Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: fascist_demagogue
Constructs: has_completed_focus, fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
fascist_demagogue = {
	random = no
	sprite = 13
	fascism_drift = 0.1
	ai_will_do = {
		factor = 1
		modifier = {
			tag = USA
			NOT = {
				has_completed_focus = USA_america_first
			}
			factor = 0
		}
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_continue_army_segregation
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_continue_army_segregation
	icon = GFX_goal_control_army
	relative_position_id = EGY_egyptian_military_academy
	x = -1
	y = 1
	cost = 10
	prerequisite = {
		focus = EGY_egyptian_military_academy
	}
	mutually_exclusive = {
		focus = EGY_sudanese_volunteers
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_to_variable = {
			EGY_the_egyptian_army_conscription = 0.01
		} {
			EGY_the_egyptian_army_org_factor = 0.05
		}
		custom_effect_tooltip = EGY_continue_army_segregation_tt
	}
}
### Entity: Character
Component: personal_agenda_ryti
Source: game
File: common/country_leader/00_traits.txt

Code:
personal_agenda_ryti = {
	random = no
	custom_modifier_tooltip = FIN_personal_agenda_ryti_tt
}
### Entity: Order of Battle
Component: air_wing_104
Source: game
File: history/units/YUG_1936_air_legacy.txt

Code:
air_wings = {
	104 = {
		fighter_equipment_0 = {
			owner = YUG
			amount = 48
		}
	}
}
### Entity: Name List
Component: INC
Source: game
File: common/names/00_names.txt

Code:
INC = {
	male = {
		names = {
			Kinu Inti Amaru Katari Tunupa Illapa Willka Tupaq Jhordy Achachic Champi Chaicu Katari Llallaua Llarico Ollanta Tunupa Pachacuti Huayna Atahualpa Manco Sayri Titu
		}
	}
	female = {
		names = {
			Amank’ay Iianah Pilpintu Panqara Nina Nayra “Rina Aymara” Sartaña Kantuta Warm Huayra Aruma Jallu Cura
		}
	}
	surnames = {
		Tupaq Quispe Paucar Huamán Huantar Katari Yupanqui Pachacutec Capac Guazcar Atahualpa Túpac Ocllo Cusi
	}
	callsigns = {
		“Sapa Inca” Aymara Cuzco
	}
}
### Entity: Scripted Effect
Component: DEN_remove_neutral_leader
Constructs: limit, has_country_leader, remove_country_leader_role
Source: game
File: common/scripted_effects/DEN_scripted_effects.txt

Code:
DEN_remove_neutral_leader = {
	if = {
		limit = {
			has_country_leader = {
				character = DEN_knud_bach
				ruling_only = yes
			}
		}
		DEN_knud_bach = {
			remove_country_leader_role = {
				ideology = oligarchism
			}
		}
	} {
		limit = {
			has_country_leader = {
				character = DEN_knud_bach_2
				ruling_only = yes
			}
		}
		DEN_knud_bach_2 = {
			remove_country_leader_role = {
				ideology = oligarchism
			}
		}
	} {
		limit = {
			has_country_leader = {
				character = DEN_knud_bach_3
				ruling_only = yes
			}
		}
		DEN_knud_bach_3 = {
			remove_country_leader_role = {
				ideology = oligarchism
			}
		}
	}
	else_if = {
		limit = {
			has_country_leader = {
				character = DEN_freedom_council
				ruling_only = yes
			}
		}
		remove_country_leader_role = {
			character = DEN_freedom_council
			ideology = centrism
		}
	}
}
### Entity: Effect Reference
Construct: clr_mio_flag
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## clr_mio_flag

* Supported Scopes: INDUSTRIAL_ORG
* Supported Targets: none

```
Clear the matching flag in the military industrial organization in scope.
ex:
var:my_mio_var = {
  clr_mio_flag = my_flag
}
```
### Entity: Military Industrial Organization
Component: DEBUG_generic_support_equipment_organization
Constructs: has_country_flag, has_dlc, is_debug
Source: game
File: common/military_industrial_organization/organizations/00_DEBUG_organization.txt

