Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: ger_focus
Component: GER_fuhrerprinzip
Constructs: prerequisite, limit, has_government, completion_reward, add_political_power, has_country_leader, add_popularity, has_country_leader_with_trait
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_fuhrerprinzip
	dynamic = yes
	alternate_icon = GFX_focus_GER_support_the_fuhrer_historical
	icon = {
		GFX_focus_GER_fuhrerprinzip_todt = {
			has_country_leader = {
				ruling_only = yes
				character = GER_fritz_todt
			}
		}
		GFX_focus_GER_fuhrerprinzip_speer = {
			has_country_leader = {
				ruling_only = yes
				character = GER_albert_speer
			}
		}
		GFX_focus_GER_fuhrerprinzip_goring = {
			has_country_leader = {
				ruling_only = yes
				character = GER_hermann_goring
			}
		}
		GFX_focus_GER_fuhrerprinzip_himmler = {
			has_country_leader = {
				ruling_only = yes
				character = GER_heinrich_himmler
			}
		}
		GFX_focus_GER_fuhrerprinzip_goebbels = {
			has_country_leader = {
				ruling_only = yes
				character = GER_joseph_goebbels
			}
		}
		GFX_focus_GER_fuhrerprinzip_hess = {
			has_country_leader = {
				ruling_only = yes
				character = GER_rudolf_hess
			}
		}
		GFX_focus_GER_fuhrerprinzip_bormann = {
			has_country_leader = {
				ruling_only = yes
				character = GER_martin_bormann
			}
		}
		GFX_focus_GER_fuhrerprinzip_braun = {
			has_country_leader = {
				ruling_only = yes
				character = GER_eva_braun
			}
		}
		GFX_focus_GER_support_the_fuhrer = yes
	}
	prerequisite = {
		focus = GER_remilitarize_the_rhineland
	}
	x = -17
	y = 8
	relative_position_id = GER_remilitarize_the_rhineland
	cost = 5
	available = {
		has_government = fascism
	}
	search_filters = {
		FOCUS_FILTER_INNER_CIRCLE FOCUS_FILTER_HISTORICAL FOCUS_FILTER_POLITICAL FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		custom_effect_tooltip = GER_fuhrerprinzip_inner_circle_tt generic_skip_one_line_tt
		add_political_power = 50
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
		if = {
			limit = {
				has_country_leader_with_trait = GER_der_fuhrer
			}
			random_character = {
				limit = {
					is_country_leader = yes
				}
				swap_country_leader_traits = {
					remove = GER_der_fuhrer
					add = GER_der_fuhrer_fuhrerprinzip
				}
			}
		}
		else_if = {
			limit = {
				has_country_leader_with_trait = GER_der_fuhrer_wehrmacht
			}
			random_character = {
				limit = {
					is_country_leader = yes
				}
				swap_country_leader_traits = {
					remove = GER_der_fuhrer_wehrmacht
					add = GER_der_fuhrer_fuhrerprinzip_wehrmacht
				}
			}
		} {
			limit = {
				has_country_leader_with_trait = GER_der_fuhrer_neurath
			}
			rando
# ... (truncated)
### Entity: National Focus
Tree: pru_focus
Component: PRU_hispanism
Constructs: has_completed_focus, prerequisite, limit, add_ideas, completion_reward, has_game_rule, unlock_decision_tooltip
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_hispanism
	prerequisite = {
		focus = PRU_peruvian_blackshirts PRU_give_power_to_general_ureta PRU_invite_carlos
	}
	icon = GFX_focus_spa_the_phalanx_ascendant
	x = 9
	y = 1
	relative_position_id = PRU_peruvian_blackshirts
	offset = {
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = PRU_look_to_the_past
		}
		x = -33
	}
	cost = 5
	available = {
		OR = {
			has_completed_focus = PRU_legacy_of_sachez_cerro
			AND = {
				has_completed_focus = PRU_invite_carlos PRU_launch_the_coup
			}
		}
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = PRU_peru_falangism
		if = {
			limit = {
				NOT = {
					has_completed_focus = PRU_incaism
				}
			}
			unlock_decision_tooltip = form_hispanoamerica
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
}
### Entity: Trigger Reference
Construct: non_damaged_building_level
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## non_damaged_building_level

