Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: infantry_equipment_producer_allround_1
Constructs: equipment_bonus
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
infantry_equipment_producer_allround_1 = {
	random = no
	equipment_bonus = {
		infantry_equipment = {
			soft_attack = 0.04
			hard_attack = 0.04
			breakthrough = 0.04
			defense = 0.04
			reliability = 0.04
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Effect Reference
Construct: every_neighbor_state
Constructs: limit, every_neighbor_state, random_select_amount
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## every_neighbor_state

* Supported Scopes: STATE
* Supported Targets: none

```
Executes children effects on every State neighboring the state in scope (or \"random_select_amount\" of random state 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 state with display_individual_scopes.
ex:
42 = {
	every_neighbor_state = {
		tooltip = my_loc_key # Optional
		random_select_amount = 3 # Optional
		display_individual_scopes = yes # Optional - default = no
		... state scope effects ...
	}
}
```
### Entity: Idea
Component: VEN_creole_cult5
Constructs: stability_factor, neutrality_drift
Source: game
File: common/ideas/r56_venezuela.txt

Code:
VEN_creole_cult5 = {
	picture = VEN_creole_petroleum
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		political_power_factor = -0.1
		neutrality_drift = 0.05
		stability_factor = -0.1
		trade_opinion_factor = 0.1
		fuel_gain_factor = 0.15
		army_core_defence_factor = 0.1
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_the_pacific_union_of_soviet_socialist_republics
Constructs: prerequisite, has_government, completion_reward, add_political_power, is_subject, cancel_if_invalid, set_cosmetic_tag
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_the_pacific_union_of_soviet_socialist_republics
	icon = GFX_focus_JAP_pacific_soviet_union
	x = 0
	y = 2
	relative_position_id = JAP_put_an_end_to_chinese_feudalism
	prerequisite = {
		focus = JAP_put_an_end_to_chinese_feudalism
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_government = communism
		is_subject = no
		282 = {
			is_controlled_by_ROOT_or_ally = yes
		}
		524 = {
			is_controlled_by_ROOT_or_ally = yes
		}
		613 = {
			is_controlled_by_ROOT_or_ally = yes
		}
		608 = {
			is_controlled_by_ROOT_or_ally = yes
		}
		1037 = {
			is_controlled_by_ROOT_or_ally = yes
		}
		592 = {
			is_controlled_by_ROOT_or_ally = yes
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_political_power = 100
		custom_effect_tooltip = generic_skip_one_line_tt JAP_greater_east_asian_federation_2_tt generic_skip_one_line_tt JAP_the_pacific_union_of_soviet_socialist_republics_tt
		hidden_effect = {
			set_cosmetic_tag = JAP_pacific_union
		}
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_workers_defence_corps_sparks_anew
Constructs: prerequisite, add_stability, completion_reward, add_timed_idea, add_to_variable
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_workers_defence_corps_sparks_anew
	icon = GFX_focus_AUS_union_of_danubian_socialist_republics
	prerequisite = {
		focus = AST_against_war_and_fascism
	}
	relative_position_id = AST_against_war_and_fascism
	x = 0
	y = 1
	cost = 5
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_timed_idea = {
			idea = AST_communist_ideals
			days = 365
		}
		custom_effect_tooltip = generic_skip_one_line_tt AST_imperial_pressure_spirit_tt generic_skip_one_line_tt
		add_to_variable = {
			AST_imperial_pressure_democratic_drift = 0.05
			tooltip = democratic_drift_tt
		} {
			AST_imperial_pressure_stability_factor = -0.05
			tooltip = stability_factor_tt
		}
		add_stability = 0.03
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
}
### Entity: National Focus
Tree: ser_focus
Component: SER_nuclear_effort
Constructs: prerequisite, limit, completion_reward, has_tech, add_tech_bonus, add_breakthrough_progress
Source: game
File: common/national_focus/serbia.txt

