Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: YUG_idea_very_empowered_peasant_councils
Constructs: has_government, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/yugoslavia.txt

Code:
YUG_idea_very_empowered_peasant_councils = {
	picture = generic_communism_drift_bonus generic_communism_drift_bonus
	allowed = {
		original_tag = YUG
		always = no
	}
	allowed_civil_war = {
		has_government = communism
	}
	removal_cost = -1
	modifier = {
		drift_defence_factor = 0.5
		production_speed_buildings_factor = 0.1
		army_core_attack_factor = 0.1
		army_core_defence_factor = 0.1
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_design_modern_fighters_r56
Constructs: prerequisite, limit, completion_reward, has_subdoctrine_in_track, add_daily_mastery, add_command_power, add_doctrine_cost_reduction, add_tech_bonus
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_design_modern_fighters_r56
	prerequisite = {
		focus = SIA_send_air_force_cadets_abroad_r56
	}
	icon = GFX_focus_generic_copy_plane_designs
	x = -1
	y = 1
	relative_position_id = SIA_send_air_force_cadets_abroad_r56
	cost = 10
	ai_will_do = {
		base = 1
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		if = {
			limit = {
				has_subdoctrine_in_track = fighter_aircraft
			}
			add_daily_mastery = {
				name = SIA_design_modern_fighters_r56
				amount = 0.2
				days = 180
				track = fighter_aircraft
			}
		} {
			limit = {
				has_subdoctrine_in_track = medium_aircraft
			}
			add_daily_mastery = {
				name = SIA_design_modern_fighters_r56
				amount = 0.2
				days = 180
				track = medium_aircraft
			}
		}
		else = {
			air_experience = 45
			add_command_power = 15
		} {
			add_doctrine_cost_reduction = {
				name = SIA_design_modern_fighters_r56
				cost_reduction = 0.25
				uses = 1
				category = air_doctrine
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_tech_bonus = {
			name = SIA_support_interbranch_operations_r56
			bonus = 1.5
			uses = 1
			category = light_air
		}
	}
}
### Entity: Event
Component: SEA_PHI_political_events.51
Constructs: is_triggered_only, fire_only_once, set_nationality
Source: game
File: events/SEA_Philippines.txt

Code:
country_event = {
	id = SEA_PHI_political_events.51
	title = SEA_PHI_political_events.51.t
	desc = SEA_PHI_political_events.51.desc
	picture = GFX_report_event_usa_macarthur_speech
	is_triggered_only = yes
	fire_only_once = yes
	immediate = {
		hidden_effect = {
			set_nationality = {
				target_country = USA
				character = USA_douglas_macarthur
			}
		}
	}
	option = {
		name = SEA_PHI_political_events.51.a
	}
}
### Entity: Character
Component: mediterranean_naval_manufacturer
Constructs: equipment_bonus, naval_speed
Source: game
File: common/country_leader/00_traits.txt

Code:
mediterranean_naval_manufacturer = {
	random = no
	equipment_bonus = {
		capital_ship = {
			naval_range = -0.25
			naval_speed = 0.1
		}
		screen_ship = {
			naval_range = -0.25
			naval_speed = 0.1
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Achievement
Component: mine_is_bigger_than_yours
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting, is_faction_leader
Source: game
File: common/achievements.txt

Code:
mine_is_bigger_than_yours = {
	id = 4
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
	}
	happened = {
		is_faction_leader = yes
		num_faction_members = > 19
	}
}
### Entity: Idea
Component: SIA_towards_a_peoples_democracy_r56
Constructs: has_government, removal_cost, fascism_drift
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_towards_a_peoples_democracy_r56 = {
	allowed_civil_war = {
		original_tag = SIA
	}
	removal_cost = -1
	picture = generic_constitutional_guarantees
	cancel = {
		has_government = fascism
	}
	modifier = {
		fascism_drift = -0.01
		party_popularity_stability_factor = 0.05
	}
}
### Entity: Idea
Component: GER_imperial_army_idea_2
Constructs: removal_cost
Source: game
File: common/ideas/r56_germany.txt

