Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: fin_focus
Component: FIN_janiskoski_power_plant
Constructs: prerequisite, completion_reward, is_controlled_by, is_subject_of, set_state_category, add_extra_state_shared_building_slots, add_building_construction, add_resource
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_janiskoski_power_plant
	icon = GFX_focus_generic_energy
	prerequisite = {
		focus = FIN_industrial_development
	}
	x = 0
	y = 1
	relative_position_id = FIN_industrial_development
	cost = 5
	available = {
		722 = {
			OR = {
				is_controlled_by = ROOT
				controller = {
					is_subject_of = ROOT
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		722 = {
			set_state_category = rural
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
			add_resource = {
				type = steel
				amount = 4
			}
		}
	}
}
### Entity: Character
Component: TUR_mehmet_ali_ulgen
Constructs: has_dlc
Source: game
File: common/characters/TUR.txt

Code:
TUR_mehmet_ali_ulgen = {
	instance = {
		allowed = {
			has_dlc = Battle for the Bosporus
		}
		name = TUR_mehmet_ali_ulgen
		portraits = {
			army = {
				small = GFX_idea_tur_mehmet_ali_ulgen
				large = GFX_portrait_tur_mehmet_ali_ulgen
			}
		}
		advisor = {
			slot = navy_chief
			idea_token = TUR_mehmet_ali_ulgen
			allowed = {
				original_tag = TUR
				has_dlc = Battle for the Bosporus
			}
			traits = {
				navy_chief_decisive_battle_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
		navy_leader = {
			traits = {
				navy_career_officer gunnery_expert
			}
			skill = 3
			attack_skill = 3
			defense_skill = 2
			maneuvering_skill = 2
			coordination_skill = 2
			legacy_id = -1
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Battle for the Bosporus
			}
		}
		name = TUR_mehmet_ali_ulgen
		portraits = {
			army = {
				small = GFX_idea_generic_navy_europe_3
			}
		}
		advisor = {
			slot = navy_chief
			idea_token = TUR_mehmet_ali_ulgen
			name = TUR_mehmet_ali_ulgen
			allowed = {
				original_tag = TUR
				NOT = {
					has_dlc = Battle for the Bosporus
				}
			}
			traits = {
				navy_chief_decisive_battle_1
			}
			cost = 50
			ai_will_do = {
				factor = 1.0
			}
		}
	}
}
### Entity: Event
Component: india.407
Constructs: is_triggered_only, add_stability, add_opinion_modifier
Source: game
File: events/India.txt

Code:
country_event = {
	id = india.407
	title = india.407.t
	desc = india.407.desc
	picture = GFX_report_event_india_protests2
	is_triggered_only = yes
	option = {
		name = india.407.a
		effect_tooltip = {
			add_stability = -0.05
		}
		RAJ = {
			add_opinion_modifier = {
				target = ENG
				modifier = RAJ_tampering_with_our_Administration
			}
		}
	}
}
### Entity: Idea
Component: PAL_jewish_settlements
Constructs: industrial_capacity_factory, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/palestine.txt

Code:
PAL_jewish_settlements = {
	picture = MPL_aliyah_start
	allowed = {
		tag = PAL
	}
	available = {

	}
	cancel = {

	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		production_speed_buildings_factor = -0.15
		industrial_capacity_factory = -0.1
		monthly_population = 0.75
		stability_weekly = -0.001
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_legacy_of_gilani
Constructs: prerequisite, completion_reward, set_rule, add_to_variable
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_legacy_of_gilani
	icon = GFX_focus_PER_legacy_of_gilani
	prerequisite = {
		focus = PER_establish_air_academy
	}
	x = -2
	y = 1
	relative_position_id = PER_establish_air_academy
	cost = 5
	available = {

