Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Idea
Component: BALTIC_defending_the_nation
Constructs: removal_cost
Source: game
File: common/ideas/baltic_shared.txt

Code:
BALTIC_defending_the_nation = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = FRA_fortification_focus
	modifier = {
		production_speed_arms_factory_factor = 0.1
		production_speed_industrial_complex_factor = 0.1
		production_speed_bunker_factor = 0.1
		production_speed_coastal_bunker_factor = 0.1
	}
}
### Entity: Character
Component: DOM_frank_feliz_miranda
Source: game
File: common/characters/DOM.txt

Code:
DOM_frank_feliz_miranda = {
	advisor = {
		slot = navy_chief
		idea_token = DOM_frank_feliz_miranda
		ledger = navy
		allowed = {
			original_tag = DOM
		}
		traits = {
			navy_chief_naval_aviation_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Frank Feliz Miranda
	portraits = {
		army = {
			small = GFX_idea_generic_navy_south_america_1
		}
	}
}
### Entity: Idea
Component: SAM_nt
Source: game
File: common/ideas/samoa.txt

Code:
SAM_nt = {
	ledger = navy
	picture = generic_navy_asia_3
	allowed = {
		original_tag = SAM
	}
	traits = {
		naval_theorist
	}
}
### Entity: Idea
Component: CHI_liberated_by_democratic_china
Constructs: stability_factor, is_subject, democratic_drift
Source: game
File: common/ideas/china.txt

Code:
CHI_liberated_by_democratic_china = {
	picture = CHL_liberal_party_in_power
	allowed = {
		is_subject = no
	}
	allowed_civil_war = {
		always = no
	}
	modifier = {
		democratic_drift = 0.2
		stability_factor = 0.1
	}
}
### Entity: Idea
Component: SPR_anarchist_society_18
Constructs: stability_factor, has_government, industrial_capacity_factory
Source: game
File: common/ideas/spain_republic.txt

Code:
SPR_anarchist_society_18 = {
	name = SPR_anarchist_society
	picture = SPR_anarchist_society
	allowed = {
		original_tag = SPR
		NOT = {
			has_government = fascism
		}
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		stability_factor = -0.25
		stability_weekly = -0.02
		production_speed_industrial_complex_factor = 0.1
		production_speed_arms_factory_factor = 0.1
		consumer_goods_factor = -0.15
		industrial_capacity_factory = 0.1
		conscription = 0.08
	}
}
### Entity: Character
Component: GER_conservative_strategist
Constructs: stability_factor, production_speed_buildings_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
GER_conservative_strategist = {
	sprite = 13
	random = no
	stability_factor = 0.05
	political_power_factor = 0.05
	production_speed_buildings_factor = 0.05
	production_factory_max_efficiency_factor = 0.025
}
### Entity: Decision
Component: r56_bundeslaender_category
Constructs: has_country_flag, has_global_flag
Source: game
File: common/decisions/categories/r56_AUS_decision_categories.txt

Code:
r56_bundeslaender_category = {
	icon = generic_independence
	allowed = {
		original_tag = AUS
	}
	priority = {
		base = 250
	}
	scripted_gui = r56_bundeslaender_gui
	visible_when_empty = yes
	visible = {
		NOT = {
			has_global_flag = aus_dlc_focus_tree AUS_civil_war_triggered AUS_minigame_disabled
			has_country_flag = AUS_nazis_crushed
		}
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_kasa_vubus_first_cabinet
Constructs: limit, has_government, completion_reward, has_country_leader, is_subject
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_kasa_vubus_first_cabinet
	icon = GFX_focus_BRA_reach_out_to_military_dem
	x = 0
	y = 7
	mutually_exclusive = {
		focus = COG_the_lion_roars COG_assemble_a_regency_council
	}
	relative_position_id = COG_found_the_congolese_national_movement
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_POLITICAL_CHARACTER FOCUS_FILTER_HISTORICAL
	}
	cost = 5
	ai_will_do = {
		base = 10
	}
	bypass = {
		has_government = democratic
		NOT = {
			has_country_leader = {
				ruling_only = yes
				character = COG_joseph_kasa_vubu
			}
		}
	}
	available = {
		is_subject = no
		democratic = > 0.4
	}
	completion_reward = {
		IF = {
			limit = {
				NOT = {
					has_government = democratic
				}
			}
			country_event = {
				id = ww_congo.39
				hours = 0
			}
			custom_effect_tooltip = COG_kasa_vubus_first_cabinet_1_tt
		}
		ELSE = {
			country_event = {
				id = ww_congo.40
				hours = 0
			}
			custom_effect_tooltip = COG_kasa_vubus_first_cabinet_2_tt
		}
	}
}
### Entity: Doctrine
Component: medium_aircraft
Source: game
File: common/doctrines/tracks/air_doctrine_track.txt

