Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Trigger
Component: EAI_reserve_manpower_less_than_5p
Constructs: check_variable, has_manpower
Source: game
File: common/scripted_triggers/EAI_MISC_triggers.txt

Code:
EAI_reserve_manpower_less_than_5p = {
	NOT = {
		check_variable = {
			EAI_reserve_mp_ratio = > 0.05
		}
		has_manpower = > 62500
	}
}
### Entity: Modifier Reference
Construct: war_support_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## war_support_factor

* Number with 2 decimal places
* **Categories**: country
### Entity: Character
Component: QUE_henri_alexandre_panet
Source: game
File: common/characters/QUE.txt

Code:
QUE_henri_alexandre_panet = {
	name = QUE_henri_alexandre_panet
	portraits = {
		army = {
			small = GFX_idea_ENG_generic_land_1
			large = gfx/leaders/r56_generic/r56_portrait_commonwealth_generic_land_1.dds
		}
	}
	advisor = {
		slot = high_command
		idea_token = QUE_henri_alexandre_panet
		ledger = army
		allowed = {
			original_tag = QUE
		}
		traits = {
			army_artillery_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	corps_commander = {
		skill = 2
		attack_skill = 2
		defense_skill = 2
		planning_skill = 1
		logistics_skill = 2
		traits = {
			artillerist
		}
		legacy_id = -1
	}
}
### Entity: Country History
Country: TXS
Component: TXS_characters
Constructs: recruit_character
Source: game
File: history/countries/TXS - Texas.txt

Code:
# Leaders & Characters for TXS
recruit_character = TXS_dan_moody TXS_allan_shivers
### Entity: Idea
Component: SAM_awt
Source: game
File: common/ideas/samoa.txt

Code:
SAM_awt = {
	ledger = air
	picture = generic_air_asia_2
	allowed = {
		original_tag = SAM
	}
	traits = {
		air_warfare_theorist
	}
}
### Entity: Character
Component: RAJ_GOE_mohammad_usman
Source: game
File: common/characters/RAJ.txt

Code:
RAJ_GOE_mohammad_usman = {
	name = RAJ_GOE_mohammad_usman
	portraits = {
		army = {
			large = GFX_portrait_RAJ_mohammad_usman
			small = GFX_portrait_RAJ_mohammad_usman_small
		}
	}
	advisor = {
		slot = high_command
		ledger = army
		idea_token = RAJ_GOE_mohammad_usman
		allowed = {
			original_tag = RAJ
		}
		traits = {
			army_entrenchment_3
		}
		cost = 200
		ai_will_do = {
			factor = 1.0
		}
	}
	corps_commander = {
		traits = {
			engineer_officer trait_SOV_determined inflexible_strategist loyalty_to_india
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
	}
}
### Entity: Idea
Component: BUL_anti_capitalism
Constructs: has_government, removal_cost, set_country_flag
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_anti_capitalism = {
	picture = eng_tackle_capitalism
	allowed = {
		original_tag = BUL
	}
	allowed_civil_war = {
		tag = BUL
		has_government = communism
	}
	removal_cost = -1
	on_remove = {
		set_country_flag = BUL_anti_capitalism_ns_expired_flag
	}
	modifier = {
		custom_modifier_tooltip = BUL_anti_capitalism_tt
	}
}
### Entity: Order of Battle
Component: XLVI Brigada Internacionales
Constructs: division_template
Source: game
File: history/units/SPR_Civil_War.txt

Code:
division = {
	name = XLVI Brigada Internacionales
	location = 11688
	division_template = Brigada Internacionales
}
### Entity: Scripted Effect
Component: EAI_PC_conversion_to_civ
Constructs: limit, has_country_flag, set_temp_variable, check_variable
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_strategies_misc.txt

