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

Code:
JAP_second_russo_japanese_war_fervor_idea = {
	picture = generic_attack_soviet_union
	allowed = {
		original_tag = JAP
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		mobilization_speed = 0.15
	}
	targeted_modifier = {
		tag = SOV
		defense_bonus_against = 0.05
		attack_bonus_against = 0.1
		breakthrough_bonus_against = 0.1
	}
}
### Entity: Event
Component: new_ger.39
Constructs: is_triggered_only, ai_chance, add_political_power
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.39
	title = new_ger.39.t
	desc = new_ger.39.d
	picture = GFX_report_event_molotov_ribentrop_handshake
	is_triggered_only = yes
	option = {
		name = new_ger.39.a
		end_puppet = GER
		hidden_effect = {
			GER = {
				country_event = new_ger.40
			}
		}
		ai_chance = {
			base = 3
		}
	} {
		name = new_ger.39.b
		add_political_power = 50
		hidden_effect = {
			GER = {
				country_event = new_ger.41
			}
		}
		ai_chance = {
			base = 1
		}
	}
}
### Entity: Character
Component: PRU_rey_de_las_espanas
Constructs: mobilization_speed, conscription_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
PRU_rey_de_las_espanas = {
	random = no
	mobilization_speed = 0.05
	conscription_factor = 0.1
	army_morale_factor = 0.05
}
### Entity: Event
Component: FRA_indochina_intervention.11
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/LaR_France.txt

Code:
country_event = {
	id = FRA_indochina_intervention.11
	title = FRA_indochina_intervention.1.t
	desc = FRA_indochina_intervention.1.desc
	picture = GFX_report_event_france_victory_syria
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = FRA_indochina_intervention.1.a
		effect_tooltip = {
			event_target:free_france = {
				transfer_state = 670 671 741 1069 1017 1068 286 1066 1067
			}
		}
	}
}
### Entity: Idea
Component: CAY_acas
Source: game
File: common/ideas/cayenne.txt

Code:
CAY_acas = {
	ledger = air
	picture = generic_air_african_2
	allowed = {
		original_tag = CAY
	}
	traits = {
		air_close_air_support_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_coast_watchers
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_coast_watchers
	icon = GFX_focus_AST_coast_watchers
	prerequisite = {
		focus = AST_royal_australian_navy
	}
	relative_position_id = AST_royal_australian_navy
	x = -2
	y = 1
	cost = 5
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = AST_royal_australian_navy_spirit_tt
		add_to_variable = {
			AST_royal_australian_navy_spirit_navy_intel_factor = 0.1
			tooltip = navy_intel_factor_tt
		} {
			AST_royal_australian_navy_spirit_airforce_intel_factor = 0.1
			tooltip = airforce_intel_factor_tt
		} {
			AST_royal_australian_navy_spirit_air_wing_xp_loss_when_killed_factor = -0.1
			tooltip = air_wing_xp_loss_when_killed_factor_tt
		}
	}
	search_filters = {

	}
}
### Entity: Idea
Component: HOL_bernhard_bad_intelligence
Constructs: army_defence_factor, army_attack_factor, removal_cost
Source: game
File: common/ideas/netherlands.txt

Code:
HOL_bernhard_bad_intelligence = {
	name = HOL_bernhard_intelligence
	picture = generic_intel_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		army_defence_factor = -0.05
		army_attack_factor = -0.05
	}
}
### Entity: Unit Template
Component: SOV_IMPERIAL_CITIES
Constructs: has_government
Source: game
File: common/units/names_ships/SOV_ship_names.txt

Code:
SOV_IMPERIAL_CITIES = {
	name = NAME_THEME_CITIES
	for_countries = {
		SOV
	}
	can_use = {
		OR = {
			has_government = fascism neutrality
		}
	}
	type = ship
	unique = {
		Sankt-Peterburg Moskva Odessa Kiyev Kharkov Saratov Kazan Rostov na Donu Tula Astrakhan Yekaterinoslav Kishinov Nikolayev Minsk Nizhny Novgorod Samara Voronezh Kursk Orenburg Yaroslavl Oryol Vitebsk Zhitomir Kremenchug Yelizavetgrad Penza Kronshtadt Kherson Tsaritsyn Ivanovo-Voznesensk Poltava Sevastopol Tver Berdichev Novocherkassk Taganrog
	}
}
### Entity: Misc Config
Component: sp_military_xp_gain
Source: game
File: common/script_constants/special_project_constants.txt

