Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: DOD_romania.162
Constructs: is_triggered_only, ai_chance, add_to_faction, add_to_war
Source: game
File: events/DOD_Romania.txt

Code:
country_event = {
	id = DOD_romania.162
	title = DOD_romania.162.t
	desc = DOD_romania.162.desc
	picture = GFX_report_event_german_reichstag_gathering
	is_triggered_only = yes
	immediate = {

	}
	option = {
		name = DOD_romania.162.a
		ai_chance = {
			base = 100
		}
		event_target:romania_new_ally_target = {
			add_to_faction = ROOT
			ROOT = {
				add_to_war = {
					targeted_alliance = PREV
					enemy = FROM
					hostility_reason = asked_to_join
				}
			}
		}
	}
}
### Entity: State History
Component: 343
Constructs: add_core_of
Source: game
File: history/states/343-Afyon.txt

Code:
state = {
	id = 343
	name = STATE_343
	manpower = 1298543
	resources = {
		chromium = 25
		coal = 1
	}
	state_category = rural
	history = {
		owner = TUR
		victory_points = {
			10041 1
		} {
			9878 5
		} {
			3856 3
		}
		buildings = {
			infrastructure = 2
			industrial_complex = 1
		}
		add_core_of = TUR
	}
	provinces = {
		856 981 3856 3983 6877 6945 9878 10041 11796 11831 11907
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_natal_naval_base
Constructs: prerequisite, has_war, limit, has_war_with, add_opinion_modifier, completion_reward, is_owned_and_controlled_by, has_military_access_to
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_natal_naval_base
	icon = GFX_focus_generic_air_bases
	prerequisite = {
		focus = BRA_washington_accords
	}
	x = -2
	y = 1
	relative_position_id = BRA_washington_accords
	cost = 5
	ai_will_do = {
		factor = 15
	}
	available = {
		USA = {
			exists = yes
		} {
			has_war = yes
		}
		NOT = {
			has_war_with = USA
		}
		498 = {
			is_owned_and_controlled_by = ROOT
		}
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		IF = {
			limit = {
				USA = {
					NOT = {
						has_military_access_to = ROOT
					}
				}
			}
			ROOT = {
				give_military_access = USA
			}
			USA = {
				add_opinion_modifier = {
					target = ROOT
					modifier = natal_airbase_modifier
				}
			}
		} {
			limit = {
				ENG = {
					NOT = {
						has_military_access_to = ROOT
					}
					is_in_faction_with = USA
				}
			}
			ROOT = {
				give_military_access = ENG
			}
			ENG = {
				add_opinion_modifier = {
					target = ROOT
					modifier = natal_airbase_modifier
				}
			}
		} {
			limit = {
				498 = {
					free_building_slots = {
						building = air_base
						size = > 2
					}
				}
			}
			498 = {
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = air_base
					level = 3
					instant_build = yes
				}
			}
			ELSE_IF = {
				limit = {
					498 = {
						free_building_slots = {
							building = air_base
							size = > 1
						}
					}
				}
				498 = {
					add_extra_state_shared_building_slots = 2
					add_building_construction = {
						type = air_base
						level = 2
						instant_build = yes
					}
				}
			} {
				limit = {
					498 = {
						free_building_slots = {
							building = air_base
							size = > 0
						}
					}
				}
				498 = {
					add_extra_state_shared_building_slots = 2
					add_building_construction = {
						type = air_base
						level = 1
						instant_build = yes
					}
				}
			}
		}
		add_tech_bonus = {
			name = JUNO_natal_base_sharing
			bonus = 0.5
			uses = 2
			category = air_equipment
		}
	}
}
### Entity: Decision
Component: form_united_central_america_category
Constructs: has_dlc, has_global_flag, complete_effect, set_cosmetic_tag, add_core_of, set_global_flag, add_claim_by
Source: game
File: common/decisions/formable_nation_decisions.txt

