Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: VIC_marcel_bruno_gensoul
Constructs: has_government
Source: game
File: common/ideas/vichy_france.txt

Code:
VIC_marcel_bruno_gensoul = {
	ledger = navy
	picture = generic_navy_europe_1
	allowed = {
		original_tag = FRA
		has_government = fascism
	}
	traits = {
		navy_screen_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Technology
Component: mountain_warfare
Constructs: research_cost
Source: game
File: common/technologies/infantry.txt

Code:
technology = {
	research_cost = 1
	allow = {
		always = no
	}
	infantry = {
		mountain = {
			defence = 0.05
			movement = 0.05
		}
	}
	marine = {
		mountain = {
			attack = 0.05
			movement = 0.1
		}
	}
	mountaineers = {
		mountain = {
			attack = 0.05
			defence = 0.05
			movement = 0.1
		}
	}
	paratrooper = {
		mountain = {
			attack = 0.05
			movement = 0.1
		}
	}
}
### Entity: Decision
Component: AFG_oil_concessions_category
Constructs: has_completed_focus, limit, has_war_with, has_country_flag, is_major, complete_effect, set_country_flag, remove_effect
Source: game
File: common/decisions/AFG.txt

Code:
AFG_oil_concessions_category = {
	AFG_propose_oil_concession_deal = {
		icon = GFX_decision_oil
		ai_will_do = {
			base = 40
		}
		target_trigger = {
			FROM = {
				is_major = yes
				NOT = {
					has_war_with = ROOT
					original_tag = SOU
				}
			}
		}
		allowed = {
			original_tag = AFG
		}
		available = {
			has_completed_focus = AFG_75_year_oil_concessions
			NOT = {
				has_country_flag = AFG_oil_deal_negotiation_in_progress
			}
		}
		visible = {
			has_completed_focus = AFG_75_year_oil_concessions
			NOT = {
				has_country_flag = AFG_signed_oil_deal_flag
			}
		}
		cost = 0
		days_remove = 30
		modifier = {
			political_power_factor = -0.1
		}
		complete_effect = {
			hidden_effect = {
				set_country_flag = AFG_oil_deal_negotiation_in_progress
			}
		}
		remove_effect = {
			FROM = {
				country_event = {
					id = AFG_industrial_events.10
					days = 1
				}
			}
			custom_effect_tooltip = if_they_accept_tt
			effect_tooltip = {
				267 = {
					add_resource = {
						type = oil
						amount = 10
					}
					set_state_flag = AFG_oil_concession_here_flag
				}
				415 = {
					add_resource = {
						type = oil
						amount = 10
					}
				}
				give_resource_rights = {
					receiver = FROM
					state = 267
					resources = {
						oil
					}
				}
			}
		}
	}
	AFG_nationalize_oil = {
		icon = GFX_decision_oil
		ai_will_do = {
			base = 0
		}
		target_trigger = {
			FROM = {
				has_country_flag = made_oil_deal_with_afg_flag
			}
		}
		allowed = {
			original_tag = AFG
		}
		available = {
			has_completed_focus = AFG_75_year_oil_concessions
			has_country_flag = AFG_signed_oil_deal_flag
		}
		visible = {
			any_owned_state = {
				is_controlled_by = ROOT
				has_state_flag = AFG_oil_concession_here_flag
			}
		}
		cost = 0
		days_remove = 14
		modifier = {
			political_power_factor = -0.1
		}
		remove_effect = {
			FROM = {
				remove_resource_rights = 267
				country_event = {
					id = AFG_industrial_events.13
					days = 1
				}
			}
			hidden_effect = {
				random_state = {
					limit = {
						has_state_flag = AFG_oil_concession_here_flag
					}
					clr_state_flag = AFG_oil_concession_here_flag
				}
			}
		}
	}
}
### Entity: National Focus
Tree: sud_focus
Component: SUD_the_well_guided
Constructs: prerequisite, has_government, completion_reward, add_country_leader_trait
Source: game
File: common/national_focus/sudan.txt

