Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: ger_focus
Component: GER_amerikabomber
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, is_on_continent, has_dlc, is_special_project_being_researched, random_days
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_amerikabomber
	icon = GFX_focus_GER_amerikabomber
	prerequisite = {
		focus = GER_aerodynamic_research_institute
	}
	x = 0
	y = 1
	relative_position_id = GER_aerodynamic_research_institute
	cost = 10
	continue_if_invalid = yes
	cancel_if_invalid = no
	available = {
		custom_trigger_tooltip = {
			tooltip = GER_war_with_american_country_tt
			any_enemy_country = {
				capital_scope = {
					OR = {
						is_on_continent = north_america south_america
					}
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	select_effect = {
		if = {
			limit = {
				OR = {
					NOT = {
						has_dlc = Gotterdammerung
					} {
						is_special_project_being_researched = sp:sp_air_intercontinental_bomber
					}
				}
			}
			country_event = {
				id = GOT_GER_amerikabomber.01
				days = 14
				random_days = 7
			}
		}
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = Gotterdammerung
			}
			custom_effect_tooltip = GER_unlocks_statue_of_liberty_raid_tt generic_skip_one_line_tt
			GER_add_or_modify_wunderwaffen = yes
			if = {
				limit = {
					NOT = {
						is_special_project_completed = sp_air_intercontinental_bomber
					}
				}
				add_to_variable = {
					GER_wunderwaffen_sp_air_intercontinental_bomber_speed_factor = 0.2
					tooltip = sp_air_intercontinental_bomber_speed_factor_tt
				}
			} {
				limit = {
					NOT = {
						is_special_project_completed = sp_air_mothership_aircraft
					}
				}
				add_to_variable = {
					GER_wunderwaffen_sp_air_mothership_aircraft_speed_factor = GER_wunderwaffe_research_speed_bonus
					tooltip = sp_air_mothership_aircraft_speed_factor_tt
				}
			}
		}
		else = {
			add_tech_bonus = {
				name = GER_amerikabomber
				bonus = 2
				uses = 1
				category = transport_planes_cat cat_strategic_bomber
			}
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_socialist_emulation
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_socialist_emulation
	icon = GFX_SOV_socialist_emulation_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_collectivist_propaganda
	}
	x = 0
	y = 1
	relative_position_id = SOV_collectivist_propaganda
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_ideas = SOV_socialist_emulation_1_ns
	}
}
### Entity: Character
Component: navy_capital_ship_1
Source: game
File: common/country_leader/00_traits.txt

Code:
navy_capital_ship_1 = {
	sprite = 3
	navy_capital_ship_attack_factor = 0.05
	navy_capital_ship_defence_factor = 0.05
	command_cap_increase = @tier1_cp_cap_increase
	command_power = @tier1_cp_cost
	ai_will_do = {
		factor = @navy_command_factor_1
		modifier = {
			factor = 0
			command_power = < @tier1_cp_cost
		}
	}
}
### Entity: Decision
Component: SAU_the_oil_industry
Constructs: has_country_flag
Source: game
File: common/decisions/categories/SAU_decision_categories.txt

Code:
SAU_the_oil_industry = {
	icon = GFX_decision_category_generic_prospect_for_resources
	picture = GFX_decision_cat_SAU_oil
	priority = 150
	allowed = {
		original_tag = SAU
	}
	visible = {
		controls_state = 859
		has_country_flag = SAU_discovered_oil
		date = > 1938.3.1
	}
}
### Entity: Decision
Component: debug_decisions
Constructs: has_country_flag, is_debug, has_country_leader, complete_effect, clr_country_flag, has_any_power_balance
Source: game
File: common/decisions/ITA.txt

