Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: AUS_news_events.1
Constructs: is_triggered_only
Source: game
File: events/WUW_Austria.txt

Code:
news_event = {
	id = AUS_news_events.1
	title = AUS_news_events.1.t
	desc = AUS_news_events.1.desc
	picture = GFX_news_event_AUS_vaterlandische_front_rally
	is_triggered_only = yes
	major = yes
	option = {
		name = AUS_news_events.1.a
		trigger = {
			NOT = {
				OR = {
					original_tag = GER AUS
				}
			}
		}
	} {
		name = AUS_news_events.1.b
		trigger = {
			original_tag = GER
		}
	} {
		name = AUS_news_events.1.c
		trigger = {
			original_tag = AUS
		}
	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_strike_first_nat
Constructs: has_completed_focus, prerequisite, limit, has_country_flag, completion_reward, allow_branch, has_global_flag, add_timed_idea
Source: game
File: common/national_focus/r56_spain.txt

Code:
focus = {
	id = SPR_strike_first_nat
	text = SPR_strike_first
	available = {
		NOT = {
			has_country_flag = spanish_civil_war_started_flag
		}
	}
	allow_branch = {
		OR = {
			has_completed_focus = SPR_back_the_ceda
			has_country_flag = SPR_back_the_ceda_finished
		}
	}
	bypass = {
		OR = {
			has_global_flag = spanish_civil_war
			has_country_flag = r56_SPR_nationalist_check r56_i_am_the_nat_start_up_and_bypass
		}
	}
	icon = GFX_goal_generic_spanish_civil_war_soldier
	relative_position_id = SPR_back_the_ceda
	prerequisite = {
		focus = SPR_the_army_of_africa_connection
	}
	x = 0
	y = 3
	cost = 5
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		custom_effect_tooltip = SPR_strike_first_tt SPR_r56_civil_war_tt
		effect_tooltip = {
			add_timed_idea = {
				idea = SPR_r56_strike_first
				days = 70
			}
		}
		hidden_effect = {
			if = {
				limit = {
					is_ai = no
				}
				country_event = {
					id = spain.1
					hours = 3
				}
			}
		}
	}
}
### Entity: Joint Focus
Component: CONGO_even_a_hospital_can_do_better
Constructs: prerequisite, limit, joint_focus, has_war_with, completion_reward, is_subject_of, has_global_flag, add_to_variable
Source: game
File: common/national_focus/congo_shared.txt

Code:
joint_focus = {
	id = CONGO_even_a_hospital_can_do_better
	dynamic = yes
	icon = GFX_focus_generic_field_hostpital
	prerequisite = {
		focus = CONGO_expand_force_publique_recruitment
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_TFV_AUTONOMY
	}
	relative_position_id = CONGO_force_publique
	x = 0
	y = 5
	cost = 10
	text_icon = CONGO_BEL_COG_focus_style
	joint_trigger = {
		CONGO_is_a_congo_viable_nation = yes
	}
	available = {
		OR = {
			AND = {
				original_tag = BEL
				BEL = {
					any_subject_country = {
						original_tag = COG
					}
				}
			} {
				original_tag = COG
				COG = {
					is_subject_of = BEL
				}
			}
		}
		NOT = {
			OR = {
				has_war_with = BEL COG
				has_global_flag = CONGO_independence_war_ongoing
			}
		}
	}
	available_if_capitulated = yes
	completion_reward = {

	}
	completion_reward_joint_originator = {
		IF = {
			limit = {
				original_tag = COG
			}
			custom_effect_tooltip = modify_COG_force_publique_tt generic_skip_one_line_tt
			add_to_variable = {
				BEL.COG_force_publique_experience_loss_factor = -0.1
				tooltip = experience_loss_factor_tt
			} {
				BEL.COG_force_publique_army_morale_factor = 0.05
				tooltip = army_morale_factor_tt
			}
			add_autonomy_score = {
				value = -100
				localization = CONGO_even_a_hospital_can_do_better
			}
		}
		hidden_effect = {
			CONGO_one_more_focus_done = yes
		}
	}
	completion_reward_joint_member = {
		IF = {
			limit = {
				original_tag = COG
			}
			custom_effect_tooltip = modify_COG_force_publique_tt generic_skip_one_line_tt
			add_to_variable = {
				BEL.COG_force_publique_experience_loss_factor = -0.1
				tooltip = experience_loss_factor_tt
			} {
				BEL.COG_force_publique_army_morale_factor = 0.05
				tooltip = army_morale_factor_tt
			}
			add_autonomy_score = {
				value = -100
				localization = CONGO_even_a_hospital_can_do_better
			}
		}
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/SOM_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 1
	}
	location = 12991
	division_template = Public Force
	start_experience_factor = 0.1
	start_equipment_factor = 0.2
}
### Entity: Modifier Reference
Construct: air_strategic_bomber_night_penalty
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## air_strategic_bomber_night_penalty

