Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: r56_iraq_faction.4
Constructs: is_triggered_only, ai_chance, add_to_faction, add_ai_strategy
Source: game
File: events/r56_iraq.txt

Code:
country_event = {
	id = r56_iraq_faction.4
	title = r56_iraq_faction.4.t
	desc = r56_iraq_faction.4.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = r56_iraq_faction.4.a
		ai_chance = {
			base = 90
		}
		IRQ = {
			add_to_faction = OMA
		}
		OMA = {
			add_ai_strategy = {
				type = alliance
				id = IRQ
				value = 200
			}
			IRQ = {
				country_event = {
					days = 1
					id = r56_iraq_faction.5
				}
			}
		}
	} {
		name = r56_iraq_faction.4.b
		ai_chance = {
			base = 10
		}
		FROM = {
			country_event = {
				days = 1
				id = r56_iraq_faction.6
			}
		}
	}
}
### Entity: National Focus
Tree: cub_focus
Component: CUB_oppose_the_presidency
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/Cuba.txt

Code:
focus = {
	id = CUB_oppose_the_presidency
	icon = GFX_goal_generic_communist_government2
	cost = 5
	prerequisite = {
		focus = CUB_victory_for_garcia_menocal
	}
	mutually_exclusive = {
		focus = CUB_seek_falangist_support
	}
	relative_position_id = CUB_victory_for_garcia_menocal
	x = 8
	y = 1
	completion_reward = {
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = CUB_fabio_grobart
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: wtt_news.58
Constructs: is_triggered_only, has_war_with
Source: game
File: events/WTT_NewsEvents.txt

Code:
news_event = {
	id = wtt_news.58
	title = wtt_news.58.t
	desc = wtt_news.58.desc
	picture = GFX_news_event_generic_parliament
	is_triggered_only = yes
	major = yes
	option = {
		name = wtt_news.58.a
		trigger = {
			OR = {
				original_tag = HOL BEL LUX
			}
			NOT = {
				has_war_with = FROM
			}
		}
	} {
		name = wtt_news.58.b
		trigger = {
			NOT = {
				original_tag = HOL
			} {
				original_tag = BEL
			} {
				original_tag = LUX
			} {
				has_war_with = FROM
			}
		}
	} {
		name = wtt_news.53.c
		trigger = {
			has_war_with = FROM
		}
	}
}
### Entity: Modifier Reference
Construct: license_air_purchase_cost
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## license_air_purchase_cost

* Number with 0 decimal places
* **Categories**: country
### Entity: Character
Component: navy_carrier_1
Constructs: sortie_efficiency
Source: game
File: common/country_leader/00_traits.txt

Code:
navy_carrier_1 = {
	sprite = 3
	sortie_efficiency = 0.1
	command_cap_increase = @tier1_cp_cap_increase
	command_power = @tier1_cp_cost
	ai_will_do = {
		factor = @navy_command_factor_1
		modifier = {
			factor = 0
			command_power = < @tier1_cp_cost
		}
	}
}
### Entity: Military Industrial Organization
Component: SAF_salt_river_railway_workshops_organization
Constructs: production_bonus
Source: game
File: common/military_industrial_organization/organizations/SAF_organization_r56.txt

Code:
SAF_salt_river_railway_workshops_organization = {
	name = SAF_salt_river_railway_workshops_organization
	include = generic_train_organization_r56_NSB
	icon = GFX_idea_generic_railroads
	allowed = {
		original_tag = SAF
	}
	initial_trait = {
		name = generic_train_organization_r56_NSB_initial_trait
		limit_to_equipment_type = {
			train_equipment railway_gun_equipment
		}
		production_bonus = {
			production_cost_factor = -0.05
		}
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_SILO_8
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_SILO_8 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_SILO
			value = 8
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = fuel_silo
		value = 8
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_southern_development_initiative
Constructs: prerequisite, owns_state, has_country_flag, completion_reward, has_idea, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_southern_development_initiative
	icon = GFX_focus_generic_expansion_of_new_towns
	prerequisite = {
		focus = QUE_develop_the_capitale_nationale
	}
	relative_position_id = QUE_develop_the_capitale_nationale
	x = 0
	y = 1
	cost = 10
	available_if_capitulated = yes
	available = {
		owns_state = 468
		controls_state = 468
		has_country_flag = QUE_good_economy
		NOT = {
			has_idea = QUE_regional_development
		}
	}
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				468
			}
			add_extra_state_shared_building_slots = 4
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			} {
				type = arms_factory
				level = 1
				instant_build = yes
			} {
				type = steel_mill
				level = 2
				instant_build = yes
			}
		}
		add_timed_idea = {
			idea = QUE_regional_development
			days = 365
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Character
Component: SHX_ma_tian
Source: game
File: common/characters/Warlords_China.txt

