Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: christian_denmark.13
Constructs: ai_chance, has_completed_focus, has_government, has_war_with, fire_only_once, add_political_power, is_in_faction, white_peace
Source: game
File: events/DanishEvents.txt

Code:
country_event = {
	id = christian_denmark.13
	title = christian_denmark.13.t
	desc = christian_denmark.13.d
	picture = GFX_report_event_christian
	fire_only_once = yes
	mean_time_to_happen = {
		days = 200
	}
	trigger = {
		tag = DEN
		has_government = neutrality
		has_completed_focus = DEN_Crush_the_Rebellion
		has_war_with = ICE
		surrender_progress = < 0.1
		ICE = {
			is_in_faction = no
			surrender_progress = < 0.1
		}
		date = < 1940.1.1
	}
	option = {
		name = christian_denmark.13.a
		ai_chance = {
			base = 1
		}
		white_peace = ICE
	} {
		name = christian_denmark.13.b
		add_political_power = -50
		add_popularity = {
			ideology = neutrality
			popularity = -0.1
		}
	}
}
### Entity: National Focus
Tree: col_focus
Component: COL_indumil_2
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, has_dlc, add_mio_size
Source: game
File: common/national_focus/colombia.txt

Code:
focus = {
	id = COL_indumil_2
	icon = GFX_goal_proving_grounds
	prerequisite = {
		focus = COL_indumil
	} {
		focus = COL_infrastructure_caribe
	}
	relative_position_id = COL_infrastructure_caribe
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2
	}
	available = {
		controls_state = 306
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				306
			}
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		} {
			prioritize = {
				306
			}
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:COL_indumil_organization = {
				add_mio_size = 1
				add_mio_funds = 500
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: AI Strategy
Component: CHI_sea_warlord_historical_plan_nationalist
Constructs: is_chinese_warlord, has_dlc, is_historical_focus_on, has_focus_tree
Source: game
File: common/ai_strategy_plans/CHI_sea_warlord_historical_strategy_plan.txt

Code:
CHI_sea_warlord_historical_plan_nationalist = {
	name = Chinese Warlord historical plan supporting Nationalists
	desc = Historical behavior for Chinese Warlord
	allowed = {
		NOT = {
			original_tag = SHX SIK
		}
		is_chinese_warlord = yes
		has_dlc = No Compromise, No Surrender
	}
	enable = {
		is_historical_focus_on = yes
	}
	abort = {
		NOT = {
			has_focus_tree = china_warlord_sea_focus
		}
	}
	ai_national_focuses = {
		KUM_victory_in_tihwa KUM_restore_yettishar XIC_northwest_bandit_suppression_headquarters XIC_discussions_in_luochuan XIC_send_a_representative_to_sheng_shicai XIC_non_agression_pact_with_the_cpc XIC_the_fushi_conference XIC_anti_japanese_national_salvation_agreement XIC_form_the_anti_japanese_comrades_association XIC_withdraw_forces_from_yanan XIC_invite_chiang_for_troop_inspections GXC_the_japanese_visit GXC_question_chiangs_authority GXC_rumors_of_deposition GXC_the_scorched_earth_speech GXC_denounce_chiang GXC_formation_of_the_nraja GXC_declare_opposition SIC_the_sichuan_clique XSM_the_military_governor XSM_sideline_family_conflicts KHM_call_for_aid KHM_push_them_back KHM_the_sinkiang_ma_clique CHI_sea_secure_internal_politics KHM_expand_the_madrasas SIC_the_governor_of_sichuan XSM_a_hui_army YUN_rally_around_long_yun CHI_sea_cooperation_with_the_nationalists SIC_develop_chongqing XSM_sway_the_people XSM_sweep_out_communists SIC_sichuan_still_stands CHI_sea_develop_capital YUN_expand_local_infrastructure YUN_a_land_of_mountains SIC_the_domain_of_liu_wenhui XSM_send_ma_lin_on_hajj CHI_sea_further_industrial_investment CHI_sea_develop_capital_arsenal XSM_recruit_salar_officers XSM_solidifying_control CHI_sea_small_arms_production CHI_sea_expand_public_education MA_develop_inter_province_ties KHM_strike_the_governor CHI_sea_long_term_economic_planning CHI_sea_technological_cooperation MA_strenghten_regional_trade YUN_strive_for_self_sufficiency YUN_political_reforms SIC_develop_xikang CHI_sea_new_model_province CHI_sea_root_out_corruption CHI_sea_industrial_research_projects SIC_the_armies_of_yang_sen CHI_sea_land_reform CHI_sea_reform_the_administration YUN_eduational_reforms SIC_anti_communism SIC_drive_out_the_japanese CHI_sea_strenghten_warlord_authority MA_unified_training_program SIC_armor_efforts CHI_sea_heavy_weapons_development CHI_sea_fund_research_projects CHI_sea_rely_on_our_infantry YUN_the_democratic_fortress
	}
	focus_facto
# ... (truncated)
### Entity: AI Strategy
Component: POL_trade_with_sweden
Constructs: has_government
Source: game
File: common/ai_strategy/POL.txt

