Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: finland.5
Constructs: is_triggered_only, add_manpower, send_equipment
Source: game
File: events/Finland.txt

Code:
country_event = {
	id = finland.5
	title = finland.5.t
	desc = finland.5.d
	picture = GFX_report_event_swedish_soldier
	is_triggered_only = yes
	option = {
		name = finland.5.a
		add_manpower = 8402
		effect_tooltip = {
			SWE = {
				add_manpower = -8402
				send_equipment = {
					target = FIN
					type = infantry_equipment
					amount = 500
				} {
					target = FIN
					type = artillery_equipment
					amount = 250
				}
			}
		}
	}
}
### Entity: Technology
Component: elite_rangers_doctrine
Constructs: force_use_small_tech_layout, research_cost
Source: game
File: common/technologies/special_forces_doctrine.txt

Code:
technology = {
	xp_research_type = army
	xp_unlock_cost = 60
	force_use_small_tech_layout = yes
	ranger_battalion = {
		max_organisation = 10
		soft_attack = 0.1
		breakthrough = 0.1
	}
	rangers_special_forces_contribution_factor = -0.1
	xor = {
		rangers_backbone_doctrine
	}
	categories = {
		special_forces_doctrine cat_rangers_doctrine
	}
	doctrine = yes
	research_cost = 2.25
	folder = {
		name = special_forces_doctrine_folder
		position = {
			x = -1
			y = 10
		}
	}
}
### Entity: Event
Component: r56_afghanistan.74
Constructs: is_triggered_only
Source: game
File: events/r56_afghanistan.txt

Code:
country_event = {
	id = r56_afghanistan.74
	title = r56_afghanistan.74.t
	desc = r56_afghanistan.74.d
	picture = GFX_report_event_AFG_raj_border
	is_triggered_only = yes
	option = {
		name = r56_afghanistan.74.a
	}
}
### Entity: Event
Component: NSB_soviet_foreign_politics_events.279
Constructs: is_triggered_only, ai_chance, limit, add_opinion_modifier, send_equipment, add_extra_state_shared_building_slots, add_building_construction, has_full_control_of_state
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_foreign_politics_events.279
	title = NSB_soviet_foreign_politics_events.279.t
	desc = NSB_soviet_foreign_politics_events.279.desc
	picture = GFX_report_event_SOV_purge_aircraft_2
	is_triggered_only = yes
	option = {
		name = NSB_soviet_foreign_politics_events.279.a
		ai_chance = {
			base = 1
		}
		effect_tooltip = {
			add_opinion_modifier = {
				target = FROM
				modifier = SOV_complied_with_our_demands
			}
			custom_effect_tooltip = SOV_sinikiang_influence_cg_tt_sov SOV_sinkiang_when_project_finishes_tt
			send_equipment = {
				type = small_plane_airframe
				amount = 40
				target = SIK
			} {
				type = infantry_equipment
				amount = 500
				target = SIK
			}
			617 = {
				if = {
					limit = {
						free_building_slots = {
							building = arms_factory
							size = > 0
							include_locked = yes
						}
					}
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
						type = arms_factory
						level = 1
						instant_build = yes
					}
				}
			}
			759 = {
				if = {
					limit = {
						infrastructure = < 5
					}
					add_building_construction = {
						type = infrastructure
						level = 1
						instant_build = yes
					}
				} {
					limit = {
						air_base = < 9
					}
					add_building_construction = {
						type = air_base
						level = 2
						instant_build = yes
					}
				}
				else_if = {
					limit = {
						air_base = < 10
					}
					add_building_construction = {
						type = air_base
						level = 1
						instant_build = yes
					}
				}
				add_building_construction = {
					type = bunker
					level = 1
					province = {
						id = 10315 2074 1698 4947
					}
					instant_build = yes
				}
			}
			if = {
				limit = {
					SIK = {
						has_full_control_of_state = 760
					}
				}
				760 = {
					add_building_construction = {
						type = bunker
						level = 1
						province = {
							id = 1838 4843
						}
						instant_build = yes
					}
				}
			}
			SIK = {
				add_tech_bonus = {
					name = NSB_soviet_foreign_politics_events.278.t
					bonus = 1
					uses = 2
					category = air_equipment
				}
				air_experience = 50
				army_experience = 50
			}
		}
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_anbo_viii
Constructs: prerequisite, limit, completion_reward, has_dlc, add_tech_bonus, fighter_bonus, has_tech
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_anbo_viii
	icon = GFX_goal_generic_occupy_start_war
	prerequisite = {
		focus = LIT_modernize_planes
	}
	x = 0
	y = 1
	relative_position_id = LIT_modernize_planes
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				has_dlc = By Blood Alone
			}
			add_tech_bonus = {
				name = fighter_bonus
				bonus = 3
				uses = 1
				category = light_air
			}
		}
		else = {
			if = {
				limit = {
					has_tech = CAS2
				}
				add_tech_bonus = {
					name = LIT_anbo_viii
					bonus = 1
					uses = 1
					category = cas_bomber
				}
			} {
				limit = {
					has_tech = fighter1
				}
				add_tech_bonus = {
					name = LIT_anbo_viii
					bonus = 3
					uses = 1
					technology = CAS2
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Country History
Country: YUC
Component: YUC_misc
Constructs: limit, set_technology, has_dlc, create_equipment_variant
Source: game
File: history/countries/YUC - Yucatan.txt

