Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: south_american_events.31
Constructs: is_triggered_only, add_war_support, is_embargoed_by
Source: game
File: events/TOA_Generic_Events.txt

Code:
country_event = {
	id = south_american_events.31
	title = south_american_events.31.t
	desc = {
		text = south_american_events.31.desc.a
		trigger = {
			is_embargoed_by = FROM
		}
	} {
		text = south_american_events.31.desc.b
		trigger = {
			NOT = {
				is_embargoed_by = FROM
			}
		}
	}
	picture = GFX_report_event_usa_election_generic
	is_triggered_only = yes
	option = {
		name = south_american_events.31.a
		add_war_support = 0.01
	}
}
### Entity: Idea
Component: semaun
Constructs: has_completed_focus, has_government, has_autonomy_state, is_puppet, has_idea
Source: game
File: common/ideas/r56_indonesia.txt

Code:
semaun = {
	allowed = {
		original_tag = INS
	}
	available = {
		NOT = {
			has_autonomy_state = autonomy_supervised_state
		}
		OR = {
			has_completed_focus = INS_PKI
			AND = {
				is_puppet = yes
				has_government = communism
			}
		}
	}
	traits = {
		communist_revolutionary
	}
	do_effect = {
		NOT = {
			has_government = communism
		}
	}
	ai_will_do = {
		factor = 0
		modifier = {
			has_idea = INS_political_idea_communism
			NOT = {
				OR = {
					AND = {
						is_puppet = yes
						NOT = {
							has_government = communism
						}
					}
					communism = > 0.7 < 0.15
				}
			}
			add = 20
		}
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_develop_gush_dan
Constructs: prerequisite, completion_reward, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_develop_gush_dan
	icon = GFX_goal_generic_construct_civilian
	relative_position_id = ISR_develop_road_infrastructure
	x = 0
	y = 2
	prerequisite = {
		focus = ISR_develop_road_infrastructure
	}
	available = {
		controls_province = 4206
	}
	cost = 5
	completion_reward = {
		454 = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Modding Documentation
Construct: ai_attitude_is_threatened
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### ai_attitude_is_threatened
* description: returns 1 if ai is threatened
### Entity: National Focus
Tree: spr_focus
Component: SPR_Mil
Constructs: completion_reward, has_idea, has_civil_war, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_spain.txt

Code:
focus = {
	id = SPR_Mil
	icon = GFX_goal_generic_build_tank
	cost = 10.0
	x = 8
	y = 0
	available = {
		NOT = {
			has_idea = SPR_the_black_years
		}
		has_civil_war = no
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		army_experience = 10
		add_doctrine_cost_reduction = {
			name = SPR_Doc_Bonus
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Country History
Country: CIP
Component: CIP_misc
Constructs: limit, set_technology, set_research_slots, has_dlc
Source: game
File: history/countries/CIP - Central Indian Provinces.txt

Code:
# Misc for CIP
capital = 437
set_research_slots = 2
if = {
	limit = {
		NOT = {
			has_dlc = By Blood Alone
		}
	}
	set_technology = {
		early_fighter = 1
		early_bomber = 1
	}
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
	}
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		early_submarine = 1
		early_destroyer = 1
		transport = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		early_ship_hull_submarine = 1
		early_ship_hull_light = 1
		early_ship_hull_cruiser = 1
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_subjugate_the_greeks
Constructs: has_completed_focus, prerequisite, limit, has_government, has_country_flag, completion_reward, is_subject, create_wargoal
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_subjugate_the_greeks
	icon = GFX_goal_generic_attack_greece
	prerequisite = {
		focus = TUR_reclaim_the_aegean_territories TUR_befriend_the_bulgarians
	}
	x = 2
	y = 1
	cost = 10
	relative_position_id = TUR_reclaim_the_aegean_territories
	ai_will_do = {
		factor = 5
	}
	will_lead_to_war_with = GRE
	available = {
		is_subject = no
		if = {
			limit = {
				has_completed_focus = TUR_western_detente
			}
			GRE = {
				OR = {
					has_government = communism fascism
				}
			}
		}
	}
	completion_reward = {
		if = {
			limit = {
				has_country_flag = TUR_bulgaria_accepted_agreement_flag
			}
			create_wargoal = {
				target = GRE
				type = take_claimed_state
				expire = 0
			}
			BUL = {
				create_wargoal = {
					target = GRE
					type = take_claimed_state
					expire = 0
				}
			}
		}
		else = {
			create_wargoal = {
				type = puppet_wargoal_focus
				target = GRE
				expire = 0
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Event
Component: r56_raj.103
Constructs: is_triggered_only, add_stability, add_popularity, set_country_flag, clr_country_flag
Source: game
File: events/India.txt

