Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Military Industrial Organization
Component: generic_light_aircraft_organization
Constructs: equipment_bonus, maximum_speed, production_bonus
Source: game
File: common/military_industrial_organization/organizations/00_generic_organization.txt

Code:
generic_light_aircraft_organization = {
	icon = GFX_idea_generic_air_manufacturer_1
	allowed = {
		always = no
	}
	equipment_type = {
		mio_cat_eq_only_light_fighter small_plane_cas_airframe cv_small_plane_cas_airframe
	}
	research_categories = {
		mio_cat_all_light_fighter_and_modules mio_cat_all_cas_and_modules
	}
	tree_header_text = {
		text = mio_header_production
		x = 1
	} {
		text = mio_header_engines
		x = 3
	} {
		text = mio_header_wings
		x = 5
	} {
		text = mio_header_weapons
		x = 7
	}
	initial_trait = {
		name = generic_mio_initial_trait_light_aircraft_designer
		equipment_bonus = {
			air_agility = 0.05
			maximum_speed = 0.05
			air_attack = 0.05
		}
	}
	trait = {
		token = generic_mio_trait_expanded_production_facilities
		name = generic_mio_trait_expanded_production_facilities
		icon = GFX_generic_mio_department_icon_plane_fighter_line_efficiency
		position = {
			x = 2
			y = 0
		}
		production_bonus = {
			production_efficiency_gain_factor = 0.05
		}
	} {
		token = generic_mio_trait_fixed_tailwheels
		name = generic_mio_trait_fixed_tailwheels
		icon = GFX_generic_mio_trait_icon_reliability
		position = {
			x = -1
			y = 1
		}
		relative_position_id = generic_mio_trait_expanded_production_facilities
		all_parents = {
			generic_mio_trait_expanded_production_facilities
		}
		equipment_bonus = {
			reliability = 0.05
		}
	} {
		token = generic_mio_trait_removable_wings
		name = generic_mio_trait_removable_wings
		icon = GFX_generic_mio_department_icon_plane_fighter_line_efficiency
		position = {
			x = 0
			y = 2
		}
		relative_position_id = generic_mio_trait_fixed_tailwheels
		all_parents = {
			generic_mio_trait_fixed_tailwheels
		}
		equipment_bonus = {
			reliability = 0.05
		}
		production_bonus = {
			production_efficiency_gain_factor = 0.05
		}
	} {
		token = generic_mio_trait_liquid_cooled_engines
		name = generic_mio_trait_liquid_cooled_engines
		icon = GFX_generic_mio_trait_icon_air_agility
		position = {
			x = 2
			y = 0
		}
		relative_position_id = generic_mio_trait_expanded_production_facilities
		equipment_bonus = {
			maximum_speed = 0.05
			air_agility = 0.05
		}
	} {
		token = generic_mio_trait_maritime_duties
		name = generic_mio_trait_maritime_duties
		icon = GFX_generic_mio_trait_icon_torpedo_attack
		position = {
			x = -1
			y = 1
		}
		relative_position_id = generic_mio_trait_liquid_cooled_engines
		all_parents = {
		
# ... (truncated)
### Entity: National Focus
Tree: sia_focus
Component: SIA_death_to_the_nationalists
Constructs: prerequisite, has_war, add_ideas, has_war_with, completion_reward, is_subject, is_faction_leader, is_in_faction_with
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_death_to_the_nationalists
	icon = GFX_focus_chi_cooperation_with_the_communists
	prerequisite = {
		focus = SIA_a_land_war_in_asia
	}
	mutually_exclusive = {
		focus = SIA_death_to_the_communists
	}
	x = 2
	y = 0
	relative_position_id = SIA_death_to_the_communists
	cost = 5
	ai_will_do = {
		factor = 50
	}
	bypass = {

	}
	available = {
		is_subject = no
		has_war = no
		event_target:WTT_communist_china = {
			is_faction_leader = yes
			NOT = {
				is_in_faction_with = event_target:WTT_current_china_leader
			} {
				has_war_with = ROOT
			}
			all_allied_country = {
				NOT = {
					has_war_with = ROOT
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		event_target:WTT_communist_china = {
			add_to_faction = ROOT
		}
		add_faction_influence_ratio = 0.1
		add_ideas = idea_SIA_death_to_nationalists
	}
}
### Entity: Character
Component: SAU_ali_muhammed_khan
Source: game
File: common/characters/SAU.txt

