Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: ENG_random_communist_minister_2
Constructs: has_country_flag
Source: game
File: common/characters/ENG.txt

Code:
ENG_random_communist_minister_2 = {
	portraits = {
		army = {
			small = GFX_idea_generic_communist_revolutionary_western_european_2d
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = ENG_random_communist_minister_2
		visible = {
			has_country_flag = ENG_trade_unions_demand_minister_appointment_2
		}
		allowed = {
			original_tag = ENG
		}
		traits = {
			silent_mule
		}
	}
}
### Entity: Idea
Component: NIU_banana_plantations
Constructs: removal_cost
Source: game
File: common/ideas/niue.txt

Code:
NIU_banana_plantations = {
	picture = can_wartime_prices_and_trade_board
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = -0.05
	}
}
### Entity: Peace Conference
Component: peace_action_modifiers
Constructs: has_completed_focus, take_states, is_in_array, is_literally_china
Source: game
File: common/peace_conference/cost_modifiers/GER_peace.txt

Code:
peace_action_modifiers = {
	GER_sphere_of_influencee = {
		category = events_or_focuses
		peace_action_type = {
			take_states
		}
		enable = {
			ROOT = {
				original_tag = SOV
			}
			GER = {
				has_completed_focus = GER_spheres_of_influence
			}
			FROM.FROM.FROM = {
				is_in_array = {
					array = GER.GER_sphere_of_influence_array
					value = THIS
				}
			}
		}
		cost_multiplier = 1.15
	}
	GER_SOV_sphere_of_influence = {
		category = events_or_focuses
		peace_action_type = {
			take_states
		}
		enable = {
			ROOT = {
				original_tag = GER
				has_completed_focus = GER_spheres_of_influence
			}
			FROM.FROM.FROM = {
				is_in_array = {
					array = GER.SOV_sphere_of_influence_array
					value = THIS
				}
			}
		}
		cost_multiplier = 1.15
	}
	GER_asian_sphere_of_influencee = {
		category = events_or_focuses
		peace_action_type = {
			take_states
		}
		enable = {
			ROOT = {
				OR = {
					is_literally_china = yes
					original_tag = CHI
				}
			}
			GER = {
				has_completed_focus = GER_divide_and_conquer
			}
			FROM.FROM.FROM = {
				is_in_array = {
					array = GER.GER_asia_sphere_of_influence_array
					value = THIS
				}
			}
		}
		cost_multiplier = 1.15
	}
	GER_CHI_sphere_of_influence = {
		category = events_or_focuses
		peace_action_type = {
			take_states
		}
		enable = {
			ROOT = {
				original_tag = GER
				has_completed_focus = GER_divide_and_conquer
			}
			FROM.FROM.FROM = {
				is_in_array = {
					array = GER.CHI_sphere_of_influence_array
					value = THIS
				}
			}
		}
		cost_multiplier = 1.15
	}
	GER_liberate_oppressed_peoples = {
		category = events_or_focuses
		peace_action_type = {
			liberate
		}
		enable = {
			ROOT = {
				original_tag = GER
				has_completed_focus = GER_liberate_oppressed_people
			}
			FROM = {
				OR = {
					tag = CRI MOL UKR BLR KAR ABK GEO AZR ARM CIN DAG NOA KBK KAL KHI KKP TAJ BUK UZB KYR TMS KAZ ALT KAZ VGE TAT BSK NEN KOM YAM OVO TAY BYA YAK CKK VLA FER UDM MEL CHU KHA EVE SMI FIN EST LAT LIT POL ROM TAN MON AFG KUB DON
				}
			}
		}
		cost_multiplier = 0.6
	}
	GER_air_quotations_liberate_oppressed_peoples = {
		category = events_or_focuses
		peace_action_type = {
			puppet
		}
		enable = {
			ROOT = {
				original_tag = GER
				has_completed_focus = GER_liberate_oppressed_people
			}
			FROM = {
				OR = {
					tag = CRI MOL UKR BLR KAR ABK GEO AZR ARM CIN DAG NOA KBK KAL KHI KKP TAJ BUK UZB K
# ... (truncated)
### Entity: National Focus
Tree: mex_focus
Component: MEX_focus_knights_of_columbus
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/mexico.txt

