Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: grn_focus
Component: GRN_encourage_fishing
Constructs: prerequisite, add_ideas, completion_reward, is_controlled_by, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/greenland.txt

Code:
focus = {
	id = GRN_encourage_fishing
	text = NOR_encourage_fishing
	icon = GFX_goal_NOR_fish
	prerequisite = {
		focus = GRN_develop_greenland
	}
	relative_position_id = GRN_develop_greenland
	x = -3
	y = 1
	cost = 5
	ai_will_do = {
		base = 10
	}
	available = {
		101 = {
			is_controlled_by = ROOT
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				101
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		add_ideas = NOR_fishing
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Unit Template
Component: LIT_ARM_01
Source: game
File: common/units/names_divisions/LIT_names_divisions.txt

Code:
LIT_ARM_01 = {
	name = Armored Division
	for_countries = {
		LIT
	}
	can_use = {
		always = yes
	}
	division_types = {
		light_armor medium_armor heavy_armor modern_armor
	}
	fallback_name = %s. Apsisarvavimas Divizija
	ordered = {
		1 = {
			%s. Apsisarvavimas Divizija
		}
		2 = {
			%s. Apsisarvavimas Divizija
		}
		3 = {
			%s. Apsisarvavimas Divizija
		}
		4 = {
			%s. Apsisarvavimas Divizija
		}
		5 = {
			%s. Apsisarvavimas Divizija
		}
		6 = {
			%s. Apsisarvavimas Divizija
		}
		7 = {
			%s. Apsisarvavimas Divizija
		}
		8 = {
			%s. Apsisarvavimas Divizija
		}
		9 = {
			%s. Apsisarvavimas Divizija
		}
		10 = {
			%s. Apsisarvavimas Divizija
		}
	}
}
### Entity: Scripted Effect
Component: RAJ_increase_agr_eco
Constructs: limit, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/r56_indian_provincial_elections.txt

Code:
RAJ_increase_agr_eco = {
	if = {
		limit = {
			has_idea = RAJ_agrarian_economy_famine
		}
		swap_ideas = {
			remove_idea = RAJ_agrarian_economy_famine
			add_idea = RAJ_agrarian_economy_recovery
		}
	}
	else_if = {
		limit = {
			has_idea = RAJ_agrarian_economy_recovery
		}
		swap_ideas = {
			remove_idea = RAJ_agrarian_economy_recovery
			add_idea = RAJ_agrarian_economy
		}
	} {
		limit = {
			has_idea = RAJ_agrarian_economy_1
		}
		swap_ideas = {
			remove_idea = RAJ_agrarian_economy_1
			add_idea = RAJ_agrarian_economy_2
		}
	} {
		limit = {
			has_idea = RAJ_agrarian_economy_2
		}
		swap_ideas = {
			remove_idea = RAJ_agrarian_economy_2
			add_idea = RAJ_agrarian_economy_3
		}
	} {
		limit = {
			has_idea = RAJ_agrarian_economy
		}
		swap_ideas = {
			remove_idea = RAJ_agrarian_economy
			add_idea = RAJ_agrarian_economy_1
		}
	}
}
### Entity: Scripted Trigger
Component: state_is_in_the_baltic_sea
Source: game
File: common/scripted_triggers/00_scripted_triggers.txt

Code:
state_is_in_the_baltic_sea = {
	OR = {
		state = 37 911 912 909 58 61 62 63 807 85 5 763 188 189 190 809 808 12 13 811 812 813 208 195 146 928 111 926 145 149 929 148 666 918 38 141 913 139 138 124
	}
}
### Entity: Misc Config
Component: non_communist_or_capitulated_countries_asia
Constructs: has_government, limit, is_on_continent, has_capitulated
Source: game
File: common/collections/collections.txt

