Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Military Industrial Organization
Component: CZE_ceska_zbrojovka_uhersky_brod_organization
Constructs: has_completed_focus, limit, has_country_flag, has_dlc, add_trait, production_bonus, set_country_flag, equipment_bonus
Source: game
File: common/military_industrial_organization/organizations/CZE_organization.txt

Code:
CZE_ceska_zbrojovka_uhersky_brod_organization = {
	include = CZE_automatic_weapons_equipment_organization
	icon = GFX_idea_CZE_ceska_zbrojovka_uhersky_brod
	allowed = {
		has_dlc = Peace For Our Time
		OR = {
			tag = CZE SLO GER RKH POL
		}
	}
	visible = {
		if = {
			limit = {
				FROM = {
					original_tag = GER
				}
			}
			FROM = {
				has_completed_focus = GER_integrate_czech_manufacturers
			}
		} {
			limit = {
				FROM = {
					original_tag = POL
				}
			}
			FROM = {
				has_completed_focus = POL_join_CZE_military
			}
		}
	}
	available = {
		if = {
			limit = {
				FROM = {
					original_tag = CZE
				}
			}
			FROM = {
				has_completed_focus = CZE_establish_a_armament_factory_in_uhersky_brod
			}
		} {
			limit = {
				FROM = {
					OR = {
						original_tag = GER SLO POL
					}
				}
			}
			FROM = {
				OR = {
					controls_state = 75
					any_subject_country = {
						controls_state = 75
					}
				}
			}
		} {
			limit = {
				FROM = {
					original_tag = POL
				}
			}
			FROM = {
				has_completed_focus = POL_join_CZE_military
			}
		}
	}
	add_trait = {
		token = CZE_mio_trait_export_models
		name = GER_mio_trait_export_models
		icon = GFX_generic_mio_department_icon_facilities
		special_trait_background = yes
		position = {
			x = 9
			y = 0
		}
		visible = {
			FROM = {
				original_tag = CZE
				has_dlc = Peace For Our Time
				NOT = {
					has_completed_focus = CZE_kickstart_rapid_rearmanent
				}
			}
		}
		available = {
			FROM = {
				has_completed_focus = CZE_keep_focus_on_weapon_exports
			}
		}
		production_bonus = {
			production_efficiency_cap_factor = 0.03
			production_cost_factor = -0.03
		}
		ai_will_do = {
			base = 2
		}
	} {
		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
			}
		}
		limit_to_equipment_type = {
			mio_cat_eq_only_light_fighter mi
# ... (truncated)
### Entity: Event
Component: AST_union_control_events.3
Constructs: is_triggered_only, limit, has_government, every_country, has_country_flag, set_country_flag, is_core_of, save_global_event_target_as
Source: game
File: events/TAOG_Australia.txt

Code:
country_event = {
	id = AST_union_control_events.3
	title = AST_union_control_events.3.t
	desc = AST_union_control_events.3.desc
	picture = GFX_report_event_PHI_communism_in_philippines
	is_triggered_only = yes
	option = {
		name = AST_union_control_events.3.a
		set_country_flag = AST_malaya_foothold_raid_unlocked
		every_country = {
			limit = {
				has_country_flag = AST_instigated_communist_civil_war
				has_government = communism
				any_owned_state = {
					is_core_of = MAL
				}
			}
			save_global_event_target_as = AST_malaya_cw_communist_country
		}
		custom_effect_tooltip = AST_malaya_foothold_raid_unlock_tt
	}
}
### Entity: Character
Component: ALG_fascist_guy
Constructs: has_government
Source: game
File: common/characters/ALG.txt

Code:
ALG_fascist_guy = {
	advisor = {
		slot = political_advisor
		idea_token = ALG_fascist_guy
		allowed = {
			original_tag = ALG
		}
		traits = {
			fascist_demagogue
		}
		do_effect = {
			not = {
				has_government = fascism
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_arab_2
		}
	}
}
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/Argentina.html

Doc:
This article is considered accurate for the current version of the game.

Argentina

Capital provinceBuenos Aires

Government typeDemocratic?

FactionNeutral, later Allies

|
Please help improve this article or section by expanding it. |

Argentina is a regional power in South America. Historically, they remained neutral until one month before the end of the Second World War in Europe, and they were the last to declare war on the Axis.

