Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: aus_focus
Component: AUS_invest_in_kapsch
Constructs: prerequisite, limit, completion_reward, is_owned_and_controlled_by, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_invest_in_kapsch
	icon = GFX_focus_AUS_invest_in_kapsch
	prerequisite = {
		focus = AUS_industrialization_effort
	}
	mutually_exclusive = {
		focus = AUS_invest_in_alpen_elektrowerke
	}
	x = 1
	y = 1
	relative_position_id = AUS_industrialization_effort
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		any_core_state = {
			is_owned_and_controlled_by = ROOT
		}
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
			}
			prioritize = {
				4 152 976 975
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = available_industrial_concern
		show_ideas_tooltip = AUS_kapsch
	}
}
### Entity: Decision
Component: GER_realpolitik_cat
Constructs: has_completed_focus, add_equipment_to_stockpile, limit, has_government, has_war_with, add_war_support, has_country_flag, add_stability
Source: game
File: common/decisions/GER.txt

Code:
GER_realpolitik_cat = {
	GER_invite_HOL_to_attack_BEL_decision = {
		icon = GFX_decision_generic_political_discourse
		targets = {
			HOL
		}
		target_trigger = {
			FROM = {
				tag = HOL
			}
		}
		priority = 25
		ai_will_do = {
			base = 15
		}
		fire_only_once = yes yes
		allowed = {
			has_dlc = Gotterdammerung
		}
		visible = {
			NOT = {
				has_country_flag = GER_currently_holding_backdoor_negitations_flag GER_hol_responded_to_backdoor_negotiations_flag GER_bel_accepted_backdoor_negotiations_flag
			}
			has_completed_focus = GER_backdoor_negotiations
		}
		available = {
			is_subject = no
			OR = {
				is_faction_leader = yes
				is_in_faction = no
			}
			NOT = {
				has_country_flag = GER_currently_holding_backdoor_negitations_flag
			}
			HOL = {
				exists = yes
				NOT = {
					has_war_with = ROOT
				}
				is_in_faction = no
				is_subject = no
			}
			BEL = {
				exists = yes
				NOT = {
					OR = {
						is_subject_of = ROOT HOL
						has_war_with = ROOT HOL
					}
				}
			}
		}
		cost = 50
		complete_effect = {
			HOL = {
				country_event = {
					id = wuw_GER_diplomacy.67
					hours = 18
				}
			}
			custom_effect_tooltip = if_they_accept_tt
			effect_tooltip = {
				IF = {
					limit = {
						is_faction_leader = no
					}
					create_faction_from_template = faction_template_GER_mitteleuropa_alliance
				}
				HOL = {
					add_state_claim = 977 6
				}
				custom_effect_tooltip = generic_skip_one_line_tt
				add_state_claim = 980 34
				add_to_faction = HOL
				create_wargoal = {
					type = take_claimed_state
					target = BEL
					generator = {
						980 34
					}
				}
			}
			hidden_effect = {
				set_country_flag = GER_currently_holding_backdoor_negitations_flag
			}
		}
	}
	GER_invite_BEL_to_attack_HOL_decision = {
		icon = GFX_decision_generic_political_discourse
		targets = {
			BEL
		}
		target_trigger = {
			FROM = {
				tag = BEL
			}
		}
		priority = 24
		ai_will_do = {
			base = 10
		}
		fire_only_once = yes yes
		allowed = {
			has_dlc = Gotterdammerung
		}
		visible = {
			NOT = {
				has_country_flag = GER_currently_holding_backdoor_negitations_flag GER_bel_responded_to_backdoor_negotiations_flag GER_hol_accepted_backdoor_negotiations_flag
			}
			has_completed_focus = GER_backdoor_negotiations
		}
		available = {
			is_subject = no
			OR = {
				is_faction_leader = yes
				is_in_faction = no
			}
			NOT = {
				has_cou
# ... (truncated)
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/Template%3AUserInfo/doc.html

Doc:
This is the documentation page for Template:UserInfo. When it is viewed directly, links using variables may appear broken; do not replace these with hardcoded page names or URLs.

