Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Trigger Reference
Construct: intel_level_over
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## intel_level_over

* Supported Scopes: COUNTRY
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
Compare the absolute, percentage based, intel level the scoped country has over
the specified one:
GER = {
  # is true if all predicates are satisfied
  intel_level_over = { 
    target = POL
    civilian_intel > 0.5  # GER has more than 50% civ. intel over POL
    army_intel = 0  # GER has no army intel over POL
    navy_intel > 0  # GER has at least some navy intel over POL
    # airforce_intel is not specified and thus ignored in the comparison

    # NOTE: since we are comparing the intel level of a country over another,
    # checking for values less than 0 does not make sense
    # NOTE: since we are comparing percentages, using values greater than 1
    # does not make sense.
  }
}

```
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_MIN_armored_support_vehicle_0
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_MIN_armored_support_vehicle_0 = {
	enable = {
		has_country_flag = EAI_PROD_EQUIP_MIN_armored_support_vehicle_0
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = armored_support_vehicle
		value = 1
	}
}
### Entity: Scripted Effect
Component: GER_amerika_bomber_focke_wulf_completion_SP_effects
Constructs: add_equipment_bonus, maximum_speed, build_cost_ic
Source: game
File: common/scripted_effects/GER_scripted_effects.txt

Code:
GER_amerika_bomber_focke_wulf_completion_SP_effects = {
	add_equipment_bonus = {
		name = GER_amerikabomber_focke_wulf_name
		bonus = {
			strat_bomber_intercontinental_equipment_1 = {
				maximum_speed = 0.1
				build_cost_ic = 0.05
				instant = yes
			}
		}
	}
}
### Entity: Modifier Reference
Component: YUN_the_left_kuomintang_national_revolution
Constructs: research_speed_factor, remove_trigger, communism_drift, neutrality_drift, democratic_drift
Source: game
File: common/dynamic_modifiers/r56_china_and_co_dm.txt

Code:
YUN_the_left_kuomintang_national_revolution = {
	remove_trigger = {

	}
	enable = {
		always = yes
	}
	icon = GFX_idea_chi_warlord_integration4
	communism_drift = YUN_lkmt_c
	neutrality_drift = YUN_lkmt_n
	democratic_drift = YUN_lkmt_d
	political_power_factor = YUN_lkmt_pp
	research_speed_factor = YUN_lkmt_r
	army_core_defence_factor = YUN_lkmt_cd
}
### Entity: Modifier Reference
Component: BEL_scars_of_ww1_dynamic_modifier
Constructs: war_support_factor, conscription_factor
Source: game
File: common/dynamic_modifiers/wuw_dynamic_modifiers.txt

Code:
BEL_scars_of_ww1_dynamic_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_BEL_scars_of_ww1
	war_support_factor = BEL_scars_of_ww1_war_support_factor
	production_speed_arms_factory_factor = BEL_scars_of_ww1_production_speed_arms_factory_factor
	army_org_factor = BEL_scars_of_ww1_army_org_factor
	conscription_factor = BEL_scars_of_ww1_conscription_factor
}
### Entity: State History
Component: 633
Constructs: add_core_of
Source: game
File: history/states/633-Marshall Islands.txt

Code:
state = {
	id = 633
	name = STATE_633
	manpower = 52517
	state_category = small_island
	history = {
		owner = JAP
		add_core_of = FSM
		buildings = {
			infrastructure = 2
			air_base = 2
			13040 = {
				naval_base = 1
			}
			13041 = {
				naval_base = 3
			}
			13043 = {
				naval_base = 1
			}
			13046 = {
				naval_base = 1
			}
			1002 = {
				naval_base = 1
			}
			13039 = {
				naval_base = 1
			}
			13045 = {
				naval_base = 1
			}
		}
		victory_points = {
			13041 3
		} {
			13046 1
		}
		strategic_province_location = {
			natural_harbor = 13041
		}
	}
	provinces = {
		1002 13039 13040 13041 13042 13043 13044 13045 13046
	}
	local_supplies = 0.0
