Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Modifier Reference
Component: weather_extreme_cold
Constructs: army_attack_factor, breakthrough_factor, supply_factor
Source: game
File: common/modifiers/00_static_modifiers.txt

Code:
weather_extreme_cold = {
	army_attack_factor = -0.2
	breakthrough_factor = -0.3
	dig_in_speed_factor = -0.6
	local_org_regain = -0.05
	supply_factor = -0.15
	truck_attrition_factor = 1.0
	winter_attrition = 0.4
}
### Entity: Modding Documentation
Construct: raid_target_country
Source: vanilla_docs
File: common/ai_strategy/_documentation.md

Doc:
### `raid_target_country`
Used to make the AI more or less likely to target a specific country with raids
```
ai_strategy = {
	type = raid_target_country
	id = GER # The target country
	value = 200  # Defines how the probability is affected. 200 means +200 %, -50 means -50 %
}
```
### Entity: Event
Component: luxembourg.427
Constructs: is_triggered_only, add_opinion_modifier
Source: game
File: events/r56_luxembourg.txt

Code:
country_event = {
	id = luxembourg.427
	title = luxembourg.427.t
	desc = luxembourg.427.d
	is_triggered_only = yes
	option = {
		name = luxembourg.427.a
		add_opinion_modifier = {
			target = FROM
			modifier = small_decrease
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_fund_the_plan_domestically
Constructs: prerequisite, limit, completion_reward, every_core_state, is_fully_controlled_by, random_select_amount, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_fund_the_plan_domestically
	icon = GFX_focus_generic_currency_reforms
	prerequisite = {
		focus = CHI_the_three_year_plan
	}
	mutually_exclusive = {
		focus = CHI_find_foreign_financiers
	}
	x = 2
	y = 1
	relative_position_id = CHI_the_three_year_plan
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		every_core_state = {
			limit = {
				is_fully_controlled_by = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			random_select_amount = 2
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Decision
Component: political_actions
Constructs: has_completed_focus, has_government, fire_only_once, has_idea, complete_effect, add_command_power, add_corps_commander_role, has_army_manpower
Source: game
File: common/decisions/LIE.txt

Code:
political_actions = {
	LIE_grant_boris_smyslovsky_citizenship = {
		icon = GFX_decision_generic_army_support
		allowed = {
			original_tag = LIE
		}
		visible = {
			has_completed_focus = LIE_white_russian_advisors
		}
		available = {
			has_idea = LIE_boris_smyslovsky
		}
		fire_only_once = yes
		custom_cost_trigger = {
			command_power = > 14
		}
		custom_cost_text = EGY_decision_cost_command_power
		complete_effect = {
			add_command_power = -15
			add_corps_commander_role = {
				character = LIE_boris_smyslovsky
				traits = {
					infantry_officer war_hero
				}
				skill = 2
				attack_skill = 3
				defense_skill = 2
				planning_skill = 1
				logistics_skill = 2
				visible = {
					NOT = {
						has_government = communism
					}
					SOV = {
						NOT = {
							has_completed_focus = SOV_beaten_but_not_defeated SOV_form_a_fifth_column SOV_counter_coup_old
						}
					}
				}
			}
		}
		ai_will_do = {
			base = 10
		}
	}
	LIE_revitalize_old_princely_talent = {
		icon = GFX_decision_generic_monarchy
		allowed = {
			original_tag = LIE
		}
		visible = {
			OR = {
				has_completed_focus = LIE_enact_the_1921_defence_act LIE_repeal_the_1868_act
			}
		}
		available = {
			NOT = {
				has_government = communism
			}
			has_army_manpower = {
				size = > 1000
			}
		}
		fire_only_once = yes
		custom_cost_trigger = {
			command_power = > 14
		}
		custom_cost_text = EGY_decision_cost_command_power
		complete_effect = {
			add_command_power = -15
			LIE_assemble_the_crew = yes
		}
		ai_will_do = {
			base = 10
		}
	}
}
### Entity: Unit Template
Component: LAT_MAR_01
