Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: portugal.41
Constructs: is_triggered_only, fire_only_once, create_wargoal, take_state, add_state_claim
Source: game
File: events/r56_portugal.txt

Code:
country_event = {
	id = portugal.41
	title = portugal.41.t
	desc = portugal.41.d
	picture = GFX_report_event_soviet_tanks_snow
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = portugal.41.o
		POR = {
			create_wargoal = {
				type = take_state
				target = ENG
				generator = {
					422
				}
			}
			add_state_claim = 422
		}
	}
}
### Entity: Character
Component: islamic_scholar
Constructs: neutrality_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
islamic_scholar = {
	random = no
	sprite = 13
	neutrality_drift = 0.05
}
### Entity: Event
Component: SEA_imperial_influence_events.242
Constructs: is_triggered_only
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_imperial_influence_events.242
	title = SEA_imperial_influence_events.242.t
	desc = SEA_imperial_influence_events.242.desc
	picture = GFX_report_event_JAP_imperial_influence
	is_triggered_only = yes
	option = {
		name = SEA_imperial_influence_events.00.a
		activate_mission = JAP_naval_faction_demands_more_battleships
	}
}
### Entity: Idea
Component: fleet_defense_navy_spirit
Constructs: has_dlc, has_doctrine, screening_efficiency
Source: game
File: common/ideas/navy_spirits.txt

Code:
fleet_defense_navy_spirit = {
	ledger = navy
	visible = {
		has_dlc = No Compromise, No Surrender
	}
	available = {
		OR = {
			has_doctrine = new_base_strike light_task_forces
		}
	}
	modifier = {
		screening_efficiency = 0.1
		fighter_sortie_efficiency = 0.1
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			NOT = {
				has_dlc = No Compromise, No Surrender
			}
		} {
			factor = 2
			has_doctrine = light_task_forces anti_aircraft_cruisers
		}
	}
}
### Entity: Country History
Country: CBV
Component: CBV_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/CBV - Cabo Verde.txt

Code:
# Politics & Parties for CBV
set_politics = {
	ruling_party = communism
	last_election = 1933.3.5
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	fascism = 5
	communism = 50
	neutrality = 5
	democratic = 40
}
### Entity: Scripted Trigger
Component: state_has_any_resource
Constructs: has_resources_amount
Source: game
File: common/scripted_triggers/00_scripted_triggers.txt

Code:
state_has_any_resource = {
	OR = {
		has_resources_amount = {
			resource = oil
			amount = > 0
		} {
			resource = aluminium
			amount = > 0
		} {
			resource = rubber
			amount = > 0
		} {
			resource = tungsten
			amount = > 0
		} {
			resource = steel
			amount = > 0
		} {
			resource = chromium
			amount = > 0
		} {
			resource = coal
			amount = > 0
		}
	}
}
### Entity: Event
Component: new_ger.31
Constructs: is_triggered_only, limit, has_war_with, set_variable, every_other_country, declare_war_on, set_autonomy, set_politics
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.31
	title = new_ger.31.t
	desc = new_ger.31.d
	picture = GFX_report_event_soviet_soldiers_tank
	is_triggered_only = yes
	option = {
		name = new_ger.31.a
		set_variable = {
			GER_communist_support_before_puppet = party_popularity_100@communism
		} {
			GER_democratic_support_before_puppet = party_popularity_100@democratic
		} {
			GER_fascist_support_before_puppet = party_popularity_100@fascism
		} {
			GER_neutrality_support_before_puppet = party_popularity_100@neutrality
		}
		every_other_country = {
			limit = {
				original_tag = GER
				has_war_with = ROOT
			}
			SOV = {
				declare_war_on = {
					target = PREV
					type = topple_government
				}
			}
		}
		FROM = {
			set_autonomy = {
				target = ROOT
				autonomous_state = autonomy_dominion
				end_wars = no
				end_civil_wars = no
			}
		}
		hidden_effect = {
			ROOT = {
				set_politics = {
					ruling_party = communism
				}
			}
			set_popularities = {
				communism = GER.GER_communist_support_before_puppet
				democratic = GER.GER_democratic_support_before_puppet
				fascism = GER.GER_fascist_support_before_puppet
				neutrality = GER.GER_neutrality_support_before_puppet
			}
			clear_variable = GER.GER_communist_support_before_puppet GER.GER_democratic_support_before_puppet GER.GER_fascist_support_before_puppet GER.GER_neutrality_support_before_puppet
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_28
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_28 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 28
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 28
	}
}
### Entity: Character
Component: FIN_aarne_saarinen
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/FIN.txt

