Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Unit Template
Component: AST
Source: game
File: common/units/names/00_names.txt

Code:
AST = {
	submarine = {
		prefix = HMAS
		generic = {
			Submarine
		}
		unique = {
			Oxley Otway Onslow Ovens Orion Otama Collins Farncomb Waller Dechaineaux Sheean Rankin
		}
	}
	destroyer = {
		prefix = HMAS
		generic = {
			Destroyer
		}
		unique = {
			Stuart Vampire Vendetta Voyager Waterhen Arunta Bataan Warramunga Napier Nizam Nestor Norman Nerissa Quiberon Quickmatch Quadrant Quality Queenborough Tobruk Anzac Barcoo Barwon Burdekin Diamantina Gascoyne Hawkesbury Lachlan Macquarie Murchison Condamine Shoalhaven Culgoa Balmaine Bogam Campaspe Murrumbidgee Naomi Nepean Warburton Williamstown Wimmera Wollondilly
		}
	}
	light_cruiser = {
		prefix = HMAS
		generic = {
			Light Cruiser
		}
		unique = {
			Sydney Perth Hobart Brisbane Adelaide Darwin Newcastle Christmas Island Coral Sea Norfolk Island Alice Springs Cooktown Broome Wagga Wagga
		}
	}
	heavy_cruiser = {
		prefix = HMAS
		generic = {
			Heavy Cruiser
		}
		unique = {
			Canberra Australia Perth Hobart Brisbane Adelaide Darwin Newcastle Christmas Island Coral Sea Norfolk Island Alice Springs Cooktown Broome Wagga Wagga
		}
	}
	battle_cruiser = {
		prefix = HMAS
		generic = {
			Battlecruiser
		}
		unique = {
			New South Wales Queensland South Australia Tasmania Victoria Western Australia
		}
	}
	battleship = {
		prefix = HMAS
		generic = {
			Battleship
		}
		unique = {
			Princess Elizabeth New South Wales Queensland South Australia Tasmania Victoria Western Australia
		}
	}
	carrier = {
		prefix = HMAS
		generic = {
			Carrier
		}
		unique = {
			Captain Cook Captain Bligh Shark Bay Geographe Bay Carpentaria King Sound Sydney Vengeance Melbourne
		}
	}
	air_wing_names_template = AIR_WING_NAME_AST_FALLBACK
	cv_small_plane_airframe = {
		prefix = 
		generic = {
			Squadron RAN
		}
		generic_pattern = AIR_WING_NAME_ENG_CARRIER
		unique = {

		}
	}
	cv_small_plane_cas_airframe = {
		prefix = 
		generic = {
			Squadron RAN
		}
		generic_pattern = AIR_WING_NAME_ENG_CARRIER
		unique = {

		}
	}
	cv_small_plane_naval_bomber_airframe = {
		prefix = 
		generic = {
			Squadron RAN
		}
		generic_pattern = AIR_WING_NAME_ENG_CARRIER
		unique = {

		}
	}
}
### Entity: Effect Reference
Construct: reserve_dynamic_country
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## reserve_dynamic_country

* Supported Scopes: COUNTRY
* Supported Targets: any

```
reserves a dynamic country so it won't be recycled for civil wars. A dynamic country with no owned states must be reserved after it is created and unreserved once it is no longer going to be used. example :
reserve_dynamic_country = yes
reserve_dynamic_country = no

```
### Entity: Event
Component: BBA_ethiopia_anti_colonialism_events.6
Constructs: is_triggered_only, ai_chance, clr_country_flag, clear_variable
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_anti_colonialism_events.6
	title = BBA_ethiopia_anti_colonialism_events.6.t
	desc = BBA_ethiopia_anti_colonialism_events.6.desc
	is_triggered_only = yes
	picture = GFX_report_event_generic_sign_treaty2
	option = {
		name = BBA_ethiopia_anti_colonialism_events.6.a
		ai_chance = {
			base = 10
		}
		ETH = {
			clr_country_flag = ETH_currently_demanding_peace_flag
		}
		clear_variable = global.african_revolt_country global.african_supporting_country global.african_colonial_country
	}
}
### Entity: Trigger Reference
Construct: is_on_same_continent_as
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## is_on_same_continent_as

