Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Special Project
Component: sp_land_land_cruiser
Constructs: add_equipment_to_stockpile, limit, has_government, is_major, fire_only_once, has_dlc, has_tech, breakthrough_cost
Source: game
File: common/special_projects/projects/land_projects.txt

Code:
sp_land_land_cruiser = {
	specialization = specialization_land
	project_tags = sp_tag_tank
	allowed = {
		has_dlc = Gotterdammerung
	}
	available = {
		if = {
			limit = {
				has_dlc = No Step Back
			}
			FROM = {
				has_tech = super_heavy_tank_chassis
			}
		}
		else = {
			FROM = {
				has_tech = super_heavy_tank
			}
		}
	}
	prototype_time = sp_time.prototype.medium
	complexity = sp_complexity.insane
	breakthrough_cost = {
		specialization_land = 3
	}
	resource_cost = {
		resources = {
			steel = 16
			chromium = 8
		}
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 0
			OR = {
				ROOT = {
					is_major = no
				} {
					has_government = democratic
				}
			}
		} {
			factor = 2
			ROOT = {
				original_tag = GER
				has_government = fascism
			}
			date = > 1943.6.1
		}
	}
	project_output = {
		country_effects = {
			if = {
				limit = {
					has_dlc = No Step Back
				}
				add_design_template_bonus = {
					name = sp_land_land_cruiser
					uses = 1
					cost_factor = 1
					equipment = land_cruiser_chassis_1
				}
			} {
				limit = {
					has_dlc = No Step Back
				}
				custom_effect_tooltip = {
					localization_key = SP_UNLOCK_TECH
					TECH = sp_armored_lc_high_impact_obliterator_cannon_tech
				}
			}
			else = {
				add_equipment_to_stockpile = {
					type = land_cruiser_equipment_1
					amount = 1
				}
				add_equipment_production = {
					equipment = {
						type = land_cruiser_equipment_1
					}
					requested_factories = 1
					progress = 0.35
					amount = 1
					efficiency = 30
				}
			}
			custom_effect_tooltip = {
				localization_key = SP_UNLOCK_TECH
				TECH = sp_armored_lc_naval_engine_conversion_tech
			} {
				localization_key = SP_UNLOCK_TECH
				TECH = sp_armored_lc_transmission_improvements_tech
			} {
				localization_key = SP_UNLOCK_TECH
				TECH = sp_armored_lc_specialized_field_manuals_tech
			} {
				localization_key = SP_UNLOCK_TECH
				TECH = sp_armored_lc_weapon_fire_control_tech
			}
		}
		enable_subunits = {
			land_cruiser
		}
		enable_equipments = {
			limit = {
				has_dlc = No Step Back
			}
			 = land_cruiser_chassis_1
		} {
			limit = {
				NOT = {
					has_dlc = No Step Back
				}
			}
			 = land_cruiser_equipment_1
		}
		enable_equipment_modules = {
			limit = {
				has_dlc = No Step Back
			}
			 = lc_heavy_naval_guns lc_medium_naval_guns lc_super_heavy_howitzer lc_aircraft_catapult lc_internal_f
# ... (truncated)
### Entity: Modifier Reference
Component: GER_qingdao_reintegrated_modifier
Constructs: remove_trigger
Source: game
File: common/dynamic_modifiers/wuw_dynamic_modifiers.txt

Code:
GER_qingdao_reintegrated_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_generic_construction
	remove_trigger = {
		ROOT = {
			NOT = {
				controller = {
					original_tag = GER
				}
			}
		}
	}
	state_production_speed_naval_base_factor = 0.25
	state_production_speed_coastal_bunker_factor = 0.25
	state_production_speed_infrastructure_factor = 0.25
	state_production_speed_air_base_factor = 0.25
	state_production_speed_bunker_factor = 0.25
}
### Entity: Unit Template
Component: ECU_CL_HISTORICAL
Source: game
File: common/units/names_ships/ECU_ship_names.txt

