Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: NSB_soviet_foreign_politics_events.153
Constructs: is_triggered_only, ai_chance, limit, has_war_with, is_major, is_in_faction_with, is_historical_focus_on, has_opinion
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_foreign_politics_events.153
	title = NSB_soviet_foreign_politics_events.153.t
	desc = NSB_soviet_foreign_politics_events.153.desc
	picture = GFX_report_event_stalin_meeting
	is_triggered_only = yes
	option = {
		name = NSB_soviet_foreign_politics_events.153.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 100
				is_in_faction_with = FROM
			} {
				factor = 100
				is_historical_focus_on = yes
			} {
				factor = 2
				has_opinion = {
					target = FROM
					value = > -25
				}
			} {
				factor = 5
				has_opinion = {
					target = FROM
					value = > 50
				}
			} {
				factor = 0
				OR = {
					NOT = {
						any_enemy_country = {
							is_major = yes
							has_war_with = FROM
						}
					}
					has_war_with = PER
					has_guaranteed = PER
					has_non_aggression_pact_with = PER
					is_in_faction_with = PER
					is_subject = yes
					strength_ratio = {
						tag = FROM
						ratio = < 0.4
					}
					surrender_progress = > 0.15
				}
			}
		}
		IF = {
			limit = {
				has_dlc = Graveyard of Empires
			}
			set_country_flag = PER_operation_countenance_flag
		}
		set_global_flag = SOV_agreed_anglo_soviet_invasion_of_iran_flag
		effect_tooltip = {
			activate_mission = SOV_preparations_for_operation_countenance
			custom_effect_tooltip = SOV_preparations_for_operation_countenance_tt SOV_operation_countenance_successful_tt
			puppet = PER
			SOV = {
				transfer_state = 419 420 416 1000 1004
			}
			PER = {
				give_resource_rights = {
					receiver = SOV
					state = 411
				} {
					receiver = SOV
					state = 412
				} {
					receiver = ENG
					state = 413
				}
				give_military_access = SOV
			}
		}
		FROM = {
			country_event = {
				id = NSB_soviet_foreign_politics_events.154
				hours = 1
			}
		}
	} {
		name = NSB_soviet_foreign_politics_events.153.b
		ai_chance = {
			base = 1
		}
		custom_effect_tooltip = NSB_soviet_foreign_politics_events.153_soviets_alone_tt
		hidden_effect = {
			FROM = {
				country_event = {
					id = NSB_soviet_foreign_politics_events.155
					hours = 4
				}
			}
			set_global_flag = SOV_soviet_invasion_of_iran_flag
		}
	}
}
### Entity: Idea
Component: EAI_DD_9/light_tank_flame_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_9/light_tank_flame_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		light_tank_flame_chassis = {
			build_cost_ic = -0.225
			instant = yes
		}
	}
}
### Entity: Idea
Component: CUF_communist_cells
Constructs: stability_factor, has_government, removal_cost
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CUF_communist_cells = {
	picture = chi_chinese_support
	removal_cost = -1
	cancel = {
		has_government = communism
	}
	modifier = {
		stability_factor = 0.05
		army_core_attack_factor = 0.05
		army_core_defence_factor = 0.05
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	targeted_modifier = {
		tag = PRC
		attack_bonus_against = -0.25
		defense_bonus_against = -0.25
	}
}
### Entity: Technology
Component: early_submarine
Constructs: enable_equipments, research_cost
Source: game
File: common/technologies/naval.txt

Code:
technology = {
	enable_equipments = {
		submarine_1
	}
	path = {
		leads_to_tech = basic_submarine
		research_cost_coeff = 1
	}
	on_research_complete = {
		custom_effect_tooltip = {
			localization_key = SP_UNLOCK_PROJECT
			PROJECT = sp_naval_cruiser_submarine
		} {
			localization_key = SP_UNLOCK_PROJECT
			PROJECT = sp_naval_midget_submarine
		}
	}
	research_cost = 1.5
	start_year = 1922
	folder = {
		name = naval_folder
		position = {
			x = 0
			y = 1
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 5
			tag = GER
		}
	}
	categories = {
		naval_equipment ss_tech mio_cat_tech_all_submarine_and_modules
	}
	special_project_specialization = {
		specialization_naval
	}
}
### Entity: Idea
Component: JAP_economy_by_japan_tanks
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/r56_japan.txt

