Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Unit Template
Component: SPAN_MAR_01
Source: game
File: common/units/names_divisions/SPAN_names_divisions.txt

Code:
SPAN_MAR_01 = {
	name = Marine Infantry Division
	for_countries = {
		ARG BOL CHL COL COS CUB DOM ECU ELS EQG GUA HON MEX NIC PAN PAR PRU URG VEN
	}
	can_use = {
		always = yes
	}
	division_types = {
		marine
	}
	fallback_name = %da Div. de Infantería de Marina
	ordered = {
		1 = {
			%da Div. de Infantería de Marina
		}
		2 = {
			%da Div. de Infantería de Marina
		}
		3 = {
			%da Div. de Infantería de Marina
		}
		4 = {
			%da Div. de Infantería de Marina
		}
		5 = {
			%da Div. de Infantería de Marina
		}
		6 = {
			%da Div. de Infantería de Marina
		}
		7 = {
			%da Div. de Infantería de Marina
		}
		8 = {
			%da Div. de Infantería de Marina
		}
		9 = {
			%da Div. de Infantería de Marina
		}
		10 = {
			%da Div. de Infantería de Marina
		}
	}
}
### Entity: Wiki Documentation
Construct: Military
Source: wiki
File: wiki/Soviet_Union.html

Doc:
Military[edit]
Here you can type some informative bits about this nation's armed forces in-game in 1936 and the following years.

Army[edit]
In the 1936 start, Soviet Union has 138 divisions. Most of them are infantry. In addition there are some mechanized divisions, consisting mostly of light tanks and trucks. The army is pretty average in the beginning, but the Soviet doctrine tree gives them a higher reinforce chance.

Navy[edit]
Here goes naval stuff

Air Force[edit]
Here goes air force stuff
### Entity: Scripted Effect
Component: AFG_bop_very_high_decrease_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/r56_AFG_scripted_effects.txt

Code:
AFG_bop_very_high_decrease_effect = {
	add_power_balance_value = {
		id = AFG_power_balance
		value = -0.25
	}
}
### Entity: Character
Component: JAP_adachi_kenzo
Source: game
File: common/characters/JAP.txt

Code:
JAP_adachi_kenzo = {
	name = JAP_adachi_kenzo
	portraits = {
		civilian = {
			large = GFX_portrait_JAP_adachi_kenzo
			small = GFX_portrait_JAP_adachi_kenzo_small
		}
	}
	country_leader = {
		ideology = fascism_ideology
		traits = {

		}
		expire = 1952.1.1.1
		id = -1
	}
}
### Entity: Idea
Component: GLC_awt
Source: game
File: common/ideas/galicia.txt

Code:
GLC_awt = {
	ledger = air
	picture = generic_air_europe_2
	allowed = {
		original_tag = GLC
	}
	traits = {
		air_warfare_theorist
	}
}
### Entity: Character
Component: BUL_stefan_stefanov
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/BUL.txt

Code:
BUL_stefan_stefanov = {
	advisor = {
		slot = political_advisor
		idea_token = BUL_stefan_stefanov
		allowed = {
			has_dlc = Battle for the Bosporus
			original_tag = BUL
		}
		available = {
			has_completed_focus = BUL_democratic_principles
		}
		traits = {
			industry_reformer
		}
		ai_will_do = {
			base = 1.0
		}
	}
	name = BUL_stefan_stefanov
	portraits = {
		army = {
			small = GFX_idea_bul_stefan_stefanov
		}
	}
}
### Entity: Event
Component: palestine.65
Constructs: is_triggered_only, ai_chance, limit, add_ideas, add_stability, fire_only_once, add_political_power, white_peace
Source: game
File: events/Palestine.txt

Code:
country_event = {
	id = palestine.65
	picture = GFX_report_event_generic_soldiers_surrendering
	title = palestine.65.t
	desc = palestine.65.d
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = palestine.65.a
		ai_chance = {
			base = 99
		}
		white_peace = PAL
		PAL = {
			transfer_state = 453
		}
		if = {
			limit = {
				EGY = {
					is_in_faction = yes
				}
			}
			EGY = {
				faction_leader = {
					white_peace = PAL
				}
			}
		} {
			limit = {
				PAL = {
					controls_state = 995
				}
			}
			PAL = {
				transfer_state = 995
			}
		}
	} {
		name = palestine.65.b
		ai_chance = {
			base = 1
		}
		add_stability = -0.1
		add_political_power = -150
		add_ideas = PAL_exhausted_army
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_side_with_unions
Constructs: prerequisite, limit, has_government, add_stability, completion_reward, is_subject, check_variable, add_popularity
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_side_with_unions
	icon = GFX_focus_generic_workers
	prerequisite = {
		focus = DEN_welcome_foreign_scientists
	}
	mutually_exclusive = {
		focus = DEN_side_with_industry
	}
	relative_position_id = DEN_social_stability
	x = -1
	y = 4
	cost = 5
	bypass = {

