Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: KMT_event.63
Constructs: is_triggered_only, limit, has_country_flag, add_political_power, has_country_leader, add_to_variable, has_dynamic_modifier, add_dynamic_modifier
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = KMT_event.63
	title = KMT_event.63.t
	desc = KMT_event.63.desc
	picture = GFX_report_event_china_politicians_captured
	is_triggered_only = yes
	option = {
		name = KMT_event.63.a
		country_event = {
			id = KMT_event.64
			days = 30
		}
	} {
		trigger = {
			has_country_leader = {
				ruling_only = yes
				character = CHI_chiang_kaishek
			}
		}
		name = KMT_event.63.b
		country_event = {
			id = KMT_event.65
			days = 40
		}
		add_political_power = -10
		add_to_variable = {
			KMT_corruption = -0.03
		} {
			KMT_corruption2 = 0.03
		}
		IF = {
			limit = {
				NOT = {
					has_dynamic_modifier = {
						modifier = KMT_corruption_modifier
					}
				}
			}
			add_dynamic_modifier = {
				modifier = KMT_corruption_modifier
			}
		}
		custom_effect_tooltip = KMT_corruption_tt
	} {
		name = KMT_event.63.b
		country_event = {
			id = KMT_event.66
			days = 40
		}
		add_political_power = -10
		add_to_variable = {
			KMT_corruption = -0.03
		} {
			KMT_corruption2 = 0.03
		}
		IF = {
			limit = {
				NOT = {
					has_dynamic_modifier = {
						modifier = KMT_corruption_modifier
					}
				}
			}
			add_dynamic_modifier = {
				modifier = KMT_corruption_modifier
			}
		}
		custom_effect_tooltip = KMT_corruption_tt
	} {
		trigger = {
			has_country_flag = KMT_lkmt_elections
		}
		name = KMT_event.63.b
		country_event = {
			id = KMT_event.67
			days = 40
		}
		add_political_power = -10
		add_to_variable = {
			KMT_corruption = -0.03
		} {
			KMT_corruption2 = 0.03
		}
		IF = {
			limit = {
				NOT = {
					has_dynamic_modifier = {
						modifier = KMT_corruption_modifier
					}
				}
			}
			add_dynamic_modifier = {
				modifier = KMT_corruption_modifier
			}
		}
		custom_effect_tooltip = KMT_corruption_tt
	}
}
### Entity: Idea
Component: SLO_rapid_brigades
Constructs: has_dlc, equipment_bonus, maximum_speed, build_cost_ic, removal_cost
Source: game
File: common/ideas/slovakia.txt

Code:
SLO_rapid_brigades = {
	picture = generic_armor
	allowed = {
		original_tag = SLO
		has_dlc = Peace For Our Time
	}
	available = {
		original_tag = SLO
	}
	allowed_civil_war = {
		always = yes
	}
	equipment_bonus = {
		motorized_equipment = {
			instant = yes
			maximum_speed = 0.1
			build_cost_ic = -0.1
		}
		light_tank_chassis = {
			instant = yes
			maximum_speed = 0.1
			build_cost_ic = -0.1
		}
	}
	removal_cost = -1
	modifier = {
		army_armor_attack_factor = 0.1
		motorized_attack_factor = 0.1
	}
}
### Entity: Shared Focus
Tree: raj_focus
Component: RAJ_Solidify_Business_Ties
Constructs: shared_focus, prerequisite, completion_reward, add_to_variable, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_india_shared.txt

Code:
shared_focus = {
	id = RAJ_Solidify_Business_Ties
	icon = GFX_goal_generic_business_bills
	cost = 5
	prerequisite = {
		focus = RAJ_Centralise_the_Courts
	}
	ai_will_do = {
		factor = 1
	}
	x = 0
	y = 4
	relative_position_id = RAJ_Foster_Private_Investment
	completion_reward = {
		add_to_variable = {
			investor_relations = 15
		}
		custom_effect_tooltip = raj_invest_relations_15_tt
		random_owned_controlled_state = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: State History
Component: 946
Constructs: add_core_of
Source: game
File: history/states/946-West Xing'an.txt

