Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: BUL_nikola_petkov
Constructs: has_completed_focus, has_country_flag, has_dlc
Source: game
File: common/characters/BUL.txt

Code:
BUL_nikola_petkov = {
	instance = {
		allowed = {
			has_dlc = Battle for the Bosporus
		}
		name = BUL_nikola_petkov
		portraits = {
			army = {
				small = GFX_idea_bul_nikola_petkov
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = BUL_nikola_petkov
			allowed = {
				has_dlc = Battle for the Bosporus
				original_tag = BUL
			}
			available = {
				has_country_flag = BUL_appointed_bzns_members_flag
			}
			traits = {
				leader_of_the_agrarian_union
			}
			ai_will_do = {
				base = 3.0
				modifier = {
					factor = 10
					OR = {
						BUL_is_monarchist_ferdinand_ai = yes
						BUL_is_historical_ai = yes
					}
					NOT = {
						has_completed_focus = BUL_illusions_of_a_non_partisan_system
					}
					democratic = < 0.2
				} {
					factor = 0.01
					OR = {
						BUL_is_monarchist_ferdinand_ai = yes
						BUL_is_historical_ai = yes
					}
					has_completed_focus = BUL_illusions_of_a_non_partisan_system
					democratic = > 0.8
				}
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Battle for the Bosporus
			}
		}
		name = BUL_nikola_petkov
		portraits = {
			civilian = {
				large = GFX_portrait_BUL_nikola_petkov
			}
		}
		country_leader = {
			ideology = socialism
			expire = 1965.1.1.1
			id = -1
		}
	}
}
### Entity: Modifier Reference
Construct: production_factory_max_efficiency_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## production_factory_max_efficiency_factor

* Number with 2 decimal places
* **Categories**: country, war_production
### Entity: Event
Component: mongol.56
Constructs: is_triggered_only, ai_chance, limit, is_major, add_opinion_modifier, fire_only_once, add_political_power, is_historical_focus_on
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol.56
	title = mongol.56.t
	desc = mongol.56.d
	picture = GFX_report_event_MON_tsedenbal_speech
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = mongol.56.a
		ai_chance = {
			base = 60
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
		every_state = {
			limit = {
				is_core_of = MON
				is_controlled_by = MON
			}
			add_core_of = SOV
		}
		annex_country = {
			target = MON
			transfer_troops = yes
		}
		add_named_threat = {
			threat = 1.5
			name = MON_imperialist_ambitions
		}
		every_other_country = {
			limit = {
				is_major = yes
				NOT = {
					original_tag = SOV
				}
			}
			add_opinion_modifier = {
				target = SOV
				modifier = MON_imperialist_ambitions
			}
			add_ai_strategy = {
				type = alliance
				id = SOV
				value = -5
			}
		}
	} {
		name = mongol.56.b
		ai_chance = {
			base = 40
		}
		add_named_threat = {
			threat = -1.0
			name = MON_supporting_self_determination
		}
		effect_tooltip = {
			MON = {
				add_political_power = 150
				if = {
					limit = {
						is_subject_of = SOV
					}
					SOV = {
						set_autonomy = {
							target = MON
							autonomy_state = autonomy_free
						}
					}
				}
			}
		}
	}
}
### Entity: Decision
Component: form_gran_colombia_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_gran_colombia_category = {
	form_gran_colombia = {
		icon = generic_form_nation
		allowed = {
			OR = {
				original_tag = PAN ECU COL VEN PRU CRC GYA
			}
			has_dlc = Waking the Tiger
		}
		available = {
			is_subject = no
			controls_state = 490 491 304
			custom_trigger_tooltip = {
				tooltip = form_country_ecuador_required_states_tt
				controls_state = 305 649
			} {
				tooltip = form_country_colombia_required_states_tt
				controls_state = 486 306 493
			} {
				tooltip = form_country_venezuela_required_states_tt
				controls_state = 489 307 488
			}
		}
		visible = {
			NOT = {
				has_global_flag = form_gran_colombia_flag
			}
		}
		complete_effect = {
			set_cosmetic_tag = GCO_UNIFIED
			490 = {
				add_core_of = ROOT
			}
			491 = {
				add_core_of = ROOT
			}
			304 = {
				add_core_of = ROOT
			}
			685 = {
				add_core_of = ROOT
			}
			695 = {
				add_core_of = ROOT
			}
			687 = {
				add_core_of = ROOT
			}
			custom_effect_tooltip = form_country_ecuador_coring_states_tt form_country_colombia_coring_states_tt form_country_venezuela_coring_states_tt
			hidden_effect = {
				305 = {
					add_core_of = ROOT
				}
				649 = {
					add_core_of = ROOT
				}
			} {
				486 = {
					add_core_of = ROOT
				}
				306 = {
					add_core_of = ROOT
				}
				493 = {
					add_core_of = ROOT
				}
			} {
				489 = {
					add_core_of = ROOT
				}
				307 = {
					add_core_of = ROOT
				}
				488 = {
					add_core_of = ROOT
				}
			} {
				news_event = {
					id = wtt_news.55
					hours = 6
				}
				set_global_flag = form_gran_colombia_flag
			}
		}
		ai_will_do = {
			factor = 200
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
	}
}
### Entity: Scripted Effect
Component: JAP_small_army_faction_gain
Constructs: limit, check_variable, add_to_variable
Source: game
File: common/scripted_effects/JAP_scripted_effects.txt