There was a coup d'etat in 1943.

Contents

1 Technology

2 Diplomacy

2.1 Alliances

2.2 Decisions

2.3 Events

3 Politics

3.1 Laws

3.2 Ministers

4 Intelligence

5 Economy

5.1 Industrial Production

6 Military

6.1 Army

6.2 Navy

6.3 Air Force

7 Strategies and Guides

7.1 Example Strategy

7.2 Miscellaneous tips
### Entity: Event
Component: SEA_japan_popup_events.43
Constructs: is_triggered_only, ai_chance, limit, remove_ideas, fire_only_once, add_country_leader_role, has_idea, retire_character
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_popup_events.43
	title = SEA_japan_popup_events.43.t
	desc = SEA_japan_popup_events.43.desc
	picture = GFX_report_event_JAP_kodoha_coup_attempt_occupation
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = SEA_japan_popup_events.43.a
		ai_chance = {
			base = 100
		}
		add_country_leader_role = {
			character = JAP_naruhiko_higashikuni
			promote_leader = yes
			country_leader = {
				ideology = emperor_fascism
				expire = 1952.1.1.1
				traits = {
					JAP_noble_prime_minister
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt JAP_unlock_surrender_broadcast_tt
		IF = {
			limit = {
				has_idea = korechika_anami
			}
			remove_ideas = korechika_anami
		}
		retire_character = JAP_korechika_anami
		swap_ideas = {
			remove_idea = JAP_crumbling_military_cabinet_idea_2
			add_idea = JAP_crumbling_military_cabinet_idea_3
		}
		set_country_flag = JAP_kyujo_incident_rebels_lost_flag
		hidden_effect = {
			JAP_tetsu_katayama = {
				promote_character = {
					ideology = liberalism
				}
			}
		}
	} {
		name = SEA_japan_popup_events.43.b
		ai_chance = {
			base = 0
		}
		add_country_leader_role = {
			character = JAP_yasuhiko_asaka
			promote_leader = yes
			country_leader = {
				ideology = emperor_fascism
				expire = 1952.1.1.1
				traits = {
					JAP_noble_prime_minister
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt JAP_unlock_japans_longest_day_tt
		swap_ideas = {
			remove_idea = JAP_crumbling_military_cabinet_idea_2
			add_idea = JAP_crumbling_military_cabinet_idea_4
		}
		set_country_flag = JAP_kyujo_incident_rebels_won_flag
		hidden_effect = {
			JAP_tetsu_katayama = {
				promote_character = {
					ideology = liberalism
				}
			}
		}
	}
}
### Entity: Unit Template
Component: URG_BB_HISTORICAL
Source: game
File: common/units/names_ships/URG_ship_names.txt

Code:
URG_BB_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BB
	for_countries = {
		URG
	}
	type = ship
	ship_types = {
		ship_hull_heavy battleship
	}
	prefix = ROU 
	fallback_name = Acorazado %d
	unique = {
		General Artigas General Don Claudio
	}
}
### Entity: Character
Component: SWI_jakob_schaffner
Constructs: has_completed_focus
Source: game
File: common/characters/SWI.txt

