Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: AUS_constrained_no_longer
Constructs: stability_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
AUS_constrained_no_longer = {
	random = no
	sprite = 13
	political_power_factor = 0.05
	stability_factor = 0.05
}
### Entity: Event
Component: r56_iraq_faction.7
Constructs: is_triggered_only, ai_chance, add_to_faction, add_ai_strategy
Source: game
File: events/r56_iraq.txt

Code:
country_event = {
	id = r56_iraq_faction.7
	title = r56_iraq_faction.7.t
	desc = r56_iraq_faction.7.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = r56_iraq_faction.7.a
		ai_chance = {
			base = 90
		}
		IRQ = {
			add_to_faction = YEM
		}
		YEM = {
			add_ai_strategy = {
				type = alliance
				id = IRQ
				value = 200
			}
			IRQ = {
				country_event = {
					days = 1
					id = r56_iraq_faction.8
				}
			}
		}
	} {
		name = r56_iraq_faction.7.b
		ai_chance = {
			base = 10
		}
		FROM = {
			country_event = {
				days = 1
				id = r56_iraq_faction.8
			}
		}
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_new_colonial_policies
Constructs: prerequisite, limit, completion_reward, add_political_power, is_subject, is_on_continent, set_temp_variable, every_occupied_country
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_new_colonial_policies
	icon = GFX_focus_ETH_invite_italian_settlers
	prerequisite = {
		focus = ITA_the_ethiopian_question
	}
	mutually_exclusive = {
		focus = ITA_abolish_the_colonies
	}
	x = 1
	y = 1
	relative_position_id = ITA_the_ethiopian_question
	cost = 5
	available = {
		is_subject = no
		any_controlled_state = {
			is_on_continent = africa
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		set_temp_variable = {
			ITA_pp_from_releasing_colonies = 0
		}
		custom_effect_tooltip = ITA_new_colonial_policies_tt ITA_new_colonial_policies_pp_from_released_colonies_tt
		if = {
			limit = {
				any_occupied_country = {
					capital_scope = {
						is_on_continent = africa
					}
				}
			}
			custom_effect_tooltip = generic_current_effects
			every_occupied_country = {
				limit = {
					capital_scope = {
						is_on_continent = africa
					}
				}
				if = {
					limit = {
						is_ai = no
						is_government_in_exile = yes
						exists = yes
					}
					country_event = {
						id = BBA_italy_interaction_events.71
						hours = 1
					}
					if = {
						limit = {
							is_ai = no
						}
						ROOT = {
							country_event = {
								id = BBA_italy_interaction_events.70
								hours = 1
							}
						}
					}
				}
				else_if = {
					limit = {
						exists = yes
					}
					create_dynamic_country = {
						original_tag = THIS
						set_variable = {
							ITA.create_puppet = THIS
						}
						ROOT = {
							every_controlled_state = {
								limit = {
									is_core_of = PREV.PREV
									is_fully_controlled_by = ROOT
								}
								var:ITA.create_puppet = {
									transfer_state = PREV
								}
							}
						}
						set_popularities = {
							democratic = ITA.party_popularity_100@democratic
							neutrality = ITA.party_popularity_100@neutrality
							fascism = ITA.party_popularity_100@fascism
							communism = ITA.party_popularity_100@communism
						}
						set_politics = {
							ruling_party = ROOT
						}
					}
					ROOT = {
						puppet = ITA.create_puppet
					}
					clear_variable = ITA.create_puppet
				}
				else = {
					ROOT = {
						release_puppet_on_controlled = PREV
					}
				}
				hidden_effect = {
					add_to_temp_variable = {
						ROOT.ITA_pp_from_releasing_colonies = 15
					}
				}
			}
		}
		hidden_effect = {
			clamp_variable = {
				var = ITA_pp_from_releasing
# ... (truncated)
### Entity: Idea
Component: MAN_civil_service_2
Constructs: stability_factor, political_power_gain, has_government, removal_cost
Source: game
File: common/ideas/r56_man_ideas.txt