}
### Entity: Scripted Trigger
Component: EAI_DESIGN_ARMOR_modern_upgrade_production_started
Constructs: check_variable
Source: game
File: common/scripted_triggers/EAI_PRODUCTION_design_triggers.txt

Code:
EAI_DESIGN_ARMOR_modern_upgrade_production_started = {
	check_variable = {
		num_equipment@modern_tank_chassis = > 1000
	}
}
### Entity: Order of Battle
Component: Tikhookeanskiy Flot
Source: game
File: history/units/SOV_1939_naval_legacy.txt

Code:
fleet = {
	name = Tikhookeanskiy Flot
	naval_base = 957
	task_force = {
		name = Tikhookeanskiy Flot
		location = 957
		ship = {
			name = Ryanyy
			definition = destroyer
			equipment = {
				destroyer_2 = {
					amount = 1
					owner = SOV
				}
			}
		} {
			name = Rykov
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = SOV
				}
			}
		} {
			name = Uritskiy
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = SOV
				}
			}
		} {
			name = Stalin
			definition = destroyer
			equipment = {
				destroyer_1 = {
					amount = 1
					owner = SOV
				}
			}
		}
	} {
		name = Tihookyeanskiy Podvodniy Flot
		location = 957
		ship = {
			name = Shch-101
			definition = submarine
			equipment = {
				submarine_2 = {
					amount = 1
					owner = SOV
				}
			}
		} {
			name = Shch-102
			definition = submarine
			equipment = {
				submarine_2 = {
					amount = 1
					owner = SOV
				}
			}
		} {
			name = Shch-103
			definition = submarine
			equipment = {
				submarine_2 = {
					amount = 1
					owner = SOV
				}
			}
		} {
			name = Shch-104
			definition = submarine
			equipment = {
				submarine_2 = {
					amount = 1
					owner = SOV
				}
			}
		} {
			name = Shch-105
			definition = submarine
			equipment = {
				submarine_2 = {
					amount = 1
					owner = SOV
				}
			}
		} {
			name = Shch-106
			definition = submarine
			equipment = {
				submarine_2 = {
					amount = 1
					owner = SOV
				}
			}
		} {
			name = Shch-107
			definition = submarine
			equipment = {
				submarine_2 = {
					amount = 1
					owner = SOV
				}
			}
		} {
			name = Shch-108
			definition = submarine
			equipment = {
				submarine_2 = {
					amount = 1
					owner = SOV
				}
			}
		} {
			name = Shch-109
			definition = submarine
			equipment = {
				submarine_2 = {
					amount = 1
					owner = SOV
				}
			}
		} {
			name = Shch-110
			definition = submarine
			equipment = {
				submarine_2 = {
					amount = 1
					owner = SOV
				}
			}
		} {
			name = Shch-111
			definition = submarine
			equipment = {
				submarine_2 = {
					amount = 1
					owner = SOV
				}
			}
		} {
			name = Shch-112
			definition = submarine
			equipment = {
				submarine_2 = {
					amount = 1
					owner = SOV
				}
			}
		} {
			name = Shch-113
			definition = submarine
			equipment = {
				submarine_2 = {
					amount = 
# ... (truncated)
### Entity: National Focus
Component: ah_capital_ships_effort
Constructs: prerequisite, completion_reward, is_coastal, add_tech_bonus
Source: game
File: common/national_focus/austro_hungarian_releasable_shared.txt

Code:
focus = {
	id = ah_capital_ships_effort
	icon = GFX_goal_generic_navy_battleship
	prerequisite = {
		focus = ah_cruiser_effort
	}
	x = 0
	y = 1
	relative_position_id = ah_cruiser_effort
	cost = 10
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	available_if_capitulated = yes
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			all_owned_state = {
				OR = {
					is_coastal = no
					dockyard = < 1
				}
			}
		}
	}
	completion_reward = {
		navy_experience = 25
		add_tech_bonus = {
			name = capital_ships_bonus
			bonus = 1.0
			ahead_reduction = 2
			uses = 1
			category = bc_tech bb_tech cv_tech
		}
	}
}
### Entity: National Focus
Tree: cro_focus
Component: CRO_form_mechanics
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/croatia.txt

