Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: raj_focus
Component: RAJ_army_motorization
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/india.txt

Code:
focus = {
	id = RAJ_army_motorization
	icon = GFX_goal_generic_army_motorized
	prerequisite = {
		focus = RAJ_the_bangalore_torpedo RAJ_vickers_berthier_gun
	}
	x = 2
	y = 1
	relative_position_id = RAJ_the_bangalore_torpedo
	cost = 10
	ai_will_do = {
		factor = 30
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = RAJ_army_motorization
			bonus = 1.0
			uses = 1
			category = motorized_equipment
		}
	}
}
### Entity: Shared Focus
Tree: spr_focus
Component: SPR_common_front_against_nazism
Constructs: shared_focus, prerequisite, has_government, has_war_with, completion_reward, is_historical_focus_on, is_in_faction, is_puppet
Source: game
File: common/national_focus/r56_political_spain_nationalist_shared.txt

Code:
shared_focus = {
	id = SPR_common_front_against_nazism
	icon = GFX_goal_generic_major_alliance
	cost = 10.0
	prerequisite = {
		focus = SPR_sindicato_vertical
	}
	ai_will_do = {
		factor = 15
		modifier = {
			factor = 0
			is_historical_focus_on = yes
		}
	}
	available = {
		is_in_faction = no
		is_puppet = no
		ENG = {
			has_government = democratic
			has_war_with = GER
			is_faction_leader = yes
			NOT = {
				has_war_with = ROOT
			}
		}
		OR = {
			AND = {
				ITA = {
					has_government = fascism
					is_in_faction_with = GER
				}
			}
			ITA = {
				NOT = {
					has_government = fascism
				}
			} {
				exists = no
			}
		}
	}
	bypass = {
		is_in_faction_with = ENG
	}
	mutually_exclusive = {
		focus = SPR_francoist_neutrality SPR_join_the_axis SPR_join_italy SPR_una_grande_y_libre
	}
	completion_reward = {
		ENG = {
			country_event = generic.2
		}
	}
	relative_position_id = SPR_sindicato_vertical
	x = -4
	y = 1
}
### Entity: Modifier Reference
Construct: naval_attrition
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## naval_attrition

* Number with 2 decimal places
* **Categories**: naval
### Entity: Event
Component: mtg_usa_civil_war_fascists.11
Constructs: is_triggered_only, add_timed_idea, random_days, add_to_variable
Source: game
File: events/MTG_USA.txt

Code:
country_event = {
	id = mtg_usa_civil_war_fascists.11
	title = mtg_usa_civil_war_fascists.11.t
	desc = mtg_usa_civil_war_fascists.11.desc
	picture = GFX_report_event_communist_leader
	is_triggered_only = yes
	option = {
		name = mtg_usa_civil_war_fascists.11.a
		add_timed_idea = {
			idea = USA_state_funds_refused
			days = 30
		}
		hidden_effect = {
			country_event = {
				id = mtg_usa_civil_war_fascists.3
				days = 15
				random_days = 5
			}
		}
		add_to_variable = {
			var = usa_fascists_funds
			value = 1
		}
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_COMBINED_operations_region_105
Constructs: check_variable, is_in_array
Source: game
File: common/ai_strategy/EAI_MILITARY_strategies.txt

Code:
EAI_MILITARY_COMBINED_operations_region_105 = {
	enable = {
		check_variable = {
			EAI_MILITARY_COMBINED_regions^num = > 0
		}
		is_in_array = {
			EAI_MILITARY_COMBINED_regions = 105
		}
	}
	abort_when_not_enabled = yes yes
	ai_strategy = {
		type = strike_force_home_base
		id = 105
		value = 10000
	} {
		type = naval_avoid_region
		id = 105
		value = -200
	} {
		type = strategic_air_importance
		id = 105
		value = 25000
	}
}
### Entity: Idea
Component: CZE_czecho_slovak_social_democracy1_idea
Constructs: stability_factor, political_power_gain, removal_cost
Source: game
File: common/ideas/r56_czechoslovakia.txt

