Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: kor_focus
Component: KOR_amnesty_for_ex_japanese_army_officers
Constructs: has_completed_focus, prerequisite, limit, add_stability, completion_reward, is_subject_of, add_doctrine_cost_reduction, has_global_flag
Source: game
File: common/national_focus/korea.txt

Code:
focus = {
	id = KOR_amnesty_for_ex_japanese_army_officers
	icon = GFX_goal_CHI_support_pro_japanese_faction
	prerequisite = {
		focus = KOR_experience_of_the_korean_liberation_army KOR_new_korean_army
	}
	mutually_exclusive = {
		focus = KOR_integrate_socialist_aligned_guerillas
	}
	relative_position_id = KOR_experience_of_the_korean_liberation_army
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		ROOT = {
			NOT = {
				is_subject_of = JAP
			}
		}
	}
	bypass = {
		has_completed_focus = KOR_collaboration_with_japan
	}
	available_if_capitulated = yes
	completion_reward = {
		army_experience = 10
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
		if = {
			limit = {
				NOT = {
					has_global_flag = japanse_korean_generals
				}
			}
			create_corps_commander = {
				name = Kim Suk-won
				portrait_path = gfx/leaders/JAP/Portrait_Japan_Generic_land_4.dds
				traits = {

				}
				skill = 2
				attack_skill = 2
				defense_skill = 1
				planning_skill = 3
				logistics_skill = 1
			}
			create_field_marshal = {
				name = Hong Sa-ik
				portrait_path = gfx/leaders/KOR/r56_portrait_KOR_Hong_Sa-ik.dds
				traits = {
					trait_reckless offensive_doctrine
				}
				skill = 3
				attack_skill = 3
				defense_skill = 2
				planning_skill = 2
				logistics_skill = 3
			}
			set_global_flag = japanse_korean_generals
		}
		else_if = {
			limit = {
				has_game_rule = {
					rule = asia_colonization_status
					option = ASIA_DECOLONIZED
				}
				NOT = {
					has_global_flag = japanse_korean_generals
				}
			}
			create_field_marshal = {
				name = Hong Sa-ik
				portrait_path = gfx/leaders/JAP/Portrait_Japan_Generic_land_3.dds
				traits = {

				}
				skill = 3
				attack_skill = 4
				defense_skill = 2
				planning_skill = 3
				logistics_skill = 1
			}
		}
		add_stability = -0.05
		add_popularity = {
			ideology = fascism
			popularity = 0.04
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Unit Leader
Component: 10
Source: game
File: common/unit_leader/00_maneuvering_skills.txt

Code:
10 = {
	cost = 51200
	type = navy
	modifier = {
		positioning = 0.25
		naval_retreat_speed = 0.1
	}
	building_module_modifier = {
		convoy_retreat_speed = 0.1
		naval_retreat_chance = 0.15
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_imitate_the_Soviet_model
Constructs: prerequisite, has_government, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, add_timed_idea
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_imitate_the_Soviet_model
	icon = GFX_goal_soviet_threat
	x = 2
	y = 1
	cost = 5
	prerequisite = {
		focus = PRU_rely_on_international_trade
	}
	relative_position_id = PRU_rely_on_international_trade
	mutually_exclusive = {
		focus = PRU_continue_leguias_plan
	} {
		focus = PRU_ask_for_a_loan_to_germany
	}
	ai_will_do = {
		factor = 5
	}
	available = {
		PRU = {
			has_government = communism
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				303
			}
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		} {
			prioritize = {
				492
			}
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		add_timed_idea = {
			idea = PRU_external_debt
			days = 121
		}
	}
}
### Entity: Idea
Component: HOL_domestic_jet_engine_designs_1
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/netherlands.txt

