Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: prc_focus
Component: PRC_sea_form_the_academy_of_sciences
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_research_slot
Source: game
File: common/national_focus/china_communist_warlord_TSR.txt

Code:
focus = {
	id = PRC_sea_form_the_academy_of_sciences
	icon = GFX_goal_generic_scientific_exchange
	prerequisite = {
		focus = PRC_sea_china_medical_university
	}
	x = 0
	y = 2
	relative_position_id = PRC_sea_literacy_programs
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		num_of_factories = > 69
		amount_research_slots = < 5
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: AI Strategy
Component: COL_wants_to_join_bra
Constructs: has_completed_focus, has_government, has_war_with, is_in_faction, is_faction_leader
Source: game
File: common/ai_strategy/r56_COL.txt

Code:
COL_wants_to_join_bra = {
	allowed = {
		original_tag = COL
	}
	enable = {
		COL = {
			AND = {
				exists = yes
				has_government = communism
				is_in_faction = no
				NOT = {
					has_war_with = BRA
				}
			}
		}
		BRA = {
			AND = {
				exists = yes
				has_completed_focus = bra_foro_de_sao_paulo_focus
				has_government = communism
				is_faction_leader = yes
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = befriend
		id = BRA
		value = 75
	} {
		type = alliance
		id = BRA
		value = 50
	} {
		type = befriend
		id = SOV
		value = -25
	} {
		type = alliance
		id = SOV
		value = -25
	}
}
### Entity: Event
Component: INS_communist_events.1
Constructs: is_triggered_only, ai_chance, has_completed_focus, division_template, limit, has_government, set_variable, set_country_flag
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_communist_events.1
	title = INS_communist_events.1.t
	desc = INS_communist_events.1.desc
	picture = GFX_report_event_generic_bombers
	is_triggered_only = yes
	immediate = {
		set_variable = {
			var = ins_total_com_size
			value = party_popularity@communism
		}
	}
	option = {
		name = INS_communist_events.1.a
		set_country_flag = had_ins_civil_war_flag
		if = {
			limit = {
				is_subject = yes
			}
			overlord = {
				country_event = {
					id = INS_communist_events.4
					hours = 12
				}
			}
		}
		start_civil_war = {
			ideology = communism
			size = ins_total_com_size
		}
		every_other_country = {
			limit = {
				original_tag = ROOT
				has_government = communism
			}
			if = {
				limit = {
					ROOT = {
						has_variable = INS_automatic_militias_var_for_target
					}
				}
				set_variable = {
					var = INS_automatic_militias_var_for_target
					value = ROOT.INS_automatic_militias_var_for_target
				}
				division_template = {
					name = Freedom Fighter Militia
					is_locked = yes
					regiments = {
						militia = {
							x = 0
							y = 0
						} {
							x = 0
							y = 1
						} {
							x = 1
							y = 0
						} {
							x = 1
							y = 1
						}
					}
				}
				random_controlled_state = {
					create_unit = {
						division = name = "Militia" division_template = "Freedom Fighter Militia" start_experience_factor = 0.5 start_equipment_factor = 1.0 start_manpower_factor = 1.0
						owner = PREV
						allow_spawning_on_enemy_provs = yes
						count = var:PREV.INS_automatic_militias_var_for_target
					} {
						division = name = "Militia" division_template = "Freedom Fighter Militia" start_experience_factor = 0.5 start_equipment_factor = 1.0 start_manpower_factor = 1.0
						owner = PREV
						allow_spawning_on_enemy_provs = yes
						count = var:PREV.INS_automatic_militias_var_for_target
					}
				}
			}
			FROM = {
				if = {
					limit = {
						has_completed_focus = INS_purge_oppurtunists
					}
					set_autonomy = {
						target = PREV
						autonomy_state = autonomy_puppet
						freedom_level = 0.1
						end_wars = no
						end_civil_wars = no
					}
				}
			}
		}
		FROM = {
			country_event = {
				id = INS_communist_events.2
				hours = 12
			}
		}
		ai_chance = {
			base = 5
		}
	} {
		name = INS_communist_events.1.b
		set_politics = {
			ruling_party = communism
			elections_allowed = no
		}
		if = 
# ... (truncated)
### Entity: Idea
Component: SWE_anti_ita_cold_war
Constructs: removal_cost
Source: game
File: common/ideas/sweden.txt

