Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: SEA_PRC_faction_events.53
Constructs: is_triggered_only, limit, has_war_with, has_country_flag, add_to_faction, every_other_country, is_chinese_warlord, has_capitulated
Source: game
File: events/SEA_Communist_China.txt

Code:
country_event = {
	id = SEA_PRC_faction_events.53
	title = SEA_PRC_faction_events.53.t
	desc = SEA_PRC_faction_events.53.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = SEA_PRC_faction_events.53.a
		effect_tooltip = {
			add_to_faction = FROM
		}
		if = {
			limit = {
				has_country_flag = PRC_created_faction_flag
			}
			every_other_country = {
				limit = {
					is_chinese_warlord = yes
					has_capitulated = no
					is_in_faction = no
					is_subject = no
					NOT = {
						has_war_with = ROOT
						has_border_war_with = ROOT
						has_idea = SIK_battle_for_sinkiang
						tag = HBC
						any_other_country = {
							is_chinese_warlord = yes
							has_war_with = PREV
						}
					}
				}
				country_event = {
					id = SEA_PRC_faction_events.50
					days = 1
				}
			}
			clr_country_flag = PRC_created_faction_flag
		}
	}
}
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/Belgium.html

Doc:
This article is considered accurate for the current version of the game.

Belgium

Capital provinceBruxelles

Government typeConstitutional monarchy

FactionNeutral/Allied (1940-05-10)

Belgium is a minor country located in Western Europe. Historically they attempted to remain neutral, but this was thwarted when Germany invaded Belgium, Netherlands and Luxemburg in the opening moves of Fall Gelb on the 10th of May 1940.

Contents

1 Technology

2 Diplomacy

2.1 Alliances

2.2 Decisions

2.3 Events

3 Politics

3.1 Laws

3.2 Ministers

4 Intelligence

5 Economy

5.1 Industrial Production

6 Military

6.1 Army

6.2 Navy

6.3 Air Force

7 Strategies and Guides

7.1 Example Strategy

7.2 Miscellaneous tips
### Entity: Event
Component: DOD_yugoslavia.9
Constructs: is_triggered_only, add_to_war
Source: game
File: events/DOD_Yugoslavia.txt

Code:
country_event = {
	id = DOD_yugoslavia.9
	is_triggered_only = yes
	hidden = yes
	option = {
		name = DOD_yugoslavia.9.a
		add_to_war = {
			targeted_alliance = YUG
			enemy = GER
			hostility_reason = asked_to_join
		}
	}
}
### Entity: Event
Component: greece.84
Constructs: is_triggered_only, ai_chance, is_in_faction, create_wargoal, puppet_wargoal_focus
Source: game
File: events/r56_Greece.txt

Code:
country_event = {
	id = greece.84
	title = greece.84.t
	desc = greece.84.d
	picture = GFX_report_GRE_metaxas
	is_triggered_only = yes
	option = {
		name = greece.84.a
		ai_chance = {
			base = 90
			modifier = {
				strength_ratio = {
					tag = GRE
					ratio = < 1
				}
				factor = 10
			} {
				ALB = {
					is_in_faction = yes
				}
				factor = 10
			}
		}
	} {
		name = greece.84.b
		ai_chance = {
			base = 10
		}
		create_wargoal = {
			type = puppet_wargoal_focus
			target = ALB
		}
	}
}
### Entity: Idea
Component: PAL_qadir_leadership
Constructs: removal_cost
Source: game
File: common/ideas/palestine.txt

Code:
PAL_qadir_leadership = {
	picture = bul_zveno
	allowed = {
		tag = PAL
	}
	available = {

	}
	cancel = {

	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		army_morale_factor = 0.1
		army_org_regain = 0.1
	}
}
### Entity: AI Strategy
Component: EAI_SOV_defense_in_depth_137
Constructs: has_war_with
Source: game
File: common/ai_strategy/SOV_EAI.txt

