Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Wiki Documentation
Construct: sp_unlock_all
Source: paradoxwiki
File: documentation/web/paradoxwiki/Console_commands.html

Doc:
sp_unlock_all
|
All Special Projects are always visible and available. Whether or not the triggers returns true, and whether the parents are completed.
|

|

sp_research_all (sp_ra)
|
Research all special projects. If no scientist exist it will create one, otherwise it will pick an arbitrary one.
|

|
### Entity: Character
Component: JUNO_stock_market_financier
Source: game
File: common/country_leader/toa_traits.txt

Code:
JUNO_stock_market_financier = {
	random = no
	sprite = 13
	consumer_goods_factor = -0.1
	production_speed_industrial_complex_factor = 0.05
	ai_will_do = {
		factor = 0
	}
}
### Entity: Modding Documentation
Construct: allies
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### allies
* description: array of allies (faction members). prefer using faction_members instead
### Entity: National Focus
Tree: ita_focus
Component: ITA_a_leader_steps_forward
Constructs: prerequisite, has_government, completion_reward, unlock_decision_tooltip
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_a_leader_steps_forward
	icon = GFX_focus_ITA_communist_leadership
	prerequisite = {
		focus = ITA_the_popular_front
	}
	x = -2
	y = 1
	relative_position_id = ITA_the_popular_front
	cost = 5
	available = {
		has_government = communism
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		country_event = BBA_italy_communist_events.01
		unlock_decision_tooltip = ITA_bop_unify_the_left
		ITA_bop_medium_increase_communism_side_effect = yes
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_expand_the_cotton_industries
Constructs: prerequisite, limit, add_ideas, completion_reward, cancel_if_invalid, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/iraq.txt

Code:
focus = {
	id = IRQ_expand_the_cotton_industries
	icon = GFX_focus_generic_welfare
	prerequisite = {
		focus = IRQ_strengthen_the_iraqi_dinar
	}
	x = 2
	y = 1
	relative_position_id = IRQ_strengthen_the_iraqi_dinar
	cost = 10
	ai_will_do = {
		base = 1
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_ideas = IRQ_state_company_of_cotton_industries_idea
		custom_effect_tooltip = generic_skip_one_line_tt
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			prioritize = {
				676
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Character
Component: PRC_dong_biwu
Constructs: has_dlc
Source: game
File: common/characters/PRC.txt

Code:
PRC_dong_biwu = {
	instance = {
		allowed = {
			has_dlc = No Compromise, No Surrender
		}
		name = PRC_dong_biwu
		portraits = {
			civilian = {
				small = GFX_idea_PRC_dong_biwu
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = PRC_dong_biwu
			allowed = {
				original_tag = PRC
			}
			traits = {
				marxist_philosopher
			}
			ai_will_do = {
				base = 1.0
			}
			available = {

			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = No Compromise, No Surrender
			}
			has_dlc = Waking the Tiger
		}
		name = PRC_dong_biwu
		portraits = {
			civilian = {
				small = GFX_idea_PRC_dong_biwu
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = PRC_dong_biwu
			allowed = {
				original_tag = PRC
			}
			traits = {
				popular_figurehead
			}
			ai_will_do = {
				base = 1.0
			}
			available = {

			}
		}
	}
}
### Entity: Event
Component: mandate_palestine.999
Constructs: is_triggered_only
Source: game
File: events/mandate_of_palestine.txt

Code:
country_event = {
	id = mandate_palestine.999
	title = mandate_palestine.999.t
	desc = mandate_palestine.999.d
	is_triggered_only = yes
	option = {
		name = mandate_palestine.999.a
	}
}
### Entity: Character
Component: AST_steelworks_and_shipyard
Source: game
File: common/country_leader/00_traits.txt

Code:
AST_steelworks_and_shipyard = {
	random = no
	country_resource_steel = 10
	industrial_capacity_dockyard = 0.05
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: INS_trusted_leader
Constructs: stability_factor, political_power_gain, democratic_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
INS_trusted_leader = {
	random = no
	sprite = 14
	democratic_drift = 0.01
	political_power_gain = 0.25
	stability_factor = 0.15
	consumer_goods_factor = 0.1
}
### Entity: Idea
Component: EAI_DD_17/medium_tank_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_17/medium_tank_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_chassis = {
			build_cost_ic = -0.425
			instant = yes
		}
	}
}
### Entity: Name List
Component: MLI
Source: game
File: common/names/00_names.txt

