Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: idea_SIA_songsuradet_ascendant_1
Constructs: removal_cost
Source: game
File: common/ideas/siam.txt

Code:
idea_SIA_songsuradet_ascendant_1 = {
	allowed = {
		original_tag = SIA
	}
	picture = generic_disjointed_gov
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		command_power_gain_mult = -0.5
		high_command_cost_factor = 0.5
		mobilization_laws_cost_factor = 0.5
		army_chief_cost_factor = 0.65
		recruitable_population_factor = -0.17
	}
}
### Entity: National Focus
Tree: par_focus
Component: PAR_urbanization
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, random_core_state, add_extra_state_shared_building_slots, add_building_construction, is_coastal
Source: game
File: common/national_focus/paraguay.txt

Code:
focus = {
	id = PAR_urbanization
	icon = GFX_focus_SWE_urbanization
	x = 2
	y = 0
	relative_position_id = PAR_order_italian_planes
	prerequisite = {
		focus = PAR_reach_out_to_european_contacts PAR_fedrerista_land_reforms
	}
	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_core_state = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		if = {
			limit = {
				any_core_state = {
					is_coastal = yes
				}
			}
			random_core_state = {
				limit = {
					is_coastal = yes
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = dockyard
					level = 1
					instant_build = yes
				}
			}
		}
		else = {
			random_core_state = {
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			}
		}
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_the_russian_devil
Constructs: prerequisite, completion_reward, create_wargoal, annex_everything
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_the_russian_devil
	icon = GFX_focus_eng_expose_the_belly_of_the_bear
	prerequisite = {
		focus = PAL_restoring_al_andalus
	}
	x = -1
	y = 1
	relative_position_id = PAL_restoring_al_andalus
	cost = 5
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		create_wargoal = {
			target = SOV
			type = annex_everything
		}
	}
}
### Entity: Idea
Component: internationalism
Constructs: has_government, removal_cost, communism_drift
Source: game
File: common/ideas/zzz_generic.txt

Code:
internationalism = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	picture = generic_intel_bonus
	modifier = {
		communism_drift = 0.1
	}
}
### Entity: National Focus
Tree: jor_focus
Component: JOR_circassion_integration
Constructs: prerequisite, add_stability, completion_reward, random_owned_controlled_state, add_manpower
Source: game
File: common/national_focus/jordan.txt

Code:
focus = {
	id = JOR_circassion_integration
	icon = GFX_goal_generic_internal_democracy
	x = 1
	y = 1
	prerequisite = {
		focus = JOR_appease_tribes
	}
	cost = 10
	relative_position_id = JOR_appease_tribes
	completion_reward = {
		random_owned_controlled_state = {
			add_manpower = 20000
		}
		add_stability = 0.05
		add_manpower = 5000
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}
### Entity: Idea
Component: tgm
Constructs: has_government, removal_cost
Source: game
File: common/ideas/r56_czechoslovakia.txt

Code:
tgm = {
	removal_cost = -1
	allowed = {
		original_tag = CZE
		NOT = {
			has_government = communism fascism neutrality
		}
	}
	allowed_civil_war = {
		has_government = democratic
	}
	traits = {
		popular_figurehead3
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_railway_youth_force
Constructs: division_template, prerequisite, has_country_flag, completion_reward, has_full_control_of_state, add_manpower, add_to_variable, set_division_template_cap
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_railway_youth_force
	icon = GFX_focus_generic_railway_gun
	available = {
		OR = {
			has_full_control_of_state = 335 1051
		}
		has_country_flag = {
			flag = INS_revolution_has_started
		}
	}
	prerequisite = {
		focus = INS_assist_the_pemuda
	}
	mutually_exclusive = {

