Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: cze_focus
Component: CZE_modern_anti-torpedo_protection
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_czechoslovakia.txt

Code:
focus = {
	id = CZE_modern_anti-torpedo_protection
	icon = GFX_goal_CZE_modern_anti_torpedo_protection
	x = 0
	y = 1
	relative_position_id = CZE_modernize_the_whitehead_torpedo
	available = {

	}
	bypass = {

	}
	cost = 5
	prerequisite = {
		focus = CZE_modernize_the_whitehead_torpedo
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = CZE_modern_anti-torpedo_protection
			bonus = 0.75
			uses = 2
			technology = basic_cruiser_armor_scheme basic_heavy_armor_scheme improved_heavy_armor_scheme
		}
	}
}
### Entity: Decision
Component: PER_mass_protests
Source: game
File: common/decisions/categories/PER_decision_categories.txt

Code:
PER_mass_protests = {
	icon = GFX_decision_category_SOV_propaganda
	priority = 10
	picture = GFX_decision_cat_picture_chi_political_support
	visible_when_empty = no
	allowed = {
		original_tag = PER
	}
}
### Entity: AI Strategy
Component: generic_amphibious_tanks
Constructs: has_war, is_major, any_of
Source: game
File: common/ai_equipment/generic_tank.txt

Code:
generic_amphibious_tanks = {
	category = land
	blocked_for = {
		GER SOV ENG USA FRA JAP ITA HUN
	}
	available_for = {

	}
	roles = {
		land_amphibious_tank
	}
	priority = {
		factor = 20
	}
	basic_amphibious_tank_default = {
		priority = {
			factor = 10
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = amphibious_tank_chassis
			modules = {
				main_armament_slot = {
					any_of = {
						tank_close_support_gun tank_small_cannon_2 tank_small_cannon
					}
				}
				turret_type_slot = tank_light_turret_type
				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 = 5
				tank_nsb_armor_upgrade = {
					base = 2
					modifier = {
						add = 2
						has_war = yes
					} {
						any_enemy_country = {
							is_major = yes
						}
						add = 3
					}
				}
			}
		}
		allowed_modules = {
			tank_small_cannon tank_small_cannon_2 tank_close_support_gun tank_light_turret_type tank_bogie_suspension tank_riveted_armor tank_diesel_engine tank_light_two_man_tank_turret
		}
	}
}
### Entity: Scripted Trigger
Component: NOR_is_norwegian_inital_state
Source: game
File: common/scripted_triggers/NOR_scripted_triggers.txt

Code:
NOR_is_norwegian_inital_state = {
	state = 110 921 922 142 920 143 923 144 924 925
}
### Entity: Shared Focus
Tree: gen_focus
Component: GEN_Fighter_Competition
Constructs: shared_focus, has_completed_focus, add_equipment_to_stockpile, prerequisite, limit, has_war_with, completion_reward, has_dlc
Source: game
File: common/national_focus/r56_gen_shared.txt

