Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Shared Focus
Tree: raj_focus
Component: RAJ_school_of_military_engineering_r56
Constructs: shared_focus, prerequisite, limit, completion_reward, has_200_land_doctrine_mastery, is_subject, add_autonomy_score, add_command_power
Source: game
File: common/national_focus/r56_india_shared.txt

Code:
shared_focus = {
	id = RAJ_school_of_military_engineering_r56
	icon = GFX_goal_generic_military_research_2
	cost = 6
	ai_will_do = {
		base = 6
	}
	x = 3
	y = 1
	relative_position_id = RAJ_accelerate_military_indianization_r56
	prerequisite = {
		focus = RAJ_accelerate_military_indianization_r56
	}
	available = {
		has_200_land_doctrine_mastery = yes
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
	completion_reward = {
		if = {
			limit = {
				is_subject = yes
			}
			add_autonomy_score = {
				value = 50
			}
		}
		else = {
			add_command_power = 25
		}
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
				air_facility = < 1
				land_facility = < 1
				naval_facility = < 1
				nuclear_facility = < 1
			}
			prioritize = {
				1090
			}
			add_building_construction = {
				type = land_facility
				level = 1
				instant_build = yes
				province = 5002
			}
		}
	}
}
### Entity: Idea
Component: CZE_military_intelligence_service_idea
Constructs: has_government, removal_cost
Source: game
File: common/ideas/r56_czechoslovakia.txt

Code:
CZE_military_intelligence_service_idea = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = democratic communism
	}
	picture = generic_spy_coup
	removal_cost = -1
	modifier = {
		resistance_damage_to_garrison = -0.15
		subversive_activites_upkeep = -0.2
		foreign_subversive_activites = -0.2
	}
}
### Entity: Event
Component: kmt.303
Constructs: is_triggered_only, ai_chance, add_stability, add_political_power, add_manpower
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.303
	title = kmt.303.t
	desc = kmt.303.d
	picture = GFX_report_event_chinese_soldiers_fighting
	is_triggered_only = yes
	option = {
		name = kmt.303.a
		ai_chance = {
			base = 100
		}
		add_political_power = 75
		add_stability = -0.05
		add_manpower = 10000
	} {
		name = kmt.303.b
		add_political_power = 10
	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_militarize_the_people
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPR_militarize_the_people
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = SPR_the_inevitable_counterblow
	} {
		focus = SPR_faith_in_the_cause
	}
	icon = GFX_goal_generic_military_deal
	x = 2
	y = 1
	relative_position_id = SPR_the_inevitable_counterblow
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = SPA_doctrinal_advancements
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
		swap_ideas = {
			remove_idea = SPR_the_threats_abound_2
			add_idea = SPR_the_threats_abound_3
		}
	}
}
### Entity: Event
Component: libya.21
Constructs: is_triggered_only, ai_chance, add_war_support, add_stability
Source: game
File: events/tmodernevents.txt

Code:
country_event = {
	id = libya.21
	title = libya.21.t
	desc = libya.21.d
	picture = GFX_report_event_saf_coup
	is_triggered_only = yes
	option = {
		name = libya.21.a
		ai_chance = {
			base = 98
		}
		add_war_support = -0.1
		add_stability = -0.07
	}
}
### Entity: Event
Component: CHI_warlords.21
Constructs: is_triggered_only, has_country_flag
Source: game
File: events/r56_warlord_events.txt

Code:
country_event = {
	id = CHI_warlords.21
	title = CHI_warlords.21.t
	desc = CHI_warlords.21.desc
	picture = GFX_report_event_DEN_denmark_surrenders
	is_triggered_only = yes
	option = {
		name = They have sent us 4000 Guns!
		trigger = {
			has_country_flag = CHI_4k_guns
		}
	} {
		name = They have sent us 1500 Guns.
		trigger = {
			has_country_flag = CHI_15k_guns
		}
	} {
		name = They have declined our request.
		trigger = {
			has_country_flag = CHI_0k_guns
		}
	}
}
### Entity: Decision
Component: AFG_turko_persian_heritage_category
Source: game
File: common/decisions/categories/AFG_decision_categories.txt

Code:
AFG_turko_persian_heritage_category = {
	icon = GFX_decision_spr_political_assassination
	priority = 20
	picture = GFX_decision_cat_generic_persian_empire
	visible_when_empty = no
	allowed = {
		OR = {
			original_tag = AFG
		}
	}
	visible = {

