Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: lar_news.28
Constructs: is_triggered_only, has_completed_focus, limit, has_government, set_global_flag, every_state, has_state_flag, remove_core_of
Source: game
File: events/LAR_NewsEvents.txt

Code:
news_event = {
	id = lar_news.28
	title = lar_news.28.t
	desc = lar_news.28.desc
	picture = GFX_news_event_033
	major = yes
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			set_global_flag = scw_early_end
			every_state = {
				limit = {
					has_state_flag = SPR_core_of_spain_flag SPR_sided_with_nationalists_flag
				}
				remove_core_of = SPC SPD
			} {
				limit = {
					has_state_flag = SPR_core_of_spain_flag SPR_sided_with_republicans_flag
				}
				remove_core_of = SPC SPD
			}
			118 = {
				if = {
					limit = {
						is_controlled_by = ROOT
					}
					add_core_of = ROOT
					remove_core_of = SPD SPC
				}
				else = {
					add_claim_by = SPA
					remove_claim_by = SPC SPD
				}
			}
		}
	}
	option = {
		name = lar_news.28.a
		trigger = {
			OR = {
				AND = {
					tag = GER
					has_government = fascism
				} {
					tag = ITA
					has_government = fascism
				}
			}
		}
	} {
		name = lar_news.28.b
		trigger = {
			NOT = {
				AND = {
					tag = GER
					has_government = fascism
				} {
					tag = ITA
					has_government = fascism
				}
				tag = SOV SPA
			}
		}
	} {
		name = lar_news.28.c
		trigger = {
			tag = SOV
		}
	} {
		name = lar_news.28.d
		trigger = {
			tag = SPA
			has_completed_focus = SPA_the_phalanx_ascendant
		}
	} {
		name = lar_news.28.e
		trigger = {
			tag = SPA
			has_completed_focus = SPA_unify_the_nationalist_front
		}
	} {
		name = lar_news.28.f
		trigger = {
			tag = SPA
			has_completed_focus = SPA_supremacy_of_the_communion
		}
	}
}
### Entity: Idea
Component: USA_monroe_doctrine_idea
Constructs: limit, is_subject, add_to_array, is_in_array, remove_from_array
Source: game
File: common/ideas/TOA_shared_ideas.txt

Code:
USA_monroe_doctrine_idea = {
	picture = generic_usa_conflict
	allowed = {

	}
	allowed_civil_war = {
		always = yes
	}
	on_add = {
		hidden_effect = {
			IF = {
				limit = {
					is_subject = no
				}
				add_to_array = {
					global.monroe_doctrine_countries_to_destabilize = ROOT
				}
				ROOT = {
					capital_scope = {
						add_to_array = {
							global.monroe_doctrine_capitals_to_destabilize = THIS
						}
					}
				}
			}
		}
	}
	on_remove = {
		hidden_effect = {
			IF = {
				limit = {
					is_in_array = {
						array = global.monroe_doctrine_countries_to_destabilize
						value = ROOT
					}
				}
				remove_from_array = {
					global.monroe_doctrine_countries_to_destabilize = ROOT
				}
			} {
				limit = {
					ROOT = {
						capital_scope = {
							is_in_array = {
								array = global.monroe_doctrine_capitals_to_destabilize
								value = THIS
							}
						}
					}
				}
				ROOT = {
					capital_scope = {
						remove_from_array = {
							global.monroe_doctrine_capitals_to_destabilize = THIS
						}
					}
				}
			}
		}
	}
	modifier = {

	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_carry_revolution_east_old
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_carry_revolution_east_old
	text = SOV_carry_revolution_east
	icon = GFX_focus_usa_focus_on_asia
	prerequisite = {
		focus = SOV_anti_colonialist_rebels
	}
	x = 1
	y = 1
	relative_position_id = SOV_anti_colonialist_rebels
	cost = 5
	available = {
		surrender_progress = < 0.05
	}
	completion_reward = {
		custom_effect_tooltip = SOV_carry_revolution_east_decision_tt
	}
}
### Entity: National Focus
Tree: mal_focus
Component: MAL_the_workers_5
Constructs: prerequisite, has_war, completion_reward, is_subject, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/malaysia.txt