Code:
SWE_anti_ita_cold_war = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_war_preparation
	targeted_modifier = {
		tag = ITA
		defense_bonus_against = 0.15
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_dissent_in_the_united_front
Constructs: prerequisite, limit, completion_reward, is_in_faction, cancel_if_invalid, is_faction_leader, add_faction_influence_ratio, is_in_faction_with
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_dissent_in_the_united_front
	icon = GFX_focus_PRC_dissent_in_the_united_front
	prerequisite = {
		focus = PRC_secure_the_peoples_support
	}
	x = 1
	y = 1
	relative_position_id = PRC_secure_the_peoples_support
	dynamic = yes
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_in_faction = yes
	}
	bypass = {
		is_in_faction = no
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				is_faction_leader = no
			}
			add_faction_influence_ratio = 0.05
		} {
			limit = {
				NOT = {
					is_in_faction_with = CHI
				}
			}
			custom_effect_tooltip = PRC_dissent_in_the_united_front_1_tt PRC_halves_infiltration_cost_tt
		}
		else = {
			custom_effect_tooltip = PRC_halves_infiltration_cost_tt
			divide_variable = {
				PRC_infiltration_cost = 2
			}
		}
	}
}
### Entity: Event
Component: malaysia.23
Constructs: is_triggered_only, unlock_decision_category_tooltip, set_country_flag
Source: game
File: events/malaysia.txt

Code:
country_event = {
	id = malaysia.23
	title = malaysia.23.t
	desc = malaysia.23.desc
	is_triggered_only = yes
	option = {
		name = malaysia.23.a
		unlock_decision_category_tooltip = mal_independence_decisions
		set_country_flag = mal_fascist_denied
	}
}
### Entity: Scripted Effect
Component: BUL_bzns_low_popularity_increase_effect
Constructs: add_to_variable
Source: game
File: common/scripted_effects/BUL_scripted_effects.txt

Code:
BUL_bzns_low_popularity_increase_effect = {
	custom_effect_tooltip = BUL_bzns_tt BUL_low_popularity_increase_tt
	add_to_variable = {
		BUL_bzns_popularity = BUL_faction_low_increase
	}
	clamp_variable = {
		var = BUL_bzns_popularity
		min = 0
		max = 100
	}
}
### Entity: Idea
Component: CZE_svatoplukovy_gardy
Constructs: stability_factor, has_government, removal_cost, is_subject, fascism_drift
Source: game
File: common/ideas/r56_czechoslovakia.txt

Code:
CZE_svatoplukovy_gardy = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	cancel = {
		is_subject = yes
		NOT = {
			has_government = fascism
		}
	}
	modifier = {
		stability_factor = -0.2
		fascism_drift = 0.1
		fascism_acceptance = 85
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_ideological_fanaticism
Constructs: prerequisite, add_ideas, has_government, completion_reward, add_to_variable
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_ideological_fanaticism
	icon = GFX_focus_POL_nationalist_education
	prerequisite = {
		focus = POL_additional_research_slot2
	}
	mutually_exclusive = {
		focus = POL_abolish_segregated_seating
	}
	available = {
		NOT = {
			has_government = democratic communism
		}
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_WAR_SUPPORT
	}
	x = -2
	y = 1
	relative_position_id = POL_additional_research_slot2
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_to_variable = {
			var = POL_investments_var
			value = 1
		}
		add_ideas = {
			POL_ideological_fanaticism
		}
	}
}
### Entity: Idea
Component: HOL_philips
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/netherlands.txt

