Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: superior_firepower_army_spirit
Constructs: has_doctrine, has_dlc
Source: game
File: common/ideas/army_spirits.txt

Code:
superior_firepower_army_spirit = {
	available = {
		has_doctrine = superior_firepower
	}
	ledger = army
	modifier = {
		experience_gain_artillery_combat_factor = 0.1
		unit_infantry_design_cost_factor = -1
		unit_artillery_brigade_design_cost_factor = -1
		unit_artillery_design_cost_factor = -1
		unit_mot_artillery_brigade_design_cost_factor = -1
		unit_light_sp_artillery_brigade_design_cost_factor = -1
		unit_medium_sp_artillery_brigade_design_cost_factor = -1
		unit_heavy_sp_artillery_brigade_design_cost_factor = -1
		unit_super_heavy_sp_artillery_brigade_design_cost_factor = -1
		unit_bicycle_battalion_design_cost_factor = -1
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 0
			NOT = {
				has_dlc = No Step Back
			}
		} {
			factor = 2
			has_doctrine = superior_firepower
		}
	}
}
### Entity: Event
Component: stability.38
Constructs: is_triggered_only, remove_ideas, clr_country_flag, set_country_flag
Source: game
File: events/stability_events.txt

Code:
country_event = {
	id = stability.38
	title = stability.38.t
	desc = stability.38.desc
	picture = GFX_report_event_generic_army
	is_triggered_only = yes
	option = {
		name = stability.38.a
		remove_ideas = {
			draft_dodging draft_dodging_2 draft_dodging_3
		}
		clr_country_flag = crisis_in_progress crisis_solution_in_progress
		set_country_flag = {
			flag = draft_dodging_resolved
			days = 90
		}
	}
}
### Entity: Modding Documentation
Construct: num_max_traits
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### num_max_traits
* description: number of maximum assignable traits a leader can have
### Entity: Event
Component: hon.78
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/honduras.txt

Code:
country_event = {
	id = hon.78
	title = hon.78.t
	desc = hon.78.desc
	picture = GFX_report_event_kenya_army
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = hon.78.a
		army_experience = -5
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_tank_refurbishment_plant
Constructs: add_equipment_to_stockpile, prerequisite, limit, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, add_tech_bonus
Source: game
File: common/national_focus/r56_ethiopia.txt

Code:
focus = {
	id = ETH_tank_refurbishment_plant
	icon = GFX_focus_generic_tank_production
	prerequisite = {
		focus = ETH_harar_academy
	}
	relative_position_id = ETH_harar_academy
	x = 0
	y = 1
	cost = 10
	completion_reward = {
		army_experience = 5
		random_owned_controlled_state = {
			prioritize = {
				271
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		add_tech_bonus = {
			name = armor_bonus
			bonus = 1
			uses = 1
			category = armor
		}
		add_equipment_to_stockpile = {
			type = gw_tank_equipment
			amount = 10
			producer = ITA
		}
		if = {
			limit = {
				has_tech = gwtank
				NOT = {
					has_tech = basic_light_tank
				}
			}
			add_tech_bonus = {
				name = armor_bonus
				bonus = 1
				uses = 1
				technology = basic_light_tank
			} {
				name = POL_study_foreign_tanks
				bonus = 1
				uses = 1
				category = armor
			}
			add_equipment_to_stockpile = {
				type = gw_tank_equipment
				amount = 10
				producer = ITA
			}
		} {
			limit = {
				has_tech = gwtank basic_light_tank
				NOT = {
					has_tech = improved_light_tank
				}
			}
			add_tech_bonus = {
				name = armor_bonus
				bonus = 1
				uses = 1
				technology = improved_light_tank
			} {
				name = POL_study_foreign_tanks
				bonus = 1
				uses = 1
				category = armor
			}
			add_equipment_to_stockpile = {
				type = gw_tank_equipment
				amount = 10
				producer = ITA
			}
		}
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = available_mio_tt
			show_mio_tooltip = ETH_generic_tank_plant_organization
			mio:AST_com_aircraft_corporation_organization = {
				add_mio_funds = 150
			}
		}
		else = {
			custom_effect_tooltip = available_designer
			show_ideas_tooltip = ETH_generic_tank_plant
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: litunga_of_the_barotse
Constructs: stability_factor, war_support_factor, neutrality_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
litunga_of_the_barotse = {
	random = no
	sprite = 13
	neutrality_drift = 0.1
	army_core_defence_factor = 0.1
	stability_factor = 0.05
	war_support_factor = 0.05
	ai_will_do = {
		factor = 0
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_to_rival_the_comintern
Constructs: prerequisite, completion_reward, is_subject, is_in_faction, cancel_if_invalid, set_rule, create_faction_from_template, add_faction_initiative
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_to_rival_the_comintern
	icon = GFX_focus_generic_join_comintern
	x = -5
	y = 1
	relative_position_id = JAP_the_pacific_union_of_soviet_socialist_republics
	prerequisite = {
		focus = JAP_the_pacific_union_of_soviet_socialist_republics
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
		is_in_faction = no
	}
	bypass = {