Code:
JAP_economy_by_japan_tanks = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = man_five_year_plan_industry
	equipment_bonus = {
		armor = {
			build_cost_ic = -0.05
			instant = yes
		}
		mechanized_equipment = {
			build_cost_ic = -0.05
			instant = yes
		}
		motorized_equipment = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
	modifier = {

	}
}
### Entity: Event
Component: JUNO_brazil_events.64
Constructs: is_triggered_only, ai_chance, add_ideas, add_opinion_modifier, give_guarantee, add_to_tech_sharing_group
Source: game
File: events/TOA_Brazil.txt

Code:
country_event = {
	id = JUNO_brazil_events.64
	title = JUNO_brazil_events.64.t
	desc = JUNO_brazil_events.64.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = JUNO_brazil_events.64.a
		ai_chance = {
			base = 10
		}
		add_opinion_modifier = {
			target = FROM
			modifier = large_increase
		}
		add_ideas = BRA_commonwealth_idea
		give_guarantee = FROM
		add_to_tech_sharing_group = BRA_commonwealth_tech_sharing
		FROM = {
			add_ideas = BRA_commonwealth_idea
			give_guarantee = ROOT
			add_to_tech_sharing_group = BRA_commonwealth_tech_sharing
		}
		hidden_effect = {
			news_event = {
				id = JUNO_brazil_news.4
				hours = 1
			}
		}
	}
}
### Entity: Event
Component: NSB_poland_events.601
Constructs: is_triggered_only, ai_chance, fire_only_once, create_wargoal, puppet_wargoal_focus
Source: game
File: events/NSB_Poland.txt

Code:
country_event = {
	id = NSB_poland_events.601
	title = NSB_poland_events.601.t
	desc = NSB_poland_events.601.desc
	picture = GFX_report_event_generic_parliament
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = NSB_poland_events.601.a
		ai_chance = {
			base = 10
		}
		create_wargoal = {
			target = LIB
			type = puppet_wargoal_focus
		}
	} {
		name = NSB_poland_events.601.b
		ai_chance = {
			base = 10
		}
	}
}
### Entity: Modifier Reference
Component: INS_state_militia_sabotage_2
Constructs: army_attack_factor, has_dlc, remove_trigger, breakthrough_factor
Source: game
File: common/dynamic_modifiers/TAOG_dynamic_modifiers.txt

Code:
INS_state_militia_sabotage_2 = {
	icon = GFX_modifiers_BEL_eben_emael_raided
	enable = {
		has_dlc = Thunder at Our Gates
	}
	remove_trigger = {
		OR = {
			ROOT = {
				controller = {
					tag = INS
				}
			}
			INS = {
				exists = no
			}
		}
	}
	breakthrough_factor = 0.1
	army_attack_factor = 0.1
}
### Entity: Modifier Reference
Component: JAP_east_asia_co_prosperity_sphere_dm
Constructs: research_speed_factor, has_government, remove_trigger
Source: game
File: common/dynamic_modifiers/SEA_dynamic_modifiers.txt

Code:
JAP_east_asia_co_prosperity_sphere_dm = {
	icon = GFX_idea_JAP_east_asian_co_prosperity
	enable = {
		always = yes
	}
	remove_trigger = {
		has_government = communism
	}
	autonomy_manpower_share_from_subjects = JAP_east_asia_co_prosperity_sphere_autonomy_manpower_share_from_subjects
	resources_to_overlord_factor = JAP_east_asia_co_prosperity_sphere_resources_to_overlord_factor
	production_speed_rail_way_factor = JAP_east_asia_co_prosperity_sphere_production_speed_rail_way_factor
	production_speed_supply_node_factor = JAP_east_asia_co_prosperity_sphere_production_speed_supply_node_factor
	research_speed_factor = JAP_east_asia_co_prosperity_sphere_research_speed_factor
	non_core_manpower = JAP_east_asia_co_prosperity_sphere_non_core_manpower
}
### Entity: AI Strategy
Component: ai_focus_aggressive_BEL
Source: game
File: common/ai_focuses/BEL.txt

