Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: AFG_political_events.54
Constructs: is_triggered_only, ai_chance, has_completed_focus, add_equipment_to_stockpile, limit, set_character_flag, add_timed_idea, add_ai_strategy
Source: game
File: events/GOE_Afghanistan.txt

Code:
country_event = {
	id = AFG_political_events.54
	title = AFG_political_events.54.t
	desc = AFG_political_events.54.desc
	is_triggered_only = yes
	picture = GFX_report_event_spr_anarchists2
	option = {
		name = AFG_political_events.54.a
		ai_chance = {
			base = 10
		}
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = 1500
			producer = GER
		} {
			type = support_equipment
			amount = 500
			producer = GER
		}
		ROOT = {
			GER_oskar_von_nidermayer = {
				set_character_flag = AFG_cw_gained_german_support
			}
		}
		IF = {
			limit = {
				has_completed_focus = AFG_contact_amanullah_loyalists
			}
			GER = {
				add_timed_idea = {
					idea = AFG_aid_fascists_cw
					days = 730
				}
				add_ai_strategy = {
					type = send_volunteers_desire
					id = ROOT
					value = 300
				}
				add_relation_rule_override = {
					target = AFG
					can_send_volunteers = yes
				}
			}
		}
		ELSE = {
			GER = {
				add_timed_idea = {
					idea = AFG_aid_rebels_cw
					days = 730
				}
				add_ai_strategy = {
					type = send_volunteers_desire
					id = ROOT
					value = 300
				}
				add_relation_rule_override = {
					target = AFG
					can_send_volunteers = yes
				}
			}
		}
	}
}
### Entity: National Focus
Tree: men_focus
Component: MEN_sign_the_mutual_assistance_agreement
Constructs: prerequisite, limit, every_country, add_opinion_modifier, completion_reward, is_ally_with, random_owned_controlled_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/mengkukuo.txt

Code:
focus = {
	id = MEN_sign_the_mutual_assistance_agreement
	icon = GFX_goal_MAN_economic_coherence
	available = {
		is_ally_with = JAP MAN
	}
	prerequisite = {
		focus = MEN_realize_the_zenrin_kyokai
	}
	relative_position_id = MEN_realize_the_zenrin_kyokai
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		add_tech_bonus = {
			name = BRA_industry_bonus
			bonus = 0.5
			uses = 1
			category = industry electronics
		}
		every_country = {
			limit = {
				OR = {
					tag = MAN JAP
				}
			}
			ROOT = {
				add_opinion_modifier = {
					target = PREV
					modifier = large_increase
				}
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = large_increase
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_HISTORICAL FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: john_brown_company
Constructs: research_bonus
Source: game
File: common/ideas/britain.txt

Code:
john_brown_company = {
	allowed = {
		original_TAG = ENG
	}
	research_bonus = {
		naval_equipment = 0.15
	}
	traits = {
		coastal_defence_naval_manufacturer
	}
}
### Entity: Idea
Component: HUN_crossley_motors
Constructs: is_in_faction_with, has_dlc, research_bonus
Source: game
File: common/ideas/hungary.txt

Code:
HUN_crossley_motors = {
	picture = ENG_crossley_motors
	available = {
		is_in_faction_with = ENG
	}
	ai_will_do = {
		base = 1
	}
	allowed = {
		original_tag = HUN
		has_dlc = La Resistance Gotterdammerung
	}
	research_bonus = {
		armor = 0.15
	}
	traits = {
		armored_car_manufacturer
	}
}
### Entity: Character
Component: XSM_ma_buyuan
Source: game
File: common/characters/XSM.txt

