Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: AAT_Sweden_flashpoints.31
Constructs: is_triggered_only, ai_chance, has_war_with, add_opinion_modifier, is_in_faction
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden_flashpoints.31
	title = AAT_Sweden_flashpoints.31.t
	desc = AAT_Sweden_flashpoints.31.desc
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	option = {
		name = AAT_Sweden_flashpoints.31.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				has_war_with = FROM
			} {
				factor = 0
				is_in_faction = yes
			}
		}
		SWE_permittentrafiken_response_picker = yes
	} {
		name = AAT_Sweden_flashpoints.31.b
		ai_chance = {
			base = 0
		}
		FROM = {
			country_event = {
				id = AAT_Sweden_flashpoints.32
				days = 3
			}
			add_opinion_modifier = {
				target = SWE
				modifier = refused_GER_transit_request
			}
		}
	}
}
### Entity: Event
Component: poland.120
Constructs: is_triggered_only
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland.120
	title = poland.120.t
	desc = poland.120.d
	picture = GFX_report_event_polish_meeting
	is_triggered_only = yes
	option = {
		name = poland.120.a
	}
}
### Entity: Event
Component: poland.90
Constructs: is_triggered_only
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland.90
	title = poland.90.t
	desc = poland.90.d
	picture = GFX_report_event_polish_pzl24
	is_triggered_only = yes
	option = {
		name = poland.90.a
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_SILO_6
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_SILO_6 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_SILO
			value = 6
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = fuel_silo
		value = 6
	}
}
### Entity: Idea
Component: INS_political_idea_communism
Constructs: removal_cost, communism_drift
Source: game
File: common/ideas/r56_indonesia.txt

Code:
INS_political_idea_communism = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	picture = home_of_revolution
	modifier = {
		communism_drift = 0.1
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_the_end_of_the_monarchy
Constructs: prerequisite, add_ideas, completion_reward, has_stability, add_popularity
Source: game
File: common/national_focus/r56_iraq.txt

Code:
focus = {
	id = IRQ_the_end_of_the_monarchy
	icon = GFX_focus_rom_abdicate
	prerequisite = {
		focus = IRQ_unsupported_monarch
	}
	mutually_exclusive = {
		focus = IRQ_a_new_kind_of_monarch
	}
	relative_position_id = IRQ_unsupported_monarch
	x = 2
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		has_stability = < 0.3
		OR = {
			democratic = > 0.3
			communism = > 0.3
		}
	}
	available_if_capitulated = yes
	completion_reward = {
		add_popularity = {
			ideology = neutrality
			popularity = -0.05
		}
		add_ideas = deterrence
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Scripted Effect
Component: NRU_more_phosphate_effect
Constructs: limit, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/NRU_scripted_effects.txt

Code:
NRU_more_phosphate_effect = {
	if = {
		limit = {
			has_idea = NRU_commander_ridge_phosphate
		}
		swap_ideas = {
			remove_idea = NRU_commander_ridge_phosphate
			add_idea = NRU_commander_ridge_phosphate_2
		}
	} {
		limit = {
			has_idea = NRU_commander_ridge_phosphate_2
		}
		swap_ideas = {
			remove_idea = NRU_commander_ridge_phosphate_2
			add_idea = NRU_commander_ridge_phosphate_3
		}
	} {
		limit = {
			has_idea = NRU_commander_ridge_phosphate_3
		}
		swap_ideas = {
			remove_idea = NRU_commander_ridge_phosphate_3
			add_idea = NRU_reap_the_benefits_idea
		}
	}
}
### Entity: Order of Battle
Component: air_wing_15
Source: game
File: history/units/FRA_1939_air_bba.txt

Code:
air_wings = {
	15 = {
		small_plane_naval_bomber_airframe_0 = {
			owner = FRA
			amount = 24
			version_name = Latécoère 296
		} {
			owner = FRA
			amount = 24
			version_name = Latécoère 296
		}
	}
}
### Entity: Idea
Component: BEL_interpreters_ns
Constructs: is_in_faction_with, removal_cost
Source: game
File: common/ideas/belgium.txt

