Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: SEA_japan_foreign_policy.140
Constructs: is_triggered_only, ai_chance, limit, has_country_flag, fire_only_once, random_subject_country, random_hours
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_foreign_policy.140
	title = SEA_japan_foreign_policy.140.t
	desc = SEA_japan_foreign_policy.140.desc
	picture = GFX_report_event_japanese_officers
	is_triggered_only = yes
	fire_only_once = no
	option = {
		name = SEA_japan_foreign_policy.140.a
		ai_chance = {
			base = 100
		}
		random_subject_country = {
			limit = {
				has_country_flag = MAN_is_seeking_to_annexing_us_flag
			}
			country_event = {
				id = SEA_japan_foreign_policy.137
				hours = 2
				random_hours = 4
			}
		}
	} {
		name = SEA_japan_foreign_policy.140.b
		ai_chance = {
			base = 0
		}
		FROM = {
			country_event = {
				id = SEA_japan_foreign_policy.141
				hours = 2
			}
		}
	}
}
### Entity: Character
Component: MEN_altanochir
Source: game
File: common/characters/MEN.txt

Code:
MEN_altanochir = {
	name = MEN_altanochir
	portraits = {
		army = {
			large = GFX_portrait_MEN_altanochir
			small = GFX_portrait_MEN_altanochir_small
		}
	}
	corps_commander = {
		traits = {
			hill_fighter
		}
		skill = 2
		attack_skill = 2
		defense_skill = 1
		planning_skill = 2
		logistics_skill = 2
		legacy_id = -1
		visible = {

		}
	}
}
### Entity: Scripted Effect
Component: TUR_hostile_kemalists_influenced_random_state_effect
Constructs: limit, random_owned_state, has_state_flag, has_dynamic_modifier, save_event_target_as, add_dynamic_modifier, clr_state_flag, add_to_variable
Source: game
File: common/scripted_effects/TUR_scripted_effects.txt

Code:
TUR_hostile_kemalists_influenced_random_state_effect = {
	custom_effect_tooltip = TUR_hostile_kemalists_influenced_state_effect_tt
	hidden_effect = {
		random_owned_state = {
			limit = {
				AND = {
					has_state_flag = TUR_ideological_battleground_state
					NOT = {
						OR = {
							has_dynamic_modifier = {
								modifier = kemalist_loyalties
							} {
								modifier = kemalist_schemers
							} {
								modifier = islamist_opposition
							} {
								modifier = islamist_sedition
							} {
								modifier = islamist_insurgency
							} {
								modifier = islamists_placated
							}
						}
					}
				}
			}
			save_event_target_as = TUR_kemalist_state_event_target
		}
		event_target:TUR_kemalist_state_event_target = {
			add_dynamic_modifier = {
				modifier = kemalist_schemers
			}
			clr_state_flag = TUR_ideological_battleground_state
		}
		add_to_variable = {
			var = TUR_kemalist_power_variable
			value = 1
		}
		TUR_kemalist_loyalty_and_power_update_effect = yes
	}
}
### Entity: Technology
Component: antiair2
Constructs: has_war_with, enable_equipments, enable_equipment_modules, research_cost
Source: game
File: common/technologies/artillery.txt

Code:
technology = {
	enable_equipments = {
		anti_air_equipment_2
	}
	armored_car = {
		hard_attack = 0.1
	}
	static_anti_air_damage_factor = 0.1
	enable_equipment_modules = {
		ship_anti_air_3 tank_auto_cannon_2 tank_anti_air_cannon_2 lc_heavy_anti_air_battery
	}
	path = {
		leads_to_tech = antiair3
		research_cost_coeff = 1
	} {
		leads_to_tech = sp_shock_hardening_techniques
		research_cost_coeff = 1
	}
	research_cost = 1
	start_year = 1940
	folder = {
		name = artillery_folder
		position = {
			x = @anti_air
			y = 6
		}
	}
	ai_will_do = {
		factor = 2
		modifier = {
			OR = {
				tag = JAP ENG USA
			} {
				has_war_with = JAP USA ENG
			}
			factor = 5
		}
	}
	categories = {
		artillery cat_anti_air mio_cat_all_artillery_equipment
	}
	special_project_specialization = {
		specialization_land specialization_air
	}
}
### Entity: Idea
Component: MEX_pemex
Constructs: has_completed_focus, research_bonus
Source: game
File: common/ideas/mexico_mtg_placeholder.txt

