Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: ICE_fascist_strategy_plan
Constructs: has_country_flag, has_game_rule
Source: game
File: common/ai_strategy_plans/ICE_alternate_strategy_plan.txt

Code:
ICE_fascist_strategy_plan = {
	name = Fascist plan for Iceland
	desc = Iceland will try to create a North Sea Empire
	allowed = {
		original_tag = ICE
	}
	enable = {
		OR = {
			has_country_flag = ICE_AI_RANDOM_FASCIST_PLAN
			has_game_rule = {
				rule = ICE_AI_BEHAVIOR
				option = ICE_FASCIST_PLAN
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		ICE_state_visits ICE_break_with_the_crown ICE_not_our_king ICE_anti_capitalist_propaganda ICE_prepare_for_the_revolution ICE_expand_the_industrial_base ICE_organize_a_march ICE_state_corporatism ICE_research_cooperation ICE_organize_the_greyshirts ICE_the_armed_forces_of_iceland
	}
	focus_factors = {

	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_spread_revolutionary_flames_to_south_asia
Constructs: prerequisite, has_government, completion_reward, is_subject, is_faction_leader, cancel_if_invalid
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_spread_revolutionary_flames_to_south_asia
	icon = GFX_focus_JAP_spread_the_revolutionary_flame_to_south_asia
	x = -1
	y = 1
	relative_position_id = JAP_to_rival_the_comintern
	prerequisite = {
		focus = JAP_to_rival_the_comintern
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		has_government = communism
		is_subject = no
		is_faction_leader = yes
	}
	bypass = {

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

	}
	completion_reward = {
		custom_effect_tooltip = JAP_spread_revolutionary_flames_to_south_asia_2_tt generic_skip_one_line_tt JAP_spread_revolutionary_flames_to_south_asia_tt
	}
}
### Entity: Idea
Component: MEN_masters_of_the_steppe_idea
Constructs: removal_cost
Source: game
File: common/ideas/r56_mengkukuo.txt

Code:
MEN_masters_of_the_steppe_idea = {
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = HUN_heirs_of_the_huns
	modifier = {
		cavalry_attack_factor = 0.05
		cavalry_defence_factor = 0.05
		unit_cavalry_design_cost_factor = -0.5
		land_reinforce_rate = 0.02
	}
}
### Entity: State History
Component: 806
Constructs: add_core_of
Source: game
File: history/states/806-French Basque Country.txt

Code:
state = {
	id = 806
	name = STATE_806
	history = {
		owner = FRA
		victory_points = {
			9710 3
		}
		add_core_of = NAV FRA
		buildings = {
			infrastructure = 3
		}
	}
	provinces = {
		743 9710 11697
	}
	manpower = 280723
	buildings_max_level_factor = 1.0
	state_category = town
	local_supplies = 0.0
}
### Entity: Character
Component: effective_propagation
Source: game
File: common/country_leader/r56_traits.txt

Code:
effective_propagation = {
	random = no
	communism_acceptance = -100
}
### Entity: Event
Component: BBA_italo_ethiopian_war_events.202
Constructs: is_triggered_only, add_equipment_to_stockpile, fire_only_once, add_manpower
Source: game
File: events/BBA_ItaloEthiopianWar.txt

Code:
country_event = {
	id = BBA_italo_ethiopian_war_events.202
	title = BBA_italo_ethiopian_war_events.202.t
	desc = BBA_italo_ethiopian_war_events.202.desc
	picture = GFX_report_event_ETH_ethiopian_warriors
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = BBA_italo_ethiopian_war_events.202.a
		add_manpower = 15000
		add_equipment_to_stockpile = {
			type = infantry_equipment_1
			amount = 1200
			producer = ITA
		} {
			type = support_equipment
			amount = 500
			producer = ITA
		} {
			type = artillery_equipment_1
			amount = 50
			producer = ITA
		}
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_asian_financial_compact
Constructs: has_completed_focus, prerequisite, limit, completion_reward, allow_branch, has_game_rule, random_core_state, is_controlled_by
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_asian_financial_compact
	icon = GFX_focus_generic_monetary_union
	x = -4
	y = 1
	relative_position_id = SIA_industrialization_drive
	prerequisite = {
		focus = SIA_industrialization_drive
	}
	mutually_exclusive = {
		focus = SIA_revision_of_unequal_treaties
	}
	cost = 5
	ai_will_do = {
		factor = 15
	}
	available = {

