Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Unit Leader
Component: trait_SPA_nationalist_sympathies
Source: game
File: common/unit_leader/00_traits.txt

Code:
trait_SPA_nationalist_sympathies = {
	type = all
	trait_type = personality_trait
	new_commander_weight = {
		factor = 0
	}
}
### Entity: Event
Component: JUNO_brazil_events.163
Constructs: is_triggered_only, ai_chance, add_ideas, add_war_support, add_stability
Source: game
File: events/TOA_Brazil.txt

Code:
country_event = {
	id = JUNO_brazil_events.163
	title = JUNO_brazil_events.163.t
	desc = JUNO_brazil_events.163.desc
	picture = GFX_report_event_worker_protests
	is_triggered_only = yes
	option = {
		name = JUNO_brazil_events.163.a
		ai_chance = {
			base = 1
		}
		add_ideas = BRA_pro_labor_agreement
	} {
		name = JUNO_brazil_events.163.b
		ai_chance = {
			base = 1
		}
		BRA_mio_military_factory = yes yes
		add_war_support = 0.15
		add_stability = -0.05
	}
}
### Entity: Character
Component: GER_the_grey_eminence
Constructs: neutrality_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
GER_the_grey_eminence = {
	sprite = 13
	random = no
	political_power_factor = 0.1
	command_power_gain_mult = 0.1
	economy_cost_factor = -0.25
	trade_laws_cost_factor = -0.25
	high_command_cost_factor = -0.25
	mobilization_laws_cost_factor = -0.25
	party_popularity_stability_factor = 0.15
	civilian_intel_to_others = -0.15
	crypto_strength = 2
	neutrality_drift = 0.01
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_license_soviet_designs
Constructs: prerequisite, has_war_with, completion_reward, has_opinion
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_license_soviet_designs
	icon = GFX_focus_generic_license_production
	x = 2
	y = 2
	relative_position_id = BRA_soviet_economic_aid
	prerequisite = {
		focus = BRA_soviet_economic_aid
	}
	mutually_exclusive = {
		focus = BRA_purchase_soviet_equipment
	}
	cost = 5
	ai_will_do = {
		factor = 4
	}
	available = {
		NOT = {
			has_war_with = SOU
		}
		SOU = {
			has_opinion = {
				target = ROOT
				value = > 49
			}
		}
	}
	search_filters = {

	}
	completion_reward = {
		hidden_effect = {
			SOU = {
				country_event = {
					id = JUNO_brazil_events.134
					hours = 6
				}
			}
		}
		custom_effect_tooltip = BRA_license_soviet_designs_tt
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_develop_egyptian_armour
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_develop_egyptian_armour
	icon = GFX_goal_EGY_tank_research
	relative_position_id = EGY_continue_motorization_of_the_army
	x = 1
	y = 1
	cost = 10
	prerequisite = {
		focus = EGY_continue_motorization_of_the_army
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = EGY_develop_egyptian_armour
			bonus = 1
			uses = 1
			category = armor
		}
	}
}
### Entity: Idea
Component: EAI_DD_17/light_tank_destroyer_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_17/light_tank_destroyer_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		light_tank_destroyer_chassis = {
			build_cost_ic = -0.425
			instant = yes
		}
	}
}
### Entity: Unit Template
Component: ITA_COL_03
Source: game
File: common/units/names_divisions/ITA_names_divisions.txt

