Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: sov_focus
Component: SOV_facilitate_a_balkan_federation_old
Constructs: prerequisite, has_government, completion_reward, has_opinion, is_in_faction_with, is_puppet_of
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_facilitate_a_balkan_federation_old
	text = SOV_facilitate_a_balkan_federation
	icon = GFX_focus_GRE_red_greece
	prerequisite = {
		focus = SOV_incite_a_greek_revolution_old
	}
	mutually_exclusive = {
		focus = SOV_take_out_tito_old SOV_overthrow_weak_king_old
	}
	x = 2
	y = 1
	relative_position_id = SOV_incite_a_greek_revolution_old
	cost = 10
	ai_will_do = {
		factor = 0
	}
	available = {
		YUG = {
			exists = yes
			has_opinion = {
				target = SOV
				value = > 59
			}
			has_government = communism
		}
		BUL = {
			is_in_faction_with = SOV
			is_puppet_of = SOV
		}
		ROM = {
			is_in_faction_with = SOV
			is_puppet_of = SOV
		}
		GRE = {
			is_in_faction_with = SOV
			is_puppet_of = SOV
		}
		ALB = {
			is_in_faction_with = SOV
			is_puppet_of = SOV
		}
	}
	completion_reward = {
		YUG = {
			country_event = {
				id = r56.soviet.98
				days = 1
			}
		}
		custom_effect_tooltip = sov_balkan_fed_tt
	}
}
### Entity: National Focus
Component: wuw_HUN_a_grand_habsburg_alliance
Constructs: prerequisite, limit, has_government, completion_reward, add_political_power, is_subject, cancel_if_invalid, has_dlc
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_a_grand_habsburg_alliance
	icon = GFX_focus_HABSBURG_for_the_glory_of_the_empire
	prerequisite = {
		focus = wuw_HUN_demand_austrian_restoration
	}
	mutually_exclusive = {
		focus = wuw_HUN_seek_an_alliance_with_the_kaiser wuw_HUN_the_old_grand_alliance
	}
	x = -5
	y = 1
	relative_position_id = wuw_HUN_demand_austrian_restoration
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		has_government = neutrality
		is_subject = no
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		add_political_power = 25
		IF = {
			limit = {
				has_dlc = No Compromise, No Surrender
			}
			set_rule = {
				can_create_factions = yes
			}
			create_faction_from_template = faction_template_habsburg_alliance
			add_faction_initiative = 1
		}
		ELSE = {
			set_rule = {
				can_create_factions = yes
			}
			create_faction_from_template = faction_template_habsburg_alliance
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_crush_hazara_nationalism
Constructs: prerequisite, add_ideas, has_government, completion_reward, add_popularity, add_power_balance_value
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_crush_hazara_nationalism
	icon = GFX_focus_generic_anti_fascist_diplomacy
	x = 1
	y = 1
	available = {
		has_government = communism
	}
	prerequisite = {
		focus = AFG_socialist_constitution
	}
	relative_position_id = AFG_socialist_constitution
	ai_will_do = {
		factor = 1
	}
	mutually_exclusive = {
		focus = AFG_give_hazara_rights
	}
	cost = 5
	completion_reward = {
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		add_ideas = AFG_hazara_nationalism_crushed
		custom_effect_tooltip = r56_newline
		add_power_balance_value = {
			id = AFG_communist_power_balance
			value = 0.05
			tooltip_side = AFG_khalq_party
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_STABILITY
	}
}
### Entity: Character
Component: r56_trait_opposed_to_communism
Source: game
File: common/country_leader/r56_traits.txt

Code:
r56_trait_opposed_to_communism = {
	random = no
	communism_acceptance = -80
}
### Entity: National Focus
Tree: kor_focus
Component: KOR_establish_a_armor_corp
Constructs: add_equipment_to_stockpile, prerequisite, limit, completion_reward, has_tech, add_tech_bonus
Source: game
File: common/national_focus/korea.txt

