Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: TUR_alternate_kemalist_plan
Constructs: has_government, has_war_with, has_country_flag, has_game_rule
Source: game
File: common/ai_strategy_plans/TUR_alternate_strategy_plan.txt

Code:
TUR_alternate_kemalist_plan = {
	name = Turkey Alternate Kemalist Plan
	desc = Turkey will appoint Fevzi Çakmak to follow in the footsteps of Mustafa Kemal Atatürk as President, and will pursue neutrality for as long as possible before joining the Axis or Allies.
	enable = {
		OR = {
			has_country_flag = TUR_AI_RANDOM_ALT_KEMALIST
			has_game_rule = {
				rule = TUR_ai_behavior
				option = ALTERNATE_KEMALIST
			}
		}
	}
	abort = {
		OR = {
			has_war_with = GER ITA FRA ENG SOV GRE
			has_government = communism democratic
		}
	}
	ai_national_focuses = {
		SSB_expand_turkeys_military_infrastructure SSB_expand_turkish_chromium_deposits TUR_the_montreux_convention TUR_continue_the_policy_of_etatism TUR_hava_okulu TUR_continue_the_sumerbank_industrialization_scheme TUR_ratify_the_six_arrows TUR_revive_turkish_revolutionism SSB_military_cooperation SSB_economic_cooperation TUR_reinvigorate_turkish_nationalism TUR_millet_mektebi_focus TUR_the_second_five_year_plan TUR_treaty_of_saadabad TUR_the_sanayiciler TUR_learning_from_the_great_war SSB_joint_military_exercises TUR_the_sun_language_theory TUR_assess_our_future TUR_the_hatay_issue TUR_variant_turkish_tax_focus TUR_cooperate_with_the_debt_council SSB_expand_road_and_rail_connections SSB_coordinate_military_production TUR_utilize_foreign_capital TUR_modernising_the_army TUR_expand_the_air_bases TUR_expand_the_golcuk_naval_base TUR_the_pontic_redoubt SSB_combined_arms SSB_saadabad_research_cooperation TUR_abuse_the_office_of_soil_products TUR_reconfigure_our_foreign_policy TUR_the_anglo_turkish_agreement TUR_the_german_turkish_friendship_treaty TUR_the_clodius_agreement TUR_approve_the_funkplan TUR_host_exiled_scientists TUR_embrace_military_tradition TUR_superiority_of_arms TUR_purchase_italian_light_tanks TUR_construct_the_cakmak_line TUR_invite_german_officers_to_izmir TUR_provide_refuge_to_the_victims_of_fascism TUR_applying_british_oil_embargoes_on_iraq TUR_the_chester_concession TUR_the_italo_turkish_naval_academy TUR_american_motor_factories TUR_relocate_from_yildiz_palace TUR_accelerate_native_fighter_designs TUR_bomber_schematics TUR_join_the_allies TUR_the_path_of_the_wolf TUR_patrol_the_seas TUR_turkish_air_defense_platforms TUR_join_the_axis TUR_fortified_defensive_bases TUR_turk_silahli_kuvvetleri
	}
	research = {

	}
	ideas = {
		TUR_nuri_demirag_prime_minister = 5
	}
	weight = {
		factor = 1.0
		m
# ... (truncated)
### Entity: National Focus
Tree: den_focus
Component: DEN_economic_mobilization_strategy
Constructs: prerequisite, limit, add_ideas, completion_reward, is_subject, add_dynamic_modifier, has_idea, add_to_variable
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_economic_mobilization_strategy
	icon = GFX_focus_generic_farmland
	prerequisite = {
		focus = DEN_konge_og_faedreland
	} {
		focus = DEN_align_industries
	}
	relative_position_id = DEN_konge_og_faedreland
	x = 1
	y = 1
	cost = 10
	available = {
		is_subject = no
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		if = {
			limit = {
				DEN_has_political_edicts_dynamic_modifier = no
			}
			add_dynamic_modifier = {
				modifier = DEN_political_edicts_dynamic_modifier
			}
		} {
			limit = {
				has_idea = civilian_economy
			}
			add_ideas = low_economic_mobilisation
		}
		else = {
			custom_effect_tooltip = DEN_modify_political_edicts_dynamic_modifier
		}
		add_to_variable = {
			DEN_political_edicts_conscription_factor = 0.15
			tooltip = conscription_factor_tt
		} {
			DEN_industrial_improvement_tracker_var = 2
		} {
			DEN_industrial_capabilities_consumer_goods = -0.2
			tooltip = consumer_goods_factor_tt
		} {
			DEN_industrial_capabilities_global_building_slots = 0.25
			tooltip = global_building_slots_factor_tt
		}
		DEN_improve_industrial_capabilities_NS = yes
		else_if = {
			limit = {
				has_idea = low_economic_mobilisation
			}
			add_ideas = partial_economic_mobilisation
		}
	}
}
### Entity: Character
Component: GRE_konstantinos_demertzis
Source: game
File: common/characters/GRE.txt

