Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: GER_uncertain_future
Constructs: removal_cost, has_country_leader
Source: game
File: common/ideas/GER.txt

Code:
GER_uncertain_future = {
	picture = FRA_scw_intervention_republicans_focus
	allowed = {
		always = yes
	}
	removal_cost = -1
	cancel = {
		NOT = {
			has_country_leader = {
				ruling_only = yes
				character = GER_august_von_mackensen
			}
		}
	}
	modifier = {
		custom_modifier_tooltip = GER_august_von_mackensen_must_retire_tt
		stability_weekly = -0.005
		political_power_factor = -0.25
	}
}
### Entity: Event
Component: rt56.romania.6
Constructs: is_triggered_only, ai_chance, add_political_power, has_opinion, is_historical_focus_on, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: events/r56_romania.txt

Code:
country_event = {
	id = rt56.romania.6
	title = rt56.romania.6.t
	desc = rt56.romania.6.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = rt56.romania.6.a
		ai_chance = {
			base = 4
			modifier = {
				factor = 3
				has_opinion = {
					target = ROM
					value = > 30
				}
			} {
				is_historical_focus_on = yes
				factor = 20
			}
		}
		effect_tooltip = {
			ROM = {
				random_owned_controlled_state = {
					prioritize = {
						46
					}
					add_extra_state_shared_building_slots = 2
					add_building_construction = {
						type = industrial_complex
						level = 2
						instant_build = yes
					}
				} {
					prioritize = {
						81
					}
					add_extra_state_shared_building_slots = 2
					add_building_construction = {
						type = industrial_complex
						level = 2
						instant_build = yes
					}
				}
				add_tech_bonus = {
					name = ROM_the_german_four_year_plan
					bonus = 0.5
					uses = 1
					category = construction_tech
				} {
					name = ROM_the_german_four_year_plan
					bonus = 0.5
					uses = 1
					category = synth_resources
				}
			}
		}
		GER = {
			random_owned_controlled_state = {
				prioritize = {
					60
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = synthetic_refinery
					level = 1
					instant_build = yes
				}
			} {
				prioritize = {
					54
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = synthetic_refinery
					level = 1
					instant_build = yes
				}
			} {
				prioritize = {
					60
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = fuel_silo
					level = 1
					instant_build = yes
				}
			}
		}
	} {
		name = rt56.romania.6.b
		ai_chance = {
			base = 2
			modifier = {
				factor = 10
				has_opinion = {
					target = ROM
					value = < 30
				}
			}
		}
		FROM = {
			country_event = rt56.romania.8
		}
		add_political_power = 30
	}
}
### Entity: Character
Component: XSM_ma_biao
Source: game
File: common/characters/XSM.txt

Code:
XSM_ma_biao = {
	name = XSM_ma_biao
	portraits = {
		army = {
			large = GFX_kr_portrait_asia_generic_land_2
			small = GFX_kr_portrait_asia_generic_land_2_small
		}
	}
	corps_commander = {
		traits = {
			cavalry_officer
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		legacy_id = -1
	}
}
### Entity: Event
Component: r56_australia.22
Constructs: is_triggered_only, ai_chance, has_government, set_autonomy
Source: game
File: events/R56_Australia.txt

Code:
country_event = {
	id = r56_australia.22
	title = r56_australia.22.t
	desc = r56_australia.22.d
	picture = GFX_report_event_ast_navy
	is_triggered_only = yes
	option = {
		name = r56_australia.22.a
		ai_chance = {
			base = 0
			modifier = {
				OR = {
					has_government = fascism neutrality
				}
				add = 50
			}
		}
		set_autonomy = {
			target = NZL
			autonomy_state = autonomy_free
		}
	} {
		name = r56_australia.22.b
		ai_chance = {
			base = 1
		}
	}
}
### Entity: Character
Component: GER_moral_compass_of_the_nation
Constructs: stability_factor, industrial_capacity_factory, production_speed_buildings_factor, neutrality_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
GER_moral_compass_of_the_nation = {
	sprite = 13
	random = no
	stability_factor = 0.05
	consumer_goods_expected_value = -0.025
	production_speed_buildings_factor = 0.025
	industrial_capacity_factory = 0.05
	industrial_capacity_dockyard = 0.05
	drift_defence_factor = 0.1
	neutrality_drift = 0.01
}
### Entity: National Focus
Tree: hun_focus
Component: HUN_march_to_the_shore
Constructs: prerequisite, limit, completion_reward, has_army_manpower, is_in_faction_with, is_subject, cancel_if_invalid, add_state_claim
Source: game
File: common/national_focus/hungary.txt

