Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: CHI_warlords.8
Constructs: is_triggered_only, add_ideas
Source: game
File: events/r56_warlord_events.txt

Code:
country_event = {
	id = CHI_warlords.8
	title = CHI_warlords.8.t
	desc = CHI_warlords.8.desc
	picture = GFX_report_event_chinese_army_training
	is_triggered_only = yes
	option = {
		trigger = {
			original_tag = SHX
		}
		name = We must defend the inner cancer of Communism, spreading from Russia.
		add_ideas = CHI_bulwark_commies
	} {
		name = The Japanese are the direct threat to China!
		add_ideas = CHI_bulwark_japan
	} {
		trigger = {
			original_tag = GXC
		}
		name = It is the Colonialists who are directly on our doorstep
		add_ideas = CHI_bulwark_colonialists
	}
}
### Entity: Event
Component: r56.soviet.94
Constructs: is_triggered_only, add_ideas, fire_only_once, add_manpower
Source: game
File: events/r56_Soviet.txt

Code:
country_event = {
	id = r56.soviet.94
	title = r56.soviet.94.t
	desc = r56.soviet.94.d
	picture = GFX_report_event_american_hunger_march
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = r56.soviet.94.a
		CUB = {
			add_manpower = -16
			add_ideas = SOV_comecon_support
		}
	}
}
### Entity: Idea
Component: BAH_pot
Source: game
File: common/ideas/bahamas.txt

Code:
BAH_pot = {
	picture = generic_political_advisor_african_2
	allowed = {
		original_tag = BAH
	}
	traits = {
		prince_of_terror
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_naval_industry
Constructs: prerequisite, remove_ideas, completion_reward, has_tech, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_naval_industry
	icon = GFX_goal_generic_construct_naval_dockyard
	prerequisite = {
		focus = PRU_expand_the_naval_factory_of_bellavista PRU_work_with_foreigners
	}
	relative_position_id = PRU_a_reborn_navy
	x = 0
	y = 2
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	available = {
		OR = {
			has_tech = construction2
			num_of_naval_factories = > 6
		}
	}
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		remove_ideas = PRU_defeated_navy_lesser
		303 = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
		PRU_increase_navy_15_percent = yes
	}
}
### Entity: Effect Reference
Construct: set_temp_variable_to_random
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## set_temp_variable_to_random

* Supported Scopes: any
* Supported Targets: none

```
sets a temp variable to a random value. example 
set_temp_variable_to_random = num_dogs #sets num_dogs a random value between [0, 1) 
set_temp_variable_to_random = { 
	var = num_dogs #variable to set 
	min = 5 #default 0. value will be set in between [min, max) 
	max = 10 #default 1. value will be set in between [min, max) 
	integer = yes #default no. if yes the number value will be an integer 
} 

```
### Entity: National Focus
Tree: sia_focus
Component: SIA_war_fervor
Constructs: prerequisite, add_ideas, completion_reward, add_timed_idea, unlock_decision_tooltip
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_war_fervor
	icon = GFX_focus_SIA_war_fervor
	x = 4
	y = 1
	relative_position_id = SIA_the_king_of_the_white_elephant
	prerequisite = {
		focus = SIA_drum_up_irredentism
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_ideas = idea_SIA_war_fervor
		custom_effect_tooltip = newline_tt SIA_war_fervor_tt newline_tt
		effect_tooltip = {
			add_timed_idea = {
				idea = idea_SIA_bloodlusted_irredentism
				days = 90
			}
		}
		unlock_decision_tooltip = {
			decision = SIA_urge_restraint
			show_effect_tooltip = yes
			show_modifiers = yes
		}
	}
}
### Entity: Character
Component: SLO_frano_kral
Source: game
File: common/characters/SLO.txt

