Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: mandate_palestine.508
Constructs: is_triggered_only, add_stability, random_hours, set_demilitarized_zone
Source: game
File: events/mandate_of_palestine.txt

Code:
country_event = {
	id = mandate_palestine.508
	title = mandate_palestine.508.t
	desc = mandate_palestine.508.d
	picture = GFX_report_event_MPL_haganah
	is_triggered_only = yes
	option = {
		name = mandate_palestine.508.a
		add_stability = -0.3
		hidden_effect = {
			country_event = {
				id = mandate_palestine.509
				days = 2
				hours = 6
				random_hours = 6
			}
		}
		454 = {
			set_demilitarized_zone = yes
		}
		custom_effect_tooltip = MPL_storm
	}
}
### Entity: Scripted Effect
Component: SWI_add_large_bad_opinion
Constructs: limit, has_country_flag, add_opinion_modifier, is_ai, set_variable, is_in_faction, every_other_country, is_in_faction_with
Source: game
File: common/scripted_effects/SWI_scripted_effects.txt

Code:
SWI_add_large_bad_opinion = {
	if = {
		limit = {
			SWI = {
				is_ai = no
			}
		}
		effect_tooltip = {
			add_opinion_modifier = {
				target = ROOT
				modifier = SWI_grave_breach_of_neutrality
			}
		}
		hidden_effect = {
			ROOT = {
				set_variable = {
					var = SWI_target_opinion_country
					value = PREV
				}
				SWI_determine_target_and_fallout_countries = yes
			}
			var:ROOT.SWI_target_opinion_country = {
				add_opinion_modifier = {
					target = ROOT
					modifier = SWI_grave_breach_of_neutrality
				}
			}
			if = {
				limit = {
					var:ROOT.SWI_target_opinion_country = {
						is_in_faction = yes
					}
				}
				every_other_country = {
					limit = {
						is_in_faction_with = var:ROOT.SWI_target_opinion_country
						NOT = {
							original_tag = var:ROOT.SWI_target_opinion_country
						}
					}
					add_opinion_modifier = {
						target = ROOT
						modifier = SWI_grave_breach_of_neutrality
					}
				}
			}
		} {
			ROOT = {
				if = {
					limit = {
						has_country_flag = SWI_add_fallout_to_opinion
					}
					for_each_scope_loop = {
						array = SWI_fallout_opinion_countries
						add_opinion_modifier = {
							target = ROOT
							modifier = SWI_extensive_appeasement
						}
						if = {
							limit = {
								is_in_faction = yes
							}
							every_other_country = {
								limit = {
									is_in_faction_with = PREV
									NOT = {
										original_tag = PREV ROOT
									}
								}
								add_opinion_modifier = {
									target = ROOT
									modifier = SWI_extensive_appeasement
								}
							}
						}
					}
				}
				clr_country_flag = SWI_add_fallout_to_opinion
				SWI_update_neighbor_opinion_balance = yes
			}
		}
	}
}
### Entity: Event
Component: denmark_expansion_event.11
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_expansion_event.11
	title = denmark_expansion_event.11.t
	desc = denmark_expansion_event.11.desc
	picture = GFX_report_event_generic_read_write
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = denmark_expansion_event.11.a
		ROOT = {
			puppet = FROM
		}
	}
}
### Entity: Name List
Component: EGY
Source: game
File: common/names/00_names.txt

