Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: chi_focus
Component: CHI_prioritize_the_interior
Constructs: prerequisite, add_stability, completion_reward, cancel_if_invalid, complete_tooltip
Source: game
File: common/national_focus/china_nationalist.txt

Code:
focus = {
	id = CHI_prioritize_the_interior
	icon = GFX_goal_generic_position_armies
	prerequisite = {
		focus = CHI_nationalism
	}
	mutually_exclusive = {
		focus = CHI_foreign_threats
	}
	x = 1
	y = 1
	relative_position_id = CHI_nationalism
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			AND = {
				MAN = {
					exists = no
				}
				PRC = {
					exists = no
				}
			}
			factor = 0
		}
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	complete_tooltip = {

	}
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_stability = 0.05
	}
}
### Entity: National Focus
Component: collab_denmark
Constructs: shared_focus, has_country_flag
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus_tree = {
	id = collab_denmark
	country = {
		factor = 0
		modifier = {
			add = 10
			tag = DEN
			has_country_flag = DEN_use_collab_tree
		}
	}
	default = no
	shared_focus = DEN_Denmark_in_Peril GEN_begin_industrial_buildup
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_preparations_for_war
Constructs: prerequisite, completion_reward, build_railway, add_building_construction
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_preparations_for_war
	icon = GFX_focus_ARG_preparations_for_war
	prerequisite = {
		focus = ARG_dominate_the_south
	}
	x = 4
	y = 1
	relative_position_id = ARG_dominate_the_south
	cost = 5
	available = {

	}
	bypass = {

	}
	ai_will_do = {
		factor = 20
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		build_railway = {
			path = {
				12943 10986 10965 8216
			}
		} {
			path = {
				12946 12952 13305 10953
			}
		}
		954 = {
			add_building_construction = {
				type = supply_node
				level = 1
				province = 12946
				instant_build = yes
			}
		}
		957 = {
			add_building_construction = {
				type = supply_node
				level = 1
				province = 12943
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: pak_focus
Component: PAK_Steel_Mines
Constructs: prerequisite, completion_reward, add_resource
Source: game
File: common/national_focus/pakistan.txt

Code:
focus = {
	id = PAK_Steel_Mines
	icon = GFX_goal_BEL_steel
	cost = 10
	prerequisite = {
		focus = PAK_Local_Arms_Developement PAK_Foreign_Equipment
	}
	mutually_exclusive = {
		focus = PAK_Bauxite_Mines
	}
	x = 42
	y = 4
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_resource = {
			type = steel
			amount = 16
			state = 1093
		}
	}
	search_filters = {
		FOCUS_FILTER_STEEL
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_inflation_control_by_the_central_bank
Constructs: prerequisite, limit, completion_reward, has_country_leader, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_inflation_control_by_the_central_bank
	icon = GFX_focus_hol_abandon_the_gold_standard
	relative_position_id = CHL_policies_of_arturo_alessandri
	x = 0
	y = 2
	cost = 10
	prerequisite = {
		focus = CHL_policies_of_arturo_alessandri
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 2
		modifier = {
			factor = 0
			date = > 1938.8.2
		}
	}
	available = {
		has_country_leader = {
			character = CHL_arturo_alessandri
			ruling_only = yes
		}
	}
	bypass = {
		NOT = {
			has_country_leader = {
				character = CHL_arturo_alessandri
				ruling_only = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		custom_effect_tooltip = CHL_upgrade_central_bank_tt CHL_skip_one_line_tt CHL_modify_chilean_economy_ns_intro CHL_skip_one_line_tt available_industrial_concern
		hidden_effect = {
			IF = {
				limit = {
					has_idea = CHL_banco_central_de_chile
				}
				swap_ideas = {
					remove_idea = CHL_banco_central_de_chile
					add_idea = CHL_banco_central_de_chile_better
				}
			}
		}
		add_to_variable = {
			CHL_economy_production_speed_buildings_factor = 0.05
			tooltip = production_speed_buildings_factor_tt
		}
		show_ideas_tooltip = CHL_banco_central_de_chile
	}
}
### Entity: Unit Template
Component: PRE_MAR_01
Source: game
File: common/units/names_divisions/PRE_names_divisions.txt

