_947
	provinces = {
		934 3934 6837 6852 6893 9788 9835 9927 11815 11886
	}
	manpower = 5824174
	state_category = town
	history = {
		owner = MAN
		add_core_of = MAN CHI PRC
		add_to_array = {
			state_victory_points = 9835
		} {
			state_victory_points = 6837
		}
		buildings = {
			infrastructure = 2
			arms_factory = 1
			industrial_complex = 1
			6837 = {
				naval_base = 1
			}
		}
		victory_points = {
			9835 2
		} {
			6837 1
		}
	}
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Idea
Component: special_doctrine
Constructs: removal_cost, planning_speed
Source: game
File: common/ideas/tmodern_exercises.txt

Code:
special_doctrine = {
	cost = 150
	removal_cost = -1
	picture = ENG_generic_land_5
	modifier = {
		experience_gain_army = 0.4
		land_doctrine_cost_factor = -0.15
		army_core_defence_factor = 0.25
		max_planning = 0.1
		planning_speed = 0.1
		max_dig_in_factor = 0.3
	}
}
### Entity: Character
Component: TRA_acd2
Source: game
File: common/characters/TRA.txt

Code:
TRA_acd2 = {
	advisor = {
		slot = army_chief
		idea_token = TRA_acd2
		allowed = {
			original_tag = TRA
		}
		traits = {
			army_chief_defensive_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_1
		}
	}
}
### Entity: State History
Component: 887
Constructs: add_core_of
Source: game
File: history/states/887 - Bukhara.txt

Code:
state = {
	id = 887
	name = STATE_830
	history = {
		owner = UZB
		victory_points = {
			1573 2
		} {
			10671 1
		}
		buildings = {
			infrastructure = 1
			industrial_complex = 1
			arms_factory = 1
			air_base = 1
		}
		add_core_of = UZB BUK
	}
	provinces = {
		1573 1623 7639 7775 10205 10470 10671 12161 12239 12722
	}
	manpower = 2189596
	buildings_max_level_factor = 1.0
	state_category = rural
	local_supplies = 2.0
}
### Entity: AI Strategy
Component: EAI_MILITARY_AREA_capital_defense_439
Constructs: has_war_with
Source: game
File: common/ai_strategy/EAI_MILITARY_strategies.txt

Code:
EAI_MILITARY_AREA_capital_defense_439 = {
	enable = {
		CAPITAL_SCOPE = {
			state = 439
		}
		any_of_scopes = {
			array = global.EAI_MAP_capital_defense_439
			CONTROLLER = {
				has_war_with = ROOT
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		ratio = 0.01
		order_id = 9
		states = {
			439
		}
		subtract_invasions_from_need = no
		subtract_fronts_from_need = no
	}
}
### Entity: Event
Component: r56_kill_stalin.2
Constructs: is_triggered_only
Source: game
File: events/r56_news_events.txt

Code:
news_event = {
	id = r56_kill_stalin.2
	title = r56_kill_stalin.2.t
	desc = r56_kill_stalin.2.desc
	picture = GFX_news_event_SOV_purges
	major = yes
	is_triggered_only = yes
	option = {
		name = r56_kill_stalin.2.a
	}
}
### Entity: Idea
Component: r56_LUX_total_neutrality
Constructs: has_war, is_in_faction, send_volunteers_tension
Source: game
File: common/ideas/r56_luxembourg.txt

Code:
r56_LUX_total_neutrality = {
	picture = neutrality_idea
	available = {
		has_war = no
		is_in_faction = no
	}
	modifier = {
		join_faction_tension = 0.8
		send_volunteers_tension = 0.8
		guarantee_tension = 0.8
		ai_get_ally_desire_factor = -80
		army_core_defence_factor = 0.15
		army_defence_against_major_factor = 0.1
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_the_guardian_of_africa
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, is_subject, is_on_continent, every_other_country
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_the_guardian_of_africa
	icon = GFX_focus_generic_africa_liberation
	relative_position_id = EGY_rekindle_the_unstable_alliance
	x = 0
	y = 1
	cost = 10
	available = {
		is_subject = no
		any_other_country = {
			capital_scope = {
				is_on_continent = africa
			}
			OR = {
				has_government = democratic neutrality
			}
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	prerequisite = {
		focus = EGY_rekindle_the_unstable_alliance
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		every_other_country = {
			limit = {
				capital_scope = {
					is_on_continent = africa
				}
				OR = {
					has_government = neutrality democratic
				}
			}
			ROOT = {
				diplomatic_relation = {
					country = PREV
					relation = guarantee
					active = yes
				}
			}
		}
	}
}
### Entity: Idea
Component: AUS_alpine_federation_against_fascism
Source: game
File: common/ideas/austria.txt

Code:
AUS_alpine_federation_against_fascism = {
	picture = generic_fascism_banned
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	targeted_modifier = {
		tag = ITA
		attack_bonus_against = 0.1
		defense_bonus_against = 0.1
	}
}
### Entity: Event
Component: DOD_hungary.141
Constructs: is_triggered_only, ai_chance, has_government, add_war_support, add_stability, add_opinion_modifier, add_political_power, has_added_tension_amount
Source: game
File: events/DOD_Hungary.txt

