Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Trigger Reference
Construct: any_allied_country
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## any_allied_country

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

```
Check if any allied country meets the trigger. Does not include the country itself. tooltip=key can be defined to override title
```
### Entity: Scripted Effect
Component: DEN_konservative_takes_over
Constructs: limit, has_government, set_politics, add_country_leader_role, is_country_leader, set_party_name
Source: game
File: common/scripted_effects/DEN_scripted_effects.txt

Code:
DEN_konservative_takes_over = {
	if = {
		limit = {
			NOT = {
				has_government = democratic
			}
		}
		set_politics = {
			ruling_party = democratic
			elections_allowed = yes
			long_name = DEN_democratic_konservative_party
			name = DEN_democratic_konservative_party_long
		}
		DEN_christmas_moller = {
			add_country_leader_role = {
				promote_leader = yes
				country_leader = {
					ideology = conservatism
					traits = {
						DEN_konservativ
					}
					expire = 1965.1.1.1
				}
			}
		}
	}
	else_if = {
		limit = {
			DEN_christmas_moller = {
				is_country_leader = no
			}
		}
		DEN_remove_democratic_leader = yes
		set_party_name = {
			ideology = democratic
			name = DEN_democratic_konservative_party
			long_name = DEN_democratic_konservative_party_long
		}
		DEN_christmas_moller = {
			add_country_leader_role = {
				promote_leader = yes
				country_leader = {
					ideology = conservatism
					traits = {
						DEN_konservativ
					}
					expire = 1965.1.1.1
				}
			}
		}
	}
}
### Entity: Order of Battle
Component: air_wing_447
Source: game
File: history/units/ENG_1939_air_legacy.txt

Code:
air_wings = {
	447 = {
		CAS_equipment_1 = {
			owner = ENG
			amount = 96
		}
		fighter_equipment_0 = {
			owner = ENG
			amount = 48
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_universitat_wien
Constructs: has_completed_focus, prerequisite, completion_reward, has_game_rule, add_research_slot
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_universitat_wien
	icon = GFX_focus_research
	prerequisite = {
		focus = AUS_a_new_beginning AUS_join_the_allies AUS_alpine_federation_focus
	}
	mutually_exclusive = {

	}
	x = 2
	y = 1
	relative_position_id = AUS_a_safe_harbor_for_dissidents
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	offset = {
		x = 2
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = AUS_hold_elections
		}
	}
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: Character
Component: UZB_veli_kayum
Constructs: has_government
Source: game
File: common/characters/UZB.txt

Code:
UZB_veli_kayum = {
	name = UZB_veli_kayum
	portraits = {
		civilian = {
			large = gfx/leaders/Asia/Portrait_Asia_Generic_3.dds
		}
		army = {
			small = GFX_idea_generic_air_south_america_2
		}
	}
	country_leader = {
		ideology = fascism_ideology
		expire = 1965.1.1.1
		id = -1
	}
	advisor = {
		slot = army_chief
		idea_token = UZB_veli_kayum
		allowed = {
			original_tag = UZB
		}
		available = {
			has_government = fascism
		}
		traits = {
			army_chief_offensive_3
		}
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Event
Component: PER_imperial_events.60
Constructs: is_triggered_only, ai_chance, has_opinion
Source: game
File: events/GOE_Persia.txt

Code:
country_event = {
	id = PER_imperial_events.60
	title = PER_imperial_events.60.t
	desc = PER_imperial_events.60.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = PER_imperial_events.60.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 90
				has_opinion = {
					target = FROM
					value = > 29
				}
			}
		}
		diplomatic_relation = {
			country = FROM
			relation = non_aggression_pact
			active = yes
		}
		FROM = {
			country_event = {
				id = PER_imperial_events.61
				hours = 1
			}
		}
	} {
		name = PER_imperial_events.60.b
		FROM = {
			country_event = {
				id = PER_imperial_events.62
				hours = 1
			}
		}
	}
}
### Entity: Event
Component: mandate_palestine.121
Constructs: is_triggered_only
Source: game
File: events/mandate_of_palestine.txt

