Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: sia_focus
Component: SIA_solidify_governmental_control_r56
Constructs: has_completed_focus, prerequisite, limit, has_government, add_stability, completion_reward, add_political_power, remove_chief_of_army
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_solidify_governmental_control_r56
	prerequisite = {
		focus = SIA_phibuns_takeover_r56
	}
	icon = GFX_focus_SWE_neither_death_nor_dishonor
	cost = 8
	ai_will_do = {
		base = 1
	}
	x = 2
	y = 0
	relative_position_id = SIA_towards_a_great_thai_empire_r56
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	available = {
		has_government = fascism
	}
	completion_reward = {
		country_event = {
			id = siam_r56.20
			hours = 6
		}
		effect_tooltip = {
			custom_effect_tooltip = report_reward remove_chief_of_army generic_skip_one_line_tt alternative_diplomatic_reward
			show_ideas_tooltip = SIA_phraya_songsuradet_chief
			swap_ideas = {
				remove_idea = SIA_traditionalist_opposition_r56
				add_idea = SIA_compromise_modernization_front_r56
			} {
				remove_idea = SIA_traditionalist_opposition_r56
				add_idea = SIA_united_front_against_socialism_r56
			}
			if = {
				limit = {
					NOT = {
						has_completed_focus = SIA_improve_national_education_r56
					}
				}
				add_political_power = -45
				add_stability = -0.05
				unlock_national_focus = SIA_improve_national_education_r56
				custom_effect_tooltip = generic_skip_one_line_tt
				swap_ideas = {
					remove_idea = SIA_state_of_the_civilian_wing_r56
					add_idea = SIA_nationalist_education_policies_r56
				}
			}
			else = {
				if = {
					limit = {
						has_idea = SIA_state_of_the_civilian_wing_friendly_empowered_r56
					}
					add_stability = -0.05
					swap_ideas = {
						remove_idea = SIA_state_of_the_civilian_wing_friendly_empowered_r56
						add_idea = SIA_nationalist_education_policies_r56
					}
				}
			}
			SIA_purge_liberal_ministers_r56 = yes
		}
	}
}
### Entity: Idea
Component: CHL_araucanian_aristocracy
Constructs: stability_factor, war_support_factor, production_speed_buildings_factor, removal_cost, conscription_factor, neutrality_drift
Source: game
File: common/ideas/chile.txt

Code:
CHL_araucanian_aristocracy = {
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = CHL_araucanian_aristocracy
	modifier = {
		stability_factor = 0.05
		war_support_factor = 0.1
		conscription_factor = 0.05
		production_factory_max_efficiency_factor = 0.05
		neutrality_drift = 0.08
		consumer_goods_factor = -0.1
		production_speed_buildings_factor = 0.1
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_utilize_the_royal_opulence_r56
Constructs: has_completed_focus, prerequisite, limit, add_ideas, completion_reward, add_political_power, has_focus_autohide_rule_trigger_r56, has_idea
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_utilize_the_royal_opulence_r56
	prerequisite = {
		focus = SIA_restore_the_honor_of_the_chakri_r56
	}
	icon = GFX_focus_NOR_our_royal_claims
	cost = 8
	ai_will_do = {
		base = 1
	}
	x = -2
	y = 2
	relative_position_id = SIA_restore_the_honor_of_the_chakri_r56
	offset = {
		x = 1
		y = -1
		trigger = {
			has_focus_autohide_rule_trigger_r56 = yes
			OR = {
				has_completed_focus = SIA_consolidate_the_peoples_assembly_r56 SIA_push_wichitwathakan_to_the_forefront_r56
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_political_power = 15
		if = {
			limit = {
				has_idea = SIA_crown_property_bureau_r56
			}
			swap_ideas = {
				remove_idea = SIA_crown_property_bureau_r56
				add_idea = SIA_crown_property_bureau_2_r56
			}
		}
		else = {
			add_ideas = SIA_crown_property_bureau_r56
		}
	}
}
### Entity: Character
Component: BRA_pedro_gastao
Source: game
File: common/characters/BRA.txt

