Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: sfl.13
Constructs: ai_chance, limit, fire_only_once, has_global_flag, has_civil_war, is_owned_by, is_controlled_by, load_oob
Source: game
File: events/r56_japan.txt

Code:
country_event = {
	id = sfl.13
	title = sfl.13.t
	desc = sfl.13.d
	picture = GFX_report_event_china_politicians_captured
	trigger = {
		has_global_flag = jap_civil_war_sf
		has_civil_war = no
		original_tag = JAP
		OR = {
			525 = {
				is_owned_by = ROOT
				is_controlled_by = ROOT
			}
			527 = {
				is_owned_by = ROOT
				is_controlled_by = ROOT
			}
			917 = {
				is_owned_by = ROOT
				is_controlled_by = ROOT
			}
			918 = {
				is_owned_by = ROOT
				is_controlled_by = ROOT
			}
			919 = {
				is_owned_by = ROOT
				is_controlled_by = ROOT
			}
			920 = {
				is_owned_by = ROOT
				is_controlled_by = ROOT
			}
		}
	}
	fire_only_once = yes
	mean_time_to_happen = {
		days = 5
	}
	option = {
		ai_chance = {
			base = 100
		}
		name = sfl.13.a
		if = {
			limit = {
				525 = {
					is_owned_by = ROOT
				}
				919 = {
					is_owned_by = ROOT
				}
				920 = {
					is_owned_by = ROOT
				}
			}
			KOR = {
				transfer_state = 525 919 920
				hidden_effect = {
					load_oob = KOR_liberated_north
				}
			}
		} {
			limit = {
				527 = {
					is_owned_by = ROOT
				}
				917 = {
					is_owned_by = ROOT
				}
				918 = {
					is_owned_by = ROOT
				}
			}
			KOR = {
				transfer_state = 527 917 918
				hidden_effect = {
					load_oob = KOR_liberated_south
				}
			}
		}
		KOR = {
			set_politics = {
				ruling_party = democratic
			}
		}
	} {
		name = sfl.13.b
	}
}
### Entity: AI Strategy
Component: ai_focus_war_production_INS
Source: game
File: common/ai_focuses/INS.txt

Code:
ai_focus_war_production_INS = {
	research = {
		industry = 10.0
		construction_tech = 2.0
		electronics = 2.0
		computing_tech = 2.0
	}
}
### Entity: Special Project
Component: sp_naval_anechoic_tiles
Constructs: limit, has_government, fire_only_once, has_dlc, has_tech, breakthrough_cost, resource_cost, enable_equipment_modules
Source: game
File: common/special_projects/projects/naval_projects.txt

Code:
sp_naval_anechoic_tiles = {
	specialization = specialization_naval
	project_tags = sp_tag_submarine
	ai_will_do = {
		base = 1
		modifier = {
			factor = 0.2
			ROOT = {
				original_tag = JAP
				OR = {
					has_government = fascism neutrality
				}
			}
		}
	}
	allowed = {
		has_dlc = Gotterdammerung
	}
	available = {
		FROM = {
			if = {
				limit = {
					has_dlc = Man the Guns
				}
				has_tech = basic_ship_hull_submarine
			}
			else = {
				has_tech = basic_submarine
			}
		}
	}
	breakthrough_cost = {
		specialization_naval = 1
	}
	resource_cost = {
		resources = {
			rubber = 12
			steel = 8
		}
	}
	complexity = sp_complexity.medium
	prototype_time = sp_time.prototype.medium
	project_output = {
		country_effects = {
			if = {
				limit = {
					NOT = {
						has_dlc = Man the Guns
					}
				}
				custom_effect_tooltip = {
					localization_key = sp_naval_anechoic_tiles_non_mtg_tt
				}
			}
		}
		enable_equipment_modules = {
			limit = {
				has_dlc = Man the Guns
			}
			 = ship_anechoic_tile
		}
		enable_subunits = {

		}
	}
	generic_prototype_rewards = {
		sp_naval_generic_reward_scientist_xp_1 sp_naval_generic_reward_scientist_xp_2 sp_naval_generic_reward_scientist_xp_3 sp_naval_generic_reward_navy_xp_1 sp_naval_generic_reward_navy_xp_2 sp_naval_generic_reward_navy_xp_3 sp_naval_generic_reward_major_progress_1 sp_naval_generic_reward_major_progress_2 sp_naval_generic_reward_major_progress_3 sp_naval_generic_reward_test_failure_1 sp_naval_generic_reward_test_failure_2 sp_naval_generic_reward_test_failure_3
	}
	unique_prototype_rewards = {
		sp_naval_anechoic_tiles_unique_reward_a = {
			fire_only_once = yes
			threshold = {
				min = 40
				max = 90
			}
			weight = {
				base = 100
			}
			option = {
				token = sp_naval_anechoic_tiles_preference_a
				iteration_output = {
					country_effects = {