UserInfo can be used by anyone wanting to provide some information about themselves in a straightforward manner
### Entity: Character
Component: TZN_communist_guy
Constructs: has_government
Source: game
File: common/characters/TZN.txt

Code:
TZN_communist_guy = {
	advisor = {
		slot = political_advisor
		idea_token = TZN_communist_guy
		allowed = {
			original_tag = TZN
		}
		traits = {
			communist_revolutionary
		}
		do_effect = {
			not = {
				has_government = communism
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_3
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_13
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_13 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 13
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 13
	}
}
### Entity: Unit Template
Component: GRE_CAV_01
Source: game
File: common/units/names_divisions/GRE_names_divisions.txt

Code:
GRE_CAV_01 = {
	name = Cavalry Division
	for_countries = {
		GRE
	}
	can_use = {
		always = yes
	}
	division_types = {
		cavalry
	}
	fallback_name = %s Merarchía Ippikoú
	ordered = {
		1 = {
			%s Merarchía Ippikoú
		}
		2 = {
			%s Merarchía Ippikoú
		}
		3 = {
			%s Merarchía Ippikoú
		}
		4 = {
			%s Merarchía Ippikoú
		}
		5 = {
			%s Merarchía Ippikoú
		}
		6 = {
			%s Merarchía Ippikoú
		}
		7 = {
			%s Merarchía Ippikoú
		}
		8 = {
			%s Merarchía Ippikoú
		}
		9 = {
			%s Merarchía Ippikoú
		}
		10 = {
			%s Merarchía Ippikoú
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_60_divisions_plan
Constructs: prerequisite, completion_reward, cancel_if_invalid, unlock_decision_tooltip
Source: game
File: common/national_focus/china_nationalist.txt

Code:
focus = {
	id = CHI_60_divisions_plan
	icon = GFX_goal_generic_axis_build_infantry
	prerequisite = {
		focus = CHI_army_reform
	}
	x = 0
	y = 2
	relative_position_id = CHI_military_affairs_commission
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		unlock_decision_tooltip = {
			decision = CHI_60_divisions_plan
			show_effect_tooltip = yes
			show_modifiers = yes
		}
	}
}
### Entity: Special Project
Component: sp_naval_underway_replenishment
Constructs: fire_only_once, set_technology, has_dlc, has_doctrine, resource_cost, breakthrough_cost, set_rule, enable_equipment_modules
Source: game
File: common/special_projects/projects/naval_projects.txt

Code:
sp_naval_underway_replenishment = {
	specialization = specialization_naval
	project_tags = sp_tag_surface_ship
	ai_will_do = {
		base = 1
	}
	allowed = {
		has_dlc = Gotterdammerung
	}
	available = {
		FROM = {
			OR = {
				has_doctrine = new_base_strike new_fleet_in_being
			}
		}
	}
	resource_cost = {
		resources = {
			steel = 8
		}
	}
	breakthrough_cost = {
		specialization_naval = 2
	}
	complexity = sp_complexity.large
	prototype_time = sp_time.prototype.medium
	project_output = {
		country_effects = {
			custom_effect_tooltip = {
				localization_key = SP_UNLOCK_TECH
				TECH = sp_multi_product_supply_ships
			}
			set_rule = {
				can_use_underway_replenishment = yes
			}
		}
		enable_equipment_modules = {

		}
		enable_subunits = {

		}
	}
	generic_prototype_rewards = {
		sp_naval_generic_reward_scientist_xp_1 sp_naval_generic_reward_scientist_xp_2 sp_naval_generic_reward_scientist_xp_3 sp_naval_generic_reward_navy_xp_1 sp_naval_generic_reward_navy_xp_2 sp_naval_generic_reward_navy_xp_3 sp_naval_generic_reward_major_progress_1 sp_naval_generic_reward_major_progress_2 sp_naval_generic_reward_major_progress_3 sp_naval_generic_reward_test_failure_1 sp_naval_generic_reward_test_failure_2 sp_naval_generic_reward_test_failure_3
	}
	unique_prototype_rewards = {
		sp_naval_underway_replenishment_unique_reward_a = {
			fire_only_once = yes
			threshold = {
				min = 40
				max = 90
			}
			weight = {
				base = 100
			}
			option = {
				token = sp_naval_underway_replenishment_preference_a
				iteration_output = {
					country_effects = {
						custom_effect_tooltip = tech_effect|sp_naval_underway_replenishment_pick_a
						hidden_effect = {
							set_technology = {
								sp_naval_underway_replenishment_pick_a = 1
								popup = no
							}
						}
					}
				}
			} {
				token = sp_naval_underway_replenishment_preference_c
				default = yes
				iteration_output = {
					country_effects = {

