Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Localization
Component: defined_text
Constructs: check_variable
Source: game
File: common/scripted_localisation/r56_peru_partidos_localisation.txt

Code:
defined_text = {
	name = GetqueStabilityBonus
	text = {
		trigger = {
			original_tag = PRU
			check_variable = {
				var = PRU_que_loyalty
				value = 2
				compare = equals
			} {
				var = PRU_navy_loyalty_status
				value = 0
				compare = equals
			} {
				var = PRU_army_loyalty_status
				value = 0
				compare = equals
			}
		}
		localization_key = PRU_indiferent_amount
	} {
		trigger = {
			original_tag = PRU
			check_variable = {
				var = PRU_que_loyalty
				value = 2
				compare = equals
			} {
				var = PRU_navy_loyalty_status
				value = 1
				compare = equals
			}
		}
		localization_key = PRU_friend_amount
	} {
		trigger = {
			original_tag = PRU
			check_variable = {
				var = PRU_que_loyalty
				value = 2
				compare = equals
			} {
				var = PRU_navy_loyalty_status
				value = 2
				compare = equals
			}
		}
		localization_key = PRU_very_friend_amount
	} {
		trigger = {
			original_tag = PRU
			check_variable = {
				var = PRU_que_loyalty
				value = 2
				compare = equals
			} {
				var = PRU_army_loyalty_status
				value = 1
				compare = equals
			}
		}
		localization_key = PRU_bad_friend_amount
	} {
		trigger = {
			original_tag = PRU
			check_variable = {
				var = PRU_que_loyalty
				value = 2
				compare = equals
			} {
				var = PRU_army_loyalty_status
				value = 2
				compare = equals
			}
		}
		localization_key = PRU_very_bad_friend_amount
	} {
		trigger = {
			original_tag = PRU
			check_variable = {
				var = PRU_que_loyalty
				value = 1
				compare = equals
			} {
				var = PRU_army_loyalty_status
				value = 0
				compare = equals
			} {
				var = PRU_navy_loyalty_status
				value = 0
				compare = equals
			}
		}
		localization_key = PRU_indiferent_amount
	} {
		trigger = {
			original_tag = PRU
			check_variable = {
				var = PRU_que_loyalty
				value = 1
				compare = equals
			} {
				var = PRU_army_loyalty_status
				value = 1
				compare = equals
			}
		}
		localization_key = PRU_friend_amount
	} {
		trigger = {
			original_tag = PRU
			check_variable = {
				var = PRU_que_loyalty
				value = 1
				compare = equals
			} {
				var = PRU_army_loyalty_status
				value = 2
				compare = equals
			}
		}
		localization_key = PRU_very_friend_amount
	} {
		trigger = {
			original_tag = PRU
			check_variable = {
				var = PRU_que_loyalty
				value = 1
				compare = equals
			} {
				var = PRU_navy_loyalty_status
				value = 1
			
# ... (truncated)
### Entity: Scripted Effect
Component: SIA_add_foreign_diplomatic_relationships_if_i_dont_have_it
Constructs: limit, has_dynamic_modifier, add_dynamic_modifier
Source: game
File: common/scripted_effects/SIA_scripted_effects.txt

