Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: KMT_united_front
Constructs: stability_factor, has_war_with, removal_cost, has_offensive_war_with
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_united_front = {
	removal_cost = -1
	picture = generic_victors_of_ww1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	cancel = {
		OR = {
			NOT = {
				has_war_with = JAP
			}
			has_war_with = PRC CHI GXC YUN SHX SIC XIC GDC HBC SND XSM
			has_offensive_war_with = SIK
		}
	}
	modifier = {
		stability_factor = 0.05
		political_power_factor = 0.05
	}
	rule = {
		can_join_opposite_factions = no
		can_create_factions = yes
	}
}
### Entity: Trigger Reference
Construct: power_balance_weekly_change
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## power_balance_weekly_change

* Supported Scopes: any
* Supported Targets: none

```
compares current total weekly change of a power balance

Example:
power_balance_weekly_change = {
	id = power_balance_id
	value > 0.5 # supported operators are: >, < and =
}
```
### Entity: National Focus
Tree: per_focus
Component: PER_communist_propaganda
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, set_technology, allow_branch, has_tech
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_communist_propaganda
	icon = GFX_focus_SWE_radiotjanst
	prerequisite = {
		focus = PER_iranian_socialism PER_soviet_alignment
	}
	x = -2
	y = 1
	relative_position_id = PER_appease_the_seperatists
	cost = 10
	available = {
		has_government = communism
	}
	bypass = {

	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 0
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		custom_effect_tooltip = PER_communist_propaganda_tt
		add_ideas = PER_iranian_radio_idea
		IF = {
			limit = {
				NOT = {
					has_tech = radio
				}
			}
			set_technology = {
				radio = 1
			}
		}
	}
}
### Entity: Define
Component: NDefines_Graphics.NWiki
Source: game
File: common/defines/00_graphics.lua

Code:
NDefines_Graphics.NWiki = {
BASE_URL = https://hoi4.paradoxwikis.com/
FORUM_URL = https://forum.paradoxplaza.com/forum/index.php?forums/hearts-of-iron-iv.844/
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_anarchism_knows_no_borders
Constructs: has_completed_focus, prerequisite, limit, add_ideas, completion_reward, has_dlc, create_operative_leader
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_anarchism_knows_no_borders
	text = SPR_anarchism_knows_no_borders
	icon = GFX_focus_spr_anarchism_knows_no_borders
	x = 0
	y = 2
	relative_position_id = VEN_eliminating_the_competition
	cost = 10
	prerequisite = {
		focus = VEN_militarize_the_people
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_ESPIONAGE FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		add_ideas = SPR_anarchism_knows_no_borders
		if = {
			limit = {
				has_dlc = La Resistance
				NOT = {
					any_other_country = {
						has_completed_focus = SPR_anarchism_knows_no_borders
					}
				}
			}
			create_operative_leader = {
				name = Halyna Kouzmenko
				gfx = GFX_portrait_europe_generic_operative_f_9
				traits = {
					operative_linguist
				}
				bypass_recruitment = no
				available_to_spy_master = yes
				female = yes
				nationalities = {
					FRA UKR RUT
				}
			} {
				name = Giovanni Baldelli
				gfx = GFX_portrait_europe_generic_operative_m_8
				traits = {
					operative_linguist
				}
				bypass_recruitment = no
				available_to_spy_master = yes
				nationalities = {
					ENG FRA ITA
				}
			} {
				name = Augustin Souchy
				gfx = GFX_portrait_europe_generic_operative_m_7
				traits = {
					operative_natural_orator
				}
				bypass_recruitment = no
				available_to_spy_master = yes
				nationalities = {
					GER
				}
			} {
				name = Woody Guthrie
				gfx = GFX_portrait_europe_generic_operative_m_2
				traits = {
					operative_natural_orator
				}
				bypass_recruitment = no
				available_to_spy_master = yes
				nationalities = {
					USA
				}
			} {
				name = Li Shizeng
				gfx = GFX_portrait_asia_generic_operative_m_9
				traits = {
					operative_natural_orator
				}
				bypass_recruitment = no
				available_to_spy_master = yes
				nationalities = {
					CHI
				}
			}
		}
	}
}
### Entity: State History
Component: 1068
Constructs: add_core_of
Source: game
File: history/states/1068 - Bassac.txt

