Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_MIN_light_armor_2
Constructs: is_major
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_MIN_light_armor_2 = {
	enable = {
		is_major = yes
		num_of_military_factories = > 150
		EAI_LARM_equipment_production = yes
	}
	abort = {
		NOT = {
			AND = {
				is_major = yes
				num_of_military_factories = > 140
				EAI_LARM_equipment_production = yes
			}
		}
	}
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = light_tank_chassis
		value = 4
	}
}
### Entity: Event
Component: DOD_romania.10
Constructs: is_triggered_only, ai_chance, add_ai_strategy
Source: game
File: events/DOD_Romania.txt

Code:
country_event = {
	id = DOD_romania.10
	title = DOD_romania.10.t
	desc = DOD_romania.10.desc
	picture = GFX_report_event_generic_conference
	is_triggered_only = yes
	option = {
		name = DOD_romania.10.a
		ai_chance = {
			factor = 70
			modifier = {
				threat = > 0.3
				add = 30
			}
		}
		ROM = {
			country_event = DOD_romania.11
		}
		add_ai_strategy = {
			type = alliance
			id = ROM
			value = 200
		}
	} {
		name = DOD_romania.10.b
		ai_chance = {
			factor = 30
			modifier = {
				threat = > 0.5
				factor = 0
			}
		}
		ROM = {
			country_event = DOD_romania.12
		}
	}
}
### Entity: National Focus
Tree: lie_focus
Component: LIE_neo_okhrana
Constructs: prerequisite, limit, add_ideas, add_war_support, add_stability, completion_reward, has_dlc, has_intelligence_agency
Source: game
File: common/national_focus/liechtenstein.txt

Code:
focus = {
	id = LIE_neo_okhrana
	text = SOV_reinstitute_okhrana
	icon = GFX_goal_generic_secret_police_2
	prerequisite = {
		focus = LIE_militaristic_society
	} {
		focus = LIE_the_white_arsenal
	}
	relative_position_id = LIE_militaristic_society
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				has_dlc = La Resistance
			}
			if = {
				limit = {
					NOT = {
						has_intelligence_agency = yes
					}
				}
				custom_effect_tooltip = SOV_okhrana_focus_tt
				hidden_effect = {
					create_intelligence_agency = {
						name = Okhrana
						icon = GFX_intelligence_agency_logo_rus
					}
				}
			}
			add_ideas = SOV_russia_okhrana_idea
			custom_effect_tooltip = generic_skip_one_line_tt
			upgrade_intelligence_agency = upgrade_passive_defense upgrade_army_department
		} {
			limit = {
				NOT = {
					has_dlc = La Resistance
				}
			}
			add_stability = 0.05
			add_war_support = 0.05
			add_manpower = 50000
			custom_effect_tooltip = generic_skip_one_line_tt
			add_tech_bonus = {
				name = mp_tech_bonus_name
				bonus = 1
				uses = 2
				category = military_police_tech
			}
		}
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_strengthen_northern_industry
Constructs: prerequisite, limit, completion_reward, has_full_control_of_state, add_extra_state_shared_building_slots, add_building_construction, random_core_state, is_controlled_by
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_strengthen_northern_industry
	icon = GFX_focus_ITA_northern_industry
	prerequisite = {
		focus = ITA_industria_della_gomma_sintetica
	}
	mutually_exclusive = {
		focus = ITA_modernize_the_mezzogiorno
	}
	x = -1
	y = 1
	relative_position_id = ITA_industria_della_gomma_sintetica
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		if = {
			limit = {
				has_full_control_of_state = 158
				158 = {
					free_building_slots = {
						building = industrial_complex
						size = > 0
						include_locked = yes
					}
				}
			}
			158 = {
				add_extra_state_shared_building_slots = 3
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		} {
			limit = {
				has_full_control_of_state = 159
				159 = {
					free_building_slots = {
						building = arms_factory
						size = > 0
						include_locked = yes
					}
				}
			}
			159 = {
				add_extra_state_shared_building_slots = 3
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			}
		} {
			limit = {
				has_full_control_of_state = 161
				161 = {
					free_building_slots = {
						building = industrial_complex
						size = > 0
						include_locked = yes
					}
				}
			}
			161 = {
				add_extra_state_shared_building_slots = 3
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		} {
			limit = {
				has_full_control_of_state = 160
				160 = {
					free_building_slots = {
						building = dockyard
						size = > 0
						include_locked = yes
					}
				}
			}
			160 = {
				add_extra_state_shared_building_slots = 3
				add_building_construction = {
					type = dockyard
					level = 1
					instant_build = yes
				}
			}
		}
		else = {
			random_core_state = {
				limit = {
					is_controlled_by = ROOT
					free_building_slots = {
						building = industrial_complex
						size = > 0
						include_locked = yes
					}
				}
				prioritize = {
					736 852
				}
				add_extra_state_shared_building_slots = 3
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		} {
			random_core_state = {
				limit = {
					is_controlled_by = ROOT
					free_building_slots = {
						building = arms_factory
						size = > 0
						in
# ... (truncated)
### Entity: Event
Component: poland.178
Constructs: is_triggered_only
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland.178
	title = poland.178.t
	desc = poland.178.d
	picture = GFX_report_event_polish_socialist_action
	is_triggered_only = yes
	option = {
		name = poland.178.a
	}
}
### Entity: Idea
Component: AFG_curtail_anti_democratic_sentiments
Constructs: has_government, democratic_drift
Source: game
File: common/ideas/afghanistan.txt

