Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Shared Focus
Tree: lat_focus
Component: LAT_devaluate_the_lats
Constructs: shared_focus, prerequisite, remove_ideas, completion_reward
Source: game
File: common/national_focus/r56_latvia_shared.txt

Code:
shared_focus = {
	id = LAT_devaluate_the_lats
	icon = GFX_goal_LAT_devaulate_the_currency
	prerequisite = {
		focus = LAT_kegums_power_plant
	}
	relative_position_id = LAT_kegums_power_plant
	x = 0
	y = 1
	cost = 8
	available_if_capitulated = yes
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		remove_ideas = LAT_overevaluated_currency_idea
	}
}
### Entity: AI Strategy
Component: generic_tactical_bomber
Constructs: has_tech
Source: game
File: common/ai_equipment/generic_planes.txt

Code:
generic_tactical_bomber = {
	category = air
	blocked_for = {
		GER ENG USA
	}
	available_for = {

	}
	roles = {
		air_tactical_bomber
	}
	priority = {
		factor = 2000
		modifier = {
			num_of_factories = < 100
			factor = 0.5
		} {
			num_of_factories = < 50
			factor = 0
		}
	}
	gw_tac_bomber_default = {
		priority = {
			factor = 100
			modifier = {
				has_tech = basic_medium_airframe
				factor = 0
			}
		}
		history = yes
		target_variant = {
			match_value = 2000
			type = medium_plane_airframe_0
			modules = {
				fixed_main_weapon_slot = medium_bomb_bay
				fixed_auxiliary_weapon_slot_1 = empty
				engine_type_slot = engine_1_2x
				special_type_slot_1 = empty
				special_type_slot_2 = empty
			}
		}
		allowed_modules = {
			medium_bomb_bay engine_1_2x
		}
	}
	tac_bomber_1_default = {
		priority = {
			factor = 100
		}
		history = yes
		target_variant = {
			match_value = 3000
			type = medium_plane_airframe_1
			modules = {
				fixed_main_weapon_slot = medium_bomb_bay
				fixed_auxiliary_weapon_slot_1 = medium_bomb_bay
				engine_type_slot = engine_2_2x
				special_type_slot_1 = empty
				special_type_slot_2 = empty
			}
		}
		allowed_modules = {
			medium_bomb_bay engine_2_2x
		}
	}
	tac_bomber_2_default = {
		priority = {
			factor = 100
		}
		history = yes
		target_variant = {
			match_value = 3000
			type = medium_plane_airframe_2
			modules = {
				fixed_main_weapon_slot = medium_bomb_bay
				fixed_auxiliary_weapon_slot_1 = medium_bomb_bay
				fixed_auxiliary_weapon_slot_2 = bomb_locks
				engine_type_slot = engine_3_2x
				special_type_slot_1 = lmg_defense_turret_2x
				special_type_slot_2 = empty
			}
		}
		allowed_modules = {
			medium_bomb_bay bomb_locks engine_3_2x lmg_defense_turret_2x
		}
	}
	tac_bomber_3_default = {
		priority = {
			factor = 100
		}
		history = yes
		target_variant = {
			match_value = 4000
			type = medium_plane_airframe_3
			modules = {
				fixed_main_weapon_slot = medium_bomb_bay
				fixed_auxiliary_weapon_slot_1 = medium_bomb_bay
				fixed_auxiliary_weapon_slot_2 = bomb_locks
				fixed_auxiliary_weapon_slot_3 = torpedo_mounting
				engine_type_slot = engine_4_2x
				special_type_slot_1 = lmg_defense_turret_2x
				special_type_slot_2 = empty
			}
		}
		allowed_modules = {
			medium_bomb_bay bomb_locks torpedo_mounting engine_4_2x lmg_defense_turret_2x
		}
	}
	jet_tac_bomber_default = {
		priority = {
			factor = 100
# ... (truncated)
### Entity: Event
Component: EYE_swiss.102
Constructs: is_triggered_only, division_template, clr_country_flag
Source: game
File: events/SWI_events.txt

Code:
country_event = {
	id = EYE_swiss.102
	hidden = yes
	is_triggered_only = yes
	option = {
		name = EYE_swiss.102.a
		clr_country_flag = SWI_upgraded_recently
		delete_unit_template_and_units = {
