Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: ww_congo.49
Constructs: is_triggered_only, ai_chance, limit, has_government, every_possible_country, has_character, set_nationality, add_popularity
Source: game
File: events/WUW_Congo.txt

Code:
country_event = {
	id = ww_congo.49
	title = ww_congo.49.t
	desc = ww_congo.49.desc
	picture = GFX_report_event_royal_parade
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			every_possible_country = {
				limit = {
					has_character = RWA_mutara_rudahigwa
				}
				set_nationality = {
					target_country = ROOT
					character = RWA_mutara_rudahigwa
				}
			}
		}
	}
	option = {
		name = ww_congo.49.a
		ai_chance = {
			base = 10
		}
		hidden_effect = {
			IF = {
				limit = {
					GER = {
						OR = {
							has_government = fascism neutrality
						}
					}
				}
				add_popularity = {
					ideology = GER
					popularity = 0.3
				}
			}
		} {
			set_country_flag = COG_kingdom_of_mittelafrika_flag
			mark_focus_tree_layout_dirty = yes
		} {
			set_country_flag = COG_already_crowned_a_monarch_flag
		}
		IF = {
			limit = {
				GER = {
					has_government = fascism
				}
			}
			set_party_name = {
				ideology = fascism
				long_name = COG_clan_abanyiginya_party_long
				name = COG_clan_abanyiginya_party
			}
		} {
			limit = {
				GER = {
					has_government = fascism
				}
			}
			set_politics = {
				ruling_party = fascism
				elections_allowed = no
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			IF = {
				limit = {
					RWA_yuhi_musinga = {
						can_be_country_leader = yes
					}
				}
				promote_character = RWA_yuhi_musinga
			}
			ELSE = {
				add_country_leader_role = {
					character = RWA_yuhi_musinga
					promote_leader = yes
					country_leader = {
						ideology = fascism_ideology
						expire = 1969.1.1.1
						traits = {
							the_rwandan_collaborstionist_king
						}
					}
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		set_party_name = {
			ideology = neutrality
			long_name = COG_clan_abanyiginya_party_long
			name = COG_clan_abanyiginya_party
		}
		ELSE = {
			set_politics = {
				ruling_party = neutrality
				elections_allowed = no
			}
			custom_effect_tooltip = generic_skip_one_line_tt
			add_country_leader_role = {
				character = RWA_yuhi_musinga
				promote_leader = yes
				country_leader = {
					ideology = despotism
					expire = 1969.1.1.1
					traits = {
						the_rwandan_collaborstionist_king
					}
				}
			}
		}
		complete_national_focus = COG_the_pro_german_mwami_focus
	} {
		name = ww_congo.49.b
		ai_chance = {
			base = 10
		}
		uncomplete_national_f
# ... (truncated)
### Entity: National Focus
Tree: ita_focus
Component: ITA_the_social_republic_prevails
Constructs: prerequisite, add_war_support, add_stability, completion_reward, add_to_variable
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_the_social_republic_prevails
	icon = GFX_focus_ITA_the_social_republic_prevails
	prerequisite = {
		focus = ITA_anti_partisan_measures
	} {
		focus = ITA_all_within_the_state
	} {
		focus = ITA_reinforce_the_gustav_line
	}
	x = 0
	y = 1
	relative_position_id = ITA_all_within_the_state
	cost = 5
	available = {
		surrender_progress = < 0.01
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_to_variable = {
			ITA_re_conscription_factor = 0.1
		} {
			ITA_re_army_core_defence_factor = 0.05
		}
		custom_effect_tooltip = ITA_the_social_republic_prevails_re_tt
		add_stability = 0.1
		add_war_support = 0.1
	}
}
### Entity: Modifier Reference
Component: war_support_good_modifier
Constructs: mobilization_speed
Source: game
File: common/modifiers/00_static_modifiers.txt

Code:
war_support_good_modifier = {
	mobilization_speed = 0.3
	army_core_attack_factor = 0.1
	army_core_defence_factor = 0.1
	command_power_gain_mult = 0.5
}
### Entity: National Focus
Tree: spa_focus
Component: SPA_the_duty_to_work
Constructs: prerequisite, add_ideas, has_government, is_major, completion_reward, is_in_faction_with
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPA_the_duty_to_work
	available = {
		any_country = {
			is_in_faction_with = ROOT
			has_government = fascism
			is_major = yes
		}
	}
	bypass = {