	}
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = SIA_revision_of_unequal_treaties
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		random_core_state = {
			limit = {
				is_controlled_by = ROOT
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				is_controlled_by = ROOT
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		add_tech_bonus = {
			name = SIA_asian_financial_compact
			bonus = 0.33
			uses = 2
			category = infantry_weapons
		}
		SIA_increase_military_approval = yes
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			mark_focus_tree_layout_dirty = yes
		}
	}
}
### Entity: Idea
Component: EAI_VERY_HARD/medium_tank_destroyer_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_VERY_HARD/medium_tank_destroyer_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_destroyer_chassis = {
			build_cost_ic = -0.3
			instant = yes
		}
	}
}
### Entity: Country History
Country: FOR
Component: FOR_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/FOR - Formosa.txt

Code:
# Politics & Parties for FOR
set_politics = {
	ruling_party = neutrality
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	democratic = 10
	fascism = 5
	communism = 5
	neutrality = 80
}
### Entity: Idea
Component: PRC_enemy_partisan
Constructs: has_war_with, removal_cost
Source: game
File: common/ideas/prc.txt

Code:
PRC_enemy_partisan = {
	removal_cost = -1
	picture = trotskyite_plot
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			has_war_with = PRC
		}
	}
	modifier = {
		resistance_damage_to_garrison = 0.2
	}
}
### Entity: Idea
Component: MEN_harmony_of_the_five_races
Constructs: stability_factor, removal_cost, conscription_factor
Source: game
File: common/ideas/r56_mengkukuo.txt

Code:
MEN_harmony_of_the_five_races = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = MAN_sufficient_army
	modifier = {
		conscription_factor = 0.1
		stability_factor = 0.05
		political_power_factor = 0.1
		compliance_growth = 0.05
	}
}
### Entity: Modifier Reference
Component: AST_depression_economy_dm
Constructs: research_speed_factor, stability_factor, industrial_capacity_factory, production_speed_buildings_factor
Source: game
File: common/dynamic_modifiers/AST.txt

Code:
AST_depression_economy_dm = {
	icon = GFX_idea_great_depression
	enable = {
		always = yes
	}
	industry_air_damage_factor = AST_industry_industry_air_damage_factor
	production_lack_of_resource_penalty_factor = AST_industry_lack_of_resource_penalty_factor
	research_speed_factor = AST_industry_research_speed_factor
	consumer_goods_factor = AST_industry_consumer_goods_factor
	stability_factor = AST_industry_stability_factor
	production_speed_infrastructure_factor = AST_indsutry_production_speed_infrastructure_factor
	production_speed_industrial_complex_factor = AST_industry_production_speed_industrial_complex_factor
	production_speed_arms_factory_factor = AST_industry_production_speed_arms_factory_factor
	production_speed_dockyard_factor = AST_industry_production_speed_dockyard_factor
	production_speed_buildings_factor = AST_industry_production_speed_buildings_factor
	factory_energy_consumption = AST_industry_factory_energy_consumption
	industrial_capacity_dockyard = AST_industry_industrial_capacity_dockyard
	industrial_capacity_factory = AST_industry_industrial_capacity_factory
	local_resources_factor = AST_industry_local_resources_factor
	local_resources_coal_factor = AST_industry_local_resources_coal_factor
	convoy_retreat_speed = AST_industry_convoy_retreat_speed
	production_factory_max_efficiency_factor = AST_industry_production_factory_max_efficiency_factor
	production_factory_efficiency_gain_factor = AST_industry_production_factory_efficiency_gain_factor
	special_project_speed_factor = AST_industry_special_project_speed_factor
	line_change_production_efficiency_factor = AST_industry_line_change_production_efficiency_factor
	production_speed_rail_way_factor = AST_industry_production_speed_rail_way_factor
	production_speed_fuel_silo_factor = AST_industry_production_speed_fuel_silo_factor
	production_speed_radar_station_factor = AST_industry_production_speed_radar_station_factor
	production_speed_air_base_factor = AST_industry_production_speed_air_base_factor
	production_speed_naval_base_factor = AST_industry_production_speed_naval_base_factor
	production_speed_anti_air_building_factor = AST_industry_production_speed_anti_air_building_factor
	trade_opinion_factor = AST_industry_trade_opinion_factor
	fuel_gain_factor = AST_industry_fuel_gain_factor
	global_building_slots_factor = AST_industry_global_building_slots_factor
	conversion_cost_civ_to_mil_factor = 
# ... (truncated)
### Entity: Faction
Component: faction_manifest_strategic_resource_control
Constructs: industrial_capacity_factory, production_speed_buildings_factor, is_manifest
Source: game
File: common/factions/goals/faction_manifests.txt

