Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: r56_italy.23
Constructs: is_triggered_only, limit, is_controlled_by, add_compliance
Source: game
File: events/R56_Italy.txt

Code:
country_event = {
	id = r56_italy.23
	title = r56_italy.23.t
	desc = r56_italy.23.d
	picture = GFX_report_event_italian_invasion_of_yugoslavia
	is_triggered_only = yes
	option = {
		name = r56_italy.23.a
		if = {
			limit = {
				103 = {
					is_controlled_by = ROOT
				}
			}
			ITA = {
				transfer_state = 103
			}
			103 = {
				add_compliance = 20
			}
		} {
			limit = {
				958 = {
					is_controlled_by = ROOT
				}
			}
			ITA = {
				transfer_state = 958
			}
			958 = {
				add_compliance = 20
			}
		}
	} {
		name = r56_italy.23.b
		ITA = {
			country_event = {
				id = r56_italy.24
				days = 1
			}
		}
	}
}
### Entity: Idea
Component: CHL_siphoning_funds
Constructs: removal_cost, fascism_drift
Source: game
File: common/ideas/chile.txt

Code:
CHL_siphoning_funds = {
	picture = tur_balkan_central_bank_wealthy_greece
	allowed = {
		original_tag = CHL
	}
	allowed_civil_war = {
		original_tag = CHL
	}
	removal_cost = -1
	modifier = {
		fascism_drift = 0.08
		consumer_goods_factor = -0.15
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_seek_intial_funding
Constructs: prerequisite, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_seek_intial_funding
	icon = GFX_focus_RAJ_issue_bonds_on_the_stock_market
	prerequisite = {
		focus = RAJ_look_to_the_future
	}
	x = -2
	y = 1
	relative_position_id = RAJ_look_to_the_future
	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_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = RAJ_seek_intial_funding_tt
		hidden_effect = {
			controlled_civilian_factories_excluding_trade = yes
			calc_expected_consumer_goods_for_taxes = yes
		}
	}
}
### Entity: Event
Component: r56.soviet.99
Constructs: is_triggered_only, limit, add_stability, fire_only_once, annex_country, set_cosmetic_tag, every_controlled_state, is_core_of
Source: game
File: events/r56_Soviet.txt

Code:
country_event = {
	id = r56.soviet.99
	title = r56.soviet.99.t
	desc = r56.soviet.99.d
	picture = GFX_report_event_stalin_propaganda
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = r56.soviet.99.a
		YUG = {
			annex_country = {
				target = BUL
				transfer_troops = yes
			} {
				target = ROM
				transfer_troops = yes
			} {
				target = GRE
				transfer_troops = yes
			} {
				target = ALB
				transfer_troops = yes
			}
		} {
			set_cosmetic_tag = YUG_united_balkan_federation
		}
		hidden_effect = {
			every_controlled_state = {
				limit = {
					OR = {
						is_core_of = BUL ROM GRE ALB YUG
					}
					has_resistance = yes
				}
				add_compliance = 40
			}
		}
		add_stability = -0.15
		add_threat = 15
		SOV = {
			add_to_faction = YUG
		}
	}
}
### Entity: Event
Component: wtt_germany.28
Constructs: is_triggered_only, ai_chance, limit, has_government, has_war_with, has_country_flag, add_stability, add_opinion_modifier
Source: game
File: events/WTT_Germany.txt