			division_template = Elite Infanterie-Abteilung
		} {
			division_template = Elite Bergsteiger-Abteilung
		} {
			division_template = Elite Bergsteiger Grenzbrigade
		} {
			division_template = Elite Bergsteiger Brigade
		} {
			division_template = Elite Leichte Brigade
		} {
			division_template = Elite Grenzbrigade
		} {
			division_template = Elite Stadtkommando
		}
	}
}
### Entity: Trigger Reference
Construct: any_controlled_state
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## any_controlled_state

* Supported Scopes: COUNTRY
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
check if any of the states controlled by the scope country meets the trigger. tooltip=key can be defined to override title
```
### Entity: Character
Component: GER_der_fuhrer_fuhrerprinzip
Source: game
File: common/country_leader/00_traits.txt

Code:
GER_der_fuhrer_fuhrerprinzip = {
	random = no
	political_power_factor = 0.25
	weekly_casualties_war_support = 0.001
	ai_desired_divisions_factor = 0.2
	party_popularity_stability_factor = 0.1
	compliance_growth = -0.02
	resistance_target = 0.05
}
### Entity: Idea
Component: r56_CAN_CAMP_X_idea
Constructs: removal_cost
Source: game
File: common/ideas/r56_canada.txt

Code:
r56_CAN_CAMP_X_idea = {
	name = r56_CAN_CAMP_X_idea
	allowed = {
		always = no
	}
	allowed_civil_war = {

	}
	cancel = {

	}
	picture = generic_spy_intel
	removal_cost = -1
	modifier = {
		operative_slot = 1
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/ISR_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = ISR
		}
		requested_factories = 1
		progress = 0.1
		efficiency = 50
	}
}
### Entity: Country History
Country: FER
Component: FER_misc
Constructs: limit, set_technology, set_research_slots, set_grand_doctrine, has_dlc
Source: game
File: history/countries/FER - Far Eastern Republic.txt

Code:
# Misc for FER
capital = 563
set_research_slots = 3
set_grand_doctrine = mass_assault new_fleet_in_being
if = {
	limit = {
		NOT = {
			has_dlc = By Blood Alone
		}
	}
	set_technology = {
		early_fighter = 1
		fighter1 = 1
		early_bomber = 1
		strategic_bomber1 = 1
		naval_bomber1 = 1
	}
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
		basic_light_tank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
		basic_light_tank_chassis = 1
	}
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		early_submarine = 1
		basic_submarine = 1
		early_destroyer = 1
		early_light_cruiser = 1
		early_heavy_cruiser = 1
		early_battleship = 1
		early_battlecruiser = 1
		transport = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		early_ship_hull_submarine = 1
		basic_ship_hull_submarine = 1
		early_ship_hull_light = 1
		early_ship_hull_cruiser = 1
		early_ship_hull_heavy = 1
		mtg_transport = 1
		basic_battery = 1
		basic_torpedo = 1
	}
}
### Entity: Event
Component: peru.15
Constructs: is_triggered_only
Source: game
File: events/r56_peru.txt

Code:
country_event = {
	id = peru.15
	title = peru.15.t
	desc = peru.15.d
	picture = GFX_r56i_generic_event_06
	is_triggered_only = yes
	option = {
		name = peru.15.a
	}
}
### Entity: Character
Component: FIN_aksel_airo
Constructs: limit, has_government, has_character_flag
Source: game
File: common/characters/FIN.txt

Code:
FIN_aksel_airo = {
	name = FIN_aksel_airo
	portraits = {
		army = {
			large = GFX_portrait_FIN_aksel_airo
			small = GFX_portrait_FIN_aksel_airo_small
		}
	}
	corps_commander = {
		traits = {
			brilliant_strategist organizer winter_specialist
		}
		skill = 3
		attack_skill = 2
