Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Decision
Component: FIN_the_path_to_socialism
Constructs: has_completed_focus, has_government, has_war_with, fire_only_once, has_idea, cancel_if_not_visible, remove_effect, set_country_flag
Source: game
File: common/decisions/FIN.txt

Code:
FIN_the_path_to_socialism = {
	FIN_gather_popular_support = {
		priority = 50
		icon = GFX_decision_generic_civil_support
		ai_will_do = {
			base = 200
		}
		allowed = {
			original_tag = FIN
		}
		available = {
			has_idea = FIN_yrjo_leino
			has_completed_focus = FIN_towards_a_red_government
		}
		visible = {
			NOT = {
				has_completed_focus = FIN_social_democracy
			} {
				has_government = communism
			}
		}
		cancel_if_not_visible = yes
		fire_only_once = yes
		cost = 70
		days_remove = 30
		remove_effect = {
			set_country_flag = FIN_cw_popular_support_flag
			add_popularity = {
				ideology = communism
				popularity = 0.1
			}
			custom_effect_tooltip = when_civil_war_starts_tt FIN_gather_popular_support_dec_tt
			effect_tooltip = {
				add_timed_idea = {
					idea = FIN_popular_support_for_the_revolution
					days = 365
				}
			}
		}
	}
	FIN_crack_down_on_fascists = {
		priority = 50
		icon = GFX_decision_generic_police_action
		ai_will_do = {
			base = 200
		}
		allowed = {
			original_tag = FIN
		}
		available = {
			has_idea = FIN_yrjo_leino
			has_completed_focus = FIN_towards_a_red_government
		}
		visible = {
			NOT = {
				has_completed_focus = FIN_social_democracy
			} {
				has_government = communism
			}
		}
		cancel_if_not_visible = yes
		fire_only_once = yes
		cost = 70
		days_remove = 20
		remove_effect = {
			set_country_flag = FIN_cw_crack_down_on_fascists_flag
			add_popularity = {
				ideology = communism
				popularity = 0.05
			}
			custom_effect_tooltip = FIN_crack_down_on_fascists_character_tt when_civil_war_starts_tt effects_applied_to_the_enemy_side_in_cw_tt FIN_crack_down_on_fascists_militias_tt
			retire_character = FIN_vilho_annala FIN_elias_simojoki FIN_vilho_helanen FIN_paavo_susitaival FIN_reino_ala_kulju
			effect_tooltip = {
				add_timed_idea = {
					idea = FIN_imprisoned_right_wing_leaders
					days = 365
				}
			}
		}
	}
	FIN_crack_down_on_the_military = {
		priority = 50
		icon = GFX_decision_generic_arrest
		ai_will_do = {
			base = 200
		}
		allowed = {
			original_tag = FIN
		}
		available = {
			has_idea = FIN_yrjo_leino
			has_completed_focus = FIN_towards_a_red_government
		}
		visible = {
			NOT = {
				has_completed_focus = FIN_social_democracy
			} {
				has_government = communism
			}
		}
		cancel_if_not_visible = yes
		fire_only_once = yes
		cost = 70
		days_remove = 20
		remove_effect = {
			set_c
# ... (truncated)
### Entity: National Focus
Tree: chl_focus
Component: CHL_cooperation_with_the_falange
Constructs: prerequisite, add_ideas, completion_reward, add_popularity
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_cooperation_with_the_falange
	icon = GFX_focus_CHL_cooperation_with_the_falange
	relative_position_id = CHL_endorse_the_constitution
	x = 2
	y = 1
	cost = 5
	prerequisite = {
		focus = CHL_endorse_the_constitution
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 2
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		add_popularity = {
			ideology = democratic
			popularity = 0.05
		}
		custom_effect_tooltip = CHL_skip_one_line_tt CHL_skip_one_line_tt available_political_advisor
		add_ideas = CHL_national_falange
		show_ideas_tooltip = CHL_bernardo_leighton CHL_radomiro_romero
	}
}
### Entity: Idea
Component: QUE_catholic_control
Constructs: research_speed_factor
Source: game
File: common/ideas/quebec.txt

