Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: COL_raphael_hollmann
Source: game
File: common/characters/COL.txt

Code:
COL_raphael_hollmann = {
	advisor = {
		slot = political_advisor
		idea_token = COL_raphael_hollmann
		allowed = {
			original_tag = COL
		}
		traits = {
			compassionate_gentleman
		}
	}
	name = Raphael Hollmann
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_south_america_1
		}
	}
}
### Entity: Character
Component: MLI_pot
Source: game
File: common/characters/MLI.txt

Code:
MLI_pot = {
	advisor = {
		slot = political_advisor
		idea_token = MLI_pot
		allowed = {
			original_tag = MLI
		}
		traits = {
			prince_of_terror
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_2
		}
	}
}
### Entity: National Focus
Tree: rom_focus
Component: ROM_his_majestys_loyal_government
Constructs: prerequisite, has_government, owns_state, has_country_flag, completion_reward, add_political_power, is_subject_of, is_subject
Source: game
File: common/national_focus/romania.txt

Code:
focus = {
	id = ROM_his_majestys_loyal_government
	icon = GFX_goal_generic_propaganda
	prerequisite = {
		focus = ROM_fortify_the_borders
	} {
		focus = ROM_align_hungary
	} {
		focus = ROM_revise_the_constitution
	}
	mutually_exclusive = {
		focus = ROM_flexible_foreign_policy
	}
	x = -1
	y = 1
	relative_position_id = ROM_fortify_the_borders
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available = {
		OR = {
			has_country_flag = ROM_HUN_aligned
			HUN = {
				is_subject_of = ROM
			}
			AND = {
				HUN = {
					exists = no
				}
				ROM = {
					owns_state = 155 154 43 973 974
				}
			}
		}
		is_subject = no
		has_government = neutrality
		custom_trigger_tooltip = {
			tooltip = ROM_carol_current_leader_trigger
			has_country_leader = {
				id = 550
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 120
	}
}
### Entity: Scripted Trigger
Component: has_a_german_trade_idea
Constructs: has_a_german_trade_idea, has_idea
Source: game
File: common/scripted_triggers/GER_scripted_triggers.txt

Code:
has_a_german_trade_idea = {
	OR = {
		has_idea = GER_german_trade_ns GER_german_trade_subject_ns GER_chi_ger_trade_ns GER_chi_ger_trade_ns_2
	}
}
### Entity: Country History
Country: BYA
Component: BYA_technology
Constructs: set_technology
Source: game
File: history/countries/BYA - Buryatia.txt

Code:
# Starting Technologies for BYA
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_recon = 1
	tech_support = 1
	tech_engineers = 1
	tech_military_police = 1
	tech_mountaineers = 1
	tech_trucks = 1
	motorised_infantry = 1
	paratroopers = 1
	gw_artillery = 1
}
### Entity: National Focus
Tree: gua_focus
Component: GUA_crack_down_on_extremism
Constructs: prerequisite, add_ideas, completion_reward, add_political_power
Source: game
File: common/national_focus/guatemala.txt

Code:
focus = {
	id = GUA_crack_down_on_extremism
	icon = GFX_goal_generic_stamp_extremists
	prerequisite = {
		focus = GUA_reassure_the_americans
	}
	x = -1
	y = 1
	relative_position_id = GUA_reassure_the_americans
	mutually_exclusive = {
		focus = GUA_appease_the_german_colony
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_political_power = 25
		add_ideas = GUA_anti_extremism
	}
}
### Entity: Scripted Effect
Component: EAI_PATHFIND_PROV_g_cost
Constructs: limit, check_variable, set_temp_variable, add_to_temp_variable
Source: game
File: common/scripted_effects/EAI_PATHFINDING_effects.txt