Code:
HOL_domestic_jet_engine_designs_1 = {
	name = HOL_domestic_aircraft_production
	picture = generic_fighter_production_diverted
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	equipment_bonus = {
		small_plane_airframe = {
			instant = yes
			build_cost_ic = -0.05
		}
		cv_small_plane_airframe = {
			instant = yes
			build_cost_ic = -0.05
		}
		small_plane_cas_airframe = {
			instant = yes
			build_cost_ic = -0.05
		}
		cv_small_plane_cas_airframe = {
			instant = yes
			build_cost_ic = -0.05
		}
		small_plane_naval_bomber_airframe = {
			instant = yes
			build_cost_ic = -0.05
		}
		cv_small_plane_naval_bomber_airframe = {
			instant = yes
			build_cost_ic = -0.05
		}
		medium_plane_airframe = {
			instant = yes
			build_cost_ic = -0.05
		}
		medium_plane_fighter_airframe = {
			instant = yes
			build_cost_ic = -0.05
		}
		medium_plane_scout_plane_airframe = {
			instant = yes
			build_cost_ic = -0.05
		}
		large_plane_airframe = {
			instant = yes
			build_cost_ic = -0.05
		}
		large_plane_maritime_patrol_plane_airframe = {
			instant = yes
			build_cost_ic = -0.05
		}
		transport_plane_equipment = {
			instant = yes
			build_cost_ic = -0.05
		}
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_foreign_licenses
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_foreign_licenses
	icon = GFX_focus_generic_license_production
	prerequisite = {
		focus = PRU_czech_tanks
	}
	relative_position_id = PRU_czech_tanks
	x = -1
	y = 2
	cost = 5
	available_if_capitulated = yes
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		add_ideas = GEN_Licences_I
	}
}
### Entity: Idea
Component: POR_national_gold_reserves
Constructs: removal_cost
Source: game
File: common/ideas/portugal.txt

Code:
POR_national_gold_reserves = {
	picture = SPR_seize_the_gold_reserves
	allowed = {
		original_tag = POR
	}
	allowed_civil_war = {
		tag = POR
	}
	removal_cost = -1
	modifier = {
		trade_opinion_factor = 0.35
		production_factory_efficiency_gain_factor = 0.1
		consumer_goods_factor = -0.05
	}
}
### Entity: Event
Component: siam_r56.16
Constructs: is_triggered_only, ai_chance, give_guarantee, has_added_tension_amount
Source: game
File: events/r56_SIA_events.txt

Code:
country_event = {
	id = siam_r56.16
	title = siam_r56.16.title
	desc = siam_r56.16.desc
	picture = GFX_report_event_pridi_2
	is_triggered_only = yes
	option = {
		name = DOD_romania.20.a
		ai_chance = {
			base = 80
			modifier = {
				threat = > 0.25
				factor = 2
			}
		}
		give_guarantee = FROM
		FROM = {
			country_event = {
				id = siam_r56.17
				hours = 6
			}
		}
	} {
		name = DOD_romania.20.b
		ai_chance = {
			base = 20
			modifier = {
				FROM = {
					has_added_tension_amount = > 0.01
				}
				factor = 1.5
			}
		}
		FROM = {
			country_event = {
				id = siam_r56.18
				hours = 6
			}
		}
	}
}
### Entity: Scripted Localization
Component: defined_text
Constructs: has_idea
Source: game
File: common/scripted_localisation/TAOG_SIA_scripted_loc.txt

Code:
defined_text = {
	name = SIA_GetMilitaryWingDesc
	text = {
		trigger = {
			has_idea = idea_SIA_military_full_support
		}
		localization_key = idea_SIA_military_full_support_desc
	} {
		trigger = {
			has_idea = idea_SIA_military_slight_support
		}
		localization_key = idea_SIA_military_slight_support_desc
	} {
		trigger = {
			has_idea = idea_SIA_military_opposition
		}
		localization_key = idea_SIA_military_opposition_desc
	} {
		trigger = {
			has_idea = idea_SIA_military_rebellious
		}
		localization_key = idea_SIA_military_rebellious_desc
	} {
		localization_key = idea_SIA_military_neutral_desc
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_formation_flying
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_formation_flying
	icon = GFX_focus_generic_multi_role_aircraft
	x = 0
	y = 1
	cost = 10
	prerequisite = {
		focus = SWE_domestic_designs SWE_foreign_designs
	}
	relative_position_id = SWE_domestic_designs
	mutually_exclusive = {
		focus = SWE_marauder_bombers
	}
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {

	}
	completion_reward = {
		add_ideas = SWE_formation_flying_idea
	}
}
### Entity: Misc Config
Component: puppet_controlled_border_states
Constructs: limit, puppet_controlled_border_states, is_subject_of
Source: game
File: common/collections/collections.txt

Code:
puppet_controlled_border_states = {
	input = collection:neighboring_states_to_leader
	name = COLLECTION_CONTROLLED_PUPPET_BORDER_STATES
	operators = {
		limit = {
			controller = {
				is_subject_of = ROOT
			}
		}
	}
}
### Entity: Character
Component: SPA_fidel_davila_arrondo
Constructs: has_government, has_dlc
Source: game
File: common/characters/SPR.txt

Code:
SPA_fidel_davila_arrondo = {
	name = SPA_fidel_davila_arrondo
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_4
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = SPA_fidel_davila_arrondo
		name = SPA_fidel_davila_arrondo
		allowed = {
			NOT = {
				has_dlc = La Resistance
			}
			original_tag = SPR
			has_government = fascism
		}
		traits = {
			war_industrialist
		}
	}
}
### Entity: Idea
Component: MNT_mt
Source: game
File: common/ideas/montenegro.txt

Code:
MNT_mt = {
	ledger = army
	picture = generic_army_europe_6
	allowed = {
		original_tag = MNT
	}
	traits = {
		military_theorist
	}
}
### Entity: Character
Component: WLS_nccr
Source: game
File: common/characters/WLS.txt

Code:
WLS_nccr = {
	advisor = {
		slot = navy_chief
		idea_token = WLS_nccr
		allowed = {
			original_tag = WLS
		}
		traits = {
			navy_chief_commerce_raiding_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_europe_2
		}
	}
}
### Entity: Event
Component: wuw_GER_diplomacy.97
Constructs: is_triggered_only, fire_only_once, add_timed_idea
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_diplomacy.97
	title = wuw_GER_diplomacy.97.t
	desc = wuw_GER_diplomacy.97.desc
	picture = GFX_report_event_generic_factory
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = wuw_GER_diplomacy.97.a
		add_timed_idea = {
			idea = GER_stricter_industrial_organization_ns
			days = 365
		}
	}
}
### Entity: Character
Component: KUW_aa2
Source: game
File: common/characters/KUW.txt

Code:
KUW_aa2 = {
	advisor = {
		slot = high_command
		idea_token = KUW_aa2
		ledger = army
		allowed = {
			original_tag = KUW
		}
		traits = {
			army_armored_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_arab_2
		}
	}
}
### Entity: Event
Component: EYE_swiss.11
Constructs: is_triggered_only, create_wargoal, take_state_focus
Source: game
File: events/SWI_events.txt

Code:
country_event = {
	id = EYE_swiss.11
	title = EYE_swiss.11.t
	desc = EYE_swiss.11.desc
	picture = GFX_report_event_soldiers_marching
	is_triggered_only = yes
	option = {
		name = EYE_swiss.11.a
		create_wargoal = {
			type = take_state_focus
			target = FROM
			generator = {
				848
			}
		}
	}
}
### Entity: Technology
Component: tech_engineers2
Constructs: is_major, enable_equipment_modules, research_cost
Source: game
File: common/technologies/support.txt

Code:
technology = {
	engineer = {
		entrenchment = 0.5
		fort = {
			defence = 0.1
			attack = 0.1
		}
	}
	assault_engineer = {
		breakthrough = 0.1
		fort = {
			attack = 0.15
		}
	}
	armored_engineer = {
		entrenchment = 1
		fort = {
			defence = 0.15
		}
	}
	enable_equipment_modules = {
		dozer_blade
	}
	path = {
		leads_to_tech = tech_engineers3
		research_cost_coeff = 1
	}
	research_cost = 1.5
	start_year = 1939
	folder = {
		name = support_folder
		position = {
			x = 0
			y = @1939
		}
	}
	categories = {
		support_tech engineers_tech
	}
	ai_will_do = {
		base = 4
		modifier = {
			factor = 2
			is_major = yes
		} {
			factor = 2
			date = > 1940.1.1
		} {
			factor = 2
			date = > 1941.1.1
		} {
			factor = 2
			date = > 1942.1.1
		}
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_R56_modernize_the_sorocabana
Constructs: prerequisite, completion_reward, unlock_decision_tooltip, add_building_construction
Source: game
File: common/national_focus/r56_brazil.txt