Code:
sp_military_xp_gain = {
	schema = {
		any_key = yes
		data = int
	}
	low = 15
	medium = 30
	high = 50
}
### Entity: Country History
Country: TMS
Component: TMS_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/TMS - Turkmenistan.txt

Code:
# Politics & Parties for TMS
set_politics = {
	ruling_party = democratic
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 50
	fascism = 1
	communism = 40
	neutrality = 9
}
### Entity: Unit Template
Component: EST_PAR_01
Source: game
File: common/units/names_divisions/EST_names_divisions.txt

Code:
EST_PAR_01 = {
	name = Paratrooper Division
	for_countries = {
		EST
	}
	can_use = {
		always = yes
	}
	division_types = {
		paratrooper
	}
	link_numbering_with = {
		EST_INF_01
	}
	fallback_name = %s Õhudessantdiviisi
	ordered = {
		1 = {
			%s Õhudessantdiviisi
		}
		2 = {
			%s Õhudessantdiviisi
		}
		3 = {
			%s Õhudessantdiviisi
		}
		4 = {
			%s Õhudessantdiviisi
		}
		5 = {
			%s Õhudessantdiviisi
		}
		6 = {
			%s Õhudessantdiviisi
		}
		7 = {
			%s Õhudessantdiviisi
		}
		8 = {
			%s Õhudessantdiviisi
		}
		9 = {
			%s Õhudessantdiviisi
		}
		10 = {
			%s Õhudessantdiviisi
		}
	}
}
### Entity: Character
Component: HAW_sanji_abe
Source: game
File: common/characters/HAW.txt

Code:
HAW_sanji_abe = {
	name = Sanji Abe
	portraits = {
		civilian = {
			large = GFX_kr_portrait_asia_generic_6
			small = GFX_kr_portrait_asia_generic_6_small
		}
	}
	country_leader = {
		ideology = conservatism
		traits = {
			popular_figurehead2
		}
		expire = 1965.4.12
		id = -1
	}
}
### Entity: Idea
Component: EAI_DD_8/cv_small_plane_naval_bomber_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_8/cv_small_plane_naval_bomber_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		cv_small_plane_naval_bomber_airframe = {
			build_cost_ic = -0.08
			instant = yes
		}
	}
}
### Entity: Modifier Reference
Component: dam_blown_modifier
Constructs: disable_strategic_redeployment
Source: game
File: common/dynamic_modifiers/wuw_dynamic_modifiers.txt

Code:
dam_blown_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_decision_hol_inundate_water_lines
	local_supply_impact_factor = 0.5
	disable_strategic_redeployment = 1
	state_resources_factor = -0.25
	local_manpower = -0.5
	army_speed_factor_for_controller = -0.25
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_purchase_mechanized_equipment
Constructs: add_equipment_to_stockpile, prerequisite, limit, has_war_with, completion_reward, cancel_if_invalid, add_to_variable, has_idea
Source: game
File: common/national_focus/iraq.txt

Code:
focus = {
	id = IRQ_purchase_mechanized_equipment
	icon = GFX_focus_generic_purchase_mechanized_equipment
	prerequisite = {
		focus = IRQ_modernization
	}
	x = -1
	y = 1
	relative_position_id = IRQ_modernization
	cost = 5
	ai_will_do = {
		base = 1
	}
	available = {