Code:
debug_decisions = {
	DEBUG_activate_missiolinis_system = {
		priority = 999
		allowed = {
			tag = ITA
		}
		visible = {
			NOT = {
				has_country_flag = ITA_missiolinis_system_active_flag
			}
			is_debug = yes
		}
		available = {
			has_country_leader = {
				character = ITA_benito_mussolini
				ruling_only = yes
			}
		}
		complete_effect = {
			ITA_missiolinis_initialize_missiolinis_system = yes
			log = Will mess the sync between between the initial missions to Conquer/Hold Ethiopia for ETH and ITA
			ITA_benito_mussolini = {
				unit_leader_event = BBA_italo_ethiopian_war_events.01
			}
		}
	}
	DEBUG_deactivate_missiolinis_system = {
		priority = 999
		allowed = {
			tag = ITA
		}
		visible = {
			has_country_flag = ITA_missiolinis_system_active_flag
			is_debug = yes
		}
		complete_effect = {
			clr_country_flag = ITA_missiolinis_system_active_flag
			log = Deactivates Missiolinis system
		}
	}
	DEBUG_manu_tests = {
		priority = 100
		allowed = {
			OR = {
				original_tag = ITA
				tag = RSI RDS
			}
		}
		visible = {
			is_debug = yes
		}
		available = {
			has_country_flag = ITA_defeat_in_ethiopia_flag ITA_victory_in_ethiopia_flag
		}
		complete_effect = {
			ITA_set_up_character_cw_flags_effect = yes
		}
	}
	DEBUG_initiate_BOP = {
		priority = 100
		allowed = {
			original_tag = ITA
		}
		visible = {
			has_any_power_balance = no
			is_debug = yes
		}
		complete_effect = {
			ITA_initiate_balance_of_power_effect = yes
		}
	}
}
### Entity: Event
Component: jordan.4
Constructs: is_triggered_only, add_to_variable
Source: game
File: events/Jordan.txt

Code:
country_event = {
	id = jordan.4
	title = jordan.4.t
	desc = jordan.4.d
	picture = GFX_report_event_kenya_army
	is_triggered_only = yes
	option = {
		name = jordan.4.a
		add_to_variable = {
			JOR_guns_amount = 500
		}
		custom_effect_tooltip = JOR_revolt_guns_tt
	}
}
### Entity: Event
Component: britain.7
Constructs: is_triggered_only, ai_chance, add_opinion_modifier
Source: game
File: events/Britain.txt

Code:
country_event = {
	id = britain.7
	title = britain.7.t
	desc = britain.7.d
	picture = GFX_report_event_merchant_ship_01
	is_triggered_only = yes
	option = {
		name = britain.7.a
		ai_chance = {
			factor = 60
		}
		GER = {
			add_opinion_modifier = {
				target = ROOT
				modifier = embargo
			}
		}
	} {
		name = britain.7.b
		ai_chance = {
			factor = 40
		}
		ENG = {
			country_event = britain.8
		}
	}
}
### Entity: Character
Component: HOL_charles_douw_van_der_krap
Constructs: has_cosmetic_tag
Source: game
File: common/characters/HOL.txt

Code:
HOL_charles_douw_van_der_krap = {
	advisor = {
		slot = high_command
		idea_token = HOL_charles_douw_van_der_krap
		ledger = navy
		allowed = {
			OR = {
				original_tag = HOL INS
			}
		}
		visible = {
			OR = {
				original_tag = HOL
				AND = {
					original_tag = INS
					has_cosmetic_tag = INS_UNION
				}
			}
		}
		traits = {
			air_naval_strike_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = HOL_charles_douw_van_der_krap
	portraits = {
		army = {
			small = GFX_idea_HOL_charles_douw_van_der_krap
		}
	}
}
### Entity: Modifier Reference
Component: BEL_belgian_legion_dynamic_modifier
Source: game
File: common/dynamic_modifiers/wuw_dynamic_modifiers.txt

Code:
BEL_belgian_legion_dynamic_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_NORDIC_army_monarchist
	army_infantry_attack_factor = BEL_belgian_legion_army_infantry_attack_factor
	exile_manpower_factor = BEL_belgian_legion_exile_manpower_factor
	army_core_attack_factor = BEL_belgian_legion_army_core_attack_factor
	army_core_defence_factor = BEL_belgian_legion_army_core_defence_factor
	weekly_manpower = BEL_belgian_legion_weekly_manpower
}
### Entity: Idea
Component: JAP_people_owned_mines
Constructs: has_government, removal_cost
Source: game
File: common/ideas/japan.txt

Code:
JAP_people_owned_mines = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	picture = generic_exploit_mines
	modifier = {
		local_resources_factor = 0.1
	}
}
### Entity: Character
Component: NIU_hekataha_uea
Constructs: has_country_flag
Source: game
File: common/characters/NIU.txt

Code:
NIU_hekataha_uea = {
	name = NIU_hekataha_uea
	portraits = {
		civilian = {
			large = gfx/leaders/kr_generic/kr_portrait_south_america_generic_land_6.dds
			small = GFX_kr_portrait_south_america_generic_land_6_small
		}
	}
	country_leader = {
		ideology = conservatism
		traits = {
			conservative_nationalist
		}
		expire = 1947.1.1
		id = -1
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = NIU_hekataha_uea
		ledger = army
		allowed = {
			original_tag = NIU
		}
		visible = {

