Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: soviet.31
Constructs: is_triggered_only, ai_chance, has_country_flag, is_claimed_by, is_owned_by, set_country_flag
Source: game
File: events/SovietUnion.txt

Code:
country_event = {
	id = soviet.31
	title = soviet.31.t
	desc = soviet.31.d
	picture = GFX_report_event_stalin_propaganda
	is_triggered_only = yes
	trigger = {
		tag = SOV
		FROM = {
			tag = FIN
		}
		NOT = {
			has_country_flag = karjala_demand
		}
		146 = {
			is_claimed_by = SOV
			is_owned_by = FIN
		}
	}
	immediate = {
		set_country_flag = karjala_demand
	}
	option = {
		name = soviet.31.a
		FIN = {
			country_event = {
				days = 2
				id = finland.1
			}
		}
	} {
		name = soviet.31.b
		ai_chance = {
			factor = 0
		}
	}
}
### Entity: Idea
Component: TUR_legacy_of_ataturk_defiled
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/turkey.txt

Code:
TUR_legacy_of_ataturk_defiled = {
	allowed = {
		original_tag = TUR
	}
	allowed_civil_war = {
		always = yes
	}
	picture = tur_legacy_of_ataturk_cracked
	removal_cost = -1
	modifier = {
		stability_factor = -0.05
	}
}
### Entity: Event
Component: mtg_news.59
Constructs: is_triggered_only
Source: game
File: events/MTG_NewsEvents.txt

Code:
news_event = {
	id = mtg_news.59
	title = mtg_news.59.t
	desc = mtg_news.59.desc
	picture = GFX_news_event_generic_funeral
	major = yes
	is_triggered_only = yes
	option = {
		name = mtg_news.59.a
		trigger = {
			original_tag = ENG
		}
	} {
		name = mtg_news.55.b
		trigger = {
			NOT = {
				original_tag = ENG
			}
		}
	}
}
### Entity: Character
Component: PRC_luo_ruiqing
Constructs: has_dlc, is_chinese_warlord, has_intelligence_agency, has_focus_tree
Source: game
File: common/characters/PRC.txt

Code:
PRC_luo_ruiqing = {
	instance = {
		allowed = {
			has_dlc = No Compromise, No Surrender
		}
		name = PRC_luo_ruiqing
		portraits = {
			army = {
				large = GFX_portrait_PRC_luo_ruiqing
				small = GFX_portrait_PRC_luo_ruiqing_small
			}
		}
		corps_commander = {
			traits = {
				politically_connected PRC_survivor_of_the_long_march
			}
			skill = 2
			attack_skill = 2
			defense_skill = 1
			planning_skill = 2
			logistics_skill = 2
			legacy_id = -1
		}
	} {
		allowed = {
			NOT = {
				has_dlc = No Compromise, No Surrender
			}
			has_dlc = La Resistance
		}
		name = PRC_luo_ruiqing
		portraits = {
			army = {
				small = GFX_idea_china_luo_ruiqing
			}
		}
		advisor = {
			slot = political_advisor
			allowed = {
				OR = {
					original_tag = PRC
					is_chinese_warlord = yes
				}
				NOT = {
					original_tag = MAN
				}
			}
			available = {
				has_intelligence_agency = yes
				has_focus_tree = china_communist_focus
			}
			idea_token = PRC_luo_ruiqing
			traits = {
				head_of_intelligence
			}
		}
	}
}
### Entity: Order of Battle
Component: air_wing_128
Source: game
File: history/units/ENG_1936_air_bba.txt

Code:
air_wings = {
	128 = {
		small_plane_cas_airframe_0 = {
			owner = ENG
			amount = 64
			version_name = Fairey Gordon
		}
	}
}
### Entity: Character
Component: NZL_john_ormond
Source: game
File: common/characters/NZL.txt