	}
	available = {
		is_subject = no
	}
	ai_will_do = {

	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		add_stability = 0.1
		if = {
			limit = {
				check_variable = {
					ROOT.party_popularity@ruling_party = < 0.76
				}
				NOT = {
					has_government = communism
				}
			}
			add_popularity = {
				ideology = ROOT
				popularity = 0.05
			}
		} {
			limit = {
				DEN_has_political_edicts_dynamic_modifier = no
			}
			add_dynamic_modifier = {
				modifier = DEN_political_edicts_dynamic_modifier
			}
		}
		IF = {
			limit = {
				NOT = {
					has_government = communism
				}
			}
			add_popularity = {
				ideology = communism
				popularity = 0.05
			}
		}
		ELSE = {
			add_popularity = {
				ideology = communism
				popularity = 0.15
			}
		}
		else = {
			custom_effect_tooltip = DEN_modify_political_edicts_dynamic_modifier
		}
		add_to_variable = {
			DEN_political_edicts_conscription_factor = -0.1
			tooltip = conscription_factor_tt
		} {
			DEN_industrial_improvement_tracker_var = 1
		} {
			DEN_industrial_capabilities_consumer_goods = -0.1
			tooltip = consumer_goods_factor_tt
		}
		DEN_improve_industrial_capabilities_NS = yes
	}
}
### Entity: Character
Component: SHX_liao_ting
Source: game
File: common/characters/Warlords_China.txt

Code:
SHX_liao_ting = {
	name = SHX_liao_ting
	portraits = {
		civilian = {
			large = GFX_portrait_SHX_liao_ting
		}
	}
	country_leader = {
		ideology = nazism
		expire = 1951.1.1.12
		id = -1
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_NIC_71
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_NIC_71 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_NIC
			value = 71
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = dockyard
		value = 71
	}
}
### Entity: Event
Component: germany.63
Constructs: is_triggered_only, ai_chance, limit, has_government, add_opinion_modifier, has_idea
Source: game
File: events/Germany.txt

Code:
country_event = {
	id = germany.63
	title = germany.63.t
	desc = germany.63.d
	picture = GFX_report_event_chamberlain_announce
	is_triggered_only = yes
	option = {
		name = germany.63.a
		ai_chance = {
			base = 60
			modifier = {
				factor = 3
				strength_ratio = {
					tag = GER
					ratio = > 1.0
				}
				NOT = {
					has_idea = FRA_disjointed_government
				}
			} {
				factor = 0.5
				has_idea = FRA_disjointed_government
			} {
				factor = 5
				strength_ratio = {
					tag = GER
					ratio = > 10
				}
				NOT = {
					has_idea = FRA_disjointed_government
				}
			}
		}
		GER = {
			country_event = {
				id = germany.66
				hours = 2
			}
		}
		if = {
			limit = {
				has_idea = FRA_disjointed_government
				NOT = {
					has_government = communism
				}
			}
			custom_effect_tooltip = germany.60.a.tt
			effect_tooltip = {
				start_civil_war = {
					ideology = communism
					size = 0.2
				}
			}
		} {
			limit = {
				has_idea = FRA_disjointed_government
				has_government = communism
			}
			custom_effect_tooltip = germany.60.a.tt
			effect_tooltip = {
				start_civil_war = {
					ideology = democratic
					size = 0.3
				}
			}
		}
	} {
		name = germany.63.b
		ai_chance = {
			factor = 40
		}
		ENG = {
			country_event = {
				id = germany.67
				hours = 2
			}
		}
		add_opinion_modifier = {
			target = GER
			modifier = protest_action
		}
	}
}
### Entity: Idea
Component: EAI_DD_4/heavy_tank_destroyer_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_4/heavy_tank_destroyer_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		heavy_tank_destroyer_chassis = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: AI Strategy
Component: generic_cv_cas
Constructs: has_navy_size
Source: game
File: common/ai_equipment/generic_planes.txt