Code:
SAU_ali_muhammed_khan = {
	advisor = {
		slot = air_chief
		idea_token = SAU_ali_muhammed_khan
		allowed = {
			original_tag = SAU
		}
		traits = {
			air_chief_ground_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Ali Muhammed Khan
	portraits = {
		army = {
			small = GFX_idea_generic_air_arab_2
		}
	}
}
### Entity: Idea
Component: BEL_french_advisors
Constructs: is_in_faction_with, removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/r56_belgium.txt

Code:
BEL_french_advisors = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		is_in_faction_with = FRA
	}
	removal_cost = -1
	picture = generic_communism_drift_bonus
	equipment_bonus = {
		infantry_equipment = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
	modifier = {
		production_speed_bunker_factor = 0.075
		production_speed_coastal_bunker_factor = 0.075
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_ally_the_young_afghans
Constructs: prerequisite, has_government, completion_reward, add_timed_idea
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_ally_the_young_afghans
	icon = GFX_focus_AFG_revive_the_1923_constitution
	prerequisite = {
		focus = AFG_promote_the_counter_elite
	}
	x = -4
	y = 1
	relative_position_id = AFG_promote_the_counter_elite
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		OR = {
			has_government = neutrality democratic
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		add_timed_idea = {
			idea = AFG_new_young_afghan_movement
			days = 480
		}
		custom_effect_tooltip = generic_skip_one_line_tt available_political_advisor available_political_advisor
		show_ideas_tooltip = AFG_abdul_hadi_dawi AFG_soraya_tarzi
	}
}
### Entity: Event
Component: englandmod.8
Constructs: is_triggered_only, ai_chance, limit, is_in_faction, create_faction_from_template, add_to_faction, add_ai_strategy
Source: game
File: events/ENF_england_events.txt

Code:
country_event = {
	id = englandmod.8
	title = englandmod.8.t
	desc = englandmod.8.d
	picture = GFX_report_event_german_parade_paris
	is_triggered_only = yes
	option = {
		name = englandmod.8.a
		ai_chance = {
			base = 99
		}
		ENG = {
			if = {
				limit = {
					is_in_faction = no
				}
				create_faction_from_template = {
					template = faction_template_generic_dominance
					name = imperial_fascist_league
					icon = GFX_faction_logo_generic_fascist
				}
			}
		} {
			add_to_faction = POR
		} {
			country_event = {
				id = englandmod.9
				days = 1
			}
		}
		POR = {
			add_ai_strategy = {
				type = alliance
				id = ENG
				value = 200
			}
		}
	} {
		name = englandmod.8.b
		ai_chance = {
			base = 1
		}
		ENG = {
			country_event = {
				id = englandmod.10
				days = 1
			}
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/GER_1936_air_bba.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = small_plane_airframe_1
			creator = GER
			version_name = Bf 109 D
		}
		requested_factories = 1
		progress = 0.15
		efficiency = 50
		industrial_manufacturer = mio:GER_messerschmitt_organization
	} {
		equipment = {
			type = small_plane_cas_airframe_1
			creator = GER
			version_name = Ju 87
		}
		requested_factories = 1
		progress = 0.2
		efficiency = 50
		industrial_manufacturer = mio:GER_junkers_organization
	} {
		equipment = {
			type = medium_plane_airframe_1
			creator = GER
			version_name = He 111
		}
		requested_factories = 1
		progress = 0.1
		efficiency = 50
	}
}
### Entity: National Focus
Tree: kor_focus
Component: KOR_nationalism_focus
Constructs: has_completed_focus, prerequisite, limit, has_government, completion_reward, is_historical_focus_on, is_subject, add_ai_strategy
Source: game
File: common/national_focus/korea.txt

