Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: BRA_politically_educated
Constructs: neutrality_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
BRA_politically_educated = {
	random = no
	sprite = 13
	neutrality_drift = 0.02
	economy_cost_factor = -0.1
	trade_laws_cost_factor = -0.1
	ai_will_do = {
		factor = 1
	}
}
### Entity: Scripted Trigger
Component: EAI_Motorized_Design_A_PRESET
Constructs: limit
Source: game
File: common/scripted_triggers/EAI_ai_presets.txt

Code:
EAI_Motorized_Design_A_PRESET = {
	if = {
		limit = {
			EAI_MODE_normal = yes
		}
		always = no
	}
	else_if = {
		limit = {
			EAI_MODE_challenging = yes
		}
		always = no
	}
}
### Entity: Idea
Component: r56_CAN_anti_communism
Constructs: removal_cost, communism_drift
Source: game
File: common/ideas/r56_canada.txt

Code:
r56_CAN_anti_communism = {
	name = r56_CAN_anti_communism
	allowed = {
		always = no
	}
	allowed_civil_war = {

	}
	picture = anti_soviet_pact
	removal_cost = -1
	modifier = {
		communism_drift = -0.1
		COMMUNISM_acceptance = -200
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_convince_the_high_command
Constructs: prerequisite, add_war_support, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_convince_the_high_command
	prerequisite = {
		focus = PRU_crown_an_inca
	}
	icon = GFX_focus_generic_collective_defense
	x = 1
	y = 1
	relative_position_id = PRU_crown_an_inca
	cost = 5
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_war_support = 0.15
		country_event = {
			hours = 5
			id = peru.60
		}
		swap_ideas = {
			remove_idea = PRU_inca_army_1
			add_idea = PRU_inca_army_2
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: mandate_palestine.52
Constructs: is_triggered_only
Source: game
File: events/mandate_of_palestine.txt

Code:
country_event = {
	id = mandate_palestine.52
	title = mandate_palestine.52.t
	desc = mandate_palestine.52.d
	is_triggered_only = yes
	option = {
		name = mandate_palestine.52.a
	}
}
### Entity: Character
Component: BCO_thomas_pattullo
Source: game
File: common/characters/BCO.txt

Code:
BCO_thomas_pattullo = {
	name = BCO_thomas_pattullo
	portraits = {
		civilian = {
			large = GFX_kr_portrait_europe_generic_11
			small = GFX_kr_portrait_europe_generic_11_small
		}
	}
	country_leader = {
		ideology = liberalism
		expire = 1965.1.1.1
		id = -1
		traits = {
			connected_citizen
		}
	}
}
### Entity: Character
Component: telephone_company
Constructs: coordination_bonus
Source: game
File: common/country_leader/00_traits.txt

Code:
telephone_company = {
	random = no
	land_reinforce_rate = 0.02
	coordination_bonus = 0.04
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: MAC_metodija_andonov
Source: game
File: common/characters/MAC.txt

Code:
MAC_metodija_andonov = {
	name = Metodija Andonov-Čento
	portraits = {
		civilian = {
			large = gfx/leaders/Europe/Portrait_Europe_Generic_land_3.dds
		}
	}
	country_leader = {
		ideology = leninism
		expire = 1965.1.1
		id = -1
		traits = {

		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Countries.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 Countries:

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)Hearts of Iron 4 Wiki ‎ (← links | edit)

Hearts of Iron 4 Wiki:Work needed ‎ (← links | edit)

Category:Countries ‎ (← links | edit)

Norway ‎ (← links | edit)

Germany ‎ (← links | edit)

France ‎ (← links | edit)

Italy ‎ (← links | edit)

Soviet Union ‎ (← links | edit)

United States ‎ (← links | edit)

United Kingdom ‎ (← links | edit)

Sweden ‎ (← links | edit)

Japan ‎ (← links | edit)

Netherlands ‎ (← links | edit)

Belgium ‎ (← links | edit)

Luxembourg ‎ (← links | edit)

Denmark ‎ (← links | edit)

Yugoslavia ‎ (← links | edit)

Czechoslovakia ‎ (← links | edit)

Poland ‎ (← links | edit)

Colombia ‎ (← links | edit)

Country (redirect page) ‎ (← links | edit)
Template:Flag ‎ (← links | edit)

