Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: r56_axis_east_africa_is_a_lost_cause
Constructs: has_government, has_war_with, is_in_faction_with
Source: game
File: common/ai_strategy/r56_default.txt

Code:
r56_axis_east_africa_is_a_lost_cause = {
	allowed = {
		OR = {
			original_tag = GER ROM HUN FIN BUL YUG SLO SPR
		}
	}
	enable = {
		ROOT = {
			AND = {
				exists = yes
				has_government = fascism
				OR = {
					is_in_faction_with = ITA GER JAP
				} {
					has_war_with = USA ENG FRA SOV CHI
				}
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = area_priority
		id = east_africa
		value = -120
	} {
		type = area_priority
		id = horn_of_africa
		value = -120
	} {
		type = area_priority
		id = africa
		value = -30
	} {
		type = dont_defend_ally_borders
		id = AOI
		value = 300
	} {
		type = front_unit_request
		area = east_africa
		value = -120
	} {
		type = front_unit_request
		area = horn_of_africa
		value = -120
	}
}
### Entity: Trigger Reference
Construct: is_high_command
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## is_high_command

* Supported Scopes: CHARACTER
* Supported Targets: none

```
_is_high_command_ = yes/no - Checks if the character in scope is hired as high command
```
### Entity: Event
Component: BBA_italy_colonial_management.1
Constructs: is_triggered_only, ai_chance, set_occupation_law_where_available
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_colonial_management.1
	title = BBA_italy_colonial_management.1.t
	desc = BBA_italy_colonial_management.1.desc
	picture = GFX_report_event_spr_italian_volunteers
	is_triggered_only = yes
	option = {
		name = BBA_italy_colonial_management.1.a
		ai_chance = {
			base = 10
		}
		ITA = {
			set_occupation_law_where_available = colonial_police
		}
	} {
		name = BBA_italy_colonial_management.1.b
		ai_chance = {
			base = 0
		}
		custom_effect_tooltip = BBA_italy_colonial_management.1_do_not_apply_tt
	}
}
### Entity: AI Strategy
Component: SOV_world_revolution
Constructs: has_country_flag, has_game_rule, has_global_flag, is_subject
Source: game
File: common/ai_strategy_plans/SOV_old_alternate_strategy_plan.txt

Code:
SOV_world_revolution = {
	name = SOV World Revolution plan
	desc = 
	allowed = {
		original_tag = SOV
	}
	enable = {
		OR = {
			has_country_flag = SOV_AI_RANDOM_COMMUNIST_LEFT_OPPOSITION SOV_AI_RANDOM_COMMUNIST_LEFT_OPPOSITION_COOPERATIVE SOV_AI_RANDOM_COMMUNIST_RIGHT_OPPOSITION SOV_AI_RANDOM_COMMUNIST_RIGHT_OPPOSITION_COOPERATIVE
			has_game_rule = {
				rule = SOV_ai_behavior
				option = LEFT_OPPOSITION
			} {
				rule = SOV_ai_behavior
				option = LEFT_OPPOSITION_COOPERATIVE
			} {
				rule = SOV_ai_behavior
				option = RIGHT_OPPOSITION
			} {
				rule = SOV_ai_behavior
				option = RIGHT_OPPOSITION_COOPERATIVE
			}
		}
		has_global_flag = sov_old_focus_tree
	}
	abort = {
		is_subject = yes
	}
	ai_national_focuses = {
		SOV_form_a_fifth_column_old SOV_finish_the_five_year_plan_old SOV_trotskyite_victory SOV_solidify_internal_control SOV_initial_reforms SOV_permanent_revolution SOV_siberian_railnetworks SOV_improve_western_railnetworks SOV_Improve_TransSiberian_Railway SOV_third_five_year_plan_old SOV_Social_Welfare_old SOV_Mass_Immunizations_old SOV_world_revolution SOV_Education_Initiative SOV_progress_cult_old SOV_a_gun_in_every_hand SOV_workers_of_the_world_unite
	}
	focus_factors = {
		SOV_great_purge = 0
	}
	traits = {
		prince_of_terror = 500
	}
	ai_strategy = {
		type = befriend
		id = PRC
		value = 25
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Event
Component: KMT_event.46
Constructs: is_triggered_only, add_political_power, send_embargo
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = KMT_event.46
	title = KMT_event.46.t
	desc = KMT_event.46.desc
	picture = GFX_report_event_china_chiang_kai_shek
	is_triggered_only = yes
	option = {
		name = KMT_event.46.a
		hidden_effect = {
			CHI = {
				country_event = CHI_warlords.20
			}
		}
		add_political_power = -50
		send_embargo = CUG
	} {
		name = KMT_event.46.b
		hidden_effect = {
			CHI = {
				country_event = CHI_warlords.19
			}
		}
	}
}
### Entity: Character
Component: SOV_lev_trotsky
Constructs: has_completed_focus, limit, has_government, has_global_flag, set_global_flag, clr_global_flag, has_character_flag, is_country_leader
Source: game
File: common/characters/SOV.txt

