Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: SPR_altos_hornos_de_vizcaya
Constructs: has_dlc, research_bonus
Source: game
File: common/ideas/spain_republic.txt

Code:
SPR_altos_hornos_de_vizcaya = {
	picture = SPR_altos_hornos_de_vizcaya
	allowed = {
		has_dlc = La Resistance
		original_tag = SPR
	}
	available = {
		OR = {
			custom_trigger_tooltip = {
				tooltip = SPR_scw_not_in_progress_tt
				NOT = {
					SPR_scw_in_progress = yes
				}
			}
			controls_state = 792
		}
	}
	research_bonus = {
		industry = 0.15
	}
	traits = {
		industrial_concern
	}
	modifier = {

	}
}
### Entity: Character
Component: cornered_fox
Constructs: army_defence_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
cornered_fox = {
	random = no
	army_defence_factor = 0.15
	army_morale_Factor = 0.1
	ai_will_do = {
		factor = 1
	}
}
### Entity: AI Strategy
Component: EAI_FRA_prepare_for_war_vs_GER
Constructs: has_completed_focus, has_war_with, is_historical_focus_on
Source: game
File: common/ai_strategy/FRA_EAI.txt

Code:
EAI_FRA_prepare_for_war_vs_GER = {
	allowed = {
		tag = FRA
	}
	enable = {
		is_historical_focus_on = yes
		tag = FRA
		date = < 1941.1.1
		NOT = {
			EAI_is_not_independent = yes
		}
		OR = {
			GER = {
				has_war_with = FRA
			} {
				has_completed_focus = GER_danzig_or_war
			} {
				focus_progress = {
					focus = GER_danzig_or_war
					progress = > 0
				}
			}
		}
		GER = {
			EAI_THIS_is_threat_to_PREV = yes
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = strategic_air_importance
		id = 5
		value = 25000
	} {
		type = strategic_air_importance
		id = 19
		value = 25000
	} {
		type = front_unit_request
		value = 25
		strategic_region = 19 7 5
	} {
		type = front_unit_request
		value = -100
		tag = AOI
	} {
		type = front_unit_request
		value = 50
		tag = GER
	} {
		type = prepare_for_war
		id = GER
		value = 200
	}
}
### Entity: Shared Focus
Tree: est_focus
Component: EST_heavy_industry
Constructs: shared_focus, prerequisite, completion_reward, add_resource
Source: game
File: common/national_focus/r56_estonia_shared.txt

Code:
shared_focus = {
	id = EST_heavy_industry
	icon = GFX_focus_generic_steel
	prerequisite = {
		focus = EST_more_civilian_factories
	}
	available = {
		controls_state = 13 191
	}
	x = 2
	y = 3
	cost = 8
	available_if_capitulated = yes
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_resource = {
			type = steel
			amount = 6
			state = 191
		} {
			type = steel
			amount = 6
			state = 13
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STEEL
	}
}
### Entity: Joint Focus
Component: CONGO_jungle_industry
Constructs: prerequisite, limit, joint_focus, has_war_with, completion_reward, is_subject_of, has_global_flag, random_controlled_state
Source: game
File: common/national_focus/congo_shared.txt

Code:
joint_focus = {
	id = CONGO_jungle_industry
	dynamic = yes
	icon = GFX_focus_BRA_amazon_colonization
	prerequisite = {
		focus = CONGO_the_heart_of_africa
	}
	relative_position_id = CONGO_the_heart_of_africa
	x = 2
	y = 1
	cost = 10
	text_icon = CONGO_BEL_COG_focus_style
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL FOCUS_FILTER_TFV_AUTONOMY
	}
	joint_trigger = {
		CONGO_is_a_congo_viable_nation = yes
	}
	available = {
		OR = {
			AND = {
				original_tag = BEL
				BEL = {
					any_subject_country = {
						original_tag = COG
					}
				}
			} {
				original_tag = COG
				COG = {
					is_subject_of = BEL
				}
			}
		}
		custom_trigger_tooltip = {
			tooltip = CONGO_jungle_industry_available_tt
			OR = {
				538 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
				718 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
				890 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
				888 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
				889 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
				295 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
				772 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
				539 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
				773 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
				297 = {
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
			}
		}
		NOT = {
			OR = {
				has_war_with = BEL COG
				has_global_flag = CONGO_independence_war_ongoing
			}
		}
	}
	available_if_capitulated = yes
	completion_reward = {

