Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: GRE_paying_off_debt_small
Constructs: removal_cost
Source: game
File: common/ideas/greece.txt

Code:
GRE_paying_off_debt_small = {
	allowed = {
		original_tag = GRE
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_foreign_capital
	removal_cost = -1
	modifier = {
		consumer_goods_factor = 0.1
		min_export = 0.1
	}
}
### Entity: Event
Component: bftb_news.205
Constructs: is_triggered_only, add_war_support, add_stability, set_country_flag, set_capital, add_country_leader_role, set_party_name, add_popularity
Source: game
File: events/BFTB_NewsEvents.txt

Code:
news_event = {
	id = bftb_news.205
	title = bftb_news.205.t
	desc = bftb_news.205.desc
	picture = GFX_news_event_ottoman_sultan_returns
	major = yes
	is_triggered_only = yes
	option = {
		name = bftb_news.205.a
		trigger = {
			original_tag = TUR
		}
		add_stability = 0.15
		add_war_support = 0.15
		set_country_flag = TUR_ott_sultanate_flag
		TUR_set_appropriate_cosmetic_tag = yes
		set_capital = {
			state = 797
		}
		add_country_leader_role = {
			character = TUR_abdulmejid_ii
			country_leader = {
				expire = 1965.1.1
				ideology = despotism
				traits = {
					gentle_scholar
				}
			}
			promote_leader = yes
		}
		hidden_effect = {
			set_party_name = {
				ideology = neutrality
				long_name = TUR_sultanate_party_long
				name = TUR_sultanate_party_long
			}
			add_popularity = {
				ideology = neutrality
				popularity = 0.25
			}
			set_province_name = {
				id = 9833
				name = Konstantiniyye
			}
			797 = {
				set_state_name = Konstantiniyye
			}
		}
	} {
		name = bftb_news.205.b
		trigger = {
			OR = {
				tag = BUL ALB IRQ SAU ROM YUG HUN AUS POL
			}
		}
	} {
		name = bftb_news.205.c
		trigger = {
			OR = {
				tag = ENG FRA USA SOV
			}
		}
	} {
		name = bftb_news.205.d
		trigger = {
			OR = {
				tag = GER PER AFG
			}
		}
	} {
		name = bftb_news.205.e
		trigger = {
			NOT = {
				OR = {
					tag = TUR BUL ALB IRQ SAU ENG FRA USA SOV ROM YUG HUN AUS POL GER PER AFG
				}
			}
		}
	}
}
### Entity: Decision
Component: VIN_independence_war
Constructs: has_country_flag
Source: game
File: common/decisions/categories/VIN_decision_categories.txt

Code:
VIN_independence_war = {
	icon = generic_independence
	picture = GFX_decision_picture_ho_chi_minh_preparation
	priority = 10
	allowed = {
		tag = VIN
	}
	available = {
		has_country_flag = VIN_war_of_independence_flag
	}
}
### Entity: Event
Component: usa.30
Constructs: is_triggered_only, clear_variable
Source: game
File: events/USA.txt

Code:
country_event = {
	id = usa.30
	title = usa.30.t
	desc = usa.30.desc
	picture = GFX_report_event_election_vote
	is_triggered_only = yes
	option = {
		name = usa.30.a
		clear_variable = sen_loc ror_loc senators_for_reelection representatives_for_reelection
	}
}
### Entity: Order of Battle
Component: air_wing_6
Source: game
File: history/units/BEL_1939_air_bba.txt

Code:
air_wings = {
	6 = {
		small_plane_airframe_1 = {
			owner = BEL
			creator = ENG
			amount = 23
			version_name = Hawker Hurricane
		}
		small_plane_airframe_0 = {
			owner = BEL
			creator = ENG
			amount = 22
			version_name = Gloster Gladiator
		} {
			owner = BEL
			creator = ENG
			amount = 30
			version_name = Hawker Fury
		}
	}
}
### Entity: Character
Component: VAN_rock_pidjot
Source: game
File: common/characters/VAN.txt

