Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: EAI_queue_FORT_CITIES
Constructs: limit, has_country_flag, random_scope_in_array, is_in_home_area, check_variable
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_NORMAL_effects.txt

Code:
EAI_queue_FORT_CITIES = {
	if = {
		limit = {
			ROOT = {
				has_country_flag = EAI_construction_logging
			}
		}
		log = [GetYear] [GetMonth] | AI | [Root.GetName] | CONSTRUCTION: EAI_queue_FORT_CITIES
	}
	random_scope_in_array = {
		array = controlled_states
		limit = {
			is_in_home_area = yes
			EAI_has_city = yes
			check_variable = {
				EAI_forts_constructed_on_cities_@ROOT = < 3
			}
		}
		EAI_add_FORT_CITY = yes
	}
}
### Entity: Order of Battle
Component: 2ya BVO Tankovaya Gruppa
Constructs: division_template
Source: game
File: history/units/SOV_1939.txt

Code:
division = {
	name = 2ya BVO Tankovaya Gruppa
	location = 9353
	division_template = Tankovaya Brigada
	start_experience_factor = 0.2
	start_equipment_factor = 0.7
}
### Entity: State History
Component: 959
Constructs: add_core_of, add_claim_by
Source: game
File: history/states/959 - Los Andes.txt

Code:
state = {
	id = 959
	name = STATE_959
	manpower = 781311
	state_category = rural
	history = {
		owner = ARG
		add_core_of = ARG
		add_claim_by = BOL
		buildings = {
			infrastructure = 1
			industrial_complex = 1
		}
		victory_points = {
			2224 2
		} {
			11001 1
		}
	}
	provinces = {
		2224 11001 13308 13311
	}
	local_supplies = 0.0
}
### Entity: Event
Component: austria.106
Constructs: is_triggered_only, add_state_core
Source: game
File: events/Austria.txt

Code:
country_event = {
	id = austria.106
	title = austria.106.t
	desc = austria.106.d
	picture = GFX_report_event_generic_handshake
	is_triggered_only = yes
	option = {
		name = austria.106.a
		effect_tooltip = {
			transfer_state = 664 996 70 71 73
			add_state_core = 664 73
		}
	}
}
### Entity: Character
Component: LIE_peter_rheinberger
Constructs: has_completed_focus, has_government
Source: game
File: common/characters/LIE.txt

Code:
LIE_peter_rheinberger = {
	name = Peter Rheinberger
	portraits = {
		civilian = {
			small = GFX_idea_generic_political_advisor_europe_4
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = LIE_peter_rheinberger
		allowed = {
			original_tag = LIE
		}
		visible = {
			NOT = {
				OR = {
					has_completed_focus = LIE_in_times_of_crisis LIE_establish_a_regency_council
				}
			}
		}
		available = {
			has_government = fascism
			has_completed_focus = LIE_eliminate_the_vestiges
		}
		traits = {
			prince_of_terror
		}
		cost = 150
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Event
Component: ukraine.10
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, has_government, has_war_with, fire_only_once, every_possible_country
Source: game
File: events/Ukraine.txt