	}
	completion_reward_joint_originator = {
		IF = {
			limit = {
				original_tag = COG
			}
			random_controlled_state = {
				limit = {
					OR = {
						AND = {
							is_core_of = COG
							is_owned_by = COG
							is_fully_controlled_by = COG
						} {
							is_core_of = KAT
							is_owned_by = KAT
							is_fully_controlled_by = KAT
						}
					}
					free_building_slots = {
						building = industrial_complex
						size = > 1
						include_locked = yes
					}
				}
				prioritize = {
					538
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			} {
				limit = {
					OR = {
						AND = {
							is_core_of = COG
				
# ... (truncated)
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_39
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_39 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 39
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 39
	}
}
### Entity: Unit Template
Component: DDR_DD_HISTORICAL
Source: game
File: common/units/names_ships/DDR_ship_names.txt

Code:
DDR_DD_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_DESTROYERS
	for_countries = {
		DDR
	}
	type = ship
	ship_types = {
		ship_hull_light destroyer
	}
	fallback_name = T %d
	unique = {
		Tag der Arbeit Berlin Jasmund Nordperd Kondor Bergen Demmin Pasewalk Malchin Templin Neustrelitz Zingst Prerow Kirchdorf Libben Komet Meteor Wolgast Kamenz Jüterbog Bernau Eilenburg Gransee Ostseeland Altenburg Internationaler Kampftag der Arbeiterklasse Tag der Arbeiterbewegung Pinguin
	}
}
### Entity: Event
Component: AST_political_events.2
Constructs: is_triggered_only, limit, add_ideas, has_country_flag
Source: game
File: events/TAOG_Australia.txt

Code:
country_event = {
	id = AST_political_events.2
	title = AST_political_events.2.t
	picture = GFX_report_event_election_vote
	is_triggered_only = yes
	desc = {
		text = AST_political_events.2.desc.a
		trigger = {
			has_country_flag = AST_referendum_aviation
		}
	} {
		text = AST_political_events.2.desc.b
		trigger = {
			has_country_flag = AST_referendum_marketing
		}
	}
	option = {
		name = AST_political_events.2.a
		IF = {
			limit = {
				has_country_flag = AST_referendum_aviation
			}
			add_ideas = AST_referendum_aviation_idea
			ELSE = {
				limit = {
					has_country_flag = AST_referendum_marketing
				}
				add_ideas = AST_referendum_marketing_idea
			}
		}
	}
}
### Entity: Character
Component: PRC_chen_tanqiu
Constructs: has_dlc
Source: game
File: common/characters/PRC.txt

Code:
PRC_chen_tanqiu = {
	instance = {
		allowed = {
			has_dlc = No Compromise, No Surrender La Resistance
		}
		name = PRC_chen_tanqiu
		portraits = {
			civilian = {
				small = GFX_portrait_PRC_chen_tanqiu
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = PRC_chen_tanqiu
			allowed = {
				original_tag = PRC
			}
			traits = {
				PRC_behind_enemy_lines_traits
			}
			ai_will_do = {
				base = 1.0
			}
		}
	} {
		allowed = {
			has_dlc = No Compromise, No Surrender
			NOT = {
				has_dlc = La Resistance
			}
		}
		name = PRC_chen_tanqiu
		portraits = {
			civilian = {
				small = GFX_portrait_PRC_chen_tanqiu
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = PRC_chen_tanqiu
			allowed = {
				original_tag = PRC
			}
			traits = {
				guerilla_warfare_expert
			}
			ai_will_do = {
				base = 1.0
			}
		}
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_department_of_ballistic_metrology
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_department_of_ballistic_metrology
	icon = GFX_goal_generic_position_armies
	prerequisite = {
		focus = BEL_royal_military_academy
	}
	relative_position_id = BEL_royal_military_academy
	x = 3
	y = 1
	cost = 10
	available = {

	}
	completion_reward = {
		custom_effect_tooltip = BEL_modify_royal_military_academy_dynamic_modifier_tt
		add_to_variable = {
			BEL_royal_military_academy_army_artillery_attack_factor = 0.1
			tooltip = army_artillery_attack_factor_tt
		}
	}
}
### Entity: Modifier Reference
Construct: army_org
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## army_org

* Number with 1 decimal places
* **Categories**: army, defensive, aggressive
### Entity: AI Strategy
Component: USA_home_guard_invaded
Constructs: is_core_of
Source: game
File: common/ai_strategy/USA.txt