Code:
state = {
	id = 946
	name = STATE_946
	provinces = {
		1508 3978 4514 6988 10429 10499 11903 12469 12478 13271
	}
	manpower = 1724174
	state_category = rural
	history = {
		owner = MAN
		add_core_of = MAN CHI PRC
		buildings = {
			infrastructure = 2
		}
	}
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Character
Component: BRA_minister_of_transport
Source: game
File: common/country_leader/00_traits.txt

Code:
BRA_minister_of_transport = {
	sprite = 13
	random = no
	production_speed_infrastructure_factor = 0.1
	production_speed_rail_way_factor = 0.1
	production_speed_supply_node_factor = 0.1
	ai_will_do = {
		factor = 1
	}
}
### Entity: Scripted Effect
Component: ITA_missiolini_strengthen_heavy_industry_failure_effect
Constructs: add_stability, add_political_power
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_missiolini_strengthen_heavy_industry_failure_effect = {
	add_political_power = -25
	add_stability = -0.03
}
### Entity: Character
Component: GER_revolutionary_nationalist
Constructs: war_support_factor, democratic_drift, neutrality_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
GER_revolutionary_nationalist = {
	random = no
	sprite = 13
	democratic_drift = -0.05
	neutrality_drift = -0.05
	fascism_acceptance = -20
	consumer_goods_factor = -0.1
	war_support_factor = 0.05
}
### Entity: AI Strategy
Component: ai_focus_defense
Source: game
File: common/ai_focuses/HUN.txt

Code:
ai_focus_defense = {
	research = {
		defensive = 5.0
		radar_tech = 1.0
		construction_tech = 2.0
		artillery = 3.0
	}
}
### Entity: State History
Component: 73
Constructs: limit, add_core_of, has_dlc, add_claim_by, remove_claim_by
Source: game
File: history/states/73-Carpathian Ruthenia.txt

Code:
state = {
	id = 73
	name = STATE_73
	manpower = 854300
	state_category = rural
	history = {
		owner = CZE
		buildings = {
			infrastructure = 3
		}
		victory_points = {
			3548 1
		} {
			6571 1
		} {
			11691 2
		}
		add_core_of = CZE SLO UKR
		IF = {
			limit = {
				NOT = {
					has_dlc = Gotterdammerung
				}
			}
			add_claim_by = HUN
		}
		1939.3.14 = {
			owner = HUN
			controller = HUN
			remove_claim_by = HUN
			add_core_of = HUN
		}
	}
	provinces = {
		3548 6571 9563 11536 11691
	}
	local_supplies = 0.0
}
### Entity: Event
Component: poland.24
Constructs: is_triggered_only, ai_chance, fire_only_once, swap_ideas, remove_idea, add_idea
Source: game
File: events/Poland.txt

Code:
country_event = {
	id = poland.24
	title = POL_peasants_strike
	desc = poland.24.d
	picture = GFX_report_event_peasant_revolt
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = poland.24.a
		ai_chance = {
			factor = 50
		}
		effect_tooltip = {
			activate_mission = POL_peasants_strike
			swap_ideas = {
				remove_idea = POL_looming_peasants_strike
				add_idea = POL_great_peasants_strike
			}
		}
	}
}
### Entity: Event
Component: portugal.59
Constructs: is_triggered_only, add_war_support, add_opinion_modifier
Source: game
File: events/r56_portugal.txt

Code:
country_event = {
	id = portugal.59
	title = portugal.59.t
	desc = portugal.59.d
	is_triggered_only = yes
	picture = GFX_report_event_generic_rally
	option = {
		name = portugal.59.a
		add_war_support = 0.05
		add_opinion_modifier = {
			target = POR
			modifier = BFTB_incongruous_neighbors
		}
	}
}
### Entity: Scripted Trigger
Component: SOV_has_active_materiel_designer_tula
Constructs: has_idea
Source: game
File: common/scripted_triggers/SOV_scripted_triggers.txt

Code:
SOV_has_active_materiel_designer_tula = {
	custom_trigger_tooltip = {
		tooltip = SOV_has_active_materiel_designer_tula_tt
		OR = {
			has_idea = SOV_tula_arms_plant SOV_tula_arms_plant_1 SOV_tula_arms_plant_2 SOV_tula_arms_plant_3 SOV_tula_arms_plant_1_2 SOV_tula_arms_plant_1_3 SOV_tula_arms_plant_2_3 SOV_tula_arms_plant_final
		}
	}
}
### Entity: Idea
Component: SOV_union_of_fascist_little_ones_2
Constructs: removal_cost, recon_factor
Source: game
File: common/ideas/r56_soviet.txt

