Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: JUNO_uruguyan_revisionist
Constructs: fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
JUNO_uruguyan_revisionist = {
	sprite = 10
	random = no
	weekly_manpower = 75
	fascism_drift = 0.1
	justify_war_goal_time = -0.35
}
### Entity: State History
Component: 178
Constructs: add_core_of
Source: game
File: history/states/178-Canary islands.txt

Code:
state = {
	id = 178
	name = STATE_178
	manpower = 561347
	state_category = small_island
	history = {
		owner = SPR
		victory_points = {
			13071 1
		}
		buildings = {
			infrastructure = 2
			13071 = {
				naval_base = 1
			}
		}
		strategic_province_location = {
			natural_harbor = 13071
		}
		add_core_of = SPR
	}
	provinces = {
		13071
	}
	local_supplies = 0.0
}
### Entity: Name List
Component: GRN
Source: game
File: common/names/00_names.txt

Code:
GRN = {
	male = {
		names = {
			Aage Adam Alber Anders Asmund Axel Carl Christian Edvard Edvin Erik Folke Frederik Georg Hannibal Hans Henrik Herman Hugo Ivar Jakob Jacob Johan Julius Knud Ludvig Magnus Michael Niels Olav Otto Peter Poul Sigurd Sven Tage Thomas Thorvald Ukrik Valdemar Vilhelm Aage Arnór Ásgeir Astrathur Baldur Bjarni Björn Brynjólfur Dagbjartur Eggthor Einar Eysteinn Freyr Haraldur Hermann Gísli Hjörtur Jóhann Lórens Oddleifur Ólafur Skúli Stefán Sturlaugr Sveinn Vagn Vilhjálmur Ögrim Aassanaaq Adlartok Akaka Aklaq Amaqjuaq Atiqtalaaq Atka Cupun Hanta Iñuk Irdlirvirisissong Iñuksuk Juatan Kumaglak Tarĸik Toklo Tukkuttok Uukkarnit Umiaktorvik Ukiuk Yuka
		}
	}
	female = {
		names = {
			Karen Alma Elsa Else Monica Grete Gerda Helga Jytte Kaja Asta Astrid Signe Árný Arnfrithur Bjarnhildur Boghildur Dómhildur Drótt Freydís Gunnrún Rafney Chikuk Elisapee Ila Lusa Nanouk Qimmiq Yura
		}
	}
	surnames = {
		Ahlefeldt Asp-Persson Berger Bonde Carlsen Dannemand Danneskjold-Samso Eberlin Falsen Folsach Güntelberg Gyldenfeldt Haack Hambro Haxthausen Juul Klauman Krogh Laessoe Hansen Have Leuenbach Lovenbalk Michaelsen Mylius Neergaard Obelitz Oxholm Reventlow Rosenkrantz Schack-Schackenborg Stemman Suenson Thygeson Trampe Urne Wadenstierna Wedel-Heinen Zytphen-Adeler Arnórsson Ásgeirsson Thorarensen Bjarnason Björnsson Blöndal Aagesson Astrathursson Baldursson Björnsson Eggthorsson Guðmundsson Hjörtursson Jonsson Jónasson Oddleifsson Ólafsson Olgeirsson Pétursson Sigurbjörnsson Stefánsson Sæmundsson Thors Þórðarson Vagnsson
	}
	callsigns = {
		Polar Stellar Thule Eriksson Inuit
	}
}
### Entity: Event
Component: TAOG_siam_movie_campaign_events.102
Constructs: is_triggered_only, check_variable, set_country_flag
Source: game
File: events/TAOG_Siam.txt

Code:
country_event = {
	id = TAOG_siam_movie_campaign_events.102
	title = TAOG_siam_movie_campaign_events.102.t
	desc = TAOG_siam_movie_campaign_events.102.desc
	is_triggered_only = yes
	trigger = {
		check_variable = {
			SIA_propaganda_center_poster_to_age = SIA_poster_center_icon_frame
		}
	}
	hidden = yes
	immediate = {
		set_country_flag = SIA_propaganda_center_slot_is_old_flag
	}
}
### Entity: National Focus
Tree: usa_focus
Component: USA_global_hegemony
Constructs: prerequisite, limit, every_country, has_war_with, is_major, completion_reward, cancel_if_invalid, is_subject
Source: game
File: common/national_focus/usa.txt

