Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: USA_stop_uk_from_falling_2
Constructs: has_war, has_government, has_war_with, is_in_faction_with, has_capitulated, send_lend_lease_desire
Source: game
File: common/ai_strategy/r56_USA.txt

Code:
USA_stop_uk_from_falling_2 = {
	allowed = {
		original_tag = USA
	}
	enable = {
		has_war = yes
		NOT = {
			has_government = fascism
		} {
			is_in_faction_with = GER
		} {
			has_war_with = ENG
		}
		GER = {
			has_war_with = ENG
			has_government = fascism
		}
		ENG = {
			has_capitulated = no
		}
	}
	abort = {
		OR = {
			has_war = no
			has_war_with = ENG
			NOT = {
				GER = {
					has_war_with = ENG
				}
			}
			is_in_faction_with = GER
			has_government = fascism
			ENG = {
				has_war = no
			} {
				has_government = fascism
			}
		}
	}
	ai_strategy = {
		type = support
		id = ENG
		value = 500
	} {
		type = send_lend_lease_desire
		id = ENG
		value = 500
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_allow_special_goods_trade
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_allow_special_goods_trade
	icon = GFX_focus_PRC_allow_special_goods_trade
	prerequisite = {
		focus = PRC_CSCEC_mils PRC_CSCEC_civs
	}
	x = 2
	y = 1
	relative_position_id = PRC_CSCEC_mils
	mutually_exclusive = {
		focus = PRC_ban_special_goods_trade
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_ideas = PRC_trade_of_special_goods_allowed
	}
}
### Entity: Decision
Component: ITA_diplomacy_balkan_decision_category
Constructs: has_completed_focus, division_template, has_war, limit, random_country, add_ideas, political_power_gain, has_government
Source: game
File: common/decisions/ITA.txt

Code:
ITA_diplomacy_balkan_decision_category = {
	ITA_pressure_country_government_balkan = {
		priority = 50
		icon = generic_political_discourse
		ai_will_do = {
			base = 0.8
			modifier = {
				factor = 2
				has_political_power = > 160
			} {
				factor = 4
				FROM = {
					has_country_flag = ITA_ideological_rallies_promoted_flag
				}
			} {
				factor = 0
				FROM = {
					has_country_flag = ITA_government_pressured_flag
				}
			}
		}
		targets = {
			YUG BUL ROM
		}
		target_trigger = {
			SOV_basic_pressure_government_triggers = yes
		}
		target_root_trigger = {
			has_completed_focus = ITA_potential_allies_in_the_balkans
			is_subject = no
		}
		allowed = {
			original_tag = ITA
		}
		available = {
			is_faction_leader = yes
			FROM = {
				has_opinion = {
					target = ROOT
					value = > 49
				}
				SOV_is_valid_subject = yes
				NOT = {
					has_war_with = ROOT
				}
			}
			NOT = {
				has_country_flag = ITA_pressure_government_active_flag
			}
		}
		visible = {

		}
		days_remove = ITA_pressure_government_days
		days_re_enable = ITA_pressure_government_cd
		cost = ITA_pressure_country_government_cost
		modifier = {
			political_power_gain = -0.25
		}
		complete_effect = {
			set_country_flag = ITA_pressure_government_active_flag
		}
		remove_effect = {
			FROM = {
				country_event = {
					id = NSB_soviet_foreign_politics_events.1
					hours = 4
					random_hours = 2
				}
				set_country_flag = ITA_government_pressured_flag
			}
			clr_country_flag = ITA_pressure_government_active_flag
			custom_effect_tooltip = SOV_pressure_government_effects_tt ITA_pressure_government_cd_tt
		}
	}
	ITA_promote_ideology_rallies_balkan = {
		priority = 50
		icon = generic_political_rally
		ai_will_do = {
			base = 1
			modifier = {
				factor = 2
				has_political_power = > 160
			}
		}
		targets = {
			YUG BUL ROM
		}
		target_trigger = {
			SOV_basic_promote_rallies_triggers = yes
		}
		target_root_trigger = {
			has_completed_focus = ITA_potential_allies_in_the_balkans
		}
		allowed = {
			original_tag = ITA
		}
		available = {
			FROM = {
				SOV_is_valid_subject = yes
				NOT = {
					has_war_with = ROOT
				}
			}
		}
		visible = {

