Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: generalissimo
Constructs: army_defence_factor, army_attack_factor, planning_speed
Source: game
File: common/country_leader/r56_traits.txt

Code:
generalissimo = {
	random = no
	army_morale_factor = 0.1
	army_attack_factor = 0.1
	army_defence_factor = 0.1
	army_speed_factor = 0.1
	experience_gain_army = 0.05
	planning_speed = 0.25
	justify_war_goal_time = -0.25
}
### Entity: Technology
Component: excavation2
Constructs: research_cost
Source: game
File: common/technologies/industry.txt

Code:
technology = {
	local_resources_factor = 0.1
	local_resources_coal_factor = 0.05
	path = {
		research_cost_coeff = 1
	}
	research_cost = 2
	start_year = 1937
	categories = {
		industry construction_tech excavation_tech
	}
	folder = {
		name = industry_folder
		position = {
			x = 2
			y = 2
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 5.0
			OR = {
				oil = > 0
				aluminium = > 0
				rubber = > 0
				tungsten = > 0
				steel = > 0
				chromium = > 0
				coal = > 0
			}
		} {
			factor = 1.5
			OR = {
				oil = > 8
				aluminium = > 8
				rubber = > 8
				tungsten = > 8
				steel = > 8
				chromium = > 8
				coal = > 8
			}
		}
	}
}
### Entity: Character
Component: SEN_ai2
Source: game
File: common/characters/SEN.txt

Code:
SEN_ai2 = {
	advisor = {
		slot = high_command
		idea_token = SEN_ai2
		ledger = army
		allowed = {
			original_tag = SEN
		}
		traits = {
			army_infantry_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_3
		}
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_ban_democratic_party
Constructs: prerequisite, add_ideas, completion_reward, is_power_balance_in_range, cancel_if_invalid
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_ban_democratic_party
	icon = GFX_focus_generic_strike_at_democracy3
	prerequisite = {
		focus = SWI_promote_tobler
	}
	relative_position_id = SWI_promote_tobler
	x = 1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		fascism = > 0.65
		is_power_balance_in_range = {
			id = SWI_centralization_bop
			range = < SWI_centralization_bop_very_council
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_ideas = {
			SWI_democratic_party_banned_idea
		}
	}
}
### Entity: Character
Component: CAR_ai2
Source: game
File: common/characters/CAR.txt

Code:
CAR_ai2 = {
	advisor = {
		slot = high_command
		idea_token = CAR_ai2
		ledger = army
		allowed = {
			original_tag = CAR
		}
		traits = {
			army_infantry_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_3
		}
	}
}
### Entity: AI Strategy
Component: SOV_dont_do_so_many_naval_invasions_please
Source: game
File: common/ai_strategy/SOV.txt

Code:
SOV_dont_do_so_many_naval_invasions_please = {
	allowed = {
		original_tag = SOV
	}
	enable = {
		always = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = invasion_unit_request
		tag = GER
		value = -50
	} {
		type = invasion_unit_request
		tag = FIN
		value = -50
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_armed_neutrality_once_more
Constructs: prerequisite, has_war, limit, add_ideas, has_government, completion_reward, is_historical_focus_on, is_subject
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_armed_neutrality_once_more
	icon = GFX_goal_generic_neutrality_focus
	prerequisite = {
		focus = NOR_continuous_politics NOR_change_starts_within NOR_motion_of_no_confidence
	}
	mutually_exclusive = {
		focus = NOR_seek_a_british_alliance NOR_three_brothers
	}
	x = -11
	y = 3
	relative_position_id = NOR_til_dovre_faller
	cost = 5
	ai_will_do = {
		base = 20
		modifier = {
			factor = 1.5
			OR = {
				has_government = democratic neutrality
			}
		} {
			factor = 1.5
			is_historical_focus_on = no
			AND = {
				has_war = no
				OR = {
					ENG = {
						has_war = yes
					}
					GER = {
						has_war = yes
					}
				}
				date = < 1941.1.1
			}
		} {
			factor = 2
			AND = {
				is_historical_focus_on = yes
				has_war = no
				OR = {
					ENG = {
						has_war = yes
					}
					GER = {
						has_war = yes
					}
				}
				date = < 1941.1.1
			}
		}
	}
	available = {
		is_subject = no
		is_in_faction = no
		has_civil_war = no
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	completion_reward = {
		add_ideas = neutrality_idea
		if = {
			limit = {
				has_idea = low_economic_mobilisation
			}
			add_ideas = partial_economic_mobilisation
		} {
			limit = {
				has_idea = civilian_economy
			}
			add_ideas = low_economic_mobilisation
		}
		custom_effect_tooltip = NOR_armed_neutrality_once_more_tt
		country_event = {
			hours = 6
			id = naw_norway.200
		}
		hidden_effect = {
			news_event = {
				days = 3
				id = naw_norway.201
			}
		}
		army_experience = 20
		navy_experience = 20
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_ARMY_XP FOCUS_FILTER_NAVY_XP
	}
}
### Entity: Idea
Component: EAI_DD_15/light_tank_flame_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_15/light_tank_flame_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		light_tank_flame_chassis = {
			build_cost_ic = -0.375
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: slo_focus
Component: SLO_form_mechanics
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/slovakia.txt

