Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/Canada.html

Doc:
This article is considered accurate for the current version of the game.

Canada

Capital provinceOttawa

Government typeConstitutional Monarchy

FactionAllies

|
Please help improve this article or section by expanding it. |

Canada was nominally independent at this time and had a great deal of autonomy, however it was still a part of the British Commonwealth which at this point in history made it somewhat of a British subject. In 1939, Canada was dragged into the European War, and in 1941 joined the British and Americans in the Pacific War. Canadian troops were present to some extent in most of the war's major operations usually alongside British or American forces. Canada also was a source of vast manpower, industrial goods and most significantly food to the Allied cause. Canada's political situation mandated it's entry into the war, and it will likely be put into a similar situation in game. It's large amounts of manpower and raw materials can make it a significant contributor to the Allied cause.

Contents

1 Technology

2 Diplomacy

2.1 Alliances

2.2 Decisions

2.3 Events

3 Politics

3.1 Laws

3.2 Ministers

4 Intelligence

5 Economy

5.1 Industrial Production

6 Military

6.1 Army

6.2 Navy

6.3 Air Force

7 Strategies and Guides

7.1 Example Strategy

7.2 Miscellaneous tips
### Entity: Scripted Effect
Component: JAP_army_faction_swap_away_from_interservice_rivalry_effect
Constructs: limit, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/JAP_scripted_effects.txt

Code:
JAP_army_faction_swap_away_from_interservice_rivalry_effect = {
	IF = {
		limit = {
			has_idea = JAP_army_faction_tier_1_equal_navy
		}
		swap_ideas = {
			remove_idea = JAP_army_faction_tier_1_equal_navy
			add_idea = JAP_army_faction_tier_1
		}
	}
	ELSE_IF = {
		limit = {
			has_idea = JAP_army_faction_tier_1_lesser_1
		}
		swap_ideas = {
			remove_idea = JAP_army_faction_tier_1_lesser_1
			add_idea = JAP_army_faction_tier_1
		}
	} {
		limit = {
			has_idea = JAP_army_faction_tier_1_lesser_2
		}
		swap_ideas = {
			remove_idea = JAP_army_faction_tier_1_lesser_2
			add_idea = JAP_army_faction_tier_1
		}
	} {
		limit = {
			has_idea = JAP_army_faction_tier_1_lesser_3
		}
		swap_ideas = {
			remove_idea = JAP_army_faction_tier_1_lesser_3
			add_idea = JAP_army_faction_tier_1
		}
	} {
		limit = {
			has_idea = JAP_army_faction_tier_2_equal_navy
		}
		swap_ideas = {
			remove_idea = JAP_army_faction_tier_2_equal_navy
			add_idea = JAP_army_faction_tier_2
		}
	} {
		limit = {
			has_idea = JAP_army_faction_tier_2_greater_1
		}
		swap_ideas = {
			remove_idea = JAP_army_faction_tier_2_greater_1
			add_idea = JAP_army_faction_tier_2
		}
	} {
		limit = {
			has_idea = JAP_army_faction_tier_2_lesser_1
		}
		swap_ideas = {
			remove_idea = JAP_army_faction_tier_2_lesser_1
			add_idea = JAP_army_faction_tier_2
		}
	} {
		limit = {
			has_idea = JAP_army_faction_tier_2_lesser_2
		}
		swap_ideas = {
			remove_idea = JAP_army_faction_tier_2_lesser_2
			add_idea = JAP_army_faction_tier_2
		}
	} {
		limit = {
			has_idea = JAP_army_faction_tier_3_equal_navy
		}
		swap_ideas = {
			remove_idea = JAP_army_faction_tier_3_equal_navy
			add_idea = JAP_army_faction_tier_3
		}
	} {
		limit = {
			has_idea = JAP_army_faction_tier_3_greater_1
		}
		swap_ideas = {
			remove_idea = JAP_army_faction_tier_3_greater_1
			add_idea = JAP_army_faction_tier_3
		}
	} {
		limit = {
			has_idea = JAP_army_faction_tier_3_greater_2
		}
		swap_ideas = {
			remove_idea = JAP_army_faction_tier_3_greater_2
			add_idea = JAP_army_faction_tier_3
		}
	} {
		limit = {
			has_idea = JAP_army_faction_tier_3_lesser_1
		}
		swap_ideas = {
			remove_idea = JAP_army_faction_tier_3_lesser_1
			add_idea = JAP_army_faction_tier_3
		}
	} {
		limit = {
			has_idea = JAP_army_faction_tier_4_greater_1
		}
		swap_ideas = {
			remove_idea = JAP_army_faction_tier_4_greater_1
			add_idea = JAP_army_faction_tier_4
		}
	
