Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: State History
Component: 1047
Constructs: add_core_of
Source: game
File: history/states/1047-Dulaim.txt

Code:
state = {
	id = 1047
	name = STATE_1047
	manpower = 56328
	state_category = rural
	history = {
		owner = IRQ
		buildings = {
			infrastructure = 1
		}
		add_core_of = IRQ
	}
	provinces = {
		3795 12839 12372 12413 1631
	}
	local_supplies = 0.0
}
### Entity: Character
Component: artillery_manufacturer
Source: game
File: common/country_leader/00_traits.txt

Code:
artillery_manufacturer = {
	random = no
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_dominate_the_skies
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, complete_tooltip, random_state, has_state_flag, add_building_construction
Source: game
File: common/national_focus/australia.txt

Code:
focus = {
	id = AST_dominate_the_skies
	icon = GFX_goal_generic_air_doctrine
	prerequisite = {
		focus = AST_womens_auxilliary_australian_air_force
	}
	x = 1
	y = 5
	relative_position_id = AST_expand_the_raaf
	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_RESEARCH
	}
	complete_tooltip = {
		air_experience = 25
		random_state = {
			limit = {
				has_state_flag = AST_dominate_the_skies_AB
			}
			add_building_construction = {
				type = air_base
				level = 4
				instant_build = yes
			}
		}
		add_doctrine_cost_reduction = {
			name = AST_dominate_the_skies
			cost_reduction = 0.5
			uses = 2
			category = air_doctrine
		}
	}
	completion_reward = {
		air_experience = 25
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = air_base
					size = > 1
				}
				NOT = {
					state = 674
				}
			}
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			}
			set_state_flag = AST_dominate_the_skies_AB
		}
		add_doctrine_cost_reduction = {
			name = AST_expand_the_raaf
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
	}
}
### Entity: Idea
Component: GRE_venerate_the_ancient_hellenes_6
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/greece.txt

Code:
GRE_venerate_the_ancient_hellenes_6 = {
	allowed = {
		original_tag = GRE
	}
	allowed_civil_war = {
		always = yes
	}
	picture = gre_venerate_the_ancient_hellenes_hoplite_alexander
	removal_cost = -1
	modifier = {
		stability_factor = 0.05
		army_core_defence_factor = 0.05
		command_power_gain_mult = 0.05
	}
}
### Entity: Scripted Effect
Component: find_best_democratic_ally_leader
Source: game
File: common/scripted_effects/00_scripted_effects.txt

Code:
find_best_democratic_ally_leader = {
	get_highest_scored_country = {
		var = GLOBAL.platonic_democratic_ally_leader
		scorer = democratic_faction_leader_scorer
	}
}
### Entity: Modding Documentation
Construct: atan
Source: vanilla_docs
File: documentation/script_math_functions.md

Doc:
## atan
Sets the accumulator to the arctangent of itself. The result is expressed in radians.

Note: this is computed with a numerical approximation and may be off by a few hundredths of a radian. Follow with `round = yes` if you need an exact result.
### Entity: Joint Focus
Component: CONGO_belgian_devaluation
Constructs: prerequisite, limit, joint_focus, has_government, has_war_with, completion_reward, add_political_power, has_subject
Source: game
File: common/national_focus/congo_shared.txt

Code:
joint_focus = {
	id = CONGO_belgian_devaluation
	dynamic = yes
	icon = GFX_focus_ITA_devaluate_the_lire
	prerequisite = {
		focus = CONGO_the_heart_of_africa
	}
	relative_position_id = CONGO_the_heart_of_africa
	x = 4
	y = 1
	cost = 5
	text_icon = CONGO_BEL_focus_style
	joint_trigger = {
		CONGO_is_a_congo_viable_nation = yes
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_HISTORICAL FOCUS_FILTER_TFV_AUTONOMY
	}
	available = {
		original_tag = BEL
		has_subject = COG
		NOT = {
			has_government = fascism
		} {
			OR = {
				has_war_with = BEL COG
				has_global_flag = CONGO_independence_war_ongoing
			}
		}
	}
	available_if_capitulated = yes
	completion_reward = {

