Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: EAI_modern_tank
Constructs: has_tech, any_of, check_variable
Source: game
File: common/ai_equipment/EAI_armor_modern_tank.txt

Code:
EAI_modern_tank = {
	category = land
	roles = {
		land_modern_tank
	}
	priority = {
		base = 0
		modifier = {
			add = 50000
			EAI_MODARM_tech_focus = yes
		}
	}
	BASIC_MODERN_TANK = {
		enable = {
			has_tech = main_battle_tank_chassis
		}
		priority = {
			base = 500
		}
		target_variant = {
			type = modern_tank_chassis_1
			match_value = 1
			modules = {
				main_armament_slot = {
					any_of = {
						tank_heavy_cannon_3 tank_heavy_cannon_2 tank_heavy_cannon tank_medium_cannon_2 tank_medium_cannon
					}
				}
				turret_type_slot = tank_modern_tank_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = {
					any_of = {
						tank_radio_3 tank_radio_2 tank_radio_1
					}
				}
				special_type_slot_2 = armor_skirts
				special_type_slot_3 = sloped_armor
				special_type_slot_4 = squeezebore_adaptor
			}
			upgrades = {
				tank_nsb_engine_upgrade = {
					base = 0
					modifier = {
						add = 13
						check_variable = {
							EAI_FOCUS/LAND/armor_design = global.EAI_C_ARM_DESIGN
						}
					} {
						add = 13
						check_variable = {
							EAI_FOCUS/LAND/armor_design = global.EAI_B_ARM_DESIGN
						}
					} {
						add = 13
						check_variable = {
							EAI_FOCUS/LAND/armor_design = global.EAI_A_ARM_DESIGN
						}
					}
				}
				tank_nsb_armor_upgrade = {
					base = 0
					modifier = {
						add = 0
						check_variable = {
							EAI_FOCUS/LAND/armor_design = global.EAI_C_ARM_DESIGN
						}
					} {
						add = 10
						check_variable = {
							EAI_FOCUS/LAND/armor_design = global.EAI_B_ARM_DESIGN
						}
					} {
						add = 20
						check_variable = {
							EAI_FOCUS/LAND/armor_design = global.EAI_A_ARM_DESIGN
						}
					}
				}
			}
		}
		requirements = {

		}
		allowed_modules = {

		}
	}
}
### Entity: Military Industrial Organization
Component: CSA_alabama_army_ammunition_plant_organization
Source: game
File: common/military_industrial_organization/organizations/CSA_organization.txt

Code:
CSA_alabama_army_ammunition_plant_organization = {
	name = Alabama Army Ammunition Plant
	include = generic_support_equipment_organization
	icon = GFX_idea_generic_infantry_equipment_manufacturer_3
	allowed = {
		original_tag = CSA
	}
	initial_trait = {
		name = generic_mio_initial_trait_support_equipment_manufacturer
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
	}
}
### Entity: Idea
Component: CZE_LE_influence_idea
Constructs: has_government, removal_cost, democratic_drift
Source: game
File: common/ideas/r56_czechoslovakia.txt

Code:
CZE_LE_influence_idea = {
	allowed = {
		original_tag = CZE
		always = no
	}
	allowed_civil_war = {
		has_government = democratic
	}
	picture = generic_democratic_drift_bonus
	cancel = {

	}
	removal_cost = -1
	modifier = {
		democratic_drift = 0.15
		democratic_acceptance = 100
	}
}
### Entity: Name List
Component: TOS
Source: game
File: common/names/00_names.txt

