Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: spa_focus
Component: SPA_the_crusade_against_democracy
Constructs: prerequisite, add_ideas, completion_reward, set_country_flag, add_doctrine_cost_reduction
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPA_the_crusade_against_democracy
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = SPA_unite_the_requetes
	} {
		focus = SPA_revive_the_spirit_of_the_carlist_wars
	}
	icon = GFX_focus_generic_strike_at_democracy2
	x = 1
	y = 1
	relative_position_id = SPA_unite_the_requetes
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		set_country_flag = {
			flag = SPA_the_crusade_against_democracy_timer_flag
			value = 1
			days = 69
		}
		add_ideas = SPA_crusade_against_democracy_1
		add_doctrine_cost_reduction = {
			name = SPA_the_crusade_against_democracy
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_the_evidenzburo
Constructs: prerequisite, limit, completion_reward, has_dlc, create_intelligence_agency, has_done_agency_upgrade, add_tech_bonus
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_the_evidenzburo
	icon = GFX_focus_AUS_the_evidenzburo
	prerequisite = {
		focus = AUS_repeal_the_adelsaufhebungsgesetz
	}
	mutually_exclusive = {

	}
	x = 0
	y = 1
	relative_position_id = AUS_repeal_the_adelsaufhebungsgesetz
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				has_dlc = La Resistance
			}
			create_intelligence_agency = {
				name = Evidenzbureau
				icon = GFX_intelligence_agency_logo_AUS_evidenzbureau
			}
			IF = {
				limit = {
					NOT = {
						has_done_agency_upgrade = upgrade_economy_civilian
					}
				}
				upgrade_intelligence_agency = upgrade_economy_civilian
			} {
				limit = {
					NOT = {
						has_done_agency_upgrade = upgrade_passive_defense
					}
				}
				upgrade_intelligence_agency = upgrade_passive_defense
			}
		}
		add_tech_bonus = {
			name = AUS_the_evidenzburo_bonus
			bonus = 0.75
			uses = 2
			category = decryption_tech
		}
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_continue_neutral
Constructs: prerequisite, has_war, completion_reward, add_political_power
Source: game
File: common/national_focus/r56_switzerland.txt

Code:
focus = {
	id = SWI_continue_neutral
	icon = GFX_goal_generic_neutrality_focus
	cost = 10
	ai_will_do = {
		factor = 5
	}
	prerequisite = {
		focus = SWI_compromise SWI_pro_company
	}
	mutually_exclusive = {
		focus = SWI_pro_allies
	}
	available = {
		has_war = no
	}
	x = 7
	y = 4
	completion_reward = {
		add_political_power = 200
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Character
Component: TUR_kazim_karabekir
Constructs: has_dlc, has_country_leader
Source: game
File: common/characters/TUR.txt

Code:
TUR_kazim_karabekir = {
	name = TUR_kazim_karabekir
	portraits = {
		army = {
			large = GFX_portrait_tur_kazim_karabekir
			small = GFX_idea_tur_kazim_karabekir
		}
	}
	advisor = {
		cost = 150
		slot = theorist
		idea_token = TUR_kazim_karabekir
		ledger = army
		allowed = {
			original_tag = TUR
			has_dlc = Battle for the Bosporus
		}
		available = {
			NOT = {
				has_country_leader = {
					character = TUR_mustafa_kemal_ataturk
					ruling_only = yes
				}
			}
		}
		traits = {
			grand_battle_plan_expert
		}
	}
	corps_commander = {
		traits = {
			trait_cautious politically_connected desert_fox
		}
		skill = 2
		attack_skill = 1
		defense_skill = 1
		planning_skill = 2
		logistics_skill = 3
		legacy_id = -1
	}
}
### Entity: Idea
Component: VIN_anti_japanese_aim
Constructs: removal_cost
Source: game
File: common/ideas/vietnam_ideas.txt

Code:
VIN_anti_japanese_aim = {
	allowed = {
		always = no
	}
	allowed_civil_war = {

