Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: NOR_set_variables_alt_dem
Constructs: set_variable, add_to_variable
Source: game
File: common/scripted_effects/NOR_scripted_effects.txt

Code:
NOR_set_variables_alt_dem = {
	set_variable = {
		NOR_prep_his_remove_days = 50
	} {
		NOR_prep_alt_dem_remove_days = 35
	} {
		NOR_prep_alt_dem_convoy_cost = 30
	} {
		NOR_prep_alt_dem_convoy_cost_remove = 0
	} {
		NOR_prep_alt_dem_pp_cost = 45
	} {
		NOR_prep_alt_dem_pp_cost_remove = 0
	} {
		NOR_prep_alt_dem_convoy_cost_trigger = -1
	} {
		NOR_prep_alt_dem_pp_cost_trigger = -1
	}
	subtract_from_variable = {
		NOR_prep_alt_dem_convoy_cost_remove = NOR_prep_alt_dem_convoy_cost
	} {
		NOR_prep_alt_dem_pp_cost_remove = NOR_prep_alt_dem_pp_cost
	}
	add_to_variable = {
		NOR_prep_alt_dem_convoy_cost_trigger = NOR_prep_alt_dem_convoy_cost
	} {
		NOR_prep_alt_dem_pp_cost_trigger = NOR_prep_alt_dem_pp_cost
	}
}
### Entity: Event
Component: r56.news_event.29
Constructs: is_triggered_only
Source: game
File: events/r56_news_events.txt

Code:
news_event = {
	id = r56.news_event.29
	title = r56.news_event.29.title
	desc = r56.news_event.29.desc
	picture = GFX_news_event_052
	major = yes
	is_triggered_only = yes
	option = {
		name = r56.news_event.29.a
		trigger = {
			NOT = {
				tag = VEN
			}
		}
	} {
		name = r56.news_event.29.b
		trigger = {
			tag = VEN
		}
	}
}
### Entity: Modifier Reference
Component: SWI_dormant_citizen_militia
Constructs: has_country_flag, remove_trigger
Source: game
File: common/dynamic_modifiers/bba_dynamic_modifiers.txt

Code:
SWI_dormant_citizen_militia = {
	enable = {
		always = yes
	}
	remove_trigger = {
		ROOT = {
			has_country_flag = SWI_militias_turned_into_regulars
		}
	}
	icon = GFX_idea_prc_low_popular_support3
	modifier_army_sub_unit_militia_attack_factor = -0.5
	modifier_army_sub_unit_militia_defence_factor = -0.5
	modifier_army_sub_unit_militia_speed_factor = -0.5
	modifier_army_sub_unit_militia_max_org_factor = -0.5
	modifier_army_sub_unit_militia_org_recovery_cap_factor = -0.7
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_R56_the_integral_state
Constructs: prerequisite, completion_reward, is_historical_focus_on, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_brazil.txt

Code:
focus = {
	id = BRA_R56_the_integral_state
	icon = GFX_goal_centralize_power
	prerequisite = {
		focus = BRA_R56_the_october_manifesto
	}
	x = 0
	y = 1
	relative_position_id = BRA_R56_the_october_manifesto
	ai_will_do = {
		factor = 0.5
		modifier = {
			is_historical_focus_on = yes
			factor = 0
		}
	}
	cost = 5
	completion_reward = {
		swap_ideas = {
			remove_idea = bra_antropofagia_fasc_1
			add_idea = bra_antropofagia_fasc_2
		}
	}
}
### Entity: Idea
Component: EAI_DD_10/artillery_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_10/artillery_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		artillery_equipment = {
			build_cost_ic = -0.25
			instant = yes
		}
	}
}
### Entity: Unit Leader
Component: 1
Source: game
File: common/unit_leader/00_coordination_skills.txt

Code:
1 = {
	cost = 100
	type = navy
	modifier = {
		naval_coordination = 0.01
	}
	building_module_modifier = {
		naval_coordination = 0.01
		navy_org_factor = 0.025
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_R56_florianismo
Constructs: prerequisite, limit, completion_reward, add_doctrine_cost_reduction, has_dlc, add_mio_size
Source: game
File: common/national_focus/r56_brazil.txt

