Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: mongol_genden.5
Constructs: is_triggered_only, random_list, add_building_construction
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol_genden.5
	title = mongol_genden.5.t
	desc = mongol_genden.5.d
	picture = GFX_report_event_bunker_01
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			activate_mission = MON_monthly_economic_report
		}
	}
	option = {
		name = mongol_genden.5.a
		random_list = {
			30 = {
				330 = {
					add_building_construction = {
						type = bunker
						level = 2
						province = 4801
						instant_build = yes
					}
				}
			}
			15 = {
				819 = {
					add_building_construction = {
						type = bunker
						level = 2
						province = 12557
						instant_build = yes
					}
				}
			} {
				820 = {
					add_building_construction = {
						type = bunker
						level = 2
						province = 1791
						instant_build = yes
					}
				}
			} {
				818 = {
					add_building_construction = {
						type = bunker
						level = 2
						province = 7843
						instant_build = yes
					}
				}
			}
		}
	}
}
### Entity: Order of Battle
Component: Palau Kichi Shubitai
Constructs: division_template
Source: game
File: history/units/JAP_1936.txt

Code:
division = {
	name = Palau Kichi Shubitai
	location = 4357
	division_template = Chuton-chi Shidan
	start_experience_factor = 0.1
	start_equipment_factor = 0.3
}
### Entity: Unit Template
Component: LAT_BB_HISTORICAL
Source: game
File: common/units/names_ships/LAT_ship_names.txt

Code:
LAT_BB_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BB
	for_countries = {
		LAT
	}
	type = ship
	ship_types = {
		ship_hull_heavy battleship
	}
	fallback_name = Linijkugis %d
	unique = {
		Riga Mazsalaca Dundaga Bauska Jurmala Kuldiga Madona Rezekne
	}
}
### Entity: Modifier Reference
Component: DEN_flyvevabnet_dynamic_modifier_max_improved
Source: game
File: common/dynamic_modifiers/aat_dynamic_modifiers.txt

Code:
DEN_flyvevabnet_dynamic_modifier_max_improved = {
	enable = {
		always = yes
	}
	icon = GFX_idea_DEN_flyvevabnet_3
	air_bombing_targetting = DEN_flyvevabnet_air_bombing_targetting
	air_ace_generation_chance_factor = DEN_flyvevabnet_ace_generation_chance
	air_strategic_bomber_bombing_factor = DEN_flyvevabnet_strategic_bomber
	air_escort_efficiency = DEN_flyvevabnet_escort_efficiency
	air_intercept_efficiency = DEN_flyvevabnet_intercept_efficiency
	air_cas_efficiency = DEN_flyvevabnet_cas_efficiency
	air_mission_efficiency = DEN_flyvevabnet_mission_efficiency
	naval_strike_targetting_factor = DEN_flyvevabnet_naval_strike_targetting
	air_accidents_factor = DEN_flyvevabnet_air_accidents
	air_agility_factor = DEN_flyvevabnet_air_agility
	ground_attack_factor = DEN_flyvevabnet_ground_attack
	air_night_penalty = DEN_flyvevabnet_air_night_penalty
	air_weather_penalty = DEN_flyvevabnet_air_weather_penalty
}
### Entity: Name List
Component: CAY
Source: game
File: common/names/00_names.txt

Code:
CAY = {
	male = {
		names = {
			Achille Adolphe Adrien Aimable Alphonse Amédée Antoine Armand August Augustin Charles Daniel Denis Édouard Elie Éttiene Eugène Félicien Félix Fernand François Frédéric Georges Guillaume Gustave Henri Hubert Hugo Jacques Jean Joseph Jules Julien Lazare Léopold Leroy Louis Lucien Matthieu Michel Napoléon Nicolas Patrice Paul Philippe Pierre Robert Thibaut Thierry Thomas
		}
	}
	female = {
		names = {
			Anne Marie
		}
	}
	surnames = {
		Anthoine Baraguey d'Hilliers Bazaine Billot Bosquet Boué de Lapeyrère Bouët-Willaumez Boulanger Bourbaki Bugeaud Caillard Canrobert Courbet Cousin-Mountauban Davout de Castellane de Castelnau de Langle de Cary de MacMahon de Montaignac de Saint Arnaud d'Orleans Dubail Dubois Duchêne Dupetit-Thouars Exelmans Foch Forey Franchet d'Espèrey Gallieni Gouraud Guillaumat Hamelin Harispe Hoche Humbert Jaurès Joffre Lebouef Lyautey Murat Ney d'Elchingen Nivelle Péllissier Petain Vaillant
	}
	callsigns = {
		Draco Fast Tiger Sparrow Ripper Sundance Toad Twitch Farmer Weasel Target Practice Invisible Beach Boy Princess The Mute Carpenter
	}
}
### Entity: Decision
Component: HUN_fascist_movements_category
Constructs: has_dlc
Source: game
File: common/decisions/categories/HUN_decision_categories.txt