Code:
focus = {
	id = SLO_form_mechanics
	icon = GFX_goal_generic_air_production
	prerequisite = {
		focus = SLO_fighter_focus SLO_bomber_focus
	}
	x = 0
	y = 1
	relative_position_id = SLO_fighter_focus
	cost = 10
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		add_ideas = CRO_idea_trained_mechanics
	}
}
### Entity: State History
Component: 18
Constructs: add_core_of
Source: game
File: history/states/18-Champagne.txt

Code:
state = {
	id = 18
	name = STATE_18
	manpower = 1370800
	state_category = city
	history = {
		owner = FRA
		victory_points = {
			9490 5
		} {
			13011 5
		} {
			3560 1
		}
		buildings = {
			infrastructure = 4
			industrial_complex = 1
			air_base = 10
		}
		add_core_of = FRA
	}
	provinces = {
		551 3533 3546 3560 5291 6531 6545 9472 9490 9505 11732 13011
	}
	local_supplies = 0.0
}
### Entity: Scripted Effect
Component: EAI_PC_AIRBASE_get_airbase_size_score
Constructs: limit, has_country_flag, set_temp_variable, add_to_temp_variable, add_to_temp_array
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_strategies_airbase.txt

Code:
EAI_PC_AIRBASE_get_airbase_size_score = {
	set_temp_variable = {
		airbase_level_score_factor = building_level@air_base
	}
	divide_temp_variable = {
		airbase_level_score_factor = 10
	}
	multiply_temp_variable = {
		airbase_level_score_factor = -1
	}
	add_to_temp_variable = {
		airbase_level_score_factor = 1
	}
	clamp_temp_variable = {
		var = airbase_level_score_factor
		min = 0.0
		max = 1.0
	}
	add_to_temp_array = {
		modifier_score_factors = airbase_level_score_factor
	} {
		modifier_score_weights = EAI_PC_AIRBASE_get_airbase_level_score_WEIGHT
	}
	if = {
		limit = {
			ROOT = {
				has_country_flag = EAI_PC_AIRBASE_score_logging
			}
		}
		log = [this.getname] - airbase_level_score_factor [?airbase_level_score_factor] - weight [?EAI_PC_AIRBASE_get_airbase_level_score_WEIGHT]
	}
}
### Entity: Character
Component: JUNO_red_banner_leader
Constructs: army_attack_factor, conscription_factor
Source: game
File: common/country_leader/toa_traits.txt

Code:
JUNO_red_banner_leader = {
	sprite = 13
	random = no
	army_attack_factor = 0.05
	conscription_factor = 0.1
}
### Entity: Idea
Component: ENG_trade_union_war_propaganda_support
Constructs: removal_cost
Source: game
File: common/ideas/britain.txt

Code:
ENG_trade_union_war_propaganda_support = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		war_support_weekly = 0.005
	}
	picture = generic_political_support
	removal_cost = -1
}
### Entity: Idea
Component: PRC_shorter_market_plan
Constructs: production_speed_buildings_factor, has_dlc
Source: game
File: common/ideas/comchina.txt