		}
		days_remove = ITA_ideological_rallies_days
		fire_only_once = yes
		cost = ITA_promote_ideology_rallies_cost
		modifier = {
			political_power_gain = -0.25
		}
		complete_effect = {

		}
		remove_effect = {
			FROM = {
		
# ... (truncated)
### Entity: Character
Component: GER_pragmatic_socialist
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
GER_pragmatic_socialist = {
	random = no
	sprite = 13
	political_power_factor = 0.1
	political_advisor_cost_factor = -0.25
	opinion_gain_monthly_factor = 0.1
	stability_factor = 0.1
	democratic_acceptance = 25
	subjects_autonomy_gain = -0.1
}
### Entity: Event
Component: denmark_protection_event.1
Constructs: is_triggered_only, ai_chance, has_war, has_government, has_country_flag, add_opinion_modifier, fire_only_once, has_opinion
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_protection_event.1
	title = denmark_protection_event.1.t
	desc = denmark_protection_event.1.desc
	picture = GFX_report_event_generic_read_write
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = denmark_protection_event.1.a
		ai_chance = {
			base = 1
			modifier = {
				factor = 2
				has_country_flag = DEN_danish_trading_partner_flag
			} {
				factor = 5
				has_government = FROM
			} {
				factor = 5
				has_war = no
			} {
				factor = 2
				has_opinion = {
					target = FROM
					value = > 24
				}
			} {
				factor = 2
				has_opinion = {
					target = FROM
					value = > 49
				}
			}
		}
		DEN_non_aggression_pact_effect = yes
		effect_tooltip = {
			ROOT = {
				add_opinion_modifier = {
					modifier = DEN_deepening_partnership
					target = FROM
				}
			}
			FROM = {
				add_opinion_modifier = {
					modifier = DEN_deepening_partnership
					target = ROOT
				}
			}
		}
		set_variable = {
			DEN.DEN_guaranteeing_nation = ROOT
		}
		hidden_effect = {
			set_country_flag = DEN_is_guaranteeing_denmark
			FROM = {
				set_country_flag = DEN_has_non_aggression_flag
			}
		}
		FROM = {
			country_event = {
				id = denmark_protection_event.2
				days = 2
			}
		}
	} {
		name = denmark_protection_event.1.b
		ai_chance = {
			base = 1
			modifier = {
				factor = 5
				has_civil_war = yes
			} {
				factor = 5
				has_capitulated = yes
			} {
				factor = 5
				has_war_with_major = yes
			} {
				factor = 5
				has_opinion = {
					target = FROM
					value = < 0
				}
			}
		}
		FROM = {
			country_event = {
				id = denmark_protection_event.3
				days = 2
			}
		}
		hidden_effect = {
			set_country_flag = DEN_refused_non_aggression_pact_flag
		}
	}
}
### Entity: AI Strategy
Component: SWE_r56_new_head_honcho_plan
Constructs: has_completed_focus, has_government, has_country_flag, is_historical_focus_on, has_game_rule, is_subject
Source: game
File: common/ai_strategy_plans/SWE_r56_alternate_strategy_plan.txt

