Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: ss_recruitment_event.5
Constructs: is_triggered_only, ai_chance, division_template, limit, has_country_flag, add_command_power, random_owned_controlled_state, has_full_control_of_state
Source: game
File: events/ss_recruitment_event.txt

Code:
country_event = {
	id = ss_recruitment_event.5
	title = ss_recruitment_event.5.t
	desc = ss_recruitment_event.5.desc
	picture = GFX_report_event_german_volunteers
	is_triggered_only = yes
	option = {
		name = ss_recruitment_event.1.a
		ai_chance = {
			base = 50
		}
		add_command_power = -10
		if = {
			limit = {
				NOT = {
					has_country_flag = SS_infantry_division
				}
			}
			SS_infantry_division = yes
		}
		custom_effect_tooltip = GER_division_france_infantry_tt
		hidden_effect = {
			random_owned_controlled_state = {
				limit = {
					ROOT = {
						has_full_control_of_state = PREV
					}
				}
				prioritize = {
					64
				}
				create_unit = {
					division = name = "33. SS-Waffen-Grenadier-Division Charlemagne" division_template = "SS Waffen-Grenadier-Division" start_experience_factor = 0.7 start_equipment_factor = 0.01
					owner = GER
				}
			}
		}
	} {
		name = ss_recruitment_event.1.b
		ai_chance = {
			base = 25
			modifier = {
				is_historical_focus_on = yes
				factor = 0
			}
		}
		add_command_power = -20
		SS_set_templates = yes
		if = {
			limit = {
				has_country_flag = SS_mechanised_division_late
			}
			custom_effect_tooltip = GER_division_france_mech_tt
			hidden_effect = {
				random_owned_controlled_state = {
					limit = {
						ROOT = {
							has_full_control_of_state = PREV
						}
					}
					prioritize = {
						64
					}
					create_unit = {
						division = name = "33. SS-Panzergrenadier-Division Charlemagne" division_template = "SS Panzergrenadier Division (n.A.)" start_experience_factor = 0.5 start_equipment_factor = 0.01
						owner = GER
					} {
						division = name = "SS-Panzergrenadier-Division Bretagne" division_template = "SS Panzergrenadier Division (n.A.)" start_experience_factor = 0.5 start_equipment_factor = 0.01
						owner = GER
					}
				}
			}
		}
		else_if = {
			limit = {
				has_country_flag = SS_mechanised_division_early
			}
			custom_effect_tooltip = GER_division_france_mech_tt
			hidden_effect = {
				random_owned_controlled_state = {
					limit = {
						ROOT = {
							has_full_control_of_state = PREV
						}
					}
					prioritize = {
						64
					}
					create_unit = {
						division = name = "33. SS-Panzergrenadier-Division Charlemagne" division_template = "SS Panzergrenadier Division" start_experience_factor = 0.5 start_equipment_factor = 0.01
						owner = GER
					} {
						division 
# ... (truncated)
### Entity: Idea
Component: FIN_patriotic_peoples_movement_ns_4
Constructs: war_support_factor, removal_cost, fascism_drift
Source: game
File: common/ideas/finland.txt

Code:
FIN_patriotic_peoples_movement_ns_4 = {
	name = FIN_patriotic_peoples_movement_ns_1
	picture = FIN_patriotic_peoples_movement
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		fascism_drift = 0.1
		political_advisor_cost_factor = -0.2
		war_support_factor = 0.05
		conscription = 0.02
		training_time_army_factor = -0.1
		army_morale_factor = 0.1
		army_org_regain = 0.1
		army_core_attack_factor = 0.03
		army_core_defence_factor = 0.03
		modifier_army_sub_unit_militia_speed_factor = 0.05
		modifier_army_sub_unit_militia_max_org_factor = 0.1
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_280
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_280 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 280
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 280
	}
}
### Entity: Character
Component: BHU_gendun_rinpoche
Source: game
File: common/characters/BHU.txt

Code:
BHU_gendun_rinpoche = {
	name = BHU_gendun_rinpoche
	portraits = {
		civilian = {
			large = GFX_portrait_Gendun_Rinpoche
		}
	}
	country_leader = {
		ideology = leninism
		traits = {
			appeaser compassionate_gentleman
		}
		expire = 1941.1.1.12
		id = -1
	}
}
### Entity: Decision
Component: USA_intervention_mandate
Constructs: has_completed_focus, has_war, limit, has_government, has_war_with, add_war_support, has_country_flag, is_major
Source: game
File: common/decisions/USA.txt