					}
					equipment_bonus = {
						ship_hull_submarine = {
							build_cost_ic = 0.05
							surface_detection = 0.1
							instant = yes
						}
					}
				}
			} {
				token = sp_naval_anechoic_tiles_preference_b
				iteration_output = {
					country_effects = {

					}
					equipment_bonus = {
						ship_hull_submarine = {
							build_cost_ic = 0.1
							sub_visibility = -0.05
							instant = yes
						}
					}
				}
			} {
				token = sp_naval_anechoic_tiles_preference_c
				default = yes
				iteration_output = {
					country_effects = {


# ... (truncated)
### Entity: Order of Battle
Component: air_wing_226
Source: game
File: history/units/UKR_1936_air_bba.txt

Code:
air_wings = {
	226 = {
		small_plane_airframe_0 = {
			owner = POL
			amount = 45
			version_name = PZL P.11
		}
	}
}
### Entity: National Focus
Tree: brm_focus
Component: BRM_fortification_effort
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/burma.txt

Code:
focus = {
	id = BRM_fortification_effort
	icon = GFX_goal_generic_defence
	relative_position_id = BRM_preserve_burma
	x = -1
	y = 1
	cost = 5
	prerequisite = {
		focus = BRM_preserve_burma BRM_unite_the_burmese_people
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = BRM_fortification_effort_idea
	}
}
### Entity: AI Strategy
Component: default_truck_2
Constructs: is_major
Source: game
File: common/ai_strategy/r56_default.txt

Code:
default_truck_2 = {
	enable = {
		num_of_military_factories = > 20
		is_major = yes
	} {
		always = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = motorized_equipment
		value = 1
	}
}
### Entity: Idea
Component: EAI_DD_19/mechanized_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_19/mechanized_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		mechanized_equipment = {
			build_cost_ic = -0.475
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: alb_focus
Component: ALB_albanias_pact_of_defense
Constructs: prerequisite, has_war_with, completion_reward, is_subject
Source: game
File: common/national_focus/albania.txt

Code:
focus = {
	id = ALB_albanias_pact_of_defense
	icon = GFX_goal_ALB_defense
	prerequisite = {
		focus = ALB_strategic_diplomacy ALB_fascist_diplomacy
	}
	mutually_exclusive = {
		focus = ALB_join_the_axis
	}
	x = 1
	y = 5
	cost = 5
	available = {
		is_subject = no
		YUG = {
			exists = yes
			is_subject = no
			NOT = {
				has_war_with = ALB
			}
		}
		ROM = {
			exists = yes
			is_subject = no
			NOT = {
				has_war_with = ALB
			}
		}
		POL = {
			exists = yes
			is_subject = no
			NOT = {
				has_war_with = ALB
			}
		}
	}
	bypass = {
		NOT = {
			country_exists = YUG ROM POL
		}
	}
	completion_reward = {
		YUG = {
			country_event = albania.14
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		ROM = {
			country_event = albania.14
		}
		POL = {
			country_event = albania.14
		}
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_R56_a_new_federal_capital_brasilia
Constructs: prerequisite, limit, remove_ideas, has_government, completion_reward, has_idea, set_party_name, add_victory_points
Source: game
File: common/national_focus/r56_brazil.txt