Code:
EAI_PATHFIND_PROV_g_cost = {
	if = {
		limit = {
			check_variable = {
				_pathfind_prov_type = 0
			}
		}
		set_temp_variable = {
			_province_id_a = cur_id
		} {
			_province_id_b = neighbor_id
		} {
			neighbor_g_ = distance_
		}
		EAI_MATH_get_distance_between_provinces_a_b = yes
	} {
		limit = {
			check_variable = {
				_pathfind_prov_type = 2
			}
		}
		set_temp_variable = {
			_province_id_a = cur_id
		} {
			_province_id_b = neighbor_id
		} {
			neighbor_g_ = distance_
		}
		EAI_MATH_get_distance_between_provinces_a_b = yes
		if = {
			limit = {
				check_variable = {
					global.EAI_MAP_province_terrain_type^neighbor_id = global.EAI_MAP_PROV_TYPE_plains
				}
			}
			multiply_temp_variable = {
				neighbor_g_ = 3.0
			}
		} {
			limit = {
				check_variable = {
					global.EAI_MAP_province_terrain_type^neighbor_id = global.EAI_MAP_PROV_TYPE_desert
				}
			}
			multiply_temp_variable = {
				neighbor_g_ = 3.0
			}
		} {
			limit = {
				check_variable = {
					global.EAI_MAP_province_terrain_type^neighbor_id = global.EAI_MAP_PROV_TYPE_marsh
				}
			}
			multiply_temp_variable = {
				neighbor_g_ = 3.0
			}
		} {
			limit = {
				check_variable = {
					global.EAI_MAP_province_terrain_type^neighbor_id = global.EAI_MAP_PROV_TYPE_jungle
				}
			}
			multiply_temp_variable = {
				neighbor_g_ = 1.5
			}
		} {
			limit = {
				check_variable = {
					global.EAI_MAP_province_terrain_type^neighbor_id = global.EAI_MAP_PROV_TYPE_forest
				}
			}
			multiply_temp_variable = {
				neighbor_g_ = 1.5
			}
		} {
			limit = {
				check_variable = {
					global.EAI_MAP_province_terrain_type^neighbor_id = global.EAI_MAP_PROV_TYPE_urban
				}
			}
			multiply_temp_variable = {
				neighbor_g_ = 1.25
			}
		} {
			limit = {
				check_variable = {
					global.EAI_MAP_province_terrain_type^neighbor_id = global.EAI_MAP_PROV_TYPE_hills
				}
			}
			multiply_temp_variable = {
				neighbor_g_ = 1.25
			}
		} {
			limit = {
				check_variable = {
					global.EAI_MAP_province_terrain_type^neighbor_id = global.EAI_MAP_PROV_TYPE_mountain
				}
			}
			multiply_temp_variable = {
				neighbor_g_ = 1.0
			}
		}
	} {
		limit = {
			check_variable = {
				_pathfind_prov_type = 1
			}
		}
		set_temp_variable = {
			neighbor_g_ = 1
		}
		if = {
			limit = {
				check_variable = {
					global.EAI_PC_railway_connections^cur_id = 1
				} {
					global.EAI_PC_railway_connections^nei
# ... (truncated)
### Entity: Character
Component: BRN_ibrahim_mohammad_jahfar
Source: game
File: common/characters/BRN.txt

Code:
BRN_ibrahim_mohammad_jahfar = {
	name = Ibrahim Mohammad Jahfar
	portraits = {
		civilian = {
			large = gfx/leaders/Asia/Portrait_Asia_Generic_2.dds
		}
	}
	country_leader = {
		ideology = conservatism
		expire = 1965.1.1
		traits = {
			nationalistic_tendencies
		}
		id = -1
	}
}
### Entity: Decision
Component: PAL_military_civilian_category2
Constructs: has_completed_focus, has_country_flag
Source: game
File: common/decisions/categories/PAL_decision_categories.txt

Code:
PAL_military_civilian_category2 = {
	icon = power_struggle
	priority = 10
	visible_when_empty = yes
	picture = GFX_decision_cat_picture_concessions_to_the_trade_unions
	allowed = {
		original_tag = PAL
	}
	visible = {
		has_completed_focus = PAL_empower_military
		NOT = {
			has_country_flag = PAL_civilian_concessions
		}
	}
}
### Entity: Idea
Component: BEL_maritime_support_ns
Constructs: removal_cost, equipment_bonus
Source: game
File: common/ideas/belgium.txt