Code:
CZE_czecho_slovak_social_democracy1_idea = {
	picture = SPR_torchbearers_of_tomorrow
	allowed = {
		tag = CZE
	}
	available = {

	}
	cancel = {

	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	modifier = {
		drift_defence_factor = 0.1
		stability_factor = 0.1
		political_power_gain = 0.05
		army_core_defence_factor = 0.05
		production_speed_industrial_complex_factor = 0.05
	}
}
### Entity: Event
Component: r56_japan.2
Constructs: ai_chance, has_completed_focus, limit, has_country_flag, is_in_faction_with, is_subject, set_country_flag, add_to_tech_sharing_group
Source: game
File: events/r56_japan.txt

Code:
country_event = {
	id = r56_japan.2
	title = r56_japan.2.t
	desc = r56_japan.2.desc
	picture = GFX_report_event_japanese_transport_soldiers
	mean_time_to_happen = {
		days = 15
	}
	trigger = {
		is_in_faction_with = JAP
		JAP = {
			has_completed_focus = JAP_seek_alliances
			is_subject = no
		}
		NOT = {
			has_country_flag = joined_japan_technological_exchange
		}
	}
	option = {
		name = r56_japan.2.a
		ai_chance = {
			base = 1
		}
		set_country_flag = joined_japan_technological_exchange
		add_to_tech_sharing_group = JAP_technological_exchange
		if = {
			limit = {
				JAP = {
					NOT = {
						is_in_tech_sharing_group = JAP_technological_exchange
					}
				}
			}
			JAP = {
				add_to_tech_sharing_group = JAP_technological_exchange
			}
		}
	}
}
### Entity: Decision
Component: POL_Front_Morges_Diplomatic_Agenda
Constructs: has_completed_focus, has_war, add_ideas, has_government, add_stability, fire_only_once, has_idea, is_subject
Source: game
File: common/decisions/r56_POL_decisions.txt

Code:
POL_Front_Morges_Diplomatic_Agenda = {
	POL_Hire_Wojciech_Korfanty = {
		allowed = {
			tag = POL
		}
		icon = generic_political_discourse
		available = {
			has_completed_focus = POL_The_Front_Morges
			NOT = {
				has_idea = POL_Wojciech_Korfanty
			}
		}
		cost = 50
		fire_only_once = no
		visible = {
			NOT = {
				has_idea = POL_Wojciech_Korfanty
			}
			has_completed_focus = POL_The_Front_Morges
			has_government = neutrality
			is_subject = no
			has_capitulated = no
		}
		complete_effect = {
			add_ideas = POL_Wojciech_Korfanty
		}
		ai_will_do = {
			factor = 0
		}
	}
	POL_Offer_Czechoslovakia_Protection = {
		icon = oppression
		allowed = {
			original_tag = POL
		}
		available = {
			GER = {
				has_army_manpower = {
					size = > 749999
				}
				has_completed_focus = GER_demand_sudetenland
				NOT = {
					has_completed_focus = GER_fate_of_czechoslovakia
				}
			}
			69 = {
				NOT = {
					is_owned_by = CZE
				}
			}
			1078 = {
				NOT = {
					is_owned_by = CZE
				}
			}
			74 = {
				NOT = {
					is_owned_by = CZE
				}
			}
			POL = {
				has_war = no
				NOT = {
					has_non_aggression_pact_with = GER
				}
				has_government = democratic
				has_army_manpower = {
					size = > 599999
				}
				hidden_trigger = {
					is_subject = no
					has_capitulated = no
				}
			}
			CZE = {
				hidden_trigger = {
					exists = yes
					has_capitulated = no
					is_subject = no
					is_in_faction = no
				}
				has_war = no
				num_of_factories = < 50
				has_government = democratic
				is_owner_neighbor_of = POL
			}
			OR = {
				NOT = {
					is_in_faction_with = HUN
				}
				HUN = {
					has_government = democratic
				}
			}
		}
		cost = 25
		fire_only_once = yes
		visible = {
			GER = {
				NOT = {
					has_completed_focus = GER_fate_of_czechoslovakia
				}
			}
			has_government = democratic
			is_subject = no
			has_capitulated = no
			has_completed_focus = POL_The_Front_Morges
			CZE = {
				is_in_faction = no
				has_capitulated = no
				exists = yes
				is_subject = no
				has_government = democratic
				num_of_factories = < 50
			}
			date = < 1941.01.01
		}
		complete_effect = {
			CZE = {
				country_event = poland.209
			}
			custom_effect_tooltip = if_they_accept_tt
			effect_tooltip = {
				POL = {
					set_autonomy = {
						target = CZE
						autonomous_state = autonomy_dominion
						freedom_level = 0.95
					}
				}
				CZE = 
# ... (truncated)
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Template%3ATemplate_doc_page_viewed_directly.html

