Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: mtg_britain.73
Constructs: is_triggered_only, ai_chance, division_template, add_equipment_to_stockpile, limit, declare_war_on, annex_everything, is_locked
Source: game
File: events/MTG_Britain.txt

Code:
country_event = {
	id = mtg_britain.73
	title = mtg_britain.73.t
	desc = mtg_britain.73.d
	picture = GFX_report_event_ger_civil_war
	is_triggered_only = yes
	option = {
		name = mtg_britain.73.a
		release = PAK
		PAK = {
			declare_war_on = {
				target = ROOT
				type = annex_everything
			}
		}
		hidden_effect = {
			PAK = {
				add_equipment_to_stockpile = {
					type = infantry_equipment
					amount = 15000
					producer = RAJ
				}
				division_template = {
					name = Pakistani Liberation Army
					priority = 1
					division_names_group = RAJ_INF_01
					is_locked = yes
					regiments = {
						infantry = {
							x = 0
							y = 0
						} {
							x = 0
							y = 1
						} {
							x = 0
							y = 2
						} {
							x = 1
							y = 0
						} {
							x = 1
							y = 1
						} {
							x = 1
							y = 2
						}
					}
				}
				443 = {
					create_unit = {
						division = name = "1. Pakistani Liberation Army" division_template = "Pakistani Liberation Army" start_experience_factor = 0.5
						owner = PAK
					} {
						division = name = "2. Pakistani Liberation Army" division_template = "Pakistani Liberation Army" start_experience_factor = 0.5
						owner = PAK
					} {
						division = name = "3. Pakistani Liberation Army" division_template = "Pakistani Liberation Army" start_experience_factor = 0.5
						owner = PAK
					}
				}
				440 = {
					create_unit = {
						division = name = "4. Pakistani Liberation Army" division_template = "Pakistani Liberation Army" start_experience_factor = 0.5
						owner = PAK
					} {
						division = name = "5. Pakistani Liberation Army" division_template = "Pakistani Liberation Army" start_experience_factor = 0.5
						owner = PAK
					} {
						division = name = "6. Pakistani Liberation Army" division_template = "Pakistani Liberation Army" start_experience_factor = 0.5
						owner = PAK
					}
				}
				787 = {
					create_unit = {
						division = name = "7. Pakistani Liberation Army" division_template = "Pakistani Liberation Army" start_experience_factor = 0.5
						owner = PAK
					} {
						division = name = "8. Pakistani Liberation Army" division_template = "Pakistani Liberation Army" start_experience_factor = 0.5
						owner = PAK
					} {
						division = name = "9. Pakistani Liberation Army" division_template = "Pakistani Liberation Army" start_experience_factor = 0.5
						owner = PAK
					}
				}
	
# ... (truncated)
### Entity: National Focus
Tree: afg_focus
Component: AFG_socialist_economic_union
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, is_ally_with, every_other_country
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_socialist_economic_union
	icon = GFX_goal_generic_risky_deal
	x = 0
	y = 1
	ai_will_do = {
		factor = 1
	}
	available = {
		has_government = communism
		any_other_country = {
			is_ally_with = AFG
			has_government = communism
		}
	}
	prerequisite = {
		focus = AFG_revolution_through_belief
	}
	relative_position_id = AFG_revolution_through_belief
	cost = 10
	bypass = {

	}
	completion_reward = {
		every_other_country = {
			limit = {
				is_ally_with = AFG
				has_government = communism
			}
			add_ideas = AFG_economic_union
		}
		add_ideas = AFG_economic_union
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Modifier Reference
Construct: modifiers
Source: vanilla_docs
File: common/doctrines/_documentation.md

Doc:
### Mastery Gain modifiers

Note: for these mastery gain modifiers, localization is automatically mapped, meaning you do not have to define unique localization keys for each generated modifier.

