Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: ITA_vittorio_ambrosio
Source: game
File: common/characters/ITA.txt

Code:
ITA_vittorio_ambrosio = {
	name = ITA_vittorio_ambrosio
	portraits = {
		army = {
			small = GFX_idea_vittorio_ambrosio
			large = GFX_portrait_ITA_vittorio_ambrosio
		}
	}
	advisor = {
		slot = high_command
		idea_token = vittorio_ambrosio
		ledger = army
		allowed = {
			ITA_is_italian_tag = yes
		}
		traits = {
			army_cavalry_2
		}
		cost = 100
		ai_will_do = {
			base = 1.0
		}
	}
	corps_commander = {
		traits = {
			cavalry_officer
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		legacy_id = 0
	}
}
### Entity: Modding Documentation
Construct: ai_strategy_consider_weak
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### ai_strategy_consider_weak
* description: ai strategy value consider_weak against country. Example: GER.ai_strategy_consider_weak@ENG
### Entity: National Focus
Tree: raj_focus
Component: RAJ_elephants_for_the_modern_age
Constructs: division_template, prerequisite, limit, add_ideas, completion_reward, set_technology, cancel_if_invalid, is_locked
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_elephants_for_the_modern_age
	icon = GFX_focus_RAJ_indian_gentlemen_offcers
	prerequisite = {
		focus = RAJ_sharpen_the_tulwar
	}
	x = 0
	y = 1
	relative_position_id = RAJ_sharpen_the_tulwar
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_ARMY_XP
	}
	completion_reward = {
		set_technology = {
			elephantry = 1
			popup = no
		}
		division_template = {
			name = Gajhastas
			is_locked = no
			priority = 1
			template_counter = 108
			regiments = {
				elephantry = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 0
					y = 2
				} {
					x = 0
					y = 3
				} {
					x = 1
					y = 0
				} {
					x = 1
					y = 1
				} {
					x = 1
					y = 2
				} {
					x = 1
					y = 3
				}
			}
		}
		capital_scope = {
			create_unit = {
				division = name = "Gajhastas" division_template = "Gajhastas" start_experience_factor = 0.2 start_equipment_factor = 1 start_manpower_factor = 1
				owner = ROOT
				allow_spawning_on_enemy_provs = yes
				count = 2
			}
		}
		army_experience = 70
		custom_effect_tooltip = generic_skip_one_line_tt
		if = {
			limit = {
				amount_taken_ideas = {
					amount = < 1
					slots = {
						army_spirit
					}
				}
				has_dlc = No Step Back
				NOT = {
					has_idea = proper_heritage_spirit
				}
			}
			add_ideas = proper_heritage_spirit
		}
	}
}
### Entity: National Focus
Tree: khm_focus
Component: KHM_raise_additional_dungan_regiments
Constructs: division_template, prerequisite, limit, has_government, completion_reward, cancel_if_invalid, is_locked, random_owned_state
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = KHM_raise_additional_dungan_regiments
	icon = GFX_focus_PER_desert_training
	x = 0
	y = 1
	cost = 10
	prerequisite = {
		focus = KHM_promote_anti_communism
	}
	relative_position_id = KHM_promote_anti_communism
	ai_will_do = {
		base = 5
	}
	available = {
		NOT = {
			has_government = communism
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {

	}
	completion_reward = {
		hidden_effect = {
			delete_unit_template_and_units = {
				division_template = Dungan Regiment
				disband = yes
			}
			division_template = {
				name = Dungan Regiment
				division_names_group = XSM_INF_01
				template_counter = 105
				is_locked = no
				regiments = {
					cavalry = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 0
						y = 2
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					} {
						x = 1
						y = 2
					}
				}
				support = {

