Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: blue_shirt_connections_0
Constructs: stability_factor, war_support_factor, fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
blue_shirt_connections_0 = {
	random = no
	war_support_factor = 0.05
	stability_factor = 0.05
	fascism_drift = 0.02
}
### Entity: National Focus
Tree: can_focus
Component: CAN_commit_to_the_war
Constructs: prerequisite, has_war, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/canada.txt

Code:
focus = {
	id = CAN_commit_to_the_war
	icon = GFX_goal_generic_attack_allies
	prerequisite = {
		focus = CAN_canada_wheat_board
	}
	x = 4
	y = 3
	relative_position_id = CAN_defence_of_canada_regulations
	cost = 10
	ai_will_do = {
		factor = 25
	}
	available = {
		has_war = yes
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = CAN_commit_to_the_war
	}
}
### Entity: Character
Component: MON_ganbaatar
Source: game
File: common/characters/MON.txt

Code:
MON_ganbaatar = {
	advisor = {
		cost = 100
		slot = theorist
		idea_token = MON_ganbaatar
		ledger = navy
		allowed = {
			original_tag = MON
		}
		traits = {
			naval_theorist
		}
	}
	name = MON_ganbaatar
	portraits = {
		army = {
			small = GFX_idea_generic_navy_asia_3
		}
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_subordinate_philippine_department
Constructs: prerequisite, completion_reward, is_ally_with, add_skill_level
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_subordinate_philippine_department
	icon = GFX_focus_PHI_subordinate_philippine_department
	prerequisite = {
		focus = PHI_bring_in_eisenhower
	}
	relative_position_id = PHI_bring_in_eisenhower
	x = -1
	y = 1
	cost = 5
	available = {
		is_ally_with = USA
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		show_unit_leaders_tooltip = USA_jonathan_wainwright
		USA_jonathan_wainwright = {
			add_skill_level = 1
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_CHARACTER
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_a_pragmatic_diplomacy
Constructs: prerequisite, limit, completion_reward, has_global_flag, add_country_leader_trait, has_country_leader, add_field_marshal_role
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_a_pragmatic_diplomacy
	icon = GFX_focus_usa_focus_on_asia
	x = 2
	y = 1
	relative_position_id = MON_dream_of_greater_mongolia
	cost = 4
	prerequisite = {
		focus = MON_dream_of_greater_mongolia
	}
	mutually_exclusive = {
		focus = MON_gather_ulaanbaatar_conference
	}
	available = {
		OR = {
			has_global_flag = MON_abandoned_ulaabaatar_conference_flag
			focus_progress = {
				focus = MON_gather_ulaanbaatar_conference
				progress = < 0
			}
		}
	}
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		add_country_leader_trait = generallissimo
		if = {
			limit = {
				has_country_leader = {
					character = MON_peljidiin_genden
					ruling_only = yes
				}
			}
			add_field_marshal_role = {
				character = MON_peljidiin_genden
				traits = {
					politically_connected media_personality harsh_leader
				}
				skill = 2
				attack_skill = 2
				defense_skill = 2
				planning_skill = 2
				logistics_skill = 1
			}
		} {
			limit = {
				has_country_leader = {
					character = MON_anandyn_amar
					ruling_only = yes
				}
			}
			add_field_marshal_role = {
				character = MON_anandyn_amar
				traits = {
					politically_connected media_personality homeland_connoisseur
				}
				skill = 2
				attack_skill = 2
				defense_skill = 1
				planning_skill = 2
				logistics_skill = 2
			}
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_the_red_menace
Constructs: prerequisite, limit, add_ideas, has_government, add_opinion_modifier, completion_reward, add_political_power, has_country_leader
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_the_red_menace
	icon = GFX_goal_SWE_red_menace
	prerequisite = {
		focus = SWE_gosta_bagge_i_cabinet
	}
	relative_position_id = SWE_gosta_bagge_i_cabinet
	x = 1
	y = 1
	cost = 5
	available = {
		has_country_leader = {
			character = SWE_gosta_bagge
			ruling_only = yes
		}
	}
	completion_reward = {
		add_country_leader_trait = r56_trait_opposed_to_communism
		add_ideas = FIN_communism_banned
		add_political_power = 50
		every_other_country = {
			limit = {
				has_government = communism
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = medium_decrease
			}
			add_ai_strategy = {
				type = alliance
				id = ROOT
				value = -40
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: rut_focus
Component: RUT_join_little_entente
Constructs: prerequisite, has_government, completion_reward, is_subject, is_in_faction, is_faction_leader, has_capitulated, add_to_faction
Source: game
File: common/national_focus/ruthenia.txt

