Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: pakistan.2
Constructs: is_triggered_only, add_to_variable
Source: game
File: events/pakistan.txt

Code:
country_event = {
	id = pakistan.2
	title = Civilian Factories in Bangladesh have been built.
	desc = The Bengali People are thankful that their lackluster industrial capacity has been given attention to by the central government. This will definitely increase the living standard in the impoverished region.
	picture = GFX_report_event_journalists_speech
	is_triggered_only = yes
	immediate = {
		PAK = {
			print_variables = {
				file = pak_log
				text = header_text
				append = yes
				print_global = no
			}
		}
		430 = {
			print_variables = {
				file = pak_log
				text = header_text
				append = yes
				print_global = no
			}
		}
	}
	option = {
		name = We serve all our citizens
		custom_effect_tooltip = substract3ban
		add_to_variable = {
			var = bangladesh_freedom
			value = -3
		}
	}
}
### Entity: Order of Battle
Component: air_wing_123
Source: game
File: history/units/ENG_1939_air_legacy.txt

Code:
air_wings = {
	123 = {
		nav_bomber_equipment_2 = {
			owner = ENG
			amount = 36
		}
	}
}
### Entity: Event
Component: portugal.68
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, add_opinion_modifier, is_subject_of, has_country_leader, every_state
Source: game
File: events/r56_portugal.txt

Code:
country_event = {
	id = portugal.68
	title = portugal.68.t
	desc = portugal.68.d
	is_triggered_only = yes
	picture = GFX_report_event_generic_rally
	option = {
		name = portugal.68.a
		POR = {
			country_event = {
				id = portugal.70
			}
		}
		ai_chance = {
			base = 10
			modifier = {
				factor = 100
				OR = {
					SAF = {
						is_subject_of = ROOT
					}
					has_country_leader = {
						character = ENG_winston_churchill
						ruling_only = yes
					}
				}
			}
		}
	} {
		name = portugal.68.b
		every_state = {
			limit = {
				OR = {
					state = 1097 771 545 770
				}
				is_controlled_by_ROOT_or_subject = yes
			}
			transfer_state_to = POR
		}
		POR = {
			country_event = {
				id = portugal.69
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = huge_increase
			}
		}
		ai_chance = {
			base = 10
			modifier = {
				factor = 100
				has_completed_focus = ENG_revisit_colonial_policy
			}
		}
	}
}
### Entity: Event
Component: denmark_overlord_events.13
Constructs: is_triggered_only, ai_chance
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_overlord_events.13
	title = denmark_overlord_events.11.t
	desc = denmark_overlord_events.13.desc
	picture = GFX_report_event_DEN_fascist_troops
	is_triggered_only = yes
	option = {
		name = denmark_overlord_events.13.a
		ai_chance = {
			base = 10
		}
		promote_character = DEN_frits_clausen
		DEN_fascists_takes_over = yes
	} {
		name = denmark_overlord_events.13.b
		ai_chance = {
			base = 1
		}
		promote_character = DEN_cay_lembcke
		DEN_fascists_takes_over = yes
	}
}
### Entity: Idea
Component: POL_falangist_propaganda
Constructs: has_government, removal_cost, fascism_drift
Source: game
File: common/ideas/poland.txt