	}
	removal_cost = -1
	picture = generic_reserve_divisions
	targeted_modifier = {
		tag = JAP
		attack_bonus_against = 0.15
		defense_bonus_against = 0.15
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_panoramaheim_branch
Constructs: prerequisite, limit, has_country_flag, completion_reward, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_panoramaheim_branch
	icon = GFX_focus_SWI_embrace_panoramaheim
	x = 0
	y = 3
	relative_position_id = SWI_the_national_front
	prerequisite = {
		focus = SWI_the_national_front
	}
	mutually_exclusive = {
		focus = SWI_spab_counter_intelligence_agency
	}
	cost = 5
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 0
			SWI_is_historical_ai = yes
		}
	}
	available = {
		fascism = > 0.05
		has_country_flag = SWI_viable_fascist_in_europe
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = SWI_foreign_fascist_propaganda
			}
			swap_ideas = {
				remove_idea = SWI_foreign_fascist_propaganda
				add_idea = SWI_extensive_fascist_propaganda
			}
		}
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = SWI_franz_riedweg
	}
}
### Entity: Idea
Component: fascism_defeated
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/_event.txt

Code:
fascism_defeated = {
	removal_cost = -1
	allowed = {
		always = no
	}
	picture = generic_democratic_drift_bonus
	modifier = {
		stability_factor = 0.1
	}
}
### Entity: National Focus
Tree: eng_focus
Component: ENG_indian_autonomy
Constructs: has_completed_focus, prerequisite, limit, completion_reward, allow_branch, has_dlc, has_game_rule, is_subject_of
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = ENG_indian_autonomy
	prerequisite = {
		focus = uk_india_focus
	}
	mutually_exclusive = {
		focus = uk_free_india_focus
	}
	allow_branch = {
		has_dlc = Man the Guns
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = ENG_revisit_colonial_policy
			}
		}
	}
	available = {
		RAJ = {
			is_subject_of = ENG
		}
	}
	continue_if_invalid = no
	icon = GFX_focus_RAJ_british_investors
	x = 1
	y = 1
	relative_position_id = uk_india_focus
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		set_autonomy = {
			target = RAJ
			autonomy_state = autonomy_dominion
			end_wars = no
			end_civil_wars = no
		}
		RAJ = {
			add_timed_idea = {
				idea = ENG_indian_autonomy_RAJ_idea
				days = 730
			}
		}
		custom_effect_tooltip = ENG_indian_autonomy_tt
	}
}
### Entity: Character
Component: FRI_henri_maux
Source: game
File: common/characters/FRI.txt

Code:
FRI_henri_maux = {
	name = FRI_henri_maux
	portraits = {
		army = {
			small = gfx/interface/ideas/FRI/idea_minister_indochina_henri_maux.dds
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = FRI_henri_maux
		allowed = {
			original_tag = FRI
		}
		traits = {
			agricultural_modernizer
		}
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/PER_1939.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 6
	}
	location = 2026
	division_template = Mixed Division
	start_experience_factor = 0.2
	start_equipment_factor = 0.3
}
### Entity: Event
Component: mandate_palestine.509
Constructs: is_triggered_only, add_stability, random_hours, set_demilitarized_zone
Source: game
File: events/mandate_of_palestine.txt

Code:
country_event = {
	id = mandate_palestine.509
	title = mandate_palestine.509.t
	desc = mandate_palestine.509.d
	picture = GFX_report_event_MPL_muslim_brotherhood
	is_triggered_only = yes
	option = {
		name = mandate_palestine.509.a
		add_stability = -0.3
		hidden_effect = {
			country_event = {
				id = mandate_palestine.510
				days = 2
				hours = 6
				random_hours = 6
			}
		}
		1017 = {
			set_demilitarized_zone = yes
		}
		949 = {
			set_demilitarized_zone = yes
		}
		custom_effect_tooltip = MPL_storm
	}
}
### Entity: National Focus
Tree: vnz_focus
Component: VNZ_union_with_italy
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, is_in_faction, is_in_faction_with, has_civil_war
Source: game
File: common/national_focus/venice.txt

Code:
focus = {
	id = VNZ_union_with_italy
	icon = GFX_focus_befriend_italy
	prerequisite = {
		focus = VNZ_political_effort
	}
	relative_position_id = VNZ_political_effort
	x = 7
	y = 1
	cost = 70
	ai_will_do = {
		factor = 0.1
		modifier = {
			factor = 0
			num_of_factories = > 25
		}
	}
	available = {
		if = {
			limit = {
				is_in_faction = yes
			}
			is_in_faction_with = ITA
		}
		ITA = {
			has_government = ROOT
			NOT = {
				has_war_with = ROOT
			}
			has_civil_war = no
			exists = yes
		}
		OR = {
			is_subject = no
			is_subject_of = ITA
		}
		NOT = {
			ITA = {
				is_subject_of = ROOT
			}
		}
	}
	available_if_capitulated = yes
	completion_reward = {
		ITA = {
			annex_country = {
				target = ROOT
				transfer_troops = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Character
Component: army_logistics_1
Source: game
File: common/country_leader/00_traits.txt

