Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: BBA_switzerland_trade.3
Constructs: is_triggered_only, ai_chance, has_government, has_idea
Source: game
File: events/BBA_Switzerland.txt

Code:
country_event = {
	id = BBA_switzerland_trade.3
	title = BBA_switzerland_trade.3.t
	desc = BBA_switzerland_trade.3.desc
	picture = GFX_report_event_generic_factory
	is_triggered_only = yes
	trigger = {
		has_idea = SWI_active_trade_agreement
	}
	immediate = {
		hidden_effect = {

		}
	}
	option = {
		name = BBA_switzerland_trade.3.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 0.5
				SWI_someone_is_about_to_be_angry = yes
			}
		}
		FROM = {
			country_event = {
				id = BBA_switzerland_trade.4
				hours = 3
			}
		}
	} {
		name = BBA_switzerland_trade.3.b
		ai_chance = {
			base = 1
			modifier = {
				add = 10
				FROM = {
					NOT = {
						has_government = ROOT
					}
				}
			} {
				factor = 0
				FROM = {
					SWI_country_about_to_be_angry = yes
				}
			}
		}
		FROM = {
			country_event = {
				id = BBA_switzerland_trade.5
				hours = 3
			}
		}
	}
}
### Entity: Event
Component: BALTIC_events.701
Constructs: is_triggered_only, ai_chance
Source: game
File: events/NSB_Baltic.txt

Code:
country_event = {
	id = BALTIC_events.701
	title = BALTIC_events.701.t
	desc = BALTIC_events.701.d
	picture = GFX_report_event_communist_leader
	is_triggered_only = yes
	option = {
		name = BALTIC_events.701.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: AI Strategy
Component: LIT_monarchist
Constructs: has_country_flag, has_dlc, has_game_rule
Source: game
File: common/ai_strategy_plans/LIT_alternate_strategy_plan.txt

Code:
LIT_monarchist = {
	name = Lithuanian monarchist plan
	desc = 
	allowed = {
		original_tag = LIT
	}
	enable = {
		has_dlc = No Step Back
		OR = {
			has_country_flag = LIT_AI_RANDOM_MONARCHY
			has_game_rule = {
				rule = LIT_ai_behavior
				option = MONARCHIST
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		LIT_secure_a_loyal_cabinet LIT_rastikis_military_reforms LIT_exile_voldemares LIT_root_out_the_iron_wolf BALTIC_rejoin_the_railways BALTIC_renew_allied_trade LIT_lithuanian_preservationism LIT_purge_popular_resistance LIT_patriotic_education LIT_a_king_for_our_people LIT_institute_royal_guards LIT_the_nation_and_its_power LIT_a_new_noble_class LIT_state_media LIT_presidential_reform LIT_abolish_the_presidency LIT_support_monarchism_in_POL LIT_claim_livonia_monarchy LIT_anti_communist_militia LIT_a_corporatist_economy LIT_lithuanian_activist_front LIT_king_of_poland LIT_POL_union BALTIC_attract_workers_to_capital BALTIC_modernize_industry BALTIC_school_of_aviation BALTIC_original_designs BALTIC_natural_resources LIT_reminder_of_true_enemy LIT_indivisible_power_of_the_state LIT_appease_soviets BALTIC_ford_motors BALTIC_british_aircraft BALTIC_allied_shipments LIT_offer_military_basing LIT_prepare_forest_brothers BALTIC_rebuild_forts LIT_occupation
	}
	research = {
		industry = 50.0
		infantry_tech = 15.0
		artillery = 8.0
		support_tech = 6.5
	}
	ideas = {

	}
	traits = {
		captain_of_industry = 5
		war_industrialist = 5
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
	focus_factors = {

	}
}
### Entity: Idea
Component: r56_ger_naval_treaty
Constructs: has_war, is_in_faction_with, is_subject_of, is_subject, removal_cost
Source: game
File: common/ideas/r56_germany.txt

