Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: bul_focus
Component: BUL_appeal_to_european_capitalists
Constructs: every_owned_state, prerequisite, limit, add_ideas, has_government, completion_reward, has_idea, random_owned_state
Source: game
File: common/national_focus/bulgaria.txt

Code:
focus = {
	id = BUL_appeal_to_european_capitalists
	prerequisite = {
		focus = BUL_join_the_allies
	}
	icon = GFX_focus_mex_privatisation
	relative_position_id = BUL_join_the_allies
	x = 0
	y = 2
	cost = 10
	available = {
		OR = {
			has_government = democratic neutrality
		}
		NOT = {
			has_idea = BUL_nationalized_industry
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = export_focus
		random_owned_state = {
			limit = {
				is_fully_controlled_by = ROOT
				NOT = {
					has_state_flag = BUL_appeal_to_european_capitalists_flag
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
			set_state_flag = BUL_appeal_to_european_capitalists_flag
		} {
			limit = {
				is_fully_controlled_by = ROOT
				NOT = {
					has_state_flag = BUL_appeal_to_european_capitalists_flag
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
			set_state_flag = BUL_appeal_to_european_capitalists_flag
		} {
			limit = {
				is_fully_controlled_by = ROOT
				NOT = {
					has_state_flag = BUL_appeal_to_european_capitalists_flag
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
			set_state_flag = BUL_appeal_to_european_capitalists_flag
		}
		every_owned_state = {
			limit = {
				has_state_flag = BUL_appeal_to_european_capitalists_flag
			}
			clr_state_flag = BUL_appeal_to_european_capitalists_flag
		}
		if = {
			limit = {
				has_dynamic_modifier = {
					modifier = BUL_foreign_industry_dynamic_modifier
				}
			}
			if = {
				limit = {
					check_variable = {
						BUL_foreign_industry_consumer_goods_modifier = 0.1
						compare = less_than_or_equals
					}
				}
				set_variable = {
					BUL_foreign_industry_consumer_goods_modifier = 0
				}
			}
			else = {
				subtract_from_variable = {
					BUL_foreign_industry_consumer_goods_modifier = -0.1
				}
			}
		}
		custom_effect_tooltip = BUL_appeal_to_european_capitalists_cg_tt
		ENG = {
			add_ai_strategy = {
				type = befriend
				id = ROOT
				value = 20
			}
		}
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_unite_with_diaguita_and_toconote
Constructs: has_completed_focus, prerequisite, limit, completion_reward, is_subject, has_army_manpower, add_state_claim, every_other_country
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_unite_with_diaguita_and_toconote
	icon = GFX_goal_generic_attack_argentina
	prerequisite = {
		focus = PRU_reclaim_bolivia PRU_retake_antofagasta
	}
	x = 1
	y = 1
	relative_position_id = PRU_reclaim_bolivia
	cost = 5
	available = {
		is_subject = no
		NOT = {
			has_completed_focus = PRU_invite_carlos
		}
		has_army_manpower = {
			size = > 100000
		}
		any_state = {
			state = 508
			custom_trigger_tooltip = {
				tooltip = ROOT_is_not_controlled_by_root_or_ally_tt
				NOT = {
					is_controlled_by_ROOT_or_ally = yes
				}
			}
		}
	}
	ai_will_do = {
		factor = 10
	}
	bypass = {
		all_state = {
			OR = {
				NOT = {
					state = 508
				}
				is_controlled_by_ROOT_or_ally = yes
			}
		}
		OR = {
			has_completed_focus = PRU_the_true_owners_of_america PRU_revolutionary_andes PRU_organize_protests_in_the_south PRU_appoint_a_peruvian_monarch
		}
	}
	will_lead_to_war_with = ARG
	completion_reward = {
		add_state_claim = 508
		every_other_country = {
			limit = {
				NOT = {
					is_ally_with = ROOT
				}
				any_controlled_state = {
					state = 508
				}
			}
			ROOT = {
				create_wargoal = {
					target = PREV
					type = take_claimed_state
					expire = 0
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Modding Documentation
Construct: Variables
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## All Tweakable Variables


Tweakable variables have a type which defines how they are used.

Boolean variables are toggled on and off just by entering their name in the
console. They can also be force enabled by entering the name of the variable
followed by a none zero number, or force disabled by using zero.

