Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: SIA_southeast_asias_regional_power_r56
Constructs: removal_cost, guarantee_cost, puppet_cost_factor, annex_cost_factor
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_southeast_asias_regional_power_r56 = {
	removal_cost = -1
	picture = r56_CAN_if_day
	allowed_civil_war = {
		original_tag = SIA
	}
	modifier = {
		trade_laws_cost_factor = -0.15
		guarantee_cost = -0.15
		trade_opinion_factor = 0.25
		weekly_casualties_war_support = 0.001
		puppet_cost_factor = -0.1
		annex_cost_factor = -0.1
		embargo_cost_factor = -0.15
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_ground_support_focus
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_ground_support_focus
	icon = GFX_goal_generic_air_CAS_new
	relative_position_id = QUE_fund_an_air_force
	x = 2
	y = 3
	cost = 5
	available_if_capitulated = yes
	prerequisite = {
		focus = QUE_fighter_development QUE_bomber_development
	}
	mutually_exclusive = {
		focus = QUE_naval_support_focus
	}
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_tech_bonus = {
			name = QUE_ground_support_focus
			bonus = 1
			uses = 2
			category = cas_bomber
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Scripted Effect
Component: POL_sanation_left_opposition_down
Constructs: limit, has_idea, swap_ideas, remove_idea, add_idea, add_days_mission_timeout
Source: game
File: common/scripted_effects/POL_scripted_effects.txt

Code:
POL_sanation_left_opposition_down = {
	if = {
		limit = {
			has_idea = POL_sanation_left_opposition_4
		}
		swap_ideas = {
			remove_idea = POL_sanation_left_opposition_4
			add_idea = POL_sanation_left_opposition_3
		}
	}
	else_if = {
		limit = {
			has_idea = POL_sanation_left_opposition_3
		}
		swap_ideas = {
			remove_idea = POL_sanation_left_opposition_3
			add_idea = POL_sanation_left_opposition_2
		}
	} {
		limit = {
			has_idea = POL_sanation_left_opposition_2
		}
		swap_ideas = {
			remove_idea = POL_sanation_left_opposition_2
			add_idea = POL_sanation_left_opposition_1
		}
	} {
		limit = {
			has_idea = POL_sanation_left_opposition_1
		}
		add_days_mission_timeout = {
			mission = POL_sanation_left_irritation
			days = 30
		}
	}
}
### Entity: Order of Battle
Component: air_wing_97
Source: game
File: history/units/POL_1939_air_bba.txt

Code:
air_wings = {
	97 = {
		small_plane_airframe_0 = {
			owner = POL
			amount = 22
			version_name = PZL P.11
		}
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_dare_to_win
Constructs: prerequisite, limit, completion_reward, is_subject, cancel_if_invalid, every_other_country, is_core_of, every_controlled_state
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_dare_to_win
	icon = GFX_focus_PRC_dare_to_win
	prerequisite = {
		focus = PRC_taiwan PRC_subjugate_korea PRC_reclaim_tibet
	}
	x = 3
	y = 1
	relative_position_id = PRC_taiwan
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
		NOT = {
			any_enemy_country = {
				OR = {
					original_tag = MON TAN SOV
				}
			}
		}
	}
	will_lead_to_war_with = MON TAN SOV
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		every_other_country = {
			limit = {
				any_controlled_state = {
					OR = {
						is_core_of = TAN MON
						state = 732 586 589 588 408 409 560 657 561
					}
				}
			}
			display_individual_scopes = yes
			every_controlled_state = {
				limit = {
					OR = {
						is_core_of = TAN MON
						state = 732 586 589 588 408 409 560 657 561
					}
				}
				add_to_array = {
					array = PREV.PREV.PRC_northern_target_states_array
					value = THIS
				}
			}
			ROOT = {
				create_wargoal = {
					type = take_state_focus
					target = PREV
					generator = PREV.PRC_northern_target_states_array
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt PRC_unlock_integration_decisions_tt
		every_controlled_state = {
			limit = {
				NOT = {
					is_core_of = ROOT
				}
				OR = {
					is_core_of = TAN MON
					state = 732 586 589 588 408 409 560 657 561
				}
			}
			add_core_of = ROOT
		}
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_pad_thai
Constructs: prerequisite, add_war_support, add_stability, completion_reward, add_political_power
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_pad_thai
	icon = GFX_focus_SIA_pad_thai
	x = 0
	y = 1
	relative_position_id = SIA_thai_rice_company
	prerequisite = {
		focus = SIA_thai_rice_company
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_war_support = 0.05
		add_stability = 0.05
		add_political_power = 150
	}
}
### Entity: Character
Component: SIA_ananda_military_1
Constructs: army_attack_factor
Source: game
File: common/country_leader/taog_traits.txt

