Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: nic_focus
Component: NIC_marine_national_guard_cooperation
Constructs: prerequisite, limit, completion_reward, set_technology, is_in_faction_with, has_tech, has_dlc, add_doctrine_cost_reduction
Source: game
File: common/national_focus/Nicaragua.txt

Code:
focus = {
	id = NIC_marine_national_guard_cooperation
	icon = GFX_goal_USA_marines
	prerequisite = {
		focus = NIC_look_to_washington_once_again
	}
	available = {
		is_in_faction_with = USA
	}
	x = 1
	y = 2
	relative_position_id = NIC_nicaraguan_diplomacy
	cost = 5
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_ARMY_XP
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		army_experience = 5
		if = {
			limit = {
				NOT = {
					has_tech = marines
				}
			}
			set_technology = {
				marines = 1
			}
		} {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_doctrine_cost_reduction = {
				name = NIC_marine_national_guard_cooperation
				cost_reduction = 0.5
				uses = 1
				category = special_forces_doctrine
			}
		}
		else = {
			add_tech_bonus = {
				name = USA_expand_the_USMC
				bonus = 1.0
				uses = 1
				category = r56_marines_infantry_tech
			}
		} {
			add_tech_bonus = {
				name = special_forces_bonus
				bonus = 0.5
				uses = 1
				ahead_reduction = 0.5
				category = r56_special_forces_training_tech
			}
		}
	}
}
### Entity: Country History
Country: ALG
Component: ALG_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/ALG - Algeria.txt

Code:
# Politics & Parties for ALG
set_politics = {
	ruling_party = neutrality
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	democratic = 25
	fascism = 20
	communism = 5
	neutrality = 50
}
### Entity: Character
Component: PRC_chen_changhao
Constructs: is_historical_focus_on
Source: game
File: common/characters/PRC.txt

Code:
PRC_chen_changhao = {
	name = PRC_chen_changhao
	portraits = {
		civilian = {
			small = GFX_portrait_PRC_chen_changhao_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = PRC_chen_changhao
		allowed = {
			original_tag = PRC
		}
		traits = {
			PRC_28_bolshevik_trait
		}
		ai_will_do = {
			base = 1.0
			modifier = {
				factor = 0.2
				is_historical_focus_on = yes
			}
		}
	}
}
### Entity: Character
Component: SOV_nikolay_voznesensky
Constructs: has_government, has_character_flag
Source: game
File: common/characters/SOV.txt

Code:
SOV_nikolay_voznesensky = {
	name = SOV_nikolay_voznesensky
	portraits = {
		army = {
			small = GFX_idea_SOV_nikolay_voznesensky
		}
	}
	allowed_civil_war = {
		has_government = communism
	}
	advisor = {
		slot = political_advisor
		idea_token = SOV_nikolay_voznesensky
		name = SOV_nikolay_voznesensky
		allowed = {
			original_tag = SOV
		}
		visible = {
			NOT = {
				has_character_flag = SOV_character_purged_flag
			}
		}
		traits = {
			captain_of_industry
		}
		ai_will_do = {
			base = 1
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_LAW_allowed_to_remove_trade_law
Constructs: has_completed_focus, has_war, limit, owns_state, has_idea, is_coastal
Source: game
File: common/scripted_triggers/EAI_COUNTRY_law_triggers.txt

Code:
EAI_LAW_allowed_to_remove_trade_law = {
	if = {
		limit = {
			has_idea = uncontrolled_exports
		}
		OR = {
			has_war = yes
			has_completed_focus = POL_integrate_gdansk_industries POL_expand_gdynia_seaport
			NOT = {
				owns_state = 85 807
			}
			any_owned_state = {
				NOT = {
					state = 85 807
				}
				is_coastal = yes
			}
		}
	}
}
### Entity: Scripted Trigger
Component: SOV_has_tank_merged_3
Constructs: has_country_flag
Source: game
File: common/scripted_triggers/SOV_scripted_triggers.txt