* Supported Scopes: STATE, COUNTRY
* Supported Targets: any

Checks if the scope state is on the same continent as the given state.
The capital state is used for given country tag.
Example 1:
```
FROM = {
	is_on_same_continent_as = 111
}
```
Example 2:
```
GER = {
	is_on_same_continent_as = ITA
}
```
### Entity: Event
Component: AAT_Sweden_ball_bearing.3
Constructs: is_triggered_only, ai_chance, add_ideas, has_war_with, is_major, set_country_flag
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden_ball_bearing.3
	title = AAT_Sweden_ball_bearing.3.t
	desc = AAT_Sweden_ball_bearing.3.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = AAT_Sweden_ball_bearing.3.a
		ai_chance = {
			base = 10
			modifier = {
				has_war_with = FROM
				factor = 0
			}
		}
		FROM = {
			country_event = {
				id = AAT_Sweden_ball_bearing.6
				hours = 4
			}
		}
		effect_tooltip = {
			FROM = {
				army_experience = 20
				air_experience = 20
				navy_experience = 20
			}
		}
		army_experience = -20
		air_experience = -20
		navy_experience = -20
		add_ideas = SWE_ball_bearing_idea
	} {
		name = AAT_Sweden_ball_bearing.3.b
		ai_chance = {
			base = 0
			modifier = {
				any_enemy_country = {
					is_major = yes
				}
				add = 5
			}
		}
		FROM = {
			country_event = {
				id = AAT_Sweden_ball_bearing.7
				hours = 4
			}
		}
		set_country_flag = SWE_rejected_ball_bearing
	}
}
### Entity: Idea
Component: CZE_divided_nation
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_divided_nation = {
	allowed = {
		original_tag = CZE
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		stability_factor = -0.2
		conscription = -0.005
	}
}
### Entity: Shared Focus
Tree: chi_focus
Component: CHI_chinese_panzers
Constructs: shared_focus, prerequisite, limit, completion_reward, cancel_if_invalid, add_tech_bonus, add_breakthrough_progress, has_dlc
Source: game
File: common/national_focus/china_shared.txt

Code:
shared_focus = {
	id = CHI_chinese_panzers
	icon = GFX_goal_generic_production2
	prerequisite = {
		focus = CHI_purchase_tanks
	} {
		focus = CHI_closer_ties_with_germany
	}
	x = -2
	y = 1
	relative_position_id = CHI_purchase_tanks
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		GER_will_support = yes
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_tech_bonus = {
			name = CHI_chinese_panzers
			bonus = 1.0
			uses = 1
			category = armor
		}
		add_breakthrough_progress = {
			specialization = specialization_land
			value = 0.25
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = available_mio_tt
			show_mio_tooltip = CHI_sino_german_technical_mission_organization
			mio:CHI_sino_german_technical_mission_organization = {
				add_mio_size = 1
				add_mio_funds = 500
			}
		}
		ELSE = {
			custom_effect_tooltip = available_designer
			show_ideas_tooltip = german_chinese_tank_designer
		}
	}
}
### Entity: Order of Battle
Component: Divisione Ascari Libica
Constructs: division_template
Source: game
File: history/units/ITA_1936.txt

Code:
division_template = {
	name = Divisione Ascari Libica
	division_names_group = ITA_COL_01
	override_model = ITA_infantry_alt_2_entity
	template_counter = 67
	obsolete = yes
	regiments = {
		infantry = {
			x = 0
			y = 0
		} {
			x = 0
			y = 1
		} {
			x = 0
			y = 2
		} {
			x = 1
			y = 0
		}
	}
	priority = 0
}
### Entity: Scorer
Component: EAI_SCORER_operation_targeted_sabotage_industry
Constructs: has_war_with, has_country_flag, check_variable, is_running_operation_targeted_sabotage_industry_, is_running_operation_targeted_sabotage_infrastructure_, is_running_operation_targeted_sabotage_resources_, is_running_operation_boost_resistance_, has_token_resistance_contacts_
Source: game
File: common/scorers/country/EAI_operation_target_scorers.txt

