Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: SWE_save_norway
Constructs: army_attack_factor, breakthrough_factor
Source: game
File: common/ideas/sweden.txt

Code:
SWE_save_norway = {
	picture = SWE_save_norway
	allowed = {
		tag = SWE
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		breakthrough_factor = 0.15
		army_attack_factor = 0.15
		army_speed_factor = 0.2
	}
}
### Entity: Character
Component: VNZ_quirino_armellini
Source: game
File: common/characters/VNZ.txt

Code:
VNZ_quirino_armellini = {
	name = VNZ_quirino_armellini
	portraits = {
		army = {
			large = gfx/leaders/ITA/Portrait_Italy_Generic_land_2.dds
		}
	}
	corps_commander = {
		traits = {
			infantry_officer
		}
		skill = 2
		attack_skill = 1
		defense_skill = 3
		planning_skill = 1
		logistics_skill = 2
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_NIC_47
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_NIC_47 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_NIC
			value = 47
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = dockyard
		value = 47
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_expand_the_resource_trade
Constructs: prerequisite, add_ideas, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_expand_the_resource_trade
	prerequisite = {
		focus = POR_portugal_first
	}
	icon = GFX_goal_generic_gold_money
	cost = 8
	x = 1
	y = 1
	relative_position_id = POR_portugal_first
	ai_will_do = {
		base = 15
	}
	completion_reward = {
		add_tech_bonus = {
			name = POR_expand_the_resource_trade
			bonus = 0.5
			uses = 3
			category = excavation_tech
		}
		custom_effect_tooltip = CHL_skip_one_line_tt
		add_ideas = POR_national_gold_reserves
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Scripted Effect
Component: NOR_deploy_prep_dem_3
Constructs: remove_dynamic_modifier, add_dynamic_modifier, set_variable
Source: game
File: common/scripted_effects/NOR_scripted_effects.txt

Code:
NOR_deploy_prep_dem_3 = {
	remove_dynamic_modifier = {
		modifier = NOR_prep_his_dmod_3
	}
	add_dynamic_modifier = {
		modifier = NOR_prep_his_dmod_2
	} {
		modifier = NOR_prep_resistance_dmod
	}
	set_variable = {
		NOR_state_preparation = 2
	}
	NOR_spawn_militias_in_state = yes
}
### Entity: Event
Component: germany.27
Constructs: is_triggered_only, add_building_construction
Source: game
File: events/Germany.txt

Code:
country_event = {
	id = germany.27
	title = germany.27.t
	desc = germany.27.d
	picture = GFX_report_event_bunker_01
	is_triggered_only = yes
	option = {
		name = germany.27.a
		978 = {
			add_building_construction = {
				type = bunker
				province = 11640
				level = 5
			} {
				type = bunker
				province = 6712
				level = 5
			} {
				type = bunker
				province = 6542
				level = 5
			} {
				type = bunker
				province = 3530
				level = 5
			}
		}
		42 = {
			add_building_construction = {
				type = bunker
				province = 3558
				level = 5
			} {
				type = bunker
				province = 563
				level = 5
			} {
				type = bunker
				province = 11531
				level = 5
			} {
				type = bunker
				province = 9575
				level = 5
			}
		}
	}
}
### Entity: Character
Component: MAN_megata_toshiro
Source: game
File: common/characters/MAN.txt

