Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: ARM_armenian_immigration
Constructs: has_government, removal_cost, communism_drift
Source: game
File: common/ideas/armenia.txt

Code:
ARM_armenian_immigration = {
	picture = prc_low_popular_support3
	allowed = {
		original_tag = ARM
	}
	allowed_civil_war = {
		NOT = {
			has_government = communism
		}
	}
	removal_cost = -1
	modifier = {
		monthly_population = 0.75
		weekly_manpower = 100
		consumer_goods_factor = -0.05
		communism_drift = -0.01
	}
}
### Entity: Shared Focus
Tree: gen_focus
Component: GEN_Close_Air_Support
Constructs: shared_focus, prerequisite, limit, completion_reward, has_dlc, add_tech_bonus, bomber_bonus
Source: game
File: common/national_focus/r56_gen_shared.txt

Code:
shared_focus = {
	id = GEN_Close_Air_Support
	icon = GFX_goal_generic_CAS
	prerequisite = {
		focus = GEN_Fighter_Competition
	}
	x = -2
	y = 1
	relative_position_id = GEN_Bomber_Competition
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			add_tech_bonus = {
				name = bomber_bonus
				bonus = 1
				uses = 1
				ahead_reduction = 1
				category = medium_air
			}
		}
		else = {
			add_tech_bonus = {
				name = bomber_bonus
				bonus = 1
				uses = 1
				category = cas_bomber
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: CHI_shi_liang
Constructs: has_completed_focus, has_government, has_dlc
Source: game
File: common/characters/CHI.txt

Code:
CHI_shi_liang = {
	name = CHI_shi_liang
	portraits = {
		civilian = {
			small = GFX_portrait_CHI_shi_liang_small
		}
	}
	gender = female
	advisor = {
		slot = political_advisor
		idea_token = CHI_shi_liang
		allowed = {
			original_tag = CHI
			has_dlc = No Compromise, No Surrender
		}
		visible = {
			NOT = {
				has_completed_focus = CHI_arrest_the_seven_gentlemen
				has_government = fascism
			}
		}
		available = {
			NOT = {
				has_completed_focus = CHI_arrest_the_seven_gentlemen
				has_government = fascism
			}
		}
		traits = {
			AUS_communist_lawyer
		}
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_lessons_of_the_west
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, add_tech_bonus, has_dlc, has_intelligence_agency, create_intelligence_agency
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_lessons_of_the_west
	icon = GFX_focus_generic_university_3
	prerequisite = {
		focus = PRC_closer_ties_to_sov PRC_reach_out_to_the_west
	}
	x = 1
	y = 1
	relative_position_id = PRC_reach_out_to_the_west
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_tech_bonus = {
			name = PRC_lessons_of_the_west
			bonus = 0.25
			uses = 2
			category = cat_synth_oil
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		if = {
			limit = {
				has_dlc = La Resistance
			}
			if = {
				limit = {
					has_intelligence_agency = no
				}
				create_intelligence_agency = {
					name = Central Social Affairs Department
					icon = GFX_intelligence_agency_logo_PRC_central_social_affairs_department
				}
			}
			else_if = {
				limit = {
					NOT = {
						has_done_agency_upgrade = upgrade_passive_defense
					}
				}
				upgrade_intelligence_agency = upgrade_passive_defense
			} {
				limit = {
					NOT = {
						has_done_agency_upgrade = upgrade_interrogation_techniques
					}
				}
				upgrade_intelligence_agency = upgrade_interrogation_techniques
			}
			custom_effect_tooltip = generic_skip_one_line_tt available_political_advisor
			show_ideas_tooltip = PRC_kang_sheng
		}
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_kurdistan_crisis
Constructs: prerequisite, limit, completion_reward, add_state_claim, every_other_country, is_in_faction_with, is_subject_of, create_wargoal
Source: game
File: common/national_focus/r56_iraq.txt

