Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: cze_focus
Component: CZE_expand_prf_science_facilities
Constructs: has_completed_focus, prerequisite, limit, completion_reward, is_controlled_by, cancel_if_invalid, add_research_slot, add_tech_bonus
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_expand_prf_science_facilities
	icon = GFX_focus_generic_university_3
	prerequisite = {
		focus = CZE_continue_the_central_bohemia_plan
	}
	relative_position_id = CZE_continue_the_central_bohemia_plan
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		any_core_state = {
			is_controlled_by = ROOT
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				amount_research_slots = < 7
			}
			add_research_slot = 1
		} {
			limit = {
				NOT = {
					OR = {
						has_completed_focus = CZE_appeal_to_the_castle CZE_create_a_secret_police_branch
					}
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt available_political_advisor
			show_ideas_tooltip = CZE_karel_domin
		}
		add_tech_bonus = {
			name = CZE_expand_prf_science_facilities
			bonus = 0.5
			uses = 1
			category = electronics
		}
		custom_effect_tooltip = generic_skip_one_line_tt available_political_advisor
		show_ideas_tooltip = CZE_emil_franke
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: BEL_construction_investments
Constructs: production_speed_buildings_factor
Source: game
File: common/ideas/belgium.txt

Code:
BEL_construction_investments = {
	allowed = {
		original_tag = BEL
	}
	picture = ARG_invest_in_roads
	modifier = {
		production_speed_buildings_factor = 0.2
	}
}
### Entity: Country History
Country: FAR
Component: FAR_technology
Constructs: set_technology
Source: game
File: history/countries/FAR - Faroes.txt

Code:
# Starting Technologies for FAR
set_technology = {
	etax_doctrine = 1
	camo = 1
	infantry_weapons = 1
	tech_support = 1
	mtg_transport = 1
}
### Entity: Idea
Component: r56_CAN_restructured_government_02
Constructs: removal_cost
Source: game
File: common/ideas/r56_canada.txt

Code:
r56_CAN_restructured_government_02 = {
	name = r56_CAN_restructured_government
	allowed = {
		always = no
	}
	allowed_civil_war = {

	}
	picture = r56_CAN_capitol
	removal_cost = -1
	modifier = {
		political_power_factor = 0.15
		global_building_slots_factor = 0.05
		production_speed_arms_factory_factor = 0.05
		production_speed_industrial_complex_factor = 0.05
		consumer_goods_factor = -0.12
	}
}
### Entity: AI Strategy
Component: USA_fascist
Constructs: has_country_flag, has_dlc, has_game_rule
Source: game
File: common/ai_strategy_plans/USA_alternate_strategy_plan.txt

Code:
USA_fascist = {
	name = US Fascist Plan
	desc = Plan for the US to go fascist
	allowed = {
		original_tag = USA
		has_dlc = Man the Guns
	}
	enable = {
		OR = {
			OR = {
				has_country_flag = USA_AI_RANDOM_FASCIST
				has_game_rule = {
					rule = USA_ai_behavior
					option = FASCIST
				}
			}
			tag = CSA
		}
	}
	abort = {

	}
	ai_national_focuses = {
		USA_war_department USA_war_plans_division USA_intervention_in_the_americas USA_air_war_plans_division USA_war_plan_crimson USA_reestablish_the_gold_standard USA_adjusted_compensation_act USA_america_first USA_ally_with_the_silver_shirts USA_invite_foreign_support USA_send_lindbergh_to_germany USA_recruit_the_free_corps USA_national_prosperity_program USA_work_with_the_bund USA_extend_the_chinese_exclusion_acts USA_war_powers_act USA_labour_management_relations_act USA_empower_the_huac USA_protectionist_tariffs USA_income_tax_reform USA_institute_of_american_sciences USA_voter_registration_act USA_de_regulate_the_banking_sector USA_privatize_the_TVA USA_national_employment_strategy USA_honor_the_confederacy USA_selective_training_act USA_reinforce_monroe_doctrine
	}
	research = {

	}
	ideas = {

	}
	traits = {
		fascist_demagogue = 15
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Unit Template
Component: ITA_MNT_01
Source: game
File: common/units/names_divisions/ITA_names_divisions.txt

