Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: bftb_bulgaria_equipment_purchases.7
Constructs: is_triggered_only
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_equipment_purchases.7
	title = lar_portugal_purchase_ships.3.t
	desc = lar_portugal_purchase_ships.3.desc
	picture = GFX_report_event_sailors_in_working_rig
	is_triggered_only = yes
	option = {
		name = lar_portugal_purchase_ships.3.a
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_recovery
Constructs: prerequisite, completion_reward, remove_dynamic_modifier
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_recovery
	icon = GFX_focus_generic_economic_recovery
	prerequisite = {
		focus = AST_bring_home_the_farmers
	} {
		focus = AST_reverse_wage_cuts
	}
	relative_position_id = AST_bring_home_the_farmers
	x = -1
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		remove_dynamic_modifier = {
			modifier = AST_great_depression_taog_spirit
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STABILITY
	}
}
### Entity: Idea
Component: oriental_development_company_upgraded
Constructs: has_completed_focus, research_bonus
Source: game
File: common/ideas/japan.txt

Code:
oriental_development_company_upgraded = {
	name = oriental_development_company
	picture = JAP_oriental_development_company
	allowed = {
		original_tag = JAP
	}
	visible = {
		has_completed_focus = JAP_upgrade_the_oriental_development_company
	}
	available = {
		has_completed_focus = JAP_upgrade_the_oriental_development_company
	}
	research_bonus = {

	}
	ai_will_do = {
		base = 1
	}
	traits = {
		colonial_investments_company
	}
	modifier = {
		non_core_manpower = 0.02
		local_resources_factor = 0.1
		resistance_target = -0.1
		production_speed_infrastructure_factor = 0.2
		consumer_goods_factor = -0.05
	}
}
### Entity: National Focus
Tree: efr_focus
Component: EFR_political_commissars
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, add_political_power, add_popularity
Source: game
File: common/national_focus/r56_vichy_france.txt

Code:
focus = {
	id = EFR_political_commissars
	icon = GFX_goal_generic_forceful_treaty
	prerequisite = {
		focus = EFR_indoctrination_focus
	}
	relative_position_id = EFR_collectivist_ethos
	available = {

	}
	x = 0
	y = 4
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = political_commissars_focus
		if = {
			limit = {
				has_government = fascism
			}
			add_popularity = {
				ideology = fascism
				popularity = 0.2
			}
		} {
			limit = {
				has_government = communism
			}
			add_popularity = {
				ideology = communism
				popularity = 0.2
			}
		}
		add_political_power = 200
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: GER_alpine_warfare_idea
Constructs: has_government, removal_cost
Source: game
File: common/ideas/GER.txt

Code:
GER_alpine_warfare_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	picture = tur_sub_zero_survival_training
	modifier = {
		winter_attrition_factor = -0.1
	}
	targeted_modifier = {
		tag = ITA
		attack_bonus_against = 0.05
		defense_bonus_against = 0.05
	}
}
### Entity: National Focus
Tree: urg_focus
Component: URG_join_the_allies
Constructs: prerequisite, limit, has_government, every_country, has_war_with, is_major, completion_reward, is_subject
Source: game
File: common/national_focus/uruguay.txt

Code:
focus = {
	id = URG_join_the_allies
	available = {

	} {
		is_subject = no
	}
	icon = GFX_focus_chi_british_cooperation
	x = -6
	y = 1
	cost = 5
	relative_position_id = URG_break_diplomatic_relations_with_the_axis
	prerequisite = {
		focus = URG_break_diplomatic_relations_with_the_axis URG_anticentralism
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_popularity = {
			ideology = democratic
			popularity = 0.15
		}
		if = {
			limit = {
				ENG = {
					is_faction_leader = yes
					has_government = democratic
					NOT = {
						has_war_with = ROOT
					}
				}
			}
			ENG = {
				country_event = {
					id = generic.2
					hours = 3
					random_hours = 3
				}
			}
		}
		else_if = {
			limit = {
				USA = {
					is_faction_leader = yes
					has_government = democratic
					NOT = {
						has_war_with = ROOT
					}
				}
			}
			USA = {
				country_event = {
					id = generic.2
					hours = 3
					random_hours = 3
				}
			}
		}
		else = {
			every_country = {
				limit = {
					is_major = yes
					is_faction_leader = yes
					has_government = democratic
				}
				random_select_amount = 1
				country_event = {
					id = generic.2
					hours = 3
					random_hours = 3
				}
			}
		}
	}
	ai_will_do = {
		factor = 0
		modifier = {
			GER = {
				has_government = fascism
				surrender_progress = > 0.45
			}
			add = 10
		} {
			is_historical_focus_on = no
			add = 10
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Template%3AUnique_national_idea_bonus_list/doc.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

