Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: CZE.205
Constructs: is_triggered_only, ai_chance, limit, has_country_flag, add_timed_idea, add_building_construction
Source: game
File: events/CZE_Czechoslovakia.txt

Code:
country_event = {
	id = CZE.205
	title = CZE.205.t
	desc = CZE.205.d
	picture = GFX_czke_fortification_report
	is_triggered_only = yes
	option = {
		name = CZE.205.a
		ai_chance = {
			factor = 1
		}
		if = {
			limit = {
				has_country_flag = border_fortification_west
			}
			add_timed_idea = {
				idea = CZE_rop_idea
				days = 180
			}
			custom_effect_tooltip = CZE_phase_two_s_tooltip
			hidden_effect = {
				1078 = {
					add_building_construction = {
						type = bunker
						province = 543
						level = 2
						instant_build = yes
					} {
						type = bunker
						province = 11525
						level = 2
						instant_build = yes
					} {
						type = bunker
						province = 557
						level = 2
						instant_build = yes
					}
				}
				70 = {
					add_building_construction = {
						type = bunker
						province = 9539
						level = 2
						instant_build = yes
					} {
						type = bunker
						province = 9692
						level = 2
						instant_build = yes
					}
				}
				664 = {
					add_building_construction = {
						type = bunker
						province = 6561
						level = 1
						instant_build = yes
					} {
						type = bunker
						province = 9537
						level = 2
						instant_build = yes
					} {
						type = bunker
						province = 6573
						level = 1
						instant_build = yes
					} {
						type = bunker
						province = 3565
						level = 2
						instant_build = yes
					}
				}
				country_event = {
					id = CZE.204
					days = 180
				}
			}
		} {
			limit = {
				has_country_flag = border_fortification_south
			}
			add_timed_idea = {
				idea = CZE_rop_idea
				days = 180
			}
			custom_effect_tooltip = CZE_phase_two_w_tooltip
			hidden_effect = {
				69 = {
					add_building_construction = {
						type = bunker
						province = 469
						level = 2
						instant_build = yes
					} {
						type = bunker
						province = 11432
						level = 2
						instant_build = yes
					} {
						type = bunker
						province = 3418
						level = 2
						instant_build = yes
					} {
						type = bunker
						province = 3585
						level = 2
						instant_build = yes
					} {
						type = bunker
						province = 424
						level = 2
						instant_build = yes
					} {
						type = bunker
						province = 9555
						level = 2
						instant_build = yes
					} {
						type = bunker
						province = 7857
						level = 2
						instant_build = yes
					}
				}
				1078 = {
					
# ... (truncated)
### Entity: Event
Component: wtt_germany.44
Constructs: is_triggered_only, limit, remove_ideas, set_state_name, set_province_name, every_other_country, has_character, retire_character
Source: game
File: events/WTT_Germany.txt

Code:
country_event = {
	id = wtt_germany.44
	title = wtt_germany.44.t
	desc = wtt_germany.44.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = wtt_germany.39.a
		transfer_state = 743
		743 = {
			set_state_name = Tsingtao
		}
		set_province_name = {
			id = 10000
			name = Tsingtao
		}
		JAP = {
			country_event = {
				id = wtt_germany.46
			}
		}
		CHI = {
			country_event = {
				days = 1
				id = china.2
			}
			effect_tooltip = {
				remove_ideas = german_advisors
				show_ideas_tooltip = german_advisors
			}
		}
		hidden_effect = {
			every_other_country = {
				limit = {
					has_character = CHI_alexander_von_falkenhausen
				}
				retire_character = CHI_alexander_von_falkenhausen
			}
		}
		set_global_flag = falkenhausen_recalled
	} {
		name = wtt_germany.39.b
		JAP = {
			country_event = {
				id = wtt_germany.47
			}
		}
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_fighter_training
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_to_variable
Source: game
File: common/national_focus/iraq.txt

