Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: BBA_ethiopia_fascist_events.71
Constructs: is_triggered_only, ai_chance, add_equipment_to_stockpile
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_fascist_events.71
	title = BBA_ethiopia_fascist_events.71.t
	desc = BBA_ethiopia_fascist_events.71.desc
	picture = GFX_report_event_generic_army
	is_triggered_only = yes
	option = {
		name = BBA_ethiopia_fascist_events.71.a
		ai_chance = {
			base = 10
		}
		add_equipment_to_stockpile = {
			type = infantry_equipment_0
			amount = 800
			producer = ITA
		}
	}
}
### Entity: Effect Reference
Construct: scop
Constructs: scop, remove_contested_owner
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
### Assuming current scope is a state and FROM is a country scope
remove_contested_owner = FROM
```
### Entity: AI Strategy
Component: NZL_alternate_fascist
Constructs: has_country_flag, has_dlc, is_historical_focus_on, has_game_rule
Source: game
File: common/ai_strategy_plans/NZL_alternate_strategy_plan.txt

Code:
NZL_alternate_fascist = {
	name = Kiwi alternate fascist plan
	desc = Taking the REDACTED to REDACTED
	allowed = {
		original_tag = NZL
		has_dlc = Together for Victory
	}
	enable = {
		OR = {
			AND = {
				is_historical_focus_on = yes
				has_game_rule = {
					rule = NZL_ai_behavior
					option = DEFAULT
				}
			}
			has_country_flag = NZL_AI_RANDOM_FASCIST
			has_game_rule = {
				rule = NZL_ai_behavior
				option = FASCIST
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		NZL_the_first_labor_government NZL_statute_of_westminster NZL_ministry_of_public_works NZL_bureau_of_industry NZL_national_roads_board NZL_wairarapa_sheep_farms NZL_new_zealand_steel NZL_taranaki_oil NZL_department_of_scientific_and_industrial_research NZL_transfer_the_new_zealand_division NZL_ratana_alliance NZL_social_security_act NZL_army_reforms NZL_charlton_automatic_rifle NZL_domestic_arms_industry NZL_think_big NZL_in_the_darkness NZL_expand_the_nzpaf NZL_maori_affairs_act NZL_befriend_japan NZL_bob_semple_tank NZL_form_the_rnzn NZL_expand_devonport_naval_base NZL_form_the_rnzaf NZL_the_manpower_act NZL_amend_the_maori_affairs_act NZL_maori_conscription NZL_expand_the_university_of_auckland NZL_long_range_patrol NZL_fighter_focus NZL_destroyer_effort NZL_defend_our_islands NZL_coastal_defense NZL_light_cruiser_effort NZL_schofield_tank NZL_artillery_focus NZL_big_bob_tank
	}
	research = {
		industry = 20.0
		infantry_tech = 15.0
		artillery = 8.0
		support_tech = 6.5
	}
	ideas = {

	}
	traits = {
		captain_of_industry = 5
		war_industrialist = 5
		fascist_demagogue = 10
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
	focus_factors = {

	}
}
### Entity: Modifier Reference
Component: ITA_anti_colonialism_sentiment
Constructs: has_country_flag, remove_trigger, is_core_of, is_on_continent
Source: game
File: common/dynamic_modifiers/bba_dynamic_modifiers.txt

Code:
ITA_anti_colonialism_sentiment = {
	enable = {
		always = yes
	}
	remove_trigger = {
		ROOT = {
			OR = {
				is_core_of = controller
				controller = {
					OR = {
						NOT = {
							has_country_flag = ITA_refused_decolonization_flag
						}
						capital_scope = {
							is_on_continent = africa
						}
					}
				}
			}
		}
	}
	icon = GFX_modifiers_bul_macedonian_revolutionaries
	resistance_target = 0.15
	resistance_damage_to_garrison = 0.15
	local_factory_sabotage = 0.15
	local_resources = -0.15
}
### Entity: Shared Focus
Tree: cel_focus
Component: CEL_refine_air_doctrine
Constructs: shared_focus, prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_celtic_shared.txt

Code:
shared_focus = {
	id = CEL_refine_air_doctrine
	icon = GFX_goal_generic_air_doctrine
	prerequisite = {
		focus = CEL_train_pilots CEL_support_designers_innovations
	}
	relative_position_id = CEL_support_designers_innovations
	x = -1
	y = 1
	cost = 8
	available_if_capitulated = yes
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		air_experience = 15
		add_doctrine_cost_reduction = {
			name = air_doc_bonus
			cost_reduction = 0.5
			uses = 2
			category = air_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: JAP_shigeru_honjo
Constructs: has_completed_focus
Source: game
File: common/characters/JAP.txt

Code:
JAP_shigeru_honjo = {
	name = JAP_shigeru_honjo
	portraits = {