Code:
r56_ger_naval_treaty = {
	allowed = {
		original_tag = GER
		always = no
	}
	cancel = {
		OR = {
			has_war = yes
			is_in_faction_with = ENG
			is_subject_of = ENG
			NOT = {
				country_exists = ENG
			}
			ENG = {
				is_subject = yes
			}
		}
	}
	removal_cost = -1
	picture = generic_the_london_naval_treaty
	modifier = {
		production_speed_dockyard_factor = -0.1
		industrial_capacity_dockyard = -0.15
		ship_hull_submarine_design_cost_factor = 0.5
		ship_hull_heavy_design_cost_factor = 0.5
	}
}
### Entity: Idea
Component: EST_motors_idea
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/baltic_shared.txt

Code:
EST_motors_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = FRA_motorized_focus
	equipment_bonus = {
		anti_tank_equipment = {
			build_cost_ic = -0.2
			instant = yes
		}
		motorized_equipment = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: Idea
Component: JAP_pacific_integrated_customs_union_member
Constructs: has_government, industrial_capacity_factory, removal_cost, is_ally_with
Source: game
File: common/ideas/japan.txt

Code:
JAP_pacific_integrated_customs_union_member = {
	name = JAP_pacific_customs_union_member
	allowed = {
		always = no
	}
	allowed_civil_war = {
		OR = {
			has_government = democratic neutrality
		}
	}
	removal_cost = -1
	picture = HUN_treaty_of_triannon
	cancel = {
		NOT = {
			is_ally_with = JAP
			original_tag = JAP
		}
	}
	modifier = {
		consumer_goods_factor = -0.25
		industrial_capacity_factory = 0.05
		industrial_capacity_dockyard = 0.05
		min_export = 0.15
		custom_modifier_tooltip = JAP_pacific_integrated_customs_union_member_tt
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_screening_ships_modernization
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_argentina.txt

Code:
focus = {
	id = ARG_screening_ships_modernization
	icon = GFX_focus_generic_destroyer
	prerequisite = {
		focus = ARG_fleet_modernization
	}
	mutually_exclusive = {
		focus = ARG_submarines_modernization
	}
	x = 16
	y = 2
	cost = 10
	completion_reward = {
		add_tech_bonus = {
			name = ARG_screening_ships_modernization
			bonus = 1
			uses = 1
			category = dd_tech
		} {
			name = ARG_screening_ships_modernization
			bonus = 1
			uses = 1
			category = cl_tech
		} {
			name = SPR_navy_modernization
			bonus = 1
			uses = 1
			category = asw_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: LIT_events.802
Constructs: is_triggered_only, ai_chance, create_wargoal, annex_everything
Source: game
File: events/NSB_Lithuania.txt

Code:
country_event = {
	id = LIT_events.802
	title = LIT_events.802.t
	desc = LIT_events.802.d
	picture = GFX_report_event_military_planning
	is_triggered_only = yes
	option = {
		name = LIT_events.802.a
		ai_chance = {
			base = 30
		}
		create_wargoal = {
			type = annex_everything
			target = FROM
		}
	}
}
### Entity: Character
Component: GER_cult_of_personality
Constructs: stability_factor, fascism_drift, conscription_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
GER_cult_of_personality = {
	sprite = 13
	random = no
	stability_weekly = -0.001
	stability_factor = -0.05
	political_power_factor = 0.1
	fascism_drift = 0.1
	conscription_factor = 0.05
}
### Entity: Scripted Localization
Component: defined_text
Constructs: check_variable
Source: game
File: common/scripted_localisation/EAI_country_config_scripted_loc.txt

Code:
defined_text = {
	name = EAI_GetCOUNTRY2cSetting
	text = {
		trigger = {
			var:EAI_configuration_target = {
				check_variable = {
					EAI_desperate_defense = 2
				}
			}
		}
		localization_key = GFX_EAI_button_3_on
	} {
		localization_key = GFX_EAI_button_3
	}
}
### Entity: Scripted Effect
Component: ilp_international_increase
Constructs: limit, add_ideas, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/r56_indian_provincial_elections.txt

