Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/SOM_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_0
			creator = SOM
		}
		requested_factories = 1
		progress = 0.75
		efficiency = 100
	}
}
### Entity: Scripted Trigger
Component: SOV_has_ship_merged_2_black_sea
Constructs: has_country_flag
Source: game
File: common/scripted_triggers/SOV_scripted_triggers.txt

Code:
SOV_has_ship_merged_2_black_sea = {
	OR = {
		has_country_flag = SOV_merge_ship_black_sea_shipyard_2_flag SOV_merge_ship_sevastopol_marine_plant_2_flag
	}
}
### Entity: Character
Component: CZE_alexej_surin
Source: game
File: common/characters/CZE.txt

Code:
CZE_alexej_surin = {
	name = CZE_alexej_surin
	portraits = {
		army = {
			large = GFX_portrait_CZE_alexej_surin
		}
	}
	scientist = {
		traits = {
			scientist_trait_armored_specialist scientist_trait_gifted_engineer
		}
		skills = {
			specialization_land = 3
		}
	}
}
### Entity: AI Strategy
Component: CUB_historical_plan
Constructs: has_war, is_historical_focus_on
Source: game
File: common/ai_strategy_plans/CUB_historical_strategy_plan.txt

Code:
CUB_historical_plan = {
	name = CUB: Cuba Historical AI Plan
	desc = Historical behavior for Cuba.
	allowed = {
		original_tag = CUB
	}
	enable = {
		is_historical_focus_on = yes
	}
	abort = {
		has_war = yes
	}
	focus_factors = {
		CUB_military_coup = 0
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Idea
Component: MAC_acd2
Source: game
File: common/ideas/macedonia.txt

Code:
MAC_acd2 = {
	picture = generic_army_europe_1
	allowed = {
		original_tag = MAC
	}
	traits = {
		army_chief_defensive_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: AUS_better_germany
Constructs: war_support_factor, has_government, has_country_leader, removal_cost, fascism_drift
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_better_germany = {
	picture = AUS_austrofascissm
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
		NOT = {
			has_country_leader = {
				character = AUS_josef_leopold
				ruling_only = yes
			} {
				character = AUS_arthur_seyss_inquart
				ruling_only = yes
			}
		}
	}
	removal_cost = -1
	modifier = {
		political_power_factor = 0.05
		war_support_factor = 0.1
		fascism_drift = 0.02
		drift_defence_factor = 0.1
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_union_of_fascist_little_ones_old
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_union_of_fascist_little_ones_old
	text = SOV_union_of_fascist_little_ones
	icon = GFX_goal_small_infantry
	prerequisite = {
		focus = SOV_commit_to_the_orthodox_church_old
	}
	x = -1
	y = 1
	relative_position_id = SOV_commit_to_the_orthodox_church_old
	mutually_exclusive = {
		focus = SOV_russian_women_fascist_movement_old
	}
	cost = 10
	ai_will_do = {
		factor = 0
	}
	available = {

	}
	bypass = {

	}
	completion_reward = {
		add_ideas = SOV_union_of_fascist_little_ones
	}
}
### Entity: Character
Component: GER_heinrich_himmler
Constructs: has_completed_focus, has_government, has_country_flag
Source: game
File: common/characters/GER.txt

Code:
GER_heinrich_himmler = {
	name = GER_heinrich_himmler
	portraits = {
		army = {
			small = GFX_portrait_GER_heinrich_himmler_small
			large = GFX_portrait_GER_heinrich_himmler
		}
		civilian = {
			large = GFX_portrait_GER_heinrich_himmler
		}
	}
	allowed_civil_war = {
		has_government = fascism
	}
	advisor = {
		slot = political_advisor
		idea_token = heinrich_himmler
		allowed = {
			original_tag = GER
		}
		available = {
			OR = {
				has_government = fascism
				has_country_flag = GER_reinstated_nazi_leadership
			}
			NOT = {
				has_completed_focus = GER_ascension_of_himmler
			}
		}
		visible = {
			always = no
			has_government = fascism
			NOT = {
				has_completed_focus = GER_oppose_hitler_ww
			}
		}
		on_add = {
			custom_effect_tooltip = GER_SS_himmler_recruit
		}
		traits = {
			prince_of_terror
		}
	}
}
### Entity: Scripted Trigger
Component: big_fascist_exists
Constructs: has_government, is_major, has_capitulated
Source: game
File: common/scripted_triggers/00_scripted_triggers.txt