Code:
# Misc for YUC
capital = 474
IF = {
	limit = {
		has_dlc = By Blood Alone
	}
	ELSE = {
		set_technology = {
			early_fighter = 1
			cv_early_fighter = 1
		}
	}
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		early_destroyer = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		basic_naval_mines = 1
		early_ship_hull_light = 1
		basic_ship_hull_light = 1
		basic_battery = 1
		basic_torpedo = 1
		basic_depth_charges = 1
	}
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	create_equipment_variant = {
		name = Antioquia Class
		type = ship_hull_light_1
		name_group = COL_DD_HISTORICAL
		parent_version = 0
		modules = {
			fixed_ship_battery_slot = ship_light_battery_2
			fixed_ship_anti_air_slot = ship_anti_air_1
			fixed_ship_fire_control_system_slot = ship_fire_control_system_0
			fixed_ship_radar_slot = empty
			fixed_ship_engine_slot = light_ship_engine_2
			fixed_ship_torpedo_slot = ship_torpedo_1
			mid_1_custom_slot = ship_mine_layer_1
			rear_1_custom_slot = ship_depth_charge_1
		}
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_reform_the_army
Constructs: completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_iraq.txt

Code:
focus = {
	id = IRQ_reform_the_army
	icon = GFX_focus_IRQ_royal_iraqi_army
	x = 9
	y = 0
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available_if_capitulated = yes
	completion_reward = {
		army_experience = 10
		add_doctrine_cost_reduction = {
			name = IRQ_reform_the_army
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Scripted Effect
Component: EAI_PR_STRATEGIES_trucks
Constructs: limit, set_temp_variable
Source: game
File: common/scripted_effects/EAI_RESEARCH_PRIORITY_TREE_infantry.txt

Code:
EAI_PR_STRATEGIES_trucks = {
	if = {
		limit = {
			always = yes
		}
		set_temp_variable = {
			prio_cat = @PR_trucks
		}
		if = {
			limit = {
				set_temp_variable = {
					_prio_tech = token:tech_trucks
				} {
					_prio_val = prio_cat
				}
				date = > 1937.1.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		}
	}
}
### Entity: Character
Component: IRQ_taha_al_ahmani
Constructs: has_dlc
Source: game
File: common/characters/IRQ.txt