Code:
EAI_PC_conversion_to_civ = {
	set_temp_variable = {
		_project_building_type = global.EAI_PC_MTC
	} {
		_project_type_id = @EAI_PC_conversion_to_civ_TYPE_ID
	} {
		_project_priority = @EAI_PC_conversion_to_civ_PRIO
	} {
		_project_cancel_unbuildable = 0
	}
	EAI_PC_conversion_to_civ_STRATEGIES = yes
	if = {
		limit = {
			check_variable = {
				EAI_PC_conversion_to_civ_STRATEGIES = 1
			} {
				queued_type_num_ = < 2
			}
			set_temp_variable = {
				_get_queued_num_building_type = _project_building_type
			}
			EAI_PC_get_total_queued_num = yes
		}
		if = {
			limit = {
				ROOT = {
					has_country_flag = EAI_conversion_to_civ_logging
				}
			}
			log = [GetYear] [GetMonth] | AI | [Root.GetName] | CONSTRUCTION: EAI_PC_conversion_to_civ
		} {
			limit = {
				check_variable = {
					EAI_has_shared_slot_scores = 0
				}
			}
			EAI_get_shared_slot_scores = yes
		}
		for_each_scope_loop = {
			array = EAI_shared_slot_scores
			if = {
				limit = {
					EAI_PC_can_build_project = yes
					NOT = {
						EAI_PC_has_same_type_project_here = yes
					}
				}
				EAI_PC_start_project = yes
				set_temp_variable = {
					break = 1
				}
			}
		}
	}
	EAI_PC_clear_project_inputs = yes
}
### Entity: National Focus
Tree: eng_focus
Component: ENG_bermuda_invasion_launch_point
Constructs: prerequisite, limit, completion_reward, has_full_control_of_state, is_controlled_by, add_building_construction
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = ENG_bermuda_invasion_launch_point
	prerequisite = {
		focus = ENG_tackle_capitalism
	}
	available = {
		has_full_control_of_state = 696
	}
	icon = GFX_goal_generic_position_armies
	x = 0
	y = 1
	relative_position_id = ENG_tackle_capitalism
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		696 = {
			if = {
				limit = {
					is_controlled_by = ROOT
				}
				add_building_construction = {
					type = infrastructure
					level = 2
					instant_build = yes
				} {
					type = air_base
					level = 5
					instant_build = yes
				} {
					type = naval_base
					level = 5
					province = 13010
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Idea
Component: PRC_mc_corporation
Constructs: removal_cost
Source: game
File: common/ideas/prc.txt

Code:
PRC_mc_corporation = {
	removal_cost = -1
	picture = generic_infantry_bonus
	allowed = {
		always = no
	}
	modifier = {
		conscription = 0.01
		conversion_cost_civ_to_mil_factor = -0.15
		conversion_cost_mil_to_civ_factor = -0.15
		resistance_damage_to_garrison_on_our_occupied_states = 0.25
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_federal_development
Constructs: every_owned_state, prerequisite, limit, completion_reward, is_controlled_by, has_dynamic_modifier, add_to_variable, unlock_decision_tooltip
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_federal_development
	icon = GFX_focus_generic_agricultural_subsidies
	prerequisite = {
		focus = BRA_banco_do_brasil
	}
	x = -1
	y = 1
	relative_position_id = BRA_banco_do_brasil
	cost = 5
	available = {