Code:
focus = {
	id = BRA_R56_modernize_the_sorocabana
	icon = GFX_goal_generic_road
	prerequisite = {
		focus = BRA_R56_modernize_the_madeira_mamore_br230
	}
	relative_position_id = BRA_R56_modernize_the_madeira_mamore_br230
	x = 0
	y = 1
	cost = 10
	completion_reward = {
		unlock_decision_tooltip = BRA_fight_rural_elites
		500 = {
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		501 = {
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		499 = {
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		496 = {
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		999 = {
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		498 = {
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		502 = {
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		503 = {
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Technology
Component: advanced_heavy_tank
Constructs: enable_equipments, research_cost
Source: game
File: common/technologies/armor.txt

Code:
technology = {
	enable_equipments = {
		heavy_tank_equipment_3
	}
	path = {
		leads_to_tech = main_battle_tank
		research_cost_coeff = 1
	} {
		leads_to_tech = advanced_medium_tank
		research_cost_coeff = 0.9
	}
	research_cost = 2.5
	start_year = 1943
	folder = {
		name = armour_folder
		position = {
			x = 4
			y = 10
		}
	}
	sub_technologies = {
		advanced_heavy_td advanced_heavy_art advanced_heavy_spaa
	}
	ai_will_do = {
		base = 0.8
		modifier = {
			factor = 1.2
			date = > 1944.1.1
		} {
			factor = 1.2
			date = > 1945.1.1
		} {
			factor = 1.2
			date = > 1946.1.1
		} {
			tag = SOV
			factor = 5
		}
	}
	categories = {
		armor mio_cat_tech_all_armor_and_modules cat_heavy_armor mio_cat_tech_heavy_armor_and_modules
	}
	special_project_specialization = {
		specialization_land
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_minsheng_focus
Constructs: prerequisite, limit, add_ideas, completion_reward, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_minsheng_focus
	icon = GFX_focus_generic_welfare
	prerequisite = {
		focus = CHI_continue_the_ding_xian_experiment
	}
	x = -2
	y = 1
	relative_position_id = CHI_continue_the_ding_xian_experiment
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		IF = {
			limit = {
				NOT = {
					has_idea = CHI_three_princpals_n_d_idea CHI_three_princpals_n_idea CHI_three_princpals_d_idea
				}
			}
			add_ideas = CHI_three_princpals_w_idea
		}
		ELSE_IF = {
			limit = {
				has_idea = CHI_three_princpals_d_idea
			}
			swap_ideas = {
				remove_idea = CHI_three_princpals_d_idea
				add_idea = CHI_three_princpals_w_d_idea
			}
		} {
			limit = {
				has_idea = CHI_three_princpals_n_idea
			}
			swap_ideas = {
				remove_idea = CHI_three_princpals_n_idea
				add_idea = CHI_three_princpals_w_n_idea
			}
		}
		ELSE = {
			swap_ideas = {
				remove_idea = CHI_three_princpals_n_d_idea
				add_idea = CHI_three_princpals_w_n_d_idea
			}
		}
	}
}
### Entity: Idea
Component: EGY_nt
Source: game
File: common/ideas/egypt.txt

Code:
EGY_nt = {
	ledger = navy
	picture = generic_navy_arab_3
	allowed = {
		original_tag = EGY
	}
	traits = {
		naval_theorist
	}
}
### Entity: AI Strategy
Component: SIA_fascist
Constructs: has_government, is_historical_focus_on
Source: game
File: common/ai_strategy_plans/EAI_SIA.txt

Code:
SIA_fascist = {
	name = SIA turn fascist
	enable = {
		is_historical_focus_on = yes
		OR = {
			tag = SIA
		} {
			has_government = neutrality fascism
		}
		date = > 1939.1.1
	}
	abort_when_not_enabled = yes
	focus_factors = {
		liberty_ethos = 0
		political_effort = 1000
		collectivist_ethos = 1000
		nationalism_focus = 1000
		militarism = 1000
		military_youth = 1000
		paramilitarism = 1000
	}
	ai_national_focuses = {
		political_effort collectivist_ethos nationalism_focus militarism military_youth paramilitarism
	}
}
### Entity: Character
Component: sultan_of_yogyakarta_9
Source: game
File: common/country_leader/r56_traits.txt

