Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: ENG_george_vi
Constructs: has_government, removal_cost
Source: game
File: common/ideas/britain.txt

Code:
ENG_george_vi = {
	allowed = {
		original_tag = ENG
	}
	allowed_civil_war = {
		NOT = {
			has_government = communism
		} {
			any_other_country = {
				original_tag = ENG
				has_government = democratic
				NOT = {
					tag = ROOT
				}
			}
		}
	}
	picture = george_vi_ns
	removal_cost = -1
	traits = {
		popular_figurehead
	}
}
### Entity: Idea
Component: EAI_DD_9/modern_tank_destroyer_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_9/modern_tank_destroyer_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		modern_tank_destroyer_chassis = {
			build_cost_ic = -0.225
			instant = yes
		}
	}
}
### Entity: Order of Battle
Component: 2 Lujun Shi
Constructs: division_template
Source: game
File: history/units/CHI_1936.txt

Code:
division = {
	name = 2 Lujun Shi
	location = 11913
	division_template = Juntuán
	start_equipment_factor = 0.8
	start_experience_factor = 0.1
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/User%3AKaTiON.html

Doc:
KaTiON

Status

Editor
|

Forum account

Link
|

KaTiON is an editor of Paradox Wikis as well as a small-time modder.

Retrieved from "http://www.hoi4wiki.com/index.php?title=User:KaTiON&oldid=313"
### Entity: Character
Component: SOV_arseny_golovko
Constructs: limit, has_war_with, has_unit_leader, has_character_flag
Source: game
File: common/characters/SOV.txt

Code:
SOV_arseny_golovko = {
	name = SOV_arseny_golovko
	portraits = {
		navy = {
			small = GFX_idea_arseniy_golovko
		}
		army = {
			large = GFX_portrait_SOV_arseny_golovko
		}
	}
	advisor = {
		slot = high_command
		idea_token = arseniy_golovko
		ledger = navy
		allowed = {
			original_tag = SOV
		}
		available = {
			hidden_trigger = {
				NOT = {
					any_other_country = {
						has_war_with = SOV
						original_tag = SOV
						has_unit_leader = 409.0
					}
				}
			}
			if = {
				limit = {
					has_character_flag = SOV_exiled_flag
				}
				NOT = {
					has_character_flag = SOV_exiled_flag
				}
			}
		}
		traits = {
			navy_amphibious_assault_2
		}
		cost = 100
		ai_will_do = {
			base = 0.2
		}
	}
	navy_leader = {
		traits = {
			spotter arctic_water_expert
		}
		skill = 4
		attack_skill = 3
		defense_skill = 4
		maneuvering_skill = 3
		coordination_skill = 3
		legacy_id = 409
		visible = {
			NOT = {
				has_character_flag = SOV_exiled_flag
			}
		}
	}
}
### Entity: Unit Template
Component: FREN_ARM_03
Source: game
File: common/units/names_divisions/FREN_names_divisions.txt

Code:
FREN_ARM_03 = {
	name = Tank Brigade
	for_countries = {
		BRD CAM CAR CAY CHA CMR COG DAH GAB GDL GNA HAI IVO LAO MAD MLI NGR RCG RWA SEN TOG VOL
	}
	can_use = {
		always = yes
	}
	division_types = {
		light_armor medium_armor heavy_armor modern_armor
	}
	fallback_name = %dème Brigade Cuirassée
	ordered = {
		1 = {
			%dère Brigade Cuirassée
		}
		2 = {
			%dème Brigade Cuirassée
		}
		3 = {
			%dème Brigade Cuirassée
		}
		4 = {
			%dème Brigade Cuirassée
		}
		5 = {
			%dème Brigade Cuirassée
		}
		6 = {
			%dème Brigade Cuirassée
		}
		7 = {
			%dème Brigade Cuirassée
		}
		8 = {
			%dème Brigade Cuirassée
		}
		9 = {
			%dème Brigade Cuirassée
		}
		10 = {
			%dème Brigade Cuirassée
		}
	}
}
### Entity: Unit Template
Component: AUSHUN_PAR_01
Constructs: has_cosmetic_tag
Source: game
File: common/units/names_divisions/HUN_names_divisions.txt