Code:
country_event = {
	id = DOD_hungary.141
	title = DOD_hungary.141.t
	desc = DOD_hungary.141.desc
	picture = GFX_report_event_journalists_speech
	is_triggered_only = yes
	option = {
		name = DOD_hungary.141.a
		trigger = {
			HUN = {
				OR = {
					has_government = fascism
					has_added_tension_amount = > 0.05
				}
			}
		}
		ai_chance = {
			factor = 10
			modifier = {
				is_historical_focus_on = yes
				factor = 0
			}
		}
		create_wargoal = {
			type = puppet_wargoal_focus
			target = HUN
		}
		add_political_power = -200
		add_stability = -0.15
		add_war_support = -0.1
		add_threat = 5
	} {
		name = DOD_hungary.141.b
		ai_chance = {
			factor = 45
		}
		add_opinion_modifier = {
			target = HUN
			modifier = protest_action
		}
		HUN = {
			country_event = DOD_hungary.143
		}
	} {
		name = DOD_hungary.141.c
		ai_chance = {
			factor = 45
		}
	}
}
### Entity: Trigger Reference
Construct: has_border_war_with
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_border_war_with

* Supported Scopes: STATE, COUNTRY
* Supported Targets: any

```
Checks if a there is a border against a state/country
```
### Entity: Character
Component: XSM_cai_dengxiao
Constructs: has_completed_focus, has_government, is_puppet
Source: game
File: common/characters/XSM.txt

Code:
XSM_cai_dengxiao = {
	name = XSM_cai_dengxiao
	portraits = {
		civilian = {
			small = GFX_kr_portrait_central_asia_generic_7_small
			large = GFX_kr_portrait_central_asia_generic_7
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = XSM_cai_dengxiao
		allowed = {
			original_tag = XSM
		}
		traits = {
			communist_revolutionary
		}
		on_add = {

		}
		do_effect = {
			NOT = {
				has_government = communism
			}
		}
		ai_will_do = {
			factor = 0
			modifier = {
				has_completed_focus = CHI_cooperation_with_the_communists
				NOT = {
					OR = {
						AND = {
							is_puppet = yes
							NOT = {
								has_government = communism
							}
						}
						communism = > 0.7 < 0.15
					}
				}
				add = 15
			}
		}
	}
}
### Entity: Character
Component: NEP_sidney_r_planter
Source: game
File: common/characters/NEP.txt

Code:
NEP_sidney_r_planter = {
	advisor = {
		slot = political_advisor
		idea_token = NEP_sidney_r_planter
		allowed = {
			original_tag = NEP
		}
		traits = {
			popular_figurehead
		}
	}
	name = NEP_sidney_r_planter
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_asia_1
		}
	}
}
### Entity: National Focus
Tree: grn_focus
Component: GRN_expand_the_ivittuut_mine
Constructs: has_completed_focus, prerequisite, limit, completion_reward, is_fully_controlled_by, has_tech, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/greenland.txt

Code:
focus = {
	id = GRN_expand_the_ivittuut_mine
	icon = GFX_focus_DEN_expand_ivittuut_mine
	text = DEN_expand_the_ivittuut_mine
	prerequisite = {
		focus = GRN_develop_greenland
	}
	relative_position_id = GRN_develop_greenland
	x = -1
	y = 1
	cost = 10
	available = {
		101 = {
			is_fully_controlled_by = ROOT
		}
		OR = {
			has_tech = excavation1 excavation2 excavation3
		}
	}
	bypass = {
		any_other_country = {
			has_completed_focus = DEN_expand_the_ivittuut_mine
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		if = {
			limit = {
				101 = {
					is_fully_controlled_by = ROOT
				}
			}
			101 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
				add_resource = {
					type = aluminium
					amount = 10
				}
			}
		}
	}
}
### Entity: Military Industrial Organization
Component: RAJ_ordnance_factory_medak_organization
Constructs: has_completed_focus, has_dlc, equipment_bonus
Source: game
File: common/military_industrial_organization/organizations/RAJ_GOE_organization .txt

Code:
RAJ_ordnance_factory_medak_organization = {
	include = generic_motorized_mechanized_organization
	icon = GFX_idea_raj_ordnance_factory_medak
	allowed = {
		has_dlc = Graveyard of Empires
		OR = {
			ROOT = {
				original_tag = BAN
			} {
				original_tag = PAK
			} {
				original_tag = RAJ
			}
		}
	}
	available = {
		hidden_trigger = {
			always = yes
		}
	}
	trait = {
		token = RAJ_mio_trait_apc_research_effort
		name = RAJ_mio_trait_apc_research_effort
		icon = GFX_generic_mio_department_icon_facilities
		relative_position_id = generic_mio_trait_closed_chassi
		special_trait_background = yes
		position = {
			x = 1
			y = 0
		}
		available = {
			RAJ = {
				has_completed_focus = RAJ_ordnance_factory_medak
			}
		}
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.2
		}
	} {
		token = RAJ_mio_trait_chariot_of_victory
		name = RAJ_mio_trait_chariot_of_victory
		icon = GFX_generic_mio_department_icon_mechanized_hull
		relative_position_id = RAJ_mio_trait_apc_research_effort
		limit_to_equipment_type = {
			mechanized_equipment amphibious_mechanized_equipment
		}
		special_trait_background = yes
		position = {
			x = 0
			y = 1
		}
		available = {
			RAJ = {
				has_completed_focus = RAJ_chariot_of_victory
			}
		}
		equipment_bonus = {
			breakthrough = 0.06
			armor_value = 0.08
		}
	}
}
### Entity: National Focus
Tree: saf_focus
Component: SAF_expand_the_cape_corps
Constructs: prerequisite, remove_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/south_africa.txt