Code:
faction_manifest_strategic_resource_control = {
	name = strategic_resource_control_goal_name
	description = strategic_resource_control_goal_desc
	is_manifest = yes
	ratio_progress = {
		completed_amount_custom_tooltip = FACTION_RESOURCE_EXTRACTED_TOTAL_DESC
		total_amount_custom_tooltip = GLOBAL_RESOURCE_EXTRACTED_TOTAL_DESC
		total_amount = global.global_resource_extracted_total
		completed_amount = faction_resource_extracted_total
		range = {
			max = 0.3
		}
		scale = {
			industrial_capacity_dockyard = 0.1
			industrial_capacity_factory = 0.1
		}
		progress_sections = {
			manifest_fulfilled = {
				min = @manifest_fulfilled_value
				modifier = {
					production_speed_buildings_factor = 0.1
				}
			}
		}
	}
}
### Entity: National Focus
Tree: cos_focus
Component: COS_carry_the_torch
Constructs: prerequisite, add_ideas, add_war_support, completion_reward, is_historical_focus_on, set_rule
Source: game
File: common/national_focus/costa_rica.txt

Code:
focus = {
	id = COS_carry_the_torch
	icon = GFX_focus_ARG_defense_and_democracy
	prerequisite = {
		focus = COS_banking_reforms
	} {
		focus = COS_encourage_free_trade
	}
	cost = 10
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
	x = -1
	y = 2
	relative_position_id = COS_strengthen_democratic_institutions
	ai_will_do = {
		factor = 5
		modifier = {
			factor = 10
			is_historical_focus_on = yes
		}
	}
	completion_reward = {
		add_war_support = 0.05
		set_rule = {
			can_send_volunteers = yes
		}
		add_ideas = GEN_Brigades_I
	}
}
### Entity: Idea
Component: ikarus
Constructs: has_dlc, research_bonus, equipment_bonus
Source: game
File: common/ideas/yugoslavia.txt

Code:
ikarus = {
	picture = generic_air_manufacturer_3
	allowed = {
		original_tag = YUG
		NOT = {
			has_dlc = Death or Dishonor
		}
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		light_aircraft_manufacturer
	}
	equipment_bonus = {

	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_heed_von_neuraths_concerns
Constructs: has_completed_focus, prerequisite, limit, add_stability, completion_reward, add_political_power, remove_character_as_tt, has_country_leader_with_trait
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_heed_von_neuraths_concerns
	icon = GFX_focus_GER_heed_von_neuraths_concerns
	prerequisite = {
		focus = GER_remilitarize_the_rhineland
	}
	mutually_exclusive = {
		focus = GER_reorganize_the_wehrmacht
	}
	x = -10
	y = 1
	relative_position_id = GER_remilitarize_the_rhineland
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_political_power = 50
		add_stability = 0.05
		custom_effect_tooltip = generic_skip_one_line_tt available_political_advisor generic_skip_one_line_tt {
			localization_key = remove_character_as_tt
			CHARACTER = GER_joachim_von_ribbentrop
			ROLE = political_advisor
		} generic_skip_one_line_tt
		show_ideas_tooltip = konstantin_von_neurath
		if = {
			limit = {
				has_country_leader_with_trait = GER_der_fuhrer
			}
			random_character = {
				limit = {
					is_country_leader = yes
				}
				swap_country_leader_traits = {
					remove = GER_der_fuhrer
					add = GER_der_fuhrer_neurath
				}
			}
		}
		else_if = {
			limit = {
				has_country_leader_with_trait = GER_der_fuhrer_fuhrerprinzip
			}
			random_character = {
				limit = {
					is_country_leader = yes
				}
				swap_country_leader_traits = {
					remove = GER_der_fuhrer_fuhrerprinzip
					add = GER_der_fuhrer_fuhrerprinzip_neurath
				}
			}
		} {
			limit = {
				has_completed_focus = GER_fuhrerprinzip
			}
			add_country_leader_trait = GER_der_fuhrer_fuhrerprinzip_neurath
		}
		else = {
			add_country_leader_trait = GER_der_fuhrer_neurath
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_redistribute_land_and_wealth
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, every_core_state, is_fully_controlled_by, has_state_category, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_redistribute_land_and_wealth
	icon = GFX_focus_generic_workers_and_farmers_rise
	x = -2
	y = 1
	relative_position_id = JAP_overhaul_the_education_system
	prerequisite = {
		focus = JAP_overhaul_the_education_system
	}
	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_INDUSTRY
	}
	completion_reward = {
		every_core_state = {
			limit = {
				is_fully_controlled_by = PREV
				OR = {
					has_state_category = rural town
				}
			}
			add_extra_state_shared_building_slots = 1
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		JAP_add_or_modify_early_industrialization = yes
		add_to_variable = {
			JAP_industry_consumer_goods_factor = -0.1
			tooltip = consumer_goods_factor_tt
		}
	}
}
### Entity: Idea
Component: GER_communist_refugees
Constructs: has_government, removal_cost, is_subject, is_puppet, communism_drift
Source: game
File: common/ideas/r56_germany.txt

