Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: EGY_root_out_sudanese_separatism_in_kassala
Constructs: has_completed_focus, has_war
Source: game
File: common/ai_strategy/EGY.txt

Code:
EGY_root_out_sudanese_separatism_in_kassala = {
	allowed = {
		original_tag = EGY
	}
	enable = {
		OR = {
			has_completed_focus = EGY_pacify_the_sudanese EGY_disband_sudanese_partisans
		}
		883 = {
			EGY_has_sudanese_separatism = yes
		}
		has_war = no
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		ratio = 0.2
		states = {
			883
		}
		subtract_fronts_from_need = yes
	} {
		type = equipment_stockpile_surplus_ratio
		value = 2
	}
}
### Entity: Character
Component: NMB_coi
Source: game
File: common/characters/NMB.txt

Code:
NMB_coi = {
	advisor = {
		slot = political_advisor
		idea_token = NMB_coi
		allowed = {
			original_tag = NMB
		}
		traits = {
			captain_of_industry
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_1
		}
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_western_agreements
Constructs: prerequisite, completion_reward, add_timed_idea
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_western_agreements
	icon = GFX_goal_VEN_western_allignment
	x = -5
	y = 1
	relative_position_id = VEN_isaias_angarita
	cost = 7.2
	prerequisite = {
		focus = VEN_isaias_angarita VEN_new_republic
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_timed_idea = {
			idea = VEN_western_agreements
			days = 90
		}
	}
}
### Entity: Event
Component: denmark.101
Constructs: is_triggered_only, ai_chance, is_ai
Source: game
File: events/DanishEvents.txt

Code:
country_event = {
	id = denmark.101
	title = denmark.101.t
	desc = denmark.101.d
	picture = GFX_report_event_german_occupation2
	is_triggered_only = yes
	option = {
		name = denmark.101.a
		ai_chance = {
			base = 5
		}
		effect_tooltip = {
			den_collab_denmark_init = yes
		}
		DEN = {
			custom_effect_tooltip = needs_approval
			country_event = {
				id = denmark.102
				hours = 3
			}
		}
	} {
		name = denmark.101.b
		ai_chance = {
			base = 15
			modifier = {
				factor = 0
				DEN = {
					is_ai = no
				}
			}
		}
	}
}
### Entity: Shared Focus
Tree: abc_focus
Component: ABC_equipment_effort_2
Constructs: shared_focus, prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/ABC_shared.txt

Code:
shared_focus = {
	id = ABC_equipment_effort_2
	icon = GFX_goal_machine_gun
	prerequisite = {
		focus = ABC_equipment_effort
	}
	x = -1
	y = 1
	relative_position_id = ABC_equipment_effort
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		army_experience = 5
		add_tech_bonus = {
			name = infantry_artillery_bonus
			bonus = 1
			uses = 1
			category = infantry_weapons artillery
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: egypt.2
Constructs: is_triggered_only, ai_chance, fire_only_once, add_political_power
Source: game
File: events/egypt.txt

Code:
country_event = {
	id = egypt.2
	picture = GFX_report_event_EGY_anglo_egyptian_conference_3
	title = egypt.2.t
	desc = egypt.2.d
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = egypt.2.a
		ai_chance = {
			base = 90
		}
		add_political_power = 10
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_look_to_tradition
Constructs: has_completed_focus, limit, completion_reward, add_political_power, has_game_rule, allow_branch, add_popularity
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_look_to_tradition
	icon = GFX_focus_CHL_look_to_tradition
	x = 10
	y = 0
	cost = 5
	offset = {
		x = -5
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = CHL_address_the_mapuche_conflict
		}
	}
	allow_branch = {
		IF = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = CHL_endorse_the_constitution
			} {
				has_completed_focus = CHL_denounce_the_anarchy
			}
		}
	}
	mutually_exclusive = {
		focus = CHL_endorse_the_constitution CHL_denounce_the_anarchy
	}
	ai_will_do = {
		base = 0.5
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_popularity = {
			ideology = neutrality
			popularity = 0.05
		}
		add_political_power = 35
		hidden_effect = {
			IF = {
				limit = {
					has_game_rule = {
						rule = obsolete_focus_branches_visibility
						option = HIDE
					}
				}
				mark_focus_tree_layout_dirty = yes
			}
		}
	}
}
### Entity: Decision
Component: greater_iraq_decision_cat
Source: game
File: common/decisions/categories/IRQ_decision_categories.txt

