Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Unit Template
Component: PHI_RAN_01
Source: game
File: common/units/names_divisions/PHI_names_divisions.txt

Code:
PHI_RAN_01 = {
	name = Scouts Division
	for_countries = {
		PHI
	}
	can_use = {
		always = yes
	}
	division_types = {
		ranger_battalion
	}
	fallback_name = %dth Philippines Scouts Div.
	ordered = {
		1 = {
			%dst Philippine Scouts Div.
		}
		2 = {
			%dnd Philippine Scouts Div.
		}
		3 = {
			%drd Philippine Scouts Div.
		}
		4 = {
			%dth Philippine Scouts Div.
		}
		5 = {
			%dth Philippine Scouts Div.
		}
		6 = {
			%dth Philippine Scouts Div.
		}
		7 = {
			%dth Philippine Scouts Div.
		}
		8 = {
			%dth Philippine Scouts Div.
		}
		9 = {
			%dth Philippine Scouts Div.
		}
		10 = {
			%dth Philippine Scouts Div.
		}
	}
}
### Entity: Decision
Component: HOL_gateway_to_europe_hol_category
Constructs: has_completed_focus, has_war_with, has_dlc, is_subject
Source: game
File: common/decisions/categories/HOL_decision_categories.txt

Code:
HOL_gateway_to_europe_hol_category = {
	icon = hol_gateway_to_europe
	allowed = {
		original_tag = HOL
		has_dlc = Man the Guns
	}
	picture = GFX_decision_cat_picture_gateway_to_europe
	priority = {
		base = 10
	}
	custom_icon = {
		tag = ENG
		value = eng_gateway_to_europe_icon_value
		desc = eng_gateway_to_europe_full_influence_breakdown
		visible = {
			country_exists = ENG
		}
	} {
		tag = GER
		value = ger_gateway_to_europe_icon_value
		desc = ger_gateway_to_europe_full_influence_breakdown
		visible = {
			country_exists = GER
		}
	}
	visible_when_empty = yes
	visible = {
		NOT = {
			HOL = {
				has_completed_focus = HOL_cave_to_the_germans
			}
		} {
			HOL = {
				has_completed_focus = HOL_cave_to_the_british
			}
		} {
			HOL = {
				has_completed_focus = HOL_maintain_trade_neutrality
			}
		} {
			HOL = {
				has_war_with = ENG
			}
		} {
			HOL = {
				has_war_with = GER
			}
		}
		HOL = {
			exists = yes
			is_subject = no
		}
	}
}
### Entity: Idea
Component: POL_segregated_seating_abolished
Constructs: stability_factor, has_government, removal_cost
Source: game
File: common/ideas/poland.txt

Code:
POL_segregated_seating_abolished = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = neutrality
	}
	removal_cost = -1
	picture = generic_pp_unity_bonus
	modifier = {
		stability_factor = 0.05
		non_core_manpower = 0.05
	}
}
### Entity: Event
Component: BBA_ethiopia_communist_events.12
Constructs: is_triggered_only, ai_chance, add_equipment_to_stockpile
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_communist_events.12
	title = BBA_ethiopia_communist_events.12.t
	desc = BBA_ethiopia_communist_events.12.desc
	picture = GFX_report_event_merchant_ship_01
	is_triggered_only = yes
	option = {
		name = BBA_ethiopia_communist_events.12.a
		ai_chance = {
			base = 10
		}
		add_equipment_to_stockpile = {
			type = infantry_equipment_1
			amount = 10000
			producer = SOV
		}
	}
}
### Entity: Unit Template
Component: sub_unit_modifiers
Source: game
File: common/units/unit_modifiers/unit_modifiers.txt

