Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: indonesia_increase_militia_activity_effect
Constructs: limit, has_dynamic_modifier, remove_dynamic_modifier, add_dynamic_modifier
Source: game
File: common/scripted_effects/INS_scripted_effects.txt

Code:
indonesia_increase_militia_activity_effect = {
	if = {
		limit = {
			THIS = {
				has_dynamic_modifier = {
					modifier = INS_state_militia_activity_1
				}
			}
		}
		remove_dynamic_modifier = {
			modifier = INS_state_militia_activity_1
		}
		add_dynamic_modifier = {
			modifier = INS_state_militia_activity_2
		}
	}
	else_if = {
		limit = {
			THIS = {
				has_dynamic_modifier = {
					modifier = INS_state_militia_activity_2
				}
			}
		}
		remove_dynamic_modifier = {
			modifier = INS_state_militia_activity_2
		}
		add_dynamic_modifier = {
			modifier = INS_state_militia_activity_3
		}
	} {
		limit = {
			THIS = {
				has_dynamic_modifier = {
					modifier = INS_state_militia_activity_3
				}
			}
		}
	}
	else = {
		add_dynamic_modifier = {
			modifier = INS_state_militia_activity_1
		}
	}
}
### Entity: Idea
Component: KMT_aux_army
Constructs: army_attack_factor, removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_aux_army = {
	removal_cost = -1
	picture = ARG_war_division
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {

	}
	on_remove = {

	}
	modifier = {
		army_org_factor = -0.1
		army_attack_factor = -0.1
		special_forces_attack_factor = 0.15
		army_armor_attack_factor = 0.15
		mechanized_attack_factor = 0.1
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_embrace_industrial_powers
Constructs: prerequisite, limit, has_government, completion_reward, allow_branch, add_tech_bonus, random_owned_state, is_owned_and_controlled_by
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_embrace_industrial_powers
	icon = GFX_SOV_aristocratic_investments_ccp_2d_sov_compatibility
	prerequisite = {
		focus = PER_take_regional_tour
	}
	x = 1
	y = 1
	relative_position_id = PER_take_regional_tour
	mutually_exclusive = {
		focus = PER_limit_foreign_influence
	}
	cost = 5
	allow_branch = {

	}
	available = {
		has_government = neutrality
	}
	ai_will_do = {
		factor = 0
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = PER_embrace_industrial_powers_bonus
			bonus = 0.5
			uses = 1
			category = industry
		}
		custom_effect_tooltip = CHL_skip_one_line_tt
		random_owned_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
				is_owned_and_controlled_by = ROOT
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Idea
Component: JOR_1928_treaty_idea1
Constructs: is_subject, removal_cost
Source: game
File: common/ideas/jordan.txt

Code:
JOR_1928_treaty_idea1 = {
	name = JOR_1928_treaty_idea
	allowed = {
		original_tag = JOR
	}
	allowed_civil_war = {
		is_subject = yes
	}
	picture = JOR_1928_treaty
	removal_cost = -1
	modifier = {
		political_power_factor = -0.05
		political_advisor_cost_factor = 0.15
	}
}
### Entity: Event
Component: DOD_hungary.106
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, remove_opinion_modifier, create_wargoal, take_state_focus
Source: game
File: events/DOD_Hungary.txt

Code:
country_event = {
	id = DOD_hungary.106
	title = DOD_hungary.106.t
	desc = DOD_hungary.106.desc
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	option = {
		name = DOD_hungary.106.a
		ai_chance = {
			factor = 5
		}
		remove_opinion_modifier = {
			target = GER
			modifier = HUN_split_CZE
		}
		add_opinion_modifier = {
			target = GER
			modifier = HUN_split_CZE_betrayed
		}
	} {
		name = DOD_hungary.106.b
		ai_chance = {
			factor = 95
		}
		remove_opinion_modifier = {
			target = GER
			modifier = HUN_split_CZE
		}
		add_opinion_modifier = {
			target = GER
			modifier = HUN_split_CZE_betrayed
		}
		create_wargoal = {
			type = take_state_focus
			target = CZE
			generator = {
				70 71 72 73
			}
		}
		hidden_effect = {
			news_event = {
				id = news.311
				days = 1
			}
		}
	}
}
### Entity: Character
Component: NOR_jacob_von_der_lippe
Source: game
File: common/characters/NOR.txt

