Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Effect Reference
Construct: release_puppet_on_controlled
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## release_puppet_on_controlled

* Supported Scopes: COUNTRY
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
releases specified country as puppet using states you own or control
```
### Entity: National Focus
Tree: per_focus
Component: PER_force_abdication
Constructs: prerequisite, limit, completion_reward, allow_branch, set_politics, set_party_name, has_dynamic_modifier, set_global_flag
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_force_abdication
	icon = GFX_focus_rom_abdicate
	prerequisite = {
		focus = PER_embrace_national_front
	}
	x = 0
	y = 1
	relative_position_id = PER_embrace_national_front
	cost = 10
	available = {

	}
	bypass = {

	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 0
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		effect_tooltip = {
			set_politics = {
				ruling_party = democratic
				elections_allowed = yes
			}
			set_party_name = {
				ideology = democratic
				name = PER_provisional_government
				long_name = PER_provisional_government_long
			}
			custom_effect_tooltip = PER_force_abdication_tt
		}
		hidden_effect = {
			IF = {
				limit = {
					neutrality = > 0.5
				}
				start_civil_war = {
					ruling_party = democratic
					ideology = neutrality
					size = party_popularity@neutrality
					states = all
					states_filter = {
						OR = {
							NOT = {
								has_dynamic_modifier = {
									modifier = PER_opposition_cell
								}
							}
						}
					}
				}
				hidden_effect = {
					set_global_flag = PER_civil_war_happened
				}
				set_party_name = {
					ideology = democratic
					name = PER_provisional_government
					long_name = PER_provisional_government_long
				}
			}
			ELSE = {
				set_party_name = {
					ideology = democratic
					name = PER_provisional_government
					long_name = PER_provisional_government_long
				}
				set_politics = {
					ruling_party = democratic
					elections_allowed = yes
				}
			}
			remove_dynamic_modifier = {
				modifier = PER_opposition_modifier
			}
		}
	}
}
### Entity: Idea
Component: r56i_laws_war_brinkmanship
Constructs: limit, has_government, has_global_flag, has_power_balance, add_power_balance_value, cancel_if_invalid
Source: game
File: common/ideas/r56i_laws_war.txt

Code:
r56i_laws_war_brinkmanship = {
	cost = 125
	available = {
		if = {
			limit = {
				has_government = democratic
			}
			threat = > 0.2
		}
		else = {
			threat = > 0.05
		}
		NOT = {
			hidden_trigger = {
				has_global_flag = NATIONAL_CHARACTERS_BLOCKED
			}
		}
	}
	modifier = {
		trade_opinion_factor = 0.25
		generate_wargoal_tension = -0.25
		justify_war_goal_time = -0.25
		political_power_cost = 0.05
	}
	on_add = {
		if = {
			limit = {
				original_tag = AFG
				has_power_balance = {
					id = AFG_power_balance
				}
			}
			add_power_balance_value = {
				id = AFG_power_balance
				value = -0.05
				tooltip_side = AFG_government_side
			}
		}
	}
	on_remove = {
		if = {
			limit = {
				original_tag = AFG
				has_power_balance = {
					id = AFG_power_balance
				}
			}
			add_power_balance_value = {
				id = AFG_power_balance
				value = 0.05
				tooltip_side = AFG_tribal_side
			}
		}
	}
	cancel_if_invalid = no
	ai_will_do = {
		factor = 0
	}
}
### Entity: Scripted Effect
Component: PRC_this_might_anger_china
Constructs: limit
Source: game
File: common/scripted_effects/PRC_scripted_effects.txt

Code:
PRC_this_might_anger_china = {
	if = {
		limit = {
			event_target:WTT_current_china_leader = {