Code:
focus = {
	id = SUD_the_well_guided
	text = ADU_the_well_guided
	icon = GFX_goal_generic_madrasah_2_color
	prerequisite = {
		focus = SUD_galvanize_the_khatmiyya_movement
	}
	relative_position_id = SUD_galvanize_the_khatmiyya_movement
	x = 0
	y = 1
	cost = 10
	available = {
		has_government = fascism
	}
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		add_country_leader_trait = mahdi
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_POLITICAL
	}
}
### Entity: AI Strategy
Component: r56_SOV_bad_kid_MON
Constructs: has_government, is_puppet, is_ai, is_in_faction_with, is_puppet_of, declare_war
Source: game
File: common/ai_strategy/r56_SOV.txt

Code:
r56_SOV_bad_kid_MON = {
	allowed = {
		original_tag = SOV
	}
	enable = {
		ROOT = {
			has_government = communism
			is_puppet = no
		}
		MON = {
			is_ai = yes
			OR = {
				NOT = {
					OR = {
						is_in_faction_with = SOV ENG
						is_puppet_of = SOV
					}
				} {
					has_government = communism
				}
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = antagonize
		id = MON
		value = 500
	} {
		type = conquer
		id = MON
		value = 500
	} {
		type = declare_war
		id = MON
		value = 500
	} {
		type = invade
		id = MON
		value = 500
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_naval_aviation
Constructs: prerequisite, limit, completion_reward, has_tech, has_dlc, add_tech_bonus
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_naval_aviation
	icon = GFX_goal_generic_air_naval_bomber
	prerequisite = {
		focus = HON_airforce
	}
	x = 48
	y = 1
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 4
			NOT = {
				has_tech = basic_medium_airframe naval_bomber1
			}
		}
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			add_tech_bonus = {
				name = HON_naval_aviation
				bonus = 1
				ahead_reduction = 0.5
				uses = 1
				category = medium_air
			}
		}
		else = {
			add_tech_bonus = {
				name = nav_bomber_bonus
				bonus = 1
				ahead_reduction = 1
				uses = 2
				category = naval_bomber
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: POR_volunteers_in_the_war_nationalist
Constructs: removal_cost, send_volunteer_divisions_required, send_volunteer_size, send_volunteers_tension
Source: game
File: common/ideas/portugal.txt

Code:
POR_volunteers_in_the_war_nationalist = {
	picture = por_volunteers_in_the_war
	name = POR_volunteers_in_the_war
	allowed = {
		original_tag = POR
	}
	allowed_civil_war = {
		tag = POR
	}
	removal_cost = -1
	modifier = {
		send_volunteer_divisions_required = -0.75
		send_volunteer_size = 3
		send_volunteers_tension = -1
	}
}
### Entity: Order of Battle
Component: Taiwan Shubitai
Constructs: division_template
Source: game
File: history/units/r56_JAP_1936.txt

Code:
division = {
	name = Taiwan Shubitai
	location = 7186
	division_template = Hohei Ryodan
	start_experience_factor = 0.1
	start_equipment_factor = 0.3
}
### Entity: Unit Template
Component: SAF_CV_HISTORICAL
Source: game
File: common/units/names_ships/SAF_ship_names.txt

Code:
SAF_CV_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CARRIERS
	for_countries = {
		SAF
	}
	type = ship
	ship_types = {
		ship_hull_carrier carrier
	}
	prefix = HMSAS 
	fallback_name = Carrier %s
	unique = {
		South Africa Good Hope Natal Transvaal Orange Free State Cape Town Johannesburg Port Elizabeth East London Bloemfontein Durban Pretoria Lion Cheetah Leopard Serval Caracal Genet Jackal Mongoose Hyena Wild Dog
	}
}
### Entity: Character
Component: AST_soldier_rights_promoter
Constructs: conscription_factor
Source: game
File: common/country_leader/taog_traits.txt

Code:
AST_soldier_rights_promoter = {
	random = no
	sprite = 13
	conscription_factor = 0.1
}
### Entity: AI Strategy
Component: default_production_minors
Constructs: is_major
Source: game
File: common/ai_strategy/r56_default.txt

Code:
default_production_minors = {
	enable = {
		is_major = no
	}
	abort = {
		is_major = yes
	}
	ai_strategy = {
		type = equipment_variant_production_factor
		id = infantry_equipment
		value = 10
	}
}
### Entity: Idea
Component: PRC_harbin_machinery
Constructs: has_completed_focus, removal_cost
Source: game
File: common/ideas/prc.txt