Code:
SWE_r56_new_head_honcho_plan = {
	name = Gösta Bagge is large and in charge
	desc = Högern vann, nu händer de grejer
	allowed = {
		original_tag = SWE
	}
	enable = {
		has_completed_focus = SWE_begin_initial_rearmament
		OR = {
			DEN = {
				OR = {
					has_completed_focus = DEN_An_Appeal_to_the_Proletariat DEN_Galvanise_the_German_Minority
				}
			}
			NOR = {
				OR = {
					has_completed_focus = NOR_lurk_in_the_shadows NOR_a_resurgent_labor_movement
				}
			}
			FIN = {
				OR = {
					has_completed_focus = FIN_towards_a_red_government FIN_a_fascist_regime
				}
			}
		} {
			GER = {
				OR = {
					has_completed_focus = GER_anschluss GER_rally_the_monarchists GER_the_kaiser_rises
				}
			}
			FRA = {
				OR = {
					has_completed_focus = FRA_radicalize_front FRA_far_right_leagues
				}
			}
			ENG = {
				has_completed_focus = ENG_a_change_in_course
			}
			SOV = {
				OR = {
					has_completed_focus = SOV_the_left_opposition SOV_trotskyite_victory
				}
			}
		} {
			is_historical_focus_on = no
			AND = {
				has_game_rule = {
					rule = R56_SWE_ai_behavior
					option = DEMOCRATIC_AHISTORICAL
				}
			}
			has_country_flag = SWE_AI_RANDOM_DEMOCRATIC_AHISTORICAL
			has_game_rule = {
				rule = R56_SWE_ai_behavior
				option = DEMOCRATIC_AHISTORICAL
			}
		}
	}
	abort = {
		OR = {
			NOT = {
				has_government = democratic
			}
			is_subject = yes
		}
	}
	ai_national_focuses = {
		SWE_gosta_bagge_i_cabinet SWE_swedish_foreign_policy SWE_the_red_menace SWE_not_a_european_abyssinia SWE_folkhemmet SWE_refurbish_duved SWE_kiruna_mine SWE_resource_utilization SWE_industrial_research_program SWE_jumpstart_the_arms_industry SWE_swedish_army_staff SWE_conclude_rearmament
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_consolidate_the_regime
Constructs: prerequisite, has_government, completion_reward, add_political_power
Source: game
File: common/national_focus/r56_bulgaria.txt

Code:
focus = {
	id = BUL_consolidate_the_regime
	prerequisite = {
		focus = BUL_approach_italy
	} {
		focus = BUL_renew_kyoseivanovs_term
	}
	relative_position_id = BUL_crush_the_military_union
	icon = GFX_focus_BUL_power_to_the_tsar
	x = 0
	y = 2
	cost = 10
	ai_will_do = {
		factor = 50
	}
	available = {
		has_government = neutrality
	}
	completion_reward = {
		add_political_power = 120
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: fin_focus
Component: FIN_outokumpu_for_defence_industry
Constructs: prerequisite, completion_reward, has_full_control_of_state, add_extra_state_shared_building_slots, add_building_construction, add_resource
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_outokumpu_for_defence_industry
	icon = GFX_goal_generic_construct_mil_factory
	prerequisite = {
		focus = FIN_suomen_maavoimat
	}
	x = 4
	y = 0
	relative_position_id = FIN_tire_factory_at_nokia
	cost = 10
	available = {
		has_full_control_of_state = 926
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		926 = {
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			} {
				type = arms_factory
				level = 1
				instant_build = yes
			}
			add_resource = {
				type = steel
				amount = 6
			}
		}
	}
}
### Entity: Event
Component: quebec.20
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/Quebec.txt

Code:
country_event = {
	id = quebec.20
	title = quebec.20.t
	desc = quebec.20.d
	fire_only_once = yes
	picture = GFX_report_event_operatives
	is_triggered_only = yes
	option = {
		name = quebec.20.a
	}
}
### Entity: Character
Component: MEX_jose_vasconcelos
Constructs: has_completed_focus, limit, has_dlc, has_autonomy_state
Source: game
File: common/characters/MEX.txt

Code:
MEX_jose_vasconcelos = {
	name = MEX_jose_vasconcelos
	portraits = {
		army = {
			small = GFX_portrait_MEX_jose_vasconcelos_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = MEX_jose_vasconcelos
		allowed = {
			original_tag = MEX
		}
		available = {
			if = {
				limit = {
					has_dlc = Man the Guns
				}
				has_completed_focus = MEX_focus_the_gold_shirts
			} {
				limit = {
					has_dlc = Man the Guns
				}
				NOT = {
					has_autonomy_state = autonomy_supervised_state
				}
			}
		}
		traits = {
			syncretic_revanchist
		}
	}
}
### Entity: Event
Component: chi_jap.3
Constructs: is_triggered_only, ai_chance, add_to_faction
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = chi_jap.3
	title = chi_jap.3.t
	desc = chi_jap.3.d
	picture = GFX_report_event_japanese_chinese_surrender
	is_triggered_only = yes
	option = {
		name = chi_jap.3.a
		ai_chance = {
			base = 100
		}
		add_to_faction = FROM
		FROM = {
			country_event = {
				id = chi_jap.4
			}
		}
	} {
		name = chi_jap.3.b
		FROM = {
			country_event = {
				id = chi_jap.5
			}
		}
	}
}
### Entity: Idea
Component: idea_URG_revaluation_law
Source: game
File: common/ideas/uruguay.txt

