Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: EAI_BUILDING_SILO_set_building_target_flags
Constructs: limit, set_variable, check_variable, set_country_flag
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_NORMAL_effects.txt

Code:
EAI_BUILDING_SILO_set_building_target_flags = {
	clamp_temp_variable = {
		var = EAI_BUILDING_target_num_SILO
		max = @EAI_MAX_NUM_SILO_SUPPORTED
	}
	round_temp_variable = EAI_BUILDING_target_num_SILO
	set_variable = {
		EAI_BUILDING_build_num_SILO = EAI_BUILDING_target_num_SILO
	}
	if = {
		limit = {
			check_variable = {
				EAI_BUILDING_build_num_SILO = > EAI_BUILDING_num_SILO
			}
		}
		set_variable = {
			EAI_BUILDING_build_num_SILO = 1
		}
	}
	meta_effect = {
		text = {
			set_country_flag = {
				flag = EAI_BUILDING_build_num_SILO
				value = [x]
			}
		}
		x = [?EAI_BUILDING_build_num_SILO]
	}
}
### Entity: Idea
Component: CZE_trade_agreement_YUG
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_trade_agreement_YUG = {
	picture = can_wartime_prices_and_trade_board
	name = CZE_trade_agreement
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	targeted_modifier = {
		tag = YUG
		extra_trade_to_target_factor = 0.35
		trade_cost_for_target_factor = -0.35
	}
}
### Entity: Idea
Component: FIN_infrastructure_effort
Constructs: removal_cost
Source: game
File: common/ideas/finland.txt

Code:
FIN_infrastructure_effort = {
	picture = generic_build_infrastructure
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	modifier = {
		production_speed_infrastructure_factor = 0.2
	}
}
### Entity: Order of Battle
Component: 9th Vodka Division
Constructs: division_template
Source: game
File: history/units/r56w_WHY.txt

Code:
division = {
	name = 9th Vodka Division
	location = 3513
	division_template = Vodka and Crumpets
	start_experience_factor = 0.75
}
### Entity: Scripted Effect
Component: JAP_create_patrick_heenan_operative
Constructs: create_operative_leader
Source: game
File: common/scripted_effects/JAP_scripted_effects.txt

Code:
JAP_create_patrick_heenan_operative = {
	create_operative_leader = {
		name = JAP_patrick_vaughan_heenan
		GFX = GFX_portrait_JAP_patrick_vaughan_heenan
		gender = male
		traits = {
			operative_tough
		}
		bypass_recruitment = no
		available_to_spy_master = yes
		nationalities = {
			ENG NZL MAL RAJ
		}
	}
}
### Entity: Character
Component: righteous_among_the_nations
Constructs: stability_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
righteous_among_the_nations = {
	random = no
	sprite = 15
	operative_slot = 1
	agency_upgrade_time = -0.2
	civilian_intel_factor = 0.2
	stability_factor = 0.05
}
### Entity: Character
Component: prime_minister_saracoglu
Constructs: political_power_gain
Source: game
File: common/country_leader/00_traits.txt

Code:
prime_minister_saracoglu = {
	random = no
	sprite = 13
	consumer_goods_factor = -0.1
	political_power_gain = 0.05
	opinion_gain_monthly_factor = 0.25
	enemy_justify_war_goal_time = 0.25
}
### Entity: Effect Reference
Construct: raid_damage_units
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## raid_damage_units

* Supported Scopes: RAID_INSTANCE
* Supported Targets: none

```
Damage the units performing the raid in scope (the attackers inflict losses).

Damage is applied to ground units while damage to plane is defined as the amount of planes lost.
If 'ratio = yes', then all damage / losses are applied as a fraction of the current amount.
