Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: State History
Component: 365
Constructs: add_core_of
Source: game
File: history/states/365-Georgia.txt

Code:
state = {
	id = 365
	name = STATE_365
	manpower = 2908504
	state_category = city
	history = {
		owner = USA
		buildings = {
			infrastructure = 3
			industrial_complex = 3
			air_base = 2
			11975 = {
				naval_base = 1
			}
		}
		add_core_of = USA
		victory_points = {
			12384 10
		}
		1939.1.1 = {
			buildings = {
				industrial_complex = 4
			}
		}
	}
	provinces = {
		638 968 1433 1480 5090 7118 7583 7612 9949 9996 10394 10437 10465 10492 11975 12325 12384 12470 12498
	}
	local_supplies = 0.0
}
### Entity: Idea
Component: AUS_land_reform
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_land_reform = {
	picture = LIT_invested_in_farms
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		political_power_factor = 0.05
		production_speed_buildings_factor = 0.05
	}
}
### Entity: National Focus
Tree: fri_focus
Component: FRI_expand_the_opium_trade
Constructs: prerequisite, add_ideas, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/FrenchIndochina.txt

Code:
focus = {
	id = FRI_expand_the_opium_trade
	icon = GFX_goal_generic_positive_trade_relations
	cost = 10
	prerequisite = {
		focus = PRI_continue_the_focus_on_vietnam
	}
	relative_position_id = FRI_continue_the_politique_politique_du_paysannat
	x = 1
	y = 4
	completion_reward = {
		add_ideas = FRI_profits_from_opium
		random_owned_controlled_state = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STABILITY
	}
}
### Entity: Idea
Component: EAI_HARD/medium_tank_aa_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_HARD/medium_tank_aa_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_aa_chassis = {
			build_cost_ic = -0.15
			instant = yes
		}
	}
}
### Entity: National Focus
Component: wuw_HUN_politicize_the_levente_associations
Constructs: prerequisite, has_government, completion_reward, cancel_if_invalid, set_country_flag
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_politicize_the_levente_associations
	icon = GFX_focus_por_workers_of_iberia
	prerequisite = {
		focus = wuw_HUN_parade_istvan_bethlens_platform
	}
	x = -2
	y = 1
	relative_position_id = wuw_HUN_parade_istvan_bethlens_platform
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available = {

	}
	bypass = {
		OR = {
			has_government = democratic communism
		}
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		custom_effect_tooltip = wuw_HUN_politicize_the_levente_associations_tt
		hidden_effect = {
			set_country_flag = HUN_revolutinaries_secured_levente_loyalty_flag
		}
	}
}
### Entity: Effect Reference
Construct: allowtraits
Constructs: allowtraits, add_equipment, add_latest_equipment
Source: paradoxwiki
File: documentation/web/paradoxwiki/Console_commands.html

Doc:
allowtraits
|
Allows free assignment of general traits
|

|

add_equipment(ae) [<equipment amount>] [<equipment name>]
|
Adds equipment
|
Equipment uses the basic name so 'ae 1000 infantry_equipment_1'.You can only add researched equipment. Does not support Naval equipment. (with the exception of convoy: 'ae 1000 convoy_1') To add ships, consider using instantconstruction(ic) or instanttraining (it) ('ic' or 'it' also effects AI).
To add modified equipment, you have to address it by given name. Example: You create a variant of 'Matilda LP'-tank with better Armor and Main Gun and name it 'Matilda LP Mk. IV'.
Now use 'add_equipment 1000 Matilda LP Mk. IV'.

|

add_latest_equipment(ale) [<equipment amount>]
|
Gives player amount of latest equipment variants
|
To add only a specific type of your latest equipment, you have to address it's given name. Example: You create a variant of 'Matilda LP'-tank with better Armor and Main Gun and name it 'Matilda LP Mk. IV'.
Now use 'add_latest_equipment 1000 Matilda LP Mk. IV'.

|
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3ANATO_motorized_rocket_brigade.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
NATO_motorized_rocket_brigade.png &#8206;(53 × 31 pixels, file size: 4 KB, MIME type: image/png)
### Entity: Modifier Reference
Component: idea_RAJ_sikh_approval_2
Constructs: remove_trigger, is_raj_or_raj_inheritor, is_subject_of
Source: game
File: common/dynamic_modifiers/GoE_dynamic_modifiers.txt

