Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: luxembourg.201
Constructs: is_triggered_only, has_completed_focus, add_ideas, unlock_national_focus, set_country_flag, retire_ideology_leader
Source: game
File: events/r56_luxembourg.txt

Code:
country_event = {
	id = luxembourg.201
	title = luxembourg.201.t
	desc = luxembourg.201.d
	picture = GFX_report_event_election_vote
	is_triggered_only = yes
	trigger = {
		NOT = {
			has_completed_focus = LUX_the_maulkuerfgesetz
		}
	}
	immediate = {
		hidden_effect = {
			unlock_national_focus = LUX_the_maulkuerfgesetz
		}
	}
	option = {
		name = luxembourg.201.a
		set_country_flag = LUX_joseph_bech_resigned
		retire_ideology_leader = democratic
		promote_character = {
			character = LUX_pierre_dupong
			ideology = conservatism
		}
		add_ideas = r56_LUX_polarized_society
	}
}
### Entity: Idea
Component: SPR_r56_strike_first
Constructs: mobilization_speed, planning_speed
Source: game
File: common/ideas/r56_spain_republic.txt

Code:
SPR_r56_strike_first = {
	picture = generic_morale_bonus
	allowed = {
		original_tag = SPR
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		army_core_attack_factor = 0.05
		army_speed_factor = 0.1
		mobilization_speed = 0.1
		planning_speed = 0.1
		dig_in_speed_factor = 0.1
		training_time_factor = -0.1
	}
}
### Entity: Operation
Component: targeted_sabotage_destroy_mining_equipment
Source: game
File: common/operation_phases/lar_targeted_sabotage.txt

Code:
targeted_sabotage_destroy_mining_equipment = {
	name = targeted_sabotage_destroy_mining_equipment
	desc = targeted_sabotage_destroy_mining_equipment_desc
	outcome = targeted_sabotage_destroy_mining_equipment_outcome
	picture = GFX_phase_targeted_sabotage_destroy_mining_equipment
	icon = GFX_phase_targeted_sabotage_destroy_mining_equipment_small
	equipment = {
		support_equipment = 250
	}
}
### Entity: Scripted Trigger
Component: has_ROOT_at_least_1_div_in_current_state_scope
Source: game
File: common/scripted_triggers/00_scripted_triggers.txt

Code:
has_ROOT_at_least_1_div_in_current_state_scope = {
	custom_trigger_tooltip = {
		tooltip = at_least_one_division_in_state
		ROOT = {
			divisions_in_state = {
				state = PREV
				size = > 0
			}
		}
	}
}
### Entity: Idea
Component: CZE_apollo
Constructs: has_completed_focus, limit, has_dlc, is_claimed_by, is_core_of, is_controlled_by, research_bonus
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_apollo = {
	allowed = {
		OR = {
			original_tag = CZE SLO AUS
		}
		has_dlc = Peace For Our Time
	}
	visible = {
		NOT = {
			has_completed_focus = CZE_merge_the_oil_companies
		}
	}
	available = {
		if = {
			limit = {
				original_tag = CZE
			}
			has_completed_focus = CZE_diversify_refinery_processes
			70 = {
				is_controlled_by_ROOT_or_ally = yes
			}
		} {
			limit = {
				original_tag = AUS
			}
			70 = {
				OR = {
					is_claimed_by = ROOT
					is_core_of = ROOT
				}
				is_controlled_by = ROOT
			}
		}
	}
	research_bonus = {
		industry = 0.05
		synth_resources = 0.15
	}
	modifier = {
		production_speed_synthetic_refinery_factor = 0.1
		fuel_gain_factor_from_states = 0.1
		fuel_gain_factor = 0.1
	}
	traits = {
		refinery_concern
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_fund_coal_industries
Constructs: has_completed_focus, prerequisite, add_ideas, completion_reward, check_variable
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_fund_coal_industries
	icon = GFX_goal_generic_coal_mining
	relative_position_id = AUS_the_corporate_model
	x = 3
	y = 1
	prerequisite = {
		focus = AUS_the_corporate_model AUS_commit_to_autarky
	}
	available = {
		OR = {
			custom_trigger_tooltip = {
				tooltip = AUS_has_funds
				check_variable = {
					AUS_industrial_funds = > 0
				}
			}
			has_completed_focus = AUS_integrate_economy
		}
	}
	cost = 8
	completion_reward = {
		custom_effect_tooltip = AUS_lose_1_fund generic_skip_one_line_tt
		add_ideas = AUS_coal_mining
		subtract_from_variable = {
			AUS_industrial_funds = 1
		}
	}
}
### Entity: Unit Template
Component: DOM_BC_HISTORICAL
Source: game
File: common/units/names_ships/DOM_ship_names.txt

