Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Component: wuw_HUN_reclaim_the_pannonian_steppe
Constructs: division_template, prerequisite, limit, has_government, every_country, owns_state, has_war_with, add_war_support
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_reclaim_the_pannonian_steppe
	icon = GFX_goal_generic_political_pressure
	prerequisite = {
		focus = wuw_HUN_approach_the_diasporas
	}
	x = 0
	y = 1
	relative_position_id = wuw_HUN_approach_the_diasporas
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available = {
		has_government = democratic
		is_subject = no
		custom_trigger_tooltip = {
			tooltip = wuw_HUN_proclaim_greater_hungary_core_states_requirement
			AND = {
				155 = {
					is_fully_controlled_by = ROOT
				}
				974 = {
					is_fully_controlled_by = ROOT
				}
				973 = {
					is_fully_controlled_by = ROOT
				}
				43 = {
					is_fully_controlled_by = ROOT
				}
				154 = {
					is_fully_controlled_by = ROOT
				}
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_MANPOWER FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		add_war_support = 0.1
		custom_effect_tooltip = generic_skip_one_line_tt HUN_rongyos_garda_militia_recruitment generic_skip_one_line_tt generic_skip_one_line_tt
		hidden_effect = {
			delete_unit_template_and_units = {
				division_template = Rongyos Gárda
				disband = yes
			}
			division_template = {
				name = Rongyos Gárda
				division_names_group = HUN_MIL_01
				role = garrison
				template_counter = 90
				is_locked = yes
				force_allow_recruiting = yes
				division_cap = 12
				regiments = {
					militia = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					}
				}
				support = {

				}
			}
			random_owned_state = {
				limit = {
					is_controlled_by = ROOT
					is_core_of = ROOT
				}
				create_unit = {
					division = name = "Rongyos Gárda 'Lajtabánság'" division_template = "Rongyos Gárda" start_experience_factor = 0.4 start_equipment_factor = 0.6
					owner = ROOT
					officer = {
						name = HUN_miklos_kozma
						portraits = {
							army = {
								large = GFX_portrait_HUN_miklos_kozma
								small = GFX_portrait_HUN_miklos_kozma_small
							}
						}
					}
				} {
					division = name = "Rongyos Gárda 'Sopron'" division_template = "Rongyos Gárda" start_experience_factor = 0.3 start_equipment_factor = 0.8
					owner = ROOT
					officer = {
						name = HUN_ivan_hejjas
						portraits = {
							army = {
								large = GFX_portrait_HUN_
# ... (truncated)
### Entity: Event
Component: nuke_dropped.13
Constructs: is_triggered_only, owns_state, fire_only_once
Source: game
File: events/NukeEvents.txt

Code:
news_event = {
	id = nuke_dropped.13
	title = nuke_dropped.13.t
	desc = nuke_dropped.13.d
	picture = GFX_news_event_nuke
	is_triggered_only = yes
	fire_only_once = yes
	trigger = {
		FROM.FROM = {
			state = 141
		}
	}
	option = {
		name = nuke_dropped.13.a
		trigger = {
			NOT = {
				owns_state = 141
			}
		}
	} {
		name = nuke_dropped.13.b
		trigger = {
			owns_state = 141
		}
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_industrial_cooperation
Constructs: prerequisite, limit, has_government, completion_reward, is_subject_of, is_in_faction_with, add_tech_bonus, random_owned_state
Source: game
File: common/national_focus/iceland.txt

Code:
focus = {
	id = ICE_industrial_cooperation
	icon = GFX_goal_generic_production2
	prerequisite = {
		focus = ICE_patrolling_the_atlantic
	}
	x = 0
	y = 1
	relative_position_id = ICE_patrolling_the_atlantic
	cost = 10
	available = {
		OR = {
			has_government = democratic neutrality
		} {
			is_subject_of = DEN
			is_in_faction_with = DEN
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = ICE_industrial_cooperation
			bonus = 0.2
			uses = 1
			category = industry
		}
		random_owned_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			prioritize = {
				100
			}
			add_extra_state_shared_building_slots = 1
		}
		custom_effect_tooltip = available_industrial_concern
		show_ideas_tooltip = ICE_aalborg_portland
	}
}
### Entity: Shared Focus
Tree: chi_focus
Component: CHI_mission_to_the_soviet_union
Constructs: shared_focus, prerequisite, has_government, add_opinion_modifier, completion_reward, has_capitulated, is_in_faction_with, cancel_if_invalid
Source: game
File: common/national_focus/china_shared.txt