* *[folder_name]*_track_mastery_gain_factor
```
### Entity: Unit Template
Component: HON_CA_HISTORICAL
Source: game
File: common/units/names_ships/HON_ship_names.txt

Code:
HON_CA_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CA
	for_countries = {
		HON
	}
	type = ship
	ship_types = {
		ship_hull_cruiser heavy_cruiser
	}
	prefix = ARH 
	fallback_name = Crucero Pesado %d
	unique = {
		San Antonio de Cortés El Progreso Puerto Cortés Iriona La Ceiba
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_air_ground_cooperation
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_doctrine_cost_reduction
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_air_ground_cooperation
	icon = GFX_goal_generic_air_bomber
	x = 0
	y = 2
	prerequisite = {
		focus = FRA_cas_focus
	}
	mutually_exclusive = {

	}
	relative_position_id = FRA_air_dominance
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = FRA_air_ground_cooperation
			category = air_doctrine
			uses = 2
			cost_reduction = 0.5
		}
	}
}
### Entity: AI Strategy
Component: POL_NSB_democratic_plan
Constructs: has_country_flag, has_game_rule, is_subject
Source: game
File: common/ai_strategy_plans/POL_alternate_strategy_plan.txt

Code:
POL_NSB_democratic_plan = {
	name = POL democratic plan
	desc = 
	allowed = {
		original_tag = POL
	}
	enable = {
		OR = {
			has_country_flag = POL_AI_RANDOM_DEMOCRATIC
			has_game_rule = {
				rule = POL_ai_behavior
				option = DEMOCRATIC
			}
		}
		has_DLC = No Step Back
	}
	abort = {
		is_subject = yes
	}
	ai_national_focuses = {
		POL_organize_the_peasants_strike POL_woo_morges_staff POL_the_four_year_plan POL_central_region_strategy POL_expansion_of_new_towns POL_fill_the_railways_gaps POL_ease_sanationist_tensions POL_raise_the_black_madonna POL_reassemble_the_sejm POL_empower_the_morges POL_elect_a_PSL_leader POL_invest_in_the_peasantry POL_preserve_bougoise_democracy POL_develop_polish_ship_building POL_attract_poles_to_gdynia POL_study_foreign_built_ships POL_expand_gdynia_seaport POL_additional_research_slot1 POL_anti_fascist_military POL_press_for_liberia POL_preserve_baltic_independence POL_dismantle_fascist_empires POL_social_commonwealth POL_leftist_economics POL_invest_in_the_old_polish_region POL_modernize_congressional_factories POL_warsaw_main_railway_station POL_lower_class_education POL_press_for_liberia POL_reopen_the_maritime_and_colonial_league POL_committee_of_national_liberation POL_non_discriminatory_recruitment POL_armia_ludowa
	}
	research = {

	}
	ideas = {

	}
	traits = {
		captain_of_industry = 10
		popular_figurehead = 5
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_economic_reactivation_act
Constructs: prerequisite, completion_reward, add_timed_idea
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_economic_reactivation_act
	icon = GFX_focus_ARG_economic_reactivation_act
	prerequisite = {
		focus = ARG_banco_central_de_la_republica_argentina
	}
	x = 5
	y = 1
	relative_position_id = ARG_banco_central_de_la_republica_argentina
	cost = 5
	available = {

	}
	ai_will_do = {
		factor = 10
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_timed_idea = {
			idea = ARG_economic_reactivation_idea
			days = 365
		}
	}
}
### Entity: Trigger Reference
Construct: has_stability
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_stability

* Supported Scopes: COUNTRY
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
check value of stability 0-1: Example has_stability < 0.6
```
### Entity: Event
Component: peru.57
Constructs: is_triggered_only, set_variable, set_country_flag
Source: game
File: events/r56_peru.txt