Code:
focus = {
	id = HUN_march_to_the_shore
	icon = GFX_focus_generic_strike_at_democracy3
	prerequisite = {
		focus = HUN_claim_transylvania
	}
	x = -1
	y = 5
	relative_position_id = HUN_invite_the_habsburg_prince
	cost = 10
	ai_will_do = {
		factor = 60
	}
	available = {
		has_army_manpower = {
			size = > 250000
		}
		109 = {
			OWNER = {
				NOT = {
					is_in_faction_with = HUN
				}
			}
		}
		is_subject = no
	}
	bypass = {
		controls_state = 102 853 103 109 104 45 163 764 804
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		add_state_claim = 102 853 103 109 104 163 804
		add_state_core = 764 45
		if = {
			limit = {
				OR = {
					103 = {
						is_controlled_by = YUG
					} {
						controller = {
							is_subject_of = YUG
						}
					} {
						controller = {
							is_in_faction_with = YUG
						}
					}
				}
			}
			add_ai_strategy = {
				type = conquer
				id = YUG
				value = 200
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3AChina.png.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
&#160;&#160;Invert selection

Filters
Hide transclusions | Hide links | Hide redirects | Hide file links

The following pages link to File:China.png:

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)Countries (file link) ‎ (← links | edit)

Norway (file link) ‎ (← links | edit)

Germany (file link) ‎ (← links | edit)

France (file link) ‎ (← links | edit)

Italy (file link) ‎ (← links | edit)

Soviet Union (file link) ‎ (← links | edit)

United States (file link) ‎ (← links | edit)

United Kingdom (file link) ‎ (← links | edit)

Sweden (file link) ‎ (← links | edit)

Japan (file link) ‎ (← links | edit)

Netherlands (file link) ‎ (← links | edit)

Belgium (file link) ‎ (← links | edit)

Luxembourg (file link) ‎ (← links | edit)

Denmark (file link) ‎ (← links | edit)

Yugoslavia (file link) ‎ (← links | edit)

Czechoslovakia (file link) ‎ (← links | edit)

Poland (file link) ‎ (← links | edit)

Colombia (file link) ‎ (← links | edit)

Turkey (file link) ‎ (← links | edit)

Ethiopia (file link) ‎ (← links | edit)

Argentina (file link) ‎ (← links | edit)

Brazil (file link) ‎ (← links | edit)

Canada (file link) ‎ (← links | edit)

Switzerland (file link) ‎ (← links | edit)

Albania (file link) ‎ (← links | edit)

Austria (file link) ‎ (← links | edit)

Ecuador (file link) ‎ (← links | edit)

Venezuela (file link) ‎ (← links | edit)

Panama (file link) ‎ (← links | edit)

Romania (file link) ‎ (← links | edit)

Latvia (file link) ‎ (← links | edit)

Estonia (file link) ‎ (← links | edit)

Lithuania (file link) ‎ (← links | edit)

Bulgaria (file link) ‎ (← links | edit)

Finland (file link) ‎ (← links | edit)

Greece (file link) ‎ (← links | edit)

Portugal (file link) ‎ (← links | edit)

Ireland (file link) ‎ (← links | edit)

User:SaintDaveUK/sandbox (file link) ‎ (← links | edit)

Template:Country navbox (file link) ‎ (← links | edit)

