Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: bftb_bulgaria_nationalization.1
Constructs: is_triggered_only, ai_chance, has_war, limit, has_government, every_country, add_war_support, has_country_flag
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_nationalization.1
	title = bftb_bulgaria_nationalization.1.t
	desc = bftb_bulgaria_nationalization.1.desc
	picture = GFX_report_event_generic_factory
	is_triggered_only = yes
	option = {
		name = bftb_bulgaria_nationalization.1.a
		ai_chance = {
			factor = 10
			modifier = {
				factor = 0.5
				OR = {
					has_government = fascism democratic
				}
			} {
				factor = 10
				FROM = {
					has_government = ROOT
				}
			} {
				factor = 2
				surrender_progress = > 0.5
			} {
				factor = 0.1
				FROM = {
					is_enemy_ideology = yes
				}
			}
		}
		add_opinion_modifier = {
			target = FROM
			modifier = BUL_seized_our_bulgarian_subsidiaries
		}
		log = [ROOT.GetNameDef] does NOTHING
	} {
		name = bftb_bulgaria_nationalization.1.b
		ai_chance = {
			factor = 100
			modifier = {
				factor = 0.5
				has_war = yes
			} {
				factor = 0
				has_government = communism
				FROM = {
					has_government = communism
				}
			} {
				add = 10
				strength_ratio = {
					tag = FROM
					ratio = > 2
				}
			} {
				add = 30
				OR = {
					AND = {
						tag = GER
						check_variable = {
							FROM.BUL_german_industrial_investments = > 2
						}
					} {
						tag = ENG
						check_variable = {
							FROM.BUL_british_industrial_investments = > 2
						}
					} {
						tag = SOV
						check_variable = {
							FROM.BUL_soviet_industrial_investments = > 2
						}
					}
				}
			} {
				add = 20
				OR = {
					AND = {
						tag = GER
						check_variable = {
							FROM.BUL_german_industrial_investments = > 5
						}
					} {
						tag = ENG
						check_variable = {
							FROM.BUL_british_industrial_investments = > 5
						}
					} {
						tag = SOV
						check_variable = {
							FROM.BUL_soviet_industrial_investments = > 5
						}
					}
				}
			} {
				factor = 2
				AND = {
					tag = ENG
					BUL_has_some_sort_of_bogdan_filov = yes
				}
			} {
				factor = 0.5
				AND = {
					tag = GER
					BUL_has_some_sort_of_bogdan_filov = yes
				}
			}
		}
		set_country_flag = BUL_country_has_embargoed_bulgaria_flag
		add_opinion_modifier = {
			target = FROM
			modifier = BUL_seized_our_bulgarian_subsidiaries
		}
		if = {
			limit = {
				is_faction_leader = yes
			}
			every_country = {
				limit = {
					OR = {
						is_in_faction_with = ROOT
						is_subject_of = ROOT
					}
					NOT = {
						tag = FROM
					} {
						has_coun
# ... (truncated)
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Template%3ASpeedDelete.html

Doc:
What links here
Page:&#160; Namespace:&#160;
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
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Filters
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The following pages link to Template:SpeedDelete:

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Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/Template:SpeedDelete"
### Entity: Event
Component: DOD_romania.51
Constructs: is_triggered_only, set_country_flag
Source: game
File: events/DOD_Romania.txt

Code:
country_event = {
	id = DOD_romania.51
	title = DOD_romania.51.t
	desc = DOD_romania.51.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = DOD_romania.51.a
		puppet = HUN
		set_country_flag = ROM_HUN_aligned
	}
}
### Entity: Scripted Effect
Component: EAI_MILITARY_monthly_update
Source: game
File: common/scripted_effects/EAI_MILITARY_strategy_effects.txt

Code:
EAI_MILITARY_monthly_update = {
	EAI_MILITARY_track_fighter_losses = yes
	EAI_MILITARY_save_airforce_strategy = yes
}
### Entity: Event
Component: mtg_netherlands.43
Constructs: is_triggered_only
Source: game
File: events/MTG_Netherlands.txt