Code:
BEL_maritime_support_ns = {
	removal_cost = -1
	picture = generic_naval_manufacturer_2
	allowed = {
		OR = {
			original_tag = BEL COG
		}
	}
	equipment_bonus = {

	}
	modifier = {
		industrial_capacity_dockyard = 0.1
		repair_speed_factor = 0.1
	}
}
### Entity: Event
Component: r56_afghanistan.11
Constructs: is_triggered_only, fire_only_once, set_variable, save_event_target_as, add_manpower, add_extra_state_shared_building_slots, clear_variable
Source: game
File: events/r56_afghanistan.txt

Code:
country_event = {
	id = r56_afghanistan.11
	picture = GFX_report_event_AFG_nomads_settle
	title = r56_afghanistan.7.t
	desc = r56_afghanistan.7.d
	is_triggered_only = yes
	fire_only_once = yes
	immediate = {
		1011 = {
			set_variable = {
				var = AFG_nomads_alborz
				value = 1011
				 = .state_population
			}
			multiply_variable = {
				var = AFG_nomads_alborz
				value = 0.085
			}
			round_variable = AFG_nomads_alborz
			save_event_target_as = AFG_nomad_state
		}
	}
	option = {
		name = r56_afghanistan.7.a
		1011 = {
			add_manpower = AFG_nomads_alborz
			add_extra_state_shared_building_slots = 1
			clear_variable = AFG_nomads_alborz
		}
	}
}
### Entity: Decision
Component: MPL_arab_revolt_category
Constructs: is_subject, is_good
Source: game
File: common/decisions/MPL.txt

Code:
MPL_arab_revolt_category = {
	MPL_arab_revolt_mission = {
		icon = GFX_decision_revolt
		days_mission_timeout = 108
		available = {
			is_subject = no
		}
		allowed = {
			always = no
		}
		is_good = no
		timeout_effect = {
			country_event = {
				id = mandate_palestine.1
			}
		}
	}
}
### Entity: Event
Component: belgium.75
Constructs: is_triggered_only, ai_chance, limit, add_opinion_modifier, is_in_faction, set_rule, create_faction_from_template, add_to_faction
Source: game
File: events/BEL_events.txt

