Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Effect Reference
Construct: every_country_with_original_tag
Constructs: limit, every_country_with_original_tag, random_select_amount
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## every_country_with_original_tag

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Executes children effects on a all countries with original tag (or \"random_select_amount\" of random country if specified) that fulfills the \"limit\" trigger.
tooltip=key can be added to override tooltip title.
By default the effects are only displayed once, you may display them for each matching country with display_individual_scopes.
ex:
every_country_with_original_tag = {
	original_tag_to_check = ENG # the effect will only run on countries that has this original tag
	tooltip = my_loc_key # Optional
	random_select_amount = 3 # Optional
	display_individual_scopes = yes # Optional - default = no
	... country scope effects ...
}
```
### Entity: National Focus
Tree: sia_focus
Component: SIA_civil_nationalism
Constructs: prerequisite, limit, add_war_support, add_stability, completion_reward, add_popularity, random_core_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_civil_nationalism
	icon = GFX_goal_generic_demand_territory
	prerequisite = {
		focus = SIA_shuffle_pridi_to_the_minister_of_interior
	}
	x = -3
	y = 1
	relative_position_id = SIA_shuffle_pridi_to_the_minister_of_interior
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_stability = 0.05
		add_war_support = 0.03
		add_popularity = {
			ideology = democratic
			popularity = 0.08
		}
		random_core_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_commitment_to_the_cause
Constructs: prerequisite, limit, has_government, has_war_with, has_country_flag, add_opinion_modifier, completion_reward, has_war_together_with
Source: game
File: common/national_focus/australia.txt

Code:
focus = {
	id = AST_commitment_to_the_cause
	icon = GFX_goal_generic_dangerous_deal
	prerequisite = {
		focus = AST_delegation_to_china
	}
	x = 0
	y = 2
	relative_position_id = AST_empower_the_workers
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		NOT = {
			has_war_together_with = ENG
		} {
			has_country_flag = britain_enforced_our_loyalty
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_TFV_AUTONOMY
	}
	completion_reward = {
		ENG = {
			remove_from_faction = ROOT
		}
		OVERLORD = {
			set_autonomy = {
				target = AST
				autonomy_state = autonomy_free
			}
		}
		if = {
			limit = {
				NOT = {
					has_war_with = SOV
				}
			}
			SOV = {
				add_opinion_modifier = {
					target = ROOT
					modifier = AST_commitment_to_the_cause
				}
			}
		} {
			limit = {
				NOT = {
					has_war_with = PRC
				}
			}
			add_opinion_modifier = {
				target = event_target:WTT_communist_china
				modifier = AST_commitment_to_the_cause
			}
		}
		every_other_country = {
			limit = {
				has_government = communism
			}
			ROOT = {
				add_ai_strategy = {
					type = support
					id = PREV
					value = 100
				}
			}
		}
		event_target:WTT_communist_china = {
			ROOT = {
				add_ai_strategy = {
					type = protect
					id = PREV
					value = 100
				}
			}
		}
		add_ai_strategy = {
			type = save_equipment
			id = infantry_equipment
			value = 501
		}
	}
}
### Entity: Idea
Component: CZE_welfare_state_3
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/r56_czechoslovakia.txt

Code:
CZE_welfare_state_3 = {
	name = CZE_welfare_state_1
	picture = ARG_social_welfare_fund_ns
	allowed = {
		original_tag = CZE
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = 0.15
		stability_factor = 0.15
		monthly_population = 0.75
		army_strength_factor = 0.1
		experience_loss_factor = -0.2
	}
}
### Entity: Modding Documentation
Construct: How_do_AI_templates_work?
Source: vanilla_docs
File: common/ai_templates/_documentation.md

Doc:
## How do AI templates work?
Scripters/modders are able to specify so called "target templates" that the AI try to reach when upgrading division templates.
Target templates are defined on a "role" level, and it's possible to define a number of different target templates for a specific role. The AI then chooses one of those target templates (based on scripted priorities) and aims for that.

For each role, the AI will select one target template based on the `prio`, `enable`, and `replace_with` parameters. This is referred to as the "currently targeted template".
