Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: CZE_alternate_strategy_plan_entente
Constructs: has_country_flag, has_dlc, has_game_rule
Source: game
File: common/ai_strategy_plans/CZE_alternate_strategy_plan.txt

Code:
CZE_alternate_strategy_plan_entente = {
	name = CZE aims to form Entente
	desc = Let's fight good and die well!
	allowed = {
		original_tag = CZE
		has_dlc = Death or Dishonor
		NOT = {
			has_dlc = Peace For Our Time
		}
	}
	enable = {
		OR = {
			has_country_flag = CZE_AI_RANDOM_DEMOCRATIC_ALTERNATE
			has_game_rule = {
				rule = CZE_ai_behavior
				option = DEMOCRATIC_ALTERNATE
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		CZE_industrial_legacy CZE_strategy_decisions CZE_political_direction CZE_democratic_bastion CZE_balanced_1 CZE_balanced_2 CZE_an_entente_of_our_own CZE_invite_yugoslavia CZE_balanced_3 CZE_beacon_of_liberty CZE_united_population CZE_fortification_studies CZE_sudeten_1 CZE_sudeten_2 CZE_fallback_line CZE_defensive_preparations CZE_bonus_research_slot_1 CZE_invite_romania CZE_faction_tech_sharing
	}
	research = {
		industry = 30.0
		infantry_tech = 5.0
		armor = 25.0
		artillery = 18.0
		support_tech = 0
	}
	ideas = {

	}
	ai_strategy = {
		type = alliance
		id = FRA
		value = 200
	} {
		type = added_military_to_civilian_factory_ratio
		value = 15
	}
	traits = {
		captain_of_industry = 5
		war_industrialist = 5
		prince_of_terror = 0
		backroom_backstabber = 5
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
	focus_factors = {
		CZE_military_research_institute = 10
		CZE_military_aeronautical_institute = 5
		CZE_mountain_bonus = 8
		CZE_inf_and_artillery_advancement = 10
		CZE_inf_and_artillery_advancement_2 = 5
		CZE_import_foreign_bombers = 5
	}
}
### Entity: Scripted Trigger
Component: EAI_wants_to_build_aircraft
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_air_triggers.txt

Code:
EAI_wants_to_build_aircraft = {
	OR = {
		EAI_FTR_equipment_production = yes
		EAI_HFTR_equipment_production = yes
		EAI_CAS_equipment_production = yes
		EAI_TAC_equipment_production = yes
		EAI_NAV_equipment_production = yes
		EAI_MARITIME_equipment_production = yes
		EAI_STR_equipment_production = yes
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_call_for_general_strike
Constructs: prerequisite, limit, add_ideas, remove_ideas, completion_reward, has_idea, swap_ideas, remove_idea
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_call_for_general_strike
	icon = GFX_goal_generic_left_militia
	prerequisite = {
		focus = TUR_lead_the_underground_komunist_partisi
	}
	x = 0
	y = 1
	relative_position_id = TUR_lead_the_underground_komunist_partisi
	cost = 5
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = TUR_traumatized_nation
			}
			swap_ideas = {
				remove_idea = TUR_traumatized_nation
				add_idea = TUR_traumatized_nation_2
			}
		}
		else_if = {
			limit = {
				has_idea = TUR_traumatized_nation_2
			}
			swap_ideas = {
				remove_idea = TUR_traumatized_nation_2
				add_idea = TUR_traumatized_nation_3
			}
		}
		else = {
			remove_ideas = TUR_traumatized_nation_3
		}
		add_ideas = TUR_general_strike_idea
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: CZE_taticek_of_czechoslovakia
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_taticek_of_czechoslovakia = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	modifier = {
		stability_factor = 0.15
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_troop_specialization
Constructs: prerequisite, limit, completion_reward, add_tech_bonus, has_dlc, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_troop_specialization
	icon = GFX_goal_generic_special_forces
	prerequisite = {
		focus = TUR_maximize_orientation TUR_expand_recruitment
	}
	x = 1
	y = 1
	relative_position_id = TUR_maximize_orientation
	cost = 5
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = special_forces_bonus
			bonus = 0.75
			uses = 2
			category = r56_desert_infantry_tech r56_jaeger_infantry_tech r56_jungle_infantry_tech r56_marines_infantry_tech r56_mountain_infantry_tech r56_paratroops_infantry_tech r56_shock_infantry_tech
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_doctrine_cost_reduction = {
				cost_reduction = 0.5
				uses = 2
				category = special_forces_doctrine
			}
		}
		else = {
			add_tech_bonus = {
				name = special_forces_bonus
				bonus = 0.5
				uses = 2
				category = r56_special_forces_training_tech
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_EQUIPMENT
	}
}
### Entity: Character
Component: peoples_commissar_of_finance
Constructs: industrial_capacity_factory, production_speed_buildings_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
peoples_commissar_of_finance = {
	random = no
	sprite = 13
	industrial_capacity_factory = 0.15
	industrial_capacity_dockyard = 0.15
	production_speed_buildings_factor = -0.05
	industry_repair_factor = -0.05
}
### Entity: Scripted Trigger
Component: GER_should_split_SOV_front_with_ITA
Constructs: set_temp_variable, check_variable, is_ai, is_in_faction_with
Source: game
File: common/scripted_triggers/GER_scripted_triggers.txt