Code:
SIA_add_foreign_diplomatic_relationships_if_i_dont_have_it = {
	if = {
		limit = {
			NOT = {
				has_dynamic_modifier = {
					modifier = idea_SIA_foreign_diplomatic_relationships
				}
			}
		}
		add_dynamic_modifier = {
			modifier = idea_SIA_foreign_diplomatic_relationships
		}
	}
}
### Entity: Event
Component: SEA_japan_foreign_policy.61
Constructs: is_triggered_only, ai_chance, add_war_support, fire_only_once, add_command_power, set_nationality, random_hours, change_tag_from
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_foreign_policy.61
	title = SEA_japan_foreign_policy.61.t
	desc = SEA_japan_foreign_policy.61.desc
	picture = GFX_report_event_japanese_officers
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_japan_foreign_policy.61.a
		ai_chance = {
			base = 100
		}
		add_command_power = -25
		add_war_support = -0.01
		custom_effect_tooltip = generic_skip_one_line_tt
		CHI_wang_jingwei = {
			set_nationality = RNG
		}
		hidden_effect = {
			RNG = {
				country_event = {
					id = SEA_japan_foreign_policy.62
					hours = 2
					random_hours = 6
				}
			}
		}
	} {
		name = SEA_japan_foreign_policy.61.b
		ai_chance = {
			base = 0
		}
		RNG = {
			change_tag_from = ROOT
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_command_power = -25
		add_war_support = -0.01
		CHI_wang_jingwei = {
			set_nationality = RNG
		}
		hidden_effect = {
			RNG = {
				country_event = {
					id = SEA_japan_foreign_policy.62
					hours = 2
					random_hours = 6
				}
			}
		}
	}
}
### Entity: Modding Documentation
Construct: clamp
Source: vanilla_docs
File: documentation/script_math_functions.md

Doc:
## clamp
Clamps the accumulator between a minimum and maximum bound. Note that arguments are order sensitive.
### Entity: National Focus
Tree: jap_focus
Component: JAP_mobilize_the_proletariat
Constructs: prerequisite, has_war, completion_reward, cancel_if_invalid, add_timed_idea
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_mobilize_the_proletariat
	icon = GFX_focus_GER_proletarian_solidarity
	x = 1
	y = 1
	relative_position_id = JAP_put_an_end_to_chinese_feudalism
	prerequisite = {
		focus = JAP_put_an_end_to_chinese_feudalism
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		has_war = yes
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_timed_idea = {
			idea = JAP_mobilizing_the_proletariat
			days = 420
		}
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_national_defense_in_asia
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_national_defense_in_asia
	icon = GFX_focus_PRC_arms_recovery_efforts
	prerequisite = {
		focus = SIA_death_to_the_communists
	}
	x = -1
	y = 1
	relative_position_id = SIA_death_to_the_communists
	cost = 5
	bypass = {

	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = idea_SIA_death_to_communists
			add_idea = idea_SIA_death_to_communists_2
		}
	}
}
### Entity: Country History
Country: SYR
Component: SYR_characters
Constructs: recruit_character, create_country_leader
Source: game
File: history/countries/SYR - Syria.txt

Code:
# Leaders & Characters for SYR
recruit_character = SYR_mehemed_ali_abed SYR_hashim_al_atassi FRA_henri_dentz
create_country_leader = {
	name = Antun Saadeh
	desc = 
	picture = GFX_portrait_Antun_Saadeh
	ideology = fascism_ideology
	traits = {

	}
}
{
	name = Khalid Bakdash
	desc = 
	picture = GFX_portrait_Khalid_Bakdash
	ideology = leninism
	traits = {

	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_airforce_academy
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_airforce_academy
	icon = GFX_focus_SOV_flying_clubs
	relative_position_id = VEN_a_seperate_branch
	x = 0
	y = 2
	cost = 10
	prerequisite = {
		focus = VEN_el_libertador_air_base
	} {
		focus = VEN_fighter_development
	}
	search_filters = {
		FOCUS_FILTER_AIR_XP FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		air_experience = 25
		add_doctrine_cost_reduction = {
			name = VEN_airforce_academy
			uses = 1
			cost_reduction = 0.5
			category = air_doctrine
		}
	}
}
### Entity: Event
Component: wtt_manchukou.11
Constructs: is_triggered_only, ai_chance, add_timed_idea
Source: game
File: events/WTT_Manchukou.txt