Code:
TOS = {
	male = {
		names = {
			Alessandro Alfonso Ambrogio Amedeo Andrea Angelo Antonio Benito Camillo Carlo Cesare Costanzo Davide Enrico Ettore Fabrizio Faustino Federico Felice Ferdinando Fiorenzo Francesco Gaetano Gennaro Girolamo Giulio Giuseppe Guglielmo Innocenzo Leopoldo Luigi Marco Massimo Matteo Nicola Oreste Paolo Pasquale Pietro Prospero Raffaele Roberto Ruggiero Silvio Simone Tancredi Ugo Umberto Vincenzo Vittorio
		}
	}
	female = {
		names = {
			Maria Anna Sara Laura Sofia Stella Angela Giovanna Guiseppina Gianna Giulia Valentina
		}
	}
	surnames = {
		Acton Albricci Badoglio Baldissera Baratieri Bava-Beccaris Cadorna Cagni Canevaro Capello Caviglia Ceccherini Cialdini Cusani Dezza di Robilant di Savoia Emo Fanti Fara Filomarino Garibaldi Giardino Govone La Màrmora Mambretti Menabrea Orengo Pallavicino Pecori-Giraldi Pelloux Perruchetti Pianelli Porro Presbitero Ramorino Ricotti-Magnani Sacchi Saletta Sanna Solari Vaccari Zupelli
	}
	callsigns = {
		Buzzard Dusty Falcon Hawk Hammer Viper Banshee The Baron Lightning Duce Raven Two Shot Rosso Robur Gino Giri
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_the_british_empire
Constructs: prerequisite, has_government, has_war_with, add_opinion_modifier, completion_reward, has_civil_war, is_subject, is_faction_leader
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_the_british_empire
	icon = GFX_goal_tfv_strengthen_commonwealth_ties
	prerequisite = {
		focus = NOR_a_piece_in_the_greater_game
	}
	mutually_exclusive = {
		focus = NOR_the_german_kaiserreich
	} {
		focus = NOR_baltic_anti-communist_league
	}
	x = -1
	y = 2
	relative_position_id = NOR_the_european_policy
	cost = 10
	ai_will_do = {
		base = 10
	}
	available = {
		has_civil_war = no
		is_subject = no
		ENG = {
			exists = yes
			is_subject = no
			NOT = {
				has_war_with = ROOT
			}
			OR = {
				has_government = neutrality democratic
			} {
				is_faction_leader = yes
				is_in_faction_with = GER
			}
		}
	}
	completion_reward = {
		add_opinion_modifier = {
			target = ENG
			modifier = USA_special_relationship
		}
		ENG = {
			add_opinion_modifier = {
				target = ROOT
				modifier = USA_special_relationship
			}
			country_event = {
				hours = 12
				id = naw_norway.163
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Unit Template
Component: ITA_CAV_02
Source: game
File: common/units/names_divisions/ITA_names_divisions.txt

Code:
ITA_CAV_02 = {
	name = Cavalry Division
	for_countries = {
		ITA
	}
	can_use = {
		always = yes
	}
	division_types = {
		cavalry
	}
	fallback_name = %da Divisione Celere
	ordered = {
		1 = {
			%da Divisione Celere 'Eugenio di Savoia'
		}
		2 = {
			%da Divisione Celere 'Emanuele Filiberto'
		}
		3 = {
			%da Divisione Celere 'Principe Amedeo'
		}
	}
}
### Entity: AI Strategy
Component: AFG_send_vols_to_KHM
Constructs: has_war_with, has_idea, send_volunteers_desire
Source: game
File: common/ai_strategy/r56_AFG.txt

Code:
AFG_send_vols_to_KHM = {
	allowed = {
		original_tag = AFG
	}
	enable = {
		KHM = {
			has_war_with = SIK
		}
		has_idea = AFG_volunteers_in_tunganistan
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = send_volunteers_desire
		id = KHM
		value = 25
	} {
		type = support
		id = KHM
		value = 25
	} {
		type = theatre_distribution_demand_increase
		value = 75
		id = 619
	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_all_must_bear_the_torch
Constructs: every_owned_state, prerequisite, limit, add_ideas, completion_reward, has_idea, swap_ideas, remove_idea
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPR_all_must_bear_the_torch
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = SPR_mujeres_libres
	} {
		focus = SPR_masters_of_our_own_fate
	} {
		focus = SPR_collectivization_and_workers_control
	}
	icon = GFX_focus_spr_torchbearers_of_tomorrow
	x = 1
	y = 1
	relative_position_id = SPR_mujeres_libres
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = SPR_collectivized_society
		if = {
			limit = {
				NOT = {
					has_idea = closed_economy
				}
			}
			add_ideas = closed_economy
		} {
			limit = {
				NOT = {
					has_idea = disarmed_nation volunteer_only
				}
			}
			add_ideas = volunteer_only
		} {
			limit = {
				has_idea = SPR_anarchist_society_15
			}
			swap_ideas = {
				remove_idea = SPR_anarchist_society_15
				add_idea = SPR_anarchist_society_17
			}
		} {
			limit = {
				has_idea = SPR_anarchist_society_16
			}
			swap_ideas = {
				remove_idea = SPR_anarchist_society_16
				add_idea = SPR_anarchist_society_18
			}
		}
		else = {
			effect_tooltip = {
				swap_ideas = {
					remove_idea = SPR_anarchist_society_15
					add_idea = SPR_anarchist_society_17
				}
			}
		}
		every_owned_state = {
			limit = {
				OR = {
					state = 165 171 792
				}
			}
			remove_dynamic_modifier = {
				modifier = autonomous_state
			}
		}
	}
}
### Entity: Idea
Component: CHI_purged_army
Constructs: army_attack_factor, removal_cost
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_purged_army = {
	picture = SOV_conspiracy_in_the_academy_army
	removal_cost = -1
	modifier = {
		experience_gain_army_factor = -0.5
		army_org_factor = -0.2
		army_attack_factor = -0.2
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
}
### Entity: Event
Component: poland.169
Constructs: is_triggered_only
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland.169
	title = poland.169.t
	desc = poland.169.d
	picture = GFX_report_event_polish_Jan_Kowalewski
	is_triggered_only = yes
	option = {
		name = poland.169.a
	}
}
### Entity: Idea
Component: NAV_ncm
Source: game
File: common/ideas/navarra.txt