Code:
shared_focus = {
	id = GEN_Fighter_Competition
	icon = GFX_goal_zero_blue
	prerequisite = {
		focus = GEN_aircraft_german GEN_aircraft_england GEN_aircraft_american GEN_aircraft_soviet GEN_aircraft_italian GEN_aircraft_japanese
	}
	x = 1
	y = 1
	relative_position_id = GEN_aircraft_american
	mutually_exclusive = {
		focus = GEN_Bomber_Competition
	}
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 2
	}
	completion_reward = {
		if = {
			limit = {
				has_completed_focus = GEN_aircraft_england
				NOT = {
					has_War_with = ENG
				}
				has_dlc = By Blood Alone
			}
			add_equipment_to_stockpile = {
				type = small_plane_airframe_1
				amount = 20
				producer = ENG
			} {
				type = cv_small_plane_airframe_1
				amount = 15
				producer = ENG
			}
		} {
			limit = {
				has_completed_focus = GEN_aircraft_american
				NOT = {
					has_War_with = USA
				}
				has_dlc = By Blood Alone
			}
			add_equipment_to_stockpile = {
				type = small_plane_airframe_1
				amount = 20
				producer = USA
			} {
				type = cv_small_plane_airframe_1
				amount = 15
				producer = USA
			}
		} {
			limit = {
				has_completed_focus = GEN_aircraft_soviet
				NOT = {
					has_War_with = SOV
				}
				has_dlc = By Blood Alone
			}
			add_equipment_to_stockpile = {
				type = small_plane_airframe_1
				amount = 20
				producer = SOV
			}
		} {
			limit = {
				has_completed_focus = GEN_aircraft_german
				NOT = {
					has_War_with = GER
				}
				has_dlc = By Blood Alone
			}
			add_equipment_to_stockpile = {
				type = small_plane_airframe
				producer = GER
				amount = 20
			}
		} {
			limit = {
				has_completed_focus = GEN_aircraft_italian
				NOT = {
					has_war_with = ITA
				}
				has_dlc = By Blood Alone
			}
			add_equipment_to_stockpile = {
				type = small_plane_airframe_1
				amount = 15
				producer = ITA
			}
		} {
			limit = {
				NOT = {
					has_completed_focus = GEN_aircraft_england
				} {
					has_completed_focus = GEN_aircraft_soviet
				} {
					has_completed_focus = GEN_aircraft_german
				} {
					has_completed_focus = GEN_aircraft_italian
				}
				has_dlc = By Blood Alone
			}
			custom_effect_tooltip = GEN_Fighter_Competition_EXPL
			add_tech_bonus = {
				name = GEN_Fighter_Competition
				bonus = 1.0
				uses = 1
				category = light_fighter
			}
		}
		else_if = {
			limit = {
				has_completed_focus = GEN_aircraft_england
				
# ... (truncated)
### Entity: Country History
Country: NRU
Component: NRU_characters
Constructs: recruit_character
Source: game
File: history/countries/NRU - Nauru.txt

Code:
# Leaders & Characters for NRU
recruit_character = NRU_timothy_detudamo NRU_moses_ballarat NRU_arthur_stretton_gaye
### Entity: Modding Documentation
Construct: avg_defensive_combat_status
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### avg_defensive_combat_status
* description: average progress of defensive combats
### Entity: National Focus
Tree: hon_focus
Component: HON_invest_in_battleships
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_invest_in_battleships
	icon = GFX_goal_generic_navy_battleship
	prerequisite = {
		focus = HON_invest_in_cruisers
	}
	x = 53
	y = 3
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = capital_ships_bonus
			bonus = 1
			ahead_reduction = 1
			uses = 1
			category = bb_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: rt56.romania.2
Constructs: is_triggered_only, add_ideas
Source: game
File: events/r56_romania.txt

