Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: MEX_dionisio_navarro_anguiano
Source: game
File: common/characters/MEX.txt

Code:
MEX_dionisio_navarro_anguiano = {
	name = MEX_dionisio_navarro_anguiano
	portraits = {
		army = {
			large = GFX_portrait_MEX_dionisio_navarro_anguiano
			small = GFX_portrait_MEX_dionisio_navarro_anguiano_small
		}
	}
}
### Entity: Idea
Component: htk_orlogsvaerftet
Constructs: research_bonus
Source: game
File: common/ideas/denmark.txt

Code:
htk_orlogsvaerftet = {
	picture = generic_air_manufacturer_3
	allowed = {
		original_tag = DEN
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		light_aircraft_manufacturer
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Effect Reference
Construct: clear_division_template_cap
Constructs: division_template, clear_division_template_cap
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## clear_division_template_cap

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Clears division cap for a division template
Example: clear_division_template_cap = { division_template = <name>  }
```
### Entity: AI Strategy
Component: EAI_BUILDING_construction_SILO_22
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_SILO_22 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_SILO
			value = 22
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = fuel_silo
		value = 22
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_610
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_610 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 610
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 610
	}
}
### Entity: Modifier Reference
Component: HBC_three_principles_of_the_nation
Constructs: research_speed_factor, has_government, army_attack_factor, remove_trigger, conscription_factor
Source: game
File: common/dynamic_modifiers/r56_china_and_co_dm.txt

Code:
HBC_three_principles_of_the_nation = {
	remove_trigger = {
		NOT = {
			has_government = fascism
		}
	}
	enable = {
		always = yes
	}
	icon = GFX_idea_EST_vaps_3
	political_power_factor = HBC_tp_pp
	conscription_factor = HBC_tp_rp
	command_power_gain_mult = HBC_tp_cp
	army_attack_factor = HBC_tp_aa
	army_core_attack_factor = HBC_tp_ca
	army_core_defence_factor = HBC_tp_cd
	research_speed_factor = HBC_tp_rs
	local_resources_factor = HBC_tp_re
}
### Entity: National Focus
Tree: ger_focus
Component: GER_ally_white_russian_forces
Constructs: division_template, prerequisite, limit, add_ideas, has_government, completion_reward, has_civil_war, every_possible_country
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_ally_white_russian_forces
	icon = GFX_focus_SOV_the_true_tsars
	prerequisite = {
		focus = GER_offer_military_production_support GER_liberate_oppressed_people GER_build_the_eastern_bulwark
	}
	x = 2
	y = 2
	relative_position_id = GER_liberate_oppressed_people
	cost = 10
	available = {
		SOV = {
			has_government = communism
			has_civil_war = no
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MILITARY_CHARACTER FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		IF = {
			limit = {
				SOV = {
					has_government = communism
					has_civil_war = no
				}
				DON = {
					exists = no
				}
				KUB = {
					exists = no
				}
			}
			custom_effect_tooltip = GER_andrey_shckuro_and_pyotr_krasnov_join_tt generic_skip_one_line_tt
			hidden_effect = {
				every_possible_country = {
					limit = {
						has_character = SOV_andrey_shkuro
					}
					SOV_andrey_shkuro = {
						clr_character_flag = SOV_exiled_flag SOV_exiled_army_leader
					}
					set_nationality = {
						target_country = ROOT
						character = SOV_andrey_shkuro
					}
				} {
					limit = {
						has_character = SOV_pyotr_krasnov
					}
					SOV_pyotr_krasnov = {
						clr_character_flag = SOV_exiled_flag SOV_exiled_army_leader
					}
					set_nationality = {
						target_country = ROOT
						character = SOV_pyotr_krasnov
					}
				}