Code:
country_event = {
	id = mandate_palestine.121
	title = mandate_palestine.121.t
	desc = mandate_palestine.121.d
	is_triggered_only = yes
	picture = GFX_r56i_generic_event_04
	option = {
		name = mandate_palestine.121.a
		activate_mission = MPL_stabilize_syria_mission
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_forced_industrialization
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_forced_industrialization
	icon = GFX_goal_generic_communist_industries
	x = 0
	y = 1
	cost = 10
	prerequisite = {
		focus = PRU_imitate_the_Soviet_model
	}
	relative_position_id = PRU_imitate_the_Soviet_model
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_ideas = PRU_forced_industria
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_promote_pan_asianism
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_to_variable
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_promote_pan_asianism
	icon = GFX_focus_JAP_promote_pan_asianism
	x = 0
	y = 1
	relative_position_id = JAP_ministry_of_greater_east_asia
	prerequisite = {
		focus = JAP_ministry_of_greater_east_asia
	} {
		focus = JAP_develop_the_yen_bloc
	} {
		focus = JAP_greater_east_asia_railroad
	}
	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_POLITICAL_CHARACTER FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		JAP_add_or_modify_east_asia_co_prosperity_sphere = yes
		add_to_variable = {
			JAP_east_asia_co_prosperity_sphere_non_core_manpower = 0.03
			tooltip = non_core_manpower_tt
		}
		custom_effect_tooltip = generic_skip_one_line_tt JAP_promote_pan_asianism_tt generic_skip_one_line_tt available_political_advisor
		show_ideas_tooltip = JAP_shumei_okawa
	}
}
### Entity: Name List
Component: BAY
Source: game
File: common/names/00_names.txt

Code:
BAY = {
	male = {
		names = {
			Maximilian Felix Erich Gerhard Gunther Otto Walter Wilhelm Heinz Hermann Heinrich Theodor Hans Anton Joachim Max Emil Peter Fritz Otto Adolf Tobias Staffan Marco Karl
		}
	}
	female = {
		names = {
			Jessica Emma Hanna Sofia Marie
		}
	}
	surnames = {
		Muller Schmidt Schneider Fischer Meyer Weber Schulz Wagner Hartmann Rall Barkhorn Becker Hoffmann Graf Erhler Hafner Lipfert Brendel Stotz Kirschner Lang Sturm Beisswenger Duttmann Wilbs Berglen Behrmann
	}
	callsigns = {
		Bubi Assi The Black Devil The Blond Knight Of Bavaria Dolfo Fighter of Libau Petit Rouge Pritzl The Red Baron The Red Battle-flyer The Red Knight Reeste
	}
}
### Entity: National Focus
Tree: cro_focus
Component: CRO_industrial_planning
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, is_in_home_area, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/croatia.txt

Code:
focus = {
	id = CRO_industrial_planning
	icon = GFX_goal_plan
	prerequisite = {
		focus = CRO_expand_the_university_of_zagreb
	}
	relative_position_id = CRO_expand_the_university_of_zagreb
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				103
			}
			limit = {
				is_in_home_area = yes
			}
			add_extra_state_shared_building_slots = 2
		} {
			prioritize = {
				958
			}
			limit = {
				is_in_home_area = yes
			}
			add_extra_state_shared_building_slots = 2
		} {
			prioritize = {
				959
			}
			limit = {
				is_in_home_area = yes
			}
			add_extra_state_shared_building_slots = 2
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: SIA_high_illiteracy_1_r56
Constructs: research_speed_factor, removal_cost
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_high_illiteracy_1_r56 = {
	name = SIA_high_illiteracy_r56
	allowed_civil_war = {
		original_tag = SIA
	} {
		always = yes
	}
	removal_cost = -1
	picture = poor_literacy
	modifier = {
		research_speed_factor = -0.2
	}
}
### Entity: Scripted Trigger
Component: EAI_dive_brakes_MODULE_FOCUS
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_air_triggers.txt

Code:
EAI_dive_brakes_MODULE_FOCUS = {
	OR = {
		EAI_CAS_military_focus = yes
	}
}
### Entity: Idea
Component: KMT_parliament
Constructs: has_government, removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_parliament = {
	removal_cost = -1
	picture = generic_disjointed_gov
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		has_government = fascism
	}
	modifier = {
		conscription = 0.01
		production_factory_efficiency_gain_factor = 0.1
	}
}
### Entity: Idea
Component: EAI_INSANE/modern_tank_aa_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_INSANE/modern_tank_aa_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		modern_tank_aa_chassis = {
			build_cost_ic = -0.45
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: sud_focus
Component: SUD_legacy_of_the_mahdist_war
Constructs: division_template, prerequisite, add_ideas, completion_reward, create_unit
Source: game
File: common/national_focus/sudan.txt