Code:
country_event = {
	id = wtt_manchukou.11
	title = wtt_manchukou.11.t
	desc = wtt_manchukou.11.desc
	picture = GFX_report_event_generic_factory
	is_triggered_only = yes
	option = {
		name = wtt_manchukou.11.a
		ai_chance = {
			base = 3
		}
		add_timed_idea = {
			days = 1825
			idea = MAN_five_year_plan_air
		}
	} {
		name = wtt_manchukou.11.b
		ai_chance = {
			base = 3
		}
		add_timed_idea = {
			days = 1825
			idea = MAN_five_year_plan_tank
		}
	} {
		name = wtt_manchukou.11.c
		ai_chance = {
			base = 10
		}
		add_timed_idea = {
			days = 1825
			idea = MAN_five_year_plan_industry
		}
	}
}
### Entity: Character
Component: NOR_tryggve_gran
Source: game
File: common/characters/NOR.txt

Code:
NOR_tryggve_gran = {
	name = NOR_tryggve_gran
	allowed_civil_war = {
		NOR_char_cw_fascist = yes
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = NOR_tryggve_gran
		ledger = air
		allowed = {
			original_tag = NOR
		}
		traits = {
			air_warfare_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_portrait_NOR_tryggve_gran_small
		}
	}
}
### Entity: AI Strategy
Component: ENG_boost_french_resistance
Constructs: has_war_with, build_intel_network
Source: game
File: common/ai_strategy/ENG_operation_strats.txt

Code:
ENG_boost_french_resistance = {
	allowed = {
		original_tag = ENG
	}
	enable = {
		date = > 1941.1.1
		has_war_with = GER
		num_of_operatives = > 3
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = operative_operation
		operation = operation_boost_resistance
		value = 2500
		operation_target = GER
	} {
		type = operation_equipment_priority
		value = 100
	} {
		type = operative_mission
		mission = build_intel_network
		value = 1000
		mission_target = GER
		num_operatives = 2
		state = 16 6 14
	} {
		type = operative_mission
		mission = build_intel_network
		value = 1000
		mission_target = GER
		state = 55
	}
}
### Entity: AI Strategy
Component: USA_synthetic_industry_pacific_war
Constructs: has_war_with
Source: game
File: common/ai_strategy/USA.txt

Code:
USA_synthetic_industry_pacific_war = {
	allowed = {
		original_tag = USA
	}
	enable = {
		has_war_with = JAP
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = synthetic_refinery
		value = 12
	}
}
### Entity: Event
Component: AFG_industrial_events.14
Constructs: is_triggered_only, ai_chance, add_war_support
Source: game
File: events/GOE_Afghanistan.txt

Code:
country_event = {
	id = AFG_industrial_events.14
	title = AFG_industrial_events.14.t
	desc = AFG_industrial_events.14.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = AFG_industrial_events.14.a
		ai_chance = {
			base = 10
		}
		add_war_support = 0.15
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_expand_force_publique_recruitment
Constructs: has_completed_focus, prerequisite, has_government, completion_reward, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_congo.txt

Code:
focus = {
	id = COG_expand_force_publique_recruitment
	icon = GFX_goal_COG_congolese_national_army
	relative_position_id = COG_colonial_defense_associations
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = COG_colonial_defense_associations
	}
	available = {
		NOT = {
			OR = {
				has_completed_focus = COG_empower_congolese
				OVERLORD = {
					has_government = communism
				}
			}
		}
		OR = {
			has_idea = extensive_conscription service_by_requirement all_adults_serve scraping_the_barrel
		}
	}
	available_if_capitulated = yes
	completion_reward = {
		swap_ideas = {
			remove_idea = COG_force_publique_conscription
			add_idea = COG_force_publique_conscription2
		}
	}
}
### Entity: Character
Component: CHI_cult_of_personality
Constructs: war_support_factor, fascism_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
CHI_cult_of_personality = {
	random = no
	sprite = 13
	fascism_drift = 0.1
	war_support_factor = 0.1
	weekly_manpower = 500
	ai_will_do = {
		factor = 1
	}
}
### Entity: Effect Reference
Construct: set_country_leader_description
Constructs: set_country_leader_description, set_country_leader_name
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## set_country_leader_description