Code:
non_communist_or_capitulated_countries_asia = {
	input = game:all_countries
	name = COLLECTION_COUNTRIES_ASIA_NON_COMMUNIST
	operators = {
		limit = {
			capital_scope = {
				is_on_continent = asia
			}
			OR = {
				NOT = {
					has_government = communism
				}
				AND = {
					has_capitulated = yes
					has_government = communism
				}
			}
		}
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_aeronautical_research_department
Constructs: prerequisite, add_ideas, completion_reward, is_historical_focus_on, has_global_flag
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_aeronautical_research_department
	icon = GFX_focus_generic_air_research_boost
	x = 1
	y = 1
	prerequisite = {
		focus = COG_force_arienne_congolaise
	}
	relative_position_id = COG_force_arienne_congolaise
	mutually_exclusive = {
		focus = COG_procure_foriegn_equipment
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	cost = 10
	ai_will_do = {
		base = 5
		modifier = {
			factor = 0
			is_historical_focus_on = yes
		}
	}
	bypass = {

	}
	available = {
		has_global_flag = COG_force_publique_reformed_flag
	}
	completion_reward = {
		add_ideas = HUN_indigenous_designs
	}
}
### Entity: Effect Reference
Construct: add_state_core
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## add_state_core

* Supported Scopes: COUNTRY
* Supported Targets: none

```
add core on state
```
### Entity: AI Strategy
Component: FRA_invasion_defense
Source: game
File: common/ai_navy/goals/goals_FRA.txt

Code:
FRA_invasion_defense = {
	objective_type = naval_invasion_defense
	available_for = {
		FRA
	}
	min_priority = 15
	max_priority = 20
}
### Entity: Character
Component: IRQ_rashid_ali_algaylani
Constructs: has_dlc
Source: game
File: common/characters/IRQ.txt

Code:
IRQ_rashid_ali_algaylani = {
	instance = {
		allowed = {
			has_dlc = Graveyard of Empires
		}
		name = IRQ_rashid_ali_algaylani
		portraits = {
			civilian = {
				large = GFX_portrait_iraq_rashid_al_gaylani
			}
		}
		country_leader = {
			ideology = fascism_ideology
			traits = {
				IRQ_arab_fascist_politician
			}
			expire = 1965.1.1.1
			id = -1
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Graveyard of Empires
			}
		}
		name = IRQ_rashid_ali_algaylani
		portraits = {
			civilian = {
				large = GFX_portrait_iraq_rashid_al_gaylani
			}
		}
		country_leader = {
			ideology = fascism_ideology
			expire = 1965.1.1.1
			id = -1
		}
	}
}
### Entity: Event
Component: AUS_political_events.117
Constructs: is_triggered_only, ai_chance
Source: game
File: events/WUW_Austria.txt

Code:
country_event = {
	id = AUS_political_events.117
	title = AUS_political_events.117.t
	desc = AUS_political_events.117.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = AUS_political_events.117.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: Event
Component: libya.22
Constructs: is_triggered_only, ai_chance, add_war_support, add_stability, declare_war_on, annex_everything
Source: game
File: events/tmodernevents.txt

Code:
country_event = {
	id = libya.22
	title = libya.22.t
	desc = libya.22.d
	picture = GFX_report_event_saf_coup
	is_triggered_only = yes
	option = {
		name = libya.22.a
		ai_chance = {
			base = 98
		}
		ARM = {
			add_stability = -0.05
			add_war_support = -0.8
		}
		AZR = {
			declare_war_on = {
				target = ARM
				type = annex_everything
			}
		}
		hidden_effect = {
			news_event = {
				id = news.616
				days = 2
			}
		}
	}
}
### Entity: Character
Component: CZE_alois_elias
Source: game
File: common/characters/CZE.txt

Code:
CZE_alois_elias = {
	name = CZE_alois_elias
	portraits = {
		army = {
			large = GFX_portrait_CZE_alois_elias
			small = GFX_portrait_CZE_alois_elias_small
		}
	}
	corps_commander = {
		traits = {
			politically_connected
		}
		skill = 2
		attack_skill = 1
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 2
		legacy_id = -1
		visible = {