Code:
SLO_frano_kral = {
	advisor = {
		slot = political_advisor
		idea_token = SLO_frano_kral
		allowed = {
			original_tag = SLO
		}
		traits = {
			popular_figurehead
		}
	}
	name = Frano Kral
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_5
		}
	}
}
### Entity: Achievement
Component: race_for_germany
Constructs: has_country_flag, is_ironman, has_start_date, has_any_custom_difficulty_setting
Source: game
File: common/achievements.txt

Code:
race_for_germany = {
	id = 149
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		original_tag = SOV
	}
	happened = {
		SOV = {
			has_country_flag = achievement_race_for_germany
		}
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_join_fascists
Constructs: prerequisite, limit, has_government, has_war_with, is_major, completion_reward, is_faction_leader, is_in_faction
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_join_fascists
	icon = GFX_goal_generic_alliance
	relative_position_id = ISR_stern_cult
	x = 3
	y = 1
	prerequisite = {
		focus = ISR_stern_cult ISR_kill_stern
	}
	mutually_exclusive = {
		focus = ISR_schizo_nazbol
	}
	available = {
		any_country = {
			is_major = yes
			has_government = fascism
			is_faction_leader = yes
			NOT = {
				original_tag = GER
			} {
				has_war_with = ISR
			}
		}
		is_in_faction = no
		is_subject = no
	}
	cost = 5
	completion_reward = {
		if = {
			limit = {
				any_other_country = {
					is_faction_leader = yes
					is_major = yes
					has_government = fascism
					NOT = {
						TAG = GER
					}
					not = {
						has_war_with = ROOT
					}
					set_temp_variable = {
						ROOT.best_leader = this
					} {
						ROOT.best_leader_score = 0
					}
				}
			}
			var:best_leader = {
				country_event = generic.2
			}
		}
		else_if = {
			limit = {
				all_other_country = {
					is_faction_leader = yes
					is_major = yes
					has_government = fascism
					NOT = {
						TAG = GER
					}
					not = {
						has_war_with = ROOT
					}
					set_temp_variable = {
						this.leader_score = num_of_factories
					}
					add_to_temp_variable = {
						this.leader_score = num_battalions
					}
					all_of_scopes = {
						array = allies
						add_to_temp_variable = {
							PREV.leader_score = num_of_factories
						} {
							PREV.leader_score = num_battalions
						}
					}
					if = {
						limit = {
							capital_scope = {
								is_on_continent = ROOT
							}
						}
						multiply_temp_variable = {
							leader_score = 2
						}
					} {
						limit = {
							any_neighbor_country = {
								tag = ROOT
							}
						}
						multiply_temp_variable = {
							leader_score = 1.25
						}
					} {
						limit = {
							check_variable = {
								ROOT.best_leader_score = < leader_score
							}
							set_temp_variable = {
								ROOT.best_leader = this
							} {
								ROOT.best_leader_score = leader_score
							}
						}
					}
				}
			}
			var:best_leader = {
				country_event = generic.2
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: National Focus
Tree: alg_focus
Component: ALG_cas_focus
Constructs: prerequisite, limit, completion_reward, has_dlc, add_tech_bonus
Source: game
File: common/national_focus/algeria.txt

Code:
focus = {
	id = ALG_cas_focus
	icon = GFX_goal_generic_CAS
	prerequisite = {
		focus = ALG_bousfer_air_factory ALG_air_bases
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	x = 42
	y = 4
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			add_tech_bonus = {
				name = ALG_cas_focus
				technology = aa_cannon_1
				bonus = 0.5
				uses = 1
			}
		}
		else = {
			add_tech_bonus = {
				name = ALG_cas_focus
				bonus = 1
				uses = 1
				category = cas_bomber
			}
		}
	}
}
### Entity: Event
Component: austria.7
Constructs: is_triggered_only, ai_chance, has_country_flag, add_opinion_modifier, add_popularity, random_hours, has_game_rule, set_country_flag
Source: game
File: events/Austria.txt

