Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: generic_BB_template
Constructs: create_equipment_variant, set_country_flag
Source: game
File: common/scripted_effects/EAW_generic_ships.txt

Code:
generic_BB_template = {
	create_equipment_variant = {
		name = Early Battleship
		type = ship_hull_heavy_1
		parent_version = 0
		modules = {
			fixed_ship_battery_slot = ship_heavy_battery_1
			fixed_ship_anti_air_slot = empty
			fixed_ship_fire_control_system_slot = ship_fire_control_system_0
			fixed_ship_radar_slot = empty
			fixed_ship_engine_slot = heavy_ship_engine_1
			fixed_ship_secondaries_slot = ship_secondaries_1
			fixed_ship_armor_slot = ship_armor_bb_1
			front_1_custom_slot = empty
			mid_1_custom_slot = ship_secondaries_1
			mid_2_custom_slot = ship_secondaries_1
			rear_1_custom_slot = ship_heavy_battery_1
		}
	}
	set_country_flag = has_generic_BB_template
}
### Entity: Achievement
Component: no_friends_only_family
Constructs: owns_state, is_ironman, has_start_date, has_any_custom_difficulty_setting, has_country_leader, has_capitulated
Source: game
File: common/achievements.txt

Code:
no_friends_only_family = {
	id = 214
	possible = {
		OR = {
			tag = AUS HUN
		}
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
	}
	happened = {
		AND = {
			OR = {
				original_tag = AUS HUN
			}
			custom_trigger_tooltip = {
				tooltip = no_friends_only_family_tt
				OR = {
					has_country_leader = {
						ruling_only = yes
						character = HUN_otto_von_habsburg
					} {
						ruling_only = yes
						character = HUN_joseph_august_von_habsburg
					}
				}
				ROOT = {
					owns_state = 3
				}
				count_triggers = {
					amount = > 2
					AND = {
						NOT = {
							tag = HUN
						}
						has_country_leader = {
							ruling_only = yes
							character = HUN_otto_von_habsburg
						}
						HUN = {
							has_capitulated = no
							exists = yes
							has_country_leader = {
								ruling_only = yes
								character = HUN_joseph_august_von_habsburg
							}
						}
					} {
						NOT = {
							tag = AUS
						}
						has_country_leader = {
							ruling_only = yes
							character = HUN_otto_von_habsburg
						}
						AUS = {
							has_capitulated = no
							exists = yes
							has_country_leader = {
								ruling_only = yes
								character = HUN_joseph_august_von_habsburg
							}
						}
					}
					POL = {
						has_capitulated = no
						exists = yes
						has_country_leader = {
							ruling_only = yes
							character = POL_karl_albrecht
						}
					}
					CZE = {
						has_capitulated = no
						exists = yes
						has_country_leader = {
							ruling_only = yes
							character = CZE_albrecht_franz
						}
					}
					UKR = {
						has_capitulated = no
						exists = yes
						has_country_leader = {
							ruling_only = yes
							character = HUN_vasyl_vyshyvanyi
						}
					}
					SPR = {
						has_capitulated = no
						exists = yes
						has_country_leader = {
							ruling_only = yes
							character = SPA_karl_pius_von_habsburg
						}
					}
					MEX = {
						has_capitulated = no
						exists = yes
						has_country_leader = {
							ruling_only = yes
							character = MEX_maria_de_iturbide
						}
					}
					TOS = {
						has_capitulated = no
						exists = yes
						has_country_leader = {
							ruling_only = yes
							character = TOS_joseph_ferdinand_von_habsburg
						}
					}
					LBV = {
						has_capitulated = no
					