Code:
SOV_lev_trotsky = {
	name = SOV_lev_trotsky
	portraits = {
		civilian = {
			large = GFX_portrait_SOV_lev_trotsky
		}
		army = {
			small = GFX_idea_SOV_lev_trotsky
		}
	}
	allowed_civil_war = {
		OR = {
			AND = {
				tag = SOV
				has_government = communism
			} {
				SOV_is_exiles = yes
				has_government = communism
			}
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = SOV_lev_trotsky
		allowed = {
			original_tag = SOV
		}
		on_add = {
			if = {
				limit = {
					has_global_flag = AAT_trotsky_in_mexico
				}
				set_global_flag = flag_trotsky_returning_to_ussr_from_mexico
				MEX = {
					country_event = {
						id = mexico.22
					}
				}
			}
			else_if = {
				limit = {
					has_global_flag = NOR_trotsky_in_norway
				}
				set_global_flag = flag_trotsky_returning_to_ussr_from_norway NOR_trotsky_in_soviet
				clr_global_flag = NOR_trotsky_in_norway
				NOR = {
					country_event = {
						id = mexico.22
					}
				}
			}
		}
		visible = {
			NOT = {
				has_character_flag = SOV_character_purged_flag
			} {
				has_global_flag = trotsky_dead
			}
		}
		available = {
			OR = {
				has_global_flag = SOV_soviet_civil_war SOV_soviet_civil_war_over
			} {
				has_completed_focus = SOV_integrate_smirnovs_bloc SOV_return_democracy_to_the_party
			}
			is_country_leader = no
			if = {
				limit = {
					has_character_flag = SOV_exiled_flag
				}
				NOT = {
					has_character_flag = SOV_exiled_flag
				}
			}
			IF = {
				limit = {
					has_global_flag = flag_mexico_invited_trotsky_to_government
					NOT = {
						has_global_flag = flag_trotsky_has_returned_to_ussr_from_mexico
					}
					SOV_is_opposition = yes
				}
				MEX = {
					NOT = {
						has_idea = MEX_leon_trotsky
					} {
						has_country_leader = {
							character = MEX_leon_trotsky
						}
					}
				}
			}
		}
		traits = {
			pc_military_naval_affairs
		}
	}
}
### Entity: National Focus
Tree: pak_focus
Component: PAK_Muslim_Diplomacy
Constructs: prerequisite, limit, random_country, has_government, every_country, has_war_with, completion_reward, is_in_faction
Source: game
File: common/national_focus/pakistan.txt

Code:
focus = {
	id = PAK_Muslim_Diplomacy
	icon = GFX_goal_PAL_figure_of_islamism
	cost = 10
	available = {
		is_in_faction = no
	}
	prerequisite = {
		focus = PAK_Work_for_Pakistan
	} {
		focus = PAK_War_Propaganda
	}
	x = -2
	y = 5
	relative_position_id = PAK_General_Election
	ai_will_do = {
		factor = 0
		modifier = {
			add = 20
			date = > 1940.01.01
		}
	}
	completion_reward = {
		if = {
			limit = {
				any_country = {
					OR = {
						tag = BAN PER AFG IRQ INS TAJ TMS KYR UZB MAL
					} {
						has_government = neutrality democratic
					}
					is_subject = no
					is_faction_leader = yes
					NOT = {
						has_war_with = PAK
					}
				}
			}
			random_country = {
				limit = {
					OR = {
						tag = BAN PER AFG IRQ INS TAJ TMS KYR UZB MAL
					} {
						has_government = neutrality democratic
					}
					is_subject = no
					is_faction_leader = yes
					NOT = {
						has_war_with = PAK
					}
				}
				country_event = generic.2
			}
		}
		else_if = {
			limit = {
				NOT = {
					is_in_faction = yes
				}
				is_subject = no
			}
			IF = {
				limit = {
					has_dlc = No Compromise, No Surrender
				}
				create_faction_from_template = {
					template = faction_template_PER_islamic_faction
					name = pan_muslim_pact
				}
				add_faction_initiative = 1
			}
			ELSE = {
				create_faction = pan_muslim_pact
			}
			every_country = {
				limit = {
					OR = {
						tag = BAN PER AFG IRQ INS TAJ TMS KYR UZB MAL SYR LEB MOR EGY QAT ADU
					} {
						has_government = neutrality democratic
					}
					is_subject = no
					is_in_faction = no
					NOT = {
						has_war_with = PAK
					}
				}
				country_event = generic.5
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: Modifier Reference
Construct: army_core_attack_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## army_core_attack_factor

