Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: DOD_yugoslavia.21
Constructs: is_triggered_only, ai_chance, add_opinion_modifier
Source: game
File: events/DOD_Yugoslavia.txt

Code:
country_event = {
	id = DOD_yugoslavia.21
	title = DOD_yugoslavia.21.t
	desc = DOD_yugoslavia.21.desc
	picture = GFX_report_event_fighters
	is_triggered_only = yes
	option = {
		name = DOD_yugoslavia.21.a
		ai_chance = {
			factor = 30
		}
		add_opinion_modifier = {
			target = FROM
			modifier = YUG_sold_planes
		}
	}
}
### Entity: Character
Component: FIN_hugo_osterman
Constructs: has_government
Source: game
File: common/characters/FIN.txt

Code:
FIN_hugo_osterman = {
	name = FIN_hugo_osterman
	portraits = {
		army = {
			small = GFX_portrait_FIN_hugo_osterman_small
		}
	}
	advisor = {
		slot = army_chief
		idea_token = FIN_hugo_osterman
		allowed = {
			original_tag = FIN
		}
		available = {
			NOT = {
				has_government = communism
			}
		}
		traits = {
			army_chief_offensive_2
		}
		cost = 100
		ai_will_do = {
			base = 1.0
		}
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/KUW_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 1
	}
	location = 8085
	division_template = Alfurqat Almasha
	start_experience_factor = 0.2
	start_equipment_factor = 0.7
}
### Entity: Scripted Effect
Component: SOV_damage_relocated_civilian_factories_effect
Constructs: limit, is_fully_controlled_by
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_damage_relocated_civilian_factories_effect = {
	if = {
		limit = {
			FROM = {
				NOT = {
					is_fully_controlled_by = ROOT
				}
			}
		}
		damage_building = {
			type = industrial_complex
			damage = 0.9
		}
	}
	else = {
		damage_building = {
			type = industrial_complex
			damage = 0.5
		}
	}
}
### Entity: Idea
Component: BUL_imro_01
Constructs: stability_factor, political_power_gain, removal_cost
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_imro_01 = {
	picture = bul_imro
	allowed = {
		original_tag = BUL
	}
	allowed_civil_war = {
		tag = BUL
	}
	removal_cost = -1
	modifier = {
		stability_factor = -0.1
		political_power_gain = -0.3
		opinion_gain_monthly_factor = -0.15
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_continue_the_fight
Constructs: prerequisite, limit, add_ideas, completion_reward, has_global_flag, add_timed_idea, random_unit_leader, is_field_marshal
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_continue_the_fight
	icon = GFX_goal_generic_major_war
	prerequisite = {
		focus = HON_join_the_fight
	}
	mutually_exclusive = {
		focus = HON_reform_the_spanish_empire
	}
	x = 35
	y = 9
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		has_global_flag = scw_over
		SPB = {
			exists = no
		}
	}
	completion_reward = {
		add_ideas = SPA_carlism_3
		add_timed_idea = {
			idea = HON_carlist_volunteers
			days = 1095
		}
		SPB = {
			random_unit_leader = {
				limit = {
					is_field_marshal = yes
					skill = > 2
					planning_skill_level = > 1
					logistics_skill_level = > 2
					defense_skill_level = > 2
					attack_skill_level = > 1
				}
				set_nationality = HON
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_pan-africanism
Constructs: prerequisite, limit, add_ideas, completion_reward, add_political_power, is_subject, is_historical_focus_on, set_country_flag
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_pan-africanism
	icon = GFX_focus_ETH_pan_africanism
	prerequisite = {
		focus = ETH_restore_the_empire_of_axum ETH_empower_the_chambers
	}
	mutually_exclusive = {
		focus = ETH_the_african_union ETH_the_one_true_heir_of_solomon ETH_jah
	}
	x = 3
	y = 1
	relative_position_id = ETH_restore_the_empire_of_axum
	cost = 10
	available = {
		is_subject = no
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 0
			is_historical_focus_on = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		custom_effect_tooltip = ETH_organization_of_african_unity_tt ETH_pan-africanism_liberate_tt
		add_political_power = 150
		add_ideas = organization_of_african_unity_member_idea
		set_country_flag = org_of_african_unity_founder org_of_african
		every_other_country = {
			limit = {
				NOT = {
					capital_scope = {
						is_on_continent = africa
					}
				} {
					is_in_faction_with = ROOT
				}
				any_owned_state = {
					is_on_continent = africa
					NOT = {
						is_core_of = PREV
					}
				}
			}
			ROOT = {
				create_wargoal = {
					target = PREV
					type = liberate_wargoal
				}
			}
		}
		news_event = {
			id = bba_africa_news.3
			hours = 2
		}
		add_dynamic_modifier = {
			modifier = african_union_defense_agreement_modifier
		}
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_anti_sub_defense_force
Constructs: prerequisite, completion_reward, add_tech_bonus, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_philippines.txt