Code:
ECU_CL_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CL
	for_countries = {
		ECU
	}
	type = ship
	ship_types = {
		ship_hull_cruiser light_cruiser
	}
	prefix = BAE 
	fallback_name = Crucero Ligero %d
	unique = {
		Esmeraldas El Oro Manabí Galápagos Los Ríos Loja
	}
}
### Entity: Decision
Component: GER_south_east_asian_natural_wealth_cat
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/GER_decision_categories.txt

Code:
GER_south_east_asian_natural_wealth_cat = {
	icon = GFX_decision_category_generic_fascism
	allowed = {
		original_tag = GER
	}
	priority = 6
	visible = {
		has_completed_focus = GER_south_east_asian_natural_wealth
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_cooperate_with_the_congolese_churches
Constructs: prerequisite, add_ideas, has_government, completion_reward
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_cooperate_with_the_congolese_churches
	icon = GFX_focus_BRA_socialist_theologians
	x = -1
	y = 1
	prerequisite = {
		focus = COG_proclaim_the_peoples_republic
	}
	mutually_exclusive = {
		focus = COG_strict_anti_clericalism
	}
	relative_position_id = COG_proclaim_the_peoples_republic
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	cost = 5
	ai_will_do = {
		base = 10
	}
	bypass = {

	}
	available = {
		has_government = communism
	}
	completion_reward = {
		add_ideas = COG_cooperating_with_the_congolese_churches
	}
}
### Entity: AI Strategy
Component: generic_medium_tank_artillery
Constructs: has_war, has_tech
Source: game
File: common/ai_equipment/generic_tank.txt

Code:
generic_medium_tank_artillery = {
	category = land
	blocked_for = {
		GER SOV ENG USA FRA JAP ITA HUN
	}
	available_for = {

	}
	roles = {
		land_medium_tank_artillery
	}
	priority = {
		factor = 500
	}
	medium_tank_artillery_1 = {
		priority = {
			factor = 100
		}
		enable = {
			has_tech = interwar_artillery
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = medium_tank_artillery_chassis_1
			modules = {
				main_armament_slot = tank_medium_howitzer
				turret_type_slot = tank_medium_fixed_superstructure_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 3
				tank_nsb_armor_upgrade = {
					base = 3
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_medium_howitzer tank_medium_fixed_superstructure_turret tank_bogie_suspension tank_riveted_armor tank_diesel_engine
		}
	}
	medium_tank_artillery_2 = {
		priority = {
			factor = 200
		}
		enable = {
			has_tech = interwar_artillery
		}
		history = yes
		target_variant = {
			match_value = 1500
			type = medium_tank_artillery_chassis_2
			modules = {
				main_armament_slot = tank_medium_howitzer_2
				turret_type_slot = tank_medium_fixed_superstructure_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 4
				tank_nsb_armor_upgrade = {
					base = 4
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_medium_howitzer_2 tank_medium_fixed_superstructure_turret tank_bogie_suspension tank_riveted_armor tank_diesel_engine
		}
	}
	medium_tank_artillery_3 = {
		priority = {
			factor = 200
		}
		enable = {
			has_tech = artillery1
		}
		history = yes
		target_variant = {
			match_value = 2000
			type = medium_tank_artillery_chassis_3
			modules = {
				main_armament_slot = tank_heavy_howitzer
				turret_type_slot = tank_medium_fixed_superstructure_turret
				suspension_
# ... (truncated)
### Entity: Character
Component: SPA_jose_antonio_giron
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/SPR.txt

Code:
SPA_jose_antonio_giron = {
	name = SPA_jose_antonio_giron
	portraits = {
		army = {
			small = GFX_idea_SPA_jose_antonio_giron
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = SPA_jose_antonio_giron
		name = SPA_jose_antonio_giron
		allowed = {
			has_dlc = La Resistance
			original_tag = SPR
		}
		visible = {
			NOT = {
				tag = SPD SPC
			}
		}
		available = {
			NOT = {
				has_completed_focus = SPA_no_compromise_on_carlist_ideals
			}
			custom_trigger_tooltip = {
				tooltip = SPA_not_republican_spain_tt
				NOT = {
					tag = SPD
				}
			}
		}
		traits = {
			falangist_industrialist
		}
	}
}
### Entity: Character
Component: FIN_emil_vaateri
Constructs: has_completed_focus, has_government
Source: game
File: common/characters/FIN.txt

