Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: SWI_robert_eibel
Constructs: has_completed_focus
Source: game
File: common/characters/SWI.txt

Code:
SWI_robert_eibel = {
	advisor = {
		slot = political_advisor
		idea_token = SWI_robert_eibel
		allowed = {
			original_tag = SWI
		}
		visible = {
			SWI_councilor_visible = yes
			has_completed_focus = SWI_gotthard_union
		}
		available = {
			SWI_can_be_councilor = yes
		}
		traits = {
			SWI_democratic_capitalist
		}
		on_add = {
			SWI_on_add_councilors = yes
		}
		on_remove = {
			SWI_on_remove_councilor = yes
		}
		can_be_fired = no
		ai_will_do = {
			base = 2000
			modifier = {
				factor = 5
				SWI_is_historical_ai = yes
			} {
				factor = 7
				OR = {
					SWI_AI_is_imperial = yes
					SWI_AI_is_dem_exp = yes
					SWI_AI_is_dem_allied = yes
				}
			}
		}
	}
	name = SWI_robert_eibel
	portraits = {
		civilian = {
			small = GFX_portrait_SWI_robert_eibel_small
			large = GFX_portrait_SWI_robert_eibel
		}
	}
}
### Entity: Faction
Component: faction_template_BUL_balkan_federation_of_socialist_republics
Constructs: change_leader_rule_industry
Source: game
File: common/factions/templates/unique_minor_factions.txt

Code:
faction_template_BUL_balkan_federation_of_socialist_republics = {
	name = BUL_balkan_federation_of_socialist_republics
	manifest = faction_manifest_balkan_control
	icon = GFX_faction_logo_generic_15
	goals = {
		faction_goal_industrial_expansion faction_goal_defeat_of_fascism
	}
	default_rules = {
		joining_rule_balkans_only change_leader_rule_industry
	}
}
### Entity: Event
Component: iceland_events.15
Constructs: is_triggered_only, ai_chance, limit, is_owned_by, add_core_of, add_timed_idea
Source: game
File: events/AAT_Iceland.txt

Code:
country_event = {
	id = iceland_events.15
	title = iceland_events.15.t
	desc = iceland_events.15.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	immediate = {

	}
	option = {
		name = iceland_events.15.a
		ai_chance = {
			base = 1
		}
		IF = {
			limit = {
				101 = {
					is_owned_by = FROM
				}
			}
			101 = {
				transfer_state_to = ROOT
				add_core_of = ROOT
			}
			ROOT = {
				add_timed_idea = {
					idea = ICE_compensation_purchase_idea
					days = 360
				}
			}
			FROM = {
				add_timed_idea = {
					idea = ICE_compensation_sale_idea
					days = 360
				}
			}
		}
		ELSE = {
			337 = {
				transfer_state_to = ROOT
				add_core_of = ROOT
			}
			ROOT = {
				add_timed_idea = {
					idea = ICE_compensation_purchase_idea
					days = 360
				}
			}
			FROM = {
				add_timed_idea = {
					idea = ICE_compensation_sale_idea
					days = 360
				}
			}
		}
	}
}
### Entity: Scripted Trigger
Component: has_war_with_non_exiled_country
Constructs: has_war, has_war_with_non_exiled_country, has_war_with_non_exiled_country_tt, is_government_in_exile
Source: game
File: common/scripted_triggers/00_scripted_triggers.txt

Code:
has_war_with_non_exiled_country = {
	custom_trigger_tooltip = {
		tooltip = has_war_with_non_exiled_country_tt
		has_war = yes
		any_enemy_country = {
			is_government_in_exile = no
		}
	}
}
### Entity: Decision
Component: SIA_mending_siamese_irredentism_r56
Constructs: has_global_flag
Source: game
File: common/decisions/categories/SIA_r56_decision_categories.txt

Code:
SIA_mending_siamese_irredentism_r56 = {
	priority = 2
	allowed = {
		original_tag = SIA
	}
	visible = {
		NOT = {
			has_global_flag = sia_dlc_focus_tree
		}
	}
	picture = GFX_decision_cat_generic_rattanakosin_kingdom
	icon = GFX_decision_category_saf_anti_colonialist_crusade
}
### Entity: Event
Component: JUNO_brazil_events.32
Constructs: is_triggered_only, ai_chance, has_war, has_war_with_major
Source: game
File: events/TOA_Brazil.txt

Code:
country_event = {
	id = JUNO_brazil_events.32
	title = JUNO_brazil_events.32.t