					}
				}
			} {
				token = sp_naval_underway_replenishment_preference_b
				iteration_output = {
					country_effects = {
						custom_effect_tooltip = tech_effect|sp_naval_underway_replenishment_pick_b
						hidden_effect = {
							set_technology = {
								sp_naval_underway_replenishment_pick_b = 1
								popup = no
							}
						}
					}
				}
			}
		}
	}
}
### Entity: Order of Battle
Component: 10 Renmin Jundui
Constructs: division_template
Source: game
File: history/units/PRC_SOV_reinforcements_2.txt

Code:
division = {
	name = 10 Renmin Jundui
	location = 12331
	division_template = Erjinzhi Juntuán
}
### Entity: Scripted Effect
Component: EAI_PC_SCORE_select_best_target
Constructs: limit, has_country_flag, set_temp_variable, clear_temp_array, check_variable, add_to_temp_array, random_scope_in_array, set_variable
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_effects.txt

Code:
EAI_PC_SCORE_select_best_target = {
	set_temp_variable = {
		best_scored_target_ = 0
	} {
		include_within_of_best = 0.15
	} {
		min_accepted_score = 500
	} {
		include_within_of_best_mult = 1
	} {
		min_canditate_score = best_target_score_
	}
	find_highest_in_array = {
		array = scored_target_states_scores
		value = best_target_score_
		index = best_target_index
	}
	subtract_from_temp_variable = {
		include_within_of_best_mult = include_within_of_best
	}
	multiply_temp_variable = {
		min_canditate_score = include_within_of_best_mult
	}
	clamp_temp_variable = {
		var = min_canditate_score
		min = min_accepted_score
	}
	clear_temp_array = scored_final_canditates
	for_each_loop = {
		array = scored_target_states_scores
		if = {
			limit = {
				NOT = {
					check_variable = {
						v = < min_canditate_score
					}
				}
			}
			add_to_temp_array = {
				scored_final_canditates = scored_target_states^i
			}
		}
	}
	random_scope_in_array = {
		array = scored_final_canditates
		set_temp_variable = {
			best_scored_target_ = THIS.id
		}
	}
	if = {
		limit = {
			ROOT = {
				has_country_flag = EAI_PC_AA_score_logging
			}
			check_variable = {
				_project_building_type = global.EAI_PC_AA
			}
		}
		var:best_scored_target_ = {
			if = {
				limit = {
					check_variable = {
						best_target_score_ = > min_canditate_score
					}
				}
				set_variable = {
					EAI_debug_value = -500
				}
			}
		}
	} {
		limit = {
			ROOT = {
				has_country_flag = EAI_PC_AIRBASE_score_logging
			}
			check_variable = {
				_project_building_type = global.EAI_PC_AIR
			}
		}
		var:best_scored_target_ = {
			if = {
				limit = {
					check_variable = {
						best_target_score_ = > min_canditate_score
					}
				}
				set_variable = {
					EAI_debug_value = -500
				}
			}
		}
	}
}
### Entity: Character
Component: SUD_acgs
Source: game
File: common/characters/SUD.txt

Code:
SUD_acgs = {
	advisor = {
		slot = air_chief
		idea_token = SUD_acgs
		allowed = {
			original_tag = SUD
		}
		traits = {
			air_chief_ground_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_3
		}
	}
}
### Entity: Character
Component: SLO_emil_lendvay
Source: game
File: common/characters/SLO.txt

Code:
SLO_emil_lendvay = {
	advisor = {
		slot = theorist
		idea_token = SLO_emil_lendvay
		ledger = army
		allowed = {
			original_tag = SLO
		}
		traits = {
			military_theorist
		}
	}
	name = Emil Lendvay
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_6
		}
	}
}
### Entity: Country History
Country: EQG
Component: EQG_technology
Constructs: set_technology
Source: game
File: history/countries/EQG - Equatorial Guinea.txt

Code:
# Starting Technologies for EQG
set_technology = {
	infantry_weapons = 1
}
### Entity: Idea
Component: SOV_agrarian_socialism_2
Constructs: removal_cost
Source: game
File: common/ideas/r56_soviet.txt