Code:
HOL_philips = {
	available = {
		has_completed_focus = HOL_philips_focus
	}
	allowed = {
		original_tag = HOL
		has_dlc = Man the Guns
	}
	cost = 75
	picture = HOL_philips
	research_bonus = {
		electronics = 0.15
	}
	traits = {
		electronics_concern
	}
}
### Entity: Idea
Component: army_ordnance_department
Constructs: research_bonus
Source: game
File: common/ideas/usa.txt

Code:
army_ordnance_department = {
	allowed = {
		original_tag = USA
	}
	research_bonus = {
		armor = 0.15
	}
	traits = {
		heavy_tank_manufacturer
	}
	modifier = {

	}
}
### Entity: Country History
Country: VLA
Component: VLA_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/VLA - Vladivostok.txt

Code:
# Politics & Parties for VLA
set_politics = {
	ruling_party = democratic
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 50
	fascism = 20
	communism = 30
}
### Entity: National Focus
Tree: tan_focus
Component: TAN_the_fifth_constitution
Constructs: prerequisite, add_ideas, has_government, completion_reward, set_cosmetic_tag
Source: game
File: common/national_focus/tuva.txt

Code:
focus = {
	id = TAN_the_fifth_constitution
	icon = GFX_generic_goal_communist_reforms
	cost = 10
	prerequisite = {
		focus = TAN_Collectivist_Propaganda
	}
	x = 0
	y = 1
	relative_position_id = TAN_Collectivist_Propaganda
	ai_will_do = {
		factor = 10
	}
	available = {
		has_government = communism
	}
	completion_reward = {
		add_ideas = TAN_fifth_constitution_enshrinements
		custom_effect_tooltip = TAN_1941_flag_change_tt
		hidden_effect = {
			set_cosmetic_tag = TAN_1941
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_RESEARCH FOCUS_FILTER_HISTORICAL
	}
}
### Entity: Event
Component: kmt.250
Constructs: is_triggered_only
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.250
	title = kmt.250.t
	desc = kmt.250.d
	picture = GFX_report_event_nationalist_china_machinegun_firing
	is_triggered_only = yes
	option = {
		name = kmt.250.a
	}
}
### Entity: Country History
Country: NZL
Component: NZL_technology
Constructs: set_technology
Source: game
File: history/countries/NZL - New Zealand.txt

Code:
# Starting Technologies for NZL
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_trucks = 1
	gw_artillery = 1
	tech_support = 1
	tech_engineers = 1
	tech_recon = 1
}
### Entity: National Focus
Tree: cro_focus
Component: CRO_trading_infrastructures
Constructs: prerequisite, limit, has_government, completion_reward, has_full_control_of_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/croatia.txt

Code:
focus = {
	id = CRO_trading_infrastructures
	icon = GFX_goal_generic_positive_trade_relations
	prerequisite = {
		focus = CRO_liberty_ethos
	}
	mutually_exclusive = {
		focus = CRO_zagreb_investments_focus
	}
	available = {
		has_full_control_of_state = 103 958
		if = {
			limit = {
				OR = {
					has_government = neutrality democratic
				}
			}
		}
	}
	relative_position_id = CRO_liberty_ethos
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		958 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		103 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			} {
				type = dockyard
				level = 1
				instant_build = yes
			} {
				type = naval_base
				level = 1
				province = 3924
				instant_build = yes
			} {
				type = naval_base
				level = 1
				province = 6889
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_the_fifth_empire
Constructs: prerequisite, limit, add_ideas, remove_ideas, has_government, add_opinion_modifier, completion_reward, is_in_faction
Source: game
File: common/national_focus/portugal.txt

Code:
focus = {
	id = POR_the_fifth_empire
	available = {
		has_government = fascism
	}
	bypass = {

