Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: recruit_generals.34
Constructs: is_triggered_only, ai_chance, fire_only_once, random_list, random_unit_leader, set_nationality
Source: game
File: events/recruit_generals_events.txt

Code:
country_event = {
	id = recruit_generals.34
	title = recruit_generals.34.t
	desc = recruit_generals.34.desc
	picture = GFX_report_event_force_publique
	is_triggered_only = yes
	fire_only_once = yes
	hidden = yes
	option = {
		name = recruit_generals.34.a
		ai_chance = {
			factor = 100
		}
		country_event = {
			id = recruit_generals.35
			days = 6
		}
		random_list = {
			30 = {

			}
			70 = {
				MOR = {
					random_unit_leader = {
						set_nationality = ROOT
					}
				}
			}
		}
	}
}
### Entity: Event
Component: INS_loyalist_events.22
Constructs: is_triggered_only, ai_chance, is_ai, is_in_faction_with, create_wargoal, take_state_focus
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_loyalist_events.22
	title = INS_loyalist_events.22.t
	desc = INS_loyalist_events.22.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = INS_loyalist_events.22.a
		ai_chance = {
			base = 20
			modifier = {
				factor = 2
				INS = {
					is_ai = no
				}
			} {
				factor = 5
				is_in_faction_with = INS
			}
		}
		FROM = {
			country_event = {
				id = INS_loyalist_events.23
				hours = 6
			}
			effect_tooltip = {
				transfer_state = 721
			}
		}
	} {
		name = INS_loyalist_events.22.b
		ai_chance = {
			base = 3
		}
		FROM = {
			country_event = {
				id = INS_loyalist_events.24
				hours = 6
			}
			create_wargoal = {
				type = take_state_focus
				target = PREV
				generator = {
					721
				}
			}
		}
	}
}
### Entity: Idea
Component: BEL_royal_reaction
Constructs: has_government, is_subject, is_puppet, neutrality_drift
Source: game
File: common/ideas/r56_belgium.txt

Code:
BEL_royal_reaction = {
	picture = BEL_leopold3_power
	allowed_civil_war = {
		has_government = neutrality
	}
	cancel = {
		OR = {
			is_subject = yes
			is_puppet = yes
		}
	}
	modifier = {
		neutrality_drift = 0.15
	}
}
### Entity: Idea
Component: VIN_vietnams_tridemism
Constructs: stability_factor, political_power_gain, removal_cost
Source: game
File: common/ideas/vietnam_ideas.txt

Code:
VIN_vietnams_tridemism = {
	allowed = {
		always = no
	}
	allowed_civil_war = {

	}
	removal_cost = -1
	picture = generic_political_support
	modifier = {
		stability_factor = 0.1
		political_power_gain = 0.15
	}
}
### Entity: AI Strategy
Component: ENG_unit_buffer_for_african_defense
Constructs: has_war
Source: game
File: common/ai_strategy/ENG.txt

Code:
ENG_unit_buffer_for_african_defense = {
	allowed = {
		original_tag = ENG
	}
	enable = {
		OR = {
			has_war = no
			AND = {
				has_war = yes
				surrender_progress = < 0.5
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		ratio = 0.2
		states = {
			446 447 452
		}
		area = suez
		subtract_invasions_from_need = yes
		subtract_fronts_from_need = yes
	}
}
### Entity: National Focus
Tree: mpl_focus
Component: MPL_unify_the_levant
Constructs: prerequisite, limit, remove_ideas, has_country_flag, completion_reward, is_core_of, is_controlled_by, remove_trait
Source: game
File: common/national_focus/mandate_of_palestine.txt

Code:
focus = {
	id = MPL_unify_the_levant
	icon = GFX_goal_MPL_levant_unified
	relative_position_id = MPL_seize_lebanon
	x = 0
	y = 2
	cost = 10
	prerequisite = {
		focus = MPL_fund_secret_police
	} {
		focus = MPL_annex_jordan
	} {
		focus = MPL_seize_lebanon
	}
	bypass = {

