Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: IRQ_yasin_al_hashimi
Constructs: has_dlc
Source: game
File: common/characters/IRQ.txt

Code:
IRQ_yasin_al_hashimi = {
	instance = {
		allowed = {
			has_dlc = Graveyard of Empires
		}
		name = IRQ_yasin_al_hashimi
		portraits = {
			civilian = {
				large = GFX_portrait_IRQ_yasin_al_hashimi
				small = GFX_portrait_IRQ_yasin_al_hashimi_small
			}
		}
		country_leader = {
			ideology = despotism
			expire = 1965.1.1.1
			traits = {
				IRQ_bismarck_of_the_arabs
			}
			id = -1
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Graveyard of Empires
			}
		}
		name = IRQ_yasin_al_hashimi
		portraits = {
			civilian = {
				large = GFX_Portrait_Arabia_Generic_3
			}
		}
		country_leader = {
			ideology = despotism
			expire = 1965.1.1.1
			id = -1
		}
	}
}
### Entity: Event
Component: poland.78
Constructs: is_triggered_only
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland.78
	title = poland.78.t
	desc = poland.78.d
	picture = GFX_report_event_polish_german_handshake
	is_triggered_only = yes
	option = {
		name = poland.78.a
		custom_effect_tooltip = Ribbentrop_Beck_Tooltip
	}
}
### Entity: Idea
Component: PAL_fawzi_leadership_idea6
Constructs: army_defence_factor, army_attack_factor, removal_cost, breakthrough_factor, conscription_factor
Source: game
File: common/ideas/palestine.txt

Code:
PAL_fawzi_leadership_idea6 = {
	picture = bul_zveno
	allowed = {
		tag = PAL
	}
	available = {

	}
	cancel = {

	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		army_attack_factor = 0.05
		army_defence_factor = 0.05
		breakthrough_factor = 0.05
		conscription = 0.03
		conscription_factor = 0.1
		justify_war_goal_time = -0.25
		army_speed_factor = 0.1
	}
}
### Entity: Define
Component: NDefines.NAI.AREA_DEFENSE_CAPITAL_PEACE_COAST_WEIGHT
Source: game
File: common/defines/EAI_defines.lua

Code:
NDefines.NAI.AREA_DEFENSE_CAPITAL_PEACE_COAST_WEIGHT = {
0.0 , 0.0 , 0.0
}
### Entity: Scripted Effect
Component: EAI_PC_FORT_strategy_GENERIC_cities
Constructs: limit, has_country_flag, set_temp_variable, check_variable, add_to_temp_array
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_strategies_fort.txt