Code:
MEX_pemex = {
	cost = 25
	allowed = {
		original_tag = MEX
	}
	available = {
		has_completed_focus = MEX_focus_nationalize_the_oil_fields
	}
	research_bonus = {
		industry = 0.1
		synth_resources = 0.15
	}
	modifier = {
		production_speed_infrastructure_factor = 0.1
	}
	traits = {
		refinery_concern
	}
	ai_will_do = {
		base = 1
	}
}
### Entity: Idea
Component: BRA_radio_nacional_idea
Constructs: research_speed_factor, stability_factor, removal_cost
Source: game
File: common/ideas/brazil.txt

Code:
BRA_radio_nacional_idea = {
	allowed = {
		tag = BRA
	}
	removal_cost = -1
	picture = SWE_radiotjanst
	modifier = {
		research_speed_factor = 0.04
		drift_defence_factor = 0.3
		stability_factor = 0.05
	}
}
### Entity: Special Project
Component: sp_air_generic_reward_test_failure_1
Constructs: limit, fire_only_once, has_project_flag, add_project_progress_ratio, set_project_flag, has_scientist_level, add_scientist_xp
Source: game
File: common/special_projects/prototype_rewards/generic_air_prototype_rewards.txt

Code:
sp_air_generic_reward_test_failure_1 = {
	fire_only_once = yes
	threshold = {
		min = 15
		max = 100
	}
	weight = {
		base = @base_reward_weight
		modifier = {
			factor = @reward_weight_factor_theme
			has_project_flag = sp_air_generic_reward_test_failure_flag
		}
	}
	option = {
		token = sp_air_generic_reward_option_test_failure
		iteration_output = {
			country_effects = {
				FROM = {
					add_project_progress_ratio = constant:sp_progress.loss.low
					set_project_flag = sp_air_generic_reward_test_failure_flag
				}
			}
			scientist_effects = {
				if = {
					limit = {
						has_scientist_level = {
							level = < 5
							specialization = specialization_air
						}
					}
					add_scientist_xp = {
						experience = constant:sp_scientist_xp_gain.low
						specialization = specialization_air
					}
				}
			}
		}
	}
}
### Entity: Character
Component: TON_queen_of_the_people
Constructs: stability_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
TON_queen_of_the_people = {
	random = no
	stability_factor = 0.1
	conscription = 0.01
	political_power_factor = 0.05
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_histadrut_legislation
Constructs: prerequisite, limit, has_country_flag, completion_reward, has_active_mission, add_days_mission_timeout, swap_ideas, remove_idea
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_histadrut_legislation
	icon = GFX_goal_generic_state_economy
	relative_position_id = ISR_consolidate_power
	x = -1
	y = 1
	bypass = {
		hidden_trigger = {
			has_country_flag = ISR_jabotinsky_dying
		}
		has_country_flag = ISR_jabotinsky_died
	}
	available = {
		if = {
			limit = {
				has_country_flag = ISR_jabotinsky_dying
			}
			NOT = {
				has_country_flag = ISR_jabotinsky_died
			}
		}
	}
	prerequisite = {
		focus = ISR_consolidate_power
	}
	cost = 7.2
	completion_reward = {
		if = {
			limit = {
				has_active_mission = ISR_jabotinsky_dying_mission
			}
			add_days_mission_timeout = {
				mission = ISR_jabotinsky_dying_mission
				days = -35
			}
		}
		swap_ideas = {
			remove_idea = ISR_histadrut_start
			add_idea = ISR_histadrut_weak
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_soviet_tank_factories
Constructs: prerequisite, limit, completion_reward, has_opinion, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_soviet_tank_factories
	icon = GFX_goal_generic_soviet_construction
	available = {
		SOV = {
			has_opinion = {
				target = TUR
				value = > 74
			}
		}
	}
	prerequisite = {
		focus = TUR_the_batumi_accord
	}
	x = 2
	y = 1
	relative_position_id = TUR_the_batumi_accord
	cost = 10
	ai_will_do = {
		base = 10
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_husqvarna_vapenfabrik
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, random_core_state, is_fully_controlled_by, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_husqvarna_vapenfabrik
	icon = GFX_goal_generic_construct_mil_factory
	x = -6
	y = 1
	cost = 10
	prerequisite = {
		focus = SWE_government_weapons_contract
	}
	relative_position_id = SWE_government_weapons_contract
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		random_core_state = {
			prioritize = {
				139
			}
			limit = {
				is_fully_controlled_by = ROOT
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		add_tech_bonus = {
			name = SWE_husqvarna_vapenfabrik
			bonus = 1.0
			uses = 1
			category = infantry_weapons
		} {
			name = SWE_husqvarna_vapenfabrik
			bonus = 1.0
			uses = 1
			category = support_tech
		}
		mio:SWE_husqvarna_organization = {
			add_mio_size = 1
		}
	}
}
### Entity: Character
Component: ITA_ignazio_silone
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/ITA.txt

