Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Order of Battle
Component: Rezervnyy Flot
Source: game
File: history/units/UKR_1936_naval_mtg.txt

Code:
fleet = {
	name = Rezervnyy Flot
	naval_base = 6727
	task_force = {
		name = Flot Minonostsiv
		location = 6727
		ship = {
			name = Dzerzhinskiy
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = UKR
					version_name = Fidonisi Class
				}
			}
		} {
			name = Nezamozhnik
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = UKR
					version_name = Fidonisi Class
				}
			}
		} {
			name = Petrovskiy
			definition = destroyer
			equipment = {
				ship_hull_light_1 = {
					amount = 1
					owner = UKR
					version_name = Fidonisi Class
				}
			}
		}
	} {
		name = Flot Pidvodnykh Chovniv
		location = 6727
		ship = {
			name = D-1
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = UKR
					version_name = Series I Debakrist
				}
			}
		} {
			name = D-2
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = UKR
					version_name = Series I Debakrist
				}
			}
		} {
			name = D-3
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = UKR
					version_name = Series I Debakrist
				}
			}
		}
	}
}
### Entity: Event
Component: SEA_warlords.52
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, add_political_power
Source: game
File: events/SEA_Warlords.txt

Code:
country_event = {
	id = SEA_warlords.52
	title = SEA_warlords.52.t
	desc = SEA_warlords.52.desc
	picture = GFX_report_event_chinese_soldiers_mountain
	is_triggered_only = yes
	option = {
		name = SEA_warlords.52.a
		ai_chance = {
			base = 100
		}
		add_political_power = 10
		diplomatic_relation = {
			country = FROM
			relation = non_aggression_pact
			active = yes
		}
	} {
		name = SEA_warlords.52.b
		ai_chance = {
			base = 0
		}
		FROM = {
			add_opinion_modifier = {
				target = ROOT
				modifier = tsr_untrustworthy_ally_opm
			}
		}
	}
}
### Entity: Idea
Component: de_havilland
Constructs: research_bonus
Source: game
File: common/ideas/britain.txt

Code:
de_havilland = {
	allowed = {
		original_TAG = ENG
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		medium_aircraft_manufacturer
	}
	modifier = {

	}
}
### Entity: AI Strategy
Component: EAI_carrier_A
Constructs: check_variable, has_tech, any_of
Source: game
File: common/ai_equipment/EAI_navy_carrier_role.txt

Code:
EAI_carrier_A = {
	category = naval
	roles = {
		naval_carrier
	}
	priority = {
		base = 0
		modifier = {
			add = 5000
			check_variable = {
				EAI_FOCUS/NAVY/carrier = global.EAI_A_CV_DESIGN
			}
		}
	}
	BASIC_CARRIER_A = {
		role_icon_index = 7
		priority = {
			base = 0
			modifier = {
				add = 10000
				has_tech = basic_ship_hull_carrier
			}
		}
		target_variant = {
			type = ship_hull_carrier_1
			match_value = 1
			modules = {
				fixed_ship_radar_slot = {
					any_of = {
						ship_radar
					}
					upgrade = > current
				}
				fixed_ship_engine_slot = {
					module = carrier_ship_engine_2
					upgrade = current
				}
				fixed_ship_anti_air_slot = {
					module = empty
				}
				fixed_ship_secondaries_slot = {
					module = empty
				}
				fixed_ship_deck_slot_1 = {
					any_of = {
						ship_deck_space
					}
					upgrade = > current
				}
				fixed_ship_deck_slot_2 = {
					any_of = {
						ship_deck_space
					}
					upgrade = > current
				}
				front_1_custom_slot = {
					any_of = {
						ship_deck_space
					}
					upgrade = > current
				}
				mid_1_custom_slot = {
					any_of = {
						ship_deck_space
					}
					upgrade = > current
				}
			}
		}
	}
	IMPROVED_CARRIER_A = {
		role_icon_index = 7
		priority = {
			base = 0
			modifier = {
				add = 20000
				has_tech = improved_ship_hull_carrier
			}
		}
		target_variant = {
			type = ship_hull_carrier_2
			match_value = 1.1
			modules = {
				fixed_ship_radar_slot = {
					any_of = {
						ship_radar
					}
					upgrade = > current
				}
				fixed_ship_engine_slot = {
					module = carrier_ship_engine_3
					upgrade = current
				}
				fixed_ship_anti_air_slot = {
					any_of = {
						ship_anti_air
					}
					upgrade = > current
				}
				fixed_ship_secondaries_slot = {
					any_of = {
						ship_secondaries
					}
					upgrade = > current
				}
				fixed_ship_deck_slot_1 = {
					any_of = {
						ship_deck_space
					}
					upgrade = > current
				}
				fixed_ship_deck_slot_2 = {
					any_of = {
						ship_deck_space
					}
					upgrade = > current
				}
				front_1_custom_slot = {
					any_of = {
						ship_deck_space
					}
					upgrade = > current
				}
				mid_1_custom_slot = {
					any_of = {
						ship_deck_space
					}
					upgrade = > current
				}
				mid_2_custom_slot = {
					any_of = {
						ship_deck_space
					}
					upgrade = > current
				}
			}
		}
	}
	ADVANCED_CARRI
# ... (truncated)
### Entity: State History
Component: 642
Constructs: add_core_of
Source: game
File: history/states/642-Phoenix Island.txt