Code:
EAI_PC_FORT_strategy_GENERIC_cities = {
	set_temp_variable = {
		strategy_type_id = @EAI_PC_FORT_strategy_GENERIC_cities_TYPE_ID
	}
	EAI_PC_FORT_strategy_GENERIC_cities_STRATEGIES = yes
	if = {
		limit = {
			OR = {
				AND = {
					has_country_flag = {
						flag = EAI_MILITARY_trend_stagnant_war
						value = 1
						days = > 180
					}
				} {
					has_country_flag = {
						flag = EAI_MILITARY_trend_losing_war
						value = 1
						days = > 14
					}
					check_variable = {
						EAI_MILITARY_trend_value = > 0.02
					}
				}
			}
			check_variable = {
				EAI_PC_FORT_strategy_GENERIC_cities_STRATEGIES = 1
			}
		}
		capital_scope = {
			add_to_temp_array = {
				_target_states = THIS.id
			}
		} {
			add_to_temp_array = {
				_target_states = THIS.id
			}
		}
		set_temp_variable = {
			_get_province_city = 1
		} {
			_limit_provinces_near_enemies_radius = 75
		} {
			_project_priority = @EAI_PC_FORT_strategy_GENERIC_cities_capital_PRIO
		} {
			_project_building_type = global.EAI_PC_BUNKER
		} {
			_project_queue_num = 5
		} {
			_project_queue_max = 2
		} {
			_project_target_level = 4
		} {
			_project_type_id = strategy_type_id
		} {
			_limit_provinces_near_enemies_radius = 75
		} {
			_limit_provinces_queue_one_per_target = 1
		} {
			_project_priority = @EAI_PC_FORT_strategy_GENERIC_cities_capital_perimeter_PRIO
		} {
			_project_building_type = global.EAI_PC_BUNKER
		} {
			_project_queue_num = 1
		} {
			_project_queue_max = 2
		} {
			_project_target_level = 3
		} {
			_project_type_id = strategy_type_id
		} {
			_get_province_city = 1
		} {
			_limit_provinces_near_enemies_radius = 75
		} {
			_limit_provinces_queue_one_per_target = 1
		} {
			_project_priority = @EAI_PC_FORT_strategy_GENERIC_cities_other_PRIO
		} {
			_project_building_type = global.EAI_PC_BUNKER
		} {
			_project_queue_num = 1
		} {
			_project_queue_max = 2
		} {
			_project_target_level = 3
		} {
			_project_type_id = strategy_type_id
		}
		EAI_PC_FORT_get_target_provinces = yes yes
		EAI_PC_FORT_limit_near_enemies_provinces = yes yes yes
		EAI_PC_FORT_add_to_valid_fortification_projects = yes yes yes
		EAI_PC_FORT_create = yes yes yes
		EAI_PC_FORT_get_city_perimeter_provinces = yes
		EAI_PC_FORT_limit_provinces = yes yes
		EAI_PC_FORT_get_target_states = yes
		EAI_PC_FORT_cancel_invalid_fortification_projects = yes
	}
	else = {
		add_to_temp_array = {
			_cancel_strategi
# ... (truncated)
### Entity: Idea
Component: EAI_DD_7/artillery_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_7/artillery_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		artillery_equipment = {
			build_cost_ic = -0.175
			instant = yes
		}
	}
}
### Entity: Modifier Reference
Construct: justify_war_goal_when_in_major_war_time
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## justify_war_goal_when_in_major_war_time

* Number with 1 decimal places
* **Categories**: country, aggressive
### Entity: Event
Component: r56.ger.51
Constructs: is_triggered_only, ai_chance, has_government, has_country_leader_ideology
Source: game
File: events/r56_Germany.txt

Code:
news_event = {
	id = r56.ger.51
	title = r56.ger.51.t
	desc = r56.ger.51.desc
	picture = GFX_news_event_GER_german_soviet_pact_communist
	is_triggered_only = yes
	fire_for_sender = no
	major = yes
	show_major = {
		NOT = {
			OR = {
				tag = SOV GER
			}
		}
	}
	option = {
		name = r56.ger.51.a
		trigger = {
			OR = {
				has_country_leader_ideology = stalinism
				NOT = {
					has_government = communism
				}
			}
		}
		ai_chance = {
			base = 5
		}
	} {
		name = r56.ger.51.b
		trigger = {
			NOT = {
				has_country_leader_ideology = stalinism
			}
			has_government = communism
		}
		ai_chance = {
			base = 5
		}
	}
}
### Entity: Idea
Component: FSM_awt
Source: game
File: common/ideas/micronesia.txt

Code:
FSM_awt = {
	ledger = air
	picture = generic_air_asia_2
	allowed = {
		original_tag = FSM
	}
	traits = {
		air_warfare_theorist
	}
}
### Entity: Event
Component: AFG_political_events.12
Constructs: is_triggered_only, ai_chance
Source: game
File: events/GOE_Afghanistan.txt

