Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: EAI_PROD_NAVY_TI_CV_navy_production_strategy
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_PRODUCTION_navy_strategies.txt

Code:
EAI_PROD_NAVY_TI_CV_navy_production_strategy = {
	enable = {
		has_country_flag = EAI_TI_CV_navy_production_strategy
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = role_ratio
		id = naval_carrier
		value = 7
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_Increase_Rural_Developement
Constructs: has_completed_focus, prerequisite, completion_reward, add_to_variable, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_Increase_Rural_Developement
	icon = GFX_goal_generic_promote_ruralism
	cost = 10
	cancel = {
		has_completed_focus = DEN_King_Christian_Coup
	}
	ai_will_do = {
		factor = 1
	}
	available = {
		den_cancel_intro_trigger = yes
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
	prerequisite = {
		focus = DEN_Increased_Protectionism
	}
	x = -1
	y = 2
	relative_position_id = DEN_Initiate_Economic_Reforms
	completion_reward = {
		add_to_variable = {
			den_lower_equilibrium = 5
			tooltip = den_lower_equilibrium_tooltip
		} {
			den_middle_equilibrium = 10
			tooltip = den_middle_equilibrium_tooltip
		}
		swap_ideas = {
			remove_idea = DEN_conservative_policies_0
			add_idea = DEN_conservative_policies_1
		}
		den_calculate_stratas = yes
		custom_effect_tooltip = DEN_conservative_policies_0_desc
		den_remove_social_democrat_ideas = yes
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_appoint_soviet_friendly_government
Constructs: has_completed_focus, prerequisite, limit, has_government, has_war_with, add_stability, add_opinion_modifier, completion_reward
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_appoint_soviet_friendly_government
	icon = GFX_goal_support_communism
	prerequisite = {
		focus = RAJ_seek_financial_aid_from_the_ussr
	}
	x = 2
	y = 1
	relative_position_id = RAJ_seek_financial_aid_from_the_ussr
	cost = 5
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			has_war_with = SOV
		}
	}
	available = {
		communism = > 0.25
		NOT = {
			has_completed_focus = RAJ_appoint_german_friendly_government
		}
		if = {
			limit = {
				SOV = {
					has_government = communism
				}
			}
			NOT = {
				has_war_with = SOV
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_popularity = {
			popularity = 0.35
			ideology = communism
		}
		add_stability = -0.05
		add_opinion_modifier = {
			modifier = ROM_appoint_soviet_friendly_government
			target = SOV
		}
		SOV = {
			add_opinion_modifier = {
				modifier = ROM_appoint_soviet_friendly_government
				target = ROOT
			}
		}
		add_country_leader_role = {
			character = RAJ_subhas_chanda_bose
			promote_leader = yes
			country_leader = {
				ideology = marxism
			}
		}
		set_politics = {
			ruling_party = communism
			elections_allowed = no
		}
		hidden_effect = {
			if = {
				limit = {
					has_completed_focus = RAJ_netaji
					NOT = {
						has_country_leader_with_trait = netaji
					}
				}
				add_country_leader_trait = netaji
			} {
				limit = {
					has_completed_focus = RAJ_cult_of_personality
					NOT = {
						has_country_leader_with_trait = JUNO_cult_of_personality
					}
				}
				add_country_leader_trait = JUNO_cult_of_personality
			} {
				limit = {
					NOT = {
						has_country_leader_with_trait = nationalistic_freedom_fighter
					}
				}
				add_country_leader_trait = nationalistic_freedom_fighter
			} {
				limit = {
					NOT = {
						has_country_leader_with_trait = nationalistic_freedom_fighter
					}
				}
				add_country_leader_trait = nationalistic_freedom_fighter
			} {
				limit = {
					has_completed_focus = RAJ_authoritarianship
					NOT = {
						has_country_leader_with_trait = authoritarian
					}
				}
				add_country_leader_trait = authoritarian
			} {
				limit = {
					has_completed_focus = RAJ_guided_democracy
					NOT = {
						has_country_leader_with_trait = under_democratic_guise
					}
				}
				add_country_le
# ... (truncated)
### Entity: Character
Component: ARM_ruben_ter_minasian
Constructs: has_government
Source: game
File: common/characters/ARM.txt