		}
		traits = {
			grand_battle_plan_expert
		}
	}
	corps_commander = {
		traits = {
			caring_leader war_hero
		}
		skill = 2
		attack_skill = 2
		defense_skill = 1
		planning_skill = 2
		logistics_skill = 2
		visible = {
			has_country_flag = NIU_recalled_uea_from_retirement
		}
	}
}
### Entity: Character
Component: ITA_gaetano_crocco
Source: game
File: common/characters/ITA.txt

Code:
ITA_gaetano_crocco = {
	name = ITA_gaetano_crocco
	portraits = {
		army = {
			large = GFX_portrait_ITA_gaetano_crocco
			small = GFX_idea_gaetano_crocco
		}
	}
	scientist = {
		traits = {
			scientist_trait_rocketry_specialist
		}
		skills = {
			specialization_air = 2
		}
	}
}
### Entity: Decision
Component: debug_decisions
Constructs: add_political_power, has_dlc, is_ai, is_debug, complete_effect, complete_national_focus, add_dynamic_modifier, save_global_event_target_as
Source: game
File: common/decisions/INS.txt

Code:
debug_decisions = {
	DEBUG_INS_civil_war = {
		priority = 110
		allowed = {
			tag = INS
			has_dlc = Thunder at Our Gates
		}
		visible = {
			is_ai = no
			is_debug = yes
		}
		complete_effect = {
			INS = {
				complete_national_focus = {
					focus = INS_underground_revolution
					use_side_message = yes
				} {
					focus = INS_infiltrate_the_army
					use_side_message = yes
				} {
					focus = INS_privately_owned_military_industry
					use_side_message = yes
				} {
					focus = INS_tkr_steal_general
					use_side_message = yes
				} {
					focus = INS_tkr_supply
					use_side_message = yes
				} {
					focus = INS_instigate_chaos_sulawesi
					use_side_message = yes
				} {
					focus = INS_instigate_chaos_medan
					use_side_message = yes
				} {
					focus = INS_prepare_raiding_bases
					use_side_message = yes
				} {
					focus = INS_the_declaration_of_independence
					use_side_message = yes
				} {
					focus = INS_laskar_rakjat
					use_side_message = yes
				} {
					focus = INS_recognize_moestopos_batallion
					use_side_message = yes
				}
				672 = {
					add_dynamic_modifier = {
						modifier = INS_state_revolution_hq
					}
					save_global_event_target_as = INS_revolution_hq
					add_to_variable = {
						influence_point_count = 3
					}
				}
				subtract_from_variable = {
					var = INS_revolution_points_remaining
					value = 3
				}
				add_to_variable = {
					var = INS_internal_spent_points
					value = 3
				}
				1049 = {
					add_to_variable = {
						influence_point_count = 3
					}
					add_dynamic_modifier = {
						modifier = INS_state_militia_activity_3
					}
				}
				1047 = {
					add_to_variable = {
						influence_point_count = 3
					}
					add_dynamic_modifier = {
						modifier = INS_state_militia_activity_3
					}
				}
				334 = {
					add_to_variable = {
						influence_point_count = 3
					}
					add_dynamic_modifier = {
						modifier = INS_state_militia_activity_3
					}
				}
				add_political_power = 500
				add_command_power = 100
				set_country_flag = INS_debug_mode_stop_event
			}
		}
	}
	DEBUG_INS_become_independent = {
		priority = 100
		allowed = {
			tag = INS
			has_dlc = Thunder at Our Gates
		}
		visible = {
			is_ai = no
			is_debug = yes
		}
		complete_effect = {
			HOL = {
				end_puppet = INS
			}
			INS = {
				indonesia_free_effect = yes
			}
		}
	}
	DEBUG_INS_form_republic = {
		priority 
# ... (truncated)
### Entity: Decision
Component: SOV_diplomacy_baltic_decision_category
Constructs: has_completed_focus, is_subject
Source: game
File: common/decisions/categories/SOV_decision_categories.txt

Code:
SOV_diplomacy_baltic_decision_category = {
	priority = 26
	icon = generic_foreign_policy
	allowed = {
		original_tag = SOV
	}
	visible = {
		has_completed_focus = SOV_baltic_security
		OR = {
			country_exists = EST LAT LIT
		}
		is_subject = no
	}
}
### Entity: Scripted Trigger
Component: EAI_LAW_upgrade_trade_law
Constructs: limit
Source: game
File: common/scripted_triggers/EAI_COUNTRY_law_triggers.txt