Code:
form_united_central_america_category = {
	form_united_central_america = {
		icon = generic_form_nation
		allowed = {
			OR = {
				original_tag = GUA ELS HON NIC COS BLZ
			}
			has_dlc = Waking the Tiger
		}
		visible = {
			NOT = {
				has_global_flag = form_united_central_america_flag
			}
		}
		available = {
			controls_state = 313 314 312 317 316
		}
		complete_effect = {
			set_cosmetic_tag = USC_UNIFIED
			313 = {
				add_core_of = ROOT
			}
			314 = {
				add_core_of = ROOT
			}
			312 = {
				add_core_of = ROOT
			}
			317 = {
				add_core_of = ROOT
			}
			316 = {
				add_core_of = ROOT
			}
			311 = {
				add_core_of = ROOT
			}
			hidden_effect = {
				news_event = {
					id = wtt_news.59
					hours = 6
				}
				set_global_flag = form_united_central_america_flag
			}
		}
		ai_will_do = {
			factor = 200
		}
	}
	integrate_northern_gran_colombia = {
		icon = GFX_decision_eng_trade_unions_support
		allowed = {
			OR = {
				original_tag = GUA ELS HON NIC COS BLZ
			}
			has_dlc = Waking the Tiger
		}
		visible = {
			has_global_flag = form_united_central_america_flag
			NOT = {
				has_global_flag = integrated_panama_flag
			}
		}
		available = {
			controls_state = 304
		}
		complete_effect = {
			304 = {
				add_core_of = ROOT
			}
			685 = {
				add_core_of = ROOT
			}
			hidden_effect = {
				set_global_flag = integrated_panama_flag
			}
		}
		ai_will_do = {
			factor = 500
		}
	}
	integrate_yucatan = {
		icon = GFX_decision_eng_trade_unions_support
		allowed = {
			OR = {
				original_tag = GUA ELS HON NIC COS BLZ
			}
			has_dlc = Waking the Tiger
		}
		visible = {
			has_global_flag = form_united_central_america_flag
			NOT = {
				has_global_flag = integrated_yucatan_flag
			}
		}
		available = {
			controls_state = 474
		}
		complete_effect = {
			474 = {
				add_core_of = ROOT
			}
			475 = {
				add_claim_by = ROOT
			}
			hidden_effect = {
				set_global_flag = integrated_yucatan_flag
			}
		}
		ai_will_do = {
			factor = 500
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_500
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_500 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 500
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 500
	}
}
### Entity: Character
Component: TML_Ernesto_Nogueira
Source: game
File: common/characters/TML.txt

Code:
TML_Ernesto_Nogueira = {
	name = Ernesto Nogueira
	portraits = {
		army = {
			small = gfx/interface/ideas/generic/advisors/r56_generic_land_commander_africa_1.dds
		}
	}
	advisor = {
		slot = theorist
		idea_token = TML_Ernesto_Nogueira
		ledger = army
		allowed = {
			original_tag = TML
		}
		traits = {
			military_theorist
		}
		ai_will_do = {
			factor = 1
		}
	}
}
### Entity: Event
Component: DOD_romania.110
Constructs: is_triggered_only, ai_chance, is_in_faction_with
Source: game
File: events/DOD_Romania.txt

Code:
country_event = {
	id = DOD_romania.110
	title = DOD_romania.110.t
	desc = DOD_romania.110.desc
	picture = [GetHitlerHandshakeEventPicture]
	is_triggered_only = yes
	option = {
		name = DOD_romania.110.a
		ai_chance = {
			factor = 90
			modifier = {
				is_in_faction_with = CZE
				factor = 0
			}
		}
		ROM = {
			country_event = DOD_romania.111
		}
	} {
		name = DOD_romania.110.b
		ai_chance = {
			factor = 10
		}
		ROM = {
			country_event = DOD_romania.113
		}
	}
}
### Entity: National Focus
Component: afghanistan_tree
Constructs: shared_focus, has_completed_focus, division_template, every_owned_state, add_equipment_to_stockpile, prerequisite, has_war, limit
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus_tree = {
	id = afghanistan_tree
	country = {
		factor = 0
		modifier = {
			add = 10
			tag = AFG
			has_dlc = Graveyard of Empires
		}
	}
	default = no
	continuous_focus_position = {
		x = 0
		y = 2500
	}
	shared_focus = SSB_the_saadabad_pact
	focus = {
		id = AFG_expand_telegraph_network
		icon = GFX_focus_AFG_telegraph
		x = -21
		y = 0
		cost = 5
		ai_will_do = {
			factor = 10
		}
		available = {

