Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: DOD_romania.69
Constructs: is_triggered_only, ai_chance, limit, has_country_flag, is_claimed_by, is_in_faction
Source: game
File: events/DOD_Romania.txt

Code:
country_event = {
	id = DOD_romania.69
	title = DOD_romania.69.t
	desc = {
		text = DOD_romania.69.desc_GER
		trigger = {
			ROM = {
				has_country_flag = ROM_YUG_GER_approves
				NOT = {
					has_country_flag = ROM_YUG_ITA_approves
				}
			}
		}
	} {
		text = DOD_romania.69.desc_ITA
		trigger = {
			ROM = {
				has_country_flag = ROM_YUG_ITA_approves
				NOT = {
					has_country_flag = ROM_YUG_GER_approves
				}
			}
		}
	} {
		text = DOD_romania.69.desc_GERITA
		trigger = {
			ROM = {
				has_country_flag = ROM_YUG_GER_approves ROM_YUG_ITA_approves
			}
		}
	}
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	option = {
		name = DOD_romania.69.a
		ai_chance = {
			factor = 60
			modifier = {
				102 = {
					is_claimed_by = GER
				}
				factor = 2
			} {
				103 = {
					is_claimed_by = ITA
				}
				factor = 2
			}
		}
		ROM = {
			country_event = DOD_romania.70
		}
	} {
		name = DOD_romania.69.b
		ai_chance = {
			factor = 40
			modifier = {
				is_in_faction = yes
				factor = 3
			}
		}
		ROM = {
			country_event = DOD_romania.71
		}
		if = {
			limit = {
				ROM = {
					has_country_flag = ROM_YUG_GER_approves
				}
			}
			GER = {
				country_event = DOD_romania.71
			}
		} {
			limit = {
				ROM = {
					has_country_flag = ROM_YUG_ITA_approves
				}
			}
			ITA = {
				country_event = DOD_romania.71
			}
		}
	}
}
### Entity: National Focus
Tree: kal_focus
Component: KAL_bring_in_exiled_nationalists
Constructs: prerequisite, has_government, completion_reward, is_historical_focus_on, is_puppet, add_timed_idea
Source: game
File: common/national_focus/kalmykia.txt

Code:
focus = {
	id = KAL_bring_in_exiled_nationalists
	icon = GFX_goal_support_fascism
	prerequisite = {
		focus = KAL_organize_the_government
	}
	mutually_exclusive = {
		focus = KAL_internationalism KAL_the_court_of_joinville_le_pont KAL_trust_democratic_institutions
	}
	available = {
		OR = {
			fascism = > 0.15
			has_government = neutrality
		}
	}
	x = -4
	y = 1
	relative_position_id = KAL_organize_the_government
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 5
		modifier = {
			factor = 2
			is_historical_focus_on = no
		} {
			factor = 10
			AND = {
				is_puppet = yes
				OVERLORD = {
					has_government = fascism
				}
			}
		} {
			factor = 0
			AND = {
				is_historical_focus_on = yes
				NOT = {
					has_government = fascism
				}
			}
		} {
			factor = 11
			AND = {
				is_historical_focus_on = yes
				original_tag = PAR
			}
		}
	}
	completion_reward = {
		add_timed_idea = {
			idea = nationalism
			days = 1395
		}
	}
}
### Entity: Event
Component: bftb_bulgaria_factions.39
Constructs: is_triggered_only, limit, has_country_flag, add_stability, add_political_power
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_factions.39
	title = bftb_bulgaria_factions.39.t
	desc = bftb_bulgaria_factions.39.desc
	picture = GFX_report_event_bul_military_parade_vidin
	is_triggered_only = yes
	option = {
		name = bftb_bulgaria_factions.39.a
		add_political_power = 120
		add_stability = 0.1
		if = {
			limit = {
				NOT = {
					has_country_flag = BUL_zveno_destroyed_flag
				} {
					has_country_flag = BUL_zveno_integrated_flag
				}
			}
			BUL_zveno_low_loyalty_increase_effect = yes
		} {
			limit = {
				NOT = {
					has_country_flag = BUL_bs_destroyed_flag
				} {
					has_country_flag = BUL_bs_integrated_flag
				}
			}
			BUL_bs_low_loyalty_increase_effect = yes
		} {
			limit = {
				NOT = {
					has_country_flag = BUL_nsm_destroyed_flag
				} {
					has_country_flag = BUL_nsm_integrated_flag
				}
			}
			BUL_nsm_low_loyalty_increase_effect = yes
		}
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_food_importation
Constructs: prerequisite, add_ideas, completion_reward, set_variable, set_country_flag
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_food_importation
	prerequisite = {
		focus = PRU_expand_the_volunteer_program
	} {
		focus = PRU_national_investigation
	}
	icon = GFX_goal_agrarian_reform
	x = 1
	y = 7
	relative_position_id = PRU_mediate_between_the_parties
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = ITA_resume_food_importation
		custom_effect_tooltip = PRU_que_loyalty_our_status_text
		set_variable = {
			PRU_que_loyalty = -1
		}
		PRU = {
			set_country_flag = PRU_que_be_friend
		}
		PRU_partidos_update_update_effect = yes
	}
}
### Entity: Event
Component: cuba.11
Constructs: is_triggered_only, annex_country, create_wargoal, take_state_focus
Source: game
File: events/Cuba.txt

