Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: sia_focus
Component: SIA_cooperation_on_military_projects_r56
Constructs: has_completed_focus, prerequisite, add_ideas, completion_reward, has_focus_autohide_rule_trigger_r56
Source: game
File: common/national_focus/siam_r56.txt

Code:
focus = {
	id = SIA_cooperation_on_military_projects_r56
	icon = GFX_goal_generic_scientific_exchange
	prerequisite = {
		focus = SIA_continue_importing_foreign_equipment_r56
	}
	cost = 4
	y = 1
	relative_position_id = SIA_continue_importing_foreign_equipment_r56
	offset = {
		x = -1
		trigger = {
			has_focus_autohide_rule_trigger_r56 = yes
			OR = {
				has_completed_focus = SIA_take_the_fight_to_our_enemies_soil_r56 SIA_continue_importing_foreign_equipment_r56
			}
		}
	}
	ai_will_do = {
		base = 5
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = SIA_cooperation_on_military_projects_r56
	}
}
### Entity: Scripted Effect
Component: add_or_modify_AST_british_war_cabinet_spirit
Constructs: limit, has_dynamic_modifier, add_dynamic_modifier
Source: game
File: common/scripted_effects/AST_scripted_effects.txt

Code:
add_or_modify_AST_british_war_cabinet_spirit = {
	IF = {
		limit = {
			NOT = {
				has_dynamic_modifier = {
					modifier = AST_british_war_cabinet_spirit
				}
			}
		}
		add_dynamic_modifier = {
			modifier = AST_british_war_cabinet_spirit
		}
	}
	ELSE = {
		custom_effect_tooltip = AST_british_war_cabinet_spirit_tt
	}
}
### Entity: Idea
Component: EAI_DD_14/super_heavy_tank_destroyer_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_14/super_heavy_tank_destroyer_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		super_heavy_tank_destroyer_chassis = {
			build_cost_ic = -0.35
			instant = yes
		}
	}
}
### Entity: Idea
Component: SIA_directorate_of_aeronautical_engineering
Constructs: has_dlc, research_bonus, equipment_bonus
Source: game
File: common/ideas/siam.txt

Code:
SIA_directorate_of_aeronautical_engineering = {
	picture = SIA_directorate_of_aeronautical_engineering
	allowed = {
		original_tag = SIA
		NOT = {
			has_dlc = Arms Against Tyranny
		}
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		light_aircraft_manufacturer
	}
	equipment_bonus = {
		small_plane_airframe = {
			air_agility = 0.1
		}
	}
}
### Entity: Achievement
Component: rumble_in_the_jungle
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting
Source: game
File: common/achievements.txt

Code:
rumble_in_the_jungle = {
	id = 192
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		OR = {
			tag = BRA ARG PAR CHL VEN ECU PRU URG BOL COL
		}
	}
	happened = {
		controls_State = 495
		controls_state = 490 491 494 487 942 938 488 486 687 309 310
	}
}
### Entity: Unit Template
Component: AUS_MAR_01
Source: game
File: common/units/names_divisions/AUS_names_divisions.txt

Code:
AUS_MAR_01 = {
	name = Marine Division
	for_countries = {
		AUS
	}
	can_use = {
		always = yes
	}
	division_types = {
		marine
	}
	fallback_name = %d. Marine-Stürmdivision
	ordered = {
		1 = {
			%d. Marine-Stürmdivision
		}
		2 = {
			%d. Marine-Stürmdivision
		}
		3 = {
			%d. Marine-Stürmdivision
		}
		4 = {
			%d. Marine-Stürmdivision
		}
		5 = {
			%d. Marine-Stürmdivision
		}
		6 = {
			%d. Marine-Stürmdivision
		}
		7 = {
			%d. Marine-Stürmdivision
		}
		8 = {
			%d. Marine-Stürmdivision
		}
		9 = {
			%d. Marine-Stürmdivision
		}
		10 = {
			%d. Marine-Stürmdivision
		}
	}
}
### Entity: Character
Component: SWI_hans_oehler
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/SWI.txt