Code:
greater_iraq_decision_cat = {
	icon = GFX_decision_category_generic_political_actions
	priority = 20
	visible_when_empty = no
	allowed = {
		original_tag = IRQ
	}
	visible = {

	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_create_a_manchurian_imperial_air_force
Constructs: every_owned_state, prerequisite, limit, completion_reward, is_in_faction_with, is_subject_of, cancel_if_invalid, add_breakthrough_progress
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_create_a_manchurian_imperial_air_force
	icon = GFX_goal_generic_air_doctrine
	prerequisite = {
		focus = JAP_build_up_the_manchurian_army
	}
	x = 0
	y = 1
	relative_position_id = JAP_build_up_the_manchurian_army
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		MAN = {
			OR = {
				is_in_faction_with = ROOT
				is_subject_of = ROOT
			}
		}
	}
	bypass = {
		MAN = {
			exists = no
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		air_experience = 25
		MAN = {
			add_breakthrough_progress = {
				specialization = specialization_air
				value = 0.5
			}
			add_tech_bonus = {
				name = JAP_create_a_manchurian_imperial_air_force
				bonus = 1.0
				uses = 1
				category = tactical_bomber cat_strategic_bomber naval_bomber cas_bomber
			} {
				name = JAP_create_a_manchurian_imperial_air_force
				bonus = 1.0
				uses = 1
				category = light_fighter cat_heavy_fighter
			}
			every_owned_state = {
				limit = {
					is_fully_controlled_by = MAN
					is_owned_by = MAN
					MAN = {
						is_puppet_of = JAP
					}
				}
				add_building_construction = {
					type = air_base
					level = 2
					instant_build = yes
				}
			}
			add_autonomy_ratio = {
				value = -0.08333
				localization = JAP_build_up_the_manchurian_army
			}
		}
	}
}
### Entity: Scripted Effect
Component: PHI_recall_macarthur_for_leadership
Constructs: limit, has_character, has_country_leader, add_country_leader_role
Source: game
File: common/scripted_effects/PHI_scripted_effects.txt

Code:
PHI_recall_macarthur_for_leadership = {
	PHI = {
		if = {
			limit = {
				has_character = USA_douglas_macarthur
			}
			if = {
				limit = {
					has_country_leader = {
						character = USA_douglas_macarthur
						ruling_only = yes
					}
				}
				USA_dwight_d_eisenhower = {
					add_country_leader_role = {
						promote_leader = yes
						country_leader = {
							ideology = conservatism
							expire = 1965.1.1.1
							traits = {
								PHI_supreme_commissioner
							}
						}
					}
				}
			}
			country_event = SEA_PHI_political_events.51
		}
	}
}
### Entity: AI Strategy
Component: ENG_dont_kick_russia_out_from_triple_entente_due_to_gobbling_up_breakaway_states
Constructs: has_completed_focus, is_in_faction_with
Source: game
File: common/ai_strategy/ENG.txt

Code:
ENG_dont_kick_russia_out_from_triple_entente_due_to_gobbling_up_breakaway_states = {
	allowed = {
		original_tag = ENG
	}
	enable = {
		is_in_faction_with = SOV
		SOV = {
			has_completed_focus = SOV_the_triple_entente
		}
	}
	abort = {
		NOT = {
			is_in_faction_with = SOV
		}
	}
	ai_strategy = {
		type = alliance
		id = SOV
		value = 200
	} {
		type = befriend
		id = SOV
		value = 200
	}
}
### Entity: Idea
Component: ITA_profits_from_eritrea
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/r56_italy.txt