Code:
HUN_fascist_movements_category = {
	icon = GFX_decision_cat_hun_arrow_cross_party
	priority = 75
	picture = GFX_decision_cat_picture_spr_the_inevitable_civil_war
	visible_when_empty = no
	allowed = {
		original_tag = HUN
	}
	visible = {
		has_dlc = Gotterdammerung
	}
}
### Entity: AI Strategy
Component: EAI_DIPLO_prepare_for_war_on_WP2
Constructs: check_variable
Source: game
File: common/ai_strategy/EAI_COUNTRY_diplomacy_war_justification_strategies.txt

Code:
EAI_DIPLO_prepare_for_war_on_WP2 = {
	enable = {
		NOT = {
			check_variable = {
				EAI_prepare_for_war_targets^2 = 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = conquer
		id = WP2
		value = 200
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_intervention_in_liechtenstein_empire
Constructs: has_completed_focus, prerequisite, limit, completion_reward, allow_branch, has_game_rule, set_temp_variable, add_to_temp_variable
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_intervention_in_liechtenstein_empire
	text = SWI_intervention_in_liechtenstein
	icon = GFX_goal_AUS_invade_liechtenstein
	prerequisite = {
		focus = AUS_antifascist_bulwark
	}
	relative_position_id = AUS_antifascist_bulwark
	x = 3
	y = 1
	cost = 3
	allow_branch = {
		has_game_rule = {
			rule = micronation_annexation_status
			option = SHOW_MICRONATIONS
		}
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = AUS_austrofascism_not_nazism AUS_accept_inevitable
			}
		}
	}
	available = {
		LIE = {
			num_occupied_states = < 2
		} {
			custom_trigger_tooltip = {
				tooltip = lie_popularities_tt
				set_temp_variable = {
					lie_pop_calc = party_popularity@fascism
				}
				add_to_temp_variable = {
					lie_pop_calc = party_popularity@communism
				}
				check_variable = {
					lie_pop_calc = > 0.4
				}
			}
		}
		controls_state = 848
		country_exists = LIE
		is_neighbor_of = LIE
		NOT = {
			is_ally_with = LIE
			has_non_aggression_pact_with = LIE
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		unlock_decision_category_tooltip = SWI_border_war_liechtenstein_category
	}
}
### Entity: Idea
Component: SWE_saltsjobaden_agreement
Constructs: removal_cost
Source: game
File: common/ideas/sweden.txt

Code:
SWE_saltsjobaden_agreement = {
	picture = SWE_saltsjobaden_agreement
	removal_cost = -1
	allowed = {
		tag = SWE
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		consumer_goods_factor = 0.06
		line_change_production_efficiency_factor = 0.1
		war_stability_factor = 0.15
	}
}
### Entity: National Focus
Tree: sic_focus
Component: SIC_armor_efforts
Constructs: prerequisite, completion_reward, is_subject, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = SIC_armor_efforts
	icon = GFX_focus_CHI_200th_division
	x = 0
	y = 1
	cost = 5
	prerequisite = {
		focus = SIC_develop_chongqing
	}
	relative_position_id = SIC_develop_chongqing
	ai_will_do = {
		base = 1
	}
	available = {
		is_subject = no
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {

	}
	completion_reward = {
		add_tech_bonus = {
			name = SIC_armor_efforts
			bonus = 0.75
			uses = 1
			category = armor
		} {
			name = SIC_armor_efforts
			bonus = 0.75
			uses = 1
			category = air_equipment
		}
		army_experience = 50
		air_experience = 25
	}
}
### Entity: Order of Battle
Component: XXXVI Brigada Internacionales
Constructs: division_template
Source: game
File: history/units/SPR_Civil_War.txt

Code:
division = {
	name = XXXVI Brigada Internacionales
	location = 9903
	division_template = Brigada Internacionales
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_soviet_industrial_cooperation
Constructs: prerequisite, limit, has_government, completion_reward, is_faction_leader
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_soviet_industrial_cooperation
	icon = GFX_focus_generic_communist_industry
	prerequisite = {
		focus = NOR_revive_pomor_trade
	}
	x = 1
	y = 1
	relative_position_id = NOR_revive_pomor_trade
	cost = 10
	available = {
		any_other_country = {
			has_government = communism
			is_faction_leader = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		if = {
			limit = {
				SOV = {
					has_government = communism
					is_faction_leader = yes
				}
			}
			SOV = {
				country_event = {
					id = AAT_norway_communist.4
					hours = 4
				}
			}
		}
		else = {
			find_biggest_communist = yes
			var:GLOBAL.platonic_big_communist = {
				country_event = {
					id = AAT_norway_communist.4
					hours = 4
				}
			}
		}
		custom_effect_tooltip = if_they_accept
		event_option_tooltip = AAT_norway_communist.5.a
	}
}
### Entity: National Focus
Tree: cro_focus
Component: CRO_technology_sharing
Constructs: prerequisite, has_war, limit, completion_reward, is_in_faction, add_research_slot, add_tech_bonus, electronics_bonus
Source: game
File: common/national_focus/croatia.txt

Code:
focus = {
	id = CRO_technology_sharing
	icon = GFX_goal_generic_scientific_exchange
	prerequisite = {
		focus = CRO_ideological_fanaticism_communism CRO_ideological_fanaticism_ustasha CRO_why_we_fight
	}
	available = {
		has_war = yes
		is_in_faction = yes
		if = {
			limit = {
				amount_research_slots = > 4
			}
			num_of_factories = > 35
		}
	}
	relative_position_id = CRO_political_effort
	x = 0
	y = 6
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		if = {
			limit = {
				original_research_slots = < 3
			}
			add_research_slot = 1
		} {
			limit = {
				original_research_slots = > 2
			}
			add_tech_bonus = {
				name = electronics_bonus
				bonus = 1
				uses = 1
				category = electronics
			} {
				name = industrial_bonus
				bonus = 1
				uses = 1
				category = industry
			} {
				name = infantry_weapons_bonus
				bonus = 1
				uses = 1
				category = infantry_weapons artillery
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: mtg_usa_civil_war_fascists.16
Constructs: is_triggered_only, limit, random_owned_state, is_csa_state, remove_building, add_extra_state_shared_building_slots, add_building_construction, random_days
Source: game
File: events/MTG_USA.txt

Code:
country_event = {
	id = mtg_usa_civil_war_fascists.16
	title = mtg_usa_civil_war_fascists.16.t
	desc = mtg_usa_civil_war_fascists.16.desc
	picture = GFX_report_event_generic_factory
	is_triggered_only = yes
	option = {
		name = mtg_usa_civil_war_fascists.16.a
		random_owned_state = {
			limit = {
				not = {
					is_csa_state = yes
				}
				industrial_complex = > 0
			}
			remove_building = {
				type = industrial_complex
				level = 1
			}
		} {
			limit = {
				is_csa_state = yes
				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
			}
		}
		hidden_effect = {
			country_event = {
				id = mtg_usa_civil_war_fascists.4
				days = 20
				random_days = 5
			}
		}
	}
}
### Entity: Country History
Country: GRA
Component: GRA_politics
Constructs: set_stability, set_war_support, set_politics, set_popularities
Source: game
File: history/countries/GRA - Grenada.txt

