Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: poland_r56.12
Constructs: has_completed_focus, has_government, has_war_with, fire_only_once, is_in_faction_with, create_corps_commander, set_country_flag
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland_r56.12
	title = poland.12.t
	desc = poland.12.d
	picture = GFX_report_event_polish_tanks_01
	trigger = {
		tag = POL
		has_completed_focus = POL_Cegielski_Artillery_Factory
		has_government = neutrality
		has_war_with = ITA
		NOT = {
			is_in_faction_with = SOV
		}
		417 = {
			controller = {
				OR = {
					tag = POL
					is_in_faction_with = POL
				}
				has_war_with = ITA
			}
		}
		OR = {
			divisions_in_state = {
				state = 162
				size = > 0
			} {
				state = 157
				size = > 0
			} {
				state = 2
				size = > 0
			}
		}
	}
	mean_time_to_happen = {
		days = 1
	}
	fire_only_once = yes
	option = {
		name = poland.12.a
		custom_effect_tooltip = WOJTEK_COMMANDER
		hidden_effect = {
			create_corps_commander = {
				name = Wojtek
				portrait_path = gfx/leaders/POL/Portrait_POL_Voytek.dds
				traits = {
					bearer_of_artillery harsh_leader
				}
				skill = 1
				attack_skill = 1
				defense_skill = 1
				logistics_skill = 1
				planning_skill = 1
			}
			set_country_flag = POL_vojtek_commander
		}
	}
}
### Entity: Order of Battle
Component: Kriegsmarine
Source: game
File: history/units/GER_1936_naval_mtg.txt

Code:
fleet = {
	name = Kriegsmarine
	naval_base = 241
	task_force = {
		name = Hochseeflotte
		location = 241
		ship = {
			name = Deutschland
			definition = heavy_cruiser
			start_experience_factor = 0.3
			equipment = {
				ship_hull_cruiser_panzerschiff = {
					amount = 1
					owner = GER
					version_name = Deutschland
				}
			}
		} {
			name = Admiral Scheer
			pride_of_the_fleet = yes
			definition = heavy_cruiser
			start_experience_factor = 0.3
			equipment = {
				ship_hull_cruiser_panzerschiff = {
					amount = 1
					owner = GER
					version_name = Deutschland
				}
			}
		} {
			name = Nürnberg
			definition = light_cruiser
			start_experience_factor = 0.3
			equipment = {
				ship_hull_cruiser_2 = {
					amount = 1
					owner = GER
					version_name = Leipzig
				}
			}
		} {
			name = Leipzig
			definition = light_cruiser
			start_experience_factor = 0.3
			equipment = {
				ship_hull_cruiser_2 = {
					amount = 1
					owner = GER
					version_name = Leipzig
				}
			}
		} {
			name = Königsberg
			definition = light_cruiser
			start_experience_factor = 0.3
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = GER
					version_name = Königsberg
				}
			}
		} {
			name = Karlsruhe
			definition = light_cruiser
			start_experience_factor = 0.3
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = GER
					version_name = Königsberg
				}
			}
		} {
			name = Köln
			definition = light_cruiser
			start_experience_factor = 0.3
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = GER
					version_name = Königsberg
				}
			}
		} {
			name = Emden
			definition = light_cruiser
			start_experience_factor = 0.2
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = GER
					version_name = Emden
				}
			}
		} {
			name = Jaguar
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = GER
					version_name = Type 24
				}
			}
		} {
			name = Leopard
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = GER
					version_name = Type 24
				}
			}
		} {
			name = Luchs
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = GER
					version_name = Type 24
				}
			}
		} {
			name = Tiger
			definition = destroyer
			equipment = {
				ship_hull_light_1 = 
# ... (truncated)
### Entity: Character
Component: SOV_anastasy_vonsyatsky
Constructs: limit, has_government, has_character_flag
Source: game
File: common/characters/SOV.txt