	}
	ai_will_do = {
		factor = 15
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		set_rule = {
			can_generate_female_aces = yes
		}
		custom_effect_tooltip = PER_modify_iranian_airforce_ns_intro
		add_to_variable = {
			PER_airforce_modifier_conscription_factor = 0.1
			tooltip = conscription_factor_tt
		} {
			PER_airforce_modifier_air_ace_generation_chance_factor = 0.05
			tooltip = air_ace_generation_chance_factor_tt
		}
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_womens_sufferage
Constructs: prerequisite, add_stability, completion_reward, add_popularity
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_womens_sufferage
	icon = GFX_focus_AUS_womens_education_initiative
	available = {

	}
	prerequisite = {
		focus = INS_dissolve_national_party INS_continue_hybrid_politics
	}
	mutually_exclusive = {

	}
	x = 3
	y = 2
	relative_position_id = INS_vice_presidential_edict
	cost = 5
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_popularity = {
			ideology = democratic
			popularity = 0.05
		}
		add_stability = -0.05
	}
}
### Entity: Military Industrial Organization
Component: DEN_burmeister_wain_organization
Constructs: has_completed_focus, has_dlc, add_trait, equipment_bonus, naval_speed, production_bonus
Source: game
File: common/military_industrial_organization/organizations/DEN_organization.txt

Code:
DEN_burmeister_wain_organization = {
	include = generic_task_force_ship_organization
	icon = GFX_idea_DEN_burmeister_wain_organization
	allowed = {
		tag = DEN
		has_dlc = Arms Against Tyranny
	}
	tree_header_text = {
		text = mio_header_systems
		x = 1
	} {
		text = mio_header_weapons
		x = 4
	} {
		text = mio_header_production
		x = 7.5
	}
	override_trait = {
		token = generic_mio_trait_secondary_fire_director_control
		position = {
			x = 4
			y = 0
		}
	} {
		token = generic_mio_trait_primary_fire_director_control
		position = {
			x = 2
			y = 0
		}
	}
	add_trait = {
		token = DEN_mio_trait_coastal_defense_ship_modernization
		name = DEN_mio_trait_coastal_defense_ship_modernization
		icon = GFX_generic_mio_department_icon_ship_general
		special_trait_background = yes
		position = {
			x = 1.5
			y = 0
		}
		relative_position_id = generic_mio_trait_primary_fire_director_control
		limit_to_equipment_type = {
			ship_hull_cruiser_coastal_defense_ship
		}
		visible = {
			owner = {
				has_dlc = Man the Guns
			}
		}
		equipment_bonus = {
			naval_speed = 0.05
			fuel_consumption = -0.05
		}
		production_bonus = {
			production_cost_factor = -0.1
			production_resource_need_factor = -0.05
			production_conversion_speed_factor = 0.1
		}
	} {
		token = DEN_mio_trait_engine_optimization
		name = generic_mio_engine_optimization
		icon = GFX_generic_mio_trait_icon_naval_speed
		special_trait_background = yes
		position = {
			x = 2.5
			y = 0
		}
		relative_position_id = generic_mio_trait_primary_fire_director_control
		equipment_bonus = {
			fuel_consumption = -0.02
			naval_speed = 0.02
			naval_range = 0.02
		}
	} {
		token = DEN_mio_trait_refit_civilian_ships
		name = generic_mio_trait_efficient_scrap_recycling
		icon = GFX_generic_mio_department_icon_ship_general_conversion
		special_trait_background = yes
		all_parents = {
			DEN_mio_trait_engine_optimization
		}
		position = {
			x = -1
			y = 1
		}
		relative_position_id = DEN_mio_trait_engine_optimization
		available = {
			owner = {
				has_completed_focus = DEN_refit_civilian_ships
			}
		}
		production_bonus = {
			production_conversion_speed_factor = 0.1
			production_resource_need_factor = -0.05
		}
	} {
		token = DEN_mio_trait_ship_efficient_scrap_recycling
		name = generic_mio_trait_efficient_scrap_recycling
		icon = GFX_generic_mio_department_icon_ship_general_production
		special_trait_backgrou
# ... (truncated)
### Entity: Scripted Trigger
Component: going_war_with_SOV
Constructs: has_war_with, is_justifying_wargoal_against, has_wargoal_against
Source: game
File: common/scripted_triggers/r56_GER_scripted_triggers.txt