Code:
NZL_john_ormond = {
	name = NZL_john_ormond
	portraits = {
		civilian = {
			large = GFX_NZL_john_ormond
		}
	}
	country_leader = {
		ideology = fascism_ideology
		expire = 1965.1.1.1
		traits = {
			NZL_new_zealand_legionare_trait
		}
		id = -1
	}
}
### Entity: Military Industrial Organization
Component: LUX_atelier_de_petange_organization
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/military_industrial_organization/organizations/LUX_organization.txt

Code:
LUX_atelier_de_petange_organization = {
	name = LUX_atelier_de_petange
	include = generic_heavy_tank_organization
	icon = GFX_idea_generic_tank_manufacturer_3
	allowed = {
		original_tag = LUX
	}
	available = {

	}
	equipment_type = {
		armor train_equipment
	}
	research_categories = {
		armor train_tech
	}
	initial_trait = {
		name = NOR_mio_initial_trait_mechanical_workshop
		equipment_bonus = {
			build_cost_ic = -0.05
		}
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_sea_modern_warfare
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/china_warlord_sea.txt

Code:
focus = {
	id = CHI_sea_modern_warfare
	icon = GFX_goal_generic_army_tanks
	x = 1
	y = 1
	relative_position_id = CHI_sea_fund_research_projects
	mutually_exclusive = {
		focus = CHI_sea_rely_on_our_infantry
	}
	cost = 10
	prerequisite = {
		focus = CHI_sea_fund_research_projects
	}
	ai_will_do = {
		base = 0
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_tech_bonus = {
			name = CHI_sea_modern_warfare
			bonus = 0.75
			uses = 2
			category = armor
		}
		army_experience = 50
		air_experience = 25
		navy_experience = 25
	}
}
### Entity: Event
Component: bftb_greece.225
Constructs: is_triggered_only, limit, has_country_flag, set_country_flag, clr_country_flag
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.225
	title = bftb_greece.225.t
	desc = bftb_greece.225.desc
	picture = GFX_report_event_gre_diplomacy
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			if = {
				limit = {
					has_country_flag = GRE_attending_megali_convention
				}
				country_event = {
					id = bftb_greece.24
					days = 7
				}
			}
		}
	}
	option = {
		name = bftb_greece.225.a
		hidden_effect = {
			set_country_flag = GRE_italian_antalya
			clr_country_flag = GRE_deciding_on_antalya
		}
	}
}
### Entity: Character
Component: KEN_communist_guy
Constructs: has_government
Source: game
File: common/characters/KEN.txt

Code:
KEN_communist_guy = {
	advisor = {
		slot = political_advisor
		idea_token = KEN_communist_guy
		allowed = {
			original_tag = KEN
		}
		traits = {
			communist_revolutionary
		}
		do_effect = {
			not = {
				has_government = communism
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_3
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_improve_the_stormtroops
Constructs: prerequisite, has_government, completion_reward, swap_ideas, add_idea, remove_idea
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_improve_the_stormtroops
	icon = GFX_focus_chi_army_reform
	prerequisite = {
		focus = SWE_return_to_european_scene
	}
	relative_position_id = SWE_return_to_european_scene
	x = 1
	y = 1
	cost = 10
	available = {
		has_government = fascism
	}
	completion_reward = {
		swap_ideas = {
			add_idea = SWE_svenska_stormtrupper_2_idea
			remove_idea = SWE_svenska_stormtrupper_idea
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}
### Entity: Decision
Component: MPL_mandate_collapse_ARAB_category
Source: game
File: common/decisions/categories/MPL_decision_categories.txt

Code:
MPL_mandate_collapse_ARAB_category = {
	icon = GFX_decision_category_power_struggle
	picture = GFX_decision_cat_MPL_collapse
	priority = 100
}
### Entity: National Focus
Tree: lat_focus
Component: LAT_prepare_underground_resistance
Constructs: prerequisite, limit, add_ideas, completion_reward, has_capitulated, cancel_if_invalid, add_offsite_building
Source: game
File: common/national_focus/latvia.txt