Code:
BEL_interpreters_ns = {
	picture = CHL_the_Hacienda_inquilinaje_system
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	cancel = {
		NOT = {
			is_in_faction_with = BEL
		}
	}
	removal_cost = -1
	modifier = {
		special_forces_cap_flat = 5
		mountaineers_special_forces_contribution_factor = -0.15
		marines_special_forces_contribution_factor = -0.15
		paratroopers_special_forces_contribution_factor = -0.15
		rangers_special_forces_contribution_factor = -0.15
	}
}
### Entity: Decision
Component: political_actions
Constructs: has_completed_focus, political_power_gain, has_government, fire_only_once, is_owned_by, is_core_of, remove_effect, add_core_of
Source: game
File: common/decisions/PAK_decisions.txt

Code:
political_actions = {
	integrate_muslim_states = {
		ai_will_do = {
			factor = 500
		}
		icon = generic_nationalism
		available = {
			has_government = neutrality
			FROM = {
				compliance = > 30
			}
		}
		allowed = {
			original_tag = PAK
		}
		target_array = controlled_states
		state_target = yes
		visible = {
			FROM = {
				is_owned_by = PAK
				NOT = {
					is_core_of = PAK
				}
			}
			has_completed_focus = PAK_Muslim_Unity
		}
		target_root_trigger = {
			has_completed_focus = PAK_Muslim_Unity
		}
		target_trigger = {
			FROM = {
				OR = {
					is_core_of = AFG PER TUR TMS TAJ IRQ SAU JOR OMA YEM QAT UAE SYR PAL AZR INS BOS LIB MOR TUN ALG ALB EGY BAN
				}
			}
		}
		days_remove = 70
		fire_only_once = no
		cost = 100
		modifier = {
			political_power_gain = -1
		}
		remove_effect = {
			FROM = {
				add_core_of = PAK
			}
		}
	}
	reintegrate_states = {
		ai_will_do = {
			factor = 500
		}
		icon = generic_nationalism
		available = {

		}
		allowed = {
			original_tag = PAK
		}
		state_target = yes
		visible = {
			FROM = {
				is_owned_by = PAK
				NOT = {
					is_core_of = PAK
				}
				has_state_flag = PAK_uncored
			}
			OR = {
				has_government = communism fascism
			}
		}
		target_trigger = {
			FROM = {
				is_owned_by = PAK
			}
		}
		targets = {
			445 443 1093 442 440 430 787 444 441
		}
		days_remove = 70
		fire_only_once = no
		cost = 75
		modifier = {
			political_power_gain = -0.25
		}
		complete_effect = {

