Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: AUS_kurt_schuschnigg
Constructs: has_country_flag, has_dlc, has_country_leader
Source: game
File: common/characters/AUS.txt

Code:
AUS_kurt_schuschnigg = {
	instance = {
		allowed = {
			has_dlc = Gotterdammerung
		}
		name = AUS_kurt_schuschnigg
		portraits = {
			civilian = {
				large = GFX_portrait_AUS_kurt_schuschnigg
				small = GFX_portrait_AUS_kurt_schuschnigg_small
			}
		}
		country_leader = {
			ideology = despotism
			expire = 1965.1.1.1
			id = -1
			traits = {
				AUS_under_german_pressure
			}
		}
		advisor = {
			slot = political_advisor
			cost = 150
			idea_token = AUS_kurt_schuschnigg
			traits = {
				fascist_corporatist
			}
			allowed = {

			}
			available = {
				NOT = {
					has_country_leader = {
						ruling_only = yes
						character = AUS_kurt_schuschnigg
					}
				}
			}
			visible = {
				has_country_flag = AUS_starhemberg_took_over
			}
			ai_will_do = {
				base = 10
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Gotterdammerung
			}
		}
		name = AUS_kurt_schuschnigg
		portraits = {
			civilian = {
				large = GFX_portrait_AUS_kurt_schuschnigg
			}
		}
		country_leader = {
			ideology = despotism
			expire = 1965.1.1.1
			id = -1
		}
	}
}
### Entity: Character
Component: AST_cultural_visionary
Source: game
File: common/country_leader/taog_traits.txt

Code:
AST_cultural_visionary = {
	random = no
	sprite = 13
	political_advisor_cost_factor = -0.5
	compliance_growth = 0.01
	resistance_growth = -0.1
}
### Entity: Decision
Component: PRC_guerilla_warfare_sea_cat
Constructs: has_completed_focus, has_dlc, is_subject
Source: game
File: common/decisions/categories/PRC_decision_categories.txt

Code:
PRC_guerilla_warfare_sea_cat = {
	icon = GFX_decision_category_military_operation
	picture = GFX_decision_cat_picture_generic_border_conflicts
	allowed = {
		has_dlc = No Compromise, No Surrender
		OR = {
			original_tag = PRC CHI PHI
		}
	}
	visible = {
		hidden_trigger = {
			OR = {
				AND = {
					original_tag = PRC
					is_subject = no
					OR = {
						has_completed_focus = PRC_on_guerilla_warfare PRC_the_fight_of_a_people PRC_promote_guerilla_warfare
					}
				} {
					original_tag = CHI
				} {
					original_tag = PHI
					has_completed_focus = PHI_subject_surrender
				}
			}
		}
	}
	priority = 10
	visible_when_empty = no
}
### Entity: Unit Template
Component: SPR_BB_HISTORICAL
Source: game
File: common/units/names_ships/SPR_ship_names.txt

Code:
SPR_BB_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BB
	for_countries = {
		SPR
	}
	type = ship
	ship_types = {
		ship_hull_heavy battleship
	}
	prefix = ARE 
	fallback_name = Acorazado %d
	unique = {
		Jaime I España Alfonso XIII Lepanto Bailén Libertad
	}
}
### Entity: AI Strategy
Component: DOCTRINE_force_rotation
Constructs: has_doctrine
Source: game
File: common/ai_strategy/doctrines.txt

Code:
DOCTRINE_force_rotation = {
	enable = {
		has_doctrine = new_operational_integrity
	}
	abort = {
		always = no
	}
	ai_strategy = {
		type = unit_ratio
		id = fighter
		value = 30
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_expand_naval_production
Constructs: prerequisite, completion_reward, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_expand_naval_production
	prerequisite = {
		focus = POR_continue_the_naval_expansion
	}
	icon = GFX_focus_generic_shipbuilding
	cost = 8
	x = -5
	y = 1
	relative_position_id = POR_continue_the_naval_expansion
	available = {
		112 = {
			is_controlled_by_ROOT_or_ally = yes
		}
		180 = {
			is_controlled_by_ROOT_or_ally = yes
		}
	}
	available_if_capitulated = yes
	completion_reward = {
		112 = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
		180 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Effect Reference
Construct: news_event
Constructs: news_event, random_hours, random_days
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## news_event

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Fires a news event.
