Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: ARG_Ferrocarriles_Argentinos
Constructs: has_completed_focus, limit, removal_cost, has_dlc, research_bonus
Source: game
File: common/ideas/r56_argentina.txt

Code:
ARG_Ferrocarriles_Argentinos = {
	picture = ARG_Ferrocarriles_Argentinos
	allowed = {
		original_tag = ARG
	}
	cost = 150
	removal_cost = 10
	available = {
		if = {
			limit = {
				has_dlc = Trial of Allegiance
			}
			has_completed_focus = ARG_invest_in_the_railways
		}
	}
	research_bonus = {
		train_tech = 0.15
	}
	traits = {
		r56_train_manufacturer
	}
}
### Entity: Special Project
Component: sp_rockets_political_interference_generic_reward
Constructs: fire_only_once, add_project_progress_ratio
Source: game
File: common/special_projects/prototype_rewards/generic_rocket_prototype_rewards.txt

Code:
sp_rockets_political_interference_generic_reward = {
	fire_only_once = no
	threshold = {
		min = 0
		max = 70
	}
	weight = {
		base = 0.5
	}
	option = {
		token = sp_rockets_minor_progress_generic_reward_option
		iteration_output = {
			country_effects = {
				FROM = {
					add_project_progress_ratio = constant:sp_progress.loss.low
				}
			}
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_reclaim_the_aegean_territories
Constructs: prerequisite, completion_reward, add_state_claim
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_reclaim_the_aegean_territories
	icon = GFX_focus_generic_aegean_sea_focus
	prerequisite = {
		focus = TUR_restore_the_imperial_borders
	}
	mutually_exclusive = {
		focus = TUR_befriend_the_bulgarians
	}
	x = 2
	y = 1
	cost = 5
	relative_position_id = TUR_restore_the_imperial_borders
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_state_claim = 731 187 182
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Decision
Component: SWE_ball_bearings_cat
Constructs: has_completed_focus, has_dlc, has_capitulated, has_idea, is_subject
Source: game
File: common/decisions/categories/SWE_decision_categories.txt

Code:
SWE_ball_bearings_cat = {
	allowed = {
		has_dlc = Arms Against Tyranny
	}
	priority = 81
	visible = {
		OR = {
			AND = {
				tag = SWE
				has_completed_focus = SWE_license_skf_ball_bearings
				has_capitulated = no
			}
			has_idea = SWE_ball_bearing_idea_food_partner SWE_ball_bearing_idea_research_partner
		}
		exists = yes
		has_capitulated = no
		is_subject = no
	}
}
### Entity: Scripted Trigger
Component: TUR_debt_council_has_no_sway
Constructs: has_idea
Source: game
File: common/scripted_triggers/TUR_scripted_triggers.txt

Code:
TUR_debt_council_has_no_sway = {
	custom_trigger_tooltip = {
		tooltip = TUR_debt_council_has_no_sway_tt
		NOT = {
			OR = {
				has_idea = TUR_debt_council TUR_tpda
			}
		}
	}
}
### Entity: Character
Component: ITA_giovanni_giorgi
Source: game
File: common/characters/ITA.txt

Code:
ITA_giovanni_giorgi = {
	name = ITA_giovanni_giorgi
	portraits = {
		army = {
			large = GFX_portrait_ITA_giovanni_giorgi
		}
	}
	scientist = {
		traits = {
			scientist_trait_electronics_specialist
		}
		skills = {
			specialization_air = 2
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Category%3ACC-BY-SA_images.html

Doc:
This category is for images that are under Creative Commons Attribution-ShareAlike 3.0 Unported license. Please add images to these category by using the proper copyright template.
### Entity: Character
Component: KHI_nedirbay_aytakov
Source: game
File: common/characters/KHI.txt

Code:
KHI_nedirbay_aytakov = {
	name = Nedirbay Aytakov
	portraits = {
		civilian = {
			large = GFX_portrait_Nedirbay_Aytakov
		}
	}
	country_leader = {
		ideology = leninism
		expire = 1938.1.1.1
		id = -1
	}
}
### Entity: Military Industrial Organization
Component: IRQ_close_air_support_aircraft_organization
Constructs: has_completed_focus, has_dlc
Source: game
File: common/military_industrial_organization/organizations/IRQ_organization.txt