Code:
ITA_COL_03 = {
	name = Dubat Bands
	for_countries = {
		ITA
	}
	can_use = {
		always = yes
	}
	division_types = {
		irregular_infantry
	}
	fallback_name = %da Banda di Confine dei Dubat
	ordered = {
		1 = {
			%da Banda di Confine dei Dubat
		}
		2 = {
			%da Banda di Confine dei Dubat
		}
		3 = {
			%da Banda di Confine dei Dubat
		}
		4 = {
			%da Banda di Confine dei Dubat
		}
		5 = {
			%da Banda di Confine dei Dubat
		}
		6 = {
			%da Banda di Confine dei Dubat
		}
		7 = {
			%da Banda di Confine dei Dubat
		}
		8 = {
			%da Banda di Confine dei Dubat
		}
		9 = {
			%da Banda di Confine dei Dubat
		}
		10 = {
			%da Banda di Confine dei Dubat
		}
		11 = {
			%da Banda di Confine dei Dubat
		}
		12 = {
			%da Banda di Confine dei Dubat
		}
		13 = {
			%da Banda di Confine dei Dubat
		}
		14 = {
			%da Banda di Confine dei Dubat
		}
		15 = {
			%da Banda di Confine dei Dubat
		}
		16 = {
			%da Banda di Confine dei Dubat
		}
		17 = {
			%da Banda di Confine dei Dubat
		}
		18 = {
			%da Banda di Confine dei Dubat
		}
		19 = {
			%da Banda di Confine dei Dubat
		}
		20 = {
			%da Banda di Confine dei Dubat
		}
	}
}
### Entity: Unit Template
Component: sub_units
Source: game
File: common/units/heavy_cruiser.txt

Code:
sub_units = {
	heavy_cruiser = {
		sprite = heavy_cruiser
		map_icon_category = ship
		priority = 6
		active = yes
		type = {
			capital_ship
		}
		need = {
			ship_hull_cruiser = 1
		}
		max_organisation = 40
		supply_consumption = 0.24
		critical_parts = {
			rudder_jammed destroyed_ammo_storage broken_propeller on_fire
		}
		critical_part_damage_chance_mult = 1
		hit_profile_mult = 1.0
	}
}
### Entity: Effect Reference
Construct: annex_country
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## annex_country

* Supported Scopes: COUNTRY
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Template%3ACleanup.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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### Entity: Character
Component: ZAM_ar
Source: game
File: common/characters/ZAM.txt

Code:
ZAM_ar = {
	advisor = {
		slot = high_command
		idea_token = ZAM_ar
		ledger = army
		allowed = {
			original_tag = ZAM
		}
		traits = {
			army_regrouping_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_5
		}
	}
}
### Entity: Trigger Reference
Construct: is_operative
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## is_operative

* Supported Scopes: CHARACTER
* Supported Targets: none

```
is_operative = yes/no - Checks if the current character is an operative
```
### Entity: Character
Component: IRQ_tawfiq_al_suawaidi
Source: game
File: common/characters/IRQ.txt

Code:
IRQ_tawfiq_al_suawaidi = {
	name = IRQ_tawfiq_al_suawaidi
	portraits = {
		civilian = {
			large = GFX_Portrait_Arabia_Generic_1
			small = GFX_portrait_IRQ_tawfiq_al_suawaidi_small
		}
	}
	country_leader = {
		ideology = marxism
		expire = 1965.1.1.1
		id = -1
	}
	advisor = {
		slot = political_advisor
		idea_token = IRQ_tawfiq_al_suawaidi
		allowed = {
			original_tag = IRQ
		}
		traits = {
			IRQ_weternized_foreign_minister
		}
	}
}
### Entity: Event
Component: britain.3
Constructs: is_triggered_only, add_opinion_modifier
Source: game
File: events/Britain.txt

Code:
country_event = {
	id = britain.3
	title = britain.3.t
	desc = britain.3.d
	picture = GFX_report_event_physics_lab_01
	is_triggered_only = yes
	option = {
		name = britain.3.a
		add_opinion_modifier = {
			target = USA
			modifier = tizard_refused
		}
	}
}
### Entity: Modifier Reference
Component: JAP_imperial_influence_dm
Constructs: remove_trigger
Source: game
File: common/dynamic_modifiers/SEA_dynamic_modifiers.txt

Code:
JAP_imperial_influence_dm = {
	icon = GFX_idea_JAP_imperial_influence
	enable = {
		always = yes
	}
	remove_trigger = {