				NOT = {
					tag = ROOT
				}
			}
		}
		custom_effect_tooltip = PRC_this_might_anger_current_china_leader_tt
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_never_another_la_lys
Constructs: prerequisite, has_war, limit, add_ideas, add_war_support, completion_reward, has_civil_war, has_war_support
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_never_another_la_lys
	prerequisite = {
		focus = POR_continue_the_public_works_r56
	}
	icon = GFX_focus_generic_modernize_industry
	cost = 5
	ai_will_do = {
		base = 499
	}
	x = -4
	y = 3
	relative_position_id = POR_continue_the_public_works_r56
	available = {
		has_civil_war = no
		has_war = yes
	}
	continue_if_invalid = yes
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				has_war_support = < 0.3
			}
			set_war_support = 0.3
		} {
			limit = {
				has_idea = civilian_economy
			}
			custom_effect_tooltip = due_to_civilian_economy_being_active_we_will_receive_the_following_effects_tt CHL_skip_one_line_tt
			add_ideas = partial_economic_mobilisation
		}
		else = {
			add_war_support = 0.05
		} {
			custom_effect_tooltip = CHL_skip_one_line_tt
			random_owned_controlled_state = {
				prioritize = {
					112
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = arms_factory
					level = 2
					instant_build = yes
				}
			}
		}
		else_if = {
			limit = {
				has_idea = low_economic_mobilisation
			}
			custom_effect_tooltip = CHL_skip_one_line_tt due_to_early_mobilization_being_active_we_will_receive_the_following_effects_tt CHL_skip_one_line_tt CHL_skip_one_line_tt
			add_ideas = partial_economic_mobilisation
			random_owned_controlled_state = {
				prioritize = {
					112
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Wiki Documentation
Construct: instantconstruction
Source: paradoxwiki
File: documentation/web/paradoxwiki/Console_commands.html

Doc:
instantconstruction
```
has the same effect in-game.

Square brackets as in
```
fow [Province ID]
```
signify an optional argument. In this case, both
```
### Entity: Scripted Effect
Component: EAI_PC_get_project_inputs
Constructs: set_temp_variable
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_effects.txt

Code:
EAI_PC_get_project_inputs = {
	set_temp_variable = {
		_project_building_type = tmp_project_building_type
	} {
		_project_target_level = tmp_project_target_level
	} {
		_project_queue_num = tmp_project_queue_num
	} {
		_project_province_id = tmp_project_province_id
	} {
		_project_priority = tmp_project_priority
	} {
		_project_type_id = tmp_project_type_id
	} {
		_project_cancel_unbuildable = tmp_project_cancel_unbuildable
	} {
		_project_replace_shared = tmp_project_replace_shared
	} {
		_project_build_for_ally = tmp_project_build_for_ally
	} {
		_project_queue_max = tmp_project_queue_max
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_lithuanian_antibolshevik_legions
Constructs: prerequisite, add_ideas, completion_reward, set_rule
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_lithuanian_antibolshevik_legions
	icon = GFX_focus_generic_manpower
	relative_position_id = LIT_militarise_the_iron_wolf
	x = 1
	y = 1
	cost = 5
	available_if_capitulated = yes
	prerequisite = {
		focus = LIT_militarise_the_iron_wolf LIT_join_central_powers
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		set_rule = {
			can_send_volunteers = yes
		}
		add_ideas = LIT_anti_bolshevik_legions_idea
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Order of Battle
Component: 5a Divisione Lealist
Constructs: division_template
Source: game
File: history/units/r56_ITA_Civil_War_loyalist.txt

Code:
division = {