Code:
country_event = {
	id = ukraine.10
	title = ukraine.10.t
	desc = ukraine.10.desc
	picture = GFX_report_event_ukraine_war_of_independence
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = ukraine.10.a
		ai_chance = {
			base = 10
		}
		hidden_effect = {
			promote_character = UKR_pavlo_skoropadskyi
		}
	} {
		name = ukraine.10.b
		trigger = {
			NOT = {
				HUN = {
					has_completed_focus = wuw_HUN_reenlist_the_sich_riflemen
					has_government = neutrality
					has_war_with = ROOT
				}
			}
		}
		ai_chance = {
			base = 10
		}
		hidden_effect = {
			every_possible_country = {
				limit = {
					has_character = UKR_vasyl_vyshyvanyi
				}
				random_character = {
					limit = {
						is_character = UKR_vasyl_vyshyvanyi
					}
					set_nationality = UKR
				}
			}
		}
		add_country_leader_role = {
			character = UKR_vasyl_vyshyvanyi
			promote_leader = yes
			country_leader = {
				ideology = constitutional_monarchy
				expire = 1965.1.1
				traits = {
					patriot_king polyglot r56_trait_opposed_to_communism r56_trait_opposed_to_fascism
				}
			}
		}
		add_field_marshal_role = {
			character = UKR_vasyl_vyshyvanyi
			traits = {
				infantry_leader organizer inspirational_leader aggressive_assaulter war_hero politically_connected
			}
			skill = 4
			attack_skill = 3
			defense_skill = 2
			planning_skill = 4
			logistics_skill = 4
		}
		if = {
			limit = {
				POL = {
					has_country_leader = {
						character = POL_karl_albrecht
						ruling_only = yes
					}
					NOT = {
						has_war_with = ROOT
					}
				}
			}
			reverse_add_opinion_modifier = {
				target = POL
				modifier = huge_increase
			}
		} {
			limit = {
				HUN = {
					has_country_leader = {
						character = HUN_otto_von_habsburg
						ruling_only = yes
					}
					NOT = {
						has_war_with = ROOT
					}
				}
			}
			reverse_add_opinion_modifier = {
				target = HUN
				modifier = huge_increase
			}
		} {
			limit = {
				AUS = {
					has_country_leader = {
						character = HUN_otto_von_habsburg
						ruling_only = yes
					}
					NOT = {
						has_war_with = ROOT
					}
				}
			}
			reverse_add_opinion_modifier = {
				target = AUS
				modifier = huge_increase
			}
		} {
			limit = {
				HUN = {
					has_country_leader = {
						character = HUN_joseph_august_von_habsburg
						ruling_only = yes
					}
					NOT = {
						has_war_with = ROOT
					}
				}
			}
			reve
# ... (truncated)
### Entity: Event
Component: AST_diplomatic_events.23
Constructs: is_triggered_only, remove_dynamic_modifier
Source: game
File: events/TAOG_Australia.txt

Code:
country_event = {
	id = AST_diplomatic_events.23
	title = AST_diplomatic_events.23.t
	desc = AST_diplomatic_events.23.desc
	picture = GFX_report_event_ast_parliament_house
	is_triggered_only = yes
	option = {
		name = AST_diplomatic_events.23.a
		remove_dynamic_modifier = {
			modifier = AST_british_war_cabinet_spirit
		}
	}
}
### Entity: Idea
Component: navy_air_est
Constructs: has_completed_focus, limit, has_country_flag, research_bonus, has_state_flag
Source: game
File: common/ideas/r56_china.txt

Code:
navy_air_est = {
	picture = generic_naval_manufacturer_1
	allowed = {
		original_tag = CHI
	}
	research_bonus = {
		air_equipment = 0.15
	}
	available = {
		IF = {
			limit = {
				has_country_flag = chi_dlc_focus_tree
				original_tag = CHI
			}
			has_completed_focus = CHI_controlling_our_skies
		}
		else_if = {
			limit = {
				original_tag = CHI
			}
			has_completed_focus = KMT_reorganize_the_ROCAF
		}
		OR = {
			any_controlled_state = {
				has_state_flag = CHI_naval_air_establishment_shanghai_organization_flag
			}
			any_allied_country = {
				any_controlled_state = {
					has_state_flag = CHI_naval_air_establishment_shanghai_organization_flag
				}
			}
			any_subject_country = {
				any_controlled_state = {
					has_state_flag = CHI_naval_air_establishment_shanghai_organization_flag
				}
			}
		}
	}
	traits = {
		naval_aircraft_manufacturer
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Country History
Country: BAD
Component: BAD_characters
Constructs: recruit_character
Source: game
File: history/countries/BAD - Baden.txt

Code:
# Leaders & Characters for BAD
recruit_character = BAD_walter_fisch BAD_adam_remmele BAD_berthold BAD_robert_wagner
### Entity: Idea
Component: ICE_siemens
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/iceland.txt

Code:
ICE_siemens = {
	picture = siemens
	allowed = {
		original_tag = ICE
		has_dlc = Arms Against Tyranny
	}
	available = {
		has_completed_focus = ICE_research_cooperation
	}
	research_bonus = {
		electronics = 0.15
	}
	traits = {
		electronics_concern
	}
}
### Entity: Modding Documentation
Construct: Tree
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## Draw.Tree
* Type: Boolean
* Not available in release build
### Entity: Unit Template
Component: DOM_CA_HISTORICAL
Source: game
File: common/units/names_ships/DOM_ship_names.txt

