Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: CHL_political_events.74
Constructs: is_triggered_only, ai_chance, limit, fire_only_once, set_country_flag, set_party_name, set_cosmetic_tag, add_country_leader_role
Source: game
File: events/TOA_Chile.txt

Code:
country_event = {
	id = CHL_political_events.74
	title = CHL_political_events.74.t
	desc = CHL_political_events.74.desc
	picture = GFX_report_event_crowd_in_prague
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = CHL_political_events.74.a
		ai_chance = {
			base = 100
		}
		hidden_effect = {
			set_country_flag = CHL_chile_is_a_monarchy
		} {
			set_party_name = {
				ideology = neutrality
				long_name = CHL_house_of_orelie_long
				name = CHL_house_of_orelie
			}
		}
		set_cosmetic_tag = kingdom_of_araucania_and_patagonia
		add_country_leader_role = {
			promote_leader = yes
			character = CHL_antoine_iii
			country_leader = {
				ideology = despotism
				expire = 1965.1.1.1
				traits = {
					JUNO_sovereign_of_patagonia_1
				}
			}
		}
		custom_effect_tooltip = CHL_skip_one_line_tt CHL_skip_one_line_tt
		add_timed_idea = {
			idea = CHL_french_investments
			days = 360
		}
		every_state = {
			limit = {
				OR = {
					state = 512 955 954
				}
				NOT = {
					OR = {
						is_owned_by = ROOT
						is_claimed_by = ROOT
					}
				}
			}
			add_claim_by = ROOT
		}
	}
}
### Entity: Modifier Reference
Construct: air_untrained_pilots_penalty_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## air_untrained_pilots_penalty_factor

* Number with 0 decimal places
* **Categories**: air
### Entity: National Focus
Tree: raj_focus
Component: RAJ_procure_the_task_force
Constructs: prerequisite, limit, add_ideas, completion_reward, has_navy_size, cancel_if_invalid, has_idea, swap_ideas
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_procure_the_task_force
	icon = GFX_goal_generic_navy_anti_submarine
	prerequisite = {
		focus = RAJ_trade_protection
	}
	x = 0
	y = 1
	relative_position_id = RAJ_trade_protection
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		OR = {
			has_navy_size = {
				size = > 8
				unit = destroyer#
				 = optional
			} {
				size = > 2
				unit = light_cruiser#
				 = optional
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_idea = idea_RAJ_long_range_sea_operations
				}
			}
			add_ideas = idea_RAJ_long_range_sea_operations
		}
		else = {
			swap_ideas = {
				remove_idea = idea_RAJ_long_range_sea_operations
				add_idea = idea_RAJ_long_range_sea_operations_2
			}
		}
		try_build_dockyard_in_core_otherwise_build_in_controlled = yes yes
	}
}
### Entity: Modding Documentation
Construct: lock_air_eff
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## lock_air_eff
* Arguments: <CountryTag>, <Efficiency> (0.0-1.0) OPTIONAL

Locks Air Efficiency for a country, omit efficiency value to reset
### Entity: Idea
Component: PRC_winter_training_idea
Constructs: removal_cost
Source: game
File: common/ideas/prc.txt

Code:
PRC_winter_training_idea = {
	removal_cost = -1
	picture = ast_all_in
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	modifier = {
		winter_attrition = -0.2
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_viva_el_rey
Constructs: prerequisite, limit, add_ideas, completion_reward, add_political_power, has_civil_war, set_rule, check_variable
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_viva_el_rey
	prerequisite = {
		focus = PRU_nationalize_the_industry PRU_knights_of_the_new_world PRU_Receive_refugees_from_the_Spanish_civil_war
	}
	icon = GFX_goal_PRU_rey
	relative_position_id = PRU_look_to_the_past
	x = -2
	y = 12
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		has_civil_war = no
	}
	completion_reward = {
		set_rule = {
			can_create_factions = yes
		}
		add_political_power = 40
		add_ideas = PRU_viva_el_rey
		if = {
			limit = {
				NOT = {
					check_variable = {
						PRU_ur_loyalty = -1
						compare = equals
					}
				}
			}
			custom_effect_tooltip = PRU_unlock_exclu_ur
			PRU = {
				set_country_flag = PRU_ur_exclu
			}
		}
		custom_effect_tooltip = PRU_unlock_exclu_apra
		PRU = {
			set_country_flag = PRU_apra_exclu
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: AFG_bourgeoisie_purged
Constructs: has_government, removal_cost
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
AFG_bourgeoisie_purged = {
	picture = SPR_class_war
	allowed = {
		original_tag = AFG
	}
	allowed_civil_war = {
		always = no
	}
	cancel = {
		NOT = {
			has_government = communism
		}
	}
	removal_cost = -1
	modifier = {
		political_power_factor = -0.15
		military_leader_cost_factor = 0.15
		political_advisor_cost_factor = 0.15
		consumer_goods_factor = -0.25
	}
}
### Entity: Idea
Component: DNZ_carl_jacob_burckhardt
Constructs: removal_cost
Source: game
File: common/ideas/danzig.txt

