Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: BBA_switzerland.15
Constructs: is_triggered_only, ai_chance, has_war_with, is_in_faction_with, create_operative_leader
Source: game
File: events/BBA_Switzerland.txt

Code:
country_event = {
	id = BBA_switzerland.15
	title = BBA_switzerland.15.t
	desc = BBA_switzerland.15.desc
	picture = GFX_report_event_SWI_soldier_gathering
	is_triggered_only = yes
	immediate = {
		hidden_effect = {

		}
	}
	option = {
		name = BBA_switzerland.15.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 10
				has_war_with = GER
			} {
				factor = 0
				is_in_faction_with = GER
			}
		}
		trigger = {
			NOT = {
				original_tag = GER
			}
		}
		custom_effect_tooltip = BBA_switzerland_ger.15.tt
		hidden_effect = {
			create_operative_leader = {
				bypass_recruitment = no
				portrait_tag_override = GER
				available_to_spy_master = yes
				nationalities = {
					SWI GER
				}
			}
		}
		FROM = {
			custom_effect_tooltip = BBA_switzerland_ger.15.tt
			hidden_effect = {
				create_operative_leader = {
					bypass_recruitment = no
					portrait_tag_override = GER
					available_to_spy_master = yes
					nationalities = {
						SWI GER
					}
				}
			}
		}
	} {
		name = BBA_switzerland.15.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 10
				has_war_with = ITA
			} {
				factor = 0
				is_in_faction_with = ITA
			}
		}
		trigger = {
			NOT = {
				original_tag = ITA
			}
		}
		custom_effect_tooltip = BBA_switzerland_ita.15.tt
		hidden_effect = {
			create_operative_leader = {
				bypass_recruitment = no
				portrait_tag_override = ITA
				available_to_spy_master = yes
				nationalities = {
					SWI ITA
				}
			}
		}
		FROM = {
			custom_effect_tooltip = BBA_switzerland_ita.15.tt
			hidden_effect = {
				create_operative_leader = {
					bypass_recruitment = no
					portrait_tag_override = ITA
					available_to_spy_master = yes
					nationalities = {
						SWI ITA
					}
				}
			}
		}
	} {
		name = BBA_switzerland.15.c
		ai_chance = {
			base = 10
			modifier = {
				factor = 10
				has_war_with = FRA
			} {
				factor = 0
				is_in_faction_with = FRA
			}
		}
		trigger = {
			NOT = {
				original_tag = FRA
			}
		}
		custom_effect_tooltip = BBA_switzerland_fra.15.tt
		hidden_effect = {
			create_operative_leader = {
				portrait_tag_override = FRA
				available_to_spy_master = yes
				nationalities = {
					SWI FRA
				}
				bypass_recruitment = no
			}
		}
		FROM = {
			custom_effect_tooltip = BBA_switzerland_fra.15.tt
			hidden_effect = {
				create_operative_leader = {
					portrait_tag_override = FRA
					available_to_spy_mas
# ... (truncated)
### Entity: Character
Component: PAR_justo_pastor_benitez
Constructs: has_dlc
Source: game
File: common/characters/PAR.txt

Code:
PAR_justo_pastor_benitez = {
	advisor = {
		slot = political_advisor
		idea_token = PAR_justo_pastor_benitez
		allowed = {
			original_tag = PAR
			has_dlc = Trial of Allegiance
		}
		traits = {
			economist
		}
		cost = 150
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		civilian = {
			small = GFX_portrait_PAR_justo_pastor_benitez_small
		}
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_expanding_influence
Constructs: prerequisite, limit, completion_reward, is_in_faction, has_dlc, add_faction_initiative, add_faction_influence_ratio, is_in_tech_sharing_group
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_expanding_influence
	icon = GFX_focus_generic_worker_expansion
	prerequisite = {
		focus = AST_an_equal_union
	}
	relative_position_id = AST_an_equal_union
	x = 2
	y = 1
	cost = 5
	available = {
		is_in_faction = yes
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				has_dlc = No Compromise, No Surrender
			}
			add_faction_initiative = 1
			add_faction_influence_ratio = 0.15
		}
		ELSE = {
			IF = {
				limit = {
					is_in_tech_sharing_group = cominwealth_allied_research
				}
				AST = {
					modify_tech_sharing_bonus = {
						id = cominwealth_allied_research
						bonus = 0.1
					}
				}
				custom_effect_tooltip = generic_skip_one_line_tt
			}
			add_tech_bonus = {
				name = AST_expanding_influence
				bonus = 1
				uses = 2
				category = naval_equipment
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			add_command_power = 30
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: AI Strategy
Component: LUX_does_the_SCW
Constructs: has_completed_focus, has_government, has_civil_war, has_global_flag, is_ai, force_build_armies, send_lend_lease_desire, send_volunteers_desire
Source: game
File: common/ai_strategy/r56_LUX.txt