Source: game
File: common/units/names_divisions/LAT_names_divisions.txt

Code:
LAT_MAR_01 = {
	name = Marine Division
	for_countries = {
		LAT
	}
	can_use = {
		always = yes
	}
	division_types = {
		marine
	}
	fallback_name = %d. Jūras Kājnieku Divīzija
	ordered = {
		1 = {
			%d. Jūras Kājnieku Divīzija
		}
		2 = {
			%d. Jūras Kājnieku Divīzija
		}
		3 = {
			%d. Jūras Kājnieku Divīzija
		}
		4 = {
			%d. Jūras Kājnieku Divīzija
		}
		5 = {
			%d. Jūras Kājnieku Divīzija
		}
		6 = {
			%d. Jūras Kājnieku Divīzija
		}
		7 = {
			%d. Jūras Kājnieku Divīzija
		}
		8 = {
			%d. Jūras Kājnieku Divīzija
		}
		9 = {
			%d. Jūras Kājnieku Divīzija
		}
		10 = {
			%d. Jūras Kājnieku Divīzija
		}
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_five_year_plan
Constructs: has_completed_focus, prerequisite, limit, completion_reward, cancel_if_invalid, add_dynamic_modifier, add_to_variable, set_country_flag
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_five_year_plan
	icon = GFX_focus_generic_soviet_politics
	prerequisite = {
		focus = RAJ_decentralize_the_party RAJ_central_comittee_authority
	}
	x = 3
	y = 2
	relative_position_id = RAJ_agrarian_socialism
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_dynamic_modifier = {
			modifier = idea_RAJ_five_year_plan
		}
		if = {
			limit = {
				has_completed_focus = RAJ_urban_industrialism
			}
			add_to_variable = {
				RAJ_fyp_production_speed_buildings_factor = 0.1
				tooltip = production_speed_buildings_factor_tt
			}
		}
		else_if = {
			limit = {
				has_completed_focus = RAJ_agrarian_socialism
			}
			add_to_variable = {
				RAJ_fyp_supply_consumption_factor = -0.05
				tooltip = supply_consumption_factor_tt
			} {
				RAJ_fyp_stability_factor = 0.05
				tooltip = stability_factor_tt
			} {
				RAJ_fyp_compliance_growth = 0.05
				tooltip = compliance_growth_tt
			}
		}
		else = {
			custom_effect_tooltip = RAJ_five_year_plan_tt
		}
		set_country_flag = RAJ_five_year_plan_flag
		add_research_slot = 1
	}
}
### Entity: Event
Component: news.15
Constructs: is_triggered_only
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.15
	title = news.15.t
	desc = news.15.d
	picture = GFX_news_event_009
	major = yes
	is_triggered_only = yes
	option = {
		name = news.15.a
		trigger = {
			NOT = {
				TAG = GER ROM HUN
			}
		}
	} {
		name = news.15.b
		trigger = {
			TAG = GER
		}
	} {
		name = news.15.c
		trigger = {
			TAG = ROM
		}
	} {
		name = news.15.e
		trigger = {
			TAG = HUN
		}
	}
}
### Entity: Event
Component: axis_minors_slovakia.6
Constructs: is_triggered_only, set_border_war
Source: game
File: events/r56_slovakia.txt

Code:
country_event = {
	id = axis_minors_slovakia.6
	title = axis_minors_slovakia.6.t
	desc = axis_minors_slovakia.6.desc
	picture = GFX_report_event_hungarian_soldiers
	is_triggered_only = yes
	option = {
		name = axis_minors_slovakia.6.a
		effect_tooltip = {
			71 = {
				set_border_war = yes
			}
			73 = {
				set_border_war = yes
			}
			664 = {
				set_border_war = yes
			}
		}
	}
}
### Entity: Character
Component: NOR_carsten_tank_nielsen
Source: game
File: common/characters/NOR.txt

Code:
NOR_carsten_tank_nielsen = {
	name = Carsten Tank-Nielsen
	portraits = {
		army = {
			large = GFX_portrait_carsten_tank_nielsen
			small = GFX_portrait_carsten_tank_nielsen_small
		}
	}
	allowed_civil_war = {
		NOR_char_cw_loyalist = yes
	}
	navy_leader = {
		traits = {
			inshore_fighter seawolf
		}
		skill = 2
		attack_skill = 3
		defense_skill = 1
		maneuvering_skill = 2
		coordination_skill = 1
		legacy_id = -1
	}
}
### Entity: Character
Component: NOR_compliant_politician
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
NOR_compliant_politician = {
	random = no
	sprite = 13
	stability_factor = 0.05
	political_power_factor = 0.1