Code:
ITA_ignazio_silone = {
	name = ITA_ignazio_silone
	portraits = {
		army = {
			small = GFX_portrait_ITA_ignazio_silone_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = ITA_ignazio_silone
		allowed = {
			OR = {
				original_tag = ITA SWE
			}
			has_dlc = By Blood Alone
		}
		available = {
			OR = {
				AND = {
					OR = {
						has_completed_focus = ITA_the_path_to_progress ITA_bring_back_exiled_intellectuals
					}
				}
				SWE_refuge_for_revolutionaries_trigger = yes
			}
		}
		traits = {
			revolutionary_poet
		}
		ai_will_do = {
			base = 0.3
			modifier = {
				factor = 0
				ITA_is_socialist_ai = yes
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_UPGRADE_harm_eq
Constructs: has_equipment
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_UPGRADE_harm_eq = {
	enable = {
		has_equipment = {
			heavy_tank_chassis = < 1000
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = production_upgrade_desire_offset
		id = heavy_tank_chassis_1
		value = 100
	} {
		type = production_upgrade_desire_offset
		id = heavy_tank_chassis_2
		value = 100
	} {
		type = production_upgrade_desire_offset
		id = heavy_tank_chassis_3
		value = 100
	}
}
### Entity: Character
Component: DEN_emmanuel_briand_de_crevecoeur
Constructs: has_dlc
Source: game
File: common/characters/DEN.txt

Code:
DEN_emmanuel_briand_de_crevecoeur = {
	name = DEN_emmanuel_briand_de_crevecoeur
	portraits = {
		navy = {
			large = GFX_portrait_DEN_emmanuel_briand_de_crevecoeur
			small = GFX_portrait_DEN_emmanuel_briand_de_crevecoeur_small
		}
	}
	advisor = {
		slot = high_command
		idea_token = DEN_emmanuel_briand_de_crevecoeur
		ledger = navy
		allowed = {
			original_tag = DEN
			has_dlc = Arms Against Tyranny
		}
		traits = {
			navy_naval_air_defense_1
		}
		ai_will_do = {
			base = 1.0
		}
	}
	navy_leader = {
		traits = {
			fly_swatter gunnery_expert
		}
		skill = 2
		attack_skill = 2
		defense_skill = 1
		maneuvering_skill = 2
		coordination_skill = 2
	}
}
### Entity: National Focus
Tree: cro_focus
Component: CRO_integrate_orthodox_croats_focus
Constructs: prerequisite, completion_reward, add_political_power, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/croatia.txt