Code:
medium_aircraft = {
	name = DOCTRINE_TRACK_MEDIUM_AIRCRAFT
	background = GFX_operational_destruction_bg
	icon = GFX_doctrine_milestone_medium_air
	icon_frame = GFX_doctrine_decor_air
	mastery = {
		multiplier = 8.0
		equipment = {
			tactical_bomber heavy_fighter scout_plane
		}
	}
}
### Entity: Scripted Effect
Component: EGY_british_treaty_influence_low_increase_effect
Constructs: add_to_variable
Source: game
File: common/scripted_effects/r56_EGY_scripted_effects.txt

Code:
EGY_british_treaty_influence_low_increase_effect = {
	custom_effect_tooltip = EGY_britain_tt EGY_treaty_influence_low_increase_tt
	add_to_variable = {
		var = EGY_british_treaty_influence
		value = EGY_treaty_influence_low_increase
	}
	clamp_variable = {
		var = EGY_british_treaty_influence
		min = 0
		max = 100
	}
}
### Entity: Character
Component: BRD_coi
Source: game
File: common/characters/BRD.txt

Code:
BRD_coi = {
	advisor = {
		slot = political_advisor
		idea_token = BRD_coi
		allowed = {
			original_tag = BRD
		}
		traits = {
			captain_of_industry
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_1
		}
	}
}
### Entity: Character
Component: PNG_aco2
Source: game
File: common/characters/PNG.txt

Code:
PNG_aco2 = {
	advisor = {
		slot = army_chief
		idea_token = PNG_aco2
		allowed = {
			original_tag = PNG
		}
		traits = {
			army_chief_organizational_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_4
		}
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_the_duty_of_the_thai_people_during_the_war_act
Constructs: prerequisite, has_war, completion_reward, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_the_duty_of_the_thai_people_during_the_war_act
	icon = GFX_focus_SIA_the_duty_of_the_thai_people_during_the_war_act
	x = -1
	y = 1
	relative_position_id = SIA_suspend_ordinary_legal_procedures
	prerequisite = {
		focus = SIA_suspend_ordinary_legal_procedures
	}
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {
		has_idea = idea_SIA_cemented_control_2
		has_war = yes
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = idea_SIA_cemented_control_2
			add_idea = idea_SIA_cemented_control_3
		}
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_socialist_science
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_lithuania.txt

Code:
focus = {
	id = LIT_socialist_science
	icon = GFX_socialist_science
	relative_position_id = LIT_academy_of_sciences
	x = 0
	y = 2
	cost = 5
	available_if_capitulated = yes
	prerequisite = {
		focus = LIT_academy_of_sciences
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_ideas = progress_cult_focus
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: quartermaster_general
Source: game
File: common/country_leader/00_traits.txt

Code:
quartermaster_general = {
	sprite = 10
	random = yes
	production_speed_air_base_factor = 0.15
	production_speed_naval_base_factor = 0.15
	production_speed_rocket_site_factor = 0.15
	production_speed_radar_station_factor = 0.15
	production_speed_nuclear_reactor_factor = 0.15
	ai_will_do = {
		factor = 0.2
	}
}
### Entity: Idea
Component: idea_RAJ_inclusive_nationalism
Constructs: army_attack_factor, removal_cost
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_inclusive_nationalism = {
	allowed = {
		original_tag = RAJ
	}
	picture = ARG_growing_nationalism_modifier
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		army_org_factor = 0.05
		army_attack_factor = 0.05
	}
}
### Entity: Event
Component: AAT_finland_diplomacy.21
Constructs: is_triggered_only, limit, add_opinion_modifier, is_claimed_by, every_controlled_state, remove_claim_by, give_guarantee, has_full_control_of_state
Source: game
File: events/AAT_Finland.txt