Code:
sub_unit_modifiers = {
	modifier_army_sub_unit_cavalry_attack_factor modifier_army_sub_unit_cavalry_defence_factor modifier_army_sub_unit_cavalry_speed_factor modifier_army_sub_unit_camelry_attack_factor modifier_army_sub_unit_camelry_defence_factor modifier_army_sub_unit_camelry_speed_factor modifier_army_sub_unit_infantry_attack_factor modifier_army_sub_unit_infantry_defence_factor modifier_army_sub_unit_infantry_speed_factor modifier_army_sub_unit_marine_attack_factor modifier_army_sub_unit_marine_defence_factor modifier_army_sub_unit_marine_speed_factor modifier_army_sub_unit_marine_max_org_factor modifier_army_sub_unit_mountaineers_attack_factor modifier_army_sub_unit_mountaineers_defence_factor modifier_army_sub_unit_mountaineers_speed_factor modifier_army_sub_unit_mountaineers_max_org_factor modifier_army_sub_unit_paratrooper_attack_factor modifier_army_sub_unit_paratrooper_defence_factor modifier_army_sub_unit_paratrooper_speed_factor modifier_army_sub_unit_paratrooper_max_org_factor modifier_army_sub_unit_armored_car_attack_factor modifier_army_sub_unit_armored_car_defence_factor modifier_army_sub_unit_armored_car_speed_factor modifier_army_sub_unit_armored_car_max_org_factor modifier_army_sub_unit_armored_car_recon_attack_factor modifier_army_sub_unit_armored_car_recon_defence_factor modifier_army_sub_unit_armored_car_recon_speed_factor modifier_army_sub_unit_armored_car_recon_max_org_factor modifier_army_sub_unit_light_tank_recon_attack_factor modifier_army_sub_unit_light_tank_recon_defence_factor modifier_army_sub_unit_light_tank_recon_speed_factor modifier_army_sub_unit_light_tank_recon_max_org_factor modifier_army_sub_unit_irregular_infantry_attack_factor modifier_army_sub_unit_irregular_infantry_defence_factor modifier_army_sub_unit_irregular_infantry_speed_factor modifier_army_sub_unit_irregular_infantry_max_org_factor modifier_army_sub_unit_militia_attack_factor modifier_army_sub_unit_militia_defence_factor modifier_army_sub_unit_militia_speed_factor modifier_army_sub_unit_militia_max_org_factor modifier_army_sub_unit_militia_org_recovery_cap_factor modifier_army_sub_unit_blackshirt_assault_battalion_attack_factor modifier_army_sub_unit_blackshirt_assault_battalion_defence_factor modifier_army_sub_unit_blackshirt_assault_battalion_speed_factor modifier_army_sub_unit_blackshirt_assault_battalion_max_org_factor modifier_army_sub_unit_military_
# ... (truncated)
### Entity: Event
Component: BBA_switzerland.1
Constructs: is_triggered_only, ai_chance, add_power_balance_modifier, add_popularity
Source: game
File: events/BBA_Switzerland.txt

Code:
country_event = {
	id = BBA_switzerland.1
	title = BBA_switzerland.1.t
	desc = BBA_switzerland.1.desc
	picture = GFX_report_event_SWI_president_talking_flag
	is_triggered_only = yes
	option = {
		name = BBA_switzerland.1.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 10
				SWI_is_historical_ai = yes
			}
		}
		trigger = {

		}
		add_power_balance_modifier = {
			id = SWI_centralization_bop
			modifier = SWI_guiding_principles_cantons
		}
	} {
		name = BBA_switzerland.1.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 5
				OR = {
					SWI_AI_is_dem_exp = yes
					SWI_AI_is_dem_allied = yes
				}
			}
		}
		trigger = {

		}
		add_power_balance_modifier = {
			id = SWI_centralization_bop
			modifier = SWI_guiding_principles_council
		}
	} {
		name = BBA_switzerland.1.c
		ai_chance = {
			base = 10
			modifier = {
				factor = 5
				OR = {
					SWI_AI_is_fascist = yes
					SWI_AI_is_imperial = yes
				}
			}
		}
		trigger = {

		}
		add_power_balance_modifier = {
			id = SWI_centralization_bop
			modifier = SWI_guiding_principles_council
		}
		add_popularity = {
			ideology = democratic
			popularity = -0.1
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_repeal_the_adelsaufhebungsgesetz
Constructs: prerequisite, limit, add_war_support, add_stability, completion_reward, has_dynamic_modifier, has_country_leader, add_to_variable
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_repeal_the_adelsaufhebungsgesetz
	icon = GFX_focus_generic_monarchy_1
	prerequisite = {
		focus = AUS_legitimistische_studentenverbindung AUS_strengthen_legitimistische_corps
	}
	mutually_exclusive = {

