Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: DEN_activate_bought_ships
Constructs: limit, has_country_flag, has_dlc, create_ship
Source: game
File: common/scripted_effects/DEN_scripted_effects.txt

Code:
DEN_activate_bought_ships = {
	if = {
		limit = {
			OR = {
				SWE = {
					has_country_flag = DEN_sold_ships_to_denmark_flag
				}
				NOR = {
					has_country_flag = DEN_sold_ships_to_denmark_flag
				}
				HOL = {
					has_country_flag = DEN_sold_ships_to_denmark_flag
				}
				ENG = {
					has_country_flag = DEN_sold_ships_to_denmark_flag
				}
				USA = {
					has_country_flag = DEN_sold_ships_to_denmark_flag
				}
				FRA = {
					has_country_flag = DEN_sold_ships_to_denmark_flag
				}
				SOV = {
					has_country_flag = DEN_sold_ships_to_denmark_flag
				}
				GER = {
					has_country_flag = DEN_sold_ships_to_denmark_flag
				}
				ITA = {
					has_country_flag = DEN_sold_ships_to_denmark_flag
				}
				JAP = {
					has_country_flag = DEN_sold_ships_to_denmark_flag
				}
			}
		}
		custom_effect_tooltip = DEN_launches_destroyers_tt
	}
	hidden_effect = {
		if = {
			limit = {
				SWE = {
					has_country_flag = DEN_sold_ships_to_denmark_flag
				}
			}
			if = {
				limit = {
					has_dlc = Man the Guns
				}
				create_ship = {
					type = ship_hull_light_1
					equipment_variant = Örnen Class
					creator = SWE
					name = Örnen Klasse I
				} {
					type = ship_hull_light_1
					equipment_variant = Örnen Class
					creator = SWE
					name = Örnen Klasse II
				}
			}
			else = {
				create_ship = {
					type = destroyer_1
					creator = SWE
				} {
					type = destroyer_1
					creator = SWE
				}
			}
		} {
			limit = {
				NOR = {
					has_country_flag = DEN_sold_ships_to_denmark_flag
				}
			}
			if = {
				limit = {
					has_dlc = Man the Guns
				}
				create_ship = {
					type = ship_hull_light_1
					equipment_variant = Draug Class
					creator = NOR
					name = Draug Klasse I
				} {
					type = ship_hull_light_1
					equipment_variant = Draug Class
					creator = NOR
					name = Draug Klasse II
				}
			}
			else = {
				create_ship = {
					type = destroyer_1
					creator = NOR
				} {
					type = destroyer_1
					creator = NOR
				}
			}
		} {
			limit = {
				HOL = {
					has_country_flag = DEN_sold_ships_to_denmark_flag
				}
			}
			if = {
				limit = {
					has_dlc = Man the Guns
				}
				create_ship = {
					type = ship_hull_light_1
					equipment_variant = Van Galen Class
					creator = HOL
					name = Van Galen KlasseKlasse I
				} {
					type = ship_hull_light_1
					equipment_variant = Van Galen Class
					creator = HOL
					na
# ... (truncated)
### Entity: National Focus
Tree: sia_focus
Component: SIA_specialized_utility_submarines_r56
Constructs: prerequisite, limit, add_ideas, completion_reward, set_technology, has_subdoctrine_in_track, add_daily_mastery, add_doctrine_cost_reduction
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_specialized_utility_submarines_r56
	icon = GFX_focus_generic_cruiser_submarines
	cost = 10
	mutually_exclusive = {
		focus = SIA_standardized_mass_production_r56
	}
	prerequisite = {
		focus = SIA_develop_submarine_facilities_r56
	} {
		focus = SIA_begin_limited_shipbuilding_r56
	}
	x = 2
	y = 2
	relative_position_id = SIA_begin_limited_shipbuilding_r56
	available_if_capitulated = yes
	ai_will_do = {
		base = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_MILITARY_IMPROVEMENT FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		if = {
			limit = {
				has_subdoctrine_in_track = submarines
			}
			add_daily_mastery = {
				name = SIA_specialized_utility_submarines_r56
				amount = 0.2
				days = 180
				track = submarines
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		else = {
			add_doctrine_cost_reduction = {
				name = SIA_specialized_utility_submarines_r56
				cost_reduction = 0.25
				uses = 1
				category = naval_doctrine
			}
		}
		set_technology = {
			cruiser_submarines = 1
		} {
			midget_submarines = 1
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = SIA_specialized_submarine_production_r56
	}
}
### Entity: Event
Component: BBA_italy_missiolinis.63
Constructs: is_triggered_only
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_missiolinis.63
	title = BBA_italy_missiolinis.63.t
	desc = BBA_italy_missiolinis.63.desc
	picture = GFX_report_event_tank_factory
	is_triggered_only = yes
	trigger = {
		ITA_missiolinis_system_available = yes
	}
	immediate = {
		hidden_effect = {
			ITA_missiolinis_finalize_mission_effect = yes
			ITA_missiolinis_add_to_successful_missions = yes
		}
	}
	option = {
		name = BBA_italy_missiolinis.63.a
		ITA_missiolini_stockpile_fuel_success_effect = yes
	}
}
### Entity: Event
Component: BALTIC_entente_events.3
Constructs: is_triggered_only, swap_ideas, add_idea, remove_idea
Source: game
File: events/NSB_Baltic.txt