Code:
country_event = {
	id = peru.57
	title = peru.57.t
	desc = peru.57.d
	picture = GFX_report_event_PRU_protests_in_capital
	is_triggered_only = yes
	option = {
		name = peru.57.a.1
		custom_effect_tooltip = PRU_unlock_friend_apra PRU_ur_loyalty_hostile_status_text
		set_variable = {
			PRU_apra_loyalty = -2
		}
		PRU = {
			set_country_flag = PRU_apra_be_friend PRU_ur_exclu
		}
		PRU_partidos_update_update_effect = yes
	} {
		name = peru.57.a.2
		custom_effect_tooltip = PRU_unlock_friend_ur PRU_apra_loyalty_hostile_status_text
		set_variable = {
			PRU_ur_loyalty = -2
		}
		PRU = {
			set_country_flag = PRU_ur_be_friend PRU_apra_exclu
		}
		PRU_partidos_update_update_effect = yes
	}
}
### Entity: Idea
Component: idea_RAJ_great_depression_2
Constructs: stability_factor, industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_great_depression_2 = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = great_depression
	modifier = {
		consumer_goods_factor = 0.1
		industrial_capacity_factory = -0.05
		industrial_capacity_dockyard = -0.05
		stability_factor = -0.05
	}
}
### Entity: Character
Component: LAT_janis_sudrabkalns
Constructs: has_completed_focus
Source: game
File: common/characters/LAT.txt

Code:
LAT_janis_sudrabkalns = {
	name = LAT_janis_sudrabkalns
	portraits = {
		army = {
			small = GFX_idea_LAT_janis_sudrabkalns
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = LAT_janis_sudrabkalns
		allowed = {
			OR = {
				original_tag = LAT SWE
			}
			has_DLC = No Step Back
		}
		available = {
			OR = {
				has_completed_focus = BALTIC_revolutionary_cabinet
				SWE_refuge_for_revolutionaries_trigger = yes
			}
		}
		traits = {
			revolutionary_poet
		}
	}
}
### Entity: Idea
Component: VEN_oil_10
Constructs: has_idea, cancel_if_invalid
Source: game
File: common/ideas/r56_venezuela.txt

Code:
VEN_oil_10 = {
	picture = VEN_oil
	visible = {
		original_tag = VEN
		NOT = {
			OR = {
				has_idea = VEN_oil VEN_oil_2 VEN_oil_3 VEN_oil_4 VEN_oil_5 VEN_oil_6 VEN_oil_7 VEN_oil_8 VEN_oil_9 VEN_oil_11
			}
		}
	}
	allowed_to_remove = {
		always = no
	}
	modifier = {
		consumer_goods_expected_value = 0.15
		local_resources_factor = 0.15
		production_oil_factor = 0.1
		min_export = 0.2
		trade_opinion_factor = 0.3
		production_speed_industrial_complex_factor = -0.3
		production_speed_arms_factory_factor = -0.3
		conversion_cost_civ_to_mil_factor = 0.3
		conversion_cost_mil_to_civ_factor = 0.3
	}
	cancel_if_invalid = no
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_proclaim_the_second_afghan_empire
Constructs: prerequisite, limit, completion_reward, set_cosmetic_tag, every_core_state, add_claim_by, set_state_flag, every_state
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_proclaim_the_second_afghan_empire
	icon = GFX_focus_AFG_second_afghan_empire
	prerequisite = {
		focus = AFG_restore_herat
	} {
		focus = AFG_hone_the_shamshir
	}
	x = 1
	y = 1
	relative_position_id = AFG_restore_herat
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		set_cosmetic_tag = AFG_second_empire
		custom_effect_tooltip = generic_skip_one_line_tt AFG_can_core_once_controlled_tt generic_skip_one_line_tt
		PAK = {
			every_core_state = {
				add_claim_by = ROOT
				hidden_effect = {
					set_state_flag = AFG_empire_can_core_this_state_flag
				}
			}
		}
		every_state = {
			limit = {
				NOT = {
					is_core_of = ROOT
				}
				OR = {
					state = 742 416 830 410 989 441 1003
				}
			}
			add_claim_by = ROOT
			hidden_effect = {
				set_state_flag = AFG_empire_can_core_this_state_flag
			}
		}
		add_country_leader_trait = AFG_legacy_of_the_durrani_trait
	}
}
### Entity: Event
Component: AST_diplomatic_events.16
Constructs: is_triggered_only
Source: game
File: events/TAOG_Australia.txt