Code:
country_event = {
	id = rt56.romania.2
	title = rt56.romania.2.t
	desc = rt56.romania.2.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = rt56.romania.2.a
		GER = {
			add_ideas = r56_GER_german_romanian_trade_1
		}
		ROOT = {
			add_ideas = r56_ROM_german_romanian_trade_1
		}
	}
}
### Entity: Event
Component: AAT_Sweden.25
Constructs: is_triggered_only, ai_chance, limit, set_technology, has_tech, set_country_flag, add_doctrine_cost_reduction, add_mastery_bonus
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden.25
	title = AAT_Sweden.25.t
	desc = AAT_Sweden.25.desc
	picture = GFX_report_event_001
	is_triggered_only = yes
	option = {
		name = AAT_Sweden.25.a
		ai_chance = {
			base = 10
		}
		IF = {
			limit = {
				NOT = {
					has_tech = tech_mountaineers
				}
			}
			set_technology = {
				tech_mountaineers = 1
			}
		}
		ELSE_IF = {
			limit = {
				NOT = {
					has_tech = tech_mountaineers2
				}
			}
			set_technology = {
				tech_mountaineers2 = 1
			}
		} {
			limit = {
				NOT = {
					has_tech = tech_mountaineers3
				}
			}
			set_technology = {
				tech_mountaineers3 = 1
			}
		}
		set_country_flag = SWE_has_rangers
		add_doctrine_cost_reduction = {
			name = SWE_special_forces
			cost_reduction = 0.65
			uses = 1
			category = special_forces_doctrine
		}
		custom_effect_tooltip = mountaineer_subdoctrines_default_add_mastery_bonus_effect_tooltip
		hidden_effect = {
			add_mastery_bonus = {
				name = SWE_special_forces
				bonus = 0.1
				days = 240
				sub_doctrine = mountaineers_1
			} {
				name = SWE_special_forces
				bonus = 0.1
				days = 240
				sub_doctrine = mountaineers_2
			}
		}
	} {
		name = AAT_Sweden.25.b
		ai_chance = {
			base = 10
		}
		IF = {
			limit = {
				NOT = {
					has_tech = marines
				}
			}
			set_technology = {
				marines = 1
			}
		}
		ELSE_IF = {
			limit = {
				NOT = {
					has_tech = marines2
				}
			}
			set_technology = {
				marines2 = 1
			}
		} {
			limit = {
				NOT = {
					has_tech = marines3
				}
			}
			set_technology = {
				marines3 = 1
			}
		}
		set_country_flag = SWE_has_marines
		add_doctrine_cost_reduction = {
			name = SWE_special_forces
			cost_reduction = 0.65
			uses = 1
			category = special_forces_doctrine
		}
		custom_effect_tooltip = mountaineer_subdoctrines_default_add_mastery_bonus_effect_tooltip
		hidden_effect = {
			add_mastery_bonus = {
				name = SWE_special_forces
				bonus = 0.1
				days = 240
				sub_doctrine = mountaineers_1
			} {
				name = SWE_special_forces
				bonus = 0.1
				days = 240
				sub_doctrine = mountaineers_2
			}
		}
	} {
		name = AAT_Sweden.25.c
		ai_chance = {
			base = 10
		}
		IF = {
			limit = {
				NOT = {
					has_tech = paratroopers
				}
			}
			set_technology = {
				paratroopers = 1
			}
		}
		ELSE_IF = {
			limit = {
				NOT = {
					has_tech = paratroopers2
				}
			}
			set_technology = {
				paratroopers2 = 1
			
# ... (truncated)
### Entity: State History
Component: 932
Constructs: add_core_of, add_to_array
Source: game
File: history/states/932-Puebla.txt

Code:
state = {
	id = 932
	name = STATE_932
	state_category = city
	history = {
		owner = MEX
		buildings = {
			infrastructure = 2
		}
		add_core_of = MEX
		add_to_array = {
			state_victory_points = 13252
		} {
			state_victory_points = 13246
		} {
			state_victory_points = 7913
		}
		victory_points = {
			13252 20
		} {
			13246 5
		} {
			7913 3
		}
	}
	provinces = {
		7913 8089 13246 13247 13252
	}
	manpower = 2162078
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Idea
Component: Cockatoo_doe
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/australia.txt

Code:
Cockatoo_doe = {
	picture = generic_naval_manufacturer_2
	allowed = {
		original_TAG = AST
		NOT = {
			has_dlc = Thunder at Our Gates
		}
	}
	available = {
		has_completed_focus = AST_cockatoo_island_shipyards
	}
	research_bonus = {
		naval_equipment = 0.15
	}
	traits = {
		cockatoo_trait
	}
}
### Entity: Character
Component: competent_orator
Constructs: mobilization_speed
Source: game
File: common/country_leader/r56_traits.txt

