Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: sov_focus
Component: SOV_nkvd_divisions
Constructs: prerequisite, has_war, limit, completion_reward, has_dlc, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_nkvd_divisions
	icon = GFX_goal_generic_secret_police
	prerequisite = {
		focus = SOV_nkvd_primacy_old
	}
	x = 0
	y = 1
	relative_position_id = SOV_nkvd_primacy_old
	cost = 10
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 1000
			any_claim = yes
			has_war = yes
		}
	}
	available_if_capitulated = yes
	completion_reward = {
		custom_effect_tooltip = SOV_nkvd_upgrade_tooltip
		if = {
			limit = {
				has_dlc = La Resistance
			}
			swap_ideas = {
				remove_idea = nkvd
				add_idea = nkvd_2_lar
			}
		}
		else = {
			swap_ideas = {
				remove_idea = nkvd
				add_idea = nkvd_2
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_the_aland_question
Constructs: prerequisite, has_war_with, completion_reward, has_capitulated, has_civil_war, is_subject, cancel_if_invalid, add_core_of
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_the_aland_question
	icon = GFX_focus_SWE_the_aland_question
	x = 2
	y = 0
	mutually_exclusive = {
		focus = SWE_finlands_cause_is_ours SWE_swedes_not_sweden_to_finlands_aid
	}
	cost = 10
	prerequisite = {
		focus = SWE_continue_the_second_industrial_revolution SWE_the_old_enemy_stirs
	}
	relative_position_id = SWE_swedes_not_sweden_to_finlands_aid
	ai_will_do = {
		factor = 10
	}
	available = {
		145 = {
			controller = {
				original_tag = FIN
			}
		}
		FIN = {
			NOT = {
				has_war_with = ROOT
			}
			has_capitulated = no
			has_civil_war = no
		}
		is_subject = no
	}
	bypass = {
		145 = {
			controller = {
				original_tag = SWE
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		FIN = {
			country_event = {
				id = AAT_Sweden_flashpoints.78
				hours = 5
			}
		}
		custom_effect_tooltip = if_they_accept_tt SWE_the_aland_question_tt
		effect_tooltip = {
			145 = {
				add_core_of = ROOT
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Shared Focus
Tree: chi_focus
Component: CHI_overlordship_over_indochina
Constructs: shared_focus, prerequisite, limit, owns_state, completion_reward, is_subject, cancel_if_invalid, every_other_country
Source: game
File: common/national_focus/china_shared.txt

Code:
shared_focus = {
	id = CHI_overlordship_over_indochina
	icon = GFX_goal_generic_position_armies
	prerequisite = {
		focus = CHI_imperial_legacy
	}
	x = 0
	y = 1
	relative_position_id = CHI_imperial_legacy
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
	}
	bypass = {
		controls_state = 671 670 286 741 1017 1066 1067 1068 1069
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		every_other_country = {
			limit = {
				OR = {
					owns_state = 671 670 286 741 1017 1066 1067 1068 1069
					controls_state = 671 670 286 741 1017 1066 1067 1068 1069
				}
			}
			custom_effect_tooltip = CHI_overlordship_over_indochina_tt
			hidden_effect = {
				ROOT = {
					create_wargoal = {
						type = take_state_focus
						target = PREV
						expire = 0
						generator = {
							671 670 286 741 1017
						}
					}
				}
			}
		}
		activate_mission_tooltip = CHI_overlordship_over_indochina
		hidden_effect = {
			news_event = {
				id = wtt_news.47
				days = 3
			}
		}
	}
}
### Entity: Event
Component: BBA_italy_interaction_events.50
Constructs: is_triggered_only, ai_chance, has_completed_focus, has_opinion, has_country_leader, has_same_ideology, random_hours, set_country_flag
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_interaction_events.50
	title = BBA_italy_interaction_events.50.t
	desc = BBA_italy_interaction_events.50.desc
	picture = GFX_report_event_fascist_speech
	is_triggered_only = yes
	option = {
		name = BBA_italy_interaction_events.50.a
		ai_chance = {
			base = 10
			modifier = {
				add = 10
				has_opinion = {
					target = ITA
					value = > 70
				}
			} {
				add = 25
				ITA = {
					has_completed_focus = ITA_anglo_italian_pact
				}
			} {
				add = 15
				ITA = {
					has_country_leader = {
						character = ITA_dino_grandi
						ruling_only = yes
					}
				}
			} {
				add = 40
				ITA = {
					has_same_ideology = yes
				}
			}
		}
		FROM = {
			country_event = {
				id = BBA_italo_ethiopian_war_events.500
				hours = 4
				random_hours = 2
			}
		}
		hidden_effect = {
			set_country_flag = ITA_italy_suing_for_peace_flag
		}
	} {
		name = BBA_italy_interaction_events.50.b
		ai_chance = {
			base = 1
		}
	}
}
### Entity: National Focus
Tree: rut_focus
Component: RUT_industrial_technology
Constructs: prerequisite, completion_reward, is_owned_by, add_tech_bonus, industrial_bonus
Source: game
File: common/national_focus/ruthenia.txt