Code:
focus = {
	id = IRQ_fighter_training
	icon = GFX_goal_generic_air_fighter
	prerequisite = {
		focus = IRQ_purchase_alternative_aricraft IRQ_purchase_british_aircraft
	}
	x = 1
	y = 1
	relative_position_id = IRQ_purchase_alternative_aricraft
	cost = 10
	ai_will_do = {
		base = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		air_experience = 15
		custom_effect_tooltip = generic_skip_one_line_tt
		IRQ_modify_air_force_modifier_version = yes
		add_to_variable = {
			IRQ_air_agility_factor = 0.1
			tooltip = air_agility_factor_tt
		} {
			IRQ_air_ace_generation_chance_factor = 0.05
			tooltip = air_ace_generation_chance_factor_tt
		} {
			IRQ_air_superiority_efficiency = 0.1
			tooltip = air_superiority_efficiency_tt
		}
	}
}
### Entity: Event
Component: r56_raj.2
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/India.txt

Code:
country_event = {
	id = r56_raj.2
	title = r56_raj.2.t
	desc = r56_raj.2.desc
	picture = GFX_report_event_picture_RAJ_Viceroys_Mansion
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = r56_raj.2.a
	}
}
### Entity: Idea
Component: DEN_fake_industrial_capability_2_ns
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/denmark.txt

Code:
DEN_fake_industrial_capability_2_ns = {
	name = DEN_industrial_capability_dynamic_modifier
	removal_cost = -1
	picture = SOV_third_five_year_plan
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	modifier = {
		custom_modifier_tooltip = DEN_industrial_research_bonus_tt
		local_resources_factor = 0.1
		consumer_goods_factor = 0.2
		line_change_production_efficiency_factor = -0.05
		industrial_capacity_factory = -0.1
		industrial_capacity_dockyard = -0.1
		equipment_conversion_speed = -0.05
	}
}
### Entity: Idea
Component: CZE_avia_improved
Constructs: has_completed_focus, research_bonus
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_avia_improved = {
	name = CZE_avia
	picture = CZE_avia
	allowed = {
		original_tag = CZE
	}
	visible = {
		has_completed_focus = CZE_continue_avia_expansion
	}
	research_bonus = {
		air_equipment = 0.25
	}
	traits = {
		light_aircraft_manufacturer_3
	}
	ai_will_do = {
		factor = 2
	}
}
### Entity: Decision
Component: CZE_the_second_fortification_program_category
Constructs: has_completed_focus, research_speed_factor, limit, has_country_flag, fire_only_once, is_good, complete_effect, has_power_balance
Source: game
File: common/decisions/CZE.txt

Code:
CZE_the_second_fortification_program_category = {
	CZE_fate_of_the_ro = {
		priority = 10
		activation = {
			always = no
		}
		days_mission_timeout = 106
		available = {
			OR = {
				has_completed_focus = CZE_the_second_fortification_program CZE_redirect_the_fortification_councils_funds
			}
		}
		icon = GFX_decision_generic_fundraising
		is_good = no
		complete_effect = {
			if = {
				limit = {
					has_power_balance = {
						id = CZE_bop_army_readiness
					}
				}
				CZE_bop_super_low_increase_effect = yes
			}
		}
		timeout_effect = {
			country_event = {
				id = MUN_czech.1028
				hours = 1
			}
		}
	}
	CZE_bop_army_bunker_maintenance = {
		icon = GFX_decision_generic_construction
		ai_will_do = {
			base = 13
		}
		allowed = {
			original_tag = CZE
		}
		available = {
			has_completed_focus = CZE_the_second_fortification_program
			has_war_with_major = no
		}
		days_remove = CZE.CZE_second_sudetenland_fortification_program_days_remove_variable_0
		days_re_enable = 180
		visible = {
			has_power_balance = {
				id = CZE_bop_army_readiness
			}
			NOT = {
				has_completed_focus = CZE_redirect_the_fortification_councils_funds
			}
			any_controlled_state = {
				any_province_building_level = {
					province = {
						all_provinces = yes
					}
					building = bunker
					level = > 0
				}
			}
		}
		modifier = {
			repair_speed_bunker_factor = 0.1
			production_speed_bunker_factor = -0.1
		}
		remove_effect = {
			CZE_bop_super_low_increase_effect = yes
		}
	}
	CZE_fortification_research = {
		icon = GFX_decision_generic_research
		ai_will_do = {
			base = 14
		}
		days_remove = 30
		fire_only_once = yes
		available = {
			custom_trigger_tooltip = {
				tooltip = CZE_fortification_research_tt
				OR = {
					has_idea = CZE_directorate_of_fortification_works_gd_idea CZE_directorate_of_fortification_works_no_gd_idea
				}
			}
			NOT = {
				has_country_flag = CZE_fortification_decision_inprogress
			}
		}
		modifier = {
			research_speed_factor = -0.05
		}
		visible = {