Code:
SOV_has_tank_merged_3 = {
	OR = {
		has_country_flag = SOV_merge_tank_morozov_3_flag SOV_merge_tank_astrov_3_flag SOV_merge_tank_okmo_3_flag SOV_merge_tank_mytishchy_3_flag SOV_merge_tank_kirov_3_flag
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_challenge_the_zaibatsus
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, complete_tooltip, random_state, has_state_flag, add_building_construction
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_challenge_the_zaibatsus
	icon = GFX_focus_jap_zaibatsu
	prerequisite = {
		focus = JAP_support_the_kodoha_faction
	}
	x = 3
	y = 1
	relative_position_id = JAP_support_the_kodoha_faction
	cost = 10
	ai_will_do = {
		factor = 3
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	complete_tooltip = {
		random_state = {
			limit = {
				has_state_flag = JAP_zaibatsus_factories
			}
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		swap_ideas = {
			remove_idea = JAP_zaibatsus
			add_idea = JAP_zaibatsus_challenged
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				ROOT = {
					has_full_control_of_state = PREV
				}
				is_core_of = ROOT
				not = {
					OR = {
						state = 646 645 555
					}
				}
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
			set_state_flag = JAP_zaibatsus_factories
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		swap_ideas = {
			remove_idea = JAP_zaibatsus
			add_idea = JAP_zaibatsus_challenged
		}
	}
}
### Entity: Scripted Effect
Component: POL_april_constitution_remove
Constructs: limit, remove_ideas, has_idea
Source: game
File: common/scripted_effects/POL_scripted_effects.txt

Code:
POL_april_constitution_remove = {
	if = {
		limit = {
			has_idea = POL_april_constitution_1
		}
		remove_ideas = POL_april_constitution_1
	}
	else_if = {
		limit = {
			has_idea = POL_april_constitution_2
		}
		remove_ideas = POL_april_constitution_2
	} {
		limit = {
			has_idea = POL_april_constitution_3
		}
		remove_ideas = POL_april_constitution_3
	} {
		limit = {
			has_idea = POL_april_constitution_4
		}
		remove_ideas = POL_april_constitution_4
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3AInfrastructure.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
Infrastructure.png &#8206;(46 × 46 pixels, file size: 7 KB, MIME type: image/png)
### Entity: Achievement
Component: a_great_hunger
Constructs: has_completed_focus, is_ironman, has_start_date, has_any_custom_difficulty_setting
Source: game
File: common/achievements.txt

Code:
a_great_hunger = {
	id = 222
	possible = {
		tag = HUN
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
	}
	happened = {
		HUN = {
			has_completed_focus = wuw_HUN_proclaim_greater_hungary
			custom_trigger_tooltip = {
				tooltip = a_great_hunger_tt
				controls_state = 664 73 76 84 83 82 45 975
			}
		}
	}
}
### Entity: Idea
Component: PER_land_reforms
Constructs: removal_cost
Source: game
File: common/ideas/r56_persia.txt

Code:
PER_land_reforms = {
	picture = generic_agrarian_society
	removal_cost = -1
	modifier = {
		global_building_slots_factor = 0.2
		local_resources_factor = 0.1
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_fighting_as_equals
Constructs: prerequisite, has_war, has_government, completion_reward, is_subject_of
Source: game
File: common/national_focus/iceland.txt

Code:
focus = {
	id = ICE_fighting_as_equals
	icon = GFX_focus_ICE_fighting_as_equals
	prerequisite = {
		focus = ICE_not_standing_idly_by
	}
	x = -1
	y = 1
	relative_position_id = ICE_not_standing_idly_by
	bypass = {
		NOT = {
			is_subject_of = DEN
		}
	}
	cost = 10
	available = {
		OR = {
			has_government = democratic neutrality
		}
		is_subject_of = DEN
		has_war = yes
	}
	search_filters = {