For units, damage can be defined through one value 'damage' or separately through 'org_damage' and 'str_damage'

ex:
### Entity: Idea
Component: POL_Ursus
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/r56_poland.txt

Code:
POL_Ursus = {
	allowed = {
		original_tag = POL
		has_dlc = Poland: United and Ready
	}
	available = {
		OR = {
			has_completed_focus = POL_Austerity_Measures POL_State_Capitalism POL_modernize_congressional_factories
		}
	}
	cost = 150
	research_bonus = {
		industry = 0.05
	}
	picture = Ursus
	traits = {
		POL_Tractor_Manufacturer
	}
	modifier = {

	}
}
### Entity: Shared Focus
Tree: trk_focus
Component: TRK_Com_Generals
Constructs: shared_focus, prerequisite, add_ideas, has_government, completion_reward, create_corps_commander
Source: game
File: common/national_focus/r56_turkestan_shared.txt

Code:
shared_focus = {
	id = TRK_Com_Generals
	text = GEN_Com_Generals
	icon = GFX_goal_generic_communist_officer
	prerequisite = {
		focus = TRK_internationalism_focus
	}
	x = 1
	y = 1
	relative_position_id = TRK_internationalism_focus
	cost = 10
	available = {
		has_government = communism
	}
	completion_reward = {
		army_experience = 25
		custom_effect_tooltip = SAU_gain_3_generals
		add_ideas = political_commissars_focus
		hidden_effect = {
			create_corps_commander = {
				traits = {
					JAP_communist_sympathizer infantry_officer
				}
				skill = 3
				attack_skill = 2
				defense_skill = 4
				planning_skill = 3
				logistics_skill = 1
			} {
				traits = {
					JAP_communist_sympathizer artillerist
				}
				skill = 2
				attack_skill = 2
				defense_skill = 2
				planning_skill = 1
				logistics_skill = 2
			} {
				traits = {
					JAP_communist_sympathizer trait_reckless cavalry_officer
				}
				skill = 2
				attack_skill = 3
				defense_skill = 1
				planning_skill = 2
				logistics_skill = 1
			}
		}
	}
}
### Entity: Modding Documentation
Construct: num_of_supply_nodes
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### num_of_supply_nodes
* description: check amount of supply nodes
* (Auto generated using the trigger with same name)
### Entity: Character
Component: KHA_konstantin_nikolaevich_kulikov
Source: game
File: common/characters/KHA.txt

Code:
KHA_konstantin_nikolaevich_kulikov = {
	name = KHA_konstantin_nikolaevich_kulikov
	portraits = {
		civilian = {
			large = gfx/leaders/r56_generic/r56_portrait_generic_politician_europe_2.dds
		}
	}
	country_leader = {
		expire = 1966.1.1
		id = -1
		ideology = stalinism
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_stimulate_the_economy
Constructs: prerequisite, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_stimulate_the_economy
	icon = GFX_goal_generic_construction
	prerequisite = {
		focus = QUE_sorel_steel_and_foundry QUE_saguenay_aluminum
	} {
		focus = QUE_abitibi_gold_rush
	}
	relative_position_id = QUE_sorel_steel_and_foundry
	x = -3
	y = 1
	cost = 10
	ai_will_do = {
		factor = 6
	}
	available_if_capitulated = yes
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				468
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_form_workers_brigades
Constructs: add_equipment_to_stockpile, prerequisite, limit, has_government, add_stability, completion_reward, set_technology, has_tech
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_form_workers_brigades
	icon = GFX_focus_GER_support_the_proletarian_uprising
	cost = 5
	prerequisite = {
		focus = CZE_expand_the_communist_press
	}
	relative_position_id = CZE_expand_the_communist_press
	x = -4
	y = 1
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_tech = militia_tech
				}
			}
			set_technology = {
				militia_tech = 1
				popup = no
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		} {
			limit = {
				NOT = {
					has_government = communism
				}
			}
			add_stability = -0.05
		}
		custom_effect_tooltip = CZE_ceskoslovenska_armada_ns_intro_tt generic_skip_one_line_tt CZE_militias_officer_random_general_tt generic_skip_one_line_tt
		add_to_variable = {
			CZE_ceskoslovenska_armada_conscription_factor = 0.05
			tooltip = conscription_factor_tt
		} {
			CZE_ceskoslovenska_armada_training_time_factor = -0.05
			tooltip = training_time_factor_tt
		} {
			CZE_ceskoslovenska_armada_modifier_army_sub_unit_militia_defence_factor = 0.05
			tooltip = modifier_army_sub_unit_militia_defence_factor_tt
		}
		hidden_effect = {
			every_army_leader = {
				limit = {
					NOT = {
						has_trait = militias_officer
					}
				}
				random_select_amount = 1
				add_trait = {
					trait = militias_officer
				}
			}
		}
		add_popularity = {
			ideology = communism
			popularity = 0.1
		}
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = -100
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_heavy_armour
Constructs: has_completed_focus, prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_iceland.txt

Code:
focus = {
	id = ICE_heavy_armour
	icon = GFX_focus_generic_army_tanks2
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0.1
			has_completed_focus = ICE_mobile_armour
		}
	}
	prerequisite = {
		focus = ICE_mobile_warfare
	}
	x = 26
	y = 4
	completion_reward = {
		add_tech_bonus = {
			name = ICE_heaviest_tanks
			bonus = 1
			ahead_reduction = 1
			uses = 2
			category = cat_heavy_armor
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/Template%3AMove.html

Doc:
[view] [edit] Template documentation
This documentation is transcluded from Template:Move/doc. (edit | history)
Move can be used to highlight articles with a request for a name change. The template calls for discussion.