Code:
focus = {
	id = RUT_industrial_technology
	icon = GFX_goal_generic_production
	prerequisite = {
		focus = RUT_construction_focus RUT_food_processing_plant
	}
	relative_position_id = RUT_food_processing_plant
	x = 2
	y = 1
	cost = 10
	available_if_capitulated = yes
	available = {
		RUT = {
			controls_state = 73
		}
		73 = {
			is_owned_by = RUT
		}
	}
	completion_reward = {
		add_tech_bonus = {
			name = industrial_bonus
			bonus = 1
			uses = 1
			category = industry
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 3
	}
}
### Entity: Effect Reference
Construct: set_faction_rule
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## set_faction_rule

* Supported Scopes: COUNTRY
* Supported Targets: none

Set a rule on the country's faction
### Entity: Modding Documentation
Construct: show_medal
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## show_medal
* Arguments: <medal_token>, <bronze|silver|gold>

Show the popup for earning a medal without actually earning it.
### Entity: Event
Component: poland_r56.20
Constructs: is_triggered_only, ai_chance, limit, random_country, add_war_support, add_political_power, random_owned_controlled_state, add_extra_state_shared_building_slots
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland_r56.20
	title = poland_r56.20.t
	desc = poland_r56.20.d
	picture = GFX_report_event_polish_summit
	is_triggered_only = yes
	option = {
		name = poland_r56.20.a
		ai_chance = {
			base = 40
		}
		ROM = {
			country_event = poland_r56.21
		}
		custom_effect_tooltip = if_they_accept_tt
		effect_tooltip = {
			ROM = {
				random_owned_controlled_state = {
					prioritize = {
						80
					}
					limit = {
						free_building_slots = {
							building = industrial_complex
							size = > 1
							include_locked = yes
						}
					}
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
						type = industrial_complex
						level = 1
						instant_build = yes
					} {
						type = infrastructure
						level = 1
						instant_build = yes
					}
				}
			}
			random_country = {
				limit = {
					tag = POL
				}
				random_owned_controlled_state = {
					prioritize = {
						89
					}
					limit = {
						free_building_slots = {
							building = industrial_complex
							size = > 1
							include_locked = yes
						}
					}
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
						type = industrial_complex
						level = 1
						instant_build = yes
					} {
						type = infrastructure
						level = 1
						instant_build = yes
					}
				}
			}
		}
	} {
		name = poland_r56.20.b
		trigger = {
			ROM = {
				has_guaranteed = CZE
			}
		}
		ai_chance = {
			base = 20
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
		ROM = {
			country_event = poland_r56.22
		}
		custom_effect_tooltip = if_they_accept_tt
		effect_tooltip = {
			ROM = {
				add_political_power = 100
				diplomatic_relation = {
					country = CZE
					relation = guarantee
					active = no
				}
			}
			random_country = {
				limit = {
					tag = POL
				}
				add_political_power = 25
			}
		}
	} {
		name = poland_r56.20.c
		ai_chance = {
			base = 40
		}
		ROM = {
			country_event = poland_r56.26
		}
		custom_effect_tooltip = if_they_accept_tt
		effect_tooltip = {
			ROM = {
				army_experience = 10
				air_experience = 5
				add_war_support = 0.02
			}
			random_country = {
				limit = {
					tag = POL
				}
				army_experience = 10
				air_experience = 5
				add_war_support = 0.02
			}
		}
	}
}
### Entity: Event
Component: portugal.67
Constructs: is_triggered_only, ai_chance, limit, is_faction_leader, add_to_faction, set_country_flag, create_faction_from_template, every_state
Source: game
File: events/r56_portugal.txt