Code:
AFG_curtail_anti_democratic_sentiments = {
	picture = generic_democratic_drift_bonus
	allowed = {
		original_tag = AFG
		has_government = democratic
	}
	modifier = {
		democratic_drift = 0.1
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_restart_naval_gun_production
Constructs: prerequisite, limit, completion_reward, is_controlled_by, add_to_variable, has_dlc, add_tech_bonus, add_breakthrough_progress
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_restart_naval_gun_production
	icon = GFX_focus_generic_battleship_guns
	prerequisite = {
		focus = CZE_continue_armed_force_reform
	}
	cost = 5
	relative_position_id = CZE_continue_armed_force_reform
	x = 16
	y = 1
	available = {
		any_core_state = {
			is_controlled_by = ROOT
		}
	}
	completion_reward = {
		custom_effect_tooltip = CZE_restart_naval_gun_production_tt generic_skip_one_line_tt CZE_modify_skoda_works_ns_intro_tt generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt available_chief_of_navy
		add_to_variable = {
			CZE_skoda_works_dynamic_modifier_industrial_capacity_dockyard = 0.1
			tooltip = industrial_capacity_dockyard_tt
		}
		if = {
			limit = {
				has_dlc = Man the Guns
			}
			add_tech_bonus = {
				name = CZE_restart_naval_gun_production
				bonus = 0.25
				uses = 1
				category = naval_equipment
			} {
				name = CZE_restart_naval_gun_production
				bonus = 0.5
				uses = 1
				category = naval_artillery
			}
		}
		else = {
			add_tech_bonus = {
				name = CZE_restart_naval_gun_production
				bonus = 0.25
				uses = 2
				category = naval_equipment
			}
		}
		add_breakthrough_progress = {
			specialization = specialization_naval
			value = 0.25
		}
		show_ideas_tooltip = CZE_frantisek_placak
		hidden_effect = {
			set_country_flag = CZE_unlock_skoda_naval_focus
			set_variable = {
				skoda_plane_x = 148
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_CHARACTER FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: mongol.57
Constructs: is_triggered_only, limit, fire_only_once, add_political_power, is_subject_of, set_autonomy
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol.57
	title = mongol.57.t
	desc = mongol.57.d
	picture = GFX_report_event_SOV_demands
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = mongol.56.a
		add_political_power = 150
		if = {
			limit = {
				is_subject_of = SOV
			}
			SOV = {
				set_autonomy = {
					target = MON
					autonomy_state = autonomy_free
				}
			}
		}
	}
}
### Entity: Character
Component: ZAM_acas
Source: game
File: common/characters/ZAM.txt

Code:
ZAM_acas = {
	advisor = {
		slot = high_command
		idea_token = ZAM_acas
		ledger = air
		allowed = {
			original_tag = ZAM
		}
		traits = {
			air_close_air_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_2
		}
	}
}
### Entity: National Focus
Tree: pak_focus
Component: PAK_Expand_Industrial_Complexes
Constructs: prerequisite, limit, completion_reward, random_owned_state, is_in_home_area, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/pakistan.txt

Code:
focus = {
	id = PAK_Expand_Industrial_Complexes
	icon = GFX_goal_generic_construct_civ_factory
	cost = 10
	prerequisite = {
		focus = PAK_Expand_the_Cities
	}
	x = 24
	y = 2
	ai_will_do = {
		factor = 20
	}
	completion_reward = {
		random_owned_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
				is_in_home_area = yes
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
				is_in_home_area = yes
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Modding Documentation
Construct: Objectives
Source: vanilla_docs
File: common/ai_navy/_documentation.md

Doc:
### Objectives

An objective is the application of a goal to a specific target.