Code:
focus = {
	id = IRQ_kurdistan_crisis
	icon = GFX_focus_generic_attack_kurdistan
	prerequisite = {
		focus = IRQ_proclaim_the_neo_assyrian_empire
	}
	relative_position_id = IRQ_proclaim_the_neo_assyrian_empire
	x = 2
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	available = {
		any_state = {
			OR = {
				state = 419 421 413
			}
			custom_trigger_tooltip = {
				tooltip = ROOT_is_not_controlled_by_root_or_ally_tt
				NOT = {
					is_controlled_by_ROOT_or_ally = yes
				}
			}
		}
	}
	bypass = {
		all_state = {
			OR = {
				NOT = {
					OR = {
						state = 419 421 413
					}
				}
				is_controlled_by_ROOT_or_ally = yes
			}
		}
	}
	completion_reward = {
		add_state_claim = 419 421 413
		every_other_country = {
			limit = {
				NOT = {
					is_in_faction_with = ROOT
				} {
					is_subject_of = ROOT
				}
				any_owned_state = {
					OR = {
						state = 419 421 413
					}
				}
			}
			ROOT = {
				create_wargoal = {
					target = PREV
					type = take_claimed_state
					expire = 0
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Idea
Component: QUE_francophilia
Source: game
File: common/ideas/quebec.txt

Code:
QUE_francophilia = {
	allowed_civil_war = {
		always = no
	}
	picture = FRA_undividable
	modifier = {
		opinion_gain_monthly_factor = 0.25
		monthly_population = 0.5
		army_org_regain = 0.1
		org_loss_when_moving = -0.1
	}
}
### Entity: Character
Component: ECU_davide_flores
Source: game
File: common/characters/ECU.txt

Code:
ECU_davide_flores = {
	advisor = {
		slot = political_advisor
		idea_token = ECU_davide_flores
		allowed = {
			original_tag = ECU
		}
		traits = {
			captain_of_industry
		}
	}
	name = Davide Flores
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_south_america_1
		}
	}
}
### Entity: Idea
Component: JAP_kawanishi
Constructs: research_bonus
Source: game
File: common/ideas/r56_japan.txt

Code:
JAP_kawanishi = {
	picture = generic_air_manufacturer_3
	allowed = {
		original_tag = JAP
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		flying_ship_manufacturer
	}
}
### Entity: Idea
Component: CRO_ivan_subasic
Source: game
File: common/ideas/croatia.txt

Code:
CRO_ivan_subasic = {
	picture = generic_political_advisor_europe_1
	allowed = {
		original_tag = CRO
	}
	traits = {
		backroom_backstabber
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: Character
Component: GEO_giorgi_kvinitadze
Source: game
File: common/characters/GEO.txt

Code:
GEO_giorgi_kvinitadze = {
	name = GEO_giorgi_kvinitadze
	portraits = {
		army = {
			large = GFX_portrait_GEO_giorgi_kvinitadze
			small = GFX_portrait_GEO_giorgi_kvinitadze_small
		}
	}
	field_marshal = {
		traits = {
			inflexible_strategist infantry_leader
		}
		skill = 3
		attack_skill = 2
		defense_skill = 3
		planning_skill = 2
		logistics_skill = 1
		legacy_id = -1
		visible = {

		}
	}
}
### Entity: Event
Component: cityfall.57
Constructs: is_triggered_only, set_global_flag
Source: game
File: events/CFM_city_events.txt

Code:
news_event = {
	id = cityfall.57
	title = cityfall.57.t
	desc = cityfall.57.d
	picture = GFX_news_event_016
	major = yes
	is_triggered_only = yes
	immediate = {
		set_global_flag = fall_of_stockholm_spr
	}
	option = {
		name = cityfall.57.a
		trigger = {
			NOT = {
				TAG = SPR SWE
			}
		}
	} {
		name = cityfall.57.b
		trigger = {
			TAG = SPR
		}
	} {
		name = cityfall.57.c
		trigger = {
			TAG = SWE
		}
	}
}
### Entity: Character
Component: CHL_escudero_oscar_otárola
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/CHL.txt