Code:
SWI_hans_oehler = {
	instance = {
		allowed = {
			has_dlc = By Blood Alone
		}
		advisor = {
			slot = high_command
			idea_token = SWI_hans_oehler_high_command
			ledger = navy
			allowed = {
				original_tag = SWI
			}
			visible = {

			}
			available = {

			}
			traits = {
				navy_capital_ship_2
			}
			cost = 100
			ai_will_do = {
				base = 200
			}
		} {
			slot = political_advisor
			idea_token = SWI_hans_oehler
			allowed = {
				original_tag = SWI
			}
			visible = {
				SWI_councilor_visible = yes
			}
			available = {
				SWI_can_be_councilor = yes
				NOT = {
					has_completed_focus = SWI_ban_national_movement_for_switzerland
				}
			}
			traits = {
				SWI_fascist_propagandist
			}
			on_add = {
				SWI_on_add_councilors = yes
			}
			on_remove = {
				SWI_on_remove_councilor = yes
			}
			can_be_fired = no
			ai_will_do = {
				base = 4000
				modifier = {
					factor = 5
					SWI_AI_is_fascist = yes
				} {
					factor = 0.1
					SWI_is_historical_ai = yes
				}
			}
		}
		name = SWI_hans_oehler
		portraits = {
			army = {
				small = GFX_idea_generic_navy_europe_2
				large = GFX_Portrait_Europe_Generic_navy_2
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = By Blood Alone
			}
		}
		advisor = {
			slot = high_command
			idea_token = SWI_hans_oehler
			ledger = navy
			allowed = {
				original_tag = SWI
			}
			traits = {
				navy_capital_ship_2
			}
			cost = 100
			ai_will_do = {
				base = 200
			}
		}
		name = SWI_hans_oehler
		portraits = {
			army = {
				small = GFX_idea_generic_navy_europe_2
			}
		}
	}
}
### Entity: Idea
Component: idea_INS_radio_democratic
Constructs: research_speed_factor, stability_factor, removal_cost, democratic_drift, fascism_drift
Source: game
File: common/ideas/indonesia.txt

Code:
idea_INS_radio_democratic = {
	allowed = {
		tag = INS
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = SWE_radiotjanst_corrupted
	modifier = {
		research_speed_factor = 0.07
		drift_defence_factor = -0.3
		democratic_drift = 0.05
		fascism_drift = -0.02
		stability_factor = 0.05
	}
}
### Entity: Order of Battle
Component: Puerto Rico Division
Constructs: division_template
Source: game
File: history/units/USA_1936_nsb.txt

Code:
division = {
	name = Puerto Rico Division
	location = 1440
	division_template = Organized Reserve
	start_experience_factor = 0.2
	start_equipment_factor = 0.15
}
### Entity: National Focus
Tree: cog_focus
Component: COG_declaration_of_congolese_unity
Constructs: prerequisite, limit, owns_state, completion_reward, every_state, is_owned_by, is_claimed_by, is_core_of
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_declaration_of_congolese_unity
	icon = GFX_goal_generic_demand_territory
	x = -2
	y = 1
	prerequisite = {
		focus = COG_kasa_vubus_first_cabinet
	}
	relative_position_id = COG_kasa_vubus_first_cabinet
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	cost = 10
	ai_will_do = {
		base = 10
	}
	bypass = {

	}
	available = {

	}
	completion_reward = {
		every_state = {
			limit = {
				NOT = {
					OR = {
						is_owned_by = ROOT
						is_claimed_by = ROOT
						is_core_of = ROOT
					}
				}
				OR = {
					state = 538 718 890 888 295 772 796 540
				}
			}
			add_claim_by = ROOT
		}
		custom_effect_tooltip = generic_skip_one_line_tt COG_declaration_of_congolese_unity_tt generic_skip_one_line_tt
		every_other_country = {
			limit = {
				OR = {
					owns_state = 538 718 890 888 295 772 796 540
				}
			}
			country_event = {
				id = ww_congo.41
				hours = 6
				random_hours = 12
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUL_garrison_greece
Constructs: is_major, is_in_faction_with
Source: game
File: common/ai_strategy/EAI_axis.txt