Code:
FIN_emil_vaateri = {
	name = FIN_emil_vaateri
	portraits = {
		army = {
			large = GFX_portrait_FIN_emil_vaateri
			small = GFX_portrait_FIN_emil_vaateri_small
		}
	}
	corps_commander = {
		traits = {
			winter_expert infantry_officer jaeger militias_officer
		}
		skill = 2
		attack_skill = 2
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 3
		legacy_id = -1
		visible = {
			OR = {
				has_completed_focus = FIN_approach_the_soviets FIN_confederated_finno_russian_republics
			}
			has_completed_focus = FIN_the_second_finnish_civil_war
			has_government = communism
		}
	}
}
### Entity: Decision
Component: form_arabia_category
Constructs: has_government, add_stability, fire_only_once, complete_effect, remove_effect
Source: game
File: common/decisions/r56_formable_nations_decisions.txt

Code:
form_arabia_category = {
	assert_control_over_the_holy_sites = {
		icon = generic_form_nation
		fire_only_once = yes
		cost = 25
		days_remove = 90
		allowed = {
			OR = {
				original_tag = ADU MOR ALG TUN EGY PAL SUD SOM SYR TUR PAL JOR IRQ PER PAK AZR XSM SIK KAZ INS LBA KUW BOS MLD MLI LEB KYR MRT TAJ TMS CRI UZB BAN ALB
			}
		}
		visible = {
			NOT = {
				has_government = communism
			}
			controls_state = 679
		}
		available = {
			controls_state = 679
		}
		ai_will_do = {
			factor = 50
		}
		complete_effect = {

		}
		remove_effect = {
			add_stability = 0.05
		}
	}
}
### Entity: Modifier Reference
Component: GER_navy_imperial_modifier
Constructs: screening_efficiency
Source: game
File: common/dynamic_modifiers/wuw_dynamic_modifiers.txt

Code:
GER_navy_imperial_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_GER_navy
	custom_modifier_tooltip = GER_military_modifier_tt
	naval_heavy_gun_hit_chance_factor = GER_military_naval_heavy_gun_hit_chance_factor
	screening_efficiency = GER_military_screening_efficiency
	screening_without_screens = GER_military_screening_without_screens
	navy_max_range_factor = GER_military_navy_max_range_factor
	convoy_raiding_efficiency_factor = GER_military_convoy_raiding_efficiency_factor
	naval_light_gun_hit_chance_factor = GER_military_naval_light_gun_hit_chance_factor
	naval_hit_chance = GER_military_naval_hit_chance
}
### Entity: Idea
Component: COG_american_investments_for_a_transport_hub
Constructs: removal_cost
Source: game
File: common/ideas/congo.txt

Code:
COG_american_investments_for_a_transport_hub = {
	picture = man_five_year_plan_air
	allowed = {
		original_tag = COG
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		production_speed_air_base_factor = 0.15
		production_speed_supply_node_factor = 0.15
		air_range_factor = 0.1
	}
}
### Entity: Event
Component: INS_industrial_events.7
Constructs: is_triggered_only, add_to_variable
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_industrial_events.7
	hidden = yes
	is_triggered_only = yes
	option = {
		name = INS_industrial_events.7.a
		custom_effect_tooltip = INS_great_depression_tt
		add_to_variable = {
			var = INS_great_depression_country_resource_cost_oil
			value = -4
			tooltip = country_resource_cost_oil_tt
		}
	}
}
### Entity: Country History
Country: RNG
Component: RNG_politics
Constructs: set_stability, add_ideas, set_war_support, set_politics, set_popularities
Source: game
File: history/countries/RNG - Reorganized National Government.txt

Code:
# Politics & Parties for RNG
set_stability = 0.4
set_war_support = 0.4
add_ideas = {
	CHI_nine_power_treaty CHI_army_corruption_1 CHI_ineffective_bureaucracy CHI_incompetent_officers free_trade CHI_hyper_inflation_1
}
set_politics = {
	ruling_party = neutrality
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	neutrality = 100
}
### Entity: Event
Component: mtg_germany.3
Constructs: is_triggered_only, create_wargoal, take_state_focus
Source: game
File: events/MTG_Germany.txt

