Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: bra_focus
Component: BRA_ensure_continued_military_support
Constructs: has_completed_focus, prerequisite, add_war_support, completion_reward, add_to_variable
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_ensure_continued_military_support
	icon = GFX_focus_generic_military_dictatorship
	prerequisite = {
		focus = BRA_tribunal_de_seguranca_nacional
	}
	x = -2
	y = 1
	relative_position_id = BRA_tribunal_de_seguranca_nacional
	cost = 5
	ai_will_do = {
		factor = 15
	}
	available = {
		NOT = {
			OR = {
				has_completed_focus = BRA_estado_novo BRA_estado_moderno
			}
		}
	}
	search_filters = {

	}
	completion_reward = {
		add_war_support = 0.1
		custom_effect_tooltip = BRA_modify_aotci_ns_intro
		add_to_variable = {
			BRA_coup_neutrality_factor = 0.2
			tooltip = neutrality_drift_factor_tt
		}
	}
}
### Entity: Name List
Component: ATH
Source: game
File: common/names/tymodern_names.txt

Code:
ATH = {
	male = {
		names = {
			Adamantios Alexandros Anastasios Andreas Antonios Aristidis Athanasios Augustinos Benizelos Charalambos Charilaos Dimitrios Diomidis Eleftherios Emmanouil Epameinontas Evripidis Gennaios Georgios Ilias Ionnis Kitsos Konstantinos Kyriakos Kyriakoulis Leonidas Makarios Markos Mikhael Militiadis Nikolaos Odysseas Othon Panagiotis Pavlos Petros Sofoklis Sotiris Spyridion Spyros Staikos Stefanos Stylianos Themistoklis Theodoros Tharyvoulos Tzannis Vasos Viktor Zinovios
		}
	}
	female = {
		names = {
			Alexandra Adriane Adriana Agathe Agatha Agne Agnes Aikaterine Alexeia Anastasia Anastasia Anna Anthe Anthousa Antipatra Antonia Apollonia Athanasia Barbara Basillike Chrysogone Damiane Demetra Dionysia Dorothea Dorothy Aigidia Eirene Irene Elaiodora Epiphania Eudokia Eudocia Eudoxia Eugenia Eulalia Eunike Euphemia Euphrasia Euphrosyne Euphrosyne Eupraxia Eusebia Eustathia Evanthia Gabrielia Garyphallia Georgia Gregoria Helene Helen Ioanna Joan Ioulia Julia Iouliana Juliana Ioustina Justina Kale Konstantia Constantia Konstantine Constantina Kyra Kyriake Hypatia Zoe
		}
	}
	surnames = {
		Altanis Charalambis Christakis-Zografos Danglis Dousmanis Foumis Gonatas Hatzianestis Kallergis Kanaris Katsimiros Kolokotronis Kondylis Kountouriotis Kriezis Makriyannis Manos Mavrocordatos Mavrovouniotis Metaxas Mouskos Nider Othonaios Palaskas Pangalos Papadiamantopoulos Papadopoulos Papagos Papoulas Parakevopouolos Plapoutas Plastiras Sapountzakis Sarafis Smolenskis Sofoulis Soutsos Spyromilios Staikopoulos Stanotas Trikoupis Tsakalotos Tsolakoglou Tzavelas Vassos Venizelos Voulgaris Zaimis Zymvrakakis
	}
	callsigns = {
		Zeus Hera Poseidon Ares Athena Aphrodite Hermes Hades Apollo
	}
}
### Entity: Modding Documentation
Construct: potential_and_current_enemies
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### potential_and_current_enemies
* description: array of potential and actual enemies
### Entity: Event
Component: mtg_britain.31
Constructs: is_triggered_only, add_ai_strategy
Source: game
File: events/MTG_Britain.txt

