Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: MAN_jap_industry2
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/r56_man_ideas.txt

Code:
MAN_jap_industry2 = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		original_tag = MAN
	}
	removal_cost = -1
	picture = ARG_rapid_militarization
	modifier = {
		political_power_factor = -0.1
		production_speed_buildings_factor = 0.1
	}
	targeted_modifier = {
		tag = JAP
		cic_to_target_factor = 0.15
		mic_to_target_factor = 0.1
	}
}
### Entity: Unit Leader
Component: swamp_fox
Constructs: gain_xp, is_fighting_in_terrain
Source: game
File: common/unit_leader/00_traits.txt

Code:
swamp_fox = {
	type = corps_commander
	gain_xp = {
		is_fighting_in_terrain = marsh
	}
	cost = 700
	modifier = {
		marsh = {
			movement = 0.05
			attack = 0.1
			defence = 0.1
		}
	}
	ai_will_do = {
		factor = 1
	}
	trait_type = basic_terrain_trait
	gui_row = 1
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_new_noble_class
Constructs: prerequisite, add_ideas, completion_reward, create_corps_commander
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_new_noble_class
	icon = GFX_focus_generic_home_defense
	relative_position_id = LIT_redraft_the_twelve_point_proposal
	x = 0
	y = 1
	cost = 3
	available_if_capitulated = yes
	prerequisite = {
		focus = LIT_redraft_the_twelve_point_proposal
	}
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	completion_reward = {
		add_ideas = {
			LIT_lithuanian_aristocracy
		}
		effect_tooltip = {
			create_corps_commander = {
				name = Juozas Giedraitis
				portrait_path = gfx/leaders/r56_generic/r56_portrait_commonwealth_generic_land_6.dds
				traits = {
					politically_connected
				}
				skill = 2
				attack_skill = 2
				defense_skill = 2
				planning_skill = 2
				logistics_skill = 2
			} {
				name = Mikas Gedgaudas
				portrait_path = gfx/leaders/r56_generic/r56_portrait_commonwealth_generic_land_6.dds
				traits = {
					politically_connected
				}
				skill = 2
				attack_skill = 2
				defense_skill = 2
				planning_skill = 2
				logistics_skill = 2
			}
		}
	}
}
### Entity: Scripted Effect
Component: indonesia_remove_dutch_generals_effect
Constructs: limit, every_army_leader, has_trait, set_nationality
Source: game
File: common/scripted_effects/INS_scripted_effects.txt

Code:
indonesia_remove_dutch_generals_effect = {
	every_army_leader = {
		limit = {
			has_trait = INS_loyalty_to_netherlands
		}
		set_nationality = HOL
	}
}
### Entity: Idea
Component: SAF_history_of_segregation
Constructs: removal_cost, conscription_factor
Source: game
File: common/ideas/south_africa.txt

Code:
SAF_history_of_segregation = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = saf_history_of_segregation
	modifier = {
		conscription_factor = -0.55
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_specialized_divisions
Constructs: prerequisite, limit, completion_reward, add_tech_bonus, has_dlc, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_belgium.txt

Code:
focus = {
	id = BEL_specialized_divisions
	icon = GFX_goal_generic_special_forces
	prerequisite = {
		focus = BEL_experimental_weaponry
	}
	relative_position_id = BEL_experimental_weaponry
	mutually_exclusive = {
		focus = BEL_resist_and_bite_r56
	}
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		base = 3
	}
	available_if_capitulated = yes
	completion_reward = {
		army_experience = 5
		add_tech_bonus = {
			name = special_forces_bonus
			bonus = 1
			uses = 1
			category = r56_jaeger_infantry_tech r56_marines_infantry_tech r56_mountain_infantry_tech r56_shock_infantry_tech
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_doctrine_cost_reduction = {
				name = BEL_specialized_divisions
				cost_reduction = 0.5
				uses = 2
				category = special_forces_doctrine
			}
		}
		else = {
			add_tech_bonus = {
				name = special_forces_bonus
				bonus = 1.0
				uses = 2
				category = r56_special_forces_training_tech
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: AAT_finland_political.04
Constructs: fire_only_once, has_country_leader
Source: game
File: events/AAT_Finland.txt

