Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Order of Battle
Component: Midway Island Garrison
Constructs: division_template
Source: game
File: history/units/USA_1936.txt

Code:
division = {
	name = Midway Island Garrison
	location = 13052
	division_template = Garrison Brigade
	start_experience_factor = 0.1
	start_equipment_factor = 0.15
}
### Entity: Scripted Trigger
Component: SWI_country_positive_opinion
Constructs: check_variable
Source: game
File: common/scripted_triggers/SWI_scripted_triggers.txt

Code:
SWI_country_positive_opinion = {
	custom_trigger_tooltip = {
		tooltip = SWI_country_positive_opinion_TT
	}
	check_variable = {
		THIS.opinion@SWI = > 0
	}
}
### Entity: Modifier Reference
Component: ETH_state_last_stand_modifier
Source: game
File: common/dynamic_modifiers/bba_dynamic_modifiers.txt

Code:
ETH_state_last_stand_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_generic_military_plans
	army_core_defence_factor = 0.15
	supply_consumption_factor = -0.25
}
### Entity: Joint Focus
Component: ABDA_maintain_strategic_flexibility
Constructs: has_completed_focus, prerequisite, joint_focus, add_ideas, has_country_flag
Source: game
File: common/national_focus/abdacom_shared_branch.txt

Code:
joint_focus = {
	id = ABDA_maintain_strategic_flexibility
	icon = GFX_focus_generic_befriend_usa
	prerequisite = {
		focus = ABDA_abdacom
	}
	relative_position_id = ABDA_abdacom
	text_icon = USA_focus_style
	x = 2
	y = 1
	cost = 5
	available = {
		OR = {
			has_country_flag = abdacom_member
			has_completed_focus = ABDA_abdacom
		}
		tag = USA
	}
	available_if_capitulated = no
	ai_will_do = {
		factor = 10
	}
	completion_reward_joint_originator = {
		USA = {
			add_ideas = ABDA_maintain_strategic_flexibility_spirit
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_a_frontline_suited_for_intellectuals
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPR_a_frontline_suited_for_intellectuals
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = SPR_no_pasaran
	}
	icon = GFX_focus_research
	x = 0
	y = 1
	relative_position_id = SPR_no_pasaran
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: Name List
Component: PSR
Source: game
File: common/names/00_names.txt

Code:
PSR = {
	male = {
		names = {
			Emilio Apolinario Andrés José Hermano Jacinto Mariano Deodato Ladislao Teodoro Valentíne Antonio León Simeón Arcadio Artemio Manuel
		}
	}
	female = {
		names = {
			Ana Consolación Graciela Imelda Ineng Isabella Lemy María Nina Vilma Raquel Yasmin Zenaida
		}
	}
	surnames = {
		Aguainaldo Mabini Bonifacio Jacinto Rizal Díaz Plata Diwa Arellano
	}
	callsigns = {

	}
}
### Entity: Character
Component: SWI_johann_august_sutter
Constructs: has_dlc
Source: game
File: common/characters/SWI.txt

Code:
SWI_johann_august_sutter = {
	instance = {
		allowed = {
			has_dlc = By Blood Alone
		}
		advisor = {
			slot = army_chief
			idea_token = SWI_johann_august_sutter
			allowed = {
				original_tag = SWI
			}
			visible = {

			}
			available = {

			}
			traits = {
				army_chief_defensive_2
			}
			cost = 100
			ai_will_do = {
				base = 200
			}
		}
		name = SWI_johann_august_sutter
		portraits = {
			army = {
				small = GFX_idea_generic_army_europe_5
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = By Blood Alone
			}
		}
		advisor = {
			slot = army_chief
			idea_token = SWI_johann_august_sutter
			allowed = {
				original_tag = SWI
			}
			traits = {
				army_chief_defensive_2
			}
			cost = 100
			ai_will_do = {
				base = 200
			}
		}
		name = SWI_johann_august_sutter
		portraits = {
			army = {
				small = GFX_idea_generic_army_europe_5
			}
		}
	}
}
### Entity: Idea
Component: TAJ_fascist_guy
Constructs: has_government
Source: game
File: common/ideas/tajikistan.txt