Code:
XSM_ma_buyuan = {
	name = XSM_ma_buyuan
	portraits = {
		army = {
			large = GFX_kr_portrait_asia_generic_land_7
			small = GFX_kr_portrait_asia_generic_land_7_small
		}
	}
	corps_commander = {
		traits = {
			cavalry_leader
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		legacy_id = -1
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_field_hospitals
Constructs: prerequisite, completion_reward, add_manpower, add_tech_bonus
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_field_hospitals
	icon = GFX_focus_generic_field_hostpital
	prerequisite = {
		focus = NOR_invite_secret_army
	}
	x = -1
	y = 1
	relative_position_id = NOR_invite_secret_army
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_ARMY_XP FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		army_experience = 50
		add_manpower = 1000
		add_tech_bonus = {
			name = NOR_field_hospitals
			bonus = 1
			uses = 2
			category = hospital_tech
		}
	}
}
### Entity: Idea
Component: PAL_militarization2
Constructs: war_support_factor, removal_cost, breakthrough_factor
Source: game
File: common/ideas/palestine.txt

Code:
PAL_militarization2 = {
	picture = PAL_the_upaf
	allowed = {
		tag = PAL
	}
	available = {

	}
	cancel = {

	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		conscription = 0.02
		war_support_factor = 0.1
		army_core_attack_factor = 0.1
		breakthrough_factor = 0.1
	}
}
### Entity: Modifier Reference
Component: SND_three_principles_of_the_nation
Constructs: research_speed_factor, has_government, army_attack_factor, remove_trigger, conscription_factor
Source: game
File: common/dynamic_modifiers/r56_china_and_co_dm.txt

Code:
SND_three_principles_of_the_nation = {
	remove_trigger = {
		NOT = {
			has_government = fascism
		}
	}
	enable = {
		always = yes
	}
	icon = GFX_idea_EST_vaps_3
	political_power_factor = SND_tp_pp
	conscription_factor = SND_tp_rp
	command_power_gain_mult = SND_tp_cp
	army_attack_factor = SND_tp_aa
	army_core_attack_factor = SND_tp_ca
	army_core_defence_factor = SND_tp_cd
	research_speed_factor = SND_tp_rs
	local_resources_factor = SND_tp_re
}
### Entity: AI Strategy
Component: ITA_naval_capital_battleship
Constructs: has_war, has_tech
Source: game
File: common/ai_equipment/ITA_naval.txt

Code:
ITA_naval_capital_battleship = {
	category = naval
	blocked_for = {

	}
	available_for = {
		ITA
	}
	roles = {
		naval_capital_bb
	}
	priority = {
		factor = 20
		modifier = {
			factor = 1
		}
	}
	capital_battleship_early = {
		name = Cavour Class
		priority = {
			factor = 5
			modifier = {
				has_tech = basic_ship_hull_heavy
				factor = 0
			}
		}
		role_icon_index = 1
		history = yes
		target_variant = {
			match_value = 1000.0
			type = ship_hull_heavy_1
			modules = {
				fixed_ship_battery_slot = ship_heavy_battery
				fixed_ship_anti_air_slot = ship_anti_air
				fixed_ship_fire_control_system_slot = ship_fire_control_system
				fixed_ship_radar_slot = empty
				fixed_ship_engine_slot = heavy_ship_engine
				fixed_ship_secondaries_slot = ship_secondaries
				fixed_ship_armor_slot = ship_heavy_armor
				front_1_custom_slot = empty
				mid_1_custom_slot = ship_secondaries
				mid_2_custom_slot = ship_airplane_launcher
				rear_1_custom_slot = ship_heavy_battery
			}
		}
		allowed_modules = {
			ship_anti_air ship_heavy_battery ship_radar ship_fire_control_system ship_heavy_armor ship_secondaries heavy_ship_engine ship_airplane_launcher
		}
	}
	capital_battleship_basic = {
		name = Littorio Class
		priority = {
			factor = 20
			modifier = {
				has_tech = improved_ship_hull_heavy
				factor = 0
			}
		}
		role_icon_index = 1
		history = yes
		target_variant = {
			match_value = 2000.0
			type = ship_hull_heavy_2
			modules = {
				fixed_ship_battery_slot = ship_heavy_battery
				fixed_ship_anti_air_slot = ship_anti_air
				fixed_ship_fire_control_system_slot = ship_fire_control_system
				fixed_ship_radar_slot = empty
				fixed_ship_engine_slot = heavy_ship_engine
				fixed_ship_secondaries_slot = ship_secondaries
				fixed_ship_armor_slot = ship_heavy_armor
				front_1_custom_slot = ship_anti_air
				mid_1_custom_slot = ship_secondaries
				mid_2_custom_slot = ship_airplane_launcher
				rear_1_custom_slot = ship_heavy_battery
			}
		}
		allowed_modules = {
			ship_anti_air ship_heavy_battery ship_radar ship_fire_control_system ship_heavy_armor ship_secondaries heavy_ship_engine ship_airplane_launcher
		}
	}
	capital_battleship_improved = {
		priority = {
			factor = 50
			modifier = {
				has_tech = advanced_ship_hull_heavy
				factor = 0
			}
		}
		role_icon_index = 1
		history = yes
		target_variant = {
			match_value = 3000.0
			type = ship_hull_h
# ... (truncated)
### Entity: Unit Template
Component: SOV
Source: game
File: common/units/names/00_SOV_names.txt

