Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: lar_worker_shortage.1
Constructs: ai_chance, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: events/LaR_France.txt

Code:
country_event = {
	id = lar_worker_shortage.1
	title = lar_worker_shortage.1.t
	desc = lar_worker_shortage.1.desc
	picture = GFX_report_event_generic_factory
	trigger = {
		tag = FRA
		has_idea = FRA_full_employment
		not = {
			has_idea = FRA_worker_shortage
		}
		OR = {
			has_idea = extensive_conscription service_by_requirement all_adults_serve scraping_the_barrel
		}
	}
	mean_time_to_happen = {
		days = 20
	}
	immediate = {
		hidden_effect = {
			swap_ideas = {
				remove_idea = FRA_full_employment
				add_idea = FRA_worker_shortage
			}
		}
	}
	option = {
		name = lar_worker_shortage.1.a
		ai_chance = {
			factor = 80
		}
		effect_tooltip = {
			swap_ideas = {
				remove_idea = FRA_full_employment
				add_idea = FRA_worker_shortage
			}
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_connect_the_cities
Constructs: every_owned_state, prerequisite, limit, completion_reward, is_fully_controlled_by, is_core_of, add_building_construction, has_dynamic_modifier
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_connect_the_cities
	icon = GFX_focus_generic_improve_roads
	prerequisite = {
		focus = AFG_infrastructure_construction
	}
	x = -1
	y = 1
	relative_position_id = AFG_infrastructure_construction
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		industrial_complex = > 4
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		every_owned_state = {
			limit = {
				is_fully_controlled_by = ROOT
				is_core_of = ROOT
			}
			add_building_construction = {
				type = infrastructure
				level = 2
				instant_build = yes
			}
		} {
			limit = {
				is_core_of = ROOT
				has_dynamic_modifier = {
					modifier = AFG_economic_regionalism
				}
			}
			remove_dynamic_modifier = {
				modifier = AFG_economic_regionalism
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
	}
}
### Entity: Scripted Effect
Component: increase_taxes_threshold_by_4
Constructs: add_to_variable, set_variable
Source: game
File: common/scripted_effects/RAJ_GOE_scripted_effects.txt

Code:
increase_taxes_threshold_by_4 = {
	custom_effect_tooltip = tier_threshold_increase_0 tier_threshold_increase_1 tier_threshold_increase_2
	add_to_variable = {
		tier_two_taxes_threshold = 4
	} {
		tier_two_taxes_threshold_plus_1 = 1
	} {
		tier_three_taxes_threshold = 4
	} {
		tier_three_taxes_threshold_plus_1 = 1
	} {
		tier_four_taxes_threshold = 4
	} {
		tier_four_taxes_threshold_plus_1 = 1
	} {
		tier_two_taxes_threshold_plus_4 = 4
	} {
		tier_three_taxes_threshold_plus_4 = 4
	} {
		tier_four_taxes_threshold_plus_4 = 4
	}
	set_variable = {
		tier_two_taxes_threshold_plus_1 = tier_two_taxes_threshold
	} {
		tier_three_taxes_threshold_plus_1 = tier_three_taxes_threshold
	} {
		tier_four_taxes_threshold_plus_1 = tier_four_taxes_threshold
	} {
		tier_two_taxes_threshold_plus_4 = tier_two_taxes_threshold
	} {
		tier_three_taxes_threshold_plus_4 = tier_three_taxes_threshold
	} {
		tier_four_taxes_threshold_plus_4 = tier_four_taxes_threshold
	}
}
### Entity: Operation
Component: operation_targeted_plant_false_new_order_intel
Constructs: has_war, limit, has_government, has_war_with, add_war_support, add_opinion_modifier, add_political_power, operation_cost
Source: game
File: common/operations/r56_operations.txt