Code:
focus = {
	id = USA_global_hegemony
	icon = GFX_focus_generic_diplomatic_treaty
	x = 0
	y = 6
	prerequisite = {
		focus = USA_secure_asia
	} {
		focus = USA_protect_south_america
	}
	relative_position_id = USA_war_powers_act
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		every_country = {
			limit = {
				is_major = yes
				is_subject = no
				not = {
					original_tag = USA
				} {
					has_war_with = ROOT
				}
			}
			hidden_effect = {
				ROOT = {
					create_wargoal = {
						type = puppet_wargoal_focus
						target = PREV
						expire = 0
					}
				}
			}
			custom_effect_tooltip = create_puppet_wargoal_usa
		}
	}
}
### Entity: Shared Focus
Tree: chi_focus
Component: CHI_sea_conquer_tibet
Constructs: shared_focus, prerequisite, limit, has_war_with, is_major, completion_reward, is_in_faction_with, is_subject
Source: game
File: common/national_focus/china_shared_TSR.txt

Code:
shared_focus = {
	id = CHI_sea_conquer_tibet
	icon = GFX_focus_CHI_empower_mtac
	prerequisite = {
		focus = CHI_sea_one_china_policy
	}
	mutually_exclusive = {
		focus = CHI_sea_integrate_tibet
	}
	x = 1
	y = 1
	relative_position_id = CHI_sea_one_china_policy
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			any_country = {
				is_major = yes
				is_in_faction_with = TIB
			}
			factor = 0
		}
	}
	available = {
		is_subject = no
		OR = {
			controls_state = 747 752 604 1042
		}
	}
	bypass = {
		OR = {
			TIB = {
				exists = no
			}
			has_war_with = TIB
			has_wargoal_against = TIB
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				322 = {
					is_owned_and_controlled_by = TIB
				}
			}
			ROOT = {
				create_wargoal = {
					type = take_state_focus
					target = TIB
					expire = 0
					generator = {
						322
					}
				}
			}
		}
		else = {
			create_wargoal = {
				type = annex_everything
				target = TIB
				expire = 0
			}
		}
	}
}
### Entity: Character
Component: engine_manufacturing_concern
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/country_leader/00_traits.txt

Code:
engine_manufacturing_concern = {
	random = no
	equipment_conversion_speed = 0.25
	equipment_bonus = {
		small_plane_airframe = {
			instant = yes
			build_cost_ic = -0.05
		}
	} {
		motorized_equipment = {
			instant = yes
			build_cost_ic = -0.05
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: wuw_GER_civil_war.9
Constructs: is_triggered_only, fire_only_once, add_political_power, set_country_flag
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_civil_war.9
	title = wuw_GER_civil_war.9.t
	desc = wuw_GER_civil_war.9.desc
	picture = GFX_report_event_lithuania_army
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = wuw_GER_civil_war.9.a
		add_political_power = 25
		custom_effect_tooltip = generic_skip_one_line_tt GER_mackensen_went_into_retirement_tt
		set_country_flag = GER_mackensen_went_into_retirement
	}
}
### Entity: National Focus
Tree: mex_focus
Component: MEX_focus_integrate_the_caribbean
Constructs: prerequisite, completion_reward, cancel_if_invalid, unlock_decision_tooltip
Source: game
File: common/national_focus/mexico.txt

Code:
focus = {
	id = MEX_focus_integrate_the_caribbean
	icon = GFX_goal_generic_position_armies
	prerequisite = {
		focus = MEX_focus_liberate_the_caribbean
	}
	x = 0
	y = 1
	relative_position_id = MEX_focus_liberate_the_caribbean
	cost = 10
	ai_will_do = {
		factor = 100
	}
	available = {
		OR = {
			controls_state = 315 318 319
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	completion_reward = {
		unlock_decision_tooltip = MEX_decision_integrate_cuba MEX_decision_integrate_haiti MEX_decision_integrate_the_dominican_republic
	}
}
### Entity: Character
Component: UGA_acgs
Source: game
File: common/characters/UGA.txt

Code:
UGA_acgs = {
	advisor = {
		slot = air_chief
		idea_token = UGA_acgs
		allowed = {
			original_tag = UGA
		}
		traits = {
			air_chief_ground_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_3
		}
	}
}
### Entity: AI Strategy
Component: GER_training
Source: game
File: common/ai_navy/goals/goals_GER.txt