Code:
EAI_BUL_garrison_greece = {
	allowed = {
		OR = {
			tag = BUL YUG
		}
	}
	enable = {
		is_in_faction_with = GER
		any_enemy_country = {
			is_major = yes
			naval_strength_ratio = {
				tag = ITA
				ratio = > 1.0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		ratio = 0.5
		states = {
			184 731 47 186 185
		}
		subtract_invasions_from_need = no
		subtract_fronts_from_need = no
	}
}
### Entity: Order of Battle
Component: División de Caballería
Constructs: division_template
Source: game
File: history/units/BOL_1936.txt

Code:
division = {
	name = División de Caballería
	location = 5230
	division_template = División de Caballería
	start_experience_factor = 0.1
	start_equipment_factor = 0.3
}
### Entity: National Focus
Tree: man_focus
Component: MAN_tsr_request_control_of_the_railways
Constructs: prerequisite, limit, completion_reward, is_fully_controlled_by, cancel_if_invalid, unlock_decision_tooltip, add_building_construction, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/manchukuo_TSR.txt

Code:
focus = {
	id = MAN_tsr_request_control_of_the_railways
	icon = GFX_goal_generic_construct_infrastructure
	prerequisite = {
		focus = MAN_tsr_assertiveness
	}
	x = 0
	y = 1
	relative_position_id = MAN_tsr_assertiveness
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		OR = {
			716 = {
				is_fully_controlled_by = ROOT
			}
			328 = {
				is_fully_controlled_by = ROOT
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		unlock_decision_tooltip = MAN_divert_machine_tools
		custom_effect_tooltip = generic_skip_one_line_tt
		if = {
			limit = {
				716 = {
					is_fully_controlled_by = ROOT
				}
			}
			716 = {
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
				add_extra_state_shared_building_slots = 1
			}
		} {
			limit = {
				717 = {
					is_fully_controlled_by = ROOT
				}
			}
			717 = {
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
				add_extra_state_shared_building_slots = 1
			}
		} {
			limit = {
				715 = {
					is_fully_controlled_by = ROOT
				}
			}
			715 = {
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
				add_extra_state_shared_building_slots = 1
			}
		} {
			limit = {
				328 = {
					is_fully_controlled_by = ROOT
				}
			}
			328 = {
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
				add_extra_state_shared_building_slots = 1
			}
		}
	}
}
### Entity: Character
Component: IRQ_mustafa_barzani
Constructs: has_completed_focus
Source: game
File: common/characters/IRQ.txt

Code:
IRQ_mustafa_barzani = {
	name = IRQ_mustafa_barzani
	portraits = {
		civilian = {
			large = GFX_portrait_IRQ_mustafa_barzani
			small = GFX_portrait_IRQ_mustafa_barzani_small
		}
	}
	corps_commander = {
		traits = {
			hill_fighter desert_fox
		}
		skill = 3
		attack_skill = 2
		defense_skill = 2
		planning_skill = 3
		logistics_skill = 3
		legacy_id = -1
		visible = {
			OR = {
				has_completed_focus = IRQ_reapproachment_with_the_tribes IRQ_kurdish_revolt
			}
		}
	}
}
### Entity: Event
Component: finland.9
Constructs: is_triggered_only
Source: game
File: events/Finland.txt

Code:
country_event = {
	id = finland.9
	title = finland.9.t
	desc = finland.9.d
	picture = GFX_report_event_finnish_soldiers_snow
	is_triggered_only = yes
	option = {
		name = finland.9.a
	}
}
### Entity: Idea
Component: SAX_coi
Source: game
File: common/ideas/saxony.txt

Code:
SAX_coi = {
	picture = generic_political_advisor_europe_3
	allowed = {
		original_tag = SAX
	}
	traits = {
		captain_of_industry
	}
}
### Entity: Character
Component: GER_henrich_focke
Source: game
File: common/characters/GER.txt

Code:
GER_henrich_focke = {
	name = GER_henrich_focke
	portraits = {
		army = {
			large = GFX_portrait_GER_henrich_focke
		}
	}
	scientist = {
		traits = {
			scientist_trait_helicopter_expert scientist_trait_bright
		}
		skills = {
			specialization_air = 2
		}
	}
}
### Entity: Faction
Component: faction_goal_control_lappland_metals
Constructs: limit, has_war_with, is_in_faction_with, complete_effect, add_faction_power_projection, every_faction_member, add_faction_initiative, every_state
Source: game
File: common/factions/goals/faction_goals_medium_term.txt