Examples:
```
> Agency.AutoComplete
[ Agency.AutoComplete ] Enabled
> Agency.AutoComplete
[ Agency.AutoComplete ] Disabled
> Agency.AutoComplete
[ Agency.AutoComplete ] Enabled
> Agency.AutoComplete 1
[ Agency.AutoComplete ] Enabled
> Agency.AutoComplete 0
[ Agency.AutoComplete ] Disabled
```

Integer and Float variables are set to a value by entering the name of the
variable followed by the desired value. Only entering the name of the variable
will print its current value. Note that they can be clamped within a range by
code.

Examples:
```
> Audio.Debug.LevelsSampleRate
[ Audio.Debug.LevelsSampleRate ] Value 20
> Audio.Debug.LevelsSampleRate 40
[ Audio.Debug.LevelsSampleRate ] Value 40
> Audio.Debug.LevelsSampleRate
[ Audio.Debug.LevelsSampleRate ] Value 40
```
### Entity: Idea
Component: BUL_uranium_concession_agreement_ns
Constructs: has_country_flag, removal_cost, clr_country_flag
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_uranium_concession_agreement_ns = {
	picture = generic_exploit_mines
	allowed = {
		original_tag = BUL
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	cancel = {
		has_country_flag = BUL_uranium_concession_agreement_ended_flag
	}
	on_remove = {
		clr_country_flag = BUL_uranium_concession_agreement_ended_flag
	}
	modifier = {
		consumer_goods_factor = -0.15
	}
}
### Entity: Character
Component: artillery_producer_defense_2
Constructs: equipment_bonus
Source: game
File: common/country_leader/r56_companies_traits.txt

Code:
artillery_producer_defense_2 = {
	random = no
	equipment_bonus = {
		artillery_equipment = {
			defense = 0.15
			soft_attack = 0.1
		}
		rocket_artillery_equipment = {
			defense = 0.15
			soft_attack = 0.1
		}
		anti_tank_equipment = {
			defense = 0.15
			hard_attack = 0.1
		}
		anti_air_equipment = {
			defense = 0.15
			air_attack = 0.1
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: BEL_king_law_freedom_ns
Constructs: removal_cost, equipment_bonus, neutrality_drift
Source: game
File: common/ideas/belgium.txt

Code:
BEL_king_law_freedom_ns = {
	removal_cost = -1
	picture = NORDIC_army_monarchist
	allowed = {
		OR = {
			original_tag = BEL COG
		}
	}
	equipment_bonus = {

	}
	modifier = {
		neutrality_drift = 0.1
	}
}
### Entity: Scripted Effect
Component: ENG_imperial_conference_economy_level_up
Constructs: limit, has_idea, swap_ideas, remove_idea, add_idea, add_timed_idea
Source: game
File: common/scripted_effects/ENG_scripted_effects.txt

Code:
ENG_imperial_conference_economy_level_up = {
	if = {
		limit = {
			has_idea = ENG_imperial_conference_economy_4
		}
		swap_ideas = {
			remove_idea = ENG_imperial_conference_economy_4
			add_idea = ENG_imperial_conference_economy_5
		}
	}
	else_if = {
		limit = {
			has_idea = ENG_imperial_conference_economy_3
		}
		swap_ideas = {
			remove_idea = ENG_imperial_conference_economy_3
			add_idea = ENG_imperial_conference_economy_4
		}
	} {
		limit = {
			has_idea = ENG_imperial_conference_economy_2
		}
		swap_ideas = {
			remove_idea = ENG_imperial_conference_economy_2
			add_idea = ENG_imperial_conference_economy_3
		}
	} {
		limit = {
			has_idea = ENG_imperial_conference_economy_1
		}
		swap_ideas = {
			remove_idea = ENG_imperial_conference_economy_1
			add_idea = ENG_imperial_conference_economy_2
		}
	} {
		limit = {
			NOT = {
				has_idea = ENG_imperial_conference_economy_1
			} {
				has_idea = ENG_imperial_conference_economy_2
			} {
				has_idea = ENG_imperial_conference_economy_3
			} {
				has_idea = ENG_imperial_conference_economy_4
			} {
				has_idea = ENG_imperial_conference_economy_5
			}
		}
		add_timed_idea = {
			idea = ENG_imperial_conference_economy_1
			days = 365
		}
	}
}
### Entity: Character
Component: army_chief_planning_1
Constructs: planning_speed
Source: game
File: common/country_leader/00_traits.txt