Code:
QUE_catholic_control = {
	allowed_civil_war = {
		always = no
	}
	picture = generic_intel_bonus
	modifier = {
		research_speed_factor = 0.05
		army_core_attack_factor = 0.05
		army_core_defence_factor = 0.05
		drift_defence_factor = 0.15
		neutrality_acceptance = 50
	}
}
### Entity: Event
Component: SEA_PRC_political_events.2
Constructs: is_triggered_only, ai_chance, has_war, has_government, fire_only_once, give_guarantee
Source: game
File: events/SEA_Communist_China.txt

Code:
country_event = {
	id = SEA_PRC_political_events.2
	title = SEA_PRC_political_events.2.t
	desc = SEA_PRC_political_events.2.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_PRC_political_events.2.a
		ai_chance = {
			base = 10
			modifier = {
				ROOT = {
					has_war = yes
				}
				factor = 0.2
			} {
				IF = {
					NOT = {
						has_government = communism
					}
				}
				factor = 0
			}
		}
		effect_tooltip = {
			give_guarantee = FROM
		}
		FROM = {
			country_event = {
				id = SEA_PRC_political_events.3
				hours = 1
			}
		}
	} {
		name = SEA_PRC_political_events.2.b
		ai_chance = {
			base = 2
			modifier = {
				ROOT = {
					has_war = yes
				}
				factor = 0.2
			} {
				IF = {
					NOT = {
						has_government = communism
					}
				}
				factor = 0
			}
		}
		effect_tooltip = {
			give_guarantee = FROM
			puppet = FROM
		}
		FROM = {
			country_event = {
				id = SEA_PRC_political_events.31
				hours = 1
			}
		}
	} {
		name = SEA_PRC_political_events.2.c
		ai_chance = {
			base = 10
		}
		FROM = {
			country_event = {
				id = SEA_PRC_political_events.4
				hours = 1
			}
		}
	}
}
### Entity: AI Strategy
Component: ROM_highway_to_the_danger_zone_78
Constructs: has_war, is_controlled_by, build_building
Source: game
File: common/ai_strategy/ROM.txt

Code:
ROM_highway_to_the_danger_zone_78 = {
	allowed = {
		original_tag = ROM
	}
	enable = {
		has_war = no
		date = > 1938.1.1
		78 = {
			is_controlled_by = ROM
			infrastructure = < 4
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = build_building
		id = infrastructure
		target = 78
		value = 1
	}
}
### Entity: Character
Component: NIC_joel_garcia_zaldana
Source: game
File: common/characters/NIC.txt

Code:
NIC_joel_garcia_zaldana = {
	advisor = {
		slot = air_chief
		idea_token = NIC_joel_garcia_zaldana
		allowed = {
			original_tag = NIC
		}
		traits = {
			air_chief_ground_support_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Joel Garcia Zaldana
	portraits = {
		army = {
			small = GFX_idea_generic_air_south_america_1
		}
	}
}
### Entity: AI Strategy
Component: NCY_foriegn_policy
Constructs: has_war_with, send_volunteers_desire
Source: game
File: common/ai_strategy/TOY.txt

Code:
NCY_foriegn_policy = {
	allowed = {
		tag = NCY
	}
	enable = {
		tag = NCY
	}
	abort = {
		NCY = {
			has_war_with = TUR
		}
	}
	ai_strategy = {
		type = alliance
		id = TUR
		value = 300
	} {
		type = protect
		id = TUR
		value = 200
	} {
		type = befriend
		id = TUR
		value = 9999
	} {
		type = send_volunteers_desire
		id = TUR
		value = 100
	}
}
### Entity: Idea
Component: EAI_DD_9/small_plane_suicide_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_9/small_plane_suicide_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		small_plane_suicide_airframe = {
			build_cost_ic = -0.09
			instant = yes
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/SPA_1939_air_legacy.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = fighter_equipment_1
			creator = SPR
		}
		requested_factories = 1
		progress = 0.3
		efficiency = 100
	}
}
### Entity: Idea
Component: ITA_gruppi_di_difesa_della_donna_ns
Constructs: has_government, removal_cost, communism_drift
Source: game
File: common/ideas/italy.txt