Code:
sultan_of_yogyakarta_9 = {
	random = no
	sprite = 13
	political_power_factor = 0.05
	global_building_slots_factor = 0.1
}
### Entity: Event
Component: mtg_usa_foreign_support.12
Constructs: is_triggered_only, ai_chance, add_political_power, set_country_flag
Source: game
File: events/MTG_USA.txt

Code:
country_event = {
	id = mtg_usa_foreign_support.12
	title = mtg_usa_foreign_support.12.t
	desc = mtg_usa_foreign_support.12.desc
	picture = GFX_report_event_generic_handshake
	is_triggered_only = yes
	option = {
		name = mtg_usa_foreign_support.12.a
		ai_chance = {
			factor = 70
		}
		add_political_power = 25
		set_country_flag = us_pilot_training_approved
		FROM = {
			country_event = mtg_usa_foreign_support.13
		}
		effect_tooltip = {
			FROM = {
				custom_effect_tooltip = us_pilot_training_tt
			}
		}
	} {
		name = mtg_usa_foreign_support.12.b
		ai_chance = {
			factor = 30
		}
		add_political_power = -25
		FROM = {
			country_event = mtg_usa_foreign_support.14
		}
	}
}
### Entity: Unit Template
Component: ENG_ARM_02
Source: game
File: common/units/names_divisions/ENG_names_divisions.txt

Code:
ENG_ARM_02 = {
	name = Tank Brigade
	for_countries = {
		ENG
	}
	can_use = {
		always = yes
	}
	division_types = {
		light_armor medium_armor modern_armor
	}
	fallback_name = %d Army Tank Brigade
	ordered = {
		1 = {
			%dst Army Tank Brigade
		}
		2 = {
			%dnd Army Tank Brigade
		}
		21 = {
			%dst Army Tank Brigade
		}
		22 = {
			%dnd Army Tank Brigade
		}
		23 = {
			%drd Army Tank Brigade
		}
		24 = {
			%dth Army Tank Brigade
		}
		25 = {
			%dth Army Tank Brigade
		}
		3 = {
			%drd Army Tank Brigade
		}
		6 = {
			%dth Army Tank Brigade
		}
		8 = {
			%dth Army Tank Brigade
		}
		9 = {
			%dth Army Tank Brigade
		}
		10 = {
			%dth Army Tank Brigade
		}
		11 = {
			%dth Army Tank Brigade
		}
		32 = {
			%dnd Army Tank Brigade
		}
		31 = {
			%dst Army Tank Brigade
		}
		5 = {
			%dth Army Tank Brigade
		}
		7 = {
			%dth Army Tank Brigade
		}
		4 = {
			%dth Army Tank Brigade
		}
		12 = {
			%dth Army Tank Brigade
		}
		13 = {
			%dth Army Tank Brigade
		}
		14 = {
			%dth Army Tank Brigade
		}
		15 = {
			%dth Army Tank Brigade
		}
		16 = {
			%dth Army Tank Brigade
		}
		17 = {
			%dth Army Tank Brigade
		}
		18 = {
			%dth Army Tank Brigade
		}
		19 = {
			%dth Army Tank Brigade
		}
		20 = {
			%dth Army Tank Brigade
		}
		26 = {
			%dth Army Tank Brigade
		}
		27 = {
			%dth Army Tank Brigade
		}
		28 = {
			%dth Army Tank Brigade
		}
		29 = {
			%dth Army Tank Brigade
		}
		30 = {
			%dth Army Tank Brigade
		}
	}
}
### Entity: Scripted Effect
Component: bathe_in_hellfire_nuclear
Constructs: has_completed_focus, limit, has_event_target, has_dlc, clear_global_event_target, set_variable, check_variable, remove_building
Source: game
File: common/scripted_effects/RAJ_GOE_scripted_effects.txt