# ... (truncated)
### Entity: AI Strategy
Component: default_production
Constructs: is_major
Source: game
File: common/ai_strategy/r56_default.txt

Code:
default_production = {
	enable = {
		is_major = yes
	}
	abort = {
		is_major = no
	}
	ai_strategy = {
		type = equipment_variant_production_factor
		id = infantry_equipment
		value = 20
	}
}
### Entity: Modifier Reference
Construct: guarantee_cost
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## guarantee_cost

* Number with 0 decimal places
* **Categories**: country, politics
### Entity: National Focus
Tree: prc_focus
Component: PRC_he_long_second_army
Constructs: prerequisite, has_country_flag, completion_reward, cancel_if_invalid, add_logistics, add_trait
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_he_long_second_army
	icon = GFX_focus_PRC_he_long_second_army
	prerequisite = {
		focus = PRC_red_army_reborn
	}
	x = -7
	y = 1
	relative_position_id = PRC_red_army_reborn
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		has_country_flag = PRC_he_long_has_arrived
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ARMY_XP FOCUS_FILTER_MILITARY_CHARACTER FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		PRC_he_long = {
			add_logistics = 1
			add_trait = {
				trait = PRC_survivor_of_the_long_march
			}
		}
		army_experience = 50
	}
}
### Entity: Character
Component: PNG_democratic_guy
Constructs: has_government
Source: game
File: common/characters/PNG.txt

Code:
PNG_democratic_guy = {
	advisor = {
		slot = political_advisor
		idea_token = PNG_democratic_guy
		allowed = {
			original_tag = PNG
		}
		traits = {
			democratic_reformer
		}
		do_effect = {
			not = {
				has_government = democratic
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_1
		}
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_unified_operational_command
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_unified_operational_command
	icon = GFX_goal_generic_army_doctrines
	prerequisite = {
		focus = MON_optimize_infantry_formations
	} {
		focus = MON_advanced_fortification_studies
	}
	x = -1
	y = 1
	relative_position_id = MON_optimize_infantry_formations
	cost = 5
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = MON_unified_operational_command_idea
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
}
### Entity: National Focus
Tree: fin_focus
Component: FIN_sosialistinen_eduskuntaryhma
Constructs: prerequisite, add_stability, completion_reward, add_political_power, add_popularity
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_sosialistinen_eduskuntaryhma
	icon = GFX_focus_prc_agrarian_socialism
	prerequisite = {
		focus = FIN_pragmatic_socialism
	}
	x = -1
	y = 1
	relative_position_id = FIN_pragmatic_socialism
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_BALANCE_OF_POWER
	}
	completion_reward = {
		add_political_power = 70
		add_stability = 0.05
		add_popularity = {
			ideology = communism
			popularity = 0.1
		}
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = FIN_karl_harald_wiik FIN_kaisu_mirjami_rydberg
		FIN_bop_very_low_increase_effect = yes
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_circuvment_demobilization_restrictions
Constructs: prerequisite, limit, remove_ideas, completion_reward, cancel_if_invalid, has_idea, add_timed_idea
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_circuvment_demobilization_restrictions
	icon = GFX_focus_RAJ_circuvment_demobilization_restrictions
	prerequisite = {
		focus = RAJ_lobby_for_increased_policing_responsibilities
	}
	x = -1
	y = 1
	relative_position_id = RAJ_lobby_for_increased_policing_responsibilities
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				has_idea = idea_RAJ_demobilization
			}
			remove_ideas = idea_RAJ_demobilization
		}
		add_timed_idea = {
			idea = idea_RAJ_schemes_of_a_ungentlemanly_nature
			days = 270
		}
	}
}
### Entity: Event
Component: israel.32
Constructs: is_triggered_only, remove_ideas, add_dynamic_modifier, set_variable, set_country_flag, random_hours
Source: game
File: events/israel.txt

