Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: SPR_appease_the_workers
Constructs: industrial_capacity_factory
Source: game
File: common/ideas/r56_spain_republic.txt

Code:
SPR_appease_the_workers = {
	name = SPR_appease_the_workers
	picture = generic_production_bonus
	allowed = {
		original_tag = SPR
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		production_factory_max_efficiency_factor = 0.1
		industrial_capacity_factory = 0.1
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_launch_the_coup
Constructs: has_completed_focus, prerequisite, limit, add_ideas, completion_reward, set_cosmetic_tag, add_popularity, set_party_name
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_launch_the_coup
	prerequisite = {
		focus = PRU_organize_marches_in_the_north
	} {
		focus = PRU_secure_the_northern_road_network
	} {
		focus = PRU_Support_the_Catholic_Church
	}
	icon = GFX_goal_generic_backstab
	x = 2
	y = 3
	relative_position_id = PRU_restore_the_viceroyalty_system
	cost = 5
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		if = {
			limit = {
				has_completed_focus = PRU_invite_carlos
			}
			set_cosmetic_tag = PRU_VR
			add_ideas = PRU_royal_army
			add_popularity = {
				ideology = neutrality
				popularity = 0.1
			}
			set_party_name = {
				ideology = neutrality
				long_name = House of Bourbon
				name = House of Bourbon
			}
			add_country_leader_role = {
				character = SPA_karl_pius_von_habsburg
				promote_leader = yes
				country_leader = {
					ideology = absolute_monarchism
					expire = 1965.1.1.1
					traits = {
						carlist_habsburg_pretender r56_trait_opposed_to_communism
					}
				}
			}
			hidden_effect = {
				news_event = {
					id = r56.news_event.2013
					hours = 6
				}
				country_event = {
					hours = 4
					id = peru.50
				}
			}
		} {
			limit = {
				has_completed_focus = PRU_appoint_a_peruvian_monarch
			}
			set_cosmetic_tag = PRU_EMP
			add_ideas = PRU_imperial_army
			add_popularity = {
				ideology = neutrality
				popularity = 0.1
			}
			set_party_name = {
				ideology = neutrality
				long_name = Royal Party
				name = Royal Party
			}
			add_country_leader_role = {
				character = PRU_Carlos_de_Peru
				promote_leader = yes
				country_leader = {
					ideology = absolute_monarchism
					expire = 1965.1.1.1
					traits = {
						nationalist_symbol r56_trait_opposed_to_communism
					}
				}
			}
			hidden_effect = {
				news_event = {
					id = r56.news_event.2013
					hours = 6
				}
				country_event = {
					hours = 4
					id = peru.51
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: wtt_ledo_road.3
Constructs: is_triggered_only
Source: game
File: events/WTT_China.txt

Code:
country_event = {
	id = wtt_ledo_road.3
	title = wtt_ledo_road.3.t
	desc = wtt_ledo_road.3.desc
	picture = GFX_report_event_ledo_road
	is_triggered_only = yes
	option = {
		name = wtt_ledo_road.3.a
	}
}
### Entity: Unit Template
Component: GER
Source: game
File: common/units/names/00_GER_names.txt

