Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Unit Template
Component: GEO_MAR_01
Source: game
File: common/units/names_divisions/GEO_names_divisions.txt

Code:
GEO_MAR_01 = {
	name = Marine Divisions
	for_countries = {
		GEO
	}
	can_use = {
		always = yes
	}
	division_types = {
		marine
	}
	fallback_name = %dya Gruziyanska Div. Morskoi Pekhoty
	ordered = {
		1 = {
			%dya Gruziyanska Div. Morskoi Pekhoty
		}
		2 = {
			%dya Gruziyanska Div. Morskoi Pekhoty
		}
		3 = {
			%dya Gruziyanska Div. Morskoi Pekhoty
		}
		4 = {
			%dya Gruziyanska Div. Morskoi Pekhoty
		}
		5 = {
			%dya Gruziyanska Div. Morskoi Pekhoty
		}
		6 = {
			%dya Gruziyanska Div. Morskoi Pekhoty
		}
		7 = {
			%dya Gruziyanska Div. Morskoi Pekhoty
		}
		8 = {
			%dya Gruziyanska Div. Morskoi Pekhoty
		}
		9 = {
			%dya Gruziyanska Div. Morskoi Pekhoty
		}
		10 = {
			%dya Gruziyanska Div. Morskoi Pekhoty
		}
	}
}
### Entity: Modifier Reference
Component: AST_great_depression_taog_spirit
Constructs: stability_factor, industrial_capacity_factory
Source: game
File: common/dynamic_modifiers/TAOG_dynamic_modifiers.txt

Code:
AST_great_depression_taog_spirit = {
	enable = {
		always = yes
	}
	icon = GFX_idea_generic_economic_crisis
	consumer_goods_factor = AST_great_depression_consumer_goods_factor
	stability_factor = AST_great_depression_stability_factor
	industrial_capacity_factory = AST_great_depression_industrial_capacity_factory
	industrial_capacity_dockyard = AST_great_depression_industrial_capacity_dockyard
}
### Entity: Event
Component: lar_spain.65
Constructs: is_triggered_only, add_war_support, add_opinion_modifier
Source: game
File: events/LAR_Spain.txt

Code:
country_event = {
	id = lar_spain.65
	title = lar_spain.65.t
	desc = lar_spain.65.desc
	picture = GFX_report_event_spr_no_pasaran
	is_triggered_only = yes
	option = {
		name = lar_spain.65.a
		effect_tooltip = {
			FROM = {
				add_opinion_modifier = {
					target = ROOT
					modifier = SPA_spanish_civil_war_commitments
				}
			}
		}
		add_war_support = 0.15
	}
}
### Entity: Character
Component: GDC_zhang_meng
Source: game
File: common/characters/GDC.txt

Code:
GDC_zhang_meng = {
	advisor = {
		slot = air_chief
		idea_token = GDC_zhang_meng
		allowed = {
			original_tag = GDC
		}
		traits = {
			air_chief_reform_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Zhang Meng
	portraits = {
		army = {
			small = GFX_idea_generic_air_asia_1
		}
	}
}
### Entity: Scripted Effect
Component: ITA_set_rds_overlord_effect
Constructs: set_country_flag, set_variable
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_set_rds_overlord_effect = {
	set_country_flag = ITA_rds_overlord_flag
	ROOT = {
		set_variable = {
			ITA_rds_overlord = PREV
		}
	}
}
### Entity: Character
Component: HRZ_coi
Source: game
File: common/characters/HRZ.txt

Code:
HRZ_coi = {
	advisor = {
		slot = political_advisor
		idea_token = HRZ_coi
		allowed = {
			original_tag = HRZ
		}
		traits = {
			captain_of_industry
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_1
		}
	}
}
### Entity: Idea
Component: CHI_correcting_a_hisotrical_wrong_idea
Constructs: has_government, removal_cost, mobilization_speed
Source: game
File: common/ideas/china.txt