Doc:
This is the documentation page for Template:Template doc page viewed directly. When it is viewed directly, links using variables may appear broken; do not replace these with hardcoded page names or URLs.

[view] [edit] Template documentation
### Entity: Idea
Component: EAI_DD_18/medium_plane_fighter_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_18/medium_plane_fighter_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_plane_fighter_airframe = {
			build_cost_ic = -0.18
			instant = yes
		}
	}
}
### Entity: AI Strategy
Component: CHI_dont_join_ENG_if_not_democratic
Constructs: has_government
Source: game
File: common/ai_strategy/CHI.txt

Code:
CHI_dont_join_ENG_if_not_democratic = {
	allowed = {
		WTT_is_chinese_country = yes
	}
	enable = {
		WTT_is_chinese_country = yes
		NOT = {
			has_government = democratic
		}
		ENG = {
			has_government = democratic
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = alliance
		id = ENG
		value = -250
	}
}
### Entity: Scripted Effect
Component: restore_ideology_popularities
Constructs: set_popularities, clear_variable
Source: game
File: common/scripted_effects/00_scripted_effects.txt

Code:
restore_ideology_popularities = {
	hidden_effect = {
		set_popularities = {
			communism = ROOT.communist_support_before_change
			democratic = ROOT.democratic_support_before_change
			fascism = ROOT.fascist_support_before_change
			neutrality = ROOT.neutrality_support_before_change
		}
		clear_variable = ROOT.communist_support_before_change ROOT.democratic_support_before_change ROOT.fascist_support_before_change ROOT.neutrality_support_before_change
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_commander_sudirman
Constructs: prerequisite, completion_reward, add_skill_level, add_to_variable
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_commander_sudirman
	icon = GFX_focus_INS_commander_sudirman
	available = {

	}
	prerequisite = {
		focus = INS_the_peoples_security_army
	}
	mutually_exclusive = {
		focus = INS_commander_oerip
	}
	x = -2
	y = 1
	relative_position_id = INS_the_peoples_security_army
	cost = 10
	ai_will_do = {
		base = 1
		modifier = {
			add = 3
			date = > 1943.1.1
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_CHARACTER FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		custom_effect_tooltip = INS_commander_sudirman_tt INS_tkr_tt
		INS_sudirman = {
			promote_leader = yes
			add_skill_level = 1
		}
		add_to_variable = {
			var = INS_peoples_security_army_training_time_factor
			value = -0.15
			tooltip = training_time_factor_tt
		} {
			var = INS_peoples_security_army_speed_factor
			value = 0.075
			tooltip = army_speed_factor_tt
		}
	}
}
### Entity: Character
Component: minister_of_peasants
Constructs: research_speed_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
minister_of_peasants = {
	random = no
	sprite = 13
	research_speed_factor = 0.02
	political_power_factor = 0.05
	global_building_slots_factor = 0.1
}
### Entity: Scripted Trigger
Component: HUN_is_on_historical_plan_trigger
Constructs: has_country_flag, has_dlc, is_historical_focus_on, has_game_rule
Source: game
File: common/scripted_triggers/00_scripted_triggers.txt

