Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: sud_focus
Component: SUD_secure_security_ministers
Constructs: prerequisite, limit, remove_ideas, completion_reward, has_idea_with_trait, has_dlc, has_intelligence_agency, create_intelligence_agency
Source: game
File: common/national_focus/sudan.txt

Code:
focus = {
	id = SUD_secure_security_ministers
	icon = GFX_goal_generic_communist_loyalty
	prerequisite = {
		focus = SUD_mass_strikes
	}
	mutually_exclusive = {
		focus = SUD_secure_parlementarianism
	}
	relative_position_id = SUD_mass_strikes
	x = 1
	y = 1
	cost = 5
	available = {
		communism = > 0.4
		NOT = {
			OR = {
				has_idea_with_trait = democratic_reformer fascist_demagogue
			}
		}
	}
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		remove_ideas = SUD_unstable_nation_2
		if = {
			limit = {
				has_dlc = La Resistance
				NOT = {
					has_intelligence_agency = yes
				}
			}
			create_intelligence_agency = yes
		}
		add_tech_bonus = {
			name = mp_tech_bonus_name
			bonus = 1
			uses = 2
			category = military_police_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_ESPIONAGE
	}
}
### Entity: State History
Component: 759
Constructs: limit, add_core_of, has_dlc, remove_core_of
Source: game
File: history/states/759-Kunlun.txt

Code:
state = {
	id = 759
	name = STATE_759
	provinces = {
		1698 2074 4947 5736
	}
	manpower = 70000
	buildings_max_level_factor = 1.0
	state_category = wasteland
	history = {
		owner = SIK
		add_core_of = SIK CHI PRC
		victory_points = {
			2074 1
		}
		buildings = {
			infrastructure = 1
		}
		1936.1.1 = {
			IF = {
				limit = {
					has_dlc = No Compromise, No Surrender
				}
				KHM = {
					transfer_state = PREV
				}
				add_core_of = KHM
			}
		}
		1938.10.25 = {
			IF = {
				limit = {
					has_dlc = No Compromise, No Surrender
				}
				remove_core_of = KHM
			}
			owner = SIK
			controller = SIK
		}
	}
	local_supplies = 0.0
}
### Entity: Character
Component: SIA_absent_monarch_curb_influence_2_r56
Constructs: neutrality_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
SIA_absent_monarch_curb_influence_2_r56 = {
	random = no
	political_power_factor = 0.12
	neutrality_drift = -0.02
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_ideological_propaganda
Constructs: prerequisite, add_ideas, has_country_flag, completion_reward, allow_branch, has_dlc, has_intelligence_agency
Source: game
File: common/national_focus/r56_chile.txt

Code:
focus = {
	id = CHL_ideological_propaganda
	icon = GFX_focus_propaganda_soviet
	prerequisite = {
		focus = CHL_growing_communist_faction
	}
	x = 2
	y = 1
	relative_position_id = CHL_growing_communist_faction
	cost = 5
	ai_will_do = {
		factor = 0
	}
	allow_branch = {
		has_dlc = La Resistance
		NOT = {
			has_country_flag = R56_chile_fascist_scw_given_tag
		}
	}
	available = {
		has_intelligence_agency = yes
	}
	completion_reward = {
		upgrade_intelligence_agency = upgrade_psycho_warfare
		add_ideas = r56_clandestine_propaganda_techniques
	}
	search_filters = {
		FOCUS_FILTER_ESPIONAGE
	}
}
### Entity: Idea
Component: PAL_march_forwards_idea
Constructs: removal_cost
Source: game
File: common/ideas/palestine.txt

Code:
PAL_march_forwards_idea = {
	picture = generic_war_preparation
	allowed = {
		tag = PAL
	}
	available = {

	}
	cancel = {

	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	modifier = {
		terrain_penalty_reduction = 0.1
		org_loss_when_moving = -0.1
	}
}
### Entity: Idea
Component: AFG_communism_banned
Constructs: war_support_factor, has_government, removal_cost, communism_drift
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
AFG_communism_banned = {
	picture = generic_communism_banned
	allowed = {
		original_tag = AFG
	}
	allowed_civil_war = {
		always = no
	}
	cancel = {
		NOT = {
			has_government = fascism
		}
	}
	removal_cost = -1
	modifier = {
		communism_drift = -0.05
		war_support_factor = 0.05
		drift_defence_factor = 0.1
	}
}
### Entity: AI Strategy
Component: EAI_SOV_barbarossa_OFFENSIVE_sector
Constructs: has_country_flag, has_variable, force_concentration_front_factor, is_in_array, force_concentration_target_weight
Source: game
File: common/ai_strategy/SOV_EAI.txt