Code:
NOR_jacob_von_der_lippe = {
	name = NOR_jacob_von_der_lippe
	portraits = {
		army = {
			large = GFX_portrait_jacob_von_der_lippe
			small = GFX_portrait_jacob_von_der_lippe_small
		}
	}
	navy_leader = {
		traits = {
			inshore_fighter big_guns_expert
		}
		skill = 2
		attack_skill = 2
		defense_skill = 1
		maneuvering_skill = 1
		coordination_skill = 3
		legacy_id = -1
	}
	advisor = {
		slot = navy_chief
		idea_token = NOR_jacob_von_der_lippe
		ledger = navy
		allowed = {
			original_tag = NOR
		}
		traits = {
			navy_chief_naval_aviation_1
		}
		cost = 50
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Event
Component: BBA_italy_missiolinis.121
Constructs: is_triggered_only, ai_chance, set_country_flag
Source: game
File: events/BBA_Italy.txt

Code:
unit_leader_event = {
	id = BBA_italy_missiolinis.121
	title = BBA_italy_missiolinis.121.t
	desc = BBA_italy_missiolinis.121.desc
	picture = GFX_report_event_generic_mussolini
	is_triggered_only = yes
	trigger = {
		ITA_missiolinis_cd_ready = yes
		ITA_missiolinis_system_available = yes
	}
	immediate = {
		hidden_effect = {
			ITA_missiolinis_initialize_new_mission_effect = yes
			set_country_flag = ITA_missiolini_occupy_greece_triggered_flag
		}
	}
	option = {
		name = BBA_italy_missiolinis.121.a
		ai_chance = {
			base = 10
		}
		activate_mission = ITA_missiolini_occupy_greece
		ITA_mussolinis_reroll_cleanup_if_necessary = yes
	}
}
### Entity: Idea
Component: CZE_unruly_minorities_2
Constructs: removal_cost, conscription_factor
Source: game
File: common/ideas/czechoslovakia_old.txt

Code:
CZE_unruly_minorities_2 = {
	removal_cost = -1
	allowed = {
		original_tag = CZE
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			controls_state = 69 1078 74
		}
	}
	modifier = {
		conscription_factor = -0.15
		political_power_cost = 0.5
		join_faction_tension = 0.6
	}
}
### Entity: Scripted Effect
Component: NOR_deploy_prep_dem
Constructs: limit, has_dynamic_modifier, clr_state_flag, clr_country_flag
Source: game
File: common/scripted_effects/NOR_scripted_effects.txt

Code:
NOR_deploy_prep_dem = {
	if = {
		limit = {
			has_dynamic_modifier = {
				modifier = NOR_prep_his_dmod_1
			}
		}
		NOR_deploy_prep_dem_1 = yes
	}
	else_if = {
		limit = {
			has_dynamic_modifier = {
				modifier = NOR_prep_his_dmod_2
			}
		}
		NOR_deploy_prep_dem_2 = yes
	} {
		limit = {
			has_dynamic_modifier = {
				modifier = NOR_prep_his_dmod_3
			}
		}
		NOR_deploy_prep_dem_3 = yes
	}
	clr_state_flag = NOR_deploying_prep_in_state
	ROOT = {
		clr_country_flag = NOR_state_prep_deployment_in_progress
	}
}
### Entity: AI Strategy
Component: ITA_share_borders_with_GER_against_SOV
Constructs: is_in_faction_with, force_defend_ally_borders
Source: game
File: common/ai_strategy/ITA.txt

