Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: JAP_ConvoyEscort_1
Source: game
File: common/ai_navy/taskforce/JAP_taskforce_templates.txt

Code:
JAP_ConvoyEscort_1 = {
	allowed = {
		original_tag = JAP
	}
	ai_will_do = {
		factor = 5
	}
	mission = {
		convoy_escort
	}
	min_composition = {
		destroyer = {
			amount = 4
		}
	}
	optimal_composition = {
		destroyer = {
			amount = 8
		}
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_learn_from_guerrilla_operations
Constructs: prerequisite, limit, completion_reward, has_subdoctrine_in_track, add_daily_mastery, add_doctrine_cost_reduction, add_tech_bonus
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_learn_from_guerrilla_operations
	prerequisite = {
		focus = POR_study_the_spanish_conflict
	}
	icon = GFX_goal_assymetric_doctrine
	x = 0
	y = 1
	relative_position_id = POR_study_the_spanish_conflict
	cost = 5
	ai_will_do = {
		base = 2
	}
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				has_subdoctrine_in_track = operations
			}
			add_daily_mastery = {
				name = POR_learn_from_guerrilla_operations
				amount = 0.2
				days = 180
				track = operations
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		else = {
			add_doctrine_cost_reduction = {
				name = POR_adapting_to_the_modern_battlefield
				cost_reduction = 0.25
				uses = 1
				category = land_doctrine
			}
		}
		add_tech_bonus = {
			name = POR_learn_from_guerrilla_operations
			bonus = 1
			ahead_reduction = 1
			uses = 1
			technology = camo1942 camo1948 camo1955
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: bftb_turkey.90
Constructs: is_triggered_only, fire_only_once, add_political_power
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.90
	title = bftb_turkey.90.t
	desc = bftb_turkey.90.desc
	picture = GFX_report_event_tur_upheaval_celebration
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = bftb_turkey.90.a
		add_political_power = 120
		TUR = {
			puppet = BUL
		}
	}
}
### Entity: Scripted Effect
Component: d_add_subsidies
Constructs: add_equipment_subsidy, is_democratic_seller_trigger
Source: game
File: common/scripted_effects/zz_debug_effects.txt

Code:
d_add_subsidies = {
	add_equipment_subsidy = {
		cic = 100
		equipment_type = support_equipment
		seller_tags = {
			SWE FRA
		}
	} {
		cic = 100
		equipment_type = infantry_equipment
		seller_tags = {
			SWE
		}
	} {
		cic = 100
		equipment_type = infantry_equipment
		seller_trigger = is_democratic_seller_trigger
	} {
		cic = 100
		equipment_type = infantry_equipment
		seller_tags = {
			GER
		}
	}
}
### Entity: Event
Component: poland.86
Constructs: is_triggered_only, add_ideas
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland.86
	title = poland.86.t
	desc = poland.86.d
	picture = GFX_report_event_polish_cult
	is_triggered_only = yes
	option = {
		name = poland.86.a
		add_ideas = POL_Cult_Of_The_Marshal
	}
}
### Entity: Idea
Component: SOV_solider_committees
Constructs: has_government, removal_cost
Source: game
File: common/ideas/r56_soviet.txt

Code:
SOV_solider_committees = {
	removal_cost = -1
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		has_government = democratic
	}
	picture = generic_victors_of_ww1
	modifier = {
		max_planning = 0.15
		army_org_factor = 0.1
	}
}
### Entity: Scripted Effect
Component: AUS_loans_up
Constructs: limit, add_ideas, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/r56_AUS_scripted_effects.txt

Code:
AUS_loans_up = {
	if = {
		limit = {
			NOT = {
				has_idea = AUS_reliant_on_lon_1 AUS_reliant_on_lon_2 AUS_reliant_on_lon_3 AUS_reliant_on_lon_4
			}
		}
		add_ideas = AUS_reliant_on_lon_1
	}
	else_if = {
		limit = {
			has_idea = AUS_reliant_on_lon_1
		}
		swap_ideas = {
			remove_idea = AUS_reliant_on_lon_1
			add_idea = AUS_reliant_on_lon_2
		}
	} {
		limit = {
			has_idea = AUS_reliant_on_lon_2
		}
		swap_ideas = {
			remove_idea = AUS_reliant_on_lon_2
			add_idea = AUS_reliant_on_lon_3
		}
	} {
		limit = {
			has_idea = AUS_reliant_on_lon_3
		}
		swap_ideas = {
			remove_idea = AUS_reliant_on_lon_3
			add_idea = AUS_reliant_on_lon_4
		}
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_air_doctrine
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_air_doctrine
	icon = GFX_goal_generic_air_doctrine
	prerequisite = {
		focus = BEL_aviation_school
	}
	relative_position_id = BEL_aviation_school
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	x = 1
	y = 1
	cost = 5
	available = {