Code:
IRQ_close_air_support_aircraft_organization = {
	include = generic_cas_aircraft_organization
	icon = GFX_idea_focke_wulf
	allowed = {
		has_dlc = Graveyard of Empires
		original_tag = IRQ
	}
	visible = {

	}
	available = {
		FROM = {
			has_completed_focus = IRQ_bomber_training
		}
	}
}
### Entity: Event
Component: r56.kill_hitler.2
Constructs: is_triggered_only
Source: game
File: events/r56_news_events.txt

Code:
news_event = {
	id = r56.kill_hitler.2
	title = r56.kill_hitler.2.t
	desc = r56.kill_hitler.2.desc
	picture = GFX_news_event_german_speech
	major = yes
	is_triggered_only = yes
	option = {
		name = r56.kill_hitler.2.a
		trigger = {
			NOT = {
				tag = GER
			}
		}
	} {
		name = r56.kill_hitler.2.b
		trigger = {
			tag = GER
		}
	}
}
### Entity: Event
Component: cityfall.97
Constructs: is_triggered_only, set_state_flag, save_event_target_as
Source: game
File: events/CFM_city_events.txt

Code:
news_event = {
	id = cityfall.97
	title = cityfall.97.t
	desc = cityfall.97.desc
	picture = GFX_news_event_052
	major = yes
	is_triggered_only = yes
	immediate = {
		118 = {
			set_state_flag = state_has_fallen
		}
		FROM.FROM = {
			save_event_target_as = old_controller
		}
		ROOT = {
			save_event_target_as = new_controller
		}
	}
	option = {
		name = cityfall.88.a
		trigger = {
			tag = event_target:old_controller
		}
	} {
		name = cityfall.88.b
		trigger = {
			tag = event_target:new_controller
		}
	} {
		name = cityfall.88.c
		trigger = {
			NOT = {
				tag = event_target:old_controller event_target:new_controller
			}
		}
	}
}
### Entity: Idea
Component: PHI_island_nation_ns_fake
Constructs: removal_cost
Source: game
File: common/ideas/philippines.txt

Code:
PHI_island_nation_ns_fake = {
	picture = PHI_island_nation
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	modifier = {
		custom_modifier_tooltip = PHI_island_nation_ns_fake_tt
	}
}
### Entity: Scripted Effect
Component: EAI_PR_STRATEGIES_smoke_generator
Constructs: limit, set_temp_variable
Source: game
File: common/scripted_effects/EAI_RESEARCH_PRIORITY_TREE_navy.txt

Code:
EAI_PR_STRATEGIES_smoke_generator = {
	if = {
		limit = {
			always = no
		}
		set_temp_variable = {
			prio_cat = @PR_smoke_generator
		}
		if = {
			limit = {
				set_temp_variable = {
					_prio_tech = token:smoke_generator
				} {
					_prio_val = prio_cat
				}
				date = > 1936.6.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		}
	}
}
### Entity: AI Strategy
Component: militia_INS
Source: game
File: common/ai_templates/templates_INS.txt

Code:
militia_INS = {
	available_for = {
		INS
	}
	role = militias
	upgrade_prio = {
		factor = 2
	}
	militia_default_INS = {
		upgrade_prio = {
			factor = 1
		}
		target_template = {
			regiments = {
				militia = 9
			}
		}
	}
}
### Entity: Decision
Component: r56i_national_character_decisions
Source: game
File: common/decisions/categories/r56i_decision_categories.txt

Code:
r56i_national_character_decisions = {
	allowed = {
		always = yes
	}
}
### Entity: State History
Component: 21
Constructs: add_core_of
Source: game
File: history/states/21-Bouches-du-Rhone.txt

Code:
state = {
	id = 21
	name = STATE_21
	manpower = 1670310
	resources = {
		aluminium = 60
	}
	state_category = city
	history = {
		owner = FRA
		victory_points = {
			11834 10
		}
		buildings = {
			infrastructure = 3
			industrial_complex = 1
			dockyard = 1
			arms_factory = 1
			fuel_silo = 1
			air_base = 10
			11834 = {
				naval_base = 3
				coastal_bunker = 1
			}
		}
		add_core_of = OCC FRA
		1939.1.1 = {
			buildings = {
				dockyard = 2
			}
		}
	}
	provinces = {
		958 3762 11834 11849 11875
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: man_focus
Component: MAN_collective_farms
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, every_state, is_fully_controlled_by, is_core_of, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/manchukuo.txt

