Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: prc_focus
Component: PRC_avenge_the_century_of_humiliation
Constructs: prerequisite, limit, has_government, completion_reward, is_subject, is_in_faction, is_faction_leader, cancel_if_invalid
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_avenge_the_century_of_humiliation
	icon = GFX_focus_generic_communist_asia
	prerequisite = {
		focus = PRC_dare_to_struggle PRC_dare_to_win PRC_the_party_builds_the_nation PRC_reform_the_republic
	}
	x = 3
	y = 1
	relative_position_id = PRC_dare_to_struggle
	mutually_exclusive = {
		focus = PRC_the_chinese_century PRC_asian_democratic_union
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
		has_government = communism
		OR = {
			is_in_faction = no
			is_faction_leader = yes
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		PRC_check_if_red_army_or_pla = yes
		add_to_variable = {
			PRC_the_chinese_red_army_army_attack_factor = 0.1
			tooltip = army_attack_factor_tt
		} {
			PRC_central_committee_justify_war_goal_time = -0.25
			tooltip = justify_war_goal_time_tt
		}
		custom_effect_tooltip = PRC_modify_central_committee_modifier generic_skip_one_line_tt PRC_avenge_the_century_of_humiliation_tt
		every_other_country = {
			limit = {
				is_literally_china_tooltip = no
				OR = {
					AND = {
						is_subject = yes
						OVERLORD = {
							OR = {
								capital_scope = {
									is_on_continent = europe
								} {
									is_on_continent = north_america
								}
							}
						}
					}
					capital_scope = {
						is_on_continent = europe
					} {
						is_on_continent = north_america
					}
				} {
					any_neighbor_country = {
						original_tag = ROOT
					}
					any_controlled_state = {
						is_core_of = ROOT
					}
				}
			}
			display_individual_scopes = yes
			if = {
				limit = {
					OR = {
						AND = {
							is_subject = no
							any_controlled_state = {
								is_on_continent = asia
								any_neighbor_state = {
									is_core_of = ROOT
									is_controlled_by = ROOT
								}
							}
						}
						any_controlled_state = {
							is_core_of = ROOT
						}
					}
				}
				every_controlled_state = {
					limit = {
						is_on_continent = asia
						OR = {
							any_neighbor_state = {
								is_core_of = ROOT
								is_controlled_by = ROOT
							}
							is_core_of = ROOT
						}
					}
					add_to_temp_array = {
						array = PREV.PRC_chinese_target_states_array
						value = THIS
					}
				}
				ROOT = {
					create_wargoal = {
						type = take_state
# ... (truncated)
### Entity: Character
Component: JAM_nt
Source: game
File: common/characters/JAM.txt

Code:
JAM_nt = {
	advisor = {
		slot = theorist
		idea_token = JAM_nt
		ledger = navy
		allowed = {
			original_tag = JAM
		}
		traits = {
			naval_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_3
		}
	}
}
### Entity: Character
Component: SWI_commander_in_chief
Constructs: army_defence_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
SWI_commander_in_chief = {
	random = no
	sprite = 5
	experience_gain_army = @chief_experience_gain_high
	army_defence_factor = 0.15
	command_power_gain = 0.07
	command_cap_increase = @tier3_cp_cap_increase
	command_power = @tier3_cp_cost
}
### Entity: Scripted Effect
Component: PRC_add_mediating_general_secretary_idea
Constructs: limit, add_ideas
Source: game
File: common/scripted_effects/PRC_scripted_effects.txt

Code:
PRC_add_mediating_general_secretary_idea = {
	if = {
		limit = {
			power_balance_value = {
				id = PRC_communist_power_struggle
				value = > -0.25
			} {
				id = PRC_communist_power_struggle
				value = < 0.25
			}
		}
		add_ideas = PRC_mediating_general_secretary_idea
	}
	else_if = {
		limit = {
			power_balance_value = {
				id = PRC_communist_power_struggle
				value = < -0.24
			}
		}
		add_ideas = PRC_mediating_general_secretary_idea_drifting_right
	} {
		limit = {
			power_balance_value = {
				id = PRC_communist_power_struggle
				value = > 0.24
			}
		}
		add_ideas = PRC_mediating_general_secretary_idea_drifting_left
	}
}
### Entity: Name List
Component: ANG
Source: game
File: common/names/00_names.txt