			}
		}
		add_manpower = 15000
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
		custom_effect_tooltip = GER_white_russian_exiles_divisions_recruitment_tt generic_skip_one_line_tt
		hidden_effect = {
			delete_unit_template_and_units = {
				division_template = Kosaken-Kavallerie-Division
				disband = yes
			} {
				division_template = Russische Befreiungsarmee
				disband = yes
			}
			division_template = {
				name = Kosaken-Kavallerie-Division
				division_names_group = GER_CAV_01
				template_counter = 106
				regiments = {
					cavalry = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 0
						y = 2
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					} {
						x = 1
						y = 2
					}
				}
				support = {
					recon = {
						x = 0
						y = 0
					}
					artillery = {
						x = 0
						y = 1
					}
				}
			} {
				name = Russische Befreiungsarmee
				division_names_group = GER_INF_01
				template_counter = 49
				regiments = {
					infantry =
# ... (truncated)
### Entity: Idea
Component: AUS_success_of_austrofascism
Constructs: stability_factor, war_support_factor, has_government, has_country_leader, removal_cost, fascism_drift
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_success_of_austrofascism = {
	picture = AUS_austrofascism_success
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
		NOT = {
			has_country_leader = {
				character = AUS_josef_leopold
				ruling_only = yes
			} {
				character = AUS_arthur_seyss_inquart
				ruling_only = yes
			}
		}
	}
	removal_cost = -1
	modifier = {
		political_power_factor = 0.15
		war_support_factor = 0.1
		fascism_drift = 0.02
		drift_defence_factor = 0.1
		stability_factor = 0.1
		army_core_defence_factor = 0.05
	}
}
### Entity: Character
Component: AUS_karl_eglseer
Source: game
File: common/characters/AUS.txt

Code:
AUS_karl_eglseer = {
	name = AUS_karl_eglseer
	portraits = {
		army = {
			large = GFX_portrait_AUS_karl_eglseer
			small = GFX_portrait_AUS_karl_eglseer_small
		}
	}
	corps_commander = {
		traits = {
			trickster trait_mountaineer
		}
		skill = 3
		attack_skill = 2
		defense_skill = 3
		planning_skill = 3
		logistics_skill = 2
		legacy_id = -1
		visible = {

		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_stalins_cult_of_personality_old
Constructs: has_completed_focus, prerequisite, completion_reward, add_political_power, unlock_propaganda_campaign_tt, unlock_decision_tooltip
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_stalins_cult_of_personality_old
	text = SOV_stalins_cult_of_personality
	icon = GFX_focus_SOV_stalins_cult_of_personality
	prerequisite = {
		focus = SOV_stalin_constitution
	}
	available = {
		has_completed_focus = SOV_expand_the_agitprop_old
	}
	x = 0
	y = 3
	relative_position_id = SOV_stalin_constitution
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		add_political_power = 25
		custom_effect_tooltip = unlock_propaganda_campaign_tt propaganda_campaign_requirement_tt
		unlock_decision_tooltip = SOV_propaganda_stalin
	}
	search_filters = {
		FOCUS_FILTER_ESPIONAGE
	}
}
### Entity: Unit Leader
Component: submarine_officer
Constructs: has_idea, has_dlc
Source: game
File: common/unit_leader/00_traits.txt

Code:
submarine_officer = {
	type = navy
	trait_type = personality_trait
	country_trigger = {
		NOT = {
			OR = {
				has_idea = best_of_the_best_naval_academy_spirit naval_academy_scholarships_spirit SOV_purged_junior_navy_officers_3
			}
		}
	}
	allowed_ship_equipments = {
		ship_hull_submarine
	}
	trait_xp_factor = {
		seawolf = 0.5
		spotter = 0.5
	}
	new_commander_weight = {
		factor = 1
		modifier = {
			FROM = {
				has_idea = best_of_the_best_naval_academy_spirit
			}
			factor = 0
		} {
			FROM = {
				has_idea = naval_academy_scholarships_spirit
			}
			factor = 0
		} {
			FROM = {
				has_idea = SOV_purged_junior_navy_officers_3
			}
			factor = 0
		} {
			FROM = {
				has_dlc = Thunder at Our Gates