Code:
EGY = {
	male = {
		names = {
			Abd Allah Abd al-Karim Abd al-Malik Abd al-Qadir Abd al-Rahman Abu Bakr Ahmad Ali Fawzi Fuad Halil Hasan Hisham Ibrahim Ishaq Iskandar Ja'far Jamal Kamil Khalid Muhammad Mustafa Nur al-Din Sa'd al-Din Salim Sa'ud Shukri Tawfiq Umar Uthman Yahya Yusuf Zafir
		}
		surnames = {
			ibn Abd Allah ibn Abd al-Qadir ibn Abu Bakr ibn Ahmad ibn Ali ibn Fuad ibn Halil ibn Hasan ibn Hisham ibn Ishaq ibn Ja'far ibn Kamil ibn Khalid ibn Muhammad ibn Mustafa ibn Salim ibn Umar ibn Uthman ibn Yusuf al-Najdi al-Hijazi
		}
	}
	female = {
		names = {
			Shahira Yusra Asma Abda Ahu Aiza Aliyah Butayna Daniyah Dima Fahra Fahriya Fatima Gamila Ghada Habiba Huda Ibtisam Isra Karima Kera Khadija Layla Maha Malika Mariam Maria Munya Munia Nadia Naila Nur Rafiqa Rahat Raisa Randa Safiya Salma Shakira Suraya Tahira Tarifa Thashim Umm Wahida Yasmin Zahida Zahra
		}
		surnames = {
			bint Abd Allah bint Abd al-Qadir bint Abu Bakr bint Ahmad bint Ali bint Fuad bint Halil bint Hasan bint Hisham bint Ishaq bint Ja'far bint Kamil bint Khalid bint Muhammad bint Mustafa bint Salim bint Umar bint Uthman bint Yusuf al-Najdi al-Hijazi
		}
	}
	callsigns = {
		Osiris Isis Anubis Anukis Ra Sobek Khnum Ptah Nephthys Nekhbet Sekhment Sokar Selket Reshpu Heket Mafdet
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_uplifting_the_people_of_india
Constructs: prerequisite, completion_reward, cancel_if_invalid, swap_ideas, remove_idea, add_idea, add_autonomy_ratio
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_uplifting_the_people_of_india
	icon = GFX_goal_support_democracy
	prerequisite = {
		focus = RAJ_purna_swaraj
	}
	x = 3
	y = 1
	relative_position_id = RAJ_purna_swaraj
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_TFV_AUTONOMY
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = idea_RAJ_great_depression_1
			add_idea = idea_RAJ_great_depression_2
		}
		add_autonomy_ratio = {
			value = 0.05
		}
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_funding_universities
Constructs: prerequisite, add_ideas, completion_reward, add_research_slot
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_funding_universities
	icon = GFX_goal_generic_education
	x = 1
	y = 1
	prerequisite = {
		focus = PAL_the_new_curriculum
	}
	cost = 5
	relative_position_id = PAL_the_new_curriculum
	completion_reward = {
		add_ideas = PAL_university_funding
		add_research_slot = 1
	}
}
### Entity: Misc Config
Component: POL_between_the_seas_states
Constructs: limit
Source: game
File: common/collections/collections.txt

Code:
POL_between_the_seas_states = {
	input = game:all_states
	name = COLLECTION_POL_BETWEEN_THE_SEAS_STATES
	operators = {
		limit = {
			OR = {
				region = 37 38 39 27 26 131 130
			}
		}
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_form_cuban_divisons
Constructs: division_template, prerequisite, completion_reward, has_full_control_of_state, add_tech_bonus, create_unit, force_equipment_variants
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_form_cuban_divisons
	icon = GFX_goal_cuba_presidential_guard
	relative_position_id = VEN_caribbean_naval_hub
	x = -1
	y = 2
	cost = 10
	available = {
		has_full_control_of_state = 315 994
	}
	prerequisite = {
		focus = VEN_connect_the_cities
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = VEN_form_cuban_divisons
			bonus = 1
			uses = 1
			category = infantry_weapons
		}
		division_template = {
			name = Guardia Cubano
			priority = 0
			regiments = {
				infantry = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 1
					y = 0
				} {
					x = 1
					y = 1
				} {
					x = 0
					y = 0
				} {
					x = 1
					y = 1
				} {
					x = 1
					y = 2
				} {
					x = 0
					y = 2
				}
			}
		}
		315 = {
			create_unit = {
				division = name = "Havana Guardia" division_template = "Guardia Cubano" start_experience_factor = 0.1 start_equipment_factor = 0.6 force_equipment_variants = { infantry_equipment_0 = { owner = VEN } }
				owner = VEN
			} {
				division = name = "Guantànaamo Guardia" division_template = "Guardia Cubano" start_experience_factor = 0.1 start_equipment_factor = 0.6 force_equipment_variants = { infantry_equipment_0 = { owner = VEN } }
				owner = VEN
			}
		}
	}
}
### Entity: Scripted Effect
Component: NOR_end_state_preparation
Constructs: limit, clr_state_flag, has_state_flag, clr_country_flag
Source: game
File: common/scripted_effects/NOR_scripted_effects.txt

