Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: tan_focus
Component: TAN_tuvan_nationalism
Constructs: prerequisite, limit, has_government, completion_reward, is_historical_focus_on, is_puppet, has_trait, is_country_leader
Source: game
File: common/national_focus/tuva.txt

Code:
focus = {
	id = TAN_tuvan_nationalism
	icon = GFX_goal_morale_bonus
	prerequisite = {
		focus = TAN_Collectivist_Ethos
	}
	mutually_exclusive = {
		focus = TAN_case_of_the_nine TAN_gather_the_party_opposition
	}
	x = 1
	y = 1
	relative_position_id = TAN_Collectivist_Ethos
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 5
		modifier = {
			factor = 2
			is_historical_focus_on = no
		} {
			factor = 10
			AND = {
				is_puppet = yes
				OVERLORD = {
					has_government = fascism
				}
			}
		}
	}
	completion_reward = {
		if = {
			limit = {
				any_unit_leader = {
					has_trait = harsh_leader
					NOT = {
						OR = {
							has_trait = JAP_communist_sympathizer
							is_country_leader = yes
						}
					}
				}
			}
			ROOT = {
				random_unit_leader = {
					limit = {
						has_trait = harsh_leader
						NOT = {
							OR = {
								has_trait = JAP_communist_sympathizer
								is_country_leader = yes
							}
						}
					}
					if = {
						limit = {
							is_field_marshal = no
						}
						promote_leader = yes
					}
					add_country_leader_role = {
						country_leader = {
							ideology = fascism_ideology
							expire = 1965.1.1.1
							desc = TAN_fascist_leader_desc
						}
						promote_leader = yes
					}
				}
			}
		}
		else_if = {
			limit = {
				any_unit_leader = {
					has_trait = trait_reckless
					NOT = {
						has_trait = JAP_communist_sympathizer
					}
				}
			}
			ROOT = {
				random_unit_leader = {
					limit = {
						has_trait = trait_reckless
						not = {
							OR = {
								has_trait = JAP_communist_sympathizer
								is_country_leader = yes
							}
						}
					}
					add_country_leader_role = {
						country_leader = {
							ideology = fascism_ideology
							expire = 1965.1.1.1
							desc = TAN_fascist_leader_desc
						}
						promote_leader = yes
					}
				}
			}
		}
		else = {
			ROOT = {
				random_unit_leader = {
					add_country_leader_role = {
						country_leader = {
							ideology = fascism_ideology
							expire = 1965.1.1.1
							traits = {
								authoritarian_centralizer r56_trait_opposed_to_communism
							}
							desc = TAN_fascist_leader_desc
						}
						promote_leader = yes
					}
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt available_political_advisor available_political_advisor
		add_timed_idea =
# ... (truncated)
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/EST_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = EST
		}
		requested_factories = 1
		progress = 0.88
		efficiency = 100
	}
}
### Entity: Event
Component: wtt_infiltration.23
Constructs: is_triggered_only
Source: game
File: events/WTT_China.txt

Code:
country_event = {
	id = wtt_infiltration.23
	title = wtt_infiltration.23.t
	desc = wtt_infiltration.23.desc
	picture = GFX_report_event_manchukuo_army
	is_triggered_only = yes
	option = {
		name = wtt_infiltration.23.a
	}
}
### Entity: National Focus
Tree: vin_focus
Component: VIN_tanks_experimentation
Constructs: prerequisite, completion_reward, add_tech_bonus, armor_bonus
Source: game
File: common/national_focus/Vietnam.txt

Code:
focus = {
	id = VIN_tanks_experimentation
	icon = GFX_goal_generic_army_tanks
	cost = 10
	prerequisite = {
		focus = VIN_fast_and_powerful
	} {
		focus = VIN_national_defense_institute_of_sciences
	}
	completion_reward = {
		add_tech_bonus = {
			name = armor_bonus
			bonus = 1.0
			uses = 1
			category = armor
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	x = 62
	y = 4
}
### Entity: Order of Battle
Component: Cha Ha Er You Ji Dui
Constructs: division_template
Source: game
File: history/units/PRC_dongbei_partisans.txt