Code:
EAI_SCORER_operation_targeted_sabotage_industry = {
	targets = {
		target_array = potential_and_current_enemies enemies_of_allies neighbors global.majors
		target_root_trigger = {
			check_variable = {
				EAI_ESP_available_operatives = > 2
			}
		}
		score = {
			base = 300
			modifier = {
				factor = 0.01
				has_country_flag = EAI_operation_timeout_@FROM
			} {
				factor = 0
				FROM = {
					OR = {
						has_country_flag = is_running_operation_targeted_sabotage_industry_@PREV is_running_operation_targeted_sabotage_infrastructure_@PREV is_running_operation_targeted_sabotage_resources_@PREV is_running_operation_boost_resistance_@PREV
					}
				}
			} {
				factor = 0
				NOT = {
					FROM = {
						has_country_flag = has_token_resistance_contacts_@PREV
					}
				}
			} {
				factor = 0
				tag = FROM
			} {
				factor = 0
				NOT = {
					num_of_controlled_states = > 0
				}
			} {
				set_temp_variable = {
					industry_factor = num_of_factories
				}
				divide_temp_variable = {
					industry_factor = 500
				}
				clamp_temp_variable = {
					var = industry_factor
					max = 1
				}
				factor = industry_factor
			} {
				factor = 0
				NOT = {
					any_controlled_state = {
						has_resistance = yes
					}
				}
			} {
				factor = 0
				NOT = {
					has_war_with = FROM
					any_occupied_country = {
						has_war_together_with = FROM
					}
				}
			} {
				factor = 10
				FROM = {
					has_capitulated = yes
				}
				any_occupied_country = {
					tag = FROM
				}
			} {
				factor = 2
				FROM = {
					surrender_progress = > 0.01
				}
				any_occupied_country = {
					tag = FROM
				}
			} {
				factor = 2
				has_war_with = FROM
			} {
				factor = 1.25
				FROM = {
					network_strength = {
						target = PREV
						value = > 10
					}
				}
			} {
				factor = 1.25
				FROM = {
					network_strength = {
						target = PREV
						value = > 25
					}
				}
			} {
				factor = 1.25
				FROM = {
					network_strength = {
						target = PREV
						value = > 50
					}
				}
			} {
				factor = 0.1
				has_war_together_with = FROM
			} {
				set_temp_variable = {
					temp = EAI_espionage_operation_risk_@FROM
				} {
					risk_factor = 1
				}
				divide_temp_variable = {
					temp = 4
				}
				clamp_temp_variable = {
					var = temp
					min = 0
					max = 1
				}
				subtract_from_temp_variable = {
					risk_factor = temp
				}
				factor = risk_f
# ... (truncated)
### Entity: National Focus
Tree: sud_focus
Component: SUD_steel_production_plan
Constructs: prerequisite, limit, completion_reward, add_tech_bonus, random_owned_state, is_core_of, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/sudan.txt

Code:
focus = {
	id = SUD_steel_production_plan
	icon = GFX_focus_generic_steel
	cost = 5.0
	prerequisite = {
		focus = SUD_industrial_modernization
	}
	x = -1
	y = 1
	relative_position_id = SUD_industrial_modernization
	completion_reward = {
		add_tech_bonus = {
			name = construction_tech_bonus
			bonus = 1
			uses = 1
			category = steel_tech
		}
		random_owned_state = {
			limit = {
				is_core_of = SUD
				state_population = > 50000
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = steel_mill
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				is_core_of = SUD
				state_population = > 50000
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = steel_mill
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STEEL
	}
}
### Entity: Idea
Component: BEL_BEL_LUX_customs_union
Constructs: removal_cost
Source: game
File: common/ideas/benelux.txt

Code:
BEL_BEL_LUX_customs_union = {
	name = BEL_LUX_customs_union
	allowed = {
		always = no
	}
	allowed_civil_war = {

	}
	removal_cost = -1
	picture = can_wartime_prices_and_trade_board
	modifier = {
		production_speed_industrial_complex_factor = 0.02
	}
}
### Entity: Event
Component: BBA_african_union_events.16
Constructs: is_triggered_only, ai_chance
Source: game
File: events/BBA_AfricanUnion_events.txt

