Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: recruit_generals.5
Constructs: ai_chance, fire_only_once, has_decision, random_list, random_unit_leader, set_nationality
Source: game
File: events/recruit_generals_events.txt

Code:
country_event = {
	id = recruit_generals.5
	title = recruit_generals.5.t
	desc = recruit_generals.5.desc
	picture = GFX_report_event_force_publique
	hidden = yes
	trigger = {
		has_decision = try_to_recruit_estonian_officers
	}
	mean_time_to_happen = {
		days = 6
	}
	fire_only_once = yes
	option = {
		name = recruit_generals.5.a
		ai_chance = {
			factor = 100
		}
		country_event = {
			id = recruit_generals.6
			days = 6
		}
		random_list = {
			30 = {

			}
			70 = {
				EST = {
					random_unit_leader = {
						set_nationality = ROOT
					}
				}
			}
		}
	}
}
### Entity: Character
Component: SIA_prayoon_pamornmontri
Source: game
File: common/characters/SIA.txt

Code:
SIA_prayoon_pamornmontri = {
	advisor = {
		slot = political_advisor
		idea_token = SIA_prayoon_pamornmontri
		allowed = {
			original_tag = SIA
		}
		traits = {
			war_industrialist
		}
		cost = 150
		ai_will_do = {
			factor = 1.0
		}
	}
	name = SIA_prayoon_pamornmontri
	portraits = {
		civilian = {
			small = GFX_portrait_SIA_prayoon_pamornmontri_small
		}
	}
}
### Entity: AI Strategy
Component: EAI_PROD_AIR_TAC_aircraft_production_strategy
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_PRODUCTION_aircraft_strategies.txt

Code:
EAI_PROD_AIR_TAC_aircraft_production_strategy = {
	enable = {
		has_country_flag = EAI_TAC_aircraft_production_strategy
		NOT = {
			has_country_flag = EAI_block_aircraft_production_strategy
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = unit_ratio
		id = tactical_bomber
		value = 25
	}
}
### Entity: Scripted Effect
Component: USA_set_president_effect
Constructs: create_country_leader, limit, has_country_leader
Source: game
File: common/scripted_effects/USA_scripted_effects.txt

Code:
USA_set_president_effect = {
	if = {
		limit = {
			has_country_leader = {
				ruling_only = yes
				name = Alf Landon
			}
		}
		create_country_leader = {
			name = Alf Landon
			desc = POLITICS_ALF_LANDON_DESC
			picture = GFX_portrait_Alf_Landon
			expire = 1965.1.1
			ideology = oligarchism
			traits = {

			}
		}
	} {
		limit = {
			has_country_leader = {
				ruling_only = yes
				name = Wendell Wilkie
			}
		}
		create_country_leader = {
			name = Wendell Wilkie
			desc = POLITICS_WENDELL_WILKIE_DESC
			picture = GFX_portrait_Wendell_Wilkie
			expire = 1965.1.1
			ideology = oligarchism
			traits = {

			}
		}
	} {
		limit = {
			has_country_leader = {
				ruling_only = yes
				name = Thomas E. Dewey
			}
		}
		create_country_leader = {
			name = Thomas E. Dewey
			desc = POLITICS_THOMAS_DEWEY_DESC
			picture = GFX_portrait_Thomas_E_Dewey
			expire = 1965.1.1
			ideology = oligarchism
			traits = {

			}
		}
	}
}
### Entity: Idea
Component: idea_CHI_central_government_integration_pressure_democratic
Constructs: removal_cost, autonomy_gain
Source: game
File: common/ideas/china.txt

Code:
idea_CHI_central_government_integration_pressure_democratic = {
	name = idea_CHI_central_government_integration_pressure
	picture = ast_classify_aliens
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		autonomy_gain = -1
	}
}
### Entity: Idea
Component: GER_repeal_reichstag_fire_decree_idea
Constructs: has_government, removal_cost, is_subject, is_puppet, communism_drift
Source: game
File: common/ideas/r56_germany.txt

