Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: argentina.12
Constructs: is_triggered_only, limit, add_ideas, has_government, add_popularity
Source: game
File: events/r56_argentina.txt

Code:
country_event = {
	id = argentina.12
	title = argentina.12.t
	desc = argentina.12.d
	picture = GFX_report_event_soviet_soldiers_tank
	is_triggered_only = yes
	option = {
		name = argentina.12.a
		ARG = {
			add_ideas = arg_soviet_advisors
			if = {
				limit = {
					SOV = {
						has_government = communism
					}
				}
				add_popularity = {
					ideology = communism
					popularity = 0.05
				}
			}
		}
	}
}
### Entity: Effect Reference
Construct: give_market_access
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## give_market_access

* Supported Scopes: COUNTRY
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
Gives market access to the specified country.
Example:
FRA =  {
  give_market_access = BRA  # France and Brazil will now have market access to each other
}
```
### Entity: National Focus
Tree: prc_focus
Component: PRC_confrontation_with_the_warlords
Constructs: prerequisite, limit, every_country, completion_reward, is_subject, is_in_faction, is_in_faction_with, cancel_if_invalid
Source: game
File: common/national_focus/china_communist.txt

Code:
focus = {
	id = PRC_confrontation_with_the_warlords
	icon = GFX_goal_generic_more_territorial_claims
	prerequisite = {
		focus = PRC_government_of_national_defense
	}
	x = 0
	y = 2
	relative_position_id = PRC_prepare_for_war_with_japan
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
	}
	bypass = {
		OR = {
			AND = {
				is_in_faction = yes
				not = {
					is_in_faction_with = CHI
				}
			} {
				YUN = {
					OR = {
						exists = no
						is_in_faction_with = ROOT
					}
				}
				GXC = {
					OR = {
						exists = no
						is_in_faction_with = ROOT
					}
				}
				SHX = {
					OR = {
						exists = no
						is_in_faction_with = ROOT
					}
				}
				XSM = {
					OR = {
						exists = no
						is_in_faction_with = ROOT
					}
				}
				SIK = {
					OR = {
						exists = no
						is_in_faction_with = ROOT
					}
				}
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		hidden_effect = {
			if = {
				limit = {
					is_in_faction = no
				}
				set_rule = {
					can_create_factions = yes
				}
				create_faction = chinese_united_front
			}
		}
		every_country = {
			limit = {
				is_literally_china = yes
				is_in_faction = no
				NOT = {
					tag = ROOT
				}
			}
			country_event = wtt_prc.10
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/OMA_1939.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_0
			creator = OMA
		}
		requested_factories = 1
		progress = 0.51
		efficiency = 100
	}
}
### Entity: Effect Reference
Construct: random_country_division
Constructs: limit, random_country_division
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## random_country_division

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Executes children effects on a random division that fulfill the "limit" trigger. tooltip=key can be added to override tooltip title
```
### Entity: Character
Component: BUL_atanas_shalapatov
Source: game
File: common/characters/BUL.txt

Code:
BUL_atanas_shalapatov = {
	name = BUL_atanas_shalapatov
	portraits = {
		army = {
			large = GFX_portrait_bul_atanas_shalapatov
			small = GFX_portrait_BUL_atanas_shalapatov_small
		}
	}
	navy_leader = {
		traits = {
			old_guard_navy gentlemanly
		}
		skill = 2
		attack_skill = 1
		defense_skill = 2
		maneuvering_skill = 2
		coordination_skill = 2
		legacy_id = -1
	}
}
### Entity: Unit Template
Component: ARG_DD_HISTORICAL
Source: game
File: common/units/names_ships/ARG_ship_names.txt