Code:
AUSHUN_PAR_01 = {
	name = Aus-Hun. Paratrooper Divisions
	for_countries = {
		AUS HUN CZE
	}
	can_use = {
		has_cosmetic_tag = HUN_EMPIRE
	}
	division_types = {
		paratrooper
	}
	fallback_name = %d.Fallschirmjägerdivision
	ordered = {
		1 = {
			%d.Fallschirmjägerdivision
		}
		2 = {
			%d.Fallschirmjägerdivision
		}
		3 = {
			%d.Fallschirmjägerdivision
		}
		4 = {
			%d.Fallschirmjägerdivision
		}
		5 = {
			%d.Fallschirmjägerdivision
		}
		6 = {
			%d.Fallschirmjägerdivision
		}
		7 = {
			%d.Fallschirmjägerdivision
		}
		8 = {
			%d.Fallschirmjägerdivision
		}
		9 = {
			%d.Fallschirmjägerdivision
		}
		10 = {
			%d.Fallschirmjägerdivision
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_taiheyo_belt
Constructs: prerequisite, limit, completion_reward, is_fully_controlled_by, cancel_if_invalid, add_tech_bonus, add_building_construction, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_taiheyo_belt
	icon = GFX_focus_JAP_taiheiyo_belt
	x = -1
	y = 1
	relative_position_id = JAP_launch_the_income_doubling_plan
	prerequisite = {
		focus = JAP_launch_the_income_doubling_plan
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		282 = {
			is_fully_controlled_by = ROOT
		}
		532 = {
			is_fully_controlled_by = ROOT
		}
		531 = {
			is_fully_controlled_by = ROOT
		}
		529 = {
			is_fully_controlled_by = ROOT
		}
		528 = {
			is_fully_controlled_by = ROOT
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		add_tech_bonus = {
			bonus = 0.75
			uses = 1
			category = construction_tech
			name = JAP_taiheyo_belt
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt available_political_advisor
		IF = {
			limit = {
				282 = {
					infrastructure = < 5
				}
			}
			282 = {
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
				add_extra_state_shared_building_slots = 1
				add_dynamic_modifier = {
					modifier = JAP_taiheyo_belt_modifier
				}
			}
		} {
			limit = {
				532 = {
					infrastructure = < 5
				}
			}
			532 = {
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
				add_extra_state_shared_building_slots = 1
				add_dynamic_modifier = {
					modifier = JAP_taiheyo_belt_modifier
				}
			}
		} {
			limit = {
				531 = {
					infrastructure = < 5
				}
			}
			531 = {
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
				add_extra_state_shared_building_slots = 1
				add_dynamic_modifier = {
					modifier = JAP_taiheyo_belt_modifier
				}
			}
		} {
			limit = {
				529 = {
					infrastructure = < 5
				}
			}
			529 = {
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
				add_extra_state_shared_building_slots = 1
				add_dynamic_modifier = {
					modifier = JAP_taiheyo_belt_modifier
				}
			}
		} {
			limit = {
				528 = {
					infrastructure = < 5
				}
			}
			528 = {
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
				add_e
# ... (truncated)
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/Austria.html

Doc:
This article is considered accurate for the current version of the game.

Austria

Capital provinceVienna

Government typeRepublic

FactionNeutral

|
Please help improve this article or section by expanding it. |

Austria is a minor power in the southern part of Central Europe.

On March the 12th of 1938, Austrian National Socialists took over the government and German troops occupied the nation, on the next day, the "Anschluss von Österreich" was officially declared. Parliamentary elections were held on 10 April, asking whether voters approved the annexation of Austria. 98,9% said "yes".

Vienna was conquered on April the 13th of 1945, during a Soviet offensive.