Code:
focus = {
	id = BRA_R56_florianismo
	prerequisite = {
		focus = BRA_R56_construct_the_belem_naval_dockyard
	}
	icon = GFX_goal_generic_navy_doctrines_tactics
	relative_position_id = BRA_R56_construct_the_belem_naval_dockyard
	x = -1
	y = 1
	cost = 5
	completion_reward = {
		navy_experience = 10
		add_doctrine_cost_reduction = {
			name = naval_doctrine_tech_bonus_name
			cost_reduction = 0.5
			uses = 1
			category = naval_doctrine
		}
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = available_mio_tt
			show_mio_tooltip = BRA_anm_organization
			mio:BRA_anm_organization = {
				add_mio_size = 2
			}
		}
		else = {
			custom_effect_tooltip = available_designer
			show_ideas_tooltip = bra_naval_manu_1
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: JAP_zaibatsus_empowered
Constructs: has_government, removal_cost
Source: game
File: common/ideas/japan.txt

Code:
JAP_zaibatsus_empowered = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = democratic
	}
	removal_cost = -1
	picture = jap_zaibatsu_ally
	modifier = {
		political_power_cost = 0.5
		trade_laws_cost_factor = 0.25
		economy_cost_factor = 0.25
		production_speed_industrial_complex_factor = 0.1
		production_speed_arms_factory_factor = 0.1
		production_speed_dockyard_factor = 0.1
		consumer_goods_factor = 0.1
	}
}
### Entity: Scripted Effect
Component: calculate_folkhemmet_high_air_tooltip
Constructs: set_temp_variable, add_to_temp_variable
Source: game
File: common/scripted_effects/SWE_scripted_effects.txt

Code:
calculate_folkhemmet_high_air_tooltip = {
	set_temp_variable = {
		tooltip_folkhemmet_intactness = folkhemmet_navy_part
	}
	add_to_temp_variable = {
		tooltip_folkhemmet_intactness = folkhemmet_army_part
	} {
		tooltip_folkhemmet_intactness = 3
	}
	calculate_folkhemmet_high_option = yes
}
### Entity: Scripted Effect
Component: EAI_PR_STRATEGIES_GER
Constructs: has_completed_focus, limit, set_temp_variable, has_tech, is_researching_technology, add_to_array, check_variable
Source: game
File: common/scripted_effects/EAI_RESEARCH_PRIORITY_strategies.txt

