Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: alg_focus
Component: ALG_hadj_victory
Constructs: prerequisite, remove_ideas, has_government, add_stability, completion_reward, add_popularity
Source: game
File: common/national_focus/algeria.txt

Code:
focus = {
	id = ALG_hadj_victory
	icon = GFX_goal_hadj_victory
	x = 21
	y = 2
	cost = 5
	available = {
		has_government = democratic
	}
	prerequisite = {
		focus = ALG_election
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	mutually_exclusive = {
		focus = ALG_abbas_victory
	}
	ai_will_do = {
		factor = 95
	}
	completion_reward = {
		add_stability = 0.05
		add_popularity = {
			ideology = democratic
			popularity = 0.15
		}
		remove_ideas = ALG_provisional_government
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_REF_20
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_REF_20 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_REF
			value = 20
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = synthetic_refinery
		value = 20
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_restore_prosperity_to_the_nation_r56
Constructs: prerequisite, limit, completion_reward, add_political_power, check_variable, has_idea, swap_ideas, remove_idea
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_restore_prosperity_to_the_nation_r56
	prerequisite = {
		focus = POR_support_fascist_labor_organizations POR_catholicism_over_class_struggle_r56
	}
	icon = GFX_focus_SOV_breadbasket_of_the_union
	cost = 5
	x = 1
	y = 1
	relative_position_id = POR_support_fascist_labor_organizations
	ai_will_do = {
		base = 999
	}
	available = {
		custom_trigger_tooltip = {
			tooltip = POR_our_path_to_economic_development_decisions_taken_6_or_greater_tt
			check_variable = {
				POR_our_path_to_economic_development_decisions_taken = 6
				compare = greater_than_or_equals
			}
		}
	}
	completion_reward = {
		add_political_power = 75
		if = {
			limit = {
				has_idea = POR_growing_rural_support
			}
			swap_ideas = {
				remove_idea = POR_growing_rural_support
				add_idea = POR_unifier_of_the_countryside
			}
		}
		else_if = {
			limit = {
				has_idea = POR_apathy_throughout_rural_regions
			}
			swap_ideas = {
				remove_idea = POR_apathy_throughout_rural_regions
				add_idea = POR_growing_rural_support
			}
		}
		else = {
			swap_ideas = {
				remove_idea = POR_faltering_rural_support
				add_idea = POR_apathy_throughout_rural_regions
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: hol_focus
Component: HOL_the_best_defense
Constructs: prerequisite, completion_reward, is_in_faction_with, create_wargoal, puppet_wargoal_focus
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_the_best_defense
	available = {
		NOT = {
			is_in_faction_with = GER
		} {
			is_in_faction_with = ENG
		}
	}
	prerequisite = {
		focus = HOL_foundations_for_a_european_union
	}
	will_lead_to_war_with = GER ENG
	icon = GFX_goal_generic_major_war
	x = 1
	y = 1
	relative_position_id = HOL_foundations_for_a_european_union
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		create_wargoal = {
			type = puppet_wargoal_focus
			target = GER
			expire = 0
		} {
			type = puppet_wargoal_focus
			target = ENG
			expire = 0
		}
	}
}
### Entity: National Focus
Component: china_communist_warlord_focus
Constructs: shared_focus, has_completed_focus, prerequisite, has_war, limit, add_ideas, remove_ideas, has_government
Source: game
File: common/national_focus/china_communist_warlord_TSR.txt