		army = {
			large = GFX_portrait_JAP_shigeru_honjo
			small = GFX_portrait_JAP_shigeru_honjo_small
		}
	}
	corps_commander = {
		traits = {
			old_guard war_hero trait_JAP_kodoha_sympathizer
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		legacy_id = 0
		visible = {
			NOT = {
				has_completed_focus = JAP_sea_purge_the_kodoha_faction
			}
		}
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_we_must_dig_deeper
Constructs: prerequisite, limit, completion_reward, every_core_state, is_owned_and_controlled_by, has_resources_amount, random_select_amount, add_dynamic_modifier
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_we_must_dig_deeper
	icon = GFX_focus_generic_mining_industry
	relative_position_id = CHL_dissolve_covensa
	x = 0
	y = 1
	cost = 5
	prerequisite = {
		focus = CHL_dissolve_covensa
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 1.5
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		every_core_state = {
			limit = {
				is_owned_and_controlled_by = ROOT
				OR = {
					has_resources_amount = {
						resource = steel
						amount = > 1
					} {
						resource = tungsten
						amount = > 1
					} {
						resource = chromium
						amount = > 1
					}
				}
			}
			random_select_amount = 2
			add_dynamic_modifier = {
				modifier = CHL_deeper_mines_modifier
				scope = CHL
			}
		}
		random_core_state = {
			limit = {
				is_owned_and_controlled_by = ROOT
			}
			add_resource = {
				type = steel
				amount = 2
			} {
				type = tungsten
				amount = 4
			}
		}
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_fortify_klaipda
Constructs: prerequisite, add_ideas, owns_state, completion_reward, add_building_construction
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_fortify_klaipda
	icon = GFX_goal_generic_fortify_city
	relative_position_id = LIT_dissolve_the_klaipda_directorate
	x = -1
	y = 1
	cost = 10
	available_if_capitulated = yes
	prerequisite = {
		focus = LIT_dissolve_the_klaipda_directorate
	}
	ai_will_do = {
		factor = 1
	}
	available = {
		owns_state = 188 189 11
	}
	completion_reward = {
		add_ideas = deterrence
		188 = {
			add_building_construction = {
				type = bunker
				level = 5
				province = 3288
				instant_build = yes
			}
		}
		189 = {
			add_building_construction = {
				type = bunker
				level = 3
				province = 3337
				instant_build = yes
			} {
				type = bunker
				level = 3
				province = 6360
				instant_build = yes
			}
		}
		11 = {
			add_building_construction = {
				type = bunker
				level = 3
				province = 6296
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Trigger Reference
Construct: divide_temp_variable
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## divide_temp_variable

* Supported Scopes: any
* Supported Targets: none

Divides a temporary variable by a value, another variable, or a [math expression](script_math_expression.md).
### Entity: Country History
Country: ECU
Component: ECU_army
Source: game
File: history/countries/ECU - Ecuador.txt

Code:
# OOB & Army Setup for ECU
oob = ECU_1936
### Entity: Country History
Country: SEN
Component: SEN_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/SEN - Senegal.txt

Code:
# Politics & Parties for SEN
set_politics = {
	ruling_party = democratic
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 55
	fascism = 15
	communism = 5
	neutrality = 25
}
### Entity: Decision
Component: form_circassia_category
Constructs: add_ideas, has_government, is_subject, has_global_flag, complete_effect, set_cosmetic_tag, add_state_core, set_global_flag
Source: game
File: common/decisions/r56_formable_nations_decisions.txt

Code:
form_circassia_category = {
	KBK_form_circassia = {
		icon = generic_form_nation
		allowed = {
			original_tag = KBK
		}
		highlight_states = {
			highlight_state_targets = {
				state = 827 233 234
			}
		}
		available = {
			is_subject = no
			OR = {
				has_government = fascism neutrality
			}
			controls_state = 827 233 234
		}
		visible = {
			NOT = {
				has_global_flag = KBK_formed_circassia
			}
		}
		complete_effect = {
			set_cosmetic_tag = CIR_UNIFIED
			add_state_core = 233 234
			news_event = {
				id = r56_circassia.1
				days = 6
			}
			hidden_effect = {
				set_global_flag = KBK_formed_circassia
			}