Code:
country_event = {
	id = BALTIC_entente_events.3
	title = BALTIC_entente_events.1.t
	desc = BALTIC_entente_events.1.d
	picture = GFX_report_event_second_vienna_award_pact
	is_triggered_only = yes
	option = {
		name = BALTIC_entente_events.1.a
		effect_tooltip = {
			swap_ideas = {
				add_idea = BALTIC_economic_union_2
				remove_idea = BALTIC_economic_union_1
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_400
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_400 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 400
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 400
	}
}
### Entity: Achievement
Component: _minutes_of_hel
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting
Source: game
File: common/achievements.txt

Code:
_minutes_of_hel = {
	id = 91
	possible = {
		tag = POL
		is_ironman = yes
		difficulty = > 1
		has_start_date = > 1939.08.13
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
	}
	happened = {
		GER = {
			casualties_inflicted_by = {
				opponent = POL
				thousands = > 1800
			}
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_democratic_war_with_manchukuo
Constructs: prerequisite, limit, owns_state, has_war_with, add_war_support, has_country_flag, completion_reward, is_subject
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_democratic_war_with_manchukuo
	icon = GFX_focus_generic_attack_manchukuo
	x = -3
	y = 1
	relative_position_id = JAP_crush_the_internal_factions
	prerequisite = {
		focus = JAP_crush_the_internal_factions
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
		MAN = {
			exists = yes
			NOT = {
				is_ally_with = ROOT
				has_war_with = ROOT
			}
			has_country_flag = MAN_kwantung_army_took_control_flag
		}
	}
	bypass = {

	}
	will_lead_to_war_with = MAN
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		add_war_support = 0.05
		custom_effect_tooltip = generic_skip_one_line_tt
		create_wargoal = {
			type = topple_government
			target = MAN
			expire = 0
		}
		IF = {
			limit = {
				SOV = {
					owns_state = 610 716 328 715 714 717
				}
			}
			create_wargoal = {
				target = SOV
				type = take_state_focus
				expire = 0
				generator = {
					610 716 328 715 714 717
				}
			}
		}
	}
}
### Entity: National Focus
Tree: alg_focus
Component: ALG_western_technological_learnings
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/algeria.txt

Code:
focus = {
	id = ALG_western_technological_learnings
	icon = GFX_focus_research
	x = 20
	y = 5
	cost = 10
	prerequisite = {
		focus = ALG_british_industrial_investments
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: Character
Component: GNB_ar
Source: game
File: common/characters/GNB.txt