* Number with 1 decimal places
* **Categories**: army, aggressive
### Entity: Character
Component: ENG_henry_harwood
Source: game
File: common/characters/ENG.txt

Code:
ENG_henry_harwood = {
	name = ENG_henry_harwood
	portraits = {
		navy = {
			small = GFX_idea_henry_harwood
		}
		army = {
			large = GFX_portrait_ENG_henry_harwood
		}
	}
	advisor = {
		slot = high_command
		idea_token = henry_harwood
		ledger = navy
		allowed = {
			original_tag = ENG
		}
		traits = {
			navy_screen_2
		}
		cost = 100
		ai_will_do = {
			base = 0.7
		}
	}
	navy_leader = {
		traits = {
			old_guard_navy bold
		}
		skill = 3
		attack_skill = 3
		defense_skill = 2
		maneuvering_skill = 3
		coordination_skill = 2
		legacy_id = 984
	}
}
### Entity: Trigger Reference
Construct: any_of_scopes
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## any_of_scopes

* Supported Scopes: any
* Supported Targets: any

```
Runs a loop on an array and check a trigger for each scope in it, if any true returns true. otherwise returns false
Example: any_of_scopes = {
	array = array_name
	tooltip = loc #if defined the trigger will output tooltip using this title. loc_NOT will be used if trigger is inside a NOT
 #trigger 1
 #trigger 2 ...
}
```
### Entity: Order of Battle
Component: 1st Royal Guard Division
Constructs: division_template
Source: game
File: history/units/MAN_royal_guards.txt

Code:
division = {
	name = 1st Royal Guard Division
	location = 4572
	division_template = Royal Guard
	start_experience_factor = 0.4
	start_equipment_factor = 0.9
}
### Entity: Unit Template
Component: BRENGL_PAR_01
Source: game
File: common/units/names_divisions/ENGL_names_divisions.txt

Code:
BRENGL_PAR_01 = {
	name = Airborne Division
	for_countries = {
		LIB BAH BAN BAS BLZ BOT BRM CYP FIJ GAM GHA GYA JAM KEN MAL MLD MLT MLW NGA NIR NMB PAK PNG SCO SIE SRL TRI TZN UGA WLS ZAM ZIM
	}
	can_use = {
		always = yes
	}
	division_types = {
		paratrooper
	}
	fallback_name = %dth Airborne Division
	ordered = {
		1 = {
			%dst Airborne Division
		}
		2 = {
			%dnd Airborne Division
		}
		3 = {
			%drd Airborne Division
		}
		4 = {
			%dth Airborne Division
		}
		5 = {
			%dth Airborne Division
		}
		6 = {
			%dth Airborne Division
		}
		7 = {
			%dth Airborne Division
		}
		8 = {
			%dth Airborne Division
		}
		9 = {
			%dth Airborne Division
		}
		10 = {
			%dth Airborne Division
		}
	}
}
### Entity: State History
Component: 1097
Constructs: add_core_of, add_to_array
Source: game
File: history/states/1097-Barotseland.txt

Code:
state = {
	id = 1097
	name = STATE_1097
	state_category = rural
	manpower = 270000
	resources = {
		chromium = 16
		tungsten = 4
	}
	history = {
		owner = ENG
		add_core_of = ZAM BAR KAT
		add_to_array = {
			state_victory_points = 697
		}
		victory_points = {
			697 1
		}
		buildings = {
			infrastructure = 1
		}
	}
	provinces = {
		697 10538
	}
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Country History
Country: PRC
Component: PRC_technology
Constructs: set_technology
Source: game
File: history/countries/PRC - ComChina.txt