Code:
focus = {
	id = CRO_form_mechanics
	icon = GFX_goal_generic_air_production
	prerequisite = {
		focus = CRO_airplanes_licenses CRO_fighter_focus CRO_bomber_focus
	}
	x = 0
	y = 1
	relative_position_id = CRO_airplanes_licenses
	cost = 10
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_ideas = CRO_idea_trained_mechanics
	}
}
### Entity: Scripted Effect
Component: EAI_RESEARCH_research_factors
Source: game
File: common/scripted_effects/EAI_RESEARCH_effects.txt

Code:
EAI_RESEARCH_research_factors = {
	EAI_RESEARCH_armor_research_factor = yes
	EAI_RESEARCH_naval_research_factor = yes
}
### Entity: National Focus
Tree: fin_focus
Component: FIN_the_peoples_democratic_league
Constructs: prerequisite, completion_reward, add_political_power, add_popularity, set_party_name
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_the_peoples_democratic_league
	icon = GFX_focus_FIN_the_peoples_democratic_league
	prerequisite = {
		focus = FIN_the_second_finnish_civil_war
	}
	x = -1
	y = 1
	relative_position_id = FIN_the_second_finnish_civil_war
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_STABILITY FOCUS_FILTER_BALANCE_OF_POWER
	}
	completion_reward = {
		add_political_power = 100
		add_popularity = {
			ideology = communism
			popularity = 0.1
		}
		set_party_name = {
			ideology = communism
			long_name = FIN_communism_party_skdl_long
			name = FIN_communism_party_skdl
		}
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = FIN_karl_harald_wiik FIN_kaisu_mirjami_rydberg
		FIN_bop_very_low_increase_effect = yes
	}
}
### Entity: Event
Component: danish_elections.3
Constructs: is_triggered_only, ai_chance, limit, has_government, add_political_power, add_to_variable, add_dynamic_modifier, has_dynamic_modifier
Source: game
File: events/DanishEvents.txt

Code:
country_event = {
	id = danish_elections.3
	title = danish_elections.3.t
	desc = danish_elections.3.d
	picture = GFX_report_event_fascist_march
	is_triggered_only = yes
	trigger = {
		has_government = democratic
		controls_state = 964
	}
	option = {
		name = danish_elections.1.a
		add_to_variable = {
			den_middle_influence = 5
			tooltip = den_middle_influence_tooltip
		}
		den_calculate_middle = yes
		den_election_socialdemocratic_popularity = yes
		964 = {
			add_dynamic_modifier = {
				modifier = r56_social_democrat_elected
				days = 730
			}
		}
		ai_chance = {
			base = 68
		}
	} {
		name = danish_elections.3.b
		add_to_variable = {
			den_lower_loyalty = -10
			tooltip = den_lower_loyalty_tooltip
		}
		den_calculate_lower = yes
		if = {
			limit = {
				964 = {
					NOT = {
						has_dynamic_modifier = {
							modifier = r56_german_minority_galvanised
						}
					}
				}
			}
			add_political_power = -50
			add_popularity = {
				ideology = fascism
				popularity = 0.03
			}
			964 = {
				remove_dynamic_modifier = {
					modifier = r56_german_minority
				}
				add_dynamic_modifier = {
					modifier = r56_german_minority_placated
				}
			}
		}
		else = {
			add_political_power = -15
			add_popularity = {
				ideology = fascism
				popularity = 0.05
			}
		}
		ai_chance = {
			base = 32
		}
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_R56_expand_aircraft_production
Constructs: add_equipment_to_stockpile, prerequisite, limit, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, has_tech
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_R56_expand_aircraft_production
	icon = GFX_focus_PRC_establish_domestic_aircraft_production
	prerequisite = {
		focus = CZE_czechoslovak_airforce
	} {
		focus = CZE_pilot_training
	}
	x = 0
	y = 1
	relative_position_id = CZE_pilot_training
	cost = 5
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				75
			}
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		if = {