Code:
CHL_escudero_oscar_otárola = {
	instance = {
		allowed = {
			has_dlc = Trial of Allegiance
		}
		name = CHL_escudero_oscar_otarola
		portraits = {
			army = {
				large = GFX_portrait_CHL_escudero_oscar_otarola
				small = GFX_portrait_CHL_escudero_oscar_otarola_small
			}
		}
		corps_commander = {
			traits = {
				trait_mountaineer inflexible_strategist
			}
			skill = 2
			attack_skill = 2
			defense_skill = 2
			planning_skill = 2
			logistics_skill = 1
			legacy_id = -1
		}
		advisor = {
			slot = high_command
			idea_token = CHL_escudero_oscar_otárola
			ledger = army
			allowed = {
				original_tag = CHL
			}
			visible = {
				NOT = {
					has_completed_focus = CHL_address_the_mapuche_conflict
				}
			}
			traits = {
				army_artillery_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Trial of Allegiance
			}
		}
		name = CHL_escudero_oscar_otarola
		portraits = {
			army = {
				large = GFX_portrait_Escudero_Oscar_Otarola
				small = GFX_portrait_Escudero_Oscar_Otarola_small
			}
		}
		corps_commander = {
			traits = {
				trait_mountaineer
			}
			skill = 4
			attack_skill = 4
			defense_skill = 2
			planning_skill = 4
			logistics_skill = 3
			legacy_id = -1
		}
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_approach_the_disfavored_mwami
Constructs: prerequisite, completion_reward, has_subject, add_popularity, set_country_flag
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_approach_the_disfavored_mwami
	icon = GFX_focus_generic_befriend_rwanda
	x = 1
	y = 1
	prerequisite = {
		focus = COG_national_committee_for_liberation
	}
	relative_position_id = COG_national_committee_for_liberation
	mutually_exclusive = {
		focus = COG_the_simba_movement
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
	cost = 5
	bypass = {

	}
	available = {
		any_country = {
			original_tag = BEL
			has_subject = ROOT
		}
	}
	completion_reward = {
		add_popularity = {
			ideology = neutrality
			popularity = 0.05
		} {
			ideology = fascism
			popularity = 0.05
		}
		custom_effect_tooltip = generic_skip_one_line_tt COG_approach_the_disfavored_mwami_tt
		hidden_effect = {
			set_country_flag = COG_approached_the_mwami_flag
		}
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_organize_the_greyshirts
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/iceland.txt

Code:
focus = {
	id = ICE_organize_the_greyshirts
	icon = GFX_focus_generic_fascist_troops
	prerequisite = {
		focus = ICE_state_corporatism
	}
	x = 0
	y = 1
	relative_position_id = ICE_state_corporatism
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = ICE_greyshirts
	}
}
### Entity: Event
Component: r56.news_event.1118
Constructs: is_triggered_only
Source: game
File: events/r56_news_events.txt

Code:
news_event = {
	id = r56.news_event.1118
	title = danzig.5.t
	desc = danzig.5.d
	picture = GFX_news_event_congres_wallon
	is_triggered_only = yes
	option = {
		name = danzig.5.a
		trigger = {
			NOT = {
				original_tag = DNZ
			}
		}
	} {
		name = danzig.5.b
		trigger = {
			original_tag = DNZ
		}
	}
}
### Entity: Character
Component: MLW_nccr
Source: game
File: common/characters/MLW.txt

Code:
MLW_nccr = {
	advisor = {
		slot = navy_chief
		idea_token = MLW_nccr
		allowed = {
			original_tag = MLW
		}
		traits = {
			navy_chief_commerce_raiding_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_2
		}
	}
}
### Entity: Wiki Documentation
Construct: ai_idea_desire_log
Source: paradoxwiki
File: documentation/web/paradoxwiki/Console_commands.html

Doc:
ai_idea_desire_log
|
Prints AI desire for ideas to log. For current country only
|

|
### Entity: Character
Component: CZE_vojtech_tuka
Constructs: has_completed_focus, has_government, has_dlc, is_subject_of, has_character_flag, is_country_leader
Source: game
File: common/characters/CZE.txt

Code:
CZE_vojtech_tuka = {
	instance = {
		allowed = {
			NOT = {
				has_dlc = Peace For Our Time
			}
		}
		name = CZE_vojtech_tuka
		portraits = {
			army = {
				small = GFX_idea_CZE_vojtech_tuka
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = CZE_vojtech_tuka
			allowed = {
				original_tag = CZE
			}
			visible = {