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

	}
	roles = {
		air_cv_cas
	}
	priority = {
		factor = 100
		modifier = {
			has_navy_size = {
				unit = carrier
				size = < 1
			}
			factor = 0
		}
	}
	cv_cas_1 = {
		priority = {
			factor = 100
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = cv_small_plane_cas_airframe_1
			modules = {
				fixed_main_weapon_slot = bomb_locks
				fixed_auxiliary_weapon_slot_1 = empty
				engine_type_slot = engine_2_1x
				special_type_slot_1 = dive_brakes_small
				special_type_slot_2 = empty
			}
		}
		allowed_modules = {
			bomb_locks engine_2_1x dive_brakes_small
		}
	}
	cv_cas_2 = {
		priority = {
			factor = 200
		}
		history = yes
		target_variant = {
			match_value = 1500
			type = cv_small_plane_cas_airframe_2
			modules = {
				fixed_main_weapon_slot = small_bomb_bay
				fixed_auxiliary_weapon_slot_1 = bomb_locks
				engine_type_slot = engine_2_2x
				special_type_slot_1 = dive_brakes_small
				special_type_slot_2 = empty
			}
		}
		allowed_modules = {
			small_bomb_bay bomb_locks engine_2_2x dive_brakes_small
		}
	}
	cv_cas_3 = {
		priority = {
			factor = 200
		}
		history = yes
		target_variant = {
			match_value = 2500
			type = cv_small_plane_cas_airframe_3
			modules = {
				fixed_main_weapon_slot = bomb_locks
				fixed_auxiliary_weapon_slot_1 = bomb_locks
				engine_type_slot = engine_3_1x
				special_type_slot_1 = dive_brakes_small
				special_type_slot_2 = empty
			}
		}
		allowed_modules = {
			small_bomb_bay bomb_locks engine_3_1x dive_brakes_small
		}
	}
}
### Entity: Order of Battle
Component: air_wing_2
Source: game
File: history/units/ITA_aviazione_legionaria_bba.txt

Code:
air_wings = {
	2 = {
		small_plane_airframe_0 = {
			owner = ITA
			amount = 30
			version_name = CR.32
		} {
			owner = ITA
			amount = 30
			version_name = CR.32
		}
		name = Cucaracha 23o Gruppo di Caccia Pipistrelli delle Baleare
		ace = {
			modifier = fighter_good
			name = Giuseppe
			surname = Cenni
			callsign = Victor Stella
		} {
			modifier = fighter_unique
			name = Mario
			surname = Visintini
			callsign = Cacciatore Scientifico
		} {
			modifier = fighter_unique
			name = Franco
			surname = Lucchini
			callsign = Francesco Baracca II
		}
		medium_plane_airframe_1 = {
			amount = 40
			owner = ITA
			version_name = SM.81
		}
	}
}
### Entity: Idea
Component: bra_feb_idea
Constructs: send_volunteer_divisions_required, send_volunteers_tension, send_volunteer_factor
Source: game
File: common/ideas/r56_brazil.txt

Code:
bra_feb_idea = {
	picture = BRA_feb_pic
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		send_volunteer_divisions_required = -0.5
		send_volunteers_tension = -0.5
		send_volunteer_factor = 2
	}
}
### Entity: Event
Component: DOD_hungary.122
Constructs: is_triggered_only, ai_chance, has_war_with, is_in_faction_with
Source: game
File: events/DOD_Hungary.txt

Code:
country_event = {
	id = DOD_hungary.122
	title = DOD_hungary.122.t
	desc = DOD_hungary.122.desc
	picture = GFX_report_event_czech_soldiers_02
	is_triggered_only = yes
	option = {
		name = DOD_hungary.122.a
		ai_chance = {
			base = 30
		}
	} {
		name = DOD_hungary.122.b
		ai_chance = {
			base = 30
			modifier = {
				is_in_faction_with = GER
				factor = 3
			}
		}
		trigger = {
			NOT = {
				has_war_with = GER
			}
		}
		GER = {
			country_event = DOD_hungary.124
		}
	}
}
### Entity: Unit Template
Component: POR_CAC_01
Source: game
File: common/units/names_divisions/POR_names_divisions.txt