		}
		remove_effect = {
			FROM = {
				add_core_of = PAK
			}
		}
	}
}
### Entity: Idea
Component: KMT_voting_rights
Constructs: has_government, removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_voting_rights = {
	removal_cost = -1
	picture = HUN_treaty_of_triannon
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			has_government = democratic
		}
	}
	modifier = {
		political_power_factor = 0.15
		army_core_defence_factor = 0.05
	}
}
### Entity: Event
Component: denmark_expansion_event.1
Constructs: is_triggered_only, ai_chance, has_completed_focus, has_government, is_major, fire_only_once, is_subject, has_civil_war
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_expansion_event.1
	title = denmark_expansion_event.1.t
	desc = denmark_expansion_event.1.desc
	picture = GFX_report_event_generic_read_write
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = denmark_expansion_event.1.a
		ai_chance = {
			base = 5
			modifier = {
				factor = 0
				is_subject = no
				any_allied_country = {
					is_major = yes
				}
			} {
				factor = 2
				has_civil_war = yes
			} {
				factor = 2
				has_capitulated = yes
			} {
				factor = 2
				has_government = FROM
			} {
				factor = 1.5
				has_opinion = {
					target = FROM
					value = > 50
				}
			} {
				factor = 1.5
				has_opinion = {
					target = FROM
					value = > 75
				}
			} {
				factor = 2
				strength_ratio = {
					tag = FROM
					ratio = < 0.75
				}
			} {
				factor = 2
				strength_ratio = {
					tag = FROM
					ratio = < 0.5
				}
			} {
				factor = 5
				is_subject_of = FROM
			} {
				factor = 5
				FROM = {
					has_government = neutrality
				}
				has_completed_focus = ICE_the_kingdom_of_iceland
			} {
				factor = 5
				FROM = {
					has_government = neutrality
				}
				has_completed_focus = ICE_united_we_stand
			} {
				factor = 0.5
				NOT = {
					is_subject_of = FROM
				}
			}
		}
		FROM = {
			annex_country = {
				target = ICE
				transfer_troops = yes
			}
		}
		custom_effect_tooltip = GAME_OVER_TT
		hidden_effect = {
			FROM = {
				country_event = {
					id = denmark_expansion_event.2
					hours = 1
				}
			}
		}
	} {
		name = denmark_expansion_event.1.b
		ai_chance = {
			base = 5
			modifier = {
				factor = 5
				is_faction_leader = yes
			} {
				factor = 3
				strength_ratio = {
					tag = FROM
					ratio = > 1.25
				}
			} {
				factor = 3
				strength_ratio = {
					tag = FROM
					ratio = > 1.5
				}
			} {
				factor = 5
				has_opinion = {
					target = FROM
					value = < 0
				}
			} {
				factor = 5
				has_opinion = {
					target = FROM
					value = < -24
				}
			} {
				factor = 10
				has_completed_focus = ICE_not_our_king
			}
		}
		ROOT = {
			end_puppet = FROM
		}
		FROM = {
			country_event = {
				id = denmark_expansion_event.3
				hours = 1
			}
		}
	}
}
### Entity: Shared Focus
Tree: mal_focus
Component: MAL_UNIFIED_improve_local_infrastructure
Constructs: shared_focus, prerequisite, limit, completion_reward, has_idea, allow_branch, random_state, is_core_of
Source: game
File: common/national_focus/r56_majapahit_shared.txt

Code:
shared_focus = {
	id = MAL_UNIFIED_improve_local_infrastructure
	icon = GFX_goal_generic_road
	cost = 10
	prerequisite = {
		focus = MAL_UNIFIED_majapahit_unification
	}
	relative_position_id = MAL_UNIFIED_majapahit_unification
	x = -2
	y = 1
	ai_will_do = {
		factor = 10
	}
	text_icon = NORDIC_focus_style
	available = {
		NOT = {
			has_idea = generic_recent_economic_unification
		}
		num_of_controlled_states = > 3
	}
	bypass = {

	}
	allow_branch = {

	}
	completion_reward = {
		random_state = {
			limit = {
				is_core_of = ROOT
				is_controlled_by = ROOT
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				is_core_of = ROOT
				is_controlled_by = ROOT
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				is_core_of = ROOT
				is_controlled_by = ROOT
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				is_core_of = ROOT
				is_controlled_by = ROOT
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Scripted Trigger
Component: SWI_fascist_germany_exists
Source: game
File: common/scripted_triggers/SWI_scripted_triggers.txt

Code:
SWI_fascist_germany_exists = {
	any_other_country = {
		SWI_is_fasc_ger = yes
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_cruisers
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/australia.txt

Code:
focus = {
	id = AST_cruisers
	icon = GFX_goal_generic_navy_battleship
	prerequisite = {
		focus = AST_naval_auxiliary_patrol
	}
	x = 0
	y = 4
	relative_position_id = AST_cockatoo_island_shipyards
	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
	}
	completion_reward = {
		add_tech_bonus = {
			name = AST_cruisers
			bonus = 1.0
			ahead_reduction = 2
			uses = 1
			category = ca_tech
		}
	}
}
### Entity: Idea
Component: CAT_pot
Source: game
File: common/ideas/catalonia.txt

Code:
CAT_pot = {
	picture = generic_political_advisor_europe_2
	allowed = {
		original_tag = CAT
	}
	traits = {
		prince_of_terror
	}
}
### Entity: Idea
Component: american_influence_defence_democratic
Constructs: has_government, removal_cost
Source: game
File: common/ideas/usa.txt