Code:
GER_repeal_reichstag_fire_decree_idea = {
	removal_cost = -1
	allowed = {
		always = no
	}
	picture = generic_communism_drift_bonus
	cancel = {
		OR = {
			is_subject = yes
			is_puppet = yes
		}
		NOT = {
			has_government = communism
		}
	}
	modifier = {
		stability_weekly = 0.0015
		communism_drift = 0.25
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_fallschirmjager
Constructs: has_completed_focus, prerequisite, limit, completion_reward, has_dlc, add_potential_special_forces_tree, add_doctrine_cost_reduction, add_mastery_bonus
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_fallschirmjager
	icon = GFX_focus_generic_paratrooper
	prerequisite = {
		focus = GER_expanding_the_luftwaffe
	}
	x = 0
	y = 1
	relative_position_id = GER_expanding_the_luftwaffe
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_HISTORICAL FOCUS_FILTER_MILITARY_CHARACTER
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			if = {
				limit = {
					NOT = {
						has_completed_focus = GER_marinestosstrupp
					}
				}
				add_potential_special_forces_tree = yes
			}
			add_doctrine_cost_reduction = {
				name = GER_fallschirmjager
				cost_reduction = 0.25
				uses = 2
				category = special_forces_doctrine
			}
			custom_effect_tooltip = paratrooper_subdoctrines_default_add_mastery_bonus_effect_tooltip
			hidden_effect = {
				add_mastery_bonus = {
					name = GER_fallschirmjager
					bonus = 0.1
					days = 240
					sub_doctrine = paratroopers_1
				} {
					name = GER_fallschirmjager
					bonus = 0.1
					days = 240
					sub_doctrine = paratroopers_2
				}
			}
		}
		add_tech_bonus = {
			name = GER_fallschirmjager
			bonus = 1
			uses = 1
			category = para_tech
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt available_military_high_command
		GER_modify_army_modifier = yes
		add_to_variable = {
			GER_military_special_forces_cap = 0.05
			tooltip = special_forces_cap_tt
		}
		show_unit_leaders_tooltip = GER_kurt_student
		show_ideas_tooltip = kurt_student
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_invite_frinovsky
Constructs: prerequisite, limit, add_ideas, remove_ideas, completion_reward, has_dlc, has_intelligence_agency, create_intelligence_agency
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_invite_frinovsky
	icon = GFX_goal_HON_nkvd_assistance
	x = -3
	y = 1
	relative_position_id = MON_deal_with_genden
	cost = 7.2
	prerequisite = {
		focus = MON_deal_with_genden
	}
	ai_will_do = {
		factor = 30
	}
	select_effect = {
		hidden_effect = {
			country_event = {
				id = mongol.36
				days = 30
			}
		}
	}
	completion_reward = {
		remove_ideas = MON_soviet_nkvd_agents
		if = {
			limit = {
				has_dlc = La Resistance
			}
			if = {
				limit = {
					NOT = {
						has_intelligence_agency = yes
					}
				}
				create_intelligence_agency = yes
			}
			add_ideas = MON_troika_organized_lar
		}
		else = {
			add_ideas = MON_troika_organized
		}
		add_tech_bonus = {
			name = mp_tech_bonus_name
			bonus = 1
			uses = 1
			category = military_police_tech
		}
		MON_soviet_medium_influence_increase_effect = yes
		custom_effect_tooltip = MON_kill_genden_need_for_future_leftist_takeover
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INFLUENCE_INCREASE
	}
}
### Entity: Decision
Component: SWE_fighting_unemployment_category
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/r56_SWE_decision_categories.txt

Code:
SWE_fighting_unemployment_category = {
	icon = generic_shovels
	allowed = {
		original_tag = SWE
	}
	visible = {
		has_completed_focus = SWE_fight_unemployment
	}
	priority = {
		base = 15
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_liberalize_oil_trade
Constructs: prerequisite, add_ideas, has_government, completion_reward, add_political_power
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_liberalize_oil_trade
	icon = GFX_goal_free_trade
	x = 1
	y = 1
	relative_position_id = VEN_depoliticize_the_army
	cost = 10
	available = {
		has_government = democratic
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
	prerequisite = {
		focus = VEN_depoliticize_the_army VEN_labour_reforms
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_political_power = 50
		add_ideas = VEN_50_50_oil
	}
}
### Entity: Event
Component: news.11
Constructs: is_triggered_only
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.11
	title = news.11.t
	desc = news.11.d
	picture = GFX_news_event_romanian_soldiers
	major = yes
	is_triggered_only = yes
	option = {
		name = news.11.a
		trigger = {
			NOT = {
				TAG = SOV ROM GER
			}
		}
	} {
		name = news.11.b
		trigger = {
			TAG = SOV
		}
	} {
		name = news.11.c
		trigger = {
			TAG = ROM
		}
	} {
		name = news.11.e
		trigger = {
			TAG = GER
		}
	}
}
### Entity: Modifier Reference
Component: SND_the_left_kuomintang_national_revolution
Constructs: research_speed_factor, remove_trigger, communism_drift, neutrality_drift, democratic_drift
Source: game
File: common/dynamic_modifiers/r56_china_and_co_dm.txt

