Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Modifier Reference
Component: r56_GER_flak_towers
Constructs: remove_trigger
Source: game
File: common/dynamic_modifiers/r56_GER.txt

Code:
r56_GER_flak_towers = {
	icon = GFX_modifiers_SOV_armored_battery
	remove_trigger = {
		controller = {
			NOT = {
				original_tag = GER
			}
		}
	}
	state_repair_speed_anti_air_building_factor = 0.25
	state_production_speed_anti_air_building_factor = 0.25
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_support_oster
Constructs: prerequisite, has_government, has_country_flag, completion_reward, add_political_power, is_core_of, is_subject, random_days
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_support_oster
	icon = GFX_goal_ger_kill_hitler
	prerequisite = {
		focus = CZE_infiltrate_abwehr
	}
	available = {
		GER = {
			exists = yes
			has_government = fascism
			OR = {
				has_country_flag = GER_rhineland_backed_down GER_backed_down_anschluss
			}
			any_controlled_state = {
				NOT = {
					is_core_of = AUS
				}
			}
		}
		strength_ratio = {
			tag = GER
			ratio = < -0.05
		}
		NOT = {
			has_government = fascism
		}
		is_subject = no
	}
	x = 0
	y = 1
	relative_position_id = CZE_infiltrate_abwehr
	cost = 7.2
	will_lead_to_war_with = GER
	completion_reward = {
		add_political_power = -150
		custom_effect_tooltip = CZE_support_oster_tooltip_reward
		GER = {
			country_event = {
				id = germany.70
				days = 20
				random_days = 15
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_ESPIONAGE
	}
}
### Entity: Special Project
Component: sp_nuclear_reactor_minor_explosion_reward
Constructs: fire_only_once, add_scientist_xp
Source: game
File: common/special_projects/prototype_rewards/generic_nuclear_prototype_rewards.txt

Code:
sp_nuclear_reactor_minor_explosion_reward = {
	fire_only_once = yes
	threshold = {
		min = 20
		max = 40
	}
	weight = {
		base = 0.75
	}
	option = {
		token = sp_nuclear_reactor_minor_explosion_reward_option
		iteration_output = {
			scientist_effects = {
				add_scientist_xp = {
					experience = constant:sp_scientist_xp_gain.low
					specialization = specialization_nuclear
				}
			}
			facility_state_effects = {
				damage_building = {
					tags = facility
					damage = 0.1
					province = var:facility_province_id
				}
			}
		}
	}
}
### Entity: Misc Config
Component: technology_sharing_group
Constructs: limit, has_war_with, is_subject
Source: game
File: common/technology_sharing/03_mtg_tech_sharing_groups.txt

Code:
technology_sharing_group = {
	id = MEX_ENG_tech_group
	name = anglo_mexican_technical_mission
	desc = anglo_mexican_technical_mission_desc
	picture = GFX_technology_sharing_default
	research_sharing_per_country_bonus = 0.05
	available = {
		is_subject = no
		if = {
			limit = {
				original_tag = MEX
			}
			NOT = {
				has_war_with = ENG
			}
		} {
			limit = {
				original_tag = ENG
			}
			NOT = {
				has_war_with = MEX
			}
		}
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_expand_institut_for_teoretisk_fysik
Constructs: prerequisite, limit, completion_reward, add_research_slot, has_tech, add_tech_bonus, add_breakthrough_progress
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_expand_institut_for_teoretisk_fysik
	icon = GFX_focus_research
	prerequisite = {
		focus = DEN_connect_the_islands
	}
	mutually_exclusive = {

	}
	relative_position_id = DEN_connect_the_islands
	x = -3
	y = 1
	cost = 10
	bypass = {