Code:
focus = {
	id = MAL_the_workers_5
	icon = GFX_goal_MAL_communist
	ai_will_do = {
		factor = 2
	}
	x = 25
	y = 6
	prerequisite = {
		focus = MAL_the_workers_4
	}
	available = {
		is_subject = no
		has_war = no
	}
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		swap_ideas = {
			remove_idea = MAL_political_idea_communism_2
			add_idea = MAL_political_idea_communism_3
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Character
Component: BLZ_nt
Source: game
File: common/characters/BLZ.txt

Code:
BLZ_nt = {
	advisor = {
		slot = theorist
		idea_token = BLZ_nt
		ledger = navy
		allowed = {
			original_tag = BLZ
		}
		traits = {
			naval_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_3
		}
	}
}
### Entity: Event
Component: AUS_political_events.49
Constructs: is_triggered_only, ai_chance, has_government, has_opinion
Source: game
File: events/WUW_Austria.txt

Code:
country_event = {
	id = AUS_political_events.49
	title = AUS_political_events.49.t
	desc = AUS_political_events.49.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = AUS_political_events.49.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 0.1
				has_government = fascism
			} {
				factor = 2
				has_government = FROM
			} {
				factor = 5
				has_opinion = {
					target = FROM
					value = > 49
				}
			}
		}
		event_option_tooltip = AUS_political_events.50.a
		FROM = {
			country_event = {
				id = AUS_political_events.50
				hours = 6
			}
		}
	} {
		name = AUS_political_events.49.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 10
				has_government = fascism
			}
		}
		event_option_tooltip = AUS_political_events.51.a
		FROM = {
			country_event = {
				id = AUS_political_events.51
				hours = 6
			}
		}
	}
}
### Entity: Scripted Localization
Component: defined_text
Constructs: has_government
Source: game
File: common/scripted_localisation/NSB_soviet_scripted_loc.txt

Code:
defined_text = {
	name = GetTheUssrAcademyOfSciencesName
	text = {
		trigger = {
			NOT = {
				has_government = communism
			}
		}
		localization_key = SOV_the_ussr_academy_of_sciences_alt
	} {
		localization_key = SOV_the_ussr_academy_of_sciences_default
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_artillery_modernization
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_artillery_modernization
	icon = GFX_goal_generic_artillery_improved
	relative_position_id = AUS_fortify_river_traun
	x = 0
	y = 1
	prerequisite = {
		focus = AUS_fortify_river_traun AUS_defence_focus
	}
	cost = 7
	completion_reward = {
		add_tech_bonus = {
			name = AUS_artillery_modernization
			ahead_reduction = 0.75
			bonus = 1
			uses = 1
			category = artillery
		}
	}
}
### Entity: Unit Template
Component: USA_FISH
Source: game
File: common/units/names_ships/USA_ship_names.txt

Code:
USA_FISH = {
	name = NAME_THEME_FISH
	for_countries = {
		USA
	}
	type = ship
	prefix = USS 
	unique = {
		Albacore Amberjack Angler Apogon Aspro Archerfish Atule Barracuda Bass Bonita Barb Blackfish Bluefish Bonefish Bashaw Bluegill Bream Balao Billfish Bowfin Batfish Burrfish Barbel Barbero Baya Becuna Bang Bergall Besugo Blackfin Blenny Blower Blueback Boarfish Brill Bugara Bullhead Bumper Cachalot Cuttlefish Cavalla Cobia Croaker Cod Cero Corvina Cabrilla Capelin Cisco Crevalle Caiman Charr Chub Cabezon Capitaine Carbonero Carp Catfish Chivo Chopper Clamagore Cobbler Cochino Corporal Cubera Cusk Conger Comber Dolphin Darter Drum Devilfish Dragonet Dentuda Diodon Dogfish Dugong Escolar Entemedor Eel Espada Flying Fish Finback Flasher Flier Flounder Gar Grampus Grayback Grayling Gato Greenling Grouper Growler Grunion Guardfish Gabilan Gunnel Gurnard Greenfish Garlopa Garrupa Goldring Golet Guavina Guitarro Haddock Halibut Herring Haddo Hake Harder Hoe Hackleback Halfbeak Hammerhead Hardhead Hawkbill Icefish Irex Jack Jawfish Jallao Kete Kraken Kingfish Lapon Lancetfish Ling Lionfish Lagarto Lamprey Lizardfish Loggerhead Manta Moray Mingo Muskallunge Mackerel Marlin Macabi Mapiro Menhaden Mero Medregal Narwhal Nautilus Needlefish Nerka Ono Odax Porpoise Pike Perch Pickerel Pompano Paddle Pargo Peto Pogy Pompon Puffer Piper Rasher Picuda Pampanito Parche Pilotfish Pintado Pipefish Piranha Plaice Pomfret Pomodon Queenfish Quillback Raton Ray Redfin Robalo Rock Runner Roncador Razorback Redfish Ronquil Requin Remora Shark Salmon Seal Skipjack Snapper Stingray Sturgeon Sargo Saury Spearfish Sculpin Sailfish Swordfish Seadragon Sealion Searaven Seawolf Shad Silversides Sawfish Scamp Scorpion Snook Steelhead Sunfish Sabalo Sablefish Seahorse Skate Sand Lance Sterlet Scabbardfish Segundo Sea Cat Sea Devil Sea Dog Sea Fox Spikefish Sea Owl Sea Poacher Sea Robin Sennet Spadefish Spot Springer Stickleback Sea Leopard Sirago Sarda Spinax Sea Panther Springeren Tarpon Tambor Tautog Thresher Trout Tuna Tunny Tinosa Tullibee Tang Tilefish Threadfin Trepang Tiru Tench Thornback Tigrone Tirante Trutta Toro Torsk Trumpetfish Tusk Turbot Tiburon Ulua Vendace Wahoo Whale Walrus Whitefish Whiting Wolffish
	}
}
### Entity: Idea
Component: LIT_invested_in_farms_1
Constructs: removal_cost
Source: game
File: common/ideas/lithuania.txt