Code:
big_fascist_exists = {
	any_other_country = {
		is_major = yes
		has_government = fascism
		has_capitulated = no
		exists = yes
	}
}
### Entity: Modifier Reference
Construct: river_crossing_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## river_crossing_factor

* Number with 2 decimal places
* **Categories**: unit_leader
### Entity: Shared Focus
Tree: raj_focus
Component: RAJ_Excavation_Investments
Constructs: shared_focus, prerequisite, limit, add_ideas, completion_reward, add_tech_bonus, add_resource
Source: game
File: common/national_focus/r56_india_shared.txt

Code:
shared_focus = {
	id = RAJ_Excavation_Investments
	icon = GFX_goal_generic_excavation_equipment
	cost = 10
	ai_will_do = {
		factor = 5
	}
	prerequisite = {
		focus = RAJ_Protectionist_Tariffs
	}
	x = -3
	y = 2
	relative_position_id = RAJ_Establish_the_Planning_Commission
	completion_reward = {
		add_tech_bonus = {
			name = RAJ_Excavation_Investments
			uses = 2
			bonus = 0.75
			category = excavation_tech
		}
		add_ideas = RAJ_Foreign_Mining_Companies
		if = {
			limit = {
				controls_state = 426
			}
			add_resource = {
				type = steel
				amount = 9
				state = 426
			}
		}
	}
}
### Entity: Event
Component: SEA_japan_foreign_policy.18
Constructs: is_triggered_only, ai_chance, fire_only_once, random_hours, add_to_faction, has_opinion
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_foreign_policy.18
	title = SEA_japan_foreign_policy.18.t
	desc = SEA_japan_foreign_policy.18.desc
	picture = GFX_report_event_japanese_officers
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = SEA_japan_foreign_policy.18.a
		ai_chance = {
			base = 90
			modifier = {
				strength_ratio = {
					tag = JAP
					ratio = < 0.8
				}
				factor = 1.5
			}
		}
		FROM = {
			country_event = {
				id = SEA_japan_foreign_policy.19
				hours = 12
				random_hours = 24
			}
		}
		effect_tooltip = {
			FROM = {
				add_to_faction = ROOT
			}
		}
	} {
		name = SEA_japan_foreign_policy.18.b
		ai_chance = {
			base = 10
			modifier = {
				strength_ratio = {
					tag = JAP
					ratio = > 1.5
				}
				factor = 2
			} {
				has_opinion = {
					target = JAP
					value = > 25
				}
				factor = 2
			}
		}
		FROM = {
			country_event = {
				id = SEA_japan_foreign_policy.20
				hours = 12
				random_hours = 24
			}
		}
	}
}
### Entity: National Focus
Tree: fri_focus
Component: FRI_amnesty_law
Constructs: prerequisite, completion_reward, add_days_mission_timeout, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/FrenchIndochina.txt

Code:
focus = {
	id = FRI_amnesty_law
	icon = GFX_goal_generic_repeal_opressive_law
	cost = 8
	prerequisite = {
		focus = FRI_concessions_to_the_strikers
	}
	x = 1
	y = 1
	relative_position_id = FRI_concessions_to_the_strikers
	completion_reward = {
		add_days_mission_timeout = {
			mission = r56_FRI_nationist_uprising_2
			days = 365
		}
		swap_ideas = {
			remove_idea = FRI_growing_vietnamese_nationalism
			add_idea = FRI_calmed_vietnamese_nationalism
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: can_focus
Component: CAN_rowell_sirois_commission
Constructs: has_completed_focus, completion_reward, add_political_power, cancel_if_invalid
Source: game
File: common/national_focus/canada.txt

Code:
focus = {
	id = CAN_rowell_sirois_commission
	icon = GFX_goal_generic_consumer_goods
	x = 0
	y = 0
	cost = 10
	ai_will_do = {
		factor = 24
		modifier = {
			factor = 3
			has_completed_focus = CAN_crown_corporations
		}
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 120
	}
}
### Entity: Define
Component: NDefines_Graphics.NAirGfx
Source: game
File: common/defines/00_graphics.lua