Code:
focus = {
	id = BRA_R56_a_new_federal_capital_brasilia
	icon = GFX_focus_BRA_new_capital
	prerequisite = {
		focus = BRA_R56_tire_de_guerra BRA_R56_the_integral_state
	}
	x = 2
	y = 2
	relative_position_id = BRA_R56_reinstituite_the_technocratic_system
	cost = 10
	completion_reward = {
		if = {
			limit = {
				has_idea = bra_1930_2
			}
			remove_ideas = bra_1930_2
		} {
			limit = {
				has_idea = bra_1930
			}
			remove_ideas = bra_1930
		}
		custom_effect_tooltip = generic_skip_one_line_tt BRA_R56_a_new_federal_capital_brasilia_tooltip generic_skip_one_line_tt generic_skip_one_line_tt
		hidden_effect = {
			if = {
				limit = {
					has_government = fascism
				}
				hidden_effect = {
					set_party_name = {
						ideology = neutrality
						long_name = Aliança Renovadora Nacional - Grupo da Sorbonne
						name = ARENA/GDS
					} {
						ideology = communism
						long_name = Vanguarda Armada Revolucionária
						name = VAR-P
					} {
						ideology = fascism
						long_name = Aliança Renovadora Nacional - Linha Dura
						name = ARENA/LD
					} {
						ideology = democratic
						long_name = Movimento Democrático Brasileiro
						name = MDB
					}
				}
			} {
				limit = {
					has_government = communism
				}
				set_party_name = {
					ideology = neutrality
					long_name = Coluna Miguel Costa
					name = Tenentistas
				} {
					ideology = communism
					long_name = Partido Comunista do Brasil
					name = PCB
				} {
					ideology = fascism
					long_name = Comando Militar do Leste
					name = CML
				} {
					ideology = democratic
					long_name = Convênio de Taubaté
					name = Latifundiários
				}
			} {
				limit = {
					has_government = democratic
				}
				set_party_name = {
					ideology = neutrality
					long_name = Partido Social Democrático/Partido Trabalhista Brasileiro
					name = PSD/PTB
				} {
					ideology = communism
					long_name = Partido Comunista do Brasil
					name = PCB
				} {
					ideology = fascism
					long_name = Estado Maior do Exército
					name = EB
				} {
					ideology = democratic
					long_name = União Democrática Nacional
					name = UDN
				}
			} {
				limit = {
					has_government = neutrality
				}
				set_party_name = {
					ideology = neutrality
					long_name = Partido Social Democrático/Partido Trabalhista Brasileiro
					name = PSD/PTB
				} {
					ideology = communism
					long_name = Partido Comunista
# ... (truncated)
### Entity: State History
Component: 854
Constructs: add_core_of, add_claim_by
Source: game
File: history/states/854-Ar-Raqqah.txt

Code:
state = {
	id = 854
	name = Ar-Raqqah
	history = {
		owner = OSY
		victory_points = {
			1606 1
		}
		buildings = {
			infrastructure = 2
			industrial_complex = 1
		}
		add_core_of = SYR OSY
		add_claim_by = KUR
	}
	provinces = {
		1606 1634 3942 6883
	}
	manpower = 540000
	buildings_max_level_factor = 1.0
	state_category = rural
	local_supplies = 0.0
}
### Entity: Technology
Component: marines_expeditionary_support
Constructs: limit, is_ai, force_use_small_tech_layout, research_cost
Source: game
File: common/technologies/special_forces_doctrine.txt

Code:
technology = {
	allow = {
		if = {
			limit = {
				is_ai = yes
			}
			NOT = {
				EAI_specops_MAR_doctrine_progress_limit = yes
			}
		}
	}
	xp_research_type = navy
	xp_unlock_cost = 60
	force_use_small_tech_layout = yes
	artillery = {
		battalion_mult = {
			category = category_marines
			defense = 0.05
		}
	}
	anti_air = {
		battalion_mult = {
			category = category_marines
			defense = 0.05
		}
	}
	anti_tank = {
		battalion_mult = {
			category = category_marines
			defense = 0.05
		}
	}
	extra_marine_supply_grace = 24
	naval_invasion_prep_days = -5
	naval_invasion_plan_cap = 1
	doctrine = yes
	research_cost = 2.25
	categories = {
		special_forces_doctrine cat_marines_doctrine
	}
	folder = {
		name = special_forces_doctrine_folder
		position = {
			x = 1
			y = 10
		}
	}
	ai_will_do = {
		factor = 10000
	}
	ai_research_weights = {

	}
}
### Entity: Unit Template
Component: GER_MONMOB_01
Constructs: has_completed_focus, has_government
Source: game
File: common/units/names_divisions/GER_names_divisions.txt