* Supported Scopes: STATE
* Supported Targets: none

```
check if a state has enough non damaged buildings


Example:
non_damaged_building_level = {
	building = arms_factory
	level = 5
}
```
### Entity: Character
Component: URG_luis_alberto_herrera
Source: game
File: common/characters/URG.txt

Code:
URG_luis_alberto_herrera = {
	portraits = {
		civilian = {
			large = GFX_portrait_URG_luis_alberto_herrera
		}
	}
	country_leader = {
		ideology = moderatism
		traits = {
			pan_americanist_caudillo
		}
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_solidify_internal_control
Constructs: prerequisite, limit, remove_ideas, add_stability, completion_reward, add_political_power, has_idea, swap_ideas
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_solidify_internal_control
	icon = GFX_goal_generic_communist_loyalty
	prerequisite = {
		focus = SOV_trotskyite_victory
	}
	x = 1
	y = 1
	relative_position_id = SOV_trotskyite_victory
	cost = 5
	ai_will_do = {
		factor = 10
	}
	bypass = {
		NOT = {
			OR = {
				has_idea = SOV_internal_chaos_1 SOV_internal_chaos_2 SOV_internal_chaos_3
			}
		}
	}
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				has_idea = SOV_internal_chaos_1
			}
			remove_ideas = SOV_internal_chaos_1
			add_stability = 0.1
			add_political_power = 75
		} {
			limit = {
				has_idea = SOV_internal_chaos_3
			}
			swap_ideas = {
				remove_idea = SOV_internal_chaos_3
				add_idea = SOV_internal_chaos_2
			}
			add_stability = 0.1
			add_political_power = 25
		} {
			limit = {
				has_idea = SOV_internal_chaos_2
			}
			swap_ideas = {
				remove_idea = SOV_internal_chaos_2
				add_idea = SOV_internal_chaos_1
			}
			add_stability = 0.1
			add_political_power = 50
		}
		else = {
			add_stability = 0.1
			add_political_power = 75
		}
		modify_timed_idea = {
			idea = officers_purged_civil_war
			days = -30
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Country History
Country: MNT
Component: MNT_technology
Constructs: set_technology
Source: game
File: history/countries/MNT - Montenegro.txt

Code:
# Starting Technologies for MNT
set_technology = {
	tech_support = 1
	tech_engineers = 1
	tech_mountaineers = 1
	infantry_weapons = 1
	infantry_weapons1 = 1
}
### Entity: Event
Component: belgium.139
Constructs: ai_chance, has_country_flag, fire_only_once, add_political_power, has_equipment, send_equipment, set_country_flag, add_autonomy_ratio
Source: game
File: events/BEL_additional_events.txt

Code:
country_event = {
	id = belgium.139
	title = belgium.139.t
	desc = belgium.139.desc
	picture = GFX_report_event_merchant_ship_01
	mean_time_to_happen = {
		days = 15
	}
	fire_only_once = yes
	trigger = {
		tag = BEL
		has_equipment = {
			infantry_equipment = > 320
		}
		has_country_flag = BEL_promised_rifles_COG
	}
	option = {
		name = belgium.139.a
		send_equipment = {
			target = COG
			type = infantry_equipment
			amount = 300
		}
		set_country_flag = BEL_rifles_COG_1
		COG = {
			country_event = {
				id = belgium.143
				days = 1
			}
		}
	} {
		ai_chance = {
			base = 0
		}
		name = belgium.139.b
		add_political_power = -75
		COG = {
			add_autonomy_ratio = {
				value = 0.15
				localization = congolese_self_reliance
			}
		} {
			country_event = {
				id = belgium.142
				days = 1
			}
		}
	}
}
### Entity: Event
Component: EST_events.4
Constructs: is_triggered_only, ai_chance, annex_country, create_wargoal, annex_everything
Source: game
File: events/NSB_Estonia.txt