			limit = {
				CZE = {
					has_tech = basic_small_airframe
				}
			}
			create_equipment_variant = {
				name = Š.528
				type = small_plane_cas_airframe_1
				parent_version = 1
				modules = {
					fixed_main_weapon_slot = small_bomb_bay
					fixed_auxiliary_weapon_slot_1 = light_mg_2x
					engine_type_slot = engine_2_1x
					special_type_slot_1 = lmg_defense_turret
				}
			}
			add_equipment_to_stockpile = {
				type = small_plane_cas_airframe_1
				amount = 40
				producer = ROOT
			}
		} {
			limit = {
				CZE = {
					NOT = {
						has_tech = basic_small_airframe
					}
				}
			}
			create_equipment_variant = {
				name = Š.328
				type = small_plane_cas_airframe_0
				parent_version = 1
				modules = {
					fixed_main_weapon_slot = bomb_locks
					engine_type_slot = engine_2_1x
					special_type_slot_1 = lmg_defense_turret
				}
			}
			add_equipment_to_stockpile = {
				type = small_plane_cas_airframe_0
				amount = 50
				producer = ROOT
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: PRC_china_state_construction_engineering_corporation_mil_improved
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/comchina.txt

Code:
PRC_china_state_construction_engineering_corporation_mil_improved = {
	picture = PRC_china_state_construction_engineering_corporation
	allowed = {
		original_tag = PRC
		has_dlc = No Compromise, No Surrender
	}
	visible = {
		has_completed_focus = PRC_CSCEC_mils
	}
	traits = {
		construction_company
	}
	research_bonus = {
		construction_tech = 0.15
	}
	modifier = {
		production_speed_arms_factory_factor = 0.075
	}
}
### Entity: Idea
Component: ICE_viking_spirit_aegir_freja
Constructs: stability_factor, political_power_gain, war_support_factor, removal_cost, conscription_factor
Source: game
File: common/ideas/iceland.txt

Code:
ICE_viking_spirit_aegir_freja = {
	name = ICE_viking_spirit
	picture = ICE_the_viking_spirit
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		justify_war_goal_time = -0.1
		war_support_factor = 0.05
		political_power_gain = 0.15
		industrial_capacity_dockyard = 0.2
		experience_gain_navy = 0.02
		naval_detection = 0.1
		naval_morale_factor = 0.15
		stability_factor = 0.05
		conscription = 0.01
		conscription_factor = 0.05
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_experiment_with_torpedo_bombers
Constructs: prerequisite, limit, completion_reward, has_subdoctrine_in_track, add_daily_mastery, has_dlc, add_tech_bonus
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_experiment_with_torpedo_bombers
	prerequisite = {
		focus = POR_import_foreign_bombers
	}
	icon = GFX_goal_generic_air_naval_bomber
	x = -1
	y = 1
	relative_position_id = POR_import_foreign_bombers
	cost = 5
	ai_will_do = {
		base = 1
	}
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				has_subdoctrine_in_track = strike_aircraft
			}
			add_daily_mastery = {
				name = POR_air_land_battle
				amount = 0.2
				days = 180
				track = strike_aircraft
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		} {
			limit = {
				has_dlc = By Blood Alone
			}
			add_tech_bonus = {
				name = POR_experiment_with_torpedo_bombers
				bonus = 0.75
				uses = 1
				technology = air_torpedoe_1 air_torpedoe_2 air_torpedoe_3
			}
		}
		else = {
			air_experience = 25
		} {
			add_tech_bonus = {
				name = POR_experiment_with_torpedo_bombers
				bonus = 0.75
				uses = 1
				category = naval_bomber
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: bhu_focus
Component: BHU_attack_the_plateau
Constructs: prerequisite, limit, has_war_with, completion_reward, is_subject, has_army_manpower, has_capitulated, is_in_faction_with
Source: game
File: common/national_focus/bhutan.txt

Code:
focus = {
	id = BHU_attack_the_plateau
	icon = GFX_goal_PRC_liberate_tibet
