Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: MUN_czech.1009
Constructs: is_triggered_only, limit, owns_state, add_to_faction, set_variable
Source: game
File: events/MUN_Czechoslovakia.txt

Code:
country_event = {
	id = MUN_czech.1009
	title = MUN_czech.1009.t
	desc = MUN_czech.1009.d
	picture = GFX_report_event_czech_soldiers_01
	is_triggered_only = yes
	option = {
		name = MUN_czech.1009.a
		FROM = {
			add_to_faction = ROOT
		}
	} {
		name = MUN_czech.1009.b
		trigger = {
			OR = {
				AND = {
					original_tag = HUN
					FROM = {
						owns_state = 664
					}
				} {
					original_tag = POL
					FROM = {
						owns_state = 72
					}
				}
			}
		}
		FROM = {
			country_event = MUN_czech.1013
		}
		effect_tooltip = {
			custom_effect_tooltip = if_they_accept_newline_tt
			if = {
				limit = {
					original_tag = POL
					FROM = {
						owns_state = 72
					}
				}
				transfer_state = 72
			}
			else_if = {
				limit = {
					original_tag = HUN
					FROM = {
						owns_state = 664
					}
				}
				transfer_state = 664
			}
			FROM = {
				add_to_faction = ROOT
			}
		}
	} {
		name = MUN_czech.1009.c
		set_variable = {
			global.CZE_origin_event = 1009
		}
		FROM = {
			country_event = MUN_czech.1026
		}
	}
}
### Entity: Idea
Component: PAL_islamist_level2
Constructs: stability_factor, production_speed_buildings_factor, removal_cost, fascism_drift
Source: game
File: common/ideas/palestine.txt

Code:
PAL_islamist_level2 = {
	picture = raj_marginalized_muslim_community_angry
	allowed = {
		tag = PAL
	}
	available = {

	}
	cancel = {

	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	modifier = {
		fascism_drift = 0.01
		stability_factor = -0.1
		production_speed_buildings_factor = -0.05
		army_morale_factor = -0.05
	}
}
### Entity: Character
Component: MLD_nt
Source: game
File: common/characters/MLD.txt

Code:
MLD_nt = {
	advisor = {
		slot = theorist
		idea_token = MLD_nt
		ledger = navy
		allowed = {
			original_tag = MLD
		}
		traits = {
			naval_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_asia_3
		}
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/DDR_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 12
	}
	location = 537
	division_template = Infanterie-Division
	start_experience_factor = 0.3
}
### Entity: Event
Component: portugal.32
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/r56_portugal.txt

Code:
country_event = {
	id = portugal.32
	title = portugal.32.t
	desc = portugal.32.d
	picture = GFX_report_event_stalin_02
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = portugal.32.o
	}
}
### Entity: National Focus
Tree: hun_focus
Component: HUN_an_unlikely_alliance
Constructs: prerequisite, completion_reward, is_in_faction, cancel_if_invalid
Source: game
File: common/national_focus/hungary.txt

Code:
focus = {
	id = HUN_an_unlikely_alliance
	icon = GFX_goal_generic_major_alliance
	prerequisite = {
		focus = HUN_the_balkan_pact
	}
	x = 1
	y = 4
	relative_position_id = HUN_elect_a_democratic_king
	cost = 10
	ai_will_do = {
		factor = 60
	}
	available = {
		ROM = {
			is_in_faction = no
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	completion_reward = {
		ROM = {
			country_event = generic.5
		}
	}
}
### Entity: Idea
Component: QUE_minimum_wage
Constructs: stability_factor, political_power_gain, production_speed_buildings_factor
Source: game
File: common/ideas/quebec.txt

Code:
QUE_minimum_wage = {
	allowed = {
		original_tag = QUE
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	picture = generic_liberty_money
	modifier = {
		stability_factor = 0.05
		production_speed_buildings_factor = 0.025
		political_power_gain = 0.1
	}
}
### Entity: Character
Component: GER_joachim_von_ribbentrop
Constructs: has_completed_focus, has_government, has_country_flag
Source: game
File: common/characters/GER.txt