Code:
IRQ_taha_al_ahmani = {
	name = IRQ_taha_al_ahmani
	portraits = {
		army = {
			small = GFX_idea_generic_navy_arab_2
		}
	}
	advisor = {
		allowed = {
			NOT = {
				has_dlc = Graveyard of Empires
			}
			original_tag = IRQ
		}
		slot = high_command
		idea_token = IRQ_taha_al_ahmani
		ledger = navy
		traits = {
			navy_naval_air_defense_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Idea
Component: ROM_national_christian_party_in_power
Constructs: removal_cost
Source: game
File: common/ideas/romania.txt

Code:
ROM_national_christian_party_in_power = {
	picture = generic_production_bonus
	removal_cost = -1
	allowed = {
		original_tag = ROM
	}
	allowed_civil_war = {

	}
	modifier = {
		consumer_goods_factor = -0.15
	}
}
### Entity: Idea
Component: YUG_fighter_production_diverted
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/yugoslavia.txt

Code:
YUG_fighter_production_diverted = {
	picture = generic_fighter_production_diverted
	allowed = {
		original_tag = YUG
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {

	}
	equipment_bonus = {
		small_plane_airframe = {
			build_cost_ic = 0.1
			instant = yes
		}
	}
}
### Entity: National Focus
Component: bra_strike_dem_focus
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, add_political_power, every_other_country, is_on_continent
Source: game
File: common/national_focus/r56_brazil.txt

Code:
focus = {
	id = bra_strike_dem_focus
	icon = GFX_goal_generic_territory_or_war
	prerequisite = {
		focus = bra_sem_eixo bra_eixo
	}
	available = {
		has_government = fascism
	}
	relative_position_id = bra_eixo
	x = 1
	y = 1
	cost = 5
	completion_reward = {
		add_political_power = 50
		every_other_country = {
			limit = {
				capital_scope = {
					is_on_continent = south_america
				}
				NOT = {
					has_war_with = ROOT
				}
			}
			add_timed_idea = {
				idea = nationalism
				days = 365
			}
		}
		hidden_effect = {
			MEX = {
				add_popularity = {
					ideology = fascism
					popularity = 0.05
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Character
Component: GNA_aa2
Source: game
File: common/characters/GNA.txt

Code:
GNA_aa2 = {
	advisor = {
		slot = high_command
		idea_token = GNA_aa2
		ledger = army
		allowed = {
			original_tag = GNA
		}
		traits = {
			army_armored_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_2
		}
	}
}
### Entity: Character
Component: r56w_trait_leader_sounds_like_batman
Source: game
File: common/country_leader/r56_WHY_characters_traits.txt

Code:
r56w_trait_leader_sounds_like_batman = {
	random = no
	resistance_damage_to_garrison = -0.99
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/VEN_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 1
	}
	location = 8113
	division_template = División de Infanteria
	start_experience_factor = 0.1
	start_equipment_factor = 0.3
}
### Entity: Event
Component: egypt.27
Constructs: is_triggered_only, ai_chance, fire_only_once, add_political_power
Source: game
File: events/egypt.txt

Code:
country_event = {
	id = egypt.27
	picture = GFX_report_event_EGY_anglo_egyptian_conference_3
	title = egypt.27.t
	desc = egypt.27.d
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = egypt.2.a
		ai_chance = {
			base = 90
		}
		add_political_power = 10
	}
}
### Entity: Character
Component: VOL_nt
Source: game
File: common/characters/VOL.txt

Code:
VOL_nt = {
	advisor = {
		slot = theorist
		idea_token = VOL_nt
		ledger = navy
		allowed = {
			original_tag = VOL
		}
		traits = {
			naval_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_african_3
		}
	}
}
### Entity: Idea
Component: idea_RAJ_growing_independence_movement_0
Constructs: removal_cost, autonomy_gain
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_growing_independence_movement_0 = {
	allowed = {
		original_tag = RAJ
	}
	picture = PLACEHOLDER_idea_icon
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		autonomy_gain = 0.1
	}
}
### Entity: Scripted Effect
Component: USA_house_large_opposition
Constructs: set_temp_variable, temp_factor, add_to_variable
Source: game
File: common/scripted_effects/USA_scripted_effects.txt