	}
	completion_reward_joint_originator = {
		IF = {
			limit = {
				original_tag = COG
			}
			add_autonomy_score = {
				value = -250
				localization = CONGO_belgian_devaluation
			}
			custom_effect_tooltip = generic_skip_one_line_tt modify_COG_belgian_congo_colonial_dynamic_modifier_tt
			add_to_variable = {
				BEL.COG_belgian_congo_colonial_dynamic_modifier_trade_laws_cost_factor = -0.5
				tooltip = trade_laws_cost_factor_tt
			}
		} {
			limit = {
				original_tag = BEL
			}
			add_political_power = 70
		}
		hidden_effect = {
			CONGO_one_more_focus_done = yes
		}
	}
	completion_reward_joint_member = {
		IF = {
			limit = {
				original_tag = COG
			}
			add_autonomy_score = {
				value = -250
				localization = CONGO_belgian_devaluation
			}
			custom_effect_tooltip = generic_skip_one_line_tt modify_COG_belgian_congo_colonial_dynamic_modifier_tt
			add_to_variable = {
				BEL.COG_belgian_congo_colonial_dynamic_modifier_trade_laws_cost_factor = -0.5
				tooltip = trade_laws_cost_factor_tt
			}
		} {
			limit = {
				original_tag = BEL
			}
			add_political_power = 70
		}
	}
}
### Entity: Country History
Country: SLO
Component: SLO_technology
Constructs: set_technology
Source: game
File: history/countries/SLO - Slovakia.txt

Code:
# Starting Technologies for SLO
set_technology = {
	tech_trucks = 1
	gw_artillery = 1
	interwar_artillery = 1
	interwar_antiair = 1
	infantry_weapons = 1
	infantry_weapons1 = 1
	infantry_weapons2 = 1
	support_weapons = 1
	tech_support = 1
	tech_recon = 1
	tech_mountaineers = 1
	tech_engineers = 1
	basic_fortification_tech = 1
}
### Entity: Idea
Component: EAI_DD_20/super_heavy_tank_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_20/super_heavy_tank_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		super_heavy_tank_chassis = {
			build_cost_ic = -0.5
			instant = yes
		}
	}
}
### Entity: Decision
Component: GER_r56_weltpolitik_cat
Constructs: has_completed_focus, every_owned_state, add_equipment_to_stockpile, has_war, limit, add_ideas, remove_ideas, has_government
Source: game
File: common/decisions/r56_GER_decisions.txt

Code:
GER_r56_weltpolitik_cat = {
	GER_settle_territorial_disputes = {
		icon = GFX_decision_congress
		priority = 999
		fire_only_once = yes
		available = {
			has_completed_focus = GER_liberation_for_the_sudetendeutsche
			all_core_state = {
				OR = {
					is_owned_and_controlled_by = ROOT
					AND = {
						is_core_of = CZE
						ROOT = {
							has_country_flag = GER_anti_czechs
						}
					}
				}
			}
			custom_trigger_tooltip = {
				tooltip = GER_settle_territorial_disputes_tt
				all_state = {
					OR = {
						is_owned_and_controlled_by = ROOT
						NOT = {
							is_claimed_by = ROOT
						} {
							is_on_continent = europe
						}
					}
				}
			}
			AUS = {
				OR = {
					is_ally_with = GER
					is_subject_of = POL
					exists = no
				}
			}
		}
		complete_effect = {
			add_threat = -2
			add_political_power = 100
			add_stability = 0.05
			add_war_support = -0.05
			add_popularity = {
				ideology = ROOT
				popularity = 0.075
			}
			IF = {
				limit = {
					has_idea = sour_loser
				}
				custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
				remove_ideas = sour_loser
				set_rule = {
					can_create_factions = yes
				}
			}
		}
	}
	GER_nap_with_america = {
		icon = GFX_decision_hol_exchange_intelligence_data
		priority = 99
		fire_only_once = yes
		days_remove = 10
		visible = {
			has_completed_focus = GER_approach_the_anglosphere
			NOT = {
				has_war_with = USA
				is_embargoing = USA
				is_embargoed_by = USA
				has_non_aggression_pact_with = USA
			}
			USA = {
				is_subject = no
			}
		}
		available = {
			IF = {
				limit = {
					has_government = communism
				}
				USA = {
					OR = {
						has_government = democratic communism
					}
				}
			} {
				limit = {
					has_government = fascism
				}
				USA = {
					OR = {
						has_government = neutrality fascism
					}
				}
			} {
				limit = {
					has_government = democratic
				}
				USA = {
					OR = {
						has_government = democratic communism neutrality
					}
				}
			} {
				limit = {
					has_government = neutrality
				}
				USA = {
					OR = {
						has_government = democratic communism neutrality
					}
				}
			}
		}
		cost = 10
		cancel_if_not_visible = yes
		ai_will_do = {
			base = 0.2
		}
		complete_effect = {