Experience ‎ (← links | edit)

Civil Wars ‎ (← links | edit)

Turkey ‎ (← links | edit)

Ethiopia ‎ (← links | edit)

Argentina ‎ (← links | edit)

Brazil ‎ (← links | edit)

Canada ‎ (← links | edit)

Switzerland ‎ (← links | edit)

Albania ‎ (← links | edit)

Austria ‎ (← links | edit)

Ecuador ‎ (← links | edit)

Venezuela ‎ (← links | edit)

Panama ‎ (← links | edit)

Romania ‎ (← links | edit)

Latvia ‎ (← links | edit)

Estonia ‎ (← links | edit)

Lithuania ‎ (← links | edit)

Bulgaria ‎ (← links | edit)

Finland ‎ (← links | edit)

Greece ‎ (← links | edit)

Portugal ‎ (← links | edit)

Ireland ‎ (← links | edit)

User:SaintDaveUK/sandbox ‎ (← links | edit)

Template:Country navbox ‎ (← links | edit)

British Raj ‎ (← links | edit)

Cuba ‎ (← links | edit)

Hungary ‎ (← links | edit)

Slovakia ‎ (← links | edit)

Paraguay ‎ (← links | edit)

Tannu Tuva ‎ (← links | edit)

Philippines ‎ (← links | edit)

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)
Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/Countries"
### Entity: Character
Component: GER_hermann_boehm
Source: game
File: common/characters/GER.txt

Code:
GER_hermann_boehm = {
	name = GER_hermann_boehm
	portraits = {
		army = {
			large = GFX_portrait_GER_hermann_boehm
			small = GFX_portrait_GER_hermann_boehm_small
		}
	}
	navy_leader = {
		traits = {
			craven superior_tactician
		}
		skill = 4
		attack_skill = 3
		defense_skill = 4
		maneuvering_skill = 4
		coordination_skill = 2
		legacy_id = 29
	}
}
### Entity: Idea
Component: HAW_nt
Source: game
File: common/ideas/hawaii.txt

Code:
HAW_nt = {
	ledger = navy
	picture = generic_navy_asia_3
	allowed = {
		original_tag = HAW
	}
	traits = {
		naval_theorist
	}
}
### Entity: Idea
Component: SWI_anti_fascism_idea
Constructs: has_government, is_subject, is_puppet, fascism_drift, send_volunteers_tension, send_volunteer_divisions_required
Source: game
File: common/ideas/r56_switzerland.txt

Code:
SWI_anti_fascism_idea = {
	allowed_civil_war = {
		NOT = {
			has_government = fascism
		}
	}
	available = {
		NOT = {
			has_government = fascism
		}
	}
	picture = generic_fascism_banned
	cancel = {
		OR = {
			is_subject = yes
			is_puppet = yes
		}
		has_government = fascism
	}
	modifier = {
		fascism_drift = -0.05
		fascism_acceptance = -85
		join_faction_tension = -1
		lend_lease_tension = -1
		guarantee_tension = -1
		send_volunteers_tension = -1
		send_volunteer_divisions_required = -1
	}
}
### Entity: Event
Component: kmt.47
Constructs: is_triggered_only, limit, add_ideas, has_country_flag, random_days
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.47
	title = kmt.47.t
	desc = kmt.47.d
	picture = GFX_report_event_chinese_officers
	is_triggered_only = yes
	option = {
		name = kmt.47.a
		add_ideas = KMT_peoples_commune
		hidden_effect = {
			if = {
				limit = {
					has_country_flag = KMT_great_leap_started
					NOT = {
						has_country_flag = KMT_leap_stop
					}
				}
				country_event = {
					id = kmt.43
					days = 73
					random_days = 10
				}
			}
		}
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_R56_federal_institutes
Constructs: prerequisite, completion_reward, add_tech_bonus, electronics_bonus
Source: game
File: common/national_focus/r56_brazil.txt

Code:
focus = {
	id = BRA_R56_federal_institutes
	icon = GFX_focus_generic_cryptologic_bomb
	prerequisite = {
		focus = BRA_R56_coffee_crisis_aftermath
	}
	relative_position_id = BRA_R56_coffee_crisis_aftermath
	x = 3
	y = 1
	cost = 5
	completion_reward = {
		add_tech_bonus = {
			name = electronics_bonus
			bonus = 0.5
			uses = 1
			category = electronics
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Wiki Documentation
Construct: overview
Source: wiki
File: wiki/Weather.html

Doc:
This article is considered accurate for the current version of the game.