Code:
SOV = {
	fleet_names_template = FLEET_NAME_SOV
	submarine = {
		prefix = 
		generic = {
			Podvodnaya Lodka
		}
		unique = {
			Shch-201 Shch-202 Shch-203 Shch-204 Shch-205 Shch-206 Shch-207 Shch-306 Shch-307 Shch-309 Shch-310 Shch-311 Shch-312 S-1 S-2 S-3 Sch-126 Sch-127 Sch-128 Sch-129 Sch-130 Sch-131 Sch-132 Sch-133 Sch-134 Sch-208 Sch-209 Sch-210 Sch-211 Sch-212 Sch-213 Sch-214 Sch-215 Sch-313 Sch-314 Sch-315 Sch-316 Sch-317 Sch-318 Sch-319 Sch-320 Sch-321 Sch-322 Sch-323 Sch-324 Sch-401 Sch-402 Sch-403 Sch-404 Sch-421 Sch-422 Sch-423 S-4 S-5 S-6 S-7 S-8 S-9 S-10 S-11 S-12 S-13 S-14 S-15 S-16 S-17 S-18 S-19 S-20 S-21 S-22 S-23 S-24 S-25 S-26 S-27 S-28 S-29 S-30 S-31 S-32 S-33 S-34 S-35 S-36 S-37 S-38 S-51 S-52 S-53 S-54 S-55 S-56 S-101 S-102 S-103 S-104 K-1 K-2 K-3 K-21 K-22 K-23 K-51 K-52 K-53 K-54 K-55 K-56 Sch-135 Sch-136 Sch-137 Sch-138 Sch-216 Sch-405 Sch-406 Sch-407 Sch-408 Sch-411 Sch-412 Sch-413 Sch-414 S-47 S-48 S-49 S-58 S-59 S-60 S-61 S-62 S-63 S-64 S-65 S-66 S-67 S-68 S-69 S-70 Sch-415 Sch-416 Sch-417 Sch-418 Sch-419 Sch-420 Sch-424 Sch-425 Sch-426 Sch-427 Sch-428 Sch-429 Sch-430 D-1 D-2 D-3 D-4 D-5 D-6 Shch-301 Shch-302 Shch-303 Shch-304 Shch-101 Shch-102 Shch-103 Shch-104 Shch-105 Shch-106 Shch-107 Shch-108 Shch-109 Shch-110 Shch-111 Shch-112 Shch-113 Shch-114 Shch-115 Shch-116 Shch-117 Shch-118 Shch-119 Shch-120 Shch-305 Shch-308 Shch-121 Shch-122 Shch-123 Shch-124 Shch-125
		}
	}
	destroyer = {
		prefix = 
		generic = {
			Esminets
		}
		unique = {
			Leningrad Moskva Kharkov Minsk Tbilisi Baku Tashkent Gnevny Gordy Grozny Sokrushitelny Grozyashchy Stremitelny Bodry Bystry Bezuprechny Bditelny Boyky Gremyashchy Steregushchy Gromky Besposhchadny Rezvy Ryany Retivy Razyashchy Rastoropny Reshitelny Retivy Revnostny Rekordny Razumny Rezky Razyaryonny Smyshlyony Silny Storozhevoy Serdity Stoyky Slavny Smely Soobrazitelny Sposobny Svirepy Skory Statny Strogy Stroyny Sovershenny Svobodny Opytny Ognevoy Osmotritelny Vnushitelny Stalin Otlichny Vynoslivy Vlastny Ozornoy Obraztsovy Otvazhny Odaryonny Ognenny Ozhestochonny Ostry Oslepitelny Ostorozhny Otchotlivy Organizovanny Otborny Otrazhayushchy Otmenny Otchayanny Obshchitelny Smetlivy Sergo Ordzhonikidze Surovy Strashny Zharky Zhivoy Zhguchy Zhestoky Zhutky Vedushchy Vnezapny Kiyev Yerevan Stalinabad Petrozavodsk Ochakov Perekop Ashkhabad Alma-Ata Derzky Doblestny Dostoyny Druzhny Dyeyatelny Let
# ... (truncated)
### Entity: Idea
Component: YUG_idea_slovene_nationalism
Constructs: removal_cost
Source: game
File: common/ideas/yugoslavia.txt