			}
			available = {
				OR = {
					CZE_SLO_is_not_its_own_thing = yes
					SLO = {
						is_subject_of = ROOT
						NOT = {
							has_government = fascism
						}
					}
				}
			}
			traits = {
				prince_of_terror
			}
		}
	} {
		allowed = {
			has_dlc = Peace For Our Time
		}
		name = CZE_vojtech_tuka
		portraits = {
			army = {
				large = GFX_portrait_SLO_vojtech_tuka
				small = GFX_portrait_SLO_vojtech_tuka_imprisoned_small
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = CZE_vojtech_tuka
			allowed = {
				original_tag = CZE
			}
			visible = {
				NOT = {
					OR = {
						has_completed_focus = CZE_increase_funding_from_moscow
					}
				}
			}
			available = {
				has_character_flag = CZE_released_from_prison
				OR = {
					CZE_SLO_is_not_its_own_thing = yes
					SLO = {
						is_subject_of = ROOT
						SLO_vojtech_tuka = {
							is_country_leader = no
						}
						NOT = {
							has_government = fascism
						}
					}
				}
			}
			traits = {
				CZE_slovakian_nationalist
			}
		}
		corps_commander = {
			traits = {
				old_guard politically_connected harsh_leader militias_officer
			}
			skill = 1
			attack_skill = 1
			defense_skill = 1
			planning_skill = 1
			logistics_skill = 1
			legacy_id = -1
			visible = {
				CZE_SLO_is_not_its_own_thing = yes
				has_completed_focus = CZE_align_slovak_catholics CZE_catholic_focus
			}
		}
	}
}
### Entity: Unit Leader
Component: 9
Source: game
File: common/unit_leader/00_attack_skills.txt

Code:
9 = {
	cost = 25600
	type = corps_commander
	modifier = {
		offence = 0.225
	}
}
### Entity: Idea
Component: LIE_legacy_of_1866
Constructs: has_war, conscription_factor
Source: game
File: common/ideas/liechtenstein.txt

Code:
LIE_legacy_of_1866 = {
	picture = generic_army_problems
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = no
	}
	cancel = {
		has_war = yes
	}
	modifier = {
		conscription_factor = -0.5
	}
}
### Entity: Event
Component: news.606
Constructs: is_triggered_only
Source: game
File: events/TNewsEvents.txt

Code:
news_event = {
	id = news.606
	title = news.606.t
	desc = news.606.desc
	picture = GFX_news_event_001
	major = yes
	is_triggered_only = yes
	option = {
		name = news.606.a
	}
}
### Entity: Modifier Reference
Component: SWI_gold_trade_with_switzerland
Constructs: research_speed_factor, has_war_with, production_speed_buildings_factor
Source: game
File: common/dynamic_modifiers/bba_dynamic_modifiers.txt

Code:
SWI_gold_trade_with_switzerland = {
	enable = {
		NOT = {
			has_war_with = SWI
		}
	}
	icon = GFX_idea_SPR_seize_the_gold_reserves
	consumer_goods_factor = SWI_gold_trade_consumer_goods_factor
	production_speed_buildings_factor = SWI_gold_trade_building_speed_factor
	research_speed_factor = SWI_gold_trade_research_speed_factor
	production_lack_of_resource_penalty_factor = SWI_gold_trade_lack_of_resource_penalty_factor
	production_factory_max_efficiency_factor = SWI_gold_trade_factory_max_efficiency_factor
}
### Entity: Order of Battle
Component: Azad Hind Infantry Corps
Constructs: division_template
Source: game
File: history/units/CA1.txt

Code:
division_template = {
	name = Azad Hind Infantry Corps
	regiments = {
		medium_armor = {
			x = 0
			y = 0
		}
		infantry = {
			x = 0
			y = 1
		}
	}
}
### Entity: Decision
Component: r56_decision_category_patreon
Source: game
File: common/decisions/categories/r56_extras_categories.txt

Code:
r56_decision_category_patreon = {
	icon = GFX_decision_category_alfie
	picture = GFX_decision_cat_56_logo
	priority = 0
}
### Entity: Effect Reference
Construct: add_mio_research_bonus
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## add_mio_research_bonus