Code:
USA_home_guard_invaded = {
	allowed = {
		original_tag = USA
	}
	enable = {
		surrender_progress = > 0
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = front_control
		state_trigger = {
			is_core_of = USA
		}
		area = north_america
		priority = 250
		ratio = 0
		ordertype = front
		execution_type = rush
		execute_order = yes
		manual_attack = yes
	} {
		type = area_priority
		id = north_america
		value = 60
	} {
		type = front_unit_request
		state_trigger = {
			is_core_of = USA
		}
		area = north_america
		value = 250
	}
}
### Entity: Scripted Trigger
Component: DEN_has_political_edicts_dynamic_modifier
Constructs: has_dynamic_modifier
Source: game
File: common/scripted_triggers/DEN_scripted_triggers.txt

Code:
DEN_has_political_edicts_dynamic_modifier = {
	has_dynamic_modifier = {
		modifier = DEN_political_edicts_dynamic_modifier
	}
}
### Entity: Event
Component: SCA_iceland.3
Constructs: is_triggered_only, set_party_name, add_country_leader_role, set_politics
Source: game
File: events/ICE_events.txt

Code:
country_event = {
	id = SCA_iceland.3
	title = SCA_iceland.3.t
	desc = SCA_iceland.3.desc
	picture = GFX_report_event_generic_parliament
	is_triggered_only = yes
	option = {
		name = SCA_iceland.3.a
		custom_effect_tooltip = SCA_iceland.3.a.tt
		hidden_effect = {
			set_party_name = {
				ideology = neutrality
				long_name = Bændaflokkur
				name = Bændaflokkur
			}
			add_country_leader_role = {
				character = ICE_hermann_jonasson
				country_leader = {
					ideology = socialism
					expire = 1965.1.1
					id = -1
				}
				promote_leader = yes
			} {
				character = ICE_tryggvi_porhallsson
				country_leader = {
					ideology = moderatism
					expire = 1965.1.1
					id = -1
				}
				promote_leader = yes
			}
			set_politics = {
				ruling_party = democratic
			}
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_siberian_railnetworks
Constructs: prerequisite, limit, completion_reward, is_historical_focus_on, complete_tooltip, random_state, has_state_flag, add_building_construction
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_siberian_railnetworks
	icon = GFX_cold_railway
	prerequisite = {
		focus = SOV_finish_the_five_year_plan_old
	}
	x = -2
	y = 1
	cost = 5
	ai_will_do = {
		factor = 30
		modifier = {
			is_historical_focus_on = no
			factor = 20
		}
	}
	available = {

	}
	bypass = {
		custom_trigger_tooltip = {
			tooltip = infrastructure_effort_tt
			all_owned_state = {
				free_building_slots = {
					building = infrastructure
					size = < 1
				}
			}
		}
	}
	complete_tooltip = {
		random_state = {
			limit = {
				has_state_flag = SOV_east_rail_1
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				has_state_flag = SOV_east_rail_2
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				has_state_flag = SOV_east_rail_3
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				has_state_flag = SOV_east_rail_4
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				has_state_flag = SOV_east_rail_5
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				has_state_flag = SOV_east_rail_6
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				has_state_flag = SOV_east_rail_7
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = SOV_poor_railnetworks_0
			}
			swap_ideas = {
				remove_idea = SOV_poor_railnetworks_0
				add_idea = SOV_poor_railnetworks_1
			}
			else = {
				if = {
					limit = {
						has_idea = SOV_poor_railnetworks_1
					}
					swap_ideas = {
						remove_idea = SOV_poor_railnetworks_1
						add_idea = SOV_poor_railnetworks_2
					}
				}
			}
		}
		random_owned_controlled_state = {
			prioritize = {
				409
			}
			limit = {
				free_building_slots = {
					building = infrastructure
					size = > 0
				}
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
			set_state_flag = SOV_east_rail_1
		} {
			prioritize = {
				657
			}
	
# ... (truncated)
### Entity: National Focus
Tree: bel_focus
Component: BEL_la_dame_blanche
Constructs: prerequisite, limit, add_ideas, completion_reward, has_dlc, has_intelligence_agency, create_intelligence_agency, add_tech_bonus
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_la_dame_blanche
	icon = GFX_focus_BEL_la_dame_blanche
	prerequisite = {
		focus = BEL_government_in_exile
	}
	relative_position_id = BEL_government_in_exile
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	x = 0
	y = 1
	cost = 5
	available = {

