Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Decision
Component: CZE_autonomous_sentiment
Constructs: has_completed_focus, every_owned_state, limit, add_war_support, add_stability, add_political_power, cancel_trigger, is_good
Source: game
File: common/decisions/CZE.txt

Code:
CZE_autonomous_sentiment = {
	CZE_the_autonomous_bloc_demands = {
		icon = GFX_decision_hol_exchange_intelligence_data
		allowed = {
			always = no
		}
		available = {
			has_completed_focus = CZE_slovakia_autonomy_agreement
		}
		cancel_trigger = {
			CZE_SLO_is_not_its_own_thing = no
		}
		is_good = no
		days_mission_timeout = 365
		complete_effect = {
			add_political_power = 25
		}
		timeout_effect = {
			add_political_power = -25
			add_stability = -0.1
			add_war_support = -0.1
			every_owned_state = {
				limit = {
					is_owned_and_controlled_by = ROOT
					is_core_of = SLO
					OR = {
						state = 70 71 664
					}
					NOT = {
						state = 73
					}
				}
				add_dynamic_modifier = {
					modifier = CZE_nationalist_protests
					days = 1095
				}
			}
			set_country_flag = CZE_failed_SLO_demands
		}
	}
	CZE_the_rut_demands = {
		icon = GFX_decision_hol_exchange_intelligence_data
		allowed = {
			always = no
		}
		available = {
			OR = {
				has_completed_focus = CZE_comprise_with_the_carpathians CZE_cut_carpathia_loose
			}
		}
		cancel_trigger = {
			CZE_RUT_is_not_its_own_thing = no
		}
		cancel_effect = {

		}
		is_good = no
		days_mission_timeout = 180
		complete_effect = {
			add_political_power = 25
		}
		timeout_effect = {
			add_political_power = -25
			add_stability = -0.05
			add_war_support = -0.05
			73 = {
				add_dynamic_modifier = {
					modifier = CZE_nationalist_protests
					days = 1095
				}
			}
			set_country_flag = CZE_failed_RUT_demands
		}
	}
}
### Entity: Event
Component: siam_adc.1
Constructs: is_triggered_only, ai_chance, has_war, limit, has_government, has_war_with, has_country_flag, is_major
Source: game
File: events/TAOG_Siam.txt

Code:
country_event = {
	id = siam_adc.1
	title = siam_adc.1.t
	desc = siam_adc.1.desc
	picture = GFX_report_event_generic_conference
	is_triggered_only = yes
	option = {
		name = siam_adc.1.a
		ai_chance = {
			base = 1
			modifier = {
				is_in_faction = no
				add = 1
			} {
				any_enemy_country = {
					is_major = yes
				}
				add = 1
			} {
				tag = VIC
				is_in_faction = no
				add = 2
			} {
				SIA = {
					fighting_army_strength_ratio = {
						tag = PREV
						ratio = > 0.3
					}
				}
				add = 2
			} {
				has_government = SIA
				add = 1
			} {
				original_tag = USA
				has_government = SIA
				add = 0.5
			} {
				original_tag = ENG
				NOT = {
					has_government = communism
				}
				factor = 0.8
			} {
				original_tag = ENG
				has_government = communism
				factor = 1.5
			} {
				SIA = {
					is_in_faction = yes
				}
				add = 1.5
			} {
				SIA = {
					is_ai = no
					has_country_flag = event_adc1_bad_luck_protection
				}
				add = 2
			}
		}
		hidden_effect = {
			clr_country_flag = event_adc1_bad_luck_protection
		}
		if = {
			limit = {
				var:SIA_adc_demand_country_to_be_released = {
					exists = no
				}
			}
			release = var:SIA_adc_demand_country_to_be_released
		} {
			limit = {
				var:SIA_adc_demand_country_to_be_released = {
					is_subject = yes
				}
			}
			var:SIA_adc_demand_country_to_be_released = {
				country_event = {
					id = siam_adc.2
					hours = 2
				}
				set_variable = {
					SIA_tag_that_was_released_due_to_sia_pressure = THIS
				}
			}
		} {
			limit = {
				var:SIA_adc_demand_country_to_be_released = {
					exists = yes
				}
			}
			var:SIA_adc_demand_country_to_be_released = {
				every_core_state = {
					limit = {
						OR = {
							is_owned_by = ROOT
							is_controlled_by = ROOT
						}
					}
					transfer_state_to = PREV
				}
			}
		} {
			limit = {
				SIA = {
					is_faction_leader = yes
				}
				var:SIA_adc_demand_country_to_be_released = {
					exists = yes
					is_in_faction = no
					NOT = {
						has_war_with = SIA
					}
				}
			}
			var:SIA_adc_demand_country_to_be_released = {
				SIA = {
					add_to_faction = PREV
				}
			}
		}
	} {
		name = siam_adc.1.b
		ai_chance = {
			base = 2
			modifier = {
				has_war = no
				factor = 2
			} {
				has_opinion = {
					target = SIA
					value = < 50
				}
				factor = 1.5
			}
		}
		SIA = {
			set_country_flag = event_adc1_bad_luck_pr
# ... (truncated)
### Entity: Event
Component: tfv_australia.95
Constructs: is_triggered_only
Source: game
File: events/TFV_Australia.txt