Code:
GER_should_split_SOV_front_with_ITA = {
	set_temp_variable = {
		num_ger_units = GER.num_armies
	} {
		num_ita_units = ITA.num_armies
	}
	check_variable = {
		num_ger_units = > 100
	} {
		num_ita_units = > 90
	}
	ITA = {
		is_ai = yes
	} {
		OR = {
			exists = no
			NOT = {
				is_in_faction_with = GER
			}
			surrender_progress = < 0.1
		}
	}
	ROM = {
		OR = {
			exists = no
			NOT = {
				is_in_faction_with = GER
			}
			surrender_progress = < 0.05
		}
	}
	HUN = {
		OR = {
			exists = no
			NOT = {
				is_in_faction_with = GER
			}
			surrender_progress = < 0.25
		}
	}
}
### Entity: Event
Component: sik.5
Constructs: is_triggered_only, limit, has_war_with, add_timed_idea
Source: game
File: events/r56_sinkiang.txt

Code:
country_event = {
	id = sik.5
	title = sik.5.t
	desc = sik.5.desc
	picture = GFX_report_generic_stepp_meeting
	is_triggered_only = yes
	hidden = yes
	option = {
		name = sik.5.a
		if = {
			limit = {
				ROOT = {
					has_war_with = SIK
				}
			}
			ROOT = {
				add_timed_idea = {
					idea = SIK_KHM_defaction
					days = 180
				}
			}
		}
	}
}
### Entity: Operation
Component: FRA_coup_in_madagascar
Constructs: has_country_flag, operation_cost, has_equipment
Source: game
File: common/operations/LaR_FRA_operations.txt

Code:
FRA_coup_in_madagascar = {
	icon = GFX_operations_coup_government
	map_icon = GFX_operations_coup_government_map
	name = FRA_coup_in_madagascar
	desc = FRA_coup_in_madagascar_desc
	days = 90
	allowed = {
		original_tag = FRA
	}
	selection_target = {
		targets = {
			FROM
		}
	}
	selection_target_state = {
		state = 543
	}
	available = {

	}
	visible = {
		has_country_flag = FRA_coup_in_madagascar_flag
		FROM = {
			controls_state = 543
		}
	}
	operatives = 1
	network_strength = 50
	equipment = {
		infantry_equipment = 5000
		support_equipment = 500
	}
	on_start = {

	}
	outcome_potential = {
		ROOT = {
			transfer_state = 543
		}
	}
	outcome_modifiers = {
		operation_outcome
	}
	cost_modifiers = {
		operation_cost
	}
	risk_modifiers = {
		operation_risk
	}
	risk_chance = 0.25
	outcome_execute = {
		VIC = {
			country_event = LaR_france_vichy_notification_events.12
		}
		ROOT = {
			transfer_state = 543
		}
	}
	phases = {
		infiltration_submarine = {
			base = 33
		}
		infiltration_paradrop = {
			base = 33
			modifier = {
				ROOT = {
					has_equipment = {
						transport_plane_equipment = < 1
					}
				}
				factor = 0.1
			}
		}
		infiltration_border = {
			base = 33
		}
	} {
		lar_fra_coup_pre_position_units = {
			base = 25
		}
	} {
		lar_fra_launch_coup = {
			base = 25
		}
	}
}
### Entity: AI Strategy
Component: EAI_default_volunteers
Constructs: send_volunteers_desire
Source: game
File: common/ai_strategy/EAI_COUNTRY_diplomacy_volunteer_strategies.txt