Code:
focus = {
	id = MAN_collective_farms
	icon = GFX_goal_generic_construction
	prerequisite = {
		focus = MAN_invite_japanese_settlers
	}
	x = 0
	y = 1
	relative_position_id = MAN_invite_japanese_settlers
	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 = {
		every_state = {
			limit = {
				is_fully_controlled_by = ROOT
				is_core_of = ROOT
			}
			add_extra_state_shared_building_slots = 1
		}
	}
}
### Entity: Idea
Component: COG_devout_catholic_kingdom_idea
Constructs: stability_factor, removal_cost, conscription_factor
Source: game
File: common/ideas/congo.txt

Code:
COG_devout_catholic_kingdom_idea = {
	picture = MEX_church_power_5
	allowed = {
		original_tag = COG
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		conscription_factor = 0.05
		stability_factor = 0.1
		political_power_factor = 0.05
		army_core_defence_factor = 0.05
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_civil_war_imperial_legacy
Constructs: prerequisite, add_ideas, add_war_support, completion_reward, is_subject, complete_tooltip, add_named_threat
Source: game
File: common/national_focus/r56_soviet_civil_war.txt

Code:
focus = {
	id = SOV_civil_war_imperial_legacy
	icon = GFX_goal_SOV_imperial_eagle
	prerequisite = {
		focus = SOV_civil_war_accept_constituion SOV_civil_war_all_russian_alligences
	}
	x = -3
	y = 1
	relative_position_id = SOV_civil_war_all_russian_alligences
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
	}
	complete_tooltip = {

	}
	completion_reward = {
		add_named_threat = {
			threat = 4
			name = SOV_imperial_legacy_t
		}
		add_war_support = 0.05
		add_ideas = GEN_Conquer_I
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_MANPOWER FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Character
Component: pashtun_nationalist
Constructs: stability_factor, war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
pashtun_nationalist = {
	random = no
	sprite = 13
	stability_factor = 0.05
	army_core_defence_factor = 0.05
	war_support_factor = 0.1
}
### Entity: AI Strategy
Component: EAI_SP_recruit_air_scientist
Source: game
File: common/ai_strategy/EAI_RESEARCH_special_project_strategies.txt

Code:
EAI_SP_recruit_air_scientist = {
	enable = {
		air_facility = > 0
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = recruit_scientist
		id = specialization_air
		value = 100
	}
}
### Entity: AI Strategy
Component: EAI_GER_ignore_bnl
Constructs: has_completed_focus, has_government, has_country_flag, is_historical_focus_on, has_capitulated, is_subject
Source: game
File: common/ai_strategy/GER_EAI.txt

Code:
EAI_GER_ignore_bnl = {
	allowed = {
		tag = GER
	}
	enable = {
		is_historical_focus_on = yes
		has_government = fascism
		NOT = {
			BEL = {
				has_country_flag = EAI_declare_war_from_GER
			}
			LUX = {
				has_country_flag = EAI_declare_war_from_GER
			}
			HOL = {
				has_country_flag = EAI_declare_war_from_GER
			}
		} {
			GER = {
				has_capitulated = yes
			} {
				exists = no
			} {
				is_subject = yes
			}
		} {
			has_country_flag = GER_invade_BNL
		} {
			has_completed_focus = GER_around_maginot
		}
	}
	abort = {
		OR = {
			BEL = {
				has_country_flag = EAI_declare_war_from_GER
			}
			LUX = {
				has_country_flag = EAI_declare_war_from_GER
			}
			HOL = {
				has_country_flag = EAI_declare_war_from_GER
			}
		}
		has_completed_focus = GER_around_maginot
	}
	ai_strategy = {
		type = ignore_claim
		id = BEL
		value = 500
	} {
		type = ignore_claim
		id = HOL
		value = 500
	} {
		type = ignore_claim
		id = LUX
		value = 500
	}
}
### Entity: Idea
Component: idea_RAJ_womens_auxiliary_corps
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_womens_auxiliary_corps = {
	picture = generic_women_in_the_army
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		spotting_chance = 0.05
		air_detection = 0.1
		static_anti_air_hit_chance_factor = 0.2
		tech_air_damage_factor = -0.02
		dig_in_speed_factor = 0.18
	}
}
### Entity: Character
Component: PRC_yang_shangkun
Constructs: has_dlc
Source: game
File: common/characters/PRC.txt