* Supported Scopes: COUNTRY
* Supported Targets: any

```
changes the description of country leader. no tooltip is generated
set_country_leader_name = {
  ideology = neutrality # can be ommitted. if so it will change the portrait of current ruler
  desc = "DESC_KEY"
}
```
### Entity: Idea
Component: VEN_electronics_concern
Constructs: research_bonus
Source: game
File: common/ideas/r56_venezuela.txt

Code:
VEN_electronics_concern = {
	picture = generic_electronics_concern_2
	available = {

	}
	allowed = {
		original_tag = VEN
	}
	research_bonus = {
		electronics = 0.15
	}
	traits = {
		electronics_concern
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_establish_the_free_association
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_establish_the_free_association
	icon = GFX_focus_ARG_establish_the_free_association
	prerequisite = {
		focus = ARG_improve_patagonia
	}
	x = 0
	y = 1
	relative_position_id = ARG_improve_patagonia
	cost = 5
	available = {

	}
	ai_will_do = {
		factor = 5
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_ideas = ARG_free_association_idea
	}
}
### Entity: Character
Component: SWI_herman_obrecht
Source: game
File: common/characters/SWI.txt

Code:
SWI_herman_obrecht = {
	advisor = {
		slot = political_advisor
		idea_token = SWI_herman_obrecht
		allowed = {
			original_tag = SWI
		}
		visible = {
			SWI_councilor_visible = yes
		}
		available = {
			SWI_can_be_councilor = yes
		}
		traits = {
			SWI_democratic_capitalist
		}
		on_add = {
			SWI_on_add_councilors = yes
		}
		on_remove = {
			SWI_on_remove_councilor = yes
		}
		can_be_fired = no
		ai_will_do = {
			base = 2000
			modifier = {
				factor = 5
				SWI_is_historical_ai = yes
			}
		}
	}
	name = SWI_herman_obrecht
	portraits = {
		civilian = {
			small = GFX_portrait_SWI_hermann_obrecht_small
			large = GFX_portrait_SWI_hermann_obrecht
		}
	}
}
### Entity: Character
Component: MLW_aa2
Source: game
File: common/characters/MLW.txt

Code:
MLW_aa2 = {
	advisor = {
		slot = high_command
		idea_token = MLW_aa2
		ledger = army
		allowed = {
			original_tag = MLW
		}
		traits = {
			army_armored_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_2
		}
	}
}
### Entity: AI Strategy
Component: JAP_heavy_tank_artillery
Constructs: has_war, has_tech
Source: game
File: common/ai_equipment/JAP_tank.txt

Code:
JAP_heavy_tank_artillery = {
	category = land
	blocked_for = {

	}
	available_for = {
		JAP
	}
	roles = {
		land_heavy_tank_artillery
	}
	priority = {
		factor = 5
	}
	heavy_tank_artillery_1 = {
		priority = {
			factor = 10
		}
		enable = {
			has_tech = interwar_artillery
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = heavy_tank_artillery_chassis_1
			modules = {
				main_armament_slot = tank_medium_howitzer
				turret_type_slot = tank_heavy_fixed_superstructure_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 4
				tank_nsb_armor_upgrade = {
					base = 3
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_medium_howitzer tank_heavy_fixed_superstructure_turret tank_bogie_suspension tank_riveted_armor tank_diesel_engine
		}
	}
	heavy_tank_artillery_2 = {
		priority = {
			factor = 20
		}
		enable = {
			has_tech = interwar_artillery
		}
		history = yes
		target_variant = {
			match_value = 1500
			type = heavy_tank_artillery_chassis_2
			modules = {
				main_armament_slot = tank_medium_howitzer_2
				turret_type_slot = tank_heavy_fixed_superstructure_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = extra_ammo_storage
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 5
				tank_nsb_armor_upgrade = {
					base = 4
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_medium_howitzer_2 tank_heavy_fixed_superstructure_turret tank_bogie_suspension tank_riveted_armor tank_diesel_engine extra_ammo_storage
		}
	}
	heavy_tank_artillery_3 = {
		priority = {
			factor = 20
		}
		enable = {
			has_tech = artillery5
		}
		history = yes
		target_variant = {
			match_value = 2000
			type = heavy_tank_artillery_chassis_3
			modules = {
				main_armament_slot = tank_heavy_howitzer
				turret_type_slot = tank_heavy_fixed_superstructure_turret
				suspension_type_slot = tank_b
# ... (truncated)
### Entity: Idea
Component: GYA_nt
Source: game
File: common/ideas/guyana.txt