Code:
LIT_invested_in_farms_1 = {
	picture = LIT_invested_in_farms
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = -0.15
	}
}
### Entity: Unit Template
Component: CAN_DD_HISTORICAL
Source: game
File: common/units/names_ships/CAN_ship_names.txt

Code:
CAN_DD_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_DESTROYERS
	for_countries = {
		CAN
	}
	type = ship
	ship_types = {
		ship_hull_light destroyer
	}
	prefix = HMCS 
	fallback_name = Destroyer %s
	unique = {
		Fraser St. Laurent Ottawa Restigouche Assiniboine Margaree Kootenay Gatineau Saskatchewan Qu'Appelle Ottawa Chaudiere Algonquin Sioux Crescent Crusader Annapolis Caldwell Chelsea Columbia Georgetown Hamilton Lancaster Leamington Mansfield Montgomery Niagara Richmond St. Clair Salisbury Buxton St. Croix St. Francis Athabaskan Haida Huron Iroquois Cayuga Micmac Nootka Vendetta Voyager Waterhen Saguenay Skeena Cape Breton Dunver Grou Matane Montreal New Glasgow New Waterford Outremont Port Colborne Prince Rupert St. Catherine's St. John Stormont Swansea Valleyfield Waskesiu Wentworth Ettrick Meon Teme Annan Nene Monnow Ribble Patriot Patrician Vancouver Champlain
	}
}
### Entity: Event
Component: PER_imperial_events.15
Constructs: is_triggered_only
Source: game
File: events/GOE_Persia.txt

Code:
country_event = {
	id = PER_imperial_events.15
	title = PER_imperial_events.15.t
	desc = PER_imperial_events.15.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = PER_imperial_events.15.a
	}
}
### Entity: Effect Reference
Construct: create_faction_from_template
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## create_faction_from_template

* Supported Scopes: COUNTRY
* Supported Targets: none

Create a faction from a template allows for optional customization of name, icon and color.
### Entity: Decision
Component: KMT_chinese_eco_cat
Constructs: has_global_flag, has_dlc
Source: game
File: common/decisions/categories/r56_china_decision_categories.txt

Code:
KMT_chinese_eco_cat = {
	priority = 99
	icon = GFX_decision_category_generic_economy
	visible_when_empty = yes
	allowed = {
		original_tag = CHI
	}
	visible = {
		NOT = {
			AND = {
				has_global_flag = chi_dlc_focus_tree
				has_dlc = No Compromise, No Surrender
			}
		}
	}
}
### Entity: AI Strategy
Component: JAP_needs_some_supply_hubs
Constructs: has_war_with
Source: game
File: common/ai_strategy/JAP.txt

