Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Unit Template
Component: MEN_MNT_01
Source: game
File: common/units/names_divisions/MEN_names_divisions.txt

Code:
MEN_MNT_01 = {
	name = Mountain Unit
	for_countries = {
		MEN
	}
	can_use = {
		always = yes
	}
	division_types = {
		mountaineers
	}
	link_numbering_with = {
		MEN_INF_01
	}
	fallback_name = %d Mengjiang Juntuán
	ordered = {
		1 = {
			%d Mengjiang Juntuán
		}
		2 = {
			%d Mengjiang Juntuán
		}
		3 = {
			%d Mengjiang Juntuán
		}
		4 = {
			%d Mengjiang Juntuán
		}
		5 = {
			%d Mengjiang Juntuán
		}
		6 = {
			%d Mengjiang Juntuán
		}
		7 = {
			%d Mengjiang Juntuán
		}
		8 = {
			%d Mengjiang Juntuán
		}
		9 = {
			%d Mengjiang Juntuán
		}
		10 = {
			%d Mengjiang Juntuán
		}
		11 = {
			%d Mengjiang Juntuán
		}
		12 = {
			%d Mengjiang Juntuán
		}
		13 = {
			%d Mengjiang Juntuán
		}
		14 = {
			%d Mengjiang Juntuán
		}
		15 = {
			%d Mengjiang Juntuán
		}
		16 = {
			%d Mengjiang Juntuán
		}
		17 = {
			%d Mengjiang Juntuán
		}
		18 = {
			%d Mengjiang Juntuán
		}
		19 = {
			%d Mengjiang Juntuán
		}
		20 = {
			%d Mengjiang Juntuán
		}
		21 = {
			%d Mengjiang Juntuán
		}
		22 = {
			%d Mengjiang Juntuán
		}
		23 = {
			%d Mengjiang Juntuán
		}
		24 = {
			%d Mengjiang Juntuán
		}
		25 = {
			%d Mengjiang Juntuán
		}
		26 = {
			%d Mengjiang Juntuán
		}
		27 = {
			%d Mengjiang Juntuán
		}
		28 = {
			%d Mengjiang Juntuán
		}
		29 = {
			%d Mengjiang Juntuán
		}
		30 = {
			%d Mengjiang Juntuán
		}
	}
}
### Entity: Character
Component: AUS_financier_of_fascism
Constructs: fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
AUS_financier_of_fascism = {
	random = no
	sprite = 13
	economy_cost_factor = -0.25
	trade_laws_cost_factor = -0.1
	consumer_goods_factor = -0.1
	fascism_drift = 0.02
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_the_austrian_fuhrer
Constructs: prerequisite, completion_reward, swap_country_leader_traits
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_the_austrian_fuhrer
	icon = GFX_goal_AUS_josef_leopold
	relative_position_id = AUS_austria_is_austrian
	x = 1
	y = 1
	prerequisite = {
		focus = AUS_austria_is_austrian
	} {
		focus = AUS_destroy_heimwehr
	}
	cost = 10
	completion_reward = {
		AUS_josef_leopold = {
			swap_country_leader_traits = {
				ideology = nazism
				remove = AUS_buffoon
				add = AUS_austrian_fuhrer
			}
		}
	}
}
### Entity: National Focus
Tree: gua_focus
Component: GUA_the_throne_belongs_to_one
Constructs: prerequisite, has_war_with, completion_reward, has_country_leader, has_capitulated, create_wargoal, annex_everything, unlock_decision_category_tooltip
Source: game
File: common/national_focus/guatemala.txt

Code:
focus = {
	id = GUA_the_throne_belongs_to_one
	icon = GFX_focus_attack_france
	prerequisite = {
		focus = GUA_concession_to_the_church GUA_invite_french_nobility
	}
	x = 1
	y = 1
	relative_position_id = GUA_concession_to_the_church
	cost = 5
	ai_will_do = {
		factor = 10
	}
	will_lead_to_war_with = FRA
	available = {
		has_country_leader = {
			character = GUA_jorge_ubico_castaneda
			ruling_only = yes
		}
		FRA = {
			has_capitulated = no
			NOT = {
				has_war_with = ROOT
			}
			exists = yes
		}
	}
	completion_reward = {
		create_wargoal = {
			type = annex_everything
			target = FRA
		}
		unlock_decision_category_tooltip = GUA_french_decisions
	}
}
### Entity: Country History
Country: TER
Component: TER_misc
Constructs: limit, set_technology, set_convoys, set_research_slots, has_dlc
Source: game
File: history/countries/TER - Terek.txt