Code:
ilp_international_increase = {
	if = {
		limit = {
			has_idea = RAJ_International_Communism_2
		}
		swap_ideas = {
			remove_idea = RAJ_International_Communism_2
			add_idea = RAJ_International_Communism_3
		}
	}
	else_if = {
		limit = {
			has_idea = RAJ_International_Communism_1
		}
		swap_ideas = {
			remove_idea = RAJ_International_Communism_1
			add_idea = RAJ_International_Communism_2
		}
	} {
		limit = {
			has_idea = RAJ_International_Communism_0
		}
		swap_ideas = {
			remove_idea = RAJ_International_Communism_0
			add_idea = RAJ_International_Communism_1
		}
	} {
		limit = {
			always = yes
		}
		add_ideas = RAJ_International_Communism_0
	}
}
### Entity: Idea
Component: CHL_laissez_faire
Constructs: removal_cost
Source: game
File: common/ideas/chile.txt

Code:
CHL_laissez_faire = {
	picture = can_wartime_prices_and_trade_board
	allowed = {
		original_tag = CHL
	}
	allowed_civil_war = {
		original_tag = CHL
	}
	removal_cost = -1
	modifier = {
		trade_laws_cost_factor = -0.25
		economy_cost_factor = -0.25
		opinion_gain_monthly_same_ideology_factor = 0.4
		production_speed_industrial_complex_factor = 0.1
	}
}
### Entity: Idea
Component: HAW_ncs
Source: game
File: common/ideas/hawaii.txt

Code:
HAW_ncs = {
	ledger = navy
	picture = generic_navy_asia_2
	allowed = {
		original_tag = HAW
	}
	traits = {
		navy_capital_ship_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_dominance_in_the_adriatic_sea
Constructs: prerequisite, limit, completion_reward, is_subject_of, is_in_faction_with, is_subject, every_state, is_controlled_by
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_dominance_in_the_adriatic_sea
	prerequisite = {
		focus = BUL_dominance_in_the_black_sea
	}
	icon = GFX_focus_generic_adriatic_sea_focus
	relative_position_id = BUL_dominance_in_the_black_sea
	x = 1
	y = 1
	cost = 5
	available = {
		any_state = {
			BUL_state_is_in_the_adriatic_sea = yes
			controller = {
				NOT = {
					OR = {
						tag = ROOT
						is_subject_of = ROOT
						is_in_faction_with = ROOT
					}
				}
			}
		}
		is_subject = no
	}
	bypass = {
		NOT = {
			any_state = {
				BUL_state_is_in_the_adriatic_sea = yes
				controller = {
					NOT = {
						OR = {
							tag = ROOT
							is_subject_of = ROOT
							is_in_faction_with = ROOT
						}
					}
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		custom_effect_tooltip = BUL_dominance_in_the_adriatic_sea_claims_tt
		every_state = {
			limit = {
				BUL_state_is_in_the_adriatic_sea = yes
				NOT = {
					is_controlled_by = ROOT
				} {
					any_country = {
						OR = {
							is_in_faction_with = ROOT
							is_subject_of = ROOT
						}
						controls_state = PREV
					}
				} {
					is_claimed_by = ROOT
				}
			}
			add_claim_by = ROOT
			set_state_flag = BUL_dominance_in_the_seas_claim_flag
		}
		if = {
			limit = {
				any_other_country = {
					any_controlled_state = {
						BUL_state_is_in_the_adriatic_sea = yes
					}
					NOT = {
						is_subject_of = ROOT
					} {
						is_in_faction_with = ROOT
					}
				}
			}
			custom_effect_tooltip = BUL_dominance_in_the_black_sea_wargoals_tt
			every_other_country = {
				limit = {
					any_controlled_state = {
						BUL_state_is_in_the_adriatic_sea = yes
					}
					NOT = {
						is_subject_of = ROOT
					} {
						is_in_faction_with = ROOT
					}
				}
				hidden_effect = {
					ROOT = {
						create_wargoal = {
							type = annex_everything
							target = PREV
							expire = 730
						}
					}
				}
			}
		}
		effect_tooltip = {
			activate_mission = BUL_dominance_in_the_adriatic_sea_mission
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Template%3AAchievement/doc.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
&#160;&#160;Invert selection

Filters
Hide transclusions | Hide links | Hide redirects

The following pages link to Template:Achievement/doc:

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)Template:Achievement (transclusion) ‎ (← links | edit)