Code:
MAN_megata_toshiro = {
	name = MAN_megata_toshiro
	portraits = {
		civilian = {
			small = GFX_idea_generic_political_advisor_asia_2
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = MAN_megata_toshiro
		allowed = {
			original_tag = MAN
		}
		cost = 150
		traits = {
			armaments_organizer
		}
		ai_will_do = {
			factor = 0.25
		}
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_extra_research_slot_2
Constructs: prerequisite, limit, completion_reward, add_research_slot
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_extra_research_slot_2
	icon = GFX_focus_research
	prerequisite = {
		focus = FRA_colonial_industry
	}
	available = {
		if = {
			limit = {
				amount_research_slots = > 3
			}
			num_of_factories = > 75
		}
		amount_research_slots = < 5
	}
	x = 0
	y = 1
	relative_position_id = FRA_colonial_industry
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_lead_the_rural_masses
Constructs: prerequisite, add_stability, completion_reward, add_political_power, add_popularity, remove_dynamic_modifier, add_dynamic_modifier
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_lead_the_rural_masses
	icon = GFX_goal_italy_restructure_the_divisions
	prerequisite = {
		focus = TUR_no_more_humiliations
	}
	x = 1
	y = 1
	relative_position_id = TUR_no_more_humiliations
	cost = 5
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_political_power = 40
		add_stability = 0.02
		add_popularity = {
			ideology = democratic
			popularity = 0.03
		}
		353 = {
			remove_dynamic_modifier = {
				modifier = r56tree_kurdish_separatism
			}
			add_dynamic_modifier = {
				modifier = r56tree_limited_kurdish_separatism
			}
		}
		800 = {
			remove_dynamic_modifier = {
				modifier = r56tree_kurdish_separatism
			}
			add_dynamic_modifier = {
				modifier = r56tree_limited_kurdish_separatism
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_TUR_TRADITIONALISM
	}
}
### Entity: National Focus
Tree: nzl_focus
Component: NZL_women_in_the_workforce
Constructs: prerequisite, has_war, completion_reward, cancel_if_invalid, add_to_variable
Source: game
File: common/national_focus/new_zealand.txt

Code:
focus = {
	id = NZL_women_in_the_workforce
	icon = GFX_focus_SOV_women_in_aviation
	prerequisite = {
		focus = NZL_ministry_of_public_works
	} {
		focus = NZL_bureau_of_industry
	}
	x = 2
	y = 1
	relative_position_id = NZL_bureau_of_industry
	cost = 10
	ai_will_do = {
		factor = 25
	}
	available = {
		has_war = yes
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = modify_NZL_ministry_of_public_works_dynamic_modifier_tt
		add_to_variable = {
			NZL_ministry_of_public_works_dynamic_modifier_conscription_factor = 0.15
			tooltip = conscription_factor_tt
		}
	}
}
### Entity: Event
Component: netherlands.27
Constructs: is_triggered_only, fire_only_once, add_political_power, random_list
Source: game
File: events/netherlands.txt

Code:
country_event = {
	id = netherlands.27
	title = netherlands.27.t
	desc = netherlands.27.desc
	picture = GFX_report_event_benelux
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = netherlands.27.a
		hidden_effect = {
			random_list = {
				70 = {
					country_event = {
						id = netherlands.28
					}
				}
				30 = {
					country_event = {
						id = netherlands.29
					}
				}
			}
		}
	} {
		name = netherlands.27.b
		add_political_power = -15
		hidden_effect = {
			random_list = {
				30 = {
					country_event = {
						id = netherlands.28
					}
				}
				70 = {
					country_event = {
						id = netherlands.29
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_end_the_depression
Constructs: remove_ideas, completion_reward, unlock_decision_tooltip
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_end_the_depression
	icon = GFX_goal_generic_banking
	x = -55
	y = 0
	cost = 10
	completion_reward = {
		unlock_decision_tooltip = AUS_end_the_depression
		custom_effect_tooltip = decision_reward
		effect_tooltip = {
			remove_ideas = AUS_great_depression
		}
	}
}
### Entity: Shared Focus
Tree: ply_focus
Component: PLY_wrath_of_the_water_gods
Constructs: shared_focus, prerequisite, completion_reward, has_tech, allow_branch, add_breakthrough_progress
Source: game
File: common/national_focus/r56_polynesian.txt