Code:
ITA_profits_from_eritrea = {
	name = ITA_profits_from_eritrea
	allowed = {
		original_tag = ITA
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	picture = ast_all_in
	modifier = {
		consumer_goods_factor = -0.12
		production_speed_buildings_factor = 0.03
	}
}
### Entity: AI Strategy
Component: ENG_protect_poland_against_germany
Constructs: has_completed_focus, has_war_with
Source: game
File: common/ai_strategy/ENG.txt

Code:
ENG_protect_poland_against_germany = {
	allowed = {
		original_tag = ENG
	}
	enable = {
		GER = {
			has_completed_focus = GER_fate_of_czechoslovakia
		} {
			NOT = {
				has_war_with = POL
			}
		}
		country_exists = POL
	}
	abort = {
		OR = {
			NOT = {
				country_exists = POL
			}
			has_war_with = POL
		}
	}
	ai_strategy = {
		type = protect
		id = POL
		value = 200
	} {
		type = alliance
		id = POL
		value = 200
	} {
		type = diplo_action_desire
		id = POL
		target = guarantee
		value = 20
	}
}
### Entity: Scripted Trigger
Component: EAI_SP_rockets_long_range_ballistic_missile_focus
Constructs: is_major, is_special_project_completed, is_special_project_being_researched
Source: game
File: common/scripted_triggers/EAI_RESEARCH_special_projects_triggers.txt

Code:
EAI_SP_rockets_long_range_ballistic_missile_focus = {
	NOT = {
		is_special_project_completed = sp:sp_rockets_long_range_ballistic_missile
		is_special_project_being_researched = sp:sp_rockets_long_range_ballistic_missile
	} {
		EAI_SP_rockets_medium_range_ballistic_missile_focus = yes
	}
	OR = {
		AND = {
			tag = GER
			is_major = yes
		} {
			is_major = yes
			date = > 1944.1.1
			num_of_factories = > 300
		}
	}
}
### Entity: AI Strategy
Component: EAI_SOV_barbarossa_DEFENSIVE_losing_war
Constructs: limit, has_war_with, has_country_flag, is_major, has_defensive_war, is_ai, check_variable, is_in_faction_with
Source: game
File: common/ai_strategy/SOV_EAI.txt

Code:
EAI_SOV_barbarossa_DEFENSIVE_losing_war = {
	allowed = {
		tag = SOV
	}
	enable = {
		has_war_with = GER
		has_defensive_war = yes
		surrender_progress = > 0
		has_country_flag = EAI_MILITARY_trend_losing_war
		EAI_MILITARY_army_shortage_MINOR = yes
		if = {
			limit = {
				NOT = {
					any_enemy_country = {
						is_ai = no
						is_major = yes
					}
				}
				check_variable = {
					global.EAI_eastern_front = 0
				}
			}
			surrender_progress = > 0.3
		}
	}
	abort = {
		NOT = {
			AND = {
				has_war_with = GER
				has_defensive_war = yes
				surrender_progress = > 0
				has_country_flag = EAI_MILITARY_trend_losing_war
				EAI_MILITARY_army_shortage_MINOR_abort = yes
				if = {
					limit = {
						NOT = {
							any_enemy_country = {
								is_ai = no
								is_major = yes
							}
						}
						check_variable = {
							global.EAI_eastern_front = 0
						}
					}
					surrender_progress = > 0.3
				}
			}
		}
	}
	ai_strategy = {
		type = front_control
		ordertype = front
		ratio = 0.5
		priority = 500
		execution_type = careful
		country_trigger = {
			OR = {
				tag = GER
				is_in_faction_with = GER
			}
		}
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_frontier_corps
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, add_tech_bonus, has_dlc, add_doctrine_cost_reduction
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_frontier_corps
	icon = GFX_focus_generic_military_academy
	prerequisite = {
		focus = RAJ_military_pensions
	}
	x = -2
	y = 1
	relative_position_id = RAJ_military_pensions
	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_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			bonus = 1
			uses = 1
			category = logistics_tech
			ahead_reduction = 2
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_doctrine_cost_reduction = {
				cost_reduction = 0.25
				uses = 1
				category = special_forces_doctrine
			}
		}
		else = {
			army_experience = 50
		}
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_sea_enforce_the_three_rules
Constructs: prerequisite, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/china_communist_warlord_TSR.txt