Code:
PRC_shorter_market_plan = {
	picture = PRC_finalize_industrial_plan_idea
	allowed = {
		original_tag = PRC
		has_dlc = No Compromise, No Surrender
	}
	modifier = {
		production_speed_buildings_factor = 0.05
		production_factory_efficiency_gain_factor = 0.1
	}
}
### Entity: Shared Focus
Tree: spr_focus
Component: SPR_issue_political_amnesties
Constructs: shared_focus, prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_political_spain_nationalist_shared.txt

Code:
shared_focus = {
	id = SPR_issue_political_amnesties
	icon = GFX_goal_generic_repeal_opressive_law
	cost = 10.0
	ai_will_do = {
		factor = 40
	}
	prerequisite = {
		focus = SPR_king_juan_iii
	}
	relative_position_id = SPR_king_juan_iii
	completion_reward = {
		add_ideas = SPR_issue_political_amnesties
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
	x = -1
	y = 1
}
### Entity: Order of Battle
Component: Rangoon Brigade
Constructs: division_template
Source: game
File: history/units/RAJ_1939.txt

Code:
division = {
	name = Rangoon Brigade
	location = 1330
	division_template = Colonial Garrison
	start_experience_factor = 0.1
	start_equipment_factor = 0.3
}
### Entity: Event
Component: wuw_GER_civil_war.1
Constructs: is_triggered_only, ai_chance, has_country_flag, has_game_rule, add_timed_idea, random_days, add_popularity
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_civil_war.1
	title = wuw_GER_civil_war.1.t
	desc = wuw_GER_civil_war.1.desc
	picture = GFX_report_event_communists_in_riga
	is_triggered_only = yes
	option = {
		name = wuw_GER_civil_war.1.a
		ai_chance = {
			base = 85
			modifier = {
				factor = 0
				OR = {
					has_country_flag = GER_AI_RANDOM_KAISER GER_AI_RANDOM_DEMOCRATIC
					has_game_rule = {
						rule = GER_ai_behavior
						option = KAISER
					} {
						rule = GER_ai_behavior
						option = DEMOCRATIC
					}
				}
			}
		}
		add_timed_idea = {
			idea = GER_expatriated_communists_return_home_ns
			days = 365
		}
		hidden_effect = {
			country_event = {
				id = wuw_GER_civil_war.2
				days = 14
				random_days = 16
			}
		}
	} {
		name = wuw_GER_civil_war.1.b
		ai_chance = {
			base = 15
			modifier = {
				factor = 0
				OR = {
					has_country_flag = GER_AI_RANDOM_COMMUNIST_STALINIST GER_AI_RANDOM_COMMUNIST_SPARTACUS
					has_game_rule = {
						rule = GER_ai_behavior
						option = GER_COMMUNIST_STALINIST
					} {
						rule = GER_ai_behavior
						option = GER_COMMUNIST_SPARTACUS
					}
				}
			}
		}
		add_popularity = {
			ideology = neutrality
			popularity = 0.1
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_timed_idea = {
			idea = GER_expatriated_communists_return_home_supressed_ns
			days = 365
		}
	}
}
### Entity: Character
Component: USA_charles_coughlin
Constructs: has_completed_focus, limit, has_government, has_dlc, has_autonomy_state, is_historical_focus_on, has_game_rule, has_idea_with_trait
Source: game
File: common/characters/USA.txt

Code:
USA_charles_coughlin = {
	name = USA_charles_coughlin
	portraits = {
		army = {
			small = GFX_idea_charles_coughlin
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = charles_coughlin
		allowed = {
			original_tag = USA
		}
		available = {
			if = {
				limit = {
					has_dlc = Man the Guns
				}
				has_completed_focus = USA_america_first
				NOT = {
					focus_progress = {
						focus = USA_neutrality_act
						progress = > 0.0
					}
				} {
					focus_progress = {
						focus = USA_limited_intervention
						progress = > 0.0
					}
				}
			} {
				limit = {
					has_dlc = Man the Guns
				}
				NOT = {
					has_autonomy_state = autonomy_supervised_state
				}
			}
		}
		traits = {
			fascist_demagogue
		}
		do_effect = {
			NOT = {
				has_government = fascism
			}
		}
		ai_will_do = {
			factor = 10.0
			modifier = {
				is_historical_focus_on = yes
				has_game_rule = {
					rule = USA_ai_behavior
					option = default
				}
				factor = 0.0
			} {
				is_historical_focus_on = yes
				NOT = {
					has_dlc = Man the Guns
				}
				factor = 0.0
			} {
				NOT = {
					has_dlc = Man the Guns
				}
				has_idea_with_trait = communist_revolutionary
				factor = 0.0
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_PROD_AIR_default_air_production
Source: game
File: common/ai_strategy/EAI_PRODUCTION_aircraft_strategies.txt