Code:
focus = {
	id = SUD_legacy_of_the_mahdist_war
	icon = GFX_focus_ETH_keep_the_chitet
	prerequisite = {
		focus = SUD_improve_our_weaponary
	}
	mutually_exclusive = {
		focus = SUD_rearm_the_defence_force
	}
	x = -1
	y = 1
	relative_position_id = SUD_improve_our_weaponary
	cost = 10
	search_filters = {
		FOCUS_FILTER_MILITARY_EQUIPMENT
	}
	completion_reward = {
		division_template = {
			name = Mahdist Irregulars
			regiments = {
				irregular_infantry = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 0
					y = 2
				} {
					x = 1
					y = 0
				} {
					x = 1
					y = 1
				} {
					x = 1
					y = 2
				}
			}
		}
		capital_scope = {
			create_unit = {
				division = name = "Irregular Infantry" division_template = "Mahdist Irregulars" start_experience_factor = 0.05 start_equipment_factor = 1 start_manpower_factor = 1
				owner = ROOT
				count = 3
			}
		}
		add_ideas = HOA_improved_irregulars_idea
	}
}
### Entity: Scope Reference
Construct: country:
Source: vanilla_docs
File: common/collections/_documentation.md

Doc:
### country:

Scope: COUNTRY

- *country:faction_members* - all members of the country's faction if any, otherwise - empty collection
### Entity: Idea
Component: IRQ_golden_square
Constructs: stability_factor, has_government, removal_cost, fascism_drift
Source: game
File: common/ideas/iraq.txt

Code:
IRQ_golden_square = {
	allowed = {
		original_tag = IRQ
	}
	allowed_civil_war = {
		NOT = {
			OR = {
				has_government = communism democratic
			}
		}
	}
	picture = IRQ_golden_square
	removal_cost = -1
	modifier = {
		stability_factor = -0.2
		political_power_factor = -0.2
		fascism_drift = 0.02
	}
}
### Entity: Scripted Trigger
Component: NORDIC_is_nordic
Source: game
File: common/scripted_triggers/NORDIC_scripted_triggers.txt

Code:
NORDIC_is_nordic = {
	OR = {
		original_tag = SWE NOR FIN DEN ICE
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_extraction_industries
Constructs: prerequisite, limit, completion_reward, has_full_control_of_state, unlock_decision_tooltip
Source: game
File: common/national_focus/portugal.txt

Code:
focus = {
	id = POR_extraction_industries
	available = {
		OR = {
			has_full_control_of_state = 112 795
		}
	}
	bypass = {

	}
	prerequisite = {
		focus = POR_roads_bridges_and_dams
	}
	icon = GFX_goal_generic_construction2
	x = 0
	y = 1
	relative_position_id = POR_roads_bridges_and_dams
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		if = {
			limit = {
				has_full_control_of_state = 112
			}
			unlock_decision_tooltip = POR_develop_lisbon_tungsten_deposits
		} {
			limit = {
				has_full_control_of_state = 795
			}
			unlock_decision_tooltip = POR_develop_santarem_chromium_deposits
		}
	}
}
### Entity: Event
Component: INS_political_events.7
Constructs: is_triggered_only, ai_chance, has_completed_focus, add_ideas, add_political_power, complete_national_focus, add_popularity, add_autonomy_score
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_political_events.7
	title = INS_political_events.7.t
	desc = INS_political_events.7.desc
	picture = GFX_report_event_INS_soetardjo_petition
	is_triggered_only = yes
	option = {
		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				OR = {
					INS_check_plan_revolution_communist = yes
					INS_check_plan_revolution_democratic = yes
					INS_check_plan_revolution_unaligned = yes
				}
			}
		}
		name = INS_political_events.7.a
		complete_national_focus = INS_the_jewel_in_the_crown
		effect_tooltip = {
			add_ideas = idea_INS_volksraad
		}
	} {
		name = INS_political_events.7.b
		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				OR = {
					INS_check_plan_revolution_communist = yes
					INS_check_plan_revolution_democratic = yes
					INS_check_plan_revolution_unaligned = yes
					HOL = {
						has_completed_focus = HOL_taog_guarantee_colonial_loyalty
					}
				}
			}
		}
		complete_national_focus = INS_the_jewel_in_the_crown
		effect_tooltip = {
			add_ideas = idea_INS_volksraad
		}
		add_popularity = {
			ideology = democratic
			popularity = -0.25
		}
		add_autonomy_score = {
			value = -200
			localization = INS_political_events.7.t
		}
		add_political_power = 100
	} {
		name = INS_political_events.7.c
		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				OR = {
					INS_check_plan_loyalist = yes
					INS_check_plan_true_historical = yes
					HOL = {
						has_completed_focus = HOL_taog_guarantee_colonial_loyalty
					}
				}
			}
		}
		complete_national_focus = INS_underground_revolution
		custom_effect_tooltip = INS_denounce_soetardjo_tt
	}
}
### Entity: Event
Component: uruguay.1
Constructs: is_triggered_only, ai_chance, add_stability, fire_only_once, unlock_national_focus, set_country_flag, add_popularity, set_politics
Source: game
File: events/Uruguay.txt