Code:
PRE_MAR_01 = {
	name = Marine Divisions
	for_countries = {
		PRE
	}
	can_use = {
		always = yes
	}
	division_types = {
		marine
	}
	fallback_name = %d. Seelande-Division
	ordered = {
		1 = {
			%d. Seelande-Division
		}
		2 = {
			%d. Seelande-Division
		}
		3 = {
			%d. Seelande-Division
		}
		4 = {
			%d. Seelande-Division
		}
		5 = {
			%d. Seelande-Division
		}
		6 = {
			%d. Seelande-Division
		}
		7 = {
			%d. Seelande-Division
		}
		8 = {
			%d. Seelande-Division
		}
		9 = {
			%d. Seelande-Division
		}
		10 = {
			%d. Seelande-Division
		}
	}
}
### Entity: Idea
Component: GER_eastern_campaign
Constructs: removal_cost, is_core_of, set_rule
Source: game
File: common/ideas/r56_germany.txt

Code:
GER_eastern_campaign = {
	removal_cost = -1
	picture = generic_soldiers_bad
	cancel = {
		OR = {
			casualties_inflicted_by = {
				opponent = SOV
				thousands = > 4000
			}
			surrender_progress = > 0.75
			any_owned_state = {
				is_core_of = SOV
				compliance = > 50
			}
		}
	}
	on_add = {
		set_rule = {
			can_puppet = no
			can_create_collaboration_government = no
		}
	}
	on_remove = {
		set_rule = {
			can_puppet = yes
			can_create_collaboration_government = yes
		}
	}
	modifier = {
		attrition = 0.02
		custom_modifier_tooltip = GENERIC_cant_puppet_tt GENERIC_cant_create_collaboration_government_tt
	}
	targeted_modifier = {
		tag = SOV
		attack_bonus_against = 0.05
	}
}
### Entity: National Focus
Tree: rom_focus
Component: ROM_preserve_greater_romania
Constructs: add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/romania.txt

Code:
focus = {
	id = ROM_preserve_greater_romania
	icon = GFX_focus_rom_preserve_romania
	mutually_exclusive = {
		focus = ROM_balkans_dominance
	}
	x = 3
	y = 0
	cost = 10
	ai_will_do = {
		factor = 9
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_ideas = ROM_preserve_greater_romania
	}
}
### Entity: Character
Component: defender_of_islamic_workers
Constructs: political_power_gain
Source: game
File: common/country_leader/r56_traits.txt

Code:
defender_of_islamic_workers = {
	random = no
	sprite = 10
	consumer_goods_factor = 0.05
	line_change_production_efficiency_factor = 0.05
	political_power_gain = -0.05
}
### Entity: Idea
Component: r56_idea_1941_ai_debuff
Constructs: research_speed_factor, industrial_capacity_factory, production_speed_buildings_factor, is_ai, removal_cost, mobilization_speed
Source: game
File: common/ideas/r56_generic.txt

Code:
r56_idea_1941_ai_debuff = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		is_ai = no
	}
	removal_cost = -1
	modifier = {
		training_time_factor = 0.1
		minimum_training_level = 0.1
		mobilization_speed = -0.1
		equipment_upgrade_xp_cost = 1
		land_equipment_upgrade_xp_cost = 1
		production_lack_of_resource_penalty_factor = 0.05
		research_speed_factor = -0.05
		air_accidents_factor = 0.01
		ai_desired_divisions_factor = -0.02
		ai_focus_aviation_factor = -0.05
		production_speed_buildings_factor = -0.01
		industrial_capacity_factory = -0.01
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_hellenoturkism
Constructs: prerequisite, add_war_support, completion_reward, is_subject, is_in_faction_with, is_puppet_of
Source: game
File: common/national_focus/greece.txt