Code:
MLI = {
	male = {
		names = {
			Abdoulaye Abu Adama Afel Alioune Alpha Amadou Amadu Barema Boucader Brehima Cheick Daba Dramane Drissa Habib Ibrahima Ismael Issa Janvier Jean-Charles Keletigui Koman Lamine Louis Mamadou Manthia Mari Massa Mohamed Mohammed Moussa Ousmane Seku Soueloum Soumaila Soumbeila Soungalo Souleymane Sulayman Tiebile Toumani Waly Yaya Yoro
		}
		surnames = {
			Abouta Al-Sahili Aya Ba Bagayogo Bagayoko Bastide Bocoum Camara Cisse Coulibaly Dabo Damba Dembele Diabate Diagho Diakite Diallo Diarra Diawara Diop Doumbia Drame Fakoly ibn Gao Guindo ag Hamani Al Kaburi Keita Ba Konare Konare Kone Kouyate Maiga Maiga-Ba Mariko Al Massufi M'Bodji Modja N'Diaye Niare Oiane Ouologuem Taleb Taya Teguedi Timbo Tolba Toure Tall Tamboura Tireira Tounkara Toure Traore ibn Umar Zabo
		}
	}
	female = {
		names = {
			Astan Diene Fanta Fatoumata Kadiatou Mah Mariam Mariatou Mintou Nagnouma Nare Rahmatou Ramata Sidibe
		}
		surnames = {
			Abouta Al-Sahili Aya Ba Bagayogo Bagayoko Bastide Bocoum Camara Cisse Coulibaly Dabo Damba Dembele Diabate Diagho Diakite Diallo Diarra Diawara Diop Doumbia Drame Fakoly bint Gao Guindo ag Hamani Al Kaburi Keita Ba Konare Konare Kone Kouyate Maiga Maiga-Ba Mariko Al Massufi M'Bodji Modja N'Diaye Niare Oiane Ouologuem Taleb Taya Teguedi Timbo Tolba Toure Tall Tamboura Tireira Tounkara Toure Traore bint Umar Zabo
		}
	}
	callsigns = {

	}
}
### Entity: Event
Component: austria.119
Constructs: is_triggered_only, ai_chance, limit, random_other_country, is_subject_of, save_event_target_as, every_state, is_claimed_by
Source: game
File: events/Austria.txt

Code:
country_event = {
	id = austria.119
	title = austria.119.t
	desc = austria.119.d
	picture = GFX_report_event_hungarian_soldiers
	is_triggered_only = yes
	option = {
		name = austria.119.a
		hidden_effect = {
			random_other_country = {
				limit = {
					original_tag = HUN
					NOT = {
						is_subject_of = AUS
					}
				}
				save_event_target_as = AUS_HUN_revolter
			}
		}
		every_state = {
			limit = {
				OR = {
					is_claimed_by = HUN
					is_core_of = HUN
				}
			}
			add_claim_by = AUS
		}
		declare_war_on = {
			target = event_target:AUS_HUN_revolter
			type = annex_everything
		}
		if = {
			limit = {
				has_subject = HUN
			}
			annex_country = {
				target = HUN
				transfer_troops = yes
			}
		}
	} {
		name = austria.119.b
		ai_chance = {
			base = 0
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_afghan_pakistan_cold_War
Constructs: prerequisite, limit, has_war_with, completion_reward, has_dlc, is_fully_controlled_by, add_building_construction, add_tech_bonus
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_afghan_pakistan_cold_War
	icon = GFX_focus_AFG_pakistan_cold_war
	prerequisite = {
		focus = AFG_pursue_our_own_agenda
	}
	x = 1
	y = 1
	relative_position_id = AFG_pursue_our_own_agenda
	mutually_exclusive = {
		focus = AFG_propose_confederation_with_pakistan
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		PAK = {
			exists = yes
		}
		NOT = {
			has_war_with = PAK
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		IF = {
			limit = {
				has_dlc = Gotterdammerung
			}
			IF = {
				limit = {
					267 = {
						is_fully_controlled_by = ROOT
						air_facility = < 1
						land_facility = < 1
						naval_facility = < 1
						nuclear_facility = < 1
					}
				}
				267 = {
					add_building_construction = {
						type = air_facility
						level = 1
						instant_build = yes
						province = 10852
					}
				}
			}
		}
		ELSE = {
			add_tech_bonus = {
				name = JUNO_nuclear_initiative
				bonus = 1
				uses = 1
				category = nuclear
			} {
				name = SMB_jet_tech_bonus
				bonus = 0.5
				uses = 1
				category = jet_technology
			}
		}
	}
}
### Entity: Event
Component: wtt_germany.1006
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/WTT_Germany.txt