Code:
going_war_with_SOV = {
	or = {
		has_war_with = SOV
		focus_progress = {
			focus = GER_soviet_invasion
			progress = > 0.01
		}
		is_justifying_wargoal_against = SOV
		has_wargoal_against = SOV
	}
}
### Entity: National Focus
Tree: mex_focus
Component: MEX_focus_invite_brazil
Constructs: prerequisite, limit, has_government, has_war_with, add_opinion_modifier, completion_reward, is_in_faction, cancel_if_invalid
Source: game
File: common/national_focus/mexico.txt

Code:
focus = {
	id = MEX_focus_invite_brazil
	icon = GFX_goal_generic_major_alliance
	prerequisite = {
		focus = MEX_focus_hispanic_alliance MEX_focus_bolivarian_alliance
	}
	x = 1
	y = 1
	relative_position_id = MEX_focus_hispanic_alliance
	cost = 5
	ai_will_do = {
		factor = 100
	}
	available = {
		is_in_faction = yes
		BRA = {
			is_in_faction = no
		}
		NOT = {
			has_war_with = BRA
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		unlock_decision_category_tooltip = MEX_category_hispanic_solidarity
		if = {
			limit = {
				has_government = fascism
			}
			BRA = {
				add_opinion_modifier = {
					target = ROOT
					modifier = mexico_hispanic_diplomacy
				}
				add_timed_idea = {
					idea = MEX_synarchist_influence
					days = 720
				}
				set_country_flag = received_MEX_synarchist_influence
			}
		} {
			limit = {
				has_government = communism
			}
			BRA = {
				add_opinion_modifier = {
					target = ROOT
					modifier = mexico_hispanic_diplomacy
				}
				add_timed_idea = {
					idea = MEX_bolivarian_agitation
					days = 720
				}
				set_country_flag = received_MEX_bolivarian_agitation
			}
		} {
			limit = {
				OR = {
					has_government = neutrality democratic
				}
			}
			BRA = {
				add_opinion_modifier = {
					target = ROOT
					modifier = mexico_hispanic_diplomacy
				}
			}
		}
	}
}
### Entity: Unit Template
Component: WGR_MTN_01
Source: game
File: common/units/names_divisions/WGR_names_divisions.txt

Code:
WGR_MTN_01 = {
	name = Mountain Divisions
	for_countries = {
		WGR
	}
	can_use = {
		always = yes
	}
	division_types = {
		mountaineers
	}
	fallback_name = %d. Gebirgsjäger-Division
	ordered = {
		1 = {
			%d. Gebirgsjäger-Division
		}
		2 = {
			%d. Gebirgsjäger-Division
		}
		3 = {
			%d. Gebirgsjäger-Division
		}
		6 = {
			%d. Gebirgsjäger-Division
		}
		4 = {
			%d. Gebirgsjäger-Division
		}
		5 = {
			%d. Gebirgsjäger-Division
		}
		7 = {
			%d. Gebirgsjäger-Division
		}
		188 = {
			%d. Gebirgsjäger-Division
		}
		157 = {
			%d. Gebirgsjäger-Division
		}
		9 = {
			%d. Gebirgsjäger-Division
		}
		8 = {
			%d. Gebirgsjäger-Division
		}
		187 = {
			1. Skijäger-Division
		}
		10 = {
			%d. Gebirgsjäger-Division
		}
		11 = {
			%d. Gebirgsjäger-Division
		}
		12 = {
			%d. Gebirgsjäger-Division
		}
		13 = {
			%d. Gebirgsjäger-Division
		}
		14 = {
			%d. Gebirgsjäger-Division
		}
		15 = {
			%d. Gebirgsjäger-Division
		}
		16 = {
			%d. Gebirgsjäger-Division
		}
		17 = {
			%d. Gebirgsjäger-Division
		}
		18 = {
			%d. Gebirgsjäger-Division
		}
		19 = {
			%d. Gebirgsjäger-Division
		}
		20 = {
			%d. Gebirgsjäger-Division
		}
		21 = {
			%d. Gebirgsjäger-Division
		}
		22 = {
			%d. Gebirgsjäger-Division
		}
		23 = {
			%d. Gebirgsjäger-Division
		}
		24 = {
			%d. Gebirgsjäger-Division
		}
		25 = {
			%d. Gebirgsjäger-Division
		}
		26 = {
			%d. Gebirgsjäger-Division
		}
		27 = {
			%d. Gebirgsjäger-Division
		}
		28 = {
			%d. Gebirgsjäger-Division
		}
		29 = {
			%d. Gebirgsjäger-Division
		}
		30 = {
			%d. Gebirgsjäger-Division
		}
	}
}
### Entity: National Focus
Tree: mal_focus
Component: MAL_the_nation_2
Constructs: prerequisite, completion_reward, set_party_name, add_country_leader_role, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/malaysia.txt