	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = BEL_air_doctrine
			cost_reduction = 0.5
			uses = 2
			category = air_doctrine
		}
	}
}
### Entity: Event
Component: news.148
Constructs: has_war_with, is_controlled_by, is_owned_by, has_global_flag, set_global_flag
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.148
	title = news.135.t
	desc = news.148.d
	picture = GFX_news_event_chinese_soldiers_march
	major = yes
	trigger = {
		282 = {
			is_controlled_by = CHI
		} {
			is_owned_by = JAP
		}
		JAP = {
			has_war_with = CHI
		}
		NOT = {
			has_global_flag = fall_of_tokyo_chi
		}
	}
	immediate = {
		set_global_flag = fall_of_tokyo_chi
	}
	mean_time_to_happen = {
		days = 2
	}
	option = {
		name = news.145.a
		trigger = {
			NOT = {
				TAG = CHI JAP
			}
		}
	} {
		name = news.132.b
		trigger = {
			TAG = CHI
		}
	} {
		name = news.100.c
		trigger = {
			TAG = JAP
		}
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_NAVAL_block_invasion_target_B0G
Constructs: check_variable
Source: game
File: common/ai_strategy/EAI_MILITARY_naval_strategies.txt

Code:
EAI_MILITARY_NAVAL_block_invasion_target_B0G = {
	enable = {
		NOT = {
			check_variable = {
				EAI_INVASION_block_target^16 = 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = invade
		id = B0G
		value = -2000
	}
}
### Entity: Idea
Component: USA_lend_lease_act_li
Constructs: has_government, removal_cost, send_volunteers_tension
Source: game
File: common/ideas/usa.txt

Code:
USA_lend_lease_act_li = {
	picture = generic_production_bonus
	name = USA_lend_lease_act
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = democratic
	}
	removal_cost = -1
	modifier = {
		lend_lease_tension = -1
		join_faction_tension = -0.25
		send_volunteers_tension = -0.35
		guarantee_tension = -0.2
		mobilization_laws_cost_factor = 1
		economy_cost_factor = 1
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_a_talk_with_ottawa
Constructs: prerequisite, has_war_with, has_country_flag, completion_reward
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_a_talk_with_ottawa
	icon = GFX_goal_generic_phone_crisis
	x = -1
	y = 1
	cost = 3
	relative_position_id = QUE_continue_our_independence
	prerequisite = {
		focus = QUE_continue_our_independence
	}
	mutually_exclusive = {
		focus = QUE_further_cut_ties
	}
	available_if_capitulated = yes
	available = {
		NOT = {
			has_country_flag = QUE_diplomatic_death
			has_war_with = CAN
		}
		CAN = {
			exists = yes
		}
	}
	bypass = {
		CAN = {
			exists = no
		}
	}
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		country_event = quebec.16
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: MEX_hispanic_culture
Constructs: removal_cost, send_volunteers_tension, send_volunteer_divisions_required, mobilization_speed
Source: game
File: common/ideas/mexico.txt

Code:
MEX_hispanic_culture = {
	picture = generic_morale_bonus
	allowed = {
		always = no
	}
	removal_cost = -1
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		lend_lease_tension = -1
		send_volunteers_tension = -1
		send_volunteer_divisions_required = -0.6
		mobilization_speed = 0.1
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_struggle_in_ethiopia
Constructs: add_stability, completion_reward, add_political_power, add_popularity
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_struggle_in_ethiopia
	icon = GFX_goal_generic_major_war
	mutually_exclusive = {
		focus = ITA_the_abyssinian_fiasco ITA_solid_progress
	}
	x = 2
	y = 0
	relative_position_id = ITA_solid_progress
	cost = 5
	available = {
		custom_trigger_tooltip = {
			tooltip = ITA_the_abyssinian_fiasco_completion_tt
			always = no
		}
	}
	search_filters = {