Code:
country_event = {
	id = wtt_germany.28
	title = wtt_germany.28.t
	desc = {
		text = wtt_germany.28.d
		trigger = {
			NOT = {
				GER = {
					has_country_flag = germany_war_return_kaiser
				}
			}
		}
	} {
		text = wtt_germany.28.d.2
		trigger = {
			GER = {
				has_country_flag = germany_war_return_kaiser
			}
		}
	}
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	option = {
		name = germany.60.a
		trigger = {
			NOT = {
				GER = {
					has_country_flag = germany_war_return_kaiser
				}
			}
		}
		ai_chance = {
			factor = 1
			modifier = {
				factor = 10
				strength_ratio = {
					tag = GER
					ratio = > 0.7
				}
				NOT = {
					has_idea = FRA_disjointed_government
				}
			} {
				factor = 2
				strength_ratio = {
					tag = GER
					ratio = > 1
				}
				NOT = {
					has_idea = FRA_disjointed_government
				}
			}
		}
		add_political_power = -150
		add_stability = -0.1
		if = {
			limit = {
				ENG = {
					is_puppet = no
					NOT = {
						has_war_with = FRA
					}
				}
			}
			ENG = {
				country_event = wtt_germany.29
				custom_effect_tooltip = needs_approval
				effect_tooltip = {
					add_to_faction = FRA
				}
			}
		} {
			limit = {
				has_idea = FRA_disjointed_government
				NOT = {
					has_government = communism
				}
			}
			custom_effect_tooltip = germany.60.a.tt
			effect_tooltip = {
				start_civil_war = {
					ideology = communism
					size = 0.2
				}
			}
		} {
			limit = {
				has_idea = FRA_disjointed_government
				has_government = communism
			}
			custom_effect_tooltip = germany.60.a.tt
			effect_tooltip = {
				start_civil_war = {
					ideology = democratic
					size = 0.3
				}
			}
		}
	} {
		name = germany.60.c
		trigger = {
			GER = {
				has_country_flag = germany_war_return_kaiser
			}
		}
		ai_chance = {
			factor = 1
			modifier = {
				factor = 10
				strength_ratio = {
					tag = GER
					ratio = > 0.7
				}
				NOT = {
					has_idea = FRA_disjointed_government
				}
			} {
				factor = 2
				strength_ratio = {
					tag = GER
					ratio = > 1
				}
				NOT = {
					has_idea = FRA_disjointed_government
				}
			} {
				factor = 20
				GER = {
					has_country_flag = germany_war_return_kaiser
				}
			}
		}
		add_political_power = -150
		add_stability = -0.1
		if = {
			limit = {
				ENG = {
					is_puppet = no
					NOT = {
						has_war_with = FRA
					}
				}
			}
			ENG = {
				country_even
# ... (truncated)
### Entity: National Focus
Tree: ast_focus
Component: AST_united_states_as_our_keystone
Constructs: prerequisite, limit, completion_reward, add_autonomy_ratio, has_dlc, add_mio_size
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_united_states_as_our_keystone
	icon = GFX_focus_generic_befriend_usa
	prerequisite = {
		focus = AST_until_the_tide_of_battle_swings
	}
	relative_position_id = AST_until_the_tide_of_battle_swings
	x = 0
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_autonomy_ratio = {
			value = 0.025
			localization = AST_united_states_as_our_keystone
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = available_mio_tt generic_skip_one_line_tt generic_skip_one_line_tt
			show_mio_tooltip = AST_american_car_and_foundry_organization AST_curtiss-wright_organization AST_lockheed_organization
			mio:AST_american_car_and_foundry_organization = {
				add_mio_size = 3
			}
			mio:AST_curtiss-wright_organization = {
				add_mio_size = 3
			}
			mio:AST_lockheed_organization = {
				add_mio_size = 3
			}
		}
		ELSE = {
			custom_effect_tooltip = available_industrial_concern
			show_ideas_tooltip = AST_american_car_and_foundry_organization_idea AST_curtiss-wright_organization_idea AST_lockheed_organization_idea
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Event
Component: r56.lootbox.event.11
Constructs: is_triggered_only
Source: game
File: events/r56_lootbox_events.txt

Code:
country_event = {
	id = r56.lootbox.event.11
	title = r56.lootbox.event.title
	desc = r56.lootbox.event.11.description
	is_triggered_only = yes
	option = {
		name = r56.lootbox.event.option.rare
		air_experience = 25
	}
}
### Entity: Character
Component: cheese_man
Constructs: stability_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
cheese_man = {
	sprite = 13
	random = no
	stability_factor = 0.05
	consumer_goods_factor = -0.15
	ai_will_do = {
		factor = 2
	}
}
### Entity: Event
Component: BBA_ethiopia_communist_events.52
Constructs: is_triggered_only, ai_chance, create_wargoal, puppet_wargoal_focus
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_communist_events.52
	title = BBA_ethiopia_communist_events.52.t
	desc = BBA_ethiopia_communist_events.52.desc
	is_triggered_only = yes
	picture = GFX_report_event_soviet_soldiers
	option = {
		name = BBA_ethiopia_communist_events.52.a
		ai_chance = {
			base = 10
		}
	} {
		name = BBA_ethiopia_communist_events.52.b
		ai_chance = {
			base = 0
		}
		create_wargoal = {
			type = puppet_wargoal_focus
			target = ETH
			expire = 30
		}
	}
}
### Entity: Event
Component: belgium.144
Constructs: is_triggered_only
Source: game
File: events/BEL_additional_events.txt