Code:
GER_training = {
	objective_type = training
	available_for = {
		GER
	}
	min_priority = 10
	max_priority = 20
}
### Entity: Military Industrial Organization
Component: AST_r56_evans_deakin_co_organization
Constructs: equipment_bonus
Source: game
File: common/military_industrial_organization/organizations/AST_r56_organization.txt

Code:
AST_r56_evans_deakin_co_organization = {
	name = AST_evans_deakin_co_organization
	include = generic_task_force_ship_organization
	icon = GFX_idea_evans_deakin_co
	allowed = {
		original_TAG = AST
	}
	initial_trait = {
		name = generic_mio_initial_trait_task_force_ship_builders
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
		equipment_bonus = {
			max_strength = 0.05
		}
	}
}
### Entity: Technology
Component: monopulse_radar
Constructs: is_special_project_tech, is_special_project_completed, enable_building, coordination_bonus, enable_equipment_modules, research_cost
Source: game
File: common/technologies/electronic_mechanical_engineering.txt

Code:
technology = {
	is_special_project_tech = yes
	allow = {
		ROOT = {
			is_special_project_completed = sp:sp_air_radar
		}
	}
	enable_building = {
		building = radar_station
		level = 6
	}
	coordination_bonus = 0.01
	enable_equipment_modules = {
		ship_radar_4 air_ground_radar_2
	}
	special_project_specialization = {
		specialization_air specialization_nuclear
	}
	static_anti_air_hit_chance_factor = 0.2
	research_cost = 1.25
	start_year = 1942
	folder = {
		name = electronics_folder
		position = {
			x = @radar
			y = 14
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			OR = {
				tag = ENG USA
			}
			factor = 5
		}
	}
	categories = {
		electronics radar_tech
	}
}
### Entity: Event
Component: KMT_event.34
Constructs: is_triggered_only, ai_chance, add_political_power, set_country_flag, complete_national_focus
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = KMT_event.34
	title = KMT_event.34.t
	desc = KMT_event.34.desc
	picture = GFX_report_event_china_chiang_kai_shek
	is_triggered_only = yes
	option = {
		name = KMT_event.34.a
		ai_chance = {
			base = 0
		}
		set_country_flag = KMT_wjw_visible
		mark_focus_tree_layout_dirty = yes
		complete_national_focus = KMT_wang_jingweis_rise
		add_political_power = -100
		FROM = {
			country_event = CHI_warlords.19
		}
	} {
		name = KMT_event.34.b
		diplomatic_relation = {
			country = PRC
			relation = non_aggression_pact
			active = yes
		}
		FROM = {
			country_event = CHI_warlords.20
		}
		custom_effect_tooltip = KMT_no_true_enemy_flag_tt
		CHI = {
			set_country_flag = KMT_no_true_enemy_flag
		}
	}
}
### Entity: Idea
Component: CHL_catholic_church_holding_political_power
Constructs: research_speed_factor, stability_factor, war_support_factor, removal_cost
Source: game
File: common/ideas/chile.txt

Code:
CHL_catholic_church_holding_political_power = {
	picture = MEX_church_power_5
	allowed = {
		original_tag = CHL
	}
	allowed_civil_war = {
		original_tag = CHL
	}
	removal_cost = -1
	modifier = {
		research_speed_factor = -0.05
		political_power_factor = -0.15
		stability_factor = 0.1
		war_support_factor = 0.15
		org_loss_at_low_org_factor = -0.1
	}
}
### Entity: Order of Battle
Component: Dong Bei You Ji Dui
Constructs: division_template
Source: game
File: history/units/PRC_dongbei_partisans.txt

Code:
division = {
	name = Dong Bei You Ji Dui
	location = 9905
	division_template = Dong Bei You Ji Dui
	start_experience_factor = 1
	start_equipment_factor = 1
}
### Entity: National Focus
Tree: alb_focus
Component: ALB_strike_first
Constructs: prerequisite, has_war_with, completion_reward, is_subject, is_ally_with, add_state_claim, create_wargoal, annex_everything
Source: game
File: common/national_focus/albania.txt