Code:
country_event = {
	id = AAT_finland_political.04
	title = AAT_finland_political.04.t
	desc = AAT_finland_political.04.desc
	picture = GFX_report_event_FIN_kallio_president
	trigger = {
		has_country_leader = {
			ruling_only = yes
			character = FIN_kyosti_kallio
		}
		date = > 1940.08.27
	}
	mean_time_to_happen = {
		days = 30
	}
	fire_only_once = yes
	option = {
		name = AAT_finland_political.04.a
		FIN_ryti_becomes_country_leader = yes
	}
}
### Entity: Event
Component: portugal.74
Constructs: is_triggered_only, ai_chance, has_completed_focus, every_owned_state, has_war, limit, add_ideas, has_government
Source: game
File: events/r56_portugal.txt

Code:
country_event = {
	id = portugal.74
	title = portugal.74.title
	desc = portugal.74.desc
	picture = GFX_report_event_generic_communist_congress
	is_triggered_only = yes
	option = {
		name = portugal.74.a
		ai_chance = {
			base = 100
			modifier = {
				add = -50
				OR = {
					has_government = democratic
					has_completed_focus = SPR_hinder_nkvd_interference SPR_psoe_leadership
				}
				POR = {
					has_completed_focus = POR_crush_reactionary_impedance
				}
			} {
				add = -50
				OR = {
					has_completed_focus = SPR_the_stalinist_doctrine SPR_PCE_leadership
				}
				POR = {
					has_completed_focus = POR_restore_civil_liberties
				}
			} {
				add = -100
				has_completed_focus = SPR_regional_defense_council_of_aragon
			}
		}
		trigger = {
			has_war = no
			is_subject = no
		}
		custom_effect_tooltip = lar_portugal_iberian_workers_united.2.a_tt GAME_OVER_TT
		hidden_effect = {
			if = {
				limit = {
					NOT = {
						has_global_flag = POR_iberian_union_successful_flag
					}
				}
				set_global_flag = POR_iberian_union_successful_flag
				POR = {
					news_event = {
						id = lar_news.27
						days = 3
						random_days = 3
					}
				}
			}
			every_owned_state = {
				limit = {
					is_core_of = ROOT
					NOT = {
						has_state_flag = SPR_core_of_spain_flag
					}
				}
				add_core_of = POR
			}
			POR = {
				add_political_power = -125
				add_stability = -0.15
				set_cosmetic_tag = ESU_POR_unified
				annex_country = {
					target = ROOT
					transfer_troops = yes
				}
			}
		}
	} {
		name = portugal.74.b
		ai_chance = {
			base = 0
			modifier = {
				add = 20
				OR = {
					has_government = democratic
					has_completed_focus = SPR_hinder_nkvd_interference SPR_psoe_leadership
				}
				POR = {
					has_completed_focus = POR_crush_reactionary_impedance
				}
			} {
				add = 20
				OR = {
					has_completed_focus = SPR_the_stalinist_doctrine SPR_PCE_leadership
				}
				POR = {
					has_completed_focus = POR_restore_civil_liberties
				}
			} {
				add = -100
				has_completed_focus = SPR_regional_defense_council_of_aragon
			}
		}
		if = {
			limit = {
				has_non_aggression_pact_with = POR
			}
		}
		else = {
			diplomatic_relation = {
				country = POR
				relation = non_aggression_pact
				active = yes
			}
		}
		custom_effect_tooltip = CHL_skip_one_line_tt CHL_skip_one_line_tt
		add_ideas = POR_pan_iberian_trade_SPR_r56
		POR = 
# ... (truncated)
### Entity: National Focus
Tree: ger_focus
Component: GER_industrial_investments
Constructs: prerequisite, has_government, has_war_with, completion_reward, has_global_flag, random_hours, swap_ideas, remove_idea
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_industrial_investments
	icon = GFX_focus_generic_public_works
	prerequisite = {
		focus = GER_closer_sino_germanic_relations
	}
	x = -1
	y = 1
	relative_position_id = GER_closer_sino_germanic_relations
	cost = 5
	available = {
		has_global_flag = CHI_has_accepted_german_overtures
		event_target:WTT_current_china_leader = {
			NOT = {
				has_government = communism
				has_war_with = ROOT
			}
		}
	}
	dynamic = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_INTERNATIONAL_TRADE
	}
	completion_reward = {
		event_target:WTT_current_china_leader = {
			country_event = {
				id = wuw_GER_chinese_diplomacy.2
				hours = 18
				random_hours = 48
			}
		}
		custom_effect_tooltip = if_they_accept_tt
		effect_tooltip = {
			event_target:WTT_current_china_leader = {
				swap_ideas = {
					remove_idea = GER_chi_ger_trade_ns
					add_idea = GER_chi_ger_trade_ns_2
				}
				add_timed_idea = {
					idea = GER_aid_in_industrialization
					days = 365
				}
			}
		}
	}
}
### Entity: Scripted Effect
Component: EAI_PR_STRATEGIES_dp_medium_battery
Constructs: limit, set_temp_variable
Source: game
File: common/scripted_effects/EAI_RESEARCH_PRIORITY_TREE_navy.txt