Code:
POL_falangist_propaganda = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	picture = generic_fascism_drift_bonus
	removal_cost = -1
	modifier = {
		fascism_drift = 0.15
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_nashashbis_take_responsibility
Constructs: prerequisite, limit, remove_ideas, completion_reward, random_hours, random_days, has_global_flag, set_politics
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_nashashbis_take_responsibility
	icon = GFX_goal_generic_parliament
	x = -4
	y = 1
	prerequisite = {
		focus = PAL_boycott_decree
	}
	mutually_exclusive = {
		focus = PAL_smc_takes_responsibility
	}
	cost = 5
	relative_position_id = PAL_boycott_decree
	select_effect = {
		country_event = {
			id = palestine.10
			days = 5
			random_hours = 12
			random_days = 5
		}
	}
	completion_reward = {
		hidden_effect = {
			drop_cosmetic_tag = yes
		}
		if = {
			limit = {
				NOT = {
					has_global_flag = MPL_jerusalem_conference
				}
			}
			custom_effect_tooltip = PAL_raghib_nashashbi_takes_power_tt
			hidden_effect = {
				country_event = {
					id = palestine.13
					days = 0
					random_hours = 12
					random_days = 0
				}
			}
			remove_ideas = PAL_fawzi_leadership_idea PAL_boycott_decree_idea
		}
		else = {
			set_politics = {
				ruling_party = democratic
				elections_allowed = yes
				long_name = PAL_nashashbi_long
				name = PAL_nashashbi_party
			}
			add_country_leader_role = {
				character = PAL_raghib_al_nashashbi
				promote_leader = yes
				country_leader = {
					ideology = liberalism
					expire = 1965.1.1.1
					traits = {
						popular_figurehead
					}
				}
			}
			remove_advisor_role = {
				character = PAL_raghib_al_nashashbi
				slot = political_advisor
			}
		}
		add_dynamic_modifier = {
			modifier = r56_PAL_religion_issue
		}
	}
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 10
			has_game_rule = {
				rule = PAL_AI_BEHAVIOR
				option = PAL_NASHASHIBI
			}
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_light_armor_design_priority
Constructs: has_war, set_temp_variable, has_tech, has_design_based_on
Source: game
File: common/scripted_triggers/EAI_PRODUCTION_design_triggers.txt

Code:
EAI_light_armor_design_priority = {
	set_temp_variable = {
		_check_xp = 300
	}
	EAI_XP_has_army_check_xp = yes
	OR = {
		AND = {
			NOT = {
				has_tech = improved_light_tank_chassis
			}
			has_war = no
			has_design_based_on = light_tank_chassis
		}
	}
}
### Entity: Scripted Effect
Component: EAI_PRODUCTION_navy_production_strategies
Constructs: limit, has_country_flag, check_variable, set_country_flag, clr_country_flag
Source: game
File: common/scripted_effects/EAI_PRODUCTION_strategy_effects.txt

Code:
EAI_PRODUCTION_navy_production_strategies = {
	EAI_PRODUCTION_maintain_capital_to_escort_balance = yes
	if = {
		limit = {
			check_variable = {
				EAI_FOCUS/NAVY/naval_doctrine = global.EAI_FIB_DOCTRINE
			}
		}
		set_country_flag = EAI_PRODUCTION_FIB_navy_production_strategies
		EAI_PRODUCTION_FIB_navy_production_strategies = yes
	} {
		limit = {
			check_variable = {
				EAI_FOCUS/NAVY/naval_doctrine = global.EAI_TI_DOCTRINE
			}
		}
		set_country_flag = EAI_PRODUCTION_TI_navy_production_strategies
		EAI_PRODUCTION_TI_navy_production_strategies = yes
	} {
		limit = {
			check_variable = {
				EAI_FOCUS/NAVY/naval_doctrine = global.EAI_BS_DOCTRINE
			}
		}
		set_country_flag = EAI_PRODUCTION_BS_navy_production_strategies
		EAI_PRODUCTION_BS_navy_production_strategies = yes
	} {
		limit = {
			EAI_ASW_DD_navy_production = yes
		}
		set_country_flag = EAI_PRODUCTION_ASW_DD_navy_production_strategies
		EAI_PRODUCTION_ASW_DD_navy_production_strategies = yes
	} {
		limit = {
			EAI_ASW_CL_navy_production = yes
		}
		set_country_flag = EAI_PRODUCTION_ASW_CL_navy_production_strategies
		EAI_PRODUCTION_ASW_CL_navy_production_strategies = yes
	} {
		limit = {
			EAI_ML_DD_navy_production = yes
		}
		set_country_flag = EAI_ML_DD_navy_production_strategy
	} {
		limit = {
			EAI_MS_DD_navy_production = yes
		}
		set_country_flag = EAI_PRODUCTION_MS_DD_navy_production_strategies
		EAI_PRODUCTION_MS_DD_navy_production_strategies = yes
	}
	else_if = {
		limit = {
			has_country_flag = EAI_PRODUCTION_FIB_navy_production_strategies
		}
		clr_country_flag = EAI_PRODUCTION_FIB_navy_production_strategies EAI_FIB_CV_navy_production_strategy EAI_FIB_BB_navy_production_strategy EAI_FIB_BC_navy_production_strategy EAI_FIB_CA_navy_production_strategy EAI_FIB_CL_navy_production_strategy EAI_FIB_DD_navy_production_strategy EAI_FIB_SS_navy_production_strategy
	} {
		limit = {
			has_country_flag = EAI_PRODUCTION_TI_navy_production_strategies
		}
		clr_country_flag = EAI_PRODUCTION_TI_navy_production_strategies EAI_TI_CV_navy_production_strategy EAI_TI_BB_navy_production_strategy EAI_TI_BC_navy_production_strategy EAI_TI_CA_navy_production_strategy EAI_TI_CL_navy_production_strategy EAI_TI_DD_navy_production_strategy EAI_TI_SS_navy_production_strategy
	} {
		limit = {
			has_country_flag = EAI_PRODUCTION_BS_navy_production_strategies
		}
		clr_country_flag = EAI_PRODUCTION_BS_navy_pr
# ... (truncated)
### Entity: Character
Component: EQG_fascist_guy
Constructs: has_government
Source: game
File: common/characters/EQG.txt