	}
	prerequisite = {
		focus = SPA_support_the_war_industry
	}
	icon = GFX_goal_generic_construct_military
	x = 0
	y = 2
	relative_position_id = SPA_support_the_war_industry
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = SPA_the_duty_to_work
	}
}
### Entity: Event
Component: BBA_ethiopia_fascist_events.56
Constructs: is_triggered_only, ai_chance, add_equipment_to_stockpile, limit, has_country_flag, has_dlc, add_equipment_subsidy, clr_country_flag
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_fascist_events.56
	title = BBA_ethiopia_fascist_events.56.t
	desc = BBA_ethiopia_fascist_events.56.desc
	picture = GFX_report_event_generic_rifles
	is_triggered_only = yes
	option = {
		name = BBA_ethiopia_fascist_events.56.a
		ai_chance = {
			base = 10
		}
		IF = {
			limit = {
				has_country_flag = ETH_wants_inf_equip_flag
			}
			add_equipment_to_stockpile = {
				type = infantry_equipment_1
				amount = 2500
				producer = ITA
			}
			if = {
				limit = {
					has_dlc = Arms Against Tyranny
				}
				add_equipment_subsidy = {
					cic = 500
					equipment_type = infantry_equipment
					seller_tags = {
						ITA
					}
				}
			}
			clr_country_flag = ETH_wants_inf_equip_flag
		}
		ELSE_IF = {
			limit = {
				has_country_flag = ETH_wants_artillery_flag
			}
			add_equipment_to_stockpile = {
				type = artillery_equipment
				amount = 500
				producer = ITA
			}
			if = {
				limit = {
					has_dlc = Arms Against Tyranny
				}
				add_equipment_subsidy = {
					cic = 250
					equipment_type = artillery_equipment
					seller_tags = {
						ITA
					}
				}
			}
			clr_country_flag = ETH_wants_artillery_flag
		}
	}
}
### Entity: Character
Component: SPA_raimundo_fernandez_cuesta
Constructs: has_completed_focus, has_dlc, has_idea
Source: game
File: common/characters/SPR.txt

Code:
SPA_raimundo_fernandez_cuesta = {
	name = SPA_raimundo_fernandez_cuesta
	portraits = {
		army = {
			small = GFX_idea_SPA_raimundo_fernandez_cuesta
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = SPA_raimundo_fernandez_cuesta
		name = SPA_raimundo_fernandez_cuesta
		allowed = {
			has_dlc = La Resistance
			original_tag = SPR
		}
		visible = {
			NOT = {
				tag = SPD SPC
			}
		}
		available = {
			NOT = {
				has_completed_focus = SPA_no_compromise_on_carlist_ideals
			} {
				has_idea = SPA_ramon_serrano_suner
			}
			has_completed_focus = SPA_banish_the_party_leaders
			custom_trigger_tooltip = {
				tooltip = SPA_not_republican_spain_tt
				NOT = {
					tag = SPD
				}
			}
		}
		traits = {
			loyal_falangist
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_establish_mongol_military_government
Constructs: prerequisite, has_war_with, completion_reward, add_political_power, is_subject, is_ally_with, cancel_if_invalid, random_hours
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_establish_mongol_military_government
	icon = GFX_focus_JAP_establish_the_mongol_military_government
	x = -2
	y = 1
	relative_position_id = JAP_revisit_the_thirteen_demands
	prerequisite = {
		focus = JAP_revisit_the_thirteen_demands
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		MEN = {
			exists = yes
			is_subject = no
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	bypass = {
		MEN = {
			is_ally_with = ROOT
		}
	}
	will_lead_to_war_with = MEN
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_POLITICAL FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		MEN = {
			country_event = {
				id = SEA_japan_foreign_policy.1
				hours = 6
				random_hours = 12
			}
		}
		custom_effect_tooltip = if_they_accept_tt
		effect_tooltip = {
			add_political_power = 25
			custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
			set_autonomy = {
				target = MEN
				autonomous_state = autonomy_wtt_imperial_protectorate
				end_wars = no
				end_civil_wars = no
			}
			MEN = {
				drop_cosmetic_tag = yes
				set_cosmetic_tag = MEN_mongol_military_government_tag
			}
		}
	}
}
### Entity: Idea
Component: BOS_mt
Source: game
File: common/ideas/bosnia.txt