Code:
focus = {
	id = GRE_hellenoturkism
	icon = GFX_focus_generic_befriend_turkey
	prerequisite = {
		focus = GRE_the_modern_movement
	}
	x = 0
	y = 1
	relative_position_id = GRE_the_modern_movement
	cost = 10
	ai_will_do = {
		base = 1
	}
	available = {
		is_subject = no
	}
	bypass = {
		OR = {
			TUR = {
				is_in_faction_with = GER ITA
				is_puppet_of = GRE
				exists = no
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_war_support = 0.1
		TUR = {
			country_event = {
				id = bftb_greece.62
				days = 1
			}
		}
	}
}
### Entity: Decision
Component: form_rattanakosin_kingdom_category
Constructs: has_dlc, is_subject, has_global_flag, complete_effect, set_cosmetic_tag, add_core_of, set_global_flag, is_historical_focus_on
Source: game
File: common/decisions/formable_nation_decisions.txt

Code:
form_rattanakosin_kingdom_category = {
	form_rattanakosin_kingdom = {
		icon = generic_form_nation
		allowed = {
			original_tag = SIA
			has_dlc = Waking the Tiger
			NOT = {
				has_dlc = Thunder at Our Gates
			}
		}
		available = {
			is_subject = no
			controls_state = 289 868 869 724 741 1067 670 1068 1069
		}
		visible = {
			original_tag = SIA
			NOT = {
				has_global_flag = form_rattanakosin_kingdom_flag
			}
		}
		complete_effect = {
			set_cosmetic_tag = RAT_UNIFIED
			741 = {
				add_core_of = ROOT
			}
			670 = {
				add_core_of = ROOT
			}
			1067 = {
				add_core_of = ROOT
			}
			1068 = {
				add_core_of = ROOT
			}
			1069 = {
				add_core_of = ROOT
			}
			hidden_effect = {
				news_event = {
					id = wtt_news.69
					hours = 6
				}
				set_global_flag = form_rattanakosin_kingdom_flag
			}
		}
		ai_will_do = {
			factor = 200
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
	}
}
### Entity: State History
Component: 116
Constructs: add_core_of
Source: game
File: history/states/116-Malta.txt

Code:
state = {
	id = 116
	name = STATE_116
	manpower = 241621
	state_category = small_island
	history = {
		owner = ENG
		add_core_of = MLT
		victory_points = {
			12003 5
		}
		buildings = {
			infrastructure = 2
			air_base = 3
			12003 = {
				naval_base = 3
				coastal_bunker = 1
			}
		}
		strategic_province_location = {
			defensible_coastline = 12003
		}
	}
	provinces = {
		12003
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: mal_focus
Component: MAL_RND_1
Constructs: prerequisite, completion_reward, swap_ideas, add_idea, remove_idea
Source: game
File: common/national_focus/malaysia.txt

Code:
focus = {
	id = MAL_RND_1
	icon = GFX_focus_generic_combined_arms
	ai_will_do = {
		factor = 2
	}
	x = 28
	y = 1
	prerequisite = {
		focus = MAL_RND
	}
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		swap_ideas = {
			add_idea = MAL_RND_idea_1
			remove_idea = MAL_RND_idea
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Scripted Effect
Component: r56_ger_nraf_20
Constructs: limit, has_active_mission, add_days_mission_timeout
Source: game
File: common/scripted_effects/r56_GER_scripted_effects.txt

Code:
r56_ger_nraf_20 = {
	IF = {
		limit = {
			has_active_mission = GER_nraf_demands_action
		}
		add_days_mission_timeout = {
			mission = GER_nraf_demands_action
			days = 100
		}
	}
}
### Entity: Character
Component: HUN_janos_kadar
Constructs: has_completed_focus, has_government
Source: game
File: common/characters/HUN.txt