Code:
SWI_jakob_schaffner = {
	advisor = {
		slot = political_advisor
		idea_token = SWI_jakob_schaffner
		allowed = {
			original_tag = SWI
		}
		visible = {
			SWI_councilor_visible = yes
		}
		available = {
			SWI_can_be_councilor = yes
			NOT = {
				has_completed_focus = SWI_ban_national_movement_for_switzerland
			}
		}
		traits = {
			SWI_fascist_propagandist
		}
		on_add = {
			SWI_on_add_councilors = yes
		}
		on_remove = {
			SWI_on_remove_councilor = yes
		}
		can_be_fired = no
		ai_will_do = {
			base = 4000
			modifier = {
				factor = 5
				SWI_AI_is_fascist = yes
			} {
				factor = 0.1
				SWI_is_historical_ai = yes
			}
		}
	}
	name = SWI_jakob_schaffner
	portraits = {
		civilian = {
			large = GFX_portrait_SWI_jakob_schaffner
			small = GFX_portrait_SWI_jakob_schaffner_small
		}
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_increase_research_funding
Constructs: prerequisite, completion_reward, add_to_variable, add_tech_bonus
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_increase_research_funding
	icon = GFX_focus_research2
	prerequisite = {
		focus = NOR_norges_tekniske_hogskole
	}
	x = 0
	y = 1
	relative_position_id = NOR_norges_tekniske_hogskole
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		custom_effect_tooltip = NOR_modify_independent_norway_TT
		add_to_variable = {
			var = NOR.NOR_independent_norway_dmod_research_speed_factor
			value = 0.03
			tooltip = research_speed_factor_tt
		}
		add_tech_bonus = {
			name = NOR_increase_research_funding
			bonus = 1
			uses = 1
			category = electronics
		}
	}
}
### Entity: Event
Component: BBA_italy_interaction_events.33
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, has_country_flag, has_opinion, has_country_leader, has_same_ideology
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_interaction_events.33
	title = BBA_italy_interaction_events.33.t
	desc = BBA_italy_interaction_events.33.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = BBA_italy_interaction_events.33.a
		ai_chance = {
			base = 50
			modifier = {
				add = 10
				has_opinion = {
					target = ITA
					value = > 70
				}
			} {
				add = 25
				ITA = {
					has_completed_focus = ITA_anglo_italian_pact
				}
			} {
				add = 15
				ITA = {
					has_country_leader = {
						character = ITA_dino_grandi
						ruling_only = yes
					}
				}
			} {
				add = 40
				ITA = {
					has_same_ideology = yes
				}
			}
		}
		effect_tooltip = {
			ITA = {
				transfer_state = 906
			}
			ENG = {
				add_offsite_building = {
					type = industrial_complex
					level = 1
				}
			}
		}
		hidden_effect = {
			set_global_flag = ITA_will_get_socotra
		} {
			if = {
				limit = {
					NOT = {
						has_country_flag = ITA_italy_has_started_negotiations_flag
					}
				}
				set_country_flag = ITA_italy_has_started_negotiations_flag
			}
		}
		if = {
			limit = {
				FRA = {
					controls_state = 458 665
				}
			}
			FRA = {
				country_event = {
					id = BBA_italy_interaction_events.34
					days = 3
					random = 6
				}
			}
		}
		else_if = {
			limit = {
				ENG = {
					controls_state = 116
				}
			}
			ENG = {
				country_event = {
					id = BBA_italy_interaction_events.35
					days = 3
					random = 6
				}
			}
		}
		else = {
			FRA = {
				country_event = {
					id = BBA_italy_interaction_events.36
					days = 3
					random = 6
				}
			}
		}
	} {
		name = BBA_italy_interaction_events.33.b
		ai_chance = {
			base = 50
		}
		if = {
			limit = {
				FRA = {
					controls_state = 458 665
				}
			}
			FRA = {
				country_event = {
					id = BBA_italy_interaction_events.34
					days = 3
					random = 6
				}
			}
		}
		else_if = {
			limit = {
				ENG = {
					controls_state = 116
				}
			}
			ENG = {
				country_event = {
					id = BBA_italy_interaction_events.35
					days = 3
					random = 6
				}
			}
		}
		else = {
			FRA = {
				country_event = {
					id = BBA_italy_interaction_events.36
					days = 3
					random = 6
				}
			}
		}
		hidden_effect = {
			if = {
				limit = {
					NOT = {
						has_country_flag = ITA_italy_has_started_negotiations_flag
					}
				}
				set_country_flag = ITA_italy_has
# ... (truncated)
### Entity: Idea
Component: idea_gun_and_shell_factory_cossipore_3
Constructs: has_dlc, is_raj_or_raj_inheritor, check_variable, equipment_bonus, build_cost_ic, research_bonus
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_gun_and_shell_factory_cossipore_3 = {
	name = RAJ_gun_and_shell_factory_cossipore
	picture = raj_gun_and_shell_factory_cossipore
	allowed = {
		has_dlc = Graveyard of Empires
		is_raj_or_raj_inheritor = yes
	}
	visible = {
		check_variable = {
			global.gun_and_shell_level = 3
		}
	}
	equipment_bonus = {
		artillery_equipment = {
			soft_attack = 0.06
			build_cost_ic = -0.1
		}
		anti_tank_equipment = {
			ap_attack = 0.06
			build_cost_ic = -0.1
		}
	}
	research_bonus = {
		artillery = 0.15
	}
	traits = {
		artillery_manufacturer
	}
	modifier = {