# ... (truncated)
### Entity: Event
Component: BBA_ethiopia_fascist_events.22
Constructs: is_triggered_only, ai_chance, every_owned_state, limit, remove_ideas, has_war_with, has_country_flag, set_autonomy
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_fascist_events.22
	title = BBA_ethiopia_fascist_events.22.t
	desc = BBA_ethiopia_fascist_events.22.desc
	picture = GFX_report_event_ETH_ethiopian_warriors
	is_triggered_only = yes
	option = {
		name = BBA_ethiopia_fascist_events.22.a
		ai_chance = {
			base = 10
		}
		hidden_effect = {
			remove_ideas = ETH_victor_emanuel_of_ethiopia_idea_bad
			FROM = {
				set_autonomy = {
					target = ROOT
					autonomy_state = autonomy_free
					end_wars = yes
					end_civil_wars = no
				}
			}
			every_owned_state = {
				teleport_armies = {
					limit = {
						NOT = {
							tag = ROOT
						}
						OR = {
							tag = FROM
							is_in_faction_with = FROM
						}
					}
					to_state_array = owned_controlled_states
				}
			}
		}
		IF = {
			limit = {
				FROM = {
					is_in_faction_with = ROOT
				}
			}
			ROOT = {
				leave_faction = yes
			}
		} {
			limit = {
				has_country_flag = ETH_freedom_fighters_flag
			}
			country_event = {
				id = BBA_ethiopia_fascist_events.23
				hours = 8
				random_hours = 12
			}
		}
		ROOT = {
			declare_war_on = {
				target = ITA
				type = independence_wargoal
			}
		}
		every_other_country = {
			limit = {
				has_war_with = FROM ROOT
			}
			white_peace = ROOT
		}
	}
}
### Entity: Idea
Component: MAN_kempeitai_idea_lar
Constructs: removal_cost
Source: game
File: common/ideas/manchukou.txt

Code:
MAN_kempeitai_idea_lar = {
	allowed = {
		always = no
	}
	removal_cost = -1
	picture = generic_secret_police
	modifier = {
		enemy_operative_detection_chance_factor = 0.05
		enemy_operative_intel_extraction_rate = 0.05
		enemy_operative_capture_chance_factor = 0.05
		intelligence_agency_defense = 0.05
		resistance_target = -0.02
	}
}
### Entity: Character
Component: small_tank_producer_mass_2
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
small_tank_producer_mass_2 = {
	random = no
	equipment_bonus = {
		light_tank_chassis = {
			build_cost_ic = -0.15
		}
		light_tank_artillery_chassis = {
			build_cost_ic = -0.15
		}
		light_tank_destroyer_chassis = {
			build_cost_ic = -0.15
		}
		light_tank_aa_chassis = {
			build_cost_ic = -0.15
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: AUS_arthur_von_pongracz
Source: game
File: common/characters/AUS.txt

Code:
AUS_arthur_von_pongracz = {
	advisor = {
		slot = high_command
		idea_token = AUS_arthur_von_pongracz
		ledger = army
		allowed = {
			original_tag = AUS
		}
		traits = {
			army_cavalry_2
		}
		cost = 100
		ai_will_do = {
			base = 1
		}
	}
	name = AUS_arthur_von_pongracz
	portraits = {
		army = {
			small = GFX_portrait_AUS_arthur_von_pongracz_small
		}
	}
}
### Entity: Character
Component: stalin_inheritor_of_lenin_leader
Source: game
File: common/country_leader/00_traits.txt

Code:
stalin_inheritor_of_lenin_leader = {
	random = no
	political_power_factor = 0.1
	justify_war_goal_time = -0.25
	party_popularity_stability_factor = 0.15
	defensive_war_stability_factor = 0.4
	political_advisor_cost_factor = -0.25
}
### Entity: Idea
Component: HOL_oranje_boven_1
Constructs: has_completed_focus, has_government, removal_cost, neutrality_drift
Source: game
File: common/ideas/netherlands.txt

Code:
HOL_oranje_boven_1 = {
	name = HOL_oranje_boven
	picture = hol_oranje_boven
	allowed = {
		always = no
	}
	available = {
		OR = {
			has_government = neutrality
			NOT = {
				has_completed_focus = HOL_the_only_man_in_the_dutch_government
			}
		}
	}
	allowed_civil_war = {
		has_government = neutrality
	}
	removal_cost = -1
	modifier = {
		neutrality_drift = 0.1
	}
}
### Entity: AI Strategy
Component: generic_light_tank_destroyers
Constructs: has_war, has_tech, any_of
Source: game
File: common/ai_equipment/generic_tank.txt