Code:
state = {
	id = 642
	name = STATE_642
	manpower = 24
	state_category = tiny_island
	history = {
		owner = USA
		add_core_of = HAW
		buildings = {
			infrastructure = 2
			13050 = {
				naval_base = 1
			}
		}
	}
	provinces = {
		13050
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_exile_haya_de_la_torre
Constructs: prerequisite, add_ideas, completion_reward, add_popularity, set_country_flag
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_exile_haya_de_la_torre
	prerequisite = {
		focus = PRU_commit_to_democratic_election
	}
	icon = GFX_goal_generic_death_of_bolshevism
	x = -2
	y = 1
	relative_position_id = PRU_commit_to_democratic_election
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_popularity = {
			ideology = communism
			popularity = -0.1
		}
		add_ideas = PRU_oppresed_apristas
		custom_effect_tooltip = PRU_unlock_exclu_apra
		PRU = {
			set_country_flag = PRU_apra_exclu
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: MEN_rapid_industrialization
Constructs: stability_factor, industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/r56_mengkukuo.txt

Code:
MEN_rapid_industrialization = {
	removal_cost = -1
	picture = ARG_rapid_militarization
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		consumer_goods_factor = 0.15
		production_speed_industrial_complex_factor = 0.15
		production_speed_arms_factory_factor = 0.1
		production_factory_efficiency_gain_factor = 0.1
		industrial_capacity_factory = 0.05
		stability_factor = -0.05
		stability_weekly = -0.001
		custom_modifier_tooltip = MEN_remove_industrialization
	}
}
### Entity: Decision
Component: AFG_elections_category
Constructs: has_completed_focus, stability_factor, limit, has_government, has_country_flag, add_stability, fire_only_once, add_political_power
Source: game
File: common/decisions/r56_AFG.txt

Code:
AFG_elections_category = {
	AFG_elections_mission = {
		activation = {
			always = no
		}
		available = {
			has_government = democratic
		}
		icon = generic_election
		is_good = yes
		fire_only_once = yes
		priority = 10
		days_mission_timeout = 90
		timeout_effect = {
			country_event = {
				id = r56_afghanistan.14
				hours = 12
			}
			effect_tooltip = {
				if = {
					limit = {
						check_variable = {
							AFG_election_freedom = 0
						}
					}
					custom_effect_tooltip = AFG_election_freedom_improve r56_newline
					add_stability = -0.15
					add_timed_idea = {
						idea = strikes_1
						days = 180
					}
				} {
					limit = {
						check_variable = {
							AFG_election_freedom = 1
						}
					}
					custom_effect_tooltip = AFG_election_freedom_improve r56_newline
					add_stability = -0.1
					add_timed_idea = {
						idea = strikes_1
						days = 120
					}
				} {
					limit = {
						check_variable = {
							AFG_election_freedom = 2
						}
					}
					custom_effect_tooltip = AFG_election_freedom_improve r56_newline
					add_stability = -0.05
					add_timed_idea = {
						idea = strikes_1
						days = 60
					}
				} {
					limit = {
						check_variable = {
							AFG_election_freedom = 3
						}
					}
					add_stability = 0.05
					add_popularity = {
						ideology = neutrality
						popularity = 0.05
					}
				}
			}
		}
	}
	AFG_pardon_political_prisoners = {
		icon = eng_trade_unions_support
		allowed = {
			original_tag = AFG
		}
		available = {
			has_active_mission = AFG_elections_mission
			has_government = neutrality
		}
		fire_only_once = yes
		visible = {
			original_tag = AFG
			has_completed_focus = AFG_the_getyear_general_elections
			has_active_mission = AFG_elections_mission
		}
		days_remove = 30
		cost = 50
		modifier = {
			political_power_factor = -0.15
			stability_weekly = -0.025
		}
		complete_effect = {
			add_days_mission_timeout = {
				mission = AFG_elections_mission
				days = 30
			}
		}
		remove_effect = {
			add_stability = 0.05
			add_popularity = {
				ideology = neutrality
				popularity = -0.1
			} {
				ideology = democratic
				popularity = 0.05
			} {
				ideology = communism
				popularity = 0.05
			}
			custom_effect_tooltip = AFG_election_freedom_increase r56_newline r56_newline available_political_advisor
			hidden_effect = {
				add_to_variable = {
					AFG_election_freedom = 1
				}
			} {