Code:
# Misc for TER
capital = 232
set_convoys = 10
set_research_slots = 3
if = {
	limit = {
		has_dlc = By Blood Alone
	}
	set_technology = {
		engines_1 = 1
	}
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
		basic_light_tank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
		basic_light_tank_chassis = 1
	}
}
### Entity: Achievement
Component: siberian_tiger
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting, has_cosmetic_tag
Source: game
File: common/achievements.txt

Code:
siberian_tiger = {
	id = 150
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		original_tag = TAN
	}
	happened = {
		TAN = {
			custom_trigger_tooltip = {
				tooltip = siberian_tiger_tt
				has_cosmetic_tag = siberia_unified
			}
		}
	}
}
### Entity: Order of Battle
Component: Hankow Kichi Shubitai
Constructs: division_template
Source: game
File: history/units/JAP_1939.txt

Code:
division = {
	name = Hankow Kichi Shubitai
	location = 4619
	division_template = Chuton-chi Shidan
	start_experience_factor = 0.1
	start_equipment_factor = 0.5
}
### Entity: Character
Component: XSM_ma_hongbin
Source: game
File: common/characters/XSM.txt

Code:
XSM_ma_hongbin = {
	name = XSM_ma_hongbin
	portraits = {
		army = {
			large = GFX_portrait_XSM_ma_hongbin
			small = GFX_idea_generic_army_asia_1
		}
	}
	advisor = {
		slot = army_chief
		idea_token = XSM_ma_hongbin
		allowed = {
			original_tag = XSM
		}
		traits = {
			army_chief_defensive_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	corps_commander = {
		skill = 3
		attack_skill = 2
		defense_skill = 3
		planning_skill = 3
		logistics_skill = 2
		legacy_id = -1
	}
}
### Entity: Unit Template
Component: YEM_MAR_01
Source: game
File: common/units/names_divisions/YEM_names_divisions.txt

Code:
YEM_MAR_01 = {
	name = Marine Divisions
	for_countries = {
		YEM
	}
	can_use = {
		always = yes
	}
	division_types = {
		marine
	}
	link_numbering_with = {
		YEM_INF_01
	}
	fallback_name = Yemeni al-Mushati al-%dr
	ordered = {
		20 = {
			Yemeni al-Mushati al-%dr
		}
		21 = {
			Yemeni al-Mushati al-%dr
		}
		22 = {
			Yemeni al-Mushati al-%dr
		}
		23 = {
			Yemeni al-Mushati al-%dr
		}
		24 = {
			Yemeni al-Mushati al-%dr
		}
		25 = {
			Yemeni al-Mushati al-%dr
		}
		26 = {
			Yemeni al-Mushati al-%dr
		}
		27 = {
			Yemeni al-Mushati al-%dr
		}
		28 = {
			Yemeni al-Mushati al-%dr
		}
		29 = {
			Yemeni al-Mushati al-%dr
		}
		30 = {
			Yemeni al-Mushati al-%dr
		}
	}
}
### Entity: Event
Component: germany.64
Constructs: is_triggered_only, limit, has_government, has_idea
Source: game
File: events/Germany.txt

Code:
country_event = {
	id = germany.64
	title = germany.64.t
	desc = germany.64.d
	picture = GFX_report_event_british_inspect_troops
	is_triggered_only = yes
	option = {
		name = germany.64.a
		GER = {
			country_event = {
				id = germany.65
				hours = 2
			}
		}
		if = {
			limit = {
				has_idea = FRA_disjointed_government
				NOT = {
					has_government = communism
				}
			}
			custom_effect_tooltip = germany.60.a.tt
			effect_tooltip = {
				start_civil_war = {
					ideology = communism
					size = 0.2
				}
			}
		} {
			limit = {
				has_idea = FRA_disjointed_government
				has_government = communism
			}
			custom_effect_tooltip = germany.60.a.tt
			effect_tooltip = {
				start_civil_war = {
					ideology = democratic
					size = 0.3
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: ai_historical_focus_list_COG
Source: game
File: common/ai_focuses/COG.txt