Code:
GER_communist_refugees = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = neutrality
	}
	removal_cost = -1
	picture = generic_communism_drift_bonus
	cancel = {
		OR = {
			is_subject = yes
			is_puppet = yes
		}
		NOT = {
			has_government = communism
		}
	}
	modifier = {
		communism_drift = 0.05
	}
}
### Entity: Character
Component: PER_mohammad_ali_foroughi
Source: game
File: common/characters/PER.txt

Code:
PER_mohammad_ali_foroughi = {
	name = PER_mohammad_ali_foroughi
	portraits = {
		civilian = {
			large = GFX_portrait_PER_mohammad_ali_foroughi
		}
	}
	country_leader = {
		ideology = conservatism
		expire = 1965.1.1.1
		id = -1
		traits = {
			renaissance_man
		}
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_form_a_modern_sattahip_engineering_facility_r56
Constructs: has_completed_focus, prerequisite, limit, completion_reward, has_subdoctrine_in_track, add_research_slot, add_command_power, random_owned_controlled_state
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_form_a_modern_sattahip_engineering_facility_r56
	prerequisite = {
		focus = SIA_begin_limited_shipbuilding_r56
	}
	icon = GFX_goal_generic_naval_academy
	cost = 6
	x = -1
	y = 1
	relative_position_id = SIA_begin_limited_shipbuilding_r56
	available = {
		has_subdoctrine_in_track = submarines screens carriers capital_ships
	}
	ai_will_do = {
		base = 1
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	continue_if_invalid = yes
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_completed_focus = SIA_establish_a_chiang_mai_military_academy_r56
				}
			}
			custom_effect_tooltip = SIA_due_to_focus_establish_a_chiang_mai_military_academy_not_being_completed_we_will_receive_the_following_effects_r56_tt generic_skip_one_line_tt
			add_research_slot = 1
		}
		else = {
			navy_experience = 50
			add_command_power = 35
		}
		random_owned_controlled_state = {
			limit = {
				is_coastal = yes
				air_facility = < 1
				land_facility = < 1
				naval_facility = < 1
				nuclear_facility = < 1
			}
			prioritize = {
				1133
			}
			add_building_construction = {
				type = naval_facility
				level = 1
				instant_build = yes
				province = 4433
			}
		}
	}
}
### Entity: Military Industrial Organization
Component: DEBUG_generic_armored_car_organization
Constructs: has_country_flag, has_dlc, is_debug
Source: game
File: common/military_industrial_organization/organizations/00_DEBUG_organization.txt

Code:
DEBUG_generic_armored_car_organization = {
	include = generic_armored_car_organization
	allowed = {
		has_dlc = Arms Against Tyranny
		is_debug = yes
	}
	visible = {
		owner = {
			has_country_flag = mio_show_all_archetypes_flag
		}
	}
}
### Entity: Faction
Component: faction_manifest_suppress_regional_democracy
Constructs: is_manifest, democratic_drift
Source: game
File: common/factions/goals/faction_manifests.txt

Code:
faction_manifest_suppress_regional_democracy = {
	name = suppress_regional_democracy_goal_name
	description = suppress_regional_democracy_goal_desc
	is_manifest = yes
	ratio_progress = {
		total_amount_collection = collection:states_on_my_continent
		completed_amount_collection = collection:non_democratic_controlled_states_on_my_continent
		scale = {
			democratic_drift = -0.05
		}
		progress_sections = {
			manifest_fulfilled = {
				min = @manifest_fulfilled_value
				modifier = {
					weekly_casualties_war_support = 0.003
				}
			}
		}
	}
}
### Entity: Decision
Component: form_andalusia_category
Constructs: has_dlc
Source: game
File: common/decisions/categories/00_formable_categories.txt

Code:
form_andalusia_category = {
	icon = generic_formable_nations
	picture = GFX_decision_cat_generic_arabia
	allowed = {
		has_dlc = La Resistance
	}
}
### Entity: Idea
Component: CZE_skoda_no_focus_optimization_4_idea
Constructs: is_controlled_by, research_bonus, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/czechoslovakia_skoda.txt