Contents

1 Technology

2 Diplomacy

2.1 Alliances

2.2 Decisions

2.3 Events

3 Politics

3.1 Laws

3.2 Ministers

4 Intelligence

5 Economy

5.1 Industrial Production

6 Military

6.1 Army

6.2 Navy

6.3 Air Force

7 Strategies and Guides

7.1 Example Strategy

7.2 Miscellaneous tips
### Entity: Shared Focus
Tree: cel_focus
Component: CEL_newport_artillery
Constructs: shared_focus, prerequisite, limit, completion_reward, is_controlled_by, is_core_of, cancel_if_invalid, random_controlled_state
Source: game
File: common/national_focus/r56_celtic_shared.txt

Code:
shared_focus = {
	id = CEL_newport_artillery
	icon = GFX_goal_generic_army_artillery2
	relative_position_id = CEL_coal_mining
	prerequisite = {
		focus = CEL_coal_mining
	}
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	text_icon = NORDIC_focus_style
	available = {
		122 = {
			is_controlled_by = ROOT
			is_core_of = ROOT
		}
	}
	cancel_if_invalid = yes
	completion_reward = {
		random_controlled_state = {
			prioritize = {
				122
			}
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		add_tech_bonus = {
			name = artillery_bonus
			bonus = 1
			uses = 1
			ahead_reduction = 0.5
			category = artillery cat_anti_air cat_anti_tank
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Decision
Component: AFG_develop_central_asia_category
Constructs: has_completed_focus, limit, has_country_flag, fire_only_once, is_owned_and_controlled_by, is_core_of, is_fully_controlled_by, cancel_if_not_visible
Source: game
File: common/decisions/AFG.txt

Code:
AFG_develop_central_asia_category = {
	AFG_core_central_asian_state = {
		icon = GFX_decision_hol_exchange_intelligence_data
		allowed = {
			original_tag = AFG
		}
		available = {
			FROM = {
				is_owned_and_controlled_by = ROOT
			}
			IF = {
				limit = {
					FROM = {
						is_core_of = UZB
					}
				}
				has_completed_focus = AFG_development_in_uzb
			}
			ELSE_IF = {
				limit = {
					FROM = {
						is_core_of = TAJ
					}
				}
				has_completed_focus = AFG_development_in_taj
			} {
				limit = {
					FROM = {
						is_core_of = TMS
					}
				}
				has_completed_focus = AFG_development_in_tms
			}
			ROOT = {
				NOT = {
					has_country_flag = AFG_core_central_asian_state_in_progress
				}
			}
		}
		visible = {
			hidden_trigger = {
				has_completed_focus = AFG_central_asian_unification
			}
			FROM = {
				NOT = {
					is_core_of = ROOT
				}
				is_fully_controlled_by = ROOT
			}
		}
		state_target = any_owned_state
		target_trigger = {
			FROM = {
				OR = {
					is_core_of = UZB TAJ TMS
				}
			}
		}
		on_map_mode = map_and_decisions_view
		cost = 30
		fire_only_once = no
		days_remove = 30
		cancel_if_not_visible = yes
		complete_effect = {
			hidden_effect = {
				set_country_flag = AFG_core_central_asian_state_in_progress
			}
		}
		remove_effect = {
			FROM = {
				add_core_of = ROOT
			}
			hidden_effect = {
				clr_country_flag = AFG_core_central_asian_state_in_progress
			}
		}
		cancel_effect = {
			hidden_effect = {
				clr_country_flag = AFG_core_central_asian_state_in_progress
			}
		}
	}
}
### Entity: Modding Documentation
Construct: total_constructed_land_fort
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### total_constructed_land_fort
* description: Total constructions of land_fort
### Entity: Shared Focus
Tree: smb_focus
Component: SMB_raiding_fleet
Constructs: shared_focus, prerequisite, limit, completion_reward, has_doctrine, add_mastery_bonus
Source: game
File: common/national_focus/toa_shared_military_branch.txt

Code:
shared_focus = {
	id = SMB_raiding_fleet
	icon = GFX_goal_generic_navy_submarine
	prerequisite = {
		focus = SMB_purchase_cruisers_and_dreadnoughts
	}
	relative_position_id = SMB_purchase_cruisers_and_dreadnoughts
	mutually_exclusive = {
		focus = SMB_escort_fleet
	}
	x = 2
	y = 1
	cost = 10
	available = {