	}
}
### Entity: Scripted Trigger
Component: is_chinese_nations
Constructs: is_chinese_nations
Source: game
File: common/scripted_triggers/r56_scripted_triggers.txt

Code:
is_chinese_nations = {
	OR = {
		original_tag = CHI PRC GXC YUN SIC XIC GDC HBC SND SHX XSM
	}
}
### Entity: Scripted Effect
Component: SOV_upgrade_appropriate_ship_designer_3_baltic_effect
Constructs: limit, has_idea, set_country_flag, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_upgrade_appropriate_ship_designer_3_baltic_effect = {
	if = {
		limit = {
			has_idea = SOV_nevskoye_design_bureau
		}
		set_country_flag = SOV_merge_ship_nevskoye_design_bureau_3_flag
		swap_ideas = {
			remove_idea = SOV_nevskoye_design_bureau
			add_idea = SOV_nevskoye_design_bureau_3
		}
	}
	else_if = {
		limit = {
			has_idea = SOV_nevskoye_design_bureau_1
		}
		set_country_flag = SOV_merge_ship_nevskoye_design_bureau_3_flag
		swap_ideas = {
			remove_idea = SOV_nevskoye_design_bureau_1
			add_idea = SOV_nevskoye_design_bureau_1_3
		}
	} {
		limit = {
			has_idea = SOV_nevskoye_design_bureau_4
		}
		set_country_flag = SOV_merge_ship_nevskoye_design_bureau_3_flag
		swap_ideas = {
			remove_idea = SOV_nevskoye_design_bureau_4
			add_idea = SOV_nevskoye_design_bureau_3_4
		}
	} {
		limit = {
			has_idea = SOV_nevskoye_design_bureau_1_4
		}
		set_country_flag = SOV_merge_ship_nevskoye_design_bureau_3_flag
		swap_ideas = {
			remove_idea = SOV_nevskoye_design_bureau_1_4
			add_idea = SOV_nevskoye_design_bureau_final_3
		}
	} {
		limit = {
			has_idea = SOV_rubin_design_bureau
		}
		set_country_flag = SOV_merge_ship_rubin_design_bureau_3_flag
		swap_ideas = {
			remove_idea = SOV_rubin_design_bureau
			add_idea = SOV_rubin_design_bureau_3
		}
	} {
		limit = {
			has_idea = SOV_rubin_design_bureau_1
		}
		set_country_flag = SOV_merge_ship_rubin_design_bureau_3_flag
		swap_ideas = {
			remove_idea = SOV_rubin_design_bureau_1
			add_idea = SOV_rubin_design_bureau_1_3
		}
	} {
		limit = {
			has_idea = SOV_rubin_design_bureau_4
		}
		set_country_flag = SOV_merge_ship_rubin_design_bureau_3_flag
		swap_ideas = {
			remove_idea = SOV_rubin_design_bureau_4
			add_idea = SOV_rubin_design_bureau_3_4
		}
	} {
		limit = {
			has_idea = SOV_rubin_design_bureau_1_4
		}
		set_country_flag = SOV_merge_ship_rubin_design_bureau_3_flag
		swap_ideas = {
			remove_idea = SOV_rubin_design_bureau_1_4
			add_idea = SOV_rubin_design_bureau_final_3
		}
	}
}
### Entity: Character
Component: AUS_carl_heinz_birnbacher
Constructs: has_completed_focus
Source: game
File: common/characters/AUS.txt