Code:
country_event = {
	id = tfv_australia.95
	title = tfv_australia.95.t
	desc = tfv_australia.95.desc
	picture = GFX_report_event_merchant_ship_01
	is_triggered_only = yes
	option = {
		name = tfv_australia.95.a
	}
}
### Entity: Modifier Reference
Component: weather_very_cold
Constructs: army_attack_factor, breakthrough_factor
Source: game
File: common/modifiers/00_static_modifiers.txt

Code:
weather_very_cold = {
	army_attack_factor = -0.1
	breakthrough_factor = -0.15
	dig_in_speed_factor = -0.3
	winter_attrition = 0.25
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_luftschutz
Constructs: prerequisite, limit, has_country_flag, completion_reward, is_special_project_completed, has_tech, cancel_if_invalid, add_building_construction
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_luftschutz
	icon = GFX_focus_generic_air_defense
	prerequisite = {
		focus = SWI_heer_und_haus
	}
	x = 1
	y = 1
	relative_position_id = SWI_heer_und_haus
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0.2
			SWI_someone_is_about_to_be_angry = yes
		}
	}
	available = {
		is_special_project_completed = sp:sp_air_radar
		has_tech = interwar_antiair
		power_balance_value = {
			id = SWI_centralization_bop
			value = > 0
		}
		NOT = {
			has_country_flag = SWI_militias_turned_into_regulars
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		847 = {
			if = {
				limit = {
					CONTROLLER = {
						tag = ROOT
					}
				}
				add_building_construction = {
					type = radar_station
					level = 1
					instant_build = yes
				}
			}
		}
		151 = {
			if = {
				limit = {
					CONTROLLER = {
						tag = ROOT
					}
				}
				add_building_construction = {
					type = radar_station
					level = 1
					instant_build = yes
				}
			}
		}
		every_controlled_state = {
			limit = {
				is_core_of = ROOT
			}
			add_building_construction = {
				type = anti_air_building
				level = 2
				instant_build = yes
			}
		}
		add_manpower = -20000
		SWI_mr_high_medium_increase = yes
		SWI_add_suspicious_prep_opinion = yes
	}
}
### Entity: Scripted Trigger
Component: EAI_FOCUS_SEA_DOCTRINE_broad_naval_support
Constructs: has_dlc, check_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_navy_triggers.txt

Code:
EAI_FOCUS_SEA_DOCTRINE_broad_naval_support = {
	NOT = {
		has_dlc = No Compromise, No Surrender
	} {
		EAI_naval_doctrine_progress_limit = yes
	}
	EAI_FOCUS_SEA_DOCTRINE_has_correct_grand_doctrine = yes
	check_variable = {
		EAI_FOCUS/NAVY/naval_doctrine = global.EAI_TI_DOCTRINE
	}
}
### Entity: Name List
Component: CKK
Source: game
File: common/names/00_names.txt

Code:
CKK = {
	male = {
		names = {
			Aysen Nyurgen Elley Aytal Manchaary Ayaal Michil Kaskil Ayhal Georgiy Uygulaan Yegor Vasili Kjurgej Semyon Tygyn Aldyn Archyn Dayan Bobun Dögüör Nahaap Nurgun Nuolan Öktöm Talygyr Taragay
		}
	}
	female = {
		names = {
			Tuyaara Künney Saylina Ayta Kaskilaane Evgenia Aita Zoya Aldaana Talbaana
		}
	}
	surnames = {
		Alekseyev Arbugaev Basharin Borisov Egorov Kharlampiev Kuzmin Argunov Nikolaev Novgorodov Oyunsky Pinigin Stroev Darkhan Zakharov Tuya
	}
	callsigns = {