	}
	ai_will_do = {
		factor = 5
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		every_owned_state = {
			limit = {
				is_controlled_by = ROOT
				OR = {
					has_dynamic_modifier = {
						modifier = BRA_neglected_state_dynamic_modifier
					} {
						modifier = BRA_growing_state_dynamic_modifier
					}
				}
			}
			custom_effect_tooltip = BRA_modify_neglected_state
			add_to_variable = {
				BRA_state_development_production_speed = 0.1
				tooltip = MODIFIER_STATE_PRODUCTION_SPEED_BUILDINGS_FACTOR_tt
			} {
				BRA_state_development_local_factories = 0.1
				tooltip = local_factories_tt
			} {
				BRA_state_development_local_building_slots_factor = 0.1
				tooltip = MODIFIER_LOCAL_BUILDING_SLOTS_FACTOR_tt
			} {
				BRA_state_development_state_resources_factor = 0.1
				tooltip = MODIFIER_STATE_RESOURCES_FACTOR_tt
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		unlock_decision_tooltip = {
			decision = develop_guapore_casserite_deposits
			show_effect_tooltip = no
		} {
			decision = rename_guapore_to_rondonia_decision
			show_effect_tooltip = no
		}
	}
}
### Entity: Unit Leader
Component: 6
Source: game
File: common/unit_leader/00_attack_skills.txt

Code:
6 = {
	cost = 3200
	type = corps_commander
	modifier = {
		offence = 0.15
	}
}
### Entity: Idea
Component: AFG_legacy_of_khost
Constructs: removal_cost, fascism_drift
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
AFG_legacy_of_khost = {
	picture = AFG_international_mujahideen
	allowed = {
		original_tag = AFG
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	modifier = {
		fascism_drift = 0.1
		political_power_factor = -0.1
	}
}
### Entity: Scripted Effect
Component: EAI_FOCUS_CONFIG/NAVY/carrier
Constructs: limit, has_country_flag, is_major, random_list, has_tech, set_variable, is_coastal, check_variable
Source: game
File: common/scripted_effects/EAI_MILITARY_FOCUS_config_effects.txt

Code:
EAI_FOCUS_CONFIG/NAVY/carrier = {
	random_list = {
		1 = {
			modifier = {
				factor = 0
				NOT = {
					AND = {
						EAI_CV_navy_focus_LCV = yes
					}
				}
			} {
				factor = 1
			} {
				factor = 10
				has_tech = early_carrier
			} {
				factor = 20
				is_major = no
			}
			if = {
				limit = {
					has_country_flag = EAI_military_focus_logging
				}
				log = [GetDate] | AI | [This.GetName] | FOCUS CONFIG: EAI_FOCUS/NAVY/carrier = global.EAI_B_CV_DESIGN
			}
			set_variable = {
				EAI_FOCUS/NAVY/carrier = global.EAI_B_CV_DESIGN
			}
		} {
			modifier = {
				factor = 0
				NOT = {
					AND = {
						EAI_CV_navy_focus_FCV = yes
					}
				}
			} {
				factor = 1
			} {
				factor = 10
				has_tech = early_carrier
			}
			if = {
				limit = {
					has_country_flag = EAI_military_focus_logging
				}
				log = [GetDate] | AI | [This.GetName] | FOCUS CONFIG: EAI_FOCUS/NAVY/carrier = global.EAI_A_CV_DESIGN
			}
			set_variable = {
				EAI_FOCUS/NAVY/carrier = global.EAI_A_CV_DESIGN
			}
		} {
			modifier = {
				factor = 0
				NOT = {
					AND = {
						OR = {
							EAI_CV_navy_focus_0 = yes
							NOT = {
								EAI_CV_navy_focus_FCV = yes
								EAI_CV_navy_focus_LCV = yes
								EAI_CV_navy_focus_0 = yes
							}
						}
					}
				}
			} {
				factor = 1
			} {
				factor = 10
				NOT = {
					any_owned_state = {
						is_coastal = yes
					}
				}
			} {
				factor = 3
				num_of_naval_factories = < 10
			}
			if = {
				limit = {
					has_country_flag = EAI_military_focus_logging
				}
				log = [GetDate] | AI | [This.GetName] | FOCUS CONFIG: EAI_FOCUS/NAVY/carrier = global.EAI_OFF
			}
			set_variable = {
				EAI_FOCUS/NAVY/carrier = global.EAI_OFF
			}
		}
	}
	if = {
		limit = {
			check_variable = {
				EAI_FOCUS/LAND/carrier_OVERRIDE = global.EAI_HISTORICAL
			}
		}
		set_variable = {
			EAI_FOCUS/LAND/carrier = global.EAI_HISTORICAL
		}
	}
}
### Entity: Character
Component: economist
Source: game
File: common/country_leader/00_traits.txt