Code:
country_event = {
	id = israel.32
	title = israel.32.t
	desc = israel.32.d
	is_triggered_only = yes
	option = {
		name = israel.32.a
		remove_ideas = ISR_no_constitution
		add_dynamic_modifier = {
			modifier = r56_ISR_israeli_constitution
		}
		set_variable = {
			ISR_constitution_votes = 120
		}
		set_country_flag = ISR_starting_constitution
		country_event = {
			id = israel.33
			days = 1
			random_hours = 12
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_compromise_with_britain
Constructs: prerequisite, has_war, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_persia.txt

Code:
focus = {
	id = PER_compromise_with_britain
	icon = GFX_focus_chi_british_cooperation
	prerequisite = {
		focus = PER_undermine_the_shah
	}
	x = -1
	y = 1
	relative_position_id = PER_undermine_the_shah
	cost = 4
	available = {
		has_war = no
	}
	completion_reward = {
		ENG = {
			country_event = cold_war.50
			custom_effect_tooltip = if_they_accept_newline_tt
			effect_tooltip = {
				ROOT = {
					add_ideas = PER_anglo_iranian_oil_company_post_war
				}
				diplomatic_relation = {
					country = ROOT
					relation = embargo
					active = no
				}
				custom_effect_tooltip = r56_lock_operation_ajax_tt
			}
		}
	}
}
### Entity: Idea
Component: GEN_Military_Build_I
Constructs: removal_cost
Source: game
File: common/ideas/r56_generic_tree.txt

Code:
GEN_Military_Build_I = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_production_bonus
	modifier = {
		production_speed_arms_factory_factor = 0.15
		production_speed_dockyard_factor = 0.1
		conscription = 0.001
	}
}
### Entity: National Focus
Tree: fin_focus
Component: FIN_sea_mines_strategy
Constructs: has_completed_focus, prerequisite, limit, has_country_flag, completion_reward, has_dlc, add_to_variable, add_tech_bonus
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_sea_mines_strategy
	icon = GFX_focus_generic_mine_warfare
	prerequisite = {
		focus = FIN_rapid_raiders FIN_deep_sea_raiders
	}
	x = 1
	y = 1
	relative_position_id = FIN_rapid_raiders
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_NAVY_XP FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = Man the Guns
			}
			custom_effect_tooltip = FIN_modify_finnish_navy_ns_intro
			add_to_variable = {
				FIN_finnish_navy_mines_planting_by_fleets_factor = 0.1
				tooltip = mines_planting_by_fleets_factor_tt
			} {
				FIN_finnish_navy_naval_mines_effect_reduction = 0.15
				tooltip = naval_mines_effect_reduction_tt
			}
			navy_experience = 25
			add_tech_bonus = {
				name = FIN_sea_mines_strategy
				bonus = 0.5
				uses = 2
				category = naval_mines
			}
			if = {
				limit = {
					NOT = {
						has_country_flag = FIN_sea_mines_deployed_flag
					}
				}
				custom_effect_tooltip = FIN_defensive_preparations_mining_the_sea_dec_tt
			} {
				limit = {
					has_completed_focus = FIN_defensive_preparations
				}
				divide_variable = {
					FIN_mining_the_sea_pp_xp_cost = 2
				} {
					FIN_mining_the_sea_cp_cost = 2
				} {
					FIN_mining_the_sea_time = 2
				}
				set_variable = {
					FIN_mining_the_sea_pp_xp_cost_trigger = FIN_mining_the_sea_pp_xp_cost
				} {
					FIN_mining_the_sea_cp_cost_trigger = FIN_mining_the_sea_cp_cost
				}
				add_to_variable = {
					FIN_mining_the_sea_pp_xp_cost_trigger = -1
				} {
					FIN_mining_the_sea_cp_cost_trigger = -1
				}
			}
		}
		else = {
			navy_experience = 50
			add_tech_bonus = {
				name = FIN_sea_mines_strategy
				bonus = 0.5
				uses = 2
				category = dd_tech ca_tech
			}
		}
		add_doctrine_cost_reduction = {
			name = FIN_sea_mines_strategy
			cost_reduction = 0.5
			uses = 2
			category = naval_doctrine
		}
	}
}
### Entity: Order of Battle
Component: Truppe Irregolari a Cavallo
Constructs: division_template, is_locked
Source: game
File: history/units/ITA_1936.txt