Code:
division = {
	name = Cha Ha Er You Ji Dui
	location = 11752
	division_template = Dong Bei You Ji Dui
	start_experience_factor = 1
	start_equipment_factor = 1
}
### Entity: Idea
Component: KMT_whampoa_government2
Constructs: war_support_factor, has_government, removal_cost, planning_speed, conscription_factor
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_whampoa_government2 = {
	removal_cost = -1
	picture = chi_whampoa_military_academy
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		OR = {
			NOT = {
				has_government = neutrality
			}
			overlord = {
				OR = {
					has_government = fascism communism
				}
			}
		}
	}
	on_remove = {

	}
	modifier = {
		experience_gain_army = 0.05
		planning_speed = 0.05
		command_power_gain = 0.25
		political_power_factor = -0.15
		army_infantry_attack_factor = 0.05
		conscription_factor = 0.1
		war_support_factor = 0.1
		consumer_goods_factor = 0.15
	}
}
### Entity: Decision
Component: form_european_union_category
Constructs: has_completed_focus, limit, has_government, is_major, has_dlc, has_country_leader, is_faction_leader, has_global_flag
Source: game
File: common/decisions/formable_nation_decisions.txt

Code:
form_european_union_category = {
	form_european_union = {
		icon = generic_form_nation
		on_map_mode = decision_view_only
		highlight_states = {
			highlight_state_targets = {
				state = 8 7 35 36 6 34 977 980 29 18 17 28 15 16 27 14 30 24 23 33 26 20 32 735 25 22 21 851 19 1 785 31 806 158 159 39 160 161 162 157 2 117 156 115 114 736 849 850 852 51 42 56 57 55 50 978 59 58 909 60 54 52 53 61 64 65 62 68 66 67 63 5 763
			}
		}
		allowed = {
			OR = {
				original_tag = HOL BEL LUX FRA ITA GER WGR ENG
				AND = {
					OR = {
						original_tag = AUS HUN
					}
					has_dlc = Gotterdammerung
				} {
					original_tag = CZE
					has_dlc = Peace For Our Time
				}
			} {
				has_dlc = Waking the Tiger Man the Guns
			}
		}
		visible = {
			OR = {
				AND = {
					OR = {
						original_tag = HOL BEL LUX FRA ITA GER
					}
					has_government = democratic
				} {
					original_tag = ENG
					has_country_leader = {
						character = ENG_oswald_mosley
						ruling_only = yes
					}
					has_completed_focus = ENG_imperial_federation
				} {
					original_tag = HUN
					has_country_leader = {
						character = HUN_otto_von_habsburg
						ruling_only = yes
					}
					has_government = neutrality
					has_completed_focus = wuw_HUN_renovato_imperii
				} {
					original_tag = AUS
					OR = {
						AND = {
							has_country_leader = {
								character = HUN_otto_von_habsburg
								ruling_only = yes
							}
							has_completed_focus = AUS_the_danubian_federation
							is_faction_leader = yes
						} {
							has_completed_focus = AUS_the_right_to_self_determination
							has_government = democratic
						}
					}
				} {
					original_tag = GER
					has_completed_focus = GER_european_confederation
				} {
					original_tag = CZE
					has_completed_focus = CZE_bend_the_bars
				}
			}
			NOT = {
				has_global_flag = form_european_union_flag
			}
			is_major = yes
		}
		available = {
			is_subject = no
			controls_state = 8
			custom_trigger_tooltip = {
				tooltip = form_eu_netherlands_required_states_tt
				controls_state = 7 35 36
			} {
				tooltip = form_eu_belgium_required_states_tt
				controls_state = 6 34 977 980
			} {
				tooltip = form_eu_france_required_states_tt
				controls_state = 29 18 17 28 15 16 27 14 30 24 23 33 26 20 32 735 25 22 21 851 19 1 785 31 806
			} {
				tooltip = form_eu_italy_required_states_tt
				controls_state = 158 159 39 160 16
# ... (truncated)
### Entity: Order of Battle
Component: With Tofu
Constructs: division_template
Source: game
File: history/units/r56w_WHY.txt

Code:
division = {
	name = With Tofu
	location = 3513
	division_template = Ramen
	start_experience_factor = 0.75
}
### Entity: Event
Component: prc.126
Constructs: is_triggered_only, retire_country_leader
Source: game
File: events/r56_prc.txt

