Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: r56_CAN_imperial_oil_idea
Constructs: has_completed_focus, research_bonus
Source: game
File: common/ideas/r56_canada.txt

Code:
r56_CAN_imperial_oil_idea = {
	picture = r56_CAN_company_imperial_oil
	allowed = {
		original_tag = CAN
	}
	available = {
		has_completed_focus = r56_CAN_imperial_oil_focus
	}
	research_bonus = {
		industry = 0.1
		refining_tech = 0.25
	}
	modifier = {
		fuel_gain_factor = 0.1
	}
	traits = {
		refinery_concern
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_cooperate_with_canadian_capitalists
Constructs: prerequisite, has_government, has_war_with, completion_reward, random_owned_controlled_state, add_building_construction, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_cooperate_with_canadian_capitalists
	icon = GFX_goal_generic_business_bills
	x = -2
	y = 2
	cost = 5
	relative_position_id = QUE_tackle_the_economic_issues
	prerequisite = {
		focus = QUE_encourage_anglo_canadian_investments
	}
	available_if_capitulated = yes
	available = {
		NOT = {
			has_government = communism
			has_war_with = CAN
		}
		CAN = {
			exists = yes
		}
	}
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				861
			}
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
			add_extra_state_shared_building_slots = 1
		} {
			prioritize = {
				859
			}
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
			add_extra_state_shared_building_slots = 1
		} {
			prioritize = {
				863
			}
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
			add_extra_state_shared_building_slots = 1
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_the_greater_thai_empire
Constructs: prerequisite, limit, completion_reward, is_controlled_by, set_cosmetic_tag, every_state, is_in_array, add_core_of
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_the_greater_thai_empire
	icon = GFX_focus_SIA_the_greater_thai_empire
	x = 1
	y = 1
	relative_position_id = SIA_recover_indochina
	prerequisite = {
		focus = SIA_recover_indochina SIA_demand_the_return_of_lost_territory
	}
	cost = 5
	ai_will_do = {
		factor = 100
	}
	available = {
		custom_trigger_tooltip = {
			tooltip = SIA_the_greater_thai_empire_available_trigger
			all_of_scopes = {
				array = indochina_states
				is_controlled_by = ROOT
				compliance = > var:ROOT.SIA_greater_thai_empire_compliance_requirement
			}
		}
		993 = {
			is_controlled_by = ROOT
			compliance = > var:ROOT.SIA_greater_thai_empire_compliance_requirement
		}
		999 = {
			is_controlled_by = ROOT
			compliance = > var:ROOT.SIA_greater_thai_empire_compliance_requirement
		}
		994 = {
			is_controlled_by = ROOT
			compliance = > var:ROOT.SIA_greater_thai_empire_compliance_requirement
		}
		1062 = {
			is_controlled_by = ROOT
			compliance = > var:ROOT.SIA_greater_thai_empire_compliance_requirement
		}
		1064 = {
			is_controlled_by = ROOT
			compliance = > var:ROOT.SIA_greater_thai_empire_compliance_requirement
		}
		1061 = {
			is_controlled_by = ROOT
			compliance = > var:ROOT.SIA_greater_thai_empire_compliance_requirement
		}
		1065 = {
			is_controlled_by = ROOT
			compliance = > var:ROOT.SIA_greater_thai_empire_compliance_requirement
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		drop_cosmetic_tag = yes
		set_cosmetic_tag = SIA_great_thai_empire
		every_state = {
			limit = {
				OR = {
					is_in_array = {
						array = ROOT.indochina_states
						value = THIS
					} {
						array = ROOT.malaysia_burma_states
						value = THIS
					}
				}
			}
			add_core_of = ROOT
		}
		1061 = {
			set_state_name = STATE_1061_thai_alt
		}
	}
}
### Entity: Scripted Trigger
Component: SWI_has_fascist_councilor
Source: game
File: common/scripted_triggers/SWI_scripted_triggers.txt

Code:
SWI_has_fascist_councilor = {
	OR = {
		var:SWI_councilor_1 = {
			SWI_councilor_is_fascist = yes
		}
		var:SWI_councilor_2 = {
			SWI_councilor_is_fascist = yes
		}
		var:SWI_councilor_3 = {
			SWI_councilor_is_fascist = yes
		}
	}
}
### Entity: Event
Component: rt56.rom_stab_ger.4
Constructs: is_triggered_only, set_country_flag
Source: game
File: events/r56_romania.txt