Code:
GER = {
	fleet_names_template = FLEET_NAME_GER
	submarine = {
		prefix = 
		generic = {
			U-Boot
		}
		unique = {
			U-1 U-2 U-3 U-4 U-5 U-6 U-7 U-8 U-9 U-10 U-11 U-12 U-13 U-14 U-15 U-16 U-17 U-18 U-19 U-20 U-21 U-22 U-23 U-24 U-25 U-26 U-27 U-28 U-29 U-30 U-31 U-32 U-33 U-34 U-35 U-36 U-37 U-38 U-39 U-40 U-41 U-42 U-43 U-44 U-45 U-46 U-47 U-48 U-49 U-50 U-51 U-52 U-53 U-54 U-55 U-56 U-57 U-58 U-59 U-60 U-61 U-62 U-63 U-64 U-65 U-66 U-67 U-68 U-69 U-70 U-71 U-72 U-73 U-74 U-75 U-76 U-77 U-78 U-79 U-80 U-81 U-82 U-83 U-84 U-85 U-86 U-87 U-88 U-89 U-90 U-91 U-92 U-93 U-94 U-95 U-96 U-97 U-98 U-99 U-100 U-101 U-101 U-102 U-103 U-104 U-105 U-106 U-107 U-108 U-109 U-110 U-111 U-112 U-113 U-114 U-115 U-116 U-117 U-118 U-119 U-120 U-121 U-122 U-123 U-124 U-125 U-126 U-127 U-128 U-129 U-130 U-131 U-132 U-133 U-134 U-135 U-136 U-137 U-138 U-139 U-140 U-141 U-142 U-143 U-144 U-145 U-146 U-147 U-148 U-149 U-150 U-151 U-152 U-153 U-154 U-155 U-156 U-157 U-158 U-159 U-160 U-161 U-162 U-163 U-164 U-165 U-166 U-167 U-168 U-169 U-170 U-171 U-172 U-173 U-174 U-175 U-176 U-177 U-178 U-179 U-180 U-181 U-182 U-183 U-184 U-185 U-186 U-187 U-188 U-189 U-190 U-191 U-192 U-193 U-194 U-195 U-196 U-197 U-198 U-199 U-200 U-201 U-201 U-202 U-203 U-204 U-205 U-206 U-207 U-208 U-209 U-210 U-211 U-212 U-213 U-214 U-215 U-216 U-217 U-218 U-219 U-220 U-221 U-222 U-223 U-224 U-225 U-226 U-227 U-228 U-229 U-230 U-231 U-232 U-233 U-234 U-235 U-236 U-237 U-238 U-239 U-240 U-241 U-242 U-243 U-244 U-245 U-246 U-247 U-248 U-249 U-250 U-251 U-252 U-253 U-254 U-255 U-256 U-257 U-258 U-259 U-260 U-261 U-262 U-263 U-264 U-265 U-266 U-267 U-268 U-269 U-270 U-271 U-272 U-273 U-274 U-275 U-276 U-277 U-278 U-279 U-280 U-281 U-282 U-283 U-284 U-285 U-286 U-287 U-288 U-289 U-290 U-291 U-292 U-293 U-294 U-295 U-296 U-297 U-298 U-299 U-300 U-301 U-302 U-303 U-304 U-305 U-306 U-307 U-308 U-309 U-310 U-311 U-312 U-313 U-314 U-315 U-316 U-317 U-318 U-319 U-320 U-321 U-322 U-323 U-324 U-325 U-326 U-327 U-328 U-331 U-332 U-333 U-334 U-335 U-336 U-337 U-338 U-339 U-340 U-341 U-342 U-343 U-344 U-345 U-346 U-347 U-348 U-349 U-350 U-351 U-352 U-353 U-354 U-355 U-356 U-357 U-358 U-359 U-360 U-361 U-362 U-363 U-364 U-365 U-366 U-367 U-368 U-369 U-370 U-371 U-372 U-373 U-374 U-375 U-376 U-377 U-378 U-379 U-380 U-381 U-382 U-383 U-384 U-385 U-386 U-387 U-388 U-389 U-390 U-391 U-392 U-393 U-394 U-396 U-397 U-398 U-399 U-
# ... (truncated)
### Entity: Decision
Component: ARG_international_loan_decisions
Source: game
File: common/decisions/categories/ARG_decision_categories.txt

Code:
ARG_international_loan_decisions = {
	icon = GFX_decision_category_gre_paying_ifc_debt
	priority = 35
	picture = GFX_decision_cat_picture_ARG_international_loan_decisions
	visible_when_empty = no
	allowed = {
		OR = {
			original_tag = ARG BRA
		}
	}
	visible = {

	}
}
### Entity: Character
Component: GER_workers_educator
Constructs: compliance_gain
Source: game
File: common/country_leader/00_traits.txt

Code:
GER_workers_educator = {
	random = no
	sprite = 13
	compliance_gain = 0.05
	production_factory_efficiency_gain_factor = 0.05
	line_change_production_efficiency_factor = 0.05
}
### Entity: Idea
Component: SOM_aa2
Source: game
File: common/ideas/somalia.txt