Code:
american_influence_defence_democratic = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = democratic
	}
	removal_cost = -1
	picture = generic_democratic_drift_bonus
	modifier = {
		drift_defence_factor = 0.5
	}
}
### Entity: Country History
Country: SLO
Component: SLO_misc
Constructs: recruit_character, limit, add_ideas, set_technology, add_political_power, has_dlc, set_oob, set_air_oob
Source: game
File: history/countries/SLO - Slovakia.txt

Code:
# Misc for SLO
capital = 70
if = {
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
		basic_light_tank = 1
	}
	set_oob = SLO_1939
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
		basic_light_tank_chassis = 1
	}
	set_oob = SLO_1939_nsb
}
{
	limit = {
		has_dlc = By Blood Alone
	}
	set_air_oob = SLO_1939_air_bba
	else = {
		set_air_oob = SLO_1939_air_legacy
		set_technology = {
			early_fighter = 1
			early_bomber = 1
			CAS1 = 1
		}
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	create_equipment_variant = {
		name = Tancik vz. 33
		type = light_tank_chassis_0
		parent_version = 0
		modules = {
			main_armament_slot = tank_heavy_machine_gun
			turret_type_slot = tank_light_fixed_superstructure_turret
			suspension_type_slot = tank_bogie_suspension
			armor_type_slot = tank_riveted_armor
			engine_type_slot = tank_gasoline_engine
		}
		upgrades = {
			tank_nsb_engine_upgrade = 1
			tank_nsb_armor_upgrade = 1
		}
		obsolete = yes
	} {
		name = Lt vz. 34
		type = light_tank_chassis_1
		parent_version = 0
		modules = {
			main_armament_slot = tank_high_velocity_cannon
			turret_type_slot = tank_light_one_man_tank_turret
			suspension_type_slot = tank_bogie_suspension
			armor_type_slot = tank_riveted_armor
			engine_type_slot = tank_gasoline_engine
			special_type_slot_1 = tank_radio_1
		}
		upgrades = {
			tank_nsb_engine_upgrade = 2
			tank_nsb_armor_upgrade = 1
		}
		icon = GFX_CZE_improved_light_tank_medium
	}
}
{
	limit = {
		has_dlc = Peace For Our Time
	}
	recruit_character = SLO_karol_smidke SLO_vojtech_tuka SLO_jan_ursiny SLO_stefan_jurech SLO_augustin_malar SLO_julius_thorzo
}
{
	limit = {
		has_dlc = Peace For Our Time
	}
	add_ideas = {
		SLO_clerical_politics SLO_rapid_brigades
	}
}
1939.1.1 = {
	add_political_power = 1198
	add_command_power = 100
	if = {
		limit = {
			has_dlc = Peace For Our Time
		}
		add_ideas = {
			SLO_vojtech_tuka SLO_stefan_jurech
		}
	}
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort naval_effort flexible_navy industrial_effort construction_effort production_effort
	set_technology = {
		electronic_mechanical_engineering = 1
		radio = 1
		mechanical_computing = 1
		computing_machine = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		fuel_silos = 1
		construction1 = 1
		concentrated_industry = 1
	}
	se
# ... (truncated)
### Entity: Idea
Component: KMT_harpo_6
Constructs: research_speed_factor, limit, has_country_flag, removal_cost, has_idea, add_timed_idea
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_harpo_6 = {
	picture = AFG_work_with_ger_intel_bonus
	removal_cost = -1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			OR = {
				has_idea = german_advisors KMT_sino_german_joint_research_ger_adv
			}
		}
	}
	on_remove = {
		IF = {
			limit = {
				NOT = {
					OR = {
						has_country_flag = chi_dlc_focus_tree
						has_idea = german_advisors KMT_sino_german_joint_research_ger_adv
					}
				}
			}
			add_timed_idea = {
				idea = KMT_broken_military_industry
				days = 150
			}
		}
	}
	modifier = {
		trade_opinion_factor = 0.6
		political_power_cost = 0.07
		research_speed_factor = 0.03
		min_export = 0.1
		civilian_intel_to_others = 15
	}
	targeted_modifier = {
		tag = GER
		trade_cost_for_target_factor = -0.7
		cic_to_target_factor = 0.05
	}
}
### Entity: Event
Component: lar_spain.60
Constructs: is_triggered_only, limit, set_cosmetic_tag, every_state, is_core_of, add_core_of, annex_country
Source: game
File: events/LAR_Spain.txt