Code:
focus = {
	id = KOR_nationalism_focus
	icon = GFX_goal_support_fascism
	prerequisite = {
		focus = KOR_amnesty_for_ex_japanese_army_officers
	}
	mutually_exclusive = {
		focus = KOR_internationalism_focus KOR_apply_democratic_program KOR_restore_imperial_power
	}
	available = {
		OR = {
			NOT = {
				OR = {
					has_completed_focus = KOR_apply_democratic_program KOR_embrace_peoples_tutelage
				}
			}
			has_government = fascism
		}
	}
	x = -1
	y = 1
	relative_position_id = KOR_amnesty_for_ex_japanese_army_officers
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 5
		modifier = {
			factor = 2
			is_historical_focus_on = no
		} {
			factor = 10
			if = {
				limit = {
					is_subject = yes
				}
				OVERLORD = {
					has_government = fascism
				}
			}
		} {
			factor = 0
			AND = {
				is_historical_focus_on = yes
				NOT = {
					has_government = fascism
				}
			}
		} {
			factor = 11
			AND = {
				is_historical_focus_on = yes
				original_tag = PAR
			}
		}
	}
	completion_reward = {
		if = {
			limit = {
				original_tag = PAR
				is_historical_focus_on = yes
			}
			ROOT = {
				add_ai_strategy = {
					type = befriend
					id = GER
					value = -999
				} {
					type = befriend
					id = ITA
					value = -999
				} {
					type = befriend
					id = JAP
					value = -999
				} {
					type = befriend
					id = USA
					value = 125
				} {
					type = befriend
					id = ENG
					value = 10
				}
			}
		}
		add_timed_idea = {
			idea = nationalism
			days = 1395
		}
	}
}
### Entity: Scripted Effect
Component: EAI_construction_startup
Constructs: limit, has_country_flag, set_variable
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_NORMAL_strategies_deprecated.txt

Code:
EAI_construction_startup = {
	if = {
		limit = {
			has_country_flag = EAI_construction_logging
		}
		log = [GetYear] [GetMonth] | AI | [Root.GetName] | CONSTRUCTION: startup queue
	}
	set_variable = {
		EAI_available_CIC_ratio = num_of_civilian_factories_available_for_projects
	}
	divide_variable = {
		EAI_available_CIC_ratio = num_of_factories
	}
	EAI_clear_construction_scores = yes
}
### Entity: Character
Component: JAP_god_of_constitutional_politics
Source: game
File: common/country_leader/00_traits.txt

Code:
JAP_god_of_constitutional_politics = {
	random = no
	sprite = 13
	political_power_factor = 0.2
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_dismantle_the_republican_institutions
Constructs: prerequisite, limit, remove_ideas, add_stability, completion_reward, has_idea, swap_ideas, remove_idea
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_dismantle_the_republican_institutions
	icon = GFX_focus_TUR_purge_the_kemalists
	prerequisite = {
		focus = TUR_stabilize_the_nation
	}
	x = 1
	y = 1
	relative_position_id = TUR_stabilize_the_nation
	cost = 5
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_stability = -0.03
		if = {
			limit = {
				has_idea = TUR_traumatized_nation
			}
			swap_ideas = {
				remove_idea = TUR_traumatized_nation
				add_idea = TUR_traumatized_nation_2
			}
		}
		else_if = {
			limit = {
				has_idea = TUR_traumatized_nation_2
			}
			swap_ideas = {
				remove_idea = TUR_traumatized_nation_2
				add_idea = TUR_traumatized_nation_3
			}
		}
		else = {
			remove_ideas = TUR_traumatized_nation_3
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_TUR_TRADITIONALISM
	}
}
### Entity: Event
Component: mongol_genden.19
Constructs: is_triggered_only, limit, fire_only_once, every_other_country, set_country_flag
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol_genden.19
	title = mongol_genden.19.t
	desc = mongol_genden.19.d
	picture = GFX_report_event_gre_city_devastated
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = mongol_genden.19.a
		trigger = {
			controls_state = 202
		}
		202 = {
			damage_building = {
				type = infrastructure
				damage = 2
			} {
				type = industrial_complex
				damage = 1
			} {
				type = arms_factory
				damage = 1
			}
		}
	} {
		name = mongol_genden.19.b
		trigger = {
			tag = MON
		}
		effect_tooltip = {
			every_other_country = {
				limit = {
					controls_state = 202
				}
				202 = {
					damage_building = {
						type = infrastructure
						damage = 2
					} {
						type = industrial_complex
						damage = 1
					} {
						type = arms_factory
						damage = 1
					}
				}
			}
		}
		set_country_flag = MON_genden_rescue_route_kiev
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_jaguar
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, complete_tooltip, random_owned_controlled_state, add_breakthrough_points, add_tech_bonus
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_jaguar
	icon = GFX_focus_generic_jet_planes
	prerequisite = {
		focus = RAJ_rolling_nuke_barrages
	}
	x = 0
	y = 1
	relative_position_id = RAJ_rolling_nuke_barrages
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	} {
		FOCUS_FILTER_RESEARCH
	}
	complete_tooltip = {

