Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: britain.1
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, add_political_power, add_breakthrough_progress, add_tech_bonus, has_dlc, add_to_tech_sharing_group
Source: game
File: events/Britain.txt

Code:
country_event = {
	id = britain.1
	title = britain.1.t
	desc = britain.1.d
	picture = GFX_report_event_physics_lab_01
	is_triggered_only = yes
	option = {
		name = britain.1.a
		ai_chance = {
			factor = 90
		}
		add_political_power = -10
		ENG = {
			country_event = {
				days = 1
				id = britain.2
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = tizard_relations
			}
		}
		add_breakthrough_progress = {
			specialization = specialization_air
			value = 0.75
		}
		add_tech_bonus = {
			name = tizard_mission_focus
			uses = 1
			bonus = 1
			category = light_fighter
		}
	} {
		name = britain.1.b
		ai_chance = {
			factor = 10
		}
		ENG = {
			country_event = {
				days = 1
				id = britain.3
			}
		}
	} {
		name = britain.1.c
		trigger = {
			has_dlc = Together for Victory
		}
		ai_chance = {
			factor = 90
		}
		add_political_power = -10
		ENG = {
			country_event = {
				days = 1
				id = britain.21
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = tizard_relations
			}
		}
		add_to_tech_sharing_group = tizard_mission
	}
}
### Entity: Decision
Component: generic_refit_civilian_ships_category
Constructs: add_equipment_to_stockpile, limit, has_country_flag, fire_only_once, has_equipment, has_dlc, has_tech, complete_effect
Source: game
File: common/decisions/_generic_decisions.txt

Code:
generic_refit_civilian_ships_category = {
	refit_to_destroyer = {
		cost = 15
		icon = GFX_decision_generic_merge_plant_ship
		fire_only_once = no
		visible = {
			has_country_flag = refit_convoy_ships_flag
		}
		available = {
			has_equipment = {
				convoy = > 9
			}
			if = {
				limit = {
					has_dlc = Man the Guns
				}
				has_tech = early_ship_hull_light
			}
			else = {
				has_tech = early_destroyer
			}
		}
		days_remove = 50
		complete_effect = {
			add_equipment_to_stockpile = {
				type = convoy_1
				amount = -10
			}
		}
		remove_effect = {
			if = {
				limit = {
					has_dlc = Man the Guns
				}
				if = {
					limit = {
						NOT = {
							has_country_flag = refit_to_destroyer_flag
						}
					}
					set_country_flag = refit_to_destroyer_flag
					create_equipment_variant = {
						name = Refitted Destroyer Class
						type = ship_hull_light_1
						name_group = DEN_DD_HISTORICAL
						parent_version = 0
						modules = {
							fixed_ship_battery_slot = ship_light_battery_1
							fixed_ship_anti_air_slot = ship_anti_air_1
							fixed_ship_fire_control_system_slot = ship_fire_control_system_0
							fixed_ship_radar_slot = empty
							fixed_ship_engine_slot = light_ship_engine_1
							fixed_ship_torpedo_slot = ship_torpedo_1
							mid_1_custom_slot = empty
							rear_1_custom_slot = empty
						}
						obsolete = yes
					}
				}
				create_ship = {
					type = ship_hull_light_1
					equipment_variant = Refitted Destroyer Class
					creator = ROOT
					name = Coastguard
				}
			}
			else = {
				if = {
					limit = {
						NOT = {
							has_country_flag = refit_to_destroyer_flag
						}
					}
					set_country_flag = refit_to_destroyer_flag
					create_equipment_variant = {
						name = Refitted Destroyer Class
						type = destroyer_1
						upgrades = {
							ship_torpedo_upgrade = 0
							destroyer_engine_upgrade = 0
							ship_ASW_upgrade = 0
							ship_anti_air_upgrade = 0
						}
						obsolete = yes
					}
				}
				create_ship = {
					type = destroyer_1
					equipment_variant = Refitted Destroyer Class
					creator = ROOT
					name = Coastguard
				}
			}
		}
	}
	refit_to_cruiser = {
		cost = 30
		icon = GFX_decision_generic_merge_plant_ship
		fire_only_once = no
		visible = {
			has_country_flag = refit_convoy_ships_flag
		}
		available = {
			has_equipment = {
				convoy = > 19
			}
			if = {
				limit = {
					has_
# ... (truncated)
### Entity: Event
Component: wtt_news.7
Constructs: is_triggered_only
Source: game
File: events/WTT_NewsEvents.txt