Code:
focus = {
	id = PHI_anti_sub_defense_force
	icon = GFX_goal_generic_cruiser
	prerequisite = {
		focus = PHI_license_foreign_ships
	}
	mutually_exclusive = {
		focus = PHI_commerce_attack
	}
	relative_position_id = PHI_license_foreign_ships
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		navy_experience = 10
		add_tech_bonus = {
			name = POL_a_cruiser_navy
			bonus = 1
			uses = 1
			category = dd_tech
		} {
			name = POL_a_cruiser_navy
			bonus = 1
			uses = 1
			category = cl_tech
		}
		add_doctrine_cost_reduction = {
			name = air_doc_bonus
			cost_reduction = 0.5
			uses = 2
			category = fleet_in_being_tree
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_ARMY_XP
	}
}
### Entity: Idea
Component: ETH_call_of_lion
Constructs: removal_cost
Source: game
File: common/ideas/ethiopia_r56.txt

Code:
ETH_call_of_lion = {
	allowed = {
		always = no
	}
	removal_cost = -1
	picture = generic_manpower_bonus
	modifier = {
		conscription = 0.03
	}
}
### Entity: Character
Component: NZL_robert_row
Source: game
File: common/characters/NZL.txt

Code:
NZL_robert_row = {
	name = NZL_robert_row
	portraits = {
		army = {
			large = GFX_NZL_robert_row
			small = GFX_portrait_NZL_robert_row_small
		}
	}
	corps_commander = {
		traits = {
			naval_invader
		}
		skill = 3
		attack_skill = 3
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 3
		legacy_id = -1
	}
}
### Entity: Decision
Component: AST_election_approaching_cat
Constructs: limit, is_good, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, clr_country_flag, add_to_variable
Source: game
File: common/decisions/AST.txt

Code:
AST_election_approaching_cat = {
	AST_final_reforms_mission = {
		name = AST_final_reforms_mission
		desc = AST_final_reforms_mission_desc
		icon = GFX_decision_generic_political_address
		is_good = yes
		available = {
			hidden_trigger = {
				always = no
			}
		}
		activation = {
			always = no
		}
		days_mission_timeout = 180
		timeout_effect = {
			reduce_focus_completion_cost = {
				focus = {
					AST_the_pacific_pact AST_advance_pacific_initiatives AST_domestic_industry AST_a_collapsing_league_of_nations AST_department_of_munitions AST_a_democratic_bulwark AST_call_for_a_referendum AST_rural_concessions
				}
				cost = -7
			}
		}
	}
	AST_labor_campaign_tour_mission = {
		name = AST_labor_campaign_tour_mission
		desc = AST_labor_campaign_tour_mission_desc
		icon = GFX_decision_generic_speech
		is_good = yes
		available = {
			hidden_trigger = {
				always = no
			}
		}
		activation = {
			always = no
		}
		days_mission_timeout = 180
		timeout_effect = {
			random_owned_controlled_state = {
				limit = {
					impassable = no
					free_building_slots = {
						building = industrial_complex
						size = > 0
						include_locked = yes
					}
				}
				prioritize = {
					285
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
			clr_country_flag = AST_labor_campaign_tour_flag
			add_to_variable = {
				var = AST_alp_votes_daily_var
				value = -0.05
			}
			AST_votes_change_effect = yes
		}
	}
}
### Entity: National Focus
Tree: cro_focus
Component: CRO_integrate_religious_minorities_focus
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/croatia.txt