Code:
NOR_end_state_preparation = {
	clr_state_flag = NOR_preparing_state
	ROOT = {
		if = {
			limit = {
				NOT = {
					any_owned_state = {
						has_state_flag = NOR_preparing_state
					}
				}
			}
			clr_country_flag = NOR_active_preparation
		}
	}
}
### Entity: Modifier Reference
Construct: air_accidents_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## air_accidents_factor

* Number with 1 decimal places
* **Categories**: air
### Entity: National Focus
Tree: nor_focus
Component: NOR_convoy_bombing
Constructs: prerequisite, limit, has_country_flag, completion_reward, add_to_variable
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_convoy_bombing
	icon = GFX_goal_generic_air_naval_bomber
	prerequisite = {
		focus = NOR_naval_air_force NOR_convoy_defense
	} {
		focus = NOR_pilot_training
	}
	x = 1
	y = 1
	relative_position_id = NOR_pilot_training
	cost = 10
	available_if_capitulated = yes
	available = {
		NOR_broken_gun_trigger = yes
	}
	search_filters = {

	}
	completion_reward = {
		if = {
			limit = {
				has_country_flag = NOR_luftforsvaret_flag
			}
			custom_effect_tooltip = NOR_modify_royal_air_force_dmod_TT
		}
		else = {
			custom_effect_tooltip = NOR_modify_air_force_dmod_TT
		}
		add_to_variable = {
			var = NOR.NOR_army_air_force_dmod_air_nav_efficiency
			value = 0.25
			tooltip = air_nav_efficiency_tt
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_strength_in_union
Constructs: prerequisite, limit, completion_reward, is_subject, is_faction_leader, every_other_country, is_in_faction_with, set_cosmetic_tag
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_strength_in_union
	icon = GFX_goal_northern_lights
	prerequisite = {
		focus = SWE_alliance_with_finland SWE_influence_our_neighbours
	}
	relative_position_id = SWE_alliance_with_finland
	x = 1
	y = 2
	cost = 10
	available = {
		is_subject = no
		is_faction_leader = yes
	}
	completion_reward = {
		every_other_country = {
			limit = {
				is_in_faction_with = SWE
				OR = {
					original_tag = NOR DEN ICE FIN SMI KAR
				}
			}
			country_event = sweden_soviet.30
		}
		set_cosmetic_tag = NDC_UNIFIED
		custom_effect_tooltip = SWE_NUSR_Question.tt SWE_NUSR_Formed.tt
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: kal_focus
Component: KAL_stimulate_mongol_traditions_in_buryatia
Constructs: prerequisite, limit, completion_reward, is_subject, is_subject_of, is_core_of, is_controlled_by, add_relation_modifier
Source: game
File: common/national_focus/kalmykia.txt

Code:
focus = {
	id = KAL_stimulate_mongol_traditions_in_buryatia
	icon = GFX_goal_generic_befriend_buryatia
	cost = 5
	prerequisite = {
		focus = KAL_claim_greater_mongolia
	}
	relative_position_id = KAL_claim_greater_mongolia
	x = 3
	y = 2
	ai_will_do = {
		factor = 5
	}
	text_icon = NORDIC_focus_style
	available = {
		is_subject = no
		OR = {
			BYA = {
				is_subject_of = ROOT
			}
			any_state = {
				is_core_of = BYA
				is_controlled_by = ROOT
			}
		}
	}
	bypass = {

	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					tag = BYA
				}
			}
			add_relation_modifier = {
				target = BYA
				modifier = JAP_pro_mongol_propaganda
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Character
Component: BLZ_ncs
Source: game
File: common/characters/BLZ.txt

Code:
BLZ_ncs = {
	advisor = {
		slot = high_command
		idea_token = BLZ_ncs
		ledger = navy
		allowed = {
			original_tag = BLZ
		}
		traits = {
			navy_capital_ship_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_2
		}
	}
}
### Entity: Character
Component: POL_jan_kowalewski
Constructs: has_intelligence_agency, has_dlc
Source: game
File: common/characters/POL.txt