	}
	bypass = {

	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		navy_experience = 15
		if = {
			limit = {
				has_doctrine = new_convoy_raiding
			}
			add_mastery_bonus = {
				name = SMB_raiding_fleet
				bonus = 0.2
				days = 180
				grand_doctrine = new_convoy_raiding
			} {
				name = SMB_raiding_fleet
				bonus = 0.1
				days = 180
				track = submarines
			}
		}
		else = {
			add_mastery_bonus = {
				name = SMB_raiding_fleet
				bonus = 0.1
				days = 180
			} {
				name = SMB_raiding_fleet
				bonus = 0.1
				days = 180
				track = submarines
			}
		}
	}
}
### Entity: Country History
Country: SLO
Component: SLO_characters
Constructs: recruit_character
Source: game
File: history/countries/SLO - Slovakia.txt

Code:
# Leaders & Characters for SLO
recruit_character = SLO_jozef_tiso SLO_jaroslav_kratochvil SLO_vojtech_daubner SLO_jozef_hora SLO_frano_kral SLO_jozef_snejdarek SLO_fritz_gejza SLO_frantisek_sadek SLO_stefan_tiso SLO_cyril_kuchta SLO_jindrich_honzl SLO_frantisek_straka SLO_karol_sidor SLO_emil_lendvay SLO_jozef_turanec SLO_gustav_malar SLO_rudolf_viest SLO_janko_jesensky SLO_ferdinand_catlos SLO_anton_pulanick
### Entity: Modding Documentation
Construct: deltat
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## deltat
* Arguments: <speed factor>

control animation speeds
### Entity: Idea
Component: general_electric
Constructs: research_bonus
Source: game
File: common/ideas/usa.txt

Code:
general_electric = {
	allowed = {
		original_tag = USA
	}
	research_bonus = {
		electronics = 0.15
	}
	traits = {
		electronics_concern
	}
	modifier = {

	}
}
### Entity: Character
Component: WHY_aerodil
Source: game
File: common/characters/WHY.txt

Code:
WHY_aerodil = {
	name = Aerodil, Like Oil in Water
	portraits = {
		civilian = {
			large = gfx/leaders/USA/Portrait_USA_Earnest_King.dds
		}
	}
	navy_leader = {
		traits = {
			r56w_trait_navy_hates_water
		}
		skill = 5
		attack_skill = 5
		defense_skill = 5
		maneuvering_skill = 5
		coordination_skill = 4
		legacy_id = -1
	}
}
### Entity: AI Strategy
Component: r56_GER_market_management_for_SA_before_1937_ELS
Constructs: has_completed_focus, has_war, has_government, has_country_leader_with_trait
Source: game
File: common/ai_strategy/r56_GER.txt