Code:
EAI_SOV_defense_in_depth_137 = {
	allowed = {
		tag = SOV
	}
	enable = {
		any_of_scopes = {
			array = global.EAI_MAP_SOV_garrison_strategy_137
			CONTROLLER = {
				has_war_with = ROOT
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		ratio = 0.02
		order_id = 137
		states = {
			137
		}
		subtract_invasions_from_need = no
		subtract_fronts_from_need = no
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/GER_1936_nsb.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = GER
		}
		requested_factories = 10
		progress = 0.1
		efficiency = 50
		industrial_manufacturer = mio:GER_mauser_organization
	} {
		equipment = {
			type = support_equipment_1
			creator = GER
		}
		requested_factories = 2
		progress = 0.3
		efficiency = 50
		industrial_manufacturer = mio:GER_carl_walther_organization
	} {
		equipment = {
			type = artillery_equipment_1
			creator = GER
		}
		requested_factories = 1
		progress = 0.3
		efficiency = 50
		industrial_manufacturer = mio:GER_rheinmetall_organization
	} {
		equipment = {
			type = light_tank_chassis_2
			creator = GER
			version_name = Panzer II
		}
		requested_factories = 2
		progress = 0.4
		efficiency = 50
		industrial_manufacturer = mio:GER_henschel_organization
	} {
		equipment = {
			type = motorized_equipment_1
			creator = GER
		}
		requested_factories = 2
		progress = 0.4
		efficiency = 50
		industrial_manufacturer = mio:GER_opel_organization
	}
}
### Entity: Character
Component: PNG_nccr
Source: game
File: common/characters/PNG.txt

Code:
PNG_nccr = {
	advisor = {
		slot = navy_chief
		idea_token = PNG_nccr
		allowed = {
			original_tag = PNG
		}
		traits = {
			navy_chief_commerce_raiding_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_2
		}
	}
}
### Entity: Idea
Component: MPL_secret_police
Constructs: removal_cost
Source: game
File: common/ideas/mandate_of_palestine.txt

Code:
MPL_secret_police = {
	allowed = {
		always = no
	}
	picture = generic_secret_police
	removal_cost = -1
	modifier = {
		resistance_growth = -0.1
		resistance_damage_to_garrison = -0.05
	}
}
### Entity: Trigger Reference
Construct: is_faction_leader
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## is_faction_leader

* Supported Scopes: COUNTRY
* Supported Targets: none

```
check if country leads a faction
```
### Entity: Event
Component: mtg_britain.47
Constructs: is_triggered_only
Source: game
File: events/MTG_Britain.txt

Code:
country_event = {
	id = mtg_britain.47
	title = mtg_britain.47.t
	desc = mtg_britain.47.d
	picture = GFX_report_event_generic_sign_treaty3
	is_triggered_only = yes
	option = {
		name = mtg_britain.47.a
	}
}
### Entity: Name List
Component: WLA
Source: game
File: common/names/00_names.txt

Code:
WLA = {
	male = {
		names = {
			Aled Alun Aneurin Billy Bryn Dai David Emrys Esyr Gareth George Glyn Gwynfor Harry Huw Ianto Idris Idwal Iorwerth James John Morgan Osian Owen Rhodri Rhys Roy Thomas Trevor Tudor Vaughan William Wyn
		}
	}
	female = {
		names = {
			Carys Enid Gwen Mair Megan Nia Sian Vivian
		}
	}
	surnames = {
		Bevan Bowen Collins Davies Driscoll Edwards Ellis Evans Griffiths Harris Howell Hughes Ifans James Jenkins Jones Lewis Lloyd Morgan Moss Owen Owens Phillips Price Rees Roberts Smith Thomas Williams
	}
	callsigns = {

	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_jungle_training_GOE
Constructs: prerequisite, limit, completion_reward, set_technology, random_army_leader, has_trait, add_unit_leader_trait, add_skill_level
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_jungle_training_GOE
	icon = GFX_focus_generic_jungle_training
	prerequisite = {
		focus = RAJ_south_east_asia_command
	}
	x = -1
	y = 1
	relative_position_id = RAJ_south_east_asia_command
	cost = 5
	search_filters = {
		FOCUS_FILTER_MILITARY_CHARACTER
	}
	completion_reward = {
		custom_effect_tooltip = {
			localization_key = generic_enables_tech_tt
			TECH_EFFECT = tech_effect|jungle_training_tech
			TECH_NAME = jungle_training_tech
		} generic_skip_one_line_tt
		hidden_effect = {
			set_technology = {
				jungle_training_tech = 1
			}
		}
		random_army_leader = {
			limit = {
				NOT = {
					has_trait = desert_fox swamp_fox trait_mountaineer hill_fighter jungle_rat ranger urban_assault_specialist winter_specialist
				}
			}
			add_unit_leader_trait = jungle_rat
			add_skill_level = 1
			add_logistics = 1
			add_defense = 1
			add_planning = 1
		}
	}
}
### Entity: Decision
Component: BUL_concessions_to_lukov_category
Constructs: has_completed_focus, limit, add_ideas, has_country_flag, add_stability, fire_only_once, complete_effect, swap_ideas
Source: game
File: common/decisions/r56_BUL_decisions.txt