		}
		remove_effect = {
			USA = {
				country_event = new_ger.170
			}
			custom_effect_tooltip = if_they_accept_tt
			effect_t
# ... (truncated)
### Entity: National Focus
Tree: irq_focus
Component: IRQ_communist_oil_nationalization
Constructs: prerequisite, limit, remove_ideas, has_war_with, add_opinion_modifier, completion_reward, is_puppet_of, set_country_flag
Source: game
File: common/national_focus/r56_iraq.txt

Code:
focus = {
	id = IRQ_communist_oil_nationalization
	icon = GFX_focus_eng_concessions_to_the_trade_unions
	prerequisite = {
		focus = IRQ_workers_revolution
	}
	x = -3
	y = 1
	relative_position_id = IRQ_workers_revolution
	available = {
		controls_state = 1048 1045
		NOT = {
			is_puppet_of = ENG
		}
	}
	cost = 10
	ai_will_do = {
		factor = 100
	}
	available_if_capitulated = yes
	completion_reward = {
		remove_ideas = IRQ_oil_concessions
		hidden_effect = {
			set_country_flag = IRQ_nationalized_oil_fields
		}
		ENG = {
			remove_resource_rights = 1048 1045
			if = {
				limit = {
					NOT = {
						has_war_with = ROOT
						is_subject_of = ROOT
					}
				}
				add_opinion_modifier = {
					target = ROOT
					modifier = sanctions
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_OIL
	}
}
### Entity: Event
Component: ss_recruitment_alternate.1
Constructs: is_triggered_only, ai_chance, division_template, limit, has_country_flag, add_command_power, random_owned_controlled_state, has_full_control_of_state
Source: game
File: events/ss_recruitment_event.txt

Code:
country_event = {
	id = ss_recruitment_alternate.1
	title = ss_recruitment_alternate.1.t
	desc = ss_recruitment_alternate.1.desc
	picture = GFX_report_event_german_volunteers
	is_triggered_only = yes
	option = {
		name = ss_recruitment_event.1.a
		ai_chance = {
			base = 50
		}
		add_command_power = -10
		SS_set_templates = yes
		if = {
			limit = {
				has_country_flag = SS_mechanised_division_late
			}
			custom_effect_tooltip = GER_division_britain_mech_tt
			hidden_effect = {
				random_owned_controlled_state = {
					limit = {
						ROOT = {
							has_full_control_of_state = PREV
						}
					}
					prioritize = {
						64
					}
					create_unit = {
						division = name = "SS-Panzergrenadier-Division Oliver Cromwell" division_template = "SS Panzergrenadier Division (n.A.)" start_experience_factor = 0.8 start_equipment_factor = 0.01
						owner = GER
					}
				}
			}
		}
		else_if = {
			limit = {
				has_country_flag = SS_mechanised_division_early
			}
			custom_effect_tooltip = GER_division_britain_mech_tt
			hidden_effect = {
				random_owned_controlled_state = {
					limit = {
						ROOT = {
							has_full_control_of_state = PREV
						}
					}
					prioritize = {
						64
					}
					create_unit = {
						division = name = "SS-Panzergrenadier-Division Oliver Cromwell" division_template = "SS Panzergrenadier Division" start_experience_factor = 0.8 start_equipment_factor = 0.01
						owner = GER
					}
				}
			}
		}
		else = {
			custom_effect_tooltip = GER_division_britain_mot_tt
			hidden_effect = {
				random_owned_controlled_state = {
					limit = {
						ROOT = {
							has_full_control_of_state = PREV
						}
					}
					prioritize = {
						64
					}
					create_unit = {
						division = name = "SS-Panzergrenadier-Division Oliver Cromwell" division_template = "SS Motorisierte Division" start_experience_factor = 0.8 start_equipment_factor = 0.01
						owner = GER
					}
				}
			}
		}
	} {
		name = ss_recruitment_event.1.b
		ai_chance = {
			base = 25
			modifier = {
				is_historical_focus_on = yes
				factor = 0
			}
		}
		add_command_power = -20
		SS_set_templates = yes
		if = {
			limit = {
				has_country_flag = SS_armored_division_late
			}
			custom_effect_tooltip = GER_division_britain_armored_tt
			hidden_effect = {
				random_owned_controlled_state = {
					limit = {
						ROOT = {
							has_full_control_of_state = PREV
						}

