Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: que_focus
Component: QUE_forced_industrialisation
Constructs: prerequisite, has_government, add_stability, completion_reward, is_subject, swap_ideas, add_idea, remove_idea
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_forced_industrialisation
	icon = GFX_goal_FRA_industrial_decentralization
	prerequisite = {
		focus = QUE_align_with_moscow
	}
	relative_position_id = QUE_align_with_moscow
	x = -1
	y = 1
	cost = 10
	available_if_capitulated = yes
	available = {
		has_government = communism
		OR = {
			is_subject = no
			OVERLORD = {
				has_government = communism
			}
		}
	}
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		add_stability = -0.05
		swap_ideas = {
			add_idea = QUE_quebecois_industrial_communism
			remove_idea = QUE_quebecois_collectivism2
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3AParadox_Wikis.png.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
&#160;&#160;Invert selection

Filters
Hide transclusions | Hide links | Hide redirects | Hide file links

The following pages link to File:Paradox Wikis.png:

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)User:Meneth (file link) ‎ (← links | edit)

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)
Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/File:Paradox_Wikis.png"
### Entity: Modifier Reference
Construct: total_constructed_military_factory
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### total_constructed_military_factory
* description: Total constructions of military_factory
### Entity: Scripted Effect
Component: SWI_fortify_border_with_country_opinion_fallout
Constructs: limit, has_government, add_opinion_modifier, is_ai, is_in_faction, every_other_country, is_in_faction_with
Source: game
File: common/scripted_effects/SWI_scripted_effects.txt

Code:
SWI_fortify_border_with_country_opinion_fallout = {
	if = {
		limit = {
			SWI = {
				is_ai = no
			}
		}
		add_opinion_modifier = {
			target = ROOT
			modifier = SWI_fortified_border
		}
		if = {
			limit = {
				is_in_faction = yes
			}
			every_other_country = {
				limit = {
					is_in_faction_with = PREV
					NOT = {
						original_tag = PREV
					}
				}
				add_opinion_modifier = {
					target = ROOT
					modifier = SWI_fortified_border
				}
			}
		}
		every_other_country = {
			limit = {
				SWI_is_country_to_balance = yes
				NOT = {
					original_tag = PREV
					is_in_faction_with = PREV
					has_government = PREV
				}
			}
			add_opinion_modifier = {
				target = SWI
				modifier = SWI_mild_appeasement
			}
		}
		ROOT = {
			SWI_update_neighbor_opinion_balance = yes
		}
	}
}
### Entity: National Focus
Tree: hol_focus
Component: HOL_the_netherlands_first
Constructs: prerequisite, add_war_support, completion_reward, is_in_faction_with, set_rule
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_the_netherlands_first
	available = {
		NOT = {
			is_in_faction_with = GER
		}
	}
	prerequisite = {
		focus = HOL_strength_over_blood
	}
	mutually_exclusive = {
		focus = HOL_join_germany
	}
	icon = GFX_goal_generic_demand_territory
	x = 1
	y = 1
	relative_position_id = HOL_strength_over_blood
	cost = 10
	ai_will_do = {
		base = 1
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		set_rule = {
			can_create_factions = yes
		}
		add_war_support = 0.1
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_37
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_37 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 37
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 37
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_end_political_opportunism
Constructs: prerequisite, add_ideas, has_government, completion_reward, add_political_power, set_rule
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_end_political_opportunism
	icon = GFX_goal_MON_mongolia_first
	x = 1
	y = 1
	relative_position_id = MON_seize_the_power
	prerequisite = {
		focus = MON_seize_the_power
	}
	mutually_exclusive = {
		focus = MON_reassure_the_soviets
	}
	cost = 10
	available = {
		has_government = communism
	}
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		add_political_power = 150
		set_rule = {
			can_create_factions = yes
		} {
			can_send_volunteers = yes
		}
		add_ideas = MON_volunteer_corps
	}
}
### Entity: Scope Reference
Construct: objects
Source: vanilla_docs
File: documentation/script_concept_documentation.md

Doc:
### Documentation of localized objects
In general a scoped context (for example, effects and triggers) are localized using a [Scope](loc_objects_documentation.md#scope) object based on the scope of that context.
However, there are legacy systems where this may not hold. For other places where localization keys are provided, please see the documentation
for which localization objects that are defined for that context.
### Entity: Event
Component: mtg_britain.2
Constructs: is_triggered_only, ai_chance, add_political_power, add_popularity, add_timed_idea, random_days, set_country_flag
Source: game
File: events/MTG_Britain.txt