The AI will then compare the existing division templates it has to find which one best matches the targeted template. This is referred to as the "best match" and the "match score"/"match" refers to how well it matches (100 % match = 1.0).
When the AI decides to upgrade a division template, it will make a copy of the best matching template and modify it so it gets a higher match score (i.e. looks more like the target template). (Note that the AI actually never does in-place modification of templates, it just makes a copy and modifies the copy instead.)
The AI strategy `role_ratio` determines how many divisions the AI wants for each role.
### Entity: Country History
Country: BAY
Component: BAY_misc
Constructs: limit, set_technology, add_political_power, set_grand_doctrine, has_dlc, set_research_slots, set_convoys, add_command_power
Source: game
File: history/countries/BAY - Bavaria.txt

Code:
# Misc for BAY
capital = 52
set_grand_doctrine = new_mobile_warfare new_convoy_raiding new_battlefield_support
if = {
	limit = {
		NOT = {
			has_dlc = By Blood Alone
		}
	}
	set_technology = {
		early_fighter = 1
		fighter1 = 1
		early_bomber = 1
		tactical_bomber1 = 1
		strategic_bomber1 = 1
		CAS1 = 1
		naval_bomber1 = 1
	}
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
		basic_light_tank = 1
		improved_light_tank = 1
		basic_heavy_tank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
		basic_light_tank_chassis = 1
		improved_light_tank_chassis = 1
		basic_heavy_tank_chassis = 1
	}
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		transport = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		mtg_transport = 1
	}
}
set_research_slots = 3
set_convoys = 50
1939.1.1 = {
	add_political_power = 1197
	add_command_power = 100
	set_technology = {
		CAS2 = 1
		heavy_fighter1 = 1
		interwar_artillery = 1
		interwar_antitank = 1
		infantry_weapons2 = 1
		improved_infantry_weapons = 1
		support_weapons = 1
		support_weapons2 = 1
		paratroopers = 1
		electronic_mechanical_engineering = 1
		radio = 1
		cavity_magnatron = 1
		mechanical_computing = 1
		computing_machine = 1
		basic_encryption = 1
		basic_decryption = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		construction1 = 1
		construction2 = 1
		construction3 = 1
		construction4 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
		dispersed_industry3 = 1
		dispersed_industry4 = 1
	}
	set_grand_doctrine = new_mobile_warfare new_convoy_raiding new_battlefield_support
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
### Entity: Scripted Effect
Component: EAI_PC_SCORE_final_score_state_borders_enemy_modifier
Constructs: limit, has_war_with
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_effects.txt

Code:
EAI_PC_SCORE_final_score_state_borders_enemy_modifier = {
	if = {
		limit = {
			any_neighbor_state = {
				CONTROLLER = {
					has_war_with = ROOT
				}
			}
		}
		multiply_temp_variable = {
			final_score = 0.5
		}
	}
}
### Entity: Character
Component: CHL_ramon_perez
Constructs: has_completed_focus, has_government
Source: game
File: common/characters/CHL.txt

Code:
CHL_ramon_perez = {
	name = CHL_ramon_perez
	portraits = {
		civilian = {
			small = GFX_portrait_CHL_ramon_perez_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = CHL_ramon_perez
		allowed = {
			original_tag = CHL
		}
		available = {
			OR = {
				has_government = fascism neutrality
				CHL_has_right_wing_government = yes
			}
			NOT = {
				has_completed_focus = CHL_address_the_mapuche_conflict
			}
		}
		visible = {
			OR = {
				has_government = fascism neutrality
				CHL_has_right_wing_government = yes
			}
			NOT = {
				OR = {
					has_completed_focus = CHL_avenge_the_pacification_of_araucania CHL_the_future_of_Chile