Code:
SOV_agrarian_socialism_2 = {
	name = SOV_agrarian_socialism
	removal_cost = -1
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_agrarian_society
	modifier = {
		consumer_goods_factor = -0.15
		production_speed_arms_factory_factor = 0.1
	}
}
### Entity: Character
Component: AUS_paul_eisler
Constructs: has_completed_focus
Source: game
File: common/characters/AUS.txt

Code:
AUS_paul_eisler = {
	name = AUS_paul_eisler
	portraits = {
		army = {
			large = GFX_portrait_AUS_paul_eisler
		}
	}
	scientist = {
		traits = {
			scientist_trait_electronics_specialist
		}
		skills = {
			specialization_air = 2
		}
		visible = {
			owner = {
				has_completed_focus = AUS_royal_scientific_grants
			}
		}
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_industrial_preparations
Constructs: prerequisite, limit, completion_reward, is_subject, add_dynamic_modifier, add_to_variable
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_industrial_preparations
	icon = GFX_focus_generic_modernize_industry
	prerequisite = {
		focus = DEN_national_unity
	}
	relative_position_id = DEN_national_unity
	x = 0
	y = 1
	cost = 5
	bypass = {

	}
	available = {
		power_balance_value = {
			id = DEN_balance_of_power
			value = > 0
		}
		is_subject = no
	}
	ai_will_do = {

	}
	search_filters = {
		FOCUS_FILTER_BALANCE_OF_POWER
	}
	completion_reward = {
		DEN_bop_very_low_increase_effect = yes
		if = {
			limit = {
				DEN_has_war_preparations_dynamic_modifier = no
			}
			add_dynamic_modifier = {
				modifier = DEN_war_preparations_dynamic_modifier
			}
		}
		else = {
			custom_effect_tooltip = DEN_modify_war_preparations_dynamic_modifier
		}
		add_to_variable = {
			DEN_war_preparations_lack_of_resource_penalty = -0.05
			tooltip = production_lack_of_resource_penalty_factor_tt
		} {
			DEN_war_preparations_max_fuel = 0.05
			tooltip = max_fuel_factor_tt
		} {
			DEN_war_preparations_fuel_gain = 0.05
			tooltip = fuel_gain_add_factor_tt
		} {
			DEN_war_preparations_army_intel_to_others = -10
			tooltip = army_intel_to_others_tt
		} {
			DEN_war_preparations_navy_intel_to_others = -10
			tooltip = navy_intel_to_others_tt
		}
	}
}
### Entity: Character
Component: The_Marshals_Brother
Constructs: war_support_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
The_Marshals_Brother = {
	random = no
	sprite = 12
	war_support_factor = 0.03
}
### Entity: Unit Template
Component: IRE_CAV_01
Source: game
File: common/units/names_divisions/IRE_names_divisions.txt

Code:
IRE_CAV_01 = {
	name = Cavalry Division
	for_countries = {
		IRE
	}
	can_use = {
		always = yes
	}
	division_types = {
		cavalry
	}
	fallback_name = %d Irish Cavalry Division
	ordered = {
		1 = {
			%dst 'Parnell' Cavalry Division
		}
		2 = {
			%dnd Irish Cavalry Division
		}
		3 = {
			%drd Irish Cavalry Division
		}
		4 = {
			%dth Irish Cavalry Division
		}
		5 = {
			%dth Irish Cavalry Division
		}
		6 = {
			%dth Irish Cavalry Division
		}
		7 = {
			%dth Irish Cavalry Division
		}
		8 = {
			%dth Irish Cavalry Division
		}
		9 = {
			%dth Irish Cavalry Division
		}
		10 = {
			%dth Irish Cavalry Division
		}
	}
}
### Entity: Character
Component: CSA_charles_bastin
Source: game
File: common/characters/CSA.txt

Code:
CSA_charles_bastin = {
	advisor = {
		slot = army_chief
		idea_token = CSA_charles_bastin
		allowed = {
			original_tag = CSA
		}
		traits = {
			army_chief_morale_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_4
		}
	}
}
### Entity: Decision
Component: foreign_politics
Constructs: has_completed_focus, limit, has_country_flag, fire_only_once, is_ally_with, is_core_of, is_fully_controlled_by, has_political_power
Source: game
File: common/decisions/RNG.txt