Code:
VAN_rock_pidjot = {
	name = VAN_rock_pidjot
	portraits = {
		civilian = {
			large = GFX_kr_portrait_africa_generic_4
		}
	}
	country_leader = {
		ideology = socialism
		expire = 1990.11.23
		id = -1
		traits = {
			savvy_politician
		}
	}
}
### Entity: Shared Focus
Tree: raj_focus
Component: RAJ_towards_an_economical_merchant_fleet_r56
Constructs: shared_focus, has_completed_focus, prerequisite, limit, completion_reward, allow_branch, has_focus_autohide_rule_trigger_r56, load_oob
Source: game
File: common/national_focus/r56_india_shared.txt

Code:
shared_focus = {
	id = RAJ_towards_an_economical_merchant_fleet_r56
	icon = GFX_goal_generic_navy_cruiser
	cost = 8
	ai_will_do = {
		base = 1
	}
	x = 0
	y = 2
	relative_position_id = RAJ_Coastal_Defence_Fleet
	mutually_exclusive = {
		focus = RAJ_kickstart_a_submarine_program_r56 RAJ_asias_regional_naval_power_r56
	}
	prerequisite = {
		focus = RAJ_Coastal_Defence_Fleet
	}
	allow_branch = {
		if = {
			limit = {
				has_focus_autohide_rule_trigger_r56 = yes
			}
			NOT = {
				has_completed_focus = RAJ_kickstart_a_submarine_program_r56 RAJ_asias_regional_naval_power_r56
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
	completion_reward = {
		mark_focus_tree_layout_dirty_r56 = yes
		custom_effect_tooltip = raj_5_destroyers_tt generic_skip_one_line_tt
		hidden_effect = {
			load_oob = RAJ_1936_naval_mtg
		}
		add_tech_bonus = {
			name = RAJ_Coastal_Defence_Fleet
			bonus = 0.75
			uses = 2
			category = dd_tech cl_tech
		}
		random_owned_controlled_state = {
			limit = {
				is_coastal = yes
				free_building_slots = {
					building = dockyard
					size = > 1
					include_locked = yes
				}
			}
			prioritize = {
				112
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Character
Component: HOL_anthony_fokker
Source: game
File: common/characters/HOL.txt

Code:
HOL_anthony_fokker = {
	name = HOL_anthony_fokker
	portraits = {
		army = {
			large = GFX_portrait_HOL_anthony_fokker
		}
	}
	scientist = {
		traits = {
			scientist_trait_aircraft_specialist scientist_trait_gifted_engineer
		}
		skills = {
			specialization_air = 2
		}
	}
}
### Entity: Character
Component: GRE_konstantinos_maniadakis
Constructs: has_dlc, check_variable
Source: game
File: common/characters/GRE.txt

Code:
GRE_konstantinos_maniadakis = {
	name = GRE_konstantinos_maniadakis
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_south_america_3
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = GRE_konstantinos_maniadakis
		allowed = {
			original_tag = GRE
			has_dlc = Battle for the Bosporus
		}
		available = {
			OR = {
				custom_trigger_tooltip = {
					tooltip = GRE_monarchists_friendly_or_loyal
					check_variable = {
						var = GRE_monarchist_loyalty
						value = 1.0
						compare = greater_than_or_equals
					}
				} {
					tooltip = GRE_fascists_friendly_or_loyal
					check_variable = {
						var = GRE_fascist_loyalty
						value = 1.0
						compare = greater_than_or_equals
					}
				}
			}
		}
		traits = {
			prince_of_terror
		}
	}
}
### Entity: Unit Template
Component: OMA_CA_HISTORICAL
Source: game
File: common/units/names_ships/OMA_ship_names.txt

Code:
OMA_CA_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CA
	for_countries = {
		OMA
	}
	type = ship
	ship_types = {
		ship_hull_cruiser heavy_cruiser
	}
	prefix = SNV 
	fallback_name = Heavy Cruiser %d
	unique = {
		Salalah Raysut Mirbah Sawqirah Duqm
	}
}
### Entity: Event
Component: GOE_RAJ_loyalist.11
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, add_ideas, has_government, set_politics, has_country_leader
Source: game
File: events/GOE_Raj.txt