Code:
# Starting Technologies for PRC
set_technology = {
	infantry_weapons = 1
	tech_trucks = 1
	militia_tech = 1
	gw_artillery = 1
}
### Entity: Shared Focus
Tree: ply_focus
Component: PLY_UNIFIED_defend_our_union
Constructs: shared_focus, prerequisite, limit, add_ideas, completion_reward, has_idea, random_controlled_state, is_core_of
Source: game
File: common/national_focus/r56_polynesian.txt

Code:
shared_focus = {
	id = PLY_UNIFIED_defend_our_union
	text = USC_UNIFIED_defend_the_new_union
	icon = GFX_goal_class_a_reservists
	cost = 10
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
	prerequisite = {
		focus = PLY_UNIFIED_polynesian_unifacation
	}
	relative_position_id = PLY_UNIFIED_polynesian_unifacation
	x = 3
	y = 1
	ai_will_do = {
		factor = 10
	}
	text_icon = NORDIC_focus_style
	bypass = {
		OR = {
			has_idea = idea_r56_defense_of_the_union PLY_polynesian_unifacation_idea
		}
	}
	completion_reward = {
		army_experience = 10
		navy_experience = 10
		add_ideas = idea_r56_defense_of_the_union
		custom_effect_tooltip = generic_skip_one_line_tt
		random_controlled_state = {
			limit = {
				is_core_of = ROOT
				NOT = {
					has_state_category = tiny_island
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Character
Component: SIA_ananda_scholar_1
Constructs: research_speed_factor
Source: game
File: common/country_leader/taog_traits.txt

Code:
SIA_ananda_scholar_1 = {
	random = no
	sprite = 13
	research_speed_factor = 0.05
}
### Entity: National Focus
Tree: ast_focus
Component: AST_soothing_australian_fears
Constructs: prerequisite, add_ideas, completion_reward, add_timed_idea, create_wargoal, annex_everything
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_soothing_australian_fears
	icon = GFX_focus_JAP_operation_take_australia
	prerequisite = {
		focus = AST_claim_french_indochina
	}
	relative_position_id = AST_claim_french_indochina
	x = 0
	y = 2
	cost = 5
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_timed_idea = {
			idea = AST_invasion_planning
			days = 180
		}
		custom_effect_tooltip = AST_soothing_australian_fears_tt
		effect_tooltip = {
			create_wargoal = {
				type = annex_everything
				target = JAP
			}
			add_ideas = {
				AST_war_plan_japan
			}
		}
	}
	search_filters = {

	}
}
### Entity: Order of Battle
Component: Guilin Jingbei
Constructs: division_template
Source: game
File: history/units/GXC_1939.txt

Code:
division = {
	name = Guilin Jingbei
	location = 10404
	division_template = Binary Infantry
}
### Entity: Order of Battle
Component: Ceylon Defense Force
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/ENG_1936.txt

Code:
division = {
	name = Ceylon Defense Force
	location = 7260
	division_template = Colonial Garrison
	force_equipment_variants = {
		infantry_equipment_0 = {
			owner = ENG
		}
	}
	start_experience_factor = 0.1
	start_equipment_factor = 0.15
}
### Entity: Idea
Component: SUR_ai2
Source: game
File: common/ideas/suriname.txt

Code:
SUR_ai2 = {
	ledger = army
	picture = generic_army_african_3
	allowed = {
		original_tag = SUR
	}
	traits = {
		army_infantry_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Decision
Component: BEL_rekindle_the_red_flame_cat
Constructs: has_completed_focus, has_government
Source: game
File: common/decisions/categories/BEL_decision_categories.txt

Code:
BEL_rekindle_the_red_flame_cat = {
	icon = GFX_decision_category_generic_communism
	priority = 10
	allowed = {
		original_tag = BEL
	}
	visible = {
		has_completed_focus = BEL_raise_the_red_flag
		NOT = {
			has_government = communism
		}
	}
}
### Entity: Character
Component: AST_james_fairbairn
Source: game
File: common/characters/AST.txt

Code:
AST_james_fairbairn = {
	name = AST_james_fairbairn
	portraits = {
		army = {
			small = GFX_portrait_AST_james_fairbairn_small
		}
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = AST_james_fairbairn
		ledger = air
		allowed = {
			original_tag = AST
		}
		traits = {
			air_warfare_theorist
		}
		ai_will_do = {
			factor = 1
		}
	}
}
### Entity: National Focus
Tree: vnz_focus
Component: VNZ_economic_mobilisation
Constructs: prerequisite, limit, add_ideas, has_government, add_war_support, completion_reward, add_political_power, has_war_support
Source: game
File: common/national_focus/venice.txt