Code:
ITA_share_borders_with_GER_against_SOV = {
	allowed = {
		original_tag = ITA
	}
	enable = {
		is_in_faction_with = GER
		GER = {
			going_war_with_SOV = yes
		}
		GER_should_split_SOV_front_with_ITA = yes
	}
	abort = {
		not = {
			is_in_faction_with = GER
			GER = {
				going_war_with_SOV = yes
			}
			GER_should_continue_split_SOV_front_with_ITA = yes
		}
	}
	ai_strategy = {
		type = force_defend_ally_borders
		id = CRO
		value = 100
	} {
		type = force_defend_ally_borders
		id = ROM
		value = 100
	} {
		type = force_defend_ally_borders
		id = HUN
		value = 100
	} {
		type = force_defend_ally_borders
		id = SLO
		value = 100
	} {
		type = dont_defend_ally_borders
		id = GER
		value = 100
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_government_resigns
Constructs: completion_reward, add_to_variable
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_government_resigns
	icon = GFX_focus_BEL_government_resigns
	x = 21
	y = 0
	cost = 10
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL FOCUS_FILTER_HISTORICAL
	}
	available = {

	}
	available_if_capitulated = yes
	completion_reward = {
		country_event = {
			id = ww_BEL_event_political.1
		}
		custom_effect_tooltip = BEL_modify_corruption_dynamic_modifier_tt
		add_to_variable = {
			BEL_corruption_political_power_gain = 0.1
			tooltip = political_power_gain_tt
		} {
			BEL_corruption_production_speed_buildings_factor = 0.05
			tooltip = production_speed_buildings_factor_tt
		} {
			BEL_corruption_fascism_drift = -0.04
			tooltip = fascism_drift_tt
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_sea_join_the_chinese_soviet
Constructs: prerequisite, limit, has_government, has_war_with, add_opinion_modifier, completion_reward, is_ai, is_historical_focus_on
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = CHI_sea_join_the_chinese_soviet
	icon = GFX_focus_generic_befriend_the_chinese_soviet
	prerequisite = {
		focus = CHI_sea_judiciary_reforms CHI_sea_communist_administrators
	}
	x = 0
	y = 3
	relative_position_id = CHI_sea_land_redistribution
	cost = 10
	ai_will_do = {
		base = 1
		modifier = {
			factor = 0
			event_target:WTT_communist_china = {
				is_ai = no
			}
		} {
			factor = 0.1
			is_historical_focus_on = yes
		} {
			factor = 0
			if = {
				limit = {
					NOT = {
						tag = SIK
					}
				}
				any_neighbor_country = {
					tag = event_target:WTT_communist_china
				}
			}
		}
	}
	available = {
		communism = > 0.4
		NOT = {
			has_war_with = PRC
		} {
			has_war_with = SOV
		}
		SOV = {
			has_government = communism
		}
		is_subject = no
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		set_politics = {
			ruling_party = communism
			elections_allowed = no
		}
		add_opinion_modifier = {
			target = SOV
			modifier = CHI_join_the_chinese_soviet
		}
		SOV = {
			add_opinion_modifier = {
				target = ROOT
				modifier = CHI_join_the_chinese_soviet
			}
		}
		if = {
			limit = {
				event_target:WTT_communist_china = {
					NOT = {
						is_in_faction_with = ROOT
					}
					is_in_faction = no
				}
			}
			event_target:WTT_communist_china = {
				set_rule = {
					can_create_factions = yes
				}
				create_faction_from_template = {
					template = faction_template_POR_popular_front_bloc
					name = CHI_the_peoples_front
				}
				add_to_faction = event_target:WTT_communist_china ROOT
				country_event = wtt_warlord_vs_prc.35
			}
		}
	}
}
### Entity: Country History
Country: LOI
Component: LOI_characters
Constructs: recruit_character
Source: game
File: history/countries/LOI - Lordship of the Isles.txt

Code:
# Leaders & Characters for LOI
recruit_character = LOI_andrew_dewar_gibb LOI_alexander_malcolm_macewen LOI_mary_docherty LOI_douglas_neil_wimberley LOI_andrew_miller LOI_arthur_william_tedder LOI_john_william_balfour_paul
### Entity: Character
Component: absent_monarch
Source: game
File: common/country_leader/r56_traits.txt