Code:
country_event = {
	id = AAT_finland_diplomacy.21
	title = AAT_finland_diplomacy.21.t
	desc = AAT_finland_diplomacy.21.desc
	picture = GFX_report_event_molotov_ribentrop_handshake
	is_triggered_only = yes
	option = {
		name = AAT_finland_diplomacy.21.a
		if = {
			limit = {
				FROM = {
					any_controlled_state = {
						is_claimed_by = ROOT
					}
				}
			}
			FROM = {
				every_controlled_state = {
					limit = {
						is_claimed_by = ROOT
					}
					remove_claim_by = ROOT
				}
			}
		} {
			limit = {
				any_controlled_state = {
					is_claimed_by = FROM
				}
			}
			every_controlled_state = {
				limit = {
					is_claimed_by = FROM
				}
				remove_claim_by = FROM
			}
		}
		diplomatic_relation = {
			country = FROM
			relation = non_aggression_pact
		}
		FROM = {
			give_guarantee = ROOT
			diplomatic_relation = {
				country = FROM
				relation = military_access
			} {
				country = FROM
				relation = docking_rights
			}
		} {
			add_opinion_modifier = {
				target = ROOT
				modifier = FIN_finno_soviet_pact
			}
		} {
			if = {
				limit = {
					has_full_control_of_state = 213
				}
				213 = {
					add_building_construction = {
						type = naval_base
						level = 4
						instant_build = yes
						province = 6117
					} {
						type = bunker
						level = 2
						instant_build = yes
						province = 6117
					} {
						type = coastal_bunker
						level = 2
						instant_build = yes
						province = 6117
					} {
						type = bunker
						level = 2
						instant_build = yes
						province = 3134
					} {
						type = coastal_bunker
						level = 2
						instant_build = yes
						province = 3134
					}
					build_railway = {
						path = {
							3134 11183 6117
						}
					}
				}
			}
		}
		hidden_effect = {
			add_opinion_modifier = {
				target = FROM
				modifier = FIN_finno_soviet_pact
			}
		}
	}
}
### Entity: Idea
Component: PAL_fawzi_leadership_idea5
Constructs: army_defence_factor, army_attack_factor, removal_cost, breakthrough_factor, conscription_factor
Source: game
File: common/ideas/palestine.txt

Code:
PAL_fawzi_leadership_idea5 = {
	picture = bul_zveno
	allowed = {
		tag = PAL
	}
	available = {

	}
	cancel = {

	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		army_attack_factor = 0.05
		army_defence_factor = 0.05
		breakthrough_factor = 0.05
		conscription = 0.03
		conscription_factor = 0.1
		justify_war_goal_time = -0.25
	}
}
### Entity: National Focus
Tree: kat_focus
Component: KAT_Futher_Investments
Constructs: prerequisite, limit, completion_reward, has_tech, complete_tooltip, random_owned_controlled_state, has_state_flag, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/katanga.txt

Code:
focus = {
	id = KAT_Futher_Investments
	icon = GFX_goal_industrial_investment
	prerequisite = {
		focus = KAT_invite_american_investors KAT_invite_german_investors KAT_invite_soviet_planners
	}
	text = GEN_encorage_foreign_investors
	x = 3
	y = 1
	relative_position_id = KAT_invite_american_investors
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 3
		modifier = {
			factor = 0
			date = < 1938.6.1
			num_of_controlled_states = < 2
		}
	}
	bypass = {
		custom_trigger_tooltip = {
			tooltip = construction_effort_tt
			all_owned_state = {
				free_building_slots = {
					building = industrial_complex
					size = < 2
					include_locked = yes
				}
			}
		}
	}
	available = {
		num_of_controlled_states = > 1
		has_tech = construction3
	}
	complete_tooltip = {
		random_owned_controlled_state = {
			limit = {
				has_state_flag = KAT_Futher_Investments_1
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				has_state_flag = KAT_Futher_Investments_2
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
			set_state_flag = KAT_Futher_Investments_1
		} {
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
			set_state_flag = KAT_Futher_Investments_2
		} {
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
			set_state_flag = KAT_Futher_Investments_3
		}
	}
	search_filters
# ... (truncated)
### Entity: National Focus
Tree: aus_focus
Component: AUS_restart_linz_program
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_restart_linz_program
	icon = GFX_focus_ICE_embrace_the_workers_revolution
	relative_position_id = AUS_bauer_government
	x = 0
	y = 1
	prerequisite = {
		focus = AUS_bauer_government
	}
	cost = 7
	completion_reward = {
		swap_ideas = {
			remove_idea = AUS_memories_of_februarkampfe_4
			add_idea = AUS_new_linz_program
		}
	}
}
### Entity: Idea
Component: MEX_politicised_army_2
Constructs: removal_cost, planning_speed
Source: game
File: common/ideas/mexico_mtg_placeholder.txt