Code:
operation_targeted_plant_false_new_order_intel = {
	icon = GFX_operations_plant_false_new_order_intel
	map_icon = GFX_operations_fake_intel_map
	name = operation_targeted_plant_false_new_order_intel
	desc = operation_targeted_plant_false_new_order_intel_desc
	priority = 15
	days = 90
	network_strength = 50
	operatives = 2
	cost_modifiers = {
		operation_infiltrate_cost operation_cost
	}
	visible = {
		num_of_operatives = > 1
		network_national_coverage = {
			target = FROM
			value = > 0
		}
		NOT = {
			has_global_flag = USA_new_order_map_operation_attempted
		} {
			OR = {
				original_tag = USA
				has_country_leader = {
					character = USA_franklin_delano_roosevelt
					ruling_only = no
				}
			}
		}
		OR = {
			original_tag = ENG
			is_in_faction_with = ENG
			AND = {
				original_tag = CAN
				is_faction_leader = yes
			}
		}
		USA = {
			NOT = {
				OR = {
					is_in_faction_with = GER
					has_war_with = GER
				}
			}
		}
		ROOT = {
			has_war_with = GER
		}
		GER = {
			has_government = fascism
		}
		FROM = {
			NOT = {
				has_war_with = ROOT
			} {
				has_war_with = GER
			}
			original_tag = USA
			has_government = democratic
		}
		has_operation_token = {
			tag = FROM
			token = token_civilian
		}
	}
	required_tokens = {
		token_civilian
	}
	equipment = {
		civilian_factories = {
			amount = 2
			days = 60
		}
	}
	risk_chance = 0.2
	experience = 2
	outcome_extra_chance = 0.25
	risk_modifiers = {
		operation_steal_tech_risk operation_risk
	}
	outcome_modifiers = {
		operation_steal_tech_outcome operation_outcome
	}
	outcome_execute = {
		set_global_flag = USA_new_order_map_operation_attempted
		FROM = {
			country_event = {
				id = r56_spying_event.10
			}
		}
		ROOT = {
			country_event = {
				id = lar_operative_event.7
			}
			remove_operation_token = {
				tag = FROM
				token = token_civilian
			}
		}
	}
	outcome_extra_execute = {
		if = {
			limit = {
				ROOT = {
					is_in_faction_with = ENG
					NOT = {
						tag = ENG
					}
				}
			}
			FROM = {
				add_political_power = 25
				add_war_support = 0.03
				add_opinion_modifier = {
					target = ENG
					modifier = medium_increase
				}
			}
		} {
			limit = {
				ROOT = {
					is_faction_leader = yes
				}
			}
			FROM = {
				add_political_power = 25
				add_war_support = 0.03
				add_opinion_modifier = {
					target = ROOT
					modifier = medium_increase
				}
			}
		}
	}
	outcom
# ... (truncated)
### Entity: Country History
Country: TAN
Component: TAN_misc
Constructs: set_technology, add_political_power, add_command_power, complete_national_focus, set_grand_doctrine, complete_special_project
Source: game
File: history/countries/TAN - Tannu Tuva.txt

Code:
# Misc for TAN
capital = 329
1939.1.1 = {
	add_political_power = 1198
	add_command_power = 100
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort construction_effort_2 production_effort_2 infrastructure_effort industrial_effort construction_effort production_effort
	oob = TAN_1939
	set_technology = {
		infantry_weapons = 1
		electronic_mechanical_engineering = 1
		radio = 1
		mechanical_computing = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		construction1 = 1
		construction2 = 1
		concentrated_industry = 1
		concentrated_industry2 = 1
	}
	set_grand_doctrine = mass_assault
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
### Entity: Modifier Reference
Component: GER_overburdened_state_modifier
Constructs: remove_trigger
Source: game
File: common/dynamic_modifiers/wuw_dynamic_modifiers.txt

Code:
GER_overburdened_state_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_BRA_neglected_state
	remove_trigger = {
		NOT = {
			controller = {
				original_tag = GER
			}
		}
	}
	state_production_speed_buildings_factor = -0.25
	state_resources_factor = -0.25
	local_factories = -0.25
	compliance_growth = -0.1
	resistance_growth = 0.1
}
### Entity: Order of Battle
Component: air_wing_282
Source: game
File: history/units/JAP_1939_air_bba.txt