Code:
JAP_small_army_faction_gain = {
	if = {
		limit = {
			check_variable = {
				JAP_army_faction_influence_level = < JAP_tier_4_minimum_limit
			}
		}
		if = {
			limit = {
				JAP_army_faction_is_tier_1 = yes
			}
			if = {
				limit = {
					check_variable = {
						JAP_army_faction_influence_level = < JAP_tier_1_to_tier_2_small_gate
					}
				}
				custom_effect_tooltip = JAP_small_army_faction_gain_tt
			}
			else = {
				custom_effect_tooltip = JAP_small_army_faction_gain_tt
				JAP_army_faction_goes_up_from_tier_1_to_tier_2 = yes
			}
		}
		else_if = {
			limit = {
				JAP_army_faction_is_tier_2 = yes
			}
			if = {
				limit = {
					check_variable = {
						JAP_army_faction_influence_level = < JAP_tier_2_to_tier_3_small_gate
					}
				}
				custom_effect_tooltip = JAP_small_army_faction_gain_tt
			}
			else = {
				custom_effect_tooltip = JAP_small_army_faction_gain_tt
				JAP_army_faction_goes_up_from_tier_2_to_tier_3 = yes
			}
		} {
			limit = {
				JAP_army_faction_is_tier_3 = yes
			}
			if = {
				limit = {
					check_variable = {
						JAP_army_faction_influence_level = < JAP_tier_3_to_tier_4_small_gate
					}
				}
				custom_effect_tooltip = JAP_small_army_faction_gain_tt
			}
			else = {
				custom_effect_tooltip = JAP_small_army_faction_gain_tt
				JAP_army_faction_goes_up_from_tier_3_to_tier_4 = yes
			}
		}
		add_to_variable = {
			JAP_army_faction_influence_level = JAP_small_influence_point
		}
	}
}
### Entity: Unit Leader
Component: 8
Source: game
File: common/unit_leader/00_defense_skills.txt

Code:
8 = {
	cost = 12800
	type = field_marshal
	modifier = {
		defence = 0.2
	}
}
### Entity: Idea
Component: ROM_malaxa
Constructs: research_bonus
Source: game
File: common/ideas/romania.txt

Code:
ROM_malaxa = {
	picture = generic_motorized_equipment_manufacturer_1
	allowed = {
		original_TAG = ROM
	}
	research_bonus = {
		motorized_equipment = 0.15
	}
	traits = {
		motorized_equipment_manufacturer
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_raaf_assistance
Constructs: prerequisite, has_war_with, add_opinion_modifier, completion_reward, add_tech_bonus, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_indonesia.txt