	}
}
### Entity: Event
Component: wtt_news.43
Constructs: is_triggered_only, has_war_with, has_country_flag, clr_country_flag, has_war_together_with
Source: game
File: events/WTT_NewsEvents.txt

Code:
news_event = {
	id = wtt_news.43
	title = wtt_news.43.t
	desc = wtt_news.43.desc
	picture = GFX_news_event_020
	is_triggered_only = yes
	major = yes
	option = {
		name = wtt_news.43.a
		trigger = {
			original_tag = USA
			has_country_flag = rebuilt_panama
		}
		clr_country_flag = rebuilt_panama
	} {
		name = wtt_news.43.b
		trigger = {
			NOT = {
				original_tag = USA
			}
			has_country_flag = rebuilt_panama
		}
		clr_country_flag = rebuilt_panama
	} {
		name = wtt_news.43.c
		trigger = {
			any_other_country = {
				has_war_together_with = ROOT
				has_country_flag = rebuilt_panama
			}
			NOT = {
				has_country_flag = rebuilt_panama
			}
		}
	} {
		name = wtt_news.43.d
		trigger = {
			any_other_country = {
				has_war_with = ROOT
				has_country_flag = rebuilt_panama
			}
			NOT = {
				has_country_flag = rebuilt_panama
			}
		}
	} {
		name = wtt_news.43.e
		trigger = {
			NOT = {
				has_country_flag = rebuilt_panama
			} {
				any_other_country = {
					has_war_together_with = ROOT
					has_country_flag = rebuilt_panama
				}
			} {
				any_other_country = {
					has_war_with = ROOT
					has_country_flag = rebuilt_panama
				}
			}
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_free_tuka
Constructs: has_completed_focus, prerequisite, limit, has_government, completion_reward, add_political_power, has_game_rule, is_subject_of
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_free_tuka
	icon = GFX_focus_CZE_free_tuka
	prerequisite = {
		focus = CZE_negotiations_with_the_autonomous_bloc CZE_placate_benes_faction
	}
	relative_position_id = CZE_placate_benes_faction
	x = 8
	y = 1
	offset = {
		x = -1
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = CZE_placate_benes_faction
		}
	} {
		x = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = CZE_negotiations_with_the_autonomous_bloc
		}
	} {
		x = -1
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = CZE_bastion_of_liberty
		}
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		OR = {
			CZE_SLO_is_not_its_own_thing = yes
			AND = {
				SLO = {
					is_subject_of = ROOT
					NOT = {
						has_government = fascism
						has_country_leader = {
							character = SLO_vojtech_tuka
							ruling_only = yes
						}
					}
				}
				ROOT = {
					has_character = CZE_vojtech_tuka
				}
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_political_power = 75
		custom_effect_tooltip = generic_skip_one_line_tt available_political_advisor
		show_ideas_tooltip = CZE_vojtech_tuka
		hidden_effect = {
			if = {
				limit = {
					has_character = CZE_vojtech_tuka
				}
				CZE_vojtech_tuka = {
					set_character_flag = CZE_released_from_prison
					set_portraits = {
						army = {
							small = GFX_portrait_SLO_vojtech_tuka_small
						}
					}
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_POLITICAL_CHARACTER
	}
}
### Entity: Idea
Component: AUS_farmers_to_factories
Constructs: industrial_capacity_factory, removal_cost, conscription_factor
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_farmers_to_factories = {
	picture = man_five_year_plan_industry
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		conscription_factor = -0.075
		industrial_capacity_factory = 0.1
	}
}
### Entity: Character
Component: SOV_ivan_konev
Constructs: limit, has_war_with, has_unit_leader, has_character_flag
Source: game
File: common/characters/SOV.txt