Code:
ITA_gruppi_di_difesa_della_donna_ns = {
	name = ITA_gruppi_di_difesa_della_donna
	removal_cost = -1
	picture = generic_women_in_the_army
	allowed = {
		original_tag = ITA
	}
	allowed_civil_war = {
		has_government = communism
	}
	modifier = {
		weekly_manpower = 400
		communism_drift = 0.01
		resistance_damage_to_garrison_on_our_occupied_states = 0.1
		operative_slot = 1
	}
}
### Entity: Unit Template
Component: AUS_INF_02
Source: game
File: common/units/names_divisions/AUS_names_divisions.txt

Code:
AUS_INF_02 = {
	name = Schutzbund Division
	for_countries = {
		AUS
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %d. Schutzbund Division
	ordered = {
		1 = {
			%d. Schutzbund Division
		}
		2 = {
			%d. Schutzbund Division
		}
		3 = {
			%d. Schutzbund Division
		}
		4 = {
			%d. Schutzbund Division
		}
		5 = {
			%d. Schutzbund Division
		}
		6 = {
			%d. Schutzbund Division
		}
		7 = {
			%d. Schutzbund Division
		}
		8 = {
			%d. Schutzbund Division
		}
		9 = {
			%d. Schutzbund Division
		}
		10 = {
			%d. Schutzbund Division
		}
	}
}
### Entity: Idea
Component: POL_Starachowice_Works
Constructs: has_completed_focus, research_bonus, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/r56_poland.txt

Code:
POL_Starachowice_Works = {
	allowed = {
		original_TAG = POL
	}
	cost = 200
	available = {
		has_completed_focus = POL_modernize_congressional_factories
	}
	picture = Starachowice_Works
	research_bonus = {
		artillery = 0.1
	}
	equipment_bonus = {
		artillery_equipment = {
			build_cost_ic = -0.05
			instant = yes
		}
		anti_tank_equipment = {
			build_cost_ic = -0.05
			instant = yes
		}
		anti_air_equipment = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
	traits = {
		POL_artillery_manufacturer1
	}
	modifier = {

	}
}
### Entity: AI Strategy
Component: r56_help_jap_puppets_deal_with_partisans_and_fronts
Constructs: has_war_with, is_major, is_subject_of, is_faction_leader, has_offensive_war
Source: game
File: common/ai_strategy/r56_default.txt

Code:
r56_help_jap_puppets_deal_with_partisans_and_fronts = {
	allowed = {
		ROOT = {
			is_subject_of = JAP
		}
	}
	enable = {
		NOT = {
			original_tag = JAP
		}
		JAP = {
			is_major = yes
			is_faction_leader = yes
			exists = yes
			has_offensive_war = yes
			NOT = {
				OR = {
					has_war_with = SOV MON
				}
			}
		}
		ROOT = {
			surrender_progress = < 0.03
			exists = yes
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = spare_unit_factor
		value = 0
	} {
		type = support
		id = JAP
		value = 250
	}
}
### Entity: Game Data
Component: we_are_of_kin
Constructs: has_any_custom_difficulty_setting, has_global_flag
Source: game
File: common/achievements/rt56-achievements.txt

Code:
we_are_of_kin = {
	possible = {
		difficulty = > 1
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		OR = {
			original_tag = EGY ALB
		}
	}
	happened = {
		has_global_flag = form_egypt_albania_flag
	}
}
### Entity: Order of Battle
Component: Iron Guard Brigade X
Constructs: division_template
Source: game
File: history/units/ROM_civil_war_iron_guard.txt

Code:
division = {
	name = Iron Guard Brigade X
	location = 9651
	division_template = Iron Guard Brigade
}
### Entity: National Focus
Tree: cog_focus
Component: COG_affinity_fascism
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, is_subject, add_timed_idea, add_autonomy_ratio
Source: game
File: common/national_focus/r56_congo.txt