Code:
country_event = {
	id = portugal.67
	title = portugal.67.t
	desc = portugal.67.d
	is_triggered_only = yes
	picture = GFX_report_event_generic_rally
	option = {
		name = portugal.67.a
		if = {
			limit = {
				is_faction_leader = yes
			}
			add_to_faction = POR
			POR = {
				country_event = {
					id = portugal.69
					hours = 3
				}
				set_country_flag = POR_has_not_abandoned_this_claim_tt
			}
		}
		else = {
			create_faction_from_template = {
				template = faction_template_POR_ENG_authoritarian_alliance
				icon = GFX_faction_logo_generic_10
			}
			add_to_faction = POR
			POR = {
				country_event = {
					id = portugal.69
					hours = 3
				}
				set_country_flag = POR_has_not_abandoned_this_claim_tt
			}
		}
		custom_effect_tooltip = CHL_skip_one_line_tt
		every_state = {
			limit = {
				OR = {
					state = 1097 771 545 770
				}
				is_controlled_by_ROOT_or_subject = yes
			}
			transfer_state_to = POR
		}
		ai_chance = {
			base = 25
		}
	} {
		name = portugal.67.b
		POR = {
			country_event = {
				id = portugal.70
			}
		}
		ai_chance = {
			base = 1
			modifier = {
				factor = 99
				SAF = {
					is_subject_of = ROOT
				}
			}
		}
	}
}
### Entity: Country History
Country: QEM
Component: QEM_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/QEM - Qemant.txt

Code:
# Politics & Parties for QEM
set_politics = {
	ruling_party = neutrality
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	democratic = 25
	fascism = 20
	communism = 5
	neutrality = 50
}
### Entity: Event
Component: greece.31
Constructs: is_triggered_only, ai_chance
Source: game
File: events/r56_Greece.txt

Code:
country_event = {
	id = greece.31
	title = greece.31.t
	desc = greece.31.d
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = greece.31.a
		ai_chance = {
			modifier = {
				factor = 30
			}
		}
		GRE = {
			transfer_state = 164
		}
	} {
		name = greece.31.b
		ai_chance = {
			modifier = {
				factor = 70
			}
		}
		GRE = {
			country_event = {
				hours = 12
				id = greece.6
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_PROD_AIR_CV_aircraft_production_strategy
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_PRODUCTION_aircraft_strategies.txt

Code:
EAI_PROD_AIR_CV_aircraft_production_strategy = {
	enable = {
		has_country_flag = EAI_CV_aircraft_production_strategy
		NOT = {
			has_country_flag = EAI_block_aircraft_production_strategy
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = unit_ratio
		id = cv_fighter
		value = 5
	} {
		type = unit_ratio
		id = cv_naval_bomber
		value = 5
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_buy_foreign_surplus_ships
Constructs: prerequisite, completion_reward, is_coastal, cancel_if_invalid, unlock_decision_tooltip
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_buy_foreign_surplus_ships
	icon = GFX_focus_generic_navy_battleship2
	prerequisite = {
		focus = SWI_a_swiss_navy
	}
	relative_position_id = SWI_a_swiss_navy
	mutually_exclusive = {
		focus = SWI_swiss_ship_designs
	}
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		democratic = < 0.8
		fascism = < 0.2
		any_owned_state = {
			is_coastal = yes
		}
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		unlock_decision_tooltip = SWI_buy_ships_from_country
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_61
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_61 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 61
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 61
	}
}
### Entity: Idea
Component: POR_NKVD_activity
Constructs: has_government, removal_cost, democratic_drift, neutrality_drift
Source: game
File: common/ideas/r56_portugal.txt