A region of the Soviet Union affected by snow.
We were not happy with the weather-system in HoI3. It was a complex simulation that tried to work as close to reality as possible. It was basically impossible to tweak to the situations we wanted (like very hot desert areas or cold winter in Russia in ’41), and players disliked it. It was a small performance hog and last but not least - all that effort was tucked away in a mapmode you had to keep checking (so most people did not). So for this iteration of the series, we decided to take an entirely different approach.

There is no forecasting. The best forecast is still to guess same weather as its today for tomorrow. Consider weather unpredictable and your enemy.

Contents

1 Full scripting control

2 Types

2.1 Clear skies

2.2 Rain

2.3 Storm

2.4 Snow

2.5 Blizzard

2.6 Sandstorm

3 Temperature

4 Mud and Snow

5 Shown on map
### Entity: National Focus
Tree: pol_focus
Component: POL_support_monarchy_in_CZE
Constructs: prerequisite, limit, owns_state, completion_reward, has_country_leader, save_global_event_target_as, every_state, add_claim_by
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_support_monarchy_in_CZE
	icon = GFX_goal_generic_forceful_treaty
	prerequisite = {
		focus = POL_restore_the_diet_of_galicia
	}
	relative_position_id = POL_restore_the_diet_of_galicia
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2.5
	}
	available_if_capitulated = yes
	available = {
		has_country_leader = {
			ruling_only = yes
			character = POL_karl_albrecht
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		if = {
			limit = {
				CZE = {
					exists = yes
				}
			}
			hidden_effect = {
				CZE = {
					country_event = NSB_poland_monarchist_events.1
				}
				save_global_event_target_as = pol_monarchy_claimer_target
			}
			custom_effect_tooltip = POL_support_monarchy_in_CZE_tt
		}
		else = {
			every_state = {
				limit = {
					OR = {
						state = 664 69 972 70 71 72 73 74 75 9
					}
				}
				add_claim_by = POL
			}
			every_other_country = {
				limit = {
					OR = {
						owns_state = 664 69 972 70 71 72 73 74 75 9
					}
				}
				custom_effect_tooltip = gain_take_claim_tt
				hidden_effect = {
					PREV = {
						create_wargoal = {
							type = take_state_focus
							target = PREV
							generator = {
								664 69 70 71 72 73 74 75 9
							}
						}
					}
				}
			}
		}
	}
}
### Entity: Idea
Component: GER_case_yellow
Constructs: has_government, removal_cost
Source: game
File: common/ideas/r56_germany.txt

Code:
GER_case_yellow = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	picture = generic_acquire_tanks
	targeted_modifier = {
		tag = HOL
		breakthrough_bonus_against = 0.1
		attack_bonus_against = 0.1
	} {
		tag = BEL
		breakthrough_bonus_against = 0.1
		attack_bonus_against = 0.1
	}
}
### Entity: Idea
Component: ETH_CZE_skoda_works_2
Constructs: has_completed_focus, limit, has_war_with, has_dlc, has_idea, has_opinion, research_bonus
Source: game
File: common/ideas/ethiopia.txt

Code:
ETH_CZE_skoda_works_2 = {
	picture = CZE_skoda_works_2
	allowed = {
		original_tag = ETH
		has_dlc = By Blood Alone
	}
	visible = {
		has_completed_focus = ETH_invite_foreign_industrialists
		IF = {
			limit = {
				NOT = {
					has_idea = ETH_CZE_skoda_works_2
				}
			}
			CZE = {
				has_opinion = {
					target = ETH
					value = > 75
				}
			}
		}
		ELSE = {
			NOT = {
				has_war_with = CZE
			}
		}
	}
	research_bonus = {
		industry = 0.2
	}
	traits = {
		industrial_concern
	}
}
### Entity: Idea
Component: MPL_arab_revolt_4
Constructs: industrial_capacity_factory, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/mandate_of_palestine.txt