Code:
GER_joachim_von_ribbentrop = {
	name = GER_joachim_von_ribbentrop
	portraits = {
		army = {
			small = GFX_idea_joachim_von_ribbentrop
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = joachim_von_ribbentrop
		allowed = {
			original_tag = GER
		}
		visible = {
			OR = {
				has_country_flag = GER_reinstated_nazi_leadership
				NOT = {
					OR = {
						has_completed_focus = GER_heed_von_neuraths_concerns GER_oppose_hitler_ww
					}
				}
			}
		}
		available = {
			OR = {
				AND = {
					has_completed_focus = GER_reorganize_the_wehrmacht
					has_government = fascism
				}
				has_country_flag = GER_reinstated_nazi_leadership
			}
		}
		cost = 50
		traits = {
			GER_reich_minister_foreign_affairs_ribbentrop
		}
		ai_will_do = {
			factor = 3
		}
	}
}
### Entity: Event
Component: INS_industrial_events.21
Constructs: is_triggered_only, add_to_variable
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_industrial_events.21
	hidden = yes
	is_triggered_only = yes
	option = {
		name = INS_industrial_events.21.a
		custom_effect_tooltip = INS_great_depression_tt
		add_to_variable = {
			var = INS_great_depression_country_resource_cost_rubber
			value = -24
			tooltip = country_resource_cost_rubber_tt
		}
	}
}
### Entity: Idea
Component: constanta_shipyard
Constructs: research_bonus, equipment_bonus
Source: game
File: common/ideas/romania.txt

Code:
constanta_shipyard = {
	picture = generic_naval_manufacturer_2
	allowed = {
		original_tag = ROM
	}
	research_bonus = {
		naval_equipment = 0.15
	}
	equipment_bonus = {

	}
	traits = {
		naval_manufacturer
	}
	modifier = {

	}
}
### Entity: AI Strategy
Component: EAI_JAP_china_OFFENSIVE_operational_resume
Constructs: has_war_with, has_country_flag, is_in_faction_with, has_war_together_with
Source: game
File: common/ai_strategy/JAP_EAI.txt

Code:
EAI_JAP_china_OFFENSIVE_operational_resume = {
	enable = {
		is_in_faction_with = JAP
		has_war_with = CHI
		has_country_flag = EAI_operational_initial_resume_timer
		NOT = {
			has_country_flag = EAI_MILITARY_operational_pause_timer
		}
		EAI_MILITARY_army_readiness_HIGH = yes
	}
	abort = {
		NOT = {
			AND = {
				is_in_faction_with = JAP
				has_war_with = CHI
				has_country_flag = EAI_operational_initial_resume_timer
				NOT = {
					has_country_flag = EAI_MILITARY_operational_pause_timer
				}
				EAI_MILITARY_army_readiness_HIGH_abort = yes
			}
		}
	}
	ai_strategy = {
		type = front_control
		ordertype = front
		ratio = 0.75
		priority = 800
		execution_type = rush_weak
		execute_order = yes
		country_trigger = {
			OR = {
				tag = CHI
				has_war_together_with = CHI
			}
		}
	}
}
### Entity: Country History
Country: SKK
Component: SKK_misc
Constructs: set_research_slots
Source: game
File: history/countries/SKK - Sikkim.txt

Code:
# Misc for SKK
capital = 985
set_research_slots = 2
### Entity: National Focus
Tree: cog_focus
Component: COG_invite_german_kasierist_exiles
Constructs: has_completed_focus, prerequisite, limit, has_government, add_war_support, completion_reward, is_subject, cancel_if_invalid
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_invite_german_kasierist_exiles
	icon = GFX_focus_ger_return_of_the_kaiser
	prerequisite = {
		focus = COG_the_pro_german_mwami_focus
	}
	mutually_exclusive = {
		focus = COG_a_german_protectorate
	}
	x = 1
	y = 1
	relative_position_id = COG_the_pro_german_mwami_focus
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER FOCUS_FILTER_MILITARY_CHARACTER FOCUS_FILTER_POLITICAL_CHARACTER
	}
	cost = 12
	ai_will_do = {
		factor = 5
	}
	available = {
		OR = {
			has_government = neutrality fascism
		}
		is_subject = no
		GER = {
			NOT = {
				has_completed_focus = GER_monarchist_sentiment
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		add_war_support = 0.1
		add_manpower = 20000
		custom_effect_tooltip = generic_skip_one_line_tt COG_invite_german_kasierist_exiles_tt
		hidden_effect = {
			every_possible_country = {
				limit = {
					has_character = GER_carl_friedrich_goerdeler
				}
				set_nationality = {
					target_country = ROOT
					character = GER_carl_friedrich_goerdeler
				}
			} {
				limit = {
					has_character = GER_alfred_hugenberg
				}
				set_nationality = {
					target_country = ROOT
					character = GER_alfred_hugenberg
				}
			}
			IF = {
				limit = {
					NOT = {
						has_global_flag = von_lettow_is_in_a_country
					}
				}
				every_possible_country = {
					limit = {
						has_character = GER_paul_von_lettow_vorbeck
					}
					set_nationality = {
						target_country = ROOT
						character = GER_paul_von_lettow_vorbeck
					}
				}
			}
		} {
			set_global_flag = von_lettow_is_in_a_country
		}
	}
}
### Entity: Character
Component: AZR_mir_yaqub_mehdiyev
Source: game
File: common/characters/AZR.txt