Code:
SIA_ananda_military_1 = {
	random = no
	sprite = 13
	army_attack_factor = 0.05
}
### Entity: Character
Component: PRC_chen_geng
Constructs: has_dlc
Source: game
File: common/characters/PRC.txt

Code:
PRC_chen_geng = {
	instance = {
		allowed = {
			has_dlc = No Compromise, No Surrender
		}
		name = PRC_chen_geng
		portraits = {
			army = {
				large = GFX_portrait_PRC_chen_geng
				small = GFX_portrait_PRC_chen_geng_small
			}
		}
		advisor = {
			slot = high_command
			idea_token = PRC_chen_geng
			ledger = army
			traits = {
				PRC_rocket_force
			}
			cost = 100
			ai_will_do = {
				base = 1.0
			}
		}
		corps_commander = {
			traits = {
				infantry_officer guerilla_fighter PRC_survivor_of_the_long_march
			}
			skill = 3
			attack_skill = 3
			defense_skill = 2
			planning_skill = 3
			logistics_skill = 2
			legacy_id = -1
		}
	} {
		allowed = {
			NOT = {
				has_dlc = No Compromise, No Surrender
			}
		}
		name = PRC_chen_geng
		portraits = {
			army = {
				small = GFX_idea_PRC_chen_geng
			}
		}
		advisor = {
			slot = high_command
			idea_token = PRC_chen_geng
			ledger = army
			traits = {
				army_entrenchment_2
			}
			cost = 100
			ai_will_do = {
				base = 1.0
			}
		}
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_usaffe_headquarters
Constructs: prerequisite, limit, has_government, add_war_support, completion_reward, is_ally_with, has_dlc, set_country_flag
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_usaffe_headquarters
	icon = GFX_focus_PHI_usaffe_headquarters
	prerequisite = {
		focus = PHI_subordinate_philippine_department
	}
	relative_position_id = PHI_subordinate_philippine_department
	x = 0
	y = 1
	cost = 5
	available = {
		is_ally_with = USA
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 10
			has_government = democratic
			date = > 1937.1.1
		}
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		show_unit_leaders_tooltip = PHI_edward_king
		if = {
			limit = {
				has_dlc = La Resistance
			}
			custom_effect_tooltip = generic_skip_one_line_tt available_political_advisor
			show_ideas_tooltip = PHI_courtney_whitney
		}
		custom_effect_tooltip = generic_skip_one_line_tt available_military_high_command generic_skip_one_line_tt generic_skip_one_line_tt {
			localization_key = DIPLO_FORBID_REVOKE_ACCESS
			TYPE = DIPLOMACY_MILACC
			TARGET = [USA.GetAdjective]
		}
		show_ideas_tooltip = PHI_richard_marshall
		add_war_support = 0.05
		set_country_flag = PHI_permanent_usa_land_bases
		hidden_effect = {
			give_military_access = USA
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_CHARACTER FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Country History
Country: MEN
Component: MEN_army
Source: game
File: history/countries/MEN - Mengkukuo.txt

Code:
# OOB & Army Setup for MEN
oob = MEN_1936
### Entity: Idea
Component: JUNO_hidden_aa_production_ns_2
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/chile.txt

Code:
JUNO_hidden_aa_production_ns_2 = {
	removal_cost = -1
	picture = generic_artillery_regiments
	allowed = {
		OR = {
			original_tag = URG PAR BOL BRA ARG CHL
		}
	}
	equipment_bonus = {
		anti_air_equipment = {
			instant = yes
			build_cost_ic = -0.1
		}
	}
}
### Entity: State History
Component: 956
Constructs: add_core_of, add_to_array
Source: game
File: history/states/956-Prekmurje.txt