	}
	available = {
		custom_trigger_tooltip = {
			tooltip = MPL_unify_levant_tt
			454 = {
				OR = {
					compliance = > 40
					is_core_of = MPL
				}
				is_controlled_by = MPL
			}
			949 = {
				OR = {
					compliance = > 40
					is_core_of = MPL
				}
				is_controlled_by = MPL
			}
			966 = {
				OR = {
					compliance = > 40
					is_core_of = MPL
				}
				is_controlled_by = MPL
			}
			455 = {
				OR = {
					compliance = > 40
					is_core_of = MPL
				}
				is_controlled_by = MPL
			}
			1022 = {
				OR = {
					compliance = > 40
					is_core_of = MPL
				}
				is_controlled_by = MPL
			}
			1021 = {
				OR = {
					compliance = > 40
					is_core_of = MPL
				}
				is_controlled_by = MPL
			}
			554 = {
				OR = {
					compliance = > 40
					is_core_of = MPL
				}
				is_controlled_by = MPL
			}
			680 = {
				OR = {
					compliance = > 40
					is_core_of = MPL
				}
				is_controlled_by = MPL
			}
			677 = {
				OR = {
					compliance = > 40
					is_core_of = MPL
				}
				is_controlled_by = MPL
			}
			553 = {
				OR = {
					compliance = > 40
					is_core_of = MPL
				}
				is_controlled_by = MPL
			}
		}
	}
	completion_reward = {
		remove_trait = {
			character = MPL_abdul_ghani_alkarmi
			slot = political_advisor
			trait = MPL_levantine_unifier
		}
		add_trait = {
			character = MPL_abdul_ghani_alkarmi
			slot = political_advisor
			trait = MPL_levantine_unifier_2
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_state_core = 455 1022 1021 554 680 677 553
		add_state_claim = 453
		hidden_effect = {
			if = {
				limit = {
					has_idea = MPL_abdul_ghani_alkarmi
				}
				deactivate_advisor = MPL_abdul_ghani_alkarmi
				set_country_flag = MPL_temp
			}
		} {
			remove_ideas = MPL_levantine_unifier_idea
		}
		if = {
			limit = {
				has_country_flag = MPL_temp
			}
			activate_advisor = MPL_abdul_ghani_alkarmi
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Event
Component: luxembourg.281
Constructs: is_triggered_only
Source: game
File: events/r56_luxembourg.txt

Code:
news_event = {
	id = luxembourg.281
	title = luxembourg.281.t
	desc = luxembourg.281.d
	picture = GFX_news_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = luxembourg.281.a
	}
}
### Entity: Event
Component: mandate_palestine.103
Constructs: is_triggered_only, add_ideas, random_days, random_hours
Source: game
File: events/mandate_of_palestine.txt

Code:
country_event = {
	id = mandate_palestine.103
	title = mandate_palestine.103.t
	desc = mandate_palestine.103.d
	is_triggered_only = yes
	picture = GFX_report_event_isr_jerusalem_road
	option = {
		name = mandate_palestine.103.a
		custom_effect_tooltip = MPL_slow_down
		effect_tooltip = {
			effect_tooltip = {
				add_ideas = MPL_collapse_idea
			}
		}
		hidden_effect = {
			country_event = {
				id = mandate_palestine.151
				days = 5
				random_days = 2
				random_hours = 24
			}
		}
	}
}
### Entity: Character
Component: vfb_trait_washington
Constructs: stability_factor, political_power_gain, industrial_capacity_factory, production_speed_buildings_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
vfb_trait_washington = {
	random = no
	sprite = 10
	stability_factor = -0.05
	industrial_capacity_dockyard = 0.05
	industrial_capacity_factory = 0.05
	production_speed_buildings_factor = 0.05
	political_power_gain = 0.05
	consumer_goods_factor = -0.15
}
### Entity: Character
Component: small_ship_producer_offense_0
Constructs: equipment_bonus
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
small_ship_producer_offense_0 = {
	random = no
	equipment_bonus = {
		ship_hull_light = {
			lg_attack = 0.05
			hg_attack = 0.05
			sub_attack = 0.05
		}
		ship_hull_submarine = {
			torpedo_attack = 0.05
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Wiki Documentation
Construct: type
Source: wiki
File: wiki/Template%3AAmbox.html