				}
			}
		}
		random_owned_state = {
			limit = {
				impassable = no
				is_controlled_by = ROOT
			}
			create_unit = {
				division = name = "First Dungan Regiment" division_template = "Dungan Regiment" start_experience_factor = 0.5 start_equipment_factor = 0.8
				owner = ROOT
			} {
				division = name = "Second Dungan Regiment" division_template = "Dungan Regiment" start_experience_factor = 0.5 start_equipment_factor = 0.7
				owner = ROOT
			} {
				division = name = "Third Dungan Regiment" division_template = "Dungan Regiment" start_experience_factor = 0.5 start_equipment_factor = 0.6
				owner = ROOT
			}
		}
	}
}
### Entity: Event
Component: bftb_bulgaria_balkan_federation.8
Constructs: is_triggered_only
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_balkan_federation.8
	title = bftb_bulgaria_balkan_federation.8.t
	desc = bftb_bulgaria_balkan_federation.8.desc
	picture = GFX_report_event_generic_handshake
	is_triggered_only = yes
	option = {
		name = bftb_bulgaria_balkan_federation.8.a
		activate_targeted_decision = {
			target = FROM
			decision = BUL_balkan_federation_economic_aid
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_tehran_moscow_pact
Constructs: prerequisite, has_government, has_war_with, completion_reward, is_in_faction_with, is_subject, has_non_aggression_pact_with, allow_branch
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_tehran_moscow_pact
	icon = GFX_focus_PER_tehran_moscow_pact
	prerequisite = {
		focus = PER_imperial_expansionism
	}
	x = 0
	y = 1
	relative_position_id = PER_imperial_expansionism
	cost = 5
	available = {
		has_government = neutrality
		NOT = {
			has_war_with = SOU
		} {
			any_other_country = {
				is_in_faction_with = SOU
				has_war_with = PER
			}
		}
		is_subject = no
		SOU = {
			is_subject = no
			exists = yes
		}
	}
	bypass = {
		OR = {
			SOU = {
				OR = {
					exists = no
					is_subject = yes
				}
			}
			has_war_with = SOU
			any_other_country = {
				is_in_faction_with = SOU
				has_war_with = PER
			}
			has_non_aggression_pact_with = SOU
		}
	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 20
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		custom_effect_tooltip = CHL_skip_one_line_tt PER_acceptance_tt CHL_skip_one_line_tt
		SOU = {
			country_event = {
				id = PER_imperial_events.1
				hours = 1
			}
		}
	}
}
### Entity: Character
Component: CHL_emilio_codesido
Constructs: has_completed_focus, has_government
Source: game
File: common/characters/CHL.txt

Code:
CHL_emilio_codesido = {
	name = CHL_emilio_codesido
	portraits = {
		civilian = {
			small = GFX_portrait_CHL_emilio_codesido_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = CHL_emilio_codesido
		allowed = {
			original_tag = CHL
		}
		available = {
			OR = {
				has_completed_focus = CHL_approach_the_moderates
				has_government = democratic
			}
		}
		visible = {
			NOT = {
				OR = {
					has_completed_focus = CHL_address_the_mapuche_conflict CHL_denounce_the_anarchy CHL_the_future_of_Chile
				}
			}
		}
		traits = {
			JUNO_minister_of_defense_emilio
		}
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_favour_young_officers
Constructs: prerequisite, add_ideas, has_country_flag, completion_reward
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_favour_young_officers
	icon = GFX_focus_generic_military_academy
	prerequisite = {
		focus = MON_expand_the_general_staff
	}
	x = 5
	y = 2
	relative_position_id = MON_expand_the_general_staff
	cost = 7.2
	mutually_exclusive = {
		focus = MON_support_old_officers_corps
	}
	available = {
		has_country_flag = MON_army_maneuvers_completed_3
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = MON_young_general_staff
	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP
	}
}
### Entity: National Focus
Tree: bhu_focus
Component: BHU_maintain_monarchic_regime
Constructs: prerequisite, add_ideas, completion_reward, add_political_power
Source: game
File: common/national_focus/bhutan.txt

Code:
focus = {
	id = BHU_maintain_monarchic_regime
	icon = GFX_goal_BHU_seal
	mutually_exclusive = {
		focus = BHU_new_ideas
	}
	prerequisite = {
		focus = BHU_aftermath_of_the_visit_to_india
	}
	relative_position_id = BHU_aftermath_of_the_visit_to_india
	x = -12
	y = 1
	cost = 5
	completion_reward = {
		add_political_power = 100
		add_ideas = idea_BHU_maintain_the_monarchy
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_HISTORICAL
	}
}
### Entity: AI Strategy
Component: GER_build_more_cas_to_invade_russia
Constructs: is_historical_focus_on, has_capitulated
Source: game
File: common/ai_strategy/GER.txt

