Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: AFG_constructing_a_national_identity_idea
Constructs: stability_factor, add_ideas, has_government
Source: game
File: common/ideas/afghanistan.txt

Code:
AFG_constructing_a_national_identity_idea = {
	picture = AFG_economic_regionalism
	allowed = {
		original_tag = AFG
	}
	allowed_civil_war = {
		OR = {
			has_government = neutrality democratic communism
		}
	}
	modifier = {
		political_power_factor = -0.05
		stability_factor = -0.05
		drift_defence_factor = -0.15
	}
	on_remove = {
		add_ideas = AFG_a_nation_united_idea
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_zhonghua_minzu_focus
Constructs: prerequisite, limit, has_war_with, completion_reward, is_subject, is_ally_with, is_controlled_by, create_wargoal
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_zhonghua_minzu_focus
	icon = GFX_focus_CHI_restore_the_old_republic
	prerequisite = {
		focus = CHI_demand_regional_adherence
	}
	x = 0
	y = 1
	relative_position_id = CHI_demand_regional_adherence
	cost = 10
	available = {
		democratic = > 0.94
		is_subject = no
		1035 = {
			is_controlled_by_ROOT_or_ally = yes
		}
		592 = {
			is_controlled_by_ROOT_or_ally = yes
		}
		608 = {
			is_controlled_by_ROOT_or_ally = yes
		}
		1037 = {
			is_controlled_by_ROOT_or_ally = yes
		}
		OR = {
			PRC = {
				exists = yes
				NOT = {
					is_ally_with = ROOT
					has_war_with = ROOT
				}
			}
			TIB = {
				any_core_state = {
					is_controlled_by = ROOT
				}
			}
			MON = {
				any_core_state = {
					is_controlled_by = ROOT
				}
			}
			TAN = {
				any_core_state = {
					is_controlled_by = ROOT
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		IF = {
			limit = {
				PRC = {
					exists = yes
					NOT = {
						is_ally_with = ROOT
						has_war_with = ROOT
					}
				}
			}
			create_wargoal = {
				type = annex_everything
				target = PRC
				expire = 0
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		} {
			limit = {
				TIB = {
					exists = yes
					NOT = {
						is_ally_with = ROOT
						has_war_with = ROOT
					}
				}
			}
			create_wargoal = {
				type = annex_everything
				target = TIB
				expire = 0
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		} {
			limit = {
				MON = {
					exists = yes
					NOT = {
						is_ally_with = ROOT
						has_war_with = ROOT
					}
				}
			}
			create_wargoal = {
				type = annex_everything
				target = MON
				expire = 0
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		} {
			limit = {
				TAN = {
					exists = yes
					NOT = {
						is_ally_with = ROOT
						has_war_with = ROOT
					}
				}
			}
			create_wargoal = {
				type = annex_everything
				target = TAN
				expire = 0
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		} {
			limit = {
				MEN = {
					exists = yes
					NOT = {
						is_ally_with = ROOT
						has_war_with = ROOT
					}
				}
			}
			create_wargoal = {
				type = annex_everything
				target = MEN
				expire = 0
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		} {
			limit = {
				MAN = {
					exists = yes
					NOT = {
						is_ally_wit
# ... (truncated)
### Entity: Order of Battle
Component: Dongbei Xianqian Zu
Constructs: division_template
Source: game
File: history/units/CHI_1939_sea.txt

Code:
division = {
	name = Dongbei Xianqian Zu
	location = 10446
	division_template = Juntuán
	start_equipment_factor = 0.5
}
### Entity: Unit Template
Component: MEX_CV_HISTORICAL
Source: game
File: common/units/names_ships/MEX_ship_names.txt

Code:
MEX_CV_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CARRIERS
	for_countries = {
		MEX
	}
	type = ship
	ship_types = {
		ship_hull_carrier carrier
	}
	prefix = ARM 
	fallback_name = Portaaviones No.%d
	unique = {
		República de México Independencia Libertad Demócrata 18 de Mayo Xochichapal Cuauhtémoc Moctezuma Cuitláhuac Nezahualcoyotl
	}
}
### Entity: Modifier Reference
Component: darien_gap
Constructs: army_attack_factor
Source: game
File: common/modifiers/r56_static_modifiers.txt