Code:
focus = {
	id = RUT_join_little_entente
	icon = GFX_focus_generic_czech_ukrainian_deal
	prerequisite = {
		focus = RUT_a_free_rusyn_state
	}
	mutually_exclusive = {
		focus = RUT_join_intermarium RUT_join_cordon_sanitaire
	}
	relative_position_id = RUT_a_free_rusyn_state
	available = {
		OR = {
			has_government = democratic neutrality
		}
		is_subject = no
		is_in_faction = no
		CZE = {
			OR = {
				has_government = democratic neutrality
			}
			is_faction_leader = yes
			has_capitulated = no
		}
	}
	x = 0
	y = 2
	cost = 5
	available_if_capitulated = yes
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		CZE = {
			add_to_faction = RUT
		}
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_fund_education_ministries
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_fund_education_ministries
	icon = GFX_goal_generic_education
	x = 1
	y = 1
	prerequisite = {
		focus = PAL_mass_production_of_guns
	}
	cost = 7.2
	relative_position_id = PAL_mass_production_of_guns
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: Idea
Component: CHI_chinese_unity_3
Constructs: removal_cost
Source: game
File: common/ideas/china.txt

Code:
CHI_chinese_unity_3 = {
	picture = chi_chinese_unity
	name = CHI_chinese_unity_1
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		surrender_limit = 0.15
	}
}
### Entity: National Focus
Tree: waf_focus
Component: WAF_common_armament_program
Constructs: prerequisite, limit, has_government, every_country, completion_reward, is_faction_leader, random_owned_controlled_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/r56_west_african_shared.txt

Code:
focus = {
	id = WAF_common_armament_program
	icon = GFX_focus_generic_africa_liberation
	prerequisite = {
		focus = WAF_find_close_allies
	}
	x = -1
	y = 1
	relative_position_id = WAF_find_close_allies
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		is_faction_leader = yes
		num_faction_members = > 1
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		army_experience = 15
		add_command_power = 25
		every_country = {
			limit = {
				OR = {
					original_tag = MRT SEN GAM MLI GNB GNA SIE LIB IVO VOL GHA TOG DAH NGR NGA SOK BIA
				}
				is_in_faction_with = ROOT
				has_government = communism
			}
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = arms_factory
						size = > 1
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			}
			army_experience = 15
			add_command_power = 25
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: est_focus
Component: EST_chamber_of_deputies
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, random_owned_controlled_state, is_in_home_area, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/estonia.txt

Code:
focus = {
	id = EST_chamber_of_deputies
	icon = GFX_goal_generic_consumer_goods
	prerequisite = {
		focus = EST_establish_the_rahvuskogu
	} {
		focus = EST_ismaaliit
	}
	x = 0
	y = 1
	relative_position_id = EST_establish_the_rahvuskogu
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								free_building_slots = {
									building = industrial_complex
									size = > 0
									include_locked = yes
								}
								is_in_home_area = yes
							}
						}
					}
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		if = {
			limit = {
				has_idea = democratic_opposition_idea_1
			}
			swap_ideas = {
				remove_idea = democratic_opposition_idea_1
				add_idea = democratic_opposition_idea_2
			}
		}
	}
}
### Entity: On Action
Component: on_actions
Constructs: has_completed_focus, every_owned_state, add_equipment_to_stockpile, limit, add_ideas, remove_ideas, has_government, has_war_with
Source: game
File: common/on_actions/r56_china_and_co_on_actions.txt