Code:
ARM_ruben_ter_minasian = {
	name = ARM_ruben_ter_minasian
	portraits = {
		civilian = {
			small = gfx/interface/ideas/idea_europe_generic_4.dds
		}
		army = {
			large = gfx/leaders/Europe/portrait_europe_generic_land_7.dds
			small = gfx/interface/ideas/idea_europe_generic_land_7.dds
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = ARM_ruben_ter_minasian
		allowed = {
			original_tag = ARM
		}
		available = {
			NOT = {
				has_government = communism
			}
		}
		traits = {
			war_industrialist
		}
		ai_will_do = {
			factor = 1
		}
	} {
		cost = 100
		slot = army_chief
		idea_token = ARM_ruben_ter_minasian_army
		ledger = army
		allowed = {
			original_tag = ARM
		}
		available = {
			NOT = {
				has_government = communism
			}
		}
		traits = {
			army_chief_defensive_2
		}
	}
	field_marshal = {
		traits = {
			unyielding_defender ARM_anti_communist_sympathizer trait_engineer inspirational_leader
		}
		skill = 2
		attack_skill = 1
		defense_skill = 3
		planning_skill = 1
		logistics_skill = 2
		legacy_id = -1
		visible = {
			NOT = {
				has_government = communism
			}
		}
	}
}
### Entity: Idea
Component: GRE_pyrkal
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/greece.txt

Code:
GRE_pyrkal = {
	picture = gre_pyrkal
	allowed = {
		original_tag = GRE
		has_dlc = Battle for the Bosporus
	}
	available = {
		has_completed_focus = GRE_crack_down_on_foreign_monopolies
	}
	research_bonus = {
		infantry_weapons = 0.15
	}
	traits = {
		infantry_equipment_manufacturer
	}
	modifier = {
		army_infantry_attack_factor = 0.05
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_32
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_32 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 32
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 32
	}
}
### Entity: Event
Component: bftb_greece.205
Constructs: limit, add_war_support, has_country_flag, add_opinion_modifier, fire_only_once, add_political_power, add_state_claim, clear_variable
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.205
	title = bftb_greece.205.t
	desc = bftb_greece.205.desc
	picture = GFX_report_event_gre_megali_conference_signing
	fire_only_once = no
	trigger = {
		has_country_flag = GRE_megali_idea_approved
		ENG = {
			has_country_flag = GRE_no_british_armenia
		}
		FRA = {
			has_country_flag = GRE_french_kurdistan
		}
		if = {
			limit = {
				ITA = {
					has_country_flag = GRE_italy_attending_convention
				}
			}
			ITA = {
				has_country_flag = GRE_italy_snubbed_again
			}
		}
		NOT = {
			ROOT = {
				has_country_flag = GRE_heraklion_convention_finished
			}
		}
	}
	mean_time_to_happen = {
		days = 7
	}
	option = {
		name = bftb_greece.205.a
		trigger = {
			NOT = {
				original_tag = ENG
			} {
				original_tag = ITA
			}
		}
		add_war_support = 0.05
		hidden_effect = {
			GRE = {
				add_state_claim = 341 797 347 340 339 342
			}
			FRA = {
				add_state_claim = 344 350 352 353 800
				if = {
					limit = {
						FRA = {
							NOT = {
								controls_state = 799
							}
						}
					}
					add_state_claim = 799
				}
			}
			clear_variable = global.convention_ayes global.convention_nays
			set_country_flag = GRE_heraklion_convention_finished
		}
	} {
		name = bftb_greece.205.b
		trigger = {
			original_tag = ENG
			ENG = {
				has_country_flag = GRE_no_british_armenia
			}
		}
		add_political_power = -75
		every_other_country = {
			limit = {
				has_country_flag = GRE_no_british_armenia
			}
			reverse_add_opinion_modifier = {
				target = ENG
				modifier = GRE_denied_our_ambitions
			}
		}
		hidden_effect = {
			add_opinion_modifier = {
				target = TUR
				modifier = GRE_strategic_partners
			}
			clear_variable = global.convention_ayes global.convention_nays
			set_country_flag = GRE_heraklion_convention_finished
		}
	} {
		name = bftb_greece.205.c
		trigger = {
			original_tag = ITA
			ITA = {
				has_country_flag = GRE_italy_snubbed_again
			}
		}
		add_political_power = -75
		add_war_support = 0.05
		give_guarantee = TUR
		every_other_country = {
			limit = {
				has_country_flag = GRE_italy_snubbed_again
			}
			reverse_add_opinion_modifier = {
				target = ITA
				modifier = GRE_denied_our_ambitions_ITA
			}
		}
		hidden_effect = {
			add_opinion_modifier = {
				target = TUR
				modifier = GRE_strategic_partners
			}
			clear_variable = global.convention_ayes global.convention_nays
			set_country_flag = GRE
# ... (truncated)
### Entity: Country History
Country: OMA
Component: OMA_politics
Constructs: set_stability, set_war_support, set_politics, set_popularities
Source: game
File: history/countries/OMA - Oman.txt