	}
	available = {

	}
	available_if_capitulated = yes
	ai_will_do = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		add_research_slot = 1
		IF = {
			limit = {
				NOT = {
					has_tech = atomic_research
				}
			}
			add_tech_bonus = {
				name = DEN_expand_institut_for_teoretisk_fysik
				bonus = 0.25
				uses = 1
				category = nuclear
			}
			add_breakthrough_progress = {
				specialization = specialization_nuclear
				value = 0.5
			}
		}
		ELSE = {
			add_breakthrough_progress = {
				specialization = specialization_nuclear
				value = 0.75
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt {
			localization_key = available_scientist_one_line_tt
			CHARACTER = DEN_niels_bohr
		}
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_follow_the_stalinist_doctrine
Constructs: prerequisite, has_war, limit, has_government, has_war_with, add_war_support, completion_reward, add_political_power
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_follow_the_stalinist_doctrine
	prerequisite = {
		focus = BUL_soviet_bulgarian_treaty_of_mutual_assistance
	}
	icon = GFX_focus_fra_loyalty_stalin
	relative_position_id = BUL_soviet_bulgarian_treaty_of_mutual_assistance
	x = 0
	y = 4
	cost = 5
	mutually_exclusive = {
		focus = BUL_balkan_federation_of_socialist_republics
	}
	bypass = {
		OR = {
			NOT = {
				country_exists = SOV
			} {
				SOU = {
					has_government = communism
				}
			}
			is_in_faction_with = SOU
		}
	}
	available = {
		if = {
			limit = {
				OR = {
					NOT = {
						country_exists = SOU
					} {
						SOU = {
							has_government = communism
						}
					}
					is_in_faction_with = SOU
				}
			}
		}
		else = {
			SOU = {
				has_government = communism
				is_faction_leader = yes
				is_subject = no
				has_civil_war = no
				NOT = {
					is_justifying_wargoal_against = ROOT
				} {
					has_war_with = ROOT
				}
			} {
				has_opinion = {
					target = ROOT
					value = > 50
				}
			}
			is_in_faction = no
			is_subject = no
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 70
		SOU = {
			country_event = {
				id = generic.2
				hours = 4
				random_hours = 4
			}
		} {
			add_ai_strategy = {
				type = befriend
				id = ROOT
				value = 100
			}
		}
		if = {
			limit = {
				SOU = {
					has_war = yes
				}
			}
			add_war_support = 0.1
		}
		add_ai_strategy = {
			type = befriend
			id = SOU
			value = 100
		}
	}
}
### Entity: Event
Component: greece.73
Constructs: is_triggered_only, add_political_power
Source: game
File: events/r56_Greece.txt

Code:
country_event = {
	id = greece.73
	title = greece.73.t
	desc = greece.73.d
	picture = GFX_report_event_french_resistance_01
	is_triggered_only = yes
	option = {
		name = greece.73.a
		add_political_power = -30
	}
}
### Entity: National Focus
Tree: fra_focus
Component: FRA_split_belgium
Constructs: prerequisite, has_war_with, completion_reward, is_subject, is_subject_of, cancel_if_invalid, random_hours
Source: game
File: common/national_focus/france.txt

Code:
focus = {
	id = FRA_split_belgium
	icon = GFX_goal_generic_territory_or_war
	x = -1
	y = 1
	prerequisite = {
		focus = FRA_establish_spheres_of_influence
	}
	mutually_exclusive = {
		focus = FRA_align_belgium
	}
	relative_position_id = FRA_establish_spheres_of_influence
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		OR = {
			is_subject = no
			is_subject_of = GER
		}
	}
	will_lead_to_war_with = BEL
	bypass = {
		BEL = {
			OR = {
				exists = no
				has_war_with = ROOT
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		BEL = {
			country_event = {
				id = lar_split_belgium.1
				hours = 6
				random_hours = 12
			}
		}
	}
}
### Entity: Event
Component: japan_border_conflict.2
Constructs: is_triggered_only, add_doctrine_cost_reduction, add_tech_bonus, set_country_flag
Source: game
File: events/WTT_Japan.txt