The following pages link to Template:Unique national idea bonus list/doc:

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)Template:Unique national idea bonus list (transclusion) ‎ (← links | edit)

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)
Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/Template:Unique_national_idea_bonus_list/doc"
### Entity: AI Strategy
Component: r56_com_hate_anti_com_SPA
Constructs: has_government, has_country_leader_with_trait, send_volunteers_desire
Source: game
File: common/ai_strategy/r56_default.txt

Code:
r56_com_hate_anti_com_SPA = {
	allowed = {
		ROOT = {
			exists = yes
		}
	}
	enable = {
		ROOT = {
			has_government = communism
			exists = yes
		}
		SPA = {
			exists = yes
			OR = {
				has_country_leader_with_trait = r56_trait_opposed_to_communism anti_communist
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = send_volunteers_desire
		id = SPA
		value = -800
	} {
		type = support
		id = SPA
		value = -25
	} {
		type = befriend
		id = SPA
		value = -25
	} {
		type = alliance
		id = SPA
		value = -75
	}
}
### Entity: State History
Component: 423
Constructs: add_core_of, add_to_array
Source: game
File: history/states/423-Tamil.txt

Code:
state = {
	id = 423
	name = STATE_423
	resources = {
		rubber = 19.0
	}
	provinces = {
		1268 1381 1409 4327 4416 4420 7244 7265 7363 7391 7436 7447 8067 10130 10190 10246 10274 10278 10808 12164 12247 12275
	}
	manpower = 24993300
	buildings_max_level_factor = 1.0
	state_category = rural
	local_supplies = 0.0
	history = {
		owner = RAJ
		add_core_of = RAS
		add_to_array = {
			state_victory_points = 10278
		} {
			state_victory_points = 10246
		} {
			state_victory_points = 7244
		}
		victory_points = {
			10278 5
		} {
			10246 3
		} {
			7244 1
		}
		buildings = {
			infrastructure = 2
			7244 = {
				naval_base = 1
			}
		}
	}
}
### Entity: Military Industrial Organization
Component: RAJ_munger_gun_factory_organization
Source: game
File: common/military_industrial_organization/organizations/RAJ_organization_r56.txt

Code:
RAJ_munger_gun_factory_organization = {
	name = RAJ_munger_gun_factory
	include = generic_support_equipment_organization
	icon = GFX_idea_generic_infantry_equipment_manufacturer_3
	allowed = {
		original_TAG = RAJ
	}
	initial_trait = {
		name = generic_mio_initial_trait_support_equipment_manufacturer
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_PC_can_build_project
Constructs: limit, has_country_flag, check_variable
Source: game
File: common/scripted_triggers/EAI_CONSTRUCTION_triggers.txt

Code:
EAI_PC_can_build_project = {
	if = {
		limit = {
			PREV = {
				has_country_flag = EAI_PC_trace_functions
			}
		}
		log = EAI_PC_can_build_project > THIS=[this.getname] PREV=[prev.getname] _project_building_type=[?_project_building_type] _project_province_id=[?_project_province_id]
	}
	OR = {
		AND = {
			EAI_PC_location_controlled_by_PREV = yes
		} {
			check_variable = {
				PREV.EAI_PC_project_build_for_ally^_project_id = 1
			}
			CONTROLLER = {
				ROOT = {
					EAI_PREV_on_same_side_with_THIS = yes
				}
			}
		}
	}
	EAI_PC_building_slot_available = yes
}
### Entity: National Focus
Tree: por_focus
Component: POR_restoration_of_the_monarchy
Constructs: create_country_leader, prerequisite, limit, remove_ideas, has_government, add_stability, completion_reward, swap_ideas
Source: game
File: common/national_focus/portugal.txt