	}
	prerequisite = {
		focus = POR_camisas_azuis
	}
	mutually_exclusive = {
		focus = POR_join_the_axis
	}
	icon = GFX_focus_por_the_fifth_empire
	x = 1
	y = 1
	relative_position_id = POR_camisas_azuis
	cost = 10
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = POR_the_fifth_empire
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		remove_ideas = POR_unstable_republic
		IF = {
			limit = {
				is_in_faction = yes
			}
			leave_faction = yes
		}
		set_rule = {
			can_create_factions = yes
		} {
			can_join_factions = no
		}
		every_other_country = {
			limit = {
				NOT = {
					is_puppet_of = ROOT
				}
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = POR_the_fifth_empire_has_threatening_ambitions
			} {
				target = ROOT
				modifier = embargo
			}
		}
		set_cosmetic_tag = POR_empire
	}
}
### Entity: Character
Component: AUS_hedy_lamarr
Constructs: has_completed_focus
Source: game
File: common/characters/AUS.txt

Code:
AUS_hedy_lamarr = {
	name = AUS_hedy_lamarr
	portraits = {
		army = {
			large = GFX_portrait_AUS_hedy_lamarr
		}
	}
	scientist = {
		traits = {
			scientist_trait_submarine_specialist scientist_trait_fast_learner
		}
		skills = {
			specialization_naval = 1
		}
		visible = {
			owner = {
				has_completed_focus = AUS_womens_education_initiative
			}
		}
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_volunteers_to_the_republicans
Constructs: has_completed_focus, prerequisite, has_war, add_stability, completion_reward, add_political_power, is_historical_focus_on, has_country_leader
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_volunteers_to_the_republicans
	icon = GFX_focus_intervention_spain_republic
	relative_position_id = CHL_policies_of_arturo_alessandri
	x = 1
	y = 1
	cost = 10
	prerequisite = {
		focus = CHL_policies_of_arturo_alessandri
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 2
		modifier = {
			factor = 0
			is_historical_focus_on = yes
		}
	}
	available = {
		has_country_leader = {
			character = CHL_arturo_alessandri
			ruling_only = yes
		}
		custom_trigger_tooltip = {
			tooltip = CHL_volunteers_to_the_republicans_tt
			country_exists = SPD
		} {
			tooltip = CHL_volunteers_to_the_republicans_tt_2
			any_country_with_original_tag = {
				original_tag_to_check = SPR
				NOT = {
					has_completed_focus = SPA_a_great_spain SPR_regional_defense_council_of_aragon
				}
			}
		}
		has_war = no
		SPR_scw_in_progress = yes
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_ARMY_XP FOCUS_FILTER_AIR_XP
	}
	completion_reward = {
		add_political_power = 100
		add_stability = -0.05
		custom_effect_tooltip = CHL_skip_one_line_tt
		add_relation_modifier = {
			target = SPD
			modifier = ETH_support_spain_static_modifier
		}
		add_relation_rule_override = {
			target = SPD
			can_send_volunteers = yes
		}
		hidden_effect = {
			ROOT = {
				set_rule = {
					can_send_volunteers = yes
				}
				add_timed_idea = {
					idea = CHL_aid_SPR
					days = 730
				}
				add_ai_strategy = {
					type = send_volunteers_desire
					id = SPD
					value = 200
				}
			}
		}
	}
}
### Entity: Event
Component: congo_independence_struggle.21
Constructs: is_triggered_only, ai_chance, set_autonomy, complete_national_focus, clr_global_flag
Source: game
File: events/WUW_Congo.txt