Code:
MAN_civil_service_2 = {
	allowed = {
		always = yes
	}
	cancel = {
		OR = {
			has_government = fascism communism
		}
	}
	removal_cost = -1
	picture = HUN_hungarian_monarchy
	modifier = {
		political_power_gain = 0.075
		stability_factor = 0.075
	}
}
### Entity: Effect Reference
Construct: force_operative_leader_into_hiding
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## force_operative_leader_into_hiding

* Supported Scopes: CHARACTER
* Supported Targets: none

```
Force an operative into hiding, preventing him from performing mission. The specified values is subject to modifiers
force_operative_leader_into_hiding = 12

```
### Entity: Event
Component: KMT_event.1
Constructs: is_triggered_only, ai_chance, has_country_flag, complete_national_focus
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = KMT_event.1
	title = KMT_event.1.t
	desc = KMT_event.1.desc
	picture = GFX_report_event_chinese_soldiers
	is_triggered_only = yes
	option = {
		name = KMT_event.1.a
		trigger = {
			NOT = {
				has_country_flag = KMT_no_true_enemy_flag
			}
		}
		complete_national_focus = KMT_the_true_enemy
	} {
		name = KMT_event.1.b
		complete_national_focus = KMT_the_foreign_imminent_threat
		ai_chance = {
			base = 0
		}
	}
}
### Entity: AI Strategy
Component: FRA_ConvoySurfaceRaiding_1
Source: game
File: common/ai_navy/taskforce/FRA_taskforce_templates.txt

Code:
FRA_ConvoySurfaceRaiding_1 = {
	allowed = {
		original_tag = FRA
	}
	ai_will_do = {
		factor = 1
	}
	keep_updated = yes
	mission = {
		convoy_raiding
	}
	min_composition = {
		battle_cruiser = {
			amount = 1
		}
	}
	optimal_composition = {
		battle_cruiser = {
			amount = 2
		}
	}
}
### Entity: Order of Battle
Component: 5 Su jun Zhiyuanjun
Constructs: division_template
Source: game
File: history/units/PRC_SOV_reinforcements.txt

Code:
division = {
	name = 5 Su jun Zhiyuanjun
	location = 12609
	division_template = Erjinzhi Juntuán
}
### Entity: Unit Template
Component: SPR_MNT_01
Source: game
File: common/units/names_divisions/SPR_names_divisions.txt

Code:
SPR_MNT_01 = {
	name = Mountain Division
	for_countries = {
		SPR
	}
	can_use = {
		always = yes
	}
	division_types = {
		mountaineers
	}
	fallback_name = %da División de Montaña
	ordered = {
		1 = {
			%da División de Montaña
		}
		2 = {
			%da División de Montaña
		}
		3 = {
			%da División de Montaña
		}
		4 = {
			%da División de Montaña
		}
		5 = {
			%da División de Montaña
		}
		6 = {
			%da División de Montaña
		}
		7 = {
			%da División de Montaña
		}
		8 = {
			%da División de Montaña
		}
		9 = {
			%da División de Montaña
		}
		10 = {
			%da División de Montaña
		}
	}
}
### Entity: Idea
Component: GRE_political_instability_republican_2
Constructs: removal_cost
Source: game
File: common/ideas/greece.txt

Code:
GRE_political_instability_republican_2 = {
	allowed = {
		original_tag = GRE
	}
	allowed_civil_war = {
		always = no
	}
	picture = gre_political_instability_republican
	removal_cost = -1
	modifier = {
		political_power_factor = -0.05
	}
}
### Entity: Modifier Reference
Component: RAJ_industrialized_personnel
Source: game
File: common/dynamic_modifiers/0_dynamic_modifiers.txt

Code:
RAJ_industrialized_personnel = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_generic_military_plans
	state_resources_factor = 0.15
	state_production_speed_buildings_factor = 0.15
}
### Entity: Country History
Country: KHA
Component: KHA_misc
Constructs: limit, set_technology, set_research_slots, set_grand_doctrine, has_dlc
Source: game
File: history/countries/KHA - Khakassia.txt