Code:
EAI_SOV_barbarossa_OFFENSIVE_sector = {
	allowed = {
		tag = SOV
	}
	enable = {
		NOT = {
			has_country_flag = {
				flag = EAI_barbarossa_defensive
				days = < 135
			}
		}
		has_variable = EAI_MILITARY_SECTOR_id
	}
	abort = {
		NOT = {
			AND = {
				NOT = {
					has_country_flag = {
						flag = EAI_barbarossa_defensive
						days = < 135
					}
				}
				has_variable = EAI_MILITARY_SECTOR_id
			}
		}
	}
	ai_strategy = {
		type = force_concentration_front_factor
		ratio = 0.5
		value = 50
		state_trigger = {
			is_in_array = {
				FROM.FROM.EAI_MILITARY_SECTOR_target_states = THIS.id
			}
		}
	} {
		type = force_concentration_target_weight
		value = 50
		state_trigger = {
			is_in_array = {
				FROM.FROM.EAI_MILITARY_SECTOR_target_objectives = THIS.id
			}
		}
	} {
		type = force_concentration_target_weight
		value = -99
		state_trigger = {
			NOT = {
				is_in_array = {
					FROM.FROM.EAI_MILITARY_SECTOR_target_states = THIS.id
				}
			}
		}
	}
}
### Entity: Character
Component: PRU_felipe_tudela
Source: game
File: common/characters/PRU.txt

Code:
PRU_felipe_tudela = {
	advisor = {
		slot = navy_chief
		idea_token = PRU_felipe_tudela
		allowed = {
			original_tag = PRU
		}
		traits = {
			navy_chief_commerce_raiding_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Felipe Tudela
	portraits = {
		army = {
			small = GFX_idea_generic_navy_south_america_3
		}
	}
}
### Entity: Character
Component: TOG_ai2
Source: game
File: common/characters/TOG.txt

Code:
TOG_ai2 = {
	advisor = {
		slot = high_command
		idea_token = TOG_ai2
		ledger = army
		allowed = {
			original_tag = TOG
		}
		traits = {
			army_infantry_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_3
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_food_for_all
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_food_for_all
	icon = GFX_focus_generic_agricultural_subsidies
	prerequisite = {
		focus = PER_price_stabilization PER_abolish_feudalism
	}
	x = 0
	y = 1
	relative_position_id = PER_abolish_feudalism
	cost = 10
	ai_will_do = {
		factor = 2
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = PER_food_for_all_idea
	}
}
### Entity: National Focus
Tree: kal_focus
Component: KAL_equipment_effort
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/kalmykia.txt

Code:
focus = {
	id = KAL_equipment_effort
	text = ABC_equipment_effort
	icon = GFX_focus_generic_manpower
	prerequisite = {
		focus = KAL_establish_a_military_academy
	}
	x = -3
	y = 1
	relative_position_id = KAL_establish_a_military_academy
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		army_experience = 5
		add_tech_bonus = {
			name = infantry_artillery_bonus
			bonus = 1
			uses = 1
			category = infantry_weapons artillery
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Order of Battle
Component: air_wing_79
Source: game
File: history/units/ROM_1939_air_legacy.txt

Code:
air_wings = {
	79 = {
		fighter_equipment_0 = {
			owner = ROM
			creator = POL
			amount = 36
		}
		fighter_equipment_1 = {
			owner = ROM
			creator = ROM
			amount = 36
		} {
			owner = ROM
			creator = GER
			amount = 30
			version_name = He 112
		}
	}
}
### Entity: Scripted Effect
Component: AFG_tudeh_attitude_peace_effect
Constructs: add_to_variable
Source: game
File: common/scripted_effects/r56_AFG_scripted_effects.txt