Code:
idea_RAJ_sikh_approval_2 = {
	icon = GFX_modifiers_RAJ_sikh_approval
	state_production_speed_buildings_factor = 0.15
	local_supplies = 0.2
	remove_trigger = {
		CONTROLLER = {
			AND = {
				NOT = {
					is_raj_or_raj_inheritor = yes
				} {
					is_subject_of = RAJ
				}
			}
		}
	}
}
### Entity: Unit Template
Component: KOR_CV_COMMUNIST
Constructs: has_government
Source: game
File: common/units/names_ships/KOR_ship_names.txt

Code:
KOR_CV_COMMUNIST = {
	name = (D)PRK ship names
	for_countries = {
		KOR NKR
	}
	can_use = {
		OR = {
			tag = NKR
			AND = {
				tag = KOR
				has_government = communism
			}
		}
	}
	type = ship
	ship_types = {
		ship_hull_carrier carrier
	}
	prefix = KPNS 
	fallback_name = Carrier %d
	unique = {
		Solgae Chamsuri Dokdo Marado
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_prepare_the_proletariat_for_war
Constructs: prerequisite, has_government, add_war_support, completion_reward, add_timed_idea
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_prepare_the_proletariat_for_war
	icon = GFX_goal_generic_industrial_unionism
	prerequisite = {
		focus = NOR_a_communist_alternative
	}
	relative_position_id = NOR_a_communist_alternative
	x = 0
	y = 1
	cost = 5
	available = {
		has_government = communism
	}
	completion_reward = {
		add_war_support = 0.15
		add_timed_idea = {
			idea = SWE_workers_rallying
			days = 140
		}
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_seek_a_british_alliance
Constructs: prerequisite, limit, has_government, has_war_with, add_opinion_modifier, completion_reward, is_historical_focus_on, is_ally_with
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_seek_a_british_alliance
	icon = GFX_focus_eng_the_sun_never_sets
	prerequisite = {
		focus = NOR_continuous_politics NOR_change_starts_within NOR_motion_of_no_confidence
	}
	mutually_exclusive = {
		focus = NOR_armed_neutrality_once_more NOR_three_brothers
	}
	x = -13
	y = 3
	relative_position_id = NOR_til_dovre_faller
	cost = 5
	ai_will_do = {
		base = 15
		modifier = {
			factor = 2
			date = > 1940.1.1
		} {
			factor = 4
			AND = {
				is_historical_focus_on = yes
				date = > 1940.1.1
			}
		}
	}
	historical_ai = {
		is_ally_with = ENG
	}
	available = {
		is_subject = no
		OR = {
			is_in_faction = no
			is_in_faction_with = ENG USA
		} {
			has_government = democratic neutrality
		} {
			threat = > 0.25
			has_defensive_war = yes
		}
		has_civil_war = no
		NOT = {
			has_war_with = ENG
		}
		ENG = {
			OR = {
				has_government = democratic neutrality
			}
			is_faction_leader = yes
		}
	}
	available_if_capitulated = yes
	cancel_if_invalid = no
	continue_if_invalid = yes
	completion_reward = {
		add_opinion_modifier = {
			target = ENG
			modifier = POL_draw_closer_to_britain
		}
		ENG = {
			add_opinion_modifier = {
				target = ROOT
				modifier = POL_draw_closer_to_britain
			}
			hidden_effect = {
				unlock_national_focus = uk_scandinavian_focus ENG_norwegian_intervention
			}
			add_ai_strategy = {
				type = befriend
				id = NOR
				value = 125
			} {
				type = alliance
				id = NOR
				value = 125
			} {
				type = befriend
				id = ICE
				value = 125
			} {
				type = alliance
				id = ICE
				value = 125
			}
			if = {
				limit = {
					NOT = {
						is_in_faction_with = ROOT
					}
				}
				country_event = {
					id = generic.2
					hours = 6
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Character
Component: JAP_socialist_revolutionary
Constructs: war_support_factor, communism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
JAP_socialist_revolutionary = {
	random = no
	sprite = 13
	communism_drift = 0.05
	political_power_factor = 0.1
	war_support_factor = 0.1
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: NOR_specialized_naval_industry
Constructs: removal_cost, equipment_bonus, build_cost_ic, naval_speed
Source: game
File: common/ideas/r56_norway.txt

Code:
NOR_specialized_naval_industry = {
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_coastal_defense_ships2
	name = NOR_specialized_naval_industry
	modifier = {
		industrial_capacity_dockyard = 0.25
	}
	equipment_bonus = {
		convoy = {
			build_cost_ic = -0.1
			naval_speed = 0.1
			instant = yes
		}
		capital_ship = {
			anti_air_attack = 0.05
			naval_speed = 0.05
			surface_visibility = -0.05
			instant = yes
		}
		screen_ship = {
			anti_air_attack = 0.05
			naval_speed = 0.05
			surface_visibility = -0.05
			instant = yes
		}
	}
}
### Entity: Modifier Reference
Construct: surrender_limit
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## surrender_limit