Code:
absent_monarch = {
	random = no
	political_power_factor = -0.05
}
### Entity: Scripted Effect
Component: JAP_big_government_faction_loss
Constructs: limit, check_variable, has_idea
Source: game
File: common/scripted_effects/JAP_scripted_effects.txt

Code:
JAP_big_government_faction_loss = {
	if = {
		limit = {
			check_variable = {
				JAP_government_faction_influence_level = > JAP_minimum_faction_level
			}
		}
		if = {
			limit = {
				has_idea = JAP_government_faction_tier_4
			}
			if = {
				limit = {
					check_variable = {
						JAP_government_faction_influence_level = > JAP_maximum_faction_level_check
					}
				}
				custom_effect_tooltip = JAP_big_government_faction_loss_tt
			}
			else = {
				custom_effect_tooltip = JAP_big_government_faction_loss_tt
				JAP_government_faction_goes_down_from_tier_4_to_tier_3 = yes
			}
		}
		else_if = {
			limit = {
				has_idea = JAP_government_faction_tier_3
			}
			if = {
				limit = {
					check_variable = {
						JAP_government_faction_influence_level = > JAP_tier_3_to_tier_2_big_gate
					}
				}
				custom_effect_tooltip = JAP_big_government_faction_loss_tt
			}
			else = {
				custom_effect_tooltip = JAP_big_government_faction_loss_tt
				JAP_government_faction_goes_down_from_tier_3_to_tier_2 = yes
			}
		} {
			limit = {
				has_idea = JAP_government_faction_tier_2
			}
			if = {
				limit = {
					check_variable = {
						JAP_government_faction_influence_level = > JAP_tier_2_to_tier_1_big_gate
					}
				}
				custom_effect_tooltip = JAP_big_government_faction_loss_tt
			}
			else = {
				custom_effect_tooltip = JAP_big_government_faction_loss_tt
				JAP_government_faction_goes_down_from_tier_2_to_tier_1 = yes
			}
		}
		else = {
			custom_effect_tooltip = JAP_big_government_faction_loss_tt
		}
		subtract_from_variable = {
			JAP_government_faction_influence_level = JAP_big_influence_point
		}
	}
	else_if = {
		limit = {
			check_variable = {
				JAP_government_faction_influence_level = > JAP_tier_1_minimum_limit
			}
		}
		custom_effect_tooltip = JAP_small_government_faction_loss_tt
		subtract_from_variable = {
			JAP_government_faction_influence_level = JAP_small_influence_point
		}
	}
}
### Entity: Idea
Component: QAT_acr
Source: game
File: common/ideas/qatar.txt

Code:
QAT_acr = {
	picture = generic_air_arab_3
	allowed = {
		original_tag = QAT
	}
	traits = {
		air_chief_reform_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: SEA_china.29
Constructs: is_triggered_only, ai_chance, add_political_power, retire_character, is_historical_focus_on, has_country_leader
Source: game
File: events/SEA_Nat_China.txt