Code:
country_event = {
	id = mtg_germany.3
	title = mtg_germany.3.t
	desc = mtg_germany.3.d
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	option = {
		name = mtg_germany.3.a
		create_wargoal = {
			type = take_state_focus
			target = HOL
			generator = {
				7
			}
		}
	}
}
### Entity: AI Strategy
Component: USA_convoy_raiding
Source: game
File: common/ai_navy/goals/goals_USA.txt

Code:
USA_convoy_raiding = {
	objective_type = convoy_raiding
	available_for = {
		USA
	}
	min_priority = 3
	max_priority = 7
}
### Entity: Character
Component: navy_submarine_2
Source: game
File: common/country_leader/00_traits.txt

Code:
navy_submarine_2 = {
	sprite = 4
	navy_submarine_attack_factor = 0.15
	navy_submarine_defence_factor = 0.1
	command_cap_increase = @tier2_cp_cap_increase
	command_power = @tier2_cp_cost
	ai_will_do = {
		factor = @navy_command_factor_2
		modifier = {
			factor = 0
			command_power = < @tier2_cp_cost
		}
	}
}
### Entity: Unit Leader
Component: funnies_inventor
Constructs: gain_xp, recon_factor, is_army_leader, has_idea, is_navy_leader
Source: game
File: common/unit_leader/r56_traits.txt

Code:
funnies_inventor = {
	type = land
	trait_type = personality_trait
	allowed = {
		always = no
	}
	gain_xp = {
		always = no
	}
	modifier = {
		supply_consumption_factor = 0.05
		army_armor_attack_factor = 0.1
		recon_factor = 0.1
		experience_gain_factor = 1
	}
	corps_commander_modifier = {
		max_commander_army_size = -20
	}
	new_commander_weight = {
		factor = 1
		modifier = {
			is_army_leader = yes
			FROM = {
				has_idea = best_of_the_best_spirit
			}
			factor = 0
		} {
			is_navy_leader = yes
			FROM = {
				has_idea = best_of_the_best_naval_academy_spirit
			}
			factor = 0
		} {
			FROM = {
				has_idea = academy_scholarships_spirit
			}
			factor = 0
		} {
			FROM = {
				has_idea = naval_academy_scholarships_spirit
			}
			factor = 0
		}
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_preemptive_strikes
Constructs: prerequisite, completion_reward, add_dynamic_modifier
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_preemptive_strikes
	icon = GFX_focus_PHI_preemptive_strikes
	prerequisite = {
		focus = PHI_weapons_of_war
	}
	relative_position_id = PHI_weapons_of_war
	x = 0
	y = 1
	cost = 5
	available = {