	name = 5a Divisione Lealist
	location = 11861
	division_template = Loyalist Milita
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_focus_on_china
Constructs: prerequisite, add_ideas, completion_reward, is_subject_of, cancel_if_invalid
Source: game
File: common/national_focus/china_communist.txt

Code:
focus = {
	id = PRC_focus_on_china
	icon = GFX_goal_generic_major_war
	prerequisite = {
		focus = PRC_the_yanan_base_area
	}
	x = 1
	y = 1
	relative_position_id = PRC_the_yanan_base_area
	cost = 10
	ai_will_do = {
		factor = 4
	}
	available = {
		not = {
			is_subject_of = event_target:WTT_current_china_leader
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_ideas = PRC_focus_on_china
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_manipulate_army_statistics
Constructs: division_template, prerequisite, limit, completion_reward, cancel_if_invalid, random_core_state, is_fully_controlled_by, create_unit
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_manipulate_army_statistics
	icon = GFX_focus_ARG_keep_it_in_the_party
	prerequisite = {
		focus = RAJ_lobby_for_increased_policing_responsibilities
	}
	x = 2
	y = 0
	relative_position_id = RAJ_circuvment_demobilization_restrictions
	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_INDUSTRY FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		try_build_mil_in_core_otherwise_build_in_controlled_2_mil = yes
		random_core_state = {
			limit = {
				is_fully_controlled_by = ROOT
			}
			create_unit = {
				division = name = "Private Military" division_template = "Private Military" start_experience_factor = 0.1 start_equipment_factor = 1 start_manpower_factor = 1
				allow_spawning_on_enemy_provs = no
				count = 12
				owner = ROOT
			}
		}
		custom_effect_tooltip = RAJ_manipulate_army_statistics_tt
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_reform_the_army
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, has_dlc, add_mio_funds_gain_factor, add_mastery_bonus, add_to_variable
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_reform_the_army
	icon = GFX_focus_JAP_reform_the_army
	mutually_exclusive = {
		focus = JAP_rely_on_supremacy_of_the_will
	}
	prerequisite = {
		focus = JAP_expand_kawagoe_army_arsenal
	}
	relative_position_id = JAP_expand_kawagoe_army_arsenal
	x = -1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 3
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ARMY_XP
	}
	completion_reward = {
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:JAP_osaka_army_arsenal_organization = {
				add_mio_funds_gain_factor = 0.05
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		army_experience = 15
		add_mastery_bonus = {
			bonus = 0.1
			days = 240
			track = armor
			name = JAP_reform_the_army
		} {
			bonus = 0.1
			days = 240
			track = infantry
			name = JAP_reform_the_army
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		JAP_add_or_modify_imperial_army = yes
		add_to_variable = {
			JAP_army_org_loss_when_moving = -0.1
			tooltip = org_loss_when_moving_tt
		}
	}
}
### Entity: Combat Tactic
Component: tactic_attacker_sb_hold
Constructs: is_attacker
Source: game
File: common/combat_tactics.txt

Code:
tactic_attacker_sb_hold = {
	is_attacker = yes
	trigger = {
		is_attacker = yes
		phase = seize_bridge
	}
	base = {
		factor = 4
	}
	picture = attacker_sb_hold
	display_phase = seize_bridge
	combat_width = -0.25
	attacker = 0.2
}
### Entity: Order of Battle
Component: 81 Juntuán
Constructs: division_template
Source: game
File: history/units/XSM_1939.txt

Code:
division = {
	name = 81 Juntuán
	location = 10724