Code:
focus = {
	id = MEX_focus_knights_of_columbus
	icon = GFX_goal_support_democracy
	prerequisite = {
		focus = MEX_focus_rewrite_the_constitution
	}
	mutually_exclusive = {
		focus = MEX_focus_state_education
	} {
		focus = MEX_focus_legion_of_christ
	}
	x = -1
	y = 1
	relative_position_id = MEX_focus_rewrite_the_constitution
	cost = 10
	ai_will_do = {
		factor = 100
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MEX_CHURCH_AUTHORITY
	}
	completion_reward = {
		MEX_increase_church_power = yes
		add_ideas = MEX_knights_of_columbus
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_vultee_vengeance
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, has_dlc, add_tech_bonus, set_variable
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_vultee_vengeance
	icon = GFX_focus_generic_cas_aircraft
	prerequisite = {
		focus = RAJ_ground_pounder
	}
	x = 0
	y = 1
	relative_position_id = RAJ_ground_pounder
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_AIR_XP
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			add_tech_bonus = {
				name = RAJ_spitfire
				bonus = 1
				uses = 1
				category = cat_air_bombs
			}
		}
		else = {
			air_experience = 60
		}
		custom_effect_tooltip = idea_RAJ_indian_air_force_modify_tt
		set_variable = {
			var = RAJ_indian_air_air_agility_factor
			value = 0.08
			tooltip = air_agility_factor_tt
		}
	}
}
### Entity: Event
Component: BBA_ethiopia_communist_events.05
Constructs: is_triggered_only, ai_chance, add_stability, add_popularity, has_stability, set_character_flag
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_communist_events.05
	title = BBA_ethiopia_communist_events.05.t
	desc = BBA_ethiopia_communist_events.05.desc
	picture = GFX_report_event_gre_city_devastated
	is_triggered_only = yes
	option = {
		name = BBA_ethiopia_communist_events.05.a
		ai_chance = {
			base = 10
		}
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		ETH_provisional_government_effect = yes
	} {
		name = BBA_ethiopia_communist_events.05.b
		ai_chance = {
			base = 5
			modifier = {
				factor = 0
				has_stability = < 0.3
			}
		}
		add_stability = -0.05
		add_popularity = {
			ideology = communism
			popularity = 0.1
		}
		ETH_haile_selassie = {
			set_character_flag = ETH_imprisoned_flag
		}
		ETH_provisional_government_effect = yes
	}
}
### Entity: Character
Component: DJI_acr
Source: game
File: common/characters/DJI.txt

Code:
DJI_acr = {
	advisor = {
		slot = air_chief
		idea_token = DJI_acr
		allowed = {
			original_tag = DJI
		}
		traits = {
			air_chief_reform_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_3
		}
	}
}
### Entity: Military Industrial Organization
Component: CZE_ringhoffer_tatra_organization
Constructs: has_completed_focus, has_country_flag, add_trait, has_dlc, production_bonus, set_country_flag
Source: game
File: common/military_industrial_organization/organizations/CZE_organization.txt

Code:
CZE_ringhoffer_tatra_organization = {
	include = generic_armored_car_organization
	icon = GFX_idea_CZE_tatra
	allowed = {
		OR = {
			tag = CZE RKH
		}
	}
	add_trait = {
		token = CZE_mio_trait_expanded_production_facilities_ringhoffer
		name = USA_mio_trait_expanded_production_facilities
		icon = GFX_generic_mio_department_icon_facilities
		special_trait_background = yes
		position = {
			x = -1
			y = 1
		}
		relative_position_id = generic_mio_trait_standardized_components
		visible = {
			FROM = {
				original_tag = CZE
				has_dlc = Peace For Our Time
			}
		}
		available = {
			FROM = {
				has_completed_focus = CZE_grow_tatras_capabilities
			}
		}
		all_parents = {
			generic_mio_trait_standardized_components
		}
		production_bonus = {
			production_cost_factor = -0.05
			production_capacity_factor = 0.05
		}
	} {
		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 = 0
		}
		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: Event
Component: austria.1125
Constructs: is_triggered_only, ai_chance, has_war, fire_only_once
Source: game
File: events/Austria.txt

Code:
country_event = {
	id = austria.1125
	title = austria.1125.t
	desc = austria.1125.d
	picture = GFX_report_event_german_troops
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = austria.1125.a
		ai_chance = {
			base = 60
			modifier = {
				add = 20
				has_war = yes
			}
		}
		FROM = {
			country_event = {
				id = austria.1126
				days = 1
			}
		}
	} {
		name = austria.1125.b
		ai_chance = {
			base = 40
			modifier = {
				add = -20
				has_war = yes
			}
		}
		FROM = {
			country_event = {
				id = austria.1127
				days = 1
			}
		}
	}
}
### Entity: Idea
Component: EAI_DD_2/infantry_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_2/infantry_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		infantry_equipment = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_spanish_intervention
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_spanish_intervention
	icon = GFX_focus_ETH_freedom_at_gunpoint
	prerequisite = {
		focus = BEL_aid_for_spain
	}
	relative_position_id = BEL_aid_for_spain
	x = 0
	y = 1
	cost = 5
	available = {
		SPR_scw_in_progress = yes
	}
	completion_reward = {
		custom_effect_tooltip = BEL_spanish_intervention_tt
	}
}
### Entity: Shared Focus
Tree: trk_focus
Component: TRK_Military_Build
Constructs: shared_focus, prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_turkestan_shared.txt