Code:
USA_intervention_mandate = {
	USA_request_mandate_against_FROM = {
		available = {
			has_war_support = > 0.4
			if = {
				limit = {
					FROM = {
						has_offensive_war = yes
					}
					congress_low_support_trigger = yes
				}
			}
			else_if = {
				limit = {
					FROM = {
						has_war = yes
					}
				}
				congress_medium_support_trigger = yes
			}
			else = {
				congress_high_support_trigger = yes
			}
			not = {
				has_war_with = FROM
			}
		}
		visible = {
			not = {
				has_wargoal_against = FROM
			}
		}
		target_trigger = {
			FROM = {
				exists = yes
				not = {
					has_war_with = ROOT
					is_in_faction_with = ROOT
					is_subject_of = ROOT
				}
				has_country_flag = {
					flag = USA_intervention_strikes
					value = > 2
				}
			}
		}
		war_with_target_on_remove = yes
		days_remove = 60
		cost = 50
		ai_will_do = {
			factor = 1
			modifier = {
				has_war = yes
				factor = 0
			} {
				OR = {
					GER = {
						has_completed_focus = GER_danzig_or_war
					}
					JAP = {
						has_completed_focus = JAP_reinforce_the_beijing_garrison
					}
				}
				factor = 10
			}
		}
		remove_effect = {
			create_wargoal = {
				type = topple_government
				target = FROM
			}
		}
	}
	USA_prepare_intervention_in_europe_against_FROM = {
		icon = generic_prepare_civil_war
		available = {

		}
		visible = {
			not = {
				has_war_with = FROM
			}
			has_completed_focus = USA_focus_on_europe
		}
		target_trigger = {
			FROM = {
				is_major = yes
				capital_scope = {
					is_on_continent = europe
				}
				has_added_tension_amount = > 10
				not = {
					has_government = democratic
				}
			}
		}
		cost = 75
		days_remove = 90
		complete_effect = {
			add_war_support = 0.05
			if = {
				limit = {
					has_war_support = < 0.4
				}
				USA_congress_small_opposition = yes
			} {
				limit = {
					FROM = {
						not = {
							has_country_flag = USA_intervention_strikes
						}
					}
				}
				FROM = {
					set_country_flag = {
						flag = USA_intervention_strikes
						value = 1
					}
				}
			}
			else = {
				FROM = {
					modify_country_flag = {
						flag = USA_intervention_strikes
						value = 1
					}
				}
			}
		}
		ai_will_do = {
			factor = 1
		}
	}
	USA_prepare_intervention_in_asia_against_FROM = {
		icon = generic_prepare_civil_war
		available = {

		}
		visible = {
			not = {
				has_war_with = FROM
			}
			has_completed_focus = USA_f
# ... (truncated)
### Entity: Decision
Component: POR_iberian_summit
Constructs: has_dlc, is_in_faction, has_global_flag
Source: game
File: common/decisions/categories/POR_decision_categories.txt

Code:
POR_iberian_summit = {
	icon = GFX_decision_cat_iberian_summit
	allowed = {
		has_dlc = La Resistance
		OR = {
			tag = POR SPD SPA
		}
	}
	visible = {
		is_in_faction = no
		has_global_flag = scw_over
		country_exists = POR
		OR = {
			country_exists = SPA SPD
		} {
			country_exists = GER ENG
		}
	}
}
### Entity: Scripted Effect
Component: EAI_DIFFICULTY_clear_equipment_modifier_INSANE
Constructs: limit, remove_ideas, has_country_flag, check_variable, clear_variable
Source: game
File: common/scripted_effects/EAI_DIFFICULTY_effects.txt