Code:
EAI_LAW_upgrade_trade_law = {
	if = {
		limit = {
			EAI_LAW_allowed_to_remove_trade_law = yes
		}
		OR = {
			EAI_LAW_get_free_trade = yes
			EAI_LAW_get_export_focus = yes
			EAI_LAW_get_limited_exports = yes
			EAI_LAW_get_closed_economy = yes
		}
	}
}
### Entity: Country History
Country: RKK
Component: RKK_technology
Constructs: set_technology
Source: game
File: history/countries/RKK - Reichskommisariat Kaukasien.txt

Code:
# Starting Technologies for RKK
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_recon = 1
	tech_support = 1
	tech_engineers = 1
	tech_mountaineers = 1
	tech_trucks = 1
	motorised_infantry = 1
	gw_artillery = 1
	interwar_antiair = 1
	fuel_silos = 1
	synth_oil_experiments = 1
	oil_processing = 1
	fuel_refining = 1
	tech_military_police = 1
	tech_military_police2 = 1
}
### Entity: Military Industrial Organization
Component: AUS_graf_and_stift_organization
Constructs: has_completed_focus, has_dlc, equipment_bonus, maximum_speed, add_trait, build_cost_ic, remove_trait
Source: game
File: common/military_industrial_organization/organizations/AUS_organization.txt

Code:
AUS_graf_and_stift_organization = {
	name = AUS_graf_and_stift_organization
	include = generic_motorized_mechanized_organization
	icon = GFX_idea_AUS_graf_and_stift
	allowed = {
		original_tag = AUS
		has_dlc = Arms Against Tyranny Gotterdammerung
	}
	available = {
		owner = {
			has_completed_focus = AUS_graf_und_stift_focus
		}
	}
	visible = {
		owner = {
			NOT = {
				has_completed_focus = AUS_saurerwerke
			}
		}
	}
	initial_trait = {
		name = AUS_graf_und_stift_initial_mio_trait_speed_focused_organization
		equipment_bonus = {
			maximum_speed = 0.05
		}
	}
	override_trait = {
		token = generic_mio_trait_medium_machinegun_mounts
		name = AUS_mio_trait_improved_suspensions
		equipment_bonus = {
			maximum_speed = 0.05
		}
	} {
		token = generic_mio_trait_attached_wood_gas_generator
		name = AUS_mio_trait_fuel_effeicient_engines
		position = {
			x = -1
			y = 2
		}
		relative_position_id = generic_mio_trait_medium_machinegun_mounts
		all_parents = {
			generic_mio_trait_medium_machinegun_mounts
		}
	} {
		token = generic_mio_trait_high_powered_engine
		position = {
			x = 1
			y = 2
		}
		relative_position_id = generic_mio_trait_medium_machinegun_mounts
		all_parents = {
			generic_mio_trait_medium_machinegun_mounts
		}
	} {
		token = generic_mio_trait_advanced_artillery_racks
		position = {
			x = 0
			y = 2
		}
		relative_position_id = generic_mio_trait_attached_wood_gas_generator
		any_parent = {
			generic_mio_trait_attached_wood_gas_generator generic_mio_trait_high_powered_engine
		}
	} {
		token = generic_mio_trait_heavy_machinegun_mount
		position = {
			x = 2
			y = 2
		}
		relative_position_id = generic_mio_trait_attached_wood_gas_generator
		any_parent = {
			generic_mio_trait_attached_wood_gas_generator generic_mio_trait_high_powered_engine
		}
	}
	add_trait = {
		token = AUS_mio_trait_thorough_construction
		name = AUS_mio_trait_thorough_construction
		icon = GFX_generic_mio_trait_icon_hardness
		special_trait_background = yes
		mutually_exclusive = {
			AUS_mio_trait_modular_construction
		}
		position = {
			x = -1
			y = 2
		}
		relative_position_id = generic_mio_trait_all_wheel_drive
		all_parents = {
			generic_mio_trait_all_wheel_drive
		}
		equipment_bonus = {
			hardness = 0.05
			reliability = 0.05
			build_cost_ic = 0.05
		}
	} {
		token = AUS_mio_trait_modular_construction
		name = AUS_mio_trait_modular_construction
		icon = GFX_g
# ... (truncated)
### Entity: Event
Component: NSB_soviet_policies_of_collective_security.11
Constructs: is_triggered_only, save_global_event_target_as
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_policies_of_collective_security.11
	title = NSB_soviet_policies_of_collective_security.11.t
	desc = NSB_soviet_policies_of_collective_security.11.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = NSB_soviet_policies_of_collective_security.11.a
		SOV_apply_collective_ageement_on_mutual_assistance_effects_basic = yes
		FROM = {
			save_global_event_target_as = SOV_collective_security_pact_integrant
		}
		hidden_effect = {
			news_event = {
				id = nsb_news.102
				days = 1
			}
		}
	}
}
### Entity: AI Strategy
Component: r56_GER_navy_start_ww2_logic
Constructs: has_government, has_war_with, is_major
Source: game
File: common/ai_strategy/r56_GER.txt