		defense_skill = 2
		planning_skill = 3
		logistics_skill = 3
		legacy_id = -1
		visible = {
			NOT = {
				has_government = communism
			}
			if = {
				limit = {
					has_character_flag = FIN_anti_fascist_character_flag
				}
				NOT = {
					has_government = fascism
				}
			}
		}
	}
	advisor = {
		slot = army_chief
		idea_token = FIN_aksel_airo
		allowed = {
			original_tag = FIN
		}
		available = {
			NOT = {
				has_government = communism
			}
			if = {
				limit = {
					has_character_flag = FIN_anti_fascist_character_flag
				}
				NOT = {
					has_government = fascism
				}
			}
		}
		traits = {
			army_chief_planning_2
		}
		cost = 100
		ai_will_do = {
			base = 1.0
		}
	}
}
### Entity: Idea
Component: SNCASE
Constructs: has_completed_focus, has_country_flag, research_bonus
Source: game
File: common/ideas/france.txt

Code:
SNCASE = {
	picture = FRA_sncase
	allowed = {
		original_tag = FRA
	}
	visible = {
		has_completed_focus = FRA_reorganize_the_aviation_industry
	}
	available = {
		has_country_flag = FRA_SNCASE_formed
	}
	research_bonus = {
		air_equipment = 0.2
	}
	traits = {
		light_aircraft_manufacturer
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_set_up_a_customs_barrier
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_set_up_a_customs_barrier
	icon = GFX_goal_generic_trade
	prerequisite = {
		focus = ETH_reinforce_dynamic_identity
	}
	x = 0
	y = 1
	relative_position_id = ETH_reinforce_dynamic_identity
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_BALANCE_OF_POWER
	}
	completion_reward = {
		ETH_BOP_centralization_large_effect = yes
		add_ideas = ETH_customs_barrier_ETH_idea
		ITA = {
			add_ideas = ETH_customs_barrier_ITA_idea
		}
	}
}
### Entity: Event
Component: new_ger.138
Constructs: is_triggered_only, ai_chance, limit, add_political_power, every_controlled_state, is_core_of, is_subject_of, is_ally_with
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.138
	title = new_ger.138.t
	desc = new_ger.138.d
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	option = {
		name = new_ger.138.a
		ai_chance = {
			base = 0.1
		}
		add_political_power = -25
		every_controlled_state = {
			limit = {
				is_core_of = YUG
			}
			transfer_state_to = YUG
		}
		hidden_effect = {
			GER = {
				country_event = CHI_warlords.20
			}
		}
	} {
		name = new_ger.138.b
		ai_chance = {
			base = 1
		}
		trigger = {
			NOT = {
				is_subject_of = ROOT
			}
		}
		GER = {
			country_event = new_ger.139
		}
		IF = {
			limit = {
				is_ally_with = GER
			}
			leave_faction = yes
		}
	}
}
### Entity: AI Strategy
Component: generic_cv_naval_bomber
Constructs: has_navy_size
Source: game
File: common/ai_equipment/generic_planes.txt

Code:
generic_cv_naval_bomber = {
	category = air
	blocked_for = {
		ENG
	}
	available_for = {

	}
	roles = {
		air_cv_naval_bomber
	}
	priority = {
		factor = 500
		modifier = {
			has_navy_size = {
				unit = carrier
				size = < 1
			}
			factor = 0
		}
	}
	cv_naval_bomber_1 = {
		priority = {
			factor = 100
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = cv_small_plane_naval_bomber_airframe_1
			modules = {
				fixed_main_weapon_slot = torpedo_mounting
				fixed_auxiliary_weapon_slot_1 = empty
				engine_type_slot = engine_2_1x
				special_type_slot_1 = empty
				special_type_slot_2 = empty
			}
		}
		allowed_modules = {
			torpedo_mounting engine_2_1x
		}
	}
	cv_naval_bomber_2 = {
		priority = {
			factor = 200
		}
		history = yes
		target_variant = {
			match_value = 1500
			type = cv_small_plane_naval_bomber_airframe_2