Code:
SOV_ivan_konev = {
	name = SOV_ivan_konev
	portraits = {
		army = {
			small = GFX_idea_SOV_ivan_konev
			large = GFX_portrait_SOV_ivan_konev
		}
	}
	advisor = {
		slot = high_command
		idea_token = ivan_konev
		ledger = army
		allowed = {
			original_tag = SOV
		}
		available = {
			custom_trigger_tooltip = {
				tooltip = SOV_konev_civil_war
				NOT = {
					any_other_country = {
						has_war_with = SOV
						original_tag = SOV
						has_unit_leader = 408.0
					}
				}
			}
			if = {
				limit = {
					has_character_flag = SOV_exiled_flag
				}
				NOT = {
					has_character_flag = SOV_exiled_flag
				}
			}
		}
		traits = {
			army_concealment_2
		}
		cost = 100
		ai_will_do = {
			base = 1
		}
	}
	corps_commander = {
		traits = {
			harsh_leader armor_officer politically_connected
		}
		skill = 5
		attack_skill = 4
		defense_skill = 5
		planning_skill = 2
		logistics_skill = 5
		legacy_id = 408
		visible = {
			NOT = {
				has_character_flag = SOV_exiled_flag
			}
		}
	}
}
### Entity: Country History
Country: YUG
Component: YUG_misc
Constructs: limit, add_ideas, add_opinion_modifier, set_technology, add_political_power, has_dlc, set_oob, set_naval_oob
Source: game
File: history/countries/YUG - Yugoslavia.txt

Code:
# Misc for YUG
capital = 107
if = {
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_oob = YUG_1936
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_oob = YUG_1936_nsb
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_naval_oob = YUG_1936_naval_mtg
	else = {
		set_naval_oob = YUG_1936_naval_legacy
	}
}
{
	limit = {
		has_dlc = By Blood Alone
	}
	set_air_oob = YUG_1936_air_bba
	set_technology = {
		iw_small_airframe = 1
		basic_small_airframe = 1
		bba_early_transport_plane = 1
		engines_1 = 1
		aa_lmg = 1
		aa_cannon_1 = 1
	}
	else = {
		set_air_oob = YUG_1936_air_legacy
		set_technology = {
			early_transport_plane = 1
		}
	}
}
{
	limit = {
		has_dlc = Death or Dishonor
	}
	add_ideas = {
		YUG_idea_croatian_opposition YUG_idea_macedonian_opposition YUG_idea_slovene_nationalism YUG_idea_serbian_general_staff
	}
}
{
	limit = {

	}
	add_opinion_modifier = {
		target = GRE
		modifier = BFTB_balkan_pact_ally
	} {
		target = ROM
		modifier = BFTB_balkan_pact_ally
	} {
		target = TUR
		modifier = BFTB_balkan_pact_ally
	} {
		target = BUL
		modifier = BFTB_balkan_pact_enemy
	} {
		target = HUN
		modifier = BFTB_balkan_pact_enemy
	}
}
{
	limit = {
		NOT = {
			has_dlc = By Blood Alone
		}
	}
	set_technology = {
		early_fighter = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
	}
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
	}
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		early_destroyer = 1
		early_light_cruiser = 1
		early_submarine = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		basic_naval_mines = 1
		submarine_mine_laying = 1
		early_ship_hull_light = 1
		basic_ship_hull_light = 1
		early_ship_hull_submarine = 1
		basic_ship_hull_submarine = 1
		early_ship_hull_cruiser = 1
		basic_battery = 1
		basic_torpedo = 1
		basic_depth_charges = 1
		coastal_defense_ships = 1
	}
}
{
	limit = {
		has_dlc = By Blood Alone
	}
	create_equipment_variant = {
		name = Ikarus IK-2
		type = small_plane_airframe_1
		modules = {
			fixed_main_weapon_slot = light_mg_2x
			fixed_auxiliary_weapon_slot_1 = aircraft_cannon_1_1x
			engine_type_slot = engine_1_1x
			special_type_slot_1 = empty
		}
	}
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	create_equipment_variant = {
		name = Dubrovnik Class
		type = destroyer_1
		upgrade
# ... (truncated)
### Entity: Idea
Component: FSM_fascist_guy
Constructs: has_government
Source: game
File: common/ideas/micronesia.txt

Code:
FSM_fascist_guy = {
	picture = generic_political_advisor_asia_2
	allowed = {
		original_tag = FSM
	}
	traits = {
		fascist_demagogue
	}
	do_effect = {
		NOT = {
			has_government = fascism
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: Order of Battle
Component: 4 Syrian Infantry
Constructs: division_template, is_name_ordered
Source: game
File: history/units/SYR_revolt.txt