Code:
PRC_harbin_machinery = {
	picture = generic_motorized_equipment_manufacturer_1
	allowed = {
		tag = PRC
	}
	available = {
		has_completed_focus = PRC_revive_arsenals
	}
	cost = 150
	removal_cost = 10
	traits = {
		harbin_motorised
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_clear_out_sycophants
Constructs: prerequisite, limit, add_war_support, add_stability, completion_reward, every_subject_country, add_autonomy_ratio
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_clear_out_sycophants
	icon = GFX_focus_CHI_clear_out_sycophants
	prerequisite = {
		focus = CHI_take_control_of_the_executive_yuan
	}
	x = 0
	y = 1
	relative_position_id = CHI_take_control_of_the_executive_yuan
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_STABILITY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_war_support = 0.05
		add_stability = 0.1
		every_subject_country = {
			limit = {
				exists = yes
			}
			add_autonomy_ratio = {
				value = -0.05
				localization = CHI_clear_out_sycophants
			}
		}
	}
}
### Entity: National Focus
Tree: pak_focus
Component: PAK_Electrical_Research
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/pakistan.txt

Code:
focus = {
	id = PAK_Electrical_Research
	icon = GFX_goal_generic_scientific_exchange
	cost = 10
	prerequisite = {
		focus = PAK_Education_Reform
	}
	x = 28
	y = 2
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = PAK_Electrical_Research
			bonus = 1
			uses = 1
			category = electronics
		}
	}
}
### Entity: Modifier Reference
Construct: max_army_group_size
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## max_army_group_size

* Number with 0 decimal places
* **Categories**: unit_leader
### Entity: Event
Component: BBA_switzerland.11
Constructs: is_triggered_only, ai_chance
Source: game
File: events/BBA_Switzerland.txt

Code:
country_event = {
	id = BBA_switzerland.11
	title = BBA_switzerland.11.t
	desc = {
		text = BBA_switzerland.11.desc_GER
		trigger = {
			ROOT = {
				original_tag = GER
			}
		}
	} {
		text = BBA_switzerland.11.desc_SWI
		trigger = {
			ROOT = {
				original_tag = SWI
			}
		}
	}
	picture = GFX_report_event_journalists_speech
	is_triggered_only = yes
	immediate = {
		hidden_effect = {

		}
	}
	option = {
		name = BBA_switzerland.11.a
		ai_chance = {
			base = 10
		}
		trigger = {
			ROOT = {
				original_tag = SWI
			}
		}
	} {
		name = BBA_switzerland.11.b
		ai_chance = {
			base = 10
		}
		trigger = {
			ROOT = {
				original_tag = GER
			}
		}
		event_option_tooltip = BBA_switzerland.8.a
	}
}
### Entity: Character
Component: r56w_trait_designer_holst_planet_foundry
Constructs: equipment_bonus, maximum_speed
Source: game
File: common/country_leader/r56_WHY_characters_traits.txt

Code:
r56w_trait_designer_holst_planet_foundry = {
	random = no
	equipment_bonus = {
		small_plane_airframe = {
			air_agility = 0.1
			maximum_speed = 0.1
		}
	}
}
### Entity: Character
Component: maan_turva_headman
Source: game
File: common/country_leader/00_traits.txt

Code:
maan_turva_headman = {
	random = no
	sprite = 13
	intelligence_agency_defense = 0.05
	civilian_intel_to_others = -10
	resistance_damage_to_garrison = 0.1
	drift_defence_factor = 0.2
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_NIC_59
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_NIC_59 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_NIC
			value = 59
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = dockyard
		value = 59
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_anti_communism
Constructs: prerequisite, limit, has_government, completion_reward, is_subject, is_in_faction_with, cancel_if_invalid, complete_tooltip
Source: game
File: common/national_focus/china_nationalist.txt

Code:
focus = {
	id = CHI_anti_communism
	icon = GFX_goal_generic_war_with_comintern
	prerequisite = {
		focus = CHI_prioritize_the_interior
	}
	x = 0
	y = 1
	relative_position_id = CHI_prioritize_the_interior
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
		NOT = {
			has_government = communism
		}
		any_country = {
			OR = {
				tag = YUN SIK GXC SHX XSM TIB PRC
			}
			has_government = communism
		}
	}
	bypass = {
		OR = {
			is_in_faction_with = PRC
			NOT = {
				any_country = {
					OR = {
						tag = YUN SIK GXC SHX XSM TIB PRC
					}
					has_government = communism
				}
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	complete_tooltip = {