Code:
army_chief_planning_1 = {
	sprite = 5
	planning_speed = 0.05
	experience_gain_army = @chief_experience_gain_low
	command_cap_increase = @tier1_cp_cap_increase
	command_power = @tier1_cp_cost
	ai_will_do = {
		factor = @army_chief_factor_1
		modifier = {
			factor = 0
			command_power = < @tier1_cp_cost
		}
	}
}
### Entity: Event
Component: BBA_switzerland_trade.4
Constructs: is_triggered_only, ai_chance, limit, remove_ideas, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: events/BBA_Switzerland.txt

Code:
country_event = {
	id = BBA_switzerland_trade.4
	title = BBA_switzerland_trade.4.t
	desc = BBA_switzerland_trade.4.desc
	picture = GFX_report_event_generic_parliament
	is_triggered_only = yes
	immediate = {
		hidden_effect = {

		}
	}
	option = {
		name = BBA_switzerland_trade.4.a
		ai_chance = {
			base = 10
		}
		FROM = {
			country_event = {
				id = BBA_switzerland_trade.6
				hours = 4
			}
			hidden_effect = {
				country_event = {
					id = BBA_switzerland_trade.3
					months = 12
				}
			}
		}
	} {
		name = BBA_switzerland_trade.4.b
		ai_chance = {
			base = 10
		}
		trigger = {
			has_idea = SWI_trading_with_switzerland_military
		}
		SWI_trade_agreement_apply_opinions = yes
		swap_ideas = {
			remove_idea = SWI_trading_with_switzerland_military
			add_idea = SWI_trading_with_switzerland_civilian
		}
		FROM = {
			country_event = {
				id = BBA_switzerland_trade.6
				hours = 4
			}
		}
		hidden_effect = {
			FROM = {
				country_event = {
					id = BBA_switzerland_trade.3
					months = 12
				}
			}
		}
	} {
		name = BBA_switzerland_trade.4.c
		ai_chance = {
			base = 10
		}
		trigger = {
			has_idea = SWI_trading_with_switzerland_civilian
		}
		swap_ideas = {
			remove_idea = SWI_trading_with_switzerland_civilian
			add_idea = SWI_trading_with_switzerland_military
		}
		SWI_trade_agreement_apply_opinions = yes
		FROM = {
			country_event = {
				id = BBA_switzerland_trade.6
				hours = 4
			}
		}
		hidden_effect = {
			FROM = {
				country_event = {
					id = BBA_switzerland_trade.3
					months = 12
				}
			}
		}
	} {
		name = BBA_switzerland_trade.4.d
		ai_chance = {
			base = 10
			modifier = {
				factor = 5
				SWI_country_positive_opinion = no
			}
		}
		FROM = {
			country_event = {
				id = BBA_switzerland_trade.7
				hours = 2
			}
		}
		if = {
			limit = {
				has_idea = SWI_trading_with_switzerland_military
			}
			remove_ideas = {
				SWI_trading_with_switzerland_military
			}
		} {
			limit = {
				has_idea = SWI_trading_with_switzerland_civilian
			}
			remove_ideas = {
				SWI_trading_with_switzerland_civilian
			}
		}
	}
}
### Entity: Scripted Effect
Component: raj_ah_random_list
Constructs: add_stability, random_list, add_popularity
Source: game
File: common/scripted_effects/r56_indian_provincial_elections.txt

Code:
raj_ah_random_list = {
	random_list = {
		10 = {
			add_popularity = {
				ideology = neutrality
				popularity = -0.07
			}
			add_stability = -0.07
		}
		20 = {
			add_popularity = {
				ideology = neutrality
				popularity = -0.05
			}
			add_stability = -0.05
		}
		40 = {
			add_popularity = {
				ideology = neutrality
				popularity = -0.03
			}
			add_stability = -0.03
		}
		30 = {
			add_popularity = {
				ideology = neutrality
				popularity = -0.015
			}
			add_stability = -0.015
		}
	}
}
### Entity: Character
Component: vfb_trait_morato
Constructs: political_power_gain
Source: game
File: common/country_leader/r56_traits.txt

Code:
vfb_trait_morato = {
	random = no
	political_power_gain = 0.15
	production_speed_arms_factory_factor = 0.05
	sprite = 13
}
### Entity: Character
Component: INS_syarif_kasim
Constructs: has_cosmetic_tag, is_country_leader
Source: game
File: common/characters/INS.txt