Code:
focus = {
	id = MAL_the_nation_2
	icon = GFX_goal_generic_national_unity
	ai_will_do = {
		factor = 2
	}
	x = 9
	y = 3
	mutually_exclusive = {
		focus = MAL_the_nation_1
	}
	prerequisite = {
		focus = MAL_the_nation
	}
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		set_party_name = {
			ideology = democratic
			long_name = MAL_democratic_imp_long
			name = MAL_democratic_imp
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_country_leader_role = {
			character = MAL_onn_jaafar
			promote_leader = yes
			country_leader = {
				ideology = conservatism
				expire = 1965.1.1.1
				traits = {
					liberal_journalist
				}
			}
		}
		swap_ideas = {
			remove_idea = MAL_political_idea
			add_idea = MAL_political_idea_democracy_2
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Shared Focus
Tree: usc_focus
Component: USC_UNIFIED_defend_the_new_union
Constructs: shared_focus, prerequisite, add_ideas, completion_reward, has_idea
Source: game
File: common/national_focus/r56_central_america_shared.txt

Code:
shared_focus = {
	id = USC_UNIFIED_defend_the_new_union
	icon = GFX_goal_class_a_reservists
	cost = 10
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
	prerequisite = {
		focus = USC_UNIFIED_central_american_unification
	}
	relative_position_id = USC_UNIFIED_central_american_unification
	x = 2
	y = 1
	ai_will_do = {
		factor = 10
	}
	text_icon = NORDIC_focus_style
	bypass = {
		OR = {
			has_idea = idea_r56_defense_of_the_union idea_r56_united_armed_forces
		}
	}
	completion_reward = {
		add_ideas = idea_r56_defense_of_the_union
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_mechanized_focus
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_mechanized_focus
	icon = GFX_goal_generic_build_tank
	prerequisite = {
		focus = FRA_motorized_focus
	}
	x = 0
	y = 1
	relative_position_id = FRA_motorized_focus
	cost = 10
	completion_reward = {
		army_experience = 5
		add_tech_bonus = {
			name = FRA_mechanized_focus
			bonus = 1.0
			uses = 1
			category = cat_mechanized_equipment
		}
	}
}
### Entity: Idea
Component: flexible_contracts_spirit
Constructs: has_dlc, has_doctrine
Source: game
File: common/ideas/navy_spirits.txt

Code:
flexible_contracts_spirit = {
	ledger = navy
	modifier = {
		naval_manufacturer_cost_factor = -0.8
		ship_hull_cruiser_design_cost_factor = -0.6
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			NOT = {
				has_dlc = No Step Back
			}
		} {
			factor = 2
			OR = {
				has_doctrine = coastal_defence_fleet screen_support_focus
			}
		}
	}
}
### Entity: Combat Tactic
Component: tactic_guerrilla_tactics
Constructs: is_attacker, has_trait
Source: game
File: common/combat_tactics.txt