Code:
DNZ_carl_jacob_burckhardt = {
	picture = carl_jacob_burckhardt
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		political_power_factor = 0.05
	}
}
### Entity: Idea
Component: COG_ncs
Source: game
File: common/ideas/congo.txt

Code:
COG_ncs = {
	ledger = navy
	picture = generic_navy_african_2
	allowed = {
		original_tag = COG
	}
	traits = {
		navy_capital_ship_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: political_reformer_2_no_lar
Constructs: research_speed_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
political_reformer_2_no_lar = {
	random = no
	custom_modifier_tooltip = ITA_political_reformer_tt
	hidden_modifier = {
		political_advisor_cost_factor = -0.25
		air_advisor_cost_factor = -0.25
		army_advisor_cost_factor = -0.25
		navy_advisor_cost_factor = -0.25
	}
	drift_defence_factor = 0.05
	research_speed_factor = 0.025
}
### Entity: Scripted Effect
Component: ITA_bop_very_high_decrease_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_bop_very_high_decrease_effect = {
	add_power_balance_value = {
		id = ITA_power_balance
		value = -0.25
	}
}
### Entity: National Focus
Tree: fri_focus
Component: FRI_from_militias_to_an_army
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/FrenchIndochina.txt

Code:
focus = {
	id = FRI_from_militias_to_an_army
	icon = GFX_goal_infantry_offensive
	cost = 10
	prerequisite = {
		focus = FRI_establish_the_armee_d_indochine
	}
	completion_reward = {
		add_ideas = FRI_from_militias_to_an_army
	}
	x = -1
	y = 5
	relative_position_id = FRI_expand_the_garde_indigene
}
### Entity: Idea
Component: EAI_DD_4/super_heavy_tank_artillery_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_4/super_heavy_tank_artillery_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		super_heavy_tank_artillery_chassis = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}
### Entity: Character
Component: FIN_wiljo_einar_tuompo
Constructs: has_government
Source: game
File: common/characters/FIN.txt

Code:
FIN_wiljo_einar_tuompo = {
	name = FIN_wiljo_einar_tuompo
	portraits = {
		army = {
			large = GFX_portrait_FIN_wiljo_einar_tuompo
			small = GFX_portrait_FIN_wiljo_einar_tuompo_small
		}
	}
	corps_commander = {
		traits = {
			commando winter_specialist infantry_officer jaeger
		}
		skill = 2
		attack_skill = 1
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 2
		legacy_id = -1
		visible = {
			NOT = {
				has_government = communism
			}
		}
	}
}
### Entity: National Focus
Tree: man_focus
Component: MAN_tsr_local_arms_procurement
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, complete_tooltip, unlock_decision_tooltip, every_state, has_state_flag
Source: game
File: common/national_focus/manchukuo_TSR.txt

Code:
focus = {
	id = MAN_tsr_local_arms_procurement
	icon = GFX_goal_generic_construct_mil_factory
	prerequisite = {
		focus = MAN_tsr_expand_the_imperial_guards
	}
	x = 0
	y = 1
	relative_position_id = MAN_tsr_expand_the_imperial_guards
	cost = 10
	ai_will_do = {
		factor = 6
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	complete_tooltip = {
		unlock_decision_tooltip = MAN_fund_underground_gun_shops
		custom_effect_tooltip = generic_skip_one_line_tt
		every_state = {
			limit = {
				has_state_flag = MAN_local_arms_procurement_AF
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
	completion_reward = {
		unlock_decision_tooltip = MAN_fund_underground_gun_shops
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
				is_fully_controlled_by = ROOT
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
			set_state_flag = MAN_local_arms_procurement_AF
		} {
			limit = {
				is_core_of = ROOT
				is_fully_controlled_by = ROOT
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
			set_state_flag = MAN_local_arms_procurement_AF
		}
	}
}
### Entity: Character
Component: JAP_keisuke_okada
Source: game
File: common/characters/JAP.txt

