Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: r56_manchuria.29
Constructs: is_triggered_only, is_core_of, is_owned_by, annex_country
Source: game
File: events/r56_manchukou.txt

Code:
country_event = {
	id = r56_manchuria.29
	title = r56_manchuria.29.t
	desc = r56_manchuria.29.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = r56_manchuria.29.a
		effect_tooltip = {
			puppet = FROM
		}
	} {
		name = r56_manchuria.29.b
		trigger = {
			any_state = {
				is_core_of = MAN
				is_owned_by = FROM
			}
		}
		annex_country = {
			target = FROM
			transfer_troops = yes
		}
	}
}
### Entity: Idea
Component: TUR_political_landscape_shifting
Constructs: removal_cost, fascism_drift, communism_drift
Source: game
File: common/ideas/turkey.txt

Code:
TUR_political_landscape_shifting = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	picture = generic_neutrality_drift_bonus
	removal_cost = -1
	modifier = {
		stability_weekly = -0.0025
		fascism_drift = 0.05
		communism_drift = 0.05
	}
}
### Entity: Idea
Component: MEX_social_catholicism
Constructs: has_government, removal_cost, democratic_drift
Source: game
File: common/ideas/mexico.txt

Code:
MEX_social_catholicism = {
	picture = generic_democratic_drift_bonus
	allowed = {
		always = no
	}
	removal_cost = -1
	allowed_civil_war = {
		has_government = democratic
	}
	modifier = {
		democratic_drift = 0.2
		production_speed_industrial_complex_factor = 0.2
		production_speed_infrastructure_factor = 0.2
	}
}
### Entity: Scripted Effect
Component: ITA_bop_high_increase_communism_side_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_bop_high_increase_communism_side_effect = {
	add_power_balance_value = {
		id = ITA_power_balance
		value = -0.2
		tooltip_side = ITA_communism_side
	}
}
### Entity: Character
Component: XSM_ma_huan_hai
Source: game
File: common/characters/XSM.txt

Code:
XSM_ma_huan_hai = {
	name = XSM_ma_huan_hai
	portraits = {
		army = {
			large = GFX_kr_portrait_asia_generic_land_1
			small = GFX_kr_portrait_asia_generic_land_1_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = XSM_ma_huan_hai
		allowed = {
			original_tag = XSM
		}
		visible = {

		}
		available = {

		}
		traits = {
			propaganda_expert
		}
	}
	corps_commander = {
		traits = {

		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		legacy_id = -1
	}
}
### Entity: Scripted Effect
Component: EAI_PR_STRATEGIES_infantry_technologies
Source: game
File: common/scripted_effects/EAI_RESEARCH_PRIORITY_TREE_infantry.txt

Code:
EAI_PR_STRATEGIES_infantry_technologies = {
	EAI_PR_STRATEGIES_infantry_weapons = yes
	EAI_PR_STRATEGIES_infantry_at = yes
	EAI_PR_STRATEGIES_paratroopers = yes
	EAI_PR_STRATEGIES_marines = yes
	EAI_PR_STRATEGIES_mountaineers = yes
	EAI_PR_STRATEGIES_special_forces = yes
	EAI_PR_STRATEGIES_night_vision = yes
	EAI_PR_STRATEGIES_support_weapons = yes
	EAI_PR_STRATEGIES_trucks = yes
	EAI_PR_STRATEGIES_motorized_infantry = yes
	EAI_PR_STRATEGIES_armored_car = yes
	EAI_PR_STRATEGIES_mechanised_infantry = yes
	EAI_PR_STRATEGIES_amtrac = yes
}
### Entity: Military Industrial Organization
Component: mio_policy_air_heavy_gantry_cranes
Constructs: has_mio_equipment_type, has_mio_size, production_bonus
Source: game
File: common/military_industrial_organization/policies/_air_policies.txt