Code:
INS_syarif_kasim = {
	name = INS_syarif_kasim
	portraits = {
		civilian = {
			large = GFX_portrait_INS_syarif_kasim
			small = GFX_portrait_INS_syarif_kasim_small
		}
	}
	country_leader = {
		ideology = despotism
		traits = {
			INS_the_king_who_gave_his_crown
		}
		expire = 1965.1.1.1
		id = -1
	}
	advisor = {
		slot = political_advisor
		cost = 150
		idea_token = INS_syarif_kasim
		allowed = {
			OR = {
				original_tag = INS HOL
			}
		}
		visible = {
			OR = {
				original_tag = INS
				AND = {
					original_tag = HOL
					has_cosmetic_tag = INS_UNION
				}
			}
			is_country_leader = no
		}
		available = {

		}
		traits = {
			INS_the_sultan_schoolmaster_of_siak
		}
	}
}
### Entity: Modifier Reference
Component: ROM_romanian_armed_forces_modifier
Constructs: stability_factor
Source: game
File: common/dynamic_modifiers/r56_ROM.txt

Code:
ROM_romanian_armed_forces_modifier = {
	icon = GFX_idea_ROM_army
	army_infantry_attack_factor = ROM_romanian_armed_forces_infantry_attack_factor
	army_infantry_defence_factor = ROM_romanian_armed_forces_infantry_defence_factor
	army_artillery_attack_factor = ROM_romanian_armed_forces_artillery_attack_factor
	army_artillery_defence_factor = ROM_romanian_armed_forces_artillery_defence_factor
	army_armor_attack_factor = ROM_romanian_armed_forces_armor_attack_factor
	army_armor_defence_factor = ROM_romanian_armed_forces_armor_defence_factor
	stability_factor = ROM_romanian_armed_forces_stability_factor
	mobilization_laws_cost_factor = ROM_romanian_armed_forces_mobilization_laws_cost_factor
	army_org_factor = ROM_romanian_armed_forces_army_org_factor
	experience_gain_army_factor = ROM_romanian_armed_forces_experience_gain_army_factor
	recruitable_population_factor = ROM_romanian_armed_forces_recruitable_population_factor
	training_time_army_factor = ROM_romanian_armed_forces_training_time_army_factor
	army_core_defence_factor = ROM_romanian_armed_forces_army_core_defence_factor
	army_core_attack_factor = ROM_romanian_armed_forces_army_core_attack_factor
	experience_gain_artillery_combat_factor = ROM_romanian_armed_forces_experience_gain_artillery_combat_factor
	experience_gain_light_sp_artillery_brigade_combat_factor = ROM_romanian_armed_forces_experience_gain_light_sp_artillery_brigade_combat_factor
	experience_gain_medium_sp_artillery_brigade_combat_factor = ROM_romanian_armed_forces_medium_sp_artillery_brigade_combat_factor
	army_armor_speed_factor = ROM_romanian_armed_forces_army_armor_speed_factor
	army_speed_factor = ROM_romanian_armed_forces_army_speed_factor
	static_anti_air_damage_factor = ROM_romanian_armed_forces_static_anti_air_damage_factor
	static_anti_air_hit_chance_factor = ROM_romanian_armed_forces_static_anti_air_hit_chance_factor
	repair_speed_anti_air_building_factor = ROM_romanian_armed_forces_repair_speed_anti_air_building_factor
	production_speed_anti_air_building_factor = ROM_romanian_armed_forces_production_speed_anti_air_building_factor
	attrition = ROM_romanian_armed_forces_attrition_factor
}
### Entity: Idea
Component: KMT_vast_army
Constructs: removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_vast_army = {
	removal_cost = -1
	picture = SOV_honest_serfdom_idea_ccp_sov_compatibility
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {

	}
	on_remove = {

	}
	modifier = {
		conscription = 0.015
	}
}
### Entity: Scripted Trigger
Component: EAI_armored_division_limit
Constructs: limit, set_temp_variable, add_to_temp_variable, check_variable
Source: game
File: common/scripted_triggers/EAI_PRODUCTION_division_limit_triggers.txt

