Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: ser_focus
Component: SER_fighter_focus
Constructs: prerequisite, limit, completion_reward, has_dlc, add_tech_bonus, fighter_bonus
Source: game
File: common/national_focus/serbia.txt

Code:
focus = {
	id = SER_fighter_focus
	icon = GFX_goal_generic_air_fighter
	prerequisite = {
		focus = SER_ikarus SER_rogozarski SER_zmaj
	}
	mutually_exclusive = {
		focus = SER_bomber_focus
	}
	relative_position_id = SER_ikarus
	x = 0
	y = 1
	cost = 10
	completion_reward = {
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			add_tech_bonus = {
				name = SER_fighter_focus
				bonus = 1
				uses = 1
				category = light_air
			}
		}
		else = {
			add_tech_bonus = {
				name = fighter_bonus
				bonus = 1
				uses = 1
				category = light_fighter cat_heavy_fighter
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Scripted Trigger
Component: EAI_FTR_military_focus
Constructs: check_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_air_triggers.txt

Code:
EAI_FTR_military_focus = {
	check_variable = {
		EAI_FOCUS/AIR/fighter = > global.EAI_OFF
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_seize_minority_assets
Constructs: prerequisite, limit, add_ideas, add_stability, add_opinion_modifier, completion_reward, is_owned_by, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_seize_minority_assets
	icon = GFX_goal_generic_secret_weapon
	relative_position_id = LIT_empower_radicals
	x = 1
	y = 1
	cost = 10
	available_if_capitulated = yes
	prerequisite = {
		focus = LIT_empower_radicals
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_stability = -0.1
		POL = {
			add_opinion_modifier = {
				target = LIT
				modifier = LIT_seized_assets
			}
		}
		11 = {
			if = {
				limit = {
					is_owned_by = ROOT
					free_building_slots = {
						building = industrial_complex
						size = > 1
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}
		189 = {
			if = {
				limit = {
					is_owned_by = ROOT
					free_building_slots = {
						building = industrial_complex
						size = > 1
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}
		784 = {
			if = {
				limit = {
					is_owned_by = ROOT
					free_building_slots = {
						building = industrial_complex
						size = > 1
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}
		random_owned_controlled_state = {
			if = {
				limit = {
					free_building_slots = {
						building = industrial_complex
						size = > 1
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}
		if = {
			limit = {
				has_idea = LIT_persecuted_minorities_1
			}
			swap_ideas = {
				remove_idea = LIT_persecuted_minorities_1
				add_idea = LIT_persecuted_minorities_2
			}
		}
		else = {
			add_ideas = LIT_persecuted_minorities_1
		}
		hidden_effect = {
			if = {
				limit = {
					has_idea = LIT_lithuanian_aryanism_1
				}
				swap_ideas = {
					remove_idea = LIT_lithuanian_aryanism_1
					add_idea = LIT_lithuanian_aryanism_2
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Event
Component: bftb_turkey.103
Constructs: is_triggered_only, limit, add_state_claim, create_wargoal, take_state_focus
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.103
	title = bftb_turkey.103.t
	desc = bftb_turkey.103.desc
	picture = GFX_report_event_tur_military_affair
	is_triggered_only = yes
	option = {
		name = bftb_turkey.103.a
		add_state_claim = 677 554 553 680
		if = {
			limit = {
				ROOT = {
					NOT = {
						controls_state = 799
					}
				}
			}
			add_state_claim = 799
		}
		create_wargoal = {
			target = FROM
			type = take_state_focus
		}
	}
}
### Entity: State History
Component: 1116
Constructs: limit, add_core_of, add_to_array, has_dlc, remove_core_of
Source: game
File: history/states/1116-Chongqing.txt

Code:
state = {
	id = 1116
	name = STATE_1116
	resources = {

	}
	history = {
		owner = SIC
		add_core_of = CHI PRC SIC
		add_to_array = {
			state_victory_points = 6999
		} {
			state_victory_points = 11972
		}
		buildings = {
			infrastructure = 2
			arms_factory = 1
			industrial_complex = 1
			air_base = 2
		}
		victory_points = {
			6999 20
		} {
			11972 1
		}
		1938.10.25 = {
			IF = {
				limit = {
					has_dlc = No Compromise, No Surrender
				}
				remove_core_of = SIC
			}
			owner = CHI
			controller = CHI
		}
		1939.1.1 = {
			buildings = {
				industrial_complex = 3
				infrastructure = 3
				air_base = 3
				arms_factory = 1
			}
		}
	}
	provinces = {
		4431 6999 7240 11972 12705
	}
	manpower = 31777980
	buildings_max_level_factor = 1.0
	state_category = city
	local_supplies = 0.0
}
### Entity: Modifier Reference
Component: AST_royal_australian_navy_spirit
Source: game
File: common/dynamic_modifiers/TAOG_dynamic_modifiers.txt