Code:
focus = {
	id = LAT_prepare_underground_resistance
	icon = GFX_focus_prc_infiltration
	prerequisite = {
		focus = LAT_ready_the_resistance
	}
	x = 0
	y = 1
	relative_position_id = LAT_ready_the_resistance
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		if = {
			limit = {
				has_DLC = Man the Guns
			}
			has_capitulated = yes
		} {
			limit = {
				NOT = {
					has_DLC = Man the Guns
				}
			}
			surrender_progress = > 0.5
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_ideas = {
			POL_influx_of_exiles
		}
		add_offsite_building = {
			type = arms_factory
			level = 4
		}
	}
}
### Entity: Joint Focus
Component: MA_formalize_the_ma_clique_collective
Constructs: prerequisite, limit, joint_focus, has_country_flag, add_opinion_modifier, is_subject, cancel_if_invalid, set_rule
Source: game
File: common/national_focus/ncns_ma_clique_joint_branch.txt

Code:
joint_focus = {
	id = MA_formalize_the_ma_clique_collective
	icon = GFX_focus_generic_treaty
	prerequisite = {
		focus = MA_promises_of_mutual_defense
	}
	relative_position_id = MA_promises_of_mutual_defense
	x = 0
	y = 1
	cost = 10
	text_icon = MA_focus_style
	available = {
		is_subject = no
		OR = {
			original_tag = XSM NXM GSM KHM
		}
		NOT = {
			has_country_flag = cast_off_ma_ties_or_became_china_flag
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	bypass = {

	}
	ai_will_do = {
		base = 0
	}
	search_filters = {

	}
	completion_reward_joint_originator = {
		set_rule = {
			can_create_factions = yes
		}
		create_faction_from_template = {
			template = faction_template_regional_anti_communist
			name = MA_clique_collective_faction
			icon = GFX_faction_logo_chinese_united_front
		}
		add_faction_initiative = 1
		every_other_country = {
			limit = {
				OR = {
					original_tag = XSM NXM GSM KHM
				}
				exists = yes
				is_subject = no
				NOT = {
					has_country_flag = cast_off_ma_ties_or_became_china_flag
				}
			}
			hidden_effect = {
				add_ai_strategy = {
					type = befriend
					id = ROOT
					value = 100
				}
				add_opinion_modifier = {
					target = ROOT
					modifier = MA_family_ties_2_opm
				}
				ROOT = {
					add_ai_strategy = {
						type = befriend
						id = PREV
						value = 100
					}
				}
				country_event = {
					id = generic.5
					hours = 6
					random_hours = 12
				}
			}
			custom_effect_tooltip = generic_invite_to_faction_tt
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_conquer_the_army_remnants
Constructs: prerequisite, has_war_with, completion_reward, is_ally_with, cancel_if_invalid, every_core_state, add_claim_by, create_wargoal
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_conquer_the_army_remnants
	icon = GFX_focus_generic_attack_manchukuo
	x = -1
	y = 2
	relative_position_id = JAP_socialism_in_one_state
	prerequisite = {
		focus = JAP_socialism_in_one_state
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		MAN = {
			exists = yes
			NOT = {
				has_war_with = ROOT
				is_ally_with = ROOT
			}
		}
	}
	bypass = {
		MAN = {
			OR = {
				exists = no
				has_war_with = ROOT
				is_ally_with = ROOT
			}
		}
	}
	will_lead_to_war_with = MAN
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		MAN = {
			every_core_state = {
				add_claim_by = ROOT
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		create_wargoal = {
			type = annex_everything
			target = MAN
			expire = 0
		}
	}
}
### Entity: Modifier Reference
Component: PAR_navy_modifier
Constructs: refit_speed, screening_efficiency
Source: game
File: common/dynamic_modifiers/toa_dynamic_modifiers.txt