	}
	x = -1
	y = 1
	relative_position_id = AUS_legitimistische_studentenverbindung
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_POLITICAL_CHARACTER
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_war_support = 0.05
		add_stability = -0.1
		IF = {
			limit = {
				has_dynamic_modifier = {
					modifier = AUS_habsburg_monarchy_restored
				}
			}
			custom_effect_tooltip = AUS_habsburg_monarchy_restored_intro_tt
		} {
			limit = {
				NOT = {
					has_country_leader = {
						ruling_only = yes
						character = AUS_ernst_rudiger_starhemberg
					}
				}
			}
			custom_effect_tooltip = available_political_advisor
			show_ideas_tooltip = AUS_ernst_rudiger_starhemberg
		}
		ELSE = {
			custom_effect_tooltip = AUS_austrian_monarchy_restored_intro_tt
		}
		add_to_variable = {
			AUS_habsburg_monarchy_restored_drift_defence_factor = 0.1
			tooltip = drift_defence_factor_tt
		}
	}
}
### Entity: Military Industrial Organization
Component: CZE_avia_organization
Constructs: has_completed_focus, limit, has_war_with, has_country_flag, has_dlc, has_invited_mio_tt, add_trait, set_country_flag
Source: game
File: common/military_industrial_organization/organizations/CZE_organization.txt

Code:
CZE_avia_organization = {
	name = CZE_avia
	include = generic_light_aircraft_organization
	icon = GFX_idea_CZE_avia
	allowed = {
		OR = {
			tag = CZE
			AND = {
				tag = ETH
				has_dlc = By Blood Alone
			}
		}
	}
	visible = {
		IF = {
			limit = {
				FROM = {
					original_tag = ETH
				}
			}
			FROM = {
				has_completed_focus = ETH_invite_foreign_industrialists
			}
		}
	}
	available = {
		IF = {
			limit = {
				FROM = {
					NOT = {
						original_tag = CZE
					}
				}
			}
			FROM = {
				NOT = {
					has_war_with = CZE
				}
			}
		} {
			limit = {
				FROM = {
					original_tag = ETH
				}
			}
			custom_trigger_tooltip = {
				tooltip = has_invited_mio_tt
				FROM = {
					has_country_flag = has_invited_CZE_avia_organization_flag
				}
			}
		}
	}
	add_trait = {
		token = CZE_mio_trait_walter_co
		name = CZE_mio_trait_walter_co_name
		icon = GFX_generic_mio_department_icon_plane_general_engine
		special_trait_background = yes
		position = {
			x = 9
			y = 0
		}
		visible = {
			FROM = {
				original_tag = CZE
				has_dlc = Peace For Our Time
			}
		}
		available = {
			FROM = {
				has_completed_focus = CZE_joint_stock_schemes
				NOT = {
					has_country_flag = CZE_mio_trait_walter_co_taken_flag
				}
			}
		}
		on_complete = {
			custom_effect_tooltip = generic_trait_will_not_be_available_in_other_organizations
			FROM = {
				set_country_flag = CZE_mio_trait_walter_co_taken_flag
			}
		}
		equipment_bonus = {
			maximum_speed = 0.05
			air_agility = 0.05
		}
		ai_will_do = {
			base = 3
		}
	} {
		token = CZE_mio_trait_bata_corporation
		name = CZE_bata_corporation_name
		icon = GFX_generic_mio_department_icon_facilities
		special_trait_background = yes
		position = {
			x = 9
			y = 1
		}
		visible = {
			FROM = {
				original_tag = CZE
				has_dlc = Peace For Our Time
			}
		}
		available = {
			FROM = {
				has_completed_focus = CZE_diversify_bata
				NOT = {
					has_country_flag = CZE_mio_trait_bata_corporation_taken_flag
				}
			}
		}
		on_complete = {
			custom_effect_tooltip = generic_trait_will_not_be_available_in_other_organizations
			FROM = {
				set_country_flag = CZE_mio_trait_bata_corporation_taken_flag
			}
		}
		production_bonus = {
			production_resource_penalty_factor = -0.1
			production_resource_need_factor = -0.1
		}
		ai_will_do = {
			base = 2
		}
	}
}
### Entity: National Focus
Component: wuw_HUN_support_for_our_finnish_brothers
Constructs: prerequisite, has_war, limit, random_country, has_government, completion_reward, has_civil_war, cancel_if_invalid
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_support_for_our_finnish_brothers
	icon = GFX_focus_invite_finland
	prerequisite = {
		focus = wuw_HUN_secret_rearmament
	}
	x = 5
	y = 1
	relative_position_id = wuw_HUN_secret_rearmament
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	cost = 2
	ai_will_do = {
		factor = 5
	}
	available = {
		has_war = no
		FIN = {
			has_war = yes
			has_civil_war = no
		}
		custom_trigger_tooltip = {
			tooltip = wuw_HUN_support_for_our_finnish_brothers_tt
			OR = {
				AND = {
					FIN = {
						OR = {
							has_government = neutrality fascism
						}
					}
					HUN = {
						OR = {
							has_government = neutrality fascism
						}
					}
				} {
					FIN = {
						OR = {
							has_government = democratic communism
						}
					}
					HUN = {
						OR = {
							has_government = democratic communism
						}
					}
				}
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		add_timed_idea = {
			idea = HUN_pan_ugric_volunteer_force
			days = 1095
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_relation_rule_override = {
			target = FIN
			can_send_volunteers = yes
		}
		random_country = {
			limit = {
				original_tag = FIN
				has_war = yes
				has_civil_war = no
			}
			country_event = {
				id = WW_hungary.2
				days = 3
				random_days = 4
			}
		}
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_baltic_stronger_together
Constructs: division_template, prerequisite, limit, completion_reward, is_faction_leader, swap_ideas, add_idea, remove_idea
Source: game
File: common/national_focus/lithuania.txt