Code:
MPL_arab_revolt_4 = {
	allowed = {
		always = no
	}
	removal_cost = -1
	picture = HUN_treaty_of_triannon
	modifier = {
		consumer_goods_factor = 0.2
		political_power_factor = -0.1
		production_speed_buildings_factor = -0.1
		industrial_capacity_dockyard = -0.1
		industrial_capacity_factory = -0.1
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_secularize_the_state
Constructs: prerequisite, has_government, completion_reward, allow_branch, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_secularize_the_state
	icon = GFX_focus_AFG_parliamentary_democracy
	prerequisite = {
		focus = PER_continue_westernization
	}
	x = 3
	y = 1
	relative_position_id = PER_continue_westernization
	cost = 10
	available = {
		has_government = democratic
	}
	bypass = {

	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 80
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = PER_islamic_traditions_ns
			add_idea = PER_secularized_state_democratic_idea
		}
	}
}
### Entity: Scripted Effect
Component: ITA_missiolini_expand_intelligence_service_success_effect
Constructs: has_completed_focus, limit, has_country_flag, add_political_power, add_timed_idea, clr_country_flag
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_missiolini_expand_intelligence_service_success_effect = {
	if = {
		limit = {
			NOT = {
				has_completed_focus = ITA_to_live_as_a_lion
			}
		}
		add_political_power = 25
		if = {
			limit = {
				has_country_flag = {
					flag = ITA_missiolini_upgrade_agency_goal_flag
					value = 5
				}
			}
			add_timed_idea = {
				idea = ITA_expanded_intelligence_service_passive_defense
				days = 365
			}
		}
		else_if = {
			limit = {
				has_country_flag = {
					flag = ITA_missiolini_research_production_flag
					value = 4
				}
			}
			add_timed_idea = {
				idea = ITA_expanded_intelligence_service_anti_partisan
				days = 365
			}
		} {
			limit = {
				has_country_flag = {
					flag = ITA_missiolini_research_production_flag
					value = 3
				}
			}
			add_timed_idea = {
				idea = ITA_expanded_intelligence_service_army_department
				days = 365
			}
		} {
			limit = {
				has_country_flag = {
					flag = ITA_missiolini_research_production_flag
					value = 2
				}
			}
			add_timed_idea = {
				idea = ITA_expanded_intelligence_service_cryptology_department
				days = 365
			}
		}
		else = {
			add_timed_idea = {
				idea = ITA_expanded_intelligence_service_basic
				days = 365
			}
		}
	}
	else = {
		add_political_power = 25
		if = {
			limit = {
				has_country_flag = {
					flag = ITA_missiolini_upgrade_agency_goal_flag
					value = 5
				}
			}
			add_timed_idea = {
				idea = ITA_expanded_intelligence_service_passive_defense_lion_version
				days = 365
			}
		}
		else_if = {
			limit = {
				has_country_flag = {
					flag = ITA_missiolini_research_production_flag
					value = 4
				}
			}
			add_timed_idea = {
				idea = ITA_expanded_intelligence_service_anti_partisan_lion_version
				days = 365
			}
		} {
			limit = {
				has_country_flag = {
					flag = ITA_missiolini_research_production_flag
					value = 3
				}
			}
			add_timed_idea = {
				idea = ITA_expanded_intelligence_service_army_department_lion_version
				days = 365
			}
		} {
			limit = {
				has_country_flag = {
					flag = ITA_missiolini_research_production_flag
					value = 2
				}
			}
			add_timed_idea = {
				idea = ITA_expanded_intelligence_service_cryptology_department_lion_version
				days = 365
			}
		}
		else = {
			add_timed_idea = {
				idea = ITA_expanded_intelligence_service_basic_lion_version
				days = 365
			}
		}
	}
	clr_country_flag = ITA_missiolini_upgrade_agency_goa
# ... (truncated)
### Entity: Country History
Country: ENG
Component: ENG_army
Constructs: add_to_faction
Source: game
File: history/countries/ENG - Britain.txt

Code:
# OOB & Army Setup for ENG
add_to_faction = ENG CAN AST NZL SAF RAJ MAL
### Entity: Idea
Component: EAI_VERY_HARD/artillery_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_VERY_HARD/artillery_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		artillery_equipment = {
			build_cost_ic = -0.3
			instant = yes
		}
	}
}
### Entity: Character
Component: YEM_hisham_ibn_uthman
Source: game
File: common/characters/YEM.txt