Code:
FIN_aarne_saarinen = {
	name = FIN_aarne_saarinen
	portraits = {
		civilian = {
			small = GFX_portrait_FIN_aarne_saarinen_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = FIN_aarne_saarinen
		allowed = {
			original_tag = FIN
			has_dlc = Arms Against Tyranny
		}
		available = {
			has_completed_focus = FIN_towards_a_red_government
		}
		cost = 70
		traits = {
			FIN_technocrat_saarinen
		}
		ai_will_do = {
			base = 50
		}
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_anti_tank_divisions
Constructs: division_template, prerequisite, has_country_flag, completion_reward, is_power_balance_in_range, cancel_if_invalid, is_locked, create_unit
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_anti_tank_divisions
	icon = GFX_goal_generic_build_tank
	prerequisite = {
		focus = SWI_veteran_sharpshooter_divisions
	}
	x = -1
	y = 1
	relative_position_id = SWI_veteran_sharpshooter_divisions
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0.2
			SWI_someone_is_about_to_be_angry = yes
		}
	}
	available = {
		is_power_balance_in_range = {
			id = SWI_centralization_bop
			range = SWI_centralization_bop_fully_cantons
		}
		NOT = {
			has_country_flag = SWI_militias_turned_into_regulars
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_SWI_MILITARY_READINESS
	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = SWI_create_anti_tank_template_TT
		division_template = {
			name = Swiss Militia Anti-Tank
			is_locked = no
			priority = 1
			template_counter = 6
			regiments = {
				militia = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 1
					y = 0
				} {
					x = 1
					y = 1
				} {
					x = 2
					y = 0
				} {
					x = 2
					y = 1
				}
				anti_tank_brigade = {
					x = 0
					y = 2
				} {
					x = 1
					y = 2
				}
			}
			support = {
				anti_tank = {
					x = 0
				}
			}
		}
		3 = {
			create_unit = {
				division = division_template = "Swiss Militia Anti-Tank" start_experience_factor = 0.5 start_equipment_factor = 1.0
				owner = ROOT
				count = 3
			}
		}
		SWI_add_suspicious_prep_opinion = yes
	}
}
### Entity: Character
Component: FIN_miina_sillanpaa
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/FIN.txt

Code:
FIN_miina_sillanpaa = {
	instance = {
		allowed = {
			has_dlc = Arms Against Tyranny
		}
		name = FIN_miina_sillanpaa
		portraits = {
			civilian = {
				small = GFX_portrait_FIN_miina_sillanpaa_small
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = FIN_miina_sillanpaa
			allowed = {
				original_tag = FIN
			}
			available = {
				OR = {
					has_completed_focus = FIN_social_democracy FIN_cooperate_with_social_democrats FIN_collaboration_with_the_left
				}
			}
			cost = 70
			traits = {
				FIN_champion_of_equality_sillanpaa
			}
			ai_will_do = {
				base = 1.0
				modifier = {
					factor = 10
					FIN_is_democratic_ai = yes
				} {
					factor = 0
					FIN_is_historical_ai = yes
				}
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Arms Against Tyranny
			}
		}
		name = FIN_miina_sillanpaa
		portraits = {
			civilian = {
				small = GFX_portrait_FIN_miina_sillanpaa_small
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = FIN_miina_sillanpaa
			allowed = {
				original_tag = FIN
			}
			available = {
				has_completed_focus = FIN_collaboration_with_the_left
			}
			traits = {
				champion_of_equality
			}
			ai_will_do = {
				base = 0
			}
		}
	}
}
### Entity: Character
Component: SWE_respectful_occupier
Source: game
File: common/country_leader/00_traits.txt