Code:
NDefines_Graphics.NAirGfx = {
AIRPLANES_ANIMATION_GLOBAL_SPEED_PER_GAMESPEED = {
	0.22 , 0.28 , 0.32 , 0.38 , 0.44 , 0.5
}
ROCKET_SPEED = 15.0
AIRPLANES_CURVE_POINT_DENSITY = 2.0
AIRPLANES_CURVE_MAX_EXTRAPOLATION = 20.0
AIRPLANES_CURVE_MIN_ELEVATION = 4.0
AIRPLANES_SCALE_TAKEOFF_DIST = 0.1
AIRPLANES_SCALE_MIN = 0.1
AIRPLANES_SCALE_LANDING_DIST = 0.9
AIRPLANES_SMOOTH_INTERPOLATION_MOVE = 0.13
AIRPLANES_SMOOTH_INTERPOLATION_TURN = 0.12
AIRPLANES_BANK_STRENGTH = 210.0
AIRPLANES_BANK_ANGLE_LIMIT = 55.0
AIRPLANES_GROUND_COLLISION_OFFSET_Y = 0.0
AIRPLANES_GROUND_EXPLOSION_TIME_DELAY = 0.6
AIRPLANES_1_FIGHTER_PATROL_ANIM = 1
AIRPLANES_3_FIGHTER_PATROL_ANIM = 3
AIRPLANES_1_BOMBER_BOMBING_ANIM = 1
AIRPLANES_3_BOMBER_BOMBING_ANIM = 3
AIRPLANES_1_FIGHTER_VS_1_FIGHTER_ANIM = 1
AIRPLANES_3_FIGHTER_VS_3_FIGHTER_ANIM = 3
AIRPLANES_1_TRANSPORT_SUPPLY_ANIM = 1
AIRPLANES_3_TRANSPORT_SUPPLY_ANIM = 3
AIRPLANES_1_SCOUT_PLANE_PATROL_ANIM = 1
AIRPLANES_3_SCOUT_PLANE_PATROL_ANIM = 3
RANDOM_SCENARIO_ANIMATION_MAX_DELAY = 3.0
STRAT_BOMBER_FIREBOMB_THRESHOLD = 42.0
STRAT_BOMBER_CARPETBOMB_THRESHOLD = 16.0
BOMBERS_DIVISION_FACTOR = 30
MISSILES_DIVISION_FACTOR = 60
FIGHTERS_DIVISION_FACTOR = 30
SCOUT_PLANE_DIVISION_FACTOR = 30
TRANSPORT_DIVISION_FACTOR = 30
MAX_MISSILE_BOMBING_SCENARIOS = 2
MAX_PATROL_SCENARIOS = 2
MAX_BOMBING_SCENARIOS = 2
MAX_DOGFIGHTS_SCENARIOS = 3
MAX_TRANSPORT_SCENARIOS = 2
MAX_TRAINING_SCENARIOS = 2
MAX_SCOUT_SCENARIOS = 2
}
### Entity: Character
Component: XSM_ma_hongbin
Constructs: has_dlc
Source: game
File: common/characters/Warlords_China.txt

Code:
XSM_ma_hongbin = {
	instance = {
		allowed = {
			NOT = {
				has_dlc = No Compromise, No Surrender
			}
		}
		name = XSM_ma_hongbin
		portraits = {
			army = {
				large = GFX_portrait_XSM_ma_hongbin
				small = GFX_idea_generic_army_asia_1
			}
		}
		advisor = {
			slot = army_chief
			idea_token = XSM_ma_hongbin
			allowed = {
				original_tag = XSM
			}
			traits = {
				army_chief_defensive_2
			}
			cost = 100
			ai_will_do = {
				base = 1.0
			}
		}
		corps_commander = {
			skill = 3
			attack_skill = 2
			defense_skill = 3
			planning_skill = 3
			logistics_skill = 2
			legacy_id = -1
		}
	} {
		allowed = {
			has_dlc = No Compromise, No Surrender
		}
		name = XSM_ma_hongbin
		portraits = {
			army = {
				large = GFX_portrait_NXM_ma_hongbin
				small = GFX_portrait_NXM_ma_hongbin_small
			}
		}
		advisor = {
			slot = army_chief
			idea_token = XSM_ma_hongbin
			allowed = {
				OR = {
					original_tag = XSM KHM NXM GSM MAN
				}
			}
			traits = {
				army_chief_defensive_2
			}
			cost = 100
			ai_will_do = {
				base = 1.0
			}
		}
		corps_commander = {
			traits = {
				XSM_dubious_loyalty
			}
			skill = 3
			attack_skill = 2
			defense_skill = 3
			planning_skill = 3
			logistics_skill = 2
			legacy_id = -1
		}
	}
}
### Entity: Character
Component: NOR_stern_communist
Constructs: communism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
NOR_stern_communist = {
	random = no
	sprite = 13
	communism_drift = 0.09
	surrender_limit = 0.2
	political_power_factor = -0.05
}
### Entity: Character
Component: CHI_chairman_of_the_republic_trait
Constructs: stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
CHI_chairman_of_the_republic_trait = {
	sprite = 13
	random = no
	stability_factor = 0.15
	ai_will_do = {
		factor = 1
	}
}
### Entity: AI Strategy
Component: USA_NavalInvasionSupport_1
Source: game
File: common/ai_navy/taskforce/USA_taskforce_templates.txt