Code:
DOM_BC_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_BC
	for_countries = {
		DOM
	}
	type = ship
	ship_types = {
		ship_hull_heavy battle_cruiser
	}
	prefix = ARD 
	fallback_name = Crucero de Batalla %d
	unique = {
		Don Rafael Trujillo Eleonora Trujillo
	}
}
### Entity: Unit Template
Component: IRE
Source: game
File: common/units/names/00_names.txt

Code:
IRE = {
	submarine = {
		prefix = LE
		generic = {
			Submarine
		}
		unique = {
			Macha Maev Cliona Setanta Ferdia Grainne Banba Fola Deirdre Emer Aoife Aisling Eithne Orla Ciara Róisín Niamh
		}
	}
	destroyer = {
		prefix = LE
		generic = {
			Destroyer
		}
		unique = {
			Macha Maev Cliona Setanta Ferdia Grainne Banba Fola Deirdre Emer Aoife Aisling Eithne Orla Ciara Róisín Niamh
		}
	}
	light_cruiser = {
		prefix = LE
		generic = {
			Light Cruiser
		}
		unique = {
			Deirdre Emer Eithne Clíona Meabh Mucha William Smith O'Brien Donal O'Sullivan Beare Theobald Wolfe Tone William Butler Yeats
		}
	}
	heavy_cruiser = {
		prefix = LE
		generic = {
			Heavy Cruiser
		}
		unique = {
			Michael Collins Arthur Griffith Charles Stewart Parnell Daniel O'Connell Eamon DeValera William Smith O'Brien Donal O'Sullivan Beare Theobald Wolfe Tone William Butler Yeats
		}
	}
	battle_cruiser = {
		prefix = LE
		generic = {
			Battlecruiser
		}
		unique = {
			Daniel O'Connell Eamon DeValera William Smith O'Brien Donal O'Sullivan Beare Theobald Wolfe Tone William Butler Yeats
		}
	}
	battleship = {
		prefix = LE
		generic = {
			Battleship
		}
		unique = {
			Eire Daniel O'Connell Eamon DeValera William Smith O'Brien Donal O'Sullivan Beare Theobald Wolfe Tone William Butler Yeats
		}
	}
	carrier = {
		prefix = LE
		generic = {
			Carrier
		}
		unique = {
			Eire Michael Collins Arthur Griffith Charles Stewart Parnell Banba Fola Macha Maev Cliona
		}
	}
}
### Entity: Modifier Reference
Construct: local_factory_energy_consumption
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## local_factory_energy_consumption

* Number with 0 decimal places
* **Categories**: state
### Entity: National Focus
Tree: eng_focus
Component: ENG_for_the_good_of_the_revolution
Constructs: prerequisite, add_ideas, remove_ideas, completion_reward
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = ENG_for_the_good_of_the_revolution
	prerequisite = {
		focus = ENG_the_fate_of_the_royal_family
	} {
		focus = ENG_eliminate_the_upper_class
	}
	available = {