Code:
faction_goal_control_lappland_metals = {
	name = control_lappland_metals_goal_name
	description = control_lappland_metals_goal_desc
	category = medium_term
	group = resources_to_market_icon
	allowed = {

	}
	visible = {
		FROM = {
			NOT = {
				original_tag = SWE
				is_in_faction_with = SWE
			}
		}
		any_collection_element = {
			collection = {
				input = game:scope
				operators = {
					faction_members controlled_states
				}
				name = FACTION_CONTROLLED_STATES
			}
			distance_to = {
				target = 918
				value = < 2000
			}
		}
	}
	available = {

	}
	completed = {
		666 = {
			is_controlled_by_ROOT_or_ally = yes
		}
		918 = {
			is_controlled_by_ROOT_or_ally = yes
		}
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt TARGET_STATE_CONTROLLERS
		every_faction_member = {
			visible_when_empty = yes
			limit = {
				OR = {
					controls_state = 666 918
				}
			}
			add_faction_initiative = 1
		}
		every_state = {
			limit = {
				OR = {
					state = 666 918
				}
			}
			if = {
				limit = {
					infrastructure = < 5
				}
				add_building_construction = {
					type = infrastructure
					level = 1
					instant_build = yes
				}
			}
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			factor = 2
			918 = {
				owner = {
					has_war_with = ROOT
				}
			}
		} {
			add = 1
			OR = {
				tungsten = < 40
				steel = < 40
				chromium = < 12
			}
		} {
			add = 1
			OR = {
				tungsten = < 10
				steel = < 10
				chromium = < 5
			}
		} {
			add = 3
			OR = {
				has_resources_in_collection = {
					collection = {
						input = game:scope
						operators = {
							faction_members
						}
						name = FACTION
					}
					resource = tungsten
					amount = < 15
					extracted = no
				} {
					collection = {
						input = game:scope
						operators = {
							faction_members
						}
						name = FACTION
					}
					resource = steel
					amount = < 15
					extracted = no
				} {
					collection = {
						input = game:scope
						operators = {
							faction_members
						}
						name = FACTION
					}
					resource = chromium
					amount = < 8
					extracted = no
				}
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/Talk%3AFeatures.html

Doc:
Contents

1 Preview

2 Thought: split article up / duplicate content?

3 Add to article

4 Dead source links
### Entity: Modding Documentation
Construct: What_is_a_Project_?
Source: game
File: common/special_projects/projects/documentation.md

Doc:
# What is a Project ?
Special projects are about researching projects in Facilities to get equipment and other bonuses.
Special projects are divided in several Specializations. Each Specialization has a tree of researchable projects. 
One entry in this DB is one node in those trees.
### Entity: National Focus
Tree: vnz_focus
Component: VNZ_secure_security_ministry
Constructs: prerequisite, limit, completion_reward, has_idea_with_trait, has_dlc, has_intelligence_agency, has_done_agency_upgrade, create_intelligence_agency
Source: game
File: common/national_focus/venice.txt

Code:
focus = {
	id = VNZ_secure_security_ministry
	icon = GFX_goal_generic_communist_loyalty
	prerequisite = {
		focus = VNZ_strikes_for_democracy
	}
	mutually_exclusive = {
		focus = VNZ_representative_grand_council
	}
	relative_position_id = VNZ_strikes_for_democracy
	x = 1
	y = 1
	cost = 5
	available = {
		communism = > 0.4
		NOT = {
			OR = {
				has_idea_with_trait = democratic_reformer fascist_demagogue
			}
		}
	}
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = La Resistance
				has_intelligence_agency = yes
				NOT = {
					has_done_agency_upgrade = upgrade_decryption_boost
				}
			}
			upgrade_intelligence_agency = upgrade_decryption_boost
		}
		else_if = {
			limit = {
				has_dlc = La Resistance
				NOT = {
					has_done_agency_upgrade = upgrade_decryption_boost_2
				}
			}
			upgrade_intelligence_agency = upgrade_decryption_boost_2
		} {
			limit = {
				has_dlc = La Resistance
				NOT = {
					has_intelligence_agency = yes
				}
			}
			create_intelligence_agency = yes
		}
		add_tech_bonus = {
			name = mp_tech_bonus_name
			bonus = 1
			uses = 1
			category = military_police_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_ESPIONAGE
	}
}
### Entity: Event
Component: cityfall.56
Constructs: is_triggered_only, set_global_flag
Source: game
File: events/CFM_city_events.txt