Code:
USA_NavalInvasionSupport_1 = {
	allowed = {
		original_tag = USA
	}
	ai_will_do = {
		factor = 5
	}
	mission = {
		naval_invasion_support
	}
	min_composition = {
		battleship = {
			amount = 1
		}
		destroyer = {
			amount = 3
		}
	}
	optimal_composition = {
		battleship = {
			amount = 1
		}
		light_cruiser = {
			amount = 1
		}
		destroyer = {
			amount = 8
		}
	}
}
### Entity: Idea
Component: FRA_mandatory_work_service
Constructs: stability_factor, has_government, removal_cost
Source: game
File: common/ideas/france.txt

Code:
FRA_mandatory_work_service = {
	picture = ast_all_in
	allowed = {
		original_tag = FRA
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	modifier = {
		stability_factor = -0.1
	}
}
### Entity: Event
Component: tfv_south_africa.15
Constructs: is_triggered_only, has_country_flag, clr_country_flag
Source: game
File: events/TFV_South_Africa.txt

Code:
country_event = {
	id = tfv_south_africa.15
	title = tfv_south_africa.15.t
	desc = {
		text = tfv_south_africa.15.desc.a
		trigger = {
			has_country_flag = shipment_of_airplanes
		}
	} {
		text = tfv_south_africa.15.desc.b
		trigger = {
			has_country_flag = shipment_of_tanks
		}
	} {
		text = tfv_south_africa.15.desc.c
	}
	picture = GFX_report_event_merchant_ship_01
	is_triggered_only = yes
	option = {
		name = tfv_south_africa.15.a
		trigger = {
			has_country_flag = shipment_of_airplanes
		}
		clr_country_flag = shipment_of_airplanes
		GER = {
			SAF_german_coup_equipment_GER_fighters_20 = yes
		}
	} {
		name = tfv_south_africa.15.b
		trigger = {
			has_country_flag = shipment_of_tanks
		}
		clr_country_flag = shipment_of_tanks
		GER = {
			SAF_german_coup_equipment_GER_light_tank_20 = yes
		}
	} {
		name = tfv_south_africa.15.c
		trigger = {
			NOT = {
				has_country_flag = shipment_of_airplanes
			} {
				has_country_flag = shipment_of_tanks
			}
		}
		GER = {
			SAF_german_coup_inf_GER_equipment_200 = yes
		}
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_establish_production_targets
Constructs: prerequisite, limit, completion_reward, random_core_state, is_controlled_by, add_extra_state_shared_building_slots, add_building_construction, add_to_variable
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_establish_production_targets
	icon = GFX_goal_generic_construct_mil_factory
	prerequisite = {
		focus = GER_accelerate_the_rearmament_program
	}
	x = 1
	y = 1
	relative_position_id = GER_accelerate_the_rearmament_program
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		random_core_state = {
			limit = {
				is_controlled_by = ROOT
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		GER_modify_industrial_modifier = yes
		add_to_variable = {
			GER_industrial_production_factory_max_efficiency_factor = 0.05
			tooltip = production_factory_max_efficiency_factor_tt
		} {
			GER_industrial_production_factory_efficiency_gain_factor = 0.05
			tooltip = production_factory_efficiency_gain_factor_tt
		} {
			GER_industrial_production_factory_start_efficiency_factor = 0.05
			tooltip = production_factory_start_efficiency_factor_tt
		} {
			GER_industrial_line_change_production_efficiency_factor = 0.05
			tooltip = line_change_production_efficiency_factor_tt
		}
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_ban_the_communist_party
Constructs: prerequisite, limit, add_ideas, has_government, add_opinion_modifier, completion_reward, is_power_balance_in_range, cancel_if_invalid
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_ban_the_communist_party
	icon = GFX_goal_anti_comintern_pact
	prerequisite = {
		focus = SWI_purchase_german_planes
	}
	x = 0
	y = 1
	relative_position_id = SWI_purchase_german_planes
	cost = 5
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0.1
			SWI_any_communist_to_balance_is_about_to_be_angry = yes
		}
	}
	available = {
		is_power_balance_in_range = {
			id = SWI_centralization_bop
			range = < SWI_centralization_bop_fully_cantons
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		add_ideas = {
			SWI_communist_party_banned_idea
		}
		if = {
			limit = {
				SOU = {
					NOT = {
						SWI_is_country_to_balance = yes
					}
				}
			}
			SOU = {
				add_opinion_modifier = {
					target = ROOT
					modifier = SWI_banned_countrys_ideology
				}
			}
			if = {
				limit = {
					has_start_date = < 1936.01.02
				}
				every_other_country = {
					limit = {
						SWI_is_country_to_balance = yes
					}
					if = {
						limit = {
							has_government = communism
						}
						add_opinion_modifier = {
							target = ROOT
							modifier = SWI_banned_countrys_ideology
						}
					}
					else = {
						add_opinion_modifier = {
							target = ROOT
							modifier = SWI_banned_communism_good
						}
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: man_focus
Component: MAN_tsr_reclaim_the_empire
Constructs: prerequisite, limit, add_war_support, completion_reward, cancel_if_invalid, set_rule, every_state, is_core_of
Source: game
File: common/national_focus/manchukuo_TSR.txt