	}
	custom_modifier_tooltip = JAP_imperial_influence_dm_tt
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_reinforce_the_cyrenaica_claim
Constructs: prerequisite, limit, is_major, completion_reward, is_subject, is_ally_with, has_army_manpower, has_war_with_major
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_reinforce_the_cyrenaica_claim
	icon = GFX_goal_generic_attack_libya
	relative_position_id = EGY_the_new_egyptian_model
	x = 0
	y = 2
	cost = 10
	available = {
		is_subject = no
		663 = {
			OWNER = {
				NOT = {
					is_ally_with = ROOT
				}
			}
		}
	}
	prerequisite = {
		focus = EGY_the_new_egyptian_model
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 10
			has_army_manpower = {
				size = > 199999
			}
			663 = {
				owner = {
					OR = {
						has_war_with_major = yes
						is_major = no
					}
				}
			}
		}
	}
	will_lead_to_war_with = ITA LBA
	completion_reward = {
		add_state_claim = 663 450 451
		every_other_country = {
			limit = {
				NOT = {
					is_ally_with = ROOT
				}
				any_owned_state = {
					OR = {
						state = 663 450 451
					}
				}
			}
			ROOT = {
				create_wargoal = {
					target = PREV
					type = take_state_focus
					expire = 0
				}
			}
		}
	}
}
### Entity: Military Industrial Organization
Component: CZE_zlin_aircraft_organization
Constructs: has_completed_focus, has_country_flag, has_dlc, add_trait, set_country_flag, equipment_bonus, maximum_speed, production_bonus
Source: game
File: common/military_industrial_organization/organizations/CZE_organization.txt

Code:
CZE_zlin_aircraft_organization = {
	include = generic_high_agility_fighter_aircraft_organization
	icon = GFX_idea_CZE_zlin_aircraft
	allowed = {
		has_dlc = Peace For Our Time
		tag = CZE
	}
	add_trait = {
		token = CZE_mio_trait_walter_co
		name = CZE_mio_trait_walter_co_name
		icon = GFX_generic_mio_department_icon_plane_general_engine
		special_trait_background = yes
		position = {
			x = 9
			y = 0
		}
		visible = {
			FROM = {
				original_tag = CZE
				has_dlc = Peace For Our Time
			}
		}
		available = {
			FROM = {
				has_completed_focus = CZE_joint_stock_schemes
				NOT = {
					has_country_flag = CZE_mio_trait_walter_co_taken_flag
				}
			}
		}
		on_complete = {
			custom_effect_tooltip = generic_trait_will_not_be_available_in_other_organizations
			FROM = {
				set_country_flag = CZE_mio_trait_walter_co_taken_flag
			}
		}
		equipment_bonus = {
			maximum_speed = 0.05
			air_agility = 0.05
		}
		ai_will_do = {
			base = 2
		}
	} {
		token = CZE_mio_trait_bata_corporation
		name = CZE_bata_corporation_name
		icon = GFX_generic_mio_department_icon_facilities
		special_trait_background = yes
		position = {
			x = 9
			y = 1
		}
		visible = {
			FROM = {
				original_tag = CZE
				has_dlc = Peace For Our Time
			}
		}
		available = {
			FROM = {
				has_completed_focus = CZE_diversify_bata
				NOT = {
					has_country_flag = CZE_mio_trait_bata_corporation_taken_flag
				}
			}
		}
		on_complete = {
			custom_effect_tooltip = generic_trait_will_not_be_available_in_other_organizations
			FROM = {
				set_country_flag = CZE_mio_trait_bata_corporation_taken_flag
			}
		}
		production_bonus = {
			production_resource_penalty_factor = -0.1
			production_resource_need_factor = -0.1
		}
		ai_will_do = {
			base = 2
		}
	}
}
### Entity: Character
Component: GER_staunch_stalinist_leader
Constructs: production_speed_buildings_factor, communism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
GER_staunch_stalinist_leader = {
	random = no
	sprite = 13
	communism_drift = 0.05
	political_power_factor = 0.1
	surrender_limit = 0.2
	production_speed_buildings_factor = 0.1
	production_factory_efficiency_gain_factor = -0.1
}
### Entity: Country History
Country: HES
Component: HES_politics
Constructs: set_stability, add_ideas, set_politics, set_popularities
Source: game
File: history/countries/HES - Hesse.txt

Code:
# Politics & Parties for HES
set_stability = 0.75
set_politics = {
	ruling_party = neutrality
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 5
	fascism = 40
	communism = 5
	neutrality = 50
}
add_ideas = {

}
### Entity: Unit Template
Component: AZR_PAR_01
Source: game
File: common/units/names_divisions/AZR_names_divisions.txt