Code:
country_event = {
	id = rt56.rom_stab_ger.4
	title = rt56.rom_stab_ger.4.t
	desc = rt56.rom_stab_ger.4.d
	picture = GFX_report_event_finnish_soldiers_snow
	is_triggered_only = yes
	option = {
		name = rt56.rom_stab_ger.4.a
		custom_effect_tooltip = ROM_unlock_focus_romanias_last_stand_tt
		set_country_flag = ROM_SOV_said_no_peace
	}
}
### Entity: Unit Template
Component: LIB_BB_HISTORICAL
Source: game
File: common/units/names_ships/LIB_ship_names.txt

Code:
LIB_BB_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BB
	for_countries = {
		LIB
	}
	type = ship
	ship_types = {
		ship_hull_heavy battleship
	}
	prefix = LRS 
	fallback_name = Battleship %d
	unique = {
		Monrovia Freedom
	}
}
### Entity: Character
Component: warmonger
Source: game
File: common/country_leader/00_traits.txt

Code:
warmonger = {
	random = no
	ai_focus_aggressive_factor = 0.5
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: TAH_coi
Source: game
File: common/characters/TAH.txt

Code:
TAH_coi = {
	advisor = {
		slot = political_advisor
		idea_token = TAH_coi
		allowed = {
			original_tag = TAH
		}
		traits = {
			captain_of_industry
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_asia_1
		}
	}
}
### Entity: Character
Component: colonial_lawyer
Constructs: stability_factor, autonomy_gain
Source: game
File: common/country_leader/00_traits.txt

Code:
colonial_lawyer = {
	random = no
	sprite = 13
	autonomy_gain = -0.1
	stability_factor = 0.15
	ai_will_do = {
		factor = 0
	}
}
### Entity: Character
Component: the_vietnamese_third_way
Constructs: fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
the_vietnamese_third_way = {
	random = no
	sprite = 13
	fascism_drift = 0.02
	justify_war_goal_time = -0.1
	political_power_factor = 0.05
}
### Entity: Name List
Component: ROA
Source: game
File: common/names/00_names.txt

Code:
ROA = {
	male = {
		names = {
			Wang Li Zhang Liu Chen Huang Liang Luo Kwong Hsia Zhu Mao Hu Liao Tan Deng Cheng Yang Gao Xie Ma Kong Dong Pan Yu
		}
	}
	female = {
		names = {
			Li Bao Mulan Lanfen Mingzhu Qingling Mei Yingtai Feng Zhi Ruo Fei Ru Shi Yuying Yuantong Yanxiang Xiurong Shouying Fuyuan Luzhen Ruirong Suzhen Xiaoying Xiaoyuan Xiaoji Xiaolou
		}
	}
	surnames = {
		Zhao Wu Sun Ma Hu Peng Dong Ye Lü Tian Jiang Wei Ting Shen Fang Jin Qiu
	}
	callsigns = {

	}
}
### Entity: Scripted Trigger
Component: frloc_tags_sg_fem_vow_l_del_dansl_04b
Constructs: has_government
Source: game
File: common/scripted_triggers/00_scripted_triggers_FR_loc.txt

Code:
frloc_tags_sg_fem_vow_l_del_dansl_04b = {
	OR = {
		AND = {
			has_government = fascism
			OR = {
				tag = DON ECU ERI EST GBA GEO IRE KUB LAO NGR OCC QEM RAJ SAF SPR SPA SPB SPC SPD TAH VOL
				original_tag = DON ECU ERI EST GBA GEO IRE KUB LAO NGR OCC QEM RAJ SAF SPR SPA SPB SPC SPD TAH VOL
			}
		} {
			has_government = communism
			OR = {
				tag = AFA ARG BEG BHU BLZ BOT BYA DEN GYA IRE ISR ITA KAL PER QEM SID SPR SPA SPB SPC SPD TRA TZN UAE
				original_tag = AFA ARG BEG BHU BLZ BOT BYA DEN GYA IRE ISR ITA KAL PER QEM SID SPR SPA SPB SPC SPD TRA TZN UAE
			}
		} {
			has_government = democratic
			OR = {
				tag = DDR
				original_tag = DDR
			}
		} {
			has_government = neutrality
			OR = {
				tag = ABK CHU IRE SAF TAT
				original_tag = ABK CHU IRE SAF TAT
			}
		}
	}
}
### Entity: Technology
Component: basic_battleship
Constructs: enable_equipments, research_cost
Source: game
File: common/technologies/naval.txt