Code:
SOV_anastasy_vonsyatsky = {
	name = SOV_anastasy_vonsyatsky
	portraits = {
		army = {
			small = GFX_idea_SOV_anastasy_vonsyatsky
		}
	}
	allowed_civil_war = {
		OR = {
			has_government = neutrality fascism
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = SOV_anastasy_vonsyatsky
		allowed = {
			original_tag = SOV
		}
		visible = {
			NOT = {
				has_character_flag = SOV_character_purged_flag
			}
		}
		available = {
			if = {
				limit = {
					has_character_flag = SOV_exiled_flag
				}
				NOT = {
					has_character_flag = SOV_exiled_flag
				}
			}
		}
		traits = {
			the_foreign_connection
		}
		ai_will_do = {
			base = 1
		}
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_reinforce_royal_dictatorship
Constructs: prerequisite, remove_ideas, has_government, has_country_flag, add_stability, completion_reward, add_political_power, set_country_flag
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_reinforce_royal_dictatorship
	icon = GFX_goal_GRE_coat_of_arms
	text = GRE_reinforce_royal_dictatorship
	prerequisite = {
		focus = GRE_divided_nation
	}
	mutually_exclusive = {
		focus = GRE_democratic_approach GRE_aftermath_of_the_victory_of_the_people GRE_national_security_concerns GRE_national_union
	}
	x = 0
	y = 1
	relative_position_id = GRE_divided_nation
	cost = 5
	ai_will_do = {
		factor = 10
	}
	select_effect = {
		set_country_flag = r56_no_commie_civil_war
	}
	available = {
		has_country_flag = GRE_royal_dictatorship
		NOT = {
			has_government = communism
		}
	}
	completion_reward = {
		custom_effect_tooltip = GRE_divided_no_commie_cw_tt
		add_political_power = 100
		add_stability = 0.05
		remove_ideas = GRE_divided_nation
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_lang_is_right
Constructs: prerequisite, limit, completion_reward, is_hired_as_advisor, add_timed_idea, add_to_variable, random_owned_controlled_state, is_core_of
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_lang_is_right
	icon = GFX_focus_AST_lang_is_right
	prerequisite = {
		focus = AST_goods_standard
	}
	relative_position_id = AST_goods_standard
	x = 0
	y = 1
	cost = 10
	available = {
		AST_jack_lang = {
			is_hired_as_advisor = yes
		}
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_timed_idea = {
			idea = AST_temp_political_power_factor_cost
			days = 365
		}
		custom_effect_tooltip = generic_skip_one_line_tt AST_forging_australias_future_spirit_tt generic_skip_one_line_tt
		add_to_variable = {
			AST_forging_australias_future_spirit_consumer_goods_factor = -0.05
			tooltip = consumer_goods_factor_tt
		} {
			AST_forging_australias_future_spirit_stability_factor = 0.05
			tooltip = stability_factor_tt
		} {
			AST_forging_australias_future_spirit_production_speed_buildings_factor = 0.05
			tooltip = production_speed_buildings_factor_tt
		} {
			AST_forging_australias_future_spirit_political_power_cost = -0.05
			tooltip = political_power_cost_tt
		}
		random_owned_controlled_state = {
			limit = {
				impassable = no
				is_core_of = AST
				is_fully_controlled_by = AST
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STABILITY
	}
}
### Entity: Idea
Component: SAM_stc
Source: game
File: common/ideas/samoa.txt

Code:
SAM_stc = {
	picture = generic_political_advisor_asia_3
	allowed = {
		original_tag = SAM
	}
	traits = {
		smooth_talking_charmer
	}
}
### Entity: National Focus
Tree: vnz_focus
Component: VNZ_Collectivist_Propaganda
Constructs: prerequisite, add_ideas, has_government, completion_reward, add_political_power
Source: game
File: common/national_focus/venice.txt