Code:
AFG_tudeh_attitude_peace_effect = {
	add_to_variable = {
		AFG.AFG_tudeh_attitude = -1
	}
	clamp_variable = {
		var = AFG.AFG_tudeh_attitude
		min = 0
		max = 3
	}
}
### Entity: Idea
Component: BUL_kaproni_bulgarski
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_kaproni_bulgarski = {
	picture = bul_kaproni_bulgarski
	allowed = {
		original_tag = BUL
		has_dlc = Battle for the Bosporus
	}
	visible = {
		NOT = {
			has_completed_focus = BUL_prussia_of_the_balkans
		}
	}
	available = {
		has_completed_focus = BUL_kaproni_bulgarski
	}
	research_bonus = {
		air_equipment = 0.1
	}
	traits = {
		CAS_manufacturer
	}
	modifier = {
		custom_modifier_tooltip = BUL_national_military_designer_upgrade_tt
	}
}
### Entity: Event
Component: lithuania.95
Constructs: is_triggered_only, ai_chance, add_political_power, add_command_power, add_timed_idea, declare_war_on, annex_everything
Source: game
File: events/r56_lithuania.txt

Code:
country_event = {
	id = lithuania.95
	title = lithuania.95.t
	desc = lithuania.95.d
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	option = {
		name = lithuania.95.a
		ai_chance = {
			base = 90
		}
		add_command_power = -30
		add_timed_idea = {
			idea = LIT_preparing_for_a_polish_counterattack
			days = 30
		}
	} {
		name = lithuania.95.b
		ai_chance = {
			base = 10
		}
		add_political_power = -30
		declare_war_on = {
			target = POL
			type = annex_everything
		}
	}
}
### Entity: Effect Reference
Construct: unlock_mio_policy_tooltip
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## unlock_mio_policy_tooltip

* Supported Scopes: any
* Supported Targets: none

```
Display a tooltip saying the MIO policy is made available (aka unlocked).
ex:
unlock_mio_policy_tooltip = my_policy_token
unlock_mio_policy_tooltip = {
	policy = my_policy_token
	show_modifiers = no # show bonuses in tooltip - optional, default = yes
}

```
### Entity: National Focus
Tree: nzl_focus
Component: NZL_big_bob_tank
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, add_breakthrough_progress, has_dlc, add_tech_bonus
Source: game
File: common/national_focus/new_zealand.txt

Code:
focus = {
	id = NZL_big_bob_tank
	icon = GFX_goal_generic_build_tank
	prerequisite = {
		focus = NZL_artillery_focus
	}
	x = 1
	y = 4
	relative_position_id = NZL_army_reforms
	cost = 10
	ai_will_do = {
		factor = 25
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_breakthrough_progress = {
			specialization = specialization_land
			value = 0.25
		}
		if = {
			limit = {
				NOT = {
					has_dlc = No Step Back
				}
			}
			add_tech_bonus = {
				name = NZL_big_bob_tank
				ahead_reduction = 2
				bonus = 1.0
				uses = 1
				technology = super_heavy_tank
			}
		}
		else = {
			add_tech_bonus = {
				name = NZL_big_bob_tank
				ahead_reduction = 2
				bonus = 1.0
				uses = 1
				technology = super_heavy_tank_chassis
			}
		}
	}
}
### Entity: Event
Component: AUS_political_events.108
Constructs: is_triggered_only, ai_chance, limit, add_opinion_modifier, is_subject, set_country_flag, add_ai_strategy
Source: game
File: events/WUW_Austria.txt

Code:
country_event = {
	id = AUS_political_events.108
	title = AUS_political_events.108.t
	desc = AUS_political_events.108.desc
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	option = {
		name = AUS_political_events.108.a
		ai_chance = {
			base = 10
		}
		add_opinion_modifier = {
			target = FROM
			modifier = medium_decrease
		}
		IF = {
			limit = {
				is_subject = yes
			}
			OVERLORD = {
				set_country_flag = AUS_held_military_exercises_on_border_flag
			}
		}
		ELSE = {
			set_country_flag = AUS_held_military_exercises_on_border_flag
		}
		add_ai_strategy = {
			type = prepare_for_war
			id = FROM
			value = 25
		}
	}
}
### Entity: Order of Battle
Component: air_wing_629
Source: game
File: history/units/USA_1939_air_legacy.txt

Code:
air_wings = {
	629 = {
		fighter_equipment_1 = {
			owner = USA
			amount = 72
		}
		tac_bomber_equipment_0 = {
			owner = USA
			amount = 36
		}
		CAS_equipment_1 = {
			owner = USA
			amount = 21
		}
		nav_bomber_equipment_1 = {
			owner = USA
			amount = 36
		}
	}
}
### Entity: Character
Component: ISR_inexperienced_politician
Source: game
File: common/country_leader/r56_traits.txt