				}
			}
		}
		traits = {
			JUNO_president_of_the_central_bank
		}
	}
}
### Entity: Country Tag
Component: BUZ
Constructs: has_country_flag
Source: game
File: common/country_tag_aliases/tag_aliases.txt

Code:
BUZ = {
	original_tag = BUL
	has_country_flag = BUL_zveno_bulgaria_flag
}
### Entity: National Focus
Tree: den_focus
Component: DEN_limited_market_regulations
Constructs: prerequisite, limit, add_ideas, completion_reward, is_subject, add_dynamic_modifier, add_to_variable, has_dynamic_modifier
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_limited_market_regulations
	icon = GFX_focus_DEN_limited_regulations
	prerequisite = {
		focus = DEN_build_motorveje
	}
	mutually_exclusive = {
		focus = DEN_heavy_market_regulations DEN_no_market_regulations
	}
	relative_position_id = DEN_social_stability
	x = 0
	y = 2
	cost = 10
	bypass = {

	}
	available = {
		is_subject = no
	}
	ai_will_do = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		if = {
			limit = {
				DEN_has_war_preparations_dynamic_modifier = no
			}
			add_dynamic_modifier = {
				modifier = DEN_war_preparations_dynamic_modifier
			}
		}
		else = {
			custom_effect_tooltip = DEN_modify_war_preparations_dynamic_modifier
		}
		add_to_variable = {
			DEN_war_preparations_fuel_gain = 0.1
			tooltip = fuel_gain_add_factor_tt
		} {
			DEN_industrial_improvement_tracker_var = 3
		} {
			DEN_industrial_capability_local_resources = 0.1
			tooltip = local_resources_factor_tt
		} {
			DEN_industrial_capabilities_consumer_goods = 0.1
			tooltip = consumer_goods_factor_tt
		}
		DEN_improve_industrial_capabilities_NS = yes
		custom_effect_tooltip = DEN_industrial_research_bonus_tt
		hidden_effect = {
			if = {
				limit = {
					has_dynamic_modifier = {
						modifier = DEN_industrial_capability_dynamic_modifier
					}
				}
				remove_dynamic_modifier = {
					modifier = DEN_industrial_capability_dynamic_modifier
				}
				add_dynamic_modifier = {
					modifier = DEN_industrial_capability_dynamic_modifier_light_regulation
				}
			} {
				limit = {
					has_dynamic_modifier = {
						modifier = DEN_industrial_capability_dynamic_modifier_improved
					}
				}
				remove_dynamic_modifier = {
					modifier = DEN_industrial_capability_dynamic_modifier_improved
				}
				add_dynamic_modifier = {
					modifier = DEN_industrial_capability_dynamic_modifier_light_regulation_improved
				}
			} {
				limit = {
					has_dynamic_modifier = {
						modifier = DEN_industrial_capability_dynamic_modifier_max_improved
					}
				}
				remove_dynamic_modifier = {
					modifier = DEN_industrial_capability_dynamic_modifier_max_improved
				}
				add_dynamic_modifier = {
					modifier = DEN_industrial_capability_dynamic_modifier_light_regulation_max_improved
				}
			}
			add_ideas = DEN_light_market_regulation_research_bonus
		}
	}
}
### Entity: Faction
Component: rule_group_war_declaration_declarer
Source: game
File: common/factions/rules/groups/rule_groups.txt

Code:
rule_group_war_declaration_declarer = {
	rules = {
		war_declaration_rule_independent_countries_only war_declaration_rule_faction_leader_only war_declaration_rule_major_only
	}
}
### Entity: Character
Component: SWI_oskar_bider
Constructs: has_dlc
Source: game
File: common/characters/SWI.txt

Code:
SWI_oskar_bider = {
	instance = {
		allowed = {
			has_dlc = By Blood Alone
		}
		advisor = {
			cost = 100
			slot = theorist
			idea_token = SWI_oskar_bider
			visible = {

			}
			available = {

			}
			ledger = air
			allowed = {
				original_tag = SWI
			}
			traits = {
				air_warfare_theorist
			}
		}
		name = SWI_oskar_bider
		portraits = {
			army = {
				small = GFX_idea_generic_air_europe_1
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = By Blood Alone