Code:
POL_jan_kowalewski = {
	name = POL_jan_kowalewski
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_3
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = POL_jan_kowalewski
		available = {
			has_intelligence_agency = yes
		}
		allowed = {
			original_tag = POL
			has_dlc = La Resistance
		}
		traits = {
			head_of_intelligence
		}
	}
}
### Entity: Event
Component: SEA_japan_popup_events.50
Constructs: is_triggered_only, ai_chance, add_stability, fire_only_once, add_country_leader_role, set_cosmetic_tag, set_country_flag
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_popup_events.50
	title = SEA_japan_popup_events.50.t
	desc = SEA_japan_popup_events.50.desc
	picture = GFX_report_event_JAP_diet_speech
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_japan_popup_events.50.a
		ai_chance = {
			base = 50
		}
		add_country_leader_role = {
			character = JAP_seigo_nakano
			promote_leader = yes
			country_leader = {
				ideology = gen_nazism
				expire = 1952.1.1.1
				traits = {
					JAP_tohokai_leader
				}
			}
		}
		hidden_effect = {
			set_cosmetic_tag = JAP_tohokai_rule
			set_country_flag = JAP_tohokai_prime_minister_added
			mark_focus_tree_layout_dirty = yes
		}
	} {
		name = SEA_japan_popup_events.50.b
		ai_chance = {
			base = 50
		}
		add_stability = -0.15
		custom_effect_tooltip = generic_skip_one_line_tt
		JAP_big_zaibatsu_faction_loss = yes
	}
}
### Entity: Character
Component: mild_mannered_no_lar
Source: game
File: common/country_leader/00_traits.txt

Code:
mild_mannered_no_lar = {
	trade_opinion_factor = 0.2
	improve_relations_maintain_cost_factor = -0.25
	subversive_activites_upkeep = -0.25
}
### Entity: State History
Component: 37
Constructs: add_core_of
Source: game
File: history/states/37-Denmark.txt

Code:
state = {
	id = 37
	name = STATE_37
	manpower = 1491222
	state_category = large_city
	history = {
		owner = DEN
		add_core_of = DEN
		victory_points = {
			6287 20
		} {
			6393 2
		}
		buildings = {
			infrastructure = 3
			arms_factory = 2
			industrial_complex = 3
			dockyard = 2
			air_base = 6
			6287 = {
				naval_base = 8
			}
		}
		1939.1.1 = {
			buildings = {
				infrastructure = 3
				arms_factory = 2
				industrial_complex = 3
				dockyard = 2
				air_base = 6
				fuel_silo = 1
				6287 = {
					naval_base = 8
				}
			}
		}
	}
	provinces = {
		3260 3305 6287 6393 13261
	}
	local_supplies = 15.0
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_strong_neutral
Constructs: prerequisite, has_war, add_stability, completion_reward, set_rule, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_iceland.txt

Code:
focus = {
	id = ICE_strong_neutral
	icon = GFX_goal_generic_neutrality_focus
	cost = 10
	ai_will_do = {
		factor = 1
	}
	mutually_exclusive = {
		focus = ICE_end_neutrality
	}
	prerequisite = {
		focus = ICE_look_out
	}
	available = {
		has_war = no
	}
	x = 13
	y = 3
	completion_reward = {
		custom_effect_tooltip = SCA_can_decline_tt generic_skip_one_line_tt generic_skip_one_line_tt
		hidden_effect = {
			set_rule = {
				can_decline_call_to_war = yes
			}
		}
		add_stability = 0.1
		swap_ideas = {
			remove_idea = ICE_icelandic_neutrality
			add_idea = ICE_icelandic_neutrality2
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_STABILITY FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL
	}
}
### Entity: Shared Focus
Tree: ply_focus
Component: PLY_UNIFIED_connect_the_islands
Constructs: shared_focus, prerequisite, limit, add_stability, completion_reward, has_idea, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_polynesian.txt