Code:
EAI_PROD_AIR_default_air_production = {
	enable = {
		NOT = {
			tag = ENG USA FRA GER ITA JAP SOV CHI CAN
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = air_factory_balance
		value = 5
	}
}
### Entity: Scripted Effect
Component: EAI_MATH_get_distance_between_points_a_b
Constructs: limit, set_temp_variable, check_variable, add_to_temp_variable
Source: game
File: common/scripted_effects/EAI_MATH_effects.txt

Code:
EAI_MATH_get_distance_between_points_a_b = {
	@map_width = 5632
	@map_width_half = 2816
	set_temp_variable = {
		dx = _point_a_x
	} {
		dy = _point_a_y
	} {
		distance_ = dx
	} {
		_val_ = distance_
	} {
		distance_ = _val_
	}
	subtract_from_temp_variable = {
		dx = _point_b_x
	} {
		dy = _point_b_y
	}
	if = {
		limit = {
			check_variable = {
				dx = < 0
			}
		}
		multiply_temp_variable = {
			dx = -1
		}
	} {
		limit = {
			check_variable = {
				dx = > @map_width_half
			}
		}
		set_temp_variable = {
			dx_wr = @map_width
		} {
			dx = dx_wr
		}
		subtract_from_temp_variable = {
			dx_wr = dx
		}
	} {
		limit = {
			check_variable = {
				dy = < 0
			}
		}
		multiply_temp_variable = {
			dy = -1
		}
	}
	multiply_temp_variable = {
		dx = dx
	} {
		dy = dy
	}
	add_to_temp_variable = {
		distance_ = dy
	}
	EAI_MATH_sqrt = yes
}
### Entity: Event
Component: naw_norway.57
Constructs: is_triggered_only, ai_chance, add_political_power, declare_war_on, take_state_focus, set_rule
Source: game
File: events/NaW_Norway.txt

Code:
country_event = {
	id = naw_norway.57
	title = naw_norway.57.t
	desc = naw_norway.57.d
	picture = GFX_report_event_swedish_soldier
	is_triggered_only = yes
	option = {
		name = naw_norway.57.a
		ai_chance = {
			base = 100
		}
		effect_tooltip = {
			DEN = {
				declare_war_on = {
					type = take_state_focus
					target = NOR
					generator = {
						337
					}
				}
			}
		}
		hidden_effect = {
			set_rule = {
				can_puppet = yes
			}
		}
		custom_effect_tooltip = NOR_pragmatic_diplomacy_tt
		add_political_power = -25
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_cooperate_religious
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_cooperate_religious
	icon = GFX_goal_ISR_star_of_david_2
	relative_position_id = ISR_hatzohar
	x = 3
	y = 1
	prerequisite = {
		focus = ISR_hatzohar
	}
	cost = 3
	completion_reward = {
		custom_effect_tooltip = ISR_moderately_strengthen_urf ISR_marginally_strengthen_hatzohar
		add_to_variable = {
			ISR_urf_max_seats = 3
		} {
			ISR_urf_min_seats = 5
		} {
			ISR_hatzohar_max_seats = 1
		} {
			ISR_hatzohar_min_seats = 1
		}
	}
}
### Entity: Character
Component: NGR_aa2
Source: game
File: common/characters/NGR.txt

