Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: libya.42
Constructs: is_triggered_only, ai_chance, add_war_support, set_state_name, set_province_name, remove_dynamic_modifier
Source: game
File: events/tmodernevents.txt

Code:
country_event = {
	id = libya.42
	title = libya.42.t
	desc = libya.42.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = libya.42.a
		ai_chance = {
			base = 100
		}
		add_war_support = 0.1
		transfer_state = 763
		763 = {
			set_state_name = Königsberg
		}
		set_province_name = {
			id = 6332
			name = Königsberg
		} {
			id = 11265
			name = Rauschen
		}
		hidden_effect = {
			193 = {
				remove_dynamic_modifier = {
					modifier = unplanned_offensive
				}
			}
			225 = {
				remove_dynamic_modifier = {
					modifier = unplanned_offensive
				}
			}
			news_event = {
				id = news.621
				days = 2
			}
		}
	}
}
### Entity: Faction
Component: faction_template_asian_dominance
Constructs: is_on_continent, change_leader_rule_manpower
Source: game
File: common/factions/templates/generic_factions.txt

Code:
faction_template_asian_dominance = {
	name = asian_dominance_faction
	manifest = faction_manifest_asian_dominance
	can_leader_join_other_factions = yes
	icon = GFX_faction_logo_generic_15
	visible = {
		capital_scope = {
			is_on_continent = asia
		}
	}
	goals = {
		faction_goal_control_chinese_metals faction_goal_rule_the_waves
	}
	default_rules = {
		joining_rule_same_continent_only faction_peace_rule_puppeting_focus generate_wargoal_threat_reduction_20 change_leader_rule_manpower
	}
}
### Entity: Idea
Component: TMS_aa2
Source: game
File: common/ideas/turkmenistan.txt

Code:
TMS_aa2 = {
	ledger = army
	picture = generic_army_asia_2
	allowed = {
		original_tag = TMS
	}
	traits = {
		army_armored_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_traitors_back_home
Constructs: prerequisite, limit, completion_reward, is_in_faction_with, declare_war_on, puppet_wargoal_focus, add_to_variable
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_traitors_back_home
	icon = GFX_focus_generic_attack_usa
	prerequisite = {
		focus = PHI_land_of_the_setting_sun
	}
	relative_position_id = PHI_land_of_the_setting_sun
	x = 0
	y = 1
	cost = 5
	available = {
		NOT = {
			is_in_faction_with = USA
		}
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				USA = {
					exists = yes
				}
			}
			declare_war_on = {
				target = USA
				type = puppet_wargoal_focus
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt PHI_preemptive_strikes_dynamic_modifier_tt
		add_to_variable = {
			PHI_preemptive_strikes_production_factory_max_efficiency_factor = 0.05
			tooltip = production_factory_max_efficiency_factor_tt
		} {
			PHI_preemptive_strikes_industrial_capacity_factory = 0.15
			tooltip = industrial_capacity_factory_tt
		} {
			PHI_preemptive_strikes_industrial_capacity_dockyard = 0.05
			tooltip = industrial_capacity_dockyard_tt
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Event
Component: news.21
Constructs: is_triggered_only
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.21
	title = news.21.t
	desc = news.21.d
	picture = GFX_news_event_009
	major = yes
	is_triggered_only = yes
	option = {
		name = news.21.a
		trigger = {
			NOT = {
				TAG = BUL ROM
			}
		}
	} {
		name = news.21.b
		trigger = {
			TAG = BUL
		}
	} {
		name = news.21.c
		trigger = {
			TAG = ROM
		}
	}
}
### Entity: National Focus
Component: wuw_HUN_restore_the_duchy_of_teschen
Constructs: prerequisite, limit, has_government, every_country, owns_state, has_war_with, completion_reward, is_subject
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_restore_the_duchy_of_teschen
	icon = GFX_focus_generic_befriend_teschen
	prerequisite = {
		focus = wuw_HUN_protect_czechoslovakia
	}
	x = 3
	y = 3
	relative_position_id = wuw_HUN_protect_czechoslovakia
	will_lead_to_war_with = GER POL SIL
	cost = 10
	ai_will_do = {
		factor = 2
	}
	available = {
		is_subject = no
		has_government = neutrality
		any_other_country = {
			OR = {
				owns_state = 762 67 66
			}
			NOT = {
				has_war_with = ROOT
			}
		}
		has_army_manpower = {
			size = > 250000
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				CZE = {
					is_subject_of = ROOT
				}
			}
			every_state = {
				limit = {
					is_core_of = SIL
					NOT = {
						OR = {
							is_claimed_by = CZE
							is_core_of = CZE
							is_owned_by = CZE
						}
					}
				}
				add_core_of = CZE
			}
			ELSE = {
				every_state = {
					limit = {
						is_core_of = SIL
						NOT = {
							OR = {
								is_claimed_by = ROOT
								is_core_of = ROOT
								is_owned_by = ROOT
							}
						}
					}
					add_claim_by = ROOT
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt HUN_demands_tt
		every_country = {
			limit = {
				AND = {
					OR = {
						AND = {
							owns_state = 762
							controls_state = 762
						} {
							owns_state = 67
							controls_state = 67
						} {
							owns_state = 66
							controls_state = 66
						}
					}
					NOT = {
						OR = {
							has_war_with = ROOT
							original_tag = ROOT
							is_subject_of = ROOT
						}
					}
				}
			}
			country_event = {
				id = WW_hungary.72
				days = 2
				random_days = 3
			}
		}
	}
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_military_youth
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, add_popularity
Source: game
File: common/national_focus/r56_argentina.txt