Example:
news_event = {
	id = news.251 # The event to fire.
	# Optional Fields:
	hours = 12 # The number of hours to wait before firing the event.
	days = 5 # The number of days to wait before firing the event.
	months = 1 # The number of months to wait before firing the event, where a month is treated as 30 days.
		# Note:  hours, days, and months can all be used and will simply be added together.
	random_hours = 18 # A random amount of hours to be added to the delay before firing, from 0 up to but not including random_hours.
	random_days = 2 # A random amount of days to be added to the delay before firing, from 0 up to but one hour less than random_days.
		# Note:  random_hours and random_days can both be used and will simply be added together.
	random = 6 # Equivalent to random_hours; preserverd for backwards compatibility.
	random = { chance = 50 ... } # Specify a set of child effects to execute as part of this effect, with a percentage chance of randomly happening or not (as a group, not individually).
	tooltip = news.251.t # Manually specify which tooltip to use for this effect.
}

```
### Entity: Decision
Component: LUX_fascist_balance_decision_category
Constructs: has_completed_focus, limit, add_war_support, add_stability, add_political_power, fascism_drift, has_army_experience, has_trait
Source: game
File: common/decisions/r56_LUX_decisions.txt

Code:
LUX_fascist_balance_decision_category = {
	LUX_fascist_balance_fascist_propaganda = {
		icon = GFX_decision_eng_propaganda_campaigns
		cost = 30
		days_remove = 50
		days_re_enable = 7
		available = {
			has_completed_focus = LUX_utilise_dennemeyer
		}
		modifier = {
			stability_weekly = -0.001
			fascism_drift = 0.02
			custom_modifier_tooltip = LUX_fascist_balance_fascist_propaganda_tt
			hidden_modifier = {
				power_balance_daily = 0.003
			}
		}
	}
	LUX_fascist_balance_continued_army_infiltration = {
		icon = GFX_decision_generic_army_support
		custom_cost_text = decision_cost_CP_20_ArmXp_10
		custom_cost_trigger = {
			command_power = > 19.99
			has_army_experience = > 9.99
		}
		days_re_enable = 20
		available = {
			has_completed_focus = LUX_subvert_armed_forces
			all_army_leader = {
				NOT = {
					has_trait = politically_connected
				}
			}
		}
		complete_effect = {
			hidden_effect = {
				add_command_power = -20
				army_experience = -10
			}
			random_army_leader = {
				limit = {
					NOT = {
						has_trait = politically_connected
					}
				}
				add_trait = {
					trait = politically_connected
				}
			}
			add_popularity = {
				ideology = fascism
				popularity = 0.025
			}
			add_power_balance_value = {
				id = LUX_fascist_balance
				value = 0.1
			}
		}
	}
	LUX_fascist_balance_additional_funding = {
		icon = GFX_decision_ger_mefo_bills
		cost = 25
		days_re_enable = 35
		available = {
			has_completed_focus = LUX_request_german_funding
			GER = {
				has_opinion = {
					target = ROOT
					value = > 49
				}
			}
		}
		complete_effect = {
			reverse_add_opinion_modifier = {
				target = GER
				modifier = small_decrease
			}
			add_power_balance_value = {
				id = LUX_fascist_balance
				value = 0.08
			}
		}
	}
	LUX_fascist_balance_import_nazis = {
		icon = GFX_decision_ger_reichskommissariats
		custom_cost_text = decision_cost_CP_25
		custom_cost_trigger = {
			command_power = > 24.99
		}
		days_re_enable = 14
		available = {
			has_opinion = {
				target = GER
				value = > -21
			}
		}
		complete_effect = {
			hidden_effect = {
				add_command_power = -25
			}
			add_popularity = {
				ideology = fascism
				popularity = 0.03
			}
			add_power_balance_value = {
				id = LUX_fascist_balance
				value = 0.05
			}
		}
	}
	LUX_fascist_balance_bind_army_to_country = {
		icon = GFX_decision_generic_army_support