Code:
ANG = {
	male = {
		names = {
			José Eduardo Henrique Alberto Joaquim Dinho Demosthenes Amos Kafundanga Jeremias Valdemar Mendes Rodrigues Agostinho Viriato Nito
		}
	}
	female = {
		names = {
			Aldara Beatriz Berengaria Branca Blanche Constance Estevainha Stephania Fruilhe Guiomar Joana Leonor Margarida Maria Sancha Teresa Constança
		}
	}
	surnames = {
		dos Santos Tiago N'zita Vinama Chingunji Chilingutila Chitunda Chidondo de Carvalho Mingas Neto da Cruz Alves
	}
	callsigns = {

	}
}
### Entity: Event
Component: mandate_palestine.24
Constructs: is_triggered_only
Source: game
File: events/mandate_of_palestine.txt

Code:
country_event = {
	id = mandate_palestine.24
	title = mandate_palestine.24.t
	desc = mandate_palestine.24.d
	is_triggered_only = yes
	option = {
		name = mandate_palestine.24.a
	}
}
### Entity: Event
Component: mtg_usa_civil_war_fascists.14
Constructs: is_triggered_only, limit, add_stability, has_manpower, add_manpower, add_to_variable, random_days
Source: game
File: events/MTG_USA.txt

Code:
country_event = {
	id = mtg_usa_civil_war_fascists.14
	title = mtg_usa_civil_war_fascists.14.t
	desc = mtg_usa_civil_war_fascists.14.desc
	picture = GFX_report_event_desertion_poster
	is_triggered_only = yes
	option = {
		name = mtg_usa_civil_war_fascists.14.a
		if = {
			limit = {
				has_manpower = > 9999
			}
			add_manpower = -10000
		}
		else = {
			add_stability = -0.05
		}
		add_to_variable = {
			var = usa_fascists_recruits
			value = 10000
		}
		hidden_effect = {
			country_event = {
				id = mtg_usa_civil_war_fascists.3
				days = 15
				random_days = 5
			}
		}
	}
}
### Entity: Event
Component: denmark_expansion_event.5
Constructs: is_triggered_only, fire_only_once, add_political_power, unlock_decision_tooltip, set_country_flag
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_expansion_event.5
	title = denmark_expansion_event.5.t
	desc = denmark_expansion_event.5.desc
	picture = GFX_report_event_generic_read_write
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = denmark_expansion_event.5.a
		add_political_power = 50
		ROOT = {
			puppet = ICE
		}
		unlock_decision_tooltip = DEN_integrate_iceland
		set_country_flag = DEN_can_integrate_iceland_flag
	}
}
### Entity: Character
Component: MPL_ahmed_hilmi_pasha
Constructs: has_completed_focus, limit, has_power_balance, add_power_balance_value
Source: game
File: common/characters/MPL.txt

