Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Name List
Component: ALS
Source: game
File: common/names/r56_names.txt

Code:
ALS = {
	male = {
		names = {
			Maximilian Felix Erich Gerhard Gunther Otto Walter Wilhelm Heinz Hermann Heinrich Theodor Hans Anton Joachim Max Emil Peter Fritz Otto Adolf Tobias Staffan Marco Karl Achille Adolphe Adrien Aimable Alphonse Amédée Antoine Armand Auguste Augustin Charles Daniel Denis Édouard Elie Étienne Eugène Félicien Félix Fernand François Frédéric Georges Guillaume Gustave Henri Hubert Hugo Jacques Jean Joseph Jules Julien Lazare Léopold Louis Lucien Mathieu Michel Nicolas Patrice Paul Philippe Pierre Robert Thibaut Thierry Thomas
		}
	}
	female = {
		names = {
			Jessica Emma Hanna Sofia Marie Anne Marie Françoise Gisèle Marguerite Marianne Simone Anaïs Irène Nathalie Elsa
		}
	}
	surnames = {
		Muller Schmidt Schneider Fischer Meyer Weber Schulz Wagner Hartmann Rall Barkhorn Becker Hoffmann Graf Erhler Hafner Lipfert Brendel Stotz Kirschner Lang Sturm Beisswenger Duttmann Wilbs Berglen Behrmann Anthoine Baraguey d'Hilliers Bazaine Billot Bosquet Boué de Lapeyrère Bouët-Willaumez Boulanger Bourbaki Bugeaud Caillard Canrobert Courbet Cousin-Montauban de Castellane de Castelnau de Langle de Cary de Montaignac de Saint Arnaud Dubail Dubois Duchêne Dupetit-Thouars Exelmans Forey Gouraud Guillaumat Hamelin Harispe Hoche Humbert
	}
	callsigns = {
		Bubi Assi The Black Devil The Blond Knight Of Lorraine Dolfo Fighter of Libau Petit Rouge Pritzl The Red Baron The Red Battle-flyer The Red Knight Reeste Dragon Flèche Tigre Corbeau Escargot Grenouille Andouillette Hérisson Marte Goupil Pantoufle Soutane Eglantine Taiseux Epervier Aigle Faucon Hiboux
	}
}
### Entity: Event
Component: bftb_turkey.68
Constructs: is_triggered_only, limit, has_government, random_other_country, give_guarantee, set_country_flag
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.68
	title = bftb_turkey.68.t
	desc = bftb_turkey.68.desc
	picture = GFX_report_event_gre_political_upheaval
	is_triggered_only = yes
	option = {
		name = bftb_turkey.68.a
		random_other_country = {
			limit = {
				original_tag = IRQ
				has_government = fascism
			}
			ROOT = {
				give_guarantee = PREV
			}
		}
		hidden_effect = {
			random_other_country = {
				limit = {
					original_tag = IRQ
					has_government = fascism
				}
				set_country_flag = TUR_iraqi_fascists_flag
			}
		}
	}
}
### Entity: Event
Component: WW_hungary.81
Constructs: is_triggered_only, ai_chance, limit, fire_only_once, every_state, is_owned_by, is_core_of, add_core_of
Source: game
File: events/WUW_Hungary.txt