Code:
# Politics & Parties for GRA
set_war_support = 0.2
set_stability = 0.5
set_politics = {
	ruling_party = democratic
	last_election = 1933.2.16
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 50
	communism = 25
	neutrality = 25
}
### Entity: Character
Component: burmese_way_to_socialism_trait
Constructs: war_support_factor, conscription_factor, communism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
burmese_way_to_socialism_trait = {
	random = no
	sprite = 13
	war_support_factor = 0.05
	conscription_factor = 0.1
	communism_drift = 0.05
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: WW_hungary.60
Constructs: is_triggered_only, ai_chance, add_war_support, add_stability, fire_only_once, add_political_power, create_wargoal, take_claimed_state
Source: game
File: events/WUW_Hungary.txt

Code:
country_event = {
	id = WW_hungary.60
	title = WW_hungary.60.t
	desc = WW_hungary.60.desc
	picture = GFX_report_event_HUN_hungary_occupies_area
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = WW_hungary.60.a
		ai_chance = {
			factor = 80
		}
		add_war_support = 0.02
		create_wargoal = {
			type = take_claimed_state
			target = FROM
		}
	} {
		name = WW_hungary.60.b
		ai_chance = {
			factor = 20
		}
		add_political_power = 25
		add_war_support = -0.02
		add_stability = -0.02
	}
}
### Entity: Idea
Component: ARG_argentine_beef_idea
Constructs: removal_cost
Source: game
File: common/ideas/argentina.txt

Code:
ARG_argentine_beef_idea = {
	allowed = {
		always = no
		tag = ARG
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = ARG_argentine_beef
	modifier = {
		consumer_goods_factor = -0.15
		production_speed_infrastructure_factor = 0.15
	}
}
### Entity: Scripted Effect
Component: USA_foreign_support_training_effect
Constructs: division_template, limit, has_country_flag, is_locked, create_unit
Source: game
File: common/scripted_effects/USA_scripted_effects.txt

Code:
USA_foreign_support_training_effect = {
	division_template = {
		name = Exiles
		priority = 2
		is_locked = yes
		division_names_group = USA_INF_01
		regiments = {
			infantry = {
				x = 0
				y = 0
			} {
				x = 0
				y = 1
			} {
				x = 0
				y = 2
			} {
				x = 1
				y = 0
			} {
				x = 1
				y = 1
			} {
				x = 1
				y = 2
			}
		}
	}
	if = {
		limit = {
			has_country_flag = us_training_GER
		}
		366 = {
			create_unit = {
				division = name = "Eagle Legion" division_template = "Exiles" start_experience_factor = 1.0
				owner = ROOT
			}
		}
		army_experience = 10
	} {
		limit = {
			has_country_flag = us_training_ITA
		}
		366 = {
			create_unit = {
				division = name = "Eagle Legion" division_template = "Exiles" start_experience_factor = 1.0
				owner = ROOT
			}
		}
		army_experience = 10
	} {
		limit = {
			has_country_flag = us_training_FRA
		}
		366 = {
			create_unit = {
				division = name = "Eagle Legion" division_template = "Exiles" start_experience_factor = 1.0
				owner = ROOT
			}
		}
		army_experience = 10
	} {
		limit = {
			has_country_flag = us_training_ENG
		}
		366 = {
			create_unit = {
				division = name = "Eagle Legion" division_template = "Exiles" start_experience_factor = 1.0
				owner = ROOT
			}
		}
		army_experience = 10
	} {
		limit = {
			NOT = {
				OR = {
					has_country_flag = us_training_ENG us_training_FRA us_training_GER us_training_ITA
				}
			}
		}
		delete_unit_template_and_units = {
			division_template = Exiles
		}
	}
}
### Entity: National Focus
Tree: ecu_focus
Component: ECU_adquire_usa_planes
Constructs: add_equipment_to_stockpile, prerequisite, limit, has_war_with, add_opinion_modifier, completion_reward, has_dlc, create_equipment_variant
Source: game
File: common/national_focus/r56_ecuador.txt