	desc = JUNO_brazil_events.32.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = JUNO_brazil_events.32.a
		ai_chance = {
			base = 2
			modifier = {
				factor = 5
				has_war_with_major = yes
			}
		}
		FROM = {
			country_event = {
				id = JUNO_brazil_events.33
				days = 1
			}
		}
	} {
		name = JUNO_brazil_events.32.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 0.1
				has_war = no
			}
		}
		FROM = {
			country_event = {
				id = JUNO_brazil_events.34
				days = 1
			}
		}
	}
}
### Entity: Idea
Component: ISR_haargaz
Constructs: research_bonus
Source: game
File: common/ideas/israel.txt

Code:
ISR_haargaz = {
	allowed = {
		original_tag = ISR
	}
	name = ISR_haargaz_organization
	research_bonus = {
		motorized_equipment = 0.15
	}
	picture = ISR_haargaz
	traits = {
		motorized_equipment_manufacturer
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_persian_german_trade
Constructs: prerequisite, add_ideas, has_government, add_opinion_modifier, completion_reward, allow_branch
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_persian_german_trade
	icon = GFX_goal_generic_positive_trade_relations
	prerequisite = {
		focus = PER_stand_with_giants
	}
	x = -1
	y = 1
	relative_position_id = PER_stand_with_giants
	cost = 5
	available = {
		has_government = neutrality
		GER = {
			has_government = fascism
			exists = yes
		}
	}
	bypass = {
		GER = {
			OR = {
				NOT = {
					has_government = fascism
				}
				exists = no
			}
		}
	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 20
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		GER = {
			add_opinion_modifier = {
				target = PER
				modifier = large_increase
			}
		} {
			add_ideas = PER_persian_german_trade_idea_2
		}
		PER = {
			add_opinion_modifier = {
				target = GER
				modifier = large_increase
			}
		}
		custom_effect_tooltip = CHL_skip_one_line_tt
		add_ideas = PER_persian_german_trade_idea
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_COMBINED_target_country_C0N
Constructs: check_variable
Source: game
File: common/ai_strategy/EAI_MILITARY_strategies.txt

Code:
EAI_MILITARY_COMBINED_target_country_C0N = {
	enable = {
		check_variable = {
			EAI_MILITARY_COMBINED_target_countries^num = > 0
		}
		NOT = {
			check_variable = {
				EAI_MILITARY_COMBINED_target_countries^23 = 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = invade
		id = C0N
		value = 15000
	} {
		type = invade
		id = C0N
		value = 200
	}
}
### Entity: Trigger Reference
Construct: all_country
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## all_country

* Supported Scopes: any
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
check if all countries meets the trigger. tooltip=key can be defined to override title
```
### Entity: Event
Component: bftb_greece.183
Constructs: is_triggered_only, add_stability, add_political_power
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.183
	title = bftb_greece.183.t
	desc = bftb_greece.183.desc
	picture = GFX_report_event_gre_athens
	is_triggered_only = yes
	option = {
		name = bftb_greece.183.a
		add_political_power = 75
		add_stability = -0.05
	}
}
### Entity: AI Strategy
Component: infantry_IRQ
Source: game
File: common/ai_templates/templates_IRQ.txt

Code:
infantry_IRQ = {
	available_for = {
		IRQ
	}
	role = infantry
	upgrade_prio = {
		base = 5
	}
	infantry_early_IRQ = {
		upgrade_prio = {
			base = 1
			modifier = {
				factor = 2
			}
		}
		target_template = {
			support = {
				engineer = 1
			}
			regiments = {
				infantry = 6
			}
		}
		replace_at_match = 1.5
		replace_with = infantry_improved_IRQ
		target_min_match = 0.9
	}
	infantry_improved_IRQ = {
		upgrade_prio = {
			base = 1
			modifier = {
				factor = 3
				date = > 1941.6.1
			}
		}
		target_template = {
			support = {
				engineer = 1
				recon = 1
				artillery = 1