Code:
EAI_DIFFICULTY_clear_equipment_modifier_INSANE = {
	if = {
		limit = {
			check_variable = {
				EAI_difficulty_equipment_bonus_active = 3
			}
		}
		if = {
			limit = {
				has_country_flag = EAI_difficulty_logging
			}
			log = [GetYear] [GetMonth] | DIFFICULTY | [This.GetName] | EAI_DIFFICULTY_clear_equipment_modifier_INSANE
		}
		clear_variable = EAI_difficulty_equipment_bonus_active
		remove_ideas = {
			EAI_INSANE/infantry_equipment_bonus EAI_INSANE/support_equipment_bonus EAI_INSANE/artillery_equipment_bonus EAI_INSANE/rocket_artillery_equipment_bonus EAI_INSANE/motorized_rocket_equipment_bonus EAI_INSANE/motorized_equipment_bonus EAI_INSANE/mechanized_equipment_bonus EAI_INSANE/anti_tank_equipment_bonus EAI_INSANE/anti_air_equipment_bonus EAI_INSANE/light_tank_chassis_bonus EAI_INSANE/medium_tank_chassis_bonus EAI_INSANE/heavy_tank_chassis_bonus EAI_INSANE/modern_tank_chassis_bonus EAI_INSANE/super_heavy_tank_chassis_bonus EAI_INSANE/amphibious_tank_chassis_bonus EAI_INSANE/light_tank_aa_chassis_bonus EAI_INSANE/light_tank_artillery_chassis_bonus EAI_INSANE/light_tank_destroyer_chassis_bonus EAI_INSANE/light_tank_amphibious_chassis_bonus EAI_INSANE/light_tank_flame_chassis_bonus EAI_INSANE/medium_tank_aa_chassis_bonus EAI_INSANE/medium_tank_artillery_chassis_bonus EAI_INSANE/medium_tank_destroyer_chassis_bonus EAI_INSANE/medium_tank_amphibious_chassis_bonus EAI_INSANE/medium_tank_flame_chassis_bonus EAI_INSANE/heavy_tank_aa_chassis_bonus EAI_INSANE/heavy_tank_artillery_chassis_bonus EAI_INSANE/heavy_tank_destroyer_chassis_bonus EAI_INSANE/heavy_tank_amphibious_chassis_bonus EAI_INSANE/heavy_tank_flame_chassis_bonus EAI_INSANE/super_heavy_tank_aa_chassis_bonus EAI_INSANE/super_heavy_tank_artillery_chassis_bonus EAI_INSANE/super_heavy_tank_destroyer_chassis_bonus EAI_INSANE/modern_tank_aa_chassis_bonus EAI_INSANE/modern_tank_artillery_chassis_bonus EAI_INSANE/modern_tank_destroyer_chassis_bonus EAI_INSANE/gw_tank_equipment_bonus EAI_INSANE/small_plane_airframe_bonus EAI_INSANE/cv_small_plane_airframe_bonus EAI_INSANE/medium_plane_airframe_bonus EAI_INSANE/large_plane_airframe_bonus EAI_INSANE/transport_plane_equipment_bonus EAI_INSANE/small_plane_cas_airframe_bonus EAI_INSANE/cv_small_plane_cas_airframe_bonus EAI_INSANE/small_plane_naval_bomber_airframe_bonus EAI_INSANE/cv_small_plane_naval_bomber_airframe_bonus EAI_INSANE/small_plane_suicide_airframe_
# ... (truncated)
### Entity: Effect Reference
Construct: gain_xp
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## gain_xp

* Supported Scopes: CHARACTER
* Supported Targets: any

```
Grant experience to the scoped in unit leader. Cannot be used to remove experience.
The unit leader is promoted to the next skill level if applicable.
Example:
gain_xp = 5

```
### Entity: Game Data
Component: another_brick_in_the_wall_pt3
Constructs: has_government, owns_state, has_any_custom_difficulty_setting
Source: game
File: common/achievements/rt56-achievements.txt

Code:
another_brick_in_the_wall_pt3 = {
	possible = {
		difficulty = > 1
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		original_tag = USA
	}
	happened = {
		OR = {
			has_government = communism fascism
		}
		AND = {
			owns_state = 126 64
		}
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_naval_aircraft
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_naval_aircraft
	icon = GFX_goal_generic_air_naval_bomber
	relative_position_id = VEN_el_libertador_air_base
	x = -1
	y = 1
	cost = 7.2
	prerequisite = {
		focus = VEN_expand_zulia_shipping VEN_fighter_development
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = VEN_naval_bombers
			bonus = 1
			uses = 1
			category = naval_air
		} {
			name = VEN_naval_aircraft
			bonus = 1
			uses = 1
			category = torpedo_equipment
		}
	}
}
### Entity: Game Data
Component: game_over
Constructs: has_any_custom_difficulty_setting, has_global_flag
Source: game
File: common/achievements/rt56-achievements.txt