Code:
CHI_correcting_a_hisotrical_wrong_idea = {
	picture = CHL_liberal_party_in_power
	removal_cost = -1
	allowed = {
		original_tag = CHI
	}
	allowed_civil_war = {
		has_government = democratic
	}
	modifier = {
		mobilization_speed = 0.1
	}
	targeted_modifier = {
		tag = ENG
		attack_bonus_against = 0.1
	} {
		tag = JAP
		attack_bonus_against = 0.1
	} {
		tag = FRA
		attack_bonus_against = 0.1
	} {
		tag = HOL
		attack_bonus_against = 0.1
	} {
		tag = POR
		attack_bonus_against = 0.1
	} {
		tag = SOV
		attack_bonus_against = 0.1
	} {
		tag = USA
		attack_bonus_against = 0.1
	}
}
### Entity: Idea
Component: EAI_DD_8/super_heavy_tank_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_8/super_heavy_tank_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		super_heavy_tank_chassis = {
			build_cost_ic = -0.2
			instant = yes
		}
	}
}
### Entity: Idea
Component: KMT_powerful_blueshirts
Constructs: stability_factor, has_government, removal_cost, fascism_drift
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_powerful_blueshirts = {
	removal_cost = -1
	picture = generic_intel_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			has_government = fascism
		}
	}
	modifier = {
		stability_factor = -0.15
		political_power_factor = 0.05
		fascism_drift = 0.05
		resistance_damage_to_garrison = -0.25
		land_reinforce_rate = 0.02
	}
}
### Entity: Idea
Component: super_heavy_tank_pro
Constructs: removal_cost, cancel_if_invalid, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/add_effects_land_doc.txt

Code:
super_heavy_tank_pro = {
	removal_cost = -1
	cancel_if_invalid = no
	ai_will_do = {
		factor = 0
	}
	equipment_bonus = {
		super_heavy_tank_chassis = {
			build_cost_ic = -0.15
			instant = yes
		}
	}
}
### Entity: Unit Template
Component: sub_units
Source: game
File: common/units/light_cruiser.txt

Code:
sub_units = {
	light_cruiser = {
		sprite = light_cruiser
		map_icon_category = ship
		priority = 5
		active = yes
		type = {
			screen_ship
		}
		need = {
			ship_hull_cruiser = 1
		}
		max_organisation = 40
		supply_consumption = 0.16
		critical_parts = {
			rudder_jammed destroyed_ammo_storage broken_propeller on_fire
		}
		critical_part_damage_chance_mult = 1
		hit_profile_mult = 1.0
	}
}
### Entity: Event
Component: poland.210
Constructs: is_triggered_only, add_ideas, add_stability, set_autonomy
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland.210
	title = poland.210.t
	desc = poland.210.d
	picture = GFX_report_event_rydz_propaganda
	is_triggered_only = yes
	option = {
		name = poland.210.a
		effect_tooltip = {
			POL = {
				set_autonomy = {
					target = CZE
					autonomous_state = autonomy_dominion
					freedom_level = 0.95
				}
			}
			CZE = {
				add_stability = -0.05
				add_ideas = POL_Liberty_Desire
			}
		}
	}
}
### Entity: State History
Component: 940
Constructs: add_core_of, add_to_array
Source: game
File: history/states/940-Orange Free State.txt

Code:
state = {
	id = 940
	name = STATE_940
	provinces = {
		5231 12064 12648
	}
	history = {
		owner = SAF
		add_core_of = SAF
		add_to_array = {
			state_victory_points = 12648
		}
		buildings = {
			infrastructure = 3
		}
		victory_points = {
			12648 2
		}
	}
	manpower = 693274
	buildings_max_level_factor = 1.0
	state_category = town
	local_supplies = 0.0
}
### Entity: Unit Template
Component: CZE_MEC_01
Source: game
File: common/units/names_divisions/CZE_names_divisions.txt