Code:
LUX_does_the_SCW = {
	allowed = {
		original_tag = LUX
	}
	enable = {
		date = < 1939.1.1
		ROOT = {
			has_completed_focus = LUX_lessons_from_spain
		} {
			has_government = democratic
		}
		country_exists = SPR
		SPR = {
			has_government = democratic
		} {
			has_civil_war = yes
		}
		OR = {
			has_global_flag = scw_is_ai_driven
			SPR = {
				is_ai = no
			}
		}
		NOT = {
			has_global_flag = scw_over
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = force_build_armies
		value = 25
	} {
		type = befriend
		id = SPR
		value = 100
	} {
		type = support
		id = SPR
		value = 100
	} {
		type = send_lend_lease_desire
		id = SPR
		value = 100
	} {
		type = send_volunteers_desire
		id = SPR
		value = 150
	}
}
### Entity: Scripted Effect
Component: AST_lower_depression
Constructs: limit, remove_ideas, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/r56_AST_scripted_effects.txt

Code:
AST_lower_depression = {
	custom_effect_tooltip = AST_lower_depression_tt
	if = {
		limit = {
			has_idea = AST_R56_great_depression_1
		}
		swap_ideas = {
			remove_idea = AST_R56_great_depression_1
			add_idea = AST_R56_great_depression_2
		}
	}
	else_if = {
		limit = {
			has_idea = AST_R56_great_depression_2
		}
		swap_ideas = {
			remove_idea = AST_R56_great_depression_2
			add_idea = AST_R56_great_depression_3
		}
	}
	else = {
		remove_ideas = AST_R56_great_depression_3
	}
}
### Entity: Idea
Component: continuous_naval_production
Constructs: removal_cost
Source: game
File: common/ideas/zzz_generic.txt

Code:
continuous_naval_production = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		industrial_capacity_dockyard = 0.2
	}
}
### Entity: Order of Battle
Component: 12. Kuva-yi Milliye Tugayi
Constructs: division_template
Source: game
File: history/units/TUR_Civil_War_communist.txt

Code:
division = {
	name = 12. Kuva-yi Milliye Tugayi
	location = 11753
	division_template = Kuva-yi Milliye Tugayi
}
### Entity: Idea
Component: CHI_baojia
Constructs: has_dlc, removal_cost, conscription_factor
Source: game
File: common/ideas/china.txt

Code:
CHI_baojia = {
	picture = CHI_baojia_system
	allowed = {
		has_dlc = No Compromise, No Surrender
		original_tag = CHI
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		conscription_factor = 0.05
		training_time_factor = 0.05
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_controlling_our_skies
Constructs: prerequisite, limit, completion_reward, has_doctrine, cancel_if_invalid, complete_tooltip, add_daily_mastery, has_subdoctrine_in_track
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_controlling_our_skies
	icon = GFX_goal_generic_defence
	mutually_exclusive = {
		focus = CHI_projecting_power
	}
	x = 0
	y = 2
	relative_position_id = CHI_rocaf
	prerequisite = {
		focus = CHI_rocaf
	}
	cost = 10
	ai_will_do = {
		factor = 4
	} {
		factor = 10
	}
	available = {
		OR = {
			has_doctrine = new_strategic_destruction new_battlefield_support new_operational_integrity
		}
	}
	bypass = {