Code:
country_event = {
	id = belgium.144
	title = belgium.144.t
	desc = belgium.144.desc
	picture = GFX_report_event_merchant_ship_01
	is_triggered_only = yes
	option = {
		name = belgium.144.a
		custom_effect_tooltip = BEL_congo_rifle_delivery_tooltip
	}
}
### Entity: Unit Leader
Component: trait_SOV_bukharinist
Source: game
File: common/unit_leader/NSB_traits.txt

Code:
trait_SOV_bukharinist = {
	type = {
		land navy
	}
	trait_type = personality_trait
	allowed = {
		FROM = {
			original_tag = SOV
		}
	}
	new_commander_weight = {
		factor = 0
	}
}
### Entity: Event
Component: bftb_news.14
Constructs: is_triggered_only, has_war_with
Source: game
File: events/BFTB_NewsEvents.txt

Code:
news_event = {
	id = bftb_news.14
	title = bftb_news.14.t
	desc = bftb_news.14.desc
	picture = GFX_news_event_yugoslav_coup
	major = yes
	is_triggered_only = yes
	option = {
		name = bftb_news.14.a
		trigger = {
			NOT = {
				has_war_with = BUL
			}
		}
	} {
		name = bftb_news.14.b
		trigger = {
			has_war_with = BUL
		}
	}
}
### Entity: Idea
Component: MAN_idea_return_of_the_manchus
Constructs: removal_cost
Source: game
File: common/ideas/manchuko.txt

Code:
MAN_idea_return_of_the_manchus = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = MAN_return_of_manchu
	targeted_modifier = {
		tag = CHI
		attack_bonus_against = 0.1
		defense_bonus_against = 0.1
	}
	modifier = {
		army_speed_factor = 0.1
		army_morale_factor = 0.1
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_aktion_nationaler_widerstand
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_aktion_nationaler_widerstand
	icon = GFX_focus_SWI_aktion_nationaler_widerstand
	prerequisite = {
		focus = SWI_patriotic_shooting_clubs
	}
	x = 0
	y = 1
	relative_position_id = SWI_patriotic_shooting_clubs
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		power_balance_value = {
			id = SWI_centralization_bop
			value = > 0
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_SWI_MILITARY_READINESS
	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		SWI_mr_medium_increase = yes
		add_ideas = {
			SWI_aktion_nationaler_widerstand_idea
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AContributions/Grekulf.html

Doc:
Search for contributions

&#160;Show contributions of new accounts only
&#160;IP address or username: |

Namespace:
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
&#160;&#160;Invert selection&#160;&#160;Associated namespace&#160; |

Tag filter: |

&#160;Deleted only&#160;Only show edits that are latest revisions&#160;Only show edits that are page creations |

From year (and earlier): From month (and earlier): all
January
February
March
April
May
June
July
August
September
October
November
December |

(newest | oldest) View (newer 50 | older 50) (20 | 50 | 100 | 250 | 500)

15:12, 25 November 2015 (diff | hist) . . (+16)‎ . . Commander ‎ (→‎Training)

16:19, 20 November 2015 (diff | hist) . . (+41)‎ . . N Beta:Italy ‎ (Created page with "Italy! == Playthrough == How do I Italy?")

16:14, 20 November 2015 (diff | hist) . . (+20)‎ . . Beta:Transport ‎

16:14, 20 November 2015 (diff | hist) . . (+16)‎ . . Beta:Transport ‎

16:12, 20 November 2015 (diff | hist) . . (+337)‎ . . N Beta:Transport ‎ (Created page with "Troops can be transported across water and between two friendly ports. When a division is standing at a port, simply right-click another port to have them attempt to transport...")