Code:
focus = {
	id = INS_raaf_assistance
	icon = GFX_goal_AST_coa_air_force
	ai_will_do = {
		factor = 2
	}
	x = 0
	y = 1
	relative_position_id = INS_the_test_flight_service
	prerequisite = {
		focus = INS_the_test_flight_service
	}
	available = {
		country_exists = AST
		NOT = {
			has_war_with = AST
		}
	}
	bypass = {
		OR = {
			NOT = {
				country_exists = AST
			}
			has_war_with = AST
		}
	}
	cost = 10
	completion_reward = {
		air_experience = 10
		add_tech_bonus = {
			name = air_doc_bonus
			bonus = 0.75
			uses = 1
			category = light_air
		}
		add_doctrine_cost_reduction = {
			name = air_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
		add_opinion_modifier = {
			target = AST
			modifier = raaf_assistance
		}
		AST = {
			add_opinion_modifier = {
				target = ROOT
				modifier = raaf_assistance
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_AIR_XP FOCUS_FILTER_RESEARCH
	}
}
### Entity: Country History
Country: AST
Component: AST_misc
Constructs: recruit_character, limit, add_ideas, set_technology, add_political_power, set_research_slots, set_grand_doctrine, has_dlc
Source: game
File: history/countries/AST - Australia.txt

Code:
# Misc for AST
capital = 285
set_research_slots = 3
set_grand_doctrine = grand_battleplan new_fleet_in_being
if = {
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
	}
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		early_destroyer = 1
		early_light_cruiser = 1
		early_heavy_cruiser = 1
		early_submarine = 1
		transport = 1
	}
	set_naval_oob = AST_1936_naval_legacy
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		basic_naval_mines = 1
		submarine_mine_laying = 1
		early_ship_hull_light = 1
		early_ship_hull_cruiser = 1
		basic_ship_hull_cruiser = 1
		early_ship_hull_submarine = 1
		basic_battery = 1
		basic_torpedo = 1
		basic_depth_charges = 1
		basic_cruiser_armor_scheme = 1
		mtg_transport = 1
	}
	set_naval_oob = AST_1936_naval
}
{
	limit = {
		has_dlc = By Blood Alone
	}
	set_air_oob = AST_1936_air_bba
	set_technology = {
		bba_early_transport_plane = 1
	}
	else = {
		set_air_oob = AST_1936_air_legacy
		set_technology = {
			early_fighter = 1
			cv_early_fighter = 1
			cv_naval_bomber1 = 1
			naval_bomber1 = 1
			early_bomber = 1
			CAS1 = 1
			early_transport_plane = 1
		}
	}
}
{
	limit = {
		has_dlc = Thunder at Our Gates
	}
	recruit_character = AST_joseph_lyons AST_billy_hughes AST_jack_miles AST_fred_paterson AST_percy_stephensen AST_adela_walsh AST_essington_lewis AST_jacob_vouza AST_geoffrey_street AST_florence_v._mckenzie AST_eric_l._lloyd AST_jack_lang AST_dorothy_tangney AST_arthur_fadden AST_james_scullin AST_maurice_blackburn AST_alexander_rud_mills AST_rex_ingamells AST_clare_stevenson AST_gordon_bennett AST_edward_milford AST_herbert_lloyd AST_stanley_savige AST_kenneth_eather AST_ivan_dougherty AST_frank_berryman AST_george_wootten AST_gwynydd_meredith AST_reginald_saunders AST_joseph_burnett AST_eric_feldt AST_james_mcmanus AST_leighton_bracegirdle AST_george_jones AST_stanley_goble AST_george_mackinolty AST_brudenell_white AST_percival_mcneil AST_guy_royle AST_james_cannan AST_peter_jeffrey AST_mark_oliphant AST_lawrence_wackett
	add_dynamic_modifier = {
		modifier = AST_great_depression_taog_spirit
	} {
		modifier = AST_citizen_army_spirit
	}
	add_ideas = {
		AST_poor_population_growth
	} AST_brudenell_white
	set_party_name = {
		ideology = neutrality
		name = AST_col
# ... (truncated)
### Entity: National Focus
Tree: cze_focus
Component: CZE_increase_military_aeronautical_institute_funding
Constructs: prerequisite, limit, add_ideas, completion_reward, is_controlled_by, cancel_if_invalid, add_tech_bonus, add_breakthrough_progress
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_increase_military_aeronautical_institute_funding
	icon = GFX_focus_CZE_military_aeronautical_institute
	overlay = GFX_focus_overlay_cze_air_focus
	prerequisite = {
		focus = CZE_invest_in_the_smaller_air_plants CZE_continue_avia_expansion
	}
	relative_position_id = CZE_invest_in_the_smaller_air_plants
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		CZE_has_a_skoda_planes_focus = yes
		any_core_state = {
			is_controlled_by = ROOT
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_ideas = CZE_military_aeronautical_institute_idea
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_tech_bonus = {
			name = CZE_increase_military_aeronautical_institute_funding
			bonus = 0.25
			uses = 1
			category = air_equipment
		}
		add_breakthrough_progress = {
			specialization = specialization_air
			value = 0.25
		}
		if = {
			limit = {
				ROOT = {
					has_character = CZE_antonin_husnik
				}
			}
			ROOT = {
				CZE_antonin_husnik = {
					add_scientist_xp = {
						experience = 500
						specialization = specialization_air
					}
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		} {
			limit = {
				9 = {
					is_fully_controlled_by = ROOT
					air_facility = < 1
					land_facility = < 1
					naval_facility = < 1
					nuclear_facility = < 1
				}
			}
			custom_effect_tooltip = {
				localization_key = CZE_facility_in_state_tt
				STATE = [9.GetName]
				FACILITY_TYPE = {
					localization_key = air_facility
				}
			}
			hidden_effect = {
				9 = {
					add_building_construction = {
						type = air_facility
						level = 1
						instant_build = yes
						province = 9421
					}
				}
			}
		}
		else = {
			random_core_state = {
				prioritize = {
					75
				}
				limit = {
					is_fully_controlled_by = ROOT
					air_facility = < 1
					land_facility = < 1
					naval_facility = < 1
					nuclear_facility = < 1
				}
				hidden_effect = {
					construct_building_in_random_province = {
						air_facility = 1
					}
				}
				custom_effect_tooltip = {
					localization_key = CZE_facility_in_state_tt
					STATE = [THIS.GetName]
					FACILITY_TYPE = {
						localization_key = air_facility
					}
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: lie_focus
Component: LIE_through_the_alps
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/liechtenstein.txt