British Raj (file link) ‎ (← links | edit)

Cuba (file link) ‎ (← links | edit)

Hungary (file link) ‎ (← links | edit)

Slovakia (file link) ‎ (← links | edit)

Paraguay (file link) ‎ (← links | edit)

Tannu Tuva (file link) ‎ (← links | edit)

Philippines (file link) ‎ (← links |
# ... (truncated)
### Entity: National Focus
Tree: eth_focus
Component: ETH_organize_regional_revolts
Constructs: prerequisite, completion_reward, has_country_leader, is_government_in_exile, set_country_flag
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_organize_regional_revolts
	icon = GFX_goal_generic_occupy_states_ongoing_war
	prerequisite = {
		focus = ETH_the_patriots
	}
	x = 0
	y = 1
	relative_position_id = ETH_the_patriots
	cost = 10
	ai_will_do = {
		base = 1
	}
	available = {
		has_country_leader = {
			character = ETH_haile_selassie
			ruling_only = yes
		}
		is_government_in_exile = yes
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_BALANCE_OF_POWER
	}
	completion_reward = {
		ETH_BOP_decentralization_large_effect = yes
		custom_effect_tooltip = ETH_organize_regional_revolts_tt
		set_country_flag = ETH_organize_regional_revolts_flag
	}
}
### Entity: Event
Component: AST_diplomatic_events.75
Constructs: is_triggered_only
Source: game
File: events/TAOG_Australia.txt

Code:
country_event = {
	id = AST_diplomatic_events.75
	title = AST_diplomatic_events.75.t
	desc = AST_diplomatic_events.75.desc
	picture = GFX_report_event_generic_handshake
	is_triggered_only = yes
	option = {
		name = AST_diplomatic_events.75.a
		effect_tooltip = {
			AST = {
				puppet = PHI
			}
		}
	}
}
### Entity: Idea
Component: RCG_ncs
Source: game
File: common/ideas/republic_of_congo.txt

Code:
RCG_ncs = {
	ledger = navy
	picture = generic_navy_african_2
	allowed = {
		original_tag = RCG
	}
	traits = {
		navy_capital_ship_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Military Industrial Organization
Component: HUN_mrt_aircraft_organization
Constructs: has_dlc, equipment_bonus, production_bonus
Source: game
File: common/military_industrial_organization/organizations/HUN_organization.txt

Code:
HUN_mrt_aircraft_organization = {
	include = generic_multi_role_aircraft_organization
	icon = GFX_idea_HUN_mrt_aircraft
	allowed = {
		original_tag = HUN
		has_dlc = Arms Against Tyranny
	}
	initial_trait = {
		name = HUN_mio_trait_aircraft_production_plant
		limit_to_equipment_type = {
			mio_cat_eq_all_small_plane mio_cat_eq_all_medium_plane mio_cat_eq_all_large_plane
		}
		equipment_bonus = {

		}
		production_bonus = {
			production_cost_factor = -0.05
			production_resource_need_factor = -0.1
			production_capacity_factor = 0.05
		}
	}
}
### Entity: Idea
Component: AUS_thousand_mark_ban
Constructs: has_war_with, industrial_capacity_factory, is_ally_with, has_civil_war
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_thousand_mark_ban = {
	picture = gre_schachtplan2
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		OR = {
			has_war_with = GER
			is_ally_with = GER
			GER = {
				has_civil_war = yes
			} {
				exists = no
			}
		}
	}
	modifier = {
		consumer_goods_factor = 0.25
		industrial_capacity_factory = -0.1
		custom_modifier_tooltip = AUS_embargoed_by_germany
	}
	on_remove = {
		GER = {
			diplomatic_relation = {
				country = AUS
				relation = embargo
				active = no
			}
		}
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_headhunt_army_personell
Constructs: prerequisite, completion_reward, cancel_if_invalid, set_rule, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_headhunt_army_personell
	icon = GFX_focus_RAJ_headhunt_army_personell
	prerequisite = {
		focus = RAJ_form_a_police_force
	}
	x = 0
	y = 1
	relative_position_id = RAJ_form_a_police_force
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		set_rule = {
			can_send_volunteers = yes
		}
		swap_ideas = {
			remove_idea = idea_RAJ_empowered_police_force
			add_idea = idea_RAJ_pmc
		}
	}
}
### Entity: Event
Component: mtg_britain.53
Constructs: is_triggered_only, add_to_faction
Source: game
File: events/MTG_Britain.txt