Code:
YUG_idea_slovene_nationalism = {
	picture = generic_morale_bonus
	allowed = {
		original_tag = YUG
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		production_factory_efficiency_gain_factor = -0.1
	}
}
### Entity: Idea
Component: KMT_taiwan_accords
Constructs: research_speed_factor, removal_cost, has_idea, has_non_aggression_pact_with, clr_country_flag
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_taiwan_accords = {
	removal_cost = -1
	picture = jap_zaibasu_ally
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		OR = {
			has_idea = KMT_the_dragon_swallowed_the_sun
			NOT = {
				has_non_aggression_pact_with = JAP
			}
		}
	}
	on_remove = {
		clr_country_flag = KMT_CHI_JAP_reapproachment
	}
	modifier = {
		research_speed_factor = 0.05
	}
	targeted_modifier = {
		tag = JAP
		cic_to_target_factor = 0.05
	}
}
### Entity: Event
Component: turkey_sadabat.2
Constructs: is_triggered_only
Source: game
File: events/r56_turkey.txt

Code:
country_event = {
	id = turkey_sadabat.2
	title = turkey_sadabat.2.t
	desc = turkey_sadabat.2.d
	picture = GFX_report_event_tur_the_saadabad_pact
	is_triggered_only = yes
	option = {
		name = turkey_sadabat.2.a
		diplomatic_relation = {
			country = FROM
			relation = non_aggression_pact
		}
	}
}
### Entity: Modifier Reference
Component: idea_RAJ_mughal_influence
Constructs: remove_trigger, is_raj_or_raj_inheritor
Source: game
File: common/dynamic_modifiers/GoE_dynamic_modifiers.txt

Code:
idea_RAJ_mughal_influence = {
	icon = GFX_modifiers_RAJ_mughal_influence
	local_building_slots_factor = 0.35
	local_manpower = 1.25
	army_core_defence_factor = 0.15
	remove_trigger = {
		CONTROLLER = {
			NOT = {
				is_raj_or_raj_inheritor = yes
			}
		}
	}
}
### Entity: Event
Component: bftb_news.9
Constructs: is_triggered_only, has_government, is_in_faction, is_in_faction_with
Source: game
File: events/BFTB_NewsEvents.txt

Code:
news_event = {
	id = bftb_news.9
	title = bftb_news.9.t
	desc = bftb_news.9.desc
	picture = GFX_news_event_dimitrov_in_georgia
	major = yes
	is_triggered_only = yes
	option = {
		name = bftb_news.9.a
		trigger = {
			OR = {
				tag = BUL
				AND = {
					BUL_is_balkan_nation = yes
					has_government = communism
					OR = {
						is_in_faction = no
						is_in_faction_with = BUL
					}
				}
			}
		}
	} {
		name = bftb_news.9.b
		trigger = {
			NOT = {
				tag = BUL
			}
			has_government = communism
			OR = {
				BUL_is_balkan_nation = no
				AND = {
					BUL_is_balkan_nation = yes
					is_in_faction = yes
					NOT = {
						is_in_faction_with = BUL
					}
				}
			}
		}
	} {
		name = bftb_news.9.c
		trigger = {
			NOT = {
				tag = BUL
			} {
				has_government = communism
			}
		}
	}
}
### Entity: Idea
Component: CHL_the_mapuche_conflict_much_worse
Constructs: stability_factor, war_support_factor, removal_cost, conscription_factor
Source: game
File: common/ideas/chile.txt