Code:
focus = {
	id = KOR_establish_a_armor_corp
	icon = GFX_focus_NZL_bob_semple_tank
	prerequisite = {
		focus = KOR_army_modernization
	}
	x = 4
	y = 2
	relative_position_id = KOR_army_reform
	cost = 10
	ai_will_do = {
		factor = 1
	}
	bypass = {
		has_tech = improved_light_tank
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_tech = gwtank
				}
			}
			add_tech_bonus = {
				name = POL_study_foreign_tanks
				bonus = 3
				uses = 1
				technology = gwtank
			} {
				name = POL_study_foreign_tanks
				bonus = 1
				uses = 1
				category = armor
			}
			add_equipment_to_stockpile = {
				type = gw_tank_equipment
				amount = 20
				producer = FRA
			}
		} {
			limit = {
				has_tech = gwtank
				NOT = {
					has_tech = basic_light_tank
				}
			}
			add_tech_bonus = {
				name = POL_study_foreign_tanks
				bonus = 1
				uses = 1
				technology = basic_light_tank
			} {
				name = POL_study_foreign_tanks
				bonus = 1
				uses = 1
				category = armor
			}
			add_equipment_to_stockpile = {
				type = gw_tank_equipment
				amount = 20
				producer = FRA
			}
		} {
			limit = {
				has_tech = gwtank basic_light_tank
				NOT = {
					has_tech = improved_light_tank
				}
			}
			add_tech_bonus = {
				name = POL_study_foreign_tanks
				bonus = 1
				uses = 1
				technology = improved_light_tank
			} {
				name = POL_study_foreign_tanks
				bonus = 1
				uses = 1
				category = armor
			}
			add_equipment_to_stockpile = {
				type = gw_tank_equipment
				amount = 20
				producer = FRA
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_MILITARY_EQUIPMENT
	}
}
### Entity: Character
Component: BEL_yvan_gerard
Constructs: has_dlc
Source: game
File: common/characters/BEL.txt

Code:
BEL_yvan_gerard = {
	instance = {
		allowed = {
			has_dlc = Gotterdammerung
		}
		name = BEL_yvan_gerard
		portraits = {
			army = {
				large = GFX_portrait_BEL_yvan_gerard
				small = GFX_portrait_BEL_yvan_gerard_small
			}
		}
		corps_commander = {
			traits = {

			}
			skill = 1
			attack_skill = 1
			defense_skill = 1
			planning_skill = 1
			logistics_skill = 1
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Gotterdammerung
			}
		}
		name = BEL_yvan_gerard
		portraits = {
			army = {
				small = GFX_idea_generic_navy_europe_2
			}
		}
		advisor = {
			slot = high_command
			idea_token = BEL_yvan_gerard
			ledger = navy
			allowed = {
				original_tag = BEL
			}
			traits = {
				navy_naval_air_defense_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
	}
}
### Entity: Scripted Effect
Component: ITA_add_improved_heavy_tank_templates
Constructs: create_equipment_variant
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_add_improved_heavy_tank_templates = {
	create_equipment_variant = {
		name = P26/40
		type = heavy_tank_chassis_2
		parent_version = 0
		modules = {
			main_armament_slot = tank_heavy_cannon
			turret_type_slot = tank_heavy_two_man_tank_turret
			suspension_type_slot = tank_bogie_suspension
			armor_type_slot = tank_riveted_armor
			engine_type_slot = tank_diesel_engine
			special_type_slot_1 = tank_radio_1
		}
		upgrades = {
			tank_nsb_engine_upgrade = 6
			tank_nsb_armor_upgrade = 6
		}
		icon = GFX_ITA_improved_heavy_tank_medium
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_sabotage_polish_industry
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_sabotage_polish_industry
	icon = GFX_goal_generic_major_war
	prerequisite = {
		focus = POL_plan_east POL_plan_west
	}
	x = 1
	y = 2
	relative_position_id = POL_plan_east
	cost = 10
	ai_will_do = {
		factor = 10
	}
	search_filters = {

	}
	completion_reward = {
		custom_effect_tooltip = sabotaged_industry_tt
	}
}
### Entity: National Focus
Tree: col_focus
Component: COL_political_effort
Constructs: add_stability, completion_reward, add_political_power, add_popularity
Source: game
File: common/national_focus/colombia.txt