Code:
BUL_concessions_to_lukov_category = {
	BUL_invite_lukov_to_a_political_position = {
		allowed = {
			tag = BUL
		}
		icon = decision_generic_construction
		available = {
			tag = BUL
			has_completed_focus = BUL_concessions_to_lukov
		}
		cost = 90
		fire_only_once = yes
		ai_will_do = {
			factor = 30
		}
		complete_effect = {
			swap_ideas = {
				remove_idea = BUL_fascists_in_government
				add_idea = BUL_empowered_fascists
			}
			set_country_flag = BUL_lukov_in_government
			add_stability = -0.05
			add_popularity = {
				ideology = fascism
				popularity = 0.05
			}
		}
	}
	BUL_explore_radicalisation_of_the_government = {
		allowed = {
			tag = BUL
		}
		icon = decision_generic_construction
		available = {
			tag = BUL
			has_country_flag = BUL_lukov_in_government
		}
		cost = 30
		fire_only_once = yes
		ai_will_do = {
			factor = 30
		}
		visible = {
			has_country_flag = BUL_lukov_in_government
		}
		complete_effect = {
			if = {
				limit = {
					is_ai = yes
				}
				BUL = {
					add_ideas = BUL_aleksandar_tsankov_r56
				}
			}
			else = {
				custom_effect_tooltip = available_political_advisor
				show_ideas_tooltip = BUL_aleksandar_tsankov_r56
			}
			add_popularity = {
				ideology = fascism
				popularity = 0.05
			}
		}
	}
	BUL_the_legionnaires_march = {
		icon = decision_generic_construction
		allowed = {
			tag = BUL
		}
		available = {
			tag = BUL
			has_country_flag = BUL_lukov_in_government
		}
		cost = 60
		days_remove = 120
		ai_will_do = {
			factor = 30
		}
		visible = {
			has_country_flag = BUL_lukov_in_government
		}
		complete_effect = {
			add_popularity = {
				ideology = fascism
				popularity = 0.1
			}
		}
	}
	BUL_march_on_sofia = {
		icon = decision_generic_construction
		allowed = {
			tag = BUL
		}
		available = {
			tag = BUL
			has_country_flag = BUL_lukov_in_government
			fascism = > 0.45
		}
		visible = {
			has_country_flag = BUL_lukov_in_government
		}
		cost = 60
		fire_only_once = yes
		ai_will_do = {
			factor = 30
		}
		complete_effect = {
			country_event = {
				id = axis_minors_bulgaria.54
			}
		}
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_establish_pla_air_force
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid, add_dynamic_modifier
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_establish_pla_air_force
	icon = GFX_focus_PRC_establish_pla_air_force
	prerequisite = {
		focus = PRC_prepare_for_third_phase
	}
	x = 0
	y = 1
	relative_position_id = PRC_prepare_for_third_phase
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_AIR_XP FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		air_experience = 25
		custom_effect_tooltip = generic_skip_one_line_tt
		effect_tooltip = {
			add_ideas = {
				PRC_pla_air_force_fake_idea
			}
		}
		hidden_effect = {
			add_dynamic_modifier = {
				modifier = PRC_pla_air_force
			}
		}
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_spanish_civil_war_involvement
Constructs: prerequisite, has_war, has_government, completion_reward, is_historical_focus_on, has_global_flag, set_rule, add_timed_idea
Source: game
File: common/national_focus/r56_argentina.txt