Code:
HUN_janos_kadar = {
	name = HUN_janos_kadar
	portraits = {
		civilian = {
			small = GFX_portrait_HUN_janos_kadar_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = HUN_janos_kadar
		allowed = {
			original_tag = HUN
		}
		visible = {
			NOT = {
				OR = {
					has_completed_focus = wuw_HUN_establish_the_second_republic wuw_HUN_continue_the_regency wuw_HUN_end_the_regency
				}
			}
		}
		available = {
			OR = {
				has_completed_focus = wuw_HUN_goulash_communism wuw_HUN_restore_the_socialist_federative_republic
			}
			has_government = communism
		}
		traits = {
			HUN_goulash_communist
		}
		ai_will_do = {
			base = 5
		}
	}
}
### Entity: Idea
Component: AUS_industrialist_support
Constructs: has_government, industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_industrialist_support = {
	picture = generic_improved_industries
	allowed = {
		always = no
	}
	allowed_civil_war = {
		OR = {
			has_government = fascism neutrality
		}
	}
	removal_cost = -1
	modifier = {
		conversion_cost_civ_to_mil_factor = -0.2
		conversion_cost_mil_to_civ_factor = -0.2
		industrial_capacity_factory = 0.05
		industrial_capacity_dockyard = 0.05
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_industrial_reinvestments
Constructs: prerequisite, limit, completion_reward, has_full_control_of_state, is_subject, add_dynamic_modifier, is_fully_controlled_by, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_industrial_reinvestments
	icon = GFX_focus_generic_industry_3
	prerequisite = {
		focus = DEN_modernize_agricultural_machinery
	}
	relative_position_id = DEN_import_machinery_and_material
	x = -1
	y = 2
	cost = 10
	bypass = {
		NOT = {
			has_full_control_of_state = 37
		} {
			has_full_control_of_state = 911
		}
	}
	available = {
		OR = {
			has_full_control_of_state = 37 911
		}
		is_subject = no
	}
	ai_will_do = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		if = {
			limit = {
				DEN_has_political_edicts_dynamic_modifier = no
			}
			add_dynamic_modifier = {
				modifier = DEN_political_edicts_dynamic_modifier
			}
		} {
			limit = {
				37 = {
					is_fully_controlled_by = ROOT
				}
			}
			37 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		} {
			limit = {
				911 = {
					is_fully_controlled_by = ROOT
				}
			}
			911 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}
		else = {
			custom_effect_tooltip = DEN_modify_political_edicts_dynamic_modifier
		}
		add_to_variable = {
			DEN_political_edicts_conscription_factor = -0.1
			tooltip = conscription_factor_tt
		}
	}
}
### Entity: Idea
Component: AZR_military_theorist
Constructs: research_bonus
Source: game
File: common/ideas/azerbaijan.txt

Code:
AZR_military_theorist = {
	ledger = army
	picture = generic_army_arab_3
	allowed = {
		original_tag = AZR
	}
	research_bonus = {
		land_doctrine = 0.1
	}
	traits = {
		military_theorist
	}
}
### Entity: Technology
Component: construction3
Constructs: has_war, production_speed_buildings_factor, research_cost
Source: game
File: common/technologies/industry.txt

Code:
technology = {
	production_speed_buildings_factor = 0.1
	industry_repair_factor = 0.1
	path = {
		leads_to_tech = construction4
		research_cost_coeff = 1
	} {
		leads_to_tech = excavation3
		research_cost_coeff = 1
	}
	research_cost = 2
	start_year = 1939
	categories = {
		industry construction_tech
	}
	folder = {
		name = industry_folder
		position = {
			x = 0
			y = 4
		}
	}
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 1.5
			has_war = yes
		} {
			factor = 0.5
			has_war = no
		} {
			factor = 3
			date = > 1940.1.1
		}
	}
}
### Entity: Order of Battle
Component: air_wing_195
Source: game
File: history/units/SOV_1936_air_bba.txt

Code:
air_wings = {
	195 = {
		small_plane_airframe_0 = {
			owner = SOV
			amount = 94
			version_name = I-15
		}
		medium_plane_airframe_0 = {
			owner = SOV
			amount = 60
			version_name = DB-3
		}
	}
}
### Entity: Character
Component: PRC_kang_sheng
Constructs: has_completed_focus, has_dlc, is_hired_as_advisor, is_chinese_warlord
Source: game
File: common/characters/PRC.txt