Code:
ARG_DD_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_DESTROYERS
	for_countries = {
		ARG
	}
	type = ship
	ship_types = {
		ship_hull_light destroyer
	}
	prefix = ARA 
	fallback_name = Destructor %d
	unique = {
		Catamarca Jujuy Córdoba La Plata Cervantes Juan de Garay Mendoza La Rioja Tucumán Buenos Aires Entre Ríos Corrientes San Juan San Luis Misiones Santa Cruz Almirante Domecq García Brown Espora Rosales Almirante Storni Seguí Bouchard Piedra Buena Py Hércules Santísima Trinidad Santiago Rioja Salta
	}
}
### Entity: Unit Leader
Component: operative_linguist
Constructs: gain_xp_leader, has_nationality
Source: game
File: common/unit_leader/00_traits.txt

Code:
operative_linguist = {
	type = operative
	trait_type = basic_trait
	cost = 400
	gain_xp_leader = {
		NOT = {
			operative_leader_mission = no_mission
		} {
			has_nationality = FROM
		}
	}
	modifier = {

	}
}
### Entity: Character
Component: emperor_of_china
Constructs: stability_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
emperor_of_china = {
	random = no
	stability_factor = 0.15
	political_power_factor = 0.15
}
### Entity: Wiki Documentation
Construct: ai_front_id
Source: paradoxwiki
File: documentation/web/paradoxwiki/Console_commands.html

Doc:
ai_front_id
|
Get the address of selected group's front debug ID
|

|

fow (debug_fow) [Province ID]
|
Turns off fog of war, only within a province if specified.
|

|

collision (debug_collision)
|
Toggles debug display of normals/bounding boxes/collision
|

|
### Entity: Scripted Effect
Component: PRU_initiate_balance_of_power
Constructs: set_power_balance, set_value
Source: game
File: common/scripted_effects/PRU_scripted_effects.txt

Code:
PRU_initiate_balance_of_power = {
	set_power_balance = {
		id = PRU_army_navy_bop
		left_side = PRU_navy_side
		right_side = PRU_army_side
		set_value = 0.05
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_standarized_equipment
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_argentina.txt

Code:
focus = {
	id = ARG_standarized_equipment
	icon = GFX_goal_generic_production2
	prerequisite = {
		focus = ARG_equipment_modernization
	}
	x = 4
	y = 4
	cost = 10
	completion_reward = {
		add_ideas = arg_std_equipment
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_the_coup
Constructs: has_completed_focus, prerequisite, limit, completion_reward, set_party_name, add_timed_idea, is_subject, add_popularity
Source: game
File: common/national_focus/r56_indonesia.txt

Code:
focus = {
	id = INS_the_coup
	icon = GFX_focus_generic_military_dictatorship
	ai_will_do = {
		factor = 5
	}
	relative_position_id = INS_favour_the_radicals
	x = -1
	y = 1
	prerequisite = {
		focus = INS_reinvigorate_the_pfi INS_favour_the_radicals
	}
	cost = 10
	available = {
		fascism = > 0.4
		compare_autonomy_state = > autonomy_integrated_puppet
	}
	completion_reward = {
		if = {
			limit = {
				has_completed_focus = INS_reinvigorate_the_pfi
			}
			set_party_name = {
				ideology = neutrality
				long_name = INS_neutrality_mataram_party_long
				name = INS_neutrality_mataram_party
			}
			add_timed_idea = {
				idea = FRA_support_monarchy_focus
				days = 365
			}
		} {
			limit = {
				is_subject = yes
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			OVERLORD = {
				end_puppet = INS
			}
		}
		else = {
			add_popularity = {
				ideology = fascism
				popularity = 0.15
			}
		}
		set_politics = {
			ruling_party = fascism
			elections_allowed = no
		}
		drop_cosmetic_tag = yes
		custom_effect_tooltip = generic_skip_one_line_tt available_political_advisor
		show_ideas_tooltip = INS_ki_hajar_dewantara INS_cipto_mangunkusumo INS_ernest_douwes_dekker
	}
}
### Entity: Effect Reference
Construct: set_division_force_allow_recruiting
Constructs: division_template, set_division_force_allow_recruiting, force_allow_recruiting
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## set_division_force_allow_recruiting

