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

Code:
IRE_liam_archer = {
	advisor = {
		slot = army_chief
		idea_token = IRE_liam_archer
		allowed = {
			original_tag = IRE
		}
		traits = {
			army_chief_offensive_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Liam Archer
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_2
		}
	}
}
### Entity: Character
Component: ELS_hector_escobar_serrano
Source: game
File: common/characters/ELS.txt

Code:
ELS_hector_escobar_serrano = {
	advisor = {
		slot = high_command
		idea_token = ELS_hector_escobar_serrano
		ledger = army
		allowed = {
			original_tag = ELS
		}
		traits = {
			army_armored_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Hector Escobar Serraño
	portraits = {
		army = {
			small = GFX_idea_generic_army_south_america_5
		}
	}
}
### Entity: Joint Focus
Component: NORDIC_ground_operations
Constructs: every_owned_state, prerequisite, limit, joint_focus, has_tech, is_controlled_by, random_select_amount, add_building_construction
Source: game
File: common/national_focus/nordic_shared.txt

Code:
joint_focus = {
	id = NORDIC_ground_operations
	icon = GFX_focus_generic_air_bases
	prerequisite = {
		focus = NORDIC_fighter_command NORDIC_bomber_command
	}
	mutually_exclusive = {
		focus = NORDIC_carrier_effort NORDIC_submarine_cooperation NORDIC_amphibious_forces NORDIC_mountaineers
	}
	x = 1
	y = 1
	relative_position_id = NORDIC_bomber_command
	cost = 5
	text_icon = NORDIC_focus_style
	available = {
		NORDIC_basic_available_trigger = yes
		has_tech = cavity_magnatron interwar_antiair
		air_base = > 9
		any_owned_state = {
			air_base = > 3
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	joint_trigger = {
		NORDIC_basic_joint_trigger = yes
	}
	completion_reward_joint_originator = {
		every_owned_state = {
			limit = {
				is_controlled_by = ROOT
				free_building_slots = {
					building = radar_station
					size = > 1
				}
			}
			random_select_amount = 3
			add_building_construction = {
				type = radar_station
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				is_controlled_by = ROOT
				air_base = > 3
				free_building_slots = {
					building = air_base
					size = > 2
				}
			}
			random_select_amount = 3
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			}
		} {
			limit = {
				is_controlled_by = ROOT
				free_building_slots = {
					building = anti_air_building
					size = > 0
				}
			}
			random_select_amount = 3
			add_building_construction = {
				type = anti_air_building
				level = 1
				instant_build = yes
			}
		}
	}
	completion_reward_joint_member = {
		every_owned_state = {
			limit = {
				is_controlled_by = ROOT
				free_building_slots = {
					building = radar_station
					size = > 0
				}
			}
			random_select_amount = 2
			add_building_construction = {
				type = radar_station
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				is_controlled_by = ROOT
				air_base = > 2
				free_building_slots = {
					building = air_base
					size = > 1
				}
			}
			random_select_amount = 2
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			}
		} {
			limit = {
				is_controlled_by = ROOT
				free_building_slots = {
					building = anti_air_building
					size = > 0
				}
			}
			random_select_amount = 3
			add_building_construction = {
				type = anti_air_building
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Idea
Component: AFG_disbanded_the_jirga
Constructs: has_government, democratic_drift
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
AFG_disbanded_the_jirga = {
	picture = SWE_neither_death_nor_dishonor
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = no
	}
	cancel = {
		NOT = {
			has_government = neutrality
		}
	}
	modifier = {
		democratic_drift = -0.03
		stability_weekly = 0.001
		political_power_factor = 0.1
	}
}
### Entity: Scripted Trigger
Component: EAI_SS_navy_focus_0
Constructs: check_variable, has_global_flag, has_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_navy_triggers.txt