Code:
country_event = {
	id = r56_raj.103
	title = r56_raj.103.t
	desc = r56_raj.103.d
	picture = GFX_report_event_picture_RAJ_Railway
	is_triggered_only = yes
	option = {
		name = r56_raj.103.a
		add_stability = -0.05
		add_popularity = {
			ideology = neutrality
			popularity = -0.05
		}
		set_country_flag = Railway_Expansion_Act_failed interface_disable
		clr_country_flag = Railway_Expansion_Act_init
	}
}
### Entity: Event
Component: mtg_usa_civil_war_fascists.12
Constructs: is_triggered_only, random_days
Source: game
File: events/MTG_USA.txt

Code:
unit_leader_event = {
	id = mtg_usa_civil_war_fascists.12
	title = mtg_usa_civil_war_fascists.12.t
	desc = mtg_usa_civil_war_fascists.12.desc
	is_triggered_only = yes
	option = {
		name = mtg_usa_civil_war_fascists.12.a
		hidden_effect = {
			USA = {
				country_event = {
					id = mtg_usa_civil_war_fascists.3
					days = 15
					random_days = 5
				}
			}
		}
	}
}
### Entity: Country History
Country: NAH
Component: NAH_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/NAH - Nahua.txt

Code:
# Politics & Parties for NAH
set_politics = {
	ruling_party = neutrality
	last_election = 1934.2.11
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 20
	communism = 20
	neutrality = 60
	fascism = 0
}
### Entity: Character
Component: TUN_pot
Source: game
File: common/characters/TUN.txt

Code:
TUN_pot = {
	advisor = {
		slot = political_advisor
		idea_token = TUN_pot
		allowed = {
			original_tag = TUN
		}
		traits = {
			prince_of_terror
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_arab_2
		}
	}
}
### Entity: Event
Component: wuw_GER_reichskommissariats.19
Constructs: is_triggered_only, ai_chance, limit, add_ideas, has_government, set_nationality, remove_country_leader_role, add_country_leader_role
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_reichskommissariats.19
	title = wuw_GER_reichskommissariats.19.t
	desc = wuw_GER_reichskommissariats.19.desc
	picture = GFX_report_event_german_politician_speech
	immediate = {
		hidden_effect = {
			ROOT = {
				set_nationality = {
					target_country = RKV
					character = GER_adolf_friedrich_von_mecklenburg
				}
			}
			IF = {
				limit = {
					BRA = {
						NOT = {
							AND = {
								has_government = fascism
								exists = yes
							}
						}
					}
				}
				BRA = {
					set_nationality = {
						target_country = RKV
						character = BRA_plinio_salgado
					}
				}
			}
		}
	}
	is_triggered_only = yes
	option = {
		name = wuw_GER_reichskommissariats.19.a
		ai_chance = {
			base = 85
		}
		RKV = {
			GER_adolf_friedrich_von_mecklenburg = {
				remove_country_leader_role = {
					ideology = nazism
				}
				add_country_leader_role = {
					promote_leader = yes
					country_leader = {
						ideology = nazism
						expire = 1960.1.1
						traits = {
							GER_reichskommissar_trait
						}
					}
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			add_ideas = GER_german_controlled_reichskommissariat
		}
		hidden_effect = {
			IF = {
				limit = {
					SAF = {
						NOT = {
							AND = {
								has_government = fascism
								exists = yes
							}
						}
					}
				}
				RKV = {
					set_nationality = {
						target_country = BRA
						character = BRA_plinio_salgado
					}
				}
			}
		} {
			RKV = {
				every_controlled_state = {
					set_compliance = 25
				}
			}
		}
	} {
		name = wuw_GER_reichskommissariats.19.b
		trigger = {
			BRA = {
				NOT = {
					AND = {
						has_government = fascism
						exists = yes
					}
				}
			}
		}
		ai_chance = {
			base = 15
		}
		RKV = {
			BRA_plinio_salgado = {
				remove_country_leader_role = {
					ideology = nazism
				}
				add_country_leader_role = {
					promote_leader = yes
					country_leader = {
						ideology = nazism
						expire = 1960.1.1
						traits = {
							GER_reichskommissar_trait
						}
					}
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			add_ideas = GER_local_controlled_reichskommissariat
		}
		hidden_effect = {
			RKV = {
				set_nationality = {
					target_country = GER
					character = GER_adolf_friedrich_von_mecklenburg
				}
			}
		} {
			RKV = {
				every_controlled_state = {
					set_compliance = 25
				}
		