Code:
air_wings = {
	282 = {
		small_plane_airframe_1 = {
			owner = JAP
			amount = 72
			version_name = Ki-27
		} {
			owner = JAP
			amount = 72
			version_name = Ki-27
		}
		small_plane_cas_airframe_1 = {
			owner = JAP
			amount = 54
			version_name = Ki-30/32
		}
	}
}
### Entity: Faction
Component: rule_group_leader_industry
Constructs: change_leader_rule_industry
Source: game
File: common/factions/rules/groups/rule_groups.txt

Code:
rule_group_leader_industry = {
	rules = {
		change_leader_rule_industry
	}
}
### Entity: Idea
Component: GUM_ncs
Source: game
File: common/ideas/guam.txt

Code:
GUM_ncs = {
	ledger = navy
	picture = generic_navy_asia_2
	allowed = {
		original_tag = GUM
	}
	traits = {
		navy_capital_ship_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Shared Focus
Component: GUAY_export_focus
Constructs: shared_focus, prerequisite, limit, completion_reward, add_tech_bonus, random_core_state, is_controlled_by, add_building_construction
Source: game
File: common/national_focus/paraguay_uruguay_shared_branch.txt

Code:
shared_focus = {
	id = GUAY_export_focus
	icon = GFX_goal_generic_trade
	x = 1
	y = 1
	relative_position_id = GUAY_river_trade
	prerequisite = {
		focus = GUAY_river_trade
	}
	cost = 10
	ai_will_do = {
		factor = 30
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		if = {
			limit = {
				original_tag = URG
			}
			add_tech_bonus = {
				ahead_reduction = 1
				bonus = 1
				uses = 1
				category = industry
			}
		}
		else = {
			random_core_state = {
				limit = {
					is_controlled_by = ROOT
				}
				prioritize = {
					301
				}
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
				add_extra_state_shared_building_slots = 2
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_medium_tank_artillery
Constructs: has_tech, any_of
Source: game
File: common/ai_equipment/EAI_armor_medium_tank.txt

Code:
EAI_medium_tank_artillery = {
	category = land
	roles = {
		land_medium_tank_artillery
	}
	priority = {
		base = 0
		modifier = {
			add = 50000
			EAI_medium_armor_art_design_focus = yes
		}
	}
	BASIC_MEDIUM_TANK_ART = {
		enable = {
			has_tech = basic_medium_tank_chassis interwar_artillery
			NOT = {
				has_tech = improved_medium_tank_chassis
			}
		}
		priority = {
			base = 100
		}
		target_variant = {
			type = medium_tank_artillery_chassis_1
			match_value = 1
			modules = {
				main_armament_slot = {
					any_of = {
						tank_heavy_howitzer tank_medium_howitzer_2 tank_medium_howitzer tank_close_support_gun
					}
				}
				turret_type_slot = tank_medium_fixed_superstructure_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_gasoline_engine
				special_type_slot_1 = tank_heavy_machine_gun
				special_type_slot_2 = additional_machine_guns
				special_type_slot_3 = additional_machine_guns
				special_type_slot_4 = additional_machine_guns
			}
			upgrades = {
				tank_nsb_engine_upgrade = 20
				tank_nsb_armor_upgrade = 0
			}
		}
		requirements = {

		}
		allowed_modules = {

		}
	}
	IMPROVED_MEDIUM_TANK_ART = {
		enable = {
			has_tech = improved_medium_tank_chassis interwar_artillery
			NOT = {
				has_tech = advanced_medium_tank_chassis
			}
		}
		priority = {
			base = 100
		}
		target_variant = {
			type = medium_tank_artillery_chassis_2
			match_value = 1
			modules = {
				main_armament_slot = {
					any_of = {
						tank_heavy_howitzer tank_medium_howitzer_2 tank_medium_howitzer tank_close_support_gun
					}
				}
				turret_type_slot = tank_medium_fixed_superstructure_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_gasoline_engine
				special_type_slot_1 = tank_heavy_machine_gun
				special_type_slot_2 = additional_machine_guns
				special_type_slot_3 = additional_machine_guns
				special_type_slot_4 = additional_machine_guns
			}
			upgrades = {
				tank_nsb_engine_upgrade = 20
				tank_nsb_armor_upgrade = 0
			}
		}
		requirements = {