Code:
# Politics & Parties for OMA
set_war_support = 0.1
set_stability = 0.8
set_politics = {
	ruling_party = neutrality
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	neutrality = 100
}
### Entity: Country History
Country: BEG
Component: BEG_misc
Constructs: set_technology, set_convoys, complete_national_focus, set_grand_doctrine, complete_special_project
Source: game
File: history/countries/BEG - Benishangul-Gumuz.txt

Code:
# Misc for BEG
capital = 840
set_convoys = 10
1939.1.1 = {
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort naval_effort large_navy industrial_effort construction_effort production_effort
	set_technology = {
		tech_support = 1
		tech_recon = 1
		support_weapons = 1
		gw_artillery = 1
		electronic_mechanical_engineering = 1
		radio = 1
		mechanical_computing = 1
		computing_machine = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		fuel_silos = 1
		construction1 = 1
		construction2 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
	}
	set_grand_doctrine = grand_battleplan new_fleet_in_being new_strategic_destruction
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
### Entity: National Focus
Tree: urg_focus
Component: URG_terras_dictatorship
Constructs: add_ideas, completion_reward
Source: game
File: common/national_focus/uruguay.txt

Code:
focus = {
	id = URG_terras_dictatorship
	available = {

	}
	icon = GFX_focus_generic_military_dictatorship
	x = 10
	y = 0
	cost = 5
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_ideas = {
			URG_terra_dictatorship
		}
	}
}
### Entity: Character
Component: YUN_li_jiang
Source: game
File: common/characters/Warlords_China.txt

Code:
YUN_li_jiang = {
	name = YUN_li_jiang
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_4
		}
	}
	advisor = {
		slot = army_chief
		idea_token = YUN_li_jiang
		allowed = {
			original_tag = YUN
		}
		traits = {
			army_chief_drill_2
		}
		cost = 100
		ai_will_do = {
			base = 1.0
		}
	}
}
### Entity: National Focus
Tree: men_focus
Component: MEN_strengthen_ties_with_japan
Constructs: limit, has_war_with, has_country_flag, add_stability, add_opinion_modifier, completion_reward, add_political_power, is_historical_focus_on
Source: game
File: common/national_focus/mengkukuo.txt

