Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Unit Template
Component: CHI_MOT_01
Source: game
File: common/units/names_divisions/CHI_names_divisions.txt

Code:
CHI_MOT_01 = {
	name = Motorized Unit
	for_countries = {
		CHI
	}
	can_use = {
		always = yes
	}
	division_types = {
		motorized
	}
	link_numbering_with = {
		CHI_INF_01
	}
	fallback_name = %d Jidonghua Juntuán
	ordered = {
		500 = {
			200 Jidonghua Bubing Shi
		}
		430 = {
			Xin 30 Jidonghua Bubing Shi
		}
		438 = {
			Xin 38 Jidonghua Bubing Shi
		}
		422 = {
			Xin 22 Jidonghua Bubing Shi
		}
		414 = {
			14 Jidonghua Bubing Shi
		}
		450 = {
			50 Jidonghua Bubing Shi
		}
		403 = {
			3 Jidonghua Bubing Shi
		}
		406 = {
			6 Jidonghua Bubing Shi
		}
		409 = {
			9 Jidonghua Bubing Shi
		}
		436 = {
			36 Jidonghua Bubing Shi
		}
		487 = {
			87 Jidonghua Bubing Shi
		}
		488 = {
			88 Jidonghua Bubing Shi
		}
		402 = {
			2 Jidonghua Bubing Shi
		}
		404 = {
			4 Jidonghua Bubing Shi
		}
		410 = {
			10 Jidonghua Bubing Shi
		}
		411 = {
			11 Jidonghua Bubing Shi
		}
		425 = {
			25 Jidonghua Bubing Shi
		}
		427 = {
			27 Jidonghua Bubing Shi
		}
		457 = {
			57 Jidonghua Bubing Shi
		}
		467 = {
			67 Jidonghua Bubing Shi
		}
		480 = {
			80 Jidonghua Bubing Shi
		}
		483 = {
			83 Jidonghua Bubing Shi
		}
		489 = {
			89 Jidonghua Bubing Shi
		}
		5 = {
			%d Jidonghua Juntuán
		}
		1 = {
			%d Jidonghua Juntuán
		}
		2 = {
			%d Jidonghua Juntuán
		}
		3 = {
			%d Jidonghua Juntuán
		}
		4 = {
			%d Jidonghua Juntuán
		}
		9 = {
			%d Jidonghua Juntuán
		}
		12 = {
			%d Jidonghua Juntuán
		}
		13 = {
			%d Jidonghua Juntuán
		}
		14 = {
			%d Jidonghua Juntuán
		}
		17 = {
			%d Jidonghua Juntuán
		}
		18 = {
			%d Jidonghua Juntuán
		}
		6 = {
			%d Jidonghua Juntuán
		}
		7 = {
			%d Jidonghua Juntuán
		}
		8 = {
			%d Jidonghua Juntuán
		}
		10 = {
			%d Jidonghua Juntuán
		}
		15 = {
			%d Jidonghua Juntuán
		}
		16 = {
			%d Jidonghua Juntuán
		}
		19 = {
			%d Jidonghua Juntuán
		}
		20 = {
			%d Jidonghua Juntuán
		}
		11 = {
			%d Jidonghua Juntuán
		}
	}
}
### Entity: National Focus
Tree: cub_focus
Component: CUB_retirement_pensions
Constructs: prerequisite, add_stability, completion_reward, add_political_power
Source: game
File: common/national_focus/Cuba.txt

Code:
focus = {
	id = CUB_retirement_pensions
	icon = GFX_goal_cuba_stimulate_exportations
	cost = 10
	prerequisite = {
		focus = CUB_minimum_wage_laws
	}
	relative_position_id = CUB_minimum_wage_laws
	x = 1
	y = 1
	completion_reward = {
		add_stability = 0.1
		add_political_power = 125
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = CUB_eduardo_chibas
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
}
### Entity: Trigger Reference
Construct: if
Constructs: if, limit
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## if

