Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: SOV_set_civil_war_state
Constructs: limit, set_state_flag, clr_state_flag
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_set_civil_war_state = {
	custom_effect_tooltip = SOV_set_civil_war_state_tt
	IF = {
		limit = {
			SOV_is_left_opposition = yes
		}
		FROM = {
			set_state_flag = SOV_left_opposition_state
		} {
			clr_state_flag = SOV_is_aligning_left
		}
	}
	ELSE_IF = {
		limit = {
			SOV_is_right_opposition = yes
		}
		FROM = {
			set_state_flag = SOV_right_opposition_state
		} {
			clr_state_flag = SOV_is_aligning_right
		}
	} {
		limit = {
			SOV_is_exiles = yes
		}
		FROM = {
			set_state_flag = SOV_exiles_state
		} {
			clr_state_flag = SOV_is_aligning_exiles
		}
	}
}
### Entity: Event
Component: mtg_news.12
Constructs: is_triggered_only
Source: game
File: events/MTG_NewsEvents.txt

Code:
news_event = {
	id = mtg_news.12
	title = mtg_news.12.t
	desc = mtg_news.12.desc
	picture = GFX_news_event_generic_sign_treaty3
	major = yes
	is_triggered_only = yes
	option = {
		name = mtg_news.12.a
		trigger = {
			original_tag = ENG
		}
	} {
		name = mtg_news.12.b
		trigger = {
			original_tag = GER
		}
	} {
		name = mtg_news.12.c
		trigger = {
			original_tag = HOL
		}
	} {
		name = mtg_news.12.d
		trigger = {
			NOT = {
				original_tag = ENG
			} {
				original_tag = GER
			} {
				original_tag = HOL
			}
		}
	}
}
### Entity: Character
Component: SEN_pot
Source: game
File: common/characters/SEN.txt

Code:
SEN_pot = {
	advisor = {
		slot = political_advisor
		idea_token = SEN_pot
		allowed = {
			original_tag = SEN
		}
		traits = {
			prince_of_terror
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_2
		}
	}
}
### Entity: AI Strategy
Component: POL_monarchy_commonwealth_plan
Constructs: has_country_flag, has_game_rule, is_subject
Source: game
File: common/ai_strategy_plans/POL_alternate_strategy_plan.txt

Code:
POL_monarchy_commonwealth_plan = {
	name = POL commonwealth plan
	desc = 
	allowed = {
		original_tag = POL
	}
	enable = {
		OR = {
			has_country_flag = POL_AI_RANDOM_COMMONWEALTH
			has_game_rule = {
				rule = POL_ai_behavior
				option = COMMONWEALTH
			}
		}
		has_DLC = No Step Back
	}
	abort = {
		is_subject = yes
	}
	ai_national_focuses = {
		POL_assemble_the_regency_council POL_fulfil_fifth_of_november POL_the_four_year_plan POL_central_region_strategy POL_expansion_of_new_towns POL_fill_the_railways_gaps POL_agrarian_reform POL_claiming_lithuania POL_restoration_of_the_royal_sejm POL_support_monarchism_in_LIT POL_institute_royal_guards POL_arm_monarchist_militants POL_develop_polish_ship_building POL_attract_poles_to_gdynia POL_study_foreign_built_ships POL_expand_gdynia_seaport POL_additional_research_slot1 POL_king_of_lithuania POL_LIT_union POL_lithuanian_rail POL_merge_the_arms_industries POL_claim_livonia POL_invest_in_the_old_polish_region POL_modernize_congressional_factories POL_warsaw_main_railway_station POL_claim_prussia POL_claim_greater_lithuania POL_greater_commonwealth
	}
	research = {

	}
	ideas = {

	}
	traits = {
		captain_of_industry = 10
		popular_figurehead = 5
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Achievement
Component: freegypt
Constructs: has_country_flag, is_ironman, has_start_date, has_any_custom_difficulty_setting
Source: game
File: common/achievements.txt

Code:
freegypt = {
	id = 44
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
	}
	happened = {
		tag = EGY
		has_country_flag = achievement_EGY_colony achievement_EGY_dominion achievement_EGY_free
	}
}
### Entity: Decision
Component: PRC_guerilla_suppression_sea_cat
Constructs: has_completed_focus, limit, has_country_flag, fire_only_once, add_political_power, has_dynamic_modifier, has_political_power, cancel_trigger
Source: game
File: common/decisions/PRC.txt