Code:
BRA_pedro_gastao = {
	name = BRA_pedro_gastao
	portraits = {
		civilian = {
			large = GFX_portrait_BRA_pedro_gastao
			small = GFX_portrait_BRA_pedro_gastao_small
		}
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_escalate_industrial_policy_r56
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_escalate_industrial_policy_r56
	prerequisite = {
		focus = SIA_siamese_national_banking_bureau_r56
	}
	icon = GFX_goal_NZL_bt
	cost = 10
	ai_will_do = {
		base = 2
	}
	x = 1
	y = 2
	relative_position_id = SIA_siamese_national_banking_bureau_r56
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESOURCES
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			prioritize = {
				1134
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		SIA_upgrade_economic_intervention_r56 = yes
	}
}
### Entity: AI Strategy
Component: ai_focus_naval_FRA
Source: game
File: common/ai_focuses/FRA.txt

Code:
ai_focus_naval_FRA = {
	research = {
		naval_equipment = 5.0
		naval_doctrine = 50.0
		marine_tech = 10.0
		dd_tech = 5.0
		ca_tech = 5.0
		bc_tech = 5.0
		bb_tech = 8.0
		shbb_tech = 3.0
		tp_tech = 5.0
		cv_tech = 3.0
		ss_tech = 5.0
	}
}
### Entity: Character
Component: JAP_chuuichi_nagumo
Source: game
File: common/characters/JAP.txt

Code:
JAP_chuuichi_nagumo = {
	name = JAP_chuuichi_nagumo
	portraits = {
		navy = {
			large = GFX_portrait_JAP_chuichi_nagumo
			small = GFX_portrait_JAP_chuichi_nagumo_small
		}
	}
	navy_leader = {
		traits = {
			old_guard_navy superior_tactician lancer
		}
		skill = 3
		attack_skill = 2
		defense_skill = 3
		maneuvering_skill = 3
		coordination_skill = 2
		legacy_id = -1
	}
}
### Entity: Event
Component: WW_hungary.110
Constructs: is_triggered_only, ai_chance, add_stability, fire_only_once, add_political_power
Source: game
File: events/WUW_Hungary.txt

Code:
country_event = {
	id = WW_hungary.110
	title = WW_hungary.110.t
	desc = WW_hungary.110.desc
	picture = GFX_report_event_hungary_parliament
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = WW_hungary.110.a
		ai_chance = {
			factor = 100
		}
		add_political_power = 50
		add_stability = 0.05
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_the_iberian_social_revolution
Constructs: every_owned_state, prerequisite, limit, add_war_support, has_country_flag, add_stability, completion_reward, add_political_power
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_the_iberian_social_revolution
	prerequisite = {
		focus = POR_portugals_path_to_marxism_leninism
	}
	icon = GFX_focus_GER_the_peoples_victory
	cost = 10
	x = 0
	y = 1
	relative_position_id = POR_portugals_path_to_marxism_leninism
	completion_reward = {
		add_political_power = 50
		swap_ideas = {
			remove_idea = POR_portugals_path_to_socialism2
			add_idea = POR_the_iberian_social_revolution
		}
		effect_tooltip = {
			custom_effect_tooltip = unlocks_decision_suppress_symbols_of_portuguese_aristocracy_which_grants_tt generic_skip_one_line_tt unlocks_decision_promote_revolutionary_artwork_which_grants_tt generic_skip_one_line_tt unlocks_decision_a_new_status_for_the_colonies_which_grants_tt generic_skip_one_line_tt ITA_polizia_dell_africa_italiana_occupation_law_tt
			add_political_power = 50
			add_stability = -0.03 0.04
			add_popularity = {
				ideology = communism
				popularity = 0.05
			} {
				ideology = communism
				popularity = 0.04
			}
			add_war_support = 0.03
			if = {
				limit = {
					has_country_flag = POR_colonial_autonomy_flag
				}
			}
			else = {
				add_popularity = {
					ideology = ROOT
					popularity = -0.1
				}
			}
			every_owned_state = {
				limit = {
					is_controlled_by = ROOT
					NOT = {
						is_core_of = ROOT
						is_on_continent = europe
					}
				}
				add_compliance = 20
				add_resistance = -5
			}
		}
	}
	ai_will_do = {
		base = 5
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: IRQ_kurdistan_events.4
Constructs: is_triggered_only, ai_chance, add_ideas, fire_only_once, add_political_power
Source: game
File: events/GOE_Iraq.txt