Code:
country_event = {
	id = congo_independence_struggle.21
	title = congo_independence_struggle.21.t
	desc = congo_independence_struggle.21.d
	picture = GFX_report_event_journalists_speech
	is_triggered_only = yes
	option = {
		name = congo_independence_struggle.21.a
		ai_chance = {
			base = 100
		}
		ROOT = {
			set_autonomy = {
				target = FROM
				autonomy_state = autonomy_integrated_puppet
				freedom_level = 0.5
				end_wars = no
				end_civil_wars = no
			}
		} {
			complete_national_focus = CONGO_overseas_department_of_belgium
		}
		hidden_effect = {
			clr_global_flag = COG_BEL_negotiations_ongoing_flag
		}
	}
}
### Entity: National Focus
Tree: bhu_focus
Component: BHU_train_more_doctors
Constructs: prerequisite, add_stability, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/bhutan.txt

Code:
focus = {
	id = BHU_train_more_doctors
	icon = GFX_goal_medicine
	prerequisite = {
		focus = BHU_education_reform
	}
	relative_position_id = BHU_education_reform
	x = 1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_stability = 0.05
		add_tech_bonus = {
			name = hospital_company_tech_bonus_name
			bonus = 1.5
			uses = 1
			ahead_reduction = 0.5
			category = hospital_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_HISTORICAL
	}
}
### Entity: Idea
Component: CAY_mt
Source: game
File: common/ideas/cayenne.txt

Code:
CAY_mt = {
	ledger = army
	picture = generic_army_african_6
	allowed = {
		original_tag = CAY
	}
	traits = {
		military_theorist
	}
}
### Entity: Idea
Component: BLR_fedor_dobysh
Source: game
File: common/ideas/belarus.txt

Code:
BLR_fedor_dobysh = {
	picture = generic_air_europe_1
	allowed = {
		original_tag = BLR
	}
	traits = {
		air_chief_ground_support_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: energy_company_trait
Source: game
File: common/country_leader/00_traits.txt

Code:
energy_company_trait = {
	country_resource_oil = 10
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Component: congo_focus
Constructs: shared_focus, has_completed_focus, division_template, every_owned_state, add_equipment_to_stockpile, prerequisite, has_war, limit
Source: game
File: common/national_focus/congo.txt

Code:
focus_tree = {
	id = congo_focus
	country = {
		factor = 0
		modifier = {
			add = 10
			tag = COG
			has_dlc = Gotterdammerung
		}
	}
	default = no
	continuous_focus_position = {
		x = 50
		y = 1500
	}
	shared_focus = CONGO_belgian_congo CONGO_congo_investments CONGO_symbiotic_industrialization CONGO_fuel_for_belgium
	focus = {
		id = COG_congolese_bussinessowners
		icon = GFX_focus_hol_abandon_the_gold_standard
		x = 20
		y = 0
		search_filters = {
			FOCUS_FILTER_STABILITY
		}
		cost = 10
		bypass = {

		}
		available = {
			is_subject = no
			custom_trigger_tooltip = {
				tooltip = COG_the_invisible_roof_tt
				OR = {
					has_idea = COG_the_invisible_roof COG_the_invisible_roof_lower_research_debuff
				}
			}
		}
		completion_reward = {
			IF = {
				limit = {
					has_idea = COG_the_invisible_roof
				}
				swap_ideas = {
					remove_idea = COG_the_invisible_roof
					add_idea = COG_the_invisible_roof_lower_stability_debuff
				}
			}
			ELSE_IF = {
				limit = {
					has_idea = COG_the_invisible_roof_lower_research_debuff
				}
				swap_ideas = {
					remove_idea = COG_the_invisible_roof_lower_research_debuff
					add_idea = COG_the_invisible_roof_lower_research_and_stability_debuff
				}
			}
		}
	} {
		id = COG_desgregate_the_universites
		icon = GFX_focus_generic_university_2
		x = 19
		y = 1
		search_filters = {
			FOCUS_FILTER_RESEARCH
		}
		cost = 10
		bypass = {