Code:
NAV_ncm = {
	picture = generic_navy_europe_3
	allowed = {
		original_tag = NAV
	}
	traits = {
		navy_chief_maneuver_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: State History
Component: 309
Constructs: add_core_of
Source: game
File: history/states/309-Dutch SA.txt

Code:
state = {
	id = 309
	name = STATE_309
	manpower = 152000
	resources = {
		aluminium = 60
	}
	state_category = rural
	history = {
		add_core_of = SUR
		owner = HOL
		victory_points = {
			10906 1
		}
		buildings = {
			infrastructure = 2
			industrial_complex = 1
			12828 = {
				naval_base = 1
			}
		}
	}
	provinces = {
		1928 10906 12828
	}
	local_supplies = 0.0
}
### Entity: Idea
Component: EAI_DD_15/medium_tank_aa_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_15/medium_tank_aa_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_aa_chassis = {
			build_cost_ic = -0.375
			instant = yes
		}
	}
}
### Entity: State History
Component: 985
Constructs: add_core_of, add_to_array
Source: game
File: history/states/985-South Ashkhabad.txt

Code:
state = {
	id = 985
	name = STATE_985
	resources = {
		steel = 1
	}
	history = {
		owner = SOV
		buildings = {
			infrastructure = 2
			industrial_complex = 1
		}
		victory_points = {
			12333 3
		}
		add_core_of = SOV TMS
		add_to_array = {
			state_victory_points = 12333
		}
	}
	provinces = {
		7491 10510 12333 12359
	}
	manpower = 356423
	buildings_max_level_factor = 1.0
	state_category = pastoral
	local_supplies = 0.0
}
### Entity: Modifier Reference
Construct: experience_gain_navy_unit
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## experience_gain_navy_unit

* Number with 1 decimal places
* **Categories**: naval, unit_leader, military_advancements
### Entity: National Focus
Tree: por_focus
Component: POR_they_need_our_help
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, is_neighbor_of, add_ai_strategy, has_civil_war
Source: game
File: common/national_focus/portugal.txt

Code:
focus = {
	id = POR_they_need_our_help
	select_effect = {
		if = {
			limit = {
				country_exists = SPA
				is_neighbor_of = SPA
			}
			add_ai_strategy = {
				type = prepare_for_war
				id = SPA
				value = 100
			}
		} {
			limit = {
				country_exists = SPB
				is_neighbor_of = SPB
			}
			add_ai_strategy = {
				type = prepare_for_war
				id = SPB
				value = 100
			}
		} {
			limit = {
				country_exists = SPC
				is_neighbor_of = SPC
			}
			add_ai_strategy = {
				type = prepare_for_war
				id = SPC
				value = 100
			}
		}
	}
	available = {
		has_civil_war = no
		SPR_scw_in_progress = yes
		if = {
			limit = {
				NOT = {
					has_global_flag = spanish_civil_war
				}
			}
			custom_trigger_tooltip = {
				tooltip = POR_spr_tooltip_country_exist_tt
				country_exists = SPR
			} {
				tooltip = POR_spr_tooltip_at_peace_tt
				NOT = {
					has_war_with = SPR
				}
			}
		}
		else = {
			country_exists = SPD
			NOT = {
				has_war_with = SPD
			}
		}
		has_government = communism
		is_puppet = no
	}
	bypass = {
		has_global_flag = scw_over
	}
	prerequisite = {
		focus = POR_visit_the_front
	}
	icon = GFX_focus_intervention_spain_republic
	x = 0
	y = 2
	relative_position_id = POR_visit_the_front
	cost = 10
	completion_reward = {
		unlock_decision_tooltip = POR_fight_alongside_the_republic
		if = {
			limit = {
				country_exists = SPA
			}
			SPA = {
				country_event = {
					id = lar_portugal_spanish_civil_war.1
				}
			}
		} {
			limit = {
				country_exists = SPB
			}
			SPB = {
				country_event = {
					id = lar_portugal_spanish_civil_war.1
				}
			}
		} {
			limit = {
				country_exists = SPC
			}
			SPC = {
				country_event = {
					id = lar_portugal_spanish_civil_war.1
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: ai_focus_peaceful_FRA
Source: game
File: common/ai_focuses/FRA.txt