Code:
AUS_carl_heinz_birnbacher = {
	name = AUS_carl_heinz_birnbacher
	portraits = {
		army = {
			large = GFX_portrait_AUS_carl_heinz_birnbacher
			small = GFX_portrait_AUS_carl_heinz_birnbacher_small
		}
	}
	navy_leader = {
		traits = {
			navy_career_officer
		}
		skill = 3
		attack_skill = 2
		defense_skill = 2
		maneuvering_skill = 1
		coordination_skill = 2
		legacy_id = -1
		visible = {
			has_completed_focus = AUS_promote_admirals
			NOT = {
				original_tag = GER
			}
		}
	}
}
### Entity: Idea
Component: AFG_mass_production
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
AFG_mass_production = {
	picture = raj_rifle_factory_ishapore
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	equipment_bonus = {
		infantry_equipment = {
			instant = yes
			build_cost_ic = -0.1
			soft_attack = -0.05
			breakthrough = -0.15
		}
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_peacekeeping_missions
Constructs: prerequisite, limit, add_ideas, completion_reward, has_idea, set_rule
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_peacekeeping_missions
	icon = GFX_focus_ETH_peacekeeping_forces
	prerequisite = {
		focus = BEL_growing_threat_of_fascism BEL_aid_for_spain
	}
	relative_position_id = BEL_growing_threat_of_fascism
	x = -1
	y = 1
	cost = 10
	available = {

	}
	available_if_capitulated = yes
	completion_reward = {
		IF = {
			limit = {
				NOT = {
					has_idea = BEL_volunteer_effort2_ns
				}
			}
			add_ideas = BEL_volunteer_effort2_ns
		}
		set_rule = {
			can_send_volunteers = yes
		}
	}
}
### Entity: National Focus
Tree: can_focus
Component: CAN_the_sabre_project
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_breakthrough_progress, add_tech_bonus
Source: game
File: common/national_focus/canada.txt

Code:
focus = {
	id = CAN_the_sabre_project
	icon = GFX_focus_rocketry
	prerequisite = {
		focus = CAN_cookie_carriers
	} {
		focus = CAN_fund_fairchilds_development
	}
	x = 0
	y = 4
	relative_position_id = CAN_rcaf_station_borden
	cost = 10
	ai_will_do = {
		factor = 25
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_breakthrough_progress = {
			specialization = specialization_air
			value = 0.5
		}
		add_tech_bonus = {
			name = CAN_the_sabre_project
			ahead_reduction = 2
			uses = 1
			category = rocketry jet_technology
		}
	}
}
### Entity: Event
Component: BBA_switzerland.14
Constructs: is_triggered_only, ai_chance, limit, has_government, add_opinion_modifier, add_political_power, add_popularity, every_other_country
Source: game
File: events/BBA_Switzerland.txt

Code:
country_event = {
	id = BBA_switzerland.14
	title = BBA_switzerland.14.t
	desc = BBA_switzerland.14.desc
	picture = GFX_report_event_SWI_parliament_members
	is_triggered_only = yes
	immediate = {
		hidden_effect = {

		}
	}
	option = {
		name = BBA_switzerland.14.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 10
				OR = {
					SWI_is_historical_ai = yes
					SWI_AI_is_dem_allied = yes
				}
			}
		}
		trigger = {

		}
		add_political_power = -100
		add_popularity = {
			ideology = fascism
			popularity = -0.05
		}
		every_other_country = {
			limit = {
				SWI_is_country_to_balance = yes
				has_government = fascism
			}
			add_opinion_modifier = {
				target = PREV
				modifier = SWI_unfavourable_alignment
			}
		} {
			limit = {
				SWI_is_country_to_balance = yes
				has_government = democratic
			}
			add_opinion_modifier = {
				target = PREV
				modifier = SWI_rejected_fascists
			}
		}
		SWI_update_neighbor_opinion_balance = yes
	} {
		name = BBA_switzerland.14.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 10
				SWI_AI_is_fascist = yes
			}
		}
		trigger = {

		}
		if = {
			limit = {
				NOT = {
					OR = {
						SWI_has_fascist_council_president = yes
						SWI_has_fascist_councilor = yes
					}
				}
			}
			add_political_power = -150
		}
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
		every_other_country = {
			limit = {
				SWI_is_country_to_balance = yes
				has_government = fascism
			}
			add_opinion_modifier = {
				target = PREV
				modifier = SWI_accepted_petition_of_the_200_good
			}
		} {
			limit = {
				SWI_is_country_to_balance = yes
				has_government = democratic
			}
			add_opinion_modifier = {
				target = PREV
				modifier = SWI_accepted_petition_of_the_200_bad
			}
		}
		SWI_update_neighbor_opinion_balance = yes
	} {
		name = BBA_switzerland.14.c
		ai_chance = {
			base = 10
			modifier = {
				factor = 10
				SWI_AI_is_imperial = yes
			}
		}
		trigger = {