Code:
POL_trade_with_sweden = {
	allowed = {
		original_tag = POL
	}
	enable = {
		OR = {
			has_government = neutrality democratic
		}
		SWE = {
			has_government = democratic
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_market_trade_desire
		id = SWE
		value = 60
	}
}
### Entity: Modding Documentation
Construct: ai_attitude_wants_antagonize
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### ai_attitude_wants_antagonize
* description: returns 1 if ai wants antagonize
### Entity: Idea
Component: SHL_pot
Source: game
File: common/ideas/schleswig_holstein.txt

Code:
SHL_pot = {
	picture = generic_political_advisor_europe_1
	allowed = {
		original_tag = SHL
	}
	traits = {
		prince_of_terror
	}
}
### Entity: Character
Component: PRC_peng_dehuai
Constructs: has_dlc
Source: game
File: common/characters/PRC.txt

Code:
PRC_peng_dehuai = {
	instance = {
		allowed = {
			has_dlc = No Compromise, No Surrender
		}
		name = PRC_peng_dehuai
		portraits = {
			army = {
				large = GFX_portrait_PRC_peng_dehuai
				small = GFX_portrait_PRC_peng_dehuai_small
			}
		}
		corps_commander = {
			traits = {
				inflexible_strategist trait_mountaineer PRC_survivor_of_the_long_march
			}
			skill = 4
			attack_skill = 3
			defense_skill = 5
			planning_skill = 4
			logistics_skill = 2
			legacy_id = -1
		}
	} {
		allowed = {
			NOT = {
				has_dlc = No Compromise, No Surrender
			}
		}
		name = PRC_peng_dehuai
		portraits = {
			army = {
				large = GFX_portrait_prc_peng_dehuai
				small = GFX_portrait_PRC_peng_dehuai_small
			}
		}
		corps_commander = {
			traits = {
				infantry_officer trait_mountaineer
			}
			skill = 4
			attack_skill = 4
			defense_skill = 3
			planning_skill = 3
			logistics_skill = 3
			legacy_id = -1
		}
	}
}
### Entity: Character
Component: infantry_equipment_producer_defense_0
Constructs: equipment_bonus
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
infantry_equipment_producer_defense_0 = {
	random = no
	equipment_bonus = {
		infantry_equipment = {
			soft_attack = 0.05
			defense = 0.05
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Opinion Modifier
Component: opinion_modifiers
Source: game
File: common/opinion_modifiers/taog_opinion_modifiers.txt