Code:
GER_imperial_army_idea_2 = {
	name = GER_imperial_army_idea
	removal_cost = -1
	allowed = {
		always = no
	}
	picture = generic_morale_bonus
	modifier = {
		army_morale_factor = 0.1
		army_org_Factor = 0.05
		conscription = 0.02
	}
}
### Entity: Event
Component: KMT_event.4
Constructs: is_triggered_only, ai_chance, has_completed_focus, add_stability, add_power_balance_value, add_to_variable, add_popularity
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = KMT_event.4
	title = KMT_event.4.t
	desc = KMT_event.4.desc
	picture = GFX_report_event_generic_conference
	is_triggered_only = yes
	option = {
		trigger = {
			power_balance_value = {
				id = KMT_main_bop
				value = > -0.15
			}
		}
		name = KMT_event.4.a
		add_power_balance_value = {
			id = KMT_main_bop
			value = 0.1
			tooltip_side = KMT_chaing_kai_shek
		}
		add_to_variable = {
			KMT_n = 0.02
		} {
			KMT_ws = 0.05
		}
	} {
		name = KMT_event.4.b
		ai_chance = {
			base = 0
		}
		add_stability = -0.1
		add_popularity = {
			ideology = communism
			popularity = 0.1
		} {
			ideology = fascism
			popularity = 0.05
		}
	} {
		trigger = {
			NOT = {
				has_completed_focus = KMT_uphold_the_concept_of_dang_guo
			}
			power_balance_value = {
				id = KMT_main_bop
				value = < 0.15
			}
		}
		name = KMT_event.4.c
		add_to_variable = {
			KMT_d = 0.02
		} {
			KMT_stab = 0.05
		}
		add_power_balance_value = {
			id = KMT_main_bop
			value = -0.1
			tooltip_side = KMT_party_beurocracy
		}
		add_popularity = {
			ideology = democratic
			popularity = 0.05
		}
	}
}
### Entity: Decision
Component: SIA_khana_ratsadon_cat
Constructs: has_completed_focus, limit, has_country_flag, fire_only_once, has_idea, complete_effect, add_timed_idea, remove_effect
Source: game
File: common/decisions/SIA.txt

Code:
SIA_khana_ratsadon_cat = {
	SIA_promote_civilian_wing = {
		icon = GFX_decision_generic_political_discourse
		allowed = {
			original_tag = SIA
		}
		available = {
			has_idea = idea_SIA_civilian_rebellious
			NOT = {
				has_idea = idea_SIA_wing_promotion_disruption
			}
		}
		visible = {
			has_completed_focus = SIA_the_khana_ratsadon
			NOT = {
				has_country_flag = SIA_turn_off_the_khana_ratsadon
			}
		}
		cost = 50
		days_re_enable = 180
		complete_effect = {
			custom_effect_tooltip = SIA_increase_civilian_approval_tt
			SIA_increase_civilian_approval = yes
			add_timed_idea = {
				idea = idea_SIA_wing_promotion_disruption
				days = 180
			}
		}
		ai_will_do = {
			base = 0
		}
	}
	SIA_promote_military_wing = {
		icon = GFX_decision_SWE_set_army_budget
		allowed = {
			original_tag = SIA
		}
		available = {
			has_idea = idea_SIA_military_rebellious
			NOT = {
				has_idea = idea_SIA_wing_promotion_disruption
			}
		}
		visible = {
			has_completed_focus = SIA_the_khana_ratsadon
			NOT = {
				has_country_flag = SIA_turn_off_the_khana_ratsadon
			}
		}
		cost = 50
		days_re_enable = 180
		complete_effect = {
			custom_effect_tooltip = SIA_increase_military_approval_tt
			SIA_increase_military_approval = yes
			add_timed_idea = {
				idea = idea_SIA_wing_promotion_disruption
				days = 180
			}
		}
		ai_will_do = {
			base = 0
		}
	}
	SIA_cultivate_civilian_wing = {
		icon = GFX_decision_generic_political_discourse
		allowed = {
			original_tag = SIA
		}
		available = {
			NOT = {
				has_idea = idea_SIA_civilian_full_support
			}
		}
		visible = {
			has_completed_focus = SIA_royal_palace_bureau_directive_no_1523
			NOT = {
				has_country_flag = SIA_turn_off_the_khana_ratsadon
			}
		}
		cost = 50
		days_remove = 365
		remove_effect = {
			custom_effect_tooltip = SIA_increase_civilian_approval_tt
			SIA_increase_civilian_approval = yes
		}
		ai_will_do = {
			base = 1
		}
	}
	SIA_cultivate_military_wing = {
		icon = GFX_decision_SWE_set_army_budget
		allowed = {
			original_tag = SIA
		}
		available = {
			NOT = {
				has_idea = idea_SIA_military_full_support
			}
		}
		visible = {
			has_completed_focus = SIA_royal_palace_bureau_directive_no_1523
			NOT = {
				has_country_flag = SIA_turn_off_the_khana_ratsadon
			}
		}
		cost = 50
		days_remove = 365
		remove_effect = {
			custom_effect_tooltip = SIA_increase_military_approval_tt
			SIA_increase
# ... (truncated)
### Entity: Effect Reference
Construct: round_variable
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## round_variable