Code:
BOS_mt = {
	ledger = army
	picture = generic_army_europe_6
	allowed = {
		original_tag = BOS
	}
	traits = {
		military_theorist
	}
}
### Entity: National Focus
Component: wuw_HUN_the_legacy_of_arpad_andrew_and_matthias
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, add_country_leader_trait, every_state, is_claimed_by, is_core_of
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_the_legacy_of_arpad_andrew_and_matthias
	icon = GFX_focus_HUN_the_legacy_of_arpad_andrew_and_matthias
	prerequisite = {
		focus = wuw_HUN_enact_agrarian_reform
	}
	x = 0
	y = 3
	relative_position_id = wuw_HUN_enact_agrarian_reform
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		surrender_progress = < 0.1
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		add_country_leader_trait = HUN_arpads_mathhias_and_andrews_successor_trait
		every_state = {
			limit = {
				NOT = {
					OR = {
						is_claimed_by = ROOT
						is_core_of = ROOT
						is_owned_by = ROOT
					}
				}
				OR = {
					state = 664 70 71 73 76 84 83 82 764 45 109 102 853 103 163 104 804 975 976 4 72 972 75 762 74 67 66 9 69
				}
			}
			add_claim_by = ROOT
		}
	}
}
### Entity: Country History
Country: UZB
Component: UZB_misc
Constructs: set_technology, set_convoys, complete_national_focus, set_grand_doctrine, complete_special_project
Source: game
File: history/countries/UZB - Uzbekistan.txt

Code:
# Misc for UZB
capital = 405
set_convoys = 5
1939.1.1 = {
	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
		construction1 = 1
		construction2 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
	}
	set_grand_doctrine = grand_battleplan
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
### Entity: Unit Leader
Component: AFG_barakzai_royalist
Constructs: gain_xp
Source: game
File: common/unit_leader/r56_traits.txt

Code:
AFG_barakzai_royalist = {
	type = all
	trait_type = personality_trait
	gain_xp = {
		always = no
	}
	allowed = {
		FROM = {
			original_tag = AFG
		}
	}
	new_commander_weight = {
		factor = 0
	}
}
### Entity: Idea
Component: SWE_defense_in_depth_1
Source: game
File: common/ideas/sweden.txt

Code:
SWE_defense_in_depth_1 = {
	picture = SWE_hedgehog_defense
	allowed = {
		tag = SWE
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		land_reinforce_rate = 0.01
		army_morale_factor = 0.05
		pocket_penalty = -0.2
		supply_consumption_factor = -0.1
		no_supply_grace = 72
	}
}
### Entity: Idea
Component: BUL_volunteers_in_spain_republican
Constructs: removal_cost, send_volunteer_divisions_required, send_volunteer_size, send_volunteers_tension
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_volunteers_in_spain_republican = {
	picture = FRA_scw_intervention_republicans_focus
	allowed = {
		original_tag = BUL
	}
	allowed_civil_war = {
		tag = BUL
	}
	removal_cost = -1
	modifier = {
		send_volunteer_divisions_required = -0.75
		send_volunteer_size = 3
		send_volunteers_tension = -1
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_reinforce_antwerp_brussels
Constructs: prerequisite, completion_reward, is_owned_and_controlled_by, add_building_construction
Source: game
File: common/national_focus/r56_belgium.txt

Code:
focus = {
	id = BEL_reinforce_antwerp_brussels
	icon = GFX_goal_generic_construct_military
	relative_position_id = BEL_fortress_belgium
	x = -1
	y = 1
	prerequisite = {
		focus = BEL_fortress_belgium BEL_fortress_french_border
	}
	available = {
		6 = {
			is_owned_and_controlled_by = ROOT
		}
	}
	cost = 5
	ai_will_do = {
		base = 5
	}
	completion_reward = {
		custom_effect_tooltip = KW_line_tooltip
		6 = {
			add_building_construction = {
				type = bunker
				level = 2
				province = 516
				instant_build = yes
			} {
				type = bunker
				level = 2
				province = 6598
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
}
### Entity: Idea
Component: EAI_DD_12/medium_plane_fighter_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_12/medium_plane_fighter_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_plane_fighter_airframe = {
			build_cost_ic = -0.12
			instant = yes
		}
	}
}
### Entity: Idea
Component: MEN_strong_horse_breeds
Constructs: removal_cost
Source: game
File: common/ideas/r56_mengkukuo.txt