Code:
focus = {
	id = VNZ_economic_mobilisation
	icon = GFX_goal_fascist_factory
	cost = 10
	prerequisite = {
		focus = VNZ_rally_the_industrialists
	} {
		focus = VNZ_venitian_fascism
	}
	available = {
		has_government = fascism
	}
	relative_position_id = VNZ_rally_the_industrialists
	x = 1
	y = 1
	ai_will_do = {
		factor = 3
	}
	completion_reward = {
		if = {
			limit = {
				has_war_support = < 0.5
			}
			add_war_support = 0.1
		}
		else_if = {
			limit = {
				OR = {
					has_idea = war_economy tot_economic_mobilisation
				}
			}
			add_political_power = 150
		}
		else = {
			add_ideas = war_economy
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_build_docks1
Constructs: prerequisite, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_build_docks1
	icon = GFX_goal_generic_construct_naval_dockyard
	prerequisite = {
		focus = HON_build_civfact1 HON_build_milfact2
	}
	x = 37
	y = 3
	cost = 10
	ai_will_do = {
		factor = 10
		modifier = {
			factor = 4
			AND = {
				num_of_naval_factories = > 1
				date = < 1939.1.1
			}
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = dockyard
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Event
Component: r56.soviet.102
Constructs: is_triggered_only, ai_chance, fire_only_once, has_added_tension_amount, give_guarantee
Source: game
File: events/r56_Soviet.txt

Code:
country_event = {
	id = r56.soviet.102
	title = r56.soviet.102.t
	desc = r56.soviet.102.d
	picture = GFX_report_event_generic_read_write
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = r56.soviet.102.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 0.5
				FROM = {
					has_added_tension_amount = > 15
				}
			} {
				factor = 2
				FROM = {
					strength_ratio = {
						tag = ROOT
						ratio = > 1.2
					}
				}
			}
		}
		give_guarantee = FROM
		FROM = {
			give_guarantee = ROOT
		}
	} {
		name = r56.soviet.102.b
		ai_chance = {
			base = 10
		}
	}
}
### Entity: AI Strategy
Component: GER_blitzkrieg_russia_hard_air_north
Constructs: has_war_with
Source: game
File: common/ai_strategy/GER.txt

Code:
GER_blitzkrieg_russia_hard_air_north = {
	allowed = {
		original_tag = GER
	}
	enable = {
		date = < 1942.1.1
		OR = {
			focus_progress = {
				focus = GER_war_with_the_ussr
				progress = > 0.01
			}
			has_war_with = SOV
		}
		NOT = {
			GER = {
				controls_state = 188 189 814 11 815 190 809 808 810 12 811 13 812 191 813
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = strategic_air_importance
		id = 37
		value = 20000
	}
}
### Entity: Idea
Component: MNT_ar
Source: game
File: common/ideas/montenegro.txt

Code:
MNT_ar = {
	ledger = army
	picture = generic_army_europe_5
	allowed = {
		original_tag = MNT
	}
	traits = {
		army_regrouping_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: SWI_fascist_recruiter
Constructs: stability_factor, war_support_factor, fascism_drift, conscription_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
SWI_fascist_recruiter = {
	random = no
	sprite = 13
	fascism_drift = 0.07
	stability_factor = -0.1
	war_support_factor = 0.1
	conscription_factor = 0.1
}
### Entity: Scripted Effect
Component: ROOT_voted_nay_in_megali_convention_effect
Constructs: add_to_variable
Source: game
File: common/scripted_effects/GRE_scripted_effects.txt

Code:
ROOT_voted_nay_in_megali_convention_effect = {
	custom_effect_tooltip = ROOT_voted_nay_megali_effect
	hidden_effect = {
		add_to_variable = {
			var = global.convention_nays
			value = 1
		}
	}
}
### Entity: Event
Component: BBA_italy_civil_war.6
Constructs: is_triggered_only, add_opinion_modifier
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_civil_war.6
	title = BBA_italy_civil_war.6.t
	desc = BBA_italy_civil_war.6.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = BBA_italy_civil_war.6.a
		FROM = {
			end_puppet = ROOT
		}
		add_opinion_modifier = {
			target = FROM
			modifier = ITA_granted_us_independence
		}
	}
}
### Entity: Character
Component: XSM_ma_donghai
Source: game
File: common/characters/Warlords_China.txt