Code:
PRC_guerilla_suppression_sea_cat = {
	PRC_root_out_guerilla_fighters = {
		priority = 90
		icon = GFX_decision_oppression
		available = {
			NOT = {
				has_country_flag = PRC_currently_rooting_out_guerilla_sympathizers
			}
		}
		state_target = yes
		target_array = PRC.core_states
		on_map_mode = map_only
		target_root_trigger = {
			IF = {
				limit = {
					original_tag = JAP
				}
				NOT = {
					has_completed_focus = JAP_intensify_anti_guerilla_operations
				}
			}
		}
		target_trigger = {
			FROM = {
				OR = {
					has_dynamic_modifier = {
						modifier = PRC_guerilla_cells_active_1
					} {
						modifier = PRC_guerilla_cells_active_2
					} {
						modifier = PRC_anti_japanese_base
					}
				}
			}
		}
		visible = {
			FROM = {
				state_is_fully_controlled_by_ROOT_or_subject = yes
			}
			IF = {
				limit = {
					original_tag = JAP
				}
				NOT = {
					has_completed_focus = JAP_intensify_anti_guerilla_operations
				}
			}
		}
		ai_hint_pp_cost = 50
		custom_cost_trigger = {
			command_power = > 49
			has_political_power = > 49
		}
		custom_cost_text = decision_cost_CP_50_pp_50
		fire_only_once = no
		days_remove = 30
		ai_will_do = {
			base = 2
			modifier = {
				factor = 1.5
				command_power = > 99
			} {
				factor = 1.5
				has_political_power = > 99
			} {
				factor = 0.5
				amount_taken_ideas = {
					amount = < 2
					slots = {
						political_advisor
					}
				}
			} {
				factor = 0.5
				amount_taken_ideas = {
					amount = < 3
					slots = {
						political_advisor
					}
				}
			} {
				factor = 0.5
				amount_taken_ideas = {
					amount = < 1
					slots = {
						high_command
					}
				}
			} {
				factor = 0.5
				amount_taken_ideas = {
					amount = < 2
					slots = {
						high_command
					}
				}
			} {
				factor = 0.5
				amount_taken_ideas = {
					amount = < 1
					slots = {
						theorist
					}
				}
			}
		}
		cancel_trigger = {
			FROM = {
				state_is_fully_controlled_by_ROOT_or_subject = no
			}
		}
		cancel_effect = {
			clr_country_flag = PRC_currently_establishing_anti_japanese_base_state
		}
		complete_effect = {
			set_country_flag = PRC_currently_establishing_anti_japanese_base_state
			hidden_effect = {
				add_political_power = -50
				add_command_power = -50
			}
		}
		remove_effect = {
			clr_country_flag = PRC_currently_establishing_anti_japanese_base_state
			FROM = {
				if = {
					limit = {

# ... (truncated)
### Entity: Event
Component: hon.59
Constructs: is_triggered_only
Source: game
File: events/honduras.txt

Code:
country_event = {
	id = hon.59
	title = hon.59.t
	desc = hon.59.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = hon.59.a
		CUB = {
			transfer_state = 689 690 693 308 692 691
		}
	}
}
### Entity: AI Strategy
Component: HUN_modern_tanks
Constructs: has_war, is_major, any_of
Source: game
File: common/ai_equipment/HUN_tank.txt