Code:
country_event = {
	id = mtg_britain.53
	title = mtg_britain.53.t
	desc = mtg_britain.53.d
	picture = GFX_report_event_generic_sign_treaty3
	is_triggered_only = yes
	option = {
		name = excellent
		FROM = {
			add_to_faction = ENG
		}
	}
}
### Entity: Idea
Component: GAM_pot
Source: game
File: common/ideas/gambia.txt

Code:
GAM_pot = {
	picture = generic_political_advisor_african_2
	allowed = {
		original_tag = GAM
	}
	traits = {
		prince_of_terror
	}
}
### Entity: Country History
Country: QAT
Component: QAT_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/QAT - Qatar.txt

Code:
# Politics & Parties for QAT
set_politics = {
	ruling_party = democratic
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 51
	fascism = 1
	communism = 1
	neutrality = 47
}
### Entity: Idea
Component: EAI_DD_5/small_plane_cas_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_5/small_plane_cas_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		small_plane_cas_airframe = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_divert_attention_towards_military
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_divert_attention_towards_military
	icon = GFX_focus_SOV_military_purge
	prerequisite = {
		focus = SOV_the_left_opposition SOV_the_right_opposition
	}
	mutually_exclusive = {
		focus = SOV_military_support
	}
	x = 11
	y = 1
	relative_position_id = SOV_the_left_opposition
	cost = 5
	available = {
		SOV_soviet_civil_war_not_started = yes
	}
	search_filters = {
		FOCUS_FILTER_SOV_POLITICAL_PARANOIA
	}
	completion_reward = {
		custom_effect_tooltip = SOV_divert_purge_attention_tt
		hidden_effect = {
			SOV_pick_regular_purge_army_type_effect = yes
		}
	}
}
### Entity: Shared Focus
Component: CARIB_improve_local_infrastructure
Constructs: shared_focus, prerequisite, limit, completion_reward, has_idea, allow_branch, random_state, is_core_of
Source: game
File: common/national_focus/r56_caribbean_shared.txt

Code:
shared_focus = {
	id = CARIB_improve_local_infrastructure
	icon = GFX_goal_generic_road
	cost = 10
	prerequisite = {
		focus = CARIB_caribbean_unification
	}
	relative_position_id = CARIB_caribbean_unification
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	x = -3
	y = 1
	ai_will_do = {
		factor = 10
	}
	text_icon = NORDIC_focus_style
	available = {
		NOT = {
			has_idea = generic_recent_economic_unification
		}
		num_of_controlled_states = > 3
	}
	bypass = {

	}
	allow_branch = {

	}
	completion_reward = {
		random_state = {
			limit = {
				is_core_of = ROOT
				is_controlled_by = ROOT
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				is_core_of = ROOT
				is_controlled_by = ROOT
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				is_core_of = ROOT
				is_controlled_by = ROOT
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				is_core_of = ROOT
				is_controlled_by = ROOT
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Scripted Effect
Component: r56_ger_dvu_20
Constructs: limit, has_active_mission, add_days_mission_timeout
Source: game
File: common/scripted_effects/r56_GER_scripted_effects.txt

Code:
r56_ger_dvu_20 = {
	IF = {
		limit = {
			has_active_mission = GER_dvu_demands_action
		}
		add_days_mission_timeout = {
			mission = GER_dvu_demands_action
			days = 100
		}
	}
}
### Entity: Idea
Component: veteran_air_instructors_spirit
Constructs: has_air_force_command, has_dlc
Source: game
File: common/ideas/air_spirits.txt