Code:
focus_tree = {
	id = china_communist_warlord_focus
	country = {
		factor = 0
	}
	default = no
	continuous_focus_position = {
		x = 20
		y = 1000
	}
	shared_focus = CHI_sea_invite_foreign_investors
	focus = {
		id = PRC_sea_strengthen_the_central_secretariat
		icon = GFX_focus_PRC_the_central_committee
		x = 3
		y = 0
		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_POLITICAL
		}
		completion_reward = {
			add_political_power = 120
		}
	} {
		id = PRC_sea_inward_focus
		icon = GFX_focus_prc_maoism
		prerequisite = {
			focus = PRC_sea_strengthen_the_central_secretariat
		}
		mutually_exclusive = {
			focus = PRC_sea_toe_the_soviet_line
		}
		x = 2
		y = 1
		relative_position_id = PRC_sea_strengthen_the_central_secretariat
		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_POLITICAL
		}
		completion_reward = {
			SOV = {
				add_opinion_modifier = {
					target = ROOT
					modifier = tsr_anti_soviet_government_opm
				}
			}
			add_political_power = 50
			add_stability = 0.05
		}
	} {
		id = PRC_sea_rally_the_industry
		icon = GFX_focus_JAP_raise_the_red_flag_high
		prerequisite = {
			focus = PRC_sea_inward_focus
		}
		x = -1
		y = 1
		relative_position_id = PRC_sea_inward_focus
		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_POLITICAL
		}
		completion_reward = {
			random_owned_controlled_state = {
				limit = {
					impassable = no
					free_building_slots = {
						building = industrial_complex
						size = > 1
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				} {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}
	} {
		id = PRC_sea_reforming_our_ranks
		icon = GFX_focus_PRC_peoples_liberation_army
		prerequisite = {
			focus = PRC_sea_inward_focus
		}
		x = 1
		y = 1
		relative_position_id = PRC_sea_inward_focus
		co
# ... (truncated)
### Entity: National Focus
Tree: sud_focus
Component: SUD_join_the_axis
Constructs: prerequisite, has_government, has_war_with, completion_reward, is_in_faction, is_faction_leader
Source: game
File: common/national_focus/sudan.txt

Code:
focus = {
	id = SUD_join_the_axis
	text = AFG_join_axis
	icon = GFX_focus_chi_mission_to_germany
	prerequisite = {
		focus = SUD_the_well_guided
	}
	relative_position_id = SUD_the_well_guided
	x = 0
	y = 1
	cost = 10
	available = {
		has_government = fascism
		GER = {
			is_in_faction = yes
			is_faction_leader = yes
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		GER = {
			country_event = generic.2
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: Character
Component: CHI_zhu_de
Constructs: has_dlc
Source: game
File: common/characters/CHI.txt

Code:
CHI_zhu_de = {
	name = CHI_zhu_de
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_4
		}
	}
	advisor = {
		slot = army_chief
		idea_token = CHI_zhu_de
		allowed = {
			original_tag = CHI
			NOT = {
				has_dlc = No Compromise, No Surrender
			}
		}
		traits = {
			army_chief_offensive_2
		}
		cost = 100
		ai_will_do = {
			base = 1.0
		}
	}
}
### Entity: Unit Template
Component: ECU_CA_HISTORICAL
Source: game
File: common/units/names_ships/ECU_ship_names.txt

Code:
ECU_CA_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CA
	for_countries = {
		ECU
	}
	type = ship
	ship_types = {
		ship_hull_cruiser heavy_cruiser
	}
	prefix = BAE 
	fallback_name = Crucero Pesado %d
	unique = {
		Esmeraldas El Oro Manabí Galápagos Los Ríos Loja
	}
}
### Entity: Idea
Component: FIN_sweadvisors
Constructs: removal_cost
Source: game
File: common/ideas/r56_finland.txt