Code:
MEX_politicised_army_2 = {
	name = 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: AI Strategy
Component: r56_com_hate_anti_com_ROM
Constructs: has_government, has_country_leader_with_trait, send_volunteers_desire
Source: game
File: common/ai_strategy/r56_default.txt

Code:
r56_com_hate_anti_com_ROM = {
	allowed = {
		ROOT = {
			exists = yes
		}
	}
	enable = {
		ROOT = {
			has_government = communism
			exists = yes
		}
		ROM = {
			exists = yes
			OR = {
				has_country_leader_with_trait = r56_trait_opposed_to_communism anti_communist
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = send_volunteers_desire
		id = ROM
		value = -800
	} {
		type = support
		id = ROM
		value = -25
	} {
		type = befriend
		id = ROM
		value = -25
	} {
		type = alliance
		id = ROM
		value = -75
	}
}
### Entity: Event
Component: wtt_political_organisation.6
Constructs: is_triggered_only
Source: game
File: events/WTT_china_political_power_struggle.txt

Code:
country_event = {
	id = wtt_political_organisation.6
	title = wtt_political_organisation.6.t
	desc = {
		text = wtt_political_organisation.6.desc_not_majority
		trigger = {
			NOT = {
				event_target:majority_country = {
					tag = ROOT
				}
			}
		}
	} {
		text = wtt_political_organisation.6.desc_has_majority
		trigger = {
			event_target:majority_country = {
				tag = ROOT
			}
		}
	}
	picture = GFX_report_event_worker_protests
	is_triggered_only = yes
	option = {
		name = wtt_political_organisation.6.a
	}
}
### Entity: Decision
Component: foreign_politics
Constructs: has_completed_focus, has_war, has_war_with, has_country_flag, fire_only_once, has_dlc, has_capitulated, has_attache_from
Source: game
File: common/decisions/_generic_decisions.txt

Code:
foreign_politics = {
	object_to_attaches = {
		allowed = {
			has_dlc = Waking the Tiger
		}
		cost = 50
		fire_only_once = no
		days_re_enable = 30
		available = {

		}
		visible = {
			FROM = {
				NOT = {
					has_country_flag = rejected_withdrawing_attache
				} {
					has_country_flag = rejected_withdrawing_attache@ROOT
				} {
					has_country_flag = object_attache_going_on
				}
			}
			has_war = yes
			has_capitulated = no
			NOT = {
				has_war_with = FROM
			} {
				AND = {
					original_tag = SPR
					has_completed_focus = SPR_regional_defense_council_of_aragon
				}
			}
			any_enemy_country = {
				has_attache_from = FROM
			}
		}
		target_root_trigger = {
			has_war = yes
			has_capitulated = no
		}
		target_trigger = {
			NOT = {
				has_war_with = FROM
			}
			any_enemy_country = {
				has_attache_from = FROM
			}
		}
		complete_effect = {
			FROM = {
				country_event = {
					id = generic.14
					hours = 6
				}
			}
			hidden_effect = {
				FROM = {
					set_country_flag = object_attache_going_on
				}
			}
		}
		ai_will_do = {
			factor = 1
		}
	}
}
### Entity: Character
Component: SPR_manuel_azana
Constructs: has_dlc
Source: game
File: common/characters/SPR.txt

Code:
SPR_manuel_azana = {
	instance = {
		allowed = {
			has_dlc = La Resistance
		}
		name = SPR_manuel_azana
		portraits = {
			civilian = {
				large = GFX_portrait_Manuel_Azana
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = La Resistance
			}
		}
		name = SPR_manuel_azana
		portraits = {
			civilian = {
				large = GFX_portrait_Manuel_Azana
			}
		}
	}
}
### Entity: Idea
Component: EAI_DD_7/small_plane_suicide_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_7/small_plane_suicide_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		small_plane_suicide_airframe = {
			build_cost_ic = -0.07
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_restore_higher_education
Constructs: prerequisite, completion_reward, has_global_flag, add_research_slot
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPR_restore_higher_education
	available = {
		num_of_factories = > 50
		has_global_flag = scw_over
	}
	bypass = {