# ... (truncated)
### Entity: AI Strategy
Component: JAP_medium_tank_anti_air
Constructs: has_war, has_tech
Source: game
File: common/ai_equipment/JAP_tank.txt

Code:
JAP_medium_tank_anti_air = {
	category = land
	blocked_for = {

	}
	available_for = {
		JAP
	}
	roles = {
		land_medium_tank_anti_air
	}
	priority = {
		factor = 5
		modifier = {
			NOT = {
				has_tech = fighter2
			}
			any_enemy_country = {
				has_tech = fighter2
			}
			factor = 3
		}
	}
	medium_tank_anti_air_1 = {
		priority = {
			factor = 10
		}
		enable = {
			has_tech = interwar_antiair
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = medium_tank_aa_chassis_1
			modules = {
				main_armament_slot = tank_anti_air_cannon
				turret_type_slot = tank_medium_one_man_tank_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 4
				tank_nsb_armor_upgrade = {
					base = 1
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_anti_air_cannon tank_medium_one_man_tank_turret tank_bogie_suspension tank_riveted_armor tank_diesel_engine
		}
	}
	medium_tank_anti_air_2 = {
		priority = {
			factor = 2
		}
		enable = {
			has_tech = antiair2
		}
		history = yes
		target_variant = {
			match_value = 1500
			type = medium_tank_aa_chassis_2
			modules = {
				main_armament_slot = tank_anti_air_cannon_2
				turret_type_slot = tank_medium_two_man_tank_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_diesel_engine
				special_type_slot_1 = empty
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 4
				tank_nsb_armor_upgrade = {
					base = 2
					modifier = {
						add = 1
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_anti_air_cannon_2 tank_medium_two_man_tank_turret tank_bogie_suspension tank_riveted_armor tank_diesel_engine
		}
	}
	medium_tank_anti_air_3 = {
		priority = {
			factor = 2
		}
		enable = {
			has_tech = antiair5
		}
		history = yes
		target_variant = {
			match_value = 2500
			type = medium_tank_aa_chassis_3
			modules = {
				main_armament_slot = tank_anti_air_cannon_3
				turret_type_slot = tank_medium_two_man_tank_turret
				
# ... (truncated)
### Entity: AI Strategy
Component: ENG_ALLIES_we_hate_fighting_in_the_balkans
Constructs: is_in_faction_with
Source: game
File: common/ai_strategy/ENG.txt

Code:
ENG_ALLIES_we_hate_fighting_in_the_balkans = {
	enable = {
		date = < 1943.1.1
		is_in_faction_with = ENG
		NOT = {
			tag = YUG
		} {
			tag = GRE
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = dont_defend_ally_borders
		id = YUG
		value = 30
	} {
		type = front_unit_request
		area = greater_balkans
		value = -100
	} {
		type = area_priority
		id = greater_balkans
		value = -100
	}
}
### Entity: Idea
Component: CHI_christian_democracy4
Constructs: research_speed_factor, stability_factor, has_government, industrial_capacity_factory, removal_cost, democratic_drift
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CHI_christian_democracy4 = {
	picture = MEX_church_power_5
	cancel = {
		NOT = {
			has_government = democratic
		}
	}
	removal_cost = -1
	modifier = {
		democratic_drift = 0.075
		stability_factor = 0.125
		industrial_capacity_factory = 0.1
		political_power_factor = 0.15
		research_speed_factor = 0.1
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
}
### Entity: Event
Component: AAT_finland_winter_war.01
Constructs: is_triggered_only, ai_chance, fire_only_once
Source: game
File: events/AAT_Finland.txt