Code:
focus = {
	id = ARG_spanish_civil_war_involvement
	icon = GFX_goal_generic_spanish_civil_war_soldier
	relative_position_id = ARG_nationalism
	prerequisite = {
		focus = ARG_nationalism ARG_land_of_the_worker
	}
	x = 3
	y = 1
	cost = 5
	ai_will_do = {
		factor = 0.1
		modifier = {
			is_historical_focus_on = no
			has_global_flag = scw_is_ai_driven
			OR = {
				has_government = fascism communism
			}
			factor = 500
		}
	}
	available = {
		has_global_flag = spanish_civil_war
		has_war = no
		NOT = {
			has_global_flag = r56_scw_our_own_ending_check
		}
	}
	completion_reward = {
		set_rule = {
			can_send_volunteers = yes
		}
		add_timed_idea = {
			idea = r56_CHL_spanish_civil_war_involvement
			days = 1095
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_SPA_CIVIL_WAR
	}
}
### Entity: Operation
Component: operation_targeted_attack_officers
Constructs: limit, has_war_with, has_operation_token, operation_cost, add_manpower, random_army_leader, has_trait, is_assigned
Source: game
File: common/operations/r56_operations.txt

Code:
operation_targeted_attack_officers = {
	icon = GFX_operations_boost_resistance
	map_icon = GFX_operations_boost_resistance_map
	name = operation_targeted_attack_officers
	desc = operation_targeted_attack_officers_desc
	priority = 15
	days = 90
	network_strength = 50
	operatives = 2
	visible = {
		num_of_operatives = > 1
		network_national_coverage = {
			target = FROM
			value = > 0
		}
		FROM = {
			has_war_with = ROOT
		}
		has_operation_token = {
			tag = FROM
			token = token_resistance_contacts
		}
	}
	required_tokens = {
		token_resistance_contacts
	}
	equipment = {
		support_equipment = 25
		infantry_equipment = 300
		civilian_factories = {
			amount = 1
			days = 60
		}
	}
	risk_chance = 0.2
	experience = 2
	outcome_extra_chance = 0.25
	outcome_modifiers = {
		target_sabotage_factor operation_outcome
	}
	risk_modifiers = {
		target_sabotage_risk operation_risk
	}
	cost_modifiers = {
		target_sabotage_cost operation_cost
	}
	outcome_execute = {
		FROM = {
			add_manpower = -10
			random_army_leader = {
				limit = {
					NOT = {
						has_trait = wounded
					}
					is_assigned = yes
				}
				add_timed_unit_leader_trait = {
					trait = wounded
					days = 90
				}
				unit_leader_event = {
					id = r56_spying_event.7
				}
			}
		}
		ROOT = {
			country_event = {
				id = lar_operative_event.7
			}
			remove_operation_token = {
				tag = FROM
				token = token_resistance_contacts
			}
		}
	}
	outcome_extra_execute = {
		FROM = {
			add_manpower = -90
			random_army_leader = {
				limit = {
					NOT = {
						has_trait = wounded
					}
				}
				add_timed_unit_leader_trait = {
					trait = wounded
					days = 50
				}
				unit_leader_event = {
					id = generic.18
				}
			}
		}
	}
	outcome_potential = {
		custom_effect_tooltip = operation_outcome_officers_assassinated_tt operation_outcome_consumes_token_tt
	}
	phases = {
		infiltration_border = {
			base = 25
		}
		infiltration_submarine = {
			base = 25
			modifier = {
				OR = {
					ROOT = {
						OR = {
							NOT = {
								any_controlled_state = {
									is_coastal = yes
								}
							} {
								OR = {
									has_tech = early_submarine early_ship_hull_submarine
								}
							}
						}
					}
					FROM = {
						NOT = {
							any_controlled_state = {
								is_coastal = yes
							}
						}
					}
				}
				factor = 0
			}
		}
		infiltration_paradrop = {
			base = 25
			modifier 
# ... (truncated)
### Entity: Order of Battle
Component: Tallinn Pirates
Source: game
File: history/units/SWE_ships_mutiny.txt

Code:
fleet = {
	name = Tallinn Pirates
	naval_base = 408
	task_force = {
		name = Tallinn Pirates
		location = 408
		ship = {
			name = D-255L
			definition = destroyer
			equipment = {
				destroyer_2 = {
					amount = 1
					owner = SWE
				}
			}
		} {
			name = D-250L
			definition = destroyer
			equipment = {
				destroyer_2 = {
					amount = 1
					owner = SWE
				}
			}
		} {
			name = Shch-566
			definition = submarine
			equipment = {
				submarine_2 = {
					amount = 1
					owner = SWE
				}
			}
		} {
			name = Krasni Kavkaz L
			definition = light_cruiser
			equipment = {
				light_cruiser_2 = {
					amount = 1
					owner = SWE
				}
			}
		}
	}
}
### Entity: National Focus
Tree: vnz_focus
Component: VNZ_enforce_atheism
Constructs: prerequisite, add_ideas, add_stability, completion_reward
Source: game
File: common/national_focus/venice.txt

