Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: hoa_focus
Component: HOA_secure_the_ogaden
Constructs: prerequisite, limit, completion_reward, is_subject, every_state, is_owned_by, add_claim_by, create_wargoal
Source: game
File: common/national_focus/horn_of_africa.txt

Code:
focus = {
	id = HOA_secure_the_ogaden
	icon = GFX_goal_generic_major_war
	prerequisite = {
		focus = HOA_that_which_is_rightfully_ours
	}
	x = 2
	y = 1
	relative_position_id = HOA_that_which_is_rightfully_ours
	cost = 10
	available = {
		is_subject = no
	}
	search_filters = {

	}
	completion_reward = {
		every_state = {
			limit = {
				region = 274
				NOT = {
					is_owned_by = ROOT
				}
			}
			add_claim_by = ROOT
		} {
			limit = {
				region = 274
				OWNER = {
					capital_scope = {
						region = 274
					}
					is_subject = no
					NOT = {
						tag = ROOT
					}
				}
			}
			OWNER = {
				ROOT = {
					create_wargoal = {
						type = take_claimed_state
						target = PREV
					}
				}
			}
		}
	}
}
### Entity: Idea
Component: JOR_tribal_council_3
Constructs: research_speed_factor, stability_factor, is_subject, removal_cost, conscription_factor
Source: game
File: common/ideas/jordan.txt

Code:
JOR_tribal_council_3 = {
	name = JOR_tribal_council
	allowed = {
		always = no
	}
	allowed_civil_war = {
		is_subject = no
	}
	picture = HUN_heirs_of_the_huns
	removal_cost = -1
	modifier = {
		stability_factor = 0.05
		research_speed_factor = -0.05
		conscription_factor = 0.1
	}
}
### Entity: Name List
Component: PRU
Source: game
File: common/names/00_names.txt

Code:
PRU = {
	male = {
		names = {
			Adolfo Agustín Alejandro Andrés Aníbal Antonio Bartolomé Bernardo David Diego Domingo Eduardo Emiliano Emilio Enrique Esteban Eusebio Federico Felipe Francisco Germán Hernando Hilarión Ignacio Isidoro Ismael Jorge José José Miguel Juan Juan Antonio Juan Francisco Justo Ladislao Luis Manuel Mariano Miguel Narciso Nicolás Pablo Patricio Pedro Ramón Rufino Ruperto Santiago Sebastián Severino Tomás
		}
	}
	female = {
		names = {
			Adelita Araceli Belén Camila Candelaria Chavela Consuelo Cristina Delfina Esperanza Fidelia Graciela Isadora Isabella Jimena Ximena Luciana Lucrecia María Marisol Noemí Nohemi Valentina Valeria Rocío Socorro Sofía Teófila Amaranta Úrsula Rebeca Remedios
		}
	}
	surnames = {
		Abaroa Ágreda Altamirano Arteaga Ballivián Baquedano Belzú Blanche Blanco Bulnes Cabrera Calvo Campero Castilla Corrico Daza de la Cruz de Santa Cruz de Velasco de Vidal Echenique Errázuriz Fernández Figueroa Franco Freire Gamarra Gorostiaga Grau Guilarte La Mar Latorre Lynch Melgarejo Monje Montero Montes Montt Orbegoso Pezet Rebolledo Ruíz-Tagle Salaverry Santa María Siles Sotomayor Toro Valencia Zañartu Zapata
	}
	callsigns = {

	}
}
### Entity: Modifier Reference
Construct: military_leader_cost_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## military_leader_cost_factor