Code:
country_event = {
	id = BBA_african_union_events.16
	title = BBA_african_union_events.16.t
	desc = BBA_african_union_events.16.desc
	is_triggered_only = yes
	picture = GFX_report_event_soldiers_marching
	option = {
		name = BBA_african_union_events.16.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: Country History
Country: IVO
Component: IVO_misc
Constructs: set_technology, set_convoys, complete_national_focus, set_grand_doctrine, complete_special_project
Source: game
File: history/countries/IVO - Ivory Coast.txt

Code:
# Misc for IVO
capital = 779
set_convoys = 20
1939.1.1 = {
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort naval_effort large_navy industrial_effort construction_effort production_effort
	set_technology = {
		tech_support = 1
		tech_recon = 1
		support_weapons = 1
		gw_artillery = 1
		electronic_mechanical_engineering = 1
		radio = 1
		mechanical_computing = 1
		computing_machine = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		construction1 = 1
		construction2 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
	}
	set_grand_doctrine = grand_battleplan new_fleet_in_being new_strategic_destruction
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
### Entity: Decision
Component: GUAY_laissez_faire_cat
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/GUAY_decision_categories.txt

Code:
GUAY_laissez_faire_cat = {
	icon = GFX_decision_category_gre_paying_ifc_debt
	priority = 50
	allowed = {
		OR = {
			original_tag = URG PAR
		}
	}
	visible = {
		has_completed_focus = GUAY_laissez_faire
	}
}
### Entity: Scripted Effect
Component: EAI_FOCUS_UPDATE/NAVY/battlecruiser
Constructs: limit, has_country_flag, check_variable, set_variable
Source: game
File: common/scripted_effects/EAI_MILITARY_FOCUS_update.txt

Code:
EAI_FOCUS_UPDATE/NAVY/battlecruiser = {
	if = {
		limit = {
			NOT = {
				has_country_flag = EAI_FOCUS/NAVY/battlecruiser_OVERRIDE
			}
		}
		if = {
			limit = {
				NOT = {
					check_variable = {
						EAI_FOCUS/NAVY/battlecruiser = global.EAI_ON
					}
				}
				always = no
			}
			if = {
				limit = {
					has_country_flag = EAI_FOCUS_UPDATE_update_logging
				}
				log = [GetDate] | AI | [Root.GetName] | FOCUS UPDATE: EAI_FOCUS/NAVY/battlecruiser = FROM: [?EAI_FOCUS/NAVY/battlecruiser] TO global.EAI_ON
			}
			set_variable = {
				EAI_FOCUS/NAVY/battlecruiser = global.EAI_ON
			}
		} {
			limit = {
				NOT = {
					check_variable = {
						EAI_FOCUS/NAVY/battlecruiser = global.EAI_OFF
					}
				}
				always = no
			}
			if = {
				limit = {
					has_country_flag = EAI_FOCUS_UPDATE_update_logging
				}
				log = [GetDate] | AI | [Root.GetName] | FOCUS UPDATE: EAI_FOCUS/NAVY/battlecruiser = FROM: [?EAI_FOCUS/NAVY/battlecruiser] TO global.EAI_OFF
			}
			set_variable = {
				EAI_FOCUS/NAVY/battlecruiser = global.EAI_OFF
			}
		}
	}
}
### Entity: Idea
Component: SHL_communist_guy
Constructs: has_government
Source: game
File: common/ideas/schleswig_holstein.txt