Code:
on_actions = {
	on_peace = {
		effect = {
			IF = {
				limit = {
					has_country_flag = CHI_new_cuf_flag_to_be_sure_its_not_already_taken_lol
					NOT = {
						is_ally_with = CUG CHI
						original_tag = CHI
						tag = CUG
					}
				}
				clr_country_flag = CHI_new_cuf_flag_to_be_sure_its_not_already_taken_lol
			}
		} {
			IF = {
				limit = {
					all_country = {
						OR = {
							NOT = {
								has_country_flag = CHI_new_cuf_flag_to_be_sure_its_not_already_taken_lol
							}
							has_war_with_major = no
						}
					}
				}
				IF = {
					limit = {
						has_country_flag = CHI_new_cuf_flag_to_be_sure_its_not_already_taken_lol
						NOT = {
							is_faction_leader = yes
							tag = CUG
						}
					}
					country_event = {
						id = CHI_warlords.42
						days = 3
					}
				} {
					limit = {
						has_country_flag = CHI_new_cuf_flag_to_be_sure_its_not_already_taken_lol
						OR = {
							is_faction_leader = yes
							tag = CUG
						}
					}
					country_event = {
						id = CHI_warlords.42
						days = 24
					}
				}
			}
		}
	}
	on_state_control_changed = {
		effect = {
			IF = {
				limit = {
					ROOT = {
						OR = {
							is_literally_china = no
							AND = {
								is_subject = yes
								overlord = {
									NOT = {
										is_literally_china = yes
									}
								}
							}
						}
					}
					FROM = {
						is_literally_china = yes
						NOT = {
							has_war_with = CHI
							original_tag = PRC
						}
					}
					FROM.FROM = {
						OR = {
							state = 1114 613 1115 608 592 600 750 1116 1120 607
						}
						NOT = {
							has_state_flag = KMT_eco_collapse_state_triggered
						}
					}
				}
				FROM.FROM = {
					CHI = {
						country_event = KMT_event.105
					}
				} {
					set_state_flag = KMT_eco_collapse_state_triggered
				}
			}
			if = {
				limit = {
					ROOT = {
						NOT = {
							tag = MAN
						}
					}
					FROM = {
						tag = MAN
					}
					FROM.FROM = {
						is_core_of = MAN
					}
				}
				MAN = {
					add_power_balance_value = {
						id = MAN_kwantung_bop
						value = 0.15
						tooltip_side = MAN_dead_kwantung
					}
				}
			} {
				limit = {
					ROOT = {
						tag = MAN
					}
					FROM = {
						NOT = {
							tag = MAN
						}
					}
					FROM.FROM = {
						is_core_of = MAN
					}
				}
				MAN = {
					add_power_balance_value = {
						id = MAN_kwantung_bop
						value = -0.1
	
# ... (truncated)
### Entity: Game Data
Component: SUBDOCTRINE_SUBMARINE_WOLFPACKS
Constructs: xp_cost, equipment_bonus
Source: game
File: common/doctrines/subdoctrines/sea/navy_submarine_doctrines.txt

Code:
wolfpacks = {
    track = submarines
    name = SUBDOCTRINE_SUBMARINE_WOLFPACKS
    description = SUBDOCTRINE_SUBMARINE_WOLFPACKS_DESC
    icon = GFX_doctrine_wolfpacks_medium

    xp_cost = 100
    xp_type = navy

    available = {
        always = yes
    }

    ai_will_do = { 
        base = 1
        modifier = {
            factor = 75
            original_tag = GER
        }
    }