Code:
HUN_is_on_historical_plan_trigger = {
	has_dlc = Death or Dishonor
	OR = {
		AND = {
			is_historical_focus_on = yes
			has_game_rule = {
				rule = HUN_ai_behavior
				option = DEFAULT
			}
		}
		has_country_flag = HUN_AI_RANDOM_FASCIST_HISTORICAL
		has_game_rule = {
			rule = HUN_ai_behavior
			option = FASCIST_HISTORICAL
		}
	}
}
### Entity: Idea
Component: r_very_low_budget
Constructs: research_speed_factor, political_power_gain, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/t_modern_research.txt

Code:
r_very_low_budget = {
	cost = 10
	removal_cost = -1
	level = 1
	picture = r_very_low
	modifier = {
		political_power_gain = 0.4
		research_speed_factor = -0.1
		production_speed_buildings_factor = -0.05
		army_org_factor = -0.05
		experience_gain_factor = -0.1
		training_time_factor = 0.1
	}
}
### Entity: National Focus
Tree: efr_focus
Component: EFR_chantiers_de_la_jeunesse
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_vichy_france.txt

Code:
focus = {
	id = EFR_chantiers_de_la_jeunesse
	icon = GFX_FRA_VIC_goal_chantiers_de_la_jeunesse
	prerequisite = {
		focus = EFR_armistice_army
	}
	relative_position_id = EFR_armistice_army
	x = 0
	y = 1
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = idea_EFR_chantiers_de_la_jeunesse
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_experiment_with_heavy_industries_r56
Constructs: has_completed_focus, prerequisite, limit, add_stability, completion_reward, has_focus_autohide_rule_trigger_r56, allow_branch, has_tech
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_experiment_with_heavy_industries_r56
	icon = GFX_focus_generic_military_industry
	cost = 10
	x = -3
	y = 1
	relative_position_id = SIA_begin_the_national_industrial_plan_r56
	mutually_exclusive = {
		focus = SIA_widen_the_central_industrial_region_r56
	}
	prerequisite = {
		focus = SIA_begin_the_national_industrial_plan_r56
	}
	ai_will_do = {
		base = 2
	}
	offset = {
		x = 2
		trigger = {
			has_completed_focus = SIA_experiment_with_heavy_industries_r56
			has_focus_autohide_rule_trigger_r56 = yes
		}
	}
	allow_branch = {
		if = {
			limit = {
				has_focus_autohide_rule_trigger_r56 = yes
			}
			NOT = {
				has_completed_focus = SIA_widen_the_central_industrial_region_r56
			}
		}
	}
	available = {
		has_tech = construction4
		1134 = {
			is_controlled_by_ROOT_or_ally = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESOURCES
	}
	completion_reward = {
		mark_focus_tree_layout_dirty_r56 = yes
		add_stability = -0.04
		1134 = {
			add_extra_state_shared_building_slots = 4
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			} {
				type = steel_mill
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Idea
Component: r56_CAN_great_depression_01
Constructs: stability_factor, war_support_factor, industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/r56_canada.txt

Code:
r56_CAN_great_depression_01 = {
	name = r56_CAN_great_depression_01
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = great_depression
	modifier = {
		consumer_goods_factor = 0.45
		industrial_capacity_factory = -0.2
		industrial_capacity_dockyard = -0.2
		war_support_factor = -0.15
		stability_factor = -0.15
	}
}
### Entity: Shared Focus
Tree: kmt_focus
Component: KMT_consolidate_control_over_industry
Constructs: shared_focus, prerequisite, limit, remove_ideas, has_government, completion_reward, has_idea, swap_ideas
Source: game
File: common/national_focus/the_national_catastrophe_shared.txt