Code:
r56_GER_navy_start_ww2_logic = {
	allowed = {
		original_tag = GER
	}
	enable = {
		has_government = fascism
		date = < 1944.1.1
		ROOT = {
			is_major = yes
			OR = {
				has_war_with = ENG USA
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = naval_avoid_region
		id = 43
		value = 100
	} {
		type = naval_convoy_raid_region
		id = 49
		value = 750
	} {
		type = naval_convoy_raid_region
		id = 47
		value = 750
	} {
		type = naval_convoy_raid_region
		id = 48
		value = 750
	} {
		type = naval_convoy_raid_region
		id = 51
		value = 100
	} {
		type = naval_mission_threshold
		id = MISSION_CONVOY_RAIDING
		value = 750
	} {
		type = naval_mission_threshold
		id = MISSION_MINES_PLANTING
		value = 500
	} {
		type = naval_mission_threshold
		id = MISSION_STRIKE_FORCE
		value = -175
	} {
		type = invade
		id = ENG
		value = -25
	}
}
### Entity: Country Tag
Component: CBR
Constructs: has_country_flag
Source: game
File: common/country_tag_aliases/r56_china_and_co_aliases.txt

Code:
CBR = {
	original_tag = CHI
	has_country_flag = KMT_beurocracy_revolt
	fallback = CHI
}
### Entity: Scripted Trigger
Component: EAI_wants_to_build_ships
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_navy_triggers.txt

Code:
EAI_wants_to_build_ships = {
	OR = {
		EAI_CV_navy_production = yes
		EAI_BB_navy_production = yes
		EAI_BC_navy_production = yes
		EAI_CA_navy_production = yes
		EAI_DD_navy_production = yes
		EAI_ASW_DD_navy_production = yes
		EAI_ML_DD_navy_production = yes
		EAI_MS_DD_navy_production = yes
		EAI_CL_navy_production = yes
		EAI_ASW_CL_navy_production = yes
		EAI_SS_navy_production = yes
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_soviet_industrial_model
Constructs: prerequisite, completion_reward, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/argentina.txt

Code:
focus = {
	id = ARG_soviet_industrial_model
	icon = GFX_focus_SOV_organize_wreckers
	prerequisite = {
		focus = ARG_align_with_the_soviets
	}
	x = 0
	y = 1
	relative_position_id = ARG_align_with_the_soviets
	cost = 5
	available = {

	}
	ai_will_do = {
		factor = 15
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		278 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		956 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: AI Strategy
Component: FRA_naval_carrier_light
Source: game
File: common/ai_equipment/FRA_naval.txt

Code:
FRA_naval_carrier_light = {
	category = naval
	blocked_for = {

	}
	available_for = {
		FRA
	}
	roles = {
		naval_carrier
	}
	priority = {
		factor = 25
		modifier = {
			factor = 0.5
			has_War = no
		}
	}
	CVL_carrier = {
		priority = {
			factor = 1
			modifier = {
				factor = 1
			}
		}
		role_icon_index = 7
		history = yes
		target_variant = {
			match_value = 1000.0
			type = ship_hull_carrier_conversion_ca
			modules = {
				fixed_ship_deck_slot_1 = ship_deck_space
				fixed_ship_deck_slot_2 = ship_deck_space
				fixed_ship_anti_air_slot = ship_anti_air_1
				fixed_ship_radar_slot = empty
				fixed_ship_engine_slot = carrier_ship_engine_1
				fixed_ship_secondaries_slot = ship_secondaries_1
			}
		}
		allowed_modules = {
			ship_anti_air ship_secondaries ship_fire_control_system cruiser_ship_engine carrier_ship_engine ship_radar ship_deck_space ship_carrier_armor
		}
	}
	CVL_carrier_upgrade = {
		priority = {
			factor = 1
			modifier = {
				factor = 1
			}
		}
		role_icon_index = 7
		history = yes
		target_variant = {
			match_value = 1000.0
			type = ship_hull_carrier_conversion_ca
			modules = {
				fixed_ship_deck_slot_1 = ship_deck_space
				fixed_ship_deck_slot_2 = ship_deck_space
				fixed_ship_anti_air_slot = ship_anti_air
				fixed_ship_radar_slot = empty
				fixed_ship_engine_slot = carrier_ship_engine_1
				fixed_ship_secondaries_slot = dp_ship_secondaries_2
			}
		}
		allowed_modules = {
			ship_anti_air ship_secondaries ship_fire_control_system cruiser_ship_engine carrier_ship_engine ship_radar ship_deck_space ship_carrier_armor
		}
	}
}
### Entity: Event
Component: christian_denmark.0
Constructs: is_triggered_only, has_government
Source: game
File: events/DanishEvents.txt