Code:
focus = {
	id = LIT_baltic_stronger_together
	icon = GFX_focus_generic_support_the_left_right
	prerequisite = {
		focus = LIT_propose_baltic_union
	}
	x = 1
	y = 1
	relative_position_id = LIT_propose_baltic_union
	mutually_exclusive = {
		focus = LIT_baltic_unification
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_faction_leader = yes
	}
	bypass = {

	}
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		swap_ideas = {
			add_idea = BALTIC_union_idea_1
			remove_idea = BALTIC_union_idea
		}
		division_template = {
			name = Baltic Entente Division
			priority = 1
			division_names_group = LAT_INF_01
			regiments = {
				infantry = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 0
					y = 2
				} {
					x = 1
					y = 0
				} {
					x = 1
					y = 1
				} {
					x = 1
					y = 2
				} {
					x = 2
					y = 0
				} {
					x = 2
					y = 1
				} {
					x = 2
					y = 2
				}
			}
			support = {
				engineer = {
					x = 0
					y = 0
				}
			}
		}
		random_owned_controlled_state = {
			limit = {
				PREV = {
					has_full_control_of_state = PREV
				}
			}
			create_unit = {
				division = name = "1 Baltic Entente Division" division_template = "Baltic Entente Division" start_experience_factor = 0.9
				owner = PREV
			} {
				division = name = "2 Baltic Entente Division" division_template = "Baltic Entente Division" start_experience_factor = 0.9
				owner = PREV
			} {
				division = name = "3 Baltic Entente Division" division_template = "Baltic Entente Division" start_experience_factor = 0.9
				owner = PREV
			} {
				division = name = "4 Baltic Entente Division" division_template = "Baltic Entente Division" start_experience_factor = 0.9
				owner = PREV
			}
		}
		every_other_country = {
			limit = {
				is_baltic_country = yes
				is_in_faction_with = ROOT
			}
			swap_ideas = {
				add_idea = BALTIC_union_idea_1
				remove_idea = BALTIC_union_idea
			}
			custom_effect_tooltip = gain_baltic_entente_divisions_tt
			hidden_effect = {
				country_event = BALTIC_entente_events.5
				division_template = {
					name = Baltic Entente Division
					priority = 1
					division_names_group = LAT_INF_01
					regiments = {
						infantry = {
							x = 0
							y = 0
						} {
							x = 0
							y = 1
						} {
							x = 0
						