Code:
economist = {
	sprite = 10
	random = yes
	production_factory_max_efficiency_factor = 0.05
	consumer_goods_factor = -0.05
	ai_will_do = {
		factor = 2
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_agricultural_reinvestments
Constructs: prerequisite, limit, completion_reward, has_full_control_of_state, is_subject, has_dynamic_modifier, add_dynamic_modifier, is_fully_controlled_by
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_agricultural_reinvestments
	icon = GFX_focus_SOV_breadbasket_of_the_union
	prerequisite = {
		focus = DEN_modernize_agricultural_machinery
	}
	relative_position_id = DEN_import_machinery_and_material
	x = -3
	y = 2
	cost = 10
	bypass = {
		NOT = {
			has_full_control_of_state = 99
		} {
			has_full_control_of_state = 912
		}
	}
	available = {
		OR = {
			has_full_control_of_state = 99 912
		}
		is_subject = no
	}
	ai_will_do = {

	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_dynamic_modifier = {
						modifier = DEN_political_edicts_dynamic_modifier
					}
				}
			}
			add_dynamic_modifier = {
				modifier = DEN_political_edicts_dynamic_modifier
			}
		} {
			limit = {
				99 = {
					is_fully_controlled_by = ROOT
				}
			}
			99 = {
				add_extra_state_shared_building_slots = 1
			}
		} {
			limit = {
				912 = {
					is_fully_controlled_by = ROOT
				}
			}
			912 = {
				add_extra_state_shared_building_slots = 1
			}
		}
		else = {
			custom_effect_tooltip = DEN_modify_political_edicts_dynamic_modifier
		}
		add_to_variable = {
			DEN_political_edicts_conscription_factor = 0.1
			tooltip = conscription_factor_tt
		}
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_socialist_self_reliance
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_to_variable
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_socialist_self_reliance
	icon = GFX_goal_generic_soviet_construction
	prerequisite = {
		focus = RAJ_planned_but_decentralized
	}
	x = 0
	y = 1
	relative_position_id = RAJ_planned_but_decentralized
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = RAJ_five_year_plan_modify_tt
		add_to_variable = {
			RAJ_fyp_production_lack_of_resource_penalty_factor = -0.1
			tooltip = production_lack_of_resource_penalty_factor_tt
		} {
			RAJ_fyp_local_resources_factor = 0.1
			tooltip = local_resources_factor_tt
		} {
			RAJ_fyp_global_building_slots_factor = 0.15
			tooltip = global_building_slots_factor_tt
		}
	}
}
### Entity: Modding Documentation
Construct: civilwar
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## civilwar
* Arguments: <ideology>, [target country tag]

Spawns a civil war
### Entity: National Focus
Tree: spr_focus
Component: SPR_avenge_foreign_interference
Constructs: prerequisite, limit, has_country_flag, completion_reward, every_other_country, create_wargoal, annex_everything
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPR_avenge_foreign_interference
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = SPR_a_red_iberia SPR_support_french_communists
	}
	icon = GFX_focus_attack_germany
	x = 1
	y = 1
	relative_position_id = SPR_a_red_iberia
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		custom_effect_tooltip = SPR_avenge_foreign_interference_tt
		every_other_country = {
			limit = {
				has_country_flag = SPR_sent_volunteers_to_SPA_flag
			}
			ROOT = {
				create_wargoal = {
					type = annex_everything
					target = PREV
					expire = 0
				}
			}
		}
	}
}
### Entity: Name List
Component: TNE
Source: game
File: common/names/00_names.txt