Code:
idea_URG_revaluation_law = {
	name = idea_URG_revaluation_law
	allowed_civil_war = {
		always = yes
	}
	picture = hol_the_foundations_of_defense
	modifier = {
		consumer_goods_factor = -0.15
		stability_weekly = 0.002
	}
}
### Entity: Event
Component: venezuela.33
Constructs: is_triggered_only, add_war_support, fire_only_once, add_building_construction, add_state_core, set_state_controller, load_oob, set_nationality
Source: game
File: events/venezuela.txt

Code:
country_event = {
	id = venezuela.33
	picture = GFX_report_event_ger_civil_war
	title = venezuela.33.t
	desc = venezuela.33.d
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = venezuela.33.a
		489 = {
			add_building_construction = {
				type = air_base
				level = 1
				instant_build = yes
			}
		}
		VCW = {
			add_state_core = 307 489 488 948
			transfer_state = 489 488
			set_state_controller = 489 488
			load_oob = VCW_uprising
		}
		hidden_effect = {
			VEN_audelino_moreno = {
				set_nationality = VCW
				add_skill_level = 1
				add_defense = 1
				add_unit_leader_trait = commando
				promote_leader = yes
			}
			add_country_leader_role = {
				character = VEN_audelino_moreno
				promote_leader = yes
				country_leader = {
					expire = 1965.1.1
					ideology = despotism
					traits = {
						army_connections r56_trait_opposed_to_communism
					}
				}
			}
			VEN_arnold_margerie = {
				set_nationality = VCW
			}
			VEN_delago_chabauld = {
				set_nationality = VCW
				add_skill_level = 2
				add_attack = 2
				add_defense = 1
				add_planning = 1
				add_unit_leader_trait = trait_cautious jungle_rat
			}
			VEN_marcos_perez_jimenez = {
				set_nationality = VCW
			}
			VEN_luis_llovera_paez = {
				set_nationality = VCW
				add_skill_level = 1
				add_attack = 1
			}
			VEN_oscar_emillio_ghersy_gomez = {
				set_nationality = VCW
			}
			add_advisor_role = {
				character = VEN_oscar_emillio_ghersy_gomez
				advisor = {
					slot = navy_chief
					idea_token = oscar_emillio_ghersy_gomez
					traits = {
						navy_chief_reform_2
					}
					cost = 100
					ai_will_do = {
						factor = 1.0
					}
				}
			}
		}
		declare_war_on = {
			target = VCW
			type = civil_war
		}
		add_civil_war_target = VCW
		add_field_marshal_role = {
			character = VEN_kotepa_delgado
			traits = {
				politically_connected harsh_leader cavalry_officer
			}
			skill = 3
			attack_skill = 3
			defense_skill = 1
			planning_skill = 2
			logistics_skill = 2
		}
		add_country_leader_role = {
			character = VEN_consejo_socialista_provisional
			promote_leader = yes
			country_leader = {
				ideology = socialism
				expire = 1965.1.1
				traits = {
					corrupt_council
				}
			}
		}
		set_politics = {
			ruling_party = democratic
			elections_allowed = no
			last_election = 1935.12.17
			election_frequency = 60
		}
		retire_character = VEN_eleazar_lopez_contrera
# ... (truncated)
### Entity: Idea
Component: GYA_acr
Source: game
File: common/ideas/guyana.txt

Code:
GYA_acr = {
	picture = generic_air_african_3
	allowed = {
		original_tag = GYA
	}
	traits = {
		air_chief_reform_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Scripted Trigger
Component: EAI_available_SHARED
Constructs: limit, has_country_flag, has_full_control_of_state
Source: game
File: common/scripted_triggers/EAI_CONSTRUCTION_triggers.txt

