Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Order of Battle
Component: Comando Navale Libia
Source: game
File: history/units/ITA_1939_naval_mtg.txt

Code:
fleet = {
	name = Comando Navale Libia
	naval_base = 1130
	task_force = {
		name = Squadra di Libia
		location = 1130
		ship = {
			name = RCT Aquilone
			definition = destroyer
			start_experience_factor = 0.25
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ITA
					version_name = Curtatone Class
				}
			}
		} {
			name = RCT Euro
			definition = destroyer
			start_experience_factor = 0.25
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ITA
					version_name = Curtatone Class
				}
			}
		} {
			name = RCT Nembo
			definition = destroyer
			start_experience_factor = 0.25
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ITA
					version_name = Curtatone Class
				}
			}
		} {
			name = RCT Turbine
			definition = destroyer
			start_experience_factor = 0.25
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ITA
					version_name = Curtatone Class
				}
			}
		} {
			name = RCT Castore
			definition = destroyer
			start_experience_factor = 0.25
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ITA
					version_name = Maestrale Class
				}
			}
		} {
			name = RCT Centauro
			definition = destroyer
			start_experience_factor = 0.25
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ITA
					version_name = Maestrale Class
				}
			}
		} {
			name = RCT Cigno
			definition = destroyer
			start_experience_factor = 0.25
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ITA
					version_name = Maestrale Class
				}
			}
		} {
			name = RCT Climene
			definition = destroyer
			start_experience_factor = 0.25
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = ITA
					version_name = Maestrale Class
				}
			}
		}
	} {
		name = VI Gruppo Sommergibili
		location = 1130
		ship = {
			name = RSmg Sirena
			definition = submarine
			equipment = {
				ship_hull_submarine_2 = {
					amount = 1
					owner = ITA
					version_name = Sirena Class
				}
			}
		} {
			name = RSmg Argonauta
			definition = submarine
			equipment = {
				ship_hull_submarine_2 = {
					amount = 1
					owner = ITA
					version_name = Sirena Class
				}
			}
		} {
			name = RSmg Fisalia
			definition = submarine
			equipment = {
				ship_hull_submarine_2 = {
					amount = 1
					owner = ITA
					version_name = Sirena Class
			
# ... (truncated)
### Entity: National Focus
Tree: pru_focus
Component: PRU_a_new_military_doctrine
Constructs: has_completed_focus, prerequisite, limit, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_a_new_military_doctrine
	prerequisite = {
		focus = PRU_japanece_naval_doctrine PRU_german_aeronautic_cooperation
	}
	icon = GFX_goal_generic_national_defense_fund
	x = 1
	y = 1
	relative_position_id = PRU_japanece_naval_doctrine
	cost = 5
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		if = {
			limit = {
				has_completed_focus = PRU_join_axis
			}
			swap_ideas = {
				remove_idea = PRU_german_military_1
				add_idea = PRU_german_military_2
			}
		} {
			limit = {
				has_completed_focus = PRU_trans_pacific_alliance
			}
			swap_ideas = {
				remove_idea = PRU_jap_military_1
				add_idea = PRU_jap_military_2
			}
		}
		army_experience = 50
		navy_experience = 50
	}
}
### Entity: Event
Component: INS_revolution_events.9
Constructs: is_triggered_only, ai_chance, limit, has_war_with, add_political_power, complete_national_focus, annex_country, white_peace
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_revolution_events.9
	title = INS_revolution_events.9.t
	desc = INS_revolution_events.9.desc
	picture = GFX_report_event_INS_declaration_of_independence
	is_triggered_only = yes
	option = {
		name = INS_revolution_events.9.a
		complete_national_focus = INSHOL_reasserting_control
	} {
		name = INS_revolution_events.9.b
		ai_chance = {
			base = 0
		}
		INS = {
			indonesia_declare_war_is_over_effect = yes
			annex_country = {
				target = event_target:INS_dutch_indonesia
				transfer_troops = no
			}
			if = {
				limit = {
					has_war_with = HOL
				}
				white_peace = HOL
			}
		}
		add_political_power = 250
	}
}
### Entity: Event
Component: austria.60
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, add_ideas, add_war_support, has_country_flag, add_opinion_modifier
Source: game
File: events/Austria.txt