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

	}
	completion_reward = {
		set_rule = {
			can_create_factions = yes
		} {
			can_send_volunteers = yes
		}
		create_faction_from_template = faction_template_JAP_alternative_communist_international
		add_faction_initiative = 1
	}
}
### Entity: Idea
Component: HOL_staff_plan_eng
Constructs: removal_cost
Source: game
File: common/ideas/netherlands.txt

Code:
HOL_staff_plan_eng = {
	picture = FRA_fortification_focus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		army_core_defence_factor = 0.1
		max_dig_in = 15
	}
}
### Entity: National Focus
Tree: alg_focus
Component: ALG_civ_focus2
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/algeria.txt

Code:
focus = {
	id = ALG_civ_focus2
	icon = GFX_goal_generic_civilian_production
	x = 26
	y = 3
	cost = 10
	prerequisite = {
		focus = ALG_infrastructure_focus
	} {
		focus = ALG_oil_focus
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				513
			}
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			prioritize = {
				933
			}
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: AI Strategy
Component: FRA_why_push_into_germany_their_food_is_horrible
Constructs: has_war_with, is_fully_controlled_by, is_controlled_by, force_concentration_front_factor
Source: game
File: common/ai_strategy/FRA.txt

Code:
FRA_why_push_into_germany_their_food_is_horrible = {
	allowed = {
		original_tag = FRA
	}
	enable = {
		date = < 1941.1.1
		surrender_progress = < 0.01
		GER = {
			NOT = {
				has_war_with = BEL
			}
		} {
			NOT = {
				has_war_with = HOL
			}
		} {
			NOT = {
				has_war_with = CZE
			}
		} {
			NOT = {
				has_war_with = AUS
			}
		} {
			NOT = {
				has_war_with = SOV
			}
		} {
			NOT = {
				has_war_with = ITA
			}
		}
		28 = {
			is_fully_controlled_by = ROOT
		}
		42 = {
			is_controlled_by = GER
		}
		978 = {
			is_controlled_by = GER
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = force_concentration_front_factor
		state = 42 978
		ratio = 0.95
		value = -100
	} {
		type = front_control
		state = 42 978
		ratio = 0.8
		priority = 100
		ordertype = front
		execution_type = careful
		execute_order = no
		manual_attack = no
	}
}
### Entity: Event
Component: r56.news_event.28
Constructs: is_triggered_only, has_completed_focus, limit, has_government, has_country_leader_with_trait, swap_country_leader_traits
Source: game
File: events/r56_news_events.txt

Code:
news_event = {
	id = r56.news_event.28
	title = r56.news_event.28.t
	desc = r56.news_event.28.desc
	picture = GFX_news_event_victor_emmanuel_III
	major = yes
	is_triggered_only = yes
	option = {
		name = r56.news_event.28.a
		trigger = {
			OR = {
				has_completed_focus = HUN_proclaim_the_restoration_of_austria_hungary ENG_god_save_the_king GER_the_kaiser_rises GER_restore_the_empire GER_return_of_the_kaiser ROM_enforce_royal_dictatorship SPA_restore_the_monarchy HOL_the_only_man_in_the_dutch_government ITA_royal_intervention
			}
		}
		if = {
			limit = {
				original_tag = ITA
				has_country_leader_with_trait = emigre_connections
			}
			ITA_liberation_junta = {
				swap_country_leader_traits = {
					remove = emigre_connections
					add = internal_rivalry
				}
			}
		}
	} {
		name = r56.news_event.28.b
		trigger = {
			has_government = communism
		}
	} {
		name = r56.news_event.28.c
		trigger = {
			OR = {
				has_government = democratic
				AND = {
					has_government = neutrality
					NOT = {
						has_completed_focus = HUN_proclaim_the_restoration_of_austria_hungary ENG_god_save_the_king GER_the_kaiser_rises GER_restore_the_empire GER_return_of_the_kaiser ROM_enforce_royal_dictatorship SPA_restore_the_monarchy HOL_the_only_man_in_the_dutch_government
						tag = FRA
					}
				}
			}
		}
	} {
		name = r56.news_event.28.e
		trigger = {
			has_government = fascism
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_FOCUS_SEA_DOCTRINE_line_of_battle
Constructs: check_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_navy_triggers.txt