Code:
country_event = {
	id = mtg_netherlands.43
	title = mtg_netherlands.43.t
	desc = mtg_netherlands.43.d
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = mtg_netherlands.43.a
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_the_southern_mandate
Constructs: has_completed_focus, prerequisite, limit, completion_reward, every_state, add_claim_by, create_wargoal, take_claimed_state
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_the_southern_mandate
	icon = GFX_focus_CHI_the_southern_mandate
	prerequisite = {
		focus = CHI_a_new_middle_kingdom
	}
	x = 2
	y = 1
	relative_position_id = CHI_a_new_middle_kingdom
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		every_state = {
			limit = {
				CHI_southern_mandate_states = yes
			}
			add_claim_by = ROOT
			controller = {
				ROOT = {
					create_wargoal = {
						type = take_claimed_state
						target = PREV
					}
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		IF = {
			limit = {
				NOT = {
					has_completed_focus = CHI_the_northern_mandate CHI_the_greater_game
				}
			}
			add_faction_goal = faction_goal_the_southern_mandate
			hidden_effect = {
				add_faction_goal_slot = {
					category = medium_term
					value = 1
				}
			}
		}
		ELSE = {
			custom_effect_tooltip = {
				localization_key = unlock_faction_goal_effect_tt
				GOALNAME = faction_goal_the_southern_mandate_name
			}
		}
		CHI_update_claimed_and_core_states = yes
	}
}
### Entity: Event
Component: r56_usa.16
Constructs: ai_chance, has_completed_focus, limit, add_ideas, has_government, has_war_with, is_major, fire_only_once
Source: game
File: events/r56_usa.txt

Code:
country_event = {
	id = r56_usa.16
	title = r56_usa.16.t
	desc = r56_usa.16.desc
	picture = GFX_report_event_usa_election_generic
	fire_only_once = yes
	mean_time_to_happen = {
		days = 7
	}
	immediate = {
		hidden_effect = {
			if = {
				limit = {
					has_dlc = Gotterdammerung
				}
				ROOT = {
					scoped_play_song = commando_raid
				}
			}
		}
	}
	trigger = {
		tag = USA
		has_government = democratic
		is_subject = no
		OR = {
			has_war_with_major = no
			has_war_with = GER
		} {
			has_completed_focus = USA_arsenal_of_democracy USA_scientist_haven USA_military_rnd
		}
		threat = > 0.19
		NOT = {
			OR = {
				has_completed_focus = USA_manhattan_project
				has_idea = rt56_rushed_r_n_d
				is_special_project_completed = sp:sp_nuclear_reactor
			}
		}
		GER = {
			is_major = yes
			NOT = {
				has_government = democratic
			}
			OR = {
				has_war_with_major = yes
				has_tech = atomic_research
			} {
				has_war_with = POL CZE BEL HOL AUS DEN FRA LUX
			}
		}
		MPL = {
			NOT = {
				has_completed_focus = MPL_invite_einstein
			}
		}
	}
	option = {
		name = r56_usa.16.a
		ai_chance = {
			base = 100
		}
		add_political_power = -25
		add_ideas = rt56_USA_advisory_committee_on_uranium
		add_breakthrough_progress = {
			specialization = specialization_nuclear
			value = 0.05
		}
	} {
		name = r56_usa.16.b
		ai_chance = {
			base = 0
		}
	}
}
### Entity: Scripted Effect
Component: SIA_purge_liberal_ministers_r56
Constructs: remove_political_advisor, set_country_flag
Source: game
File: common/scripted_effects/SIA_scripted_effects_r56.txt