* Supported Scopes: any
* Supported Targets: none

```
if_, CIfTrigger, A conditional trigger
if = { limit = { <triggers> } <trigger> }
```
### Entity: Scripted Effect
Component: SOV_upgrade_appropriate_ship_designer_4_baltic_effect
Constructs: limit, has_idea, set_country_flag, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_upgrade_appropriate_ship_designer_4_baltic_effect = {
	if = {
		limit = {
			has_idea = SOV_nevskoye_design_bureau
		}
		set_country_flag = SOV_merge_ship_nevskoye_design_bureau_4_flag
		swap_ideas = {
			remove_idea = SOV_nevskoye_design_bureau
			add_idea = SOV_nevskoye_design_bureau_4
		}
	}
	else_if = {
		limit = {
			has_idea = SOV_nevskoye_design_bureau_1
		}
		set_country_flag = SOV_merge_ship_nevskoye_design_bureau_4_flag
		swap_ideas = {
			remove_idea = SOV_nevskoye_design_bureau_1
			add_idea = SOV_nevskoye_design_bureau_1_4
		}
	} {
		limit = {
			has_idea = SOV_nevskoye_design_bureau_2
		}
		set_country_flag = SOV_merge_ship_nevskoye_design_bureau_4_flag
		swap_ideas = {
			remove_idea = SOV_nevskoye_design_bureau_2
			add_idea = SOV_nevskoye_design_bureau_2_4
		}
	} {
		limit = {
			has_idea = SOV_nevskoye_design_bureau_3
		}
		set_country_flag = SOV_merge_ship_nevskoye_design_bureau_4_flag
		swap_ideas = {
			remove_idea = SOV_nevskoye_design_bureau_3
			add_idea = SOV_nevskoye_design_bureau_3_4
		}
	} {
		limit = {
			has_idea = SOV_nevskoye_design_bureau_1_2
		}
		set_country_flag = SOV_merge_ship_nevskoye_design_bureau_4_flag
		swap_ideas = {
			remove_idea = SOV_nevskoye_design_bureau_1_2
			add_idea = SOV_nevskoye_design_bureau_final_2
		}
	} {
		limit = {
			has_idea = SOV_nevskoye_design_bureau_1_3
		}
		set_country_flag = SOV_merge_ship_nevskoye_design_bureau_4_flag
		swap_ideas = {
			remove_idea = SOV_nevskoye_design_bureau_1_3
			add_idea = SOV_nevskoye_design_bureau_final_3
		}
	} {
		limit = {
			has_idea = SOV_rubin_design_bureau
		}
		set_country_flag = SOV_merge_ship_rubin_design_bureau_4_flag
		swap_ideas = {
			remove_idea = SOV_rubin_design_bureau
			add_idea = SOV_rubin_design_bureau_4
		}
	} {
		limit = {
			has_idea = SOV_rubin_design_bureau_1
		}
		set_country_flag = SOV_merge_ship_rubin_design_bureau_4_flag
		swap_ideas = {
			remove_idea = SOV_rubin_design_bureau_1
			add_idea = SOV_rubin_design_bureau_1_4
		}
	} {
		limit = {
			has_idea = SOV_rubin_design_bureau_2
		}
		set_country_flag = SOV_merge_ship_rubin_design_bureau_4_flag
		swap_ideas = {
			remove_idea = SOV_rubin_design_bureau_2
			add_idea = SOV_rubin_design_bureau_2_4
		}
	} {
		limit = {
			has_idea = SOV_rubin_design_bureau_3
		}
		set_country_flag = SOV_merge_ship_rubin_design_bureau_4_flag
		swap_ideas = {
			remove_idea = SOV_rubin_design_bureau_
# ... (truncated)
### Entity: Event
Component: CZE.406
Constructs: is_triggered_only, add_timed_idea
Source: game
File: events/CZE_Czechoslovakia.txt

Code:
country_event = {
	id = CZE.406
	title = CZE.406.t
	desc = CZE.406.d
	picture = GFX_CZKE_karlsbad_programme_report
	is_triggered_only = yes
	option = {
		name = CZE.406.a
		add_timed_idea = {
			idea = CZE_constitutional_reforms
			days = 365
		}
	}
}
### Entity: Event
Component: new_ger.74
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, add_war_support, add_political_power, set_country_flag, is_faction_leader
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.74
	title = new_ger.74.t
	desc = new_ger.74.d
	picture = GFX_report_event_germany_politician_handshake
	is_triggered_only = yes
	option = {
		name = new_ger.74.a
		trigger = {
			NOT = {
				has_completed_focus = GER_renegotiate_versailles_new
			}
		}
		add_political_power = 25
		add_war_support = 0.05
		set_country_flag = GER_memel_demanded
		FROM = {
			country_event = new_ger.68
		}
		IF = {
			limit = {
				is_faction_leader = yes
				FROM = {
					is_ally_with = ROOT
				} {
					NOT = {
						is_subject_of = ROOT
					}
				}
			}
			remove_from_faction = FROM
		}
		else_if = {
			limit = {
				is_ally_with = FROM
				FROM = {
					NOT = {
						is_subject_of = ROOT
					}
				}
			}
			leave_faction = yes
		}
	} {
		name = new_ger.74.b
		ai_chance = {
			base = 0
		}
		add_political_power = -25
		add_war_support = -0.05
		clr_country_flag = GER_memel_active
	}
}
### Entity: Scripted Trigger
Component: EAI_FOCUS_LAND_DOCTRINE_rapid_domination
Constructs: has_subdoctrine_in_track
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_land_triggers.txt