Code:
country_event = {
	id = mtg_britain.2
	title = mtg_britain.2.t
	desc = mtg_britain.2.d
	picture = GFX_report_event_generic_rally
	is_triggered_only = yes
	option = {
		name = mtg_britain.2.a
		add_popularity = {
			ideology = neutrality
			popularity = 0.1
		}
		add_political_power = 100
		add_timed_idea = {
			idea = ENG_support_for_the_king_idea
			days = 150
		}
		custom_effect_tooltip = mtg_britain.2_tt
		hidden_effect = {
			country_event = {
				id = mtg_britain.3
				days = 50
			}
		}
	} {
		name = mtg_britain.2.b
		ai_chance = {
			factor = 0
		}
		country_event = {
			id = mtg_britain.14
			days = 40
			random_days = 10
		}
		set_country_flag = ENG_abdication_crisis_changed_mind
	}
}
### Entity: Character
Component: devoted_corporatist
Constructs: industrial_capacity_factory
Source: game
File: common/country_leader/00_traits.txt

Code:
devoted_corporatist = {
	random = no
	sprite = 13
	political_power_factor = 0.1
	industrial_capacity_factory = 0.05
}
### Entity: Event
Component: chile.23
Constructs: is_triggered_only, add_ideas, add_opinion_modifier
Source: game
File: events/Chile.txt

Code:
country_event = {
	id = chile.23
	title = German Advisors Arrive
	desc = Wonderful news, advisors from Germany have arrived!
	picture = GFX_report_event_chamberlain
	is_triggered_only = yes
	option = {
		name = We will learn much from them
		add_ideas = CHL_german_assistance
		add_opinion_modifier = {
			target = GER
			modifier = CHL_advisors
		}
	}
}
### Entity: National Focus
Tree: lux_focus
Component: LUX_follow_moscow_line
Constructs: has_completed_focus, prerequisite, limit, has_government, completion_reward, is_in_faction_with, has_country_leader, is_subject
Source: game
File: common/national_focus/r56_luxembourg.txt

Code:
focus = {
	id = LUX_follow_moscow_line
	icon = GFX_focus_SOV_stalins_cult_of_personality
	cost = 8
	x = 4
	y = 2
	relative_position_id = LUX_unite_the_country
	prerequisite = {
		focus = LUX_abandon_the_foolish_policy
	} {
		focus = LUX_erase_monarchist_legacy
	}
	mutually_exclusive = {
		focus = LUX_european_revolution
	}
	bypass = {
		is_in_faction_with = SOV
		has_country_leader = {
			character = LUX_dominique_urbany
			ruling_only = yes
		}
	}
	available = {
		is_subject = no
		has_government = communism
		if = {
			limit = {
				has_global_flag = SOV_old_focus_tree
			}
			has_completed_focus = SOV_great_purge
		}
		else = {
			SOV = {
				has_completed_focus = SOV_the_centre
			}
		}
	}
	completion_reward = {
		if = {
			limit = {
				any_country = {
					original_tag = SOV
					has_government = communism
					is_faction_leader = yes
				}
			}
			random_other_country = {
				limit = {
					original_tag = SOV
					has_government = communism
					is_faction_leader = yes
				}
				country_event = generic.2
			}
		}
		else_if = {
			limit = {
				is_in_faction_with = SOV
			}
			promote_character = {
				character = LUX_dominique_urbany
				ideology = stalinism
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: Scripted Effect
Component: EST_vaps_up_effect
Constructs: limit, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/BLT_scripted_effects.txt