Code:
darien_gap = {
	army_speed_factor = -0.9
	army_attack_factor = -0.5
	local_org_regain = -0.5
	supply_consumption_factor = 0.5
}
### Entity: Character
Component: NOR_germanophile_officer
Constructs: stability_factor, war_support_factor, fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
NOR_germanophile_officer = {
	random = no
	sprite = 13
	fascism_drift = 0.03
	war_support_factor = 0.2
	experience_gain_army = 0.1
	resistance_decay = -0.25
	stability_factor = -0.2
}
### Entity: AI Strategy
Component: EAI_allies_avoid_central_mediterranean
Constructs: has_war_with, check_variable
Source: game
File: common/ai_strategy/ENG_EAI.txt

Code:
EAI_allies_avoid_central_mediterranean = {
	enable = {
		has_war_with = ITA
		ENG = {
			EAI_PREV_on_same_side_with_THIS = yes
		}
		alliance_naval_strength_ratio = < 2.1
		NOT = {
			check_variable = {
				ROOT.ai_strategy_invade@VIC = > 500
			}
			any_state = {
				region = 23
				CONTROLLER = {
					ROOT = {
						EAI_PREV_on_same_side_with_THIS = yes
					}
				}
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = strategic_air_importance
		id = 29
		value = 50000
	} {
		type = strike_force_home_base
		id = 69
		value = -10000
	}
}
### Entity: Character
Component: glider_manufacturer
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
glider_manufacturer = {
	random = no
	equipment_bonus = {
		transport_plane_equipment = {
			build_cost_ic = -0.1
			fuel_consumption = -0.05
			instant = yes
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: National Focus
Tree: tib_focus
Component: TIB_build_air_strip
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, add_building_construction, add_doctrine_cost_reduction
Source: game
File: common/national_focus/tibet.txt

Code:
focus = {
	id = TIB_build_air_strip
	icon = GFX_focus_generic_air_bases
	prerequisite = {
		focus = TIB_improve_military_tactics
	}
	relative_position_id = TIB_improve_military_tactics
	x = 0
	y = 3
	cost = 8
	ai_will_do = {
		factor = 1
	}
	available = {
		any_controlled_state = {
			NOT = {
				state = 757 758 322
			}
		}
	}
	completion_reward = {
		air_experience = 25
		random_owned_controlled_state = {
			limit = {
				NOT = {
					state = 757 758 322
				}
				free_building_slots = {
					building = air_base
					size = > 1
				}
			}
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			}
		}
		add_doctrine_cost_reduction = {
			name = air_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: SEA_PHI_political_events.16
Constructs: is_triggered_only, limit, add_political_power, has_subject, is_in_faction_with, is_faction_leader, remove_from_faction
Source: game
File: events/SEA_Philippines.txt

Code:
country_event = {
	id = SEA_PHI_political_events.16
	title = SEA_PHI_political_events.16.t
	desc = SEA_PHI_political_events.16.desc
	picture = GFX_report_event_generic_usa_treaty
	is_triggered_only = yes
	option = {
		FROM = {
			if = {
				limit = {
					has_subject = ROOT
				}
				end_puppet = ROOT
			} {
				limit = {
					is_in_faction_with = PHI
					is_faction_leader = yes
				}
				remove_from_faction = ROOT
			}
		}
		add_political_power = -25
		name = SEA_PHI_political_events.16.a
	}
}
### Entity: Character
Component: USA_lucian_truscott
Source: game
File: common/characters/USA.txt

Code:
USA_lucian_truscott = {
	name = USA_lucian_truscott
	portraits = {
		army = {
			large = GFX_portrait_USA_lucian_truscott
			small = GFX_portrait_USA_lucian_truscott_small
		}
	}
	corps_commander = {
		traits = {
			cavalry_officer trait_engineer commando
		}
		skill = 2
		attack_skill = 3
		defense_skill = 2
		planning_skill = 1
		logistics_skill = 1
		legacy_id = 0
	}
}
### Entity: Character
Component: PRU_eduardo_cantabria_gomez
Source: game
File: common/characters/PRU.txt