Code:
country_event = {
	id = WW_hungary.81
	title = WW_hungary.81.t
	desc = WW_hungary.81.desc
	picture = GFX_report_event_hungary_parliament
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = WW_hungary.81.a
		ai_chance = {
			factor = 100
		}
		every_state = {
			limit = {
				is_owned_by = FROM
				is_core_of = FROM
				OR = {
					state = 102 853 103 104 804 109 45 83 76 84 764 82 848 153 152 4 975 976 69 9 75 74 72 70 664 71 73 972 155 43 973 974 154 80 89 91 88 852 736 39 850 160 159
				}
			}
			add_core_of = ROOT
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		IF = {
			limit = {
				FROM = {
					has_character = CZE_vojtyech_luzha
				}
			}
			FROM = {
				CZE_vojtyech_luzha = {
					set_nationality = ROOT
				}
			}
		} {
			limit = {
				FROM = {
					has_character = CZE_josef_shnejdarek
				}
			}
			FROM = {
				CZE_josef_shnejdarek = {
					set_nationality = ROOT
				}
			}
		} {
			limit = {
				FROM = {
					has_character = CZE_richard_tesarzhik
				}
			}
			FROM = {
				CZE_richard_tesarzhik = {
					set_nationality = ROOT
				}
			}
		} {
			limit = {
				FROM = {
					has_character = CZE_sergej_vojcechovsky
				}
			}
			FROM = {
				CZE_sergej_vojcechovsky = {
					set_nationality = ROOT
				}
			}
		} {
			limit = {
				FROM = {
					has_character = AUS_valentin_feuerstein
				}
			}
			FROM = {
				AUS_valentin_feuerstein = {
					set_nationality = ROOT
				}
			}
		} {
			limit = {
				FROM = {
					has_character = AUS_eduard_barger
				}
			}
			FROM = {
				AUS_eduard_barger = {
					set_nationality = ROOT
				}
			}
		} {
			limit = {
				FROM = {
					has_character = AUS_karl_eglseer
				}
			}
			FROM = {
				AUS_karl_eglseer = {
					set_nationality = ROOT
				}
			}
		} {
			limit = {
				FROM = {
					has_character = AUS_alfred_jansa
				}
			}
			FROM = {
				AUS_alfred_jansa = {
					set_nationality = ROOT
				}
			}
		} {
			limit = {
				FROM = {
					has_character = AUS_ludwig_von_eimannsberger
				}
			}
			FROM = {
				AUS_ludwig_von_eimannsberger = {
					set_nationality = ROOT
				}
			}
		} {
			limit = {
				FROM = {
					has_character = AUS_lothar_rendulic
				}
			}
			FROM = {
				AUS_lothar_rendulic = {
					set_nationality = ROOT
				}
			}
		} {
			limit = {
				FROM = {
					has_character = MNT_blazo_dukanovic
				}
			}
			FROM = {
				MNT_blazo_dukanovic = {
					set_nationality = ROOT
# ... (truncated)
### Entity: Event
Component: axis_minors_vichy_france.14
Constructs: has_country_flag, fire_only_once, has_global_flag, add_corps_commander_role, set_country_flag
Source: game
File: events/r56_vichy_france.txt

Code:
country_event = {
	id = axis_minors_vichy_france.14
	title = axis_minors_vichy_france.14.t
	desc = axis_minors_vichy_france.12.desc
	picture = GFX_report_event_french_liberation
	trigger = {
		tag = FRA
		NOT = {
			has_country_flag = juin_commander juin_defected
		}
		OR = {
			has_global_flag = germany_refused_second_armistice
			AND = {
				date = > 1941.1.1
				OR = {
					controls_state = 14 15 29 30 24 27 18 17 28 33 23 25 26 20 19 31 22 21 32 735
				}
			}
		}
	}
	mean_time_to_happen = {
		days = 200
	}
	fire_only_once = yes
	option = {
		name = axis_minors_vichy_france.12.a
		add_corps_commander_role = {
			character = FRA_alphonse_juin
			traits = {
				armor_officer career_officer trait_cautious
			}
			skill = 4
			attack_skill = 3
			defense_skill = 2
			planning_skill = 4
			logistics_skill = 4
		}
		army_experience = 5
		set_country_flag = juin_commander
	}
}
### Entity: Character
Component: SIA_puey_ungpakorn
Constructs: limit, has_dlc
Source: game
File: common/characters/SIA.txt

Code:
SIA_puey_ungpakorn = {
	advisor = {
		slot = political_advisor
		idea_token = SIA_puey_ungpakorn
		allowed = {
			original_tag = SIA
		}
		traits = {
			captain_of_industry
		}
		cost = 150
		ai_will_do = {
			factor = 1.0
		}
		on_add = {
			if = {
				limit = {
					has_dlc = Thunder at Our Gates
				}
				SIA_increase_civilian_approval = yes
			}
		}
		on_remove = {
			if = {
				limit = {
					has_dlc = Thunder at Our Gates
				}
				SIA_decrease_civilian_approval = yes
			}
		}
	}
	name = SIA_puey_ungpakorn
	portraits = {
		civilian = {
			small = GFX_portrait_SIA_puey_ungpakorn_small
		}
	}
}
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/User%3AGeneral_Baker.html

Doc:
“Day 1,460. (I think...)
Food abundant. Nails approaching length of my arm. Have had same hair style for past hundred years: long.