Code:
GRE_konstantinos_demertzis = {
	name = GRE_konstantinos_demertzis
	portraits = {
		civilian = {
			large = GFX_portrait_gre_konstantinos_demertzis
		}
	}
	country_leader = {
		ideology = centrism
		traits = {
			monarchist_puppet
		}
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: Idea
Component: BOS_ar
Source: game
File: common/ideas/bosnia.txt

Code:
BOS_ar = {
	ledger = army
	picture = generic_army_europe_5
	allowed = {
		original_tag = BOS
	}
	traits = {
		army_regrouping_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: WW_hungary.108
Constructs: is_triggered_only, ai_chance, fire_only_once, random_days
Source: game
File: events/WUW_Hungary.txt

Code:
country_event = {
	id = WW_hungary.108
	title = WW_hungary.108.t
	desc = WW_hungary.108.desc
	picture = GFX_report_event_hungary_parliament
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = WW_hungary.108.a
		ai_chance = {
			base = 100
		}
		FROM = {
			country_event = {
				id = WW_hungary.109
				days = 2
				random_days = 3
			}
		}
	} {
		name = WW_hungary.108.b
		ai_chance = {
			base = 0
		}
		FROM = {
			country_event = {
				id = WW_hungary.110
				days = 2
				random_days = 3
			}
		}
	}
}
### Entity: Character
Component: COG_simon_kimbangu
Constructs: has_completed_focus, has_idea
Source: game
File: common/characters/COG.txt

Code:
COG_simon_kimbangu = {
	name = COG_simon_kimbangu
	portraits = {
		civilian = {
			small = GFX_portrait_COG_simon_kimbangu_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = COG_simon_kimbangu
		allowed = {
			original_tag = COG
		}
		available = {
			has_completed_focus = COG_formally_recognize_the_kimbanguist_church
			NOT = {
				has_idea = COG_joris_six
			}
		}
		traits = {
			new_religious_independence_activist
		}
		ai_will_do = {
			base = 2.0
		}
	}
}
### Entity: Character
Component: JUNO_apostlic_prefect_of_araucania
Constructs: industrial_capacity_factory
Source: game
File: common/country_leader/toa_traits.txt

Code:
JUNO_apostlic_prefect_of_araucania = {
	random = no
	sprite = 13
	resistance_growth = -0.1
	compliance_growth = 0.05
	industrial_capacity_factory = 0.06
	ai_will_do = {
		factor = 0
	}
}
### Entity: National Focus
Tree: urg_focus
Component: URG_break_relations_with_the_ussr
Constructs: prerequisite, limit, add_opinion_modifier, completion_reward, add_fascist_influence, has_dlc, send_embargo
Source: game
File: common/national_focus/uruguay.txt

Code:
focus = {
	id = URG_break_relations_with_the_ussr
	available = {

	}
	prerequisite = {
		focus = URG_statism
	}
	mutually_exclusive = {

	}
	icon = GFX_goal_anti_comintern_pact
	x = 2
	y = 1
	cost = 5
	relative_position_id = URG_statism
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		add_fascist_influence = yes
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			send_embargo = SOV MON TAN
		}
		SOV = {
			add_opinion_modifier = {
				target = PREV
				modifier = embargo
			}
		}
	}
}
### Entity: Character
Component: GNA_acd2
Source: game
File: common/characters/GNA.txt