Code:
GNB_ar = {
	advisor = {
		slot = high_command
		idea_token = GNB_ar
		ledger = army
		allowed = {
			original_tag = GNB
		}
		traits = {
			army_regrouping_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_5
		}
	}
}
### Entity: Event
Component: INS_political_events.9
Constructs: is_triggered_only, ai_chance, has_capitulated
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_political_events.9
	title = INS_political_events.9.t
	desc = INS_political_events.9.desc
	picture = GFX_report_event_INS_declaration_of_independence
	is_triggered_only = yes
	option = {
		name = INS_political_events.9.a
		INS = {
			country_event = {
				id = INS_political_events.10
				hours = 0
			}
		}
		custom_effect_tooltip = HOL_reconquer_INS_tt
		ai_chance = {
			base = 10
		}
	} {
		name = INS_political_events.9.b
		INS = {
			country_event = {
				id = INS_political_events.11
				hours = 0
			}
		}
		custom_effect_tooltip = HOL_make_INS_independent_tt
		ai_chance = {
			base = 1
			modifier = {
				factor = 3
				has_capitulated = yes
			} {
				factor = 2
				num_divisions = < 10
			}
		}
	}
}
### Entity: Unit Template
Component: DDR_CAV_01
Source: game
File: common/units/names_divisions/DDR_names_divisions.txt

Code:
DDR_CAV_01 = {
	name = Cavalry Divisions
	for_countries = {
		DDR
	}
	can_use = {
		always = yes
	}
	division_types = {
		cavalry
	}
	fallback_name = %d. Kavallerie-Division
	ordered = {
		1 = {
			%d. Kavallerie-Division
		}
		2 = {
			%d. Kavallerie-Division
		}
		3 = {
			%d. Kavallerie-Division
		}
		4 = {
			%d. Kavallerie-Division
		}
		5 = {
			%d. Kavallerie-Division
		}
		6 = {
			%d. Kavallerie-Division
		}
		7 = {
			%d. Kavallerie-Division
		}
		9 = {
			%d. Kavallerie-Division
		}
		8 = {
			%d. Kavallerie-Division
		}
		10 = {
			%d. Kavallerie-Division
		}
	}
}
### Entity: Event
Component: libya.4
Constructs: is_triggered_only, ai_chance, add_ideas, add_political_power, is_historical_focus_on, set_politics, add_popularity
Source: game
File: events/tmodernevents.txt

Code:
country_event = {
	id = libya.4
	title = libya.4.t
	desc = libya.4.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = libya.4.a
		ai_chance = {
			base = 95
			modifier = {
				factor = 100
				is_historical_focus_on = yes
			}
		}
		add_political_power = 50
		set_politics = {
			ruling_party = fascism
			elections_allowed = no
		}
		add_popularity = {
			ideology = fascism
			popularity = 0.1
		}
		add_ideas = victor_emmanuel
	} {
		name = libya.4.b
		ai_chance = {
			base = 5
		}
		add_political_power = 50
		set_politics = {
			ruling_party = neutrality
			elections_allowed = no
		}
		add_popularity = {
			ideology = neutrality
			popularity = 0.1
		}
	} {
		name = libya.4.c
		ai_chance = {
			base = 1
		}
		add_political_power = 50
		set_politics = {
			ruling_party = democratic
			elections_allowed = yes
		}
		add_popularity = {
			ideology = democratic
			popularity = 0.2
		}
		add_ideas = victor_emmanuel
	} {
		name = libya.4.e
		ai_chance = {
			base = 1
		}
		add_political_power = 50
		set_politics = {
			ruling_party = communism
			elections_allowed = no
		}
		add_popularity = {
			ideology = communism
			popularity = 0.3
		}
		add_ideas = victor_emmanuel
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_SABCAs_bombers
Constructs: prerequisite, completion_reward, has_tech
Source: game
File: common/national_focus/r56_belgium.txt