Code:
EAI_PR_STRATEGIES_GER = {
	if = {
		limit = {
			date = > 1938.1.1
		}
		set_temp_variable = {
			prio_cat = @PR_TOP_PRIORITY
		}
		if = {
			limit = {
				set_temp_variable = {
					_prio_tech = token:radio
				} {
					_prio_val = prio_cat
				}
				always = yes
			}
			EAI_PR_add_to_priority_research_queue = yes
		}
	} {
		limit = {
			date = > 1939.1.1
		}
		set_temp_variable = {
			prio_cat = @PR_TOP_PRIORITY
		}
		if = {
			limit = {
				set_temp_variable = {
					_prio_tech = token:rubber_processing
				} {
					_prio_val = prio_cat
				}
				always = yes
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:improved_rubber_processing
				} {
					_prio_val = prio_cat
				}
				date = > 1939.1.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:oil_processing
				} {
					_prio_val = prio_cat
				}
				has_tech = improved_rubber_processing
			}
			EAI_PR_add_to_priority_research_queue = yes
		}
	} {
		limit = {
			OR = {
				AND = {
					has_completed_focus = GER_the_four_year_plan
					NOT = {
						has_tech = construction2
						is_researching_technology = construction2
					}
				} {
					has_completed_focus = GER_autarky_efforts
					NOT = {
						has_tech = construction3
						is_researching_technology = construction3
					}
				}
			}
		}
		set_temp_variable = {
			prio_cat = @PR_TOP_PRIORITY
		}
		multiply_temp_variable = {
			prio_cat = 2
		}
		add_to_array = {
			EAI_priority_research_block_techs = token:dispersed_industry
		} {
			EAI_priority_research_block_techs = token:concentrated_industry
		} {
			EAI_priority_research_block_techs = token:improved_machine_tools
		} {
			EAI_priority_research_block_techs = token:excavation1
		} {
			EAI_priority_research_block_techs = token:excavation2
		}
		if = {
			limit = {
				set_temp_variable = {
					_prio_tech = token:construction1
				} {
					_prio_val = prio_cat
				}
				always = yes
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:construction2
				} {
					_prio_val = prio_cat
				}
				has_completed_focus = GER_the_four_year_plan
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:construction3
				} {
					_prio_v
# ... (truncated)
### Entity: National Focus
Tree: ita_focus
Component: ITA_incrociatori_leggeri
Constructs: prerequisite, add_ideas, completion_reward, add_to_variable, add_mastery_bonus, add_doctrine_cost_reduction, add_tech_bonus
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_incrociatori_leggeri
	icon = GFX_focus_generic_cruiser2
	prerequisite = {
		focus = ITA_supermarina
	}
	mutually_exclusive = {
		focus = ITA_incrociatori_pesanti
	}
	x = -2
	y = 1
	relative_position_id = ITA_supermarina
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH FOCUS_FILTER_NAVY_XP
	}
	completion_reward = {
		add_to_variable = {
			ITA_rm_screening_efficiency = 0.05
		} {
			ITA_iri_consumer_goods_factor = 0.02
		}
		custom_effect_tooltip = ITA_incrociatori_leggeri_rm_tt ITA_ricostruzione_industriale_cg_penalty_tt
		hidden_effect = {
			add_ideas = ITA_hidden_light_cruisers_production_ns
		}
		navy_experience = 25
		add_mastery_bonus = {
			name = ITA_incrociatori_leggeri
			bonus = 0.2
			days = 180
			track = screens
		}
		add_doctrine_cost_reduction = {
			name = ITA_incrociatori_leggeri
			cost_reduction = 0.5
			uses = 1
			category = naval_doctrine
		}
		add_tech_bonus = {
			name = ITA_incrociatori_leggeri
			bonus = 1
			uses = 1
			category = ca_tech
		}
		ITA_improve_regia_marina_dm_effect = yes
	}
}
### Entity: Idea
Component: idea_PAR_radicalized_police_force
Constructs: removal_cost
Source: game
File: common/ideas/paraguay.txt

Code:
idea_PAR_radicalized_police_force = {
	picture = generic_secret_police
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		non_core_manpower = 0.04
		resistance_target = -0.05
		resistance_activity = -0.1
	}
}
### Entity: Trigger Reference
Construct: any_active_scientist
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## any_active_scientist

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

```
Checks if at least one active scientist of the Country in scope matches the triggers.
ex: GER = {
  any_active_scientist = {
	tooltip = my_loc_key # Optional
    ... Character scope triggers ...
  }
}
```
### Entity: Character
Component: AST_tax_reformer_alp
Source: game
File: common/country_leader/taog_traits.txt

Code:
AST_tax_reformer_alp = {
	random = no
	sprite = 13
	consumer_goods_factor = -0.1
	custom_modifier_tooltip = AST_advisor_alp_increase_modifier_tt
}
### Entity: Character
Component: LAT_fricis_celmins
Source: game
File: common/characters/LAT.txt

Code:
LAT_fricis_celmins = {
	name = LAT_fricis_celmins
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_5
		}
	}
	advisor = {
		slot = army_chief
		idea_token = LAT_fricis_celmins
		allowed = {
			original_tag = LAT
		}
		traits = {
			army_chief_defensive_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Event
Component: INS_revolution_events.27
Constructs: is_triggered_only
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_revolution_events.27
	title = INS_revolution_events.27.t
	desc = INS_revolution_events.27.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = INS_revolution_events.27.a
	}
}
### Entity: National Focus
Tree: tib_focus
Component: TIB_introduce_political_reforms
Constructs: prerequisite, add_ideas, completion_reward, add_popularity
Source: game
File: common/national_focus/tibet.txt