		}
		allowed_modules = {

		}
	}
	ADVANCED_MEDIUM_TANK_ART = {
		enable = {
			has_tech = advanced_medium_tank_chassis interwar_artillery
		}
		priority = {
			base = 100
		}
		target_variant = {
			type = medium_tank_artillery_chassis_3
			match_value = 1
			
# ... (truncated)
### Entity: Idea
Component: EAI_DD_10/large_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_10/large_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		large_plane_airframe = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: Idea
Component: LAT_multicultural_latvia_idea
Constructs: removal_cost
Source: game
File: common/ideas/latvia.txt

Code:
LAT_multicultural_latvia_idea = {
	picture = neutrality_idea
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	modifier = {
		army_core_attack_factor = 0.05
		army_core_defence_factor = 0.05
	}
}
### Entity: Idea
Component: arg_american_advisors
Constructs: removal_cost
Source: game
File: common/ideas/r56_argentina.txt

Code:
arg_american_advisors = {
	picture = generic_army_war_college
	removal_cost = -1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	modifier = {
		superior_firepower_mastery_gain_factor = 0.1
	}
}
### Entity: Country History
Country: BLC
Component: BLC_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/BLC - Balochistan.txt

Code:
# Politics & Parties for BLC
set_politics = {
	ruling_party = neutrality
	last_election = 1934.2.11
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 30
	communism = 10
	neutrality = 60
	fascism = 0
}
### Entity: Event
Component: ss_recruitment_event.6
Constructs: is_triggered_only, ai_chance, division_template, limit, has_country_flag, add_command_power, random_owned_controlled_state, has_full_control_of_state
Source: game
File: events/ss_recruitment_event.txt

Code:
country_event = {
	id = ss_recruitment_event.6
	title = ss_recruitment_event.6.t
	desc = ss_recruitment_event.6.desc
	picture = GFX_report_event_german_volunteers
	is_triggered_only = yes
	option = {
		name = ss_recruitment_event.1.a
		ai_chance = {
			base = 50
		}
		add_command_power = -10
		if = {
			limit = {
				NOT = {
					has_country_flag = SS_infantry_division
				}
			}
			SS_infantry_division = yes
		}
		custom_effect_tooltip = GER_division_estonia_infantry_tt
		hidden_effect = {
			random_owned_controlled_state = {
				limit = {
					ROOT = {
						has_full_control_of_state = PREV
					}
				}
				prioritize = {
					64
				}
				create_unit = {
					division = name = "20. SS-Waffen-Grenadier-Division" division_template = "SS Waffen-Grenadier-Division" start_experience_factor = 0.7 start_equipment_factor = 0.01
					owner = GER
				}
			}
		}
	} {
		name = ss_recruitment_event.1.b
		ai_chance = {
			base = 25
			modifier = {
				is_historical_focus_on = yes
				factor = 0
			}
		}
		add_command_power = -20
		SS_set_templates = yes
		if = {
			limit = {
				has_country_flag = SS_mechanised_division_late
			}
			custom_effect_tooltip = GER_division_estonia_mech_tt
			hidden_effect = {
				random_owned_controlled_state = {
					limit = {
						ROOT = {
							has_full_control_of_state = PREV
						}
					}
					prioritize = {
						64
					}
					create_unit = {
						division = name = "20. SS-Panzergrenadier-Division" division_template = "SS Panzergrenadier Division (n.A.)" start_experience_factor = 0.6 start_equipment_factor = 0.01
						owner = GER
					}
				}
			}
		}
		else_if = {
			limit = {
				has_country_flag = SS_mechanised_division_early
			}
			custom_effect_tooltip = GER_division_estonia_mech_tt
			hidden_effect = {
				random_owned_controlled_state = {
					limit = {
						ROOT = {
							has_full_control_of_state = PREV
						}
					}
					prioritize = {
						64
					}
					create_unit = {
						division = name = "20. SS-Panzergrenadier-Division" division_template = "SS Panzergrenadier Division" start_experience_factor = 0.6 start_equipment_factor = 0.01
						owner = GER
					}
				}
			}
		}
		else = {
			custom_effect_tooltip = GER_division_estonia_mot_tt
			hidden_effect = {
				random_owned_controlled_state = {
					limit = {
						ROOT = {
							has_full_control_of_state = PREV
						}
					}
					prioritize = {
						64
			