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_strategic_interests
Constructs: prerequisite, add_war_support, completion_reward, add_political_power
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_strategic_interests
	icon = GFX_goal_generic_political_pressure
	text = GRE_strategic_interests
	prerequisite = {
		focus = GRE_national_union
	}
	x = 0
	y = 1
	relative_position_id = GRE_national_union
	cost = 5
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_war_support = 0.05
		add_political_power = 30
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Character
Component: MEN_seasoned_politician
Constructs: stability_factor, neutrality_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
MEN_seasoned_politician = {
	sprite = 13
	random = no
	neutrality_drift = 0.03
	political_advisor_cost_factor = -0.25
	political_power_factor = 0.05
	stability_factor = 0.05
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_call_for_aid
Constructs: prerequisite, limit, has_government, is_major, add_opinion_modifier, completion_reward, every_other_country, add_timed_idea
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_call_for_aid
	icon = GFX_SOV_call_for_aid_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_the_hands_do
	}
	x = -3
	y = 1
	relative_position_id = SOV_the_hands_do
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = yes
	search_filters = {

	}
	completion_reward = {
		every_other_country = {
			limit = {
				is_major = yes
				OR = {
					has_government = fascism
					AND = {
						tag = JAP
						has_government = neutrality
					} {
						tag = ITA
						has_government = neutrality
					} {
						tag = GER
						has_government = neutrality
					} {
						tag = ENG
						has_government = neutrality
					}
				}
			}
			add_timed_idea = {
				idea = SOV_national_brotherhood_idea
				days = 730
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = SOV_support_for_exiles
			}
			add_ai_strategy = {
				type = send_volunteers_desire
				id = SOV
				value = 400
			} {
				type = send_lend_lease_desire
				id = SOV
				value = 300
			}
			add_relation_rule_override = {
				target = SOV
				can_send_volunteers = yes
			}
		}
	}
}
### Entity: Trigger Reference
Construct: casualties_k
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## casualties_k

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Check the amount of casualties in thousands a country has suffered in all of it's wars
```
### Entity: Idea
Component: CHI_local_alloy_commission_hidden
Constructs: has_dlc, removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/china.txt

Code:
CHI_local_alloy_commission_hidden = {
	allowed = {
		has_dlc = No Compromise, No Surrender
		original_tag = CHI
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	equipment_bonus = {
		mio_cat_eq_all_ships_no_convoys = {
			instant = yes
			build_cost_ic = -0.15
		}
	}
	modifier = {
		critical_receive_chance = -0.1
		naval_critical_effect_factor = -0.1
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_nationalize_the_banks
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_nationalize_the_banks
	icon = GFX_focus_generic_self_management
	prerequisite = {
		focus = BEL_abandon_neutrality BEL_the_french_horse_and_the_red_rider
	}
	relative_position_id = BEL_abandon_neutrality
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	x = -1
	y = 1
	cost = 10
	available = {
		fascism = > 0.5
	}
	completion_reward = {
		custom_effect_tooltip = BEL_modify_economic_downturn_dynamic_modifier_tt
		add_to_variable = {
			BEL_economic_downturn_consumer_goods_factor = -0.1
			tooltip = consumer_goods_factor_tt
		}
	}
}
### Entity: Idea
Component: TUR_investment_financing_spirit
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/turkey.txt

Code:
TUR_investment_financing_spirit = {
	allowed = {
		always = no
	}