Code:
news_event = {
	id = wtt_news.7
	title = wtt_news.7.t
	desc = wtt_news.7.desc
	picture = GFX_news_event_generic_sign_treaty1
	major = yes
	is_triggered_only = yes
	option = {
		name = wtt_news.7.a
		trigger = {
			original_tag = GER
		}
	} {
		name = wtt_news.7.b
		trigger = {
			original_tag = POL
		}
	} {
		name = wtt_news.7.c
		trigger = {
			original_tag = SOV
		}
	} {
		name = wtt_news.7.d
		trigger = {
			NOT = {
				original_tag = GER POL SOV
			}
		}
	}
}
### Entity: Trigger Reference
Construct: compare_autonomy_state
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## compare_autonomy_state

* Supported Scopes: COUNTRY
* Supported Targets: none

```
check if autonomy state is higher than other one, example:
compare_autonomy_state > puppet
```
### Entity: Modding Documentation
Construct: air_chief
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### air_chief
* description: returns the currently hired air chief of the country
### Entity: Character
Component: HUN_istvan_horthy
Constructs: has_completed_focus, has_country_leader
Source: game
File: common/characters/HUN.txt

Code:
HUN_istvan_horthy = {
	name = HUN_istvan_horthy
	portraits = {
		civilian = {
			large = GFX_portrait_HUN_istvan_horthy
			small = GFX_portrait_HUN_istvan_horthy_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = HUN_istvan_horthy
		allowed = {
			original_tag = HUN
		}
		visible = {
			NOT = {
				OR = {
					has_completed_focus = wuw_HUN_end_the_regency wuw_HUN_end_the_white_terror wuw_HUN_undermine_the_admiral
				}
			}
		}
		available = {
			AND = {
				has_completed_focus = wuw_HUN_act_of_defense
				has_country_leader = {
					ruling_only = yes
					character = HUN_miklos_horthy
				}
			}
		}
		traits = {
			war_industrialist
		}
		ai_will_do = {
			base = 1
		}
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_further_nuclear_research
Constructs: has_completed_focus, prerequisite, limit, add_ideas, every_country, is_major, completion_reward, is_in_faction
Source: game
File: common/national_focus/r56_congo.txt