Code:
SIA_purge_liberal_ministers_r56 = {
	custom_effect_tooltip = remove_political_advisor generic_skip_one_line_tt
	show_ideas_tooltip = SIA_pridi_banomyong_political_advisor SIA_thawan_thamrongnawasawat_political_advisor
	set_country_flag = SIA_has_been_purged_by_conservative_or_ultranationalist_forces
}
### Entity: National Focus
Tree: fin_focus
Component: FIN_operation_kilpapurjehdus
Constructs: prerequisite, limit, completion_reward, is_demilitarized_zone, set_demilitarized_zone, add_building_construction, random_hours
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_operation_kilpapurjehdus
	icon = GFX_focus_SWE_the_aland_question
	prerequisite = {
		focus = FIN_suomen_maavoimat
	}
	x = -2
	y = 1
	relative_position_id = FIN_suomen_maavoimat
	cost = 5
	available = {
		threat = > 0.7
		145 = {
			is_demilitarized_zone = yes
		}
	}
	continue_if_invalid = yes
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_ARMY_XP FOCUS_FILTER_NAVY_XP FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		army_experience = 15
		navy_experience = 15
		145 = {
			set_demilitarized_zone = no
			if = {
				limit = {
					naval_base = < 9
				}
				add_building_construction = {
					type = naval_base
					level = 2
					instant_build = yes
					province = 9228
				}
			} {
				limit = {
					bunker = < 9
				}
				add_building_construction = {
					type = bunker
					level = 2
					instant_build = yes
					province = 9228
				}
			} {
				limit = {
					coastal_bunker = < 9
				}
				add_building_construction = {
					type = coastal_bunker
					level = 2
					instant_build = yes
					province = 9228
				}
			} {
				limit = {
					anti_air_building = < 5
				}
				add_building_construction = {
					type = anti_air_building
					level = 1
					instant_build = yes
				}
			}
		}
		hidden_effect = {
			news_event = {
				id = aat_news.101
				hours = 16
				random_hours = 8
			}
		}
	}
}
### Entity: State History
Component: 1036
Constructs: add_core_of, add_to_array
Source: game
File: history/states/1036-Turku.txt

Code:
state = {
	id = 1036
	name = STATE_1036
	manpower = 529300
	state_category = town
	history = {
		owner = FIN
		add_core_of = FIN
		add_to_array = {
			state_victory_points = 3083
		} {
			state_victory_points = 3117
		} {
			state_victory_points = 169
		}
		victory_points = {
			3083 3
		} {
			3117 2
		} {
			169 1
		}
		buildings = {
			infrastructure = 2
			arms_factory = 1
			industrial_complex = 1
			dockyard = 1
			air_base = 2
			3083 = {
				naval_base = 3
				coastal_bunker = 1
			}
		}
	}
	provinces = {
		32 169 3009 3083 3117 6066 9094 9194 13101
	}
	local_supplies = 0.0
}
### Entity: National Focus
Component: venezuela_focus_VCW
Constructs: shared_focus, has_war_with, completion_reward, load_focus_tree, set_country_flag, set_cosmetic_tag, set_capital
Source: game
File: common/national_focus/venezuelan_national_government.txt

Code:
focus_tree = {
	id = venezuela_focus_VCW
	country = {
		factor = 0
		modifier = {
			add = 30
			tag = VCW
		}
	}
	default = no
	continuous_focus_position = {
		x = 650
		y = 1350
	}
	shared_focus = ABC_establish_a_general_staff GEN_Aviation_Effort GEN_Naval_Effort GEN_begin_industrial_buildup GEN_industrial_boom GEN_State_Matter
	focus = {
		id = VCW_solidify_national_government
		icon = GFX_goal_VEN_coat_of_arms
		x = 53
		y = 0
		cost = 5
		available = {
			OR = {
				NOT = {
					has_war_with = VEN
				}
				VEN = {
					exists = no
				}
			}
		}
		search_filters = {
			FOCUS_FILTER_POLITICAL
		}
		ai_will_do = {
			factor = 100
		}
		completion_reward = {
			load_focus_tree = venezuela_focus
			set_country_flag = VEN_rebellion_failed
			set_cosmetic_tag = VEN
			set_capital = {
				state = 307
			}
		}
	}
}
### Entity: AI Strategy
Component: BRA_alcantara_plan
Constructs: has_country_flag, has_game_rule, has_dlc, is_subject
Source: game
File: common/ai_strategy_plans/BRA_alternate_strategy_plan.txt