# ... (truncated)
### Entity: Idea
Component: FIN_valtion_lentokonetehdas
Constructs: has_completed_focus, research_bonus
Source: game
File: common/ideas/finland.txt

Code:
FIN_valtion_lentokonetehdas = {
	name = FIN_valtion_lentokonetehdas_organization
	picture = FIN_valtion_lentokonetehdas
	allowed = {
		original_tag = FIN
	}
	visible = {
		NOT = {
			has_completed_focus = FIN_national_aircraft_production
		}
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		light_aircraft_manufacturer
	}
}
### Entity: National Focus
Tree: arm_focus
Component: ARM_build_the_kovkas_line
Constructs: prerequisite, has_government, completion_reward, is_fully_controlled_by, random_owned_controlled_state, add_building_construction
Source: game
File: common/national_focus/armenia.txt

Code:
focus = {
	id = ARM_build_the_kovkas_line
	icon = GFX_goal_generic_mountain_fortification
	prerequisite = {
		focus = ARM_ambitious_production_quotas
	} {
		focus = ARM_fund_the_armenian_workers_union
	}
	relative_position_id = ARM_fund_the_armenian_workers_union
	x = 1
	y = 1
	cost = 8
	ai_will_do = {
		factor = 5
	}
	available = {
		has_government = communism
		230 = {
			is_fully_controlled_by = ROOT
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				230
			}
			add_building_construction = {
				type = bunker
				level = 2
				instant_build = yes
				province = 12320
			} {
				type = bunker
				level = 1
				instant_build = yes
				province = 3564
			} {
				type = bunker
				level = 2
				instant_build = yes
				province = 12441
			} {
				type = bunker
				level = 1
				instant_build = yes
				province = 12380
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
}
### Entity: Character
Component: FIN_esko_riekki
Constructs: limit, has_government, has_dlc, has_intelligence_agency
Source: game
File: common/characters/FIN.txt

Code:
FIN_esko_riekki = {
	name = FIN_esko_riekki
	portraits = {
		civilian = {
			small = GFX_portrait_FIN_esko_riekki_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = FIN_esko_riekki
		allowed = {
			original_tag = FIN
			has_dlc = La Resistance
		}
		available = {
			has_intelligence_agency = yes
			if = {
				limit = {
					has_dlc = Arms Against Tyranny
				}
				OR = {
					has_government = neutrality fascism
				}
			}
		}
		traits = {
			head_of_intelligence
		}
		ai_will_do = {
			base = 1.0
			modifier = {
				factor = 0.5
				FIN_is_historical_ai = yes
			}
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_internal_redoubts
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_building_construction
Source: game
File: common/national_focus/czechoslovakia.txt

Code:
focus = {
	id = CZE_internal_redoubts
	icon = GFX_goal_generic_fortify_city
	prerequisite = {
		focus = CZE_fortification_studies
	}
	x = 2
	y = 1
	relative_position_id = CZE_fortification_studies
	cost = 10
	ai_will_do = {
		factor = 60
		modifier = {
			factor = 0.1
			HABSBURG_joint_trigger = yes
		}
	}
	available = {
		CZE = {
			controls_state = 9
		} {
			controls_state = 70
		} {
			controls_state = 75
		} {
			controls_state = 664
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		army_experience = 20
		custom_effect_tooltip = generic_skip_one_line_tt
		664 = {
			add_building_construction = {
				type = bunker
				province = 6573
				level = 2
				instant_build = yes
			}
		}
		70 = {
			add_building_construction = {
				type = bunker
				province = 9692
				level = 2
				instant_build = yes
			}
		}
		75 = {
			add_building_construction = {
				type = bunker
				province = 3569
				level = 2
				instant_build = yes
			}
		}
		9 = {
			add_building_construction = {
				type = bunker
				province = 6418
				level = 2
				instant_build = yes
			} {
				type = bunker
				province = 11542
				level = 3
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: csa_focus
Component: CSA_rebuild_the_confederate_industry
Constructs: add_ideas, completion_reward
Source: game
File: common/national_focus/csa.txt