Code:
focus = {
	id = PRC_sea_enforce_the_three_rules
	icon = GFX_goal_generic_national_unity
	prerequisite = {
		focus = PRC_sea_land_redistribution
	}
	x = 0
	y = 1
	relative_position_id = PRC_sea_land_redistribution
	cost = 10
	ai_will_do = {
		factor = 4
	}
	available = {

	}
	bypass = {
		NOT = {
			PRC_has_low_popular_support = yes
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		PRC_low_popular_support_level_down = yes
	}
}
### Entity: Idea
Component: SNCAN
Constructs: has_completed_focus, has_country_flag, research_bonus
Source: game
File: common/ideas/france.txt

Code:
SNCAN = {
	picture = FRA_sncan
	allowed = {
		original_tag = FRA
	}
	visible = {
		has_completed_focus = FRA_reorganize_the_aviation_industry
	}
	available = {
		has_country_flag = FRA_SNCAN_formed
	}
	research_bonus = {
		air_equipment = 0.2
	}
	traits = {
		heavy_aircraft_manufacturer
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3ARecon_cropped.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
Recon_cropped.png &#8206;(34 × 27 pixels, file size: 16 KB, MIME type: image/png)
### Entity: National Focus
Tree: aus_focus
Component: AUS_purge_karntner_heimwehr
Constructs: prerequisite, limit, completion_reward, add_power_balance_value, check_variable, set_variable
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_purge_karntner_heimwehr
	icon = GFX_goal_AUS_crush_heimwehr
	relative_position_id = AUS_austrofascism_not_nazism
	x = -1
	y = 1
	prerequisite = {
		focus = AUS_austrofascism_not_nazism
	}
	mutually_exclusive = {
		focus = AUS_utilize_the_heimwehr
	}
	cost = 8
	completion_reward = {
		add_power_balance_value = {
			id = AUS_heimwehr_power_balance
			value = -0.2
			tooltip_side = AUS_vf_side
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		if = {
			limit = {
				check_variable = {
					r56_bundeslaender_kaernten_frame = 2
				}
			}
			set_variable = {
				r56_bundeslaender_kaernten_frame = 3
			}
			custom_effect_tooltip = AUS_state_nazi_down_kaernten
			r56_bundeslaender_calculate_divisions = yes
		}
		else_if = {
			limit = {
				check_variable = {
					r56_bundeslaender_kaernten_frame = 6
				}
			}
			set_variable = {
				r56_bundeslaender_kaernten_frame = 1
			}
			custom_effect_tooltip = AUS_state_nazi_down_kaernten
			r56_bundeslaender_calculate_divisions = yes
		} {
			limit = {
				check_variable = {
					r56_bundeslaender_kaernten_frame = 3
				}
			}
			set_variable = {
				r56_bundeslaender_kaernten_frame = 6
			}
			custom_effect_tooltip = AUS_state_nazi_down_kaernten
			r56_bundeslaender_calculate_divisions = yes
		}
		else = {
			AUS_bundeslaender_nazis_down_random = yes
		}
		AUS_bundeslaender_nazis_down_random = yes
	}
}
### Entity: Idea
Component: KMT_kmt_establishment3
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_kmt_establishment3 = {
	removal_cost = -1
	picture = chi_warlord_integration2
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {

	}
	on_remove = {

	}
	modifier = {
		political_power_cost = 0.1
		stability_factor = -0.05
		drift_defence_factor = -0.1
	}
}
### Entity: Character
Component: TZN_acgs
Source: game
File: common/characters/TZN.txt

Code:
TZN_acgs = {
	advisor = {
		slot = air_chief
		idea_token = TZN_acgs
		allowed = {
			original_tag = TZN
		}
		traits = {
			air_chief_ground_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_3
		}
	}
}
### Entity: National Focus
Tree: lux_focus
Component: LUX_complete_integration
Constructs: prerequisite, limit, completion_reward, is_subject_of, annex_country, every_core_state, add_core_of, every_state
Source: game
File: common/national_focus/r56_luxembourg.txt