Code:
TNE = {
	male = {
		names = {
			Joko Fauzi Prabowo Ali Soemarno Henk Widji Teuku Hadi Azwar Mustafa Zaini Abdul Anak Ida Dewa Budi Sutrisno Rahmat Syamsul Basri Harun Saiful Ridwan Sulaiman Yusuf Hasan Mahmud Kamil Iskandar Usman Latief Karno Suratman Wahab Tarmizi Ismail Mursalin Ahmad Fachri Sapto Suwandi Kartono Marwan Suyono Waluyo Rasjid Nasir Sutopo Darwis Ruslan Abidin Paiman Jumadi Kasman Sunaryo Kamto Martono Sumarno Widodo Partono Sukimin Darmo Suparno Tarno Handoyo Jumari Saelan Rukman Rauf Imran Muchtar Rais Gani Latif Sabri Yasin Khotib Said Zubair Umar Jalal Masduki Kasmuri Karyo Saidi Darman Waskito Wibowo Sutiman Suprapto Juwono Samsi Samin Taryo Sugeng Rasmadi Karjono Sukirno Sarjono Teuku Hasan Ali Usman Mahmud Yusuf Harun Basri Ridwan Sulaiman Budi Santoso
		}
	}
	female = {
		names = {
			Siti Aisyah Nur Aminah Sri Rahayu Kartini Mawar Rukiyah Halimah Zubaedah Dewi Ratna Nani Sulastri Marni Rasmiah Wati Tuti Hayati Rukmini Salmah Ida Ayu Hasanah Siti Maryam Sarinah Munah Rohani
		}
	}
	surnames = {
		Prabowo Santoso Wibowo  Wijaya Saputra Wicaksono Hartono  Suryono Kartasasmita Hidayat Purnomo  Setiawan Suryani Darmawan Suprapto  Suryadi Riyadi Kurniawan Sastranegara  Hadipranoto Prawiro Sumarto Sumarno  Subagyo Suharto Suroyo Sudarsono  Partowiryo Atmadja Kartonegoro Sarwono  Darmadi Nasution Siregar Harahap  Lubis Pane Daulay Hutabarat  Simanjuntak Hutagalung 
	}
	callsigns = {

	}
}
### Entity: Modifier Reference
Component: PER_opposition_modifier
Constructs: research_speed_factor, stability_factor, conscription_factor, fascism_drift, communism_drift, democratic_drift
Source: game
File: common/dynamic_modifiers/GoE_dynamic_modifiers.txt

Code:
PER_opposition_modifier = {
	icon = GFX_idea_EST_democratic_opposition
	political_power_factor = PER_opposition_political_power_factor
	research_speed_factor = PER_opposition_research_speed_factor
	stability_factor = PER_opposition_stability_factor
	conscription_factor = PER_opposition_conscription_factor
	fascism_drift = PER_opposition_fascism_drift
	communism_drift = PER_opposition_communism_drift
	democratic_drift = PER_opposition_democratic_drift
	army_core_defence_factor = PER_army_core_defence_factor
	army_core_attack_factor = PER_army_core_attack_factor
}
### Entity: Scripted Effect
Component: EAI_FOCUS_CONFIG/LAND/antitank_design
Constructs: limit, has_country_flag, random_list, check_variable, set_variable
Source: game
File: common/scripted_effects/EAI_MILITARY_FOCUS_config_effects.txt