Code:
GNA_acd2 = {
	advisor = {
		slot = army_chief
		idea_token = GNA_acd2
		allowed = {
			original_tag = GNA
		}
		traits = {
			army_chief_defensive_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_1
		}
	}
}
### Entity: Character
Component: LIT_ernestas_galvanauskas
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/LIT.txt

Code:
LIT_ernestas_galvanauskas = {
	name = LIT_ernestas_galvanauskas
	portraits = {
		army = {
			small = GFX_idea_LIT_ernestas_galvanauskas
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = LIT_ernestas_galvanauskas
		ledger = army
		allowed = {
			original_tag = LIT
			has_dlc = No Step Back
		}
		available = {
			has_completed_focus = LIT_integrate_the_opposition
		}
		traits = {
			anti_german_personality
		}
		ai_will_do = {
			factor = 10.0
		}
	}
}
### Entity: AI Strategy
Component: north_sea_region
Constructs: has_war, has_war_with
Source: game
File: common/ai_faction_theaters/ai_faction_theaters.txt

Code:
north_sea_region = {
	name = theater_north_sea_region
	regions = {
		16 174 173 11 191 2 3 4 45 161 275 44 10
	}
	cancel = {
		has_war = no
	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 1
			OR = {
				original_tag = ENG NOR ICE DEN
				has_war_with = ENG NOR ICE DEN
			}
		} {
			factor = 0
			has_war = no
		}
	}
}
### Entity: Scripted Trigger
Component: NOR_has_25_convoys
Constructs: has_equipment
Source: game
File: common/scripted_triggers/NOR_scripted_triggers.txt

Code:
NOR_has_25_convoys = {
	has_equipment = {
		convoy = > 24
	}
}
### Entity: Country History
Country: GLC
Component: GLC_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/GLC - Galicia.txt

Code:
# Politics & Parties for GLC
set_politics = {
	ruling_party = democratic
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 93
	fascism = 3
	communism = 4
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_join_the_allies
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, is_in_faction, is_subject, is_faction_leader
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_join_the_allies
	icon = GFX_focus_AUS_join_the_allies
	prerequisite = {
		focus = AUS_strengthen_the_cabinet
	}
	mutually_exclusive = {
		focus = AUS_alpine_federation_focus
	}
	x = -1
	y = 1
	relative_position_id = AUS_strengthen_the_cabinet
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available = {
		is_in_faction = no
		is_subject = no
	}
	bypass = {
		is_in_faction = yes
	}
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				ENG = {
					exists = yes
					has_government = democratic
					is_faction_leader = yes
					NOT = {
						has_war_with = ROOT
					}
				}
			}
			ENG = {
				country_event = {
					id = AUS_political_events.96
					hours = 12
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt AUS_join_the_allies_tt
		}
		ELSE_IF = {
			limit = {
				FRA = {
					exists = yes
					has_government = democratic
					is_faction_leader = yes
					NOT = {
						has_war_with = ROOT
					}
				}
			}
			FRA = {
				country_event = {
					id = AUS_political_events.96
					hours = 12
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt AUS_join_the_allies_tt
		} {
			limit = {
				USA = {
					exists = yes
					has_government = democratic
					is_faction_leader = yes
					NOT = {
						has_war_with = ROOT
					}
				}
			}
			USA = {
				country_event = {
					id = AUS_political_events.96
					hours = 12
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt AUS_join_the_allies_tt
		}
		ELSE = {
			set_rule = {
				can_create_factions = yes
			}
			create_faction_from_template = {
				template = faction_template_balkan_pact
				name = AUS_danubian_federation
			}
		}
	}
}
### Entity: Faction
Component: faction_goal_indifference_is_a_threat
Constructs: limit, add_political_power, complete_effect, add_faction_power_projection, every_faction_member, has_completed_goal, add_popularity
Source: game
File: common/factions/goals/faction_goals_medium_term.txt

Code:
faction_goal_indifference_is_a_threat = {
	name = indifference_is_a_threat_goal_name
	description = indifference_is_a_threat_goal_desc
	category = medium_term
	group = FOCUS_FILTER_CONSOLIDATION
	allowed = {