Code:
technology = {
	enable_equipments = {
		battleship_2
	}
	path = {
		leads_to_tech = improved_battleship
		research_cost_coeff = 1
	} {
		leads_to_tech = heavy_battleship2
		research_cost_coeff = 1
	}
	research_cost = 2
	start_year = 1936
	folder = {
		name = naval_folder
		position = {
			x = 1
			y = 7
		}
	}
	ai_will_do = {
		factor = 1
	}
	categories = {
		naval_artillery naval_equipment bb_tech mio_cat_tech_all_capital_ship_and_modules
	}
	special_project_specialization = {
		specialization_naval
	}
}
### Entity: Idea
Component: POR_unified_youth_wings
Constructs: political_power_gain, removal_cost
Source: game
File: common/ideas/portugal.txt

Code:
POR_unified_youth_wings = {
	picture = generic_communist_army
	allowed = {
		original_tag = POR
	}
	allowed_civil_war = {
		tag = POR
	}
	removal_cost = -1
	modifier = {
		political_advisor_cost_factor = -0.25
		political_power_gain = 0.1
		drift_defence_factor = 0.15
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_recognize_moestopos_batallion
Constructs: has_completed_focus, division_template, prerequisite, completion_reward, add_manpower, add_to_variable, set_division_template_cap, create_unit
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_recognize_moestopos_batallion
	icon = GFX_focus_INS_recognize_moestopos_batallion
	available = {

	}
	prerequisite = {
		focus = INS_laskar_rakjat
	}
	mutually_exclusive = {

	}
	x = -1
	y = 1
	relative_position_id = INS_laskar_rakjat
	cost = 5
	ai_will_do = {
		base = 0
		modifier = {
			add = 1
			date = > 1941.1.1
			has_completed_focus = INS_underground_revolution
		} {
			add = 1
			ai_wants_divisions = > 3
		}
	}
	search_filters = {
		FOCUS_FILTER_INTERNAL_AFFAIRS FOCUS_FILTER_MILITARY_CHARACTER
	}
	completion_reward = {
		add_manpower = 10000
		custom_effect_tooltip = INS_add_militia_cap_2_tt
		hidden_effect = {
			add_to_variable = {
				INS_militia_cap = 2
			}
			set_division_template_cap = {
				division_template = Freedom Fighter Militia
				division_cap = INS_militia_cap
			}
		}
		capital_scope = {
			custom_effect_tooltip = INS_add_fully_trained_militia_unit_tt
			hidden_effect = {
				create_unit = {
					division = name = "Batalyon Moestopo" division_template = "Freedom Fighter Militia" start_experience_factor = 0.3 start_equipment_factor = 	1 	start_manpower_factor = 1
					owner = INS
					allow_spawning_on_enemy_provs = no
					count = 1
					id = 1510
				}
			}
		}
		INS_moestopo = {
			add_corps_commander_role = {
				traits = {
					INS_loyalty_to_indonesia militias_officer
				}
				skill = 1
				attack_skill = 1
				defense_skill = 1
				planning_skill = 1
				logistics_skill = 1
			}
		}
		activate_mission = INS_militias_moestopo_mission
	}
}
### Entity: Scripted Trigger
Component: EAI_medium_armor_tank_design_priority
Constructs: set_temp_variable, has_design_based_on
Source: game
File: common/scripted_triggers/EAI_PRODUCTION_design_triggers.txt

Code:
EAI_medium_armor_tank_design_priority = {
	set_temp_variable = {
		_check_xp = 300
	}
	EAI_XP_has_army_check_xp = yes
	EAI_medium_armor_tank_design_focus = yes
	NOT = {
		has_design_based_on = medium_tank_chassis
	}
}
### Entity: Character
Component: GER_alfred_hugenberg
Constructs: has_completed_focus, limit, has_government, has_dlc
Source: game
File: common/characters/GER.txt