Code:
BRA_alcantara_plan = {
	name = Brazilian Monarchist Plan - Dom Alcantara
	desc = 
	allowed = {
		original_tag = BRA
	}
	enable = {
		OR = {
			has_country_flag = BRA_AI_RANDOM_MONARCHIST_ALCANTARA
			has_game_rule = {
				rule = BRA_AI_BEHAVIOR
				option = BRA_MONARCHIST_ALCANTARA
			}
		}
		has_dlc = Trial of Allegiance
	}
	abort = {
		is_subject = yes
	}
	ai_national_focuses = {
		BRA_end_the_state_of_emergency BRA_romanticize_the_old_empire BRA_petropolis_line BRA_coffee_crisis_aftermath BRA_desenvolvimentismo BRA_promote_resource_extraction BRA_restore_the_coffee_barons BRA_companhia_siderurgica_nacional SMB_army BRA_constitutional_monarchy BRA_stimulate_the_civilian_economy SMB_navy SMB_air_force BRA_undermine_democracy BRA_united_kingdom_of_brazil_and_portugal SMB_military_facilities BRA_use_the_national_security_law BRA_war_production BRA_national_petroleum_council BRA_penal_battalions SMB_construct_air_bases SMB_department_of_propaganda SMB_purchase_aircraft BRA_empire_of_brazil BRA_radio_nacional SMB_establish_aircraft_industry BRA_banco_do_brasil SMB_construct_naval_bases SMB_purchase_destroyers_and_subs BRA_reclaim_territory_in_south_america BRA_demand_portugese_submission BRA_spirit_of_acre_war BRA_secure_our_borders BRA_domination_of_the_americas
	}
	focus_factors = {

	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Shared Focus
Tree: raj_focus
Component: RAJ_study_imported_hawker_bombers_r56
Constructs: shared_focus, prerequisite, limit, completion_reward, has_subdoctrine_in_track, add_daily_mastery, has_dlc, add_tech_bonus
Source: game
File: common/national_focus/r56_india_shared.txt

Code:
shared_focus = {
	id = RAJ_study_imported_hawker_bombers_r56
	icon = GFX_focus_generic_multi_role_aircraft
	cost = 5
	ai_will_do = {
		base = 2
	}
	x = 1
	y = 1
	prerequisite = {
		focus = RAJ_expand_the_national_air_force_r56
	}
	relative_position_id = RAJ_expand_the_national_air_force_r56
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
	completion_reward = {
		if = {
			limit = {
				has_subdoctrine_in_track = strike_aircraft
			}
			add_daily_mastery = {
				name = SIA_import_foreign_bombers_r56
				amount = 0.2
				days = 180
				track = strike_aircraft
			}
		} {
			limit = {
				has_dlc = By Blood Alone
			}
			add_tech_bonus = {
				name = RAJ_study_imported_hawker_bombers_r56
				technology = basic_medium_airframe improved_medium_airframe advanced_medium_airframe
				bonus = 1
				uses = 1
			} {
				name = RAJ_study_imported_hawker_bombers_r56
				bonus = 0.5
				uses = 1
				technology = armor_piercing_bombs heavy_bombs
			}
		}
		else = {
			add_doctrine_cost_reduction = {
				name = RAJ_study_imported_hawker_bombers_r56
				cost_reduction = 0.25
				uses = 1
				category = air_doctrine
			}
		} {
			add_tech_bonus = {
				name = RAJ_study_imported_hawker_bombers_r56
				bonus = 1.5
				uses = 1
				category = tactical_bomber cas_bomber
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
	}
}
### Entity: Scripted Effect
Component: EAI_update_all
Source: game
File: common/scripted_effects/EAI_UPDATE_effects.txt