Code:
division_template = {
	name = Truppe Irregolari a Cavallo
	division_names_group = ITA_CAV_05
	override_model = ITA_cavalry_alt_3_entity
	template_counter = 5
	is_locked = yes
	regiments = {
		cavalry = {
			x = 0
			y = 0
		} {
			x = 0
			y = 1
		} {
			x = 1
			y = 0
		}
	}
	priority = 0
}
### Entity: Character
Component: OMA_abdul_rahal
Source: game
File: common/characters/OMA.txt

Code:
OMA_abdul_rahal = {
	advisor = {
		cost = 100
		slot = theorist
		idea_token = OMA_abdul_rahal
		ledger = navy
		allowed = {
			original_tag = OMA
		}
		traits = {
			naval_theorist
		}
	}
	name = Abdul Rahal
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_arab_1
		}
	}
}
### Entity: Event
Component: BBA_italy_communist_events.04
Constructs: is_triggered_only, add_political_power
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_communist_events.04
	title = BBA_italy_communist_events.04.t
	desc = BBA_italy_communist_events.04.desc
	picture = GFX_report_event_generic_rifles
	is_triggered_only = yes
	option = {
		name = BBA_italy_communist_events.04.a
		add_political_power = 25
	}
}
### Entity: Event
Component: mtg_news.32
Constructs: is_triggered_only, is_subject_of
Source: game
File: events/MTG_NewsEvents.txt

Code:
news_event = {
	id = mtg_news.32
	title = mtg_news.32.t
	desc = mtg_news.32.desc
	picture = GFX_news_event_generic_parliament
	major = yes
	is_triggered_only = yes
	option = {
		name = mtg_news.32.a
		trigger = {
			original_tag = ENG
		}
	} {
		name = mtg_news.32.b
		trigger = {
			original_tag = FROM
		}
	} {
		name = mtg_news.32.c
		trigger = {
			OR = {
				original_tag = CAN SAF RAJ AST NZL
			}
			is_subject_of = ENG
			NOT = {
				original_tag = FROM
			}
		}
	} {
		name = mtg_news.32.d
		trigger = {
			NOT = {
				original_tag = ENG
			} {
				AND = {
					OR = {
						original_tag = CAN SAF RAJ AST NZL
					}
					is_subject_of = ENG
				}
			}
		}
	}
}
### Entity: Modifier Reference
Component: AST_british_war_cabinet_spirit
Constructs: stability_factor, war_support_factor, remove_trigger, is_subject_of
Source: game
File: common/dynamic_modifiers/TAOG_dynamic_modifiers.txt