* Supported Scopes: INDUSTRIAL_ORG
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
Add to the research bonus in the military industrial organization in scope.
This changes the base value. Modifiers will still apply over it.
Value can be negative to reduce research bonus but final research bonus cannot be negative (capped at 0, no error raised)
ex:
mio:my_mio = {
  add_mio_research_bonus = 0.2
  add_mio_research_bonus = -0.1
  add_mio_research_bonus = var:my_number_var
}
```
### Entity: Character
Component: AFG_caliph_trait
Source: game
File: common/country_leader/00_traits.txt

Code:
AFG_caliph_trait = {
	random = no
	sprite = 13
	army_core_defence_factor = 0.05
	army_core_attack_factor = 0.05
	political_power_factor = 0.1
	weekly_manpower = 500
}
### Entity: Event
Component: BBA_italo_ethiopian_war_events.110
Constructs: is_triggered_only, ai_chance, limit, remove_ideas, has_government, has_war_with, add_war_support, is_major
Source: game
File: events/BBA_ItaloEthiopianWar.txt

Code:
country_event = {
	id = BBA_italo_ethiopian_war_events.110
	title = BBA_italo_ethiopian_war_events.110.t
	desc = BBA_italo_ethiopian_war_events.110.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = BBA_italo_ethiopian_war_events.110.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 5
				has_government = democratic
			} {
				factor = 4
				is_historical_focus_on = yes
			} {
				factor = 0.5
				has_government = fascism
				is_in_faction_with = GER
			}
		}
		FROM = {
			country_event = {
				id = BBA_italo_ethiopian_war_events.111
				hours = 4
				random_hours = 6
			}
		}
	} {
		name = BBA_italo_ethiopian_war_events.110.b
		ai_chance = {
			base = 2
			modifier = {
				factor = 0.5
				ETH = {
					any_controlled_state = {
						is_core_of = ITA
					}
				}
			} {
				factor = 10
				OR = {
					has_war_with = FRA ENG
				} {
					FRA = {
						surrender_progress = > 0.05
					}
					ENG = {
						surrender_progress = > 0.05
					}
				}
				any_controlled_state = {
					OR = {
						is_owned_by = ENG FRA
					}
				}
			}
		}
		add_war_support = -0.05
		add_political_power = -100
		remove_ideas = league_of_nations_member_idea
		FROM = {
			country_event = {
				id = BBA_italo_ethiopian_war_events.112
				hours = 1
			}
		}
		custom_effect_tooltip = BBA_italo_ethiopian_war_events_wargoal_tt
		hidden_effect = {
			every_other_country = {
				limit = {
					is_major = yes
					is_league_of_nations_member = yes
					has_government = democratic
				}
				country_event = {
					id = BBA_italo_ethiopian_war_events.113
					hours = 12
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: GER_enable_invasion_of_NOR
Constructs: has_capitulated
Source: game
File: common/ai_strategy/GER.txt

Code:
GER_enable_invasion_of_NOR = {
	allowed = {
		OR = {
			original_tag = GER
		}
	}
	enable = {
		OR = {
			date = < 1940.4.4
			FRA = {
				has_capitulated = yes
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = invade
		id = NOR
		value = 10
	}
}
### Entity: Idea
Component: AUS_domestic_air_production
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/austria.txt

Code:
AUS_domestic_air_production = {
	allowed = {
		tag = AUS
	}
	removal_cost = -1
	picture = man_five_year_plan_air
	equipment_bonus = {
		small_plane_airframe = {
			build_cost_ic = -0.05
			instant = yes
		}
		medium_plane_airframe = {
			build_cost_ic = -0.05
			instant = yes
		}
		large_plane_airframe = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
}
### Entity: Unit Template
Component: LAT_MOT_01
Source: game
File: common/units/names_divisions/LAT_names_divisions.txt

Code:
LAT_MOT_01 = {
	name = Motorized Division
	for_countries = {
		LAT
	}
	can_use = {
		always = yes
	}
	division_types = {
		motorized
	}
	fallback_name = %d. Motorizēto Strēlnieku Pulks
	ordered = {
		1 = {
			%d. Motorizēto Strēlnieku Pulks
		}
		2 = {
			%d. Motorizēto Strēlnieku Pulks
		}
		3 = {
			%d. Motorizēto Strēlnieku Pulks
		}
		4 = {
			%d. Motorizēto Strēlnieku Pulks
		}
		5 = {
			%d. Motorizēto Strēlnieku Pulks
		}
		6 = {
			%d. Motorizēto Strēlnieku Pulks
		}
		7 = {
			%d. Motorizēto Strēlnieku Pulks
		}
		8 = {
			%d. Motorizēto Strēlnieku Pulks
		}
		9 = {