Code:
EAI_FOCUS_SEA_DOCTRINE_line_of_battle = {
	NOT = {
		EAI_naval_doctrine_progress_limit = yes
	}
	EAI_FOCUS_SEA_DOCTRINE_has_correct_grand_doctrine = yes
	OR = {
		check_variable = {
			EAI_FOCUS/NAVY/naval_doctrine = global.EAI_FIB_DOCTRINE
		} {
			EAI_FOCUS/NAVY/naval_doctrine = global.EAI_TI_DOCTRINE
		} {
			EAI_FOCUS/NAVY/naval_doctrine = global.EAI_BS_DOCTRINE
		}
	}
}
### Entity: Event
Component: SEA_japan_foreign_policy.109
Constructs: is_triggered_only, ai_chance, annex_country, set_autonomy, remove_from_faction, create_wargoal, annex_everything
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_foreign_policy.109
	title = SEA_japan_foreign_policy.109.t
	desc = SEA_japan_foreign_policy.109.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = SEA_japan_foreign_policy.109.a
		ai_chance = {
			base = 100
		}
		FROM = {
			country_event = {
				id = SEA_japan_foreign_policy.110
				hours = 12
			}
		}
		custom_effect_tooltip = GAME_OVER_TT
		effect_tooltip = {
			FROM = {
				annex_country = {
					target = ROOT
					transfer_troops = yes
				}
			}
		}
	} {
		name = SEA_japan_foreign_policy.109.b
		ai_chance = {
			base = 0
		}
		FROM = {
			country_event = {
				id = SEA_japan_foreign_policy.111
				hours = 12
			}
		}
		effect_tooltip = {
			FROM = {
				set_autonomy = {
					target = ROOT
					autonomy_state = autonomy_free
					end_wars = no
					end_civil_wars = no
				}
				remove_from_faction = ROOT
				custom_effect_tooltip = generic_skip_one_line_tt
				create_wargoal = {
					type = annex_everything
					target = ROOT
					expire = 0
				}
			}
		}
	}
}
### Entity: Idea
Component: SIA_modern_market_economy_r56
Constructs: removal_cost
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_modern_market_economy_r56 = {
	allowed_civil_war = {
		original_tag = SIA
	}
	removal_cost = -1
	picture = usa_great_depression
	modifier = {
		stability_weekly = 0.001
		production_factory_max_efficiency_factor = 0.08
		local_resources_factor = 0.1
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_R56_imbel
Constructs: prerequisite, limit, completion_reward, add_tech_bonus, add_doctrine_cost_reduction, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_brazil.txt

Code:
focus = {
	id = BRA_R56_imbel
	icon = GFX_goal_small_infantry
	prerequisite = {
		focus = BRA_R56_minas_gerais_war_doctrine
	}
	relative_position_id = BRA_R56_minas_gerais_war_doctrine
	x = 0
	y = 1
	cost = 10
	completion_reward = {
		add_tech_bonus = {
			name = infantry_weapons_bonus
			bonus = 0.5
			uses = 1
			category = infantry_weapons
		}
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 0.25
			uses = 1
			category = land_doctrine
		}
		swap_ideas = {
			remove_idea = bra_ana_mineira_idea
			add_idea = bra_ana_mineira_idea_2
		}
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = available_mio_tt
			show_mio_tooltip = BRA_imbel_organization
			mio:BRA_imbel_organization = {
				add_mio_size = 2
			}
		}
		else = {
			custom_effect_tooltip = available_designer
			show_ideas_tooltip = bra_infantry_equipment_manufacturer
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: hurja_hilja
Constructs: stability_factor, fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
hurja_hilja = {
	random = no
	sprite = 13
	stability_factor = -0.05
	fascism_drift = 0.05
	resistance_growth_on_our_occupied_states = 0.1
	political_power_factor = 0.1
}
### Entity: National Focus
Tree: yug_focus
Component: YUG_domestic_artillery_production
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/yugoslavia.txt

Code:
focus = {
	id = YUG_domestic_artillery_production
	icon = GFX_goal_generic_army_artillery
	prerequisite = {
		focus = YUG_small_arms
	}
	x = 0
	y = 1
	relative_position_id = YUG_small_arms
	cost = 10
	ai_will_do = {
		factor = 70
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = YUG_domestic_artillery_production
			bonus = 1.0
			uses = 1
			category = artillery
		}
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_join_allies
Constructs: prerequisite, has_government, has_war_with, completion_reward, is_subject, is_in_faction, is_faction_leader, has_idea
Source: game
File: common/national_focus/r56_iceland.txt