Code:
ai_historical_focus_list_COG = {
	ai_national_focuses = {
		COG_colonial_loyalty COG_Support_the_congo_railways COG_transform_the_congo COG_industrial_effort COG_establish_radio_stations COG_extra_tech_slot COG_reform_the_force_publique COG_congo_rubber COG_get_rid_of_obsolete_rifles COG_support_tungsten_mining COG_reinforce_colonial_government COG_increased_research_collaboration
	}
}
### Entity: Event
Component: denmark_overlord_events.26
Constructs: is_triggered_only, ai_chance, limit, has_government, add_stability, add_opinion_modifier, set_temp_variable, set_country_flag
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_overlord_events.26
	title = denmark_overlord_events.26.t
	desc = denmark_overlord_events.26.desc
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	option = {
		name = denmark_overlord_events.26.a
		ai_chance = {
			base = 10
		}
		DEN_bop_occupation_low_decrease_effect = yes yes
		hidden_effect = {
			set_temp_variable = {
				var = ban_ideology_var
				value = party_popularity@communism
			}
			multiply_temp_variable = {
				var = ban_ideology_var
				value = -0.25
			}
			set_country_flag = DEN_banned_communism_flag
		}
		add_popularity = {
			ideology = communism
			popularity = ban_ideology_var
		}
		if = {
			limit = {
				has_government = democratic
			}
			multiply_temp_variable = {
				var = ban_ideology_var
				value = 2.5
			}
			add_stability = ban_ideology_var
		}
		else_if = {
			limit = {
				has_elections = yes
			}
			multiply_temp_variable = {
				var = ban_ideology_var
				value = 2
			}
			add_stability = ban_ideology_var
		} {
			limit = {
				has_elections = no
				has_government = neutrality
			}
			multiply_temp_variable = {
				var = ban_ideology_var
				value = 1.25
			}
			add_stability = ban_ideology_var
		} {
			limit = {
				has_government = fascism
			}
			add_stability = ban_ideology_var
		}
		else = {
			multiply_temp_variable = {
				var = ban_ideology_var
				value = 1.5
			}
			add_stability = ban_ideology_var
		}
		OVERLORD = {
			add_opinion_modifier = {
				modifier = DEN_cooperative_subject
				target = DEN
			}
		}
		FROM = {
			country_event = {
				id = denmark_overlord_events.27
				days = 1
			}
		}
	} {
		name = denmark_overlord_events.26.b
		ai_chance = {
			base = 1
			modifier = {
				factor = 10
				communism = > 0.3
			}
		}
		DEN_bop_occupation_low_increase_effect = yes
		DEN_modify_overlord_relations_big = yes
		FROM = {
			country_event = {
				id = denmark_overlord_events.27
				days = 1
			}
		}
	}
}
### Entity: Modifier Reference
Component: PHI_strong_guerrilla_presence
Constructs: has_war_with, disable_strategic_redeployment, remove_trigger
Source: game
File: common/dynamic_modifiers/SEA_dynamic_modifiers.txt

Code:
PHI_strong_guerrilla_presence = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_SOV_invaders_must_die
	resistance_decay = -0.3
	disable_strategic_redeployment = 1
	remove_trigger = {
		controller = {
			NOT = {
				has_war_with = PHI
			}
		}
	}
}
### Entity: Scripted Effect
Component: FIN_form_finnish_democratic_republic
Constructs: limit, has_country_flag, set_cosmetic_tag, random_other_country, has_country_leader, add_timed_idea, set_country_flag
Source: game
File: common/scripted_effects/FIN_scripted_effects.txt