	}
	x = -1
	y = 1
	relative_position_id = INS_assist_the_pemuda
	cost = 5
	search_filters = {
		FOCUS_FILTER_INTERNAL_AFFAIRS FOCUS_FILTER_MANPOWER FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		add_manpower = 10000
		custom_effect_tooltip = INS_tkr_tt INS_add_militia_cap_2_tt
		add_to_variable = {
			var = INS_peoples_security_army_modifier_army_morale_factor
			value = 0.1
			tooltip = army_morale_factor_tt
		}
		hidden_effect = {
			add_to_variable = {
				INS_militia_cap = 2
			}
			set_division_template_cap = {
				division_template = Freedom Fighter Militia
				division_cap = INS_militia_cap
			}
		}
		capital_scope = {
			custom_effect_tooltip = INS_add_fully_trained_militia_unit_tt
			hidden_effect = {
				create_unit = {
					division = name = "Laskar Buruh Kereta Api" division_template = "Freedom Fighter Militia" start_experience_factor = 0.3 start_equipment_factor = 	1 	start_manpower_factor = 1
					owner = INS
					allow_spawning_on_enemy_provs = no
					count = 1
					id = 1510
				}
			}
		}
		activate_mission = INS_militias_railway_pemuda_mission
	}
}
### Entity: AI Strategy
Component: GER_more_trains_after_barbarossa
Constructs: has_war, is_historical_focus_on
Source: game
File: common/ai_strategy/GER.txt

Code:
GER_more_trains_after_barbarossa = {
	allowed = {
		original_tag = GER
	}
	enable = {
		is_historical_focus_on = yes
		date = > 1941.7.1
		has_war = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_production_min_factories
		id = train
		value = 1
	}
}
### Entity: Event
Component: congo_independence_struggle.24
Constructs: is_triggered_only, ai_chance, division_template, limit, has_government, set_autonomy, set_global_flag, set_nationality
Source: game
File: events/WUW_Congo.txt

Code:
country_event = {
	id = congo_independence_struggle.24
	title = congo_independence_struggle.24.t
	desc = congo_independence_struggle.24.d
	picture = GFX_report_event_british_artillery
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			drop_cosmetic_tag = yes
			set_autonomy = {
				target = ROOT
				autonomy_state = autonomy_free
				end_wars = no
				end_civil_wars = no
			}
			set_global_flag = CONGO_independence_war_ongoing COG_uprising_happened_flag
			start_civil_war = {
				ideology = neutrality
				size = 0.1
				army_ratio = 0.1
				navy_ratio = 1
				air_ratio = 0.4
				capital = 295
				states = {
					295
				}
				keep_all_characters = yes
				PREV = {
					COG_pierre_ryckmans = {
						set_nationality = PREV.PREV
					}
					COG_marcel_maquet = {
						set_nationality = PREV.PREV
					}
					COG_robert_de_muelenaere = {
						set_nationality = PREV.PREV
					}
					COG_paul_ermens = {
						set_nationality = PREV.PREV
					}
					COG_emile_janssens = {
						set_nationality = PREV.PREV
					}
					COG_armand_huyghe = {
						set_nationality = PREV.PREV
					}
					COG_leopold_de_koninck = {
						set_nationality = PREV.PREV
					}
					COG_charles_tombeur = {
						set_nationality = PREV.PREV
					}
					COG_fredrik_olsen = {
						set_nationality = PREV.PREV
					}
					COG_eugene_jungers = {
						set_nationality = PREV.PREV
					}
					COG_auguste_tilkens = {
						set_nationality = PREV.PREV
					}
					BEL_albert_de_vleeschauwer = {
						set_nationality = PREV.PREV
					}
					set_cosmetic_tag = COG_congo_stanleyville
				}
				PREV.PREV = {
					promote_character = {
						character = COG_pierre_ryckmans
						ideology = oligarchism
					}
					set_cosmetic_tag = COG_belgian_congo
					add_dynamic_modifier = {
						modifier = COG_force_publique
					} {
						modifier = COG_belgian_congo_colonial_dynamic_modifier
					}
					division_template = {
						name = Division loyale de Léopoldville
						is_locked = yes
						division_names_group = BEL_INF_01
						regiments = {
							infantry = {
								x = 0
								y = 0
							} {
								x = 0
								y = 1
							} {
								x = 1
								y = 0
							} {
								x = 1
								y = 1
							}
						}
					}
					random_state = {
						limit = {
							state = 295
						}
						create_unit = {
							division = name = "Première Division Loyale de Léopoldville" division_template
# ... (truncated)
### Entity: National Focus
Tree: pru_focus
Component: PRU_conservative_coalition
Constructs: prerequisite, completion_reward, has_country_leader, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_conservative_coalition
	prerequisite = {
		focus = PRU_mediate_between_the_parties
	}
	icon = GFX_goal_PRU_conservative
	x = -2
	y = 1
	relative_position_id = PRU_mediate_between_the_parties
	cost = 5
	available = {
		OR = {
			has_country_leader = {
				character = PRU_jorge_prado_ugarteche
				ruling_only = yes
			} {
				character = PRU_manuel_villaran
				ruling_only = yes
			}
		}
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		hidden_effect = {
			country_event = {
				hours = 5
				id = peru.24
			}
		}
		swap_ideas = {
			remove_idea = PRU_apra_revolution
			add_idea = PRU_poor_republic
		}
		PRU_increase_navy_10_percent = yes
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
}
### Entity: Event
Component: naw_norway.45
Constructs: is_triggered_only, ai_chance, fire_only_once, add_country_leader_role
Source: game
File: events/NaW_Norway.txt