Code:
shared_focus = {
	id = PLY_wrath_of_the_water_gods
	icon = GFX_SOV_soviet_atomic_bomb_project_ccp_2d_sov_compatibility
	prerequisite = {
		focus = PLY_new_research_complex
	}
	x = 0
	y = 1
	relative_position_id = PLY_new_research_complex
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 10
	}
	available = {
		num_of_factories = > 50
		has_tech = atomic_research
		nuclear_facility = > 0
	}
	allow_branch = {
		num_of_factories = > 50
	}
	completion_reward = {
		add_breakthrough_progress = {
			specialization = specialization_nuclear
			value = 0.8
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: mpl_focus
Component: MPL_secure_syria
Constructs: prerequisite, has_war_with, has_country_flag, completion_reward, has_focus_tree, is_vichy_france, has_global_flag, cancel_if_invalid
Source: game
File: common/national_focus/mandate_of_palestine.txt

Code:
focus = {
	id = MPL_secure_syria
	icon = GFX_focus_generic_attack_syria
	relative_position_id = MPL_european_focus
	x = 1
	y = 1
	prerequisite = {
		focus = MPL_european_focus
	}
	available = {
		OR = {
			553 = {
				controller = {
					has_focus_tree = vichy_french_focus
				}
			}
			hidden_trigger = {
				553 = {
					controller = {
						has_country_flag = is_vichy_france
					}
				}
			}
		}
		NOT = {
			has_war_with = 553
			 = .controller
		} {
			has_global_flag = MPL_no_border_war
		}
	}
	cost = 10
	continue_if_invalid = yes
	cancel_if_invalid = no
	select_effect = {
		454 = {
			save_event_target_as = MPL_borderwar_attacker
		}
		553 = {
			save_event_target_as = MPL_borderwar_defender
		} {
			controller = {
				country_event = mandate_palestine.114
			}
		}
		set_global_flag = MPL_no_border_war
	}
	completion_reward = {
		clear_global_event_target = MPL_borderwar_attacker MPL_borderwar_defender
		454 = {
			save_global_event_target_as = MPL_borderwar_attacker
		}
		553 = {
			save_global_event_target_as = MPL_borderwar_defender
		}
		custom_effect_tooltip = MPL_selection_lebanon_event
		MPL_border_war_states = yes
	}
}
### Entity: Unit Template
Component: EGY_SS_HISTORICAL
Source: game
File: common/units/names_ships/EGY_ship_names.txt

Code:
EGY_SS_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_SUBMARINES
	for_countries = {
		EGY
	}
	type = ship
	ship_types = {
		ship_hull_submarine submarine
	}
	prefix = ARS 
	fallback_name = Submarine %d
	unique = {
		Domiat Ibrahim-El-Awal El Qaher El Fateh Sham
	}
}
### Entity: Faction
Component: faction_goal_ensure_military_r_d
Constructs: limit, complete_effect, add_faction_power_projection, every_collection_element, add_faction_influence_ratio, every_faction_member, has_scientist_level, is_active_scientist
Source: game
File: common/factions/goals/faction_goals_short_term.txt