Code:
GER_MONMOB_01 = {
	name = Monarchist Mobile Divisions
	for_countries = {
		GER
	}
	can_use = {
		OR = {
			has_government = neutrality democratic
		} {
			has_completed_focus = GER_oppose_hitler_ww GER_oppose_hitler
		}
	}
	division_types = {
		cavalry light_armor medium_armor heavy_armor modern_armor
	}
	fallback_name = %d. Schnell-Division
	ordered = {
		901 = {
			Gardes du Corps-Division
		}
		902 = {
			Garde-Kürassier-Division
		}
		903 = {
			Garde-Dragoner-Division 'Königin Viktoria von Großbritannien u. Irland'
		}
		904 = {
			Garde-Dragoner-Division 'Kaiserin Alexandra von Rußland'
		}
		905 = {
			Leib-Garde-Husaren-Division
		}
		906 = {
			1. Garde-Ulanen-Division
		}
		907 = {
			2. Garde-Ulanen-Division
		}
		908 = {
			3. Garde-Ulanen-Division
		}
		909 = {
			1. Kgl. Bayer. schwere Reiter-Division 'Prinz Karl von Bayern'
		}
		910 = {
			2. Kgl. Bayer. schwere Reiter-Division 'Erzherzog Franz Ferdinand von Österreich-Este'
		}
		1 = {
			%d. Leib-Kürassier-Division 'Großer Kurfürst'
		}
		2 = {
			%d. Kürassier-Division 'Königin'
		}
		3 = {
			%d. Kürassier-Division 'Graf Wrangel'
		}
		4 = {
			%d. Kürassier-Division 'von Driesen'
		}
		5 = {
			%d. Kürassier-Division 'Herzog Friedrich Eugen von Württemberg'
		}
		6 = {
			%d. Kürassier-Division 'Kaiser Nikolaus I. von Rußland'
		}
		7 = {
			%d. Kürassier-Division 'von Seydlitz'
		}
		8 = {
			%d. Kürassier-Division 'Graf Geßler'
		}
		9 = {
			%d. Kgl.Sächs. Garde-Reiter-Division
		}
		10 = {
			%d. Kgl. Sächs. Karabinier-Division
		}
		911 = {
			1. Kgl. Bayer. Chevaulegers-Division 'Kaiser Nikolaus von Rußland'
		}
		912 = {
			2. Kgl. Bayer. Chevaulegers-Division 'Taxis'
		}
		913 = {
			3. Kgl. Bayer. Chevaulegers-Division 'Herzog Karl Theodor'
		}
		914 = {
			4. Kgl. Bayer. Chevaulegers-Division 'König'
		}
		915 = {
			5. Kgl. Bayer. Chevaulegers-Division 'Erzherzog Friedrich von Österreich'
		}
		916 = {
			6. Kgl. Bayer. Chevaulegers-Division 'Prinz Albrecht von Preußen'
		}
		917 = {
			7. Kgl. Bayer. Chevaulegers-Division 'Prinz Alfons'
		}
		918 = {
			8. Kgl. Bayer. Chevaulegers-Division
		}
		919 = {
			1. Kgl. Bayer. Ulanen-Division 'Kaiser Wilhelm II., König von Preußen'
		}
		920 = {
			2. Kgl. Bayer. Ulanen-Division 'König'
		}
		11 = {
			%d. Dragoner-Division 'Prinz Albrecht von Preußen'
		}
		12 = {
			%d. Brandenburgische Dragoner-Division
		}
		13 = {
			%d. Grena
# ... (truncated)
### Entity: Character
Component: SPR_federica_montseny
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/SPR.txt

Code:
SPR_federica_montseny = {
	name = SPR_federica_montseny
	portraits = {
		army = {
			small = GFX_idea_SPR_federica_montseny
		}
	}
	gender = female
	advisor = {
		slot = political_advisor
		idea_token = SPR_federica_montseny
		allowed = {
			has_dlc = La Resistance
			OR = {
				original_tag = SWE SPR
			}
		}
		visible = {
			NOT = {
				tag = SPA SPB
			}
		}
		available = {
			OR = {
				AND = {
					NOT = {
						has_completed_focus = SPR_crush_the_revolution
					}
					custom_trigger_tooltip = {
						tooltip = SPR_not_nationalist_spain_tt
						NOT = {
							tag = SPA
						}
					}
				}
				SWE_refuge_for_revolutionaries_trigger = yes
			}
		}
		traits = {
			social_revolutionary
		}
		ai_will_do = {
			factor = 1.0
			modifier = {
				factor = 0.0
				OR = {
					has_completed_focus = SPA_a_great_spain SPR_the_stalinist_doctrine SPR_maintain_the_second_republic
				}
			}
		}
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_demand_russian_territories
Constructs: prerequisite, limit, has_government, owns_state, has_war_with, completion_reward, is_in_faction_with, has_army_manpower
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_demand_russian_territories
	icon = GFX_goal_generic_war_with_comintern
	prerequisite = {
		focus = NOR_expand_german_technology_sharing NOR_festung_norwegen
	}
	mutually_exclusive = {
		focus = NOR_demand_overseas_colonies
	} {
		focus = NOR_demand_scottish_lands
	}
	x = 0
	y = 6
	relative_position_id = NOR_support_radical_nationalism
	cost = 10
	ai_will_do = {
		base = 10
	}
	available = {
		OR = {
			has_government = fascism
			has_war_with = SOV
		}
		GER = {
			has_war_with = SOV
			is_in_faction_with = ROOT
		}
		has_army_manpower = {
			size = > 119999
		}
	}
	completion_reward = {
		add_state_claim = 722 213
		if = {
			limit = {
				FIN = {
					owns_state = 722
				}
			}
			FIN = {
				country_event = naw_norway.26
			}
		}
		custom_effect_tooltip = NOR_demand_russian_territories_tt
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: USA_neutrality_act_aat
Constructs: has_government, removal_cost, remove_relation_rule_override, send_volunteers_tension
Source: game
File: common/ideas/usa.txt