Some examples:
* Supporting the naval invasion **on Iwo Jima** (i.e. a specific invasion)
* Protecting our trade route **with France** (i.e. a specific trade route)
* Establishing naval dominance **in the Mediterranean** (i.e. a specific region)
### Entity: National Focus
Tree: arg_focus
Component: ARG_communist_secret_police
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, has_dlc, has_intelligence_agency, has_done_agency_upgrade
Source: game
File: common/national_focus/r56_argentina.txt

Code:
focus = {
	id = ARG_communist_secret_police
	text = POR_communist_secret_police
	icon = GFX_focus_SOV_military_purge
	cost = 10
	prerequisite = {
		focus = ARG_political_correctness
	}
	available = {
		has_government = communism
	}
	relative_position_id = ARG_political_correctness
	x = 3
	y = 1
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = La Resistance
				has_intelligence_agency = yes
				NOT = {
					has_done_agency_upgrade = upgrade_interrogation_techniques
				}
			}
			upgrade_intelligence_agency = upgrade_interrogation_techniques
		} {
			limit = {
				NOT = {
					has_idea = r56i_laws_security_balanced r56i_laws_security_rights r56i_laws_security_order
				}
			}
			custom_effect_tooltip = EFFECT_CHANGE_LAW_r56i_laws_social
			show_ideas_tooltip = r56i_laws_security_order
			hidden_effect = {
				add_ideas = r56i_laws_security_order
			}
		}
		else_if = {
			limit = {
				has_dlc = La Resistance
				NOT = {
					has_intelligence_agency = yes
				}
			}
			create_intelligence_agency = yes
		}
		add_tech_bonus = {
			name = mp_tech_bonus_name
			bonus = 1
			uses = 2
			category = military_police_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_ESPIONAGE
	}
}
### Entity: Military Industrial Organization
Component: BRA_cfsp_organization
Constructs: has_completed_focus, equipment_bonus, maximum_speed
Source: game
File: common/military_industrial_organization/organizations/r56_BRA_organization.txt

Code:
BRA_cfsp_organization = {
	name = bra_tank_designer
	include = generic_infantry_tank_organization
	icon = GFX_idea_cfsp
	allowed = {
		original_TAG = BRA
	}
	available = {
		OWNER = {
			OR = {
				has_completed_focus = SMB_domestic_production SMB_foreign_designs BRA_R56_analyze_the_paulista_war
			}
		}
	}
	initial_trait = {
		name = generic_mio_initial_trait_infantry_tanks_designer
		limit_to_equipment_type = {
			armor
		}
		equipment_bonus = {
			armor_value = 0.05
			maximum_speed = -0.05
		}
	}
}
### Entity: Event
Component: palestine.17
Constructs: is_triggered_only, ai_chance, add_stability, create_wargoal, annex_everything
Source: game
File: events/Palestine.txt

Code:
country_event = {
	id = palestine.17
	picture = GFX_report_event_generic_battle
	title = palestine.17.t
	desc = palestine.17.d
	is_triggered_only = yes
	option = {
		name = palestine.17.a
		ai_chance = {
			base = 50
		}
		add_stability = -0.1
	} {
		name = palestine.17.b
		ai_chance = {
			base = 50
		}
		PAL = {
			create_wargoal = {
				type = annex_everything
				target = 554
				 = .controller
			}
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_two_peoples_one_heritage
Constructs: prerequisite, has_war_with, add_stability, add_opinion_modifier, completion_reward, add_political_power, allow_branch, is_subject
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_two_peoples_one_heritage
	icon = GFX_focus_SWE_refuge_from_war
	x = -2
	y = 1
	cost = 8
	allow_branch = {
		always = no
	}
	prerequisite = {
		focus = AFG_crisis_over_the_durand
	}
	relative_position_id = AFG_crisis_over_the_durand
	mutually_exclusive = {
		focus = AFG_two_sides_one_people
	}
	available = {
		is_subject = no
		PAK = {
			is_neighbor_of = AFG
			NOT = {
				has_war_with = AFG
			}
		}
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_political_power = 35
		add_stability = 0.05
		PAK = {
			add_opinion_modifier = {
				target = ROOT
				modifier = small_increase
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Character
Component: r56w_trait_minister_tai
Source: game
File: common/country_leader/r56_WHY_characters_traits.txt