Code:
focus = {
	id = CRO_integrate_religious_minorities_focus
	icon = GFX_goal_generic_national_unity
	prerequisite = {
		focus = CRO_secularism_focus
	}
	relative_position_id = CRO_secularism_focus
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = CRO_secularism
			add_idea = CRO_religious_minorities_happy
		}
	}
}
### Entity: Event
Component: INS_union_events.8
Constructs: is_triggered_only, ai_chance, has_war_with, has_autonomy_state
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_union_events.8
	title = INS_union_events.8.t
	desc = INS_union_events.8.desc
	picture = GFX_report_event_generic_sign_treaty3
	is_triggered_only = yes
	option = {
		name = INS_union_events.8.a
		ai_chance = {
			base = 5
			modifier = {
				factor = 2
				has_war_with = JAP
			} {
				factor = 6
				has_autonomy_state = autonomy_integrated_puppet
			} {
				factor = 3
				has_autonomy_state = autonomy_puppet
			} {
				factor = 1.5
				has_autonomy_state = autonomy_colony
			} {
				factor = 0.85
				has_autonomy_state = autonomy_dominion
			}
		}
		HOL = {
			country_event = {
				id = INS_union_events.9
				hours = 12
			}
			effect_tooltip = {
				indonesia_union_HOL_START_effect = yes
			}
		}
		custom_effect_tooltip = INS_hey_btw_you_are_gonna_die_just_know_that_yeah_tt
	} {
		name = INS_union_events.8.b
		ai_chance = {
			base = 0
		}
		HOL = {
			country_event = {
				id = INS_union_events.10
				hours = 12
			}
		}
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_attempted_assasination_of_sidqi
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_popularity
Source: game
File: common/national_focus/iraq.txt

Code:
focus = {
	id = IRQ_attempted_assasination_of_sidqi
	icon = GFX_focus_IRQ_attempted_assasination_of_sidqi
	prerequisite = {
		focus = IRQ_increase_italian_business_relations
	}
	mutually_exclusive = {
		focus = IRQ_assasination_of_sidqi
	}
	x = 0
	y = 1
	relative_position_id = IRQ_increase_italian_business_relations
	cost = 10
	ai_will_do = {
		base = 1
	}
	available = {

	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = 0.1
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		country_event = {
			id = IRQ_political_events.70
		}
	}
}
### Entity: National Focus
Tree: lie_focus
Component: LIE_ultimate_deterrence
Constructs: prerequisite, limit, completion_reward, has_tech, add_tech_bonus, add_breakthrough_progress
Source: game
File: common/national_focus/liechtenstein.txt

Code:
focus = {
	id = LIE_ultimate_deterrence
	icon = GFX_focus_wonderweapons
	prerequisite = {
		focus = LIE_liechtenstein_university
	}
	x = 0
	y = 1
	relative_position_id = LIE_liechtenstein_university
	cost = 10
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	available = {
		num_of_factories = > 20
	}
	completion_reward = {
		IF = {
			limit = {
				NOT = {
					has_tech = atomic_research
				}
			}
			add_tech_bonus = {
				name = LIE_ultimate_deterrence
				bonus = 1.0
				uses = 1
				category = nuclear
			}
			add_breakthrough_progress = {
				specialization = specialization_nuclear
				value = 0.5
			}
		}
		ELSE = {
			add_breakthrough_progress = {
				specialization = specialization_nuclear
				value = 0.8
			}
		}
	}
}
### Entity: AI Strategy
Component: USA_torch_boost
Constructs: has_war_with
Source: game
File: common/ai_strategy/USA.txt