Code:
EAI_default_volunteers = {
	enable = {
		always = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = send_volunteers_desire
		id = Q00
		value = -5000
	} {
		type = send_volunteers_desire
		id = Q01
		value = -5000
	} {
		type = send_volunteers_desire
		id = Q02
		value = -5000
	} {
		type = send_volunteers_desire
		id = Q03
		value = -5000
	} {
		type = send_volunteers_desire
		id = Q04
		value = -5000
	} {
		type = send_volunteers_desire
		id = Q05
		value = -5000
	} {
		type = send_volunteers_desire
		id = Q06
		value = -5000
	} {
		type = send_volunteers_desire
		id = Q07
		value = -5000
	} {
		type = send_volunteers_desire
		id = Q08
		value = -5000
	} {
		type = send_volunteers_desire
		id = Q09
		value = -5000
	} {
		type = send_volunteers_desire
		id = Q0A
		value = -5000
	} {
		type = send_volunteers_desire
		id = Q0B
		value = -5000
	} {
		type = send_volunteers_desire
		id = Q0C
		value = -5000
	} {
		type = send_volunteers_desire
		id = Q0D
		value = -5000
	} {
		type = send_volunteers_desire
		id = Q0E
		value = -5000
	} {
		type = send_volunteers_desire
		id = Q0F
		value = -5000
	} {
		type = send_volunteers_desire
		id = Q0G
		value = -5000
	} {
		type = send_volunteers_desire
		id = Q0H
		value = -5000
	} {
		type = send_volunteers_desire
		id = Q0I
		value = -5000
	} {
		type = send_volunteers_desire
		id = Q0J
		value = -5000
	} {
		type = send_volunteers_desire
		id = Q0K
		value = -5000
	} {
		type = send_volunteers_desire
		id = Q0L
		value = -5000
	} {
		type = send_volunteers_desire
		id = Q0M
		value = -5000
	} {
		type = send_volunteers_desire
		id = Q0N
		value = -5000
	} {
		type = send_volunteers_desire
		id = Q0O
		value = -5000
	} {
		type = send_volunteers_desire
		id = Q0P
		value = -5000
	} {
		type = send_volunteers_desire
		id = Q0Q
		value = -5000
	} {
		type = send_volunteers_desire
		id = Q0R
		value = -5000
	} {
		type = send_volunteers_desire
		id = Q0S
		value = -5000
	} {
		type = send_volunteers_desire
		id = Q0T
		value = -5000
	} {
		type = send_volunteers_desire
		id = Q0U
		value = -5000
	} {
		type = send_volunteers_desire
		id = Q0V
		value = -5000
	} {
		type = send_volunteers_desire
		id = Q0W
		value = -5000
	} {
		type = send_volunteers_desire
		id = Q0X
		value = -5000
	} {
		type = send_volunteers_desire
		id = Q0Y
		value = -5000
	} {
		type = send_volunteers_desire
		id = Q0Z
		value = -50
# ... (truncated)
### Entity: National Focus
Tree: chl_focus
Component: CHL_destroyer_focus
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_chile.txt

Code:
focus = {
	id = CHL_destroyer_focus
	icon = GFX_goal_generic_navy_anti_submarine
	x = 13
	y = 2
	cost = 10
	prerequisite = {
		focus = CHL_surface_fleet_focus
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_tech_bonus = {
			name = fleet_in_being_bonus
			bonus = 1
			uses = 1
			category = dd_tech
		} {
			name = SPR_navy_modernization
			bonus = 1
			uses = 1
			category = asw_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_south_german_union
Constructs: prerequisite, completion_reward, set_cosmetic_tag, add_state_core, add_state_claim
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_south_german_union
	icon = GFX_goal_AUS_south_german_union
	relative_position_id = AUS_antifascist_bulwark
	x = 0
	y = 2
	prerequisite = {
		focus = AUS_antifascist_bulwark
	}
	cost = 10
	available = {
		controls_state = 52 53 39 4 152 153 1054 848
	}
	completion_reward = {
		set_cosmetic_tag = AUS_south_germany
		custom_effect_tooltip = generic_skip_one_line_tt
		add_state_core = 52 53 850 102 853 50 923
		add_state_claim = 54
	}
}
### Entity: AI Strategy
Component: ai_focus_war_production_RUT
Source: game
File: common/ai_focuses/RUT.txt