		}
		custom_cost_trigger = {
			command_power = > 14
		}
		custom_cost_text = decision_cost_CP_15
		complete_effect = {
			hidden_effect = {
				add_command_power = -15
			} {
				country_event = {
					id = MUN_czech.1029
					days = 30
				}
			}
			set_country_flag = CZE_fortification_decision_inprogress
		}
		remove_effect = {
			ROOT = {
				add_tech_bonus = {
					name = CZE_
# ... (truncated)
### Entity: Event
Component: iceland_events.19
Constructs: is_triggered_only, ai_chance, add_war_support
Source: game
File: events/AAT_Iceland.txt

Code:
country_event = {
	id = iceland_events.19
	title = iceland_events.19.t
	desc = iceland_events.19.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	immediate = {

	}
	option = {
		name = iceland_events.19.a
		ai_chance = {
			base = 1
		}
		add_war_support = 0.05
	}
}
### Entity: Scripted Localization
Component: defined_text
Constructs: has_state_flag
Source: game
File: common/scripted_localisation/WTT_infiltration_localisation.txt

Code:
defined_text = {
	name = GetDiscoveredInfiltration
	text = {
		trigger = {
			any_state = {
				OR = {
					state = 283 597 598 607 608 614 615 621 744 746
				}
				has_state_flag = discovered_infiltration
			}
		}
		localization_key = CHI_communist_infiltration_states
	} {
		localization_key = CHI_communist_infiltration_none
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_refuge_from_war
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_manpower
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_refuge_from_war
	icon = GFX_focus_SWE_refuge_from_war
	x = -2
	y = 0
	cost = 10
	prerequisite = {
		focus = SWE_strike_the_capitalist_beast_down
	}
	relative_position_id = SWE_socialist_reforms
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		hidden_effect = {
			SWE_calc_refugee_from_war = yes
			clamp_variable = {
				var = SWE_refugee_from_war_total_manpower_gained
				min = 0
				max = 80000
			}
			add_manpower = var:SWE_refugee_from_war_total_manpower_gained
		}
		custom_effect_tooltip = SWE_refuge_from_war_tt
	}
}
### Entity: Event
Component: generic.24
Constructs: is_triggered_only, limit, has_state_flag, give_core_to_state_flag, add_core_of, clr_state_flag, clear_global_event_target
Source: game
File: events/Generic.txt

Code:
country_event = {
	id = generic.24
	title = generic.24.t
	desc = generic.24.d
	picture = GFX_report_event_czech_soldiers_01
	is_triggered_only = yes
	option = {
		name = excellent
		THIS = {
			transfer_state = event_target:demanded_prov_target
		}
		if = {
			limit = {
				event_target:demanded_prov_target = {
					has_state_flag = give_core_to_state_flag
				}
			}
			event_target:demanded_prov_target = {
				add_core_of = THIS
				clr_state_flag = give_core_to_state_flag
			}
		}
		hidden_effect = {
			clear_global_event_target = demanded_prov_target
		}
	}
}
### Entity: Country History
Country: SVG
Component: SVG_technology
Constructs: set_technology
Source: game
File: history/countries/SVG - Saint Vincent & the Grenadines.txt

Code:
# Starting Technologies for SVG
set_technology = {
	etax_doctrine = 1
	camo = 1
	infantry_weapons = 1
	mtg_transport = 1
}
### Entity: Idea
Component: idea_RAJ_anti_japanese_war
Constructs: removal_cost
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_anti_japanese_war = {
	allowed = {
		original_tag = RAJ
	}
	picture = generic_japanese_conflict
	allowed_civil_war = {
		always = yes
	}
	cancel = {

