Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: WW_hungary.50
Constructs: is_triggered_only, set_politics, add_country_leader_role
Source: game
File: events/WUW_Hungary.txt

Code:
country_event = {
	id = WW_hungary.50
	title = WW_hungary.50.t
	desc = WW_hungary.50.desc
	picture = GFX_report_event_military_planning
	is_triggered_only = yes
	option = {
		name = WW_hungary.50.a
		set_politics = {
			ruling_party = neutrality
			elections_allowed = no
			name = SPR_habsburg_legitimists
			long_name = SPR_habsburg_legitimists
		}
		add_country_leader_role = {
			character = SPA_karl_pius_von_habsburg
			promote_leader = yes
			country_leader = {
				ideology = despotism
				expire = 1965.1.1.1
				traits = {
					carlist_habsburg_pretender
				}
			}
		}
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_claims_on_argentina
Constructs: prerequisite, has_war, has_government, has_country_flag, completion_reward, has_army_manpower, is_ai, add_ai_strategy
Source: game
File: common/national_focus/r56_chile.txt

Code:
focus = {
	id = CHL_claims_on_argentina
	icon = GFX_goal_CHL_attack_argentina
	relative_position_id = CHL_consolidate_the_government
	x = 11
	y = 3
	offset = {
		trigger = {
			has_country_flag = R56_chile_fascist_scw_given_tag
		}
		x = -10
		y = 0
	}
	cost = 10
	prerequisite = {
		focus = CHL_patriotic_leagues
	} {
		focus = CHL_fascist_constitution
	}
	available = {
		has_government = fascism
		has_army_manpower = {
			size = > 65000
		}
		r56_script_i_am_sane = yes
		ARG = {
			r56_script_target_is_sane = yes
		}
	}
	bypass = {
		ARG = {
			r56_script_standard_bypass = yes
		}
	}
	ai_will_do = {
		factor = 0.1
		modifier = {
			add = 0.5
			AND = {
				ROOT = {
					has_war = no
				}
				ARG = {
					is_ai = yes
				}
			}
		} {
			add = 8.5
			AND = {
				ROOT = {
					has_war = no
					has_army_manpower = {
						size = > 125000
					}
				}
				ARG = {
					is_ai = yes
				}
			}
		}
	}
	completion_reward = {
		add_ai_strategy = {
			type = antagonize
			id = ARG
			value = 100
		}
		add_state_claim = 1065
		create_wargoal = {
			type = take_state_focus
			target = ARG
			expire = 0
			generator = {
				1065
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Idea
Component: idea_INS_volksraad
Constructs: stability_factor, has_country_flag, has_dlc, removal_cost
Source: game
File: common/ideas/indonesia.txt

Code:
idea_INS_volksraad = {
	allowed = {
		original_tag = INS
		has_dlc = Thunder at Our Gates
	}
	cancel = {
		has_country_flag = {
			flag = INS_freed_from_dutch
		}
	}
	allowed_civil_war = {
		always = no
	}
	picture = INS_volksraad
	removal_cost = -1
	modifier = {
		stability_factor = 0.05
		custom_modifier_tooltip = INS_volksraad_custom_tt
	}
}
### Entity: Event
Component: sweden_winter_war.1
Constructs: is_triggered_only, ai_chance, add_political_power, white_peace, is_historical_focus_on
Source: game
File: events/SWE_sweden.txt

Code:
country_event = {
	id = sweden_winter_war.1
	title = sweden_winter_war.1.t
	desc = sweden_winter_war.1.d
	picture = GFX_report_event_finnish_soldiers_snow
	is_triggered_only = yes
	option = {
		name = sweden_winter_war.1.a
		ai_chance = {
			base = 9
		}
		white_peace = SWE
		transfer_state = 124
	} {
		name = sweden_winter_war.1.b
		add_political_power = -75
		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
		SWE = {
			country_event = {
				id = sweden_winter_war.2
			}
		}
	}
}
### Entity: Scripted Effect
Component: AST_votes_change_effect
Constructs: set_variable
Source: game
File: common/scripted_effects/AST_scripted_effects.txt