	}
	bypass = {

	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 2
			date = > 1937.1.1
		} {
			factor = 2
			date = > 1939.1.1
		}
	}
	available_if_capitulated = no
	completion_reward = {
		add_dynamic_modifier = {
			modifier = PHI_preemptive_strikes_dynamic_modifier
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: EAI_DD_13/light_tank_aa_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_13/light_tank_aa_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		light_tank_aa_chassis = {
			build_cost_ic = -0.325
			instant = yes
		}
	}
}
### Entity: Event
Component: new_ger.95
Constructs: is_triggered_only, ai_chance, add_war_support, add_stability, add_political_power, add_popularity, declare_war_on, take_state_focus
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.95
	title = new_ger.95.t
	desc = new_ger.95.d
	picture = GFX_report_event_german_troops_paris
	is_triggered_only = yes
	option = {
		name = new_ger.95.a
		ai_chance = {
			base = 0
		}
		28 = {
			transfer_state_to = FROM
		}
		add_political_power = -25
		add_popularity = {
			ideology = FROM
			popularity = -0.05
		}
		add_stability = -0.1
		hidden_effect = {
			FROM = {
				country_event = new_ger.96
			}
		}
	} {
		name = new_ger.95.b
		add_war_support = 0.05
		effect_tooltip = {
			FROM = {
				declare_war_on = {
					target = ROOT
					type = take_state_focus
				}
			}
		}
		hidden_effect = {
			FROM = {
				country_event = new_ger.97
			}
		}
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_support_the_red_army_focus
Constructs: prerequisite, completion_reward, is_subject_of, is_subject, is_in_faction_with, unlock_decision_category_tooltip
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_support_the_red_army_focus
	icon = GFX_social_welfare
	prerequisite = {
		focus = MON_example_of_communist_paradise MON_true_hero_for_the_people
	}
	x = 1
	y = 1
	relative_position_id = MON_example_of_communist_paradise
	cost = 5
	ai_will_do = {
		factor = 30
	}
	available = {
		OR = {
			is_subject_of = SOV
			AND = {
				is_subject = no
				is_in_faction_with = SOV
			}
		}
	}
	completion_reward = {
		MON_soviet_low_influence_increase_effect = yes
		unlock_decision_category_tooltip = MON_support_the_red_army
	}
	search_filters = {
		FOCUS_FILTER_INFLUENCE_INCREASE
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_the_uno_school_of_economics
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_to_variable
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_the_uno_school_of_economics
	icon = GFX_focus_JAP_the_uno_school_of_economics
	x = 1
	y = 1
	relative_position_id = JAP_cooperate_with_anarchists
	prerequisite = {
		focus = JAP_cooperate_with_anarchists
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		JAP_add_or_modify_early_industrialization = yes
		add_to_variable = {
			JAP_industry_production_factory_efficiency_gain_factor = 0.1
			tooltip = production_factory_efficiency_gain_factor_tt
		}
		custom_effect_tooltip = generic_skip_one_line_tt JAP_the_uno_school_of_economics_tt generic_skip_one_line_tt available_political_advisor
		activate_mission = JAP_implementing_unos_economic_reforms_mission
		show_ideas_tooltip = JAP_hajime_kawakami
	}
}
### Entity: Scripted Effect
Component: SOV_set_up_right_opposition_militia
Constructs: has_completed_focus, division_template, every_owned_state, limit, is_locked, has_state_category, create_unit
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_set_up_right_opposition_militia = {
	division_template = {
		name = Bukharinist Workers' Militia
		is_locked = yes yes
		division_names_group = SOV_INF_01
		priority = 0
		template_counter = 0
		regiments = {
			infantry = {
				x = 0
				y = 0
			} {
				x = 0
				y = 1
			} {
				x = 0
				y = 2
			}
		}
	} {
		name = Bukharinist Peasant Militia
		is_locked = yes yes
		division_names_group = SOV_INF_01
		priority = 0
		template_counter = 14
		regiments = {
			infantry = {
				x = 0
				y = 0
			} {
				x = 0
				y = 1
			} {
				x = 1
				y = 0
			} {
				x = 1
				y = 1
			}
		}
	}
	every_owned_state = {
		IF = {
			limit = {
				OR = {
					has_state_category = city large_city megalopolis metropolis
				}
			}
			create_unit = {
				division = name = "Workers' Miltia Brigade" division_template = "Bukharinist Workers' Militia" start_experience_factor = 0.09 start_equipment_factor = 0.85
				owner = ROOT
			}
		} {
			limit = {
				ROOT = {
					has_completed_focus = SOV_reverse_the_collectivization_process
				}
				NOT = {
					has_state_category = enclave
				} {
					has_state_category = wasteland
				}
			}
			create_unit = {
				division = name = "Peasant Militia brigade" division_template = "Bukharinist Peasant Militia" start_experience_factor = 0.01 start_equipment_factor = 0.55
				owner = ROOT
			}
		}
		ELSE_IF = {
			limit = {
				NOT = {
					has_state_category = enclave
				} {
					has_state_category = wasteland
				}
			}
			create_unit = {
				division = name = "Peasant Militia brigade" division_template = "Bukharinist Peasant Militia" start_experience_factor = 0.01 start_equipment_factor = 0.55
				owner = ROOT
			}
		}
	}
}
### Entity: Event
Component: cold_war.45
Constructs: is_triggered_only, ai_chance, limit, has_war_with, is_historical_focus_on, add_timed_idea, add_popularity
Source: game
File: events/Cold_War.txt