Code:
country_event = {
	id = EST_events.4
	title = EST_events.4.t
	desc = EST_events.4.d
	picture = GFX_report_event_generic_conference
	is_triggered_only = yes
	option = {
		name = EST_events.4.a
		ai_chance = {
			base = 30
		}
		effect_tooltip = {
			FROM = {
				annex_country = {
					target = ROOT
					transfer_troops = yes
				}
			}
		}
		hidden_effect = {
			FROM = {
				country_event = EST_events.201
			}
		}
	} {
		name = EST_events.4.b
		ai_chance = {
			base = 0
		}
		effect_tooltip = {
			FROM = {
				create_wargoal = {
					type = annex_everything
					target = ROOT
				}
			}
		}
		hidden_effect = {
			FROM = {
				country_event = EST_events.202
			}
		}
	}
}
### Entity: Event
Component: SEA_warlords.65
Constructs: is_triggered_only, ai_chance, fire_only_once, is_historical_focus_on, random_hours
Source: game
File: events/SEA_Warlords.txt

Code:
country_event = {
	id = SEA_warlords.65
	title = SEA_warlords.65.t
	desc = SEA_warlords.65.desc
	picture = GFX_report_event_chinese_officers
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_warlords.65.a
		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
		FROM = {
			country_event = {
				id = SEA_warlords.66
				hours = 4
				random_hours = 6
			}
		}
	} {
		name = SEA_warlords.65.b
		ai_chance = {
			base = 0
		}
		FROM = {
			country_event = {
				id = SEA_warlords.67
				hours = 4
				random_hours = 6
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_NAVAL_avoid_borneo
Constructs: has_war, has_war_with
Source: game
File: common/ai_strategy/EAI_MILITARY_naval_strategies.txt

Code:
EAI_MILITARY_NAVAL_avoid_borneo = {
	enable = {
		has_war = yes
		AND = {
			334 = {
				CONTROLLER = {
					has_war_with = ROOT
				}
			}
			672 = {
				CONTROLLER = {
					has_war_with = ROOT
				}
			}
			335 = {
				CONTROLLER = {
					has_war_with = ROOT
				}
			}
			336 = {
				CONTROLLER = {
					has_war_with = ROOT
				}
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = naval_avoid_region
		id = 93
		value = 50
	} {
		type = naval_avoid_region
		id = 72
		value = 50
	} {
		type = naval_avoid_region
		id = 91
		value = 50
	} {
		type = naval_avoid_region
		id = 80
		value = 50
	}
}
### Entity: Idea
Component: EAI_DD_13/amphibious_tank_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_13/amphibious_tank_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		amphibious_tank_chassis = {
			build_cost_ic = -0.325
			instant = yes
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_36
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_36 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 36
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 36
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_land_reforms
Constructs: prerequisite, has_war, limit, add_ideas, remove_ideas, has_government, add_stability, completion_reward
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_land_reforms
	icon = GFX_focus_generic_land_reclamation
	relative_position_id = CHL_an_attempt_to_maintain_our_neutrality
	x = 1
	y = 1
	cost = 10
	prerequisite = {
		focus = CHL_an_attempt_to_maintain_our_neutrality CHL_support_the_democracies
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 1.5
		modifier = {
			factor = 2
			has_war = no
		}
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER FOCUS_FILTER_STABILITY FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		remove_ideas = idea_CHL_the_Hacienda_inquilinaje_system
		IF = {
			limit = {
				AND = {
					has_government = democratic
					CHL_has_left_wing_government = yes
				}
			}
			add_ideas = CHL_socialist_land_reform
		}
		ELSE_IF = {
			limit = {
				has_government = communism
			}
			add_political_power = 50
			add_stability = 0.1
			add_ideas = CHL_socialist_land_reform
		} {
			limit = {
				CHL_has_right_wing_government = yes
			}
			add_ideas = CHL_abolished_serfdom
		}
	}
}
### Entity: Character
Component: KAZ_acr
Source: game
File: common/characters/KAZ.txt

Code:
KAZ_acr = {
	advisor = {
		slot = air_chief
		idea_token = KAZ_acr
		allowed = {
			original_tag = KAZ
		}
		traits = {
			air_chief_reform_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_asia_3
		}
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_AREA_capital_defense_361
Constructs: has_war_with
Source: game
File: common/ai_strategy/EAI_MILITARY_strategies.txt