Code:
DOM_CA_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CA
	for_countries = {
		DOM
	}
	type = ship
	ship_types = {
		ship_hull_cruiser heavy_cruiser
	}
	prefix = ARD 
	fallback_name = Crucero Pesado %d
	unique = {
		El Benefactor Santo Domingo Santiago San Pedro La Romana
	}
}
### Entity: Event
Component: wuw_GER_diplomacy.54
Constructs: is_triggered_only, limit, add_ideas, every_country, add_opinion_modifier, add_offsite_building, set_country_flag, is_subject_of
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_diplomacy.54
	title = wuw_GER_diplomacy.54.t
	desc = wuw_GER_diplomacy.54.desc
	picture = GFX_report_event_tank_factory
	is_triggered_only = yes
	option = {
		name = wuw_GER_diplomacy.54.a
		FROM = {
			add_offsite_building = {
				type = industrial_complex
				level = 1
			}
			add_opinion_modifier = {
				target = FROM
				modifier = GER_trading_partners
			}
			set_country_flag = GER_getting_offshore_civ_flag
		}
		every_country = {
			limit = {
				is_subject_of = FROM
			}
			add_ideas = GER_german_trade_subject_ns
			add_opinion_modifier = {
				target = FROM
				modifier = GER_trading_partners
			}
		}
		custom_effect_tooltip = war_will_cancel_deal_tt
		hidden_effect = {
			add_offsite_building = {
				type = industrial_complex
				level = 1
			}
		}
	}
}
### Entity: Character
Component: BEL_gaston_eyskens
Constructs: has_dlc
Source: game
File: common/characters/BEL.txt

Code:
BEL_gaston_eyskens = {
	instance = {
		allowed = {
			NOT = {
				has_dlc = Gotterdammerung
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = BEL_gaston_eyskens
			allowed = {
				original_tag = BEL
			}
			traits = {
				armaments_organizer
			}
		}
		name = BEL_gaston_eyskens
		portraits = {
			army = {
				small = GFX_idea_generic_political_advisor_europe_3
			}
		}
	}
}
### Entity: Event
Component: BBA_ethiopia_exile_events.32
Constructs: is_triggered_only, ai_chance, add_to_faction, random_hours
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_exile_events.32
	title = BBA_ethiopia_exile_events.32.t
	desc = BBA_ethiopia_exile_events.32.desc
	is_triggered_only = yes
	picture = GFX_report_event_generic_conference
	option = {
		name = BBA_ethiopia_exile_events.32.a
		ai_chance = {
			base = 10
		}
		add_to_faction = FROM FROM.FROM
		FROM = {
			country_event = {
				id = BBA_ethiopia_exile_events.34
				hours = 4
				random_hours = 8
			}
		}
		FROM.FROM = {
			country_event = {
				id = BBA_ethiopia_exile_events.34
				hours = 4
				random_hours = 8
			}
		}
	} {
		name = BBA_ethiopia_exile_events.32.b
		ai_chance = {
			base = 0
		}
		FROM = {
			country_event = {
				id = BBA_ethiopia_exile_events.33
				hours = 4
				random_hours = 8
			}
		}
		FROM.FROM = {
			country_event = {
				id = BBA_ethiopia_exile_events.33
				hours = 4
				random_hours = 8
			}
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_propagate_political_literature
Constructs: has_completed_focus, prerequisite, limit, has_country_flag, completion_reward, allow_branch, has_game_rule, set_variable
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_propagate_political_literature
	icon = GFX_focus_generic_workers
	prerequisite = {
		focus = PER_rally_the_reformers
	}
	x = 1
	y = 1
	relative_position_id = PER_rally_the_reformers
	cost = 5
	available = {
		has_country_flag = PER_opposition_hq_established
	}
	bypass = {
		OR = {
			has_completed_focus = PER_iranian_socialist_revolution PER_strengthen_iranian_parliament PER_force_abdication PER_march_on_saadabad
		}
	}
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = PER_the_pahlavi_imperium
			}
		}
	}
	ai_will_do = {
		factor = 0
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		custom_effect_tooltip = PER_propagate_political_literature_tt
		hidden_effect = {
			set_variable = {
				ROOT.PER_opposition_increment_cost = 20
			} {
				ROOT.PER_opposition_decision_cost = ROOT.PER_opposition_increment_cost
			}
		} {
			mark_focus_tree_layout_dirty = yes
		}
	}
}
### Entity: Event
Component: poland.26
Constructs: is_triggered_only, ai_chance
Source: game
File: events/Poland.txt