	}
	completion_reward = {
		DEN = {
			country_event = {
				id = iceland_events.6
				hours = 1
			}
		}
		custom_effect_tooltip = ICE_fighting_as_equals_tt
	}
}
### Entity: Event
Component: KMT_event.88
Constructs: is_triggered_only, ai_chance, has_completed_focus, has_war_with, add_political_power, has_political_power, add_to_variable, add_faction_influence_ratio
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = KMT_event.88
	title = SEA_china_warlords.1.t
	desc = SEA_china_warlords.1.desc
	picture = GFX_report_event_chinese_soldiers_running
	is_triggered_only = yes
	option = {
		name = SEA_china_warlords.1.a
		trigger = {
			faction_influence_ratio = > 0.0499
			has_political_power = > 49
		}
		custom_effect_tooltip = CUF_debuff_tt
		add_to_variable = {
			global.CHI_CUF = -0.02
		} {
			global.CHI_CUF2 = -0.04
		}
		add_faction_influence_ratio = -0.05
		add_political_power = -50
		set_country_flag = CHI_puppet_reject
		FROM = {
			country_event = {
				id = KMT_event.89
				hours = 2
				random_hours = 5
			}
		}
		ai_chance = {
			base = 1
			modifier = {
				has_completed_focus = CHI_opposition
				add = 2
			} {
				has_completed_focus = CHI_proclaim_rival_government
				add = 4
			} {
				has_completed_focus = CHI_cooperation_with_the_communists
				add = 1
			} {
				has_completed_focus = CHI_join_the_chinese_soviet
				add = 2.5
			}
		}
	} {
		name = SEA_china_warlords.1.b
		ai_chance = {
			base = 2
			modifier = {
				OR = {
					has_war_with = FROM
					is_subject = yes
				}
				factor = 0
			} {
				has_completed_focus = CHI_cooperation_with_the_nationalists
				add = 2
			} {
				has_completed_focus = CHI_join_the_republican_government
				add = 2
			} {
				has_opinion = {
					target = FROM
					value = > 79
				}
				add = 0.5
			} {
				FROM = {
					faction_influence_ratio = > 0.2
				}
				add = 0.5
			} {
				FROM = {
					faction_influence_ratio = > 0.3
				}
				add = 1
			} {
				FROM = {
					faction_influence_ratio = > 0.45
				}
				add = 2
			} {
				FROM = {
					faction_influence_ratio = > 0.6
				}
				add = 6
			} {
				check_variable = {
					FROM.warlord_subjects^num = < 1
				}
				add = 2.5
			} {
				check_variable = {
					FROM.warlord_subjects^num = < 2
				}
				add = 1.5
			} {
				check_variable = {
					FROM.warlord_subjects^num = < 3
				}
				add = 1
			} {
				check_variable = {
					FROM.warlord_subjects^num = < 4
				}
				add = 0.25
			} {
				check_variable = {
					FROM.warlord_subjects^num = > 4
				}
				factor = 0.85
			}
		}
		FROM = {
			set_autonomy = {
				target = PREV
				autonomy_state = autonomy_sea_warlord_subject
				freedom_level = 0.65
				end_wars = no
				end_civil_wars = no
			}
			add_to_array = {
				warlord_subjects = PREV
			}
			country_event = {
				id = SEA_china_war
# ... (truncated)
### Entity: National Focus
Tree: ven_focus
Component: VEN_attack_germany
Constructs: prerequisite, has_government, completion_reward, is_puppet, is_in_faction_with, has_army_manpower, create_wargoal, puppet_wargoal_focus
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_attack_germany
	icon = GFX_focus_attack_germany
	x = 24
	y = 12
	cost = 10
	available = {
		is_puppet = no
		GER = {
			has_government = fascism
			NOT = {
				is_in_faction_with = ROOT
			}
		}
		has_army_manpower = {
			size = > 150000
		}
	}
	prerequisite = {
		focus = VEN_anti_submarine
	}
	mutually_exclusive = {
		focus = VEN_attack_japan
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	ai_will_do = {
		factor = 10
	}
	will_lead_to_war_with = GER
	completion_reward = {
		create_wargoal = {
			type = puppet_wargoal_focus
			target = GER
			expire = 0
		}
	}
}
### Entity: Event
Component: romania.5
Constructs: is_triggered_only, ai_chance, is_historical_focus_on
Source: game
File: events/Romania.txt