	}
	completion_reward = {
		if = {
			limit = {
				SIK = {
					has_government = communism
				}
			}
			create_wargoal = {
				type = annex_everything
				target = SIK
				expire = 0
			}
		} {
			limit = {
				TIB = {
					has_government = communism
				}
			}
			create_wargoal = {
				type = annex_everything
				target = TIB
				expire = 0
			}
		} {
			limit = {
				PRC = {
					has_government = communism
				}
			}
			ROOT = {
				create_wargoal = {
					type = annex_everything
					target = PRC
					expire = 0
				}
			}
		} {
			limit = {
				YUN = {
					has_government = communism
				}
			}
			ROOT = {
				create_wargoal = {
					type = annex_everything
					target = YUN
					expire = 0
				}
			}
		} {
			limit = {
				SHX = {
					has_government = communism
				}
			}
			ROOT = {
				create_wargoal = {
					type = annex_everything
					target = SHX
					expire = 0
				}
			}
		} {
			limit = {
				GXC = {
					has_government = communism
				}
			}
			ROOT = {
				create_wargoal = {
					type = annex_everything
					target = GXC
					expire = 0
				}
			}
		} {
			limit = {
				XSM = {
					has_government = communism
				}
			}
			ROOT = {
				create_wargoal = {
					type = annex_everything
					target = XSM
					expire = 0
				}
			}
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_collectivising_our_agriculture
Constructs: prerequisite, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_collectivising_our_agriculture
	icon = GFX_focus_prc_agrarian_socialism
	prerequisite = {
		focus = TUR_scrapping_our_debts
	} {
		focus = TUR_reconciling_kemalism_with_bolshevism
	}
	x = 1
	y = 2
	relative_position_id = TUR_scrapping_our_debts
	cost = 10
	ai_will_do = {
		base = 10
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_controlled_state = {
			add_extra_state_shared_building_slots = 1
		} {
			add_extra_state_shared_building_slots = 1
		} {
			add_extra_state_shared_building_slots = 1
		} {
			add_extra_state_shared_building_slots = 1
		}
	}
}
### Entity: Event
Component: belgium.153
Constructs: has_completed_focus, add_ideas, has_government, add_political_power, has_idea
Source: game
File: events/BEL_additional_events.txt

Code:
country_event = {
	id = belgium.153
	title = belgium.153.t
	desc = belgium.153.desc
	picture = GFX_report_event_generic_rally_3
	trigger = {
		tag = BEL
		has_government = democratic
		has_completed_focus = BEL_restore_constitution
		NOT = {
			has_idea = BEL_pillarized_society
		}
	}
	mean_time_to_happen = {
		days = 72
	}
	option = {
		name = belgium.153.a
		add_political_power = 20
		add_ideas = BEL_pillarized_society
	}
}
### Entity: Idea
Component: HOL_lessons_from_the_low_countries
Constructs: removal_cost
Source: game
File: common/ideas/netherlands.txt

Code:
HOL_lessons_from_the_low_countries = {
	picture = generic_wall_line
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		production_speed_bunker_factor = 0.1
		max_dig_in = 10
		army_core_defence_factor = 0.1
	}
}
### Entity: Scope Reference
Construct: list_vars
Constructs: list_vars, set_country_flag, set_global_flag
Source: paradoxwiki
File: documentation/web/paradoxwiki/Console_commands.html

Doc:
list_vars
|
Lists the variables set in the selected scope and their values.
|

|

set_country_flag [<Country Flag>]
|
Adds a country flag to currently played nation.
|
Does not work if you put another nations tag in the command such as "set_country_flag flag AUS", even if it says in console that it does.
|

set_global_flag [<Global Flag>]
|
Adds a global flag.
|

|
### Entity: Event
Component: SEA_PRC_political_events.1
Constructs: is_triggered_only, ai_chance, limit, fire_only_once, has_character_flag, add_country_leader_role, set_country_flag, add_corps_commander_role
Source: game
File: events/SEA_Communist_China.txt