Code:
EAI_MILITARY_AREA_capital_defense_361 = {
	enable = {
		CAPITAL_SCOPE = {
			state = 361
		}
		any_of_scopes = {
			array = global.EAI_MAP_capital_defense_361
			CONTROLLER = {
				has_war_with = ROOT
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		ratio = 0.01
		order_id = 9
		states = {
			361
		}
		subtract_invasions_from_need = no
		subtract_fronts_from_need = no
	}
}
### Entity: AI Strategy
Component: USA_cv_fighter
Constructs: has_war_with, has_navy_size, has_tech, any_of
Source: game
File: common/ai_equipment/USA_planes.txt

Code:
USA_cv_fighter = {
	category = air
	available_for = {
		USA
	}
	roles = {
		air_cv_fighter
	}
	priority = {
		factor = 1000
		modifier = {
			has_navy_size = {
				unit = carrier
				size = < 1
			}
			factor = 0
		} {
			has_war_with = JAP
			factor = 2
		}
	}
	great_war_cv_fighter_default = {
		priority = {
			factor = 1
			modifier = {
				has_tech = basic_small_airframe
				factor = 0
			}
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = cv_small_plane_airframe_0
			modules = {
				fixed_main_weapon_slot = light_mg_4x
				fixed_auxiliary_weapon_slot_1 = empty
				engine_type_slot = engine_1_1x
				special_type_slot_1 = empty
				special_type_slot_2 = empty
			}
		}
		allowed_modules = {
			engine_1_1x light_mg_4x
		}
	}
	basic_cv_fighter_default = {
		priority = {
			factor = 100
		}
		history = yes
		target_variant = {
			match_value = 2000
			type = cv_small_plane_airframe_1
			modules = {
				fixed_main_weapon_slot = light_mg_4x
				fixed_auxiliary_weapon_slot_1 = heavy_mg_2x
				engine_type_slot = engine_2_1x
				special_type_slot_1 = empty
				special_type_slot_2 = empty
			}
		}
		allowed_modules = {
			light_mg_4x heavy_mg_2x engine_2_1x armor_plate_small
		}
	}
	improved_cv_fighter_default = {
		priority = {
			factor = 10
		}
		history = yes
		target_variant = {
			match_value = 3000
			type = cv_small_plane_airframe_2
			modules = {
				fixed_main_weapon_slot = heavy_mg_4x
				fixed_auxiliary_weapon_slot_1 = heavy_mg_2x
				engine_type_slot = engine_3_1x
				special_type_slot_1 = empty
				special_type_slot_2 = empty
			}
		}
		allowed_modules = {
			heavy_mg_4x heavy_mg_2x engine_3_1x
		}
	}
	advanced_cv_fighter_default = {
		priority = {
			factor = 10
		}
		history = yes
		target_variant = {
			match_value = 4000
			type = cv_small_plane_airframe_3
			modules = {
				fixed_main_weapon_slot = aircraft_cannon_1_2x
				fixed_auxiliary_weapon_slot_1 = aircraft_cannon_1_2x
				engine_type_slot = engine_4_1x
				special_type_slot_1 = armor_plate_small
				special_type_slot_2 = {
					any_of = {
						rocket_rails bomb_locks
					}
				}
				special_type_slot_3 = drop_tanks
			}
		}
		allowed_modules = {
			aircraft_cannon_1_2x rocket_rails bomb_locks drop_tanks engine_4_1x armor_plate_small
		}
	}
	jet_cv_fighter_default = {
		priority = {
			factor = 10
		}
		history = yes
		target_variant = {
			match_value = 4000
			type
# ... (truncated)
### Entity: National Focus
Tree: raj_focus
Component: RAJ_purchase_decomissioned_british_ships
Constructs: prerequisite, completion_reward, has_idea, cancel_if_invalid
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_purchase_decomissioned_british_ships
	icon = GFX_focus_generic_navy_battleship2
	prerequisite = {
		focus = RAJ_obtain_british_naval_contracts
	}
	x = -1
	y = 3
	relative_position_id = RAJ_royal_indian_navy_dlc
	cost = 5
	available = {
		has_idea = RAJ_british_naval_agreement
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INTERNATIONAL_TRADE
	}
	completion_reward = {
		ENG = {
			country_event = {
				id = GOE_RAJ_navy.7
				days = 1
			}
		}
	}
}
### Entity: Country History
Country: PAN
Component: PAN_misc
Constructs: recruit_character, set_technology, add_political_power, set_country_flag, set_convoys, add_command_power, complete_national_focus, set_grand_doctrine
Source: game
File: history/countries/PAN - Panama.txt