# ... (truncated)
### Entity: Idea
Component: MNT_fascist_guy
Constructs: has_government
Source: game
File: common/ideas/montenegro.txt

Code:
MNT_fascist_guy = {
	picture = generic_political_advisor_europe_2
	allowed = {
		original_tag = MNT
	}
	traits = {
		fascist_demagogue
	}
	do_effect = {
		NOT = {
			has_government = fascism
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: Order of Battle
Component: Democratic Defense Brigade IX
Constructs: division_template
Source: game
File: history/units/SAF_D_civil_war.txt

Code:
division = {
	name = Democratic Defense Brigade IX
	location = 5231
	division_template = Democratic Defense Brigade
}
### Entity: Idea
Component: AST_R56_royal_australian_air_force_idea
Constructs: removal_cost
Source: game
File: common/ideas/r56_australia.txt

Code:
AST_R56_royal_australian_air_force_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = AST_airforce
	modifier = {
		experience_gain_air_factor = 0.1
		air_range_factor = 0.1
		air_mission_efficiency = 0.1
	}
}
### Entity: Event
Component: AUS_political_events.114
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, add_timed_idea, set_country_flag
Source: game
File: events/WUW_Austria.txt

Code:
country_event = {
	id = AUS_political_events.114
	title = AUS_political_events.114.t
	desc = AUS_political_events.114.desc
	picture = GFX_report_event_generic_factory
	is_triggered_only = yes
	option = {
		name = AUS_political_events.114.a
		ai_chance = {
			base = 10
		}
		add_opinion_modifier = {
			target = FROM
			modifier = AUS_industrial_help
		}
		add_timed_idea = {
			idea = AUS_industrial_coaxing
			days = 180
		}
		set_country_flag = AUS_sent_industrial_suuport_flag
	}
}
### Entity: Idea
Component: TRI_ncm
Source: game
File: common/ideas/trinidad_and_tobago.txt

Code:
TRI_ncm = {
	picture = generic_navy_african_3
	allowed = {
		original_tag = TRI
	}
	traits = {
		navy_chief_maneuver_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_relocate_the_gold_reserves
Constructs: prerequisite, add_ideas, add_stability, completion_reward, has_global_flag, set_global_flag
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPR_relocate_the_gold_reserves
	available = {

	}
	bypass = {
		OR = {
			has_global_flag = scw_over SPR_gold_reserves_flag
		}
	}
	prerequisite = {
		focus = SPR_the_stalinist_doctrine SPR_the_future_of_the_republic
	}
	icon = GFX_focus_usa_reestablish_the_gold_standard
	x = 3
	y = 1
	relative_position_id = SPR_the_stalinist_doctrine
	cost = 5
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_stability = -0.05
		add_ideas = SPR_relocate_the_gold_reserves
		custom_effect_tooltip = SPR_relocate_the_gold_reserves_tt
		country_event = lar_spain.51
		set_global_flag = SPR_gold_reserves_flag
	}
}
### Entity: Idea
Component: VEN_oil_7
Constructs: production_speed_buildings_factor, has_idea, cancel_if_invalid
Source: game
File: common/ideas/r56_venezuela.txt