Code:
POR_CAC_01 = {
	name = Caçadores Force
	for_countries = {
		POR
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %da Força de Caçadores
	ordered = {
		1 = {
			%da Força de Caçadores
		}
		2 = {
			%da Força de Caçadores
		}
		3 = {
			%da Força de Caçadores
		}
		4 = {
			%da Força de Caçadores
		}
		5 = {
			%da Força de Caçadores
		}
		6 = {
			%da Força de Caçadores
		}
		21 = {
			Caçadores de Azores
		}
		22 = {
			1a Caçadores de Angola
		}
		23 = {
			2a Caçadores de Angola
		}
		24 = {
			1a Caçadores de Moçambique
		}
		25 = {
			2a Caçadores de Moçambique
		}
		26 = {
			1a Caçadores de Guiné
		}
		27 = {
			2a Caçadores de Guiné
		}
		28 = {
			Caçadores de Goa
		}
		29 = {
			3a Caçadores de Angola
		}
		30 = {
			Caçadores de Macau
		}
		31 = {
			2a Caçadores de Guiné
		}
		7 = {
			%da Força de Caçadores
		}
		8 = {
			%da Força de Caçadores
		}
		9 = {
			%da Força de Caçadores
		}
		10 = {
			%da Força de Caçadores
		}
	}
}
### Entity: Event
Component: bftb_bulgaria_factions.74
Constructs: is_triggered_only
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_factions.74
	title = bftb_bulgaria_factions.74.t
	desc = bftb_bulgaria_factions.74.desc
	picture = GFX_report_event_bul_military_parade_vidin
	is_triggered_only = yes
	option = {
		name = bftb_bulgaria_factions.74.a
		BUL_bzns_low_loyalty_decrease_effect = yes
		BUL_bzns_medium_popularity_decrease_effect = yes
	}
}
### Entity: National Focus
Tree: alg_focus
Component: ALG_guns_focus
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/algeria.txt

Code:
focus = {
	id = ALG_guns_focus
	icon = GFX_goal_machine_gun
	prerequisite = {
		focus = ALG_doctrine_effort
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	x = 34
	y = 3
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		army_experience = 5
		add_tech_bonus = {
			name = infantry_weapons_bonus
			bonus = 1
			uses = 1
			category = infantry_weapons
		}
	}
}
### Entity: Unit Template
Component: SOV_MEC_01
Source: game
File: common/units/names_divisions/SOV_names_divisions.txt

Code:
SOV_MEC_01 = {
	name = Mechanized Division
	for_countries = {
		SOV
	}
	can_use = {
		always = yes
	}
	division_types = {
		mechanized motorized
	}
	link_numbering_with = {
		SOV_INF_01
	}
	fallback_name = %dya Mekhanizirovanaya Diviziya
	ordered = {
		1 = {
			%dya 'Moskva Proletarskaya' Mekh. Div.
		}
		7 = {
			%dya 'Chernigovskaya' Mekh. Div.
		}
		15 = {
			%dya 'Sivashskaya' Mekh. Div.
		}
		29 = {
			%dya 'Sibirskaya' Mekh. Div.
		}
		69 = {
			%dya Mekhanizirovanaya Diviziya
		}
		81 = {
			%dya Mekhanizirovanaya Diviziya
		}
		82 = {
			%dya Mekhanizirovanaya Diviziya
		}
		84 = {
			%dya Mekhanizirovanaya Diviziya
		}
		103 = {
			%dya Mekhanizirovanaya Diviziya
		}
		109 = {
			%dya Mekhanizirovanaya Diviziya
		}
		131 = {
			%dya Mekhanizirovanaya Diviziya
		}
		163 = {
			%dya Mekhanizirovanaya Diviziya
		}
		185 = {
			%dya Mekhanizirovanaya Diviziya
		}
		198 = {
			%dya Mekhanizirovanaya Diviziya
		}
		202 = {
			%dya Mekhanizirovanaya Diviziya
		}
		204 = {
			%dya Mekhanizirovanaya Diviziya
		}
		205 = {
			%dya Mekhanizirovanaya Diviziya
		}
		208 = {
			%dya Mekhanizirovanaya Diviziya
		}
		209 = {
			%dya Mekhanizirovanaya Diviziya
		}
		210 = {
			%dya Mekhanizirovanaya Diviziya
		}
		212 = {
			%dya Mekhanizirovanaya Diviziya
		}
		213 = {
			%dya Mekhanizirovanaya Diviziya
		}
		215 = {
			%dya Mekhanizirovanaya Diviziya
		}
		216 = {
			%dya Mekhanizirovanaya Diviziya
		}
		218 = {
			%dya Mekhanizirovanaya Diviziya
		}
		219 = {
			%dya Mekhanizirovanaya Diviziya
		}
		220 = {
			%dya Mekhanizirovanaya Diviziya
		}
		221 = {
			%dya Mekhanizirovanaya Diviziya
		}
		236 = {
			%dya Mekhanizirovanaya Diviziya
		}
		239 = {
			%dya Mekhanizirovanaya Diviziya
		}
		240 = {
			%dya Mekhanizirovanaya Diviziya
		}
	}
}
### Entity: Shared Focus
Tree: ply_focus
Component: PLY_the_polynesian_industrial_fund
Constructs: shared_focus, prerequisite, completion_reward, add_dynamic_modifier
Source: game
File: common/national_focus/r56_polynesian.txt