Code:
focus = {
	id = CRO_integrate_orthodox_croats_focus
	icon = GFX_goal_CRO_reconcile_croatian_orthodox
	prerequisite = {
		focus = CRO_integrate_muslim_croats_focus
	}
	relative_position_id = CRO_integrate_muslim_croats_focus
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_political_power = 100
		swap_ideas = {
			remove_idea = CRO_croat_muslims_happy
			add_idea = CRO_religious_minorities_happy
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
}
### Entity: Trigger Reference
Construct: compare_intel_with
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## compare_intel_with

* Supported Scopes: COUNTRY
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
Compare the intel of the scoped country with the specified one:
GER = {
  # is true if all predicates are satisfied
  compare_intel_with = { 
    target = POL
    civilian_intel > 0.5  # GER has at least 0.5 more civ. intel than POL
    army_intel = 0  # GER has as much army intel as POL
    navy_intel < 0  # POL has more navy intel than GER
    # airforce_intel is not specified and thus ignored in the comparison
  }
}

```
### Entity: Shared Focus
Tree: ply_focus
Component: PLY_special_forces
Constructs: shared_focus, prerequisite, limit, completion_reward, has_dlc, add_doctrine_cost_reduction, add_tech_bonus
Source: game
File: common/national_focus/r56_polynesian.txt

Code:
shared_focus = {
	id = PLY_special_forces
	icon = GFX_goal_generic_special_forces
	prerequisite = {
		focus = PLY_weaponry_modernization
	}
	relative_position_id = PLY_weaponry_modernization
	x = -1
	y = 1
	cost = 10
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_doctrine_cost_reduction = {
				cost_reduction = 0.5
				uses = 1
				category = special_forces_doctrine
			}
		}
		else = {
			add_tech_bonus = {
				name = MNC_develop_special_forces
				bonus = 0.5
				uses = 1
				category = r56_special_forces_training_tech
			}
		}
		add_tech_bonus = {
			name = MNC_develop_special_forces
			bonus = 0.5
			uses = 2
			category = mountaineers_tech r56_desert_infantry_tech
		}
	}
}
### Entity: Character
Component: CHL_maria_de_la_cruz
Constructs: has_completed_focus
Source: game
File: common/characters/CHL.txt

Code:
CHL_maria_de_la_cruz = {
	name = CHL_maria_de_la_cruz
	portraits = {
		civilian = {
			small = GFX_portrait_CHL_maria_de_la_cruz_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = CHL_maria_de_la_cruz
		allowed = {
			original_tag = CHL
		}
		available = {
			has_completed_focus = CHL_enact_universal_suffrage
		}
		visible = {
			has_completed_focus = CHL_enact_universal_suffrage
			NOT = {
				OR = {
					has_completed_focus = CHL_look_to_tradition CHL_denounce_the_anarchy
				}
			}
		}
		traits = {
			JUNO_radical_suffragette
		}
	}
}
### Entity: National Focus
Component: wuw_HUN_central_military_planning_committee
Constructs: prerequisite, limit, has_government, add_war_support, completion_reward, cancel_if_invalid, add_command_power, every_army_leader
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_central_military_planning_committee
	icon = GFX_focus_SOV_mobilization_plan
	prerequisite = {
		focus = wuw_HUN_soviet_hungarian_military_academy
	} {
		focus = wuw_HUN_state_protection_authority
	}
	x = -1
	y = 2
	relative_position_id = wuw_HUN_soviet_hungarian_military_academy
	cost = 10
	ai_will_do = {
		factor = 15
	}
	available = {
		has_government = communism
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_MILITARY_CHARACTER FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_war_support = 0.1
		add_command_power = 40
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		every_army_leader = {
			add_logistics = 1
			add_planning = 1
		}
		every_state = {
			limit = {
				OR = {