# ... (truncated)
### Entity: Wiki Documentation
Construct: Diplomacy
Source: wiki
File: wiki/France.html

Doc:
Diplomacy[edit]
France starts outside of the Allies at the start of 1936.

Alliances[edit]
Brief overview of nation's alliances.

Decisions[edit]
Brief overview of nation's decisions.

Events[edit]
Brief overview of nation's events.
### Entity: Event
Component: SEA_PRC_border_war_events.3
Constructs: is_triggered_only, set_state_owner_to
Source: game
File: events/SEA_Communist_China.txt

Code:
country_event = {
	id = SEA_PRC_border_war_events.3
	is_triggered_only = yes
	title = SEA_PRC_border_war_events.3.t
	desc = SEA_PRC_border_war_events.3.desc
	picture = GFX_report_event_generic_destroyed_vehicles
	option = {
		name = SEA_PRC_border_war_events.1.a
		trigger = {
			original_tag = PRC
		}
		transfer_state = 615
	} {
		name = SEA_PRC_border_war_events.1.b
		trigger = {
			NOT = {
				original_tag = PRC
			}
		}
		effect_tooltip = {
			615 = {
				set_state_owner_to = PRC
			}
		}
	}
}
### Entity: AI Strategy
Component: r56_TIB_stop_china_from_falling
Constructs: has_war, has_government, has_war_with, is_in_faction_with, has_capitulated, send_lend_lease_desire, send_volunteers_desire
Source: game
File: common/ai_strategy/r56_TIB.txt

Code:
r56_TIB_stop_china_from_falling = {
	allowed = {
		original_tag = TIB
	}
	enable = {
		has_war = no
		ROOT = {
			NOT = {
				has_government = fascism
			} {
				is_in_faction_with = JAP
			} {
				has_war_with = CHI
			}
		}
		JAP = {
			has_war_with = CHI
			has_government = fascism
		}
		CHI = {
			surrender_progress = > 0.15
			has_capitulated = no
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = ignore_claim
		id = CHI
		value = 1
	} {
		type = support
		id = CHI
		value = 750
	} {
		type = befriend
		id = CHI
		value = 750
	} {
		type = send_lend_lease_desire
		id = CHI
		value = 750
	} {
		type = send_volunteers_desire
		id = CHI
		value = -100
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_technology_sharing_fascism
Constructs: prerequisite, has_war, limit, completion_reward, is_in_faction, is_in_faction_with, add_research_slot, add_tech_bonus
Source: game
File: common/national_focus/r56_congo.txt