Code:
country_event = {
	id = GOE_RAJ_loyalist.11
	title = GOE_RAJ_loyalist.11.t
	desc = GOE_RAJ_loyalist.11.desc
	picture = GFX_report_event_degaulle_churchill
	is_triggered_only = yes
	option = {
		name = GOE_RAJ_loyalist.11.a
		trigger = {
			NOT = {
				has_completed_focus = RAJ_the_indian_parliament
			}
		}
		ai_chance = {
			base = 100
		}
		if = {
			limit = {
				NOT = {
					has_government = democratic
				}
			}
			set_politics = {
				ruling_party = democratic
				last_election = 1936.1.1
				election_frequency = 48
				elections_allowed = yes
			}
		}
		ENG = {
			hidden_effect = {
				if = {
					limit = {
						has_country_leader = {
							character = ENG_winston_churchill
							ruling_only = yes
						}
					}
					set_country_flag = RAJ_churchill_was_leading_before_transfer_to_raj_flag
				} {
					limit = {
						NOT = {
							has_completed_focus = ENG_organize_the_blackshirts ENG_concessions_to_the_trade_unions
						}
					}
					country_event = GOE_RAJ_loyalist.12
				}
			}
			ENG_winston_churchill = {
				set_character_flag = RAJ_churchill_as_country_leader_flag
				set_nationality = ROOT
				promote_character = yes
			}
		}
	} {
		name = GOE_RAJ_loyalist.11.b
		ai_chance = {
			base = 1
		}
		ENG = {
			hidden_effect = {
				if = {
					limit = {
						has_country_leader = {
							character = ENG_winston_churchill
							ruling_only = yes
						}
					}
					set_country_flag = RAJ_churchill_was_leading_before_transfer_to_raj_flag
				} {
					limit = {
						NOT = {
							has_completed_focus = ENG_organize_the_blackshirts ENG_concessions_to_the_trade_unions
						}
					}
					country_event = GOE_RAJ_loyalist.12
				}
			}
			ENG_winston_churchill = {
				set_nationality = ROOT
			}
			custom_effect_tooltip = available_political_advisor
			show_ideas_tooltip = ENG_winston_churchill
			effect_tooltip = {
				if = {
					limit = {
						ROOT = {
							amount_taken_ideas = {
								slots = political_advisor
								amount = < 3
							}
						}
					}
					add_ideas = ENG_winston_churchill
				}
			}
		}
		hidden_effect = {
			if = {
				limit = {
					has_character = ENG_winston_churchill
					amount_taken_ideas = {
						slots = political_advisor
						amount = < 3
					}
				}
				add_ideas = ENG_winston_churchill
			}
		}
	} {
		name = GOE_RAJ_loyalist.11.c
		ai_chance = {
			base = 1
		}
	}
}
### Entity: Shared Focus
Component: BALTIC_sieze_the_means_of_production
Constructs: shared_focus, has_completed_focus, prerequisite, limit, add_ideas, remove_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/baltic_shared.txt