* Supported Scopes: any
* Supported Targets: none

```
Rounds a variable
Example: round_variable = num_dogs
```
### Entity: Event
Component: belgium.72
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, add_to_faction, add_ai_strategy
Source: game
File: events/BEL_events.txt

Code:
country_event = {
	id = belgium.72
	title = belgium.72.t
	desc = belgium.72.d
	picture = GFX_report_event_stalin_01
	is_triggered_only = yes
	option = {
		name = belgium.72.a
		SOV = {
			add_to_faction = COG
		}
		COG = {
			add_ai_strategy = {
				type = alliance
				id = SOV
				value = 200
			}
		}
	} {
		name = belgium.72.b
		ai_chance = {
			base = 0
		}
		COG = {
			add_opinion_modifier = {
				target = SOV
				modifier = SOV_join_comintern_reject
			}
		}
	}
}
### Entity: Decision
Component: NOR_mobile_government_decisions_category
Constructs: has_completed_focus, has_war
Source: game
File: common/decisions/categories/NOR_decision_categories.txt

Code:
NOR_mobile_government_decisions_category = {
	icon = GFX_decision_category_generic_crisis
	picture = GFX_decision_cat_picture_NOR_olav_and_haakon
	priority = 8
	visible = {
		has_completed_focus = NOR_the_kings_no
		has_war = yes
	}
	allowed = {
		NOR_AAT = yes
	}
}
### Entity: Idea
Component: INS_kebangkitan_nasional_3
Constructs: stability_factor, war_support_factor, removal_cost, neutrality_drift, autonomy_gain
Source: game
File: common/ideas/r56_indonesia.txt

Code:
INS_kebangkitan_nasional_3 = {
	name = INS_kebangkitan_nasional
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = indonesia_flag
	modifier = {
		neutrality_drift = -0.05
		autonomy_gain = 1
		stability_factor = -0.15
		war_support_factor = 0.05
		political_power_factor = -0.15
	}
}
### Entity: AI Strategy
Component: GER_stockpile_less_early_game
Source: game
File: common/ai_strategy/GER.txt

Code:
GER_stockpile_less_early_game = {
	allowed = {
		original_tag = GER
	}
	enable = {
		date = < 1940.1.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_stockpile_surplus_ratio
		value = -20
	}
}
### Entity: Order of Battle
Component: II Expatriados Alemanes
Constructs: division_template
Source: game
File: history/units/SPR_German_Expatriates_Barcelona.txt

