Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Military Industrial Organization
Component: GER_erma_werke_organization
Constructs: limit, has_war_with, production_bonus
Source: game
File: common/military_industrial_organization/organizations/r56_GER_organization.txt

Code:
GER_erma_werke_organization = {
	name = GER_erma_werke
	include = generic_support_equipment_organization
	icon = GFX_idea_GER_erma_werke
	allowed = {
		tag = GER
	}
	available = {
		IF = {
			limit = {
				FROM = {
					NOT = {
						original_tag = GER
					}
				}
			}
			FROM = {
				NOT = {
					has_war_with = GER
				}
			}
		}
	}
	initial_trait = {
		name = generic_mio_initial_trait_support_equipment_manufacturer
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
		production_bonus = {
			production_cost_factor = -0.03
		}
	}
}
### Entity: Character
Component: chairwoman
Source: game
File: common/country_leader/r56_traits.txt

Code:
chairwoman = {
	sprite = 13
	random = no
	conscription = 0.01
	female_random_operative_chance = 2
}
### Entity: Country History
Country: BOL
Component: BOL_technology
Constructs: set_technology
Source: game
File: history/countries/BOL - Bolivia.txt

Code:
# Starting Technologies for BOL
set_technology = {
	infantry_weapons = 1
	tech_support = 1
	tech_engineers = 1
	gw_artillery = 1
	tech_trucks = 1
	fuel_silos = 1
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered, force_equipment_variants
Source: game
File: history/units/LIT_1936_nsb.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 1
	}
	location = 6229
	division_template = Šarvuočių Rinktinė
	force_equipment_variants = {
		light_tank_chassis_0 = {
			owner = ENG
		}
	}
	start_experience_factor = 0.1
	start_equipment_factor = 0.5
}
### Entity: Event
Component: BBA_switzerland.5
Constructs: is_triggered_only, ai_chance, has_government, is_historical_focus_on, random_days, set_country_flag
Source: game
File: events/BBA_Switzerland.txt

Code:
country_event = {
	id = BBA_switzerland.5
	title = BBA_switzerland.5.t
	desc = BBA_switzerland.5.desc
	picture = GFX_report_event_gre_trial
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			SWI_find_fascist_germany = yes
		}
	}
	option = {
		name = BBA_switzerland.5.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 0.1
				OR = {
					has_government = fascism
					is_historical_focus_on = yes
				}
			}
		}
		trigger = {

		}
		SWI = {
			country_event = {
				id = BBA_switzerland.6
				days = 20
				random_days = 5
			}
		}
	} {
		name = BBA_switzerland.5.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				NOT = {
					has_government = fascism
				}
			}
		}
		trigger = {

		}
		hidden_effect = {
			SWI = {
				set_country_flag = SWI_Germany_ignored_gustloff_affair
			}
		}
		SWI = {
			country_event = {
				id = BBA_switzerland.8
				hours = 6
			}
		}
	}
}
### Entity: Idea
Component: BALTIC_christian_communism
Constructs: stability_factor, has_government, removal_cost, communism_drift
Source: game
File: common/ideas/baltic_shared.txt

Code:
BALTIC_christian_communism = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	picture = ast_abandon_the_westminster_system_communism
	modifier = {
		stability_factor = 0.1
		communism_drift = 0.05
		communism_acceptance = -25
	}
}
### Entity: Character
Component: EST_richard_veermaa
Source: game
File: common/characters/EST.txt