Code:
opinion_modifiers = {
	INS_usa_tanks_opinion_mod = {
		value = 30
		months = 24
	}
	INS_modifier_positive_trade_relations = {
		value = 25
		months = 12
	}
	indonesia_trading_with_us_modifier = {
		value = 50
		months = 72
	}
	indonesia_opposing_us_modifier = {
		value = -40
		months = 72
	}
	indonesia_trading_with_enemy_modifier = {
		value = -15
		months = 72
	}
	indonesia_currency_pegged_to_dollar_modifier = {
		value = 30
		months = 72
	}
	indonesia_usa_rejected_renville_modifier = {
		value = -40
		months = 96
	}
	indonesia_china_trade_modifier = {
		value = 25
		months = 96
	}
	AST_pacific_initiatives_modifier = {
		value = 50
		months = 24
	}
	AST_solidarity_by_the_empire_modifier = {
		value = 20
		months = 12
	}
	AST_no_foreign_battlefields_modifier = {
		value = -20
		months = 12
	}
	AST_australian_accusations_modifier = {
		value = -100
		months = 24
	}
	AST_australian_pivot_modifier = {
		value = -50
		months = 24
	}
	AST_platypus_modifier = {
		value = 50
		months = 24
	}
	SIA_sent_bureaucrats_to_us = {
		value = 15
		months = 24
	}
	SIA_tied_their_currency_to_ours = {
		value = 20
		months = 24
	}
	SIA_sent_started_cooperative_with_us = {
		value = 25
		months = 24
	}
	SIA_purchased_submarines_from_us = {
		value = 15
		months = 24
	}
}
### Entity: Event
Component: NSB_soviet_civil_war_common.113
Constructs: is_triggered_only, has_global_flag, set_country_flag
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_civil_war_common.113
	title = NSB_soviet_civil_war_common.113.t
	desc = {
		text = NSB_soviet_civil_war_common.113.desc_before
		trigger = {
			SOV_soviet_civil_war_not_started = yes
		}
	} {
		text = NSB_soviet_civil_war_common.113.desc_started
		trigger = {
			OR = {
				has_global_flag = SOV_soviet_civil_war SOV_soviet_civil_war_over
			}
		}
	}
	picture = GFX_report_event_gre_rural_rebels
	is_triggered_only = yes
	option = {
		name = NSB_soviet_civil_war_common.113.a
		trigger = {
			has_global_flag = SOV_soviet_civil_war
		}
		country_event = {
			id = NSB_soviet_civil_war_common.114
			hours = 6
		}
	} {
		name = NSB_soviet_civil_war_common.113.b
		trigger = {
			SOV_soviet_civil_war_not_started = yes
		}
		set_country_flag = SOV_CSW_ukraine_germany_ready_flag
	} {
		name = NSB_soviet_civil_war_common.114.b
		trigger = {
			has_global_flag = SOV_soviet_civil_war_over
		}
		country_event = {
			id = NSB_soviet_civil_war_common.114
			hours = 6
		}
	}
}
### Entity: Idea
Component: KMT_hyperinflation_military_effects
Constructs: removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_hyperinflation_military_effects = {
	removal_cost = -1
	picture = chi_warlord_integration2
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		army_morale_factor = -0.1
		land_reinforce_rate = -0.1
	}
	targeted_modifier = {
		tag = PRC
		attack_bonus_against = -0.2
		defense_bonus_against = -0.2
	} {
		tag = MAN
		attack_bonus_against = -0.2
		defense_bonus_against = -0.2
	} {
		tag = GXC
		attack_bonus_against = -0.2
		defense_bonus_against = -0.2
	} {
		tag = GDC
		attack_bonus_against = -0.2
		defense_bonus_against = -0.2
	} {
		tag = YUN
		attack_bonus_against = -0.2
		defense_bonus_against = -0.2
	} {
		tag = SIC
		attack_bonus_against = -0.2
		defense_bonus_against = -0.2
	} {
		tag = XIC
		attack_bonus_against = -0.2
		defense_bonus_against = -0.2
	} {
		tag = SHX
		attack_bonus_against = -0.2
		defense_bonus_against = -0.2
	} {
		tag = HBC
		attack_bonus_against = -0.2
		defense_bonus_against = -0.2
	} {
		tag = SND
		attack_bonus_against = -0.2
		defense_bonus_against = -0.2
	} {
		tag = MEN
		attack_bonus_against = -0.2
		defense_bonus_against = -0.2
	} {
		tag = XSM
		attack_bonus_against = -0.2
		defense_bonus_against = -0.2
	} {
		tag = NXM
		attack_bonus_against = -0.2
		defense_bonus_against = -0.2
	} {
		tag = GSM
		attack_bonus_against = -0.2
		defense_bonus_against = -0.2
	} {
		tag = KHM
		attack_bonus_against = -0.2
		defense_bonus_against = -0.2
	} {
		tag = SIK
		attack_bonus_against = -0.2
		defense_bonus_against = -0.2
	}
}
### Entity: Military Industrial Organization
Component: SPR_casa_vanilla_organization
Constructs: has_dlc
Source: game
File: common/military_industrial_organization/organizations/SPR_organization.txt