Code:
EAI_FOCUS_LAND_DOCTRINE_rapid_domination = {
	has_subdoctrine_in_track = combat_support infantry
	always = no
	NOT = {
		EAI_land_doctrine_progress_limit = yes
	}
	EAI_FOCUS_LAND_DOCTRINE_has_correct_grand_doctrine = yes
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_integrate_dnsap_remnants
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_integrate_dnsap_remnants
	icon = GFX_focus_AUS_integrate_dnsap_remnants
	prerequisite = {
		focus = AUS_refine_vaterlandische_front
	}
	mutually_exclusive = {

	}
	x = 3
	y = 1
	relative_position_id = AUS_refine_vaterlandische_front
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_POLITICAL
	}
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = AUS_austrofascism_intro_tt
		add_to_variable = {
			AUS_austrofascism_fascism_drift = 0.03
			tooltip = fascism_drift_tt
		} {
			AUS_austrofascism_stability_factor = -0.05
			tooltip = stability_factor_tt
		} {
			AUS_austrofascism_war_support_factor = 0.05
			tooltip = war_support_factor_tt
		}
	}
}
### Entity: AI Strategy
Component: AFG_historical_plan
Constructs: has_war, has_country_flag, has_dlc, is_historical_focus_on, has_game_rule, is_subject
Source: game
File: common/ai_strategy_plans/AFG_historical_strategy_plan.txt

Code:
AFG_historical_plan = {
	name = Afghanistan Historical Plan
	desc = 
	allowed = {
		original_tag = AFG
		has_dlc = Graveyard of Empires
	}
	enable = {
		OR = {
			AND = {
				is_historical_focus_on = yes
				has_game_rule = {
					rule = AFG_AI_BEHAVIOR
					option = DEFAULT
				}
			}
			has_country_flag = AFG_AI_RANDOM_HISTORICAL
			has_game_rule = {
				rule = AFG_ai_behavior
				option = HISTORICAL
			}
		}
	}
	abort = {
		is_subject = yes
		has_war = no
	}
	ai_national_focuses = {
		SSB_expand_afghanistans_military_infrastructure AFG_support_king_zahir AFG_expand_telegraph_network AFG_biding_our_time AFG_placeholder_1 AFG_fruit_packing AFG_sugar_processing AFG_clear_malarial_swamps AFG_infrastructure_construction AFG_electrification AFG_establish_radio_networks AFG_expand_karakul_lambskin_industry AFG_reform_2 AFG_secure_dynasty AFG_maintain_neutrality SSB_joint_military_exercises SSB_baghlan_sugar_factory_branches AFG_forge_a_national_identity AFG_qargha_dam AFG_spinzar_cotton_factory SSB_expand_road_and_rail_connections SSB_coordinate_military_production AFG_maintain_quami AFG_introduce_national_service AFG_asymmetric_warfare AFG_expand_border_guards AFG_expel_axis_nationals AFG_expand_academy AFG_purchase_tanks AFG_purchase_aircraft AFG_expand_royal_guard AFG_pursue_our_own_agenda SSB_combined_arms SSB_saadabad_research_cooperation AFG_utilize_cameleers AFG_ministry_of_supply AFG_implement_currency_controls AFG_kajaki_dam AFG_afghan_pakistan_cold_War AFG_anti_soviet_cooperation AFG_graveyard_of_empires
	}
	focus_factors = {

	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Event
Component: tfv_canada.40
Constructs: is_triggered_only, ai_chance, limit, random_country, has_government, create_faction_from_template, add_to_faction, add_state_claim
Source: game
File: events/TFV_Canada.txt