		custom_cost_text = d
# ... (truncated)
### Entity: State History
Component: 422
Constructs: add_core_of
Source: game
File: history/states/422-Ceylon.txt

Code:
state = {
	id = 422
	name = STATE_422
	manpower = 5500000
	state_category = rural
	resources = {
		rubber = 60
	}
	history = {
		add_core_of = SRL
		owner = ENG
		victory_points = {
			10201 3
		}
		buildings = {
			infrastructure = 2
			industrial_complex = 1
			air_base = 3
			10201 = {
				naval_base = 5
			}
			7260 = {
				naval_base = 3
				coastal_bunker = 3
			}
		}
	}
	provinces = {
		1213 4219 7260 7344 10201 10229 10287 12258
	}
	local_supplies = 0.0
}
### Entity: State History
Component: 74
Constructs: add_core_of, add_claim_by
Source: game
File: history/states/74-East Sudatenland.txt

Code:
state = {
	id = 74
	name = STATE_74
	manpower = 820000
	resources = {
		coal = 12
	}
	state_category = rural
	history = {
		owner = CZE
		add_core_of = CZE
		add_claim_by = SIL
		buildings = {
			infrastructure = 4
			arms_factory = 1
		}
		victory_points = {
			3583 5
		} {
			3414 2
		}
		1938.9.30 = {
			owner = GER
			controller = GER
			add_core_of = GER
		}
	}
	provinces = {
		421 3414 3583 6485
	}
	local_supplies = 2.0
}
### Entity: AI Strategy
Component: EAI_MILITARY_COMBINED_operations_region_172
Constructs: check_variable, is_in_array
Source: game
File: common/ai_strategy/EAI_MILITARY_strategies.txt

Code:
EAI_MILITARY_COMBINED_operations_region_172 = {
	enable = {
		check_variable = {
			EAI_MILITARY_COMBINED_regions^num = > 0
		}
		is_in_array = {
			EAI_MILITARY_COMBINED_regions = 172
		}
	}
	abort_when_not_enabled = yes yes
	ai_strategy = {
		type = strike_force_home_base
		id = 172
		value = 10000
	} {
		type = naval_avoid_region
		id = 172
		value = -200
	} {
		type = strategic_air_importance
		id = 172
		value = 25000
	}
}
### Entity: Shared Focus
Tree: spr_focus
Component: SPR_join_italy
Constructs: shared_focus, prerequisite, has_government, has_war_with, completion_reward, is_historical_focus_on, is_in_faction, is_puppet
Source: game
File: common/national_focus/r56_political_spain_nationalist_shared.txt

Code:
shared_focus = {
	id = SPR_join_italy
	icon = GFX_goal_generic_befriend_italy
	cost = 10.0
	ai_will_do = {
		factor = 25
		modifier = {
			factor = 0
			is_historical_focus_on = yes
		}
	}
	available = {
		is_in_faction = no
		is_puppet = no
		ITA = {
			has_government = fascism
			is_faction_leader = yes
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	completion_reward = {
		ITA = {
			country_event = generic.2
		}
	}
	prerequisite = {
		focus = SPR_sindicato_vertical
	}
	mutually_exclusive = {
		focus = SPR_francoist_neutrality SPR_join_the_axis SPR_common_front_against_nazism SPR_una_grande_y_libre
	}
	x = -2
	y = 1
	relative_position_id = SPR_sindicato_vertical
}
### Entity: Event
Component: indonesia.5
Constructs: is_triggered_only, limit, fire_only_once, every_army_leader, has_id, set_nationality
Source: game
File: events/indonesia.txt

Code:
country_event = {
	id = indonesia.5
	title = indonesia.5.t
	desc = indonesia.5.desc
	picture = GFX_report_event_merchant_ship_01
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = indonesia.5.a
		HOL = {
			every_army_leader = {
				limit = {
					has_id = 981
				}
				set_nationality = INS
			}
			transfer_ship = {
				prefer_name = HrMs Java
				type = light_cruiser
				target = INS
			} {
				prefer_name = HrMs Sumatra
				type = light_cruiser
				target = INS
			} {
				prefer_name = HrMs Evertsen
				type = destroyer
				target = INS
			} {
				prefer_name = HrMs Van Ghent
				type = destroyer
				target = INS
			}
		}
	}
}
### Entity: Idea
Component: TMS_fascist_guy
Constructs: has_government
Source: game
File: common/ideas/turkmenistan.txt