Code:
PRC_kang_sheng = {
	instance = {
		allowed = {
			has_dlc = No Compromise, No Surrender La Resistance
		}
		name = PRC_kang_sheng
		portraits = {
			army = {
				small = GFX_portrait_PRC_kang_sheng_small
			}
		}
		advisor = {
			slot = political_advisor
			available = {
				PRC_zhou_enlai = {
					is_hired_as_advisor = no
				}
				OR = {
					has_completed_focus = PRC_form_central_social_affairs_department PRC_with_inspiration_from_nkvd PRC_lessons_of_the_west
				}
			}
			idea_token = PRC_kang_sheng
			cost = 75
			traits = {
				PRC_trained_by_the_nkvd
			}
			ai_will_do = {
				base = 1.0
			}
		}
	} {
		allowed = {
			has_dlc = No Compromise, No Surrender
			NOT = {
				has_dlc = La Resistance
			}
		}
		name = PRC_kang_sheng
		portraits = {
			army = {
				small = GFX_portrait_PRC_kang_sheng_small
			}
		}
		advisor = {
			slot = political_advisor
			available = {
				PRC_zhou_enlai = {
					is_hired_as_advisor = no
				}
				OR = {
					has_completed_focus = PRC_form_central_social_affairs_department PRC_with_inspiration_from_nkvd
				}
			}
			idea_token = PRC_kang_sheng
			cost = 75
			traits = {
				prince_of_terror
			}
			ai_will_do = {
				base = 1.0
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = No Compromise, No Surrender
			}
		}
		name = PRC_kang_sheng
		portraits = {
			army = {
				small = GFX_idea_PRC_kang_sheng
			}
		}
		advisor = {
			slot = political_advisor
			available = {
				has_completed_focus = PRC_military_intelligence_department
			}
			allowed = {
				OR = {
					original_tag = PRC
					is_chinese_warlord = yes
				}
			}
			idea_token = PRC_kang_sheng
			cost = 75
			traits = {
				prince_of_terror
			}
			ai_will_do = {
				base = 1.0
			}
		}
	}
}
### Entity: Character
Component: nationalist_diplomat
Constructs: neutrality_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
nationalist_diplomat = {
	random = no
	sprite = 13
	neutrality_drift = 0.05
	political_power_factor = 0.1
	opinion_gain_monthly_factor = 0.25
}
### Entity: National Focus
Tree: jor_focus
Component: JOR_national_conference
Constructs: add_stability, completion_reward, add_political_power
Source: game
File: common/national_focus/jordan.txt

Code:
focus = {
	id = JOR_national_conference
	icon = GFX_focus_ETH_sway_the_warlords
	x = 0
	y = -1
	cost = 5
	completion_reward = {
		add_political_power = -75
		add_stability = 0.1
		custom_effect_tooltip = generic_skip_one_line_tt
		country_event = jordan.1
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_Dissolve_the_Folketing
Constructs: prerequisite, add_stability, completion_reward, add_popularity, add_to_variable
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_Dissolve_the_Folketing
	icon = GFX_goal_generic_election_chaos
	cost = 5
	ai_will_do = {
		factor = 5
	}
	prerequisite = {
		focus = DEN_King_Christian_Coup
	}
	x = -1
	y = 1
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	relative_position_id = DEN_King_Christian_Coup
	completion_reward = {
		add_stability = 0.05
		add_popularity = {
			ideology = democratic
			popularity = -0.15
		}
		add_to_variable = {
			den_upper_equilibrium = 10
			tooltip = den_upper_equilibrium_tooltip
		}
		den_calculate_upper = yes
	}
}
### Entity: Character
Component: TAOG_catholic_representative
Source: game
File: common/country_leader/taog_traits.txt

Code:
TAOG_catholic_representative = {
	sprite = 13
	random = no
	political_power_factor = 0.15
	ai_will_do = {
		factor = 2
	}
}
### Entity: Idea
Component: KMT_rising_democracy_1
Constructs: stability_factor, has_government, industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_rising_democracy_1 = {
	picture = generic_democratic_drift_bonus
	cancel = {
		OR = {
			has_government = communism fascism
		}
	}
	removal_cost = -1
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		political_power_factor = 0.025
		stability_factor = -0.125
		industrial_capacity_factory = -0.075
	}
}
### Entity: Character
Component: JAP_soemu_toyoda
Source: game
File: common/characters/JAP.txt