Code:
SOM_aa2 = {
	ledger = army
	picture = generic_army_african_2
	allowed = {
		original_tag = SOM
	}
	traits = {
		army_armored_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_restore_the_social_state
Constructs: prerequisite, limit, remove_ideas, completion_reward, unlock_decision_tooltip, add_popularity, has_idea, swap_ideas
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_restore_the_social_state
	prerequisite = {
		focus = POR_forge_portugals_own_five_year_plan
	}
	icon = GFX_goal_medicine
	cost = 8
	ai_will_do = {
		base = 99
	}
	x = 1
	y = 1
	relative_position_id = POR_forge_portugals_own_five_year_plan
	completion_reward = {
		unlock_decision_tooltip = POR_invest_in_public_education
		add_popularity = {
			ideology = neutrality
			popularity = -0.1
		}
		custom_effect_tooltip = CHL_skip_one_line_tt
		if = {
			limit = {
				has_idea = POR_reactionary_resistance2
			}
			swap_ideas = {
				remove_idea = POR_reactionary_resistance2
				add_idea = POR_reactionary_resistance3
			}
		}
		else_if = {
			limit = {
				has_idea = POR_reactionary_resistance3
			}
			remove_ideas = POR_reactionary_resistance3
			custom_effect_tooltip = CHL_skip_one_line_tt
			add_timed_idea = {
				idea = POR_reactionary_resistance4
				days = 365
			}
		}
		else = {
			swap_ideas = {
				remove_idea = POR_reactionary_resistance
				add_idea = POR_reactionary_resistance2
			}
		}
	}
}
### Entity: Event
Component: ARG_political_events.27
Constructs: is_triggered_only, ai_chance, has_war, is_in_faction
Source: game
File: events/TOA_Argentina.txt

Code:
country_event = {
	id = ARG_political_events.27
	title = ARG_political_events.27.t
	desc = ARG_political_events.27.desc
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	option = {
		name = ARG_political_events.27.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 0.1
				FROM = {
					has_war = yes
				}
			}
		}
		FROM = {
			country_event = {
				id = ARG_political_events.28
				days = 1
			}
		}
	} {
		name = ARG_political_events.27.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 100
				is_in_faction = yes
			} {
				factor = 5
				FROM = {
					has_war = yes
				}
			}
		}
		FROM = {
			country_event = {
				id = ARG_political_events.29
				days = 1
			}
		}
	}
}
### Entity: Idea
Component: democratic_influence_weak
Constructs: has_government, removal_cost, democratic_drift
Source: game
File: common/ideas/zzz_generic.txt

Code:
democratic_influence_weak = {
	name = democratic_influence
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = democratic
	}
	removal_cost = -1
	picture = generic_democratic_drift_bonus
	modifier = {
		democratic_drift = 0.1
		democratic_acceptance = 35
	}
}
### Entity: Unit Template
Component: HON_SS_HISTORICAL
Source: game
File: common/units/names_ships/HON_ship_names.txt

Code:
HON_SS_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_SUBMARINES
	for_countries = {
		HON
	}
	type = ship
	ship_types = {
		ship_hull_submarine submarine
	}
	prefix = ARH 
	fallback_name = Submarino %d
	unique = {
		Guaymuras Honduras Hibueras Yojoa Goascorán Petula Ulua Choluteca Piraña Tegucigalpa Chamelecán Lempira Morazán
	}
}
### Entity: Idea
Component: POR_integrating_socialist_militias
Constructs: has_government, removal_cost, conscription_factor
Source: game
File: common/ideas/r56_portugal.txt

Code:
POR_integrating_socialist_militias = {
	picture = POL_the_peasants_strike
	allowed = {
		original_tag = POR
	}
	cancel = {
		has_government = neutrality
	}
	allowed_civil_war = {
		OR = {
			has_government = communism democratic
		}
	}
	removal_cost = -1
	modifier = {
		conscription_factor = 0.1
		war_stability_factor = 0.05
		military_leader_cost_factor = -0.25
	}
}
### Entity: Event
Component: latin.2
Constructs: is_triggered_only, ai_chance, add_stability, add_to_faction, add_ai_strategy
Source: game
File: events/r56_argentina.txt

Code:
country_event = {
	id = latin.2
	title = latin.2.t
	desc = latin.2.d
	is_triggered_only = yes
	option = {
		name = latin.2.a
		ai_chance = {
			base = 100
		}
		ARG = {
			add_to_faction = ROOT
		}
		add_stability = 0.01
		add_ai_strategy = {
			type = alliance
			id = ARG
			value = 200
		}
	} {
		name = latin.2.b
		ai_chance = {
			base = 0
		}
	}
}
### Entity: Idea
Component: EAI_VERY_HARD/modern_tank_aa_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_VERY_HARD/modern_tank_aa_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		modern_tank_aa_chassis = {
			build_cost_ic = -0.3
			instant = yes
		}
	}
}
### Entity: Idea
Component: idea_RAJ_indian_army_doctrine_sov
Constructs: army_defence_factor, communism_drift
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_indian_army_doctrine_sov = {
	picture = saf_soviet_advisers
	allowed = {
		original_tag = RAJ
	}
	modifier = {
		communism_drift = 0.03
		training_time_army_factor = 0.15
		army_infantry_attack_factor = 0.05
		army_strength_factor = 0.05
		army_defence_factor = 0.1
	}
}
### Entity: Country History
Country: LOI
Component: LOI_technology
Constructs: set_technology
Source: game
File: history/countries/LOI - Lordship of the Isles.txt