Contents

1 Parameters

2 Usage

3 Updating this template

4 Example
### Entity: Idea
Component: PRC_cmc_military_industry_bureau
Constructs: has_dlc, research_bonus
Source: game
File: common/ideas/comchina.txt

Code:
PRC_cmc_military_industry_bureau = {
	picture = idea_PRC_cmc_military_industry_bureau
	allowed = {
		has_dlc = No Compromise, No Surrender
		NOT = {
			has_dlc = Arms Against Tyranny
		}
		original_tag = PRC
	}
	research_bonus = {
		infantry_weapons = 0.15
	}
	traits = {
		infantry_equipment_manufacturer
	}
}
### Entity: Event
Component: axis_minors_bulgaria.37
Constructs: is_triggered_only
Source: game
File: events/Bulgaria_events.txt

Code:
country_event = {
	id = axis_minors_bulgaria.37
	title = axis_minors_bulgaria.37.t
	desc = axis_minors_bulgaria.37.d
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = axis_minors_bulgaria.37.a
		diplomatic_relation = {
			country = SOV
			relation = non_aggression_pact
			active = yes
		}
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_neutrality
Constructs: prerequisite, add_ideas, remove_ideas, completion_reward, allow_branch, is_ai
Source: game
File: common/national_focus/r56_argentina.txt

Code:
focus = {
	id = ARG_neutrality
	icon = GFX_goal_generic_neutrality_focus
	prerequisite = {
		focus = ARG_liberty_focus
	}
	mutually_exclusive = {
		focus = ARG_external_help_focus
	}
	x = 66
	y = 3
	cost = 10
	ai_will_do = {
		factor = 10
	}
	allow_branch = {
		ROOT = {
			is_ai = yes
		}
	}
	completion_reward = {
		remove_ideas = arg_liberty
		add_ideas = neutrality_idea
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_POLITICAL
	}
}
### Entity: Order of Battle
Component: Marinha de Portugal
Source: game
File: history/units/POR_1936_naval_mtg.txt

Code:
fleet = {
	name = Marinha de Portugal
	naval_base = 11805
	task_force = {
		name = Flotilha 'Viana do Castelo'
		location = 11805
		ship = {
			name = NRP Tamega
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = POR
					version_name = Guadiana Class
				}
			}
		} {
			name = NRP Dão
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = POR
					version_name = Douro Class
				}
			}
		} {
			name = NRP Douro
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = POR
					version_name = Douro Class
				}
			}
		} {
			name = NRP Lima
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = POR
					version_name = Douro Class
				}
			}
		} {
			name = NRP Vouga
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = POR
					version_name = Douro Class
				}
			}
		} {
			name = NRP Tejo
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = POR
					version_name = Douro Class
				}
			}
		}
	} {
		name = Flotilha Delfim
		location = 11805
		ship = {
			name = NRP Delfim
			definition = submarine
			equipment = {
				ship_hull_submarine_2 = {
					amount = 1
					owner = POR
					version_name = Delfim Class
				}
			}
		} {
			name = NRP Espadarte
			definition = submarine
			equipment = {
				ship_hull_submarine_2 = {
					amount = 1
					owner = POR
					version_name = Delfim Class
				}
			}
		} {
			name = NRP Golfinho
			definition = submarine
			equipment = {
				ship_hull_submarine_2 = {
					amount = 1
					owner = POR
					version_name = Delfim Class
				}
			}
		}
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_mao_zedong_ascends
Constructs: prerequisite, limit, completion_reward, has_country_leader, cancel_if_invalid, add_country_leader_role, add_power_balance_value
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_mao_zedong_ascends
	icon = GFX_focus_prc_maoism
	prerequisite = {
		focus = PRC_soviet_battle_tactics PRC_the_battle_behind_the_front_lines
	}
	mutually_exclusive = {
		focus = PRC_zhang_guotao_ascends
	}
	x = 1
	y = 2
	relative_position_id = PRC_promote_guerilla_warfare
	cost = 2
	ai_will_do = {
		factor = 1
	}
	available = {
		power_balance_value = {
			id = PRC_communist_power_struggle