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Force allows division recruiting for a division template
Example: set_division_force_allow_recruiting = { division_template = <name> force_allow_recruiting = <bool (default:yes)> }
```
### Entity: Trigger Reference
Construct: has_legitimacy
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_legitimacy

* Supported Scopes: COUNTRY
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
Check scope country legitimacy 0-100: Example has_legitimacy < 60
```
### Entity: Scripted Effect
Component: EAI_construction_bimonthly_update
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_update.txt

Code:
EAI_construction_bimonthly_update = {
	EAI_PC_bimonthly_update = yes
	EAI_BUILDING_misc_strategies = yes
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_seri_thai
Constructs: prerequisite, completion_reward, add_dynamic_modifier
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_seri_thai
	icon = GFX_focus_ARG_defense_and_democracy
	x = -3
	y = 1
	relative_position_id = SIA_reluctant_submission
	prerequisite = {
		focus = SIA_reluctant_submission
	}
	mutually_exclusive = {
		focus = SIA_the_phayap_army
	}
	cost = 5
	ai_will_do = {
		factor = 5
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		custom_effect_tooltip = SIA_sway_generals_to_seri_thai_tt {
			localization_key = SIA_unlock_character_as_advisor_tt
			CHARACTER = SIA_rambai_barni
		}
		add_dynamic_modifier = {
			modifier = idea_SIA_seri_thai_contacts
		}
		set_Variable = {
			SIA_seri_thai_cw_scale = 0
		}
		SIA_increase_civilian_approval = yes
		SIA_decrease_military_approval = yes
	}
}
### Entity: Idea
Component: SPR_national_strikes_1
Constructs: stability_factor, has_global_flag
Source: game
File: common/ideas/spain_republic.txt

Code:
SPR_national_strikes_1 = {
	name = SPR_national_strikes
	picture = FRA_factory_strikes
	allowed = {
		original_tag = SPR
		NOT = {
			has_global_flag = spanish_civil_war
		}
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		stability_factor = -0.2
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_reykjavik_dockyards
Constructs: prerequisite, limit, completion_reward, is_owned_and_controlled_by, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/iceland.txt

Code:
focus = {
	id = ICE_reykjavik_dockyards
	icon = GFX_goal_generic_construct_naval_dockyard
	prerequisite = {
		focus = ICE_develop_icelandic_shipping
	}
	x = -1
	y = 1
	relative_position_id = ICE_develop_icelandic_shipping
	cost = 10
	available = {
		100 = {
			is_owned_and_controlled_by = ROOT
		}
	}
	bypass = {
		100 = {
			free_building_slots = {
				building = dockyard
				size = 0
				include_locked = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		IF = {
			limit = {
				100 = {
					free_building_slots = {
						building = dockyard
						size = > 0
						include_locked = yes
					}
				}
			}
			100 = {
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = dockyard
					level = 2
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Event
Component: wtt_japan.125
Constructs: is_triggered_only
Source: game
File: events/WTT_Japan.txt

Code:
country_event = {
	id = wtt_japan.125
	title = wtt_japan.125.t
	desc = wtt_japan.125.desc
	picture = GFX_report_event_soviet_soldiers
	is_triggered_only = yes
	option = {
		name = excellent
		effect_tooltip = {
			transfer_state = 609 610 716 715 328 717 714
		}
	}
}
### Entity: Character
Component: BEL_paul_van_zeeland
Constructs: has_dlc
Source: game
File: common/characters/BEL.txt