Code:
ISR_inexperienced_politician = {
	random = no
	political_power_factor = -0.05
}
### Entity: Modifier Reference
Component: JAP_kantai_kessen_dm
Constructs: remove_trigger, has_idea
Source: game
File: common/dynamic_modifiers/SEA_dynamic_modifiers.txt

Code:
JAP_kantai_kessen_dm = {
	icon = GFX_idea_generic_navy_cruiser_warfare
	enable = {
		always = yes
	}
	remove_trigger = {
		ROOT = {
			NOT = {
				has_idea = JAP_kantai_kessen_1
			} {
				has_idea = JAP_kantai_kessen_2
			} {
				has_idea = JAP_kantai_kessen_3
			}
		}
	}
	custom_modifier_tooltip = JAP_kantai_kessen_dm_tt
}
### Entity: Idea
Component: CIN_mountain_warriors
Source: game
File: common/ideas/tykn_generic.txt

Code:
CIN_mountain_warriors = {
	allowed = {
		original_tag = CIN
	}
	allowed_civil_war = {
		always = yes
	}
	picture = MEX_politicised_army_2
	modifier = {
		army_infantry_defence_factor = 0.05
		terrain_penalty_reduction = 0.15
	}
}
### Entity: AI Strategy
Component: BEL_historical_plan
Constructs: has_country_flag, has_dlc, is_historical_focus_on, has_game_rule
Source: game
File: common/ai_strategy_plans/BEL_historical_strategy_plan.txt

Code:
BEL_historical_plan = {
	name = Belgium Historical Plan
	desc = Historical behavior for Belgium
	allowed = {
		original_tag = BEL
		has_dlc = Gotterdammerung
	}
	enable = {
		OR = {
			AND = {
				is_historical_focus_on = yes
				has_game_rule = {
					rule = BEL_AI_BEHAVIOR
					option = DEFAULT
				}
			}
			has_country_flag = BEL_AI_RANDOM_HISTORICAL
			has_game_rule = {
				rule = BEL_ai_behavior
				option = HISTORICAL
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		BEL_government_resigns BEL_monetary_reconstruction BEL_rebuild_wallonian_industry BEL_gold_reserves BEL_perpetual_neutrality BEL_independent_neutral_and_loyal BEL_investigate_bribery_charges CONGO_congo_investments CONGO_societe_generale_de_belgique BEL_royal_intervention BEL_defense_bill BEL_social_partners BEL_plan_de_man BEL_repudiate_treaty_with_france BEL_revive_coal_mining BEL_economic_recovery BEL_cockerill BEL_increased_length_of_service BEL_fn_herstal BEL_dyle_plan BEL_adriaan_martens_crisis BEL_minerva_imperia BEL_defensive_neutrality BEL_national_redoubt_at_antwerp BEL_fortify_liege BEL_eben_emael_fortress BEL_belgian_gates BEL_iron_wall BEL_koningshooikt_wavre_line CONGO_force_publique BEL_unfit_to_reign BEL_secretaries_general BEL_government_in_exile CONGO_requisition_funds CONGO_gold_and_diamonds BEL_legacy_of_the_great_war
	}
	focus_factors = {

	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Event
Component: mtg_netherlands.1
Constructs: is_triggered_only, random_days, add_state_claim, set_global_flag, is_in_faction_with
Source: game
File: events/MTG_Netherlands.txt