			modules = {
				fixed_main_weapon_slot = torpedo_mounting
				fixed_auxiliary_weapon_slot_1 = bomb_locks
				engine_type_slot = engine_3_1x
				special_type_slot_1 = lmg_defense_turret
				special_type_slot_2 = empty
			}
		}
		allowed_modules = {
			torpedo_mounting bomb_locks engine_3_1x lmg_defense_turret
		}
	}
	cv_naval_bomber_3 = {
		priority = {
			factor = 200
		}
		history = yes
		target_variant = {
			match_value = 2000
			type = cv_small_plane_naval_bomber_airframe_3
			modules = {
				fixed_main_weapon_slot = torpedo_mounting
				fixed_auxiliary_weapon_slot_1 = bomb_locks
				engine_type_slot = engine_3_1x
				special_type_slot_1 = lmg_defense_turret
				special_type_slot_2 = empty
			}
		}
		allowed_modules = {
			torpedo_mounting bomb_locks engine_3_1x lmg_defense_turret
		}
	}
}
### Entity: Event
Component: turkey.100
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, random_hours, add_offsite_building
Source: game
File: events/r56_turkey.txt

Code:
country_event = {
	id = turkey.100
	title = turkey.100.t
	desc = turkey.100.d
	is_triggered_only = yes
	picture = GFX_report_event_tur_britain
	option = {
		name = turkey.100.a
		ai_chance = {
			base = 10
		}
		FROM = {
			country_event = {
				id = turkey.101
				hours = 4
				random_hours = 2
			}
			effect_tooltip = {
				add_offsite_building = {
					type = industrial_complex
					level = 3
				}
				add_opinion_modifier = {
					target = ENG
					modifier = TUR_english_industral_aid
				}
			}
		}
	} {
		name = turkey.100.b
		ai_chance = {
			base = 0
		}
		FROM = {
			country_event = {
				id = turkey.102
				hours = 4
				random_hours = 2
			}
			effect_tooltip = {
				add_opinion_modifier = {
					target = ENG
					modifier = TUR_english_industral_aid_rejected
				}
			}
		}
	}
}
### Entity: Unit Template
Component: GEO_MOT_01
Source: game
File: common/units/names_divisions/GEO_names_divisions.txt

Code:
GEO_MOT_01 = {
	name = Motorised Divisions
	for_countries = {
		GEO
	}
	can_use = {
		always = yes
	}
	division_types = {
		motorized
	}
	link_numbering_with = {
		GEO_INF_01
	}
	fallback_name = %dya Gruziyanska Motorizovannaya Div.
	ordered = {
		1 = {
			%dya Gruziyanska Motorizovannaya Div.
		}
		2 = {
			%dya Gruziyanska Motorizovannaya Div.
		}
		3 = {
			%dya Gruziyanska Motorizovannaya Div.
		}
		4 = {
			%dya Gruziyanska Motorizovannaya Div.
		}
		5 = {
			%dya Gruziyanska Motorizovannaya Div.
		}
		6 = {
			%dya Gruziyanska Motorizovannaya Div.
		}
		7 = {
			%dya Gruziyanska Motorizovannaya Div.
		}
		8 = {
			%dya Gruziyanska Motorizovannaya Div.
		}
		9 = {
			%dya Gruziyanska Motorizovannaya Div.
		}
		10 = {
			%dya Gruziyanska Motorizovannaya Div.
		}
		11 = {
			%dya Gruziyanska Motorizovannaya Div.
		}
		12 = {
			%dya Gruziyanska Motorizovannaya Div.
		}
		13 = {
			%dya Gruziyanska Motorizovannaya Div.
		}
		14 = {
			%dya Gruziyanska Motorizovannaya Div.
		}
		15 = {
			%dya Gruziyanska Motorizovannaya Div.
		}
		16 = {
			%dya Gruziyanska Motorizovannaya Div.
		}
		17 = {
			%dya Gruziyanska Motorizovannaya Div.
		}
		18 = {
			%dya Gruziyanska Motorizovannaya Div.
		}
		19 = {
			%dya Gruziyanska Motorizovannaya Div.
		}
		20 = {
			%dya Gruziyanska Motorizovannaya Div.
		}
		21 = {
			%dya Gruziyanska Motorizovannaya Div.
		}
		22 = {
			%dya Gruziyanska Motorizovannaya Div.
		}
		23 = {
			%dya Gruziyanska Motorizovannaya Div.
		}
		24 = {
			%dya Gruziyanska Motorizovannaya Div.
		}
		25 = {
			%dya Gruziyanska Motorizovannaya Div.