Code:
country_event = {
	id = tfv_canada.40
	title = tfv_canada.40.t
	desc = tfv_canada.40.d
	picture = GFX_report_event_canadian_artillery
	is_triggered_only = yes
	option = {
		name = tfv_canada.40.a
		ai_chance = {
			base = 100
		}
		effect_tooltip = {
			CAN = {
				create_faction_from_template = {
					template = faction_template_generic_dominance
					name = northern_sovereignty_coalition
					icon = GFX_faction_logo_generic_fascist
				}
				random_country = {
					limit = {
						original_tag = MEX
						has_government = fascism
					}
					CAN = {
						add_to_faction = PREV
					}
				}
			}
			add_state_claim = 375 378 379 377 380 382 376
		}
		hidden_effect = {
			CAN = {
				country_event = {
					id = tfv_canada.41
				}
			}
		}
	} {
		name = tfv_canada.40.b
		ai_chance = {
			base = 0
		}
		hidden_effect = {
			CAN = {
				country_event = {
					id = tfv_canada.42
				}
			}
		}
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_crackdown
Constructs: prerequisite, limit, add_ideas, remove_ideas, completion_reward, has_idea, swap_ideas, remove_idea
Source: game
File: common/national_focus/r56_chile.txt

Code:
focus = {
	id = CHL_crackdown
	icon = GFX_goal_crush_resistance2
	relative_position_id = CHL_consolidate_the_government
	x = 0
	y = 2
	cost = 10
	prerequisite = {
		focus = CHL_win_the_liberals
	}
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		add_ideas = CHL_crackdown_idea
		if = {
			limit = {
				has_idea = CHL_dissident_activity_3
			}
			remove_ideas = CHL_dissident_activity_3
		} {
			limit = {
				has_idea = CHL_dissident_activity_2
			}
			swap_ideas = {
				remove_idea = CHL_dissident_activity_2
				add_idea = CHL_dissident_activity_3
			}
		} {
			limit = {
				has_idea = CHL_dissident_activity_1
			}
			swap_ideas = {
				remove_idea = CHL_dissident_activity_1
				add_idea = CHL_dissident_activity_2
			}
		}
		add_days_mission_timeout = {
			mission = r56_CHL_nationist_uprising_1
			days = 30
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: AI Strategy
Component: SAU_fascist_plan
Constructs: has_government, has_country_flag, has_game_rule, is_puppet
Source: game
File: common/ai_strategy_plans/SAU_alternate_strategy_plan.txt

Code:
SAU_fascist_plan = {
	name = SAU: Saudi Fascist AI Plan
	desc = Alternate fascist behavior for Saddle Arabia.
	allowed = {
		original_tag = SAU
	}
	enable = {
		OR = {
			has_country_flag = SAU_AI_RANDOM_FASCIST
			has_game_rule = {
				rule = SAU_ai_behavior
				option = FASCIST
			}
		}
	}
	abort = {
		is_puppet = yes
		NOT = {
			has_government = fascism
		}
	}
	focus_factors = {
		SAU_solve_the_jafurah_dispute = 0
		SAU_reject_the_riyadh_line = 100
		SAU_concessions_to_standard_oil = 0
		SAU_deal_with_bp = 0
		SAU_2_Invite_the_Soviet_oil_barons = 0
		SAU_invite_brabag = 100
		SAU_introduce_the_constitution = 0
		SAU_continue_hakimovs_legacy = 0
		SAU_seek_german_arms = 100
		SAU_move_toward_german_alignment = 100
		SAU_join_the_comintern = 0
		SAU_western_alignment = 0
		SAU_maintain_international_neutrality = 0
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: AI Strategy
Component: ENG_defend_alexandria
Constructs: has_war_with, is_historical_focus_on
Source: game
File: common/ai_strategy/ENG.txt

Code:
ENG_defend_alexandria = {
	allowed = {
		original_tag = ENG
	}
	enable = {
		is_historical_focus_on = yes
		has_war_with = ITA
		NOT = {
			controls_state = 448 451
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = front_unit_request
		area = north_east_africa
		value = 25
	} {
		type = theatre_distribution_demand_increase
		id = 447
		value = 10
	} {
		type = put_unit_buffers
		ratio = 0.06
		states = {
			447
		}
		subtract_invasions_from_need = no
		subtract_fronts_from_need = no
	}
}
### Entity: Order of Battle
Component: United States Army Forces in the Far East
Source: game
File: history/units/PHI_1939_naval_legacy.txt