Code:
FIN_form_finnish_democratic_republic = {
	if = {
		limit = {
			NOT = {
				has_country_flag = FIN_finish_democratic_republic_formed_flag
			}
		}
		promote_character = FIN_otto_wille_kuusinen
		set_cosmetic_tag = FIN_finnish_democratic_republic
		random_other_country = {
			limit = {
				original_tag = SOV
				has_country_leader = {
					ruling_only = yes
					character = SOV_iosif_stalin
				}
			}
			add_timed_idea = {
				idea = FIN_finnish_goods
				days = 730
			}
		}
		set_country_flag = FIN_finish_democratic_republic_formed_flag
	}
}
### Entity: Event
Component: INS_revolution_events.31
Constructs: is_triggered_only, limit, add_war_support, add_stability, check_variable, add_days_mission_timeout
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_revolution_events.31
	title = INS_revolution_events.31.t
	desc = INS_revolution_events.31.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = INS_revolution_events.31.a
		effect_tooltip = {
			FROM.FROM.FROM = {
				transfer_state_to = INS
			}
			if = {
				limit = {
					INS = {
						check_variable = {
							var = INS_war_escalation_level
							value = 5
							compare = greater_than_or_equals
						}
					}
				}
				indonesia_reduce_escalation_1_effect = yes
			}
			INS = {
				add_days_mission_timeout = {
					mission = INS_take_batavia
					days = 100
				}
			}
			add_stability = -0.05
			add_war_support = -0.05
		}
	}
}
### Entity: Scripted Effect
Component: ITA_missiolini_stockpile_trucks_failure_effect
Constructs: add_war_support, add_political_power
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_missiolini_stockpile_trucks_failure_effect = {
	add_political_power = -25
	add_war_support = -0.03
}
### Entity: Character
Component: surveyor
Constructs: initiative_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
surveyor = {
	sprite = 5
	army_speed_factor = 0.1
	initiative_factor = 0.08
	land_reinforce_rate = 0.02
	command_cap_increase = @tier2_cp_cap_increase
	command_power = @tier2_cp_cost
	ai_will_do = {
		factor = 2
		modifier = {
			factor = 0
			command_power = < @tier2_cp_cost
		}
	}
}
### Entity: Raid
Component: nuclear_missile_strike
Constructs: has_war_with, is_major, is_in_array, has_dlc, is_special_project_completed, is_in_faction_with, save_global_event_target_as, add_dynamic_modifier
Source: game
File: common/raids/nuclear_raids.txt

Code:
nuclear_missile_strike = {
	category = nuclear_raids
	days_to_prepare = 14
	speed_multiplier = 0.08
	ai_will_do = {
		base = 1
		modifier = {
			factor = 0
			NOT = {
				is_in_array = {
					array = potential_and_current_enemies
					value = FROM
				}
			}
		} {
			factor = 2
			OR = {
				original_tag = USA SOV
			}
		} {
			factor = 2
			FROM = {
				is_major = yes
			}
		} {
			factor = 0.25
			NOT = {
				has_war_with = FROM
			}
			FROM = {
				is_major = no
			}
		}
	}
	command_power = 5
	allowed = {
		has_dlc = Gotterdammerung
	}
	visible = {
		is_special_project_completed = sp:sp_nuclear_warheads
	}
	show_target = {
		NOT = {
			is_in_faction_with = FROM
		}
	}
	available = {

	}
	launchable = {
		has_war_with = FROM
	}
	target_type = {
		province = any
	}
	target_icon = GFX_other_target_icon
	unit_requirements = {
		equipment = {
			type = {
				nuclear_missile_equipment
			}
			amount = {
				min = 1
			}
		}
	}
	essential_equipment = {
		nukes = 1
	}
	starting_point = {
		types = {
			rocket_site
		}
	}
	arrow = {
		type = ballistic
	}
	launch_sound = raid_launch_nuclear_missile
	unit_model = {
		scale = 0.5
	}
	unit_animations = {
		stage = {
			state = idle
		} {
			state = idle2
			intro = idle2_intro
			at_progress = 0.33
		} {
			state = idle3
			intro = idle3_intro
			at_progress = 0.66
		}
	}
	success_factors = {
		success = {
			base = 0.8
			intel = {
				weight = 0.2
				reference = 100
			}
		}
	}
	success_levels = {
		failure = {
			actor_effects = {
				var:actor_country = {
					custom_effect_tooltip = dud_missile_tt
				}
			}
		}
		limited_success = {
			actor_effects = {
				var:actor_country = {
					custom_effect_tooltip = dud_missile_tt
				}
			}
		}
		success = {
			custom_sound = raid_result_success_nuclear
			actor_effects = {