Code:
country_event = {
	id = AST_diplomatic_events.16
	title = AST_diplomatic_events.16.t
	desc = AST_diplomatic_events.16.desc
	picture = GFX_report_event_ast_parliament_house
	is_triggered_only = yes
	option = {
		name = AST_diplomatic_events.16.a
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_the_declaration_of_independence
Constructs: has_completed_focus, every_owned_state, prerequisite, limit, every_country, has_country_flag, completion_reward, add_political_power
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_the_declaration_of_independence
	icon = GFX_focus_INS_the_declaration_of_independence
	available = {
		has_war_support = > 0.4
		custom_trigger_tooltip = {
			tooltip = INS_has_spent_points_trigger_tt
			check_variable = {
				INS_revolution_points_remaining = 0
			}
			NOT = {
				has_country_flag = INS_ongoing_influence_process
			}
		}
	}
	prerequisite = {
		focus = INS_underground_revolution INS_seize_oppurtunity
	}
	mutually_exclusive = {

	}
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			OR = {
				has_completed_focus = INS_seize_oppurtunity
				NOT = {
					has_completed_focus = INS_the_jewel_in_the_crown
				}
			}
		}
	}
	x = 0
	y = 3
	relative_position_id = INS_underground_revolution
	offset = {
		x = 8
		y = 2
		trigger = {
			has_completed_focus = INS_seize_oppurtunity
		}
	}
	cost = 10
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_INTERNAL_AFFAIRS FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_MILITARY_CHARACTER FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		set_rule = {
			can_join_factions = no
		}
		hidden_effect = {
			indonesia_form_other_indies_effect = yes
			if = {
				limit = {
					NOT = {
						has_completed_focus = INS_seize_oppurtunity
					}
				}
				indonesia_form_republic_effect = yes
			}
			HOL = {
				country_event = {
					id = INS_revolution_events.9
					hours = 4
				}
			}
			every_country = {
				limit = {
					OR = {
						original_tag = ENG FRA
						is_in_faction_with = HOL
						any_core_state = {
							is_on_continent = asia
						}
					}
					NOT = {
						tag = INS
					}
				}
				news_event = {
					id = taog_news.2
					hours = 12
				}
			}
			set_country_flag = INS_revolution_has_started INS_sukarno_loyalty
			indonesia_increase_escalation_1_effect = yes
		} {
			if = {
				limit = {
					PHI = {
						PHI_tan_malaka = {
							is_hired_as_advisor = yes
						}
					}
				}
				PHI = {
					country_event = {
						id = INS_political_events.18
						hours = 2
					}
				}
			}
			mark_focus_tree_layout_dirty = yes
			every_country = {
				limit = {
					is_in_faction_with = HOL
					NOT = {
						tag = HOL
						is_subject_of = HOL
					}
				}
				INS_set_hol_ally_strategy_effect = yes
			}
		}
		custom_effect_tooltip = INS_the_declaration_of_independence_tt newline_tt INS_mi
# ... (truncated)
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/HOL_1939_air_legacy.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = fighter_equipment_1
			creator = HOL
		}
		requested_factories = 1
		progress = 0.44
		efficiency = 100
	}
}
### Entity: Shared Focus
Component: ARCTIC_recruit_penguins
Constructs: shared_focus, prerequisite, add_ideas, completion_reward, allow_branch, has_idea, cancel_if_invalid
Source: game
File: common/national_focus/r56_arctic_minor_military_shared.txt

Code:
shared_focus = {
	id = ARCTIC_recruit_penguins
	icon = GFX_goal_generic_penguin
	prerequisite = {
		focus = ARCTIC_start_them_young
	}
	relative_position_id = ARCTIC_start_them_young
	x = 2
	y = 1
	cost = 10
	ai_will_do = {
		factor = 30
	}
	allow_branch = {
		original_tag = GRN
		OR = {
			has_idea = service_by_requirement all_adults_serve scraping_the_barrel
		}
	}
	available = {

	}
	cancel_if_invalid = yes
	completion_reward = {
		army_experience = 15
		add_ideas = ARCTIC_recruit_penguins
	}
}
### Entity: Character
Component: our_right_to_survive
Constructs: war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
our_right_to_survive = {
	random = no
	war_support_factor = 0.1
	army_core_defence_factor = 0.1
}
### Entity: Idea
Component: PHI_asian_trade_connections_siam
Constructs: removal_cost
Source: game
File: common/ideas/philippines.txt