Code:
country_event = {
	id = SEA_PRC_political_events.1
	title = SEA_PRC_political_events.1.t
	desc = {
		text = SEA_PRC_political_events.1.desc1
		trigger = {
			PRC_wang_ming = {
				has_character_flag = PRC_wang_ming_exiled
			}
		}
	} {
		text = SEA_PRC_political_events.1.desc2
		trigger = {
			NOT = {
				PRC_wang_ming = {
					has_character_flag = PRC_wang_ming_exiled
				}
			}
		}
	}
	picture = GFX_report_event_PRC_wang_ming_or_bo_gu
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_PRC_political_events.1.a
		ai_chance = {
			base = 50
			modifier = {
				PRC_wang_ming = {
					has_character_flag = PRC_wang_ming_exiled
				}
				factor = 0.2
			}
		}
		add_country_leader_role = {
			character = PRC_wang_ming
			promote_leader = yes
			country_leader = {
				ideology = stalinism
				traits = {
					PRC_faction_diplomat
				}
				expire = 1965.1.1.1
				id = -1
			}
		}
		set_country_flag = PRC_bo_gu_general
		effect_tooltip = {
			add_corps_commander_role = {
				character = PRC_bo_gu
				traits = {
					infantry_officer
				}
				skill = 3
				attack_skill = 4
				defense_skill = 3
				planning_skill = 2
				logistics_skill = 2
				legacy_id = -1
			}
		}
		IF = {
			limit = {
				PRC_wang_ming = {
					has_character_flag = PRC_wang_ming_exiled
				}
			}
			PRC_wang_ming = {
				clr_character_flag = PRC_wang_ming_exiled
			}
		}
	} {
		name = SEA_PRC_political_events.1.b
		ai_chance = {
			base = 25
		}
		add_country_leader_role = {
			character = PRC_bo_gu
			promote_leader = yes
			country_leader = {
				ideology = stalinism
				traits = {
					PRC_leadership_comeback
				}
				expire = 1965.1.1.1
				id = -1
			}
		}
		IF = {
			limit = {
				PRC_wang_ming = {
					has_character_flag = PRC_wang_ming_exiled
				}
			}
			PRC_wang_ming = {
				clr_character_flag = PRC_wang_ming_exiled
			}
		}
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_peoples_volunteer_army
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/china_communist.txt

Code:
focus = {
	id = PRC_peoples_volunteer_army
	icon = GFX_goal_generic_special_forces
	prerequisite = {
		focus = PRC_central_military_commission
	}
	x = 2
	y = 1
	relative_position_id = PRC_central_military_commission
	cost = 10
	ai_will_do = {
		factor = 4
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_ideas = PRC_peoples_volunteer_army
	}
}
### Entity: Character
Component: TRI_tubal_uriah_butler
Source: game
File: common/characters/TRI.txt

Code:
TRI_tubal_uriah_butler = {
	name = Tubal Uriah Butler
	portraits = {
		civilian = {
			large = gfx/leaders/TRI/r56_portrait_TRI_Tubal_Uriah_Butler.dds
		}
	}
	country_leader = {
		ideology = syndicalism
		traits = {
			TRI_spiritual_baptist
		}
		expire = 1965.1.1
		id = -1
	}
}
### Entity: Event
Component: manchukuo_events.4
Constructs: is_triggered_only, ai_chance, add_stability, add_political_power, set_country_flag
Source: game
File: events/WTT_Manchukuo.txt

Code:
country_event = {
	id = manchukuo_events.4
	title = The Imperial Tianjin Conference
	desc = manchukuo_events.4.d
	picture = GFX_report_event_journalists_speech
	is_triggered_only = yes
	option = {
		name = The legitimacy of the Qing is important, Pujie will succeed his brother.
		ai_chance = {
			base = 70
		}
		set_country_flag = pujie_wins
		promote_character = MAN_aisin_gioro_pujie
		add_stability = 0.05
		add_political_power = 120
	} {
		name = A loyal and capabable general is needed, Qi Xieyuan will assume the Presidency.
		ai_chance = {
			base = 30
		}
		set_country_flag = xieyuan_wins
		promote_character = MAN_qi_xieyuan
		add_stability = 0.05
		add_political_power = 120
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_rapid_mobilization
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid, complete_tooltip
Source: game
File: common/national_focus/china_warlord.txt