			%d. Motorizēto Strēlnieku Pulks
		}
		10 = {
			%d. Motorizēto Strēlnieku Pulks
		}
	}
}
### Entity: Event
Component: wtt_japan.124
Constructs: is_triggered_only, add_manpower
Source: game
File: events/WTT_Japan.txt

Code:
country_event = {
	id = wtt_japan.124
	title = wtt_japan.124.t
	desc = wtt_japan.124.desc
	picture = GFX_report_event_soviet_soldiers
	is_triggered_only = yes
	option = {
		name = excellent
		SOV = {
			add_manpower = 90143
		}
	}
}
### Entity: Scripted Effect
Component: play_their_finest_hour_effect
Source: game
File: common/scripted_effects/zzz_play_speech_effects.txt

Code:
play_their_finest_hour_effect = {
	hidden_effect = {
		play_song = their_finest_hour
	}
}
### Entity: Event
Component: belgium.79
Constructs: create_country_leader, limit, has_government, has_country_flag, add_political_power, has_country_leader, is_in_faction, is_in_faction_with
Source: game
File: events/BEL_events.txt

Code:
country_event = {
	id = belgium.79
	title = belgium.79.t
	desc = belgium.79.d
	picture = GFX_report_event_communism_belgium
	trigger = {
		tag = BEL
		SOV = {
			has_country_leader = {
				character = SOV_lev_trotsky
				ruling_only = yes
			}
			has_government = communism
		}
		OR = {
			NOT = {
				has_country_flag = BEL_trotskist_war_van_overstraeten
			} {
				is_in_faction = yes
				is_in_faction_with = SOV
				has_country_flag = BEL_trotskist_war_van_overstraeten
			}
		}
	}
	mean_time_to_happen = {
		days = 45
	}
	option = {
		trigger = {
			NOT = {
				has_government = communism
			}
		}
		name = belgium.79.a
		create_country_leader = {
			name = War van Overstraeten
			desc = War van Overstraeten
			picture = gfx/leaders/FLA/portait_war_van_overstraeten.dds
			expire = 1965.1.1
			ideology = leninism
			traits = {
				PRC_trotskyist
			}
		}
		BEL = {
			set_country_flag = BEL_trotskist_war_van_overstraeten
		}
	} {
		name = belgium.79.b
		trigger = {
			has_government = communism
		}
		create_country_leader = {
			name = War van Overstraeten
			desc = War van Overstraeten
			picture = gfx/leaders/FLA/portait_war_van_overstraeten.dds
			expire = 1965.1.1
			ideology = leninism
			traits = {
				PRC_trotskyist
			}
		}
		add_political_power = -50
		BEL = {
			set_country_flag = BEL_trotskist_war_van_overstraeten
		}
	} {
		name = belgium.79.c
		trigger = {
			has_government = communism
			WLL = {
				exists = no
			}
		}
		create_country_leader = {
			name = Walter Dauge
			desc = Walter Dauge
			picture = gfx/leaders/BEL/Portrait_Belgium_Walter_Dauge.dds
			expire = 1965.1.1
			ideology = leninism
			traits = {
				peace_proponent
			}
		}
		add_political_power = -50
		BEL = {
			set_country_flag = BEL_trotskist_war_van_overstraeten
		}
	} {
		name = belgium.79.e
		trigger = {
			has_government = communism
		}
		add_political_power = 50
		BEL = {
			set_country_flag = BEL_trotskist_war_van_overstraeten
		}
		if = {
			limit = {
				is_in_faction_with = SOV
			}
			remove_from_faction = BEL
		}
	}
}
### Entity: Idea
Component: PRC_five_year_plan_completed
Constructs: has_dlc
Source: game
File: common/ideas/comchina.txt

Code:
PRC_five_year_plan_completed = {
	picture = PRC_finalize_industrial_plan_idea
	allowed = {
		original_tag = PRC
		has_dlc = No Compromise, No Surrender
	}
	modifier = {
		production_factory_max_efficiency_factor = 0.075
		cic_construction_boost = 0.05
	}
}
### Entity: Character
Component: LAT_fricis_virsaitis
Constructs: has_dlc
Source: game
File: common/characters/LAT.txt

Code:
LAT_fricis_virsaitis = {
	name = LAT_fricis_virsaitis
	portraits = {
		army = {
			large = GFX_portrait_LAT_fricis_virsaitis
			small = GFX_idea_LAT_fricis_virsaitis
		}
	}
	corps_commander = {
		traits = {
			old_guard
		}
		skill = 2
		attack_skill = 1
		defense_skill = 3
		planning_skill = 2
		logistics_skill = 1
		legacy_id = -1
		visible = {
			has_dlc = No Step Back
		}
	}
}
### Entity: Order of Battle
Component: 1st Cavalry Division,
Constructs: division_template
Source: game
File: history/units/SHX_1936_sea.txt

Code:
division = {
	name = 1st Cavalry Division,
	location = 1180
	division_template = Qibing Jun
	start_equipment_factor = 0.2
	officer = {
		name = SHX_peng_yubin
	}
}