Code:
competent_orator = {
	random = no
	sprite = 13
	political_power_factor = 0.1
	mobilization_speed = 0.1
	training_time_factor = -0.05
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/WGR_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 6
	}
	location = 11264
	division_template = Infanterie-Division
	start_experience_factor = 0.3
}
### Entity: Character
Component: GUA_illegitimate_pretender_1
Constructs: stability_factor, neutrality_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
GUA_illegitimate_pretender_1 = {
	name = GUA_illegitimate_pretender
	random = no
	political_power_factor = -0.2
	stability_factor = -0.2
	drift_defence_factor = -0.05
	ai_focus_aggressive_factor = 0.5
	ai_focus_war_production_factor = 0.25
	opinion_gain_monthly_same_ideology_factor = 0.05
	neutrality_drift = 0.05
	ai_strategy = {
		type = befriend
		id = FRA
		value = -100
	} {
		type = alliance
		id = FRA
		value = -100
	} {
		type = antagonize
		id = FRA
		value = 200
	}
}
### Entity: Decision
Component: AST_special_forces_cat
Constructs: has_dlc
Source: game
File: common/decisions/categories/AST_decision_categories.txt

Code:
AST_special_forces_cat = {
	priority = 80
	icon = GFX_decision_category_gre_paying_ifc_debt
	visible_when_empty = no
	allowed = {
		original_tag = AST
		has_dlc = Thunder at Our Gates
	}
}
### Entity: Scripted Effect
Component: EAI_TEMPLATE_set_template_flags
Source: game
File: common/scripted_effects/EAI_PRODUCTION_template_effects.txt

Code:
EAI_TEMPLATE_set_template_flags = {
	EAI_TEMPLATE_set_infantry_template_flags = yes
	EAI_TEMPLATE_set_mass_infantry_template_flags = yes
	EAI_TEMPLATE_set_marine_template_flags = yes
	EAI_TEMPLATE_set_mountaineer_template_flags = yes
	EAI_TEMPLATE_set_motorized_template_flags = yes
	EAI_TEMPLATE_set_armor_template_flags = yes
	EAI_TEMPLATE_set_suppression_template_flags = yes
	EAI_TEMPLATE_set_garrison_template_flags = yes
}
### Entity: Idea
Component: ITA_efficient_supply_lines
Constructs: removal_cost, has_country_leader
Source: game
File: common/ideas/italy.txt

Code:
ITA_efficient_supply_lines = {
	removal_cost = -1
	picture = generic_supply_lines
	allowed = {
		original_tag = ITA
	}
	allowed_civil_war = {
		has_country_leader = {
			character = ITA_benito_mussolini
			ruling_only = yes
		}
	}
	modifier = {
		heat_attrition_factor = -0.15
		winter_attrition_factor = -0.15
		army_org_regain = 0.1
		supply_node_range = 0.1
	}
}
### Entity: Idea
Component: TAJ_aa2
Source: game
File: common/ideas/tajikistan.txt

Code:
TAJ_aa2 = {
	ledger = army
	picture = generic_army_asia_2
	allowed = {
		original_tag = TAJ
	}
	traits = {
		army_armored_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: AI Strategy
Component: EAI_ITA_balkans_OFFENSIVE_push_GRE
Constructs: has_global_flag
Source: game
File: common/ai_strategy/ITA_EAI.txt

Code:
EAI_ITA_balkans_OFFENSIVE_push_GRE = {
	allowed = {
		tag = GER
	}
	enable = {
		has_global_flag = {
			flag = EAI_GER_blitz_yugoslavia_365d
			days = < 180
		}
		NOT = {
			YUG = {
				EAI_PREV_deploy_against_THIS = yes
			}
		}
		GRE = {
			EAI_PREV_deploy_against_THIS = yes
		}
		EAI_MILITARY_army_readiness_MEDIUM = yes
	}
	abort = {
		NOT = {
			AND = {
				has_global_flag = {
					flag = EAI_GER_blitz_yugoslavia_365d
					days = < 180
				}
				NOT = {
					YUG = {
						EAI_PREV_deploy_against_THIS = yes
					}
				}
				GRE = {
					EAI_PREV_deploy_against_THIS = yes
				}
				EAI_MILITARY_army_readiness_MEDIUM_abort = yes
			}
		}
	}
	ai_strategy = {
		type = front_control
		ordertype = front
		ratio = 0.5
		priority = 500
		execution_type = rush
		tag = GRE
	}
}
### Entity: Event
Component: wtt_denmark.1
Constructs: is_triggered_only, add_ideas, fire_only_once
Source: game
File: events/WTT_Denmark.txt