Code:
ITA_MNT_01 = {
	name = Mountain Division
	for_countries = {
		ITA
	}
	can_use = {
		always = yes
	}
	division_types = {
		mountaineers
	}
	fallback_name = %da Divisione Alpina
	ordered = {
		1 = {
			%da Divisione Alpina 'Taurinense'
		}
		2 = {
			%da Divisione Alpina 'Tridentina'
		}
		3 = {
			%da Divisione Alpina 'Julia'
		}
		4 = {
			%da Divisione Alpina 'Cuneense'
		}
		5 = {
			%da Divisione Alpina 'Pusteria'
		}
		6 = {
			%da Divisione Alpina 'Alpi Graje'
		}
		7 = {
			%da Divisione Alpina 'Orobica'
		}
		8 = {
			%da Divisione Alpina 'Cadore'
		}
	}
}
### Entity: Order of Battle
Component: Gruppa Coloniale dell'Amhara
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/ITA_1939.txt

Code:
division = {
	name = Gruppa Coloniale dell'Amhara
	location = 1984
	division_template = Divisione Coloniale
	force_equipment_variants = {
		infantry_equipment_0 = {
			owner = ITA
		}
	}
	start_equipment_factor = 0.3
}
### Entity: National Focus
Tree: spa_focus
Component: SPA_a_methodical_approach
Constructs: prerequisite, add_ideas, completion_reward, has_global_flag
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPA_a_methodical_approach
	available = {

	}
	bypass = {
		has_global_flag = scw_over
	}
	prerequisite = {
		focus = SPA_unify_the_nationalist_front
	}
	icon = GFX_goal_generic_more_territorial_claims
	x = 2
	y = 1
	relative_position_id = SPA_unify_the_nationalist_front
	cost = 5
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = SPA_a_methodical_approach
		custom_effect_tooltip = SPR_seize_public_transport_tt
	}
}
### Entity: AI Strategy
Component: EAI_PROD_NAVY_ASW_DD_navy_production_strategy_2
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_PRODUCTION_navy_strategies.txt

Code:
EAI_PROD_NAVY_ASW_DD_navy_production_strategy_2 = {
	enable = {
		has_country_flag = EAI_ASW_DD_navy_production_2
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = role_ratio
		id = naval_escort
		value = 5
	}
}
### Entity: Music Config
Component: base_music/axis_war_1
Constructs: has_government, has_war
Source: game
File: music/_songs.txt

Code:
music = {
	song = axis_war_1
	chance = {
		modifier = {
			factor = 2
			has_war = yes
			has_government = fascism
		}
	}
}
### Entity: Idea
Component: VEN_corruption_10
Constructs: stability_factor
Source: game
File: common/ideas/r56_venezuela.txt

Code:
VEN_corruption_10 = {
	picture = generic_victors_of_ww1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		political_power_factor = 0.1
		stability_factor = 0.05
	}
}
### Entity: Character
Component: JAP_fushimi_hiroyasu
Constructs: has_active_mission
Source: game
File: common/characters/JAP.txt

Code:
JAP_fushimi_hiroyasu = {
	name = JAP_fushimi_hiroyasu
	portraits = {
		army = {
			small = GFX_idea_fushimi_hiroyasu
		}
	}
	advisor = {
		slot = navy_chief
		idea_token = fushimi_hiroyasu
		allowed = {
			original_tag = JAP
		}
		traits = {
			navy_chief_naval_aviation_2
		}
		cost = 100
		ai_will_do = {
			base = 0.5
			modifier = {
				factor = 15
				has_active_mission = JAP_naval_faction_demands_political_appointment
			}
		}
	}
}
### Entity: Event
Component: SEA_japan_popup_events.41
Constructs: is_triggered_only, limit, add_opinion_modifier, fire_only_once, has_dlc, send_embargo
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_popup_events.41
	title = SEA_japan_popup_events.41.t
	desc = SEA_japan_popup_events.41.desc
	picture = GFX_report_event_JAP_army_occupation
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = SEA_japan_popup_events.41.a
		effect_tooltip = {
			IF = {
				limit = {
					has_dlc = By Blood Alone
				}
				FROM = {
					send_embargo = ROOT
				}
			}
			ELSE = {
				FROM = {
					add_opinion_modifier = {
						target = ROOT
						modifier = embargo
					}
				}
			}
		}
	}
}
### Entity: Character
Component: JAP_tetsu_katayama
Source: game
File: common/characters/JAP.txt