Code:
BEL_paul_van_zeeland = {
	instance = {
		allowed = {
			has_dlc = Gotterdammerung
		}
		name = BEL_paul_van_zeeland
		portraits = {
			civilian = {
				large = GFX_portrait_BEL_paul_van_zeeland
			}
		}
		country_leader = {
			ideology = conservatism
			expire = 1965.1.1
			 = .1
			id = -1
			traits = {
				BEL_corrupt_old_guard
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Gotterdammerung
			}
		}
		name = BEL_paul_van_zeeland
		portraits = {
			army = {
				small = GFX_idea_generic_political_advisor_europe_2
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = BEL_paul_van_zeeland
			allowed = {
				original_tag = BEL
			}
			traits = {
				silent_workhorse
			}
		}
	}
}
### Entity: Idea
Component: MAN_rival_government
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/manchukou.txt

Code:
MAN_rival_government = {
	allowed = {
		always = no
	}
	removal_cost = -1
	picture = chi_warlord_integration
	modifier = {
		political_power_factor = 0.1
		stability_factor = -0.05
	}
	targeted_modifier = {
		tag = CHI
		attack_bonus_against = 0.1
		defense_bonus_against = 0.1
	}
}
### Entity: Faction
Component: faction_template_sakoku_ron_faction
Constructs: change_leader_rule_industry
Source: game
File: common/factions/templates/japanese_factions.txt

Code:
faction_template_sakoku_ron_faction = {
	name = JAP_japanese_supremacy_faction
	manifest = faction_manifest_containment_of_communism
	goals = {
		faction_goal_war_on_communism faction_goal_industrial_expansion faction_goal_resource_control faction_goal_defeat_of_communism
	}
	default_rules = {
		joining_rule_puppets_only change_leader_rule_industry
	}
	icon = GFX_faction_logo_japanese_co_prosperity_sphere
}
### Entity: National Focus
Tree: ser_focus
Component: SER_belgrade_investments_focus
Constructs: prerequisite, limit, has_government, completion_reward, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/serbia.txt

Code:
focus = {
	id = SER_belgrade_investments_focus
	icon = GFX_goal_generic_neutrality_focus
	prerequisite = {
		focus = SER_liberty_ethos
	}
	mutually_exclusive = {
		focus = SER_trading_infrastructures
	}
	relative_position_id = SER_liberty_ethos
	x = -1
	y = 1
	cost = 10
	available = {
		if = {
			limit = {
				OR = {
					has_government = neutrality democratic
				}
			}
		}
		controls_state = 107
	}
	ai_will_do = {
		factor = 3
	}
	completion_reward = {
		107 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			} {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: sau_focus
Component: SAU_war_with_yemen_and_oman
Constructs: prerequisite, has_war_with, completion_reward, create_wargoal, annex_everything
Source: game
File: common/national_focus/saudi_arabia.txt

Code:
focus = {
	id = SAU_war_with_yemen_and_oman
	icon = GFX_goal_generic_seize_arabia
	prerequisite = {
		focus = SAU_destabilize_the_east SAU_ask_british_colonies
	}
	relative_position_id = SAU_destabilize_the_east
	bypass = {
		OR = {
			has_war_with = YEM
			NOT = {
				country_exists = YEM
			}
		} {
			has_war_with = OMA
			NOT = {
				country_exists = OMA
			}
		}
	}
	will_lead_to_war_with = YEM OMA
	x = -3
	y = 1
	cost = 8
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		create_wargoal = {
			type = annex_everything
			target = YEM
		} {
			type = annex_everything
			target = OMA
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Event
Component: news.619
Constructs: is_triggered_only
Source: game
File: events/TNewsEvents.txt

Code:
news_event = {
	id = news.619
	title = news.619.t
	desc = news.619.desc
	picture = SOMEPIC
	major = yes
	is_triggered_only = yes
	option = {
		name = news.619.a
	}
}
### Entity: Trigger Reference
Construct: any_country_division
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## any_country_division