Code:
PRC_yang_shangkun = {
	name = PRC_yang_shangkun
	portraits = {
		army = {
			small = GFX_portrait_PRC_yang_shanhkun_small
		}
	}
	advisor = {
		slot = high_command
		idea_token = PRC_yang_shangkun
		ledger = army
		allowed = {
			original_tag = PRC
			has_dlc = No Compromise, No Surrender
		}
		traits = {
			PRC_second_in_command_to_peng
		}
		cost = 100
		ai_will_do = {
			base = 1.0
		}
	}
}
### Entity: National Focus
Tree: col_focus
Component: COL_puerto_buenaventura
Constructs: prerequisite, limit, remove_ideas, completion_reward, random_owned_controlled_state, add_building_construction, add_extra_state_shared_building_slots, has_idea
Source: game
File: common/national_focus/colombia.txt

Code:
focus = {
	id = COL_puerto_buenaventura
	icon = GFX_goal_generic_construct_civ_factory
	prerequisite = {
		focus = COL_acerias_pdr
	}
	relative_position_id = COL_acerias_pdr
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2
	}
	available = {
		controls_state = 306
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				306
			}
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			} {
				type = industrial_complex
				level = 2
				instant_build = yes
			} {
				type = naval_base
				level = 2
				province = 7936
				instant_build = yes
			}
			add_extra_state_shared_building_slots = 1
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		if = {
			limit = {
				has_idea = COL_agrarian_economy_2
			}
			swap_ideas = {
				remove_idea = COL_agrarian_economy_2
				add_idea = COL_agrarian_economy_3
			}
		}
		else_if = {
			limit = {
				has_idea = COL_agrarian_economy_3
			}
			remove_ideas = COL_agrarian_economy_3
		}
		else = {
			swap_ideas = {
				remove_idea = COL_agrarian_economy_2
				add_idea = COL_agrarian_economy_3
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_the_ordnance_factories_board
Constructs: has_completed_focus, prerequisite, limit, completion_reward, has_dlc, has_mio_size, cancel_if_invalid, unlock_mio_policy_tooltip
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_the_ordnance_factories_board
	icon = GFX_focus_eng_concessions_to_the_trade_unions
	prerequisite = {
		focus = RAJ_cordite_factory_aruvankadu_tamil_nadu RAJ_ordnance_factory_kanpur_uttar_pradesh
	}
	x = -2
	y = 1
	relative_position_id = RAJ_cordite_factory_aruvankadu_tamil_nadu
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		if = {
			limit = {
				NOT = {
					has_dlc = Arms Against Tyranny
				}
			}
			has_completed_focus = RAJ_rifle_factory_ishapore_west_bengal RAJ_gun_and_shell_factory_cossipore
		} {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			OR = {
				mio:RAJ_ammunition_factory_khadki_organization = {
					has_mio_size = > 7
				}
				mio:RAJ_ordnance_factory_kanpur_organization = {
					has_mio_size = > 7
				}
				mio:RAJ_ordnance_factory_medak_organization = {
					has_mio_size = > 7
				}
				mio:RAJ_vickers_armstrong_organization = {
					has_mio_size = > 7
				}
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			unlock_mio_policy_tooltip = {
				policy = mio_policy_RAJ_general_ordnance_factory_board
			}
		}
		else = {
			try_build_mil_in_core_otherwise_build_in_controlled_2_mil = yes
		}
		try_build_mil_in_core_otherwise_build_in_controlled_2_mil = yes
		try_build_mil_in_core_otherwise_build_in_controlled = yes
	}
}
### Entity: Event
Component: AST_political_events.6
Constructs: is_triggered_only, set_country_flag
Source: game
File: events/TAOG_Australia.txt

Code:
country_event = {
	id = AST_political_events.6
	title = AST_political_events.6.t
	desc = AST_political_events.6.desc
	picture = GFX_report_event_AST_day_of_mourning
	is_triggered_only = yes
	immediate = {
		set_country_flag = AST_the_1938_sesquicentenary_flag
	}
	option = {
		name = AST_political_events.6.a
		custom_effect_tooltip = AST_the_1938_sesquicentenary_tt
	}
}
### Entity: Operation
Component: steal_blueprints_bribe
Source: game
File: common/operation_phases/lar_steal_blueprints.txt