Code:
AST_votes_change_effect = {
	set_variable = {
		var = AST_uap_votes_change_var
		value = AST_uap_votes_daily_var
	} {
		var = AST_alp_votes_change_var
		value = AST_alp_votes_daily_var
	} {
		var = AST_uap_votes_daily_impact_var
		value = AST_uap_votes_daily_var
	} {
		var = AST_alp_votes_daily_impact_var
		value = AST_alp_votes_daily_var
	}
	subtract_from_variable = {
		var = AST_uap_votes_change_var
		value = AST_alp_votes_daily_var
	} {
		var = AST_alp_votes_change_var
		value = AST_uap_votes_daily_var
	}
	multiply_variable = {
		var = AST_uap_votes_daily_impact_var
		value = -1
	} {
		var = AST_alp_votes_daily_impact_var
		value = -1
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_call_british_sailors
Constructs: prerequisite, add_ideas, has_war_with, completion_reward
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_call_british_sailors
	prerequisite = {
		focus = PRU_inca_heavy_industry
	}
	icon = GFX_goal_ENG_sailor_enlistment
	relative_position_id = PRU_crown_an_inca
	x = -6
	y = 6
	cost = 10
	available = {
		ENG = {
			exists = yes
			NOT = {
				has_war_with = PRU
			}
		}
	}
	ai_will_do = {
		factor = 10
	}
	bypass = {
		OR = {
			has_war_with = ENG
			ENG = {
				NOT = {
					exists = yes
				}
			}
		}
	}
	completion_reward = {
		add_ideas = naval_coop
		PRU_increase_navy_10_percent = yes
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: PER_bahram_aryana
Source: game
File: common/characters/PER.txt

Code:
PER_bahram_aryana = {
	name = PER_bahram_aryana
	portraits = {
		army = {
			large = GFX_portrait_PER_bahram_aryana
			small = GFX_portrait_PER_bahram_aryana_small
		}
	}
	corps_commander = {
		traits = {
			career_officer
		}
		skill = 3
		attack_skill = 3
		defense_skill = 3
		planning_skill = 2
		logistics_skill = 2
		legacy_id = -1
	}
	advisor = {
		slot = high_command
		idea_token = PER_bahram_aryana
		ledger = army
		allowed = {
			original_tag = PER
		}
		traits = {
			army_logistics_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: man_focus
Component: MAN_imperial_university
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_research_slot
Source: game
File: common/national_focus/manchukuo.txt

Code:
focus = {
	id = MAN_imperial_university
	icon = GFX_focus_research
	prerequisite = {
		focus = MAN_imperial_divinity
	}
	x = -1
	y = 1
	relative_position_id = MAN_imperial_divinity
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: Effect Reference
Construct: add_victory_points
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## add_victory_points

* Supported Scopes: any
* Supported Targets: any

```
adds victory point to province
add_victory_points = {
  province = 42
  value = 5
}
```
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Template%3ATemplate_doc_page_transcluded/doc.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
&#160;&#160;Invert selection

Filters
Hide transclusions | Hide links | Hide redirects

The following pages link to Template:Template doc page transcluded/doc:

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)Template:Template doc page transcluded (transclusion) ‎ (← links | edit)

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)
Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/Template:Template_doc_page_transcluded/doc"
### Entity: Event
Component: poland.87
Constructs: is_triggered_only, fire_only_once
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland.87
	title = poland.87.t
	desc = poland.87.d
	picture = GFX_report_event_rydz_propaganda
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = poland.87.a
	}
}
### Entity: Technology
Component: fire_control_methods_1
Constructs: has_war, research_cost, has_navy_size
Source: game
File: common/technologies/MTG_naval_Support.txt