Code:
country_event = {
	id = belgium.75
	title = belgium.75.t
	desc = belgium.75.d
	picture = GFX_report_event_communism_belgium
	is_triggered_only = yes
	option = {
		name = belgium.75.a
		BEL = {
			if = {
				limit = {
					is_in_faction = no
				}
				set_rule = {
					can_create_factions = yes
				}
				create_faction_from_template = {
					template = faction_template_defensive_democratic
					name = brussels_pact
					icon = GFX_faction_logo_eu
				}
			}
		} {
			add_to_faction = FRA
		}
		FRA = {
			add_ai_strategy = {
				type = alliance
				id = BEL
				value = 200
			}
		}
		hidden_effect = {
			news_event = {
				hours = 6
				id = belgium.76
			}
		}
	} {
		name = belgium.75.b
		ai_chance = {
			base = 0
		}
		BEL = {
			add_opinion_modifier = {
				target = FRA
				modifier = FRA_communist_alliance_reject
			}
		}
		hidden_effect = {
			news_event = {
				hours = 6
				id = news.183
			}
		}
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_international_brigades
Constructs: prerequisite, add_ideas, completion_reward, set_rule
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_international_brigades
	icon = GFX_focus_ETH_peacekeeping_forces
	x = 0
	y = 1
	relative_position_id = BRA_align_with_moscow
	prerequisite = {
		focus = BRA_align_with_moscow BRA_oust_prestes BRA_cangaco_coup
	}
	cost = 5
	ai_will_do = {
		factor = 3
	}
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		set_rule = {
			can_send_volunteers = yes
		}
		add_ideas = BRA_international_brigades
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_tackle_the_communist_threat
Constructs: prerequisite, has_war, limit, has_government, has_war_with, completion_reward, is_subject, is_in_faction_with
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_tackle_the_communist_threat
	icon = GFX_goal_generic_war_with_comintern
	prerequisite = {
		focus = GER_anti_soviet_pact_unaligned GER_carte_blanche_for_alsace_and_french_colonies
	}
	available = {
		is_subject = no
		SOV = {
			has_government = communism
			has_war = yes
		}
		NOT = {
			is_in_faction_with = SOV
		}
	}
	bypass = {
		OR = {
			has_war_with = SOV
			NOT = {
				country_exists = SOV
			}
		}
	}
	cancel_if_invalid = yes
	x = 0
	y = 1
	relative_position_id = GER_anti_soviet_pact_unaligned
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					is_in_faction = yes
				}
			}
			create_faction = GER_anti_communist_bloc
		}
		create_wargoal = {
			type = annex_everything
			target = SOV
			expire = 0
		}
	}
}
### Entity: Event
Component: BBA_italy_interaction_events.1
Constructs: is_triggered_only, ai_chance, has_war, has_war_with, is_in_faction_with
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_interaction_events.1
	title = BBA_italy_interaction_events.1.t
	desc = BBA_italy_interaction_events.1.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = BBA_italy_interaction_events.1.a
		ai_chance = {
			base = 80
			modifier = {
				factor = 0
				OR = {
					FROM = {
						has_war_with = ROOT
					}
					ROOT = {
						OR = {
							AND = {
								has_war = yes
								any_enemy_country = {
									is_in_faction_with = FROM
								}
							}
							surrender_progress = > 0.2
						}
					}
				}
			}
		}
		ITA = {
			country_event = {
				id = BBA_italy_interaction_events.2
				days = 2
				random = 6
			}
		}
	} {
		name = BBA_italy_interaction_events.1.b
		ai_chance = {
			base = 20
		}
		ITA = {
			country_event = {
				id = BBA_italy_interaction_events.3
				days = 2
				random = 6
			}
		}
	}
}
### Entity: Modifier Reference
Component: INS_guided_economy_modifier
Constructs: research_speed_factor, has_dlc
Source: game
File: common/dynamic_modifiers/TAOG_dynamic_modifiers.txt

Code:
INS_guided_economy_modifier = {
	icon = GFX_idea_INS_guided_economy
	enable = {
		has_dlc = Thunder at Our Gates
		tag = INS
	}
	consumer_goods_factor = INS_guided_economy_modifier_consumer_goods_factor
	production_speed_industrial_complex_factor = INS_guided_economy_modifier_production_speed_industrial_complex_factor
	production_speed_infrastructure_factor = INS_guided_economy_modifier_production_speed_infrastructure_factor
	production_speed_dockyard_factor = INS_guided_economy_modifier_production_speed_dockyard_factor
	research_speed_factor = INS_guided_economy_modifier_research_speed_factor
	drift_defence_factor = INS_guided_economy_modifier_drift_defence_factor
	min_export = INS_guided_economy_modifier_min_export
}
### Entity: Scripted Effect
Component: EAI_PR_STRATEGIES_ship_hull_submarine
Constructs: limit, check_variable, set_temp_variable
Source: game
File: common/scripted_effects/EAI_RESEARCH_PRIORITY_TREE_navy.txt

Code:
EAI_PR_STRATEGIES_ship_hull_submarine = {
	if = {
		limit = {
			EAI_SS_tech_focus = yes
			check_variable = {
				EAI_FOCUS/NAVY/naval_doctrine = global.EAI_TI_DOCTRINE
			}
		}
		set_temp_variable = {
			prio_cat = @PR_ship_hull_submarine
		}
		if = {
			limit = {
				set_temp_variable = {
					_prio_tech = token:early_ship_hull_submarine
				} {
					_prio_val = prio_cat
				}
				date = > 1936.6.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:basic_ship_hull_submarine
				} {
					_prio_val = prio_cat
				}
				date = > 1936.6.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:improved_ship_hull_submarine
				} {
					_prio_val = prio_cat
				}
				date = > 1939.1.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:advanced_ship_hull_submarine
				} {
					_prio_val = prio_cat
				}
				date = > 1943.1.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		}
	}
}
### Entity: National Focus
Tree: hoa_focus
Component: HOA_metal_beasts
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/horn_of_africa.txt