Code:
focus = {
	id = COG_further_nuclear_research
	icon = GFX_focus_generic_uranium_extraction
	prerequisite = {
		focus = COG_extra_tech_slot
	}
	relative_position_id = COG_extra_tech_slot
	x = 2
	y = 1
	cost = 10
	ai_will_do = {
		factor = 3
	}
	available = {
		NOT = {
			BEL = {
				focus_progress = {
					focus = BEL_further_nuclear_research
					progress = > 0
				}
			}
		}
		controls_state = 295
		is_in_faction = yes
		any_country = {
			is_in_faction_with = ROOT
		}
		has_tech = excavation3
		date = > 1939.06.01
	}
	bypass = {
		BEL = {
			has_completed_focus = BEL_further_nuclear_research
		}
	}
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = {
			BEL_congo_uranium
		}
		if = {
			limit = {
				COG = {
					is_subject_of = BEL
				}
			}
			BEL = {
				IF = {
					limit = {
						NOT = {
							has_tech = atomic_research
						}
					}
					add_tech_bonus = {
						name = COG_further_nuclear_research
						bonus = 1.0
						uses = 1
						category = nuclear
					}
					custom_effect_tooltip = generic_skip_one_line_tt
					add_breakthrough_progress = {
						specialization = specialization_nuclear
						value = 0.5
					}
				}
				ELSE = {
					add_breakthrough_progress = {
						specialization = specialization_nuclear
						value = 0.8
					}
				}
				add_ideas = {
					BEL_congo_uranium
				}
			}
		} {
			limit = {
				COG = {
					is_subject_of = FLA
				}
			}
			FLA = {
				IF = {
					limit = {
						NOT = {
							has_tech = atomic_research
						}
					}
					add_tech_bonus = {
						name = COG_further_nuclear_research
						bonus = 1.0
						uses = 1
						category = nuclear
					}
					custom_effect_tooltip = generic_skip_one_line_tt
					add_breakthrough_progress = {
						specialization = specialization_nuclear
						value = 0.5
					}
				}
				ELSE = {
					add_breakthrough_progress = {
						specialization = specialization_nuclear
						value = 0.8
					}
				}
				add_ideas = {
					BEL_congo_uranium
				}
			}
		}
		every_country = {
			limit = {
				is_in_faction_with = ROOT
				is_major = yes
			}
			add_ideas = {
				BEL_congo_uranium
			}
			country_event = belgium.57
		}
		IF = {
			limit = {
				NOT = {
					has_tech = atomic_research
				}
			}
			add_tech_bonus = {
				name = COG_further_nuclear_research
				bonus = 1.0
				uses = 1
				category = nuclear
			}
			custom_effect_tooltip = generic_skip_one_lin
# ... (truncated)
### Entity: National Focus
Tree: hun_focus
Component: HUN_invite_foreign_investors
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/hungary.txt

Code:
focus = {
	id = HUN_invite_foreign_investors
	icon = GFX_goal_generic_intelligence_exchange
	prerequisite = {
		focus = HUN_civilian_industry
	}
	x = -2
	y = 1
	relative_position_id = HUN_civilian_industry
	cost = 10
	ai_will_do = {
		factor = 70
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = HUN_invite_foreign_investors
	}
}
### Entity: Idea
Component: EAI_DD_6/light_tank_flame_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_6/light_tank_flame_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		light_tank_flame_chassis = {
			build_cost_ic = -0.15
			instant = yes
		}
	}
}
### Entity: Scripted Effect
Component: EAI_PR_STRATEGIES_bomb_module
Constructs: limit, is_major, set_temp_variable
Source: game
File: common/scripted_effects/EAI_RESEARCH_PRIORITY_TREE_air.txt

Code:
EAI_PR_STRATEGIES_bomb_module = {
	if = {
		limit = {
			EAI_bomb_MODULE_FOCUS = yes
			is_major = yes
		}
		set_temp_variable = {
			prio_cat = @PR_bomb_module
		}
		if = {
			limit = {
				set_temp_variable = {
					_prio_tech = token:early_bombs
				} {
					_prio_val = prio_cat
				}
				date = > 1936.6.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:heavy_bombs
				} {
					_prio_val = prio_cat
				}
				always = no
				date = > 1940.1.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:armor_piercing_bombs
				} {
					_prio_val = prio_cat
				}
				always = no
				date = > 1931.6.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:rocket_artillery
				} {
					_prio_val = prio_cat
				}
				date = > 1940.1.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		}
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_all_dressed_up
Constructs: prerequisite, add_ideas, completion_reward, is_subject_of
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_all_dressed_up
	icon = GFX_focus_generic_little_entente
	prerequisite = {
		focus = AST_british_war_cabinet
	}
	relative_position_id = AST_british_war_cabinet
	x = 0
	y = 1
	cost = 10
	available = {
		is_subject_of = ENG
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_ideas = {
			AST_all_dressed_up_idea
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: usa_focus
Component: USA_amphibious_operations
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/usa.txt