Code:
shared_focus = {
	id = TRK_Military_Build
	text = GEN_Military_Build
	icon = GFX_goal_generic_construct_mil_factory
	prerequisite = {
		focus = TRK_neutrality_focus TRK_interventionism_focus
	}
	mutually_exclusive = {
		focus = TRK_Anti_Invasion
	}
	x = 1
	y = 1
	relative_position_id = TRK_neutrality_focus
	cost = 10
	available = {

	}
	completion_reward = {
		add_ideas = GEN_Military_Build_I
	}
}
### Entity: Idea
Component: ARM_yerevan_automobile_plant
Constructs: has_completed_focus, research_bonus
Source: game
File: common/ideas/armenia.txt

Code:
ARM_yerevan_automobile_plant = {
	picture = generic_motorized_equipment_manufacturer_2
	allowed = {
		original_tag = ARM
	}
	available = {
		has_completed_focus = ABC_motorization_effort
	}
	research_bonus = {
		motorized_equipment = 0.15
	}
	traits = {
		motorized_equipment_manufacturer
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: SWE_resource_utilization_idea
Constructs: removal_cost
Source: game
File: common/ideas/r56_sweden.txt

Code:
SWE_resource_utilization_idea = {
	picture = ast_all_in
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		local_resources_factor = 0.1
	}
}
### Entity: Idea
Component: YUN_the_democratic_fortress_idea_3
Constructs: research_speed_factor, stability_factor, has_government, production_speed_buildings_factor, has_country_leader, removal_cost
Source: game
File: common/ideas/china_warlord.txt

Code:
YUN_the_democratic_fortress_idea_3 = {
	name = YUN_the_democratic_fortress
	allowed = {
		original_tag = YUN
	}
	allowed_civil_war = {
		NOT = {
			has_government = fascism communism
		}
	}
	cancel = {
		NOT = {
			has_country_leader = {
				ruling_only = yes
				character = YUN_long_yun
			}
		}
	}
	picture = YUG_federal_defense_council
	removal_cost = -1
	modifier = {
		political_power_factor = 0.1
		stability_factor = 0.15
		enemy_justify_war_goal_time = 0.15
		drift_defence_factor = 0.25
		production_speed_buildings_factor = 0.05
		consumer_goods_factor = -0.05
		research_speed_factor = 0.08
		custom_modifier_tooltip = YUN_will_be_removed_if_no_long_yun_tt
	}
}
### Entity: Idea
Component: MEN_the_long_winter
Constructs: stability_factor, war_support_factor, industrial_capacity_factory, production_speed_buildings_factor, removal_cost, conscription_factor, add_timed_idea
Source: game
File: common/ideas/r56_mengkukuo.txt

Code:
MEN_the_long_winter = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = MEN_the_long_winter
	modifier = {
		production_speed_buildings_factor = -0.25
		industrial_capacity_factory = -0.25
		stability_factor = -0.1
		stability_weekly = -0.005
		war_support_factor = -0.05
		monthly_population = -0.8
		conscription_factor = -0.25
		supply_consumption_factor = 0.5
	}
	on_remove = {
		MEN = {
			add_timed_idea = {
				idea = MEN_aftermath_of_the_long_winter
				days = 365
			}
			country_event = {
				id = men.13
				hours = 12
			}
		}
	}
}
### Entity: Modifier Reference
Construct: air_doctrine_cost_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## air_doctrine_cost_factor

* Number with 2 decimal places
* **Categories**: country
### Entity: Event
Component: tfv_raj.20
Constructs: has_war, has_dlc, has_capitulated, has_idea
Source: game
File: events/TFV_Raj.txt

Code:
country_event = {
	id = tfv_raj.20
	hidden = yes
	immediate = {
		country_event = {
			id = tfv_raj.21
			days = 300
		}
	}
	trigger = {
		NOT = {
			has_dlc = Graveyard of Empires
		} {
			surrender_progress = > 0.5
		}
		has_capitulated = no
		original_tag = RAJ
		has_idea = RAJ_risk_of_famine
		has_war = yes
	}
	mean_time_to_happen = {
		days = 150
	}
}
### Entity: Trigger Reference
Construct: num_tech_sharing_groups
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## num_tech_sharing_groups