	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		IRQ_modify_army_modifier_version = yes
		add_to_variable = {
			IRQ_motorized_attack_factor = 0.05
			tooltip = motorized_attack_factor_tt
		}
		IF = {
			limit = {
				has_idea = IRQ_anglo_iraqi_treaty
			}
			IF = {
				limit = {
					ENG = {
						has_tech = mechanised_infantry
					}
				}
				add_equipment_to_stockpile = {
					type = mechanized_equipment_1
					amount = 200
					producer = ENG
				}
			}
			ELSE = {
				add_equipment_to_stockpile = {
					type = motorized_equipment_1
					amount = 200
					producer = ENG
				}
			}
		}
		ELSE_IF = {
			limit = {
				NOT = {
					has_war_with = ITA
				}
			}
			IF = {
				limit = {
					ITA = {
						has_tech = mechanised_infantry
					}
				}
				add_equipment_to_stockpile = {
					type = mechanized_equipment_1
					amount = 200
					producer = ITA
				}
			}
			ELSE = {
				add_equipment_to_stockpile = {
					type = motorized_equipment_1
					amount = 200
					producer = ITA
				}
			}
		}
		ELSE = {
			add_equipment_to_stockpile = {
				type = motorized_equipment_1
				amount = 200
				producer = IRQ
			}
		}
	}
}
### Entity: Military Industrial Organization
Component: CSA_babcock_airplane_corporation_organization
Constructs: equipment_bonus, maximum_speed
Source: game
File: common/military_industrial_organization/organizations/CSA_organization.txt

Code:
CSA_babcock_airplane_corporation_organization = {
	name = Babcock Airplane Corporation
	include = generic_light_aircraft_organization
	icon = GFX_idea_generic_air_manufacturer_1
	allowed = {
		owner = {
			original_tag = CSA
		}
	}
	available = {

	}
	visible = {

	}
	initial_trait = {
		name = generic_mio_initial_trait_light_aircraft_designer
		equipment_bonus = {
			air_agility = 0.05
			maximum_speed = 0.05
			air_attack = 0.05
		}
	}
}
### Entity: Technology
Component: artillery1
Constructs: enable_equipments, enable_equipment_modules, research_cost
Source: game
File: common/technologies/artillery.txt

Code:
technology = {
	enable_equipments = {
		artillery_equipment_2
	}
	armored_car = {
		soft_attack = 0.1
	}
	enable_equipment_modules = {
		tank_medium_howitzer tank_medium_cannon lc_medium_cannon_turret lc_assault_gun
	}
	path = {
		leads_to_tech = artillery2
		research_cost_coeff = 1
	} {
		leads_to_tech = sp_artillery_rocket_assisted_projectiles_tech
		research_cost_coeff = 1
	} {
		leads_to_tech = sp_artillery_purpose_built_gun_motor_carriages_tech
		research_cost_coeff = 1
	}
	research_cost = 1
	start_year = 1939
	folder = {
		name = artillery_folder
		position = {
			x = 0
			y = 4
		}
	}
	categories = {
		artillery mio_cat_all_artillery_equipment mio_cat_artillery
	}
	special_project_specialization = {
		specialization_land
	}
	ai_will_do = {
		factor = 2
		modifier = {
			factor = 2
			date = > 1938.1.9
		} {
			factor = 2
			date = > 1939.1.1
		} {
			factor = 5
			date = > 1939.1.6
		}
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_glory_to_the_imperial_army
Constructs: prerequisite, limit, completion_reward, has_idea, swap_ideas, remove_idea, add_idea, set_nationality
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_glory_to_the_imperial_army
	icon = GFX_focus_GER_glory_to_the_imperial_army
	prerequisite = {
		focus = GER_re_form_the_freikorps GER_re_establish_the_landwehr
	}
	x = 1
	y = 1
	relative_position_id = GER_re_form_the_freikorps
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_MILITARY_CHARACTER
	}
	completion_reward = {
		IF = {
			limit = {
				has_idea = GER_fan_prussian_militarism_idea_2
			}
			swap_ideas = {
				remove_idea = GER_fan_prussian_militarism_idea_2
				add_idea = GER_fan_prussian_militarism_idea_4
			}
		} {
			limit = {
				PRE = {
					exists = no
				}
			}
			custom_effect_tooltip = GER_glory_to_the_imperial_army_tt
			hidden_effect = {
				PRE = {
					set_nationality = {
						target_country = ROOT
						character = PRE_eitel_friedrich
					}
				}
			}
		}
		ELSE = {
			swap_ideas = {
				remove_idea = GER_fan_prussian_militarism_idea
				add_idea = GER_fan_prussian_militarism_idea_3
			}
		}
	}
}
### Entity: Event
Component: frenchindochina.6
Constructs: is_triggered_only, fire_only_once, load_oob
Source: game
File: events/FrenchIndochinaEvents.txt