Code:
faction_goal_ensure_military_r_d = {
	name = ensure_military_r_d_goal_name
	description = ensure_military_r_d_goal_desc
	category = short_term
	group = FOCUS_FILTER_RESEARCH
	visible = {
		OR = {
			collection_size = {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes
							land_facility = > 0
						}
					}
					name = COLLECTION_FACTION_LAND_FACILITY
				}
				value = < 1
			} {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes
							naval_facility = > 0
						}
					}
					name = COLLECTION_FACTION_NAVAL_FACILITY
				}
				value = < 1
			} {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes
							air_facility = > 0
						}
					}
					name = COLLECTION_FACTION_AIR_FACILITY
				}
				value = < 1
			}
		}
	}
	completed = {
		collection_size = {
			input = {
				input = game:all_states
				operators = {
					limit = {
						is_controlled_by_ROOT_or_ally = yes
						land_facility = > 0
					}
				}
				name = COLLECTION_FACTION_LAND_FACILITY
			}
			value = > 0
		} {
			input = {
				input = game:all_states
				operators = {
					limit = {
						is_controlled_by_ROOT_or_ally = yes
						naval_facility = > 0
					}
				}
				name = COLLECTION_FACTION_NAVAL_FACILITY
			}
			value = > 0
		} {
			input = {
				input = game:all_states
				operators = {
					limit = {
						is_controlled_by_ROOT_or_ally = yes
						air_facility = > 0
					}
				}
				name = COLLECTION_FACTION_AIR_FACILITY
			}
			value = > 0
		}
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt ALL_FACTION_MEMBERS
		every_collection_element = {
			input = {
				input = game:all_states
				operators = {
					limit = {
						is_controlled_by_ROOT_or_ally = yes
						OR = {
							air_facility = > 0
							land_facility = > 0
							naval_facility = > 0
						}
					}
				}
				name = OWNS_LISTED_STATE
			}
			custom_effect_tooltip = OWNS_LISTED_STATE
			OWNER = {
				add_faction_influence_ratio = 0.05
			}
		}
		every_faction_member = {
			if = {
				limit = {
					any_scientist = {
						has_scientist_level = {
							level = > 0
							specialization = specialization_land
						}
						is_active_scientist = yes
					}
				}
	
# ... (truncated)
### Entity: Character
Component: BOL_jose_luis_tejada_sorzano
Constructs: has_dlc
Source: game
File: common/characters/BOL.txt

Code:
BOL_jose_luis_tejada_sorzano = {
	instance = {
		allowed = {
			has_dlc = Trial of Allegiance
		}
		portraits = {
			civilian = {
				large = GFX_portrait_BOL_jose_luis_tejada_sorzano
			}
		}
		country_leader = {
			ideology = liberalism
			traits = {
				JUNO_unpopular_economist
			}
			expire = 1965.1.1.1
			id = -1
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Trial of Allegiance
			}
		}
		portraits = {
			civilian = {
				large = GFX_portrait_Jose_Luis_Tejada_Sorzano
			}
		}
		country_leader = {
			ideology = despotism
			expire = 1965.1.1.1
			id = -1
		}
	}
}
### Entity: Idea
Component: EAI_DD_4/medium_tank_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_4/medium_tank_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_chassis = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_REF_40
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_REF_40 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_REF
			value = 40
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = synthetic_refinery
		value = 40
	}
}
### Entity: AI Strategy
Component: USA_sugar_daddy_for_SOV
Constructs: has_government, has_war_with, send_lend_lease_desire
Source: game
File: common/ai_strategy/USA.txt

Code:
USA_sugar_daddy_for_SOV = {
	allowed = {
		original_tag = USA
	}
	enable = {
		NOT = {
			has_war_with = SOV
		}
		has_government = democratic
		GER = {
			has_government = fascism
		}
		SOV = {
			has_war_with = GER
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = send_lend_lease_desire
		id = SOV
		value = 500
	} {
		type = support
		id = SOV
		value = 60
	}
}
### Entity: Idea
Component: JAP_hirohito
Constructs: stability_factor, has_government, removal_cost
Source: game
File: common/ideas/japan.txt

Code:
JAP_hirohito = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = democratic
	}
	removal_cost = -1
	picture = jap_hirohito
	modifier = {
		stability_factor = 0.5
	}
}
### Entity: Decision
Component: communist_infiltration
Constructs: has_completed_focus, limit, has_government, is_subject, is_subject_of
Source: game
File: common/decisions/categories/infiltration_decision_categories.txt