			}
			regiments = {
				infantry = 6
				artillery_brigade = 1
			}
		}
	}
}
### Entity: Character
Component: BLZ_nccr
Source: game
File: common/characters/BLZ.txt

Code:
BLZ_nccr = {
	advisor = {
		slot = navy_chief
		idea_token = BLZ_nccr
		allowed = {
			original_tag = BLZ
		}
		traits = {
			navy_chief_commerce_raiding_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_2
		}
	}
}
### Entity: State
Component: state_categories
Source: game
File: common/state_category/developed_rural.txt

Code:
state_categories = {
	developed_rural = {
		local_building_slots = 3
		color = {
			240 160 0
		}
	}
}
### Entity: Modifier Reference
Component: widespread_bulgarian_sentiment_01
Source: game
File: common/dynamic_modifiers/0_dynamic_modifiers.txt

Code:
widespread_bulgarian_sentiment_01 = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_bul_arranged_bulgarian_occupation
	compliance_growth = -0.1
	resistance_growth = 0.1
	resistance_target = 0.1
	resistance_decay = -0.1
	state_resources_factor = -0.1
	local_factories = -0.1
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_opl_exercises
Constructs: prerequisite, has_government, completion_reward, add_mastery_bonus, add_to_variable, add_doctrine_cost_reduction
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_opl_exercises
	icon = {
		GFX_focus_PRC_a_modern_army = {
			ROOT = {
				has_government = communism
			}
		}
		GFX_goal_generic_army_doctrines = yes
	}
	prerequisite = {
		focus = CZE_form_the_state_defense_guard
	}
	x = -3
	y = 1
	relative_position_id = CZE_form_the_state_defense_guard
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	completion_reward = {
		army_experience = 10
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt CZE_ceskoslovenska_armada_ns_intro_tt generic_skip_one_line_tt
		add_mastery_bonus = {
			name = CZE_opl_exercises
			bonus = 0.1
			days = 365
			track = infantry
			grand_doctrine = new_mobile_warfare
		}
		add_to_variable = {
			CZE_ceskoslovenska_armada_army_core_defence_factor = 0.025
			tooltip = army_core_defence_factor_tt
		} {
			CZE_ceskoslovenska_armada_army_speed_factor = 0.05
			tooltip = army_speed_factor_tt
		}
		add_doctrine_cost_reduction = {
			name = CZE_opl_exercises
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP
	}
}
### Entity: Modding Documentation
Construct: diplomacy
Constructs: diplomacy, declare_war, send_lend_lease_desire, send_volunteers_desire
Source: vanilla_docs
File: common/ai_strategy/_documentation.md

Doc:
### Related to diplomacy
- `alliance`
- `antagonize`
- `avoid_starting_wars`
- `asking_foreign_garrison`
- `befriend`
- `conquer`
- `consider_weak`
- `contain`
- `declare_war`
- `diplo_action_acceptance`
- `diplo_action_desire`
- `dont_join_wars_with`
- `ignore`
- `ignore_claim`
- `influence`
- `prepare_for_war`
- `protect`
- `send_lend_lease_desire`
- `send_volunteers_desire`
- `support`
### Entity: AI Strategy
Component: DEFAULT_early_template_design
Source: game
File: common/ai_strategy/default.txt

Code:
DEFAULT_early_template_design = {
	enable = {
		NOT = {
			OR = {
				tag = GER ENG SOV ITA JAP USA POL SIA
			}
		}
		date = < 1940.1.1
	}
	abort = {
		date = > 1940.1.1
	}
	ai_strategy = {
		type = template_prio
		id = motorized
		value = 10
	} {
		type = template_prio
		id = cavalry
		value = -100
	} {
		type = template_prio
		id = light_armor
		value = 50
	} {
		type = template_prio
		id = medium_armor
		value = -10
	} {
		type = template_prio
		id = heavy_armor
		value = -50
	} {
		type = template_prio
		id = paratroopers
		value = -50
	} {
		type = template_prio
		id = infantry
		value = 60
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_german_military_mission
Constructs: prerequisite, has_government, has_war_with, completion_reward, has_capitulated
Source: game