Code:
AST_british_war_cabinet_spirit = {
	enable = {
		always = yes
	}
	icon = GFX_idea_generic_commission
	remove_trigger = {
		NOT = {
			is_subject_of = ENG
		}
	}
	stability_factor = AST_british_war_cabinet_stability_factor
	political_power_factor = AST_british_war_cabinet_political_power_factor
	war_support_factor = AST_british_war_cabinet_war_support_factor
}
### Entity: Scripted Effect
Component: SOV_pick_regular_purge_navy_type_effect
Constructs: limit, set_temp_variable, random_list, has_trait, has_character_flag, add_to_temp_variable, has_idea, check_variable
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_pick_regular_purge_navy_type_effect = {
	set_temp_variable = {
		SOV_random_purge_test = 0
	}
	random_list = {
		33 = {
			modifier = {
				factor = 0
				NOT = {
					any_navy_leader = {
						SOV_character_can_be_purged = yes
						NOT = {
							has_trait = trait_SOV_stalinist
						}
					}
				}
			} {
				factor = 2
				any_navy_leader = {
					has_character_flag = SOV_potential_target_flag
				}
			}
			SOV_trigger_regular_purge_admiral_accused_effect = yes
			add_to_temp_variable = {
				SOV_random_purge_test = 1
			}
		} {
			modifier = {
				factor = 0
				has_idea = SOV_anti_soviet_military_thinking_banned_navy
			}
			SOV_trigger_regular_purge_naval_conspiracy_in_the_academy_effect = yes
			add_to_temp_variable = {
				SOV_random_purge_test = 1
			}
		} {
			modifier = {
				factor = 0
				has_idea = SOV_shipyard_staff_purged
			}
			SOV_trigger_regular_purge_naval_anti_saboteur_campaign_effect = yes
			add_to_temp_variable = {
				SOV_random_purge_test = 1
			}
		}
	}
	if = {
		limit = {
			check_variable = {
				SOV_random_purge_test = 0
			}
		}
	}
}
### Entity: Event
Component: bftb_turkey.106
Constructs: is_triggered_only, every_owned_state, limit, random_owned_state, is_core_of, add_building_construction, has_dynamic_modifier, remove_dynamic_modifier
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.106
	title = bftb_turkey.106.t
	desc = bftb_turkey.106.desc
	picture = GFX_report_event_tur_industry
	is_triggered_only = yes
	option = {
		name = bftb_turkey.106.a
		random_owned_state = {
			limit = {
				is_core_of = KUR
			}
			add_building_construction = {
				type = infrastructure
				level = -1
				instant_build = yes
			}
			if = {
				limit = {
					THIS = {
						has_dynamic_modifier = {
							modifier = kurdish_rebellion
						}
					}
				}
				remove_dynamic_modifier = {
					modifier = kurdish_rebellion
				}
				add_dynamic_modifier = {
					modifier = kurdish_separatism
				}
			}
			else_if = {
				limit = {
					THIS = {
						has_dynamic_modifier = {
							modifier = kurdish_separatism
						}
					}
				}
				remove_dynamic_modifier = {
					modifier = kurdish_separatism
				}
				add_dynamic_modifier = {
					modifier = kurdish_agitation
				}
			} {
				limit = {
					THIS = {
						has_dynamic_modifier = {
							modifier = kurdish_agitation
						}
					}
				}
				add_compliance = 25
			}
			hidden_effect = {
				add_resistance = -30
				clear_global_event_target = TUR_kurdish_state_event_target
			}
		}
	} {
		name = bftb_turkey.106.b
		every_owned_state = {
			limit = {
				is_core_of = KUR
			}
			add_resistance = 10
		}
		hidden_effect = {
			clear_global_event_target = TUR_kurdish_state_event_target
		}
	}
}
### Entity: Character
Component: NIR_acr
Source: game
File: common/characters/NIR.txt

Code:
NIR_acr = {
	advisor = {
		slot = air_chief
		idea_token = NIR_acr
		allowed = {
			original_tag = NIR
		}
		traits = {
			air_chief_reform_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_europe_3
		}
	}
}
### Entity: Character
Component: ALG_awt
Source: game
File: common/characters/ALG.txt

Code:
ALG_awt = {
	advisor = {
		slot = theorist
		idea_token = ALG_awt
		ledger = air
		allowed = {
			original_tag = ALG
		}
		traits = {
			air_warfare_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_arab_2
		}
	}
}
### Entity: Decision
Component: BUL_balkan_confederation
Constructs: has_completed_focus, has_government, has_dlc
Source: game
File: common/decisions/categories/BUL_decision_categories.txt

Code:
BUL_balkan_confederation = {
	priority = 1000
	icon = GFX_decision_category_generic_democracy
	picture = GFX_decision_cat_picture_balkan_faction
	allowed = {
		original_tag = BUL
		has_dlc = Battle for the Bosporus
	}
	visible = {
		has_completed_focus = BUL_a_balkan_confederation
		has_government = democratic
	}
}
### Entity: Character
Component: TOG_aa2
Source: game
File: common/characters/TOG.txt

Code:
TOG_aa2 = {
	advisor = {
		slot = high_command
		idea_token = TOG_aa2
		ledger = army
		allowed = {
			original_tag = TOG
		}
		traits = {
			army_armored_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_2
		}
	}
}
### Entity: AI Strategy
Component: CHL_anti_imperialist_ai_behavior
Constructs: has_country_flag, has_game_rule, has_dlc, is_subject
Source: game
File: common/ai_strategy_plans/CHL_alternate_strategy_plan.txt