Code:
focus = {
	id = COG_technology_sharing_fascism
	icon = GFX_goal_research_silver_cooperation
	relative_position_id = COG_italian_scientists
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = COG_italian_scientists COG_german_scientists
	}
	available = {
		has_war = yes
		is_in_faction = yes
		OR = {
			num_of_factories = > 30
			any_country = {
				is_in_faction_with = ROOT
				num_of_factories = > 30
			}
		}
	}
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				original_research_slots = < 3
			}
			add_research_slot = 1
		} {
			limit = {
				original_research_slots = > 2
			}
			add_tech_bonus = {
				name = electronics_bonus
				bonus = 1
				uses = 1
				category = electronics
			} {
				name = industrial_bonus
				bonus = 1
				uses = 1
				category = industry
			} {
				name = infantry_weapons_bonus
				bonus = 1
				uses = 1
				category = infantry_weapons artillery
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3AHeavy_tank_anti-tank.png.html

Doc:
File

File history

File usage

Metadata
No higher resolution available.
Heavy_tank_anti-tank.png &#8206;(76 × 42 pixels, file size: 5 KB, MIME type: image/png)
### Entity: Character
Component: AST_the_matriarch_pa
Constructs: stability_factor, fascism_drift
Source: game
File: common/country_leader/taog_traits.txt

Code:
AST_the_matriarch_pa = {
	random = no
	sprite = 13
	stability_factor = 0.05
	fascism_drift = 0.1
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_condemn_colonialism
Constructs: prerequisite, limit, completion_reward, is_on_continent, is_core_of, is_in_faction_with, every_other_country, random_hours
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_condemn_colonialism
	icon = GFX_goal_generic_attack_allies
	prerequisite = {
		focus = ITA_cooperatives_for_intensive_exploitation
	}
	x = 0
	y = 1
	relative_position_id = ITA_cooperatives_for_intensive_exploitation
	cost = 10
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		custom_effect_tooltip = ITA_condemn_colonialism_tt
		if = {
			limit = {
				any_other_country = {
					capital_scope = {
						NOT = {
							is_on_continent = africa
						}
					}
					any_owned_state = {
						is_on_continent = africa
						NOT = {
							is_core_of = owner
						}
					}
					NOT = {
						is_in_faction_with = ROOT
					}
				}
			}
			custom_effect_tooltip = generic_current_effects
			every_other_country = {
				limit = {
					capital_scope = {
						NOT = {
							is_on_continent = africa
						}
					}
					any_owned_state = {
						is_on_continent = africa
						NOT = {
							is_core_of = owner
						}
					}
					country_can_be_reasonable_target_of_wargoal = yes
				}
				country_event = {
					id = BBA_italy_anti_colonialism_events.20
					hours = 20
					random_hours = 8
				}
			}
		}
		hidden_effect = {
			country_event = {
				id = BBA_italy_anti_colonialism_events.21
				days = 20
			}
		}
	}
}
### Entity: Idea
Component: PRC_low_popular_support_4
Constructs: stability_factor, war_support_factor, has_dlc, removal_cost
Source: game
File: common/ideas/comchina.txt

Code:
PRC_low_popular_support_4 = {
	name = PRC_low_popular_support
	picture = prc_low_popular_support
	allowed = {
		original_tag = PRC
		NOT = {
			has_dlc = No Compromise, No Surrender
		}
	}
	removal_cost = -1
	modifier = {
		stability_factor = -0.24
		war_support_factor = -0.24
	}
}
### Entity: Character
Component: QUE_henri_gagnon
Constructs: has_government, is_country_leader
Source: game
File: common/characters/QUE.txt

Code:
QUE_henri_gagnon = {
	name = Henri Gagnon
	portraits = {
		civilian = {
			large = gfx/leaders/r56_generic/r56_portrait_generic_politician_europe_3.dds
		}
		army = {
			small = GFX_idea_europe_generic_1
		}
	}
	country_leader = {
		ideology = marxism
		expire = 1965.1.1
		id = -1
		traits = {
			devoted_communist
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = QUE_henri_gagnon
		cost = 150
		allowed = {

		}
		available = {
			has_government = communism
			is_country_leader = no
		}
		visible = {

		}
		traits = {
			trade_unionist
		}
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_central_security_bureau
Constructs: prerequisite, add_stability, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/china_communist.txt