	}
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = -0.05
		}
		add_stability = -0.03
		add_political_power = -25
	}
}
### Entity: Event
Component: wuw_GER_realpolitik.13
Constructs: is_triggered_only, ai_chance, random_hours, create_wargoal, puppet_wargoal_focus
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_realpolitik.13
	title = wuw_GER_realpolitik.13.t
	desc = wuw_GER_realpolitik.13.desc
	picture = GFX_report_event_finnish_letter
	is_triggered_only = yes
	option = {
		name = wuw_GER_realpolitik.13.a
		ai_chance = {
			base = 80
		}
		FROM = {
			country_event = {
				id = wuw_GER_realpolitik.14
				hours = 6
				random_hours = 12
			}
		}
		effect_tooltip = {
			FROM = {
				puppet = ROOT
			}
		}
	} {
		name = wuw_GER_realpolitik.13.b
		ai_chance = {
			base = 20
		}
		FROM = {
			country_event = {
				id = wuw_GER_realpolitik.15
				hours = 6
				random_hours = 12
			}
		}
		effect_tooltip = {
			FROM = {
				create_wargoal = {
					type = puppet_wargoal_focus
					target = ROOT
				}
			}
		}
	}
}
### Entity: Event
Component: INS_loyalist_events.3
Constructs: is_triggered_only, add_autonomy_score
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_loyalist_events.3
	title = INS_loyalist_events.3.t
	desc = INS_loyalist_events.3.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = INS_loyalist_events.3.a
		add_autonomy_score = {
			value = 250
			localization = INS_henri_winkelman_tt
		}
	}
}
### Entity: Country History
Country: GAB
Component: GAB_characters
Constructs: recruit_character
Source: game
File: history/countries/GAB - Gabon.txt

Code:
# Leaders & Characters for GAB
recruit_character = GAB_aa2 GAB_democratic_guy GAB_acgs GAB_ncm GAB_nt GAB_acas GAB_awt GAB_pot GAB_stc GAB_acd2 GAB_communist_guy GAB_aco2 GAB_fascist_guy GAB_coi GAB_ar GAB_nccr GAB_mt GAB_ai2 GAB_ncs GAB_acr
### Entity: Idea
Component: CHI_camco_1
Constructs: has_completed_focus, limit, has_dlc, is_literally_china, research_bonus
Source: game
File: common/ideas/china_shared.txt

Code:
CHI_camco_1 = {
	picture = CHI_camco
	available = {
		if = {
			limit = {
				has_dlc = Waking the Tiger
			}
			has_completed_focus = CHI_camco
		}
	}
	allowed = {
		NOT = {
			has_dlc = No Compromise, No Surrender
		}
		OR = {
			is_literally_china = yes
			tag = MAN
		}
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		medium_aircraft_manufacturer
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/BOS_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = BOS
		}
		requested_factories = 1
		progress = 0.37
		efficiency = 100
	} {
		equipment = {
			type = support_equipment_1
			creator = BOS
		}
		requested_factories = 1
		progress = 0.76
		efficiency = 100
	}
}
### Entity: Idea
Component: ITA_army_of_africa_disheartened_idea
Constructs: has_global_flag, removal_cost
Source: game
File: common/ideas/italy.txt

Code:
ITA_army_of_africa_disheartened_idea = {
	picture = tfv_can_conscription_crisis
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	available = {
		has_global_flag = second_italo_ethiopian_war_flag
	}
	removal_cost = -1
	targeted_modifier = {
		tag = ETH
		attack_bonus_against = -0.05
		defense_bonus_against = -0.15
	}
}
### Entity: Character
Component: resistance_figure
Source: game
File: common/country_leader/r56_traits.txt

Code:
resistance_figure = {
	random = no
	sprite = 9
	army_core_defence_factor = 0.05
	army_morale_factor = 0.05
	resistance_growth_on_our_occupied_states = 0.05
}
### Entity: Event
Component: lar_compensate_italy.3
Constructs: is_triggered_only, ai_chance
Source: game
File: events/LaR_France.txt