Code:
USA_neutrality_act_aat = {
	name = USA_neutrality_act
	picture = generic_production_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = democratic
	}
	removal_cost = -1
	on_add = {

	}
	on_remove = {
		remove_relation_rule_override = {
			can_access_market = no
			trigger = trade_partner_not_at_war
		}
	}
	modifier = {
		custom_modifier_tooltip = trade_partner_not_at_war_tt
		join_faction_tension = 0.25
		send_volunteers_tension = 0.5
		guarantee_tension = 0.5
		embargo_threshold_factor = 1.5
	}
}
### Entity: Idea
Component: CHI_capitalism3
Constructs: stability_factor, has_government, removal_cost
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_capitalism3 = {
	picture = SOV_third_five_year_plan_civilian
	cancel = {
		NOT = {
			has_government = democratic
		}
	}
	removal_cost = -1
	modifier = {
		production_speed_industrial_complex_factor = 0.15
		production_factory_start_efficiency_factor = 0.05
		min_export = 0.2
		stability_factor = -0.25
		local_resources_factor = 0.15
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_death_to_colonialism
Constructs: prerequisite, limit, completion_reward, is_subject, is_on_continent, every_other_country, create_wargoal
Source: game
File: common/national_focus/r56_indonesia.txt

Code:
focus = {
	id = INS_death_to_colonialism
	icon = GFX_focus_eng_decolonization
	ai_will_do = {
		base = 0
	}
	relative_position_id = INS_nationalize_the_factories
	x = 1
	y = 1
	prerequisite = {
		focus = INS_implement_the_sharia INS_nationalize_the_factories
	}
	cost = 10
	available = {
		is_subject = no
		any_other_country = {
			OR = {
				capital_scope = {
					is_on_continent = europe
				} {
					is_on_continent = north_america
				}
			} {
				any_owned_state = {
					custom_trigger_tooltip = {
						tooltip = state_in_indochina_malaysia_indonesia_raj_tt
						OR = {
							region = 190 153 31 141 189 142 188 187 158 159 93 167 160
							state = 323 1091
						}
					}
				}
				any_subject_country = {
					any_owned_state = {
						custom_trigger_tooltip = {
							tooltip = state_in_indochina_malaysia_indonesia_raj_tt
							OR = {
								region = 190 153 31 141 189 142 188 187 158 159 93 167 160
								state = 323 1091
							}
						}
					}
				}
			}
		}
	}
	will_lead_to_war_with = FRI MAL RAJ
	completion_reward = {
		every_other_country = {
			limit = {
				capital_scope = {
					NOT = {
						is_on_continent = asia
					}
				}
				OR = {
					any_owned_state = {
						custom_trigger_tooltip = {
							tooltip = state_in_indochina_malaysia_indonesia_raj_tt
							OR = {
								region = 190 153 31 141 189 142 188 187 158 159 93 167 160
								state = 323 1091
							}
						}
					}
					any_subject_country = {
						any_owned_state = {
							custom_trigger_tooltip = {
								tooltip = state_in_indochina_malaysia_indonesia_raj_tt
								OR = {
									region = 190 153 31 141 189 142 188 187 158 159 93 167 160
									state = 323 1091
								}
							}
						}
					}
				}
			}
			ROOT = {
				create_wargoal = {
					target = PREV
					type = topple_government
					expire = 0
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Character
Component: ansaldo_tank_manufacturer
Constructs: equipment_bonus
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
ansaldo_tank_manufacturer = {
	random = no
	ai_will_do = {
		factor = 1
	}
	equipment_bonus = {
		medium_tank_chassis = {
			hard_attack = 0.05
			soft_attack = 0.05
		}
		armor = {
			reliability = 0.05
		}
	}
}
### Entity: National Focus
Tree: cub_focus
Component: CUB_taxation_reforms
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/Cuba.txt