	division_template = Binary Infantry
}
### Entity: Unit Template
Component: KUR_MEC_01
Constructs: is_puppet_of
Source: game
File: common/units/names_divisions/KUR_names_divisions.txt

Code:
KUR_MEC_01 = {
	name = Mechanized Divisions
	for_countries = {
		KUR
	}
	can_use = {
		NOT = {
			is_puppet_of = FRA
		}
	}
	division_types = {
		mechanized
	}
	link_numbering_with = {
		KUR_INF_01
	}
	fallback_name = Beşa Piyadeyên %d
	ordered = {
		1 = {
			Dabeşkirina Mekanîze %d
		}
		2 = {
			Dabeşkirina Mekanîze %d
		}
		3 = {
			Dabeşkirina Mekanîze %d
		}
		5 = {
			Dabeşkirina Mekanîze %d
		}
		7 = {
			Dabeşkirina Mekanîze %d
		}
		9 = {
			Dabeşkirina Mekanîze %d
		}
		304 = {
			Dabeşkirina Mekanîze %d
		}
		308 = {
			Dabeşkirina Mekanîze %d
		}
		312 = {
			Dabeşkirina Mekanîze %d
		}
		320 = {
			Dabeşkirina Mekanîze %d
		}
		321 = {
			Dabeşkirina Mekanîze 320B
		}
		324 = {
			Dabeşkirina Mekanîze %dB
		}
		325 = {
			Dabeşkirina Mekanîze %dC
		}
		711 = {
			Dabeşkirina Mekanîze %d
		}
		390 = {
			Dabeşkirina Mekanîze %d
		}
		367 = {
			Dabeşkirina Mekanîze %d
		}
		673 = {
			Dabeşkirina Mekanîze %d
		}
		71 = {
			Dabeşkirina Mekanîze %d
		}
		10 = {
			Dabeşkirina Mekanîze %d
		}
		11 = {
			Dabeşkirina Mekanîze %d
		}
		12 = {
			Dabeşkirina Mekanîze %d
		}
		13 = {
			Dabeşkirina Mekanîze %d
		}
		14 = {
			Dabeşkirina Mekanîze %d
		}
		15 = {
			Dabeşkirina Mekanîze %d
		}
		16 = {
			Dabeşkirina Mekanîze %d
		}
		17 = {
			Dabeşkirina Mekanîze %d
		}
		18 = {
			Dabeşkirina Mekanîze %d
		}
		19 = {
			Dabeşkirina Mekanîze %d
		}
		20 = {
			Dabeşkirina Mekanîze %d
		}
		21 = {
			Dabeşkirina Mekanîze %d
		}
		22 = {
			Dabeşkirina Mekanîze %d
		}
		23 = {
			Dabeşkirina Mekanîze %d
		}
		24 = {
			Dabeşkirina Mekanîze %d
		}
		25 = {
			Dabeşkirina Mekanîze %d
		}
		26 = {
			Dabeşkirina Mekanîze %d
		}
		27 = {
			Dabeşkirina Mekanîze %d
		}
		28 = {
			Dabeşkirina Mekanîze %d
		}
		29 = {
			Dabeşkirina Mekanîze %d
		}
		30 = {
			Dabeşkirina Mekanîze %d
		}
		31 = {
			Dabeşkirina Mekanîze %d
		}
		32 = {
			Dabeşkirina Mekanîze %d
		}
		33 = {
			Dabeşkirina Mekanîze %d
		}
		34 = {
			Dabeşkirina Mekanîze %d
		}
		35 = {
			Dabeşkirina Mekanîze %d
		}
		36 = {
			Dabeşkirina Mekanîze %d
		}
		37 = {
			Dabeşkirina Mekanîze %d
		}
		38 = {
			Dabeşkirina Mekanîze %d
		}
		39 = {
			Dabeşkirina Mekanîze %d
		}
		40 = {
			Dabeşkirina Mekanîze %d
		}
		41 = {
			Dabeşkirina Mekanîze %d
		}
		42 = {
			Dabeşkirina Mekanîze %d
		}
		43 = {
			Dabeşkirina Mekanîze %d
		}
	}
}
### Entity: National Focus
Tree: vnz_focus
Component: VNZ_deterrence_policy
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/venice.txt

Code:
focus = {
	id = VNZ_deterrence_policy
	icon = GFX_goal_generic_defence
	prerequisite = {
		focus = VNZ_political_effort
	} {
		focus = VNZ_industrial_effort
	}
	relative_position_id = VNZ_political_effort
	x = -12
	y = 1
	cost = 5
	ai_will_do = {
		factor = 5
	}
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = deterrence
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: AFG_jezail_production
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/afghanistan.txt

Code:
AFG_jezail_production = {
	allowed = {
		original_tag = AFG
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = MEX_politicised_army
	modifier = {

	}
	equipment_bonus = {
		infantry_equipment = {
			build_cost_ic = -0.15
			instant = yes yes
			reliability = -0.1
		}
	}
}
### Entity: Character
Component: nationalist_intellectual
Constructs: research_speed_factor, war_support_factor, fascism_drift, neutrality_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