    # EFFECTS
	naval_retreat_speed_after_initial_combat = 0.15
	submarine = {
		max_organisation = 10
	}

    rewards = {
		predictive_expertise = {
			submarine = {
				naval_torpedo_hit_chance_factor = 0.05
			}
		}
		pack_search_patterns = {
			submarine = {
				surface_detection = 0.15
				convoy_raiding_coordination = 0.20
			}
		}
		improvisation = {
			submarine = {
				max_strength = 0.2
				max_organisation = 10
			}
		}
        rough_weather_procedure = {
			equipment_bonus = {
                ship_hull_submarine = {
				    naval_weather_penalty_factor = -0.15
		        }
            }
		}
		wolfpack_coordination = {
			submarine = {
				surface_detection = 0.15
				convoy_raiding_coordination = 0.10
			}
		}
    }
}
### Entity: Idea
Component: KMT_collectivist_propaganda
Constructs: has_government, removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_collectivist_propaganda = {
	removal_cost = -1
	picture = SOV_stakhanovite_movement
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			has_government = communism
		}
	}
	modifier = {
		production_factory_max_efficiency_factor = 0.05
		consumer_goods_factor = -0.1
	}
}
### Entity: Character
Component: SPA_martin_de_riquer
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/SPR.txt

Code:
SPA_martin_de_riquer = {
	name = SPA_martin_de_riquer
	portraits = {
		army = {
			small = GFX_idea_SPA_martin_de_riquer
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = SPA_martin_de_riquer
		name = SPA_martin_de_riquer
		allowed = {
			has_dlc = La Resistance
			OR = {
				original_tag = SPR CHL
			}
		}
		visible = {
			NOT = {
				tag = SPD SPC
			}
		}
		available = {
			OR = {
				has_completed_focus = SPA_supremacy_of_the_communion
				original_tag = CHL
			}
			custom_trigger_tooltip = {
				tooltip = SPA_not_republican_spain_tt
				NOT = {
					tag = SPD
				}
			}
		}
		traits = {
			carlist_intellectual
		}
	}
}
### Entity: Order of Battle
Component: 17a Brigada Legionario
Constructs: division_template
Source: game
File: history/units/SPA_Civil_War.txt

Code:
division = {
	name = 17a Brigada Legionario
	location = 3874
	division_template = Brigada Legionario
}
### Entity: State History
Component: 986
Constructs: add_core_of
Source: game
File: history/states/986-Zambesi.txt

Code:
state = {
	id = 986
	name = STATE_891
	manpower = 640000
	state_category = pastoral
	resources = {
		rubber = 1.0
	}
	history = {
		owner = ANG
		add_core_of = ANG
		buildings = {
			infrastructure = 1
		}
	}
	provinces = {
		1552 2126 4735 8054
	}
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Event
Component: wtt_soviet_hold_city.3
Constructs: is_triggered_only
Source: game
File: events/WTT_Soviet.txt

Code:
country_event = {
	id = wtt_soviet_hold_city.3
	title = wtt_soviet_hold_city_t_success
	desc = wtt_soviet_hold_city_d_success
	picture = GFX_report_event_stalin_propaganda
	is_triggered_only = yes
	option = {
		name = wtt_soviet_hold_city_o_success
	}
}
### Entity: Event
Component: prc.76
Constructs: is_triggered_only
Source: game
File: events/r56_prc.txt

Code:
country_event = {
	id = prc.76
	title = prc.76.t
	desc = prc.76.d
	picture = GFX_report_event_chinese_soldiers
	is_triggered_only = yes
	option = {
		name = prc.76.a
	}
}
### Entity: Character
Component: economic_manager
Constructs: stability_factor, industrial_capacity_factory, production_speed_buildings_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
economic_manager = {
	sprite = 14
	random = no
	stability_factor = -0.25
	resistance_growth = 0.2
	production_speed_buildings_factor = 0.2
	industrial_capacity_factory = 0.1
}
### Entity: Event
Component: sweden_auth.2
Constructs: is_triggered_only, ai_chance
Source: game
File: events/SWE_sweden.txt