Code:
shared_focus = {
	id = CHI_mission_to_the_soviet_union
	icon = GFX_focus_chi_mission_to_the_soviet_union
	prerequisite = {
		focus = CHI_invite_foreign_investors
	}
	x = 4
	y = 0
	relative_position_id = CHI_mission_to_germany
	cost = 5
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 4
			tag = PRC
		} {
			factor = 4
			tag = CHI
		}
	}
	available = {
		SOV = {
			has_government = communism
		} {
			has_capitulated = no
		}
		OR = {
			has_government = neutrality
			SOV = {
				has_government = ROOT
			}
			SOV_will_support = yes
		}
		not = {
			has_War_with = SOV
		}
	}
	bypass = {
		is_in_faction_with = SOV
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		SOV = {
			add_opinion_modifier = {
				target = ROOT
				modifier = CHI_mission_to_the_soviet_union
			}
			add_ai_strategy = {
				type = alliance
				id = ROOT
				value = 100
			} {
				type = protect
				id = ROOT
				value = 100
			} {
				type = send_volunteers_desire
				id = ROOT
				value = 100
			} {
				type = support
				id = ROOT
				value = 100
			}
		}
	}
}
### Entity: Scripted Effect
Component: EAI_FOCUS_CONFIG/LAND/armor_design
Constructs: limit, has_country_flag, random_list, set_variable, check_variable
Source: game
File: common/scripted_effects/EAI_MILITARY_FOCUS_config_effects.txt

Code:
EAI_FOCUS_CONFIG/LAND/armor_design = {
	random_list = {
		1 = {
			modifier = {
				factor = 0
				NOT = {
					AND = {
						OR = {
							EAI_armor_design_A = yes
							NOT = {
								EAI_armor_design_A = yes
								EAI_armor_design_B = yes
								EAI_armor_design_C = yes
							}
						}
					}
				}
			} {
				factor = 1
			} {
				factor = 10
				OR = {
					tag = SOV GER
				}
			}
			if = {
				limit = {
					has_country_flag = EAI_military_focus_logging
				}
				log = [GetDate] | AI | [This.GetName] | FOCUS CONFIG: EAI_FOCUS/LAND/armor_design = global.EAI_A_ARM_DESIGN
			}
			set_variable = {
				EAI_FOCUS/LAND/armor_design = global.EAI_A_ARM_DESIGN
			} {
				EAI_FOCUS/LAND/heavy_armor_design = global.EAI_A_HARM_DESIGN
			} {
				EAI_FOCUS/LAND/medium_armor_design = global.EAI_A_MARM_DESIGN
			}
		} {
			modifier = {
				factor = 0
				NOT = {
					AND = {
						OR = {
							EAI_armor_design_B = yes
							NOT = {
								EAI_armor_design_A = yes
								EAI_armor_design_B = yes
								EAI_armor_design_C = yes
							}
						}
					}
				}
			} {
				factor = 1
			} {
				factor = 10
				OR = {
					tag = SOV GER
				}
			}
			if = {
				limit = {
					has_country_flag = EAI_military_focus_logging
				}
				log = [GetDate] | AI | [This.GetName] | FOCUS CONFIG: EAI_FOCUS/LAND/armor_design = global.EAI_B_ARM_DESIGN
			}
			set_variable = {
				EAI_FOCUS/LAND/armor_design = global.EAI_B_ARM_DESIGN
			} {
				EAI_FOCUS/LAND/heavy_armor_design = global.EAI_B_HARM_DESIGN
			} {
				EAI_FOCUS/LAND/medium_armor_design = global.EAI_B_MARM_DESIGN
			}
		} {
			modifier = {
				factor = 0
				NOT = {
					AND = {
						OR = {
							EAI_armor_design_C = yes
							NOT = {
								EAI_armor_design_A = yes
								EAI_armor_design_B = yes
								EAI_armor_design_C = yes
							}
						}
					}
				}
			} {
				factor = 1
			}
			if = {
				limit = {
					has_country_flag = EAI_military_focus_logging
				}
				log = [GetDate] | AI | [This.GetName] | FOCUS CONFIG: EAI_FOCUS/LAND/armor_design = global.EAI_C_ARM_DESIGN
			}
			set_variable = {
				EAI_FOCUS/LAND/armor_design = global.EAI_C_ARM_DESIGN
			} {
				EAI_FOCUS/LAND/heavy_armor_design = global.EAI_C_HARM_DESIGN
			} {
				EAI_FOCUS/LAND/medium_armor_design = global.EAI_C_MARM_DESIGN
			}
		}
	}
	if = {
		limit = {
			check_variable = {
				EAI_FOCUS/LAND/armor_design_OVERRIDE = global.EAI_HISTORICA
# ... (truncated)
### Entity: Event
Component: axis_minors_vichy_france.8
Constructs: has_country_flag, fire_only_once, set_country_flag
Source: game
File: events/r56_vichy_france.txt