Code:
JAP_needs_some_supply_hubs = {
	allowed = {
		original_tag = JAP
	}
	enable = {
		has_war_with = CHI
		1039 = {
			state_is_fully_controlled_by_ROOT_or_subject = yes
		}
		608 = {
			state_is_fully_controlled_by_ROOT_or_subject = yes
		}
		614 = {
			state_is_fully_controlled_by_ROOT_or_subject = no
		}
		615 = {
			state_is_fully_controlled_by_ROOT_or_subject = no
		}
		date = < 1939.1.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = front_unit_request
		state = 614
		value = 100
	} {
		type = front_unit_request
		state = 615
		value = 100
	}
}
### Entity: Idea
Component: ccomunist_advisor
Constructs: political_power_gain, removal_cost, research_bonus, communism_drift
Source: game
File: common/ideas/tmodern_advisors.txt

Code:
ccomunist_advisor = {
	cost = 75
	removal_cost = 0
	picture = generic_political_advisor_asia_3
	research_bonus = {

	}
	modifier = {
		political_power_gain = 0.15
		communism_drift = 0.15
		weekly_manpower = 250
		consumer_goods_factor = -0.05
		opinion_gain_monthly_factor = 0.25
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_demand_vardaria
Constructs: prerequisite, has_war_with, completion_reward, has_full_control_of_state, is_subject, is_in_faction_with
Source: game
File: common/national_focus/r56_bulgaria.txt

Code:
focus = {
	id = BUL_demand_vardaria
	prerequisite = {
		focus = BUL_reassert_claims
	}
	relative_position_id = BUL_reassert_claims
	icon = GFX_focus_BUL_demand_vardar
	x = 2
	y = 1
	cost = 10
	ai_will_do = {
		factor = 40
	}
	available = {
		YUG = {
			has_full_control_of_state = 106 803
		}
		is_subject = no
		NOT = {
			is_in_faction_with = YUG
		} {
			has_war_with = YUG
		}
	}
	bypass = {
		has_full_control_of_state = 106
	}
	completion_reward = {
		YUG = {
			country_event = axis_minors_bulgaria.51
		}
	}
}
### Entity: National Focus
Tree: ser_focus
Component: SER_research_grants
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/serbia.txt

Code:
focus = {
	id = SER_research_grants
	icon = GFX_goal_research_silver_cooperation
	prerequisite = {
		focus = SER_economic_optimization SER_industrial_support
	}
	mutually_exclusive = {
		focus = SER_deterrence
	}
	relative_position_id = SER_economic_optimization
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 3
	}
	completion_reward = {
		add_ideas = CRO_idea_research_grants
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Scripted Trigger
Component: EAI_anti_tank_tech_focus
Constructs: check_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_land_triggers.txt

Code:
EAI_anti_tank_tech_focus = {
	date = > 1936.7.1
	OR = {
		check_variable = {
			EAI_FOCUS/LAND/antitank_design = global.EAI_LINE_AT_DESIGN
		}
		EAI_light_armor_td_design_focus = yes
		EAI_medium_armor_td_design_focus = yes
		EAI_heavy_armor_td_design_focus = yes
	}
}
### Entity: Operation
Component: steal_blueprints_middle_manager
Source: game
File: common/operation_phases/lar_steal_blueprints.txt

Code:
steal_blueprints_middle_manager = {
	name = steal_blueprints_middle_manager
	desc = steal_blueprints_middle_manager_desc
	outcome = steal_blueprints_middle_manager_outcome
	picture = GFX_phase_steal_blueprints_middle_manager
	icon = GFX_phase_steal_blueprints_middle_manager_small
	equipment = {

	}
}
### Entity: Event
Component: peru.56
Constructs: is_triggered_only, set_variable
Source: game
File: events/r56_peru.txt

Code:
country_event = {
	id = peru.56
	title = peru.56.t
	desc = peru.56.d
	picture = GFX_report_event_PRU_quechua_people
	is_triggered_only = yes
	option = {
		name = peru.56.a.1
		set_variable = {
			PRU_que_loyalty = 2
		}
		PRU_partidos_update_update_effect = yes
		custom_effect_tooltip = PRU_que_loyalty_marina_status_text
	} {
		name = peru.56.a.2
		set_variable = {
			PRU_que_loyalty = 1
		}
		PRU_partidos_update_update_effect = yes
		custom_effect_tooltip = PRU_que_loyalty_ejercito_status_text
	}
}
### Entity: Order of Battle
Component: air_wing_685
Source: game
File: history/units/USA_1939_air_legacy.txt