Code:
foreign_politics = {
	RNG_core_state = {
		icon = GFX_decision_infiltrate_state
		allowed = {
			original_tag = RNG
		}
		visible = {
			JAP = {
				has_completed_focus = JAP_reorganized_national_government
			}
			is_ally_with = JAP
		}
		available = {
			NOT = {
				has_country_flag = RNG_coring_state_in_progress
			}
		}
		target_root_trigger = {
			original_tag = RNG
		}
		state_target = any_controlled_state
		target_trigger = {
			FROM = {
				NOT = {
					is_core_of = ROOT
				}
				is_fully_controlled_by = ROOT
				is_core_of = CHI
				any_neighbor_state = {
					is_core_of = ROOT
				}
			}
		}
		on_map_mode = map_and_decisions_view
		cost = 75
		fire_only_once = yes
		days_remove = 70
		ai_will_do = {
			base = 150
			modifier = {
				factor = 0
				has_political_power = < 100
			} {
				factor = 0.5
				has_political_power = < 125
			}
		}
		complete_effect = {
			hidden_effect = {
				set_country_flag = {
					flag = RNG_coring_state_in_progress
					value = 1
					days = 69
				}
			}
		}
		remove_effect = {
			hidden_effect = {
				clr_country_flag = RNG_coring_state_in_progress
			}
			IF = {
				limit = {
					FROM = {
						NOT = {
							is_owned_by = ROOT
						}
					}
				}
				FROM = {
					add_core_of = ROOT
					transfer_state_to = ROOT
				}
			}
			ELSE = {
				FROM = {
					add_core_of = ROOT
				}
			}
		}
		cancel_trigger = {
			FROM = {
				NOT = {
					is_fully_controlled_by = ROOT
				}
			}
		}
		cancel_effect = {
			hidden_effect = {
				clr_country_flag = RNG_coring_state_in_progress
			}
		}
	}
}
### Entity: National Focus
Tree: lie_focus
Component: LIE_maintain_international_neutrality
Constructs: prerequisite, has_war, add_ideas, completion_reward, is_in_faction, is_subject
Source: game
File: common/national_focus/liechtenstein.txt

Code:
focus = {
	id = LIE_maintain_international_neutrality
	text = VEN_neutrality_focus
	icon = GFX_goal_generic_neutrality_focus
	prerequisite = {
		focus = LIE_increase_swiss_cooperation LIE_attract_german_investment
	}
	mutually_exclusive = {
		focus = LIE_take_a_stance LIE_seek_german_guarantees LIE_liechtenstein_alone
	}
	x = -1
	y = 3
	relative_position_id = LIE_increase_swiss_cooperation
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		is_in_faction = no
		is_subject = no
		has_war = no
	}
	completion_reward = {
		add_ideas = LIE_neutrality_idea
	}
}
### Entity: Event
Component: SEA_PRC_faction_events.81
Constructs: is_triggered_only, create_wargoal, annex_everything
Source: game
File: events/SEA_Communist_China.txt

Code:
country_event = {
	id = SEA_PRC_faction_events.81
	title = SEA_PRC_faction_events.81.t
	desc = SEA_PRC_faction_events.81.desc
	picture = GFX_report_event_chinese_soldiers_running
	is_triggered_only = yes
	option = {
		name = SEA_PRC_faction_events.81.a
		create_wargoal = {
			type = annex_everything
			target = FROM
		}
	}
}
### Entity: National Focus
Tree: par_focus
Component: PAR_cult_of_personality
Constructs: prerequisite, completion_reward, add_country_leader_trait
Source: game
File: common/national_focus/paraguay.txt

Code:
focus = {
	id = PAR_cult_of_personality
	icon = GFX_focus_ICE_embrace_the_workers_revolution
	x = 1
	y = 1
	relative_position_id = PAR_liga_nacional_independiente
	prerequisite = {
		focus = PAR_liga_nacional_independiente PAR_union_nacional_revolucionaria PAR_align_with_the_guion_rojo
	}
	cost = 10
	ai_will_do = {
		factor = 30
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		add_country_leader_trait = JUNO_cult_of_personality
	}
}
### Entity: Idea
Component: r56_CAN_docr_fascism
Constructs: has_government, removal_cost, communism_drift, democratic_drift
Source: game
File: common/ideas/r56_canada.txt