Code:
USA_torch_boost = {
	allowed = {
		original_tag = USA
	}
	enable = {
		country_exists = VIC
		has_war_with = GER
		date = > 1942.5.1
	}
	abort = {
		OR = {
			date = > 1943.9.1
			461 = {
				is_controlled_by_ROOT_or_ally = yes
			}
			459 = {
				is_controlled_by_ROOT_or_ally = yes
			}
		}
	}
	ai_strategy = {
		type = area_priority
		id = torch_landing_zone
		value = 800
	} {
		type = naval_dominance
		id = 48
		value = 80
	} {
		type = area_priority
		id = vichy_mainland
		value = -200
	} {
		type = invasion_unit_request
		area = torch_landing_zone
		value = 2
	} {
		type = front_unit_request
		area = torch_landing_zone
		value = 1
	} {
		type = prepare_for_war
		id = VIC
		value = 200
	} {
		type = invade
		id = VIC
		value = 200
	}
}
### Entity: Wiki Documentation
Construct: Politics
Source: wiki
File: wiki/Italy.html

Doc:
Politics[edit]
Italy has an interesting national focus tree with five different entry points.
Here you can put some stuff that relates to the political situation in-game in 1936 and following years.

National spirits[edit]
Italy starts with two national spirits.

Vittoria Mutilata, which increases their fascist political leanings, and make them less likely to fall for democracy or communism.

King Victor Emanuel III, the King provides a small national unity increase each month.

National focus[edit]
Italy has an interesting National Focus tree with five different entry points.

Ethiopian War Logistics - A smaller tree which focuses on industrial build up.

Army Primacy - Strengthens your army research.

Mare Nostrum - The big naval strengthening tree.

Light ship focus - Destroyer & Submarine benefits.

Triumph in Africa - The big political and diplomatic tree, where you have lots of different choices on who to befriend and conquer.

Laws[edit]
Ministers[edit]
### Entity: Event
Component: ARG_political_events.36
Constructs: is_triggered_only, ai_chance, add_war_support, add_stability, white_peace
Source: game
File: events/TOA_Argentina.txt

Code:
country_event = {
	id = ARG_political_events.36
	title = ARG_political_events.36.t
	desc = ARG_political_events.36.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = ARG_political_events.36.a
		ai_chance = {
			base = 10
		}
		add_stability = -0.1
		add_war_support = -0.05
		ARG = {
			white_peace = {
				tag = ENG
			}
			transfer_state = 299 720
		}
	}
}
### Entity: National Focus
Tree: rut_focus
Component: RUT_technology_sharing_communism
Constructs: has_completed_focus, prerequisite, has_war, limit, completion_reward, is_in_faction, is_in_faction_with, add_research_slot
Source: game
File: common/national_focus/ruthenia.txt

Code:
focus = {
	id = RUT_technology_sharing_communism
	icon = GFX_goal_research_silver_cooperation
	prerequisite = {
		focus = RUT_new_army RUT_central_planning
	}
	relative_position_id = RUT_communist_influence
	available = {
		NOT = {
			OR = {
				has_completed_focus = RUT_technology_sharing_hungary RUT_technology_sharing_no_claims RUT_technology_sharing_oun
			}
		}
		has_war = yes
		is_in_faction = yes
		OR = {
			num_of_factories = > 25
			any_other_country = {
				is_in_faction_with = ROOT
				num_of_factories = > 50
			}
		}
	}
	x = 0
	y = 3
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				NOT = {
					amount_research_slots = > 4
				}
			}
			add_research_slot = 1
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Scripted Trigger
Component: EAI_MILITARY_invasion_demand_FACTOR
Constructs: set_temp_variable, add_to_temp_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_strategy_triggers.txt

Code:
EAI_MILITARY_invasion_demand_FACTOR = {
	set_temp_variable = {
		_val_ = _demand
	} {
		_min = 0
	} {
		_max = 30
	} {
		_scale = 3
	} {
		demand_factor_ = _val_
	}
	EAI_MATH_TRIGGER_normalize = yes
	EAI_MATH_TRIGGER_square = yes
	EAI_MATH_TRIGGER_scale = yes
	add_to_temp_variable = {
		_val_ = 1
	}
}
### Entity: Scripted Localization
Component: defined_text
Constructs: has_country_leader_ideology
Source: game
File: common/scripted_localisation/r56_subideologies.txt