Code:
SPR_casa_vanilla_organization = {
	include = generic_general_aircraft_organization
	icon = GFX_idea_generic_air_manufacturer_2
	allowed = {
		NOT = {
			has_dlc = La Resistance
		}
		tag = SPR
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_mutual_protection_agreement_with_switzerland
Constructs: prerequisite, has_war, completion_reward, is_subject, give_guarantee
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_mutual_protection_agreement_with_switzerland
	icon = GFX_focus_SWI_patriotic_shooting_clubs
	prerequisite = {
		focus = CZE_protect_neutrality
	}
	cost = 10
	relative_position_id = CZE_protect_neutrality
	x = 0
	y = 1
	available = {
		is_subject = no
		SWI = {
			exists = yes
			is_subject = no
			has_war = no
		}
	}
	completion_reward = {
		SWI = {
			country_event = MUN_czech.1011
		}
		effect_tooltip = {
			custom_effect_tooltip = if_they_accept_tt
			give_guarantee = SWI
			SWI = {
				give_guarantee = ROOT
			}
		}
	}
}
### Entity: AI Strategy
Component: JAP_light_tank_anti_air
Constructs: has_war, has_tech
Source: game
File: common/ai_equipment/JAP_tank.txt

Code:
JAP_light_tank_anti_air = {
	category = land
	blocked_for = {

	}
	available_for = {
		JAP
	}
	roles = {
		land_light_tank_anti_air
	}
	priority = {
		factor = 5
		modifier = {
			NOT = {
				has_tech = fighter2
			}
			any_enemy_country = {
				has_tech = fighter2
			}
			factor = 3
		}
	}
	light_tank_anti_air_1 = {
		priority = {
			factor = 1
		}
		enable = {
			has_tech = interwar_antiair
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = light_tank_aa_chassis_1
			modules = {
				main_armament_slot = tank_anti_air_cannon
				turret_type_slot = tank_light_one_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 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 3
				tank_nsb_armor_upgrade = {
					base = 1
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_anti_air_cannon tank_light_one_man_tank_turret tank_bogie_suspension tank_riveted_armor tank_diesel_engine
		}
	}
	light_tank_anti_air_2 = {
		priority = {
			factor = 2
		}
		enable = {
			has_tech = antiair2
		}
		history = yes
		target_variant = {
			match_value = 1500
			type = light_tank_aa_chassis_2
			modules = {
				main_armament_slot = tank_anti_air_cannon_2
				turret_type_slot = tank_light_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 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 4
				tank_nsb_armor_upgrade = {
					base = 2
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_anti_air_cannon_2 tank_light_two_man_tank_turret tank_bogie_suspension tank_riveted_armor tank_diesel_engine
		}
	}
	light_tank_anti_air_3 = {
		priority = {
			factor = 2
		}
		enable = {
			has_tech = antiair5
		}
		history = yes
		target_variant = {
			match_value = 2500
			type = light_tank_aa_chassis_3
			modules = {
				main_armament_slot = tank_anti_air_cannon_2
				turret_type_slot = tank_light_two_man_tank_turret
				suspension_typ
# ... (truncated)
### Entity: Idea
Component: GER_establish_NVA_idea
Constructs: removal_cost
Source: game
File: common/ideas/r56_germany.txt