Code:
AZR_mir_yaqub_mehdiyev = {
	name = AZR_mir_yaqub_mehdiyev
	portraits = {
		civilian = {
			large = gfx/leaders/r56_generic/r56_portrait_generic_europe_augustyn_czartoryski.dds
		}
	}
	country_leader = {
		ideology = fascism_ideology
		expire = 1965.1.1
		id = -1
	}
}
### Entity: Event
Component: BBA_swiss_expansion.4
Constructs: is_triggered_only, ai_chance, set_state_flag, remove_claim_by, add_core_of, clear_variable
Source: game
File: events/BBA_Switzerland.txt

Code:
country_event = {
	id = BBA_swiss_expansion.4
	title = BBA_swiss_expansion.4.t
	desc = BBA_swiss_expansion.4.desc
	picture = GFX_report_event_SWI_open_air_gathering
	is_triggered_only = yes
	immediate = {

	}
	option = {
		name = BBA_swiss_expansion.4.a
		ai_chance = {
			base = 10
		}
		trigger = {

		}
		var:SWI.SWI_state_being_claimed = {
			set_state_flag = SWI_influence_succeeded SWI_claiming_succeeded
			remove_claim_by = ROOT
			add_core_of = ROOT
			ROOT = {
				transfer_state = PREV
			}
		}
		clear_variable = SWI_state_being_claimed
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_unite_with_our_brothers_in_hispania
Constructs: prerequisite, has_war, limit, has_government, every_country, has_war_with, completion_reward, has_capitulated
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_unite_with_our_brothers_in_hispania
	icon = GFX_focus_por_iberian_summit
	relative_position_id = CHL_support_the_colonial_plan
	x = 1
	y = 1
	cost = 5
	prerequisite = {
		focus = CHL_support_the_colonial_plan CHL_defense_of_the_hemisphere
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 0
			GER = {
				has_war_with = FRA
			}
			date = < 1940.06.1
			FRA = {
				has_capitulated = no
			}
		} {
			factor = 50
			FRA = {
				has_capitulated = yes
			}
			date = > 1940.07.1
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	available = {
		has_government = fascism
		is_in_faction_with = GER
		GER = {
			is_faction_leader = yes
			has_government = fascism
			has_war = yes
		}
		OR = {
			SPR = {
				OR = {
					has_government = neutrality fascism
				}
				is_subject = no
				is_in_faction = no
				has_war = no
			}
			POR = {
				OR = {
					has_government = neutrality fascism
				}
				is_subject = no
				is_in_faction = no
				has_war = no
			}
		}
		is_subject = no
	}
	completion_reward = {
		every_country = {
			limit = {
				OR = {
					original_tag = POR SPR
				} {
					has_government = neutrality fascism
				}
				is_subject = no
				is_in_faction = no
			}
			country_event = {
				id = CHL_political_events.45
				days = 2
			}
		}
	}
}
### Entity: Idea
Component: idea_SIA_nsb_scraping_the_barrel
Constructs: industrial_capacity_factory, production_speed_buildings_factor, has_dlc, removal_cost
Source: game
File: common/ideas/siam.txt

Code:
idea_SIA_nsb_scraping_the_barrel = {
	name = SIA_national_savings_bond
	allowed = {
		has_dlc = Thunder at Our Gates
		original_tag = SIA
	}
	picture = generic_manpower_bonus
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		production_speed_buildings_factor = -0.35
		industrial_capacity_factory = -0.35
		industrial_capacity_dockyard = -0.35
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_one_man
Constructs: prerequisite, limit, has_government, completion_reward, add_political_power, set_rule, has_dlc, create_operative_leader
Source: game
File: common/national_focus/r56_switzerland.txt