		}
	}
}
### Entity: Scripted Effect
Component: EAI_MAP_operation_torch_theatre
Constructs: limit, every_state, add_to_array, set_variable
Source: game
File: common/scripted_effects/EAI_MAP_effects.txt

Code:
EAI_MAP_operation_torch_theatre = {
	every_state = {
		limit = {
			OR = {
				region = 182 126
			}
			NOT = {
				state = 665
			}
		}
		add_to_array = {
			global.EAI_MAP_allied_invasion_theatres = THIS.id
		}
	} {
		limit = {
			OR = {
				state = 118 116
			}
		}
		add_to_array = {
			global.EAI_MAP_allied_invasion_theatres = THIS.id
		}
	}
	set_variable = {
		global.EAI_MAP_allied_invasion_data_ST_end^_operation_id = global.EAI_MAP_allied_invasion_theatres^num
	} {
		global.EAI_MAP_allied_invasion_data_SA_end^_operation_id = global.EAI_MAP_allied_invasion_theatres^num
	} {
		global.EAI_MAP_allied_invasion_data_SR_end^_operation_id = global.EAI_MAP_allied_invasion_theatres^num
	} {
		global.EAI_MAP_allied_invasion_data_AR_end^_operation_id = global.EAI_MAP_allied_invasion_theatres^num
	} {
		global.EAI_MAP_allied_invasion_data_OB_end^_operation_id = global.EAI_MAP_allied_invasion_theatres^num
	}
	add_to_array = {
		global.EAI_MAP_allied_invasion_theatres = 48
	} {
		global.EAI_MAP_allied_invasion_theatres = 68
	} {
		global.EAI_MAP_allied_invasion_theatres = 47
	} {
		global.EAI_MAP_allied_invasion_theatres = 51
	} {
		global.EAI_MAP_allied_invasion_theatres = 182
	} {
		global.EAI_MAP_allied_invasion_theatres = 126
	} {
		global.EAI_MAP_allied_invasion_theatres = 225
	} {
		global.EAI_MAP_allied_invasion_theatres = 458
		 = .id
	} {
		global.EAI_MAP_allied_invasion_theatres = 461
		 = .id
	} {
		global.EAI_MAP_allied_invasion_theatres = 448
		 = .id
	}
}
### Entity: AI Strategy
Component: all_china_must_prosper_in_my_prosperity_sphere_SIC
Constructs: is_in_faction_with, is_subject_of
Source: game
File: common/ai_strategy/JAP.txt

Code:
all_china_must_prosper_in_my_prosperity_sphere_SIC = {
	allowed = {
		original_tag = JAP
	}
	enable = {
		OR = {
			NOT = {
				country_exists = CHI
			}
			CHI = {
				is_in_faction_with = JAP
				is_subject_of = JAP
			}
		}
		country_exists = SIC
		NOT = {
			SIC = {
				OR = {
					is_in_faction_with = JAP
					is_subject_of = JAP
				}
			}
		}
	}
	abort = {
		NOT = {
			country_exists = SIC
		}
		SIC = {
			OR = {
				is_in_faction_with = JAP
				is_subject_of = JAP
			}
		}
	}
	ai_strategy = {
		type = antagonize
		id = SIC
		value = 5000
	}
}
### Entity: Modifier Reference
Construct: max_dig_in_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## max_dig_in_factor

* Number with 1 decimal places
* **Categories**: army, defensive
### Entity: Event
Component: egypt.45
Constructs: is_triggered_only, limit, owns_state, has_country_flag, add_stability, fire_only_once, add_political_power
Source: game
File: events/egypt.txt

