Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: WLL_Jules_Mahieu
Constructs: has_government
Source: game
File: common/ideas/wallonia.txt

Code:
WLL_Jules_Mahieu = {
	allowed = {
		original_tag = WLL
	}
	traits = {
		democratic_reformer
	}
	do_effect = {
		NOT = {
			has_government = democratic
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: AI Strategy
Component: CZE_super_boost_light_for_modern_armor
Constructs: division_template, has_tech, has_template_ai_majority_unit
Source: game
File: common/ai_strategy/CZE.txt

Code:
CZE_super_boost_light_for_modern_armor = {
	allowed = {
		original_tag = CZE
	}
	enable = {
		OR = {
			has_tech = main_battle_tank main_battle_tank_chassis
		}
		NOT = {
			has_template_ai_majority_unit = modern_armor
		}
	}
	abort = {
		has_template_ai_majority_unit = modern_armor
	}
	ai_strategy = {
		type = land_xp_spend_priority
		id = division_template
		value = 100
	} {
		type = template_prio
		id = medium_armor
		value = 100
	} {
		type = template_prio
		id = modern_armor
		value = 150
	}
}
### Entity: Character
Component: SLO_karol_sidor
Source: game
File: common/characters/SLO.txt

Code:
SLO_karol_sidor = {
	advisor = {
		slot = political_advisor
		idea_token = SLO_karol_sidor
		allowed = {
			original_tag = SLO
		}
		traits = {
			silent_workhorse
		}
	}
	name = Karol Sidor
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_1
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_crowning_ourselves_with_the_fin_ugor
Constructs: prerequisite, limit, completion_reward, is_subject, every_state, is_core_of, add_claim_by, create_wargoal
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_crowning_ourselves_with_the_fin_ugor
	icon = GFX_focus_TUR_crowning_ourselves_with_the_fin_ugor
	prerequisite = {
		focus = TUR_turanist_ambition
	}
	x = 0
	y = 2
	relative_position_id = TUR_turanist_ambition
	cost = 10
	ai_will_do = {
		base = 10
	}
	available = {
		is_subject = no
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		every_state = {
			limit = {
				OR = {
					is_core_of = FIN EST
				}
			}
			add_claim_by = TUR
		}
		216 = {
			add_claim_by = TUR
		}
		215 = {
			add_claim_by = TUR
		}
		213 = {
			add_claim_by = TUR
		}
		if = {
			limit = {
				FIN = {
					exists = yes
				}
			}
			create_wargoal = {
				type = annex_everything
				target = FIN
			}
		} {
			limit = {
				EST = {
					exists = yes
				}
			}
			create_wargoal = {
				type = annex_everything
				target = EST
			}
		} {
			limit = {
				SOV = {
					exists = yes
				}
			}
			create_wargoal = {
				type = take_state_focus
				generator = {
					216 215 213
				}
				target = SOV
			}
		}
	}
}
### Entity: Idea
Component: EGY_fascist_guy
Constructs: has_government
Source: game
File: common/ideas/egypt.txt

Code:
EGY_fascist_guy = {
	picture = generic_political_advisor_arab_2
	allowed = {
		original_tag = EGY
	}
	traits = {
		fascist_demagogue
	}
	do_effect = {
		NOT = {
			has_government = fascism
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: National Focus
Tree: nzl_focus
Component: NZL_scrap_metal_recycling
Constructs: prerequisite, has_war, completion_reward, has_war_support, cancel_if_invalid, add_resource, add_tech_bonus
Source: game
File: common/national_focus/new_zealand.txt

Code:
focus = {
	id = NZL_scrap_metal_recycling
	icon = GFX_focus_GER_factories_for_resources
	prerequisite = {
		focus = NZL_restart_the_onekaka_ironworks
	}
	x = 0
	y = 1
	relative_position_id = NZL_restart_the_onekaka_ironworks
	cost = 5
	ai_will_do = {
		factor = 25
	}
	available = {
		controls_state = 284
		OR = {
			has_war = yes
			has_war_support = > 0.5
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		723 = {
			add_resource = {
				type = steel
				amount = 8
			} {
				type = rubber
				amount = 4
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_tech_bonus = {
			name = BRA_oil_industry_bonus
			bonus = 0.25
			uses = 1
			category = synth_resources
		}
	}
}
### Entity: National Focus
Component: special_forces
Constructs: prerequisite, add_ideas, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/generic.txt