Code:
EAI_PR_STRATEGIES_dp_medium_battery = {
	if = {
		limit = {
			always = no
		}
		set_temp_variable = {
			prio_cat = @PR_dp_medium_battery
		}
		if = {
			limit = {
				set_temp_variable = {
					_prio_tech = token:advanced_dp_light_battery
				} {
					_prio_val = prio_cat
				}
				date = > 1944.1.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		}
	}
}
### Entity: Military Industrial Organization
Component: USA_galvin_manufacturing_corporation_organization
Source: game
File: common/military_industrial_organization/organizations/USA_organization_r56.txt

Code:
USA_galvin_manufacturing_corporation_organization = {
	name = Galvin Manufacturing Corporation
	include = generic_support_equipment_organization
	icon = GFX_idea_generic_infantry_equipment_manufacturer_3
	allowed = {
		original_tag = USA
	}
	initial_trait = {
		name = generic_mio_initial_trait_support_equipment_manufacturer
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_arms_purchases
Constructs: prerequisite, has_war, completion_reward, has_global_flag, has_war_escalation_level_4, remove_relation_rule_override, has_lon_arms_embargo
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_arms_purchases
	icon = GFX_goal_generic_intelligence_exchange
	prerequisite = {
		focus = ETH_addressing_the_league_of_nations
	}
	x = -1
	y = 1
	relative_position_id = ETH_addressing_the_league_of_nations
	cost = 5
	available = {
		league_of_nations_is_active = yes
		has_global_flag = second_italo_ethiopian_war_flag
		has_war_escalation_level_4 = yes
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 2
			has_war = yes
		}
	}
	search_filters = {

	}
	completion_reward = {
		custom_effect_tooltip = ETH_arms_purchases_tt
		hidden_effect = {
			remove_relation_rule_override = {
				trigger = has_lon_arms_embargo
				can_access_market = no
			}
		}
	}
}
### Entity: Unit Template
Component: ENG_MOT_01
Source: game
File: common/units/names_divisions/ENG_names_divisions.txt

Code:
ENG_MOT_01 = {
	name = Motorised Division
	for_countries = {
		ENG
	}
	can_use = {
		always = yes
	}
	division_types = {
		motorized
	}
	link_numbering_with = {
		ENG_INF_01
	}
	fallback_name = %d Infantry Division
	ordered = {
		50 = {
			%dth (Northumbrian) Infantry Division
		}
		55 = {
			%dth (West Lancashire) Infantry Division
		}
		59 = {
			%dth (Staffordshire) Infantry Division
		}
		23 = {
			%drd (Northumbrian) Infantry Division
		}
		47 = {
			%dth (London) Infantry Division
		}
		56 = {
			%dth (London) Infantry Division
		}
		7 = {
			%dth Infantry Division
		}
		8 = {
			%dth Infantry Division
		}
		1 = {
			%dst Infantry Division
		}
		2 = {
			%dnd Infantry Division
		}
		3 = {
			%drd Infantry Division
		}
		4 = {
			%dth Infantry Division
		}
		5 = {
			%dth Infantry Division
		}
		6 = {
			%dth Infantry Division
		}
		42 = {
			%dnd (East Lancashire) Infantry Division
		}
		43 = {
			%drd (Wessex) Infantry Division
		}
		44 = {
			%dth (Home Counties) Infantry Division
		}
		48 = {
			%dth (South Midlands) Infantry Division
		}
		49 = {
			%dth (West Riding) Infantry Division
		}
		51 = {
			%dst (Highland) Infantry Division
		}
		52 = {
			%dnd (Lowland) Infantry Division
		}
		53 = {
			%drd (Welsh) Infantry Division
		}
		54 = {
			%dth (East Anglia) Infantry Division
		}
		9 = {
			%dth (Highland) Infantry Division
		}
		15 = {
			%dth (Scottish) Infantry Division
		}
		18 = {
			%dth Infantry Division
		}
		38 = {
			%dth (Welsh) Infantry Division
		}
		45 = {
			%dth Infantry Division
		}
		61 = {
			%dst Infantry Division
		}
		66 = {
			%dth Infantry Division
		}
		12 = {
			%dth (Eastern) Infantry Division
		}
		46 = {
			%dth (North Midlands) Infantry Division
		}
		801 = {
			Guards Infantry Division
		}
		40 = {
			%dth Infantry Division
		}
		57 = {
			%dth (2nd West Lancashire) Infantry Div.
		}
		58 = {
			%dth (2/1st London) Infantry Division
		}
		28 = {
			%dth Infantry Division
		}
		33 = {
			%drd Infantry Division
		}
		100 = {
			%dth Infantry Division
		}
		101 = {
			%dst Infantry Division
		}
		102 = {
			%dnd Infantry Division
		}
		103 = {
			%drd Infantry Division
		}
		104 = {
			%dth Infantry Division
		}
		105 = {
			%dth Infantry Division
		}
		106 = {
			%dth Infantry Division
		}
		107 = {
			%dth Infantry Division
		}
		108 = {
			%dth Infantry Division
		}
		109 = {
			%dth Infantry Division
		}
		110 =
# ... (truncated)
### Entity: Name List
Component: MAD
Source: game
File: common/names/00_names.txt