Code:
country_event = {
	id = SEA_china.29
	title = SEA_china.29.t
	desc = SEA_china.29.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = SEA_china.29.a
		ai_chance = {
			base = 10
		}
		retire_character = CHI_zhang_xueliang
	} {
		name = SEA_china.29.b
		ai_chance = {
			base = 10
			modifier = {
				is_historical_focus_on = yes
				factor = 0
			} {
				has_country_leader = {
					character = CHI_chiang_kaishek
				}
				factor = 0.1
			}
		}
		add_political_power = -75
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_dingo_scout_car
Constructs: prerequisite, limit, completion_reward, has_dlc, add_mio_size, add_mio_funds_gain_factor, add_mio_research_bonus, random_owned_controlled_state
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_dingo_scout_car
	icon = GFX_focus_SWE_lynx_armored_car
	prerequisite = {
		focus = AST_permanant_military_forces
	}
	relative_position_id = AST_permanant_military_forces
	x = -1
	y = 1
	cost = 5
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:AST_ford_australia_organization = {
				add_mio_size = 1
				add_mio_funds_gain_factor = 0.1
				add_mio_research_bonus = 0.05
			}
		} {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:AST_holden_organization = {
				add_mio_size = 1
				add_mio_funds_gain_factor = 0.1
				add_mio_research_bonus = 0.05
			}
		}
		ELSE = {
			custom_effect_tooltip = available_designer
			show_ideas_tooltip = AST_ford_australia_organization
		} {
			custom_effect_tooltip = available_designer
			show_ideas_tooltip = AST_holden_organization
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		random_owned_controlled_state = {
			limit = {
				impassable = no
				is_core_of = AST
				is_fully_controlled_by = AST
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_the_ussr_academy_of_sciences
Constructs: prerequisite, limit, add_ideas, has_government, every_country, completion_reward, add_research_slot, add_to_tech_sharing_group
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_the_ussr_academy_of_sciences
	icon = GFX_SOV_the_ussr_academy_of_sciences_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_eastern_development
	} {
		focus = SOV_develop_the_urals
	}
	x = 1
	y = 1
	relative_position_id = SOV_eastern_development
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
		if = {
			limit = {
				any_country = {
					SOV_is_valid_academy_of_sciences_target = yes
				}
			}
			if = {
				limit = {
					NOT = {
						has_government = communism
					}
				}
				add_to_tech_sharing_group = SOV_imperial_academies_of_sciences_joint_program
				every_country = {
					limit = {
						SOV_is_valid_academy_of_sciences_target = yes
					}
					add_to_tech_sharing_group = SOV_imperial_academies_of_sciences_joint_program
				}
			}
			else = {
				add_to_tech_sharing_group = SOV_soviet_academies_of_sciences_joint_program
				every_country = {
					limit = {
						SOV_is_valid_academy_of_sciences_target = yes
					}
					add_to_tech_sharing_group = SOV_soviet_academies_of_sciences_joint_program
				}
			}
		} {
			limit = {
				NOT = {
					has_government = communism
				}
			}
			hidden_effect = {
				add_dynamic_modifier = {
					modifier = SOV_ussr_academy_of_sciences_dynamic_modifier_alt
				}
			}
			effect_tooltip = {
				add_ideas = SOV_national_academy_of_sciences_alt_fake
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		else = {
			hidden_effect = {
				add_dynamic_modifier = {
					modifier = SOV_ussr_academy_of_sciences_dynamic_modifier
				}
			}
			effect_tooltip = {
				add_ideas = SOV_national_academy_of_sciences_fake
			}
		}
	}
}
### Entity: Event
Component: r56.news_event.48
Constructs: is_triggered_only
Source: game
File: events/r56_news_events.txt

Code:
news_event = {
	id = r56.news_event.48
	title = r56.news_event.48.t
	desc = r56.news_event.48.desc
	picture = GFX_news_event_ENG_royal_navy_infantry
	is_triggered_only = yes
	option = {
		name = r56.news_event.48.a
		trigger = {
			tag = ENG
		}
	} {
		name = r56.news_event.48.b
		trigger = {
			tag = CAN
		}
	} {
		name = r56.news_event.48.b
		trigger = {
			tag = NFL
		}
	} {
		name = r56.news_event.48.d
		trigger = {
			NOT = {
				tag = CAN NFL ENG
			}
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_pacific_guardian
Constructs: prerequisite, completion_reward, add_political_power, cancel_if_invalid, unlock_decision_category_tooltip
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_pacific_guardian
	icon = GFX_focus_jap_pacific_guardian
	prerequisite = {
		focus = JAP_west_pacific_treaty_organization JAP_rekindle_the_old_alliance
	}
	x = 1
	y = 1
	relative_position_id = JAP_west_pacific_treaty_organization
	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_POLITICAL
	}
	completion_reward = {
		add_political_power = 75
		custom_effect_tooltip = generic_skip_one_line_tt
		unlock_decision_category_tooltip = JAP_pacific_guardian
	}
}
### Entity: Character
Component: INS_pierre_antoine_cox
Source: game
File: common/characters/INS.txt