Code:
country_event = {
	id = mtg_netherlands.1
	title = mtg_netherlands.1.t
	desc = mtg_netherlands.1.d
	picture = GFX_report_event_generic_sign_treaty3
	is_triggered_only = yes
	option = {
		name = mtg_netherlands.1.a
		effect_tooltip = {
			VEN = {
				transfer_state = 695
			}
		}
		VEN = {
			country_event = {
				id = mtg_netherlands.2
				days = 1
				random_days = 3
			}
		}
	} {
		name = mtg_netherlands.1.b
		effect_tooltip = {
			VEN = {
				add_state_claim = 695
			}
		}
		VEN = {
			country_event = {
				id = mtg_netherlands.3
				days = 1
				random_days = 3
			}
		}
		set_global_flag = ven_claims_abc_islands
	} {
		trigger = {
			AND = {
				is_in_faction_with = ENG
				NOT = {
					is_in_faction_with = USA
				}
			}
		}
		name = mtg_netherlands.1.c
		effect_tooltip = {
			ENG = {
				transfer_state = 695
			}
		}
		ENG = {
			country_event = {
				id = mtg_netherlands.4
				days = 1
				random_days = 3
			}
		}
	} {
		trigger = {
			is_in_faction_with = USA
		}
		name = mtg_netherlands.1.e
		effect_tooltip = {
			USA = {
				transfer_state = 695
			}
		}
		USA = {
			country_event = {
				id = mtg_netherlands.4
				days = 1
				random_days = 3
			}
		}
	}
}
### Entity: Idea
Component: EAI_desperate_defense_19
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_desperate_defense_19 = {
	picture = air_war_plans_division_focus
	allowed = {
		always = no
	}
	modifier = {
		training_time_army_factor = -0.79
		industrial_capacity_dockyard = 0.95
		production_factory_efficiency_gain_factor = 1.9
	}
}
### Entity: Unit Template
Component: CHL_DD_HISTORICAL
Source: game
File: common/units/names_ships/CHL_ship_names.txt

Code:
CHL_DD_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_DESTROYERS
	for_countries = {
		CHL
	}
	type = ship
	ship_types = {
		ship_hull_light destroyer
	}
	prefix = BACH 
	fallback_name = Destructor %d
	unique = {
		Almirante Lynch Almirante Condell Aldea Hyatt Orella Requelme Videla Almirante Riveros Almirante Williams Blanco Encalada Cochrane Ministro Zenteno Ministro Portales Potrillo Perla Pueyrredón Águila Araucano Fortunata María Rambler Magdalena Chacabuco Dolores Begoña Intrépido Jerezana Independencia Esmeralda Hércules Ave María Voltaire Constituyente Joven Daniel Socabaya Gipsy Orión Señorense Abtao Thalaba Itata Amazonas Rucumilla Domingo Santa María Mapocho Bío Bío Yañez Serrano Orella Muñoz Gamero Yelcho Iquique Errázuriz Caupolicán Uribe Capitán Prat
	}
}
### Entity: Event
Component: prc.40
Constructs: is_triggered_only, add_opinion_modifier, add_political_power, remove_from_faction, add_ai_strategy
Source: game
File: events/r56_prc.txt

Code:
country_event = {
	id = prc.40
	title = prc.40.t
	desc = prc.40.d
	picture = GFX_report_event_chinese_soldiers_fighting
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			remove_from_faction = SIK
			add_ai_strategy = {
				id = SIK
				type = alliance
				value = -1000
			}
			SIK = {
				add_ai_strategy = {
					id = SOV
					type = alliance
					value = -1000
				}
			}
		}
	}
	option = {
		name = prc.40.a
		effect_tooltip = {
			remove_from_faction = SIK
		}
		add_political_power = -10
		add_opinion_modifier = {
			modifier = sik_no_coop
			target = SIK
		}
		SIK = {
			add_opinion_modifier = {
				modifier = sik_no_coop
				target = SOV
			}
		}
		PRC = {
			country_event = {
				id = prc.43
			}
		}
	}
}
### Entity: National Focus
Tree: cub_focus
Component: CUB_military_coup
Constructs: prerequisite, add_stability, completion_reward, is_historical_focus_on, swap_ideas, remove_idea, add_idea, set_politics
Source: game
File: common/national_focus/Cuba.txt

Code:
focus = {
	id = CUB_military_coup
	icon = GFX_goal_CUB_batista_military_coup
	cost = 10
	prerequisite = {
		focus = CUB_victory_for_gomez
	}
	mutually_exclusive = {
		focus = CUB_the_nine_cent_law
	}
	relative_position_id = CUB_victory_for_gomez
	x = 6
	y = 1
	ai_will_do = {
		factor = 1
		modifier = {
			is_historical_focus_on = yes
			factor = 0
		}
	}
	completion_reward = {
		add_stability = -0.2
		swap_ideas = {
			remove_idea = CUB_batistas_influence
			add_idea = CUB_democratic_opposition
		}
		set_politics = {
			ruling_party = neutrality
			elections_allowed = no
		}
		add_popularity = {
			ideology = neutrality
			popularity = 0.3
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_support_schleswigian_farmers
Constructs: prerequisite, limit, completion_reward, is_fully_controlled_by, add_to_variable, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_support_schleswigian_farmers
	icon = GFX_focus_DEN_schleswigian_farmers
	prerequisite = {
		focus = DEN_agricultural_subsidies
	}
	mutually_exclusive = {