Code:
technology = {
	research_cost = 2.5
	path = {
		leads_to_tech = fire_control_methods_2
		research_cost_coeff = 1
	}
	battleship = {
		lg_attack = 0.05
		hg_attack = 0.05
	}
	battle_cruiser = {
		lg_attack = 0.05
		hg_attack = 0.05
	}
	xp_research_type = navy
	xp_boost_cost = 50
	xp_research_bonus = 1.5
	folder = {
		name = mtgnavalsupportfolder
		position = {
			x = 0
			y = 1
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			has_navy_size = {
				size = < 10
			}
			factor = 0.1
		} {
			has_war = yes
			factor = 2
		} {
			OR = {
				tag = USA ENG JAP ITA
			}
			factor = 5
		} {
			factor = 2
			date = > 1938.1.1
		} {
			factor = 2
			date = > 1939.1.1
		}
	}
	categories = {
		naval_equipment ship_modules_tech mio_cat_tech_all_capital_ship_and_modules mio_cat_tech_all_screen_ship_and_modules mio_cat_tech_all_cruiser_and_modules mio_cat_tech_all_destroyer_and_modules
	}
	special_project_specialization = {
		specialization_naval
	}
}
### Entity: AI Strategy
Component: EAI_SOV_defense_in_depth_200
Constructs: has_war_with
Source: game
File: common/ai_strategy/SOV_EAI.txt

Code:
EAI_SOV_defense_in_depth_200 = {
	allowed = {
		tag = SOV
	}
	enable = {
		any_of_scopes = {
			array = global.EAI_MAP_SOV_garrison_strategy_200
			CONTROLLER = {
				has_war_with = ROOT
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = put_unit_buffers
		ratio = 0.02
		order_id = 200
		states = {
			200
		}
		subtract_invasions_from_need = no
		subtract_fronts_from_need = no
	}
}
### Entity: Character
Component: PER_abdolsamad_kambakhsh
Constructs: has_completed_focus
Source: game
File: common/characters/PER.txt

Code:
PER_abdolsamad_kambakhsh = {
	name = PER_abdolsamad_kambakhsh
	portraits = {
		civilian = {
			small = GFX_portrait_PER_abdolsamad_kambakhsh_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = PER_abdolsamad_kambakhsh
		allowed = {
			original_tag = PER
		}
		visible = {
			has_completed_focus = PER_strengthen_the_tudeh
		}
		available = {

		}
		traits = {
			patriotic_socialist
		}
	}
}
### Entity: Event
Component: AAT_Sweden_flashpoints.40
Constructs: is_triggered_only, ai_chance, has_war_with, add_opinion_modifier, has_dlc, is_in_faction, set_country_flag
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden_flashpoints.40
	title = AAT_Sweden_flashpoints.40.t
	desc = AAT_Sweden_flashpoints.40.desc
	picture = GFX_report_event_radar_01
	is_triggered_only = yes
	option = {
		name = AAT_Sweden_flashpoints.40.a
		ai_chance = {
			base = 0
		}
		SWE_permittentrafiken_response_picker = yes
	} {
		trigger = {
			has_dlc = La Resistance
		}
		name = AAT_Sweden_flashpoints.40.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				has_war_with = FROM
			} {
				factor = 0
				is_in_faction = yes
			}
		}
		SWE_permittentrafiken_response_picker = yes
		set_country_flag = SWE_spying_on_GER
		custom_effect_tooltip = AAT_Sweden_flashpoints_tt_arne_beurling
	} {
		name = AAT_Sweden_flashpoints.40.c
		ai_chance = {
			base = 0
		}
		FROM = {
			country_event = {
				id = AAT_Sweden_flashpoints.32
				days = 3
			}
			add_opinion_modifier = {
				target = SWE
				modifier = refused_GER_military_access_request
			}
		}
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_invite_carlist_refugees
Constructs: has_completed_focus, prerequisite, limit, has_government, completion_reward, allow_branch, has_dlc, has_game_rule
Source: game
File: common/national_focus/chile.txt

Code:
focus = {
	id = CHL_invite_carlist_refugees
	icon = GFX_focus_spa_no_compromise_on_carlist_ideals
	relative_position_id = CHL_invite_french_aristocracy
	x = -2
	y = 1
	cost = 5
	prerequisite = {
		focus = CHL_ibanez_as_prime_minister CHL_an_absolute_monarchy
	} {
		focus = CHL_invite_french_aristocracy
	}
	mutually_exclusive = {