Code:
country_event = {
	id = naw_norway.45
	title = naw_norway.45.t
	desc = naw_norway.45.d
	picture = GFX_report_event_election_vote
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = naw_norway.45.a
		ai_chance = {
			base = 50
		}
		add_country_leader_role = {
			character = NOR_ivar_lykke
			promote_leader = yes
			country_leader = {
				ideology = conservatism
				traits = {
					armaments_organizer naw_business_owner
				}
				id = -1
				expire = 1965.1.1
				desc = NOR_ivar_lykke_desc
			}
		}
	} {
		name = naw_norway.45.b
		ai_chance = {
			base = 50
		}
		add_country_leader_role = {
			character = NOR_carl_joachim_hambro
			promote_leader = yes
			country_leader = {
				ideology = conservatism
				traits = {
					armaments_organizer staunch_constitutionalist dealbroker
				}
				id = -1
				expire = 1965.1.1
				desc = NOR_carl_joachim_hambro_desc
			}
		}
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_R56_minas_gerais_war_doctrine
Constructs: prerequisite, add_ideas, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_brazil.txt

Code:
focus = {
	id = BRA_R56_minas_gerais_war_doctrine
	icon = GFX_focus_secret_rearmament
	prerequisite = {
		focus = BRA_R56_improve_military_education
	}
	mutually_exclusive = {
		focus = BRA_R56_sao_paulos_war_doctrine
	}
	relative_position_id = BRA_R56_improve_military_education
	x = -1
	y = 1
	cost = 10
	completion_reward = {
		add_ideas = bra_ana_mineira_idea
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: RAJ_mehar_singh
Source: game
File: common/characters/RAJ.txt

Code:
RAJ_mehar_singh = {
	name = RAJ_mehar_singh
	portraits = {
		army = {
			small = GFX_idea_RAJ_mehar_singh
		}
	}
	advisor = {
		slot = high_command
		idea_token = RAJ_mehar_singh
		ledger = air
		allowed = {
			original_tag = RAJ
		}
		traits = {
			air_close_air_support_3
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Scripted Trigger
Component: INS_has_nationalized
Constructs: has_completed_focus
Source: game
File: common/scripted_triggers/INS_scripted_triggers.txt

Code:
INS_has_nationalized = {
	OR = {
		has_completed_focus = INS_political_stabilization INSHOL_nationalize_dutch_companies
	}
}
### Entity: Event
Component: CZE.449
Constructs: is_triggered_only, add_opinion_modifier
Source: game
File: events/CZE_Czechoslovakia.txt