Code:
country_event = {
	id = romania.5
	title = romania.5.t
	desc = romania.5.d
	picture = [GetHitlerCroatianHandshakeEventPicture]
	is_triggered_only = yes
	option = {
		name = romania.5.a
		ai_chance = {
			factor = 90
		}
		effect_tooltip = {
			BUL = {
				transfer_state = 77
			}
		}
		BUL = {
			country_event = {
				days = 1
				id = bulgaria.1
			}
		}
	} {
		name = romania.5.b
		ai_chance = {
			factor = 10
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
		BUL = {
			country_event = {
				days = 1
				id = bulgaria.2
			}
		}
	}
}
### Entity: Event
Component: BBA_italy_naval_cooperation_programs.03
Constructs: is_triggered_only, add_opinion_modifier
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_naval_cooperation_programs.03
	title = BBA_italy_naval_cooperation_programs.03.t
	desc = BBA_italy_naval_cooperation_programs.03.desc
	picture = GFX_report_event_ast_navy
	is_triggered_only = yes
	option = {
		name = BBA_italy_naval_cooperation_programs.03.a
		effect_tooltip = {
			add_opinion_modifier = {
				target = FROM
				modifier = BUL_rejected_our_proposal
			}
		}
	}
}
### Entity: Focus Titlebar Style
Component: NORDIC_focus_style
Source: game
File: common/national_focus/00_titlebar_styles.txt

Code:
style = {
	name = NORDIC_focus_style
	unavailable = GFX_focus_unavailable_joint
	completed = GFX_focus_completed_joint
	available = GFX_focus_can_start_joint
	current = GFX_focus_current_joint
}
### Entity: Scripted Trigger
Component: EAI_FOCUS_AIR_DOCTRINE_air_subdoctrine_fighter_bombers
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_air_triggers.txt

Code:
EAI_FOCUS_AIR_DOCTRINE_air_subdoctrine_fighter_bombers = {
	always = no
	NOT = {
		EAI_air_doctrine_progress_limit = yes
	}
	EAI_FOCUS_AIR_DOCTRINE_has_correct_grand_doctrine = yes
}
### Entity: Idea
Component: FIN_hidden_dd_and_coastal_defense_production_ns_no_mtg
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/finland.txt

Code:
FIN_hidden_dd_and_coastal_defense_production_ns_no_mtg = {
	name = FIN_finnish_navy
	removal_cost = -1
	picture = FIN_finnish_navy
	allowed = {
		original_tag = FIN
	}
	allowed_civil_war = {
		always = yes
	}
	equipment_bonus = {
		screen_ship = {
			instant = yes
			build_cost_ic = -0.1
		}
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_the_unification_of_the_balkans
Constructs: prerequisite, limit, remove_ideas, completion_reward, is_subject, has_idea, is_in_faction_with, every_other_country
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_the_unification_of_the_balkans
	prerequisite = {
		focus = BUL_united_we_shall_prevail
	}
	icon = GFX_focus_BUL_the_unification_of_the_balkans
	relative_position_id = BUL_united_we_shall_prevail
	x = 0
	y = 1
	cost = 10
	mutually_exclusive = {
		focus = BUL_free_balkan_states
	}
	available = {
		is_subject = no
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = BUL_second_national_catastrophe
			}
			effect_tooltip = {
				remove_ideas = BUL_second_national_catastrophe
			}
		} {
			limit = {
				any_other_country = {
					BUL_is_balkan_nation = yes
					is_in_faction_with = ROOT
				}
			}
			every_other_country = {
				limit = {
					BUL_is_balkan_nation = yes
					is_in_faction_with = ROOT
				}
				country_event = {
					id = bftb_bulgaria_balkan_federation.5
					hours = 6
					random_hours = 6
				}
			}
		}
		else_if = {
			limit = {
				has_idea = BUL_second_national_catastrophe_02
			}
			remove_ideas = BUL_second_national_catastrophe_02
		}
		custom_effect_tooltip = BUL_the_unification_of_the_balkans_cores_tt
		every_state = {
			limit = {
				BUL_is_balkan_state = yes
				NOT = {
					is_core_of = ROOT
				}
			}
			hidden_effect = {
				ROOT = {
					add_state_core = PREV
				}
				if = {
					limit = {
						is_claimed_by = ROOT
					}
					remove_claim_by = ROOT
				}
			}
		}
		else = {
			custom_effect_tooltip = BUL_the_unification_of_the_balkans_event_tt
		}
		set_country_flag = BUL_ubf_flag
		BUL_set_appropriate_cosmetic_tag = yes
		hidden_effect = {
			news_event = {
				id = bftb_news.10
				hours = 24
				random_hours = 4
			}
		}
	}
}
### Entity: AI Strategy
Component: SOV_wants_civ
Source: game
File: common/ai_strategy/SOV.txt