Code:
TMS_fascist_guy = {
	picture = generic_political_advisor_asia_2
	allowed = {
		original_tag = TMS
	}
	traits = {
		fascist_demagogue
	}
	do_effect = {
		NOT = {
			has_government = fascism
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: Modifier Reference
Construct: modifier_army_sub_unit_paratrooper_defence_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## modifier_army_sub_unit_paratrooper_defence_factor

* Number with 2 decimal places
* **Categories**: army
### Entity: Event
Component: SEA_japan_popup_events.12
Constructs: is_triggered_only, ai_chance, add_stability, fire_only_once
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_popup_events.12
	title = SEA_japan_popup_events.12.t
	desc = SEA_japan_popup_events.12.desc
	picture = GFX_report_event_japanese_army_parade
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_japan_popup_events.12.a
		ai_chance = {
			base = 90
		}
		add_stability = 0.03
	} {
		name = SEA_japan_popup_events.12.b
		ai_chance = {
			base = 10
		}
		country_event = {
			id = SEA_japan_popup_events.13
			days = 7
		}
	}
}
### Entity: National Focus
Tree: tib_focus
Component: TIB_denounce_regents_corruption
Constructs: prerequisite, completion_reward, add_political_power, is_historical_focus_on, has_country_leader
Source: game
File: common/national_focus/tibet.txt

Code:
focus = {
	id = TIB_denounce_regents_corruption
	icon = GFX_focus_ARG_crackdown_on_corruption
	prerequisite = {
		focus = TIB_reintroduce_monastic_tax
	}
	relative_position_id = TIB_reintroduce_monastic_tax
	x = 1
	y = 1
	cost = 8
	ai_will_do = {
		base = 15
		modifier = {
			factor = 0
			is_historical_focus_on = yes
			date = < 1941.8.1
		}
	}
	bypass = {
		NOT = {
			has_country_leader = {
				name = Jamphel Yeshe Gyaltsen
				ruling_only = yes
			}
		}
	}
	completion_reward = {
		add_political_power = -50
		promote_character = {
			character = TIB_ngawang_sungrab_thutob
			ideology = oligarchism
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_expedite_land_revolution
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, add_timed_idea, has_power_balance, add_power_balance_value
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_expedite_land_revolution
	icon = GFX_focus_PRC_land_revolution_expedited
	prerequisite = {
		focus = PRC_rally_the_industry
	}
	mutually_exclusive = {
		focus = PRC_halt_land_revolution
	}
	x = -1
	y = 1
	relative_position_id = PRC_rally_the_industry
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_BALANCE_OF_POWER FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_timed_idea = {
			idea = PRC_land_revolution_expedited
			days = 900
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		IF = {
			limit = {
				has_power_balance = {
					id = PRC_communist_power_struggle
				}
			}
			add_power_balance_value = {
				id = PRC_communist_power_struggle
				value = -0.05
			}
		}
	}
}
### Entity: Event
Component: KMT_event.2
Constructs: is_triggered_only, limit, add_ideas, has_government, has_country_flag, set_variable, set_country_flag, has_wargoal_against
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = KMT_event.2
	title = KMT_event.2.t
	desc = KMT_event.2.desc
	picture = GFX_report_event_tur_machine_gunners
	is_triggered_only = yes
	option = {
		name = KMT_event.2.a
		overlord = {
			end_puppet = ROOT
		}
		leave_faction = yes
	} {
		trigger = {
			NOT = {
				OR = {
					has_government = communism democratic
				}
			}
		}
		name = KMT_event.2.b
		CCR = {
			ROOT = {
				set_variable = {
					ROOT_democratic_popularity = ROOT.party_popularity_100@democratic
				} {
					ROOT_communism_popularity = ROOT.party_popularity_100@communism
				} {
					ROOT_neutrality_popularity = ROOT.party_popularity_100@neutrality
				} {