Code:
country_event = {
	id = CZE.449
	title = CZE.449.t
	desc = CZE.449.d
	picture = GFX_CZKE_soviet_negotiations
	is_triggered_only = yes
	option = {
		name = CZE.449.a
		custom_effect_tooltip = new_diplomacy
		effect_tooltip = {
			add_opinion_modifier = {
				target = SOV
				modifier = CZE_friendship_with_USSR
			}
			reverse_add_opinion_modifier = {
				target = SOV
				modifier = CZE_friendship_with_USSR
			}
		}
	}
}
### Entity: Scripted Effect
Component: JAP_interservice_rivalry_towards_navy
Constructs: limit, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/JAP_scripted_effects.txt

Code:
JAP_interservice_rivalry_towards_navy = {
	if = {
		limit = {
			has_idea = JAP_interservice_rivalry_navy_strengthened
		}
		swap_ideas = {
			remove_idea = JAP_interservice_rivalry_navy_strengthened
			add_idea = JAP_interservice_rivalry_navy_dominant
		}
	} {
		limit = {
			has_idea = JAP_interservice_rivalry_balanced
		}
		swap_ideas = {
			remove_idea = JAP_interservice_rivalry_balanced
			add_idea = JAP_interservice_rivalry_navy_strengthened
		}
	} {
		limit = {
			has_idea = JAP_interservice_rivalry_army_strengthened
		}
		swap_ideas = {
			remove_idea = JAP_interservice_rivalry_army_strengthened
			add_idea = JAP_interservice_rivalry_balanced
		}
	} {
		limit = {
			has_idea = JAP_interservice_rivalry_army_dominant
		}
		swap_ideas = {
			remove_idea = JAP_interservice_rivalry_army_dominant
			add_idea = JAP_interservice_rivalry_army_strengthened
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_approach_primakov
Constructs: prerequisite, limit, completion_reward, has_global_flag, has_character, add_unit_leader_trait, remove_unit_leader_trait, set_character_flag
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_approach_primakov
	icon = GFX_focus_SOV_approach_primakov
	prerequisite = {
		focus = SOV_integrate_smirnovs_bloc
	}
	x = 1
	y = 1
	relative_position_id = SOV_integrate_smirnovs_bloc
	cost = 10
	available = {
		SOV_soviet_civil_war_not_started = yes
	}
	bypass = {
		OR = {
			has_global_flag = SOV_soviet_civil_war_over SOV_soviet_civil_war
			NOT = {
				has_character = SOV_vitaly_primakov
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_SOV_POLITICAL_PARANOIA
	}
	completion_reward = {
		SOV_paranoia_low_increase_effect = yes
		custom_effect_tooltip = SOV_approach_primakov_tt
		hidden_effect = {
			SOV_vitaly_primakov = {
				add_unit_leader_trait = trait_SOV_trotskyist
				remove_unit_leader_trait = trait_SOV_stalinist
				set_character_flag = SOV_aligned_left_opposition_flag
			}
			random_unit_leader = {
				limit = {
					NOT = {
						has_trait = trait_SOV_trotskyist
					} {
						has_trait = trait_SOV_stalinist
					} {
						has_trait = trait_SOV_bukharinist
					} {
						has_trait = trait_SOV_monarchist_sympathizer
					}
				}
				add_unit_leader_trait = trait_SOV_trotskyist
				set_character_flag = SOV_aligned_left_opposition_flag
			} {
				limit = {
					NOT = {
						has_trait = trait_SOV_trotskyist
					} {
						has_trait = trait_SOV_stalinist
					} {
						has_trait = trait_SOV_bukharinist
					} {
						has_trait = trait_SOV_monarchist_sympathizer
					}
				}
				add_unit_leader_trait = trait_SOV_trotskyist
				set_character_flag = SOV_aligned_left_opposition_flag
			}
			add_to_variable = {
				SOV_left_opposition_army_support = 0.08
			} {
				SOV_left_opposition_navy_support = 0.05
			} {
				SOV_left_opposition_air_support = 0.1
			}
			random_owned_state = {
				limit = {
					OR = {
						state = 234 227 235 238 237
					}
					NOT = {
						has_state_flag = SOV_left_opposition_state
					} {
						has_state_flag = SOV_right_opposition_state
					} {
						has_state_flag = SOV_stalinist_state
					} {
						has_state_flag = SOV_opposition_partisans_flag
					}
				}
				set_state_flag = SOV_opposition_partisans_flag
			}
			SOV_get_centre_military_support = yes
		}
	}
}
### Entity: Effect Reference
Construct: every_navy_leader
Constructs: limit, every_navy_leader, random_select_amount
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## every_navy_leader