Code:
country_event = {
	id = axis_minors_vichy_france.8
	title = axis_minors_vichy_france.8.t
	desc = axis_minors_vichy_france.8.desc
	picture = GFX_report_event_french_liberation
	fire_only_once = yes
	trigger = {
		tag = VIC
		has_country_flag = delattre_free
	}
	mean_time_to_happen = {
		days = 148
	}
	option = {
		name = axis_minors_vichy_france.8.a
		VIC = {
			set_country_flag = delattre_betrayed
		}
		FRA = {
			country_event = {
				id = axis_minors_vichy_france.9
			}
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: limit, is_tutorial, add_equipment_production
Source: game
File: history/units/AOI_1936.txt

Code:
instant_effect = {
	if = {
		limit = {
			is_tutorial = no
		}
		add_equipment_production = {
			equipment = {
				type = infantry_equipment_1
				creator = ITA
			}
			requested_factories = 4
			progress = 0.1
			efficiency = 50
		} {
			equipment = {
				type = support_equipment_1
				creator = ITA
			}
			requested_factories = 1
			progress = 0.3
			efficiency = 50
		} {
			equipment = {
				type = light_tank_equipment_1
				creator = ITA
			}
			requested_factories = 1
			progress = 0.4
			efficiency = 50
		} {
			equipment = {
				type = motorized_equipment_1
				creator = ITA
			}
			requested_factories = 2
			progress = 0.4
			efficiency = 50
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_renew_the_rome_protocols
Constructs: has_completed_focus, prerequisite, limit, remove_ideas, has_government, has_war_with, has_country_flag, add_opinion_modifier
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_renew_the_rome_protocols
	icon = GFX_goal_italy_militarize_the_rome_protocols
	text = HUN_renew_the_rome_protocols
	prerequisite = {
		focus = AUS_integrate_frontmilliz AUS_empower_the_heimatblock
	}
	x = 1
	y = 2
	relative_position_id = AUS_red_white_red_until_death
	cost = 5
	historical_ai = {
		GER = {
			OR = {
				exists = no
				NOT = {
					has_government = fascism
				}
				has_war_with = AUS
			}
		}
	}
	available = {
		has_country_flag = AUS_italy_allied
		NOT = {
			has_idea = AUS_july_agreement
		} {
			has_war_with = ITA
		} {
			has_war_with = HUN
		} {
			has_government = communism
		}
		OR = {
			ITA = {
				exists = yes
				NOT = {
					has_war_with = HUN
				} {
					has_completed_focus = ITA_pact_of_steel
				}
				OR = {
					has_government = neutrality fascism
				}
			}
			HUN = {
				exists = yes
				NOT = {
					has_war_with = ITA
				} {
					has_completed_focus = HUN_trade_deal_with_germany
				}
				OR = {
					has_government = neutrality fascism
				}
			}
		}
	}
	bypass = {
		HUN = {
			has_completed_focus = HUN_renew_the_rome_protocols
		}
		has_country_flag = AUS_italy_allied
		NOT = {
			has_idea = AUS_july_agreement
		}
	}
	completion_reward = {
		set_global_flag = AUS_did_rome_protocols
		add_to_variable = {
			AUS_industrial_funds = 2
		}
		custom_effect_tooltip = AUS_gain_2_fund generic_skip_one_line_tt generic_skip_one_line_tt
		news_event = {
			id = news.312
		}
		if = {
			limit = {
				has_idea = AUS_finding_new_trade_partners
			}
			remove_ideas = AUS_finding_new_trade_partners
		} {
			limit = {
				HUN = {
					exists = yes
					NOT = {
						has_war_with = ITA
					} {
						has_completed_focus = HUN_trade_deal_with_germany
					}
					OR = {
						has_government = neutrality fascism
					}
				}
			}
			reverse_add_opinion_modifier = {
				target = HUN
				modifier = HUN_renew_the_rome_protocols
			}
			add_opinion_modifier = {
				target = HUN
				modifier = HUN_renew_the_rome_protocols
			}
		} {
			limit = {
				ITA = {
					exists = yes
					NOT = {
						has_war_with = HUN
					} {
						has_completed_focus = ITA_pact_of_steel
					}
					OR = {