Code:
ai_focus_aggressive_BEL = {
	research = {
		offensive = 5.0
		synth_resources = 2.0
		motorized_equipment = 5.0
		armor = 10.0
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Category%3ACopyright_templates.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 Category:Copyright templates:

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)Category:Public domain images ‎ (← links | edit)

Category:CC-BY-SA images ‎ (← links | edit)

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)
Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/Category:Copyright_templates"
### Entity: Idea
Component: EAI_DD_17/medium_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_17/medium_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_plane_airframe = {
			build_cost_ic = -0.17
			instant = yes
		}
	}
}
### Entity: AI Strategy
Component: VEN_alternate_plan_1
Constructs: has_government, has_game_rule, has_civil_war
Source: game
File: common/ai_strategy_plans/VEN_alternate_strategy_plan.txt

Code:
VEN_alternate_plan_1 = {
	name = VEN: Neutrality Alternative
	desc = Isaías Medina Angarita will be elected for president and pursue a policy of neutrality.
	allowed = {
		original_tag = VEN
	}
	enable = {
		has_game_rule = {
			rule = VEN_ai_behavior
			option = NEUTRALITY_VEN_ALTERNATE
		}
	}
	abort = {
		NOT = {
			has_government = neutrality
		}
		has_civil_war = yes
	}
	ai_national_focuses = {
		VEN_congress VEN_1935_elections VEN_isaias_angarita VEN_legalize_communism VEN_promote_political_cooperation VEN_venezuelan_military_academy VEN_form_the_GNB VEN_national_development VEN_expand_oil_industry VEN_engineering_schools VEN_open_rubber_plantations VEN_promote_foreign_investment VEN_protect_workers_rights VEN_housing_act VEN_nationalize_the_banking_sector VEN_constitute_womens_rights VEN_neutrality_focus VEN_fund_independent_arms_industries VEN_adopt_rearmament_policies VEN_explosive_factories VEN_production_quotas VEN_fate_of_jimenez VEN_oil_protection VEN_non_agression_colombia
	}
	traits = {
		silent_workhorse = 5
		popular_figurehead = 20
	}
	focus_factors = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_revitalize_rural_areas
Constructs: prerequisite, limit, completion_reward, has_idea, cancel_if_invalid, every_core_state, is_fully_controlled_by, has_state_category
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_revitalize_rural_areas
	icon = GFX_focus_generic_welfare
	x = -1
	y = 1
	relative_position_id = JAP_oppose_the_zaibatsus
	prerequisite = {
		focus = JAP_oppose_the_zaibatsus
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		NOT = {
			has_idea = JAP_restructing_the_industrial_conglomerates
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		every_core_state = {
			limit = {
				is_fully_controlled_by = PREV
				OR = {
					has_state_category = rural town
				}
			}
			add_extra_state_shared_building_slots = 1
		} {
			limit = {
				is_fully_controlled_by = PREV
				infrastructure = < 5
				OR = {
					has_state_category = rural town
				}
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		JAP_add_or_modify_early_industrialization = yes
		add_to_variable = {
			JAP_industry_consumer_goods_factor = -0.05
			tooltip = consumer_goods_factor_tt
		}
	}
}
### Entity: Modifier Reference
Component: AUS_compensation_for_guarantee
Source: game
File: common/dynamic_modifiers/wuw_dynamic_modifiers.txt

Code:
AUS_compensation_for_guarantee = {
	enable = {
		always = yes
	}
	icon = GFX_idea_generic_goods_red_bonus
	consumer_goods_factor = AUS_compensation_for_guarantee_consumer_goods_factor
}
### Entity: Character
Component: JAP_kenji_doihara
Source: game
File: common/characters/JAP.txt