Code:
country_event = {
	id = lar_spain.60
	title = lar_spain.60.t
	desc = lar_spain.60.desc
	picture = GFX_report_event_generic_sign_treaty3
	is_triggered_only = yes
	option = {
		name = lar_spain.60.a
		set_cosmetic_tag = ESU_POR_unified
		every_state = {
			limit = {
				is_core_of = POR
			}
			add_core_of = ROOT
		}
		annex_country = {
			target = FROM
			transfer_troops = yes
		}
	}
}
### Entity: National Focus
Tree: men_focus
Component: MEN_tear_up_the_qin_doihara_agreement
Constructs: prerequisite, add_war_support, completion_reward, add_political_power, random_owned_controlled_state, remove_dynamic_modifier
Source: game
File: common/national_focus/mengkukuo.txt

Code:
focus = {
	id = MEN_tear_up_the_qin_doihara_agreement
	icon = GFX_focus_renounce_the_treaty_of_trianon
	available = {
		controls_state = 612
	}
	bypass_if_unavailable = yes
	prerequisite = {
		focus = MEN_no_country_for_fascist_sympathisers
	}
	x = 0
	y = 2
	relative_position_id = MEN_no_country_for_fascist_sympathisers
	cost = 8
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		add_war_support = 0.05
		add_political_power = 35
		random_owned_controlled_state = {
			prioritize = {
				612
			}
			remove_dynamic_modifier = {
				modifier = r56_MEN_demilitarized_state
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_war_with_france
Constructs: prerequisite, has_war_with, completion_reward, is_subject, is_in_faction_with, add_named_threat, create_wargoal, take_state_focus
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_war_with_france
	icon = GFX_focus_attack_france
	alternate_icon = GFX_focus_GER_war_with_france
	prerequisite = {
		focus = GER_around_maginot GER_operation_weserubung
	}
	x = 1
	y = 1
	relative_position_id = GER_around_maginot
	cost = 10
	bypass = {
		OR = {
			NOT = {
				country_exists = FRA
			}
			has_war_with = FRA
		}
	}
	available = {
		is_subject = no
		NOT = {
			is_in_faction_with = FRA
		}
	}
	historical_ai = {
		date = > 1939.1.1
		NOT = {
			any_neighbor_country = {
				has_war_with = ROOT
			}
		}
	}
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 0.05
			date = < 1939.1.1
		}
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		add_named_threat = {
			threat = 5
			name = GER_war_with_france_threat
		}
		create_wargoal = {
			type = take_state_focus
			target = FRA
			expire = 0
			generator = {
				28
			}
		}
	}
}
### Entity: National Focus
Tree: hol_focus
Component: HOL_daf
Constructs: prerequisite, limit, completion_reward, has_full_control_of_state, has_dlc, add_mio_size, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_daf
	available = {
		has_full_control_of_state = 35
	}
	prerequisite = {
		focus = HOL_friesland_agricultural_impetus
	}
	icon = GFX_focus_hol_daf
	x = 0
	y = 1
	relative_position_id = HOL_friesland_agricultural_impetus
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:HOL_daf_organization = {
				add_mio_size = 2
			}
		}
		ELSE = {
			custom_effect_tooltip = HOL_daf_tt
		}
		35 = {
			if = {
				limit = {
					35 = {
						free_building_slots = {
							building = arms_factory
							size = > 3
							include_locked = yes
						}
					}
				}
				add_extra_state_shared_building_slots = 4
				add_building_construction = {
					type = arms_factory
					level = 4
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Character
Component: TRA_pot
Source: game
File: common/characters/TRA.txt

Code:
TRA_pot = {
	advisor = {
		slot = political_advisor
		idea_token = TRA_pot
		allowed = {
			original_tag = TRA
		}
		traits = {
			prince_of_terror
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_europe_2
		}
	}
}
### Entity: Idea
Component: AST_R56_ran_torped_factory_designer
Constructs: has_completed_focus, research_bonus
Source: game
File: common/ideas/r56_australia.txt