Code:
GER_alfred_hugenberg = {
	name = GER_alfred_hugenberg
	portraits = {
		army = {
			small = GFX_idea_GER_alfred_hugenberg
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = GER_alfred_hugenberg
		allowed = {
			OR = {
				original_tag = GER COG
			}
			has_dlc = Waking the Tiger
		}
		visible = {
			NOT = {
				OR = {
					AND = {
						original_tag = GER
						has_government = fascism
						has_completed_focus = GER_remilitarize_the_rhineland
					}
				}
				has_completed_focus = GER_start_the_proletarian_revolution
			}
		}
		available = {
			IF = {
				limit = {
					NOT = {
						has_dlc = Gotterdammerung
					}
				}
				has_completed_focus = GER_revive_the_kaiserreich
			}
			ELSE = {
				OR = {
					has_completed_focus = GER_revive_the_kaiserreich_ww COG_invite_german_kasierist_exiles
				}
			}
		}
		traits = {
			monarchist_media_mogul
		}
		ai_will_do = {
			factor = 0.0
		}
	}
}
### Entity: Idea
Component: POL_Enlistment_Restrictions
Constructs: removal_cost, conscription_factor
Source: game
File: common/ideas/r56_poland.txt

Code:
POL_Enlistment_Restrictions = {
	allowed = {
		original_tag = POL
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = SOV_scientist_defect
	modifier = {
		resistance_damage_to_garrison = -0.2
		foreign_subversive_activites = -0.2
		conscription_factor = -0.05
	}
}
### Entity: Decision
Component: QUE_integrate_american_land_fascism
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/QUE_decision_categories.txt

Code:
QUE_integrate_american_land_fascism = {
	icon = generic_political_actions
	allowed = {
		original_tag = QUE
	}
	visible = {
		has_completed_focus = QUE_consolidate_american_holdings
	}
	priority = {
		base = 0
	}
}
### Entity: Event
Component: INS_industrial_events.37
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, clr_country_flag, add_to_variable, random_owned_controlled_state, add_extra_state_shared_building_slots
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_industrial_events.37
	title = INS_industrial_events.36.t
	desc = INS_industrial_events.36.desc
	picture = GFX_report_event_generic_factory
	is_triggered_only = yes
	hidden = no
	option = {
		name = INS_industrial_events.36.a
		ai_chance = {
			base = 10
		}
		hidden_effect = {
			clr_country_flag = INS_selling_resource_flag
		}
		effect_tooltip = {
			custom_effect_tooltip = INS_great_depression_tt INS_resources_refunded_in_24_months_tt
			add_to_variable = {
				var = INS_great_depression_country_resource_cost_oil
				value = 24
				tooltip = country_resource_cost_oil_tt
			}
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = arms_factory
						size = > 0
						include_locked = yes
					}
					INS_only_militia_states_if_possible_and_needed = yes
					impassable = no
				}
				prioritize = {

				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			}
		}
	} {
		name = INS_industrial_events.36.b
		ai_chance = {
			base = 1
		}
		trigger = {
			has_completed_focus = INS_invite_foreign_companies
			has_resources_in_country = {
				resource = oil
				amount = > 23
				extracted = no
			}
		}
		hidden_effect = {
			clr_country_flag = INS_selling_resource_flag
		}
		effect_tooltip = {
			custom_effect_tooltip = INS_great_depression_tt INS_resources_refunded_in_24_months_tt
			add_to_variable = {
				var = INS_great_depression_country_resource_cost_oil
				value = 24
				tooltip = country_resource_cost_oil_tt
			}
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = arms_factory
						size = > 0
						include_locked = yes
					}
					INS_only_militia_states_if_possible_and_needed = yes
					impassable = no
				}
				prioritize = {

				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			}
		}
		activate_decision = INS_oil_for_mil
	}
}
### Entity: Country History
Country: YUN
Component: YUN_politics
Constructs: set_stability, set_war_support, set_politics, set_popularities
Source: game
File: history/countries/YUN - Yunnan.txt

Code:
# Politics & Parties for YUN
set_stability = 0.5
set_war_support = 0.35
set_politics = {
	ruling_party = neutrality
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	fascism = 20
	neutrality = 80
}
### Entity: Scripted Trigger
Component: EAI_infantry_design_A
Constructs: check_variable, has_global_flag, has_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_land_triggers.txt