nationalist_intellectual = {
	random = no
	sprite = 13
	war_support_factor = 0.05
	research_speed_factor = 0.025
	fascism_drift = 0.05
	neutrality_drift = 0.03
}
### Entity: Country History
Country: RAN
Component: RAN_politics
Constructs: set_stability, add_ideas, set_war_support, set_politics, set_popularities
Source: game
File: history/countries/RAN - Reichskommisariat Anden.txt

Code:
# Politics & Parties for RAN
set_stability = 0.4
set_war_support = 0.7
set_politics = {
	ruling_party = fascism
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	neutrality = 0
	democratic = 15
	fascism = 80
	communism = 5
}
add_ideas = {
	war_economy extensive_conscription
}
### Entity: Scripted Trigger
Component: you_or_a_subject_controls_all_starting_cambodian_cores_r56
Source: game
File: common/scripted_triggers/SIA_scripted_triggers_r56.txt

Code:
you_or_a_subject_controls_all_starting_cambodian_cores_r56 = {
	custom_trigger_tooltip = {
		tooltip = you_or_a_subject_controls_all_starting_cambodian_cores_r56_tt
		741 = {
			is_controlled_by_ROOT_or_subject = yes
		}
		925 = {
			is_controlled_by_ROOT_or_subject = yes
		}
	}
}
### Entity: National Focus
Tree: saf_focus
Component: SAF_desert_equipment
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/south_africa.txt

Code:
focus = {
	id = SAF_desert_equipment
	icon = GFX_goal_generic_allies_build_infantry
	prerequisite = {
		focus = SAF_joint_air_training_scheme
	}
	x = -4
	y = 3
	relative_position_id = SAF_support_the_policy_of_appeasement
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_ideas = SAF_desert_equipment
	}
}
### Entity: AI Strategy
Component: barbarossa_south
Constructs: has_war_with, is_in_faction_with
Source: game
File: common/ai_faction_theaters/ai_faction_theaters.txt

Code:
barbarossa_south = {
	name = theater_barbarossa_south
	regions = {
		130 26 27 30 135 137 267 270
	}
	cancel = {
		NOT = {
			has_war_with = SOV
		}
	}
	preferred_countries = {
		ROM ITA
	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 5
			OR = {
				original_tag = GER
				is_in_faction_with = GER
			}
			has_war_with = SOV
		}
	}
}
### Entity: Military Industrial Organization
Component: generic_refurbishment_repair_organization
Constructs: equipment_bonus, naval_speed
Source: game
File: common/military_industrial_organization/organizations/00_generic_organization.txt

Code:
generic_refurbishment_repair_organization = {
	icon = GFX_idea_generic_naval_manufacturer_1
	allowed = {
		always = no
	}
	equipment_type = {
		mio_cat_eq_all_battleship mio_cat_eq_all_cruiser
	}
	research_categories = {
		mio_cat_tech_all_capital_ship_and_modules mio_cat_tech_all_cruiser_and_modules
	}
	tree_header_text = {
		text = mio_header_protection
		x = 3
	} {
		text = mio_header_weapons
		x = 8
	}
	initial_trait = {
		name = generic_mio_refurbishment_repair_organization
		limit_to_equipment_type = {
			capital_ship screen_ship ship_hull_submarine
		}
		equipment_bonus = {
			max_strength = 0.03
		}
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.01
		}
	}
	trait = {
		token = generic_mio_trait_heavy_armored_hull
		name = generic_mio_trait_heavy_armored_hull
		icon = GFX_generic_mio_trait_icon_armor_value
		position = {
			x = 1
			y = 0
		}
		equipment_bonus = {
			armor_value = 0.03
		}
	} {
		token = generic_mio_trait_isolated_firemains
		name = generic_mio_trait_isolated_firemains
		icon = GFX_generic_mio_trait_icon_naval_torpedo_damage_reduction_factor
		position = {
			x = -1
			y = 2
		}
		relative_position_id = generic_mio_trait_heavy_armored_hull
		all_parents = {
			generic_mio_trait_heavy_armored_hull