Code:
ai_focus_war_production_RUT = {
	research = {
		industry = 20.0
		construction_tech = 20.0
		electronics = 20.0
		computing_tech = 10.0
	}
}
### Entity: National Focus
Tree: lat_focus
Component: LAT_proclaim_the_peoples_republic
Constructs: prerequisite, has_government, has_country_flag, completion_reward, add_political_power
Source: game
File: common/national_focus/r56_latvia.txt

Code:
focus = {
	id = LAT_proclaim_the_peoples_republic
	icon = GFX_goal_LAT_communists_win
	prerequisite = {
		focus = LAT_coalition_with_the_communists
	}
	relative_position_id = LAT_coalition_with_the_communists
	x = 0
	y = 1
	cost = 7.15
	available_if_capitulated = yes
	available = {
		OR = {
			AND = {
				has_country_flag = LAT_communist_influence_flag
				communism = > 0.35
			}
			has_government = communism
		}
	}
	ai_will_do = {
		factor = 3
	}
	bypass = {

	}
	completion_reward = {
		country_event = {
			id = LAT_event.8
		}
		add_political_power = 100
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: arm_focus
Component: ARM_ambitious_production_quotas
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/armenia.txt

Code:
focus = {
	id = ARM_ambitious_production_quotas
	icon = GFX_goal_generic_communist_economy
	prerequisite = {
		focus = ARM_purge_the_trotskyist_dashnaks
	}
	relative_position_id = ARM_purge_the_trotskyist_dashnaks
	x = 0
	y = 2
	cost = 10
	ai_will_do = {
		factor = 6
	}
	available = {
		has_government = communism
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				230
			}
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			prioritize = {
				230
			}
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		add_ideas = r56_ROM_nationalized_industry_civ
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: AUS_ansaldo
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/austria.txt

Code:
AUS_ansaldo = {
	picture = AUS_ansaldo
	allowed = {
		original_tag = AUS
		has_dlc = Gotterdammerung
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 2
			OR = {
				has_completed_focus = AUS_bring_hungary_back_into_the_fold AUS_demand_hungarian_submission
			}
		}
	}
	available = {
		has_completed_focus = AUS_invite_foreign_tank_designers
	}
	research_bonus = {
		armor = 0.15
	}
	traits = {
		infantry_tank_manufacturer
	}
}
### Entity: Achievement
Component: the_weapons_of_the_third_emu_war
Constructs: has_country_flag, is_ironman, has_start_date, has_any_custom_difficulty_setting
Source: game
File: common/achievements.txt

Code:
the_weapons_of_the_third_emu_war = {
	id = 40
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		tag = AST
	}
	happened = {
		has_country_flag = achievement_AST_nuke_self
	}
}
### Entity: AI Strategy
Component: CHI_sea_democratic_plan
Constructs: has_country_flag, has_dlc, has_game_rule
Source: game
File: common/ai_strategy_plans/CHI_sea_alternative_strategy_plan.txt