	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				can_construct_building = air_facility
			}
			prioritize = {
				439
			}
			construct_building_in_random_province = {
				air_facility = 1
			}
		}
		add_breakthrough_points = {
			specialization = specialization_air
			value = 1
		}
		add_tech_bonus = {
			bonus = 1
			uses = 2
			category = heavy_air
		}
	}
}
### Entity: Character
Component: cultural_preserver
Constructs: stability_factor
Source: game
File: common/country_leader/toa_traits.txt

Code:
cultural_preserver = {
	random = no
	sprite = 13
	political_power_factor = 0.1
	stability_factor = 0.1
	global_building_slots_factor = 0.4
	ai_will_do = {
		factor = 0
	}
}
### Entity: AI Strategy
Component: AUS_historical_plan_r56
Constructs: has_completed_focus, has_country_flag, is_historical_focus_on, has_game_rule, has_country_leader
Source: game
File: common/ai_strategy_plans/AUS_R56_historical_strategy_plan.txt

Code:
AUS_historical_plan_r56 = {
	name = AUS: Austrian Austrofascist AI Plan
	desc = Putting his trust in the Italians who defended Austria during the July Putsch, Kurt Schuschnigg will continue down the Austrofascist path in an attempt to quickly destroy the Nazi sympathizers before they start a civil war.
	allowed = {
		original_tag = AUS
	}
	enable = {
		OR = {
			AND = {
				is_historical_focus_on = yes
				has_game_rule = {
					rule = AUS_ai_behavior_r56
					option = DEFAULT
				}
			} {
				OR = {
					has_country_flag = AUS_AI_RANDOM_LEOPOLD AUS_AI_RANDOM_INQUART
					has_game_rule = {
						rule = AUS_ai_behavior_r56
						option = AUS_LEOPOLD_NAZI
					} {
						rule = AUS_ai_behavior_r56
						option = AUS_INQUART_NAZI
					}
				}
				has_completed_focus = AUS_austrofascism_not_nazism
			} {
				OR = {
					has_country_flag = AUS_AI_RANDOM_EMPIRE AUS_AI_RANDOM_AUSHUN
					has_game_rule = {
						rule = AUS_ai_behavior_r56
						option = AUS_DESTROY_COMPROMISE
					} {
						rule = AUS_ai_behavior_r56
						option = AUS_AUSTRIA_HUNGARY
					}
				}
				HUN = {
					has_completed_focus = HUN_invite_the_habsburg_prince
				}
			} {
				has_country_flag = AUS_ally_west_ai
				has_completed_focus = AUS_go_it_alone
			}
			has_country_flag = AUS_AI_RANDOM_AUSTROFASCIST
			has_game_rule = {
				rule = AUS_ai_behavior_r56
				option = AUS_AUSTROFASCIST
			}
		}
	}
	abort = {
		OR = {
			has_country_leader = {
				character = AUS_josef_leopold
				ruling_only = yes
			} {
				character = AUS_arthur_seyss_inquart
				ruling_only = yes
			}
		}
	}
	ai_national_focuses = {
		AUS_end_the_depression AUS_clock_ticks_down AUS_austria_awaken AUS_go_it_alone AUS_strabag_construction AUS_rearm_the_bundesheer AUS_crackdown_on_socialists AUS_crack_down_nazis AUS_bolster_defences AUS_the_corporate_model AUS_austrofascism_not_nazism AUS_secure_vatican_support AUS_promote_militarism AUS_mixed_industrial_development AUS_purge_karntner_heimwehr AUS_red_white_red_until_death AUS_integrate_frontmilliz AUS_subsidize_kapsch AUS_expand_vienna_university AUS_graz_industry_expansion AUS_farmers_to_factories AUS_cement_the_jansa_plan AUS_defence_focus AUS_fortify_river_traun AUS_better_germany AUS_corporate_industrialization AUS_catholic_education AUS_empower_private_enterprises AUS_expand_church_influence AUS_seize_socialist_media AUS_alpine_warfare AUS_restart_steyr AUS_consolidate
# ... (truncated)
### Entity: Idea
Component: BAH_communist_guy
Constructs: has_government
Source: game
File: common/ideas/bahamas.txt