		}
		search_filters = {
			FOCUS_FILTER_HISTORICAL FOCUS_FILTER_INDUSTRY
		}
		completion_reward = {
			every_owned_state = {
				limit = {
					is_owned_and_controlled_by = AFG
				}
				custom_effect_tooltip = AFG_modify_er_ns_intro
				add_to_variable = {
					AFG_state_development_production_speed = 0.05
					tooltip = MODIFIER_STATE_PRODUCTION_SPEED_BUILDINGS_FACTOR_tt
				} {
					AFG_state_development_state_resources_factor = 0.05
					tooltip = MODIFIER_STATE_RESOURCES_FACTOR_tt
				} {
					AFG_state_production_speed_infrastructure_factor = 0.05
					tooltip = production_speed_infrastructure_factor_tt
				}
			}
		}
	} {
		id = AFG_sugar_processing
		icon = GFX_focus_AFG_sugar_factory
		prerequisite = {
			focus = AFG_expand_telegraph_network
		}
		x = 1
		y = 1
		relative_position_id = AFG_expand_telegraph_network
		cost = 10
		ai_will_do = {
			factor = 10
		}
		available = {

		}
		search_filters = {
			FOCUS_FILTER_HISTORICAL FOCUS_FILTER_INDUSTRY
		}
		completion_reward = {
			random_core_state = {
				limit = {
					free_building_slots = {
						building = industrial_complex
						size = > 0
						include_locked = yes
					}
					is_owned_and_controlled_by = ROOT
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt available_industrial_concern
			alter_subsistence_economy_modifier_industrialize = yes
			show_ideas_tooltip = AFG_baghlan_sugar_factory_idea
		}
	} {
		id = AFG_fruit_packing
		icon = GFX_focus_AFG_fruit_processing
		prerequisite = {
			focus = AFG_expand_telegraph_network
		}
		x = -1
		y = 1
		relative_position_id = AFG_expand_telegraph_network
		cost = 10
		ai_will_do = {
			factor = 10
		}
		available = {

		}
		search_filters = {
			FOCUS_FILTER_HISTORICAL FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
		}
		completion_reward = {
			add
# ... (truncated)
### Entity: Character
Component: GRN_frederik_lynge
Source: game
File: common/characters/GRN.txt

Code:
GRN_frederik_lynge = {
	name = Frederik Lynge
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_6
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = GRN_frederik_lynge
		allowed = {
			original_tag = GRN
		}
		available = {

		}
		ai_will_do = {
			factor = 3
		}
		traits = {
			mining_engineer
		}
	}
}
### Entity: Special Project
Component: sp_land_generic_reward_engine_bonus_3
Constructs: fire_only_once, has_project_flag, equipment_bonus, maximum_speed, add_breakthrough_progress, set_project_flag
Source: game
File: common/special_projects/prototype_rewards/generic_land_prototype_rewards.txt

Code:
sp_land_generic_reward_engine_bonus_3 = {
	fire_only_once = yes
	threshold = {
		min = 50
		max = 100
	}
	weight = {
		base = @base_reward_weight
		modifier = {
			factor = @reward_weight_factor_theme
			has_project_flag = sp_land_generic_reward_engine_bonus_flag
		}
	}
	option = {
		token = sp_land_generic_reward_option_engine_bonus
		iteration_output = {
			equipment_bonus = {
				armor = {
					maximum_speed = 0.03
					reliability = 0.03
				}
			}
			country_effects = {
				add_breakthrough_progress = {
					specialization = specialization_land
					value = sp_breakthrough_progress.medium
				}
				FROM = {
					set_project_flag = sp_land_generic_reward_engine_bonus_flag
				}
			}
		}
	}
}
### Entity: Idea
Component: SLO_zbrojnica_roth
Constructs: research_bonus
Source: game
File: common/ideas/slovakia.txt

Code:
SLO_zbrojnica_roth = {
	picture = generic_infantry_equipment_manufacturer_3
	allowed = {
		original_tag = SLO
	}
	available = {