Code:
EAI_infantry_design_A = {
	OR = {
		check_variable = {
			EAI_FOCUS/LAND/infantry_design = global.EAI_A_INF_DESIGN
		} {
			EAI_FOCUS/LAND/infantry_design_OVERRIDE = global.EAI_A_INF_DESIGN
		}
		AND = {
			OR = {
				EAI_Infantry_Design_A_PRESET = yes
				has_global_flag = EAI_random_focuses
			}
			NOT = {
				has_variable = EAI_FOCUS/LAND/infantry_design EAI_FOCUS/LAND/infantry_design_OVERRIDE
			}
		}
	}
}
### Entity: Character
Component: SEN_coi
Source: game
File: common/characters/SEN.txt

Code:
SEN_coi = {
	advisor = {
		slot = political_advisor
		idea_token = SEN_coi
		allowed = {
			original_tag = SEN
		}
		traits = {
			captain_of_industry
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_1
		}
	}
}
### Entity: Idea
Component: TUR_etatism_stabilisation
Constructs: political_power_gain, removal_cost
Source: game
File: common/ideas/turkey.txt

Code:
TUR_etatism_stabilisation = {
	allowed = {
		original_tag = TUR
	}
	allowed_civil_war = {
		always = yes
	}
	picture = SOV_scientist_defect
	removal_cost = -1
	modifier = {
		political_power_gain = -0.5
	}
}
### Entity: Event
Component: poland.142
Constructs: is_triggered_only, add_ideas
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland.142
	title = poland.142.t
	desc = poland.142.d
	picture = GFX_report_event_Symon_Petliura_and_Antoni_Listowski
	is_triggered_only = yes
	option = {
		name = poland.142.a
		DOU = {
			add_ideas = UKR_militarism_focus UKR_neutrality_drift
		}
		custom_effect_tooltip = UKR_army_tooltip
	}
}
### Entity: Idea
Component: GUM_ar
Source: game
File: common/ideas/guam.txt

Code:
GUM_ar = {
	ledger = army
	picture = generic_army_asia_5
	allowed = {
		original_tag = GUM
	}
	traits = {
		army_regrouping_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: AST_womens_services_director
Constructs: conscription_factor
Source: game
File: common/country_leader/taog_traits.txt

Code:
AST_womens_services_director = {
	random = no
	sprite = 1
	conscription_factor = 0.05
	training_time_factor = -0.1
}
### Entity: Idea
Component: KMT_five_year_plan2
Constructs: stability_factor, has_government, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_five_year_plan2 = {
	picture = SOV_third_five_year_plan_civilian
	removal_cost = -1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			has_government = communism
		}
	}
	modifier = {
		consumer_goods_factor = -0.15
		consumer_goods_expected_value = -0.15
		stability_factor = -0.1
		production_speed_buildings_factor = -0.05
		production_factory_efficiency_gain_factor = -0.15
	}
}
### Entity: Idea
Component: CHL_radical_party_in_power
Constructs: war_support_factor, has_government, removal_cost, democratic_drift, neutrality_drift, communism_drift
Source: game
File: common/ideas/chile.txt

Code:
CHL_radical_party_in_power = {
	picture = CHL_radical_party_in_power
	allowed = {
		original_tag = CHL
	}
	allowed_civil_war = {
		original_tag = CHL
		has_government = democratic
	}
	removal_cost = -1
	modifier = {
		democratic_drift = 0.01
		neutrality_drift = 0.01
		communism_drift = -0.02
		political_power_factor = 0.05
		war_support_factor = 0.05
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_organize_a_march
Constructs: has_completed_focus, prerequisite, add_stability, completion_reward, add_popularity
Source: game
File: common/national_focus/iceland.txt

Code:
focus = {
	id = ICE_organize_a_march
	icon = GFX_focus_ITA_generic_fascist_workers
	prerequisite = {
		focus = ICE_prepare_for_the_revolution
	}
	x = 0
	y = 1
	relative_position_id = ICE_prepare_for_the_revolution
	cost = 10
	available = {
		fascism = > 0.2
		NOT = {
			has_completed_focus = ICE_break_with_the_crown
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		} {
			ideology = democratic
			popularity = -0.1
		}
		add_stability = -0.05
	}
}
### Entity: Name List
Component: MRS
Source: game
File: common/names/r56_names.txt