	}
	allow_branch = {
		has_dlc = La Resistance
		IF = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = CHL_endorse_the_constitution
			} {
				has_completed_focus = CHL_denounce_the_anarchy
			} {
				has_completed_focus = CHL_address_the_mapuche_conflict
			}
		}
	}
	available = {
		has_government = neutrality
		SPB = {
			exists = no
		}
	}
	ai_will_do = {
		base = 0.5
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_MILITARY_CHARACTER FOCUS_FILTER_MANPOWER FOCUS_FILTER_ARMY_XP
	}
	completion_reward = {
		army_experience = 30
		add_manpower = 5000
		SPR = {
			SPA_tomas_dominguez_arevalo = {
				set_nationality = ROOT
			}
			show_ideas_tooltip = SPA_tomas_dominguez_arevalo SPA_martin_de_riquer SPA_rafael_garcia_valino SPA_heli_rolando_de_tella SPA_jose_enrique_varela
			SPA_martin_de_riquer = {
				set_nationality = ROOT
			}
			SPA_rafael_garcia_valino = {
				set_nationality = ROOT
			}
			SPA_heli_rolando_de_tella = {
				set_nationality = ROOT
			}
			SPA_jose_enrique_varela = {
				set_nationality = ROOT
			}
		}
	}
}
### Entity: Character
Component: r56w_trait_leader_shaved
Source: game
File: common/country_leader/r56_WHY_characters_traits.txt

Code:
r56w_trait_leader_shaved = {
	random = no
	opinion_gain_monthly_factor = -0.5
}
### Entity: Country History
Country: KIR
Component: KIR_technology
Constructs: set_technology
Source: game
File: history/countries/KIR - Kiribati.txt

Code:
# Starting Technologies for KIR
set_technology = {
	etax_doctrine = 1
	camo = 1
	infantry_weapons = 1
	mtg_transport = 1
}
### Entity: Technology
Component: POL_engineers_special_forces_training_focus
Constructs: research_cost
Source: game
File: common/technologies/infantry_extra_tech.txt

Code:
technology = {
	research_cost = 1
	allow = {
		always = no
	}
	infantry = {
		defense = -0.1
	}
	category_special_forces = {
		defense = 0.1
	}
	max_dig_in = 5
	special_forces_cap = 0.02
}
### Entity: Character
Component: SCO_aa2
Source: game
File: common/characters/SCO.txt

Code:
SCO_aa2 = {
	advisor = {
		slot = high_command
		idea_token = SCO_aa2
		ledger = army
		allowed = {
			original_tag = SCO
		}
		traits = {
			army_armored_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_2
		}
	}
}
### Entity: Character
Component: BEL_victor_descamps
Constructs: has_dlc
Source: game
File: common/characters/BEL.txt

Code:
BEL_victor_descamps = {
	instance = {
		allowed = {
			has_dlc = Gotterdammerung
		}
		name = BEL_victor_descamps
		portraits = {
			army = {
				large = GFX_portrait_BEL_victor_descamps
				small = GFX_portrait_BEL_victor_descamps_small
			}
		}
		corps_commander = {
			traits = {
				ranger infantry_officer
			}
			skill = 2
			attack_skill = 2
			defense_skill = 3
			planning_skill = 1
			logistics_skill = 1
		}
	}
}
### Entity: AI Strategy
Component: USA_naval_dominance
Source: game
File: common/ai_navy/goals/goals_USA.txt

Code:
USA_naval_dominance = {
	objective_type = naval_dominance
	available_for = {
		USA
	}
	min_priority = 12
	max_priority = 16
}
### Entity: National Focus
Tree: mex_focus
Component: MEX_focus_ban_political_militias
Constructs: prerequisite, completion_reward, cancel_if_invalid, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/mexico.txt