Code:
EST_vaps_up_effect = {
	if = {
		limit = {
			has_idea = EST_vaps_idea_1
		}
	}
	else_if = {
		limit = {
			has_idea = EST_vaps_idea_2
		}
		swap_ideas = {
			remove_idea = EST_vaps_idea_2
			add_idea = EST_vaps_idea_1
		}
	} {
		limit = {
			has_idea = EST_vaps_idea_3
		}
		swap_ideas = {
			remove_idea = EST_vaps_idea_3
			add_idea = EST_vaps_idea_2
		}
	} {
		limit = {
			has_idea = EST_vaps_idea_4
		}
		swap_ideas = {
			remove_idea = EST_vaps_idea_4
			add_idea = EST_vaps_idea_3
		}
	}
}
### Entity: Event
Component: SEA_japan_foreign_policy.25
Constructs: is_triggered_only, ai_chance, add_stability, fire_only_once, add_manpower, add_popularity
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_foreign_policy.25
	title = SEA_japan_foreign_policy.25.t
	desc = SEA_japan_foreign_policy.25.desc
	picture = GFX_report_event_TIB_tibetan_army
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_japan_foreign_policy.25.a
		ai_chance = {
			base = 100
		}
		add_manpower = -500
		add_stability = -0.1
		custom_effect_tooltip = generic_skip_one_line_tt
		add_popularity = {
			ideology = fascism
			popularity = 0.1
		}
	}
}
### Entity: Character
Component: MLI_aa2
Source: game
File: common/characters/MLI.txt

Code:
MLI_aa2 = {
	advisor = {
		slot = high_command
		idea_token = MLI_aa2
		ledger = army
		allowed = {
			original_tag = MLI
		}
		traits = {
			army_armored_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_2
		}
	}
}
### Entity: Unit Template
Component: SPA_INF_01
Constructs: has_completed_focus, has_government
Source: game
File: common/units/names_divisions/SPR_names_divisions.txt

Code:
SPA_INF_01 = {
	name = Nationalist Infantry
	for_countries = {
		SPR
	}
	can_use = {
		OR = {
			has_government = fascism
			has_completed_focus = SPA_unify_the_nationalist_front
		}
	}
	division_types = {
		infantry
	}
	fallback_name = %da División de Infantería
	ordered = {
		11 = {
			%da División de Infantería
		}
		12 = {
			%da División de Infantería
		}
		21 = {
			%da División de Infantería
		}
		22 = {
			%da División de Infantería
		}
		31 = {
			%da División de Infantería
		}
		32 = {
			%da División de Infantería
		}
		41 = {
			%da División de Infantería
		}
		42 = {
			%da División de Infantería
		}
		51 = {
			%da División de Infantería
		}
		52 = {
			%da División de Infantería
		}
		61 = {
			%da División de Infantería
		}
		62 = {
			%da División de Infantería
		}
		71 = {
			%da División de Infantería
		}
		72 = {
			%da División de Infantería
		}
		81 = {
			%da División de Infantería
		}
		82 = {
			%da División de Infantería
		}
		91 = {
			%da División de Infantería
		}
		92 = {
			%da División de Infantería
		}
		101 = {
			%da División de Infantería
		}
		102 = {
			%da División de Infantería
		}
		13 = {
			%da División de Infantería
		}
		23 = {
			%da División de Infantería
		}
		43 = {
			%da División de Infantería
		}
		33 = {
			%da División de Infantería
		}
		53 = {
			%da División de Infantería
		}
		63 = {
			%da División de Infantería
		}
		73 = {
			%da División de Infantería
		}
		83 = {
			%da División de Infantería
		}
		93 = {
			%da División de Infantería
		}
		103 = {
			%da División de Infantería
		}
		14 = {
			%da División de Infantería
		}
		24 = {
			%da División de Infantería
		}
		44 = {
			%da División de Infantería
		}
		34 = {
			%da División de Infantería
		}
		54 = {
			%da División de Infantería
		}
		64 = {
			%da División de Infantería
		}
		74 = {
			%da División de Infantería
		}
		84 = {
			%da División de Infantería
		}
		15 = {
			%da División de Infantería
		}
		25 = {
			%da División de Infantería
		}
		45 = {
			%da División de Infantería
		}
		35 = {
			%da División de Infantería
		}
		55 = {
			%da División de Infantería
		}
		65 = {
			%da División de Infantería
		}
		75 = {
			%da División de Infantería
		}
		85 = {
			%da División de Infantería
		}
		94 = {
			%da División de Infantería
		}
		104 = {
			%da División de Infantería
		}
		16 = {
			%da División de Infantería
		}
		26 = {
			
# ... (truncated)
### Entity: Event
Component: r56.lootbox.event.20
Constructs: is_triggered_only, random_owned_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: events/r56_lootbox_events.txt

Code:
country_event = {
	id = r56.lootbox.event.20
	title = r56.lootbox.event.title
	desc = r56.lootbox.event.20.description
	is_triggered_only = yes
	option = {
		name = r56.lootbox.event.option.epic
		random_owned_state = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = synthetic_refinery
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Scripted Trigger
Component: TUR_is_historical_ai
Constructs: has_country_flag, is_historical_focus_on, has_game_rule
Source: game
File: common/scripted_triggers/TUR_scripted_triggers.txt