Code:
TAJ_fascist_guy = {
	picture = generic_political_advisor_asia_2
	allowed = {
		original_tag = TAJ
	}
	traits = {
		fascist_demagogue
	}
	do_effect = {
		NOT = {
			has_government = fascism
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_reorganize_the_military_industry
Constructs: prerequisite, limit, completion_reward, has_dlc, has_idea, add_tech_bonus
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_reorganize_the_military_industry
	prerequisite = {
		focus = BUL_negotiate_bulgarian_rearmament
	}
	icon = GFX_focus_generic_tank_production
	relative_position_id = BUL_negotiate_bulgarian_rearmament
	x = 0
	y = 2
	cost = 10
	available = {
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			NOT = {
				has_idea = BUL_army_restrictions_aat
			}
		}
		else = {
			NOT = {
				has_idea = BUL_army_restrictions
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = BUL_reorganize_the_military_industry
			bonus = 1.0
			uses = 1
			category = infantry_weapons artillery
		}
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_Tax_Reform
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_Tax_Reform
	icon = GFX_focus_DEN_no_regulations
	cost = 10
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = DEN_Deregulate_Banking
	} {
		focus = DEN_Business_Ties
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL
	}
	x = 1
	y = 3
	relative_position_id = DEN_Conservative_Majority
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = DEN
			}
			prioritize = {
				37
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		} {
			limit = {
				is_core_of = DEN
			}
			prioritize = {
				1025
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_protect_merchant_sailors
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_protect_merchant_sailors
	icon = GFX_goal_generic_occupy_states_coastal
	prerequisite = {
		focus = SWE_stockholms_orlogsvarv
	}
	relative_position_id = SWE_stockholms_orlogsvarv
	x = 0
	y = 1
	cost = 5
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = british_convoy_discount
	}
}
### Entity: Decision
Component: HUN_hungarian_minorities_recruitment_decision_category
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/HUN_old_decision_categories.txt

Code:
HUN_hungarian_minorities_recruitment_decision_category = {
	icon = military_operation
	allowed = {
		original_tag = HUN
	}
	priority = 90
	visible = {
		has_completed_focus = HUN_hungarian_minorities_recruitment_agreement
	}
}
### Entity: Scripted Effect
Component: EAI_PC_AA_final_score_airbase_maxed_modifier
Constructs: limit
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_strategies_antiair.txt

Code:
EAI_PC_AA_final_score_airbase_maxed_modifier = {
	if = {
		limit = {
			NOT = {
				free_building_slots = {
					building = anti_air_building
					size = > 0
					include_locked = no
				}
			}
		}
		multiply_temp_variable = {
			final_score = 0.0
		}
	}
}
### Entity: AI Strategy
Component: ARG_does_the_SCW_fascism_LAR
Constructs: has_completed_focus, has_government, has_dlc, has_civil_war, has_global_flag, is_ai, force_build_armies, send_volunteers_desire
Source: game
File: common/ai_strategy/r56_ARG.txt

Code:
ARG_does_the_SCW_fascism_LAR = {
	allowed = {
		original_tag = ARG
	}
	enable = {
		has_dlc = La Resistance
		date = < 1939.2.1
		ARG = {
			has_completed_focus = ARG_spanish_civil_war_involvement
		} {
			has_government = fascism
		}
		country_exists = SPR
		SPA = {
			has_government = fascism
		} {
			has_civil_war = yes
		}
		OR = {
			has_global_flag = scw_is_ai_driven
			SPR = {
				is_ai = no
			}
		}
		NOT = {
			has_global_flag = scw_over
		}
	}
	abort = {
		OR = {
			date = > 1939.1.1
			NOT = {
				has_government = fascism
			}
			SPA = {
				has_civil_war = no
			}
			has_global_flag = scw_over
		}
	}
	ai_strategy = {
		type = force_build_armies
		value = 1
	} {
		type = befriend
		id = SPA
		value = 100
	} {
		type = support
		id = SPA
		value = 100
	} {
		type = send_volunteers_desire
		id = SPA
		value = 100
	}
}
### Entity: National Focus
Tree: usa_focus
Component: USA_manhattan_project
Constructs: prerequisite, limit, add_ideas, completion_reward, has_tech, add_tech_bonus, add_breakthrough_progress
Source: game
File: common/national_focus/usa.txt