Code:
CZE_MEC_01 = {
	name = Mechanized Division
	for_countries = {
		CZE
	}
	can_use = {
		always = yes
	}
	division_types = {
		mechanized
	}
	link_numbering_with = {
		CZE_ARM_01
	}
	fallback_name = %d. mechanizovaná divize
	ordered = {
		1 = {
			%d. mechanizovaná divize
		}
		2 = {
			%d. mechanizovaná divize
		}
		3 = {
			%d. mechanizovaná divize
		}
		4 = {
			%d. mechanizovaná divize
		}
		5 = {
			%d. mechanizovaná divize
		}
		6 = {
			%d. mechanizovaná divize
		}
		7 = {
			%d. mechanizovaná divize
		}
		8 = {
			%d. mechanizovaná divize
		}
		9 = {
			%d. mechanizovaná divize
		}
		10 = {
			%d. mechanizovaná divize
		}
	}
}
### Entity: Character
Component: GER_a_man_of_honor
Constructs: stability_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
GER_a_man_of_honor = {
	sprite = 13
	random = no
	stability_factor = 0.1
	drift_defence_factor = 0.1
	enemy_justify_war_goal_time = 0.25
	army_morale_factor = 0.05
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_integrated_armed_forces
Constructs: prerequisite, limit, completion_reward, is_faction_leader, is_in_faction_with, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_integrated_armed_forces
	icon = GFX_goal_generic_military_sphere
	prerequisite = {
		focus = TUR_fortifying_contentious_areas
	}
	available = {
		OR = {
			is_faction_leader = yes
			AND = {
				is_in_faction_with = GRE
				GRE = {
					is_faction_leader = yes
				}
			} {
				is_in_faction_with = ROM
				ROM = {
					is_faction_leader = yes
				}
			} {
				is_in_faction_with = YUG
				YUG = {
					is_faction_leader = yes
				}
			}
		}
	}
	x = 0
	y = 1
	relative_position_id = TUR_fortifying_contentious_areas
	cost = 10
	ai_will_do = {
		base = 10
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = TUR_balkan_defense_council_spirit
			add_idea = TUR_united_balkan_security_forces
		}
		for_each_scope_loop = {
			array = faction_members
			if = {
				limit = {
					NOT = {
						tag = ROOT
					}
					OR = {
						original_tag = GRE ROM YUG
					}
				}
				swap_ideas = {
					remove_idea = TUR_balkan_defense_council_spirit
					add_idea = TUR_united_balkan_security_forces
				}
			}
		}
	}
}
### Entity: Character
Component: AUS_franz_von_keil
Constructs: is_coastal
Source: game
File: common/characters/AUS.txt

Code:
AUS_franz_von_keil = {
	advisor = {
		slot = navy_chief
		idea_token = AUS_franz_von_keil
		allowed = {
			original_tag = AUS
		}
		traits = {
			navy_chief_decisive_battle_2
		}
		cost = 100
		ai_will_do = {
			base = 1
			modifier = {
				factor = 0.1
				any_controlled_state = {
					is_coastal = no
				}
			}
		}
	}
	name = AUS_franz_von_keil
	portraits = {
		army = {
			small = GFX_portrait_AUS_franz_von_keil_small
		}
	}
}
### Entity: National Focus
Tree: cyp_focus
Component: CYP_coastal_investments
Constructs: prerequisite, add_ideas, completion_reward, random_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_cyprus.txt

Code:
focus = {
	id = CYP_coastal_investments
	icon = GFX_goal_generic_expand_the_naval_industry
	cost = 8
	x = 3
	y = 1
	relative_position_id = CYP_begin_urbanisation_efforts
	prerequisite = {
		focus = CYP_begin_urbanisation_efforts CYP_continue_farming_reliance
	}
	completion_reward = {
		random_controlled_state = {
			prioritize = {
				183
			}
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			} {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
		custom_effect_tooltip = r56_newline
		add_ideas = r56_CYP_naval_industry
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: hoa_focus
Component: HOA_the_adjective_industrial_fund
Constructs: prerequisite, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/horn_of_africa.txt