Still no contact with the outside world. Am worried that no one has invested in the exploration idea group.

Send help. Running out of duca-... oh wait, nevermind.”

--Sir Charles Beresford, English discoverer of the Americas,
message in a bottle that washed up after the sinking
of HMS Revenge off the coast of Guyana, 1821

General Baker

Status

@OP at #Paradox
|

Forum account

Link
|

Specific interests[edit]
Template engineering

Pretty-fication

Editorial

Subterfuge
### Entity: Trigger Reference
Construct: has_combat_modifier
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_combat_modifier

* Supported Scopes: COMBATANT
* Supported Targets: none

```
check if combatant has modifier
```
### Entity: National Focus
Tree: ice_focus
Component: ICE_recruiting_international_workers
Constructs: every_owned_state, prerequisite, limit, completion_reward, add_manpower
Source: game
File: common/national_focus/iceland.txt

Code:
focus = {
	id = ICE_recruiting_international_workers
	icon = GFX_focus_ETH_callout_to_the_world
	prerequisite = {
		focus = ICE_transformation_of_nature ICE_infiltrating_the_british_isles
	}
	x = -2
	y = 1
	relative_position_id = ICE_transformation_of_nature
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_manpower = 15000
		100 = {
			add_manpower = 10000
		}
		every_owned_state = {
			limit = {
				NOT = {
					state = 100
				}
				is_controlled_by_ROOT_or_ally = yes
			}
			add_manpower = 5000
		}
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_island_hopping_strategy
Constructs: prerequisite, add_ideas, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_philippines.txt

Code:
focus = {
	id = PHI_island_hopping_strategy
	icon = GFX_goal_generic_amphibious_assault
	prerequisite = {
		focus = PHI_defense_of_manila PHI_american_imports
	}
	relative_position_id = PHI_defense_of_manila
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		navy_experience = 10
		add_tech_bonus = {
			name = special_forces_bonus
			bonus = 1
			uses = 2
			category = marine_tech r56_jungle_infantry_tech
		}
		add_ideas = PHI_island_hopping
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_ARMY_XP
	}
}
### Entity: Country History
Country: SOO
Component: SOO_misc
Constructs: limit, set_technology, give_military_access, set_research_slots, has_dlc
Source: game
File: history/countries/SOO - OSSETIA.txt

Code:
# Misc for SOO
capital = 951
give_military_access = SOV
set_research_slots = 3
if = {
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
		basic_light_tank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
		basic_light_tank_chassis = 1
	}
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		early_submarine = 1
		basic_submarine = 1
		early_destroyer = 1
		early_light_cruiser = 1
		early_heavy_cruiser = 1
		early_battleship = 1
		early_battlecruiser = 1
		transport = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		early_ship_hull_submarine = 1
		basic_ship_hull_submarine = 1
		early_ship_hull_light = 1
		early_ship_hull_cruiser = 1
		early_ship_hull_heavy = 1
		mtg_transport = 1
		basic_battery = 1
		basic_torpedo = 1
	}
}
### Entity: Event
Component: denmark.49
Constructs: is_triggered_only
Source: game
File: events/DanishEvents.txt

Code:
country_event = {
	id = denmark.49
	title = denmark.49.t
	desc = denmark.49.d
	picture = GFX_report_event_danish_liberation2
	is_triggered_only = yes
	option = {
		name = denmark.49.a
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_expand_polish_intelligence_no_mtg
Constructs: add_ideas, completion_reward, has_intelligence_agency, allow_branch, has_dlc, create_operative_leader
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_expand_polish_intelligence_no_mtg
	icon = GFX_focus_POL_expand_polish_intelligence
	available = {
		has_intelligence_agency = yes
		surrender_progress = > 0.6
	}
	allow_branch = {
		has_dlc = La Resistance
		NOT = {
			has_dlc = Man the Guns
		}
	}
	x = -2
	y = 0
	relative_position_id = POL_prepare_for_the_inevitable
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	search_filters = {

	}
	completion_reward = {
		add_ideas = {
			POL_expand_intelligence_idea
		}
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = POL_marian_rejewski
		create_operative_leader = {
			bypass_recruitment = yes
			name = Witold Pilecki
			GFX = GFX_operative_portrait_POL_witold_pilecki
			traits = {
				operative_escape_artist operative_infiltrator operative_commando
			}
			nationalities = {
				POL GER
			}
		}
	}
}
### Entity: Scripted Effect
Component: EAI_MAP_japan_invasion_theatres
Constructs: limit, clear_array, set_variable, check_variable
Source: game
File: common/scripted_effects/EAI_MAP_effects.txt