Code:
country_event = {
	id = AFG_political_events.12
	title = AFG_political_events.12.t
	desc = AFG_political_events.12.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = AFG_political_events.12.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: Event
Component: wuw_GER_diplomacy.34
Constructs: is_triggered_only, add_opinion_modifier, fire_only_once, give_guarantee, add_dynamic_modifier
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_diplomacy.34
	title = wuw_GER_diplomacy.34.t
	desc = wuw_GER_diplomacy.34.desc
	picture = [GetHitlerHandshakeEventPicture]
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = wuw_GER_diplomacy.34.a
		effect_tooltip = {
			743 = {
				transfer_state_to = ROOT
			}
			add_opinion_modifier = {
				target = FROM
				modifier = medium_increase
			}
			give_guarantee = FROM
			FROM = {
				add_opinion_modifier = {
					target = ROOT
					modifier = medium_increase
				}
				give_guarantee = ROOT
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		743 = {
			add_dynamic_modifier = {
				modifier = GER_qingdao_reintegrated_modifier
				days = 360
			}
		}
	}
}
### Entity: Event
Component: r56_australia.15
Constructs: is_triggered_only, ai_chance
Source: game
File: events/R56_Australia.txt

Code:
country_event = {
	id = r56_australia.15
	title = r56_australia.15.t
	desc = r56_australia.15.d
	picture = GFX_report_event_ast_navy
	is_triggered_only = yes
	option = {
		name = r56_australia.15.a
		effect_tooltip = {
			AST = {
				puppet = MAL
			}
		}
		hidden_effect = {
			AST = {
				country_event = {
					id = r56_australia.16
					hours = 4
				}
			}
			MAL = {
				country_event = {
					id = r56_australia.17
					hours = 4
				}
			}
		}
	} {
		name = r56_australia.15.b
		ai_chance = {
			base = 0
		}
		hidden_effect = {
			AST = {
				country_event = {
					id = r56_australia.17
					hours = 4
				}
			}
		}
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_solidify_hakim
Constructs: prerequisite, completion_reward, add_country_leader_trait
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_solidify_hakim
	icon = GFX_goal_generic_communist_secret_police
	prerequisite = {
		focus = PAL_call_foreign_revolutionaries
	}
	x = 1
	y = 1
	relative_position_id = PAL_call_foreign_revolutionaries
	cost = 7.2
	ai_will_do = {
		factor = 1
	}
	bypass = {

	}
	completion_reward = {
		add_country_leader_trait = PAL_hakim_al_thawra
	}
}
### Entity: AI Strategy
Component: CHI_prio_military_even_at_peace
Source: game
File: common/ai_strategy/CHI.txt

Code:
CHI_prio_military_even_at_peace = {
	allowed = {
		original_tag = CHI
	}
	enable = {
		always = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = added_military_to_civilian_factory_ratio
		value = 50
	}
}
### Entity: Modding Documentation
Construct: Rivers
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## Draw.Rivers
* Type: Boolean
* Not available in release build
### Entity: Idea
Component: PRC_the_chinese_red_army_1936_fake
Constructs: army_attack_factor, has_dlc, removal_cost
Source: game
File: common/ideas/comchina.txt

Code:
PRC_the_chinese_red_army_1936_fake = {
	picture = generic_communist_army
	allowed = {
		original_tag = PRC
		has_dlc = No Compromise, No Surrender
	}
	available = {

	}
	removal_cost = -1
	modifier = {
		training_time_factor = 0.1
		army_org_factor = -0.1
		army_armor_attack_factor = -0.1
		attrition = -0.05
		army_attack_factor = -0.1
		experience_gain_army_factor = -0.15
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_expanding_the_borders
Constructs: prerequisite, add_war_support, completion_reward, add_state_claim
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_expanding_the_borders
	icon = GFX_goal_generic_authority
	x = 1
	y = 1
	prerequisite = {
		focus = PAL_confiscate_civilian_arms
	} {
		focus = PAL_the_fifty_men_decree
	}
	cost = 5
	relative_position_id = PAL_confiscate_civilian_arms
	completion_reward = {
		add_state_claim = 455 553 183
		add_war_support = 0.1
	}
}
### Entity: Decision
Component: political_actions
Constructs: add_equipment_to_stockpile, has_war, limit, has_government, every_country, has_war_with, has_country_flag, add_opinion_modifier
Source: game
File: common/decisions/r56_generic_decisions.txt