Code:
focus = {
	id = MEX_focus_ban_political_militias
	icon = GFX_goal_generic_allies_build_infantry
	prerequisite = {
		focus = MEX_focus_plan_of_agua_prieta
	}
	mutually_exclusive = {
		focus = MEX_focus_legacy_of_revolution
	}
	x = 4
	y = 1
	relative_position_id = MEX_focus_plan_of_agua_prieta
	cost = 10
	ai_will_do = {
		factor = 100
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = MEX_politicised_army
			add_idea = MEX_politicised_army_2
		}
		MEX_decrease_cedillo_tension = yes
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_leningrad_polytechnical_institute
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_leningrad_polytechnical_institute
	icon = GFX_SOV_leningrad_polytechnical_institute_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_the_means_to_wage_war
	} {
		focus = SOV_military_engineering_university
	}
	x = 2
	y = 2
	relative_position_id = SOV_the_means_to_wage_war
	cost = 10
	dynamic = yes
	available = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: Modifier Reference
Construct: subjects_autonomy_gain
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## subjects_autonomy_gain

* Number with 2 decimal places
* **Categories**: autonomy
### Entity: Misc Config
Component: german_desired_states
Constructs: limit, is_core_of
Source: game
File: common/collections/r56_collections.txt

Code:
german_desired_states = {
	input = game:all_states
	name = COLLECTION_GERMAN_SPHERE_STATES
	operators = {
		limit = {
			OR = {
				is_core_of = GER AUS CZE HUN POL LAT LIT EST BLR UKR BEL
				state = 773 777 546 768 769 895 894 541 893 743 647 1096 737 1138 684 633 634 646 726 725
			}
		}
	}
}
### Entity: Modding Documentation
Construct: Debug
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## Audio.Debug
* Type: Boolean
* Not available in release build
### Entity: State History
Component: 925
Constructs: add_core_of, add_to_array
Source: game
File: history/states/925-Battambang.txt

Code:
state = {
	id = 925
	name = STATE_925
	provinces = {
		4251 10134 10177 10467 12447 12460 13238 13239
	}
	state_category = rural
	history = {
		add_core_of = CAM FRI
		owner = FRI
		add_to_array = {
			state_victory_points = 10177
		}
		buildings = {
			infrastructure = 1
		}
		victory_points = {
			10177 1
		}
	}
	manpower = 1500000
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Game Data
Component: someone_needs_freedom
Constructs: has_any_custom_difficulty_setting
Source: game
File: common/achievements/rt56-achievements.txt

Code:
someone_needs_freedom = {
	possible = {
		difficulty = > 1
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		original_tag = USA
	}
	happened = {
		controls_state = 293 294 658 979 765 1007 859 291 676 413 981 411
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_maintain_adequate_currency_reserves
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_maintain_adequate_currency_reserves
	icon = GFX_focus_generic_stockpile_currency
	prerequisite = {
		focus = CHI_introduce_income_tax CHI_redistribute_land
	}
	mutually_exclusive = {
		focus = CHI_print_money_for_the_army
	}
	x = 0
	y = 1
	relative_position_id = CHI_introduce_income_tax
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 20
	}
	completion_reward = {
		custom_effect_tooltip = CHI_maintain_adequate_currency_reserves_tt
	}
}
### Entity: Event
Component: britain.18
Constructs: create_country_leader, add_ideas, remove_ideas, has_government, fire_only_once, has_idea, has_dlc
Source: game
File: events/Britain.txt

Code:
country_event = {
	id = britain.18
	title = britain.18.t
	desc = britain.18.d
	picture = GFX_report_event_fascist_gathering
	trigger = {
		tag = ENG
		has_idea = ENG_george_vi
		has_government = fascism
		NOT = {
			has_dlc = Man the Guns
		}
	}
	fire_only_once = yes
	mean_time_to_happen = {
		days = 14
	}
	immediate = {
		hidden_effect = {
			remove_ideas = ENG_george_vi
		}
	}
	option = {
		name = britain.18.a
		effect_tooltip = {
			remove_ideas = ENG_george_vi
		}
		create_country_leader = {
			name = Edward VIII
			desc = POLITICS_EDWARD_EDWARD_DESC
			picture = GFX_portrait_Edward_VIII
			expire = 1965.1.1
			ideology = fascism_ideology
			traits = {
				inexperienced_imperialist
			}
		}
	} {
		name = britain.18.b
		effect_tooltip = {
			remove_ideas = ENG_george_vi
		}
		add_ideas = ENG_king_edward_fascism
	}
}
### Entity: Military Industrial Organization
Component: boel_zonen_organization
Constructs: limit, equipment_bonus
Source: game
File: common/military_industrial_organization/organizations/r56_BEL_organization.txt