Code:
POR_NKVD_activity = {
	picture = trotskyite_plot
	allowed = {
		original_tag = POR
	}
	allowed_civil_war = {
		NOT = {
			has_government = neutrality
		}
	}
	removal_cost = -1
	modifier = {
		political_power_factor = 0.15
		stability_weekly = -0.001
		democratic_drift = -0.01
		neutrality_drift = -0.02
	}
}
### Entity: National Focus
Tree: men_focus
Component: MEN_train_the_officers
Constructs: prerequisite, add_ideas, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/mengkukuo.txt

Code:
focus = {
	id = MEN_train_the_officers
	icon = GFX_goal_generic_officers
	prerequisite = {
		focus = MEN_every_man_a_rifle
	}
	relative_position_id = MEN_every_man_a_rifle
	x = -1
	y = 1
	cost = 8
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		army_experience = 15
		add_doctrine_cost_reduction = {
			name = MEN_train_the_officers
			cost_reduction = 0.5
			uses = 2
			category = land_doctrine
		}
		add_ideas = ABC_establish_a_military_academy_idea
	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: CYP_national_guard_tt_2
Constructs: initiative_factor
Source: game
File: common/ideas/r56_cyprus.txt

Code:
CYP_national_guard_tt_2 = {
	name = r56_CYP_dyn_mod_national_guard
	modifier = {
		army_core_defence_factor = 0.1
		army_morale_factor = 0.08
		political_power_factor = 0.05
		recruitable_population_factor = 0.075
		initiative_factor = -0.03
		org_loss_at_low_org_factor = -0.15
	}
}
### Entity: Scripted Trigger
Component: EAI_DD_navy_focus_3
Constructs: check_variable, has_global_flag, has_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_navy_triggers.txt

Code:
EAI_DD_navy_focus_3 = {
	OR = {
		check_variable = {
			EAI_FOCUS/NAVY/destroyer = global.EAI_C_DD_DESIGN
		} {
			EAI_FOCUS/NAVY/destroyer_OVERRIDE = global.EAI_C_DD_DESIGN
		}
		AND = {
			OR = {
				EAI_Destroyer_Focus_3_PRESET = yes
				has_global_flag = EAI_random_focuses
			}
			NOT = {
				has_variable = EAI_FOCUS/NAVY/destroyer EAI_FOCUS/NAVY/destroyer_OVERRIDE
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_ITA_ignore_SWI
Constructs: is_historical_focus_on
Source: game
File: common/ai_strategy/ITA_EAI.txt

Code:
EAI_ITA_ignore_SWI = {
	allowed = {
		tag = ITA
	}
	enable = {
		is_historical_focus_on = yes
		SOV = {
			EAI_THIS_is_threat_to_PREV = yes
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = ignore_claim
		id = SWI
		value = 5000
	} {
		type = ignore
		id = SWI
		value = 5000
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_sell_lend_lease
Constructs: prerequisite, limit, completion_reward, has_dynamic_modifier, add_to_variable, add_cic_monthly_tt
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_sell_lend_lease
	icon = GFX_focus_generic_money_for_equipment
	prerequisite = {
		focus = CHI_secure_the_soviet_border CHI_send_the_first_lady_abroad
	}
	mutually_exclusive = {
		focus = CHI_allocate_lend_lease
	}
	x = 3
	y = 0
	relative_position_id = CHI_the_northwest_highway
	cost = 10
	available = {
		OR = {
			has_dynamic_modifier = {
				modifier = CHI_american_support
			} {
				modifier = CHI_soviet_support
			}
		}
	}
	search_filters = {