Code:
country_event = {
	id = cuba.11
	title = cuba.11.t
	desc = cuba.11.d
	picture = GFX_report_event_soviet_soldiers
	is_triggered_only = yes
	option = {
		name = What choice do we have?
		CUB = {
			annex_country = {
				target = ROOT
				transfer_troops = yes
			}
		}
		trigger = {
			OR = {
				original_tag = DOM HAI
			}
		}
	} {
		name = We won't give in to these illegitimate claims!
		CUB = {
			create_wargoal = {
				target = ROOT
				expire = 0
				type = take_state_focus
				generator = {
					319 318
				}
			}
		}
	}
}
### Entity: Character
Component: archon_basileus
Constructs: political_power_gain
Source: game
File: common/country_leader/00_traits.txt

Code:
archon_basileus = {
	random = no
	political_power_gain = 0.15
	justify_war_goal_time = -0.25
	ai_focus_aggressive_factor = 0.5
	ai_get_ally_desire_factor = -90
}
### Entity: AI Strategy
Component: gran_columbia
Constructs: has_war, has_war_with, is_historical_focus_on
Source: game
File: common/ai_faction_theaters/ai_faction_theaters.txt

Code:
gran_columbia = {
	name = theater_gran_columbia
	regions = {
		124 280 201 287 163 107 109 285
	}
	cancel = {
		has_war = no
	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 1
			OR = {
				has_war_with = VEN COL ECU PER BOL
			}
		} {
			factor = 0
			is_historical_focus_on = yes
			OR = {
				original_tag = GER ITA
			}
			NOT = {
				126 = {
					is_controlled_by_ROOT_or_ally = yes
				}
			}
		} {
			factor = 0
			has_war = no
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_study_our_surroundings
Constructs: division_template, prerequisite, completion_reward, add_to_variable, set_division_template_cap, add_doctrine_cost_reduction, add_tech_bonus
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_study_our_surroundings
	icon = GFX_focus_GRE_a_land_of_mountains
	cost = 8
	prerequisite = {
		focus = AFG_army_status_quo
	}
	relative_position_id = AFG_army_status_quo
	x = 1
	y = 1
	ai_will_do = {
		factor = 1
	}
	mutually_exclusive = {
		focus = AFG_legacy_of_cavalrymen
	}
	completion_reward = {
		custom_effect_tooltip = AFG_mountaineers_tt AFG_increase_milishia_cap_by_2 r56_newline r56_newline
		add_to_variable = {
			AFG_terrain_penalty = 0.1
		} {
			AFG_mountaineers_attack = 0.05
		} {
			AFG_mountaineers_defence = 0.05
		}
		hidden_effect = {
			add_to_variable = {
				AFG_milishia_cap = 2
			}
			set_division_template_cap = {
				division_template = Qawmī Lashkar
				division_cap = AFG_milishia_cap
			}
		}
		add_doctrine_cost_reduction = {
			name = army_doc_bonus
			cost_reduction = 0.75
			uses = 1
			category = cat_r56_guerilla_warfare
		}
		add_tech_bonus = {
			name = mountaineers_a
			bonus = 0.5
			uses = 1
			ahead_reduction = 0.5
			category = mountaineers_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
}
### Entity: Event
Component: czech.1
Constructs: is_triggered_only, ai_chance
Source: game
File: events/DOD_Czechoslovakia.txt