Code:
SOV_union_of_fascist_little_ones_2 = {
	name = SOV_union_of_fascist_little_ones
	removal_cost = -1
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_victors_of_ww1
	modifier = {
		recon_factor = 0.15
		dig_in_speed_factor = 0.15
		training_time_factor = -0.15
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_woo_usa
Constructs: prerequisite, has_government, has_war_with, has_country_flag, add_opinion_modifier, completion_reward, is_in_faction, is_puppet
Source: game
File: common/national_focus/australia.txt

Code:
focus = {
	id = AST_woo_usa
	icon = GFX_goal_generic_improve_relations
	prerequisite = {
		focus = AST_the_swpa_menace
	} {
		focus = AST_sever_ties_with_uk
	}
	x = -1
	y = 2
	relative_position_id = AST_protect_the_homeland
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			is_in_faction = no
			factor = 10
		}
	}
	available = {
		NOT = {
			has_war_with = USA
		} {
			has_country_flag = britain_enforced_our_loyalty
		}
		USA = {
			has_government = ROOT
			is_puppet = no
		}
	}
	bypass = {
		OR = {
			USA = {
				exists = no
			} {
				AND = {
					is_in_faction = yes
					NOT = {
						is_in_faction_with = AST
					}
				}
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	completion_reward = {
		USA = {
			add_opinion_modifier = {
				target = ROOT
				modifier = AST_woo_usa
			}
		}
		add_opinion_modifier = {
			target = USA
			modifier = AST_woo_usa
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_the_peoples_navy
Constructs: prerequisite, limit, has_government, completion_reward, allow_branch, add_doctrine_cost_reduction, random_owned_controlled_state, is_coastal
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_the_peoples_navy
	icon = GFX_focus_PER_the_peoples_navy
	prerequisite = {
		focus = PER_workers_army
	}
	x = 1
	y = 1
	relative_position_id = PER_workers_army
	cost = 5
	available = {
		has_government = communism
	}
	bypass = {

	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 0
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY FOCUS_FILTER_NAVY_XP
	}
	completion_reward = {
		navy_experience = 25
		add_doctrine_cost_reduction = {
			name = PER_the_peoples_navy
			cost_reduction = 0.75
			uses = 1
			category = naval_doctrine
		}
		random_owned_controlled_state = {
			limit = {
				is_coastal = yes
				naval_base = > 0
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Decision
Component: UKR_ukrainian_unification_category
Constructs: limit, has_country_flag, add_stability, fire_only_once, add_political_power, is_subject_of, has_full_control_of_state, complete_effect
Source: game
File: common/decisions/UKR.txt