Code:
country_event = {
	id = wtt_germany.1006
	title = wtt_germany.1006.t
	desc = wtt_germany.1006.desc
	picture = GFX_report_event_german_volunteers
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = wtt_germany.1006.a
	}
}
### Entity: Event
Component: bftb_greece.223
Constructs: is_triggered_only, limit, has_country_flag, set_country_flag, clr_country_flag
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.223
	title = bftb_greece.223.t
	desc = bftb_greece.223.desc
	picture = GFX_report_event_gre_diplomacy
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			if = {
				limit = {
					has_country_flag = GRE_attending_megali_convention
					GRE = {
						NOT = {
							has_country_flag = GRE_france_attending_convention GRE_italy_attending_convention
						}
					}
				}
				country_event = {
					id = bftb_greece.24
					days = 7
				}
			}
			else_if = {
				limit = {
					has_country_flag = GRE_attending_megali_convention
					GRE = {
						has_country_flag = GRE_france_attending_convention
						NOT = {
							has_country_flag = GRE_italy_attending_convention
						}
					}
				}
				country_event = {
					id = bftb_greece.24
					days = 7
				}
			}
			else = {
				country_event = {
					id = bftb_greece.21
					days = 7
				}
			}
		}
	}
	option = {
		name = bftb_greece.223.a
		hidden_effect = {
			set_country_flag = GRE_british_armenia
			clr_country_flag = GRE_deciding_on_armenia
		}
	}
}
### Entity: National Focus
Component: ethiopia_tree
Constructs: has_completed_focus, division_template, every_owned_state, add_equipment_to_stockpile, prerequisite, has_war, limit, random_country
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus_tree = {
	id = ethiopia_tree
	country = {
		factor = 0
		modifier = {
			add = 10
			original_tag = ETH
			has_dlc = By Blood Alone
			NOT = {
				any_other_country = {
					original_tag = ETH
					has_government = ROOT
				}
			}
		}
	}
	default = no
	continuous_focus_position = {
		x = 20
		y = 1000
	}
	initial_show_position = {
		x = 38
		y = 0
	}
	focus = {
		id = ETH_ecole_militaire_haile_selassie_1er
		icon = GFX_focus_ETH_ecole_militaire_haile_selassie_1er
		x = 5
		y = 0
		cost = 5
		dynamic = yes
		available = {
			IF = {
				limit = {
					271 = {
						is_owned_by = ROOT
					}
				}
				271 = {
					is_controlled_by = ROOT
				}
			}
			ELSE = {
				any_owned_state = {
					is_capital = yes
					is_controlled_by = ROOT
				}
			}
		}
		ai_will_do = {
			base = 2
		}
		search_filters = {
			FOCUS_FILTER_ARMY_XP
		}
		completion_reward = {
			custom_effect_tooltip = ETH_ecole_militaire_haile_selassie_1er_tt
			add_to_variable = {
				ETH_army_experience_gain_army_factor = 0.05
			}
			ETH_improve_army_spirit_effect = yes
			IF = {
				limit = {
					has_dlc = No Step Back
				}
				custom_effect_tooltip = ETH_unlock_academy_tt
			}
			ELSE = {
				army_experience = 25
			}
			country_event = {
				id = BBA_ethiopia_military_and_tech_events.1
				hours = 0
			}
		}
	} {
		id = ETH_university_of_capital
		icon = GFX_goal_generic_position_armies
		prerequisite = {
			focus = ETH_ecole_militaire_haile_selassie_1er
		}
		dynamic = yes
		x = -6
		y = 1
		relative_position_id = ETH_ecole_militaire_haile_selassie_1er
		cost = 10
		available = {