Code:
MPL_ahmed_hilmi_pasha = {
	name = Ahmed Hilmi Pasha
	portraits = {
		civilian = {
			small = GFX_idea_MPL_ahmad_hilmi_pasha
			large = gfx/leaders/PAL/r56_portrait_PAL_ahmad_hilmi_pasha.dds
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = MPL_ahmed_hilmi_pasha
		available = {
			has_completed_focus = MPL_arabs_ministers
		}
		allowed = {
			TAG = MPL
		}
		traits = {
			MPL_experienced_banker
		}
		ai_will_do = {
			factor = 4
		}
		on_add = {
			owner = {
				if = {
					limit = {
						has_power_balance = {
							id = MPL_power_balance
						}
					}
					add_power_balance_value = {
						id = MPL_power_balance
						value = -0.2
						tooltip_side = MPL_arab_side
					}
				}
			}
		}
	}
}
### Entity: Event
Component: new_ger.70
Constructs: is_triggered_only, ai_chance, add_war_support, add_political_power, declare_war_on, take_state_focus, clr_country_flag
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.70
	title = new_ger.70.t
	desc = new_ger.70.d
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	option = {
		name = new_ger.70.a
		declare_war_on = {
			target = FROM
			type = take_state_focus
		}
		add_war_support = 0.025
		clr_country_flag = GER_memel_active
	} {
		name = new_ger.70.b
		ai_chance = {
			base = 0
		}
		add_political_power = -50
		clr_country_flag = GER_memel_active
	}
}
### Entity: Modding Documentation
Construct: skill
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### skill
* description: compare leader skill levels
* (Auto generated using the trigger with same name)
### Entity: Character
Component: SUD_mt
Source: game
File: common/characters/SUD.txt

Code:
SUD_mt = {
	advisor = {
		slot = theorist
		idea_token = SUD_mt
		ledger = army
		allowed = {
			original_tag = SUD
		}
		traits = {
			military_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_6
		}
	}
}
### Entity: Decision
Component: honpuppet_decisions
Constructs: has_government, owns_state, fire_only_once, has_civil_war, has_global_flag, complete_effect
Source: game
File: common/decisions/HON.txt

Code:
honpuppet_decisions = {
	HON_raj_puppet = {
		icon = generic_prepare_civil_war
		allowed = {
			original_tag = RAJ
		}
		available = {
			owns_state = 439
			has_government = fascism
			has_civil_war = no
		}
		visible = {
			has_global_flag = corporate_raj
		}
		fire_only_once = yes
		ai_will_do = {
			factor = 1
		}
		complete_effect = {
			HON = {
				puppet = PREV
			}
		}
	}
}
### Entity: Character
Component: SWE_oscar_nygren
Constructs: has_dlc
Source: game
File: common/characters/SWE.txt

Code:
SWE_oscar_nygren = {
	instance = {
		allowed = {
			has_dlc = Arms Against Tyranny
		}
		advisor = {
			slot = army_chief
			idea_token = SWE_oscar_nygren
			allowed = {
				original_tag = SWE
			}
			traits = {
				army_chief_drill_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
		name = SWE_oscar_nygren
		portraits = {
			army = {
				small = GFX_portrait_SWE_oscar_nygren_small
				large = GFX_portrait_SWE_oscar_nygren
			}
		}
		field_marshal = {
			traits = {
				winter_specialist
			}
			skill = 1
			attack_skill = 1
			defense_skill = 1
			planning_skill = 1
			logistics_skill = 2
			legacy_id = 0
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Arms Against Tyranny
			}
		}
		advisor = {
			slot = army_chief
			idea_token = SWE_oscar_nygren
			allowed = {
				original_tag = SWE
			}
			traits = {
				army_chief_drill_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
		name = SWE_oscar_nygren
		portraits = {
			army = {
				small = GFX_idea_generic_army_europe_3
			}
		}
	}
}
### Entity: Character
Component: BUL_stoyan_stoyanov
Constructs: has_dlc
Source: game
File: common/characters/BUL.txt