Code:
GYA_nt = {
	ledger = navy
	picture = generic_navy_african_3
	allowed = {
		original_tag = GYA
	}
	traits = {
		naval_theorist
	}
}
### Entity: Trigger Reference
Construct: attack_skill_level
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## attack_skill_level

* Supported Scopes: CHARACTER, COMBATANT
* Supported Targets: none

```
Compares attack skill level of a unit leader.
Example: attack_skill_level > 5
```
### Entity: National Focus
Tree: mex_focus
Component: MEX_focus_arrest_general_cedillo
Constructs: prerequisite, add_war_support, completion_reward, has_global_flag, cancel_if_invalid
Source: game
File: common/national_focus/mexico.txt

Code:
focus = {
	id = MEX_focus_arrest_general_cedillo
	icon = GFX_focus_mex_arrest_general_cedillo
	prerequisite = {
		focus = MEX_focus_purge_the_bureaucracy
	}
	mutually_exclusive = {
		focus = MEX_focus_support_general_cedillo
	}
	x = -1
	y = 3
	relative_position_id = MEX_focus_purge_the_bureaucracy
	cost = 10
	ai_will_do = {
		factor = 100
	}
	available = {
		NOT = {
			has_global_flag = flag_mexico_cedillo_has_revolted
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		custom_effect_tooltip = tooltip_mexico_cedillo_will_be_neutralised
		add_war_support = 0.05
		MEX_remove_cedillo_tension = yes
	}
}
### Entity: Event
Component: r56_scotland.2
Constructs: is_triggered_only, ai_chance, limit, has_government, add_opinion_modifier, add_political_power, create_wargoal, puppet_wargoal_focus
Source: game
File: events/Scotland.txt

Code:
country_event = {
	id = r56_scotland.2
	title = r56_scotland.2.t
	desc = r56_scotland.2.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = r56_scotland.2.a
		ai_chance = {
			base = 5
			modifier = {
				factor = 0
				has_government = communism
			}
		}
		add_opinion_modifier = {
			target = SCO
			modifier = large_decrease
		}
		reverse_add_opinion_modifier = {
			target = SCO
			modifier = large_decrease
		}
		SCO = {
			country_event = {
				id = r56_scotland.3
				hours = 6
			}
			effect_tooltip = {
				create_wargoal = {
					type = puppet_wargoal_focus
					target = ROOT
				}
			}
		}
	} {
		name = r56_scotland.2.b
		ai_chance = {
			base = 5
		}
		SCO = {
			effect_tooltip = {
				set_country_flag = SCO_has_the_stone_of_scone
			}
			country_event = {
				id = r56_scotland.4
				hours = 6
			}
		}
		ENG = {
			reverse_add_opinion_modifier = {
				target = SCO
				modifier = huge_increase
			}
			if = {
				limit = {
					has_government = communism
				}
				add_political_power = -10
			}
			else = {
				add_political_power = -50
			}
		}
	}
}
### Entity: Idea
Component: PER_hellmand_altered_no_treaty
Constructs: stability_factor, is_subject_of, removal_cost
Source: game
File: common/ideas/afghanistan.txt

Code:
PER_hellmand_altered_no_treaty = {
	allowed = {
		tag = AFG
	}
	cancel = {
		AFG = {
			OR = {
				is_subject_of = PER
				exists = no
			}
		}
	}
	removal_cost = -1
	picture = PER_helmand_no_treaty
	modifier = {
		stability_factor = -0.1
		consumer_goods_factor = 0.15
	}
}
### Entity: Character
Component: FIN_vilho_annala
Constructs: has_completed_focus, has_government, has_dlc, is_country_leader
Source: game
File: common/characters/FIN.txt