Code:
FIN_sweadvisors = {
	allowed = {
		original_tag = FIN
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_intel_bonus
	removal_cost = -1
	modifier = {
		land_doctrine_cost_factor = -0.1
	}
}
### Entity: Event
Component: SEA_japan_tokko_arrest_events.3
Constructs: ai_chance, has_completed_focus, has_government, add_war_support, has_country_flag, add_stability, fire_only_once, add_political_power
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_tokko_arrest_events.3
	title = SEA_japan_tokko_arrest_events.3.t
	desc = SEA_japan_tokko_arrest_events.3.desc
	picture = GFX_report_event_JAP_communists_arrested
	trigger = {
		original_tag = JAP
		date = > 1941.12.01 < 1944.01.01
		has_completed_focus = JAP_crackdown_on_foreign_agents
		NOT = {
			has_country_flag = JAP_tokko_arrests_cooldown_flag
		}
		has_civil_war = no
		is_subject = no
		OR = {
			has_government = neutrality fascism
		}
		MAN = {
			exists = yes
			is_ally_with = ROOT
		}
	}
	mean_time_to_happen = {
		days = 30
	}
	hidden = no
	fire_only_once = yes
	option = {
		name = SEA_japan_tokko_arrest_events.3.a
		ai_chance = {
			base = 100
		}
		MAN = {
			country_event = {
				id = SEA_japan_tokko_arrest_events.8
				hours = 6
				random_hours = 12
			}
		}
		hidden_effect = {
			set_country_flag = {
				flag = JAP_tokko_arrests_cooldown_flag
				value = 1
				days = 60
			}
		}
	} {
		name = SEA_japan_tokko_arrest_events.3.b
		ai_chance = {
			base = 0
		}
		add_political_power = 25
		add_war_support = 0.02
		add_stability = -0.02
		hidden_effect = {
			set_country_flag = {
				flag = JAP_tokko_arrests_cooldown_flag
				value = 1
				days = 60
			}
		}
	} {
		name = SEA_japan_tokko_arrest_events.3.c
		ai_chance = {
			base = 0
		}
		MAN = {
			add_stability = -0.02
		}
		hidden_effect = {
			set_country_flag = {
				flag = JAP_tokko_arrests_cooldown_flag
				value = 1
				days = 60
			}
		}
	}
}
### Entity: Scripted Effect
Component: EAI_TEMPLATE_generic_26w_modern_armor_role_MARM_0
Constructs: limit, set_country_flag, check_variable
Source: game
File: common/scripted_effects/EAI_PRODUCTION_template_effects.txt

Code:
EAI_TEMPLATE_generic_26w_modern_armor_role_MARM_0 = {
	set_country_flag = {
		flag = EAI_MODERN_ARMOR_ROLE
		value = 12
	}
	if = {
		limit = {
			check_variable = {
				EAI_FOCUS/LAND/medium_armor_design = global.EAI_A_MARM_DESIGN
			}
		}
		set_country_flag = {
			flag = EAI_MODERN_ARMOR_TEMPLATE
			value = 1211
		}
	}
	else_if = {
		limit = {
			check_variable = {
				EAI_FOCUS/LAND/medium_armor_design = global.EAI_B_MARM_DESIGN
			}
		}
		set_country_flag = {
			flag = EAI_MODERN_ARMOR_TEMPLATE
			value = 1221
		}
	} {
		limit = {
			check_variable = {
				EAI_FOCUS/LAND/medium_armor_design = global.EAI_C_MARM_DESIGN
			}
		}
		set_country_flag = {
			flag = EAI_MODERN_ARMOR_TEMPLATE
			value = 1231
		}
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_soviet_guns
Constructs: prerequisite, has_government, completion_reward, has_equipment, has_capitulated, is_in_faction_with
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_soviet_guns
	icon = GFX_goal_generic_gun_purchase
	prerequisite = {
		focus = HON_campesino_republic
	} {
		focus = HON_join_soviets
	}
	relative_position_id = HON_campesino_republic
	available = {
		SOV = {
			has_equipment = {
				infantry_equipment = > 4999
			}
			exists = yes
			has_capitulated = no
			is_in_faction_with = HON
			has_government = communism
		}
	}
	x = 2
	y = 1
	cost = 5
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		SOV = {
			country_event = {
				id = hon.66
			}
		}
	}
}
### Entity: National Focus
Component: ah_industrial_effort
Constructs: completion_reward, add_tech_bonus, industrial_bonus
Source: game
File: common/national_focus/austro_hungarian_releasable_shared.txt

Code:
focus = {
	id = ah_industrial_effort
	icon = GFX_goal_generic_production
	x = 13
	y = 0
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = industrial_bonus
			bonus = 1.0
			uses = 1
			category = industry
		}
	}
	ai_will_do = {
		factor = 3
	}
}
### Entity: Scripted Trigger
Component: JAP_army_faction_is_at_least_influential
Constructs: has_idea
Source: game
File: common/scripted_triggers/JAP_scripted_triggers.txt