Code:
focus = {
	id = MEN_strengthen_ties_with_japan
	icon = GFX_focus_JAP_establish_the_mongol_military_government
	mutually_exclusive = {
		focus = MEN_petition_nima-odsor_to_stay_in_shangbei MEN_radicalize_the_peasants
	}
	x = 62
	y = 0
	available = {
		has_country_flag = MEN_nima_odsor_assassinated
	}
	cost = 8
	ai_will_do = {
		factor = 45
		modifier = {
			is_historical_focus_on = yes
			factor = 100
		}
	}
	completion_reward = {
		add_political_power = 25
		add_popularity = {
			ideology = fascism
			popularity = 0.1
		}
		add_stability = 0.05
		every_state = {
			limit = {
				OR = {
					state = 621 746
				}
			}
			add_claim_by = ROOT
		}
		if = {
			limit = {
				MON = {
					exists = yes
					NOT = {
						is_ally_with = ROOT
						has_war_with = ROOT
					}
				}
			}
			MON = {
				add_opinion_modifier = {
					target = ROOT
					modifier = medium_decrease
				}
			}
			add_opinion_modifier = {
				target = MON
				modifier = medium_decrease
			}
		}
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = MEN_unenbayal
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_HISTORICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_ANNEXATION FOCUS_FILTER_POLITICAL_CHARACTER
	}
}
### Entity: Idea
Component: PHI_china_banking_corporation
Constructs: has_completed_focus, has_war_with, research_bonus
Source: game
File: common/ideas/philipines.txt

Code:
PHI_china_banking_corporation = {
	cost = 150
	picture = generic_electronics_concern_3
	allowed = {
		original_tag = PHI
	}
	available = {
		NOT = {
			has_war_with = CHI
		}
		has_completed_focus = PHI_urbanize_the_islands
	}
	visible = {

	}
	research_bonus = {
		industry = 0.1
		train_tech = 0.05
	}
	modifier = {
		economy_cost_factor = -0.25
	}
	traits = {
		industrial_concern
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_strengthen_the_air_arsenal
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus, add_breakthrough_progress
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_strengthen_the_air_arsenal
	icon = GFX_focus_SMB_purchase_aircraft
	prerequisite = {
		focus = PRC_anti_air_effort
	}
	x = 0
	y = 2
	relative_position_id = PRC_anti_air_effort
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_tech_bonus = {
			name = PRC_strengthen_the_air_arsenal
			bonus = 0.25
			uses = 2
			category = air_equipment
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_breakthrough_progress = {
			specialization = specialization_air
			value = 0.75
		}
	}
}
### Entity: Idea
Component: SWE_ffvs
Constructs: has_completed_focus, research_bonus
Source: game
File: common/ideas/r56_sweden.txt

Code:
SWE_ffvs = {
	allowed = {
		original_tag = SWE
	}
	available = {
		has_completed_focus = SWE_foreign_aircraft_designs
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		light_aircraft_manufacturer
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Order of Battle
Component: air_wing_439
Source: game
File: history/units/RAJ_1936_air_bba.txt

Code:
air_wings = {
	439 = {
		small_plane_cas_airframe_0 = {
			owner = RAJ
			amount = 80
			creator = ENG
			version_name = Fairey Gordon
		}
	}
}
### Entity: Event
Component: NSB_poland_events.8
Constructs: has_country_flag, fire_only_once, add_political_power, has_country_leader, is_in_faction_with
Source: game
File: events/NSB_Poland.txt

Code:
country_event = {
	id = NSB_poland_events.8
	title = NSB_poland_events.8.t
	desc = NSB_poland_events.8.d
	picture = GFX_report_event_royal_parade
	trigger = {
		tag = POL
		has_country_leader = {
			character = POL_anna_andersson
			ruling_only = yes
		}
		has_country_flag = POL_vojtek_commander
		NOT = {
			is_in_faction_with = SOV
		}
		219 = {
			controller = {
				OR = {
					tag = POL
					is_in_faction_with = POL
				}
			}
		}
	}
	mean_time_to_happen = {
		days = 1
	}
	fire_only_once = yes
	option = {
		name = NSB_poland_events.8.a
		add_political_power = -100
	} {
		name = NSB_poland_events.8.b
		promote_character = POL_wojtek
	}
}
### Entity: Idea
Component: POR_portuguese_air_force_r56
Constructs: removal_cost
Source: game
File: common/ideas/r56_portugal.txt