Code:
focus = {
	id = COG_affinity_fascism
	icon = GFX_goal_support_fascism
	cost = 10
	x = 1
	y = 1
	relative_position_id = COG_colonial_autonomy
	prerequisite = {
		focus = COG_colonial_autonomy
	}
	mutually_exclusive = {
		focus = COG_empower_congolese
	}
	available_if_capitulated = yes
	bypass = {
		is_subject = no
		has_government = fascism
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_timed_idea = {
			idea = nationalism
			days = 1095
		}
		add_ideas = COG_m_heynen
		if = {
			limit = {
				is_subject = yes
			}
			add_autonomy_ratio = {
				value = 0.2
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_TFV_AUTONOMY
	}
}
### Entity: Unit Template
Component: BHU_CAV_01
Source: game
File: common/units/names_divisions/BHU_names_divisions.txt

Code:
BHU_CAV_01 = {
	name = Cavalry Divisions
	for_countries = {
		BHU
	}
	can_use = {
		always = yes
	}
	division_types = {
		cavalry
	}
	fallback_name = %dth Cavalry Division
	ordered = {
		1 = {
			%dst Cavalry Division
		}
		2 = {
			%dnd Cavalry Division
		}
		3 = {
			%drd Cavalry Division
		}
		4 = {
			%dth Cavalry Division
		}
		5 = {
			%dth Cavalry Division
		}
		6 = {
			%dth Cavalry Division
		}
		7 = {
			%dth Cavalry Division
		}
		8 = {
			%dth Cavalry Division
		}
		9 = {
			%dth Cavalry Division
		}
		10 = {
			%dth Cavalry Division
		}
		11 = {
			%dth Cavalry Division
		}
		12 = {
			%dth Cavalry Division
		}
		13 = {
			%dth Cavalry Division
		}
		14 = {
			%dth Cavalry Division
		}
		15 = {
			%dth Cavalry Division
		}
		16 = {
			%dth Cavalry Division
		}
		17 = {
			%dth Cavalry Division
		}
		18 = {
			%dth Cavalry Division
		}
		19 = {
			%dth Cavalry Division
		}
		20 = {
			%dth Cavalry Division
		}
		21 = {
			%dst Cavalry Division
		}
		22 = {
			%dnd Cavalry Division
		}
		23 = {
			%drd Cavalry Division
		}
	}
}
### Entity: Unit Template
Component: BRM_ARM_01
Source: game
File: common/units/names_divisions/BRM_names_division.txt