Code:
focus = {
	id = VNZ_Collectivist_Propaganda
	text = GEN_Collectivist_Propaganda
	icon = GFX_goal_communist_factory
	prerequisite = {
		focus = VNZ_take_over_the_government
	}
	x = 0
	y = 2
	relative_position_id = VNZ_take_over_the_government
	cost = 10
	available_if_capitulated = yes
	available = {
		has_government = communism
	}
	completion_reward = {
		add_political_power = 25
		add_ideas = GEN_Collectivist_Propaganda_I
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: GER_auto_union_improved
Constructs: has_completed_focus, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/GER.txt

Code:
GER_auto_union_improved = {
	name = GER_auto_union
	picture = GER_auto_union
	allowed = {
		original_tag = GER
	}
	visible = {
		has_completed_focus = GER_panzergrenadier
	}
	cost = 150
	equipment_bonus = {
		armored_car_equipment = {
			build_cost_ic = -0.05
			armor_value = 0.05
			instant = yes
		}
	}
	traits = {
		armored_car_manufacturer
	}
}
### Entity: Idea
Component: pan_slavic_propaganda
Constructs: has_government, removal_cost, communism_drift
Source: game
File: common/ideas/yugoslavia.txt

Code:
pan_slavic_propaganda = {
	picture = generic_communism_drift_bonus generic_communism_drift_bonus
	allowed = {
		original_tag = YUG
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	modifier = {
		communism_drift = 0.2
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_proclaim_the_peoples_republic
Constructs: prerequisite, has_government, add_war_support, add_stability, completion_reward, is_subject, set_cosmetic_tag
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_proclaim_the_peoples_republic
	icon = GFX_focus_generic_join_comintern
	x = 0
	y = 1
	prerequisite = {
		focus = COG_the_lion_roars
	}
	relative_position_id = COG_the_lion_roars
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER FOCUS_FILTER_INDUSTRY
	}
	cost = 10
	ai_will_do = {
		base = 10
	}
	bypass = {

	}
	available = {
		is_subject = no
		has_government = communism
	}
	completion_reward = {
		drop_cosmetic_tag = yes
		set_cosmetic_tag = COG_peoples_republic_of_congo
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_stability = 0.1
		add_war_support = 0.05
		COG_vast_uncentralized_nation_modifier_level_down = yes
	}
}
### Entity: Shared Focus
Component: BALTIC_original_designs
Constructs: shared_focus, prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/baltic_shared.txt

Code:
shared_focus = {
	id = BALTIC_original_designs
	icon = GFX_goal_generic_small_arms
	prerequisite = {
		focus = BALTIC_domestic_motors BALTIC_school_of_aviation
	}
	x = 1
	y = 1
	relative_position_id = BALTIC_domestic_motors
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = BALTIC_original_designs
			bonus = 0.5
			uses = 1
			category = infantry_weapons
		} {
			name = BALTIC_original_designs
			bonus = 0.5
			uses = 1
			category = artillery
		} {
			name = BALTIC_original_designs
			bonus = 0.5
			uses = 1
			category = armor
		}
	}
}
### Entity: Idea
Component: KMT_nanjing_decade_3_b
Constructs: has_completed_focus, research_speed_factor, stability_factor, production_speed_buildings_factor, removal_cost, has_idea, fascism_drift
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_nanjing_decade_3_b = {
	name = KMT_nanjing_decade
	removal_cost = -1
	picture = generic_mild_economic_recovery
	allowed = {
		always = no
	}
	available = {
		AND = {
			controls_state = 1114
			OR = {
				has_idea = civilian_economy low_economic_mobilisation
				AND = {
					has_idea = partial_economic_mobilisation
					has_completed_focus = KMT_finalize_war_preparations
				}
			}
			surrender_progress = < 0.1
		}
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		production_speed_buildings_factor = 0.1
		stability_factor = 0.1
		fascism_drift = 0.03
		research_speed_factor = 0.05
		production_speed_arms_factory_factor = 0.1
	}
}
### Entity: Scripted Effect
Component: EAI_MILITARY_SECTOR_cancel_sector
Constructs: limit, has_country_flag, set_country_flag, set_variable, clear_variable
Source: game
File: common/scripted_effects/EAI_MILITARY_strategy_SECTOR_effects.txt