	prerequisite = {
		focus = BHU_dragons_storm BHU_mobilization_of_the_masses
	}
	relative_position_id = BHU_dragons_storm
	x = -1
	y = 2
	cost = 10
	available = {
		is_subject = no
		has_army_manpower = {
			size = > 39999
		}
		757 = {
			controller = {
				NOT = {
					has_war_with = ROOT
					has_capitulated = yes
					is_in_faction_with = ROOT
					is_subject_of = ROOT
				}
			}
		}
	}
	ai_will_do = {
		factor = 15
	}
	will_lead_to_war_with = TIB
	completion_reward = {
		every_state = {
			limit = {
				OR = {
					state = 757 758 322 601 434
				}
			}
			add_core_of = BHU
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		757 = {
			controller = {
				ROOT = {
					create_wargoal = {
						type = take_core_state
						target = PREV
						expire = 0
						generator = {
							757
						}
					}
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_declare_loyalty_to_britain
Constructs: prerequisite, add_ideas, completion_reward, is_subject, allow_branch, add_autonomy_score
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_declare_loyalty_to_britain
	icon = GFX_goal_tripartite_pact
	prerequisite = {
		focus = PER_rebuilding_iran
	}
	x = -2
	y = 1
	relative_position_id = PER_rebuilding_iran
	mutually_exclusive = {
		focus = PER_azadi
	}
	cost = 10
	available = {
		PER = {
			is_subject = yes
		}
	}
	bypass = {

	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 5
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_autonomy_score = {
			value = -500
			localization = PER_declared_loyalty
		}
		custom_effect_tooltip = CHL_skip_one_line_tt
		add_ideas = PER_compliant_subject_idea
	}
}
### Entity: Event
Component: ss_recruitment_event.12
Constructs: is_triggered_only, ai_chance, limit, add_stability, add_political_power, random_unit_leader, has_unit_leader_flag, has_trait
Source: game
File: events/ss_recruitment_event.txt

Code:
country_event = {
	id = ss_recruitment_event.12
	title = ss_recruitment_event.12.t
	desc = ss_recruitment_event.12.desc
	picture = GFX_report_event_military_planning
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			random_unit_leader = {
				limit = {
					skill = > 2
					NOT = {
						has_unit_leader_flag = GER_SS_conspirator
					} {
						has_trait = politically_connected
					}
				}
				set_unit_leader_flag = GER_SS_conspirator
			}
		}
	}
	option = {
		name = ss_recruitment_event.12.a
		ai_chance = {
			base = 25
		}
		add_popularity = {
			ideology = neutrality
			popularity = 0.1
		}
		add_stability = -0.05
		add_to_variable = {
			var = wehrmacht_anger
			value = 5
		}
	} {
		name = ss_recruitment_event.12.b
		add_political_power = -100
		ai_chance = {
			base = 75
			modifier = {
				factor = 0
				has_political_power = < 0
			}
		}
		subtract_from_variable = {
			var = wehrmacht_anger
			value = 5
		}
	}
}
### Entity: Idea
Component: BUL_toppling_giants
Constructs: removal_cost, set_country_flag
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_toppling_giants = {
	picture = chi_wargaming_division
	allowed = {
		original_tag = BUL
	}
	allowed_civil_war = {
		tag = BUL
	}
	removal_cost = -1
	on_remove = {
		set_country_flag = BUL_toppling_giants_ns_expired_flag
	}
	modifier = {
		surrender_limit = 0.2
		weekly_manpower = 1000
		custom_modifier_tooltip = BUL_toppling_giants_ns_target_tt
	}
}
### Entity: Effect Reference
Construct: add_faction_power_projection
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## add_faction_power_projection

* Supported Scopes: COUNTRY
* Supported Targets: none

Adds power projection to the faction
	
	### Examples
	```
	TAG = {
		add_faction_power_projection = 100
	}
	```
### Entity: National Focus
Tree: den_focus
Component: DEN_Focus_Outwards
Constructs: prerequisite, add_war_support, completion_reward, add_political_power, set_rule