	picture = generic_foreign_capital
	removal_cost = -1
	modifier = {
		consumer_goods_factor = 0.1
		production_speed_buildings_factor = -0.1
	}
}
### Entity: Unit Template
Component: ENG_DD_COMMUNIST
Constructs: has_government
Source: game
File: common/units/names_ships/ENG_ship_names.txt

Code:
ENG_DD_COMMUNIST = {
	name = NAME_THEME_HISTORICAL_DESTROYERS
	for_countries = {
		ENG
	}
	can_use = {
		has_government = communism
	}
	type = ship
	ship_types = {
		ship_hull_light destroyer
	}
	prefix = WLNS 
	fallback_name = Destroyer %s
	unique = {
		Gallant Garland Gipsy Glowworm Grafton Grenade Grenville Greyhound Griffin Hardy Hasty Havock Hereward Hero Hostile Hotspur Hunter Hyperion Afridi Ashanti Bedouin Cossack Eskimo Gurkha Maori Mashona Matabele Mohawk Nubian Punjabi Sikh Somali Tartar Zulu Icarus Ilex Imogen Imperial Impulsive Inglefield Intrepid Isis Ivanhoe Harvester Havant Havelock Hesperus Highlander Hurricane Jervis Jackal Jaguar Juno Janus Javelin Jersey Jupiter Kelly Kandahar Kashmir Kelvin Khartoum Kimberley Kingston Kipling Napier Nestor Nizam Norman Nepal Laforey Lance Gurkha Lively Legion Lightning Lookout Loyal Milne Mahratta Musketeer Myrmidon Matchless Meteor Marne Martin Onslow Offa Onslaught Oribi Obdurate Obedient Opportune Orwell Pakenham Paladin Panther Partridge Pathfinder Penn Petard Porcupine Inconstant Ithuriel Queenborough Quadrant Quail Quality Quentin Quiberon Quickmatch Quilliam Rotherham Racehorse Raider Rapid Redoubt Relentless Rocket Roebuck Saumarez Savage Scorpion Scourge Serapis Shark Success Swift Teazer Tenacious Termagant Terpsichore Troubridge Tumult Tuscan Tyrian Grenville Ulster Ulysses Undaunted Undine Ursa Urchin Urania Venus Verulam Vigilant Virago Hardy Valentine Vixen Volage Kempenfelt Wager Wakeful Wessex Whelp Whirlwind Wizard Wrangler Myngs Zephyr Zambesi Zealous Zebra Zenith Zest Zodiac Caprice Cassandra Caesar Cavendish Cambrian Carron Cavalier Carysfort Chaplet Charity Chequers Chieftain Chevron Cheviot Childers Chivalrous Comus Concord Contest Consort Cockade Comet Constance Cossack Crescent Crusader Croziers Crystal Crispin Creole Cromwell Crown Barfleur Trafalgar Armada Solebay Camperdown Finisterre Hogue Lagos St. Kitts St. James Gabbard Gravelines Saintes Sluys Cadiz Vigo Agincourt Alamein Aisne Barrosa Corunna Dunkirk Jutland Matapan Battleaxe Broadsword Crossbow Scorpion Daring Dainty Defender Decoy Diana Duchess Malplaquet Ypres Vimiera Amazon Ambuscade Codrington Acasta Achates Acheron Active Antelope Anthony Ardent Arrow Keith Basilisk Beagle Blanche Boadicea Boreas Brazen Brilliant Bulldog Duncan Dainty Daring Decoy Defender Delight Diamond Diana Duchess Echo Eclipse Electra Encounter
# ... (truncated)
### Entity: Idea
Component: JAP_agricultural_protectionism_idea
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/japan.txt

Code:
JAP_agricultural_protectionism_idea = {
	picture = generic_agrarian_reform
	allowed = {
		original_tag = JAP
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		production_speed_industrial_complex_factor = 0.15
		stability_factor = 0.05
	}
}
### Entity: Order of Battle
Component: 2 Dokuritsu Shubirentai
Constructs: division_template
Source: game
File: history/units/JAP_1936.txt

Code:
division = {
	name = 2 Dokuritsu Shubirentai
	location = 10541
	division_template = Chuton-chi Shidan
	start_experience_factor = 0.1
	start_equipment_factor = 0.7
}
### Entity: Character
Component: RKO_hinrich_lohse
Source: game
File: common/characters/RKO.txt

Code:
RKO_hinrich_lohse = {
	name = RKO_hinrich_lohse
	portraits = {
		civilian = {
			large = GFX_portrait_GER_hinrich_lohse
			small = GFX_portrait_GER_hinrich_lohse_small
		}
	}
	country_leader = {
		ideology = nazism
		traits = {
			GER_reichskommissar_trait
		}
		expire = 1987.1.1.1
		id = -1
	}
}