Code:
MAD = {
	male = {
		names = {
			Albert Ali Andrianafidisoa Andrianary Andre Andry Anicet Antoine Armand Azaly Benja Bruce Cecile Charles Christian Claude Desire Didier Dimitri Elie Emmanuel Erick Eugene Eusebe Fetra Fidelis Francisque Francois Frank Fulgene Gabriel Gilles Guy Honore Jacques Jean Jean-Patrick Jerome Jerry Jo Joel Jonah Joseph Justin Laurent Mahasumpo Mamy Marc Marcel Mazinot Mily Monja Nicolas Norbert Rahajason Odon Omer Pascal Paulin Philibert Philippe Pierre Pierrot Rainivoninahitriniony Rakoto Ralijaona Ramilison Raymond Regis Richard Sebastien Tantely Toto Toussaint Victor
		}
	}
	female = {
		names = {
			Anziza Dally Elia Framboise Josiane Lalao Lila Mialy Michele Naka Nataly Nathalia Nicole Ninie Nirina Norovelomampionona Ranavalona Rasoherina Rosa Sennen Tojohanitra Vaiavy Zarah
		}
	}
	surnames = {
		Andria Andriamahazo Andriamanjatoarimanana Andriamirado Andrianarivo Bayle Benard Beriziky Besigara Botokeky Chila Clement Doniah Eidel Folin Frah Givazo Gommend Hubert Jaojoby Jaona Kame Laingo Lebel Manana Mangalaza Manorohanta Marcoss Marofo Mwandjani Norbert Rabemahafaly Rabemananjara Rabemanantsoa Rabenala Rabetafika Rahajason Rajaonarivelo Rajoelina Rakotoarijanoa Rakotoarimanana Rakotomalala Rakotomanana Rakotomavo Rakotondramanana Rakotoniaina Rakotoson Rakotovahiny Rakotozafy Ralaimongo Ramahatra Ramalalanirina Ramampy Ramanantsoa Ranaivo Ranaivoniarivo Randriantefy Ranjeva Rasoanaivo Rasolondraibe Ratianarivo Ratsifandrihamanana Ratsimantsoa Ratsimiziva Ratsirahonana Ratsiraka Ravalomanana Ravelomanantsoa Raveloson Ravony Razafimahaleo Razafimahatrata Razafimbahiny Razafindramianda Razafindratandra Razanakolona Razanamasy Resampa Richard Roindefo Salema Samazan Sana Schlesser Simon de Dieu Soloniaina Soloniaine Sylla Tholix Tsaralaza Tsiahoana Tsiranana Valentin Vali Vatomanga Vital Voavy Zafimahova Zafy Zozimar Zubir
	}
	callsigns = {

	}
}
### Entity: Event
Component: BBA_switzerland.12
Constructs: ai_chance, has_war, limit, has_government, has_country_flag, add_opinion_modifier, fire_only_once, every_other_country
Source: game
File: events/BBA_Switzerland.txt