Code:
SHL_communist_guy = {
	picture = generic_political_advisor_europe_3
	allowed = {
		original_tag = SHL
	}
	traits = {
		communist_revolutionary
	}
	do_effect = {
		NOT = {
			has_government = communism
		}
	}
	ai_will_do = {
		factor = 0
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_slum_clearing
Constructs: every_owned_state, prerequisite, limit, completion_reward, cancel_if_invalid, is_core_of, is_fully_controlled_by, set_temp_variable
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_slum_clearing
	icon = GFX_goal_generic_construction
	x = 0
	y = 1
	prerequisite = {
		focus = FRA_counter_action
	}
	relative_position_id = FRA_counter_action
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		every_owned_state = {
			limit = {
				is_core_of = ROOT
				is_fully_controlled_by = ROOT
				set_temp_variable = {
					state_num_factory = industrial_complex_level
				}
				add_to_temp_variable = {
					state_num_factory = arms_factory_level
				} {
					state_num_factory = building_level@dockyard
				}
				check_variable = {
					state_num_factory = > 7
				}
			}
			add_extra_state_shared_building_slots = 3
		}
	}
}
### Entity: Event
Component: INS_loyalist_events.28
Constructs: is_triggered_only, ai_chance, is_in_faction_with, has_same_ideology, is_ai
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_loyalist_events.28
	title = INS_loyalist_events.28.t
	desc = INS_loyalist_events.28.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = INS_loyalist_events.28.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 5
				is_in_faction_with = INS
			} {
				factor = 3
				INS = {
					has_same_ideology = yes
				}
			}
		}
		PHI = {
			country_event = {
				id = INS_loyalist_events.29
				hours = 12
			}
		}
		custom_effect_tooltip = if_they_accept_tt
		effect_tooltip = {
			indonesia_phillipines_unite_effect = yes
		}
	} {
		name = INS_loyalist_events.28.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				INS = {
					is_ai = no
				}
			}
		}
		FROM = {
			country_event = {
				id = INS_loyalist_events.33
				hours = 12
			}
		}
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_army_reform
Constructs: completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_argentina.txt

Code:
focus = {
	id = ARG_army_reform
	icon = GFX_goal_ARG_coa_army
	x = 5
	y = 0
	cost = 5
	ai_will_do = {
		factor = 4
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = ARG_army_reform
			cost_reduction = 0.6
			uses = 1
			category = land_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_the_damascus_diktat
Constructs: prerequisite, limit, every_country, completion_reward, is_subject, has_subject
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_the_damascus_diktat
	icon = GFX_goal_generic_position_armies
	prerequisite = {
		focus = TUR_aligning_bulgaria
	}
	x = 2
	y = 1
	relative_position_id = TUR_aligning_bulgaria
	cost = 10
	ai_will_do = {
		base = 10
	}
	available = {
		is_subject = no
	}
	bypass = {
		ROOT = {
			controls_state = 677
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		IF = {
			limit = {
				677 = {
					controller = {
						is_subject = no
					}
				}
			}
			677 = {
				controller = {
					country_event = {
						id = bftb_turkey.102
						hours = 2
					}
				}
			}
		}
		ELSE = {
			every_country = {
				limit = {
					has_subject = 677
					 = .controller
				}
				country_event = {
					id = bftb_turkey.102
					hours = 2
				}
			}
		}
	}
}
### Entity: Event
Component: libya.44
Constructs: is_triggered_only, ai_chance, limit, is_historical_focus_on
Source: game
File: events/tmodernevents.txt

Code:
country_event = {
	id = libya.44
	title = libya.44.t
	desc = libya.44.d
	picture = GFX_report_event_cze_divided_nation
	is_triggered_only = yes
	option = {
		name = libya.44.a
		ai_chance = {
			base = 90
		}
		if = {
			limit = {
				SLO = {
					controls_state = 664
				}
			}
			SLO = {
				country_event = {
					id = slovakk.1
				}
			}
		}
	} {
		name = libya.44.b
		ai_chance = {
			base = 10
			modifier = {
				is_historical_focus_on = no
				factor = 100
			}
		}
		SLO = {
			country_event = {
				id = libya.45
			}
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_women_in_the_war_effort
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea, set_rule, add_ace
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_women_in_the_war_effort
	icon = GFX_focus_SOV_womens_fascist_movement
	prerequisite = {
		focus = CHI_form_the_chinese_womens_national_war_relief_society
	}
	x = 0
	y = 1
	relative_position_id = CHI_form_the_chinese_womens_national_war_relief_society
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = CHI_chinese_womens_national_war_relief_society
			add_idea = CHI_women_in_the_war_effort_idea
		}
		set_rule = {
			can_generate_female_aces = yes
		}
		add_ace = {
			name = Margaret
			surname = Gee
			callsign = Maggie
			type = fighter_unique
		} {
			name = Hazel
			surname = Lee
			callsign = Hero
			type = fighter_unique
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_TAC_aircraft_production
Constructs: has_tech
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_air_triggers.txt