Code:
defined_text = {
	name = GetSubIdeologyFas
	text = {
		trigger = {
			has_country_leader_ideology = nazism
		}
		localization_key = nazism
	} {
		trigger = {
			has_country_leader_ideology = gen_nazism
		}
		localization_key = gen_nazism
	} {
		trigger = {
			has_country_leader_ideology = fascism_ideology
		}
		localization_key = fascism_ideology
	} {
		trigger = {
			has_country_leader_ideology = falangism
		}
		localization_key = falangism
	} {
		trigger = {
			has_country_leader_ideology = clerical_fascism
		}
		localization_key = clerical_fascism
	} {
		trigger = {
			has_country_leader_ideology = rexism
		}
		localization_key = rexism
	} {
		trigger = {
			has_country_leader_ideology = islamism
		}
		localization_key = islamism
	} {
		trigger = {
			has_country_leader_ideology = ultranationalism
		}
		localization_key = ultranationalism
	} {
		trigger = {
			has_country_leader_ideology = imperialist_corporatism
		}
		localization_key = imperialist_corporatism
	} {
		localization_key = fascism
	}
}
### Entity: Character
Component: PHI_russell_volckmann
Constructs: has_completed_focus, has_war_with, has_country_flag, has_dlc, is_ally_with
Source: game
File: common/characters/PHI.txt

Code:
PHI_russell_volckmann = {
	name = PHI_russell_volckmann
	portraits = {
		army = {
			small = GFX_portrait_PHI_russell_volckmann_small
		}
	}
	advisor = {
		slot = theorist
		idea_token = PHI_russell_volckmann_theorist
		ledger = army
		allowed = {
			has_dlc = No Compromise, No Surrender
		}
		available = {
			has_completed_focus = PHI_trucks_and_transport_requisition
			OR = {
				is_ally_with = USA
				AND = {
					has_country_flag = PHI_recently_broke_USA_alliance
					NOT = {
						has_war_with = USA
					}
				}
			}
		}
		traits = {
			PHI_special_forces_proponent
		}
	} {
		slot = high_command
		idea_token = PHI_russell_volckmann
		ledger = army
		allowed = {
			has_dlc = No Compromise, No Surrender
		}
		available = {
			has_completed_focus = PHI_trucks_and_transport_requisition
			OR = {
				is_ally_with = USA
				AND = {
					has_country_flag = PHI_recently_broke_USA_alliance
					NOT = {
						has_war_with = USA
					}
				}
			}
		}
		traits = {
			army_commando_3
		}
		ai_will_do = {
			base = 1
		}
		cost = 150
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_promote_religious_socialism
Constructs: has_completed_focus, prerequisite, limit, add_ideas, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_promote_religious_socialism
	icon = GFX_goal_generic_communist_government2
	x = -2
	y = 1
	relative_position_id = MON_leader_of_the_equal
	cost = 10
	prerequisite = {
		focus = MON_leader_of_the_equal
	}
	ai_will_do = {
		factor = 30
	}
	available = {
		has_completed_focus = MON_incorporate_buddhism
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = MON_incorporated_buddhism
			add_idea = MON_empowered_buddhists
		}
		if = {
			limit = {
				amount_taken_ideas = {
					amount = < 3
					slots = {
						political_advisor
					}
				}
				NOT = {
					has_idea = MON_Tserendondovyn_Navaanneren
				}
			}
			add_ideas = MON_Tserendondovyn_Navaanneren
		}
	}
}
### Entity: Event
Component: englandmod.13
Constructs: is_triggered_only
Source: game
File: events/ENF_england_events.txt

Code:
country_event = {
	id = englandmod.13
	title = englandmod.13.t
	desc = englandmod.13.d
	picture = GFX_report_event_ast_army
	is_triggered_only = yes
	option = {
		name = englandmod.13.a
	}
}
### Entity: Idea
Component: EAI_DD_15/small_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_15/small_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		small_plane_airframe = {
			build_cost_ic = -0.15
			instant = yes
		}
	}
}
### Entity: Idea
Component: idea_SIA_nsb_limited_conscription
Constructs: production_speed_buildings_factor, has_dlc, removal_cost
Source: game
File: common/ideas/siam.txt