* Number with 2 decimal places
* **Categories**: country
### Entity: Trigger Reference
Construct: any_war_score
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## any_war_score

* Supported Scopes: COUNTRY
* Supported Targets: none

```
compares the warscore of all wars in a country to see if any fullfills the comparison condition 0-100 - Example: any_war_score > 40
```
### Entity: AI Strategy
Component: warlords_help_pls
Constructs: has_war_with, is_chinese_warlord, is_historical_focus_on, is_in_faction_with, force_defend_ally_borders
Source: game
File: common/ai_strategy/CHI.txt

Code:
warlords_help_pls = {
	allowed = {
		is_chinese_warlord = yes
	}
	enable = {
		has_war_with = JAP
		is_historical_focus_on = yes
		is_in_faction_with = CHI
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = force_defend_ally_borders
		id = CHI
		value = 100
	}
}
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/Ecuador.html

Doc:
This article is considered accurate for the current version of the game.

Ecuador

Capital provinceQuito

Government typeDemocratic Republic

FactionAllies

Ecuador was one of several South American nations to join the Allies late in the war (joined against Germany on 2 February 1945), allowing the United States use of Baltra Island as a naval base.

Contents

1 Technology

2 Diplomacy

2.1 Alliances

2.2 Decisions

2.3 Events

3 Politics

3.1 Laws

3.2 Ministers

4 Intelligence

5 Economy

5.1 Industrial Production

6 Military

6.1 Army

6.2 Navy

6.3 Air Force

7 Strategies and Guides

7.1 Example Strategy

7.2 Miscellaneous tips
### Entity: National Focus
Tree: jap_focus
Component: JAP_development_for_the_undeveloped
Constructs: prerequisite, limit, has_government, completion_reward, is_subject, is_faction_leader, cancel_if_invalid, add_timed_idea
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_development_for_the_undeveloped
	icon = GFX_focus_AFG_helmand_river_authority
	x = 0
	y = 1
	relative_position_id = JAP_the_minitry_of_pan_asian_development
	prerequisite = {
		focus = JAP_the_minitry_of_pan_asian_development
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		has_government = communism
		is_subject = no
		is_faction_leader = yes
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_timed_idea = {
			idea = JAP_invesments_into_minor_asian_states_cost
			days = 180
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt JAP_east_asia_development_board_tt
		every_other_country = {
			limit = {
				is_ally_with = ROOT
			}
			add_timed_idea = {
				idea = JAP_industrial_development_support
				days = 730
			}
		}
	}
}
### Entity: National Focus
Tree: mex_focus
Component: MEX_focus_weapons_modernisation
Constructs: prerequisite, has_war, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/mexico.txt

Code:
focus = {
	id = MEX_focus_weapons_modernisation
	icon = GFX_goal_generic_small_arms
	prerequisite = {
		focus = MEX_focus_heroic_military_college
	}
	x = -1
	y = 1
	relative_position_id = MEX_focus_heroic_military_college
	cost = 10
	ai_will_do = {
		factor = 100
		modifier = {
			factor = 10
			has_war = yes
		}
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = infantry_weapons
			bonus = 1.0
			uses = 1
			category = infantry_weapons
		} {
			name = artillery
			bonus = 1.0
			uses = 1
			category = artillery
		}
	}
}
### Entity: Idea
Component: ETH_mauser
Constructs: has_completed_focus, limit, has_war_with, has_idea, has_opinion, has_dlc, research_bonus
Source: game
File: common/ideas/ethiopia.txt

Code:
ETH_mauser = {
	picture = mauser
	visible = {
		has_completed_focus = ETH_invite_foreign_industrialists
		IF = {
			limit = {
				NOT = {
					has_idea = ETH_mauser
				}
			}
			GER = {
				has_opinion = {
					target = ETH
					value = > 75
				}
			}
		}
		ELSE = {
			NOT = {
				has_war_with = GER
			}
		}
	}
	allowed = {
		original_tag = ETH
		has_dlc = By Blood Alone
	}
	research_bonus = {
		infantry_weapons = 0.15
	}
	traits = {
		infantry_equipment_manufacturer
	}
	ai_will_do = {
		factor = 2
	}
}
### Entity: Modding Documentation
Construct: Transparent
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## Draw.Transparent
* Type: Boolean
* Not available in release build
### Entity: National Focus
Tree: aus_focus
Component: AUS_war_against_bolshevism
Constructs: has_completed_focus, prerequisite, limit, has_government, completion_reward, is_subject, is_subject_of, has_game_rule
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_war_against_bolshevism
	icon = GFX_focus_attack_soviet
	prerequisite = {
		focus = AUS_the_royals_of_liechtenstein AUS_protector_of_the_danube AUS_for_a_better_future AUS_via_danube_to_europe
	}
	mutually_exclusive = {