Code:
PRU_eduardo_cantabria_gomez = {
	advisor = {
		slot = air_chief
		idea_token = PRU_eduardo_cantabria_gomez
		allowed = {
			original_tag = PRU
		}
		traits = {
			air_chief_reform_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Eduardo Cantabria Gomez
	portraits = {
		army = {
			small = GFX_idea_generic_air_south_america_2
		}
	}
}
### Entity: Scorer
Component: non_aligned_major_scorer
Constructs: has_government, is_major, has_added_tension_amount, is_faction_leader
Source: game
File: common/scorers/country/generic_platonic_scorers.txt

Code:
non_aligned_major_scorer = {
	targets = {
		targets_dynamic = no
		target_non_existing = no
		target_array = global.countries
		score = {
			base = 1
			modifier = {
				always = yes
				add = has_added_tension_amount
			} {
				always = yes
				add = num_armies
			} {
				always = yes
				add = num_of_factories
			} {
				is_major = yes
				add = 100
			} {
				is_faction_leader = yes
				add = 50
			} {
				NOT = {
					has_government = neutrality
				}
				factor = 0
			}
		}
	}
}
### Entity: State History
Component: 12
Constructs: add_core_of
Source: game
File: history/states/12-Latvia.txt

Code:
state = {
	id = 12
	name = STATE_12
	manpower = 408500
	resources = {
		steel = 1
	}
	state_category = rural
	history = {
		owner = LAT
		victory_points = {
			10493 1
		}
		buildings = {
			infrastructure = 3
			industrial_complex = 1
			air_base = 3
		}
		add_core_of = LAT
	}
	provinces = {
		3388 9317 9501 10493 11302
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: mon_focus
Component: MON_compromise_with_lamas
Constructs: prerequisite, limit, remove_ideas, completion_reward, has_idea, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_compromise_with_lamas
	icon = GFX_focus_smiling_buddha
	x = 0
	y = 2
	relative_position_id = MON_form_the_rightist_cabinet
	cost = 8.6
	prerequisite = {
		focus = MON_form_the_rightist_cabinet
	}
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = MON_buddhist_opposition
			}
			remove_ideas = MON_buddhist_opposition
		}
		random_owned_controlled_state = {
			prioritize = {
				820
			}
			limit = {
				is_core_of = ROOT
				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
			}
		} {
			prioritize = {
				819
			}
			limit = {
				is_core_of = ROOT
				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
			}
		}
		MON_soviet_medium_influence_decrease_effect = yes
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MANPOWER FOCUS_FILTER_STABILITY FOCUS_FILTER_INFLUENCE_DECREASE
	}
}
### Entity: Character
Component: RAJ_trade_union_leader
Constructs: stability_factor, communism_drift
Source: game
File: common/country_leader/goe_traits.txt

Code:
RAJ_trade_union_leader = {
	sprite = 13
	stability_factor = 0.1
	communism_drift = 0.03
}
### Entity: Technology
Component: improved_small_airframe
Constructs: is_major, enable_equipments, research_cost
Source: game
File: common/technologies/bba_air_techs.txt

Code:
technology = {
	enable_equipments = {
		small_plane_airframe_2 small_plane_cas_airframe_2 small_plane_naval_bomber_airframe_2 small_plane_suicide_airframe_2 cv_small_plane_airframe_2 cv_small_plane_cas_airframe_2 cv_small_plane_naval_bomber_airframe_2 cv_small_plane_suicide_airframe_2
	}
	path = {
		leads_to_tech = advanced_small_airframe
		research_cost_coeff = 1
	}
	on_research_complete = {
		custom_effect_tooltip = {
			localization_key = SP_UNLOCK_PROJECT
			PROJECT = sp_air_jet_engine
		}
	}
	research_cost = 2
	start_year = 1940
	folder = {
		name = bba_air_techs_folder
		position = {
			x = 0
			y = 6
		}
	}
	categories = {
		light_air light_fighter cas_bomber naval_air naval_bomber air_equipment mio_cat_all_light_fighter_and_modules mio_cat_all_cas_and_modules mio_cat_all_naval_bomber_and_modules mio_cat_all_light_aircraft_and_modules
	}
	special_project_specialization = {
		specialization_air
	}
	ai_will_do = {
		factor = 2
		modifier = {
			factor = 5
			is_major = yes
		} {
			factor = 0
			original_tag = GER
			date = < 1940.2.1
		} {
			factor = 1.2
			date = > 1941.1.1
		} {
			factor = 1.2
			date = > 1942.1.1
		} {
			factor = 1.2
			date = > 1943.1.1
		} {
			factor = 5
			date = > 1944.1.1
		}
	}
}
### Entity: Scripted Trigger
Component: frloc_parties_sg_fem_cons_03a_all
Constructs: has_completed_focus, has_government, has_country_flag, has_country_leader, has_cosmetic_tag
Source: game
File: common/scripted_triggers/00_scripted_triggers_FR_loc.txt