Code:
state = {
	id = 956
	name = STATE_956
	manpower = 67395
	state_category = pastoral
	history = {
		owner = YUG
		buildings = {
			infrastructure = 2
		}
		victory_points = {
			6672 1
		}
		add_core_of = YUG SLV
		add_to_array = {
			state_victory_points = 6672
		}
	}
	provinces = {
		6672
	}
	local_supplies = 0.0
}
### Entity: Scripted Effect
Component: JUNO_set_shared_military_branch_defaults
Constructs: set_variable
Source: game
File: common/scripted_effects/TOA_scripted_effects.txt

Code:
JUNO_set_shared_military_branch_defaults = {
	set_variable = {
		ROOT.JUNO_army_modifier_experience_gain_army_factor = 0.0
	} {
		ROOT.JUNO_army_modifier_experience_loss_factor = 0.0
	} {
		ROOT.JUNO_army_modifier_experience_gain_army = 0.02
	} {
		ROOT.JUNO_army_production_speed_arms_factory_factor = 0.0
	} {
		ROOT.JUNO_army_modifier_army_org_factor = 0.0
	} {
		ROOT.JUNO_army_operative_slot = 0
	} {
		ROOT.JUNO_supply_combat_penalties_on_core_factor = 0.0
	} {
		ROOT.JUNO_modifier_production_speed_supply_node_factor = 0.0
	} {
		ROOT.JUNO_army_modifier_army_core_defence_factor = 0.0
	} {
		ROOT.JUNO_army_modifier_army_armor_defence_factor = 0.0
	} {
		ROOT.JUNO_army_modifier_army_armor_attack_factor = 0.0
	} {
		ROOT.JUNO_army_modifier_army_attack_speed_factor = 0.0
	} {
		ROOT.JUNO_army_modifier_army_artillery_attack_factor = 0.0
	} {
		ROOT.JUNO_army_modifier_army_artillery_defence_factor = 0.0
	} {
		ROOT.JUNO_army_modifier_production_speed_anti_air_building_factor = 0.0
	} {
		ROOT.JUNO_army_modifier_conscription = 0.0
	} {
		ROOT.JUNO_army_modifier_training_time_factor = 0.0
	} {
		ROOT.JUNO_army_modifier_conscription_factor = 0.0
	} {
		ROOT.JUNO_army_modifier_army_defence_factor = 0.0
	} {
		ROOT.JUNO_army_modifier_army_attack_factor = 0.0
	} {
		ROOT.JUNO_army_modifier_special_forces_cap = 0.0
	} {
		ROOT.JUNO_army_modifier_industrial_capacity_factory = 0.0
	} {
		ROOT.JUNO_army_modifier_special_forces_out_of_supply_factor = 0.0
	} {
		ROOT.JUNO_army_modifier_extra_marine_supply_grace = 0
	} {
		ROOT.JUNO_army_modifier_max_planning_factor = 0
	} {
		ROOT.JUNO_army_modifier_planning_speed_factor = 0
	} {
		ROOT.JUNO_army_modifier_max_command_power_mult = 0
	} {
		ROOT.JUNO_army_modifier_command_power_gain_mult = 0
	} {
		ROOT.JUNO_army_modifier_acclimatization_cold_climate_gain_factor = 0
	} {
		ROOT.JUNO_army_modifier_acclimatization_hot_climate_gain_factor = 0
	} {
		ROOT.JUNO_navy_experience_gain_navy_factor = 0.02
	} {
		ROOT.JUNO_navy_mines_planting_by_fleets_factor = 0.0
	} {
		ROOT.JUNO_navy_navy_anti_air_attack_factor = 0.0
	} {
		ROOT.JUNO_navy_navy_spirit_category_type_cost_factor = 0
	} {
		ROOT.JUNO_navy_convoy_retreat_speed = 0
	} {
		ROOT.JUNO_navy_refit_speed = 0
	} {
		ROOT.JUNO_navy_spotting_chance = 0
	} {
		ROOT.JUNO_navy_repair_speed_factor = 0
	} {
		ROOT.JUNO_navy_production_speed_dockyard_factor = 0
	} {
		ROOT.JUNO_navy_indu
# ... (truncated)
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/BAN_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_0
			creator = BAN
		}
		requested_factories = 1
		progress = 0.86
		efficiency = 100
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_pioneers
Constructs: prerequisite, add_ideas, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_argentina.txt