Code:
focus = {
	id = PRC_central_security_bureau
	icon = GFX_goal_generic_political_pressure
	prerequisite = {
		focus = PRC_military_intelligence_department
	}
	x = 0
	y = 1
	relative_position_id = PRC_military_intelligence_department
	cost = 10
	ai_will_do = {
		factor = 4
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_stability = 0.1
	}
}
### Entity: Character
Component: MPL_bulus_farah
Constructs: limit, has_power_balance, add_power_balance_value
Source: game
File: common/characters/MPL.txt

Code:
MPL_bulus_farah = {
	advisor = {
		slot = political_advisor
		idea_token = MPL_bulus_farah
		allowed = {
			TAG = MPL
		}
		traits = {
			communist_revolutionary
		}
		on_add = {
			owner = {
				if = {
					limit = {
						has_power_balance = {
							id = MPL_power_balance
						}
					}
					add_power_balance_value = {
						id = MPL_power_balance
						value = -0.2
						tooltip_side = MPL_arab_side
					}
				}
			}
		}
	}
	portraits = {
		civilian = {
			small = gfx/interface/ideas/idea_south_america_generic_land_1.dds
		}
	}
	name = Bulus Farah
}
### Entity: Idea
Component: KMT_masters_of_asia
Constructs: stability_factor, production_speed_buildings_factor, removal_cost, has_non_aggression_pact_with
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_masters_of_asia = {
	removal_cost = -1
	picture = PER_unification_initiative_idea
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		NOT = {
			has_non_aggression_pact_with = CHI
		} {
			has_non_aggression_pact_with = JAP
		}
	}
	on_remove = {