Code:
country_event = {
	id = lar_compensate_italy.3
	title = lar_compensate_italy.3.t
	desc = lar_compensate_italy.3.desc
	picture = GFX_report_event_fascist_speech
	is_triggered_only = yes
	option = {
		name = lar_compensate_italy.3.a
		ai_chance = {
			factor = 100
		}
	}
}
### Entity: Event
Component: NSB_soviet_civil_war_common.128
Constructs: is_triggered_only, every_owned_state, limit, has_capitulated, is_controlled_by, add_to_variable, clr_country_flag
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_civil_war_common.128
	title = NSB_soviet_civil_war_common.128.t
	desc = NSB_soviet_civil_war_common.128.desc
	picture = GFX_report_event_generic_riot
	is_triggered_only = yes
	trigger = {
		NOT = {
			SOS = {
				has_capitulated = yes
			}
		}
	}
	option = {
		name = NSB_soviet_civil_war_common.128.a
		custom_effect_tooltip = SOS_civilian_unrest_tt
		hidden_effect = {
			SOS = {
				every_owned_state = {
					limit = {
						is_controlled_by = SOS
						arms_factory = > 1
					}
					damage_building = {
						type = arms_factory
						damage = 2
					}
				} {
					limit = {
						is_controlled_by = SOS
						industrial_complex = > 1
					}
					damage_building = {
						type = industrial_complex
						damage = 2
					}
				}
				add_to_variable = {
					SOV_surrender_modifier = -0.05
				}
			}
			SOV = {
				clr_country_flag = SOV_civilian_unrest_flag
			}
		}
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_propaganda_ministry
Constructs: prerequisite, add_ideas, add_war_support, add_stability, completion_reward
Source: game
File: common/national_focus/r56_belgium.txt

Code:
focus = {
	id = BEL_propaganda_ministry
	icon = GFX_goal_generic_propaganda
	prerequisite = {
		focus = BEL_germany_millitary_coop BEL_belgium_first BEL_reactivate_caur_contacts BEL_an_ally_across_the_channel
	}
	relative_position_id = BEL_belgium_first
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		base = 5
	}
	completion_reward = {
		add_stability = 0.05
		add_war_support = 0.05
		add_ideas = paramilitarism_focus
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Idea
Component: BUL_vulkan_cement
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_vulkan_cement = {
	picture = generic_industrial_concern_3
	allowed = {
		original_tag = BUL
		has_dlc = Battle for the Bosporus
	}
	visible = {
		NOT = {
			has_completed_focus = BUL_utmost_optimization
		}
	}
	available = {
		OR = {
			has_completed_focus = BUL_invigorate_national_industry BUL_nationalization
		}
	}
	modifier = {
		custom_modifier_tooltip = BUL_national_industrial_concern_upgrade_tt
	}
	research_bonus = {
		industry = 0.1
	}
	traits = {
		industrial_concern
	}
}
### Entity: Decision
Component: AFG_rebellion_in_pakistan_decision_category
Constructs: division_template, add_equipment_to_stockpile, has_war, limit, has_government, has_war_with, has_country_flag, fire_only_once
Source: game
File: common/decisions/r56_AFG.txt