Code:
focus = {
	id = special_forces
	icon = GFX_goal_generic_special_forces
	prerequisite = {
		focus = equipment_effort_3
	} {
		focus = doctrine_effort_2
	} {
		focus = armor_effort
	}
	x = 1
	y = 1
	relative_position_id = equipment_effort_3
	cost = 10
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = special_forces
		add_tech_bonus = {
			name = special_forces_bonus
			bonus = 1.0
			uses = 1
			technology = paratroopers paratroopers2 marines marines2 tech_mountaineers tech_mountaineers2
		}
	}
}
### Entity: AI Strategy
Component: ITA_fighter
Constructs: has_tech
Source: game
File: common/ai_equipment/ITA_planes.txt

Code:
ITA_fighter = {
	category = air
	available_for = {
		ITA
	}
	roles = {
		air_fighter
	}
	priority = {
		factor = 1000
	}
	cr_32_default = {
		priority = {
			factor = 100
			modifier = {
				has_tech = basic_small_airframe engines_2
				factor = 0
			}
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = small_plane_airframe_0
			modules = {
				fixed_main_weapon_slot = heavy_mg_2x
				fixed_auxiliary_weapon_slot_1 = empty
				engine_type_slot = engine_1_1x
				special_type_slot_1 = empty
				special_type_slot_2 = empty
			}
		}
		allowed_modules = {
			heavy_mg_2x light_mg_2x engine_1_1x
		}
	}
	c_200_default = {
		priority = {
			factor = 250
			modifier = {
				has_tech = improved_small_airframe engines_3
				factor = 0
			}
		}
		history = yes
		target_variant = {
			match_value = 2000
			type = small_plane_airframe_1
			modules = {
				fixed_main_weapon_slot = heavy_mg_2x
				fixed_auxiliary_weapon_slot_1 = empty
				engine_type_slot = engine_2_1x
				special_type_slot_1 = armor_plate_small
				special_type_slot_2 = self_sealing_fuel_tanks_small
			}
		}
		allowed_modules = {
			heavy_mg_2x light_mg_2x engine_2_1x armor_plate_small self_sealing_fuel_tanks_small drop_tanks
		}
	}
	c_202_default = {
		priority = {
			factor = 350
			modifier = {
				has_tech = engines_4
				factor = 0
			} {
				has_tech = advanced_small_airframe
				factor = 0
			}
		}
		history = yes
		target_variant = {
			match_value = 3000
			type = small_plane_airframe_2
			modules = {
				fixed_main_weapon_slot = heavy_mg_2x
				fixed_auxiliary_weapon_slot_1 = light_mg_2x
				engine_type_slot = engine_3_1x
				special_type_slot_1 = armor_plate_small
				special_type_slot_2 = self_sealing_fuel_tanks_small
				special_type_slot_3 = drop_tanks
			}
		}
		allowed_modules = {
			heavy_mg_2x light_mg_2x aircraft_cannon_1_2x aircraft_cannon_1_1x engine_3_1x armor_plate_small self_sealing_fuel_tanks_small drop_tanks
		}
	}
	c_205_improved = {
		priority = {
			factor = 450
			modifier = {
				has_tech = advanced_small_airframe
				factor = 0
			}
		}
		history = yes
		target_variant = {
			match_value = 3500
			type = small_plane_airframe_2
			modules = {
				fixed_main_weapon_slot = aircraft_cannon_1_2x
				fixed_auxiliary_weapon_slot_1 = heavy_mg_2x
				engine_type_slot = engine_4_1x
				special_type_slot_1 = armor_plate_small
				special_type_slot_2 = self_sealing_fu
# ... (truncated)
### Entity: AI Strategy
Component: GER_modern_tanks
Constructs: has_war, is_major, any_of
Source: game
File: common/ai_equipment/GER_tank.txt