Code:
focus = {
	id = BEL_SABCAs_bombers
	icon = GFX_goal_generic_air_bomber
	relative_position_id = BEL_license_production
	prerequisite = {
		focus = BEL_license_production
	}
	mutually_exclusive = {
		focus = BEL_fighter_license
	}
	x = 1
	y = 1
	cost = 8
	ai_will_do = {
		base = 4
	}
	available_if_capitulated = yes
	available = {
		NOT = {
			has_tech = tactical_bomber3
		}
		OR = {
			GER = {
				custom_trigger_tooltip = {
					tooltip = bomber_tt
					OR = {
						is_available_tac_BEL = yes
					}
				}
			}
			FRA = {
				custom_trigger_tooltip = {
					tooltip = bomber_tt
					OR = {
						is_available_tac_BEL = yes
					}
				}
			}
			ITA = {
				custom_trigger_tooltip = {
					tooltip = bomber_tt
					OR = {
						is_available_tac_BEL = yes
					}
				}
			}
			ENG = {
				custom_trigger_tooltip = {
					tooltip = bomber_tt
					OR = {
						is_available_tac_BEL = yes
					}
				}
			}
			USA = {
				custom_trigger_tooltip = {
					tooltip = bomber_tt
					OR = {
						is_available_tac_BEL = yes
					}
				}
			}
		}
	}
	completion_reward = {
		country_event = belgium.109
	}
}
### Entity: Character
Component: BRD_acr
Source: game
File: common/characters/BRD.txt

Code:
BRD_acr = {
	advisor = {
		slot = air_chief
		idea_token = BRD_acr
		allowed = {
			original_tag = BRD
		}
		traits = {
			air_chief_reform_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_3
		}
	}
}
### Entity: Idea
Component: SIA_bangkok_dock
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/siam.txt

Code:
SIA_bangkok_dock = {
	name = SIA_bangkok_dock_organization
	picture = SIA_bangkok_dock
	allowed = {
		original_tag = SIA
		NOT = {
			has_dlc = Arms Against Tyranny
		}
	}
	available = {
		NOT = {
			has_completed_focus = SIA_focus_on_commercial_civilian_ships
		}
	}
	research_bonus = {
		naval_equipment = 0.15
	}
	traits = {
		convoy_escort_naval_manufacturer
	}
}
### Entity: Event
Component: NSB_soviet_paranoia_system_events.12
Constructs: is_triggered_only, ai_chance, limit, add_political_power, add_timed_idea, has_political_power
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_paranoia_system_events.12
	title = NSB_soviet_paranoia_system_events.12.t
	desc = NSB_soviet_paranoia_system_events.12.desc
	picture = GFX_report_event_SOV_purge_administration
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			SOV_paranoia_increase_purge_counter_regular = yes
		}
	}
	option = {
		name = NSB_soviet_paranoia_system_events.12.a
		ai_chance = {
			base = 10
		}
		add_timed_idea = {
			idea = SOV_understaffed_bureaucracy
			days = 365
		}
		hidden_effect = {
			SOV_paranoia_update_portraits_ui = yes
		}
		SOV_paranoia_medium_decrease_effect = yes
		if = {
			limit = {
				has_political_power = < SOV_purge_event_pp_to_avoid_regular
			}
			custom_effect_tooltip = SOV_purge_event_not_enough_pp_to_avoid_regular_tt
		}
	} {
		name = NSB_soviet_paranoia_system_events.12.b
		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				has_political_power = < SOV_purge_event_pp_to_avoid_regular_pay
			} {
				factor = 0
				SOV_is_opposition = yes
			}
		}
		trigger = {
			NOT = {
				has_political_power = < SOV_purge_event_pp_to_avoid_regular
			}
		}
		add_political_power = SOV_purge_event_pp_to_avoid_regular_pay
		SOV_paranoia_low_increase_effect = yes
	}
}
### Entity: Scripted Effect
Component: SOV_achievement_propaganda_counter_effect
Constructs: limit, check_variable, set_variable, add_to_variable
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_achievement_propaganda_counter_effect = {
	if = {
		limit = {
			check_variable = {
				var = propaganda_counter
				value = 1
				compare = less_than
			}
		}
		set_variable = {
			var = propaganda_counter
			value = 1
		}
	}
	else = {
		add_to_variable = {
			propaganda_counter = 1
		}
	}
}
### Entity: Idea
Component: SOV_urbanization_focus
Constructs: has_government, removal_cost, mobilization_speed
Source: game
File: common/ideas/r56_soviet.txt