Code:
country_event = {
	id = BBA_switzerland.12
	title = BBA_switzerland.12.t
	desc = BBA_switzerland.12.desc
	picture = GFX_report_event_SWI_parliament_members
	trigger = {
		threat = < 0.3
		OR = {
			has_country_flag = SWI_frankfurter_trial_result_fair SWI_frankfurter_trial_result_harsh
		}
		all_neighbor_country = {
			has_war = yes
			NOT = {
				has_government = fascism
			}
		}
		SWI_fascist_germany_exists = no
	}
	fire_only_once = yes
	immediate = {
		hidden_effect = {

		}
	}
	option = {
		name = BBA_switzerland.12.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 10
				SWI_is_historical_ai = yes
			}
		}
		trigger = {

		}
		every_other_country = {
			limit = {
				has_government = democratic
			}
			add_opinion_modifier = {
				modifier = SWI_pardoned_frankfurter_good
				target = SWI
			}
		} {
			limit = {
				has_government = fascism
			}
			add_opinion_modifier = {
				modifier = SWI_pardoned_frankfurter_bad
				target = SWI
			}
		}
		SWI_update_neighbor_opinion_balance = yes
	} {
		name = BBA_switzerland.12.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 10
				SWI_AI_is_fascist = yes
			}
		}
		trigger = {

		}
		every_other_country = {
			limit = {
				has_government = fascism
			}
			add_opinion_modifier = {
				modifier = SWI_slow_retribution_for_gustoff
				target = SWI
			}
		} {
			limit = {
				has_government = democratic
			}
			add_opinion_modifier = {
				modifier = SWI_too_harsh_on_frankfurter
				target = SWI
			}
		}
		SWI_update_neighbor_opinion_balance = yes
	}
}
### Entity: Scripted Effect
Component: EGY_egyptian_treaty_influence_high_increase_effect
Constructs: add_to_variable
Source: game
File: common/scripted_effects/r56_EGY_scripted_effects.txt

Code:
EGY_egyptian_treaty_influence_high_increase_effect = {
	custom_effect_tooltip = EGY_egypt_tt EGY_treaty_influence_high_increase_tt
	add_to_variable = {
		var = EGY_egyptian_treaty_influence
		value = EGY_treaty_influence_high_increase
	}
	clamp_variable = {
		var = EGY_egyptian_treaty_influence
		min = 0
		max = 100
	}
}
### Entity: Unit Template
Component: ICE_DD_HISTORICAL
Source: game
File: common/units/names_ships/ICE_ship_names.txt

Code:
ICE_DD_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_DESTROYERS
	for_countries = {
		ICE
	}
	type = ship
	ship_types = {
		ship_hull_light destroyer
	}
	prefix = ICGV 
	fallback_name = Destroyer %d
	unique = {

	}
}
### Entity: Trigger Reference
Construct: is_army_chief
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## is_army_chief

* Supported Scopes: CHARACTER
* Supported Targets: none

```
is_army_chief = yes/no - Checks if the character in scope is hired as an army chief
```
### Entity: Country History
Country: HAI
Component: HAI_army
Source: game
File: history/countries/HAI - Haiti.txt

Code:
# OOB & Army Setup for HAI
oob = HAI_1936
### Entity: AI Strategy
Component: GER_invasion_buffer
Constructs: is_historical_focus_on, has_capitulated
Source: game
File: common/ai_strategy/GER.txt

Code:
GER_invasion_buffer = {
	allowed = {
		original_tag = GER
	}
	enable = {
		is_historical_focus_on = yes
		FRA = {
			has_capitulated = yes
		}
		date = > 1943.1.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		states = {
			15 14 23 29 6
		}
		ratio = 0.2
		area = normandy_landing_zone
		subtract_invasions_from_need = no
		subtract_fronts_from_need = yes
	} {
		type = role_ratio
		id = garrison
		value = 10
	}
}
### Entity: Idea
Component: KMT_bolshevized_army
Constructs: has_government, removal_cost, conscription_factor
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_bolshevized_army = {
	removal_cost = -1
	picture = SOV_war_heroes
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			OR = {
				has_government = democratic communism neutrality
			}
		}
	}
	modifier = {
		army_org_factor = 0.05
		conscription_factor = 0.1
		army_core_defence_factor = 0.05
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_launch_the_revolution
Constructs: has_completed_focus, division_template, prerequisite, limit, random_country, add_ideas, has_government, completion_reward
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_launch_the_revolution
	icon = GFX_focus_SOV_builder_of_the_red_army
	x = 0
	y = 4
	relative_position_id = BRA_prepare_for_second_intentona
	prerequisite = {
		focus = BRA_free_prestes BRA_revive_the_anl
	}
	cost = 10
	available = {
		communism = > 0.35
	}
	bypass = {
		has_government = communism
	}
	search_filters = {