Code:
mio_policy_air_heavy_gantry_cranes = {
	icon = GFX_mio_policy_heavy_gantry_cranes_air
	allowed = {
		OR = {
			has_mio_equipment_type = medium_plane_airframe large_plane_airframe medium_plane_fighter_airframe medium_plane_scout_plane_airframe large_plane_maritime_patrol_plane_airframe
		}
	}
	available = {
		has_mio_size = > 5
	}
	production_bonus = {
		mio_cat_eq_all_medium_plane = {
			production_efficiency_cap_factor = 0.1
		}
		large_plane_airframe = {
			production_efficiency_cap_factor = 0.1
		}
		large_plane_maritime_patrol_plane_airframe = {
			production_efficiency_cap_factor = 0.1
		}
	}
}
### Entity: Event
Component: SEA_china_democratic.15
Constructs: is_triggered_only, ai_chance, fire_only_once
Source: game
File: events/SEA_Nat_China.txt

Code:
country_event = {
	id = SEA_china_democratic.15
	title = SEA_china_democratic.15.t
	desc = SEA_china_democratic.15.desc
	picture = GFX_report_event_generic_rally
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = SEA_china_democratic.15.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_american_industrial_investments
Constructs: prerequisite, limit, completion_reward, random_owned_state, is_in_home_area, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_argentina.txt

Code:
focus = {
	id = ARG_american_industrial_investments
	icon = GFX_goal_generic_construct_mil_factory
	prerequisite = {
		focus = ARG_join_the_defense_of_the_hemisphere
	}
	relative_position_id = ARG_join_the_defense_of_the_hemisphere
	x = -1
	y = 2
	cost = 10
	bypass = {
		custom_trigger_tooltip = {
			tooltip = production_effort_tt
			all_owned_state = {
				free_building_slots = {
					building = arms_factory
					size = < 1
					include_locked = yes
				}
			}
		}
	}
	completion_reward = {
		random_owned_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								free_building_slots = {
									building = arms_factory
									size = > 0
									include_locked = yes
								}
								is_in_home_area = yes
							}
						}
					}
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			} {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: yug_focus
Component: YUG_tank_conversions
Constructs: prerequisite, add_ideas, completion_reward, is_in_faction_with, cancel_if_invalid
Source: game
File: common/national_focus/yugoslavia.txt

Code:
focus = {
	id = YUG_tank_conversions
	icon = GFX_goal_generic_production2
	prerequisite = {
		focus = YUG_armored_cavalry
	}
	mutually_exclusive = {
		focus = YUG_modern_tanks
	}
	x = -2
	y = 2
	relative_position_id = YUG_motorize_the_cavalry
	cost = 5
	ai_will_do = {
		factor = 50
		modifier = {
			factor = 1.5
			is_in_faction_with = GER
		}
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_ideas = YUG_idea_tank_conversions
	}
}
### Entity: Event
Component: BBA_italy_missiolinis.21
Constructs: is_triggered_only, ai_chance, limit, fire_only_once, has_dlc
Source: game
File: events/BBA_Italy.txt

Code:
unit_leader_event = {
	id = BBA_italy_missiolinis.21
	title = BBA_italy_missiolinis.21.t
	desc = BBA_italy_missiolinis.21.desc
	picture = GFX_report_event_generic_mussolini
	fire_only_once = yes
	is_triggered_only = yes
	trigger = {
		ITA_missiolinis_cd_ready = yes
		ITA_missiolinis_system_available = yes
	}
	immediate = {
		hidden_effect = {
			ITA_missiolinis_initialize_new_mission_effect = yes
		}
	}
	option = {
		name = BBA_italy_missiolinis.21.a
		ai_chance = {
			base = 10
		}
		if = {
			limit = {
				has_dlc = By Blood Alone
				ETH_is_in_exile = yes
			}
			activate_mission = ITA_missiolini_pacify_ethiopia
		}
		else = {
			activate_mission = ITA_missiolini_pacify_ethiopia_vanilla
		}
	}
}
### Entity: Country History
Country: NIU
Component: NIU_misc
Constructs: set_grand_doctrine, set_convoys, set_research_slots
Source: game
File: history/countries/NIU - Niue.txt

Code:
# Misc for NIU
capital = 1089
set_grand_doctrine = grand_battleplan
set_convoys = 10
set_research_slots = 2
### Entity: Country History
Country: DJI
Component: DJI_characters
Constructs: recruit_character
Source: game
File: history/countries/DJI - Djibouti.txt