Code:
country_event = {
	id = IRQ_kurdistan_events.4
	title = IRQ_kurdistan_events.4.t
	desc = IRQ_kurdistan_events.4.desc
	picture = GFX_report_event_generic_factory
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = IRQ_kurdistan_events.4.a
		ai_chance = {
			factor = 100
		}
		add_ideas = IRQ_trade_unions_allowed
	} {
		name = IRQ_kurdistan_events.4.b
		ai_chance = {
			factor = 100
		}
		add_political_power = -75
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_hold_joint_military_drills
Constructs: has_completed_focus, prerequisite, limit, every_country, completion_reward, is_guaranteed_by, is_in_faction_with, is_subject_of
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_hold_joint_military_drills
	icon = GFX_focus_SWE_varnplikt
	prerequisite = {
		focus = GER_offer_military_production_support GER_liberate_oppressed_people GER_build_the_eastern_bulwark
	}
	dynamic = yes
	x = 0
	y = 3
	relative_position_id = GER_liberate_oppressed_people
	cost = 10
	available = {
		any_other_country = {
			OR = {
				is_guaranteed_by = ROOT
				is_in_faction_with = ROOT
			}
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_AIR_XP FOCUS_FILTER_ARMY_XP FOCUS_FILTER_NAVY_XP
	}
	completion_reward = {
		custom_effect_tooltip = GER_hold_joint_military_drills_tt generic_skip_one_line_tt
		every_country = {
			limit = {
				exists = yes
				OR = {
					is_in_faction_with = ROOT
					is_guaranteed_by = ROOT
					is_subject_of = ROOT
					original_tag = ROOT
				} {
					original_tag = POL LIT LAT EST BLR UKR CZE SLO MOL ROM HUN TRA CRI GEO ARM AZR VGE KAL DAG CIN NOA KBK ABK BUL SIL KSH KAR FIN TUR CHU MEL TAT UDM BSK UBD NEN KOM SMI
					tag = ROOT
				}
			}
			add_timed_idea = {
				idea = GER_joint_military_drills_idea
				days = 90
			}
		}
		IF = {
			limit = {
				has_completed_focus = GER_safeguard_poland
				POL = {
					OR = {
						is_in_faction_with = ROOT
						is_guaranteed_by = ROOT
					}
				}
			}
			army_experience = 25
			air_experience = 15
		}
	}
}
### Entity: National Focus
Tree: nzl_focus
Component: NZL_join_comintern
Constructs: prerequisite, has_government, has_country_flag, completion_reward, is_subject, cancel_if_invalid
Source: game
File: common/national_focus/new_zealand.txt

Code:
focus = {
	id = NZL_join_comintern
	icon = GFX_goal_generic_alliance
	prerequisite = {
		focus = NZL_empower_the_working_class
	}
	x = 0
	y = 2
	relative_position_id = NZL_the_lee_affair
	cost = 10
	ai_will_do = {
		factor = 25
	}
	available = {
		is_subject = no
		has_government = communism
		SOV_comintern_joinable = yes
		NOT = {
			has_country_flag = britain_enforced_our_loyalty
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		SOV = {
			country_event = {
				id = tfv_new_zealand.1
			}
		}
	}
}
### Entity: Shared Focus
Tree: spr_focus
Component: SPR_PCE_leadership
Constructs: shared_focus, prerequisite, add_ideas, completion_reward, is_subject, set_politics
Source: game
File: common/national_focus/r56_political_spain_republican_shared.txt