Code:
SWE_respectful_occupier = {
	sprite = 10
	random = no
	resistance_target = -0.1
	resistance_growth = -0.15
	resistance_activity = -0.2
}
### Entity: Character
Component: JAP_masatoshi_okochi
Constructs: has_completed_focus
Source: game
File: common/characters/JAP.txt

Code:
JAP_masatoshi_okochi = {
	name = JAP_masatoshi_okochi
	portraits = {
		civilian = {
			small = GFX_portrait_JAP_masatoshi_okochi_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = JAP_masatoshi_okochi
		allowed = {
			original_tag = JAP
		}
		visible = {

		}
		available = {
			has_completed_focus = JAP_fund_the_riken_institute
		}
		traits = {
			JAP_riken_institute_director
		}
		ai_will_do = {
			base = 1
		}
	}
}
### Entity: Shared Focus
Tree: lat_focus
Component: LAT_VEF_electronics_sideprojects
Constructs: shared_focus, prerequisite, completion_reward, add_tech_bonus, electronics_bonus
Source: game
File: common/national_focus/r56_latvia_shared.txt

Code:
shared_focus = {
	id = LAT_VEF_electronics_sideprojects
	icon = GFX_goal_generic_production2
	relative_position_id = LAT_VEF_airplanes_primacy
	prerequisite = {
		focus = LAT_VEF_airplanes_primacy
	}
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 3
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = electronics_bonus
			bonus = 1.0
			uses = 1
			category = electronics
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: RAJ_GOE_francis_tuker
Constructs: has_completed_focus
Source: game
File: common/characters/RAJ.txt

Code:
RAJ_GOE_francis_tuker = {
	name = RAJ_GOE_francis_tuker
	portraits = {
		army = {
			large = GFX_portrait_RAJ_francis_tuker
			small = GFX_portrait_RAJ_francis_tuker_small
		}
	}
	corps_commander = {
		traits = {
			loyalty_to_britain
		}
		skill = 3
		attack_skill = 4
		defense_skill = 4
		planning_skill = 2
		logistics_skill = 2
		legacy_id = -1
		visible = {
			OR = {
				NOT = {
					has_completed_focus = RAJ_royal_indian_navy_mutiny
				}
				AND = {
					has_completed_focus = RAJ_royal_indian_navy_mutiny RAJ_keep_british_generals
				}
			}
		}
	}
}
### Entity: Idea
Component: KOS_ai2
Source: game
File: common/ideas/kosovo.txt

Code:
KOS_ai2 = {
	ledger = army
	picture = generic_army_europe_3
	allowed = {
		original_tag = KOS
	}
	traits = {
		army_infantry_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: HUN_treaty_of_triannon_aat_wuw_no_air_debuff
Constructs: has_war, industrial_capacity_factory
Source: game
File: common/ideas/hungary.txt

Code:
HUN_treaty_of_triannon_aat_wuw_no_air_debuff = {
	name = HUN_treaty_of_triannon
	picture = HUN_treaty_of_triannon
	allowed = {
		original_tag = HUN
	}
	available = {
		has_war = no
	}
	rule = {
		can_access_market = no
	}
	modifier = {
		conscription = -0.005
		production_speed_arms_factory_factor = -0.5
		industrial_capacity_factory = -0.1
		military_industrial_organization_funds_gain = -0.1
		military_industrial_organization_research_bonus = -0.1
		experience_gain_army_factor = -0.15
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_army_reform
Constructs: prerequisite, limit, has_government, add_war_support, completion_reward, has_power_balance, add_power_balance_value
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_army_reform
	icon = GFX_focus_generic_full_social_mobilization
	x = 1
	y = 1
	cost = 8
	available = {
		has_government = neutrality
	}
	prerequisite = {
		focus = AFG_subvert_soviet_influence_focus
	} {
		focus = AFG_export_based_economy
	}
	relative_position_id = AFG_subvert_soviet_influence_focus
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_war_support = 0.05
		upgrade_economy_law = yes
		if = {
			limit = {
				has_power_balance = {
					id = AFG_power_balance
				}
			}
			custom_effect_tooltip = r56_newline
			add_power_balance_value = {
				id = AFG_power_balance
				value = -0.1
				tooltip_side = AFG_government_side
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Order of Battle
Component: Tohoku Kakumei Ha
Constructs: division_template
Source: game
File: history/units/JAP_sunfall_civil_war.txt