Code:
DEBUG_generic_support_equipment_organization = {
	include = generic_support_equipment_organization
	allowed = {
		has_dlc = Arms Against Tyranny
		is_debug = yes
	}
	visible = {
		owner = {
			has_country_flag = mio_show_all_archetypes_flag
		}
	}
}
### Entity: Character
Component: r56w_trait_minister_verenikin
Source: game
File: common/country_leader/r56_WHY_characters_traits.txt

Code:
r56w_trait_minister_verenikin = {
	random = no
	sprite = 14
	experience_gain_air = 0.5
}
### Entity: AI Strategy
Component: AUS_equipment_strategy
Source: game
File: common/ai_strategy/r56_AUS.txt

Code:
AUS_equipment_strategy = {
	allowed = {
		original_tag = AUS
	}
	enable = {
		always = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_variant_production_factor
		id = infantry_equipment
		value = 25
	} {
		type = equipment_variant_production_factor
		id = anti_air_equipment
		value = 20
	} {
		type = equipment_variant_production_factor
		id = anti_tank_equipment
		value = 20
	} {
		type = equipment_variant_production_factor
		id = artillery_equipment
		value = 20
	} {
		type = equipment_production_factor
		id = armor
		value = -50
	} {
		type = equipment_variant_production_factor
		id = light_tank_destroyer_chassis
		value = -99
	} {
		type = equipment_variant_production_factor
		id = medium_tank_destroyer_chassis
		value = -99
	}
}
### Entity: Idea
Component: motorized_mechanized_pro
Constructs: removal_cost, cancel_if_invalid, equipment_bonus, build_cost_ic, has_tech
Source: game
File: common/ideas/add_effects_land_doc.txt

Code:
motorized_mechanized_pro = {
	removal_cost = -1
	cancel_if_invalid = no
	equipment_bonus = {
		motorized_equipment = {
			reliability = 0.1
			instant = yes yes
			build_cost_ic = -0.2
		}
	} {
		mechanized_equipment = {
			reliability = 0.1
			instant = yes yes
			build_cost_ic = -0.2
		}
	} {
		armored_car_equipment = {
			reliability = 0.1
			instant = yes yes
			build_cost_ic = -0.2
		}
	}
	ai_will_do = {
		factor = 0
		modifier = {
			factor = 0
			OR = {
				has_tech = mobile_warfare
			}
		}
	}
}
### Entity: Idea
Component: CRC_aa2
Source: game
File: common/ideas/curacao.txt

Code:
CRC_aa2 = {
	ledger = army
	picture = generic_army_african_2
	allowed = {
		original_tag = CRC
	}
	traits = {
		army_armored_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: AI Strategy
Component: FRA_mine_sweeping
Source: game
File: common/ai_navy/goals/goals_FRA.txt

Code:
FRA_mine_sweeping = {
	objective_type = mines_sweeping
	available_for = {
		FRA
	}
	min_priority = 2
	max_priority = 8
}
### Entity: Joint Focus
Component: INSHOL_democracy
Constructs: prerequisite, limit, joint_focus, has_country_flag, set_politics, set_can_be_fired_in_advisor_role, random_character, is_country_leader
Source: game
File: common/national_focus/indonesia_joint.txt

Code:
joint_focus = {
	id = INSHOL_democracy
	icon = GFX_goal_support_democracy
	text_icon = INSHOL_INS_focus_style
	available = {
		original_tag = INS
		democratic = > 0.25
	}
	prerequisite = {
		focus = INSHOL_nationalist_coallition INSHOL_volksraad_compromises
	}
	mutually_exclusive = {

	}
	x = 1
	y = 2
	relative_position_id = INSHOL_nationalist_coallition
	cost = 5
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INTERNAL_AFFAIRS FOCUS_FILTER_POLITICAL_CHARACTER
	}
	ai_will_do = {
		base = 3
	}
	completion_reward_joint_originator = {
		if = {
			limit = {
				original_tag = INS
			}
			hidden_effect = {
				set_politics = {
					ruling_party = democratic
					elections_allowed = no
					last_election = 1936.1.1
					election_frequency = 48
				}
				if = {
					limit = {
						has_country_flag = INS_leader_is_tjarda
					}
					promote_character = {
						character = INS_a_t_van_starkenborgh_stachouwer
						ideology = conservatism
					}
				}
			}
			custom_effect_tooltip = INSHOL_democratic_elections_tt newline_tt
			INS_andries_cornelis_dirk_de_graeff = {
				set_can_be_fired_in_advisor_role = {
					value = yes
				}
			}
		}
		else_if = {
			limit = {
				original_tag = HOL
			}
		}
	}
	completion_reward_joint_member = {
		if = {
			limit = {
				original_tag = INS
			}
			hidden_effect = {
				random_character = {
					limit = {
						is_country_leader = yes
					}
					add_country_leader_role = {
						promote_leader = yes
						country_leader = {
							ideology = conservatism
							expire = 1965.1.1
							 = .1
							traits = {