# ... (truncated)
### Entity: Event
Component: r56.news_event.1001
Constructs: has_war, has_government, has_war_with, add_stability, is_in_faction_with, has_global_flag, has_idea, set_global_flag
Source: game
File: events/r56_news_events.txt

Code:
news_event = {
	id = r56.news_event.1001
	title = r56.news_event.1001.t
	desc = r56.news_event.1001.d
	picture = GFX_report_event_CAN_royal_tour
	major = yes
	trigger = {
		date = > 1939.5.15
		CAN = {
			has_government = democratic
			is_in_faction_with = ENG
			has_war = no
			exists = yes
		}
		NOT = {
			ENG = {
				has_war_with = USA
			}
		} {
			has_global_flag = royal_tour_fired
		}
		ENG = {
			has_idea = ENG_george_vi
		}
	}
	mean_time_to_happen = {
		days = 15
	}
	immediate = {
		set_global_flag = royal_tour_fired
	}
	option = {
		name = r56.news_event.1001.a
		trigger = {
			tag = CAN
		}
		add_stability = 0.05
	} {
		name = r56.news_event.1001.b
		trigger = {
			tag = ENG
		}
	} {
		name = r56.news_event.1001.c
		trigger = {
			NOT = {
				tag = ENG CAN
			}
		}
	}
}
### Entity: Idea
Component: ARG_Bunge
Constructs: has_government, has_idea, research_bonus, removal_cost
Source: game
File: common/ideas/r56_argentina.txt

Code:
ARG_Bunge = {
	allowed = {
		original_tag = ARG
	}
	available = {
		NOT = {
			has_government = communism
		}
		OR = {
			has_idea = free_trade export_focus
		}
	}
	picture = ARG_Bunge
	research_bonus = {
		industry = 0.05
		synth_resources = 0.1
	}
	cost = 150
	removal_cost = 10
	traits = {
		export_specialization
	}
	modifier = {
		consumer_goods_factor = -0.15
		trade_opinion_factor = 0.15
	}
}
### Entity: Idea
Component: ENG_trade_union_dockyard_worker_support
Constructs: removal_cost
Source: game
File: common/ideas/britain.txt

Code:
ENG_trade_union_dockyard_worker_support = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		industrial_capacity_dockyard = 0.1
	}
	picture = generic_production_bonus
	removal_cost = -1
}
### Entity: National Focus
Tree: cub_focus
Component: CUB_confederation_of_cuban_workers
Constructs: prerequisite, add_ideas, completion_reward, add_popularity
Source: game
File: common/national_focus/Cuba.txt

Code:
focus = {
	id = CUB_confederation_of_cuban_workers
	icon = GFX_goal_generic_industrial_unionism
	cost = 10
	prerequisite = {
		focus = CUB_law_of_sugar_coordination
	}
	relative_position_id = CUB_law_of_sugar_coordination
	x = 0
	y = 1
	completion_reward = {
		add_ideas = CUB_ctc_legalized
		add_popularity = {
			ideology = communism
			popularity = 0.03
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Character
Component: HYD_syed_ahmed_el_edroos
Source: game
File: common/characters/HYD.txt

Code:
HYD_syed_ahmed_el_edroos = {
	name = Syed Ahmed El Edroos
	portraits = {
		army = {
			large = gfx/leaders/RAJ/Portrait_The_Raj_Army_Generic_2.dds
			small = GFX_idea_RAJ_army_generic_2
		}
	}
	advisor = {
		slot = army_chief
		idea_token = HYD_syed_ahmed_el_edroos
		allowed = {
			original_tag = HYD
		}
		traits = {
			army_chief_defensive_2
		}
		ai_will_do = {
			factor = 1
		}
	}
	field_marshal = {
		traits = {
			homeland_connoisseur infantry_officer
		}
		skill = 3
		attack_skill = 2
		defense_skill = 2
		planning_skill = 3
		logistics_skill = 3
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_develop_the_kingdom
Constructs: prerequisite, limit, add_ideas, remove_ideas, has_government, completion_reward, has_civil_war, has_idea
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_develop_the_kingdom
	icon = GFX_goal_generic_construction2
	prerequisite = {
		focus = NOR_traditions_and_monarchy
	}
	x = 0
	y = 1
	relative_position_id = NOR_traditions_and_monarchy
	cost = 5
	ai_will_do = {
		base = 50
	}
	available = {
		has_civil_war = no
		OR = {
			has_government = neutrality democratic
		}
	}
	completion_reward = {
		add_ideas = NOR_building_the_kingdom
		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
	}
}
### Entity: Effect Reference
Construct: add_project_progress_ratio
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## add_project_progress_ratio