	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		IF = {
			limit = {
				has_dynamic_modifier = {
					modifier = CHI_soviet_support
				}
			}
			custom_effect_tooltip = CHI_modify_soviet_support_tt
			add_to_variable = {
				CHI_soviet_support_cic_amount = 100
				tooltip = add_cic_monthly_tt
			}
		} {
			limit = {
				has_dynamic_modifier = {
					modifier = CHI_american_support
				}
			}
			custom_effect_tooltip = CHI_modify_american_support_tt
			add_to_variable = {
				CHI_american_support_cic_amount = 150
				tooltip = add_cic_monthly_tt
			}
		}
		ELSE = {
			custom_effect_tooltip = CHI_sell_lend_lease_tt
		}
	}
}
### Entity: Scripted Effect
Component: eic_normal_investments
Constructs: every_owned_state, limit, random_select_amount, check_variable, remove_building, set_variable
Source: game
File: common/scripted_effects/RAJ_GOE_scripted_effects.txt

Code:
eic_normal_investments = {
	hidden_effect = {
		every_owned_state = {
			random_select_amount = 2
			limit = {
				check_variable = {
					industrial_complex_level = > 0
				}
			}
			remove_building = {
				type = industrial_complex
				level = 1
			}
		}
	}
	custom_effect_tooltip = eic_normal_investments_cost RAJ_GOE_modify_dividends RAJ_GOE_modify_dividends_2
	set_variable = {
		RAJ_eic_dividends_investment_efficiency_max = 0.09
		tooltip = production_factory_efficiency_gain_factor_tt
	} {
		RAJ_eic_dividends_investment_building_speed = 0.23
		tooltip = production_speed_buildings_factor_tt
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/ROM_1936_nsb.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = ROM
		}
		requested_factories = 2
		progress = 0.87
		efficiency = 100
		industrial_manufacturer = mio:ROM_cugir_organization
	} {
		equipment = {
			type = support_equipment_1
			creator = ROM
		}
		requested_factories = 1
		progress = 0.19
		efficiency = 100
	} {
		equipment = {
			type = artillery_equipment_1
			creator = ROM
		}
		requested_factories = 1
		progress = 0.24
		efficiency = 100
		industrial_manufacturer = mio:ROM_resita_works_organization
	}
}
### Entity: Scripted Effect
Component: SOV_great_purge_army_trial_of_the_generals_effect
Constructs: limit, set_temp_variable, is_army_leader, has_army_ledger, has_character_flag, check_variable, every_character, add_to_temp_variable
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_great_purge_army_trial_of_the_generals_effect = {
	hidden_effect = {
		set_temp_variable = {
			temp_targets_index = 0
		} {
			temp_people_to_purge = 0
		}
		if = {
			limit = {
				any_character = {
					OR = {
						is_army_leader = yes
						has_army_ledger = yes
					}
					has_character_flag = SOV_targeted_for_purge_flag
					SOV_character_can_be_purged = yes
				}
			}
			if = {
				limit = {
					check_variable = {
						SOV_specific_random_purge_targets_override = 0
						compare = greater_than_or_equals
					}
				}
			}
			else = {
				every_character = {
					limit = {
						OR = {
							is_army_leader = yes
							has_army_ledger = yes
						}
						has_character_flag = SOV_targeted_for_purge_flag
						SOV_character_can_be_purged = yes
					}
					PREV = {
						add_to_temp_variable = {
							temp_targets_index = 1
						}
					}
				}
			}
		} {
			limit = {
				check_variable = {
					SOV_specific_random_purge_targets_override = 0
					compare = greater_than_or_equals
				}
			}
			set_temp_variable = {
				temp_people_to_purge = SOV_specific_random_purge_targets_override
			}
			SOV_reset_specific_random_target_override_effect = yes
		} {
			limit = {
				check_variable = {
					temp_people_to_purge = 0
					compare = greater_than
				} {
					temp_targets_index = < temp_people_to_purge
				}
			}
			hidden_effect = {
				if = {
					limit = {
						any_army_leader = {
							is_field_marshal = yes
							has_character_flag = SOV_potential_target_flag
							SOV_character_can_be_purged = yes
							NOT = {
								has_trait = trait_SOV_stalinist
							}
						}
					}
					random_army_leader = {
						limit = {
							is_field_marshal = yes
							has_character_flag = SOV_potential_target_flag
							SOV_character_can_be_purged = yes
							NOT = {
								has_trait = trait_SOV_stalinist
							}
						}
						set_character_flag = SOV_targeted_for_purge_flag
						clr_character_flag = SOV_potential_target_flag
					}
					add_to_temp_variable = {
						temp_targets_index = 1
					}
				}
				else_if = {
					limit = {
						any_character = {
							has_army_ledger = yes
							has_character_flag = SOV_potential_target_flag
							SOV_character_can_be_purged = yes
							NOT = {
								has_trait = trait_SOV_stalinist
							}
						}
					}
					random_character = {
						limit = {
							has_army_ledger = yes
							has_character_fla
# ... (truncated)
### Entity: Order of Battle
Component: air_wing_52
Source: game
File: history/units/BAY_1936.txt