Code:
AST_royal_australian_navy_spirit = {
	enable = {
		always = yes
	}
	icon = GFX_idea_AST_royal_australian_navy
	navy_org_factor = AST_royal_australian_navy_spirit_navy_org_factor
	spotting_chance = AST_royal_australian_navy_spirit_spotting_chance
	navy_weather_penalty = AST_royal_australian_navy_spirit_navy_weather_penalty
	navy_max_range_factor = AST_royal_australian_navy_spirit_navy_max_range_factor
	invasion_preparation = AST_royal_australian_navy_spirit_invasion_preparation
	naval_invasion_penalty = AST_royal_australian_navy_spirit_naval_invasion_penalty
	navy_intel_factor = AST_royal_australian_navy_spirit_navy_intel_factor
	airforce_intel_factor = AST_royal_australian_navy_spirit_airforce_intel_factor
	navy_casualty_on_sink = AST_royal_australian_navy_spirit_navy_casualty_on_sink
	air_wing_xp_loss_when_killed_factor = AST_royal_australian_navy_spirit_air_wing_xp_loss_when_killed_factor
}
### Entity: Order of Battle
Component: 3rd Cavalry Division
Constructs: division_template
Source: game
File: history/units/XIC_1936_sea.txt

Code:
division = {
	name = 3rd Cavalry Division
	location = 1647
	division_template = Qibing Jun
	start_equipment_factor = 0.2
	officer = {
		name = XIC_meng_qingpeng
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_ikki_kitas_state_socialist_ideals
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus, add_to_variable
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_ikki_kitas_state_socialist_ideals
	icon = GFX_focus_JAP_ikki_kitas_state_socialist_ideals
	x = -6
	y = 1
	relative_position_id = JAP_sea_the_showa_restoration
	prerequisite = {
		focus = JAP_sea_the_showa_restoration
	}
	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_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = JAP_ikki_kitas_state_socialist_ideals
			bonus = 0.5
			uses = 2
			category = industry
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		JAP_add_or_modify_early_industrialization = yes
		add_to_variable = {
			JAP_industry_production_speed_industrial_complex_factor = 0.1
			tooltip = production_speed_industrial_complex_factor_tt
		} {
			JAP_industry_production_speed_arms_factory_factor = 0.1
			tooltip = production_speed_arms_factory_factor_tt
		}
	}
}
### Entity: Unit Template
Component: FREN_INFB_01
Source: game
File: common/units/names_divisions/FREN_names_divisions.txt

Code:
FREN_INFB_01 = {
	name = Infantry Brigade
	for_countries = {
		BRD CAM CAR CAY CHA CMR COG DAH GAB GDL GNA HAI IVO LAO MAD MLI NGR RCG RWA SEN TOG VOL
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %dème Brigade d'Infanterie
	ordered = {
		1 = {
			%dère Brigade d'Infanterie
		}
		2 = {
			%dème Brigade d'Infanterie
		}
		3 = {
			%dème Brigade d'Infanterie
		}
		4 = {
			%dème Brigade d'Infanterie
		}
		5 = {
			%dème Brigade d'Infanterie
		}
		6 = {
			%dème Brigade d'Infanterie
		}
		7 = {
			%dème Brigade d'Infanterie
		}
		8 = {
			%dème Brigade d'Infanterie
		}
		9 = {
			%dème Brigade d'Infanterie
		}
		10 = {
			%dème Brigade d'Infanterie
		}
		11 = {
			%dème Brigade d'Infanterie
		}
		12 = {
			%dème Brigade d'Infanterie
		}
		13 = {
			%dème Brigade d'Infanterie
		}
		14 = {
			%dème Brigade d'Infanterie
		}
		15 = {
			%dème Brigade d'Infanterie
		}
		16 = {
			%dème Brigade d'Infanterie
		}
		17 = {
			%dème Brigade d'Infanterie
		}
		18 = {
			%dème Brigade d'Infanterie
		}
		19 = {
			%dème Brigade d'Infanterie
		}
		20 = {
			%dème Brigade d'Infanterie
		}
	}
}
### Entity: Idea
Component: EAI_DD_15/large_plane_maritime_patrol_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_15/large_plane_maritime_patrol_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		large_plane_maritime_patrol_plane_airframe = {
			build_cost_ic = -0.15
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: mpl_focus
Component: MPL_development_tel_aviv
Constructs: has_completed_focus, prerequisite, limit, has_country_flag, completion_reward, is_subject, check_variable, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/mandate_of_palestine.txt