Code:
EAI_MILITARY_SECTOR_cancel_sector = {
	if = {
		limit = {
			has_country_flag = EAI_sector_operations_logging
		}
		log = [GetYear] [GetMonth] | AI | [This.GetName] | EAI_MILITARY_SECTOR_cancel_sector=[?EAI_MILITARY_SECTOR_id]
	}
	set_country_flag = {
		flag = EAI_MILITARY_SECTOR_cooldown
		value = 1
		days = 90
	}
	set_variable = {
		EAI_MILITARY_SECTOR_cooldown^EAI_MILITARY_SECTOR_id = 1
	}
	clear_variable = EAI_MILITARY_SECTOR_id
}
### Entity: Character
Component: ABK_kirilli_bechvaya
Source: game
File: common/characters/ABK.txt

Code:
ABK_kirilli_bechvaya = {
	name = Kirill Bechvaya
	portraits = {
		civilian = {
			large = GFX_portrait_Kirill_Bechvaya
		}
	}
	country_leader = {
		ideology = stalinism
		expire = 1950.1.1.1
		id = -1
	}
}
### Entity: Idea
Component: EAI_DD_15/heavy_tank_destroyer_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_15/heavy_tank_destroyer_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		heavy_tank_destroyer_chassis = {
			build_cost_ic = -0.375
			instant = yes
		}
	}
}
### Entity: National Focus
Component: wuw_HUN_invest_in_universal_education
Constructs: prerequisite, has_government, completion_reward, cancel_if_invalid, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_invest_in_universal_education
	icon = GFX_focus_generic_university_1
	prerequisite = {
		focus = wuw_HUN_nationalize_key_industries
	}
	x = 0
	y = 1
	relative_position_id = wuw_HUN_nationalize_key_industries
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available = {
		has_government = communism
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = HUN_socialist_economy_idea
			add_idea = HUN_socialist_economy_idea_2
		}
	}
}
### Entity: Event
Component: SCA_iceland.6
Constructs: is_triggered_only
Source: game
File: events/ICE_events.txt

Code:
country_event = {
	id = SCA_iceland.6
	title = SCA_iceland.6.t
	desc = SCA_iceland.6.desc
	picture = GFX_report_event_spain_civil_war_volunteers_02
	is_triggered_only = yes
	option = {
		name = SCA_iceland.6.a
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/r56_CHI_1936_air_legacy.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = fighter_equipment_0
			creator = CHI
		}
		requested_factories = 1
		progress = 0.55
		efficiency = 100
	}
}
### Entity: Event
Component: bftb_bulgaria_scw_volunteers.1
Constructs: is_triggered_only, limit, fire_only_once, check_variable
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_scw_volunteers.1
	title = bftb_bulgaria_scw_volunteers.1.t
	desc = bftb_bulgaria_scw_volunteers.1.desc
	picture = GFX_report_event_spr_no_pasaran
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = bftb_bulgaria_scw_volunteers.1.a
		trigger = {
			country_exists = SPD
		}
		custom_effect_tooltip = available_chief_of_airforce
		show_ideas_tooltip = BUL_zachari_zachariev
		if = {
			limit = {
				check_variable = {
					BUL_spanish_tag_aided = FROM
				}
			}
			army_experience = 50
			air_experience = 25
		}
		else = {
			army_experience = 25
			air_experience = 15
		}
	} {
		name = bftb_bulgaria_scw_volunteers.1.b
		trigger = {
			NOT = {
				country_exists = SPD
			}
		}
		custom_effect_tooltip = available_chief_of_airforce
		show_ideas_tooltip = BUL_zachari_zachariev
		if = {
			limit = {
				check_variable = {
					BUL_spanish_tag_aided = FROM
				}
			}
			army_experience = 50
			air_experience = 25
		}
		else = {
			army_experience = 25
			air_experience = 15
		}
	}
}
### Entity: Decision
Component: SOV_paranoia_system
Constructs: has_country_flag, has_idea
Source: game
File: common/decisions/categories/SOV_decision_categories.txt