Code:
shared_focus = {
	id = PLY_UNIFIED_connect_the_islands
	icon = GFX_goal_generic_blue_navy
	cost = 15
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STABILITY
	}
	prerequisite = {
		focus = PLY_UNIFIED_connect_the_villages
	}
	relative_position_id = PLY_UNIFIED_connect_the_villages
	x = 1
	y = 1
	ai_will_do = {
		factor = 10
	}
	text_icon = NORDIC_focus_style
	available = {
		NOT = {
			has_idea = generic_recent_economic_unification
		}
		controls_state = 726 734 1088 1089 629 641 642 727 630 631
	}
	completion_reward = {
		add_stability = 0.15
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt
		726 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			} {
				type = naval_base
				province = 7290
				level = 2
				instant_build = yes
			}
		}
		1088 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			} {
				type = naval_base
				province = 13080
				level = 2
				instant_build = yes
			}
		}
		734 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			} {
				type = naval_base
				province = 13419
				level = 2
				instant_build = yes
			}
		}
		1089 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			} {
				type = naval_base
				province = 13463
				level = 2
				instant_build = yes
			}
		}
		641 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			} {
				type = naval_base
				province = 12148
				level = 2
				instant_build = yes
			}
		}
		if = {
			limit = {
				1074 = {
					is_owned_and_controlled_by = ROOT
				}
			}
			1074 = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = dockyard
					level = 1
					instant_build = yes
				} {
					type = naval_base
					province = 13418
					le
# ... (truncated)
### Entity: Scripted Trigger
Component: WTT_not_china_leader_refused_to_give_up_national_leadership
Constructs: has_global_flag
Source: game
File: common/scripted_triggers/WTT_china_political_struggle_triggers.txt

Code:
WTT_not_china_leader_refused_to_give_up_national_leadership = {
	custom_trigger_tooltip = {
		tooltip = WTT_china_leader_refused_to_give_up_national_leadership
		NOT = {
			has_global_flag = wtt_war_over_national_leadership
		}
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_yaeesh_al_shalaf
Constructs: prerequisite, limit, add_war_support, completion_reward, swap_ideas, remove_idea, add_idea, add_trait
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_yaeesh_al_shalaf
	icon = GFX_goal_generic_eagle
	x = -1
	y = 1
	prerequisite = {
		focus = PAL_strict_military_nitham
	} {
		focus = PAL_culture_of_militarism
	}
	cost = 10
	relative_position_id = PAL_culture_of_militarism
	completion_reward = {
		swap_ideas = {
			remove_idea = PAL_high_civilian_power_idea4
			add_idea = PAL_high_civilian_power_idea5
		}
		add_trait = {
			character = PAL_abdulhalim_algolani
			ideology = fascism_ideology
			trait = PAL_the_great_shalaf
		}
		if = {
			limit = {
				controls_state = 455
			}
			add_state_core = 455
		} {
			limit = {
				controls_state = 553
			}
			add_state_core = 553
		} {
			limit = {
				controls_state = 183
			}
			add_state_core = 183
		}
		add_state_claim = 1021
		add_war_support = 0.1
	}
}
### Entity: Idea
Component: COR_nccr
Source: game
File: common/ideas/corsica.txt

Code:
COR_nccr = {
	picture = generic_navy_asia_2
	allowed = {
		original_tag = COR
	}
	traits = {
		navy_chief_commerce_raiding_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_usa_technological_coop
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_argentina.txt

Code:
focus = {
	id = ARG_usa_technological_coop
	icon = GFX_goal_research_silver_cooperation
	prerequisite = {
		focus = ARG_usa_military_coop
	}
	x = 59
	y = 6
	cost = 10
	completion_reward = {
		add_tech_bonus = {
			name = special_forces_bonus
			bonus = 1
			uses = 2
			category = artillery marine_tech
		} {
			name = NOR_naval_technology_bonus
			bonus = 1
			uses = 1
			category = naval_equipment
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Order of Battle
Component: Leichte Truppen
Constructs: division_template
Source: game
File: history/units/SWI_load_conscription_2.txt