Code:
air_wings = {
	685 = {
		fighter_equipment_0 = {
			owner = USA
			amount = 48
		}
		tac_bomber_equipment_0 = {
			owner = USA
			amount = 36
		}
		CAS_equipment_1 = {
			owner = USA
			amount = 21
		}
		nav_bomber_equipment_1 = {
			owner = USA
			amount = 36
		}
	}
}
### Entity: Idea
Component: GER_todt_reich_minister_of_armaments
Constructs: political_power_gain, removal_cost
Source: game
File: common/ideas/GER.txt

Code:
GER_todt_reich_minister_of_armaments = {
	allowed = {
		always = no
	}
	removal_cost = -1
	modifier = {
		political_power_gain = -0.3
		production_speed_industrial_complex_factor = 0.1
		production_speed_infrastructure_factor = 0.1
		production_speed_rail_way_factor = 0.1
		production_speed_arms_factory_factor = 0.1
		production_speed_dockyard_factor = 0.1
	}
}
### Entity: National Focus
Tree: aoi_focus
Component: AOI_motorization_effort
Constructs: prerequisite, completion_reward, has_tech, complete_tooltip, unlock_decision_tooltip, add_tech_bonus, motorized_bonus
Source: game
File: common/national_focus/r56_italian_east_africa.txt

Code:
focus = {
	id = AOI_motorization_effort
	icon = GFX_goal_generic_modernizing_the_cavalry
	text = ABC_motorization_effort
	prerequisite = {
		focus = AOI_army_modernization
	}
	x = 1
	y = 1
	relative_position_id = AOI_army_modernization
	cost = 5
	ai_will_do = {
		factor = 1
	}
	bypass = {
		has_tech = motorised_infantry
	}
	complete_tooltip = {
		unlock_decision_tooltip = ABC_motorize_the_army
		add_tech_bonus = {
			name = motorized_bonus
			bonus = 3
			technology = motorised_infantry
		}
	}
	completion_reward = {
		unlock_decision_tooltip = ABC_motorize_the_army
		add_tech_bonus = {
			name = motorized_bonus
			bonus = 3
			technology = motorised_infantry
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: RAJ_arthur_a_barrett
Source: game
File: common/characters/RAJ.txt

Code:
RAJ_arthur_a_barrett = {
	name = RAJ_arthur_a_barrett
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_2
		}
	}
	advisor = {
		slot = army_chief
		idea_token = RAJ_arthur_a_barrett
		allowed = {
			original_tag = RAJ
		}
		traits = {
			army_chief_defensive_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Idea
Component: tetsudou_shou
Constructs: research_bonus
Source: game
File: common/ideas/japan.txt

Code:
tetsudou_shou = {
	picture = JAP_tetsudo_sho
	allowed = {
		original_tag = JAP
	}
	available = {

	}
	visible = {

	}
	research_bonus = {

	}
	ai_will_do = {
		base = 2
	}
	traits = {
		railway_company
	}
	modifier = {

	}
}
### Entity: Joint Focus
Component: NORDIC_nordic_airforce
Constructs: prerequisite, joint_focus, completion_reward, has_deployed_air_force_size, set_variable, add_dynamic_modifier
Source: game
File: common/national_focus/nordic_shared.txt

Code:
joint_focus = {
	id = NORDIC_nordic_airforce
	icon = {
		GFX_focus_NORDIC_dem_airforce = {
			NORDIC_democratic_alliance_viable = yes
		} yes
		GFX_focus_NORDIC_com_airforce = {
			NORDIC_communist_alliance_viable = yes
		}
		GFX_focus_NORDIC_mon_airforce = {
			NORDIC_monarchist_alliance_viable = yes
		}
	}
	dynamic = yes
	prerequisite = {
		focus = NORDIC_northern_command
	}
	x = -5
	y = 0
	relative_position_id = NORDIC_nordic_navy
	cost = 10
	text_icon = NORDIC_focus_style
	available = {
		NORDIC_basic_available_trigger = yes
		has_deployed_air_force_size = {
			size = > 199
		}
	}
	search_filters = {