Code:
BRM_ARM_01 = {
	name = Armoured Divisions
	for_countries = {
		BRM
	}
	can_use = {
		always = yes
	}
	division_types = {
		light_armor medium_armor heavy_armor modern_armor
	}
	link_numbering_with = {
		BRM_CAV_01
	}
	fallback_name = %d. Armoured Division
	ordered = {
		1 = {
			%dst Armoured Division
		}
		2 = {
			%dnd Armoured Division
		}
		3 = {
			%drd Armoured Division
		}
		4 = {
			%dth Armoured Division
		}
		5 = {
			%dth Armoured Division
		}
		6 = {
			%dth Armoured Division
		}
		7 = {
			%dth Armoured Division
		}
		8 = {
			%dth Armoured Division
		}
		9 = {
			%dth Armoured Division
		}
		10 = {
			%dth Armoured Division
		}
		11 = {
			%dth Armoured Division
		}
		12 = {
			%dth Armoured Division
		}
		13 = {
			%dth Armoured Division
		}
		14 = {
			%dth Armoured Division
		}
		15 = {
			%dth Armoured Division
		}
		16 = {
			%dth Armoured Division
		}
		17 = {
			%dth Armoured Division
		}
		18 = {
			%dth Armoured Division
		}
		19 = {
			%dth Armoured Division
		}
		20 = {
			%dth Armoured Division
		}
		21 = {
			%dst Armoured Division
		}
		22 = {
			%dnd Armoured Division
		}
		23 = {
			%drd Armoured Division
		}
		24 = {
			%dth Armoured Division
		}
		25 = {
			%dth Armoured Division
		}
		26 = {
			%dth Armoured Division
		}
		27 = {
			%dth Armoured Division
		}
		28 = {
			%dth Armoured Division
		}
		29 = {
			%dth Armoured Division
		}
		30 = {
			%dth Armoured Division
		}
		31 = {
			%dst Armoured Division
		}
		32 = {
			%dnd Armoured Division
		}
		33 = {
			%drd Armoured Division
		}
	}
}
### Entity: Event
Component: GER_operation_panzerfaust_events.10
Constructs: is_triggered_only, ai_chance, limit, remove_ideas, add_war_support, has_idea, add_trait, add_country_leader_role
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = GER_operation_panzerfaust_events.10
	title = GER_operation_panzerfaust_events.10.t
	desc = GER_operation_panzerfaust_events.10.desc
	picture = GFX_report_event_DEN_german_tanks
	is_triggered_only = yes
	option = {
		name = GER_operation_panzerfaust_events.10.a
		ai_chance = {
			base = 80
		}
		FROM = {
			puppet = {
				target = ROOT
				end_wars = no
			}
		}
		IF = {
			limit = {
				has_idea = HUN_power_to_the_regent_idea
			}
			remove_ideas = HUN_power_to_the_regent_idea
		}
		ELSE_IF = {
			limit = {
				has_idea = HUN_more_power_to_the_regent_idea
			}
			remove_ideas = HUN_more_power_to_the_regent_idea
		}
		add_trait = {
			character = HUN_ferenc_szalasi
			ideology = nazism
			trait = HUN_nemzetvezeto_trait
		}
	} {
		name = GER_operation_panzerfaust_events.10.b
		ai_chance = {
			base = 20
		}
		add_war_support = 0.05
		add_country_leader_role = {
			character = HUN_geza_lakatos
			promote_leader = yes
			country_leader = {
				ideology = oligarchism
				expire = 1965.1.1
				traits = {
					generallissimo desperate_gambit
				}
			}
		}
		FROM = {
			remove_from_faction = ROOT
			declare_war_on = {
				target = ROOT
				type = puppet_wargoal_focus
			}
		}
	}
}
### Entity: Event
Component: denmark_trade_deal.2
Constructs: is_triggered_only, add_ideas, add_offsite_building, set_country_flag, has_danish_produce_basic_flag, unlock_decision_tooltip
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_trade_deal.2
	title = denmark_trade_deal.2.t
	desc = denmark_trade_deal.2.desc
	picture = GFX_report_event_generic_stock_traders
	is_triggered_only = yes
	option = {
		name = denmark_trade_deal.2.a
		ROOT = {
			add_offsite_building = {
				type = industrial_complex
				level = 1
			}
			DEN_trade_deal_effects = yes
		}
		FROM = {
			add_ideas = DEN_danish_produce_export_ns
			set_country_flag = has_danish_produce_basic_flag
		}
		custom_effect_tooltip = war_will_cancel_deal_tt
		unlock_decision_tooltip = DEN_cancel_trade_with_country
		hidden_effect = {
			FROM = {
				set_country_flag = DEN_danish_trading_partner_flag
			}
		}
	}
}
### Entity: Unit Template
Component: SNG_ART_01
Source: game
File: common/units/names_divisions/SNG_names_divisions.txt

Code:
SNG_ART_01 = {
	name = Artillery Regiment
	for_countries = {
		SNG
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry light_armor medium_armor heavy_armor modern_armor
	}
	fallback_name = %d Artillery Regiment
	ordered = {
		1 = {
			%dst Artillery Regiment
		}
		2 = {
			%dnd Artillery Regiment
		}
		3 = {
			%drd Artillery Regiment
		}
		4 = {
			%dth Artillery Regiment
		}
		5 = {
			%dth Artillery Regiment
		}
		22 = {
			%dnd Artillery Regiment
		}
		32 = {
			%dnd Artillery Regiment
		}
		42 = {
			%dnd Artillery Regiment
		}
		52 = {
			%dnd Artillery Regiment
		}
		62 = {
			%dnd Artillery Regiment
		}
		72 = {
			%dnd Artillery Regiment
		}
		82 = {
			%dnd Artillery Regiment
		}
		92 = {
			%dnd Artillery Regiment
		}
	}
}
### Entity: Character
Component: EGY_ahmed_hassanein
Source: game
File: common/characters/EGY.txt