* Number with 1 decimal places
* **Categories**: unit_leader
### Entity: Event
Component: bftb_bulgaria_factions.10
Constructs: is_triggered_only, ai_chance, limit, add_war_support, has_country_flag, add_political_power, has_active_mission, check_variable
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_factions.10
	title = bftb_bulgaria_factions.10.t
	desc = bftb_bulgaria_factions.10.desc
	picture = GFX_report_event_bul_military_parade_vidin
	is_triggered_only = yes
	trigger = {
		original_tag = BUL
		NOT = {
			has_country_flag = BUL_zveno_destroyed_flag
		} {
			has_country_flag = BUL_zveno_legalized_flag
		} {
			has_active_mission = BUL_impending_zveno_coup
		} {
			has_country_flag = BUL_zveno_coup_flag
		}
		OR = {
			NOT = {
				has_country_flag = BUL_zveno_dissident_event_flag
			}
			has_country_flag = {
				flag = BUL_zveno_dissident_event_flag
				days = > 365
			}
		} {
			NOT = {
				has_country_flag = BUL_zveno_repressed_flag
			}
			has_country_flag = {
				flag = BUL_zveno_repressed_flag
				days = > 720
			}
		} {
			NOT = {
				has_country_flag = BUL_fatherland_front_formed_flag
			}
			has_country_flag = BUL_ff_destroyed_flag
		}
		check_variable = {
			BUL_zveno_popularity = 5
			compare = greater_than_or_equals
		} {
			BUL_zveno_loyalty = 50
			compare = less_than_or_equals
		}
	}
	immediate = {
		hidden_effect = {
			if = {
				limit = {
					has_country_flag = BUL_zveno_dissident_event_flag
				}
				modify_country_flag = {
					flag = BUL_zveno_dissident_event_flag
					value = 1
				}
			}
			else = {
				set_country_flag = BUL_zveno_dissident_event_flag
			}
			set_country_flag = BUL_zveno_dissident_event_not_addressed_flag
			random_unit_leader = {
				limit = {
					NOT = {
						has_trait = trait_BUL_tsar_loyalist
					} {
						has_trait = trait_BUL_ff_sympathizer
					}
				}
				add_unit_leader_trait = trait_BUL_zveno_member
			}
		}
	}
	option = {
		name = bftb_bulgaria_factions.10.a
		ai_chance = {
			base = 5
			modifier = {
				factor = 5
				is_historical_focus_on = yes
			}
		}
		add_war_support = -0.05
		add_political_power = -50
		country_event = {
			id = bftb_bulgaria_factions.11
			days = 30
			random_days = 15
		}
		if = {
			limit = {
				NOT = {
					has_decision = BUL_opression_repress_zveno
				}
			}
			unlock_decision_tooltip = BUL_opression_repress_zveno
		}
		custom_effect_tooltip = BUL_zveno_dissidents_tt
	} {
		name = bftb_bulgaria_factions.10.b
		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
		if = {
			limit = {
				NOT = {
					has_decision = BUL_opression_repress_zveno
				}
			}
			unlock_decision_tooltip = 
# ... (truncated)
### Entity: National Focus
Tree: chi_focus
Component: CHI_executive_yuan
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/china_nationalist.txt

Code:
focus = {
	id = CHI_executive_yuan
	icon = GFX_goal_generic_demand_territory
	prerequisite = {
		focus = CHI_democracy
	}
	x = 1
	y = 1
	relative_position_id = CHI_democracy
	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_POLITICAL
	}
	completion_reward = {
		add_ideas = CHI_executive_yuan
	}
}
### Entity: AI Strategy
Component: RNG_historical_plan
Constructs: has_completed_focus, has_dlc, is_subject_of, is_subject
Source: game
File: common/ai_strategy_plans/RNG_historical_strategy_plan.txt