Code:
NGR_aa2 = {
	advisor = {
		slot = high_command
		idea_token = NGR_aa2
		ledger = army
		allowed = {
			original_tag = NGR
		}
		traits = {
			army_armored_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_2
		}
	}
}
### Entity: Decision
Component: PAL_integration_of_arab_states
Constructs: limit, fire_only_once, is_core_of, is_controlled_by, remove_effect, every_state, add_core_of, add_state_core
Source: game
File: common/decisions/PAL.txt

Code:
PAL_integration_of_arab_states = {
	PAL_integration_of_iraq = {
		icon = generic_nationalism
		fire_only_once = yes
		allowed = {
			original_tag = PAL
		}
		available = {
			custom_trigger_tooltip = {
				tooltip = form_country_iraq_required_states_tt
				controls_state = 676 675 291 1045 1046 1047 1048 1049
			} {
				tooltip = AFG_resistance_iraq_state
				676 = {
					compliance = > 40
					resistance = < 25
				}
				675 = {
					compliance = > 40
					resistance = < 25
				}
				291 = {
					compliance = > 40
					resistance = < 25
				}
				1045 = {
					compliance = > 40
					resistance = < 25
				}
				1046 = {
					compliance = > 40
					resistance = < 25
				}
				1047 = {
					compliance = > 40
					resistance = < 25
				}
				1048 = {
					compliance = > 40
					resistance = < 25
				}
				1049 = {
					compliance = > 40
					resistance = < 25
				}
			}
		}
		visible = {
			any_state = {
				is_core_of = IRQ
				any_neighbor_state = {
					is_controlled_by = PAL
				}
			}
		}
		highlight_states = {
			highlight_state_targets = {
				state = 676 675 291 1045 1046 1047 1048 1049
			}
		}
		cost = 75
		modifier = {
			political_power_factor = -0.25
		}
		days_remove = 90
		remove_effect = {
			every_state = {
				limit = {
					OR = {
						state = 676 675 291 1045 1046 1047 1048 1049
					}
				}
				add_core_of = ROOT
			}
		}
		ai_will_do = {
			base = 5
		}
	}
	PAL_integration_of_levant = {
		icon = generic_nationalism
		fire_only_once = yes
		allowed = {
			original_tag = PAL
		}
		available = {
			controls_state = 554 553 677 680
			554 = {
				compliance = > 40
				resistance = < 25
			}
			553 = {
				compliance = > 40
				resistance = < 25
			}
			677 = {
				compliance = > 40
				resistance = < 25
			}
			680 = {
				compliance = > 40
				resistance = < 25
			}
		}
		visible = {
			any_state = {
				OR = {
					state = 554 553 677 680
				}
				any_neighbor_state = {
					is_controlled_by = PAL
				}
			}
		}
		highlight_states = {
			highlight_state_targets = {
				state = 554 553 677 680
			}
		}
		cost = 75
		modifier = {
			political_power_factor = -0.25
		}
		days_remove = 150
		remove_effect = {
			add_state_core = 554 553 677 680
		}
		ai_will_do = {
			base = 5
		}
	}
	PAL_integration_of_jordan = {
		icon = generic_nationalism
		fire_only_once = yes
		allowed = {
			original_tag = PAL
		}
		available = {
			controls_state = 455 
# ... (truncated)
### Entity: Character
Component: provincialist_warlord
Source: game
File: common/country_leader/r56_traits.txt

Code:
provincialist_warlord = {
	sprite = 12
	random = no
	political_advisor_cost_factor = -0.25
	army_morale_factor = 0.04
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_maintain_the_status_quo
Constructs: prerequisite, limit, add_war_support, add_opinion_modifier, completion_reward, is_subject, random_owned_controlled_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/r56_philippines.txt