* Number with 2 decimal places
* **Categories**: air
### Entity: Scripted Effect
Component: EAI_TEMPLATE_set_variables
Constructs: set_variable
Source: game
File: common/scripted_effects/EAI_PRODUCTION_template_effects.txt

Code:
EAI_TEMPLATE_set_variables = {
	set_variable = {
		global.EAI_TEMPLATE_INFANTRY = 1
	} {
		global.EAI_TEMPLATE_MOTORIZED = 2
	} {
		global.EAI_TEMPLATE_MARINE = 3
	} {
		global.EAI_TEMPLATE_MOUNTAINEER = 4
	} {
		global.EAI_TEMPLATE_LIGHT_ARMOR = 5
	} {
		global.EAI_TEMPLATE_MEDIUM_ARMOR = 6
	} {
		global.EAI_TEMPLATE_HEAVY_ARMOR = 7
	} {
		global.EAI_TEMPLATE_MODERN_ARMOR = 8
	} {
		global.EAI_TEMPLATE_GARRISON = 9
	} {
		global.EAI_TEMPLATE_SUPPRESSION = 10
	}
}
### Entity: Idea
Component: IRQ_al_muthanna_club_idea
Constructs: war_support_factor, has_government, removal_cost, conscription_factor, fascism_drift
Source: game
File: common/ideas/iraq.txt

Code:
IRQ_al_muthanna_club_idea = {
	picture = generic_fascism_rising
	allowed = {
		original_tag = IRQ
	}
	allowed_civil_war = {
		original_tag = IRQ
		has_government = fascism
	}
	removal_cost = -1
	modifier = {
		war_support_factor = 0.1
		conscription_factor = 0.05
		conscription = 0.02
		fascism_drift = 0.02
	}
}
### Entity: Event
Component: BBA_italy_bop.1
Constructs: is_triggered_only
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_bop.1
	title = BBA_italy_bop.1.t
	desc = BBA_italy_bop.1.desc
	picture = GFX_report_event_generic_soldiers_surrendering
	is_triggered_only = yes
	option = {
		name = BBA_italy_bop.1.a
		ITA_bop_medium_decrease_effect = yes
		ITA_bop_increase_lost_core_modifier = yes
		custom_effect_tooltip = ITA_losing_cores_tt
	}
}
### Entity: Idea
Component: UKR_shostka_powder_plant
Constructs: research_bonus
Source: game
File: common/ideas/ukraine.txt

Code:
UKR_shostka_powder_plant = {
	picture = generic_infantry_equipment_manufacturer_2
	allowed = {
		original_tag = UKR
	}
	research_bonus = {
		infantry_weapons = 0.15
	}
	traits = {
		infantry_equipment_manufacturer
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Country History
Country: MPL
Component: MPL_technology
Constructs: set_technology
Source: game
File: history/countries/MPL - Mandate of Palestine.txt

Code:
# Starting Technologies for MPL
set_technology = {
	etax_doctrine = 1
	camo = 1
	steel_production_1 = 1
	aluminum_production_1 = 1
	infantry_weapons = 1
	infantry_weapons1 = 1
	support_weapons = 1
	tech_support = 1
	gw_artillery = 1
	fuel_silos = 1
	basic_train = 1
	tech_trucks = 1
	basic_naval_mines = 1
	submarine_mine_laying = 1
	early_ship_hull_light = 1
	early_ship_hull_submarine = 1
	basic_ship_hull_submarine = 1
	basic_battery = 1
	basic_torpedo = 1
	basic_depth_charges = 1
}
### Entity: Event
Component: mandate_palestine.72
Constructs: is_triggered_only, has_completed_focus, fire_only_once, retire_character
Source: game
File: events/mandate_of_palestine.txt