			}
		}
		advisor = {
			cost = 100
			slot = theorist
			idea_token = SWI_oskar_bider
			ledger = air
			allowed = {
				original_tag = SWI
			}
			traits = {
				air_warfare_theorist
			}
		}
		name = SWI_oskar_bider
		portraits = {
			army = {
				small = GFX_idea_generic_air_europe_1
			}
		}
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_the_ethiopian_question
Constructs: prerequisite, completion_reward, is_subject, is_in_faction, has_capitulated, has_civil_war
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_the_ethiopian_question
	icon = GFX_focus_ETH_the_emperor_stays
	prerequisite = {
		focus = ITA_defy_the_duce
	}
	x = 13
	y = 1
	relative_position_id = ITA_defy_the_duce
	cost = 5
	bypass = {
		ETH = {
			OR = {
				exists = no
				is_subject = yes
				is_in_faction = yes
				has_capitulated = yes
			}
		}
	}
	available = {
		has_civil_war = no
		is_subject = no
	}
	search_filters = {

	}
	completion_reward = {
		country_event = BBA_italy_anti_colonialism_events.01
	}
}
### Entity: Scripted Trigger
Component: EAI_SP_generic_land_focus
Source: game
File: common/scripted_triggers/EAI_RESEARCH_special_projects_triggers.txt

Code:
EAI_SP_generic_land_focus = {
	always = yes
	NOT = {
		EAI_SP_flame_tank_focus = yes
		EAI_SP_armored_engineer_focus = yes
	}
}
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_MIN_amphibious_light_armor_1
Constructs: is_major
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_MIN_amphibious_light_armor_1 = {
	enable = {
		is_major = yes
		num_of_military_factories = > 100
		EAI_DESIGN_MARINE_amphibious_light_armor_production_focus = yes
	}
	abort = {
		NOT = {
			AND = {
				is_major = yes
				num_of_military_factories = > 90
				EAI_DESIGN_MARINE_amphibious_light_armor_production_focus = yes
			}
		}
	}
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = light_tank_amphibious_chassis
		value = 10
	}
}
### Entity: Character
Component: AUS_wilhelm_miklas
Source: game
File: common/characters/AUS.txt

Code:
AUS_wilhelm_miklas = {
	name = AUS_wilhelm_miklas
	portraits = {
		civilian = {
			large = GFX_portrait_AUS_wilhelm_miklas
		}
	}
	country_leader = {
		ideology = moderatism
		expire = 1965.1.1.1
		id = -1
		traits = {
			popular_figurehead2
		}
	}
}
### Entity: Scripted Effect
Component: get_current_ruling_party
Constructs: set_variable
Source: game
File: common/scripted_effects/00_scripted_effects.txt

Code:
get_current_ruling_party = {
	set_variable = {
		ROOT.ruling_ideology_before_change = ROOT.current_party_ideology_group
	}
}
### Entity: Event
Component: belgium.38
Constructs: has_war, has_government, has_country_flag, fire_only_once, set_country_flag
Source: game
File: events/BEL_events.txt

Code:
country_event = {
	id = belgium.38
	title = belgium.38.t
	desc = belgium.38.d
	picture = GFX_report_event_Van_Zeeland_government
	fire_only_once = yes
	trigger = {
		tag = BEL
		has_government = democratic
		NOT = {
			has_country_flag = BEL_1936_election
		}
		has_war = no
		date = > 1936.3.1
	}
	option = {
		name = belgium.38.a
		set_country_flag = BEL_1936_election
		custom_effect_tooltip = BEL_1936_election_tooltip
	}
}
### Entity: Character
Component: BEL_eddy_blondeel
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/BEL.txt

Code:
BEL_eddy_blondeel = {
	instance = {
		allowed = {
			has_dlc = Gotterdammerung
		}
		name = BEL_eddy_blondeel
		portraits = {
			army = {
				large = GFX_portrait_BEL_eddy_blondeel
				small = GFX_portrait_BEL_eddy_blondeel_small
			}
		}
		corps_commander = {
			visible = {
				has_completed_focus = BEL_belgian_special_forces
			}
			traits = {
				commando
			}
			skill = 2
			attack_skill = 3
			defense_skill = 1
			planning_skill = 2