Code:
state = {
	id = 1068
	name = STATE_1068
	manpower = 284000
	state_category = pastoral
	history = {
		owner = FRA
		add_core_of = LAO CPS
		victory_points = {
			1592 1
		} {
			1563 2
		}
		buildings = {
			infrastructure = 1
		}
	}
	provinces = {
		1374 1592 1563 1577 4554 7426 10453 12210
	}
	local_supplies = 0.0
}
### Entity: Character
Component: PRC_xu_xiangqian
Constructs: has_dlc
Source: game
File: common/characters/PRC.txt

Code:
PRC_xu_xiangqian = {
	instance = {
		allowed = {
			has_dlc = No Compromise, No Surrender
		}
		name = PRC_xu_xiangqian
		portraits = {
			army = {
				small = GFX_portrait_PRC_xu_xiangqin_small
			}
		}
		advisor = {
			slot = high_command
			idea_token = PRC_xu_xiangqian
			ledger = army
			allowed = {
				original_tag = PRC
			}
			traits = {
				PRC_base_builder
			}
			cost = 100
			ai_will_do = {
				base = 1.0
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = No Compromise, No Surrender
			}
		}
		name = PRC_xu_xiangqian
		portraits = {
			army = {
				small = GFX_idea_PRC_xu_xiangqian
			}
		}
		advisor = {
			slot = high_command
			idea_token = PRC_xu_xiangqian
			ledger = army
			allowed = {
				original_tag = PRC
			}
			traits = {
				army_infantry_2
			}
			cost = 100
			ai_will_do = {
				base = 1.0
			}
		}
	}
}
### Entity: Country History
Country: GNA
Component: GNA_characters
Constructs: recruit_character
Source: game
File: history/countries/GNA - Guinea.txt

Code:
# Leaders & Characters for GNA
recruit_character = GNA_nccr GNA_aco2 GNA_ai2 GNA_democratic_guy GNA_fascist_guy GNA_ncm GNA_communist_guy GNA_mt GNA_ar GNA_acd2 GNA_acas GNA_pot GNA_nt GNA_stc GNA_ncs GNA_acgs GNA_aa2 GNA_acr GNA_coi GNA_awt
### Entity: National Focus
Tree: swe_focus
Component: SWE_baltic_sea_hegemony
Constructs: prerequisite, add_ideas, has_government, completion_reward
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_baltic_sea_hegemony
	icon = GFX_goal_generic_navy_battleship
	prerequisite = {
		focus = SWE_denounce_fascist_aggression_europe SWE_defend_the_baltics
	}
	relative_position_id = SWE_denounce_fascist_aggression_europe
	x = 1
	y = 1
	cost = 5
	available_if_capitulated = yes
	available = {
		OR = {
			has_government = neutrality democratic
		}
	}
	completion_reward = {
		add_ideas = SWE_baltic_sea_hegemon
	}
}
### Entity: Event
Component: phil.2
Constructs: is_triggered_only, add_opinion_modifier, add_popularity, add_tech_bonus, armor_bonus
Source: game
File: events/Phillippines.txt

Code:
country_event = {
	id = phil.2
	title = phil.2.t
	desc = phil.2.d
	picture = GFX_report_event_physics_lab_02
	is_triggered_only = yes
	option = {
		name = phil.2.a
		add_popularity = {
			ideology = communism
			popularity = 0.1
		}
		add_tech_bonus = {
			name = armor_bonus
			ahead_reduction = 1
			category = cat_medium_armor
		} {
			name = armor_bonus
			bonus = 0.5
			uses = 2
			category = armor
		}
		add_opinion_modifier = {
			target = SOV
			modifier = offered_support
		}
		SOV = {
			add_opinion_modifier = {
				target = PHI
				modifier = sov_ger_treaty_trade
			}
		}
	}
}
### Entity: Country History
Country: RKO
Component: RKO_characters
Constructs: recruit_character
Source: game
File: history/countries/RKO - Reichskommisariat Ostland.txt