Code:
focus = {
	id = ARG_military_youth
	icon = GFX_goal_generic_more_territorial_claims
	prerequisite = {
		focus = ARG_national_fanatism
	}
	x = 45
	y = 4
	cost = 10
	completion_reward = {
		add_ideas = military_youth_focus
		if = {
			limit = {
				has_government = fascism
			}
			add_popularity = {
				ideology = fascism
				popularity = 0.2
			}
		} {
			limit = {
				has_government = communism
			}
			add_popularity = {
				ideology = communism
				popularity = 0.2
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}
### Entity: Idea
Component: CHI_bribe_money
Constructs: removal_cost
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_bribe_money = {
	picture = ARG_political_corruption_modifier
	removal_cost = -1
	modifier = {
		industrial_factory_donations = 1
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
}
### Entity: Unit Template
Component: BUL_CITIES
Source: game
File: common/units/names_ships/BUL_ship_names.txt

Code:
BUL_CITIES = {
	name = NAME_THEME_CITIES
	for_countries = {
		BUL
	}
	type = ship
	unique = {
		Sofia Plovdiv Varna Burgas Ruse Stara Zagora Pleven Dobrich Sliven Shumen Pernik Haskovo Yambol Pazardzhik Gorna Dzhumaya Veliko Tarnovo Vratsa Gabrovo Asenovgrad Vidin Kazanlak Kyustendil Kardzhali Ferdinand Dimitrovgrad Targovishte Lovech Silistra Dupnitsa Svishtov Razgrad Gorna Oryahovitsa Smolyan Petrich Sandanski Samokov Sevlievo Lom
	}
}
### Entity: Idea
Component: ITA_german_millitary_cooperation_focus
Constructs: has_government, removal_cost
Source: game
File: common/ideas/italy.txt

Code:
ITA_german_millitary_cooperation_focus = {
	picture = german_advisors
	allowed = {
		original_tag = ITA
	}
	allowed_civil_war = {
		OR = {
			AND = {
				has_government = fascism
				GER = {
					has_government = fascism
				}
			} {
				has_government = communism
				GER = {
					has_government = communism
				}
			} {
				has_government = democratic
				GER = {
					has_government = democratic
				}
			}
		}
	}
	removal_cost = -1
	modifier = {
		land_doctrine_cost_factor = -0.05
		air_doctrine_cost_factor = -0.05
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_R56_plan_salte
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_brazil.txt