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

	}
	search_filters = {

	}
	completion_reward = {
		IF = {
			limit = {
				has_doctrine = air_subdoctrine_fighter_homeland_defense
			}
			add_daily_mastery = {
				amount = 1
				days = 75
				name = CHI_controlling_our_skies
				track = fighter_aircraft
			}
		}
		ELSE_IF = {
			limit = {
				has_subdoctrine_in_track = fighter_aircraft
			}
			add_daily_mastery = {
				amount = 1
				days = 50
				name = CHI_controlling_our_skies
				track = fighter_aircraft
			}
		}
		ELSE = {
			set_sub_doctrine = air_subdoctrine_fighter_homeland_defense
		}
		custom_effect_tooltip = generic_skip_one_line_tt CHI_modify_ROCAF_tt
		add_to_variable = {
			CHI_ROCAF_air_home_defence_factor = 0.1
			tooltip = air_home_defence_factor_tt
		}
	}
}
### Entity: Character
Component: AFG_authoritarian_modifier
Source: game
File: common/country_leader/00_traits.txt

Code:
AFG_authoritarian_modifier = {
	random = no
	sprite = 13
	justify_war_goal_time = -0.25
	production_factory_max_efficiency_factor = 0.05
	defensive_war_stability_factor = 0.1
}
### Entity: Idea
Component: idea_RAJ_an_economy_unbound
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_an_economy_unbound = {
	allowed = {
		original_tag = RAJ
	}
	picture = ARG_economic_reactivation
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		production_speed_buildings_factor = 0.2
		production_factory_efficiency_gain_factor = 0.1
	}
}
### Entity: State History
Component: 1032
Constructs: add_core_of, add_to_array
Source: game
File: history/states/1032-Telemark.txt

Code:
state = {
	id = 1032
	name = STATE_1032
	manpower = 141502
	state_category = rural
	history = {
		owner = NOR
		add_core_of = NOR
		add_to_array = {
			state_victory_points = 6151
		}
		victory_points = {
			6151 1
		}
		buildings = {
			industrial_complex = 1
			infrastructure = 3
		}
	}
	provinces = {
		100 3059 3094 6080 6184 9036 9204 11029 9174 6151
	}
	local_supplies = 0.0
}
### Entity: Idea
Component: ETH_raid_italian_depots_idea
Constructs: is_subject_of
Source: game
File: common/ideas/ethiopia.txt

Code:
ETH_raid_italian_depots_idea = {
	picture = chi_war_of_resistance3
	allowed = {
		original_tag = ITA
		ETH = {
			is_subject_of = ITA
		}
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		supply_consumption_factor = 0.1
	}
	targeted_modifier = {
		tag = ETH
		defense_bonus_against = -0.1
	}
}
### Entity: Idea
Component: ICE_viking_spirit_odin_fenrir_freja
Constructs: research_speed_factor, stability_factor, political_power_gain, war_support_factor, army_attack_factor, removal_cost, conscription_factor
Source: game
File: common/ideas/iceland.txt

Code:
ICE_viking_spirit_odin_fenrir_freja = {
	name = ICE_viking_spirit
	picture = ICE_the_viking_spirit
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		justify_war_goal_time = -0.1
		war_support_factor = 0.1
		stability_factor = 0.15
		research_speed_factor = 0.05
		political_power_gain = 0.15
		conscription = 0.01
		conscription_factor = 0.05
		army_org_factor = 0.1
		army_attack_factor = 0.1
	}
}
### Entity: Effect Reference
Construct: remove_operation_token
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## remove_operation_token