					state = 73 664 76 45 975
				}
			}
			add_core_of = ROOT
		}
	}
}
### Entity: Idea
Component: NOR_national_collectivism
Constructs: has_government, removal_cost
Source: game
File: common/ideas/r56_norway.txt

Code:
NOR_national_collectivism = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	picture = generic_fascism_drift_bonus
	modifier = {
		local_resources_factor = 0.05
		line_change_production_efficiency_factor = 0.05
		production_speed_infrastructure_factor = 0.05
		production_speed_arms_factory_factor = 0.05
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_the_neutrality_guard
Constructs: division_template, prerequisite, limit, has_government, completion_reward, cancel_if_invalid, has_tech, add_tech_bonus
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_the_neutrality_guard
	icon = GFX_goal_generic_military_sphere
	prerequisite = {
		focus = NOR_weathering_the_storm_to_come
	}
	x = 0
	y = 1
	relative_position_id = NOR_weathering_the_storm_to_come
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_government = democratic
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP FOCUS_FILTER_RESEARCH FOCUS_FILTER_MANPOWER FOCUS_FILTER_HISTORICAL
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		if = {
			limit = {
				has_tech = tech_military_police
			}
			division_template = {
				name = Nøytralitetsvakt
				division_names_group = NOR_INF_01
				regiments = {
					infantry = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					}
				}
				support = {
					recon = {
						x = 0
						y = 0
					}
					military_police = {
						x = 0
						y = 1
					}
				}
			}
		}
		else = {
			division_template = {
				name = Nøytralitetsvakt
				division_names_group = NOR_INF_01
				regiments = {
					infantry = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					}
				}
				support = {
					recon = {
						x = 0
						y = 0
					}
				}
			}
			army_experience = 20
			add_tech_bonus = {
				name = NOR_the_neutrality_guard
				bonus = 0.5
				uses = 1
				category = military_police_tech
			}
		}
		110 = {
			create_unit = {
				division = division_template = "Nøytralitetsvakt" start_experience_factor = 0.15
				owner = NOR
				count = 4
			}
		}
	}
}
### Entity: Character
Component: ENG_random_communist_minister_13
Constructs: has_country_flag
Source: game
File: common/characters/ENG.txt

Code:
ENG_random_communist_minister_13 = {
	portraits = {
		army = {
			small = GFX_idea_generic_communist_revolutionary_western_european_2d
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = ENG_random_communist_minister_13
		visible = {
			has_country_flag = ENG_trade_unions_demand_minister_appointment_13
		}
		allowed = {
			original_tag = ENG
		}
		traits = {
			quartermaster_trainee
		}
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_harar_academy
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction, unlock_decision_tooltip
Source: game
File: common/national_focus/r56_ethiopia.txt

Code:
focus = {
	id = ETH_harar_academy
	icon = GFX_focus_ETH_ecole_militaire_haile_selassie_1er
	prerequisite = {
		focus = ETH_officer_schools
	}
	relative_position_id = ETH_officer_schools
	x = 0
	y = 1
	cost = 10
	completion_reward = {
		army_experience = 5
		add_doctrine_cost_reduction = {
			name = land_doc_bonus
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
		unlock_decision_tooltip = {
			decision = ETH_adopt_modern_tactics
			show_effect_tooltip = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Scripted Effect
Component: EAI_PR_STRATEGIES_dp_light_battery
Constructs: limit, set_temp_variable, prio_factor, add_to_temp_variable, is_researching_technology, has_tech, is_special_project_completed
Source: game