Code:
focus = {
	id = ICE_join_allies
	icon = GFX_allies
	cost = 10
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = ICE_guarantees
	}
	available = {
		is_subject = no
		is_in_faction = no
		ENG = {
			is_faction_leader = yes
		} {
			has_government = democratic
		}
		has_government = democratic
		NOT = {
			has_war_with = ENG
		}
		custom_trigger_tooltip = {
			tooltip = ICE_no_neutral_tt
			NOT = {
				has_idea = ICE_icelandic_neutrality
			} {
				has_idea = ICE_icelandic_neutrality2
			}
		}
	}
	bypass = {
		is_in_faction_with = ENG
		ENG = {
			is_faction_leader = yes
		}
	}
	x = 14
	y = 5
	completion_reward = {
		ENG = {
			country_event = generic.2
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: Idea
Component: POL_democratic_sejm_idea
Constructs: stability_factor, has_government, removal_cost, democratic_drift
Source: game
File: common/ideas/poland.txt

Code:
POL_democratic_sejm_idea = {
	allowed = {
		original_tag = POL
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	picture = generic_democratic_drift_bonus
	modifier = {
		democratic_drift = 0.1
		stability_factor = 0.1
	}
}
### Entity: Idea
Component: GEN_Strenghten_Democracy_I
Constructs: removal_cost, democratic_drift
Source: game
File: common/ideas/r56_generic_tree.txt

Code:
GEN_Strenghten_Democracy_I = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = democratic_bastion
	modifier = {
		democratic_drift = 0.1
	}
}
### Entity: Modifier Reference
Construct: army_intel_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## army_intel_factor

* Number with 0 decimal places
* **Categories**: intelligence_agency
### Entity: Define
Component: NDefines.NFocus
Source: game
File: common/defines/00_defines.lua

Code:
NDefines.NFocus = {
FOCUS_POINT_DAYS = 7
FOCUS_PROGRESS_PEACE = 1
FOCUS_PROGRESS_WAR = 1
MAX_SAVED_FOCUS_PROGRESS = 10
}
### Entity: Scripted Trigger
Component: NORDIC_conflict_scale_is_regional_war
Constructs: check_variable
Source: game
File: common/scripted_triggers/NORDIC_scripted_triggers.txt

Code:
NORDIC_conflict_scale_is_regional_war = {
	custom_trigger_tooltip = {
		check_variable = {
			var = GLOBAL.NORDIC_conflict_scale
			value = GLOBAL.NORDIC_conflict_scale_regional_war_th
			compare = greater_than_or_equals
		} {
			var = GLOBAL.NORDIC_conflict_scale
			value = GLOBAL.NORDIC_conflict_scale_total_war_th
			compare = less_than
		}
		tooltip = NORDIC_conflict_scale_regional_war_TT
	}
}
### Entity: National Focus
Tree: lux_focus
Component: LUX_the_maulkuerfgesetz
Constructs: prerequisite, add_ideas, add_stability, completion_reward, add_popularity
Source: game
File: common/national_focus/r56_luxembourg.txt

Code:
focus = {
	id = LUX_the_maulkuerfgesetz
	icon = GFX_goal_attack_communists
	cost = 10
	x = 1
	y = 1
	relative_position_id = LUX_strengthen_agricultural_industry
	prerequisite = {
		focus = LUX_revert_worker_immigration
	} {
		focus = LUX_strengthen_agricultural_industry
	} {
		focus = LUX_repair_belgian_relations
	}
	completion_reward = {
		custom_effect_tooltip = LUX_the_maulkuerfgesetz_tt generic_skip_one_line_tt r56_possible_event_effects LUX_maulkuerfgesetz_passed_tt generic_skip_one_line_tt r56_alternative_event_effects LUX_maulkuerfgesetz_didnt_pass_tt generic_skip_one_line_tt
		country_event = luxembourg.202
		effect_tooltip = {
			activate_decision = ban_communist_party
		} {
			add_popularity = {
				ideology = fascism
				popularity = 0.02
			}
			add_stability = -0.03
		} {
			add_ideas = r56_LUX_polarized_society
		}
		add_stability = 0.02
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Character
Component: CZE_minister_of_industry_and_trade
Constructs: production_speed_buildings_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
CZE_minister_of_industry_and_trade = {
	sprite = 13
	random = no
	trade_opinion_factor = 0.15
	production_speed_buildings_factor = 0.05
	line_change_production_efficiency_factor = 0.1
	min_export = -0.15
}
### Entity: Idea
Component: SOV_cold_war_idea
Constructs: research_speed_factor, stability_factor, political_power_gain, war_support_factor, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/r56_soviet.txt