Code:
EST_richard_veermaa = {
	name = EST_richard_veermaa
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_2
		}
	}
	advisor = {
		slot = high_command
		idea_token = EST_richard_veermaa
		ledger = army
		allowed = {
			original_tag = EST
		}
		traits = {
			army_cavalry_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_nationalize_the_hydro_plants
Constructs: prerequisite, limit, completion_reward, add_political_power, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_nationalize_the_hydro_plants
	icon = GFX_focus_generic_hydroelectric_energy
	prerequisite = {
		focus = NOR_send_the_king_back_to_denmark
	}
	x = -2
	y = 1
	relative_position_id = NOR_send_the_king_back_to_denmark
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_political_power = 75
		if = {
			limit = {
				has_idea = NOR_aat_norsk_hydro
			}
			swap_ideas = {
				remove_idea = NOR_aat_norsk_hydro
				add_idea = NOR_folks_hydro
			}
		}
		else = {
			effect_tooltip = {
				swap_ideas = {
					remove_idea = NOR_aat_norsk_hydro
					add_idea = NOR_folks_hydro
				}
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3ANATO_signal_company.png.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
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Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/File:NATO_signal_company.png"
### Entity: Shared Focus
Tree: abc_focus
Component: ABC_establish_a_armor_corp
Constructs: shared_focus, add_equipment_to_stockpile, prerequisite, limit, completion_reward, has_dlc, has_tech, cancel_if_invalid
Source: game
File: common/national_focus/ABC_shared.txt

Code:
shared_focus = {
	id = ABC_establish_a_armor_corp
	icon = GFX_goal_generic_army_tanks
	prerequisite = {
		focus = ABC_army_modernization
	}
	x = 2
	y = 3
	relative_position_id = ABC_establish_a_general_staff
	cost = 10
	ai_will_do = {
		factor = 1
	}
	bypass = {
		if = {
			limit = {
				has_dlc = No Step Back
			}
			or = {
				has_tech = improved_light_tank_chassis improved_medium_tank_chassis improved_heavy_tank_chassis
			}
		} {
			limit = {
				NOT = {
					has_dlc = No Step Back
				}
			}
			or = {
				has_tech = advanced_light_tank improved_medium_tank improved_heavy_tank
			}
		}
	}
	cancel_if_invalid = yes
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_tech = gwtank_chassis
				}
				has_dlc = No Step Back
			}
			add_tech_bonus = {
				name = armor_bonus
				bonus = 3
				uses = 1
				technology = gwtank_chassis
			} {
				name = POL_study_foreign_tanks
				bonus = 1
				uses = 1
				category = armor
			}
			add_equipment_to_stockpile = {
				type = light_tank_chassis_0
				amount = 20
				producer = FRA
			}
		} {
			limit = {
				has_tech = gwtank_chassis
				NOT = {
					has_tech = basic_light_tank
				}
				has_dlc = No Step Back
			}
			add_tech_bonus = {
				name = armor_bonus
				bonus = 1
				uses = 1
				technology = basic_light_tank
			} {
				name = POL_study_foreign_tanks
				bonus = 1
				uses = 1
				category = armor
			}
			add_equipment_to_stockpile = {
				type = light_tank_chassis_0
				amount = 20
				producer = FRA
			}
		} {
			limit = {
				has_tech = gwtank_chassis basic_light_tank
				NOT = {
					has_tech = improved_light_tank
				}
				has_dlc = No Step Back
			}
			add_tech_bonus = {
				name = armor_bonus
				bonus = 1
				uses = 1
				technology = improved_light_tank
			} {
				name = POL_study_foreign_tanks
				bonus = 1
				uses = 1
				category = armor
			}
			add_equipment_to_stockpile = {
				type = light_tank_chassis_0
				amount = 20
				producer = FRA
			}
		} {
			limit = {
				NOT = {
					has_tech = gwtank_chassis
				} {
					has_dlc = No Step Back
				}
			}
			add_tech_bonus = {
				name = armor_bonus
				bonus = 3
				uses = 1
				technology = gwtank
			} {
				name = POL_study_foreign_tanks
				bonus = 1
				uses = 1
				category = armor
			}
			add_equipment_to_stockpile = {
				type = gw_tank_equipment
				amount = 20
				producer = FRA
			}
		} {
			limit = {
				has_tech = gwtank
# ... (truncated)
### Entity: Shared Focus
Tree: kmt_focus
Component: KMT_bind_the_army_into_the_state
Constructs: shared_focus, prerequisite, add_ideas, has_government, add_war_support, completion_reward, add_political_power
Source: game
File: common/national_focus/the_national_catastrophe_shared.txt