Code:
focus = {
	id = CHI_rapid_mobilization
	icon = GFX_goal_generic_more_territorial_claims
	prerequisite = {
		focus = CHI_provoke_border_clashes CHI_defensive_posture
	}
	x = 0
	y = 2
	relative_position_id = CHI_personal_leadership
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	complete_tooltip = {

	}
	completion_reward = {
		add_ideas = CHI_rapid_mobilization
	}
}
### Entity: Character
Component: DOM_julio_ortega_frier
Source: game
File: common/characters/DOM.txt

Code:
DOM_julio_ortega_frier = {
	advisor = {
		slot = air_chief
		idea_token = DOM_julio_ortega_frier
		allowed = {
			original_tag = DOM
		}
		traits = {
			air_chief_safety_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Julio Ortega Frier
	portraits = {
		army = {
			small = GFX_idea_generic_air_south_america_1
		}
	}
}
### Entity: Character
Component: SWE_exiled_revolutionaries
Constructs: has_completed_focus
Source: game
File: common/characters/SWE.txt

Code:
SWE_exiled_revolutionaries = {
	name = SWE_exiled_revolutionaries
	portraits = {
		army = {
			small = GFX_idea_SPR_anarchist_council
		}
	}
	advisor = {
		cost = 200
		slot = high_command
		idea_token = SWE_exiled_revolutionaries
		ledger = army
		allowed = {
			original_tag = SWE
		}
		visible = {
			has_completed_focus = SWE_refuge_for_revolutionaries
		}
		available = {
			has_completed_focus = SWE_refuge_for_revolutionaries
		}
		traits = {
			SWE_exiled_revolutionaries
		}
	}
}
### Entity: Idea
Component: r56_ARG_spanish_civil_war_involvement
Constructs: has_war, has_global_flag, removal_cost, send_volunteer_size, send_volunteer_divisions_required, send_volunteers_tension
Source: game
File: common/ideas/r56_argentina.txt

Code:
r56_ARG_spanish_civil_war_involvement = {
	allowed = {
		always = no
	}
	available = {
		has_war = no
		NOT = {
			has_global_flag = r56_scw_our_own_ending_check
		}
	}
	removal_cost = -1
	modifier = {
		send_volunteer_size = 1
		send_volunteer_divisions_required = -1
		send_volunteers_tension = -1
		lend_lease_tension = -1
	}
	picture = por_volunteers_in_the_war2
}
### Entity: Decision
Component: AUS_monarchist_power_balance_category
Constructs: has_power_balance
Source: game
File: common/decisions/categories/r56_AUS_decision_categories.txt

Code:
AUS_monarchist_power_balance_category = {
	icon = GFX_decision_category_power_struggle
	allowed = {
		original_tag = AUS
	}
	visible = {
		has_power_balance = {
			id = AUS_monarchist_power_balance
		}
	}
}
### Entity: Character
Component: NOR_halvdan_koht
Constructs: has_completed_focus, has_government, has_aat
Source: game
File: common/characters/NOR.txt

Code:
NOR_halvdan_koht = {
	instance = {
		allowed = {
			has_aat = yes
		}
		name = NOR_halvdan_koht
		allowed_civil_war = {
			NOR_char_cw_labor_only = yes
		}
		advisor = {
			slot = political_advisor
			idea_token = NOR_halvdan_koht
			allowed = {
				original_tag = NOR
			}
			visible = {
				has_government = democratic
			}
			available = {
				has_government = democratic
				OR = {
					has_completed_focus = NOR_vote_of_no_confidence NOR_continue_nygaardsvold_government
				}
			}
			traits = {
				NOR_pacifist_diplomat
			}
		}
		portraits = {
			civilian = {
				small = GFX_portrait_NOR_halvdan_koht_small
			}
		}
	} {
		allowed = {
			has_aat = no
		}
		name = NOR_halvdan_koht
		advisor = {
			slot = political_advisor
			idea_token = NOR_halvdan_koht
			allowed = {
				original_tag = NOR
			}
			traits = {
				smooth_talking_charmer
			}
		}
		portraits = {
			civilian = {
				small = GFX_idea_generic_political_advisor_europe_1
			}
		}
	}
}