			logistics_skill = 1
		}
	}
}
### Entity: Event
Component: GER_operation_panzerfaust_events.01
Constructs: ai_chance, has_government, has_war_with, has_country_flag, fire_only_once, add_political_power, has_dlc, is_subject
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = GER_operation_panzerfaust_events.01
	title = GER_operation_panzerfaust_events.01.t
	desc = GER_operation_panzerfaust_events.01.desc
	picture = GFX_report_event_hungary_refused
	trigger = {
		has_dlc = Gotterdammerung
		original_tag = GER
		is_subject = no
		has_government = fascism
		is_faction_leader = yes
		HUN = {
			has_government = neutrality
			is_in_faction_with = ROOT
			is_subject = no
			has_country_leader = {
				ruling_only = yes
				character = HUN_miklos_horthy
			}
		}
		OR = {
			AND = {
				HUN = {
					has_civil_war = no
					has_war_with = SOV
					any_core_state = {
						is_owned_by = HUN
						NOT = {
							is_controlled_by = HUN
						}
					}
				}
				GER = {
					has_civil_war = no
					has_war_with = SOV
				}
			} {
				HUN = {
					has_civil_war = no
					has_war_with = SOV
					has_country_flag = {
						flag = HUN_time_at_war_together_with_germany
						days = > 1096
					}
					has_war_support = < 0.6
				}
				GER = {
					has_civil_war = no
					has_war_with = SOV
				}
			}
		}
	}
	mean_time_to_happen = {
		days = 14
	}
	hidden = no
	fire_only_once = yes
	option = {
		name = GER_operation_panzerfaust_events.01.a
		ai_chance = {
			base = 100
		}
		HUN = {
			country_event = {
				id = GER_operation_panzerfaust_events.02
				hours = 6
				random_hours = 12
			}
		}
	} {
		name = GER_operation_panzerfaust_events.01.b
		ai_chance = {
			base = 0
		}
		add_political_power = 25
	}
}
### Entity: Scripted Effect
Component: bba_get_cas_FRA_effect
Constructs: add_equipment_to_stockpile, limit, has_country_flag, has_tech, create_equipment_variant, allow_without_tech, set_country_flag
Source: game
File: common/scripted_effects/00_scripted_effects.txt

Code:
bba_get_cas_FRA_effect = {
	if = {
		limit = {
			FRA = {
				NOT = {
					has_tech = improved_small_airframe
				}
			}
		}
		add_equipment_to_stockpile = {
			type = small_plane_cas_airframe_0
			producer = FRA
			amount = cas_buy_amount
			variant_name = Br.19
		}
	}
	else_if = {
		limit = {
			FRA = {
				has_tech = improved_small_airframe
				NOT = {
					has_tech = advanced_small_airframe
				}
			}
		}
		if = {
			limit = {
				FRA = {
					NOT = {
						has_country_flag = FRA_improved_export_cas_template
					}
				}
			}
			FRA = {
				create_equipment_variant = {
					name = Br. 693
					type = small_plane_cas_airframe_2
					allow_without_tech = yes
					modules = {
						fixed_main_weapon_slot = small_bomb_bay
						fixed_auxiliary_weapon_slot_1 = aircraft_cannon_1_1x
						fixed_auxiliary_weapon_slot_2 = light_mg_2x
						engine_type_slot = engine_2_2x
						special_type_slot_1 = lmg_defense_turret
						special_type_slot_2 = armor_plate_small
					}
					icon = GFX_FRA_CAS2_medium
				}
				set_country_flag = FRA_improved_export_cas_template
			}
		}
		add_equipment_to_stockpile = {
			type = small_plane_cas_airframe_2
			producer = FRA
			amount = cas_buy_amount
			variant_name = Br. 693
		}
	} {
		limit = {
			FRA = {
				has_tech = advanced_small_airframe
			}
		}
		if = {
			limit = {
				FRA = {
					NOT = {
						has_country_flag = FRA_advanced_export_cas_template
					}
				}
			}
			FRA = {
				create_equipment_variant = {
					name = MB. 174
					type = small_plane_cas_airframe_3
					allow_without_tech = yes
					modules = {
						fixed_main_weapon_slot = bomb_locks
						fixed_auxiliary_weapon_slot_1 = small_bomb_bay
						fixed_auxiliary_weapon_slot_2 = light_mg_2x