Code:
PAR_navy_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_PAR_navy
	experience_gain_navy = JUNO_navy_experience_gain_navy_factor
	mines_planting_by_fleets_factor = JUNO_navy_mines_planting_by_fleets_factor
	navy_anti_air_attack_factor = JUNO_navy_navy_anti_air_attack_factor
	navy_spirit_category_type_cost_factor = JUNO_navy_navy_spirit_category_type_cost_factor
	convoy_retreat_speed = JUNO_navy_convoy_retreat_speed
	refit_speed = JUNO_navy_refit_speed
	spotting_chance = JUNO_navy_spotting_chance
	repair_speed_factor = JUNO_navy_repair_speed_factor
	production_speed_dockyard_factor = JUNO_navy_production_speed_dockyard_factor
	industrial_capacity_dockyard = JUNO_navy_industrial_capacity_dockyard
	extra_marine_supply_grace = JUNO_navy_extra_marine_supply_grace
	naval_invasion_capacity = JUNO_navy_naval_invasion_capacity
	naval_mines_effect_reduction = JUNO_navy_naval_mines_effect_reduction
	experience_gain_navy_unit_factor = JUNO_navy_experience_gain_navy_unit_factor
	naval_coordination = JUNO_navy_naval_coordination
	naval_equipment_upgrade_xp_cost = JUNO_navy_naval_equipment_upgrade_xp_cost
	naval_morale_factor = JUNO_naval_morale_factor
	screening_efficiency = JUNO_screening_efficiency
	convoy_escort_efficiency = JUNO_convoy_escort_efficiency
	navy_capital_ship_defence_factor = JUNO_navy_capital_ship_defence_factor
	naval_accidents_chance = JUNO_naval_accidents_chance
	navy_screen_defence_factor = JUNO_navy_screen_defence_factor
	production_speed_coastal_bunker_factor = JUNO_modifier_production_speed_coastal_bunker_factor
}
### Entity: Event
Component: DOD_yugoslavia.44
Constructs: ai_chance, has_government, has_war_with, fire_only_once, is_historical_focus_on, is_in_faction_with, is_in_faction, random_hours
Source: game
File: events/DOD_Yugoslavia.txt

Code:
country_event = {
	id = DOD_yugoslavia.44
	title = DOD_yugoslavia.30.t
	desc = DOD_yugoslavia.44.desc
	picture = GFX_report_event_french_british_officers
	fire_only_once = yes
	trigger = {
		tag = ENG
		is_historical_focus_on = no
		has_government = democratic
		has_war_with = GER
		NOT = {
			has_war_with = YUG
		} {
			is_in_faction_with = YUG
		}
		YUG = {
			is_in_faction = no
		} {
			NOT = {
				has_war_with = GER
			}
		} {
			exists = yes
		}
	}
	mean_time_to_happen = {
		days = 4
	}
	option = {
		name = DOD_yugoslavia.44.a
		ai_chance = {
			base = 90
		}
		YUG = {
			country_event = {
				id = DOD_yugoslavia.45
				hours = 6
				random_hours = 12
			}
		}
		hidden_effect = {
			country_event = {
				id = DOD_yugoslavia.46
				days = 180
				random = 672
			}
		}
	} {
		name = DOD_yugoslavia.44.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_join_the_ententes
Constructs: prerequisite, limit, has_war_with, completion_reward, is_faction_leader, is_subject, cancel_if_invalid, is_in_faction
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_join_the_ententes
	icon = GFX_focus_chi_british_cooperation
	x = 1
	y = 1
	prerequisite = {
		focus = FRA_strengthen_the_little_entente
	}
	relative_position_id = FRA_strengthen_the_little_entente
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		ENG = {
			is_faction_leader = yes
		}
		is_subject = no
		NOT = {
			has_war_with = ENG
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		ENG = {
			if = {
				limit = {
					ROOT = {
						is_in_faction = yes
					}
				}
				country_event = lar_fra_join_the_ententes.1
			}
			else = {
				custom_effect_tooltip = invite_to_faction_tt
			}
		}
	}
}
### Entity: Modifier Reference
Construct: production_lack_of_resource_penalty_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## production_lack_of_resource_penalty_factor