Code:
HUN_modern_tanks = {
	category = land
	blocked_for = {

	}
	available_for = {
		HUN
	}
	roles = {
		land_modern_tank
	}
	priority = {
		factor = 200
		modifier = {
			num_of_factories = < 100
			factor = 0
		}
	}
	basic_modern_tank_default = {
		priority = {
			factor = 10
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = modern_tank_chassis
			modules = {
				main_armament_slot = {
					any_of = {
						tank_heavy_cannon_3 tank_high_velocity_cannon_3 tank_heavy_cannon_2 tank_high_velocity_cannon_2 tank_heavy_cannon
					}
				}
				turret_type_slot = tank_modern_tank_turret
				suspension_type_slot = tank_torsion_bar_suspension
				armor_type_slot = tank_cast_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = tank_radio_module
				special_type_slot_2 = smoke_launchers
				special_type_slot_3 = easy_maintenance
				special_type_slot_4 = sloped_armor
			}
			upgrades = {
				tank_nsb_engine_upgrade = 12
				tank_nsb_armor_upgrade = {
					base = 4
					modifier = {
						add = 3
						has_war = yes
					} {
						any_enemy_country = {
							is_major = yes
						}
						add = 2
					}
				}
			}
		}
		allowed_modules = {
			tank_high_velocity_cannon_2 tank_high_velocity_cannon_3 tank_heavy_cannon tank_heavy_cannon_2 tank_heavy_cannon_3 tank_modern_tank_turret tank_torsion_bar_suspension tank_cast_armor tank_diesel_engine sloped_armor smoke_launchers easy_maintenance tank_radio_3 tank_radio_2 tank_radio_1
		}
	}
}
### Entity: State History
Component: 947
Constructs: add_core_of
Source: game
File: history/states/947 - Tacna.txt

Code:
state = {
	id = 947
	name = STATE_947
	resources = {
		tungsten = 2
	}
	state_category = rural
	history = {
		owner = PRU
		add_core_of = PRU
		buildings = {
			infrastructure = 2
			industrial_complex = 1
		}
		victory_points = {
			13086 2
		}
	}
	provinces = {
		13086 13287
	}
	manpower = 130000
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Scripted Effect
Component: SOV_promote_to_country_leader_kamenev
Constructs: add_country_leader_role, set_country_flag
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_promote_to_country_leader_kamenev = {
	add_country_leader_role = {
		character = SOV_lev_kamenev
		country_leader = {
			ideology = marxism
			traits = {
				the_faded_star
			}
			expire = 1965.1.1.1
		}
		promote_leader = yes
	}
	SOV = {
		set_country_flag = SOV_kamenev_country_leader_flag
	}
}
### Entity: Special Project
Component: sp_commercial_nuclear_reactor
Constructs: limit, fire_only_once, set_technology, add_political_power, resource_cost, has_dlc, has_tech, remove_building
Source: game
File: common/special_projects/projects/nuclear_projects.txt

Code:
sp_commercial_nuclear_reactor = {
	specialization = specialization_nuclear
	icon = GFX_sp_commercial_nuclear_reactor
	project_tags = sp_tag_nuclear_power
	prototype_time = sp_time.prototype.long
	complexity = sp_complexity.large
	special_project_parent = {
		sp_nuclear_reactor
	}
	resource_cost = {
		resources = {
			steel = 6
			tungsten = 4
			chromium = 7
		}
	}
	allowed = {
		has_dlc = Gotterdammerung
	}
	available = {
		FROM = {
			has_tech = construction4
		}
	}
	project_output = {
		country_effects = {
			custom_override_tooltip = {
				tooltip = {
					localization_key = SP_UNLOCK_BUILDING_ICON_DESC
					BUILDING = commercial_nuclear_reactor
					BUILDING_DESCRIPTION = commercial_nuclear_reactor_desc
					ICON_FRAME = 27
				}
				set_technology = {
					commercial_nuclear_reactor_tech = 1
					popup = no
				}
			}
		}
		facility_state_effects = {
			hidden_effect = {
				IF = {
					limit = {
						nuclear_reactor_heavy_water = > 0
					}
					remove_building = {
						type = nuclear_reactor_heavy_water
						level = 1
					}
					set_building_level = {
						type = commercial_nuclear_reactor
						level = 1
					}
				}
				ELSE_IF = {
					limit = {
						nuclear_reactor = > 0
					}
					remove_building = {
						type = nuclear_reactor
						level = 1
					}
					set_building_level = {
						type = commercial_nuclear_reactor
						level = 1
					}
				} {
					limit = {
						free_building_slots = {
							building = industrial_complex
							size = > 0
							include_locked = yes
						}
					}
					set_building_level = {
						type = commercial_nuclear_reactor
						level = 1
					}
				}
			}
		}
	}
	empty_reward_weight = {
		base = 0.5
	}
	generic_prototype_rewards = {
		sp_nuclear_scientist_xp_generic_reward sp_nuclear_minor_progress_generic_reward sp_nuclear_generic_industry_tech_reward sp_nuclear_generic_electronics_tech_reward sp_nuclear_reactor_radioactive_leak_stabilized_reward sp_nuclear_reactor_minor_explosion_reward
	}
	unique_prototype_rewards = {
		sp_commercial_nuclear_reactor_concerns_reward = {
			fire_only_once = yes
			threshold = {
				min = 30
				max = 90
			}
			weight = {
				base = 1.0
			}
			option = {
				token = sp_commercial_nuclear_reactor_concerns_reward_option_safety
				iteration_output = {
					country_effects = {
						add_popularity = {
							ideology = ROOT
							popularity = 0.05
						}
						add_politi
# ... (truncated)
### Entity: State History
Component: 1022
Constructs: force_link_ownership_to, add_core_of
Source: game
File: history/states/1022 - Interior Borneo.txt