Code:
focus = {
	id = MPL_development_tel_aviv
	icon = GFX_goal_generic_munitions_factories
	relative_position_id = MPL_jews_negotiate
	x = -1
	y = 1
	prerequisite = {
		focus = MPL_jews_negotiate
	}
	available = {
		NOT = {
			has_completed_focus = MPL_end_the_strike
		}
		if = {
			limit = {
				OR = {
					has_country_flag = MPL_trigger_collapse_PAL
				}
			}
			NOT = {
				has_country_flag = MPL_trigger_collapse_PAL
			}
		}
		else_if = {
			limit = {
				OR = {
					has_country_flag = MPL_trigger_collapse_ISR
				}
			}
			NOT = {
				has_country_flag = MPL_trigger_collapse_ISR
			}
		}
	}
	bypass = {
		is_subject = no
	}
	ai_will_do = {
		factor = 90
		modifier = {
			factor = 100
			check_variable = {
				var = MPL_path_selection
				value = 90
				compare = less_than_or_equals
			} {
				MPL_path_selection = > 75
			}
		}
	}
	cost = 6
	completion_reward = {
		454 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt MPL_economic_up_15
		add_power_balance_value = {
			id = MPL_power_balance
			value = 0.2
			tooltip_side = MPL_jewish_side
		}
		add_to_variable = {
			MPL_economic_independence = 15
		} {
			MPL_total_independence = 15
		}
		clamp_variable = {
			var = MPL_economic_independence
			min = 0
			max = 100
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_BALANCE_OF_POWER
	}
}
### Entity: Character
Component: independence_activist
Constructs: autonomy_gain, democratic_drift
Source: game
File: common/country_leader/goe_traits.txt

Code:
independence_activist = {
	sprite = 13
	autonomy_gain = 0.3
	democratic_drift = 0.07
	ai_will_do = {
		factor = 2
	}
}
### Entity: Scripted Trigger
Component: suitable_democratic_major_in_europe
Constructs: has_government, has_war_with, is_major, is_on_continent, has_capitulated
Source: game
File: common/scripted_triggers/BALTIC_scripted_triggers.txt

Code:
suitable_democratic_major_in_europe = {
	any_other_country = {
		is_major = yes
		capital_scope = {
			is_on_continent = europe
		}
		exists = yes
		has_capitulated = no
		has_government = democratic
		NOT = {
			has_war_with = ROOT
		}
	}
}
### Entity: Order of Battle
Component: 114th Division
Constructs: division_template
Source: game
File: history/units/XIC_1936_sea.txt

Code:
division = {
	name = 114th Division
	location = 2022
	division_template = Sanjiao Jun
	start_equipment_factor = 0.2
	officer = {
		name = XIC_chen_guangqun
	}
}
### Entity: Order of Battle
Component: 4. SS-Sturmbrigade
Constructs: division_template
Source: game
File: history/units/GER_German_Civil_War_fascist.txt

Code:
division = {
	name = 4. SS-Sturmbrigade
	location = 6540
	division_template = SS-Sturmbrigade
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_promote_paper_bills
Constructs: prerequisite, limit, add_ideas, completion_reward, cancel_if_invalid, has_idea
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_promote_paper_bills
	icon = GFX_focus_PRC_promote_paper_bills
	prerequisite = {
		focus = PRC_CSCEC_mils PRC_CSCEC_civs
	}
	mutually_exclusive = {
		focus = PRC_promote_the_silver_dollar
	}
	x = 0
	y = 1
	relative_position_id = PRC_CSCEC_mils
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = PRC_paper_bills_promoted
		IF = {
			limit = {
				NOT = {
					has_idea = closed_economy
				}
			}
			add_ideas = closed_economy
		}
	}
}
### Entity: State History
Component: 1061
Constructs: add_core_of
Source: game
File: history/states/1061 - Perlis Kedah.txt