Code:
AZR_PAR_01 = {
	name = Paratrooper Divisions
	for_countries = {
		AZR
	}
	can_use = {
		always = yes
	}
	division_types = {
		paratrooper
	}
	fallback_name = %dya Azerbaidjyanska Vozdushno-Desantnaya Div.
	ordered = {
		1 = {
			%dya Azerbaidjyanska Vozdushno-Desantnaya Div.
		}
		2 = {
			%dya Azerbaidjyanska Vozdushno-Desantnaya Div.
		}
		3 = {
			%dya Azerbaidjyanska Vozdushno-Desantnaya Div.
		}
		4 = {
			%dya Azerbaidjyanska Vozdushno-Desantnaya Div.
		}
		5 = {
			%dya Azerbaidjyanska Vozdushno-Desantnaya Div.
		}
		6 = {
			%dya Azerbaidjyanska Vozdushno-Desantnaya Div.
		}
		7 = {
			%dya Azerbaidjyanska Vozdushno-Desantnaya Div.
		}
		8 = {
			%dya Azerbaidjyanska Vozdushno-Desantnaya Div.
		}
		9 = {
			%dya Azerbaidjyanska Vozdushno-Desantnaya Div.
		}
		10 = {
			%dya Azerbaidjyanska Vozdushno-Desantnaya Div.
		}
	}
}
### Entity: Event
Component: nsb_news.404
Constructs: is_triggered_only
Source: game
File: events/NSB_NewsEvents.txt

Code:
news_event = {
	id = nsb_news.404
	title = nsb_news.404.t
	desc = nsb_news.404.desc
	picture = GFX_news_event_generic_parliament
	major = yes
	is_triggered_only = yes
	option = {
		name = nsb_news.404.a
		trigger = {
			tag = FROM
		}
	} {
		name = nsb_news.404.b
		trigger = {
			NOT = {
				tag = FROM
			}
		}
	}
}
### Entity: Order of Battle
Component: air_wing_7
Source: game
File: history/units/HOL_1939_air_bba.txt

Code:
air_wings = {
	7 = {
		small_plane_airframe_1 = {
			owner = HOL
			amount = 36
			version_name = Fokker D.XXI
		} {
			owner = HOL
			amount = 36
			version_name = Fokker G.I
		}
		small_plane_cas_airframe_0 = {
			owner = HOL
			amount = 12
			version_name = Fokker C.X
		}
		medium_plane_airframe_1 = {
			owner = HOL
			amount = 16
			version_name = Fokker T.V
		}
	}
}
### Entity: Idea
Component: EAI_DD_1/light_tank_amphibious_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_1/light_tank_amphibious_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		light_tank_amphibious_chassis = {
			build_cost_ic = -0.025
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_join_the_global_fight_against_fascism
Constructs: has_completed_focus, prerequisite, limit, add_ideas, has_government, every_country, has_war_with, is_major
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_join_the_global_fight_against_fascism
	prerequisite = {
		focus = POR_covert_return_to_the_world_stage POR_diplomatic_pragmatism
	}
	icon = GFX_focus_generic_anti_fascist_diplomacy
	cost = 8
	x = 1
	y = 1
	relative_position_id = POR_covert_return_to_the_world_stage
	available = {
		is_subject = no
	}
	will_lead_to_war_with = ITA GER
	bypass = {
		any_other_country = {
			is_major = yes
			has_war_with = ROOT
			has_government = fascism
		}
	}
	bypass_effect = {
		add_ideas = POR_the_global_fight_against_fascism_r56
		add_popularity = {
			ideology = ROOT
			popularity = 0.1
		}
		custom_effect_tooltip = CHL_skip_one_line_tt
		every_country = {
			limit = {
				capital_scope = {
					is_on_continent = europe
				}
				has_government = fascism
			}
			ROOT = {
				create_wargoal = {
					type = puppet_wargoal_focus
					target = PREV
					expire = 0
				}
			}
		}
	}
	completion_reward = {
		add_ideas = POR_the_global_fight_against_fascism_r56
		custom_effect_tooltip = CHL_skip_one_line_tt
		if = {
			limit = {
				has_completed_focus = POR_diplomatic_pragmatism
				is_in_faction = no
				ENG = {
					is_faction_leader = yes
					NOT = {
						has_government = fascism
						has_war_with = ROOT
					}
				}
				any_country = {
					has_government = fascism
					has_war_with = ENG
				}
			}
			ENG = {
				country_event = {
					id = generic.2
				}
				add_opinion_modifier = {
					target = ROOT
					modifier = TUR_valued_strategic_partners
				}
			}
		}
		else_if = {
			limit = {
				is_in_faction = no
				SOV = {
					is_faction_leader = yes
					has_government = communism
					NOT = {
						has_war_with = ROOT
					}
				}
				any_country = {
					has_government = fascism
					has_war_with = SOV
				}
			}
			SOV = {
				country_event = {
					id = generic.2
				}
				add_opinion_modifier = {
					target = ROOT
					modifier = TUR_valued_strategic_partners
				}
			}
		}
		else = {
			every_country = {
				limit = {
					capital_scope = {
						is_on_continent = europe
					}
					has_government = fascism
				}
				ROOT = {
					create_wargoal = {
						type = puppet_wargoal_focus
						target = PREV
						expire = 0
					}
				}
			}
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 5
			any_other_country = {
				capital_scope = {
					is_on_continent = europe
				}
				has_government = fascism
				has_war_with_major = yes
			}