			}
			factor = 0
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: AI Strategy
Component: JAP_area_priority
Source: game
File: common/ai_strategy/JAP.txt

Code:
JAP_area_priority = {
	allowed = {
		original_tag = JAP
	}
	enable = {
		always = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = area_priority
		id = europe
		value = 20
	} {
		type = area_priority
		id = scandinavia
		value = -30
	} {
		type = area_priority
		id = north_america
		value = 50
	} {
		type = area_priority
		id = south_america
		value = 50
	} {
		type = area_priority
		id = asia
		value = 100
	} {
		type = area_priority
		id = middle_east
		value = 30
	} {
		type = area_priority
		id = suez
		value = 20
	} {
		type = area_priority
		id = africa
		value = -60
	} {
		type = area_priority
		id = pacific
		value = 80
	} {
		type = area_priority
		id = oceania
		value = 80
	}
}
### Entity: Name List
Component: GEO
Source: game
File: common/names/00_names.txt

Code:
GEO = {
	male = {
		names = {
			Aleksandre Avtandil Besarion Butchu Datiko Davit Egnate Evgeni Filipp Giorgi Grigol Gulichino Iakob Ioseb Iosef Irakli Kalenike Kale Karlo Lavrenti Mikheil Niko Nikoloz Noe Pavel Polikarp Kandid Radjeb Shalva Semon Sergo Silibistro Tamaz Varlam Valiko Zurab
		}
	}
	female = {
		names = {
			Alexandra Ana Ekaterine Ketevan Kato Kristine Ladia Manana Mariam Mariko Maia Marta Nana Natela Natia Nina Nino Sephora Tamar
		}
	}
	surnames = {
		Abkhazivili Amilakhvari Amirejibi Bagration Berdzenishvili Beria Beridze Bolkvadze Charkviani Chkheidze Cherkezishvili Chikovani Dzjughasjvili Eliava Eristavi Galogre Gegechkori Geladze Gelashvili Giorgadze Jaqeli Jibladze Jolbordi Jugheli Kapanadze Kartvelishvili Kavtaradze Koreneva Kvaratskhelia Kvinitadze Lapachi Lomidze Lordkipanidze Machabeli Makharadze Mdivani Megrelishvili Molodini Mukhrani Ninoshvili Nozadze Orbeli Ordzhonikidze Prangishvili Ramishvili Sharashidze Shermadini Sivisive Somkhishivili Surameli Svanidze Tsereteli Tsiklauri Zhordania
	}
	callsigns = {

	}
}
### Entity: Operation
Component: targeted_sabotage_organize_more_meetings
Source: game
File: common/operation_phases/lar_targeted_sabotage.txt

Code:
targeted_sabotage_organize_more_meetings = {
	name = targeted_sabotage_organize_more_meetings
	desc = targeted_sabotage_organize_more_meetings_desc
	outcome = targeted_sabotage_organize_more_meetings_outcome
	picture = GFX_phase_targeted_sabotage_organize_more_meetings
	icon = GFX_phase_targeted_sabotage_organize_more_meetings_small
	equipment = {

	}
}
### Entity: Name List
Component: GNB
Source: game
File: common/names/00_names.txt

Code:
GNB = {
	male = {
		names = {
			Abdulai Adelino Adiato Adilson Adul Alamara Alfredo Amarildo Amilcar Antonio Aristides Artur Baciro Bubo Caetano Carlos Cipriano Constantino Faustino Fernando Flora Francisco Helder Henrique Holder Ibraima Joao Jose Kimi Kumba Luis Malam Mamadi Mamadu Manuel Mario Martinho Mohamed Raimundo Rogerio Rui Soares Talata Vasco Verissimo Victor Zamora
		}
	}
	female = {
		names = {
			Carmen Domingas Eneida Graciela Jacira Maria
		}
	}
	surnames = {
		Almeida Arlete Balde de Barros na Bissign Cabral Cassama Correia da Costa Dabo Dja Djabate Djalo Embalo Fadul Gomes Herbert Iala Imbali Indjai Induta Kabi Kuruma Maria Marta Martins Mendes Mendonca Monteiro Nandigna Nhamadjo Nhasse N'Tchama Pereira Pires Proenca Queita Queta Rosa Sambu Sanha Schwarz Seabra Sila da Silva Tchuto Teixeira Togna Vieira
	}
	callsigns = {

	}
}
### Entity: Decision
Component: DEN_nordic_security_category
Constructs: has_completed_focus, has_dlc
Source: game
File: common/decisions/categories/DEN_decision_categories.txt

Code:
DEN_nordic_security_category = {
	icon = GFX_decision_category_generic_democracy
	picture = GFX_decision_cat_generic_nordic_league
	allowed = {
		original_tag = DEN
		has_dlc = Arms Against Tyranny
	}
	priority = 40
	visible = {
		has_completed_focus = DEN_nordic_security