Code:
focus = {
	id = SWI_one_man
	icon = GFX_focus_SWI_helvetic_junta
	cost = 10
	ai_will_do = {
		factor = 10
	}
	prerequisite = {
		focus = SWI_corporatism
	}
	available = {
		has_government = fascism
	}
	x = 12
	y = 3
	completion_reward = {
		set_rule = {
			can_create_factions = yes
		}
		add_political_power = 50
		if = {
			limit = {
				has_dlc = La Resistance
			}
			create_operative_leader = {
				name = Franz Riedweg
				GFX = GFX_portrait_SWI_franz_riedweg
				traits = {
					operative_infiltrator
				}
				bypass_recruitment = no
				available_to_spy_master = yes
				nationalities = {
					ENG
				}
			}
		}
	}
}
### Entity: Unit Template
Component: MEX_CL_HISTORICAL
Source: game
File: common/units/names_ships/MEX_ship_names.txt

Code:
MEX_CL_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CL
	for_countries = {
		MEX
	}
	type = ship
	ship_types = {
		ship_hull_cruiser light_cruiser
	}
	prefix = ARM 
	fallback_name = Crucero Ligero No.%d
	unique = {
		Zaragoza Guadalajara Progreso Porfirio Díaz Vicente Guerrero José María Morelos Miguel Hidalgo Pancho Villa Río Lobo Mérida Monterrey Río Grande Tijuana Río del Norte Chiapas Chuela
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_rijeka_naval_academy
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_rijeka_naval_academy
	icon = GFX_focus_generic_military_academy
	prerequisite = {
		focus = AUS_recreate_the_kuk_kriegsmarine
	}
	relative_position_id = AUS_recreate_the_kuk_kriegsmarine
	x = 1
	y = 1
	cost = 10
	available = {
		controls_state = 852
	}
	completion_reward = {
		navy_experience = 50
		add_ideas = AUS_imperial_naval_academy
	}
}
### Entity: Country History
Country: HAW
Component: HAW_technology
Constructs: set_technology
Source: game
File: history/countries/HAW - Hawaii.txt

Code:
# Starting Technologies for HAW
set_technology = {
	infantry_weapons = 1
}
### Entity: Idea
Component: KMT_unpopular_government2
Constructs: stability_factor, war_support_factor, removal_cost, democratic_drift
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_unpopular_government2 = {
	removal_cost = -1
	picture = GER_proud_eagle_that_ate_the_sun
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {

	}
	modifier = {
		war_support_factor = -0.2
		stability_factor = -0.1
		political_power_factor = -0.1
		democratic_drift = 0.03
	}
}
### Entity: Scripted Effect
Component: reduce_occupation_cost_effect
Constructs: limit, remove_ideas, has_idea, has_dynamic_modifier, clr_country_flag, add_to_variable, swap_ideas, remove_idea
Source: game
File: common/scripted_effects/FRA_scripted_effects.txt

Code:
reduce_occupation_cost_effect = {
	if = {
		limit = {
			has_idea = FRA_occupation_costs_1
		}
		remove_ideas = FRA_occupation_costs_1
		hidden_effect = {
			GER = {
				if = {
					limit = {
						has_dynamic_modifier = {
							modifier = GER_economy_of_conquest_modifier
						}
					}
					clr_country_flag = GER_french_war_reparations_flag
					add_to_variable = {
						GER_monthly_consumer_goods_increase = GER_change_monthly_CG_vichy_france
					}
					country_event = {
						id = wuw_GER_diplomacy.100
						hours = 1
					}
				}
			}
		}
	}
	else_if = {
		limit = {
			has_idea = FRA_occupation_costs_2
		}
		swap_ideas = {
			remove_idea = FRA_occupation_costs_2
			add_idea = FRA_occupation_costs_1
		}
	} {
		limit = {
			has_idea = FRA_occupation_costs_3
		}
		swap_ideas = {
			remove_idea = FRA_occupation_costs_3
			add_idea = FRA_occupation_costs_2
		}
	} {
		limit = {
			has_idea = FRA_occupation_costs_4
		}
		swap_ideas = {
			remove_idea = FRA_occupation_costs_4
			add_idea = FRA_occupation_costs_3
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Template%3ACountry.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
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Template talk
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Help talk
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Category talk
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# ... (truncated)
### Entity: Idea
Component: SLV_stc
Source: game
File: common/ideas/slovenia.txt

Code:
SLV_stc = {
	picture = generic_political_advisor_europe_3
	allowed = {
		original_tag = SLV
	}
	traits = {
		smooth_talking_charmer
	}
}
### Entity: Character
Component: BRI_ar
Source: game
File: common/characters/BRI.txt