	}
	completion_reward = {
		set_variable = {
			var = BRA_total_anti_com_size
			value = party_popularity@democratic
		} {
			BRA_cw_militia_divs = 6
		}
		add_to_variable = {
			var = BRA_total_anti_com_size
			value = party_popularity@fascism
		} {
			var = BRA_total_anti_com_size
			value = party_popularity@neutrality
		}
		IF = {
			limit = {
				has_completed_focus = BRA_infilitrate_the_military
			}
			add_to_variable = {
				var = BRA_total_anti_com_size
				value = -0.2
			}
		} {
			limit = {
				has_completed_focus = BRA_revive_the_anl
			}
			add_to_variable = {
				BRA_cw_militia_divs = 2
			}
		} {
			limit = {
				has_completed_focus = BRA_free_prestes
			}
			add_to_variable = {
				BRA_cw_militia_divs = 2
			}
		} {
			limit = {
				has_completed_focus = BRA_sway_the_cangaco
			}
			division_template = {
				name = Cangaço
				is_locked = no
				template_counter = 3
				regiments = {
					militia = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					}
				}
				override_model = BRA_militia_alt_2_entity
			}
			show_unit_leaders_tooltip = BRA_lampiao
		} {
			limit = {
				communism = < 0.6
			}
			custom_effect_tooltip = BRA_launch_the_revolution_tt
			hidden_effect = {
				set_capital = {
					state = 499
					remember_old_capital = yes
				}
				start_civil_war = {
					ruling_party = communism
					ideology = democratic
					size = BRA_total_anti_com_size
					states = {
						500 501 496 943 505 280 504 944 503 502
					}
					IF = {
						limit = {
							PREV = {
								has_completed_focus = BRA_radio_nacional
							}
						}
						add_ideas = BRA_radio_nacional_idea
					}
				}
				BRA_communist_cw_transfer_chars = yes
				news_event = {
					id = JUNO_brazil_news.5
					hours = 1
				}
			}
		} {
			limit = {
				has_completed_focus = BRA_sway_the_cangaco
			}
			499 = {
				create_unit = {
					division = division_template ="Cangaço" start_experience_factor = 0.2 start_equipment_factor	= 1.0
					owner = ROOT
					count
# ... (truncated)
### Entity: National Focus
Tree: arm_focus
Component: ARM_resettle_van
Constructs: prerequisite, limit, has_government, add_war_support, add_stability, add_opinion_modifier, completion_reward, add_state_core
Source: game
File: common/national_focus/armenia.txt

Code:
focus = {
	id = ARM_resettle_van
	icon = GFX_goal_ARM_resettle_van
	prerequisite = {
		focus = ARM_war_propaganda
	}
	relative_position_id = ARM_war_propaganda
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available = {
		controls_state = 230 800
		NOT = {
			has_government = communism
		}
	}
	completion_reward = {
		add_stability = -0.05
		add_war_support = 0.05
		add_state_core = 800
		random_controlled_state = {
			prioritize = {
				230
			}
			add_manpower = -91372
		}
		random_state = {
			limit = {
				is_core_of = KUR
				any_neighbor_state = {
					state = 800
				}
			}
			add_manpower = 91372
		}
		if = {
			limit = {
				country_exists = KUR
			}
			KUR = {
				add_opinion_modifier = {
					target = ROOT
					modifier = large_decrease
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Idea
Component: CHI_hanyang_arsenal_tank
Constructs: is_literally_china, has_state_flag, removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
CHI_hanyang_arsenal_tank = {
	picture = generic_tank_manufacturer_1
	allowed = {
		AND = {
			is_literally_china = yes
			NOT = {
				original_tag = PRC
			}
		}
	}
	available = {
		OR = {
			any_controlled_state = {
				has_state_flag = CHI_hanyan_arsenal_organization_flag
			}
			any_allied_country = {
				any_controlled_state = {
					has_state_flag = CHI_hanyan_arsenal_organization_flag
				}
			}
			any_subject_country = {
				any_controlled_state = {
					has_state_flag = CHI_hanyan_arsenal_organization_flag
				}
			}
		}
	}
	cost = 150
	removal_cost = 10
	traits = {
		medium_tank_manufacturer
	}
}