Doc:
type

If no type parameter is given the template defaults to type notice. That means it gets a blue side bar. The eight available types and their default images are shown below.

|
type = speedy |

|
type = delete |

|
type = content |

|
type = style |

|
type = notice |

|
type = move |

|
type = protection |

|
type = other |
### Entity: Event
Component: SEA_PRC_request_aid.5
Constructs: is_triggered_only, add_equipment_to_stockpile, limit, fire_only_once, set_technology, has_dlc, create_equipment_variant, allow_without_tech
Source: game
File: events/SEA_Communist_China.txt

Code:
country_event = {
	id = SEA_PRC_request_aid.5
	title = SEA_PRC_request_aid.5.t
	desc = SEA_PRC_request_aid.5.desc
	picture = GFX_report_event_soviet_tanks
	is_triggered_only = yes
	fire_only_once = no
	immediate = {
		hidden_effect = {
			if = {
				limit = {
					has_dlc = No Step Back
				}
				set_technology = {
					improved_medium_tank_chassis = 1
					popup = no
				}
				create_equipment_variant = {
					name = T-34
					type = medium_tank_chassis_2
					parent_version = 0
					modules = {
						main_armament_slot = tank_medium_cannon
						turret_type_slot = tank_medium_two_man_tank_turret
						suspension_type_slot = tank_christie_suspension
						armor_type_slot = tank_welded_armor
						engine_type_slot = tank_diesel_engine
						special_type_slot_1 = sloped_armor
					}
					upgrades = {
						tank_nsb_engine_upgrade = 10
						tank_nsb_armor_upgrade = 7
					}
					icon = GFX_SOV_improved_medium_tank_medium
					allow_without_tech = yes
				}
			}
			else = {
				set_technology = {
					improved_medium_tank = 1
					popup = no
				}
				create_equipment_variant = {
					name = T-34
					type = medium_tank_equipment_2
					icon = GFX_SOV_improved_medium_tank_medium
				}
			}
		}
	}
	option = {
		name = SEA_PRC_request_aid.5.a
		if = {
			limit = {
				has_dlc = No Step Back
			}
			custom_effect_tooltip = PRC_appeal_for_foreign_aid_all_tanks_tt
			hidden_effect = {
				add_equipment_to_stockpile = {
					type = medium_tank_chassis_2
					amount = 250
					variant_name = T-34
				}
			}
		}
		else = {
			add_equipment_to_stockpile = {
				type = medium_tank_equipment_2
				amount = 250
				variant_name = T-34
			}
		}
		FROM = {
			if = {
				limit = {
					has_dlc = No Step Back
				}
				add_equipment_to_stockpile = {
					type = medium_tank_chassis_2
					amount = -250
					producer = THIS
				}
			}
			else = {
				add_equipment_to_stockpile = {
					type = medium_tank_equipment_2
					amount = -250
					producer = THIS
				}
			}
		}
	}
}
### Entity: Technology
Component: infantry_at
Constructs: research_cost
Source: game
File: common/technologies/infantry.txt