Code:
SOV_paranoia_system = {
	priority = 101
	icon = SOV_paranoia
	scripted_gui = sov_paranoia_system_ui
	allowed = {
		original_tag = SOV
	}
	visible = {
		OR = {
			has_country_flag = SOV_paranoia_system_active_flag SOV_third_moscow_trial_flag SOV_debug_show_paranoia_system_flag SOV_assassinated_stalin_flag
			has_idea = SOV_anti_soviet_military_thinking_banned_army SOV_anti_soviet_military_thinking_banned_navy SOV_anti_soviet_military_thinking_banned_airforce SOV_purged_junior_army_officers_1 SOV_purged_junior_army_officers_2 SOV_purged_junior_army_officers_3 SOV_purged_junior_navy_officers_1 SOV_purged_junior_navy_officers_2 SOV_purged_junior_navy_officers_3
			SOV_is_stalinist = yes
		}
	}
	visible_when_empty = yes
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_write_rifle
Constructs: add_equipment_to_stockpile, prerequisite, completion_reward
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_write_rifle
	icon = GFX_focus_SOV_builder_of_the_red_army
	prerequisite = {
		focus = PAL_armed_resistance_decree
	}
	x = 1
	y = 1
	relative_position_id = PAL_armed_resistance_decree
	cost = 5
	ai_will_do = {
		factor = 1
	}
	bypass = {

	}
	completion_reward = {
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = 2500
			producer = PAL
		}
	}
}
### Entity: Scripted Effect
Component: bba_get_fighter_GER_effect
Constructs: add_equipment_to_stockpile, limit, has_country_flag, has_tech, create_equipment_variant, allow_without_tech, set_country_flag
Source: game
File: common/scripted_effects/00_scripted_effects.txt

Code:
bba_get_fighter_GER_effect = {
	if = {
		limit = {
			GER = {
				has_tech = basic_small_airframe
				NOT = {
					has_tech = improved_small_airframe
				}
			}
		}
		add_equipment_to_stockpile = {
			type = small_plane_airframe_1
			producer = GER
			amount = fighter_buy_amount
			variant_name = Bf 109 D
		}
	}
	else_if = {
		limit = {
			GER = {
				has_tech = improved_small_airframe
				NOT = {
					has_tech = advanced_small_airframe
				}
			}
		}
		if = {
			limit = {
				GER = {
					NOT = {
						has_country_flag = GER_improved_export_fighter_template
					}
				}
			}
			GER = {
				create_equipment_variant = {
					name = Fw 190
					type = small_plane_airframe_2
					allow_without_tech = yes
					modules = {
						fixed_main_weapon_slot = aircraft_cannon_1_2x
						fixed_auxiliary_weapon_slot_1 = light_mg_4x
						engine_type_slot = engine_3_1x
						special_type_slot_1 = empty
					}
					icon = GFX_GER_fighter2_medium
				}
				set_country_flag = GER_improved_export_fighter_template
			}
		}
		add_equipment_to_stockpile = {
			type = small_plane_airframe_2
			producer = GER
			amount = fighter_buy_amount
			variant_name = Fw 190
		}
	} {
		limit = {
			GER = {
				has_tech = advanced_small_airframe
			}
		}
		if = {
			limit = {
				GER = {
					NOT = {
						has_country_flag = GER_advanced_export_fighter_template
					}
				}
			}
			GER = {
				create_equipment_variant = {
					name = Ta 152
					type = small_plane_airframe_3
					allow_without_tech = yes
					modules = {
						fixed_main_weapon_slot = aircraft_cannon_2_2x
						fixed_auxiliary_weapon_slot_1 = heavy_mg_4x
						engine_type_slot = engine_4_1x
						special_type_slot_1 = empty
					}
					icon = GFX_GER_fighter3_medium
				}
				set_country_flag = GER_advanced_export_fighter_template
			}
		}
		add_equipment_to_stockpile = {
			type = small_plane_airframe_3
			producer = GER
			amount = fighter_buy_amount
			variant_name = Ta 152
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/r56_YUN_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_0
			creator = YUN
		}
		requested_factories = 1
		progress = 0.3
		efficiency = 15
	}
}
### Entity: Event
Component: sik.4
Constructs: is_triggered_only
Source: game
File: events/r56_sinkiang.txt