### Entity: Scripted Effect
Component: EAI_PC_AIRBASE_get_best_target_on_isolated_states_ADD_TO_ARRAY
Constructs: limit, is_in_array, add_to_temp_array
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_strategies_airbase.txt

Code:
EAI_PC_AIRBASE_get_best_target_on_isolated_states_ADD_TO_ARRAY = {
	if = {
		limit = {
			NOT = {
				is_in_array = {
					_AIRBASE_get_best_target_on_isolated_states_VS_ARRAY = THIS.id
				}
			}
		}
		add_to_temp_array = {
			_AIRBASE_get_best_target_on_isolated_states_VS_ARRAY = THIS.id
		}
	}
}
### Entity: Event
Component: ARG_political_events.38
Constructs: is_triggered_only, ai_chance, has_opinion
Source: game
File: events/TOA_Argentina.txt

Code:
country_event = {
	id = ARG_political_events.38
	title = ARG_political_events.38.t
	desc = ARG_political_events.38.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = ARG_political_events.38.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 0.1
				has_opinion = {
					target = ARG
					value = > 29
				}
			}
		}
		custom_effect_tooltip = ARG_political_events.38.a.tt
		hidden_effect = {
			ARG = {
				country_event = {
					id = ARG_political_events.39
					days = 1
				}
			}
		}
	} {
		name = ARG_political_events.38.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 0.8
				has_opinion = {
					target = ARG
					value = > 29
				}
			}
		}
		custom_effect_tooltip = ARG_political_events.38.b.tt
		hidden_effect = {
			ARG = {
				country_event = {
					id = ARG_political_events.40
					days = 1
				}
			}
		}
	}
}
### Entity: Idea
Component: EAI_DD_3/heavy_tank_artillery_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_3/heavy_tank_artillery_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		heavy_tank_artillery_chassis = {
			build_cost_ic = -0.075
			instant = yes
		}
	}
}
### Entity: Decision
Component: ENG_restore_the_UK
Constructs: has_cosmetic_tag, is_core_of
Source: game
File: common/decisions/categories/r56_formable_categories.txt

Code:
ENG_restore_the_UK = {
	picture = GFX_decision_category_ENG_restore_the_UK_category
	icon = eng_appeal_to_imperial_loyalists
	allowed = {
		original_tag = ENG
	}
	visible = {
		has_cosmetic_tag = ENG_england
	}
	priority = 20
	on_map_area = {
		name = GEN_control_of_these_states_is_required_to_form_the_nation
		target_array = global.r56_formables_states_array
		target_trigger = {
			FROM = {
				OR = {
					is_core_of = SCO WLS
					state = 119
				}
			}
		}
		zoom = 350
	}
}
### Entity: Idea
Component: ARG_YPF
Constructs: research_bonus
Source: game
File: common/ideas/r56_argentina.txt

Code:
ARG_YPF = {
	allowed = {
		original_tag = ARG
	}
	picture = ARG_YPF
	research_bonus = {
		industry = 0.1
		synth_resources = 0.15
	}
	traits = {
		refinery_concern
	}
	modifier = {

	}
}
### Entity: Scripted Effect
Component: SOV_increase_church_power
Constructs: limit, add_political_power, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_increase_church_power = {
	if = {
		limit = {
			has_idea = SOV_church_power_4
		}
		add_political_power = 25
	}
	else_if = {
		limit = {
			has_idea = SOV_church_power_3
		}
		swap_ideas = {
			remove_idea = SOV_church_power_3
			add_idea = SOV_church_power_4
		}
	} {
		limit = {
			has_idea = SOV_church_power_2
		}
		swap_ideas = {
			remove_idea = SOV_church_power_2
			add_idea = SOV_church_power_3
		}
	} {
		limit = {
			has_idea = SOV_church_power_1
		}
		swap_ideas = {
			remove_idea = SOV_church_power_1
			add_idea = SOV_church_power_2
		}
	}
	else = {
		effect_tooltip = {
			swap_ideas = {
				remove_idea = SOV_church_power_1
				add_idea = SOV_church_power_2
			}
		}
	}
}
### Entity: National Focus
Tree: kor_focus
Component: KOR_modern_logistics
Constructs: prerequisite, add_ideas, completion_reward, has_tech, every_army_leader, add_logistics, add_tech_bonus
Source: game
File: common/national_focus/korea.txt