Code:
generic_light_tank_destroyers = {
	category = land
	blocked_for = {
		GER SOV ENG USA FRA JAP ITA HUN
	}
	available_for = {

	}
	roles = {
		land_light_tank_destroyer
	}
	priority = {
		factor = 100
		modifier = {
			NOT = {
				has_tech = basic_medium_tank_chassis
			}
			any_enemy_country = {
				has_tech = basic_medium_tank_chassis
			}
			factor = 15
		}
	}
	light_tank_destroyer_1 = {
		priority = {
			factor = 100
		}
		enable = {
			has_tech = interwar_antitank
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = light_tank_destroyer_chassis_1
			modules = {
				main_armament_slot = tank_high_velocity_cannon
				turret_type_slot = tank_light_fixed_superstructure_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_gasoline_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_high_velocity_cannon tank_light_fixed_superstructure_turret tank_bogie_suspension tank_riveted_armor tank_gasoline_engine
		}
	}
	light_tank_destroyer_2 = {
		priority = {
			factor = 200
		}
		enable = {
			OR = {
				has_tech = interwar_antitank artillery1
			}
		}
		history = yes
		target_variant = {
			match_value = 1500
			type = light_tank_destroyer_chassis_2
			modules = {
				main_armament_slot = {
					any_of = {
						tank_high_velocity_cannon_2 tank_medium_cannon_2 tank_medium_cannon tank_high_velocity_cannon
					}
				}
				turret_type_slot = tank_light_fixed_superstructure_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_gasoline_engine
				special_type_slot_1 = extra_ammo_storage
				special_type_slot_2 = tank_radio_module
				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_radio_3 tank_radio_2 tank_radio_1 tank_medium_cannon tank_medium_cannon_2 tank_high_velocity_cannon tank_high_velocity_cannon_2 tank_light_fix
# ... (truncated)
### Entity: Order of Battle
Component: air_wing_46
Source: game
File: history/units/ROM_1939_air_legacy.txt

Code:
air_wings = {
	46 = {
		fighter_equipment_0 = {
			owner = ROM
			creator = POL
			version_name = PZL P.24
			amount = 60
		}
		fighter_equipment_1 = {
			owner = ROM
			creator = ENG
			amount = 12
		}
		tac_bomber_equipment_1 = {
			owner = ROM
			amount = 48
		}
	}
}
### Entity: Character
Component: NXM_king_of_ningxia
Source: game
File: common/country_leader/00_traits.txt

Code:
NXM_king_of_ningxia = {
	random = no
	sprite = 13
	army_core_attack_factor = 0.075
	army_core_defence_factor = 0.075
	fascism_acceptance = -40
	communism_acceptance = -40
}
### Entity: Idea
Component: EAI_DD_4/cv_small_plane_naval_bomber_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_4/cv_small_plane_naval_bomber_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		cv_small_plane_naval_bomber_airframe = {
			build_cost_ic = -0.04
			instant = yes
		}
	}
}
### Entity: Event
Component: NSB_soviet_comecon.1
Constructs: is_triggered_only, swap_ideas, remove_idea, add_idea
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_comecon.1
	title = NSB_soviet_comecon.1.t
	desc = NSB_soviet_comecon.1.desc
	picture = GFX_report_event_generic_factory
	is_triggered_only = yes
	option = {
		name = NSB_soviet_comecon.1.a
		effect_tooltip = {
			swap_ideas = {
				remove_idea = SOV_comecon_puppet_default
				add_idea = SOV_comecon_puppet_industrialization
			}
			custom_effect_tooltip = NSB_soviet_comecon_effect_duration_tt
		}
	}
}
### Entity: Modifier Reference
Construct: static_anti_air_damage_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## static_anti_air_damage_factor