						has_government = neutrality fascism
					}
				}
			}
			reverse_add_opinion_modifier = {
				target = ITA
				modifier = HUN_renew_the_rome_protocols
			}
			add_opinion_modifier = {
				target = ITA
				modifier = HUN_renew_the_rome_proto
# ... (truncated)
### Entity: Character
Component: staunch_imperialist
Constructs: autonomy_gain
Source: game
File: common/country_leader/goe_traits.txt

Code:
staunch_imperialist = {
	sprite = 13
	autonomy_gain_ll_to_overlord = -0.3
	autonomy_gain = -0.4
	cic_to_overlord_factor = 0.15
}
### Entity: Music Config
Component: base_music/allies_peace_2
Constructs: has_government, has_war
Source: game
File: music/_songs.txt

Code:
music = {
	song = allies_peace_2
	chance = {
		modifier = {
			factor = 2
			has_war = no
			has_government = democratic
		}
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_peoples_movement
Constructs: has_completed_focus, prerequisite, limit, has_war_with, add_stability, completion_reward, add_political_power, is_subject_of
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_peoples_movement
	icon = GFX_goal_generic_citizens
	x = -28
	y = 1
	prerequisite = {
		focus = PAL_victory_through_pride
	}
	mutually_exclusive = {
		focus = PAL_empower_military
	}
	available = {
		NOT = {
			has_war_with = ISR
		} {
			is_subject_of = EGY
		}
	}
	offset = {
		x = 14
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = PAL_fawzi
		}
	} {
		x = 14
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = PAL_peoples_movement
		}
	}
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				OR = {
					has_completed_focus = PAL_empower_military PAL_abdulqadir
				}
			}
		}
	}
	cost = 5
	relative_position_id = PAL_victory_through_pride
	completion_reward = {
		mark_focus_tree_layout_dirty = yes
		add_stability = 0.1
		add_political_power = -75
	}
	ai_will_do = {
		modifier = {
			factor = 1000
			has_game_rule = {
				rule = PAL_AI_BEHAVIOR
				option = PAL_NASHASHIBI
			}
		} {
			factor = 1000
			has_game_rule = {
				rule = PAL_AI_BEHAVIOR
				option = PAL_SMC
			}
		} {
			factor = 1000
			has_game_rule = {
				rule = PAL_AI_BEHAVIOR
				option = PAL_NLL
			}
		}
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_effective_operations
Constructs: prerequisite, limit, completion_reward, has_dynamic_modifier, has_dlc, add_to_variable
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_effective_operations
	icon = GFX_focus_generic_secret_service_agency
	prerequisite = {
		focus = GER_formalize_the_intelligence_wing
	}
	x = -1
	y = 1
	relative_position_id = GER_formalize_the_intelligence_wing
	cost = 5
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		IF = {
			limit = {
				has_dynamic_modifier = {
					modifier = GER_stasi_modifier
				}
			}
			custom_effect_tooltip = GER_stasi_modifier_intro_tt
		} {
			limit = {
				has_dlc = La Resistance
			}
			add_to_variable = {
				GER_communist_intel_subversive_activities_upkeep = -0.25
				tooltip = subversive_activites_upkeep_tt
			} {
				GER_communist_intel_intel_network_gain = 0.2
				tooltip = intel_network_gain_factor_tt
			}
		}
		ELSE = {
			custom_effect_tooltip = GER_communist_intel_modifier_intro_tt
		} {
			add_to_variable = {
				GER_communist_intel_decryption_factor = 0.2
				tooltip = decryption_factor_tt
			} {
				GER_communist_intel_encryption_factor = 0.2
				tooltip = encryption_factor_tt
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Peace_conference.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
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### Entity: National Focus
Tree: usa_focus
Component: USA_maritime_commission
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/usa.txt