Code:
USA_house_large_opposition = {
	custom_effect_tooltip = mtg_usa_house_large_opposition_tt
	set_temp_variable = {
		temp_factor = random
	}
	multiply_temp_variable = {
		temp_factor = -100
	}
	clamp_temp_variable = {
		var = temp_factor
		max = -50
		min = -100
	}
	add_to_variable = {
		representatives_support = temp_factor
	}
	round_variable = representatives_support
	clamp_variable = {
		var = representatives_support
		max = representatives_total
		min = 0
	}
	USA_recalc_congress_icon_frames = yes
}
### Entity: Music Config
Component: base_music/general_war_2
Constructs: has_war
Source: game
File: music/_songs.txt

Code:
music = {
	song = general_war_2
	chance = {
		modifier = {
			factor = 1
			has_war = yes
		}
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_stampe_et_vertrongen
Constructs: has_completed_focus, prerequisite, limit, completion_reward, has_dlc, add_mio_size, add_mio_funds_gain_factor, add_mio_research_bonus
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_stampe_et_vertrongen
	icon = GFX_focus_BEL_stampe_et_vertrongen
	prerequisite = {
		focus = BEL_develop_belgian_air_industry
	}
	relative_position_id = BEL_develop_belgian_air_industry
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	x = 1
	y = 1
	cost = 5
	available = {

	}
	completion_reward = {
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:BEL_renard_organization = {
				add_mio_size = 1
				add_mio_funds_gain_factor = 0.1
				add_mio_research_bonus = 0.05
			}
		}
		ELSE_IF = {
			limit = {
				NOT = {
					has_completed_focus = BEL_renard_constructions_aeronautiques
				}
			}
			custom_effect_tooltip = available_designer
			show_ideas_tooltip = renard
		}
		ELSE = {
			air_experience = 25
		}
	}
}
### Entity: Event
Component: AFG_political_events.85
Constructs: is_triggered_only, ai_chance, has_war_with, has_opinion, give_guarantee, add_offsite_building
Source: game
File: events/GOE_Afghanistan.txt

Code:
country_event = {
	id = AFG_political_events.85
	title = AFG_political_events.85.t
	desc = AFG_political_events.85.desc
	is_triggered_only = yes
	picture = GFX_report_event_generic_sign_treaty2
	option = {
		name = AFG_political_events.85.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				has_war_with = AFG
			} {
				factor = 5
				has_opinion = {
					target = FROM
					value = > 49
				}
			}
		}
		effect_tooltip = {
			FROM = {
				give_guarantee = ROOT
				add_offsite_building = {
					type = arms_factory
					level = 2
				}
			}
			give_guarantee = FROM
		}
		FROM = {
			country_event = {
				id = AFG_political_events.86
				hours = 1
			}
		}
	} {
		name = AFG_political_events.85.a
		ai_chance = {
			base = 5
		}
		FROM = {
			country_event = {
				id = AFG_political_events.87
				hours = 1
			}
		}
	}
}
### Entity: Character
Component: helicopter_equipment_manufacturer
Constructs: equipment_bonus, build_cost_ic, maximum_speed
Source: game
File: common/country_leader/00_traits.txt