* Supported Scopes: COUNTRY
* Supported Targets: none

```
checks how many groups a nation is a member of
```
### Entity: Decision
Component: MON_central_asian_diplomacy
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/MON_decision_categories.txt

Code:
MON_central_asian_diplomacy = {
	priority = 40
	icon = gre_faction_management
	picture = GFX_decision_cat_MON_central_asian_diplomacy
	allowed = {
		OR = {
			original_tag = MON SOV
		}
	}
	visible = {
		OR = {
			AND = {
				original_tag = MON
				OR = {
					has_completed_focus = MON_central_asia_defensive_pact MON_open_up_the_country
				}
			} {
				original_tag = SOV
				MON = {
					has_completed_focus = MON_oppose_soviet_colonialism
				}
			}
		}
	}
	on_map_area = {
		name = MON_area_of_mon_interest
		target_array = global.r56_anti_soviet_support
		zoom = 800
	}
	visible_when_empty = yes
}
### Entity: Scripted Effect
Component: JAP_faction_demand_finalize_mission_effect
Constructs: add_to_variable
Source: game
File: common/scripted_effects/JAP_scripted_effects.txt

Code:
JAP_faction_demand_finalize_mission_effect = {
	subtract_from_variable = {
		JAP_num_of_faction_demands = 1
	}
	add_to_variable = {
		JAP_faction_demand_number_of_missions_resolved = 1
	}
}
### Entity: Idea
Component: AFG_hazara_rights
Constructs: stability_factor, has_government, industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
AFG_hazara_rights = {
	picture = raj_marginalized_muslim_community_happy
	allowed = {
		original_tag = AFG
	}
	allowed_civil_war = {
		always = no
	}
	cancel = {
		NOT = {
			has_government = communism
		}
	}
	removal_cost = -1
	modifier = {
		political_power_factor = -0.1
		stability_factor = 0.1
		industrial_capacity_factory = 0.05
	}
}
### Entity: Modding Documentation
Construct: operation_state
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### operation_state
* description: the state location the operative is assigned. 0 if it is not assigned to a state
### Entity: National Focus
Tree: egy_focus
Component: EGY_diplomatic_mission_to_the_soviet_union
Constructs: add_equipment_to_stockpile, prerequisite, has_government, has_war_with, completion_reward, is_subject
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_diplomatic_mission_to_the_soviet_union
	icon = GFX_goal_generic_soviet_assistance
	relative_position_id = EGY_placate_the_army
	x = 6
	y = 1
	cost = 10
	available = {
		is_subject = no
		NOT = {
			has_war_with = SOV
		}
		SOV = {
			is_subject = no
			NOT = {
				has_government = fascism
			}
		}
	}
	prerequisite = {
		focus = EGY_placate_the_army EGY_bring_the_rest_of_arabia_into_the_fold
	}
	bypass = {
		OR = {
			has_war_with = SOV
			NOT = {
				country_exists = SOV
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MILITARY_EQUIPMENT
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		SOV = {
			country_event = {
				id = egypt.60
				hours = 6
			}
		}
		custom_effect_tooltip = if_they_accept_tt
		effect_tooltip = {
			add_equipment_to_stockpile = {
				type = medium_tank_chassis
				amount = 100
				producer = SOV
			}
		}
	}
}
### Entity: State History
Component: 264
Constructs: add_core_of
Source: game
File: history/states/264-Tikhvin.txt

Code:
state = {
	id = 264
	name = STATE_264
	manpower = 185559
	state_category = rural
	history = {
		owner = SOV
		victory_points = {
			3140 1
		}
		buildings = {
			infrastructure = 2
			air_base = 1
		}
		add_core_of = SOV
	}
	provinces = {
		39 57 93 152 172 194 3035 3085 3140 3142 3163 6131 6169 9060 9082 9107 9111 9153 9177 9184 9190 11048 11059 11083 11093 11131 11165 13129
	}
	local_supplies = 9.0
}
### Entity: National Focus
Tree: lat_focus
Component: LAT_hail_the_struggle
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_latvia.txt

Code:
focus = {
	id = LAT_hail_the_struggle
	icon = GFX_focus_LAT_latvia_for_latvians
	prerequisite = {
		focus = LAT_proclaim_the_new_state
	}
	relative_position_id = LAT_proclaim_the_new_state
	x = -2
	y = 1
	cost = 10
	available_if_capitulated = yes
	available = {