Code:
SOV_urbanization_focus = {
	name = SOV_urbanization_focus
	removal_cost = -1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		NOT = {
			has_government = democratic
		}
	}
	picture = man_five_year_plan_industry
	modifier = {
		global_building_slots_factor = 0.2
		mobilization_speed = 0.2
		MONTHLY_POPULATION = 0.2
	}
}
### Entity: Character
Component: INS_supomo
Constructs: has_completed_focus, limit, has_cosmetic_tag
Source: game
File: common/characters/INS.txt

Code:
INS_supomo = {
	name = INS_supomo
	portraits = {
		army = {
			small = GFX_portrait_INS_supomo_small
		}
	}
	advisor = {
		slot = political_advisor
		cost = 100
		idea_token = INS_supomo
		allowed = {
			OR = {
				original_tag = INS HOL
			}
		}
		visible = {
			OR = {
				original_tag = INS
				AND = {
					original_tag = HOL
					has_cosmetic_tag = INS_UNION
				}
			}
			INS_character_republic_founded_check_VISIBLE = yes
		}
		available = {
			if = {
				limit = {
					original_tag = INS
				}
				has_completed_focus = INS_the_declaration_of_independence
			}
		}
		traits = {
			TAOG_minister_of_justice
		}
		ai_will_do = {
			base = 0.25
			modifier = {
				OR = {
					INS_check_plan_revolution_democratic = yes
					INS_check_plan_loyalist = yes
					INS_check_plan_true_historical = yes
				}
				add = 1.5
			}
		}
	}
}
### Entity: Idea
Component: r_very_high_budget
Constructs: research_speed_factor, political_power_gain, industrial_capacity_factory, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/t_modern_research.txt

Code:
r_very_high_budget = {
	level = 5
	cost = 10
	removal_cost = -1
	picture = r_very_high
	modifier = {
		political_power_gain = -0.4
		research_speed_factor = 0.1
		production_speed_buildings_factor = 0.06
		army_org_factor = 0.08
		experience_gain_factor = 0.15
		industrial_capacity_factory = 0.06
	}
}
### Entity: Event
Component: INS_revolution_events.25
Constructs: is_triggered_only
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_revolution_events.25
	title = INS_revolution_events.25.t
	desc = INS_revolution_events.25.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = INS_revolution_events.25.a
	}
}
### Entity: Scripted Trigger
Component: frloc_parties_sg_fem_vow_04a_all
Constructs: has_completed_focus, has_government, has_country_leader, has_cosmetic_tag
Source: game
File: common/scripted_triggers/00_scripted_triggers_FR_loc.txt