Code:
division = {
	name = II Expatriados Alemanes
	location = 9764
	division_template = German Expatriates
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_SILO_38
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_SILO_38 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_SILO
			value = 38
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = fuel_silo
		value = 38
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_our_own_way
Constructs: prerequisite, has_government, completion_reward, add_political_power, is_subject, set_rule
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_our_own_way
	icon = GFX_goal_QUE_r56_quebec_libre
	prerequisite = {
		focus = QUE_expansionism QUE_aspirations_of_new_france
	}
	relative_position_id = QUE_abandon_ultramontanism
	x = 3
	y = 6
	cost = 10
	available_if_capitulated = yes
	mutually_exclusive = {
		focus = QUE_approach_rome QUE_approach_berlin QUE_approach_paris QUE_align_with_mexico
	}
	available = {
		is_subject = no
		has_government = fascism
	}
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		set_rule = {
			can_create_factions = yes
		}
		add_political_power = 100
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: State History
Component: 247
Constructs: add_core_of
Source: game
File: history/states/247-Tver.txt

Code:
state = {
	id = 247
	name = STATE_247
	manpower = 1331211
	state_category = town
	history = {
		owner = SOV
		victory_points = {
			6245 10
		}
		buildings = {
			infrastructure = 3
			air_base = 2
		}
		add_core_of = SOV
	}
	provinces = {
		85 150 344 3143 3176 3323 6022 6122 6203 6245 6346 9046 9144 9256 11084 11154 11250
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: pak_focus
Component: PAK_Expand_Heavy_Industries
Constructs: prerequisite, limit, completion_reward, random_owned_state, is_in_home_area, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/pakistan.txt

Code:
focus = {
	id = PAK_Expand_Heavy_Industries
	icon = GFX_goal_generic_construct_mil_factory
	cost = 10
	prerequisite = {
		focus = PAK_Expand_the_Cities
	}
	x = 26
	y = 2
	ai_will_do = {
		factor = 1
		modifier = {
			add = 49
			date = > 1937.11.05
		}
	}
	completion_reward = {
		random_owned_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
				is_in_home_area = yes
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
				is_in_home_area = yes
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Modifier Reference
Construct: dig_in_speed_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## dig_in_speed_factor

* Number with 1 decimal places
* **Categories**: army, defensive
### Entity: Scripted Effect
Component: r56_bundeslaender_amplitude_calculation
Constructs: set_variable
Source: game
File: common/scripted_effects/r56_AUS_scripted_effects.txt

Code:
r56_bundeslaender_amplitude_calculation = {
	set_variable = {
		r56_bundeslaender_amplitude = r56_bundeslaender_balance
	}
	multiply_variable = {
		r56_bundeslaender_amplitude = -0.01
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_ensure_the_church_support
Constructs: prerequisite, has_government, add_stability, completion_reward, add_political_power
Source: game
File: common/national_focus/r56_ethiopia.txt

Code:
focus = {
	id = ETH_ensure_the_church_support
	icon = GFX_focus_ETH_the_abuna
	text = Ensure the Church Support
	prerequisite = {
		focus = ETH_hold_line
	}
	available = {
		NOT = {
			has_government = communism
		}
	}
	relative_position_id = ETH_hold_line
	x = 0
	y = 1
	cost = 10
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_stability = 0.05
		add_political_power = 120
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = ETH_abuna_qerellos_iv
	}
}
### Entity: Idea
Component: BUL_german_tank_designer
Constructs: has_completed_focus, limit, has_country_flag, has_dlc, has_opinion, has_capitulated, is_subject, is_subject_of
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_german_tank_designer = {
	name = henschel
	picture = henschel
	cost = 100
	allowed = {
		original_tag = BUL
		has_dlc = Battle for the Bosporus
	}
	available = {
		has_country_flag = BUL_german_military_agreements_flag
		if = {
			limit = {
				NOT = {
					has_country_flag = BUL_contract_with_german_tank_designer_flag
				}
			}
			GER = {
				has_opinion = {
					target = ROOT
					value = > 49
				}
				has_capitulated = no
				BUL_is_valid_subject = yes
			}
		}
		OR = {
			is_subject = no
			is_subject_of = GER
		}
		is_in_faction_with = GER
		NOT = {
			has_completed_focus = BUL_nationalization
		}
	}
	on_add = {
		if = {
			limit = {
				NOT = {
					has_country_flag = BUL_contract_with_german_tank_designer_flag
				}
			}
			random_owned_state = {
				limit = {
					is_fully_controlled_by = ROOT
					free_building_slots = {
						building = arms_factory
						size = > 0
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			}
			set_country_flag = BUL_contract_with_german_tank_designer_flag
		}
	}
	research_bonus = {
		armor = 0.15
	}
	traits = {
		fast_tank_manufacturer
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: EAI_DD_3/medium_tank_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_3/medium_tank_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_chassis = {
			build_cost_ic = -0.075
			instant = yes
		}
	}
}
### Entity: Scripted Effect
Component: EAI_PR_STRATEGIES_large_airframe
Constructs: limit, is_major, set_temp_variable
Source: game
File: common/scripted_effects/EAI_RESEARCH_PRIORITY_TREE_air.txt