Code:
shared_focus = {
	id = KMT_consolidate_control_over_industry
	icon = GFX_focus_SOV_the_comecon
	prerequisite = {
		focus = KMT_chinese_five_year_plan
	}
	available = {
		has_government = communism
	}
	x = 0
	y = 1
	cost = 5
	ai_will_do = {
		factor = 2.1
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	relative_position_id = KMT_chinese_five_year_plan
	completion_reward = {
		IF = {
			limit = {
				has_idea = KMT_capitalist_opposition
			}
			swap_ideas = {
				remove_idea = KMT_capitalist_opposition
				add_idea = KMT_capitalist_opposition2
			}
		}
		else = {
			remove_ideas = KMT_capitalist_opposition2
		}
	}
}
### Entity: Idea
Component: EAI_DD_16/medium_tank_flame_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_16/medium_tank_flame_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_flame_chassis = {
			build_cost_ic = -0.4
			instant = yes
		}
	}
}
### Entity: Idea
Component: EAI_DD_12/rocket_artillery_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_12/rocket_artillery_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		rocket_artillery_equipment = {
			build_cost_ic = -0.3
			instant = yes
		}
	}
}
### Entity: Idea
Component: BALTIC_economic_union_2
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/baltic_shared.txt

Code:
BALTIC_economic_union_2 = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_goods_red_bonus
	modifier = {
		industrial_capacity_factory = 0.1
		consumer_goods_factor = -0.15
	}
}
### Entity: AI Strategy
Component: EAI_DIPLO_expeditionaries_to_E01
Constructs: check_variable, send_expeditionary_force
Source: game
File: common/ai_strategy/EAI_COUNTRY_diplomacy_volunteer_strategies.txt

Code:
EAI_DIPLO_expeditionaries_to_E01 = {
	enable = {
		NOT = {
			check_variable = {
				EAI_expeditionary_targets^1 = 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = diplo_action_desire
		id = E01
		target = send_expeditionary_force
		value = 10000
	}
}
### Entity: Character
Component: SIA_ananda_industry_3
Constructs: production_speed_buildings_factor
Source: game
File: common/country_leader/taog_traits.txt

Code:
SIA_ananda_industry_3 = {
	random = no
	sprite = 13
	production_speed_buildings_factor = 0.15
	production_factory_max_efficiency_factor = 0.1
}
### Entity: Scripted Trigger
Component: EAI_FTR_aircraft_production
Constructs: has_tech
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_air_triggers.txt

Code:
EAI_FTR_aircraft_production = {
	OR = {
		has_tech = basic_small_airframe fighter1
	}
	EAI_FTR_tech_focus = yes
}
### Entity: National Focus
Tree: vnz_focus
Component: VNZ_why_we_fight
Constructs: prerequisite, limit, add_ideas, completion_reward, has_defensive_war, has_idea, set_rule
Source: game
File: common/national_focus/venice.txt

Code:
focus = {
	id = VNZ_why_we_fight
	text = why_we_fight
	icon = GFX_goal_generic_propaganda
	prerequisite = {
		focus = VNZ_Anti_Invasion VNZ_Military_Build VNZ_Brigades
	}
	available = {
		OR = {
			threat = > 0.5
			has_defensive_war = yes
		}
	}
	continue_if_invalid = yes
	x = 1
	y = 2
	relative_position_id = VNZ_Military_Build
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = GEN_why_we_fight_I
		custom_effect_tooltip = why_we_fight_effect
		hidden_effect = {
			if = {
				limit = {
					NOT = {
						has_idea = neutrality_idea
					}
				}
				set_rule = {
					can_create_factions = yes
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Decision
Component: prospect_for_resources
Constructs: has_completed_focus, has_country_flag, fire_only_once, has_tech, is_owned_and_controlled_by, has_political_power, has_resources_in_country, remove_effect
Source: game
File: common/decisions/ARG.txt

Code:
prospect_for_resources = {
	ARG_exploit_la_vaca_muerta = {
		icon = oil
		allowed = {