Code:
SHX_ma_tian = {
	name = SHX_ma_tian
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_5
		}
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = SHX_ma_tian
		ledger = army
		allowed = {
			original_tag = SHX
		}
		traits = {
			military_theorist
		}
	}
}
### Entity: Character
Component: doctor_kiki
Constructs: stability_factor, fascism_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
doctor_kiki = {
	fascism_drift = 0.03
	experience_loss_factor = -0.05
	stability_factor = -0.1
	army_morale_factor = 0.08
}
### Entity: Event
Component: lar_portugal_promote_monarchist_cause.4
Constructs: is_triggered_only, create_country_leader, limit, has_government, add_stability, set_country_flag, set_cosmetic_tag, set_politics
Source: game
File: events/LaR_Portugal.txt

Code:
country_event = {
	id = lar_portugal_promote_monarchist_cause.4
	title = lar_portugal_promote_monarchist_cause.4.t
	desc = lar_portugal_promote_monarchist_cause.4.desc
	picture = GFX_report_event_por_return_of_the_monarchy
	is_triggered_only = yes
	option = {
		name = lar_portugal_promote_monarchist_cause.4.a
		add_stability = -0.2
		set_country_flag = EOB_empire_of_brazil_flag
		set_cosmetic_tag = EOB_empire_brazil_neutrality
		create_country_leader = {
			name = Prince Pedro Henrique
			desc = POLITICS_PRINCE_PEDRO_HENRIQUE_DESC
			picture = GFX_portrait_Prince_Pedro_Henrique
			expire = 1981.07.05
			ideology = despotism
			traits = {
				inexperienced_monarch
			}
		} {
			name = Plínio Salgado
			desc = POLITICS_PLINIO_SALGADO_DESC
			picture = GFX_portrait_Plinio_Salgado
			expire = 1965.1.1
			ideology = fascism_ideology
			traits = {

			}
		}
		if = {
			limit = {
				NOT = {
					has_government = neutrality
				}
			}
			set_politics = {
				ruling_party = neutrality
			}
			add_popularity = {
				ideology = neutrality
				popularity = 0.15
			}
		}
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_metaxas_line
Constructs: prerequisite, limit, completion_reward, is_controlled_by, add_building_construction
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_metaxas_line
	icon = GFX_goal_generic_fortify_city
	text = GRE_metaxas_line
	prerequisite = {
		focus = GRE_create_EON
	}
	x = 1
	y = 1
	relative_position_id = GRE_create_EON
	cost = 5
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		731 = {
			if = {
				limit = {
					is_controlled_by = GRE
				}
				add_building_construction = {
					type = bunker
					level = 3
					province = 3526
					instant_build = yes
				}
			}
		}
		184 = {
			if = {
				limit = {
					is_controlled_by = GRE
				}
				add_building_construction = {
					type = bunker
					level = 3
					province = 6990
					instant_build = yes
				} {
					type = bunker
					level = 3
					province = 9791
					instant_build = yes
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_guerilla_tactics
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_indonesia.txt

Code:
focus = {
	id = INS_guerilla_tactics
	icon = GFX_goal_assymetric_doctrine
	ai_will_do = {
		factor = 2
	}
	x = 1
	y = 1
	relative_position_id = INS_non_discriminatory_conscription
	mutually_exclusive = {
		focus = INS_preemptive_defense
	}
	prerequisite = {
		focus = INS_non_discriminatory_conscription
	}
	cost = 5
	completion_reward = {
		swap_ideas = {
			remove_idea = INS_army_idea_two_2
			add_idea = INS_army_idea_two_3
		}
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 0.5
			uses = 2
			category = cat_r56_guerilla_warfare cat_mass_assault
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
}
### Entity: Modifier Reference
Construct: research_weight_factor
Source: vanilla_docs
File: common/ai_strategy/_documentation.md

Doc:
### `research_weight_factor`
Factor for the AI weight (score) of a specific technology
```
ai_strategy = {
	type = research_weight_factor
	id = radio_detection
	value = 100  # Factor the ai_will_do value for the specified technology with this. (50 means 50 % increase, -30 means 30 % decrease, etc)
}
```
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/HRZ_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = YUG
		}
		requested_factories = 1
		progress = 0.37
		efficiency = 100
	} {
		equipment = {
			type = support_equipment_1
			creator = YUG
		}
		requested_factories = 1
		progress = 0.76
		efficiency = 100
	}
}
### Entity: Idea
Component: SWE_en_svensk_lyder_lar
Constructs: removal_cost
Source: game
File: common/ideas/sweden.txt