File: common/national_focus/r56_iraq.txt

Code:
focus = {
	id = IRQ_german_military_mission
	icon = GFX_focus_chi_mission_to_germany
	prerequisite = {
		focus = IRQ_political_purification
	}
	bypass = {
		has_war_with = GER
	}
	relative_position_id = IRQ_officers_coup
	x = -2
	y = 4
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		GER = {
			exists = yes
			has_capitulated = no
			has_government = fascism
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	bypass_if_unavailable = yes
	completion_reward = {
		GER = {
			country_event = {
				id = r56_iraq.1
				hours = 12
			}
		}
	}
}
### Entity: Modifier Reference
Component: INS_bangka_bauxite_export
Constructs: has_dlc, remove_trigger
Source: game
File: common/dynamic_modifiers/TAOG_dynamic_modifiers.txt

Code:
INS_bangka_bauxite_export = {
	icon = GFX_idea_INS_bangka_bauxite_export
	enable = {
		has_dlc = Thunder at Our Gates
		original_tag = INS
	}
	remove_trigger = {
		NOT = {
			controls_state = 1047
		}
	}
	consumer_goods_factor = INS_bangka_bauxite_export_consumer_goods_factor
	custom_modifier_tooltip = INS_bangka_bauxite_export_warning_tt
}
### Entity: Unit Template
Component: FRA_MAR_01
Source: game
File: common/units/names_divisions/FRA_names_divisions.txt

Code:
FRA_MAR_01 = {
	name = Marine Division
	for_countries = {
		FRA
	}
	can_use = {
		always = yes
	}
	division_types = {
		marine
	}
	fallback_name = %dème Div. d'Infanterie de Marine
	ordered = {
		1 = {
			%dère Div. d'Infanterie de Marine
		}
		2 = {
			%dème Div. d'Infanterie de Marine
		}
		3 = {
			%dème Div. d'Infanterie de Marine
		}
		4 = {
			%dème Div. d'Infanterie de Marine
		}
		5 = {
			%dème Div. d'Infanterie de Marine
		}
		6 = {
			%dème Div. d'Infanterie de Marine
		}
		7 = {
			%dème Div. d'Infanterie de Marine
		}
		8 = {
			%dème Div. d'Infanterie de Marine
		}
		9 = {
			%dème Div. d'Infanterie de Marine
		}
		10 = {
			%dème Div. d'Infanterie de Marine
		}
		11 = {
			%dème Div. d'Infanterie de Marine
		}
		12 = {
			%dème Div. d'Infanterie de Marine
		}
		13 = {
			%dème Div. d'Infanterie de Marine
		}
		14 = {
			%dème Div. d'Infanterie de Marine
		}
		15 = {
			%dème Div. d'Infanterie de Marine
		}
		16 = {
			%dème Div. d'Infanterie de Marine
		}
		17 = {
			%dème Div. d'Infanterie de Marine
		}
		18 = {
			%dème Div. d'Infanterie de Marine
		}
		19 = {
			%dème Div. d'Infanterie de Marine
		}
		20 = {
			%dème Div. d'Infanterie de Marine
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_Land_Doctrine_Left_Path_Focus_PRESET
Constructs: limit
Source: game
File: common/scripted_triggers/EAI_ai_presets.txt

Code:
EAI_Land_Doctrine_Left_Path_Focus_PRESET = {
	if = {
		limit = {
			EAI_MODE_normal = yes
		}
		OR = {
			tag = GER JAP USA ITA
		}
	}
	else_if = {
		limit = {
			EAI_MODE_challenging = yes
		}
		OR = {
			tag = GER JAP USA ITA
		}
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_regional_economic_integration
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, build_railway, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/iraq.txt

Code:
focus = {
	id = IRQ_regional_economic_integration
	icon = GFX_goal_generic_construct_civ_factory
	prerequisite = {
		focus = IRQ_reach_out_to_jordan
	}
	x = 1
	y = 1
	relative_position_id = IRQ_reach_out_to_jordan
	cost = 5
	ai_will_do = {
		base = 1
	}
	available = {

	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		291 = {
			build_railway = {
				level = 2
				path = {
					3795 12413 1631 4440 1544 4574
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: tan_focus
Component: TAN_Automobile
Constructs: has_completed_focus, add_equipment_to_stockpile, prerequisite, limit, completion_reward, has_tech, complete_tooltip, random_owned_controlled_state
Source: game
File: common/national_focus/tuva.txt

Code:
focus = {