Code:
country_event = {
	id = czech.1
	title = czech.1.t
	desc = czech.1.d
	picture = GFX_report_event_generic_handshake
	is_triggered_only = yes
	option = {
		name = czech.1.a
		ai_chance = {
			factor = 80
		}
		CZE = {
			country_event = {
				id = czech.2
				hours = 6
			}
		}
		hidden_effect = {

		}
	} {
		name = czech.1.b
		ai_chance = {
			factor = 20
		}
		CZE = {
			country_event = {
				id = czech.3
				hours = 6
			}
		}
		hidden_effect = {

		}
	}
}
### Entity: Country History
Country: NAP
Component: NAP_misc
Constructs: limit, set_technology, set_research_slots, set_grand_doctrine, has_dlc, is_ai
Source: game
File: history/countries/NAP - Naples.txt

Code:
# Misc for NAP
capital = 117
set_research_slots = 4
set_grand_doctrine = grand_battleplan new_fleet_in_being
if = {
	limit = {
		has_dlc = By Blood Alone
	}
	set_technology = {
		iw_small_airframe = 1
		iw_medium_airframe = 1
		engines_1 = 1
		aa_lmg = 1
		early_bombs = 1
	}
	else = {
		set_technology = {
			early_fighter = 1
			early_bomber = 1
			naval_bomber1 = 1
			CAS1 = 1
			flying_boat = 1
		}
	}
}
{
	limit = {
		has_dlc = La Resistance
		NAP = {
			is_ai = no
		}
	}
	set_technology = {
		armored_car1 = 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: Order of Battle
Component: Taiwan Kichi Shubitai
Constructs: division_template
Source: game
File: history/units/JAP_1939.txt

Code:
division = {
	name = Taiwan Kichi Shubitai
	location = 12068
	division_template = Chuton-chi Shidan
	start_experience_factor = 0.1
	start_equipment_factor = 0.3
}
### Entity: Idea
Component: MEX_knights_of_columbus
Constructs: has_government, removal_cost, democratic_drift
Source: game
File: common/ideas/mexico.txt

Code:
MEX_knights_of_columbus = {
	picture = generic_democratic_drift_bonus
	allowed = {
		always = no
	}
	removal_cost = -1
	allowed_civil_war = {
		has_government = democratic
	}
	modifier = {
		democratic_drift = 0.1
		production_speed_industrial_complex_factor = 0.1
		production_speed_infrastructure_factor = 0.1
	}
}
### Entity: Scripted Effect
Component: EAI_PC_get_building_cost
Constructs: limit, has_country_flag, set_temp_variable, check_variable, add_to_temp_variable
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_effects.txt

Code:
EAI_PC_get_building_cost = {
	if = {
		limit = {
			PREV = {
				has_country_flag = EAI_PC_trace_functions
			}
		}
		log = EAI_PC_get_building_cost > THIS=[this.getname] PREV=[prev.getname] _project_building_type=[?_project_building_type] _project_province_id=[?_project_province_id]
	}
	PREV = {
		set_temp_variable = {
			building_cost_ = global.EAI_PC_BUILDING_COST^_project_building_type
		}
		if = {
			limit = {
				check_variable = {
					_project_building_type = global.EAI_PC_INF
				}
			}
		}
		else_if = {
			limit = {
				check_variable = {
					_project_building_type = global.EAI_PC_AIR
				}
			}
		} {
			limit = {
				check_variable = {
					_project_building_type = global.EAI_PC_AA
				}
			}
		} {
			limit = {
				check_variable = {
					_project_building_type = global.EAI_PC_RADAR
				}
			}
		} {
			limit = {
				check_variable = {
					_project_building_type = global.EAI_PC_MIC
				}
			}
		} {
			limit = {
				check_variable = {
					_project_building_type = global.EAI_PC_CIC
				}
			}
		} {
			limit = {
				check_variable = {
					_project_building_type = global.EAI_PC_NIC
				}
			}
		} {
			limit = {
				check_variable = {
					_project_building_type = global.EAI_PC_REF
				}
			}
		} {
			limit = {
				check_variable = {
					_project_building_type = global.EAI_PC_SILO
				}
			}
		} {
			limit = {
				check_variable = {
					_project_building_type = global.EAI_PC_MTC
				}
			}
			set_temp_variable = {
				t1 = modifier@conversion_cost_mil_to_civ_factor
			}
			add_to_temp_variable = {
				t1 = 1.0
			}
			multiply_temp_variable = {
				building_cost_ = t1
			}
		} {
			limit = {
				check_variable = {
					_project_building_type = global.EAI_PC_BUNKER
				}
			}
			PREV = {
				EAI_PC_get_province_building_cost = yes
			}
		} {
			limit = {
				check_variable = {
					_project_building_type = global.EAI_PC_CBUNKER
				}
			}
			PREV = {
				EAI_PC_get_province_building_cost = yes
			}
		} {
			limit = {
				check_variable = {
					_project_building_type = global.EAI_PC_LFACILITY
				}
			}
			EAI_PC_get_facility_building_cost = yes
		} {
			limit = {
				check_variable = {
					_project_building_type = global.EAI_PC_NFACILITY
				}
			}
			EAI_PC_get_facility_building_cost = yes
		} {
			limit = {
				check_variable = {
					_project_building_type = global.EAI_PC_AFACILITY
				}
			}
			EAI_PC_get_facility_building_cost = yes
		} {
		