Code:
country_event = {
	id = poland.26
	title = poland.26.t
	desc = poland.26.d
	picture = GFX_report_event_french_resistance_02
	is_triggered_only = yes
	option = {
		name = poland.26.a
		ai_chance = {
			factor = 50
		}
		custom_effect_tooltip = POL_keep_resistance_low_tt
	}
}
### Entity: AI Strategy
Component: SWI_alt_allied
Constructs: has_country_flag, has_game_rule, is_subject
Source: game
File: common/ai_strategy_plans/SWI_alternate_strategy_plan.txt

Code:
SWI_alt_allied = {
	name = Alternate Democratic - Allied
	desc = 
	allowed = {
		SWI_bba = yes
	}
	enable = {
		OR = {
			has_game_rule = {
				rule = SWI_AI_BEHAVIOR
				option = SWI_ALLIED_DEMOCRATIC
			}
			has_country_flag = SWI_AI_RANDOM_ALLIED_DEMOCRATIC
		}
	}
	abort = {
		is_subject = yes
	}
	ai_national_focuses = {
		SWI_swiss_guiding_principles SWI_national_defense_fund SWI_increase_defense_budget SWI_reaffirm_spiritual_defense SWI_fortify_border_with_italy SWI_armed_neutrality SWI_ban_foreign_nazi_propaganda SWI_fortify_border_with_germany SWI_buero_ha SWI_pro_helvetia SWI_purchase_american_planes SWI_ban_national_movement_for_switzerland SWI_seek_allied_trade SWI_allied_gold SWI_promote_guisan SWI_closer_democratic_ties SWI_american_industrial_investments SWI_take_a_stance SWI_join_the_allies SWI_lay_the_groundwork SWI_arsenal_of_the_alps SWI_thunder_in_the_valleys SWI_fly_over_the_mountains SWI_fighting_for_the_hills SWI_fortify_austrian_border SWI_case_north SWI_weapons_of_democracy SWI_patriotic_shooting_clubs SWI_all_adults_training SWI_veteran_sharpshooter_divisions SWI_reduce_military_training_age SWI_prepare_infrastructure_and_industry SWI_national_redoubt SWI_aktion_nationaler_widerstand SWI_heer_und_haus SWI_train_swiss_women SWI_citizen_supply_mandate SWI_fortify_ticino SWI_luftschutz SWI_ortswehren SWI_spirit_of_resistance SWI_fortify_sargans_gotthard_and_st_maurice SWI_expand_special_forces SWI_limited_censorship_of_the_press SWI_spirit_of_saint_bernard SWI_the_alpine_confederation
	}
	focus_factors = {

	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_2
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_2 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 2
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 2
	}
}
### Entity: Unit Template
Component: FRA_BB_HISTORICAL
Source: game
File: common/units/names_ships/FRA_ship_names.txt

Code:
FRA_BB_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BB
	for_countries = {
		FRA
	}
	type = ship
	ship_types = {
		ship_hull_heavy battleship
	}
	fallback_name = %d Navire de Ligne
	unique = {
		Richelieu Jean Bart Clemenceau Gascogne Alsace Bourgogne Champagne Poitou Artois Foix Picardie Normandie Flandre Touraine Languedoc Charlemagne Charles Martel Gaulois Saint-Louis Liberté Justice Vérité Démocratie République Patrie Paris Orléans Marseille Lyon Toulouse Nice Courbet France Océan Bretagne Lorraine Provence
	}
}
### Entity: Military Industrial Organization
Component: ARG_hispano_argentina_organization
Constructs: has_dlc
Source: game
File: common/military_industrial_organization/organizations/ARG_organization.txt