			}
			victim_effects = {
				var:actor_country = {
					save_global_event_target_as = nuclear_gandhi_actor_country
				} {
					launch_nuke = {
						province = var:ROOT.target_province
						use_nuke = no
					}
				}
				var:target_state = {
					bathe_in_hellfire_nuclear = yes
					add_dynamic_modifier = {
						modifier = fallout_atomic
						days = 365
					}
				}
			}
		}
		critical_success = {
			custom_sound = raid_result_critical_success_nuclear
			actor_effects = {

			}
			victim_effects = {
				var:actor_country = {
					save_global_event_target_as = nuclear_gandhi_actor_country
				
# ... (truncated)
### Entity: National Focus
Tree: chi_focus
Component: CHI_sea_expand_the_academica_sinica
Constructs: prerequisite, has_war, completion_reward, has_stability, cancel_if_invalid, add_research_slot
Source: game
File: common/national_focus/china_nationalist_warlord_TSR.txt

Code:
focus = {
	id = CHI_sea_expand_the_academica_sinica
	icon = GFX_focus_research
	prerequisite = {
		focus = CHI_sea_unified_industrial_planning
	}
	x = -2
	y = 1
	relative_position_id = CHI_sea_unified_industrial_planning
	cost = 10
	ai_will_do = {
		factor = 4
	}
	available = {
		OR = {
			has_war = no
			has_stability = > 0.7
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: Character
Component: PRC_he_long
Constructs: has_country_flag
Source: game
File: common/characters/PRC.txt

Code:
PRC_he_long = {
	name = PRC_he_long
	portraits = {
		army = {
			large = GFX_portrait_PRC_he_long
			small = GFX_portrait_PRC_he_long_small
		}
	}
	corps_commander = {
		visible = {
			has_country_flag = PRC_he_long_has_arrived
		}
		traits = {
			militias_officer trait_mountaineer guerilla_fighter
		}
		skill = 4
		attack_skill = 4
		defense_skill = 3
		planning_skill = 3
		logistics_skill = 3
		legacy_id = -1
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/SWI_load_conscription_2.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 3
	}
	location = 3641
	division_template = Trained Bergsteiger-Abteilung
	start_experience_factor = 0.4
	start_equipment_factor = 1
}
### Entity: Unit Template
Component: ARM_MTN_01
Source: game
File: common/units/names_divisions/ARM_names_divisions.txt

Code:
ARM_MTN_01 = {
	name = Mountain Divisions
	for_countries = {
		ARM
	}
	can_use = {
		always = yes
	}
	division_types = {
		mountaineers
	}
	fallback_name = %dya Armyanska Gornostrelkovaya Div.
	ordered = {
		1 = {
			%dya Armyanska Gornostrelkovaya Div.
		}
		2 = {
			%dya Armyanska Gornostrelkovaya Div.
		}
		3 = {
			%dya Armyanska Gornostrelkovaya Div.
		}
		4 = {
			%dya Armyanska Gornostrelkovaya Div.
		}
		5 = {
			%dya Armyanska Gornostrelkovaya Div.
		}
		6 = {
			%dya Armyanska Gornostrelkovaya Div.
		}
		7 = {
			%dya Armyanska Gornostrelkovaya Div.
		}
		8 = {
			%dya Armyanska Gornostrelkovaya Div.
		}
		9 = {
			%dya Armyanska Gornostrelkovaya Div.
		}
		10 = {
			%dya Armyanska Gornostrelkovaya Div.
		}
	}
}
### Entity: Idea
Component: spiritual_mobilization_idea
Constructs: removal_cost
Source: game
File: common/ideas/japan.txt

Code:
spiritual_mobilization_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = imperial_glory_idea
	modifier = {
		conscription = 0.03
	}
}
### Entity: National Focus
Tree: mpl_focus
Component: MPL_middle_eastern_focus
Constructs: prerequisite, completion_reward, add_political_power, add_offsite_building
Source: game
File: common/national_focus/mandate_of_palestine.txt