Code:
JAP_tetsu_katayama = {
	name = JAP_tetsu_katayama
	portraits = {
		civilian = {
			large = GFX_Portrait_tetsu_katayama
		}
	}
	country_leader = {
		ideology = liberalism
		expire = 1989.1.1.1
		id = -1
		traits = {
			resolute_social_democrat
		}
	}
}
### Entity: Modding Documentation
Construct: Tracks
Source: vanilla_docs
File: common/doctrines/tracks/_documentation.md

Doc:
# Doctrine Tracks

Doctrine tracks are made available to the player after they have selected a *Grand Doctrine*. Each track represents the player with further customization of their doctrines, in the form of:
* A **Subdoctrine** at the root
* A series of **Rewards** derived from the subdoctrine that will gradually unlock automatically as you gain **Mastery**
* A **Milestone** derived from the grand doctrine activate once all of the rewards are unlocked

The track script itself is very small; it is the subdoctrine that defines which track it can be assigned to,
and the grand doctrine that defines which tracks it contains.
### Entity: Character
Component: SHX_luo_zhao
Source: game
File: common/characters/SHX.txt

Code:
SHX_luo_zhao = {
	name = SHX_luo_zhao
	portraits = {
		civilian = {
			large = gfx/leaders/CHI/r56_portrait_CHI_Fu_Zuoyi.dds
		}
	}
	country_leader = {
		ideology = anarchist_communism
		expire = 1955.1.1.12
		id = -1
	}
}
### Entity: National Focus
Tree: rom_focus
Component: ROM_artillery_modernization
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/romania.txt

Code:
focus = {
	id = ROM_artillery_modernization
	icon = GFX_goal_generic_army_artillery2
	prerequisite = {
		focus = ROM_the_zb_53
	}
	x = 1
	y = 1
	relative_position_id = ROM_the_zb_53
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = ROM_artillery_modernization
			bonus = 1.0
			uses = 1
			category = artillery
		}
	}
}
### Entity: State History
Component: 796
Constructs: add_core_of
Source: game
File: history/states/796-North Angola.txt

Code:
state = {
	id = 796
	name = STATE_796
	history = {
		owner = POR
		buildings = {
			infrastructure = 1
			2115 = {
				naval_base = 1
			}
		}
		victory_points = {
			2115 1
		}
		add_core_of = ANG
	}
	provinces = {
		2115
	}
	manpower = 25000
	buildings_max_level_factor = 1.0
	state_category = rural
	local_supplies = 0.0
}
### Entity: State History
Component: 1104
Constructs: add_core_of, add_to_array
Source: game
File: history/states/1104-South Transdanubia.txt

Code:
state = {
	id = 1104
	name = STATE_1104
	manpower = 732535
	state_category = large_town
	resources = {
		oil = 1
		aluminium = 20
		coal = 2
	}
	history = {
		owner = HUN
		add_core_of = HUN
		add_to_array = {
			state_victory_points = 11610
		}
		victory_points = {
			11610 5
		}
		buildings = {
			infrastructure = 2
			industrial_complex = 1
			air_base = 2
		}
	}
	provinces = {
		682 3680 6685 9624 9643 11610
	}
	local_supplies = 0.0
}
### Entity: Idea
Component: JAP_r56_nanshin_ron_player
Constructs: removal_cost
Source: game
File: common/ideas/r56_japan.txt

Code:
JAP_r56_nanshin_ron_player = {
	name = JAP_r56_nanshin_ron
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	picture = generic_war_preparation
	removal_cost = -1
	modifier = {
		naval_invasion_penalty = -0.05
		amphibious_invasion = 0.05
	}
	targeted_modifier = {
		tag = INS
		attack_bonus_against = 0.05
	} {
		tag = MAL
		attack_bonus_against = 0.05
	} {
		tag = PHI
		attack_bonus_against = 0.05
	} {
		tag = FRI
		attack_bonus_against = 0.05
	}
}
### Entity: National Focus
Tree: kor_focus
Component: KOR_expanded_research_programs
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/korea.txt