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Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/Template:Achievement/doc"
### Entity: National Focus
Tree: eth_focus
Component: ETH_soviet_aid
Constructs: prerequisite, has_government, completion_reward, add_political_power, is_subject
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_soviet_aid
	icon = GFX_focus_SOV_the_glory_of_the_red_army_communism
	prerequisite = {
		focus = ETH_in_the_name_of_the_people
	}
	mutually_exclusive = {
		focus = ETH_callout_to_the_world
	}
	relative_position_id = ETH_in_the_name_of_the_people
	x = 3
	y = 1
	cost = 5
	available = {
		is_subject = no
		has_government = communism
		SOV = {
			has_government = communism
		}
	}
	search_filters = {
		FOCUS_FILTER_BALANCE_OF_POWER
	}
	completion_reward = {
		add_political_power = 150
		SOV = {
			country_event = {
				hours = 1
				id = BBA_ethiopia_communist_events.01
			}
		}
		ETH_BOP_centralization_large_effect = yes
		custom_effect_tooltip = ETH_soviet_aid_tt
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_expand_the_fort
Constructs: prerequisite, limit, completion_reward, enable_automatic_bypass, every_controlled_state, add_claim_by
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_expand_the_fort
	icon = GFX_focus_generic_coastal_fort
	prerequisite = {
		focus = AST_northern_advancement AST_resist_western_intruders
	}
	relative_position_id = AST_northern_advancement
	x = 3
	y = 1
	cost = 5
	bypass = {
		NOT = {
			USA = {
				any_controlled_state = {
					OR = {
						state = 1072 629 630 631 632 638 642 727
					}
				}
			}
		}
	}
	enable_automatic_bypass = no
	available_if_capitulated = no
	completion_reward = {
		USA = {
			country_event = {
				id = AST_diplomatic_events.71
				days = 1
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt possible_outcomes_tt
		effect_tooltip = {
			USA = {
				every_controlled_state = {
					limit = {
						OR = {
							state = 1072 630 631 632 638 642 727
						}
					}
					transfer_state_to = AST
				}
			} {
				every_controlled_state = {
					limit = {
						OR = {
							state = 1072 629 630 631 632 638 642 727
						}
					}
					add_claim_by = AST
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt possible_outcomes_tt
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: State History
Component: 1065
Constructs: add_core_of
Source: game
File: history/states/1065 - Penang.txt

Code:
state = {
	id = 1065
	name = STATE_1065
	manpower = 201100
	state_category = town
	resources = {

	}
	history = {
		owner = ENG
		add_core_of = MAL
		victory_points = {
			13408 1
		}
		buildings = {
			infrastructure = 2
			13408 = {
				naval_base = 1
				bunker = 2
			}
		}
	}
	provinces = {
		13408
	}
	local_supplies = 0.0
}
### Entity: Idea
Component: BUL_national_industry_04
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_national_industry_04 = {
	picture = bul_national_industry
	name = BUL_national_industry_02
	allowed = {
		original_tag = BUL
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		production_speed_buildings_factor = 0.15
		production_factory_efficiency_gain_factor = 0.1
		production_factory_max_efficiency_factor = 0.1
		global_building_slots_factor = 0.2
		consumer_goods_factor = -0.06
	}
}
### Entity: Scripted Trigger
Component: frloc_cosmtags_sg_fem_vow_en_d_08
Constructs: has_government, has_country_flag, has_autonomy_state, is_subject_of, has_cosmetic_tag, is_subject
Source: game
File: common/scripted_triggers/00_scripted_triggers_FR_loc.txt