							}
						}
					}
				}
			}
			set_politics = {
				ruling_party = democratic
				elections_allowed = yes
				last_election = 1936.1.1
				election_frequency = 48
			}
			custom_effect_tooltip = newline_tt
			INS_andries_cornelis_dirk_de_graeff = {
				set_can_be_fired_in_advisor_role = {
					value = yes
				}
			}
		}
		else_if = {
			limit = {
				original_tag = HOL
			}
		}
	}
}
### Entity: National Focus
Tree: can_focus
Component: CAN_imperial_oil
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_resource
Source: game
File: common/national_focus/canada.txt

Code:
focus = {
	id = CAN_imperial_oil
	icon = GFX_goal_generic_oil_refinery
	prerequisite = {
		focus = CAN_retool_angus_shops
	}
	x = 2
	y = 4
	relative_position_id = CAN_rowell_sirois_commission
	cost = 10
	ai_will_do = {
		factor = 75
	}
	available = {
		controls_state = 470 471 472 683
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		470 = {
			add_resource = {
				type = oil
				amount = 2
			}
		}
		471 = {
			add_resource = {
				type = oil
				amount = 4
			}
		}
		472 = {
			add_resource = {
				type = oil
				amount = 4
			}
		}
		683 = {
			add_resource = {
				type = oil
				amount = 4
			}
		}
	}
}
### Entity: Character
Component: OMA_jassim_bin_hani
Source: game
File: common/characters/OMA.txt

Code:
OMA_jassim_bin_hani = {
	advisor = {
		slot = high_command
		idea_token = OMA_jassim_bin_hani
		ledger = army
		allowed = {
			original_tag = OMA
		}
		traits = {
			army_logistics_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Jassim bin Hani
	portraits = {
		army = {
			small = GFX_idea_generic_army_arab_3
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_form_cabinet_intelligence_bureau
Constructs: prerequisite, limit, add_ideas, completion_reward, cancel_if_invalid, has_dlc, has_intelligence_agency, create_intelligence_agency
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_form_cabinet_intelligence_bureau
	icon = GFX_focus_generic_secret_service_agency
	x = 3
	y = 1
	relative_position_id = JAP_sea_national_spiritual_mobliization_movement
	prerequisite = {
		focus = JAP_sea_national_spiritual_mobliization_movement
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		IF = {
			limit = {
				has_dlc = La Resistance
			}
			add_ideas = JAP_tokko_idea_lar
			IF = {
				limit = {
					has_intelligence_agency = no
				}
				custom_effect_tooltip = generic_skip_one_line_tt
				create_intelligence_agency = yes
			}
		}
		ELSE = {
			add_ideas = JAP_tokko_idea_no_lar
		}
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_establish_free_trade
Constructs: prerequisite, add_ideas, has_government, has_country_flag, completion_reward, has_idea
Source: game
File: common/national_focus/r56_bulgaria.txt

Code:
focus = {
	id = BUL_establish_free_trade
	icon = GFX_goal_free_trade
	prerequisite = {
		focus = BUL_strength_of_the_tsar
	}
	relative_position_id = BUL_democracy_through_elections
	mutually_exclusive = {
		focus = BUL_crush_the_monarchists BUL_politicize_the_trade_union
	}
	x = 2
	y = 6
	cost = 7.15
	ai_will_do = {
		factor = 50
	}
	available = {
		has_government = democratic
		has_country_flag = BUL_democrats_in_power
	}
	bypass = {
		has_idea = free_trade
	}
	completion_reward = {
		add_ideas = free_trade
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
}
### Entity: Technology
Component: tech_signal_company2
Constructs: research_cost
Source: game
File: common/technologies/support.txt