		}
		add_political_power = -150
		add_popularity = {
			ideology = fascism
			popularity = -0.1
		}
		random = {
			chance = 50
			every_other_country = {
				limit = {
					SWI_is_country_to_balance = yes
					has_government = fascism
				}
				add_opinion_modifier = {
					target = PREV
					modifier = SWI_arrested_sympathizers
				}
			} {
				limit = {
					SWI_is_country_to_balance = yes
					has_government = democratic
# ... (truncated)
### Entity: National Focus
Tree: cog_focus
Component: COG_allow_local_autonomy
Constructs: every_owned_state, prerequisite, limit, add_stability, completion_reward, is_core_of, is_controlled_by, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_allow_local_autonomy
	icon = GFX_focus_generic_self_management
	x = 4
	y = 1
	prerequisite = {
		focus = COG_governor_general_pierre_ryckmans
	}
	relative_position_id = COG_governor_general_pierre_ryckmans
	mutually_exclusive = {
		focus = COG_attempt_to_centralize_the_state
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_HISTORICAL
	}
	cost = 5
	bypass = {

	}
	available = {

	}
	completion_reward = {
		add_stability = 0.05
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		every_owned_state = {
			limit = {
				is_core_of = ROOT
				is_controlled_by = ROOT
			}
			add_extra_state_shared_building_slots = 1
		} {
			limit = {
				NOT = {
					is_core_of = ROOT
				}
				is_controlled_by = ROOT
			}
			add_resistance = -5
			add_compliance = 5
		}
	}
}
### Entity: AI Strategy
Component: ENG_stop_soviet_from_falling_2
Constructs: has_war, has_government, has_war_with, is_in_faction_with, has_capitulated, send_lend_lease_desire
Source: game
File: common/ai_strategy/r56_ENG.txt

Code:
ENG_stop_soviet_from_falling_2 = {
	allowed = {
		original_tag = ENG
	}
	enable = {
		has_war = yes
		NOT = {
			has_government = fascism
		} {
			is_in_faction_with = GER
		} {
			has_war_with = SOV
		}
		GER = {
			has_war_with = SOV ENG
		}
		SOV = {
			surrender_progress = > 0.05
			has_capitulated = no
		}
	}
	abort = {
		OR = {
			has_war = no
			has_war_with = SOV
			NOT = {
				GER = {
					has_war_with = SOV
				}
			}
			is_in_faction_with = GER
			has_government = fascism
			SOV = {
				has_war = no
			} {
				surrender_progress = < 0.01
			}
		}
	}
	ai_strategy = {
		type = support
		id = SOV
		value = 300
	} {
		type = send_lend_lease_desire
		id = SOV
		value = 750
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_foreign_plane_purchases
Constructs: prerequisite, limit, add_ideas, completion_reward, has_dlc, add_equipment_subsidy
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_foreign_plane_purchases
	icon = GFX_focus_SMB_purchase_aircraft
	prerequisite = {
		focus = BEL_belgian_air_force
	}
	relative_position_id = BEL_belgian_air_force
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_INTERNATIONAL_TRADE
	}
	x = 2
	y = 1
	cost = 5
	available = {

	}
	available_if_capitulated = yes
	completion_reward = {
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_equipment_subsidy = {
				cic = 1000
				equipment_type = small_plane_airframe
				seller_tags = {
					USA ENG FRA ITA GER SOV HOL POL
				}
			} {
				cic = 1000
				equipment_type = large_plane_airframe
				seller_tags = {
					USA ENG FRA ITA GER SOV HOL POL
				}
			} {
				cic = 1000
				equipment_type = medium_plane_airframe
				seller_tags = {
					USA ENG FRA ITA GER SOV HOL POL
				}
			}
		}
		else = {
			add_ideas = BEL_license_air_idea
		}
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered, force_equipment_variants
Source: game
File: history/units/FRA_1939_nsb.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 1
	}
	location = 6545
	division_template = Division Légère Mécanique
	start_experience_factor = 0.3
	force_equipment_variants = {
		medium_tank_chassis_0 = {
			owner = FRA
			version_name = SOUMUA S35
		}
	} {
		light_tank_chassis_1 = {
			owner = FRA
			version_name = H-35
		}
	}
}