Code:
country_event = {
	id = austria.7
	title = austria.7.t
	desc = austria.7.d
	is_triggered_only = yes
	picture = GFX_report_event_FRA_blum_cabinet
	option = {
		name = austria.7.a
		add_popularity = {
			ideology = democratic
			popularity = 0.05
		}
		add_opinion_modifier = {
			target = FROM
			modifier = medium_increase
		}
		FROM = {
			country_event = {
				id = austria.8
				days = 1
				random_hours = 12
			}
		}
		effect_tooltip = {
			FROM = {
				diplomatic_relation = {
					country = AUS
					relation = guarantee
				}
			}
		}
		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				OR = {
					has_country_flag = AUS_AI_RANDOM_MODERATE_RESTORATION
					has_game_rule = {
						rule = AUS_ai_behavior_r56
						option = AUS_MODERATE_HABSBURG
					}
				}
			}
		}
		set_country_flag = AUS_west_allied
		complete_national_focus = AUS_look_west
	} {
		name = austria.7.b
		FROM = {
			country_event = {
				id = austria.9
				days = 1
				random_hours = 12
			}
		}
		ai_chance = {
			base = 0
			modifier = {
				add = 1
				OR = {
					has_country_flag = AUS_AI_RANDOM_MODERATE_RESTORATION
					has_game_rule = {
						rule = AUS_ai_behavior_r56
						option = AUS_MODERATE_HABSBURG
					}
				}
			}
		}
	} {
		name = austria.7.c
		set_country_flag = AUS_west_rejected
		country_event = austria.2
		ai_chance = {
			base = 0
		}
	}
}
### Entity: Effect Reference
Construct: set_state_province_controller
Constructs: limit, set_state_province_controller
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## set_state_province_controller

* Supported Scopes: STATE
* Supported Targets: any

```
sets the controller of provinces belong to a state and fullfils a condition. no tooltip is built
set_state_province_controller = { 
 controller = ITA
  limit = { 
     # will be checked old controller of each province. will only update controller if true
  } 
}
```
### Entity: Idea
Component: SLV_acgs
Source: game
File: common/ideas/slovenia.txt

Code:
SLV_acgs = {
	picture = generic_air_europe_3
	allowed = {
		original_tag = SLV
	}
	traits = {
		air_chief_ground_support_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Country History
Country: YEM
Component: YEM_misc
Constructs: limit, set_technology, add_political_power, has_dlc, set_convoys, add_command_power, complete_national_focus, set_grand_doctrine
Source: game
File: history/countries/YEM - Yeman.txt

Code:
# Misc for YEM
capital = 293
if = {
	limit = {
		has_dlc = Battle for the Bosporus
	}
	set_technology = {
		camelry = 1
	}
}
set_convoys = 5
1939.1.1 = {
	add_political_power = 1198
	add_command_power = 100
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort naval_effort flexible_navy industrial_effort construction_effort production_effort
	oob = YEM_1939
	set_technology = {
		electronic_mechanical_engineering = 1
		radio = 1
		mechanical_computing = 1
		computing_machine = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		construction1 = 1
		construction2 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
	}
	set_grand_doctrine = grand_battleplan new_fleet_in_being
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
### Entity: Idea
Component: MAN_idea_manchu_imperial_guard
Constructs: removal_cost, recon_factor
Source: game
File: common/ideas/manchuko.txt