Code:
country_event = {
	id = prc.126
	title = prc.126.t
	desc = prc.126.d
	picture = GFX_report_event_chinese_officers
	is_triggered_only = yes
	option = {
		name = prc.126.a
		retire_country_leader = yes
	}
}
### Entity: Event
Component: BBA_switzerland.16
Constructs: is_triggered_only, ai_chance, set_country_flag, is_historical_focus_on, is_ai
Source: game
File: events/BBA_Switzerland.txt

Code:
country_event = {
	id = BBA_switzerland.16
	title = BBA_switzerland.16.t
	desc = BBA_switzerland.16.desc
	picture = GFX_report_event_generic_sign_treaty3
	is_triggered_only = yes
	immediate = {
		hidden_effect = {

		}
	}
	option = {
		name = BBA_switzerland.16.a
		ai_chance = {
			base = 10
		}
		trigger = {

		}
		FROM = {
			country_event = {
				id = BBA_switzerland.17
				hours = 8
			}
		}
		set_country_flag = SWI_in_secret_pact_with_switzerland
	} {
		name = BBA_switzerland.16.b
		ai_chance = {
			base = 1
			modifier = {
				add = 10
				is_historical_focus_on = yes
			} {
				factor = 0
				ROOT = {
					is_ai = yes
				}
				FROM = {
					is_ai = no
				}
			}
		}
		trigger = {

		}
		FROM = {
			set_country_flag = SWI_allies_rejected_secret_pact
			country_event = {
				id = BBA_switzerland.18
				hours = 8
			}
		}
		set_country_flag = SWI_rejected_secret_pact_with_switzerland
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_civil_war_agrarian_socialism
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_soviet_civil_war.txt

Code:
focus = {
	id = SOV_civil_war_agrarian_socialism
	icon = GFX_goal_generic_wheat
	prerequisite = {
		focus = SOV_civil_war_amnesty_for_political_opponents
	} {
		focus = SOV_civil_war_form_solider_committees
	}
	x = 1
	y = 1
	relative_position_id = SOV_civil_war_amnesty_for_political_opponents
	cost = 5
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_ideas = SOV_agrarian_socialism
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Event
Component: r56_italy.14
Constructs: is_triggered_only, add_ideas, give_guarantee
Source: game
File: events/R56_Italy.txt

Code:
country_event = {
	id = r56_italy.14
	title = r56_italy.14.t
	desc = r56_italy.14.d
	picture = GFX_report_event_mussolini_chamberlain_handshake
	is_triggered_only = yes
	option = {
		name = r56_italy.14.a
		add_ideas = ITA_stresa_front_idea
		FRA = {
			give_guarantee = ENG ITA
		}
		ENG = {
			give_guarantee = FRA ITA
		}
		ITA = {
			give_guarantee = ENG FRA
		}
		hidden_effect = {
			news_event = {
				id = r56_italy.10
				hours = 4
			}
		}
	}
}
### Entity: Idea
Component: ARG_IAME_N
Constructs: removal_cost, research_bonus
Source: game
File: common/ideas/r56_argentina.txt

Code:
ARG_IAME_N = {
	allowed = {
		original_tag = ARG
	}
	picture = ARG_IAME
	cost = 150
	removal_cost = 10
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		naval_aircraft_manufacturer
	}
	modifier = {

	}
}
### Entity: AI Strategy
Component: EAI_GER_around_maginot_DEPLOY_BNL
Constructs: has_completed_focus, limit, has_war_with, has_global_flag, has_capitulated, force_concentration_factor, force_concentration_front_factor, force_concentration_target_weight
Source: game
File: common/ai_strategy/GER_EAI.txt