Code:
POR_portuguese_air_force_r56 = {
	removal_cost = -1
	picture = generic_air_payment
	allowed = {
		original_tag = POR
	}
	allowed_civil_war = {
		original_tag = POR
	}
	modifier = {
		air_agility_factor = 0.05
		air_attack_factor = 0.05
		air_defence_factor = 0.05
		air_range_factor = 0.1
	}
}
### Entity: Idea
Component: ETH_demoralized_ras_idea
Constructs: has_war, check_variable, removal_cost
Source: game
File: common/ideas/ethiopia.txt

Code:
ETH_demoralized_ras_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	available = {
		has_war = yes
		check_variable = {
			num_owned_controlled_states = < controlled_owned_75
		}
	}
	removal_cost = -1
	modifier = {
		surrender_limit = -0.15
	}
}
### Entity: National Focus
Tree: xsm_focus
Component: XSM_demand_submission
Constructs: prerequisite, limit, completion_reward, is_subject, cancel_if_invalid, every_other_country
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = XSM_demand_submission
	icon = GFX_goal_demand_sudetenland
	x = -1
	y = 1
	cost = 10
	prerequisite = {
		focus = XSM_strengthening_our_position
	}
	relative_position_id = XSM_strengthening_our_position
	mutually_exclusive = {
		focus = XSM_strike_at_the_detractors
	}
	ai_will_do = {
		base = 0
	}
	available = {
		is_subject = no
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {

	}
	completion_reward = {
		every_other_country = {
			limit = {
				OR = {
					tag = XSM NXM GSM KHM
				}
				exists = yes
				is_subject = no
			}
			country_event = {
				id = SEA_warlords.26
				hours = 6
			}
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_military_education
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_military_education
	icon = GFX_focus_CZE_war_college
	prerequisite = {
		focus = CZE_ministry_of_defense
	}
	x = 4
	y = 1
	relative_position_id = CZE_ministry_of_defense
	cost = 5
	completion_reward = {
		army_experience = 30
		air_experience = 10
		custom_effect_tooltip = generic_skip_one_line_tt
		show_unit_leaders_tooltip = CZE_richard_tesarik CZE_josef_zmek CZE_karol_peknik
	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
}
### Entity: Character
Component: PUE_ai2
Source: game
File: common/characters/PUE.txt

Code:
PUE_ai2 = {
	advisor = {
		slot = high_command
		idea_token = PUE_ai2
		ledger = army
		allowed = {
			original_tag = PUE
		}
		traits = {
			army_infantry_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_south_america_3
		}
	}
}
### Entity: Scripted Trigger
Component: POL_is_valid_to_boost_monarchy
Constructs: has_completed_focus, limit, has_government, has_country_flag, is_subject, is_subject_of
Source: game
File: common/scripted_triggers/POL_scripted_triggers.txt

Code:
POL_is_valid_to_boost_monarchy = {
	ROOT = {
		is_subject = no
		has_government = neutrality
	}
	OR = {
		has_completed_focus = POL_support_monarchism_in_LIT POL_support_monarchy_in_CZE POL_internal_romanian_support LIT_support_monarchism_in_POL
	}
	if = {
		limit = {
			has_completed_focus = POL_support_monarchism_in_LIT
		}
		NOT = {
			has_country_flag = attempted_royal_takeover_in_LIT
		}
		LIT = {
			NOT = {
				has_completed_focus = LIT_a_king_for_our_people
			}
		}
		FROM = {
			original_tag = LIT
		}
	} {
		limit = {
			has_completed_focus = POL_support_monarchy_in_CZE
		}
		NOT = {
			has_country_flag = attempted_royal_takeover_in_CZE
		}
		FROM = {
			original_tag = CZE
		}
	} {
		limit = {
			has_completed_focus = POL_internal_romanian_support
		}
		NOT = {
			has_country_flag = attempted_royal_takeover_in_ROM
		}
		FROM = {
			original_tag = ROM
		}
	} {
		limit = {
			has_completed_focus = LIT_support_monarchism_in_POL
		}
		NOT = {
			has_country_flag = attempted_royal_takeover_in_POL
		}
		POL = {
			NOT = {
				has_country_flag = achievement_POL_elected_monarch
			}
		}
		FROM = {
			original_tag = POL
		}
	}
	NOT = {
		FROM = {
			has_country_flag = POL_banned_monarchy_flag
		}
	} {
		FROM = {
			is_subject_of = ROOT
		}
	}
}
### Entity: Event
Component: AFG_industrial_events.37
Constructs: is_triggered_only, ai_chance
Source: game
File: events/GOE_Afghanistan.txt