Code:
shared_focus = {
	id = PLY_the_polynesian_industrial_fund
	icon = GFX_goal_generic_industrial_plan
	prerequisite = {
		focus = PLY_weaponry_modernization
	}
	relative_position_id = PLY_weaponry_modernization
	x = 1
	y = 1
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		capital_scope = {
			add_dynamic_modifier = {
				modifier = DEN_development_projects_mainland_state_modifier
				days = 365
			}
		}
	}
}
### Entity: Idea
Component: QUE_trucks
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/quebec.txt

Code:
QUE_trucks = {
	allowed = {
		original_tag = QUE
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	picture = FRA_motorized_focus
	equipment_bonus = {
		motorized_equipment = {
			build_cost_ic = -0.05
			instant = yes
		}
		mechanized_equipment = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
}
### Entity: Decision
Component: propaganda_efforts
Constructs: has_completed_focus, has_war, limit, has_government, add_war_support, has_country_flag, is_major, fire_only_once
Source: game
File: common/decisions/JAP.txt

Code:
propaganda_efforts = {
	war_propaganda_manga_industry = {
		icon = generic_prepare_civil_war
		allowed = {
			original_tag = JAP
		}
		visible = {
			has_war = yes
			NOT = {
				has_government = communism
			}
		}
		available = {
			has_war_support = < 0.8
			any_enemy_country = {
				is_literally_china = yes
			}
		}
		fire_only_once = yes
		days_remove = 28
		cost = 75
		complete_effect = {

		}
		remove_effect = {
			add_war_support = 0.05
			add_manpower = 5000
		}
		ai_will_do = {
			base = 0
			modifier = {
				add = 201
				has_war_support = < 0.7
			}
		}
	}
	war_propaganda_film_industry_2 = {
		icon = generic_prepare_civil_war
		allowed = {
			original_tag = JAP
		}
		visible = {
			original_tag = JAP
			has_country_flag = has_taken_the_war_propaganda_film_industry_decision
			has_completed_focus = JAP_fund_propaganda_films
		}
		available = {
			has_war_with_non_exiled_country = yes
			OR = {
				is_major = yes
				any_allied_country = {
					is_major = yes
				}
			}
			IF = {
				limit = {
					NOT = {
						has_government = fascism
					}
				}
				threat = > 0.5
			}
			ELSE = {
				threat = > 0.3
			}
		}
		fire_only_once = yes
		cost = 100
		complete_effect = {
			effect_tooltip = {
				add_war_support = 0.1
			}
			hidden_effect = {
				country_event = political.33
			}
		}
		ai_will_do = {
			base = 0
			modifier = {
				add = 201
				has_war_support = < 0.6
			}
		}
	}
}
### Entity: National Focus
Tree: hol_focus
Component: HOL_liberation_taog
Constructs: add_equipment_to_stockpile, prerequisite, add_ideas, add_war_support, add_stability, completion_reward, has_full_control_of_state, set_capital
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_liberation_taog
	available = {
		has_full_control_of_state = 7 35 36
	}
	prerequisite = {
		focus = HOL_prepare_for_our_return_taog
	}
	icon = GFX_focus_hol_liberation
	x = 0
	y = 1
	relative_position_id = HOL_prepare_for_our_return_taog
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_MANPOWER FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		set_capital = {
			state = 7
		}
		add_stability = 0.1
		add_war_support = 0.05
		add_manpower = 150000
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = 10000
			producer = HOL
		} {
			type = support_equipment
			amount = 500
			producer = HOL
		}
		add_ideas = HOL_liberation
		HOL_de_crisisjaren_level_down = yes
	}
}
### Entity: Scripted Trigger
Component: is_raj_releasable
Constructs: is_raj_releasable, is_in_array
Source: game
File: common/scripted_triggers/RAJ_GOE_scripted_triggers.txt