* Supported Scopes: COUNTRY
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
check if any division meets the trigger. tooltip=key can be defined to override title
```
### Entity: Equipment
Component: mio_cat_eq_all_cruiser
Source: game
File: common/equipment_groups/mio_equipment_groups.txt

Code:
mio_cat_eq_all_cruiser = {
	equipment_type = {
		ship_hull_cruiser
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_76
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_76 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 76
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 76
	}
}
### Entity: Character
Component: experimental_light_aircraft_manufacturer
Constructs: equipment_bonus, maximum_speed
Source: game
File: common/country_leader/r56_traits.txt

Code:
experimental_light_aircraft_manufacturer = {
	random = no
	equipment_bonus = {
		small_plane_airframe = {
			air_agility = 0.2
			maximum_speed = 0.15
			reliability = -0.1
		}
		fighter_bomber_equipment = {
			air_agility = 0.2
			maximum_speed = 0.15
			reliability = -0.1
		}
		cv_small_plane_airframe = {
			air_agility = 0.2
			maximum_speed = 0.15
			reliability = -0.1
		}
	}
}
### Entity: Character
Component: NIU_patu_iki_hautea
Constructs: has_government
Source: game
File: common/characters/NIU.txt

Code:
NIU_patu_iki_hautea = {
	name = NIU_patu_iki_hautea
	portraits = {
		civilian = {
			large = GFX_kr_portrait_africa_generic_5
			small = GFX_kr_portrait_africa_generic_5_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = NIU_patu_iki_hautea
		allowed = {
			original_tag = NIU
		}
		available = {
			NOT = {
				has_government = communism
			}
		}
		traits = {
			popular_figurehead3
		}
	}
	field_marshal = {
		traits = {
			politically_connected
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		visible = {
			NOT = {
				has_government = communism
			}
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/LIT_1936_nsb.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = LIT
		}
		requested_factories = 1
		progress = 0.28
		efficiency = 100
	} {
		equipment = {
			type = artillery_equipment_1
			creator = LIT
		}
		requested_factories = 1
		progress = 0.5
		efficiency = 45
	}
}
### Entity: Event
Component: AAT_finland_winter_war.07
Constructs: is_triggered_only, every_owned_state, limit, has_war_with, fire_only_once, white_peace, is_faction_leader, every_other_country
Source: game
File: events/AAT_Finland.txt

Code:
country_event = {
	id = AAT_finland_winter_war.07
	title = AAT_finland_winter_war.04.t
	desc = AAT_finland_winter_war.07.desc
	picture = GFX_report_event_soviet_finnish_pact
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = AAT_finland_winter_war.07.a
		white_peace = FROM
		if = {
			limit = {
				is_faction_leader = yes
			}
			every_other_country = {
				limit = {
					is_in_faction_with = ROOT
				}
				white_peace = FROM
			}
		} {
			limit = {
				213 = {
					has_state_flag = FIN_demanded_by_finland_in_winter_war_flag
				}
			}
			transfer_state = 213
		} {
			limit = {
				215 = {
					has_state_flag = FIN_demanded_by_finland_in_winter_war_flag
				}
			}
			transfer_state = 215
		} {
			limit = {
				216 = {
					has_state_flag = FIN_demanded_by_finland_in_winter_war_flag
				}
			}
			transfer_state = 216
		}
		else_if = {
			limit = {
				is_subject = yes
			}
			overlord = {
				white_peace = FROM
			}
			if = {
				limit = {
					any_allied_country = {
						has_war_with = FROM
					}
				}
				every_other_country = {
					limit = {
						is_in_faction_with = ROOT
						has_war_with = FROM
					}
					white_peace = FROM
				}
			}
		}
		every_owned_state = {
			limit = {
				is_claimed_by = FROM
			}
			remove_claim_by = FROM
		}
		hidden_effect = {
			FROM = {