Code:
focus = {
	id = USA_amphibious_operations
	icon = GFX_goal_generic_amphibious_assault
	prerequisite = {
		focus = USA_expand_the_USMC
	}
	x = 0
	y = 1
	relative_position_id = USA_expand_the_USMC
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = USA_amphibious_operations
			bonus = 1.0
			uses = 2
			category = tp_tech
		}
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_win_the_liberals
Constructs: prerequisite, limit, add_ideas, remove_ideas, completion_reward, has_idea, swap_ideas, remove_idea
Source: game
File: common/national_focus/r56_chile.txt

Code:
focus = {
	id = CHL_win_the_liberals
	icon = GFX_goal_generic_improve_relations
	relative_position_id = CHL_consolidate_the_government
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 100
	}
	prerequisite = {
		focus = CHL_consolidate_the_government
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = CHL_dissident_activity_3
			}
			remove_ideas = CHL_dissident_activity_3
		} {
			limit = {
				has_idea = CHL_dissident_activity_2
			}
			swap_ideas = {
				remove_idea = CHL_dissident_activity_2
				add_idea = CHL_dissident_activity_3
			}
		} {
			limit = {
				has_idea = CHL_dissident_activity_1
			}
			swap_ideas = {
				remove_idea = CHL_dissident_activity_1
				add_idea = CHL_dissident_activity_2
			}
		}
		add_timed_idea = {
			idea = GEN_Strenghten_Monarchy_I
			days = 60
		}
		add_ideas = r56_CHL_win_the_liberals
	}
}
### Entity: National Focus
Tree: vnz_focus
Component: VNZ_production_effort
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, is_in_home_area, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/venice.txt

Code:
focus = {
	id = VNZ_production_effort
	icon = GFX_goal_generic_construct_mil_factory
	prerequisite = {
		focus = VNZ_industrial_effort
	}
	relative_position_id = VNZ_industrial_effort
	x = 2
	y = 1
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 4
	}
	bypass = {

	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								free_building_slots = {
									building = arms_factory
									size = > 0
									include_locked = yes
								}
								is_in_home_area = yes
							}
						}
					}
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_universal_suffarage
Constructs: prerequisite, add_ideas, has_government, add_stability, completion_reward, add_power_balance_value
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_universal_suffarage
	icon = GFX_focus_AFG_education_reform
	x = -1
	y = 1
	available = {
		has_government = communism
	}
	prerequisite = {
		focus = AFG_purge_the_bourgeoisie
	}
	relative_position_id = AFG_purge_the_bourgeoisie
	ai_will_do = {
		factor = 1
	}
	cost = 5
	completion_reward = {
		add_stability = -0.05
		custom_effect_tooltip = available_political_advisor r56_newline
		show_ideas_tooltip = AFG_homeira_seljuqi
		add_ideas = r56i_laws_gender_limited
		add_power_balance_value = {
			id = AFG_communist_power_balance
			value = -0.1
			tooltip_side = AFG_parcham_side
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
}
### Entity: Misc Config
Component: faction_states_in_middle_east
Constructs: limit, is_on_continent
Source: game
File: common/collections/collections.txt

Code:
faction_states_in_middle_east = {
	input = game:scope
	operators = {
		 = faction_members controlled_states
		limit = {
			is_on_continent = middle_east
		}
	}
	name = COLLECTION_FACTION_CONTROLLED_STATES_IN_MIDDLE_EAST
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_osterreichische_akademie
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_osterreichische_akademie
	icon = GFX_focus_research
	prerequisite = {
		focus = AUS_the_royals_of_liechtenstein
	}
	mutually_exclusive = {

	}
	x = 2
	y = 1
	relative_position_id = AUS_the_royals_of_liechtenstein
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: Event
Component: axis_minors_vichy_france.16
Constructs: has_war, has_country_flag, fire_only_once, has_global_flag, set_country_flag, add_corps_commander_role
Source: game
File: events/r56_vichy_france.txt