Code:
focus = {
	id = POR_restoration_of_the_monarchy
	available = {
		has_government = neutrality
	}
	bypass = {

	}
	prerequisite = {
		focus = POR_promote_the_monarchist_cause_in_portugal
	}
	icon = GFX_focus_rom_royal_dictatorship
	x = 0
	y = 1
	relative_position_id = POR_promote_the_monarchist_cause_in_portugal
	cost = 10
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		remove_ideas = POR_estado_novo
		swap_ideas = {
			remove_idea = POR_unstable_republic
			add_idea = POR_unstable_monarchy
		}
		if = {
			limit = {
				has_stability = < 0.4
			}
			set_temp_variable = {
				POR_monarchist_cw_opposition = party_popularity@fascism
			}
			add_to_temp_variable = {
				POR_monarchist_cw_opposition = party_popularity@communism
			} {
				POR_monarchist_cw_opposition = party_popularity@democratic
			}
			start_civil_war = {
				ideology = fascism
				size = POR_monarchist_cw_opposition
				capital = 180
				states = {
					181
				}
			}
		}
		else = {
			add_stability = -0.1
		}
		set_country_flag = KOP_kingdom_of_portugal_flag
		set_cosmetic_tag = KOP_kingdom_portugal
		create_country_leader = {
			name = Dom Duarte Nuno
			desc = POLITICS_DOM_DUARTE_NUNO_DESC
			picture = GFX_portrait_Dom_Duarte_Nuno
			expire = 1976.12.24
			ideology = despotism
			traits = {
				constitutional_monarch_minor
			}
		}
		custom_effect_tooltip = POR_potential_civil_war_low_requirement_tt
	}
}
### Entity: Event
Component: AUS_political_events.20
Constructs: is_triggered_only, ai_chance, add_equipment_to_stockpile, limit, has_government, has_country_flag, add_opinion_modifier, add_political_power
Source: game
File: events/WUW_Austria.txt

Code:
country_event = {
	id = AUS_political_events.20
	title = AUS_political_events.20.t
	desc = AUS_political_events.20.desc
	picture = GFX_report_event_fascist_gathering
	is_triggered_only = yes
	option = {
		name = AUS_political_events.20.a
		ai_chance = {
			base = 1
			modifier = {
				factor = 2
				original_tag = ITA
				count_triggers = {
					amount = > 0
					has_country_flag = AUS_provided_infantry_equipment_for_italy_flag AUS_volunteer_effort_ITA_flag AUS_spoke_out_against_embargo_flag
				}
			} {
				factor = 5
				has_opinion = {
					target = FROM
					value = > 49
				}
			} {
				factor = 2
				has_opinion = {
					target = FROM
					value = > 74
				}
			} {
				factor = 0.25
				OR = {
					original_tag = USA ITA
				}
				FROM = {
					has_government = communism
				}
			} {
				factor = 0
				is_historical_focus_on = yes
				AUS = {
					is_ai = yes
				}
				NOT = {
					has_country_flag = AUS_AI_RANDOM_ANTI_ANSCLUSS_STRESS
					has_game_rule = {
						rule = AUS_AI_BEHAVIOR
						option = AUS_ANTI_ANSCLUSS_STRESS
					}
				}
			} {
				factor = 0.5
				is_historical_focus_on = yes
				AUS = {
					is_ai = yes
				}
				OR = {
					has_country_flag = AUS_AI_RANDOM_ANTI_ANSCLUSS_STRESS
					has_game_rule = {
						rule = AUS_AI_BEHAVIOR
						option = AUS_ANTI_ANSCLUSS_STRESS
					}
				}
			} {
				factor = 0
				original_tag = USA
				USA = {
					has_country_flag = {
						flag = USA_passed_neutrality_pact_flag
					}
				}
			}
		}
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
				NOT = {
					original_tag = ENG USA
				}
			}
			IF = {
				limit = {
					NOT = {
						has_market_access_with = FROM
					}
				}
			}
			give_market_access = FROM
			FROM = {
				add_equipment_subsidy = {
					cic = 1000
					equipment_type = infantry_equipment
					seller_tags = {
						ROOT
					}
				}
			}
		} {
			limit = {
				ROOT = {
					original_tag = ITA
				}
			}
			effect_tooltip = {
				FROM = {
					give_military_access = ROOT
				}
			}
		}
		ELSE_IF = {
			limit = {
				original_tag = ENG USA
			}
			FROM = {
				add_equipment_to_stockpile = {
					type = infantry_equipment
					amount = 500
					producer = ROOT
				}
			}
		}
		FROM = {
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = 500
				producer = ROOT
			}
		} {
			add_opinion_modifier = {
				target = ROOT
				modifier = took_stand_for_us
			