Code:
focus = {
	id = VNZ_enforce_atheism
	icon = GFX_focus_mex_triumph_over_the_cristeros
	x = 1
	y = 1
	prerequisite = {
		focus = VNZ_take_over_the_government
	}
	relative_position_id = VNZ_take_over_the_government
	cost = 10
	ai_will_do = {
		factor = 2
	}
	bypass = {

	}
	completion_reward = {
		add_ideas = MEX_church_power_1
		add_stability = -0.05
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/ROM_1936_naval_mtg.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = ship_hull_submarine_2
			creator = ROM
			version_name = Delfinul Class
		}
		name = NMS Delfinul
		requested_factories = 1
		progress = 0.5
		amount = 1
	}
}
### Entity: Scripted Effect
Component: COG_vast_uncentralized_nation_modifier_level_down
Constructs: limit, remove_ideas, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/COG_scripted_effects.txt

Code:
COG_vast_uncentralized_nation_modifier_level_down = {
	IF = {
		limit = {
			OR = {
				has_idea = COG_vast_decentralized_state_idea COG_vast_decentralized_state_idea_2 COG_vast_decentralized_state_idea_3 COG_vast_decentralized_state_idea_4 COG_vast_decentralized_state_idea_5 COG_vast_decentralized_state_idea_6 COG_vast_decentralized_state_idea_7 COG_vast_decentralized_state_idea_8
			}
		}
		custom_effect_tooltip = COG_vast_uncentralized_nation_modifier_level_down_tt
	} {
		limit = {
			has_idea = COG_vast_decentralized_state_idea
		}
		swap_ideas = {
			remove_idea = COG_vast_decentralized_state_idea
			add_idea = COG_vast_decentralized_state_idea_2
		}
	}
	ELSE_IF = {
		limit = {
			has_idea = COG_vast_decentralized_state_idea_2
		}
		swap_ideas = {
			remove_idea = COG_vast_decentralized_state_idea_2
			add_idea = COG_vast_decentralized_state_idea_3
		}
	} {
		limit = {
			has_idea = COG_vast_decentralized_state_idea_3
		}
		swap_ideas = {
			remove_idea = COG_vast_decentralized_state_idea_3
			add_idea = COG_vast_decentralized_state_idea_4
		}
	} {
		limit = {
			has_idea = COG_vast_decentralized_state_idea_4
		}
		swap_ideas = {
			remove_idea = COG_vast_decentralized_state_idea_4
			add_idea = COG_vast_decentralized_state_idea_5
		}
	} {
		limit = {
			has_idea = COG_vast_decentralized_state_idea_5
		}
		swap_ideas = {
			remove_idea = COG_vast_decentralized_state_idea_5
			add_idea = COG_vast_decentralized_state_idea_6
		}
	} {
		limit = {
			has_idea = COG_vast_decentralized_state_idea_6
		}
		swap_ideas = {
			remove_idea = COG_vast_decentralized_state_idea_6
			add_idea = COG_vast_decentralized_state_idea_7
		}
	} {
		limit = {
			has_idea = COG_vast_decentralized_state_idea_7
		}
		swap_ideas = {
			remove_idea = COG_vast_decentralized_state_idea_7
			add_idea = COG_vast_decentralized_state_idea_8
		}
	} {
		limit = {
			has_idea = COG_vast_decentralized_state_idea_8
		}
		remove_ideas = COG_vast_decentralized_state_idea_8
	}
}
### Entity: Idea
Component: POR_rejuvenating_the_land_forces
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/r56_portugal.txt