Code:
country_event = {
	id = mtg_britain.31
	title = mtg_britain.31.t
	desc = mtg_britain.31.d
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = excellent
		diplomatic_relation = {
			country = GER
			relation = non_aggression_pact
			active = yes
		}
		hidden_effect = {
			FROM = {
				add_ai_strategy = {
					type = antagonize
					id = ROOT
					value = -200
				}
			}
			add_ai_strategy = {
				type = antagonize
				id = FROM
				value = -200
			}
			news_event = {
				id = mtg_news.22
				days = 1
			}
		}
	}
}
### Entity: Idea
Component: POL_Strict_Equipment_Standards
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/r56_poland.txt

Code:
POL_Strict_Equipment_Standards = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {

	}
	picture = POL_strict_equipment_regulations
	equipment_bonus = {
		infantry_equipment = {
			build_cost_ic = 0.05
			reliability = 0.05
			instant = yes
		}
	}
}
### Entity: Effect Reference
Construct: event_option_tooltip
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## event_option_tooltip

* Supported Scopes: any
* Supported Targets: none

```
Shows the tooltip text of an event option in other tooltips(root and from scopes are swapped).
Example:
event_option_tooltip = mtg_usa_civil_war_fascists.1.a
```
### Entity: National Focus
Tree: chl_focus
Component: CHL_crusade_against_imperialism
Constructs: prerequisite, limit, add_ideas, has_government, every_country, add_opinion_modifier, completion_reward, is_controlled_by
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_crusade_against_imperialism
	icon = GFX_goal_tfv_saf_anti_colonialist_crusade
	relative_position_id = CHL_union_of_american_indigenous_peoples
	x = 0
	y = 2
	cost = 10
	prerequisite = {
		focus = CHL_union_of_american_indigenous_peoples
	} {
		focus = CHL_taking_back_patagonia
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 1.5
	}
	available = {
		all_owned_state = {
			is_controlled_by = ROOT
		}
		is_subject = no
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_POLITICAL FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		add_ideas = CHL_crusade_against_imperialism_idea
		custom_effect_tooltip = CHL_skip_one_line_tt CHL_skip_one_line_tt CHL_crusade_against_imperialism_tt
		every_country = {
			limit = {
				OR = {
					AND = {
						NOT = {
							has_government = communism
						}
						OR = {
							original_tag = FRA ENG HOL
						}
					}
					capital_scope = {
						is_on_continent = south_america
					} {
						is_on_continent = north_america
					}
				}
				NOT = {
					OR = {
						tag = ROOT
						is_subject_of = ROOT
						is_in_faction_with = ROOT
					}
				}
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = CHL_crusading_against_imperialism
			}
		}
		hidden_effect = {
			news_event = {
				id = CHL_news_events.4
				days = 2
				random_days = 5
			}
		}
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_increase_maritime_trade
Constructs: add_equipment_to_stockpile, prerequisite, limit, completion_reward, is_coastal, is_subject, add_to_variable, random_controlled_state
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_increase_maritime_trade
	icon = GFX_focus_generic_merchant_fleet
	prerequisite = {
		focus = DEN_increase_industrial_production
	}
	relative_position_id = DEN_import_machinery_and_material
	x = 3
	y = 3
	cost = 10
	bypass = {

	}
	available = {
		any_controlled_state = {
			is_coastal = yes
		}
		is_subject = no
	}
	ai_will_do = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		add_equipment_to_stockpile = {
			type = convoy
			amount = 50
			producer = DEN
		}
		add_to_variable = {
			DEN_industrial_improvement_tracker_var = 2
		} {
			DEN_industrial_capabilities_ship_repair = 0.1
			tooltip = repair_speed_factor_tt
		}
		DEN_improve_industrial_capabilities_NS = yes
		random_controlled_state = {
			limit = {
				is_fully_controlled_by = ROOT
				is_coastal = yes
				free_building_slots = {
					building = dockyard
					size = > 0
					include_locked = yes
				}
			}
			prioritize = {
				911 99 37 912
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Achievement
Component: somehow_he_has_returned
Constructs: has_country_flag, is_ironman, has_start_date, has_any_custom_difficulty_setting
Source: game
File: common/achievements.txt