Code:
division = {
	name = 4 Syrian Infantry
	division_name = {
		is_name_ordered = yes
		name_order = 4
	}
	location = 7184
	division_template = Syrian Infantry
	start_experience_factor = 0.2
	start_equipment_factor = 0.9
}
### Entity: Modifier Reference
Construct: navy_capital_ship_defence_factor_against
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## navy_capital_ship_defence_factor_against

* Number with 2 decimal places
* **Categories**: naval, defensive
### Entity: Shared Focus
Tree: ply_focus
Component: PLY_militarize_the_police_force
Constructs: shared_focus, division_template, completion_reward, create_unit
Source: game
File: common/national_focus/r56_polynesian.txt

Code:
shared_focus = {
	id = PLY_militarize_the_police_force
	icon = GFX_focus_ETH_peacekeeping_forces
	x = 27
	y = 0
	cost = 5
	search_filters = {
		FOCUS_FILTER_ARMY_XP FOCUS_FILTER_MILITARY_EQUIPMENT
	}
	available = {
		num_divisions = < 1
	}
	bypass = {
		num_divisions = > 0
	}
	completion_reward = {
		army_experience = 10
		division_template = {
			name = Police Unit
			priority = 1
			division_names_group = ENG_INF_01
			regiments = {
				infantry = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				}
				cavalry = {
					x = 1
					y = 0
				}
			}
		}
		capital_scope = {
			create_unit = {
				division = division_template = "Police Unit" start_experience_factor = 0.1 start_equipment_factor = 0.9
				owner = PREV
			}
		}
	}
}
### Entity: Event
Component: tsr_manchukuo.12
Constructs: is_triggered_only, ai_chance
Source: game
File: events/TSR_Manchukuo.txt

Code:
country_event = {
	id = tsr_manchukuo.12
	title = tsr_manchukuo.12.t
	desc = tsr_manchukuo.12.desc
	picture = GFX_report_event_chinese_soldiers
	is_triggered_only = yes
	option = {
		name = tsr_manchukuo.12.a
		ai_chance = {
			base = 10
		}
	} {
		name = tsr_manchukuo.12.b
		ai_chance = {
			base = 10
		}
	}
}
### Entity: Idea
Component: EAI_DD_7/light_tank_destroyer_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_7/light_tank_destroyer_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		light_tank_destroyer_chassis = {
			build_cost_ic = -0.175
			instant = yes
		}
	}
}
### Entity: Event
Component: r56_afghanistan.68
Constructs: is_triggered_only, has_completed_focus, limit, has_war_with, add_war_support, add_resistance, add_compliance, is_controlled_by
Source: game
File: events/r56_afghanistan.txt

Code:
country_event = {
	id = r56_afghanistan.68
	title = r56_afghanistan.68.t
	desc = r56_afghanistan.68.d
	picture = GFX_report_event_AFG_peshawar_conference
	is_triggered_only = yes
	option = {
		name = r56_afghanistan.68.a
		effect_tooltip = {
			442 = {
				add_resistance = 35
				add_compliance = 10
				if = {
					limit = {
						442 = {
							is_controlled_by = RAJ
						}
					}
					remove_core_of = RAJ
				}
				else = {
					remove_core_of = PAK
				}
			}
		}
	} {
		trigger = {
			has_completed_focus = AFG_the_bannu_resolution
			is_subject = no
			PAK = {
				controls_state = 442
				is_neighbor_of = AFG
				NOT = {
					has_war_with = AFG
				}
			}
		}
		name = r56_afghanistan.68.b
		complete_national_focus = AFG_unification_or_death
		effect_tooltip = {
			add_war_support = 0.05
			declare_war_on = {
				type = take_state
				target = 442
				 = .owner
				generator = {
					442
				}
			}
			442 = {
				add_resistance = 25
				damage_building = {
					type = air_base
					damage = 4
				}
			}
			445 = {
				damage_building = {
					type = air_base
					damage = 2
				}
			}
		}
	}
}
### Entity: Idea
Component: KMT_bill_of_rights
Constructs: has_government, removal_cost, democratic_drift
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_bill_of_rights = {
	removal_cost = -1
	picture = generic_pp_unity_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			has_government = democratic
		}
	}
	on_remove = {

	}
	modifier = {
		democratic_drift = 0.01
		drift_defence_factor = 0.1
		compliance_growth = 0.1
		political_power_factor = 0.1
	}
}
### Entity: Event
Component: denmark.44
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, add_ideas, has_government, add_opinion_modifier, give_military_access
Source: game
File: events/DanishEvents.txt