# ... (truncated)
### Entity: National Focus
Tree: vnz_focus
Component: VNZ_long_range_naval_bomber
Constructs: prerequisite, limit, completion_reward, has_dlc, add_tech_bonus, bomber_bonus
Source: game
File: common/national_focus/venice.txt

Code:
focus = {
	id = VNZ_long_range_naval_bomber
	icon = GFX_goal_generic_air_naval_bomber
	prerequisite = {
		focus = VNZ_NAV_effort
	}
	relative_position_id = VNZ_NAV_effort
	mutually_exclusive = {
		focus = VNZ_bomber_focus
	}
	x = 3
	y = 1
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			add_tech_bonus = {
				name = bomber_bonus
				bonus = 1
				uses = 1
				category = medium_air
			} {
				name = bomber_bonus
				technology = range_improvements
				bonus = 1
				uses = 1
			}
		}
		else = {
			add_tech_bonus = {
				name = bomber_bonus
				bonus = 1
				uses = 2
				category = maritime
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Order of Battle
Component: LAT_destroyer_contract_legacy.txt
Source: game
File: history/units/LAT_destroyer_contract_legacy.txt

Code:
units = {
	navy = {
		name = Demineru Floti
		base = 9340
		location = 9340
		ship = {
			name = Ciltvaira
			definition = destroyer
			equipment = {
				destroyer_2 = {
					amount = 1
					owner = LAT
				}
			}
		} {
			name = Everasma
			definition = destroyer
			equipment = {
				destroyer_2 = {
					amount = 1
					owner = LAT
				}
			}
		}
	}
}
### Entity: Event
Component: NSB_soviet_foreign_politics_events.210
Constructs: is_triggered_only, ai_chance, has_government, add_opinion_modifier, has_opinion, is_historical_focus_on, is_in_faction_with, has_idea
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_foreign_politics_events.210
	title = NSB_soviet_foreign_politics_events.210.t
	desc = NSB_soviet_foreign_politics_events.210.desc
	picture = GFX_report_event_SOV_demands
	is_triggered_only = yes
	option = {
		name = NSB_soviet_foreign_politics_events.210.a
		ai_chance = {
			base = 1
			modifier = {
				add = 0.5
				has_opinion = {
					target = FROM
					value = > 75
				}
			} {
				factor = 0
				is_historical_focus_on = yes
			} {
				add = 0.5
				OR = {
					FROM = {
						has_government = communism
						communism = > 0.5
					} {
						has_government = democratic
						democratic = > 0.5
					} {
						has_government = fascism
						fascism = > 0.5
					} {
						has_government = neutrality
						neutrality = > 0.5
					}
				}
			} {
				factor = 2
				strength_ratio = {
					tag = FROM
					ratio = < 0.8
				}
			} {
				factor = 2
				strength_ratio = {
					tag = FROM
					ratio = < 0.5
				}
			} {
				factor = 2
				strength_ratio = {
					tag = FROM
					ratio = < 0.2
				}
			} {
				factor = 100
				is_in_faction_with = FROM
			} {
				factor = 1.5
				SOV = {
					has_idea = SOV_maksim_litvinov
				}
			} {
				factor = 0
				OR = {
					AND = {
						is_in_faction = yes
						NOT = {
							is_in_faction_with = FROM
						}
					} {
						is_subject = yes
						NOT = {
							is_subject_of = FROM
						}
					}
				}
			}
		}
		set_politics = {
			ruling_party = FROM
		}
		FROM = {
			puppet = ROOT
			add_to_faction = ROOT
			hidden_effect = {
				country_event = {
					id = NSB_soviet_foreign_politics_events.150
					hours = 1
				}
			}
		}
	} {
		name = NSB_soviet_foreign_politics_events.210.c
		ai_chance = {
			base = 100
			modifier = {
				factor = 2
				is_historical_focus_on = yes
			}
		}
		FROM = {
			hidden_effect = {
				country_event = {
					id = NSB_soviet_foreign_politics_events.152
					hours = 1
				}
			}
		}
		hidden_effect = {
			add_opinion_modifier = {
				target = FROM
				modifier = SOV_pressured_our_government
			}
		}
		custom_effect_tooltip = germany.126.warning
	}
}
### Entity: Military Industrial Organization
Component: NOR_marinens_flyvebaatfabrikk_organization
Constructs: has_completed_focus, has_dlc, equipment_bonus, add_trait, production_bonus
Source: game
File: common/military_industrial_organization/organizations/NOR_organization.txt