Code:
shared_focus = {
	id = BALTIC_sieze_the_means_of_production
	icon = GFX_focus_prc_agrarian_socialism
	prerequisite = {
		focus = BALTIC_overthrow_the_government
	}
	x = 2
	y = 1
	relative_position_id = BALTIC_overthrow_the_government
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = {
			baltic_siezed_means_of_production_idea
		}
		custom_effect_tooltip = gain_factories_based_on_investments_tt
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								free_building_slots = {
									building = industrial_complex
									size = > 0
									include_locked = yes
								}
								is_in_home_area = yes
							}
						}
					}
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		if = {
			limit = {
				has_completed_focus = BALTIC_renew_allied_trade
			}
			remove_ideas = {
				BALTIC_allied_investments_idea
			}
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = industrial_complex
						size = > 0
						include_locked = yes
					}
					OR = {
						is_in_home_area = yes
						NOT = {
							owner = {
								any_owned_state = {
									free_building_slots = {
										building = industrial_complex
										size = > 0
										include_locked = yes
									}
									is_in_home_area = yes
								}
							}
						}
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		} {
			limit = {
				has_completed_focus = BALTIC_ford_motors
			}
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = arms_factory
						size = > 1
						include_locked = yes
					}
					OR = {
						is_in_home_area = yes
						NOT = {
							owner = {
								any_owned_state = {
									free_building_slots = {
										building = arms_factory
										size = > 1
										inc
# ... (truncated)
### Entity: National Focus
Tree: eth_focus
Component: ETH_african_wildfire
Constructs: prerequisite, completion_reward, add_political_power, add_command_power, set_country_flag
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_african_wildfire
	prerequisite = {
		focus = ETH_mass_transit ETH_communal_agriculture
	}
	relative_position_id = ETH_mass_transit
	x = 0
	y = 1
	icon = GFX_focus_ETH_african_wildfire
	cost = 10
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		add_political_power = 100
		add_command_power = 50
		custom_effect_tooltip = ETH_african_independence_tt ETH_african_independence_join_tt
		ETH_set_up_african_resistance_states = yes
		set_country_flag = ETH_anti_colonialism_flag ETH_can_intervene_flag
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_expand_air_bases
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, complete_tooltip, random_state, has_state_flag, add_building_construction
Source: game
File: common/national_focus/india.txt

Code:
focus = {
	id = RAJ_expand_air_bases
	icon = GFX_goal_generic_air_production
	prerequisite = {
		focus = RAJ_british_pilot_training
	} {
		focus = RAJ_industrial_expansion
	}
	x = 0
	y = 1
	relative_position_id = RAJ_british_pilot_training
	cost = 10
	ai_will_do = {
		factor = 25
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	complete_tooltip = {
		random_state = {
			limit = {
				has_state_flag = RAJ_expand_air_bases_AB1
			}
			add_building_construction = {
				type = air_base
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				has_state_flag = RAJ_expand_air_bases_AB2
			}
			add_building_construction = {
				type = air_base
				level = 1
				instant_build = yes
			}
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				438 439 431 435 445 442
			}
			limit = {
				free_building_slots = {
					building = air_base
					size = > 0
				}
			}
			add_building_construction = {
				type = air_base
				level = 1
				instant_build = yes
			}
			set_state_flag = RAJ_expand_air_bases_AB1
		} {
			prioritize = {
				438 439 431 435 445 442
			}
			limit = {
				free_building_slots = {
					building = air_base
					size = > 0
				}
			}
			add_building_construction = {
				type = air_base
				level = 1
				instant_build = yes
			}
			set_state_flag = RAJ_expand_air_bases_AB2
		}
	}
}
### Entity: AI Strategy
Component: SIA_dont_get_involved_in_vic_limited_war
Constructs: has_war_with
Source: game
File: common/ai_strategy/SIA.txt

Code:
SIA_dont_get_involved_in_vic_limited_war = {
	enable = {
		country_exists = VIC
		VIC = {
			has_war_with = SIA
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = dont_join_wars_with
		id = VIC
		value = 2000
		target_country = SIA
	}
}
### Entity: Building
Component: spawn_points
Constructs: disable_auto_nudging
Source: game
File: common/buildings/01_landmark_buildings.txt

Code:
spawn_points = {
	landmark_spawn = {
		type = province
		max = 1
		disable_auto_nudging = yes
	}
}
### Entity: National Focus
Tree: est_focus
Component: EST_appoint_fredrich_karl_akel
Constructs: prerequisite, add_stability, completion_reward
Source: game
File: common/national_focus/r56_estonia.txt

Code:
focus = {
	id = EST_appoint_fredrich_karl_akel
	icon = GFX_focus_generic_self_management
	prerequisite = {
		focus = EST_amnesty_for_opponents
	} {
		focus = EST_disband_student_councils
	}
	relative_position_id = EST_amnesty_for_opponents
	x = -1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_stability = 0.1
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = EST_friedrich_akel
	}
}
### Entity: Modifier Reference
Construct: max_fuel_building
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## max_fuel_building