Code:
SOV_cold_war_idea = {
	removal_cost = -1
	allowed = {
		always = no
	}
	picture = generic_cold_war
	modifier = {
		nuclear_production_factor = 0.5
		research_speed_factor = 0.15
		offensive_war_stability_factor = -0.3
		justify_war_goal_time = 0.3
		political_power_gain = 0.2
		stability_factor = 0.2
		war_support_factor = -0.15
		production_speed_buildings_factor = 0.15
		hidden_modifier = {
			ai_focus_peaceful_factor = 0.5
		}
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_army_reorganization
Constructs: prerequisite, limit, add_ideas, has_government, has_war_with, completion_reward, has_capitulated, swap_ideas
Source: game
File: common/national_focus/r56_bulgaria.txt

Code:
focus = {
	id = BUL_army_reorganization
	icon = GFX_goal_generic_communist_officer
	prerequisite = {
		focus = BUL_peoples_courts
	}
	relative_position_id = BUL_peoples_courts
	x = 0
	y = 2
	cost = 10
	ai_will_do = {
		factor = 6
	}
	available = {
		SOV = {
			NOT = {
				has_war_with = ROOT
			}
			exists = yes
			has_capitulated = no
			has_government = communism
		}
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = SLO_purge_the_army
			add_idea = SLO_communist_army
		}
		if = {
			limit = {
				NOT = {
					has_idea = BUL_ivan_krystev_marinov
				}
			}
			add_ideas = BUL_ivan_krystev_marinov
		}
	}
}
### Entity: AI Strategy
Component: GER_halt_light_armor_production_in_transitioning
Constructs: has_template_majority_unit, has_equipment
Source: game
File: common/ai_strategy/GER.txt

Code:
GER_halt_light_armor_production_in_transitioning = {
	allowed = {
		original_tag = GER
	}
	enable = {
		has_template_majority_unit = medium_armor
		OR = {
			has_equipment = {
				light_tank_chassis = > 600
			}
			date = > 1938.1.1
		}
	}
	abort = {
		always = no
	}
	ai_strategy = {
		type = equipment_variant_production_factor
		id = light_tank_chassis
		value = -80
	} {
		type = equipment_variant_production_factor
		id = light_tank_flame_chassis
		value = 50
	} {
		type = equipment_variant_production_factor
		id = medium_tank_chassis
		value = 50
	} {
		type = equipment_production_factor
		id = artillery
		value = -50
	}
}
### Entity: Name List
Component: BUR
Source: game
File: common/names/r56_names.txt

Code:
BUR = {
	male = {
		names = {
			Ma Deng Zhao Tong Guan Oboi Sonin Songgotu Suksaha Mingzhu Nalan Fu Hesehn Changlin
		}
	}
	female = {
		names = {
			Mandukhai Samar Zaufishan Mulan Aigiarn Borte Chabi Conchaka Doquez-khatum Goland Khultulun Kokachin Mandughai Oghul Qamish Orqina Sorghaghtani Beki Toregene
		}
	}
	surnames = {
		Zhanshan Tiemei Shangzhi Linge Xiangying Xingde Kang'an
	}
	callsigns = {

	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_invite_red_uruguay
Constructs: prerequisite, has_government, completion_reward, is_subject, is_in_faction, add_ai_strategy
Source: game
File: common/national_focus/r56_chile.txt

Code:
focus = {
	id = CHL_invite_red_uruguay
	icon = GFX_goal_uruguay_follow_pcu
	prerequisite = {
		focus = CHL_growing_communist_faction
	}
	x = -2
	y = 1
	relative_position_id = CHL_growing_communist_faction
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		is_subject = no
		is_in_faction = yes
		has_government = communism
		URG = {
			is_in_faction = no
			has_government = communism
		}
	}
	completion_reward = {
		URG = {
			country_event = {
				id = generic.5
			}
			add_ai_strategy = {
				type = alliance
				id = CHL
				value = 200
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE FOCUS_FILTER_POLITICAL
	}
}
### Entity: Character
Component: air_chief_night_operations_3
Source: game
File: common/country_leader/00_traits.txt

Code:
air_chief_night_operations_3 = {
	sprite = 1
	air_night_penalty = -0.3
	experience_gain_air = @chief_experience_gain_high
	command_cap_increase = @tier3_cp_cap_increase
	command_power = @tier3_cp_cost
	ai_will_do = {
		factor = @air_chief_factor_3
		modifier = {
			factor = 0
			command_power = < @tier3_cp_cost
		}
	}
}