	}
	visible = {
		FROM = {
			original_tag = SOV
		}
	}
	completed = {
		collection_size = {
			input = {
				input = collection:europe_non_aligned_countries
				name = COLLECTION_COUNTRIES_EUROPE_NON_ALIGNED
			}
			value = < 5
		}
	}
	complete_effect = {
		add_faction_power_projection = 500
		custom_effect_tooltip = generic_skip_one_line_tt ALL_FACTION_MEMBERS
		every_faction_member = {
			IF = {
				limit = {
					NOT = {
						has_completed_goal = faction_goal_indifference_is_a_threat
					}
				}
				add_political_power = 50
				add_popularity = {
					ideology = communism
					popularity = 0.05
				}
			}
		}
	}
	ai_will_do = {
		base = 1
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_intervene_in_the_german_civil_war
Constructs: has_completed_focus, prerequisite, completion_reward, has_civil_war
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_intervene_in_the_german_civil_war
	icon = GFX_focus_ger_oppose_hitler
	relative_position_id = LIT_reconvene_the_council_of_lithuania
	x = -3
	y = 1
	cost = 10
	available_if_capitulated = yes
	prerequisite = {
		focus = LIT_reconvene_the_council_of_lithuania
	}
	ai_will_do = {
		factor = 1
	}
	bypass = {
		GER = {
			OR = {
				has_completed_focus = GER_secure_the_new_state GER_die_letzte_verschwoerung GER_restore_the_empire
			}
		}
		has_civil_war = no
	}
	available = {
		GER = {
			OR = {
				has_completed_focus = GER_a_new_reich GER_oppose_hitler GER_die_letzte_verschwoerung
			}
			has_civil_war = yes
			NOT = {
				OR = {
					has_completed_focus = GER_secure_the_new_state GER_die_letzte_verschwoerung GER_restore_the_empire
				}
			}
		}
	}
	completion_reward = {
		country_event = {
			id = lithuania.114
		}
	}
}
### Entity: AI Strategy
Component: jap_early_part_beware_allies
Constructs: is_in_faction, is_ally_with, has_war_together_with
Source: game
File: common/ai_strategy/JAP.txt

Code:
jap_early_part_beware_allies = {
	allowed = {
		original_tag = JAP
	}
	enable = {
		USA = {
			is_in_faction = no
		}
		focus_progress = {
			focus = JAP_strike_the_southern_road
			progress = > 0
		}
		PHI = {
			is_ally_with = USA
		}
		NOT = {
			has_war_together_with = ENG
		}
	}
	abort = {
		OR = {
			USA = {
				is_in_faction = yes
			}
			has_war_together_with = ENG
		}
	}
	ai_strategy = {
		type = prepare_for_war
		id = ENG
		value = 100
	} {
		type = prepare_for_war
		id = FRA
		value = 100
	} {
		type = prepare_for_war
		id = PHI
		value = 100
	} {
		type = prepare_for_war
		id = USA
		value = 100
	} {
		type = prepare_for_war
		id = RAJ
		value = 100
	} {
		type = prepare_for_war
		id = BRM
		value = 100
	} {
		type = prepare_for_war
		id = MAL
		value = 50
	}
}
### Entity: Country History
Country: CAN
Component: CAN_technology
Constructs: set_technology
Source: game
File: history/countries/CAN - Canada.txt

Code:
# Starting Technologies for CAN
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_support = 1
	tech_engineers = 1
	tech_recon = 1
	tech_trucks = 1
	gw_artillery = 1
	basic_train = 1
}
### Entity: Special Project
Component: sp_land_generic_reward_major_progress_1
Constructs: limit, fire_only_once, has_project_flag, add_project_progress_ratio, set_project_flag, has_scientist_level, add_scientist_xp
Source: game
File: common/special_projects/prototype_rewards/generic_land_prototype_rewards.txt