Code:
YEM_hisham_ibn_uthman = {
	advisor = {
		slot = high_command
		idea_token = YEM_hisham_ibn_uthman
		ledger = army
		allowed = {
			original_tag = YEM
		}
		traits = {
			army_infantry_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Hisham ibn Uthman
	portraits = {
		army = {
			small = GFX_idea_generic_army_arab_2
		}
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/ITA_1939_nsb.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = ITA
		}
		requested_factories = 10
		progress = 0.1
		efficiency = 100
		industrial_manufacturer = mio:ITA_beretta_organization
	} {
		equipment = {
			type = support_equipment_1
			creator = ITA
		}
		requested_factories = 4
		progress = 0.3
		efficiency = 100
		industrial_manufacturer = mio:ITA_brescia_arsenal_organization
	} {
		equipment = {
			type = light_tank_chassis_2
			creator = ITA
			version_name = M11/39
		}
		requested_factories = 1
		progress = 0.4
		efficiency = 100
		industrial_manufacturer = mio:ITA_fiat_organization
	} {
		equipment = {
			type = motorized_equipment_1
			creator = ITA
		}
		requested_factories = 2
		progress = 0.4
		efficiency = 100
		industrial_manufacturer = mio:ITA_lancia_organization
	}
}
### Entity: Modding Documentation
Construct: total_equipment_produced_submarine
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### total_equipment_produced_submarine
* description: Total produced equipment of typesubmarine
### Entity: Decision
Component: NOR_nordic_research
Constructs: is_in_tech_sharing_group, is_subject_of, is_in_faction_with, remove_effect, add_to_tech_sharing_group
Source: game
File: common/decisions/NaW_NOR_decisions.txt

Code:
NOR_nordic_research = {
	NOR_invite_country_into_nordic_research = {
		icon = generic_research
		allowed = {
			original_tag = NOR
		}
		available = {
			is_in_tech_sharing_group = NOR_nordic_research
			FROM = {
				NOT = {
					is_in_tech_sharing_group = NOR_nordic_research
				}
				OR = {
					is_subject_of = ROOT
					is_in_faction_with = ROOT
				}
			}
		}
		visible = {
			FROM = {
				OR = {
					is_subject_of = ROOT
					is_in_faction_with = ROOT
				}
				NOT = {
					is_in_tech_sharing_group = NOR_nordic_research
				}
			}
		}
		target_trigger = {
			FROM = {
				OR = {
					is_subject_of = ROOT
					is_in_faction_with = ROOT
				}
				NOT = {
					is_in_tech_sharing_group = NOR_nordic_research
				}
			}
		}
		cost = 5
		days_remove = 5
		days_re_enable = 30
		remove_effect = {
			FROM = {
				add_to_tech_sharing_group = NOR_nordic_research
			}
		}
		ai_will_do = {
			base = 0.1
			modifier = {
				factor = 10
				FROM = {
					OR = {
						original_tag = ICE DEN SWE FIN EST
					}
				}
			} {
				factor = 5
				FROM = {
					OR = {
						is_subject_of = ROOT
						original_tag = ENG HOL BEL LUX GER AUS FRA
					}
				}
			}
		}
	}
}
### Entity: Military Industrial Organization
Component: SPR_euskalduna_organization
Constructs: has_dlc
Source: game
File: common/military_industrial_organization/organizations/SPR_organization.txt

Code:
SPR_euskalduna_organization = {
	include = generic_raider_ship_organization
	icon = GFX_idea_SPR_euskalduna
	allowed = {
		has_dlc = La Resistance
		tag = SPR
	}
}
### Entity: Event
Component: r56.news_event.3
Constructs: is_triggered_only
Source: game
File: events/r56_news_events.txt

Code:
news_event = {
	id = r56.news_event.3
	title = r56.news_event.3.t
	desc = r56.news_event.3.d
	picture = GFX_news_event_generic_sign_treaty3
	major = yes
	is_triggered_only = yes
	option = {
		name = r56.news_event.3.a
	}
}
### Entity: State History
Component: 988
Constructs: add_core_of, add_to_array
Source: game
File: history/states/988-West Azerbaijan.txt