Code:
JAP_keisuke_okada = {
	name = JAP_keisuke_okada
	portraits = {
		civilian = {
			large = GFX_portrait_JAP_keisuke_okada
			small = GFX_portrait_JAP_keisuke_okada_small
		}
	}
	country_leader = {
		ideology = japan_militarism_ideology
		traits = {
			JAP_moderate_politician_neu
		}
		expire = 1952.1.1.1
		id = -1
	}
}
### Entity: State History
Component: 1010
Constructs: add_core_of
Source: game
File: history/states/1010-Al Anbar.txt

Code:
state = {
	id = 1010
	name = STATE_1010
	state_category = rural
	manpower = 479801
	resources = {
		oil = 3
	}
	history = {
		owner = IRQ
		add_core_of = IRQ
		victory_points = {
			12413 1
		}
	}
	provinces = {
		1631 4951 12413
	}
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_sea_heavy_weapons_development
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_breakthrough_progress, add_tech_bonus
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = CHI_sea_heavy_weapons_development
	icon = GFX_goal_generic_army_artillery
	x = 0
	y = 1
	relative_position_id = CHI_sea_small_arms_production
	cost = 5
	prerequisite = {
		focus = CHI_sea_small_arms_production
	}
	ai_will_do = {
		base = 4
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_breakthrough_progress = {
			specialization = specialization_land
			value = 0.5
		}
		add_tech_bonus = {
			name = CHI_heavy_weapons_development
			bonus = 1.0
			uses = 1
			category = artillery
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_reclaim_ataturks_home
Constructs: prerequisite, limit, has_government, completion_reward, is_historical_focus_on, is_subject, is_subject_of, is_in_faction_with
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_reclaim_ataturks_home
	icon = GFX_focus_generic_attack_greece
	prerequisite = {
		focus = TUR_pan_turkism
	}
	x = -1
	y = 1
	cost = 5
	relative_position_id = TUR_pan_turkism
	ai_will_do = {
		factor = 5
		modifier = {
			is_historical_focus_on = yes
			factor = 0
		}
	}
	will_lead_to_war_with = GRE
	available = {
		is_subject = no
		TUR = {
			has_government = fascism
		}
		NOT = {
			GRE = {
				is_subject_of = TUR
				is_in_faction_with = TUR
			}
		}
	}
	completion_reward = {
		add_state_claim = 731
		every_other_country = {
			limit = {
				NOT = {
					is_in_faction_with = ROOT
				} {
					is_subject_of = ROOT
				}
				any_controlled_state = {
					OR = {
						state = 184 731 187
					}
				}
			}
			TUR = {
				create_wargoal = {
					target = PREV
					type = take_claimed_state
					expire = 0
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/PAK_Scripted.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = PAK
		}
		requested_factories = 1
		progress = 0.86
		efficiency = 100
	}
}
### Entity: Event
Component: soviet.22
Constructs: is_triggered_only
Source: game
File: events/SovietUnion.txt

Code:
country_event = {
	id = soviet.22
	title = soviet.22.t
	desc = soviet.22.d
	picture = GFX_report_event_chinese_officers
	is_triggered_only = yes
	option = {
		name = soviet.22.a
	}
}
### Entity: National Focus
Tree: cyp_focus
Component: CYP_arms_for_nation
Constructs: add_equipment_to_stockpile, prerequisite, limit, add_ideas, completion_reward, random_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_cyprus.txt

Code:
focus = {
	id = CYP_arms_for_nation
	icon = GFX_goal_generic_military_factories
	cost = 8
	x = -2
	y = 1
	relative_position_id = CYP_equipment_modernisation
	prerequisite = {
		focus = CYP_equipment_modernisation
	}
	completion_reward = {
		random_controlled_state = {
			prioritize = {
				183
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = r56_newline
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = 2000
		}
		if = {
			limit = {
				arms_factory = < 2
			}
			custom_effect_tooltip = r56_newline CYP_arms_for_nation_tt
			add_ideas = CYP_war_industrialisation
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MILITARY_EQUIPMENT
	}
}
### Entity: Country History
Country: SAM
Component: SAM_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/SAM - Samoa.txt

Code:
# Politics & Parties for SAM
set_politics = {
	ruling_party = democratic
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 50
	fascism = 6
	communism = 6
	neutrality = 38
}
### Entity: Idea
Component: bra_heavy_aircraft_manufacturer
Constructs: has_completed_focus, limit, has_allowed_idea_with_traits, removal_cost, research_bonus
Source: game
File: common/ideas/r56_brazil.txt