			add_ideas = generic_recent_political_unification generic_recent_army_unification generic_recent_economic_unification
		}
		ai_will_do = {
			factor = 200
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
	}
}
### Entity: Character
Component: SIA_pao_pienlert_boripanyutakit
Source: game
File: common/characters/SIA.txt

Code:
SIA_pao_pienlert_boripanyutakit = {
	advisor = {
		slot = political_advisor
		idea_token = SIA_pao_pienlert_boripanyutakit
		allowed = {
			original_tag = SIA
		}
		traits = {
			JUNO_minister_of_finance
		}
		cost = 110
		ai_will_do = {
			factor = 1.0
		}
	}
	name = SIA_pao_pienlert_boripanyutakit
	portraits = {
		civilian = {
			small = GFX_portrait_SIA_pao_pienlert_boripanyutakit_small
		}
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_hit_bolivia
Constructs: prerequisite, completion_reward, is_subject, has_army_manpower, clr_country_flag, create_wargoal, take_state_focus
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_hit_bolivia
	prerequisite = {
		focus = PRU_wake_up_a_giant PRU_Bring_the_revolution_to_all_America PRU_benavides_is_dead
	}
	icon = GFX_goal_generic_attack_bolivia
	x = -2
	y = 2
	relative_position_id = PRU_wake_up_a_giant
	cost = 10
	available = {
		is_subject = no
		has_army_manpower = {
			size = > 70000
		}
		BOL = {
			r56_script_target_is_sane = yes
		}
		r56_script_i_am_sane = yes
	}
	ai_will_do = {
		factor = 4
	}
	bypass = {
		BOL = {
			r56_script_standard_bypass = yes
		}
	}
	will_lead_to_war_with = BOL
	completion_reward = {
		BOL = {
			clr_country_flag = monroe_doctrine
		}
		create_wargoal = {
			type = take_state_focus
			target = BOL
			expire = 0
			generator = {
				302 487 1077
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: AI Strategy
Component: ADR_neutrality_spanish_guarantee
Constructs: has_country_flag, has_game_rule
Source: game
File: common/ai_strategy_plans/ADR_alternate_strategy_plan.txt

Code:
ADR_neutrality_spanish_guarantee = {
	name = ADR Neutrality - Spanish Guarantee
	allowed = {
		original_tag = ADR
	}
	enable = {
		OR = {
			has_game_rule = {
				rule = ADR_ai_behavior
				option = NEUTRALITY_SPANISH_GUARANTEE
			}
			has_country_flag = ADR_AI_RANDOM_NEUTRALITY_SPANISH_GUARANTEE
		}
	}
	ai_national_focuses = {
		ADR_continue_the_policy_of_neutrality ADR_normalize_spanish_relations
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Joint Focus
Component: INSHOL_bangka_production_lines
Constructs: has_completed_focus, prerequisite, limit, joint_focus, has_full_control_of_state, add_extra_state_shared_building_slots, add_building_construction, add_to_variable
Source: game
File: common/national_focus/indonesia_joint.txt

Code:
joint_focus = {
	id = INSHOL_bangka_production_lines
	icon = GFX_focus_generic_military_industry
	text_icon = INSHOL_INS_focus_style
	available = {
		original_tag = INS
		OR = {
			has_completed_focus = INS_aluminium_factory INS_bauxite_export
		}
		has_full_control_of_state = 1047
		1047 = {
			infrastructure = > 3
		}
	}
	prerequisite = {
		focus = INSHOL_java_factories
	}
	mutually_exclusive = {

	}
	x = 0
	y = 1
	relative_position_id = INSHOL_java_factories
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward_joint_originator = {
		if = {
			limit = {
				original_tag = INS
			}
			1047 = {
				if = {
					limit = {
						free_building_slots = {
							building = arms_factory
							size = > 0
							include_locked = yes
						}
					}
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
						type = arms_factory
						level = 1
						instant_build = yes
					}
				}
			}
			custom_effect_tooltip = INS_knil_tt
			add_to_variable = {
				INS_royal_netherlands_east_indies_army_production_factory_max_efficiency_factor = 0.1
				tooltip = production_factory_max_efficiency_factor_tt
			}
		}
		else_if = {
			limit = {
				original_tag = HOL
				INS = {
					is_subject_of = HOL
				}
			}
		}
	}
	completion_reward_joint_member = {
		if = {
			limit = {
				original_tag = INS
			}
			1047 = {
				if = {
					limit = {
						free_building_slots = {
							building = arms_factory
							size = > 0
							include_locked = yes
						}
					}
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
						type = arms_factory
						level = 1
						instant_build = yes
					}
				}
			}
			custom_effect_tooltip = INS_knil_tt
			add_to_variable = {