Code:
game_over = {
	possible = {
		difficulty = > 1
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		original_tag = AFG
	}
	happened = {
		controls_state = 219 126
		NOT = {
			has_global_flag = achievement_AFG_has_been_puppeted
		}
	}
}
### Entity: Event
Component: NSB_soviet_comecon.2
Constructs: is_triggered_only, swap_ideas, remove_idea, add_idea
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_comecon.2
	title = NSB_soviet_comecon.2.t
	desc = NSB_soviet_comecon.2.desc
	picture = GFX_report_event_soviet_tanks
	is_triggered_only = yes
	option = {
		name = NSB_soviet_comecon.2.a
		effect_tooltip = {
			swap_ideas = {
				remove_idea = SOV_comecon_puppet_default
				add_idea = SOV_comecon_puppet_military
			}
			custom_effect_tooltip = NSB_soviet_comecon_effect_duration_tt
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_reject_the_nine_powers
Constructs: prerequisite, limit, every_country, add_opinion_modifier, completion_reward, has_dynamic_modifier, remove_dynamic_modifier, is_in_array
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_reject_the_nine_powers
	icon = GFX_focus_CHI_reject_the_nine_powers
	prerequisite = {
		focus = CHI_postpone_the_tutelage CHI_expel_the_occupiers CHI_put_an_end_to_PRC
	}
	x = 2
	y = 1
	relative_position_id = CHI_postpone_the_tutelage
	cost = 5
	available = {
		has_dynamic_modifier = {
			modifier = CHI_nine_power_treaty_sea
		}
	}
	bypass = {
		NOT = {
			has_dynamic_modifier = {
				modifier = CHI_nine_power_treaty_sea
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		IF = {
			limit = {
				613 = {
					has_dynamic_modifier = {
						modifier = CHI_shanghai_international_settlement
					}
				}
			}
			613 = {
				remove_dynamic_modifier = {
					modifier = CHI_shanghai_international_settlement
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		remove_dynamic_modifier = {
			modifier = CHI_nine_power_treaty_sea
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		every_country = {
			limit = {
				is_in_array = {
					array = CHI.nine_power_treaty_signatories
					value = THIS
				}
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = CHI_broke_the_nine_powers_treaty_opm
			}
		}
	}
}
### Entity: Event
Component: bftb_greece.175
Constructs: is_triggered_only, ai_chance, add_offsite_building, add_timed_idea, add_to_variable, set_country_flag
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.175
	title = bftb_greece.175.t
	desc = bftb_greece.175.desc
	picture = GFX_report_event_gre_diplomacy
	is_triggered_only = yes
	option = {
		name = bftb_greece.175.a
		ai_chance = {
			base = 10
		}
		navy_experience = 5
		add_offsite_building = {
			type = dockyard
			level = 2
		}
		add_timed_idea = {
			idea = GRE_heavy_investment
			days = 60
		}
		hidden_effect = {
			GRE = {
				add_to_variable = {
					var = GRE_british_influence_over_greek_government
					value = 25
				}
			} {
				country_event = {
					id = bftb_greece.176
					days = 2
				}
			}
		}
	} {
		name = bftb_greece.175.b
		ai_chance = {
			base = 0
		}
		GRE = {
			country_event = {
				id = bftb_greece.177
				days = 2
			}
		}
	} {
		name = bftb_greece.175.c
		ai_chance = {
			base = 0
		}
		GRE = {
			country_event = {
				id = bftb_greece.178
				days = 2
			}
		}
		hidden_effect = {
			GRE = {
				set_country_flag = GRE_britain_rebuffed
			}
		}
	}
}
### Entity: Event
Component: SEA_PRC_political_events.13
Constructs: is_triggered_only, limit, add_political_power, is_in_faction, remove_from_faction, declare_war_on
Source: game
File: events/SEA_Communist_China.txt

Code:
country_event = {
	id = SEA_PRC_political_events.13
	title = SEA_PRC_political_events.13.t
	desc = SEA_PRC_political_events.13.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = SEA_PRC_political_events.13.a
		FROM = {
			end_puppet = ROOT
			if = {
				limit = {
					is_in_faction = yes
				}
				remove_from_faction = ROOT
			}
		}
		declare_war_on = {
			type = independence_wargoal
			target = FROM
		}
	} {
		name = SEA_PRC_political_events.13.b
		add_political_power = 35
	}
}
### Entity: National Focus
Tree: ser_focus
Component: SER_saviour_of_serbia
Constructs: prerequisite, has_government, completion_reward, add_country_leader_trait
Source: game
File: common/national_focus/serbia.txt

Code:
focus = {
	id = SER_saviour_of_serbia
	icon = GFX_goal_SER_milan_nedic
	prerequisite = {
		focus = SER_nationalism_focus
	}
	available = {
		has_government = fascism
	}
	relative_position_id = SER_nationalism_focus
	x = 2
	y = 1
	cost = 10
	ai_will_do = {
		factor = 6
	}
	completion_reward = {
		add_country_leader_trait = prince_of_terror syncretic_revanchist
	}
}
### Entity: Decision
Component: papalstate_category
Constructs: limit, fire_only_once, remove_effect, set_cosmetic_tag, set_capital, every_state, is_core_of, add_core_of
Source: game
File: common/decisions/papalstate.txt