Code:
country_event = {
	id = mandate_palestine.72
	title = mandate_palestine.72.t
	desc = mandate_palestine.72.d
	fire_only_once = yes
	is_triggered_only = yes
	trigger = {
		has_completed_focus = MPL_two_people_union
	}
	hidden = yes
	option = {
		name = mandate_palestine.72.a
		retire_character = MPL_zeev_jabotinsky
	}
}
### Entity: AI Strategy
Component: POR_historical_plan
Constructs: has_government, has_war_with, has_country_flag, is_historical_focus_on, has_game_rule
Source: game
File: common/ai_strategy_plans/POR_historical_strategy_plan.txt

Code:
POR_historical_plan = {
	name = Historical Neutrality
	desc = Under the regime of Salazar, Portugal will strengthen the Estado Novo and will attempt to remain neutral during the World War.
	allowed = {
		original_tag = POR
	}
	enable = {
		OR = {
			AND = {
				is_historical_focus_on = yes
				has_game_rule = {
					rule = POR_ai_behavior
					option = DEFAULT
				}
			}
			has_country_flag = POR_AI_RANDOM_HISTORICAL
			has_game_rule = {
				rule = POR_ai_behavior
				option = HISTORICAL
			}
		}
	}
	abort = {
		OR = {
			has_war_with = SPA SPD ENG GER
			has_government = communism democratic fascism
		}
	}
	ai_national_focuses = {
		POR_estado_novo POR_continue_the_public_works POR_instituto_superior_tecnico POR_second_navy_reequipment POR_support_the_spanish_nationalists POR_colonial_assimilation_policy POR_roads_bridges_and_dams POR_portuguese_legion POR_arsenal_do_alfeite POR_a_powerful_merchant_marine POR_army_reorganization POR_observation_mission POR_strengthen_the_regime POR_corpo_do_estado_maior POR_ogme POR_appease_monarchists POR_food_industries POR_merchant_marine_protection POR_metropolitan_army POR_ogma POR_the_capital_of_espionage POR_concordat_with_the_holy_see POR_textile_industry POR_portuguese_artillery POR_military_research_facilities POR_national_gold_reserves POR_standardization POR_submarine_effort POR_extraction_industries POR_colonial_army POR_national_cruiser_production POR_atlantic_defense_strategy POR_staff_wargames POR_hydroelectricity POR_infrastructure_in_angola POR_proudly_alone POR_develop_north_angola POR_develop_south_angola POR_portuguese_oil POR_fuzileiros POR_naval_research_institute
	}
	focus_factors = {
		POR_send_assistance = 0
		POR_nationalist_intervention = 0
		POR_iberian_summit = 0
		POR_the_eastern_menace = 0
		POR_the_communist_threat = 0
		POR_national_syndicalism = 0
		POR_honor_anglo_portuguese_alliance = 0
		POR_a_royal_wedding = 0
	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_81
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_81 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 81
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 81
	}
}
### Entity: AI Strategy
Component: GER_light_tank_anti_air
Constructs: has_war, has_tech
Source: game
File: common/ai_equipment/GER_tank.txt