Code:
air_wings = {
	52 = {
		fighter_equipment_0 = {
			owner = BAY
			amount = 80
		}
		name = Jagdgeschwader 136 Kampfgeschwader 154
		tac_bomber_equipment_0 = {
			owner = BAY
			amount = 80
		}
	}
}
### Entity: Character
Component: AFG_turkmen_khan
Constructs: war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
AFG_turkmen_khan = {
	random = no
	sprite = 13
	cavalry_attack_factor = 0.15
	cavalry_defence_factor = 0.15
	war_support_factor = 0.1
}
### Entity: Event
Component: india.279
Constructs: is_triggered_only, add_ideas, add_war_support, add_stability, fire_only_once, add_political_power
Source: game
File: events/India.txt

Code:
country_event = {
	id = india.279
	title = india.279.t
	desc = india.279.desc
	fire_only_once = yes
	is_triggered_only = yes
	picture = GFX_report_event_india_protests
	option = {
		name = india.279.a
		custom_effect_tooltip = adds_national_character_raj
		show_ideas_tooltip = r56i_laws_gender_equality
		hidden_effect = {
			add_ideas = r56i_laws_gender_equality
		}
		add_war_support = 0.05
	} {
		name = india.279.b
		custom_effect_tooltip = adds_national_character_raj
		show_ideas_tooltip = r56i_laws_gender_limited
		hidden_effect = {
			add_ideas = r56i_laws_gender_limited
		}
		add_political_power = 25
	} {
		name = india.279.c
		custom_effect_tooltip = adds_national_character_raj
		show_ideas_tooltip = r56i_laws_gender_patriarchy
		hidden_effect = {
			add_ideas = r56i_laws_gender_patriarchy
		}
		add_stability = 0.05
	}
}
### Entity: Event
Component: PER_imperial_events.170
Constructs: is_triggered_only, ai_chance, limit, random_hours, is_faction_leader, every_enemy_country, is_ally_with, add_timed_idea
Source: game
File: events/GOE_Persia.txt

Code:
country_event = {
	id = PER_imperial_events.170
	title = PER_imperial_events.170.t
	desc = PER_imperial_events.170.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = PER_imperial_events.170.a
		ai_chance = {
			base = 50
			modifier = {
				factor = 100
				ROOT = {
					any_war_score = < 49
				}
			}
		}
		PER = {
			country_event = {
				id = PER_imperial_events.171
				hours = 4
				random_hours = 8
			}
		}
		IF = {
			limit = {
				ROOT = {
					is_faction_leader = yes
				}
			}
			every_enemy_country = {
				limit = {
					is_ally_with = ROOT
				}
				country_event = {
					id = PER_imperial_events.153
					hours = 4
					random_hours = 8
				}
			}
		}
		custom_effect_tooltip = if_they_accept_tt
		ROOT = {
			add_timed_idea = {
				idea = PER_enemy_war_reparations_idea
				days = 730
			}
			add_offsite_building = {
				type = industrial_complex
				level = 2
			}
		}
	} {
		name = PER_imperial_events.170.b
		ai_chance = {
			base = 50
		}
		PER = {
			country_event = {
				id = PER_imperial_events.172
				hours = 4
				random_hours = 8
			}
		}
	}
}