Code:
EAI_available_SHARED = {
	if = {
		limit = {
			PREV = {
				has_country_flag = EAI_PC_trace_functions
			}
		}
		log = EAI_available_SHARED > THIS=[this.getname] PREV=[prev.getname]
	}
	PREV = {
		has_full_control_of_state = PREV
	}
	EAI_has_free_shared_slot = yes
	impassable = no
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_acquire_czech_weaponry
Constructs: prerequisite, completion_reward, unlock_decision_category_tooltip
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_acquire_czech_weaponry
	icon = GFX_goal_generic_befriend_czech
	relative_position_id = VEN_national_development
	x = -4
	y = 1
	cost = 5
	prerequisite = {
		focus = VEN_national_development
	}
	mutually_exclusive = {
		focus = VEN_fund_independent_arms_industries
	}
	available = {
		CZE_can_sell_weapons_trigger = yes
	}
	bypass = {
		NOT = {
			CZE_can_sell_weapons_trigger = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_EQUIPMENT
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		CZE = {
			country_event = lar_arms_purchases.1
		}
		custom_effect_tooltip = if_they_accept_tt
		unlock_decision_category_tooltip = VEN_weapons_purchases_category
	}
}
### Entity: AI Strategy
Component: BHU_AI_BHU_contact_the_soviets
Constructs: has_completed_focus, has_government, send_volunteers_desire
Source: game
File: common/ai_strategy/r56_BHU.txt

Code:
BHU_AI_BHU_contact_the_soviets = {
	allowed = {
		original_tag = BHU
	}
	enable = {
		has_completed_focus = BHU_contact_the_soviets
		country_exists = SOV
		SOV = {
			has_government = communism
		}
	}
	abort = {
		NOT = {
			country_exists = SOV
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = befriend
		id = SOV
		value = 100
	} {
		type = alliance
		id = SOV
		value = 100
	} {
		type = support
		id = SOV
		value = 100
	} {
		type = send_volunteers_desire
		id = SOV
		value = 125
	}
}
### Entity: Idea
Component: BEL_nationalism
Constructs: has_government, removal_cost, is_subject, is_puppet, fascism_drift
Source: game
File: common/ideas/r56_belgium.txt

Code:
BEL_nationalism = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	picture = generic_infantry_bonus
	cancel = {
		OR = {
			is_subject = yes
			is_puppet = yes
		}
	}
	modifier = {
		fascism_drift = 0.075
	}
}
### Entity: National Focus
Tree: can_focus
Component: CAN_the_plan
Constructs: has_completed_focus, prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/canada.txt

Code:
focus = {
	id = CAN_the_plan
	icon = GFX_goal_generic_air_fighter
	prerequisite = {
		focus = CAN_shadow_factories
	}
	x = -2
	y = 2
	relative_position_id = CAN_strengthen_the_commonwealth_ties
	cost = 10
	ai_will_do = {
		factor = 25
		modifier = {
			factor = 2
			has_completed_focus = CAN_supply_the_empire
		}
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_ideas = CAN_the_plan
	}
}
### Entity: Modding Documentation
Construct: attack_skill_level
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### attack_skill_level
* description: Compares attack skill level of a unit leader.
Example: attack_skill_level > 5
* (Auto generated using the trigger with same name)
### Entity: Idea
Component: EAI_VERY_HARD/super_heavy_tank_destroyer_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_VERY_HARD/super_heavy_tank_destroyer_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		super_heavy_tank_destroyer_chassis = {
			build_cost_ic = -0.3
			instant = yes
		}
	}
}
### Entity: Military Industrial Organization
Component: HOL_nsm_amsterdam_organization
Constructs: has_dlc
Source: game
File: common/military_industrial_organization/organizations/HOL_organization.txt

Code:
HOL_nsm_amsterdam_organization = {
	include = generic_raider_ship_organization
	icon = GFX_idea_nsm_amsterdam
	allowed = {
		has_dlc = Man the Guns
		tag = HOL
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_naval_bombers
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/australia.txt

Code:
focus = {
	id = AST_naval_bombers
	icon = GFX_goal_generic_air_naval_bomber
	prerequisite = {
		focus = AST_cac_woomera
	}
	x = 1
	y = 3
	relative_position_id = AST_expand_the_raaf
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = AST_naval_bombers
			bonus = 1.0
			ahead_reduction = 2
			uses = 1
			category = naval_bomber
		}
	}
}
### Entity: Trigger Reference
Construct: ai_has_role_division
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## ai_has_role_division