Code:
focus = {
	id = SER_nuclear_effort
	icon = GFX_focus_wonderweapons
	prerequisite = {
		focus = SER_construction_effort_2
	}
	relative_position_id = SER_construction_effort_2
	x = 0
	y = 1
	cost = 10
	available = {
		controls_state = 107
		num_of_factories = > 50
	}
	completion_reward = {
		IF = {
			limit = {
				NOT = {
					has_tech = atomic_research
				}
			}
			add_tech_bonus = {
				name = SER_nuclear_effort
				bonus = 0.75
				uses = 1
				category = nuclear
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			add_breakthrough_progress = {
				specialization = specialization_nuclear
				value = 0.25
			}
		}
		ELSE = {
			add_breakthrough_progress = {
				specialization = specialization_nuclear
				value = 0.75
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0.25
			always = yes
		}
	}
}
### Entity: National Focus
Tree: eng_focus
Component: ENG_decolonization
Constructs: has_completed_focus, prerequisite, has_war, limit, add_ideas, remove_ideas, has_government, has_war_with
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = ENG_decolonization
	prerequisite = {
		focus = ENG_self_government_for_africa
	} {
		focus = ENG_self_government_for_asia
	} {
		focus = ENG_towards_indian_independence
	}
	available = {
		is_subject = no
	}
	bypass = {
		num_subjects = < 1
	}
	continue_if_invalid = yes
	icon = GFX_focus_eng_decolonization
	x = 0
	y = 1
	relative_position_id = ENG_self_government_for_africa
	cost = 10
	ai_will_do = {
		factor = 1
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		set_global_flag = ENG_decolonized
		add_stability = 0.1
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		add_political_power = 100
		add_manpower = 100000
		every_other_country = {
			limit = {
				is_subject_of = ENG
				has_idea = ENG_guided_by_britain_2
			}
			remove_ideas = ENG_guided_by_britain_2
			if = {
				limit = {
					NOT = {
						has_country_flag = ENG_remain_as_puppet
					}
				}
				ROOT = {
					if = {
						limit = {
							has_dlc = Graveyard of Empires
							PREV = {
								original_tag = RAJ
							}
						}
						PREV = {
							country_event = {
								id = GOE_RAJ.30
								hours = 2
							}
						}
					}
					else = {
						set_autonomy = {
							target = PREV
							autonomy_state = autonomy_free
						}
					}
				}
				if = {
					limit = {
						NOT = {
							surrender_progress = > 0.1
						}
					}
					random = {
						chance = 75
						every_enemy_country = {
							limit = {
								has_war_with = PREV
								NOT = {
									original_tag = RAJ
									RAJ = {
										NOT = {
											has_country_flag = RAJ_mughal_uprising
										}
									}
								}
							}
							white_peace = PREV
						}
						leave_faction = yes
						remove_from_tech_sharing_group = commonwealth_research
						set_country_flag = ENG_decolonization_left_faction
						add_ai_strategy = {
							type = alliance
							id = ENG
							value = -200
						}
						if = {
							limit = {
								original_tag = CAN
							}
							drop_cosmetic_tag = yes
						}
					}
				}
			}
		} {
			limit = {
				is_subject_of = ENG
				has_idea = ENG_guided_by_britain_raj_2
			}
			remove_ideas = ENG_guided_by_britain_raj_2
			if = {
				limit = {
					NOT = {
						has_country_flag = ENG_remain_as_puppet
					}
				}
				ROOT = {
					if = {
						limit = {
							has_dlc = Graveya
# ... (truncated)
### Entity: Idea
Component: FLA_frans_van_cauwelaert
Constructs: has_completed_focus, has_government, has_country_flag
Source: game
File: common/ideas/flanders.txt