Code:
EAI_PR_STRATEGIES_large_airframe = {
	if = {
		limit = {
			OR = {
				EAI_STR_tech_focus = yes
				EAI_MARITIME_tech_focus = yes
			}
			is_major = yes
		}
		set_temp_variable = {
			prio_cat = @PR_large_airframe
		}
		if = {
			limit = {
				set_temp_variable = {
					_prio_tech = token:iw_large_airframe
				} {
					_prio_val = prio_cat
				}
				date = > 1936.6.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:basic_large_airframe
				} {
					_prio_val = prio_cat
				}
				date = > 1936.6.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:improved_large_airframe
				} {
					_prio_val = prio_cat
				}
				date = > 1940.1.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:advanced_large_airframe
				} {
					_prio_val = prio_cat
				}
				date = > 1944.1.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:modern_large_airframe
				} {
					_prio_val = prio_cat
				}
				EAI_JET_tech_focus = yes
				date = > 1945.1.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		}
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_centralize_military_structure
Constructs: prerequisite, add_ideas, has_government, completion_reward, is_subject, add_command_power
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_centralize_military_structure
	icon = GFX_focus_generic_little_entente
	prerequisite = {
		focus = COG_reclaim_kigali
	}
	x = -1
	y = 1
	relative_position_id = COG_reclaim_kigali
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		has_government = neutrality
		is_subject = no
	}
	completion_reward = {
		add_command_power = 25
		custom_effect_tooltip = generic_skip_one_line_tt
		add_ideas = COG_central_military_structure
	}
}
### Entity: Modifier Reference
Construct: starting_compliance
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## starting_compliance

* Number with 0 decimal places
* **Categories**: country, state
### Entity: Character
Component: SCO_acr
Source: game
File: common/characters/SCO.txt

Code:
SCO_acr = {
	advisor = {
		slot = air_chief
		idea_token = SCO_acr
		allowed = {
			original_tag = SCO
		}
		traits = {
			air_chief_reform_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_europe_3
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_allocate_lend_lease
Constructs: prerequisite, completion_reward, is_in_faction, has_dynamic_modifier
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_allocate_lend_lease
	icon = GFX_focus_generic_reinforcing_the_supply_network
	prerequisite = {
		focus = CHI_secure_the_soviet_border CHI_send_the_first_lady_abroad
	}
	mutually_exclusive = {
		focus = CHI_sell_lend_lease
	}
	x = 5
	y = 0
	relative_position_id = CHI_the_northwest_highway
	cost = 10
	available = {
		is_in_faction = yes
		OR = {
			has_dynamic_modifier = {
				modifier = CHI_american_support
			} {
				modifier = CHI_soviet_support
			}
		}
	}
	search_filters = {

	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		custom_effect_tooltip = CHI_allocate_lend_lease_tt
	}
}
### Entity: Game Data
Component: another_brick_in_the_wall_pt1
Constructs: has_government, owns_state, has_any_custom_difficulty_setting
Source: game
File: common/achievements/rt56-achievements.txt