Code:
technology = {
	category_all_infantry = {
		hard_attack = 0.25
		ap_attack = 1
	}
	category_cavalry = {
		hard_attack = 0.1
		ap_attack = 0.4
	}
	fire_support = {
		hard_attack = 0.15
		ap_attack = 0.5
	}
	mot_fire_support = {
		hard_attack = 0.15
		ap_attack = 0.5
	}
	path = {
		leads_to_tech = infantry_at2
		research_cost_coeff = 1
	}
	research_cost = 1.5
	start_year = 1942
	folder = {
		name = infantry_folder
		position = {
			x = 2
			y = @1942
		}
	}
	categories = {
		infantry_weapons
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 2
			date = > 1942.1.6
		} {
			factor = 2
			date = > 1943.1.1
		} {
			factor = 2
			date = > 1944.1.1
		}
	}
}
### Entity: National Focus
Tree: par_focus
Component: PAR_neuter_the_guion_rojo
Constructs: prerequisite, add_stability, completion_reward, add_popularity
Source: game
File: common/national_focus/paraguay.txt

Code:
focus = {
	id = PAR_neuter_the_guion_rojo
	available = {

	}
	bypass = {

	}
	icon = GFX_focus_PAR_neuter_the_guion_rojo
	x = -2
	y = 1
	relative_position_id = PAR_revenge_for_the_chaco_war
	prerequisite = {
		focus = PAR_revenge_for_the_chaco_war
	}
	mutually_exclusive = {

	}
	cost = 5
	search_filters = {

	}
	completion_reward = {
		add_stability = 0.1
		add_popularity = {
			ideology = fascism
			popularity = -0.25
		} {
			ideology = neutrality
			popularity = -0.25
		}
	}
}
### Entity: AI Strategy
Component: EAI_battleship
Constructs: check_variable, has_tech, any_of
Source: game
File: common/ai_equipment/EAI_navy_battleship_role.txt

Code:
EAI_battleship = {
	category = naval
	roles = {
		naval_capital_bb
	}
	priority = {
		base = 0
		modifier = {
			add = 5000
			check_variable = {
				EAI_FOCUS/NAVY/battleship = global.EAI_A_BB_DESIGN
			}
		}
	}
	BASIC_BATTLESHIP = {
		role_icon_index = 1
		priority = {
			base = 0
			modifier = {
				add = 10000
				has_tech = basic_ship_hull_heavy
			}
		}
		target_variant = {
			type = ship_hull_heavy_2
			match_value = 1
			modules = {
				fixed_ship_fire_control_system_slot = {
					any_of = {
						ship_fire_control_system
					}
					upgrade = > current
				}
				fixed_ship_radar_slot = {
					any_of = {
						ship_radar
					}
					upgrade = > current
				}
				fixed_ship_engine_slot = {
					module = heavy_ship_engine_2
					upgrade = current
				}
				fixed_ship_anti_air_slot = {
					any_of = {
						ship_anti_air
					}
					upgrade = > current
				}
				fixed_ship_armor_slot = {
					module = ship_armor_bb_2
					upgrade = current
				}
				fixed_ship_secondaries_slot = {
					any_of = {
						ship_secondaries
					}
					upgrade = > current
				}
				fixed_ship_battery_slot = {
					any_of = {
						ship_heavy_battery
					}
					upgrade = > current
				}
				front_1_custom_slot = {
					any_of = {
						ship_heavy_battery
					}
					upgrade = > current
				}
				mid_1_custom_slot = {
					any_of = {
						ship_heavy_battery
					}
					upgrade = > current
				}
				mid_2_custom_slot = {
					any_of = {
						ship_anti_air
					}
					upgrade = > current
				}
				rear_1_custom_slot = {
					any_of = {
						ship_anti_air
					}
					upgrade = > current
				}
			}
		}
		requirements = {
			module = ship_armor_bb_2
		}
	}
	IMPROVED_BATTLESHIP = {
		role_icon_index = 1
		priority = {
			base = 0
			modifier = {
				add = 20000
				has_tech = improved_ship_hull_heavy
			}
		}
		target_variant = {
			type = ship_hull_heavy_3
			match_value = 1.1
			modules = {
				fixed_ship_fire_control_system_slot = {
					any_of = {
						ship_fire_control_system
					}
					upgrade = > current
				}
				fixed_ship_radar_slot = {
					any_of = {
						ship_radar
					}
					upgrade = > current
				}
				fixed_ship_engine_slot = {
					module = heavy_ship_engine_3
					upgrade = current
				}
				fixed_ship_anti_air_slot = {
					any_of = {
						ship_anti_air
					}
					upgrade = > current
				}
				fixed_ship_armor_slot = {
					module = ship_armor_bb_2
				