Code:
FLA_frans_van_cauwelaert = {
	allowed = {
		original_tag = FLA
		has_country_flag = camille_huysmans_leader
	}
	available = {
		has_government = democratic
	}
	traits = {
		silent_workhorse
	}
	ai_will_do = {
		factor = 0
		modifier = {
			factor = 4
			OR = {
				has_completed_focus = GEN_Liberty_Ethos
				date = > 1939.1.1
			}
		}
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_cavite_naval_base
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, is_core_of, is_fully_controlled_by, is_coastal, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_cavite_naval_base
	icon = GFX_goal_generic_construct_naval_dockyard
	prerequisite = {
		focus = PHI_offshore_patrol
	}
	relative_position_id = PHI_offshore_patrol
	x = -2
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = PHI
				is_fully_controlled_by = PHI
				is_coastal = yes
				free_building_slots = {
					building = dockyard
					size = > 1
					include_locked = yes
				}
			}
			prioritize = {
				1027
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt PHI_island_nation_dynamic_modifier_tt generic_skip_one_line_tt
		327 = {
			if = {
				limit = {
					NOT = {
						327 = {
							naval_headquarters = > 0
						}
					}
				}
				add_building_construction = {
					type = naval_headquarters
					level = 1
					instant_build = yes
					province = {
						id = 10265
					}
				}
			}
		}
		add_to_variable = {
			PHI_island_nation_industrial_capacity_dockyard = 0.05
			tooltip = industrial_capacity_dockyard_tt
		} {
			PHI_island_nation_repair_speed_factor = 0.1
			tooltip = repair_speed_factor_tt
		}
		mio:PHI_cavite_naval_base_organization = {
			add_mio_size = 1
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Decision
Component: recreate_belgium_category
Source: game
File: common/decisions/categories/BEL_HOL_decision_categories.txt

Code:
recreate_belgium_category = {
	icon = form_united_netherlands_category2
	picture = GFX_decision_cat_generic_belgium
}
### Entity: Modding Documentation
Construct: night
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## night
* Not available in release build

Toggles night
### Entity: National Focus
Tree: den_focus
Component: DEN_military_cooperation_program
Constructs: prerequisite, limit, has_country_flag, completion_reward, is_in_faction, is_faction_leader, every_other_country, is_in_faction_with
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_military_cooperation_program
	icon = GFX_goal_generic_scientific_exchange
	prerequisite = {
		focus = DEN_strength_in_numbers
	}
	relative_position_id = DEN_strength_in_numbers
	x = -1
	y = 1
	cost = 10
	bypass = {

	}
	available = {
		is_in_faction = yes
	}
	ai_will_do = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INTERNATIONAL_TRADE
	}
	completion_reward = {
		if = {
			limit = {
				is_in_faction = no
				NOT = {
					has_country_flag = DEN_seeks_alliance_flag
				}
			}
			custom_effect_tooltip = DEN_effects_may_vary_tech_sharing_tt
		}
		else_if = {
			limit = {
				NOT = {
					has_country_flag = DEN_seeks_alliance_flag
				}
			}
			if = {
				limit = {
					is_faction_leader = yes
				}
				every_other_country = {
					limit = {
						is_in_faction_with = ROOT
					}
					country_event = {
						id = denmark_protection_event.120
						days = 5
					}
				}
				custom_effect_tooltip = if_they_accept_tt
				effect_tooltip = {
					DEN_alliance_tech_sharing = yes
				}
			}
			else_if = {
				limit = {
					is_faction_leader = no
				}
				faction_leader = {
					country_event = {
						id = denmark_protection_event.120
						days = 5
					}
				}
				custom_effect_tooltip = if_they_accept_tt
				effect_tooltip = {
					DEN_alliance_tech_sharing = yes
				}
			}
		}
		else = {
			var:DEN.DEN_allied_nation = {
				country_event = {
					id = denmark_protection_event.120
					days = 5
				}
			}
		}
		add_equipment_subsidy = {
			cic = 1000
			equipment_type = small_plane_airframe
			seller_trigger = DEN_allied_weapons_seller_trigger
		} {
			cic = 1000
			equipment_type = small_plane_cas_airframe
			seller_trigger = DEN_allied_weapons_seller_trigger
		} {
			cic = 1000
			equipment_type = light_tank_chassis
			seller_trigger = DEN_allied_weapons_seller_trigger
		} {
			cic = 1000
			equipment_type = medium_tank_chassis
			seller_trigger = DEN_allied_weapons_seller_trigger
		} {
			cic = 250
			equipment_type = artillery_equipment
			seller_trigger = DEN_allied_weapons_seller_trigger
		} {
			cic = 250
			equipment_type = anti_air_equipment
			seller_trigger = DEN_allied_weapons_seller_trigger
		}
	}
}
### Entity: Order of Battle
Component: Human Slave of Dirt
Constructs: division_template
Source: game
File: history/units/WAF_1936.txt