Code:
focus = {
	id = LUX_complete_integration
	icon = GFX_focus_CZE_german_puppet
	cost = 10
	x = 1
	y = 1
	relative_position_id = LUX_replace_the_government
	prerequisite = {
		focus = LUX_replace_the_government
	}
	mutually_exclusive = {
		focus = LUX_expand_the_gau
	}
	available = {
		is_subject_of = GER
	}
	completion_reward = {
		custom_effect_tooltip = GAME_OVER_TT
		GER = {
			annex_country = {
				target = ROOT
				transfer_troops = yes
			}
		}
		hidden_effect = {
			every_core_state = {
				add_core_of = GER
			}
			every_state = {
				limit = {
					is_claimed_by = ROOT
				}
				add_claim_by = GER
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_TFV_AUTONOMY
	}
	ai_will_do = {
		base = 500
	}
}
### Entity: Event
Component: CHL_political_events.43
Constructs: is_triggered_only, ai_chance, fire_only_once, add_political_power
Source: game
File: events/TOA_Chile.txt

Code:
country_event = {
	id = CHL_political_events.43
	title = CHL_political_events.43.t
	desc = CHL_political_events.43.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = CHL_political_events.43.a
		ai_chance = {
			base = 100
		}
		add_political_power = 25
	}
}
### Entity: National Focus
Tree: ukr_focus
Component: UKR_military_cooperation_with_poland
Constructs: prerequisite, add_ideas, completion_reward, is_in_faction_with, add_doctrine_cost_reduction
Source: game
File: common/national_focus/ukraine.txt

Code:
focus = {
	id = UKR_military_cooperation_with_poland
	icon = GFX_focus_all_polish_youth
	prerequisite = {
		focus = UKR_a_condominium_in_western_ukraine
	}
	relative_position_id = UKR_a_condominium_in_western_ukraine
	available = {
		is_in_faction_with = POL DOU
	}
	x = 0
	y = 1
	cost = 5
	available_if_capitulated = yes
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		POL = {
			add_ideas = UKR_multinational_army_command
			army_experience = 5
			add_doctrine_cost_reduction = {
				name = land_doc_bonus
				cost_reduction = 0.5
				uses = 1
				category = land_doctrine
			}
		}
		DOU = {
			add_ideas = UKR_multinational_army_command UKR_militarism_focus
			army_experience = 5
			add_doctrine_cost_reduction = {
				name = land_doc_bonus
				cost_reduction = 0.5
				uses = 1
				category = land_doctrine
			}
		}
		add_ideas = UKR_multinational_army_command
		army_experience = 5
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
	}
}
### Entity: Event
Component: SEA_imperial_influence_events.400
Constructs: is_triggered_only, limit, add_stability, add_political_power, check_variable, add_popularity, set_variable
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_imperial_influence_events.400
	title = SEA_imperial_influence_events.400.t
	desc = SEA_imperial_influence_events.400.desc
	picture = GFX_report_event_JAP_imperial_influence
	is_triggered_only = yes
	option = {
		name = SEA_imperial_influence_events.00.b
		JAP_small_government_faction_loss = yes
		hidden_effect = {
			JAP_faction_demand_finalize_mission_effect = yes
			JAP_faction_demand_add_to_failed_missions = yes
		}
		IF = {
			limit = {
				check_variable = {
					JAP_government_faction_demand_failure = 1
				}
			}
			add_popularity = {
				ideology = ROOT
				popularity = -0.02
			}
		}
		ELSE_IF = {
			limit = {
				check_variable = {
					JAP_government_faction_demand_failure = 2
				}
			}
			add_popularity = {
				ideology = ROOT
				popularity = -0.03
			}
		} {
			limit = {
				check_variable = {
					JAP_government_faction_demand_failure = 3
				}
			}
			add_popularity = {
				ideology = ROOT
				popularity = -0.05
			}
			add_political_power = -15
		} {
			limit = {
				check_variable = {
					JAP_government_faction_demand_failure = 4
				}
			}
			add_popularity = {
				ideology = ROOT
				popularity = -0.05
			}
			add_political_power = -25
		} {
			limit = {
				check_variable = {
					JAP_government_faction_demand_failure = 5
				}
			}
			add_popularity = {
				ideology = ROOT
				popularity = -0.05
			}
			add_political_power = -25
			add_stability = -0.01
		} {
			limit = {
				check_variable = {
					JAP_government_faction_demand_failure = 6
				}
			}
			add_popularity = {
				ideology = ROOT
				popularity = -0.05
			}
			add_political_power = -25
			add_stability = -0.03
		} {
			limit = {
				check_variable = {
					JAP_government_faction_demand_failure = 7
				}
			}
			add_popularity = {
				ideology = ROOT
				popularity = -0.05
			}
			add_political_power = -25
			add_stability = -0.05
		}
		set_variable = {
			JAP_government_faction_demand_failure = 0
		}
	}
}
### Entity: Modifier Reference
Component: COG_burundian_separatism_modifier
Constructs: has_completed_focus, production_speed_buildings_factor, remove_trigger, is_owned_and_controlled_by
Source: game
File: common/dynamic_modifiers/wuw_dynamic_modifiers.txt