Code:
state = {
	id = 1022
	name = STATE_1022
	manpower = 8600
	impassable = yes
	force_link_ownership_to = 334
	impassable_ignored_links = {
		1024
	}
	resources = {

	}
	state_category = enclave
	history = {
		owner = INS
		add_core_of = INS GOW POK
		buildings = {
			infrastructure = 0
		}
	}
	provinces = {
		1230 2047 2170 2184 2222 4335 5176 5226 7424 8221
	}
	local_supplies = 0.0
}
### Entity: National Focus
Component: wuw_HUN_protect_czechoslovakia
Constructs: prerequisite, limit, has_government, has_war_with, add_war_support, has_country_flag, add_stability, completion_reward
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_protect_czechoslovakia
	icon = GFX_focus_generic_befriend_bohemia
	prerequisite = {
		focus = wuw_HUN_demand_austrian_restoration
	}
	x = 0
	y = 1
	relative_position_id = wuw_HUN_demand_austrian_restoration
	cost = 10
	ai_will_do = {
		factor = 15
	}
	available = {
		is_subject = no
		has_government = neutrality
		CZE = {
			OR = {
				AND = {
					exists = yes
					has_civil_war = no
					NOT = {
						has_war_with = ROOT
					}
				}
				exists = no
			}
		}
	}
	bypass = {
		OR = {
			has_country_flag = HUN_created_bohemian_monarchy
			has_global_flag = GER_reformed_austro_hungarian_empire
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_POLITICAL
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				CZE = {
					exists = yes
					is_subject = no
				}
			}
			CZE = {
				country_event = {
					id = WW_hungary.55
					days = 1
					random_days = 2
				}
			}
			custom_effect_tooltip = HUN_protect_czechoslovakia_tt
		}
		ELSE_IF = {
			limit = {
				CZE = {
					exists = yes
					is_subject = yes
					NOT = {
						is_subject_of = ROOT
					}
				}
			}
			create_wargoal = {
				type = puppet_wargoal_focus
				target = CZE
			}
		} {
			limit = {
				CZE = {
					exists = yes
					is_subject_of = ROOT
				}
			}
			add_political_power = 75
			add_stability = 0.05
			add_war_support = 0.025
		} {
			limit = {
				CZE = {
					exists = no
				}
			}
			add_war_support = 0.05
			every_state = {
				limit = {
					is_core_of = CZE
					NOT = {
						OR = {
							is_owned_by = ROOT
							is_claimed_by = ROOT
						}
					}
				}
				add_claim_by = ROOT
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		unlock_decision_tooltip = HUN_place_a_habsburg_on_the_bohemian_throne
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_invest_in_alpen_elektrowerke
Constructs: prerequisite, limit, completion_reward, is_owned_and_controlled_by, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_invest_in_alpen_elektrowerke
	icon = GFX_focus_AUS_invest_in_alpen_elektrowerke
	prerequisite = {
		focus = AUS_industrialization_effort
	}
	mutually_exclusive = {
		focus = AUS_invest_in_kapsch
	}
	x = -1
	y = 1
	relative_position_id = AUS_industrialization_effort
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		any_core_state = {
			is_owned_and_controlled_by = ROOT
		}
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
			}
			prioritize = {
				4 152 976 975
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = available_industrial_concern
		show_ideas_tooltip = AUS_alpen_elektrowerke_designer
	}
}
### Entity: National Focus
Tree: lat_focus
Component: LAT_military_dictatorship
Constructs: prerequisite, limit, remove_ideas, has_government, completion_reward, cancel_if_invalid, swap_ideas, remove_idea
Source: game
File: common/national_focus/latvia.txt