Code:
division = {
	name = Human Slave of Dirt
	location = 12740
	division_template = Human Slave
	start_experience_factor = 0.3
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_60
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_60 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 60
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 60
	}
}
### Entity: Idea
Component: MEK_acgs
Source: game
File: common/ideas/mecklenburg.txt

Code:
MEK_acgs = {
	picture = generic_air_europe_2
	allowed = {
		original_tag = MEK
	}
	traits = {
		air_chief_ground_support_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: EAI_DD_1/artillery_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_1/artillery_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		artillery_equipment = {
			build_cost_ic = -0.025
			instant = yes
		}
	}
}
### Entity: Scripted Localization
Component: defined_text
Constructs: has_government
Source: game
File: common/scripted_localisation/r56_can_scripted_localisation.txt

Code:
defined_text = {
	name = GetRCAFStationBordenName
	text = {
		trigger = {
			tag = CAN
			OR = {
				has_government = democratic fascism neutrality
			}
		}
		localization_key = R56_CAN_RCAF_STATION_BORDEN
	} {
		trigger = {
			tag = CAN
			has_government = communism
		}
		localization_key = R56_CAN_CAF_STATION_BORDEN
	}
}
### Entity: AI Strategy
Component: ETH_aggressive_eastern_front_initially
Constructs: has_war_with, is_controlled_by
Source: game
File: common/ai_strategy/ETH.txt

Code:
ETH_aggressive_eastern_front_initially = {
	allowed = {
		original_tag = ETH
	}
	enable = {
		has_war_with = ITA
		OR = {
			842 = {
				is_controlled_by = ETH
			}
			841 = {
				is_controlled_by = ETH
			}
			843 = {
				is_controlled_by = ETH
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = front_control
		strategic_region = 273
		ratio = 0.2
		priority = 100
		ordertype = front
		execution_type = rush
	}
}
### Entity: Event
Component: sfl.23
Constructs: is_triggered_only, ai_chance, limit, has_government, every_country, declare_war_on, annex_everything, add_named_threat
Source: game
File: events/r56_japan.txt

Code:
country_event = {
	id = sfl.23
	title = sfl.23.t
	desc = sfl.23.d
	picture = GFX_report_event_chinese_soldiers
	is_triggered_only = yes
	option = {
		name = sfl.23.a
		ai_chance = {
			base = 100
			modifier = {
				JAP = {
					has_government = democratic
				}
				factor = 0
			}
		}
		every_country = {
			limit = {
				original_tag = JAP
			}
			CHI = {
				declare_war_on = {
					target = PREV
					type = annex_everything
				}
			}
		}
		hidden_effect = {
			news_event = {
				id = kns.5
				days = 1
			}
			add_named_threat = {
				threat = 2
				name = KMT_trick_war
			}
		}
	} {
		name = sfl.23.b
		ai_chance = {
			base = 0
			modifier = {
				JAP = {
					has_government = democratic
				}
				factor = 100
			}
		}
	}
}
### Entity: National Focus
Tree: slo_focus
Component: SLO_hlinka_youth
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, is_subject
Source: game
File: common/national_focus/slovakia.txt