Code:
CHL_anti_imperialist_ai_behavior = {
	name = Chilean Anti-Imperialist Plan
	desc = 
	allowed = {
		original_tag = CHL
	}
	enable = {
		OR = {
			has_country_flag = CHL_AI_RANDOM_ANTI_IMPERIALISM
			has_game_rule = {
				rule = CHL_ai_behavior
				option = ANTI_IMPERIALISM
			}
		}
		has_dlc = Trial of Allegiance
	}
	abort = {
		is_subject = yes
	}
	ai_national_focuses = {
		CHL_look_to_tradition CHL_ibanezs_coup CHL_address_the_mapuche_conflict CHL_sociedad_caupolican_defensora_de_la_araucania CHL_union_araucana CHL_la_moderna_araucania CHL_la_corporacion_araucania CHL_la_federacion_araucania CHL_electing_a_toqui CHL_convene_the_araucanian_congress CHL_avenge_the_pacification_of_araucania CHL_revise_the_social_classes CHL_adopt_mapundungun CHL_embrace_indigenous_corporatism CHL_silverworking CHL_honor_the_legacy_of_caupolican CHL_incorporate_machi_into_the_army CHL_the_patagonian_giants CHL_union_of_american_indigenous_peoples CHL_taking_back_patagonia CHL_crusade_against_imperialism
	}
	research = {

	}
	ideas = {

	}
	traits = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Idea
Component: PRC_central_committee_1939_fake
Constructs: has_dlc, removal_cost
Source: game
File: common/ideas/comchina.txt

Code:
PRC_central_committee_1939_fake = {
	picture = PRC_the_central_committee
	name = PRC_central_committee
	allowed = {
		original_tag = PRC
		has_dlc = No Compromise, No Surrender
	}
	available = {

	}
	removal_cost = -1
	modifier = {

	}
}
### Entity: Event
Component: turkey.144
Constructs: is_triggered_only, ai_chance
Source: game
File: events/r56_turkey.txt

Code:
country_event = {
	id = turkey.144
	title = turkey.144.t
	desc = turkey.144.d
	picture = GFX_report_event_tur_britain
	is_triggered_only = yes
	option = {
		name = turkey.144.a
		TUR = {
			transfer_state = 183
			country_event = {
				id = turkey.145
				days = 1
			}
		}
		ai_chance = {
			base = 80
		}
	} {
		name = turkey.144.b
		TUR = {
			country_event = {
				id = turkey.146
				days = 1
			}
		}
		ai_chance = {
			base = 20
		}
	}
}
### Entity: Event
Component: mtg_usa_civil_war_democrats.25
Constructs: is_triggered_only, division_template, every_owned_state, limit, add_stability, create_unit
Source: game
File: events/MTG_USA.txt

Code:
country_event = {
	id = mtg_usa_civil_war_democrats.25
	title = mtg_usa_civil_war_democrats.25.t
	desc = mtg_usa_civil_war_democrats.25.desc
	picture = GFX_report_event_generic_rally2
	is_triggered_only = yes
	option = {
		name = mtg_usa_civil_war_democrats.25.a
		add_stability = -0.05
		every_owned_state = {
			limit = {
				OR = {
					state = 388 387 381
				}
			}
			event_target:USA_civil_war_democrats = {
				transfer_state = PREV
			}
		}
		hidden_effect = {
			event_target:USA_civil_war_democrats = {
				387 = {
					create_unit = {
						division = name = "Idaho Volunteers" division_template = "Local Volunteers" start_experience_factor = 0
						owner = PREV
					} {
						division = name = "Idaho Volunteers" division_template = "Local Volunteers" start_experience_factor = 0
						owner = PREV
					} {
						division = name = "Idaho Volunteers" division_template = "Local Volunteers" start_experience_factor = 0
						owner = PREV
					} {
						division = name = "Idaho Volunteers" division_template = "Local Volunteers" start_experience_factor = 0
						owner = PREV
					}
				}
			}
		}
	}
}
### Entity: Character
Component: EGY_figure_of_arab_unity
Constructs: stability_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
EGY_figure_of_arab_unity = {
	random = no
	drift_defence_factor = 0.25
	opinion_gain_monthly_same_ideology_factor = 0.25
	improve_relations_maintain_cost_factor = -0.5
	stability_factor = 0.05
	compliance_growth = 0.05
	ai_strategy = {
		type = antagonize
		id = ENG
		value = 50
	} {
		type = antagonize
		id = FRA
		value = 50
	}
}
### Entity: Character
Component: OCC_fascist_guy
Constructs: has_government
Source: game
File: common/characters/OCC.txt

Code:
OCC_fascist_guy = {
	advisor = {
		slot = political_advisor
		idea_token = OCC_fascist_guy
		allowed = {
			original_tag = OCC
		}
		traits = {
			communist_revolutionary
		}
		do_effect = {
			not = {
				has_government = democratic
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_asia_2
		}
	}
}