Code:
# Misc for KHA
capital = 569
set_research_slots = 2
set_grand_doctrine = mass_assault new_fleet_in_being
if = {
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
		basic_light_tank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
		basic_light_tank_chassis = 1
	}
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		early_submarine = 1
		basic_submarine = 1
		early_destroyer = 1
		early_light_cruiser = 1
		early_heavy_cruiser = 1
		early_battleship = 1
		early_battlecruiser = 1
		transport = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		early_ship_hull_submarine = 1
		basic_ship_hull_submarine = 1
		early_ship_hull_light = 1
		early_ship_hull_cruiser = 1
		early_ship_hull_heavy = 1
		mtg_transport = 1
		basic_battery = 1
		basic_torpedo = 1
	}
}
### Entity: Order of Battle
Component: Nederlands-Indië Marine
Source: game
File: history/units/HOL_1936_naval_legacy.txt

Code:
fleet = {
	name = Nederlands-Indië Marine
	naval_base = 7381
	task_force = {
		name = Nederlands-Indië Eskader
		location = 7381
		ship = {
			name = HrMs Soerabaja
			definition = heavy_cruiser
			equipment = {
				heavy_cruiser_1 = {
					amount = 1
					owner = HOL
				}
			}
		} {
			name = HrMs Java
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = HOL
				}
			}
		} {
			name = HrMs Sumatra
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = HOL
				}
			}
		} {
			name = HrMs Van Ghent
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = HOL
				}
			}
		} {
			name = HrMs Evertsen
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = HOL
				}
			}
		} {
			name = HrMs Kortenaer
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = HOL
				}
			}
		} {
			name = HrMs Piet Hein
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = HOL
				}
			}
		} {
			name = HrMs Witte de With
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = HOL
				}
			}
		} {
			name = HrMs Banckert
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = HOL
				}
			}
		} {
			name = HrMs Van Nes
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = HOL
				}
			}
		}
	} {
		name = Nederlands-Indië Onderzeeboot Smaldeel
		location = 13403
		ship = {
			name = HrMs K-VII
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = HOL
				}
			}
		} {
			name = HrMs K-VIII
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = HOL
				}
			}
		} {
			name = HrMs K-X
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = HOL
				}
			}
		} {
			name = HrMs K-XVII
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = HOL
					version_name = K-XIV Class
				}
			}
		} {
			name = HrMs K-XVIII
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = HOL
					version_name = K-XIV Class
				}
			}
		} {
			name = HrMs K-IX
			definition = submarine

# ... (truncated)
### Entity: Trigger Reference
Construct: manpower_per_military_factory
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## manpower_per_military_factory