Code:
GER_establish_NVA_idea = {
	name = GER_nva_idea
	picture = GER_nva
	removal_cost = -1
	allowed = {
		always = no
	}
	modifier = {
		conscription = 0.02
		army_org_factor = 0.05
		army_leader_cost_factor = -0.33
		navy_leader_cost_factor = -0.33
		land_reinforce_rate = 0.02
		army_morale_factor = 0.05
		promote_cost_factor = -0.1
		air_ace_generation_chance_factor = 0.15
	}
}
### Entity: Event
Component: kmt.245
Constructs: is_triggered_only, ai_chance, remove_from_faction, create_wargoal, puppet_wargoal_focus
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.245
	title = kmt.245.t
	desc = kmt.245.d
	is_triggered_only = yes
	picture = GFX_report_event_generic_sign_treaty2
	option = {
		ai_chance = {
			base = 75
		}
		name = kmt.238.a
		trigger = {
			tag = GER
		}
	} {
		ai_chance = {
			base = 25
		}
		name = kmt.238.b
		GER = {
			remove_from_faction = JAP
			create_wargoal = {
				target = JAP
				type = puppet_wargoal_focus
			}
		}
		trigger = {
			tag = GER
		}
	} {
		name = kmt.237.a
		trigger = {
			tag = CHI
		}
	}
}
### Entity: Idea
Component: NOR_district_investments
Constructs: removal_cost
Source: game
File: common/ideas/r56_norway.txt

Code:
NOR_district_investments = {
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = LIT_invested_in_farms
	modifier = {
		monthly_population = 0.05
		conscription = 0.015
		industry_air_damage_factor = -0.15
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_delegation_to_tuva
Constructs: prerequisite, limit, completion_reward, is_subject, is_subject_of, has_army_manpower, every_other_country, is_core_of
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_delegation_to_tuva
	icon = GFX_focus_generic_befriend_tannu_tuva
	x = 4
	y = 1
	relative_position_id = MON_dream_of_greater_mongolia
	cost = 10
	prerequisite = {
		focus = MON_dream_of_greater_mongolia MON_central_asia_defensive_pact
	}
	available = {
		OR = {
			is_subject = no
			is_subject_of = SOV
		}
		has_army_manpower = {
			size = > 15000
		}
	}
	bypass = {
		controls_state = 329
	}
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		every_other_country = {
			limit = {
				any_controlled_state = {
					is_core_of = TAN
				}
			}
			country_event = {
				id = mongol_greater_mongolia.11
			}
		}
	}
}
### Entity: Event
Component: r56_manchuria.31
Constructs: is_triggered_only, ai_chance, add_political_power, has_opinion
Source: game
File: events/r56_manchukou.txt

Code:
country_event = {
	id = r56_manchuria.31
	title = r56_manchuria.31.t
	desc = r56_manchuria.31.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = r56_manchuria.31.a
		ai_chance = {
			base = 10
			modifier = {
				has_opinion = {
					target = MAN
					value = > 75
				}
				factor = 5.0
			}
		}
		add_political_power = 25
		MAN = {
			transfer_state = 745
			country_event = {
				hours = 2
				id = r56_manchuria.32
			}
		}
	} {
		name = r56_manchuria.31.b
		ai_chance = {
			base = 1
		}
		add_political_power = -10
		MAN = {
			country_event = {
				hours = 2
				id = r56_manchuria.32
			}
		}
	}
}
### Entity: Order of Battle
Component: Den Danske Flåde
Source: game
File: history/units/DEN_1939_naval_mtg.txt

Code:
fleet = {
	name = Den Danske Flåde
	naval_base = 6287
	task_force = {
		name = Den Danske Flåde
		location = 6287
		ship = {
			name = HDMS Niels Iuel
			pride_of_the_fleet = yes
			definition = heavy_cruiser
			equipment = {
				ship_hull_cruiser_coastal_defense_ship = {
					amount = 1
					owner = DEN
					version_name = Niels Iuel Class
				}
			}
		} {
			name = HDMS Peder Skram
			definition = heavy_cruiser
			equipment = {
				ship_hull_cruiser_coastal_defense_ship = {
					amount = 1
					owner = DEN
					version_name = Herluf Trolle Class
				}
			}
		} {
			name = HDMS Rota
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = DEN
					version_name = Rota Class
				}
			}
		} {
			name = HDMS Bellona
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = DEN
					version_name = Rota Class
				}
			}
		} {
			name = HDMS Flora
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = DEN
					version_name = Rota Class
				}
			}
		} {
			name = HDMS Daphne
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = DEN
					version_name = Rota Class
				}
			}
		} {
			name = HDMS Dryaden
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = DEN
					version_name = Rota Class
				}
			}
		} {
			name = HDMS Havmanden
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = DEN
					version_name = Havmanden Class
				}
			}
		} {
			name = HDMS Havfruen
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = DEN
					version_name = Havmanden Class
				}
			}
		} {
			name = HDMS Havkalen
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = DEN
					version_name = Havmanden Class
				}
			}
		}
	}
}
### Entity: Country History
Country: RKO
Component: RKO_technology
Constructs: set_technology
Source: game
File: history/countries/RKO - Reichskommisariat Ostland.txt