Code:
country_event = {
	id = axis_minors_vichy_france.16
	title = axis_minors_vichy_france.12.t
	desc = axis_minors_vichy_france.12.desc
	picture = GFX_report_event_french_liberation
	mean_time_to_happen = {
		days = 52
	}
	trigger = {
		tag = FRA
		NOT = {
			has_country_flag = de_gaulle_commander
		}
		OR = {
			has_global_flag = germany_refused_second_armistice
			AND = {
				date = > 1940.9.1
				has_war = yes
			}
			date = > 1941.2.12
		}
	}
	fire_only_once = yes
	option = {
		name = axis_minors_vichy_france.12.a
		army_experience = 5
		set_country_flag = de_gaulle_commander
		add_corps_commander_role = {
			character = FRA_charles_de_gaulle
			traits = {
				panzer_leader armor_officer harsh_leader media_personality
			}
			skill = 4
			attack_skill = 4
			defense_skill = 4
			planning_skill = 3
			logistics_skill = 2
		}
	}
}
### Entity: Modifier Reference
Component: CHL_protecting_mapuche_lands_modifier
Source: game
File: common/dynamic_modifiers/toa_dynamic_modifiers.txt

Code:
CHL_protecting_mapuche_lands_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_demilitarize_zone
	state_production_speed_buildings_factor = -1
	local_resources = -0.75
	army_core_defence_factor = 0.2
}
### Entity: Wiki Documentation
Construct: Usage
Source: wiki
File: wiki/Template%3ANavboxgroup.html

Doc:
Usage
Used alongside Template:Navbox:

```
{{Navbox
|header=
|body=
{{Navboxgroup| <!-- heading --> | <!-- Content... --> }}
|category=
}}
```

Retrieved from "http://www.hoi4wiki.com/index.php?title=Template:Navboxgroup&oldid=1496"
### Entity: State History
Component: 932
Constructs: add_core_of
Source: game
File: history/states/932-Isle of Man.txt

Code:
state = {
	id = 932
	manpower = 51000
	name = STATE_932
	state_category = small_island
	history = {
		owner = ENG
		add_core_of = ENG
		victory_points = {
			3311 1
		}
		buildings = {
			infrastructure = 3
			3311 = {
				naval_base = 1
			}
		}
	}
	provinces = {
		3311
	}
	local_supplies = 0.0
}
### Entity: AI Strategy
Component: DOCTRINE_MA_mass_assault_ratios
Constructs: has_doctrine
Source: game
File: common/ai_strategy/doctrines.txt

Code:
DOCTRINE_MA_mass_assault_ratios = {
	enable = {
		has_doctrine = deep_battle
	}
	abort = {
		always = no
	}
	ai_strategy = {
		type = role_ratio
		id = infantry
		value = 25
	} {
		type = role_ratio
		id = anti_tank
		value = 5
	}
}
### Entity: Scripted Trigger
Component: EAI_SP_generic_physics_focus
Source: game
File: common/scripted_triggers/EAI_RESEARCH_special_projects_triggers.txt

Code:
EAI_SP_generic_physics_focus = {
	always = yes
	NOT = {
		EAI_SP_sp_nuclear_reactor_focus = yes
		EAI_SP_sp_nuclear_bomb_focus = yes
		EAI_SP_sp_thermo_nuclear_bomb_focus = yes
		EAI_SP_sp_nuclear_warheads_focus = yes
	}
}
### Entity: Character
Component: INS_mohammad_hunsi_tharmin
Constructs: has_completed_focus, limit, has_cosmetic_tag, is_subject
Source: game
File: common/characters/INS.txt