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Executes children effects on every Navy Leader (or \"random_select_amount\" of random leader if specified) of the country in scope, that fulfills the \"limit\" trigger.
tooltip=key can be added to override tooltip title.
By default the effects are only displayed once, you may display them for each matching unit leader with display_individual_scopes.
ex: GER = {
  every_navy_leader = {
	tooltip = my_loc_key # Optional
	random_select_amount = 3 # Optional
	include_invisible = yes # Optional - default = no
	display_individual_scopes = yes # Optional - default = no
    ... character scope effects ...
  }
}
```
### Entity: Event
Component: political.28
Constructs: has_completed_focus, limit, has_government, has_war_with, has_country_flag, is_subject, has_civil_war, has_dlc
Source: game
File: events/PoliticalEvents.txt

Code:
country_event = {
	id = political.28
	title = political.28.t
	desc = political.28.d
	picture = GFX_report_event_journalists_speech
	trigger = {
		is_subject = no
		has_civil_war = yes
		NOT = {
			has_country_flag = ENG_communist_civil_war
		} {
			AND = {
				has_dlc = La Resistance
				original_tag = SPR
				SPR_scw_in_progress = yes
			} {
				has_dlc = La Resistance
				original_tag = POR
				has_global_flag = SPR_portuguese_anarchism_flag
			} {
				has_dlc = Battle for the Bosporus
				original_tag = BUL
				OR = {
					has_country_flag = BUL_zveno_coup_flag BUL_zveno_bulgaria_flag
				}
			} {
				has_dlc = No Step Back
				OR = {
					original_tag = POL EST LAT LIT ROM BLR
					AND = {
						original_tag = FIN
						EST = {
							has_completed_focus = EST_national_pride_in_finland
						}
					}
				}
			} {
				original_tag = SOV
				has_global_flag = SOV_soviet_civil_war
			} {
				has_dlc = Battle for the Bosporus
				original_tag = TUR
			} {
				has_dlc = By Blood Alone
				original_tag = ETH
				has_country_flag = ETH_communist_civil_war
			} {
				has_dlc = Graveyard of Empires
				original_tag = AFG
				has_country_flag = AFG_mughal_civil_war
			} {
				has_dlc = No Compromise, No Surrender
				original_tag = GDC
				has_global_flag = lingguang_incident_active
			}
			original_tag = MEX
		}
		any_other_country = {
			NOT = {
				tag = ROOT
			}
			original_tag = ROOT
			is_subject = no
			has_government = ROOT
			has_war_with = ROOT
		}
	}
	mean_time_to_happen = {
		days = 2
	}
	option = {
		name = political.28.a
		random_other_country = {
			limit = {
				original_tag = ROOT
				NOT = {
					tag = ROOT
				}
			}
			ROOT = {
				annex_country = {
					target = PREV
					transfer_troops = yes
				}
			}
		}
	}
}
### Entity: Idea
Component: LIE_growing_monarchist_army_support_idea
Constructs: removal_cost, neutrality_drift
Source: game
File: common/ideas/liechtenstein.txt

Code:
LIE_growing_monarchist_army_support_idea = {
	removal_cost = -1
	picture = mex_politicised_army_2
	allowed = {
		always = no
	}
	modifier = {
		army_morale_factor = -0.1
		neutrality_drift = 0.05
	}
}
### Entity: Event
Component: r56_italy.5
Constructs: is_triggered_only
Source: game
File: events/R56_Italy.txt

Code:
country_event = {
	id = r56_italy.5
	title = r56_italy.5.t
	desc = r56_italy.5.d
	picture = GFX_report_event_arturo_bocchini
	is_triggered_only = yes
	option = {
		name = r56_italy.5.a
	}
}
### Entity: Character
Component: ICE_progressive_doctor
Constructs: conscription_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
ICE_progressive_doctor = {
	random = no
	sprite = 13
	drift_defence_factor = 0.2
	weekly_manpower = 100
	conscription_factor = 0.1
}
### Entity: National Focus
Tree: ast_focus