Code:
FIN_vilho_annala = {
	instance = {
		allowed = {
			has_dlc = Arms Against Tyranny
		}
		name = FIN_vilho_annala
		portraits = {
			civilian = {
				large = GFX_portrait_FIN_vilho_annala
				small = GFX_portrait_FIN_vilho_annala_small
			}
		}
		country_leader = {
			ideology = fascism_ideology
			expire = 1965.1.1.1
			id = -1
			traits = {
				economic_reformer personal_agenda_annala
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = FIN_vilho_annala
			allowed = {
				original_tag = FIN
			}
			available = {
				is_country_leader = no
				has_completed_focus = FIN_national_unity
				NOT = {
					has_government = communism
				}
			}
			cost = 70
			traits = {
				fascist_corporatist
			}
			ai_will_do = {
				base = 1.0
				modifier = {
					factor = 0.1
					FIN_is_historical_ai = yes
				} {
					factor = 10
					FIN_is_fascist_ai = yes
					date = < 1937.10.01
				}
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Arms Against Tyranny
			}
		}
		name = FIN_vilho_annala
		portraits = {
			civilian = {
				large = GFX_portrait_FIN_vilho_annala
				small = GFX_portrait_FIN_vilho_annala_small
			}
		}
		country_leader = {
			ideology = fascism_ideology
			expire = 1965.1.1.1
			id = -1
			traits = {
				hawk
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = FIN_vilho_annala
			allowed = {
				original_tag = FIN
			}
			available = {
				is_country_leader = no
				has_completed_focus = FIN_national_unity
				NOT = {
					has_government = communism
				}
			}
			cost = 70
			traits = {
				fascist_corporatist
			}
			ai_will_do = {
				base = 0
			}
		}
	}
}
### Entity: Modifier Reference
Construct: propaganda_mission_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## propaganda_mission_factor

* Number with 0 decimal places
* **Categories**: intelligence_agency
### Entity: Scripted Effect
Component: SOV_paranoia_daunt_generals_minor_effect
Constructs: limit, set_temp_variable, check_variable, has_character_flag, has_trait, random_army_leader, add_unit_leader_trait, add_to_temp_variable
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_paranoia_daunt_generals_minor_effect = {
	set_temp_variable = {
		temp_targets_index = 0
	}
	while_loop_effect = {
		limit = {
			check_variable = {
				temp_targets_index = 2
				compare = less_than
			}
			any_army_leader = {
				NOT = {
					has_character_flag = SOV_targeted_for_purge_flag
				} {
					has_trait = trait_SOV_cowed_by_stalin_army
				}
			}
		}
		random_army_leader = {
			limit = {
				NOT = {
					has_character_flag = SOV_targeted_for_purge_flag
				} {
					has_trait = trait_SOV_cowed_by_stalin_army
				}
			}
			add_unit_leader_trait = trait_SOV_cowed_by_stalin_army
		}
		add_to_temp_variable = {
			temp_targets_index = 1
		}
	}
	custom_effect_tooltip = SOV_daunt_generals_minor_tt
}
### Entity: Idea
Component: USA_standard_oil_new_jersey
Constructs: research_bonus
Source: game
File: common/ideas/r56_usa.txt

Code:
USA_standard_oil_new_jersey = {
	picture = standard_oil_california
	allowed = {
		original_tag = USA
	}
	research_bonus = {
		industry = 0.1
		synth_resources = 0.15
	}
	traits = {
		refinery_concern
	}
	modifier = {

	}
}
### Entity: Modding Documentation
Construct: ai_wants_divisions
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### ai_wants_divisions
* description: Will compare towards the amount of divisions an ai wants to have.
* (Auto generated using the trigger with same name)