Code:
focus = {
	id = USA_manhattan_project
	icon = GFX_focus_wonderweapons
	prerequisite = {
		focus = USA_scientist_haven
	}
	x = 0
	y = 1
	relative_position_id = USA_scientist_haven
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		IF = {
			limit = {
				NOT = {
					has_tech = atomic_research
				}
			}
			add_tech_bonus = {
				name = USA_manhattan_project
				bonus = 0.5
				uses = 1
				category = nuclear
			}
			add_breakthrough_progress = {
				specialization = specialization_nuclear
				value = 0.5
			}
			add_ideas = USA_manhattan_project_ns
		}
		ELSE = {
			add_breakthrough_progress = {
				specialization = specialization_nuclear
				value = 1
			}
			add_ideas = USA_manhattan_project_ns
		}
	}
}
### Entity: AI Strategy
Component: EAI_PROD_NAVY_BS_CA_navy_production_strategy
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_PRODUCTION_navy_strategies.txt

Code:
EAI_PROD_NAVY_BS_CA_navy_production_strategy = {
	enable = {
		has_country_flag = EAI_BS_CA_navy_production_strategy
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = role_ratio
		id = naval_cruiser_heavy
		value = 7
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_merge_tank_and_materiel_plants
Constructs: prerequisite, limit, has_country_flag, completion_reward, has_dlc, every_military_industrial_organization, has_mio_trait, unlock_mio_trait_tooltip
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_merge_tank_and_materiel_plants
	icon = GFX_focus_SOV_merge_plants
	prerequisite = {
		focus = SOV_development_of_tankograd SOV_pc_of_mortar_armament SOV_soviet_artillery
	}
	x = 0
	y = 1
	relative_position_id = SOV_pc_of_mortar_armament
	cost = 5
	available = {
		NOT = {
			has_country_flag = SOV_paranoia_system_active_flag
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			every_military_industrial_organization = {
				limit = {
					has_mio_trait = SOV_mio_trait_merge_plant_no_174
				}
				unlock_mio_trait_tooltip = SOV_mio_trait_merge_plant_no_174 SOV_mio_trait_merge_plant_no_112 SOV_mio_trait_merge_ural_heavy_machine_building_plant
			} {
				limit = {
					has_mio_trait = SOV_mio_trait_merge_nkmz_plant
				}
				unlock_mio_trait_tooltip = SOV_mio_trait_merge_nkmz_plant SOV_mio_trait_merge_magnitogorsk_metallurgical_plant
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			mio:SOV_grabin_design_bureau_organization = {
				unlock_mio_trait_tooltip = SOV_mio_trait_merge_plant_no_172
			}
			mio:SOV_tula_arms_plant_organization = {
				unlock_mio_trait_tooltip = SOV_mio_trait_merge_plant_no_622
			}
			mio:SOV_gaz_organization = {
				unlock_mio_trait_tooltip = SOV_mio_trait_merge_automobile_tool_plant
			}
		}
		else = {
			custom_effect_tooltip = SOV_merge_tank_and_materiel_plants_tt
		}
	}
}
### Entity: Faction
Component: faction_template_JAP_alternative_communist_international
Constructs: change_leader_rule_industry
Source: game
File: common/factions/templates/japanese_factions.txt