		}
		equipment_bonus = {
			naval_torpedo_damage_reduction_factor = 0.03
		}
	} {
		token = generic_mio_trait_counter_flooding_system
		name = generic_mio_trait_counter_flooding_system
		icon = GFX_generic_mio_trait_icon_naval_torpedo_hit_chance_factor
		position = {
			x = 3
			y = 0
		}
		relative_position_id = generic_mio_trait_isolated_firemains
		all_parents = {
			generic_mio_trait_heavy_armored_hull
		}
		equipment_bonus = {
			naval_torpedo_enemy_critical_chance_factor = -0.05
		}
	} {
		token = generic_mio_trait_anti_torpedo_bulge
		name = generic_mio_trait_anti_torpedo_bulge
		icon = GFX_generic_mio_trait_icon_naval_torpedo_damage_reduction_factor
		position = {
			x = 1
			y = 2
		}
		relative_position_id = generic_mio_trait_isolated_firemains
		all_parents = {
			generic_mio_trait_counter_flooding_system generic_mio_trait_isolated_firemains generic_mio_trait_high_powered_steering
		}
		equipment_bonus = {
			naval_torpedo_enemy_critical_chance_factor = -0.05
			naval_torpedo_damage_reduction_factor = 0.08
		}
	} {
		token = generic_mio_trait_foam_fire_extinguishers
		name = generic_mio_trait_foa
# ... (truncated)
### Entity: Event
Component: mtg_news.3
Constructs: is_triggered_only, has_government, has_idea, is_guaranteed_by
Source: game
File: events/MTG_NewsEvents.txt

Code:
news_event = {
	id = mtg_news.3
	title = mtg_news.3.t
	desc = mtg_news.3.desc
	picture = GFX_news_event_generic_usa_treaty
	major = yes
	is_triggered_only = yes
	option = {
		name = mtg_news.3.a
		trigger = {
			NOT = {
				original_tag = BEL
			}
			original_tag = USA
		}
	} {
		name = mtg_news.3.b
		trigger = {
			NOT = {
				original_tag = USA
			} {
				original_tag = BEL
			}
			has_government = fascism
		}
	} {
		name = mtg_news.3.c
		trigger = {
			NOT = {
				original_tag = USA
			} {
				original_tag = BEL
			}
			has_government = communism
		}
	} {
		name = mtg_news.3.d
		trigger = {
			NOT = {
				original_tag = USA
			} {
				original_tag = BEL
			} {
				has_idea = HOL_aloof_neutrality
			} {
				original_tag = AUS
				is_guaranteed_by = USA
			}
			OR = {
				has_government = democratic neutrality
			}
		}
	} {
		name = mtg_news.3.e
		trigger = {
			has_idea = HOL_aloof_neutrality
			NOT = {
				has_government = communism
			} {
				original_tag = BEL
			}
		}
	} {
		name = mtg_news.3.f
		trigger = {
			original_tag = BEL
		}
	} {
		name = mtg_news.3.g
		trigger = {
			original_tag = AUS
			is_guaranteed_by = USA
			NOT = {
				original_tag = BEL
			}
		}
		custom_effect_tooltip = mtg_news.3.g_tt
	}
}
### Entity: Scripted Trigger
Component: EAI_FOCUS_AIR_DOCTRINE_air_subdoctrine_naval_strike_tactics
Constructs: has_subdoctrine_in_track
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_air_triggers.txt

Code:
EAI_FOCUS_AIR_DOCTRINE_air_subdoctrine_naval_strike_tactics = {
	has_subdoctrine_in_track = fighter_aircraft
	always = no
	NOT = {
		EAI_air_doctrine_progress_limit = yes
	}
	EAI_FOCUS_AIR_DOCTRINE_has_correct_grand_doctrine = yes
}
### Entity: Idea
Component: SHL_man
Source: game
File: common/ideas/schleswig_holstein.txt

Code:
SHL_man = {
	picture = generic_army_europe_1
	allowed = {
		original_tag = SHL
	}
	traits = {
		army_chief_maneuver_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: air_private
Constructs: industrial_capacity_factory, removal_cost, research_bonus
Source: game
File: common/ideas/add_effects_pro.txt

Code:
air_private = {
	cost = 100
	removal_cost = -1
	picture = idea_generic_air_manufacturer_2
	research_bonus = {
		air_equipment = 0.1
	}
	modifier = {
		industrial_capacity_factory = 0.05
	}
}