Code:
GER_light_tank_anti_air = {
	category = land
	blocked_for = {

	}
	available_for = {
		GER
	}
	roles = {
		land_light_tank_anti_air
	}
	priority = {
		factor = 5
		modifier = {
			NOT = {
				has_tech = fighter2
			}
			any_enemy_country = {
				has_tech = fighter2
			}
			factor = 5
		}
	}
	light_tank_anti_air_1 = {
		priority = {
			factor = 5
		}
		enable = {
			has_tech = interwar_antiair
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = light_tank_aa_chassis_1
			modules = {
				main_armament_slot = tank_anti_air_cannon
				turret_type_slot = tank_light_one_man_tank_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_gasoline_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 3
				tank_nsb_armor_upgrade = {
					base = 1
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_anti_air_cannon_2 tank_anti_air_cannon tank_light_one_man_tank_turret tank_bogie_suspension tank_riveted_armor tank_gasoline_engine
		}
	}
	light_tank_anti_air_2 = {
		priority = {
			factor = 20
		}
		enable = {
			has_tech = antiair2
		}
		history = yes
		target_variant = {
			match_value = 1500
			type = light_tank_aa_chassis_2
			modules = {
				main_armament_slot = tank_anti_air_cannon_2
				turret_type_slot = tank_light_two_man_tank_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_gasoline_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 4
				tank_nsb_armor_upgrade = {
					base = 2
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_anti_air_cannon tank_anti_air_cannon_2 tank_light_two_man_tank_turret tank_bogie_suspension tank_riveted_armor tank_gasoline_engine
		}
	}
	light_tank_anti_air_3 = {
		priority = {
			factor = 20
		}
		enable = {
			has_tech = antiair5
		}
		history = yes
		target_variant = {
			match_value = 2500
			type = light_tank_aa_chassis_3
			modules = {
				main_armament_slot = tank_anti_air_cannon_2
				turret_type_sl
# ... (truncated)
### Entity: AI Strategy
Component: GER_dont_join_gie_wars_early
Constructs: is_in_faction_with, is_government_in_exile
Source: game
File: common/ai_strategy/GER.txt

Code:
GER_dont_join_gie_wars_early = {
	allowed = {
		original_tag = GER
	}
	enable = {
		is_in_faction_with = ITA
		ITA = {
			all_enemy_country = {
				is_government_in_exile = yes
			}
		}
	}
	abort = {
		OR = {
			GER = {
				any_enemy_country = {
					is_government_in_exile = no
				}
			}
			ITA = {
				any_enemy_country = {
					is_government_in_exile = no
				}
			}
		}
	}
	ai_strategy = {
		type = diplo_action_desire
		id = ITA
		value = -9999
		target = join_allies
	} {
		type = diplo_action_acceptance
		id = ITA
		value = -9999
		target = call_allies
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_rebuke_the_treaty_of_lausanne
Constructs: prerequisite, limit, completion_reward, is_subject, has_capitulated, is_in_faction_with, add_state_claim, create_wargoal
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_rebuke_the_treaty_of_lausanne
	icon = GFX_focus_renounce_the_treaty_of_trianon
	prerequisite = {
		focus = TUR_support_the_golden_square TUR_secure_the_iraqi_oil
	}
	x = 1
	y = 1
	relative_position_id = TUR_support_the_golden_square
	cost = 10
	ai_will_do = {
		base = 10
	}
	available = {
		is_subject = no
	}
	bypass = {
		GRE = {
			OR = {
				is_subject = yes
				exists = no
				has_capitulated = yes
				is_in_faction_with = ROOT
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		add_state_claim = 184 731 187
		create_wargoal = {
			type = annex_everything
			target = GRE
		}
		if = {
			limit = {
				ITA = {
					is_in_faction_with = TUR
				}
			}
			ITA = {
				add_state_claim = 185 47 186 182
				create_wargoal = {
					type = annex_everything
					target = GRE
				}
			}
		}
	}
}
### Entity: Character
Component: HES_philipp_of_hesse
Source: game
File: common/characters/HES.txt

Code:
HES_philipp_of_hesse = {
	name = HES_philipp_of_hesse
	portraits = {
		civilian = {
			large = GFX_portrait_HES_philip_of_hesse
		}
	}
	country_leader = {
		ideology = despotism
		traits = {

		}
		expire = 1960.1.1.1
		id = -1
	}
}
### Entity: Character
Component: ALB_aziz_sulejmani
Source: game
File: common/characters/ALB.txt

Code:
ALB_aziz_sulejmani = {
	advisor = {
		slot = air_chief
		idea_token = ALB_aziz_sulejmani
		allowed = {
			original_tag = ALB
		}
		traits = {
			air_chief_reform_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Aziz Sulejmani
	portraits = {
		army = {
			small = GFX_idea_generic_air_arab_2
		}
	}
}
### Entity: Unit Template
Component: PRU
Source: game
File: common/units/names/00_names.txt