Code:
focus = {
	id = CUB_taxation_reforms
	icon = GFX_focus_generic_treaty
	cost = 10
	prerequisite = {
		focus = CUB_the_nine_cent_law CUB_military_coup
	}
	relative_position_id = CUB_the_nine_cent_law
	x = 4
	y = 1
	completion_reward = {
		add_ideas = VEN_tax_reform
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Modding Documentation
Construct: num_personality_traits
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### num_personality_traits
* description: number of personality traits a leader has
### Entity: Modifier Reference
Construct: industrial_factory_donations
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## industrial_factory_donations

* Number with 0 decimal places
* **Categories**: government_in_exile
### Entity: Technology
Component: modern_rubber_processing
Constructs: modify_building_resources, research_cost
Source: game
File: common/technologies/industry.txt

Code:
technology = {
	on_research_complete = {
		modify_building_resources = {
			building = synthetic_refinery
			resource = rubber
			amount = 1
		}
	}
	research_cost = 1.5
	start_year = 1943
	folder = {
		name = industry_folder
		position = {
			x = 1
			y = 10
		}
	}
	categories = {
		industry synth_resources cat_synth_rubber
	}
	ai_will_do = {
		factor = 0.5
		modifier = {
			factor = 0.5
			rubber = > 10
		} {
			factor = 0.5
			rubber = > 20
		} {
			factor = 0.5
			rubber = > 30
		}
	}
	ai_research_weights = {
		rubber = -2.0
	}
	show_effect_as_desc = yes
}
### Entity: Event
Component: BBA_italy_naval_cooperation_programs.08
Constructs: is_triggered_only, ai_chance, limit, add_timed_idea, set_country_flag
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_naval_cooperation_programs.08
	title = BBA_italy_naval_cooperation_programs.08.t
	desc = BBA_italy_naval_cooperation_programs.08.desc
	picture = GFX_report_event_sailors_in_working_rig
	is_triggered_only = yes
	option = {
		name = BBA_italy_naval_cooperation_programs.08.a
		ai_chance = {
			base = 10
		}
		effect_tooltip = {
			custom_effect_tooltip = ITA_cooperation_programs_deal_others_tt
			FROM = {
				add_timed_idea = {
					idea = ITA_sold_obsolete_escort_ships_ns
					days = 365
				}
			}
		}
		hidden_effect = {
			FROM = {
				set_country_flag = ITA_sold_obsolete_escort_ships_flag
				country_event = {
					id = BBA_italy_naval_cooperation_programs.09
					hours = 1
				}
			}
		}
	} {
		name = BBA_italy_naval_cooperation_programs.08.b
		ai_chance = {
			base = 0
		}
		hidden_effect = {
			if = {
				limit = {
					original_tag = SWE
				}
				FROM = {
					set_country_flag = ITA_sweden_refused_to_buy_ships_flag
				}
			}
			set_country_flag = ITA_obsolete_escort_ships_rejected_flag
			FROM = {
				country_event = {
					id = BBA_italy_naval_cooperation_programs.10
					hours = 1
				}
			}
		}
	}
}
### Entity: Event
Component: panay_incident.3
Constructs: is_triggered_only, ai_chance, add_political_power, is_historical_focus_on
Source: game
File: events/MTG_USA.txt

Code:
country_event = {
	id = panay_incident.3
	title = panay_incident.3.t
	desc = panay_incident.3.d
	picture = GFX_report_event_us_panay_demands
	is_triggered_only = yes
	option = {
		name = panay_incident.3.a
		ai_chance = {
			factor = 70
		}
		add_political_power = -100
		hidden_effect = {
			USA = {
				country_event = {
					id = panay_incident.4
					days = 2
				}
			}
		}
	} {
		name = panay_incident.3.b
		custom_effect_tooltip = panay_incident.3.b.tt
		ai_chance = {
			factor = 30
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
		add_political_power = 100
		hidden_effect = {
			USA = {
				country_event = {
					id = panay_incident.5
					days = 2
				}
			}
		}
	}
}