Code:
shared_focus = {
	id = SPR_PCE_leadership
	icon = GFX_goal_support_communism
	cost = 10.0
	ai_will_do = {
		factor = 50
	}
	available = {
		is_subject = no
	}
	prerequisite = {
		focus = SPR_republican_victory
	}
	mutually_exclusive = {
		focus = SPR_psoe_leadership SPR_continue_azana_work
	}
	completion_reward = {
		set_politics = {
			ruling_party = communism
			elections_allowed = no
		}
		add_ideas = SPR_PCE_leadership
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	relative_position_id = SPR_republican_victory
	x = 5
	y = 1
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_light_ship_effort
Constructs: prerequisite, completion_reward, add_tech_bonus, dd_bonus
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_light_ship_effort
	icon = GFX_focus_generic_cruiser2
	text = GRE_light_ship_effort
	prerequisite = {
		focus = GRE_naval_construction
	}
	mutually_exclusive = {
		focus = GRE_submarine_effort
	}
	x = 3
	y = 4
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_tech_bonus = {
			name = dd_bonus
			bonus = 1
			uses = 1
			category = dd_tech
			technology = improved_light_cruiser advanced_light_cruiser
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: AI Strategy
Component: ai_historical_focus_list_ICE
Source: game
File: common/ai_focuses/ICE.txt

Code:
ai_historical_focus_list_ICE = {
	ai_national_focuses = {
		ICE_roads_program ICE_domestic_ind ICE_infr_2 ICE_coastguard ICE_recycling_programs ICE_look_away ICE_look_out ICE_sup_dem ICE_distance_den ICE_strong_neutral ICE_guarantees ICE_refine_research ICE_discoveries ICE_steel_mill ICE_national_def_force ICE_build_dock ICE_dockyards_2 ICE_sea_air ICE_train_reserves ICE_eng_defences ICE_mountain_train ICE_eng_expand_airport
	}
}
### Entity: Event
Component: malaysia.20
Constructs: is_triggered_only, ai_chance, limit, add_stability, add_opinion_modifier, set_politics, is_faction_leader, add_to_faction
Source: game
File: events/malaysia.txt

Code:
country_event = {
	id = malaysia.20
	title = malaysia.20.t
	desc = malaysia.20.desc
	is_triggered_only = yes
	option = {
		name = malaysia.20.a
		ai_chance = {
			base = 60
		}
		end_puppet = PHI
		PHI = {
			set_politics = {
				ruling_party = democratic
			}
		}
		MAL = {
			if = {
				limit = {
					is_faction_leader = yes
				}
				add_to_faction = PHI
			} {
				limit = {
					is_in_faction = no
				}
				create_faction_from_template = {
					template = faction_template_regional
					name = MALPHIINDO
					icon = GFX_faction_logo_generic_13
				}
				add_to_faction = PHI
			}
		}
	} {
		name = malaysia.20.b
		ai_chance = {
			base = 40
		}
		MAL = {
			add_opinion_modifier = {
				target = USA
				modifier = malaysian_colonialism
			}
		}
		add_stability = -0.05
	}
}
### Entity: Idea
Component: BEL_chrysler
Constructs: has_completed_focus, research_bonus, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/r56_belgium.txt

Code:
BEL_chrysler = {
	allowed = {
		OR = {
			original_tag = BEL FLA
		}
	}
	available = {
		OR = {
			AND = {
				original_tag = BEL
				has_completed_focus = BEL_motorised_support
			} {
				original_tag = FLA
				has_completed_focus = ABC_motorization_effort
			}
		}
	}
	research_bonus = {
		motorized_equipment = 0.15
	}
	traits = {
		motorized_equipment_manufacturer
	}
	equipment_bonus = {
		motorized_equipment = {
			build_cost_ic = -0.05
			instant = yes
		}
		mechanized_equipment = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
	ai_will_do = {
		factor = 0.66
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_enter_the_sterling_area
Constructs: prerequisite, has_war, completion_reward, has_subject, is_in_faction_with, has_civil_war, has_opinion, add_timed_idea
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_enter_the_sterling_area
	icon = GFX_goal_tfv_strengthen_commonwealth_ties
	x = 0
	y = 2
	prerequisite = {
		focus = COG_emergency_powers_for_pierre_ryckmans
	}
	relative_position_id = COG_emergency_powers_for_pierre_ryckmans
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_TFV_AUTONOMY FOCUS_FILTER_HISTORICAL
	}
	cost = 5
	bypass = {