Code:
RNG_historical_plan = {
	name = Reorganized historical plan
	desc = Historical behavior for Reorganized China
	allowed = {
		original_tag = RNG
		NOT = {
			has_dlc = No Compromise, No Surrender
		}
	}
	enable = {
		always = yes
	}
	abort = {
		NOT = {
			is_subject_of = JAP
		}
		JAP = {
			OR = {
				has_completed_focus = JAP_strengthen_civilian_government JAP_the_unthinkable_option JAP_okadas_military_purge_speech
				is_subject = yes
			}
		}
	}
	ai_national_focuses = {
		CHI_three_principles_of_the_people CHI_nationalism CHI_democracy CHI_executive_yuan CHI_constitutional_reform CHI_republicanism CHI_inter_party_coordination_council CHI_judicial_yuan CHI_control_yuan CHI_examination_yuan CHI_unified_industrial_planning CHI_expand_the_academica_sinica CHI_chemical_research_institute CHI_invite_foreign_investors CHI_military_affairs_commission CHI_army_reform CHI_collaboration_with_the_japanese CHI_welfare CHI_refugee_relief_agency CHI_land_tax_reform CHI_investment_into_shipbuilding CHI_new_life_movement CHI_unemployment_assistance CHI_financial_policy CHI_free_hospitals CHI_price_controls CHI_rural_schooling CHI_reform_the_national_bank CHI_forced_loans CHI_prioritize_the_interior
	}
	focus_factors = {
		CHI_legislative_yuan = 0
	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Event
Component: tsr_manchukuo.7
Constructs: is_triggered_only, ai_chance, has_opinion, every_unit_leader, set_nationality, annex_country, is_ai, create_wargoal
Source: game
File: events/TSR_Manchukuo.txt

Code:
country_event = {
	id = tsr_manchukuo.7
	title = tsr_manchukuo.7.t
	desc = tsr_manchukuo.7.desc
	picture = GFX_report_event_china_politicians_captured
	is_triggered_only = yes
	option = {
		name = tsr_manchukuo.7.a
		ai_chance = {
			base = 50
			modifier = {
				factor = 2
				has_opinion = {
					target = FROM
					value = > 75
				}
			}
		}
		ROOT = {
			every_unit_leader = {
				set_nationality = FROM
			}
		}
		FROM = {
			annex_country = {
				target = ROOT
				transfer_troops = yes
			}
		}
	} {
		name = tsr_manchukuo.7.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				FROM = {
					is_ai = no
				}
			}
		}
		FROM = {
			country_event = {
				id = tsr_manchukuo.8
				hours = 6
			}
		}
		effect_tooltip = {
			FROM = {
				create_wargoal = {
					type = annex_everything
					target = ROOT
				}
			}
		}
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_agricultural_protectionism
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_agricultural_protectionism
	icon = GFX_goal_generic_defence
	x = 1
	y = 1
	prerequisite = {
		focus = FRA_revive_the_national_bloc
	}
	mutually_exclusive = {
		focus = FRA_laissez_faire
	}
	relative_position_id = FRA_revive_the_national_bloc
	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
	}
	completion_reward = {
		add_ideas = {
			FRA_agricultural_protectionism
		}
	}
}
### Entity: National Focus
Component: wuw_HUN_manred_weiss_steel_and_metal_works
Constructs: prerequisite, limit, completion_reward, is_owned_and_controlled_by, cancel_if_invalid, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_manred_weiss_steel_and_metal_works
	icon = GFX_focus_generic_steel
	prerequisite = {
		focus = wuw_HUN_announce_the_gyor_program
	}
	x = 4
	y = 1
	relative_position_id = wuw_HUN_announce_the_gyor_program
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		wuw_HUN_does_not_have_trianon = yes
		43 = {
			is_owned_and_controlled_by = ROOT
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 2
					include_locked = yes
				}
				is_core_of = ROOT
			}
			prioritize = {
				43
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			} {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
			add_resource = {
				type = steel
				amount = 10
			}
		}
	}
}
### Entity: Military Industrial Organization
Component: RAJ_fairey_aviation_organization
Constructs: has_dlc
Source: game
File: common/military_industrial_organization/organizations/RAJ_GOE_organization .txt

Code:
RAJ_fairey_aviation_organization = {
	include = generic_naval_aircraft_organization
	icon = GFX_idea_fairey_aviation
	allowed = {
		has_dlc = Graveyard of Empires
		original_tag = RAJ
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3ANew_Zealand.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
New_Zealand.png &#8206;(900 × 600 pixels, file size: 20 KB, MIME type: image/png)
### Entity: National Focus
Tree: pak_focus
Component: PAK_Crack_down_on_Socialist_Protests
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/pakistan.txt