Code:
country_event = {
	id = AAT_finland_winter_war.01
	title = finland.2.t
	desc = finland.2.d
	picture = GFX_report_event_soviet_finnish_pact
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = finland.2.a
		ai_chance = {
			base = 10
		}
		SWE = {
			country_event = {
				id = finland.3
			}
		}
	} {
		name = finland.2.b
		ai_chance = {
			base = 0
		}
	}
}
### Entity: Idea
Component: LUX_chamberofdeputies_LSAP_info_small_increase_i
Source: game
File: common/ideas/r56_luxembourg.txt

Code:
LUX_chamberofdeputies_LSAP_info_small_increase_i = {
	name = LUX_chamberofdeputies_LSAP_info_small_increase_tt
	modifier = {
		political_power_factor = -0.1
		consumer_goods_factor = 0.1
	}
}
### Entity: Country History
Country: RKL
Component: RKL_politics
Constructs: set_stability, add_ideas, set_war_support, set_politics, set_popularities
Source: game
File: history/countries/RKL - Reichskommisariat Urals.txt

Code:
# Politics & Parties for RKL
set_stability = 0.4
set_war_support = 0.7
set_politics = {
	ruling_party = fascism
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	neutrality = 0
	democratic = 15
	fascism = 80
	communism = 5
}
add_ideas = {
	war_economy extensive_conscription
}
### Entity: Idea
Component: EAI_VERY_HARD/heavy_tank_artillery_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_VERY_HARD/heavy_tank_artillery_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		heavy_tank_artillery_chassis = {
			build_cost_ic = -0.3
			instant = yes
		}
	}
}
### Entity: Idea
Component: INS_political_idea_5
Constructs: stability_factor, war_support_factor, removal_cost
Source: game
File: common/ideas/r56_indonesia.txt

Code:
INS_political_idea_5 = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_morale_bonus
	modifier = {
		army_core_defence_factor = 0.05
		army_core_attack_factor = 0.05
		stability_factor = 0.15
		war_support_factor = 0.05
		consumer_goods_factor = -0.15
		production_speed_industrial_complex_factor = 0.1
	}
}
### Entity: Scripted Effect
Component: MON_soviet_low_influence_increase_effect
Constructs: add_to_variable
Source: game
File: common/scripted_effects/r56_MON_scripted_effects.txt

Code:
MON_soviet_low_influence_increase_effect = {
	custom_effect_tooltip = MON_sov_tt MON_low_influence_increase_tt
	add_to_variable = {
		sov_influence_in_mon = MON_low_influence_increase
	}
	clamp_variable = {
		var = sov_influence_in_mon
		min = 0
		max = 100
	}
}
### Entity: National Focus
Tree: chl_focus
Component: CHL_cruiser_focus
Constructs: prerequisite, completion_reward, add_tech_bonus, cr_bonus
Source: game
File: common/national_focus/r56_chile.txt

Code:
focus = {
	id = CHL_cruiser_focus
	icon = GFX_goal_generic_navy_cruiser
	x = 15
	y = 2
	cost = 10
	prerequisite = {
		focus = CHL_surface_fleet_focus CHL_naval_aviation_focus
	}
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_tech_bonus = {
			name = cr_bonus
			bonus = 1
			uses = 1
			category = cl_tech ca_tech
		} {
			name = SPR_navy_modernization
			bonus = 1
			uses = 1
			category = naval_gunnery_tech naval_shell_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Scripted Trigger
Component: SWI_any_communist_to_balance_is_about_to_be_angry
Constructs: has_government
Source: game
File: common/scripted_triggers/SWI_scripted_triggers.txt

Code:
SWI_any_communist_to_balance_is_about_to_be_angry = {
	any_other_country = {
		SWI_is_country_to_balance = yes
		has_government = communism
		SWI_country_about_to_be_angry = yes
	}
}
### Entity: Modding Documentation
Construct: gbpaint
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## gbpaint
* Arguments: layer, channel
* Not available in release build