		}
		ai_will_do = {
			base = 1
			modifier = {
				factor = 0.5
				any_owned_state = {
					NOT = {
						is_controlled_by = ROOT
					}
				}
			}
		}
		search_filters = {
			FOCUS_FILTER_RESEARCH
		}
		completion_reward = {
			add_tech_bonus = {
				name = ETH_university_bonus
				bonus = 0.25
				uses = 2
				category = industry electronics
			}
			custom_effect_tooltip = ETH_university_of_capital_tt
			add_to_variable = {
				ETH_bureaucracy_research_speed_factor = 0.05
			}
		}
	} {
		id = ETH_scavenging_tactics
		icon = GFX_focus_ETH_scavenging_tactics
		prerequisite = {
			focus = ETH_ecole_militaire_haile_selassie_1er
		}
		x = -3
		y = 1
		relative_position_id = ETH_ecole_militaire_haile_selassie_1er
		cost = 5
		available = {

		}
		ai_will_do = {
			base = 1
			modifier = {
				factor = 1.5
				
# ... (truncated)
### Entity: Event
Component: siam_r56.1
Constructs: is_triggered_only, ai_chance, limit, add_ideas, add_stability, swap_ideas, remove_idea, add_idea
Source: game
File: events/r56_SIA_events.txt

Code:
country_event = {
	id = siam_r56.1
	title = siam_r56.1.title
	desc = siam_r56.1.desc
	picture = GFX_report_event_siamese_soldiers_2
	is_triggered_only = yes
	option = {
		name = siam_r56.1.a
		ai_chance = {
			base = 20
		}
		swap_ideas = {
			remove_idea = SIA_state_of_the_civilian_wing_r56
			add_idea = SIA_state_of_the_civilian_wing_friendly_empowered_r56
		}
	} {
		name = siam_r56.1.b
		ai_chance = {
			base = 20
		}
		add_stability = -0.04
		custom_effect_tooltip = generic_skip_one_line_tt
		if = {
			limit = {
				has_country_leader = {
					character = SIA_phraya_songsuradet
					ruling_only = yes
				}
			}
			add_ideas = SIA_nationalist_education_policies_songsuradet_r56
		}
		else = {
			add_ideas = SIA_nationalist_education_policies_r56
		}
	}
}
### Entity: State History
Component: 756
Constructs: limit, add_core_of, has_dlc, remove_core_of
Source: game
File: history/states/756-Jiuquan.txt

Code:
state = {
	id = 756
	name = STATE_756
	provinces = {
		1778 2028 5076 7971 12596 12820
	}
	manpower = 550000
	buildings_max_level_factor = 1.0
	state_category = wasteland
	history = {
		owner = XSM
		add_core_of = XSM CHI PRC
		victory_points = {
			7971 1
		}
		buildings = {
			infrastructure = 1
			2028 = {
				landmark_great_wall_section = {
					level = 1
					allowed = {
						has_dlc = No Compromise, No Surrender
					}
				}
			}
		}
		1936.1.1 = {
			IF = {
				limit = {
					has_dlc = No Compromise, No Surrender
				}
				GSM = {
					transfer_state = PREV
				}
				add_core_of = GSM
				remove_core_of = XSM
			}
		}
		1938.10.25 = {
			IF = {
				limit = {
					NOT = {
						has_dlc = Waking the Tiger
					}
				}
				CHI = {
					transfer_state = PREV
				}
			}
		}
	}
	local_supplies = 0.0
}
### Entity: Character
Component: r56w_trait_minister_toasted_toaster
Source: game
File: common/country_leader/r56_WHY_characters_traits.txt

Code:
r56w_trait_minister_toasted_toaster = {
	random = no
	sprite = 5
	army_speed_factor = 0.44
}
### Entity: Character
Component: GUA_illegitimate_pretender_5
Constructs: army_attack_factor, breakthrough_factor, neutrality_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
GUA_illegitimate_pretender_5 = {
	name = GUA_illegitimate_pretender
	random = no
	political_power_factor = 0.05
	drift_defence_factor = 0.05
	ai_focus_aggressive_factor = 0.5
	ai_focus_war_production_factor = 0.25
	opinion_gain_monthly_same_ideology_factor = 0.15
	army_speed_factor = 0.1
	army_morale_factor = 0.05
	breakthrough_factor = 0.1
	army_attack_factor = 0.05
	neutrality_drift = 0.05
	ai_strategy = {
		type = befriend
		id = FRA
		value = -100
	} {
		type = alliance
		id = FRA
		value = -100
	} {
		type = antagonize
		id = FRA
		value = 200
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_sea_three_principles_of_the_people
Constructs: prerequisite, add_stability, completion_reward, cancel_if_invalid, complete_tooltip
Source: game
File: common/national_focus/china_nationalist_warlord_TSR.txt