Code:
sp_land_generic_reward_major_progress_1 = {
	fire_only_once = yes
	threshold = {
		min = 0
		max = 100
	}
	weight = {
		base = @base_reward_weight
		modifier = {
			factor = @reward_weight_factor_theme
			has_project_flag = sp_land_generic_reward_major_progress_flag
		}
	}
	option = {
		token = sp_land_generic_reward_option_major_breakthrough
		iteration_output = {
			country_effects = {
				FROM = {
					add_project_progress_ratio = constant:sp_progress.gain.low
					set_project_flag = sp_land_generic_reward_major_progress_flag
				}
			}
			scientist_effects = {
				if = {
					limit = {
						has_scientist_level = {
							level = < 5
							specialization = specialization_land
						}
					}
					add_scientist_xp = {
						experience = constant:sp_scientist_xp_gain.low
						specialization = specialization_land
					}
				}
			}
		}
	}
}
### Entity: Idea
Component: HUN_treaty_of_triannon_wuw_no_air_or_army_debuff
Constructs: has_war, industrial_capacity_factory
Source: game
File: common/ideas/hungary.txt

Code:
HUN_treaty_of_triannon_wuw_no_air_or_army_debuff = {
	name = HUN_treaty_of_triannon
	picture = HUN_treaty_of_triannon
	allowed = {
		original_tag = HUN
	}
	available = {
		has_war = no
	}
	modifier = {
		conscription = -0.005
		production_speed_arms_factory_factor = -0.5
		industrial_capacity_factory = -0.1
	}
}
### Entity: Idea
Component: NORDIC_development_fund_member_ns
Constructs: production_speed_buildings_factor
Source: game
File: common/ideas/nordic_shared.txt

Code:
NORDIC_development_fund_member_ns = {
	name = NORDIC_civilian_contributions
	picture = generic_economic_increase
	cancel = {
		NORDIC_basic_joint_trigger = no
	}
	modifier = {
		production_speed_buildings_factor = 0.09
	}
}
### Entity: Wiki Documentation
Construct: and
Source: paradoxwiki
File: documentation/web/paradoxwiki/Console_commands.html

Doc:
and
```
fow 1234
```
will work, but may have different effects.