	}
	ai_will_do = {
		factor = 3
	}
	bypass = {

	}
	completion_reward = {
		add_ideas = LAT_hail_the_struggle
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: AI Strategy
Component: EAI_DIPLO_volunteers_to_V04
Constructs: check_variable, send_volunteers_desire
Source: game
File: common/ai_strategy/EAI_COUNTRY_diplomacy_volunteer_strategies.txt

Code:
EAI_DIPLO_volunteers_to_V04 = {
	enable = {
		NOT = {
			check_variable = {
				EAI_volunteer_targets^4 = 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = send_volunteers_desire
		id = V04
		value = 10000
	}
}
### Entity: Scripted Effect
Component: indonesia_seize_oppurtunity_reconquest_effect
Constructs: limit, add_dynamic_modifier, save_global_event_target_as, add_to_variable, complete_national_focus, is_subject
Source: game
File: common/scripted_effects/INS_scripted_effects.txt

Code:
indonesia_seize_oppurtunity_reconquest_effect = {
	1058 = {
		hidden_effect = {
			add_dynamic_modifier = {
				modifier = INS_state_revolution_hq
			}
			save_global_event_target_as = INS_revolution_hq
			add_to_variable = {
				influence_point_count = 3
			}
		}
		custom_effect_tooltip = INS_big_militia_presence_tt
	}
	335 = {
		hidden_effect = {
			add_to_variable = {
				influence_point_count = 3
			}
			add_dynamic_modifier = {
				modifier = INS_state_militia_activity_3
			}
		}
		custom_effect_tooltip = INS_big_militia_presence_tt
	}
	672 = {
		hidden_effect = {
			add_to_variable = {
				influence_point_count = 3
			}
			add_dynamic_modifier = {
				modifier = INS_state_militia_activity_3
			}
		}
		custom_effect_tooltip = INS_big_militia_presence_tt
	}
	1047 = {
		hidden_effect = {
			add_to_variable = {
				influence_point_count = 3
			}
			add_dynamic_modifier = {
				modifier = INS_state_militia_activity_3
			}
		}
		custom_effect_tooltip = INS_big_militia_presence_tt
	}
	673 = {
		hidden_effect = {
			add_to_variable = {
				influence_point_count = 3
			}
			add_dynamic_modifier = {
				modifier = INS_state_militia_activity_3
			}
		}
		custom_effect_tooltip = INS_big_militia_presence_tt
	}
	complete_national_focus = INS_the_declaration_of_independence
	if = {
		limit = {
			is_subject = yes
		}
		OVERLORD = {
			end_puppet = INS
		}
	}
}
### Entity: Event
Component: r56i.event.01
Constructs: has_completed_focus, add_ideas, has_government, has_country_flag, has_stability, set_country_flag, add_popularity
Source: game
File: events/r56i_events.txt

Code:
country_event = {
	id = r56i.event.01
	title = r56i.event.01.title
	desc = r56i.event.01.description
	picture = GFX_report_event_ger_civil_war
	trigger = {
		always = no
		has_stability = < 0.3
		NOT = {
			has_country_flag = r56i_flag_riots_suppress_spend r56i_flag_riots_suppress_harsh r56i_flag_riots_suppress_talks r56i_flag_riots_suppress_success r56i_flag_riots_possible_again r56i_flag_riots_ongoing
			AND = {
				original_tag = PAR
				date = < 1937.01.01
			} {
				tag = PRC
				date = < 1941.01.01
			} {
				tag = GRE
				date = < 1941.01.01
			} {
				tag = USA
				date = < 1941.01.01
			} {
				original_tag = MEX
				date = < 1942.01.01
			} {
				original_tag = SPR
				date = < 1942.01.01
			}
			has_completed_focus = SPR_all_must_bear_the_torch HON_free_our_markets MON_oust_genden
		}
	}
	mean_time_to_happen = {
		days = 9
	}
	immediate = {
		hidden_effect = {
			set_country_flag = r56i_flag_riots_ongoing
			add_ideas = r56i_idea_riots
		}
	}
	option = {
		name = r56i.event.01.default
		trigger = {
			NOT = {
				has_government = communism fascism democratic
			}
		}
		add_popularity = {
			ideology = democratic
			popularity = 0.01
		}
	} {
		name = r56i.event.01.democratic
		trigger = {
			has_government = democratic
		}
		add_popularity = {
			ideology = communism
			popularity = 0.01
		}
	} {
		name = r56i.event.01.communism
		trigger = {
			has_government = communism
		}
		add_popularity = {
			ideology = democratic
			popularity = 0.01
		}
	} {
		name = r56i.event.01.fascism
		trigger = {
			has_government = fascism
		}
		add_popularity = {
			ideology = democratic
			popularity = 0.01
		}
	}
}