16:03, 20 November 2015 (diff | hist) . . (+66)‎ . . Beta:Peace conference ‎

16:03, 20 November 2015 (diff | hist) . . (+471)‎ . . N Beta:Diplomacy ‎ (Created page with "World Tension acts as a measurement of how close the game is to become a world war. Many diplomatic actions are limited by world tension. Annexing countries, joining factions,...")

16:00, 20 November 2015 (diff | hist) . . (+249)‎ . . N Beta:Peace conference ‎ (Created page with "When one side in a war is beaten, they will surrender and a peace conference will begin. The winners take turn in making demands from the losers. Wh...")

15:53, 20 November 2015 (diff | hist) . . (-10)‎ . . Beta:Surrender ‎ (Redirected page to Beta:Warfare#Surrender) (current)

15:53, 20 November 2015 (diff | hist) . . (+46)‎ . . N Beta:Surrender ‎ (Created page with "http://www.hoi4wiki.com/Beta:Warfare#Surrender")

15:52, 20 November 2015 (diff | hist) . . (+8)‎ . . Beta:Warfare ‎ (→‎Surrender)

15:52, 20 November 2015 (diff | hist) . . (+363)‎ . . Beta:Warfare ‎

12:02, 20 Novemb
# ... (truncated)
### Entity: Modifier Reference
Component: JAP_ainu_revoluton_theory_implemented_dm
Source: game
File: common/dynamic_modifiers/SEA_dynamic_modifiers.txt

Code:
JAP_ainu_revoluton_theory_implemented_dm = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_JAP_indigenous_socialism
	local_resources = 0.1
	local_building_slots = 1
	local_manpower = 0.25
	state_production_speed_buildings_factor = 0.1
}
### Entity: Military Industrial Organization
Component: NOR_thunes_mekaniske_verksted_organization
Constructs: has_dlc, equipment_bonus, build_cost_ic
Source: game
File: common/military_industrial_organization/organizations/NOR_organization.txt

Code:
NOR_thunes_mekaniske_verksted_organization = {
	include = generic_infantry_tank_organization
	icon = GFX_idea_NOR_thunes_mekaniske_vaerksted
	allowed = {
		tag = NOR
		has_dlc = Arms Against Tyranny
	}
	equipment_type = {
		armor train_equipment
	}
	research_categories = {
		armor train_tech
	}
	initial_trait = {
		name = NOR_mio_initial_trait_mechanical_workshop
		limit_to_equipment_type = {
			train_equipment
		}
		equipment_bonus = {
			build_cost_ic = -0.07
			armor_value = 0.02
		}
	}
}
### Entity: Idea
Component: JAP_guide_the_zaibatsus
Constructs: has_government, industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/japan.txt

Code:
JAP_guide_the_zaibatsus = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	picture = jap_zaibatsu_ally
	modifier = {
		political_power_cost = 0.25
		trade_laws_cost_factor = 0.25
		economy_cost_factor = 0.25
		production_speed_industrial_complex_factor = 0.1
		production_speed_arms_factory_factor = 0.1
		production_speed_dockyard_factor = 0.05
		industrial_capacity_factory = 0.05
		consumer_goods_factor = 0.1
	}
}
### Entity: Idea
Component: PRC_three_rules_of_discipline_idea
Constructs: has_dlc
Source: game
File: common/ideas/comchina.txt

Code:
PRC_three_rules_of_discipline_idea = {
	picture = PRC_three_rules_of_discipline_idea
	allowed = {
		original_tag = PRC
		has_dlc = No Compromise, No Surrender
	}
	modifier = {
		resistance_growth = -0.05
		resistance_damage_to_garrison = -0.15
	}
}
### Entity: Idea
Component: AFG_shadows_of_the_emir_no_lar
Constructs: removal_cost
Source: game
File: common/ideas/afghanistan.txt