Code:
fleet = {
	name = United States Army Forces in the Far East
	naval_base = 10265
	task_force = {
		name = Offshore Patrol
		location = 10265
		ship = {
			name = Q-111 Luzon
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = PHI
				}
			}
		} {
			name = Q-112 Abra
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = PHI
				}
			}
		} {
			name = Q-113 Agusan
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = PHI
				}
			}
		} {
			name = Q-114 Danday
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = PHI
				}
			}
		} {
			name = Q-115 Baler
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = PHI
				}
			}
		} {
			name = Q-116 Mindanao
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = PHI
				}
			}
		} {
			name = Q-117 Bataan
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = PHI
				}
			}
		}
	}
}
### Entity: National Focus
Tree: spa_focus
Component: SPA_bolster_offensive_infrastructure
Constructs: prerequisite, limit, has_war_with, completion_reward, has_global_flag, complete_tooltip, every_state, has_state_flag
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPA_bolster_offensive_infrastructure
	available = {
		NOT = {
			has_global_flag = scw_over
		}
	}
	bypass = {

	}
	prerequisite = {
		focus = SPA_the_phalanx_ascendant
	}
	icon = GFX_goal_generic_construct_infrastructure
	x = -3
	y = 1
	relative_position_id = SPA_the_phalanx_ascendant
	cost = 10
	available_if_capitulated = yes
	complete_tooltip = {
		every_state = {
			limit = {
				has_state_flag = SPA_bolster_offensive_infrastructure_1inf
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_global_flag = spanish_civil_war
				}
			}
			custom_effect_tooltip = SPA_bolster_offensive_infrastructure_tt
		} {
			limit = {
				has_global_flag = spanish_civil_war
			}
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = infrastructure
						size = > 0
					}
					is_core_of = ROOT
					any_neighbor_state = {
						owner = {
							has_war_with = ROOT
						}
					}
				}
				set_state_flag = SPA_bolster_offensive_infrastructure_1inf
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			} {
				limit = {
					free_building_slots = {
						building = infrastructure
						size = > 0
					}
					is_core_of = ROOT
					NOT = {
						has_state_flag = SPA_bolster_offensive_infrastructure_1inf
					}
					any_neighbor_state = {
						owner = {
							has_war_with = ROOT
						}
					}
				}
				set_state_flag = SPA_bolster_offensive_infrastructure_1inf
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			} {
				limit = {
					free_building_slots = {
						building = infrastructure
						size = > 0
					}
					is_core_of = ROOT
					NOT = {
						has_state_flag = SPA_bolster_offensive_infrastructure_1inf
					}
					any_neighbor_state = {
						owner = {
							has_war_with = ROOT
						}
					}
				}
				set_state_flag = SPA_bolster_offensive_infrastructure_1inf
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		}
	}
}
### Entity: National Focus
Tree: cub_focus
Component: CUB_conduct_joint_military_excercises
Constructs: prerequisite, has_war_with, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/Cuba.txt

Code:
focus = {
	id = CUB_conduct_joint_military_excercises
	icon = GFX_goal_generic_multinational_army
	cost = 10
	prerequisite = {
		focus = CUB_reach_out_to_trujillo
	}
	relative_position_id = CUB_reach_out_to_trujillo
	x = -1
	y = 1
	available = {
		country_exists = DOM
		NOT = {
			has_war_with = DOM
		}
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		army_experience = 10
		add_doctrine_cost_reduction = {
			name = CUB_conduct_joint_military_excercises
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
		DOM = {
			army_experience = 10
			add_doctrine_cost_reduction = {
				name = CUB_conduct_joint_military_excercises
				cost_reduction = 0.5
				uses = 1
				category = land_doctrine
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_ARMY_XP
	}
}
### Entity: Event
Component: wuw_GER_diplomacy.104
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_diplomacy.104
	title = wuw_GER_diplomacy.104.t
	desc = wuw_GER_diplomacy.104.desc
	picture = GFX_report_event_generic_handshake
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = wuw_GER_diplomacy.104.a
	}
}
### Entity: Character
Component: XSM_ma_rulong
Constructs: has_dlc
Source: game
File: common/characters/XSM.txt