Code:
MAN_idea_manchu_imperial_guard = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = MAN_military_primacy
	modifier = {
		max_planning = 0.1
		special_forces_no_supply_grace = 120
		recon_factor = 0.1
		army_morale_factor = 0.04
		special_forces_cap = 0.1
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_everything_for_the_state
Constructs: prerequisite, has_government, completion_reward, is_subject, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_everything_for_the_state
	icon = GFX_goal_generic_barrack_industry
	prerequisite = {
		focus = QUE_nationalize_key_industries
	} {
		focus = QUE_state_led_labor_unions
	}
	relative_position_id = QUE_abandon_ultramontanism
	x = 2
	y = 4
	cost = 7
	available_if_capitulated = yes
	available = {
		has_government = fascism
		OR = {
			is_subject = no
			OVERLORD = {
				has_government = fascism
			}
		}
	}
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = QUE_national_trade_unions
			add_idea = QUE_loyalty_to_the_state
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Character
Component: FIN_stalins_puppet_kuusinen
Constructs: production_speed_buildings_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
FIN_stalins_puppet_kuusinen = {
	random = no
	production_speed_buildings_factor = 0.1
	custom_modifier_tooltip = FIN_stalins_puppet_kuusinen_ns_tt
}
### Entity: Event
Component: tfv_canada.20
Constructs: is_triggered_only, ai_chance, add_to_faction
Source: game
File: events/TFV_Canada.txt

Code:
country_event = {
	id = tfv_canada.20
	title = tfv_canada.20.t
	desc = tfv_canada.20.d
	picture = GFX_report_event_canadian_tank
	is_triggered_only = yes
	option = {
		name = tfv_canada.20.a
		ai_chance = {
			base = 100
		}
		effect_tooltip = {
			add_to_faction = CAN
		}
		hidden_effect = {
			CAN = {
				country_event = {
					id = tfv_canada.21
				}
			}
		}
	} {
		name = tfv_canada.20.b
		ai_chance = {
			base = 0
		}
		hidden_effect = {
			CAN = {
				country_event = {
					id = tfv_canada.22
				}
			}
		}
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_swaraj
Constructs: prerequisite, has_country_flag, add_opinion_modifier, completion_reward, is_subject_of, cancel_if_invalid, add_autonomy_ratio
Source: game
File: common/national_focus/india.txt

Code:
focus = {
	id = RAJ_swaraj
	icon = GFX_goal_generic_political_pressure
	prerequisite = {
		focus = RAJ_provincial_elections
	}
	mutually_exclusive = {
		focus = RAJ_indian_national_congress
	}
	x = -1
	y = 1
	relative_position_id = RAJ_provincial_elections
	cost = 10
	ai_will_do = {
		factor = 15
		modifier = {
			OR = {
				communism = > 0.2
				fascism = > 0.2
			}
			factor = 3
		}
	}
	available = {
		NOT = {
			has_country_flag = britain_enforced_our_loyalty
		}
	}
	bypass = {
		NOT = {
			is_subject_of = ENG
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_autonomy_ratio = {
			value = 0.1
			localization = RAJ_swaraj
		}
		add_opinion_modifier = {
			target = ENG
			modifier = RAJ_swaraj
		}
		hidden_effect = {
			news_event = {
				id = news.284
				hours = 12
			}
		}
	}
}
### Entity: AI Strategy
Component: Generic_tree_fascist
Constructs: has_government, has_focus_tree, has_idea, is_puppet
Source: game
File: common/ai_strategy_plans/generic_tree_fascist_communist_strategy_plan.txt

Code:
Generic_tree_fascist = {
	name = Generic Fascist Plan
	desc = Plan for the countries with generic trees to go fascist
	enable = {
		OR = {
			has_focus_tree = generic_focus flanders_focus wallonia_focus scotland_focus r56_celtic_focus quebec_focus colombian_focus bhutan_focus
		}
		has_idea = nationalism
	}
	abort = {
		OR = {
			AND = {
				is_puppet = yes
				NOT = {
					has_government = fascism
				}
			}
			fascism = > 0.8
		}
	}
	focus_factors = {

	}
	traits = {
		fascist_demagogue = 500
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: ukr_focus
Component: UKR_railway_construction
Constructs: prerequisite, completion_reward, add_tech_bonus, industrial_bonus
Source: game
File: common/national_focus/ukraine.txt