Code:
MEN_strong_horse_breeds = {
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = ETH_national_studs
	modifier = {
		trait_cavalry_leader_xp_gain_factor = 0.1
		unit_cavalry_design_cost_factor = -0.5
		modifier_army_sub_unit_cavalry_speed_factor = 0.05
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_ministry_of_commerce_and_industry
Constructs: has_completed_focus, limit, completion_reward, has_game_rule, cancel_if_invalid, random_core_state, is_fully_controlled_by, has_state_category
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_ministry_of_commerce_and_industry
	icon = GFX_focus_JAP_ministry_of_commerce_and_industry
	mutually_exclusive = {

	}
	relative_position_id = JAP_sea_purge_the_kodoha_faction
	x = 16
	y = 0
	offset = {
		x = -62
		y = 0
		trigger = {
			AND = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
				has_completed_focus = JAP_okadas_military_purge_speech
			}
		}
	} {
		x = -42
		y = 0
		trigger = {
			AND = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
				has_completed_focus = JAP_revere_the_emperor_destroy_the_traitors
			}
		}
	} {
		x = -50
		y = 0
		trigger = {
			AND = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
				has_completed_focus = JAP_support_the_kodoha_faction
			}
		}
	} {
		x = -55
		y = 0
		trigger = {
			AND = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
				has_completed_focus = JAP_strengthen_civilian_government
			}
		}
	} {
		x = -53
		y = 0
		trigger = {
			AND = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
				has_completed_focus = JAP_the_unthinkable_option
			}
		}
	} {
		x = -4
		y = 0
		trigger = {
			AND = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
				has_completed_focus = JAP_a_red_sun_rises_for_a_new_era
			}
		}
	} {
		x = -4
		y = 0
		trigger = {
			AND = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
				has_completed_focus = JAP_organize_a_general_election
			}
		}
	}
	cost = 5
	ai_will_do = {
		factor = 3
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_core_state = {
			limit = {
				is_fully_controlled_by = ROOT
				NOT = {
					has_state_category = small_island tiny_island
				}
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			prioritize = {
				531 532 528
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		cu
# ... (truncated)
### Entity: Scripted Effect
Component: den_initiate_violence
Constructs: limit, has_country_flag, set_variable, add_to_variable
Source: game
File: common/scripted_effects/r56_danish_scripted_effects.txt

Code:
den_initiate_violence = {
	den_generate_violence_name = yes
	activate_mission = den_upcoming_political_violence
	set_variable = {
		com_odds = 40
	} {
		stale_odds = 20
	} {
		fasc_odds = 40
	} {
		political_violence_consequence = -0.05
	}
	if = {
		limit = {
			has_country_flag = den_additional_blackshirts
		}
		add_to_variable = {
			fasc_add = 5
		}
		den_add_violence_chance_fasc = yes
	} {
		limit = {
			has_country_flag = den_bolster_sa
		}
		add_to_variable = {
			fasc_add = 5
		}
		den_add_violence_chance_fasc = yes
	} {
		limit = {
			has_country_flag = den_common_worker
		}
		add_to_variable = {
			com_add = 8
		}
		den_add_violence_chance_com = yes
	} {
		limit = {
			has_country_flag = den_deradicalisation_programs
		}
		add_to_variable = {
			stale_add = 10
		}
		den_add_violence_chance_stale = yes
	} {
		limit = {
			has_country_flag = den_increased_attacks
		}
		add_to_variable = {
			com_add = -8
		}
		den_add_violence_chance_com = yes
	}
}
### Entity: Idea
Component: PHI_island_nations_convoy_bonus
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/philipines.txt

Code:
PHI_island_nations_convoy_bonus = {
	picture = PLACEHOLDER_idea_icon
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	equipment_bonus = {
		convoy = {
			instant = yes
			build_cost_ic = -0.15
		}
	}
}
### Entity: Unit Template
Component: ETH_INT_BRIG
Source: game
File: common/units/names_divisions/ETH_names_divisions.txt