Code:
focus = {
	id = ALB_strike_first
	icon = GFX_focus_ger_assassinate_mussolini
	prerequisite = {
		focus = ALB_ridding_the_army_of_foreign_influence
	}
	available = {
		is_subject = no
		NOT = {
			is_ally_with = ITA
		}
	}
	bypass = {
		NOT = {
			country_exists = ITA
		}
	}
	x = 19
	y = 5
	cost = 3
	ai_will_do = {
		base = 0
		modifier = {
			add = 100
			OR = {
				has_war_with = ITA
				ITA = {
					surrender_progress = > 0.25
				}
			}
		}
	}
	available_if_capitulated = yes
	will_lead_to_war_with = ITA
	completion_reward = {
		add_state_claim = 156
		create_wargoal = {
			type = annex_everything
			target = ITA
			expire = 0
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Idea
Component: AUS_secret_rearmament_idea
Constructs: industrial_capacity_factory, removal_cost, has_idea, conscription_factor
Source: game
File: common/ideas/austria.txt

Code:
AUS_secret_rearmament_idea = {
	allowed = {
		always = no
		tag = AUS
	}
	removal_cost = -1
	picture = generic_manpower_bonus
	cancel = {
		OR = {
			has_idea = limited_conscription extensive_conscription service_by_requirement all_adults_serve scraping_the_barrel war_economy tot_economic_mobilisation
		}
	}
	modifier = {
		conscription_factor = 0.2
		production_speed_arms_factory_factor = 0.15
		industrial_capacity_factory = 0.1
	}
}
### Entity: Country History
Country: NEP
Component: NEP_politics
Constructs: set_stability, add_ideas, set_war_support, set_politics, set_popularities
Source: game
File: history/countries/NEP - Nepal.txt

Code:
# Politics & Parties for NEP
add_ideas = {
	NEP_royal_army
}
set_war_support = 0.1
set_stability = 0.8
set_politics = {
	ruling_party = neutrality
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	neutrality = 100
}
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/Template%3ATemplate_doc_page_transcluded/doc.html

Doc:
This is the documentation page for Template:Template doc page transcluded. When it is viewed directly, links using variables may appear broken; do not replace these with hardcoded page names or URLs.
### Entity: AI Strategy
Component: mountaineers_ITA
Constructs: has_tech
Source: game
File: common/ai_templates/templates_ITA.txt

Code:
mountaineers_ITA = {
	available_for = {
		ITA
	}
	role = mountaineers
	upgrade_prio = {
		base = 2
		modifier = {
			factor = 0
			NOT = {
				has_tech = tech_mountaineers
			}
		}
	}
	mountaineers_default_ITA = {
		upgrade_prio = {
			base = 2
			modifier = {
				factor = 1
			}
		}
		target_template = {
			support = {
				engineer = 1
				artillery = 1
				logistics_company = 1
				recon = 1
			}
			regimental_support = {
				anti_air_battery = 1
				anti_tank_battery = 1
			}
			regiments = {
				mountaineers = 9
			}
		}
	}
}
### Entity: Idea
Component: NOR_new_high_king
Constructs: has_country_leader, removal_cost
Source: game
File: common/ideas/norway.txt

Code:
NOR_new_high_king = {
	picture = generic_king_handled
	allowed = {
		NOR_AAT = yes
	}
	cancel = {
		NOT = {
			has_country_leader = {
				ruling_only = yes
				character = NOR_peder_anker_wedel_jarlsberg
			}
		}
	}
	removal_cost = -1
	modifier = {
		generate_wargoal_tension = -0.15
		political_power_factor = -0.05
	}
}
### Entity: Event
Component: tsr_manchukuo_border_war.4
Constructs: is_triggered_only, add_political_power
Source: game
File: events/TSR_Manchukuo.txt

Code:
country_event = {
	id = tsr_manchukuo_border_war.4
	is_triggered_only = yes
	title = tsr_manchukuo_border_war.4.t
	desc = tsr_manchukuo_border_war.4.desc
	picture = GFX_report_event_chinese_soldiers_fighting
	option = {
		name = tsr_manchukuo_border_war.4.a
		trigger = {
			original_tag = MAN
		}
		army_experience = 25
	} {
		name = tsr_manchukuo_border_war.4.b
		trigger = {
			NOT = {
				original_tag = MAN
			}
		}
		add_political_power = 25
	}
}
### Entity: Character
Component: ICE_olaf_j_thorlacius
Source: game
File: common/characters/ICE.txt

Code:
ICE_olaf_j_thorlacius = {
	name = ICE_olaf_j_thorlacius
	portraits = {
		civilian = {
			small = GFX_portrait_ICE_olaf_j_thorlacius_small
		}
	}
	advisor = {
		cost = 150
		slot = political_advisor
		idea_token = ICE_olaf_j_thorlacius
		allowed = {