Code:
news_event = {
	id = christian_denmark.0
	title = christian_denmark.0.t
	desc = christian_denmark.0.d
	picture = GFX_news_event_christian_x_coup
	is_triggered_only = yes
	major = yes
	option = {
		name = christian_denmark.0.e
		trigger = {
			tag = DEN
		}
	} {
		name = christian_denmark.0.a
		trigger = {
			NOT = {
				has_government = democratic communism
				tag = DEN
			}
		}
	} {
		name = christian_denmark.0.b
		trigger = {
			OR = {
				has_government = communism
				AND = {
					has_government = democratic
					NOT = {
						tag = ENG SWE NOR HOL BEL ROM YUG ICE
					}
				}
			}
			NOT = {
				tag = DEN
			}
		}
	} {
		name = christian_denmark.0.c
		trigger = {
			has_government = democratic
			NOT = {
				tag = DEN
			}
			OR = {
				tag = ENG SWE NOR HOL BEL ROM YUG ICE
			}
		}
	}
}
### Entity: Military Industrial Organization
Component: PRC_first_tractor_company_organization
Constructs: has_completed_focus, has_dlc, add_trait, production_bonus
Source: game
File: common/military_industrial_organization/organizations/PRC_organization.txt

Code:
PRC_first_tractor_company_organization = {
	include = generic_tank_organization
	name = PRC_first_tractor_company_organization
	icon = GFX_idea_PRC_first_tractor_company
	allowed = {
		tag = PRC
		has_dlc = No Compromise, No Surrender
	}
	available = {
		PRC = {
			has_completed_focus = PRC_agricultural_reform
		}
	}
	add_trait = {
		token = PRC_first_tractor_company_peoples_tank_trait
		name = PRC_first_tractor_company_peoples_tank_trait
		icon = GFX_generic_mio_department_icon_tank_light_tank_quality
		special_trait_background = yes
		relative_position_id = generic_mio_trait_improved_tracks
		position = {
			x = -1
			y = 0
		}
		all_parents = {
			generic_mio_trait_improved_tracks
		}
		production_bonus = {
			production_conversion_speed_factor = 0.25
		}
	}
}
### Entity: Event
Component: CHL_political_events.65
Constructs: is_triggered_only, ai_chance, has_war, add_war_support, add_opinion_modifier, add_political_power, is_historical_focus_on, create_wargoal
Source: game
File: events/TOA_Chile.txt

Code:
country_event = {
	id = CHL_political_events.65
	title = CHL_political_events.65.t
	desc = CHL_political_events.65.desc
	picture = GFX_report_event_soviet_soldiers_tank
	is_triggered_only = yes
	option = {
		name = CHL_political_events.65.a
		army_experience = 25
		add_political_power = 100
		add_opinion_modifier = {
			target = FROM
			modifier = embargo
		}
		FROM = {
			add_opinion_modifier = {
				target = ROOT
				modifier = embargo
			}
		}
		ai_chance = {
			factor = 50
			modifier = {
				factor = 0.5
				is_historical_focus_on = yes
			}
		}
	} {
		name = CHL_political_events.65.b
		army_experience = 25
		add_war_support = 0.05
		create_wargoal = {
			type = puppet_wargoal_focus
			target = FROM
		}
		add_opinion_modifier = {
			target = FROM
			modifier = embargo
		}
		FROM = {
			add_opinion_modifier = {
				target = ROOT
				modifier = embargo
			}
		}
		ai_chance = {
			factor = 50
			modifier = {
				factor = 0.5
				has_war = yes
			}
		}
	}
}