Code:
focus = {
	id = HOA_the_adjective_industrial_fund
	icon = GFX_goal_generic_construct_civ_factory
	prerequisite = {
		focus = HOA_the_state_bank_of_name
	}
	mutually_exclusive = {
		focus = HOA_the_adjective_regional_development_fund
	}
	x = 1
	y = 1
	relative_position_id = HOA_the_state_bank_of_name
	cost = 10
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		random_owned_controlled_state = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Idea
Component: TRK_military_government_idea
Constructs: removal_cost
Source: game
File: common/ideas/r56_turkestan.txt

Code:
TRK_military_government_idea = {
	picture = ARG_military_government
	removal_cost = -1
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = no
	}
	modifier = {
		army_chief_cost_factor = -0.5
		high_command_cost_factor = -0.5
		unit_leader_as_advisor_cp_cost_factor = -0.3
		military_leader_cost_factor = 0.2
	}
}
### Entity: Event
Component: samoa_smuggle_stuffs.4
Constructs: is_triggered_only, add_equipment_to_stockpile
Source: game
File: events/Samoa.txt

Code:
country_event = {
	id = samoa_smuggle_stuffs.4
	title = samoa_smuggle_stuffs.1.t
	desc = samoa_smuggle_stuffs.1.desc
	picture = GFX_report_event_british_artillery
	is_triggered_only = yes
	option = {
		name = samoa_smuggle_stuffs.success
		add_equipment_to_stockpile = {
			type = artillery_equipment_1
			amount = 50
			producer = USA
		}
	}
}
### Entity: Event
Component: r56_australia.23
Constructs: is_triggered_only, ai_chance
Source: game
File: events/R56_Australia.txt

Code:
country_event = {
	id = r56_australia.23
	title = r56_australia.23.t
	desc = r56_australia.23.d
	picture = GFX_report_event_ast_navy
	is_triggered_only = yes
	option = {
		name = r56_australia.23.a
		effect_tooltip = {
			AST = {
				transfer_state = 711 712
			}
		}
		hidden_effect = {
			FROM = {
				country_event = {
					id = r56_australia.24
					hours = 1
				}
			}
		}
	} {
		name = r56_australia.23.b
		ai_chance = {
			base = 0
		}
		hidden_effect = {
			FROM = {
				country_event = {
					id = r56_australia.25
					hours = 1
				}
			}
		}
	}
}
### Entity: Idea
Component: ARM_yerevan_oil_and_gas_factory
Constructs: research_bonus
Source: game
File: common/ideas/armenia.txt

Code:
ARM_yerevan_oil_and_gas_factory = {
	picture = generic_refining_concern_1
	allowed = {
		original_tag = ARM
	}
	research_bonus = {
		industry = 0.1
		synth_resources = 0.15
	}
	traits = {
		refinery_concern
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: idea_URG_corporatism
Constructs: research_speed_factor, industrial_capacity_factory, fascism_drift
Source: game
File: common/ideas/uruguay.txt

Code:
idea_URG_corporatism = {
	allowed_civil_war = {
		always = yes
	}
	picture = generic_volunteer_expedition_bonus
	modifier = {
		political_power_factor = -0.15
		research_speed_factor = -0.035
		drift_defence_factor = 0.3
		fascism_drift = 0.02
		resistance_growth = -0.2
		industrial_capacity_dockyard = 0.15
		industrial_capacity_factory = 0.15
	}
}
### Entity: Character
Component: COS_carlos_uribe_alpoveda
Source: game
File: common/characters/COS.txt

Code:
COS_carlos_uribe_alpoveda = {
	advisor = {
		slot = high_command
		idea_token = COS_carlos_uribe_alpoveda
		ledger = air
		allowed = {
			original_tag = COS
		}
		traits = {
			air_strategic_bombing_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Carlos Uribé Alpoveda
	portraits = {
		army = {
			small = GFX_idea_generic_air_south_america_2
		}
	}
}
### Entity: Trigger Reference
Construct: has_government
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_government

* Supported Scopes: COUNTRY
* Supported Targets: none

```
does country government (ruling party) belong to ideology group
```
### Entity: Military Industrial Organization
Component: DEBUG_generic_range_focused_aircraft_organization
Constructs: has_country_flag, has_dlc, is_debug
Source: game
File: common/military_industrial_organization/organizations/00_DEBUG_organization.txt