Code:
BUL_stoyan_stoyanov = {
	instance = {
		allowed = {
			has_dlc = Battle for the Bosporus
		}
		advisor = {
			slot = high_command
			idea_token = BUL_stoyan_stoyanov
			ledger = air
			allowed = {
				has_dlc = Battle for the Bosporus
				original_tag = BUL
			}
			traits = {
				air_bomber_interception_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
				modifier = {
					factor = 0.1
					BUL_save_money_for_decisions = yes
				}
			}
		}
		name = BUL_stoyan_stoyanov
		portraits = {
			army = {
				small = GFX_idea_bul_stoyan_stoyanov
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Battle for the Bosporus
			}
		}
		advisor = {
			slot = high_command
			idea_token = BUL_stoyan_stoyanov
			ledger = air
			allowed = {
				NOT = {
					has_dlc = Battle for the Bosporus
				}
				original_tag = BUL
			}
			traits = {
				air_air_combat_training_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
		name = BUL_stoyan_stoyanov
		portraits = {
			army = {
				small = GFX_idea_generic_air_europe_2
			}
		}
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_reclaim_kigali
Constructs: prerequisite, has_government, completion_reward, is_subject, is_owned_and_controlled_by, random_days
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_reclaim_kigali
	icon = GFX_focus_generic_annex_country_2
	prerequisite = {
		focus = COG_the_umwami_of_rwanda_focus
	}
	x = 0
	y = 1
	relative_position_id = COG_the_umwami_of_rwanda_focus
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	cost = 5
	ai_will_do = {
		factor = 25
	}
	available = {
		has_government = neutrality
		is_subject = no
	}
	bypass = {
		768 = {
			is_owned_and_controlled_by = ROOT
		}
	}
	completion_reward = {
		768 = {
			OWNER = {
				country_event = {
					id = ww_congo.56
					days = 1
					random_days = 2
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: HOL_distracted_garrison_1057
Constructs: limit, is_subject_of, is_owned_by, has_state_flag
Source: game
File: common/ai_strategy/HOL.txt

Code:
HOL_distracted_garrison_1057 = {
	allowed = {
		OR = {
			original_tag = HOL INS
		}
	}
	enable = {
		if = {
			limit = {
				original_tag = INS
			}
			is_subject_of = HOL
		}
		1057 = {
			OR = {
				is_owned_by = HOL event_target:INS_dutch_indonesia
			}
			has_state_flag = INS_feint_uprising
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		ratio = 0.25
		states = {
			1057
		}
		subtract_fronts_from_need = no
		subtract_invasions_from_need = yes
	} {
		type = put_unit_buffers
		ratio = -10
		states = {
			669
		}
		subtract_fronts_from_need = no
		subtract_invasions_from_need = yes
	}
}
### Entity: Character
Component: RAJ_shripad_amrit_dange
Constructs: has_completed_focus
Source: game
File: common/characters/RAJ.txt

Code:
RAJ_shripad_amrit_dange = {
	name = RAJ_shripad_amrit_dange
	portraits = {
		civilian = {
			small = GFX_portrait_RAJ_shripad_amrit_dange_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = RAJ_shripad_amrit_dange
		allowed = {
			original_tag = RAJ
		}
		visible = {
			has_completed_focus = RAJ_rally_the_indian_left
		}
		traits = {
			RAJ_union_leader
		}
	}
}
### Entity: Idea
Component: SWE_coastal_support
Constructs: removal_cost
Source: game
File: common/ideas/sweden.txt

Code:
SWE_coastal_support = {
	allowed = {
		tag = SWE
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_coastal_defense_ships
	modifier = {
		shore_bombardment_bonus = 0.25
		naval_invasion_penalty = -0.15
	}
}
### Entity: Event
Component: ww_congo.26
Constructs: is_triggered_only, ai_chance, add_stability, fire_only_once, add_political_power, is_in_faction, declare_war_on, take_state_focus
Source: game
File: events/WUW_Congo.txt

Code:
country_event = {
	id = ww_congo.26
	title = ww_congo.26.t
	desc = ww_congo.26.desc
	picture = GFX_report_event_spr_anarchist_uprising
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = ww_congo.26.a
		ai_chance = {
			factor = 50
			modifier = {
				strength_ratio = {
					tag = COG
					ratio = < 0.8
				}
				factor = 2
			} {
				is_in_faction = no
				COG = {
					is_in_faction = yes
				}
				factor = 2
			}
		}
		add_political_power = 50
		add_stability = -0.02
	} {
		name = ww_congo.26.b
		ai_chance = {
			factor = 25
			modifier = {
				strength_ratio = {
					tag = COG
					ratio = > 1.5
				}
				factor = 2
			}
		}
		declare_war_on = {
			target = FROM
			type = take_state_focus
			generator = 796
		}
	}
}
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/British.html