* Number with 2 decimal places
* **Categories**: country, war_production
### Entity: National Focus
Tree: bul_focus
Component: BUL_royal_militarism
Constructs: prerequisite, add_ideas, completion_reward, has_idea
Source: game
File: common/national_focus/r56_bulgaria.txt

Code:
focus = {
	id = BUL_royal_militarism
	prerequisite = {
		focus = BUL_tsarist_terror
	}
	relative_position_id = BUL_tsarist_terror
	icon = GFX_focus_BUL_promote_bulgarian_nationalism
	x = 2
	y = 1
	cost = 7.15
	ai_will_do = {
		factor = 50
	}
	available = {
		NOT = {
			has_idea = BUL_shattered_military
		}
	}
	completion_reward = {
		add_ideas = BUL_royal_militarism
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}
### Entity: Event
Component: aat_news.1
Constructs: is_triggered_only
Source: game
File: events/AAT_NewsEvents.txt

Code:
news_event = {
	id = aat_news.1
	title = aat_news.1.t
	desc = aat_news.1.desc
	picture = GFX_news_event_generic_sign_treaty3
	major = yes
	is_triggered_only = yes
	option = {
		name = aat_news.1.a
	}
}
### Entity: Order of Battle
Component: 1a Divisione Squadristi
Constructs: division_template
Source: game
File: history/units/r56_ITA_Civil_War_black_shirts.txt

Code:
division = {
	name = 1a Divisione Squadristi
	location = 6985
	division_template = Black Shirts
}
### Entity: Scripted Trigger
Component: BEL_communist_ai
Constructs: has_country_flag, has_game_rule
Source: game
File: common/scripted_triggers/BEL_scripted_triggers.txt

Code:
BEL_communist_ai = {
	OR = {
		has_country_flag = BEL_AI_RANDOM_COMMUNIST
		has_game_rule = {
			rule = BEL_AI_BEHAVIOR
			option = COMMUNIST
		}
	}
}
### Entity: Character
Component: RAJ_herbert_fitzherbert
Source: game
File: common/characters/RAJ.txt

Code:
RAJ_herbert_fitzherbert = {
	name = RAJ_herbert_fitzherbert
	portraits = {
		army = {
			large = GFX_RAJ_herbert_fitzherbert
			small = GFX_portrait_RAJ_herbert_fitzherbert_small
		}
	}
	navy_leader = {
		traits = {
			old_guard_navy
		}
		skill = 2
		attack_skill = 2
		defense_skill = 2
		maneuvering_skill = 1
		coordination_skill = 2
		legacy_id = -1
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_fawzi
Constructs: has_completed_focus, prerequisite, limit, remove_ideas, completion_reward, has_game_rule, allow_branch, remove_unit_leader_role
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_fawzi
	icon = GFX_goal_PAL_fawzi_assumes_power
	x = -2
	y = 1
	prerequisite = {
		focus = PAL_jihad
	}
	mutually_exclusive = {
		focus = PAL_abdulqadir
	}
	cost = 4
	relative_position_id = PAL_jihad
	offset = {
		x = 2
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = PAL_fawzi
		}
	}
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = PAL_abdulqadir
			}
		}
	}
	completion_reward = {
		mark_focus_tree_layout_dirty = yes
		hidden_effect = {
			remove_unit_leader_role = {
				character = PAL_fawzi_al_qawuqji
			}
		} {
			if = {
				limit = {
					has_idea = MPL_collapse_no_focus
				}
				remove_ideas = MPL_collapse_no_focus
			}
		}
		army_experience = 25
		unlock_decision_category_tooltip = MPL_foreign_support_category
		add_field_marshal_role = {
			character = PAL_fawzi_al_qawuqji
			skill = 4
			attack_skill = 4
			defense_skill = 2
			planning_skill = 3
			logistics_skill = 4
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 1000
			has_game_rule = {
				rule = PAL_AI_BEHAVIOR
				option = PAL_NASHASHIBI
			}
		} {
			factor = 1000
			has_game_rule = {
				rule = PAL_AI_BEHAVIOR
				option = PAL_SMC
			}
		} {
			factor = 1000
			has_game_rule = {
				rule = PAL_AI_BEHAVIOR
				option = PAL_NLL
			}
		} {
			factor = 1000
			has_game_rule = {
				rule = PAL_AI_BEHAVIOR
				option = PAL_FAWZI
			}
		} {
			factor = 1000
			has_game_rule = {
				rule = PAL_AI_BEHAVIOR
				option = PAL_GOLANI
			}
		}
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_kongsberg_research
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_kongsberg_research
	icon = GFX_focus_research
	prerequisite = {
		focus = NOR_armament_investments_3
	}
	x = 0
	y = 3
	relative_position_id = NOR_armament_investments
	cost = 10
	ai_will_do = {
		factor = 75
	}
	available_if_capitulated = yes
	completion_reward = {
		add_research_slot = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: rut_focus
Component: RUT_economic_reorganization
Constructs: prerequisite, limit, add_ideas, has_government, completion_reward, is_subject
Source: game
File: common/national_focus/ruthenia.txt