Code:
state = {
	id = 988
	name = STATE_988
	history = {
		owner = PER
		buildings = {
			infrastructure = 1
		}
		victory_points = {
			7604 1
		} {
			1822 1
		}
		add_core_of = PER KUR AZR
		add_to_array = {
			state_victory_points = 7604
		} {
			state_victory_points = 1822
		}
	}
	provinces = {
		1636 1822 7604
	}
	manpower = 553825
	buildings_max_level_factor = 1.0
	state_category = pastoral
	local_supplies = 0.0
}
### Entity: Idea
Component: nud
Constructs: has_dlc, research_bonus, equipment_bonus
Source: game
File: common/ideas/turkey.txt

Code:
nud = {
	picture = tur_nud
	allowed = {
		original_tag = TUR
		has_dlc = Battle for the Bosporus
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		CAS_manufacturer
	}
	equipment_bonus = {

	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: DOD_romania.12
Constructs: is_triggered_only, add_opinion_modifier
Source: game
File: events/DOD_Romania.txt

Code:
country_event = {
	id = DOD_romania.12
	title = DOD_romania.12.t
	desc = DOD_romania.12.desc
	picture = GFX_report_event_poland_rejects
	is_triggered_only = yes
	option = {
		name = DOD_romania.12.a
		add_opinion_modifier = {
			target = FROM
			modifier = refused_alliance
		}
	}
}
### Entity: Character
Component: ITA_giulio_paggio
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/ITA.txt

Code:
ITA_giulio_paggio = {
	name = ITA_giulio_paggio
	portraits = {
		army = {
			small = GFX_portrait_ITA_giulio_paggio_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = ITA_giulio_paggio
		allowed = {
			original_tag = ITA
			has_dlc = By Blood Alone
		}
		available = {
			has_completed_focus = ITA_the_popular_front
		}
		traits = {
			partisans_organizer
		}
		ai_will_do = {
			base = 0.3
		}
	}
}
### Entity: Character
Component: PRU_paul_de_beaudiez
Source: game
File: common/characters/PRU.txt

Code:
PRU_paul_de_beaudiez = {
	advisor = {
		slot = air_chief
		idea_token = PRU_paul_de_beaudiez
		allowed = {
			original_tag = PRU
		}
		traits = {
			air_chief_safety_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Paul de Beaudiez
	portraits = {
		army = {
			small = GFX_idea_generic_air_south_america_3
		}
	}
}
### Entity: Event
Component: liechtenstein.37
Constructs: is_triggered_only, limit, add_opinion_modifier, fire_only_once, add_political_power, set_country_flag, every_state, add_claim_by
Source: game
File: events/Liechtenstein.txt

Code:
country_event = {
	id = liechtenstein.37
	picture = GFX_report_event_czech_soldiers_01
	title = liechtenstein.37.t
	desc = liechtenstein.37.desc
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = liechtenstein.37.a
		add_political_power = -25
		FROM = {
			set_country_flag = they_will_get_more_stuff_now
			country_event = liechtenstein.39
			custom_effect_tooltip = generic_skip_one_line_tt
			add_opinion_modifier = {
				target = ROOT
				modifier = medium_increase
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		if = {
			limit = {
				FROM = {
					original_tag = FIN
				}
			}
			every_state = {
				limit = {
					OR = {
						state = 813 191 13 811 812
					}
				}
				add_claim_by = FROM
			}
			else_if = {
				limit = {
					FROM = {
						original_tag = GER
					}
				}
				effect_tooltip = {
					custom_effect_tooltip = LIE_when_we_formed_russia
					give_resource_rights = {
						receiver = GER
						state = 219
					} {
						receiver = GER
						state = 222
					} {
						receiver = GER
						state = 239
					}
				}
			} {
				limit = {
					FROM = {
						original_tag = JAP
					}
				}
				effect_tooltip = {
					custom_effect_tooltip = LIE_when_we_formed_russia
					every_state = {
						limit = {
							OR = {
								state = 565 574 876 877 644 575
							}
						}
						set_demilitarized_zone = yes
					}
				}
			}
		}
	} {
		name = liechtenstein.37.b
		add_political_power = 25
		FROM = {
			country_event = liechtenstein.38
		}
	}
}