Code:
political_actions = {
	r56_defeat_the_upa_in_199 = {
		name = SOV_defeat_the_upa_in_199
		icon = generic_police_action
		on_map_mode = map_and_decisions_view
		highlight_states = {
			highlight_state_targets = {
				state = 199
			}
		}
		priority = 100
		available = {
			ROOT = {
				has_tech = tech_military_police
				hidden_trigger = {
					NOT = {
						has_country_flag = r56_UPA_decision_inprogress
					} {
						original_tag = SOV
					}
				}
			}
			199 = {
				is_fully_controlled_by = ROOT
				OR = {
					is_core_of = UKR RUT
				} {
					compliance = > 25
					is_core_of = ROOT
				}
				has_dynamic_modifier = {
					modifier = r56_upa_state_modifier
				}
			}
		}
		allowed = {
			NOT = {
				original_tag = SOV
			}
		}
		cost = 25
		custom_cost_text = r56_deploy_heavy_aa_capital_cost
		custom_cost_trigger = {
			command_power = > 24
		}
		fire_only_once = yes
		days_remove = 70
		ai_will_do = {
			factor = 10
		}
		visible = {
			ROOT = {
				NOT = {
					original_tag = SOV
				}
			}
			UKR = {
				OR = {
					exists = no
					is_puppet_of = ROOT
				}
			}
			199 = {
				is_core_of = UKR
				is_controlled_by = ROOT
				has_dynamic_modifier = {
					modifier = r56_upa_state_modifier
				}
			}
		}
		modifier = {
			resistance_damage_to_garrison = 0.05
		}
		complete_effect = {
			hidden_effect = {
				set_country_flag = r56_UPA_decision_inprogress
			}
		}
		remove_effect = {
			hidden_effect = {
				add_command_power = -25
				clr_country_flag = r56_UPA_decision_inprogress
			}
			199 = {
				remove_dynamic_modifier = {
					modifier = r56_upa_state_modifier
				}
			}
		}
	}
	r56_defeat_the_upa_in_91 = {
		name = SOV_defeat_the_upa_in_91
		icon = generic_police_action
		on_map_mode = map_and_decisions_view
		highlight_states = {
			highlight_state_targets = {
				state = 91
			}
		}
		priority = 100
		available = {
			ROOT = {
				has_tech = tech_military_police
				hidden_trigger = {
					NOT = {
						has_country_flag = r56_UPA_decision_inprogress
					}
				}
			}
			91 = {
				is_fully_controlled_by = ROOT
				is_core_of = RUT
				OR = {
					compliance = > 25
					is_core_of = ROOT
				}
				has_dynamic_modifier = {
					modifier = r56_upa_state_modifier
				}
			}
		}
		allowed = {
			NOT = {
				original_tag = SOV
			}
		}
		cost = 25
		custom_cost_text = r56_deploy_heavy_aa_capital_cost
		custom_cost_trigger = {
			command_power = > 24
# ... (truncated)
### Entity: Idea
Component: QUE_anglophone_mild_unhappiness
Constructs: stability_factor, production_speed_buildings_factor
Source: game
File: common/ideas/quebec.txt

Code:
QUE_anglophone_mild_unhappiness = {
	allowed = {
		original_tag = QUE
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	picture = r56_can_royal_twenty_centers
	modifier = {
		production_speed_buildings_factor = -0.03
		production_factory_start_efficiency_factor = -0.025
		production_factory_max_efficiency_factor = -0.025
		stability_factor = -0.025
	}
}
### Entity: Country History
Country: MYS
Component: MYS_misc
Constructs: recruit_character, limit, set_technology, set_research_slots, has_dlc
Source: game
File: history/countries/MYS - Mysore.txt