Code:
bathe_in_hellfire_nuclear = {
	if = {
		limit = {
			has_event_target = nuclear_gandhi_actor_country
			event_target:nuclear_gandhi_actor_country = {
				original_tag = RAJ
				has_completed_focus = RAJ_bathe_in_hellfire
			}
			has_dlc = Graveyard of Empires
		}
		clear_global_event_target = nuclear_gandhi_actor_country
		THIS = {
			set_variable = {
				t_arms_factory_level = arms_factory_level
			}
			if = {
				limit = {
					check_variable = {
						t_arms_factory_level = > 0
					}
				}
				multiply_variable = {
					t_arms_factory_level = 0.5
				}
				round_variable = t_arms_factory_level
				if = {
					limit = {
						check_variable = {
							t_arms_factory_level = > 0
						}
					}
					remove_building = {
						type = arms_factory
						level = t_arms_factory_level
					}
				}
			}
		}
	}
}
### Entity: Event
Component: ww_congo.37
Constructs: is_triggered_only, ai_chance, every_owned_state, limit, has_war_with, is_in_faction, has_war_with_major, is_on_continent
Source: game
File: events/WUW_Congo.txt

Code:
country_event = {
	id = ww_congo.37
	title = ww_congo.37.t
	desc = ww_congo.37.desc
	is_triggered_only = yes
	picture = GFX_report_event_ETH_ethiopian_warriors
	option = {
		name = ww_congo.37.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 5
				AND = {
					is_in_faction = yes
					has_war_with_major = yes
					COG = {
						is_in_faction = yes
					}
				}
			}
		}
		FROM = {
			country_event = {
				id = ww_congo.36
				hours = 12
			}
		}
	} {
		name = ww_congo.37.b
		ai_chance = {
			base = 1
			modifier = {
				add = 30
				any_owned_state = {
					is_on_continent = africa
					is_controlled_by = COG
				}
			} {
				add = -15
				any_controlled_state = {
					is_core_of = FROM
				}
			} {
				factor = 2
				surrender_progress = > 0.3
			}
		}
		for_each_scope_loop = {
			array = COG.COG_has_liberation_goal_array
			every_core_state = {
				IF = {
					limit = {
						is_controlled_by = FROM
					}
				}
			}
			FROM = {
				every_owned_state = {
					limit = {
						is_core_of = PREV.PREV
					}
					set_state_flag = COG_prio_state_flag
				}
				release_puppet_on_controlled = PREV
				PREV = {
					every_owned_state = {
						limit = {
							has_state_flag = COG_prio_state_flag
						}
						COG = {
							transfer_state = PREV
						}
					}
				}
				country_event = {
					id = ww_congo.38
					hours = 1
				}
			}
			remove_from_array = {
				array = COG.COG_has_liberation_goal_array
				value = THIS
			}
		}
		IF = {
			limit = {
				FROM = {
					is_in_faction = yes
				}
			}
			FROM = {
				leave_faction = yes
			}
		}
		white_peace = COG
		every_other_country = {
			limit = {
				is_in_faction_with = ROOT
				has_war_with = COG
			}
			white_peace = COG
		} {
			limit = {
				is_in_faction_with = COG
				has_war_with = ROOT
			}
			white_peace = ROOT
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_ASW_DD_tech_focus
Constructs: check_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_navy_triggers.txt

Code:
EAI_ASW_DD_tech_focus = {
	num_of_naval_factories = > 2
	check_variable = {
		EAI_FOCUS/NAVY/ASW_destroyer = > global.EAI_OFF
	}
}
### Entity: Modding Documentation
Construct: total_equipment_produced_emplacement_gun_ammo
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### total_equipment_produced_emplacement_gun_ammo
* description: Total produced equipment of typeemplacement_gun_ammo
### Entity: Idea
Component: FSM_ncs
Source: game
File: common/ideas/micronesia.txt

Code:
FSM_ncs = {
	ledger = navy
	picture = generic_navy_asia_2
	allowed = {
		original_tag = FSM
	}
	traits = {
		navy_capital_ship_2
	}
	ai_will_do = {
		factor = 1
	}
}