Code:
MRS = {
	male = {
		names = {
			Misao Imata Kunio Litokwa Maynard Eldon Kessai Ruben Jurelang Ataji Christopher Casten Namo Albert Anjua John Witten Phillip Anju Waylon Kabuati Kalani Jack Brenson Kenneth Rien Kataejar Tony
		}
	}
	female = {
		names = {
			Mirasko Atama Mary Evelyn Lijon Kitlang Amenta Rosalie Darlene Kathy
		}
	}
	surnames = {
		Lokeijak Lanwi Zedkaia Konou Eknilang Momotaro Bejang Heine Kabua Loeak Nemra Lemari Note Zackhras Hermios Silk Keju Stege Kinono Kaneko Wase Ading Kedi Jibas Aiseia
	}
	callsigns = {

	}
}
### Entity: Event
Component: mtg_britain.6
Constructs: is_triggered_only, has_country_flag, random_list, has_idea
Source: game
File: events/MTG_Britain.txt

Code:
country_event = {
	id = mtg_britain.6
	is_triggered_only = yes
	hidden = yes
	immediate = {
		random_list = {
			20 = {
				modifier = {
					factor = 1.5
					has_country_flag = ENG_abdication_crisis_morganatic_marriage
				} {
					factor = 0
					has_country_flag = ENG_newspapers_in_favor
				} {
					factor = 0
					has_country_flag = ENG_newspapers_against
				}
				country_event = {
					id = mtg_britain.7
				}
			} {
				country_event = {
					id = mtg_britain.8
				}
			} {
				modifier = {
					factor = 0
					has_country_flag = ENG_abdication_crisis_government_fell
				} {
					factor = 0
					has_country_flag = ENG_newspapers_in_favor
				} {
					factor = 0
					has_country_flag = ENG_newspapers_against
				} {
					factor = 0
					has_country_flag = ENG_abdication_crisis_held_radio_speech
				}
				country_event = {
					id = mtg_britain.9
				}
			} {
				modifier = {
					factor = 0.8
					has_idea = ENG_support_for_the_king_idea
				} {
					factor = 0
					has_country_flag = ENG_abdication_crisis_government_fell
				} {
					factor = 0
					has_country_flag = ENG_parliament_opposition
				}
				country_event = {
					id = mtg_britain.10
				}
			} {
				modifier = {
					factor = 0
					has_country_flag = ENG_upper_classes_oppose_marriage
				}
				country_event = {
					id = mtg_britain.11
				}
			} {
				modifier = {
					factor = 1.5
					has_country_flag = ENG_abdication_crisis_morganatic_marriage
				} {
					factor = 0
					has_country_flag = ENG_upper_classes_support_marriage
				}
				country_event = {
					id = mtg_britain.12
				}
			}
			200 = {
				modifier = {
					factor = 0
					NOT = {
						has_idea = ENG_support_for_the_king_idea
					}
				} {
					factor = 0
					has_country_flag = ENG_abdication_crisis_tight_leash
				} {
					factor = 0
					has_country_flag = ENG_abdication_crisis_held_radio_speech
				}
				country_event = {
					id = mtg_britain.13
				}
			}
		}
	}
}
### Entity: Character
Component: SWI_saly_mayer
Source: game
File: common/characters/SWI.txt

Code:
SWI_saly_mayer = {
	advisor = {
		slot = political_advisor
		idea_token = SWI_saly_mayer
		allowed = {
			original_tag = SWI
		}
		visible = {
			SWI_councilor_visible = yes
		}
		available = {
			SWI_can_be_councilor = yes
		}
		traits = {
			SWI_humanitarian
		}
		on_add = {
			SWI_on_add_councilors = yes
		}
		on_remove = {
			SWI_on_remove_councilor = yes
		}
		can_be_fired = no
		ai_will_do = {
			base = 2000
		}
	}
	name = SWI_saly_mayer
	portraits = {
		civilian = {
			small = GFX_portrait_SWI_saly_mayer_small
			large = GFX_portrait_SWI_saly_mayer
		}
	}
}
### Entity: State History
Component: 411
Constructs: add_core_of
Source: game
File: history/states/411-Hormozgan.txt

Code:
state = {
	id = 411
	name = STATE_411
	manpower = 663954
	resources = {
		oil = 12
		chromium = 7
		steel = 2
	}
	state_category = town
	history = {
		owner = PER
		buildings = {
			infrastructure = 2
		}
		victory_points = {
			2026 1
		} {
			4928 1
		}
		add_core_of = PER
	}
	provinces = {
		2026 4928 4983 5067 8074 12756
	}
	local_supplies = 0.0
}