Code:
EQG_fascist_guy = {
	advisor = {
		slot = political_advisor
		idea_token = EQG_fascist_guy
		allowed = {
			original_tag = EQG
		}
		traits = {
			fascist_demagogue
		}
		do_effect = {
			not = {
				has_government = fascism
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_2
		}
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_bomber_production
Constructs: prerequisite, limit, completion_reward, has_dlc, add_tech_bonus
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_bomber_production
	icon = GFX_goal_generic_air_bomber
	relative_position_id = VEN_a_seperate_branch
	x = -1
	y = 3
	cost = 7.2
	prerequisite = {
		focus = VEN_airforce_academy
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			add_tech_bonus = {
				name = VEN_bomber_production
				bonus = 1
				uses = 1
				category = medium_air
			}
		}
		else = {
			add_tech_bonus = {
				name = VEN_bomber_production
				bonus = 1
				uses = 1
				category = tactical_bomber
			}
		}
	}
}
### Entity: Achievement
Component: northern_light
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting, is_faction_leader, is_in_faction_with
Source: game
File: common/achievements.txt

Code:
northern_light = {
	id = 14
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		OR = {
			tag = DEN NOR SWE FIN
		}
	}
	happened = {
		is_faction_leader = yes
		any_country = {
			original_tag = NOR
			is_in_faction_with = ROOT
		} {
			original_tag = DEN
			is_in_faction_with = ROOT
		} {
			original_tag = SWE
			is_in_faction_with = ROOT
		} {
			original_tag = FIN
			is_in_faction_with = ROOT
		}
	}
}
### Entity: Character
Component: capital_ship_producer_mass_2
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
capital_ship_producer_mass_2 = {
	random = no
	equipment_bonus = {
		ship_hull_carrier = {
			build_cost_ic = -0.2
		}
		ship_hull_heavy = {
			build_cost_ic = -0.2
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_modernize_aircraft_facilities
Constructs: prerequisite, limit, completion_reward, add_to_variable, is_fully_controlled_by, add_building_construction
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_modernize_aircraft_facilities
	icon = GFX_SOV_modernize_aircraft_facilities_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_expand_the_aircraft_industry
	}
	x = -1
	y = 1
	relative_position_id = SOV_expand_the_aircraft_industry
	cost = 10
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		add_to_variable = {
			SOV_soviet_airforce_air_fuel_consumption_factor = -0.05
		} {
			SOV_soviet_airforce_air_range_factor = 0.05
		} {
			SOV_soviet_airforce_air_agility_factor = 0.05
		}
		custom_effect_tooltip = SOV_modernize_aircraft_facilities_ns_tt SOV_modernize_aircraft_facilities_tt
		hidden_effect = {
			IF = {
				limit = {
					260 = {
						is_fully_controlled_by = ROOT
						air_facility = < 1
						land_facility = < 1
						naval_facility = < 1
						nuclear_facility = < 1
					}
				}
				260 = {
					add_building_construction = {
						type = air_facility
						level = 1
						instant_build = yes
						province = 9448
					}
				}
			}
		}
	}
}
### Entity: Idea
Component: GDL_nccr
Source: game
File: common/ideas/guadeloupe.txt