Toggles gradient border painting
### Entity: National Focus
Tree: swe_focus
Component: SWE_gotaverken
Constructs: has_completed_focus, prerequisite, limit, completion_reward, has_game_rule, has_war_support, has_stability, is_coastal
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_gotaverken
	icon = GFX_goal_generic_construct_naval_dockyard
	x = -17
	y = 1
	cost = 10
	prerequisite = {
		focus = SWE_government_weapons_contract
	}
	relative_position_id = SWE_government_weapons_contract
	ai_will_do = {
		factor = 10
		modifier = {
			has_game_rule = {
				rule = SWE_AI_BEHAVIOR
				option = SWE_DEMOCRATIC_NORDIC_DEFENCE_COUNCIL
			}
			NOT = {
				has_completed_focus = SWE_the_nordic_defense_council
			}
			has_war_support = < 0.1
			has_stability = > 0.7
			factor = 50
		}
	}
	available = {
		any_core_state = {
			is_coastal = yes
			is_fully_controlled_by = ROOT
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_FOLKHEMMET
	}
	completion_reward = {
		random_core_state = {
			prioritize = {
				140
			}
			limit = {
				is_coastal = yes
				is_fully_controlled_by = ROOT
			}
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = dockyard
				level = 3
				instant_build = yes
			}
		}
		mio:SWE_gotaverken_organization = {
			add_mio_funds = 300
			unlock_mio_trait_tooltip = {
				trait = SWE_mio_trait_high_capacity_dockyard
			}
		}
		SWE_folkhemmet_big_swap = yes
	}
}
### Entity: Event
Component: bftb_bulgaria_equipment_purchases.3
Constructs: is_triggered_only, ai_chance, set_variable, set_country_flag, has_tech
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_equipment_purchases.3
	title = bftb_bulgaria_equipment_purchases.3.t
	desc = bftb_bulgaria_equipment_purchases.3.desc
	picture = GFX_report_event_tank_factory
	is_triggered_only = yes
	option = {
		name = bftb_bulgaria_equipment_purchases.3.a
		ai_chance = {
			base = 15
			modifier = {
				factor = 2
				stockpile_ratio = {
					archetype = light_tank_chassis
					ratio = < 0.76
				}
			}
		}
		set_variable = {
			BUL_armor_type = token:light_tank_chassis
		}
		var:BUL_armor_seller = {
			set_country_flag = BUL_producing_light_armor_for_bulgaria_flag
		}
		custom_effect_tooltip = bftb_bulgaria_equipment_purchases.3.a_tt
	} {
		name = bftb_bulgaria_equipment_purchases.3.b
		ai_chance = {
			base = 10
			modifier = {
				factor = 2
				stockpile_ratio = {
					archetype = medium_tank_chassis
					ratio = < 0.76
				}
			}
		}
		trigger = {
			var:BUL_armor_seller = {
				OR = {
					has_tech = basic_medium_tank basic_medium_tank_chassis
				}
			}
		}
		set_variable = {
			BUL_armor_type = token:medium_tank_chassis
		}
		var:BUL_armor_seller = {
			set_country_flag = BUL_producing_medium_armor_for_bulgaria_flag
		}
		custom_effect_tooltip = bftb_bulgaria_equipment_purchases.3.b_tt
	} {
		name = bftb_bulgaria_equipment_purchases.3.c
		ai_chance = {
			base = 10
			modifier = {
				factor = 2
				stockpile_ratio = {
					archetype = heavy_tank_chassis
					ratio = < 0.76
				}
			}
		}
		trigger = {
			var:BUL_armor_seller = {
				has_tech = basic_heavy_tank
			}
		}
		set_variable = {
			BUL_armor_type = token:heavy_tank_chassis
		}
		var:BUL_armor_seller = {
			set_country_flag = BUL_producing_heavy_armor_for_bulgaria_flag
		}
		custom_effect_tooltip = bftb_bulgaria_equipment_purchases.3.c_tt
	}
}
### Entity: Event
Component: liechtenstein.27
Constructs: is_triggered_only, add_ideas, fire_only_once, set_country_flag
Source: game
File: events/Liechtenstein.txt

Code:
country_event = {
	id = liechtenstein.27
	picture = GFX_report_event_GER_german_soviet_pact_communist
	title = liechtenstein.27.t
	desc = liechtenstein.27.d
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = liechtenstein.27.a
		add_ideas = AFG_soviet_trade_agreement_idea
		set_country_flag = LIE_can_trade_gold_with_communist_nations
		custom_effect_tooltip = LIE_can_trade_gold_with_communist_nations_tt
	}
}
### Entity: Achievement
Component: shaken_not_stirred
Constructs: has_country_flag, is_ironman, has_start_date, has_any_custom_difficulty_setting
Source: game
File: common/achievements.txt

Code:
shaken_not_stirred = {
	id = 100
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
	}
	happened = {
		custom_trigger_tooltip = {
			tooltip = shaken_not_stirred_tt
			has_country_flag = achievement_seducer_spy
		}
	}
}