Code:
news_event = {
	id = cityfall.56
	title = cityfall.56.t
	desc = cityfall.56.d
	picture = GFX_news_event_japanese_army_parade
	major = yes
	is_triggered_only = yes
	immediate = {
		set_global_flag = fall_of_stockholm_jap
	}
	option = {
		name = cityfall.56.a
		trigger = {
			NOT = {
				TAG = JAP SWE
			}
		}
	} {
		name = cityfall.56.b
		trigger = {
			TAG = JAP
		}
	} {
		name = cityfall.56.c
		trigger = {
			TAG = SWE
		}
	}
}
### Entity: Decision
Component: PAL_border_conflicts
Constructs: has_war_with, has_country_flag, fire_only_once, remove_effect, add_command_power, set_country_flag, has_global_flag, complete_effect
Source: game
File: common/decisions/PAL.txt

Code:
PAL_border_conflicts = {
	PAL_raids_lower_arabia = {
		icon = eng_trade_unions_demand
		allowed = {
			original_tag = PAL
		}
		days_remove = 7
		available = {

		}
		fire_only_once = yes
		custom_cost_trigger = {
			command_power = > 14
		}
		custom_cost_text = MPL_decision_cost_command_power
		remove_effect = {
			add_command_power = -15
			set_country_flag = PAL_lower_arabia_raids
		}
		ai_will_do = {
			factor = 50
		}
	}
	PAL_raid_aden = {
		icon = eng_support_imperialist_coup
		allowed = {
			original_tag = PAL
		}
		visible = {
			has_country_flag = PAL_lower_arabia_raids
			NOT = {
				controls_state = 659
			}
		}
		days_remove = 30
		available = {
			NOT = {
				has_global_flag = MPL_no_border_war
				has_war_with = 659
				 = .controller
				controls_state = 659
			}
			controls_state = 678
		}
		fire_only_once = yes
		cost = 50
		complete_effect = {
			678 = {
				save_event_target_as = MPL_borderwar_attacker
			}
			659 = {
				save_event_target_as = MPL_borderwar_defender
			} {
				controller = {
					country_event = mandate_palestine.114
				}
			}
			set_global_flag = MPL_no_border_war
		}
		remove_effect = {
			clear_global_event_target = MPL_borderwar_attacker MPL_borderwar_defender
			678 = {
				save_global_event_target_as = MPL_borderwar_attacker
			}
			659 = {
				save_global_event_target_as = MPL_borderwar_defender
			}
			custom_effect_tooltip = MPL_selection_lebanon_event
			MPL_border_war_states = yes
		}
		ai_will_do = {
			factor = 50
		}
	}
	PAL_raid_uae = {
		icon = eng_support_imperialist_coup
		allowed = {
			original_tag = PAL
		}
		visible = {
			has_country_flag = PAL_lower_arabia_raids
			NOT = {
				controls_state = 658
			}
		}
		days_remove = 30
		available = {
			NOT = {
				has_global_flag = MPL_no_border_war
				has_war_with = 658
				 = .controller
				controls_state = 658
			}
			controls_state = 858
		}
		fire_only_once = yes
		cost = 50
		complete_effect = {
			858 = {
				save_event_target_as = MPL_borderwar_attacker
			}
			658 = {
				save_event_target_as = MPL_borderwar_defender
			} {
				controller = {
					country_event = mandate_palestine.114
				}
			}
			set_global_flag = MPL_no_border_war
		}
		remove_effect = {
			clear_global_event_target = MPL_borderwar_attacker MPL_borderwar_defender
			858 = {
				save_global_event_target_as = MPL_borderwar_attacker
			}
			658 = {
				save_global_event_target_a
# ... (truncated)
### Entity: Character
Component: cultural_hegemony_theorist
Constructs: research_speed_factor, stability_factor, communism_drift, compliance_gain
Source: game
File: common/country_leader/00_traits.txt