Code:
army_logistics_1 = {
	sprite = 6
	attrition = -0.04
	command_cap_increase = @tier1_cp_cap_increase
	command_power = @tier1_cp_cost
	ai_will_do = {
		factor = @army_command_factor_1
		modifier = {
			factor = 0
			command_power = < @tier1_cp_cost
		}
	}
}
### Entity: Event
Component: IRQ_political_events.29
Constructs: is_triggered_only, ai_chance
Source: game
File: events/GOE_Iraq.txt

Code:
country_event = {
	id = IRQ_political_events.29
	title = IRQ_political_events.29.t
	desc = IRQ_political_events.29.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = IRQ_political_events.29.a
		ai_chance = {
			base = 10
		}
		custom_effect_tooltip = rejected_hashemite_federation_tt
	}
}
### Entity: National Focus
Tree: rut_focus
Component: RUT_join_cordon_sanitaire
Constructs: prerequisite, has_government, completion_reward, is_subject, is_in_faction, is_faction_leader, has_capitulated
Source: game
File: common/national_focus/ruthenia.txt

Code:
focus = {
	id = RUT_join_cordon_sanitaire
	icon = GFX_goal_generic_befriend_romania
	prerequisite = {
		focus = RUT_approach_poland RUT_approach_romania
	}
	mutually_exclusive = {
		focus = RUT_join_intermarium RUT_join_little_entente
	}
	relative_position_id = RUT_approach_romania
	available = {
		OR = {
			has_government = democratic neutrality
		}
		is_subject = no
		is_in_faction = no
		ROM = {
			OR = {
				has_government = democratic neutrality
			}
			is_faction_leader = yes
			has_capitulated = no
		}
	}
	x = 0
	y = 1
	cost = 5
	available_if_capitulated = yes
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		ROM = {
			country_event = generic.2
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3AUnited_States_east_coast.jpeg.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
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Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/File:United_States_east_coast.jpeg"
### Entity: Event
Component: AFG_industrial_events.13
Constructs: is_triggered_only, ai_chance, create_wargoal, puppet_wargoal_focus
Source: game
File: events/GOE_Afghanistan.txt

Code:
country_event = {
	id = AFG_industrial_events.13
	title = AFG_industrial_events.13.t
	desc = AFG_industrial_events.13.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = AFG_industrial_events.13.a
		ai_chance = {
			base = 10
		}
		FROM = {
			country_event = {
				id = AFG_industrial_events.15
				days = 1
			}
		}
	} {
		name = AFG_industrial_events.13.b
		ai_chance = {
			base = 5
		}
		FROM = {
			country_event = {
				id = AFG_industrial_events.14
				days = 1
			}
		}
		create_wargoal = {
			target = FROM
			type = puppet_wargoal_focus
		}
	}
}
### Entity: Modifier Reference
Component: GER_military_intelligence_service_modifier
Constructs: encryption_factor, decryption_factor
Source: game
File: common/dynamic_modifiers/wuw_dynamic_modifiers.txt

Code:
GER_military_intelligence_service_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_generic_secret_police
	master_ideology_drift = GER_military_intelligence_service_master_ideology_drift
	consumer_goods_factor = GER_military_intelligence_service_consumer_goods_factor
	operative_slot = GER_military_intelligence_service_operative_slot
	agency_upgrade_time = GER_military_intelligence_service_agency_upgrade_time
	intelligence_agency_defense = GER_military_intelligence_service_intelligence_agency_defense
	boost_ideology_mission_factor = GER_military_intelligence_service_boost_ideology_mission_factor
	decryption_power_factor = GER_military_intelligence_service_decryption_power
	intel_network_gain_factor = GER_military_intelligence_service_intel_network_gain_factor
	root_out_resistance_effectiveness_factor = GER_military_intelligence_root_out_resistance_effectiveness_factor
	encryption_factor = GER_military_intelligence_service_encryption_factor
	decryption_factor = GER_military_intelligence_service_decryption_factor
	subversive_activites_upkeep = GER_military_intelligence_service_subversive_activites_upkeep
}
### Entity: Order of Battle
Component: Royal Australian Navy
Source: game
File: history/units/AST_1939_naval.txt