Code:
focus = {
	id = RUT_economic_reorganization
	icon = GFX_focus_generic_join_comintern
	prerequisite = {
		focus = RUT_communist_influence
	}
	relative_position_id = RUT_communist_influence
	available = {
		has_government = communism
		if = {
			limit = {
				RUT = {
					is_subject = yes
				}
			}
			RUT = {
				OVERLORD = {
					has_government = communism
				}
			}
		}
	}
	x = -1
	y = 1
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = workers_culture
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: ROM_coastal_defense_navy_designer
Constructs: has_completed_focus, has_dlc, research_bonus, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/romania.txt

Code:
ROM_coastal_defense_navy_designer = {
	picture = generic_coastal_navy
	cost = 75
	allowed = {
		original_tag = ROM
		has_dlc = Death or Dishonor
	}
	available = {
		has_completed_focus = ROM_coastal_defense_navy
	}
	research_bonus = {
		naval_equipment = 0.15
	}
	equipment_bonus = {
		ship_hull_light = {
			lg_attack = 0.1
			naval_range = -0.5
			build_cost_ic = -0.2
		}
		ship_hull_cruiser = {
			lg_attack = 0.1
			naval_range = -0.5
			build_cost_ic = -0.2
		}
	}
	traits = {
		naval_manufacturer
	}
	modifier = {

	}
}
### Entity: Event
Component: BBA_african_union_events.11
Constructs: is_triggered_only, ai_chance, set_country_flag
Source: game
File: events/BBA_AfricanUnion_events.txt

Code:
country_event = {
	id = BBA_african_union_events.11
	title = BBA_african_union_events.11.t
	desc = BBA_african_union_events.11.desc
	is_triggered_only = yes
	picture = GFX_report_event_generic_african_unity
	option = {
		name = BBA_african_union_events.11.a
		ai_chance = {
			base = 20
		}
		set_country_flag = threatened_by_org_africa_leader
		FROM = {
			country_event = {
				id = BBA_african_union_events.23
				hours = 12
			}
		}
	} {
		name = BBA_african_union_events.11.b
		ai_chance = {
			base = 0
		}
		set_country_flag = angered_by_org_africa_leader
		FROM = {
			country_event = {
				id = BBA_african_union_events.22
				hours = 12
			}
		}
	}
}
### Entity: Event
Component: AAT_Sweden.47
Constructs: is_triggered_only, set_autonomy
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden.47
	title = AAT_Sweden.47.t
	desc = AAT_Sweden.47.desc
	picture = GFX_report_event_soldiers_marching
	is_triggered_only = yes
	option = {
		name = AAT_Sweden.47.a
		FROM = {
			set_autonomy = {
				target = ROOT
				autonomy_state = autonomy_integrated_puppet
				end_wars = no
			}
		}
	}
}
### Entity: Effect Reference
Construct: clr_character_flag
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## clr_character_flag

* Supported Scopes: CHARACTER
* Supported Targets: none

```
clear character flag
```