Code:
focus = {
	id = KOR_modern_logistics
	icon = GFX_goal_ammunitions
	prerequisite = {
		focus = KOR_field_hospitals
	} {
		focus = KOR_mechanization_effort
	} {
		focus = KOR_signal_companies
	}
	x = 0
	y = 1
	relative_position_id = KOR_mechanization_effort
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_tech = motorised_infantry
	}
	completion_reward = {
		every_army_leader = {
			add_logistics = 1
		}
		add_ideas = ABC_modern_logistics_idea
		add_tech_bonus = {
			name = logistics_company_tech_bonus_name
			bonus = 3
			uses = 1
			category = logistics_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: POR_peace_with_the_salazaristas_idea
Constructs: has_government, removal_cost, communism_drift, democratic_drift
Source: game
File: common/ideas/r56_portugal.txt

Code:
POR_peace_with_the_salazaristas_idea = {
	name = POR_brawling_in_urban_centers
	picture = SPR_political_violence
	allowed = {
		original_tag = POR
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	modifier = {
		communism_drift = 0.01
		democratic_drift = 0.01
		army_leader_start_logistics_level = 1
	}
}
### Entity: Character
Component: GER_staunch_socialist
Constructs: democratic_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
GER_staunch_socialist = {
	random = no
	sprite = 13
	production_factory_efficiency_gain_factor = 0.05
	political_power_factor = 0.05
	democratic_drift = 0.1
	communism_acceptance = -25
	fascism_acceptance = -25
}
### Entity: Character
Component: CHL_esteban_romero_sandoval
Constructs: has_completed_focus, has_country_flag, has_country_leader
Source: game
File: common/characters/CHL.txt

Code:
CHL_esteban_romero_sandoval = {
	name = CHL_esteban_romero_sandoval
	portraits = {
		civilian = {
			large = GFX_portrait_CHL_esteban_romero_sandoval
			small = GFX_portrait_CHL_esteban_romero_sandoval_small
		}
		army = {
			large = GFX_portrait_CHL_esteban_romero_sandoval
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = CHL_esteban_romero_sandoval
		allowed = {
			original_tag = CHL
		}
		available = {
			OR = {
				has_country_flag = CHL_incorporated_mapuche_organizations
				has_completed_focus = CHL_avenge_the_pacification_of_araucania CHL_strike_a_deal_with_the_mapuche
			}
			NOT = {
				has_country_leader = {
					ruling_only = yes
					character = CHL_esteban_romero_sandoval
				}
			}
		}
		visible = {
			OR = {
				has_country_flag = CHL_incorporated_mapuche_organizations
				has_completed_focus = CHL_avenge_the_pacification_of_araucania CHL_strike_a_deal_with_the_mapuche
			}
			NOT = {
				has_completed_focus = CHL_denounce_the_anarchy
			}
		}
		traits = {
			JUNO_mapuche_economist
		}
	}
	corps_commander = {
		traits = {
			old_guard organizer
		}
		skill = 4
		attack_skill = 4
		defense_skill = 4
		planning_skill = 2
		logistics_skill = 3
		legacy_id = -1
		visible = {
			OR = {
				has_completed_focus = CHL_avenge_the_pacification_of_araucania CHL_strike_a_deal_with_the_mapuche
			}
		}
	}
}
### Entity: Idea
Component: DEN_consoldiating_society
Constructs: removal_cost, neutrality_drift
Source: game
File: common/ideas/r56_denmark.txt

Code:
DEN_consoldiating_society = {
	removal_cost = -1
	picture = GRE_strong_monarchy
	modifier = {
		stability_weekly = 0.005
		neutrality_drift = 0.075
		drift_defence_factor = 0.15
	}
}
### Entity: Character
Component: r56_trait_opposed_to_democracy
Source: game
File: common/country_leader/r56_traits.txt

Code:
r56_trait_opposed_to_democracy = {
	random = no
	democratic_acceptance = -80
}
### Entity: Trigger Reference
Construct: has_added_tension_amount
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### has_added_tension_amount
* description: Compare if the country has added above or below the specified ammount of tension
* (Auto generated using the trigger with same name)