Code:
country_event = {
	id = frenchindochina.6
	title = frenchindochina.6.t
	desc = frenchindochina.6.d
	picture = GFX_report_event_bank_of_indochina
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = frenchindochina.6.a
		load_oob = FRI_bonus_troops_armee_de_terre
	}
}
### Entity: Idea
Component: CHI_military_affairs_commission
Constructs: removal_cost
Source: game
File: common/ideas/china.txt

Code:
CHI_military_affairs_commission = {
	picture = generic_army_war_college
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		max_command_power = 10
		experience_gain_army = 0.05
	}
}
### Entity: Event
Component: mandate_palestine.506
Constructs: is_triggered_only, add_stability, add_manpower, random_hours
Source: game
File: events/mandate_of_palestine.txt

Code:
country_event = {
	id = mandate_palestine.506
	title = mandate_palestine.506.t
	desc = mandate_palestine.506.d
	is_triggered_only = yes
	picture = GFX_report_event_MPL_haifa_oil
	option = {
		name = mandate_palestine.506.a
		454 = {
			add_manpower = -60
		}
		add_stability = -0.15
		hidden_effect = {
			country_event = {
				id = mandate_palestine.507
				days = 3
				hours = 6
				random_hours = 6
			}
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_defence_of_the_homeland
Constructs: prerequisite, completion_reward, add_dynamic_modifier
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_defence_of_the_homeland
	icon = GFX_focus_AUS_defence_of_the_homeland
	prerequisite = {
		focus = AUS_the_right_to_rearm
	}
	mutually_exclusive = {
		focus = AUS_austrian_aggression
	}
	x = -1
	y = 1
	relative_position_id = AUS_the_right_to_rearm
	cost = 10
	ai_will_do = {
		factor = 7
	}
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		add_dynamic_modifier = {
			modifier = AUS_doth
		}
	}
}
### Entity: Event
Component: samoa_result.2
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/Samoa.txt

Code:
country_event = {
	id = samoa_result.2
	title = samoa_result.2.t
	desc = samoa_result.2.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = samoa_result.2.a
	}
}
### Entity: Decision
Component: rename_cities_category
Source: game
File: common/decisions/categories/r56_decision_categories.txt

Code:
rename_cities_category = {
	icon = GFX_decision_india_forward
	priority = 5
}
### Entity: Idea
Component: anti_soviet_army_idea
Constructs: removal_cost
Source: game
File: common/ideas/baltic_shared.txt

Code:
anti_soviet_army_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = anti_soviet_pact
	targeted_modifier = {
		tag = SOV
		attack_bonus_against = 0.1
		defense_bonus_against = 0.1
	}
}
### Entity: Music Config
Component: base_music/belgium_peace
Constructs: has_war, is_subject_of, is_in_faction_with
Source: game
File: music/got_songs.txt

Code:
music = {
	song = belgium_peace
	chance = {
		base = 1
		modifier = {
			factor = 0.05
			NOT = {
				original_tag = BEL
			}
		} {
			factor = 10
			original_tag = COG
			is_subject_of = BEL
			has_war = no
		} {
			factor = 2.5
			original_tag = BEL
			has_war = no
		} {
			factor = 10
			NOT = {
				original_tag = COG BEL
			}
			is_in_faction_with = BEL
			has_war = no
		}
	}
}
### Entity: Character
Component: AUS_meticulous_lawyer
Constructs: stability_factor, democratic_drift, communism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
AUS_meticulous_lawyer = {
	random = no
	sprite = 13
	drift_defence_factor = 0.1
	democratic_drift = 0.02
	communism_drift = 0.01
	stability_factor = 0.05
}
### Entity: Scripted Effect
Component: USA_congress_large_opposition
Source: game
File: common/scripted_effects/USA_scripted_effects.txt

Code:
USA_congress_large_opposition = {
	custom_effect_tooltip = mtg_usa_congress_large_opposition_tt
	hidden_effect = {
		USA_senate_large_opposition = yes
		USA_house_large_opposition = yes
	}
}
### Entity: Scripted Trigger
Component: EAI_synth_tech_focus
Source: game
File: common/scripted_triggers/EAI_focuses_industry_triggers.txt