Code:
focus = {
	id = TIB_introduce_political_reforms
	icon = GFX_goal_democracy_people
	prerequisite = {
		focus = TIB_revenge_for_the_sage
	}
	relative_position_id = TIB_revenge_for_the_sage
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available = {

	}
	completion_reward = {
		add_popularity = {
			ideology = democratic
			popularity = 0.05
		}
		add_ideas = TIB_political_reforms
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: mongol.49
Constructs: is_triggered_only, add_stability, fire_only_once, add_political_power, random_days
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol.49
	title = mongol.49.t
	desc = mongol.49.d
	picture = GFX_report_event_MON_choibalsan_troops
	is_triggered_only = yes
	fire_only_once = yes
	immediate = {
		hidden_effect = {
			country_event = {
				id = mongol.50
				days = 30
				random_days = 10
			}
		}
	}
	option = {
		name = mongol.42.a
		add_political_power = 50
		add_stability = 0.03
	}
}
### Entity: Scripted Effect
Component: LIE_update_gold_trade_modifiers
Constructs: limit, add_opinion_modifier, has_dynamic_modifier, set_variable, add_dynamic_modifier, set_country_flag
Source: game
File: common/scripted_effects/LIE_scripted_effects.txt

Code:
LIE_update_gold_trade_modifiers = {
	if = {
		limit = {
			NOT = {
				has_dynamic_modifier = {
					modifier = LIE_gold_trade_with_liechtenstein
				}
			}
		}
		set_variable = {
			LIE_gold_trade_consumer_goods_factor = LIE.LIE_gold_trade_consumer_goods_factor
		} {
			LIE_gold_trade_building_speed_factor = LIE.LIE_gold_trade_building_speed_factor
		} {
			LIE_gold_trade_research_speed_factor = LIE.LIE_gold_trade_research_speed_factor
		} {
			LIE_gold_trade_lack_of_resource_penalty_factor = LIE.LIE_gold_trade_lack_of_resource_penalty_factor
		} {
			LIE_gold_trade_factory_max_efficiency_factor = LIE.LIE_gold_trade_factory_max_efficiency_factor
		}
		clamp_variable = {
			var = LIE_gold_trade_building_speed_factor
			min = 0
		} {
			var = LIE_gold_trade_consumer_goods_factor
			max = 0
		} {
			var = LIE_gold_trade_research_speed_factor
			min = 0
		} {
			var = LIE_gold_trade_lack_of_resource_penalty_factor
			min = 0
		} {
			var = LIE_gold_trade_factory_max_efficiency_factor
			min = 0
		}
		hidden_effect = {
			add_dynamic_modifier = {
				modifier = LIE_gold_trade_with_liechtenstein
			}
		}
		custom_effect_tooltip = LIE_start_gold_trade_with_liechtenstein_dynamic_mod_TT
		set_country_flag = LIE_gold_trading_partner {
			flag = LIE_recently_accepted_investment
			days = 250
		}
		add_opinion_modifier = {
			target = LIE
			modifier = LIE_gold_trade
		}
	}
}
### Entity: Scripted Effect
Component: WTT_clear_country_event_target
Constructs: limit, clear_global_event_target
Source: game
File: common/scripted_effects/WTT_china_political_struggle_effects.txt