Code:
TUR_is_historical_ai = {
	OR = {
		AND = {
			is_historical_focus_on = yes
			has_game_rule = {
				rule = TUR_ai_behavior
				option = DEFAULT
			}
		}
		has_country_flag = TUR_AI_RANDOM_NEUTRALITY_HISTORICAL
		has_game_rule = {
			rule = TUR_ai_behavior
			option = HISTORICAL
		}
	}
}
### Entity: Country Tag
Component: SOS
Constructs: has_cosmetic_tag
Source: game
File: common/country_tag_aliases/tag_aliases.txt

Code:
SOS = {
	original_tag = SOV
	has_cosmetic_tag = stalinist_soviet_union
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_militarize
Constructs: division_template, prerequisite, limit, completion_reward, check_variable, add_to_variable, add_manpower, every_army_leader
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_militarize
	icon = GFX_focus_CHI_tongzi_jun
	prerequisite = {
		focus = CHI_a_chapter_in_every_village
	}
	x = 0
	y = 1
	relative_position_id = CHI_a_chapter_in_every_village
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		custom_effect_tooltip = CHI_militarize_tt generic_skip_one_line_tt
		IF = {
			limit = {
				check_variable = {
					CHI_corruption_in_the_armed_forces_conscription_factor = < 0
				}
			}
			custom_effect_tooltip = CHI_modify_corruption_in_the_armed_forces_tt generic_skip_one_line_tt
			add_to_variable = {
				CHI_corruption_in_the_armed_forces_conscription_factor = 0.05
				tooltip = recruitable_population_factor_tt
			}
		}
		ELSE = {
			add_manpower = 65000
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		every_army_leader = {
			random_select_amount = 3
			limit = {
				NOT = {
					has_trait = militias_officer
				}
			}
			add_trait = {
				trait = militias_officer
			}
		}
		hidden_effect = {
			delete_unit_template_and_units = {
				division_template = Blueshirt Militia
				disband = yes
			}
			division_template = {
				name = Blueshirt Militia
				division_names_group = CHI_INF_01
				override_model = CHI_militia_entity
				role = garrison
				template_counter = 118
				is_locked = yes
				regiments = {
					militia = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 0
						y = 2
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					} {
						x = 1
						y = 2
					}
				}
				support = {

				}
			}
		}
		every_core_state = {
			limit = {
				is_fully_controlled_by = ROOT
				has_dynamic_modifier = {
					modifier = CHI_infiltrated_state_3
					scope = CHI
				}
			}
			create_unit = {
				division = name = "Blueshirt Militia" division_template = "Blueshirt Militia" start_experience_factor = 0.3 start_equipment_factor = 1
				owner = ROOT
			}
		}
	}
}
### Entity: Event
Component: CHL_political_events.68
Constructs: is_triggered_only, ai_chance, fire_only_once, create_wargoal, take_claimed_state
Source: game
File: events/TOA_Chile.txt