Code:
# Starting Technologies for LOI
set_technology = {
	etax_doctrine = 1
	camo = 1
	infantry_weapons = 1
	infantry_weapons1 = 1
	support_weapons = 1
	gw_artillery = 1
	tech_support = 1
	tech_engineers = 1
	tech_recon = 1
	tech_mountaineers = 1
	basic_naval_mines = 1
	submarine_mine_laying = 1
	early_ship_hull_light = 1
	basic_ship_hull_light = 1
	early_ship_hull_submarine = 1
	early_ship_hull_cruiser = 1
	basic_battery = 1
	basic_torpedo = 1
	coastal_defense_ships = 1
	mtg_transport = 1
}
### Entity: National Focus
Tree: mpl_focus
Component: MPL_a_forgone_conclusion
Constructs: prerequisite, limit, has_country_flag, completion_reward, is_subject, check_variable, random_days, random_hours
Source: game
File: common/national_focus/mandate_of_palestine.txt

Code:
focus = {
	id = MPL_a_forgone_conclusion
	icon = GFX_focus_eng_decolonization
	relative_position_id = MPL_deal_with_strike
	x = -5
	y = 1
	mutually_exclusive = {
		focus = MPL_british_occupation
	}
	prerequisite = {
		focus = MPL_deal_with_strike
	}
	bypass = {
		is_subject = no
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 100
			check_variable = {
				MPL_path_selection = > 55
			}
		}
	}
	available = {
		custom_trigger_tooltip = {
			tooltip = MPL_britain_stopped
			NOT = {
				has_country_flag = MPL_britain_stopped
			}
		}
		if = {
			limit = {
				OR = {
					has_country_flag = MPL_trigger_collapse_PAL
				}
			}
			NOT = {
				has_country_flag = MPL_trigger_collapse_PAL
			}
		}
		else_if = {
			limit = {
				OR = {
					has_country_flag = MPL_trigger_collapse_ISR
				}
			}
			NOT = {
				has_country_flag = MPL_trigger_collapse_ISR
			}
		}
	}
	select_effect = {
		overlord = {
			country_event = {
				id = mandate_palestine.11
				days = 5
				random_days = 2
				random_hours = 12
			}
		}
	}
	cost = 10
	completion_reward = {
		custom_effect_tooltip = MPL_selection_britain_event
		set_variable = {
			MPL_no_raid_chance = 60
		} {
			MPL_raid_chance = 40
		} {
			MPL_political_independence = 0
		} {
			MPL_economic_independence = 0
		} {
			MPL_military_independence = 0
		} {
			MPL_total_independence = 0
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_TFV_AUTONOMY FOCUS_FILTER_BALANCE_OF_POWER
	}
}
### Entity: Technology
Component: improved_infantry_weapons_2
Constructs: research_cost
Source: game
File: common/technologies/infantry.txt

Code:
technology = {
	category_light_infantry = {
		soft_attack = 0.05
	}
	category_cavalry = {
		soft_attack = 0.05
	}
	category_vehicle_infantry = {
		soft_attack = 0.05
	}
	path = {
		leads_to_tech = advanced_infantry_weapons
		research_cost_coeff = 1
	}
	research_cost = 2
	start_year = 1940
	folder = {
		name = infantry_folder
		position = {
			x = 0
			y = @1940
		}
	}
	categories = {
		infantry_weapons
	}
	ai_will_do = {
		factor = 2
		modifier = {
			factor = 2
			date = > 1940.1.1
		} {
			factor = 2
			date = > 1941.1.1
		} {
			factor = 5
			date = > 1942.1.1
		}
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_militarize_the_people
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction, add_tech_bonus
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_militarize_the_people
	icon = GFX_goal_generic_armed_protest
	relative_position_id = VEN_by_any_means
	x = 2
	y = 2
	cost = 10
	prerequisite = {
		focus = VEN_eliminating_the_competition
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = VEN_militarize_the_people
			uses = 1
			cost_reduction = 0.5
			category = land_doctrine
		}
		add_tech_bonus = {
			name = VEN_militarize_the_people
			bonus = 1
			uses = 1
			category = infantry_weapons
		}
	}
}
### Entity: Idea
Component: KOS_coi
Source: game
File: common/ideas/kosovo.txt