Code:
faction_template_JAP_alternative_communist_international = {
	name = JAP_alternative_communist_international
	manifest = faction_manifest_security_through_expansion
	goals = {
		faction_goal_indifference_is_a_threat faction_goal_align_china
	}
	default_rules = {
		joining_rule_communist_only faction_peace_rule_puppeting_focus change_leader_rule_industry
	}
	icon = GFX_faction_icon_generic_communist
}
### Entity: Combat Tactic
Component: tactic_tactical_withdrawal
Constructs: is_attacker, has_trait
Source: game
File: common/combat_tactics.txt

Code:
tactic_tactical_withdrawal = {
	is_attacker = no
	trigger = {
		is_attacker = no
		phase = no
		OR = {
			skill_advantage = > 0
			has_trait = trickster
		}
	}
	active = no
	base = {
		factor = 4
	}
	picture = withdraw
	phase = tactical_withdrawal
	combat_width = -0.25
	attacker = -0.25
	defender = -0.05
}
### Entity: Idea
Component: r56_CAN_docr_communism
Constructs: has_government, removal_cost, democratic_drift, fascism_drift
Source: game
File: common/ideas/r56_canada.txt

Code:
r56_CAN_docr_communism = {
	name = r56_CAN_docr_communism
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	modifier = {
		democratic_drift = -0.03
		fascism_drift = -0.03
		drift_defence_factor = 0.5
	}
}
### Entity: Order of Battle
Component: Yantai Jingbei
Constructs: division_template
Source: game
File: history/units/SND_1936_sea.txt

Code:
division = {
	name = Yantai Jingbei
	location = 1104
	division_template = Sanjiao Jun
	start_equipment_factor = 0.1
}
### Entity: National Focus
Tree: per_focus
Component: PER_industrial_aid
Constructs: prerequisite, has_government, completion_reward, is_in_faction_with, allow_branch, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_industrial_aid
	icon = GFX_focus_generic_communist_industry
	prerequisite = {
		focus = PER_soviet_alignment
	}
	x = -2
	y = 1
	relative_position_id = PER_soviet_alignment
	cost = 10
	available = {
		is_in_faction_with = SOV
		has_government = communism
	}
	bypass = {

	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 0
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	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 = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Event
Component: argentina.10
Constructs: is_triggered_only, limit, add_ideas, has_government, add_popularity
Source: game
File: events/r56_argentina.txt

Code:
country_event = {
	id = argentina.10
	title = argentina.10.t
	desc = argentina.10.d
	picture = GFX_report_event_british_inspect_troops
	is_triggered_only = yes
	option = {
		name = argentina.10.a
		ARG = {
			add_ideas = arg_british_advisors
			if = {
				limit = {
					ENG = {
						has_government = democratic
					}
				}
				add_popularity = {
					ideology = democratic
					popularity = 0.05
				}
			}
		}
	}
}
### Entity: Military Industrial Organization
Component: JAP_sagami_army_arsenal_organization
Constructs: has_completed_focus, has_country_flag, has_dlc, add_trait, production_bonus, set_country_flag
Source: game
File: common/military_industrial_organization/organizations/JAP_organization.txt

Code:
JAP_sagami_army_arsenal_organization = {
	include = generic_medium_tank_organization
	icon = GFX_idea_JAP_sagami_arsenal
	allowed = {
		original_tag = JAP
		has_dlc = Arms Against Tyranny
	}
	add_trait = {
		token = JAP_mio_trait_military_arsenal_trait
		name = JAP_mio_trait_military_arsenal_trait
		icon = GFX_generic_mio_trait_icon_production_capacity
		special_trait_background = yes
		relative_position_id = generic_mio_trait_armor_steel_working
		position = {
			x = -5
			y = 0
		}
		visible = {
			FROM = {
				original_tag = JAP
			}
		}
		available = {
			FROM = {
				JAP_army_faction_is_not_subdued = yes
			}
		}
		on_complete = {