Code:
r56_GER_market_management_for_SA_before_1937_ELS = {
	allowed = {
		original_tag = GER
	}
	enable = {
		ROOT = {
			has_government = fascism
			has_war = no
			NOT = {
				has_completed_focus = GER_demand_sudetenland
			}
		}
		ELS = {
			has_country_leader_with_trait = nationalistic_tendencies
		}
		date = < 1937.5.5
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = diplo_action_desire
		id = ELS
		target = market_access_rights
		value = 50
	} {
		type = equipment_market_trade_desire
		id = ELS
		value = 50
	} {
		type = support
		id = ELS
		value = 10
	}
}
### Entity: Scripted Effect
Component: ITA_improve_regia_aeronautica_dm_effect
Constructs: limit, has_dynamic_modifier, remove_dynamic_modifier, add_dynamic_modifier
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_improve_regia_aeronautica_dm_effect = {
	if = {
		limit = {
			has_dynamic_modifier = {
				modifier = ITA_regia_aeronautica_dynamic_modifier
			}
		}
		hidden_effect = {
			remove_dynamic_modifier = {
				modifier = ITA_regia_aeronautica_dynamic_modifier
			}
			add_dynamic_modifier = {
				modifier = ITA_regia_aeronautica_2_dynamic_modifier
			}
			if = {
				limit = {
					has_dynamic_modifier = {
						modifier = ITA_regia_marina_dynamic_modifier
					}
				}
				remove_dynamic_modifier = {
					modifier = ITA_regia_marina_dynamic_modifier
				}
				add_dynamic_modifier = {
					modifier = ITA_regia_marina_dynamic_modifier
				}
			}
			else_if = {
				limit = {
					has_dynamic_modifier = {
						modifier = ITA_regia_marina_2_dynamic_modifier
					}
				}
				remove_dynamic_modifier = {
					modifier = ITA_regia_marina_2_dynamic_modifier
				}
				add_dynamic_modifier = {
					modifier = ITA_regia_marina_2_dynamic_modifier
				}
			} {
				limit = {
					has_dynamic_modifier = {
						modifier = ITA_regia_marina_3_dynamic_modifier
					}
				}
				remove_dynamic_modifier = {
					modifier = ITA_regia_marina_3_dynamic_modifier
				}
				add_dynamic_modifier = {
					modifier = ITA_regia_marina_3_dynamic_modifier
				}
			}
		}
	}
	else_if = {
		limit = {
			has_dynamic_modifier = {
				modifier = ITA_regia_aeronautica_2_dynamic_modifier
			}
		}
		hidden_effect = {
			remove_dynamic_modifier = {
				modifier = ITA_regia_aeronautica_2_dynamic_modifier
			}
			add_dynamic_modifier = {
				modifier = ITA_regia_aeronautica_3_dynamic_modifier
			}
			if = {
				limit = {
					has_dynamic_modifier = {
						modifier = ITA_regia_marina_dynamic_modifier
					}
				}
				remove_dynamic_modifier = {
					modifier = ITA_regia_marina_dynamic_modifier
				}
				add_dynamic_modifier = {
					modifier = ITA_regia_marina_dynamic_modifier
				}
			}
			else_if = {
				limit = {
					has_dynamic_modifier = {
						modifier = ITA_regia_marina_2_dynamic_modifier
					}
				}
				remove_dynamic_modifier = {
					modifier = ITA_regia_marina_2_dynamic_modifier
				}
				add_dynamic_modifier = {
					modifier = ITA_regia_marina_2_dynamic_modifier
				}
			} {
				limit = {
					has_dynamic_modifier = {
						modifier = ITA_regia_marina_3_dynamic_modifier
					}
				}
				remove_dynamic_modifier = {
					modifier = ITA_regia_marina_3_dynamic_modifier
				}
				add_dynamic_mo
# ... (truncated)
### Entity: Country History
Country: GER
Component: GER_politics
Constructs: add_ideas, set_war_support, set_politics, set_popularities
Source: game
File: history/countries/GER - Germany.txt

Code:
# Politics & Parties for GER
set_war_support = 0.3
set_politics = {
	ruling_party = fascism
	last_election = 1933.3.5
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	democratic = 35
	fascism = 40
	communism = 10
	neutrality = 15
}
add_ideas = {
	sour_loser limited_exports limited_conscription partial_economic_mobilisation
}
### Entity: Scripted Effect
Component: EAI_get_land_facility_score
Constructs: limit, set_variable, is_core_of
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_NORMAL_effects.txt

Code:
EAI_get_land_facility_score = {
	set_variable = {
		EAI_land_facility_score = 1
	}
	if = {
		limit = {
			EAI_no_border = yes
		}
		multiply_variable = {
			EAI_land_facility_score = 5
		}
	} {
		limit = {
			EAI_no_enemy_border = yes
		}
		multiply_variable = {
			EAI_land_facility_score = 5
		}
	} {
		limit = {
			EAI_region_priority = yes
		}
		multiply_variable = {
			EAI_land_facility_score = 4
		}
	} {
		limit = {
			is_core_of = PREV
		}
		multiply_variable = {
			EAI_land_facility_score = 4
		}
	}
}
### Entity: Character
Component: heir_of_the_knight_king
Source: game
File: common/country_leader/r56_traits.txt