Code:
BAH_communist_guy = {
	picture = generic_political_advisor_african_3
	allowed = {
		original_tag = BAH
	}
	traits = {
		communist_revolutionary
	}
	do_effect = {
		NOT = {
			has_government = communism
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: AI Strategy
Component: western_europe
Constructs: has_war, has_war_with, is_in_faction_with, has_capitulated, is_on_continent, is_historical_focus_on
Source: game
File: common/ai_faction_theaters/ai_faction_theaters.txt

Code:
western_europe = {
	name = theater_western_europe
	regions = {
		19 5 7 208 6 18 1 275 20 42 21
	}
	cancel = {
		OR = {
			AND = {
				original_tag = GER
				has_war_with = SOV
				219 = {
					is_controlled_by_ROOT_or_ally = no
				}
			} {
				FRA = {
					is_in_faction_with = ROOT
					has_capitulated = yes
				}
			}
			has_war = no
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 1
			capital_scope = {
				is_on_continent = europe
			}
		} {
			add = 5
			OR = {
				has_war_with = FRA GER HOL BEL
			}
		} {
			factor = 10
			is_historical_focus_on = yes
			original_tag = USA
			is_in_faction_with = ENG
		} {
			factor = 0
			has_war = no
		} {
			factor = 0
			original_tag = GER
			has_war_with = SOV
			219 = {
				is_controlled_by_ROOT_or_ally = no
			}
		} {
			factor = 0
			original_tag = ENG
			FRA = {
				is_in_faction_with = ROOT
				has_capitulated = yes
			}
		}
	}
}
### Entity: Character
Component: army_chief_organizational_2
Source: game
File: common/country_leader/00_traits.txt

Code:
army_chief_organizational_2 = {
	sprite = 5
	army_org_factor = 0.08
	experience_gain_army = @chief_experience_gain_medium
	command_cap_increase = @tier2_cp_cap_increase
	command_power = @tier2_cp_cost
	ai_will_do = {
		factor = @army_chief_factor_2
		modifier = {
			factor = 0
			command_power = < @tier2_cp_cost
		}
	}
}
### Entity: AI Strategy
Component: generic_minelaying_fleet_4
Source: game
File: common/ai_navy/fleet/generic_fleet_templates.txt

Code:
generic_minelaying_fleet_4 = {
	optional_taskforces = {
		MineLaying_1 = 1
	}
}
### Entity: National Focus
Component: nationalism_focus
Constructs: prerequisite, has_government, is_major, completion_reward, is_historical_focus_on, has_idea, add_timed_idea
Source: game
File: common/national_focus/generic.txt

Code:
focus = {
	id = nationalism_focus
	icon = GFX_goal_support_fascism
	prerequisite = {
		focus = collectivist_ethos
	}
	mutually_exclusive = {
		focus = internationalism_focus
	}
	available = {
		OR = {
			has_government = fascism neutrality
		}
	}
	x = -2
	y = 1
	relative_position_id = collectivist_ethos
	cost = 10
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	available_if_capitulated = yes
	ai_will_do = {
		factor = 5
		modifier = {
			factor = 2
			any_neighbor_country = {
				is_major = yes
				has_government = fascism
			}
		} {
			factor = 0
			AND = {
				is_historical_focus_on = yes
				NOT = {
					has_government = fascism
				}
			}
		} {
			factor = 10
			has_idea = SOV_russian_political_influence
		}
	}
	completion_reward = {
		add_timed_idea = {
			idea = nationalism
			days = 720
		}
	}
}
### Entity: National Focus
Tree: fin_focus
Component: FIN_utilize_the_sami
Constructs: prerequisite, add_ideas, completion_reward, set_technology
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_utilize_the_sami
	icon = GFX_focus_FIN_utilize_the_sami
	prerequisite = {
		focus = FIN_winter_warfare
	}
	x = -1
	y = 1
	relative_position_id = FIN_winter_warfare
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		add_ideas = FIN_sami_pathfinders
		hidden_effect = {
			set_technology = {
				sami_pathfinders_tech = 1
				popup = no
			}
		}
	}
}
### Entity: Effect Reference
Construct: set_entity_rotation
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## set_entity_rotation