Code:
tactic_guerrilla_tactics = {
	is_attacker = no
	trigger = {
		is_attacker = no
		phase = no
		OR = {
			skill = > 2
			has_trait = trickster
		}
	}
	active = no
	base = {
		factor = 4
	}
	picture = tactic_guerrilla_tactics
	combat_width = -0.5
	attacker = -0.7
	defender = -0.6
}
### Entity: Character
Component: ETH_haile_mariam
Source: game
File: common/characters/ETH.txt

Code:
ETH_haile_mariam = {
	name = ETH_haile_mariam
	portraits = {
		civilian = {
			large = GFX_portrait_ETH_haile_mariam
		}
	}
	country_leader = {
		ideology = fascism_ideology
		traits = {
			captain_of_industry
		}
		expire = 1942.1.1.12
		id = -1
	}
}
### Entity: Character
Component: JUNO_bolivian_falange
Constructs: fascism_drift
Source: game
File: common/country_leader/toa_traits.txt

Code:
JUNO_bolivian_falange = {
	sprite = 13
	random = no
	political_power_factor = 0.15
	justify_war_goal_time = -0.2
	fascism_drift = 0.05
}
### Entity: Unit Template
Component: PAR_DD_HISTORICAL
Source: game
File: common/units/names_ships/PAR_ship_names.txt

Code:
PAR_DD_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_DESTROYERS
	for_countries = {
		PAR
	}
	type = ship
	ship_types = {
		ship_hull_light destroyer
	}
	prefix = ARP 
	fallback_name = Destructor %d
	unique = {
		Cuyabá Almirante Brown Castelli Daymán Desarollo Don Roberto Holanda Itapé Posadas Teniente Pratt Gill
	}
}
### Entity: Event
Component: BBA_italy_missiolinis.102
Constructs: is_triggered_only
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_missiolinis.102
	title = BBA_italy_missiolinis.102.t
	desc = BBA_italy_missiolinis.102.desc
	picture = GFX_report_event_soldiers_marching
	is_triggered_only = yes
	trigger = {
		ITA_missiolinis_system_available = yes
	}
	immediate = {
		hidden_effect = {
			ITA_missiolinis_finalize_mission_effect = yes
			ITA_missiolinis_add_to_failed_missions = yes
		}
	}
	option = {
		name = BBA_italy_missiolinis.102.a
		ITA_missiolini_occupy_albania_failure_effect = yes
	}
}
### Entity: National Focus
Component: wuw_HUN_purchase_burgenland
Constructs: prerequisite, add_ideas, has_war_with, completion_reward, add_political_power, is_owned_and_controlled_by, has_civil_war, cancel_if_invalid
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_purchase_burgenland
	icon = GFX_focus_generic_treaty
	prerequisite = {
		focus = wuw_HUN_enact_agrarian_reform
	}
	x = -1
	y = 1
	relative_position_id = wuw_HUN_enact_agrarian_reform
	cost = 5
	ai_will_do = {
		factor = 25
	}
	available = {
		975 = {
			is_owned_and_controlled_by = AUS
		}
		AUS = {
			has_civil_war = no
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_POLITICAL
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		AUS = {
			country_event = {
				id = WW_hungary.83
				hours = 2
			}
		}
		custom_effect_tooltip = if_they_accept_tt
		effect_tooltip = {
			AUS = {
				add_ideas = HUN_payments_from_hungary_idea
				add_offsite_building = {
					type = industrial_complex
					level = 2
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			add_political_power = -120
			transfer_state = 975
		}
	}
}
### Entity: Scripted Trigger
Component: AST_taog
Constructs: has_dlc
Source: game
File: common/scripted_triggers/AST_scripted_triggers.txt

Code:
AST_taog = {
	original_tag = AST
	has_dlc = Thunder at Our Gates
}
### Entity: Event
Component: usa.7
Constructs: is_triggered_only, ai_chance, has_completed_focus, create_country_leader, limit, add_ideas, remove_ideas, add_political_power
Source: game
File: events/USA.txt