# ... (truncated)
### Entity: Country History
Country: TRI
Component: TRI_technology
Constructs: set_technology
Source: game
File: history/countries/TRI - Trinidad and Tobago.txt

Code:
# Starting Technologies for TRI
set_technology = {
	infantry_weapons = 1
}
### Entity: Event
Component: bba_news.2
Constructs: is_triggered_only
Source: game
File: events/BBA_NewsEvents.txt

Code:
news_event = {
	id = bba_news.2
	title = bba_news.2.t
	desc = bba_news.2.desc
	picture = GFX_news_event_generic_sign_treaty2
	major = yes
	is_triggered_only = yes
	option = {
		name = bba_news.2.a
	}
}
### Entity: Unit Template
Component: CZE_MAR_01
Source: game
File: common/units/names_divisions/CZE_names_divisions.txt

Code:
CZE_MAR_01 = {
	name = Marine Division
	for_countries = {
		CZE
	}
	can_use = {
		always = yes
	}
	division_types = {
		marine
	}
	fallback_name = %d. divize námorni pechoty
	ordered = {
		1 = {
			%d. divize námorní pěchoty
		}
		2 = {
			%d. divize námorní pěchoty
		}
		3 = {
			%d. divize námorní pěchoty
		}
		4 = {
			%d. divize námorní pěchoty
		}
		5 = {
			%d. divize námorní pěchoty
		}
		6 = {
			%d. divize námorní pěchoty
		}
		7 = {
			%d. divize námorní pěchoty
		}
		8 = {
			%d. divize námorní pěchoty
		}
		9 = {
			%d. divize námorní pěchoty
		}
		10 = {
			%d. divize námorní pěchoty
		}
	}
}
### Entity: National Focus
Tree: cub_focus
Component: CUB_naval_equipment
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/Cuba.txt

Code:
focus = {
	id = CUB_naval_equipment
	prerequisite = {
		focus = CUB_strike_force CUB_coastal_defense
	}
	icon = GFX_goal_generic_admirality
	x = 1
	y = 1
	relative_position_id = CUB_strike_force
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = SPR_navy_modernization
			bonus = 1
			uses = 1
			category = naval_gunnery_tech naval_shell_tech
		} {
			name = SPR_navy_modernization
			bonus = 1
			uses = 1
			category = asw_tech torpedo_equipment
		} {
			name = SPR_navy_modernization
			bonus = 1
			uses = 1
			category = naval_armor_tech damage_control_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Modding Documentation
Construct: defense_skill_level
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### defense_skill_level
* description: Compares defense skill level of a unit leader.
Example: defense_skill_level > 5
* (Auto generated using the trigger with same name)
### Entity: Idea
Component: SPA_the_duty_to_work
Constructs: industrial_capacity_factory
Source: game
File: common/ideas/spain_nationalist.txt

Code:
SPA_the_duty_to_work = {
	picture = SPA_duty_to_work
	allowed = {
		original_tag = SPR
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		industrial_capacity_factory = 0.1
	}
}
### Entity: Event
Component: denmark.47
Constructs: is_triggered_only
Source: game
File: events/DanishEvents.txt

Code:
country_event = {
	id = denmark.47
	title = denmark.47.t
	desc = denmark.47.d
	picture = GFX_report_event_danish_liberation2
	is_triggered_only = yes
	option = {
		name = denmark.47.a
	}
}
### Entity: Achievement
Component: master_puppeteer
Constructs: has_completed_focus, is_ironman, has_start_date, has_any_custom_difficulty_setting, is_subject_of
Source: game
File: common/achievements.txt