Code:
CHI_sea_democratic_plan = {
	name = Democratic Plan
	desc = 
	allowed = {
		original_tag = CHI
		has_dlc = No Compromise, No Surrender
	}
	enable = {
		OR = {
			has_country_flag = CHI_AI_RANDOM_DEMOCRATIC_SEA
			has_game_rule = {
				rule = CHI_ai_behavior
				option = DEMOCRATIC_SEA
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		CHI_expand_academica_sinica CHI_zhonghua_minzu_focus CHI_end_military_primacy CHI_accelerate_the_tutelage CHI_avoid_another_crisis CHI_rural_reconstruction_movement_sea CHI_promote_the_national_currency CHI_the_three_year_plan CHI_invite_carsun_chang CHI_extend_compulsory_education CHI_institute_a_national_registry_of_property CHI_revive_the_chinese_action_committee CHI_apply_yandas_work CHI_give_protection_of_civil_rights CHI_unify_as_the_china_democratic_league CHI_impair_the_control_yuan CHI_infiltrate_the_examination_yuan CHI_extend_jurisdiction_to_the_provinces CHI_continue_the_ding_xian_experiment CHI_deal_with_the_shadow_elements CHI_enact_georgist_tax_reforms CHI_shifting_the_balance CHI_minquan_focus CHI_minsheng_focus CHI_minzu_focus CHI_demand_regional_adherence CHI_leverage_contacts CHI_redistribute_land CHI_military_affairs_commission_sea CHI_protracted_warfare CHI_formalize_field_promotions CHI_crackdown_on_corruption_in_recruitment CHI_fund_the_plan_domestically CHI_send_the_urban_students_to_the_countryside CHI_initiate_the_gung_ho_movement CHI_finance_cooperatives CHI_introduce_income_tax CHI_maintain_adequate_currency_reserves CHI_administer_cooperatives CHI_empower_those_that_have_lost CHI_central_steel_and_machine_works CHI_rocaf CHI_expand_the_faction CHI_spreading_the_light_of_freedom CHI_projecting_power CHI_republic_of_china_navy
	}
	research = {
		industry = 15.0
		infantry_tech = 50.0
		artillery = 8.0
		support_tech = 6.5
		naval_equipment = 0.25
	}
	ideas = {
		CHI_zou_taofen = 10
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_Bolster_Danish_Corporations
Constructs: prerequisite, limit, completion_reward, random_owned_state, is_controlled_by, is_core_of, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_Bolster_Danish_Corporations
	icon = GFX_sca_focus_danish_industry
	cost = 10
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = DEN_Danish_Autarky
	}
	x = 3
	y = 6
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	relative_position_id = DEN_DNSAP_Takeover
	completion_reward = {
		random_owned_state = {
			limit = {
				is_controlled_by = DEN
				is_core_of = DEN
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
			}
			set_state_flag = danish_company_strengthened
		} {
			limit = {
				is_controlled_by = DEN
				is_core_of = DEN
				NOT = {
					has_state_flag = danish_company_strengthened
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
			}
		}
		custom_effect_tooltip = DEN_unlock_stalvalsevaerket_tt
	}
}
### Entity: Event
Component: austria.135
Constructs: is_triggered_only, has_global_flag, has_civil_war, unlock_decision_category_tooltip, set_country_flag
Source: game
File: events/Austria.txt

Code:
country_event = {
	id = austria.135
	title = austria.135.t
	desc = austria.135.d
	picture = GFX_report_event_ITA_italian_civil_war
	trigger = {
		NOT = {
			has_global_flag = aus_dlc_focus_tree
		}
		has_civil_war = no
	}
	is_triggered_only = yes
	option = {
		name = austria.135.a
		unlock_decision_category_tooltip = AUS_intervention_italy_category
		set_country_flag = AUS_ITA_civil_war
	}
}
### Entity: National Focus
Tree: cub_focus
Component: CUB_rocket_development
Constructs: prerequisite, add_ideas, completion_reward, add_tech_bonus, add_breakthrough_progress
Source: game
File: common/national_focus/Cuba.txt

Code:
focus = {
	id = CUB_rocket_development
	icon = GFX_focus_rocketry
	prerequisite = {
		focus = CUB_air_modernisations_programme
	}
	relative_position_id = CUB_air_base_expansion
	x = 0
	y = 5
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = yes
	completion_reward = {
		air_experience = 10
		add_tech_bonus = {
			name = jet_rocket_bonus
			bonus = 0.5
			uses = 2
			category = rocketry jet_technology
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_breakthrough_progress = {
			specialization = specialization_air
			value = 0.5
		}
		add_ideas = r56_generic_rocket_idea
	}
	search_filters = {
		FOCUS_FILTER_AIR_XP FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: mtg_news.56
Constructs: is_triggered_only, create_country_leader, add_popularity, set_politics
Source: game
File: events/MTG_NewsEvents.txt