Code:
country_event = {
	id = austria.60
	title = austria.60.t
	desc = austria.60.d
	is_triggered_only = yes
	picture = GFX_report_event_GER_hitler_anschluss
	option = {
		name = austria.60.a
		add_ideas = AUS_arthur_seyss-inquart
		if = {
			limit = {
				NOT = {
					has_global_flag = AUS_civil_war_triggered
					has_country_flag = AUS_nazis_crushed
				}
			}
			AUS_bundeslaender_nazis_up_random = yes
		}
		GER = {
			country_event = austria.61
			add_opinion_modifier = {
				target = AUS
				modifier = accepted_our_demands
			}
		}
		ai_chance = {
			base = 60
			modifier = {
				factor = 2
				has_idea = AUS_july_agreement
			} {
				factor = 0.5
				has_completed_focus = AUS_renew_the_rome_protocols
			} {
				factor = 0
				is_in_faction = yes
			} {
				factor = 0
				strength_ratio = {
					tag = GER
					ratio = > 0.75
				}
			} {
				factor = 0.2
				strength_ratio = {
					tag = GER
					ratio = > 0.5
				}
			}
		}
	} {
		name = austria.60.b
		add_war_support = 0.1
		GER = {
			country_event = austria.62
			add_opinion_modifier = {
				target = AUS
				modifier = rejected_demands
			}
		}
		ai_chance = {
			base = 40
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
	}
}
### Entity: Event
Component: AFG_political_events.22
Constructs: is_triggered_only, ai_chance, add_opinion_modifier
Source: game
File: events/GOE_Afghanistan.txt

Code:
country_event = {
	id = AFG_political_events.22
	title = AFG_political_events.22.t
	desc = AFG_political_events.22.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = AFG_political_events.22.a
		ai_chance = {
			base = 10
		}
		add_opinion_modifier = {
			target = FROM
			modifier = small_decrease
		}
	}
}
### Entity: Idea
Component: PRC_the_internal_enemy_SND_upgraded
Constructs: removal_cost
Source: game
File: common/ideas/comchina.txt

Code:
PRC_the_internal_enemy_SND_upgraded = {
	allowed = {
		always = no
	}
	removal_cost = -1
	targeted_modifier = {
		tag = SND
		attack_bonus_against = 0.1
		breakthrough_bonus_against = 0.1
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_sea_promote_japanese_settlement
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_extra_state_shared_building_slots, add_to_variable
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_sea_promote_japanese_settlement
	icon = GFX_focus_JAP_promote_japanese_settlement
	prerequisite = {
		focus = JAP_eastern_road_and_steel_expansion JAP_establish_manchuria_airplane_manufacturing_company
	}
	relative_position_id = JAP_eastern_road_and_steel_expansion
	x = 0
	y = 1
	cost = 5
	ai_will_do = {
		factor = 3
	}
	available = {
		715 = {
			state_is_fully_controlled_by_ROOT_or_subject = yes
		}
		610 = {
			state_is_fully_controlled_by_ROOT_or_subject = yes
		}
		328 = {
			state_is_fully_controlled_by_ROOT_or_subject = yes
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		715 = {
			add_extra_state_shared_building_slots = 1
		}
		610 = {
			add_extra_state_shared_building_slots = 1
		}
		328 = {
			add_extra_state_shared_building_slots = 1
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		JAP_add_or_modify_early_industrialization = yes
		add_to_variable = {
			JAP_industry_consumer_goods_factor = -0.05
			tooltip = consumer_goods_factor_tt
		}
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_reintegrate_luxemburg_and_alsace_lorraine
Constructs: prerequisite, limit, owns_state, completion_reward, cancel_if_invalid, is_subject, has_full_control_of_state, has_capitulated
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_reintegrate_luxemburg_and_alsace_lorraine
	icon = GFX_goal_generic_position_armies
	prerequisite = {
		focus = GER_war_with_france
	}
	x = 4
	y = 2
	relative_position_id = GER_war_with_france
	cost = 10
	cancel_if_invalid = yes
	available = {
		is_subject = no
		has_full_control_of_state = 8 28
		OR = {
			owns_state = 28
			FRA = {
				has_capitulated = yes
			} {
				is_subject_of = ROOT
			}
			all_country_with_original_tag = {
				original_tag_to_check = FRA
				exists = no
			}
		} {
			LUX = {
				has_capitulated = yes
			} {
				is_subject_of = ROOT
			}
			all_country_with_original_tag = {
				original_tag_to_check = LUX
				exists = no
			}
		}
	}
	ai_will_do = {
		factor = 10
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_state_core = 8 28
		if = {
			limit = {
				NOT = {
					owns_state = 28
				}
			}
			transfer_state = 28
		} {
			limit = {
				has_global_flag = flag_franco_british_union
			}
			ENG = {
				country_event = {
					id = wtt_germany.63
				}
			}
		} {
			limit = {
				any_country = {
					original_tag = LUX
					exists = yes
				}
			}
			LUX = {
				country_event = {
					id = wtt_germany.64
				}
			}
		}
		else_if = {
			limit = {
				any_country = {
					original_tag = FRA
					exists = yes
				}
			}
			FRA = {
				country_event = {
					id = wtt_germany.63
				}
			}
		}
	}
}
### Entity: Event
Component: mtg_britain.51
Constructs: is_triggered_only, create_wargoal, puppet_wargoal_focus
Source: game
File: events/MTG_Britain.txt