Code:
cultural_hegemony_theorist = {
	random = no
	communism_drift = 0.1
	stability_factor = 0.1
	political_power_factor = 0.1
	research_speed_factor = 0.03
	compliance_gain = 0.05
	surrender_limit = 0.1
}
### Entity: Unit Leader
Component: 4
Source: game
File: common/unit_leader/00_attack_skills.txt

Code:
4 = {
	cost = 800
	type = navy
	modifier = {
		naval_damage_factor = 0.2
	}
	building_module_modifier = {
		spotting_chance = 0.08
		ships_at_battle_start = 0.08
	}
}
### Entity: State History
Component: 281
Constructs: add_core_of
Source: game
File: history/states/281-India.txt

Code:
state = {
	id = 281
	name = STATE_281
	manpower = 79300
	state_category = enclave
	history = {
		owner = ENG
		add_core_of = MLD
		buildings = {
			infrastructure = 2
			4967 = {
				naval_base = 1
			}
		}
		victory_points = {
			4967 1
		}
	}
	provinces = {
		4967
	}
	local_supplies = 0.0
}
### Entity: State History
Component: 132
Constructs: add_core_of
Source: game
File: history/states/132-North-west England.txt

Code:
state = {
	id = 132
	name = STATE_132
	manpower = 5770454
	state_category = metropolis
	resources = {
		steel = 31
		aluminium = 2
		coal = 33
	}
	history = {
		owner = ENG
		victory_points = {
			6384 30
		} {
			6318 5
		}
		buildings = {
			infrastructure = 4
			arms_factory = 1
			industrial_complex = 1
			dockyard = 3
			air_base = 3
			6384 = {
				naval_base = 5
			}
		}
		add_core_of = ENG
		1939.1.1 = {
			buildings = {
				dockyard = 4
				industrial_complex = 2
			}
		}
	}
	provinces = {
		3205 6318 6335 6384
	}
	local_supplies = 0.0
}
### Entity: Event
Component: ukraine.6
Constructs: is_triggered_only, ai_chance, add_ideas, fire_only_once, add_political_power
Source: game
File: events/Ukraine.txt

Code:
country_event = {
	id = ukraine.6
	title = ukraine.6.t
	desc = ukraine.6.desc
	picture = GFX_report_event_polish_army
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = ukraine.6.a
		ai_chance = {
			base = 10
		}
		add_ideas = UKR_multinational_army_command
	} {
		name = ukraine.6.b
		ai_chance = {
			base = 10
		}
		add_political_power = -10
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_purge_irgun
Constructs: prerequisite, remove_ideas, add_stability, completion_reward, add_popularity
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_purge_irgun
	icon = GFX_goal_generic_army_purges
	cost = 3
	relative_position_id = ISR_form_the_idf
	x = 1
	y = 1
	prerequisite = {
		focus = ISR_form_the_idf
	} {
		focus = ISR_subvert_irgun_influence
	}
	completion_reward = {
		add_stability = 0.1
		add_popularity = {
			ideology = neutrality
			popularity = -0.1
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		remove_ideas = ISR_disorganized_militias
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: r56.kill_hitler.4
Constructs: is_triggered_only
Source: game
File: events/r56_news_events.txt

Code:
news_event = {
	id = r56.kill_hitler.4
	title = r56.kill_hitler.4.t
	desc = r56.kill_hitler.4.desc
	picture = GFX_news_event_GER_hitler_plane
	major = yes
	is_triggered_only = yes
	option = {
		name = r56.kill_hitler.4.a
		trigger = {
			NOT = {
				tag = GER
			}
		}
	} {
		name = r56.kill_hitler.4.b
		trigger = {
			tag = GER
		}
	}
}
### Entity: Idea
Component: british_fighter_discount
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/britain.txt

Code:
british_fighter_discount = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_air_bonus
	removal_cost = -1
	equipment_bonus = {
		small_plane_airframe = {
			build_cost_ic = -0.1
			instant = yes
		}
		cv_small_plane_airframe = {
			build_cost_ic = -0.1
			instant = yes
		}
	}
}