Code:
r56w_trait_minister_tai = {
	random = no
	sprite = 5
	army_bonus_air_superiority_factor = 0.66
}
### Entity: Scripted Trigger
Component: GER_is_additional_RAR_turkey_state
Source: game
File: common/scripted_triggers/GER_scripted_triggers.txt

Code:
GER_is_additional_RAR_turkey_state = {
	OR = {
		state = 344 350 352 348 353 800 354 349 355 798 356 345 346 49 347 343 339 342
	}
}
### Entity: National Focus
Tree: ice_focus
Component: ICE_a_profesional_army
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/iceland.txt

Code:
focus = {
	id = ICE_a_profesional_army
	icon = GFX_focus_generic_full_social_mobilization
	prerequisite = {
		focus = ICE_support_equipment
	}
	x = -1
	y = 1
	relative_position_id = ICE_support_equipment
	cost = 10
	available = {

	}
	mutually_exclusive = {
		focus = ICE_enact_conscription
	}
	search_filters = {

	}
	completion_reward = {
		add_ideas = ICE_professional_army_idea
	}
}
### Entity: Shared Focus
Tree: pla_focus
Component: PLA_develop_mining
Constructs: shared_focus, prerequisite, add_ideas, completion_reward, has_idea
Source: game
File: common/national_focus/r56_platine_shared.txt

Code:
shared_focus = {
	id = PLA_develop_mining
	icon = GFX_goal_generic_construct_civilian
	cost = 10
	prerequisite = {
		focus = PLA_platine_unification
	}
	relative_position_id = PLA_platine_unification
	x = 0
	y = 1
	ai_will_do = {
		factor = 10
	}
	text_icon = NORDIC_focus_style
	available = {
		NOT = {
			has_idea = generic_recent_economic_unification
		}
	}
	bypass = {
		has_idea = YUG_idea_expanded_mining_industry
	}
	completion_reward = {
		add_ideas = YUG_idea_expanded_mining_industry
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_form_the_israeli_navy
Constructs: add_equipment_to_stockpile, prerequisite, limit, has_country_flag, completion_reward, is_coastal, is_controlled_by, complete_tooltip
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_form_the_israeli_navy
	icon = GFX_goal_ISR_navy
	relative_position_id = ISR_win
	x = 0
	y = 1
	prerequisite = {
		focus = ISR_win ISR_ad_halom
	}
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 2
	}
	available = {
		any_state = {
			is_coastal = yes
			is_controlled_by = ROOT
		}
	}
	complete_tooltip = {
		navy_experience = 25
		add_extra_state_shared_building_slots = 2
		add_building_construction = {
			type = dockyard
			level = 2
			instant_build = yes
		}
	}
	completion_reward = {
		navy_experience = 25
		if = {
			limit = {
				NOT = {
					any_owned_state = {
						dockyard = > 0
						free_building_slots = {
							building = dockyard
							size = > 1
							include_locked = yes
						}
					}
				}
				any_owned_state = {
					is_coastal = yes
				}
			}
			random_owned_controlled_state = {
				limit = {
					is_coastal = yes
					is_core_of = ISR
					free_building_slots = {
						building = dockyard
						size = > 2
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = dockyard
					level = 2
					instant_build = yes
				}
			}
			set_country_flag = naval_effort_built
		} {
			limit = {
				NOT = {
					has_country_flag = naval_effort_built
				}
				any_owned_state = {
					dockyard = > 0
					free_building_slots = {
						building = dockyard
						size = > 2
						include_locked = yes
					}
				}
			}
			random_owned_controlled_state = {
				limit = {
					dockyard = > 0
					is_core_of = ISR
					free_building_slots = {
						building = dockyard
						size = > 2
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 3
				add_building_construction = {
					type = dockyard
					level = 3
					instant_build = yes
				}
			}
			set_country_flag = naval_effort_built
		} {
			limit = {
				NOT = {
					has_country_flag = naval_effort_built
				} {
					any_owned_state = {
						free_building_slots = {
							building = dockyard
							size = > 2
							include_locked = yes
						}
					}
				}
			}
			random_state = {
				limit = {
					controller = {
						tag = ROOT
					}
					free_building_slots = {
						building = dockyard
						size = > 2
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 3
				add_building_construction = {
					type = dockyard
					level = 3
			