Code:
focus = {
	id = PAK_Crack_down_on_Socialist_Protests
	icon = GFX_goal_generic_anti_communism
	cost = 10
	prerequisite = {
		focus = PAK_Fascist_Coup_d_etat
	}
	x = -2
	y = 3
	relative_position_id = PAK_Birth_of_a_Nation
	ai_will_do = {
		factor = 15
	}
	completion_reward = {
		add_ideas = FRA_root_out_communism
	}
}
### Entity: Scripted Effect
Component: TUR_hostile_kemalists_influenced_state_effect
Constructs: add_dynamic_modifier, clr_state_flag, add_to_variable
Source: game
File: common/scripted_effects/TUR_scripted_effects.txt

Code:
TUR_hostile_kemalists_influenced_state_effect = {
	custom_effect_tooltip = TUR_hostile_kemalists_influenced_state_effect_tt
	hidden_effect = {
		event_target:TUR_kemalist_state_event_target = {
			add_dynamic_modifier = {
				modifier = kemalist_schemers
			}
			clr_state_flag = TUR_ideological_battleground_state
		}
		add_to_variable = {
			var = TUR_kemalist_power_variable
			value = 1
		}
		TUR_kemalist_loyalty_and_power_update_effect = yes
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_colonize_the_north
Constructs: prerequisite, add_ideas, has_government, completion_reward, is_subject, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_colonize_the_north
	icon = GFX_goal_generic_promote_ruralism
	prerequisite = {
		focus = QUE_advatageous_foreign_trade_deal
	} {
		focus = QUE_control_the_medias
	} {
		focus = QUE_bust_down_the_unions
	}
	relative_position_id = QUE_the_union_nationale_wins
	x = 0
	y = 4
	cost = 10
	available_if_capitulated = yes
	available = {
		has_government = democratic
		OR = {
			is_subject = no
			OVERLORD = {
				OR = {
					has_government = democratic neutrality
				}
			}
		}
	}
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		add_ideas = QUE_colonize
		random_owned_controlled_state = {
			prioritize = {
				466
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		add_victory_points = {
			province = 12223
			value = 2
		} {
			province = 12276
			value = 4
		}
		build_railway = {
			level = 1
			build_only_on_allied = no
			fallback = yes
			path = {
				1341 7435 9601 7291 12223 7893 1657
			}
			start_province = 466
			target_province = 466
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: JAP_metabolism_idea
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/japan.txt

Code:
JAP_metabolism_idea = {
	picture = JAP_metabolism
	removal_cost = -1
	allowed = {
		original_tag = JAP
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		production_speed_buildings_factor = 0.05
		global_building_slots = 1
	}
}
### Entity: Order of Battle
Component: 145th Division
Constructs: division_template
Source: game
File: history/units/SIC_1936_sea.txt

Code:
division = {
	name = 145th Division
	location = 6999
	division_template = Sanjiao Jun
	start_equipment_factor = 0.1
	officer = {
		name = SIC_rao_guohua
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_invest_in_mountain_guns
Constructs: prerequisite, limit, completion_reward, set_technology, has_tech
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_invest_in_mountain_guns
	icon = GFX_focus_SMB_mountain_guns
	prerequisite = {
		focus = CHI_decisive_battles
	}
	mutually_exclusive = {
		focus = CHI_repurpose_fort_artillery
	}
	x = 4
	y = 1
	relative_position_id = CHI_decisive_battles
	cost = 5
	available = {
		NOT = {
			has_tech = mountain_gun
		}
	}
	search_filters = {

	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		IF = {
			limit = {
				NOT = {
					has_tech = mountain_gun
				}
			}
			custom_effect_tooltip = mountain_guns_tt
			hidden_effect = {
				set_technology = {
					mountain_gun = 1
					popup = no
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: FRA_heavy_tank_anti_air
Constructs: has_war, has_tech
Source: game
File: common/ai_equipment/FRA_tank.txt