Code:
focus = {
	id = LIE_through_the_alps
	icon = GFX_goal_generic_heavy_armour_german
	prerequisite = {
		focus = LIE_foreign_recruitment
	}
	mutually_exclusive = {
		focus = LIE_over_the_alps
	}
	x = -1
	y = 1
	relative_position_id = LIE_foreign_recruitment
	cost = 10
	ai_will_do = {
		factor = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = LIE_through_the_alps
			ahead_reduction = 1
			bonus = 1
			uses = 1
			category = cat_heavy_armor
		}
	}
}
### Entity: Idea
Component: cockerill_naval
Constructs: research_bonus
Source: game
File: common/ideas/r56_belgium.txt

Code:
cockerill_naval = {
	allowed = {
		OR = {
			original_tag = BEL FLA
		}
	}
	research_bonus = {
		naval_equipment = 0.15
	}
	traits = {
		convoy_escort_naval_manufacturer
	}
}
### Entity: Event
Component: lar_split_belgium.1
Constructs: is_triggered_only, ai_chance, limit, has_subject, create_wargoal, puppet_wargoal_focus
Source: game
File: events/LaR_France.txt

Code:
country_event = {
	id = lar_split_belgium.1
	title = lar_split_belgium.1.t
	desc = lar_split_belgium.1.desc
	picture = GFX_report_event_fascist_speech
	is_triggered_only = yes
	option = {
		name = lar_split_belgium.1.a
		ai_chance = {
			factor = 40
		}
		FRA = {
			country_event = lar_split_belgium.2
		}
		effect_tooltip = {
			FRA = {
				puppet = PREV
				IF = {
					limit = {
						ROOT = {
							has_subject = COG
						}
					}
					puppet = COG
				}
				transfer_state = 34 980
			}
		}
	} {
		name = lar_split_belgium.1.b
		ai_chance = {
			factor = 60
		}
		FRA = {
			country_event = lar_split_belgium.3
		}
		effect_tooltip = {
			create_wargoal = {
				target = ROOT
				type = puppet_wargoal_focus
			}
		}
	}
}
### Entity: Idea
Component: BEL_armed_neutrality_idea
Constructs: has_government, removal_cost
Source: game
File: common/ideas/r56_belgium.txt