Code:
technology = {
	signal_company = {
		initiative = 0.12
	}
	armored_signal = {
		initiative = 0.08
		battalion_mult = {
			category = category_all_armor
			breakthrough = 0.01
		}
	}
	path = {
		leads_to_tech = tech_signal_company3
		research_cost_coeff = 1
	}
	research_cost = 1.5
	start_year = 1939
	folder = {
		name = support_folder
		position = {
			x = @signal_x
			y = @1939
		}
	}
	categories = {
		support_tech signal_company_tech electronics
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 1.2
			date = > 1937.1.1
		} {
			factor = 1.2
			date = > 1938.1.1
		} {
			factor = 1.2
			date = > 1939.1.1
		}
	}
}
### Entity: National Focus
Tree: lie_focus
Component: LIE_czech_volunteers
Constructs: prerequisite, add_ideas, completion_reward, is_subject, is_core_of, is_subject_of
Source: game
File: common/national_focus/liechtenstein.txt

Code:
focus = {
	id = LIE_czech_volunteers
	icon = GFX_allow_czech_volunteers
	x = 0
	y = 1
	relative_position_id = LIE_the_royal_estates
	cost = 10
	prerequisite = {
		focus = LIE_the_royal_estates
	}
	available = {
		is_subject = no
		OR = {
			any_owned_state = {
				is_core_of = CZE
			}
			CZE = {
				is_subject_of = ROOT
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = LIE_czech_volunteers_idea
	}
}
### Entity: Character
Component: aircraft_production_plant
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/country_leader/00_traits.txt

Code:
aircraft_production_plant = {
	random = no
	ai_will_do = {
		factor = 1
	}
	equipment_bonus = {
		large_plane_airframe = {
			build_cost_ic = -0.1
			instant = yes
		}
		small_plane_airframe = {
			build_cost_ic = -0.1
			instant = yes
		}
		medium_plane_airframe = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_war_with_greece
Constructs: every_owned_state, prerequisite, limit, every_country, completion_reward, is_in_faction_with, add_ai_strategy, is_subject
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_war_with_greece
	icon = GFX_focus_generic_attack_greece
	prerequisite = {
		focus = ITA_italian_irredentism
	}
	mutually_exclusive = {
		focus = ITA_befriend_greece
	}
	x = 0
	y = 2
	relative_position_id = ITA_italian_irredentism
	cost = 5
	select_effect = {
		every_country = {
			limit = {
				NOT = {
					is_in_faction_with = ROOT
				}
				original_tag = GRE
			}
			ROOT = {
				add_ai_strategy = {
					type = prepare_for_war
					id = PREV
					value = 50
				}
			}
		}
	}
	bypass = {
		is_subject = no
		OR = {
			GRE = {
				is_subject_of = ROOT
			} {
				exists = no
			}
			is_in_faction_with = GRE
		}
	}
	available = {
		is_subject = no
		GRE = {
			exists = yes
		}
		NOT = {
			is_in_faction_with = GRE
		} {
			has_guaranteed = GRE
		} {
			has_non_aggression_pact_with = GRE
		} {
			GRE = {
				is_subject_of = ROOT
			}
		}
	}
	will_lead_to_war_with = GRE
	search_filters = {

	}
	completion_reward = {
		GRE = {
			every_owned_state = {
				limit = {
					is_core_of = PREV
					is_on_continent = europe
				}
				ROOT = {
					add_state_claim = PREV
				}
			}
		}
		create_wargoal = {
			type = annex_everything
			target = GRE
		}
	}
}
### Entity: Idea
Component: GER_wolfpack_tactics_idea
Source: game
File: common/ideas/r56_germany.txt