Code:
country_event = {
	id = mtg_britain.51
	title = mtg_britain.51.t
	desc = mtg_britain.51.d
	picture = GFX_report_event_generic_conference
	is_triggered_only = yes
	option = {
		name = mtg_britain.51.a
		create_wargoal = {
			type = puppet_wargoal_focus
			target = GER
		}
	}
}
### Entity: Scripted Effect
Component: r56_other_faction_invite_fascism
Constructs: limit, has_government, has_war_with, is_major, is_core_of, is_faction_leader, has_capitulated, has_opinion
Source: game
File: common/scripted_effects/r56_scripted_effects.txt

Code:
r56_other_faction_invite_fascism = {
	if = {
		limit = {
			capital_scope = {
				OR = {
					region = 3 4
				}
				is_core_of = ROOT
			}
			any_other_country = {
				has_government = fascism
				is_faction_leader = yes
				capital_scope = {
					OR = {
						region = 3 4
					}
					is_core_of = ROOT
				}
				has_capitulated = no
				num_of_factories = > 15
				NOT = {
					has_war_with = ROOT
				}
				has_opinion = {
					target = ROOT
					value = > 0
				}
				surrender_progress = < 0.8
			}
			NOT = {
				any_other_country = {
					is_in_faction_with = PREV
					has_war_with = ROOT
				}
			}
		}
		random_other_country = {
			limit = {
				has_government = fascism
				is_faction_leader = yes
				num_of_factories = > 15
				NOT = {
					has_war_with = ROOT
				} {
					any_other_country = {
						is_in_faction_with = PREV
						has_war_with = ROOT
					}
				}
				has_opinion = {
					target = ROOT
					value = > 0
				}
				capital_scope = {
					OR = {
						region = 3 4
					}
					is_core_of = ROOT
				}
				surrender_progress = < 0.8
			}
			country_event = generic.2
		}
	}
	else_if = {
		limit = {
			capital_scope = {
				OR = {
					region = 6 9
				}
				is_core_of = ROOT
			}
			any_other_country = {
				has_government = fascism
				is_faction_leader = yes
				capital_scope = {
					OR = {
						region = 6 9
					}
					is_core_of = ROOT
				}
				has_capitulated = no
				num_of_factories = > 15
				NOT = {
					has_war_with = ROOT
				}
				has_opinion = {
					target = ROOT
					value = > 0
				}
				surrender_progress = < 0.8
			}
			NOT = {
				any_other_country = {
					is_in_faction_with = PREV
					has_war_with = ROOT
				}
			}
		}
		random_other_country = {
			limit = {
				has_government = fascism
				is_faction_leader = yes
				num_of_factories = > 15
				NOT = {
					has_war_with = ROOT
				} {
					any_other_country = {
						is_in_faction_with = PREV
						has_war_with = ROOT
					}
				}
				has_opinion = {
					target = ROOT
					value = > 0
				}
				capital_scope = {
					OR = {
						region = 6 9
					}
					is_core_of = ROOT
				}
				surrender_progress = < 0.8
			}
			country_event = generic.2
		}
	} {
		limit = {
			any_other_country = {
				has_government = fascism
				is_faction_leader = yes
				is_major = yes
				has_capitulated = no
				num_of_factories = > 70
				NOT = {
					has_war_with = ROOT
				}
				has_opini
# ... (truncated)
### Entity: Character
Component: MLW_fascist_guy
Constructs: has_government
Source: game
File: common/characters/MLW.txt