Code:
steal_blueprints_bribe = {
	name = steal_blueprints_bribe
	desc = steal_blueprints_bribe_desc
	outcome = steal_blueprints_bribe_outcome
	picture = GFX_phase_infiltrate_military_bribe
	icon = GFX_phase_infiltrate_military_bribe_small
	requirements = {

	}
	equipment = {
		civilian_factories = {
			amount = 3
			days = 30
		}
	}
}
### Entity: Idea
Component: MEX_church_power_1
Constructs: stability_factor, industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/mexico_mtg_placeholder.txt

Code:
MEX_church_power_1 = {
	name = MEX_church_power_1
	picture = chi_war_of_resistance
	allowed = {
		always = no
	}
	removal_cost = -1
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		industrial_capacity_factory = 0.2
		stability_factor = -0.05
	}
}
### Entity: Character
Component: STL_george_charles
Source: game
File: common/characters/STL.txt

Code:
STL_george_charles = {
	name = George Charles
	portraits = {
		civilian = {
			large = gfx/leaders/r56_generic/r56_portrait_africa_generic_1.dds
		}
	}
	country_leader = {
		ideology = socialism
		traits = {

		}
		expire = 1965.1.1
		id = -1
	}
}
### Entity: Character
Component: r56_camarilla_leader
Source: game
File: common/country_leader/r56_traits.txt

Code:
r56_camarilla_leader = {
	random = no
	political_power_factor = -0.05
	ai_will_do = {
		factor = 1
	}
}
### Entity: Modding Documentation
Construct: acclimatization
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## acclimatization
* Aliases: acc
* Arguments: <climate_name>, <value 0-100>

Sets the acclimatization on a division(s).
### Entity: Idea
Component: AFG_1923_constitution
Constructs: stability_factor, has_government
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
AFG_1923_constitution = {
	picture = BRA_dasp
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = no
	}
	cancel = {
		NOT = {
			has_government = neutrality
		}
	}
	modifier = {
		political_advisor_cost_factor = -0.15
		political_power_factor = 0.1
		stability_factor = 0.05
		drift_defence_factor = -0.1
	}
}
### Entity: AI Strategy
Component: MON_socialist_plan
Constructs: has_completed_focus, has_government, has_country_flag, has_game_rule
Source: game
File: common/ai_strategy_plans/MON_alternate_strategy_plan.txt

Code:
MON_socialist_plan = {
	name = Mongolia socialist plan
	desc = Mongolia will keep Amar in power, embrace moderate reforms and keep distance from purges.
	allowed = {
		original_tag = MON
	}
	enable = {
		OR = {
			has_completed_focus = MON_reject_choibalsan_advances
			has_country_flag = MON_AI_RANDOM_MON_COMMUNISM_SOCIALIST
			has_game_rule = {
				rule = MON_ai_behavior
				option = MON_COMMUNISM_SOCIALIST
			}
		}
	}
	abort = {
		OR = {
			has_government = fascism neutrality
			AND = {
				NOT = {
					has_country_flag = mon_1935_defence_soviet_yes_assistance
				}
				date = > 1936.02.15
			}
		}
	}
	ai_national_focuses = {
		MON_transfer_the_funds_of_mongolbank MON_ratify_mutual_assistance_treaty MON_secure_the_transition_of_power MON_reject_choibalsan_advances MON_establish_socialist_society MON_tolerate_religious_groups MON_expand_elementary_schools MON_strengthen_tugrik MON_workers_focus MON_peasants_focus MON_pastures_into_farms MON_joint_technological_development MON_approach_soviet_planners MON_build_energokombinat MON_student_exchange_program MON_organize_army_inspection MON_separate_army_and_politics MON_increase_border_patrols MON_local_command_structure MON_invite_soviet_advisors MON_decrease_defense_budget MON_finalize_army_reform MON_expand_the_general_staff MON_favour_young_officers MON_soldier_devotion MON_workers_and_peasants_unite_focus MON_a_socialist_republic MON_stay_on_guard MON_affirm_rearmament_program MON_tackle_the_eastern_threat MON_true_hero_for_the_people MON_support_the_red_army_focus MON_improve_transportation_network
	}
	traits = {
		prince_of_terror = 0
		communist_revolutionary = 0
	}
	focus_factors = {
		MON_hold_plenum_of_central_committee = 300
		MON_rely_on_national_strength = 0
		MON_form_the_provisional_government = 0
		MON_host_emergency_great_khural_assembly = 0
		MON_prepare_leftist_takeover = 0
		MON_appoint_soviet_protege = 0
		MON_reject_choibalsan_advances = 300
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Event
Component: mongol_greater_mongolia.19
Constructs: ai_chance, has_completed_focus, has_war_with, has_country_flag, fire_only_once, is_subject
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol_greater_mongolia.19
	title = mongol_greater_mongolia.19.t
	desc = mongol_greater_mongolia.19.d
	picture = GFX_report_event_japanese_siam_politicians
	fire_only_once = yes
	trigger = {
		has_country_flag = MON_prepairing_ulaabaatar_conference_flag
		MON = {
			NOT = {
				has_completed_focus = MON_gather_ulaanbaatar_conference
			}
			focus_progress = {
				focus = MON_gather_ulaanbaatar_conference
				progress = > 0.8
			}
		}
		JAP = {
			exists = yes
			is_subject = no
		}
	}
	mean_time_to_happen = {
		days = 7
	}
	option = {
		name = mongol_greater_mongolia.19.a
		trigger = {
			NOT = {
				has_war_with = JAP
			}
		}
		ai_chance = {
			base = 1
		}
		JAP = {
			country_event = mongol_greater_mongolia.20
		}
	} {
		name = mongol_greater_mongolia.19.b
	}
}
### Entity: Unit Template
Component: QUE_INF_01
Source: game
File: common/units/names_divisions/QUE_names_divisions.txt