Code:
focus = {
	id = USA_maritime_commission
	icon = GFX_goal_generic_production2
	x = -3
	y = 1
	prerequisite = {
		focus = USA_two_ocean_navy_act
	}
	relative_position_id = USA_two_ocean_navy_act
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_ideas = USA_maritime_commission
	}
}
### Entity: National Focus
Tree: bhu_focus
Component: BHU_elite_mountain_troops
Constructs: prerequisite, limit, add_ideas, completion_reward, add_tech_bonus, has_dlc, add_doctrine_cost_reduction
Source: game
File: common/national_focus/bhutan.txt

Code:
focus = {
	id = BHU_elite_mountain_troops
	prerequisite = {
		focus = BHU_formalize_military_doctrine
	}
	relative_position_id = BHU_formalize_military_doctrine
	icon = GFX_goal_generic_mountain_warfare
	x = -2
	y = 1
	cost = 10
	ai_will_do = {
		factor = 3
	}
	completion_reward = {
		add_ideas = special_forces
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_tech_bonus = {
			name = special_forces_bonus
			bonus = 3
			uses = 1
			category = r56_mountain_infantry_tech
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_doctrine_cost_reduction = {
				name = CZE_mountain_bonus
				cost_reduction = 0.5
				uses = 2
				category = cat_mountaineers_doctrine
			}
		}
		else = {
			add_tech_bonus = {
				name = special_forces_bonus
				bonus = 0.5
				uses = 2
				ahead_reduction = 0.5
				category = r56_special_forces_training_tech
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT FOCUS_FILTER_RESEARCH
	}
}
### Entity: Effect Reference
Construct: remove_state_claim
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## remove_state_claim

* Supported Scopes: COUNTRY
* Supported Targets: none

```
remove claim on state
```
### Entity: Idea
Component: ISR_education_act
Constructs: research_speed_factor, removal_cost
Source: game
File: common/ideas/israel.txt

Code:
ISR_education_act = {
	picture = generic_army_war_college
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	name = ISR_education_reforms
	removal_cost = -1
	modifier = {
		political_power_factor = -0.1
		research_speed_factor = 0.075
	}
}
### Entity: Character
Component: SOV_provisional_government
Source: game
File: common/characters/SOV.txt

Code:
SOV_provisional_government = {
	name = SOV_provisional_government
	portraits = {
		civilian = {
			large = GFX_portrait_SOV_white_transitionary_council
		}
	}
	country_leader = {
		ideology = despotism
		expire = 1953.3.1.1
		id = -1
		traits = {
			emigre_connections desperate_gambit dysfunctional_assembly
		}
	}
}
### Entity: Idea
Component: FSM_aco2
Source: game
File: common/ideas/micronesia.txt