	}
	relative_position_id = DEN_kanslergadeforliget
	x = -3
	y = 3
	cost = 10
	bypass = {

	}
	available = {
		912 = {
			is_fully_controlled_by = ROOT
		}
	}
	ai_will_do = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		add_to_variable = {
			DEN_economic_crisis_neutrality_drift = -0.02
		}
		custom_effect_tooltip = DEN_schleswigian_farmers_modifier_tt
		swap_ideas = {
			remove_idea = DEN_danish_produce_ns
			add_idea = DEN_danish_produce_improved
		}
		if = {
			limit = {
				912 = {
					is_fully_controlled_by = ROOT
				}
			}
			912 = {
				add_extra_state_shared_building_slots = 2
				add_dynamic_modifier = {
					modifier = DEN_development_projects_mainland_state_modifier
				}
			}
		}
		else = {
			random_controlled_state = {
				prioritize = {
					99 911 37
				}
				add_extra_state_shared_building_slots = 1
			}
		}
	}
}
### Entity: Character
Component: GER_wolfram_von_richthofen
Source: game
File: common/characters/GER.txt

Code:
GER_wolfram_von_richthofen = {
	name = GER_wolfram_von_richthofen
	portraits = {
		army = {
			small = GFX_idea_wolfram_von_richthofen
		}
	}
	advisor = {
		cost = 150
		slot = theorist
		idea_token = wolfram_von_richthofen
		ledger = air
		allowed = {
			original_tag = GER
		}
		traits = {
			close_air_support_proponent
		}
	}
}
### Entity: Character
Component: INC_inca_council
Source: game
File: common/characters/INC.txt

Code:
INC_inca_council = {
	name = INC_inca_council
	portraits = {
		civilian = {
			large = GFX_portrait_INC_council
		}
	}
	country_leader = {
		ideology = despotism
		traits = {
			non_aligned_council_trait
		}
		expire = 1980.1.1.1
		id = -1
	} {
		ideology = conservatism
		traits = {
			democratic_council_trait
		}
		expire = 1980.1.1.1
		id = -1
	} {
		ideology = marxism
		traits = {
			communist_council_trait
		}
		expire = 1980.1.1.1
		id = -1
	} {
		ideology = falangism
		traits = {
			fascist_council_trait
		}
		expire = 1980.1.1.1
		id = -1
	}
}
### Entity: Military Industrial Organization
Component: CHL_willys_famae_corvo_organization
Constructs: has_dlc
Source: game
File: common/military_industrial_organization/organizations/CHL_organization.txt

Code:
CHL_willys_famae_corvo_organization = {
	include = generic_motorized_mechanized_organization
	icon = GFX_idea_CHL_corvo
	allowed = {
		has_dlc = Trial of Allegiance
		tag = CHL
	}
}
### Entity: Event
Component: denmark_expansion_event.402
Constructs: is_triggered_only, limit, remove_ideas, add_war_support, add_political_power, add_to_faction, has_idea
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_expansion_event.402
	title = denmark_expansion_event.501.t
	desc = denmark_expansion_event.501.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = denmark_resistance_event.2.a
		add_political_power = 25
		add_war_support = 0.05
		FROM = {
			add_to_faction = ROOT
		}
		if = {
			limit = {
				has_idea = DEN_declaration_of_neutrality
			}
			remove_ideas = DEN_declaration_of_neutrality
		}
	}
}
### Entity: Event
Component: hon.45
Constructs: is_triggered_only, add_opinion_modifier, add_claim_by
Source: game
File: events/honduras.txt

Code:
country_event = {
	id = hon.45
	title = hon.45.t
	desc = hon.45.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = hon.45.a
		add_opinion_modifier = {
			target = USA
			modifier = rejected_demands
		}
		686 = {
			add_claim_by = ROOT
		}
		972 = {
			add_claim_by = ROOT
		}
	}
}
### Entity: Country History
Country: MEK
Component: MEK_characters
Constructs: recruit_character
Source: game
File: history/countries/MEK - Mecklenburg.txt

Code:
# Leaders & Characters for MEK
recruit_character = MEK_christian_louis