Code:
GER_modern_tanks = {
	category = land
	blocked_for = {

	}
	available_for = {
		GER
	}
	roles = {
		land_modern_tank
	}
	priority = {
		factor = 200
		modifier = {
			num_of_factories = < 100
			factor = 0
		}
	}
	basic_modern_tank_default = {
		priority = {
			factor = 100
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = modern_tank_chassis
			modules = {
				main_armament_slot = {
					any_of = {
						tank_heavy_cannon_3 tank_high_velocity_cannon_3 tank_heavy_cannon_2 tank_high_velocity_cannon_2 tank_heavy_cannon
					}
				}
				turret_type_slot = tank_modern_tank_turret
				suspension_type_slot = tank_torsion_bar_suspension
				armor_type_slot = tank_welded_armor
				engine_type_slot = tank_gasoline_engine
				special_type_slot_1 = tank_radio_module
				special_type_slot_2 = smoke_launchers
				special_type_slot_3 = armor_skirts
				special_type_slot_4 = sloped_armor
			}
			upgrades = {
				tank_nsb_engine_upgrade = 14
				tank_nsb_armor_upgrade = {
					base = 4
					modifier = {
						add = 4
						has_war = yes
					} {
						any_enemy_country = {
							is_major = yes
						}
						add = 3
					}
				}
			}
		}
		allowed_modules = {
			tank_high_velocity_cannon_2 tank_high_velocity_cannon_3 tank_heavy_cannon tank_heavy_cannon_2 tank_heavy_cannon_3 tank_modern_tank_turret tank_torsion_bar_suspension tank_welded_armor tank_gas_turbine_engine tank_gasoline_engine sloped_armor smoke_launchers armor_skirts stabilizer tank_radio_3 tank_radio_2 tank_radio_1
		}
	}
}
### Entity: National Focus
Component: aviation_effort_2
Constructs: prerequisite, limit, has_country_flag, completion_reward, complete_tooltip, add_building_construction, add_doctrine_cost_reduction, is_controlled_by
Source: game
File: common/national_focus/generic.txt

Code:
focus = {
	id = aviation_effort_2
	icon = GFX_goal_generic_air_doctrine
	prerequisite = {
		focus = bomber_focus fighter_focus
	}
	x = -1
	y = 1
	relative_position_id = bomber_focus
	cost = 10
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	available_if_capitulated = yes
	complete_tooltip = {
		air_experience = 25
		if = {
			limit = {
				has_country_flag = aviation_effort_2_AB
			}
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			}
		}
		add_doctrine_cost_reduction = {
			name = air_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
	}
	completion_reward = {
		air_experience = 25
		if = {
			limit = {
				capital_scope = {
					OR = {
						NOT = {
							is_controlled_by = ROOT
						} {
							free_building_slots = {
								building = air_base
								size = > 1
							}
						}
					}
				}
			}
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = air_base
						size = > 1
					}
				}
				add_building_construction = {
					type = air_base
					level = 2
					instant_build = yes
				}
				ROOT = {
					set_country_flag = aviation_effort_2_AB
				}
			}
		} {
			limit = {
				capital_scope = {
					is_controlled_by = ROOT
					free_building_slots = {
						building = air_base
						size = > 1
					}
				}
			}
			capital_scope = {
				add_building_construction = {
					type = air_base
					level = 2
					instant_build = yes
				}
				ROOT = {
					set_country_flag = aviation_effort_2_AB
				}
			}
		}
		add_doctrine_cost_reduction = {
			name = air_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
	}
}
### Entity: Character
Component: FAR_louis_zachariasen
Source: game
File: common/characters/FAR.txt

Code:
FAR_louis_zachariasen = {
	name = Louis Zachariasen
	portraits = {
		civilian = {
			small = GFX_idea_generic_captain_of_industry_eastern_european_2d
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = FAR_louis_zachariasen
		allowed = {
			original_tag = FAR
		}
		available = {

		}
		cost = 150
		traits = {
			minister_of_posts_and_telegraphs
		}
	}
}
### Entity: Event
Component: cityfall.17
Constructs: is_triggered_only, set_global_flag
Source: game
File: events/CFM_city_events.txt