	}
}
### Entity: Technology
Component: cavity_magnatron
Constructs: is_special_project_completed, is_special_project_tech, coordination_bonus, research_cost, enable_equipment_modules, enable_building
Source: game
File: common/technologies/electronic_mechanical_engineering.txt

Code:
technology = {
	allow = {
		ROOT = {
			is_special_project_completed = sp:sp_air_radar
		}
	}
	is_special_project_tech = yes
	coordination_bonus = 0.01
	research_cost = 1.25
	start_year = 1938
	enable_equipment_modules = {
		ship_radar_2
	}
	folder = {
		name = electronics_folder
		position = {
			x = @radar
			y = 6
		}
	}
	special_project_specialization = {
		specialization_air specialization_nuclear
	}
	path = {
		leads_to_tech = centimetric_radar
		research_cost_coeff = 1
	}
	ai_will_do = {
		factor = 1
		modifier = {
			OR = {
				tag = ENG
			}
			factor = 10
		} {
			OR = {
				tag = USA
				date = > 1939.6.1
			}
			factor = 10
		} {
			date = < 1938.1.1
			factor = 0.1
		} {
			date = > 1939.6.1
			factor = 2
		} {
			date = > 1940.6.1
			factor = 2
		}
	}
	categories = {
		electronics radar_tech
	}
	enable_building = {
		building = radar_station
		level = 2
	}
}
### Entity: Event
Component: congo_independence_struggle.7
Constructs: is_triggered_only, ai_chance, add_ideas, complete_national_focus, add_timed_idea, clr_global_flag
Source: game
File: events/WUW_Congo.txt

Code:
country_event = {
	id = congo_independence_struggle.7
	title = congo_independence_struggle.7.t
	desc = congo_independence_struggle.7.d
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = congo_independence_struggle.7.a
		ai_chance = {
			base = 100
		}
		FROM = {
			complete_national_focus = CONGO_republic_of_congo
			custom_effect_tooltip = generic_skip_one_line_tt
			add_ideas = COG_long_term_debt_payment
			add_timed_idea = {
				idea = COG_short_term_massive_debt_payment
				days = 180
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		ROOT = {
			add_ideas = COG_long_term_debt_recieved
			add_timed_idea = {
				idea = COG_short_term_massive_debt_recieved
				days = 180
			}
		}
		hidden_effect = {
			news_event = {
				id = ww_congo.17
				hours = 0
			}
			clr_global_flag = COG_BEL_negotiations_ongoing_flag
		}
	}
}
### Entity: Character
Component: smooth_talking_charmer
Source: game
File: common/country_leader/00_traits.txt

Code:
smooth_talking_charmer = {
	random = yes
	sprite = 13
	improve_relations_maintain_cost_factor = -0.5
	trade_opinion_factor = 0.1
	political_power_factor = 0.05
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_ministry_of_civilian_industry
Constructs: prerequisite, has_war_with, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_ministry_of_civilian_industry
	icon = GFX_goal_generic_banking
	prerequisite = {
		focus = PAL_kickstart_military_industrial_complex
	}
	x = -4
	y = 1
	available = {
		NOT = {
			has_war_with = ISR
		}
	}
	cost = 5
	relative_position_id = PAL_kickstart_military_industrial_complex
	completion_reward = {
		add_tech_bonus = {
			name = PAL_ministry_of_civilian_industry
			bonus = 1
			uses = 2
			category = industry construction_tech
		}
	}
}
### Entity: Idea
Component: HOL_gateway_to_europe
Constructs: removal_cost
Source: game
File: common/ideas/netherlands.txt

Code:
HOL_gateway_to_europe = {
	picture = hol_gateway_to_europe
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		trade_opinion_factor = 0.35
	}
}
### Entity: Idea
Component: QUE_corporatism
Constructs: production_speed_buildings_factor
Source: game
File: common/ideas/quebec.txt

Code:
QUE_corporatism = {
	allowed_civil_war = {
		always = no
	}
	picture = man_five_year_plan_industry
	modifier = {
		production_speed_buildings_factor = 0.05
		industry_repair_factor = 0.1
		production_factory_max_efficiency_factor = 0.1
		production_factory_efficiency_gain_factor = 0.05
	}
}
### Entity: Idea
Component: idea_RAJ_standardized_rations
Constructs: removal_cost
Source: game
File: common/ideas/british_raj_goe.txt