Code:
country_event = {
	id = uruguay.1
	title = uruguay.1.t
	desc = uruguay.1.d
	picture = GFX_report_event_election_vote
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			unlock_national_focus = URG_1938_elections
		}
	}
	fire_only_once = yes
	option = {
		name = uruguay.1.a
		ai_chance = {
			base = 1
		}
		set_country_flag = URG_colorado_victory_flag
		add_popularity = {
			ideology = neutrality
			popularity = 0.05
		}
		add_stability = 0.1
		set_politics = {
			ruling_party = neutrality
			elections_allowed = yes
			last_election = 1938.3.27
			election_frequency = 48
		}
		promote_character = {
			character = URG_alfredo_baldomir_ferrari
			ideology = conservatism_n
		}
		unlock_national_focus = URG_colorado_victory
	} {
		name = uruguay.1.b
		ai_chance = {
			base = 1
			modifier = {
				is_historical_focus_on = yes
				factor = 0
			}
		}
		add_popularity = {
			ideology = democratic
			popularity = 0.15
		} {
			ideology = fascism
			popularity = 0.05
		}
		set_politics = {
			ruling_party = democratic
			elections_allowed = yes
			last_election = 1938.3.27
			election_frequency = 48
		}
		set_country_flag = URG_blanco_victory_flag
		promote_character = {
			character = URG_luis_alberto_de_herrera
			ideology = conservatism
		}
		set_party_name = {
			ideology = democratic
			long_name = URG_partido_nacional_party_long
			name = URG_partido_nacional_party
		}
		unlock_national_focus = URG_blanco_victory
	} {
		name = uruguay.1.e
		ai_chance = {
			base = 1
			modifier = {
				is_historical_focus_on = yes
				factor = 0
			}
		}
		set_country_flag = URG_deadlock_flag
		add_stability = -0.05
		add_popularity = {
			ideology = neutrality
			popularity = -0.1
		}
		country_event = {
			id = uruguay.4
			days = 3
			random_days = 3
		}
	}
}
### Entity: Character
Component: KUW_communist_guy
Constructs: has_government
Source: game
File: common/characters/KUW.txt

Code:
KUW_communist_guy = {
	advisor = {
		slot = political_advisor
		idea_token = KUW_communist_guy
		allowed = {
			original_tag = KUW
		}
		traits = {
			communist_revolutionary
		}
		do_effect = {
			not = {
				has_government = communism
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_arab_3
		}
	}
}
### Entity: Idea
Component: URG_terra_dictatorship
Constructs: stability_factor, war_support_factor, has_government, has_country_leader, removal_cost
Source: game
File: common/ideas/uruguay.txt