Code:
# Misc for PAN
capital = 304
set_country_flag = monroe_doctrine
set_convoys = 10
1939.1.1 = {
	add_political_power = 1198
	add_command_power = 100
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort naval_effort large_navy industrial_effort construction_effort production_effort
	oob = PAN_1939
	set_technology = {
		infantry_weapons1 = 1
		electronic_mechanical_engineering = 1
		radio = 1
		mechanical_computing = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		fuel_silos = 1
		construction1 = 1
		construction2 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
	}
	set_grand_doctrine = grand_battleplan new_fleet_in_being new_strategic_destruction
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
{
	set_politics = {
		ruling_party = democratic
		last_election = 1936.6.7
		election_frequency = 48
		elections_allowed = yes
	}
	recruit_character = PAN_juan_demostenes_arosemena PAN_july_portocarrero
	promote_character = PAN_juan_demostenes_arosemena PAN_july_portocarrero
	retire_character = PAN_harmodio_arias_madrid PAN_bartolomé_sinibaldi
}
### Entity: Character
Component: NKR_kim_chaek
Source: game
File: common/characters/NKR.txt

Code:
NKR_kim_chaek = {
	name = Kim Chaek
	portraits = {
		army = {
			large = gfx/leaders/Asia/Portrait_Asia_Generic_land_2.dds
			small = gfx/interface/ideas/idea_asia_generic_land_2.dds
		}
	}
	advisor = {
		slot = high_command
		idea_token = kim_chaek
		allowed = {
			original_tag = NKR
		}
		traits = {
			army_CombinedArms_2
		}
		ai_will_do = {
			factor = 1
		}
	}
	corps_commander = {
		traits = {
			politically_connected
		}
		skill = 2
		attack_skill = 2
		defense_skill = 2
		planning_skill = 1
		logistics_skill = 2
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_unite_pashtunistan
Constructs: prerequisite, limit, add_war_support, completion_reward, set_cosmetic_tag, add_core_of, is_owned_by, create_wargoal
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_unite_pashtunistan
	icon = GFX_focus_AFG_concessions_to_pashtuns
	prerequisite = {
		focus = AFG_appraoch_anti_communist_theologians
	}
	x = 0
	y = 1
	relative_position_id = AFG_appraoch_anti_communist_theologians
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_MANPOWER FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		set_cosmetic_tag = PSH
		add_war_support = 0.1
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt available_political_advisor
		988 = {
			add_core_of = ROOT
		}
		IF = {
			limit = {
				988 = {
					NOT = {
						is_owned_by = ROOT
					}
				}
			}
			988 = {
				owner = {
					ROOT = {
						create_wargoal = {
							type = take_core_state
							target = PREV
							generator = {
								988
							}
						}
					}
				}
			}
		}
		show_ideas_tooltip = AFG_mohammad_gul_khan_momand
	}
}
### Entity: Country Definition
Component: TBE_third_bulgarian_empire_communism
Source: game
File: common/countries/cosmetic.txt

Code:
TBE_third_bulgarian_empire_communism = {
	color = {
		rgb = {
			138 249 195
		}
	}
	color_ui = {
		rgb = {
			138 249 195
		}
	}
}
### Entity: Idea
Component: VEN_military_disloyalty
Constructs: planning_speed
Source: game
File: common/ideas/r56_venezuela.txt

Code:
VEN_military_disloyalty = {
	picture = chi_war_of_resistance
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	modifier = {
		planning_speed = -0.25
		military_leader_cost_factor = 1.0
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3ANaval_leader_rank_4.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
Naval_leader_rank_4.png &#8206;(96 × 20 pixels, file size: 5 KB, MIME type: image/png)
### Entity: Character
Component: SOV_tsar_vsevolod_ivanovich
Source: game
File: common/characters/SOV.txt