Code:
focus = {
	id = UKR_railway_construction
	icon = GFX_focus_generic_public_works_A
	prerequisite = {
		focus = UKR_construction_technologies
	}
	relative_position_id = UKR_construction_technologies
	x = -1
	y = 2
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = industrial_bonus
			bonus = 1.5
			uses = 2
			category = railway_construction_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: KMT_event.40
Constructs: is_triggered_only, has_completed_focus, limit, add_political_power
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = KMT_event.40
	title = KMT_event.40.t
	desc = KMT_event.40.desc
	picture = GFX_report_event_chinese_army_training
	is_triggered_only = yes
	option = {
		name = KMT_event.40.a
		add_political_power = 50
		CHI = {
			country_event = CHI_warlords.19
		}
	} {
		name = KMT_event.40.b
		TAN = {
			leave_faction = yes
		}
		diplomatic_relation = {
			country = TAN
			relation = guarantee
			active = no
		}
		IF = {
			limit = {
				CHI = {
					NOT = {
						has_completed_focus = KMT_the_empire_plan
					}
				}
			}
			diplomatic_relation = {
				country = CHI
				relation = non_aggression_pact
				active = yes
			}
		}
		CHI = {
			country_event = CHI_warlords.20
		}
	}
}
### Entity: Unit Template
Component: BRENGL_MNT_01
Source: game
File: common/units/names_divisions/ENGL_names_divisions.txt

Code:
BRENGL_MNT_01 = {
	name = Mountain Division
	for_countries = {
		LIB BAH BAN BAS BLZ BOT BRM CYP FIJ GAM GHA GYA JAM KEN MAL MLD MLT MLW NGA NIR NMB PAK PNG SCO SIE SRL TRI TZN UGA WLS ZAM ZIM
	}
	can_use = {
		always = yes
	}
	division_types = {
		mountaineers
	}
	link_numbering_with = {
		BRENGL_INF_01
	}
	fallback_name = %dth Mountain Division
	ordered = {
		1 = {
			%dst Mountain Division
		}
		2 = {
			%dnd Mountain Division
		}
		3 = {
			%drd Mountain Division
		}
		4 = {
			%dth Mountain Division
		}
		5 = {
			%dth Mountain Division
		}
		6 = {
			%dth Mountain Division
		}
		7 = {
			%dth Mountain Division
		}
		8 = {
			%dth Mountain Division
		}
		9 = {
			%dth Mountain Division
		}
		10 = {
			%dth Mountain Division
		}
	}
}
### Entity: Character
Component: the_masses_opium
Source: game
File: common/country_leader/00_traits.txt

Code:
the_masses_opium = {
	random = no
	sprite = 13
	required_garrison_factor = -0.2
	resistance_garrison_penetration_chance = -0.25
	weekly_manpower = 1000
}
### Entity: Event
Component: chile.8
Constructs: is_triggered_only, ai_chance, add_ai_strategy
Source: game
File: events/Chile.txt

Code:
country_event = {
	id = chile.8
	title = A South American Union
	desc = The Chileans have come to us with an interesting proposition: a formal alliance. It would certainly ensure a lasting peace in the region and secure our power upon the continent. However, does Argentina really want to allign itself with the Chileans?
	picture = GFX_report_event_chamberlain
	is_triggered_only = yes
	option = {
		name = Certainly, let us formalise our friendship
		CHL = {
			add_ai_strategy = {
				type = alliance
				id = ARG
				value = 200
			}
		} {
			country_event = {
				id = chile.9
			}
		}
		ARG = {
			add_ai_strategy = {
				type = alliance
				id = CHL
				value = 200
			}
		}
	} {
		ai_chance = {
			base = 0
		}
		name = Argentina does not desire a union 
		CHL = {
			country_event = {
				id = chile.10
			}
		}
	}
}
### Entity: Modifier Reference
Construct: join_faction_tension
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## join_faction_tension