* Supported Scopes: COUNTRY
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
Remove a specific token against against another country
remove_operation_token = {
	tag = GER
	token = some_token_id
}
```
### Entity: Event
Component: palestine.6
Constructs: is_triggered_only, ai_chance, add_stability, add_political_power, add_popularity, set_country_flag, has_game_rule
Source: game
File: events/Palestine.txt

Code:
country_event = {
	id = palestine.6
	picture = GFX_report_event_chamberlain_announce
	title = palestine.6.t
	desc = palestine.6.d
	is_triggered_only = yes
	option = {
		name = palestine.6.a
		army_experience = 25
		add_political_power = 25
		add_popularity = {
			ideology = communism
			popularity = 0.1
		}
		set_country_flag = PAL_nll_favored
		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				has_game_rule = {
					rule = PAL_AI_BEHAVIOR
					option = PAL_NASHASHIBI
				}
			} {
				factor = 0
				has_game_rule = {
					rule = PAL_AI_BEHAVIOR
					option = PAL_SMC
				}
			}
		}
	} {
		name = palestine.6.b
		add_stability = 0.1
		add_political_power = 25
		add_popularity = {
			ideology = democratic
			popularity = 0.1
		}
		set_country_flag = PAL_smc_favored
		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				has_game_rule = {
					rule = PAL_AI_BEHAVIOR
					option = PAL_NLL
				}
			}
		}
	}
}
### Entity: Event
Component: kmt.320
Constructs: is_triggered_only, add_equipment_to_stockpile, fire_only_once
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.320
	title = kmt.320.t
	desc = kmt.320.d
	picture = GFX_report_event_chinese_soldiers_fighting
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = kmt.320.a
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = 1500
			producer = SOV
		} {
			type = artillery_equipment
			amount = 100
			producer = SOV
		} {
			type = small_plane_airframe
			amount = 50
			producer = SOV
		}
	}
}
### Entity: Idea
Component: BRA_article_138
Constructs: research_speed_factor, stability_factor
Source: game
File: common/ideas/brazil.txt

Code:
BRA_article_138 = {
	picture = HUN_treaty_of_triannon
	allowed = {
		original_tag = BRA
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		stability_factor = 0.1
		political_power_factor = 0.15
		research_speed_factor = 0.05
	}
}
### Entity: Idea
Component: SWE_scandinavianism_good
Constructs: production_speed_buildings_factor
Source: game
File: common/ideas/r56_sweden.txt

Code:
SWE_scandinavianism_good = {
	name = SWE_scandinavianism_idea
	picture = SWE_scandinavianism
	allowed = {
		original_tag = SWE
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		consumer_goods_factor = -0.15
		production_speed_buildings_factor = 0.1
		political_power_factor = 0.15
		party_popularity_stability_factor = 0.15
		war_stability_factor = -0.15
	}
}
### Entity: Order of Battle
Component: Regimentul 1 de Blindate
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/ROM_1936_nsb.txt

Code:
division = {
	name = Regimentul 1 de Blindate
	location = 9617
	division_template = Regimentul de Blindate
	start_experience_factor = 0.3
	force_equipment_variants = {
		light_tank_chassis_0 = {
			owner = ROM
			creator = FRA
			amount = 72
			version_name = FT Char Cannon
		}
	}
}
### Entity: Character
Component: INS_mas_pardi
Constructs: has_completed_focus, limit, has_cosmetic_tag
Source: game
File: common/characters/INS.txt

Code:
INS_mas_pardi = {
	name = INS_mas_pardi
	portraits = {
		army = {
			large = GFX_portrait_INS_mas_pardi
			small = GFX_portrait_INS_mas_pardi_small
		}
	}
	advisor = {
		slot = navy_chief
		cost = 100
		idea_token = INS_mas_pardi
		allowed = {
			OR = {
				original_tag = INS HOL
			}
		}
		visible = {
			OR = {
				original_tag = INS
				AND = {
					original_tag = HOL
					has_cosmetic_tag = INS_UNION
				}
			}
			INS_character_republic_founded_check_VISIBLE = yes
		}
		available = {
			if = {
				limit = {
					original_tag = INS
				}
				has_completed_focus = INS_the_declaration_of_independence
			}
		}
		traits = {
			navy_chief_reform_2
		}
	}
}