	}
	prerequisite = {
		focus = SPR_fortify_the_central_government SPR_communists_in_the_government
	}
	icon = GFX_focus_research2
	x = 3
	y = 1
	relative_position_id = SPR_fortify_the_central_government
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_a_generalissimo_for_all_of_china
Constructs: has_completed_focus, prerequisite, limit, completion_reward, allow_branch, has_game_rule, has_country_leader, check_variable
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_a_generalissimo_for_all_of_china
	icon = GFX_focus_CHI_generalissimo_for_all_of_china
	prerequisite = {
		focus = CHI_tour_the_north CHI_tour_the_west CHI_tour_the_south
	}
	x = 2
	y = 1
	relative_position_id = CHI_tour_the_north
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = CHI_prepare_for_a_change_in_leadership CHI_strengthening_our_resolve CHI_end_military_primacy
			}
		}
	}
	offset = {
		x = -3
		y = 0
		trigger = {
			has_completed_focus = CHI_denounce_feudalism
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
		}
	}
	cost = 10
	available = {
		has_country_leader = {
			ruling_only = yes
			character = CHI_chiang_kaishek
		}
		PRC = {
			exists = no
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		IF = {
			limit = {
				check_variable = {
					var = CHI_neglected_countryside_communism_drift
					value = 0
					compare = greater_than
				}
			}
			set_variable = {
				var = CHI_neglected_countryside_communism_drift
				value = 0
			}
		}
		swap_ruler_traits = {
			remove = CHI_generallissimo_sea
			add = CHI_all_china_generalisimo
		}
	}
}
### Entity: Idea
Component: EAI_DD_10/medium_tank_amphibious_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_10/medium_tank_amphibious_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_amphibious_chassis = {
			build_cost_ic = -0.25
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_consolidate_american_holdings
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_consolidate_american_holdings
	icon = GFX_goal_CAN_scheme_no1
	prerequisite = {
		focus = QUE_expand_into_america
	}
	relative_position_id = QUE_our_own_way
	x = -3
	y = 3
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		custom_effect_tooltip = QUE_america_cores_decisions
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: malaysia.12
Constructs: is_triggered_only, add_ideas
Source: game
File: events/malaysia.txt

Code:
country_event = {
	id = malaysia.12
	title = malaysia.12.t
	desc = malaysia.12.desc
	is_triggered_only = yes
	option = {
		name = malaysia.12.a
		add_ideas = MAL_economy_idea_final
	}
}
### Entity: Event
Component: bftb_turkey.128
Constructs: is_triggered_only, limit, every_country, is_major, random_owned_state, random_list, add_building_construction, add_ai_strategy
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.128
	title = bftb_turkey.128.t
	desc = bftb_turkey.128.desc
	picture = GFX_report_event_tur_industry
	is_triggered_only = yes
	option = {
		name = bftb_turkey.128.a
		random_owned_state = {
			random_list = {
				40 = {
					add_building_construction = {
						type = infrastructure
						level = 1
						instant_build = yes
					}
				}
				30 = {
					add_building_construction = {
						type = air_base
						level = 2
						instant_build = yes
					}
				} {
					add_building_construction = {
						type = anti_air_building
						level = 1
						instant_build = yes
					}
				}
			}
		}
		FROM = {
			add_ai_strategy = {
				type = befriend
				target = ROOT
				value = 10
			}
		}
		every_country = {
			limit = {
				is_major = yes
				OR = {
					capital_scope = {
						is_on_continent = europe
					}
					tag = USA
				}
				has_opinion = {
					target = FROM
					value = -25
				}
			}
			add_ai_strategy = {
				type = antagonize
				target = ROOT
				value = 5
			}
		}
	}
}
### Entity: Event
Component: ww_BEL_event_diplomatic.24
Constructs: is_triggered_only, ai_chance, add_to_tech_sharing_group
Source: game
File: events/WUW_Belgium.txt

Code:
country_event = {
	id = ww_BEL_event_diplomatic.24
	title = ww_BEL_event_diplomatic.24.t
	desc = ww_BEL_event_diplomatic.24.desc
	picture = GFX_report_event_generic_conference
	is_triggered_only = yes
	option = {
		name = ww_BEL_event_diplomatic.24.a
		ai_chance = {
			base = 10
		}
		FROM = {
			add_to_tech_sharing_group = EU_tech_sharing_group
		}
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_demand_DJI
Constructs: prerequisite, has_government, completion_reward
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_demand_DJI
	prerequisite = {
		focus = ETH_liberate_aussa
	}
	icon = GFX_focus_attack_france
	relative_position_id = ETH_liberate_aussa
	x = 0
	y = 1
	cost = 10
	available = {
		custom_trigger_tooltip = {
			tooltip = ETH_france_divided_tt
			any_country = {
				original_tag = FRA
				exists = yes
				has_government = fascism
			} {
				original_tag = FRA
				exists = yes
				NOT = {
					has_government = fascism
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		custom_effect_tooltip = ETH_exploit_french_weakness_tt
	}
}