Code:
MLW_fascist_guy = {
	advisor = {
		slot = political_advisor
		idea_token = MLW_fascist_guy
		allowed = {
			original_tag = MLW
		}
		traits = {
			fascist_demagogue
		}
		do_effect = {
			not = {
				has_government = fascism
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_2
		}
	}
}
### Entity: Decision
Component: CZE_bunkers
Constructs: has_completed_focus, has_dlc
Source: game
File: common/decisions/categories/r56_CZE_decision_categories.txt

Code:
CZE_bunkers = {
	icon = GFX_decision_category_generic_mountain_fortification
	priority = 5
	allowed = {
		original_tag = CZE
		NOT = {
			has_dlc = Peace For Our Time
		}
	}
	visible = {
		has_completed_focus = CZE_R56_allocate_funds_to_rop
	}
}
### Entity: Modding Documentation
Construct: localization
Source: game
File: common/special_projects/specialization/documentation.md

Doc:
# Specialization localization
For the displayed name of the specialization :
- if localization key TAG_my_speciliazation_token exists, use it
- else use loc key my_speciliazation_token
### Entity: Unit Leader
Component: sometimes_naive
Constructs: gain_xp
Source: game
File: common/unit_leader/r56w_traits.txt

Code:
sometimes_naive = {
	type = field_marshal
	trait_type = personality_trait
	allowed = {
		always = no
	}
	gain_xp = {
		always = no
	}
	modifier = {
		attrition = -2
		out_of_supply_factor = -2
		supply_consumption_factor = -2
		max_dig_in = 100
		dig_in_speed_factor = 1
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Trigger Reference
Construct: has_global_flag
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_global_flag

* Supported Scopes: any
* Supported Targets: any

```
has global flag been set.Check flag val date set and days since set.
Example: has_global_flag = test_flag
has_global_flag = { 
	flag = <name> (mandatory)
	value < <int> (optional)
	date > <date> (optional)
	days > <int> (optional)
}
```
### Entity: AI Strategy
Component: southern_expansion
Constructs: has_completed_focus
Source: game
File: common/ai_strategy/JAP.txt

Code:
southern_expansion = {
	allowed = {
		original_tag = JAP
	}
	enable = {
		has_completed_focus = JAP_strike_the_southern_road
		OR = {
			country_exists = HOL ENG BRM RAJ MAL INS
		}
	}
	abort = {
		NOT = {
			country_exists = HOL ENG BRM RAJ MAL INS
		}
	}
	ai_strategy = {
		type = antagonize
		id = HOL
		value = 200
	} {
		type = antagonize
		id = ENG
		value = 100
	} {
		type = antagonize
		id = BRM
		value = 200
	} {
		type = antagonize
		id = RAJ
		value = 100
	} {
		type = antagonize
		id = MAL
		value = 200
	} {
		type = antagonize
		id = INS
		value = 100
	}
}
### Entity: Idea
Component: INS_shell
Constructs: has_government, is_subject_of, research_bonus
Source: game
File: common/ideas/r56_indonesia.txt