Code:
# Leaders & Characters for DJI
recruit_character = DJI_pot DJI_awt DJI_communist_guy DJI_ncm DJI_acgs DJI_nccr DJI_fascist_guy DJI_ar DJI_stc DJI_aco2 DJI_aa2 DJI_ncs DJI_nt DJI_acas DJI_acd2 DJI_democratic_guy DJI_mt DJI_ai2 DJI_coi DJI_acr
### Entity: National Focus
Tree: chi_focus
Component: CHI_revive_the_western_hills_group
Constructs: prerequisite, completion_reward, add_political_power
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_revive_the_western_hills_group
	icon = GFX_focus_CHI_revive_the_western_hills_group
	prerequisite = {
		focus = CHI_strengthening_our_resolve
	}
	x = 2
	y = 1
	relative_position_id = CHI_strengthening_our_resolve
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_POLITICAL_CHARACTER
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_political_power = 25
		custom_effect_tooltip = generic_skip_one_line_tt available_political_advisor generic_skip_one_line_tt available_political_advisor generic_skip_one_line_tt available_political_advisor
		show_ideas_tooltip = CHI_dai_jitao CHI_zou_lu CHI_ju_zheng
	}
}
### Entity: Event
Component: AUS_political_events.8
Constructs: is_triggered_only, add_opinion_modifier
Source: game
File: events/WUW_Austria.txt

Code:
country_event = {
	id = AUS_political_events.8
	title = AUS_political_events.8.t
	desc = AUS_political_events.8.desc
	picture = GFX_report_event_military_planning
	is_triggered_only = yes
	option = {
		name = AUS_political_events.8.a
		effect_tooltip = {
			ROOT = {
				add_opinion_modifier = {
					target = FROM
					modifier = AUS_rejected_air_force_partnership
				}
			}
		}
	}
}
### Entity: Modifier Reference
Component: HABSBURG_army_modifier
Constructs: army_attack_factor, conscription_factor, planning_speed
Source: game
File: common/dynamic_modifiers/HABSBURG_dynamic_modifiers.txt

Code:
HABSBURG_army_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_HABSBURG_army
	war_stability_factor = global.HABSBURG_army_war_stability_factor
	land_doctrine_cost_factor = global.HABSBURG_army_land_doctrine_cost_factor
	conscription_factor = global.HABSBURG_army_conscription_factor
	experience_gain_army_factor = global.HABSBURG_army_experience_gain_army_factor
	max_command_power = global.HABSBURG_army_max_command_power
	planning_speed = global.HABSBURG_army_planning_speed
	army_speed_factor = global.HABSBURG_army_army_speed_factor
	org_loss_when_moving = global.HABSBURG_army_org_loss_when_moving
	supply_consumption_factor = global.HABSBURG_army_supply_consumption_factor
	supply_node_range = global.HABSBURG_army_supply_node_range
	army_core_attack_factor = global.HABSBURG_army_army_core_attack_factor
	army_core_defence_factor = global.HABSBURG_army_army_core_defence_factor
	motorized_attack_factor = global.HABSBURG_army_motorized_attack_factor
	army_armor_attack_factor = global.HABSBURG_army_army_armor_attack_factor
	fuel_gain_factor = global.HABSBURG_army_fuel_gain_factor
	army_attack_factor = global.HABSBURG_army_army_attack_factor
}
### Entity: Event
Component: EST_events.9
Constructs: is_triggered_only, ai_chance, limit, has_government, has_state_flag, set_country_flag, random_other_country, save_global_event_target_as
Source: game
File: events/NSB_Estonia.txt