Code:
country_event = {
	id = usa.7
	title = usa.7.t
	desc = usa.7.d
	picture = GFX_report_event_usa_election_roosevelt_wilkie
	is_triggered_only = yes
	trigger = {
		tag = USA
		democratic = > 0.5
		date = > 1940.1.1 < 1941.1.1
		has_idea = new_deal
	}
	immediate = {
		hidden_effect = {
			if = {
				limit = {
					OR = {
						has_completed_focus = USA_voter_registration_act USA_union_representation_act
					}
				}
				country_event = {
					id = usa.32
					days = 730
				}
			}
			else = {
				country_event = {
					id = usa.35
					days = 730
				}
			}
		}
	}
	option = {
		name = usa.7.a
		ai_chance = {
			factor = 75
		}
		if = {
			limit = {
				OR = {
					has_completed_focus = USA_voter_registration_act USA_union_representation_act
				}
			}
			country_event = usa.32
		}
		else = {
			set_variable = {
				election_factor = random
			}
			add_to_variable = {
				election_factor = -0.5
			}
			USA_election_senate = yes
			USA_election_house = yes
			custom_effect_tooltip = usa_congress_elections_tt_bad
			country_event = usa.30
		}
	} {
		name = usa.7.b
		ai_chance = {
			factor = 25
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
		set_party_name = {
			ideology = democratic
			long_name = USA_republican_party
			name = USA_republican_party
		}
		remove_ideas = new_deal
		add_ideas = wilkies_new_deal
		set_variable = {
			election_factor = random
		}
		add_to_variable = {
			election_factor = -0.6
		}
		add_political_power = 120
		USA_election_senate = yes
		USA_election_house = yes
		USA_flip_support = yes
		custom_effect_tooltip = usa_congress_elections_tt_good
		create_country_leader = {
			name = Wendell Wilkie
			desc = POLITICS_WENDELL_WILKIE_DESC
			picture = GFX_portrait_Wendell_Wilkie
			expire = 1965.1.1
			ideology = liberalism
			traits = {

			}
		}
		country_event = usa.31
	}
}
### Entity: Scripted Trigger
Component: EAI_CV_navy_focus_LCV
Constructs: check_variable, has_global_flag, has_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_navy_triggers.txt

Code:
EAI_CV_navy_focus_LCV = {
	OR = {
		check_variable = {
			EAI_FOCUS/NAVY/carrier = global.EAI_B_CV_DESIGN
		} {
			EAI_FOCUS/NAVY/carrier_OVERRIDE = global.EAI_B_CV_DESIGN
		}
		AND = {
			OR = {
				EAI_Carrier_Focus_LCV_PRESET = yes
				has_global_flag = EAI_random_focuses
			}
			NOT = {
				has_variable = EAI_FOCUS/NAVY/carrier EAI_FOCUS/NAVY/carrier_OVERRIDE
			}
		}
	}
}
### Entity: Character
Component: JAP_yoshisuke_aikawa
Constructs: has_government
Source: game
File: common/characters/JAP.txt

Code:
JAP_yoshisuke_aikawa = {
	name = JAP_yoshisuke_aikawa
	portraits = {
		civilian = {
			small = GFX_portrait_JAP_yoshisuke_aikawa_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = JAP_yoshisuke_aikawa
		allowed = {
			original_tag = JAP
		}
		visible = {
			NOT = {
				has_government = communism
			}
		}
		available = {
			NOT = {
				has_government = communism
			}
		}
		traits = {
			JAP_nissan_president
		}
		ai_will_do = {
			base = 0.5
		}
	}
}
### Entity: Event
Component: bftb_greece.235
Constructs: is_triggered_only, add_opinion_modifier, fire_only_once, has_guaranteed
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.235
	title = bftb_greece.235.t
	desc = bftb_greece.235.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	fire_only_once = yes
	trigger = {
		has_guaranteed = TUR
	}
	option = {
		name = bftb_greece.235.a
		effect_tooltip = {
			ROM = {
				diplomatic_relation = {
					country = TUR
					relation = guarantee
					active = no
				}
			}
			add_opinion_modifier = {
				target = ROM
				modifier = BFTB_ROM_abandoned_us
			}
		}
	}
}