Code:
SOV_wants_civ = {
	allowed = {
		original_tag = SOV
	}
	enable = {
		date = < 1938.9.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 85
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_expand_african_reach
Constructs: prerequisite, limit, has_war_with, completion_reward, is_subject, every_other_country, is_in_faction_with, is_guaranteed_by
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_expand_african_reach
	icon = GFX_focus_GER_schutztruppe
	prerequisite = {
		focus = GER_break_anglo_french_colonial_hegemony_ww
	}
	x = 2
	y = 2
	relative_position_id = GER_break_anglo_french_colonial_hegemony_ww
	cost = 5
	available = {
		is_subject = no
	}
	bypass = {
		539 = {
			OR = {
				controller = {
					has_war_with = ROOT
				}
				state_is_fully_controlled_by_ROOT_subject_or_faction_member = yes
			}
		}
		772 = {
			OR = {
				controller = {
					has_war_with = ROOT
				}
				state_is_fully_controlled_by_ROOT_subject_or_faction_member = yes
			}
		}
		660 = {
			OR = {
				controller = {
					has_war_with = ROOT
				}
				state_is_fully_controlled_by_ROOT_subject_or_faction_member = yes
			}
		}
		774 = {
			OR = {
				controller = {
					has_war_with = ROOT
				}
				state_is_fully_controlled_by_ROOT_subject_or_faction_member = yes
			}
		}
		771 = {
			OR = {
				controller = {
					has_war_with = ROOT
				}
				state_is_fully_controlled_by_ROOT_subject_or_faction_member = yes
			}
		}
		770 = {
			OR = {
				controller = {
					has_war_with = ROOT
				}
				state_is_fully_controlled_by_ROOT_subject_or_faction_member = yes
			}
		}
		981 = {
			OR = {
				controller = {
					has_war_with = ROOT
				}
				state_is_fully_controlled_by_ROOT_subject_or_faction_member = yes
			}
		}
		545 = {
			OR = {
				controller = {
					has_war_with = ROOT
				}
				state_is_fully_controlled_by_ROOT_subject_or_faction_member = yes
			}
		}
		901 = {
			OR = {
				controller = {
					has_war_with = ROOT
				}
				state_is_fully_controlled_by_ROOT_subject_or_faction_member = yes
			}
		}
		900 = {
			OR = {
				controller = {
					has_war_with = ROOT
				}
				state_is_fully_controlled_by_ROOT_subject_or_faction_member = yes
			}
		}
		902 = {
			OR = {
				controller = {
					has_war_with = ROOT
				}
				state_is_fully_controlled_by_ROOT_subject_or_faction_member = yes
			}
		}
		558 = {
			OR = {
				controller = {
					has_war_with = ROOT
				}
				state_is_fully_controlled_by_ROOT_subject_or_faction_member = yes
			}
		}
		776 = {
			OR = {
				controller = {
					has_war_with = ROOT
				}
				state_is_fully_controlled_by_ROOT_subject_or_faction_member = yes
			}
		}
		274 = {
			OR = {
				controller = {
					has_war_with = ROOT
				}
				state_is_fully_controlled_by_ROOT_subject_or_faction_member = yes
			}
		}
		548 = {
			OR = {
			
# ... (truncated)
### Entity: Military Industrial Organization
Component: NZL_port_chalmers_shipbuilding_organization
Constructs: has_dlc
Source: game
File: common/military_industrial_organization/organizations/NZL_organization.txt

Code:
NZL_port_chalmers_shipbuilding_organization = {
	name = NZL_port_chalmers_shipbuilding
	include = generic_task_force_ship_organization
	icon = GFX_idea_NZL_port_chalmers_shipbuilding
	allowed = {
		original_TAG = NZL
		has_dlc = Together for Victory
	}
}
### Entity: Event
Component: BBA_ethiopia_exile_events.14
Constructs: is_triggered_only, ai_chance, random_days
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_exile_events.14
	title = BBA_ethiopia_exile_events.14.t
	desc = BBA_ethiopia_exile_events.14.desc
	is_triggered_only = yes
	picture = GFX_report_event_generic_sign_treaty1
	option = {
		name = BBA_ethiopia_exile_events.14.a
		ai_chance = {
			base = 5
		}
		FROM = {
			country_event = {
				id = BBA_ethiopia_exile_events.15
				days = 3
				random_days = 5
			}
		}
	} {
		name = BBA_ethiopia_exile_events.14.b
		ai_chance = {
			base = 5
		}
		FROM = {
			country_event = {
				id = BBA_ethiopia_exile_events.16
				days = 3
				random_days = 5
			}
		}
	}
}
### Entity: Idea
Component: JAP_joint_civilian_investment_idea
Constructs: removal_cost
Source: game
File: common/ideas/r56_japan.txt