Code:
SND_the_left_kuomintang_national_revolution = {
	remove_trigger = {

	}
	enable = {
		always = yes
	}
	icon = GFX_idea_chi_warlord_integration4
	communism_drift = SND_lkmt_c
	neutrality_drift = SND_lkmt_n
	democratic_drift = SND_lkmt_d
	political_power_factor = SND_lkmt_pp
	research_speed_factor = SND_lkmt_r
	army_core_defence_factor = SND_lkmt_cd
}
### Entity: Idea
Component: idea_SIA_military_rebellious
Constructs: removal_cost, conscription_factor
Source: game
File: common/ideas/siam.txt

Code:
idea_SIA_military_rebellious = {
	picture = SIA_military_rebellious
	allowed_civil_war = {
		always = yes
	}
	allowed = {
		original_tag = SIA
	}
	removal_cost = -1
	modifier = {
		production_speed_arms_factory_factor = -0.15
		conscription_factor = -0.1
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_Nationalization_of_Key_Industries
Constructs: prerequisite, limit, completion_reward, random_owned_state, is_core_of, add_extra_state_shared_building_slots, add_building_construction, add_to_variable
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_Nationalization_of_Key_Industries
	icon = GFX_focus_SWE_socialist_reforms
	cost = 10
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = DEN_Danish_Folksradrepublik
	}
	x = -1
	y = 3
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
	relative_position_id = DEN_DKP_Takeover
	completion_reward = {
		random_owned_state = {
			limit = {
				OR = {
					is_core_of = DEN
					compliance = > 40
				}
			}
			prioritize = {
				138 964
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				OR = {
					is_core_of = DEN
					compliance = > 40
				}
			}
			prioritize = {
				37
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				OR = {
					is_core_of = DEN
					compliance = > 40
				}
			}
			prioritize = {
				99
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = steel_mill
				level = 1
				instant_build = yes
			}
		}
		add_to_variable = {
			den_upper_influence = -20
			tooltip = den_upper_influence_tooltip
		}
		den_calculate_stratas = yes
		custom_effect_tooltip = DEN_unlock_stalvalsevaerket_tt
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/BUL_1939.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = BUL
		}
		requested_factories = 1
		progress = 0.48
		efficiency = 100
	} {
		equipment = {
			type = support_equipment_1
			creator = BUL
		}
		requested_factories = 1
		progress = 0.69
		efficiency = 100
	} {
		equipment = {
			type = light_tank_equipment_1
			creator = BUL
		}
		requested_factories = 1
		progress = 0.4
		efficiency = 100
	} {
		equipment = {
			type = motorized_equipment_1
			creator = BUL
		}
		requested_factories = 1
		progress = 0.4
		efficiency = 100
	}
}
### Entity: Scripted Trigger
Component: EAI_LARM_equipment_production
Constructs: has_country_flag, has_tech
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_land_triggers.txt

Code:
EAI_LARM_equipment_production = {
	EAI_LARM_military_focus = yes
	has_tech = basic_light_tank_chassis
	has_country_flag = EAI_larm_template_upgrade
	EAI_STRATEGY_CHL_mass_infantry_prioritize_tanks = yes
}
### Entity: Modding Documentation
Construct: bop_addmod
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## bop_addmod
* Arguments: <ID>, <ModID>

Adds static modifier to a power balance.
### Entity: Scripted Effect
Component: EAI_INVASION_block_targets
Constructs: limit, has_country_flag, clear_temp_array, every_other_country, add_to_temp_array, is_in_array, clear_array, add_to_array
Source: game
File: common/scripted_effects/EAI_MILITARY_naval_invasion_effects.txt