Code:
WTT_clear_country_event_target = {
	if = {
		limit = {
			original_tag = CHI
		}
		clear_global_event_target = scope_CHI
	}
	else_if = {
		limit = {
			original_tag = PRC
		}
		clear_global_event_target = scope_PRC
	} {
		limit = {
			original_tag = GXC
		}
		clear_global_event_target = scope_GXC
	} {
		limit = {
			original_tag = YUN
		}
		clear_global_event_target = scope_YUN
	} {
		limit = {
			original_tag = SHX
		}
		clear_global_event_target = scope_SHX
	} {
		limit = {
			original_tag = XSM
		}
		clear_global_event_target = scope_XSM
	} {
		limit = {
			original_tag = SIK
		}
		clear_global_event_target = scope_SIK
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_support_the_vnv
Constructs: has_completed_focus, prerequisite, limit, completion_reward, allow_branch, has_game_rule, add_popularity, set_party_name
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_support_the_vnv
	icon = GFX_focus_BEL_support_the_vnv
	prerequisite = {
		focus = BEL_degrelle
	}
	relative_position_id = BEL_degrelle
	mutually_exclusive = {
		focus = BEL_support_the_rexists
	} {
		focus = BEL_constitutional_crisis
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MILITARY_CHARACTER
	}
	x = 8
	y = 1
	cost = 5
	allow_branch = {
		IF = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = BEL_constitutional_crisis BEL_vandervelde_minority BEL_paul_emile_janson
			}
		}
	}
	available = {

	}
	completion_reward = {
		custom_effect_tooltip = BEL_lucien_lippert_tt BEL_vnv_dominant_tt
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
		set_party_name = {
			ideology = fascism
			long_name = BEL_fascism_vnv_long
			name = BEL_fascism_vnv
		}
		hidden_effect = {
			set_cosmetic_tag = BEL_vnv_dominant
			if = {
				limit = {
					has_game_rule = {
						rule = obsolete_focus_branches_visibility
						option = HIDE
					}
				}
				mark_focus_tree_layout_dirty = yes
			}
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_FOCUS_SEA_DOCTRINE_carrier_battlegroups
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_navy_triggers.txt

Code:
EAI_FOCUS_SEA_DOCTRINE_carrier_battlegroups = {
	always = no
	NOT = {
		EAI_naval_doctrine_progress_limit = yes
	}
	EAI_FOCUS_SEA_DOCTRINE_has_correct_grand_doctrine = yes
}
### Entity: Event
Component: CHL_political_events.14
Constructs: is_triggered_only, ai_chance, add_stability, fire_only_once, add_popularity, set_party_name, is_capital, is_controlled_by
Source: game
File: events/TOA_Chile.txt

Code:
country_event = {
	id = CHL_political_events.14
	title = CHL_political_events.14.t
	desc = CHL_political_events.14.desc
	picture = GFX_report_event_fascists_posing
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = CHL_political_events.14.a
		ai_chance = {
			base = 100
		}
		add_stability = -0.2
		add_popularity = {
			ideology = fascism
			popularity = 0.15
		}
		set_party_name = {
			ideology = fascism
			long_name = CHL_popular_socialist_vanguard_long
			name = CHL_popular_socialist_vanguard
		}
		start_civil_war = {
			ideology = fascism
			size = 0.1
			army_ratio = 0.1
			navy_ratio = 0
			air_ratio = 0.5
			states = all
			states_filter = {
				OR = {
					state = 951 506
				}
				is_capital = no
				is_controlled_by = ROOT
			}
			PREV = {
				CHL_jorge_gonzález_von_marées = {
					set_nationality = PREV.PREV
				}
				CHL_carlos_keller_reuff = {
					set_nationality = PREV.PREV
				}
				CHL_francisco_valderrama = {
					set_nationality = PREV.PREV
				}
			}
		}
		hidden_effect = {
			set_global_flag = nacista_coup_attempt_happened
		}
	}
}
### Entity: Scripted Effect
Component: DEN_bop_medium_decrease_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/DEN_scripted_effects.txt

Code:
DEN_bop_medium_decrease_effect = {
	add_power_balance_value = {
		id = DEN_balance_of_power
		value = -0.15
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_strengthen_military_industries
Constructs: prerequisite, limit, completion_reward, random_controlled_state, is_fully_controlled_by, add_extra_state_shared_building_slots, add_building_construction, add_to_variable
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_strengthen_military_industries
	icon = GFX_goal_generic_construct_mil_factory
	prerequisite = {
		focus = DEN_reorient_production_lines
	}
	mutually_exclusive = {