	id = TAN_Automobile
	icon = GFX_goal_generic_automobile
	prerequisite = {
		focus = TAN_Invite_American TAN_Invite_Japanese TAN_Invite_Soviets
	}
	text = GEN_automobile_industry
	x = 1
	y = 1
	relative_position_id = TAN_Invite_American
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 2
	}
	bypass = {

	}
	available = {
		num_of_controlled_states = > 0
		has_tech = motorised_infantry
	}
	complete_tooltip = {

	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
		if = {
			limit = {
				has_completed_focus = TAN_Invite_Japanese
			}
			add_equipment_to_stockpile = {
				type = motorized_equipment_1
				amount = 125
				producer = JAP
			}
		} {
			limit = {
				has_completed_focus = TAN_Invite_American
			}
			add_equipment_to_stockpile = {
				type = motorized_equipment_1
				amount = 125
				producer = USA
			}
		} {
			limit = {
				has_completed_focus = TAN_Invite_Soviets
			}
			add_equipment_to_stockpile = {
				type = motorized_equipment_1
				amount = 125
				producer = SOV
			}
		}
		custom_effect_tooltip = TAN_Automobile_tt
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MILITARY_EQUIPMENT
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_ulugh_beg_academy
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_ulugh_beg_academy
	icon = GFX_focus_research
	prerequisite = {
		focus = AFG_rehabilitate_the_saqqawists AFG_promote_muslim_work_ethic
	}
	x = -2
	y = 1
	relative_position_id = AFG_rehabilitate_the_saqqawists
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: Character
Component: LIT_vytautas_alantas
Constructs: has_country_flag, has_dlc, is_historical_focus_on, has_game_rule
Source: game
File: common/characters/LIT.txt

Code:
LIT_vytautas_alantas = {
	name = LIT_vytautas_alantas
	portraits = {
		army = {
			small = GFX_idea_LIT_vytautas_alantas
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = LIT_vytautas_alantas
		allowed = {
			original_tag = LIT
			has_dlc = No Step Back
		}
		traits = {
			fascist_demagogue
		}
		ai_will_do = {
			base = 0
			modifier = {
				add = 50
				OR = {
					AND = {
						is_historical_focus_on = yes
						has_game_rule = {
							rule = LIT_ai_behavior
							option = FASCIST
						}
					}
					has_country_flag = LIT_AI_RANDOM_FASCIST
					has_game_rule = {
						rule = LIT_ai_behavior
						option = FASCIST
					}
				}
			} {
				factor = 10
				OR = {
					AND = {
						is_historical_focus_on = yes
						has_game_rule = {
							rule = LIT_ai_behavior
							option = FASCIST
						}
					}
					has_country_flag = LIT_AI_RANDOM_FASCIST
					has_game_rule = {
						rule = LIT_ai_behavior
						option = FASCIST
					}
				}
				date = > 1937.1.1
				fascism = < 0.4
			}
		}
	}
}
### Entity: Character
Component: SPA_diego_hidalgo_y_duran
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/SPR.txt

Code:
SPA_diego_hidalgo_y_duran = {
	name = SPA_diego_hidalgo_y_duran
	portraits = {
		army = {
			small = GFX_idea_SPA_diego_hidalgo_y_duran
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = SPA_diego_hidalgo_y_duran
		name = SPA_diego_hidalgo_y_duran
		allowed = {
			has_dlc = La Resistance
			original_tag = SPR
		}
		visible = {
			NOT = {
				tag = SPD SPC
			}
		}
		available = {
			NOT = {
				has_completed_focus = SPA_the_phalanx_ascendant SPA_supremacy_of_the_communion SPR_regional_defense_council_of_aragon SPR_the_anti_fascist_workers_revolution
			}
		}
		traits = {
			war_industrialist
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_FOCUS_AIR_DOCTRINE_air_subdoctrine_flying_artillery
Constructs: has_subdoctrine_in_track
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_air_triggers.txt

Code:
EAI_FOCUS_AIR_DOCTRINE_air_subdoctrine_flying_artillery = {
	has_subdoctrine_in_track = fighter_aircraft
	NOT = {
		EAI_air_doctrine_progress_limit = yes
	}