	}
}
### Entity: Scripted Effect
Component: CZE_start_skoda_GUI
Constructs: limit, set_global_flag
Source: game
File: common/scripted_effects/CZE_scripted_effects.txt

Code:
CZE_start_skoda_GUI = {
	if = {
		limit = {
			original_tag = CZE
		}
		set_global_flag = CZE_skoda_focus_activation
		custom_effect_tooltip = CZE_start_skoda_GUI_tt
		hidden_effect = {
			CZE_update_skoda_tier = yes
		}
	}
}
### Entity: Faction
Component: faction_goal_control_hawaii
Constructs: limit, has_war_with, is_in_faction_with, complete_effect, add_faction_power_projection, every_faction_member, add_faction_initiative, add_building_construction
Source: game
File: common/factions/goals/faction_goals_medium_term.txt

Code:
faction_goal_control_hawaii = {
	name = control_hawaii_goal_name
	description = control_hawaii_goal_desc
	category = medium_term
	group = FOCUS_FILTER_ANNEXATION
	allowed = {

	}
	visible = {
		FROM = {
			NOT = {
				original_tag = USA
				is_in_faction_with = USA
			}
		}
		any_collection_element = {
			collection = {
				input = game:scope
				operators = {
					faction_members controlled_states
				}
				name = FACTION_CONTROLLED_STATES
			}
			distance_to = {
				target = 629
				value = < 2000
			}
		}
	}
	available = {

	}
	completed = {
		629 = {
			is_controlled_by_ROOT_or_ally = yes
		}
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt TARGET_STATE_CONTROLLERS
		every_faction_member = {
			visible_when_empty = yes
			limit = {
				controls_state = 629
			}
			add_faction_initiative = 1
		}
		629 = {
			add_building_construction = {
				type = anti_air_building
				level = 1
				instant_build = yes
			} {
				type = air_base
				level = 1
				instant_build = yes
			} {
				type = naval_base
				level = 1
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_naval_base = yes
				}
			}
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			factor = 2
			629 = {
				owner = {
					has_war_with = ROOT
				}
			}
		} {
			add = 2
			convoy_threat = > 0.5
			collection_size = {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes
							is_on_continent = north_america
						}
					}
					name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA
				}
				value = > 0
			} {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes
							is_on_continent = asia
						}
					}
					name = COLLECTION_FACTION_STATES_IN_ASIA
				}
				value = > 0
			}
		} {
			add = 1
			has_navy_size = {
				size = > 5
				type = capital_ship
			}
		} {
			add = 2
			has_navy_size = {
				size = > 20
				type = capital_ship
			}
		} {
			add = 1
			NOT = {
				any_controlled_state = {
					is_on_continent = north_america
				}
			}
			any_enemy_country = {
				capital_scope = {
					is_on_continent = north_america
				}
			}
		} {
			add = 1
			any_enemy_country = {
				original_tag = USA
			}
		}
	}
}
### Entity: Event
Component: AAT_finland_misc_events.05
Constructs: is_triggered_only, fire_only_once, set_country_flag, add_resource, give_resource_rights
Source: game
File: events/AAT_Finland.txt

Code:
country_event = {
	id = AAT_finland_misc_events.05
	title = AAT_finland_misc_events.05.t
	desc = AAT_finland_misc_events.05.desc
	picture = GFX_report_event_FIN_petsamo_mine
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = AAT_finland_misc_events.05.a
		set_country_flag = FIN_faction_leader_aid_for_mineral_wealth_flag
		effect_tooltip = {
			var:FIN.FIN_state_given_for_resource_rights = {
				add_resource = {
					type = steel
					amount = 6
					show_state_in_tooltip = no
				} {
					type = chromium
					amount = 6
					show_state_in_tooltip = no
				}
				FROM = {
					give_resource_rights = {
						receiver = ROOT
						state = PREV
						resources = {
							steel chromium
						}
					}
				}
			}
		}
	}
}
### Entity: State History
Component: 380
Constructs: add_core_of
Source: game
File: history/states/380-Utah.txt

Code:
state = {