Code:
GER_build_more_cas_to_invade_russia = {
	allowed = {
		original_tag = GER
	}
	enable = {
		is_historical_focus_on = yes
		FRA = {
			has_capitulated = yes
		}
		date = > 1940.1.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_production_factor
		id = cas
		value = 60
	}
}
### Entity: Decision
Component: aftermath_of_the_munich_agreement
Constructs: has_completed_focus, has_government, owns_state, add_stability, add_opinion_modifier, fire_only_once, complete_effect, remove_effect
Source: game
File: common/decisions/RUT.txt

Code:
aftermath_of_the_munich_agreement = {
	RUT_puppet_yourself_to_survive = {
		icon = ger_reichskommissariats
		available = {
			original_tag = RUT
			has_government = democratic
			GER = {
				has_completed_focus = GER_fate_of_czechoslovakia
			}
			HUN = {
				exists = no
			}
		}
		cost = 0
		fire_only_once = yes
		allowed = {
			original_tag = RUT
		}
		ai_will_do = {
			factor = 1
		}
		days_remove = 2
		complete_effect = {

		}
		remove_effect = {
			add_stability = -0.15
			GER = {
				country_event = axis_minors_ruthenia.6
			}
		}
	}
	RUT_provide_autonomy_to_ruthenia = {
		icon = generic_independence
		allowed = {
			always = yes
		}
		cost = 20
		fire_only_once = yes
		visible = {
			any_other_country = {
				is_subject_of = ROOT
				owns_state = 73 996
				NOT = {
					OR = {
						original_tag = UKR HUN
					}
				}
				73 = {
					OR = {
						is_core_of = PREV
					}
				}
				996 = {
					OR = {
						is_core_of = PREV
					}
				}
			}
			NOT = {
				country_exists = RUT
			}
		}
		ai_will_do = {
			factor = 1
		}
		complete_effect = {
			73 = {
				OWNER = {
					release = RUT
				}
			}
			ROOT = {
				puppet = RUT
			}
			RUT = {
				add_stability = 0.05
				add_opinion_modifier = {
					target = ROOT
					modifier = large_increase
				}
			}
		}
	}
	RUT_award_ruthenia_to_hungary = {
		icon = generic_independence
		allowed = {
			always = yes
		}
		available = {
			HUN = {
				OR = {
					is_in_faction_with = ROOT
					is_subject_of = ROOT
				}
				NOT = {
					has_civil_war = yes
				}
			}
		}
		cost = 25
		fire_only_once = yes
		visible = {
			any_other_country = {
				is_subject_of = ROOT
				owns_state = 73 996
				73 = {
					is_core_of = PREV
				}
				996 = {
					is_core_of = PREV
				}
				NOT = {
					OR = {
						original_tag = UKR HUN RUT
					}
				}
			}
		}
		ai_will_do = {
			factor = 1
		}
		complete_effect = {
			HUN = {
				transfer_state = 73 996
				add_stability = 0.1
				add_opinion_modifier = {
					target = ROOT
					modifier = large_increase
				}
				73 = {
					add_compliance = 25
					add_resistance = -15
				} {
					add_compliance = 40
					add_resistance = -25
				}
			}
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_anti_tank_infantry
Constructs: prerequisite, limit, completion_reward, set_technology, add_tech_bonus, has_tech
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_anti_tank_infantry
	icon = GFX_goal_tank_hunt
	relative_position_id = AUS_alpine_warfare
	x = -2
	y = 1
	prerequisite = {
		focus = AUS_alpine_warfare
	}
	cost = 10
	completion_reward = {
		add_tech_bonus = {
			name = AUS_anti_tank_infantry
			category = cat_anti_tank
			uses = 1
			bonus = 1
			ahead_reduction = 1
		} {
			name = AUS_anti_tank_infantry
			category = anti_tank_infantry_weapons
			uses = 1
			bonus = 1
			ahead_reduction = 0.5
		}
		if = {
			limit = {
				NOT = {
					has_tech = r56_anti_tank_kit
				}
			}
			set_technology = {
				r56_anti_tank_kit = 1
			}
		}
		else_if = {
			limit = {
				NOT = {
					has_tech = infantry_at
				}
				has_tech = r56_anti_tank_kit
			}
			set_technology = {
				infantry_at = 1
			}
		}
	}
}
### Entity: AI Strategy
Component: GER_destroyers
Source: game
File: common/ai_equipment/GER_naval.txt