* Supported Scopes: any
* Supported Targets: any

```
sets the rotation of existing entity
set_entity_rotation = {
  id = 123 # id of entity 
  rotation = 0.23 # angle in radians 
}
```
### Entity: Scripted Trigger
Component: SOV_is_left_opposition
Constructs: has_completed_focus
Source: game
File: common/scripted_triggers/SOV_scripted_triggers.txt

Code:
SOV_is_left_opposition = {
	SOV = {
		has_completed_focus = SOV_the_left_opposition
	}
}
### Entity: Event
Component: r56.soviet.200
Constructs: is_triggered_only, ai_chance, limit, fire_only_once, has_dlc, add_operation_token, add_decryption, add_tech_bonus
Source: game
File: events/r56_Soviet.txt

Code:
country_event = {
	id = r56.soviet.200
	title = r56.soviet.200.t
	desc = r56.soviet.200.d
	picture = GFX_report_event_soviet_german_soldier_handshake
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = r56.soviet.200.a
		ai_chance = {
			base = 100
		}
		effect_tooltip = {
			if = {
				limit = {
					has_dlc = La Resistance
				}
				JAP = {
					add_operation_token = {
						tag = SOV
						token = token_army
					}
					add_decryption = {
						target = SOV
						ratio = 0.15
					}
				}
			}
			else = {
				JAP = {
					add_tech_bonus = {
						name = SOV_strategic_intel_supplied
						bonus = 1
						uses = 1
						category = encryption_tech
					} {
						name = SOV_strategic_intel_supplied
						bonus = 0.25
						uses = 1
						category = decryption_tech
					}
				}
			}
		}
		SOV = {
			custom_effect_tooltip = SOV_reduces_negative_effects_of_stalins_elimination_tt
			country_event = {
				id = r56.soviet.201
				days = 1
			}
		}
	} {
		name = r56.soviet.200.b
		ai_chance = {
			base = 0
		}
		SOV = {
			country_event = {
				id = r56.soviet.202
				hours = 6
			}
		}
	}
}
### Entity: Character
Component: COG_charles_tombeur
Constructs: has_completed_focus, has_country_flag, is_subject_of
Source: game
File: common/characters/COG.txt

Code:
COG_charles_tombeur = {
	name = COG_charles_tombeur
	portraits = {
		army = {
			large = GFX_portrait_COG_charles_tombeur
			small = GFX_portrait_COG_charles_tombeur_small
		}
	}
	corps_commander = {
		traits = {
			old_guard war_hero organizer
		}
		skill = 4
		attack_skill = 3
		defense_skill = 4
		planning_skill = 3
		logistics_skill = 3
		legacy_id = -1
		visible = {
			has_country_flag = COG_recalled_charles_tombeur_flag
			OR = {
				is_subject_of = BEL
				has_completed_focus = CONGO_dominion_of_congo
			}
		}
	}
}
### Entity: AI Strategy
Component: ITA_treat_ven_bad_just_cause
Constructs: has_government, is_faction_leader, is_in_faction, is_ai
Source: game
File: common/ai_strategy/r56_ITA.txt

Code:
ITA_treat_ven_bad_just_cause = {
	allowed = {
		original_tag = ITA
	}
	enable = {
		ROOT = {
			has_government = fascism
			OR = {
				is_faction_leader = yes
				is_in_faction = yes
			}
		}
		VEN = {
			has_government = fascism
			is_ai = yes
			is_in_faction = no
		}
		country_exists = VEN
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = befriend
		id = VEN
		value = -55
	} {
		type = alliance
		id = VEN
		value = -85
	}
}
### Entity: Shared Focus
Tree: est_focus
Component: EST_special_marine_forces
Constructs: shared_focus, prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_estonia_shared.txt

Code:
shared_focus = {
	id = EST_special_marine_forces
	icon = GFX_goal_generic_amphibious_assault
	prerequisite = {
		focus = EST_escort_effort
	}
	relative_position_id = EST_escort_effort
	x = 0
	y = 1
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = special_forces_bonus
			bonus = 1
			uses = 1
			category = r56_marines_infantry_tech
		} {
			name = special_forces_bonus
			bonus = 1.0
			uses = 2
			category = r56_special_forces_training_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}