Code:
focus = {
	id = SAF_expand_the_cape_corps
	icon = GFX_goal_generic_demand_territory
	prerequisite = {
		focus = SAF_reconstitute_the_cape_corps
	}
	mutually_exclusive = {
		focus = SAF_outlaw_strikes
	}
	x = 0
	y = 5
	relative_position_id = SAF_war_measures_act
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		remove_ideas = SAF_history_of_segregation_2
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_prepare_for_the_inevitable
Constructs: prerequisite, remove_ideas, completion_reward, add_political_power, add_timed_idea
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_prepare_for_the_inevitable
	icon = GFX_focus_secret_rearmament
	x = -1
	y = 3
	relative_position_id = MON_reach_out_to_moscow
	cost = 7.16
	prerequisite = {
		focus = MON_reach_out_to_moscow
	}
	mutually_exclusive = {
		focus = MON_peace_and_prosperity
	}
	ai_will_do = {
		factor = 50
		modifier = {
			factor = 10
			threat = > 0.3
		}
	}
	completion_reward = {
		add_political_power = 120
		remove_ideas = MON_country_in_disarray_better_idea
		add_timed_idea = {
			idea = MON_prepare_for_inevitable_idea
			days = 180
		}
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: saudi.2
Constructs: is_triggered_only, division_template, is_locked, random_owned_controlled_state, create_unit
Source: game
File: events/Saudi.txt

Code:
country_event = {
	id = saudi.2
	title = saudi.2.t
	desc = saudi.2.d
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	option = {
		name = saudi.2.a
		custom_effect_tooltip = Spawns 5 Infantry Divisions
		hidden_effect = {
			division_template = {
				name = Saudi Korps
				is_locked = yes
				regiments = {
					infantry = {
						x = 0
						y = 0
					} {
						x = 1
						y = 0
					} {
						x = 2
						y = 0
					} {
						x = 3
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 1
						y = 1
					}
				}
			}
			random_owned_controlled_state = {
				create_unit = {
					division = name = "1. Saudi Korps" division_template = "Saudi Korps" start_experience_factor = 0.8 start_equipment_factor = 1
					owner = ROOT
				} {
					division = name = "1. Saudi Korps" division_template = "Saudi Korps" start_experience_factor = 0.8 start_equipment_factor = 1
					owner = ROOT
				} {
					division = name = "1. Saudi Korps" division_template = "Saudi Korps" start_experience_factor = 0.8 start_equipment_factor = 1
					owner = ROOT
				} {
					division = name = "1. Saudi Korps" division_template = "Saudi Korps" start_experience_factor = 0.8 start_equipment_factor = 1
					owner = ROOT
				} {
					division = name = "1. Saudi Korps" division_template = "Saudi Korps" start_experience_factor = 0.8 start_equipment_factor = 1
					owner = ROOT
				}
			}
		}
	}
}
### Entity: Character
Component: PUE_acd2
Source: game
File: common/characters/PUE.txt

Code:
PUE_acd2 = {
	advisor = {
		slot = army_chief
		idea_token = PUE_acd2
		allowed = {
			original_tag = PUE
		}
		traits = {
			army_chief_defensive_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_south_america_1
		}
	}
}
### Entity: Character
Component: FRA_jean_decoux
Source: game
File: common/characters/FRA.txt

Code:
FRA_jean_decoux = {
	name = FRA_jean_decoux
	portraits = {
		army = {
			small = GFX_idea_jean_decoux
		}
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = jean_decoux
		ledger = navy
		allowed = {
			original_tag = FRA
		}
		traits = {
			naval_theorist
		}
	}
}
### Entity: Decision
Component: r56_CHL_nationist_coup_2
Constructs: has_dlc
Source: game
File: common/decisions/categories/r56_CHL_nationalist_uprising.txt

Code:
r56_CHL_nationist_coup_2 = {
	priority = 10
	icon = army_reform
	picture = GFX_decision_cat_picture_spr_the_inevitable_civil_war
	allowed = {
		original_tag = CHL
		NOT = {
			has_dlc = Trial of Allegiance
		}
	}
}
### Entity: Character
Component: SCO_nccr
Source: game
File: common/characters/SCO.txt

Code:
SCO_nccr = {
	advisor = {
		slot = navy_chief
		idea_token = SCO_nccr
		allowed = {
			original_tag = SCO
		}
		traits = {
			navy_chief_commerce_raiding_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_europe_2
		}
	}
}