Code:
EAI_INVASION_block_targets = {
	clear_temp_array = invasion_block_targets
	every_other_country = {
		limit = {
			EAI_INVASION_exclude_target = yes
		}
		add_to_temp_array = {
			array = invasion_block_targets
			value = THIS.id
		}
		if = {
			limit = {
				ROOT = {
					has_country_flag = EAI_naval_invasion_logging
					NOT = {
						is_in_array = {
							array = EAI_INVASION_block_target
							value = PREV.id
						}
					}
				}
			}
			log = [GetYear] [GetMonth] | AI | [Root.GetName] | INVASION: blocking invasion = [This.GetName]
		}
	}
	clear_array = EAI_INVASION_block_target
	for_each_loop = {
		array = invasion_block_targets
		add_to_array = {
			EAI_INVASION_block_target = v
		}
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_revive_the_bolivarian_dream
Constructs: prerequisite, limit, add_war_support, add_opinion_modifier, completion_reward, is_subject, has_army_manpower, every_controlled_state
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_revive_the_bolivarian_dream
	prerequisite = {
		focus = PRU_follow_in_the_footsteps_of_tupac_amaru PRU_request_soviet_support
	}
	icon = GFX_focus_ger_great_red_menace
	x = -1
	y = 1
	relative_position_id = PRU_follow_in_the_footsteps_of_tupac_amaru
	cost = 5
	available = {
		is_subject = no
		has_army_manpower = {
			size = > 80000
		}
	}
	ai_will_do = {
		factor = 4
	}
	bypass = {
		OR = {
			is_subject = yes
			NOT = {
				controls_state = 491 490 305
			}
		}
	}
	completion_reward = {
		add_war_support = 0.05
		every_controlled_state = {
			limit = {
				OR = {
					state = 491 490 305
				}
			}
			if = {
				limit = {
					free_building_slots = {
						building = infrastructure
						size = > 0
					}
				}
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			} {
				limit = {
					air_base = < 8
				}
				add_building_construction = {
					type = air_base
					level = 2
					instant_build = yes
				}
			}
		}
		every_other_country = {
			limit = {
				capital_scope = {
					is_core_of = PREV
					region = 124
				}
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = hostile_status
			}
			add_ai_strategy = {
				type = alliance
				id = ROOT
				value = -100
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: National Focus
Component: wuw_HUN_promote_entrepreneurship
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, cancel_if_invalid, random_owned_controlled_state, is_core_of
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_promote_entrepreneurship
	icon = GFX_focus_generic_concessions
	prerequisite = {
		focus = wuw_HUN_reverse_the_brain_drain wuw_HUN_the_spirit_of_the_aster_revolution
	}
	x = 0
	y = 1
	relative_position_id = wuw_HUN_reverse_the_brain_drain
	cost = 10
	ai_will_do = {
		factor = 15
	}
	available = {
		has_government = democratic
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = HUN_promoting_entrepreneurship
		custom_effect_tooltip = generic_skip_one_line_tt
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
				is_fully_controlled_by = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 2
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/HOL_1939.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 4
	}
	location = 6241
	division_template = Infanterie Divisie
	start_experience_factor = 0.1
	start_equipment_factor = 0.5
}
### Entity: Idea
Component: KMT_research_schooling_excavation
Constructs: research_speed_factor, removal_cost, research_bonus
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_research_schooling_excavation = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = jap_duplicate_research
	modifier = {
		research_speed_factor = 0.025
		local_resources_factor = 0.05
	}
	research_bonus = {
		excavation_tech = 0.4
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_nationalize_banking_sector
Constructs: prerequisite, add_ideas, add_stability, completion_reward, set_variable, set_country_flag
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_nationalize_banking_sector
	prerequisite = {
		focus = PRU_inca_industry PRU_research_cooperation
	}
	icon = GFX_goal_italy_nationalize_the_banks
	x = 1
	y = 1
	relative_position_id = PRU_inca_industry
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = ITA_nationalize_the_banking_sector
		custom_effect_tooltip = PRU_ur_loyalty_our_status_text
		set_variable = {
			PRU_ur_loyalty = -1
		}
		PRU = {
			set_country_flag = PRU_ur_be_friend
		}
		PRU_partidos_update_update_effect = yes
		add_stability = -0.15
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: prc.102
Constructs: is_triggered_only, ai_chance, limit, has_country_flag, is_faction_leader, every_other_country, is_in_faction_with, set_country_flag
Source: game
File: events/r56_prc.txt

Code:
country_event = {
	id = prc.102
	title = prc.102.t
	desc = prc.102.d
	picture = GFX_report_event_military_planning
	is_triggered_only = yes
	option = {
		name = prc.102.a
		ai_chance = {
			base = 100
		}
		if = {
			limit = {
				is_faction_leader = yes
			}
			every_other_country = {
				limit = {
					is_in_faction_with = ROOT
				}
				set_country_flag = wppo_invite
			}
		}
		FROM = {
			add_to_faction = ROOT
		} {
			country_event = {
				id = prc.103
			}
		}
		every_other_country = {
			limit = {
				has_country_flag = wppo_invite
			}
			FROM = {
				add_to_faction = PREV
			}
		}
	} {
		name = prc.102.b
		FROM = {
			country_event = {
				id = prc.104
			}
		}
	}
}
### Entity: Decision
Component: foreign_politics
Constructs: has_government, has_war_with, has_country_flag, fire_only_once, is_in_faction, complete_effect
Source: game
File: common/decisions/MEX.txt