		}
		available = {

		}
		visible = {

		}
		traits = {
			ICE_progressive_doctor
		}
		ai_will_do = {
			base = 1.0
			modifier = {
				factor = 0.25
				ICE_has_fascist_ai = yes
			}
		}
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_ally_france
Constructs: has_completed_focus, prerequisite, has_government, has_war_with, completion_reward, is_in_faction_with, is_faction_leader, has_capitulated
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_ally_france
	icon = GFX_focus_chi_reach_out_to_france
	relative_position_id = LIT_contain_german_agression
	x = 1
	y = 1
	cost = 5
	available_if_capitulated = yes
	mutually_exclusive = {
		focus = LIT_ally_italy
	}
	prerequisite = {
		focus = LIT_contain_german_agression
	}
	ai_will_do = {
		factor = 2
	}
	bypass = {
		OR = {
			is_in_faction_with = FRA
			has_war_with = FRA
		}
	}
	available = {
		FRA = {
			has_government = ROOT
			is_faction_leader = yes
			has_completed_focus = FRA_cagoule_coup
			NOT = {
				has_war_with = ROOT
			}
			has_capitulated = no
		}
		NOT = {
			any_other_country = {
				is_in_faction_with = FRA
				has_war_with = ROOT
			}
		}
		is_in_faction = no
	}
	completion_reward = {
		FRA = {
			country_event = generic.5
		}
	}
}
### Entity: Order of Battle
Component: NOR_procured_destroyers_1940.txt
Source: game
File: history/units/NOR_procured_destroyers_1940.txt

Code:
units = {
	navy = {
		name = Destroyer Procurement
		base = 53
		location = 53
		ship = {
			name = HNoMS Balder
			definition = destroyer
			equipment = {
				destroyer_3 = {
					amount = 1
					owner = NOR
					version_name = Ålesund Class
				}
			}
		} {
			name = HNoMS Tor
			definition = destroyer
			equipment = {
				destroyer_3 = {
					amount = 1
					owner = NOR
					version_name = Ålesund Class
				}
			}
		}
	}
}
### Entity: Event
Component: ukraine.9
Constructs: is_triggered_only, limit, create_wargoal, take_state
Source: game
File: events/Ukraine.txt

Code:
country_event = {
	id = ukraine.9
	title = ukraine.9.t
	desc = ukraine.9.d
	picture = GFX_report_event_stalin_02
	is_triggered_only = yes
	option = {
		name = ukraine.9.a
		ROOT = {
			create_wargoal = {
				target = FROM
				type = take_state
				generator = {
					80 766
				}
				expire = 0
			}
		}
		hidden_effect = {
			if = {
				limit = {
					FROM = {
						controls_state = 766
					}
				}
				news_event = {
					id = news.11
					days = 1
				}
			}
		}
	}
}
### Entity: Character
Component: HUN_zoltan_decleva
Source: game
File: common/characters/HUN.txt

Code:
HUN_zoltan_decleva = {
	name = HUN_zoltan_decleva
	portraits = {
		army = {
			large = GFX_portrait_HUN_zoltan_decleva
			small = GFX_portrait_HUN_zoltan_decleva_small
		}
	}
	corps_commander = {
		traits = {
			trait_mountaineer trait_HUN_vitez
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		legacy_id = -1
		visible = {

		}
	}
}
### Entity: Event
Component: indonesia.105
Constructs: is_triggered_only, fire_only_once, is_subject, has_country_leader, retire_character
Source: game
File: events/indonesia.txt

Code:
country_event = {
	id = indonesia.105
	title = indonesia.105.t
	desc = indonesia.105.desc
	picture = GFX_report_event_polish_politics
	is_triggered_only = yes
	trigger = {
		is_subject = yes
		has_country_leader = {
			character = INS_bonifacius_cornelis_de_jonge
		}
	}
	fire_only_once = yes
	option = {
		name = indonesia.105.a
		promote_character = {
			character = INS_tjarda_van_starkenborgh_stachouwer
			ideology = colonial_government
		}
		hidden_effect = {
			retire_character = INS_bonifacius_cornelis_de_jonge
		}
	}
}
### Entity: Idea
Component: YUG_idea_serbian_general_staff
Constructs: removal_cost
Source: game
File: common/ideas/yugoslavia.txt