Code:
XSM_ma_donghai = {
	name = XSM_ma_donghai
	portraits = {
		army = {
			small = GFX_idea_generic_air_asia_2
		}
	}
	advisor = {
		slot = high_command
		idea_token = XSM_ma_donghai
		ledger = air
		allowed = {
			original_tag = XSM
		}
		traits = {
			air_close_air_support_2
		}
		cost = 100
		ai_will_do = {
			base = 1.0
		}
	}
}
### Entity: Event
Component: naw_norway.13
Constructs: is_triggered_only, ai_chance, limit, has_war_with, add_political_power, is_in_tech_sharing_group, add_to_tech_sharing_group, every_other_country
Source: game
File: events/NaW_Norway.txt

Code:
country_event = {
	id = naw_norway.13
	title = naw_norway.13.t
	desc = naw_norway.13.d
	picture = GFX_report_event_physics_lab_01
	is_triggered_only = yes
	option = {
		name = naw_norway.13.b
		ai_chance = {
			base = 90
		}
		add_political_power = -10
		if = {
			limit = {
				FROM = {
					NOT = {
						is_in_tech_sharing_group = NOR_allied_research
					}
				}
			}
			FROM = {
				add_to_tech_sharing_group = NOR_allied_research
			}
			every_other_country = {
				limit = {
					is_subject_of = FROM
					NOT = {
						is_in_tech_sharing_group = NOR_allied_research
					}
				}
				add_to_tech_sharing_group = NOR_allied_research
			}
		} {
			limit = {
				original_tag = ENG
				OR = {
					is_subject_of = FROM
					is_in_faction_with = FROM
				}
			}
			add_to_tech_sharing_group = NOR_allied_research
		} {
			limit = {
				original_tag = CAN
				OR = {
					is_subject_of = FROM
					is_in_faction_with = FROM
				} {
					is_subject_of = ENG
					is_in_faction_with = ENG
				}
			}
			add_to_tech_sharing_group = NOR_allied_research
		}
		every_other_country = {
			limit = {
				is_subject_of = ROOT
				NOT = {
					has_war_with = FROM
				} {
					is_in_tech_sharing_group = NOR_allied_research
				}
			}
			add_to_tech_sharing_group = NOR_allied_research
		}
		FROM = {
			country_event = {
				days = 1
				id = naw_norway.14
			}
		}
	} {
		name = naw_norway.13.c
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				has_opinion = {
					target = FROM
					value = > 80
				}
			}
		}
		FROM = {
			country_event = {
				days = 1
				id = naw_norway.15
			}
		}
	}
}
### Entity: Idea
Component: MEX_church_power_3
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/mexico_mtg_placeholder.txt

Code:
MEX_church_power_3 = {
	name = MEX_church_power_3
	picture = chi_war_of_resistance2
	allowed = {
		always = no
	}
	removal_cost = -1
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		stability_factor = 0.05
	}
}
### Entity: Character
Component: AUS_josef_teufl
Constructs: has_dlc, is_coastal
Source: game
File: common/characters/AUS.txt

Code:
AUS_josef_teufl = {
	advisor = {
		slot = navy_chief
		idea_token = AUS_josef_teufl
		allowed = {
			original_tag = AUS
			NOT = {
				has_dlc = Gotterdammerung
			}
		}
		traits = {
			navy_chief_naval_aviation_2
		}
		cost = 100
		ai_will_do = {
			base = 1
			modifier = {
				factor = 0.1
				any_controlled_state = {
					is_coastal = no
				}
			}
		}
	}
	name = AUS_josef_teufl
	portraits = {
		army = {
			small = GFX_idea_generic_navy_europe_3
		}
	}
}
### Entity: Modifier Reference
Construct: monthly_population
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## monthly_population

* Number with 1 decimal places
* **Categories**: country, war_production
### Entity: Order of Battle
Component: 8 Kokkyou Keibitai
Constructs: division_template
Source: game
File: history/units/JAP_1939.txt

Code:
division = {
	name = 8 Kokkyou Keibitai
	location = 1693
	division_template = Chuton-chi Shidan
	start_experience_factor = 0.1
	start_equipment_factor = 0.7
}