Code:
country_event = {
	id = EST_events.9
	title = EST_events.7.t
	desc = EST_events.7.d
	picture = GFX_report_event_ger_civil_war
	is_triggered_only = yes
	option = {
		name = EST_events.7.a
		ai_chance = {
			factor = 10
		}
		start_civil_war = {
			ideology = fascism
			size = party_popularity@fascism
			states = all
			states_filter = {
				has_state_flag = vaps_loyal_state
			}
		}
		set_country_flag = estonia_started_cw_in_finland
		random_other_country = {
			limit = {
				original_tag = FIN
				has_government = fascism
			}
			save_global_event_target_as = neutral_EST_civil_war
		}
		EST = {
			country_event = EST_events.10
		}
	} {
		name = EST_events.9.b
		ai_chance = {
			factor = 5
		}
		hidden_effect = {
			FROM = {
				PREV = {
					random_character = {
						limit = {
							is_country_leader = yes
						}
						FROM = {
							set_variable = {
								FIN.EST_previous_finnish_leader = PREV
							}
						}
					}
				}
			}
		}
		set_politics = {
			ruling_party = fascism
			elections_allowed = no
		}
		EST = {
			country_event = EST_events.901
		}
	}
}
### Entity: National Focus
Tree: ukr_focus
Component: UKR_infantry_anti_tank_tactics
Constructs: prerequisite, add_ideas, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/ukraine.txt

Code:
focus = {
	id = UKR_infantry_anti_tank_tactics
	icon = GFX_goal_infantry_flames
	prerequisite = {
		focus = UKR_small_arms_equipment
	}
	relative_position_id = UKR_small_arms_equipment
	x = 0
	y = 1
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 4
	}
	completion_reward = {
		add_tech_bonus = {
			name = infantry_weapons_bonus
			bonus = 1.0
			uses = 1
			category = anti_tank_infantry_weapons
		}
		add_ideas = ARM_infantry_anti_tank_tactics_idea
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_liberalize_the_national_economy
Constructs: prerequisite, limit, remove_ideas, add_stability, completion_reward, has_idea, swap_ideas, remove_idea
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_liberalize_the_national_economy
	icon = GFX_goal_FRA_reynaud_economic_reforms
	prerequisite = {
		focus = TUR_demand_free_elections
	}
	x = -1
	y = 1
	relative_position_id = TUR_demand_free_elections
	cost = 10
	ai_will_do = {
		factor = 7
	}
	completion_reward = {
		add_stability = 0.075
		if = {
			limit = {
				has_idea = TUR_traumatized_nation
			}
			swap_ideas = {
				remove_idea = TUR_traumatized_nation
				add_idea = TUR_traumatized_nation_2
			}
		}
		else_if = {
			limit = {
				has_idea = TUR_traumatized_nation_2
			}
			swap_ideas = {
				remove_idea = TUR_traumatized_nation_2
				add_idea = TUR_traumatized_nation_3
			}
		}
		else = {
			remove_ideas = TUR_traumatized_nation_3
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_INDUSTRY FOCUS_FILTER_TUR_TRADITIONALISM
	}
}
### Entity: Character
Component: HUN_lennart_bernadotte
Constructs: has_completed_focus, has_government
Source: game
File: common/characters/HUN.txt

Code:
HUN_lennart_bernadotte = {
	name = HUN_lennart_bernadotte
	portraits = {
		civilian = {
			small = GFX_portrait_HUN_lennart_bernadotte_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = HUN_lennart_bernadotte
		allowed = {
			original_tag = HUN
		}
		visible = {
			NOT = {
				OR = {
					has_completed_focus = wuw_HUN_reinstate_the_pragmatic_sanction wuw_HUN_end_the_white_terror wuw_HUN_continue_the_regency
				}
			}
		}
		available = {
			has_completed_focus = wuw_HUN_a_responsible_government
			OR = {
				has_government = democratic neutrality
			}
		}
		traits = {
			HUN_filmmaker
		}
		ai_will_do = {
			base = 5
		}
	}
}
### Entity: Order of Battle
Component: 1. Infanterie Divisie
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/FLA_home_guard.txt

Code:
division = {
	name = 1. Infanterie Divisie
	location = 6598
	division_template = Infanterie Divisie
	force_equipment_variants = {
		infantry_equipment_1 = {
			owner = BEL
		}
	}
	start_experience_factor = 0.3
	start_equipment_factor = 1
}
### Entity: Order of Battle
Component: 129th Division
Constructs: division_template
Source: game
File: history/units/HBC_1936_sea.txt