Code:
JAP_army_faction_is_at_least_influential = {
	custom_trigger_tooltip = {
		tooltip = JAP_army_faction_is_at_least_influential_tt
		OR = {
			has_idea = JAP_army_faction_tier_3_equal_navy JAP_army_faction_tier_3_greater_1 JAP_army_faction_tier_3_greater_2 JAP_army_faction_tier_3_lesser_1 JAP_army_faction_tier_3 JAP_army_faction_tier_4_greater_1 JAP_army_faction_tier_4_greater_2 JAP_army_faction_tier_4_greater_3 JAP_army_faction_tier_4
		}
	}
}
### Entity: Idea
Component: MPL_religious_freedom
Constructs: removal_cost, democratic_drift
Source: game
File: common/ideas/mandate_of_palestine.txt

Code:
MPL_religious_freedom = {
	allowed = {
		always = no
	}
	removal_cost = -1
	picture = BUL_shared_manufacturing_experience
	modifier = {
		stability_weekly_factor = 0.001
		democratic_drift = 0.05
	}
}
### Entity: National Focus
Tree: khm_focus
Component: KHM_shizangs_coup
Constructs: has_completed_focus, prerequisite, limit, remove_ideas, has_government, completion_reward, add_political_power, is_subject
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = KHM_shizangs_coup
	icon = GFX_focus_IRQ_attempted_assasination_of_sidqi
	x = 0
	y = 1
	cost = 10
	prerequisite = {
		focus = KHM_establish_the_kashgar_clique
	}
	relative_position_id = KHM_establish_the_kashgar_clique
	ai_will_do = {
		base = 5
	}
	available = {
		is_subject = no
		NOT = {
			has_government = communism
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {

	}
	completion_reward = {
		add_political_power = 100
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt KHM_shizangs_coup_tt generic_skip_one_line_tt
		add_country_leader_role = {
			character = KHM_mahmut_muhiti
			country_leader = {
				expire = 1965.1.1
				ideology = despotism
				traits = {
					KHM_emir_of_khotan
				}
			}
			promote_leader = yes
		}
		IF = {
			limit = {
				KHM_mahmut_muhiti = {
					is_field_marshal = no
				}
			}
			KHM_mahmut_muhiti = {
				promote_leader = yes
			}
		} {
			limit = {
				XSM = {
					exists = yes
				}
			}
			XSM = {
				country_event = {
					id = SEA_warlords.74
					hours = 2
					random_hours = 4
				}
			}
		} {
			limit = {
				has_idea = KHM_unrest
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			remove_ideas = KHM_unrest
		}
		hidden_effect = {
			IF = {
				limit = {
					has_completed_focus = CHI_sea_secure_internal_politics
				}
				add_country_leader_role = {
					character = KHM_mahmut_muhiti
					country_leader = {
						expire = 1965.1.1
						ideology = anti_revisionism
						traits = {
							KHM_emir_of_khotan
						}
					}
					promote_leader = yes
				} {
					character = KHM_mahmut_muhiti
					country_leader = {
						expire = 1965.1.1
						ideology = socialism
						traits = {
							KHM_emir_of_khotan
						}
					}
					promote_leader = yes
				} {
					character = KHM_mahmut_muhiti
					country_leader = {
						expire = 1965.1.1
						ideology = rexism
						traits = {
							KHM_emir_of_khotan
						}
					}
					promote_leader = yes
				}
			}
		} {
			set_party_name = {
				ideology = fascism
				long_name = KHM_young_kashgars_long
				name = KHM_young_kashgars
			}
		} {
			set_country_flag = KHM_became_khotan_emirate_flag
		}
		set_cosmetic_tag = KHM_khotan_emirate
		set_party_name = {
			ideology = neutrality
			long_name = KHM_young_kashgars_long
			name = KHM_young_kashgars
		}
		ELSE
# ... (truncated)
### Entity: National Focus
Tree: man_focus
Component: MAN_tsr_social_research_unit
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_research_slot
Source: game
File: common/national_focus/manchukuo_TSR.txt