Code:
SWE_en_svensk_lyder_lar = {
	allowed = {
		original_tag = SWE
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		propaganda_mission_factor = 0.2
		boost_ideology_mission_factor = 0.2
		operative_slot = 1
	}
	picture = generic_communism_drift_bonus
	removal_cost = -1
}
### Entity: Modding Documentation
Construct: gamestate_timer
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## gamestate_timer
* Aliases: gstimer
* Arguments: on / off

Enable / Disable recording of how long an hour / day / week etc takes to process.
### Entity: National Focus
Tree: mon_focus
Component: MON_sabotage_great_khural
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, add_ai_strategy, random_other_country, is_faction_leader
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_sabotage_great_khural
	icon = GFX_goal_generic_hit_the_superstructure
	x = 1
	y = 1
	relative_position_id = MON_subvert_soviet_control
	cost = 5
	prerequisite = {
		focus = MON_subvert_soviet_control
	} {
		focus = MON_expel_choibalsan
	}
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		SOV = {
			add_ai_strategy = {
				type = alliance
				id = ROOT
				value = -50
			} {
				type = befriend
				id = ROOT
				value = -50
			} {
				type = protect
				id = ROOT
				value = -50
			} {
				type = ignore
				id = ROOT
				value = 100
			}
		}
		country_event = {
			id = mongol_democratic.1
			hours = 12
		}
		custom_effect_tooltip = decision_reward alternative_decision_reward
		effect_tooltip = {
			add_ideas = MON_country_in_disarray_idea
			random_other_country = {
				limit = {
					OR = {
						original_tag = SOV JAP CHI
					}
					is_faction_leader = yes
					is_in_faction_with = ROOT
				}
				remove_from_faction = ROOT
			}
			MON_soviet_high_influence_decrease_effect = yes
		} {
			if = {
				limit = {
					OR = {
						has_government = democratic fascism neutrality
					}
				}
				start_civil_war = {
					ideology = communism
					size = 0.2
					states = {
						818 819
					}
				}
			} {
				limit = {
					has_government = communism
				}
				start_civil_war = {
					ideology = neutrality
					size = 0.2
					states = {
						818 819
					}
				}
			}
		}
	}
}
### Entity: Event
Component: NSB_soviet_paranoia_system_events.32
Constructs: is_triggered_only, ai_chance, limit, add_ideas, add_political_power, has_political_power
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_paranoia_system_events.32
	title = NSB_soviet_paranoia_system_events.22.t
	desc = NSB_soviet_paranoia_system_events.22.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.22.a
		ai_chance = {
			base = 10
		}
		add_ideas = SOV_anti_soviet_military_thinking_banned_navy
		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
		}
		SOV_increase_opposition_navy_support_small = yes
	} {
		name = NSB_soviet_paranoia_system_events.22.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
		SOV_clean_purge_targets_effect = yes
	}
}
### Entity: National Focus
Tree: saf_focus
Component: SAF_secure_interests_in_africa
Constructs: prerequisite, has_war_with, completion_reward, is_puppet, cancel_if_invalid
Source: game
File: common/national_focus/south_africa.txt

Code:
focus = {
	id = SAF_secure_interests_in_africa
	icon = GFX_goal_tfv_saf_secure_interests_in_africa
	prerequisite = {
		focus = SAF_suppress_the_stormjaers
	} {
		focus = SAF_desert_equipment
	}
	x = -3
	y = 4
	relative_position_id = SAF_support_the_policy_of_appeasement
	cost = 10
	ai_will_do = {
		factor = 0
	}
	available = {
		NOT = {
			has_war_with = ENG
		}
		ENG = {
			is_puppet = no
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		ENG = {
			custom_effect_tooltip = needs_approval
			country_event = tfv_south_africa.1
		}
	}
}
### Entity: Modifier Reference
Construct: special_forces_cap
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## special_forces_cap

* Number with 1 decimal places
* **Categories**: army
### Entity: State History
Component: 675
Constructs: add_core_of
Source: game
File: history/states/675-Al Hajara.txt

Code:
state = {
	id = 675
	name = STATE_675
	manpower = 222093
	state_category = wasteland
	history = {
		owner = IRQ
		add_core_of = IRQ
		victory_points = {
			12879 1
		}
		buildings = {