Code:
EAI_TAC_aircraft_production = {
	OR = {
		has_tech = basic_medium_airframe tactical_bomber1
	}
	EAI_TAC_tech_focus = yes
}
### Entity: Event
Component: ww_BEL_event_war.4
Constructs: is_triggered_only, fire_only_once, swap_ruler_traits, clr_country_flag, add_country_leader_role
Source: game
File: events/WUW_Belgium.txt

Code:
country_event = {
	id = ww_BEL_event_war.4
	title = ww_BEL_event_war.4.t
	desc = ww_BEL_event_war.4.desc
	picture = GFX_report_event_BEL_leopold
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = ww_BEL_event_war.4.a
		swap_ruler_traits = {
			remove = BEL_belgian_inquisitor
			add = BEL_belgian_fuhrer
		}
		hidden_effect = {
			clr_country_flag = BEL_leopold_flag
		}
	} {
		name = ww_BEL_event_war.4.b
		add_country_leader_role = {
			character = BEL_charles_count_of_flanders_person
			promote_leader = yes
			country_leader = {
				ideology = fascism_ideology
				expire = 1965.1.1.1
				traits = {
					BEL_royal_regent
				}
			}
		}
		clr_country_flag = BEL_leopold_flag
	}
}
### Entity: Character
Component: SIK_sheng_shicai
Source: game
File: common/characters/Warlords_China.txt

Code:
SIK_sheng_shicai = {
	name = SIK_sheng_shicai
	portraits = {
		civilian = {
			large = GFX_portrait_SIK_sheng_shicai
		}
		army = {
			large = GFX_portrait_sheng_shicai
			small = GFX_portrait_SIK_sheng_shicai_small
		}
	}
	country_leader = {
		ideology = stalinism
		expire = 1965.1.1.1
		traits = {
			SIK_communist_in_name_only SIK_duban
		}
		id = -1
	}
}
### Entity: Unit Template
Component: CRO_MEC_01
Source: game
File: common/units/names_divisions/CRO_names_divisions.txt

Code:
CRO_MEC_01 = {
	name = Mechanised Divisions
	for_countries = {
		CRO
	}
	can_use = {
		always = yes
	}
	division_types = {
		mechanized
	}
	link_numbering_with = {
		CRO_MOT_01
	}
	fallback_name = %d. Mehanizirana Divizija
	ordered = {
		1 = {
			%d. Mehanizirana Divizija
		}
		2 = {
			%d. Mehanizirana Divizija
		}
		3 = {
			%d. Mehanizirana Divizija
		}
		4 = {
			%d. Mehanizirana Divizija
		}
		5 = {
			%d. Mehanizirana Divizija
		}
		6 = {
			%d. Mehanizirana Divizija
		}
		7 = {
			%d. Mehanizirana Divizija
		}
		8 = {
			%d. Mehanizirana Divizija
		}
		9 = {
			%d. Mehanizirana Divizija
		}
		10 = {
			%d. Mehanizirana Divizija
		}
	}
}
### Entity: Character
Component: SOV_andrey_grechko
Constructs: has_character_flag
Source: game
File: common/characters/SOV.txt

Code:
SOV_andrey_grechko = {
	name = SOV_andrey_grechko
	portraits = {
		army = {
			large = GFX_portrait_SOV_andrey_grechko
			small = GFX_idea_SOV_andrey_grechko
		}
	}
	corps_commander = {
		traits = {
			cavalry_officer
		}
		skill = 3
		attack_skill = 1
		defense_skill = 3
		planning_skill = 3
		logistics_skill = 3
		legacy_id = 0
		visible = {
			NOT = {
				has_character_flag = SOV_exiled_flag
			}
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_purge_fey
Constructs: prerequisite, remove_ideas, completion_reward, retire_character
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_purge_fey
	icon = GFX_goal_AUS_handle_fey
	relative_position_id = AUS_purge_opposition
	x = -1
	y = 1
	prerequisite = {
		focus = AUS_purge_opposition
	}
	mutually_exclusive = {
		focus = AUS_compromise_with_fey
	}
	cost = 10
	completion_reward = {
		retire_character = AUS_emil_fey
		remove_ideas = AUS_emil_fey
	}
}