Code:
QUE_INF_01 = {
	name = Infantry Division
	for_countries = {
		QUE
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %d Division d'Infanterie
	ordered = {
		1 = {
			%dière Division d'Infanterie 
		}
		2 = {
			%dième Division d'Infanterie 
		}
		3 = {
			%dième Division d'Infanterie 
		}
		4 = {
			%dième Division d'Infanterie 
		}
		5 = {
			%dième Division d'Infanterie 
		}
	}
}
### Entity: Order of Battle
Component: Yunnan 1 Lu
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/r56_YUN_1936.txt

Code:
division = {
	name = Yunnan 1 Lu
	location = 7606
	division_template = Tuli Lü
	start_equipment_factor = 0.45
	start_experience_factor = 0.2
	force_equipment_variants = {
		infantry_equipment_1 = {
			owner = BEL
		}
	}
}
### Entity: Event
Component: EST_events.801
Constructs: is_triggered_only, ai_chance, limit, add_stability, add_political_power, add_popularity, has_active_mission, add_days_mission_timeout
Source: game
File: events/NSB_Estonia.txt

Code:
country_event = {
	id = EST_events.801
	title = EST_events.801.t
	desc = EST_events.801.d
	picture = GFX_report_event_generic_riot
	is_triggered_only = yes
	option = {
		name = EST_events.801.a
		ai_chance = {
			factor = 10
		}
		if = {
			limit = {
				original_tag = EST
			}
			add_popularity = {
				ideology = fascism
				popularity = 0.1
			}
		} {
			limit = {
				has_active_mission = EST_stomp_the_vaps
			}
			add_days_mission_timeout = {
				mission = EST_stomp_the_vaps
				days = -10
			}
		}
		else = {
			add_popularity = {
				ideology = fascism
				popularity = 0.05
			}
		}
	} {
		name = EST_events.801.b
		ai_chance = {
			factor = 1
		}
		trigger = {
			original_tag = FIN
		}
		custom_effect_tooltip = FIN_putting_down_insurgents_tt
		var:ROOT.vaps_from = {
			clr_state_flag = vaps_loyal_state
		}
		add_popularity = {
			ideology = fascism
			popularity = 0.02
		}
		add_stability = -0.02
		add_political_power = -25
	}
}
### Entity: Idea
Component: PHI_ties_with_republican_spain_2
Source: game
File: common/ideas/philippines.txt

Code:
PHI_ties_with_republican_spain_2 = {
	name = PHI_ties_with_republican_spain
	picture = SPR_the_popular_front
	modifier = {
		army_morale_factor = 0.15
		custom_modifier_tooltip = considered_as_extremist_for_manpower_laws_tt
	}
}