Code:
EAI_armored_division_limit = {
	set_temp_variable = {
		EAI_arm_bat_count = num_battalions_with_type@medium_armor
	}
	add_to_temp_variable = {
		EAI_arm_bat_count = num_battalions_with_type@medium_sp_anti_air_brigade
	} {
		EAI_arm_bat_count = num_battalions_with_type@medium_sp_artillery_brigade
	} {
		EAI_arm_bat_count = num_battalions_with_type@medium_tank_destroyer_brigade
	} {
		EAI_arm_bat_count = num_battalions_with_type@amphibious_medium_armor
	} {
		EAI_arm_bat_count = num_battalions_with_type@heavy_armor
	} {
		EAI_arm_bat_count = num_battalions_with_type@heavy_sp_anti_air_brigade
	} {
		EAI_arm_bat_count = num_battalions_with_type@heavy_sp_artillery_brigade
	} {
		EAI_arm_bat_count = num_battalions_with_type@heavy_tank_destroyer_brigade
	} {
		EAI_arm_bat_count = num_battalions_with_type@amphibious_heavy_armor
	} {
		EAI_arm_bat_count = num_battalions_with_type@modern_armor
	} {
		EAI_arm_bat_count = num_battalions_with_type@modern_sp_anti_air_brigade
	} {
		EAI_arm_bat_count = num_battalions_with_type@modern_sp_artillery_brigade
	} {
		EAI_arm_bat_count = num_battalions_with_type@modern_tank_destroyer_brigade
	}
	if = {
		limit = {
			OR = {
				check_variable = {
					EAI_FOCUS/LAND/armor_focus = global.EAI_LARM_FOCUS
				} {
					EAI_FOCUS/LAND/attachment = global.EAI_LARM_ATTACHMENT
				}
			}
		}
		add_to_temp_variable = {
			EAI_arm_bat_count = num_battalions_with_type@light_armor
		} {
			EAI_arm_bat_count = num_battalions_with_type@light_sp_anti_air_brigade
		} {
			EAI_arm_bat_count = num_battalions_with_type@light_sp_artillery_brigade
		} {
			EAI_arm_bat_count = num_battalions_with_type@light_tank_destroyer_brigade
		} {
			EAI_arm_bat_count = num_battalions_with_type@amphibious_light_armor
		}
	}
	check_variable = {
		EAI_arm_bat_count = > EAI_armor_division_cap
	}
}
### Entity: Character
Component: RAJ_noel_beresfordpeirse
Constructs: has_completed_focus
Source: game
File: common/characters/RAJ.txt

Code:
RAJ_noel_beresfordpeirse = {
	name = RAJ_noel_beresfordpeirse
	portraits = {
		army = {
			large = GFX_RAJ_noel_beresford_peirse
			small = GFX_portrait_RAJ_noel_beresfordpeirse_small
		}
	}
	corps_commander = {
		traits = {
			armor_officer loyalty_to_britain
		}
		skill = 3
		attack_skill = 3
		defense_skill = 3
		planning_skill = 3
		logistics_skill = 1
		legacy_id = -1
		visible = {
			OR = {
				NOT = {
					has_completed_focus = RAJ_royal_indian_navy_mutiny
				}
				AND = {
					has_completed_focus = RAJ_royal_indian_navy_mutiny RAJ_keep_british_generals
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_MILITARY_hold_front
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_MILITARY_strategies.txt

Code:
EAI_MILITARY_hold_front = {
	enable = {
		has_country_flag = {
			flag = EAI_MILITARY_recent_wardec_90d
			value = 1
			days = < 60
		}
		any_enemy_country = {
			PREV = {
				has_country_flag = {
					flag = EAI_MILITARY_wardec_90d_from_@PREV
					value = 1
					days = < 60
				}
			}
			strength_ratio = {
				tag = PREV
				ratio = > 1.25
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = front_control
		ordertype = front
		ratio = 0.5
		priority = 5000
		execution_type = careful
		execute_order = no
		manual_attack = no
		country_trigger = {
			has_country_flag = EAI_MILITARY_wardec_90d_on_@FROM
		}
	}
}
### Entity: Event
Component: chile.33
Constructs: is_triggered_only, ai_chance, add_ai_strategy
Source: game
File: events/Chile.txt