Code:
EAI_update_all = {
	EAI_daily_update = yes
	EAI_weekly_update = yes
	EAI_bimonthly_update = yes
	EAI_monthly_update = yes
	EAI_biyearly_update = yes
}
### Entity: Shared Focus
Tree: cel_focus
Component: CEL_naval_aviation
Constructs: shared_focus, prerequisite, limit, completion_reward, has_dlc, add_tech_bonus, add_mio_funds
Source: game
File: common/national_focus/r56_celtic_shared.txt

Code:
shared_focus = {
	id = CEL_naval_aviation
	icon = GFX_goal_generic_naval_bombers
	prerequisite = {
		focus = CEL_train_mechanics CEL_support_designers_innovations
	}
	relative_position_id = CEL_support_designers_innovations
	x = 1
	y = 1
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		air_experience = 10
		navy_experience = 5
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			add_tech_bonus = {
				name = nav_bomber_bonus
				bonus = 1
				uses = 1
				category = naval_air
				technology = armor_piercing_bombs
			}
		} {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:generic_general_aircraft_organization = {
				add_mio_funds = 500
			}
		}
		else = {
			add_tech_bonus = {
				name = nav_bomber_bonus
				bonus = 1
				uses = 1
				category = maritime light_fighter
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Unit Leader
Component: 3
Source: game
File: common/unit_leader/00_maneuvering_skills.txt

Code:
3 = {
	cost = 400
	type = navy
	modifier = {
		positioning = 0.075
		naval_retreat_speed = 0.03
	}
	building_module_modifier = {
		convoy_retreat_speed = 0.03
		naval_retreat_chance = 0.045
	}
}
### Entity: Modding Documentation
Construct: AMPHIBIOUS_MECHANIZED_EQUIPMENT_####
Constructs: AMPHIBIOUS_MECHANIZED_EQUIPMENT_####, maximum_speed, build_cost_ic
Source: vanilla_docs
File: common/military_industrial_organization/organizations/_documentation.md