Code:
idea_SIA_nsb_limited_conscription = {
	name = SIA_national_savings_bond
	allowed = {
		has_dlc = Thunder at Our Gates
		original_tag = SIA
	}
	picture = generic_manpower_bonus
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		production_speed_buildings_factor = 0.05
	}
}
### Entity: Idea
Component: TUR_kemalist_army_officers_powerful_disloyal
Constructs: stability_factor, removal_cost, planning_speed
Source: game
File: common/ideas/turkey.txt

Code:
TUR_kemalist_army_officers_powerful_disloyal = {
	allowed = {
		original_tag = TUR
	}
	allowed_civil_war = {
		always = no
	}
	picture = tur_kemalist_army_officers_powerful_disloyal
	removal_cost = -1
	modifier = {
		stability_factor = -0.15
		max_planning = -0.05
		planning_speed = -0.15
		army_morale_factor = -0.05
	}
}
### Entity: Event
Component: rt56.rom_com_bul_dobruja_trade.1
Constructs: is_triggered_only, ai_chance, has_opinion, is_in_faction_with
Source: game
File: events/r56_romania.txt

Code:
country_event = {
	id = rt56.rom_com_bul_dobruja_trade.1
	title = rt56.rom_com_bul_dobruja_trade.1.t
	desc = rt56.rom_com_bul_dobruja_trade.1.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = rt56.rom_com_bul_dobruja_trade.1.a
		ai_chance = {
			base = 2
			modifier = {
				factor = 4
				has_opinion = {
					target = ROM
					value = > 45
				}
			} {
				factor = 4
				has_opinion = {
					target = SOV
					value = < 45
				}
			}
		}
		FROM = {
			country_event = {
				id = rt56.rom_com_bul_dobruja_trade.2
				hours = 6
			}
		}
	} {
		name = rt56.rom_com_bul_dobruja_trade.1.b
		ai_chance = {
			base = 2
			modifier = {
				factor = 4
				has_opinion = {
					target = ROM
					value = < 45
				}
			} {
				factor = 5
				is_in_faction_with = SOV
			}
		}
		FROM = {
			country_event = {
				id = rt56.rom_com_bul_dobruja_trade.3
				hours = 6
			}
		}
	}
}
### Entity: Technology
Component: etax_navy_defense_2
Constructs: research_cost, has_navy_size
Source: game
File: common/technologies/r56e_etax.txt

Code:
technology = {
	path = {
		leads_to_tech = etax_seashot
		research_cost_coeff = 1
	}
	doctrine = no
	research_cost = 3.0
	start_year = 1941
	critical_receive_chance = -0.15
	convoy_escort_efficiency = 0.15
	spotting_chance = 0.05
	folder = {
		name = etax_folder
		position = {
			x = 14
			y = 8
		}
	}
	categories = {
		r56_special_research_division naval_doctrine naval_equipment cat_fleet_in_being cat_trade_interdiction cat_base_strike
	}
	special_project_specialization = {
		specialization_naval
	}
	ai_will_do = {
		factor = 0
		modifier = {
			factor = 1
			has_navy_size = {
				size = < 25
			}
		} {
			factor = 6
			AND = {
				date = > 1941.1.1
				has_navy_size = {
					size = < 25
				}
			}
		} {
			factor = 7
			AND = {
				date = > 1942.1.1
				has_navy_size = {
					size = < 25
				}
			}
		} {
			factor = 8
			AND = {
				date = > 1943.1.1
				has_navy_size = {
					size = < 25
				}
			}
		}
	}
}
### Entity: Idea
Component: NAV_fascist_guy
Constructs: has_government
Source: game
File: common/ideas/navarra.txt

Code:
NAV_fascist_guy = {
	picture = generic_political_advisor_europe_2
	allowed = {
		original_tag = NAV
	}
	traits = {
		fascist_demagogue
	}
	do_effect = {
		NOT = {
			has_government = fascism
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: Character
Component: MLI_fascist_guy
Constructs: has_government
Source: game
File: common/characters/MLI.txt

Code:
MLI_fascist_guy = {
	advisor = {
		slot = political_advisor
		idea_token = MLI_fascist_guy
		allowed = {
			original_tag = MLI
		}
		traits = {
			fascist_demagogue
		}
		do_effect = {
			not = {
				has_government = fascism
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_2
		}
	}
}