Code:
focus = {
	id = ARG_pioneers
	icon = GFX_goal_generic_radar
	prerequisite = {
		focus = ARG_technological_initiative
	}
	x = 35
	y = 4
	cost = 10
	completion_reward = {
		add_tech_bonus = {
			name = ARG_pioneers
			bonus = 1
			uses = 1
			category = electronics
		} {
			name = ARG_pioneers
			bonus = 1
			uses = 1
			category = radar_tech
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = r56_generic_radar_idea
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: cityfall.79
Constructs: is_triggered_only, set_state_flag, save_event_target_as
Source: game
File: events/CFM_city_events.txt

Code:
news_event = {
	id = cityfall.79
	title = cityfall.79.t
	desc = cityfall.79.desc
	picture = GFX_news_event_fall_of_moscow
	major = yes
	is_triggered_only = yes
	immediate = {
		219 = {
			set_state_flag = state_has_fallen
		}
		FROM.FROM = {
			save_event_target_as = old_controller
		}
		ROOT = {
			save_event_target_as = new_controller
		}
	}
	option = {
		name = cityfall.79.a
		trigger = {
			tag = event_target:old_controller
		}
	} {
		name = cityfall.79.b
		trigger = {
			tag = event_target:new_controller
		}
	} {
		name = cityfall.79.c
		trigger = {
			NOT = {
				tag = event_target:old_controller event_target:new_controller
			}
		}
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_establish_shorter_market_plans
Constructs: prerequisite, completion_reward, set_variable, cancel_if_invalid, add_timed_idea, add_to_variable
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_establish_shorter_market_plans
	icon = GFX_focus_PRC_establish_shorter_market_plans
	prerequisite = {
		focus = PRC_industrialization_efforts
	}
	mutually_exclusive = {
		focus = PRC_initialize_five_year_plan
	}
	x = 2
	y = 1
	relative_position_id = PRC_industrialization_efforts
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	select_effect = {
		set_variable = {
			PRC_initialize_shorter_market_plans_current_civ_factories = num_of_civilian_factories
		} {
			PRC_initialize_shorter_market_plans_goal_civ_factories = PRC_initialize_shorter_market_plans_current_civ_factories
		} {
			PRC_initialize_shorter_market_plans_current_mil_factories = num_of_military_factories
		} {
			PRC_initialize_shorter_market_plans_goal_mil_factories = PRC_initialize_shorter_market_plans_current_mil_factories
		}
		multiply_variable = {
			var = PRC_initialize_shorter_market_plans_goal_civ_factories
			value = PRC_initialize_shorter_market_plans_civ_factories_multiplier
		} {
			var = PRC_initialize_shorter_market_plans_goal_mil_factories
			value = PRC_initialize_shorter_market_plans_mil_factories_multiplier
		}
		round_variable = PRC_initialize_shorter_market_plans_goal_civ_factories PRC_initialize_shorter_market_plans_goal_mil_factories
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_timed_idea = {
			idea = PRC_shorter_market_plan
			days = PRC_shorter_market_plan_length
		}
		custom_effect_tooltip = generic_skip_one_line_tt PRC_initialize_shorter_market_plans_tt generic_skip_one_line_tt
		activate_mission = PRC_initialize_shorter_market_plans_mission
		set_variable = {
			temp_var_PRC_deadline_shorter_market_plan_selected = [GetDate]
		}
		add_to_variable = {
			temp_var_PRC_deadline_shorter_market_plan_selected = PRC_shorter_market_plan_length
		}
	}
}
### Entity: State History
Component: 874
Constructs: add_core_of
Source: game
File: history/states/874-Magadan.txt

Code:
state = {
	id = 874
	name = STATE_874
	manpower = 63481
	state_category = pastoral
	history = {
		victory_points = {
			12683 1
		}
		owner = SOV
		buildings = {
			infrastructure = 1
		}
		add_core_of = SOV FER
	}
	provinces = {
		1865 10540 12683
	}
	local_supplies = 0.0
}
### Entity: Event
Component: DOD_hungary.34
Constructs: is_triggered_only, ai_chance, clr_country_flag, add_threat, set_country_flag, add_relation_modifier
Source: game
File: events/DOD_Hungary.txt