Code:
CZE_skoda_no_focus_optimization_4_idea = {
	name = CZE_skoda_no_focus_optimization_idea
	picture = CZE_skoda_works
	allowed = {
		always = no
	}
	do_effect = {
		any_core_state = {
			is_controlled_by = ROOT
		}
	}
	allowed_civil_war = {
		always = yes
	}
	research_bonus = {
		industry = 0.08
	}
	equipment_bonus = {
		motorized_equipment = {
			instant = yes
			build_cost_ic = -0.08
		}
		train_equipment = {
			instant = yes
			build_cost_ic = -0.08
		}
		support_equipment = {
			instant = yes
			build_cost_ic = 0.08
		}
	}
	modifier = {
		consumer_goods_factor = -0.08
		production_lack_of_resource_penalty_factor = 0.08
		production_speed_industrial_complex_factor = 0.08
		production_speed_arms_factory_factor = -0.08
		industrial_concern_cost_factor = -0.08
		factory_energy_consumption = -0.08
		fuel_gain_factor = -0.08
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3ALogistics_company.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
Logistics_company.png &#8206;(76 × 42 pixels, file size: 5 KB, MIME type: image/png)
### Entity: Order of Battle
Component: air_wing_114
Source: game
File: history/units/ITA_1936_air_bba.txt

Code:
air_wings = {
	114 = {
		medium_plane_airframe_1 = {
			amount = 24
			owner = ITA
			version_name = SM.79
		}
	}
}
### Entity: Idea
Component: danish_neutrality_arms
Constructs: industrial_capacity_factory, removal_cost, is_in_faction, has_offensive_war, send_volunteers_tension
Source: game
File: common/ideas/r56_denmark.txt

Code:
danish_neutrality_arms = {
	removal_cost = -1
	picture = neutrality_idea
	name = danish_neutrality
	available = {
		is_in_faction = no
		has_offensive_war = no
	}
	modifier = {
		generate_wargoal_tension = 1.0
		join_faction_tension = 1.0
		send_volunteers_tension = 0.2
		guarantee_tension = 1.0
		ai_get_ally_desire_factor = -100
		defensive_war_stability_factor = 0.1
		max_dig_in_factor = 0.15
		industrial_capacity_factory = 0.15
	}
}
### Entity: Character
Component: LIE_boris_smyslovsky
Constructs: has_completed_focus, limit, has_government, has_global_flag, has_dlc
Source: game
File: common/characters/LIE.txt

Code:
LIE_boris_smyslovsky = {
	name = Boris Smyslovsky
	portraits = {
		army = {
			large = gfx/leaders/SOV/r56_portrait_SOV_Boris_Smyslovsky.dds
			small = GFX_idea_SOV_boris_smyslovsky
		}
	}
	advisor = {
		slot = high_command
		idea_token = LIE_boris_smyslovsky
		ledger = army
		allowed = {
			original_tag = LIE
		}
		visible = {
			NOT = {
				has_government = communism
			}
			SOV = {
				NOT = {
					has_completed_focus = SOV_beaten_but_not_defeated SOV_form_a_fifth_column SOV_counter_coup_old
				}
			}
		}
		available = {
			NOT = {
				has_government = communism
			}
			if = {
				limit = {
					has_global_flag = SOV_old_focus_tree
				}
				NOT = {
					SOV = {
						has_completed_focus = SOV_counter_coup_old
					}
				}
			}
			else = {
				if = {
					limit = {
						has_dlc = No Step Back
					}
					NOT = {
						SOV = {
							has_completed_focus = SOV_beaten_but_not_defeated
						}
					}
				}
				else = {
					NOT = {
						SOV = {
							has_completed_focus = SOV_form_a_fifth_column
						}
					}
				}
			}
		}
		traits = {
			army_infantry_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_specialized_artillery
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_argentina.txt

Code:
focus = {
	id = ARG_specialized_artillery
	icon = GFX_goal_airplane_hunt
	prerequisite = {
		focus = ARG_artillery_modernization
	}
	x = 8
	y = 3
	cost = 10
	completion_reward = {
		add_tech_bonus = {
			name = ARG_specialized_artillery
			bonus = 1
			uses = 1
			category = cat_anti_air
		} {
			name = ARG_specialized_artillery
			bonus = 1
			uses = 1
			category = cat_anti_tank
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: CHI_internal_opposition85
Constructs: removal_cost
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_internal_opposition85 = {
	picture = FRA_matignon_agreements
	removal_cost = -1
	modifier = {
		army_morale_factor = -0.17
		army_org_factor = -0.17
		max_dig_in_factor = -0.17
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	targeted_modifier = {
		tag = CUG
		defense_bonus_against = -0.68
		attack_bonus_against = -0.34
	}
}