Code:
country_event = {
	id = CHL_political_events.68
	title = CHL_political_events.68.t
	desc = CHL_political_events.68.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = CHL_political_events.68.a
		ai_chance = {
			base = 100
		}
		army_experience = 15
		create_wargoal = {
			type = take_claimed_state
			target = FROM
		}
	}
}
### Entity: Event
Component: mongol_democratic.12
Constructs: is_triggered_only, add_political_power
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol_democratic.12
	title = mongol_democratic.12.t
	desc = mongol_democratic.12.d
	picture = GFX_report_event_japanese_chinese_surrender
	is_triggered_only = yes
	option = {
		add_political_power = 5
		name = mongol_democratic.12.a
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_rapid_response_divisions
Constructs: prerequisite, limit, add_ideas, completion_reward, add_mastery_bonus, add_to_variable, has_dlc, add_tech_bonus
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_rapid_response_divisions
	icon = GFX_focus_generic_tankette
	prerequisite = {
		focus = CZE_opl_exercises
	}
	x = -1
	y = 1
	relative_position_id = CZE_opl_exercises
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	completion_reward = {
		add_mastery_bonus = {
			name = CZE_rapid_response_divisions
			bonus = 0.1
			days = 365
			track = armor
		}
		custom_effect_tooltip = generic_skip_one_line_tt CZE_ceskoslovenska_armada_ns_intro_tt generic_skip_one_line_tt generic_skip_one_line_tt
		add_to_variable = {
			CZE_ceskoslovenska_armada_army_core_defence_factor = 0.025
			tooltip = army_core_defence_factor_tt
		} {
			CZE_ceskoslovenska_armada_org_loss_when_moving = -0.05
			tooltip = org_loss_when_moving_tt
		} {
			CZE_ceskoslovenska_armada_army_armor_attack_factor = 0.025
			tooltip = army_armor_attack_factor_tt
		}
		if = {
			limit = {
				has_dlc = La Resistance
			}
			add_tech_bonus = {
				name = CZE_rapid_response_divisions
				bonus = 1
				uses = 1
				category = cat_armored_cars
			}
		} {
			limit = {
				has_power_balance = {
					id = CZE_bop_army_readiness
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			CZE_bop_very_low_increase_effect = yes
		}
		add_tech_bonus = {
			name = CZE_rapid_response_divisions
			bonus = 1
			uses = 1
			category = cat_mechanized_equipment
		}
		add_ideas = CZE_rapid_response_divisions_idea
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_BALANCE_OF_POWER
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_promote_peaceful_religious_coexistence
Constructs: prerequisite, remove_ideas, add_stability, completion_reward
Source: game
File: common/national_focus/r56_iraq.txt

Code:
focus = {
	id = IRQ_promote_peaceful_religious_coexistence
	icon = GFX_focus_PER_islamic_solidarity
	relative_position_id = IRQ_reinforce_the_monarchy
	prerequisite = {
		focus = IRQ_reinforce_the_monarchy
	}
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		add_stability = 0.05
		remove_ideas = IRQ_religious_schism
	}
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
}
### Entity: Character
Component: SIE_acd2
Source: game
File: common/characters/SIE.txt

Code:
SIE_acd2 = {
	advisor = {
		slot = army_chief
		idea_token = SIE_acd2
		allowed = {
			original_tag = SIE
		}
		traits = {
			army_chief_defensive_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_1
		}
	}
}
### Entity: Unit Template
Component: BUL_CL_HISTORICAL
Source: game
File: common/units/names_ships/BUL_ship_names.txt

Code:
BUL_CL_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CL
	for_countries = {
		BUL
	}
	type = ship
	ship_types = {
		ship_hull_cruiser light_cruiser
	}
	fallback_name = Lek Kraitser %d
	unique = {
		Sofia Pernik Svoge Slivnica Breznik Radomir “Shipka” “Svetlinen Kraitser”
	}
}
### Entity: Character
Component: XSM_hsia_sun
Source: game
File: common/characters/Warlords_China.txt

Code:
XSM_hsia_sun = {
	name = XSM_hsia_sun
	portraits = {
		civilian = {
			large = GFX_portrait_XSM_hsia_sun
		}
	}
	country_leader = {
		ideology = stalinism
		traits = {
			smooth_talking_charmer armaments_organizer
		}
		expire = 1956.1.1.12
		id = -1
	}
}
### Entity: Character
Component: SOV_anton_denikin
Constructs: has_completed_focus, limit, has_character_flag
Source: game
File: common/characters/SOV.txt

Code:
SOV_anton_denikin = {
	name = SOV_anton_denikin
	portraits = {
		army = {
			large = GFX_portrait_SOV_anton_denikin
			small = GFX_idea_SOV_anton_denikin
		}
	}
	advisor = {
		slot = army_chief
		idea_token = anton_denikin
		allowed = {
			original_tag = SOV
		}
		available = {
			if = {
				limit = {
					has_character_flag = SOV_exiled_flag
				}
				NOT = {
					has_character_flag = SOV_exiled_flag
				}
			}
		}
		traits = {
			army_chief_drill_1
		}
		cost = 50
		ai_will_do = {
			base = 1
		}
	}
	field_marshal = {
		traits = {
			old_guard inflexible_strategist
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		visible = {
			NOT = {
				has_character_flag = SOV_exiled_flag
			}
			ROOT = {
				has_completed_focus = SOV_beaten_but_not_defeated
			}
		}
	}
}
### Entity: Effect Reference
Construct: random_neighbor_country
Constructs: limit, random_neighbor_country
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## random_neighbor_country

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Executes children effects on random neighbor country that fulfills the "limit" trigger.
```