Code:
helicopter_equipment_manufacturer = {
	random = no
	sp_tag_helicopter_speed_factor = 0.25
	equipment_bonus = {
		helicopter_equipment = {
			build_cost_ic = -0.1
			reliability = 0.1
			defense = 0.1
			maximum_speed = 0.1
			instant = yes
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_the_voice_of_the_people
Constructs: prerequisite, add_stability, completion_reward, add_political_power, add_popularity, unlock_decision_tooltip
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_the_voice_of_the_people
	icon = GFX_focus_prc_agrarian_socialism
	prerequisite = {
		focus = NOR_the_seeds_of_the_revolution
	}
	x = -2
	y = 1
	relative_position_id = NOR_the_seeds_of_the_revolution
	cost = 5
	available = {
		communism = > 0.2
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_popularity = {
			ideology = communism
			popularity = 0.1
		}
		add_stability = 0.05
		add_political_power = 50
		unlock_decision_tooltip = {
			decision = NOR_communist_propaganda_campaign
			show_effect_tooltip = yes
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/File%3AAll_adults_serve.png.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
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### Entity: State History
Component: 1074
Constructs: force_link_ownership_to, add_core_of
Source: game
File: history/states/1074 - Central West Australia.txt

Code:
state = {
	id = 1074
	name = STATE_1074
	state_category = wasteland
	manpower = 10000
	impassable = yes
	force_link_ownership_to = 870
	history = {
		owner = AST
		add_core_of = AST
		buildings = {
			infrastructure = 0
		}
	}
	provinces = {
		2133 2177 2186 8134 8155 10473 12904 12912 12926
	}
	local_supplies = 0.0
}
### Entity: Character
Component: ARG_agustin_pedro_justo
Constructs: has_government, has_dlc, has_country_leader
Source: game
File: common/characters/ARG.txt

Code:
ARG_agustin_pedro_justo = {
	instance = {
		allowed = {
			has_dlc = Trial of Allegiance
		}
		name = ARG_agustin_pedro_justo
		portraits = {
			civilian = {
				large = GFX_portrait_ARG_augustin_pedro_justo
			}
			army = {
				small = GFX_portrait_ARG_augustin_pedro_justo_military_small
			}
		}
		country_leader = {
			ideology = moderatism
			expire = 1965.1.1.1
			id = -1
			traits = {
				ARG_fraudulent_industrialist
			}
		}
		advisor = {
			slot = political_advisor
			idea_token = ARG_augustin_pedro_justo
			allowed = {
				original_tag = ARG
			}
			traits = {
				SWI_nationalistic_industrialist
			}
			visible = {
				has_government = neutrality
			}
			available = {
				has_government = neutrality
				NOT = {
					has_country_leader = {
						ruling_only = yes
						character = ARG_agustin_pedro_justo
					}
				}
			}
		}
		corps_commander = {
			traits = {
				politically_connected harsh_leader
			}
			skill = 2
			attack_skill = 1
			defense_skill = 2
			planning_skill = 2
			logistics_skill = 1
			legacy_id = -1
			visible = {
				NOT = {
					has_government = communism
				}
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Trial of Allegiance
			}
		}
		name = ARG_agustin_pedro_justo
		portraits = {
			civilian = {
				large = GFX_portrait_Agustin_Pedro_Justo
			}
			army = {
				small = GFX_idea_generic_army_south_america_5
			}
		}
		country_leader = {
			ideology = despotism
			expire = 1965.1.1.1
			id = -1
		}
		advisor = {
			cost = 100
			slot = theorist
			idea_token = ARG_agustin_pedro_justo
			ledger = army
			allowed = {
				original_tag = ARG
			}
			traits = {
				military_theorist
			}
		}
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template
Source: game
File: history/units/FRI_tirailleurs_indochinois_focus.txt

Code:
division = {
	location = 1185
	division_template = Tirailleurs Indochinois
	start_experience_factor = 0.1
	start_equipment_factor = 0.5
}
### Entity: Scripted Effect
Component: EAI_PC_AIRBASE_get_air_danger_score
Constructs: limit, has_country_flag, set_temp_variable, add_to_temp_variable, add_to_temp_array
Source: game
File: common/scripted_effects/EAI_CONSTRUCTION_PRIORITY_strategies_airbase.txt