			value = < -0.25
		}
		has_country_leader = {
			character = PRC_guotao_and_mao
			ruling_only = no
		}
	}
	bypass = {
		has_country_leader = {
			character = PRC_mao_zedong
			ruling_only = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_BALANCE_OF_POWER FOCUS_FILTER_POLITICAL_CHARACTER
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_country_leader_role = {
			character = PRC_mao_zedong
			promote_leader = yes
			country_leader = {
				ideology = marxism
				traits = {
					PRC_de_facto_leader
				}
				expire = 1965.1.1.1
				id = -1
			}
		}
		if = {
			limit = {
				power_balance_value = {
					id = PRC_communist_power_struggle
					value = > -0.99
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			add_power_balance_value = {
				id = PRC_communist_power_struggle
				value = -0.1
			}
		}
		hidden_effect = {
			country_event = {
				id = SEA_PRC_zhang_guotao_events.7
				days = 5
			}
		}
	}
}
### Entity: Event
Component: lithuania.99
Constructs: is_triggered_only, ai_chance, limit, add_war_support, add_political_power, remove_state_core, remove_state_claim, set_truce
Source: game
File: events/r56_lithuania.txt

Code:
country_event = {
	id = lithuania.99
	title = lithuania.99.t
	desc = lithuania.99.d
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	option = {
		name = lithuania.99.a
		ai_chance = {
			base = 50
		}
		remove_state_core = 784
		remove_state_claim = 784
		set_truce = {
			target = POL
			days = 90
		}
		FROM = {
			country_event = {
				id = lithuania.100
			}
			set_truce = {
				target = LIT
				days = 90
			}
		}
	} {
		name = lithuania.99.b
		ai_chance = {
			base = 50
		}
		if = {
			limit = {
				has_idea = LIT_broken_spirits
			}
			add_war_support = -0.05
			add_political_power = -30
			FROM = {
				country_event = {
					id = lithuania.101
					days = 1
				}
			}
		}
		else = {
			add_political_power = -30
			FROM = {
				country_event = {
					id = lithuania.101
					days = 1
				}
			}
		}
	}
}
### Entity: Character
Component: JAP_anti_communist_pm
Constructs: stability_factor, war_support_factor, communism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
JAP_anti_communist_pm = {
	random = no
	sprite = 13
	fascism_acceptance = 20
	war_support_factor = -0.05
	political_power_factor = 0.05
	stability_factor = 0.05
	communism_drift = -0.03
}
### Entity: Character
Component: GER_talented_propagandist
Constructs: communism_drift, conscription_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
GER_talented_propagandist = {
	sprite = 13
	random = no
	political_power_factor = 0.1
	communism_drift = 0.02
	conscription_factor = 0.075
}
### Entity: AI Strategy
Component: EAI_SOV_defense_in_depth_217
Constructs: has_war_with
Source: game
File: common/ai_strategy/SOV_EAI.txt

Code:
EAI_SOV_defense_in_depth_217 = {
	allowed = {
		tag = SOV
	}
	enable = {
		any_of_scopes = {
			array = global.EAI_MAP_SOV_garrison_strategy_217
			CONTROLLER = {
				has_war_with = ROOT
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		ratio = 0.02
		order_id = 217
		states = {
			217
		}
		subtract_invasions_from_need = no
		subtract_fronts_from_need = no
	}
}
### Entity: State History
Component: 1016
Constructs: add_core_of
Source: game
File: history/states/1016 - Kotor.txt

Code:
state = {
	id = 1016
	name = STATE_1016
	resources = {
		chromium = 5.0
	}
	history = {
		victory_points = {
			9809 3
		} {
			13378 1
		} {
			9821 2
		}
		owner = MNT
		add_core_of = MNT
		buildings = {
			infrastructure = 2
			dockyard = 1
			9809 = {
				naval_base = 3
			}
			9821 = {
				naval_base = 1
			}
		}
	}
	provinces = {
		9809 9821 13378
	}
	manpower = 95500
	buildings_max_level_factor = 1.0
	state_category = pastoral
}
### Entity: Character
Component: PRC_spymaster
Source: game
File: common/country_leader/00_traits.txt

Code:
PRC_spymaster = {
	sprite = 15
	random = no
	operative_slot = 1
	agency_upgrade_time = -0.2