Code:
EAI_MAP_japan_invasion_theatres = {
	clear_array = global.EAI_MAP_japan_invasion_theatres
	resize_temp_array = {
		operations = 1
	}
	for_each_loop = {
		array = operations
		index = _operation_id
		value = v
		set_variable = {
			global.EAI_MAP_japan_invasion_data_start^_operation_id = global.EAI_MAP_japan_invasion_theatres^num
		} {
			global.EAI_MAP_japan_invasion_data_end^_operation_id = global.EAI_MAP_japan_invasion_theatres^num
		}
		if = {
			limit = {
				check_variable = {
					_operation_id = 0
				}
			}
			EAI_MAP_operation_australia_theatre = yes
		}
	}
}
### Entity: AI Strategy
Component: ISR_general_zionists_plan
Constructs: has_country_flag, has_game_rule
Source: game
File: common/ai_strategy_plans/ISR_strategy_plan.txt

Code:
ISR_general_zionists_plan = {
	name = ISR: Israel General Zionists AI Plan
	desc = General Zionists behaviour for Israel.
	allowed = {
		original_tag = ISR
	}
	enable = {
		OR = {
			has_country_flag = ISR_AI_RANDOM_GENERAL_ZIONIST
			has_game_rule = {
				rule = ISR_AI_BEHAVIOR
				option = ISR_GENERAL_ZIONISTS
			}
		}
	}
	ai_national_focuses = {
		ISR_suez_crisis ISR_appeal_to_uk ISR_appeal_to_france ISR_prepare_the_invasion ISR_operation_sinai ISR_a_resounding_victory ISR_stretch_out_the_hand ISR_revolution ISR_call_diaspora_volunteers ISR_consolidate_haganah ISR_ben_gurion_strategy ISR_southern_plan ISR_dealing_with_irgun ISR_form_the_idf ISR_subvert_irgun_influence ISR_purge_irgun ISR_operation_yoav ISR_raise_jewish_militias ISR_israel_military_industries ISR_provisional_government ISR_national_higher_education ISR_building_the_new_homeland ISR_convene_knesset ISR_centre ISR_campaign_women ISR_lean_hatzohar ISR_appeal_middle_class ISR_herzl_followers ISR_the_elections ISR_undo_austerity ISR_link_communities ISR_kibbutz_production ISR_develop_road_infrastructure ISR_womens_rights ISR_secularize_public_laws ISR_develop_gush_dan ISR_firearms_production ISR_elect_president ISR_foreign_experts ISR_economic_liberalisation ISR_promote_electronic_developments ISR_increase_urban_investments ISR_best_of_the_best ISR_draft_constitution ISR_reading_power_station ISR_formalize_military ISR_proffesional_army_training ISR_shift_rightwards ISR_tax_reforms ISR_histardrut_deregulation ISR_further_industry_expansions ISR_middle_class_investments ISR_status_quo_arabs ISR_legacy_of_basel ISR_alone ISR_am_yisrael_hai ISR_special_night_squads ISR_special_forces ISR_form_the_mossad ISR_destroy_nazi
	}
	traits = {
		army_infantry_2 = 100
		silent_workhorse = 50
		smooth_talking_charmer = 30
		army_chief_defensive_2 = 10
	}
	focus_factors = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Idea
Component: EAI_DD_18/modern_tank_artillery_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_18/modern_tank_artillery_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		modern_tank_artillery_chassis = {
			build_cost_ic = -0.45
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_exploit_colombian_rubber
Constructs: prerequisite, completion_reward, has_full_control_of_state, add_resource
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_exploit_colombian_rubber
	icon = GFX_goal_COG_Rubber_Farming
	relative_position_id = VEN_unify_political_command
	x = 1
	y = 2
	cost = 10
	available = {
		has_full_control_of_state = 486
	}
	prerequisite = {
		focus = VEN_bolivarian_development
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_resource = {
			type = rubber
			amount = 20
			state = 486
		}
	}
}
### Entity: Event
Component: NSB_soviet_fascist_tsarist.31
Constructs: is_triggered_only
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_fascist_tsarist.31
	title = NSB_soviet_fascist_tsarist.27.t
	desc = NSB_soviet_fascist_tsarist.31.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = NSB_soviet_fascist_tsarist.31.a
		SOV = {
			country_event = NSB_soviet_fascist_tsarist.27
		}
	}
}
### Entity: National Focus
Tree: man_focus
Component: MAN_tsr_obedience
Constructs: prerequisite, completion_reward, add_political_power, cancel_if_invalid
Source: game
File: common/national_focus/manchukuo_TSR.txt