Code:
focus = {
	id = BRA_R56_plan_salte
	icon = GFX_goal_generic_national_unity
	prerequisite = {
		focus = BRA_R56_support_the_itabira_mines
	}
	relative_position_id = BRA_R56_support_the_itabira_mines
	x = -1
	y = 1
	cost = 5
	completion_reward = {
		add_ideas = bra_salte_idea
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Event
Component: SEA_warlords.34
Constructs: is_triggered_only, ai_chance, set_global_flag, is_historical_focus_on
Source: game
File: events/SEA_Warlords.txt

Code:
country_event = {
	id = SEA_warlords.34
	title = SEA_warlords.34.t
	desc = SEA_warlords.34.desc
	picture = GFX_report_event_chinese_soldiers
	is_triggered_only = yes
	option = {
		ai_chance = {
			base = 50
		}
		name = SEA_warlords.34.a
		GDC = {
			country_event = {
				id = SEA_warlords.36
				hours = 6
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		GXC = {
			country_event = {
				id = SEA_warlords.37
				hours = 6
			}
		}
		hidden_effect = {
			set_global_flag = lingguang_incident_active
		}
	} {
		ai_chance = {
			base = 20
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
		custom_effect_tooltip = CHI_a_party_unified_tt
		name = SEA_warlords.34.b
		country_event = {
			id = SEA_warlords.35
			hours = 30
		}
	}
}
### Entity: National Focus
Tree: ire_focus
Component: IRE_infectious_disease_wage
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/ireland.txt

Code:
focus = {
	id = IRE_infectious_disease_wage
	icon = GFX_goal_generic_economics_reform
	x = -1
	y = 1
	cost = 10
	prerequisite = {
		focus = IRE_push_the_constituition
	}
	relative_position_id = IRE_push_the_constituition
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = IRE_infectious_disease_wage
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_songsuradets_ascendency_r56
Constructs: has_completed_focus, prerequisite, limit, completion_reward, has_focus_autohide_rule_trigger_r56, allow_branch
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_songsuradets_ascendency_r56
	prerequisite = {
		focus = SIA_phahon_steps_down_r56
	}
	mutually_exclusive = {
		focus = SIA_pridis_premiership_r56 SIA_phibuns_takeover_r56
	}
	icon = GFX_goal_military_government
	cost = 2
	ai_will_do = {
		base = 1
	}
	x = -9
	y = 1
	relative_position_id = SIA_phahon_steps_down_r56
	offset = {
		x = 9
		trigger = {
			has_completed_focus = SIA_songsuradets_ascendency_r56
			has_focus_autohide_rule_trigger_r56 = yes
		}
	}
	allow_branch = {
		if = {
			limit = {
				has_focus_autohide_rule_trigger_r56 = yes
			}
			NOT = {
				has_completed_focus = SIA_pridis_premiership_r56 SIA_phibuns_takeover_r56
			}
		}
	}
	available = {
		custom_trigger_tooltip = {
			tooltip = SIA_songsuradets_ascendency_r56_tt
			has_completed_focus = SIA_songsuradets_ascendency_r56
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		mark_focus_tree_layout_dirty_r56 = yes
		effect_tooltip = {
			SIA_songsuradets_ascendency_effects_r56_effects = yes
		}
	}
}
### Entity: Decision
Component: form_ethiopian_empire_category
Constructs: has_completed_focus, limit, has_government, has_country_flag, fire_only_once, has_global_flag, complete_effect, set_cosmetic_tag
Source: game
File: common/decisions/formable_nation_decisions.txt