Code:
EAI_synth_tech_focus = {
	OR = {
		original_tag = ENG GER ITA JAP USA
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_the_northern_mandate
Constructs: has_completed_focus, prerequisite, limit, completion_reward, every_state, add_claim_by, create_wargoal, take_claimed_state
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_the_northern_mandate
	icon = GFX_focus_CHI_the_northern_mandate
	prerequisite = {
		focus = CHI_a_new_middle_kingdom
	}
	x = -2
	y = 1
	relative_position_id = CHI_a_new_middle_kingdom
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		every_state = {
			limit = {
				CHI_northern_mandate_states = yes
			}
			add_claim_by = ROOT
			controller = {
				ROOT = {
					create_wargoal = {
						type = take_claimed_state
						target = PREV
					}
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		IF = {
			limit = {
				NOT = {
					has_completed_focus = CHI_the_southern_mandate CHI_the_greater_game
				}
			}
			add_faction_goal = faction_goal_the_northern_mandate
			hidden_effect = {
				add_faction_goal_slot = {
					category = medium_term
					value = 1
				}
			}
		}
		ELSE = {
			custom_effect_tooltip = {
				localization_key = unlock_faction_goal_effect_tt
				GOALNAME = faction_goal_the_northern_mandate_name
			}
		}
		CHI_update_claimed_and_core_states = yes
	}
}
### Entity: Order of Battle
Component: DVVO Mekhanizirovaniy Korpus
Constructs: division_template
Source: game
File: history/units/SOV_1936.txt

Code:
division = {
	name = DVVO Mekhanizirovaniy Korpus
	location = 12189
	division_template = Mekhanizirovaniy Korpus
	start_experience_factor = 0.2
	start_equipment_factor = 0.85
}
### Entity: Unit Template
Component: BEL_CV_HISTORICAL
Source: game
File: common/units/names_ships/BEL_ship_names.txt

Code:
BEL_CV_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CARRIERS
	for_countries = {
		BEL
	}
	type = ship
	ship_types = {
		ship_hull_carrier carrier
	}
	prefix = BNS 
	fallback_name = Porte-Avions %d
	unique = {
		Graaf van Vlaanderen Hainaut Robrecht de Béthune Aster Bellis Crocus Lobelia Narcis Primula
	}
}
### Entity: AI Strategy
Component: EAI_CHI_china_OFFENSIVE_operational_resume
Constructs: has_war_with, has_country_flag, is_in_faction_with, check_variable, has_war_together_with
Source: game
File: common/ai_strategy/CHI_EAI.txt

Code:
EAI_CHI_china_OFFENSIVE_operational_resume = {
	enable = {
		is_in_faction_with = CHI
		has_war_with = JAP
		has_country_flag = EAI_operational_initial_resume_timer
		NOT = {
			has_country_flag = EAI_MILITARY_operational_pause_timer
		} {
			check_variable = {
				EAI_fielded_eq_ratio = < 0.95
			}
		}
		EAI_MILITARY_army_readiness_HIGH = yes
	}
	abort = {
		NOT = {
			AND = {
				is_in_faction_with = CHI
				has_war_with = JAP
				has_country_flag = EAI_operational_initial_resume_timer
				NOT = {
					has_country_flag = EAI_MILITARY_operational_pause_timer
				}
				EAI_MILITARY_army_readiness_HIGH_abort = yes
			}
		}
	}
	ai_strategy = {
		type = front_control
		ordertype = front
		ratio = 0.75
		priority = 800
		execution_type = rush_weak
		execute_order = yes
		country_trigger = {
			OR = {
				tag = CHI
				has_war_together_with = CHI
			}
		}
	}
}
### Entity: AI Strategy
Component: ai_focus_military_advancements_FRA
Source: game
File: common/ai_focuses/FRA.txt