Code:
country_event = {
	id = wtt_denmark.1
	title = wtt_denmark.1.t
	desc = wtt_denmark.1.d
	picture = GFX_report_event_generic_sign_treaty1
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = wtt_denmark.1.a
		release = ICE
		ICE = {
			add_ideas = neutrality_idea
		}
		hidden_effect = {
			news_event = {
				id = news.331
				days = 1
			}
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_OI_doctrine
Constructs: check_variable, has_global_flag, has_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_air_triggers.txt

Code:
EAI_OI_doctrine = {
	OR = {
		check_variable = {
			EAI_FOCUS/AIR/air_doctrine = global.EAI_OI_DOCTRINE
		} {
			EAI_FOCUS/AIR/air_doctrine_OVERRIDE = global.EAI_OI_DOCTRINE
		}
		AND = {
			OR = {
				EAI_Operational_Integrity_PRESET = yes
				has_global_flag = EAI_random_focuses
			}
			NOT = {
				has_variable = EAI_FOCUS/AIR/air_doctrine EAI_FOCUS/AIR/air_doctrine_OVERRIDE
			}
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_begin_colectivization
Constructs: has_completed_focus, prerequisite, limit, add_ideas, has_government, add_stability, completion_reward, random_owned_controlled_state
Source: game
File: common/national_focus/r56_afghanistan.txt

Code:
focus = {
	id = AFG_begin_colectivization
	icon = GFX_goal_generic_soviet_construction
	x = 1
	y = 1
	available = {
		has_government = communism
	}
	prerequisite = {
		focus = AFG_purge_the_bourgeoisie
	}
	relative_position_id = AFG_purge_the_bourgeoisie
	ai_will_do = {
		factor = 1
	}
	cost = 10
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		add_stability = -0.1
		if = {
			limit = {
				has_completed_focus = AFG_soviet_expedition
			}
			add_ideas = AFG_soviet_trade_agreement_idea
		} {
			limit = {
				NOT = {
					has_completed_focus = AFG_soviet_expedition
				}
			}
			custom_effect_tooltip = r56_newline AFG_soviet_trade_agreement_tt
		}
		custom_effect_tooltip = r56_newline
		add_power_balance_value = {
			id = AFG_communist_power_balance
			value = 0.05
			tooltip_side = AFG_khalq_side
		}
		set_country_flag = AFG_counter_for_five_year_plan
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_STABILITY
	}
}
### Entity: Event
Component: chile.26
Constructs: is_triggered_only, add_opinion_modifier
Source: game
File: events/Chile.txt

Code:
country_event = {
	id = chile.26
	title = Japan Signs the Accord
	desc = Excellent, Japan has agreed the share the Pacific with us.
	picture = GFX_report_event_chamberlain
	is_triggered_only = yes
	option = {
		name = The beginnings of a new friendship.
		add_opinion_modifier = {
			target = JAP
			modifier = CHL_pacific_accord
		}
	}
}
### Entity: Character
Component: BRA_leoncio_basbaum
Constructs: has_government, has_dlc
Source: game
File: common/characters/BRA.txt