	civilian_intel_factor = 0.05
	army_intel_factor = 0.05
	navy_intel_factor = 0.05
	airforce_intel_factor = 0.05
}
### Entity: AI Strategy
Component: HOL_distracted_garrison_672
Constructs: limit, is_subject_of, is_owned_by, has_state_flag
Source: game
File: common/ai_strategy/HOL.txt

Code:
HOL_distracted_garrison_672 = {
	allowed = {
		OR = {
			original_tag = HOL INS
		}
	}
	enable = {
		if = {
			limit = {
				original_tag = INS
			}
			is_subject_of = HOL
		}
		672 = {
			OR = {
				is_owned_by = HOL event_target:INS_dutch_indonesia
			}
			has_state_flag = INS_feint_uprising
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		ratio = 0.25
		states = {
			672
		}
		subtract_fronts_from_need = no
		subtract_invasions_from_need = yes
	} {
		type = put_unit_buffers
		ratio = -10
		states = {
			1047 1048 1049 335
		}
		subtract_fronts_from_need = no
		subtract_invasions_from_need = yes
	}
}
### Entity: Event
Component: ARG_political_events.26
Constructs: is_triggered_only, ai_chance, add_opinion_modifier
Source: game
File: events/TOA_Argentina.txt

Code:
country_event = {
	id = ARG_political_events.26
	title = ARG_political_events.26.t
	desc = ARG_political_events.26.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = ARG_political_events.26.a
		ai_chance = {
			base = 2
		}
		add_opinion_modifier = {
			target = CHL
			modifier = large_decrease
		}
	}
}
### Entity: Idea
Component: JAP_shinkansen_in_operation_idea
Constructs: research_speed_factor, stability_factor, removal_cost
Source: game
File: common/ideas/japan.txt

Code:
JAP_shinkansen_in_operation_idea = {
	picture = generic_train_tracks
	removal_cost = -1
	allowed = {
		original_tag = JAP
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		research_speed_factor = 0.05
		consumer_goods_factor = -0.1
		stability_factor = 0.05
		production_speed_infrastructure_factor = 0.15
		production_speed_supply_node_factor = 0.2
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_repurpose_fort_artillery
Constructs: add_equipment_to_stockpile, prerequisite, limit, completion_reward, random_controlled_state
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_repurpose_fort_artillery
	icon = GFX_goal_generic_construct_military
	prerequisite = {
		focus = CHI_decisive_battles
	}
	mutually_exclusive = {
		focus = CHI_invest_in_mountain_guns
	}
	x = 6
	y = 1
	relative_position_id = CHI_decisive_battles
	cost = 5
	available = {
		any_controlled_state = {
			OR = {
				bunker = > 1
				coastal_bunker = > 1
			}
		}
	}
	search_filters = {

	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		IF = {
			limit = {
				any_controlled_state = {
					bunker = > 1
				}
			}
			random_controlled_state = {
				limit = {
					bunker = > 1
				}
				damage_building = {
					type = bunker
					damage = 2
				}
			}
			add_equipment_to_stockpile = {
				type = artillery_equipment
				amount = 360
				producer = CHI
			}
		}
		ELSE_IF = {
			limit = {
				any_controlled_state = {
					coastal_bunker = > 1
				}
			}
			random_controlled_state = {
				limit = {
					coastal_bunker = > 1
				}
				damage_building = {
					type = coastal_bunker
					damage = 2
				}
			}
			add_equipment_to_stockpile = {
				type = artillery_equipment
				amount = 360
				producer = CHI
			}
		}
		ELSE = {
			custom_effect_tooltip = CHI_repurpose_fort_artillery_tt
		}
	}
}
### Entity: Modding Documentation
Construct: total_equipment_produced_cas
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### total_equipment_produced_cas
* description: Total produced equipment of typecas
### Entity: Event
Component: lar_bruneval_raid.1
Constructs: is_triggered_only
Source: game
File: events/LaR_espionage_operations.txt

Code:
country_event = {
	id = lar_bruneval_raid.1
	title = lar_bruneval_raid.1.t
	desc = lar_bruneval_raid.1.desc
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	option = {
		name = lar_bruneval_raid.1.a
	}
}