	EAI_FOCUS_AIR_DOCTRINE_has_correct_grand_doctrine = yes
}
### Entity: Event
Component: news.146
Constructs: has_war_with, is_controlled_by, is_owned_by, has_global_flag, set_global_flag
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.146
	title = news.135.t
	desc = news.146.d
	picture = GFX_news_event_072
	major = yes
	trigger = {
		282 = {
			is_controlled_by = SOV
		} {
			is_owned_by = JAP
		}
		SOV = {
			has_war_with = JAP
		}
		NOT = {
			has_global_flag = fall_of_tokyo_sov
		}
	}
	immediate = {
		set_global_flag = fall_of_tokyo_sov
	}
	mean_time_to_happen = {
		days = 2
	}
	option = {
		name = news.145.a
		trigger = {
			NOT = {
				TAG = SOV JAP
			}
		}
	} {
		name = news.138.b
		trigger = {
			TAG = SOV
		}
	} {
		name = news.100.c
		trigger = {
			TAG = JAP
		}
	}
}
### Entity: Scripted Effect
Component: WTT_political_struggle_recalculate_support
Constructs: limit, every_country, has_country_flag, clear_variable, add_to_variable, every_state, is_controlled_by, is_subject_of
Source: game
File: common/scripted_effects/WTT_china_political_struggle_effects.txt

Code:
WTT_political_struggle_recalculate_support = {
	hidden_effect = {
		every_country = {
			limit = {
				has_country_flag = wtt_political_struggle
			}
			clear_variable = total_political_support_points
		} {
			limit = {
				has_country_flag = wtt_political_struggle
			}
			every_country = {
				limit = {
					has_country_flag = warlord_supports_@PREV
				}
				add_to_variable = {
					PREV.total_political_support_points = warlord_political_support_value
				}
			}
		} {
			limit = {
				has_country_flag = wtt_political_struggle
			}
			add_to_variable = {
				total_political_support_points = other_political_support
			}
		}
		every_state = {
			limit = {
				WTT_is_potential_political_struggle_state = yes
				OR = {
					is_controlled_by = event_target:WTT_current_china_leader
					CONTROLLER = {
						is_subject_of = event_target:WTT_current_china_leader
					} {
						has_country_flag = wtt_political_struggle
					}
				}
			}
			every_country = {
				limit = {
					has_country_flag = wtt_political_struggle
					PREV = {
						has_state_flag = majority_political_platform_@PREV
					}
				}
				add_to_variable = {
					total_political_support_points = PREV.state_political_support_value
				}
			}
		}
	}
}
### Entity: Scripted Trigger
Component: GER_is_alt_fascist_ai
Constructs: has_country_flag, has_game_rule
Source: game
File: common/scripted_triggers/GER_scripted_triggers.txt

Code:
GER_is_alt_fascist_ai = {
	OR = {
		has_country_flag = GER_AI_RANDOM_ALT_FASCIST
		has_game_rule = {
			rule = GER_ai_behavior
			option = GER_ALT_FASCIST
		}
	}
}
### Entity: National Focus
Tree: rut_focus
Component: RUT_new_army
Constructs: prerequisite, limit, has_government, completion_reward, is_subject, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/ruthenia.txt

Code:
focus = {
	id = RUT_new_army
	icon = GFX_goal_generic_war_with_comintern
	prerequisite = {
		focus = RUT_purge_the_army
	}
	relative_position_id = RUT_purge_the_army
	available = {
		has_government = communism
		if = {
			limit = {
				RUT = {
					is_subject = yes
				}
			}
			RUT = {
				OVERLORD = {
					has_government = communism
				}
			}
		}
	}
	x = 0
	y = 1
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 40
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = SLO_purge_the_army
			add_idea = SLO_communist_army
		}
	}
}
### Entity: Order of Battle
Component: 2. Infantry Division
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/WLS_infantry.txt

Code:
division = {
	name = 2. Infantry Division
	location = 377
	division_template = Infantry Division
	force_equipment_variants = {
		infantry_equipment_1 = {
			owner = ENG
		}
	}
	start_experience_factor = 0.3
	start_equipment_factor = 1
}