# ... (truncated)
### Entity: Event
Component: south_american_news.9
Constructs: is_triggered_only
Source: game
File: events/TOA_Generic_Events.txt

Code:
news_event = {
	id = south_american_news.9
	title = south_american_news.9.t
	desc = south_american_news.9.d
	picture = GFX_news_event_generic_chaco_war
	major = yes
	is_triggered_only = yes
	option = {
		name = south_american_news.9.a
		trigger = {
			NOT = {
				TAG = PAR
			}
		}
	} {
		name = south_american_news.9.b
		trigger = {
			TAG = PAR
		}
	}
}
### Entity: Scripted Trigger
Component: AFG_is_on_historical_plan_trigger
Constructs: has_country_flag, has_dlc, is_historical_focus_on, has_game_rule
Source: game
File: common/scripted_triggers/AFG_scripted_triggers.txt

Code:
AFG_is_on_historical_plan_trigger = {
	has_dlc = Graveyard of Empires
	OR = {
		AND = {
			is_historical_focus_on = yes
			has_game_rule = {
				rule = AFG_AI_BEHAVIOR
				option = DEFAULT
			}
		}
		has_country_flag = AFG_AI_RANDOM_HISTORICAL
		has_game_rule = {
			rule = AFG_ai_behavior
			option = HISTORICAL
		}
	}
}
### Entity: Character
Component: anti_fascist_appeaser
Constructs: stability_factor, war_support_factor, fascism_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
anti_fascist_appeaser = {
	random = no
	sprite = 13
	stability_factor = 0.05
	war_support_factor = -0.05
	fascism_drift = -0.03
}
### Entity: Scripted Effect
Component: PRC_soviet_tribute_level_down
Constructs: limit, remove_ideas, has_idea, swap_ideas, remove_idea, add_idea, set_variable
Source: game
File: common/scripted_effects/WTT_warlord_scripted_effects.txt

Code:
PRC_soviet_tribute_level_down = {
	if = {
		limit = {
			has_idea = PRC_soviet_tribute_1
		}
		effect_tooltip = {
			swap_ideas = {
				remove_idea = PRC_soviet_tribute_2
				add_idea = PRC_soviet_tribute_1
			}
		}
		hidden_effect = {
			remove_ideas = PRC_soviet_tribute_1
		}
	} {
		limit = {
			has_idea = PRC_soviet_tribute_2
		}
		swap_ideas = {
			remove_idea = PRC_soviet_tribute_2
			add_idea = PRC_soviet_tribute_1
		}
		set_variable = {
			WTT_communist_china_integration_cost = 300
		}
	} {
		limit = {
			has_idea = PRC_soviet_tribute_3
		}
		swap_ideas = {
			remove_idea = PRC_soviet_tribute_3
			add_idea = PRC_soviet_tribute_2
		}
		set_variable = {
			WTT_communist_china_integration_cost = 250
		}
	} {
		limit = {
			has_idea = PRC_soviet_tribute_4
		}
		swap_ideas = {
			remove_idea = PRC_soviet_tribute_4
			add_idea = PRC_soviet_tribute_3
		}
		set_variable = {
			WTT_communist_china_integration_cost = 200
		}
	} {
		limit = {
			has_idea = PRC_soviet_tribute_5
		}
		swap_ideas = {
			remove_idea = PRC_soviet_tribute_5
			add_idea = PRC_soviet_tribute_4
		}
		set_variable = {
			WTT_communist_china_integration_cost = 150
		}
	} {
		limit = {
			has_idea = PRC_soviet_tribute_6
		}
		swap_ideas = {
			remove_idea = PRC_soviet_tribute_6
			add_idea = PRC_soviet_tribute_5
		}
		set_variable = {
			WTT_communist_china_integration_cost = 100
		}
	}
}
### Entity: Event
Component: mtg_netherlands.9
Constructs: is_triggered_only
Source: game
File: events/MTG_Netherlands.txt