Code:
country_event = {
	id = egypt.45
	picture = GFX_report_event_por_return_of_the_monarchy
	title = egypt.45.t
	desc = egypt.45.d
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = egypt.45.a
		trigger = {
			tag = EGY
		}
		if = {
			limit = {
				has_country_flag = EGY_recognise_the_suez_canal_company_flag
			}
			add_stability = -0.05
		}
		else = {
			add_stability = -0.02
		}
	} {
		name = egypt.45.b
		trigger = {
			owns_state = 901
		}
		add_political_power = 10
	}
}
### Entity: Order of Battle
Component: Cairo Force
Constructs: division_template
Source: game
File: history/units/ENG_1936.txt

Code:
division = {
	name = Cairo Force
	location = 7011
	division_template = Colonial Garrison
	start_experience_factor = 0.1
	start_equipment_factor = 0.5
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_sea_air
Constructs: prerequisite, limit, completion_reward, has_dlc, add_tech_bonus
Source: game
File: common/national_focus/r56_iceland.txt

Code:
focus = {
	id = ICE_sea_air
	icon = GFX_goal_generic_air_naval_bomber
	ai_will_do = {
		factor = 1
	}
	cost = 10
	prerequisite = {
		focus = ICE_coastguard
	}
	x = 40
	y = 1
	completion_reward = {
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			add_tech_bonus = {
				name = ICE_sea_air
				bonus = 1
				uses = 1
				category = air_equipment
			} {
				name = ICE_sea_air
				bonus = 1
				uses = 1
				category = cat_torpedoes
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		else = {
			add_tech_bonus = {
				name = ICE_airsea_tech
				bonus = 1
				uses = 1
				category = air_equipment
			} {
				name = ICE_airsea_tech2
				bonus = 1
				uses = 1
				category = naval_bomber
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_86
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_86 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 86
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 86
	}
}
### Entity: Idea
Component: POL_pws
Constructs: has_dlc, research_bonus, equipment_bonus
Source: game
File: common/ideas/poland.txt

Code:
POL_pws = {
	picture = generic_air_manufacturer_1
	allowed = {
		original_tag = POL
		has_dlc = Poland: United and Ready
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		light_aircraft_manufacturer
	}
	equipment_bonus = {

	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Shared Focus
Component: CONGO_cheap_labor
Constructs: shared_focus, prerequisite, has_war_with, completion_reward, has_subject, has_global_flag, add_autonomy_score, add_to_variable
Source: game
File: common/national_focus/congo_shared.txt

Code:
shared_focus = {
	id = CONGO_cheap_labor
	dynamic = yes
	icon = GFX_focus_generic_full_employment
	prerequisite = {
		focus = CONGO_societe_generale_de_belgique
	}
	relative_position_id = CONGO_societe_generale_de_belgique
	x = 0
	y = 2
	cost = 10
	text_icon = CONGO_BEL_focus_style
	search_filters = {
		FOCUS_FILTER_TFV_AUTONOMY FOCUS_FILTER_HISTORICAL
	}
	available = {
		original_tag = BEL
		has_subject = COG
		NOT = {
			OR = {
				has_war_with = BEL COG
				has_global_flag = CONGO_independence_war_ongoing
			}
		}
	}
	available_if_capitulated = yes
	completion_reward = {
		COG = {
			add_autonomy_score = {
				value = 250
				localization = CONGO_cheap_labor
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt modify_COG_belgian_congo_colonial_dynamic_modifier_tt
		add_to_variable = {
			BEL.COG_belgian_congo_colonial_dynamic_modifier_local_resources_factor = 0.1
			tooltip = local_resources_factor_tt
		} {
			BEL.COG_belgian_congo_colonial_dynamic_modifier_stability_factor = -0.05
			tooltip = stability_factor_tt
		}
		hidden_effect = {
			COG = {
				unlock_national_focus = CONGO_cheap_labor
				force_update_dynamic_modifier = yes
			}
			CONGO_one_more_focus_done = yes
		}
	}
}
### Entity: Wiki Documentation
Construct: Content_from_other_sources
Source: wiki
File: wiki/Hearts_of_Iron_4_Wiki%3ACopyrights.html

Doc:
Content from other sources
Wikipedia
Under Wikipedia's CC-BY-SA license, content from Wikipedia may be copied with proper attribution. Editors must make note of their source being Wikipedia in their edit summary. Editors should note that copyright of images on Wikipedia is typically not held by the WikiMedia Foundation. Images used with permission on Wikipedia may not be usable here, and whether use of a copyrighted image qualifies as fair use must be examined uniquely for use on this wiki.