Code:
country_event = {
	id = japan_border_conflict.2
	title = japan_border_conflict.2.t
	desc = japan_border_conflict.2.desc
	picture = GFX_report_event_japanese_transport_soldiers
	is_triggered_only = yes
	option = {
		name = japan_border_conflict.2.a
		trigger = {
			original_tag = JAP
		}
		add_doctrine_cost_reduction = {
			name = sov_jap_border_conflict_won
			cost_reduction = 0.35
			uses = 1
			category = land_doctrine
		}
		add_tech_bonus = {
			name = sov_jap_border_conflict_won
			category = armor
			bonus = 1.0
		}
		hidden_effect = {
			set_country_flag = JAP_did_the_border_war_flag
		}
	} {
		name = japan_border_conflict.2.b
		trigger = {
			original_tag = SOV
		}
		army_experience = 20
	}
}
### Entity: Name List
Component: SOM
Source: game
File: common/names/00_names.txt

Code:
SOM = {
	male = {
		names = {
			Aar Abadir Abd Abdallah Abdi Abdihakim Abdillahi Abdiqasim Abdirahman Abdirashid Abdirizak Abdisalam Abdiweli Abdourahman Abdulkadir Abdullahi Abdulsalami Adan Aden Ahmed Ali Arawelo Ayub Dahir Daud Elman Faisal Farah Hasan Hassan Hirsi Ibrahim Ismail Jama Jaylaani Liban Maxamed Mo Mohamed Mohammed Mohamoud Mohamud Muse Mustafa Nur Nuruddin Olol Omar Osman Rageh Salaad Sharif Shaykh Shire Uways Warsame Yusuf
		}
	}
	female = {
		names = {
			Amina Asha Asli Ayaan Edna Fatima Fowziya Halima Hanan Hawa Hodan Idyl Iman Khadija Ladan Maryam Siham Waris Yasmin Yasmine Yussur Zahra
		}
	}
	surnames = {
		Aato Abade Abdi Abdillahi Abdulle Abdulmajid Abrar Abubakar Adan Addou Afrax Al-Amawi Ahmed Ali Allas Aptidon Ar-Rida Aweys Awl Bani Al-Barawi Barre Bile Daar Daud Diinle Dirie Duale Elmi Farah Farole Feiruz Galal Galaydh Ghalib Ghedi Haji Haji-Faqi Hashi Hassan Hersi Hirsi Hussein Ibrahim Ibrahim Ikar Irro Islam Ismail Issa Isse Al-Jabarti Jama Osman Jibrell Kahin Kassim Al-Kawneyn Kediye Kenadid Kusow Liibaan Maanta Madobe Mahamuud Malimey Moalim Mohallim Mohamed Muhammad Mukhtar Mumin Mursal Nalayeh Nur Omaar Omer Osman Osoble Qalanjo Qarshe Al-Qutbi Said Samatar Sharmarke Shermarke Shirdon Shire Siad Silanyo Sinimo Sufi Timacade Waberi Warfa Warsame Al-Zayla'i
	}
	callsigns = {

	}
}
### Entity: Event
Component: denmark_trade_deal.3
Constructs: is_triggered_only
Source: game
File: events/AAT_Denmark.txt

Code:
country_event = {
	id = denmark_trade_deal.3
	title = denmark_trade_deal.3.t
	desc = denmark_trade_deal.3.desc
	picture = GFX_report_event_journalists_speech
	is_triggered_only = yes
	option = {
		name = denmark_trade_deal.3.a
	}
}
### Entity: AI Strategy
Component: EAI_DIPLO_ROM_ignore_BUL
Constructs: is_historical_focus_on
Source: game
File: common/ai_strategy/EAI_COUNTRY_diplomacy_misc_strategies.txt

Code:
EAI_DIPLO_ROM_ignore_BUL = {
	allowed = {
		tag = ROM
	}
	enable = {
		original_tag = ROM
		is_historical_focus_on = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = ignore_claim
		id = BUL
		value = 1
	} {
		type = ignore
		id = BUL
		value = 1000
	}
}
### Entity: Idea
Component: VIN_bidv
Constructs: removal_cost
Source: game
File: common/ideas/vietnam_ideas.txt