# ... (truncated)
### Entity: National Focus
Tree: tib_focus
Component: TIB_crush_the_warlords
Constructs: prerequisite, limit, every_country, has_war_with, add_war_support, completion_reward, is_subject, has_army_manpower
Source: game
File: common/national_focus/tibet.txt

Code:
focus = {
	id = TIB_crush_the_warlords
	icon = GFX_goal_CHI_defeat_the_warlords
	prerequisite = {
		focus = TIB_unite_the_himalayas TIB_invite_foreign_advisors
	}
	relative_position_id = TIB_unite_the_himalayas
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 3
	}
	available = {
		is_subject = no
		has_army_manpower = {
			size = > 149999
		}
		any_country = {
			exists = yes
			NOT = {
				is_ally_with = ROOT
				has_war_with = ROOT
			}
			OR = {
				original_tag = KHM SIK XSM GXC SHX SIC XIC GDC HBC SND YUN PRC
			}
		}
	}
	will_lead_to_war_with = KHM SIK XSM PRC GXC SHX SIC XIC GDC HBC SND YUN
	completion_reward = {
		add_war_support = 0.05
		every_country = {
			limit = {
				OR = {
					original_tag = KHM SIK XSM PRC GXC SHX SIC XIC GDC HBC SND YUN
				}
				exists = yes
				NOT = {
					is_ally_with = ROOT
					has_war_with = ROOT
				}
			}
			ROOT = {
				create_wargoal = {
					target = PREV
					type = topple_government
					expire = 0
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Idea
Component: HOL_shared_intelligence_ger_fra
Constructs: removal_cost
Source: game
File: common/ideas/netherlands.txt

Code:
HOL_shared_intelligence_ger_fra = {
	name = HOL_shared_intelligence_ger
	picture = SOV_scientist_defect
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	targeted_modifier = {
		tag = FRA
		attack_bonus_against = 0.05
		defense_bonus_against = 0.1
	}
}
### Entity: National Focus
Tree: rut_focus
Component: RUT_engineer_effort
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/ruthenia.txt

Code:
focus = {
	id = RUT_engineer_effort
	icon = GFX_goal_generic_position_armies
	prerequisite = {
		focus = RUT_mountain_brigades
	}
	mutually_exclusive = {
		focus = RUT_recon_companies
	}
	x = -2
	y = 2
	relative_position_id = RUT_carpathian_sich
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = RUT_engineer_effort
			bonus = 3
			uses = 1
			category = engineers_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: fleet_in_being_academy_spirit
Constructs: has_naval_academy, has_doctrine, has_dlc
Source: game
File: common/ideas/navy_spirits.txt

Code:
fleet_in_being_academy_spirit = {
	ledger = navy
	available = {
		AND = {
			has_naval_academy = yes
			has_doctrine = new_fleet_in_being
		}
	}
	modifier = {
		custom_modifier_tooltip = fleet_in_being_academy_spirit_tt
		trait_ironside_xp_gain_factor = 0.2
		trait_superior_tactician_xp_gain_factor = 0.2
	}
	ai_will_do = {
		factor = 1.5
		modifier = {
			factor = 0
			NOT = {
				has_dlc = No Step Back
			}
		} {
			factor = 2
			has_doctrine = new_fleet_in_being
		}
	}
}
### Entity: Event
Component: rt56.romania.5
Constructs: is_triggered_only, give_resource_rights, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, add_tech_bonus
Source: game
File: events/r56_romania.txt

Code:
country_event = {
	id = rt56.romania.5
	title = rt56.romania.5.t
	desc = rt56.romania.5.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = rt56.romania.5.a
		ROM = {
			give_resource_rights = {
				receiver = GER
				state = 46
			}
			random_owned_controlled_state = {
				prioritize = {
					46
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			} {
				prioritize = {
					81
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
			add_tech_bonus = {
				name = ROM_the_german_four_year_plan
				bonus = 0.5
				uses = 1
				category = construction_tech
			} {
				name = ROM_the_german_four_year_plan
				bonus = 0.5
				uses = 1
				category = synth_resources
			}
		}
	}
}