Code:
BRI_ar = {
	advisor = {
		slot = high_command
		idea_token = BRI_ar
		ledger = army
		allowed = {
			original_tag = BRI
		}
		traits = {
			army_regrouping_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_5
		}
	}
}
### Entity: AI Strategy
Component: default_become_spymaster_major
Constructs: is_major, has_dlc
Source: game
File: common/ai_strategy/default.txt

Code:
default_become_spymaster_major = {
	allowed = {
		has_dlc = La Resistance
	}
	enable = {
		is_major = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = become_spymaster
		value = 30
	}
}
### Entity: Trigger Reference
Construct: has_relation_modifier
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_relation_modifier

* Supported Scopes: COUNTRY
* Supported Targets: any

```
Country has specified relation modifier when dealing with _target_ county
Example: has_relation_modifier = {
	target = TAG # has license from this country, optional
	modifier = static_modifier_here
	}
}
```
### Entity: Event
Component: poland.41
Constructs: is_triggered_only, ai_chance, limit, has_war_with, add_timed_idea, set_country_flag, add_resource
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland.41
	title = poland.41.t
	desc = poland.41.d
	picture = GFX_report_event_polish_factory
	is_triggered_only = yes
	option = {
		name = poland.41.a
		ai_chance = {
			base = 25
		}
		add_timed_idea = {
			idea = POL_Motorization_Focus
			days = 100
		}
		if = {
			limit = {
				NOT = {
					has_war_with = ITA
				}
			}
			custom_effect_tooltip = available_designer
			show_ideas_tooltip = POL_Polski_Fiat
		} {
			limit = {
				NOT = {
					has_war_with = USA
				}
			}
			custom_effect_tooltip = available_designer
			show_ideas_tooltip = POL_Ford_Polska
		}
		set_country_flag = POL_Invited_Foreign_Motor_Companies
	} {
		name = poland.41.b
		ai_chance = {
			base = 40
		}
		add_timed_idea = {
			idea = POL_Air_Focus
			days = 100
		}
		custom_effect_tooltip = available_designer
		show_ideas_tooltip = POL_Plage_i_Laskiewicz
		set_country_flag = POL_Sell_Stakes_in_State_Aircraft_Companies
	} {
		name = poland.41.c
		ai_chance = {
			base = 35
		}
		if = {
			limit = {
				controls_state = 88
			}
			add_resource = {
				type = oil
				amount = 2
				state = 88
			}
		} {
			limit = {
				controls_state = 90
			}
			add_resource = {
				type = steel
				amount = 1
				state = 90
			}
		}
	}
}
### Entity: AI Strategy
Component: BUL_dont_pressure_bulgarians_yet
Constructs: has_war, has_government, has_dlc, is_in_faction_with
Source: game
File: common/ai_strategy/BUL.txt

Code:
BUL_dont_pressure_bulgarians_yet = {
	allowed = {
		has_dlc = Battle for the Bosporus
	}
	enable = {
		is_in_faction_with = BUL
		OR = {
			tag = GER ITA
			is_in_faction_with = GER ITA
		}
		BUL = {
			OR = {
				has_government = neutrality fascism
			}
		}
		has_war = yes
	}
	abort = {
		OR = {
			BUL = {
				OR = {
					has_war = yes
					has_government = communism democratic
				}
			}
			NOT = {
				is_in_faction_with = BUL
			}
			date = > 1941.04.01
		}
	}
	ai_strategy = {
		type = diplo_action_desire
		id = BUL
		target = call_allies
		value = -99999
	}
}
### Entity: Idea
Component: ICE_home_defense9
Constructs: equipment_bonus
Source: game
File: common/ideas/r56_iceland.txt

Code:
ICE_home_defense9 = {
	picture = YUG_federal_defense_council
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		army_core_defence_factor = 0.2
		army_core_attack_factor = 0.2
		army_morale_factor = 0.1
		conscription = 0.02
		training_time_army_factor = -0.1
	}
	equipment_bonus = {
		infantry_equipment = {
			reliability = 0.05
		}
		artillery = {
			reliability = 0.05
		}
	}
}
### Entity: Idea
Component: r56_AFG_zahir_shah_idea
Constructs: has_government, is_subject, removal_cost
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
r56_AFG_zahir_shah_idea = {
	picture = r56_AFG_zahir_shah
	allowed = {
		original_tag = AFG
	}
	allowed_civil_war = {
		NOT = {
			is_subject = yes
			has_government = communism fascism
		}
	}
	cancel = {
		OR = {
			is_subject = yes
			has_government = communism fascism
		}
	}
	removal_cost = -1
	traits = {
		AFG_politically_disengaged
	}
}