Code:
focus = {
	id = PHI_maintain_the_status_quo
	icon = GFX_focus_ARG_balancing_act
	prerequisite = {
		focus = PHI_adopt_a_national_language
	}
	relative_position_id = PHI_adopt_a_national_language
	mutually_exclusive = {
		focus = PHI_move_towards_independence
	}
	x = -1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		is_subject = yes
	}
	bypass = {
		is_subject = no
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		add_war_support = 0.1
		USA = {
			add_opinion_modifier = {
				target = ROOT
				modifier = large_increase
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Event
Component: BBA_italy_anti_colonialism_events.09
Constructs: is_triggered_only, ai_chance, limit, is_in_faction, add_to_faction, random_hours, set_politics, add_ai_strategy
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_anti_colonialism_events.09
	title = BBA_italy_anti_colonialism_events.09.t
	desc = BBA_italy_anti_colonialism_events.09.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = BBA_italy_anti_colonialism_events.09.a
		ai_chance = {
			base = 5
		}
		effect_tooltip = {
			FROM = {
				puppet = ROOT
			}
			if = {
				limit = {
					FROM = {
						is_in_faction = yes
					}
				}
				FROM = {
					faction_leader = {
						add_to_faction = ROOT
					}
				}
			}
		}
		hidden_effect = {
			FROM = {
				country_event = {
					id = BBA_italy_anti_colonialism_events.10
					hours = 6
					random_hours = 2
				}
			}
		}
	} {
		name = BBA_italy_anti_colonialism_events.09.b
		ai_chance = {
			base = 1
		}
		effect_tooltip = {
			set_politics = {
				ruling_party = FROM
			}
			diplomatic_relation = {
				country = FROM
				relation = non_aggression_pact
				active = yes
			}
		}
		hidden_effect = {
			add_ai_strategy = {
				type = alliance
				id = FROM
				value = 100
			}
		} {
			FROM = {
				country_event = {
					id = BBA_italy_anti_colonialism_events.11
					hours = 6
					random_hours = 2
				}
			}
		}
	} {
		name = BBA_italy_anti_colonialism_events.09.c
		ai_chance = {
			base = 0
			modifier = {
				add = 1
				has_opinion = {
					target = FROM
					value = < 10
				}
			} {
				add = 10
				has_opinion = {
					target = FROM
					value = < 0
				}
			}
		}
		hidden_effect = {
			FROM = {
				country_event = {
					id = BBA_italy_anti_colonialism_events.12
					hours = 6
					random_hours = 2
				}
			}
		}
	}
}
### Entity: Idea
Component: MAN_manchukuo_film_association
Constructs: has_completed_focus, has_dlc
Source: game
File: common/ideas/manchukou.txt

Code:
MAN_manchukuo_film_association = {
	picture = MAN_manchukuo_film_association
	allowed = {
		has_dlc = Waking the Tiger
		original_tag = MAN
	}
	available = {
		OR = {
			hidden_trigger = {
				OR = {
					has_completed_focus = MAN_obedience MAN_tsr_obedience
				}
			} {
				OR = {
					has_completed_focus = MAN_reform_the_civil_service MAN_tsr_reform_the_civil_service
				}
			}
			custom_trigger_tooltip = {
				tooltip = MAN_manchukuo_film_association_tt
				OR = {
					has_completed_focus = MAN_obedience MAN_tsr_obedience
				}
			} {
				tooltip = MAN_manchukuo_film_association_2_tt
				OR = {
					has_completed_focus = MAN_reform_the_civil_service MAN_tsr_reform_the_civil_service
				}
			}
		}
	}
	traits = {
		propaganda_agency
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: CHL_the_leader_idea
Constructs: stability_factor, war_support_factor, has_government, removal_cost
Source: game
File: common/ideas/r56_chile.txt

Code:
CHL_the_leader_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		OR = {
			has_government = neutrality fascism
		}
	}
	removal_cost = -1
	modifier = {
		stability_factor = 0.1
		war_support_factor = 0.1
		army_core_defence_factor = 0.1
	}
	picture = generic_infantry_bonus
}
### Entity: Unit Leader
Component: jaeger
Source: game
File: common/unit_leader/00_traits.txt

Code:
jaeger = {
	type = land
	trait_type = personality_trait
	allowed = {
		FROM = {
			original_tag = FIN
		}
	}
	trait_xp_factor = {
		trickster = 1
		winter_specialist = 1
		commando = 1
		swamp_fox = 1
		ranger = 1
		hill_fighter = 1
		urban_assault_specialist = 1
		naval_invader = 1
	}
	modifier = {
		equipment_capture = 0.03
	}
	new_commander_weight = {
		factor = 0
	}
	attack_skill_factor = 1
	logistics_skill_factor = 1
}