Code:
heir_of_the_knight_king = {
	random = no
	command_power_gain = 0.15
	hidden_modifier = {
		ai_get_ally_desire_factor = -10
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_sons_of_the_conquistador
Constructs: has_completed_focus, prerequisite, limit, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_sons_of_the_conquistador
	prerequisite = {
		focus = PRU_integrate_the_Quechuas_into_the_army
	} {
		focus = PRU_Royal_Construction_Program
	}
	mutually_exclusive = {
		focus = PRU_defend_our_empire
	}
	icon = GFX_focus_spa_strengthen_the_supreme_reality_of_spain
	x = -3
	y = 9
	relative_position_id = PRU_look_to_the_past
	cost = 3
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		if = {
			limit = {
				has_completed_focus = PRU_invite_carlos
			}
			swap_ideas = {
				remove_idea = PRU_royal_army_2
				add_idea = PRU_royal_army_3
			}
		} {
			limit = {
				has_completed_focus = PRU_appoint_a_peruvian_monarch
			}
			swap_ideas = {
				remove_idea = PRU_imperial_army_2
				add_idea = PRU_imperial_army_3
			}
		}
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_baltic_economic_union
Constructs: prerequisite, limit, add_ideas, completion_reward, is_faction_leader, add_offsite_building, every_other_country, is_baltic_country
Source: game
File: common/national_focus/lithuania.txt

Code:
focus = {
	id = LIT_baltic_economic_union
	icon = GFX_goal_generic_consumer_goods
	prerequisite = {
		focus = LIT_formalize_baltic_entente
	} {
		focus = LIT_restore_public_elections
	}
	x = 1
	y = 1
	relative_position_id = LIT_formalize_baltic_entente
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_faction_leader = yes
	}
	bypass = {

	}
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_offsite_building = {
			type = industrial_complex
			level = 1
		}
		add_ideas = {
			BALTIC_economic_union_1
		}
		every_other_country = {
			limit = {
				is_baltic_country = yes
				is_in_faction_with = ROOT
			}
			hidden_effect = {
				country_event = BALTIC_entente_events.1
			}
			add_ideas = {
				BALTIC_economic_union_1
			}
		}
	}
}
### Entity: Idea
Component: FSM_acgs
Source: game
File: common/ideas/micronesia.txt

Code:
FSM_acgs = {
	picture = generic_air_asia_3
	allowed = {
		original_tag = FSM
	}
	traits = {
		air_chief_ground_support_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: SEA_china_democratic.2
Constructs: is_triggered_only, ai_chance, fire_only_once, has_opinion, random_hours, add_to_faction
Source: game
File: events/SEA_Nat_China.txt

Code:
country_event = {
	id = SEA_china_democratic.2
	title = SEA_china_democratic.2.t
	desc = SEA_china_democratic.2.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = SEA_china_democratic.2.a
		ai_chance = {
			base = 90
			modifier = {
				strength_ratio = {
					tag = CHI
					ratio = < 0.8
				}
				factor = 1.5
			} {
				has_opinion = {
					target = CHI
					value = > 75
				}
				factor = 2
			}
		}
		FROM = {
			country_event = {
				id = SEA_china_democratic.3
				hours = 12
				random_hours = 24
			}
		}
		effect_tooltip = {
			FROM = {
				add_to_faction = ROOT
			}
		}
	} {
		name = SEA_china_democratic.2.b
		ai_chance = {
			base = 10
			modifier = {
				strength_ratio = {
					tag = CHI
					ratio = > 1.5
				}
				factor = 2
			} {
				has_opinion = {
					target = CHI
					value = < 25
				}
				factor = 2
			}
		}
		FROM = {
			country_event = {
				id = SEA_china_democratic.4
				hours = 12
				random_hours = 24
			}
		}
	}
}
### Entity: Decision
Component: JAP_the_co_prosperity_sphere_decisions
Source: game
File: common/decisions/categories/JAP_decision_categories.txt

Code:
JAP_the_co_prosperity_sphere_decisions = {
	icon = GFX_decision_category_jap_southern_expansion
	priority = 35
	picture = GFX_decision_cat_picture_JAP_greater_east_asia_co_prosperity_sphere
	visible_when_empty = no
	allowed = {
		original_tag = JAP
	}
	visible = {

	}
}
### Entity: Decision
Component: hashemite_federation_cat
Source: game
File: common/decisions/categories/IRQ_decision_categories.txt

Code:
hashemite_federation_cat = {
	icon = GFX_decision_category_generic_political_actions
	priority = 20
	visible_when_empty = no
	allowed = {
		original_tag = IRQ
	}
	visible = {

	}
}