Code:
BRA_leoncio_basbaum = {
	name = BRA_leoncio_basbaum
	portraits = {
		civilian = {
			small = GFX_portrait_BRA_leoncio_basbaum_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = BRA_leoncio_basbaum
		allowed = {
			original_tag = BRA
			has_dlc = Trial of Allegiance
		}
		available = {
			NOT = {
				has_government = fascism
			}
		}
		traits = {
			leftist_intellectual
		}
	}
}
### Entity: Character
Component: CHI_chen_shaokuan
Constructs: has_dlc
Source: game
File: common/characters/CHI.txt

Code:
CHI_chen_shaokuan = {
	instance = {
		allowed = {
			has_dlc = No Compromise, No Surrender
		}
		name = CHI_chen_shaokuan
		portraits = {
			army = {
				large = GFX_portrait_CHI_chen_shaokuan
				small = GFX_portrait_CHI_chen_shaokuan_small
			}
		}
		navy_leader = {
			traits = {
				aviation_enthusiast CHI_dubious_loyalty
			}
			skill = 2
			attack_skill = 2
			defense_skill = 2
			maneuvering_skill = 2
			coordination_skill = 2
		}
		advisor = {
			slot = navy_chief
			idea_token = CHI_chen_shaokuan
			allowed = {
				original_tag = CHI
			}
			traits = {
				navy_chief_decisive_battle_2
			}
			cost = 100
			ai_will_do = {
				factor = 0.2
			}
		}
	} {
		allowed = {
			NOT = {
				has_dlc = No Compromise, No Surrender
			}
		}
		name = CHI_chen_shaokuan
		portraits = {
			army = {
				small = GFX_idea_generic_navy_asia_3
			}
		}
		advisor = {
			slot = navy_chief
			idea_token = CHI_chen_shaokuan
			allowed = {
				original_tag = CHI
			}
			traits = {
				navy_chief_decisive_battle_2
			}
			cost = 100
			ai_will_do = {
				factor = 0.2
			}
		}
	}
}
### Entity: Scripted Trigger
Component: SWI_is_fascist_to_balance
Constructs: has_government
Source: game
File: common/scripted_triggers/SWI_scripted_triggers.txt

Code:
SWI_is_fascist_to_balance = {
	SWI_is_country_to_balance = yes
	has_government = fascism
}
### Entity: Event
Component: INS_industrial_events.1
Constructs: is_triggered_only, ai_chance
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_industrial_events.1
	title = INS_industrial_events.1.t
	desc = INS_industrial_events.1.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = INS_industrial_events.1.a
		ai_chance = {
			base = 10
		}
		indonesia_give_jap_resource_rights_effect = yes
		FROM = {
			country_event = {
				id = INS_industrial_events.2
				hours = 8
			}
		}
	} {
		name = INS_industrial_events.1.b
		ai_chance = {
			base = 0
		}
		FROM = {
			country_event = {
				id = INS_industrial_events.3
				hours = 8
			}
		}
	}
}
### Entity: Event
Component: cityfall.65
Constructs: is_triggered_only, set_global_flag
Source: game
File: events/CFM_city_events.txt

Code:
news_event = {
	id = cityfall.65
	title = cityfall.65.t
	desc = cityfall.65.d
	picture = GFX_news_event_029
	major = yes
	is_triggered_only = yes
	immediate = {
		set_global_flag = fall_of_oslo_swe
	}
	option = {
		name = cityfall.65.a
		trigger = {
			NOT = {
				TAG = SWE NOR
			}
		}
	} {
		name = cityfall.65.b
		trigger = {
			TAG = SWE
		}
	} {
		name = cityfall.65.c
		trigger = {
			TAG = NOR
		}
	}
}
### Entity: Character
Component: BRI_nccr
Source: game
File: common/characters/BRI.txt

Code:
BRI_nccr = {
	advisor = {
		slot = navy_chief
		idea_token = BRI_nccr
		allowed = {
			original_tag = BRI
		}
		traits = {
			navy_chief_commerce_raiding_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_asia_2
		}
	}
}