Code:
frloc_cosmtags_sg_fem_vow_en_d_08 = {
	OR = {
		AND = {
			OR = {
				tag = LBA
				original_tag = LBA
			} {
				has_autonomy_state = autonomy_reichskommissariat autonomy_integrated_puppet
			}
			is_subject_of = ITA
			has_government = fascism
		} {
			OR = {
				tag = KEN
				original_tag = KEN
			} {
				has_autonomy_state = autonomy_dominion autonomy_satellite
			}
			is_subject_of = GER
		} {
			OR = {
				tag = KEN
				original_tag = KEN
			}
			is_subject_of = ENG
			has_autonomy_state = autonomy_integrated_puppet
		} {
			OR = {
				tag = ETH
				original_tag = ETH
			} {
				has_autonomy_state = autonomy_reichskommissariat autonomy_integrated_puppet
			}
			is_subject_of = ITA
			has_government = fascism
		} {
			OR = {
				tag = BLR
				original_tag = BLR
			} {
				has_autonomy_state = autonomy_satellite autonomy_colony
			}
			is_subject_of = GER
		} {
			OR = {
				tag = EST
				original_tag = EST
			} {
				has_autonomy_state = autonomy_satellite autonomy_dominion
			}
			is_subject_of = GER
		} {
			OR = {
				tag = HUN
				original_tag = HUN
			}
			has_cosmetic_tag = HUN_EMPIRE
			has_government = neutrality
		} {
			original_tag = GER
			has_cosmetic_tag = GER_german_monarchy
			has_government = democratic
		} {
			has_cosmetic_tag = ARA_UNIFIED
			has_government = neutrality
			OR = {
				original_tag = IRQ SAU YEM OMA EGY LBA JOR PAL LEB SYR
			}
		} {
			OR = {
				tag = ENG
				original_tag = ENG
			}
			has_cosmetic_tag = ENG_england
			has_government = democratic
		} {
			OR = {
				tag = SPR SPA SPB SPC SPD
				original_tag = SPR SPA SPB SPC SPD
			}
			has_cosmetic_tag = SPR_republican_spain
			has_government = democratic
		} {
			OR = {
				tag = POR SPR SPA SPB SPC SPD
				original_tag = POR SPR SPA SPB SPC SPD
			}
			has_cosmetic_tag = ESU_POR_unified
			has_government = neutrality
		} {
			OR = {
				tag = GRE
				original_tag = GRE
			}
			has_country_flag = GRE_GREATER_GREECE_flag
			has_government = democratic
		} {
			OR = {
				tag = LAT
				original_tag = LAT
			} {
				has_government = fascism neutrality
			}
			has_cosmetic_tag = OSTLAND
		} {
			OR = {
				tag = EST
				original_tag = EST
			}
			has_cosmetic_tag = EST_belarus
			has_government = neutrality
		} {
			OR = {
				tag = ITA
				original_tag = ITA
			}
			has_cosmetic_tag = ITA_socialist_republic
			has_government = neutrality
		} {
			OR = {
				tag = UKR
# ... (truncated)
### Entity: Event
Component: tfv_south_africa.80
Constructs: is_triggered_only, ai_chance, limit, set_politics, add_popularity, add_to_faction
Source: game
File: events/TFV_South_Africa.txt

Code:
country_event = {
	id = tfv_south_africa.80
	title = tfv_south_africa.80.t
	desc = tfv_south_africa.80.d
	picture = GFX_report_event_african_soldiers
	is_triggered_only = yes
	option = {
		name = tfv_south_africa.64.a
		ai_chance = {
			base = 100
		}
		GAB = {
			if = {
				limit = {
					SAF = {
						controls_state = 539
					}
				}
				transfer_state = 539
			}
		}
		SAF = {
			puppet = GAB
		}
	} {
		name = tfv_south_africa.64.b
		ai_chance = {
			base = 0
		}
		GAB = {
			if = {
				limit = {
					SAF = {
						controls_state = 539
					}
				}
				transfer_state = 539
			}
			hidden_effect = {
				set_politics = {
					ruling_party = communism
					elections_allowed = no
				}
				add_popularity = {
					ideology = communism
					popularity = 0.75
				}
			}
		}
		SAF = {
			add_to_faction = GAB
		}
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_limited_austerity
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_limited_austerity
	icon = GFX_generic_goal_communist_reforms
	relative_position_id = ISR_strengthen_union
	x = -1
	y = 1
	prerequisite = {
		focus = ISR_strengthen_union
	}
	cost = 5
	completion_reward = {
		swap_ideas = {
			remove_idea = ISR_austerity
			add_idea = limited_exports
		}
	}
}
### Entity: Character
Component: JAP_mineichi_koga
Source: game
File: common/characters/JAP.txt