	}
	modifier = {
		political_power_factor = 0.05
		stability_factor = 0.05
		production_speed_buildings_factor = 0.1
	}
	targeted_modifier = {
		tag = JAP
		trade_cost_for_target_factor = -0.3
	} {
		tag = CHI
		trade_cost_for_target_factor = -0.3
	}
}
### Entity: Event
Component: new_ger.92
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, has_government, has_country_flag, add_stability, add_political_power
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.92
	title = new_ger.92.t
	desc = new_ger.92.d
	picture = GFX_report_event_german_politician_speech
	is_triggered_only = yes
	option = {
		name = new_ger.92.a
		ai_chance = {
			base = 50
			modifier = {
				factor = 0
				strength_ratio = {
					tag = GER
					ratio = > 0.75
				}
			} {
				factor = 0.2
				strength_ratio = {
					tag = GER
					ratio = > 0.5
				}
			} {
				add = 20
				is_in_faction_with = GER
			} {
				factor = 0.05
				has_global_flag = CZE_anschluss_sabotage_flag
			} {
				factor = 2
				has_idea = AUS_july_agreement
			} {
				factor = 0
				AUS = {
					has_country_flag = protected_by_the_stresa_front_flag
				}
			} {
				factor = 0
				OR = {
					has_country_flag = AUS_west_allied AUS_italy_allied
					is_in_faction_with = ITA
				}
			}
		}
		FROM = {
			ROOT = {
				set_variable = {
					ROOT_democratic_popularity = ROOT.party_popularity_100@democratic
				} {
					ROOT_communism_popularity = ROOT.party_popularity_100@communism
				} {
					ROOT_neutrality_popularity = ROOT.party_popularity_100@neutrality
				} {
					ROOT_fascism_popularity = ROOT.party_popularity_100@fascism
				}
				clamp_variable = {
					var = ROOT_democratic_popularity
					min = 0
					max = 100
				} {
					var = ROOT_communism_popularity
					min = 0
					max = 100
				} {
					var = ROOT_neutrality_popularity
					min = 0
					max = 100
				} {
					var = ROOT_fascism_popularity
					min = 0
					max = 100
				}
				if = {
					limit = {
						has_government = democratic
					}
					set_country_flag = ROOT_is_democratic_flag
				} {
					limit = {
						has_government = neutrality
					}
					set_country_flag = ROOT_is_neutral_flag
				} {
					limit = {
						has_government = communism
					}
					set_country_flag = ROOT_is_communistic_flag
				} {
					limit = {
						has_government = fascism
					}
					set_country_flag = ROOT_is_fascist_flag
				} {
					limit = {
						has_wargoal_against = ROOT
					}
					remove_wargoal = {
						type = all
						target = ROOT
					}
				}
			} {
				hidden_effect = {
					set_popularities = {
						democratic = ROOT_democratic_popularity
						fascism = ROOT_fascism_popularity
						communism = ROOT_communism_popularity
						neutrality = ROOT_neutrality_popularity
					}
					if = {
						limit = {
							has_country_flag = ROOT_is_democratic_flag
						}
						set_politics 
# ... (truncated)
### Entity: National Focus
Tree: nor_focus
Component: NOR_broken_gun_policies
Constructs: prerequisite, add_ideas, has_government, completion_reward, cancel_if_invalid, add_popularity
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_broken_gun_policies
	icon = GFX_focus_NOR_broken_gun_policies
	prerequisite = {
		focus = NOR_continue_nygaardsvold_government
	}
	x = -1
	y = 1
	relative_position_id = NOR_continue_nygaardsvold_government
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_government = democratic
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL FOCUS_FILTER_HISTORICAL
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_ideas = {
			NOR_broken_gun_ns
		}
		add_popularity = {
			ideology = democratic
			popularity = 0.025
		}
		custom_effect_tooltip = NOR_prepare_historical_unlock_TT
	}
}
### Entity: Event
Component: BBA_ethiopia_balance_of_power_events.54
Constructs: is_triggered_only, ai_chance, limit, add_war_support, add_stability, add_political_power, is_capital, is_core_of
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_balance_of_power_events.54
	title = BBA_ethiopia_balance_of_power_events.54.t
	desc = BBA_ethiopia_balance_of_power_events.54.desc
	is_triggered_only = yes
	trigger = {
		any_owned_state = {
			is_capital = no
			is_core_of = ROOT
			state_is_fully_controlled_by_ROOT_or_subject = yes
		}
	}
	immediate = {
		hidden_effect = {
			random_owned_controlled_state = {
				limit = {
					is_core_of = ROOT
					is_capital = no
					state_is_fully_controlled_by_ROOT_or_subject = yes
				}
				set_variable = {
					ROOT.ETH_bop_state = THIS
				}
			}
		}
	}
	picture = GFX_report_event_generic_truck
	option = {
		name = BBA_ethiopia_balance_of_power_events.54.a
		ai_chance = {
			base = 10
		}
		ETH_BOP_centralization_small_effect = yes
		add_political_power = -150
		var:ROOT.ETH_bop_state = {
			custom_effect_tooltip = ETH_investments_in_state_tt
			add_to_variable = {
				ETH_state_independence = -1
			} {
				ETH_state_development_production_speed = 0.05
			} {
				ETH_state_development_local_building_slots_factor = 0.05
			}
		}
	} {
		name = BBA_ethiopia_balance_of_power_events.54.b
		ai_chance = {
			base = 10
		}
		ETH_BOP_decentralization_small_effect = yes
		add_stability = -0.05
		add_war_support = -0.05
		add_popularity = {
			ideology = ROOT
			popularity = -0.05
		}
		var:ROOT.ETH_bop_state = {
			custom_effect_tooltip = ETH_decline_in_state_tt
			add_to_variable = {
				ETH_state_independence = 1
			} {
				ETH_state_development_production_speed = -0.05
			} {
				ETH_state_development_local_building_slots_factor = -0.05
			}
		}
	} {
		name = BBA_ethiopia_balance_of_power_events.54.c
		ai_chance = {
			base = 10
		}
		ETH_BOP_decentralization_large_effect = yes
	}
}
### Entity: Idea
Component: ARM_dashnak_hunchak_split_2
Constructs: stability_factor
Source: game
File: common/ideas/armenia.txt

Code:
ARM_dashnak_hunchak_split_2 = {
	name = ARM_dashnak_hunchak_split
	picture = EST_democratic_opposition
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		stability_factor = -0.1
		political_advisor_cost_factor = 0.1
		political_power_factor = -0.05
	}
}