Code:
veteran_air_instructors_spirit = {
	ledger = air
	available = {
		has_air_force_command = yes
	}
	modifier = {
		air_wing_xp_loss_when_killed_factor = -0.25
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			NOT = {
				has_dlc = No Step Back
			}
		}
	}
}
### Entity: Character
Component: MEN_yondonwangchug
Source: game
File: common/characters/MEN.txt

Code:
MEN_yondonwangchug = {
	name = MEN_yondonwangchug
	portraits = {
		civilian = {
			large = GFX_portrait_MEN_yondonwangchug
			small = GFX_portrait_MEN_yondonwangchug_small
		}
	}
	country_leader = {
		ideology = despotism
		traits = {
			MEN_educated_ulanqb_nobleman
		}
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: Character
Component: aircraft_manufacturer
Source: game
File: common/country_leader/00_traits.txt

Code:
aircraft_manufacturer = {
	random = no
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: r56_australia.17
Constructs: is_triggered_only
Source: game
File: events/R56_Australia.txt

Code:
country_event = {
	id = r56_australia.17
	title = r56_australia.17.t
	desc = r56_australia.17.d
	picture = GFX_report_event_ast_navy
	is_triggered_only = yes
	option = {
		name = r56_australia.17.a
	}
}
### Entity: Country History
Country: RKH
Component: RKH_politics
Constructs: set_stability, add_ideas, set_war_support, set_politics, set_popularities
Source: game
File: history/countries/RKH - Bohmen Mahren.txt

Code:
# Politics & Parties for RKH
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: Idea
Component: GER_crossing_the_atlantic_ns
Constructs: removal_cost
Source: game
File: common/ideas/GER.txt

Code:
GER_crossing_the_atlantic_ns = {
	name = GER_crossing_the_atlantic
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	picture = generic_sea_focused_navy
	modifier = {
		naval_invasion_prep_speed = 0.25
		naval_invasion_penalty = -0.15
		industrial_capacity_dockyard = 0.25
	}
}
### Entity: Idea
Component: GER_MAN
Constructs: has_completed_focus, research_bonus
Source: game
File: common/ideas/GER.txt

Code:
GER_MAN = {
	picture = GER_MAN
	allowed = {
		original_tag = GER
	}
	visible = {
		NOT = {
			has_completed_focus = GER_advanced_panzer_research
		}
	}
	research_bonus = {
		armor = 0.15
	}
	traits = {
		medium_tank_manufacturer
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: URG_jose_espalter
Source: game
File: common/characters/URG.txt

Code:
URG_jose_espalter = {
	advisor = {
		slot = political_advisor
		idea_token = URG_jose_espalter
		allowed = {
			original_tag = URG
		}
		available = {

		}
		traits = {
			minister_of_the_interior_aregai
		}
	}
	portraits = {
		civilian = {
			small = GFX_portrait_URG_jose_espalter_small
		}
	}
}
### Entity: Idea
Component: EAI_DD_1/super_heavy_tank_artillery_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_1/super_heavy_tank_artillery_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		super_heavy_tank_artillery_chassis = {
			build_cost_ic = -0.025
			instant = yes
		}
	}
}
### Entity: Scripted Effect
Component: EAI_MAP_north_africa_theatre
Constructs: limit, clear_array, every_state, add_to_array
Source: game
File: common/scripted_effects/EAI_MAP_effects.txt

Code:
EAI_MAP_north_africa_theatre = {
	clear_array = global.EAI_MAP_north_africa_theatre
	every_state = {
		limit = {
			OR = {
				state = 448 661 449 662 450 451 663 452 447 446
			}
		}
		add_to_array = {
			global.EAI_MAP_north_africa_theatre = THIS.id
		}
	}
}
### Entity: Idea
Component: GER_fortify_the_vaterland_idea
Constructs: removal_cost
Source: game
File: common/ideas/GER.txt