Code:
focus = {
	id = CSA_rebuild_the_confederate_industry
	icon = GFX_goal_CSA_rebuild_industry
	x = 36
	y = 0
	cost = 5
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = CSA_rebuild_industry
	}
}
### Entity: Event
Component: lar_concessions_to_italy.1
Constructs: is_triggered_only, ai_chance
Source: game
File: events/LaR_France.txt

Code:
country_event = {
	id = lar_concessions_to_italy.1
	title = lar_concessions_to_italy.1.t
	desc = lar_concessions_to_italy.1.desc
	picture = GFX_report_event_mussolini_hotel
	is_triggered_only = yes
	option = {
		name = lar_concessions_to_italy.1.a
		ai_chance = {
			factor = 40
		}
		FRA = {
			country_event = lar_concessions_to_italy.2
		}
		effect_tooltip = {
			ITA = {
				transfer_state = 269 268
			}
			custom_effect_tooltip = lar_concessions_italy_tt
		}
	} {
		name = lar_concessions_to_italy.1.b
		ai_chance = {
			factor = 60
		}
		FRA = {
			country_event = lar_concessions_to_italy.3
		}
	}
}
### Entity: Idea
Component: idea_RAJ_bose_hiding_afghanistan
Constructs: has_completed_focus, limit, removal_cost, has_idea, add_timed_idea
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_bose_hiding_afghanistan = {
	picture = prc_the_long_march
	allowed = {
		original_tag = RAJ
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = 0.001
		resistance_damage_to_garrison = -1
		unit_mountaineers_design_cost_factor = -0.15
	}
	on_add = {

	}
	on_remove = {
		if = {
			limit = {
				NOT = {
					has_idea = idea_RAJ_bose_hiding_ussr
					has_completed_focus = RAJ_give_me_blood_and_i_will_grant_you_freedom
				}
			}
			add_timed_idea = {
				idea = idea_RAJ_bose_hiding_ussr
				days = 70
			}
		}
	}
}
### Entity: Character
Component: POL_Steam_Turbines_and_Steelworks
Source: game
File: common/country_leader/r56_traits.txt

Code:
POL_Steam_Turbines_and_Steelworks = {
	random = no
	industrial_capacity_dockyard = 0.02
	local_resources_factor = 0.1
}
### Entity: State History
Component: 988
Constructs: add_core_of
Source: game
File: history/states/988-Mombasa.txt

Code:
state = {
	id = 988
	name = STATE_905
	manpower = 1017600
	state_category = pastoral
	history = {
		owner = KEN
		buildings = {
			infrastructure = 2
			5210 = {
				naval_base = 2
			}
		}
		victory_points = {
			5210 1
		}
		add_core_of = KEN
	}
	provinces = {
		5196 5210 6020
	}
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Event
Component: r56_scotland.3
Constructs: is_triggered_only, ai_chance, add_war_support, add_opinion_modifier, add_political_power, create_wargoal, puppet_wargoal_focus, has_dlc
Source: game
File: events/Scotland.txt

Code:
country_event = {
	id = r56_scotland.3
	title = r56_scotland.3.t
	desc = r56_scotland.3.desc
	picture = GFX_report_event_canada_army
	is_triggered_only = yes
	option = {
		name = r56_scotland.3.a
		ai_chance = {
			base = 5
		}
		add_political_power = -25
		effect_tooltip = {
			add_opinion_modifier = {
				target = SCO
				modifier = large_decrease
			}
			reverse_add_opinion_modifier = {
				target = SCO
				modifier = large_decrease
			}
		}
		create_wargoal = {
			type = puppet_wargoal_focus
			target = ENG
		}
	} {
		name = r56_scotland.3.b
		ai_chance = {
			base = 2
		}
		trigger = {
			has_dlc = La Resistance
		}
		add_political_power = -100
		add_war_support = -0.05
		set_country_flag = SCO_intelligence_agency_cunning_plan
		mark_focus_tree_layout_dirty = yes
		custom_effect_tooltip = SCO_unlocks_cunning_plan_tt
	}
}
### Entity: Idea
Component: CYP_professional_army_1
Constructs: coordination_bonus
Source: game
File: common/ideas/r56_cyprus.txt