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Number of available manpower per factory the country has. Excluding dockyards.
manpower_per_military_factory < 1000
```
### Entity: Idea
Component: CZE_vitkovice_mining_and_metallurgical_company
Constructs: removal_cost
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_vitkovice_mining_and_metallurgical_company = {
	picture = generic_exploit_mines
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		local_resources_factor = 0.025
		production_lack_of_resource_penalty_factor = -0.025
		production_speed_fuel_silo_factor = 0.025
	}
}
### Entity: Character
Component: air_chief_safety_1
Source: game
File: common/country_leader/00_traits.txt

Code:
air_chief_safety_1 = {
	sprite = 1
	air_accidents_factor = -0.05
	experience_gain_air = @chief_experience_gain_low
	command_cap_increase = @tier1_cp_cap_increase
	command_power = @tier1_cp_cost
	ai_will_do = {
		factor = @air_chief_factor_1
		modifier = {
			factor = 0
			command_power = < @tier1_cp_cost
		}
	}
}
### Entity: Event
Component: egypt.13
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/egypt.txt

Code:
country_event = {
	id = egypt.13
	picture = GFX_report_event_EGY_anglo_egyptian_conference_3
	title = egypt.13.t
	desc = egypt.13.d
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = egypt.13.a
	}
}
### Entity: Idea
Component: GER_mefo_bills_2
Constructs: has_government, removal_cost
Source: game
File: common/ideas/GER.txt

Code:
GER_mefo_bills_2 = {
	name = GER_mefo_bills
	allowed = {
		original_tag = GER
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	picture = ger_mefo_bills
	modifier = {
		consumer_goods_factor = -0.33
		production_speed_arms_factory_factor = 0.25
		production_speed_dockyard_factor = 0.25
		production_speed_naval_base_factor = 0.25
		production_speed_coastal_bunker_factor = 0.25
		production_speed_bunker_factor = 0.25
		production_speed_air_base_factor = 0.25
		production_speed_anti_air_building_factor = 0.25
		production_speed_radar_station_factor = 0.25
		production_speed_fuel_silo_factor = 0.25
		production_speed_synthetic_refinery_factor = 0.15
		political_power_cost = 0.35
	}
}
### Entity: Character
Component: FRA_jean_de_laborde
Source: game
File: common/characters/FRA.txt

Code:
FRA_jean_de_laborde = {
	name = FRA_jean_de_laborde
	portraits = {
		navy = {
			small = GFX_idea_jean_de_laborde
		}
		army = {
			large = GFX_portrait_FRA_jean_de_laborde
		}
	}
	advisor = {
		slot = high_command
		idea_token = jean_de_laborde
		ledger = navy
		allowed = {
			original_tag = FRA
		}
		traits = {
			navy_capital_ship_1
		}
		cost = 50
		ai_will_do = {
			factor = 1.0
		}
	}
	navy_leader = {
		traits = {
			aviation_enthusiast naval_lineage
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		maneuvering_skill = 1
		coordination_skill = 1
		legacy_id = 0
	}
}
### Entity: Unit Template
Component: GRE_ARM_01
Source: game
File: common/units/names_divisions/GRE_names_divisions.txt

Code:
GRE_ARM_01 = {
	name = Armored Division
	for_countries = {
		GRE
	}
	can_use = {
		always = yes
	}
	division_types = {
		light_armor medium_armor heavy_armor modern_armor
	}
	link_numbering_with = {
		GRE_INF_01
	}
	fallback_name = %s Tethorakisméni Merarchía
	ordered = {
		20 = {
			%s Tethorakisméni Merarchía
		}
		1 = {
			%s Tethorakisméni Merarchía
		}
		2 = {
			%s Tethorakisméni Merarchía
		}
		3 = {
			%s Tethorakisméni Merarchía
		}
		4 = {
			%s Tethorakisméni Merarchía
		}
		5 = {
			%s Tethorakisméni Merarchía
		}
		6 = {
			%s Tethorakisméni Merarchía
		}
		7 = {
			%s Tethorakisméni Merarchía
		}
		8 = {
			%s Tethorakisméni Merarchía
		}
		9 = {
			%s Tethorakisméni Merarchía
		}
		10 = {
			%s Tethorakisméni Merarchía
		}
	}
}
### Entity: AI Strategy
Component: SOV_far_east_is_worthless
Constructs: has_war, has_war_with, is_historical_focus_on, has_wargoal_against, has_non_aggression_pact_with
Source: game
File: common/ai_strategy/r56_SOV.txt

Code:
SOV_far_east_is_worthless = {
	allowed = {
		original_tag = SOV
	}
	enable = {
		ROOT = {
			exists = yes
			OR = {
				has_war = yes
				AND = {
					is_historical_focus_on = yes
					GER = {
						has_wargoal_against = SOV
					}
					ROOT = {
						has_non_aggression_pact_with = JAP
					}
				}
			}
			NOT = {
				OR = {
					has_war_with = CHI ENG USA JAP MAN SIK AFG
				}
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = area_priority
		id = east_russia
		value = -375
	} {
		type = area_priority
		id = asia
		value = -375
	} {
		type = prepare_for_war
		id = JAP
		value = -250
	} {
		type = prepare_for_war
		id = MAN
		value = -250
	} {
		type = prepare_for_war
		id = SIK
		value = -250
	} {
		type = prepare_for_war
		id = AFG
		value = -250
	} {
		type = dont_defend_ally_borders
		id = MON
		value = 250
	} {
		type = ignore_claim
		id = JAP
		value = 250
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_promote_immigration_to_brazil