Code:
focus = {
	id = COL_political_effort
	icon = GFX_goal_COL_marching_revolution
	x = 54
	y = 0
	cost = 5
	ai_will_do = {
		factor = 8.1
	}
	completion_reward = {
		add_political_power = 15
		add_stability = 0.05
		add_popularity = {
			ideology = democratic
			popularity = 0.05
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Country History
Country: MAY
Component: MAY_army
Source: game
File: history/countries/MAY - Maya.txt

Code:
# OOB & Army Setup for MAY
oob = CHL_1936
### Entity: Decision
Component: ICE_improve_the_viking_spirit
Constructs: has_completed_focus, limit, add_war_support, has_country_flag, add_stability, fire_only_once, complete_effect, set_country_flag
Source: game
File: common/decisions/ICE.txt

Code:
ICE_improve_the_viking_spirit = {
	ICE_the_wisdom_of_odin = {
		priority = 10
		icon = GFX_decision_eng_puppet_usa
		ai_will_do = {
			base = 200
		}
		allowed = {
			original_tag = ICE
		}
		available = {
			has_completed_focus = ICE_the_viking_spirit
			NOT = {
				has_country_flag = ICE_already_improving_the_viking_spirit_flag
			}
		}
		visible = {
			has_completed_focus = ICE_the_viking_spirit
		}
		cost = 75
		days_remove = 35
		fire_only_once = yes
		complete_effect = {
			set_country_flag = ICE_already_improving_the_viking_spirit_flag
		}
		remove_effect = {
			clr_country_flag = ICE_already_improving_the_viking_spirit_flag
			IF = {
				limit = {
					has_idea = ICE_viking_spirit
				}
				swap_ideas = {
					remove_idea = ICE_viking_spirit
					add_idea = ICE_viking_spirit_odin
				}
			}
			ELSE_IF = {
				limit = {
					has_idea = ICE_viking_spirit_thor
				}
				swap_ideas = {
					remove_idea = ICE_viking_spirit_thor
					add_idea = ICE_viking_spirit_odin_thor
				}
			} {
				limit = {
					has_idea = ICE_viking_spirit_aegir
				}
				swap_ideas = {
					remove_idea = ICE_viking_spirit_aegir
					add_idea = ICE_viking_spirit_odin_aegir
				}
			} {
				limit = {
					has_idea = ICE_viking_spirit_fenrir
				}
				swap_ideas = {
					remove_idea = ICE_viking_spirit_fenrir
					add_idea = ICE_viking_spirit_odin_fenrir
				}
			} {
				limit = {
					has_idea = ICE_viking_spirit_freja
				}
				swap_ideas = {
					remove_idea = ICE_viking_spirit_freja
					add_idea = ICE_viking_spirit_odin_freja
				}
			} {
				limit = {
					has_idea = ICE_viking_spirit_aegir_thor
				}
				swap_ideas = {
					remove_idea = ICE_viking_spirit_aegir_thor
					add_idea = ICE_viking_spirit_odin_thor_aegir
				}
			} {
				limit = {
					has_idea = ICE_viking_spirit_fenrir_thor
				}
				swap_ideas = {
					remove_idea = ICE_viking_spirit_fenrir_thor
					add_idea = ICE_viking_spirit_odin_thor_fenrir
				}
			} {
				limit = {
					has_idea = ICE_viking_spirit_freja_thor
				}
				swap_ideas = {
					remove_idea = ICE_viking_spirit_freja_thor
					add_idea = ICE_viking_spirit_odin_thor_freja
				}
			} {
				limit = {
					has_idea = ICE_viking_spirit_aegir_fenrir
				}
				swap_ideas = {
					remove_idea = ICE_viking_spirit_aegir_fenrir
					add_idea = ICE_viking_spirit_aegir_odin_fenrir
				}
			} {
				limit = {
					has_idea = ICE_viking_spirit_aegir_freja
				}