* Number with 1 decimal places
* **Categories**: country
### Entity: Idea
Component: idea_RAJ_azad_hind_bank
Constructs: has_completed_focus, war_support_factor, has_dlc, removal_cost, research_bonus
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_azad_hind_bank = {
	name = idea_RAJ_azad_hind_bank
	picture = tur_balkan_central_bank_wealthy_greece
	allowed = {
		has_dlc = Graveyard of Empires
		original_tag = RAJ
	}
	available = {
		has_completed_focus = RAJ_azad_hind_dlc_bank
	}
	visible = {

	}
	cost = 100
	removal_cost = 10
	research_bonus = {

	} {
		industry = 0.15
	}
	traits = {

	}
	modifier = {
		production_speed_arms_factory_factor = 0.1
		war_support_factor = 0.05
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_reestablish_ligas_patrioticas
Constructs: division_template, prerequisite, add_stability, completion_reward, is_locked, create_unit
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_reestablish_ligas_patrioticas
	icon = GFX_focus_ARG_reestablish_ligas_patrioticas
	prerequisite = {
		focus = ARG_corporatism
	}
	x = 0
	y = 1
	relative_position_id = ARG_corporatism
	cost = 10
	available = {

	}
	ai_will_do = {
		factor = 10
	}
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_stability = 0.05
		custom_effect_tooltip = ARG_ligas_patrioticas_tt
		hidden_effect = {
			delete_unit_template_and_units = {
				division_template = Ligas Patrioticas
				disband = yes
			}
			division_template = {
				name = Ligas Patrióticas
				is_locked = no
				template_counter = 20
				regiments = {
					motorized = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					}
				}
				division_cap = 10
				override_model = ARG_motorized_alt_0_entity
			}
			278 = {
				create_unit = {
					division = name = "Primera Liga Patriótica" division_template = "Ligas Patrióticas" start_experience_factor = 0.8 start_equipment_factor = 1
					owner = ROOT
				} {
					division = name = "Segunda Liga Patriótica" division_template = "Ligas Patrióticas" start_experience_factor = 0.8 start_equipment_factor = 1
					owner = ROOT
				} {
					division = name = "Tercera Liga Patriótica" division_template = "Ligas Patrióticas" start_experience_factor = 0.8 start_equipment_factor = 1
					owner = ROOT
				} {
					division = name = "Cuarta Liga Patriótica" division_template = "Ligas Patrióticas" start_experience_factor = 0.8 start_equipment_factor = 1
					owner = ROOT
				} {
					division = name = "Quinta Liga Patriótica" division_template = "Ligas Patrióticas" start_experience_factor = 0.8 start_equipment_factor = 1
					owner = ROOT
				}
			}
		}
	}
}
### Entity: Event
Component: WW_hungary.85
Constructs: is_triggered_only, ai_chance, fire_only_once, add_political_power, create_wargoal, take_state_focus, remove_state_claim
Source: game
File: events/WUW_Hungary.txt

Code:
country_event = {
	id = WW_hungary.85
	title = WW_hungary.85.t
	desc = WW_hungary.85.desc
	picture = GFX_report_event_hungary_refused
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = WW_hungary.85.a
		ai_chance = {
			base = 85
		}
		create_wargoal = {
			type = take_state_focus
			target = FROM
			generator = {
				975
			}
		}
	} {
		name = WW_hungary.85.b
		ai_chance = {
			base = 25
		}
		add_political_power = 10
		remove_state_claim = 975
	}
}
### Entity: Event
Component: SEA_china.3
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, fire_only_once
Source: game
File: events/SEA_Nat_China.txt

Code:
country_event = {
	id = SEA_china.3
	title = SEA_china.3.t
	desc = SEA_china.3.desc
	picture = GFX_report_event_generic_rally
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_china.3.a
		ai_chance = {
			base = 10
		}
		effect_tooltip = {
			add_opinion_modifier = {
				target = FROM
				modifier = large_decrease
			}
		}
	}
}