		}
	}
}
### Entity: Character
Component: air_chief_reform_1
Source: game
File: common/country_leader/00_traits.txt

Code:
air_chief_reform_1 = {
	sprite = 1
	experience_gain_air = @chief_experience_gain_low
	experience_gain_air_factor = 0.05
	command_cap_increase = @tier1_cp_cap_increase
	command_power = @tier1_cp_cost
	ai_will_do = {
		factor = @air_chief_factor_1
		modifier = {
			factor = 0
			command_power = < @tier1_cp_cost
		}
	}
}
### Entity: Idea
Component: GER_recieving_payments_from_estonia_idea
Constructs: removal_cost
Source: game
File: common/ideas/GER.txt

Code:
GER_recieving_payments_from_estonia_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = EST_ismaaliit
	modifier = {
		consumer_goods_factor = -0.05
	}
}
### Entity: Idea
Component: HAW_ai2
Source: game
File: common/ideas/hawaii.txt

Code:
HAW_ai2 = {
	ledger = army
	picture = generic_army_asia_3
	allowed = {
		original_tag = HAW
	}
	traits = {
		army_infantry_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Music Config
Component: allied_speeches/victory_parade
Source: game
File: music/allied_speeches.txt

Code:
music = {
	song = victory_parade
	chance = {
		factor = 0
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_communist_naval_designs
Constructs: prerequisite, limit, has_government, completion_reward, set_technology, allow_branch, has_dlc, add_tech_bonus
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_communist_naval_designs
	icon = GFX_focus_SWE_coastal_support
	prerequisite = {
		focus = PER_the_peoples_navy
	}
	x = 0
	y = 1
	relative_position_id = PER_the_peoples_navy
	cost = 5
	available = {
		has_government = communism
	}
	bypass = {

	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 0
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		IF = {
			limit = {
				has_dlc = Man the Guns
			}
			add_tech_bonus = {
				name = PER_tech_share_bonus
				bonus = 0.5
				uses = 1
				category = ss_tech
			}
			set_technology = {
				basic_torpedo = 1
			}
			navy_experience = 15
		}
		ELSE = {
			add_tech_bonus = {
				name = PER_tech_share_bonus
				bonus = 0.5
				uses = 2
				category = ss_tech
			}
			navy_experience = 25
		}
	}
}
### Entity: National Focus
Tree: nzl_focus
Component: NZL_army_reforms
Constructs: completion_reward, cancel_if_invalid, add_doctrine_cost_reduction
Source: game
File: common/national_focus/new_zealand.txt

Code:
focus = {
	id = NZL_army_reforms
	icon = GFX_goal_generic_army_doctrines
	x = 7
	y = 0
	relative_position_id = NZL_ministry_of_public_works
	cost = 10
	ai_will_do = {
		factor = 2
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		army_experience = 25
		add_doctrine_cost_reduction = {
			name = NZL_army_reforms
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
	}
}
### Entity: Character
Component: JAP_machida_chuuji
Source: game
File: common/characters/JAP.txt

Code:
JAP_machida_chuuji = {
	name = JAP_machida_chuuji
	portraits = {
		civilian = {
			large = GFX_portrait_JAP_machida_chuuji
			small = GFX_portrait_JAP_machida_chuuji_small
		}
	}
}
### Entity: Character
Component: TAH_nccr
Source: game
File: common/characters/TAH.txt

Code:
TAH_nccr = {
	advisor = {
		slot = navy_chief
		idea_token = TAH_nccr
		allowed = {
			original_tag = TAH
		}
		traits = {
			navy_chief_commerce_raiding_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_asia_2
		}
	}
}
### Entity: Event
Component: denmark_political_events.5
Constructs: is_triggered_only, ai_chance, limit, add_stability, add_political_power, add_popularity
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_political_events.5
	title = denmark_political_events.5.t
	desc = denmark_political_events.5.desc
	picture = GFX_report_event_communists_in_riga
	is_triggered_only = yes
	option = {
		name = denmark_political_events.4.a
		ai_chance = {
			base = 1
			modifier = {
				factor = 15
				communism = > 0.7
			}
		}
		if = {
			limit = {
				communism = < 0.9
			}
			add_popularity = {
				ideology = communism
				popularity = 0.05
			}
		}
		else = {
			add_political_power = 25
		}
		country_event = {
			id = denmark_political_events.8
			days = 7
		}
	} {
		name = denmark_political_events.4.b
		ai_chance = {
			base = 1
			modifier = {
				factor = 10
				communism = > 0.5
			}
		}
		trigger = {
			communism = < 0.8
		}
		add_popularity = {
			ideology = communism
			popularity = 0.1
		}
		add_political_power = -50
		country_event = {
			id = denmark_political_events.8
			days = 7
		}
	} {
		name = denmark_political_events.4.c
		ai_chance = {
			base = 1
			modifier = {
				factor = 5
				communism = < 0.5
			}
		}
		trigger = {
			communism = < 0.7
		}
		add_popularity = {
			ideology = communism
			popularity = 0.15
		}
		add_political_power = -75
		add_stability = -0.05
		country_event = {
			id = denmark_political_events.8
			days = 7
		}
	}
}
### Entity: Idea
Component: SOM_stc
Source: game
File: common/ideas/somalia.txt

Code:
SOM_stc = {
	picture = generic_political_advisor_african_3
	allowed = {
		original_tag = SOM
	}
	traits = {
		smooth_talking_charmer
	}
}
### Entity: Event
Component: CHI_warlords.24
Constructs: is_triggered_only, has_completed_focus, limit, has_government, has_country_flag, create_wargoal, annex_everything, set_variable
Source: game
File: events/r56_warlord_events.txt

Code:
country_event = {
	id = CHI_warlords.24
	title = CHI_warlords.24.t
	desc = CHI_warlords.24.desc
	picture = GFX_report_event_asian_politicians
	is_triggered_only = yes
	option = {
		name = The Federalist cause is not our own.