Code:
focus = {
	id = SLO_hlinka_youth
	icon = GFX_goal_SLO_hlinka_mladez
	prerequisite = {
		focus = SLO_militarize_the_hlinka_guard SLO_catholic_dominance
	}
	relative_position_id = SLO_militarize_the_hlinka_guard
	x = 1
	y = 1
	cost = 10
	available = {
		has_government = fascism
		if = {
			limit = {
				is_subject = yes
			}
			OVERLORD = {
				has_government = fascism
			}
		}
	}
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = military_youth_focus
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}
### Entity: Modifier Reference
Component: diff_hard_player
Constructs: research_speed_factor
Source: game
File: common/modifiers/00_static_modifiers.txt

Code:
diff_hard_player = {
	production_factory_max_efficiency_factor = -0.2
	research_speed_factor = -0.15
	political_power_factor = -0.1
	supply_consumption_factor = 0.05
	no_supply_grace = 24
}
### Entity: Event
Component: news.254
Constructs: is_triggered_only, is_in_faction_with
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.254
	title = news.254.t
	desc = news.254.d
	picture = GFX_news_event_generic_army
	major = yes
	is_triggered_only = yes
	option = {
		name = news.254.a
		trigger = {
			NOT = {
				tag = AST
			} {
				tag = ENG
			} {
				is_in_faction_with = ENG
			}
		}
	} {
		name = news.254.b
		trigger = {
			TAG = AST
		}
	} {
		name = news.254.c
		trigger = {
			OR = {
				tag = ENG
				is_in_faction_with = ENG
			}
		}
	}
}
### Entity: Idea
Component: POL_SeKOR
Constructs: removal_cost
Source: game
File: common/ideas/r56_poland.txt

Code:
POL_SeKOR = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = SeKOR
	modifier = {
		experience_gain_army = 0.03
		conversion_cost_civ_to_mil_factor = -0.1
	}
}
### Entity: AI Strategy
Component: HOL_continental_alternate_democratic_plan
Constructs: has_completed_focus, has_country_flag, has_dlc, has_game_rule
Source: game
File: common/ai_strategy_plans/HOL_alternate_strategy_plan.txt

Code:
HOL_continental_alternate_democratic_plan = {
	name = Netherlands Continental Alternate Democratic plan
	desc = Democratic Netherlands will build up on the continent rather than their colonies.
	allowed = {
		original_tag = HOL
		NOT = {
			has_dlc = Thunder at Our Gates
		}
	}
	enable = {
		OR = {
			has_completed_focus = HOL_the_zuiderzee_works
			has_country_flag = HOL_AI_RANDOM_DEMOCRATIC_ALTERNATE_2
			has_game_rule = {
				rule = HOL_ai_behavior
				option = DEMOCRATIC_ALTERNATE_2
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		HOL_abandon_the_gold_standard HOL_continue_the_public_works HOL_finish_the_noordoostpolder HOL_expand_the_artillerieinrichtingen HOL_form_new_government HOL_philips_focus HOL_expand_RD_facilities HOL_the_zuiderzee_works HOL_overturn_military_budget_cuts HOL_prepare_the_inundation_lines HOL_germany_is_the_greater_threat HOL_war_on_pacifism HOL_fortress_holland HOL_modernize_the_grebbeline HOL_appoint_new_supreme_commander HOL_modernize_our_infantry_equipment HOL_develop_the_randstad HOL_expand_the_ijmuiden_steel_mill HOL_fokker HOL_domestic_jet_engine_designs HOL_domestic_innovation HOL_secret_staff_talks HOL_gateway_to_europe HOL_cave_to_the_british HOL_unity_through_democracy HOL_go_with_britain HOL_replace_the_defeatist_government HOL_de_vaarplicht HOL_the_singapore_conferences HOL_ship_a_day_sinking_quotas HOL_allied_technological_developments HOL_request_allied_favors HOL_american_west_indies_protectorate HOL_combined_chiefs_of_staff_representation HOL_the_fourth_ally
	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Scripted Effect
Component: indonesia_phillipines_unite_effect
Constructs: annex_country, set_cosmetic_tag, add_core_of
Source: game
File: common/scripted_effects/INS_scripted_effects.txt