Code:
INS_pierre_antoine_cox = {
	name = INS_pierre_antoine_cox
	portraits = {
		army = {
			large = GFX_portrait_INS_pierre_antoine
			small = GFX_portrait_INS_pierre_antoine_small
		}
	}
	corps_commander = {
		traits = {
			INS_loyalty_to_netherlands
		}
		skill = 1
		attack_skill = 1
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 1
		legacy_id = -1
	}
}
### Entity: Idea
Component: KMT_austerity
Constructs: stability_factor, has_country_flag, removal_cost, is_ally_with
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_austerity = {
	removal_cost = -1
	picture = COG_the_invisible_roof
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		OR = {
			tag = CUG
			is_ally_with = CUG
		}
		NOT = {
			has_country_flag = KMT_taiwan_perm
		}
	}
	modifier = {
		stability_factor = -0.1
		political_power_factor = -0.05
		consumer_goods_expected_value = -0.05
		civilian_intel_to_others = -5
		army_intel_to_others = -2.5
	}
}
### Entity: Modifier Reference
Component: PHI_japan_aligned_ideology
Constructs: has_war_with, remove_trigger, fascism_drift, communism_drift, neutrality_drift, democratic_drift
Source: game
File: common/dynamic_modifiers/SEA_dynamic_modifiers.txt

Code:
PHI_japan_aligned_ideology = {
	enable = {
		always = yes
	}
	remove_trigger = {
		JAP = {
			OR = {
				exists = no
				has_war_with = ROOT
			}
		}
	}
	icon = GFX_idea_JAP_japanese_influence_growing
	custom_modifier_tooltip = PHI_japan_aligned_ideology_tt
	fascism_drift = PHI_japan_aligned_ideology_fascism
	communism_drift = PHI_japan_aligned_ideology_communism
	neutrality_drift = PHI_japan_aligned_ideology_neutrality
	democratic_drift = PHI_japan_aligned_ideology_democratic
}
### Entity: AI Strategy
Component: SOV_PatrolReconForce_1
Source: game
File: common/ai_navy/taskforce/SOV_taskforce_templates.txt

Code:
SOV_PatrolReconForce_1 = {
	allowed = {
		original_tag = SOV
	}
	ai_will_do = {
		factor = 5
	}
	mission = {
		naval_patrol
	}
	min_composition = {
		light_cruiser = {
			amount = 1
		}
	}
	optimal_composition = {
		light_cruiser = {
			amount = 3
		}
	}
}
### Entity: Event
Component: est.17
Constructs: is_triggered_only
Source: game
File: events/Estonia.txt

Code:
country_event = {
	id = est.17
	title = est.17.t
	desc = est.17.d
	picture = GFX_report_event_polish_tanks_01
	is_triggered_only = yes
	option = {
		name = est.17.a
	}
}
### Entity: Event
Component: venezuela.25
Constructs: has_government, fire_only_once, has_country_leader, retire_character, add_country_leader_role, set_country_flag
Source: game
File: events/venezuela.txt

Code:
country_event = {
	id = venezuela.25
	picture = GFX_report_event_europe_funeral
	title = venezuela.25.t
	desc = venezuela.25.d
	fire_only_once = yes
	trigger = {
		original_tag = VEN
		has_country_leader = {
			character = VEN_isaias_medina_angarita
			ruling_only = yes
		}
		has_government = neutrality
		date = > 1952.5.7
	}
	mean_time_to_happen = {
		days = 365
	}
	option = {
		name = venezuela.25.a
		retire_character = VEN_isaias_medina_angarita
		add_country_leader_role = {
			character = VEN_german_suarez_flamerich
			promote_leader = yes
			country_leader = {
				ideology = despotism
				expire = 1965.1.1
				traits = {
					accomplished_professor
				}
			}
		}
		set_country_flag = VEN_isaias_bit_the_dust
	}
}