Code:
form_ethiopian_empire_category = {
	form_empire_of_axum = {
		icon = generic_form_nation
		allowed = {
			original_tag = ETH
		}
		available = {
			controls_all_ethiopian_core_states = yes
			controls_state = 550 293
		}
		visible = {
			has_completed_focus = ETH_restore_the_empire_of_axum
			NOT = {
				has_global_flag = form_axum_flag
			}
		}
		complete_effect = {
			set_cosmetic_tag = empire_of_axum
			659 = {
				add_core_of = ROOT
			}
			550 = {
				add_core_of = ROOT
			}
			293 = {
				add_core_of = ROOT
			}
			906 = {
				add_core_of = ROOT
			}
			268 = {
				add_core_of = ROOT
			}
			883 = {
				add_core_of = ROOT
			}
			551 = {
				add_core_of = ROOT
			}
			886 = {
				add_core_of = ROOT
			}
			992 = {
				add_core_of = ROOT
			}
			hidden_effect = {
				set_global_flag = form_axum_flag
			}
		}
		ai_will_do = {
			factor = 200
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
	}
	ETH_move_capital_to_axum = {
		icon = generic_form_nation
		allowed = {
			original_tag = ETH
		}
		available = {
			controls_all_ethiopian_core_states = yes
			842 = {
				is_owned_by = ROOT
				is_fully_controlled_by = ROOT
			}
			NOT = {
				has_country_flag = ETH_has_moved_capital_flag
			}
		}
		cost = 50
		visible = {
			has_cosmetic_tag = empire_of_axum
		}
		fire_only_once = yes
		complete_effect = {
			set_capital = {
				state = 842
				remember_old_capital = no
			}
			842 = {
				add_victory_points = {
					province = 13237
					value = 5
				}
				ETH_upgrade_state_category = yes
			}
		}
		ai_will_do = {
			factor = 100
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
	}
	form_empire_of_solomon = {
		icon = generic_form_nation
		allowed = {
			original_tag = ETH
		}
		available = {
			controls_all_ethiopian_core_states = yes
			controls_state = 454 453 446
		}
		visible = {
			has_completed_focus = ETH_the_one_true_heir_of_solomon
			NOT = {
				has_global_flag = form_empire_of_solomon_flag
			}
		}
		complete_effect = {
			set_cosmetic_tag = empire_of_solomon
			453 = {
				add_core_of = ROOT
			}
			446 = {
				add_core_of = ROOT
			}
			907 = {
				add_core_of = ROOT
			}
			447 = {
				add_core_of = ROOT
			}
			457 = {
				add_core_of = ROOT
			}
			456 = {
				add_core_of = ROOT
			}
			hidden_effect = {
				news_event = {
					id = bba_news.5
					hours = 8
				}
				set_global_flag = form_empire
# ... (truncated)
### Entity: Idea
Component: EAI_DD_5/modern_tank_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_5/modern_tank_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		modern_tank_chassis = {
			build_cost_ic = -0.125
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_sovaernets_operative_kommando
Constructs: prerequisite, limit, has_country_flag, completion_reward, is_subject, add_command_power, add_to_variable, add_doctrine_cost_reduction
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_sovaernets_operative_kommando
	icon = GFX_focus_DEN_sovaernets_operative_kommando
	prerequisite = {
		focus = DEN_refit_civilian_ships DEN_modernize_the_navy
	}
	relative_position_id = DEN_expand_ubadsvabnet
	x = -2
	y = 2
	cost = 10
	available = {
		if = {
			limit = {
				is_subject = yes
			}
			hidden_trigger = {
				has_country_flag = DEN_unlock_military_branch_flag
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_NAVY_XP FOCUS_FILTER_RESEARCH FOCUS_FILTER_MILITARY_CHARACTER
	}
	completion_reward = {
		add_command_power = 15
		navy_experience = 15
		DEN_improve_sovaernet_NS = yes
		add_to_variable = {
			DEN_sovaernet_naval_coordination = 0.05
			tooltip = naval_coordination_tt
		} {
			DEN_sovaernet_navy_org = 0.05
			tooltip = navy_org_factor_tt
		} {
			DEN_sovaernet_naval_morale = 0.05
			tooltip = naval_morale_factor_tt
		} {
			DEN_sovaernet_naval_critical_score_chance = 0.05
			tooltip = naval_critical_score_chance_factor_tt
		}
		add_doctrine_cost_reduction = {
			name = DEN_sovaernets_operative_kommando
			cost_reduction = 0.25
			uses = 2
			category = naval_doctrine
		}
		every_unit_leader = {
			limit = {
				is_navy_leader = yes
			}
			random_select_amount = 3
			add_skill_level = 1
			add_attack = 1
			add_defense = 1
			add_maneuver = 1
			add_coordination = 1
		}
	}
}
### Entity: Event
Component: AAT_finland_motti.01
Constructs: is_triggered_only, set_country_flag, add_dynamic_modifier
Source: game
File: events/AAT_Finland.txt