Code:
papalstate_category = {
	form_italy = {
		icon = GFX_formitaly
		days_remove = 30
		fire_only_once = yes
		cost = 0
		visible = {
			tag = PAP
			NOT = {
				country_exists = ITA
			}
		}
		available = {
			NOT = {
				country_exists = ITA
			}
			controls_state = 158 2 114 160 115 117
		}
		modifier = {
			civilian_factory_use = 2
		}
		remove_effect = {
			set_cosmetic_tag = ITA
			set_capital = {
				state = 2
			}
			PAP = {
				every_state = {
					limit = {
						is_core_of = ITA
					}
					add_core_of = PAP
				}
			}
		}
		ai_will_do = {
			factor = 5
			modifier = {
				factor = 5
				is_historical_focus_on = yes
			}
		}
	}
	form_papal = {
		icon = GFX_formpapal
		days_remove = 30
		fire_only_once = yes
		cost = 0
		visible = {
			tag = PAP
		}
		available = {
			OR = {
				num_of_controlled_states = > 1
				PAP = {
					controls_state = 2
				}
			}
			num_of_civilian_factories_available_for_projects = > 1
		}
		modifier = {
			civilian_factory_use = 2
		}
		remove_effect = {
			set_cosmetic_tag = VTC_PAP
			set_capital = {
				state = 2
			}
			900 = {
				add_core_of = PAP
			}
			162 = {
				add_core_of = PAP
			}
		}
		ai_will_do = {
			factor = 5
			modifier = {
				factor = 5
				is_historical_focus_on = yes
			}
		}
	}
	papal_volunteers = {
		icon = GFX_papalvolunteers
		days_re_enable = 1
		days_remove = 30
		fire_only_once = no
		cost = 75
		visible = {
			tag = PAP
		}
		available = {

		}
		modifier = {
			weekly_manpower = 1000
			political_power_cost = 0.25
		}
		remove_effect = {

		}
		ai_will_do = {
			factor = 5
			modifier = {
				factor = 5
				is_historical_focus_on = yes
			}
		}
	}
	swissguards = {
		icon = GFX_swissguards
		days_re_enable = 1
		days_remove = 5
		fire_only_once = no
		cost = 50
		visible = {
			tag = PAP
		}
		available = {
			country_exists = SWI
		}
		modifier = {

		}
		remove_effect = {
			SWI = {
				country_event = {
					days = 1
					id = libya.322
				}
			}
		}
		ai_will_do = {
			factor = 5
			modifier = {
				factor = 5
				is_historical_focus_on = yes
			}
		}
	}
}
### Entity: National Focus
Tree: tib_focus
Component: TIB_contact_the_cpc
Constructs: prerequisite, completion_reward, add_popularity, random_owned_controlled_state
Source: game
File: common/national_focus/tibet.txt

Code:
focus = {
	id = TIB_contact_the_cpc
	icon = GFX_focus_chi_cooperation_with_the_communists
	prerequisite = {
		focus = TIB_legacy_of_long_march
	}
	relative_position_id = TIB_legacy_of_long_march
	x = 1
	y = 1
	cost = 8
	ai_will_do = {
		factor = 5
	}
	available = {
		PRC = {
			exists = yes
		}
	}
	completion_reward = {
		add_popularity = {
			ideology = communism
			popularity = 0.1
		}
		random_owned_controlled_state = {
			prioritize = {
				601
			}
			custom_effect_tooltip = TIB_create_independent_unit
		}
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = TIB_sanggyai_yexe
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_the_italian_social_republic
Constructs: has_completed_focus, limit, has_government, has_country_flag, is_major, completion_reward, allow_branch, has_global_flag
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_the_italian_social_republic
	icon = GFX_goal_support_fascism
	x = -6
	y = 0
	relative_position_id = ITA_ethiopian_war_logistics_bba
	cost = 5
	allow_branch = {
		has_global_flag = ITA_antifascist_civil_war_triggered_flag
		tag = RSI
	}
	available = {
		tag = RSI
	}
	search_filters = {