					ROOT_fascism_popularity = ROOT.party_popularity_100@fascism
				}
				clamp_variable = {
					var = ROOT_democratic_popularity
					min = 0
					max = 100
				} {
					var = ROOT_communism_popularity
					min = 0
					max = 100
				} {
					var = ROOT_neutrality_popularity
					min = 0
					max = 100
				} {
					var = ROOT_fascism_popularity
					min = 0
					max = 100
				}
				if = {
					limit = {
						has_government = democratic
					}
					set_country_flag = ROOT_is_democratic_flag
				} {
					limit = {
						has_government = neutrality
					}
					set_country_flag = ROOT_is_neutral_flag
				} {
					limit = {
						has_government = communism
					}
					set_country_flag = ROOT_is_communistic_flag
				} {
					limit = {
						has_government = fascism
					}
					set_country_flag = ROOT_is_fascist_flag
				} {
					limit = {
						has_wargoal_against = ROOT
					}
					remove_wargoal = {
						type = all
						target = ROOT
					}
				}
			} {
				hidden_effect = {
					set_popularities = {
						democratic = ROOT_democratic_popularity
						fascism = ROOT_fascism_popularity
						communism = ROOT_communism_popularity
						neutrality = ROOT_neutrality_popularity
					}
					if = {
						limit = {
							has_country_flag = ROOT_is_democratic_flag
						}
						set_politics = {
							ruling_party = democratic
						}
						clr_country_flag = ROOT_is_democratic_flag
					} {
						limit = {
							has_country_flag = ROOT_is_neutral_flag
						}
						set_politics = {
							ruling_party = neutrality
						}
						clr_country_flag = ROOT_is_neutral_flag
					} {
						limit = {
							has_country_flag = ROOT_is_communistic_flag
						}
						set_politics = {
							ruling_party = communism
						}
						clr
# ... (truncated)
### Entity: Military Industrial Organization
Component: AST_lithgow_saf_organization
Constructs: has_dlc
Source: game
File: common/military_industrial_organization/organizations/AST_organization.txt

Code:
AST_lithgow_saf_organization = {
	name = AST_lithgow_saf_organization
	include = generic_infantry_equipment_organization
	icon = GFX_idea_lithgow_saf
	allowed = {
		original_TAG = AST
		NOT = {
			has_dlc = Thunder at Our Gates
		}
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_discoveries
Constructs: has_completed_focus, prerequisite, limit, completion_reward, add_tech_bonus, add_research_slot
Source: game
File: common/national_focus/r56_iceland.txt

Code:
focus = {
	id = ICE_discoveries
	icon = GFX_focus_ICE_expanding_the_university_of_reykjavik
	cost = 10
	ai_will_do = {
		factor = 10
	}
	prerequisite = {
		focus = ICE_steel_mill
	} {
		focus = ICE_refine_research
	}
	x = 2
	y = 4
	completion_reward = {
		if = {
			limit = {
				OR = {
					has_completed_focus = ICE_ally_tech ICE_ger_tech ICE_sov_tech
				}
			}
			add_tech_bonus = {
				name = ICE_extra_research_slot
				bonus = 1
				uses = 3
				category = industry electronics
			}
		}
		add_research_slot = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: netherlands.29
Constructs: is_triggered_only, remove_ideas, add_political_power, set_country_flag
Source: game
File: events/netherlands.txt

Code:
country_event = {
	id = netherlands.29
	title = netherlands.29.t
	desc = netherlands.29.desc
	picture = GFX_report_event_benelux
	is_triggered_only = yes
	option = {
		name = netherlands.29.a
		add_political_power = 20
		remove_ideas = HOL_wilhelmina
		set_country_flag = HOL_wilhelmina_captured
	}
}
### Entity: AI Strategy
Component: EAI_PROD_DIV_LIMIT_armor_division_limit
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_PRODUCTION_division_limits_strategies.txt

Code:
EAI_PROD_DIV_LIMIT_armor_division_limit = {
	enable = {
		OR = {
			has_country_flag = EAI_armored_division_limit