Code:
country_event = {
	id = sik.4
	title = sik.4.t
	desc = sik.4.desc
	picture = GFX_report_generic_stepp_meeting
	is_triggered_only = yes
	option = {
		name = sik.4.a
	}
}
### Entity: Character
Component: MLT_nccr
Source: game
File: common/characters/MLT.txt

Code:
MLT_nccr = {
	advisor = {
		slot = navy_chief
		idea_token = MLT_nccr
		allowed = {
			original_tag = MLT
		}
		traits = {
			navy_chief_commerce_raiding_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_europe_2
		}
	}
}
### Entity: Character
Component: RAJ_louis_mountbatten
Source: game
File: common/characters/RAJ.txt

Code:
RAJ_louis_mountbatten = {
	name = RAJ_louis_mountbatten
	portraits = {
		army = {
			large = GFX_portrait_RAJ_louis_mountbatten
			small = GFX_portrait_RAJ_louis_mountbatten_small
		}
	}
	advisor = {
		slot = navy_chief
		idea_token = RAJ_louis_mountbatten
		allowed = {
			original_tag = RAJ
		}
		traits = {
			navy_chief_maneuver_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Scripted Trigger
Component: DIPLOMACY_MILACC_ENABLE_TRIGGER
Constructs: limit, has_government, has_game_rule, allow_access
Source: game
File: common/scripted_triggers/diplomacy_scripted_triggers.txt

Code:
DIPLOMACY_MILACC_ENABLE_TRIGGER = {
	if = {
		limit = {
			has_game_rule = {
				rule = allow_access
				option = FREE
			}
		}
		always = yes
	} {
		limit = {
			has_game_rule = {
				rule = allow_access
				option = SAME_IDEOLOGY
			}
		}
		custom_trigger_tooltip = {
			tooltip = RULE_ALLOW_MILITARY_ACCESS_SAME_IDEOLOGY_TT
			has_government = FROM
		}
	} {
		limit = {
			has_game_rule = {
				rule = allow_access
				option = BLOCKED
			}
		}
		custom_trigger_tooltip = {
			tooltip = RULE_ALLOW_MILITARY_ACCESS_BLOCKED_TT
			always = no
		}
	}
}
### Entity: Character
Component: DJI_fascist_guy
Constructs: has_government
Source: game
File: common/characters/DJI.txt

Code:
DJI_fascist_guy = {
	advisor = {
		slot = political_advisor
		idea_token = DJI_fascist_guy
		allowed = {
			original_tag = DJI
		}
		traits = {
			fascist_demagogue
		}
		do_effect = {
			not = {
				has_government = fascism
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_2
		}
	}
}
### Entity: AI Strategy
Component: EAI_MISC_air_variant_creation
Constructs: has_dlc
Source: game
File: common/ai_strategy/EAI_MISC_strategies.txt

Code:
EAI_MISC_air_variant_creation = {
	enable = {
		NOT = {
			has_dlc = By Blood Alone
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = air_xp_spend_priority
		id = upgrade_xp_cutoff
		value = 999
	}
}