Code:
shared_focus = {
	id = KMT_bind_the_army_into_the_state
	icon = GFX_focus_prc_proclaim_the_peoples_republic
	prerequisite = {
		focus = KMT_build_up_the_red_army
	}
	available = {
		has_government = communism
	}
	x = 0
	y = 1
	cost = 8.6
	ai_will_do = {
		factor = 2.1
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	relative_position_id = KMT_build_up_the_red_army
	completion_reward = {
		add_war_support = 0.05
		add_political_power = 100
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = SOV_politicized_military
	}
}
### Entity: Idea
Component: SWE_lkab
Constructs: owns_state, research_bonus
Source: game
File: common/ideas/r56_sweden.txt

Code:
SWE_lkab = {
	picture = generic_motorized_equipment_manufacturer_1
	allowed = {
		original_tag = SWE
	}
	available = {
		owns_state = 666
	}
	research_bonus = {
		industry = 0.05
		excavation_tech = 0.15
	}
	modifier = {
		country_resource_steel = 16
	}
	traits = {
		industrial_concern
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_crusade_on_communism
Constructs: prerequisite, limit, has_government, completion_reward, every_other_country, is_on_continent, create_wargoal, puppet_wargoal_focus
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_crusade_on_communism
	icon = GFX_goal_anti_comintern_pact
	prerequisite = {
		focus = AUS_war_against_bolshevism
	}
	mutually_exclusive = {

	}
	x = 0
	y = 1
	relative_position_id = AUS_war_against_bolshevism
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				has_government = democratic
			}
			custom_effect_tooltip = AUS_crusade_on_communism_d_tt
		}
		ELSE_IF = {
			limit = {
				NOT = {
					has_government = democratic
				}
			}
			custom_effect_tooltip = AUS_crusade_on_communism_tt
		}
		hidden_effect = {
			every_other_country = {
				limit = {
					capital_scope = {
						is_on_continent = europe
					}
					has_government = communism
					NOT = {
						original_tag = SOV
					}
				}
				ROOT = {
					IF = {
						limit = {
							has_government = democratic
						}
						create_wargoal = {
							type = topple_government
							target = PREV
							expire = 0
						}
					}
					ELSE_IF = {
						limit = {
							NOT = {
								has_government = democratic
							}
						}
						create_wargoal = {
							type = puppet_wargoal_focus
							target = PREV
							expire = 0
						}
					}
				}
			}
		}
	}
}
### Entity: Order of Battle
Component: air_wing_807
Source: game
File: history/units/POL_1939_air_legacy.txt

Code:
air_wings = {
	807 = {
		fighter_equipment_0 = {
			owner = POL
			amount = 22
		}
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_the_american_push
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_the_american_push
	icon = GFX_focus_ARG_the_american_push
	prerequisite = {
		focus = ARG_balancing_act ARG_subdue_dissension
	}
	x = -1
	y = 2
	relative_position_id = ARG_balancing_act
	cost = 5
	available = {

	}
	ai_will_do = {
		factor = 20
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		country_event = {
			id = ARG_political_events.2
			hours = 1
		}
	}
}
### Entity: Name List
Component: URG
Source: game
File: common/names/00_names.txt

Code:
URG = {
	male = {
		names = {
			Agustín Antonio Atanasio Baltasar Bartolomé Bernardino Bernardo Cándido Carlos Cecilio Cirilo Claudio Domingo Emiliano Esteban Eugenio Evaristo Facundo Faustino Feliciano Félix Francisco Fructuoso Gabriel Gaspar Guillermo Hipólito Ignacio José Juan José Juan Manuel Juan Ramón Julio Justo Lorenzo Luis Manuel Marcial Máximo Miguel Nicolás Patricio Pedro Ramón Roberto Roque Salvador Santiago Torcuato Venancio
		}
	}
	female = {
		names = {
			Adelita Araceli Belén Camila Candelaria Chavela Consuelo Cristina Delfina Esperanza Fidelia Graciela Isadora Isabella Jimena Ximena Luciana Lucrecia María Marisol Noemí Nohemi Valentina Valeria Rocío Socorro Sofía Teófila Amaranta Úrsula Rebeca Remedios
		}
	}
	surnames = {
		Aguirre Avellaneda Báez Balcarce Bareiro Berro Brown Caballero Cruz de Alvear de la Plaza de Rosas de Urquiza Derqui Díaz Ellauri Escobar Flores González Jovellanos Juárez Justo Latorre López Machaín Maza Meza Mitre Paz Pedernera Pellegrini Pereira Quintana Rivarola Rivera Roca Rodríguez de Francia Rojas Rondeau Sáenz Santos Sarmineto Solano Tajes Uriburu Viamonte Vidal Williman Wisner Yrigoyen
	}
	callsigns = {