Code:
SOV_tsar_vsevolod_ivanovich = {
	name = SOV_tsar_vsevolod_ivanovich
	portraits = {
		civilian = {
			large = GFX_portrait_SOV_vsevolod_ivanovich
		}
	}
	country_leader = {
		ideology = despotism
		expire = 1953.3.1.1
		id = -1
	}
}
### Entity: Event
Component: wuw_GER_monroe.6
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, add_to_array, remove_from_array, set_country_flag, add_ai_strategy
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_monroe.6
	title = wuw_GER_monroe.6.t
	desc = wuw_GER_monroe.6.desc
	picture = GFX_report_event_generic_usa_treaty
	is_triggered_only = yes
	option = {
		name = wuw_GER_monroe.6.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 0.5
				FROM = {
					surrender_progress = > 0.15
				}
			} {
				factor = 0.2
				FROM = {
					surrender_progress = > 0.25
				}
			} {
				factor = 0.2
				democratic = > 0.5
			}
		}
		custom_effect_tooltip = wuw_GER_monroe.6.a_tt
		hidden_effect = {
			add_to_array = {
				global.monroe_countries_in_support = ROOT
			}
			capital_scope = {
				add_to_array = {
					global.monroe_captials_in_support = THIS
				}
			}
			remove_from_array = {
				global.monroe_doctrine_countries_to_destabilize = ROOT
			}
			ROOT = {
				capital_scope = {
					remove_from_array = {
						global.monroe_doctrine_capitals_to_destabilize = THIS
					}
				}
			}
			set_country_flag = monroe_country_in_support_flag
		}
		FROM = {
			add_opinion_modifier = {
				target = ROOT
				modifier = GER_supported_the_monroe_doctrine_good
			}
			add_ai_strategy = {
				type = befriend
				id = ROOT
				value = 100
			}
		}
		add_ai_strategy = {
			type = befriend
			id = FROM
			value = 100
		}
	} {
		name = wuw_GER_monroe.6.b
		ai_chance = {
			base = 1
			modifier = {
				factor = 5
				fascism = > 0.5
			}
		}
		custom_effect_tooltip = wuw_GER_monroe.6.b_tt
	}
}
### Entity: Event
Component: kns.1
Constructs: is_triggered_only, has_war_with, is_in_faction_with
Source: game
File: events/r56_japan.txt

Code:
news_event = {
	id = kns.1
	title = kns.1.t
	desc = kns.1.d
	picture = GFX_news_event_jap_japanese_civil_war
	is_triggered_only = yes
	major = yes
	fire_for_sender = no
	option = {
		name = kns.1.a
		trigger = {
			ROOT = {
				has_war_with = JAP
			}
		}
	} {
		name = kns.1.b
		trigger = {
			ROOT = {
				NOT = {
					has_war_with = JAP
					is_in_faction_with = JAP
				}
			}
		}
	} {
		name = kns.1.c
		trigger = {
			ROOT = {
				NOT = {
					has_war_with = JAP
				}
				is_in_faction_with = JAP
			}
		}
	}
}
### Entity: AI Strategy
Component: ai_focus_naval_FIN
Source: game
File: common/ai_focuses/FIN.txt

Code:
ai_focus_naval_FIN = {
	research = {
		naval_equipment = 10.0
		naval_doctrine = 15.0
		marine_tech = 1.0
		dd_tech = 10.0
		cl_tech = 10.0
		ca_tech = 1.0
		bc_tech = 1.0
		bb_tech = 1.0
		shbb_tech = 3.0
		tp_tech = 1.0
		cv_tech = 1.0
		ss_tech = 10.0
	}
}
### Entity: Modifier Reference
Component: CHI_state_of_the_united_front
Constructs: army_defence_factor, stability_factor, war_support_factor, has_war_with, has_country_flag, remove_trigger, is_ally_with, planning_speed
Source: game
File: common/dynamic_modifiers/r56_china_and_co_dm.txt

Code:
CHI_state_of_the_united_front = {
	enable = {
		always = yes
	}
	remove_trigger = {
		OR = {
			NOT = {
				OR = {
					is_ally_with = CUG
					tag = CUG
				}
			} {
				has_war_with = JAP
			} {
				has_country_flag = CHI_new_cuf_flag_to_be_sure_its_not_already_taken_lol
			}
		}
	}
	icon = GFX_idea_chi_incompetent_officers
	army_defence_factor = global.CHI_CUF2
	planning_speed = global.CHI_CUF2
	stability_factor = global.CHI_CUF
	war_support_factor = global.CHI_CUF
}