Code:
VIN_bidv = {
	allowed = {
		always = no
	}
	allowed_civil_war = {

	}
	removal_cost = -1
	picture = generic_goods_red_bonus
	modifier = {
		consumer_goods_factor = -0.15
	}
}
### Entity: Event
Component: new_ger.56
Constructs: is_triggered_only, remove_ideas, add_stability, add_political_power, complete_national_focus
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.56
	title = new_ger.56.t
	desc = new_ger.56.d
	picture = GFX_report_event_german_inspect_troops
	is_triggered_only = yes
	option = {
		name = new_ger.56.a
		remove_ideas = GER_wilhelm_iii_idea_new
		complete_national_focus = GER_a_new_monarch_for_a_new_age
		add_stability = -0.1
		add_political_power = -50
	}
}
### Entity: Event
Component: SEA_imperial_influence_events.440
Constructs: is_triggered_only
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_imperial_influence_events.440
	title = SEA_imperial_influence_events.440.t
	desc = SEA_imperial_influence_events.440.desc
	picture = GFX_report_event_JAP_imperial_influence
	is_triggered_only = yes
	option = {
		name = SEA_imperial_influence_events.00.a
		activate_mission = JAP_government_faction_demands_limited_army_influence
	}
}
### Entity: Idea
Component: MEX_politicised_army_2
Constructs: removal_cost, planning_speed
Source: game
File: common/ideas/mexico.txt

Code:
MEX_politicised_army_2 = {
	picture = MEX_politicised_army
	allowed = {
		always = no
	}
	removal_cost = -1
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		military_leader_cost_factor = 0.5
		planning_speed = -0.1
	}
}
### Entity: Character
Component: tank_producer_mass
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
tank_producer_mass = {
	random = no
	equipment_bonus = {
		armor = {
			reliability = -0.08
			build_cost_ic = -0.1
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Scripted Effect
Component: bba_create_tac_license_effect
Constructs: limit, has_tech, create_production_license, cost_factor
Source: game
File: common/scripted_effects/00_scripted_effects.txt

Code:
bba_create_tac_license_effect = {
	if = {
		limit = {
			has_tech = advanced_medium_airframe
		}
		create_production_license = {
			target = event_target:license_target
			equipment = {
				type = medium_plane_airframe_3
			}
			cost_factor = 0
		}
	}
	else_if = {
		limit = {
			has_tech = improved_medium_airframe
		}
		create_production_license = {
			target = event_target:license_target
			equipment = {
				type = medium_plane_airframe_2
			}
			cost_factor = 0
		}
	} {
		limit = {
			has_tech = basic_medium_airframe
		}
		create_production_license = {
			target = event_target:license_target
			equipment = {
				type = medium_plane_airframe_1
			}
			cost_factor = 0
		}
	}
}
### Entity: Idea
Component: EAI_DD_2/heavy_tank_destroyer_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_2/heavy_tank_destroyer_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		heavy_tank_destroyer_chassis = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
}
### Entity: Decision
Component: CZE_invest_in_the_balkans
Constructs: every_owned_state, limit, add_ideas, has_war_with, has_country_flag, add_opinion_modifier, fire_only_once, is_subject
Source: game
File: common/decisions/CZE.txt