# ... (truncated)
### Entity: National Focus
Tree: pru_focus
Component: PRU_inca_heavy_industry
Constructs: prerequisite, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_inca_heavy_industry
	prerequisite = {
		focus = PRU_create_orejones_battalions
	} {
		focus = PRU_recreate_the_Inca_farming_system
	}
	icon = GFX_focus_secret_rearmament
	relative_position_id = PRU_crown_an_inca
	x = -5
	y = 5
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				303
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		} {
			prioritize = {
				492
			}
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Event
Component: BBA_italo_ethiopian_war_events.16
Constructs: is_triggered_only, has_war_with, fire_only_once
Source: game
File: events/BBA_ItaloEthiopianWar.txt

Code:
country_event = {
	id = BBA_italo_ethiopian_war_events.16
	title = BBA_italo_ethiopian_war_events.16.t
	desc = BBA_italo_ethiopian_war_events.16.desc
	picture = GFX_report_event_generic_army
	fire_only_once = yes
	is_triggered_only = yes
	trigger = {
		has_war_with = ITA
	}
	immediate = {

	}
	option = {
		name = BBA_italo_ethiopian_war_events.16.a
	}
}
### Entity: Idea
Component: GRE_industrializing_society
Constructs: industrial_capacity_factory, removal_cost, conscription_factor
Source: game
File: common/ideas/greece.txt

Code:
GRE_industrializing_society = {
	allowed = {
		original_tag = GRE
	}
	allowed_civil_war = {
		always = yes
	}
	picture = man_five_year_plan_industry
	removal_cost = -1
	modifier = {
		industrial_capacity_factory = 0.05
		conscription_factor = -0.07
	}
}
### Entity: Country History
Country: OCC
Component: OCC_technology
Constructs: set_technology
Source: game
File: history/countries/OCC - Occitania.txt

Code:
# Starting Technologies for OCC
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_trucks = 1
	tech_support = 1
	tech_engineers = 1
	tech_recon = 1
	tech_mountaineers = 1
	motorised_infantry = 1
	gw_artillery = 1
	interwar_antiair = 1
	fuel_silos = 1
	fuel_refining = 1
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_ideological_fanaticism
Constructs: prerequisite, add_opinion_modifier, completion_reward, add_timed_idea
Source: game
File: common/national_focus/r56_philippines.txt

Code:
focus = {
	id = PHI_ideological_fanaticism
	icon = GFX_focus_ARG_anti_american_propaganda
	prerequisite = {
		focus = PHI_support_the_ganap_party PHI_huk_revolutionaries
	}
	relative_position_id = PHI_support_the_ganap_party
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_timed_idea = {
			idea = ARG_anti_american_propaganda_idea
			days = 365
		}
		add_opinion_modifier = {
			target = USA
			modifier = large_decrease
		}
		USA = {
			add_opinion_modifier = {
				target = ROOT
				modifier = large_decrease
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template
Source: game
File: history/units/FRI_the_war_arrives_to_indochina_focus.txt

Code:
division = {
	location = 1423
	division_template = Troupes Coloniales
	start_experience_factor = 0.1
	start_equipment_factor = 0.5
}
### Entity: Unit Leader
Component: operative_infiltrator
Constructs: gain_xp_leader
Source: game
File: common/unit_leader/00_traits.txt

Code:
operative_infiltrator = {
	type = operative
	trait_type = basic_trait
	new_commander_weight = {
		factor = 0.5
	}
	cost = 400
	gain_xp_leader = {
		OR = {
			operative_leader_operation = operation_rescue_operative operation_infiltrate_civilian operation_infiltrate_armed_forces_army operation_infiltrate_armed_forces_navy operation_infiltrate_armed_forces_airforce operation_make_resistance_contacts
		}
	}
	modifier = {
		operation_infiltrate_outcome = 0.25
		operation_infiltrate_risk = -0.25
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_250
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_250 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 250
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 250
	}
}
### Entity: Effect Reference
Construct: set_truce
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## set_truce