Constructs: prerequisite, completion_reward, set_country_flag
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_promote_immigration_to_brazil
	icon = GFX_focus_generic_promote_SA_immigration
	prerequisite = {
		focus = BRA_desenvolvimentismo
	}
	x = 2
	y = 1
	relative_position_id = BRA_desenvolvimentismo
	cost = 5
	ai_will_do = {
		factor = 5
	}
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		set_country_flag = JUNO_promote_immigration_flag
		custom_effect_tooltip = BRA_promote_immigration_to_brazil_tt
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_great_white
Constructs: prerequisite, limit, completion_reward, is_coastal, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_great_white
	icon = GFX_goal_generic_construct_naval_dockyard
	prerequisite = {
		focus = HON_irca
	}
	relative_position_id = HON_irca
	x = 1
	y = 1
	cost = 5
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_NAVY_XP
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		navy_experience = 25
		if = {
			limit = {
				NOT = {
					any_owned_state = {
						dockyard = > 0
						free_building_slots = {
							building = dockyard
							size = > 1
							include_locked = yes
						}
					}
				}
				any_owned_state = {
					is_coastal = yes
				}
			}
			random_owned_controlled_state = {
				limit = {
					is_coastal = yes
					free_building_slots = {
						building = dockyard
						size = > 1
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = dockyard
					level = 1
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Effect Reference
Construct: add_faction_goal
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## add_faction_goal

* Supported Scopes: COUNTRY
* Supported Targets: none

Adds a goal to the current's country faction.
### Entity: Event
Component: new_ger.112
Constructs: is_triggered_only, ai_chance, complete_national_focus, set_country_flag
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.112
	title = new_ger.112.t
	desc = new_ger.112.d
	picture = GFX_report_event_germany_politician_handshake
	is_triggered_only = yes
	option = {
		name = new_ger.112.a
		complete_national_focus = GER_a_new_monarch_for_a_new_age
	} {
		name = new_ger.112.b
		set_country_flag = GER_louis_ferdinand_flag
		complete_national_focus = GER_a_new_monarch_for_a_new_age
		ai_chance = {
			base = 2
		}
	}
}
### Entity: Idea
Component: SWI_werner
Constructs: has_completed_focus, limit, has_global_flag, research_bonus, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/r56_switzerland.txt

Code:
SWI_werner = {
	picture = werner_risch
	allowed = {
		original_tag = SWI
	}
	available = {
		if = {
			limit = {
				has_global_flag = SWI_R56_focus_tree
			}
			has_completed_focus = SWI_reform_flotilla
		}
		else = {
			has_completed_focus = GEN_Naval_Effort
		}
	}
	cost = 75
	research_bonus = {
		naval_equipment = 0.15
	}
	equipment_bonus = {
		screen_ship = {
			build_cost_ic = -0.1
		}
	}
	traits = {
		convoy_escort_naval_manufacturer
	}
	modifier = {

	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_fortify_border_with_italy
Constructs: every_owned_state, prerequisite, limit, completion_reward, add_building_construction, has_start_date
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_fortify_border_with_italy
	icon = GFX_focus_SWI_fortify_border_with_italy
	x = -3
	y = 1
	relative_position_id = SWI_reaffirm_spiritual_defense
	prerequisite = {
		focus = SWI_reaffirm_spiritual_defense
	}
	cost = 10
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 0.2
			ITA = {
				SWI_country_about_to_be_angry = yes
			}
		}
	}
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		ITA = {
			custom_effect_tooltip = SWI_add_forts_bordering
		}
		hidden_effect = {
			every_owned_state = {
				add_building_construction = {
					type = bunker
					level = 2
					instant_build = yes
					province = {
						all_provinces = yes
						limit_to_border_country = ITA
					}
				}
			}
		}
		if = {
			limit = {
				has_start_date = < 1936.01.02
			}
			SWI_update_neighbor_opinion_balance = yes
			hidden_effect = {
				SWI_find_best_democratic_ally = yes
				SWI_find_biggest_fascist_neighbor = yes
			}
			ITA = {
				SWI_fortify_border_with_country_opinion_fallout = yes
			}
		}
	}
}
### Entity: National Focus
Tree: man_focus
Component: MAN_tsr_bandit_recruitment
Constructs: prerequisite, completion_reward, add_political_power, cancel_if_invalid
Source: game
File: common/national_focus/manchukuo_TSR.txt

Code:
focus = {
	id = MAN_tsr_bandit_recruitment
	icon = GFX_focus_generic_workers
	prerequisite = {
		focus = MAN_tsr_question_the_emperors_authority
	}
	x = 0
	y = 1
	relative_position_id = MAN_tsr_question_the_emperors_authority
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = MAN_tsr_bandit_recruitment_tt
		add_political_power = 100
	}
}
### Entity: Effect Reference
Construct: random
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## random

* Supported Scopes: any
* Supported Targets: none