Code:
EAI_PC_AIRBASE_get_air_danger_score = {
	set_temp_variable = {
		air_danger_score_factor = 0
	}
	for_each_scope_loop = {
		array = _AIRBASE_get_best_target_on_TARGET_COUNTRIES
		add_to_temp_variable = {
			air_danger_score_factor = num_deployed_planes
		}
	}
	divide_temp_variable = {
		air_danger_score_factor = ROOT.num_deployed_planes
	}
	clamp_temp_variable = {
		var = air_danger_score_factor
		min = 0.0
		max = 1.0
	}
	add_to_temp_array = {
		modifier_score_factors = air_danger_score_factor
	} {
		modifier_score_weights = EAI_PC_AIRBASE_get_air_danger_score_WEIGHT
	}
	if = {
		limit = {
			ROOT = {
				has_country_flag = EAI_PC_AIRBASE_score_logging
			}
		}
		log = [this.getname] - air_danger_score_factor [?air_danger_score_factor] - weight [?EAI_PC_AIRBASE_get_air_danger_score_WEIGHT]
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_master_the_terrain
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, add_tech_bonus, has_dlc, add_doctrine_cost_reduction, add_mastery_bonus
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_master_the_terrain
	icon = GFX_focus_generic_mountain_training
	prerequisite = {
		focus = PRC_long_march_to_recovery
	}
	x = 2
	y = 1
	relative_position_id = PRC_long_march_to_recovery
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_tech_bonus = {
			name = PRC_master_the_terrain
			bonus = 1
			uses = 1
			category = mountaineers_tech
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			add_doctrine_cost_reduction = {
				name = PRC_master_the_terrain
				cost_reduction = 0.25
				uses = 2
				category = cat_mountaineers_doctrine
			}
			custom_effect_tooltip = mountaineer_subdoctrines_default_add_mastery_bonus_effect_tooltip generic_skip_one_line_tt
			hidden_effect = {
				add_mastery_bonus = {
					name = PRC_master_the_terrain
					bonus = 0.1
					days = 240
					sub_doctrine = mountaineers_1
				} {
					name = PRC_master_the_terrain
					bonus = 0.1
					days = 240
					sub_doctrine = mountaineers_2
				}
			}
		}
		every_army_leader = {
			limit = {
				NOT = {
					has_trait = trait_mountaineer
				}
			}
			random_select_amount = 2
			add_trait = {
				trait = trait_mountaineer
			}
		}
	}
}
### Entity: Military Industrial Organization
Component: CAT_aeronaval_de_barcelona_organization
Constructs: has_cosmetic_tag, equipment_bonus
Source: game
File: common/military_industrial_organization/organizations/CAT_organization.txt

Code:
CAT_aeronaval_de_barcelona_organization = {
	include = generic_heavy_aircraft_organization
	name = CAT_aeronaval_de_barcelona
	icon = GFX_idea_generic_air_manufacturer_3
	allowed = {
		OR = {
			tag = CAT ADR
		}
	}
	available = {
		FROM = {
			OR = {
				original_tag = CAT
				has_cosmetic_tag = CAT
			}
		}
	}
	initial_trait = {
		name = generic_mio_initial_trait_heavy_aircraft_designer
		limit_to_equipment_type = {
			large_plane_airframe large_plane_maritime_patrol_plane_airframe
		}
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
		equipment_bonus = {
			air_bombing = 0.05
			air_agility = -0.05
		}
	}
}
### Entity: Event
Component: siam.33
Constructs: is_triggered_only, add_stability, fire_only_once, add_to_variable
Source: game
File: events/TAOG_Siam.txt

Code:
country_event = {
	id = siam.33
	title = siam.33.t
	desc = siam.33.desc
	picture = GFX_report_event_merchant_ship_01
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = siam.33.a
		add_to_variable = {
			SIA_royal_navy_consumer_goods_factor = -0.1
			tooltip = consumer_goods_factor_tt
		}
	} {
		name = siam.33.b
		add_to_variable = {
			SIA_royal_navy_research_speed_factor = 0.1
			tooltip = research_speed_factor_tt
		}
	} {
		name = siam.33.c
		add_stability = 0.15
	}
}