# ... (truncated)
### Entity: Unit Leader
Component: 1
Source: game
File: common/unit_leader/00_defense_skills.txt

Code:
1 = {
	cost = 100
	type = field_marshal
	modifier = {
		defence = 0.025
	}
}
### Entity: Idea
Component: EAI_DD_14/amphibious_tank_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_14/amphibious_tank_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		amphibious_tank_chassis = {
			build_cost_ic = -0.35
			instant = yes
		}
	}
}
### Entity: Idea
Component: SWE_defense_in_depth_0
Source: game
File: common/ideas/sweden.txt

Code:
SWE_defense_in_depth_0 = {
	picture = SWE_hedgehog_defense
	allowed = {
		tag = SWE
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		land_reinforce_rate = 0.01
		army_morale_factor = 0.05
	}
}
### Entity: AI Strategy
Component: EAI_JAP_dont_justify_on_axis
Constructs: is_in_faction_with, has_war_together_with, declare_war
Source: game
File: common/ai_strategy/JAP_EAI.txt

Code:
EAI_JAP_dont_justify_on_axis = {
	enable = {
		is_in_faction_with = GER
		GER = {
			has_war_together_with = JAP
		}
	}
	abort_when_not_enabled = yes
	reversed = yes
	ai_strategy = {
		type = ignore_claim
		id = JAP
		value = 1
	} {
		type = befriend
		id = JAP
		value = 500
	} {
		type = ignore
		id = JAP
		value = 500
	} {
		type = antagonize
		id = JAP
		value = -500
	} {
		type = declare_war
		id = JAP
		value = -500
	}
}
### Entity: Event
Component: portugal.6
Constructs: is_triggered_only, fire_only_once, add_core_of
Source: game
File: events/r56_portugal.txt

Code:
country_event = {
	id = portugal.6
	title = portugal.6.t
	desc = portugal.6.d
	picture = GFX_report_event_soviet_tanks_snow
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = portugal.6.o
		effect_tooltip = {
			POR = {
				transfer_state = 545
			}
			545 = {
				add_core_of = POR
			}
		}
	}
}
### Entity: Order of Battle
Component: Força de Caçadores
Constructs: division_template
Source: game
File: history/units/POR_1936.txt

Code:
division_template = {
	name = Força de Caçadores
	division_names_group = POR_CAC_01
	regiments = {
		infantry = {
			x = 0
			y = 0
		} {
			x = 0
			y = 1
		}
	}
	priority = 2
}
### Entity: Character
Component: MZB_stc
Source: game
File: common/characters/MZB.txt

Code:
MZB_stc = {
	advisor = {
		slot = political_advisor
		idea_token = MZB_stc
		allowed = {
			original_tag = MZB
		}
		traits = {
			smooth_talking_charmer
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_3
		}
	}
}
### Entity: Game Data
Component: Armored
Source: game
File: common/units/names_divisions/BRA_names_divisions.txt