* Number with 2 decimal places
* **Categories**: defensive
### Entity: National Focus
Tree: lit_focus
Component: LIT_restore_public_elections
Constructs: prerequisite, has_government, completion_reward, cancel_if_invalid, set_politics
Source: game
File: common/national_focus/lithuania.txt

Code:
focus = {
	id = LIT_restore_public_elections
	icon = GFX_goal_support_democracy
	prerequisite = {
		focus = LIT_reminder_of_true_enemy
	} {
		focus = LIT_peasants_reform
	} {
		focus = LIT_strength_in_unity LIT_victory_in_trust
	}
	mutually_exclusive = {
		focus = LIT_indivisible_power_of_the_state LIT_merge_the_military_and_civilian_governments
	}
	x = 0
	y = 2
	relative_position_id = LIT_strength_in_unity
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		democratic = > 0.3
	}
	bypass = {
		has_government = democratic
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		set_politics = {
			ruling_party = democratic
			elections_allowed = yes
		}
	}
}
### Entity: Shared Focus
Tree: est_focus
Component: EST_invest_in_the_military_II
Constructs: shared_focus, prerequisite, limit, completion_reward, set_technology, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_estonia_shared.txt

Code:
shared_focus = {
	id = EST_invest_in_the_military_II
	icon = GFX_goal_generic_production
	prerequisite = {
		focus = EST_heavy_industry
	}
	mutually_exclusive = {
		focus = EST_more_civilian_factories_II
	}
	x = 3
	y = 4
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		set_technology = {
			bicycle_infantry = 1
		}
		random_owned_controlled_state = {
			prioritize = {
				13
			}
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_national_uprising
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_timed_idea
Source: game
File: common/national_focus/free_france.txt

Code:
focus = {
	id = FRA_national_uprising
	icon = GFX_goal_generic_dangerous_deal
	x = -2
	y = 2
	offset = {
		x = 0
		y = 0
	}
	prerequisite = {
		focus = FRA_national_council_of_the_resistance
	}
	relative_position_id = FRA_national_council_of_the_resistance
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	completion_reward = {
		add_timed_idea = {
			idea = FRA_national_uprising
			days = 90
		}
	}
}
### Entity: Event
Component: denmark_expansion_event.14
Constructs: is_triggered_only, fire_only_once, add_political_power
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_expansion_event.14
	title = denmark_expansion_event.14.t
	desc = denmark_expansion_event.14.desc
	picture = GFX_report_event_generic_sign_treaty2
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = denmark_expansion_event.14.a
		add_political_power = 50
		ROOT = {
			puppet = SWE
		}
	}
}
### Entity: Character
Component: PRC_our_enemys_enemy
Constructs: stability_factor, political_power_gain, war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
PRC_our_enemys_enemy = {
	random = no
	political_power_gain = 0.05
	stability_factor = -0.1
	war_stability_factor = 0.05
	war_support_factor = 0.1
	army_core_attack_factor = 0.15
	army_morale_factor = 0.1
	political_advisor_cost_factor = 0.25
	trade_laws_cost_factor = 0.25
	mobilization_laws_cost_factor = 0.25
	economy_cost_factor = 0.25
}
### Entity: Country History
Country: WAF
Component: WAF_technology
Constructs: set_technology
Source: game
File: history/countries/WAF - Cingdom of Cat.txt