Code:
AFG_shadows_of_the_emir_no_lar = {
	allowed = {
		original_tag = AFG
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_spy_political
	modifier = {
		encryption = 1
		decryption = 1
		airforce_intel_to_others = -25
		navy_intel_to_others = -25
		army_intel_to_others = -25
		civilian_intel_to_others = -25
	}
}
### Entity: Character
Component: compromised_beliefs
Source: game
File: common/country_leader/r56_traits.txt

Code:
compromised_beliefs = {
	random = no
	political_power_factor = -0.05
}
### Entity: Character
Component: YUG_borivoje_mirkovic
Source: game
File: common/characters/YUG.txt

Code:
YUG_borivoje_mirkovic = {
	advisor = {
		slot = high_command
		idea_token = YUG_borivoje_mirkovic
		ledger = air
		allowed = {
			original_tag = YUG
		}
		traits = {
			air_bomber_interception_1
		}
		cost = 50
		ai_will_do = {
			factor = 1.0
		}
	}
	name = YUG_borivoje_mirkovic
	portraits = {
		army = {
			small = GFX_idea_YUG_borivoje_mirkovic
		}
	}
}
### Entity: Idea
Component: SUR_ncs
Source: game
File: common/ideas/suriname.txt

Code:
SUR_ncs = {
	ledger = navy
	picture = generic_navy_african_2
	allowed = {
		original_tag = SUR
	}
	traits = {
		navy_capital_ship_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: idea_EFR_chantiers_de_la_jeunesse
Constructs: removal_cost
Source: game
File: common/ideas/etat_francais.txt

Code:
idea_EFR_chantiers_de_la_jeunesse = {
	picture = ast_all_in
	allowed = {
		original_tag = VIC
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		production_speed_infrastructure_factor = 0.05
		industry_repair_factor = 0.02
	}
}
### Entity: National Focus
Tree: xsm_focus
Component: XSM_strengthening_our_position
Constructs: division_template, prerequisite, limit, completion_reward, is_subject, cancel_if_invalid, is_locked, random_owned_state
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = XSM_strengthening_our_position
	icon = GFX_focus_generic_horse_studs
	x = 0
	y = 1
	cost = 5
	prerequisite = {
		focus = XSM_sideline_family_conflicts
	}
	relative_position_id = XSM_sideline_family_conflicts
	ai_will_do = {
		base = 0
	}
	available = {
		is_subject = no
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {

	}
	completion_reward = {
		hidden_effect = {
			delete_unit_template_and_units = {
				division_template = Muslim Cavalry
				disband = yes
			}
			division_template = {
				name = Muslim Cavalry
				division_names_group = XSM_CAV_01
				role = garrison
				template_counter = 5
				is_locked = no
				regiments = {
					cavalry = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 0
						y = 2
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					} {
						x = 1
						y = 2
					}
				}
				support = {

				}
			}
		}
		random_owned_state = {
			limit = {
				impassable = no
				is_controlled_by = ROOT
			}
			create_unit = {
				division = name = "First Hui Cavalry Division" division_template = "Muslim Cavalry" start_experience_factor = 0.5 start_equipment_factor = 0.8
				owner = ROOT
			} {
				division = name = "Second Hui Cavalry Division" division_template = "Muslim Cavalry" start_experience_factor = 0.5 start_equipment_factor = 0.8
				owner = ROOT
			}
		}
	}
}
### Entity: Character
Component: BRD_mt
Source: game
File: common/characters/BRD.txt

Code:
BRD_mt = {
	advisor = {
		slot = theorist
		idea_token = BRD_mt
		ledger = army
		allowed = {
			original_tag = BRD
		}
		traits = {
			military_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_6
		}
	}
}
### Entity: Event
Component: ww_BEL_event_spanish_interaction.7
Constructs: is_triggered_only, ai_chance, fire_only_once, create_faction_from_template, add_to_faction
Source: game
File: events/WUW_Belgium.txt