Code:
another_brick_in_the_wall_pt1 = {
	possible = {
		difficulty = > 1
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		original_tag = ENG
	}
	happened = {
		has_government = fascism
		owns_state = 64
	}
}
### Entity: Scripted Effect
Component: BUL_set_buz_faction_values
Constructs: set_country_flag, set_variable
Source: game
File: common/scripted_effects/BUL_scripted_effects.txt

Code:
BUL_set_buz_faction_values = {
	set_country_flag = BUL_factions_unlocked_flag
	set_variable = {
		BUL_zveno_loyalty = 15
	} {
		BUL_zveno_popularity = 50
	} {
		BUL_bs_loyalty = 25
	} {
		BUL_bs_popularity = 60
	} {
		BUL_bzns_loyalty = 30
	} {
		BUL_bzns_popularity = 70
	} {
		BUL_nsm_loyalty = 60
	} {
		BUL_nsm_popularity = 40
	} {
		BUL_faction_interaction_cost_standard = 20
	} {
		BUL_broad_socialist_opression_cost_standard = 20
	} {
		BUL_faction_days_remove_very_low = 7
	} {
		BUL_faction_days_remove_low = 14
	} {
		BUL_faction_days_remove_medium = 21
	} {
		BUL_faction_days_remove_high = 30
	} {
		BUL_faction_days_remove_very_high = 60
	} {
		BUL_faction_days_reenable_low = 7
	} {
		BUL_faction_days_reenable_medium = 14
	} {
		BUL_faction_days_reenable_high = 60
	} {
		BUL_faction_days_reenable_very_high = 120
	} {
		BUL_faction_low_increase = 5
	} {
		BUL_faction_medium_increase = 10
	} {
		BUL_faction_high_increase = 15
	} {
		BUL_faction_low_decrease = -5
	} {
		BUL_faction_medium_decrease = -10
	} {
		BUL_faction_high_decrease = -15
	} {
		BUL_ff_missions_base_days_to_add = 60
	} {
		BUL_ff_missions_popularity_factor = 1
	} {
		BUL_ff_missions_loyalty_factor = 1
	} {
		BUL_ff_preventive_actions_against_coup = 0
	} {
		BUL_ff_preventive_actions_base_value = 5
	} {
		BUL_ff_preventive_actions_cap_value = 50
	} {
		BUL_purchase_equipment_cost = 25
	} {
		BUL_foreign_military_agreements_cost = 50
	} {
		BUL_german_civ_industries_cost = 75
	} {
		BUL_british_civ_industries_cost = 75
	} {
		BUL_soviet_civ_industries_cost = 75
	} {
		BUL_foreign_industry_consumer_goods_modifier = 0
	} {
		BUL_foreign_industry_production_efficiency_modifier = -0.05
	} {
		BUL_foreign_industry_construction_speed_modifier = -0.1
	} {
		BUL_german_industrial_investments = 0
	} {
		BUL_british_industrial_investments = 0
	} {
		BUL_soviet_industrial_investments = 0
	} {
		BUL_industrial_investments_basic_cap = 3
	} {
		BUL_industrial_investments_medium_cap = 5
	} {
		BUL_industrial_investments_max_cap = 10
	} {
		BUL_imro_garrisons_mp_value = 5000
	} {
		BUL_quantity_purchased_infantry_equipment = 1000
	} {
		BUL_quantity_purchased_artillery = 100
	} {
		BUL_quantity_purchased_motorized = 100
	} {
		BUL_quantity_purchased_mechanized = 50
	} {
		BUL_quantity_purchased_armored_car = 50
	} {
		BUL_quantity_purchased_light_armor = 40
	} {
		BUL_quantity_purchased_medium_armor = 20
# ... (truncated)
### Entity: Event
Component: kmt.66
Constructs: is_triggered_only
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.66
	title = kmt.66.t
	desc = kmt.66.d
	picture = GFX_report_event_nationalist_china_machinegun_firing
	is_triggered_only = yes
	option = {
		name = kmt.66.a
	}
}