	}
	available = {
		any_country_with_original_tag = {
			original_tag_to_check = BEL
			OR = {
				has_subject = ROOT
				is_in_faction_with = ROOT
			}
			has_war = yes
			has_civil_war = no
		} {
			original_tag_to_check = ENG
			has_opinion = {
				target = ROOT
				value = > 49
			}
		}
	}
	completion_reward = {
		add_timed_idea = {
			idea = COG_in_the_sterling_area
			days = 365
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_REF_38
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_REF_38 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_REF
			value = 38
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = synthetic_refinery
		value = 38
	}
}
### Entity: Idea
Component: den_norwegian_stability
Constructs: removal_cost
Source: game
File: common/ideas/r56_denmark.txt

Code:
den_norwegian_stability = {
	removal_cost = -1
	picture = generic_constitutional_guarantees
	modifier = {
		stability_weekly = 0.01
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_agrarian_socialism_old
Constructs: prerequisite, add_ideas, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_agrarian_socialism_old
	text = SOV_agrarian_socialism
	icon = GFX_goal_generic_wheat
	prerequisite = {
		focus = SOV_amnesty_for_political_opponents_old
	} {
		focus = SOV_form_solider_committees_old
	}
	x = 1
	y = 1
	relative_position_id = SOV_amnesty_for_political_opponents_old
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	completion_reward = {
		add_ideas = SOV_agrarian_socialism
		random_owned_controlled_state = {
			prioritize = {
				221
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		} {
			prioritize = {
				218
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: AI Strategy
Component: ETH_BBA_alternative_imperialist_plan
Constructs: has_country_flag, has_game_rule
Source: game
File: common/ai_strategy_plans/ETH_alternate_strategy_plan.txt

Code:
ETH_BBA_alternative_imperialist_plan = {
	name = ETH imperialist plan
	desc = 
	allowed = {
		original_tag = ETH
	}
	enable = {
		OR = {
			has_country_flag = ETH_AI_RANDOM_IMPERIAL
			has_game_rule = {
				rule = ETH_ai_behavior
				option = IMPERIAL
			}
		}
		has_DLC = By Blood Alone
	}
	abort = {

	}
	ai_national_focuses = {
		ETH_fait_accompli ETH_the_king_of_kings ETH_rally_around_the_emperor ETH_the_second_italo-ethiopian_war ETH_the_emperor_stays ETH_the_lion_stands_firm ETH_ecole_militaire_haile_selassie_1er ETH_renewed_offensive
	}
	research = {