Code:
news_event = {
	id = cityfall.17
	title = cityfall.17.t
	desc = cityfall.17.d
	picture = GFX_news_event_018
	major = yes
	is_triggered_only = yes
	immediate = {
		set_global_flag = fall_of_london_chi
	}
	option = {
		name = cityfall.17.a
		trigger = {
			NOT = {
				TAG = CHI ENG
			}
		}
	} {
		name = cityfall.17.b
		trigger = {
			TAG = CHI
		}
	} {
		name = cityfall.17.c
		trigger = {
			TAG = ENG
		}
	}
}
### Entity: Event
Component: chile.24
Constructs: is_triggered_only
Source: game
File: events/Chile.txt

Code:
country_event = {
	id = chile.24
	title = German Rejection
	desc = The Germans refused to send an advisor.
	picture = GFX_report_event_chamberlain
	is_triggered_only = yes
	option = {
		name = We are better off without them anyway.
	}
}
### Entity: Character
Component: MPL_harold_macmichael
Source: game
File: common/characters/MPL.txt

Code:
MPL_harold_macmichael = {
	name = Harold MacMichael
	portraits = {
		civilian = {
			large = gfx/leaders/MPL/r56_portrait_MPL_Harold_MacMichael.dds
		}
	}
	country_leader = {
		ideology = colonial_government
		traits = {
			MPL_high_commissioner MPL_anti_zionist
		}
	}
}
### Entity: Modifier Reference
Construct: faction
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## Modifiers for scope faction

* [faction_influence_contribution_factor](#faction_influence_contribution_factor)
* [faction_influence_war_score_factor](#faction_influence_war_score_factor)
* [faction_subject_contribution_gain](#faction_subject_contribution_gain)
### Entity: Order of Battle
Component: air_wing_242
Source: game
File: history/units/SOV_1939_air_legacy.txt

Code:
air_wings = {
	242 = {
		fighter_equipment_1 = {
			owner = SOV
			amount = 60
		}
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_inflitrate_the_carabinieros
Constructs: has_completed_focus, prerequisite, add_ideas, has_country_flag, completion_reward
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_inflitrate_the_carabinieros
	icon = GFX_focus_generic_infiltration
	relative_position_id = CHL_empower_the_preparation_department
	x = 2
	y = 1
	cost = 5
	prerequisite = {
		focus = CHL_empower_the_preparation_department
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 1
	}
	available = {
		NOT = {
			OR = {
				has_country_flag = CHL_carabineros_secured_by_opposition
				has_completed_focus = CHL_commence_the_counter_revolution
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = CHL_carabineros_de_chile_fascist
		custom_effect_tooltip = CHL_skip_one_line_tt
		CHL_one_more_fascist_focus_done = yes
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_eiserne_legion
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_eiserne_legion
	icon = GFX_focus_generic_workers
	prerequisite = {
		focus = AUS_sturmscharen_support
	}
	mutually_exclusive = {

	}
	x = 0
	y = 1
	relative_position_id = AUS_sturmscharen_support
	search_filters = {
		FOCUS_FILTER_MILITARY_CHARACTER
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		show_unit_leaders_tooltip = AUS_richard_steidle
		swap_ideas = {
			remove_idea = AUS_militia_support
			add_idea = AUS_militia_support_2
		}
	}
}
### Entity: Shared Focus
Tree: gco_focus
Component: GCO_UNIFIED_connect_the_cities
Constructs: shared_focus, prerequisite, limit, completion_reward, has_idea, random_controlled_state, is_core_of, add_building_construction
Source: game
File: common/national_focus/r56_gran_colombia_shared.txt