	id = 380
	name = STATE_380
	manpower = 507846
	state_category = rural
	resources = {
		tungsten = 76
		coal = 4
	}
	history = {
		owner = USA
		buildings = {
			infrastructure = 2
			industrial_complex = 1
		}
		add_core_of = USA
		victory_points = {
			4865 1
		}
	}
	provinces = {
		1663 1740 1756 4668 4742 4865 7764 7818 10582 10651 10662 12573 12699 13153
	}
	local_supplies = 0.0
}
### Entity: Joint Focus
Component: HABSBURG_improved_production_methods
Constructs: prerequisite, joint_focus, completion_reward, is_faction_leader, is_in_faction_with, is_subject, is_subject_of, add_to_variable
Source: game
File: common/national_focus/habsburg_joint.txt

Code:
joint_focus = {
	id = HABSBURG_improved_production_methods
	dynamic = yes
	icon = GFX_focus_generic_modernize_industry
	prerequisite = {
		focus = HABSBURG_industrial_effectivization HABSBURG_reinforced_industry HABSBURG_specializing_in_civilian_logistics HABSBURG_specializing_in_the_arms_industry
	}
	relative_position_id = HABSBURG_industrial_effectivization
	x = -1
	y = 1
	cost = 10
	text_icon = NORDIC_focus_style
	available = {
		custom_trigger_tooltip = {
			tooltip = HABSBURG_is_subject_puppeteer_faction_leader_or_member_trigger_tt
			OR = {
				AND = {
					is_faction_leader = yes
					any_allied_country = {
						HABSBURG_is_a_habsburg_viable_nation = yes
					}
				} {
					is_faction_leader = no
					OR = {
						AND = {
							is_in_faction_with = HUN
							HUN = {
								is_faction_leader = yes
							}
						} {
							is_in_faction_with = AUS
							AUS = {
								is_faction_leader = yes
							}
						}
					}
				} {
					OR = {
						original_tag = HUN AUS
					}
					any_subject_country = {
						HABSBURG_is_a_habsburg_viable_nation = yes
					}
					is_subject = no
				} {
					is_subject = yes
					OR = {
						is_subject_of = HUN AUS
					}
				}
			}
			HABSBURG_is_a_habsburg_viable_nation = yes
		}
	}
	joint_trigger = {
		HABSBURG_joint_trigger = yes
	}
	ai_will_do = {
		base = 5
	}
	search_filters = {

	}
	completion_reward = {
		effect_tooltip = {
			custom_effect_tooltip = HABSBURG_modify_joint_industry_ns_intro
			add_to_variable = {
				global.HABSBURG_industry_production_lack_of_resource_penalty_factor = -0.1
				tooltip = production_lack_of_resource_penalty_factor_tt
			} {
				global.HABSBURG_industry_production_factory_max_efficiency_factor = 0.05
				tooltip = production_factory_max_efficiency_factor_tt
			}
		}
	}
	completion_reward_joint_originator = {
		hidden_effect = {
			custom_effect_tooltip = HABSBURG_modify_joint_industry_ns_intro
			add_to_variable = {
				global.HABSBURG_industry_production_lack_of_resource_penalty_factor = -0.1
				tooltip = production_lack_of_resource_penalty_factor_tt
			} {
				global.HABSBURG_industry_production_factory_max_efficiency_factor = 0.05
				tooltip = production_factory_max_efficiency_factor_tt
			}
		}
	}
}
### Entity: State History
Component: 47
Constructs: add_core_of
Source: game
File: history/states/47-Greece.txt

Code:
state = {
	id = 47
	name = STATE_47
	manpower = 2312500
	resources = {
		steel = 3
		chromium = 12
		aluminium = 30
		tungsten = 10
	}
	state_category = city
	history = {
		owner = GRE
		victory_points = {
			4109 20
		} {
			3973 3
		} {
			7127 3
		} {
			3988 1
		}
		buildings = {
			infrastructure = 2
			industrial_complex = 3
			dockyard = 1
			air_base = 4
			4109 = {
				naval_base = 9
			}
		}
		add_core_of = GRE
	}
	provinces = {
		863 976 1109 3864 3973 3988 4109 6930 7127
	}
	local_supplies = 0.0
}
### Entity: Decision
Component: political_actions
Constructs: limit, political_power_gain, fire_only_once, remove_effect, set_state_name, set_province_name, is_core_or_compliance_30, complete_effect
Source: game
File: common/decisions/r56_estonia.txt

Code:
political_actions = {
	EST_a_tale_of_leningrad = {
		icon = SOV_academy_of_sciences
		allowed = {
			tag = EST
		}