Code:
JAP_kenji_doihara = {
	name = JAP_kenji_doihara
	portraits = {
		army = {
			small = GFX_idea_kenji_doihara
			large = GFX_portrait_JAP_kenji_doihara
		}
	}
	advisor = {
		slot = air_chief
		idea_token = kenji_doihara
		allowed = {
			original_tag = JAP
		}
		traits = {
			air_chief_all_weather_1
		}
		cost = 50
		ai_will_do = {
			base = 1
		}
	}
	corps_commander = {
		traits = {
			career_officer substance_abuser
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		legacy_id = 0
	}
}
### Entity: Event
Component: SEA_warlords.17
Constructs: is_triggered_only, ai_chance, save_event_target_as, has_equipment, clr_country_flag
Source: game
File: events/SEA_Warlords.txt

Code:
country_event = {
	id = SEA_warlords.17
	title = SEA_warlords.17.t
	desc = SEA_warlords.17.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.17.a
		ai_chance = {
			base = 90
		}
		activate_targeted_decision = {
			target = FROM
			decision = TSR_pay_for_support_from_warlord_equipment
		}
	} {
		name = SEA_warlords.17.b
		ai_chance = {
			base = 10
			modifier = {
				has_equipment = {
					infantry_equipment = < 100
				}
				factor = 10
			}
		}
		clr_country_flag = wtt_negotiating_support_with@FROM
	}
}
### Entity: Idea
Component: AUS_use_the_ss
Constructs: has_government, removal_cost, democratic_drift, communism_drift
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_use_the_ss = {
	picture = generic_oppression
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	modifier = {
		political_power_factor = 0.1
		stability_weekly = 0.001
		democratic_drift = -0.02
		communism_drift = -0.03
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_carica_di_isbuscenskij
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_carica_di_isbuscenskij
	icon = GFX_focus_ITA_cavalry_charge
	prerequisite = {
		focus = ITA_a_bandits_war
	}
	x = 0
	y = 2
	relative_position_id = ITA_a_bandits_war
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP
	}
	completion_reward = {
		add_to_variable = {
			ITA_re_modifier_army_sub_unit_cavalry_speed_factor = 0.03
		} {
			ITA_re_modifier_army_sub_unit_cavalry_attack_factor = 0.03
		} {
			ITA_re_unit_cavalry_design_cost_factor = -0.25
		} {
			ITA_re_unit_camelry_design_cost_factor = -0.25
		}
		custom_effect_tooltip = ITA_carica_di_isbuscenskij_re_tt
		army_experience = 25
	}
}
### Entity: Event
Component: DOD_hungary.127
Constructs: is_triggered_only, ai_chance, add_state_claim
Source: game
File: events/DOD_Hungary.txt

Code:
country_event = {
	id = DOD_hungary.127
	title = DOD_hungary.127.t
	desc = DOD_hungary.127.desc
	picture = GFX_report_event_molotov_ribbentrop_stalin_pact
	is_triggered_only = yes
	option = {
		name = DOD_hungary.127.a
		ai_chance = {
			factor = 90
		}
		CZE = {
			country_event = DOD_hungary.129
		}
	} {
		name = DOD_hungary.127.b
		ai_chance = {
			factor = 0
		}
		GER = {
			country_event = DOD_hungary.130
		}
		add_state_claim = 70 71 72 73 9 69 972 75 74
	}
}
### Entity: Order of Battle
Component: 6th Cavalry Brigade
Constructs: division_template
Source: game
File: history/units/ENG_1939.txt

Code:
division = {
	name = 6th Cavalry Brigade
	location = 407
	division_template = Cavalry Brigade
	start_experience_factor = 0.2
	start_equipment_factor = 0.5
}
### Entity: Character
Component: BEL_raoul_van_overstraeten
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/BEL.txt