Code:
country_event = {
	id = AAT_finland_motti.01
	title = AAT_finland_motti.01.t
	desc = AAT_finland_motti.01.desc
	picture = GFX_report_event_FIN_motti_tactics
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			set_country_flag = FIN_aware_about_motti_tactics_flag
		}
	}
	option = {
		name = AAT_finland_motti.01.a
		effect_tooltip = {
			FROM.FROM = {
				add_dynamic_modifier = {
					modifier = FIN_motti_tactics_modifier
				}
			}
		}
		custom_effect_tooltip = AAT_finland_motti_tt
	}
}
### Entity: Character
Component: ZAM_fascist_guy
Constructs: has_government
Source: game
File: common/characters/ZAM.txt

Code:
ZAM_fascist_guy = {
	advisor = {
		slot = political_advisor
		idea_token = ZAM_fascist_guy
		allowed = {
			original_tag = ZAM
		}
		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: Idea
Component: KMT_the_new_way2
Constructs: research_speed_factor, has_government, production_speed_buildings_factor, removal_cost, democratic_drift
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_the_new_way2 = {
	removal_cost = -1
	picture = GER_limited_democratic_principles
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			has_government = communism
		}
	}
	on_remove = {

	}
	modifier = {
		research_speed_factor = 0.05
		political_power_factor = 0.03
		production_speed_buildings_factor = 0.05
		democratic_drift = 0.03
		drift_defence_factor = -0.1
		production_factory_max_efficiency_factor = 0.03
	}
}
### Entity: Character
Component: INS_tjalling_bakker
Source: game
File: common/characters/INS.txt

Code:
INS_tjalling_bakker = {
	name = INS_tjalling_bakker
	portraits = {
		army = {
			large = GFX_portrait_INS_tjalling_bakker
			small = GFX_portrait_INS_tjalling_bakker_small
		}
	}
	corps_commander = {
		traits = {
			INS_loyalty_to_netherlands
		}
		skill = 2
		attack_skill = 2
		defense_skill = 3
		planning_skill = 1
		logistics_skill = 1
		legacy_id = -1
	}
}
### Entity: Event
Component: soviet.100
Constructs: has_war, remove_ideas, has_war_with, has_idea
Source: game
File: events/SovietUnion.txt

Code:
country_event = {
	id = soviet.100
	title = soviet.100.t
	desc = soviet.100.d
	picture = GFX_report_event_soviet_soldiers_tank
	trigger = {
		has_idea = comintern_influence
		has_war = yes
		SOV = {
			has_war = yes
		}
		NOT = {
			has_war_with = SOV
		}
		any_enemy_country = {
			has_war_with = SOV
		}
	}
	mean_time_to_happen = {
		days = 30
	}
	option = {
		name = soviet.100.a
		remove_ideas = comintern_influence
	}
}
### Entity: Idea
Component: COG_aco2
Source: game
File: common/ideas/congo.txt

Code:
COG_aco2 = {
	picture = generic_army_african_4
	allowed = {
		original_tag = COG
	}
	traits = {
		army_chief_organizational_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: USA_george_s_patton
Source: game
File: common/characters/USA.txt

Code:
USA_george_s_patton = {
	name = USA_george_s_patton
	portraits = {
		army = {
			large = GFX_portrait_USA_george_s_patton
		} {
			small = GFX_idea_george_patton
		}
	}
	advisor = {
		cost = 150
		slot = theorist
		idea_token = george_patton
		ledger = army
		allowed = {
			original_tag = USA
		}
		traits = {
			mobile_warfare_expert
		}
	}
	corps_commander = {
		traits = {
			trait_reckless armor_officer war_hero trickster panzer_leader
		}
		skill = 4
		attack_skill = 6
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 3
		legacy_id = 0
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_indian_national_congress
Constructs: prerequisite, add_opinion_modifier, completion_reward, is_subject_of, cancel_if_invalid, add_autonomy_ratio
Source: game
File: common/national_focus/india.txt

Code:
focus = {
	id = RAJ_indian_national_congress
	icon = GFX_goal_generic_neutrality_focus
	prerequisite = {
		focus = RAJ_provincial_elections
	}
	mutually_exclusive = {
		focus = RAJ_swaraj
	}
	x = 1
	y = 1
	relative_position_id = RAJ_provincial_elections
	cost = 10
	ai_will_do = {
		factor = 27
	}
	available = {