	}
	x = 0
	y = 4
	relative_position_id = AUS_the_royals_of_liechtenstein
	will_lead_to_war_with = SOV
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
	}
	bypass = {
		SOV = {
			OR = {
				exists = no
				is_subject_of = AUS
			}
		}
	}
	offset = {
		x = 10
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = AUS_totalitarian_safety
		}
	} {
		x = 2
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = AUS_hold_elections
		}
	} {
		x = 3
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = AUS_the_danubian_federation AUS_reinstate_the_imperial_council
		}
	}
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				has_government = democratic
				SOV = {
					NOT = {
						has_government = democratic
					}
				}
			}
			create_wargoal = {
				type = topple_government
				target = SOV
			}
		}
		ELSE_IF = {
			limit = {
				NOT = {
					has_government = democratic
				}
				SOV = {
					NOT = {
						has_government = ROOT
					}
				}
			}
			create_wargoal = {
				type = annex_everything
				target = SOV
			}
		}
	}
}
### Entity: Event
Component: new_ger.42
Constructs: is_triggered_only, add_stability, add_political_power
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.42
	title = new_ger.42.t
	desc = new_ger.42.d
	picture = GFX_report_event_generic_communist_congress
	is_triggered_only = yes
	option = {
		name = new_ger.42.a
		add_political_power = 100
		add_stability = 0.05
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_create_repair_yards
Constructs: prerequisite, limit, completion_reward, is_owned_and_controlled_by, cancel_if_invalid, add_building_construction, add_extra_state_shared_building_slots, has_dlc
Source: game
File: common/national_focus/iraq.txt

Code:
focus = {
	id = IRQ_create_repair_yards
	icon = GFX_goal_generic_construct_naval_dockyard
	prerequisite = {
		focus = IRQ_establish_iraqi_coastal_defense_force
	}
	x = 1
	y = 1
	relative_position_id = IRQ_establish_iraqi_coastal_defense_force
	cost = 10
	ai_will_do = {
		base = 1
	}
	available = {
		1011 = {
			is_owned_and_controlled_by = ROOT
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		1011 = {
			IF = {
				limit = {
					naval_base = < 8
				}
				add_building_construction = {
					type = naval_base
					level = 1
					instant_build = yes
					province = {
						all_provinces = yes
						limit_to_coastal = yes
					}
				}
			} {
				limit = {
					dockyard = < 8
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = dockyard
					level = 2
					instant_build = yes
				}
			}
		}
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = generic_skip_one_line_tt available_mio_tt
			show_mio_tooltip = IRQ_submarine_organization
			mio:IRQ_submarine_organization = {
				add_mio_size = 2
			}
		}
	}
}
### Entity: National Focus
Tree: men_focus
Component: MEN_focus_on_the_greater_threat
Constructs: prerequisite, add_war_support, completion_reward, add_timed_idea
Source: game
File: common/national_focus/mengkukuo.txt

Code:
focus = {
	id = MEN_focus_on_the_greater_threat
	icon = GFX_focus_attack_japan
	prerequisite = {
		focus = MEN_joint_invasion_of_shx MEN_join_the_united_front
	}
	mutually_exclusive = {
		focus = MEN_down_with_the_generalissimo
	}
	x = -1
	y = 1
	bypass = {
		NOT = {
			country_exists = JAP
		}
	}
	available = {
		country_exists = JAP
	}
	relative_position_id = MEN_joint_invasion_of_shx
	cost = 10
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		add_war_support = 0.05
		add_timed_idea = {
			idea = MEN_anti_japanese_stratagems_idea
			days = 180
		}
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Idea
Component: AUS_fortification_effort_idea
Constructs: removal_cost
Source: game
File: common/ideas/austria.txt

Code:
AUS_fortification_effort_idea = {
	allowed = {
		always = no
		tag = AUS
	}
	removal_cost = -1
	picture = FRA_fortification_focus
	modifier = {
		production_speed_bunker_factor = 0.2
	}
}
### Entity: Idea
Component: EGY_acas
Source: game
File: common/ideas/egypt.txt