Code:
COG_burundian_separatism_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_COG_burundian_separatism
	remove_trigger = {
		OR = {
			ROOT = {
				is_owned_and_controlled_by = BRD
			}
			COG = {
				has_completed_focus = COG_the_mwami_of_burundi_focus
			}
		}
	}
	production_speed_buildings_factor = -0.1
	resistance_target = 0.1
	compliance_growth = -0.01
	local_manpower = -0.02
}
### Entity: Event
Component: r56.news_event.39
Constructs: is_triggered_only, has_war_with
Source: game
File: events/r56_news_events.txt

Code:
news_event = {
	id = r56.news_event.39
	title = r56.news_event.39.t
	desc = r56.news_event.39.desc
	picture = GFX_news_event_german_soldiers
	major = yes
	is_triggered_only = yes
	option = {
		name = r56.news_event.39.a
		trigger = {
			tag = FROM
		}
	} {
		name = r56.news_event.39.b
		trigger = {
			NOT = {
				tag = FROM
			} {
				has_war_with = FROM
			}
		}
	} {
		name = r56.news_event.39.c
		trigger = {
			has_war_with = FROM
		}
	}
}
### Entity: Character
Component: GER_right_wing_democrat
Constructs: stability_factor, war_support_factor, neutrality_drift, democratic_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
GER_right_wing_democrat = {
	sprite = 13
	random = no
	neutrality_drift = 0.03
	democratic_drift = 0.05
	drift_defence_factor = 0.25
	war_support_factor = 0.05
	stability_factor = 0.05
}
### Entity: Modifier Reference
Construct: _acceptance
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
##  <span id="_acceptance"></span><Ideology>_acceptance

* **Description**: Ideology acceptance.
* Number with 0 decimal places
* **Categories**: politics

* **Modified types**: communism, democratic, fascism, neutrality
### Entity: Idea
Component: AUS_memories_of_februarkampfe_3
Constructs: removal_cost, democratic_drift
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_memories_of_februarkampfe_3 = {
	picture = SPR_political_violence
	name = AUS_memories_of_februarkampfe
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		political_power_factor = -0.15
		drift_defence_factor = -0.3
		democratic_drift = 0.02
	}
}
### Entity: Event
Component: KMT_event.26
Constructs: is_triggered_only, limit, every_controlled_state, is_core_of, remove_mission, create_wargoal, annex_everything
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = KMT_event.26
	title = KMT_event.26.t
	desc = KMT_event.26.desc
	picture = GFX_report_event_SWE_summer_government
	is_triggered_only = yes
	option = {
		name = KMT_event.26.a
		every_controlled_state = {
			limit = {
				is_core_of = CHI
			}
			transfer_state_to = CHI
		}
		CHI = {
			country_event = CHI_warlords.20
		}
		remove_mission = JAP_kwantung_army_impatience
	} {
		name = KMT_event.26.b
		CHI = {
			country_event = CHI_warlords.19
		} {
			create_wargoal = {
				target = JAP
				type = annex_everything
				expire = 0
			}
		}
	}
}