Code:
GDL_nccr = {
	picture = generic_navy_african_2
	allowed = {
		original_tag = GDL
	}
	traits = {
		navy_chief_commerce_raiding_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Scripted Trigger
Component: is_independent_warlords
Constructs: is_independent_warlords, is_puppet
Source: game
File: common/scripted_triggers/r56_scripted_triggers.txt

Code:
is_independent_warlords = {
	OR = {
		original_tag = GXC YUN SIC XIC GDC HBC SND SHX XSM
	}
	is_puppet = no
}
### Entity: National Focus
Tree: men_focus
Component: MEN_fortify_the_capital
Constructs: prerequisite, add_stability, completion_reward, add_building_construction, add_timed_idea
Source: game
File: common/national_focus/mengkukuo.txt

Code:
focus = {
	id = MEN_fortify_the_capital
	icon = GFX_goal_generic_fortify_city
	prerequisite = {
		focus = MEN_the_principle_of_nationalism
	}
	x = 1
	y = 1
	relative_position_id = MEN_the_principle_of_nationalism
	cost = 5
	available = {
		controls_state = 611
	}
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		add_stability = 0.05
		611 = {
			add_building_construction = {
				type = bunker
				level = 1
				instant_build = yes
				province = 1590
			}
		} {
			add_building_construction = {
				type = bunker
				level = 2
				instant_build = yes
				province = 10397
			}
		} {
			add_building_construction = {
				type = bunker
				level = 1
				instant_build = yes
				province = 6904
			}
		}
		add_timed_idea = {
			idea = GEN_Anti_Invasion_I
			days = 60
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
}
### Entity: Character
Component: LAT_arturs_sprogis
Source: game
File: common/characters/LAT.txt

Code:
LAT_arturs_sprogis = {
	name = LAT_arturs_sprogis
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_2
		}
	}
	advisor = {
		slot = army_chief
		idea_token = LAT_arturs_sprogis
		allowed = {
			original_tag = LAT
		}
		traits = {
			army_chief_offensive_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_continuous_politics
Constructs: prerequisite, limit, add_ideas, remove_ideas, completion_reward, add_political_power, is_historical_focus_on, has_civil_war
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_continuous_politics
	icon = GFX_focus_generic_the_giant_wakes
	prerequisite = {
		focus = NOR_affirm_constitutional_monarchy
	}
	mutually_exclusive = {
		focus = NOR_change_starts_within
	} {
		focus = NOR_motion_of_no_confidence
	}
	x = -13
	y = 2
	relative_position_id = NOR_til_dovre_faller
	cost = 10
	ai_will_do = {
		base = 25
		modifier = {
			factor = 3
			is_historical_focus_on = yes
			date = > 1939.1.1
		}
	}
	available = {
		has_civil_war = no
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = yes
	completion_reward = {
		add_political_power = 120
		add_ideas = NOR_continuous
		custom_effect_tooltip = NOR_continuous_politics_tt
		if = {
			limit = {
				has_idea = NOR_aftermath_of_the_depression_1
			}
			remove_ideas = NOR_aftermath_of_the_depression_1
		} {
			limit = {
				has_idea = NOR_aftermath_of_the_depression_2
			}
			swap_ideas = {
				remove_idea = NOR_aftermath_of_the_depression_2
				add_idea = NOR_aftermath_of_the_depression_1
			}
		} {
			limit = {
				has_idea = NOR_aftermath_of_the_depression_3
			}
			swap_ideas = {
				remove_idea = NOR_aftermath_of_the_depression_3
				add_idea = NOR_aftermath_of_the_depression_2
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
}
### Entity: Game Rule
Component: peace_score_reset_low_scores
Constructs: allow_achievements
Source: game
File: common/game_rules/00_game_rules.txt