Code:
focus = {
	id = MAN_tsr_obedience
	icon = GFX_focus_JAP_align_the_concordia_association
	prerequisite = {
		focus = MAN_tsr_army_modernization
	}
	mutually_exclusive = {
		focus = MAN_tsr_assertiveness
	}
	x = -3
	y = 4
	relative_position_id = MAN_tsr_army_modernization
	cost = 5
	ai_will_do = {
		factor = 6
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 120
		custom_effect_tooltip = generic_skip_one_line_tt available_industrial_concern
		show_ideas_tooltip = MAN_manchukuo_film_association
	}
}
### Entity: State History
Component: 757
Constructs: add_core_of
Source: game
File: history/states/757-Shigatse.txt

Code:
state = {
	id = 757
	name = STATE_757
	provinces = {
		1991 2014 2098 4900 5033 8121 12807
	}
	manpower = 1000000
	buildings_max_level_factor = 1.0
	state_category = rural
	history = {
		owner = TIB
		buildings = {
			infrastructure = 1
			industrial_complex = 1
			arms_factory = 1
		}
		victory_points = {
			5033 5
		}
		add_core_of = TIB
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: kat_focus
Component: KAT_Research
Constructs: prerequisite, limit, remove_ideas, completion_reward, complete_tooltip, add_research_slot, has_idea
Source: game
File: common/national_focus/katanga.txt

Code:
focus = {
	id = KAT_Research
	icon = GFX_goal_generic_education
	prerequisite = {
		focus = KAT_Civilian_Two
	}
	text = GEN_new_schools_and_modern_teaching
	x = -1
	y = 1
	relative_position_id = KAT_Civilian_Two
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 2
	}
	bypass = {

	}
	complete_tooltip = {
		add_research_slot = 1
	}
	available = {
		num_of_controlled_states = > 0
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = SOV_poorly_educated_population
			}
			remove_ideas = SOV_poorly_educated_population
		}
		add_research_slot = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_luftforsvaret
Constructs: prerequisite, completion_reward, add_to_variable, remove_dynamic_modifier, add_dynamic_modifier, set_country_flag
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_luftforsvaret
	icon = GFX_focus_NOR_luftforsvaret
	prerequisite = {
		focus = NOR_increase_air_production
	}
	x = 0
	y = 1
	relative_position_id = NOR_increase_air_production
	cost = 10
	available = {
		NOR_broken_gun_trigger = yes
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		custom_effect_tooltip = NOR_modify_air_force_dmod_TT NOR_army_air_force_dmod_name_change_TT
		add_to_variable = {
			var = NOR.NOR_army_air_force_dmod_production_speed_air_base_factor
			value = 0.45
			tooltip = production_speed_air_base_factor_tt
		} {
			var = NOR.NOR_army_air_force_dmod_air_attack_factor
			value = 0.1
			tooltip = air_attack_factor_tt
		} {
			var = NOR.NOR_army_air_force_dmod_air_defence_factor
			value = 0.1
			tooltip = air_defence_factor_tt
		} {
			var = NOR.NOR_army_air_force_dmod_air_doctrine_cost_factor
			value = -0.1
			tooltip = air_doctrine_cost_factor_tt
		}
		hidden_effect = {
			remove_dynamic_modifier = {
				modifier = NOR_army_air_force_dmod
			}
			add_dynamic_modifier = {
				modifier = NOR_royal_air_force_dmod
			}
			set_country_flag = NOR_luftforsvaret_flag
		}
	}
}
### Entity: Event
Component: luxembourg.279
Constructs: is_triggered_only, ai_chance, limit, has_country_flag, give_guarantee, add_manpower, clr_country_flag, give_military_access
Source: game
File: events/r56_luxembourg.txt