Code:
CHL_the_mapuche_conflict_much_worse = {
	name = CHL_the_mapuche_conflict
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = CHL_the_mapuche_conflict
	modifier = {
		line_change_production_efficiency_factor = -0.05
		consumer_goods_factor = 0.12
		conscription_factor = -0.1
		war_support_factor = -0.15
		stability_factor = -0.05
	}
}
### Entity: Country History
Country: BOL
Component: BOL_misc
Constructs: recruit_character, limit, add_ideas, set_technology, add_political_power, every_core_state, add_to_array, has_dlc
Source: game
File: history/countries/BOL - Bolivia.txt

Code:
# Misc for BOL
capital = 302
every_core_state = {
	ROOT = {
		add_to_array = {
			cores_at_game_start = PREV
		}
	}
}
IF = {
	limit = {
		has_dlc = By Blood Alone
	}
	set_air_oob = BOL_1936_air_bba
	ELSE = {
		set_air_oob = BOL_1936_air_legacy
		set_technology = {
			early_fighter = 1
		}
	}
}
{
	limit = {
		has_dlc = Trial of Allegiance
	}
	add_timed_idea = {
		idea = BOL_toll_of_the_chaco_war
		days = 1400
	}
	add_ideas = BOL_era_of_national_regression
	JUNO_set_shared_military_branch_defaults = yes
}
{
	limit = {
		has_dlc = Trial of Allegiance
	}
	set_politics = {
		ruling_party = democratic
		last_election = 1934.11.11
		election_frequency = 72
		elections_allowed = yes
	}
	set_popularities = {
		neutrality = 32
		democratic = 54
		communism = 12
		fascism = 2
	}
	recruit_character = BOL_jose_luis_tejada_sorzano BOL_oscar_unzaga_de_la_vega BOL_tomas_monje_gutierrez BOL_gil_ibarra_juarez BOL_gualberto_villarroel_lopez BOL_jose_santos_quinteros BOL_fabian_vaca_chavez BOL_david_toro_ruilova BOL_enrique_baldivieso_aparicio BOL_julian_montellano_carrasco BOL_alberto_ostria_gutierrez BOL_enrique_finot BOL_german_busch_beccera BOL_Gustavo_Adolfo_Navarro BOL_Carlos_Quintanilla BOL_Carlos_Blanco_Galindo BOL_Enrique_Penaranda BOL_bernardino_bilbao_rioja BOL_indigenous_council
	ELSE = {
		set_politics = {
			ruling_party = neutrality
			last_election = 1934.11.11
			election_frequency = 72
			elections_allowed = yes
		}
		set_popularities = {
			neutrality = 100
		}
		recruit_character = BOL_jose_luis_tejada_sorzano BOL_oscar_unzaga_de_la_vega BOL_jorge_blanco BOL_severino_ruiztagle BOL_eusebio_ayala BOL_tomas_monje_gutierrez BOL_gil_ibarra_juarez BOL_gualberto_villarroel_lopez BOL_jose_santos_quinteros BOL_fabian_vaca_chavez BOL_david_toro_ruilova BOL_enrique_baldivieso_aparicio BOL_roberto_hinojosa BOL_carlos_altamirano BOL_julian_montellano_carrasco BOL_hector_bilbao_roja BOL_alberto_ostria_gutierrez BOL_enrique_finot BOL_german_busch_beccera BOL_jose_maria_gutierrez
	}
}
set_country_flag = monroe_doctrine
1939.1.1 = {
	add_political_power = 1198
	add_command_power = 100
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort construction_effort_2 production_effort_2 infrastructure_effort industrial_effort construction_effort production_effort
	oob = BOL_1939
	IF = {
		limit = {
			has_dlc = By Blood Alone
		}
		set_air_oob =
# ... (truncated)
### Entity: Scripted Trigger
Component: EAI_infantry_width_20w
Constructs: check_variable, has_global_flag, has_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_land_triggers.txt