Code:
idea_RAJ_standardized_rations = {
	name = RAJ_standardized_rations
	allowed = {
		original_tag = RAJ
	}
	picture = SWE_severe_lack_of_ammunition
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		supply_consumption_factor = -0.06
		army_org_factor = 0.05
	}
}
### Entity: Event
Component: tfv_south_africa.30
Constructs: is_triggered_only, ai_chance, has_government
Source: game
File: events/TFV_South_Africa.txt

Code:
country_event = {
	id = tfv_south_africa.30
	title = tfv_south_africa.30.t
	desc = tfv_south_africa.30.d
	picture = GFX_report_event_generic_panzer_attack
	is_triggered_only = yes
	option = {
		name = tfv_south_africa.30.a
		ai_chance = {
			base = 70
			modifier = {
				has_government = fascism
				add = -50
			}
		}
		effect_tooltip = {

		}
		hidden_effect = {
			SAF = {
				country_event = {
					id = tfv_south_africa.31
				}
			}
		}
	} {
		name = tfv_south_africa.30.b
		ai_chance = {
			base = 30
		}
		hidden_effect = {
			SAF = {
				country_event = {
					id = tfv_south_africa.32
				}
			}
		}
	}
}
### Entity: Scripted Effect
Component: EAI_ESP_collaboration_strategy_GER
Constructs: add_to_temp_array
Source: game
File: common/scripted_effects/EAI_COUNTRY_espionage_effects.txt

Code:
EAI_ESP_collaboration_strategy_GER = {
	add_to_temp_array = {
		collab_targets = FRA.id
	} {
		collab_targets_value = 0.6
	} {
		collab_targets = POL.id
	} {
		collab_targets_value = 0.6
	} {
		collab_targets = NOR.id
	} {
		collab_targets_value = 0.25
	}
}
### Entity: Idea
Component: KMT_army_of_a_bygone_era_18
Constructs: has_completed_focus, army_defence_factor, limit, has_country_flag, army_attack_factor, removal_cost, add_timed_idea, conscription_factor
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_army_of_a_bygone_era_18 = {
	name = KMT_army_of_a_bygone_era
	removal_cost = -1
	picture = chi_army_corruption2
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	on_remove = {
		IF = {
			limit = {
				has_country_flag = KMT_depol_nra
				has_completed_focus = KMT_modernize_the_army_new
			}
			add_timed_idea = {
				idea = KMT_army_of_a_bygone_era_19
				days = 30
			}
		}
		else_if = {
			limit = {
				has_completed_focus = KMT_modernize_the_army_new
			}
			add_timed_idea = {
				idea = KMT_army_of_a_bygone_era_19
				days = 40
			}
		} {
			limit = {
				has_country_flag = KMT_depol_nra
			}
			add_timed_idea = {
				idea = KMT_army_of_a_bygone_era_19
				days = 45
			}
		}
		else = {
			add_timed_idea = {
				idea = KMT_army_of_a_bygone_era_19
				days = 55
			}
		}
	}
	modifier = {
		army_attack_factor = -0.04
		army_defence_factor = -0.08
		conscription_factor = -0.08
		army_morale_factor = -0.08
		army_org_factor = -0.08
	}
}
### Entity: Event
Component: ww_congo.6
Constructs: is_triggered_only, ai_chance, add_stability, fire_only_once, add_autonomy_score
Source: game
File: events/WUW_Congo.txt

Code:
country_event = {
	id = ww_congo.6
	title = ww_congo.6.t
	desc = ww_congo.6.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = ww_congo.6.a
		ai_chance = {
			base = 100
		}
		add_stability = -0.1
		add_autonomy_score = {
			value = 100
			localization = CONGO_refused_increased_food_production
		}
	}
}
### Entity: Idea
Component: HUN_dynastic_ties
Constructs: has_government
Source: game
File: common/ideas/hungary.txt

Code:
HUN_dynastic_ties = {
	allowed = {
		original_tag = HUN
		always = no
	}
	allowed_civil_war = {
		has_government = democratic
	}
	modifier = {

	}
}
### Entity: AI Strategy
Component: POR_r56_democratic_plan
Constructs: has_country_flag, has_focus_tree, has_game_rule, is_subject
Source: game
File: common/ai_strategy_plans/POR_r56_alternate_strategy_plan.txt