Code:
ARG_hispano_argentina_organization = {
	include = generic_motorized_mechanized_organization
	icon = GFX_idea_ARG_hispano_argentina
	allowed = {
		has_dlc = Trial of Allegiance
		tag = ARG
	}
}
### Entity: Modifier Reference
Construct: navy_max_range_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## navy_max_range_factor

* Number with 2 decimal places
* **Categories**: naval, unit_leader
### Entity: National Focus
Tree: den_focus
Component: DEN_Unify_the_Socialist_Movement
Constructs: has_completed_focus, prerequisite, completion_reward, add_to_variable, unlock_decision_tooltip
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_Unify_the_Socialist_Movement
	icon = GFX_focus_generic_socialist_action
	cost = 5
	ai_will_do = {
		factor = 10
	}
	prerequisite = {
		focus = DEN_An_Appeal_to_the_Proletariat
	}
	available = {
		den_cancel_intro_trigger = yes
	}
	cancel = {
		has_completed_focus = DEN_King_Christian_Coup
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	x = -2
	y = 1
	relative_position_id = DEN_An_Appeal_to_the_Proletariat
	completion_reward = {
		add_to_variable = {
			den_lower_loyalty = 10
			tooltip = den_lower_loyalty_tooltip
		} {
			den_lower_influence = 20
			tooltip = den_lower_influence_tooltip
		} {
			den_middle_equilibrium = -5
			tooltip = den_middle_equilibrium_tooltip
		}
		unlock_decision_tooltip = den_get_the_unions_involved
		den_calculate_stratas = yes
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_they_shall_not_pass
Constructs: prerequisite, has_war, limit, completion_reward, every_state, is_owned_and_controlled_by, add_building_construction
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_they_shall_not_pass
	icon = GFX_goal_fortify_the_westwall
	relative_position_id = CHL_high_quality_nitrate
	x = 0
	y = 1
	cost = 5
	prerequisite = {
		focus = CHL_high_quality_nitrate
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 1.5
		modifier = {
			factor = 2
			has_war = yes
		}
	}
	available = {

	}
	completion_reward = {
		every_state = {
			limit = {
				is_owned_and_controlled_by = ROOT
			}
			add_building_construction = {
				type = bunker
				level = 2
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_border = yes
				}
			}
		}
	}
}
### Entity: Unit Template
Component: PHI_CL_HISTORICAL
Source: game
File: common/units/names_ships/PHI_ship_names.txt

Code:
PHI_CL_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CL
	for_countries = {
		PHI
	}
	type = ship
	ship_types = {
		ship_hull_cruiser light_cruiser
	}
	prefix = RPS 
	fallback_name = Light Cruiser %d
	unique = {
		Quezon Rizal Cebu Pangasinan Iloilo Manila Luzon Cabanatuan Batangas Cadiz Davao
	}
}
### Entity: Modding Documentation
Construct: num_armies_in_state
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### num_armies_in_state
* description: number of armies in state, state is in target. example num_armies_in_state@123
### Entity: Technology
Component: ETH_improved_irregular_infantry_tech
Constructs: research_cost
Source: game
File: common/technologies/infantry.txt

Code:
technology = {
	research_cost = 1
	allow = {
		always = no
	}
	irregular_infantry = {
		max_organisation = 10
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_naval_doctrine
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction, add_tech_bonus
Source: game
File: common/national_focus/r56_chile.txt

Code:
focus = {
	id = CHL_naval_doctrine
	icon = GFX_goal_generic_navy_doctrines_tactics
	x = 14
	y = 3
	cost = 10
	prerequisite = {
		focus = CHL_destroyer_focus CHL_cruiser_focus
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		navy_experience = 50
		add_doctrine_cost_reduction = {
			name = CHL_naval_doctrine_bonus
			cost_reduction = 0.5
			uses = 2
			category = naval_doctrine
		}
		add_tech_bonus = {
			name = SPR_navy_modernization
			bonus = 1
			uses = 1
			category = damage_control_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Shared Focus
Component: BALTIC_end_bourgeouis_dictatorships
Constructs: shared_focus, prerequisite, limit, has_government, completion_reward, cancel_if_invalid, is_subject, create_wargoal
Source: game
File: common/national_focus/baltic_shared.txt