Code:
bra_heavy_aircraft_manufacturer = {
	picture = apfab
	allowed = {
		tag = BRA
		NOT = {
			has_allowed_idea_with_traits = {
				idea = heavy_aircraft_manufacturer
				limit = 1
			}
		}
	}
	available = {
		has_completed_focus = BRA_R56_close_air_support
	}
	cost = 150
	removal_cost = 10
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		heavy_aircraft_manufacturer
	}
}
### Entity: Event
Component: austria.3
Constructs: is_triggered_only, ai_chance, has_completed_focus, add_opinion_modifier, set_country_flag
Source: game
File: events/Austria.txt

Code:
country_event = {
	id = austria.3
	title = austria.3.t
	desc = austria.3.d
	picture = GFX_report_event_AUS_schuschnigg_mussolini
	is_triggered_only = yes
	option = {
		name = austria.3.a
		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				has_completed_focus = ITA_pact_of_steel
			}
		}
		effect_tooltip = {
			AUS = {
				add_opinion_modifier = {
					target = ITA
					modifier = large_increase
				}
			}
		}
		set_country_flag = ITA_accepted_aus
		custom_effect_tooltip = AUS_protect_austria
		AUS = {
			country_event = austria.4
		}
	} {
		name = austria.3.b
		ai_chance = {
			base = 0
			modifier = {
				add = 1
				has_completed_focus = ITA_pact_of_steel
			}
		}
		AUS = {
			country_event = austria.5
		}
		set_country_flag = ITA_refused_aus
		effect_tooltip = {
			AUS = {
				add_opinion_modifier = {
					target = ITA
					modifier = large_decrease
				}
			}
		}
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_establish_nortraship
Constructs: add_equipment_to_stockpile, has_war, has_government, completion_reward, has_defensive_war, cancel_if_invalid, set_country_flag
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_establish_nortraship
	icon = GFX_goal_generic_trade
	x = 2
	y = 0
	relative_position_id = NOR_encourage_fishing
	cost = 5
	ai_will_do = {
		base = 20
		modifier = {
			factor = 5
			has_defensive_war = yes
		}
	}
	available = {
		OR = {
			threat = > 0.25
			has_war = yes
			has_government = fascism communism
		}
	}
	available_if_capitulated = yes
	cancel_if_invalid = no
	continue_if_invalid = yes
	completion_reward = {
		add_equipment_to_stockpile = {
			type = convoy_1
			amount = 150
			producer = NOR
		}
		set_country_flag = NOR_nortraship_established
		custom_effect_tooltip = NOR_establish_nortraship_tt
		country_event = {
			hours = 6
			id = naw_norway.230
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_prepare_for_worst
Constructs: prerequisite, has_war, limit, has_government, completion_reward, is_controlled_by, allow_branch, random_core_state
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_prepare_for_worst
	icon = GFX_goal_fortify_the_westwall
	prerequisite = {
		focus = PER_question_of_resources
	}
	x = 1
	y = 1
	relative_position_id = PER_question_of_resources
	cost = 10
	available = {
		has_government = neutrality
		has_war = no
		any_owned_state = {
			is_controlled_by = ROOT
			free_building_slots = {
				building = arms_factory
				size = > 1
				include_locked = yes
			}
		}
	}
	bypass = {
		all_owned_state = {
			OR = {
				NOT = {
					is_controlled_by = ROOT
				}
				free_building_slots = {
					building = arms_factory
					size = < 1
					include_locked = no
				}
			}
		}
	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 0
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_core_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
				is_owned_and_controlled_by = ROOT
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = CHL_skip_one_line_tt CHL_skip_one_line_tt
		1004 = {
			add_building_construction = {
				type = supply_node
				level = 1
				province = 7573
				instant_build = yes
			}
		}
		410 = {
			add_building_construction = {
				type = supply_node
				level = 1
				province = 13082
				instant_build = yes
			}
		}
		420 = {
			add_building_construction = {
				type = bunker
				level = 1
				province = {
					id = 10454
				}
				instant_build = yes
			}
		}
		1000 = {
			add_building_construction = {
				type = bunker
				level = 1
				province = {
					id = 4755
				}
				instant_build = yes
			}
		}
		419 = {
			add_building_construction = {
				type = bunker
				level = 1
				province = {
					id = 1636
				}
				instant_build = yes
			}
		}
		266 = {
			add_building_construction = {
				type = bunker
				level = 1
				province = {
					id = 7602
				}
				instant_build = yes
			}
		}
		416 = {
			add_building_construction = {
				type = bunker
				level = 1
				province = {
					id = 5029
				}
				instant_build = yes
			}
		}
	}
}
### Entity: Character
Component: COL_querista_sellor
Source: game
File: common/characters/COL.txt