Code:
division = {
	name = 129th Division
	location = 12026
	division_template = Sanjiao Jun
	start_equipment_factor = 0.2
	officer = {
		name = HBC_zhou_fucheng
	}
}
### Entity: Idea
Component: KHI_unstable_state
Constructs: political_power_gain, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/khiva.txt

Code:
KHI_unstable_state = {
	allowed = {
		original_tag = KHI
	}
	allowed_civil_war = {
		always = yes
	}
	picture = RAJ_debt_relief
	removal_cost = -1
	modifier = {
		political_power_gain = -0.25
		stability_weekly = -0.002
		production_speed_buildings_factor = -0.2
	}
}
### Entity: National Focus
Tree: saf_focus
Component: SAF_expand_the_south_african_artillery
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/south_africa.txt

Code:
focus = {
	id = SAF_expand_the_south_african_artillery
	icon = GFX_goal_generic_army_artillery2
	prerequisite = {
		focus = SAF_improve_the_three_oh_three SAF__south_african_military_college
	}
	x = -1
	y = 3
	relative_position_id = SAF_special_service_battalion
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = SAF_expand_the_south_african_artillery
			bonus = 1.0
			uses = 1
			category = artillery
		}
	}
}
### Entity: Event
Component: turkey.11
Constructs: is_triggered_only
Source: game
File: events/r56_turkey.txt

Code:
country_event = {
	id = turkey.11
	title = turkey.11.t
	desc = turkey.11.d
	picture = GFX_report_event_asian_politicians
	is_triggered_only = yes
	option = {
		name = turkey.11.a
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_the_stumbling_storting
Constructs: has_completed_focus, limit, completion_reward, allow_branch, has_hide_rule, cancel_if_invalid
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_the_stumbling_storting
	icon = GFX_focus_NOR_the_stumbling_storting
	mutually_exclusive = {
		focus = NOR_continue_nygaardsvold_government NOR_vote_of_no_confidence NOR_a_resurgent_labor_movement
	}
	x = 16
	y = 0
	relative_position_id = NOR_continue_nygaardsvold_government
	allow_branch = {
		if = {
			limit = {
				has_hide_rule = yes
			}
			NOT = {
				has_completed_focus = NOR_vote_of_no_confidence NOR_a_resurgent_labor_movement NOR_continue_nygaardsvold_government
			}
		}
	}
	offset = {
		x = -35
		y = 0
		trigger = {
			has_hide_rule = yes
			has_completed_focus = NOR_the_stumbling_storting
		}
	} {
		x = 5
		y = 0
		trigger = {
			has_hide_rule = yes
			has_completed_focus = NOR_the_chamberlains_overture
		}
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		hidden_effect = {
			find_global_platonic_countries = yes
		}
		country_event = {
			id = AAT_norway.10
		}
		custom_effect_tooltip = the_following_will_happen_TT
		event_option_tooltip = AAT_norway.10.a
		mark_focus_tree_layout_dirty = yes
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_east_indies_exile_government
Constructs: prerequisite, completion_reward, is_government_in_exile, unlock_decision_category_tooltip
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_east_indies_exile_government
	icon = GFX_focus_generic_government_in_exile
	available = {
		is_government_in_exile = yes
	}
	prerequisite = {
		focus = INS_resist_occupation
	}
	mutually_exclusive = {

	}
	available_if_capitulated = yes
	x = 2
	y = 1
	relative_position_id = INS_resist_occupation
	cost = 5
	search_filters = {

	}
	completion_reward = {
		unlock_decision_category_tooltip = INS_exile_cat
	}
}
### Entity: Order of Battle
Component: air_wing_15
Source: game
File: history/units/FRA_1936_air_bba.txt

Code:
air_wings = {
	15 = {
		small_plane_naval_bomber_airframe_0 = {
			owner = FRA
			amount = 24
			version_name = Latécoère 296
		}
	}
}
### Entity: Idea
Component: PAL_british_assets_seized
Constructs: removal_cost
Source: game
File: common/ideas/palestine.txt