Code:
GER_destroyers = {
	category = naval
	blocked_for = {

	}
	available_for = {
		GER
	}
	roles = {
		naval_screen
	}
	priority = {
		factor = 50
		modifier = {
			factor = 1
		}
	}
	destroyer_default = {
		priority = {
			factor = 1
			modifier = {
				factor = 1
			}
		}
		role_icon_index = 2
		history = yes
		target_variant = {
			match_value = 2000.0
			type = ship_hull_light_1
			modules = {
				fixed_ship_battery_slot = ship_light_battery_2
				fixed_ship_anti_air_slot = ship_anti_air
				fixed_ship_fire_control_system_slot = ship_fire_control_system
				fixed_ship_radar_slot = empty
				fixed_ship_engine_slot = light_ship_engine_2
				fixed_ship_torpedo_slot = ship_torpedo
				mid_1_custom_slot = ship_torpedo
				rear_1_custom_slot = ship_mine_layer
			}
		}
		allowed_modules = {
			ship_depth_charge ship_light_battery ship_torpedo ship_anti_air light_ship_engine ship_sonar ship_fire_control_system ship_radar
		}
	}
	destroyer_2 = {
		priority = {
			factor = 50
		}
		role_icon_index = 2
		history = yes
		target_variant = {
			match_value = 2500.0
			type = ship_hull_light_2
			modules = {
				fixed_ship_battery_slot = ship_light_battery_2
				fixed_ship_anti_air_slot = ship_anti_air
				fixed_ship_fire_control_system_slot = ship_fire_control_system
				fixed_ship_radar_slot = empty
				fixed_ship_engine_slot = light_ship_engine_2
				fixed_ship_torpedo_slot = ship_torpedo
				mid_1_custom_slot = ship_torpedo
				rear_1_custom_slot = ship_depth_charge
			}
		}
		allowed_modules = {
			ship_anti_air ship_light_battery ship_torpedo ship_depth_charge light_ship_engine ship_fire_control_system ship_radar ship_sonar
		}
	}
	destroyer_3 = {
		priority = {
			factor = 5
			modifier = {
				factor = 1
			}
		}
		role_icon_index = 2
		history = yes
		target_variant = {
			match_value = 3500.0
			type = ship_hull_light_3
			modules = {
				fixed_ship_battery_slot = > ship_light_battery_1
				fixed_ship_anti_air_slot = ship_anti_air
				fixed_ship_fire_control_system_slot = ship_fire_control_system
				fixed_ship_radar_slot = ship_sonar
				fixed_ship_engine_slot = light_ship_engine_2
				fixed_ship_torpedo_slot = ship_torpedo
				front_1_custom_slot = ship_anti_air
				mid_1_custom_slot = ship_anti_air
				rear_1_custom_slot = ship_depth_charge
			}
		}
		allowed_modules = {
			ship_anti_air ship_light_battery ship_torpedo ship_depth_charge light_ship_engine ship_
# ... (truncated)
### Entity: Scripted Trigger
Component: BUL_is_democratic_liberal_ai
Constructs: has_country_flag, has_game_rule
Source: game
File: common/scripted_triggers/BUL_scripted_triggers.txt