Code:
AFG_rebellion_in_pakistan_decision_category = {
	AFG_arm_local_resistance = {
		icon = generic_reorganize_irregulars
		visible = {
			NOT = {
				has_war_with = RAJ
			}
		}
		state_target = yes
		available = {
			has_manpower = > 1000
			has_equipment = {
				infantry_equipment = > 499
			} {
				artillery_equipment = > 24
			}
		}
		target_trigger = {
			FROM = {
				is_core_of = PAK
				is_owned_and_controlled_by = RAJ
				NOT = {
					state = 430
				}
			}
		}
		fire_only_once = yes
		custom_cost_text = r56_15_command_power_cost
		custom_cost_trigger = {
			command_power = > 15
		}
		complete_effect = {
			add_command_power = -15
			add_manpower = -1000
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = -500
				producer = AFG
			} {
				type = artillery_equipment
				amount = -25
				producer = AFG
			}
		}
		days_remove = 60
		on_map_mode = map_only
		remove_effect = {
			FROM = {
				set_state_flag = AFG_contacted_pakistani_resistance
			}
			custom_effect_tooltip = AFG_pakistan_arming_resistance_tt
		}
		ai_will_do = {
			base = 1
			modifier = {
				has_manpower = > 10000
				factor = 2
			} {
				has_equipment = {
					infantry_equipment = > 1000
				}
				factor = 2
			} {
				has_equipment = {
					artillery_equipment = > 50
				}
				factor = 2
			} {
				command_power = > 50
				factor = 2
			} {
				has_war_support = > 0.75
				factor = 2
			} {
				has_war = yes
				factor = 1.5
			}
		}
	}
	AFG_launch_the_uprising = {
		icon = generic_prepare_civil_war
		allowed = {
			original_tag = AFG
		}
		available = {
			any_state = {
				has_state_flag = AFG_contacted_pakistani_resistance
			}
		}
		visible = {
			any_state = {
				is_core_of = PAK
				is_fully_controlled_by = RAJ
			}
		}
		fire_only_once = yes
		complete_effect = {
			if = {
				limit = {
					NOT = {
						has_war_with = RAJ
					}
				}
				declare_war_on = {
					target = RAJ
					type = take_state_focus
				}
			} {
				limit = {
					has_country_flag = AFG_approached_bacha_khan
					442 = {
						is_controlled_by = RAJ
					}
				}
				custom_effect_tooltip = AFG_create_khudai_tt
				hidden_effect = {
					division_template = {
						name = Khudai Khidmatgar
						priority = 1
						division_names_group = AFG_INF_01
						regiments = {
							irregular_infantry = {
								x = 0
								y = 0
							} {
								x = 0
								y = 1
							} {
								x
# ... (truncated)
### Entity: Character
Component: untethered
Source: game
File: common/country_leader/00_traits.txt

Code:
untethered = {
	army_speed_factor = 0.1
	org_loss_when_moving = -0.1
}
### Entity: Wiki Documentation
Construct: Military
Source: wiki
File: wiki/Albania.html

Doc:
Military[edit]
Here you can type some informative bits about this nation's armed forces in-game in 1936 and the following years.

Army[edit]
Here goes stuff for the land army

Navy[edit]
Here goes naval stuff

Air Force[edit]
Here goes air force stuff
### Entity: Technology
Component: advanced_special_forces
Constructs: research_cost
Source: game
File: common/technologies/infantry.txt

Code:
technology = {
	xor = {
		improved_special_forces
	}
	category_special_forces = {
		max_organisation = 5
		defense = 0.05
	}
	special_forces_training_time_factor = 0.1
	path = {
		leads_to_tech = extreme_environment_training
		research_cost_coeff = 1
	}
	research_cost = 2
	start_year = 1940
	folder = {
		name = infantry_folder
		position = {
			x = 5
			y = @1940
		}
	}
	categories = {
		mountaineers_tech marine_tech para_tech cat_special_forces_generic
	}
	ai_will_do = {
		factor = 0.7
	}
}
### Entity: Idea
Component: POL_bop_sanation_right_unrest_idea
Constructs: war_support_factor, removal_cost
Source: game
File: common/ideas/r56_poland.txt