Code:
EAI_FOCUS_CONFIG/LAND/antitank_design = {
	random_list = {
		1 = {
			modifier = {
				factor = 0
				NOT = {
					AND = {
						OR = {
							check_variable = {
								EAI_FOCUS/LAND/armor_focus = global.EAI_AT_FOCUS
							} {
								EAI_FOCUS/LAND/armor_focus = global.EAI_LARM_FOCUS
							} {
								EAI_FOCUS/LAND/armor_focus = global.EAI_MOT_FOCUS
							}
						} {
							check_variable = {
								EAI_FOCUS/LAND/attachment = global.EAI_MOT_ATTACHMENT
							} {
								EAI_FOCUS/LAND/attachment = global.EAI_NO_ATTACHMENT
							} {
								EAI_FOCUS/LAND/attachment = global.EAI_LARM_ATTACHMENT
							}
						}
					}
				}
			} {
				factor = 1
			}
			if = {
				limit = {
					has_country_flag = EAI_military_focus_logging
				}
				log = [GetDate] | AI | [This.GetName] | FOCUS CONFIG: EAI_FOCUS/LAND/antitank_design = global.EAI_LINE_AT_DESIGN
			}
			set_variable = {
				EAI_FOCUS/LAND/antitank_design = global.EAI_LINE_AT_DESIGN
			}
		} {
			modifier = {
				factor = 0
				NOT = {
					AND = {
						OR = {
							check_variable = {
								EAI_FOCUS/LAND/armor_focus = global.EAI_MARM_FOCUS
							} {
								EAI_FOCUS/LAND/attachment = global.EAI_MARM_ATTACHMENT
							}
						}
					}
				}
			} {
				factor = 1
			}
			if = {
				limit = {
					has_country_flag = EAI_military_focus_logging
				}
				log = [GetDate] | AI | [This.GetName] | FOCUS CONFIG: EAI_FOCUS/LAND/antitank_design = global.EAI_MTD_AT_DESIGN
			}
			set_variable = {
				EAI_FOCUS/LAND/antitank_design = global.EAI_MTD_AT_DESIGN
			}
		} {
			modifier = {
				factor = 0
				NOT = {
					AND = {
						OR = {
							check_variable = {
								EAI_FOCUS/LAND/armor_focus = global.EAI_HARM_FOCUS
							} {
								EAI_FOCUS/LAND/attachment = global.EAI_HARM_ATTACHMENT
							}
						}
					}
				}
			} {
				factor = 1
			}
			if = {
				limit = {
					has_country_flag = EAI_military_focus_logging
				}
				log = [GetDate] | AI | [This.GetName] | FOCUS CONFIG: EAI_FOCUS/LAND/antitank_design = global.EAI_HTD_AT_DESIGN
			}
			set_variable = {
				EAI_FOCUS/LAND/antitank_design = global.EAI_HTD_AT_DESIGN
			}
		}
	}
	if = {
		limit = {
			check_variable = {
				EAI_FOCUS/LAND/antitank_design_OVERRIDE = global.EAI_HISTORICAL
			}
		}
		set_variable = {
			EAI_FOCUS/LAND/antitank_design = global.EAI_HISTORICAL
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_heavy_amphibious_armor_focus
Source: game
File: common/scripted_triggers/EAI_PRODUCTION_template_design_triggers.txt

Code:
EAI_heavy_amphibious_armor_focus = {
	EAI_amphibious_division_focus = yes
	EAI_HARM_military_focus = yes
}
### Entity: Character
Component: atlantic_fleet_naval_manufacturer
Constructs: equipment_bonus
Source: game
File: common/country_leader/00_traits.txt

Code:
atlantic_fleet_naval_manufacturer = {
	random = no
	equipment_bonus = {
		carrier = {
			armor_value = 0.5
			max_strength = 0.1
		}
		capital_ship = {
			armor_value = 0.1
			hg_attack = 0.1
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: POL_joachim_stefan_bartoszewicz
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/POL.txt

Code:
POL_joachim_stefan_bartoszewicz = {
	name = POL_joachim_stefan_bartoszewicz
	portraits = {
		army = {
			small = GFX_idea_POL_joachim_stefan_bartoszewicz
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = POL_joachim_stefan_bartoszewicz
		available = {
			OR = {
				has_completed_focus = POL_modus_vivendi POL_reassemble_the_sejm POL_integrate_the_endecja
			}
		}
		allowed = {
			original_tag = POL
			OR = {
				has_dlc = Poland: United and Ready No Step Back
			}
		}
		traits = {
			national_determinist
		}
	}
}
### Entity: Idea
Component: POR_faltering_rural_support
Constructs: has_government, removal_cost, neutrality_drift, democratic_drift
Source: game
File: common/ideas/r56_portugal.txt