	}
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				has_dlc = La Resistance
			}
			if = {
				limit = {
					has_intelligence_agency = no
				}
				create_intelligence_agency = yes
			}
			add_ideas = BEL_dame_blanche_ns
		}
		else = {
			add_tech_bonus = {
				bonus = 0.75
				uses = 2
				category = decryption_tech
			}
		}
	}
}
### Entity: Modifier Reference
Component: CZE_ceskoslovenske_letectvo_dynamic_modifier
Source: game
File: common/dynamic_modifiers/mun_dynamic_modifiers.txt

Code:
CZE_ceskoslovenske_letectvo_dynamic_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_CZE_ceskoslovenska_letectvo
	air_untrained_pilots_penalty_factor = CZE_ceskoslovenske_letectvo_air_untrained_pilots_penalty_factor
	air_training_xp_gain_factor = CZE_ceskoslovenske_letectvo_air_training_xp_gain_factor
	air_volunteer_cap = CZE_ceskoslovenske_letectvo_dynamic_air_volunteer_cap
	air_accidents_factor = CZE_ceskoslovenske_letectvo_air_accidents_factor
	air_ace_generation_chance_factor = CZE_ceskoslovenske_letectvo_air_ace_generation_chance_factor
	ace_effectiveness_factor = CZE_ceskoslovenske_letectvo_ace_effectiveness_factor
	production_speed_air_base_factor = CZE_ceskoslovenske_letectvo_production_speed_air_base_factor
	production_speed_anti_air_building_factor = CZE_ceskoslovenske_letectvo_production_speed_anti_air_building_factor
	air_home_defence_factor = CZE_ceskoslovenske_letectvo_air_home_defence_factor
	air_superiority_efficiency = CZE_ceskoslovenske_letectvo_air_superiority_efficiency
	air_weather_penalty = CZE_ceskoslovenske_letectvo_air_weather_penalty
	air_wing_xp_loss_when_killed_factor = CZE_ceskoslovenske_letectvo_air_wing_xp_loss_when_killed_factor
	air_range_factor = CZE_ceskoslovenske_letectvo_air_range_factor
	air_strategic_bomber_bombing_factor = CZE_ceskoslovenske_letectvo_air_strategic_bomber_bombing_factor
	air_cas_efficiency = CZE_ceskoslovenske_letectvo_air_cas_efficiency
	air_attack_factor = CZE_ceskoslovenske_letectvo_air_attack_factor
	air_night_penalty = CZE_ceskoslovenske_letectvo_air_night_penalty
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Template%3ACleanup/doc.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
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### Entity: Character
Component: CHL_guillermo_barrios_tirado
Constructs: has_government
Source: game
File: common/characters/CHL.txt

Code:
CHL_guillermo_barrios_tirado = {
	name = CHL_guillermo_barrios_tirado
	portraits = {
		army = {
			large = GFX_portrait_CHL_guillermo_barrios_tirado
			small = GFX_portrait_CHL_guillermo_barrios_tirado_military_small
		}
		civilian = {
			small = GFX_portrait_CHL_guillermo_barrios_tirado_civilian_small
		}
	}
	advisor = {
		slot = theorist
		idea_token = CHL_guillermo_barrios_tirado_theorist
		allowed = {
			original_tag = CHL
		}
		available = {
			OR = {
				has_government = neutrality democratic fascism
			}
			not_already_hired_except_as = theorist
		}
		visible = {
			NOT = {
				has_government = communism
			}
		}
		traits = {
			grand_battle_plan_expert
		}
	} {
		slot = political_advisor
		idea_token = CHL_guillermo_barrios_tirado_advisor
		allowed = {
			original_tag = CHL
		}
		available = {
			has_government = democratic
			not_already_hired_except_as = political_advisor
		}
		visible = {
			has_government = democratic
		}
		traits = {
			JUNO_minister_of_defense
		}
	}
	corps_commander = {
		traits = {
			hill_fighter
		}
		skill = 2
		attack_skill = 2
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 2
		legacy_id = -1
		visible = {
			OR = {
				has_government = neutrality democratic fascism
			}
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_emperor_for_people
Constructs: prerequisite, limit, has_government, completion_reward, allow_branch, add_to_variable, random_owned_state, is_owned_and_controlled_by
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_emperor_for_people
	icon = GFX_focus_PER_emperor_for_people
	prerequisite = {
		focus = PER_choose_a_shahbanu
	}
	x = 1
	y = 1
	relative_position_id = PER_choose_a_shahbanu
	mutually_exclusive = {
		focus = PER_embrace_opulence
	}
	cost = 10
	allow_branch = {