Code:
somehow_he_has_returned = {
	id = 200
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		tag = ARG
	}
	happened = {
		has_country_flag = ARG_worst_timeline_flag
	}
}
### Entity: Event
Component: DOD_hungary.155
Constructs: is_triggered_only
Source: game
File: events/DOD_Hungary.txt

Code:
country_event = {
	id = DOD_hungary.155
	title = DOD_hungary.155.t
	desc = DOD_hungary.155.desc
	picture = GFX_report_event_fighters
	is_triggered_only = yes
	option = {
		name = DOD_hungary.155.a
	}
}
### Entity: Idea
Component: PAL_armed_resistance_decree_idea
Constructs: army_defence_factor, stability_factor, removal_cost
Source: game
File: common/ideas/palestine.txt

Code:
PAL_armed_resistance_decree_idea = {
	picture = chi_war_of_resistance2
	allowed = {
		tag = PAL
	}
	available = {

	}
	cancel = {

	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	modifier = {
		stability_factor = -0.15
		army_core_attack_factor = 0.1
		army_defence_factor = 0.1
		army_org_factor = -0.05
	}
}
### Entity: Country History
Country: HON
Component: HON_misc
Constructs: set_technology, add_political_power, set_country_flag, set_convoys, add_command_power, complete_national_focus, set_grand_doctrine, complete_special_project
Source: game
File: history/countries/HON - Honduras.txt

Code:
# Misc for HON
capital = 312
set_country_flag = monroe_doctrine
set_convoys = 10
1939.1.1 = {
	add_political_power = 1198
	add_command_power = 100
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort naval_effort flexible_navy industrial_effort construction_effort production_effort
	oob = HON_1939
	set_technology = {
		infantry_weapons1 = 1
		electronic_mechanical_engineering = 1
		radio = 1
		mechanical_computing = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		fuel_silos = 1
		construction1 = 1
		construction2 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
	}
	set_grand_doctrine = grand_battleplan new_fleet_in_being new_strategic_destruction
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
{
	set_politics = {
		ruling_party = democratic
		last_election = 1936.3.28
		election_frequency = 48
		elections_allowed = yes
	}
}
### Entity: Decision
Component: economy_decisions
Constructs: has_completed_focus, limit, is_core_of, complete_effect, random_owned_controlled_state, add_extra_state_shared_building_slots
Source: game
File: common/decisions/USA.txt

Code:
economy_decisions = {
	USA_communal_domain = {
		icon = generic_operation
		available = {
			any_controlled_state = {
				is_core_of = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
		}
		visible = {
			has_completed_focus = USA_communal_property_act
		}
		cost = 50
		ai_will_do = {
			factor = 1
		}
		days_re_enable = 90
		complete_effect = {
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = industrial_complex
						size = > 1
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 1
			}
		}
	}
}
### Entity: Decision
Component: ENG_narvik_crisis_cat
Constructs: has_completed_focus, limit, has_war_with, add_war_support, has_country_flag, add_stability, add_opinion_modifier, fire_only_once
Source: game
File: common/decisions/ENG.txt