Code:
INS_mohammad_hunsi_tharmin = {
	name = INS_mohammad_hunsi_tharmin
	portraits = {
		army = {
			small = GFX_portrait_INS_mohammad_thamrin_small
		}
	}
	advisor = {
		slot = political_advisor
		cost = 100
		idea_token = INS_mohammad_hunsi_tharmin
		allowed = {
			OR = {
				original_tag = INS HOL
			}
		}
		visible = {
			OR = {
				original_tag = INS
				AND = {
					original_tag = HOL
					has_cosmetic_tag = INS_UNION
				}
			}
		}
		available = {
			if = {
				limit = {
					original_tag = INS
				}
				is_subject = yes
			}
		}
		traits = {
			TAOG_independence_activist
		}
		ai_will_do = {
			base = 1.0
			modifier = {
				OR = {
					HOL = {
						has_completed_focus = HOL_taog_guarantee_colonial_loyalty
					}
					has_completed_focus = INSHOL_begin_negotiations_soetardjo INS_governor_general_tjarda
				}
				add = 3
			}
		}
	}
}
### Entity: Event
Component: mtg_usa_foreign_support.9
Constructs: is_triggered_only, ai_chance, add_political_power, set_country_flag
Source: game
File: events/MTG_USA.txt

Code:
country_event = {
	id = mtg_usa_foreign_support.9
	title = mtg_usa_foreign_support.9.t
	desc = mtg_usa_foreign_support.9.desc
	picture = GFX_report_event_aid_pact
	is_triggered_only = yes
	option = {
		name = mtg_usa_foreign_support.9.a
		ai_chance = {
			factor = 70
		}
		add_political_power = 25
		set_country_flag = USA_training_camps_approved
		FROM = {
			country_event = mtg_usa_foreign_support.10
		}
		effect_tooltip = {
			FROM = {
				army_experience = 10
			}
		}
	} {
		name = mtg_usa_foreign_support.9.b
		ai_chance = {
			factor = 30
		}
		add_political_power = -25
		FROM = {
			country_event = mtg_usa_foreign_support.11
		}
	}
}
### Entity: AI Strategy
Component: GER_protect_romania
Constructs: has_government, is_historical_focus_on
Source: game
File: common/ai_strategy/GER.txt

Code:
GER_protect_romania = {
	allowed = {
		original_tag = GER
	}
	enable = {
		is_historical_focus_on = yes
		ROM = {
			OR = {
				has_government = fascism neutrality
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = protect
		id = ROM
		value = 50
	}
}
### Entity: Event
Component: bftb_news.302
Constructs: is_triggered_only, has_war_with
Source: game
File: events/BFTB_NewsEvents.txt

Code:
news_event = {
	id = bftb_news.302
	title = bftb_news.302.t
	desc = bftb_news.302.desc
	picture = GFX_news_event_the_megali_idea_succeeds
	major = yes
	is_triggered_only = yes
	option = {
		name = bftb_news.302.a
		trigger = {
			tag = GRE
		}
	} {
		name = bftb_news.302.b
		trigger = {
			OR = {
				tag = ENG FRA USA
			}
		}
	} {
		name = bftb_news.302.c
		trigger = {
			has_war_with = FROM
		}
	} {
		name = bftb_news.302.d
		trigger = {
			NOT = {
				OR = {
					has_war_with = FROM
					tag = GRE ENG FRA USA
				}
			}
		}
	}
}
### Entity: State History
Component: 1028
Constructs: add_core_of
Source: game
File: history/states/1028 - Hamgyong.txt

Code:
state = {
	id = 1028
	name = STATE_1028
	manpower = 2258066
	state_category = rural
	resources = {
		steel = 10
		tungsten = 10
		coal = 4
	}
	history = {
		owner = JAP
		add_core_of = KOR
		buildings = {
			infrastructure = 2
			898 = {
				naval_base = 1
			}
		}
		victory_points = {
			6928 1
		} {
			898 1
		}
	}
	provinces = {
		848 852 898 906 959 978 3803 3852 3860 3981 3904 6928 6922 6944 6822 9899 11878 10083 11770 11775
	}
	local_supplies = 0.0
}