Code:
# Misc for MYS
capital = 425
set_research_slots = 2
if = {
	limit = {
		NOT = {
			has_dlc = By Blood Alone
		}
	}
	set_technology = {
		early_fighter = 1
		early_bomber = 1
	}
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
		basic_light_tank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
		basic_light_tank_chassis = 1
	}
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		early_submarine = 1
		early_destroyer = 1
		early_light_cruiser = 1
		early_heavy_cruiser = 1
		early_battleship = 1
		early_battlecruiser = 1
		transport = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		early_ship_hull_submarine = 1
		basic_ship_hull_submarine = 1
		early_ship_hull_light = 1
		early_ship_hull_cruiser = 1
		early_ship_hull_heavy = 1
		mtg_transport = 1
		basic_battery = 1
		basic_torpedo = 1
	}
}
{
	limit = {
		has_dlc = Graveyard of Empires
	}
	recruit_character = RAJ_maharaja_jayachamarajendra_wadiyar
}
### Entity: Event
Component: greece.43
Constructs: is_triggered_only, set_country_flag
Source: game
File: events/r56_Greece.txt

Code:
country_event = {
	id = greece.43
	title = greece.43.t
	desc = greece.43.d
	picture = GFX_report_event_election_vote
	is_triggered_only = yes
	option = {
		name = greece.43.a
		hidden_effect = {
			set_country_flag = r56_demerzis_crisis
		}
	}
}
### Entity: Unit Template
Component: ROM_REGIONS
Source: game
File: common/units/names_ships/ROM_ship_names.txt

Code:
ROM_REGIONS = {
	name = NAME_THEME_REGIONS
	for_countries = {
		ROM
	}
	type = ship
	prefix = NMS 
	unique = {
		Bucuresti Muntenia Oltenia Banat Constanta Transilvania Moldova Dobruja Crisana Maramures Basarabia Bukovina Herta Budjak
	}
}
### Entity: Character
Component: anti_soviet_socialist
Constructs: war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
anti_soviet_socialist = {
	random = no
	sprite = 13
	political_power_factor = 0.05
	war_support_factor = 0.05
	democratic_acceptance = 40
	drift_defence_factor = 0.1
}
### Entity: Character
Component: infantry_equipment_producer_allround_2
Constructs: equipment_bonus
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
infantry_equipment_producer_allround_2 = {
	random = no
	equipment_bonus = {
		infantry_equipment = {
			soft_attack = 0.06
			hard_attack = 0.06
			breakthrough = 0.06
			defense = 0.06
			reliability = 0.06
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: AFG_mohammed_zahir_shah
Constructs: has_dlc
Source: game
File: common/characters/AFG.txt

Code:
AFG_mohammed_zahir_shah = {
	instance = {
		allowed = {
			NOT = {
				has_dlc = Graveyard of Empires
			}
		}
		name = AFG_mohammed_zahir_shah
		portraits = {
			civilian = {
				large = GFX_portrait_Mohammed_Zahir_Shah
			}
		}
		country_leader = {
			ideology = despotism
			expire = 1965.1.1.1
			id = -1
		}
	} {
		allowed = {
			has_dlc = Graveyard of Empires
		}
		name = AFG_mohammed_zahir_shah
		portraits = {
			civilian = {
				large = GFX_portrait_Mohammed_Zahir_Shah
			}
		}
	}
}
### Entity: Event
Component: libya.28
Constructs: is_triggered_only, ai_chance
Source: game
File: events/tmodernevents.txt

Code:
country_event = {
	id = libya.28
	title = libya.28.t
	desc = libya.28.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = libya.28.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: Event
Component: r56.soviet.6
Constructs: has_completed_focus, has_country_flag, fire_only_once, add_political_power, set_country_flag, add_manpower, add_timed_idea
Source: game
File: events/r56_Soviet.txt