Code:
country_event = {
	id = cold_war.45
	title = cold_war.45.t
	desc = cold_war.45.d
	picture = GFX_report_event_aid_pact
	is_triggered_only = yes
	option = {
		name = cold_war.45.a
		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
		add_timed_idea = {
			idea = SOV_financing_ITA_support
			days = 360
		}
		FROM = {
			add_timed_idea = {
				idea = SOV_marshall_plan_alternative_aid_idea
				days = 1440
			}
		}
	} {
		name = cold_war.45.b
		FROM = {
			add_popularity = {
				ideology = communism
				popularity = -0.05
			}
			if = {
				limit = {
					NOT = {
						has_war_with = USA
					}
				}
				add_timed_idea = {
					idea = USA_marshall_plan_aid_idea
					days = 1440
				}
			}
		}
	}
}
### Entity: Character
Component: MEX_pablo_gonzalez
Constructs: has_completed_focus, limit, has_dlc
Source: game
File: common/characters/MEX.txt

Code:
MEX_pablo_gonzalez = {
	name = MEX_pablo_gonzalez
	portraits = {
		army = {
			small = GFX_idea_MEX_pablo_gonzalez
			large = GFX_portrait_MEX_pablo_gonzalez
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = MEX_pablo_gonzalez
		cost = 50.0
		allowed = {
			original_tag = MEX
		}
		available = {
			if = {
				limit = {
					has_dlc = Man the Guns
				}
				has_completed_focus = MEX_focus_triumph_over_the_cristeros
			}
		}
		traits = {
			prince_of_terror
		}
	}
}
### Entity: Event
Component: mongol_foreign_influence.15
Constructs: is_triggered_only, limit, every_country, has_country_flag, is_in_faction_with, is_faction_leader, remove_from_faction, add_ai_strategy
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol_foreign_influence.15
	title = mongol_foreign_influence.15.t
	desc = mongol_foreign_influence.15.d
	picture = GFX_report_event_SOV_mongolia_fortify_border
	is_triggered_only = yes
	option = {
		name = mongol_foreign_influence.15.a
		every_country = {
			limit = {
				OR = {
					original_tag = MON
					has_country_flag = MON_joined_mongolia_to_secure_one_of_the_warlords
				}
				is_in_faction_with = FROM
				is_faction_leader = yes
			}
			remove_from_faction = FROM
			add_ai_strategy = {
				type = antagonize
				id = FROM
				value = 200
			}
			if = {
				limit = {
					has_country_flag = MON_joined_mongolia_to_secure_one_of_the_warlords
				}
				clr_country_flag = MON_joined_mongolia_to_secure_one_of_the_warlords
			}
		} {
			limit = {
				OR = {
					original_tag = MON
					has_country_flag = MON_joined_mongolia_to_secure_one_of_the_warlords
				}
			}
			create_wargoal = {
				type = take_state
				target = FROM
				expire = 0
			}
			if = {
				limit = {
					FROM = {
						has_non_aggression_pact_with = THIS
					}
				}
				diplomatic_relation = {
					country = FROM
					relation = non_aggression_pact
					active = no
				}
			}
		}
		FROM = {
			clr_country_flag = MON_is_willing_to_go_for_you
			add_timed_idea = {
				idea = MON_diplomatic_isolation
				days = 90
			}
		}
		if = {
			limit = {
				MON = {
					is_subject = yes
				}
			}
			MON = {
				declare_war_on = {
					type = take_state
					target = FROM
				}
			}
		}
		hidden_effect = {
			every_country = {
				limit = {
					has_country_flag = MON_will_not_attack_warlord_together_woth_mongolia
				}
				clr_country_flag = MON_will_not_attack_warlord_together_woth_mongolia
			}
		}
	}
}
### Entity: Unit Template
Component: VEN_SS_HISTORICAL
Source: game
File: common/units/names_ships/VEN_ship_names.txt

Code:
VEN_SS_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_SUBMARINES
	for_countries = {
		VEN
	}
	type = ship
	ship_types = {
		ship_hull_submarine submarine
	}
	prefix = ARV 
	fallback_name = Submarino %d
	unique = {
		Sábalo Caribe Almirante Clemente General Flores General Morán Almirante Brión General Austria Almirante García
	}
}