Code:
INS_shell = {
	allowed = {
		original_tag = INS
	}
	available = {
		controls_state = 335
		OR = {
			has_government = democratic neutrality
		}
	}
	visible = {
		OR = {
			is_subject_of = HOL GER
		}
	}
	research_bonus = {
		industry = 0.1
		refining_tech = 0.25
	}
	modifier = {
		fuel_gain_factor = 0.1
	}
	traits = {
		refinery_concern
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Wiki Documentation
Construct: instant_wargoal
Source: paradoxwiki
File: documentation/web/paradoxwiki/Console_commands.html

Doc:
instant_wargoal
|
Will allow instant justificatiion of war goals on countries
|

|
### Entity: Unit Template
Component: sub_units
Source: game
File: common/units/sp_anti-air_brigade.txt

Code:
sub_units = {
	light_sp_anti_air_brigade = {
		abbreviation = LAA
		sprite = light_armor
		map_icon_category = armored
		priority = 301
		ai_priority = 100
		active = yes
		type = {
			armor anti_air
		}
		group = armor_combat_support
		categories = {
			category_all_armor category_army category_self_propelled_anti_air
		}
		combat_width = 2
		need = {
			light_tank_aa_chassis = 40
		}
		manpower = 500
		max_organisation = 0
		default_morale = 0.1
		max_strength = 0.6
		training_time = 180
		weight = 1
		supply_consumption = 0.1
		breakthrough = -0.55
		air_attack = 0.15
		suppression = 0.75
		forest = {
			attack = -0.2
			movement = -0.4
		}
		mountain = {
			attack = -0.1
		}
		jungle = {
			attack = -0.3
			movement = -0.4
		}
		marsh = {
			attack = -0.1
			movement = -0.1
		}
		urban = {
			attack = -0.4
			defence = -0.1
		}
		river = {
			attack = -0.2
			movement = -0.2
		}
		amphibious = {
			attack = -0.6
		}
	}
	medium_sp_anti_air_brigade = {
		abbreviation = MAA
		sprite = medium_armor
		map_icon_category = armored
		priority = 301
		ai_priority = 100
		active = yes
		type = {
			armor anti_air
		}
		group = armor_combat_support
		categories = {
			category_all_armor category_army category_self_propelled_anti_air
		}
		combat_width = 2
		need = {
			medium_tank_aa_chassis = 40
		}
		manpower = 500
		max_organisation = 0
		default_morale = 0.1
		max_strength = 0.6
		training_time = 180
		weight = 1.25
		supply_consumption = 0.1
		breakthrough = -0.53
		air_attack = 0.15
		suppression = 0.8
		forest = {
			attack = -0.3
			movement = -0.4
		}
		hills = {
			attack = -0.1
		}
		mountain = {
			attack = -0.2
		}
		jungle = {
			attack = -0.4
			movement = -0.4
		}
		marsh = {
			attack = -0.1
			movement = -0.1
		}
		urban = {
			attack = -0.4
			defence = -0.1
		}
		river = {
			attack = -0.2
			movement = -0.2
		}
		amphibious = {
			attack = -0.7
		}
	}
	heavy_sp_anti_air_brigade = {
		abbreviation = HAA
		sprite = heavy_armor
		map_icon_category = armored
		priority = 301
		ai_priority = 100
		active = yes
		training_time = 180
		type = {
			armor anti_air
		}
		group = armor_combat_support
		categories = {
			category_all_armor category_army category_self_propelled_anti_air
		}
		combat_width = 2
		need = {
			heavy_tank_aa_chassis = 40
		}
		manpower = 500
		max_organisation = 0
		default_morale = 0.1
		max_strength = 0.6
		weight = 1.5
		supp
# ... (truncated)
### Entity: National Focus
Tree: nor_focus
Component: NOR_bail_out_towns
Constructs: every_owned_state, prerequisite, limit, has_government, completion_reward, cancel_if_invalid, is_controlled_by, random_select_amount
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_bail_out_towns
	icon = GFX_goal_generic_construction2
	prerequisite = {
		focus = NOR_leaving_the_hard_thirties_behind
	}
	x = 2
	y = 1
	relative_position_id = NOR_leaving_the_hard_thirties_behind
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		has_government = democratic
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		every_owned_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
				NOT = {
					state = 914
				}
				is_controlled_by = ROOT
			}
			random_select_amount = 3
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Character
Component: modernist_and_reformer
Constructs: research_speed_factor, stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
modernist_and_reformer = {
	random = no
	sprite = 13
	research_speed_factor = 0.05
	stability_factor = 0.05
	democratic_acceptance = 50
	communism_acceptance = 10
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Template%3ATemplate/doc.html

Doc:
This is the documentation page for Template:Template. When it is viewed directly, links using variables may appear broken; do not replace these with hardcoded page names or URLs.