Code:
country_event = {
	id = r56.soviet.6
	title = r56.soviet.6.t
	desc = r56.soviet.6.d
	picture = GFX_CZKE_aussig_report
	fire_only_once = yes
	trigger = {
		original_tag = SOV
		date = > 1937.5.23
		NOT = {
			has_country_flag = SOV_fixed_choo_choo SOV_choo_choo_debuff_5_fired
			has_completed_focus = SOV_improve_railway_network
		}
	}
	option = {
		name = r56.soviet.6.a
		set_country_flag = SOV_choo_choo_debuff_5_fired
		add_manpower = -1
		add_political_power = -35
		add_timed_idea = {
			idea = SOV_industry_slow_down
			days = 90
		}
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_ships
Constructs: prerequisite, completion_reward, has_idea, add_tech_bonus
Source: game
File: common/national_focus/r56_iceland.txt

Code:
focus = {
	id = ICE_ships
	icon = GFX_focus_generic_navy_battleship2
	cost = 10
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = ICE_build_dock
	}
	available = {
		custom_trigger_tooltip = {
			tooltip = ICE_no_neutral_tt
			NOT = {
				has_idea = ICE_icelandic_neutrality
			} {
				has_idea = ICE_icelandic_neutrality2
			}
		}
	}
	x = 43
	y = 2
	completion_reward = {
		add_tech_bonus = {
			name = ICE_heavy_ships
			bonus = 1
			uses = 4
			category = ca_tech bc_tech bb_tech cv_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Opinion Modifier
Component: opinion_modifiers
Constructs: puppet_opinion
Source: game
File: common/opinion_modifiers/00_opinion_modifiers.txt

Code:
opinion_modifiers = {
	cheat_opinion_modifier_good = {
		value = 200
	}
	cheat_opinion_modifier_bad = {
		value = -200
	}
	hostile_status = {
		value = -100
	}
	unstable_alliance = {
		value = -10
	}
	holds_our_cores = {
		value = -30
	}
	holds_our_claims = {
		value = -15
	}
	claims_on_us = {
		value = -10
	}
	at_war_with_faction = {
		value = -25
	}
	justifying_war_goal = {
		value = -10
		min_trust = -10
		days = 10
		decay = 1
	}
	anti_comintern_pact_opinion = {
		value = 25
	}
	refused_anti_comintern_pact_opinion = {
		value = -50
	}
	anti_soviet_pact_call_refused = {
		value = -50
	}
	tripartite_pact_opinion = {
		value = 35
	}
	refused_tripartite_pact_opinion = {
		value = -25
	}
	pact_against_us = {
		value = -50
	}
	worse_pact_against_us = {
		value = -75
	}
	protest_action_light = {
		value = -10
		months = 12
		decay = 1
	}
	protest_action = {
		value = -25
		months = 12
		decay = 1
	}
	protest_action_strong = {
		value = -50
		months = 12
	}
	condemn_aggression = {
		value = -50
		months = 24
	}
	western_betrayal = {
		value = -50
	}
	offered_support = {
		value = 25
		months = 24
	}
	abandoned_czechs = {
		value = -20
		months = 12
	}
	abandoned_yugoslavia = {
		value = -20
		months = 12
	}
	sov_ger_treaty = {
		value = 10
	}
	sov_ger_treaty_trade = {
		trade = yes
		value = 10
	}
	SOV_FRA_join_comintern_reject = {
		value = -30
	}
	SOV_ultimatum_to_greece_thrace = {
		value = 25
	}
	MR_pact = {
		value = 20
	}
	MR_pact_fascists = {
		value = -25
	}
	refused_MR_pact = {
		value = -50
		months = 36
	}
	improve_relation = {
		value = 0
		months = 0
		decay = 3
		max_trust = 100
	}
	attache_sent = {
		value = 15
	}
	attache_sent_to_enemy = {
		value = -20
	}
	guarantee = {
		value = 0
	} {
		target = yes
		value = 35
	}
	danzig_for_guarantees = {
		value = 35
	}
	betrayed_guarantee = {
		value = -100
		months = 36
	}
	embargoed_us = {
		value = -50
	}
	at_war = {
		value = -75
	}
	in_faction = {
		value = 50
	}
	military_access = {
		value = 10
	}
	offer_military_access = {
		value = 10
	}
	non_aggression_pact = {
		value = 25
	}
	fascists_in_government = {
		value = 15
	}
	communists_in_government = {
		value = 15
	}
	refused_help = {
		value = -30
		months = 36
		decay = 1
	}
	took_stand_for_us = {
		value = 25
		decay = 1
	}
	same_ruling_party = {
		value = 20
	}
	similar_ruling_party = {
		value = 10
	}
	different_party_types = {
		value = -10