Code:
CZE_invest_in_the_balkans = {
	CZE_invest_in_balkan_industry = {
		targets = {
			HUN YUG ROM
		}
		target_trigger = {
			FROM = {
				is_subject = no
				NOT = {
					has_war_with = ROOT
				}
				OR = {
					is_in_faction_with = ROOT
					is_in_faction = no
				}
				hidden_trigger = {
					NOT = {
						has_country_flag = CZE_refused_investment
					}
				}
			}
		}
		days_remove = 100
		fire_only_once = yes
		complete_effect = {
			FROM = {
				country_event = MUN_czech.1020
			}
			custom_effect_tooltip = if_they_accept_newline_tt
			effect_tooltip = {
				if = {
					limit = {
						FROM = {
							original_tag = HUN
						}
					}
					give_resource_rights = {
						receiver = ROOT
						state = 155
					}
				}
				else_if = {
					limit = {
						FROM = {
							original_tag = ROM
						}
					}
					ROM = {
						add_ideas = CZE_trade_agreement
					}
				} {
					limit = {
						FROM = {
							original_tag = YUG
						}
					}
					give_resource_rights = {
						receiver = ROOT
						state = 106
					}
				}
				custom_effect_tooltip = generic_skip_one_line_tt
				add_opinion_modifier = {
					target = FROM
					modifier = CZE_investment_deal
				}
				reverse_add_opinion_modifier = {
					target = FROM
					modifier = CZE_investment_deal
				}
			}
		}
		modifier = {
			civilian_factory_use = 3
		}
		custom_cost_trigger = {
			num_of_civilian_factories_available_for_projects = > 2
		}
		custom_cost_text = decision_cost_civ_factory_3
		remove_effect = {
			FROM = {
				random_owned_controlled_state = {
					add_extra_state_shared_building_slots = 1
					add_building_construction = {
						type = industrial_complex
						level = 1
						instant_build = yes
					}
				}
				every_owned_state = {
					limit = {
						is_controlled_by = PREV
						infrastructure = < 5
					}
					add_building_construction = {
						type = infrastructure
						level = 1
						instant_build = yes
					}
					random_select_amount = 3
				}
				if = {
					limit = {
						original_tag = ROM
					}
					custom_effect_tooltip = generic_skip_one_line_tt
					build_railway = {
						level = 1
						fallback = yes
						path = {
							3663 9651 11652 9701 6747 3741
						}
						start_province = 3663
						target_province = 3741
					} {
						level = 1
						fallback = yes
						path = {
							6747 723 3707
						}
						start_province = 6747
						target_province = 3707
	
# ... (truncated)
### Entity: National Focus
Tree: mal_focus
Component: MAL_the_workers
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/malaysia.txt

Code:
focus = {
	id = MAL_the_workers
	icon = GFX_goal_support_communism
	ai_will_do = {
		factor = 2
	}
	x = 25
	y = 2
	mutually_exclusive = {
		focus = MAL_the_princes
	}
	prerequisite = {
		focus = MAL_decentralisation
	}
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = MAL_political_idea_communism
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL
	}
}
### Entity: Character
Component: BHU_ugyen_tenzin
Source: game
File: common/characters/BHU.txt

Code:
BHU_ugyen_tenzin = {
	advisor = {
		slot = navy_chief
		idea_token = BHU_ugyen_tenzin
		allowed = {
			original_tag = BHU
		}
		traits = {
			navy_chief_decisive_battle_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = BHU_ugyen_tenzin
	portraits = {
		army = {
			small = GFX_idea_generic_navy_asia_2
		}
	}
}
### Entity: Order of Battle
Component: 35th Division
Constructs: division_template
Source: game
File: history/units/NXM_1936_sea.txt

Code:
division = {
	name = 35th Division
	location = 8127
	division_template = Juntuán Reformed
	start_equipment_factor = 0.2
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_the_revolutionary_army_marches
Constructs: prerequisite, completion_reward, cancel_if_invalid, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_the_revolutionary_army_marches
	icon = GFX_focus_AFG_mountain_training
	prerequisite = {
		focus = RAJ_the_peoples_liberation_army
	}
	x = 0
	y = 1
	relative_position_id = RAJ_the_peoples_liberation_army
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		swap_ideas = {
			remove_idea = idea_RAJ_the_peoples_liberation_army
			add_idea = idea_RAJ_the_peoples_liberation_army_2
		}
	}
}
### Entity: Scripted Effect
Component: SOV_trigger_great_purge_junior_naval_officers_effect
Constructs: set_variable, set_country_flag
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_trigger_great_purge_junior_naval_officers_effect = {
	country_event = NSB_soviet_paranoia_system_events.38
	set_variable = {
		SOV_last_great_purge_area = 3
	}
	set_country_flag = SOV_last_purge_flag
}
### Entity: Character
Component: BHU_jigme_wangchuck
Source: game
File: common/characters/BHU.txt