Code:
division = {
	name = Tohoku Kakumei Ha
	location = 7169
	division_template = Kakumei-Gun
	start_experience_factor = 0.2
}
### Entity: Event
Component: denmark_resistance_event.9
Constructs: is_triggered_only, add_war_support
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_resistance_event.9
	title = denmark_resistance_event.9.t
	desc = denmark_resistance_event.9.desc
	picture = GFX_report_event_journalists_speech
	is_triggered_only = yes
	option = {
		name = denmark_resistance_event.9.a
		add_war_support = 0.05
	}
}
### Entity: AI Strategy
Component: ai_focus_aviation_BEL
Source: game
File: common/ai_focuses/BEL.txt

Code:
ai_focus_aviation_BEL = {
	research = {
		air_doctrine = 50.0
		light_air = 20.0
		light_fighter = 4.0
		jet_technology = 1.0
		cas_bomber = 2.0
		medium_air = 4.0
		tactical_bomber = 20.0
		heavy_air = 1.5
		air_equipment = 5.0
		para_tech = 10
	}
}
### Entity: Country History
Country: KHI
Component: KHI_characters
Constructs: recruit_character
Source: game
File: history/countries/KHI - Khiva.txt

Code:
# Leaders & Characters for KHI
recruit_character = KHI_nedirbay_aytakov KHI_junaid_khan
### Entity: Event
Component: news.166
Constructs: is_triggered_only
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.166
	title = news.166.t
	desc = news.166.d
	picture = GFX_news_event_009
	major = yes
	is_triggered_only = yes
	option = {
		name = news.166.a
		trigger = {
			NOT = {
				TAG = GER YUG
			}
		}
	} {
		name = news.166.b
		trigger = {
			TAG = GER
		}
	} {
		name = news.166.c
		trigger = {
			TAG = YUG
		}
	}
}
### Entity: Modding Documentation
Construct: amount_manpower_in_deployment_queue
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### amount_manpower_in_deployment_queue
* description: Checks for amount manpower currently in deploymentview. amount_manpower_in_training > 10
* (Auto generated using the trigger with same name)
### Entity: Scripted Effect
Component: ITA_add_supremacy_in_the_skies_templates
Constructs: create_equipment_variant
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_add_supremacy_in_the_skies_templates = {
	create_equipment_variant = {
		name = SM.84
		type = medium_plane_airframe_2
		parent_version = 0
		modules = {
			fixed_main_weapon_slot = medium_bomb_bay
			fixed_auxiliary_weapon_slot_1 = torpedo_mounting
			fixed_auxiliary_weapon_slot_2 = torpedo_mounting
			engine_type_slot = engine_3_3x
			special_type_slot_1 = hmg_defense_turret_2x
			special_type_slot_2 = hmg_defense_turret_2x
			special_type_slot_3 = armor_plate_medium
		}
		icon = GFX_ITA_tactical_bomber2_medium
	} {
		name = Campini N.1
		type = small_plane_airframe_4
		parent_version = 0
		modules = {
			fixed_main_weapon_slot = aircraft_cannon_2_2x
			fixed_auxiliary_weapon_slot_1 = aircraft_cannon_2_2x
			engine_type_slot = jet_engine_1x
			special_type_slot_1 = armor_plate_small
			special_type_slot_2 = self_sealing_fuel_tanks_small
		}
		icon = GFX_ITA_jet_plane_1_medium
	}
}
### Entity: AI Strategy
Component: EAI_DIPLO_volunteers_to_V08
Constructs: check_variable, send_volunteers_desire
Source: game
File: common/ai_strategy/EAI_COUNTRY_diplomacy_volunteer_strategies.txt

Code:
EAI_DIPLO_volunteers_to_V08 = {
	enable = {
		NOT = {
			check_variable = {
				EAI_volunteer_targets^8 = 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = send_volunteers_desire
		id = V08
		value = 10000
	}
}
### Entity: Idea
Component: QUE_patriotic_learning
Constructs: research_speed_factor
Source: game
File: common/ideas/quebec.txt