Code:
DEBUG_generic_range_focused_aircraft_organization = {
	include = generic_range_focused_aircraft_organization
	allowed = {
		has_dlc = Arms Against Tyranny
		is_debug = yes
	}
	visible = {
		owner = {
			has_country_flag = mio_show_all_archetypes_flag
		}
	}
}
### Entity: State History
Component: 999
Constructs: add_core_of, add_to_array
Source: game
File: history/states/999-Espirito Santo.txt

Code:
state = {
	id = 999
	name = STATE_999
	manpower = 567081
	state_category = town
	history = {
		owner = BRA
		victory_points = {
			10999 1
		}
		buildings = {
			infrastructure = 2
			industrial_complex = 1
			10999 = {
				naval_base = 1
			}
		}
		add_core_of = BRA
		add_to_array = {
			state_victory_points = 10999
		}
	}
	provinces = {
		2153 10999 8196
	}
	local_supplies = 0.0
}
### Entity: Idea
Component: CHI_sharia5
Constructs: research_speed_factor, army_defence_factor, stability_factor, has_government, army_attack_factor, removal_cost, fascism_drift
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_sharia5 = {
	picture = tur_varlik_vergisi
	cancel = {
		NOT = {
			has_government = fascism
		}
	}
	removal_cost = -1
	modifier = {
		stability_factor = 0.025
		fascism_drift = 0.15
		drift_defence_factor = 0.1
		political_power_factor = 0.2
		research_speed_factor = -0.1
		consumer_goods_factor = -0.25
		army_attack_factor = 0.075
		army_defence_factor = 0.075
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
}
### Entity: Unit Template
Component: SPR_INF_01
Constructs: has_government
Source: game
File: common/units/names_divisions/SPR_names_divisions.txt

Code:
SPR_INF_01 = {
	name = Republican Infantry
	for_countries = {
		SPR
	}
	can_use = {
		NOT = {
			has_government = fascism
		}
	}
	division_types = {
		infantry
	}
	fallback_name = %da División de Infantería
	ordered = {
		1 = {
			%da División de Infantería
		}
		2 = {
			%da División de Infantería
		}
		3 = {
			%da División de Infantería
		}
		4 = {
			%da División de Infantería
		}
		5 = {
			%da División de Infantería
		}
		6 = {
			%da División de Infantería
		}
		7 = {
			%da División de Infantería
		}
		8 = {
			%da División de Infantería
		}
		9 = {
			%da División de Infantería
		}
		10 = {
			%da División de Infantería
		}
		11 = {
			%da División de Infantería
		}
		12 = {
			%da División de Infantería
		}
		13 = {
			%da División de Infantería
		}
		14 = {
			%da División de Infantería
		}
		15 = {
			%da División de Infantería
		}
		16 = {
			%da División de Infantería
		}
		17 = {
			%da División de Infantería
		}
		18 = {
			%da División de Infantería
		}
		19 = {
			%da División de Infantería
		}
		20 = {
			%da División de Infantería
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/BOL_1939.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = BOL
		}
		requested_factories = 1
		progress = 0.31
		efficiency = 100
	}
}
### Entity: Shared Focus
Component: BALTIC_german_war_economics
Constructs: shared_focus, prerequisite, limit, has_government, has_war_with, is_major, completion_reward, has_capitulated
Source: game
File: common/national_focus/baltic_shared.txt

Code:
shared_focus = {
	id = BALTIC_german_war_economics
	icon = GFX_goal_generic_production
	dynamic = yes
	prerequisite = {
		focus = BALTIC_axis_investments
	}
	x = -1
	y = 1
	relative_position_id = BALTIC_axis_investments
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		any_other_country = {
			exists = yes
			has_capitulated = no
			has_government = fascism
			is_major = yes
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		upgrade_economy_law = yes
		capital_scope = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								free_building_slots = {
									building = arms_factory
									size = > 0
									include_locked = yes
								}
								is_in_home_area = yes
							}
						}
					}
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: men_focus
Component: MEN_radicalize_the_peasants
Constructs: add_war_support, completion_reward, is_subject, has_civil_war, has_idea, cancel_if_invalid, is_historical_focus_on, add_popularity
Source: game
File: common/national_focus/mengkukuo.txt