	}
	icon = GFX_focus_generic_soviet_politics
	x = 1
	y = 1
	relative_position_id = ENG_the_fate_of_the_royal_family
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		remove_ideas = ENG_the_war_to_end_all_wars
		add_ideas = ENG_for_the_good_of_the_revolution_idea
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_accelerate_the_rearmament_program
Constructs: prerequisite, limit, completion_reward, every_core_state, is_fully_controlled_by, random_select_amount, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_accelerate_the_rearmament_program
	icon = GFX_focus_generic_combined_arms
	prerequisite = {
		focus = GER_the_four_year_plan
	}
	x = 6
	y = 1
	relative_position_id = GER_the_four_year_plan
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		every_core_state = {
			limit = {
				is_fully_controlled_by = ROOT
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
			}
			random_select_amount = 2
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		GER_modify_industrial_modifier = yes
		add_to_variable = {
			GER_industrial_production_speed_arms_factory_factor = 0.05
			tooltip = production_speed_arms_factory_factor_tt
		} {
			GER_industrial_production_speed_dockyard_factor = 0.05
			tooltip = production_speed_dockyard_factor_tt
		}
	}
}
### Entity: National Focus
Tree: ukr_focus
Component: UKR_our_place_in_the_world
Constructs: prerequisite, has_war, limit, add_ideas, has_government, completion_reward, has_idea, set_rule
Source: game
File: common/national_focus/ukraine.txt

Code:
focus = {
	id = UKR_our_place_in_the_world
	icon = GFX_goal_generic_propaganda
	prerequisite = {
		focus = UKR_cossack_heritage
	}
	relative_position_id = UKR_cossack_heritage
	available = {
		OR = {
			has_government = neutrality fascism
		} {
			threat = > 0.3
			has_war = yes
		}
	}
	continue_if_invalid = yes
	x = 2
	y = 2
	cost = 5
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = GEN_why_we_fight_I
		custom_effect_tooltip = why_we_fight_effect
		hidden_effect = {
			if = {
				limit = {
					NOT = {
						has_idea = neutrality_idea
					}
				}
				set_rule = {
					can_create_factions = yes
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Shared Focus
Component: BALTIC_ford_motors
Constructs: shared_focus, prerequisite, limit, has_government, has_war_with, is_major, completion_reward, has_capitulated
Source: game
File: common/national_focus/baltic_shared.txt

Code:
shared_focus = {
	id = BALTIC_ford_motors
	icon = GFX_goal_generic_army_motorized
	prerequisite = {
		focus = BALTIC_renew_allied_trade
	}
	x = -1
	y = 1
	relative_position_id = BALTIC_renew_allied_trade
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		any_other_country = {
			exists = yes
			has_capitulated = no
			has_government = democratic
			is_major = yes
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_offsite_building = {
			type = arms_factory
			level = 1
		}
		if = {
			limit = {
				NOT = {
					has_tech = motorised_infantry
				}
			}
			add_tech_bonus = {
				name = BALTIC_ford
				bonus = 0.5
				uses = 1
				category = motorized_equipment
			}
		}
		else = {
			add_tech_bonus = {
				name = BALTIC_ford
				ahead_reduction = 2
				bonus = 0.5
				uses = 1
				category = motorized_equipment
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		IF = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = available_mio_tt
			show_mio_tooltip = USA_ford_motor_company_organization
			mio:USA_ford_motor_company_organization = {
				add_mio_size = 2
			}
		}
		ELSE = {
			show_ideas_tooltip = BALTIC_ford
		}
	}
}
### Entity: Event
Component: r56.lootbox.event.10
Constructs: is_triggered_only
Source: game
File: events/r56_lootbox_events.txt

Code:
country_event = {
	id = r56.lootbox.event.10
	title = r56.lootbox.event.title
	desc = r56.lootbox.event.10.description
	is_triggered_only = yes
	option = {
		name = r56.lootbox.event.option.rare
		army_experience = 25
	}
}
### Entity: Character
Component: SWE_helge_stromback
Constructs: has_dlc
Source: game
File: common/characters/SWE.txt