Code:
shared_focus = {
	id = BALTIC_end_bourgeouis_dictatorships
	icon = GFX_goal_generic_major_war
	prerequisite = {
		focus = BALTIC_belarus_ssr
	}
	x = 0
	y = 1
	relative_position_id = BALTIC_belarus_ssr
	will_lead_to_war_with = LIT LAT EST
	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_ANNEXATION
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					original_tag = LIT
				}
				LIT = {
					NOT = {
						has_government = communism
					}
				}
			}
			if = {
				limit = {
					is_subject = no
				}
				create_wargoal = {
					type = puppet_wargoal_focus
					target = LIT
				}
			}
			else = {
				overlord = {
					hidden_effect = {
						country_event = {
							id = BALTIC_events.15
							days = 2
						}
					}
					custom_effect_tooltip = BALTIC_events_15_tt BALTIC_will_be_at_war_with_LIT
				}
			}
		} {
			limit = {
				NOT = {
					original_tag = LAT
				}
				LAT = {
					NOT = {
						has_government = communism
					}
				}
			}
			if = {
				limit = {
					is_subject = no
				}
				create_wargoal = {
					type = puppet_wargoal_focus
					target = LAT
				}
			}
			else = {
				overlord = {
					hidden_effect = {
						country_event = {
							id = BALTIC_events.16
							days = 2
						}
					}
					custom_effect_tooltip = BALTIC_events_16_tt BALTIC_will_be_at_war_with_LAT
				}
			}
		} {
			limit = {
				NOT = {
					original_tag = EST
				}
				EST = {
					NOT = {
						has_government = communism
					}
				}
			}
			if = {
				limit = {
					is_subject = no
				}
				create_wargoal = {
					type = puppet_wargoal_focus
					target = EST
				}
			}
			else = {
				overlord = {
					hidden_effect = {
						country_event = {
							id = BALTIC_events.17
							days = 2
						}
					}
					custom_effect_tooltip = BALTIC_events_17_tt BALTIC_will_be_at_war_with_EST
				}
			}
		}
	}
}
### Entity: Character
Component: CHL_arturo_espinoza_mujica
Constructs: has_completed_focus, has_government, has_dlc
Source: game
File: common/characters/CHL.txt

Code:
CHL_arturo_espinoza_mujica = {
	instance = {
		allowed = {
			has_dlc = Trial of Allegiance
		}
		advisor = {
			slot = high_command
			idea_token = CHL_arturo_espinoza_mujica
			ledger = army
			allowed = {
				original_tag = CHL
			}
			traits = {
				army_entrenchment_2
			}
			available = {
				NOT = {
					OR = {
						has_completed_focus = CHL_address_the_mapuche_conflict
						has_government = communism
					}
				}
			}
			visible = {
				NOT = {
					OR = {
						has_completed_focus = CHL_address_the_mapuche_conflict
						has_government = communism
					}
				}
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
		corps_commander = {
			traits = {
				infantry_leader
			}
			skill = 1
			attack_skill = 1
			defense_skill = 1
			planning_skill = 1
			logistics_skill = 1
			legacy_id = -1
			visible = {
				NOT = {
					OR = {
						has_completed_focus = CHL_address_the_mapuche_conflict
						has_government = communism
					}
				}
			}
		}
		name = CHL_arturo_espinoza_mujica
		portraits = {
			army = {
				large = GFX_portrait_CHL_arturo_espinoza_mujica
				small = GFX_portrait_CHL_arturo_espinoza_mujica_small
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Trial of Allegiance
			}
		}
		advisor = {
			slot = high_command
			idea_token = CHL_arturo_espinoza_mujica
			ledger = army
			allowed = {
				original_tag = CHL
			}
			traits = {
				army_artillery_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
		name = CHL_arturo_espinoza_mujica
		portraits = {
			army = {
				small = GFX_idea_generic_army_south_america_4
			}
		}
	}
}
### Entity: Character
Component: OCC_democratic_guy
Constructs: has_government
Source: game
File: common/characters/OCC.txt

Code:
OCC_democratic_guy = {
	advisor = {
		slot = political_advisor
		idea_token = OCC_democratic_guy
		allowed = {
			original_tag = OCC
		}
		traits = {
			democratic_reformer
		}
		do_effect = {
			not = {
				has_government = democratic
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_asia_1
		}
	}
}