Code:
country_event = {
	id = mtg_netherlands.9
	title = mtg_netherlands.9.t
	desc = mtg_netherlands.9.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = mtg_netherlands.9.a
	}
}
### Entity: Character
Component: HUN_stalinist_agent
Source: game
File: common/country_leader/00_traits.txt

Code:
HUN_stalinist_agent = {
	random = no
	sprite = 15
	intelligence_agency_defense = 0.1
	operative_slot = 2
}
### Entity: Decision
Component: POL_National_Syndicalism_Autarky
Constructs: has_completed_focus, add_ideas, has_government, fire_only_once, has_idea, complete_effect, has_state_flag, remove_effect
Source: game
File: common/decisions/r56_POL_decisions.txt

Code:
POL_National_Syndicalism_Autarky = {
	POL_Hire_Stanislaw_Piasecki = {
		allowed = {
			original_tag = POL
		}
		icon = generic_political_discourse
		available = {
			has_completed_focus = POL_The_National_Radical_Camp
			NOT = {
				has_idea = POL_Stanislaw_Piasecki
			}
			has_government = neutrality
		}
		cost = 50
		fire_only_once = no
		complete_effect = {
			add_ideas = POL_Stanislaw_Piasecki
		}
		ai_will_do = {
			factor = 0
		}
	}
	POL_develop_steel_industry_emphasis = {
		icon = steel
		allowed = {
			original_tag = POL
		}
		available = {
			has_government = fascism
			has_completed_focus = POL_Huta_Stalowa_Wola_Steel_Mill
		}
		highlight_states = {
			highlight_state_targets = {
				state = 90
			}
		}
		visible = {
			has_completed_focus = POL_Autarky
			controls_state = 90
			90 = {
				NOT = {
					has_state_flag = POL_Kielce_steel_developed
				}
			}
		}
		fire_only_once = yes
		cost = 25
		days_remove = 60
		modifier = {
			civilian_factory_use = 2
		}
		ai_will_do = {
			factor = 50
		}
		remove_effect = {
			90 = {
				set_state_flag = POL_Kielce_steel_developed
			} {
				add_resource = {
					type = steel
					amount = 6
				}
			}
		}
	}
	POL_develop_aluminium_smelting_industry = {
		icon = aluminium
		allowed = {
			original_tag = POL
		}
		available = {
			has_government = fascism
			has_tech = excavation1
		}
		highlight_states = {
			highlight_state_targets = {
				state = 87
			}
		}
		visible = {
			has_completed_focus = POL_Autarky
			controls_state = 87
			87 = {
				NOT = {
					has_state_flag = POL_Lodz_aluminium_developed
				}
			}
		}
		fire_only_once = yes
		cost = 25
		days_remove = 60
		modifier = {
			civilian_factory_use = 2
		}
		ai_will_do = {
			factor = 50
		}
		remove_effect = {
			87 = {
				set_state_flag = POL_Lodz_aluminium_developed
			} {
				add_resource = {
					type = aluminium
					amount = 7
				}
			}
		}
	}
	POL_develop_aluminium_smelting_industry2 = {
		icon = aluminium
		allowed = {
			original_tag = POL
		}
		available = {
			has_government = fascism
			has_tech = excavation1
		}
		highlight_states = {
			highlight_state_targets = {
				state = 87
			}
		}
		visible = {
			has_completed_focus = POL_Autarky
			controls_state = 87
			87 = {
				has_state_flag = POL_Lodz_aluminium_developed
				NOT = {
					has_state_flag = POL_Lodz_aluminium_developed2
				}
			}
		}
		fire_only_once = yes
		cost = 2
# ... (truncated)
### Entity: AI Strategy
Component: EAI_USA_strategic_bombers
Constructs: is_major, has_tech, has_deployed_air_force_size
Source: game
File: common/ai_strategy/USA_EAI.txt