	}
}
### Entity: Event
Component: AAT_Sweden_communism.2
Constructs: fire_only_once, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden_communism.2
	title = AAT_Sweden_communism.2.t
	desc = AAT_Sweden_communism.2.desc
	picture = GFX_report_event_soldiers_parade
	fire_only_once = yes
	trigger = {
		fascism = > 0.2
		has_idea = SWE_fascist_counter_revolution_0
	}
	mean_time_to_happen = {
		days = 15
	}
	option = {
		name = AAT_Sweden_communism.2.a
		swap_ideas = {
			remove_idea = SWE_fascist_counter_revolution_0
			add_idea = SWE_fascist_counter_revolution_1
		}
	}
}
### Entity: Idea
Component: HAN_wi
Source: game
File: common/ideas/hanover.txt

Code:
HAN_wi = {
	picture = generic_political_advisor_europe_3
	allowed = {
		original_tag = HAN
	}
	traits = {
		war_industrialist
	}
}
### Entity: Modding Documentation
Construct: longest_war_length
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### longest_war_length
* description: Check number of months the country has been at war
* (Auto generated using the trigger with same name)
### Entity: Character
Component: BEL_walthere_dewe
Constructs: has_dlc, has_intelligence_agency
Source: game
File: common/characters/BEL.txt

Code:
BEL_walthere_dewe = {
	instance = {
		allowed = {
			has_dlc = Gotterdammerung
		}
		advisor = {
			slot = political_advisor
			idea_token = BEL_walthere_dewe
			allowed = {
				original_tag = BEL
			}
			traits = {
				BEL_illusive_mastermind
			}
			ai_will_do = {
				base = 0
				modifier = {
					add = 5
					has_intelligence_agency = yes
				}
			}
		}
		name = BEL_walthere_dewe
		portraits = {
			army = {
				small = GFX_portrait_BEL_walthere_dewe_small
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_PROD_ARMY_garrison_35
Constructs: has_country_flag, build_army
Source: game
File: common/ai_strategy/EAI_PRODUCTION_division_strategies.txt

Code:
EAI_PROD_ARMY_garrison_35 = {
	enable = {
		has_country_flag = {
			flag = EAI_garrison_divisions
			value = 35
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = build_army
		id = area_defense
		value = 35
	}
}
### Entity: Modifier Reference
Construct: production_speed_facility_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## production_speed_facility_factor

* Number with 2 decimal places
* **Categories**: country
### Entity: Country History
Country: KAL
Component: KAL_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/KAL - Kalmykia.txt

Code:
# Politics & Parties for KAL
set_politics = {
	ruling_party = democratic
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 60
	fascism = 10
	communism = 20
	neutrality = 10
}
### Entity: Character
Component: COG_marcel_maquet
Constructs: has_completed_focus, is_subject_of
Source: game
File: common/characters/COG.txt

Code:
COG_marcel_maquet = {
	name = COG_marcel_maquet
	portraits = {
		civilian = {
			small = GFX_portrait_COG_marcel_maquet_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = COG_marcel_maquet
		allowed = {
			original_tag = COG
		}
		visible = {
			OR = {
				is_subject_of = BEL
				has_completed_focus = CONGO_dominion_of_congo
			}
		}
		available = {
			OR = {
				is_subject_of = BEL
				has_completed_focus = CONGO_dominion_of_congo
			}
		}
		traits = {
			district_commisioner_of_leopoldville
		}
		ai_will_do = {
			base = 1.0
			modifier = {
				factor = 5
				has_completed_focus = COG_promote_marcel_maquet_to_provincial_commisioner
			}
		}
	}
}
### Entity: Idea
Component: CAN_R56_rcaf_womens_division_idea
Constructs: removal_cost, conscription_factor
Source: game
File: common/ideas/r56_canada.txt