Code:
frloc_parties_sg_fem_vow_04a_all = {
	OR = {
		AND = {
			has_government = fascism
			OR = {
				tag = ABK ARG BUK BUL CRO ENG EST FER PAL PRU RAJ TAT UKR
				original_tag = ABK ARG BUK BUL CRO ENG EST FER PAL PRU RAJ TAT UKR
				AND = {
					OR = {
						tag = BRA
						original_tag = BRA
					}
					NOT = {
						POR = {
							has_completed_focus = POR_monarchist_uprising_in_brazil
						}
					}
				} {
					OR = {
						tag = GRE
						original_tag = GRE
					}
					NOT = {
						has_country_leader = {
							character = GRE_georgios_kosmidis
						}
					}
				} {
					OR = {
						tag = MEX
						original_tag = MEX
					}
					NOT = {
						has_cosmetic_tag = MEX_cristero
					} {
						has_completed_focus = MEX_focus_revanchist_revolution
					}
				} {
					OR = {
						tag = POL
						original_tag = POL
					}
					NOT = {
						OR = {
							has_country_leader = {
								character = POL_pavel_bermondt_avalov
								ruling_only = yes
							} {
								character = POL_roman_dmowski
								ruling_only = yes
							}
						}
					}
				}
			}
		} {
			has_government = communism
			OR = {
				tag = CKK FSM KAL TAH TAY YAK
				original_tag = CKK FSM KAL TAH TAY YAK
				AND = {
					OR = {
						tag = FRA
						original_tag = FRA
					} {
						has_completed_focus = FRA_loyalty_to_the_cause FRA_anti_fascist_coalition
					}
				} {
					tag = ETH
					has_completed_focus = ETH_local_committees
				} {
					original_tag = ETH
					has_completed_focus = ETH_local_committees
				}
			}
		} {
			has_government = democratic
			OR = {
				tag = ABK ARG BRA CAT CUB ETH FSM MAL NAV POR SWI TAH TOS UKR VGE
				original_tag = ABK ARG BRA CAT CUB ETH FSM MAL NAV POR SWI TAH TOS UKR VGE
			}
		} {
			has_government = neutrality
			OR = {
				tag = ARM AZR BLR BRI BSK CHU EST GLC VEN VLA YAK
				original_tag = ARM AZR BLR BRI BSK CHU EST GLC VEN VLA YAK
				AND = {
					OR = {
						tag = POR
						original_tag = POR
					}
					NOT = {
						has_completed_focus = POR_the_return_of_duarte
					}
				} {
					OR = {
						tag = BRA
						original_tag = BRA
					}
					POR = {
						has_completed_focus = POR_monarchist_uprising_in_brazil
					}
				} {
					OR = {
						tag = FRA
						original_tag = FRA
					}
					NOT = {
						OR = {
							has_completed_focus = FRA_orleanist_restoration FRA_the_legitimate_heir FRA_proclaim_the_third_empire
						}
					}
				} 
# ... (truncated)
### Entity: Scripted Effect
Component: AST_vichy_out_of_africa_effect
Constructs: limit, has_country_flag, is_in_faction_with, has_military_access_to, set_country_flag, unlock_decision_category_tooltip
Source: game
File: common/scripted_effects/AST_scripted_effects.txt

Code:
AST_vichy_out_of_africa_effect = {
	IF = {
		limit = {
			AST = {
				OR = {
					NOT = {
						is_in_faction_with = ENG
						has_military_access_to = ENG
					}
					has_country_flag = AST_military_access_eng
				}
			}
		}
		AST = {
			diplomatic_relation = {
				country = ENG
				relation = military_access
				active = yes
			}
			set_country_flag = AST_military_access_eng
		}
		custom_effect_tooltip = generic_skip_one_line_tt
	}
	AST = {
		unlock_decision_category_tooltip = AST_vichy_out_of_africa_cat
		set_country_flag = AST_vichy_pact_flag
	}
}
### Entity: Event
Component: SEA_china_democratic.20
Constructs: is_triggered_only, ai_chance, fire_only_once, add_timed_idea, clr_country_flag, set_country_flag
Source: game
File: events/SEA_Nat_China.txt

Code:
country_event = {
	id = SEA_china_democratic.20
	title = SEA_china_democratic.20.t
	desc = SEA_china_democratic.20.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = SEA_china_democratic.20.a
		ai_chance = {
			base = 100
		}
		add_timed_idea = {
			idea = idea_CHI_central_government_minquan_pressure_democratic
			days = 365
		}
		clr_country_flag = CHI_currently_being_asked_about_minquan
	} {
		name = SEA_china_democratic.20.b
		ai_chance = {
			base = 0
		}
		clr_country_flag = CHI_currently_being_asked_about_minquan
		set_country_flag = CHI_rejected_minquan_alltogether_flag
	}
}
### Entity: Scope Reference
Construct: Localization
Source: vanilla_docs
File: documentation/script_concept_documentation.md

Doc:
## Contextual Localization
Contextual localization is a way to access data from Localization Objects when localizing a string.
The concept differs slightly from standard values ($VAL$) that can be injected into the localization string by allowing the localization string
to select which properties to add to the resulting string and where.
When a string is contextually localized with a localization object, then there's one root object (either a [Scope](loc_objects_documentation.md#scope) or [Localization Environment](loc_objects_documentation.md#localization-environment).
In general this object can only be used for two purposes: Accessing other objects and getting the current date.

The documentation for the different localization objects can be found at [Localization Objects](loc_objects_documentation.md).