Code:
focus = {
	id = MEN_radicalize_the_peasants
	icon = GFX_focus_ICE_embrace_the_workers_revolution
	mutually_exclusive = {
		focus = MEN_petition_nima-odsor_to_stay_in_shangbei MEN_strengthen_ties_with_japan
	}
	x = 71
	y = 0
	available = {
		is_subject = no
		has_civil_war = no
		has_idea = MEN_the_long_winter
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	cost = 8
	ai_will_do = {
		factor = 20
		modifier = {
			is_historical_focus_on = yes
			factor = 0
		}
	}
	completion_reward = {
		add_war_support = 0.05
		add_popularity = {
			ideology = communism
			popularity = 0.1
		}
		add_timed_idea = {
			idea = MEN_growing_revolutionary_sentiment
			days = 365
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Character
Component: GER_guider_of_the_reich
Constructs: war_support_factor, army_attack_factor, production_speed_buildings_factor, conscription_factor, neutrality_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
GER_guider_of_the_reich = {
	sprite = 13
	random = no
	production_speed_buildings_factor = 0.025
	conscription_factor = 0.025
	economy_cost_factor = -0.25
	trade_laws_cost_factor = -0.25
	high_command_cost_factor = -0.25
	mobilization_laws_cost_factor = -0.25
	neutrality_drift = 0.03
	army_attack_factor = 0.025
	war_support_factor = 0.05
}
### Entity: Idea
Component: KMT_chinese_resistance2a
Constructs: stability_factor, removal_cost, neutrality_drift
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_chinese_resistance2a = {
	removal_cost = -1
	picture = SOV_desperate_measures_ns_nsb_ccp_sov_compatibility
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {

	}
	modifier = {
		consumer_goods_factor = 0.7
		stability_factor = -0.2
		neutrality_drift = 0.03
		army_core_defence_factor = -0.3
		attrition = 1
	}
}
### Entity: Character
Component: NGR_communist_guy
Constructs: has_government
Source: game
File: common/characters/NGR.txt

Code:
NGR_communist_guy = {
	advisor = {
		slot = political_advisor
		idea_token = NGR_communist_guy
		allowed = {
			original_tag = NGR
		}
		traits = {
			communist_revolutionary
		}
		do_effect = {
			not = {
				has_government = communism
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_3
		}
	}
}
### Entity: Event
Component: bftb_bulgaria_balkan_federation.14
Constructs: is_triggered_only, limit, add_opinion_modifier, has_state_flag, every_controlled_state, is_controlled_by, every_state
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_balkan_federation.14
	title = bftb_bulgaria_balkan_federation.14.t
	desc = bftb_bulgaria_balkan_federation.14.desc
	picture = GFX_report_event_bul_soviet_army_sofia
	is_triggered_only = yes
	option = {
		name = bftb_bulgaria_balkan_federation.14.a
		effect_tooltip = {
			if = {
				limit = {
					any_controlled_state = {
						has_state_flag = BUL_italy_yields_state_flag
					}
				}
				custom_effect_tooltip = BUL_italy_yields_states_to_root_tt
				every_controlled_state = {
					limit = {
						has_state_flag = BUL_italy_yields_state_flag
					}
				}
			} {
				limit = {
					any_state = {
						has_state_flag = BUL_italy_yields_state_flag
						NOT = {
							is_controlled_by = ROOT
						}
					}
				}
				custom_effect_tooltip = BUL_italy_yields_states_to_others_tt
				every_state = {
					limit = {
						has_state_flag = BUL_italy_yields_state_flag
						NOT = {
							is_controlled_by = ROOT
						}
					}
				}
			}
		}
		add_opinion_modifier = {
			target = BUL
			modifier = BUL_territorial_arbitration
		}
	}
}