		}
	}
	provinces = {
		10744 12879 13368
	}
	local_supplies = 0.0
}
### Entity: Character
Component: SCO_coi
Source: game
File: common/characters/SCO.txt

Code:
SCO_coi = {
	advisor = {
		slot = political_advisor
		idea_token = SCO_coi
		allowed = {
			original_tag = SCO
		}
		traits = {
			captain_of_industry
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_1
		}
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_the_fetno-derash
Constructs: prerequisite, limit, completion_reward, complete_tooltip, has_dlc, create_intelligence_agency, add_manpower, has_intelligence_agency
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_the_fetno-derash
	icon = GFX_goal_generic_military_deal
	prerequisite = {
		focus = ETH_peacekeeping_forces
	}
	x = 0
	y = 1
	relative_position_id = ETH_peacekeeping_forces
	cost = 10
	available = {

	}
	ai_will_do = {
		base = 1
	}
	search_filters = {

	}
	complete_tooltip = {
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = ETH_tadesse_birru
		IF = {
			limit = {
				has_dlc = La Resistance
			}
			create_intelligence_agency = yes
			upgrade_intelligence_agency = upgrade_passive_defense
		}
		ELSE = {
			add_manpower = 10000
		}
	}
	completion_reward = {
		IF = {
			limit = {
				has_dlc = La Resistance
			}
			IF = {
				limit = {
					has_intelligence_agency = no
				}
				create_intelligence_agency = yes
			} {
				limit = {
					NOT = {
						has_done_agency_upgrade = upgrade_passive_defense
					}
				}
				upgrade_intelligence_agency = upgrade_passive_defense
			}
			set_variable = {
				ETH_opertaive_count = 2
			}
		}
		ELSE = {
			add_manpower = 10000
		}
	}
}
### Entity: AI Strategy
Component: central_america
Constructs: has_war, has_war_with, is_historical_focus_on
Source: game
File: common/ai_faction_theaters/ai_faction_theaters.txt

Code:
central_america = {
	name = theater_central_america
	regions = {
		53 52 205 34 123 107 106 204 170 124
	}
	cancel = {
		has_war = no
	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 1
			OR = {
				has_war_with = HON MEX GUA CUB NIC COS PAN HAI DOM
			}
		} {
			factor = 0
			is_historical_focus_on = yes
			OR = {
				original_tag = GER ITA
			}
			NOT = {
				126 = {
					is_controlled_by_ROOT_or_ally = yes
				}
			}
		} {
			factor = 0
			has_war = no
		}
	}
}
### Entity: Faction
Component: change_leader_rule_influence
Constructs: change_leader_rule_influence, change_leader_rules, has_enough_influence_for_leadership
Source: game
File: common/factions/rules/change_leader_rules.txt

Code:
change_leader_rule_influence = {
	type = change_leader_rules
	trigger = {
		has_enough_influence_for_leadership = yes
	}
}
### Entity: Event
Component: SEA_imperial_influence_events.460
Constructs: is_triggered_only
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_imperial_influence_events.460
	title = SEA_imperial_influence_events.460.t
	desc = SEA_imperial_influence_events.460.desc
	picture = GFX_report_event_JAP_imperial_influence
	is_triggered_only = yes
	option = {
		name = SEA_imperial_influence_events.00.a
		activate_mission = JAP_government_faction_demands_limited_zaibatsu_influence
	}
}
### Entity: Idea
Component: QUE_communist_patriots
Constructs: army_defence_factor, political_power_gain, army_attack_factor, mobilization_speed
Source: game
File: common/ideas/quebec.txt

Code:
QUE_communist_patriots = {
	allowed = {
		original_tag = QUE
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	picture = generic_communist_army
	modifier = {
		conscription = -0.01
		political_power_gain = -0.2
		army_attack_factor = -0.15
		army_defence_factor = -0.1
		mobilization_speed = -0.2
	}
}
### Entity: Event
Component: wtt_china_shared.14
Constructs: is_triggered_only
Source: game
File: events/WTT_China.txt

Code:
country_event = {
	id = wtt_china_shared.14
	title = wtt_china_shared.14.t
	desc = wtt_china_shared.14.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = wtt_china_shared.14.a
	}
}
### Entity: Order of Battle
Component: Amiral Sud
Source: game
File: history/units/FRA_1936_naval_legacy.txt