### Entity: Idea
Component: AST_R56_services_reconnaissance_department_idea
Constructs: removal_cost
Source: game
File: common/ideas/r56_australia.txt

Code:
AST_R56_services_reconnaissance_department_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = eng_special_air_service
	modifier = {
		special_forces_cap = 0.05
		special_forces_training_time_factor = -0.1
	}
}
### Entity: Technology
Component: naval_bomber1
Constructs: has_war_with, enable_equipments, research_cost
Source: game
File: common/technologies/air_techs.txt

Code:
technology = {
	enable_equipments = {
		nav_bomber_equipment_1
	}
	path = {
		leads_to_tech = naval_bomber2
		research_cost_coeff = 1
	}
	research_cost = 2
	start_year = 1936
	folder = {
		name = air_techs_folder
		position = {
			x = 4
			y = 4
		}
	}
	sub_technologies = {
		cv_naval_bomber1
	}
	categories = {
		naval_air naval_bomber air_equipment mio_cat_all_naval_bomber_and_modules mio_cat_all_light_aircraft_and_modules
	}
	special_project_specialization = {
		specialization_air
	}
	ai_will_do = {
		factor = 1
		modifier = {
			OR = {
				has_war_with = ENG USA JAP
			}
			factor = 3
		} {
			factor = 5
			tag = USA
		} {
			factor = 5
			tag = JAP
		}
	}
}
### Entity: AI Strategy
Component: ROM_recruitment_strategy
Source: game
File: common/ai_strategy/r56_ROM.txt

Code:
ROM_recruitment_strategy = {
	allowed = {
		original_tag = ROM
	}
	enable = {
		always = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = role_ratio
		id = garrison
		value = 2
	} {
		type = role_ratio
		id = paratroopers
		value = -50
	} {
		type = role_ratio
		id = mountaineers
		value = -50
	} {
		type = role_ratio
		id = marines
		value = -50
	} {
		type = role_ratio
		id = cavalry
		value = -99
	} {
		type = role_ratio
		id = motorized
		value = 0
	} {
		type = role_ratio
		id = mechanized
		value = 0
	} {
		type = role_ratio
		id = armor
		value = 0
	} {
		type = unit_ratio
		id = capital_ship
		value = -50
	} {
		type = unit_ratio
		id = submarine
		value = -100
	} {
		type = unit_ratio
		id = screen_ship
		value = -50
	} {
		type = unit_ratio
		id = convoy
		value = 30
	}
}
### Entity: Modding Documentation
Construct: become_spymaster
Source: vanilla_docs
File: common/ai_strategy/_documentation.md

Doc:
### `become_spymaster`
Used to set weight for a faction leader to become spymaster if not already a spymaster
```
ai_strategy = {
	type = become_spymaster
	value = 30 # Weight value for pp spend to become spymaster
}
```
### Entity: National Focus
Component: wuw_HUN_state_protection_authority
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, add_political_power, cancel_if_invalid, has_dlc
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_state_protection_authority
	icon = GFX_focus_generic_secret_service_agency
	prerequisite = {
		focus = wuw_HUN_goulash_communism
	}
	x = 0
	y = 2
	relative_position_id = wuw_HUN_goulash_communism
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available = {
		has_government = communism
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 75
		custom_effect_tooltip = generic_skip_one_line_tt
		IF = {
			limit = {
				has_dlc = La Resistance
			}
			IF = {
				limit = {
					has_intelligence_agency = no
				}
				create_intelligence_agency = yes
			}
			add_ideas = HUN_state_protection_authority_ns
		}
		ELSE = {
			add_ideas = HUN_state_protection_authority_ns_vanilla
		}
	}
}
### Entity: State History
Component: 777
Constructs: add_core_of
Source: game
File: history/states/777-Togo.txt

Code:
state = {
	id = 777
	name = STATE_777
	history = {
		owner = FRA
		add_core_of = TOG
		victory_points = {
			1951 1
		}
		buildings = {
			infrastructure = 2
			1951 = {
				naval_base = 1
			}
		}
	}
	provinces = {
		1951 12843 13212
	}
	manpower = 1101346
	buildings_max_level_factor = 1.0
	state_category = pastoral
	local_supplies = 0.0
}
### Entity: Character
Component: XSM_han_yimu
Constructs: has_completed_focus
Source: game
File: common/characters/Warlords_China.txt

Code:
XSM_han_yimu = {
	name = XSM_han_yimu
	portraits = {
		army = {
			large = GFX_portrait_XSM_han_yimu