Code:
country_event = {
	id = chile.33
	title = Chile offers to Return Antigofasta
	desc = Antigofasta was Bolivian territory until the war of the pacific in when the Chilean's siezed it. They have come to use proposing that they return the land to us in exchange for a permanent alliance.
	picture = GFX_report_event_chamberlain
	is_triggered_only = yes
	option = {
		name = A wonderful proposition. Out rightful territory shall be returned without bloodshead.
		FROM = {
			add_ai_strategy = {
				type = alliance
				id = ROOT
				value = 200
			}
		}
		ROOT = {
			add_ai_strategy = {
				type = alliance
				id = FROM
				value = 200
			}
		}
		CHL = {
			country_event = {
				id = chile.34
			}
		}
	} {
		ai_chance = {
			base = 0
		}
		name = The Chileans will pay for taking that land from us. We shall not grovel to them begging for its return and will, instead, reclaim it and restory our honour.
		CHL = {
			country_event = {
				id = chile.35
			}
		}
	}
}
### Entity: Modifier Reference
Component: PHI_defense_strategy_dynamic_modifier
Source: game
File: common/dynamic_modifiers/SEA_dynamic_modifiers.txt

Code:
PHI_defense_strategy_dynamic_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_PHI_defense_strategy
	max_dig_in = PHI_defense_strategy_max_dig_in
	production_speed_bunker_factor = PHI_defense_strategy_production_speed_bunker_factor
	army_artillery_attack_factor = PHI_defense_strategy_army_artillery_attack_factor
	land_bunker_effectiveness_factor = PHI_defense_strategy_land_bunker_effectiveness_factor
}
### Entity: Idea
Component: KMT_military_planning_GDC
Constructs: removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_military_planning_GDC = {
	picture = chi_wargaming_division
	cancel = {
		GDC = {
			exists = no
		}
	}
	removal_cost = -1
	allowed_civil_war = {
		always = yes
	}
	targeted_modifier = {
		tag = GDC
		attack_bonus_against = 0.1
	}
}
### Entity: Order of Battle
Component: air_wing_362
Source: game
File: history/units/USA_1939_air_bba.txt

Code:
air_wings = {
	362 = {
		small_plane_airframe_1 = {
			owner = USA
			amount = 84
			version_name = P-35A
		} {
			owner = USA
			amount = 84
			version_name = P-35A
		}
		large_plane_airframe_1 = {
			owner = USA
			amount = 36
			version_name = B-17
		}
		medium_plane_airframe_1 = {
			owner = USA
			amount = 48
			version_name = B-18
		} {
			owner = USA
			amount = 36
			version_name = PBY
		}
		cv_small_plane_airframe_0 = {
			owner = USA
			amount = 10
			version_name = F3F
		}
		cv_small_plane_cas_airframe_1 = {
			owner = USA
			amount = 10
			version_name = Vindicator
		}
		cv_small_plane_naval_bomber_airframe_1 = {
			owner = USA
			amount = 10
			version_name = Devastator
		}
	}
}
### Entity: Trigger Reference
Construct: set_temp_variable
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## set_temp_variable

* Supported Scopes: any
* Supported Targets: none

Sets a temporary variable to a value, another variable, or a [math expression](script_math_expression.md).
### Entity: Event
Component: bftb_greece.180
Constructs: is_triggered_only, ai_chance, add_timed_idea, add_to_variable, has_opinion, set_country_flag
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.180
	title = bftb_greece.180.t
	desc = bftb_greece.180.desc
	picture = GFX_report_event_gre_athens
	is_triggered_only = yes
	option = {
		name = bftb_greece.180.a
		ai_chance = {
			base = 10
		}
		add_timed_idea = {
			idea = GRE_moderate_investment
			days = 45
		}
		hidden_effect = {
			GRE = {
				add_to_variable = {
					var = GRE_french_influence_over_greek_government
					value = 10
				}
			} {
				country_event = {
					id = bftb_greece.182
					days = 2
				}
			}
		}
	} {
		name = bftb_greece.180.b
		ai_chance = {
			base = 5
			modifier = {
				factor = 10
				num_of_available_civilian_factories = < 20
			}
		}
		GRE = {
			country_event = {
				id = bftb_greece.183
				days = 2
			}
		}
	} {
		name = bftb_greece.180.c
		ai_chance = {
			base = 0.1
			modifier = {
				factor = 25
				has_opinion = {
					target = GRE
					value = < -50
				}
			}
		}
		GRE = {
			country_event = {
				id = bftb_greece.184
				days = 2
			}
		}
		hidden_effect = {
			GRE = {
				set_country_flag = GRE_france_rebuffed
			}
		}
	}
}