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Sets a truce between scope country and target for days duration. 
Example set_truce = { target = GER days = 90 }
```
### Entity: National Focus
Tree: aus_focus
Component: AUS_anschluss
Constructs: prerequisite, limit, has_country_flag, completion_reward, is_ai
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_anschluss
	icon = GFX_focus_CZE_german_puppet
	relative_position_id = AUS_german_economic_development
	x = -2
	y = 1
	prerequisite = {
		focus = AUS_german_economic_development
	}
	available = {
		if = {
			limit = {
				is_ai = yes
			}
			has_country_flag = AUS_germany_force_anschluss
		}
	}
	cost = 5
	mutually_exclusive = {
		focus = AUS_rp_ostmark
	}
	completion_reward = {
		GER = {
			country_event = austria.82
		}
		custom_effect_tooltip = GAME_OVER_TT
	}
}
### Entity: State History
Component: 1063
Constructs: add_core_of, add_to_array
Source: game
File: history/states/1063-Araucania.txt

Code:
state = {
	id = 1063
	name = STATE_1063
	manpower = 1042783
	state_category = town
	resources = {
		steel = 24
	}
	history = {
		owner = CHL
		add_core_of = CHL
		add_to_array = {
			state_victory_points = 5121
		} {
			state_victory_points = 5169
		}
		buildings = {
			infrastructure = 2
			industrial_complex = 2
			5121 = {
				naval_base = 1
			}
			5169 = {
				naval_base = 1
			}
		}
		victory_points = {
			5121 3
		} {
			5169 1
		}
	}
	provinces = {
		13357 5169 12954 12920 5121
	}
	local_supplies = 0.0
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_NIC_0
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_NIC_0 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_NIC
			value = 0
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = dockyard
		value = -100
	}
}
### Entity: Effect Reference
Construct: kill_operative
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## kill_operative

* Supported Scopes: COUNTRY, CHARACTER
* Supported Targets: THIS, ROOT, PREV, FROM

```
Kills an operative. This will temporarily lock the slot they occupy
Examples:
GER = {
    kill_operative = PREV  # where PREV is an operative (unit leader)
    # or
    kill_operative = {
        operative = PREV
    }
}

kill_operative = { killed_by = GER } # where the scope is an unit leader

```
### Entity: National Focus
Tree: spr_focus
Component: SPR_soviet_military_advisors
Constructs: prerequisite, add_ideas, has_government, has_war_with, add_war_support, completion_reward, has_global_flag
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPR_soviet_military_advisors
	available = {
		NOT = {
			has_war_with = SOV
		}
		SOV = {
			has_government = communism
		}
	}
	bypass = {
		has_global_flag = scw_over
	}
	prerequisite = {
		focus = SPR_expand_soviet_aid
	}
	icon = GFX_focus_generic_military_mission
	x = 1
	y = 1
	relative_position_id = SPR_expand_soviet_aid
	cost = 5
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		army_experience = 25
		add_war_support = 0.1
		add_ideas = SPR_soviet_military_advisors
		custom_effect_tooltip = SPR_seize_public_transport_tt
	}
}
### Entity: Effect Reference
Construct: release_puppet
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## release_puppet

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