Code:
ENG_narvik_crisis_cat = {
	ENG_narvik_crisis = {
		icon = generic_operation
		available = {
			OR = {
				GER = {
					has_war_with = NOR
				}
				NOR = {
					any_core_state = {
						controller = {
							original_tag = GER
						}
					}
				}
			} {
				144 = {
					is_controlled_by = ROOT
				}
				any_allied_country = {
					controls_state = 144
				}
			}
			SWE = {
				NOT = {
					has_war_with = ROOT
				} {
					has_war_with = NOR
				} {
					has_war_with = GER
				}
				exists = yes
				is_subject = no
			}
			NOR = {
				OR = {
					is_in_faction_with = ROOT
					has_capitulated = yes
					exists = no
				}
			}
			divisions_in_state = {
				state = 144
				size = > 3
			}
		}
		fire_only_once = yes
		cost = 10
		complete_effect = {
			SWE = {
				add_opinion_modifier = {
					target = PREV
					modifier = SWE_ENG_invaded_swe
				} {
					target = PREV
					modifier = SWE_ENG_invaded_swe_opinion
				}
			} {
				country_event = {
					id = AAT_britain_narvik.2
					hours = 1
				}
			}
			declare_war_on = {
				target = SWE
				type = liberate_wargoal
			}
			144 = {
				controller = {
					if = {
						limit = {
							controller = {
								is_in_faction_with = ROOT
							}
						}
						declare_war_on = {
							target = SWE
							type = liberate_wargoal
						}
						if = {
							limit = {
								controller = {
									NOT = {
										has_war_with = SWE
									}
								}
							}
							ROOT = {
								set_variable = {
									ENG_narvik_controller = PREV
								}
							}
						}
					}
				}
			}
			GER = {
				country_event = {
					id = AAT_britain_narvik.2
					hours = 1
				}
			}
			activate_mission = ENG_explode_the_swedish_iron_ore_mine
			hidden_effect = {
				set_country_flag = ENG_activated_plan_rfour
			}
		}
		ai_will_do = {
			base = 0
			modifier = {
				is_historical_focus_on = no
				OR = {
					has_completed_focus = ENG_no_further_appeasement uk_scandinavian_focus
				}
				NOR = {
					is_ai = yes
				}
				add = 1
			}
		}
	}
	ENG_narvik_crisis_blow_up_mines = {
		icon = generic_operation
		available = {
			OR = {
				controls_province = 3095
				any_allied_country = {
					controls_province = 3095
				}
			} {
				controls_province = 11155
				any_allied_country = {
					controls_province = 11155
				}
			} {
				has_active_mission = ENG_explode_the_swedish_iron_ore_mine
				has_war_with = SWE
			}
		}
		v
# ... (truncated)
### Entity: Character
Component: CRI_ilyas_tarkhan
Source: game
File: common/characters/CRI.txt

Code:
CRI_ilyas_tarkhan = {
	name = Ilyas Tarkhan
	portraits = {
		civilian = {
			large = GFX_portrait_Ilyas_Tarkhan
		}
	}
	country_leader = {
		ideology = leninism
		expire = 1940.1.1.1
		id = -1
	}
}
### Entity: Order of Battle
Component: air_wing_107
Source: game
File: history/units/YUG_1939_air_legacy.txt

Code:
air_wings = {
	107 = {
		fighter_equipment_1 = {
			owner = YUG
			amount = 48
		}
		tac_bomber_equipment_1 = {
			owner = YUG
			amount = 60
		}
	}
}
### Entity: Character
Component: BRD_acas
Source: game
File: common/characters/BRD.txt

Code:
BRD_acas = {
	advisor = {
		slot = high_command
		idea_token = BRD_acas
		ledger = air
		allowed = {
			original_tag = BRD
		}
		traits = {
			air_close_air_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_2
		}
	}
}
### Entity: National Focus
Tree: spa_focus
Component: SPA_expand_the_war_industry
Constructs: prerequisite, limit, has_government, is_major, completion_reward, is_in_faction_with, complete_tooltip, every_state
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPA_expand_the_war_industry
	available = {
		any_country = {
			is_in_faction_with = ROOT
			has_government = fascism
			is_major = yes
		}
	}
	bypass = {

	}
	prerequisite = {
		focus = SPA_support_the_war_industry SPA_expand_the_axis_gold_trade
	}
	icon = GFX_goal_generic_construct_mil_factory
	x = 1
	y = 1
	relative_position_id = SPA_support_the_war_industry
	cost = 10
	available_if_capitulated = yes
	complete_tooltip = {
		every_state = {
			limit = {
				has_state_flag = SPA_expand_the_war_industry_2mil
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 1
				}
				is_core_of = ROOT
			}
			set_state_flag = SPA_expand_the_war_industry_2mil
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 1
				}
				is_core_of = ROOT
				NOT = {
					has_state_flag = SPA_expand_the_war_industry_2mil
				}
			}
			set_state_flag = SPA_expand_the_war_industry_2mil
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_sophistry_and_science
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/greece.txt