Code:
focus = {
	id = LAT_military_dictatorship
	icon = GFX_focus_generic_military_dictatorship
	prerequisite = {
		focus = LAT_military_diarchy
	}
	mutually_exclusive = {
		focus = LAT_merge_presidential_titles
	}
	x = 0
	y = 1
	relative_position_id = LAT_military_diarchy
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		NOT = {
			has_government = fascism
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		promote_character = LAT_janis_balodis
		swap_ideas = {
			remove_idea = LAT_saeima_idea_military_2
			add_idea = LAT_saeima_idea_military_3
		}
		if = {
			limit = {
				NOT = {
					has_cosmetic_tag = BAL_UNIFIED OSTLAND
				}
			}
			set_cosmetic_tag = LAT_MIL
		}
		remove_ideas = democratic_opposition
		show_ideas_tooltip = LAT_karlis_ulmanis
	}
}
### Entity: Idea
Component: WES_mt
Source: game
File: common/ideas/western_sahara.txt

Code:
WES_mt = {
	ledger = army
	picture = generic_army_african_6
	allowed = {
		original_tag = WES
	}
	traits = {
		military_theorist
	}
}
### Entity: Special Project
Component: sp_land_generic_reward_army_xp_2
Constructs: fire_only_once, has_project_flag, set_project_flag
Source: game
File: common/special_projects/prototype_rewards/generic_land_prototype_rewards.txt

Code:
sp_land_generic_reward_army_xp_2 = {
	fire_only_once = yes
	threshold = {
		min = 50
		max = 100
	}
	weight = {
		base = @base_reward_weight
		modifier = {
			factor = @reward_weight_factor_theme
			has_project_flag = sp_land_generic_reward_army_xp_flag
		}
	}
	option = {
		token = sp_land_generic_reward_option_army_xp
		iteration_output = {
			country_effects = {
				army_experience = constant:sp_military_xp_gain.medium
				FROM = {
					set_project_flag = sp_land_generic_reward_army_xp_flag
				}
			}
		}
	}
}
### Entity: Idea
Component: HOL_shared_intelligence_fra_ger
Constructs: removal_cost
Source: game
File: common/ideas/netherlands.txt

Code:
HOL_shared_intelligence_fra_ger = {
	name = HOL_shared_intelligence_fra
	picture = SOV_scientist_defect
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	targeted_modifier = {
		tag = GER
		attack_bonus_against = 0.05
		defense_bonus_against = 0.1
	}
}
### Entity: Event
Component: mtg_usa_secure_asia.3
Constructs: is_triggered_only, ai_chance, has_war, add_war_support, create_wargoal, puppet_wargoal_focus
Source: game
File: events/MTG_USA.txt

Code:
country_event = {
	id = mtg_usa_secure_asia.3
	title = mtg_usa_secure_asia.3.t
	desc = mtg_usa_secure_asia.3.desc
	picture = GFX_report_event_chinese_soldiers_01
	is_triggered_only = yes
	option = {
		name = mtg_usa_secure_asia.3.a
		ai_chance = {
			factor = 90
			modifier = {
				has_war = yes
				factor = 0
			}
		}
		create_wargoal = {
			type = puppet_wargoal_focus
			target = FROM
		}
	} {
		name = mtg_usa_secure_asia.3.b
		ai_chance = {
			factor = 10
		}
		add_war_support = -0.1
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_the_king_surrenders
Constructs: limit, completion_reward, has_dynamic_modifier, add_dynamic_modifier, add_to_variable
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_the_king_surrenders
	icon = GFX_focus_generic_surrender
	x = 13
	y = 11
	cost = 0
	available = {
		always = no
	}
	available_if_capitulated = yes
	completion_reward = {
		IF = {
			limit = {
				COG = {
					NOT = {
						has_dynamic_modifier = {
							modifier = COG_belgian_congo_colonial_dynamic_modifier
						}
					}
				}
			}
			COG = {
				add_dynamic_modifier = {
					modifier = COG_belgian_congo_colonial_dynamic_modifier
				}
				custom_effect_tooltip = generic_skip_one_line_tt warning_this_idea_can_be_removed_tt
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt modify_COG_belgian_congo_colonial_dynamic_modifier_tt generic_skip_one_line_tt BEL_the_king_surrenders_tt
		add_to_variable = {
			BEL.COG_belgian_congo_colonial_dynamic_modifier_cic_to_overlord_factor = 0.15
			tooltip = cic_to_overlord_factor_tt
		} {
			BEL.COG_belgian_congo_colonial_dynamic_modifier_mic_to_overlord_factor = 0.25
			tooltip = mic_to_overlord_factor_tt
		}
	}
}
### Entity: Event
Component: cityfall.9
Constructs: is_triggered_only, set_global_flag
Source: game
File: events/CFM_city_events.txt