	}
	removal_cost = -1
	modifier = {
		justify_war_goal_time = -0.35
	}
	targeted_modifier = {
		tag = JAP
		breakthrough_bonus_against = 0.1
		attack_bonus_against = 0.1
		defense_bonus_against = 0.15
	}
}
### Entity: Country History
Country: RAN
Component: RAN_technology
Constructs: set_technology
Source: game
File: history/countries/RAN - Reichskommisariat Anden.txt

Code:
# Starting Technologies for RAN
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_recon = 1
	tech_support = 1
	tech_engineers = 1
	tech_mountaineers = 1
	tech_trucks = 1
	motorised_infantry = 1
	gw_artillery = 1
	interwar_antiair = 1
	fuel_silos = 1
	synth_oil_experiments = 1
	oil_processing = 1
	fuel_refining = 1
	tech_military_police = 1
	tech_military_police2 = 1
}
### Entity: Idea
Component: CZE_reich_support
Constructs: has_government, industrial_capacity_factory, removal_cost, conscription_factor
Source: game
File: common/ideas/czechoslovakia_old.txt

Code:
CZE_reich_support = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	picture = generic_production_bonus
	modifier = {
		industrial_capacity_factory = -0.1
		conscription_factor = -0.1
		political_power_cost = 0.2
	}
}
### Entity: Character
Component: patriot_king
Constructs: stability_factor, war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
patriot_king = {
	random = no
	sprite = 13
	stability_factor = 0.05
	war_support_factor = 0.1
}
### Entity: National Focus
Tree: lie_focus
Component: LIE_five_industries_initiative
Constructs: completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/liechtenstein.txt

Code:
focus = {
	id = LIE_five_industries_initiative
	icon = GFX_goal_LIE_industry
	x = 9
	y = 0
	relative_position_id = LIE_form_the_military_budget
	cost = 5
	ai_will_do = {
		factor = 1
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_controlled_state = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_british_airports
Constructs: prerequisite, has_war_with, completion_reward, has_country_leader, random_owned_controlled_state, add_building_construction
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_british_airports
	prerequisite = {
		focus = PRU_conservative_coalition
	}
	icon = GFX_goal_fighters_uk
	x = -3
	y = 2
	relative_position_id = PRU_mediate_between_the_parties
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		OR = {
			has_country_leader = {
				character = PRU_jorge_prado_ugarteche
				ruling_only = yes
			} {
				character = PRU_manuel_villaran
				ruling_only = yes
			}
		}
		ENG = {
			exists = yes
			NOT = {
				has_war_with = PRU
			}
		}
	}
	bypass = {
		OR = {
			has_war_with = ENG
			ENG = {
				exists = no
			}
		}
	}
	completion_reward = {
		air_experience = 25
		random_owned_controlled_state = {
			prioritize = {
				303
			}
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_sea_china_medical_university
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_research_slot
Source: game
File: common/national_focus/china_communist_warlord_TSR.txt

Code:
focus = {
	id = PRC_sea_china_medical_university
	icon = GFX_focus_research
	prerequisite = {
		focus = PRC_sea_literacy_programs
	}
	x = 0
	y = 1
	relative_position_id = PRC_sea_literacy_programs
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		num_of_factories = > 34
		amount_research_slots = < 5
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: Event
Component: mtg_usa_north_american_dominion.3
Constructs: is_triggered_only, ai_chance, has_war, add_war_support, create_wargoal, puppet_wargoal_focus
Source: game
File: events/MTG_USA.txt