Code:
EAI_SS_navy_focus_0 = {
	OR = {
		check_variable = {
			EAI_FOCUS/NAVY/submarine = global.EAI_OFF
		} {
			EAI_FOCUS/NAVY/submarine_OVERRIDE = global.EAI_OFF
		}
		AND = {
			OR = {
				EAI_Submarine_Focus_0_PRESET = yes
				has_global_flag = EAI_random_focuses
			}
			NOT = {
				has_variable = EAI_FOCUS/NAVY/submarine EAI_FOCUS/NAVY/submarine_OVERRIDE
			}
		}
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_limit_economic_government_interference
Constructs: prerequisite, has_government, completion_reward, is_subject, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, swap_ideas
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_limit_economic_government_interference
	icon = GFX_goal_generic_aristocratic_cooperation
	prerequisite = {
		focus = QUE_promote_french_language
	}
	relative_position_id = QUE_carry_on_the_work
	x = 1
	y = 2
	cost = 5
	available_if_capitulated = yes
	available = {
		has_government = democratic
		OR = {
			is_subject = no
			OVERLORD = {
				has_government = democratic
			}
		}
	}
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				468
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		swap_ideas = {
			remove_idea = QUE_minimum_wage
			add_idea = QUE_the_markets_free_hell_yeah
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_balkan_research_cooperation
Constructs: prerequisite, limit, every_country, completion_reward, add_to_tech_sharing_group, is_in_faction_with
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_balkan_research_cooperation
	prerequisite = {
		focus = BUL_bury_the_grudges_of_the_past
	}
	icon = GFX_focus_research2
	relative_position_id = BUL_bury_the_grudges_of_the_past
	x = -2
	y = 1
	cost = 10
	available = {
		BUL_is_not_alone_in_faction = yes
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_to_tech_sharing_group = BUL_balkan_research_cooperation_program
		every_country = {
			limit = {
				is_in_faction_with = ROOT
			}
			add_to_tech_sharing_group = BUL_balkan_research_cooperation_program
		}
	}
}
### Entity: Event
Component: BBA_italy_communist_events.06
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, add_political_power, give_guarantee, random_hours
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_communist_events.06
	title = BBA_italy_communist_events.06.t
	desc = BBA_italy_communist_events.06.desc
	picture = GFX_report_event_spr_anarchists
	is_triggered_only = yes
	option = {
		name = BBA_italy_communist_events.06.a
		ai_chance = {
			base = 1
		}
		add_political_power = 35
		effect_tooltip = {
			give_guarantee = FROM
			FROM = {
				give_guarantee = ROOT
			} {
				add_opinion_modifier = {
					target = ROOT
					modifier = ITA_united_anarchist_confederations
				}
			}
			add_opinion_modifier = {
				target = FROM
				modifier = ITA_united_anarchist_confederations
			}
		}
		hidden_effect = {
			FROM = {
				country_event = {
					id = BBA_italy_communist_events.07
					hours = 24
					random_hours = 12
				}
			}
		}
	} {
		name = BBA_italy_communist_events.06.b
		ai_chance = {
			base = 0
		}
		hidden_effect = {
			FROM = {
				country_event = {
					id = BBA_italy_communist_events.08
					hours = 24
					random_hours = 12
				}
			}
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_skoda_naval_yards
Constructs: prerequisite, limit, completion_reward, is_coastal, is_controlled_by, cancel_if_invalid, add_to_variable, random_owned_controlled_state
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_skoda_naval_yards
	icon = GFX_focus_generic_refit_civilian_ships
	overlay = GFX_focus_overlay_cze_navy_focus
	prerequisite = {
		focus = CZE_restart_naval_gun_production
	} {
		focus = CZE_reform_the_naval_detachment
	}
	x = 1
	y = 1
	relative_position_id = CZE_restart_naval_gun_production
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		CZE_has_a_skoda_naval_focus_focus = yes
		any_state = {
			is_coastal = yes
			is_controlled_by = ROOT
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = CZE_modify_skoda_works_ns_intro_tt generic_skip_one_line_tt
		add_to_variable = {
			CZE_skoda_works_dynamic_modifier_production_speed_dockyard_factor = 0.1
			tooltip = production_speed_dockyard_factor_tt
		}
		if = {
			limit = {
				any_controlled_state = {
					NOT = {
						is_coastal = yes
					}
				}
			}
			custom_effect_tooltip = CZE_build_3_dockyards_when_we_have_coast_tt
		}
		random_owned_controlled_state = {
			limit = {
				is_coastal = yes
				free_building_slots = {
					building = dockyard
					size = > 2
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = dockyard
				level = 3
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/CZE_1936_nsb.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = CZE
		}
		requested_factories = 2
		progress = 0.18
		efficiency = 100
		industrial_manufacturer = mio:CZE_zbrojovka_brno_organization
	} {
		equipment = {
			type = support_equipment_1
			creator = CZE
		}
		requested_factories = 1
		progress = 0.48
		efficiency = 100
	} {
		equipment = {
			type = light_tank_chassis_2
			creator = CZE
			version_name = LT vz. 35
		}
		requested_factories = 2
		progress = 0.48
		efficiency = 100
		industrial_manufacturer = mio:CZE_ckd_organization
	} {
		equipment = {
			type = artillery_equipment_1
			creator = CZE
		}
		requested_factories = 1
		progress = 0.3
		efficiency = 50
		industrial_manufacturer = mio:CZE_skoda_artillery_organization
	}
}
### Entity: Event
Component: wuw_GER_monroe.10
Constructs: is_triggered_only, fire_only_once, add_political_power
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_monroe.10
	title = wuw_GER_monroe.10.t
	desc = wuw_GER_monroe.10.desc
	picture = GFX_report_event_fascist_speech
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = wuw_GER_monroe.10.a
		add_political_power = 50
		hidden_effect = {
			news_event = {
				id = wuw_GER_monroe_news.1
				hours = 12
			}
			FROM = {
				news_event = {
					id = wuw_GER_monroe_news.1
					hours = 12
				}
			}
			for_each_scope_loop = {
				array = global.monroe_doctrine_countries_to_destabilize
				news_event = {
					id = wuw_GER_monroe_news.1
					hours = 12
				}
			} {
				array = global.monroe_countries_in_support
				news_event = {
					id = wuw_GER_monroe_news.1
					hours = 12
				}
			} {
				array = global.monroe_countries_not_in_support
				news_event = {
					id = wuw_GER_monroe_news.1
					hours = 12
				}
			}
		}
	}
}
### Entity: Idea
Component: SOV_revolutionized_industry_ghost
Constructs: research_speed_factor, industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/r56_soviet.txt