Code:
# Starting Technologies for WAF
set_technology = {
	etax_doctrine = 1
	camo = 1
	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
	early_battlecruiser = 1
	synth_oil_experiments = 1 1
	electronic_mechanical_engineering = 1
	radio = 1
	radio_detection = 1
	mechanical_computing = 1
	basic_machine_tools = 1
	improved_machine_tools = 1
	advanced_machine_tools = 1
	oil_processing = 1
	construction1 = 1
	construction2 = 1
	dispersed_industry = 1
	dispersed_industry2 = 1
	basic_naval_mines = 1
	submarine_mine_laying = 1
	early_ship_hull_light = 1
	basic_ship_hull_light = 1
	early_ship_hull_cruiser = 1
	basic_ship_hull_cruiser = 1
	early_ship_hull_heavy = 1
	basic_ship_hull_heavy = 1
	panzerschiffe = 1
	pre_dreadnoughts = 1
	early_ship_hull_submarine = 1
	basic_ship_hull_submarine = 1
	mtg_transport = 1
	basic_torpedo = 1
	improved_ship_torpedo_launcher = 1
	basic_battery = 1
	basic_light_battery = 1
	basic_medium_battery = 1
	basic_heavy_battery = 1
	basic_depth_charges = 1
	sonar = 1
	basic_cruiser_armor_scheme = 1
}
### Entity: Unit Template
Component: ENG_MINELAYERS_COMMUNISM
Constructs: has_government
Source: game
File: common/units/names_ships/ENG_ship_names.txt

Code:
ENG_MINELAYERS_COMMUNISM = {
	name = NAME_THEME_HISTORICAL_MINELAYERS
	for_countries = {
		ENG
	}
	can_use = {
		has_government = communism
	}
	type = ship
	ship_types = {
		ship_hull_cruiser light_cruiser ship_hull_light destroyer
	}
	prefix = WLNS 
	fallback_name = Miner %s
	unique = {
		Plover Abdiel Latona Manxman Welshman Apollo Ariadne Adventure Linnet Redstart Ringdove
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_sway_the_navy_moderates
Constructs: has_completed_focus, prerequisite, limit, completion_reward, cancel_if_invalid, every_navy_leader, has_trait, random_select_amount
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_sway_the_navy_moderates
	icon = GFX_focus_generic_sway_navy
	mutually_exclusive = {
		focus = JAP_limit_military_power
	}
	x = 0
	y = 1
	relative_position_id = JAP_gather_royal_pacifists_support
	prerequisite = {
		focus = JAP_gather_royal_pacifists_support JAP_ensure_cross_party_support
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		NOT = {
			has_completed_focus = JAP_revoke_the_peace_preservation_law
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_MILITARY_CHARACTER FOCUS_FILTER_IMPERIAL_INFLUENCE
	}
	completion_reward = {
		custom_effect_tooltip = JAP_sway_the_navy_moderates_2_tt generic_skip_one_line_tt JAP_sway_the_navy_moderates_tt generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt available_political_advisor
		hidden_effect = {
			every_navy_leader = {
				limit = {
					has_trait = JAP_IJA_loyalist
				}
				random_select_amount = 4
				remove_trait = {
					trait = JAP_IJA_loyalist
				}
				add_trait = {
					trait = JAP_government_supporter
				}
			}
		} {
			JAP_mitsumasa_yonai = {
				add_trait = {
					trait = JAP_government_supporter
				}
			}
		}
		JAP_add_or_modify_civilian_cabinet = yes
		add_to_variable = {
			JAP_civilian_cabinet_army_chief_cost_factor = 0.1
			tooltip = army_chief_cost_factor_tt
		}
		JAP_small_naval_gain_and_small_army_loss = yes
		show_ideas_tooltip = JAP_mitsumasa_yonai
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_go_after_the_capitalists
Constructs: prerequisite, limit, has_government, every_country, has_war_with, add_war_support, completion_reward, is_subject
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_go_after_the_capitalists
	icon = GFX_focus_GER_wage_war_on_capitalism
	x = 1
	y = 1
	relative_position_id = JAP_spread_the_revolutuon_south
	prerequisite = {
		focus = JAP_spread_the_revolutuon_south
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_government = communism
		is_subject = no
		OR = {
			USA = {
				exists = yes
				NOT = {
					is_ally_with = ROOT
					has_war_with = ROOT
				}
			}
			ENG = {
				exists = yes
				NOT = {
					is_ally_with = ROOT
					has_war_with = ROOT
				}
			}
		}
	}
	bypass = {
		USA = {
			OR = {
				exists = no
				is_ally_with = ROOT
				has_war_with = ROOT
			}
		}
		ENG = {
			OR = {
				exists = no
				is_ally_with = ROOT
				has_war_with = ROOT
			}
		}
	}
	will_lead_to_war_with = USA ENG
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_war_support = 0.05
		custom_effect_tooltip = generic_skip_one_line_tt
		every_country = {
			limit = {
				OR = {
					original_tag = USA ENG
				}
				exists = yes
				NOT = {
					is_ally_with = ROOT
					has_war_with = ROOT
				}
			}
			ROOT = {
				create_wargoal = {
					type = topple_government
					target = PREV
					expire = 0
				}
			}
		}
	}
}
### Entity: Event
Component: CZE.441
Constructs: is_triggered_only
Source: game
File: events/CZE_Czechoslovakia.txt