This template can be used to easily distinguish mention of templates from use of templates. The only parameter is the name of the template that is referred to.

Retrieved from "http://www.hoi4wiki.com/index.php?title=Template:Template/doc&oldid=227"
### Entity: Event
Component: lithuania.51
Constructs: is_triggered_only
Source: game
File: events/r56_lithuania.txt

Code:
country_event = {
	id = lithuania.51
	title = lithuania.51.t
	desc = lithuania.51.desc
	picture = GFX_report_event_ast_navy
	is_triggered_only = yes
	option = {
		name = lithuania.51.a
		hidden_effect = {
			country_event = {
				id = lithuania.53
				days = 1
			}
		}
	} {
		name = lithuania.51.b
		hidden_effect = {
			country_event = {
				id = lithuania.52
				days = 1
			}
		}
	}
}
### Entity: Idea
Component: SWI_shadow_org_6
Source: game
File: common/ideas/r56_switzerland.txt

Code:
SWI_shadow_org_6 = {
	name = SWI_shadow_org
	allowed_civil_war = {
		always = yes
	}
	picture = generic_spy_intel
	modifier = {
		conversion_cost_civ_to_mil_factor = -0.5
		global_building_slots_factor = 0.15
		consumer_goods_factor = -0.15
		local_resources_factor = 0.1
		production_factory_start_efficiency_factor = 0.05
	}
}
### Entity: Scripted Trigger
Component: SOV_has_active_materiel_designer_grabin
Constructs: has_idea
Source: game
File: common/scripted_triggers/SOV_scripted_triggers.txt

Code:
SOV_has_active_materiel_designer_grabin = {
	custom_trigger_tooltip = {
		tooltip = SOV_has_active_materiel_designer_grabin_tt
		OR = {
			has_idea = SOV_grabin_design_bureau SOV_grabin_design_bureau_1 SOV_grabin_design_bureau_2 SOV_grabin_design_bureau_3 SOV_grabin_design_bureau_1_2 SOV_grabin_design_bureau_1_3 SOV_grabin_design_bureau_2_3 SOV_grabin_design_bureau_final
		}
	}
}
### Entity: Event
Component: poland.60
Constructs: is_triggered_only, ai_chance, has_idea_with_trait, add_to_faction, add_ai_strategy
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland.60
	title = poland.60.t
	desc = poland.60.d
	picture = GFX_report_event_boleslaw_treaty
	is_triggered_only = yes
	option = {
		name = poland.60.a
		ai_chance = {
			base = 90
			modifier = {
				factor = 1.4
				POL = {
					has_idea_with_trait = smooth_talking_charmer
				}
			} {
				factor = 1.15
				POL = {
					has_idea_with_trait = army_chief_offensive_prankster
				}
			} {
				factor = 0.1
				strength_ratio = {
					tag = POL
					ratio = > 0.85
				}
			}
		}
		POL = {
			country_event = poland.61
			add_to_faction = ROOT
		}
		add_ai_strategy = {
			type = alliance
			id = POL
			value = 200
		}
	} {
		name = poland.60.b
		ai_chance = {
			base = 25
		}
		POL = {
			country_event = poland.62
		}
	}
}
### Entity: Event
Component: quebec.16
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/Quebec.txt

Code:
country_event = {
	id = quebec.16
	title = quebec.16.t
	desc = quebec.16.d
	fire_only_once = yes
	picture = GFX_report_event_operatives
	is_triggered_only = yes
	option = {
		name = quebec.16.a
		CAN = {
			country_event = quebec.17
		}
	}
}