	}
	bypass = {
		NOT = {
			is_subject_of = ENG
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_autonomy_ratio = {
			value = 0.1
			localization = RAJ_indian_national_congress
		}
		add_opinion_modifier = {
			target = ENG
			modifier = RAJ_indian_national_congress
		}
		custom_effect_tooltip = available_political_advisor
		show_ideas_tooltip = RAJ_bhimrao_ramji_ambedkar
		hidden_effect = {
			news_event = {
				id = news.283
				hours = 12
			}
		}
	}
}
### Entity: Scripted Effect
Component: bba_get_heavy_fighter_GER_effect
Constructs: add_equipment_to_stockpile, limit, has_country_flag, has_tech, create_equipment_variant, allow_without_tech, set_country_flag
Source: game
File: common/scripted_effects/00_scripted_effects.txt

Code:
bba_get_heavy_fighter_GER_effect = {
	if = {
		limit = {
			GER = {
				has_tech = basic_medium_airframe
				NOT = {
					has_tech = improved_medium_airframe
				}
			}
		}
		if = {
			limit = {
				GER = {
					NOT = {
						has_country_flag = GER_basic_export_heavy_fighter_template
					}
				}
			}
			GER = {
				create_equipment_variant = {
					name = Me 110
					type = medium_plane_fighter_airframe_1
					allow_without_tech = yes
					modules = {
						fixed_main_weapon_slot = aircraft_cannon_1_2x
						fixed_auxiliary_weapon_slot_1 = light_mg_4x
						fixed_auxiliary_weapon_slot_2 = bomb_locks
						engine_type_slot = engine_2_2x
						special_type_slot_1 = empty
					}
					icon = GFX_GER_heavy_fighter1_medium
				}
				set_country_flag = GER_basic_export_heavy_fighter_template
			}
		}
		add_equipment_to_stockpile = {
			type = medium_plane_fighter_airframe_1
			producer = GER
			amount = heavy_fighter_buy_amount
			variant_name = Me 110
		}
	}
	else_if = {
		limit = {
			GER = {
				has_tech = improved_medium_airframe
				NOT = {
					has_tech = advanced_medium_airframe
				}
			}
		}
		if = {
			limit = {
				GER = {
					NOT = {
						has_country_flag = GER_improved_export_heavy_fighter_template
					}
				}
			}
			GER = {
				create_equipment_variant = {
					name = Ju 88 C
					type = medium_plane_fighter_airframe_2
					allow_without_tech = yes
					modules = {
						fixed_main_weapon_slot = aircraft_cannon_1_2x
						fixed_auxiliary_weapon_slot_1 = light_mg_4x
						fixed_auxiliary_weapon_slot_2 = bomb_locks
						engine_type_slot = engine_3_2x
						special_type_slot_1 = lmg_defense_turret_2x
					}
					icon = GFX_GER_tactical_bomber2_medium
				}
				set_country_flag = GER_improved_export_heavy_fighter_template
			}
		}
		add_equipment_to_stockpile = {
			type = medium_plane_fighter_airframe_2
			producer = GER
			amount = heavy_fighter_buy_amount
			variant_name = Ju 88 C
		}
	} {
		limit = {
			GER = {
				has_tech = advanced_medium_airframe
			}
		}
		if = {
			limit = {
				GER = {
					NOT = {
						has_country_flag = GER_advanced_export_heavy_fighter_template
					}
				}
			}
			GER = {
				create_equipment_variant = {
					name = Me 410
					type = medium_plane_fighter_airframe_3
					allow_without_tech = yes
					modules = {
						fixed_main_weapon_slot = aircraft_cannon_1_2x
						fixed_auxiliary_weapon_slot_1 = aircraft_cannon_
# ... (truncated)
### Entity: Effect Reference
Construct: random_country
Constructs: limit, random_country
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## random_country

* Supported Scopes: any
* Supported Targets: none

```
Executes children effects on random country that fulfills the "limit" trigger.
```