Code:
division = {
	name = Leichte Truppen
	location = 9620
	division_template = Trained Leichte Brigade
	start_experience_factor = 0.4
	start_equipment_factor = 1
}
### Entity: Event
Component: AAT_Sweden_flashpoints.10
Constructs: is_triggered_only, ai_chance, has_government, has_war_with, add_war_support, add_stability, fire_only_once, add_political_power
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden_flashpoints.10
	title = AAT_Sweden_flashpoints.10.t
	desc = AAT_Sweden_flashpoints.10.desc
	picture = GFX_report_event_SWE_pajala_bombed_building
	fire_only_once = yes
	is_triggered_only = no
	trigger = {
		tag = SWE
		SOV = {
			has_war_with = FIN
			NOT = {
				has_war_with = SWE
			}
			num_planes_stationed_in_regions = {
				value = > 0
				regions = {
					277 12 191
				}
			}
		}
	}
	mean_time_to_happen = {
		days = 20
	}
	option = {
		name = AAT_Sweden_flashpoints.10.a
		ai_chance = {
			base = 0
			modifier = {
				add = 30
				OR = {
					has_government = fascism neutrality
				}
			}
		}
		SOV = {
			country_event = {
				id = AAT_Sweden_flashpoints.11
				days = 3
			}
		}
		add_stability = -0.03
		add_war_support = 0.05
	} {
		name = AAT_Sweden_flashpoints.10.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				has_war_with = SOV
			} {
				factor = 10
				SWE_is_historical_ai = yes
			}
		}
		SOV = {
			country_event = {
				id = AAT_Sweden_flashpoints.12
				days = 3
			}
		}
	} {
		name = AAT_Sweden_flashpoints.10.c
		ai_chance = {
			base = 0
		}
		add_stability = -0.05
		add_political_power = -50
	}
}
### Entity: Event
Component: wtt_japan.108
Constructs: is_triggered_only, limit, set_cosmetic_tag, set_politics, add_popularity, add_timed_idea, is_country_leader, remove_country_leader_role
Source: game
File: events/WTT_Japan.txt

Code:
country_event = {
	id = wtt_japan.108
	title = wtt_japan.108.t
	desc = wtt_japan.108.desc
	picture = GFX_report_event_japanese_parade
	is_triggered_only = yes
	option = {
		name = wtt_japan.108.a
		set_cosmetic_tag = JAP_shogunate
		set_politics = {
			ruling_party = neutrality
			elections_allowed = no
			long_name = JAP_neutrality_party_kodoha_long
			name = JAP_neutrality_party_kodoha
		}
		add_popularity = {
			ideology = neutrality
			popularity = 0.2
		}
		add_timed_idea = {
			idea = JAP_military_purges
			days = 90
		}
		if = {
			limit = {
				JAP_emperor_hirohito = {
					is_country_leader = yes
				}
			}
			remove_country_leader_role = {
				character = JAP_emperor_hirohito
				ideology = fascism_ideology
			}
		}
		add_country_leader_role = {
			character = JAP_emperor_hirohito
			country_leader = {
				expire = 1989.1.1
				ideology = despotism
				traits = {
					warrior_code emperor_showa
				}
				id = 700
			}
			promote_leader = yes
		}
		hidden_effect = {
			news_event = {
				id = wtt_news.27
				hours = 6
			}
		}
	}
}
### Entity: Idea
Component: GLC_aa2
Source: game
File: common/ideas/galicia.txt

Code:
GLC_aa2 = {
	ledger = army
	picture = generic_army_europe_2
	allowed = {
		original_tag = GLC
	}
	traits = {
		army_armored_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: BBA_ethiopia_exile_events.52
Constructs: is_triggered_only, ai_chance
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_exile_events.52
	title = BBA_ethiopia_exile_events.52.t
	desc = BBA_ethiopia_exile_events.52.desc
	is_triggered_only = yes
	picture = GFX_report_event_generic_sign_treaty3
	option = {
		name = BBA_ethiopia_exile_events.52.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: Scripted Trigger
Component: GER_is_far_north_RKC_state
Source: game
File: common/scripted_triggers/GER_scripted_triggers.txt

Code:
GER_is_far_north_RKC_state = {
	OR = {
		state = 73 664 71 70
	}
}