Code:
BUL_is_democratic_liberal_ai = {
	OR = {
		has_country_flag = BUL_AI_RANDOM_DEMOCRATIC_LIBERAL
		has_game_rule = {
			rule = BUL_ai_behavior
			option = DEMOCRATIC_LIBERAL
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_research_spending
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_research_slot
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_research_spending
	icon = GFX_focus_research
	prerequisite = {
		focus = JAP_strengthen_civilian_government
	}
	x = 1
	y = 1
	relative_position_id = JAP_strengthen_civilian_government
	cost = 10
	ai_will_do = {
		factor = 2
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_sea_60_divisions_plan
Constructs: prerequisite, completion_reward, cancel_if_invalid, unlock_decision_tooltip
Source: game
File: common/national_focus/china_nationalist_warlord_TSR.txt

Code:
focus = {
	id = CHI_sea_60_divisions_plan
	icon = GFX_goal_generic_axis_build_infantry
	prerequisite = {
		focus = CHI_sea_army_reform
	}
	x = 0
	y = 2
	relative_position_id = CHI_sea_military_affairs_commission
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		unlock_decision_tooltip = {
			decision = CHI_60_divisions_plan
			show_effect_tooltip = yes
			show_modifiers = yes
		}
	}
}
### Entity: Character
Component: AFG_pragmatic_modernizer
Constructs: stability_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
AFG_pragmatic_modernizer = {
	random = no
	sprite = 13
	stability_factor = 0.05
	consumer_goods_factor = -0.15
	political_power_factor = 0.05
}
### Entity: National Focus
Tree: tan_focus
Component: TAN_State_Matter
Constructs: completion_reward, add_political_power, has_focus_tree
Source: game
File: common/national_focus/tuva.txt

Code:
focus = {
	id = TAN_State_Matter
	icon = GFX_focus_generic_befriend_tannu_tuva
	x = 54
	y = 0
	cost = 5
	available_if_capitulated = yes
	offset = {
		x = -14
		y = 0
		trigger = {
			has_focus_tree = israel_focus
		}
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_political_power = 75
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_empire_air_training_scheme
Constructs: prerequisite, add_ideas, completion_reward, is_subject_of, has_global_flag, is_in_faction_with, cancel_if_invalid
Source: game
File: common/national_focus/australia.txt

Code:
focus = {
	id = AST_empire_air_training_scheme
	icon = GFX_goal_generic_air_fighter2
	prerequisite = {
		focus = AST_CSIR AST_swpa_protector
	}
	x = -1
	y = 4
	relative_position_id = AST_support_the_policy_of_appeasement
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		OR = {
			is_subject_of = ENG
			AND = {
				has_global_flag = ENG_decolonized
				is_in_faction_with = ENG
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {

	}
	completion_reward = {
		add_ideas = AST_empire_air_training_scheme
	}
}
### Entity: Unit Leader
Component: expeditionary_leader_trait
Constructs: gain_xp
Source: game
File: common/unit_leader/00_traits.txt

Code:
expeditionary_leader_trait = {
	type = land
	trait_type = personality_trait
	gain_xp = {
		always = no
	}
	modifier = {
		max_commander_army_size = -18
		max_army_group_size = -4
		army_non_core_attack_factor = 0.1
		army_non_core_defence_factor = 0.1
	}
	ai_will_do = {
		factor = 1
	}
	new_commander_weight = {
		factor = 0
	}
}
### Entity: Idea
Component: POL_royal_hussars_idea
Constructs: has_government, removal_cost
Source: game
File: common/ideas/poland.txt

Code:
POL_royal_hussars_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = neutrality
	}
	picture = generic_manpower_bonus
	removal_cost = -1
	modifier = {
		cavalry_attack_factor = 0.1
		cavalry_defence_factor = 0.1
	}
}
### Entity: Event
Component: CHL_political_events.9
Constructs: ai_chance, add_equipment_to_stockpile, has_government, has_war_with, add_war_support, add_stability, add_opinion_modifier, fire_only_once
Source: game
File: events/TOA_Chile.txt