Code:
country_event = {
	id = sweden_auth.2
	title = sweden_auth.2.t
	desc = sweden_auth.2.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = sweden_auth.2.a
		ai_chance = {
			base = 15
		}
		SWE = {
			country_event = {
				id = sweden_auth.22
			}
		}
	} {
		name = sweden_auth.2.b
		ai_chance = {
			base = 85
		}
		SWE = {
			country_event = {
				id = sweden_auth.23
			}
		}
	}
}
### Entity: Idea
Component: QAT_acd2
Source: game
File: common/ideas/qatar.txt

Code:
QAT_acd2 = {
	picture = generic_army_arab_1
	allowed = {
		original_tag = QAT
	}
	traits = {
		army_chief_defensive_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: GER_political_turmoil_idea
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/r56_germany.txt

Code:
GER_political_turmoil_idea = {
	removal_cost = -1
	allowed = {
		always = no
	}
	picture = chi_war_of_resistance
	modifier = {
		stability_factor = -0.2
		drift_defence_factor = -0.5
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_til_dovre_faller
Constructs: completion_reward, add_political_power
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_til_dovre_faller
	icon = GFX_focus_generic_home_defense
	x = 44
	y = 0
	cost = 10
	ai_will_do = {
		base = 10
		modifier = {
			factor = 2
			date = > 1939.1.1
		} {
			factor = 1.5
			date = > 1938.1.1
		}
	}
	available_if_capitulated = yes
	completion_reward = {
		add_political_power = 120
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: EAI_DD_2/cv_small_plane_cas_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_2/cv_small_plane_cas_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		cv_small_plane_cas_airframe = {
			build_cost_ic = -0.02
			instant = yes
		}
	}
}
### Entity: Character
Component: indies_councilor_bussche
Constructs: stability_factor, autonomy_gain, democratic_drift, neutrality_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
indies_councilor_bussche = {
	sprite = 13
	random = no
	autonomy_gain = 0.1
	stability_factor = 0.05
	democratic_drift = 0.01
	neutrality_drift = 0.04
}
### Entity: Modifier Reference
Component: PRC_pla_navy
Constructs: sortie_efficiency
Source: game
File: common/dynamic_modifiers/SEA_dynamic_modifiers.txt

Code:
PRC_pla_navy = {
	icon = GFX_idea_PRC_pla_navy
	enable = {
		always = yes
	}
	naval_accidents_chance = PRC_pla_navy_naval_accidents_chance
	naval_coordination = PRC_pla_navy_naval_coordination
	navy_org_factor = PRC_pla_navy_navy_org_factor
	navy_submarine_attack_factor = PRC_pla_navy_navy_submarine_attack_factor
	industrial_capacity_dockyard = PRC_pla_navy_industrial_capacity_dockyard
	sortie_efficiency = PRC_pla_navy_sortie_efficiency
	navy_max_range_factor = PRC_pla_navy_navy_max_range_factor
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_expand_rocketry
Constructs: prerequisite, completion_reward, add_tech_bonus, add_breakthrough_progress
Source: game
File: common/national_focus/r56_iceland.txt