				add_ai_strategy = {
					type = antagonize
					id = ROOT
					value = -200
				}
			}
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_unify_the_islamic_world
Constructs: prerequisite, limit, has_government, every_country, has_war_with, completion_reward, has_civil_war, is_subject
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_unify_the_islamic_world
	icon = GFX_focus_generic_islamic_propaganda
	prerequisite = {
		focus = AFG_the_faqirs_revolt
	}
	mutually_exclusive = {
		focus = AFG_extend_a_hand_to_tokyo
	}
	x = 1
	y = 1
	relative_position_id = AFG_the_faqirs_revolt
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		has_civil_war = no
		is_subject = no
		is_in_faction = no
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		IF = {
			limit = {
				has_dlc = No Compromise, No Surrender
			}
			set_rule = {
				can_create_factions = yes
			}
			create_faction_from_template = faction_template_AFG_united_islamic_world_faction
			add_faction_initiative = 1
		}
		ELSE = {
			set_rule = {
				can_create_factions = yes
			}
			create_faction = AFG_united_islamic_world_faction
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		every_country = {
			limit = {
				is_in_faction = no
				is_subject = no
				NOT = {
					has_war_with = ROOT
					has_government = communism
				}
				OR = {
					original_tag = SAU OMA YEM IRQ PER FSA JOR PAL SYR LEB TUR QAT BHR UAE EGY SUD LBA TUN ALG MOR RIF MAL INS MLD BAN PAK WES MRT SOK MLI NGR NGA SOM AFA AZR DAG CIN ALB TAT BSK BUK KHI UZB KAZ TAJ KYR TMS KKP SIN KAS CRI KOS KUR BLC IMO KLT KBK DJI HAR SEN GAM GNB SIE VOL GNA XSM SIK KHM GSM NXM KUM SAB BRN CHM
				}
			}
			hidden_effect = {
				add_ai_strategy = {
					type = befriend
					id = ROOT
					value = 50
				}
				ROOT = {
					add_ai_strategy = {
						type = befriend
						id = PREV
						value = 50
					}
				}
				country_event = {
					id = generic.5
					hours = 6
					random_hours = 24
				}
			}
			custom_effect_tooltip = AFG_unify_the_islamic_world_tt
		}
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_anti_american_propaganda
Constructs: prerequisite, has_government, add_opinion_modifier, completion_reward, add_timed_idea
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_anti_american_propaganda
	icon = GFX_focus_ARG_anti_american_propaganda
	prerequisite = {
		focus = ARG_release_hellmuth
	}
	x = 0
	y = 1
	relative_position_id = ARG_release_hellmuth
	cost = 10
	available = {
		any_other_country = {
			original_tag = USA
			has_government = democratic
			exists = yes
		}
	}
	ai_will_do = {
		factor = 5
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		USA = {
			add_opinion_modifier = {
				target = ROOT
				modifier = ARG_anti_american_idea
			}
		}
		ROOT = {
			add_opinion_modifier = {
				target = USA
				modifier = ARG_anti_american_idea
			}
		}
		add_timed_idea = {
			idea = ARG_anti_american_propaganda_idea
			days = 730
		}
	}
}
### Entity: Idea
Component: rifle_pro
Constructs: removal_cost, cancel_if_invalid, equipment_bonus, build_cost_ic, has_tech
Source: game
File: common/ideas/add_effects_land_doc.txt

Code:
rifle_pro = {
	removal_cost = -1
	cancel_if_invalid = no
	cost = 150
	equipment_bonus = {
		infantry_equipment = {
			build_cost_ic = -0.2
			instant = yes
		}
		support_equipment = {
			build_cost_ic = -0.2
			instant = yes
		}
		artillery_equipment = {
			build_cost_ic = -0.2
			instant = yes
		}
		rocket_artillery_equipment = {
			build_cost_ic = -0.2
			instant = yes
		}
		anti_air_equipment = {
			build_cost_ic = -0.2
			instant = yes
		}
		anti_tank_equipment = {
			build_cost_ic = -0.2
			instant = yes
		}
	}
	ai_will_do = {
		factor = 0
		modifier = {
			factor = 0
			OR = {
				has_tech = trench_warfare mass_assault
			}
		}
	}
}