Code:
CYP_professional_army_1 = {
	name = CYP_professional_army
	picture = NORDIC_army_democratic
	modifier = {
		special_forces_cap = 0.05
		marines_special_forces_contribution_factor = -0.1
		unit_marine_design_cost_factor = -0.5
		army_leader_start_level = 1
		army_leader_start_attack_level = 2
		grant_medal_cost_factor = -0.25
		naval_invasion_penalty = -0.05
		coordination_bonus = 0.05
		command_power_gain = 0.3
		org_loss_when_moving = -0.15
	}
}
### Entity: Unit Template
Component: ENG_ARM_01
Source: game
File: common/units/names_divisions/ENG_names_divisions.txt

Code:
ENG_ARM_01 = {
	name = Armoured Division
	for_countries = {
		ENG
	}
	can_use = {
		always = yes
	}
	division_types = {
		light_armor medium_armor heavy_armor modern_armor
	}
	fallback_name = %d Armoured Division
	ordered = {
		1 = {
			%dst Armoured Division
		}
		7 = {
			%dth Armoured Division
		}
		2 = {
			%dnd Armoured Division
		}
		6 = {
			%dth Armoured Division
		}
		8 = {
			%dth Armoured Division
		}
		9 = {
			%dth Armoured Division
		}
		31 = {
			Guards Armoured Division
		}
		10 = {
			%dth Armoured Division
		}
		11 = {
			%dth Armoured Division
		}
		42 = {
			%dnd Armoured Division
		}
		79 = {
			%dth Armoured Division
		}
		5 = {
			%dth Armoured Division
		}
		3 = {
			%drd Armoured Division
		}
		4 = {
			%dth Armoured Division
		}
		12 = {
			%dth Armoured Division
		}
		13 = {
			%dth Armoured Division
		}
		14 = {
			%dth Armoured Division
		}
		15 = {
			%dth Armoured Division
		}
		16 = {
			%dth Armoured Division
		}
		17 = {
			%dth Armoured Division
		}
		18 = {
			%dth Armoured Division
		}
		19 = {
			%dth Armoured Division
		}
		20 = {
			%dth Armoured Division
		}
		21 = {
			%dst Armoured Division
		}
		22 = {
			%dnd Armoured Division
		}
		23 = {
			%drd Armoured Division
		}
		24 = {
			%dth Armoured Division
		}
		25 = {
			%dth Armoured Division
		}
		26 = {
			%dth Armoured Division
		}
		27 = {
			%dth Armoured Division
		}
		28 = {
			%dth Armoured Division
		}
		29 = {
			%dth Armoured Division
		}
		30 = {
			%dth Armoured Division
		}
	}
}
### Entity: Event
Component: NSB_soviet_foreign_politics_events.262
Constructs: is_triggered_only, ai_chance, has_completed_focus, add_opinion_modifier, has_opinion, has_idea, set_global_flag
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_foreign_politics_events.262
	title = soviet.23.t
	desc = soviet.23.d
	picture = GFX_report_event_soviet_japanese_pact
	is_triggered_only = yes
	option = {
		name = soviet.23.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 2
				has_opinion = {
					target = FROM
					value = > 50
				}
			} {
				factor = 2
				SOV = {
					has_idea = SOV_maksim_litvinov
				}
			} {
				factor = 0
				has_completed_focus = JAP_support_the_kodoha_faction
			}
		}
		add_opinion_modifier = {
			target = SOV
			modifier = border_conflict_reconciled
		}
		transfer_state = 655
		diplomatic_relation = {
			country = SOV
			relation = non_aggression_pact
			active = yes
		}
		hidden_effect = {
			FROM = {
				country_event = {
					id = NSB_soviet_foreign_politics_events.266
					hours = 4
				}
			}
			set_global_flag = SOV_soviet_japanese_reconciliation_flag
		}
	} {
		name = NSB_soviet_foreign_politics_events.262.b
		ai_chance = {
			base = 1
			modifier = {
				factor = 5
				has_opinion = {
					target = FROM
					value = < -50
				}
			} {
				factor = 0
				OR = {
					has_completed_focus = JAP_the_unthinkable_option JAP_return_of_the_manchukuo_exiles JAP_sea_purge_the_kodoha_faction
				}
			}
		}
		hidden_effect = {
			FROM = {
				country_event = {
					id = NSB_soviet_foreign_politics_events.267
					hours = 4
				}
			}
		}
	}
}