Code:
indonesia_phillipines_unite_effect = {
	INS = {
		annex_country = {
			target = PHI
			transfer_troops = yes
		}
		set_cosmetic_tag = INS_maphilindo
	}
	623 = {
		add_core_of = INS
	}
	327 = {
		add_core_of = INS
	}
	624 = {
		add_core_of = INS
	}
	626 = {
		add_core_of = INS
	}
	628 = {
		add_core_of = INS
	}
	625 = {
		add_core_of = INS
	}
	627 = {
		add_core_of = INS
	}
	1025 = {
		add_core_of = INS
	}
	1026 = {
		add_core_of = INS
	}
	1027 = {
		add_core_of = INS
	}
}
### Entity: Character
Component: GDC_zhang_junsong
Source: game
File: common/characters/GDC.txt

Code:
GDC_zhang_junsong = {
	name = Zhang Junsong
	portraits = {
		army = {
			large = GFX_Portrait_Asia_Generic_land_8
			small = GFX_Portrait_Asia_Generic_land_8_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = GDC_zhang_junsong
		ledger = army
		allowed = {
			original_tag = GDC
		}
		traits = {
			naw_militia_proponent
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	corps_commander = {
		traits = {
			infantry_officer militias_officer
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		legacy_id = -1
	}
}
### Entity: Country History
Country: GDL
Component: GDL_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/GDL - Guadeloupe.txt

Code:
# Politics & Parties for GDL
set_politics = {
	ruling_party = democratic
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 75
	fascism = 1
	communism = 1
	neutrality = 23
}
### Entity: Idea
Component: KMT_realpolitik
Constructs: political_power_gain, has_government, removal_cost, is_subject, is_puppet, fascism_drift
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_realpolitik = {
	removal_cost = -1
	picture = PER_unification_initiative_idea
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	cancel = {
		OR = {
			is_subject = yes
			is_puppet = yes
		}
		NOT = {
			has_government = fascism
		}
	}
	modifier = {
		political_power_gain = 0.1
		fascism_drift = 0.05
		enemy_justify_war_goal_time = 0.25
		experience_gain_army_unit_factor = 0.15
		experience_loss_factor = -0.15
		propaganda_mission_factor = 0.5
	}
}
### Entity: Event
Component: soviet.70
Constructs: ai_chance, has_government, fire_only_once, is_subject, has_global_flag, add_timed_idea, is_historical_focus_on, create_wargoal
Source: game
File: events/SovietUnion.txt

Code:
country_event = {
	id = soviet.70
	title = soviet.70.t
	desc = soviet.70.desc
	picture = GFX_report_event_soviet_tanks
	trigger = {
		tag = POL
		is_subject = no
		NOT = {
			has_government = communism
		}
		has_global_flag = yalta_agreed_flag
		SOV = {
			exists = yes
			is_subject = no
		}
		OR = {
			NOT = {
				GER = {
					has_government = fascism
				}
			}
			GER = {
				exists = no
			}
		}
	}
	fire_only_once = yes
	option = {
		name = soviet.70.a
		ai_chance = {
			base = 7
		}
		add_timed_idea = {
			idea = communist_influence
			days = 730
		}
		SOV = {
			country_event = {
				id = soviet.71
				days = 1
			}
		}
	} {
		name = soviet.70.b
		ai_chance = {
			base = 3
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
		SOV = {
			country_event = {
				id = soviet.72
				days = 1
			}
		}
		effect_tooltip = {
			SOV = {
				create_wargoal = {
					type = puppet_wargoal_focus
					target = ROOT
				}
			}
		}
	}
}