		hidden_effect = {
			FROM = {
				country_event = CHI_warlords.19
			}
		}
		IF = {
			limit = {
				FROM = {
					has_completed_focus = CHI_a_final_warning
				}
			}
			FROM = {
				create_wargoal = {
					target = ROOT
					type = annex_everything
				}
			}
		}
	} {
		name = A united China without giving up our own autonomy? Of Course!
		hidden_effect = {
			FROM = {
				country_event = CHI_warlords.20
			}
		}
		IF = {
			limit = {
				original_tag = GXC
			}
			GXC = {
				set_variable = {
					GXC_democratic_popularity = GXC.party_popularity_100@democratic
				} {
					GXC_communism_popularity = GXC.party_popularity_100@communism
				} {
					GXC_neutrality_popularity = GXC.party_popularity_100@neutrality
				} {
					GXC_fascism_popularity = GXC.party_popularity_100@fascism
				}
				clamp_variable = {
					var = GXC_democratic_popularity
					min = 0
					max = 100
				} {
					var = GXC_communism_popularity
					min = 0
					max = 100
				} {
					var = GXC_neutrality_popularity
					min = 0
					max = 100
				} {
					var = GXC_fascism_popularity
					min = 0
					max = 100
				}
				if = {
					limit = {
						has_government = democratic
					}
					set_country_flag = GXC_is_democratic_flag
				} {
					limit = {
						has_government = neutrality
					}
					set_country_flag = GXC_is_neutral_flag
				} {
					limit = {
						has_government = communism
					}
					set_country_flag = GXC_is_communistic_flag
				} {
					limit = {
						has_government = fascism
					}
					set_country_flag = GXC_is_fascist_flag
				}
			} {
				set_cosmetic_tag = guangxi_governate
			}
			FROM = {
				set_autonomy = {
					target = GXC
					autonomous_state = autonomy_dominion
					end_wars = no
					end_civil_wars = no
				}
			}
			hidden_effect = {
				GXC = {
					set_popularities = {
						democratic = GXC_democratic_popularity
						fascism = GXC_fascism_popularity
						communism = GXC_communism_popularity
						neutrality = GXC_neutrality_popularity
					}
					if = {
						limit = {
							has_country_flag = GXC_is_democratic_flag
						}
						set_politics = {
							ruling_party = democratic
						}
						clr_country_flag = GXC_is_d
# ... (truncated)
### Entity: Wiki Documentation
Construct: b
Source: wiki
File: wiki/Special%3ARecentChangesLinked/Albania.html

Doc:
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Namespace: |
### Entity: Event
Component: BBA_ethiopia_exile_events.48
Constructs: is_triggered_only, ai_chance, random_hours
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_exile_events.48
	title = BBA_ethiopia_exile_events.48.t
	desc = BBA_ethiopia_exile_events.48.desc
	is_triggered_only = yes
	picture = GFX_report_event_generic_handshake
	option = {
		name = BBA_ethiopia_exile_events.48.a
		ai_chance = {
			base = 10
		}
		var:global.ETH_peace_country = {
			country_event = {
				id = BBA_ethiopia_exile_events.45
				hours = 4
				random_hours = 8
			}
		}
	}
}
### Entity: Idea
Component: CZE_forgive_trading_debts_idea
Constructs: removal_cost
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_forgive_trading_debts_idea = {
	picture = generic_foreign_capital
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = 0.1
		min_export = 0.1
		trade_opinion_factor = 0.1
	}
}
### Entity: Character
Component: GER_oberster_kriegsherr_trait
Source: game
File: common/country_leader/00_traits.txt

Code:
GER_oberster_kriegsherr_trait = {
	random = no
	sprite = 13
	mobilization_laws_cost_factor = -0.25
	high_command_cost_factor = -0.25
	air_chief_cost_factor = -0.25
	army_chief_cost_factor = -0.25
	navy_chief_cost_factor = -0.25
}