Code:
focus = {
	id = GRE_sophistry_and_science
	icon = GFX_focus_research2
	prerequisite = {
		focus = GRE_connecting_our_prefectures
	}
	x = 0
	y = 1
	relative_position_id = GRE_connecting_our_prefectures
	cost = 10
	ai_will_do = {
		base = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_ideas = GRE_sophistry_and_science_idea
	}
}
### Entity: Idea
Component: UZB_ncm
Source: game
File: common/ideas/uzbekistan.txt

Code:
UZB_ncm = {
	picture = generic_navy_asia_3
	allowed = {
		original_tag = UZB
	}
	traits = {
		navy_chief_maneuver_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Order of Battle
Component: Nacistas Militia #7
Constructs: division_template
Source: game
File: history/units/r56_chile_major_uprising.txt

Code:
division = {
	name = Nacistas Militia #7
	location = 8222
	division_template = Nacistas
	start_equipment_factor = 1
	start_experience_factor = 0.15
}
### Entity: Event
Component: tsr_manchukuo.4
Constructs: is_triggered_only, ai_chance, add_stability
Source: game
File: events/TSR_Manchukuo.txt

Code:
country_event = {
	id = tsr_manchukuo.4
	title = tsr_manchukuo.4.t
	desc = tsr_manchukuo.4.desc
	picture = GFX_report_event_chinese_japanese_handshake
	is_triggered_only = yes
	option = {
		name = tsr_manchukuo.4.a
		ai_chance = {
			base = 10
		}
		add_stability = -0.025
	}
}
### Entity: Event
Component: mtg_news.36
Constructs: is_triggered_only, has_government
Source: game
File: events/MTG_NewsEvents.txt

Code:
news_event = {
	id = mtg_news.36
	title = mtg_news.36.t
	desc = mtg_news.36.desc
	picture = GFX_news_event_generic_sign_treaty3
	major = yes
	is_triggered_only = yes
	option = {
		name = mtg_news.36.a
		trigger = {
			original_tag = ENG
		}
	} {
		name = mtg_news.36.b
		trigger = {
			AND = {
				has_government = communism
				original_tag = SOV
			}
		}
	} {
		name = mtg_news.36.c
		trigger = {
			NOT = {
				original_tag = ENG
			} {
				AND = {
					has_government = communism
					original_tag = SOV
				}
			}
			has_government = communism
		}
	}
}
### Entity: Modifier Reference
Construct: usage
Source: vanilla_docs
File: common/ai_strategy/_documentation.md

Doc:
## Examples of AI strategy usage

The general structure of an AI strategy looks like this
```
name_of_strategy = {

	# For which countries is this AI strategy allowed? Used as a first-step filter, avoid expensive triggers.
	allowed = {  # Country scope
		original_tag = ENG
	}

	# Under what conditions should this AI strategy activate?
	enable = {  # Country scope
		date > 1938.1.1
	}

	# Under what conditions should this AI strategy deactivate?
	# Although optional, it's highly recommended to always include either an `abort` or `abort_when_not_enabled` statement.
	# In the rare case where the AI strategy legit should never deactivate, use `abort = { always = no }` to explicitly state that.
	abort = {  # Country scope
		num_of_military_factories > 30
	}
	# abort_when_not_enabled = yes  # if active, will deactivate as soon as `enable` is no longer true

	# Any number of ai_strategy entries that are active while this AI strategy is active.
	ai_strategy = { <...> }
	ai_strategy = { <...> }
}
```
### Entity: National Focus
Tree: isr_focus
Component: ISR_herzl_followers
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_herzl_followers
	icon = GFX_goal_ISR_herzl
	relative_position_id = ISR_centre
	x = 0
	y = 2
	prerequisite = {
		focus = ISR_campaign_women
	} {
		focus = ISR_appeal_middle_class
	} {
		focus = ISR_lean_hatzohar ISR_lean_mapai
	}
	cost = 3
	completion_reward = {
		custom_effect_tooltip = ISR_marginally_strengthen_general ISR_marginally_strengthen_new_aliyah
		add_to_variable = {
			ISR_general_zionists_max_seats = 2
		} {
			ISR_general_zionists_min_seats = 2
		} {
			ISR_new_aliyah_max_seats = 2
		} {
			ISR_new_aliyah_min_seats = 2
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_stalin_constitution
Constructs: prerequisite, completion_reward, add_political_power, has_country_leader
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_stalin_constitution
	icon = GFX_goal_stalin
	prerequisite = {
		focus = SOV_great_purge
	}
	relative_position_id = SOV_great_purge
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	bypass = {
		NOT = {
			has_country_leader = {
				ruling_only = yes
				name = Iosif Stalin
			}
		}
	}
	available_if_capitulated = yes
	completion_reward = {
		add_political_power = 300
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Game Data
Component: Motorized
Source: game
File: common/units/names_divisions/BRA_names_divisions.txt