Code:
communist_infiltration = {
	allowed = {
		OR = {
			original_tag = JAP MEN MAN
		}
	}
	visible = {
		is_subject = no
		if = {
			limit = {
				original_tag = JAP
			}
			OR = {
				MAN = {
					is_subject_of = ROOT
				}
				MEN = {
					is_subject_of = ROOT
				}
			}
		}
		NOT = {
			has_government = communism
		}
		any_other_country = {
			has_completed_focus = PRC_anti_japanese_expedition
		}
	}
}
### Entity: Idea
Component: SWE_scandinavianism_bad
Constructs: production_speed_buildings_factor
Source: game
File: common/ideas/r56_sweden.txt

Code:
SWE_scandinavianism_bad = {
	name = SWE_scandinavianism_idea
	picture = SWE_scandinavianism
	allowed = {
		original_tag = SWE
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		consumer_goods_factor = 0.2
		production_speed_buildings_factor = -0.1
		political_power_factor = -0.15
		party_popularity_stability_factor = -0.15
		war_stability_factor = 0.15
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_form_the_dai_nippon_fujinkai
Constructs: prerequisite, completion_reward, add_political_power, cancel_if_invalid, unlock_decision_tooltip
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_form_the_dai_nippon_fujinkai
	icon = GFX_focus_JAP_form_the_dai_nippon_fujinkai
	x = 3
	y = 1
	relative_position_id = JAP_tojos_premiership
	prerequisite = {
		focus = JAP_tojos_premiership JAP_yamamotos_premiership JAP_the_crysanthemum_throne JAP_solidify_tohokai_rule
	}
	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_HISTORICAL FOCUS_FILTER_POLITICAL FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		add_political_power = 100
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt available_political_advisor
		unlock_decision_tooltip = JAP_collect_civilian_donations_decision JAP_raise_military_moreale_decision JAP_women_in_military_production_decision
		show_ideas_tooltip = JAP_yamauchi_sachiko
	}
}
### Entity: National Focus
Tree: hol_focus
Component: HOL_unsinkable_aircraft_carriers
Constructs: prerequisite, completion_reward, has_full_control_of_state, is_subject_of, add_building_construction
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_unsinkable_aircraft_carriers
	available = {
		OR = {
			AND = {
				has_full_control_of_state = 335 672 673 334 667 668 738 669
			}
			any_other_country = {
				is_subject_of = HOL
				has_full_control_of_state = 335 672 673 334 667 668 738 669
			}
		}
	}
	prerequisite = {
		focus = HOL_strategic_bombing_defense
	}
	mutually_exclusive = {
		focus = HOL_air_cover_for_the_new_fleet
	}
	icon = GFX_goal_generic_construct_military
	x = 1
	y = 1
	relative_position_id = HOL_strategic_bombing_defense
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		335 = {
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			}
		}
		672 = {
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			}
		}
		673 = {
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			}
		}
		334 = {
			add_building_construction = {
				type = air_base
				level = 1
				instant_build = yes
			}
		}
		667 = {
			add_building_construction = {
				type = air_base
				level = 1
				instant_build = yes
			}
		}
		668 = {
			add_building_construction = {
				type = air_base
				level = 1
				instant_build = yes
			}
		}
		738 = {
			add_building_construction = {
				type = air_base
				level = 1
				instant_build = yes
			}
		}
		669 = {
			add_building_construction = {
				type = air_base
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: rom_focus
Component: ROM_secure_greece
Constructs: prerequisite, completion_reward, is_subject, is_in_faction_with, has_army_manpower, is_puppet_of, cancel_if_invalid, create_wargoal
Source: game
File: common/national_focus/romania.txt

Code:
focus = {
	id = ROM_secure_greece
	icon = GFX_goal_generic_occupy_states_ongoing_war
	prerequisite = {
		focus = ROM_puppet_bulgaria
	}
	x = -1
	y = 1
	relative_position_id = ROM_puppet_bulgaria
	will_lead_to_war_with = GRE
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
		GRE = {
			exists = yes
			NOT = {
				is_in_faction_with = ROM
			}
		}
		strength_ratio = {
			tag = GRE
			ratio = > 1
		}
		has_army_manpower = {
			size = > 500000
		}
	}
	bypass = {
		GRE = {
			OR = {
				is_puppet_of = ROM
				exists = no
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		create_wargoal = {
			type = puppet_wargoal_focus
			target = GRE
		}
	}
}
### Entity: Character
Component: TRA_nccr
Source: game
File: common/characters/TRA.txt