Code:
EAI_GER_around_maginot_DEPLOY_BNL = {
	allowed = {
		tag = GER
	}
	enable = {
		OR = {
			has_global_flag = {
				flag = EAI_GER_blitz_low_countries_365d
				days = < 365
			}
			AND = {
				focus_progress = {
					focus = GER_around_maginot
					progress = > 0
				}
				NOT = {
					has_completed_focus = GER_around_maginot
				}
			}
		} {
			if = {
				limit = {
					has_war_with = HOL
				}
				HOL = {
					has_capitulated = no
				}
			} {
				limit = {
					has_war_with = BEL
				}
				BEL = {
					has_capitulated = no
				}
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = strategic_air_importance
		id = 5
		value = 50000
	} {
		type = front_armor_score
		id = HOL
		value = 50000
	} {
		type = front_armor_score
		id = BEL
		value = 50000
	} {
		type = front_unit_request
		value = 200
		tag = BEL HOL LUX
	} {
		type = force_concentration_factor
		value = 50
	} {
		type = force_concentration_front_factor
		ratio = 0.5
		value = 50
		tag = HOL BEL
	} {
		type = force_concentration_target_weight
		value = 50
		state = 6 977 34 980 29
	} {
		type = garrison
		value = -200
	} {
		type = front_unit_request
		value = -50
		state = 28
	} {
		type = front_unit_request
		value = -200
		tag = SOV
	} {
		type = invasion_unit_request
		value = -200
		area = europe
	} {
		type = force_concentration_front_factor
		ratio = 0.8
		value = -100
		state = 28
	} {
		type = force_concentration_target_weight
		value = -100
		state = 28 17 18 27
	} {
		type = front_control
		ordertype = front
		ratio = 0.8
		priority = 400
		execution_type = careful
		execute_order = no
		manual_attack = no
		state = 28
	}
}
### Entity: Event
Component: MUN_czech.1028
Constructs: is_triggered_only
Source: game
File: events/MUN_Czechoslovakia.txt

Code:
country_event = {
	id = MUN_czech.1028
	title = MUN_czech.1028.t
	desc = MUN_czech.1028.d
	picture = GFX_report_event_bunker_01
	is_triggered_only = yes
	option = {
		name = MUN_czech.1028.a
		custom_effect_tooltip = CZE_no_time_to_lose_tt
	}
}
### Entity: Event
Component: turkey.121
Constructs: is_triggered_only, add_ideas
Source: game
File: events/r56_turkey.txt

Code:
country_event = {
	id = turkey.121
	title = turkey.121.t
	desc = turkey.121.d
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = turkey.121.a
		TUR = {
			add_ideas = TUR_black_sea_trade_agreement
		}
	}
}
### Entity: National Focus
Tree: ser_focus
Component: SER_prospect_for_resources
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/serbia.txt

Code:
focus = {
	id = SER_prospect_for_resources
	icon = GFX_goal_excavation
	prerequisite = {
		focus = SER_infrastructure_effort
	}
	relative_position_id = SER_infrastructure_effort
	x = -1
	y = 1
	cost = 10
	completion_reward = {
		add_tech_bonus = {
			name = excavation_tech_bonus_name
			bonus = 3
			uses = 2
			category = excavation_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 4
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_mechanization_of_the_cavalry
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_mechanization_of_the_cavalry
	icon = GFX_focus_generic_mechanized
	prerequisite = {
		focus = RAJ_armoured_corps_center_and_school
	}
	x = 0
	y = 1
	relative_position_id = RAJ_armoured_corps_center_and_school
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_ARMY_XP
	}
	completion_reward = {
		add_tech_bonus = {
			name = RAJ_mechanization_of_the_cavalry
			bonus = 1
			uses = 1
			category = cat_mechanized_equipment
		}
		army_experience = 20
	}
}
### Entity: Special Project
Component: sp_land_generic_reward_armor_tech_3
Constructs: fire_only_once, has_project_flag, add_tech_bonus, add_breakthrough_progress, set_project_flag
Source: game
File: common/special_projects/prototype_rewards/generic_land_prototype_rewards.txt

Code:
sp_land_generic_reward_armor_tech_3 = {
	fire_only_once = yes
	threshold = {
		min = 0
		max = 100
	}
	weight = {
		base = @base_reward_weight
		modifier = {
			factor = @reward_weight_factor_theme
			has_project_flag = sp_land_generic_reward_armor_tech_flag
		}
	}
	option = {
		token = sp_land_generic_reward_option_armor_tech
		iteration_output = {
			country_effects = {
				add_tech_bonus = {
					name = sp_land_generic_reward_option_armor_tech_bonus_name
					bonus = 0.35
					uses = 1
					category = armor
				}
				add_breakthrough_progress = {
					specialization = specialization_land
					value = sp_breakthrough_progress.medium
				}
				FROM = {
					set_project_flag = sp_land_generic_reward_armor_tech_flag
				}
			}
		}
	}
}
### Entity: Country History
Country: ENG
Component: ENG_misc
Constructs: recruit_character, limit, add_ideas, remove_ideas, set_technology, add_political_power, has_dlc, set_oob
Source: game
File: history/countries/ENG - Britain.txt