Code:
boel_zonen_organization = {
	name = boel_zonen
	include = generic_raider_ship_organization
	icon = GFX_idea_boel_zonen
	allowed = {
		OR = {
			original_tag = BEL LUX
		}
	}
	available = {
		if = {
			limit = {
				owner = {
					original_tag = LUX
				}
			}
			owner = {
				controls_state = 6
			}
		}
	}
	initial_trait = {
		name = generic_mio_initial_trait_raiding_fleet
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
		equipment_bonus = {
			surface_visibility = -0.05
		}
	}
}
### Entity: Event
Component: BBA_ethiopia_industrial_financial_events.1
Constructs: is_triggered_only, ai_chance, limit, random_list, has_state_flag, random_owned_controlled_state, is_core_of, set_variable
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_industrial_financial_events.1
	title = BBA_ethiopia_industrial_financial_events.1.t
	desc = BBA_ethiopia_industrial_financial_events.1.desc
	is_triggered_only = yes
	hidden = yes
	option = {
		name = BBA_ethiopia_industrial_financial_events.1.a
		ai_chance = {
			base = 10
		}
		IF = {
			limit = {
				ETH_bop_is_mesafint_influence_or_higher = yes
			}
			random_list = {
				10 = {
					modifier = {
						factor = 0
						all_owned_state = {
							has_state_flag = ETH_state_grown_flag
						}
					}
					log = random 1: State Grows
					random_owned_controlled_state = {
						limit = {
							is_core_of = ROOT
							NOT = {
								has_state_flag = ETH_state_grown_flag
							}
						}
						set_variable = {
							ETH.ETH_local_state = THIS
						}
					}
					activate_mission = ETH_local_development_state_grows_mission
				} {
					modifier = {
						factor = 0
						all_owned_state = {
							OR = {
								has_state_flag = ETH_industry_grown_flag
								free_building_slots = {
									building = industrial_complex
									size = < 1
									include_locked = no
								}
							}
						}
					}
					log = random 2: Industry 
					random_owned_controlled_state = {
						limit = {
							is_core_of = ROOT
							NOT = {
								has_state_flag = ETH_industry_grown_flag
							}
							free_building_slots = {
								building = industrial_complex
								size = > 0
								include_locked = no
							}
						}
						set_variable = {
							ETH.ETH_local_state = THIS
						}
					}
					activate_mission = ETH_local_development_industry_grows_mission
				} {
					modifier = {
						factor = 0
						all_owned_state = {
							OR = {
								has_state_flag = ETH_industry_grown_flag
								free_building_slots = {
									building = industrial_complex
									size = < 1
									include_locked = no
								}
							}
						}
					}
					log = random 3: weapons manufactory  
					random_owned_controlled_state = {
						limit = {
							is_core_of = ROOT
							NOT = {
								has_state_flag = ETH_industry_grown_flag
							}
							free_building_slots = {
								building = arms_factory
								size = > 0
								include_locked = no
							}
						}
						set_variable = {
							ETH.ETH_local_state = THIS
						}
					}
					activate_mission = ETH_local_development_arms_industry_grows_mission
				} {
					modifier = {
			
# ... (truncated)
### Entity: Modifier Reference
Construct: resistance_garrison_penetration_chance
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## resistance_garrison_penetration_chance

* Number with 2 decimal places
* **Categories**: country, state
### Entity: Scripted Trigger
Component: EAI_RESOURCE_tungsten_extraction_decision
Constructs: has_country_flag, has_political_power
Source: game
File: common/scripted_triggers/EAI_MISC_triggers.txt

Code:
EAI_RESOURCE_tungsten_extraction_decision = {
	OR = {
		AND = {
			has_political_power = > 175
			OR = {
				has_country_flag = EAI_extract_tungsten EAI_allies_need_tungsten
			}
		}
	}
}