			small = GFX_portrait_XSM_han_yimu_small
		}
	}
	corps_commander = {
		attack_skill = 2
		defense_skill = 1
		planning_skill = 2
		logistics_skill = 2
		skill = 2
		traits = {
			infantry_officer
		}
		legacy_id = -1
		visible = {
			has_completed_focus = XSM_recruit_salar_officers
		}
	}
}
### Entity: Order of Battle
Component: Human Slave of High
Constructs: division_template
Source: game
File: history/units/WAF_1936.txt

Code:
division = {
	name = Human Slave of High
	location = 12768
	division_template = Human Slave
	start_experience_factor = 0.3
}
### Entity: Event
Component: mtg_britain.82
Constructs: is_triggered_only, limit, every_country, add_opinion_modifier, set_country_flag, is_subject_of
Source: game
File: events/MTG_Britain.txt

Code:
country_event = {
	id = mtg_britain.82
	title = mtg_britain.82.t
	desc = mtg_britain.82.d
	picture = GFX_report_event_imperial_conference
	is_triggered_only = yes
	option = {
		name = mtg_britain.82.a
		trigger = {
			tag = ENG
		}
		activate_mission = ENG_imperial_conference_decision
		set_country_flag = {
			flag = ENG_imperial_conference_timer_flag
			value = 1
			days = 60
		}
		every_country = {
			limit = {
				OR = {
					AND = {
						is_subject_of = ENG
						tag = CAN
					} {
						is_subject_of = ENG
						tag = SAF
					} {
						is_subject_of = ENG
						tag = RAJ
					} {
						is_subject_of = ENG
						tag = AST
					} {
						is_subject_of = ENG
						tag = NZL
					}
				}
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = ENG_imperial_conference_opinion
			}
			custom_effect_tooltip = mtg_britain.82_tt
		}
	} {
		name = mtg_britain.82.b
		trigger = {
			NOT = {
				tag = ENG
			}
		}
		effect_tooltip = {
			add_opinion_modifier = {
				target = FROM
				modifier = ENG_imperial_conference_opinion
			}
		}
	}
}
### Entity: Character
Component: ECU_gilberto_enriquez_gallo
Source: game
File: common/characters/ECU.txt

Code:
ECU_gilberto_enriquez_gallo = {
	advisor = {
		slot = army_chief
		idea_token = ECU_gilberto_enriquez_gallo
		allowed = {
			original_tag = ECU
		}
		traits = {
			army_chief_morale_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Gilberto Enriquez Gallo
	portraits = {
		army = {
			small = GFX_idea_generic_army_south_america_2
		}
	}
}
### Entity: Event
Component: himalaya_bhutan.2
Constructs: is_triggered_only, add_opinion_modifier, fire_only_once, add_political_power
Source: game
File: events/bhutan.txt

Code:
country_event = {
	id = himalaya_bhutan.2
	title = himalaya_bhutan.2.t
	desc = himalaya_bhutan.2.desc
	picture = GFX_report_event_polish_politics
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = himalaya_bhutan.2.a
		add_political_power = 120
		add_opinion_modifier = {
			target = ENG
			modifier = medium_increase
		} {
			target = RAJ
			modifier = medium_increase
		}
		ENG = {
			add_opinion_modifier = {
				target = BHU
				modifier = medium_increase
			}
		}
		RAJ = {
			add_opinion_modifier = {
				target = BHU
				modifier = medium_increase
			}
		}
	}
}
### Entity: Character
Component: INS_uncompromising_idealist
Constructs: stability_factor, war_support_factor, send_volunteer_factor
Source: game
File: common/country_leader/taog_traits.txt

Code:
INS_uncompromising_idealist = {
	random = no
	justify_war_goal_time = -0.75
	send_volunteer_factor = 2.0
	war_support_factor = 0.1
	stability_factor = -0.1
	political_power_factor = -0.1
}
### Entity: Trigger Reference
Construct: collection_contains
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## collection_contains

* Supported Scopes: any
* Supported Targets: any

Checks if the provided collection contains all the provided elements. Possible types to check for are:
- Countries
### Entity: Order of Battle
Component: Finanční Stráž
Constructs: division_template, is_locked
Source: game
File: history/units/CZE_1936_mun.txt

Code:
division_template = {
	name = Finanční Stráž
	division_names_group = CZE_GAR_01
	is_locked = yes
	division_cap = 0
	priority = 0
	regiments = {
		militia = {
			x = 0
			y = 0
		}
	}
}