Code:
shared_focus = {
	id = GCO_UNIFIED_connect_the_cities
	icon = GFX_goal_generic_road
	cost = 10
	prerequisite = {
		focus = GCO_UNIFIED_gran_colombian_unification
	}
	relative_position_id = GCO_UNIFIED_gran_colombian_unification
	x = 0
	y = 1
	ai_will_do = {
		factor = 10
	}
	text_icon = NORDIC_focus_style
	available = {
		NOT = {
			has_idea = generic_recent_economic_unification
		}
		num_of_controlled_states = > 3
	}
	completion_reward = {
		random_controlled_state = {
			limit = {
				is_core_of = ROOT
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				is_core_of = ROOT
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				is_core_of = ROOT
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				is_core_of = ROOT
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Event
Component: SEA_japan_foreign_policy.102
Constructs: is_triggered_only
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_foreign_policy.102
	title = SEA_japan_foreign_policy.102.t
	desc = SEA_japan_foreign_policy.102.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = SEA_japan_foreign_policy.102.a
	}
}
### Entity: Idea
Component: QUE_council_communism
Constructs: political_power_gain, communism_drift
Source: game
File: common/ideas/quebec.txt

Code:
QUE_council_communism = {
	allowed = {
		original_tag = QUE
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	picture = SOV_system_decentralization
	modifier = {
		political_power_gain = 0.15
		communism_drift = 0.1
		drift_defence_factor = -0.05
		compliance_growth = 0.05
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_hungarian_line
Constructs: prerequisite, completion_reward, is_in_faction_with, cancel_if_invalid, add_building_construction
Source: game
File: common/national_focus/czechoslovakia.txt

Code:
focus = {
	id = CZE_hungarian_line
	icon = GFX_goal_generic_construct_military
	prerequisite = {
		focus = CZE_sudeten_2
	}
	x = -2
	y = 2
	relative_position_id = CZE_sudeten_1
	cost = 5
	ai_will_do = {
		factor = 60
		modifier = {
			factor = 0.5
			is_in_faction_with = GER
		} {
			factor = 0.5
			is_in_faction_with = HUN
		} {
			factor = 0.5
			HUN = {
				exists = no
			}
		} {
			factor = 0.1
			HABSBURG_joint_trigger = yes
		}
	}
	available = {
		CZE = {
			controls_state = 664
		} {
			controls_state = 73
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		army_experience = 30
		custom_effect_tooltip = generic_skip_one_line_tt
		664 = {
			add_building_construction = {
				type = bunker
				province = 3565
				level = 3
				instant_build = yes
			} {
				type = bunker
				province = 3716
				level = 3
				instant_build = yes
			} {
				type = bunker
				province = 6561
				level = 3
				instant_build = yes
			} {
				type = bunker
				province = 6573
				level = 3
				instant_build = yes
			} {
				type = bunker
				province = 9537
				level = 3
				instant_build = yes
			} {
				type = bunker
				province = 11679
				level = 3
				instant_build = yes
			}
		}
		73 = {
			add_building_construction = {
				type = bunker
				province = 11691
				level = 3
				instant_build = yes
			} {
				type = bunker
				province = 3548
				level = 3
				instant_build = yes
			}
		}
	}
}
### Entity: Event
Component: poland.109
Constructs: is_triggered_only
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland.109
	title = poland.109.t
	desc = poland.109.d
	picture = GFX_report_event_polish_mine_detector
	is_triggered_only = yes
	option = {
		name = poland.109.a
	}
}
### Entity: Event
Component: ARG_political_events.31
Constructs: is_triggered_only, ai_chance, limit, add_opinion_modifier, add_political_power, has_dlc, set_country_flag
Source: game
File: events/TOA_Argentina.txt

Code:
country_event = {
	id = ARG_political_events.31
	title = ARG_political_events.31.t
	desc = ARG_political_events.31.desc
	picture = GFX_report_event_ARG_osmar_hellmuth
	is_triggered_only = yes
	option = {
		name = ARG_political_events.31.a
		ai_chance = {
			base = 10
		}
		add_political_power = 50
		GER = {
			add_opinion_modifier = {
				target = ARG
				modifier = large_increase
			}
		}
		IF = {
			limit = {
				has_dlc = La Resistance
			}
			JUNO_create_osmar_hellmuth_operative = yes
		}
		ELSE = {
			set_country_flag = ARG_hellmuth_released
		}
	} {
		name = ARG_political_events.31.b
		ai_chance = {
			base = 10
		}
		add_political_power = 150
		GER = {
			add_opinion_modifier = {
				target = ARG
				modifier = large_decrease
			}
		}
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_resistance_industries
Constructs: prerequisite, has_war_with, completion_reward, has_capitulated, is_in_faction, add_offsite_building
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_resistance_industries
	icon = GFX_focus_generic_industry_1
	prerequisite = {
		focus = POL_prepare_for_the_inevitable
	}
	available = {
		OR = {
			has_capitulated = yes
			AND = {
				OR = {
					has_war_with = GER SOV
				}
				is_in_faction = yes
				surrender_progress = > 0.6
			}
		}
	}
	x = 1
	y = 1
	relative_position_id = POL_prepare_for_the_inevitable
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_offsite_building = {
			type = industrial_complex
			level = 5
		}
	}
}
### Entity: Character
Component: GRN_greenland_worker_councils
Constructs: has_dlc
Source: game
File: common/characters/GRN.txt