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_Focus_Outwards
	icon = GFX_focus_DEN_the_king_assumes_power
	cost = 5
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = DEN_Form_a_Cabinet
	}
	x = -1
	y = 1
	relative_position_id = DEN_Form_a_Cabinet
	completion_reward = {
		add_political_power = 50
		add_war_support = 0.1
		set_rule = {
			can_create_factions = yes
		} {
			can_send_volunteers = yes
		}
	}
}
### Entity: Event
Component: wuw_GER_diplomacy.33
Constructs: is_triggered_only, add_opinion_modifier, fire_only_once, add_claim_by
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_diplomacy.33
	title = wuw_GER_diplomacy.33.t
	desc = wuw_GER_diplomacy.33.desc
	picture = GFX_report_event_gathering_protest
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = wuw_GER_diplomacy.33.a
		effect_tooltip = {
			add_opinion_modifier = {
				target = FROM
				modifier = small_decrease
			}
			FROM = {
				add_opinion_modifier = {
					target = FROM
					modifier = small_decrease
				}
			}
		}
		743 = {
			add_claim_by = ROOT
		}
	}
}
### Entity: Event
Component: austria.56
Constructs: is_triggered_only, ai_chance, limit, add_political_power, random_hours, check_variable, set_variable
Source: game
File: events/Austria.txt

Code:
country_event = {
	id = austria.56
	title = austria.56.t
	desc = austria.56.d
	is_triggered_only = yes
	picture = GFX_report_event_AUS_soldiers_vienna
	option = {
		name = austria.56.a
		add_political_power = -30
		country_event = {
			id = austria.57
			hours = 12
		}
		custom_effect_tooltip = report_reward AUS_germany_unwilling_to_negotiate
		hidden_effect = {
			country_event = {
				id = austria.58
				random_hours = 24
				days = 18
			}
		}
		effect_tooltip = {
			if = {
				limit = {
					check_variable = {
						r56_bundeslaender_wien_frame = 2
					}
				}
				set_variable = {
					r56_bundeslaender_wien_frame = 3
				}
				custom_effect_tooltip = AUS_state_nazi_down_wien
				r56_bundeslaender_calculate_divisions = yes
			}
			else_if = {
				limit = {
					check_variable = {
						r56_bundeslaender_wien_frame = 6
					}
				}
				set_variable = {
					r56_bundeslaender_wien_frame = 1
				}
				custom_effect_tooltip = AUS_state_nazi_down_wien
				r56_bundeslaender_calculate_divisions = yes
			} {
				limit = {
					check_variable = {
						r56_bundeslaender_wien_frame = 3
					}
				}
				set_variable = {
					r56_bundeslaender_wien_frame = 6
				}
				custom_effect_tooltip = AUS_state_nazi_down_wien
				r56_bundeslaender_calculate_divisions = yes
			}
			else = {
				AUS_bundeslaender_nazis_down_selected = yes
			}
		}
	} {
		name = austria.56.b
		ai_chance = {
			base = 0
		}
		hidden_effect = {
			country_event = {
				id = austria.58
				random_hours = 24
				days = 18
			}
		}
	}
}
### Entity: Country History
Country: YUG
Component: YUG_politics
Constructs: set_stability, add_ideas, set_politics, set_popularities
Source: game
File: history/countries/YUG - Yugoslavia.txt

Code:
# Politics & Parties for YUG
add_ideas = {
	anti_german_military
}
set_politics = {
	ruling_party = neutrality
	last_election = 1935.5.3
	election_frequency = 36
	elections_allowed = yes
}
set_popularities = {
	democratic = 15
	fascism = 10
	communism = 15
	neutrality = 60
}
set_stability = 0.6
### Entity: Idea
Component: GYA_coi
Source: game
File: common/ideas/guyana.txt

Code:
GYA_coi = {
	picture = generic_political_advisor_african_1
	allowed = {
		original_tag = GYA
	}
	traits = {
		captain_of_industry
	}
}
### Entity: Order of Battle
Component: air_wing_362
Source: game
File: history/units/USA_1936_air_bba.txt

Code:
air_wings = {
	362 = {
		medium_plane_airframe_0 = {
			owner = USA
			amount = 36
			version_name = P2Y
		}
	}
}