Code:
is_raj_releasable = {
	OR = {
		original_tag = MPU KAS HYD MYS NWF RJP KOL WIS CIP RAS SKK KLT KHL SIN PAK BLC SKK BAN FSA
		is_in_array = {
			array = RAJ.raj_releasables
			value = THIS
		}
	}
}
### Entity: Character
Component: LIB_samuel_nell
Source: game
File: common/characters/LIB.txt

Code:
LIB_samuel_nell = {
	advisor = {
		slot = high_command
		idea_token = LIB_samuel_nell
		ledger = air
		allowed = {
			original_tag = LIB
		}
		traits = {
			air_close_air_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Samuel Nell
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_2
		}
	}
}
### Entity: Idea
Component: r56_LUX_socialist_constitution
Constructs: has_government, communism_drift, democratic_drift
Source: game
File: common/ideas/r56_luxembourg.txt

Code:
r56_LUX_socialist_constitution = {
	picture = GRE_communist_victory
	cancel = {
		NOT = {
			has_government = communism democratic
		}
	}
	modifier = {
		communism_drift = 0.01
		democratic_drift = 0.01
		consumer_goods_factor = 0.05
		line_change_production_efficiency_factor = 0.15
		production_factory_max_efficiency_factor = 0.1
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_limited_womens_suffrage
Constructs: prerequisite, limit, has_government, add_stability, completion_reward, add_popularity
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_limited_womens_suffrage
	prerequisite = {
		focus = BUL_promote_bulgarian_nationalism
	}
	icon = GFX_focus_generic_concessions
	relative_position_id = BUL_illusions_of_a_non_partisan_system
	x = 2
	y = 0
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_popularity = {
			ideology = ROOT
			popularity = 0.15
		}
		if = {
			limit = {
				has_government = neutrality
			}
			add_popularity = {
				ideology = fascism
				popularity = 0.05
			}
		}
		else = {
			add_popularity = {
				ideology = neutrality
				popularity = 0.05
			}
		}
		add_stability = 0.05
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = BUL_dimitrana_ivanova
	}
}
### Entity: Event
Component: JUNO_brazil_news.2
Constructs: is_triggered_only
Source: game
File: events/TOA_Brazil.txt

Code:
news_event = {
	id = JUNO_brazil_news.2
	title = JUNO_brazil_news.2.t
	desc = JUNO_brazil_news.2.d
	picture = GFX_news_event_por_return_of_monarchy
	major = no
	is_triggered_only = yes
	option = {
		name = JUNO_brazil_news.2.a
	}
}
### Entity: Character
Component: professional_crisis_solver
Constructs: stability_factor, political_power_gain
Source: game
File: common/country_leader/00_traits.txt

Code:
professional_crisis_solver = {
	random = no
	stability_factor = 0.05
	political_power_gain = 0.05
}
### Entity: Character
Component: MEN_militant_communist
Constructs: stability_factor, war_support_factor, conscription_factor, communism_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
MEN_militant_communist = {
	random = no
	sprite = 13
	war_support_factor = 0.05
	conscription_factor = 0.05
	stability_factor = -0.05
	communism_drift = 0.03
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_japanese_assistance
Constructs: prerequisite, limit, has_war_with, add_opinion_modifier, completion_reward, has_idea, has_dlc
Source: game
File: common/national_focus/r56_ethiopia.txt

Code:
focus = {
	id = ETH_japanese_assistance
	icon = GFX_focus_chi_collaboration_with_the_japanese
	prerequisite = {
		focus = ETH_ferenghi
	}
	mutually_exclusive = {
		focus = ETH_german_equipment
	}
	x = 9
	y = 4
	cost = 10
	available = {
		has_idea = second_italo_ethiopian_war
		NOT = {
			JAP = {
				has_war_with = ETH
			}
		}
	}
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		country_event = {
			id = ethiopia.1002
			days = 1
		}
		add_opinion_modifier = {
			target = JAP
			modifier = large_increase
		}
		reverse_add_opinion_modifier = {
			target = JAP
			modifier = large_increase
		}
		if = {
			limit = {
				NOT = {
					has_dlc = Arms Against Tyranny
				}
			}
			custom_effect_tooltip = available_materiel_manufacturer
			show_ideas_tooltip = ETH_nissan
		}
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = ETH_daba_birrou
	}
}