Code:
GER_wolfpack_tactics_idea = {
	picture = generic_submarine_wolves
	allowed = {
		always = no
	}
	modifier = {
		convoy_raiding_efficiency_factor = 0.2
		navy_submarine_attack_factor = 0.1
	}
}
### Entity: Event
Component: GER_inner_circle.03
Constructs: ai_chance, has_completed_focus, limit, fire_only_once, has_shine_effect_on_focus, set_country_flag, set_variable, check_variable
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = GER_inner_circle.03
	title = GER_inner_circle.03.t
	desc = GER_inner_circle.03.desc
	picture = [GetIndustrialIntrigueEventPortrait]
	fire_only_once = yes
	trigger = {
		OR = {
			has_shine_effect_on_focus = GER_autonomous_organization_todt GER_plenipotentiary_of_armaments GER_plenipotentiary_of_the_four_year_plan
		}
		NOT = {
			has_completed_focus = GER_autonomous_organization_todt GER_plenipotentiary_of_armaments GER_plenipotentiary_of_the_four_year_plan
		}
	}
	mean_time_to_happen = {
		days = 10
		modifier = {
			factor = 0.1
			count_triggers = {
				amount = 2
				has_shine_effect_on_focus = GER_autonomous_organization_todt GER_plenipotentiary_of_armaments GER_plenipotentiary_of_the_four_year_plan
			}
		}
	}
	immediate = {
		hidden_effect = {
			set_country_flag = GER_inner_circle_event_pending_flag
			if = {
				limit = {
					has_shine_effect_on_focus = GER_plenipotentiary_of_the_four_year_plan
				}
				set_variable = {
					GER_intrigue_character = 3
				}
			}
			else_if = {
				limit = {
					has_shine_effect_on_focus = GER_plenipotentiary_of_armaments
				}
				set_variable = {
					GER_intrigue_character = 2
				}
			} {
				limit = {
					has_shine_effect_on_focus = GER_autonomous_organization_todt
				}
				set_variable = {
					GER_intrigue_character = 1
				}
			}
		}
	}
	option = {
		name = GER_inner_circle.03.a
		ai_chance = {
			base = 0
			modifier = {
				add = 100
				check_variable = {
					GER_intrigue_character = 2
				}
				GER_is_historical_ai = yes
			} {
				add = 100
				check_variable = {
					GER_intrigue_character = 3
				}
				GER_is_alt_fascist_ai = yes
			}
		}
		if = {
			limit = {
				check_variable = {
					GER_intrigue_character = 1
				}
			}
			custom_effect_tooltip = {
				localization_key = GER_advisor_will_continue_focus_tt
				CHARACTER = GER_fritz_todt
				FOCUS = GER_autonomous_organization_todt
			}
		} {
			limit = {
				has_shine_effect_on_focus = GER_autonomous_organization_todt
				NOT = {
					check_variable = {
						GER_intrigue_character = 1
					}
				}
			}
			custom_effect_tooltip = {
				localization_key = GER_stop_progress_on_advisor_focus_tt
				CHARACTER = GER_fritz_todt
				FOCUS = GER_autonomous_organization_todt
			} generic_skip_one_line_tt
			hidden_effect = {
				deactivate_shine_on_focus = GER_autonomous_organization_todt
				clr_country_flag = GER_autonomous_o
# ... (truncated)
### Entity: National Focus
Component: aircraft_production_focus
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = aircraft_production_focus
	prerequisite = {
		focus = fighter_command_focus bomber_command_focus coastal_command_focus
	}
	icon = GFX_goal_generic_air_production
	x = 1
	y = 1
	relative_position_id = fighter_command_focus
	cost = 10
	ai_will_do = {
		factor = 3
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = british_fighter_discount
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_to_unify_a_country
Constructs: prerequisite, limit, completion_reward, is_faction_leader, is_chinese_warlord_tooltip, cancel_if_invalid, is_in_faction, is_chinese_warlord
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_to_unify_a_country
	icon = GFX_focus_PRC_revolutionary_war_of_the_masses
	prerequisite = {
		focus = PRC_question_the_faction_leadership
	}
	x = 0
	y = 1
	relative_position_id = PRC_question_the_faction_leadership
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		is_faction_leader = yes
		any_allied_country = {
			is_chinese_warlord_tooltip = yes
			any_controlled_state = {
				PRC_state_is_fully_infiltrated = yes
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				is_in_faction = yes
				num_faction_members = > 1
				any_allied_country = {
					is_chinese_warlord = yes
					any_controlled_state = {
						PRC_state_is_fully_infiltrated = yes
					}
				}
			}
			every_other_country = {
				limit = {
					is_chinese_warlord = yes
					is_in_faction_with = ROOT
					any_controlled_state = {
						PRC_state_is_fully_infiltrated = yes
					}
				}
				country_event = {
					id = SEA_PRC_faction_events.30
					days = 2
				}
			}
			custom_effect_tooltip = if_they_accept_tt PRC_to_unify_a_country_tt if_they_refuse_tt possible_actions_FROM_can_take_tt
			effect_tooltip = {
				every_other_country = {
					limit = {
						is_chinese_warlord = yes
						is_in_faction_with = ROOT
						any_controlled_state = {
							PRC_state_is_fully_infiltrated = yes
						}
					}
					PRC = {
						remove_from_faction = PREV
					}
				}
			}
		}
		else = {
			custom_effect_tooltip = PRC_every_allied_warlord_tt
			effect_tooltip = {
				country_event = SEA_PRC_faction_events.30
				custom_effect_tooltip = if_they_accept_tt PRC_to_unify_a_country_tt if_they_refuse_tt possible_actions_FROM_can_take_tt
				every_other_country = {
					limit = {
						is_chinese_warlord = yes
					}
					leave_faction = yes
					PRC = {
						remove_from_faction = PREV
					}
				}
			}
		}
	}
}
### Entity: Character
Component: CHI_mei_siping
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/CHI.txt