Code:
# Misc for ENG
capital = 126
if = {
	limit = {
		NOT = {
			has_dlc = No Step Back La Resistance
		}
	}
	set_oob = ENG_1936
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
		has_dlc = La Resistance
	}
	set_oob = ENG_1936_LaR
}
{
	limit = {
		NOT = {
			has_dlc = La Resistance
		}
		has_dlc = No Step Back
	}
	set_oob = ENG_1936_nsb
}
{
	limit = {
		has_dlc = La Resistance No Step Back
	}
	set_oob = ENG_1936_nsb_LaR
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_naval_oob = ENG_1936_Naval
	else = {
		set_naval_oob = ENG_1936_Naval_Legacy
	}
}
{
	limit = {
		has_dlc = La Resistance
	}
	set_technology = {
		armored_car1 = 1
	}
}
{
	limit = {
		has_dlc = By Blood Alone
	}
	set_air_oob = ENG_1936_air_bba
	set_technology = {
		aa_lmg = 1
		engines_1 = 1
		engines_2 = 1
		early_bombs = 1
		aircraft_construction = 1
		iw_small_airframe = 1
		iw_medium_airframe = 1
		iw_large_airframe = 1
		basic_medium_airframe = 1
		basic_small_airframe = 1
		air_torpedoe_1 = 1
		bba_early_transport_plane = 1
	}
	else = {
		set_air_oob = ENG_1936_air_legacy
		set_technology = {
			early_fighter = 1
			cv_early_fighter = 1
			cv_naval_bomber1 = 1
			naval_bomber1 = 1
			early_bomber = 1
			CAS1 = 1
			early_transport_plane = 1
		}
	}
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
		basic_light_tank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
		basic_light_tank_chassis = 1
	}
}
{
	limit = {
		has_dlc = Battle for the Bosporus
	}
	set_technology = {
		camelry = 1
	}
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		early_submarine = 1
		early_destroyer = 1
		basic_destroyer = 1
		early_light_cruiser = 1
		early_heavy_cruiser = 1
		early_battleship = 1
		early_battlecruiser = 1
		early_carrier = 1
		transport = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		basic_naval_mines = 1
		submarine_mine_laying = 1
		early_ship_hull_light = 1
		basic_ship_hull_light = 1
		early_ship_hull_submarine = 1
		early_ship_hull_cruiser = 1
		basic_ship_hull_cruiser = 1
		early_ship_hull_heavy = 1
		basic_ship_hull_heavy = 1
		early_ship_hull_carrier = 1
		basic_ship_hull_carrier = 1
		basic_battery = 1
		basic_light_battery = 1
		basic_heavy_battery = 1
		basic_torpedo = 1
		sonar = 1
		smoke_generator = 1
		basic_depth_charges = 1
		basic_cruiser_armor_s
# ... (truncated)
### Entity: Shared Focus
Tree: chi_focus
Component: CHI_sea_guidance_and_support
Constructs: shared_focus, prerequisite, limit, owns_state, completion_reward, is_subject, cancel_if_invalid, every_other_country
Source: game
File: common/national_focus/china_shared_TSR.txt

Code:
shared_focus = {
	id = CHI_sea_guidance_and_support
	icon = GFX_goal_generic_forceful_treaty
	prerequisite = {
		focus = CHI_sea_anti_imperialism
	}
	x = 1
	y = 1
	relative_position_id = CHI_sea_anti_imperialism
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
		OR = {
			controls_state = 325 594 1033
		}
	}
	bypass = {
		country_exists = VIN CAM LAO
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		every_other_country = {
			limit = {
				OR = {
					owns_state = 671 670 286 741 1017 1066 1067 1069 1068
					controls_state = 671 670 286 741 1017 1066 1067 1069 1068
				}
			}
			custom_effect_tooltip = CHI_overlordship_over_indochina_tt
			hidden_effect = {
				ROOT = {
					create_wargoal = {
						type = take_state_focus
						target = PREV
						expire = 0
						generator = {
							671 670 286 741 1017 1066 1067 1068 1069
						}
					}
				}
			}
		}
		unlock_decision_tooltip = CHI_free_indochina_tsr
	}
}
### Entity: Character
Component: stout_defender
Source: game
File: common/country_leader/00_traits.txt