Code:
FSM_aco2 = {
	picture = generic_army_asia_4
	allowed = {
		original_tag = FSM
	}
	traits = {
		army_chief_organizational_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: AAT_finland_kinship_war.06
Constructs: is_triggered_only, add_equipment_to_stockpile, add_stability, fire_only_once, add_political_power, add_manpower, add_relation_rule_override, set_rule
Source: game
File: events/AAT_Finland.txt

Code:
country_event = {
	id = AAT_finland_kinship_war.06
	title = AAT_finland_kinship_war.06.t
	desc = AAT_finland_kinship_war.06.desc
	picture = GFX_report_event_FIN_heimosodat_volunteers
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = AAT_finland_kinship_war.06.a
		add_stability = -0.1
		add_manpower = -1000
		KAR = {
			add_manpower = 1000
			add_equipment_to_stockpile = {
				type = infantry_equipment_1
				amount = 2000
				producer = FIN
			} {
				type = support_equipment
				amount = 500
				producer = FIN
			}
		}
		add_relation_rule_override = {
			target = KAR
			can_send_volunteers = yes
		}
		hidden_effect = {
			ROOT = {
				set_rule = {
					can_send_volunteers = yes
				}
				add_timed_idea = {
					idea = ETH_aid_SPC
					days = 730
				}
				add_ai_strategy = {
					type = send_volunteers_desire
					id = KAR
					value = 200
				}
			}
		}
	} {
		name = AAT_finland_kinship_war.06.b
		add_political_power = 30
	}
}
### Entity: Order of Battle
Component: 2ya KiVO Mekhanizirovanaya Gruppa
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/SOV_1936_nsb.txt

Code:
division = {
	name = 2ya KiVO Mekhanizirovanaya Gruppa
	location = 525
	division_template = Mekhanizirovaniy Korpus
	start_experience_factor = 0.2
	start_equipment_factor = 0.85
	force_equipment_variants = {
		light_tank_chassis_1 = {
			owner = SOV
			version_name = BT-5
			amount = 150
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_our_place_in_empire
Constructs: has_completed_focus, prerequisite, limit, completion_reward, is_subject, allow_branch, set_cosmetic_tag, every_character
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_our_place_in_empire
	icon = GFX_focus_PER_our_place_in_empire
	prerequisite = {
		focus = PER_request_british_equipment PER_invite_british_investors
	}
	x = 1
	y = 1
	relative_position_id = PER_invite_british_investors
	cost = 10
	available = {
		PER = {
			is_subject = yes
		}
	}
	bypass = {

	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 0
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		IF = {
			limit = {
				has_completed_focus = PER_reinstate_qajars
			}
			set_cosmetic_tag = PER_viceroyalty_of_persia
		}
		ELSE = {
			set_cosmetic_tag = PER_viceroyalty_of_iran
		}
		custom_effect_tooltip = CHL_skip_one_line_tt
		every_character = {
			limit = {
				is_country_leader = yes
			}
			if = {
				limit = {
					has_trait = PER_heistant_king_trait
				}
				remove_country_leader_trait = PER_heistant_king_trait
			}
			add_country_leader_trait = PER_complient_king
		}
	}
}
### Entity: Character
Component: AFG_turbaz_khan
Constructs: has_dlc
Source: game
File: common/characters/AFG.txt

Code:
AFG_turbaz_khan = {
	advisor = {
		slot = political_advisor
		idea_token = AFG_turbaz_khan
		allowed = {
			original_tag = AFG
			has_dlc = La Resistance
		}
		available = {

		}
		traits = {
			head_of_intelligence
		}
	} {
		slot = theorist
		idea_token = AFG_turbaz_khan_th
		allowed = {
			original_tag = AFG
		}
		available = {

		}
		traits = {
			military_theorist
		}
	}
	name = AFG_turbaz_khan
	portraits = {
		civilian = {
			small = GFX_portrait_AFG_turabaz_khan_civilian_small
		}
		army = {
			small = GFX_portrait_AFG_turabaz_khan_military_small
		}
	}
}