Code:
QUE_patriotic_learning = {
	allowed_civil_war = {
		always = no
	}
	picture = jap_duplicate_research
	modifier = {
		research_speed_factor = 0.05
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_surface_combat
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_surface_combat
	icon = GFX_focus_generic_destroyer
	prerequisite = {
		focus = FRA_the_young_school
	}
	x = 1
	y = 1
	relative_position_id = FRA_the_young_school
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		navy_experience = 25
		add_tech_bonus = {
			name = FRA_surface_combat
			bonus = 2.0
			uses = 1
			category = dd_tech
		}
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_anti_colonialism_policy
Constructs: prerequisite, has_government, add_war_support, add_opinion_modifier, completion_reward, is_in_faction_with, is_historical_focus_on
Source: game
File: common/national_focus/r56_iraq.txt

Code:
focus = {
	id = IRQ_anti_colonialism_policy
	icon = GFX_focus_ger_break_anglo_french_colonial_hegemony
	prerequisite = {
		focus = IRQ_assyrian_revanchism IRQ_the_end_of_the_monarchy
	}
	x = 29
	y = 5
	cost = 5
	available = {
		NOT = {
			has_government = neutrality
			OR = {
				is_in_faction_with = FRA ENG
			}
		}
	}
	ai_will_do = {
		factor = 0.5
		modifier = {
			is_historical_focus_on = yes
			factor = 0
		}
	}
	available_if_capitulated = yes
	completion_reward = {
		add_war_support = 0.05
		ENG = {
			add_opinion_modifier = {
				target = IRQ
				modifier = anti_capitalist_diplomacy_capitalists
			}
		}
		FRA = {
			add_opinion_modifier = {
				target = IRQ
				modifier = anti_capitalist_diplomacy_capitalists
			}
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_provoke_border_clashes
Constructs: prerequisite, completion_reward, cancel_if_invalid, set_country_flag
Source: game
File: common/national_focus/china_warlord.txt

Code:
focus = {
	id = CHI_provoke_border_clashes
	icon = GFX_focus_generic_provoke_border_clashes
	prerequisite = {
		focus = CHI_personal_leadership
	}
	mutually_exclusive = {
		focus = CHI_defensive_posture
	}
	x = -1
	y = 1
	relative_position_id = CHI_personal_leadership
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = CHI_provoke_border_clashes_effect_tooltip
		set_country_flag = CHI_provoke_border_clashes
	}
}
### Entity: Order of Battle
Component: 14th Independent Brigade
Constructs: division_template
Source: game
File: history/units/SIC_1936_sea.txt

Code:
division = {
	name = 14th Independent Brigade
	location = 6999
	division_template = Juntuán
	start_equipment_factor = 0.1
	officer = {
		name = SIC_zhou_shaoxuan
	}
}
### Entity: Technology
Component: modern_ship_torpedo_launcher
Constructs: research_cost, enable_equipment_modules
Source: game
File: common/technologies/MTG_naval_Support.txt

Code:
technology = {
	research_cost = 1.5
	start_year = 1944
	enable_equipment_modules = {
		ship_torpedo_4 ship_torpedo_sub_4
	}
	on_research_complete = {
		custom_effect_tooltip = torpedo_advice_tt
	}
	folder = {
		name = mtgnavalsupportfolder
		position = {
			x = 0
			y = 19
		}
	}
	ai_will_do = {
		factor = 2
		modifier = {
			tag = JAP
			factor = 5
		}
	}
	categories = {
		naval_equipment ship_modules_tech cat_torpedoes mio_cat_tech_all_screen_ship_and_modules mio_cat_tech_all_cruiser_and_modules mio_cat_tech_all_destroyer_and_modules mio_cat_tech_all_submarine_and_modules
	}
	special_project_specialization = {
		specialization_naval
	}
}
### Entity: Shared Focus
Tree: lat_focus
Component: LAT_new_generation_of_generals
Constructs: shared_focus, prerequisite, completion_reward
Source: game
File: common/national_focus/r56_latvia_shared.txt