Code:
focus = {
	id = MAN_tsr_reclaim_the_empire
	icon = GFX_focus_generic_strike_at_democracy1
	prerequisite = {
		focus = MAN_tsr_reestablish_the_qing_army
	}
	x = 0
	y = 1
	relative_position_id = MAN_tsr_reestablish_the_qing_army
	cost = 10
	ai_will_do = {
		base = 10
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_war_support = 0.1
		custom_effect_tooltip = generic_skip_one_line_tt
		set_rule = {
			can_create_factions = yes
		}
		every_state = {
			limit = {
				is_core_of = CHI
			}
			add_core_of = ROOT
		}
	}
}
### Entity: Scripted Effect
Component: SOV_paranoia_medium_increase_effect
Constructs: limit, has_country_flag, add_to_variable
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_paranoia_medium_increase_effect = {
	if = {
		limit = {
			has_country_flag = SOV_paranoia_system_active_flag
		}
		custom_effect_tooltip = SOV_paranoia_medium_increase_effect_tt
		add_to_variable = {
			SOV_paranoia = SOV_paranoia_medium_increase
		}
		SOV_paranoia_clamp_and_update_ui_effect = yes
	}
}
### Entity: Scope Reference
Construct: Constants
Source: game
File: common/script_constants/documentation.md

Doc:
# Constants
Constants are a way to define simple and complex script values
that are reusable in different files in the scripts.
Only entries that are documented to support these script constant
can utilize it.

All scoped variables can access script constants by using the `constant:` prefix.

Note that reloading the script database is not enough to propagate the constants.
The script that uses the constants has to be reloaded after the script constant database has been reloaded.

A script constant have the following format:

```python
category_name = {
    # Mandatory to be the first entry
    schema = {
        # specific name of the key mutually exclusive with any_key
        key = foobar 
        # Accept any key of alphabetic characters (no dots), mutually exclusive with key
        any_key = yes
        
        # The data sepecification
        data = int # integer
        data = fixed_point # floating point
        # or
        data = { SCHEMA_OBJECTS } # complex schema entry
    }

    # All the data entries that matches the specified schema.
    DATA*
}
```
### Entity: AI Strategy
Component: default_recruit_air_scientist
Source: game
File: common/ai_strategy/default.txt

Code:
default_recruit_air_scientist = {
	enable = {
		OR = {
			can_assign_supportive_scientist_to_faction = specialization_air
			air_facility = > 0
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = recruit_scientist
		id = specialization_air
		value = 100
	}
}
### Entity: Idea
Component: SOV_union_of_fascist_little_ones
Constructs: removal_cost, recon_factor
Source: game
File: common/ideas/r56_soviet.txt