Code:
focus = {
	id = MPL_middle_eastern_focus
	icon = GFX_goal_generic_middle_east
	relative_position_id = MPL_looking_outwards
	x = -3
	y = 1
	prerequisite = {
		focus = MPL_looking_outwards
	}
	cost = 6
	completion_reward = {
		add_political_power = 50
		add_offsite_building = {
			type = industrial_complex
			level = 1
		}
	}
}
### Entity: Character
Component: PRC_dubious_loyalty
Constructs: stability_factor, war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
PRC_dubious_loyalty = {
	random = no
	sprite = 13
	stability_factor = -0.1
	army_morale_factor = 0.1
	war_support_factor = 0.05
	experience_gain_army = 0.05
	power_balance_weekly = 0.015
}
### Entity: Character
Component: OMA_unifier_of_muscat_and_oman
Constructs: production_speed_buildings_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
OMA_unifier_of_muscat_and_oman = {
	random = no
	sprite = 13
	production_speed_buildings_factor = 0.05
	political_power_factor = 0.05
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Template%3AUnique_national_idea_bonus_table/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
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Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/Template:Unique_national_idea_bonus_table/doc"
### Entity: AI Strategy
Component: EAI_SOV_defense_in_depth_202
Constructs: has_war_with
Source: game
File: common/ai_strategy/SOV_EAI.txt

Code:
EAI_SOV_defense_in_depth_202 = {
	allowed = {
		tag = SOV
	}
	enable = {
		any_of_scopes = {
			array = global.EAI_MAP_SOV_garrison_strategy_202
			CONTROLLER = {
				has_war_with = ROOT
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		ratio = 0.02
		order_id = 202
		states = {
			202
		}
		subtract_invasions_from_need = no
		subtract_fronts_from_need = no
	}
}
### Entity: Event
Component: AAT_finland_the_white_death.4
Constructs: ai_chance, has_government, has_war_with, add_war_support, fire_only_once, add_political_power, has_defensive_war, has_civil_war
Source: game
File: events/AAT_Finland.txt

Code:
country_event = {
	id = AAT_finland_the_white_death.4
	title = AAT_finland_the_white_death.4.t
	desc = AAT_finland_the_white_death.4.desc
	picture = GFX_report_event_FIN_simo_hayha
	fire_only_once = yes
	trigger = {
		tag = FIN
		FIN = {
			NOT = {
				has_government = communism
			}
		}
		has_defensive_war = yes
		has_civil_war = no
		is_subject = no
		any_country = {
			has_war_with = FIN
			has_variable = FIN_white_death_target_country
		}
		has_global_flag = FIN_simo_hayha_appears_flag
	}
	mean_time_to_happen = {
		days = 7
	}
	option = {
		name = AAT_finland_the_white_death.4.a
		ai_chance = {
			base = 80
		}
		add_war_support = 0.05
		add_political_power = 50
		add_command_power = 20
		add_manpower = 12000
		hidden_effect = {
			set_global_flag = FIN_simo_hayha_has_appeared_flag
		}
	} {
		name = AAT_finland_the_white_death.4.b
		ai_chance = {
			base = 20
		}
		add_political_power = -25
		add_timed_idea = {
			idea = FIN_we_are_the_white_death_idea
			days = 180
		}
		hidden_effect = {
			set_global_flag = FIN_simo_hayha_has_appeared_flag
		}
	}
}
### Entity: Modifier Reference
Component: PRC_probed_border_defenses_victim_massive
Constructs: army_defence_factor, remove_trigger
Source: game
File: common/dynamic_modifiers/SEA_dynamic_modifiers.txt

Code:
PRC_probed_border_defenses_victim_massive = {
	icon = GFX_modifiers_BEL_eben_emael_raided
	enable = {
		always = yes
	}
	remove_trigger = {
		OR = {
			ROOT = {
				controller = {
					original_tag = PRC
				}
			}
			PRC = {
				exists = no
			}
		}
	}
	army_defence_factor = -0.25
}
### Entity: Country Tag
Component: RSI
Constructs: has_country_flag
Source: game
File: common/country_tag_aliases/tag_aliases.txt

Code:
RSI = {
	original_tag = ITA
	has_country_flag = ITA_rsi_cw_flag
}