Code:
# Leaders & Characters for RKO
recruit_character = RKO_hinrich_lohse
### Entity: AI Strategy
Component: ITA_light_tank_destroyers
Constructs: has_war, has_tech, any_of
Source: game
File: common/ai_equipment/ITA_tank.txt

Code:
ITA_light_tank_destroyers = {
	category = land
	blocked_for = {

	}
	available_for = {
		ITA
	}
	roles = {
		land_light_tank_destroyer
	}
	priority = {
		factor = 100
		modifier = {
			NOT = {
				has_tech = basic_medium_tank_chassis
			}
			any_enemy_country = {
				has_tech = basic_medium_tank_chassis
			}
			factor = 15
		}
	}
	light_tank_destroyer_1 = {
		priority = {
			factor = 100
		}
		enable = {
			has_tech = interwar_antitank
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = light_tank_destroyer_chassis_1
			modules = {
				main_armament_slot = tank_high_velocity_cannon
				turret_type_slot = tank_light_fixed_superstructure_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_gasoline_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 3
				tank_nsb_armor_upgrade = {
					base = 1
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_high_velocity_cannon tank_light_fixed_superstructure_turret tank_bogie_suspension tank_riveted_armor tank_gasoline_engine
		}
	}
	light_tank_destroyer_2 = {
		priority = {
			factor = 200
		}
		enable = {
			OR = {
				has_tech = interwar_antitank artillery1
			}
		}
		history = yes
		target_variant = {
			match_value = 1500
			type = light_tank_destroyer_chassis_2
			modules = {
				main_armament_slot = {
					any_of = {
						tank_high_velocity_cannon_2 tank_medium_cannon_2 tank_medium_cannon tank_high_velocity_cannon
					}
				}
				turret_type_slot = tank_light_fixed_superstructure_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_gasoline_engine
				special_type_slot_1 = extra_ammo_storage
				special_type_slot_2 = tank_radio_module
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 4
				tank_nsb_armor_upgrade = {
					base = 2
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_radio_3 tank_radio_2 tank_radio_1 tank_medium_cannon tank_medium_cannon_2 tank_high_velocity_cannon tank_high_velocity_cannon_2 tank_light_fixed_superstructure_turret tank_bo
# ... (truncated)
### Entity: Wiki Documentation
Construct: Politics
Source: wiki
File: wiki/Greece.html

Doc:
Politics[edit]
Here you can put some stuff that relates to the political situation in-game in 1936 and following years.

Laws[edit]
In 28 July of 1936 a law was made,saying that people would only work for 8 hours.

Ministers[edit]
Greece's Prime Minister was Ioannis Metaxas from 1936 to 1941.
### Entity: National Focus
Tree: egy_focus
Component: EGY_join_the_allies
Constructs: has_completed_focus, prerequisite, limit, remove_ideas, has_government, has_war_with, add_opinion_modifier, completion_reward
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_join_the_allies
	icon = GFX_allies
	relative_position_id = EGY_seek_american_material_aid
	x = 0
	y = 1
	cost = 10
	available = {

	}
	prerequisite = {
		focus = EGY_seek_american_material_aid
	}
	mutually_exclusive = {
		focus = EGY_join_the_comintern EGY_the_non_alligned_movement
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		if = {
			limit = {
				has_government = democratic
			}
			remove_ideas = EGY_egyptian_non_alligment
		} {
			limit = {
				USA = {
					has_government = democratic
				}
			}
			USA = {
				add_opinion_modifier = {
					target = EGY
					modifier = medium_increase
				}
			}
		} {
			limit = {
				ENG = {
					has_government = democratic
					is_faction_leader = yes
					NOT = {
						has_completed_focus = ENG_a_change_in_course ENG_visit_germany
					} {
						has_war_with = ROOT
					}
					has_capitulated = no
				}
				NOT = {
					any_other_country = {
						is_in_faction_with = ENG
						has_war_with = ROOT
					}
				}
			}
			ENG = {
				add_opinion_modifier = {
					target = EGY
					modifier = medium_increase
				}
				country_event = {
					id = generic.2
				}
			}
		}
		else = {
			get_best_alliance_match_democratic_effect = yes
			var:best_leader = {
				country_event = generic.2
			}
		}
	}
}
### Entity: Character
Component: BEL_quiet_royal
Constructs: stability_factor, political_power_gain
Source: game
File: common/country_leader/00_traits.txt