Code:
URG_terra_dictatorship = {
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		has_government = democratic
	}
	available = {
		has_country_leader = {
			ruling_only = yes
			character = URG_gabriel_terra
		}
	}
	removal_cost = -1
	picture = idea_URG_terra_dictatorship
	modifier = {
		democratic_acceptance = -60
		political_power_factor = 0.2
		drift_defence_factor = 0.1
		stability_factor = 0.15
		war_support_factor = -0.1
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_claims_on_galicia_empire
Constructs: prerequisite, limit, completion_reward, is_subject, add_state_claim, is_ally_with, create_wargoal, take_claimed_state
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_claims_on_galicia_empire
	text = AUS_claims_on_galicia
	icon = GFX_goal_HUN_galicia
	relative_position_id = AUS_arm_sudeten_germans
	x = -4
	y = 1
	cost = 10
	will_lead_to_war_with = POL RUT
	prerequisite = {
		focus = AUS_arm_sudeten_germans AUS_reclaim_bohemia
	} {
		focus = AUS_transylvania_or_war
	}
	available = {
		any_controlled_state = {
			any_neighbor_state = {
				state = 88
			}
		}
		is_subject = no
	}
	bypass = {
		OR = {
			controls_state = 88
			any_allied_country = {
				controls_state = 88
			}
		} {
			controls_state = 89
			any_allied_country = {
				controls_state = 89
			}
		} {
			controls_state = 91
			any_allied_country = {
				controls_state = 91
			}
		}
	}
	completion_reward = {
		add_state_claim = 88 89 91 80
		if = {
			limit = {
				88 = {
					controller = {
						NOT = {
							original_tag = AUS
							is_ally_with = AUS
						}
					}
				}
			}
			create_wargoal = {
				target = 88
				 = .controller
				type = take_claimed_state
				generator = {
					88 89 91 80
				}
			}
		} {
			limit = {
				89 = {
					controller = {
						NOT = {
							original_tag = AUS
							is_ally_with = AUS
							controls_state = 88
						}
					}
				}
			}
			create_wargoal = {
				target = 89
				 = .controller
				type = take_claimed_state
				generator = {
					88 89 91 80
				}
			}
		} {
			limit = {
				91 = {
					controller = {
						NOT = {
							original_tag = AUS
							is_ally_with = AUS
							controls_state = 88 89
						}
					}
				}
			}
			create_wargoal = {
				target = 91
				 = .controller
				type = take_claimed_state
				generator = {
					88 89 91 80
				}
			}
		}
	}
}
### Entity: Scripted Effect
Component: EGY_egyptian_treaty_influence_medium_decrease_effect
Constructs: add_to_variable
Source: game
File: common/scripted_effects/r56_EGY_scripted_effects.txt

Code:
EGY_egyptian_treaty_influence_medium_decrease_effect = {
	custom_effect_tooltip = EGY_egypt_tt EGY_treaty_influence_medium_decrease_tt
	add_to_variable = {
		var = EGY_egyptian_treaty_influence
		value = EGY_treaty_influence_medium_decrease
	}
	clamp_variable = {
		var = EGY_egyptian_treaty_influence
		min = 0
		max = 100
	}
}
### Entity: Idea
Component: MAN_korean_liberation_army
Constructs: removal_cost
Source: game
File: common/ideas/manchukou.txt

Code:
MAN_korean_liberation_army = {
	allowed = {
		always = no
	}
	removal_cost = -1
	picture = KOR_korean_liberation_army_idea
	targeted_modifier = {
		tag = KOR
		attack_bonus_against = 0.1
		defense_bonus_against = 0.1
	}
}
### Entity: Modding Documentation
Construct: num_units_in_combat
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### num_units_in_combat
* description: number of units current fighting
### Entity: Shared Focus
Tree: cel_focus
Component: CEL_rule_the_air
Constructs: shared_focus, prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_celtic_shared.txt

Code:
shared_focus = {
	id = CEL_rule_the_air
	icon = GFX_goal_generic_air_fighter
	relative_position_id = CEL_defend_union
	cost = 5
	prerequisite = {
		focus = CEL_defend_union
	}
	x = 0
	y = 2
	ai_will_do = {
		factor = 10
	}
	text_icon = NORDIC_focus_style
	available = {

	}
	completion_reward = {
		add_tech_bonus = {
			name = FRA_carrier_focus
			bonus = 1.0
			uses = 2
			category = naval_air
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Scripted Trigger
Component: EAI_Fleet_In_Being_PRESET
Constructs: limit
Source: game
File: common/scripted_triggers/EAI_ai_presets.txt

Code:
EAI_Fleet_In_Being_PRESET = {
	if = {
		limit = {
			EAI_MODE_normal = yes
		}
		OR = {
			original_tag = ITA FRA ENG
			NOT = {
				EAI_major_country = yes
			}
		}
	}
	else_if = {
		limit = {
			EAI_MODE_challenging = yes
		}
		OR = {
			original_tag = ITA FRA ENG USA
			NOT = {
				EAI_major_country = yes
			}
		}
	}
}
### Entity: Event
Component: wtt_china.3
Constructs: is_triggered_only, create_wargoal, puppet_wargoal_focus
Source: game
File: events/WTT_China.txt

Code:
country_event = {
	id = wtt_china.3
	title = wtt_china.3.t
	desc = wtt_china.3.desc
	picture = GFX_report_event_chinese_soldiers_01
	is_triggered_only = yes
	option = {
		name = wtt_china.3.a
		create_wargoal = {
			type = puppet_wargoal_focus
			target = FROM
		}
	}
}