Code:
GRN_greenland_worker_councils = {
	instance = {
		allowed = {
			has_dlc = Trial of Allegiance
		}
		name = GRN_greenland_worker_councils
		portraits = {
			civilian = {
				large = GFX_portrait_INU_council
			}
		}
		country_leader = {
			ideology = marxism
			expire = 1965.1.1
			id = -1
			traits = {
				communist_council_trait
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Trial of Allegiance
			}
		}
		name = GRN_greenland_worker_councils
		portraits = {
			civilian = {
				large = gfx/leaders/r56_generic/r56_generic_collective.dds
			}
		}
		country_leader = {
			ideology = marxism
			expire = 1965.1.1
			id = -1
		}
	}
}
### Entity: Idea
Component: AUS_integrated_economies
Constructs: is_subject_of
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_integrated_economies = {
	picture = ARG_civilian_economy_boost
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			is_subject_of = AUS
		}
	}
	modifier = {
		cic_to_overlord_factor = 0.2
	}
}
### Entity: Idea
Component: bra_bandeirantes
Constructs: removal_cost, recon_factor
Source: game
File: common/ideas/r56_brazil.txt

Code:
bra_bandeirantes = {
	allowed = {
		original_tag = BRA
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = BRA_bandeirantes_pic
	removal_cost = -1
	modifier = {
		heat_attrition_factor = -0.5
		supply_consumption_factor = -0.1
		recon_factor = 0.05
		special_forces_cap = 0.05
		special_forces_defence_factor = 0.05
		winter_attrition_factor = 1
		max_planning = -0.25
		experience_gain_army_factor = -0.2
	}
}
### Entity: Modding Documentation
Construct: threat
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## threat
* Aliases: tension
* Arguments: threat amount

Adds or show threat level of player
### Entity: Character
Component: SWE_zeth_hoglund
Constructs: has_completed_focus, has_government
Source: game
File: common/characters/SWE.txt

Code:
SWE_zeth_hoglund = {
	advisor = {
		slot = political_advisor
		cost = 150
		idea_token = SWE_zeth_hoglund
		allowed = {
			OR = {
				original_tag = SWE CHL
			}
		}
		available = {
			OR = {
				has_government = communism
				AND = {
					has_completed_focus = SWE_align_more_closely_with_the_landsorganisationen
					has_government = democratic
				}
				CHL_hub_of_the_revolution_trigger = yes
			}
		}
		visible = {
			OR = {
				has_government = communism
				AND = {
					has_completed_focus = SWE_align_more_closely_with_the_landsorganisationen
					has_government = democratic
				}
				CHL_hub_of_the_revolution_trigger = yes
			}
		}
		traits = {
			marxist_philosopher
		}
	}
	name = SWE_zeth_hoglund
	portraits = {
		civilian = {
			small = GFX_portrait_SWE_zeth_hoglund_small
		}
	}
}
### Entity: Event
Component: ww_congo.36
Constructs: is_triggered_only, ai_chance
Source: game
File: events/WUW_Congo.txt

Code:
country_event = {
	id = ww_congo.36
	title = ww_congo.36.t
	desc = ww_congo.36.desc
	is_triggered_only = yes
	picture = GFX_report_event_british_inspect_troops
	option = {
		name = ww_congo.36.a
		ai_chance = {
			base = 5
		}
	}
}