Code:
focus = {
	id = KOR_expanded_research_programs
	icon = GFX_focus_research
	prerequisite = {
		focus = KOR_modern_electronics
	}
	relative_position_id = KOR_modern_electronics
	x = 0
	y = 1
	cost = 10
	available = {
		num_of_factories = > 49
		amount_research_slots = < 6
	}
	available_if_capitulated = yes
	ai_will_do = {
		factor = 25
	}
	completion_reward = {
		add_research_slot = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Unit Template
Component: NOR_CL_HISTORICAL
Source: game
File: common/units/names_ships/NOR_ship_names.txt

Code:
NOR_CL_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CL
	for_countries = {
		NOR
	}
	type = ship
	ship_types = {
		ship_hull_cruiser light_cruiser
	}
	prefix = HNoMS 
	fallback_name = Lys Kryśseren %d
	unique = {
		Oslo Bergen Trondheim Stavanger Akershus Nidaros Narvik Norge Eidsvold Tordenskjold Harald Haarfagre
	}
}
### Entity: AI Strategy
Component: ENG_naval_capital_bc
Constructs: has_war, has_navy_size
Source: game
File: common/ai_equipment/ENG_naval.txt

Code:
ENG_naval_capital_bc = {
	category = naval
	blocked_for = {

	}
	available_for = {
		ENG
	}
	roles = {
		naval_capital_bc
	}
	priority = {
		factor = 25
	}
	battlecruiser_early = {
		priority = {
			factor = 1
		}
		role_icon_index = 1
		history = yes
		target_variant = {
			match_value = 1000.0
			type = ship_hull_heavy_1
			modules = {
				fixed_ship_battery_slot = ship_heavy_battery_1
				fixed_ship_anti_air_slot = ship_anti_air_1
				fixed_ship_fire_control_system_slot = ship_fire_control_system_1
				fixed_ship_radar_slot = empty
				fixed_ship_engine_slot = heavy_ship_engine_2
				fixed_ship_secondaries_slot = dp_ship_secondaries_2
				fixed_ship_armor_slot = ship_armor_bc_1
				front_1_custom_slot = ship_anti_air_1
				mid_1_custom_slot = empty
				mid_2_custom_slot = dp_ship_secondaries_2
				rear_1_custom_slot = ship_airplane_launcher_1
			}
		}
		allowed_modules = {
			ship_dp_secondaries ship_anti_air ship_secondaries ship_airplane_launcher ship_heavy_battery ship_radar ship_fire_control_system ship_heavy_armor
		}
	}
	battlecruiser_early_aa_upgrade = {
		name = renown_class
		priority = {
			factor = 1
			modifier = {
				factor = 100
				has_war = yes
				has_navy_size = {
					unit = battle_cruiser
					size = > 0
				}
			}
		}
		role_icon_index = 1
		history = yes
		target_variant = {
			match_value = 1100.0
			type = ship_hull_heavy_1
			modules = {
				fixed_ship_battery_slot = ship_heavy_battery_1
				fixed_ship_anti_air_slot = ship_anti_air
				fixed_ship_fire_control_system_slot = ship_fire_control_system
				fixed_ship_radar_slot = ship_radar
				fixed_ship_engine_slot = heavy_ship_engine_2
				fixed_ship_secondaries_slot = dp_ship_secondaries_1
				fixed_ship_armor_slot = ship_armor_bc_1
				front_1_custom_slot = ship_anti_air
				mid_1_custom_slot = ship_anti_air
				mid_2_custom_slot = ship_dp_secondaries
				rear_1_custom_slot = ship_airplane_launcher
			}
		}
		allowed_modules = {
			ship_dp_secondaries ship_anti_air ship_secondaries ship_airplane_launcher ship_heavy_battery ship_radar ship_fire_control_system ship_heavy_armor
		}
	}
	battlecruiser_improved = {
		name = admiral_class
		priority = {
			factor = 10
		}
		role_icon_index = 1
		history = yes
		target_variant = {
			match_value = 2000.0
			type = ship_hull_heavy_1
			modules = {
				fixed_ship_battery_slot = ship_heavy_battery_1
				fixed_ship_anti_air_slot = ship_anti_
# ... (truncated)
### Entity: Misc Config
Component: technology_sharing_group
Constructs: is_in_faction_with
Source: game
File: common/technology_sharing/09_aat_tech_sharing_groups.txt