Code:
AST_R56_ran_torped_factory_designer = {
	picture = the_long_lance
	allowed = {
		original_tag = AST
	}
	available = {
		has_completed_focus = AST_R56_ran_torped_factory
	}
	cost = 50
	research_bonus = {
		air_equipment = 0.15
		torpedo_equipment = 0.1
	}
	traits = {
		naval_aircraft_manufacturer
	}
}
### Entity: Idea
Component: r56_volksgemeinschaft_idea_1
Constructs: stability_factor, production_speed_buildings_factor, removal_cost, mobilization_speed
Source: game
File: common/ideas/r56_germany.txt

Code:
r56_volksgemeinschaft_idea_1 = {
	name = volksgemeinschaft_idea
	allowed = {
		always = no
	}
	removal_cost = -1
	picture = GER_r56_volksgemeinschaft
	modifier = {
		production_speed_buildings_factor = 0.05
		conversion_cost_civ_to_mil_factor = -0.05
		mobilization_speed = 0.05
		stability_factor = 0.05
	}
}
### Entity: Event
Component: poland.194
Constructs: is_triggered_only, ai_chance, limit, random_country, has_war_with, has_country_flag, set_country_flag, change_state_after_war
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland.194
	title = poland.194.t
	desc = poland.194.d
	picture = GFX_report_event_danzig_police
	is_triggered_only = yes
	option = {
		name = poland.194.a
		ai_chance = {
			base = 50
			modifier = {
				factor = 0
				strength_ratio = {
					tag = GER
					ratio = < 0.5
				}
			}
		}
		DNZ = {
			set_country_flag = Gdansk_POL_Border_War_For_Danzig
		}
		start_border_war = {
			change_state_after_war = no
			attacker = {
				state = 807
				num_provinces = 2
				on_win = Gdansk_poland_border_conflict.2
				on_lose = Gdansk_poland_border_conflict.3
				on_cancel = Gdansk_poland_border_conflict.4
			}
			defender = {
				state = 85
				num_provinces = 1
				on_win = Gdansk_poland_border_conflict.3
				on_lose = Gdansk_poland_border_conflict.2
				on_cancel = Gdansk_poland_border_conflict.4
			}
		}
		random_country = {
			limit = {
				original_tag = DNZ
				has_country_flag = Gdansk_POL_Border_War_For_Danzig
			}
			activate_targeted_decision = {
				target = POL
				decision = Gdansk_POL_border_conflict_time_until_cancelled
			}
		} {
			limit = {
				original_tag = DNZ
				has_country_flag = Gdansk_POL_Border_War_For_Danzig
			}
			POL = {
				activate_targeted_decision = {
					target = GER
					decision = Gdansk_POL_border_conflict_time_until_cancelled
				}
			}
		}
	} {
		name = poland.194.b
		trigger = {
			GER = {
				has_country_flag = POL_GER_Danzig_Interverntion
				is_subject = no
				has_civil_war = no
				NOT = {
					has_war_with = POL
				} {
					is_in_faction_with = POL
				}
			}
			63 = {
				is_controlled_by = GER
			}
		}
		ai_chance = {
			base = 50
		}
		GER = {
			set_country_flag = Danzig_POL_Border_War_For_Danzig
			start_border_war = {
				change_state_after_war = no
				attacker = {
					state = 63
					num_provinces = 4
					on_win = Danzig_poland_border_conflict.3
					on_lose = Danzig_poland_border_conflict.2
					on_cancel = Danzig_poland_border_conflict.4
				}
				defender = {
					state = 807
					num_provinces = 4
					on_win = Danzig_poland_border_conflict.2
					on_lose = Danzig_poland_border_conflict.3
					on_cancel = Danzig_poland_border_conflict.4
				}
			}
		}
		random_country = {
			limit = {
				original_tag = GER
				has_country_flag = Danzig_POL_Border_War_For_Danzig
			}
			activate_targeted_decision = {
				target = POL
				decision = Danzig_POL_border_conflict_escalate_to_war
			} {

# ... (truncated)