Code:
CAN_R56_rcaf_womens_division_idea = {
	name = r56_CAN_rcaf_womens_division
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_women_in_the_army
	modifier = {
		conscription_factor = 0.08
	}
}
### Entity: Decision
Component: PHI_government_in_exile_cat
Constructs: fire_only_once, remove_effect
Source: game
File: common/decisions/PHI.txt

Code:
PHI_government_in_exile_cat = {
	PHI_request_equipment = {
		icon = GFX_decision_generic_industry
		cost = 50
		fire_only_once = no
		days_remove = 30
		remove_effect = {
			var:host = {
				country_event = {
					id = ww_BEL_event_diplomatic.15
					hours = 6
				}
			}
			custom_effect_tooltip = if_they_accept_tt
			event_option_tooltip = ww_BEL_event_diplomatic.15.a
		}
	}
	PHI_share_military_experience = {
		icon = GFX_decision_hol_exchange_intelligence_data
		cost = 50
		fire_only_once = yes
		days_remove = 30
		remove_effect = {
			var:host = {
				country_event = {
					id = ww_BEL_event_diplomatic.17
					hours = 6
				}
			}
			custom_effect_tooltip = if_they_accept_tt
			event_option_tooltip = ww_BEL_event_diplomatic.17.a
		}
	}
}
### Entity: National Focus
Tree: can_focus
Component: CAN_bits_and_pieces_program
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/canada.txt

Code:
focus = {
	id = CAN_bits_and_pieces_program
	icon = GFX_goal_generic_construct_mil_factory
	prerequisite = {
		focus = CAN_department_of_munitions_and_supply
	}
	x = -4
	y = 2
	relative_position_id = CAN_defence_of_canada_regulations
	cost = 10
	ai_will_do = {
		factor = 25
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = CAN_bits_and_pieces_program
	}
}
### Entity: Shared Focus
Tree: sca_focus
Component: SCA_trelleborg_rubber_factory
Constructs: shared_focus, prerequisite, has_country_flag, completion_reward, has_idea, is_core_of, has_tech, allow_branch
Source: game
File: common/national_focus/r56_scandinavia_shared.txt

Code:
shared_focus = {
	id = SCA_trelleborg_rubber_factory
	icon = GFX_focus_generic_rubber
	cost = 10
	prerequisite = {
		focus = SCA_scandinavian_unification
	}
	relative_position_id = SCA_scandinavian_unification
	x = -1
	y = 1
	ai_will_do = {
		factor = 5
	}
	text_icon = NORDIC_focus_style
	available = {
		NOT = {
			original_tag = SWE
		} {
			has_idea = generic_recent_economic_unification
		}
		138 = {
			is_core_of = ROOT
		}
		controls_state = 138
		has_tech = rubber_plant_a
	}
	bypass = {
		original_tag = SWE
	}
	allow_branch = {
		NOT = {
			original_tag = SWE
		}
		OR = {
			NOT = {
				tag = DEN
			}
			has_cosmetic_tag = SCA SCA_UNIFIED DEN_SCA
			has_country_flag = DEN_SCA_formed
		}
	}
	completion_reward = {
		138 = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = rubber_refinery
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RUBBER
	}
}
### Entity: Order of Battle
Component: Volkssturm Weimar
Constructs: division_template
Source: game
File: history/units/r56_GER_endsieg_units_2.txt

Code:
division = {
	name = Volkssturm Weimar
	location = 425
	division_template = Volkssturm
	start_experience_factor = 0
	start_equipment_factor = 1
}
### Entity: Character
Component: nuclear_scientist
Source: game
File: common/country_leader/00_traits.txt