Code:
SOV_union_of_fascist_little_ones = {
	name = SOV_union_of_fascist_little_ones
	removal_cost = -1
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_victors_of_ww1
	modifier = {
		recon_factor = 0.15
		dig_in_speed_factor = 0.1
	}
}
### Entity: Event
Component: SEA_PRC_zhang_guotao_events.5
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, fire_only_once, set_country_flag
Source: game
File: events/SEA_Communist_China.txt

Code:
country_event = {
	id = SEA_PRC_zhang_guotao_events.5
	title = SEA_PRC_zhang_guotao_events.5.t
	desc = SEA_PRC_zhang_guotao_events.5.desc
	picture = GFX_report_event_PRC_guotao_joining_kmt
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_PRC_zhang_guotao_events.5.a
		custom_effect_tooltip = available_military_high_command
		show_ideas_tooltip = CHI_zhang_guotao_kmt
		set_country_flag = CHI_guotao_joins_kmt
		FROM = {
			country_event = {
				id = SEA_PRC_zhang_guotao_events.6
				hours = 2
			}
		}
		effect_tooltip = {
			add_opinion_modifier = {
				target = FROM
				modifier = protest_action
			}
		}
		ai_chance = {
			base = 50
		}
	} {
		name = SEA_PRC_zhang_guotao_events.5.b
		ai_chance = {
			base = 15
		}
	}
}
### Entity: Event
Component: naw_norway.10
Constructs: is_triggered_only, ai_chance, limit, has_war_with, add_political_power, is_in_tech_sharing_group, add_to_tech_sharing_group, is_subject_of
Source: game
File: events/NaW_Norway.txt

Code:
country_event = {
	id = naw_norway.10
	title = naw_norway.10.t
	desc = naw_norway.10.d
	picture = GFX_report_event_physics_lab_01
	is_triggered_only = yes
	option = {
		name = naw_norway.10.b
		ai_chance = {
			base = 90
		}
		add_political_power = -10
		if = {
			limit = {
				FROM = {
					NOT = {
						is_in_tech_sharing_group = NOR_nordic_research
					}
				}
			}
			FROM = {
				add_to_tech_sharing_group = NOR_nordic_research
			}
		} {
			limit = {
				OR = {
					is_subject_of = FROM
					is_in_faction_with = FROM
				}
			}
			add_to_tech_sharing_group = NOR_nordic_research
		}
		every_other_country = {
			limit = {
				is_subject_of = ROOT
				NOT = {
					has_war_with = FROM
				} {
					is_in_tech_sharing_group = NOR_nordic_research
				}
			}
			add_to_tech_sharing_group = NOR_nordic_research
		}
		FROM = {
			country_event = {
				days = 1
				id = naw_norway.11
			}
		}
		hidden_effect = {
			if = {
				limit = {
					tag = ICE
					OR = {
						is_subject_of = FROM
						is_in_faction_with = FROM
					}
					NOT = {
						is_in_tech_sharing_group = NOR_nordic_research
					}
				}
				ICE = {
					add_to_tech_sharing_group = NOR_nordic_research
				}
			} {
				limit = {
					tag = EST
					OR = {
						is_subject_of = FROM
						is_in_faction_with = FROM
					}
					NOT = {
						is_in_tech_sharing_group = NOR_nordic_research
					}
				}
				EST = {
					add_to_tech_sharing_group = NOR_nordic_research
				}
			}
		}
	} {
		name = naw_norway.10.c
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				has_opinion = {
					target = FROM
					value = > 90
				}
			}
		}
		FROM = {
			country_event = {
				days = 1
				id = naw_norway.12
			}
		}
	}
}
### Entity: Scripted Trigger
Component: BEL_expansionist_fascist_ai
Constructs: has_country_flag, has_game_rule
Source: game
File: common/scripted_triggers/BEL_scripted_triggers.txt

Code:
BEL_expansionist_fascist_ai = {
	OR = {
		has_country_flag = BEL_AI_RANDOM_EXPANSIONIST_FASCIST
		has_game_rule = {
			rule = BEL_AI_BEHAVIOR
			option = EXPANSIONIST_FASCIST
		}
	}
}
### Entity: Idea
Component: HUN_the_hungarian_red_army
Source: game
File: common/ideas/hungary.txt

Code:
HUN_the_hungarian_red_army = {
	allowed = {
		original_tag = HUN
		always = no
	}
	picture = generic_communist_army
	modifier = {
		conscription = 0.05
	}
}