Code:
EGY_acas = {
	ledger = air
	picture = generic_air_arab_2
	allowed = {
		original_tag = EGY
	}
	traits = {
		air_close_air_support_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_rebuilding_iran
Constructs: has_completed_focus, prerequisite, limit, completion_reward, is_subject, allow_branch, has_game_rule, add_timed_idea
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_rebuilding_iran
	icon = GFX_goal_generic_construct_civ_factory
	prerequisite = {
		focus = PER_swear_fealty
	}
	x = 0
	y = 1
	relative_position_id = PER_swear_fealty
	cost = 10
	available = {
		PER = {
			is_subject = yes
		}
	}
	bypass = {

	}
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			OR = {
				PER = {
					is_subject = yes
				}
				has_completed_focus = PER_rebuilding_iran
			}
		}
	}
	ai_will_do = {
		factor = 0
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_timed_idea = {
			idea = ETH_rebuilding_the_country_idea
			days = 128
		}
	}
}
### Entity: Character
Component: SPR_juan_andrade
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/SPR.txt

Code:
SPR_juan_andrade = {
	name = SPR_juan_andrade
	portraits = {
		army = {
			small = GFX_idea_SPR_juan_andrade
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = SPR_juan_andrade
		allowed = {
			has_dlc = La Resistance
			OR = {
				original_tag = SPR SWE
			}
		}
		visible = {
			NOT = {
				tag = SPA SPB
			}
		}
		available = {
			OR = {
				AND = {
					has_completed_focus = SPR_masters_of_our_own_fate
					NOT = {
						has_completed_focus = SPR_regional_defense_council_of_aragon
					}
					custom_trigger_tooltip = {
						tooltip = SPR_not_nationalist_spain_tt
						NOT = {
							tag = SPA
						}
					}
				}
				SWE_refuge_for_revolutionaries_trigger = yes
			}
		}
		traits = {
			collectivization_specialist
		}
		ai_will_do = {
			factor = 1.0
			modifier = {
				factor = 0.0
				OR = {
					has_completed_focus = SPA_a_great_spain SPR_the_stalinist_doctrine SPR_maintain_the_second_republic
				}
			}
		}
	}
}
### Entity: Character
Component: RAJ_ravindra_darshan_singh
Source: game
File: common/characters/RAJ.txt

Code:
RAJ_ravindra_darshan_singh = {
	name = RAJ_ravindra_darshan_singh
	portraits = {
		army = {
			small = GFX_idea_RAJ_ravindra_darshan_singh
		}
	}
	advisor = {
		slot = air_chief
		idea_token = RAJ_ravindra_darshan_singh
		allowed = {
			original_tag = RAJ
		}
		traits = {
			air_chief_night_operations_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Idea
Component: EAI_INSANE/gw_tank_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_INSANE/gw_tank_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		gw_tank_equipment = {
			build_cost_ic = -0.45
			instant = yes
		}
	}
}
### Entity: Event
Component: SEA_japan_foreign_policy.42
Constructs: is_triggered_only, ai_chance, limit, add_opinion_modifier, is_faction_leader, add_timed_idea, every_other_country, is_ally_with
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_foreign_policy.42
	title = SEA_japan_foreign_policy.42.t
	desc = SEA_japan_foreign_policy.42.desc
	picture = GFX_report_event_molotov_ribbentrop_stalin_pact
	is_triggered_only = yes
	option = {
		name = SEA_japan_foreign_policy.42.a
		IF = {
			limit = {
				is_faction_leader = yes
			}
			dismantle_faction = yes
		}
		add_timed_idea = {
			idea = JAP_japanese_chinese_friendship
			days = 730
		}
		every_other_country = {
			limit = {
				AND = {
					NOT = {
						tag = JAP
						is_ally_with = JAP
					}
				}
				capital_scope = {
					is_on_continent = asia
				}
			}
			add_opinion_modifier = {
				target = CHI
				modifier = sino_japanese_alliance_threat
			}
		}
		add_opinion_modifier = {
			target = FROM
			modifier = signed_the_sino_japanese_pact_opm
		}
		effect_tooltip = {
			declare_war_on = {
				target = PRC
				type = annex_everything
			}
		} {
			FROM = {
				add_timed_idea = {
					idea = JAP_japanese_chinese_friendship
					days = 730
				}
				set_rule = {
					can_create_factions = yes
				}
				create_faction_from_template = faction_template_JAP_sino_japanese_pact
				add_to_faction = ROOT
				add_named_threat = {
					threat = 3
					name = SEA_japan_foreign_policy.42.t
				}
			}
		}
		FROM = {
			country_event = {
				id = SEA_japan_foreign_policy.43
				hours = 1
			}
		}
	} {
		name = SEA_japan_foreign_policy.42.b
		ai_chance = {
			factor = 0
		}
		FROM = {
			country_event = {
				id = SEA_japan_foreign_policy.44
				hours = 1
			}
		}
	}
}