Code:
CHI_mei_siping = {
	name = CHI_mei_siping
	portraits = {
		civilian = {
			small = GFX_portrait_CHI_mei_siping_small
		}
	}
	gender = male
	advisor = {
		slot = political_advisor
		idea_token = CHI_mei_siping
		visible = {
			has_completed_focus = CHI_look_for_allies
		}
		allowed = {
			original_tag = CHI
			has_dlc = No Compromise, No Surrender
		}
		traits = {
			captain_of_industry
		}
	}
}
### Entity: Character
Component: PER_diminished_authority
Constructs: research_speed_factor, stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
PER_diminished_authority = {
	random = no
	sprite = 13
	political_power_factor = -0.2
	stability_factor = 0.05
	research_speed_factor = -0.03
}
### Entity: Character
Component: NOR_johan_ludwig_mowinckel
Constructs: has_completed_focus, has_government, unlock_mio_trait_tooltip
Source: game
File: common/characters/NOR.txt

Code:
NOR_johan_ludwig_mowinckel = {
	name = NOR_johan_ludwig_mowinckel
	portraits = {
		civilian = {
			small = GFX_portrait_NOR_johan_ludwig_mowinckel_small
		}
	}
	allowed_civil_war = {
		NOR_char_cw_loyalist = yes
	}
	advisor = {
		slot = political_advisor
		idea_token = NOR_johan_ludwig_mowinckel
		allowed = {
			NOR_AAT = yes
		}
		available = {
			has_government = democratic
			OR = {
				has_completed_focus = NOR_vote_of_no_confidence NOR_continue_nygaardsvold_government
			}
		}
		traits = {
			NOR_shipping_capitalist
		}
		on_add = {
			mio:NOR_akers_mekaniske_verksted_organization = {
				unlock_mio_trait_tooltip = {
					trait = NOR_mio_trait_convoy_production
					show_modifiers = yes
				}
			}
		}
		ai_will_do = {
			base = 0
			modifier = {
				add = 50
				NOR_is_stalinist_ai = yes
			}
		}
	}
}
### Entity: Event
Component: CZE.451
Constructs: is_triggered_only, ai_chance, add_state_claim, create_wargoal, take_state_focus, annex_everything
Source: game
File: events/CZE_Czechoslovakia.txt

Code:
country_event = {
	id = CZE.451
	title = CZE.451.t
	desc = CZE.451.d
	picture = GFX_CZKE_soviet_negotiations
	is_triggered_only = yes
	option = {
		name = CZE.451.a
		ai_chance = {
			factor = 1
		}
		FROM = {
			country_event = {
				id = CZE.452
			}
		}
		custom_effect_tooltip = new_diplomacy
		add_state_claim = 89 91 93 94 95 96 935 936
		create_wargoal = {
			type = take_state_focus
			target = POL
			generator = {
				89 91 93 94 95 96 935 936
			}
		}
		effect_tooltip = {
			CZE = {
				create_wargoal = {
					type = annex_everything
					target = POL
				}
			}
		}
	} {
		name = CZE.451.b
		ai_chance = {
			factor = 0
		}
		FROM = {
			country_event = {
				id = CZE.453
			}
		}
	}
}