Code:
focus = {
	id = HOA_metal_beasts
	icon = GFX_goal_generic_army_tanks
	prerequisite = {
		focus = HOA_eyes_on_the_imperialists
	}
	mutually_exclusive = {
		focus = HOA_the_roars_of_thunder HOA_develop_indigenous_models
	}
	x = -1
	y = 1
	relative_position_id = HOA_eyes_on_the_imperialists
	cost = 10
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		add_tech_bonus = {
			name = HOA_metal_beasts
			bonus = 0.5
			uses = 2
			category = armor
		}
	}
}
### Entity: State History
Component: 819
Constructs: add_core_of
Source: game
File: history/states/819-Verkhoyansk.txt

Code:
state = {
	id = 819
	name = STATE_877
	history = {
		owner = SOV
		victory_points = {
			12549 1
		}
		buildings = {
			infrastructure = 1
		}
		add_core_of = SOV YAK
	}
	provinces = {
		1745 2877 4878 6211 12549 12634
	}
	manpower = 13055
	buildings_max_level_factor = 1
	state_category = wasteland
	local_supplies = 0.0
}
### Entity: Event
Component: himalaya_tibet.40
Constructs: is_triggered_only, add_opinion_modifier, fire_only_once, add_political_power, add_state_core
Source: game
File: events/Tibet.txt

Code:
country_event = {
	id = himalaya_tibet.40
	title = himalaya_tibet.40.t
	desc = himalaya_tibet.40.desc
	picture = GFX_report_event_tibetan_army_3
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = himalaya_tibet.40.a
		add_political_power = -50
		transfer_state = 434
		add_state_core = 434
		FROM = {
			add_opinion_modifier = {
				target = ROOT
				modifier = large_decrease
			}
		}
		add_opinion_modifier = {
			target = FROM
			modifier = large_decrease
		}
	}
}
### Entity: National Focus
Component: uk_india_focus
Constructs: prerequisite, limit, random_country, add_opinion_modifier, completion_reward, is_in_faction_with, complete_tooltip, every_state
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = uk_india_focus
	prerequisite = {
		focus = uk_commonwealth_focus
	}
	available = {
		any_country = {
			original_tag = RAJ
			is_in_faction_with = ROOT
		}
	}
	icon = GFX_goal_generic_construct_civ_factory
	x = -3
	y = 1
	relative_position_id = uk_commonwealth_focus
	cost = 10
	available_if_capitulated = yes
	bypass = {
		RAJ = {
			custom_trigger_tooltip = {
				tooltip = construction_effort_tt
				all_owned_state = {
					free_building_slots = {
						building = industrial_complex
						size = < 1
						include_locked = yes
					}
				}
			}
		}
	}
	complete_tooltip = {
		random_country = {
			limit = {
				original_tag = RAJ
				is_in_faction_with = ROOT
			}
			add_opinion_modifier = {
				target = ENG
				modifier = aided_industry
			}
			every_state = {
				limit = {
					has_state_flag = ENG_uk_india_focus_2IC
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
			} {
				limit = {
					has_state_flag = ENG_uk_india_focus_1IC
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
			ENG_viceroy_reduce_autonomy_effect = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		RAJ = {
			add_opinion_modifier = {
				target = ENG
				modifier = aided_industry
			}
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = industrial_complex
						size = > 1
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
				set_state_flag = ENG_uk_india_focus_2IC
			} {
				limit = {
					free_building_slots = {
						building = industrial_complex
						size = > 1
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
				set_state_flag = ENG_uk_india_focus_2IC
			} {
				limit = {
					free_building_slots = {
						building = industrial_complex
						size = > 0
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					t
# ... (truncated)
### Entity: National Focus
Tree: cze_focus
Component: CZE_inf_and_artillery_advancement
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/czechoslovakia.txt