Code:
ai_focus_peaceful_FRA = {
	research = {
		industry = 15.0
		construction_tech = 5.0
		electronics = 10.0
		computing_tech = 10.0
	}
}
### Entity: Trigger Reference
Construct: amount_manpower_in_deployment_queue
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## amount_manpower_in_deployment_queue

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Checks for amount manpower currently in deploymentview. amount_manpower_in_training > 10
```
### Entity: Character
Component: SLV_franc_krenner
Source: game
File: common/characters/SLV.txt

Code:
SLV_franc_krenner = {
	advisor = {
		slot = army_chief
		idea_token = SLV_franc_krenner
		allowed = {
			original_tag = SLV
		}
		available = {

		}
		traits = {
			army_chief_maneuver_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = SLV_fran_kulovec
	portraits = {
		army = {
			small = GFX_idea_SLV_franc_krenner
		}
	}
}
### Entity: Decision
Component: form_liga_federal_cat
Constructs: has_dlc, is_subject, has_global_flag, complete_effect, set_cosmetic_tag, add_core_of, set_global_flag, is_historical_focus_on
Source: game
File: common/decisions/GUAY_decisions.txt

Code:
form_liga_federal_cat = {
	form_liga_federal_dec = {
		icon = generic_form_nation
		allowed = {
			original_tag = URG
			has_dlc = Trial of Allegiance
		}
		available = {
			is_subject = no
			controls_state = 946 300 945 510 956
		}
		visible = {
			original_tag = URG
			NOT = {
				has_global_flag = form_liga_federal_flag
			}
		}
		complete_effect = {
			set_cosmetic_tag = LGF_UNIFIED
			510 = {
				add_core_of = ROOT
			}
			956 = {
				add_core_of = ROOT
			}
			hidden_effect = {
				set_global_flag = form_liga_federal_flag
			}
		}
		ai_will_do = {
			factor = 200
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
	}
}
### Entity: Idea
Component: CHL_mapuche_conflict_done
Constructs: removal_cost
Source: game
File: common/ideas/chile.txt

Code:
CHL_mapuche_conflict_done = {
	name = CHL_the_mapuche_conflict
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = CHL_the_mapuche_conflict
	modifier = {

	}
}
### Entity: Modifier Reference
Construct: modifier_army_sub_unit_marine_max_org_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## modifier_army_sub_unit_marine_max_org_factor

* Number with 2 decimal places
* **Categories**: army
### Entity: Character
Component: FIN_aimo_cajander
Constructs: has_government
Source: game
File: common/characters/FIN.txt

Code:
FIN_aimo_cajander = {
	name = FIN_aimo_cajander
	portraits = {
		civilian = {
			small = GFX_portrait_FIN_aimo_cajander_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = FIN_aimo_cajander
		allowed = {
			original_tag = FIN
		}
		available = {
			NOT = {
				has_government = communism fascism
			}
		}
		traits = {
			model_cajander
		}
	}
}
### Entity: Idea
Component: r56_CAN_great_depression_02
Constructs: stability_factor, war_support_factor, industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/r56_canada.txt

Code:
r56_CAN_great_depression_02 = {
	name = r56_CAN_great_depression_02
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = great_depression
	modifier = {
		consumer_goods_factor = 0.3
		industrial_capacity_factory = -0.15
		industrial_capacity_dockyard = -0.15
		war_support_factor = -0.1
		stability_factor = -0.1
	}
}
### Entity: Idea
Component: KMT_army_of_a_bygone_era_6
Constructs: has_completed_focus, army_defence_factor, limit, has_country_flag, army_attack_factor, removal_cost, add_timed_idea, conscription_factor