Code:
state = {
	id = 1061
	name = STATE_1061
	manpower = 323100
	state_category = town
	resources = {
		rubber = 25
	}
	history = {
		owner = MAL
		add_core_of = MAL
		victory_points = {
			1291 1
		} {
			12144 1
		}
		buildings = {
			infrastructure = 1
		}
	}
	provinces = {
		1291 7342 12144
	}
	local_supplies = 0.0
}
### Entity: Effect Reference
Construct: set_province_name
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## set_province_name

* Supported Scopes: any
* Supported Targets: none

```
set_province_name = { id = <province id> name = <string> } - Set name for a province
```
### Entity: Scripted Effect
Component: SIA_continue_sending_cadets_abroad_r56_effects
Constructs: limit, has_any_grand_doctrine, add_doctrine_cost_reduction
Source: game
File: common/scripted_effects/SIA_scripted_effects_r56.txt

Code:
SIA_continue_sending_cadets_abroad_r56_effects = {
	if = {
		limit = {
			has_any_grand_doctrine = land
		}
		army_experience = 35
		add_doctrine_cost_reduction = {
			name = SIA_continue_sending_cadets_abroad_r56
			cost_reduction = 0.25
			uses = 2
			category = land_doctrine
		}
	}
	else = {
		army_experience = 15
		add_doctrine_cost_reduction = {
			name = SIA_continue_sending_cadets_abroad_r56
			cost_reduction = 0.85
			uses = 1
			category = land_doctrine
		}
	}
}
### Entity: Character
Component: BUL_dobri_bozhilov
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/BUL.txt

Code:
BUL_dobri_bozhilov = {
	instance = {
		allowed = {
			has_dlc = Battle for the Bosporus
		}
		advisor = {
			slot = political_advisor
			idea_token = BUL_dobri_bozhilov
			allowed = {
				has_dlc = Battle for the Bosporus
				original_tag = BUL
			}
			available = {
				NOT = {
					has_completed_focus = BUL_oppose_the_royal_dictatorship
				}
			}
			traits = {
				captain_of_industry
			}
			ai_will_do = {
				factor = 1.0
			}
		}
		name = BUL_dobri_bozhilov
		portraits = {
			army = {
				small = GFX_idea_bul_dobri_bozhilov
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Battle for the Bosporus
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = BUL_dobri_bozhilov
			allowed = {
				NOT = {
					has_dlc = Battle for the Bosporus
				}
				original_tag = BUL
			}
			traits = {
				captain_of_industry
			}
		}
		name = BUL_dobri_bozhilov
		portraits = {
			army = {
				small = GFX_idea_generic_political_advisor_europe_2
			}
		}
	}
}
### Entity: Event
Component: BALTIC_events.11
Constructs: is_triggered_only, ai_chance, add_stability, set_country_flag, add_popularity
Source: game
File: events/NSB_Baltic.txt

Code:
country_event = {
	id = BALTIC_events.11
	title = BALTIC_events.11.t
	desc = BALTIC_events.11.d
	picture = GFX_report_event_communists_in_riga
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			set_country_flag = recent_forest_brothers_1
			add_stability = -0.05
			add_popularity = {
				ideology = communism
				popularity = -0.1
			}
		}
	}
	option = {
		name = BALTIC_events.11.a
		ai_chance = {
			base = 10
		}
		effect_tooltip = {
			add_stability = -0.05
			add_popularity = {
				ideology = communism
				popularity = -0.1
			}
		}
	}
}
### Entity: National Focus
Tree: hol_focus
Component: HOL_open_second_paranam_bauxite_mine
Constructs: prerequisite, has_war, limit, has_war_with, completion_reward, has_full_control_of_state, is_in_faction_with, has_idea
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_open_second_paranam_bauxite_mine
	available = {
		has_full_control_of_state = 309
		OR = {
			has_war = yes
			GER = {
				is_in_faction_with = ROOT
			}
			AND = {
				USA = {
					has_war = yes
					NOT = {
						has_war_with = ROOT
					}
				}
				ENG = {
					has_war = yes
					NOT = {
						has_war_with = ROOT
					}
				}
			}
		} {
			has_idea = free_trade export_focus
		}
	}
	prerequisite = {
		focus = HOL_expand_curacao_oil_refineries
	}
	icon = GFX_focus_generic_aluminum
	x = 0
	y = 1
	relative_position_id = HOL_expand_curacao_oil_refineries
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		309 = {
			add_resource = {
				type = aluminium
				amount = 36
			}
			if = {
				limit = {
					309 = {
						free_building_slots = {
							building = industrial_complex
							size = > 0
							include_locked = yes
						}
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered, force_equipment_variants
Source: game
File: history/units/BLR_1936_nsb.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 1
	}
	location = 9288
	division_template = Mekhanizirovaniy Korpus
	start_experience_factor = 0.3
	force_equipment_variants = {
		light_tank_chassis_1 = {
			owner = GER
			version_name = Panzer I Ausf. A
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_52
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_52 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 52
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 52
	}
}
### Entity: Modifier Reference
Component: SOV_third_five_year_plan_civilian_dynamic_modifier_alt
Constructs: industrial_capacity_factory
Source: game
File: common/dynamic_modifiers/0_dynamic_modifiers.txt