Code:
fleet = {
	name = Royal Australian Navy
	naval_base = 12406
	task_force = {
		name = Australian Squadron
		base = 12406
		location = 12406
		ship = {
			name = HMAS Canberra
			definition = heavy_cruiser
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = AST
					version_name = Canberra Class
				}
			}
		} {
			name = HMAS Australia
			definition = heavy_cruiser
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = AST
					version_name = Canberra Class
				}
			}
		} {
			name = HMAS Sydney
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_2 = {
					amount = 1
					owner = AST
					version_name = Sydney Class
				}
			}
		} {
			name = HMAS Hobart
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_2 = {
					amount = 1
					owner = AST
					version_name = Sydney Class
				}
			}
		} {
			name = HMAS Perth
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_2 = {
					amount = 1
					owner = AST
					version_name = Sydney Class
				}
			}
		} {
			name = HMAS Adelaide
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = AST
					version_name = Town Class
				}
			}
		} {
			name = HMAS Vampire
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = AST
					version_name = V/W Class
				}
			}
		} {
			name = HMAS Vendetta
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = AST
					version_name = V/W Class
				}
			}
		} {
			name = HMAS Voyager
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = AST
					version_name = V/W Class
				}
			}
		} {
			name = HMAS Waterhen
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = AST
					version_name = V/W Class
				}
			}
		} {
			name = HMAS Stuart
			definition = destroyer
			officer = {
				name = AST_hector_waller
				portraits = {
					navy = {
						large = GFX_portrait_AST_hector_waller
						small = GFX_portrait_AST_hector_waller_small
					}
				}
			}
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = AST
					version_name = S Class
				}
			}
		}
	}
}
### Entity: Idea
Component: VIN_trade_deal_with_vietnam
Constructs: removal_cost
Source: game
File: common/ideas/vietnam_ideas.txt

Code:
VIN_trade_deal_with_vietnam = {
	allowed = {
		always = no
	}
	allowed_civil_war = {

	}
	removal_cost = -1
	picture = can_wartime_prices_and_trade_board
	modifier = {
		trade_opinion_factor = 0.15
		production_factory_efficiency_gain_factor = 0.05
		production_factory_start_efficiency_factor = 0.05
	}
}
### Entity: Idea
Component: PRC_devastating_long_march_1
Constructs: army_defence_factor, stability_factor, army_attack_factor, removal_cost, conscription_factor, planning_speed
Source: game
File: common/ideas/prc.txt

Code:
PRC_devastating_long_march_1 = {
	removal_cost = -1
	picture = ENG_the_war_to_end_all_wars
	allowed = {
		always = no
	}
	cancel = {
		date = > 1936.10.27
	}
	modifier = {
		conscription_factor = -0.6
		land_reinforce_rate = -0.01
		army_attack_factor = -0.05
		army_defence_factor = -0.05
		planning_speed = -0.06
		training_time_factor = 0.65
		stability_factor = -0.05
	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_collectivize_industry
Constructs: prerequisite, limit, has_government, completion_reward, is_in_faction_with, complete_tooltip, every_state, has_state_flag
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPR_collectivize_industry
	available = {
		is_in_faction_with = SOV
		SOV = {
			has_government = communism
		}
	}
	bypass = {

	}
	prerequisite = {
		focus = SPR_provide_for_the_people
	}
	icon = GFX_goal_generic_construct_civ_factory
	x = -1
	y = 1
	relative_position_id = SPR_provide_for_the_people
	cost = 10
	available_if_capitulated = yes
	complete_tooltip = {
		every_state = {
			limit = {
				has_state_flag = SPR_collectivize_industry_2civ
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
				}
				is_core_of = ROOT
			}
			set_state_flag = SPR_collectivize_industry_2civ
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
				}
				is_core_of = ROOT
				NOT = {
					has_state_flag = SPR_collectivize_industry_2civ
				}
			}
			set_state_flag = SPR_collectivize_industry_2civ
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Scripted Trigger
Component: BUL_has_abolished_monarchy
Constructs: has_completed_focus, has_government
Source: game
File: common/scripted_triggers/BUL_scripted_triggers.txt

Code:
BUL_has_abolished_monarchy = {
	custom_trigger_tooltip = {
		tooltip = BUL_has_abolished_monarchy_tt
		OR = {
			has_government = communism
			has_completed_focus = BUL_overthrow_the_tsar BUL_abolish_the_monarchy BUL_depose_the_tsar
		}
	}
}
### Entity: Unit Template
Component: YUG_PAR_01
Source: game
File: common/units/names_divisions/YUG_names_divisions.txt