Code:
JAP_mineichi_koga = {
	name = JAP_mineichi_koga
	portraits = {
		army = {
			large = GFX_portrait_JAP_mineichi_koga
			small = GFX_portrait_JAP_mineichi_koga_small
		}
	}
	navy_leader = {
		traits = {
			bold battleship_adherent superior_tactician spotter
		}
		skill = 4
		attack_skill = 4
		defense_skill = 2
		maneuvering_skill = 4
		coordination_skill = 3
		legacy_id = 0
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_rearm_for_defense
Constructs: has_completed_focus, prerequisite, limit, add_ideas, remove_ideas, has_government, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_rearm_for_defense
	icon = GFX_goal_generic_fortify_city
	prerequisite = {
		focus = NOR_restore_public_trust_in_the_storting
	} {
		focus = NOR_the_neutrality_guard
	}
	x = 1
	y = 1
	relative_position_id = NOR_the_neutrality_guard
	cost = 10
	available = {
		has_government = democratic
	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP FOCUS_FILTER_RESEARCH FOCUS_FILTER_MANPOWER FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_tech_bonus = {
			name = NOR_rearm_for_defense
			bonus = 1.0
			uses = 1
			category = infantry_weapons
		}
		add_ideas = {
			NOR_defensive_rearmament_ns
		}
		unlock_decision_tooltip = {
			decision = NOR_focus_on_training
			show_effect_tooltip = yes
			show_modifiers = yes
		}
		if = {
			limit = {
				NOT = {
					has_completed_focus = NOR_vote_of_no_confidence
				}
			}
			remove_ideas = {
				NOR_broken_gun_ns_3
			}
		} {
			limit = {
				has_completed_focus = NOR_vote_of_no_confidence
			}
			unlock_decision_tooltip = {
				decision = NOR_alt_dem_integrate_militias
				show_effect_tooltip = yes
				show_modifiers = yes
			}
		}
		custom_effect_tooltip = when_at_war_TT
		else = {
			unlock_decision_tooltip = {
				decision = NOR_dem_his_integrate_militias
				show_effect_tooltip = yes
				show_modifiers = yes
			}
		}
	}
}
### Entity: Music Config
Component: base_music/where_the_dragon_rises
Constructs: has_war_with, has_war
Source: game
File: music/ncns_songs.txt

Code:
music = {
	song = where_the_dragon_rises
	chance = {
		base = 1
		modifier = {
			factor = 0.05
			NOT = {
				original_tag = CHI
			}
		} {
			factor = 5
			original_tag = CHI
			has_war = yes
		} {
			factor = 10
			has_war_with = CHI
		}
	}
}
### Entity: Event
Component: ss_recruitment_event.11
Constructs: is_triggered_only, ai_chance, limit, add_political_power, random_unit_leader, has_trait, save_event_target_as, add_to_variable
Source: game
File: events/ss_recruitment_event.txt

Code:
country_event = {
	id = ss_recruitment_event.11
	title = ss_recruitment_event.11.t
	desc = ss_recruitment_event.11.desc
	picture = GFX_report_event_germany_politician_handshake
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			random_unit_leader = {
				limit = {
					skill = > 3
					NOT = {
						has_trait = politically_connected
					}
				}
				save_event_target_as = GER_SS_general_resigns
			}
		}
	}
	option = {
		name = ss_recruitment_event.11.a
		ai_chance = {
			base = 25
		}
		event_target:GER_SS_general_resigns = {
			retire = yes
		}
		add_to_variable = {
			var = wehrmacht_anger
			value = 5
		}
	} {
		name = ss_recruitment_event.11.b
		ai_chance = {
			base = 75
			modifier = {
				factor = 0
				has_political_power = < 0
			}
		}
		add_political_power = -75
		subtract_from_variable = {
			var = wehrmacht_anger
			value = 5
		}
	}
}
### Entity: Event
Component: generic.11
Constructs: is_triggered_only, clr_country_flag
Source: game
File: events/Generic.txt

Code:
country_event = {
	id = generic.11
	title = generic.11.t
	desc = generic.11.d
	picture = GFX_report_event_generic_ruins
	is_triggered_only = yes
	option = {
		name = generic.11.a
		clr_country_flag = ideology_civil_war
	}
}
### Entity: Scripted Trigger
Component: ROOT_any_state_infiltration_detected
Constructs: has_state_flag
Source: game
File: common/scripted_triggers/PRC_scripted_triggers.txt

Code:
ROOT_any_state_infiltration_detected = {
	any_controlled_state = {
		has_state_flag = {
			flag = discovered_infiltration
			value = > 0
		}
	}
}