	}
	joint_trigger = {
		NORDIC_basic_joint_trigger = yes
	}
	completion_reward = {
		hidden_effect = {
			set_variable = {
				NORDIC_airforces_originator_dmod_cas_factor = 0
			} {
				NORDIC_airforces_originator_dmod_strat_bombing_factor = 0
			} {
				NORDIC_airforces_originator_dmod_intercept_efficiency = 0
			} {
				NORDIC_airforces_originator_dmod_superiority_efficiency = 0
			} {
				NORDIC_airforces_originator_dmod_range_factor = 0
			} {
				NORDIC_airforces_originator_dmod_air_base_production = 0
			} {
				NORDIC_airforces_member_dmod_cas_factor = 0
			} {
				NORDIC_airforces_member_dmod_strat_bombing_factor = 0
			} {
				NORDIC_airforces_member_dmod_intercept_efficiency = 0
			} {
				NORDIC_airforces_member_dmod_superiority_efficiency = 0
			} {
				NORDIC_airforces_member_dmod_range_factor = 0
			} {
				NORDIC_airforces_member_dmod_air_base_production = 0
			}
		}
	}
	completion_reward_joint_originator = {
		add_dynamic_modifier = {
			modifier = NORDIC_airforces_originator_dmod
		}
	}
	completion_reward_joint_member = {
		add_dynamic_modifier = {
			modifier = NORDIC_airforces_member_dmod
		}
	}
}
### Entity: Event
Component: SEA_warlords.27
Constructs: is_triggered_only
Source: game
File: events/SEA_Warlords.txt

Code:
country_event = {
	id = SEA_warlords.27
	title = SEA_warlords.27.t
	desc = SEA_warlords.27.desc
	picture = GFX_report_event_chinese_officers
	is_triggered_only = yes
	option = {
		name = SEA_warlords.27.a
		effect_tooltip = {
			ROOT = {
				puppet = FROM
			}
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_SP_armored_engineer_focus
Constructs: is_special_project_completed, is_special_project_being_researched
Source: game
File: common/scripted_triggers/EAI_RESEARCH_special_projects_triggers.txt

Code:
EAI_SP_armored_engineer_focus = {
	NOT = {
		is_special_project_completed = sp:sp_land_military_engineering_vehicles
		is_special_project_being_researched = sp:sp_land_military_engineering_vehicles
	}
}
### Entity: Game Data
Component: somethings_fishy_about_this
Constructs: limit, has_government, has_country_flag, has_any_custom_difficulty_setting, has_civil_war
Source: game
File: common/achievements/rt56-achievements.txt

Code:
somethings_fishy_about_this = {
	possible = {
		difficulty = > 1
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		original_tag = GER
	}
	happened = {
		IF = {
			limit = {
				NOT = {
					custom_trigger_tooltip = {
						tooltip = somethings_fishy_about_this_tt
						has_country_flag = GER_crazy_commie_germany
						has_government = communism
						has_civil_war = no
					}
				}
			}
			custom_trigger_tooltip = {
				tooltip = somethings_fishy_about_this_tt
				has_country_flag = GER_crazy_commie_germany
				has_government = communism
				has_civil_war = no
			}
		}
		else = {
			has_country_flag = GER_crazy_commie_germany
			has_government = communism
			has_civil_war = no
		}
	}
}
### Entity: Character
Component: KUW_aco2
Source: game
File: common/characters/KUW.txt

Code:
KUW_aco2 = {
	advisor = {
		slot = army_chief
		idea_token = KUW_aco2
		allowed = {
			original_tag = KUW
		}
		traits = {
			army_chief_organizational_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_arab_2
		}
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_organize_marches_in_the_north
Constructs: prerequisite, completion_reward, add_popularity
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_organize_marches_in_the_north
	prerequisite = {
		focus = PRU_Convince_supporters_of_Flores
	} {
		focus = PRU_look_to_the_past_2
	}
	icon = GFX_goal_generic_authority
	x = 4
	y = 2
	relative_position_id = PRU_restore_the_viceroyalty_system
	cost = 3
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_popularity = {
			ideology = neutrality
			popularity = 0.01
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Scorer
Component: operative_mission_diplomatic_pressure_scorer
Source: game
File: common/scorers/country/operative_mission_scorer.txt

Code:
operative_mission_diplomatic_pressure_scorer = {
	targets = {

	}
}
### Entity: Character
Component: SLV_marko_natlacen
Source: game
File: common/characters/SLV_cha.txt

Code:
SLV_marko_natlacen = {
	name = SLV_marko_natlacen
	portraits = {
		civilian = {
			large = gfx/leaders/SLV/SLV_marko_natlacen.png
		}
	}
	country_leader = {
		desc = SLV_marko_natlacen_leader_desc
		ideology = despotism
	}
}
### Entity: Character
Component: SIA_the_unbreakable
Source: game
File: common/country_leader/taog_traits.txt

Code:
SIA_the_unbreakable = {
	random = no
	sprite = 13
}