Code:
EGY_ahmed_hassanein = {
	name = Ahmed Hassanein
	portraits = {
		army = {
			small = GFX_idea_arabia_generic_land_6
		}
	}
	advisor = {
		slot = army_chief
		idea_token = EGY_ahmed_hassanein
		ledger = army
		allowed = {
			original_tag = EGY
		}
		traits = {
			army_chief_maneuver_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Order of Battle
Component: 1. Texas Mounted Rifles
Constructs: division_template
Source: game
File: history/units/CSA_fascist_uprising.txt

Code:
division = {
	name = 1. Texas Mounted Rifles
	location = 3960
	division_template = Volunteer Cavalry
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_limit_the_emperors_power
Constructs: prerequisite, completion_reward, add_political_power, cancel_if_invalid, add_popularity
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_limit_the_emperors_power
	icon = GFX_focus_NOR_restore_public_trust_in_the_storting
	x = -1
	y = 1
	relative_position_id = JAP_draft_the_showa_constitution
	prerequisite = {
		focus = JAP_draft_the_showa_constitution
	}
	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_POLITICAL FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		add_political_power = 50
		add_popularity = {
			ideology = democratic
			popularity = 0.05
		}
		custom_effect_tooltip = generic_skip_one_line_tt available_political_advisor
		show_ideas_tooltip = JAP_saionji_kinmochi
	}
}
### Entity: Order of Battle
Component: air_wing_18
Source: game
File: history/units/FRA_1939_air_legacy.txt

Code:
air_wings = {
	18 = {
		fighter_equipment_2 = {
			owner = FRA
			amount = 66
		} {
			owner = FRA
			amount = 66
		}
		tac_bomber_equipment_1 = {
			owner = FRA
			amount = 24
		}
		strat_bomber_equipment_1 = {
			owner = FRA
			amount = 12
		}
	}
}
### Entity: Idea
Component: NCY_acd2
Source: game
File: common/ideas/northcyprus.txt

Code:
NCY_acd2 = {
	picture = generic_army_europe_1
	allowed = {
		original_tag = NCY
	}
	traits = {
		army_chief_defensive_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: DOM_jesus_da_costa_ruiz
Source: game
File: common/characters/DOM.txt

Code:
DOM_jesus_da_costa_ruiz = {
	advisor = {
		slot = high_command
		idea_token = DOM_jesus_da_costa_ruiz
		ledger = army
		allowed = {
			original_tag = DOM
		}
		traits = {
			army_infantry_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Jesus da Costa-Ruiz
	portraits = {
		army = {
			small = GFX_idea_generic_army_south_america_2
		}
	}
}
### Entity: Character
Component: DJI_ncs
Source: game
File: common/characters/DJI.txt

Code:
DJI_ncs = {
	advisor = {
		slot = high_command
		idea_token = DJI_ncs
		ledger = navy
		allowed = {
			original_tag = DJI
		}
		traits = {
			navy_capital_ship_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_2
		}
	}
}
### Entity: Event
Component: GOE_generic_events.5
Constructs: is_triggered_only, ai_chance, add_war_support, add_political_power
Source: game
File: events/GOE_generic_events.txt

Code:
country_event = {
	id = GOE_generic_events.5
	title = GOE_generic_events.5.t
	desc = GOE_generic_events.5.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = GOE_generic_events.5.a
		ai_chance = {
			base = 10
		}
		add_war_support = 0.1
		add_political_power = 50
	}
}
### Entity: Technology
Component: r56_improved_optics_tech_2
Source: game
File: common/technologies/r56_special_projects_techs.txt

Code:
technology = {
	allow = {
		always = no
	}
	start_year = 1940
	category_recon = {
		recon = 0.05
	}
	light_tank_recon = {
		soft_attack = 0.05
	}
	category_all_armor = {
		ap_attack = 0.05
	}
}