Code:
peace_score_reset_low_scores = {
	name = PEACE_SCORE_RESET_LOW_SCORES
	group = RULE_GROUP_PEACE_SCORE
	option = {
		name = YES
		text = RULE_OPTION_YES
		desc = RULE_OPTION_PEACE_SCORE_RESET_LOW_SCORES_YES_DESC
		allow_achievements = yes
	}
	default = {
		name = NO
		text = RULE_OPTION_NO
		desc = RULE_OPTION_PEACE_SCORE_RESET_LOW_SCORES_NO_DESC
	}
}
### Entity: Event
Component: CZE.315
Constructs: is_triggered_only, ai_chance, add_ideas, add_opinion_modifier, add_political_power
Source: game
File: events/CZE_Czechoslovakia.txt

Code:
country_event = {
	id = CZE.315
	title = CZE.315.t
	desc = CZE.315.d
	picture = GFX_CZKE_french_mission_report
	is_triggered_only = yes
	option = {
		name = CZE.315.a
		ai_chance = {
			factor = 0.9
		}
		add_political_power = -100
		custom_effect_tooltip = new_theorist_gained
		add_ideas = CZE_louis_eugene_faucher
		add_opinion_modifier = {
			target = FRA
			modifier = CZE_czech_france_alliance
		}
		FRA = {
			add_opinion_modifier = {
				target = ROOT
				modifier = CZE_czech_france_alliance
			}
		}
	} {
		name = CZE.315.b
		ai_chance = {
			factor = 0.1
		}
		army_experience = 20
		add_opinion_modifier = {
			target = FRA
			modifier = CZE_czech_france_alliance
		}
		FRA = {
			add_opinion_modifier = {
				target = ROOT
				modifier = CZE_czech_france_alliance
			}
		}
	}
}
### Entity: Character
Component: CHL_francisco_valderrama
Constructs: has_completed_focus, has_government
Source: game
File: common/characters/CHL.txt

Code:
CHL_francisco_valderrama = {
	name = CHL_francisco_valderrama
	portraits = {
		army = {
			large = GFX_portrait_CHL_francisco_valderrama
			small = GFX_portrait_CHL_francisco_valderrama_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = CHL_francisco_valderrama_advisor
		allowed = {
			original_tag = CHL
		}
		available = {
			has_government = fascism
			not_already_hired_except_as = political_advisor
		}
		visible = {
			has_government = fascism
			NOT = {
				OR = {
					has_completed_focus = CHL_look_to_tradition CHL_endorse_the_constitution
				}
			}
		}
		traits = {
			JUNO_defender_of_the_race
		}
	} {
		slot = army_chief
		idea_token = CHL_francisco_valderrama_army_chief
		allowed = {
			original_tag = CHL
		}
		cost = 100
		available = {
			has_government = fascism
			not_already_hired_except_as = army_chief
		}
		visible = {
			NOT = {
				OR = {
					has_completed_focus = CHL_look_to_tradition CHL_endorse_the_constitution
				}
			}
		}
		traits = {
			army_chief_organizational_1
		}
	}
	corps_commander = {
		traits = {
			brilliant_strategist
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		legacy_id = -1
		visible = {
			has_government = fascism
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_MILITARY_army_shortage_MINOR
Constructs: check_variable
Source: game
File: common/scripted_triggers/EAI_MISC_triggers.txt

Code:
EAI_MILITARY_army_shortage_MINOR = {
	OR = {
		check_variable = {
			EAI_fielded_eq_ratio = < 0.9
		}
		EAI_reserve_manpower_less_than_15p = yes
	}
}
### Entity: Idea
Component: GEN_Defence_Act_I
Constructs: removal_cost, fascism_drift, communism_drift
Source: game
File: common/ideas/r56_generic_tree.txt

Code:
GEN_Defence_Act_I = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_fortify_the_borders
	modifier = {
		conscription = 0.001
		foreign_subversive_activites = -0.25
		drift_defence_factor = 0.25
		fascism_drift = -0.01
		communism_drift = -0.01
	}
}
### Entity: Character
Component: army_chief_entrenchment_1
Constructs: mobilization_speed
Source: game
File: common/country_leader/00_traits.txt

Code:
army_chief_entrenchment_1 = {
	sprite = 5
	max_dig_in = 3
	mobilization_speed = -0.02
	experience_gain_army = @chief_experience_gain_low
	command_cap_increase = @tier1_cp_cap_increase
	command_power = @tier1_cp_cost
	ai_will_do = {
		factor = @army_chief_factor_1
		modifier = {
			factor = 0
			command_power = < @tier1_cp_cost
		}
	}
}
### Entity: Idea
Component: JAP_kantai_kessen_3
Constructs: removal_cost, clear_variable
Source: game
File: common/ideas/japan.txt