Code:
BRA_ARM_01 = 
{
	name = "Armored Division"

	for_countries = { BRA ANG GNB MZB }				# Also includes releasable Portuguese colonlies

	can_use = { always = yes }

	division_types = { "light_armor" "medium_armor" "heavy_armor" "modern_armor" }

	# Number reservation system will tie to another group.
	#link_numbering_with = { BRA_INF_01 }

	fallback_name = "%da Divisão de Blindada"

	# Names with numbers (only one number per entry). 
	# It's okay to have gaps in numbering.
	ordered =
	{
		1 = { "%da Divisão de Blindada" }
		2 = { "%da Divisão de Blindada" }
		3 = { "%da Divisão de Blindada" }
		4 = { "%da Divisão de Blindada" }
		5 = { "%da Divisão de Blindada" }
		6 = { "%da Divisão de Blindada" }
		7 = { "%da Divisão de Blindada" }
		8 = { "%da Divisão de Blindada" }
		9 = { "%da Divisão de Blindada" }
		10 = { "%da Divisão de Blindada" }
	}
}
### Entity: Idea
Component: SOV_collectivist_propaganda
Constructs: stability_factor, has_government, removal_cost
Source: game
File: common/ideas/r56_soviet.txt

Code:
SOV_collectivist_propaganda = {
	name = SOV_collectivist_propaganda
	removal_cost = -1
	picture = generic_communism_drift_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	modifier = {
		stability_factor = 0.2
	}
}
### Entity: Idea
Component: NIU_tourism_idea_iii
Constructs: has_war, removal_cost
Source: game
File: common/ideas/niue.txt

Code:
NIU_tourism_idea_iii = {
	picture = chi_hyper_inflation3
	allowed = {
		always = yes
	}
	cancel = {
		has_war = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = -0.15
		monthly_population = 0.15
		weekly_manpower = 50
		custom_modifier_tooltip = NIU_dont_go_to_war_or_you_die
	}
}
### Entity: Modifier Reference
Component: GER_blitzkrieg_modifier_lvl_2
Constructs: breakthrough_factor
Source: game
File: common/dynamic_modifiers/wuw_dynamic_modifiers.txt

Code:
GER_blitzkrieg_modifier_lvl_2 = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_GER_blitzkrieg
	breakthrough_factor = 0.075
	army_armor_attack_factor = 0.1
	custom_modifier_tooltip = GER_motor_and_mech_attack_tt
}
### Entity: Character
Component: BRI_aa2
Source: game
File: common/characters/BRI.txt

Code:
BRI_aa2 = {
	advisor = {
		slot = high_command
		idea_token = BRI_aa2
		ledger = army
		allowed = {
			original_tag = BRI
		}
		traits = {
			army_armored_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_2
		}
	}
}
### Entity: Event
Component: AAT_norway_allied.1
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, add_political_power, has_non_aggression_pact_with, add_timed_idea, has_opinion
Source: game
File: events/AAT_Norway.txt

Code:
country_event = {
	id = AAT_norway_allied.1
	title = AAT_norway_allied.1.t
	desc = AAT_norway_allied.1.desc
	picture = GFX_report_event_generic_construction_site
	is_triggered_only = yes
	option = {
		name = AAT_norway_allied.1.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 5
				has_non_aggression_pact_with = FROM
			}
		}
		trigger = {

		}
		add_political_power = -50
		custom_effect_tooltip = generic_skip_one_line_tt we_will_gain_tt generic_skip_one_line_tt they_will_gain_tt
		add_timed_idea = {
			idea = NOR_investing_in_norway_ns
			days = 365
		}
		add_opinion_modifier = {
			target = FROM
			modifier = NOR_investing_in_norway
		}
		event_option_tooltip = AAT_norway_allied.2.a
		hidden_effect = {
			FROM = {
				country_event = {
					id = AAT_norway_allied.2
					hours = 2
				}
			}
		}
	} {
		name = AAT_norway_allied.1.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 2
				has_opinion = {
					target = FROM
					value = < -30
				}
			} {
				factor = 2
				has_opinion = {
					target = FROM
					value = < -60
				}
			}
		}
	}
}