Code:
country_event = {
	id = CHL_political_events.9
	title = CHL_political_events.9.t
	desc = CHL_political_events.9.d
	picture = GFX_report_event_merchant_ship_01
	trigger = {
		original_tag = CHL
		CHL = {
			NOT = {
				OR = {
					has_government = fascism
					has_War_with = GER
				}
			}
		}
		any_country = {
			original_tag = GER
			has_war_with = USA
		}
		has_dlc = Arms Against Tyranny
	}
	mean_time_to_happen = {
		days = 74
	}
	hidden = no
	fire_only_once = yes
	option = {
		name = CHL_political_events.9.a
		ai_chance = {
			base = 100
		}
		add_manpower = -26
		add_equipment_to_stockpile = {
			type = convoy_1
			amount = -1
			producer = CHL
		}
		add_political_power = 75
		add_stability = -0.05
		add_war_support = 0.05
		add_opinion_modifier = {
			target = GER
			modifier = CHL_sunk_the_tolten
		}
		hidden_effect = {
			news_event = {
				id = CHL_news_events.6
				days = 1
			}
		}
	} {
		name = CHL_political_events.9.b
		ai_chance = {
			base = 0
			modifier = {
				add = 100
				is_historical_focus_on = no
			}
		}
		add_political_power = 25
		add_manpower = -26
		add_equipment_to_stockpile = {
			type = convoy_1
			amount = -1
			producer = CHL
		}
		add_opinion_modifier = {
			target = GER
			modifier = CHL_sunk_the_tolten
		}
		GER = {
			country_event = {
				id = CHL_political_events.10
				days = 3
			}
		}
		hidden_effect = {
			news_event = {
				id = CHL_news_events.6
				days = 1
			}
		}
	} {
		name = CHL_political_events.9.c
		ai_chance = {
			base = 0
			modifier = {
				add = 20
				is_historical_focus_on = no
			}
		}
		add_manpower = -26
		add_equipment_to_stockpile = {
			type = convoy_1
			amount = -1
			producer = CHL
		}
		add_political_power = -200
		add_stability = -0.05
		add_opinion_modifier = {
			target = GER
			modifier = CHL_sunk_the_tolten
		}
		create_wargoal = {
			type = puppet_wargoal_focus
			target = GER
		}
		hidden_effect = {
			news_event = {
				id = CHL_news_events.6
				days = 1
			}
		}
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_bolstering_the_army
Constructs: prerequisite, completion_reward, add_manpower
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_bolstering_the_army
	icon = GFX_focus_ARG_recruitment_drive
	prerequisite = {
		focus = ARG_south_american_alliance
	}
	x = 0
	y = 1
	relative_position_id = ARG_south_american_alliance
	cost = 5
	available = {

	}
	ai_will_do = {
		factor = 10
	}
	search_filters = {

	}
	completion_reward = {
		army_experience = 50
		add_manpower = 20000
	}
}
### Entity: Idea
Component: BEL_empowered_miner_unions_ns
Constructs: stability_factor, has_government, removal_cost, communism_drift
Source: game
File: common/ideas/belgium.txt

Code:
BEL_empowered_miner_unions_ns = {
	picture = generic_production_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	modifier = {
		communism_drift = 0.03
		stability_factor = -0.1
		local_resources_factor = 0.15
	}
}
### Entity: Idea
Component: TAJ_ai2
Source: game
File: common/ideas/tajikistan.txt

Code:
TAJ_ai2 = {
	ledger = army
	picture = generic_army_asia_3
	allowed = {
		original_tag = TAJ
	}
	traits = {
		army_infantry_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: IRQ_political_events.17
Constructs: is_triggered_only, ai_chance, has_war_with
Source: game
File: events/GOE_Iraq.txt

Code:
country_event = {
	id = IRQ_political_events.17
	title = IRQ_political_events.17.t
	desc = IRQ_political_events.17.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = IRQ_political_events.17.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				has_war_with = IRQ
			}
		}
		IRQ = {
			country_event = {
				id = IRQ_political_events.18
				hours = 1
			}
		}
		effect_tooltip = {
			IRQ = {
				puppet = JOR
			}
		}
	} {
		name = IRQ_political_events.17.b
		ai_chance = {
			base = 0
			modifier = {
				add = 1
				has_war_with = IRQ
			}
		}
		FROM = {
			country_event = {
				id = IRQ_political_events.20
				hours = 1
			}
		}
	}
}