Code:
country_event = {
	id = denmark.44
	title = denmark.44.t
	desc = denmark.44.d
	picture = GFX_report_event_danish_liberation2
	is_triggered_only = yes
	option = {
		name = denmark.44.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 1.5
				DEN = {
					has_completed_focus = DEN_Popular_Front_against_Fascism
				}
			}
		}
		SOV = {
			add_opinion_modifier = {
				target = DEN
				modifier = den_sov_trade_agreement
			}
			add_ideas = den_dano_soviet_trade
			DEN = {
				give_military_access = PREV
			}
		}
		DEN = {
			DEN = {
				country_event = {
					id = denmark.48
					days = 1
					random_days = 4
				}
			}
			add_opinion_modifier = {
				target = SOV
				modifier = den_sov_trade_agreement
			}
			if = {
				limit = {
					NOT = {
						has_government = communism
					}
				}
				add_popularity = {
					ideology = communism
					popularity = 0.1
				}
			}
			SOV = {
				diplomatic_relation = {
					country = DEN
					relation = non_aggression_pact
					active = no
				} {
					country = DEN
					relation = guarantee
					active = no
				}
				if = {
					limit = {
						has_tech = advanced_medium_tank
					}
					create_production_license = {
						target = DEN
						equipment = {
							type = medium_tank_equipment_2
						}
						cost_factor = 0
					}
				}
			}
			add_tech_bonus = {
				name = den_sov_trade_agreement
				category = cat_medium_armor
				uses = 1
				bonus = 2
			}
		}
	} {
		name = denmark.44.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				DEN = {
					has_completed_focus = DEN_An_Appeal_to_the_Proletariat
				}
			} {
				factor = 2
				DEN = {
					has_completed_focus = DEN_Initiate_Economic_Reforms
				}
			}
		}
		DEN = {
			country_event = {
				id = denmark.49
				days = 1
				random_days = 4
			}
		}
	}
}
### Entity: AI Strategy
Component: COL_does_the_SCW_fascism_no_LAR
Constructs: has_completed_focus, has_government, has_dlc, has_global_flag, has_civil_war, is_ai, force_build_armies, send_volunteers_desire
Source: game
File: common/ai_strategy/r56_COL.txt

Code:
COL_does_the_SCW_fascism_no_LAR = {
	allowed = {
		original_tag = COL
	}
	enable = {
		NOT = {
			has_dlc = La Resistance
		} {
			has_global_flag = scw_over
		}
		date = < 1939.1.1
		COL = {
			has_completed_focus = COL_spanish_civil_war_involvement
		} {
			has_government = fascism
		}
		country_exists = SPR
		SPR = {
			has_government = fascism
		} {
			has_civil_war = yes
		}
		OR = {
			has_global_flag = scw_is_ai_driven
			SPR = {
				is_ai = no
			}
		}
	}
	abort = {
		OR = {
			date = > 1939.1.1
			NOT = {
				has_government = fascism
			}
			SPR = {
				has_civil_war = no
			}
			has_global_flag = scw_over
		}
	}
	ai_strategy = {
		type = force_build_armies
		value = 1
	} {
		type = befriend
		id = SPR
		value = 100
	} {
		type = support
		id = SPR
		value = 100
	} {
		type = send_volunteers_desire
		id = SPR
		value = -125
	}
}
### Entity: Order of Battle
Component: 20. Kuva-yi Milliye Tugayi
Constructs: division_template
Source: game
File: history/units/TUR_Civil_War_communist.txt

Code:
division = {
	name = 20. Kuva-yi Milliye Tugayi
	location = 804
	division_template = Kuva-yi Milliye Tugayi
}
### Entity: Event
Component: chile.20
Constructs: is_triggered_only, add_ideas, add_opinion_modifier
Source: game
File: events/Chile.txt

Code:
country_event = {
	id = chile.20
	title = Soviet Assistance
	desc = Wonderful news, the Soviets have agreed to help us establish our government!
	picture = GFX_report_event_chamberlain
	is_triggered_only = yes
	option = {
		name = Glory to the revolution
		add_ideas = CHL_soviet_assistance
		add_opinion_modifier = {
			target = SOV
			modifier = CHL_advisors
		}
	}
}