Code:
focus = {
	id = MAN_tsr_social_research_unit
	icon = GFX_focus_JAP_expand_the_showa_research_association
	prerequisite = {
		focus = MAN_tsr_expand_the_railways
	}
	x = 2
	y = 2
	relative_position_id = MAN_tsr_invite_japanese_investors
	cost = 10
	ai_will_do = {
		factor = 8
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: Event
Component: AAT_Sweden_nationalists.23
Constructs: is_triggered_only, ai_chance, limit, is_major, set_country_flag, is_ai
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden_nationalists.23
	title = AAT_Sweden_nationalists.23.t
	desc = AAT_Sweden_nationalists.23.desc
	picture = GFX_report_event_gathering_protest
	is_triggered_only = yes
	option = {
		name = AAT_Sweden_nationalists.23.a
		ai_chance = {
			base = 10
		}
		hidden_effect = {
			set_country_flag = SWE_peace_out_when_sweden_stabs_ger_in_the_back
		}
		custom_effect_tooltip = AAT_Sweden_nationalists.23.a_tt
		if = {
			limit = {
				is_major = yes
				is_ai = yes
			}
			FROM = {
				country_event = {
					id = AAT_Sweden_nationalists.24
					hours = 2
				}
			}
		}
	} {
		name = AAT_Sweden_nationalists.23.b
		ai_chance = {
			base = 0
		}
		FROM = {
			country_event = {
				id = AAT_Sweden_nationalists.24
				hours = 2
			}
		}
	}
}
### Entity: Effect Reference
Construct: metrics
Constructs: metrics, add_tag
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## metrics
* Arguments: log_units|log_pools|player|air_mission|global|unit_assignments <days>|decision|log|file<=file_name>|tag=<country_tag>|add_tag=<country_tag>
* Not available in release build

Toggles collecting metrics
### Entity: Character
Component: POL_ignacy_moscicki
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/POL.txt

Code:
POL_ignacy_moscicki = {
	name = POL_ignacy_moscicki
	portraits = {
		army = {
			small = GFX_portrait_POL_ignacy_moscicki_small
		}
		civilian = {
			large = GFX_portrait_POL_ignacy_moscicki
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = POL_ignacy_moscicki
		available = {
			OR = {
				has_completed_focus = POL_ozon POL_dissolve_the_bbwr
			}
		}
		allowed = {
			original_tag = POL
			OR = {
				has_dlc = No Step Back Poland: United and Ready
			}
		}
		traits = {
			the_king_of_the_castle
		}
	}
	country_leader = {
		ideology = oligarchism
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_imperial_funded_universities
Constructs: prerequisite, has_government, completion_reward, allow_branch, add_research_slot
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_imperial_funded_universities
	icon = GFX_focus_PER_imperial_funded_universities
	prerequisite = {
		focus = PER_legacy_of_greatness
	}
	x = 5
	y = 1
	relative_position_id = PER_legacy_of_greatness
	cost = 10
	available = {
		has_government = neutrality
	}
	bypass = {

	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 20
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: Unit Template
Component: HOL_BC_HISTORICAL
Source: game
File: common/units/names_ships/HOL_ship_names.txt

Code:
HOL_BC_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BC
	for_countries = {
		HOL
	}
	type = ship
	ship_types = {
		ship_hull_heavy battle_cruiser
	}
	prefix = HrMs 
	fallback_name = Slagkruiser %d
	unique = {
		Van Speijk Witte de With Piet Hein Kortenaer Koningin Regentes Hertog Hendrik
	}
}
### Entity: Weather
Component: settings
Source: game
File: common/weather.txt

Code:
settings = {
	temperature = {
		temperature_variation = 2.0
		max_temperature_change = 6.0
		temperature_neighbor_smoothing = 0.3
		temperature_change_neighbor_smoothing = 0.5
		weather_extreme_cold = {
			-100.0 -12.0
		}
		weather_very_cold = {
			-12.0 -4.0
		}
		weather_very_hot = {
			20.0 28.0
		}
		weather_extreme_hot = {
			28.0 100.0
		}
	}
	mud = {
		water_gain_on_rain_light = 0.5
		water_gain_on_rain_heavy = 1.8
		water_gain_max = 200.0
		water_gain_min = 5.0
		water_gain_to_cm = 0.2
		water_dryout_temperature = {
			2.0 38.0
		}
		water_dryout_multiplier = {
			0.0005 0.4
		}
		min_temperature = -1.0
	}
	visual_mud_effects = {
		flooded
	}
	snowing = {
		snow_gain_on_snowing = 1.0
		snow_gain_on_blizzard = 5.0
		snow_gain_max = 80.0
		snow_visual_min = 128
		snow_gain_to_cm = 2.1
		snow_melt_temperature = {
			0.0 12.0
		}
		snow_melt_multiplier = {
			0.001 0.9
		}
		temperature = {
			1.0 -4.0
		}
		weather_ground_snow_medium = {
			20.0 40.0
		}
		weather_ground_snow_high = {
			40.0 1000.0
		}
	}
	arctic_water = {
		arctic_water_temperature = {
			-5.0 0.0
		}
		arctic_water_end_temperature = {
			1.0 5.0
		}
	}
	chance_increase = {
		mud = {
			15.0 0.1
		}
	}
	duration = {
		no_phenomenon = {
			5 12
		}
		rain_light = {
			5 20
		}
		rain_heavy = {
			2 15
		}
		snow = {
			5 20
		}
		blizzard = {
			2 15
		}
		sandstorm = {
			2 10
		}
	}
	performance = {
		provinces_per_update = 584
		regions_per_update = 7
		init_run_passes = 14
		texture_refresh_freq = 2.0
	}
}
### Entity: Event
Component: argentina.31
Constructs: is_triggered_only, add_opinion_modifier
Source: game
File: events/r56_argentina.txt