Code:
KOS_coi = {
	picture = generic_political_advisor_europe_1
	allowed = {
		original_tag = KOS
	}
	traits = {
		captain_of_industry
	}
}
### Entity: Shared Focus
Tree: lat_focus
Component: LAT_VEF_modern_cameras
Constructs: shared_focus, prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_latvia_shared.txt

Code:
shared_focus = {
	id = LAT_VEF_modern_cameras
	icon = GFX_goal_generic_more_territorial_claims
	relative_position_id = LAT_VEF_industrial_development
	prerequisite = {
		focus = LAT_fighter_development
	} {
		focus = LAT_VEF_industrial_development
	}
	x = -1
	y = 2
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = LAT_modern_cameras
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
}
### Entity: Event
Component: ww_congo.52
Constructs: is_triggered_only, ai_chance, add_war_support, fire_only_once, add_political_power
Source: game
File: events/WUW_Congo.txt

Code:
country_event = {
	id = ww_congo.52
	title = ww_congo.52.t
	desc = ww_congo.52.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = ww_congo.52.a
		ai_chance = {
			base = 100
		}
		add_war_support = 0.02
		add_political_power = 25
	}
}
### Entity: Decision
Component: POR_together_against_salazar
Constructs: has_completed_focus, limit, add_ideas, political_power_gain, has_government, every_country, add_stability, fire_only_once
Source: game
File: common/decisions/r56_POR_decisions.txt

Code:
POR_together_against_salazar = {
	POR_request_soviet_assistance = {
		icon = GFX_decision_SOV_socialism_in_one_country
		fire_only_once = yes
		ai_will_do = {
			base = 0
			modifier = {
				add = 999
				has_game_rule = {
					rule = POR_ai_behavior_r56
					option = PORTUGALS_PATH_TO_MARXISM_LENINISM
				}
			}
		}
		visible = {
			has_completed_focus = POR_seek_international_support
		}
		available = {
			SOV = {
				if = {
					limit = {
						has_global_flag = sov_old_focus_tree
					}
					OR = {
						has_completed_focus = SOV_great_purge SOV_trotskyite_victory
					}
				}
				else = {
					has_completed_focus = SOV_the_path_of_marxism_leninism
				}
			}
		}
		complete_effect = {
			SOV = {
				country_event = {
					id = portugal.46
					hours = 3
				}
			}
			custom_effect_tooltip = if_they_accept_tt POR_request_soviet_assistance_tt
			add_ideas = POR_NKVD_activity
		}
	}
	POR_battle_nationalist_paramilitaries = {
		icon = GFX_decision_SWI_consolidate_council_power
		fire_only_once = no
		ai_will_do = {
			base = 998
		}
		days_remove = 28
		remove_effect = {
			add_political_power = 20
			add_stability = -0.05
			custom_effect_tooltip = CHL_skip_one_line_tt
			add_popularity = {
				ideology = communism
				popularity = 0.06
			} {
				ideology = fascism
				popularity = 0.03
			}
		}
	}
	POR_call_for_general_strike = {
		icon = GFX_decision_bul_against_bs
		fire_only_once = no
		ai_will_do = {
			base = 999
		}
		available = {
			communism = > 0.15
		}
		cancel_trigger = {
			has_completed_focus = POR_storm_the_national_assembly
		}
		days_remove = -1
		modifier = {
			stability_weekly = -0.001
			political_power_factor = 0.15
			neutrality_drift = -0.03
			production_speed_buildings_factor = -0.25
			industrial_capacity_factory = -0.25
			industrial_capacity_dockyard = -0.25
		}
	}
	POR_distribute_propaganda_pamphlets = {
		icon = GFX_decision_bul_legalize_bs
		fire_only_once = no
		ai_will_do = {
			base = 899
		}
		cost = 60
		days_remove = 105
		modifier = {
			communism_drift = 0.08
			democratic_drift = 0.05
			political_power_gain = -0.2
		}
	}
	POR_join_forces_with_the_spanish_popular_front = {
		icon = GFX_decision_bul_raid_bs
		fire_only_once = yes
		ai_will_do = {
			base = 900
		}
		cost = 75
		visible = {
			has_completed_focus = POR_seek_international_support
		}
		available = {
			country_exists = SPR
			NOT = {
				has_global_fl
# ... (truncated)
### Entity: Character
Component: BHU_bill_collett
Source: game
File: common/characters/BHU.txt