Code:
SOV_revolutionized_industry_ghost = {
	name = SOV_revolutionized_industry_ghost
	removal_cost = -1
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	picture = SOV_revolutionized_industry
	modifier = {
		consumer_goods_factor = 0.2
		industrial_capacity_factory = 0.1
		research_speed_factor = -0.1
		custom_modifier_tooltip = SOV_revolutionized_industry_ghost_tt
	}
}
### Entity: Idea
Component: ITA_cantieri_navali_tosi
Constructs: has_completed_focus, research_bonus
Source: game
File: common/ideas/italy.txt

Code:
ITA_cantieri_navali_tosi = {
	picture = ITA_cantieri_navali_tosi
	allowed = {
		original_tag = ITA
	}
	visible = {
		NOT = {
			AND = {
				has_completed_focus = ITA_new_industrialization_program ITA_modernize_the_mezzogiorno
			}
		}
	}
	available = {
		controls_State = 849
		ITA_is_southern_designer = yes
	}
	research_bonus = {
		naval_equipment = 0.15
	}
	traits = {
		submarine_manufacturer
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_trade_relations
Constructs: prerequisite, has_government, completion_reward, add_equipment_subsidy
Source: game
File: common/national_focus/iceland.txt

Code:
focus = {
	id = ICE_trade_relations
	icon = GFX_goal_generic_positive_trade_relations
	prerequisite = {
		focus = ICE_political_unity
	}
	x = 3
	y = 1
	relative_position_id = ICE_political_unity
	cost = 10
	available = {
		OR = {
			has_government = democratic neutrality
		}
	}
	search_filters = {

	}
	completion_reward = {
		add_equipment_subsidy = {
			cic = 500
			equipment_type = motorized_equipment
			seller_trigger = ICE_allied_weapons_seller_trigger
		} {
			cic = 500
			equipment_type = artillery_equipment
			seller_trigger = ICE_allied_weapons_seller_trigger
		} {
			cic = 500
			equipment_type = infantry_equipment
			seller_trigger = ICE_allied_weapons_seller_trigger
		}
	}
}
### Entity: Event
Component: mtg_britain.99
Constructs: is_triggered_only, limit, every_country, add_political_power, set_country_flag, is_subject_of, random_hours
Source: game
File: events/MTG_Britain.txt