						engine_type_slot = engine_2_2x
						special_type_slot_1 = lmg_defense_turret
					}
					icon = GFX_FRA_heavy_fighter1_medium
				}
				set_country_flag = FRA_advanced_export_cas_template
			}
		}
		add_equipment_to_stockpile = {
			type = small_plane_cas_airframe_3
			producer = FRA
			amount = cas_buy_amount
			variant_name = MB. 174
		}
	}
}
### Entity: Character
Component: POR_humberto_delgado
Source: game
File: common/characters/POR.txt

Code:
POR_humberto_delgado = {
	advisor = {
		slot = air_chief
		idea_token = POR_humberto_delgado
		allowed = {
			original_tag = POR
		}
		traits = {
			air_chief_ground_support_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = POR_humberto_delgado
	portraits = {
		army = {
			small = GFX_idea_generic_air_europe_1
		}
	}
}
### Entity: Event
Component: poland.17
Constructs: is_triggered_only, ai_chance, limit, fire_only_once, set_cosmetic_tag, set_politics, add_country_leader_role, is_historical_focus_on
Source: game
File: events/Poland.txt

Code:
country_event = {
	id = poland.17
	title = poland.17.t
	desc = poland.17.d
	picture = GFX_report_event_sanation_left_victory
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = poland.17.a
		ai_chance = {
			factor = 50
		}
		set_cosmetic_tag = POL_SANATION
		set_politics = {
			ruling_party = neutrality
			elections_allowed = yes
			long_name = POL_POS_party_long
			name = POL_POS_party
		}
		add_country_leader_role = {
			character = POL_walery_slawek
			country_leader = {
				ideology = oligarchism
				traits = {
					left_sanationist_minister
				}
				expire = 1965.1.1.1
			}
			promote_leader = yes
		}
	} {
		name = poland.17.b
		ai_chance = {
			factor = 100
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
		effect_tooltip = {
			set_cosmetic_tag = POL_SANATION_democratic
		}
		hidden_effect = {
			set_cosmetic_tag = POL_SANATION
		}
		add_ruling_to_dem = yes
		set_politics = {
			ruling_party = democratic
			elections_allowed = yes
			long_name = POL_POS_party_long
			name = POL_POS_party
		}
		add_country_leader_role = {
			character = POL_walery_slawek
			country_leader = {
				ideology = socialism
				traits = {
					left_sanationist_minister
				}
				expire = 1965.1.1.1
			}
			promote_leader = yes
		}
		if = {
			limit = {
				has_idea = POL_april_constitution_4
			}
			swap_ideas = {
				add_idea = POL_april_constitution_dem
				remove_idea = POL_april_constitution_4
			}
		} {
			limit = {
				has_idea = POL_april_constitution_left
			}
			swap_ideas = {
				add_idea = POL_april_constitution_dem_left
				remove_idea = POL_april_constitution_left
			}
		} {
			limit = {
				has_idea = POL_april_constitution_right
			}
			swap_ideas = {
				add_idea = POL_april_constitution_dem_right
				remove_idea = POL_april_constitution_right
			}
		}
	}
}
### Entity: Character
Component: anti_bolshevik_leftist
Constructs: communism_drift, conscription_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
anti_bolshevik_leftist = {
	random = no
	sprite = 13
	communism_drift = 0.05
	conscription_factor = 0.15
}
### Entity: Event
Component: mexico_zoot_suit.2
Constructs: has_government, has_country_flag, fire_only_once
Source: game
File: events/r56_mexico.txt

Code:
news_event = {
	id = mexico_zoot_suit.2
	title = mexico_zoot_suit.2.t
	desc = mexico_zoot_suit.2.d
	picture = GFX_news_lagoon
	trigger = {
		USA = {
			OR = {
				AND = {
					date = > 1942.3.2
					MEX = {
						has_country_flag = MEX_zoot_suit_riots_flag
					}
				}
				has_government = fascism
			}
		}
	}
	mean_time_to_happen = {
		days = 120
	}
	fire_only_once = yes
	option = {
		name = mexico_zoot_suit.2.a
		hidden_effect = {
			country_event = {
				id = mexico_zoot_suit.3
				days = 62
			}
		}
	}
}