	}
	research_bonus = {
		infantry_weapons = 0.15
	}
	traits = {
		infantry_equipment_manufacturer
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_iron_wall
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_iron_wall
	icon = GFX_focus_SWE_hedgehog_defense
	prerequisite = {
		focus = BEL_belgian_gates
	}
	relative_position_id = BEL_belgian_gates
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	x = 0
	y = 1
	cost = 5
	available = {

	}
	completion_reward = {
		custom_effect_tooltip = generic_skip_one_line_tt BEL_modify_defensive_neutrality_dynamic_modifier_tt
		add_to_variable = {
			BEL_defensive_neutrality_max_dig_in = 1
			tooltip = max_dig_in_tt
		} {
			BEL_defensive_neutrality_production_speed_bunker_factor = 0.05
			tooltip = production_speed_bunker_factor_tt
		} {
			BEL_defensive_neutrality_land_bunker_effectiveness_factor = 0.05
			tooltip = land_bunker_effectiveness_factor_tt
		}
	}
}
### Entity: Shared Focus
Component: CARIB_legacy_of_piracy
Constructs: shared_focus, prerequisite, limit, add_ideas, completion_reward, has_idea, has_tech, allow_branch
Source: game
File: common/national_focus/r56_caribbean_shared.txt

Code:
shared_focus = {
	id = CARIB_legacy_of_piracy
	icon = GFX_goal_generic_navy_submarine
	cost = 10
	prerequisite = {
		focus = CARIB_naval_buildup
	}
	relative_position_id = CARIB_naval_buildup
	x = 0
	y = 1
	text_icon = NORDIC_focus_style
	available = {
		NOT = {
			has_idea = generic_recent_economic_unification
		}
		num_of_controlled_states = > 2
		has_tech = construction3
	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 0
			all_owned_state = {
				OR = {
					is_coastal = no
					dockyard = < 1
				}
			}
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				dockyard = > 0
				free_building_slots = {
					building = dockyard
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			}
		}
		add_ideas = JAP_supply_disruption
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
}
### Entity: Character
Component: small_tank_producer_defense_0
Constructs: equipment_bonus, maximum_speed
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
small_tank_producer_defense_0 = {
	random = no
	equipment_bonus = {
		light_tank_chassis = {
			maximum_speed = 0.05
			defense = 0.05
		}
		light_tank_artillery_chassis = {
			maximum_speed = 0.05
			defense = 0.05
		}
		light_tank_destroyer_chassis = {
			maximum_speed = 0.05
			defense = 0.05
		}
		light_tank_aa_chassis = {
			maximum_speed = 0.05
			defense = 0.05
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: ERI_ar
Source: game
File: common/characters/ERI.txt

Code:
ERI_ar = {
	advisor = {
		slot = high_command
		idea_token = ERI_ar
		ledger = army
		allowed = {
			original_tag = ERI
		}
		traits = {
			army_regrouping_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_5
		}
	}
}
### Entity: Character
Component: TUN_fascist_guy
Constructs: has_government
Source: game
File: common/characters/TUN.txt

Code:
TUN_fascist_guy = {
	advisor = {
		slot = political_advisor
		idea_token = TUN_fascist_guy
		allowed = {
			original_tag = TUN
		}
		traits = {
			fascist_demagogue
		}
		do_effect = {
			not = {
				has_government = fascism
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_arab_2
		}
	}
}
### Entity: National Focus
Tree: bhu_focus
Component: BHU_education_reform
Constructs: prerequisite, completion_reward, add_research_slot, add_tech_bonus
Source: game
File: common/national_focus/bhutan.txt

Code:
focus = {
	id = BHU_education_reform
	icon = GFX_focus_research
	prerequisite = {
		focus = BHU_follow_the_1921_modernization_roadmap
	}
	relative_position_id = BHU_follow_the_1921_modernization_roadmap
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 15
	}
	completion_reward = {
		add_research_slot = 1
		add_tech_bonus = {
			name = UK_secret_focus
			bonus = 0.5
			uses = 1
			category = electronics
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_HISTORICAL
	}
}
### Entity: Character
Component: JAP_kozo_the_ogre_trait
Constructs: conscription_factor, communism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
JAP_kozo_the_ogre_trait = {
	random = no
	sprite = 13
	political_power_factor = 0.1
	conscription_factor = 0.05
	communism_drift = 0.1
}
### Entity: Scripted Trigger
Component: EAI_RESOURCE_has_rubber_shortage
Constructs: check_variable
Source: game
File: common/scripted_triggers/EAI_MISC_triggers.txt