Code:
BEL_raoul_van_overstraeten = {
	instance = {
		allowed = {
			has_dlc = Gotterdammerung
		}
		name = BEL_raoul_van_overstraeten
		portraits = {
			army = {
				large = GFX_portrait_BEL_raoul_van_overstraeten
				small = GFX_portrait_BEL_raoul_van_overstraeten_small
			}
		}
		field_marshal = {
			traits = {
				brilliant_strategist
			}
			skill = 4
			attack_skill = 4
			defense_skill = 2
			planning_skill = 4
			logistics_skill = 3
			visible = {
				OR = {
					has_completed_focus = BEL_van_overstraeten_on_the_home_front CONGO_appoint_van_overstraeten
				}
			}
		}
		advisor = {
			slot = army_chief
			idea_token = BEL_raoul_van_overstraeten_army_chief
			allowed = {
				OR = {
					original_tag = BEL COG
				}
			}
			available = {
				OR = {
					has_completed_focus = BEL_van_overstraeten_on_the_home_front CONGO_appoint_van_overstraeten
				}
			}
			traits = {
				army_chief_offensive_3
			}
			cost = 200
			ai_will_do = {
				base = 1.0
			}
		} {
			slot = theorist
			idea_token = BEL_raoul_van_overstraeten_theorist
			allowed = {
				OR = {
					original_tag = BEL COG
				}
			}
			available = {
				OR = {
					has_completed_focus = CONGO_appoint_van_overstraeten BEL_van_overstraeten_on_the_home_front
				}
			}
			traits = {
				superior_firepower_expert
			}
			cost = 200
			ai_will_do = {
				base = 1.0
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Gotterdammerung
			}
		}
		name = BEL_raoul_van_overstraeten
		portraits = {
			army = {
				small = GFX_idea_generic_air_europe_3
			}
		}
		advisor = {
			slot = army_chief
			idea_token = BEL_raoul_van_overstraeten
			allowed = {
				OR = {
					original_tag = BEL COG
				}
			}
			available = {

			}
			traits = {
				air_chief_old_guard
			}
			cost = 200
			ai_will_do = {
				base = 1.0
			}
		}
	}
}
### Entity: AI Strategy
Component: FRA_abandon_EST_against_ussr_if_at_war_with_major
Constructs: has_government, has_war_with, is_major
Source: game
File: common/ai_strategy/r56_FRA.txt

Code:
FRA_abandon_EST_against_ussr_if_at_war_with_major = {
	allowed = {
		original_tag = FRA
	}
	enable = {
		FRA = {
			has_government = democratic
			NOT = {
				has_war_with = SOV
			} {
				has_war_with = EST
			}
		}
		any_country = {
			is_major = yes
			NOT = {
				tag = SOV
			}
			has_war_with = FRA
		}
		country_exists = SOV EST
	}
	abort = {
		NOT = {
			country_exists = EST
		}
	}
	ai_strategy = {
		type = befriend
		id = EST
		value = -1500
	} {
		type = alliance
		id = EST
		value = -150
	} {
		type = diplo_action_desire
		id = EST
		target = guarantee
		value = -20
	}
}
### Entity: Shared Focus
Component: GUAY_river_trade
Constructs: shared_focus, add_equipment_to_stockpile, prerequisite, limit, completion_reward, has_opinion, random_core_state, is_controlled_by
Source: game
File: common/national_focus/paraguay_uruguay_shared_branch.txt

Code:
shared_focus = {
	id = GUAY_river_trade
	icon = GFX_goal_generic_positive_trade_relations
	x = 0
	y = 1
	relative_position_id = GUAY_empower_the_land_owners
	prerequisite = {
		focus = GUAY_empower_the_land_owners GUAY_workers_rights
	}
	cost = 10
	ai_will_do = {
		factor = 30
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_equipment_to_stockpile = {
			type = convoy_1
			amount = 75
			producer = THIS
		}
		if = {
			limit = {
				BRA = {
					has_opinion = {
						target = ROOT
						value = > 49
					}
				}
			}
			random_core_state = {
				limit = {
					is_controlled_by = ROOT
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		} {
			limit = {
				ARG = {
					has_opinion = {
						target = ROOT
						value = > 49
					}
				}
			}
			random_core_state = {
				limit = {
					is_controlled_by = ROOT
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		} {
			limit = {
				BOL = {
					has_opinion = {
						target = ROOT
						value = > 49
					}
				}
				original_tag = PAR
			}
			random_core_state = {
				limit = {
					is_controlled_by = ROOT
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}
		else = {
			effect_tooltip = {
				BRA = {
					custom_effect_tooltip = GUAY_river_trade_tt
				}
			}
		} {
			effect_tooltip = {
				ARG = {
					custom_effect_tooltip = GUAY_river_trade_tt
				}
			}
		}
		else_if = {
			limit = {
				original_tag = PAR
				BOL = {
					has_opinion = {
						target = ROOT
						value = < 49
					}
				}
			}
			effect_tooltip = {
				BOL = {
					custom_effect_tooltip = GUAY_river_trade_tt
				}
			}
		}
	}
}
### Entity: Event
Component: prc.11
Constructs: is_triggered_only, has_war, add_stability, fire_only_once, set_country_flag
Source: game
File: events/r56_prc.txt