Code:
SOV_third_five_year_plan_civilian_dynamic_modifier_alt = {
	enable = {
		always = yes
	}
	icon = GFX_idea_SOV_third_five_year_plan_civilian_ccp_2d_sov_compatibility
	production_factory_efficiency_gain_factor = SOV_fyp_production_factory_efficiency_gain_factor
	production_factory_max_efficiency_factor = SOV_fyp_production_factory_max_efficiency_factor
	consumer_goods_factor = SOV_fyp_consumer_goods_factor
	production_speed_industrial_complex_factor = SOV_fyp_production_speed_industrial_complex_factor
	industrial_concern_cost_factor = SOV_fyp_industrial_concern_cost_factor
	local_resources_factor = SOV_fyp_local_resources_factor
	line_change_production_efficiency_factor = SOV_fyp_line_change_production_efficiency_factor
	industrial_capacity_factory = SOV_fyp_industrial_capacity_factory
	industrial_capacity_dockyard = SOV_fyp_industrial_capacity_dockyard
	fuel_gain_factor_from_states = SOV_fyp_fuel_gain_factor_from_states
	production_oil_factor = SOV_fyp_production_oil_factor
}
### Entity: Event
Component: wuw_GER_diplomacy.117
Constructs: is_triggered_only, ai_chance, limit, has_government, add_war_support, is_major, has_guaranteed, is_in_faction_with
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_diplomacy.117
	title = wuw_GER_realpolitik.16.t
	desc = wuw_GER_realpolitik.16.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = wuw_GER_diplomacy.117.a
		ai_chance = {
			base = 5
			modifier = {
				factor = 2
				has_government = FROM
			} {
				factor = 2
				strength_ratio = {
					tag = FROM
					ratio = < 0.75
				}
			} {
				factor = 2
				strength_ratio = {
					tag = FROM
					ratio = < 0.5
				}
			} {
				factor = 0.5
				any_other_country = {
					is_major = yes
					has_guaranteed = ROOT
				}
			} {
				factor = 0.5
				any_other_country = {
					is_major = yes
					is_in_faction_with = ROOT
				}
			}
		}
		FROM = {
			country_event = {
				id = wuw_GER_diplomacy.118
				hours = 5
				random_hours = 6
			}
		}
		effect_tooltip = {
			FROM = {
				annex_country = {
					target = ROOT
					transfer_troops = yes
				}
			}
			every_state = {
				limit = {
					is_owned_and_controlled_by = CZE
					OR = {
						state = 69 972 74
					}
				}
				add_core_of = PREV
			}
		}
	} {
		name = wuw_GER_diplomacy.117.b
		ai_chance = {
			base = 2
			modifier = {
				factor = 5
				strength_ratio = {
					tag = FROM
					ratio = > 1
				}
			} {
				factor = 5
				strength_ratio = {
					tag = FROM
					ratio = > 1.25
				}
			} {
				factor = 0
				is_subject_of = FROM
			}
		}
		add_war_support = 0.1
		custom_effect_tooltip = generic_skip_one_line_tt
		FROM = {
			country_event = {
				id = wuw_GER_diplomacy.119
				hours = 5
				random_hours = 6
			}
		}
	}
}