Code:
country_event = {
	id = mtg_britain.99
	title = mtg_britain.99.t
	desc = mtg_britain.99.d
	picture = GFX_report_event_generic_conference
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			set_country_flag = ENG_imperial_federation_flag
		}
	}
	option = {
		name = mtg_britain.83.a
		every_country = {
			limit = {
				OR = {
					AND = {
						is_subject_of = ENG
						tag = CAN
					} {
						is_subject_of = ENG
						tag = SAF
					} {
						is_subject_of = ENG
						tag = RAJ
					} {
						is_subject_of = ENG
						tag = AST
					} {
						is_subject_of = ENG
						tag = NZL
					}
				}
			}
			country_event = {
				id = mtg_britain.100
				hours = 48
				random_hours = 24
			}
		}
		ENG_imperial_conference_set_subject_counter = yes
	} {
		name = mtg_britain.83.b
		add_political_power = -25
		set_country_flag = ENG_diplomatic_pressure_flag
		every_country = {
			limit = {
				OR = {
					AND = {
						is_subject_of = ENG
						tag = CAN
					} {
						is_subject_of = ENG
						tag = SAF
					} {
						is_subject_of = ENG
						tag = RAJ
					} {
						is_subject_of = ENG
						tag = AST
					} {
						is_subject_of = ENG
						tag = NZL
					}
				}
			}
			country_event = {
				id = mtg_britain.100
				hours = 48
				random_hours = 24
			}
		}
		ENG_imperial_conference_set_subject_counter = yes
	} {
		name = mtg_britain.83.c
		add_political_power = -50
		set_country_flag = ENG_extensive_diplomatic_pressure_flag
		every_country = {
			limit = {
				OR = {
					AND = {
						is_subject_of = ENG
						tag = CAN
					} {
						is_subject_of = ENG
						tag = SAF
					} {
						is_subject_of = ENG
						tag = RAJ
					} {
						is_subject_of = ENG
						tag = AST
					} {
						is_subject_of = ENG
						tag = NZL
					}
				}
			}
			country_event = {
				id = mtg_britain.100
				hours = 48
				random_hours = 24
			}
		}
		ENG_imperial_conference_set_subject_counter = yes
	}
}
### Entity: Character
Component: QUE_edouard_de_bellefeuille_panet
Source: game
File: common/characters/QUE.txt

Code:
QUE_edouard_de_bellefeuille_panet = {
	name = QUE_edouard_de_bellefeuille_panet
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_6
		}
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = QUE_edouard_de_bellefeuille_panet
		ledger = army
		allowed = {
			original_tag = QUE
		}
		traits = {
			military_theorist
		}
	}
}
### Entity: Technology
Component: r56_improved_iff_tech
Source: game
File: common/technologies/r56_special_projects_techs.txt

Code:
technology = {
	allow = {
		always = no
	}
	start_year = 1937
	categories = {
		air_equipment
	}
	air_interception_detect_factor = 0.05
	air_night_penalty = -0.05
	air_weather_penalty = -0.05
}
### Entity: Order of Battle
Component: air_wing_115
Source: game
File: history/units/ITA_1939_air_legacy.txt

Code:
air_wings = {
	115 = {
		fighter_equipment_0 = {
			owner = ITA
			amount = 84
		}
		tac_bomber_equipment_1 = {
			owner = ITA
			amount = 68
		} {
			owner = ITA
			amount = 68
		}
	}
}
### Entity: Event
Component: wtt_britain.28
Constructs: is_triggered_only
Source: game
File: events/WTT_Britain.txt

Code:
country_event = {
	id = wtt_britain.28
	title = wtt_britain.28.t
	desc = wtt_britain.28.d
	picture = GFX_report_event_generic_sign_treaty3
	is_triggered_only = yes
	option = {
		name = excellent
	}
}
### Entity: Country History
Country: HUN
Component: HUN_technology
Constructs: set_technology
Source: game
File: history/countries/HUN - Hungary.txt

Code:
# Starting Technologies for HUN
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_support = 1
	tech_recon = 1
	tech_trucks = 1
	gw_artillery = 1
	fuel_silos = 1
	basic_train = 1
}
### Entity: Faction
Component: faction_goal_control_azores
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_azores = {
	name = control_azores_goal_name
	description = control_azores_goal_desc
	category = medium_term
	group = FOCUS_FILTER_ANNEXATION
	allowed = {

	}
	visible = {
		FROM = {
			NOT = {
				original_tag = POR
				is_in_faction_with = POR
			}
		}
		any_collection_element = {
			collection = {
				input = game:scope
				operators = {
					faction_members controlled_states
				}
				name = FACTION_CONTROLLED_STATES
			}
			distance_to = {
				target = 698
				value = < 2000
			}
		}
	}
	available = {

	}
	completed = {
		698 = {
			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 = 698
			}
			add_faction_initiative = 1
		}
		698 = {
			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 = 1
		modifier = {
			factor = 2
			698 = {
				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
							OR = {
								is_on_continent = north_america south_america
							}
						}
					}
					name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA
				}
				value = > 0
			} {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes
							OR = {
								is_on_continent = europe africa
							}
						}
					}
					name = COLLECTION_FACTION_STATES_IN_EUROPE
				}
				value = > 0
			}
		} {
			add = 1
			has_navy_size = {
				size = > 5
				type = capital_ship
			}
		} {
			add = 2
			NOT = {
				any_controlled_state = {
					is_on_continent = north_america
				}
			}
			any_enemy_country = {
				capital_scope = {
					is_on_continent = north_america
				}
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Template%3AUnique_national_idea_bonus_table.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
&#160;&#160;Invert selection