Uploaded files
The Paradox Wikis' license only applies to files (such as images) insofar as they are part of a wiki article. Copyright for the source files varies: they may be in the public domain, used with permission or in a way that constitutes fair use. Editors must specify the copyright status of files they upload; files that remain without a copyright status notice will be deleted. Fair use in a wiki article does not imply that a different use of the same file may be considered fair use.

Retrieved from "http://www.central.paradoxwikis.com/index.php?title=Central:Copyrights&oldid=287"
### Entity: National Focus
Tree: lit_focus
Component: LIT_Aviation_Effort
Constructs: limit, completion_reward, random_owned_controlled_state, add_building_construction, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_Aviation_Effort
	icon = GFX_goal_generic_airport
	x = 25
	y = 0
	cost = 10
	available_if_capitulated = yes
	available = {

	}
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		air_experience = 25
		random_owned_controlled_state = {
			prioritize = {
				189
			}
			limit = {
				free_building_slots = {
					building = air_base
					size = > 1
				}
			}
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			}
		} {
			prioritize = {
				11
			}
			limit = {
				free_building_slots = {
					building = air_base
					size = > 1
				}
			}
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			}
		}
		add_doctrine_cost_reduction = {
			name = air_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = air_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: SEA_japan_foreign_policy.116
Constructs: is_triggered_only, ai_chance, limit, every_country, has_country_flag, fire_only_once, every_subject_country, clr_country_flag
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_foreign_policy.116
	title = SEA_japan_foreign_policy.116.t
	desc = SEA_japan_foreign_policy.116.desc
	picture = GFX_report_event_generic_sign_treaty3
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = SEA_japan_foreign_policy.116.a
		ai_chance = {
			base = 10
		}
		FROM = {
			every_subject_country = {
				limit = {
					has_country_flag = JAP_this_is_the_country_being_negotiated_at_the_moment
				}
				drop_cosmetic_tag = yes
				ROOT = {
					puppet = PREV
				}
			}
		}
		hidden_effect = {
			every_country = {
				limit = {
					has_country_flag = JAP_this_is_the_country_being_negotiated_at_the_moment
				}
				clr_country_flag = JAP_this_is_the_country_being_negotiated_at_the_moment
			}
		}
	}
}
### Entity: Character
Component: HAZ_muhammad_ibrahim_khan
Source: game
File: common/characters/HAZ.txt

Code:
HAZ_muhammad_ibrahim_khan = {
	name = HAZ_muhammad_ibrahim_khan
	portraits = {
		civilian = {
			large = gfx/leaders/HAZ/r56_portrait_HAZ_Muhammad_Ibrahim_Khan.dds
		}
	}
	country_leader = {
		ideology = despotism
		expire = 1960.1.1
		id = -1
	}
}
### Entity: Event
Component: wuw_GER_realpolitik.53
Constructs: is_triggered_only, ai_chance, limit, add_stability, fire_only_once, add_political_power, is_in_faction_with, create_wargoal
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_realpolitik.53
	title = wuw_GER_realpolitik.53.t
	desc = wuw_GER_realpolitik.53.desc
	picture = GFX_report_event_generic_polish_machinegunners
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = wuw_GER_realpolitik.53.a
		ai_chance = {
			factor = 95
		}
		if = {
			limit = {
				ROOT = {
					is_in_faction_with = HUN
				}
			}
			HUN = {
				create_wargoal = {
					type = take_claimed_state
					target = FROM
				}
			}
		}
		else_if = {
			limit = {
				ROOT = {
					is_in_faction_with = AUS
				}
			}
			AUS = {
				create_wargoal = {
					type = take_claimed_state
					target = FROM
				}
			}
		}
		else = {
			create_wargoal = {
				type = take_claimed_state
				target = FROM
			}
		}
	} {
		name = wuw_GER_realpolitik.53.b
		ai_chance = {
			factor = 5
		}
		add_political_power = 25
		add_stability = -0.02
	}
}
### Entity: Achievement
Component: the_lenin_boys_are_back_in_town
Constructs: has_government, has_completed_focus, is_ironman, has_start_date, has_any_custom_difficulty_setting, is_fully_controlled_by
Source: game
File: common/achievements.txt