Code:
FRA_heavy_tank_anti_air = {
	category = land
	blocked_for = {

	}
	available_for = {
		FRA
	}
	roles = {
		land_heavy_tank_anti_air
	}
	priority = {
		factor = 5
		modifier = {
			NOT = {
				has_tech = fighter2
			}
			any_enemy_country = {
				has_tech = fighter2
			}
			factor = 3
		}
	}
	heavy_tank_anti_air_1 = {
		priority = {
			factor = 1
		}
		enable = {
			has_tech = interwar_antiair
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = heavy_tank_aa_chassis_1
			modules = {
				main_armament_slot = tank_anti_air_cannon
				turret_type_slot = tank_heavy_two_man_tank_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 = 3
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_anti_air_cannon tank_heavy_two_man_tank_turret tank_bogie_suspension tank_riveted_armor tank_diesel_engine
		}
	}
	heavy_tank_anti_air_2 = {
		priority = {
			factor = 2
		}
		enable = {
			has_tech = antiair2
		}
		history = yes
		target_variant = {
			match_value = 1500
			type = heavy_tank_aa_chassis_2
			modules = {
				main_armament_slot = tank_anti_air_cannon_2
				turret_type_slot = tank_heavy_two_man_tank_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 = 2
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_anti_air_cannon_2 tank_heavy_two_man_tank_turret tank_bogie_suspension tank_riveted_armor tank_diesel_engine
		}
	}
	heavy_tank_anti_air_3 = {
		priority = {
			factor = 2
		}
		enable = {
			has_tech = antiair5
		}
		history = yes
		target_variant = {
			match_value = 2500
			type = heavy_tank_aa_chassis_3
			modules = {
				main_armament_slot = tank_anti_air_cannon_3
				turret_type_slot = tank_heavy_two_man_tank_turret
				suspension_typ
# ... (truncated)
### Entity: National Focus
Tree: ger_focus
Component: GER_danzig_for_guarantees_ww
Constructs: prerequisite, has_war, add_ideas, owns_state, add_war_support, add_opinion_modifier, completion_reward, is_subject
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_danzig_for_guarantees_ww
	icon = GFX_focus_generic_polish_deal
	prerequisite = {
		focus = GER_see_to_the_eastern_front_ww
	}
	mutually_exclusive = {
		focus = GER_safeguard_poland
	}
	x = -1
	y = 1
	relative_position_id = GER_see_to_the_eastern_front_ww
	cost = 10
	available = {
		is_subject = no
		NOT = {
			is_in_faction_with = POL
		}
		POL = {
			has_war = no
			has_civil_war = no
			is_subject = no
			NOT = {
				is_in_faction_with = SOV
			}
		}
	}
	bypass = {
		OR = {
			POL = {
				OR = {
					exists = no
					is_guaranteed_by = ROOT
					is_in_faction_with = ROOT SOV
					is_subject = yes
					has_war = yes
				}
			}
			AND = {
				owns_state = 85 86 762 807
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_ANNEXATION FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_war_support = 0.03
		POL = {
			country_event = {
				id = wtt_germany.14
			}
		}
		custom_effect_tooltip = if_they_accept_tt
		effect_tooltip = {
			transfer_state = 85 807 86 762
			ROOT = {
				add_ideas = anti_soviet_pact
			}
			give_guarantee = POL
			custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
			GER_lower_CGFF_big = yes
			POL = {
				add_ideas = anti_soviet_pact
				add_opinion_modifier = {
					target = GER
					modifier = danzig_for_guarantees
				}
			}
		}
	}
}
### Entity: Shared Focus
Tree: smb_focus
Component: SMB_tierra_del_fuego_training
Constructs: shared_focus, prerequisite, limit, completion_reward, allow_branch, add_to_variable
Source: game
File: common/national_focus/toa_shared_military_branch.txt

Code:
shared_focus = {
	id = SMB_tierra_del_fuego_training
	icon = GFX_focus_SMB_tierra_del_fuego_training
	mutually_exclusive = {
		focus = SMB_atacama_training
	}
	relative_position_id = SMB_domestic_production
	prerequisite = {
		focus = SMB_domestic_production SMB_foreign_designs
	}
	x = -2
	y = 1
	cost = 5
	available = {
		OR = {
			controls_state = 953 507
		}
	}
	bypass = {