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_army_of_a_bygone_era_6 = {
	name = KMT_army_of_a_bygone_era
	removal_cost = -1
	picture = chi_army_corruption
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	on_remove = {
		IF = {
			limit = {
				has_country_flag = KMT_depol_nra
				has_completed_focus = KMT_modernize_the_army_new
			}
			add_timed_idea = {
				idea = KMT_army_of_a_bygone_era_7
				days = 30
			}
		}
		else_if = {
			limit = {
				has_completed_focus = KMT_modernize_the_army_new
			}
			add_timed_idea = {
				idea = KMT_army_of_a_bygone_era_7
				days = 40
			}
		} {
			limit = {
				has_country_flag = KMT_depol_nra
			}
			add_timed_idea = {
				idea = KMT_army_of_a_bygone_era_7
				days = 45
			}
		}
		else = {
			add_timed_idea = {
				idea = KMT_army_of_a_bygone_era_7
				days = 55
			}
		}
	}
	modifier = {
		army_attack_factor = -0.1
		army_defence_factor = -0.2
		conscription_factor = -0.2
		army_morale_factor = -0.2
		army_org_factor = -0.2
	}
}
### Entity: AI Strategy
Component: generic_modern_tank_destroyer
Constructs: has_war, is_major, any_of
Source: game
File: common/ai_equipment/generic_tank.txt

Code:
generic_modern_tank_destroyer = {
	category = land
	blocked_for = {
		GER SOV ENG USA FRA JAP ITA HUN
	}
	available_for = {

	}
	roles = {
		land_modern_tank_destroyer
	}
	priority = {
		factor = 200
		modifier = {
			num_of_factories = < 100
			factor = 0
		}
	}
	basic_modern_tank_destroyer_default = {
		priority = {
			factor = 10
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = modern_tank_destroyer_chassis
			modules = {
				main_armament_slot = {
					any_of = {
						tank_high_velocity_cannon_3 tank_heavy_cannon_3 tank_heavy_cannon_2 tank_high_velocity_cannon_2 tank_heavy_cannon
					}
				}
				turret_type_slot = tank_modern_tank_turret
				suspension_type_slot = tank_torsion_bar_suspension
				armor_type_slot = tank_cast_armor
				engine_type_slot = tank_gas_turbine_engine
				special_type_slot_1 = tank_radio_module
				special_type_slot_2 = smoke_launchers
				special_type_slot_3 = stabilizer
				special_type_slot_4 = sloped_armor
			}
			upgrades = {
				tank_nsb_engine_upgrade = 18
				tank_nsb_armor_upgrade = {
					base = 8
					modifier = {
						add = 5
						has_war = yes
					} {
						any_enemy_country = {
							is_major = yes
						}
						add = 5
					}
				}
			}
		}
		allowed_modules = {
			tank_high_velocity_cannon_2 tank_high_velocity_cannon_3 tank_heavy_cannon tank_heavy_cannon_2 tank_heavy_cannon_3 tank_modern_tank_turret tank_torsion_bar_suspension tank_cast_armor tank_gas_turbine_engine sloped_armor smoke_launchers stabilizer tank_radio_3 tank_radio_2 tank_radio_1
		}
	}
}
### Entity: Event
Component: tsr_manchukuo.15
Constructs: is_triggered_only, ai_chance, add_political_power
Source: game
File: events/TSR_Manchukuo.txt

Code:
country_event = {
	id = tsr_manchukuo.15
	title = tsr_manchukuo.15.t
	desc = tsr_manchukuo.15.desc
	picture = GFX_report_event_chinese_japanese_handshake
	is_triggered_only = yes
	option = {
		name = tsr_manchukuo.15.a
		ai_chance = {
			base = 10
		}
		add_political_power = 150
	}
}
### Entity: Idea
Component: CZE_soviet_influence
Constructs: limit, has_war_with, has_country_flag, add_opinion_modifier, is_ally_with, remove_opinion_modifier, set_country_flag, add_timed_idea
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_soviet_influence = {
	picture = prc_the_long_march2
	modifier = {
		drift_defence_factor = -0.25