Code:
master_puppeteer = {
	id = 133
	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 = BUL
	}
	happened = {
		has_completed_focus = BUL_the_fate_of_the_balkans
		count_triggers = {
			amount = 6
			ROM = {
				is_subject_of = ROOT
			}
			YUG = {
				is_subject_of = ROOT
			}
			HUN = {
				is_subject_of = ROOT
			}
			GRE = {
				is_subject_of = ROOT
			}
			ALB = {
				is_subject_of = ROOT
			}
			SER = {
				is_subject_of = ROOT
			}
			TUR = {
				is_subject_of = ROOT
			}
			SLV = {
				is_subject_of = ROOT
			}
			BOS = {
				is_subject_of = ROOT
			}
			HRZ = {
				is_subject_of = ROOT
			}
			MAC = {
				is_subject_of = ROOT
			}
			CRO = {
				is_subject_of = ROOT
			}
			KOS = {
				is_subject_of = ROOT
			}
			MNT = {
				is_subject_of = ROOT
			}
		}
	}
}
### Entity: Character
Component: MOR_allal_al_fassi
Source: game
File: common/characters/MOR.txt

Code:
MOR_allal_al_fassi = {
	name = Allal al-Fassi
	portraits = {
		army = {
			large = gfx/leaders/SAU/Portrait_Arabia_Generic_2.dds
		}
	}
	country_leader = {
		ideology = conservatism
		expire = 1965.1.1
		id = -1
	}
}
### Entity: Character
Component: GER_burggraf_und_graf_zu_dohna_schlobitten
Source: game
File: common/country_leader/00_traits.txt

Code:
GER_burggraf_und_graf_zu_dohna_schlobitten = {
	army_core_attack_factor = 0.05
	army_core_defence_factor = 0.05
	army_morale_factor = 0.05
}
### Entity: Trigger Reference
Construct: has_mio_size
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_mio_size

* Supported Scopes: INDUSTRIAL_ORG
* Supported Targets: none

```
Make comparaison on the size of the military industrial organization in the scope.
Can use < or > to compare the value with either a fixed value or with a variable.
ex:
var:my_mio_var = {
	has_mio_size > 5
	has_mio_size < 2
	has_mio_size > var:my_number_var
}
```
### Entity: Scripted Effect
Component: SWI_find_democratic_planes_seller
Constructs: limit, set_variable
Source: game
File: common/scripted_effects/SWI_scripted_effects.txt

Code:
SWI_find_democratic_planes_seller = {
	SWI_find_best_democratic_ally = yes
	if = {
		limit = {
			SWI_dem_usa_valid_to_buy_planes = yes
		}
		set_variable = {
			SWI.SWI_democratic_planes_seller = USA
		}
	}
	else = {
		set_variable = {
			SWI.SWI_democratic_planes_seller = SWI.SWI_best_dem_ally
		}
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_invest_in_railways
Constructs: every_owned_state, prerequisite, limit, completion_reward, is_controlled_by, has_dynamic_modifier, add_extra_state_shared_building_slots, add_to_variable
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_invest_in_railways
	icon = GFX_focus_generic_railroad
	prerequisite = {
		focus = BRA_promote_resource_extraction BRA_companhia_siderurgica_nacional
	}
	x = -2
	y = 1
	relative_position_id = BRA_promote_resource_extraction
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		every_owned_state = {
			limit = {
				is_controlled_by = ROOT
				OR = {
					has_dynamic_modifier = {
						modifier = BRA_neglected_state_dynamic_modifier
					} {
						modifier = BRA_growing_state_dynamic_modifier
					}
				}
			}
			add_extra_state_shared_building_slots = 1
			custom_effect_tooltip = BRA_modify_neglected_state
			add_to_variable = {
				BRA_state_development_production_speed = 0.1
				tooltip = MODIFIER_STATE_PRODUCTION_SPEED_BUILDINGS_FACTOR_tt
			} {
				BRA_state_development_local_factories = 0.1
				tooltip = local_factories_tt
			}
		}
		add_tech_bonus = {
			name = BRA_invest_in_railways_bonus
			bonus = 0.5
			uses = 1
			category = train_tech
		}
		add_timed_idea = {
			idea = BRA_rail_investment
			days = 730
		}
		IF = {
			limit = {
				495 = {
					is_owned_and_controlled_by = ROOT
				}
			}
			495 = {
				add_building_construction = {
					type = supply_node
					province = 1979
					level = 1
					instant_build = yes
				}
			}
			build_railway = {
				level = 1
				build_only_on_allied = yes
				fallback = yes
				start_province = 8189
				target_province = 1979
			}
		}
	}
}
### Entity: Character
Component: CUB_rodrigo_a_fuentes
Source: game
File: common/characters/CUB.txt