Code:
focus = {
	id = CHI_sea_three_principles_of_the_people
	icon = GFX_focus_CHI_unify_as_the_china_democratic_league
	prerequisite = {
		focus = CHI_tsr_repoen_the_natioal_assembly
	}
	x = 0
	y = 1
	relative_position_id = CHI_tsr_repoen_the_natioal_assembly
	cost = 5
	ai_will_do = {
		factor = 4
	}
	available = {

	}
	bypass = {

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

	}
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_stability = 0.05
	}
}
### Entity: National Focus
Tree: alg_focus
Component: ALG_comintern_membership
Constructs: prerequisite, limit, has_government, has_war_with, is_major, completion_reward, is_in_faction_with, has_capitulated
Source: game
File: common/national_focus/algeria.txt

Code:
focus = {
	id = ALG_comintern_membership
	icon = GFX_focus_chi_mission_to_the_soviet_union
	mutually_exclusive = {
		focus = ALG_our_own_path
	}
	x = 8
	y = 6
	cost = 10
	prerequisite = {
		focus = ALG_socialist_science
	}
	bypass = {
		is_in_faction_with = SOV
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE FOCUS_FILTER_POLITICAL
	}
	ai_will_do = {
		factor = 5
	}
	available = {
		OR = {
			SOV = {
				NOT = {
					has_war_with = ROOT
				}
				has_government = communism
				has_capitulated = no
				is_faction_leader = yes
			}
			any_other_country = {
				is_major = yes
				has_government = communism
				is_faction_leader = yes
				NOT = {
					has_war_with = ROOT
				}
			}
		}
		is_subject = no
		is_in_faction = no
		has_government = communism
	}
	completion_reward = {
		if = {
			limit = {
				SOV = {
					has_government = communism
					is_faction_leader = yes
					has_capitulated = no
					NOT = {
						has_war_with = ROOT
					}
				}
				NOT = {
					any_other_country = {
						is_in_faction_with = SOV
						has_war_with = ROOT
					}
				}
			}
			SOV = {
				country_event = generic.2
			}
		}
		else = {
			get_best_alliance_match_communism_effect = yes
			var:best_leader = {
				country_event = generic.2
			}
		}
	}
}
### Entity: Event
Component: iceland_events.4
Constructs: is_triggered_only, ai_chance, limit, remove_ideas, has_idea
Source: game
File: events/AAT_Iceland.txt

Code:
country_event = {
	id = iceland_events.4
	title = iceland_events.4.t
	desc = iceland_events.4.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	immediate = {

	}
	option = {
		name = iceland_events.4.a
		ai_chance = {
			base = 1
		}
		IF = {
			limit = {
				has_idea = neutrality_idea
			}
			remove_ideas = {
				neutrality_idea
			}
		}
	}
}
### Entity: Idea
Component: POR_the_fifth_empire
Constructs: war_support_factor, removal_cost
Source: game
File: common/ideas/portugal.txt

Code:
POR_the_fifth_empire = {
	picture = por_the_fifth_empire
	allowed = {
		original_tag = POR
	}
	allowed_civil_war = {
		tag = POR
	}
	removal_cost = -1
	modifier = {
		war_support_factor = 0.2
		no_supply_grace = 48
		attrition = -0.1
		non_core_manpower = 0.05
		justify_war_goal_time = -0.5
	}
}
### Entity: Order of Battle
Component: 3. Norfolk Volunteers
Constructs: division_template
Source: game
File: history/units/CSA_fascist_uprising.txt