Code:
UKR_ukrainian_unification_category = {
	UKR_restore_ukranian_placenames = {
		icon = GFX_decision_ger_mefo_bills
		priority = 10
		allowed = {
			OR = {
				original_tag = UKR RUT
			}
		}
		available = {
			NOT = {
				is_subject_of = SOV
			}
			has_full_control_of_state = 221 228 226 200 227
		}
		fire_only_once = yes
		ai_will_do = {
			factor = 1000
		}
		complete_effect = {
			add_stability = 0.02
			set_province_name = {
				id = 525
				name = Kyiv
			} {
				id = 418
				name = Kharkiv
			} {
				id = 11561
				name = Kryvyi Rih
			} {
				id = 11437
				name = SOV_Dnipro
			} {
				id = 11405
				name = Zaporizhzhia
			} {
				id = 6474
				name = SOV_Donetsk
			} {
				id = 9461
				name = SOV_Luhansk
			}
			227 = {
				set_state_name = SOV_Donetsk
			}
			228 = {
				set_state_name = SOV_Luhansk
			}
			221 = {
				set_state_name = Kharkiv
			}
			202 = {
				set_state_name = Kyiv
			}
		}
	}
	UKR_contact_west_ukrainians = {
		icon = GFX_decision_ger_mefo_bills
		allowed = {
			original_tag = UKR
		}
		visible = {
			NOT = {
				OR = {
					93 = {
						is_core_of = UKR
					}
					91 = {
						is_core_of = UKR
					}
					89 = {
						is_core_of = UKR
					}
					766 = {
						is_core_of = UKR
					}
					80 = {
						is_core_of = UKR
					}
				}
			}
		}
		available = {
			NOT = {
				93 = {
					is_core_of = UKR
				}
				91 = {
					is_core_of = UKR
				}
				89 = {
					is_core_of = UKR
				}
				766 = {
					is_core_of = UKR
				}
				80 = {
					is_core_of = UKR
				}
			}
		}
		ai_will_do = {
			factor = 100
		}
		fire_only_once = yes
		complete_effect = {
			UKR = {
				remove_state_claim = 89 91 93 766 80
				add_state_core = 89 91 93 766 80
			}
		}
	}
	UKR_ukranianize_the_west = {
		icon = GFX_decision_ger_mefo_bills
		allowed = {
			OR = {
				original_tag = UKR RUT
			}
		}
		available = {
			NOT = {
				is_subject_of = SOV
			}
			has_full_control_of_state = 89 91 93
		}
		fire_only_once = yes
		ai_will_do = {
			factor = 1000
		}
		complete_effect = {
			set_province_name = {
				id = 422
				name = Kovel
			} {
				id = 6557
				name = Rivne
			} {
				id = 11479
				name = Lviv
			} {
				id = 11411
				name = Ivano-Frankivsk
			}
		}
	}
	UKR_unite_ukraine_decision = {
		icon = GFX_decision_SWI_no_elected_president
		allowed = {
			OR = {
				original_tag = UKR RUT
			}
		}
		ai_will_do = {
			factor = 1000
		}
		fire_only_onc
# ... (truncated)
### Entity: Event
Component: india.4441
Constructs: is_triggered_only, ai_chance, set_variable, add_extra_state_shared_building_slots, add_building_construction, set_country_flag
Source: game
File: events/India.txt

Code:
country_event = {
	id = india.4441
	title = india.4441.t
	desc = india.4441.desc
	picture = GFX_report_event_elections_cambodia
	is_triggered_only = yes
	immediate = {
		set_variable = {
			current_state = 444
		}
	} {
		var:current_state = {
			set_variable = {
				temp_calc_chance = 100
			}
			subtract_from_variable = {
				temp_calc_chance = voting_chance
			}
		}
	}
	option = {
		ai_chance = {
			base = 20
		}
		name = india.4441.a
		444 = {
			prince_integration = yes
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		set_country_flag = concession_disable
	}
}
### Entity: Idea
Component: MAN_civil_service_3
Constructs: political_power_gain, war_support_factor, has_government, removal_cost
Source: game
File: common/ideas/r56_man_ideas.txt

Code:
MAN_civil_service_3 = {
	allowed = {
		always = yes
	}
	cancel = {
		OR = {
			has_government = fascism communism
		}
	}
	removal_cost = -1
	picture = HUN_hungarian_monarchy
	modifier = {
		political_power_gain = 0.075
		war_support_factor = 0.075
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_break_den
Constructs: has_completed_focus, prerequisite, limit, has_government, every_country, completion_reward, add_political_power, is_historical_focus_on
Source: game
File: common/national_focus/r56_iceland.txt

Code:
focus = {
	id = ICE_break_den
	icon = GFX_focus_rom_abdicate
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			AND = {
				is_historical_focus_on = yes
				date = < 1943.6.15
			}
		}
	}
	prerequisite = {
		focus = ICE_guarantees ICE_com_takeover
	}
	available = {
		has_completed_focus = ICE_look_away
		OR = {
			is_subject = no
			has_autonomy_state = autonomy_dominion autonomy_satellite autonomy_personal_union
		}
		if = {
			limit = {
				is_subject = yes
			}
			compare_autonomy_progress_ratio = > 0.75
		}
	}
	x = 16
	y = 5
	completion_reward = {
		if = {
			limit = {
				is_subject_of = DEN
			}
			overlord = {
				set_autonomy = {
					target = ICE
					autonomy_state = autonomy_free
				}
			}
		} {
			limit = {
				has_government = democratic
			}
			add_country_leader_role = {
				character = ICE_sveinn_bjornsson
				country_leader = {
					ideology = socialism
					expire = 1965.1.1
					traits = {
						bank_president_trait
					}
				}
				promote_leader = yes
			}
		} {
			limit = {
				NOT = {
					is_subject_of = DEN
				}
			}
			add_political_power = 100
		} {
			limit = {
				is_in_faction = yes
			}
			every_country = {
				limit = {
					is_in_faction_with = ICE
					is_faction_leader = yes
				}
				remove_from_faction = ICE
			}
		}
		set_rule = {
			can_create_factions = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_TFV_AUTONOMY FOCUS_FILTER_POLITICAL
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered, force_equipment_variants
Source: game
File: history/units/LAT_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 1
	}
	location = 9340
	division_template = Artilerijas Pulks
	force_equipment_variants = {
		infantry_equipment_0 = {
			owner = LAT
		}
	}
	start_experience_factor = 0.1
	start_equipment_factor = 0.2
}
### Entity: Character
Component: AUS_leopold_figl
Constructs: has_government, has_dlc
Source: game
File: common/characters/AUS.txt