Code:
technology_sharing_group = {
	id = SWE_allies_tech_sharing_group
	name = SWE_allies_tech_sharing_group_name
	desc = SWE_allies_tech_sharing_group_desc
	picture = GFX_technology_sharing_default
	research_sharing_per_country_bonus = 0.1
	available = {
		is_in_faction_with = SWE
	}
}
### Entity: Event
Component: quebec.12
Constructs: is_triggered_only, fire_only_once, add_ai_strategy, add_to_faction, set_country_flag
Source: game
File: events/Quebec.txt

Code:
country_event = {
	id = quebec.12
	title = quebec.12.t
	desc = quebec.12.d
	fire_only_once = yes
	picture = GFX_report_event_operatives
	is_triggered_only = yes
	option = {
		name = quebec.12.a
		add_ai_strategy = {
			type = alliance
			id = QUE
			value = 200
		}
		SOV = {
			add_to_faction = QUE
		}
		set_country_flag = QUE_soviet_support
	}
}
### Entity: AI Strategy
Component: SOV_defense_in_depth
Constructs: has_war, is_historical_focus_on, has_idea
Source: game
File: common/ai_strategy/SOV.txt

Code:
SOV_defense_in_depth = {
	allowed = {
		original_tag = SOV
	}
	enable = {
		is_historical_focus_on = yes
		date = > 1940.1.1 < 1943.1.1
		OR = {
			has_war = no
			GER = {
				has_idea = GER_barbarossa
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		ratio = 0.15
		order_id = 5
		states = {
			219 254 253 248 223
		}
		area = defend_moscow_zone
		subtract_invasions_from_need = no
		subtract_fronts_from_need = yes
	}
}
### Entity: Character
Component: GER_victoria
Source: game
File: common/characters/GER.txt

Code:
GER_victoria = {
	name = GER_victoria
	gender = female
	portraits = {
		civilian = {
			large = GFX_portrait_ger_victoria_louise
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_impair_the_control_yuan
Constructs: prerequisite, completion_reward, add_political_power
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_impair_the_control_yuan
	icon = GFX_focus_AUS_lawmaking_leniency
	prerequisite = {
		focus = CHI_take_control_of_the_executive_yuan
	} {
		focus = CHI_our_people_in_the_legislative
	}
	x = 2
	y = 1
	relative_position_id = CHI_take_control_of_the_executive_yuan
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_ANNEXATION
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_political_power = 120
		custom_effect_tooltip = generic_skip_one_line_tt CHI_impair_the_control_yuan_tt instead_of
		show_ideas_tooltip = idea_CHI_central_government_integration_pressure_upgraded idea_CHI_central_government_integration_pressure
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_shelter_the_banished
Constructs: has_completed_focus, prerequisite, limit, completion_reward, add_popularity, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_shelter_the_banished
	icon = GFX_goal_support_fourth_int
	prerequisite = {
		focus = MON_guard_southern_border
	} {
		focus = MON_ensure_rural_support
	}
	x = 1
	y = 1
	relative_position_id = MON_guard_southern_border
	cost = 10
	mutually_exclusive = {
		focus = MON_search_new_bogd_khan MON_invite_pince_su
	}
	available = {
		communism = > 0.2
		NOT = {
			has_completed_focus = MON_strong_leader_genden
		}
	}
	ai_will_do = {
		base = 0
	}
	completion_reward = {
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		random_owned_controlled_state = {
			prioritize = {
				330
			}
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		} {
			prioritize = {
				817
			}
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		unlock_decision_tooltip = MON_shelter_prc_trotskyists
		MON_mongol_bank_funds_decrease = yes
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Scripted Effect
Component: r56_ger_dnvp_20
Constructs: limit, has_active_mission, add_days_mission_timeout
Source: game
File: common/scripted_effects/r56_GER_scripted_effects.txt