Code:
ai_focus_military_advancements_FRA = {
	research = {
		armor = 15.0
		jet_technology = 5.0
		land_doctrine = 100.0
		rocketry = 7.5
		radar_tech = 3.0
		encryption_tech = 7.5
		decryption_tech = 7.5
		synth_resources = 3.0
		motorized_equipment = 4.0
		nuclear = 5.0
		night_vision = 5.0
		train_tech = 2.0
	}
}
### Entity: Idea
Component: KMT_capitalist_opposition
Constructs: stability_factor, has_government, industrial_capacity_factory, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_capitalist_opposition = {
	removal_cost = -1
	picture = GER_iron_front
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			has_government = communism
		}
	}
	on_remove = {

	}
	modifier = {
		stability_factor = -0.1
		industrial_capacity_factory = -0.2
		production_speed_buildings_factor = -0.2
	}
}
### Entity: AI Strategy
Component: SLO_does_the_eastern_front
Constructs: has_war_with, is_subject_of, force_defend_ally_borders
Source: game
File: common/ai_strategy/SLO.txt

Code:
SLO_does_the_eastern_front = {
	allowed = {
		tag = SLO
	}
	enable = {
		GER = {
			going_war_with_SOV = yes
		}
		ROOT = {
			is_subject_of = GER
			surrender_progress = < 0.01
			any_neighbor_country = {
				NOT = {
					has_war_with = ROOT
				}
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = force_defend_ally_borders
		id = ROM
		value = 100
	} {
		type = force_defend_ally_borders
		id = HUN
		value = 100
	} {
		type = dont_defend_ally_borders
		id = GER
		value = 100
	} {
		type = front_unit_request
		tag = SOV
		value = 100
	}
}
### Entity: State History
Component: 944
Constructs: add_core_of, add_claim_by, add_to_array
Source: game
File: history/states/944-Longjiang.txt

Code:
state = {
	id = 944
	name = STATE_944
	provinces = {
		1588 4506 7613 7832 7897 12485 12618
	}
	history = {
		owner = MAN
		add_core_of = MAN CHI PRC
		add_claim_by = GUK
		add_to_array = {
			state_victory_points = 4506
		} {
			state_victory_points = 7897
		}
		victory_points = {
			4506 8
		} {
			7897 1
		}
		buildings = {
			infrastructure = 1
			air_base = 1
			arms_factory = 1
			industrial_complex = 1
		}
	}
	manpower = 5224174
	buildings_max_level_factor = 1.0
	state_category = town
	local_supplies = 0.0
}
### Entity: Event
Component: germany.50
Constructs: is_triggered_only, has_war, limit, has_government, has_war_with, add_war_support, add_stability, add_political_power
Source: game
File: events/Germany.txt

Code:
country_event = {
	id = germany.50
	title = germany.40.t
	desc = germany.50.d
	picture = GFX_report_event_german_politician_speech
	is_triggered_only = yes
	option = {
		name = germany.50.a
		if = {
			limit = {
				FROM = {
					controls_state = 69
				}
			}
			add_state_core = 69
			transfer_state = 69
		} {
			limit = {
				FROM = {
					controls_state = 972
				}
			}
			add_state_core = 972
			transfer_state = 972
		} {
			limit = {
				FROM = {
					controls_state = 74
				}
			}
			add_state_core = 74
			transfer_state = 74
		} {
			limit = {
				88 = {
					is_owned_by = POL
					is_fully_controlled_by = POL
				}
				72 = {
					is_controlled_by = CZE
				}
			}
			POL = {
				country_event = {
					hours = 6
					id = germany.52
				}
			}
		}
		set_country_flag = sudetenland_acquired
		add_political_power = 25
		add_stability = 0.05
		add_war_support = 0.1
		play_peace_in_our_time_effect = yes
		USA = {
			set_country_flag = {
				flag = USA_munich_window
				days = 60
				value = 1
			}
		}
		GER_czechoslovakia_modify_mefo_bills_or_economy_of_conquest = yes
		GER_seize_gold_reserves_in_europe_peacefully = yes
		hidden_effect = {
			country_event = {
				hours = 6
				id = news.56
			}
			if = {
				limit = {
					has_dlc = Death or Dishonor
					country_exists = YUG
					YUG = {
						has_war = no
					}
					ENG = {
						NOT = {
							has_war_with = YUG
						}
					} {
						has_government = democratic
					}
				}
				ENG = {
					country_event = {
						id = DOD_yugoslavia.42
						days = 3
					}
				}
			}
		}
	}
}