Code:
country_event = {
	id = DOD_hungary.34
	title = DOD_hungary.34.t
	desc = DOD_hungary.34.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		ai_chance = {
			factor = 90
		}
		name = DOD_hungary.34.a
		HUN = {
			country_event = {
				id = DOD_hungary.31
				days = 3
			}
			clr_country_flag = HUN_rearmament_refused
		}
	} {
		name = DOD_hungary.34.b
		ai_chance = {
			factor = 10
			modifier = {
				threat = < 0.2
				factor = 2
			}
		}
		add_threat = 1
		HUN = {
			set_country_flag = HUN_rearmament_refused
		} {
			country_event = {
				id = DOD_hungary.36
				hours = 12
			}
		}
		reverse_add_opinion_modifier = {
			target = FROM
			modifier = HUN_stubborn_fools
		}
		add_relation_modifier = {
			target = FROM
			modifier = HUN_stubborn_fools
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_a_royal_alliance
Constructs: has_completed_focus, prerequisite, limit, has_government, completion_reward, is_in_faction, is_subject, allow_branch
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_a_royal_alliance
	icon = GFX_focus_generic_home_defense
	prerequisite = {
		focus = AUS_demand_hungarian_submission AUS_bring_hungary_back_into_the_fold
	}
	mutually_exclusive = {
		focus = AUS_join_the_axis AUS_reforming_the_central_powers
	}
	x = -2
	y = 0
	relative_position_id = AUS_reforming_the_central_powers
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_in_faction = no
		is_subject = no
		has_government = neutrality
	}
	bypass = {

	}
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				OR = {
					has_completed_focus = AUS_hold_elections AUS_austromarxism_focus AUS_totalitarian_safety AUS_the_danubian_federation
				}
			}
		}
	}
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				OR = {
					AND = {
						has_country_leader = {
							ruling_only = yes
							character = AUS_ernst_rudiger_starhemberg
						}
						is_in_faction = no
						NOT = {
							any_country = {
								is_in_faction_with = ENG
								has_government = communism
							}
						}
						ENG = {
							OR = {
								has_government = neutrality democratic fascism
							}
							is_faction_leader = yes
						}
					} {
						has_country_leader = {
							ruling_only = yes
							character = HUN_otto_von_habsburg
						}
						is_in_faction = no
						ENG = {
							OR = {
								has_government = neutrality democratic
							}
							is_faction_leader = yes
						}
					}
				}
			}
			ENG = {
				country_event = {
					id = generic.2
					hours = 12
				}
			}
		}
		ELSE_IF = {
			limit = {
				OR = {
					AND = {
						has_country_leader = {
							ruling_only = yes
							character = HUN_otto_von_habsburg
						}
						ENG = {
							OR = {
								has_government = neutrality democratic
							}
							is_in_faction = no
						}
					} {
						has_country_leader = {
							ruling_only = yes
							character = AUS_ernst_rudiger_starhemberg
						}
						ENG = {
							OR = {
								has_government = neutrality democratic fascism
							}
							is_in_faction = no
						}
					}
				}
			}
			create_faction_from_template = {
				template = faction_template_regional_anti_communist
				name = AUS_royal_alliance
				icon = GFX_faction_logo_generic_10
			}
			custom_effect_tooltip = AUS_a_royal_alliance_tt1
			hidden_ef
# ... (truncated)
### Entity: Character
Component: BLZ_aco2
Source: game
File: common/characters/BLZ.txt

Code:
BLZ_aco2 = {
	advisor = {
		slot = army_chief
		idea_token = BLZ_aco2
		allowed = {
			original_tag = BLZ
		}
		traits = {
			army_chief_organizational_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_4
		}
	}
}
### Entity: National Focus
Tree: kor_focus
Component: KOR_restore_imperial_power
Constructs: has_completed_focus, prerequisite, limit, has_government, add_stability, completion_reward, has_country_leader, is_puppet
Source: game
File: common/national_focus/korea.txt