Code:
news_event = {
	id = mtg_news.56
	title = mtg_news.56.t
	desc = mtg_news.56.desc
	picture = GFX_news_event_generic_parliament
	major = yes
	is_triggered_only = yes
	option = {
		name = mtg_news.56.a
		trigger = {
			original_tag = ENG
		}
	} {
		name = mtg_news.56.b
		trigger = {
			original_tag = USA
		}
		effect_tooltip = {
			add_popularity = {
				ideology = neutrality
				popularity = 0.5
			}
			set_politics = {
				ruling_party = neutrality
				elections_allowed = no
			}
			create_country_leader = {
				name = Wallis I
				desc = POLITICS_WALLIS_I_DESC
				picture = GFX_portrait_eng_wallis_simpson
				expire = 1965.1.1
				ideology = despotism
				female = yes
				traits = {
					unpopular_monarch socialite_connections wallis_fancy_title
				}
			}
		}
	} {
		name = mtg_news.56.c
		trigger = {
			NOT = {
				original_tag = ENG
			} {
				original_tag = USA
			}
		}
	}
}
### Entity: State History
Component: 475
Constructs: add_core_of
Source: game
File: history/states/475-Chiapas.txt

Code:
state = {
	id = 475
	name = STATE_475
	manpower = 805874
	state_category = rural
	history = {
		owner = MEX
		buildings = {
			infrastructure = 2
		}
		add_core_of = MEX
		victory_points = {
			1900 3
		}
	}
	provinces = {
		1900 12753 12867
	}
	local_supplies = 0.0
}
### Entity: Event
Component: r56.news_event.20
Constructs: is_triggered_only
Source: game
File: events/r56_news_events.txt

Code:
news_event = {
	id = r56.news_event.20
	title = r56.news_event.20.t
	desc = r56.news_event.20.d
	picture = GFX_r56_news_event_sik_01
	is_triggered_only = yes
	option = {
		name = r56.news_event.20.a
		trigger = {
			OR = {
				tag = SIK KHM
			}
		}
	} {
		name = r56.news_event.20.b
		trigger = {
			OR = {
				tag = SOV CHI
			}
		}
	} {
		name = r56.news_event.20.c
		trigger = {
			NOT = {
				tag = SOV CHI KHM SIK
			}
		}
	}
}
### Entity: Event
Component: SEA_generic_events.3
Constructs: is_triggered_only, ai_chance, add_popularity
Source: game
File: events/SEA_generic_events.txt

Code:
country_event = {
	id = SEA_generic_events.3
	title = SEA_generic_events.3.t
	desc = SEA_generic_events.3.desc
	picture = GFX_report_event_eng_mosley_mussolini
	is_triggered_only = yes
	option = {
		name = SEA_generic_events.3.a
		ai_chance = {
			base = 10
		}
		add_popularity = {
			ideology = ROOT
			popularity = 0.03
		}
	}
}
### Entity: AI Strategy
Component: default_become_supreme_commander
Constructs: has_dlc, unlock_faction_commander
Source: game
File: common/ai_strategy/default.txt

Code:
default_become_supreme_commander = {
	allowed = {
		has_dlc = No Compromise, No Surrender La Resistance
	}
	enable = {
		always = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = spent_faction_initiative_priority
		id = unlock_faction_commander
		value = 2
	}
}
### Entity: Idea
Component: QUE_regional_development
Constructs: production_speed_buildings_factor
Source: game
File: common/ideas/quebec.txt

Code:
QUE_regional_development = {
	allowed = {
		original_tag = QUE
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	picture = FRA_factory_strikes
	modifier = {
		consumer_goods_factor = 0.1
		production_speed_buildings_factor = -0.1
	}
}
### Entity: Scripted Localization
Component: defined_text
Constructs: has_country_flag
Source: game
File: common/scripted_localisation/r56_MPL_scripted_localisation.txt

Code:
defined_text = {
	name = MPLGetITA
	text = {
		trigger = {
			ITA = {
				has_country_flag = MPL_support_ISR
			}
		}
		localization_key = MPL_ISR_support
	} {
		trigger = {
			ITA = {
				has_country_flag = MPL_support_PAL
			}
		}
		localization_key = MPL_PAL_support
	} {
		trigger = {
			ITA = {
				has_country_flag = MPL_not_support_PAL MPL_not_support_ISR
			}
		}
		localization_key = MPL_neutral_support
	} {
		localization_key = MPL_undecided_support
	}
}