		}
		available = {
			is_subject = no
			custom_trigger_tooltip = {
				tooltip = COG_the_invisible_roof_tt
				OR = {
					has_idea = COG_the_invisible_roof COG_the_invisible_roof_lower_stability_debuff
				}
			}
		}
		completion_reward = {
			IF = {
				limit = {
					has_idea = COG_the_invisible_roof
				}
				swap_ideas = {
					remove_idea = COG_the_invisible_roof
					add_idea = COG_the_invisible_roof_lower_research_debuff
				}
			}
			ELSE_IF = {
				limit = {
					has_idea = COG_the_invisible_roof_lower_stability_debuff
				}
				swap_ideas = {
					remove_idea = COG_the_invisible_roof_lower_stability_debuff
					add_idea = COG_the_invisible_roof_lower_research_and_stability_debuff
				}
			}
		}
	} {
		id = COG_shatter_the_roof
		icon = GFX_focus_generic_support_the_left_right
		x = 0
		y = 2
		prerequisite = {
			focus = COG_congolese_bussinessowners
		} {
			focus = COG_desgregate_the_universites
		}
		relative_position_id = COG_congolese_bussinessowners
		search_filter
# ... (truncated)
### Entity: Idea
Component: den_dano_soviet_trade
Constructs: removal_cost
Source: game
File: common/ideas/r56_denmark.txt

Code:
den_dano_soviet_trade = {
	removal_cost = -1
	picture = ger_the_great_red_menace
	modifier = {
		consumer_goods_factor = -0.16
		production_factory_efficiency_gain_factor = 0.03
		trade_opinion_factor = 0.1
	}
}
### Entity: Unit Template
Component: SPD_INF_01
Source: game
File: common/units/names_divisions/SPR_names_divisions.txt

Code:
SPD_INF_01 = {
	name = Republican Garrisons
	for_countries = {
		SPR
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %da Guarnición Republicana
	ordered = {

	}
}
### Entity: Idea
Component: HAW_acgs
Source: game
File: common/ideas/hawaii.txt

Code:
HAW_acgs = {
	picture = generic_air_asia_3
	allowed = {
		original_tag = HAW
	}
	traits = {
		air_chief_ground_support_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: FRA_emile_muselier
Source: game
File: common/characters/FRA.txt

Code:
FRA_emile_muselier = {
	name = FRA_emile_muselier
	portraits = {
		army = {
			small = GFX_idea_emile_muselier
		}
	}
	advisor = {
		slot = high_command
		idea_token = emile_muselier
		ledger = navy
		allowed = {
			original_tag = FRA
		}
		traits = {
			navy_fleet_logistics_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Event
Component: tfv_south_africa.81
Constructs: is_triggered_only, ai_chance, limit, set_politics, add_popularity, add_to_faction
Source: game
File: events/TFV_South_Africa.txt

Code:
country_event = {
	id = tfv_south_africa.81
	title = tfv_south_africa.81.t
	desc = tfv_south_africa.81.d
	picture = GFX_report_event_african_soldiers
	is_triggered_only = yes
	option = {
		name = tfv_south_africa.64.a
		ai_chance = {
			base = 100
		}
		EQG = {
			if = {
				limit = {
					SAF = {
						controls_state = 297
					}
				}
				transfer_state = 297
			}
		}
		SAF = {
			puppet = EQG
		}
	} {
		name = tfv_south_africa.64.b
		ai_chance = {
			base = 0
		}
		EQG = {
			if = {
				limit = {
					SAF = {
						controls_state = 297
					}
				}
				transfer_state = 297
			}
			hidden_effect = {
				set_politics = {
					ruling_party = communism
					elections_allowed = no
				}
				add_popularity = {
					ideology = communism
					popularity = 0.75
				}
			}
		}
		SAF = {
			add_to_faction = EQG
		}
	}
}
### Entity: Order of Battle
Component: air_wing_126
Source: game
File: history/units/ENG_1936_air_legacy.txt

Code:
air_wings = {
	126 = {
		tac_bomber_equipment_0 = {
			owner = ENG
			amount = 64
		}
	}
}