Code:
frloc_parties_sg_fem_cons_03a_all = {
	OR = {
		AND = {
			has_government = fascism
			OR = {
				tag = ARM BOL CHL CRI CZE GLC HAW JAP JOR KAL LAT NOA NOR NZL SPR SPA SPB SPC SPD TOS USA VGE VIN YUG
				original_tag = ARM BOL CHL CRI CZE GLC HAW JAP JOR KAL LAT NOA NOR NZL SPR SPA SPB SPC SPD TOS USA VGE VIN YUG
				AND = {
					OR = {
						tag = BRA
						original_tag = BRA
					}
					POR = {
						has_completed_focus = POR_monarchist_uprising_in_brazil
					}
				} {
					OR = {
						tag = ROM
						original_tag = ROM
					}
					has_country_leader = {
						character = ROM_corneliu_codreanu
						ruling_only = no
					}
				} {
					OR = {
						tag = POL
						original_tag = POL
					}
					has_country_leader = {
						character = POL_roman_dmowski
						ruling_only = yes
					}
				}
			}
		} {
			has_government = communism
			OR = {
				tag = CRI FER JOR KOM LEB OVO PAL SER VLA
				original_tag = CRI FER JOR KOM LEB OVO PAL SER VLA
			}
		} {
			has_government = democratic
			OR = {
				tag = ARM BLR BRI BSK BUL CHI CKK DEN DOM ECU HOL MNT OVO TAY
				original_tag = ARM BLR BRI BSK BUL CHI CKK DEN DOM ECU HOL MNT OVO TAY
				AND = {
					OR = {
						tag = HOL
						original_tag = HOL
					}
					has_completed_focus = HOL_form_new_government
				} {
					OR = {
						tag = FRA
						original_tag = FRA
					}
					has_completed_focus = FRA_form_the_popular_front
					has_country_flag = please_fix_FRA
				} {
					OR = {
						tag = ITA
						original_tag = ITA
					}
					has_completed_focus = ITA_christian_democracy
				} {
					OR = {
						tag = POL
						original_tag = POL
					}
					has_cosmetic_tag = POL_SANATION
					has_government = democratic
				}
			}
		} {
			has_government = neutrality
			OR = {
				tag = AFG ALB ARG BHU CAM CAN CAT GEO GXC IRQ JOR KAR KOR MAL NEP NOA OMA PAK PER SAU SPR SPA SPB SPC SPD SWE TAH UDM VGE XSM YEM
				original_tag = AFG ALB ARG BHU CAM CAN CAT GEO GXC IRQ JOR KAR KOR LIT NEP NOA OMA PAK PER SAU SPR SPA SPB SPC SPD SWE TAH UDM VGE XSM YEM
				AND = {
					OR = {
						tag = JAP
						original_tag = JAP
					}
					has_completed_focus = JAP_support_the_kodoha_faction
				} {
					OR = {
						tag = POR
						original_tag = POR
					}
					has_completed_focus = POR_the_return_of_duarte
				} {
					OR = {
						tag = LIT
						original_tag = LIT
					}
					NOT = {
						has_completed_focus = LIT_abolish_the_
# ... (truncated)
### Entity: Shared Focus
Tree: chi_focus
Component: CHI_hire_chennault
Constructs: shared_focus, prerequisite, limit, completion_reward, is_subject, cancel_if_invalid, has_character, set_nationality
Source: game
File: common/national_focus/china_shared.txt