Code:
POR_r56_democratic_plan = {
	name = RULE_OPTION_RESTORE_CIVIL_LIBERTIES
	desc = RULE_OPTION_RESTORE_CIVIL_LIBERTIES_DESC
	allowed = {
		original_tag = POR
	}
	enable = {
		has_focus_tree = r56_portuguese_focus
		OR = {
			has_country_flag = POR_AI_RANDOM_DEMOCRATIC
			has_game_rule = {
				rule = POR_ai_behavior_r56
				option = RESTORE_CIVIL_LIBERTIES
			}
		}
	}
	abort = {
		is_subject = yes
	}
	ai_national_focuses = {
		POR_unite_against_salazar POR_seek_international_support POR_continue_the_public_works_r56 POR_complete_the_military_restructuring POR_institute_of_higher_military_studies POR_prepare_for_a_war_of_logistics POR_ally_anti_colonial_resistance POR_storm_the_national_assembly POR_modernize_our_infantry POR_contenders_on_the_world_stage POR_subsidize_rolling_stock_production POR_address_the_new_spain POR_pave_the_path_to_progress POR_the_question_of_our_colonies POR_restore_civil_liberties POR_import_foreign_machinery POR_hold_fair_elections POR_modernize_the_junta_institutions POR_forge_portugals_own_five_year_plan POR_restore_the_social_state POR_restore_economic_stability POR_unity_and_reconciliation POR_curb_political_militias POR_end_the_educational_abyss
	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: National Focus
Tree: irq_focus
Component: IRQ_the_secular_movement
Constructs: prerequisite, limit, remove_ideas, completion_reward, add_political_power, add_timed_idea, add_popularity, has_dlc
Source: game
File: common/national_focus/r56_iraq.txt

Code:
focus = {
	id = IRQ_the_secular_movement
	icon = GFX_goal_democracy_people
	prerequisite = {
		focus = IRQ_the_end_of_the_monarchy
	}
	mutually_exclusive = {
		focus = IRQ_workers_revolution
	}
	x = 40
	y = 2
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		add_political_power = 50
		add_timed_idea = {
			idea = democratic_influence
			days = 1395
		}
		add_popularity = {
			ideology = democratic
			popularity = 0.15
		}
		remove_ideas = IRQ_religious_schism
		if = {
			limit = {
				has_dlc = Graveyard of Empires
			}
			custom_effect_tooltip = available_political_advisor
			show_ideas_tooltip = IRQ_mohamed_mahdi_kubba
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: wtt_japan.103
Constructs: is_triggered_only
Source: game
File: events/WTT_Japan.txt

Code:
country_event = {
	id = wtt_japan.103
	title = wtt_japan.101.t
	desc = wtt_japan.103.desc
	picture = GFX_report_event_japanese_soldiers_03
	is_triggered_only = yes
	option = {
		name = unfortunate
	}
}
### Entity: Idea
Component: r56_milestone_cake_idea
Constructs: stability_factor, war_support_factor, industrial_capacity_factory, removal_cost, mobilization_speed
Source: game
File: common/ideas/lootbox.txt

Code:
r56_milestone_cake_idea = {
	allowed = {
		always = no
	}
	removal_cost = -1
	picture = milestone_cake
	modifier = {
		MONTHLY_POPULATION = 0.5
		mobilization_speed = 0.1
		political_power_factor = 0.05
		stability_factor = 0.05
		war_support_factor = 0.05
		mobilization_laws_cost_factor = -0.1
		army_chief_cost_factor = -0.1
		theorist_cost_factor = -0.1
		high_command_cost_factor = -0.1
		military_leader_cost_factor = -0.1
		industrial_capacity_factory = 0.1
		industrial_capacity_dockyard = 0.1
	}
}
### Entity: Name List
Component: KEN
Source: game
File: common/names/00_names.txt

Code:
KEN = {
	male = {
		names = {
			Uhuru William Ekwee Justin Githu Dedan Jomo Warũhiũ Koitalel Kango Onyango Musa
		}
	}
	female = {
		names = {
			Kimbe Nala Ngozi Afaafa Akeyo
		}
	}
	surnames = {
		Kenyatta Ruto Ethuro Muturi Muigai Kimathi Itote Samoei Muchai Obama Mwariama Mathenge
	}
	callsigns = {