Code:
fleet = {
	name = Amiral Sud
	naval_base = 911
	task_force = {
		name = 3ème Région Navale
		location = 911
		ship = {
			name = Courbet
			definition = battleship
			equipment = {
				battleship_1 = {
					amount = 1
					owner = FRA
				}
			}
		} {
			name = Paris
			definition = battleship
			equipment = {
				battleship_1 = {
					amount = 1
					owner = FRA
				}
			}
		} {
			name = Algérie
			definition = heavy_cruiser
			equipment = {
				heavy_cruiser_2 = {
					amount = 1
					owner = FRA
				}
			}
		} {
			name = Foch
			definition = heavy_cruiser
			equipment = {
				heavy_cruiser_1 = {
					amount = 1
					owner = FRA
				}
			}
		} {
			name = Dupleix
			definition = heavy_cruiser
			equipment = {
				heavy_cruiser_1 = {
					amount = 1
					owner = FRA
				}
			}
		} {
			name = Colbert
			definition = heavy_cruiser
			equipment = {
				heavy_cruiser_1 = {
					amount = 1
					owner = FRA
				}
			}
		} {
			name = Duquesne
			definition = heavy_cruiser
			equipment = {
				heavy_cruiser_1 = {
					amount = 1
					owner = FRA
				}
			}
		} {
			name = Tourville
			definition = heavy_cruiser
			equipment = {
				heavy_cruiser_1 = {
					amount = 1
					owner = FRA
				}
			}
		} {
			name = Lynx
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = FRA
					version_name = Chacal Class
				}
			}
		} {
			name = Tigre
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = FRA
					version_name = Chacal Class
				}
			}
		} {
			name = Tartu
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = FRA
					version_name = Aigle & Vauquelin Class
				}
			}
		} {
			name = Chevalier Paul
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = FRA
					version_name = Aigle & Vauquelin Class
				}
			}
		} {
			name = Vauquelin
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = FRA
					version_name = Aigle & Vauquelin Class
				}
			}
		} {
			name = Gerfaut
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = FRA
					version_name = Aigle & Vauquelin Class
				}
			}
		} {
			name = Albatros
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = FRA
					version_name = Aigle & Vauquelin 
# ... (truncated)
### Entity: Event
Component: denmark_occupation_event.1
Constructs: is_triggered_only, ai_chance, limit, remove_ideas, is_major, add_stability, fire_only_once, is_subject
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_occupation_event.1
	title = denmark_occupation_event.1.t
	desc = denmark_occupation_event.1.desc
	picture = GFX_report_event_DEN_danish_troops
	trigger = {
		is_subject = no
	}
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = denmark_occupation_event.1.a
		ai_chance = {
			base = 1
			modifier = {
				factor = 2
				DEN_historical_ai = yes
			} {
				factor = 2
				is_historical_focus_on = yes
			} {
				factor = 5
				enemies_strength_ratio = > 0.5
			} {
				factor = 5
				FROM = {
					is_major = yes
				}
			} {
				factor = 0.5
				any_allied_country = {
					is_major = yes
					capital_scope = {
						is_on_continent = europe
					}
				}
			}
		}
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			remove_ideas = {
				DEN_declaration_of_neutrality
			}
			else = {
				remove_ideas = {
					DEN_declaration_of_neutrality_no_BBA
				}
			}
		}
		add_popularity = {
			ideology = ROOT
			popularity = -0.025
		}
		FROM = {
			country_event = {
				id = denmark_occupation_event.2
				hours = 6
			}
		}
		custom_effect_tooltip = if_they_accept_tt
		effect_tooltip = {
			FROM = {
				puppet = ROOT
			}
			custom_effect_tooltip = DEN_denmark_keeps_government_form_tt
			set_rule = {
				can_join_factions = no
			} {
				can_decline_call_to_war = yes
			}
			DEN_limited_manpower = yes
		}
		hidden_effect = {
			clr_country_flag = DEN_neutrality_flag
			SWE_is_denmark_mostly_occupied = yes
		}
	} {
		name = denmark_occupation_event.1.b
		ai_chance = {
			base = 1
			modifier = {
				factor = 5
				FROM = {
					is_major = no
				}
			} {
				factor = 5
				enemies_strength_ratio = < 0.5
			} {
				factor = 5
				OR = {
					DEN_rearming_ai = yes
					DEN_royal_ai = yes
					DEN_fascist_ai = yes
				}
			}
		}
		add_stability = -0.15
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			remove_ideas = {
				DEN_declaration_of_neutrality
			}
			else = {
				remove_ideas = {
					DEN_declaration_of_neutrality_no_BBA
				}
			}
		}
		hidden_effect = {
			clr_country_flag = DEN_neutrality_flag
		} {
			play_song = danish_song_of_liberation
		}
	}
}