Code:
country_event = {
	id = luxembourg.279
	title = luxembourg.279.t
	desc = luxembourg.279.d
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	trigger = {
		NOT = {
			any_country = {
				has_country_flag = LUX_refused_guarantee
			}
		}
	}
	option = {
		name = luxembourg.279.a
		GER = {
			give_guarantee = ROOT
			if = {
				limit = {
					has_country_flag = LUX_wants_soldiers
				}
				add_manpower = 2000
			}
			hidden_effect = {
				news_event = luxembourg.281
			}
		}
		FRA = {
			give_guarantee = ROOT
			hidden_effect = {
				news_event = luxembourg.281
			}
		}
		if = {
			limit = {
				GER = {
					has_country_flag = LUX_wants_soldiers
				}
			}
			add_manpower = -2000
			GER = {
				clr_country_flag = LUX_wants_soldiers
			}
		} {
			limit = {
				FRA = {
					has_country_flag = LUX_wants_mil_access
				}
			}
			give_military_access = FRA
			FRA = {
				clr_country_flag = LUX_wants_mil_access
			}
		}
		ai_chance = {
			base = 5
		}
	}
}
### Entity: Idea
Component: r56_CAN_usa_ship_purchases
Constructs: removal_cost
Source: game
File: common/ideas/r56_canada.txt

Code:
r56_CAN_usa_ship_purchases = {
	name = r56_CAN_can_ship_purchases
	allowed = {
		always = no
	}
	allowed_civil_war = {

	}
	picture = generic_foreign_capital
	removal_cost = -1
	modifier = {
		consumer_goods_factor = -0.15
	}
}
### Entity: Effect Reference
Construct: add_exile_manpower
Constructs: add_exile_manpower, add_legitimacy
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## add_exile_manpower
* Arguments: <TAG>, <value>

Adds legitimacy to specified tag. add_legitimacy TAG amount
### Entity: Event
Component: BBA_italo_ethiopian_war_events.111
Constructs: is_triggered_only, white_peace, set_global_flag, clr_global_flag
Source: game
File: events/BBA_ItaloEthiopianWar.txt

Code:
country_event = {
	id = BBA_italo_ethiopian_war_events.111
	title = BBA_italo_ethiopian_war_events.111.t
	desc = BBA_italo_ethiopian_war_events.111.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = BBA_italo_ethiopian_war_events.111.a
		white_peace = FROM
		set_global_flag = ethiopia_recognized_flag
		clr_global_flag = italo_ethiopian_peace_negotiations_ongoing
	}
}
### Entity: Event
Component: axis_minors_bulgaria.41
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/Bulgaria_events.txt

Code:
country_event = {
	id = axis_minors_bulgaria.41
	title = axis_minors_bulgaria.41.t
	desc = axis_minors_bulgaria.41.d
	picture = GFX_report_event_bulgarian_soldiers
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = axis_minors_bulgaria.41.a
	}
}
### Entity: Peace Conference
Component: peace_action_categories
Constructs: is_core, has_claim
Source: game
File: common/peace_conference/categories/00_peace_action_categories.txt

Code:
peace_action_categories = {
	other = {
		default = yes
		name = PEACE_ACTION_CATEGORY_OTHER
	}
	occupation = {
		name = PEACE_ACTION_CATEGORY_OCCUPATION
	}
	ideology = {
		name = PEACE_ACTION_CATEGORY_IDEOLOGY
	}
	is_core = {
		name = PEACE_ACTION_CATEGORY_IS_CORE
	}
	core_of_ally = {
		name = PEACE_ACTION_CATEGORY_CORE_OF_ALLY
	}
	has_claim = {
		name = PEACE_ACTION_CATEGORY_HAS_CLAIM
	}
	defensive_war = {
		name = PEACE_ACTION_CATEGORY_DEFENSIVE_WAR
	}
	treaties_or_conferences = {
		name = PEACE_ACTION_CATEGORY_CONFERENCES
	}
	belonged_to_someone_else = {
		name = PEACE_ACTION_CATEGORY_OTHER_CLAIMANT
	}
	events_or_focuses = {
		name = PEACE_ACTION_CATEGORY_EVENTS_OR_FOCUSES
	}
	continuous_political_action = {
		name = PEACE_ACTION_CATEGORY_CONTINUOUS_POLITICAL_ACTION
	}
}