Code:
focus = {
	id = ICE_expand_rocketry
	icon = GFX_focus_rocketry
	cost = 10
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = ICE_from_afar
	}
	x = 38
	y = 4
	completion_reward = {
		add_tech_bonus = {
			name = ICE_rocketry1
			bonus = 1
			ahead_reduction = 0.75
			uses = 1
			category = rocketry
		}
		custom_effect_tooltip = ICE_rocket_effort_tt generic_skip_one_line_tt
		add_breakthrough_progress = {
			specialization = specialization_air
			value = 0.5
		}
		hidden_effect = {
			add_tech_bonus = {
				name = ICE_rocketry2
				bonus = 1
				ahead_reduction = 1
				uses = 2
				technology = rocket_artillery rocket_artillery2 rocket_artillery3 rocket_artillery4
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: KMT_operation_pan_wang
Constructs: has_government, removal_cost, planning_speed
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_operation_pan_wang = {
	removal_cost = -1
	picture = FRA_scw_intervention_republicans_focus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		has_government = CUG
	}
	modifier = {
		planning_speed = 0.15
	}
	targeted_modifier = {
		tag = CUG
		attack_bonus_against = 0.1
		defense_bonus_against = 0.1
	}
}
### Entity: Event
Component: BBA_ethiopia_imperial_events.12
Constructs: is_triggered_only, ai_chance, annex_country
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_imperial_events.12
	title = BBA_ethiopia_imperial_events.12.t
	desc = BBA_ethiopia_imperial_events.12.desc
	is_triggered_only = yes
	picture = GFX_report_event_generic_sign_treaty1
	option = {
		name = BBA_ethiopia_imperial_events.12.a
		ai_chance = {
			base = 10
		}
		annex_country = {
			target = FROM
			transfer_troops = no
		}
	}
}
### Entity: Country Tag
Component: GNS
Constructs: has_country_flag
Source: game
File: common/country_tag_aliases/r56_tag_aliases.txt

Code:
GNS = {
	original_tag = GRE
	has_country_flag = r56_gre_scw_tag
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/YUN_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_0
			creator = YUN
		}
		requested_factories = 1
		progress = 0.82
		efficiency = 100
	}
}
### Entity: Event
Component: AAT_nordic_shared.1
Constructs: is_triggered_only, ai_chance, has_country_flag, set_variable, clr_country_flag
Source: game
File: events/AAT_nordic.txt

Code:
country_event = {
	id = AAT_nordic_shared.1
	title = AAT_nordic_shared.1.t
	picture = GFX_report_event_generic_sign_treaty2
	desc = {
		text = AAT_nordic_shared.1.desc_faction_member
		trigger = {
			has_country_flag = NORDIC_already_member_flag
		}
	} {
		text = AAT_nordic_shared.1.desc_non_faction_member
		trigger = {
			NOT = {
				has_country_flag = NORDIC_already_member_flag
			}
		}
	}
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			set_variable = {
				ROOT.neg_opinion = ROOT.opinion@FROM
			}
			multiply_variable = {
				ROOT.neg_opinion = -1
			}
		}
	}
	option = {
		name = AAT_nordic_shared.1.a
		ai_chance = {
			base = 100
			modifier = {
				add = ROOT.opinion@FROM
				always = yes
			}
		}
		trigger = {

		}
		NORDIC_add_to_nordic_alliance = yes
		clr_country_flag = NORDIC_already_member_flag
	} {
		name = AAT_nordic_shared.1.b
		ai_chance = {
			base = 100
			modifier = {
				add = ROOT.neg_opinion
				always = yes
			} {
				factor = 0
				has_country_flag = NORDIC_already_member_flag
			}
		}
		trigger = {

		}
		clr_country_flag = NORDIC_already_member_flag
	}
}
### Entity: Scripted Trigger
Component: GER_is_RKU_state
Source: game
File: common/scripted_triggers/GER_scripted_triggers.txt

Code:
GER_is_RKU_state = {
	OR = {
		state = 93 199 201 198 202 193 192 203 197 225 259 226 196 200 221 228 227 137 834
	}
}
### Entity: Event
Component: naw_norway.78
Constructs: is_triggered_only, add_to_faction
Source: game
File: events/NaW_Norway.txt

Code:
country_event = {
	id = naw_norway.78
	title = naw_norway.78.t
	desc = naw_norway.78.d
	picture = GFX_report_event_soldiers_in_france
	is_triggered_only = yes
	option = {
		name = naw_norway.78.a
		effect_tooltip = {
			add_to_faction = FROM
		}
	}
}