Code:
shared_focus = {
	id = CHI_hire_chennault
	icon = GFX_focus_generic_military_mission
	prerequisite = {
		focus = CHI_mission_to_the_us
	}
	x = -3
	y = 3
	relative_position_id = CHI_mission_to_the_us
	cost = 5
	ai_will_do = {
		base = 1
		modifier = {
			factor = 4
			original_tag = CHI
		}
	}
	available = {
		USA_will_support = yes
		is_subject = no
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				NOT = {
					has_character = CHI_claire_lee_chennault
				}
			}
			CHI = {
				CHI_claire_lee_chennault = {
					set_nationality = ROOT
				}
			}
		}
		custom_effect_tooltip = available_theorist available_chief_of_airforce
		CHI = {
			show_ideas_tooltip = CHI_claire_lee_chennault
		}
	}
}
### Entity: National Focus
Tree: ire_focus
Component: IRE_ira_defense_force_memebrship
Constructs: prerequisite, completion_reward, swap_ideas, add_idea, remove_idea
Source: game
File: common/national_focus/ireland.txt

Code:
focus = {
	id = IRE_ira_defense_force_memebrship
	icon = GFX_goal_generic_army
	x = 1
	y = 1
	cost = 10
	prerequisite = {
		focus = IRE_broad_censorship_programs IRE_temporary_state_guidance
	}
	relative_position_id = IRE_broad_censorship_programs
	completion_reward = {
		swap_ideas = {
			add_idea = IRE_ira_defense_force_memebrship
			remove_idea = IRE_ira
		}
	}
}
### Entity: Unit Template
Component: ELS_CL_HISTORICAL
Source: game
File: common/units/names_ships/ELS_ship_names.txt

Code:
ELS_CL_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CL
	for_countries = {
		ELS
	}
	type = ship
	ship_types = {
		ship_hull_cruiser light_cruiser
	}
	prefix = ARS 
	fallback_name = Crucero Ligero %d
	unique = {
		Chalatenango Cojutepeque La Palma Jazubal Sonsonate
	}
}
### Entity: Idea
Component: idea_SIA_death_to_nationalists
Constructs: has_dlc, removal_cost
Source: game
File: common/ideas/siam.txt

Code:
idea_SIA_death_to_nationalists = {
	allowed = {
		has_dlc = Thunder at Our Gates
		original_tag = SIA
	}
	picture = generic_war_preparation
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	targeted_modifier = {
		tag = CHI
		attack_bonus_against = 0.1
	}
}
### Entity: AI Strategy
Component: default_area_priority_non_africa
Constructs: is_subject_of, is_on_continent
Source: game
File: common/ai_strategy/default.txt

Code:
default_area_priority_non_africa = {
	enable = {
		NOT = {
			original_tag = ITA
		} {
			original_tag = FRA
		} {
			original_tag = USA
		} {
			original_tag = ENG
		} {
			is_subject_of = ENG
		} {
			capital_scope = {
				is_on_continent = africa
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = area_priority
		id = africa
		value = -70
	} {
		type = area_priority
		id = suez
		value = -40
	}
}
### Entity: National Focus
Tree: kat_focus
Component: KAT_Civilian_Two
Constructs: prerequisite, limit, completion_reward, has_tech, complete_tooltip, random_owned_controlled_state, has_state_flag, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/katanga.txt

Code:
focus = {
	id = KAT_Civilian_Two
	icon = GFX_goal_generic_light_industry
	prerequisite = {
		focus = KAT_Civilian_One
	}
	text = GEN_improve_civilian_industry_capacity
	x = 0
	y = 1
	relative_position_id = KAT_Civilian_One
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 4
		modifier = {
			factor = 0
			date = < 1938.6.1
			num_of_controlled_states = < 2
		}
	}
	bypass = {
		custom_trigger_tooltip = {
			tooltip = construction_effort_tt
			all_owned_state = {
				free_building_slots = {
					building = industrial_complex
					size = < 2
					include_locked = yes
				}
			}
		}
	}
	available = {
		has_tech = construction2
		num_of_controlled_states = > 0
	}
	complete_tooltip = {
		random_owned_controlled_state = {
			limit = {
				has_state_flag = KAT_Civilian_Two_1
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
			set_state_flag = KAT_Civilian_Two_1
		}
		if = {
			limit = {
				original_tag = HUN
			}
			unlock_decision_category_tooltip = HUN_gyor_program_decision_category
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Decision
Component: propaganda_efforts
Constructs: has_completed_focus, has_war, limit, has_government, add_war_support, has_country_flag, is_major, fire_only_once
Source: game
File: common/decisions/_generic_decisions.txt