Code:
shared_focus = {
	id = LAT_new_generation_of_generals
	icon = GFX_goal_generic_army_elite
	prerequisite = {
		focus = LAT_rely_on_foreign_attaches
	}
	relative_position_id = LAT_rely_on_foreign_attaches
	x = 1
	y = 1
	cost = 1.5
	available_if_capitulated = yes
	available = {

	}
	completion_reward = {
		show_unit_leaders_tooltip = LAT_fricis_celmins
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_CHARACTER
	}
}
### Entity: Event
Component: r56.news_event.50
Constructs: is_triggered_only, has_government, has_country_leader_ideology
Source: game
File: events/r56_news_events.txt

Code:
news_event = {
	id = r56.news_event.50
	title = r56.news_event.50.t
	desc = r56.news_event.50.desc
	picture = GFX_news_event_MEX_trotsky
	major = yes
	is_triggered_only = yes
	option = {
		name = r56.news_event.50.a
		trigger = {
			tag = MEX
		}
	} {
		name = r56.news_event.50.b
		trigger = {
			has_government = communism
			NOT = {
				has_country_leader_ideology = stalinism
			}
		}
	} {
		name = r56.news_event.50.c
		trigger = {
			has_government = communism
			has_country_leader_ideology = stalinism
		}
	} {
		name = r56.news_event.50.d
		trigger = {
			NOT = {
				has_government = communism
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/Yugoslavia.html

Doc:
This article is considered accurate for the current version of the game.

Yugoslavia

Capital provinceBelgrade

Government typeConstitutional Monarchy

FactionNeutral (Allied in 1941)

Yugoslavia is a Balkan regional power precariously placed in the vicinity of multiple aggressive neighbors, including Germany, Bulgaria and Italy. Yugoslavia is a troubled country, though it was created out of a common desire by Yugoslavs to be free from foreign domination, the Yugoslav peoples are precariously divided into multiple nationalities, religions, as well as minority nationalities who do not want to be part of Yugoslavia. These divisions have resulted in severe political deadlock and at times violence between the nationalities. Yugoslavia must navigate the international political path carefully.

Contents

1 Technology

2 Diplomacy

2.1 Alliances

2.2 Decisions

2.3 Events

3 Politics

3.1 Laws

3.2 Ministers

4 Intelligence

5 Economy

5.1 Industrial Production

6 Military

6.1 Army

6.2 Navy

6.3 Air Force

7 Strategies and Guides

7.1 Example Strategy

7.2 Miscellaneous tips
### Entity: Character
Component: BRA_the_white_dove
Constructs: stability_factor, neutrality_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
BRA_the_white_dove = {
	random = no
	sprite = 13
	neutrality_drift = 0.02
	air_accidents_factor = 0.05
	army_speed_factor = 0.02
	stability_factor = 0.05
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: KMT_event.5
Constructs: is_triggered_only, limit, has_country_flag, is_ai
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = KMT_event.5
	title = KMT_event.5.t
	desc = KMT_event.5.desc
	picture = GFX_report_event_gathering_protest
	is_triggered_only = yes
	option = {
		name = KMT_event.5.a
		trigger = {
			OR = {
				has_country_flag = CHI_non_aligned_ai_flag
				is_ai = no
				power_balance_value = {
					id = KMT_main_bop
					value = > -0.05
				}
			}
			NOT = {
				has_country_flag = CHI_demo_ai_flag
			}
		}
		IF = {
			limit = {
				is_ai = no
			}
			country_event = KMT_event.6
		}
		else = {
			country_event = KMT_event.7
		}
	} {
		name = KMT_event.5.b
		trigger = {
			OR = {
				has_country_flag = CHI_demo_ai_flag
				is_ai = no
				power_balance_value = {
					id = KMT_main_bop
					value = < 0.05
				}
			}
			NOT = {
				has_country_flag = CHI_non_aligned_ai_flag
			}
		}
		IF = {
			limit = {
				is_ai = no
			}
			country_event = KMT_event.9
		}
		else = {
			country_event = KMT_event.10
		}
	}
}