Code:
PRU = {
	submarine = {
		prefix = BAP
		generic = {
			Submarino
		}
		unique = {
			R1 R2 R3 R4 Dos de Mayo Abtao Angamos Iquique Pacocha La Pedrera Angamos Antofagasta Pisagua Chipana Islay Arica
		}
	}
	destroyer = {
		prefix = BAP
		generic = {
			Destructor
		}
		unique = {
			Almirante Villar Almirante Guise Palacios Ferre Garcia y Garcia Coronel Bolognesi Castilla Capitan Quinones Galvez Diez Canseco Aguirre Rodriguez
		}
	}
	light_cruiser = {
		prefix = BAP
		generic = {
			Crucero Ligero
		}
		unique = {
			Almirante Grau Coronel Bolognesi CapitAn Quinones Aguirre Chimbote Callao Arequipa Huancayo Cusco Puno
		}
	}
	heavy_cruiser = {
		prefix = BAP
		generic = {
			Crucero Pesado
		}
		unique = {
			Almirante Grau Coronel Bolognesi CapitAn Quinones Aguirre Chimbote Callao Arequipa Huancayo Cusco Puno
		}
	}
	battle_cruiser = {
		prefix = BAP
		generic = {
			Crucero de Batalla
		}
		unique = {
			Lima Mariscal CAceres Gloriosa
		}
	}
	battleship = {
		prefix = BAP
		generic = {
			Acorazado
		}
		unique = {
			Lima Mariscal CAceres Gloriosa
		}
	}
	carrier = {
		prefix = BAP
		generic = {
			Portaaviones
		}
		unique = {
			Republica del Peru Los Andes Cordillera Occidental
		}
	}
}
### Entity: Music Config
Component: allied_speeches/day_of_infamy
Source: game
File: music/allied_speeches.txt

Code:
music = {
	song = day_of_infamy
	chance = {
		factor = 0
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_ban_liberalism
Constructs: prerequisite, has_government, add_stability, completion_reward, add_political_power, set_temp_variable, add_popularity, set_country_flag
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_ban_liberalism
	icon = GFX_goal_generic_political_pressure
	relative_position_id = CHL_commence_the_counter_revolution
	x = -2
	y = 1
	cost = 5
	prerequisite = {
		focus = CHL_commence_the_counter_revolution
	}
	mutually_exclusive = {

	}
	ai_will_do = {
		base = 1
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	available = {
		has_government = fascism
	}
	completion_reward = {
		add_political_power = 50
		hidden_effect = {
			set_temp_variable = {
				var = ban_ideology_var
				value = party_popularity@democratic
			}
			multiply_temp_variable = {
				var = ban_ideology_var
				value = -1
			} {
				var = ban_ideology_var
				value = 0.66
			}
			add_popularity = {
				ideology = democratic
				popularity = ban_ideology_var
			}
			set_country_flag = banned_democratic_flag
		}
		remove_democratic_spirits_effect = yes
		custom_effect_tooltip = ban_democratic_party_tt
		add_stability = ban_ideology_var
	}
}
### Entity: Special Project
Component: sp_air_generic_reward_air_xp_3
Constructs: fire_only_once, has_project_flag, add_breakthrough_progress, set_project_flag
Source: game
File: common/special_projects/prototype_rewards/generic_air_prototype_rewards.txt

Code:
sp_air_generic_reward_air_xp_3 = {
	fire_only_once = yes
	threshold = {
		min = 50
		max = 100
	}
	weight = {
		base = @base_reward_weight
		modifier = {
			factor = @reward_weight_factor_theme
			has_project_flag = sp_air_generic_reward_air_xp_flag
		}
	}
	option = {
		token = sp_air_generic_reward_option_air_xp
		iteration_output = {
			country_effects = {
				air_experience = constant:sp_military_xp_gain.high
				add_breakthrough_progress = {
					specialization = specialization_air
					value = sp_breakthrough_progress.medium
				}
				FROM = {
					set_project_flag = sp_air_generic_reward_air_xp_flag
				}
			}
		}
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_staff_wargames
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/portugal.txt