Code:
AUS_leopold_figl = {
	instance = {
		allowed = {
			has_dlc = Gotterdammerung
		}
		advisor = {
			slot = political_advisor
			idea_token = AUS_leopold_figl
			allowed = {
				original_tag = AUS
			}
			available = {
				NOT = {
					has_government = fascism
				}
			}
			traits = {
				popular_figurehead
			}
			ai_will_do = {
				base = 2
			}
		}
		name = AUS_leopold_figl
		portraits = {
			civilian = {
				small = GFX_portrait_AUS_leopold_figl_small
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Gotterdammerung
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = AUS_leopold_figl
			allowed = {
				original_tag = AUS
			}
			available = {
				NOT = {
					has_government = fascism
				}
			}
			traits = {
				popular_figurehead
			}
			ai_will_do = {
				base = 2
			}
		}
		name = AUS_leopold_figl
		portraits = {
			civilian = {
				small = GFX_idea_generic_political_advisor_europe_2
			}
		}
	}
}
### Entity: Idea
Component: SUR_nt
Source: game
File: common/ideas/suriname.txt

Code:
SUR_nt = {
	ledger = navy
	picture = generic_navy_african_3
	allowed = {
		original_tag = SUR
	}
	traits = {
		naval_theorist
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_support_falangists_in_the_americas
Constructs: prerequisite, limit, has_government, has_country_flag, completion_reward, is_subject, has_country_leader_ideology, every_other_country
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_support_falangists_in_the_americas
	icon = GFX_focus_por_recover_latin_america
	prerequisite = {
		focus = POL_falangist_international
	}
	relative_position_id = POL_falangist_international
	x = 3
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2.5
	}
	available = {
		is_subject = no
		has_country_leader_ideology = falangism
	}
	available_if_capitulated = no
	select_effect = {
		every_other_country = {
			limit = {
				is_latin_american_country = yes
				OR = {
					has_government = fascism
					fascism = > 0.4
				}
			}
			set_country_flag = POL_valid_fascist_invitee
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		custom_effect_tooltip = every_latin_american_nation_40_fascism_tt
		effect_tooltip = {
			country_event = NSB_polish_fascist_events.5
		}
		hidden_effect = {
			every_other_country = {
				limit = {
					has_country_flag = POL_valid_fascist_invitee
				}
				country_event = NSB_polish_fascist_events.5
				clr_country_flag = POL_valid_fascist_invitee
			}
		}
	}
}
### Entity: National Focus
Tree: kal_focus
Component: KAL_mechanization_effort
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/kalmykia.txt

Code:
focus = {
	id = KAL_mechanization_effort
	text = ABC_mechanization_effort
	icon = GFX_focus_generic_mechanized
	prerequisite = {
		focus = KAL_establish_a_armor_corp
	} {
		focus = KAL_motorization_effort
	}
	x = 1
	y = 1
	relative_position_id = KAL_establish_a_armor_corp
	cost = 10
	ai_will_do = {
		factor = 1
	}
	cancel_if_invalid = yes
	completion_reward = {
		add_tech_bonus = {
			name = FRA_mechanized_focus
			ahead_reduction = 0.5
			bonus = 0.5
			uses = 1
			category = cat_mechanized_equipment
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: BRA_floriano_de_lima_brayner
Source: game
File: common/characters/BRA.txt