Code:
BEL_quiet_royal = {
	sprite = 13
	random = no
	stability_factor = 0.05
	political_power_gain = 0.1
}
### Entity: Event
Component: kns.2
Constructs: has_government, fire_only_once, has_global_flag, has_civil_war
Source: game
File: events/r56_japan.txt

Code:
news_event = {
	id = kns.2
	title = kns.2.t
	desc = {
		text = kns.2.d_f
		trigger = {
			JAP = {
				has_government = fascism
			}
		}
	} {
		text = kns.2.d_d
		trigger = {
			JAP = {
				has_government = democratic
			}
		}
	}
	picture = GFX_news_event_japanese_army_parade
	fire_only_once = yes
	trigger = {
		has_global_flag = jap_civil_war_sf
		JAP = {
			has_civil_war = no
		}
	}
	mean_time_to_happen = {
		days = 3
	}
	option = {
		name = kns.2.a
	}
}
### Entity: Event
Component: r56.ger.54
Constructs: is_triggered_only, add_ideas, add_threat
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = r56.ger.54
	title = r56.ger.54.t
	desc = r56.ger.54.desc
	picture = GFX_report_event_military_planning
	is_triggered_only = yes
	option = {
		name = r56.ger.54.a
		GER = {
			country_event = {
				id = r56.ger.55
				hours = 4
			}
		}
		add_ideas = GER_nva_joint_military_exercise_idea
		hidden_effect = {
			add_threat = 2
		}
	} {
		name = r56.ger.54.b
		GER = {
			country_event = {
				id = r56.ger.56
				hours = 4
			}
		}
	}
}
### Entity: Event
Component: CHL_political_events.33
Constructs: is_triggered_only, ai_chance, fire_only_once, add_to_faction
Source: game
File: events/TOA_Chile.txt

Code:
country_event = {
	id = CHL_political_events.33
	title = CHL_political_events.33.t
	desc = CHL_political_events.33.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = CHL_political_events.33.a
		ai_chance = {
			base = 100
		}
		FROM = {
			add_to_faction = ROOT
		}
	}
}
### Entity: Character
Component: navy_chief_maneuver_3
Source: game
File: common/country_leader/00_traits.txt

Code:
navy_chief_maneuver_3 = {
	sprite = 3
	naval_speed_factor = 0.15
	experience_gain_navy = @chief_experience_gain_high
	command_cap_increase = @tier3_cp_cap_increase
	command_power = @tier3_cp_cost
	ai_will_do = {
		factor = @navy_chief_factor_3
		modifier = {
			factor = 0
			command_power = < @tier3_cp_cost
		}
	}
}
### Entity: National Focus
Tree: man_focus
Component: MAN_tsr_expand_the_textile_industry
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, complete_tooltip, random_state, has_state_flag, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/manchukuo_TSR.txt

Code:
focus = {
	id = MAN_tsr_expand_the_textile_industry
	icon = GFX_goal_generic_consumer_goods
	prerequisite = {
		focus = MAN_tsr_trade_delegation
	}
	x = 0
	y = 1
	relative_position_id = MAN_tsr_trade_delegation
	cost = 10
	ai_will_do = {
		factor = 4
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	complete_tooltip = {
		random_state = {
			limit = {
				has_state_flag = MAN_expand_the_textile_industry_IC
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_fully_controlled_by = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
			set_state_flag = MAN_expand_the_textile_industry_IC
		}
	}
}
### Entity: State History
Component: 199
Constructs: add_core_of
Source: game
File: history/states/199-Khmelnytskyi.txt