* Number with 2 decimal places
* **Categories**: country
### Entity: Character
Component: socialist_economist_upgraded
Constructs: industrial_capacity_factory
Source: game
File: common/country_leader/00_traits.txt

Code:
socialist_economist_upgraded = {
	sprite = 10
	random = no
	consumer_goods_factor = -0.15
	production_factory_max_efficiency_factor = 0.05
	industrial_capacity_factory = 0.05
}
### Entity: Event
Component: r56w.event.53
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/r56w_events.txt

Code:
news_event = {
	id = r56w.event.53
	title = r56w.event.53.t
	desc = r56w.event.53.d
	picture = GFX_r56w_news_event_06
	major = yes
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = r56w.event.53.a
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_no_compromise_with_the_sdp
Constructs: has_completed_focus, prerequisite, limit, has_government, has_country_flag, completion_reward, add_political_power, has_game_rule
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_no_compromise_with_the_sdp
	icon = GFX_focus_focus_fra_fascist_threat
	prerequisite = {
		focus = CZE_placate_benes_faction
	}
	relative_position_id = CZE_placate_benes_faction
	x = -1
	y = 1
	offset = {
		x = 1
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = CZE_bastion_of_liberty
		}
	}
	cost = 5
	ai_will_do = {
		factor = 2
	}
	available = {
		if = {
			limit = {
				has_completed_focus = CZE_contact_henlein
			}
			has_country_flag = {
				flag = CZE_no_compromise_with_the_sdp_cooldown_flag
				days = > 350
			}
			custom_trigger_tooltip = {
				tooltip = CZE_no_compromise_with_the_sdp_cooldown_flag_tt
				has_country_flag = {
					flag = CZE_no_compromise_with_the_sdp_cooldown_flag
					days = > 350
				}
			}
		}
		else = {
			custom_trigger_tooltip = {
				tooltip = CZE_no_compromise_with_the_sdp_focus_warning_tt
				always = yes
			}
		}
		NOT = {
			has_government = fascism
			is_subject_of = GER
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_political_power = 25
		if = {
			limit = {
				NOT = {
					has_completed_focus = CZE_contact_henlein
				}
			}
			add_popularity = {
				ideology = fascism
				popularity = -0.05
			}
		} {
			limit = {
				has_power_balance = {
					id = CZE_bop_army_readiness
				}
			}
			CZE_bop_very_low_increase_effect = yes
			custom_effect_tooltip = generic_skip_one_line_tt
		} {
			limit = {
				NOT = {
					has_completed_focus = CZE_contact_henlein
				}
			}
			unlock_decision_tooltip = CZE_a_divided_nation_sudentenland_germans
			set_country_flag = CZE_no_compromise_with_the_sdp_was_first
		}
		else = {
			add_popularity = {
				ideology = fascism
				popularity = -0.03
			}
		} {
			if = {
				limit = {
					has_character = CZE_konrad_henlein
				}
				set_country_flag = CZE_hide_konrade_henlein_for_now
				custom_effect_tooltip = generic_skip_one_line_tt
				effect_tooltip = {
					retire_character = CZE_konrad_henlein
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		set_country_flag = CZE_contact_henlein_cooldown_flag
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_BALANCE_OF_POWER
	}
}
### Entity: Event
Component: luxembourg.11
Constructs: is_triggered_only, add_to_faction
Source: game
File: events/r56_luxembourg.txt

Code:
country_event = {
	id = luxembourg.11
	title = luxembourg.11.t
	desc = luxembourg.11.d
	picture = GFX_report_event_polish_army
	is_triggered_only = yes
	option = {
		name = luxembourg.11.a
		GER = {
			add_to_faction = LUX
		}
	}
}
### Entity: AI Strategy
Component: EAI_PROD_ARMY_medium_armor_attachment_army_production_strategy
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_PRODUCTION_division_strategies.txt