Doc:
#### AMPHIBIOUS MECHANIZED EQUIPMENT ####
#########################################
```
- `maximum_speed`
- `reliability`
- `defense`
- `breakthrough`
- `hardness`
- `armor_value`
- `ap_attack`
- `air_attack`
- `build_cost_ic`
- `fuel_consumption`
### Entity: Idea
Component: MAN_low_legitimacy_5
Constructs: stability_factor, war_support_factor, removal_cost
Source: game
File: common/ideas/manchukou.txt

Code:
MAN_low_legitimacy_5 = {
	name = MAN_low_legitimacy
	allowed = {
		always = no
	}
	allowed_civil_war = {
		original_tag = MAN
	}
	removal_cost = -1
	picture = man_low_legitimacy
	modifier = {
		stability_factor = -0.5
		war_support_factor = -0.5
	}
}
### Entity: Decision
Component: NRU_trade_around_the_world
Constructs: has_completed_focus, has_government, has_country_flag, fire_only_once, has_idea, is_in_faction_with, has_capitulated, complete_effect
Source: game
File: common/decisions/NRU.txt

Code:
NRU_trade_around_the_world = {
	NRU_trade_with_uk = {
		icon = GFX_decision_generic_consumer_goods
		fire_only_once = yes
		cost = 25
		priority = 25
		allowed = {
			original_tag = NRU
		}
		available = {
			has_idea = NRU_reap_the_benefits_idea
			is_in_faction_with = ENG
			ENG = {
				exists = yes
				has_capitulated = no
				NOT = {
					has_idea = NRU_phosphate_reservers_majors
				}
			}
		}
		visible = {
			has_completed_focus = NRU_britian_phosphate
		}
		complete_effect = {
			ENG = {
				country_event = nauru.4
			}
			set_country_flag = NRU_has_done_trade_with_uk
		}
	}
	NRU_trade_with_usa = {
		icon = GFX_decision_generic_consumer_goods
		fire_only_once = yes
		cost = 25
		priority = 25
		allowed = {
			original_tag = NRU
		}
		available = {
			has_idea = NRU_reap_the_benefits_idea
			is_in_faction_with = USA
			USA = {
				exists = yes
				has_capitulated = no
				NOT = {
					has_idea = NRU_phosphate_reservers_majors
				}
			}
		}
		visible = {
			has_completed_focus = NRU_britian_phosphate
		}
		complete_effect = {
			USA = {
				country_event = nauru.4
			}
		}
	}
	NRU_trade_with_china = {
		icon = GFX_decision_generic_consumer_goods
		fire_only_once = yes
		cost = 25
		priority = 25
		allowed = {
			original_tag = NRU
		}
		available = {
			has_idea = NRU_reap_the_benefits_idea
			is_in_faction_with = CHI
			CHI = {
				exists = yes
				has_capitulated = no
				NOT = {
					has_idea = NRU_phosphate_reservers_majors
				}
			}
		}
		visible = {
			has_completed_focus = NRU_britian_phosphate
		}
		complete_effect = {
			CHI = {
				country_event = nauru.4
			}
		}
	}
	NRU_trade_with_australia = {
		icon = GFX_decision_generic_consumer_goods
		fire_only_once = yes
		cost = 25
		priority = 25
		allowed = {
			original_tag = NRU
		}
		available = {
			has_idea = NRU_reap_the_benefits_idea
			is_in_faction_with = AST
			AST = {
				exists = yes
				has_capitulated = no
				NOT = {
					has_idea = NRU_phosphate_reservers
				}
			}
		}
		visible = {
			has_completed_focus = NRU_britian_phosphate
			has_country_flag = NRU_has_done_trade_with_uk
		}
		complete_effect = {
			AST = {
				country_event = nauru.1
			}
		}
	}
	NRU_trade_with_new_zealand = {
		icon = GFX_decision_generic_consumer_goods
		fire_only_once = yes
		cost = 25
		priority = 25
		allowed = {
			original_tag = NRU
		}
		available = {
			has_idea = NRU_reap_the_benefits_idea
			is_
# ... (truncated)
### Entity: Event
Component: denmark_expansion_event.22
Constructs: is_triggered_only, fire_only_once, create_wargoal, annex_everything, add_timed_idea
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_expansion_event.22
	title = denmark_expansion_event.12.t
	desc = denmark_expansion_event.12.desc
	picture = GFX_report_event_military_planning
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = denmark_expansion_event.22.a
		create_wargoal = {
			type = annex_everything
			target = NOR
		}
		add_timed_idea = {
			idea = DEN_securing_norway_ns
			days = 365
		}
	}
}
### Entity: Military Industrial Organization
Component: POR_ogme_organization
Constructs: has_completed_focus, has_dlc
Source: game
File: common/military_industrial_organization/organizations/POR_organization.txt

Code:
POR_ogme_organization = {
	include = generic_motorized_mechanized_organization
	icon = GFX_idea_por_ogme
	allowed = {
		has_dlc = La Resistance
		tag = POR
	}
	available = {
		owner = {
			has_completed_focus = POR_ogme
		}
	}
}
### Entity: Event
Component: NSB_soviet_nationalist.004
Constructs: is_triggered_only, ai_chance, has_war, declare_war_on, puppet_wargoal_focus, is_in_faction
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_nationalist.004
	title = NSB_soviet_nationalist.004.t
	desc = NSB_soviet_nationalist.004.desc
	picture = GFX_report_event_generic_parliament
	is_triggered_only = yes
	option = {
		name = NSB_soviet_nationalist.004.a
		ai_chance = {
			base = 3
		}
		declare_war_on = {
			target = FROM
			type = puppet_wargoal_focus
		}
	} {
		name = NSB_soviet_nationalist.004.b
		ai_chance = {
			base = 1
			modifier = {
				factor = 10
				FROM = {
					is_in_faction = yes
				}
			} {
				factor = 2
				ROOT = {
					has_war = yes
				}
			}
		}
	}
}