Code:
country_event = {
	id = CZE.441
	title = CZE.441.t
	desc = CZE.441.d
	picture = GFX_CZKE_benes_churchill_report
	is_triggered_only = yes
	option = {
		name = CZE.441.a
	}
}
### Entity: Character
Component: COS_francisco_rosendo_arguello
Source: game
File: common/characters/COS.txt

Code:
COS_francisco_rosendo_arguello = {
	advisor = {
		slot = high_command
		idea_token = COS_francisco_rosendo_arguello
		ledger = army
		allowed = {
			original_tag = COS
		}
		traits = {
			army_logistics_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Francisco Rosendo Arguello
	portraits = {
		army = {
			small = GFX_idea_generic_army_south_america_4
		}
	}
}
### Entity: Event
Component: NSB_soviet_fascist_tsarist.10
Constructs: is_triggered_only
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_fascist_tsarist.10
	title = NSB_soviet_fascist_tsarist.6.t
	desc = NSB_soviet_fascist_tsarist.10.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = NSB_soviet_fascist_tsarist.6.a
	}
}
### Entity: State History
Component: 936
Constructs: add_core_of
Source: game
File: history/states/936-Al Anbar.txt

Code:
state = {
	id = 936
	name = Osh
	state_category = pastoral
	manpower = 312784
	history = {
		add_core_of = KYR
		owner = KYR
		victory_points = {
			2058 1
		}
		buildings = {
			infrastructure = 1
		}
	}
	provinces = {
		2058 4923 4467 12581
	}
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Idea
Component: r56_CAN_quebec_conscription_idea
Constructs: removal_cost
Source: game
File: common/ideas/r56_canada.txt

Code:
r56_CAN_quebec_conscription_idea = {
	name = r56_CAN_quebec_conscription_idea
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		custom_modifier_tooltip = quebec_conscription_tt
	}
}
### Entity: Event
Component: india.404#haha
Constructs: is_triggered_only, add_war_support, has_country_flag, add_stability, add_political_power, create_wargoal, puppet_wargoal_focus
Source: game
File: events/India.txt

Code:
country_event = {
	id = india.404#haha
	 = funy number
	title = india.404.t
	desc = {
		trigger = {
			has_country_flag = reconquer_enable
		}
		text = india.404.descre
	} {
		trigger = {
			NOT = {
				has_country_flag = reconquer_enable
			}
		}
		text = india.404.desc
	}
	picture = GFX_report_event_india_protests
	is_triggered_only = yes
	option = {
		name = india.404.a
		add_political_power = -100
		add_war_support = -0.1
		add_stability = -0.1
		create_wargoal = {
			type = puppet_wargoal_focus
			target = RAJ
		}
		trigger = {
			has_country_flag = reconquer_enable
		}
	} {
		name = india.404.b
	}
}
### Entity: Order of Battle
Component: 11 Renmin Jundui
Constructs: division_template
Source: game
File: history/units/PRC_SOV_reinforcements_2.txt

Code:
division = {
	name = 11 Renmin Jundui
	location = 10629
	division_template = Erjinzhi Juntuán
}