Code:
news_event = {
	id = cityfall.9
	title = cityfall.9.t
	desc = cityfall.9.d
	picture = GFX_news_event_fall_of_berlin
	major = yes
	is_triggered_only = yes
	immediate = {
		set_global_flag = fall_of_berlin_cze
	}
	option = {
		name = cityfall.9.a
		trigger = {
			NOT = {
				TAG = CZE GER
			}
		}
	} {
		name = cityfall.9.b
		trigger = {
			TAG = CZE
		}
	} {
		name = cityfall.9.c
		trigger = {
			TAG = GER
		}
	}
}
### Entity: Scripted Localization
Component: defined_text
Constructs: has_war, is_subject_of
Source: game
File: common/scripted_localisation/AAT_Iceland_scripted_loc.txt

Code:
defined_text = {
	name = GetAmericanProtectionText
	text = {
		trigger = {
			ROOT = {
				is_subject_of = ENG
			}
			ENG = {
				has_war = yes
			}
		}
		localization_key = ICE_american_protection_desc_british_subject
	} {
		localization_key = ICE_american_protection_desc_standard
	}
}
### Entity: Event
Component: mongol.30
Constructs: is_triggered_only, add_equipment_to_stockpile, limit, add_war_support, add_stability, save_event_target_as, clr_state_flag, clear_variable
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol.30
	title = mongol.30.t
	desc = mongol.30.d
	picture = GFX_report_event_chinese_soldiers_city_ruin
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			save_event_target_as = our_country
			FROM = {
				save_event_target_as = our_state
				clr_state_flag = border_incident_active
			}
			randomize_variable = {
				var = num_guns_from_medium_raid
				distribution = uniform
				min = -650
				max = -350
			} {
				var = num_support_from_medium_raid
				distribution = uniform
				min = -150
				max = -100
			} {
				var = num_arty_from_medium_raid
				distribution = uniform
				min = -140
				max = -80
			}
			FROM.FROM = {
				save_event_target_as = their_country
			}
			FROM.FROM.FROM = {
				save_event_target_as = their_state
				clr_state_flag = border_incident_active
			}
			clear_variable = attacker_state_vs_@FROM defender_state_vs_@FROM.FROM
			remove_targeted_decision = {
				target = event_target:their_country
				decision = MON_small_raid_cancelled
			}
		}
	}
	option = {
		name = mongol.30.a
		add_stability = -0.03
		add_war_support = 0.05
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = num_guns_from_medium_raid
			producer = ROOT
		}
		if = {
			limit = {
				has_tech = tech_support
			}
			add_equipment_to_stockpile = {
				type = support_equipment_1
				amount = num_support_from_medium_raid
				producer = ROOT
			}
		} {
			limit = {
				OR = {
					has_tech = gw_artillery interwar_artillery
				}
			}
			add_equipment_to_stockpile = {
				type = artillery_equipment_1
				amount = num_arty_from_medium_raid
				producer = ROOT
			}
		} {
			limit = {
				NOT = {
					has_idea = MON_anti_raiding_defense
				}
			}
			add_timed_idea = {
				idea = MON_anti_raiding_defense
				days = 180
			}
		}
		else = {
			modify_timed_idea = {
				idea = MON_anti_raiding_defense
				days = 120
			}
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_MILITARY_army_shortage_MAJOR_abort
Constructs: check_variable
Source: game
File: common/scripted_triggers/EAI_MISC_triggers.txt

Code:
EAI_MILITARY_army_shortage_MAJOR_abort = {
	OR = {
		check_variable = {
			EAI_fielded_eq_ratio = < 0.9
		}
		EAI_reserve_manpower_less_than_15p = yes
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_merge_unions
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_merge_unions
	icon = GFX_goal_generic_communist_government2
	relative_position_id = ISR_centralization
	x = -1
	y = 1
	prerequisite = {
		focus = ISR_centralization
	}
	cost = 5
	completion_reward = {
		add_ideas = MPL_unions
	}
}