	}
	available = {
		has_government = neutrality
	}
	ai_will_do = {
		factor = 20
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = PER_legacy_of_greatness_tt
		add_to_variable = {
			PER_legacy_infra = 0.05
			tooltip = production_speed_infrastructure_factor_tt
		} {
			PER_legacy_factory_efficiency = 0.05
			tooltip = production_factory_efficiency_gain_factor_tt
		}
		random_owned_state = {
			limit = {
				infrastructure = < 5
				is_owned_and_controlled_by = ROOT
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = infrastructure
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Event
Component: r56_raj.109
Constructs: is_triggered_only, add_stability, add_popularity, set_country_flag, clr_country_flag
Source: game
File: events/India.txt

Code:
country_event = {
	id = r56_raj.109
	title = r56_raj.109.t
	desc = r56_raj.109.d
	picture = GFX_report_event_picture_RAJ_House_of_Parliament
	is_triggered_only = yes
	option = {
		name = r56_raj.109.a
		add_stability = -0.05
		add_popularity = {
			ideology = neutrality
			popularity = -0.05
		}
		set_country_flag = Insurance_Act_failed interface_disable
		clr_country_flag = Insurance_Act_init
	}
}
### Entity: Decision
Component: USA_foreign_support
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/USA_decision_categories.txt

Code:
USA_foreign_support = {
	allowed = {
		OR = {
			original_tag = USA CSA
		}
	}
	visible = {
		OR = {
			has_completed_focus = USA_invite_foreign_support
			tag = CSA
		}
	}
}
### Entity: Event
Component: tfv_south_africa.62
Constructs: is_triggered_only, ai_chance, limit, set_country_flag, set_politics, add_popularity, add_to_faction
Source: game
File: events/TFV_South_Africa.txt

Code:
country_event = {
	id = tfv_south_africa.62
	title = tfv_south_africa.62.t
	desc = tfv_south_africa.62.d
	picture = GFX_report_event_african_soldiers
	is_triggered_only = yes
	option = {
		name = tfv_south_africa.61.a
		ai_chance = {
			base = 100
		}
		COG = {
			if = {
				limit = {
					SAF = {
						controls_state = 295 538 718 888 889 890
					}
				}
				transfer_state = 295 538 718 888 889 890
			}
		}
		SAF = {
			puppet = COG
		}
		set_country_flag = SAF_released_COG
	} {
		name = tfv_south_africa.61.b
		ai_chance = {
			base = 0
		}
		COG = {
			if = {
				limit = {
					SAF = {
						controls_state = 295 538 718 888 889 890
					}
				}
				transfer_state = 295 538 718 888 889 890
			}
			hidden_effect = {
				set_politics = {
					ruling_party = communism
					elections_allowed = no
				}
				add_popularity = {
					ideology = communism
					popularity = 0.75
				}
			}
		}
		set_country_flag = SAF_released_COG
		SAF = {
			add_to_faction = COG
		}
	}
}
### Entity: Character
Component: BEL_raymond_lallemant
Constructs: has_dlc
Source: game
File: common/characters/BEL.txt

Code:
BEL_raymond_lallemant = {
	instance = {
		allowed = {
			has_dlc = Gotterdammerung
		}
		advisor = {
			slot = high_command
			idea_token = BEL_raymond_lallemant
			ledger = air
			allowed = {
				original_tag = BEL
			}
			traits = {
				air_close_air_support_1
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
		name = BEL_raymond_lallemant
		portraits = {
			army = {
				small = GFX_portrait_BEL_raymond_lallemant_small
			}
		}
	}
}
### Entity: Idea
Component: TUR_kemalist_army_officers_extended_power_disloyal
Constructs: stability_factor, removal_cost, planning_speed
Source: game
File: common/ideas/turkey.txt

Code:
TUR_kemalist_army_officers_extended_power_disloyal = {
	allowed = {
		original_tag = TUR
	}
	allowed_civil_war = {
		always = no
	}
	picture = tur_kemalist_officers_disloyalty_effect
	removal_cost = -1
	modifier = {
		stability_factor = -0.1
		max_planning = -0.05
		planning_speed = -0.1
		experience_gain_army_factor = -0.1
	}
}