Code:
country_event = {
	id = mtg_usa_north_american_dominion.3
	title = mtg_usa_north_american_dominion.3.t
	desc = mtg_usa_north_american_dominion.3.desc
	picture = GFX_report_event_british_inspect_troops
	is_triggered_only = yes
	option = {
		name = mtg_usa_north_american_dominion.3.a
		ai_chance = {
			factor = 90
			modifier = {
				has_war = yes
				factor = 0
			}
		}
		create_wargoal = {
			type = puppet_wargoal_focus
			target = FROM
		}
	} {
		name = mtg_usa_north_american_dominion.3.b
		ai_chance = {
			factor = 10
		}
		add_war_support = -0.1
	}
}
### Entity: State History
Component: 929
Constructs: add_core_of
Source: game
File: history/states/929-Oulu.txt

Code:
state = {
	id = 929
	name = STATE_929
	manpower = 318000
	state_category = rural
	resources = {

	}
	history = {
		owner = FIN
		add_core_of = FIN
		victory_points = {
			158 2
		} {
			3073 1
		}
		buildings = {
			infrastructure = 1
		}
	}
	provinces = {
		7 82 120 132 158 195 3026 3073 3115 3149 3153 3156 6045 6081 6134 6179 6212 9233 11024 11041 11079 11081 11121 11132
	}
	local_supplies = 0.0
}
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/Template%3ATemplate_doc_page_transcluded.html

Doc:
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### Entity: Idea
Component: MEK_man
Source: game
File: common/ideas/mecklenburg.txt

Code:
MEK_man = {
	picture = generic_army_europe_1
	allowed = {
		original_tag = MEK
	}
	traits = {
		army_chief_maneuver_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: AI Strategy
Component: HOL_alternate_fascist_plan
Constructs: has_completed_focus, has_country_flag, has_dlc, has_game_rule
Source: game
File: common/ai_strategy_plans/HOL_alternate_strategy_plan.txt

Code:
HOL_alternate_fascist_plan = {
	name = Netherlands Fascist plan
	desc = Netherlands will become fascist and build up on the continent rather than their colonies.
	allowed = {
		original_tag = HOL
		NOT = {
			has_dlc = Thunder at Our Gates
		}
	}
	enable = {
		OR = {
			has_completed_focus = HOL_cave_to_the_germans
			has_country_flag = HOL_AI_RANDOM_FASCIST
			has_game_rule = {
				rule = HOL_ai_behavior
				option = FASCIST
			}
		}
	}
	abort = {

	}
	ai_national_focuses = {
		HOL_abandon_the_gold_standard HOL_continue_the_public_works HOL_finish_the_noordoostpolder HOL_expand_the_artillerieinrichtingen HOL_form_new_government HOL_philips_focus HOL_expand_RD_facilities HOL_overturn_military_budget_cuts HOL_prepare_the_inundation_lines HOL_protect_against_britain HOL_war_on_pacifism HOL_gateway_to_europe HOL_cave_to_the_germans HOL_volk_en_vaderland HOL_de_jeugdstorm HOL_strength_over_blood HOL_join_germany HOL_the_united_netherlands HOL_the_zuiderzee_works HOL_appoint_new_supreme_commander HOL_develop_the_randstad HOL_expand_the_ijmuiden_steel_mill HOL_fokker HOL_domestic_jet_engine_designs HOL_domestic_innovation HOL_modernize_our_infantry_equipment HOL_placate_the_japanese HOL_german_technological_exchange HOL_assume_the_naval_burden
	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Character
Component: army_chief_fanaticism
Source: game
File: common/country_leader/r56_traits.txt

Code:
army_chief_fanaticism = {
	sprite = 7
	army_core_attack_factor = 0.06
	army_claim_attack_factor = 0.06
	army_core_defence_factor = 0.04
	army_claim_defence_factor = 0.04
	minimum_training_level = -0.05
	experience_gain_army = 0.2
	command_cap_increase = 20
}
### Entity: Military Industrial Organization
Component: SAF_magazine_hill_arsenal_organization
Constructs: production_bonus, equipment_bonus
Source: game
File: common/military_industrial_organization/organizations/SAF_organization_r56.txt