Code:
ETH_INT_BRIG = {
	name = International Brigade
	for_countries = {
		ETH
	}
	can_use = {
		always = no
	}
	division_types = {
		infantry
	}
	link_numbering_with = {

	}
	fallback_name = %d International Volunteer Brigade
	ordered = {

	}
}
### Entity: Faction
Component: faction_manifest_middle_east_dominance
Constructs: stability_factor, war_support_factor, is_manifest
Source: game
File: common/factions/goals/faction_manifests.txt

Code:
faction_manifest_middle_east_dominance = {
	name = middle_east_dominance_goal_name
	description = middle_east_dominance_goal_desc
	is_manifest = yes
	ratio_progress = {
		total_amount_collection = collection:states_in_middle_east
		completed_amount_collection = collection:faction_states_in_middle_east
		range = {
			max = 1
		}
		scale = {
			stability_factor = 0.1
		}
		progress_sections = {
			manifest_fulfilled = {
				min = @manifest_fulfilled_value
				modifier = {
					war_support_factor = 0.05
					army_core_defence_factor = 0.1
				}
			}
		}
	}
}
### Entity: Event
Component: SEA_PRC_request_aid.35
Constructs: is_triggered_only, add_equipment_to_stockpile, limit, fire_only_once, set_technology, has_dlc, create_equipment_variant, allow_without_tech
Source: game
File: events/SEA_Communist_China.txt

Code:
country_event = {
	id = SEA_PRC_request_aid.35
	title = SEA_PRC_request_aid.35.t
	desc = SEA_PRC_request_aid.35.desc
	picture = GFX_report_event_soviet_soldiers_tank
	is_triggered_only = yes
	fire_only_once = yes
	immediate = {
		hidden_effect = {
			if = {
				limit = {
					has_dlc = No Step Back
				}
				set_technology = {
					improved_light_tank_chassis = 1
					popup = no
				}
				create_equipment_variant = {
					name = BT-7
					type = light_tank_chassis_2
					upgrades = {
						tank_nsb_engine_upgrade = 10
						tank_nsb_armor_upgrade = 2
					}
					modules = {
						main_armament_slot = tank_small_cannon_2
						engine_type_slot = tank_gasoline_engine
						turret_type_slot = tank_light_two_man_tank_turret
						suspension_type_slot = tank_christie_suspension
						armor_type_slot = tank_welded_armor
					}
					model = SOV_light_armor_entity
					icon = GFX_SOV_improved_light_tank_medium
					allow_without_tech = yes
				}
			}
			else = {
				set_technology = {
					improved_light_tank = 1
					popup = no
				}
				create_equipment_variant = {
					name = BT-7
					type = light_tank_equipment_2
					icon = GFX_SOV_improved_light_tank_medium
				}
			}
		}
	}
	option = {
		name = SEA_PRC_request_aid.35.a
		if = {
			limit = {
				has_dlc = No Step Back
			}
			custom_effect_tooltip = PRC_appeal_for_foreign_aid__medium_amount_tt
			hidden_effect = {
				add_equipment_to_stockpile = {
					type = light_tank_chassis_2
					amount = 150
					variant_name = BT-7
				}
			}
		}
		else = {
			add_equipment_to_stockpile = {
				type = light_tank_equipment_2
				amount = 150
				variant_name = BT-7
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: Variants
Source: wiki
File: wiki/Ships.html

Doc:
Variants[edit]
Naval units may be customized using naval experience. This consists of assigning points to four categories. The categories available varies with the type of class. Here are known categories:

Armor (Increases protection especially against air attacks but reduce speed and deckspace.)

Reliability (Reduces the chance of the ship getting critically hit.)

Weapons/Deckspace (Weapons: Unknown/Deckspace: Increases the max number of aircraft the ship can carry.)

Engine (Increases speed.)

Each point spent in non-reliability categories increases the chance of the ship getting critically hit.

Variants may be changed during production at a cost of some delay.
### Entity: Event
Component: news.610
Constructs: is_triggered_only
Source: game
File: events/TNewsEvents.txt

Code:
news_event = {
	id = news.610
	title = news.610.t
	desc = news.610.desc
	picture = GFX_news_event_chinese_soldiers_march
	major = yes
	is_triggered_only = yes
	option = {
		name = news.610.a
	}
}