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

United Kingdom

Capital provinceLondon

Government typeConstitutional Monarchy

FactionAllies

The United Kingdom was one of the original Allies, entering the war in 1939 to honour its guarantees to Poland. After the fall of France, the United Kingdom was the only Allied nation left in Europe until the invasion of Greece. It remained the only one of the Big Three in the war until 1941 when the Soviet Union was invaded. The United Kingdom was heavily engaged in the Western European, Atlantic, Mediterranean, African and South East Asian theatres, and was considered one of the Big Three during Allied conferences in the second half of the war. The United Kingdom maintained close ties with the nations of the British Empire, and the forces of those countries were often incorporated into British military operations.

Contents

1 UK National Focus

1.1 Limited Rearmament

1.2 Reinforce the Empire

1.3 Home Defense

2 Diplomacy

2.1 Alliances

2.2 Decisions

2.3 Events

3 Government

4 Research and Production (Designers and Theorists)

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: chl_focus
Component: CHL_establish_corfo_r56
Constructs: prerequisite, limit, add_ideas, completion_reward, add_tech_bonus, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_chile.txt

Code:
focus = {
	id = CHL_establish_corfo_r56
	text = CHL_establish_corfo
	icon = GFX_focus_hol_the_foundations_of_defense
	x = -5
	y = 1
	cost = 10
	ai_will_do = {
		factor = 5
	}
	prerequisite = {
		focus = CHL_isi_idea
	}
	completion_reward = {
		add_ideas = CHL_corfo
		add_tech_bonus = {
			name = CHL_corfo_tech
			bonus = 1
			uses = 1
			category = industry
		}
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			prioritize = {
				954
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: VIN_the_rock_paper_scissors_strategy
Constructs: removal_cost
Source: game
File: common/ideas/vietnam_ideas.txt

Code:
VIN_the_rock_paper_scissors_strategy = {
	allowed = {
		always = no
	}
	allowed_civil_war = {

	}
	removal_cost = -1
	picture = chi_war_of_resistance
	modifier = {
		special_forces_cap = 0.04
		special_forces_attack_factor = 0.1
	}
}
### Entity: Idea
Component: ETH_italian_offensive_idea
Constructs: has_idea, removal_cost
Source: game
File: common/ideas/ethiopia.txt

Code:
ETH_italian_offensive_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	available = {
		NOT = {
			ITA = {
				has_idea = ITA_army_of_africa_disheartened_idea
			}
		}
	}
	removal_cost = -1
	modifier = {
		enemy_army_bonus_air_superiority_factor = 0.75
	}
}
### Entity: State History
Component: 631
Constructs: add_core_of
Source: game
File: history/states/631-Midway Island.txt

Code:
state = {
	id = 631
	name = STATE_631
	manpower = 2159
	state_category = tiny_island
	history = {
		owner = USA
		add_core_of = HAW
		buildings = {
			infrastructure = 2
			13052 = {
				naval_base = 1
			}
		}
		victory_points = {
			13052 1
		}
	}
	provinces = {
		13052
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_approach_the_moderates
Constructs: prerequisite, has_government, completion_reward, add_political_power
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_approach_the_moderates
	icon = GFX_goal_generic_neutrality_focus
	relative_position_id = CHL_ibanez_as_prime_minister
	x = -2
	y = 1
	cost = 5
	prerequisite = {
		focus = CHL_ibanez_as_prime_minister
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 2.5
	}
	available = {
		has_government = neutrality
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 50
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = CHL_juan_rosetti CHL_emilio_codesido CHL_radomiro_romero CHL_bernardo_leighton
	}
}
### Entity: National Focus
Tree: can_focus
Component: CAN_commonwealth_air_training_plan
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, complete_tooltip, random_state, has_state_flag, add_building_construction
Source: game
File: common/national_focus/canada.txt