Code:
COL_querista_sellor = {
	advisor = {
		slot = army_chief
		idea_token = COL_querista_sellor
		allowed = {
			original_tag = COL
		}
		traits = {
			army_chief_organizational_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Querista Sellor
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_south_america_2
		}
	}
}
### Entity: AI Strategy
Component: EGY_stick_to_homeland_defence
Constructs: is_subject_of, has_war_together_with, has_capitulated, force_build_armies
Source: game
File: common/ai_strategy/EGY.txt

Code:
EGY_stick_to_homeland_defence = {
	allowed = {
		original_tag = EGY
	}
	enable = {
		exists = yes
		is_subject_of = ENG
	}
	abort = {
		AND = {
			has_war_together_with = ENG
			ENG = {
				has_capitulated = yes
			}
		}
	}
	ai_strategy = {
		type = force_build_armies
		value = 16
	} {
		type = naval_invasion_focus
		value = -50
	} {
		type = spare_unit_factor
		value = -100
	}
}
### Entity: Idea
Component: vittoria_mutilata
Constructs: has_government, removal_cost
Source: game
File: common/ideas/italy.txt

Code:
vittoria_mutilata = {
	allowed = {
		original_tag = ITA
	}
	allowed_civil_war = {
		NOT = {
			OR = {
				has_government = communism democratic
			}
		}
	}
	removal_cost = -1
	modifier = {
		communism_acceptance = -10
		democratic_acceptance = -10
		fascism_acceptance = 10
		ai_focus_aggressive_factor = 0.5
		justify_war_goal_time = -0.05
	}
}
### Entity: Event
Component: AAT_norway_monarchist.5
Constructs: is_triggered_only, ai_chance, limit, add_ideas, has_government, every_country, add_war_support, add_stability
Source: game
File: events/AAT_Norway.txt

Code:
country_event = {
	id = AAT_norway_monarchist.5
	title = AAT_norway_monarchist.5.t
	desc = AAT_norway_monarchist.5.desc
	picture = GFX_report_event_NOR_quisling_speech
	is_triggered_only = yes
	option = {
		name = AAT_norway_monarchist.5.a
		ai_chance = {
			base = 6
		}
		trigger = {

		}
		add_political_power = -50
		custom_effect_tooltip = CHL_skip_one_line_tt CHL_skip_one_line_tt CHL_skip_one_line_tt
		every_country = {
			limit = {
				OR = {
					original_tag = DEN ICE SWE
				} {
					has_government = democratic neutrality
				}
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = illegitimate_norwegian_monarchy
			}
		}
		add_stability = 0.05
		add_war_support = 0.05
		add_ideas = NOR_new_high_king
	} {
		name = AAT_norway_monarchist.5.b
		ai_chance = {
			base = 4
		}
		trigger = {

		}
		add_political_power = 25
		add_stability = 0.02
		custom_effect_tooltip = CHL_skip_one_line_tt CHL_skip_one_line_tt
		every_country = {
			limit = {
				OR = {
					original_tag = DEN ICE SWE FIN
				} {
					has_government = democratic neutrality
				}
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = friendly_norwegian_monarchy
			}
		}
		add_ideas = NOR_norwegian_regency
		hidden_effect = {
			set_cosmetic_tag = NOR_neutrality_nordic_king_flag
		}
	} {
		name = AAT_norway_monarchist.5.c
		ai_chance = {
			base = 0
		}
		trigger = {

		}
		add_political_power = 50
		custom_effect_tooltip = CHL_skip_one_line_tt CHL_skip_one_line_tt
		every_country = {
			limit = {
				OR = {
					original_tag = DEN ICE SWE FIN
				} {
					has_government = democratic neutrality
				}
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = norwegian_imperial_ambitions
			}
		}
		add_ideas = NOR_second_north_sea_empire
		hidden_effect = {
			set_cosmetic_tag = NOR_neutrality_purple_flag
		}
	}
}
### Entity: Event
Component: r56.soviet.41
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/r56_Soviet.txt

Code:
country_event = {
	id = r56.soviet.41
	title = r56.soviet.41.t
	desc = r56.soviet.41.d
	picture = GFX_report_event_soviet_tanks
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = r56.soviet.41.a
	}
}