```
releases specified country as puppet using states you own
```
### Entity: National Focus
Tree: spa_focus
Component: SPA_save_the_alcazar
Constructs: prerequisite, completion_reward, has_global_flag
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPA_save_the_alcazar
	available = {

	}
	bypass = {
		OR = {
			controls_province = 858
			has_global_flag = scw_over
		}
	}
	prerequisite = {
		focus = SPA_unify_the_nationalist_front
	}
	icon = GFX_focus_spa_save_the_alcazar
	x = -2
	y = 1
	relative_position_id = SPA_unify_the_nationalist_front
	cost = 5
	available_if_capitulated = yes
	completion_reward = {
		activate_mission = SPA_save_the_alcazar_mission
	}
}
### Entity: Event
Component: BBA_italy_research_agreement.1
Constructs: is_triggered_only, ai_chance, limit, has_government, add_opinion_modifier, is_historical_focus_on, is_in_faction_with, has_opinion
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_research_agreement.1
	title = BBA_italy_research_agreement.1.t
	desc = BBA_italy_research_agreement.1.desc
	picture = GFX_report_event_generic_lend_lease
	is_triggered_only = yes
	option = {
		name = BBA_italy_research_agreement.1.a
		ai_chance = {
			base = 10
			modifier = {
				add = 5
				is_historical_focus_on = yes
			} {
				add = 20
				is_in_faction_with = FROM
			} {
				add = 15
				has_government = FROM
			} {
				add = 10
				has_opinion = {
					target = FROM
					value = > 24
				}
			} {
				add = 15
				has_opinion = {
					target = FROM
					value = > 49
				}
			} {
				add = 15
				has_dino_grandi = yes
			} {
				factor = 0
				OR = {
					FROM = {
						is_justifying_wargoal_against = ROOT
					} {
						has_wargoal_against = ROOT
					}
					ROOT = {
						is_justifying_wargoal_against = FROM
					} {
						has_wargoal_against = FROM
					}
				}
			}
		}
		if = {
			limit = {
				original_tag = FRA
			}
			ITA_franco_italian_cooperation_effect = yes
		}
		else = {
			ITA_anglo_italian_cooperation_effect = yes
		}
		hidden_effect = {
			FROM = {
				news_event = {
					id = bba_news.104
					hours = 8
					random_hours = 4
				}
			}
		}
	} {
		name = BBA_italy_research_agreement.1.b
		ai_chance = {
			base = 1
		}
		effect_tooltip = {
			FROM = {
				add_opinion_modifier = {
					target = ROOT
					modifier = ITA_military_cooperation_rejection
				}
			}
		}
		hidden_effect = {
			FROM = {
				country_event = {
					id = BBA_italy_research_agreement.2
					hours = 8
					random_hours = 4
				}
			}
		}
	}
}
### Entity: Order of Battle
Component: Gempen Division
Constructs: division_template
Source: game
File: history/units/SWI_load_conscription_2.txt

Code:
division = {
	name = Gempen Division
	location = 6666
	division_template = Trained Infanterie-Abteilung
	start_experience_factor = 0.4
	start_equipment_factor = 1
}
### Entity: State History
Component: 894
Constructs: add_core_of
Source: game
File: history/states/894-South Khorasan.txt

Code:
state = {
	id = 894
	name = STATE_1003
	manpower = 243007
	state_category = wasteland
	history = {
		owner = PER
		buildings = {
			infrastructure = 1
		}
		victory_points = {
			7990 1
		}
		add_core_of = PER
	}
	provinces = {
		12739 12852 10759 7990 10890
	}
	local_supplies = 0.0
}
### Entity: Scripted GUI
Component: scripted_gui
Source: game
File: common/scripted_guis/RAJ_famine_scripted_gui.txt

Code:
scripted_gui = {
	RAJ_famine_scripted_ui = {
		context_type = decision_category
		window_name = RAJ_famine_ui_window
		properties = {

		}
	}
}
### Entity: Character
Component: POR_jose_hipolito_raposo
Constructs: has_completed_focus, has_government, has_dlc
Source: game
File: common/characters/POR.txt

Code:
POR_jose_hipolito_raposo = {
	instance = {
		allowed = {
			NOT = {
				has_dlc = La Resistance
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = POR_jose_hipolito_raposo
			allowed = {
				original_tag = POR
				NOT = {
					has_dlc = La Resistance
				}
			}
			traits = {
				fascist_demagogue
			}
			do_effect = {
				NOT = {
					has_government = fascism
				}
			}
			ai_will_do = {
				factor = 0.0
			}
		}
		name = POR_jose_hipolito_raposo
		portraits = {
			army = {
				small = GFX_idea_generic_fascist_demagogue_western_european_2d
			}
		}
	} {
		allowed = {
			has_dlc = La Resistance
		}
		advisor = {
			slot = political_advisor
			idea_token = POR_jose_hipolito_raposo
			name = POR_jose_hipolito_raposo
			allowed = {
				original_tag = POR
				has_dlc = La Resistance
			}
			available = {
				has_completed_focus = POR_national_syndicalism
			}
			traits = {
				fascist_demagogue
			}
			do_effect = {
				NOT = {
					has_government = fascism
				}
			}
			ai_will_do = {
				factor = 0.0
			}
		}
		name = POR_jose_hipolito_raposo
		portraits = {
			army = {
				small = GFX_idea_por_jose_hipolito_raposo
			}
		}
	}
}