Code:
YUG_PAR_01 = {
	name = Paratrooper Divisions
	for_countries = {
		YUG SER MNT
	}
	can_use = {
		always = yes
	}
	division_types = {
		paratrooper
	}
	fallback_name = %d. Padobranska Divizija
	ordered = {
		1 = {
			%d. Padobranska Divizija
		}
		2 = {
			%d. Padobranska Divizija
		}
		3 = {
			%d. Padobranska Divizija
		}
		4 = {
			%d. Padobranska Divizija
		}
		5 = {
			%d. Padobranska Divizija
		}
		6 = {
			%d. Padobranska Divizija
		}
		7 = {
			%d. Padobranska Divizija
		}
		8 = {
			%d. Padobranska Divizija
		}
		9 = {
			%d. Padobranska Divizija
		}
		10 = {
			%d. Padobranska Divizija
		}
	}
}
### Entity: Idea
Component: EAI_DD_2/super_heavy_tank_destroyer_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_2/super_heavy_tank_destroyer_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		super_heavy_tank_destroyer_chassis = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
}
### Entity: Event
Component: BBA_ethiopia_fascist_events.55
Constructs: is_triggered_only, ai_chance
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_fascist_events.55
	title = BBA_ethiopia_fascist_events.55.t
	desc = BBA_ethiopia_fascist_events.55.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = BBA_ethiopia_fascist_events.55.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: AI Strategy
Component: EGY_enemy_at_the_gates
Constructs: has_war_with, is_major, has_capitulated, is_subject_of, is_neighbor_of
Source: game
File: common/ai_strategy/EGY.txt

Code:
EGY_enemy_at_the_gates = {
	allowed = {
		original_tag = EGY
	}
	enable = {
		exists = yes
		has_capitulated = no
		is_subject_of = ENG
		has_war_with = ITA
		is_neighbor_of = ITA
		ITA = {
			is_major = yes
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = front_control
		tag = ITA
		ratio = 0.6
		priority = 10
		ordertype = front
		execution_type = careful
		execute_order = no
	} {
		type = invade
		id = ITA
		value = -250
	} {
		type = invade
		id = ALB
		value = -250
	} {
		type = naval_invasion_focus
		value = -750
	} {
		type = naval_avoid_region
		id = 168
		value = 800
	}
}
### Entity: Event
Component: wuw_GER_realpolitik.36
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, has_government, add_war_support, has_country_flag, random_hours
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_realpolitik.36
	title = wuw_GER_realpolitik.36.t
	desc = wuw_GER_realpolitik.36.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = wuw_GER_realpolitik.36.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 2
				has_government = FROM
			} {
				factor = 2
				strength_ratio = {
					tag = FROM
					ratio = < 0.75
				}
			} {
				factor = 2
				strength_ratio = {
					tag = FROM
					ratio = < 0.5
				}
			} {
				factor = 2
				has_country_flag = AUS_is_more_likely_to_accept_being_brothers_in_arms_flag
			}
		}
		FROM = {
			country_event = {
				id = wuw_GER_realpolitik.37
				hours = 5
				random_hours = 6
			}
		}
		effect_tooltip = {
			FROM = {
				annex_country = {
					target = ROOT
					transfer_troops = yes
				}
			}
			ROOT = {
				every_core_state = {
					add_core_of = FROM
				}
			} {
				IF = {
					limit = {
						ROOT = {
							has_completed_focus = AUS_bring_generals_out_of_retirement
						}
					}
					AUS_wilhelm_gebauer = {
						set_nationality = FROM
					}
				}
				AUS_ludwig_von_eimannsberger = {
					set_nationality = FROM
				}
				AUS_anton_kienbauer = {
					set_nationality = FROM
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt GAME_OVER_TT
	} {
		name = wuw_GER_realpolitik.36.b
		ai_chance = {
			base = 2
			modifier = {
				factor = 5
				strength_ratio = {
					tag = FROM
					ratio = > 1
				}
			} {
				factor = 5
				strength_ratio = {
					tag = FROM
					ratio = > 1.25
				}
			} {
				factor = 0
				is_subject_of = FROM
			} {
				factor = 200
				FROM = {
					is_faction_leader = yes
				}
				any_other_country = {
					NOT = {
						original_tag = FROM
					}
					is_in_faction_with = FROM
				}
			}
		}
		add_war_support = 0.1
		custom_effect_tooltip = generic_skip_one_line_tt
		FROM = {
			country_event = {
				id = wuw_GER_realpolitik.38
				hours = 5
				random_hours = 6
			}
		}
	}
}