Code:
CUB_rodrigo_a_fuentes = {
	advisor = {
		slot = navy_chief
		idea_token = CUB_rodrigo_a_fuentes
		allowed = {
			original_tag = CUB
		}
		traits = {
			navy_chief_maneuver_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Rodrigo A. Fuentes
	portraits = {
		army = {
			small = GFX_idea_generic_navy_south_america_3
		}
	}
}
### Entity: Idea
Component: PHI_industrial
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/philipines.txt

Code:
PHI_industrial = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_production_bonus
	modifier = {
		production_speed_buildings_factor = 0.05
		production_speed_infrastructure_factor = 0.1
	}
}
### Entity: Character
Component: CHI_shanghai_financier_2
Constructs: stability_factor, communism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
CHI_shanghai_financier_2 = {
	sprite = 10
	random = no
	stability_factor = -0.05
	communism_drift = -0.05
	consumer_goods_factor = -0.15
	ai_will_do = {
		factor = 1
	}
}
### Entity: Faction
Component: rule_group_call_to_war
Source: game
File: common/factions/rules/groups/rule_groups.txt

Code:
rule_group_call_to_war = {
	rules = {
		call_to_war_rule_faction_leader_only call_to_war_rule_major_only call_to_war_rule_independent_only
	}
}
### Entity: AI Strategy
Component: GER_gotta_have_enough_light_tanks
Source: game
File: common/ai_strategy/GER.txt

Code:
GER_gotta_have_enough_light_tanks = {
	allowed = {
		original_tag = GER
	}
	enable = {
		date = > 1938.1.1
		stockpile_ratio = {
			archetype = light_tank_chassis
			ratio = < 1.3
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = light_tank_chassis
		value = 3
	}
}
### Entity: Event
Component: CZE.202
Constructs: is_triggered_only
Source: game
File: events/CZE_Czechoslovakia.txt

Code:
news_event = {
	id = CZE.202
	title = CZE.202.t
	desc = CZE.202.d
	picture = GFX_czke_fortification_news
	major = yes
	is_triggered_only = yes
	option = {
		name = CZE.202.a
	}
}
### Entity: Event
Component: samoa_coup.1
Constructs: limit, has_government, fire_only_once, has_idea, retire_country_leader, is_in_faction, is_subject, set_politics
Source: game
File: events/Samoa.txt

Code:
country_event = {
	id = samoa_coup.1
	title = samoa_coup.1.t
	desc = samoa_coup.1.desc
	picture = GFX_report_event_polish_army
	fire_only_once = yes
	trigger = {
		tag = SAM
		SAM = {
			exists = yes
			has_idea = SAM_tumua_and_pule
			has_government = communism
		}
	}
	option = {
		name = samoa_coup.1.a
		retire_country_leader = yes
		if = {
			limit = {
				is_in_faction = yes
			}
			leave_faction = yes
		} {
			limit = {
				is_subject = yes
			}
			OVERLORD = {
				end_puppet = SAM
			}
		}
		set_politics = {
			ruling_party = neutrality
			elections_allowed = no
			last_election = 1936.1.1
			election_frequency = 48
		}
		add_popularity = {
			ideology = neutrality
			popularity = 0.5
		}
		set_party_name = {
			ideology = neutrality
			name = SAM_tumua_and_pule
		}
		promote_character = {
			character = SAM_tupua_tamasese
			ideology = constitutional_monarchy
		}
	} {
		name = samoa_coup.1.b
		retire_country_leader = yes
		if = {
			limit = {
				is_in_faction = yes
			}
			leave_faction = yes
		} {
			limit = {
				is_subject = yes
			}
			OVERLORD = {
				end_puppet = SAM
			}
		}
		set_politics = {
			ruling_party = neutrality
			elections_allowed = no
			last_election = 1936.1.1
			election_frequency = 48
		}
		add_popularity = {
			ideology = neutrality
			popularity = 0.5
		}
		set_party_name = {
			ideology = neutrality
			name = SAM_tumua_and_pule
		}
		promote_character = {
			character = SAM_mataafa_faumuina_fiame
			ideology = constitutional_monarchy
		}
	}
}