		}
		organization_modifier = {

		}
		production_bonus = {
			production_capacity_factor = 0.05
		}
		ai_will_do = {
			base = 2
		}
	} {
		token = JAP_mio_trait_foreign_research_and_development_cooperation
		name = JAP_mio_trait_foreign_research_and_development_cooperation
		icon = GFX_generic_mio_department_icon_facilities
		special_trait_background = yes
		relative_position_id = generic_mio_trait_aircraft_engines
		position = {
			x = 0
			y = 1
		}
		visible = {
			FROM = {
				original_tag = JAP
			}
		}
		available = {
			FROM = {
				has_completed_focus = JAP_foreign_tank_modernization_cooperation
				NOT = {
					has_country_flag = JAP_mio_trait_foreign_research_and_development_cooperation_taken_flag
				}
			}
		}
		on_complete = {
			custom_effect_tooltip = generic_trait_will_not_be_available_in_other_organizations
			FROM = {
				set_country_flag = JAP_mio_trait_foreign_research_and_development_cooperation_taken_flag
			}
		}
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.15
		}
		production_bonus = {
			production_capacity_factor = 0.1
		}
		ai_will_do = {
			base = 2
		}
	}
}
### Entity: AI Strategy
Component: ENG_medium_tank_artillery
Constructs: has_war, has_tech
Source: game
File: common/ai_equipment/ENG_tank.txt

Code:
ENG_medium_tank_artillery = {
	category = land
	blocked_for = {

	}
	available_for = {
		ENG
	}
	roles = {
		land_medium_tank_artillery
	}
	priority = {
		factor = 500
	}
	medium_tank_artillery_1 = {
		priority = {
			factor = 100
		}
		enable = {
			has_tech = interwar_artillery
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = medium_tank_artillery_chassis_1
			modules = {
				main_armament_slot = tank_medium_howitzer
				turret_type_slot = tank_medium_fixed_superstructure_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 3
				tank_nsb_armor_upgrade = {
					base = 3
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_medium_howitzer tank_medium_fixed_superstructure_turret tank_bogie_suspension tank_riveted_armor tank_diesel_engine
		}
	}
	medium_tank_artillery_2 = {
		priority = {
			factor = 200
		}
		enable = {
			has_tech = interwar_artillery
		}
		history = yes
		target_variant = {
			match_value = 1500
			type = medium_tank_artillery_chassis_2
			modules = {
				main_armament_slot = tank_medium_howitzer_2
				turret_type_slot = tank_medium_fixed_superstructure_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 4
				tank_nsb_armor_upgrade = {
					base = 4
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_medium_howitzer_2 tank_medium_fixed_superstructure_turret tank_bogie_suspension tank_riveted_armor tank_diesel_engine
		}
	}
	medium_tank_artillery_3 = {
		priority = {
			factor = 200
		}
		enable = {
			has_tech = artillery1
		}
		history = yes
		target_variant = {
			match_value = 2000
			type = medium_tank_artillery_chassis_3
			modules = {
				main_armament_slot = tank_heavy_howitzer
				turret_type_slot = tank_medium_fixed_superstructure_turret
				suspension_type_slot = tank_bogie_suspensio
# ... (truncated)
### Entity: National Focus
Tree: por_focus
Component: POR_latin_america
Constructs: prerequisite, limit, random_country, owns_state, completion_reward, add_ai_strategy, add_state_claim, declare_war
Source: game
File: common/national_focus/portugal.txt

Code:
focus = {
	id = POR_latin_america
	will_lead_to_war_with = PAR URG ARG
	select_effect = {
		random_country = {
			limit = {
				controls_state = 300
			}
			ROOT = {
				add_ai_strategy = {
					type = prepare_for_war
					id = PREV
					value = 100
				}
			}
		} {
			limit = {
				controls_state = 301
			}
			ROOT = {
				add_ai_strategy = {
					type = prepare_for_war
					id = PREV
					value = 100
				}
			}
		} {
			limit = {
				controls_state = 510
			}
			ROOT = {
				add_ai_strategy = {
					type = prepare_for_war
					id = PREV
					value = 100
				}
			}
		}
	}
	available = {