Code:
BEL_armed_neutrality_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		OR = {
			has_government = democratic neutrality
		}
	}
	removal_cost = -1
	modifier = {
		army_core_defence_factor = 0.1
		conscription = 0.02
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_sea_nationalism
Constructs: prerequisite, add_stability, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/china_nationalist_warlord_TSR.txt

Code:
focus = {
	id = CHI_sea_nationalism
	icon = GFX_focus_generic_china1
	prerequisite = {
		focus = CHI_sea_three_principles_of_the_people
	}
	x = 4
	y = 1
	relative_position_id = CHI_sea_three_principles_of_the_people
	cost = 10
	ai_will_do = {
		factor = 4
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_stability = 0.1
	}
}
### Entity: Idea
Component: AFG_illiteracy_5
Constructs: research_speed_factor
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
AFG_illiteracy_5 = {
	picture = indochina_illiteracy
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		research_speed_factor = -0.05
	}
}
### Entity: Scripted Effect
Component: SWE_is_norway_mostly_occupied
Constructs: limit, has_country_flag, set_temp_variable, add_to_temp_variable, check_variable
Source: game
File: common/scripted_effects/SWE_scripted_effects.txt

Code:
SWE_is_norway_mostly_occupied = {
	if = {
		limit = {
			NOR = {
				NOT = {
					has_country_flag = SWE_already_capped_once
				}
			}
		}
		set_temp_variable = {
			occupation_counter = 0
		}
		if = {
			limit = {
				110 = {
					SWE_the_cross_we_bear_am_i_occupied_by_fascists_or_communists = yes
				}
			}
			add_to_temp_variable = {
				occupation_counter = 1
			}
		} {
			limit = {
				921 = {
					SWE_the_cross_we_bear_am_i_occupied_by_fascists_or_communists = yes
				}
			}
			add_to_temp_variable = {
				occupation_counter = 1
			}
		} {
			limit = {
				922 = {
					SWE_the_cross_we_bear_am_i_occupied_by_fascists_or_communists = yes
				}
			}
			add_to_temp_variable = {
				occupation_counter = 1
			}
		} {
			limit = {
				142 = {
					SWE_the_cross_we_bear_am_i_occupied_by_fascists_or_communists = yes
				}
			}
			add_to_temp_variable = {
				occupation_counter = 1
			}
		} {
			limit = {
				920 = {
					SWE_the_cross_we_bear_am_i_occupied_by_fascists_or_communists = yes
				}
			}
			add_to_temp_variable = {
				occupation_counter = 1
			}
		} {
			limit = {
				143 = {
					SWE_the_cross_we_bear_am_i_occupied_by_fascists_or_communists = yes
				}
			}
			add_to_temp_variable = {
				occupation_counter = 1
			}
		} {
			limit = {
				923 = {
					SWE_the_cross_we_bear_am_i_occupied_by_fascists_or_communists = yes
				}
			}
			add_to_temp_variable = {
				occupation_counter = 1
			}
		} {
			limit = {
				144 = {
					SWE_the_cross_we_bear_am_i_occupied_by_fascists_or_communists = yes
				}
			}
			add_to_temp_variable = {
				occupation_counter = 1
			}
		} {
			limit = {
				924 = {
					SWE_the_cross_we_bear_am_i_occupied_by_fascists_or_communists = yes
				}
			}
			add_to_temp_variable = {
				occupation_counter = 1
			}
		} {
			limit = {
				924 = {
					SWE_the_cross_we_bear_am_i_occupied_by_fascists_or_communists = yes
				}
			}
			add_to_temp_variable = {
				occupation_counter = 1
			}
		} {
			limit = {
				925 = {
					SWE_the_cross_we_bear_am_i_occupied_by_fascists_or_communists = yes
				}
			}
			add_to_temp_variable = {
				occupation_counter = 1
			}
		} {
			limit = {
				check_variable = {
					occupation_counter = > 2
				}
			}
			NOR = {
				SWE_increase_the_cross_we_bear = yes
			}
		}
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_doctrinal_innovations
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_doctrinal_innovations
	icon = GFX_focus_generic_army_doctrines_2
	prerequisite = {
		focus = BEL_strategic_doctrine_development
	}
	relative_position_id = BEL_strategic_doctrine_development
	x = 1
	y = 2
	cost = 10
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = BEL_doctrinal_innovations
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		} {
			name = BEL_doctrinal_innovations
			cost_reduction = 0.5
			uses = 1
			category = special_forces_doctrine
		}
	}
}
### Entity: Idea
Component: ITA_bolstered_military_high_command_lion_version
Constructs: removal_cost, has_country_leader
Source: game
File: common/ideas/italy.txt