Code:
foreign_politics = {
	MEX_join_mexican_faction = {
		icon = generic_civil_support
		fire_only_once = yes
		visible = {
			OR = {
				has_country_flag = received_MEX_synarchist_influence received_MEX_bolivarian_agitation
			}
		}
		available = {
			NOT = {
				has_war_with = MEX
			}
			is_in_faction = no
			OR = {
				AND = {
					has_government = fascism
					MEX = {
						is_in_faction = yes
						has_government = fascism
					}
				} {
					has_government = communism
					MEX = {
						is_in_faction = yes
						has_government = communism
					}
				}
			}
		}
		complete_effect = {
			MEX = {
				country_event = {
					id = generic.2
				}
			}
		}
		ai_will_do = {
			factor = 10
		}
	}
}
### Entity: Event
Component: denmark.5
Constructs: is_triggered_only, has_completed_focus, has_country_flag
Source: game
File: events/DanishEvents.txt

Code:
country_event = {
	id = denmark.5
	title = denmark.5.t
	desc = denmark.5.d
	picture = generic
	is_triggered_only = yes
	hidden = yes
	trigger = {
		NOT = {
			has_country_flag = den_regime_consolidated
			has_completed_focus = DEN_The_Hammer_and_the_Sickle
		}
	}
	option = {
		name = denmark.5.a
	}
}
### Entity: Idea
Component: AFG_placated_graduates
Constructs: removal_cost
Source: game
File: common/ideas/afghanistan.txt

Code:
AFG_placated_graduates = {
	allowed = {
		tag = AFG
	}
	removal_cost = -1
	picture = AFG_placated_graduates
	modifier = {
		consumer_goods_factor = 0.1
		drift_defence_factor = 0.4
	}
}
### Entity: Wiki Documentation
Construct: winwars
Source: paradoxwiki
File: documentation/web/paradoxwiki/Console_commands.html

Doc:
winwars
|
Gives max war score in all wars for the country
|
Command no longer exists as of patch 1.9.1
|

testevent [<Event ID>] [<Character ID>]
|
Tests an event without triggering it
|

|
### Entity: Trigger Reference
Construct: is_theorist
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## is_theorist

* Supported Scopes: CHARACTER
* Supported Targets: none

```
is_theorist = yes/no - Checks if the character in scope is hired as a theorist
```
### Entity: Order of Battle
Component: Nacistas Militia #6
Constructs: division_template
Source: game
File: history/units/r56_chile_major_uprising.txt

Code:
division = {
	name = Nacistas Militia #6
	location = 12984
	division_template = Nacistas
	start_equipment_factor = 1
	start_experience_factor = 0.1
}
### Entity: Event
Component: new_ger.17
Constructs: is_triggered_only, ai_chance, every_owned_state, limit, add_war_support, add_political_power, is_subject_of, set_country_flag
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.17
	title = new_ger.17.t
	desc = new_ger.17.d
	picture = GFX_report_event_generic_handshake
	is_triggered_only = yes
	option = {
		name = new_ger.17.a
		every_owned_state = {
			limit = {
				OR = {
					state = 190 811 809 808 810 12 13 812 191 813 209
				}
			}
			transfer_state_to = FROM
		}
		diplomatic_relation = {
			country = FROM
			relation = non_aggression_pact
			active = yes
		}
		add_political_power = 100
		hidden_effect = {
			FROM = {
				country_event = new_ger.18
			}
		}
		ai_chance = {
			base = 2
		}
	} {
		name = new_ger.17.b
		trigger = {
			NOT = {
				is_subject_of = GER
			}
		}
		add_war_support = 0.025
		FROM = {
			set_country_flag = GER_russia_refuses_ostland_deal
		}
		effect_tooltip = {
			FROM = {
				send_embargo = ROOT
			}
		}
		hidden_effect = {
			FROM = {
				country_event = new_ger.18
			}
		}
	}
}
### Entity: Event
Component: israel.20
Constructs: is_triggered_only, has_completed_focus, add_ideas
Source: game
File: events/israel.txt

Code:
country_event = {
	id = israel.20
	title = israel.20.t
	desc = israel.20.d
	is_triggered_only = yes
	option = {
		name = israel.20.a
		add_ideas = ISR_president_weizmann
	} {
		name = israel.20.b
		add_ideas = ISR_president_ben_zvi
	} {
		name = israel.20.c
		trigger = {
			has_completed_focus = ISR_national_higher_education
			NOT = {
				has_completed_focus = ISR_gather_irgun
			}
		}
		add_ideas = ISR_president_einstein
	}
}