	}
	bypass = {
		owns_state = 300 945 946 301 510
	}
	prerequisite = {
		focus = POR_the_kingdom_reunited POR_recover_brazil
	}
	icon = GFX_focus_por_recover_latin_america
	x = -1
	y = 1
	relative_position_id = POR_the_kingdom_reunited
	cost = 10
	completion_reward = {
		add_state_claim = 300 945 946 301 510
		hidden_effect = {
			random_country = {
				limit = {
					controls_state = 300
				}
				ROOT = {
					add_ai_strategy = {
						type = declare_war
						id = PREV
						value = 100
					}
				}
			} {
				limit = {
					controls_state = 301
				}
				ROOT = {
					add_ai_strategy = {
						type = declare_war
						id = PREV
						value = 100
					}
				}
			} {
				limit = {
					controls_state = 510
				}
				ROOT = {
					add_ai_strategy = {
						type = declare_war
						id = PREV
						value = 100
					}
				}
			}
		}
	}
}
### Entity: Idea
Component: AFG_legacy_of_attaturk_idea
Constructs: war_support_factor, has_government, democratic_drift, neutrality_drift
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
AFG_legacy_of_attaturk_idea = {
	picture = AFG_ataturks_legacy
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = no
	}
	cancel = {
		NOT = {
			has_government = neutrality
		}
	}
	modifier = {
		stability_weekly = 0.001
		war_support_factor = 0.05
		democratic_drift = 0.03
		neutrality_drift = 0.03
		opinion_gain_monthly_factor = 0.15
	}
}
### Entity: Character
Component: exiled
Source: game
File: common/country_leader/00_traits.txt

Code:
exiled = {
	random = no
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: KMT_event.23
Constructs: is_triggered_only, ai_chance, add_ideas, add_days_mission_timeout
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = KMT_event.23
	title = KMT_event.23.t
	desc = KMT_event.23.desc
	picture = GFX_report_event_chinese_japanese_handshake
	is_triggered_only = yes
	option = {
		name = KMT_event.23.a
		CHI = {
			add_ideas = KMT_taiwan_accordsrr
			country_event = CHI_warlords.20
		}
		diplomatic_relation = {
			country = CHI
			relation = non_aggression_pact
			active = no
		} {
			country = CHI
			relation = non_aggression_pact
			active = yes
		}
		add_days_mission_timeout = {
			mission = JAP_kwantung_army_impatience
			days = 180
		}
	} {
		name = KMT_event.23.b
		ai_chance = {
			base = 0
		}
		CHI = {
			country_event = CHI_warlords.19
		}
	}
}
### Entity: Event
Component: rt56.rom_general_election.7
Constructs: is_triggered_only, limit, has_country_flag, set_autonomy, add_to_war
Source: game
File: events/r56_romania.txt

Code:
country_event = {
	id = rt56.rom_general_election.7
	title = rt56.rom_general_election.7.t
	desc = rt56.rom_general_election.7.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = rt56.rom_general_election.7.a
		if = {
			limit = {
				has_country_flag = ROM_sided_with_communists
			}
			SOV = {
				set_autonomy = {
					target = ROM
					autonomous_state = autonomy_dominion
					end_civil_wars = no
				}
				add_to_war = {
					targeted_alliance = ROM
					enemy = RCW
				}
			}
		} {
			limit = {
				has_country_flag = ROM_sided_with_coalition
			}
			SOV = {
				set_autonomy = {
					target = RPR
					autonomous_state = autonomy_dominion
					end_civil_wars = no
				}
				add_to_war = {
					targeted_alliance = RPR
					enemy = ROM
				}
			}
		}
	}
}