Code:
focus = {
	id = CZE_inf_and_artillery_advancement
	icon = GFX_goal_rhineland
	prerequisite = {
		focus = CZE_military_research_institute
	}
	x = -1
	y = 1
	relative_position_id = CZE_military_research_institute
	cost = 10
	ai_will_do = {
		factor = 80
		modifier = {
			factor = 0.1
			HABSBURG_joint_trigger = yes
		}
	}
	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 = CZE_inf_and_artillery_advancement
			bonus = 1.0
			ahead_reduction = 2
			uses = 1
			category = infantry_weapons
		}
	}
}
### Entity: Idea
Component: SUR_stc
Source: game
File: common/ideas/suriname.txt

Code:
SUR_stc = {
	picture = generic_political_advisor_african_3
	allowed = {
		original_tag = SUR
	}
	traits = {
		smooth_talking_charmer
	}
}
### Entity: Opinion Modifier
Component: opinion_modifiers
Source: game
File: common/opinion_modifiers/r56_warlord_opinion_modifiers.txt

Code:
opinion_modifiers = {
	seized_assets = {
		value = -90
		months = 18
	}
	refused_cooperation = {
		value = -30
		months = 5
	}
}
### Entity: Character
Component: government_exodus
Source: game
File: common/country_leader/goe_traits.txt

Code:
government_exodus = {
	political_advisor_cost_factor = 0.75
	trade_laws_cost_factor = 0.75
	mobilization_laws_cost_factor = 0.75
	economy_cost_factor = 0.75
	army_chief_cost_factor = 0.5
}
### Entity: Unit Leader
Component: unyielding_defender
Constructs: gain_xp, has_trait
Source: game
File: common/unit_leader/00_traits.txt

Code:
unyielding_defender = {
	type = field_marshal
	gain_xp = {
		always = no
	}
	prerequisites = {
		has_trait = inflexible_strategist
	}
	cost = 1000
	field_marshal_modifier = {
		defence = 0.1
	}
	custom_effect_tooltip = INCREASED_COUNTERATTACK_CHANCE
	slot = army_chief
	specialist_advisor_trait = army_chief_defensive_1
	expert_advisor_trait = army_chief_defensive_2
	genius_advisor_trait = army_chief_defensive_3
	ai_will_do = {
		factor = 1
	}
	gui_row = 3
	trait_type = assignable_trait
	mutually_exclusive = aggressive_assaulter
}
### Entity: Modifier Reference
Construct: carrier_traffic
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## carrier_traffic

* Number with 0 decimal places
* **Categories**: naval, unit_leader, aggressive
### Entity: Idea
Component: COG_force_publique_conscription2
Constructs: has_government, removal_cost, conscription_factor
Source: game
File: common/ideas/r56_congo.txt

Code:
COG_force_publique_conscription2 = {
	allowed = {
		NOT = {
			OR = {
				has_government = communism democratic
			}
		}
	}
	allowed_civil_war = {
		NOT = {
			has_government = communism democratic
		}
	}
	removal_cost = -1
	modifier = {
		conscription_factor = -0.25
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_16
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_16 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 16
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 16
	}
}
### Entity: Event
Component: belgium.123
Constructs: ai_chance, has_completed_focus, has_war, has_government, has_country_flag, add_political_power, add_popularity, add_timed_idea
Source: game
File: events/BEL_additional_events.txt

Code:
country_event = {
	id = belgium.123
	title = belgium.123.t
	desc = belgium.123.desc
	picture = GFX_report_event_generic_riot
	trigger = {
		tag = BEL
		has_completed_focus = BEL_go_left
		communism = > 0.3
		NOT = {
			has_government = communism
		} {
			has_country_flag = BEL_king_martial_law
		}
		has_war = no
	}
	mean_time_to_happen = {
		days = 340
	}
	option = {
		name = belgium.123.a
		ai_chance = {
			factor = 98
		}
		add_political_power = -50
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		add_timed_idea = {
			idea = BEL_factory_strikes
			days = 10
		}
		random_list = {
			80 = {

			}
			20 = {
				BEL = {
					country_event = {
						id = belgium.124
					}
				}
			}
		}
	} {
		name = belgium.123.b
		trigger = {
			communism = > 0.35
		}
		ai_chance = {
			factor = 2
		}
		add_political_power = -200
		set_country_flag = BEL_king_martial_law
		country_event = {
			hours = 15
			id = belgium.152
		}
	}
}