Code:
focus = {
	id = KOR_restore_imperial_power
	icon = GFX_focus_GRE_monarchist_fervour
	prerequisite = {
		focus = KOR_amnesty_for_ex_japanese_army_officers
	}
	mutually_exclusive = {
		focus = KOR_nationalism_focus KOR_internationalism_focus KOR_apply_democratic_program
	}
	available = {
		NOT = {
			has_completed_focus = KOR_apply_democratic_program
		}
	}
	x = 1
	y = 1
	relative_position_id = KOR_amnesty_for_ex_japanese_army_officers
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 2
			has_country_leader = {
				name = Yi Un
				ruling_only = yes
			}
		} {
			factor = 10
			if = {
				limit = {
					is_puppet = yes
				}
				OVERLORD = {
					has_government = neutrality
				}
			}
			NOT = {
				has_country_leader = {
					name = Kim GU
					ruling_only = yes
				}
			}
		}
	}
	completion_reward = {
		add_stability = 0.05
		add_timed_idea = {
			idea = GEN_Strenghten_Monarchy_I
			days = 1395
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: AUS_political_events.16
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, has_government, has_country_flag, add_opinion_modifier, fire_only_once
Source: game
File: events/WUW_Austria.txt

Code:
country_event = {
	id = AUS_political_events.16
	title = AUS_political_events.16.t
	desc = AUS_political_events.16.desc
	picture = GFX_report_event_fascist_speech
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = AUS_political_events.16.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 20
				AUS_is_historical_ai = yes
			}
		}
		ROOT = {
			hidden_effect = {
				AUS_arthur_seyss-inquart = {
					remove_advisor_role = {
						slot = political_advisor
					}
				}
			} {
				activate_advisor = AUS_arthur_seyss-inquart
			}
			IF = {
				limit = {
					has_completed_focus = AUS_reinstate_the_imperial_council
				}
				add_advisor_role = {
					character = AUS_arthur_seyss-inquart
					advisor = {
						slot = political_advisor
						can_be_fired = no
						idea_token = AUS_arthur_seyss-inquart
						traits = {
							AUS_vocal_german_unionist_fascism
						}
					}
				}
				add_popularity = {
					ideology = fascism
					popularity = 0.05
				}
			}
			ELSE = {
				add_advisor_role = {
					character = AUS_arthur_seyss-inquart
					advisor = {
						slot = political_advisor
						can_be_fired = no
						idea_token = AUS_arthur_seyss-inquart
						traits = {
							AUS_vocal_german_unionist
						}
					}
				}
				add_popularity = {
					ideology = neutrality
					popularity = 0.05
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt AUS_anschluss_ratio_lowered
			add_opinion_modifier = {
				target = FROM
				modifier = AUS_meddling_with_our_politics
			}
			FROM = {
				country_event = {
					id = AUS_political_events.18
					days = 1
				}
			}
			AUS_lower_anschluss_ratio = yes
		}
	} {
		name = AUS_political_events.16.b
		ai_chance = {
			base = 5
			modifier = {
				factor = 2
				has_government = democratic
				FROM = {
					OR = {
						has_government = fascism neutrality
					}
				}
			} {
				factor = 0.1
				AUS_is_historical_ai = yes
				NOT = {
					has_country_flag = AUS_AI_RANDOM_ANTI_ANSCLUSS_STRESS
					has_game_rule = {
						rule = AUS_AI_BEHAVIOR
						option = AUS_ANTI_ANSCLUSS_STRESS
					}
				}
			} {
				factor = 2000
				OR = {
					has_country_flag = AUS_AI_RANDOM_ANTI_ANSCLUSS_STRESS
					has_game_rule = {
						rule = AUS_AI_BEHAVIOR
						option = AUS_ANTI_ANSCLUSS_STRESS
					}
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt AUS_anschluss_ratio_rai
# ... (truncated)
### Entity: Character
Component: BAN_fascist_guy
Constructs: has_government
Source: game
File: common/characters/BAN.txt

Code:
BAN_fascist_guy = {
	advisor = {
		slot = political_advisor
		idea_token = BAN_fascist_guy
		allowed = {
			original_tag = BAN
		}
		traits = {
			fascist_demagogue
		}
		do_effect = {
			not = {
				has_government = fascism
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_asia_2
		}
	}
}