Code:
nuclear_scientist = {
	random = no
	sprite = 14
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: chile.39
Constructs: is_triggered_only, division_template, create_country_leader, add_equipment_to_stockpile, limit, has_government, set_technology, set_country_flag
Source: game
File: events/Chile.txt

Code:
country_event = {
	id = chile.39
	title = chile.39.t
	desc = chile.39.d
	picture = GFX_report_event_ger_civil_war
	is_triggered_only = yes
	immediate = {
		set_country_flag = r56_chl_big_oof_cw
	}
	option = {
		name = chile.39.a
		hidden_effect = {
			set_capital = {
				state = 954
			}
		} {
			ROOT = {
				load_oob = r56_chile_uprising_compensation_unit
				retire_ideology_leader = fascism
				create_country_leader = {
					name = Carlos Keller
					picture = gfx/leaders/r56_generic/r56_portrait_generic_politician_south_america_1.dds
					expire = 1965.1.1
					ideology = rexism
					traits = {
						editor
					}
				}
			}
			random_other_country = {
				limit = {
					original_tag = CHL
					has_government = fascism
				}
				set_country_flag = R56_chile_fascist_scw_given_tag r56_militia_formation_flag
				set_technology = {
					militia_tech = 1
				}
				transfer_navy = {
					target = CHL
				}
				load_oob = r56_unlock_militia r56_chile_minor_uprising
				add_equipment_to_stockpile = {
					type = infantry_equipment
					amount = 10
					producer = CHL
				}
				load_focus_tree = {
					tree = chile_focus
					keep_completed = yes
				}
				create_field_marshal = {
					name = Jorge González von Marées
					portrait_path = gfx/leaders/CHL/r56_Portrait_CHL_Jorge_Von_Marees.dds
					traits = {
						harsh_leader politically_connected media_personality
					}
					skill = 1
					attack_skill = 1
					defense_skill = 1
					planning_skill = 1
					logistics_skill = 1
				}
				create_corps_commander = {
					name = José Luis Salazar Aedo
					portrait_path = gfx/leaders/South America/Portrait_South_America_Generic_land_2.dds
					traits = {
						politically_connected trait_cautious old_guard
					}
					skill = 1
					attack_skill = 1
					defense_skill = 1
					planning_skill = 1
					logistics_skill = 1
				}
				delete_unit_template_and_units = {
					division_template = División de Infanteria
				} {
					division_template = División de Caballería
				}
			}
		} {
			CHL = {
				set_province_controller = 5169 12954 12920 5121 12984 8251 8229 8222 5191 8194
			}
		}
		start_civil_war = {
			ideology = fascism
			capital = 279
			size = 0.01
			states = {
				279
			}
		}
	}
}
### Entity: State History
Component: 1020
Constructs: add_core_of
Source: game
File: history/states/1020 - Sanin.txt

Code:
state = {
	id = 1020
	name = STATE_1020
	manpower = 1111000
	state_category = rural
	history = {
		owner = JAP
		add_core_of = JAP
		buildings = {
			infrastructure = 2
			industrial_complex = 1
		}
		victory_points = {
			10055 1
		}
	}
	provinces = {
		1167 1191 7050 7145 10055
	}
	local_supplies = 0.0
}
### Entity: Character
Component: BAY_rupprecht_of_bavaria
Constructs: has_government
Source: game
File: common/characters/BAY.txt

Code:
BAY_rupprecht_of_bavaria = {
	name = BAY_rupprecht_of_bavaria
	portraits = {
		civilian = {
			large = GFX_portrait_BAY_rupprecht_of_bavaria
			small = GFX_portrait_BAY_rupprecht_of_bavaria_small
		}
	}
	country_leader = {
		ideology = despotism
		traits = {

		}
		expire = 1955.1.1.1
		id = -1
	}
	field_marshal = {
		traits = {
			organizer thorough_planner old_guard politically_connected
		}
		skill = 4
		attack_skill = 4
		defense_skill = 4
		planning_skill = 3
		logistics_skill = 2
		visible = {
			has_government = neutrality
		}
	}
}