Code:
GER_fortify_the_vaterland_idea = {
	name = GER_fortify_the_vaterland_cat
	allowed = {
		original_tag = GER
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_fortify_the_borders
	modifier = {
		production_speed_coastal_bunker_factor = 0.2
		production_speed_bunker_factor = 0.2
	}
}
### Entity: Scripted Trigger
Component: JAP_zaibatsu_faction_is_tier_3_at_least
Constructs: has_idea
Source: game
File: common/scripted_triggers/JAP_scripted_triggers.txt

Code:
JAP_zaibatsu_faction_is_tier_3_at_least = {
	OR = {
		has_idea = JAP_zaibatsu_faction_tier_3 JAP_zaibatsu_faction_tier_4
	}
}
### Entity: AI Strategy
Component: EAI_SOV_barbarossa_DEFENSIVE_minor_shortage
Constructs: has_war_with, is_in_faction_with
Source: game
File: common/ai_strategy/SOV_EAI.txt

Code:
EAI_SOV_barbarossa_DEFENSIVE_minor_shortage = {
	enable = {
		is_in_faction_with = SOV
		has_war_with = GER
		EAI_MILITARY_army_shortage_MAJOR = yes
	}
	abort = {
		NOT = {
			AND = {
				has_war_with = GER
				is_in_faction_with = SOV
				EAI_MILITARY_army_shortage_MAJOR_abort = yes
			}
		}
	}
	ai_strategy = {
		type = front_control
		ordertype = front
		ratio = > 0.75
		priority = 600
		execution_type = careful
		country_trigger = {
			is_in_faction_with = GER
		}
	}
}
### Entity: Event
Component: wuw_GER_releasable.1
Constructs: is_triggered_only, ai_chance, owns_state, add_war_support, add_stability, set_capital, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_releasable.1
	title = wuw_GER_releasable.1.t
	desc = wuw_GER_releasable.1.desc
	picture = GFX_report_event_SWI_parliament_members
	is_triggered_only = yes
	option = {
		name = wuw_GER_releasable.1.a
		trigger = {
			owns_state = 64
			NOT = {
				capital_scope = {
					state = 64
				}
			}
		}
		ai_chance = {
			base = 25
		}
		set_capital = {
			state = 64
			remember_old_capital = no
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		64 = {
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		add_stability = 0.02
	} {
		name = wuw_GER_releasable.1.b
		trigger = {
			owns_state = 52
			NOT = {
				capital_scope = {
					state = 52
				}
			}
		}
		ai_chance = {
			base = 25
		}
		set_capital = {
			state = 52
			remember_old_capital = no
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		52 = {
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		add_stability = 0.02
	} {
		name = wuw_GER_releasable.1.c
		trigger = {
			owns_state = 55
			NOT = {
				capital_scope = {
					state = 55
				}
			}
		}
		ai_chance = {
			base = 20
		}
		set_capital = {
			state = 55
			remember_old_capital = no
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		55 = {
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		add_stability = 0.02
	} {
		name = wuw_GER_releasable.1.d
		trigger = {

		}
		ai_chance = {
			base = 30
		}
		add_stability = 0.05
		add_war_support = 0.03
		custom_effect_tooltip = generic_skip_one_line_tt
		capital_scope = {
			add_extra_state_shared_building_slots = 4
		}
	}
}
### Entity: Event
Component: BBA_ethiopia_communist_events.54
Constructs: is_triggered_only, ai_chance, add_equipment_to_stockpile, add_manpower
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_communist_events.54
	title = BBA_ethiopia_communist_events.54.t
	desc = BBA_ethiopia_communist_events.54.desc
	is_triggered_only = yes
	picture = GFX_report_event_japanese_soldiers_01
	option = {
		name = BBA_ethiopia_communist_events.54.a
		ai_chance = {
			base = 10
		}
		add_equipment_to_stockpile = {
			type = infantry_equipment_1
			amount = 5000
			producer = JAP
		}
		add_manpower = 10000
	}
}