Square brackets in combination with angle brackets as in
```
event [<event ID>]
```
signify a mandatory argument. In this case,
```
event generic.1
```
will work, but
```
### Entity: Country History
Country: SUR
Component: SUR_misc
Constructs: recruit_character, limit, set_technology, has_dlc, set_convoys, complete_national_focus, set_grand_doctrine, complete_special_project
Source: game
File: history/countries/SUR - Suriname.txt

Code:
# Misc for SUR
capital = 309
IF = {
	limit = {
		has_dlc = Arms Against Tyranny
	}
	recruit_character = SUR_guianan_indigenous_council
}
set_convoys = 5
1939.1.1 = {
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort naval_effort flexible_navy industrial_effort construction_effort production_effort
	set_technology = {
		electronic_mechanical_engineering = 1
		radio = 1
		mechanical_computing = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		construction1 = 1
		construction2 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
	}
	set_grand_doctrine = grand_battleplan
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
### Entity: Event
Component: BBA_ethiopia_communist_events.20
Constructs: is_triggered_only, ai_chance
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_communist_events.20
	title = BBA_ethiopia_communist_events.20.t
	desc = BBA_ethiopia_communist_events.20.desc
	is_triggered_only = yes
	picture = GFX_report_event_SOV_purge_aircraft_2
	option = {
		name = BBA_ethiopia_communist_events.20.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: Character
Component: little_churchill
Constructs: war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
little_churchill = {
	random = no
	war_support_factor = 0.05
	resistance_growth_on_our_occupied_states = 0.15
}
### Entity: Scripted Effect
Component: YUG_start_peters_coup
Constructs: has_completed_focus, limit, random_country, add_ideas, remove_ideas, has_government, has_idea, set_country_flag
Source: game
File: common/scripted_effects/YUG_scripted_effects.txt

Code:
YUG_start_peters_coup = {
	remove_ideas = {
		king_peter_1
	}
	if = {
		limit = {
			has_idea = anti_german_military
		}
		remove_ideas = {
			anti_german_military
		}
	} {
		limit = {
			has_completed_focus = YUG_dissolve_serbia
		}
		start_civil_war = {
			ideology = democratic
			size = 0.6
			capital = 107
			states = {
				108 803
			}
		}
	}
	hidden_effect = {
		set_country_flag = has_already_decided_yugo_coup_flag
	}
	else = {
		start_civil_war = {
			ideology = democratic
			size = 0.6
			capital = 107
			states = {
				108 803 802 106 105
			}
		}
	}
	random_country = {
		limit = {
			original_tag = YUG
			NOT = {
				tag = ROOT
			}
			has_government = democratic
		}
		add_ideas = {
			king_peter_1
		}
		if = {
			limit = {
				PREV = {
					has_completed_focus = YUG_dissolve_serbia
				}
			}
			puppet = KOS MNT MAC
		} {
			limit = {
				PREV = {
					has_completed_focus = YUG_divide_bosnia
				}
			}
			puppet = HRZ
		} {
			limit = {
				PREV = {
					has_cosmetic_tag = SER
				}
			}
			set_cosmetic_tag = SER
		} {
			limit = {
				date = < 1941.09.06
			}
			YUG_peter_ii = {
				promote_character = {
					ideology = despotism
				} {
					ideology = conservatism
				}
			}
		}
		every_other_country = {
			limit = {
				is_subject_of = PREV
			}
			set_country_flag = yugoslav_puppet_flag
			add_to_war = {
				targeted_alliance = PREV
				enemy = PREV.PREV
				hostility_reason = asked_to_join
			}
		} {
			limit = {
				is_subject_of = PREV.PREV
			}
			set_country_flag = yugoslav_puppet_flag
			add_to_war = {
				targeted_alliance = PREV.PREV
				enemy = PREV
				hostility_reason = asked_to_join
			}
		}
		retire_country_leader = yes
		set_popularities = {
			democratic = 50
			neutrality = 40
			fascism = 5
			communism = 5
		}
		set_capital = {
			state = 107
		}
		else = {
			YUG_peter_ii = {
				remove_country_leader_trait = {
					ideology = despotism
					trait = underage_monarch
				} {
					ideology = conservatism
					trait = underage_monarch
				}
				add_country_leader_trait = {
					ideology = despotism
					trait = legitimate_heir
				} {
					ideology = conservatism
					trait = legitimate_heir
				}
				promote_character = {
					ideology = despotism
				} {
					ideology = conservatism
				}
			}
			hidden_effect = {
				set_country_flag = peter_is_of_age
				YUG_peter_ii = {
					set_portraits = {
						civilian = {
							lar
# ... (truncated)
### Entity: Country History
Country: MLT
Component: MLT_characters
Constructs: recruit_character
Source: game
File: history/countries/MLT - Malta.txt

Code:
# Leaders & Characters for MLT
recruit_character = MLT_aco2 MLT_nt MLT_communist_guy MLT_pot MLT_acas MLT_acr MLT_stc MLT_ai2 MLT_ncs MLT_ncm MLT_acd2 MLT_democratic_guy MLT_fascist_guy MLT_coi MLT_ar MLT_aa2 MLT_awt MLT_acgs MLT_mt MLT_nccr
### Entity: Event
Component: AAT_Sweden_nationalists.8
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, add_popularity, clr_country_flag
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden_nationalists.8
	title = AAT_Sweden_nationalists.8.t
	desc = AAT_Sweden_nationalists.8.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = AAT_Sweden_nationalists.8.a
		ai_chance = {
			base = 10
		}
		if = {
			limit = {
				has_completed_focus = SWE_undermine_the_fascists
			}
			add_popularity = {
				ideology = neutrality
				popularity = 0.1
			}
		}
		else = {
			add_popularity = {
				ideology = fascism
				popularity = 0.1
			}
		}
		IF = {
			limit = {
				has_completed_focus = SWE_mythologize_swedish_history
			}
			activate_mission = SWE_implement_aristocracy_reforms_countdown
		}
		clr_country_flag = SWE_appeal_for_support_in_progress
		custom_effect_tooltip = SWE_appeal_for_support_dec_tt
	}
}
### Entity: Idea
Component: MOR_ar
Source: game
File: common/ideas/morocco.txt

Code:
MOR_ar = {
	ledger = army
	picture = generic_army_arab_1
	allowed = {
		original_tag = MOR
	}
	traits = {
		army_regrouping_2
	}
	ai_will_do = {
		factor = 1
	}
}