Code:
state = {
	id = 199
	name = STATE_199
	manpower = 1424022
	state_category = town
	history = {
		victory_points = {
			3457 3
		}
		owner = SOV
		buildings = {
			infrastructure = 3
			industrial_complex = 1
			air_base = 3
		}
		add_core_of = SOV UKR
	}
	provinces = {
		462 3430 3457 3511 6429 6509
	}
	local_supplies = 4.0
}
### Entity: Technology
Component: r56_flexible_railnetwork
Constructs: research_cost
Source: game
File: common/technologies/r56_vechicles.txt

Code:
technology = {
	research_cost = 1.5
	start_year = 1936
	folder = {
		name = r56_vechicles_folder
		position = {
			x = -1
			y = 6
		}
	}
	path = {
		leads_to_tech = r56_military_railnetwork
		research_cost_coeff = 1
	}
	production_speed_supply_node_factor = 0.1
	production_speed_rail_way_factor = 0.1
	repair_speed_rail_way_factor = 0.05
	categories = {
		train_tech railway_construction_tech
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 2
			date = > 1938.1.1
		} {
			factor = 3
			date = > 1939.1.1
		}
	}
}
### Entity: Event
Component: news.42
Constructs: is_triggered_only, set_global_flag
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.42
	title = news.42.t
	desc = news.42.d
	picture = GFX_news_event_025
	major = yes
	is_triggered_only = yes
	immediate = {
		set_global_flag = hindenburg_destroyed
	}
	option = {
		name = news.42.a
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_develop_modern_maneuver_warfare
Constructs: limit, completion_reward, add_command_power, has_dlc, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_develop_modern_maneuver_warfare
	icon = GFX_focus_GER_army
	x = 8
	y = 0
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_ARMY_XP FOCUS_FILTER_MILITARY_CHARACTER
	}
	completion_reward = {
		add_command_power = 25
		army_experience = 25
		custom_effect_tooltip = generic_skip_one_line_tt available_chief_of_army generic_skip_one_line_tt
		show_ideas_tooltip = walther_von_brauchitsch
		if = {
			limit = {
				NOT = {
					has_dlc = Arms Against Tyranny
				}
			}
			if = {
				limit = {
					has_idea = henschel
				}
				swap_ideas = {
					remove_idea = henschel
					add_idea = GER_henschel_improved
				}
			}
			else = {
				effect_tooltip = {
					swap_ideas = {
						remove_idea = henschel
						add_idea = GER_henschel_improved
					}
				}
			}
		}
		else = {
			mio:GER_henschel_organization = {
				add_mio_size = 1
				add_mio_funds_gain_factor = 0.25
				add_mio_research_bonus = 0.05
			}
		}
	}
}
### Entity: Shared Focus
Tree: trk_focus
Component: TRK_comrpomise_with_soviet_settlers
Constructs: shared_focus, prerequisite, limit, remove_ideas, add_stability, completion_reward, add_political_power, has_idea
Source: game
File: common/national_focus/r56_turkestan_shared.txt

Code:
shared_focus = {
	id = TRK_comrpomise_with_soviet_settlers
	icon = GFX_goal_generic_dangerous_deal
	prerequisite = {
		focus = TRK_tear_down_stalins_legacy
	}
	x = -1
	y = 1
	relative_position_id = TRK_tear_down_stalins_legacy
	mutually_exclusive = {
		focus = TRK_subdue_the_soviet_minority
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		OR = {
			has_idea = TRK_severe_soviet_colonization TRK_moderate_soviet_colonization TRK_slight_soviet_colonization
		}
	}
	completion_reward = {
		add_stability = 0.05
		add_political_power = -15
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		if = {
			limit = {
				has_idea = TRK_severe_soviet_colonization
			}
			swap_ideas = {
				remove_idea = TRK_severe_soviet_colonization
				add_idea = TRK_moderate_soviet_colonization
			}
		}
		else_if = {
			limit = {
				has_idea = TRK_moderate_soviet_colonization
			}
			swap_ideas = {
				remove_idea = TRK_moderate_soviet_colonization
				add_idea = TRK_slight_soviet_colonization
			}
		}
		else = {
			remove_ideas = TRK_slight_soviet_colonization
		}
	}
}
### Entity: Idea
Component: SWE_mobilization_of_society
Constructs: industrial_capacity_factory, production_speed_buildings_factor
Source: game
File: common/ideas/sweden.txt