Code:
division = {
	name = 3. Norfolk Volunteers
	location = 788
	division_template = Volunteer Brigade
}
### Entity: Event
Component: news.285
Constructs: is_triggered_only
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.285
	title = news.285.t
	desc = news.285.desc
	picture = GFX_news_event_partition_of_india
	major = yes
	is_triggered_only = yes
	option = {
		name = news.285.a
		trigger = {
			TAG = RAJ
		}
	} {
		name = news.285.b
		trigger = {
			TAG = PAK
		}
	} {
		name = news.285.c
		trigger = {
			NOT = {
				TAG = RAJ PAK
			}
		}
	}
}
### Entity: Order of Battle
Component: air_wing_37
Source: game
File: history/units/DEN_1936_air_legacy.txt

Code:
air_wings = {
	37 = {
		fighter_equipment_0 = {
			owner = DEN
			amount = 22
		}
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_invite_carlos
Constructs: prerequisite, limit, remove_ideas, completion_reward, has_country_leader, set_politics, set_country_flag, every_possible_country
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_invite_carlos
	prerequisite = {
		focus = PRU_delay_elections
	}
	icon = GFX_goal_PRU_carlos
	mutually_exclusive = {
		focus = PRU_the_problem_of_the_quechuas
	} {
		focus = PRU_appoint_a_peruvian_monarch
	}
	relative_position_id = PRU_look_to_the_past
	x = -4
	y = 2
	cost = 3
	ai_will_do = {
		factor = 10
	}
	available = {
		NOT = {
			any_other_country = {
				has_country_leader = {
					character = SPA_karl_pius_von_habsburg
					ruling_only = no
				}
			}
		}
	}
	completion_reward = {
		hidden_effect = {
			set_politics = {
				ruling_party = neutrality
				elections_allowed = no
			}
			set_country_flag = PRU_no_peru_bolivia
		}
		every_possible_country = {
			limit = {
				has_character = SPA_karl_pius_von_habsburg
			}
			random_character = {
				limit = {
					is_character = SPA_karl_pius_von_habsburg
				}
				set_nationality = ROOT
			}
		}
		set_character_name = {
			character = SPA_karl_pius_von_habsburg
			name = Carlos Pío de Habsburgo-Borbón
		}
		remove_ideas = PRU_apra_revolution
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Modifier Reference
Component: GER_state_supporting_resistance_modifier
Source: game
File: common/dynamic_modifiers/wuw_dynamic_modifiers.txt

Code:
GER_state_supporting_resistance_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_bul_macedonian_revolutionaries
	resistance_damage_to_garrison = 0.15
	resistance_activity = 0.2
	resistance_growth = 0.25
	resistance_target = 0.8
	compliance_growth = -0.1
}
### Entity: Name List
Component: MIS
Source: game
File: common/names/00_names.txt

Code:
MIS = {
	male = {
		names = {
			Miskut Tairi Yul Kumi Waitna Matis Augusto Victor Trapp Manuel George Jonathan Oldman Rudel
		}
	}
	female = {
		names = {
			Naranja Mairin Pus Dildil Lottie Myrna
		}
	}
	surnames = {
		Ulwa Sambu Tawira Sumu Sumo Mayangna Coco Waspuk Pispis Bocay Ulúa Matagalpa Cacaopera Misumalpan Sandino Moskitia Awastara Sukya Okuli Lasas Wren Calero Mosquitia
	}
	callsigns = {
		Mosquito Hurricane Lapta Kati Slilma Alwani Imyula Dusdawanka Lidawanka Rayakadawanka Sinslakadawanka Disangdawanka Rakidawan Lasadawanka Pruradawanka Buccaneer
	}
}
### Entity: Event
Component: mongol_genden.17
Constructs: is_triggered_only, fire_only_once, set_country_flag
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol_genden.17
	title = mongol_genden.17.t
	desc = mongol_genden.17.d
	picture = GFX_report_event_SOV_purge_aircraft_1
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = mongol_genden.17.a
		set_country_flag = MON_genden_route_kharkov
	}
}
### Entity: Event
Component: bba_news.3
Constructs: is_triggered_only
Source: game
File: events/BBA_NewsEvents.txt

Code:
news_event = {
	id = bba_news.3
	title = bba_news.3.t
	desc = bba_news.3.desc
	picture = GFX_news_event_ETH_ethiopian_warriors
	major = yes
	is_triggered_only = yes
	option = {
		name = bba_news.3.a
	}
}