Filters
Hide transclusions | Hide links | Hide redirects

The following pages link to Template:Unique national idea bonus table:

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)Template:Unique national idea bonus table (transclusion) ‎ (← links | edit)

Template:Unique national idea bonus table/doc (transclusion) ‎ (← links | edit)

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)
Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/Template:Unique_national_idea_bonus_table"
### Entity: Character
Component: POL_walery_slawek
Constructs: has_completed_focus, has_country_flag, has_dlc
Source: game
File: common/characters/POL.txt

Code:
POL_walery_slawek = {
	name = POL_walery_slawek
	portraits = {
		civilian = {
			large = GFX_portrait_POL_walery_slawek
		}
		army = {
			small = GFX_idea_POL_walery_slawek
		}
	}
	advisor = {
		cost = 100
		slot = political_advisor
		idea_token = POL_walery_slawek
		available = {
			has_completed_focus = POL_the_sanation_left
			NOT = {
				has_country_flag = walery_slawek_is_dead
			}
		}
		visible = {

		}
		allowed = {
			original_tag = POL
			OR = {
				has_dlc = No Step Back Poland: United and Ready
			}
		}
		traits = {
			left_sanationist_minister
		}
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: AI Strategy
Component: COG_alternate_peaceful_independence
Constructs: has_government, has_country_flag, has_dlc, has_game_rule
Source: game
File: common/ai_strategy_plans/COG_alternate_strategy_plan .txt

Code:
COG_alternate_peaceful_independence = {
	name = Congolese Alternate plan to gain independence quicker, but peacefully if possible
	desc = 
	allowed = {
		original_tag = COG
		has_dlc = Gotterdammerung
	}
	enable = {
		OR = {
			has_country_flag = COG_AI_RANDOM_DEM_INDEPENDENCE
			has_game_rule = {
				rule = COG_AI_BEHAVIOR
				option = COG_DEM_INDEPENDENCE
			}
		}
	}
	abort = {
		OR = {
			has_government = communism fascism
		}
	}
	ai_national_focuses = {
		COG_congo_and_the_war_in_europe CONGO_congolese_generals COG_emergency_powers_for_pierre_ryckmans COG_an_independent_colonial_cabinet COG_make_use_of_the_british_proposal COG_enter_the_sterling_area COG_acquire_american_investments COG_kasa_vubus_first_cabinet COG_establish_the_anc COG_national_insitute_of_agronomic_study COG_the_ten_year_plan COG_expanded_peasantry_program COG_women_in_the_military COG_improve_the_civil_administration COG_mend_the_linguistic_divides COG_declaration_of_congolese_unity COG_governor_general_pierre_ryckmans COG_allow_local_autonomy CONGO_belgian_congo CONGO_the_heart_of_africa CONGO_weapon_repair_workshops CONGO_jungle_industry CONGO_rubber_plantations COG_formally_recognize_the_kimbanguist_church COG_closer_cooperation_with_eugene_jungers COG_invest_in_urban_centers CONGO_ruanda_urundi CONGO_expand_tungsten_mines CONGO_ccci CONGO_prince_leopold_mine CONGO_regional_specialization CONGO_chefs_coutumiers CONGO_forminiere CONGO_bakwanga_mine CONGO_kasai_secessionist_state COG_found_the_congolese_national_movement COG_alliance_de_bakongo COG_found_the_parti_solidaire_africain COG_encourage_unionism CONGO_smuggle_diamonds CONGO_research_grants CONGO_aviation_militaire_de_la_force_publique CONGO_societe_miniere_de_bakwanga CONGO_shinkolobwe_mine CONGO_smuggle_uranium CONGO_congos_place_in_the_world CONGO_soviet_interest COG_endorse_force_publique_mutinies CONGO_whispers_of_independence CONGO_republic_of_congo
	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
	focus_factors = {
		CONGO_african_union = 0
		CONGO_great_war_of_africa = 0
		COG_the_lion_roars = 0
		COG_assemble_a_regency_council = 0
		COG_national_committee_for_liberation = 0
	}
}
### Entity: Character
Component: CHI_judicial_yuan_president
Constructs: political_power_gain, fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
CHI_judicial_yuan_president = {
	sprite = 13
	random = no
	fascism_drift = 0.07
	political_power_gain = 0.1
	ai_will_do = {
		factor = 1
	}
}