Code:
BRA_floriano_de_lima_brayner = {
	name = BRA_floriano_de_lima_brayner
	portraits = {
		army = {
			large = GFX_portrait_BRA_floriano_de_lima_brayner
			small = GFX_portrait_BRA_floriano_de_lima_brayner_small
		}
	}
	field_marshal = {
		traits = {
			infantry_officer jungle_rat
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		legacy_id = -1
	}
}
### Entity: Idea
Component: SPR_national_strikes_2
Constructs: stability_factor, industrial_capacity_factory, production_speed_buildings_factor, has_global_flag
Source: game
File: common/ideas/spain_republic.txt

Code:
SPR_national_strikes_2 = {
	name = SPR_national_strikes
	picture = FRA_factory_strikes
	allowed = {
		original_tag = SPR
		NOT = {
			has_global_flag = spanish_civil_war
		}
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		stability_factor = -0.15
		industrial_capacity_factory = -0.05
		industrial_capacity_dockyard = -0.05
		production_speed_buildings_factor = -0.05
	}
}
### Entity: Event
Component: tsr_manchukuo.10
Constructs: is_triggered_only, ai_chance, annex_country, remove_from_faction, declare_war_on, annex_everything
Source: game
File: events/TSR_Manchukuo.txt

Code:
country_event = {
	id = tsr_manchukuo.10
	title = tsr_manchukuo.10.t
	desc = tsr_manchukuo.10.desc
	picture = GFX_report_event_chinese_soldiers
	is_triggered_only = yes
	option = {
		name = tsr_manchukuo.10.a
		ai_chance = {
			base = 80
		}
		MAN = {
			annex_country = {
				target = ROOT
				transfer_troops = yes
			}
		}
	} {
		name = tsr_manchukuo.10.b
		ai_chance = {
			base = 10
		}
		SOV = {
			remove_from_faction = ROOT
		}
		MAN = {
			declare_war_on = {
				target = ROOT
				type = annex_everything
			}
		}
	}
}
### Entity: Event
Component: r56.ger.47
Constructs: is_triggered_only, ai_chance, fire_only_once, has_civil_war, add_popularity, set_country_flag
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = r56.ger.47
	title = r56.ger.47.t
	desc = r56.ger.47.desc
	picture = GFX_report_event_GER_heinrich_brandler
	fire_only_once = yes
	is_triggered_only = yes
	trigger = {
		has_civil_war = yes
	}
	option = {
		name = r56.ger.47.a
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		custom_effect_tooltip = r56_newline available_political_advisor r56_newline kpd_gets_opposition
		show_ideas_tooltip = heinrich_brandler
		set_country_flag = heinrich_brandler_arrived
		ai_chance = {
			base = 1
		}
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_organize_partisan_militias
Constructs: prerequisite, completion_reward, add_manpower
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_organize_partisan_militias
	icon = GFX_focus_generic_limited_social_mobilization
	prerequisite = {
		focus = NOR_the_seeds_of_the_revolution
	}
	x = 0
	y = 1
	relative_position_id = NOR_the_seeds_of_the_revolution
	cost = 5
	available = {
		communism = > 0.2
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_manpower = 5000
		custom_effect_tooltip = NOR_communist_prep_unlock_level_3_TT
	}
}
### Entity: Idea
Component: NCY_acr
Source: game
File: common/ideas/northcyprus.txt

Code:
NCY_acr = {
	picture = generic_air_europe_3
	allowed = {
		original_tag = NCY
	}
	traits = {
		air_chief_reform_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: BUL_prussia_of_the_balkans_01
Constructs: removal_cost, conscription_factor
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_prussia_of_the_balkans_01 = {
	picture = bul_prussia_of_the_balkans
	allowed = {
		original_tag = BUL
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		conscription_factor = 0.05
		non_core_manpower = 0.01
		experience_gain_navy_factor = 0.1
		experience_gain_army_factor = 0.1
		army_leader_start_attack_level = 1
		army_leader_start_defense_level = 1
		navy_leader_start_attack_level = 1
		navy_leader_start_defense_level = 1
		army_morale_factor = 0.1
		max_command_power = 25
		justify_war_goal_time = -0.5
	}
}