Code:
PHI_asian_trade_connections_siam = {
	picture = PLACEHOLDER_idea_icon
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	targeted_modifier = {
		tag = SIA
		trade_cost_for_target_factor = -0.15
	}
}
### Entity: Modifier Reference
Construct: army_defence_against_major_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## army_defence_against_major_factor

* Number with 1 decimal places
* **Categories**: army, defensive
### Entity: Trigger Reference
Construct: has_max_planning
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_max_planning

* Supported Scopes: COMBATANT
* Supported Targets: none

```
check if side has maximal planning bonus
```
### Entity: Combat Tactic
Component: tactic_grand_banzai_charge
Constructs: is_attacker
Source: game
File: common/combat_tactics.txt

Code:
tactic_grand_banzai_charge = {
	only_show_for = JAP
	is_attacker = yes
	trigger = {
		tag = JAP
		is_attacker = yes
		phase = no
	}
	active = no
	countered_by = tactic_overwhelming_fire
	base = {
		factor = 4
	}
	picture = tactic_banzai_charge
	attacker_movement_speed = 0.1
	attacker = 0.3
	defender = 0.1
}
### Entity: Character
Component: PER_glory_of_cyrus_trait
Constructs: annex_cost_factor
Source: game
File: common/country_leader/goe_traits.txt

Code:
PER_glory_of_cyrus_trait = {
	sprite = 5
	justify_war_goal_time = -0.25
	war_stability_factor = 0.3
	army_core_defence_factor = 0.1
	annex_cost_factor = -0.1
	ai_will_do = {
		factor = 2
	}
}
### Entity: Shared Focus
Tree: mar_focus
Component: MAR_develop_mining
Constructs: shared_focus, prerequisite, add_ideas, completion_reward, has_idea
Source: game
File: common/national_focus/r56_mari_el_union_shared.txt

Code:
shared_focus = {
	id = MAR_develop_mining
	icon = GFX_goal_generic_construct_civilian
	cost = 10
	prerequisite = {
		focus = MAR_mari_el_unification
	}
	relative_position_id = MAR_mari_el_unification
	x = 0
	y = 1
	ai_will_do = {
		factor = 10
	}
	text_icon = NORDIC_focus_style
	available = {
		NOT = {
			has_idea = generic_recent_economic_unification
		}
	}
	completion_reward = {
		add_ideas = YUG_idea_expanded_mining_industry
	}
}
### Entity: Character
Component: KYR_nt
Source: game
File: common/characters/KYR.txt

Code:
KYR_nt = {
	advisor = {
		slot = theorist
		idea_token = KYR_nt
		ledger = navy
		allowed = {
			original_tag = KYR
		}
		traits = {
			naval_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_asia_3
		}
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_combined_arms_operations
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_combined_arms_operations
	icon = GFX_focus_generic_combined_arms
	prerequisite = {
		focus = MON_strengthen_air_land_links
	}
	x = 0
	y = 1
	relative_position_id = MON_strengthen_air_land_links
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = MON_combined_arms_operations_idea
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
}
### Entity: Character
Component: GER_president_of_germany
Source: game
File: common/country_leader/r56_traits.txt

Code:
GER_president_of_germany = {
	sprite = 13
	random = no
	party_popularity_stability_factor = 0.05
	drift_defence_factor = 0.1
	political_power_factor = 0.05
}
### Entity: Scripted Trigger
Component: EAI_depth_charge_MODULE_FOCUS
Constructs: check_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_navy_triggers.txt

Code:
EAI_depth_charge_MODULE_FOCUS = {
	OR = {
		check_variable = {
			EAI_FOCUS/NAVY/ASW_light_cruiser = global.EAI_ON
		} {
			EAI_FOCUS/NAVY/ASW_destroyer = > global.EAI_OFF
		}
	}
}
### Entity: Event
Component: liechtenstein.26
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, add_ideas, has_government, fire_only_once, random_owned_controlled_state
Source: game
File: events/Liechtenstein.txt