Code:
JAP_soemu_toyoda = {
	name = JAP_soemu_toyoda
	portraits = {
		navy = {
			small = GFX_idea_soemu_toyoda
		}
		army = {
			large = GFX_portrait_JAP_soemu_toyoda
		}
	}
	advisor = {
		slot = high_command
		idea_token = soemu_toyoda
		ledger = navy
		allowed = {
			original_tag = JAP
		}
		traits = {
			navy_capital_ship_1
		}
		cost = 50
		ai_will_do = {
			base = 1
		}
	}
	navy_leader = {
		traits = {
			old_guard_navy bold ironside
		}
		skill = 3
		attack_skill = 5
		defense_skill = 1
		maneuvering_skill = 2
		coordination_skill = 2
		legacy_id = 0
	}
}
### Entity: Event
Component: r56_iraq.1
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, add_political_power, add_to_tech_sharing_group, add_tech_bonus
Source: game
File: events/r56_iraq.txt

Code:
country_event = {
	id = r56_iraq.1
	title = r56_iraq.1.t
	desc = r56_iraq.1.d
	picture = GFX_report_event_physics_lab_01
	is_triggered_only = yes
	option = {
		name = r56_iraq.1.a
		IRQ = {
			country_event = {
				days = 1
				id = r56_iraq.2
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = sov_ger_treaty
			} {
				target = ROOT
				modifier = sov_ger_treaty_trade
			}
		}
		GER = {
			add_to_tech_sharing_group = ROM_invite_german_advisors_tech_group
		}
		add_to_tech_sharing_group = ROM_invite_german_advisors_tech_group
		add_tech_bonus = {
			name = special_forces_bonus
			bonus = 1
			uses = 1
			category = r56_desert_infantry_tech
		}
	} {
		name = r56_iraq.1.b
		ai_chance = {
			base = 0
		}
		add_political_power = -10
		add_opinion_modifier = {
			target = GER
			modifier = refused_help
		}
	}
}
### Entity: Character
Component: BUL_konstantin_lukash
Constructs: has_government, has_dlc
Source: game
File: common/characters/BUL.txt

Code:
BUL_konstantin_lukash = {
	advisor = {
		slot = army_chief
		idea_token = BUL_konstantin_lukash
		allowed = {
			has_dlc = Battle for the Bosporus
			original_tag = BUL
		}
		available = {
			NOT = {
				has_government = communism
			}
		}
		traits = {
			army_chief_organizational_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
			modifier = {
				factor = 0.1
				BUL_save_money_for_decisions = yes
			}
		}
	}
	name = BUL_konstantin_lukash
	corps_commander = {
		traits = {
			infantry_officer
		}
		skill = 2
		attack_skill = 1
		defense_skill = 2
		planning_skill = 3
		logistics_skill = 1
		legacy_id = 1208
	}
	portraits = {
		army = {
			small = GFX_idea_bul_konstantin_lukash
			large = GFX_portrait_bul_konstantin_lukash
		}
	}
}
### Entity: Event
Component: PER_imperial_events.2
Constructs: is_triggered_only
Source: game
File: events/GOE_Persia.txt

Code:
country_event = {
	id = PER_imperial_events.2
	title = PER_imperial_events.2.t
	desc = PER_imperial_events.2.desc
	picture = GFX_report_event_generic_handshake
	is_triggered_only = yes
	option = {
		name = PER_imperial_events.2.a
	}
}
### Entity: Event
Component: wtt_warlord_vs_prc.35
Constructs: is_triggered_only, ai_chance, remove_from_faction
Source: game
File: events/WTT_PRC.txt

Code:
country_event = {
	id = wtt_warlord_vs_prc.35
	title = wtt_warlord_vs_prc.35.t
	desc = wtt_warlord_vs_prc.35.desc
	picture = GFX_report_event_soviet_soldiers
	is_triggered_only = yes
	option = {
		name = wtt_warlord_vs_prc.35.a
		ai_chance = {
			factor = 1
		}
	} {
		name = wtt_warlord_vs_prc.35.b
		remove_from_faction = ROOT
		FROM = {
			country_event = wtt_warlord_vs_prc.36
		}
		ai_chance = {
			factor = 0
		}
	}
}