Code:
NOR_marinens_flyvebaatfabrikk_organization = {
	include = generic_naval_aircraft_organization
	icon = GFX_idea_NOR_marinens_flyvebaatfabrikk
	allowed = {
		tag = NOR
		has_dlc = Arms Against Tyranny
	}
	initial_trait = {
		equipment_bonus = {
			naval_strike_attack = 0.07
		}
	}
	add_trait = {
		token = DEN_mio_trait_standardized_production_flyvertroppernes
		name = generic_mio_initial_trait_standardized_production
		icon = GFX_generic_mio_department_icon_plane_general_line_efficiency
		special_trait_background = yes
		position = {
			x = 9
			y = 0
		}
		available = {
			FROM = {
				has_completed_focus = NOR_increase_air_production
			}
		}
		production_bonus = {
			production_capacity_factor = 0.05
			production_efficiency_cap_factor = 0.05
			production_efficiency_gain_factor = 0.05
		}
	}
}
### Entity: Effect Reference
Construct: add_party_popularity
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## add_party_popularity
* Arguments: <party>, <amount>

Adds party popularity for specified party to the current country
### Entity: National Focus
Tree: pal_focus
Component: PAL_secure_lebanon
Constructs: prerequisite, owns_state, completion_reward, is_subject, has_full_control_of_state, has_global_flag, is_ally_with, save_event_target_as
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_secure_lebanon
	icon = GFX_goal_generic_more_territorial_claims
	x = 1
	y = 2
	cost = 5
	relative_position_id = PAL_lightning_war
	available = {
		is_subject = no
		owns_state = 454
		has_full_control_of_state = 454
		NOT = {
			has_global_flag = MPL_no_border_war
		}
	}
	bypass = {
		OR = {
			PAL = {
				controls_state = 553
				553 = {
					controller = {
						is_ally_with = PAL
					}
				}
			}
		}
	}
	select_effect = {
		454 = {
			save_event_target_as = MPL_borderwar_attacker
		}
		553 = {
			save_event_target_as = MPL_borderwar_defender
		} {
			controller = {
				country_event = mandate_palestine.114
			}
		}
		set_global_flag = MPL_no_border_war
	}
	completion_reward = {
		clear_global_event_target = MPL_borderwar_attacker MPL_borderwar_defender
		454 = {
			save_global_event_target_as = MPL_borderwar_attacker
		}
		553 = {
			save_global_event_target_as = MPL_borderwar_defender
		}
		custom_effect_tooltip = MPL_selection_lebanon_event
		MPL_border_war_states = yes
	}
	prerequisite = {
		focus = PAL_cult_speed
	} {
		focus = PAL_study_german_paratroopers
	} {
		focus = PAL_summer_preperations
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
}
### Entity: Faction
Component: faction_template_regional
Constructs: has_government, is_on_continent, change_leader_rule_manpower
Source: game
File: common/factions/templates/generic_factions.txt