Code:
EAI_PROD_ARMY_medium_armor_attachment_army_production_strategy = {
	enable = {
		has_country_flag = EAI_medium_armor_attachment_army_production_strategy
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = role_ratio
		id = infantry
		value = -6
	} {
		type = role_ratio
		id = armor
		value = 6
	}
}
### Entity: Idea
Component: ETH_john_brown_company
Constructs: has_completed_focus, limit, has_war_with, has_dlc, has_idea, has_opinion, research_bonus
Source: game
File: common/ideas/ethiopia.txt

Code:
ETH_john_brown_company = {
	picture = john_brown_company
	allowed = {
		original_TAG = ETH
		has_dlc = By Blood Alone
	}
	visible = {
		has_completed_focus = ETH_invite_foreign_industrialists
		IF = {
			limit = {
				NOT = {
					has_idea = ETH_john_brown_company
				}
			}
			ENG = {
				has_opinion = {
					target = ETH
					value = > 75
				}
			}
		}
		ELSE = {
			NOT = {
				has_war_with = ENG
			}
		}
	}
	research_bonus = {
		naval_equipment = 0.15
	}
	traits = {
		coastal_defence_naval_manufacturer
	}
}
### Entity: Order of Battle
Component: air_wing_458
Source: game
File: history/units/FRA_1936_air_legacy.txt

Code:
air_wings = {
	458 = {
		fighter_equipment_0 = {
			owner = FRA
			amount = 48
		}
		tac_bomber_equipment_1 = {
			owner = FRA
			amount = 30
		}
	}
}
### Entity: Modding Documentation
Construct: max
Source: vanilla_docs
File: documentation/script_math_functions.md

Doc:
## max
Sets the accumulator to the maximum of itself and the value.
### Entity: Character
Component: SHX_yang_lu
Source: game
File: common/characters/Warlords_China.txt

Code:
SHX_yang_lu = {
	name = SHX_yang_lu
	portraits = {
		army = {
			small = GFX_idea_generic_air_asia_2
		}
	}
	advisor = {
		slot = air_chief
		idea_token = SHX_yang_lu
		allowed = {
			original_tag = SHX
		}
		traits = {
			air_chief_ground_support_2
		}
		cost = 100
		ai_will_do = {
			base = 1.0
		}
	}
}
### Entity: Character
Component: compassionate_gentleman
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
compassionate_gentleman = {
	random = yes
	sprite = 13
	opinion_gain_monthly_factor = 0.25
	compliance_growth = 0.02
	resistance_target = -0.05
	stability_factor = 0.05
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: mtg_usa_civil_war_democrats.999
Constructs: is_triggered_only, division_template, every_owned_state, limit, fire_only_once, is_locked, is_controlled_by, has_state_flag
Source: game
File: events/MTG_USA.txt

Code:
country_event = {
	id = mtg_usa_civil_war_democrats.999
	hidden = yes
	is_triggered_only = yes
	fire_only_once = yes
	immediate = {
		event_target:USA_civil_war_democrats = {
			division_template = {
				name = Citizen Militia
				priority = 0
				is_locked = yes
				division_names_group = USA_INF_01
				regiments = {
					infantry = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 0
						y = 2
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					} {
						x = 1
						y = 2
					}
				}
			}
			every_owned_state = {
				limit = {
					is_controlled_by = event_target:USA_civil_war_democrats
					has_state_flag = citizen_militia
				}
				state_event = {
					id = mtg_usa_civil_war_democrats.1000
					trigger_for = controller
				}
			}
		}
		set_country_flag = citizen_militia_spawned
	}
}
### Entity: Idea
Component: HUN_rheinmetall
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/hungary.txt

Code:
HUN_rheinmetall = {
	picture = rheinmetall
	allowed = {
		original_tag = HUN
	}
	available = {
		has_completed_focus = wuw_HUN_seek_german_contracts
	}
	visible = {
		has_dlc = Gotterdammerung
	}
	ai_will_do = {
		base = 1
	}
	research_bonus = {
		artillery = 0.15
	}
	traits = {
		artillery_manufacturer
	}
	modifier = {

	}
}