Component: AST_ending_overseas_conscription
Constructs: prerequisite, completion_reward, has_dynamic_modifier, add_to_variable, add_days_mission_timeout
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_ending_overseas_conscription
	icon = GFX_focus_generic_manpower
	prerequisite = {
		focus = AST_pleading_britain
	}
	relative_position_id = AST_pleading_britain
	x = 0
	y = 1
	cost = 5
	available = {
		has_dynamic_modifier = {
			modifier = AST_war_angst_spirit
		}
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = AST_war_angst_spirit_tt AST_weekly_stability_tt generic_skip_one_line_tt generic_skip_one_line_tt
		add_to_variable = {
			AST_war_angst_stability_weekly_factor = 0.01
		} {
			AST_australian_military_forces_spirit_army_non_core_attack_factor = -0.05
			tooltip = army_non_core_attack_factor_tt
		} {
			AST_australian_military_forces_spirit_army_non_core_defence_factor = -0.05
			tooltip = army_non_core_defence_factor_tt
		} {
			AST_australian_military_forces_spirit_army_core_attack_factor = 0.1
			tooltip = army_core_attack_factor_tt
		} {
			AST_australian_military_forces_spirit_army_core_defence_factor = 0.1
			tooltip = army_core_defence_factor_tt
		}
		add_days_mission_timeout = {
			mission = AST_deteriorating_prime_minister_nerves_mission
			days = 60
		}
		AST_add_or_modify_AST_australian_military_forces_spirit = yes
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
}
### Entity: Wiki Documentation
Construct: Forums
Source: wiki
File: wiki/Paradox.html

Doc:
Forums[edit]
The complexity of the games often warrants player collaboration over the forums. Often, players will assist other players with the games, post modifications, and write "after action reports". Due to much of the game content being in plain text and image files, the modification of the games has become very popular. Much of the gameplay information used by the engine is contained in uncompressed text and bitmap graphic files. The ability to freely edit these files has allowed an active modding community to develop.

After action reports, usually abbreviated as AARs on the forums, provide a way for players to discuss their own gameplay in unique ways with other players. AARs are reports written by players about their experiences with a game, ranging in style from simple presentations of the development of the game with screenshots to highly embellished character-driven stories only loosely based on the events in the game. They are generally serialized in a forum topic, with every update post corresponding to a period of gameplay, and with comments and suggestions made by readers between updates.
### Entity: Event
Component: mexico.52
Constructs: is_triggered_only, ai_chance, limit, has_country_leader, every_other_country, is_in_faction_with, add_to_faction
Source: game
File: events/Mexico.txt

Code:
country_event = {
	id = mexico.52
	title = mexico.52.title
	desc = {
		text = mexico.52.desc_not_trotsky
		trigger = {
			NOT = {
				MEX = {
					has_country_leader = {
						ruling_only = yes
						character = MEX_leon_trotsky
					}
				}
			}
		}
	} {
		text = mexico.52.desc_trotsky
		trigger = {
			MEX = {
				has_country_leader = {
					ruling_only = yes
					character = MEX_leon_trotsky
				}
			}
		}
	}
	picture = GFX_report_event_soviet_purge_politicians
	is_triggered_only = yes
	option = {
		name = mexico.52.a
		every_other_country = {
			limit = {
				is_in_faction_with = ROOT
			}
			country_event = {
				id = mexico.53
			}
		}
		dismantle_faction = yes
		MEX = {
			add_to_faction = PREV
		}
		ai_chance = {
			factor = 70
		}
	} {
		name = mexico.52.b
		ai_chance = {
			factor = 30
		}
	}
}