Code:
POR_rejuvenating_the_land_forces = {
	picture = MEX_callistas
	allowed = {
		original_tag = POR
	}
	allowed_civil_war = {
		original_tag = POR
	}
	removal_cost = -1
	equipment_bonus = {
		infantry_equipment = {
			build_cost_ic = -0.15
			instant = yes
		}
		artillery_equipment = {
			build_cost_ic = -0.1
			instant = yes
		}
		support_equipment = {
			build_cost_ic = -0.1
			instant = yes
		}
		motorized_equipment = {
			build_cost_ic = -0.1
			instant = yes
		}
		mechanized_equipment = {
			build_cost_ic = -0.1
			instant = yes
		}
		armor = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: Event
Component: generic.23
Constructs: is_triggered_only, ai_chance, limit, is_in_faction_with, is_faction_leader, is_in_faction, has_state_flag, give_core_to_state_flag
Source: game
File: events/Generic.txt

Code:
country_event = {
	id = generic.23
	title = generic.23.t
	desc = generic.23.d
	picture = GFX_report_event_czech_soldiers_01
	is_triggered_only = yes
	option = {
		name = generic.23.a
		ai_chance = {
			factor = 90
			modifier = {
				factor = 0
				strength_ratio = {
					tag = FROM
					ratio = > 0.75
				}
				NOT = {
					any_neighbor_country = {
						NOT = {
							tag = FROM
						}
						is_in_faction_with = FROM
					}
				}
			} {
				factor = 0
				is_faction_leader = yes
			} {
				factor = 0.5
				is_faction_leader = no
				is_in_faction = yes
			} {
				any_neighbor_country = {
					NOT = {
						tag = FROM
					}
					is_in_faction_with = FROM
				}
				factor = 2.0
			}
		}
		effect_tooltip = {
			FROM = {
				transfer_state = event_target:demanded_prov_target
			}
			if = {
				limit = {
					event_target:demanded_prov_target = {
						has_state_flag = give_core_to_state_flag
					}
				}
				event_target:demanded_prov_target = {
					add_core_of = FROM
				}
			}
		}
		hidden_effect = {
			FROM = {
				country_event = generic.24
			}
		}
	} {
		name = generic.23.b
		ai_chance = {
			factor = 10
			modifier = {
				factor = 0.5
				strength_ratio = {
					tag = FROM
					ratio = < 0.5
				}
			}
		}
		custom_effect_tooltip = maybe_war_tt
		hidden_effect = {
			FROM = {
				country_event = generic.25
			}
		}
	}
}
### Entity: Event
Component: mongol_democratic.18
Constructs: is_triggered_only, unlock_decision_tooltip
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol_democratic.18
	title = mongol_democratic.18.t
	desc = mongol_democratic.18.d
	picture = GFX_report_event_sanation_left_victory
	is_triggered_only = yes
	option = {
		name = mongol_democratic.18.a
		unlock_decision_tooltip = MON_relocate_civilian_facility
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_NIC_15
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_NIC_15 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_NIC
			value = 15
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = dockyard
		value = 15
	}
}
### Entity: Decision
Component: DEN_integration_puppets_category
Constructs: has_completed_focus, has_dlc, is_subject
Source: game
File: common/decisions/categories/DEN_decision_categories.txt

Code:
DEN_integration_puppets_category = {
	icon = GFX_decision_category_power_struggle
	allowed = {
		has_dlc = Arms Against Tyranny
		original_tag = DEN
	}
	priority = 70
	visible = {
		is_subject = no
		OR = {
			has_completed_focus = DEN_reintegrate_iceland DEN_secure_swedish_steel DEN_finish_off_finland DEN_reclaim_norway
		}
	}
}
### Entity: Event
Component: recruit_generals.29
Constructs: is_triggered_only, ai_chance, fire_only_once, random_list, random_unit_leader, set_nationality
Source: game
File: events/recruit_generals_events.txt

Code:
country_event = {
	id = recruit_generals.29
	title = recruit_generals.29.t
	desc = recruit_generals.29.desc
	picture = GFX_report_event_force_publique
	is_triggered_only = yes
	fire_only_once = yes
	hidden = yes
	option = {
		name = recruit_generals.16.a
		ai_chance = {
			factor = 100
		}
		random_list = {
			30 = {

			} {
				BRA = {
					random_unit_leader = {
						set_nationality = ROOT
					}
				}
			}
			40 = {
				BRA = {
					random_unit_leader = {
						set_nationality = ROOT
					} {
						set_nationality = ROOT
					}
				}
			}
		}
	}
}
### Entity: Modding Documentation
Construct: deployed_airforce_manpower_k
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### deployed_airforce_manpower_k
* description: total deployed air manpower of country in thousands. Does not include exile manpower