Code:
BHU_jigme_wangchuck = {
	name = BHU_jigme_wangchuck
	portraits = {
		civilian = {
			large = GFX_portrait_buthan_jigme_wangchuk
		}
	}
	country_leader = {
		ideology = despotism
		expire = 1965.1.1.1
		traits = {
			the_dragon_king
		}
		id = -1
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_the_old_borders
Constructs: prerequisite, completion_reward, add_claim_by
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_the_old_borders
	icon = GFX_goal_generic_territory_or_war
	prerequisite = {
		focus = POL_pan_slavic_revanchism
	}
	x = 0
	y = 1
	relative_position_id = POL_pan_slavic_revanchism
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		67 = {
			add_claim_by = POL
		}
		66 = {
			add_claim_by = POL
		}
		68 = {
			add_claim_by = POL
		}
		63 = {
			add_claim_by = POL
		}
		5 = {
			add_claim_by = POL
		}
		763 = {
			add_claim_by = POL
		}
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_infiltrate_the_army
Constructs: has_completed_focus, prerequisite, add_war_support, completion_reward, has_war_support
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_infiltrate_the_army
	icon = GFX_focus_generic_infiltration
	available = {

	}
	prerequisite = {
		focus = INS_underground_revolution
	}
	mutually_exclusive = {

	}
	x = 2
	y = 1
	relative_position_id = INS_underground_revolution
	cost = 5
	ai_will_do = {
		base = 0.5
		modifier = {
			add = 5
			NOT = {
				has_completed_focus = INS_the_declaration_of_independence
			}
			has_war_support = < 0.25
		}
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_ARMY_XP
	}
	completion_reward = {
		add_war_support = 0.1
		army_experience = 50
	}
}
### Entity: National Focus
Tree: mal_focus
Component: MAL_RND_6
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/malaysia.txt

Code:
focus = {
	id = MAL_RND_6
	icon = GFX_goal_generic_construction2
	ai_will_do = {
		factor = 2
	}
	x = 32
	y = 2
	prerequisite = {
		focus = MAL_RND_3
	}
	available = {

	}
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		swap_ideas = {
			remove_idea = MAL_jungle_idea
			add_idea = MAL_jungle_idea_1
		}
	}
}
### Entity: Event
Component: r56.soviet.43
Constructs: fire_only_once, has_country_leader
Source: game
File: events/r56_Soviet.txt

Code:
country_event = {
	id = r56.soviet.43
	title = r56.soviet.43.t
	desc = r56.soviet.43.d
	picture = GFX_report_event_AST_funeral
	fire_only_once = yes
	trigger = {
		date = > 1938.10.12
		original_tag = SOV
		has_country_leader = {
			ruling_only = yes
			name = Kirill Vladimirovich
		}
	}
	option = {
		name = r56.soviet.43.a
		kill_country_leader = yes
		promote_character = SOV_tsar_vladimir_kirillovich
	}
}
### Entity: Event
Component: usa.62
Constructs: is_triggered_only, ai_chance, unlock_decision_tooltip, set_state_flag, set_variable, add_to_variable, clr_country_flag, clear_global_event_target
Source: game
File: events/USA.txt

Code:
country_event = {
	id = usa.62
	title = usa.61.t
	desc = usa.62.desc
	picture = GFX_report_event_tank_factory
	is_triggered_only = yes
	option = {
		name = usa.62.a
		ai_chance = {
			factor = 0
		}
		unlock_decision_tooltip = {
			decision = USA_invest_in_state_arms_factory
			show_effect_tooltip = yes
		}
		event_target:USA_congress_investment_state = {
			set_state_flag = USA_congress_build_arms_factory
			set_variable = {
				arms_factory_goal = arms_factory_level
			}
			add_to_variable = {
				arms_factory_goal = 1
			}
		}
	} {
		name = usa.62.b
		ai_chance = {
			factor = 100
		}
		ROOT = {
			clr_country_flag = USA_congress_investment
		}
		clear_global_event_target = USA_congress_investment_state
	}
}