Code:
JAP_joint_civilian_investment_idea = {
	name = Shared Investment Plan
	picture = generic_local_self_management
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		production_speed_arms_factory_factor = 0.1
		production_speed_industrial_complex_factor = 0.1
		production_speed_dockyard_factor = 0.1
	}
}
### Entity: Scripted Localization
Component: defined_text
Constructs: has_completed_focus, has_government, has_country_flag, has_country_leader
Source: game
File: common/scripted_localisation/SEA_JAP_scripted_loc.txt

Code:
defined_text = {
	name = GetImperialInfluenceRulerName
	text = {
		trigger = {
			has_country_leader = {
				ruling_only = yes
				character = JAP_empress_nagako
			}
		}
		localization_key = JAP_empress_nagako
	} {
		trigger = {
			has_country_flag = JAP_yasuhito_is_the_current_regent_or_emperor_flag
		}
		localization_key = JAP_emperor_yasuhito
	} {
		trigger = {
			has_country_flag = JAP_nobuhito_is_the_current_regent_or_emperor_flag
		}
		localization_key = JAP_emperor_nobuhito
	} {
		trigger = {
			has_government = communism
			NOT = {
				has_completed_focus = JAP_the_labor_farmer_faction_ascendant
			}
		}
		localization_key = JAP_kyuichi_tokuda
	} {
		trigger = {
			has_government = communism
			has_completed_focus = JAP_the_labor_farmer_faction_ascendant
		}
		localization_key = JAP_kanson_arahata
	} {
		localization_key = JAP_emperor_hirohito
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_SILO_15
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_SILO_15 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_SILO
			value = 15
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = fuel_silo
		value = 15
	}
}
### Entity: Event
Component: NSB_poland_communist_events.3
Constructs: is_triggered_only, ai_chance, is_major, fire_only_once, has_army_size, is_in_faction_with, is_in_faction, annex_country
Source: game
File: events/NSB_Poland.txt

Code:
country_event = {
	id = NSB_poland_communist_events.3
	title = NSB_poland_communist_events.3.t
	desc = NSB_poland_communist_events.3.desc
	picture = GFX_report_event_generic_peaceful_annexation
	fire_only_once = no
	is_triggered_only = yes
	option = {
		name = NSB_poland_communist_events.3.a
		ai_chance = {
			base = 30
			modifier = {
				add = -25
				POL = {
					has_army_size = {
						size = < 40
					}
				}
			} {
				add = 100
				POL = {
					has_army_size = {
						size = > 39
					}
				}
			} {
				add = 20
				is_in_faction_with = POL
			} {
				factor = 0.1
				is_in_faction = yes
			}
		}
		effect_tooltip = {
			FROM = {
				annex_country = {
					target = ROOT
					transfer_troops = yes
				}
			}
		}
		hidden_effect = {
			FROM = {
				country_event = NSB_poland_communist_events.301
			}
		}
		custom_effect_tooltip = GAME_OVER_TT
	} {
		name = NSB_poland_communist_events.3.b
		ai_chance = {
			base = 10
			modifier = {
				POL = {
					has_army_size = {
						size = > 39
					}
				}
				factor = 0.5
			} {
				add = 20
				POL = {
					has_army_size = {
						size = < 30
					}
				}
			} {
				factor = 2
				is_in_faction = yes
				NOT = {
					is_in_faction_with = POL
				}
			} {
				any_other_country = {
					has_guaranteed = ROOT
				}
				factor = 5
			} {
				any_other_country = {
					is_major = yes
					has_guaranteed = ROOT
				}
				factor = 5
			} {
				is_subject_of = POL
				factor = 0
			}
		}
		effect_tooltip = {
			FROM = {
				create_wargoal = {
					type = annex_everything
					target = ROOT
				}
			}
		}
		hidden_effect = {
			FROM = {
				country_event = NSB_poland_communist_events.302
			}
		}
	}
}