Code:
the_lenin_boys_are_back_in_town = {
	id = 221
	possible = {
		tag = HUN
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
	}
	happened = {
		HUN = {
			has_completed_focus = wuw_HUN_reinstate_the_lenin_boys
			has_government = communism
			195 = {
				is_fully_controlled_by = HUN
			}
		}
	}
}
### Entity: Event
Component: luxembourg.261
Constructs: is_triggered_only, create_wargoal, puppet_wargoal_focus
Source: game
File: events/r56_luxembourg.txt

Code:
country_event = {
	id = luxembourg.261
	title = luxembourg.261.t
	desc = luxembourg.261.d
	is_triggered_only = yes
	option = {
		name = luxembourg.261.a
		create_wargoal = {
			target = event_target:LUX_invasion_target
			type = puppet_wargoal_focus
		}
	}
}
### Entity: Shared Focus
Tree: bal_focus
Component: BAL_UNIFIED_exploit_our_common_resources
Constructs: shared_focus, prerequisite, add_ideas, completion_reward, has_idea, allow_branch
Source: game
File: common/national_focus/r56_baltic_shared.txt

Code:
shared_focus = {
	id = BAL_UNIFIED_exploit_our_common_resources
	icon = GFX_goal_excavation
	cost = 10
	prerequisite = {
		focus = BAL_UNIFIED_baltic_unification
	}
	relative_position_id = BAL_UNIFIED_baltic_unification
	x = 0
	y = 1
	ai_will_do = {
		factor = 10
	}
	text_icon = NORDIC_focus_style
	available = {
		NOT = {
			has_idea = generic_recent_economic_unification
		}
	}
	bypass = {

	}
	allow_branch = {

	}
	completion_reward = {
		add_ideas = YUG_idea_expanded_mining_industry
	}
}
### Entity: Event
Component: rt56.rom_peace_front.2
Constructs: is_triggered_only
Source: game
File: events/r56_romania.txt

Code:
country_event = {
	id = rt56.rom_peace_front.2
	title = rt56.rom_peace_front.2.t
	desc = rt56.rom_peace_front.2.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = rt56.rom_peace_front.2.a
		ROM = {
			diplomatic_relation = {
				country = FROM
				relation = military_access
				active = yes
			}
		}
		FROM = {
			diplomatic_relation = {
				country = ROM
				relation = military_access
				active = yes
			}
		}
	}
}
### Entity: Modifier Reference
Component: GER_proletariat_uprising_modifier
Constructs: has_government, remove_trigger
Source: game
File: common/dynamic_modifiers/wuw_dynamic_modifiers.txt

Code:
GER_proletariat_uprising_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_GER_socialist_movement
	remove_trigger = {
		OR = {
			GER = {
				has_government = communism
			}
			ROOT = {
				NOT = {
					controller = {
						original_tag = GER
					}
				}
			}
		}
	}
	state_production_speed_buildings_factor = -0.25
	state_resources_factor = -0.25
	local_factories = -0.25
	recruitable_population_factor = 0.15
}