Code:
POR_faltering_rural_support = {
	picture = prc_low_popular_support
	allowed = {
		original_tag = POR
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	modifier = {
		political_power_factor = -0.25
		neutrality_drift = 0.02
		democratic_drift = 0.02
	}
}
### Entity: Order of Battle
Component: 511e Rgt. de Chars de Combat
Constructs: division_template
Source: game
File: history/units/FRA_1939_nsb.txt

Code:
division = {
	name = 511e Rgt. de Chars de Combat
	location = 3560
	division_template = Brigade Cuirassée
	start_experience_factor = 0.2
}
### Entity: Character
Component: EST_juhan_tuuling
Source: game
File: common/characters/EST.txt

Code:
EST_juhan_tuuling = {
	name = EST_juhan_tuuling
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_1
		}
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = EST_juhan_tuuling
		ledger = army
		allowed = {
			original_tag = EST
		}
		traits = {
			military_theorist
		}
	}
}
### Entity: Event
Component: prc.55
Constructs: is_triggered_only, add_stability, add_political_power, set_global_flag
Source: game
File: events/r56_prc.txt

Code:
country_event = {
	id = prc.55
	title = prc.55.t
	desc = prc.55.d
	picture = GFX_report_event_chinese_soldiers_02
	is_triggered_only = yes
	option = {
		name = prc.55.a
		add_political_power = -100
		add_stability = 0.1
		CHI = {
			country_event = {
				id = prc.56
			}
		}
		set_global_flag = zxl_assassinated
	} {
		name = prc.55.b
		add_political_power = -50
		add_stability = -0.05
		custom_effect_tooltip = PRC_zxl_will_become_leader_if_agree PRC_no_wargoal_to_chi_when_ok_tt
		set_global_flag = PRC_no_wargoal_to_chi_when_ok
		country_event = {
			id = prc.57
		}
	} {
		name = prc.55.c
		add_political_power = -25
		custom_effect_tooltip = PRC_zxl_will_become_leader_if_agree
		country_event = {
			id = prc.57
		}
	} {
		name = prc.55.e
	}
}
### Entity: Unit Template
Component: POR_PAR_01
Source: game
File: common/units/names_divisions/POR_names_divisions.txt

Code:
POR_PAR_01 = {
	name = Parachute Division
	for_countries = {
		POR
	}
	can_use = {
		always = yes
	}
	division_types = {
		paratrooper
	}
	fallback_name = %da Divisão de Pára-Quedistas
	ordered = {
		1 = {
			%da Divisão de Pára-Quedistas
		}
		2 = {
			%da Divisão de Pára-Quedistas
		}
		3 = {
			%da Divisão de Pára-Quedistas
		}
		4 = {
			%da Divisão de Pára-Quedistas
		}
		5 = {
			%da Divisão de Pára-Quedistas
		}
		6 = {
			%da Divisão de Pára-Quedistas
		}
		7 = {
			%da Divisão de Pára-Quedistas
		}
		8 = {
			%da Divisão de Pára-Quedistas
		}
		9 = {
			%da Divisão de Pára-Quedistas
		}
		10 = {
			%da Divisão de Pára-Quedistas
		}
	}
}
### Entity: Event
Component: mtg_usa_foreign_support.3
Constructs: is_triggered_only, ai_chance
Source: game
File: events/MTG_USA.txt

Code:
country_event = {
	id = mtg_usa_foreign_support.3
	title = mtg_usa_foreign_support.3.t
	desc = mtg_usa_foreign_support.3.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = mtg_usa_foreign_support.3.a
		ai_chance = {
			factor = 70
		}
	}
}