Code:
stout_defender = {
	random = no
	ai_focus_defense_factor = 0.5
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: arg_political_repression
Constructs: removal_cost
Source: game
File: common/ideas/r56_argentina.txt

Code:
arg_political_repression = {
	removal_cost = -1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	picture = generic_spy_intel
	modifier = {
		drift_defence_factor = 0.5
	}
}
### Entity: Scripted Trigger
Component: EAI_SHBB_tech_focus
Constructs: check_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_navy_triggers.txt

Code:
EAI_SHBB_tech_focus = {
	num_of_naval_factories = > 9
	check_variable = {
		EAI_FOCUS/NAVY/battleship = global.EAI_B_BB_DESIGN
	}
}
### Entity: Unit Leader
Component: infantry_officer
Constructs: has_idea, has_dlc
Source: game
File: common/unit_leader/00_traits.txt

Code:
infantry_officer = {
	type = land
	trait_type = personality_trait
	unit_trigger = {
		OR = {
			division_has_majority_template = infantry bicycle_battalion marine mountaineers paratrooper penal_battalion
			owner = {
				has_idea = mass_assault_academy_spirit
			}
		}
		owner = {
			NOT = {
				OR = {
					has_idea = best_of_the_best_spirit academy_scholarships_spirit SOV_purged_junior_army_officers_3
				}
			}
		}
	}
	trait_xp_factor = {
		infantry_leader = 1
	}
	new_commander_weight = {
		factor = 1
		modifier = {
			FROM = {
				has_idea = mass_assault_academy_spirit
			}
			factor = 2
		} {
			FROM = {
				has_idea = best_of_the_best_spirit
			}
			factor = 0
		} {
			FROM = {
				has_idea = academy_scholarships_spirit
			}
			factor = 0
		} {
			FROM = {
				has_idea = SOV_purged_junior_army_officers_3
			}
			factor = 0
		} {
			FROM = {
				has_dlc = By Blood Alone
			}
			factor = 0
		}
	}
	defense_skill_factor = 1
	planning_skill_factor = 1
}
### Entity: Idea
Component: ENG_no_further_appeasement_idea
Constructs: send_volunteers_tension, removal_cost
Source: game
File: common/ideas/britain.txt

Code:
ENG_no_further_appeasement_idea = {
	name = ENG_no_further_appeasement
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		generate_wargoal_tension = -0.65
		join_faction_tension = -0.5
		lend_lease_tension = -0.25
		send_volunteers_tension = -0.25
		guarantee_tension = -0.1
	}
	picture = FRA_scw_intervention_nationalists_focus
	removal_cost = -1
}
### Entity: Event
Component: mtg_news.22
Constructs: is_triggered_only
Source: game
File: events/MTG_NewsEvents.txt

Code:
news_event = {
	id = mtg_news.22
	title = mtg_news.22.t
	desc = mtg_news.22.desc
	picture = GFX_news_event_generic_sign_treaty1
	major = yes
	is_triggered_only = yes
	option = {
		name = mtg_news.22.a
		trigger = {
			original_tag = ENG
		}
	} {
		name = mtg_news.22.b
		trigger = {
			original_tag = GER
		}
	} {
		name = mtg_news.22.c
		trigger = {
			NOT = {
				original_tag = ENG
			} {
				original_tag = GER
			}
		}
	}
}
### Entity: Idea
Component: CHI_embrace_the_opium_trade
Constructs: removal_cost
Source: game
File: common/ideas/china_warlord.txt

Code:
CHI_embrace_the_opium_trade = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = prc_permit_opium_trade
	removal_cost = -1
	modifier = {
		consumer_goods_factor = -0.4
	}
}
### Entity: Character
Component: NKR_nam_il
Source: game
File: common/characters/NKR.txt

Code:
NKR_nam_il = {
	name = Nam Il
	portraits = {
		army = {
			large = gfx/leaders/Asia/Portrait_Asia_Generic_land_3.dds
			small = gfx/interface/ideas/idea_generic_army_asia_2.dds
		}
	}
	advisor = {
		slot = army_chief
		idea_token = nam_il_high_command
		allowed = {
			original_tag = NKR
		}
		traits = {
			army_chief_maneuver_2
		}
	}
	corps_commander = {
		skill = 2
		attack_skill = 3
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 2
	}
}