Code:
SWE_helge_stromback = {
	instance = {
		allowed = {
			has_dlc = Arms Against Tyranny
		}
		advisor = {
			slot = high_command
			idea_token = SWE_helge_stromback
			ledger = navy
			allowed = {
				original_tag = SWE
			}
			traits = {
				navy_capital_ship_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
		name = SWE_helge_stromback
		portraits = {
			army = {
				small = GFX_portrait_SWE_helge_stromback_small
				large = GFX_portrait_SWE_helge_stromback
			}
		}
		navy_leader = {
			traits = {
				fleet_protector aviation_enthusiast
			}
			skill = 1
			attack_skill = 1
			defense_skill = 1
			maneuvering_skill = 1
			coordination_skill = 2
			legacy_id = 0
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Arms Against Tyranny
			}
		}
		advisor = {
			slot = high_command
			idea_token = SWE_helge_stromback
			ledger = navy
			allowed = {
				original_tag = SWE
			}
			traits = {
				navy_fleet_logistics_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
		name = SWE_helge_stromback
		portraits = {
			army = {
				small = GFX_idea_generic_navy_europe_2
			}
		}
	}
}
### Entity: Character
Component: INS_staunch_imperialist
Constructs: autonomy_gain
Source: game
File: common/country_leader/00_traits.txt

Code:
INS_staunch_imperialist = {
	sprite = 13
	random = no
	autonomy_gain_ll_to_overlord = -0.3
	autonomy_gain = -0.25
	cic_to_overlord_factor = 0.15
}
### Entity: Scripted Localization
Component: defined_text
Constructs: has_idea
Source: game
File: common/scripted_localisation/SEA_PHI_scripted_loc.txt

Code:
defined_text = {
	name = GetAsianTradePartnersSiam
	text = {
		trigger = {
			has_idea = PHI_asian_trade_connections_siam
		}
		localization_key = idea_desc|PHI_asian_trade_connections_siam
	} {
		localization_key = generic_null
	}
}
### Entity: National Focus
Tree: vin_focus
Component: VIN_begin_the_five_years_plan
Constructs: prerequisite, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/Vietnam.txt

Code:
focus = {
	id = VIN_begin_the_five_years_plan
	icon = GFX_goal_generic_soviet_construction
	cost = 10
	prerequisite = {
		focus = VIN_land_reforms_program
	}
	completion_reward = {
		random_owned_controlled_state = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	x = 2
	y = 3
}
### Entity: Event
Component: CHL_political_events.57
Constructs: is_triggered_only, ai_chance, fire_only_once, create_wargoal, take_claimed_state, set_country_flag
Source: game
File: events/TOA_Chile.txt

Code:
country_event = {
	id = CHL_political_events.57
	title = CHL_political_events.57.t
	desc = CHL_political_events.57.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = CHL_political_events.57.a
		ai_chance = {
			base = 100
		}
		create_wargoal = {
			type = take_claimed_state
			target = FROM
			generator = {
				953
			}
		}
		set_country_flag = arg_has_denied_chl_demands_flag
	}
}
### Entity: Character
Component: BOT_coi
Source: game
File: common/characters/BOT.txt

Code:
BOT_coi = {
	advisor = {
		slot = political_advisor
		idea_token = BOT_coi
		allowed = {
			original_tag = BOT
		}
		traits = {
			captain_of_industry
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_1
		}
	}
}
### Entity: Event
Component: BBA_switzerland_trade.10
Constructs: is_triggered_only, ai_chance
Source: game
File: events/BBA_Switzerland.txt

Code:
country_event = {
	id = BBA_switzerland_trade.10
	title = BBA_switzerland_trade.10.t
	desc = BBA_switzerland_trade.10.desc
	picture = GFX_report_event_journalists_speech
	is_triggered_only = yes
	immediate = {
		hidden_effect = {

		}
	}
	option = {
		name = BBA_switzerland_trade.10.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: Scripted Trigger
Component: NORDIC_basic_joint_trigger
Constructs: has_country_flag, is_in_faction, has_variable, is_subject, is_in_faction_with
Source: game
File: common/scripted_triggers/NORDIC_scripted_triggers.txt

Code:
NORDIC_basic_joint_trigger = {
	custom_trigger_tooltip = {
		tooltip = NORDIC_is_joint_focus_member_TT
		is_in_faction = yes
		OR = {
			has_country_flag = NORDIC_council_leader NORDIC_union_leader NORDIC_league_leader
			AND = {
				has_variable = global.NORDIC_alliance_leader
				NORDIC_is_nordic = yes
				is_subject = no
				is_in_faction_with = var:global.NORDIC_alliance_leader
			}
		}
	}
}
### Entity: Event
Component: bftb_turkey.6
Constructs: is_triggered_only, add_political_power, set_demilitarized_zone
Source: game
File: events/BFTB_Turkey.txt