File: common/scripted_effects/EAI_RESEARCH_PRIORITY_TREE_navy.txt

Code:
EAI_PR_STRATEGIES_dp_light_battery = {
	if = {
		limit = {
			EAI_dp_ship_secondaries_MODULE_FOCUS = yes
		}
		set_temp_variable = {
			prio_cat = @PR_dp_light_battery
		} {
			prio_factor = EAI_RESEARCH_naval_research_factor
		}
		add_to_temp_variable = {
			prio_factor = 0.5
		}
		multiply_temp_variable = {
			prio_cat = prio_factor
		}
		if = {
			limit = {
				set_temp_variable = {
					_prio_tech = token:basic_battery
				} {
					_prio_val = prio_cat
				}
				date = > 1943.1.1
				OR = {
					is_researching_technology = advanced_ship_hull_light advanced_ship_hull_heavy advanced_ship_hull_carrier advanced_ship_hull_cruiser
					has_tech = advanced_ship_hull_light advanced_ship_hull_heavy advanced_ship_hull_carrier advanced_ship_hull_cruiser
					is_special_project_completed = sp:sp_naval_super_heavy_battleship
				}
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:basic_light_battery
				} {
					_prio_val = prio_cat
				}
				date = > 1943.1.1
				OR = {
					is_researching_technology = advanced_ship_hull_light advanced_ship_hull_heavy advanced_ship_hull_carrier advanced_ship_hull_cruiser
					has_tech = advanced_ship_hull_light advanced_ship_hull_heavy advanced_ship_hull_carrier advanced_ship_hull_cruiser
					is_special_project_completed = sp:sp_naval_super_heavy_battleship
				}
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:basic_light_shell
				} {
					_prio_val = prio_cat
				}
				date = > 1943.1.1
				OR = {
					is_researching_technology = advanced_ship_hull_light advanced_ship_hull_heavy advanced_ship_hull_carrier advanced_ship_hull_cruiser
					has_tech = advanced_ship_hull_light advanced_ship_hull_heavy advanced_ship_hull_carrier advanced_ship_hull_cruiser
					is_special_project_completed = sp:sp_naval_super_heavy_battleship
				}
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:improved_light_battery
				} {
					_prio_val = prio_cat
				}
				date = > 1943.1.1
				OR = {
					is_researching_technology = advanced_ship_hull_light advanced_ship_hull_heavy advanced_ship_hull_carrier advanced_ship_hull_cruiser
					has_tech = advanced_ship_hull_light advanced_ship_hull_heavy advanced_ship_hull_carrier advanced_ship_hull_cruise
# ... (truncated)
### Entity: Character
Component: champion_of_national_cooperation
Source: game
File: common/country_leader/00_traits.txt

Code:
champion_of_national_cooperation = {
	random = no
	party_popularity_stability_factor = 0.2
	political_advisor_cost_factor = -0.2
	communism_acceptance = -70
	mobilization_laws_cost_factor = -0.33
	economy_cost_factor = -0.33
	conscription = 0.02
}
### Entity: Event
Component: turkey.122
Constructs: is_triggered_only, add_political_power
Source: game
File: events/r56_turkey.txt

Code:
country_event = {
	id = turkey.122
	title = turkey.122.t
	desc = turkey.122.d
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = turkey.122.a
		add_political_power = -25
	}
}
### Entity: Event
Component: himalaya_tibet.41
Constructs: is_triggered_only, add_opinion_modifier, fire_only_once
Source: game
File: events/Tibet.txt

Code:
country_event = {
	id = himalaya_tibet.41
	title = himalaya_tibet.41.t
	desc = himalaya_tibet.41.desc
	picture = GFX_report_event_tibetan_army_3
	fire_only_once = yes
	is_triggered_only = yes
	immediate = {
		activate_mission = RAJ_border_conflict_warning_TIB
	}
	option = {
		name = himalaya_tibet.41.a
		effect_tooltip = {
			activate_mission = RAJ_border_conflict_warning_TIB
		}
		custom_effect_tooltip = TIB_tawang_border_war
		FROM = {
			add_opinion_modifier = {
				target = ROOT
				modifier = large_decrease
			}
		}
		add_opinion_modifier = {
			target = FROM
			modifier = large_decrease
		}
	}
}