```
a random effect
```
### Entity: Idea
Component: MEK_democratic_guy
Constructs: has_government
Source: game
File: common/ideas/mecklenburg.txt

Code:
MEK_democratic_guy = {
	picture = generic_political_advisor_europe_1
	allowed = {
		original_tag = MEK
	}
	traits = {
		democratic_reformer
	}
	do_effect = {
		NOT = {
			has_government = democratic
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: Event
Component: mexico.21
Constructs: is_triggered_only, limit, has_global_flag, retire_character, swap_ideas, remove_idea, add_idea
Source: game
File: events/Mexico.txt

Code:
country_event = {
	id = mexico.21
	title = mexico.21.title
	desc = mexico.21.desc
	picture = GFX_report_event_stalin_propaganda
	is_triggered_only = yes
	trigger = {
		NOT = {
			has_global_flag = flag_trotsky_dead
		}
	}
	immediate = {
		hidden_effect = {
			if = {
				limit = {
					tag = SOV
				}
				SOV_kill_trotsky_effect = yes
			}
		}
	}
	option = {
		name = mexico.21.a
		effect_tooltip = {
			retire_character = SOV_lev_trotsky
		}
		swap_ideas = {
			remove_idea = trotskyite_plot_nsb
			add_idea = trotskyite_plot_purged
		}
	}
}
### Entity: AI Strategy
Component: GER_avoid_africa_at_all_cost
Constructs: is_historical_focus_on, has_global_flag
Source: game
File: common/ai_strategy/r56_GER.txt

Code:
GER_avoid_africa_at_all_cost = {
	allowed = {
		original_tag = GER
	}
	enable = {
		is_historical_focus_on = yes
		date = < 1941.1.1
	}
	abort = {
		has_global_flag = FRA_already_surrendered
	}
	ai_strategy = {
		type = area_priority
		id = africa
		value = -475
	} {
		type = area_priority
		id = horn_of_africa
		value = -525
	} {
		type = area_priority
		id = east_africa
		value = -500
	} {
		type = area_priority
		id = suez
		value = -100
	} {
		type = dont_defend_ally_borders
		id = ITA
		value = 500
	} {
		type = dont_defend_ally_borders
		id = AOI
		value = 500
	} {
		type = dont_defend_ally_borders
		id = SUD
		value = 500
	}
}
### Entity: AI Strategy
Component: USA_ENG_sync_invasions_on_europe
Constructs: set_temp_variable, check_variable
Source: game
File: common/ai_strategy/USA.txt

Code:
USA_ENG_sync_invasions_on_europe = {
	allowed = {
		OR = {
			tag = USA ENG
		}
	}
	enable = {
		set_temp_variable = {
			days = global.num_days
		}
		modulo_temp_variable = {
			days = 90
		}
		check_variable = {
			days = < 50
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = front_control
		area = mainland_europe
		ordertype = invasion
		execute_order = no
	}
}