Code:
ITA_bolstered_military_high_command_lion_version = {
	name = ITA_bolstered_military_high_command
	removal_cost = -1
	picture = general_staff
	allowed = {
		original_tag = ITA
	}
	allowed_civil_war = {
		has_country_leader = {
			character = ITA_benito_mussolini
			ruling_only = yes
		}
	}
	modifier = {
		max_command_power = 75
		command_power_gain_mult = 0.15
		experience_gain_army_factor = 0.15
		experience_gain_air_factor = 0.15
		experience_gain_navy_factor = 0.15
	}
}
### Entity: Idea
Component: SOV_state_of_perpetual_warfare_idea
Constructs: war_support_factor, has_government, removal_cost
Source: game
File: common/ideas/r56_soviet.txt

Code:
SOV_state_of_perpetual_warfare_idea = {
	name = SOV_state_of_perpetual_warfare_idea
	removal_cost = -1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		NOT = {
			has_government = democratic
		}
	}
	picture = chi_army_corruption3
	modifier = {
		war_support_factor = 0.05
		justify_war_goal_time = -0.25
		enemy_justify_war_goal_time = -0.25
	}
}
### Entity: Event
Component: r56_afghanistan.107
Constructs: is_triggered_only, has_completed_focus, has_government, has_war_with, has_country_flag, fire_only_once, has_civil_war, set_country_flag
Source: game
File: events/r56_afghanistan.txt

Code:
country_event = {
	id = r56_afghanistan.107
	picture = GFX_report_event_generic_communist_congress
	title = r56_afghanistan.107.t
	desc = r56_afghanistan.107.d
	fire_only_once = yes
	is_triggered_only = yes
	trigger = {
		NOT = {
			has_completed_focus = AFG_approach_the_soviets
		} {
			has_war_with = SOV
		}
		has_civil_war = yes
		tag = AFG
		has_government = communism
		OR = {
			date = < 1937.10.8
			has_country_flag = AFG_prevented_nisar_death
		}
	}
	option = {
		name = r56_afghanistan.107.a
		set_country_flag = AFG_nisar_arrives
		add_field_marshal_role = {
			Character = AFG_nisar_muhammad
			traits = {
				infantry_officer homeland_connoisseur politically_connected
			}
			skill = 2
			attack_skill = 2
			defense_skill = 2
			planning_skill = 2
			logistics_skill = 1
		}
	}
}
### Entity: Trigger Reference
Construct: has_character
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_character

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Returns true if scoped country has character.

Example:
has_character = GER_erwin_rommel
```
### Entity: Character
Component: HON_didier_masson
Source: game
File: common/characters/HON.txt

Code:
HON_didier_masson = {
	advisor = {
		slot = air_chief
		idea_token = HON_didier_masson
		allowed = {
			original_tag = HON
		}
		traits = {
			air_chief_ground_support_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Didier Masson
	portraits = {
		army = {
			small = GFX_idea_generic_air_south_america_3
		}
	}
}
### Entity: Idea
Component: ITA_seizing_old_equipment
Constructs: removal_cost, has_civil_war, refit_speed
Source: game
File: common/ideas/italy.txt

Code:
ITA_seizing_old_equipment = {
	removal_cost = -1
	picture = MEX_politicised_army_2
	allowed = {
		original_tag = ITA
	}
	cancel = {
		has_civil_war = no
	}
	modifier = {
		supply_consumption_factor = -0.1
		equipment_capture = 0.03
		equipment_capture_factor = 0.25
		equipment_conversion_speed = 0.25
		refit_speed = 0.15
	}
}