Code:
TRA_nccr = {
	advisor = {
		slot = navy_chief
		idea_token = TRA_nccr
		allowed = {
			original_tag = TRA
		}
		traits = {
			navy_chief_commerce_raiding_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_europe_2
		}
	}
}
### Entity: Event
Component: r56w.event.42
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/r56w_events.txt

Code:
country_event = {
	id = r56w.event.42
	title = r56w.event.42.t
	desc = r56w.event.42.d
	picture = GFX_r56w_generic_event_08
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = r56w.event.42.a
		hidden_effect = {
			country_event = {
				id = r56w.event.43
				days = 7
			}
		}
	}
}
### Entity: Idea
Component: naval_exercises
Constructs: removal_cost
Source: game
File: common/ideas/tmodern_exercises.txt

Code:
naval_exercises = {
	modifier = {
		experience_gain_navy = 0.4
		experience_gain_navy_factor = 0.2
	}
	cost = 50
	removal_cost = -1
	picture = generic_air_arab_2
}
### Entity: Character
Component: SUD_ai2
Source: game
File: common/characters/SUD.txt

Code:
SUD_ai2 = {
	advisor = {
		slot = high_command
		idea_token = SUD_ai2
		ledger = army
		allowed = {
			original_tag = SUD
		}
		traits = {
			army_infantry_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_3
		}
	}
}
### Entity: Achievement
Component: thats_sikh
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting, is_controlled_by
Source: game
File: common/achievements.txt

Code:
thats_sikh = {
	id = 245
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
	}
	happened = {
		original_tag = KHL
		custom_trigger_tooltip = {
			tooltip = thats_sikh_tt
			all_of_scopes = {
				array = RAJ.owned_states_at_game_start
				is_controlled_by = KHL
			}
		}
	}
}
### Entity: Character
Component: CHI_chen_cheng
Constructs: has_dlc
Source: game
File: common/characters/CHI.txt

Code:
CHI_chen_cheng = {
	instance = {
		allowed = {
			has_dlc = No Compromise, No Surrender
		}
		name = CHI_chen_cheng
		portraits = {
			army = {
				large = GFX_portrait_CHI_chen_cheng
				small = GFX_portrait_CHI_chen_cheng_small
			}
		}
		corps_commander = {
			skill = 3
			attack_skill = 3
			defense_skill = 3
			planning_skill = 2
			logistics_skill = 2
			legacy_id = -1
		}
		advisor = {
			slot = high_command
			idea_token = CHI_chen_cheng
			ledger = army
			allowed = {
				original_tag = CHI
			}
			traits = {
				army_regrouping_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.5
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = No Compromise, No Surrender
			}
		}
		name = CHI_chen_cheng
		portraits = {
			army = {
				large = GFX_portrait_chi_chen_cheng
				small = GFX_idea_CHI_chen_cheng
			}
		}
		advisor = {
			slot = high_command
			idea_token = CHI_chen_cheng
			ledger = army
			allowed = {
				original_tag = CHI
			}
			traits = {
				army_regrouping_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
	}
}
### Entity: Character
Component: TUR_nuri_demirag
Constructs: has_dlc
Source: game
File: common/characters/TUR.txt

Code:
TUR_nuri_demirag = {
	name = TUR_nuri_demirag
	portraits = {
		army = {
			small = GFX_idea_tur_nuri_demirag
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = TUR_nuri_demirag
		allowed = {
			original_tag = TUR
			has_dlc = Battle for the Bosporus
		}
		traits = {
			quartermaster_general
		}
	}
}