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

```
Add progress to the project's prototype phase.
The input value is a ratio of the total needed progress to complete the special project, i.e. a decimal number between -1 and 1.
ex:
sp:my_project = {
  add_project_progress_ratio = 0.1
  add_project_progress_ratio = var:my_var
}
```
### Entity: Idea
Component: EAI_DD_10/gw_tank_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_10/gw_tank_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		gw_tank_equipment = {
			build_cost_ic = -0.25
			instant = yes
		}
	}
}
### Entity: Character
Component: NOR_birger_ljungberg
Constructs: has_war, has_government, has_aat, removal_cost
Source: game
File: common/characters/NOR.txt

Code:
NOR_birger_ljungberg = {
	instance = {
		allowed = {
			has_aat = yes
		}
		name = NOR_birger_ljungberg
		advisor = {
			slot = theorist
			idea_token = NOR_birger_ljungberg
			ledger = army
			allowed = {
				original_tag = NOR
			}
			available = {
				has_government = democratic
				has_war = no
			}
			traits = {
				NOR_clueless_defense_minister
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
			removal_cost = 150
			can_be_fired = no
		}
		portraits = {
			army = {
				small = GFX_portrait_NOR_birger_ljungberg_small
			}
		}
	} {
		allowed = {
			has_aat = no
		}
		name = NOR_birger_ljungberg
		advisor = {
			slot = high_command
			idea_token = NOR_birger_ljungberg
			ledger = army
			allowed = {
				original_tag = NOR
			}
			traits = {
				army_commando_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
		portraits = {
			army = {
				small = GFX_idea_generic_army_europe_1
			}
		}
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_bakr_sidqi_coup
Constructs: prerequisite, add_ideas, completion_reward, add_political_power, cancel_if_invalid, retire_country_leader, add_country_leader_role, set_country_flag
Source: game
File: common/national_focus/iraq.txt

Code:
focus = {
	id = IRQ_bakr_sidqi_coup
	icon = GFX_focus_IRQ_bakr_sidqi_coup
	prerequisite = {
		focus = IRQ_party_of_national_brotherhood
	}
	x = 0
	y = 1
	relative_position_id = IRQ_party_of_national_brotherhood
	cost = 10
	ai_will_do = {
		base = 1
	}
	available = {

	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_HISTORICAL FOCUS_FILTER_POLITICAL
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		retire_country_leader = yes
		IRQ_hikmat_suleiman = {
			add_country_leader_role = {
				country_leader = {
					ideology = despotism
					expire = 1965.1.1.1
					traits = {
						IRQ_social_reformer_pm
					}
				}
				promote_leader = yes
			}
		}
		set_country_flag = IRQ_bakr_coup_happened
		custom_effect_tooltip = IRQ_bakr_sidqi_tt generic_skip_one_line_tt
		add_ideas = IRQ_bakr_sidqi_pm
		add_political_power = 100
	}
}
### Entity: AI Strategy
Component: r56_GER_italy_is_your_bestie
Constructs: has_war, has_government, has_war_with, is_in_faction_with, is_neighbor_of, send_lend_lease_desire
Source: game
File: common/ai_strategy/r56_GER.txt

Code:
r56_GER_italy_is_your_bestie = {
	allowed = {
		original_tag = GER
	}
	enable = {
		exists = yes
		GER = {
			has_government = fascism
			has_war = yes
			is_in_faction_with = ITA
			is_neighbor_of = ITA
			surrender_progress = < 0.01
			OR = {
				has_war_with = ENG FRA
			}
		}
		ITA = {
			has_government = fascism
			has_war = yes
			OR = {
				has_war_with = ENG FRA
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = support
		id = ITA
		value = 10
	} {
		type = send_lend_lease_desire
		id = ITA
		value = 25
	}
}