Code:
YUG_idea_serbian_general_staff = {
	picture = YUG_serbian_general_staff
	allowed = {
		original_tag = YUG
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		military_leader_cost_factor = 0.5
		max_planning = 0.1
	}
}
### Entity: Event
Component: denmark_political_events.1
Constructs: is_triggered_only, ai_chance, has_government, has_stability, set_country_flag
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_political_events.1
	title = denmark_political_events.1.t
	desc = denmark_political_events.1.desc
	picture = GFX_report_event_DEN_danish_politics
	is_triggered_only = yes
	option = {
		name = denmark_political_events.1.a
		ai_chance = {
			base = 5
			modifier = {
				factor = 5
				OR = {
					DEN_historical_ai = yes
					DEN_rearming_ai = yes
				}
			}
		}
		custom_effect_tooltip = DEN_available_candidates_tt
		DEN_available_candidates = yes
		country_event = {
			id = denmark_political_events.2
			days = 1
		}
	} {
		name = denmark_political_events.1.b
		ai_chance = {
			base = 2
			modifier = {
				factor = 5
				OR = {
					fascism = > 0.2
					communism = > 0.2
					neutrality = > 0.2
				}
			} {
				factor = 5
				OR = {
					fascism = > 0.35
					communism = > 0.35
					neutrality = > 0.35
				}
			}
		}
		trigger = {
			OR = {
				has_stability = < 0.5
				OR = {
					AND = {
						has_government = democratic
						OR = {
							democratic = < 0.5
							communism = > 0.19
							neutrality = > 0.19
							fascism = > 0.19
						}
					} {
						has_government = communism
						OR = {
							democratic = > 0.19
							communism = < 0.5
							neutrality = > 0.19
							fascism = > 0.19
						}
					} {
						has_government = neutrality
						OR = {
							democratic = > 0.19
							communism = > 0.19
							neutrality = < 0.5
							fascism = > 0.19
						}
					}
				}
			}
		}
		hidden_effect = {
			set_country_flag = DEN_snap_election_flag
		}
		country_event = {
			id = denmark_political_events.3
			days = 1
		}
	}
}
### Entity: Decision
Component: JAP_the_peoples_state_decisions
Constructs: has_completed_focus, has_dlc
Source: game
File: common/decisions/categories/JAP_decision_categories.txt

Code:
JAP_the_peoples_state_decisions = {
	icon = GFX_decision_category_jap_pacific_guardian
	priority = 70
	picture = GFX_decision_cat_picture_JAP_workers_celebrating
	visible_when_empty = no
	allowed = {
		original_tag = JAP
		has_dlc = No Compromise, No Surrender
	}
	visible = {
		has_completed_focus = JAP_okadas_military_purge_speech
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_south_american_alliances
Constructs: prerequisite, limit, every_country, has_war_with, add_opinion_modifier, completion_reward, is_in_faction, is_justifying_wargoal_against
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_south_american_alliances
	icon = GFX_focus_por_recover_latin_america
	prerequisite = {
		focus = ITA_iberian_protection
	}
	x = 0
	y = 1
	relative_position_id = ITA_iberian_protection
	cost = 10
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		every_country = {
			limit = {
				exists = yes
				OR = {
					original_tag = BRA ARG URG PAR CHL BOL PRU ECU COL VEN CRC TRI GYA SUR CAY PAN
				}
				is_in_faction = no
				NOT = {
					has_war_with = ROOT
					is_justifying_wargoal_against = ROOT
				}
			}
			add_opinion_modifier = {
				target = ITA
				modifier = ITA_latin_initiatives
			}
			country_event = {
				id = BBA_italy_interaction_events.44
				days = 2
				random = 6
			}
		}
	}
}
### Entity: Character
Component: ITA_prince_adalberto
Source: game
File: common/characters/ITA.txt

Code:
ITA_prince_adalberto = {
	name = ITA_prince_adalberto
	portraits = {
		army = {
			small = GFX_portrait_ITA_prince_adalberto_small
			large = GFX_portrait_ITA_prince_adalberto
		}
	}
	corps_commander = {
		traits = {
			career_officer
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		legacy_id = 0
	}
}
### Entity: Country History
Country: IAS
Component: IAS_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/IAS - Isthmo Amerindia.txt

Code:
# Politics & Parties for IAS
set_politics = {
	ruling_party = neutrality
	last_election = 1934.2.11
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 20
	communism = 20
	neutrality = 60
	fascism = 0
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_2
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_2 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 2
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 2
	}
}