				INS_royal_netherlands_east_indies_army_production_factory_max_efficiency_factor = 0.1
				tooltip = production_factory_max_efficiency_factor_tt
			}
		}
		else_if = {
			limit = {
				original_tag = HOL
				INS = {
					is_subject_of = HOL
				}
			}
		}
	}
}
### Entity: Military Industrial Organization
Component: AFG_khyber_pass_rifling_org
Constructs: has_completed_focus, has_dlc, production_bonus, equipment_bonus
Source: game
File: common/military_industrial_organization/organizations/AFG_organization.txt

Code:
AFG_khyber_pass_rifling_org = {
	include = generic_infantry_equipment_organization
	equipment_type = {
		infantry_equipment
	}
	research_categories = {
		infantry_weapons
	}
	allowed = {
		has_dlc = Graveyard of Empires
		tag = AFG
	}
	available = {
		AFG = {
			has_completed_focus = AFG_khyber_pass_riflining
		}
	}
	tree_header_text = {
		text = Design and Production
		x = 3
	} {
		text = Anti-Tank
		x = 8
	}
	initial_trait = {
		limit_to_equipment_type = {
			infantry_equipment
		}
		production_bonus = {
			production_cost_factor = -0.1
		}
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.1
		}
	}
	trait = {
		token = cost_reduction_1
		icon = GFX_generic_mio_trait_icon_efficiency_gain
		limit_to_equipment_type = {
			infantry_equipment
		}
		organization_modifier = {

		}
		equipment_bonus = {
			reliability = -0.05
		}
		production_bonus = {
			production_efficiency_cap_factor = 0.1
			production_cost_factor = -0.1
		}
		position = {
			x = 0
			y = 0
		}
		special_trait_background = yes
	} {
		token = cost_reduction_2
		limit_to_equipment_type = {
			infantry_equipment
		}
		icon = GFX_generic_mio_trait_icon_resources
		organization_modifier = {

		}
		equipment_bonus = {
			reliability = -0.05
		}
		production_bonus = {
			production_resource_need_factor = -0.15
		}
		any_parent = {
			cost_reduction_1
		}
		relative_position_id = cost_reduction_1
		position = {
			x = 0
			y = 1
		}
		special_trait_background = yes
	} {
		token = cost_reduction_3
		limit_to_equipment_type = {
			infantry_equipment
		}
		icon = GFX_generic_mio_trait_icon_efficiency_gain
		organization_modifier = {

		}
		equipment_bonus = {
			reliability = -0.1
		}
		production_bonus = {
			production_resource_need_factor = -0.15
			production_cost_factor = -0.2
		}
		any_parent = {
			cost_reduction_2
		}
		relative_position_id = cost_reduction_2
		position = {
			x = 0
			y = 1
		}
		special_trait_background = yes
	}
}
### Entity: Idea
Component: KMT_resist_the_reds
Constructs: has_government, removal_cost, communism_drift
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_resist_the_reds = {
	removal_cost = -1
	picture = FRA_matignon_agreements
	allowed = {
		always = no
	}
	allowed_civil_war = {
		NOT = {
			has_government = communism
		}
	}
	cancel = {
		has_government = communism
	}
	modifier = {
		communism_acceptance = -100
		drift_defence_factor = 0.4
		communism_drift = -0.05
	}
}
### Entity: Event
Component: new_ger.123
Constructs: is_triggered_only, has_completed_focus, add_war_support, has_country_flag, add_stability, add_political_power, set_country_flag, unlock_decision_tooltip
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.123
	title = new_ger.123.t
	desc = new_ger.123.d
	picture = GFX_report_event_generic_communist_congress
	is_triggered_only = yes
	option = {
		name = new_ger.123.a
		trigger = {
			NOT = {
				has_country_flag = GER_kpd_banned
			}
			OR = {
				has_completed_focus = GER_legalize_the_remaining_communist_parties
				has_country_flag = GER_comintern_kpd_funding_flag
			} {
				has_country_flag = GER_NRAF_lutze GER_NRAF_strasser
			} {
				has_completed_focus = GER_kpd_in_coalition
				has_country_flag = GER_NRAF_strasser
			}
		}
		set_country_flag = GER_use_the_communists_flag
		unlock_decision_tooltip = GER_woo_the_kpd
		add_political_power = 50
		add_stability = -0.05
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		custom_effect_tooltip = generic_skip_one_line_tt available_political_advisor
		show_ideas_tooltip = GER_karl_otto_paetel
	} {
		name = new_ger.123.b
		trigger = {
			NOT = {
				has_completed_focus = GER_kpd_in_coalition
			}
			OR = {
				has_country_flag = GER_NRAF_lutze GER_NRAF_strasser
			}
		}