	}
	completion_reward = {
		effect_tooltip = {
			set_country_flag = ITA_rsi_cw_flag
			if = {
				limit = {
					has_completed_focus = ITA_monarchia_d_italia
				}
				if = {
					limit = {
						NOT = {
							has_government = neutrality
						}
					}
					set_politics = {
						ruling_party = neutrality
						elections_allowed = no
					}
				} {
					limit = {
						has_character = ITA_vittorio_emanuele_iii
						NOT = {
							has_country_leader = {
								character = ITA_vittorio_emanuele_iii
								ruling_only = yes
							}
						} {
							has_country_flag = ITA_vittorio_emmanuele_dead_flag
						}
					}
					promote_character = ITA_vittorio_emanuele_iii
				}
				else_if = {
					limit = {
						has_character = ITA_prince_umberto
						NOT = {
							has_country_leader = {
								character = ITA_prince_umberto
								ruling_only = yes
							}
						}
						has_country_flag = ITA_vittorio_emmanuele_dead_flag
					}
					if = {
						limit = {
							NOT = {
								ITA_prince_umberto = {
									has_ideology_group = neutrality
								}
							}
						}
						ITA_promote_umberto_to_country_leader = yes
					}
					else = {
						promote_character = ITA_prince_umberto
					}
				}
			} {
				limit = {
					is_in_faction = yes
					any_allied_country = {
						is_major = yes
					}
				}
				random_other_country = {
					limit = {
						is_in_faction = yes
						is_major = yes
					}
					puppet = ROOT
				}
			}
			else_if = {
				limit = {
					has_completed_focus = ITA_dino_grandi_focus
					has_character = ITA_dino_grandi
				}
				promote_character = ITA_dino_grandi
			} {
				limit = {
					has_completed_focus = ITA_italo_balbo_focus
					has_character = ITA_italo_balbo
				}
				promote_character = ITA_italo_balbo
			} {
				limit = {
					has_completed_focus = ITA_culto_del_duce
					has_character = ITA_benito_mussolini
				}
				promote_character = ITA_benito_mussolini
			}
		}
	}
}
### Entity: Character
Component: SAU_sa_ad_shaddad_al_outaibi
Source: game
File: common/characters/SAU.txt

Code:
SAU_sa_ad_shaddad_al_outaibi = {
	advisor = {
		slot = theorist
		idea_token = SAU_sa_ad_shaddad_al_outaibi
		ledger = army
		allowed = {
			original_tag = SAU
		}
		traits = {
			military_theorist
		}
	}
	name = Sa'ad Shaddad al Outaibi
	portraits = {
		army = {
			small = GFX_idea_generic_army_arab_1
		}
	}
}
### Entity: Name List
Component: RKH
Source: game
File: common/names/00_names.txt

Code:
RKH = {
	male = {
		names = {
			Karel Josef Jaroslav František Rostislav Václav Antonín Milan Stanislav Slavomír Jan Vilém Bořivoj Vladimír Alois Matúš Vojtěch
		}
		surnames = {
			Havlíček Dvořák Novák Kolář Novotný Macháček Veselý Vaněk Němec Malý Adamec Suchý Havlík Horváth Majer Kocian Chalupa Ferko
		}
	}
	female = {
		names = {
			Marie Anna Hana Božena Alžběta Marta
		}
		surnames = {
			Havlíčková Dvořáková Nováková Kolářová Novotná Macháčková Veselá Vaňková Němcová Malá Adamcová Suchá Havlíková Horváthová Majerová Kocianová Chalupová Ferková
		}
	}
}
### Entity: Character
Component: JAP_keisuke_fujie
Source: game
File: common/characters/JAP.txt

Code:
JAP_keisuke_fujie = {
	name = JAP_keisuke_fujie
	portraits = {
		army = {
			large = GFX_portrait_JAP_keisuke_fujie
			small = GFX_portrait_JAP_keisuke_fujie_small
		}
	}
	corps_commander = {
		traits = {
			career_officer politically_connected fortress_buster
		}
		skill = 3
		attack_skill = 1
		defense_skill = 3
		planning_skill = 3
		logistics_skill = 3
		legacy_id = 0
	}
}
### Entity: Event
Component: egypt.19
Constructs: is_triggered_only, fire_only_once, add_to_variable
Source: game
File: events/egypt.txt

Code:
country_event = {
	id = egypt.19
	picture = GFX_report_event_generic_rifles
	title = egypt.19.t
	desc = egypt.19.d
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = egypt.19.a
		custom_effect_tooltip = egypt.19_tt
		add_to_variable = {
			EGY_fascist_guns_amount = 2000
		}
	}
}