Code:
BRA_MOT_01 = 
{
	name = "Motorized Division"

	for_countries = { BRA ANG GNB MZB }				# Also includes releasable Portuguese colonlies

	can_use = { always = yes }

	division_types = { "motorized" }

	# Number reservation system will tie to another group.
	link_numbering_with = { BRA_INF_01 }

	fallback_name = "%da Div. de Infantaria Motorizada"

	# Names with numbers (only one number per entry). 
	# It's okay to have gaps in numbering.
	ordered =
	{
		1 = { "%da Div. de Infantaria Motorizada" }
		2 = { "%da Div. de Infantaria Motorizada" }
		3 = { "%da Div. de Infantaria Motorizada" }
		4 = { "%da Div. de Infantaria Motorizada" }
		5 = { "%da Div. de Infantaria Motorizada" }
		6 = { "%da Div. de Infantaria Motorizada" }
		7 = { "%da Div. de Infantaria Motorizada" }
		8 = { "%da Div. de Infantaria Motorizada" }
		9 = { "%da Div. de Infantaria Motorizada" }
		10 = { "%da Div. de Infantaria Motorizada" }
	}
}
### Entity: Event
Component: britain.17
Constructs: add_ideas, remove_ideas, has_country_flag, fire_only_once, has_dlc
Source: game
File: events/Britain.txt

Code:
country_event = {
	id = britain.17
	title = britain.17.t
	desc = britain.17.d
	picture = GFX_report_event_generic_sign_treaty2
	trigger = {
		tag = ENG
		has_country_flag = ENG_king_died
		date = > 1936.12.1
		NOT = {
			has_dlc = Man the Guns
		}
	}
	fire_only_once = yes
	mean_time_to_happen = {
		days = 14
	}
	immediate = {
		hidden_effect = {
			remove_ideas = ENG_king_edward
			add_ideas = ENG_george_vi
		}
	}
	option = {
		name = britain.17.a
		effect_tooltip = {
			remove_ideas = ENG_king_edward
			add_ideas = ENG_george_vi
		}
	}
}
### Entity: Event
Component: r56_manchuria.33
Constructs: is_triggered_only, add_war_support
Source: game
File: events/r56_manchukou.txt

Code:
country_event = {
	id = r56_manchuria.33
	title = r56_manchuria.33.t
	desc = r56_manchuria.33.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = r56_manchuria.33.a
		add_war_support = -0.02
	}
}
### Entity: Idea
Component: TMS_communist_guy
Constructs: has_government
Source: game
File: common/ideas/turkmenistan.txt

Code:
TMS_communist_guy = {
	picture = generic_political_advisor_asia_3
	allowed = {
		original_tag = TMS
	}
	traits = {
		communist_revolutionary
	}
	do_effect = {
		NOT = {
			has_government = communism
		}
	}
	ai_will_do = {
		factor = 0
	}
}