Code:
faction_template_regional = {
	name = regional_faction
	manifest = faction_manifest_strength_in_unity
	icon = GFX_faction_logo_generic
	can_leader_join_other_factions = yes
	visible = {
		NOT = {
			has_government = communism
		} {
			has_government = fascism
		} {
			capital_scope = {
				is_on_continent = europe
			}
		}
	}
	goals = {
		faction_goal_industrial_expansion faction_goal_defeating_our_enemies
	}
	default_rules = {
		joining_rule_has_no_war joining_rule_same_ideology joining_rule_neighbors_only faction_peace_take_claimed_focus change_leader_rule_manpower war_declaration_threat_25
	}
}
### Entity: Event
Component: naw_norway.64
Constructs: is_triggered_only, ai_chance, set_rule, create_faction_from_template
Source: game
File: events/NaW_Norway.txt

Code:
country_event = {
	id = naw_norway.64
	title = naw_norway.64.t
	desc = naw_norway.64.d
	picture = GFX_report_event_generic_sign_treaty3
	is_triggered_only = yes
	option = {
		name = naw_norway.64.a
		trigger = {
			original_tag = NOR
		}
		ai_chance = {
			base = 20
		}
		set_rule = {
			can_create_factions = yes
		}
		create_faction_from_template = {
			template = faction_template_generic_dominance
			name = NOR_northern_lights
			icon = GFX_faction_logo_generic_fascist
		}
	} {
		name = naw_norway.64.b
		trigger = {
			original_tag = NOR
		}
		ai_chance = {
			base = 20
		}
		set_rule = {
			can_create_factions = yes
		}
		create_faction_from_template = {
			template = faction_template_regional
			name = NOR_nordic_assembly
			icon = GFX_faction_logo_generic_15
		}
	} {
		name = naw_norway.64.c
		trigger = {
			original_tag = NOR
		}
		ai_chance = {
			base = 20
		}
		set_rule = {
			can_create_factions = yes
		}
		create_faction_from_template = {
			template = faction_template_anti_communist
			name = NOR_pact_of_stone
			icon = GFX_faction_logo_generic_10
		}
	} {
		name = naw_norway.64.p
		trigger = {
			original_tag = NOR
		}
		ai_chance = {
			base = 40
		}
		ROOT = {
			country_event = {
				hours = 0
				id = naw_norway.65
			}
		}
	}
}
### Entity: Event
Component: SEA_warlords.16
Constructs: is_triggered_only, ai_chance, save_event_target_as, has_manpower, clr_country_flag
Source: game
File: events/SEA_Warlords.txt

Code:
country_event = {
	id = SEA_warlords.16
	title = SEA_warlords.16.t
	desc = SEA_warlords.16.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			save_event_target_as = warlord_asked_for_support
			FROM = {
				save_event_target_as = asking_for_support
			}
		}
	}
	option = {
		name = SEA_warlords.16.a
		ai_chance = {
			base = 90
		}
		activate_targeted_decision = {
			target = FROM
			decision = TSR_pay_for_support_from_warlord_manpower
		}
	} {
		name = SEA_warlords.16.b
		ai_chance = {
			base = 10
			modifier = {
				has_manpower = < 25000
				factor = 10
			}
		}
		clr_country_flag = wtt_negotiating_support_with@FROM
	}
}
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_MIN_floating_harbors_5
Constructs: is_major, check_variable
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_MIN_floating_harbors_5 = {
	enable = {
		num_of_naval_factories = > 55
		is_major = yes
		check_variable = {
			num_equipment@floating_harbor_equipment = < 5
		}
	}
	abort = {
		NOT = {
			AND = {
				num_of_naval_factories = > 55
				is_major = yes
				check_variable = {
					num_equipment@floating_harbor_equipment = < 20
				}
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = floating_harbor_equipment
		value = 1
	}
}
### Entity: Idea
Component: AST_war_carriers_idea
Constructs: removal_cost
Source: game
File: common/ideas/australia.txt

Code:
AST_war_carriers_idea = {
	picture = generic_logistics
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	modifier = {
		custom_modifier_tooltip = AST_war_carriers_tech_tt
	}
}