Code:
VEN_oil_7 = {
	picture = VEN_oil
	visible = {
		original_tag = VEN
		NOT = {
			OR = {
				has_idea = VEN_oil VEN_oil_2 VEN_oil_3 VEN_oil_4 VEN_oil_5 VEN_oil_6 VEN_oil_8 VEN_oil_9 VEN_oil_10 VEN_oil_11
			}
		}
	}
	allowed_to_remove = {
		always = no
	}
	modifier = {
		consumer_goods_expected_value = 0.25
		production_speed_buildings_factor = -0.05
		min_export = 0.15
		trade_opinion_factor = 0.1
		production_speed_industrial_complex_factor = -0.3
		production_speed_arms_factory_factor = -0.3
		conversion_cost_civ_to_mil_factor = 0.3
		conversion_cost_mil_to_civ_factor = 0.3
	}
	cancel_if_invalid = no
}
### Entity: National Focus
Tree: cog_focus
Component: COG_the_kings_divine_power
Constructs: prerequisite, has_government, completion_reward, cancel_if_invalid, add_country_leader_trait
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_the_kings_divine_power
	icon = GFX_focus_rom_royal_dictatorship
	prerequisite = {
		focus = COG_reclaim_loango
	}
	mutually_exclusive = {
		focus = COG_appoint_a_royal_council
	}
	x = -1
	y = 1
	relative_position_id = COG_reclaim_loango
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_POLITICAL
	}
	cost = 10
	ai_will_do = {
		factor = 15
	}
	available = {
		has_government = neutrality
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		COG_moe_poaty_iii = {
			add_country_leader_trait = COG_popular_brooding_diviner_trait
		}
	}
}
### Entity: Decision
Component: POR_the_spanish_civil_war
Constructs: has_completed_focus, limit, has_war_with, fire_only_once, has_manpower, has_stability, complete_effect, set_country_flag
Source: game
File: common/decisions/POR.txt

Code:
POR_the_spanish_civil_war = {
	POR_fight_alongside_the_republic = {
		icon = generic_prepare_civil_war
		available = {
			has_manpower = > 10000
			has_stability = > 0.5
			OR = {
				AND = {
					country_exists = SPA
					NOT = {
						has_war_with = SPA
					}
				} {
					country_exists = SPC
					NOT = {
						has_war_with = SPC
					}
				} {
					country_exists = SPB
					NOT = {
						has_war_with = SPB
					}
				}
			}
		}
		cost = 0
		fire_only_once = yes
		ai_will_do = {
			factor = 1
			modifier = {
				OR = {
					has_stability = < 0.3
					has_manpower = < 50000
				}
				factor = 0
			}
		}
		visible = {
			SPR_scw_in_progress = yes
			country_exists = SPD
			NOT = {
				has_war_with = SPD
			}
			has_completed_focus = POR_they_need_our_help
		}
		complete_effect = {
			hidden_effect = {
				set_country_flag = supports_SPD_flag
			} {
				diplomatic_relation = {
					country = SPD
					relation = military_access
					active = yes
				}
				SPD = {
					diplomatic_relation = {
						country = POR
						relation = military_access
						active = yes
					}
				}
			}
			if = {
				limit = {
					country_exists = SPA
				}
				add_to_war = {
					targeted_alliance = SPD
					enemy = SPA
					hostility_reason = asked_to_join
				}
			} {
				limit = {
					country_exists = SPC
				}
				add_to_war = {
					targeted_alliance = SPD
					enemy = SPC
					hostility_reason = asked_to_join
				}
			} {
				limit = {
					country_exists = SPB
				}
				add_to_war = {
					targeted_alliance = SPD
					enemy = SPB
					hostility_reason = asked_to_join
				}
			}
			effect_tooltip = {
				give_military_access = SPD
				SPD = {
					give_military_access = ROOT
				}
			}
		}
	}
	POR_fight_alongside_the_nationalists = {
		icon = generic_prepare_civil_war
		available = {
			has_manpower = > 10000
			has_stability = > 0.5
			OR = {
				AND = {
					country_exists = SPD
					NOT = {
						has_war_with = SPD
					}
				} {
					country_exists = SPC
					NOT = {
						has_war_with = SPC
					}
				} {
					country_exists = SPB
					NOT = {
						has_war_with = SPB
					}
				}
			}
		}
		cost = 0
		fire_only_once = yes
		ai_will_do = {
			factor = 1
			modifier = {
				OR = {
					has_stability = < 0.3
					has_manpower = < 50000
				}
				factor = 0
			}
		}
		visible = {
			SPR_scw_in_progress = yes
			country_exists = SPA
			NOT = {
				has_war_with = SPA
			}
	
# ... (truncated)
### Entity: Character
Component: CMR_acas
Source: game
File: common/characters/CMR.txt

Code:
CMR_acas = {
	advisor = {
		slot = high_command
		idea_token = CMR_acas
		ledger = air
		allowed = {
			original_tag = CMR
		}
		traits = {
			air_close_air_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_2
		}
	}
}