Code:
EAI_RESOURCE_has_rubber_shortage = {
	check_variable = {
		EAI_rubber_resource_shortage = 3
	}
}
### Entity: Modding Documentation
Construct: debug_dumpdiploactions
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## debug_dumpdiploactions
* Not available in release build

Dump diplomatic action data to game log
### Entity: National Focus
Tree: aus_focus
Component: AUS_partition_czechoslovakia_empire
Constructs: prerequisite, completion_reward, has_army_manpower, is_subject, is_ally_with, random_hours
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_partition_czechoslovakia_empire
	icon = GFX_goal_AUS_split_czechoslovakia
	text = AUS_partition_czechoslovakia
	relative_position_id = AUS_a_modern_empire
	x = 0
	y = 1
	prerequisite = {
		focus = AUS_a_modern_empire
	}
	will_lead_to_war_with = CZE
	available = {
		has_army_manpower = {
			size = > 124999
		}
		is_subject = no
	}
	bypass = {
		CZE = {
			OR = {
				exists = no
				is_ally_with = AUS
			}
		}
	}
	cost = 10
	completion_reward = {
		HUN = {
			country_event = {
				id = austria.27
				days = 1
				random_hours = 12
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_COMBINED_target_country_C0U
Constructs: check_variable
Source: game
File: common/ai_strategy/EAI_MILITARY_strategies.txt

Code:
EAI_MILITARY_COMBINED_target_country_C0U = {
	enable = {
		check_variable = {
			EAI_MILITARY_COMBINED_target_countries^num = > 0
		}
		NOT = {
			check_variable = {
				EAI_MILITARY_COMBINED_target_countries^30 = 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = invade
		id = C0U
		value = 15000
	} {
		type = invade
		id = C0U
		value = 200
	}
}
### Entity: National Focus
Tree: mpl_focus
Component: MPL_wauchope_resigns
Constructs: prerequisite, limit, completion_reward, add_political_power, is_subject, check_variable, cancel_if_invalid, retire_ideology_leader
Source: game
File: common/national_focus/mandate_of_palestine.txt

Code:
focus = {
	id = MPL_wauchope_resigns
	icon = GFX_goal_MPL_mandate_flag
	relative_position_id = MPL_arab_farmland
	x = 0
	y = 1
	prerequisite = {
		focus = MPL_arab_farmland
	}
	available = {
		is_subject = yes
		custom_trigger_tooltip = {
			tooltip = MPL_above_80
			check_variable = {
				MPL_order_level = > 80
			}
		}
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	cost = 10
	completion_reward = {
		add_political_power = 100
		custom_effect_tooltip = generic_skip_one_line_tt
		retire_ideology_leader = neutrality
		promote_character = MPL_harold_macmichael
		set_country_flag = MPL_wauchope_resigned
		add_power_balance_value = {
			id = MPL_power_balance
			value = -0.1
			tooltip_side = MPL_arab_side
		}
		if = {
			limit = {
				has_variable = MPL_order_level
			}
			custom_effect_tooltip = MPL_order_up_5
			add_to_variable = {
				MPL_order_level = 5
			}
			clamp_variable = {
				var = MPL_order_level
				min = 0
				max = 100
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: hol_focus
Component: HOL_domestic_innovation
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_research_slot
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_domestic_innovation
	prerequisite = {
		focus = HOL_the_east_indies_war_machine HOL_fokker HOL_daf HOL_the_east_indies_war_machine_taog
	}
	available = {
		num_of_factories = > 50
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	icon = GFX_focus_research
	x = -1
	y = 2
	relative_position_id = HOL_fokker
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: Order of Battle
Component: 23rd Army Tank Brigade
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/ENG_1939_nsb.txt

Code:
division = {
	name = 23rd Army Tank Brigade
	location = 6384
	division_template = Tank Brigade
	start_experience_factor = 0.2
	force_equipment_variants = {
		light_tank_chassis_2 = {
			owner = ENG
			version_name = Mathilda I
		}
	}
}
### Entity: Event
Component: axis_minors_ruthenia.3
Constructs: is_triggered_only, ai_chance, limit, is_historical_focus_on, set_country_flag, is_ai, create_wargoal, take_state_focus
Source: game
File: events/r56_ruthenia.txt