Code:
EAI_infantry_width_20w = {
	OR = {
		check_variable = {
			EAI_FOCUS/LAND/infantry_width = global.EAI_20W_INF_WIDTH
		} {
			EAI_FOCUS/LAND/infantry_width_OVERRIDE = global.EAI_20W_INF_WIDTH
		}
		AND = {
			OR = {
				EAI_Infantry_Width_20_PRESET = yes
				has_global_flag = EAI_random_focuses
			}
			NOT = {
				has_variable = EAI_FOCUS/LAND/infantry_width EAI_FOCUS/LAND/infantry_width_OVERRIDE
			}
		}
	}
}
### Entity: Trigger Reference
Construct: all_owned_state
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## all_owned_state

* Supported Scopes: COUNTRY
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
check if all owned states meets the trigger. tooltip=key can be defined to override title
```
### Entity: National Focus
Tree: cze_focus
Component: CZE_go_left
Constructs: has_completed_focus, prerequisite, limit, has_government, add_opinion_modifier, completion_reward, add_political_power, cancel_if_invalid
Source: game
File: common/national_focus/czechoslovakia.txt

Code:
focus = {
	id = CZE_go_left
	icon = GFX_focus_generic_soviet_politics
	prerequisite = {
		focus = CZE_political_direction
	}
	mutually_exclusive = {
		focus = CZE_democratic_bastion CZE_go_right
	}
	x = -3
	y = 1
	relative_position_id = CZE_political_direction
	cost = 10
	ai_will_do = {
		factor = 30
		modifier = {
			factor = 0
			has_completed_focus = CZE_go_right
		} {
			factor = 0
			has_completed_focus = CZE_german_leanings
		} {
			factor = 0.1
			HABSBURG_joint_trigger = yes
		}
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 120
		add_popularity = {
			ideology = communism
			popularity = 0.1
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		every_other_country = {
			limit = {
				has_government = communism
				num_of_factories = > 30
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = FRA_leftist_rhetoric_communism
			}
		} {
			limit = {
				has_government = democratic
				num_of_factories = > 30
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = FRA_leftist_rhetoric_democratic
			}
		} {
			limit = {
				has_government = fascism
				num_of_factories = > 30
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = FRA_leftist_rhetoric_fascism
			}
		}
	}
}
### Entity: Unit Template
Component: upgrades
Constructs: build_cost_ic, maximum_speed
Source: game
File: common/units/equipment/upgrades/r56e_upgrades.txt

Code:
upgrades = {
	plane_armor_upgrade = {
		max_level = 5
		cost = air
		build_cost_ic = 0.02
	}
	train_armor_upgrade = {
		max_level = 1
		cost = land
		armor_value = 3500.0
		build_cost_ic = 0.5
	}
	INF_reliability_upgrade = {
		max_level = 5
		cost = land
		reliability = 0.04
		build_cost_ic = 0.04
	}
	INF_SA_upgrade = {
		max_level = 5
		cost = land
		soft_attack = 0.02
		reliability = -0.04
		build_cost_ic = 0.04
	}
	INF_HA_upgrade = {
		max_level = 5
		cost = land
		hard_attack = 0.1
		ap_attack = 0.03
		reliability = -0.04
		build_cost_ic = 0.04
	}
	INF_defence_upgrade = {
		max_level = 5
		cost = land
		defense = 0.005
		breakthrough = 0.01
		reliability = -0.04
		build_cost_ic = 0.1
	}
	ART_reliability_upgrade = {
		max_level = 5
		cost = land
		reliability = 0.05
		build_cost_ic = 0.01
	}
	ART_SA_upgrade = {