Code:
BHU_bill_collett = {
	advisor = {
		slot = high_command
		idea_token = BHU_bill_collett
		ledger = air
		allowed = {
			original_tag = BHU
		}
		traits = {
			air_air_combat_training_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = BHU_bill_collett
	portraits = {
		army = {
			small = GFX_idea_generic_air_asia_3
		}
	}
}
### Entity: Idea
Component: TUR_republicanism
Constructs: removal_cost, neutrality_drift
Source: game
File: common/ideas/turkey.txt

Code:
TUR_republicanism = {
	allowed = {
		original_tag = TUR
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_constitutional_guarantees
	removal_cost = -1
	modifier = {
		neutrality_drift = 0.03
		stability_weekly = 0.025
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3A2267.gif.png.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
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
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### Entity: Character
Component: PAR_francisco_esculies
Constructs: has_dlc
Source: game
File: common/characters/PAR.txt

Code:
PAR_francisco_esculies = {
	instance = {
		allowed = {
			has_dlc = Trial of Allegiance
		}
		advisor = {
			slot = political_advisor
			idea_token = PAR_francisco_esculies
			allowed = {
				original_tag = PAR
			}
			traits = {
				financial_expert
			}
		}
		portraits = {
			civilian = {
				small = GFX_idea_generic_political_advisor_south_america_3
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Trial of Allegiance
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = PAR_francisco_esculies
			allowed = {
				original_tag = PAR
			}
			traits = {
				popular_figurehead
			}
		}
		portraits = {
			army = {
				small = GFX_idea_generic_political_advisor_south_america_3
			}
		}
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_integrate_the_ratniks
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_integrate_the_ratniks
	prerequisite = {
		focus = BUL_allow_far_right_organizations
	}
	icon = GFX_focus_secret_rearmament
	relative_position_id = BUL_allow_far_right_organizations
	x = 0
	y = 1
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_POLITICAL FOCUS_FILTER_INTERNAL_AFFAIRS
	}
	completion_reward = {
		add_ideas = BUL_ratniks
		BUL_bs_low_loyalty_decrease_effect = yes
		BUL_bzns_low_loyalty_decrease_effect = yes
		BUL_nsm_low_loyalty_increase_effect = yes
	}
}
### Entity: Character
Component: MOL_fascist_guy
Constructs: has_government
Source: game
File: common/characters/MOL.txt

Code:
MOL_fascist_guy = {
	advisor = {
		slot = political_advisor
		idea_token = MOL_fascist_guy
		allowed = {
			original_tag = MOL
		}
		traits = {
			fascist_demagogue
		}
		do_effect = {
			not = {
				has_government = fascism
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	name = MOL_fascist_guy
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_2
		}
	}
}
### Entity: Event
Component: lar_spain.3
Constructs: is_triggered_only, has_country_flag, has_global_flag, random_list, has_trait, has_unit_leader_flag
Source: game
File: events/LAR_Spain.txt

Code:
country_event = {
	id = lar_spain.3
	trigger = {
		NOT = {
			has_global_flag = spanish_civil_war
		}
	}
	is_triggered_only = yes
	hidden = yes
	immediate = {
		random_list = {
			30 = {
				modifier = {
					factor = 0
					OR = {
						NOT = {
							has_country_flag = SPR_primo_de_rivera_first_speech
						}
						has_country_flag = SPA_primo_de_rivera_imprisoned
					}
				}
				activate_mission = SPA_imprison_primo_de_rivera_mission
			} {
				modifier = {
					factor = 0
					NOT = {
						has_country_flag = SPA_political_assassination_flag
					}
				}
				activate_mission = SPA_political_arrest_mission
			} {
				activate_mission = SPA_concessions_to_the_left_mission
			}
			10 = {
				modifier = {
					factor = 0
					NOT = {
						any_army_leader = {
							has_trait = trait_SPA_nationalist_sympathies
							NOT = {
								has_unit_leader_flag = SPR_reassigned_flag
							}
						}
					}
				}
				activate_mission = SPA_reassign_disloyal_leader_mission
			}
		}
	}
}