Code:
country_event = {
	id = ww_BEL_event_spanish_interaction.7
	title = ww_BEL_event_spanish_interaction.7.t
	desc = ww_BEL_event_spanish_interaction.7.desc
	picture = GFX_report_event_generic_sign_treaty1
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = ww_BEL_event_spanish_interaction.7.a
		ai_chance = {
			base = 10
		}
		effect_tooltip = {
			create_faction_from_template = {
				template = faction_template_anti_fascist
				name = BEL_SPR_alliance
				icon = GFX_faction_logo_generic_11
			}
			add_to_faction = FROM
		}
	}
}
### Entity: Character
Component: nuclear_enthusiast
Source: game
File: common/country_leader/00_traits.txt

Code:
nuclear_enthusiast = {
	random = no
	sprite = 14
	specialization_nuclear_speed_factor = 0.1
	ai_will_do = {
		factor = 1
	}
}
### Entity: Modifier Reference
Construct: naval_mine_hit_chance
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## naval_mine_hit_chance

* Number with 2 decimal places
* **Categories**: naval
### Entity: National Focus
Tree: swe_focus
Component: SWE_appeal_for_support
Constructs: prerequisite, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_appeal_for_support
	icon = GFX_focus_generic_industrialists
	x = 2
	y = 1
	cost = 5
	prerequisite = {
		focus = SWE_undermine_the_fascists SWE_revoke_anti_militia_laws
	}
	relative_position_id = SWE_undermine_the_fascists
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {

	}
	completion_reward = {
		custom_effect_tooltip = SWE_appeal_for_support_tt SWE_appeal_for_support_dec_tt
	}
}
### Entity: Event
Component: SEA_PHI_political_events.18
Constructs: is_triggered_only, ai_chance, add_to_faction
Source: game
File: events/SEA_Philippines.txt

Code:
country_event = {
	id = SEA_PHI_political_events.18
	title = SEA_PHI_political_events.18.t
	desc = SEA_PHI_political_events.18.desc
	picture = GFX_report_event_PHI_communism_in_philippines
	is_triggered_only = yes
	option = {
		ai_chance = {
			base = 100
		}
		name = SEA_PHI_political_events.18.a
		add_to_faction = FROM
	} {
		ai_chance = {
			base = 0
		}
		name = SEA_PHI_political_events.18.b
		FROM = {
			country_event = {
				id = SEA_PHI_political_events.19
			}
		}
	}
}
### Entity: Idea
Component: idea_RAJ_tryst_with_destiny
Constructs: removal_cost
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_tryst_with_destiny = {
	name = RAJ_tryst_with_destiny
	allowed = {
		always = yes
	}
	picture = generic_democratic_drift_bonus
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		political_power_factor = 0.05
		experience_gain_army_factor = 0.1
		experience_loss_factor = -0.2
	}
}
### Entity: AI Strategy
Component: brazil
Constructs: has_war, has_war_with, is_historical_focus_on
Source: game
File: common/ai_faction_theaters/ai_faction_theaters.txt

Code:
brazil = {
	name = theater_brazil
	regions = {
		125 288 286 282 163 287 281 280 61 66
	}
	cancel = {
		has_war = no
	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 1
			has_war_with = BRA
		} {
			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: Unit Template
Component: VIN_CA_HISTORICAL
Constructs: has_government
Source: game
File: common/units/names_ships/VIN_ship_names.txt

Code:
VIN_CA_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CL
	for_countries = {
		VIN
	}
	can_use = {
		has_government = communism
	}
	type = ship
	ship_types = {
		ship_hull_cruiser heavy_cruiser
	}
	prefix = VPNS 
	fallback_name = HQ %d
}
### Entity: Event
Component: congo_independence_struggle.20
Constructs: is_triggered_only, ai_chance, clr_global_flag
Source: game
File: events/WUW_Congo.txt

Code:
country_event = {
	id = congo_independence_struggle.20
	title = congo_independence_struggle.20.t
	desc = congo_independence_struggle.20.d
	picture = GFX_report_event_chinese_soldiers
	is_triggered_only = yes
	option = {
		name = congo_independence_struggle.20.a
		ai_chance = {
			base = 100
		}
		custom_effect_tooltip = congolese_civil_war_starting_tt
		hidden_effect = {
			FROM = {
				country_event = {
					id = congo_independence_struggle.24
					hours = 0
				}
			}
			clr_global_flag = COG_BEL_negotiations_ongoing_flag
		}
	}
}