Code:
JAP_kantai_kessen_3 = {
	picture = generic_navy_cruiser_warfare
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	on_remove = {
		clear_variable = JAP_kantai_kessen_target_3
	}
	targeted_modifier = {
		tag = JAP.JAP_kantai_kessen_target_3
		spotting_chance_against = 0.1
		navy_capital_ship_attack_factor_against = 0.1
	}
}
### Entity: Idea
Component: SOV_russian_women_fascist_movement
Constructs: removal_cost
Source: game
File: common/ideas/r56_soviet.txt

Code:
SOV_russian_women_fascist_movement = {
	name = SOV_russian_women_fascist_movement
	removal_cost = -1
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_victors_of_ww1
	modifier = {
		conscription = 0.025
		attrition = -0.1
	}
}
### Entity: AI Strategy
Component: default_support_equipment_major_at_war
Constructs: is_major
Source: game
File: common/ai_strategy/r56_default.txt

Code:
default_support_equipment_major_at_war = {
	enable = {
		num_of_military_factories = > 20
		is_major = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = support_equipment
		value = 2
	}
}
### Entity: Character
Component: MON_pan_mongolian_stalinist
Constructs: war_support_factor, communism_drift, conscription_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
MON_pan_mongolian_stalinist = {
	random = no
	sprite = 13
	communism_drift = 0.05
	conscription_factor = 0.05
	war_support_factor = 0.1
	justify_war_goal_time = -0.1
}
### Entity: Character
Component: TAH_pot
Source: game
File: common/characters/TAH.txt

Code:
TAH_pot = {
	advisor = {
		slot = political_advisor
		idea_token = TAH_pot
		allowed = {
			original_tag = TAH
		}
		traits = {
			prince_of_terror
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_asia_2
		}
	}
}
### Entity: Character
Component: CHI_huang_qixiang
Constructs: has_completed_focus
Source: game
File: common/characters/CHI.txt

Code:
CHI_huang_qixiang = {
	name = CHI_huang_qixiang
	portraits = {
		army = {
			small = GFX_portrait_CHI_huang_qixiang_small
		}
	}
	advisor = {
		slot = army_chief
		idea_token = CHI_huang_qixiang
		allowed = {
			original_tag = CHI
		}
		visible = {
			NOT = {
				has_completed_focus = CHI_dang_guo CHI_strengthening_our_resolve
			}
		}
		available = {
			has_completed_focus = CHI_revive_the_chinese_action_committee
		}
		traits = {
			army_chief_defensive_2
		}
		cost = 100
		ai_will_do = {
			base = 1.0
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_communist_propaganda
Constructs: prerequisite, completion_reward, has_tech
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_communist_propaganda
	icon = GFX_focus_SWE_refuge_for_revolutionaries
	prerequisite = {
		focus = AFG_communist_industrialization
	}
	x = 1
	y = 1
	relative_position_id = AFG_communist_industrialization
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		has_tech = radio
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_MANPOWER FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		custom_effect_tooltip = PER_communist_propaganda_tt
	}
}
### Entity: Character
Component: MEX_jesus_garza_siller
Source: game
File: common/characters/MEX.txt

Code:
MEX_jesus_garza_siller = {
	name = MEX_jesus_garza_siller
	portraits = {
		army = {
			small = GFX_idea_generic_air_europe_1
		}
	}
	advisor = {
		slot = high_command
		idea_token = MEX_jesus_garza_siller
		ledger = air
		allowed = {
			original_tag = MEX
		}
		traits = {
			air_strategic_bombing_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Character
Component: MEN_guerilla_fighter
Constructs: conscription_factor, mobilization_speed
Source: game
File: common/country_leader/r56_traits.txt

Code:
MEN_guerilla_fighter = {
	random = no
	conscription_factor = 0.05
	mobilization_speed = 0.05
	resistance_damage_to_garrison = -0.05
	army_core_defence_factor = 0.05
	army_core_attack_factor = 0.05
}