Code:
country_event = {
	id = argentina.31
	title = argentina.31.t
	desc = argentina.31.d
	is_triggered_only = yes
	option = {
		name = argentina.31.a
		add_opinion_modifier = {
			target = ENG
			modifier = denied_malvinas
		}
	}
}
### Entity: Scripted Trigger
Component: is_csa_state
Constructs: is_csa_state
Source: game
File: common/scripted_triggers/00_scripted_triggers.txt

Code:
is_csa_state = {
	OR = {
		state = 366 365 367 370 362 363 364 371 375 368 372
	}
}
### Entity: Event
Component: r56_afghanistan.17
Constructs: is_triggered_only, limit, has_country_flag, fire_only_once, add_corps_commander_role, has_power_balance, add_power_balance_value, set_party_name
Source: game
File: events/r56_afghanistan.txt

Code:
country_event = {
	id = r56_afghanistan.17
	picture = GFX_report_event_soviet_purge_officers_01
	title = r56_afghanistan.17.t
	desc = r56_afghanistan.17.d
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = r56_afghanistan.17.a
		if = {
			limit = {
				has_country_flag = AFG_get_vitaly_primakov
			}
			add_corps_commander_role = {
				Character = AFG_vitaly_primakov
				traits = {
					cavalry_officer trait_reckless war_hero cavalry_leader
				}
				skill = 3
				attack_skill = 3
				defense_skill = 2
				planning_skill = 2
				logistics_skill = 3
			}
		} {
			limit = {
				has_power_balance = {
					id = AFG_communist_power_balance
				}
			}
			add_power_balance_value = {
				id = AFG_communist_power_balance
				value = 0.05
				tooltip_side = AFG_khalq_side
			}
		}
		promote_character = AFG_dmitri_protopopov
		set_party_name = {
			ideology = communism
			long_name = AFG_khalq_party_long
			name = AFG_khalq_party
		}
	}
}
### Entity: Unit Leader
Component: loyalty_to_pakistan
Source: game
File: common/unit_leader/00_traits.txt

Code:
loyalty_to_pakistan = {
	type = {
		land
	}
	trait_type = personality_trait
	new_commander_weight = {
		factor = 0
	}
}
### Entity: Event
Component: palestine.15
Constructs: is_triggered_only, set_party_name
Source: game
File: events/Palestine.txt

Code:
country_event = {
	id = palestine.15
	picture = GFX_report_event_danzig_joins_nazis
	title = palestine.15.t
	desc = palestine.15.d
	is_triggered_only = yes
	option = {
		name = palestine.15.a
		set_party_name = {
			ideology = neutrality
			long_name = Hashemite Monarchy Of Palestine
			name = House Of Hashim
		}
		promote_character = {
			character = PAL_zeid_bin_hussein
			ideology = absolute_monarchism
		}
	}
}
### Entity: Idea
Component: MAC_pot
Source: game
File: common/ideas/macedonia.txt

Code:
MAC_pot = {
	picture = generic_political_advisor_europe_2
	allowed = {
		original_tag = MAC
	}
	traits = {
		prince_of_terror
	}
}