Code:
focus = {
	id = ECU_adquire_usa_planes
	icon = GFX_focus_generic_befriend_usa
	prerequisite = {
		focus = ECU_focus_on_defending_quito ECU_gallos_plan
	}
	relative_position_id = ECU_Alert_in_the_front
	x = 2
	y = 3
	cost = 10
	available = {
		USA = {
			exists = yes
			NOT = {
				has_war_with = ECU
			}
		}
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			create_equipment_variant = {
				name = P-36A
				type = small_plane_airframe_0
				modules = {
					fixed_main_weapon_slot = light_mg_4x
					fixed_auxiliary_weapon_slot_1 = light_mg_2x
					engine_type_slot = engine_2_1x
					special_type_slot_1 = empty
				}
				icon = GFX_USA_fighter1_medium
			} {
				name = SBU Corsair
				type = small_plane_cas_airframe_0
				modules = {
					fixed_main_weapon_slot = bomb_locks
					fixed_auxiliary_weapon_slot_1 = empty
					engine_type_slot = engine_1_1x
					special_type_slot_1 = dive_brakes_small
				}
				icon = GFX_USA_CAS1_medium
			}
			add_opinion_modifier = {
				target = USA
				modifier = GEN_aircraft_american
			}
			add_equipment_to_stockpile = {
				type = small_plane_cas_airframe_0
				amount = 100
				producer = USA
			}
		}
		else = {
			add_equipment_to_stockpile = {
				type = cas_equipment_1
				amount = 50
				producer = USA
			} {
				type = fighter_equipment_0
				amount = 50
				producer = USA
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_the_australian_commonwealth
Constructs: prerequisite, completion_reward, add_to_array
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_the_australian_commonwealth
	icon = GFX_focus_AST_the_australian_commonwealth
	prerequisite = {
		focus = AST_red_fred
	}
	relative_position_id = AST_red_fred
	x = -1
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_to_array = {
			array = AST_union_control_target_array
			value = NZL
		} {
			array = AST_union_control_target_array
			value = MAL
		} {
			array = AST_union_control_target_array
			value = BRM
		} {
			array = AST_union_control_target_array
			value = RAJ
		}
		custom_effect_tooltip = AST_union_control_commonwealth
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_army_linguistic_divide
Constructs: prerequisite, remove_ideas, has_country_flag, completion_reward, add_timed_idea
Source: game
File: common/national_focus/r56_belgium.txt

Code:
focus = {
	id = BEL_army_linguistic_divide
	icon = GFX_goal_BEL_linguistic_military_division
	relative_position_id = BEL_stay_neutral
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		base = 12
	}
	available_if_capitulated = yes
	available = {
		OR = {
			has_country_flag = BEL_declared_neutrality BEL_neutrality_debate_over BEL_king_martial_law
		}
	}
	prerequisite = {
		focus = BEL_stay_neutral BEL_democratic_influence BEL_king_reaction
	}
	completion_reward = {
		army_experience = -15
		remove_ideas = BEL_linguistic_question_in_military
		add_timed_idea = {
			idea = BEL_divide_the_military
			days = 180
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT FOCUS_FILTER_POLITICAL FOCUS_FILTER_HISTORICAL
	}
}
### Entity: Idea
Component: BEL_distrigaz
Constructs: has_dlc, research_bonus
Source: game
File: common/ideas/belgium.txt

Code:
BEL_distrigaz = {
	picture = BEL_distrigaz
	allowed = {
		original_tag = BEL
		has_dlc = Gotterdammerung
	}
	cost = 150
	research_bonus = {
		electronics = 0.15
	}
	traits = {
		energy_company_trait
	}
}
### Entity: Event
Component: AFG_industrial_events.21
Constructs: is_triggered_only, ai_chance, limit, has_government, add_timed_idea, add_offsite_building
Source: game
File: events/GOE_Afghanistan.txt