Code:
# Starting Technologies for RKO
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_recon = 1
	tech_support = 1
	tech_engineers = 1
	tech_mountaineers = 1
	tech_trucks = 1
	motorised_infantry = 1
	gw_artillery = 1
	interwar_antiair = 1
	fuel_silos = 1
	synth_oil_experiments = 1
	oil_processing = 1
	fuel_refining = 1
	tech_military_police = 1
	tech_military_police2 = 1
}
### Entity: Idea
Component: AST_australian_womens_army_service
Constructs: removal_cost, conscription_factor
Source: game
File: common/ideas/australia.txt

Code:
AST_australian_womens_army_service = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_manpower_bonus
	modifier = {
		conscription_factor = 0.1
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_ethical_internationalism
Constructs: prerequisite, completion_reward, add_timed_idea
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_ethical_internationalism
	icon = GFX_focus_BRA_ethical_internationalism
	prerequisite = {
		focus = BRA_brazil_integral
	}
	x = 0
	y = 4
	relative_position_id = BRA_brazil_integral
	cost = 10
	ai_will_do = {
		factor = 15
	}
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		add_timed_idea = {
			idea = BRA_ethical_internationalism_idea
			days = 1460
		}
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_deploy_the_kris
Constructs: division_template, prerequisite, add_war_support, completion_reward, has_full_control_of_state, add_manpower, add_to_variable, set_division_template_cap
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_deploy_the_kris
	icon = GFX_focus_INS_deploy_the_kris
	available = {
		has_full_control_of_state = 673 1056
	}
	prerequisite = {
		focus = INS_laskar_rakjat
	}
	mutually_exclusive = {

	}
	x = 1
	y = 1
	relative_position_id = INS_laskar_rakjat
	cost = 5
	ai_will_do = {
		base = 4
	}
	search_filters = {
		FOCUS_FILTER_INTERNAL_AFFAIRS FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		add_war_support = 0.05
		add_manpower = 10000
		custom_effect_tooltip = INS_add_militia_cap_2_tt
		hidden_effect = {
			add_to_variable = {
				INS_militia_cap = 2
			}
			set_division_template_cap = {
				division_template = Freedom Fighter Militia
				division_cap = INS_militia_cap
			}
		}
		673 = {
			custom_effect_tooltip = INS_add_fully_trained_militia_unit_tt
			hidden_effect = {
				create_unit = {
					division = name = "KRIS Cabang Makassar" division_template = "Freedom Fighter Militia" start_experience_factor = 0.3 start_equipment_factor = 	1 	start_manpower_factor = 1
					owner = INS
					allow_spawning_on_enemy_provs = no
					count = 1
					id = 1510
				}
			}
		}
		activate_mission = INS_militias_kris_repayment
	}
}
### Entity: Event
Component: r56_afghanistan.100
Constructs: is_triggered_only, limit, every_state, is_core_of, is_controlled_by
Source: game
File: events/r56_afghanistan.txt

Code:
country_event = {
	id = r56_afghanistan.100
	title = r56_afghanistan.100.t
	desc = r56_afghanistan.100.d
	picture = GFX_report_event_AFG_protests
	is_triggered_only = yes
	option = {
		name = r56_afghanistan.100.a
		effect_tooltip = {
			every_state = {
				limit = {
					OR = {
						is_core_of = SYR LEB
					}
					is_controlled_by = FROM
				}
				transfer_state_to = ROOT
			}
		}
	}
}