	}
}
### Entity: National Focus
Component: wuw_HUN_reaffirm_territorial_claims
Constructs: prerequisite, limit, completion_reward, has_war_support, cancel_if_invalid, every_state, is_core_of, is_claimed_by
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_reaffirm_territorial_claims
	icon = GFX_goal_generic_territory_or_war
	prerequisite = {
		focus = wuw_HUN_promote_hungarianism
	}
	x = 0
	y = 2
	relative_position_id = wuw_HUN_promote_hungarianism
	cost = 10
	ai_will_do = {
		factor = 15
	}
	available = {
		has_war_support = > 0.7
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		every_state = {
			limit = {
				NOT = {
					OR = {
						is_core_of = ROOT
						is_claimed_by = ROOT
						is_owned_by = ROOT
					}
				}
				OR = {
					state = 664 73 71 70 76 84 83 82 764 45 975
				}
			}
			add_claim_by = ROOT
		}
		custom_effect_tooltip = generic_skip_one_line_tt wuw_HUN_reaffirm_territorial_claims_tt
	}
}
### Entity: Wiki Documentation
Construct: Researching_technologies
Source: wiki
File: wiki/Research.html

Doc:
Researching technologies[edit]
Four research slots are shown, with a national focus unlocking a fifth slot. It is unknown whether this is the same for all countries. Each technology has a base time to research, which may be affected by various modifiers:

Ahead of time: Each year ahead of time imposes a +200% penalty to research time. This appears to be accurate to a sub-year level.

Research bonus: Completing certain national focuses can give a -50% research bonus to the next technology researched in a given category.

Research bonus: Completing certain national focuses can give a -100% reduction on the ahead of time penalty for specific equipment.

Research bonuses[edit]
Several factors give Research bonuses:

Germany[edit]
German Air Innovations: Battlefield Support Doctrine +10%, Jet Technology Research Speed +10%

German Rocketry: Rocket Research Speed +10%

(incomplete, split of in separate article to list all Research bonuses? see discussion)
### Entity: Country History
Country: CRO
Component: CRO_misc
Constructs: limit, set_technology, add_political_power, set_research_slots, has_dlc, set_convoys, add_command_power, complete_national_focus
Source: game
File: history/countries/CRO - Croatia.txt

Code:
# Misc for CRO
capital = 109
set_research_slots = 2
if = {
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		early_destroyer = 1
		early_light_cruiser = 1
		early_submarine = 1
		transport = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		early_ship_hull_submarine = 1
		early_ship_hull_light = 1
		early_ship_hull_cruiser = 1
		basic_battery = 1
		basic_torpedo = 1
		mtg_transport = 1
	}
}
set_convoys = 5
1939.1.1 = {
	add_political_power = 1198
	add_command_power = 100
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort naval_effort flexible_navy industrial_effort construction_effort production_effort
	set_technology = {
		electronic_mechanical_engineering = 1
		radio = 1
		mechanical_computing = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		fuel_silos = 1
		construction1 = 1
		construction2 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
	}
	set_grand_doctrine = grand_battleplan new_fleet_in_being new_strategic_destruction
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
### Entity: National Focus
Tree: pak_focus
Component: PAK_Pakistan_Armed_Forces
Constructs: has_war, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/pakistan.txt

Code:
focus = {
	id = PAK_Pakistan_Armed_Forces
	icon = GFX_goal_manpower
	cost = 5
	x = 39
	y = 0
	ai_will_do = {
		factor = 15
		modifier = {
			factor = 3
			has_war = yes
		}
	}
	completion_reward = {
		add_tech_bonus = {
			name = PAK_Pakistan_Armed_Forces
			bonus = 1
			uses = 1
			category = infantry_weapons
		}
	}
}
### Entity: Idea
Component: CZE_state_catholicism
Constructs: stability_factor, has_government, removal_cost
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_state_catholicism = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		OR = {
			has_government = neutrality fascism
		}
	}
	removal_cost = -1
	picture = MEX_church_power_4
	modifier = {
		stability_factor = 0.1
		consumer_goods_factor = -0.15
	}
}
### Entity: Idea
Component: fin_fortbuilders
Constructs: removal_cost
Source: game
File: common/ideas/r56_finland.txt

Code:
fin_fortbuilders = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_wall_line
	modifier = {
		production_speed_bunker_factor = 0.1
		production_speed_coastal_bunker_factor = 0.1
	}
}
### Entity: Country History
Country: CAR
Component: CAR_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/CAR - Central African Republic.txt

Code:
# Politics & Parties for CAR
set_politics = {
	ruling_party = neutrality
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	democratic = 25
	fascism = 20
	communism = 5
	neutrality = 50
}
### Entity: Event
Component: bftb_bulgaria_rearmament.2
Constructs: is_triggered_only
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_rearmament.2
	title = bftb_bulgaria_rearmament.2.t
	desc = bftb_bulgaria_rearmament.2.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	immediate = {

	}
	option = {
		name = bftb_bulgaria_rearmament.2.a
	}
}