Code:
country_event = {
	id = AFG_industrial_events.21
	title = AFG_industrial_events.21.t
	desc = AFG_industrial_events.21.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = AFG_industrial_events.21.a
		ai_chance = {
			base = 10
		}
		IF = {
			limit = {
				FROM = {
					has_government = democratic
				}
			}
			add_timed_idea = {
				idea = AFG_democratic_influence
				days = 365
			}
		}
		ELSE_IF = {
			limit = {
				FROM = {
					has_government = communism
				}
			}
			add_timed_idea = {
				idea = AFG_communism_influence
				days = 365
			}
		} {
			limit = {
				FROM = {
					has_government = fascism
				}
			}
			add_timed_idea = {
				idea = AFG_fascism_influence
				days = 365
			}
		}
		ELSE = {
			add_timed_idea = {
				idea = AFG_neutral_influence
				days = 365
			}
		}
		add_offsite_building = {
			type = industrial_complex
			level = 1
		}
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_construction_focus
Constructs: prerequisite, completion_reward, has_tech, add_timed_idea
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_construction_focus
	icon = GFX_goal_generic_construction2
	available = {
		has_tech = construction3
	}
	prerequisite = {
		focus = INS_expand_batavia_technical_institute INS_all_cards_into_industry INS_not_industry
	}
	x = -2
	y = 1
	relative_position_id = INS_expand_batavia_technical_institute
	cost = 10
	ai_will_do = {
		base = 3
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_timed_idea = {
			idea = INS_construction_boom
			days = 365
		}
	}
}
### Entity: Character
Component: GNA_ai2
Source: game
File: common/characters/GNA.txt

Code:
GNA_ai2 = {
	advisor = {
		slot = high_command
		idea_token = GNA_ai2
		ledger = army
		allowed = {
			original_tag = GNA
		}
		traits = {
			army_infantry_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_3
		}
	}
}
### Entity: Character
Component: ARG_edelmiro_julian_farrell
Constructs: has_government, has_dlc, has_country_leader
Source: game
File: common/characters/ARG.txt

Code:
ARG_edelmiro_julian_farrell = {
	instance = {
		allowed = {
			has_dlc = Trial of Allegiance
		}
		portraits = {
			civilian = {
				large = GFX_portrait_ARG_edelmiro_julian_farrell
			}
			army = {
				small = GFX_portrait_ARG_edelmiro_julian_farrell_military_small
			}
		}
		country_leader = {
			ideology = despotism
			expire = 1965.1.1.1
			id = -1
			traits = {
				ARG_brigadier_general
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = ARG_edelmiro_julian_farrell
			allowed = {
				original_tag = ARG
			}
			traits = {
				quartermaster_general
			}
			visible = {
				OR = {
					has_government = neutrality democratic
				}
			}
			available = {
				OR = {
					has_government = neutrality democratic
				}
				NOT = {
					has_country_leader = {
						ruling_only = yes
						character = ARG_edelmiro_julian_farrell
					}
				}
			}
		}
		corps_commander = {
			traits = {
				inflexible_strategist
			}
			skill = 2
			attack_skill = 2
			defense_skill = 1
			planning_skill = 1
			logistics_skill = 2
			legacy_id = -1
			visible = {
				NOT = {
					has_government = communism
				}
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Trial of Allegiance
			}
		}
		portraits = {
			army = {
				small = GFX_idea_generic_navy_south_america_1
			}
		}
		advisor = {
			cost = 100
			slot = theorist
			idea_token = ARG_edelmiro_julian_farrell
			ledger = navy
			allowed = {
				original_tag = ARG
			}
			traits = {
				naval_theorist
			}
		}
	}
}
### Entity: Idea
Component: MEN_anti_japanese_intelligence_china
Constructs: removal_cost
Source: game
File: common/ideas/r56_mengkukuo.txt

Code:
MEN_anti_japanese_intelligence_china = {
	name = MEN_anti_japanese_intelligence
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_japanese_conflict
	targeted_modifier = {
		tag = JAP
		attack_bonus_against = 0.05
		defense_bonus_against = 0.05
	}
}
### Entity: Idea
Component: AST_gloster_aircraft_organization_idea
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/australia.txt

Code:
AST_gloster_aircraft_organization_idea = {
	name = AST_gloster_aircraft_organization
	picture = AST_gloster_aircraft
	allowed = {
		original_tag = AST
		has_dlc = Thunder at Our Gates
	}
	available = {
		owner = {
			OR = {
				has_completed_focus = AST_solidarity_by_the_empire AST_british_pact
			}
		}
	}
	visible = {

	}
	cost = 150
	research_bonus = {
		air_equipment = 0.25
	}
	traits = {
		light_aircraft_manufacturer
	}
	modifier = {

	}
}