		}
		highlight_states = {
			highlight_state_targets = {
				state = 512
			}
		}
		available = {
			has_tech = excavation3
			num_of_civilian_factories_available_for_projects = > 4
			512 = {
				is_owned_and_controlled_by = ROOT
			}
			511 = {
				is_owned_and_controlled_by = ROOT
			}
			958 = {
				is_owned_and_controlled_by = ROOT
			}
			has_completed_focus = ARG_yacimientos_petroliferos_fiscales
		}
		visible = {
			512 = {
				is_owned_and_controlled_by = ROOT
			}
			511 = {
				is_owned_and_controlled_by = ROOT
			}
			958 = {
				is_owned_and_controlled_by = ROOT
			}
			NOT = {
				has_country_flag = drill_for_oil_in_vaca_muerta_done
			}
			original_tag = ARG
			has_completed_focus = ARG_yacimientos_petroliferos_fiscales
		}
		fire_only_once = yes
		cost = 50
		days_remove = 60
		modifier = {
			civilian_factory_use = 5
		}
		ai_will_do = {
			base = 10
			modifier = {
				factor = 0.5
				has_political_power = < 75
			} {
				factor = 3
				has_political_power = > 200
			} {
				factor = 5
				has_resources_in_country = {
					resource = oil
					amount = < 1
				}
			}
		}
		remove_effect = {
			set_country_flag = drill_for_oil_in_vaca_muerta_done
			512 = {
				add_resource = {
					type = oil
					amount = 10
				}
			}
			511 = {
				add_resource = {
					type = oil
					amount = 3
				}
			}
			958 = {
				add_resource = {
					type = oil
					amount = 2
				}
			}
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_radar_tech_focus_2
Source: game
File: common/scripted_triggers/EAI_focuses_industry_triggers.txt

Code:
EAI_radar_tech_focus_2 = {
	OR = {
		original_tag = ENG
	}
}
### Entity: Event
Component: austria.117
Constructs: is_triggered_only, add_stability, add_popularity, set_autonomy, declare_war_on, annex_everything
Source: game
File: events/Austria.txt

Code:
country_event = {
	id = austria.117
	title = austria.117.t
	desc = austria.117.d
	picture = GFX_report_event_czech_soldiers_01
	is_triggered_only = yes
	option = {
		name = austria.117.a
	} {
		name = austria.117.b
		add_popularity = {
			ideology = AUS
			popularity = -0.1
		}
		add_stability = -0.05
		set_autonomy = {
			target = FROM
			autonomy_state = autonomy_free
			end_civil_wars = no
			end_wars = no
		}
		FROM = {
			leave_faction = yes
		}
		declare_war_on = {
			target = FROM
			type = annex_everything
		}
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_COMBINED_target_country_C0F
Constructs: check_variable
Source: game
File: common/ai_strategy/EAI_MILITARY_strategies.txt

Code:
EAI_MILITARY_COMBINED_target_country_C0F = {
	enable = {
		check_variable = {
			EAI_MILITARY_COMBINED_target_countries^num = > 0
		}
		NOT = {
			check_variable = {
				EAI_MILITARY_COMBINED_target_countries^15 = 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = invade
		id = C0F
		value = 15000
	} {
		type = invade
		id = C0F
		value = 200
	}
}
### Entity: Character
Component: DOM_horacio_cabral
Source: game
File: common/characters/DOM.txt

Code:
DOM_horacio_cabral = {
	name = Horacio Cabral
	portraits = {
		civilian = {
			large = GFX_portrait_Horacio_Cabral
		}
	}
	country_leader = {
		ideology = despotism
		traits = {
			economist quartermaster_general
		}
		expire = 1944.1.1.12
		id = -1
	}
}
### Entity: Character
Component: MAR_aime_cesaire
Source: game
File: common/characters/MAR.txt

Code:
MAR_aime_cesaire = {
	name = Aimé Césaire
	portraits = {
		civilian = {
			large = gfx/leaders/kr_generic/kr_portrait_africa_generic_6.dds
		}
	}
	country_leader = {
		ideology = socialism
		traits = {

		}
		expire = 1965.1.1
		id = -1
	}
}