Code:
focus = {
	id = CAN_commonwealth_air_training_plan
	icon = GFX_goal_generic_build_airforce
	prerequisite = {
		focus = CAN_the_pacific_coast_air_defence_radar_system CAN_we_have_the_hurricane
	}
	x = 0
	y = 2
	relative_position_id = CAN_rcaf_station_borden
	cost = 10
	ai_will_do = {
		factor = 25
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	complete_tooltip = {
		air_experience = 25
		random_state = {
			limit = {
				has_state_flag = CAN_commonwealth_air_training_plan_AB
			}
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			}
		}
		add_doctrine_cost_reduction = {
			name = CAN_commonwealth_air_training_plan
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
	}
	completion_reward = {
		air_experience = 25
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = air_base
					size = > 1
				}
			}
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			}
			set_state_flag = CAN_commonwealth_air_training_plan_AB
		}
		add_doctrine_cost_reduction = {
			name = CAN_commonwealth_air_training_plan
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
	}
}
### Entity: Event
Component: KMT_event.74
Constructs: is_triggered_only, unlock_decision_category_tooltip
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = KMT_event.74
	title = KMT_event.74.t
	desc = KMT_event.74.desc
	picture = GFX_report_event_generic_conference
	is_triggered_only = yes
	option = {
		name = KMT_event.74.a
		unlock_decision_category_tooltip = KMT_national_elections
		custom_effect_tooltip = CHI_election_guide_tt
	}
}
### Entity: Character
Component: fondatore_dell_impero
Constructs: stability_factor, war_support_factor, mobilization_speed
Source: game
File: common/country_leader/r56_traits.txt

Code:
fondatore_dell_impero = {
	random = no
	mobilization_speed = 0.1
	war_support_factor = 0.05
	stability_factor = 0.05
	political_power_factor = 0.05
}
### Entity: Decision
Component: political_actions
Constructs: limit, has_country_flag, has_dlc, is_subject
Source: game
File: common/decisions/categories/00_decision_categories.txt

Code:
political_actions = {
	icon = generic_political_actions
	allowed = {
		always = yes
	}
	visible = {
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			NOT = {
				original_tag = SWI
			} {
				has_country_flag = SWI_can_use_political_actions
			}
		} {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			NOT = {
				AND = {
					original_tag = DEN
					is_subject = yes
				}
			}
		}
	}
}
### Entity: Military Industrial Organization
Component: DEBUG_generic_heavy_aircraft_organization
Constructs: has_country_flag, has_dlc, is_debug
Source: game
File: common/military_industrial_organization/organizations/00_DEBUG_organization.txt

Code:
DEBUG_generic_heavy_aircraft_organization = {
	include = generic_heavy_aircraft_organization
	allowed = {
		has_dlc = Arms Against Tyranny
		is_debug = yes
	}
	visible = {
		owner = {
			has_country_flag = mio_show_all_archetypes_flag
		}
	}
}
### Entity: Scripted Effect
Component: GER_poland_modify_mefo_bills_or_economy_of_conquest
Constructs: limit, has_dynamic_modifier
Source: game
File: common/scripted_effects/GER_scripted_effects.txt

Code:
GER_poland_modify_mefo_bills_or_economy_of_conquest = {
	if = {
		limit = {
			OR = {
				has_dynamic_modifier = {
					modifier = GER_mefo_bills_modifier
				} {
					modifier = GER_economy_of_conquest_modifier
				}
			}
		}
		custom_effect_tooltip = poland_mefo_bills_tt
	}
}
### Entity: Character
Component: HAI_franck_lavaud
Source: game
File: common/characters/HAI.txt

Code:
HAI_franck_lavaud = {
	advisor = {
		slot = army_chief
		idea_token = HAI_franck_lavaud
		allowed = {
			original_tag = HAI
		}
		traits = {
			army_chief_defensive_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Franck Lavaud
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_2
		}
	}
}