		custom_modifier_tooltip = CZE_mil_access_debuff_cancels_after_month_tt
	}
	targeted_modifier = {
		tag = SOV
		defense_bonus_against = -0.1
	}
	cancel = {
		OR = {
			has_war_with = SOV
			NOT = {
				gives_military_access_to = SOV
			} {
				country_exists = SOV
			}
			is_ally_with = SOV
		}
		NOT = {
			has_country_flag = CZE_removing_soviet_influence
		}
	}
	on_add = {
		CZE = {
			add_opinion_modifier = {
				target = ROOT
				modifier = CZE_allows_passage_of_soviet_troops
			}
		}
	}
	on_remove = {
		CZE = {
			remove_opinion_modifier = {
				target = ROOT
				modifier = CZE_allows_passage_of_soviet_troops
			}
		}
		if = {
			limit = {
				SOV = {
					exists = yes
					NOT = {
						is_ally_with = ROOT
					}
				}
			}
			set_country_flag = CZE_removing_soviet_influence
			add_timed_idea = {
				idea = CZE_soviet_influence
				days = 30
			}
		}
	}
}
### Entity: Effect Reference
Construct: which_is_equivalient_to
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
# which is equivalient to
randomize_temp_variable = {
  var = num_dogs
  distribution = uniform
}
### Entity: Unit Template
Component: GER_THEME_COMMUNIST_SLOGANS
Constructs: has_completed_focus, has_government
Source: game
File: common/units/names_ships/GER_ship_name.txt

Code:
GER_THEME_COMMUNIST_SLOGANS = {
	name = NAME_THEME_COMMUNIST_SLOGANS
	for_countries = {
		GER
	}
	can_use = {
		OR = {
			has_government = communism
			has_completed_focus = GER_start_the_proletarian_revolution
		}
	}
	type = ship
	fallback_name = Schiff %d
	ordered = {
		1 = {
			Die Rote Fahne
		}
		2 = {
			Die Internationale
		}
		3 = {
			Proletarier aller Länder
		}
		4 = {
			Die Freiheit
		}
		5 = {
			Unsere Zeit
		}
		6 = {
			Vorwärts
		}
		7 = {
			Frieden und Sozialismus
		}
		8 = {
			Frieden und Einheit
		}
		9 = {
			Die Strahlende Zukunft der Menschheit
		}
		10 = {
			Roter Oktober
		}
		11 = {
			Neues Deutschland
		}
		12 = {
			Gegen den Faschismus
		}
		13 = {
			Gegen die Bourgeoisie
		}
		14 = {
			Lang Lebe Spartakus
		}
		15 = {
			Das Volk Hat Immer Recht
		}
		16 = {
			Gegen den Imperialismus
		}
		17 = {
			Die Permanente Revolution
		}
		18 = {
			Antifaschistische Aktion
		}
		19 = {
			Freies Volk
		}
		20 = {
			Gegen den Strom
		}
		21 = {
			Die Räterepublik
		}
		22 = {
			Das Volksrecht
		}
		23 = {
			Arbeitertribüne
		}
		24 = {
			Der Klassenkampf
		}
		25 = {
			Die Linke
		}
		26 = {
			Die Kieler Matrosenaufstand
		}
		27 = {
			Es Lebe die Sozialistische Republik
		}
		28 = {
			Vereinigte Front
		}
		29 = {
			Kronstadt
		}
		30 = {
			Frieden und Syndikalismus
		}
		31 = {
			Frieden und Anarchismus
		}
		32 = {
			Gegen den Russischen Bolschewismus
		}
	}
}
### Entity: Character
Component: NIC_anastasio_somoza_garcía
Source: game
File: common/characters/NIC.txt

Code:
NIC_anastasio_somoza_garcía = {
	name = Anastasio Somoza García
	portraits = {
		civilian = {
			large = GFX_portrait_nicaragua_portrait_anastasio_somoza_garcia
		}
	}
	country_leader = {
		ideology = despotism
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: Character
Component: ETH_bedjironde_tekle_hawariate
Source: game
File: common/characters/ETH.txt

Code:
ETH_bedjironde_tekle_hawariate = {
	advisor = {
		slot = political_advisor
		idea_token = ETH_bedjironde_tekle_hawariate
		allowed = {
			original_tag = ETH
		}
		traits = {
			prince_of_terror
		}
	}
	name = ETH_bedjironde_tekle_hawariate
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_arab_2
		}
	}
}