Code:
country_event = {
	id = bftb_turkey.6
	title = bftb_turkey.6.t
	desc = bftb_turkey.6.desc
	picture = GFX_report_event_tur_kemalists_positive
	is_triggered_only = yes
	option = {
		name = bftb_turkey.6.a
		add_political_power = 120
		341 = {
			set_demilitarized_zone = no
		}
		797 = {
			set_demilitarized_zone = no
		}
		340 = {
			set_demilitarized_zone = no
		}
		news_event = {
			id = bftb_news.201
			hours = 6
		}
	}
}
### Entity: Idea
Component: FIJ_acgs
Source: game
File: common/ideas/fiji.txt

Code:
FIJ_acgs = {
	picture = generic_air_asia_3
	allowed = {
		original_tag = FIJ
	}
	traits = {
		air_chief_ground_support_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: BALTIC_events.14
Constructs: is_triggered_only, ai_chance, set_country_flag, add_timed_idea, add_popularity
Source: game
File: events/NSB_Baltic.txt

Code:
country_event = {
	id = BALTIC_events.14
	title = BALTIC_events.14.t
	desc = BALTIC_events.14.d
	picture = GFX_report_event_generic_factory
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			set_country_flag = recent_forest_brothers_4
			add_timed_idea = {
				idea = BALTIC_equipment_siphon
				days = 120
			}
			add_popularity = {
				ideology = communism
				popularity = -0.05
			}
		}
	}
	option = {
		name = BALTIC_events.14.a
		ai_chance = {
			base = 10
		}
		effect_tooltip = {
			add_timed_idea = {
				idea = BALTIC_equipment_siphon
				days = 120
			}
			add_popularity = {
				ideology = communism
				popularity = -0.05
			}
		}
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_smc_crackdowns
Constructs: prerequisite, completion_reward, add_political_power, unlock_decision_tooltip, set_country_flag
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_smc_crackdowns
	icon = GFX_goal_generic_seperation
	x = -2
	y = 1
	prerequisite = {
		focus = PAL_dismantle_secular_nationalism
	}
	cost = 5
	relative_position_id = PAL_dismantle_secular_nationalism
	completion_reward = {
		add_political_power = 50
		unlock_decision_tooltip = PAL_force_council_policy
		set_country_flag = PAL_cracking_down_smc
	}
	ai_will_do = {
		factor = 100
	}
}
### Entity: National Focus
Tree: nzl_focus
Component: NZL_ministry_of_public_works
Constructs: completion_reward, cancel_if_invalid, complete_tooltip, add_dynamic_modifier
Source: game
File: common/national_focus/new_zealand.txt

Code:
focus = {
	id = NZL_ministry_of_public_works
	icon = GFX_focus_generic_improve_the_administration
	x = 36
	y = 0
	cost = 10
	ai_will_do = {
		factor = 8
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	complete_tooltip = {

	}
	completion_reward = {
		add_dynamic_modifier = {
			modifier = NZL_ministry_of_public_works_dynamic_modifier
		}
		custom_effect_tooltip = generic_skip_one_line_tt available_political_advisor
		show_ideas_tooltip = NZL_bob_semple
	}
}
### Entity: Idea
Component: EAI_DD_12/large_plane_maritime_patrol_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_12/large_plane_maritime_patrol_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		large_plane_maritime_patrol_plane_airframe = {
			build_cost_ic = -0.12
			instant = yes
		}
	}
}
### Entity: Event
Component: usa.65
Constructs: ai_chance, has_government, has_war_with, add_war_support, fire_only_once, has_deployed_air_force_size, add_ace, add_popularity
Source: game
File: events/USA.txt