# ... (truncated)
### Entity: Character
Component: SND_liu_zijiu
Constructs: has_completed_focus, has_government, is_puppet
Source: game
File: common/characters/SND.txt

Code:
SND_liu_zijiu = {
	name = Liu Zijiu
	portraits = {
		civilian = {
			small = GFX_Portrait_Asia_Generic_1_small
			large = GFX_Portrait_Asia_Generic_1
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = SND_liu_zijiu
		allowed = {
			original_tag = SND
		}
		traits = {
			communist_revolutionary
		}
		on_add = {

		}
		do_effect = {
			NOT = {
				has_government = communism
			}
		}
		ai_will_do = {
			factor = 0
			modifier = {
				has_completed_focus = CHI_cooperation_with_the_communists
				NOT = {
					OR = {
						AND = {
							is_puppet = yes
							NOT = {
								has_government = communism
							}
						}
						communism = > 0.7 < 0.15
					}
				}
				add = 15
			}
		}
	}
	country_leader = {
		ideology = marxism
		expire = 1965.1.1.1
		id = -1
		traits = {
			BRA_militant_communist
		}
	}
}
### Entity: Character
Component: SPR_luis_gonzalez_de_ubieta
Constructs: has_completed_focus, has_government, has_dlc
Source: game
File: common/characters/SPR.txt

Code:
SPR_luis_gonzalez_de_ubieta = {
	instance = {
		allowed = {
			has_dlc = La Resistance
		}
		name = SPR_luis_gonzalez_de_ubieta
		portraits = {
			army = {
				small = GFX_idea_SPR_luis_gonzalez_ubieta
			}
		}
		advisor = {
			slot = navy_chief
			idea_token = SPR_luis_gonzalez_de_ubieta
			ledger = navy
			allowed = {
				has_dlc = La Resistance
				original_tag = SPR
			}
			visible = {
				NOT = {
					tag = SPA SPB
				}
			}
			available = {
				NOT = {
					has_completed_focus = SPR_masters_of_our_own_fate
				}
				custom_trigger_tooltip = {
					tooltip = SPR_not_nationalist_spain_tt
					NOT = {
						tag = SPA
					}
				}
			}
			traits = {
				navy_screen_2
			}
			cost = 100
		}
	} {
		allowed = {
			NOT = {
				has_dlc = La Resistance
			}
		}
		name = SPR_luis_gonzalez_de_ubieta
		portraits = {
			army = {
				small = GFX_idea_generic_navy_europe_1
			}
		}
		advisor = {
			slot = navy_chief
			idea_token = SPR_luis_gonzalez_de_ubieta
			name = SPR_luis_gonzalez_de_ubieta
			allowed = {
				NOT = {
					has_dlc = La Resistance
				}
				original_tag = SPR
			}
			visible = {
				NOT = {
					has_government = fascism
				}
			}
			available = {
				NOT = {
					has_government = fascism
				}
			}
			traits = {
				navy_chief_naval_aviation_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
	}
}