Code:
r56_CAN_docr_fascism = {
	name = r56_CAN_docr_fascism
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	modifier = {
		communism_drift = -0.03
		democratic_drift = -0.03
		drift_defence_factor = 0.5
	}
}
### Entity: Event
Component: ARM_event.1
Constructs: has_completed_focus, limit, has_government, add_stability, fire_only_once, add_political_power, retire_character, set_country_flag
Source: game
File: events/ARM_events.txt

Code:
country_event = {
	id = ARM_event.1
	title = ARM_event.1.t
	desc = ARM_event.1.desc
	picture = GFX_report_event_ARM_etchmiadzin_cathedral
	fire_only_once = yes
	trigger = {
		tag = ARM
		date = > 1938.3.17 < 1938.5.1
	}
	mean_time_to_happen = {
		days = 20
	}
	option = {
		name = ARM_event.1.a
		trigger = {
			OR = {
				has_completed_focus = ARM_return_from_exile ARM_reopen_etchmiadzin_seminary
				NOT = {
					has_government = communism
				}
			}
		}
		add_political_power = -20
		add_stability = -0.02
		retire_character = ARM_khoren_I
		set_country_flag = ARM_catholicos_khoren_has_died
		if = {
			limit = {
				ARM_khoren_I = {
					is_hired_as_advisor = yes
				}
				has_idea = ARM_khoren_I
			}
			deactivate_advisor = ARM_khoren_I
			activate_advisor = ARM_gevorg_VI
		}
	} {
		name = ARM_event.1.b
		add_political_power = 10
		add_stability = 0.01
		retire_character = ARM_khoren_I
		set_country_flag = ARM_catholicos_khoren_has_died
		trigger = {
			has_government = communism
			NOT = {
				has_completed_focus = ARM_return_from_exile
			}
			OR = {
				has_completed_focus = ARM_enforce_state_atheism
				AND = {
					NOT = {
						has_completed_focus = ARM_enforce_state_atheism ARM_reopen_etchmiadzin_seminary
					}
				}
			}
		}
	}
}
### Entity: Event
Component: south_american_events.15
Constructs: is_triggered_only, ai_chance, remove_ideas, add_stability, fire_only_once, set_politics, add_popularity, retire_character
Source: game
File: events/TOA_Generic_Events.txt

Code:
country_event = {
	id = south_american_events.15
	title = south_american_events.15.t
	desc = south_american_events.15.desc
	picture = GFX_report_event_spr_army_of_africa
	is_triggered_only = yes
	hidden = no
	fire_only_once = yes
	option = {
		name = south_american_events.15.a
		ai_chance = {
			base = 100
		}
		add_stability = -0.05
		set_politics = {
			ruling_party = neutrality
			elections_allowed = no
		}
		add_popularity = {
			ideology = neutrality
			popularity = 0.2
		} {
			ideology = fascism
			popularity = 0.1
		}
		remove_ideas = PAR_febrerista_land_reform
		custom_effect_tooltip = rafael_franco_is_exiled
		hidden_effect = {
			retire_character = PAR_rafael_franco
		}
		news_event = {
			id = south_american_news.14
			days = 3
			random_days = 6
		}
	}
}
### Entity: State History
Component: 273
Constructs: force_link_ownership_to, add_core_of
Source: game
File: history/states/273-Italian Africa.txt

Code:
state = {
	id = 273
	name = STATE_273
	manpower = 42633
	state_category = wasteland
	impassable = yes
	force_link_ownership_to = 662
	history = {
		owner = ITA
		add_core_of = LBA
		buildings = {
			infrastructure = 0
		}
	}
	provinces = {
		1057 1060 1140 1994 4191 4962 5004 7985 10104 10754 10785 10884 11951 12022 12082 12866
	}
	local_supplies = 0.0
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered, force_equipment_variants
Source: game
File: history/units/YEM_1936_nsb.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 2
	}
	location = 10840
	division_template = Alfurqat Almasha
	start_experience_factor = 0.15
	start_equipment_factor = 0.7
	force_equipment_variants = {
		light_tank_chassis_0 = {
			owner = OMA
			creator = FRA
			amount = 24
		}
	}
}