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = role_ratio
		id = armor
		value = -35
	}
}
### Entity: Character
Component: CHA_communist_guy
Constructs: has_government
Source: game
File: common/characters/CHA.txt

Code:
CHA_communist_guy = {
	advisor = {
		slot = political_advisor
		idea_token = CHA_communist_guy
		allowed = {
			original_tag = CHA
		}
		traits = {
			communist_revolutionary
		}
		do_effect = {
			not = {
				has_government = communism
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_3
		}
	}
}
### Entity: Character
Component: JAP_nakajima_president
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/country_leader/00_traits.txt

Code:
JAP_nakajima_president = {
	random = no
	sprite = 13
	political_power_factor = -0.1
	equipment_bonus = {
		small_plane_airframe = {
			build_cost_ic = -0.15
			instant = yes
		}
		medium_plane_airframe = {
			build_cost_ic = -0.15
			instant = yes
		}
		large_plane_airframe = {
			build_cost_ic = -0.15
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: alg_focus
Component: ALG_algiers_university
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/algeria.txt

Code:
focus = {
	id = ALG_algiers_university
	icon = GFX_goal_generic_education
	x = 14
	y = 5
	cost = 10
	prerequisite = {
		focus = ALG_malg
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: Technology
Component: r56_gw_railway_gun
Constructs: enable_equipments, allow_branch, has_dlc, research_cost
Source: game
File: common/technologies/r56_vechicles.txt

Code:
technology = {
	enable_equipments = {
		r56_gw_railway_gun_equipment
	}
	allow_branch = {
		has_dlc = No Step Back
	}
	path = {
		leads_to_tech = railway_gun
		research_cost_coeff = 1
	}
	sub_technologies = {
		r56_railway_mortar_subtech
	}
	research_cost = 1.5
	start_year = 1917
	folder = {
		name = r56_vechicles_folder
		position = {
			x = 4
			y = 1
		}
	}
	categories = {
		train_tech artillery
	}
	special_project_specialization = {
		specialization_land
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: Event
Component: wtt_china_shared.4
Constructs: is_triggered_only
Source: game
File: events/WTT_China.txt

Code:
country_event = {
	id = wtt_china_shared.4
	title = wtt_china_shared.4.t
	desc = wtt_china_shared.4.desc
	picture = GFX_report_event_journalists_speech
	is_triggered_only = yes
	option = {
		name = wtt_china_shared.4.a
	}
}
### Entity: Event
Component: recruit_generals.25
Constructs: is_triggered_only, ai_chance, fire_only_once, random_list, random_unit_leader, set_nationality
Source: game
File: events/recruit_generals_events.txt

Code:
country_event = {
	id = recruit_generals.25
	title = recruit_generals.25.t
	desc = recruit_generals.25.desc
	picture = GFX_report_event_force_publique
	is_triggered_only = yes
	fire_only_once = yes
	hidden = yes
	option = {
		name = recruit_generals.25.a
		ai_chance = {
			factor = 100
		}
		country_event = {
			id = recruit_generals.26
			days = 6
		}
		random_list = {
			30 = {

			}
			70 = {
				IRE = {
					random_unit_leader = {
						set_nationality = ROOT
					}
				}
			}
		}
	}
}
### Entity: Character
Component: ROM_constantin_sanatescu
Source: game
File: common/characters/ROM.txt

Code:
ROM_constantin_sanatescu = {
	name = ROM_constantin_sanatescu
	portraits = {
		army = {
			small = GFX_idea_ROM_constantin_sanatescu
			large = GFX_Portrait_romania_constantin_sanatescu
		}
	}
	advisor = {
		slot = army_chief
		idea_token = ROM_constantin_sanatescu
		allowed = {
			original_tag = ROM
		}
		traits = {
			army_chief_defensive_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	corps_commander = {
		traits = {
			infantry_expert
		}
		skill = 3
		attack_skill = 3
		defense_skill = 2
		planning_skill = 3
		logistics_skill = 2
		legacy_id = -1
	}
}