Code:
PAL_british_assets_seized = {
	allowed = {
		tag = PAL
	}
	available = {

	}
	cancel = {

	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = 0.1
	}
}
### Entity: Faction
Component: faction_goal_an_armored_fist
Constructs: limit, complete_effect, add_faction_power_projection, every_faction_member, has_completed_goal, random_character, is_unit_leader, has_trait
Source: game
File: common/factions/goals/faction_goals_short_term.txt

Code:
faction_goal_an_armored_fist = {
	name = an_armored_fist_goal_name
	description = an_armored_fist_goal_desc
	category = short_term
	group = FOCUS_FILTER_ARMY_XP
	visible = {

	}
	completed = {
		count_in_collection = {
			collection = {
				input = game:scope
				operators = {
					faction_members
				}
				name = FACTION
			}
			unit = armor
			equipment_ratio = 0.9
			size = > 49
		}
	}
	complete_effect = {
		add_faction_power_projection = 200
		custom_effect_tooltip = ALL_FACTION_MEMBERS
		every_faction_member = {
			IF = {
				limit = {
					NOT = {
						has_completed_goal = faction_goal_an_armored_fist
					}
				}
				army_experience = 50
				random_character = {
					tooltip = ONE_PANZER_GENERAL
					visible_when_empty = yes
					limit = {
						is_unit_leader = yes
						OR = {
							has_trait = armor_officer panzer_leader panzer_expert
						}
					}
					gain_xp = 400
					add_attack = 1
				}
			}
		}
	}
	ai_will_do = {
		base = 1
	}
}
### Entity: Character
Component: RAJ_rajendra_prasad
Source: game
File: common/characters/RAJ.txt

Code:
RAJ_rajendra_prasad = {
	name = RAJ_rajendra_prasad
	portraits = {
		army = {
			small = GFX_idea_RAJ_rajendra_prasad
		}
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = RAJ_rajendra_prasad
		ledger = army
		allowed = {
			original_tag = RAJ
		}
		traits = {
			military_theorist
		}
	}
}
### Entity: Scripted Trigger
Component: frloc_parties_pl_masc_05a_comm
Constructs: has_completed_focus, has_country_leader
Source: game
File: common/scripted_triggers/00_scripted_triggers_FR_loc.txt

Code:
frloc_parties_pl_masc_05a_comm = {
	OR = {
		AND = {
			tag = ETH
			NOT = {
				has_completed_focus = ETH_in_the_name_of_the_people
			} {
				has_country_leader = {
					character = ETH_in_the_name_of_the_people
				}
			} {
				has_completed_focus = ETH_a_guiding_hand
			} {
				has_completed_focus = ETH_local_committees
			}
		} {
			original_tag = ETH
			NOT = {
				has_completed_focus = ETH_in_the_name_of_the_people
			} {
				has_country_leader = {
					character = ETH_in_the_name_of_the_people
				}
			} {
				has_completed_focus = ETH_a_guiding_hand
			} {
				has_completed_focus = ETH_local_committees
			}
		}
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_secure_the_opposition
Constructs: prerequisite, completion_reward, add_popularity
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_secure_the_opposition
	icon = GFX_focus_generic_support_the_left_right
	prerequisite = {
		focus = ARG_promote_urbanization
	}
	x = 0
	y = 1
	relative_position_id = ARG_promote_urbanization
	cost = 5
	available = {

	}
	ai_will_do = {
		factor = 10
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_popularity = {
			ideology = communism
			popularity = -0.05
		} {
			ideology = fascism
			popularity = -0.05
		} {
			ideology = neutrality
			popularity = -0.05
		}
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_extreme_confidentiality
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_extreme_confidentiality
	icon = GFX_focus_generic_national_security
	x = -1
	y = 1
	relative_position_id = PAL_summer_preperations
	cost = 5
	prerequisite = {
		focus = PAL_summer_preperations
	}
	completion_reward = {
		add_ideas = PAL_confidential_planning
	}
}
### Entity: Character
Component: CSA_fritz_lob
Source: game
File: common/characters/CSA.txt

Code:
CSA_fritz_lob = {
	advisor = {
		slot = theorist
		idea_token = CSA_fritz_lob
		ledger = air
		allowed = {
			original_tag = CSA
		}
		traits = {
			air_warfare_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_europe_1
		}
	}
}