Code:
country_event = {
	id = liechtenstein.26
	picture = GFX_report_event_LIE_liechtenstein_switzerland_relations
	title = liechtenstein.26.t
	desc = liechtenstein.26.d
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = liechtenstein.26.a
		ai_chance = {
			base = 10
			modifier = {
				add = -9
				has_government = communism
				LIE = {
					has_completed_focus = LIE_seek_german_guarantees
				}
			}
		}
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		LIE = {
			country_event = {
				id = liechtenstein.27
				hours = 6
			}
			effect_tooltip = {
				add_ideas = AFG_soviet_trade_agreement_idea
			}
		}
	} {
		name = liechtenstein.26.b
		ai_chance = {
			base = 3
		}
		LIE = {
			country_event = {
				id = liechtenstein.28
				hours = 6
			}
		}
	}
}
### Entity: Event
Component: new_ger.177
Constructs: is_triggered_only, ai_chance, add_political_power, declare_war_on, annex_everything, add_claim_by
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.177
	title = new_ger.177.t
	desc = new_ger.177.d
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = new_ger.177.a
		declare_war_on = {
			target = LUX
			type = annex_everything
		}
		8 = {
			add_claim_by = ROOT
		}
		1095 = {
			add_claim_by = ROOT
		}
		add_political_power = -10
	} {
		name = new_ger.177.b
		declare_war_on = {
			target = LUX
			type = topple_government
		}
	} {
		name = new_ger.177.c
		ai_chance = {
			base = 0
		}
		add_political_power = 25
	}
}
### Entity: Scripted Effect
Component: DEN_joint_military_cooperation
Constructs: limit, check_variable, add_to_variable
Source: game
File: common/scripted_effects/DEN_scripted_effects.txt

Code:
DEN_joint_military_cooperation = {
	if = {
		limit = {
			OR = {
				FROM = {
					original_tag = ENG
				}
				check_variable = {
					DEN.DEN_allied_nation = ENG
				}
			}
		}
		DEN_improve_sovaernet_NS = yes
		add_to_variable = {
			DEN_sovaernet_navy_org = 0.05
			tooltip = navy_org_factor_tt
		} {
			DEN_flyvevabnet_air_agility = 0.05
			tooltip = air_agility_factor_tt
		}
		DEN_improve_flyvevabnet_NS = yes
	}
	else_if = {
		limit = {
			OR = {
				FROM = {
					original_tag = FRA
				}
				check_variable = {
					DEN.DEN_allied_nation = FRA
				}
			}
		}
		DEN_improve_haeren_NS = yes
		add_to_variable = {
			DEN_haeren_army_org = 0.05
			tooltip = army_org_factor_tt
		} {
			DEN_haeren_army_armor_defence = 0.05
			tooltip = army_armor_defence_factor_tt
		}
	} {
		limit = {
			OR = {
				FROM = {
					original_tag = GER
				}
				check_variable = {
					DEN.DEN_allied_nation = GER
				}
			}
		}
		DEN_improve_haeren_NS = yes
		add_to_variable = {
			DEN_haeren_army_armor_attack = 0.1
			tooltip = army_armor_attack_factor_tt
		}
	} {
		limit = {
			OR = {
				FROM = {
					original_tag = SOV
				}
				check_variable = {
					DEN.DEN_allied_nation = SOV
				}
			}
		}
		DEN_improve_haeren_NS = yes
		add_to_variable = {
			DEN_haeren_army_artillery_attack = 0.05
			tooltip = army_artillery_attack_factor_tt
		} {
			DEN_haeren_army_artillery_defence = 0.05
			tooltip = army_artillery_defence_factor_tt
		}
	} {
		limit = {
			OR = {
				FROM = {
					OR = {
						original_tag = SWE NOR FIN ICE
					}
				}
				check_variable = {
					DEN.DEN_allied_nation = SWE
				} {
					DEN.DEN_allied_nation = NOR
				} {
					DEN.DEN_allied_nation = FIN
				} {
					DEN.DEN_allied_nation = ICE
				}
			}
		}
		DEN_improve_haeren_NS = yes
		add_to_variable = {
			DEN_haeren_army_core_attack = 0.05
			tooltip = army_core_attack_factor_tt
		} {
			DEN_haeren_army_core_defence = 0.05
			tooltip = army_core_defence_factor_tt
		}
	}
}