		available = {
			controls_state = 195
		}
		visible = {
			OR = {
				controls_state = 146 208 244 195
			}
		}
		priority = 25
		ai_will_do = {
			factor = 50
		}
		fire_only_once = yes
		cost = 25
		days_remove = 21
		modifier = {
			consumer_goods_factor = 0.06
			political_power_gain = -0.15
		}
		remove_effect = {
			195 = {
				set_state_name = Peterburi
			}
			set_province_name = {
				id = 3151
				name = Peterburi
			}
		}
	}
	EST_support_estonian_latvian_brotherhood = {
		icon = generic_nationalism
		allowed = {
			tag = EST
		}
		available = {
			12 = {
				controls_or_subject_of = yes
				is_core_or_compliance_30 = yes
			}
			190 = {
				controls_or_subject_of = yes
				is_core_or_compliance_30 = yes
			}
			808 = {
				controls_or_subject_of = yes
				is_core_or_compliance_30 = yes
			}
			809 = {
				controls_or_subject_of = yes
				is_core_or_compliance_30 = yes
			}
			810 = {
				controls_or_subject_of = yes
				is_core_or_compliance_30 = yes
			}
		}
		visible = {
			12 = {
				controls_or_subject_of = yes
				is_core_or_compliance_30 = yes
			}
			190 = {
				controls_or_subject_of = yes
				is_core_or_compliance_30 = yes
			}
			808 = {
				controls_or_subject_of = yes
				is_core_or_compliance_30 = yes
			}
			809 = {
				controls_or_subject_of = yes
				is_core_or_compliance_30 = yes
			}
			810 = {
				controls_or_subject_of = yes
				is_core_or_compliance_30 = yes
			}
		}
		ai_will_do = {
			factor = 100
		}
		priority = 25
		fire_only_once = yes
		cost = 100
		days_remove = 60
		modifier = {
			consumer_goods_factor = 0.2
		}
		complete_effect = {
			add_timed_idea = {
				idea = EST_rapid_expansion
				days = 180
			}
		}
		remove_effect = {
			every_state = {
				limit = {
					OR = {
						state = 12 190 808 809 810
					}
					controller = {
						is_subject_of = ROOT
					}
				}
				ROOT = {
					transfer_state = PREV
				}
			} {
				limit = {
					OR = {
						state = 12 810 809 808 190
					}
				}
				add_core_of = ROOT
			}
		}
	}
}
### Entity: Character
Component: SWI_christian_gasser
Constructs: has_completed_focus
Source: game
File: common/characters/SWI.txt

Code:
SWI_christian_gasser = {
	name = SWI_christian_gasser
	portraits = {
		civilian = {
			large = GFX_portrait_europe_generic_5
			small = GFX_portrait_europe_generic_5_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = SWI_christian_gasser
		allowed = {
			original_tag = SWI
		}
		visible = {
			SWI_councilor_visible = yes
			has_completed_focus = SWI_gotthard_union
		}
		available = {
			SWI_can_be_councilor = yes
		}
		traits = {
			SWI_nationalistic_industrialist
		}
		ai_will_do = {
			factor = 0.0
		} {
			base = 4000
			modifier = {
				factor = 5
				SWI_AI_is_imperial = yes
			} {
				factor = 0.1
				SWI_is_historical_ai = yes
			}
		}
		on_add = {
			SWI_on_add_councilors = yes
		}
		on_remove = {
			SWI_on_remove_councilor = yes
		}
		can_be_fired = no
	}
}
### Entity: Character
Component: ENG_william_gott
Source: game
File: common/characters/ENG.txt

Code:
ENG_william_gott = {
	name = ENG_william_gott
	portraits = {
		army = {
			large = GFX_portrait_ENG_william_gott
			small = GFX_portrait_ENG_william_gott_small
		}
	}
	corps_commander = {
		traits = {
			inflexible_strategist armor_officer war_hero
		}
		skill = 3
		attack_skill = 2
		defense_skill = 3
		planning_skill = 2
		logistics_skill = 3
		legacy_id = 0
	}
}
### Entity: Event
Component: KMT_event.54
Constructs: is_triggered_only, add_to_variable
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = KMT_event.54
	title = KMT_event.54.t
	desc = KMT_event.54.desc
	picture = GFX_report_event_china_politicians_captured
	is_triggered_only = yes
	option = {
		name = KMT_event.54.a
		divide_variable = {
			var = CHI_lkmt_pop
			value = 3
		}
		subtract_from_variable = {
			CHI_KMT_popularity = CHI_lkmt_pop
		}
		add_to_variable = {
			CHI_CDSP_popularity = CHI_lkmt_pop
		}
	}
}