	}
	relative_position_id = DEN_reorient_production_lines
	x = 1
	y = 1
	cost = 10
	bypass = {

	}
	available = {

	}
	available_if_capitulated = yes
	ai_will_do = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		random_controlled_state = {
			limit = {
				is_fully_controlled_by = ROOT
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			prioritize = {
				37 911 99 912
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				is_fully_controlled_by = ROOT
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			prioritize = {
				911 99 912 37
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		add_to_variable = {
			DEN_industrial_improvement_tracker_var = 2
		} {
			DEN_industrial_capabilities_retention_efficiency = 0.025
			tooltip = line_change_production_efficiency_factor_tt
		} {
			DEN_industrial_capabilities_factory_output = 0.025
			tooltip = industrial_capacity_factory_tt
		} {
			DEN_industrial_capabilities_dockyard_output = 0.025
			tooltip = industrial_capacity_dockyard_tt
		} {
			DEN_industrial_capabilities_equipment_conversion = 0.025
			tooltip = equipment_conversion_speed_tt
		}
		DEN_improve_industrial_capabilities_NS = yes
	}
}
### Entity: Event
Component: belgium.98
Constructs: is_triggered_only
Source: game
File: events/BEL_additional_events.txt

Code:
news_event = {
	id = belgium.98
	title = belgium.98.t
	desc = belgium.98.d
	picture = GFX_news_event_generic_sign_treaty1
	major = yes
	is_triggered_only = yes
	option = {
		name = belgium.98.a
		trigger = {
			OR = {
				tag = HOL BEL LUX
			}
		}
	} {
		name = belgium.98.b
		trigger = {
			NOT = {
				tag = LUX BEL HOL
			}
		}
	}
}
### Entity: Idea
Component: HUN_horthyist_royal_guard
Constructs: mobilization_speed
Source: game
File: common/ideas/hungary.txt

Code:
HUN_horthyist_royal_guard = {
	picture = generic_reserve_divisions
	allowed = {
		original_tag = HUN
	}
	available = {

	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		mobilization_speed = 0.1
		army_core_defence_factor = 0.1
	}
}
### Entity: Event
Component: CZE.213
Constructs: is_triggered_only, add_tech_bonus
Source: game
File: events/CZE_Czechoslovakia.txt

Code:
country_event = {
	id = CZE.213
	title = CZE.213.t
	desc = CZE.213.d
	picture = GFX_CZKE_vaclav_holek_report
	is_triggered_only = yes
	option = {
		name = CZE.213.a
		custom_effect_tooltip = available_theorist
		show_ideas_tooltip = CZE_holek_brothers_theorist
		add_tech_bonus = {
			name = infantry_weapons
			bonus = 1
			uses = 1
			category = infantry_weapons
		}
	}
}
### Entity: Modifier Reference
Construct: operation_outcome
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## operation_outcome

* Number with 0 decimal places
* **Categories**: intelligence_agency
### Entity: Idea
Component: ARG_infamous_decade_3_idea
Constructs: stability_factor, war_support_factor, removal_cost, democratic_drift
Source: game
File: common/ideas/argentina.txt

Code:
ARG_infamous_decade_3_idea = {
	allowed = {
		always = no
		tag = ARG
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = ARG_infamous_decade
	modifier = {
		stability_factor = 0.1
		democratic_drift = 0.05
		war_support_factor = -0.1
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_the_stalin_constitution
Constructs: prerequisite, add_stability, completion_reward, add_political_power, add_to_variable
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_the_stalin_constitution
	icon = GFX_SOV_the_stalin_constitutiony_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_the_centre
	}
	x = 1
	y = 1
	relative_position_id = SOV_the_centre
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_SOV_POLITICAL_PARANOIA FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_to_variable = {
			SOV_the_politburo_political_power_factor = 0.05
		} {
			SOV_the_politburo_drift_defence_factor = 0.05
		}
		custom_effect_tooltip = SOV_the_stalin_constitution_ns_tt
		add_political_power = 50
		add_stability = 0.05
		SOV_paranoia_low_decrease_effect = yes
	}
}