Code:
XSM_ma_rulong = {
	instance = {
		allowed = {
			NOT = {
				has_dlc = No Compromise, No Surrender
			}
		}
		name = XSM_ma_rulong
		portraits = {
			army = {
				large = GFX_Portrait_Asia_Generic_navy_9
				small = GFX_Portrait_Asia_Generic_navy_9_small
			}
		}
		advisor = {
			slot = navy_chief
			idea_token = XSM_ma_rulong
			allowed = {
				original_tag = XSM
			}
			traits = {
				navy_maneuver_1
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
		navy_leader = {
			traits = {
				gentlemanly
			}
			skill = 1
			attack_skill = 1
			defense_skill = 1
			maneuvering_skill = 1
			coordination_skill = 1
			legacy_id = -1
		}
	} {
		allowed = {
			has_dlc = No Compromise, No Surrender
		}
		name = XSM_ma_rulong
		portraits = {
			army = {
				large = GFX_portrait_asia_generic_navy_9
				small = GFX_portrait_asia_generic_navy_9_small
			}
		}
		advisor = {
			slot = navy_chief
			idea_token = XSM_ma_rulong2
			allowed = {
				original_tag = NXM
			}
			traits = {
				navy_chief_maneuver_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
		navy_leader = {
			traits = {
				gentlemanly
			}
			skill = 1
			attack_skill = 1
			defense_skill = 1
			maneuvering_skill = 1
			coordination_skill = 1
			legacy_id = -1
		}
	}
}
### Entity: Event
Component: ww_BEL_event_diplomatic.25
Constructs: is_triggered_only, ai_chance
Source: game
File: events/WUW_Belgium.txt

Code:
country_event = {
	id = ww_BEL_event_diplomatic.25
	title = ww_BEL_event_diplomatic.25.t
	desc = ww_BEL_event_diplomatic.25.desc
	picture = GFX_report_event_generic_rally2
	is_triggered_only = yes
	option = {
		name = ww_BEL_event_diplomatic.25.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: Idea
Component: JOR_howitat_removed_idea
Constructs: is_subject, removal_cost
Source: game
File: common/ideas/jordan.txt

Code:
JOR_howitat_removed_idea = {
	allowed = {
		original_tag = JOR
	}
	allowed_civil_war = {
		is_subject = no
	}
	picture = eng_special_air_service
	removal_cost = -1
	modifier = {
		army_org_factor = 0.1
		conscription = -0.005
	}
}
### Entity: Game Data
Component: script_enum_production_stat
Source: game
File: common/script_enums.txt

Code:
script_enum_production_stat = {
	production_cost_factor production_capacity_factor production_efficiency_cap_factor production_efficiency_gain_factor production_resource_need_factor production_resource_penalty_factor production_conversion_speed_factor
}
### Entity: Character
Component: RAJ_bhimrao_ramji_ambedkar
Constructs: has_completed_focus, limit, has_government, has_dlc, has_autonomy_state
Source: game
File: common/characters/RAJ.txt

Code:
RAJ_bhimrao_ramji_ambedkar = {
	name = RAJ_bhimrao_ramji_ambedkar
	portraits = {
		army = {
			small = GFX_idea_RAJ_bhimrao_ramji_ambedkar
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = RAJ_bhimrao_ramji_ambedkar
		allowed = {
			original_tag = RAJ
		}
		available = {
			if = {
				limit = {
					NOT = {
						has_dlc = Graveyard of Empires
					}
				}
				has_completed_focus = RAJ_indian_national_congress
			} {
				limit = {
					has_dlc = Man the Guns
				}
				NOT = {
					has_autonomy_state = autonomy_supervised_state
				}
			}
			else = {
				has_completed_focus = RAJ_a_congress_resurgent
			}
		}
		traits = {
			democratic_reformer
		}
		do_effect = {
			NOT = {
				has_government = democratic
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
}
### Entity: Event
Component: wtt_warlord_vs_prc.34
Constructs: is_triggered_only, create_wargoal, puppet_wargoal_focus
Source: game
File: events/WTT_PRC.txt

Code:
country_event = {
	id = wtt_warlord_vs_prc.34
	title = wtt_warlord_vs_prc.34.t
	desc = wtt_warlord_vs_prc.34.desc
	picture = GFX_report_event_soviet_soldiers
	is_triggered_only = yes
	option = {
		name = wtt_warlord_vs_prc.34.a
		create_wargoal = {
			type = puppet_wargoal_focus
			target = FROM
		}
	}
}
### Entity: Military Industrial Organization
Component: CHL_fanaero_chile_organization
Constructs: has_dlc
Source: game
File: common/military_industrial_organization/organizations/CHL_organization.txt

Code:
CHL_fanaero_chile_organization = {
	include = generic_range_focused_aircraft_organization
	icon = GFX_idea_CHL_fanaero
	allowed = {
		has_dlc = Trial of Allegiance
		tag = CHL
	}
}