		custom_effect_tooltip = GER_nraf_kpd_block_tt generic_skip_one_line_tt available_political_advisor
		set_country_flag = GER_maintian_strict_anti_marxism_flag
		add_trait = {
			character = GER_viktor_lutze
			ideology = strasserism
			trait = anti_communist
		} {
			character = GER_otto_strasser
			ideology = strasserism
			trait = anti_communist
		}
		add_war_support = 0.05
		add_stability = 0.05
		r56_ger_nraf_35 = yes
		show_ideas_tooltip = GER_ernst_niekisch
	}
}
### Entity: Idea
Component: NOR_resistance_strengthened
Constructs: has_government, removal_cost
Source: game
File: common/ideas/r56_norway.txt

Code:
NOR_resistance_strengthened = {
	allowed_civil_war = {
		OR = {
			has_government = democratic neutrality
		}
	}
	removal_cost = -1
	picture = chi_war_of_resistance2
	modifier = {
		resistance_growth_on_our_occupied_states = 0.2
		army_core_attack_factor = 0.1
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_addiba_university
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/r56_ethiopia.txt

Code:
focus = {
	id = ETH_addiba_university
	icon = GFX_goal_research_silver
	prerequisite = {
		focus = ETH_modern_technology
	} {
		focus = ETH_ferenghi
	}
	relative_position_id = ETH_modern_technology
	x = 0
	y = 2
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_research_slot = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_Foreign_aviation_studies
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction, add_building_construction
Source: game
File: common/national_focus/r56_belgium.txt

Code:
focus = {
	id = BEL_Foreign_aviation_studies
	icon = GFX_goal_generic_air_fighter2
	prerequisite = {
		focus = BEL_SABCAs_bombers BEL_fighter_license
	}
	cost = 10
	ai_will_do = {
		base = 3
	}
	available_if_capitulated = yes
	relative_position_id = BEL_SABCAs_bombers
	x = 0
	y = 1
	completion_reward = {
		air_experience = 25
		add_doctrine_cost_reduction = {
			name = air_doc_bonus
			cost_reduction = 0.5
			uses = 2
			category = air_doctrine
		}
		34 = {
			add_building_construction = {
				type = air_base
				level = 3
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
}
### Entity: AI Strategy
Component: EAI_DIPLO_expeditionaries_to_E09
Constructs: check_variable, send_expeditionary_force
Source: game
File: common/ai_strategy/EAI_COUNTRY_diplomacy_volunteer_strategies.txt

Code:
EAI_DIPLO_expeditionaries_to_E09 = {
	enable = {
		NOT = {
			check_variable = {
				EAI_expeditionary_targets^9 = 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = diplo_action_desire
		id = E09
		target = send_expeditionary_force
		value = 10000
	}
}
### Entity: Event
Component: r56.lootbox.event.23
Constructs: is_triggered_only, random_owned_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: events/r56_lootbox_events.txt

Code:
country_event = {
	id = r56.lootbox.event.23
	title = r56.lootbox.event.title
	desc = r56.lootbox.event.23.description
	is_triggered_only = yes
	option = {
		name = r56.lootbox.event.option.epic
		random_owned_state = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = rubber_refinery
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Idea
Component: CHL_peru_payments_to_chile
Constructs: removal_cost
Source: game
File: common/ideas/chile.txt

Code:
CHL_peru_payments_to_chile = {
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = EST_exploit_the_banks
	modifier = {
		consumer_goods_factor = 0.2
	}
}
### Entity: Event
Component: wtt_germany.23
Constructs: is_triggered_only, ai_chance, has_war, add_political_power, add_named_threat, create_wargoal, annex_everything
Source: game
File: events/WTT_Germany.txt

Code:
country_event = {
	id = wtt_germany.23
	title = wtt_germany.23.t
	desc = wtt_germany.21.d
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = wtt_germany.21.a
		ai_chance = {
			factor = 90
		}
		add_named_threat = {
			threat = 10
			name = GER_soviet_securing_sphere
		}
		add_political_power = 100
		create_wargoal = {
			type = annex_everything
			target = EST
		} {
			type = annex_everything
			target = LAT
		} {
			type = annex_everything
			target = LIT
		} {
			type = annex_everything
			target = POL
		}
		hidden_effect = {
			news_event = {
				id = wtt_news.11
				hours = 6
			}
		}
	} {
		name = wtt_germany.21.b
		ai_chance = {
			factor = 10
			modifier = {
				has_war = no
				factor = 0
			}
		}
	}
}