Code:
propaganda_efforts = {
	war_propaganda = {
		icon = generic_prepare_civil_war
		available = {
			NOT = {
				has_country_flag = war_propaganda_campaign_running
			}
			has_war_support = < 0.5
			if = {
				limit = {
					tag = SPR
					has_dlc = La Resistance
				}
				NOT = {
					has_idea = SPR_political_violence
				}
			} {
				limit = {
					original_tag = SPR
					has_dlc = La Resistance
				}
				has_global_flag = scw_over
			}
		}
		visible = {
			OR = {
				has_war_with_non_exiled_country = yes
				any_neighbor_country = {
					AND = {
						NOT = {
							has_government = ROOT
						}
						has_offensive_war = yes
						has_added_tension_amount = > 10
					}
				}
			}
		}
		fire_only_once = no
		days_remove = 90
		days_re_enable = 180
		cost = 150
		modifier = {
			war_support_weekly = 0.005
		}
		complete_effect = {
			set_country_flag = war_propaganda_campaign_running
		}
		remove_effect = {
			clr_country_flag = war_propaganda_campaign_running
		}
		ai_will_do = {
			base = 0
			modifier = {
				add = 1
				has_war_support = < 0.4
				has_war = yes
			}
		}
	}
	war_propaganda_casualties = {
		icon = generic_prepare_civil_war
		available = {
			has_casualties_war_support = < 0
		}
		visible = {
			has_war_with_non_exiled_country = yes
		}
		fire_only_once = no
		days_remove = 180
		remove_trigger = {
			has_war = no
		}
		cost = 100
		modifier = {
			weekly_casualties_war_support = 0.006
		}
		ai_will_do = {
			base = 0
			modifier = {
				add = 10
				has_war = yes
				has_war_support = < 0.7
			} {
				add = 20
				has_war = yes
				has_war_support = < 0.5
			} {
				add = 30
				has_war = yes
				has_war_support = < 0.3
			} {
				add = 201
				has_war = yes
				has_casualties_war_support = < -0.25
			} {
				factor = 0
				has_manpower = < 100000
				has_political_power = < 250
				OR = {
					has_idea = volunteer_only limited_conscription extensive_conscription
				}
			} {
				factor = 0
				has_war_support = > 0.9
			}
		}
	}
	war_propaganda_convoys = {
		icon = GFX_decision_generic_naval
		available = {
			has_convoys_war_support = < 0
		}
		visible = {
			has_war_with_non_exiled_country = yes
		}
		fire_only_once = no
		days_remove = 180
		remove_trigger = {
			has_war = no
		}
		cost = 100
		modifier = {
			weekly_convoys_war_support = 0.006
		}
		ai_will_do = {
			base = 0
			modifier = {
				add = 201
				has_war = yes
				has_convoy
# ... (truncated)
### Entity: Game Data
Component: Cavalry
Source: game
File: common/units/names_divisions/BRA_names_divisions.txt

Code:
BRA_CAV_01 = 
{
	name = "Cavalry Division"

	for_countries = { BRA ANG GNB MZB }				# Also includes releasable Portuguese colonlies

	can_use = { always = yes }

	division_types = { "cavalry" }

	# Number reservation system will tie to another group.
	#link_numbering_with = { BRA_INF_01 }

	fallback_name = "%da Divisão de Cavalaria"

	# Names with numbers (only one number per entry). 
	# It's okay to have gaps in numbering.
	ordered =
	{
		1 = { "%da Divisão de Cavalaria" }
		2 = { "%da Divisão de Cavalaria" }
		3 = { "%da Divisão de Cavalaria" }
		4 = { "%da Divisão de Cavalaria" }
		5 = { "%da Divisão de Cavalaria" }
		6 = { "%da Divisão de Cavalaria" }
		7 = { "%da Divisão de Cavalaria" }
		8 = { "%da Divisão de Cavalaria" }
		9 = { "%da Divisão de Cavalaria" }
		10 = { "%da Divisão de Cavalaria" }
	}
}