	}
	ideas = {

	}
	traits = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/YEM_1936_nsb.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_0
			creator = YEM
		}
		requested_factories = 1
		progress = 0.25
		efficiency = 100
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_innsbruck_airbase_project
Constructs: prerequisite, completion_reward, add_building_construction
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_innsbruck_airbase_project
	icon = GFX_goal_generic_air_fighter2
	prerequisite = {
		focus = AUS_german_aeronautic_cooperation AUS_british_aeronautic_cooperation AUS_soviet_aeronautic_cooperation
	}
	relative_position_id = AUS_announce_the_new_austrian_air_force
	x = -1
	y = 2
	cost = 8
	available = {
		controls_state = 153
	}
	completion_reward = {
		153 = {
			add_building_construction = {
				type = air_base
				level = 3
				instant_build = yes
			} {
				type = bunker
				level = 2
				province = 673
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Event
Component: bftb_greece.34
Constructs: is_triggered_only, limit, has_government, random_other_country, save_event_target_as, declare_war_on, puppet_wargoal_focus, add_timed_idea
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.34
	title = bftb_greece.34.t
	desc = bftb_greece.34.desc
	picture = GFX_report_event_gre_city_siege
	is_triggered_only = yes
	option = {
		name = bftb_greece.34.a
		SOV = {
			puppet = TUR
		}
		start_civil_war = {
			ruling_party = communism
			ideology = neutrality
			size = 0.85
			capital = 797
			states = {
				797 341 340 347 339
			}
		}
		hidden_effect = {
			random_other_country = {
				limit = {
					original_tag = TUR
					has_government = neutrality
				}
				save_event_target_as = TUR_original_government
			}
			SOV = {
				declare_war_on = {
					target = event_target:TUR_original_government
					type = puppet_wargoal_focus
				}
			}
		}
	} {
		name = bftb_greece.34.b
		if = {
			limit = {
				has_government = neutrality
			}
			start_civil_war = {
				ruling_party = neutrality
				ideology = communism
				size = 0.1
				capital = 49
				states = {
					49 342 343 356 346 345 348 798 355 349 344 354 353 800 352 350
				}
			}
			add_timed_idea = {
				idea = TUR_the_battle_for_our_nations_survival
				days = 480
			}
			hidden_effect = {
				random_other_country = {
					limit = {
						original_tag = TUR
						has_government = communism
					}
					save_event_target_as = TUR_puppet_government
					load_focus_tree = {
						tree = turkish_focus
						keep_completed = no
					}
				}
				SOV = {
					declare_war_on = {
						target = TUR
						type = puppet_wargoal_focus
					}
					puppet = event_target:TUR_puppet_government
				}
			}
		}
		else_if = {
			limit = {
				has_government = fascism
			}
			start_civil_war = {
				ruling_party = fascism
				ideology = communism
				size = 0.15
				capital = 49
				states = {
					49 342 343 356 346 345 348 798 355 349 344 354 353 800 352 350
				}
			}
			add_timed_idea = {
				idea = TUR_the_battle_for_our_nations_survival
				days = 360
			}
			hidden_effect = {
				random_other_country = {
					limit = {
						original_tag = TUR
						has_government = communism
					}
					save_event_target_as = TUR_puppet_government
					load_focus_tree = {
						tree = turkish_focus
						keep_completed = no
					}
				}
				SOV = {
					declare_war_on = {
						target = TUR
						type = puppet_wargoal_focus
					}
					puppet = event_target:TUR_puppet_government
				}
			}
		} {
			limit = {
				has_government = democratic
			}
			start_civil_war = {
				ruling_party = demo
# ... (truncated)
### Entity: Name List
Component: PRU
Source: game
File: common/names/r56_names.txt

Code:
PRU = {
	male = {
		names = {
			Luis Alberto Saturnino Manuel Enrique Amaru Ernesto Paul Eduardo Enrique Ramon Cesar Isaac Juan Antonio Carlos Francisco Leonidas Pablo Aurelio Fernando Roberto Manuel Oscar Salustio Maximo Edwin Augusto Justo Cesar Mateo Inti Luis Augusto Agustin Julio Raymundo Felix
		}
	}
	female = {
		names = {
			Andrea Fernanda Francisca Emilia Susana Gabriela Camila Indira Julia Giovana Franchesca Isabella Rafaella Nelly
		}
	}
	surnames = {
		Poma Montagne Moore Ruiz Fernández Vargas Gutiérrez Ruíz De la Cruz Romero Gómez Silva Córdova Condori Castro Martínez Reyes Rivera Salazar Medina Aguilar Morales Paredes Quispe Cerro De la Torre Prado Miro Quesada Campos Zarate Delgado Villar Pobleta Clement Ballesteros Rodriguez Herrera Lynch Valdivieso Menu Marcel Zuloaga Garcia Sarmiento Velasco de Velasco Concha Lopez Benavides Oblitas Sotil Alvarado Huaman Mayca Celiz Castro Reinoso Ortega Davila Zeballos Abad Garcia y Garcia Sahuaraura Pumacahua Ugarteche Eguiguren Huillca Villaran Graña Montero Gamarra Fujimori Ikeda
	}
	callsigns = {
		Iguana Brujo Condor Inti Caballero Zancudo Arañita Tachuela Puma Otorongo Cholo
	}
}