Code:
country_event = {
	id = AFG_industrial_events.37
	title = AFG_industrial_events.37.t
	desc = AFG_industrial_events.37.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = AFG_industrial_events.37.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_cooperate_with_the_allies
Constructs: prerequisite, completion_reward, is_subject, is_in_faction
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_cooperate_with_the_allies
	icon = GFX_focus_ARG_join_the_allies
	prerequisite = {
		focus = CZE_return_to_democracy
	}
	cost = 10
	relative_position_id = CZE_return_to_democracy
	x = 0
	y = 1
	available = {
		is_subject = no
		is_in_faction = no
	}
	completion_reward = {
		get_best_alliance_match_democratic_effect = yes
		var:best_leader = {
			country_event = generic.2
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Order of Battle
Component: 25th Vodka Division
Constructs: division_template
Source: game
File: history/units/r56w_WHY.txt

Code:
division = {
	name = 25th Vodka Division
	location = 3513
	division_template = Vodka and Crumpets
	start_experience_factor = 0.75
}
### Entity: Event
Component: belgium.133
Constructs: has_completed_focus, has_government, has_country_flag, add_popularity
Source: game
File: events/BEL_additional_events.txt

Code:
country_event = {
	id = belgium.133
	title = belgium.133.t
	desc = belgium.133.desc
	picture = GFX_report_event_generic_rally
	trigger = {
		tag = BEL
		has_completed_focus = BEL_go_left
		NOT = {
			has_government = communism
		} {
			has_country_flag = BEL_king_martial_law
		}
	}
	mean_time_to_happen = {
		days = 325
	}
	option = {
		name = belgium.133.a
		trigger = {
			has_completed_focus = BEL_go_left
		}
		add_popularity = {
			ideology = democratic
			popularity = 0.02
		}
	}
}
### Entity: Event
Component: r56.ger.10
Constructs: is_triggered_only, ai_chance, fire_only_once, give_guarantee
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = r56.ger.10
	title = r56.ger.10.t
	desc = r56.ger.10.d
	picture = GFX_report_event_generic_sign_treaty2
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = r56.ger.10.a
		ai_chance = {
			base = 60
		}
		give_guarantee = FRA
		FRA = {
			give_guarantee = GER
		}
		diplomatic_relation = {
			country = FRA
			relation = non_aggression_pact
			active = yes
		}
	}
}
### Entity: Event
Component: belgium.88
Constructs: has_country_flag, clr_country_flag
Source: game
File: events/BEL_events.txt

Code:
country_event = {
	id = belgium.88
	title = belgium.88.t
	desc = belgium.88.d
	picture = GFX_report_event_belgium_war
	mean_time_to_happen = {
		days = 10
	}
	trigger = {
		has_country_flag = BEL_hold_leopold3_prisonner
		surrender_progress = > 0.75
	}
	option = {
		name = belgium.88.a
		clr_country_flag = BEL_hold_leopold3_prisonner
		BEL = {
			country_event = {
				id = belgium.89
				days = 1
			}
		}
	}
}
### Entity: Character
Component: NIR_acgs
Source: game
File: common/characters/NIR.txt

Code:
NIR_acgs = {
	advisor = {
		slot = air_chief
		idea_token = NIR_acgs
		allowed = {
			original_tag = NIR
		}
		traits = {
			air_chief_ground_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_europe_3
		}
	}
}