	}
	allow_branch = {
		OR = {
			original_tag = ARG CHL
		}
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		IF = {
			limit = {
				original_tag = CHL
			}
			custom_effect_tooltip = CHL_modify_chilean_army_ns_intro
			add_to_variable = {
				JUNO_army_modifier_acclimatization_cold_climate_gain_factor = 0.15
				tooltip = acclimatization_cold_climate_gain_factor_tt
			}
		}
		ELSE_IF = {
			limit = {
				original_tag = BRA
			}
			custom_effect_tooltip = BRA_modify_brazilian_army_ns_intro
			add_to_variable = {
				JUNO_army_modifier_acclimatization_cold_climate_gain_factor = 0.15
				tooltip = acclimatization_cold_climate_gain_factor_tt
			}
		} {
			limit = {
				original_tag = ARG
			}
			custom_effect_tooltip = ARG_modify_argentine_army_ns_intro
			add_to_variable = {
				JUNO_army_modifier_acclimatization_cold_climate_gain_factor = 0.15
				tooltip = acclimatization_cold_climate_gain_factor_tt
			}
		}
		ELSE = {
			custom_effect_tooltip = JUNO_modify_south_american_army_ns_intro
			add_to_variable = {
				JUNO_army_modifier_acclimatization_cold_climate_gain_factor = 0.15
				tooltip = acclimatization_cold_climate_gain_factor_tt
			}
		}
	}
}
### Entity: Event
Component: france.10
Constructs: is_triggered_only, ai_chance, limit, add_stability, fire_only_once, set_global_flag, every_subject_country, is_ai
Source: game
File: events/France.txt

Code:
country_event = {
	id = france.10
	title = france.10.t
	desc = france.10.d
	picture = GFX_report_event_german_parade_paris
	fire_only_once = yes
	is_triggered_only = yes
	immediate = {
		set_global_flag = achievement_france_surrender
		hidden_effect = {
			every_subject_country = {
				limit = {
					OR = {
						original_tag = SYR LEB
					}
				}
				country_event = {
					id = GOE_generic_events.1
					hours = 4
				}
			}
		}
	}
	option = {
		name = france.10.a
		trigger = {
			is_ai = no
		}
		set_country_flag = become_vichy GER_dont_seize_gold_reserves_flag
		save_global_event_target_as = vichy_france
		set_global_flag = fall_of_france
		GER = {
			country_event = france.14
		}
		custom_effect_tooltip = france.10.a_tt
	} {
		name = france.10.b
		ai_chance = {
			factor = 85
		}
		set_global_flag = fall_of_france
		save_global_event_target_as = free_france
		GER = {
			country_event = france.14
		}
		custom_effect_tooltip = france.10.b_tt
		set_country_flag = GER_dont_seize_gold_reserves_flag
	} {
		name = france.10.c
		ai_chance = {
			factor = 15
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
		ENG = {
			country_event = france.11
			effect_tooltip = {
				annex_country = {
					target = FRA
					transfer_troops = yes
				}
			}
		}
		custom_effect_tooltip = GAME_OVER_TT
	} {
		name = france.10.e
		ai_chance = {
			factor = 15
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
		trigger = {
			has_war_support = > 0.7
		}
		add_stability = -0.05
	}
}
### Entity: Character
Component: ENG_charles_forbes
Source: game
File: common/characters/ENG.txt

Code:
ENG_charles_forbes = {
	name = ENG_charles_forbes
	portraits = {
		army = {
			large = GFX_portrait_ENG_charles_forbes
			small = GFX_portrait_ENG_charles_forbes_small
		}
	}
	navy_leader = {
		traits = {
			gunnery_expert fly_swatter
		}
		skill = 3
		attack_skill = 3
		defense_skill = 2
		maneuvering_skill = 2
		coordination_skill = 3
		legacy_id = 990
	}
}