* Supported Scopes: COUNTRY
* Supported Targets: none

```
check if the ai controlled country has any fielded divisions for a specific role
```
### Entity: Event
Component: SWE_foreign_politics_events.1
Constructs: is_triggered_only, ai_chance, has_government, is_major, add_opinion_modifier, has_opinion, has_idea, is_in_faction
Source: game
File: events/SWE_sweden.txt

Code:
country_event = {
	id = SWE_foreign_politics_events.1
	title = SWE_foreign_politics_events.1.t
	desc = SWE_foreign_politics_events.1.desc
	picture = [GetPressureGovernmentGFX]
	is_triggered_only = yes
	option = {
		name = SWE_foreign_politics_events.1.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 2
				strength_ratio = {
					tag = FROM
					ratio = < 0.5
				}
			} {
				factor = 4
				strength_ratio = {
					tag = FROM
					ratio = < 0.2
				}
			} {
				factor = 2
				has_opinion = {
					target = FROM
					value = > 75
				}
			} {
				factor = 2
				OR = {
					FROM = {
						original_tag = SOV
						has_idea = SOV_maksim_litvinov
					} {
						ITA_has_foreign_affairs_or_nice_guy_hired = yes
					}
				}
			} {
				factor = 0
				OR = {
					is_in_faction = yes
					is_subject = yes
				}
			}
		}
		trigger = {
			NOT = {
				is_in_faction_with = FROM
			}
		}
		FROM = {
			add_to_faction = ROOT
		}
		add_opinion_modifier = {
			target = FROM
			modifier = SOV_pressured_our_government
		}
		hidden_effect = {
			country_event = {
				id = NSB_soviet_foreign_politics_events.151
				hours = 1
			}
		}
	} {
		name = SWE_foreign_politics_events.1.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 5
				OR = {
					FROM = {
						has_government = communism
						communism = > 0.5
					} {
						has_government = democratic
						democratic = > 0.5
					} {
						has_government = fascism
						fascism = > 0.5
					} {
						has_government = neutrality
						neutrality = > 0.5
					}
				}
			} {
				factor = 2
				has_opinion = {
					target = FROM
					value = > 75
				}
			} {
				factor = 2
			} {
				factor = 0
				OR = {
					is_in_faction = yes
					is_subject = yes
				}
			}
		}
		trigger = {
			NOT = {
				has_government = FROM
			}
		}
		set_politics = {
			ruling_party = FROM
		}
		add_opinion_modifier = {
			target = FROM
			modifier = SOV_pressured_our_government
		}
		hidden_effect = {
			country_event = {
				id = NSB_soviet_foreign_politics_events.158
				hours = 1
			}
		}
	} {
		name = SWE_foreign_politics_events.1.c
		ai_chance = {
			base = 10
			modifier = {
				factor = 2
				any_country = {
					is_major = yes
					has_guaranteed = ROOT
				}
			} {
				factor = 1.2
				any_country = {
					is_major = no
					has_guaranteed = ROOT
				}
			}
		}
		add_popularity = {
			ideology = FROM
			popularity = 0.05
		}
		add
# ... (truncated)
### Entity: Character
Component: XIC_zhao_boping
Source: game
File: common/characters/XIC.txt

Code:
XIC_zhao_boping = {
	name = Zhao Boping
	portraits = {
		civilian = {
			small = GFX_kr_portrait_asia_generic_7_small
			large = GFX_kr_portrait_asia_generic_7
		}
	}
	country_leader = {
		ideology = agrarian_socialism
		expire = 1965.1.1.1
		id = -1
		traits = {
			ideological_crusader idealist_revolutionary
		}
	}
}
### Entity: National Focus
Tree: pak_focus
Component: PAK_Bauxite_Mines
Constructs: prerequisite, completion_reward, add_resource
Source: game
File: common/national_focus/pakistan.txt

Code:
focus = {
	id = PAK_Bauxite_Mines
	icon = GFX_focus_generic_aluminum
	cost = 10
	prerequisite = {
		focus = PAK_Ground_To_Air_Facilities
	} {
		focus = PAK_Invite_International_Experts
	}
	mutually_exclusive = {
		focus = PAK_Steel_Mines
	}
	x = 38
	y = 4
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_resource = {
			type = aluminium
			amount = 16
			state = 443
		}
	}
	search_filters = {
		FOCUS_FILTER_ALUMINIUM
	}
}