Code:
POL_bop_sanation_right_unrest_idea = {
	picture = POL_sanation_right_opposition_2
	removal_cost = -1
	allowed = {
		always = no
	}
	modifier = {
		war_support_factor = -0.15
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_increase_presidential_powers
Constructs: prerequisite, limit, has_government, add_stability, completion_reward, has_country_leader, is_historical_focus_on, has_idea
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_increase_presidential_powers
	icon = GFX_focus_usa_voter_registration_act
	relative_position_id = CHL_strengthen_instituto_nacional
	x = -3
	y = 1
	cost = 5
	prerequisite = {
		focus = CHL_strengthen_instituto_nacional
	}
	mutually_exclusive = {
		focus = CHL_reapproach_america CHL_return_to_the_parliamentary_era
	}
	ai_will_do = {
		base = 1.5
		modifier = {
			factor = 0.5
			has_country_leader = {
				character = CHL_gustavo_ross_santa_maria
				ruling_only = yes
			}
		} {
			factor = 0.5
			has_country_leader = {
				character = CHL_pedro_aguirre_cerda
				ruling_only = yes
			}
		} {
			factor = 2.5
			has_country_leader = {
				character = CHL_carlos_ibanez
				ruling_only = yes
			}
		} {
			factor = 0
			is_historical_focus_on = yes
		} {
			factor = 2.5
			has_country_leader = {
				character = CHL_elias_lafertte_gavino
				ruling_only = yes
			}
		}
	}
	available = {
		OR = {
			custom_trigger_tooltip = {
				tooltip = CHL_has_idea_near_anarchy
				OR = {
					has_idea = idea_CHL_near_anarchic_society idea_CHL_near_anarchic_society_2 idea_CHL_near_anarchic_society_3 idea_CHL_near_anarchic_society_4
				}
			}
			has_country_leader = {
				character = CHL_elias_lafertte_gavino
				ruling_only = yes
			}
		}
		has_government = democratic
		is_subject = no
	}
	bypass = {
		has_government = communism
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_stability = -0.05
		IF = {
			limit = {
				OR = {
					has_country_leader = {
						ruling_only = yes
						character = CHL_pedro_aguirre_cerda
					} {
						ruling_only = yes
						character = CHL_gustavo_ross_santa_maria
					} {
						ruling_only = yes
						character = CHL_arturo_alessandri
					}
				}
			}
			set_politics = {
				ruling_party = ROOT
				elections_allowed = no
			}
			add_popularity = {
				ideology = democratic
				popularity = -0.05
			}
		}
		ELSE_IF = {
			limit = {
				has_country_leader = {
					ruling_only = yes
					character = CHL_elias_lafertte_gavino
				}
			}
			set_politics = {
				ruling_party = communism
				elections_allowed = no
			}
			add_popularity = {
				ideology = communism
				popularity = 0.2
			}
		} {
			limit = {
				has_country_leader = {
					ruling_only = yes
					character = CHL_carlos_ibanez
				}
			}
			set_politics = {
				ruling_party = neutrality
				elections_allowed = no
			}
			add_popularity
# ... (truncated)
### Entity: Idea
Component: AST_general_motors_holden
Constructs: research_bonus
Source: game
File: common/ideas/australia_r56.txt

Code:
AST_general_motors_holden = {
	picture = usa_general_motors
	allowed = {
		original_TAG = AST
	}
	research_bonus = {
		motorized_equipment = 0.15
	}
	traits = {
		motorized_equipment_manufacturer
	}
}
### Entity: Trigger Reference
Construct: pc_does_state_stack_dismantled
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## pc_does_state_stack_dismantled

* Supported Scopes: STATE
* Supported Targets: none

```
Checks if state got dismantled stacked on it in the peace conference.
Example:
FROM.FROM.FROM = { pc_does_state_stack_dismantled = yes }
```
### Entity: National Focus
Tree: hol_focus
Component: HOL_production_under_license
Constructs: prerequisite, add_ideas, completion_reward, allow_branch, has_dlc
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_production_under_license
	prerequisite = {
		focus = HOL_appoint_new_supreme_commander
	}
	mutually_exclusive = {
		focus = HOL_modernize_our_infantry_equipment
	}
	allow_branch = {
		has_dlc = Death or Dishonor
	}
	available = {

	}
	icon = GFX_goal_generic_production
	x = 1
	y = 1
	relative_position_id = HOL_appoint_new_supreme_commander
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = HOL_production_under_license
		custom_effect_tooltip = HOL_production_under_license_tt
	}
}
### Entity: Event
Component: israel.85
Constructs: is_triggered_only, has_completed_focus, limit, set_country_flag
Source: game
File: events/israel.txt

Code:
country_event = {
	id = israel.85
	title = israel.85.t
	desc = israel.85.d
	is_triggered_only = yes
	option = {
		name = israel.85.a
		set_country_flag = ISR_negotiations_collapsed
		if = {
			limit = {
				has_completed_focus = EGY_stretch_out_the_hand
			}
			uncomplete_national_focus = {
				focus = EGY_stretch_out_the_hand
			}
		}
	}
}