Code:
focus = {
	id = POR_staff_wargames
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = POR_corpo_do_estado_maior
	}
	icon = GFX_focus_generic_license_production
	x = 0
	y = 1
	relative_position_id = POR_corpo_do_estado_maior
	cost = 10
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = POR_staff_wargames
			cost_reduction = 0.5
			uses = 2
			category = land_doctrine
		}
	}
}
### Entity: AI Strategy
Component: ROM_we_it_is_1940_now_we_need_mils
Source: game
File: common/ai_strategy/r56_ROM.txt

Code:
ROM_we_it_is_1940_now_we_need_mils = {
	allowed = {
		original_tag = ROM
	}
	enable = {
		date = > 1940.1.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 100
	}
}
### Entity: Event
Component: mtg_news.23
Constructs: is_triggered_only
Source: game
File: events/MTG_NewsEvents.txt

Code:
news_event = {
	id = mtg_news.23
	title = mtg_news.23.t
	desc = mtg_news.23.desc
	picture = GFX_news_event_eng_blackshirts
	major = yes
	is_triggered_only = yes
	option = {
		name = mtg_news.23.a
		trigger = {
			original_tag = ENG
		}
	} {
		name = mtg_news.23.b
		trigger = {
			NOT = {
				original_tag = ENG
			}
		}
	}
}
### Entity: Country History
Country: TIG
Component: TIG_misc
Constructs: set_technology, set_convoys, complete_national_focus, set_grand_doctrine, complete_special_project
Source: game
File: history/countries/TIG - Tigray.txt

Code:
# Misc for TIG
capital = 842
set_convoys = 10
1939.1.1 = {
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort naval_effort large_navy industrial_effort construction_effort production_effort
	set_technology = {
		tech_support = 1
		tech_recon = 1
		support_weapons = 1
		gw_artillery = 1
		electronic_mechanical_engineering = 1
		radio = 1
		mechanical_computing = 1
		computing_machine = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		fuel_silos = 1
		construction1 = 1
		construction2 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
	}
	set_grand_doctrine = grand_battleplan new_fleet_in_being new_strategic_destruction
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
### Entity: Modding Documentation
Construct: Reloading
Source: vanilla_docs
File: documentation/script_concept_documentation.md

Doc:
#### Reloading
A script constant is a bit specific when it comes to reloading the database.
It's not enough to reload the script constant database itself since script constants are injected into the script on load.
Instead one have to first reload the script constant database, and then reload the database that uses the script constant.
### Entity: Event
Component: BBA_italo_ethiopian_war_events.11
Constructs: is_triggered_only, ai_chance, has_government, fire_only_once, add_political_power, is_league_of_nations_member, add_popularity, set_country_flag
Source: game
File: events/BBA_ItaloEthiopianWar.txt

Code:
country_event = {
	id = BBA_italo_ethiopian_war_events.11
	title = BBA_italo_ethiopian_war_events.11.t
	desc = BBA_italo_ethiopian_war_events.11.desc
	picture = GFX_report_event_merchant_ship_01
	is_triggered_only = yes
	fire_only_once = yes
	immediate = {

	}
	trigger = {
		is_league_of_nations_member = yes
	}
	option = {
		name = BBA_italo_ethiopian_war_events.11.a
		trigger = {

		}
		ai_chance = {
			base = 10
			modifier = {
				factor = 0.1
				has_government = ITA
			}
		}
		add_popularity = {
			ideology = ROOT
			popularity = 0.05
		}
		custom_effect_tooltip = suez_blocked_sanctions_tt
		ITA = {
			set_country_flag = SUEZ_SANCTIONS_FLAG
		}
		ETH = {
			country_event = {
				id = BBA_italo_ethiopian_war_events.13
				hours = 4
			}
		}
	} {
		name = BBA_italo_ethiopian_war_events.11.b
		trigger = {

		}
		ai_chance = {
			base = 1
			modifier = {
				factor = 5
				has_opinion = {
					target = ITA
					value = > 0
				}
			} {
				factor = 2
				has_opinion = {
					target = ITA
					value = > 49
				}
			} {
				factor = 5
				is_in_faction_with = ITA
			}
		}
		add_political_power = -100
		add_popularity = {
			ideology = ITA
			popularity = 0.05
		}
		leave_the_league_of_nations = yes
		ETH = {
			country_event = {
				id = BBA_italo_ethiopian_war_events.12
				hours = 4
			}
		}
	}
}