Code:
r56_ger_dnvp_20 = {
	IF = {
		limit = {
			has_active_mission = GER_dnvp_demands_action
		}
		add_days_mission_timeout = {
			mission = GER_dnvp_demands_action
			days = 100
		}
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_peasant_revolution
Constructs: prerequisite, has_government, completion_reward, add_popularity, set_politics
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_peasant_revolution
	icon = GFX_goal_generic_left_militia
	prerequisite = {
		focus = HON_herrera_jailbreak HON_soviet_support
	}
	relative_position_id = HON_soviet_support
	x = -1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 15
	}
	available = {
		communism = > 0.4
	}
	bypass = {
		has_government = communism
	}
	bypass_effect = {
		add_popularity = {
			ideology = communism
			popularity = 0.15
		}
	}
	completion_reward = {
		set_politics = {
			ruling_party = communism
			elections_allowed = no
		}
		add_popularity = {
			ideology = communism
			popularity = 0.1
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Order of Battle
Component: Nacistas Militia #2
Constructs: division_template
Source: game
File: history/units/r56_chile_major_uprising.txt

Code:
division = {
	name = Nacistas Militia #2
	location = 650
	division_template = Nacistas
	start_equipment_factor = 0.99
	start_experience_factor = 0.01
}
### Entity: Scripted Effect
Component: EAI_VOLUNTEERS_print_target
Source: game
File: common/scripted_effects/EAI_COUNTRY_volunteer_effects.txt

Code:
EAI_VOLUNTEERS_print_target = {
	for_each_scope_loop = {
		array = EAI_volunteer_targets
		log = [GetYear] [GetMonth] | AI | [Root.GetName] | VOLUNTEERS: current target = [This.GetTag]
	}
}
### Entity: Idea
Component: PRC_bolshevik_volunteers
Constructs: has_dlc
Source: game
File: common/ideas/comchina.txt

Code:
PRC_bolshevik_volunteers = {
	picture = MEX_revolutionary_army
	allowed = {
		original_tag = PRC
		has_dlc = No Compromise, No Surrender
	}
	modifier = {
		weekly_manpower = 1500
	}
}
### Entity: Event
Component: CHL_political_events.8
Constructs: ai_chance, has_government, add_war_support, has_country_flag, fire_only_once, has_dlc, retire_character, add_command_power
Source: game
File: events/TOA_Chile.txt

Code:
country_event = {
	id = CHL_political_events.8
	title = CHL_political_events.8.t
	desc = CHL_political_events.8.d
	picture = GFX_report_event_generic_soldiers_surrendering
	trigger = {
		original_tag = CHL
		OR = {
			has_government = communism
			CHL_has_left_wing_government = yes
		}
		date = > 1939.8.23 < 1939.8.30
		has_dlc = Arms Against Tyranny
		has_country_flag = ariostazo_prepped_and_ready
	}
	mean_time_to_happen = {
		days = 2
	}
	hidden = no
	fire_only_once = yes
	option = {
		name = CHL_political_events.8.a
		ai_chance = {
			base = 100
		}
		retire_character = CHL_ariosto_herrera
		add_war_support = -0.05
		add_command_power = -25
		CHL_anarchic_society_level_down = yes
	}
}
### Entity: Character
Component: SPA_tomas_garciano_goni
Constructs: has_government, has_dlc
Source: game
File: common/characters/SPR.txt

Code:
SPA_tomas_garciano_goni = {
	name = SPA_tomas_garciano_goni
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_1
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = SPA_tomas_garciano_goni
		name = SPA_tomas_garciano_goni
		allowed = {
			NOT = {
				has_dlc = La Resistance
			}
			original_tag = SPR
			has_government = fascism
		}
		traits = {
			compassionate_gentleman
		}
	}
}
### Entity: Character
Component: JUNO_radical_suffragette
Constructs: stability_factor
Source: game
File: common/country_leader/toa_traits.txt

Code:
JUNO_radical_suffragette = {
	random = no
	sprite = 13
	conscription = 0.02
	political_power_factor = 0.1
	stability_factor = -0.15
	ai_will_do = {
		factor = 0
	}
}