Code:
country_event = {
	id = prc.11
	title = prc.11.t
	desc = prc.11.d
	picture = GFX_report_event_europe_funeral
	fire_only_once = yes
	is_triggered_only = yes
	trigger = {
		has_war = no
	}
	option = {
		name = prc.11.a
		set_country_flag = death_of_zel
		add_stability = -0.075
	}
}
### Entity: Order of Battle
Component: East Africa Force
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/ENG_1939.txt

Code:
division = {
	name = East Africa Force
	location = 1939
	division_template = Colonial Garrison
	force_equipment_variants = {
		infantry_equipment_0 = {
			owner = ENG
		}
	}
	start_equipment_factor = 0.5
}
### Entity: National Focus
Tree: usa_focus
Component: USA_office_of_strategic_services
Constructs: has_completed_focus, prerequisite, limit, add_ideas, completion_reward, has_game_rule, has_dlc
Source: game
File: common/national_focus/usa.txt

Code:
focus = {
	id = USA_office_of_strategic_services
	icon = GFX_goal_generic_major_war
	prerequisite = {
		focus = USA_focus_on_europe
	}
	available = {

	}
	x = -1
	y = 4
	relative_position_id = USA_limited_intervention
	offset = {
		x = 0
		y = -1
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = USA_limited_intervention
		}
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_dlc = La Resistance
				}
			}
			add_ideas = office_of_strategic_services
		}
		else = {
			add_ideas = office_of_strategic_services_lar
		}
	}
}
### Entity: Event
Component: SEA_PRC_political_events.41
Constructs: is_triggered_only
Source: game
File: events/SEA_Communist_China.txt

Code:
country_event = {
	id = SEA_PRC_political_events.41
	title = SEA_PRC_political_events.41.t
	desc = SEA_PRC_political_events.41.desc
	picture = GFX_report_event_PRC_guotao_and_mao
	is_triggered_only = yes
	option = {
		name = SEA_PRC_political_events.41.a
	}
}
### Entity: Event
Component: lar_spain.82
Constructs: is_triggered_only, set_political_party, limit, has_government, has_country_flag, set_country_flag, set_politics, clr_country_flag
Source: game
File: events/LAR_Spain.txt

Code:
country_event = {
	id = lar_spain.82
	title = lar_spain.82.t
	desc = lar_spain.82.desc
	picture = GFX_report_event_generic_parliament
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			if = {
				limit = {
					has_government = democratic
				}
				set_country_flag = SPR_democratic_government_flag
			} {
				limit = {
					has_country_flag = SPR_democratic_government_flag
				}
				set_politics = {
					ruling_party = democratic
				}
				clr_country_flag = SPR_democratic_government_flag
			}
			set_temp_variable = {
				var = soviet_puppet_democratic_var
				value = party_popularity@democratic
			}
			SOV = {
				puppet = SPD
			}
			set_political_party = {
				ideology = communism
				popularity = 100
			}
			add_popularity = {
				ideology = democratic
				popularity = soviet_puppet_democratic_var
			}
		}
	}
	option = {
		name = lar_spain.82.a
		effect_tooltip = {
			SOV = {
				puppet = SPD
			}
		}
	}
}