Code:
country_event = {
	id = axis_minors_ruthenia.3
	title = axis_minors_ruthenia.3.t
	desc = axis_minors_ruthenia.3.desc
	picture = GFX_report_event_hungary_refused
	is_triggered_only = yes
	option = {
		name = axis_minors_ruthenia.3.a
		ai_chance = {
			base = 10
			modifier = {
				is_historical_focus_on = yes
				add = -11
			}
		}
		HUN = {
			country_event = {
				id = axis_minors_ruthenia.3
				hours = 2
			}
		} {
			puppet = RUT
		}
		RUT = {
			set_country_flag = RUT_hungarian_pressure
		}
	} {
		name = axis_minors_ruthenia.3.b
		ai_chance = {
			base = 10
			modifier = {
				is_historical_focus_on = yes
				add = 5
			}
		}
		if = {
			limit = {
				RUT = {
					is_ai = yes
				}
			}
			RUT = {
				set_country_flag = r56_UPA_check
			}
		}
		HUN = {
			create_wargoal = {
				type = take_state_focus
				target = RUT
				generator = {
					73
				}
			}
			declare_war_on = {
				target = RUT
				type = take_state_focus
				generator = {
					73
				}
			}
		}
	}
}
### Entity: Peace Conference
Component: peace_action_modifiers
Constructs: has_country_flag
Source: game
File: common/peace_conference/cost_modifiers/ENG_peace.txt

Code:
peace_action_modifiers = {
	ENG_operation_fork = {
		peace_action_type = puppet
		enable = {
			ROOT = {
				original_tag = ENG
			}
			FROM = {
				original_tag = ICE
			}
			FROM.FROM = {
				original_tag = ICE
				has_country_flag = rejected_fork_demand
			}
		}
		cost_multiplier = 0.15
	}
}
### Entity: AI Strategy
Component: DOCTRINE_GB_aifc_assault_concentration
Constructs: has_doctrine, force_concentration_factor
Source: game
File: common/ai_strategy/doctrines.txt

Code:
DOCTRINE_GB_aifc_assault_concentration = {
	enable = {
		has_doctrine = grand_assault
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = force_concentration_factor
		value = 15
	}
}
### Entity: Achievement
Component: do_you_mined
Constructs: has_war_with, is_ironman, has_start_date, has_any_custom_difficulty_setting, has_mined
Source: game
File: common/achievements.txt

Code:
do_you_mined = {
	id = 93
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
	}
	happened = {
		any_country = {
			has_war_with = ROOT
			custom_trigger_tooltip = {
				tooltip = do_you_mined_tt
				ROOT = {
					has_mined = {
						target = PREV
						value = > 999
					}
				}
			}
		}
	}
}
### Entity: Event
Component: tfv_south_africa.13
Constructs: is_triggered_only, ai_chance, has_government, has_country_flag
Source: game
File: events/TFV_South_Africa.txt

Code:
country_event = {
	id = tfv_south_africa.13
	title = tfv_south_africa.13.t
	desc = {
		text = tfv_south_africa.13.desc.a
		trigger = {
			NOT = {
				has_country_flag = GER_sent_support
			}
		}
	} {
		text = tfv_south_africa.13.desc.b
		trigger = {
			has_country_flag = GER_sent_support
		}
	}
	picture = GFX_report_event_military_planning
	is_triggered_only = yes
	option = {
		ai_chance = {
			base = 100
			modifier = {
				NOT = {
					has_government = fascism
				}
				factor = 0
			}
		}
		name = tfv_south_africa.13.a
		trigger = {
			NOT = {
				has_country_flag = GER_sent_support
			} {
				has_country_flag = asked_HOL_for_support
			}
			HOL = {
				OR = {
					fascism = > 0.25
					has_government = fascism
				}
			}
		}
		HOL = {
			country_event = {
				id = tfv_south_africa.12
				hours = 48
			}
		}
	} {
		name = tfv_south_africa.13.b
		ai_chance = {
			base = 30
		}
	}
}