		max_level = 5
		cost = land
		soft_attack = 0.02
		reliability = -0.05
		build_cost_ic = 0.01
	}
	ART_HA_upgrade = {
		max_level = 5
		cost = land
		hard_attack = 0.1
		ap_attack = 0.1
		reliability = -0.05
		build_cost_ic = 0.01
	}
	ART_defence_upgrade = {
		max_level = 5
		cost = land
		defense = 0.05
		breakthrough = 0.04
		reliability = -0.05
		build_cost_ic = 0.01
	}
	RART_reliability_upgrade = {
		max_level = 5
		cost = land
		reliability = 0.1
		build_cost_ic = 0.02
	}
	RART_SA_upgrade = {
		max_level = 5
		cost = land
		soft_attack = 0.05
		reliability = -0.05
	}
	RART_BR_upgrade = {
		max_level = 5
		cost = land
		breakthrough = 0.1
		reliability = -0.05
	}
	MRART_reliability_upgrade = {
		max_level = 5
		cost = land
		reliability = 0.1
		build_cost_ic = 0.02
	}
	MRART_speed_upgrade = {
		max_level = 5
		cost = land
		maximum_speed = 0.05
		reliability = -0.05
	}
	MRART_SA_upgrade = {
		max_level = 5
		cost = land
		soft_attack = 0.05
		reliability = -0.05
	}
	MRART_BR_upgrade = {
		max_level = 5
		cost = land
		breakthrough = 0.1
		reliability = -0.05
	}
	MRART_armor_upgrade = {
		max_level = 5
		cost = land
		armor_value = 0.05
		maximum_speed = -0.02
		reliability = -0.05
	}
	AT_reliability_upgrade = {
		max_level = 5
		cost = land
		reliability = 0.1
		build_cost_ic = 0.02
	}
	AT_pierce_upgrade = {
		max_level = 5
		cost = land
		ap_attack = 0.05
		reliability = -0.05
		build_cost_ic = 0.01
	}
	AT_HA_upgrade = {
		max_level = 5
		cost = land
		hard_attack = 0.1
		reliability = -0.05
		build_cost_ic = 0.01
	}
	AT_defence_upgrade = {
	
# ... (truncated)
### Entity: Event
Component: peru.1
Constructs: is_triggered_only, ai_chance, add_political_power, add_popularity, set_country_flag, is_historical_focus_on
Source: game
File: events/r56_peru.txt

Code:
country_event = {
	id = peru.1
	title = peru.1.t
	desc = peru.1.d
	picture = GFX_report_event_PRU_de_gobierno_palace
	is_triggered_only = yes
	option = {
		name = peru.1.a
		ai_chance = {
			base = 1
		}
		add_popularity = {
			ideology = fascism
			popularity = 0.01
		}
		hidden_effect = {
			set_country_flag = PRU_chose_legacy
		}
		custom_effect_tooltip = PRU_unlock_sanchez
	} {
		name = peru.1.b
		ai_chance = {
			base = 1
			modifier = {
				factor = 100
				is_historical_focus_on = yes
			}
		}
		hidden_effect = {
			set_country_flag = PRU_Benavides_must_continue
		}
		custom_effect_tooltip = PRU_unlock_benavides
	} {
		name = peru.1.c
		ai_chance = {
			base = 1
		}
		add_political_power = 10
		add_popularity = {
			ideology = democratic
			popularity = 0.01
		}
		hidden_effect = {
			set_country_flag = PRU_leave_the_choice_to_the_parties
		}
		custom_effect_tooltip = PRU_unlock_democratic
	}
}
### Entity: Scripted Trigger
Component: congress_low_support_trigger
Constructs: check_variable
Source: game
File: common/scripted_triggers/MTG_congress_scripted_triggers.txt

Code:
congress_low_support_trigger = {
	custom_trigger_tooltip = {
		tooltip = congress_low_support_trigger_tt
		check_variable = {
			var = senators_support
			value = quorum_low
			compare = greater_than_or_equals
		} {
			var = representatives_support
			value = 174
			compare = greater_than_or_equals
		}
	}
}