Code:
SWE_mobilization_of_society = {
	picture = generic_production_bonus
	allowed = {
		tag = SWE
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		stability_weekly = -0.004
		war_support_weekly = -0.004
		industrial_capacity_factory = 0.3
		industrial_capacity_dockyard = 0.3
		production_speed_buildings_factor = 0.3
		production_factory_efficiency_gain_factor = 0.1
		weekly_manpower = 2250
		minimum_training_level = -0.15
		defence = 0.2
	}
}
### Entity: National Focus
Tree: man_focus
Component: MAN_white_russian_advisers
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/manchukuo.txt

Code:
focus = {
	id = MAN_white_russian_advisers
	icon = GFX_goal_generic_special_forces
	prerequisite = {
		focus = MAN_five_equal_peoples
	}
	x = 1
	y = 1
	relative_position_id = MAN_five_equal_peoples
	cost = 10
	ai_will_do = {
		factor = 4
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = MAN_white_russian_advisers
	}
}
### Entity: AI Strategy
Component: FRA_naval_dominance
Source: game
File: common/ai_navy/goals/goals_FRA.txt

Code:
FRA_naval_dominance = {
	objective_type = naval_dominance
	available_for = {
		FRA
	}
	min_priority = 1
	max_priority = 13
}
### Entity: Character
Component: CHI_zhang_qun
Constructs: has_dlc
Source: game
File: common/characters/CHI.txt

Code:
CHI_zhang_qun = {
	name = CHI_zhang_qun
	portraits = {
		civilian = {
			small = GFX_portrait_CHI_zhang_qun_small
		}
	}
	gender = male
	advisor = {
		slot = political_advisor
		idea_token = CHI_zhang_qun
		allowed = {
			original_tag = CHI
			has_dlc = No Compromise, No Surrender
		}
		available = {

		}
		traits = {
			CHI_vice_premier_trait
		}
	}
}
### Entity: Character
Component: HUN_istvan_bethlen
Constructs: has_government
Source: game
File: common/characters/HUN.txt

Code:
HUN_istvan_bethlen = {
	name = HUN_istvan_bethlen
	portraits = {
		civilian = {
			small = GFX_portrait_HUN_istvan_bethlen_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = HUN_istvan_bethlen
		allowed = {
			original_tag = HUN
		}
		available = {
			NOT = {
				OR = {
					has_government = communism fascism
				}
			}
		}
		traits = {
			HUN_popular_liberal
		}
		ai_will_do = {
			base = 1
		}
	}
}
### Entity: Effect Reference
Construct: add_faction_goal_slot
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## add_faction_goal_slot

* Supported Scopes: COUNTRY
* Supported Targets: none

Adds extra goal slots to the faction for a specific category

	### Examples
	```
	add_faction_goal_slot = {
		category = medium_term # options: short_term, medium_term, long_term
		value = 1
	}
	```
### Entity: AI Strategy
Component: ai_focus_aggressive_EST
Source: game
File: common/ai_focuses/EST.txt

Code:
ai_focus_aggressive_EST = {
	research = {
		offensive = 5.0
		synth_resources = 1.0
		motorized_equipment = 2.0
		armor = 2.0
	}
}
### Entity: Event
Component: mtg_usa_diplomatic_protest.1
Constructs: is_triggered_only, ai_chance
Source: game
File: events/MTG_USA.txt

Code:
country_event = {
	id = mtg_usa_diplomatic_protest.1
	title = mtg_usa_diplomatic_protest.1.t
	desc = mtg_usa_diplomatic_protest.1.desc
	picture = GFX_report_event_FDR_speech
	is_triggered_only = yes
	option = {
		name = mtg_usa_diplomatic_protest.1.a
		ai_chance = {
			factor = 70
		}
	}
}