Code:
country_event = {
	id = usa.65
	title = usa.65.t
	desc = usa.65.desc
	picture = GFX_report_event_USA_charlie_brown
	fire_only_once = yes
	trigger = {
		date = > 1943.12.20
		original_tag = USA
		has_government = democratic
		has_deployed_air_force_size = {
			size = > 0
			type = strategic_bomber
		}
		any_country = {
			original_tag = GER
			has_government = fascism
			has_war_with = ROOT
		}
	}
	option = {
		name = usa.65.a
		ai_chance = {
			base = 10
		}
		add_ace = {
			name = Charles
			surname = Brown
			callsign = Charlie
			type = bomber_unique
		}
		add_war_support = -0.03
	} {
		name = usa.65.b
		ai_chance = {
			base = 10
		}
		add_popularity = {
			ideology = fascism
			popularity = 0.05
		}
		add_war_support = 0.03
	} {
		name = usa.65.c
		ai_chance = {
			base = 10
			modifier = {
				factor = 10
				is_historical_focus_on = yes
			}
		}
	}
}
### Entity: Event
Component: BBA_ethiopia_industrial_financial_events.3
Constructs: is_triggered_only, ai_chance, create_wargoal, annex_everything
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_industrial_financial_events.3
	title = BBA_ethiopia_industrial_financial_events.3.t
	desc = BBA_ethiopia_industrial_financial_events.3.desc
	is_triggered_only = yes
	picture = GFX_report_event_generic_peaceful_annexation
	option = {
		name = BBA_ethiopia_industrial_financial_events.3.a
		ai_chance = {
			base = 10
		}
		create_wargoal = {
			type = annex_everything
			target = FROM
		}
	}
}
### Entity: Character
Component: INS_dr_samsi_sastrawidagda
Constructs: has_completed_focus, limit, has_cosmetic_tag
Source: game
File: common/characters/INS.txt

Code:
INS_dr_samsi_sastrawidagda = {
	name = INS_dr_samsi_sastrawidagda
	portraits = {
		army = {
			small = GFX_portrait_INS_samsi_sastrawidagda_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = INS_dr_samsi_sastrawidagda
		allowed = {
			OR = {
				original_tag = INS HOL
			}
		}
		visible = {
			OR = {
				original_tag = INS
				AND = {
					original_tag = HOL
					has_cosmetic_tag = INS_UNION
				}
			}
			INS_character_republic_founded_check_VISIBLE = yes
		}
		available = {
			if = {
				limit = {
					original_tag = INS
				}
				has_completed_focus = INS_the_declaration_of_independence
			}
		}
		traits = {
			TAOG_republic_minister_of_finance
		}
	}
}
### Entity: Character
Component: BRA_benedito_valadres
Source: game
File: common/characters/BRA.txt

Code:
BRA_benedito_valadres = {
	name = BRA_benedito_valadres
	portraits = {
		army = {
			small = GFX_portrait_BRA_benedito_valaderes_small
		}
	}
	advisor = {
		cost = 100
		slot = political_advisor
		idea_token = BRA_benedito_valadres
		allowed = {
			original_tag = BRA
		}
		available = {

		}
		traits = {
			BRA_political_fox
		}
	}
}
### Entity: State History
Component: 868
Constructs: add_core_of
Source: game
File: history/states/868-Isan.txt

Code:
state = {
	id = 868
	name = STATE_868
	provinces = {
		1357 1535 1548 4511 4582 7516 7601 10384 10425 10438 12195 12264 12360 12373 12388 12402 12417 12431
	}
	history = {
		owner = SIA
		buildings = {
			infrastructure = 1
			industrial_complex = 1
		}
		victory_points = {
			10438 1
		} {
			12360 1
		} {
			10425 1
		}
		add_core_of = SIA
	}
	manpower = 4772823
	state_category = town
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Idea
Component: idea_CHL_near_anarchic_society_2
Constructs: stability_factor, war_support_factor, removal_cost, fascism_drift
Source: game
File: common/ideas/chile.txt

Code:
idea_CHL_near_anarchic_society_2 = {
	name = idea_CHL_near_anarchic_society
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = CHL_near_anarchic_society
	modifier = {
		stability_factor = -0.2
		political_power_factor = -0.05
		war_support_factor = -0.1
		fascism_drift = 0.02
	}
}