Code:
SAF_magazine_hill_arsenal_organization = {
	name = SAF_magazine_hill_arsenal
	include = generic_infantry_equipment_organization
	icon = GFX_idea_generic_infantry_equipment_manufacturer_1
	allowed = {
		tag = SAF
	}
	initial_trait = {
		name = generic_mio_initial_trait_infantry_manufacturer
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
		production_bonus = {
			production_efficiency_cap_factor = 0.03
		}
		equipment_bonus = {
			soft_attack = 0.03
		}
	}
}
### Entity: National Focus
Tree: ukr_focus
Component: UKR_ukraine_has_not_yet_perished
Constructs: prerequisite, has_war, add_ideas, completion_reward, is_subject, set_rule
Source: game
File: common/national_focus/ukraine.txt

Code:
focus = {
	id = UKR_ukraine_has_not_yet_perished
	text = RUT_ukraine_has_not_yet_perished
	icon = GFX_goal_flag_ukraine2
	prerequisite = {
		focus = UKR_cult_of_action
	} {
		focus = UKR_oun_militias
	}
	relative_position_id = UKR_cult_of_action
	x = 2
	y = 1
	cost = 10
	available = {
		has_war = yes
		is_subject = no
	}
	continue_if_invalid = yes
	completion_reward = {
		add_ideas = ideological_fanaticism_focus
		set_rule = {
			can_create_factions = yes
		}
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Modifier Reference
Component: CZE_tesinko_polish_state_modifier
Constructs: remove_trigger
Source: game
File: common/dynamic_modifiers/mun_dynamic_modifiers.txt

Code:
CZE_tesinko_polish_state_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_CZE_polish_separatism
	local_manpower = -0.25
	local_building_slots_factor = -0.5
	remove_trigger = {
		ROOT = {
			NOT = {
				OWNER = {
					original_tag = CZE
				}
			}
		}
	}
}
### Entity: Event
Component: CHL_political_events.59
Constructs: is_triggered_only, ai_chance, add_war_support, add_stability, fire_only_once, set_country_flag
Source: game
File: events/TOA_Chile.txt

Code:
country_event = {
	id = CHL_political_events.59
	title = CHL_political_events.59.t
	desc = CHL_political_events.59.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = CHL_political_events.59.a
		ai_chance = {
			base = 100
		}
		954 = {
			transfer_state_to = ROOT
		}
		FROM = {
			add_war_support = -0.05
		}
		add_stability = 0.05
		army_experience = 25
		set_country_flag = arg_has_accepted_chl_demands_flag
	}
}
### Entity: Idea
Component: AFG_socialist_welfare_idea
Constructs: stability_factor, has_government, removal_cost, communism_drift
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
AFG_socialist_welfare_idea = {
	picture = MON_sheltering_refugees
	allowed = {
		original_tag = AFG
	}
	allowed_civil_war = {
		always = no
	}
	cancel = {
		NOT = {
			has_government = communism
		}
	}
	removal_cost = -1
	modifier = {
		stability_weekly = 0.001
		communism_drift = 0.05
		stability_factor = 0.05
		consumer_goods_factor = 0.1
	}
}
### Entity: State History
Component: 951
Constructs: add_core_of, add_claim_by
Source: game
File: history/states/951-South Ossetia.txt

Code:
state = {
	id = 951
	name = South Ossetia
	provinces = {
		1530
	}
	history = {
		owner = SOO
		victory_points = {
			1530 1
		}
		buildings = {
			infrastructure = 2
			arms_factory = 1
			industrial_complex = 1
		}
		add_core_of = GEO SOO
		add_claim_by = SOV
	}
	manpower = 222000
	state_category = rural
	buildings_max_level_factor = 1.0
}
### Entity: Idea
Component: CHL_via_trans_radio
Constructs: has_completed_focus, research_speed_factor, has_dlc, research_bonus
Source: game
File: common/ideas/chile.txt

Code:
CHL_via_trans_radio = {
	picture = CHL_vtr
	allowed = {
		original_tag = CHL
		has_dlc = Trial of Allegiance
	}
	available = {
		has_completed_focus = CHL_advancements_in_telecommunications
	}
	visible = {

	}
	research_bonus = {
		electronics = 0.05
	}
	traits = {
		electronics_developer
	}
	modifier = {
		research_speed_factor = 0.05
	}
}