Code:
EAI_USA_strategic_bombers = {
	allowed = {
		tag = USA
	}
	enable = {
		has_tech = improved_large_airframe
		is_major = yes
		EAI_STR_equipment_production = yes
		has_deployed_air_force_size = {
			size = < 1000
			type = strategic_bomber
		}
	}
	abort = {
		NOT = {
			AND = {
				is_major = yes
				EAI_STR_equipment_production = yes
				has_deployed_air_force_size = {
					size = < 2000
					type = strategic_bomber
				}
			}
		}
	}
	ai_strategy = {
		type = equipment_production_min_factories
		id = strategic_bomber
		value = 30
	}
}
### Entity: Effect Reference
Construct: kill_ideology_leader
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## kill_ideology_leader

* Supported Scopes: COUNTRY
* Supported Targets: none

```
removes a ideology leader as leader of his party, making the next in line the new party leader
```
### Entity: National Focus
Tree: chl_focus
Component: CHL_embargo_strategies
Constructs: prerequisite, has_war, limit, has_government, every_country, has_war_with, add_opinion_modifier, completion_reward
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_embargo_strategies
	icon = GFX_goal_generic_trade
	relative_position_id = CHL_support_the_democracies
	x = 1
	y = 1
	cost = 5
	prerequisite = {
		focus = CHL_support_the_democracies
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 1.5
	}
	available = {
		OR = {
			USA = {
				has_government = democratic
				has_war = yes
				NOT = {
					has_war_with = ROOT
				}
			}
			FRA = {
				has_government = democratic
				has_war = yes
				NOT = {
					has_war_with = ROOT
				}
			}
			ENG = {
				has_government = democratic
				has_war = yes
				NOT = {
					has_war_with = ROOT
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		custom_effect_tooltip = CHL_embargo_strategies_tt
		IF = {
			limit = {
				has_dlc = By Blood Alone
			}
			every_country = {
				limit = {
					OR = {
						has_war_with = ENG FRA USA
					}
					NOT = {
						has_government = democratic
					}
				}
				ROOT = {
					send_embargo = PREV
				}
			}
		}
		ELSE_IF = {
			limit = {
				NOT = {
					has_dlc = By Blood Alone
				}
			}
			every_country = {
				limit = {
					OR = {
						has_war_with = ENG FRA USA
					}
					NOT = {
						has_government = democratic
					}
				}
				ROOT = {
					add_opinion_modifier = {
						target = PREV
						modifier = embargo
					}
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_43
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_43 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 43
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 43
	}
}
### Entity: Effect Reference
Construct: set_global_flag
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## set_global_flag

* Supported Scopes: any
* Supported Targets: none

```
set global flag
```
### Entity: State History
Component: 549
Constructs: add_core_of
Source: game
File: history/states/549-Sudan.txt

Code:
state = {
	id = 549
	name = STATE_549
	manpower = 1802132
	history = {
		owner = ENG
		add_core_of = SUD
		buildings = {
			infrastructure = 2
		}
	}
	provinces = {
		2016 4033 8052 8084 10739 10795 10827 10851 12744
	}
	buildings_max_level_factor = 1.0
	state_category = rural
	local_supplies = 0.0
}
### Entity: Trigger Reference
Construct: is_spymaster
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## is_spymaster

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

```
check if country is Spy Master
```