Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: mexico.2
Constructs: is_triggered_only, ai_chance, has_war, has_government, add_war_support, add_stability, add_opinion_modifier, add_political_power
Source: game
File: events/Mexico.txt

Code:
country_event = {
	id = mexico.2
	title = mexico.2.title
	desc = mexico.2.desc
	picture = GFX_report_event_journalists_speech
	is_triggered_only = yes
	option = {
		name = mexico.2.a
		add_political_power = -25
		ai_chance = {
			factor = 10
			modifier = {
				factor = 10
				FROM = {
					has_government = ROOT
				}
			} {
				factor = 0.1
				FROM = {
					is_enemy_ideology = yes
				}
			}
		}
	} {
		name = mexico.2.b
		add_opinion_modifier = {
			target = FROM
			modifier = embargo
		}
		FROM = {
			send_embargo = ROOT
			custom_effect_tooltip = embargo_relation_tt
			country_event = {
				days = 1
				id = mexico.3
			}
		}
		ai_chance = {
			factor = 80
			modifier = {
				factor = 0.5
				has_war = yes
			} {
				factor = 0
				has_government = communism
				FROM = {
					has_government = communism
				}
			}
		}
	} {
		name = mexico.2.c
		add_stability = -0.1
		add_war_support = -0.1
		create_wargoal = {
			type = puppet_wargoal_focus
			target = FROM
		}
		add_opinion_modifier = {
			target = FROM
			modifier = embargo
		}
		FROM = {
			add_opinion_modifier = {
				target = ROOT
				modifier = embargo
			}
			country_event = {
				days = 1
				id = mexico.3
			}
		}
		ai_chance = {
			factor = 10
			modifier = {
				factor = 0
				has_stability = < 0.4
			} {
				factor = 0
				has_war_support = < 0.4
			} {
				factor = 0
				has_war = yes
			} {
				factor = 0
				is_historical_focus_on = yes
			} {
				factor = 0
				has_government = communism
				FROM = {
					has_government = communism
				}
			}
		}
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_integrate_polizia_dell_africa_italiana
Constructs: division_template, prerequisite, limit, completion_reward, has_template, is_locked, is_core_of, is_fully_controlled_by
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_integrate_polizia_dell_africa_italiana
	icon = GFX_focus_generic_fascist_troops
	prerequisite = {
		focus = ITA_guardia_nazionale_repubblicana
	}
	x = -1
	y = 1
	relative_position_id = ITA_guardia_nazionale_repubblicana
	cost = 5
	bypass = {
		ITA_is_antifascist_civil_war_over = yes
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		hidden_effect = {
			if = {
				limit = {
					NOT = {
						has_template = Cavalleria Coloniale
					}
				}
				division_template = {
					name = Cavalleria Coloniale
					division_names_group = ITA_CAV_03
					override_model = ITA_cavalry_alt_1_entity
					is_locked = yes
					regiments = {
						cavalry = {
							x = 0
							y = 0
						} {
							x = 0
							y = 1
						} {
							x = 1
							y = 0
						} {
							x = 1
							y = 1
						}
					}
					priority = 0
				}
			} {
				limit = {
					NOT = {
						has_template = Reggimento Meharista
					}
				}
				division_template = {
					name = Reggimento Meharista
					division_names_group = ITA_CAM_01
					override_model = ITA_camelry_alt_2_entity
					regiments = {
						camelry = {
							x = 0
							y = 0
						} {
							x = 0
							y = 1
						} {
							x = 1
							y = 0
						} {
							x = 1
							y = 1
						}
					}
				}
			}
		} {
			if = {
				limit = {
					any_controlled_state = {
						is_core_of = LBA
						is_fully_controlled_by = ROOT
					}
				}
				random_controlled_state = {
					limit = {
						is_core_of = LBA
						is_fully_controlled_by = ROOT
					}
					prioritize = {
						448
					}
					create_unit = {
						division = division_template = "Reggimento Meharista" start_experience_factor = 0.2 start_equipment_factor = 1.0
						owner = ROOT
						count = 1
					}
				}
			}
			else_if = {
				limit = {
					any_subject_country = {
						any_controlled_state = {
							is_core_of = LBA
							is_fully_controlled_by = ROOT
						}
					}
				}
				random_other_country = {
					limit = {
						is_subject_of = ROOT
						any_controlled_state = {
							is_core_of = LBA
							is_fully_controlled_by = ROOT
						}
					}
					random_controlled_state = {
						limit = {
							is_core_of = LBA
							is_fully_controlled_by = ROOT
						}
						prioritize = {
							448
						}
						create_unit = {
							division = division_template = "Reggimento Meharista" start_experience_fac
# ... (truncated)
### Entity: Event
Component: news.400
Constructs: is_triggered_only, fire_only_once, set_global_flag
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.400
	title = news.400.t
	desc = news.400.desc
	picture = GFX_news_event_generic_fall_of_budapest
	major = yes
	is_triggered_only = yes
	fire_only_once = no
	immediate = {
		set_global_flag = fall_of_budapest_generic_flag
	}
	option = {
		name = news.400.a
		trigger = {
			NOT = {
				TAG = HUN
			}
		}
	} {
		name = news.400.b
		trigger = {
			TAG = HUN
		}
	}
}
### Entity: Character
Component: AFG_nisar_muhammad_yousafzai
Constructs: has_completed_focus, has_country_leader
Source: game
File: common/characters/AFG.txt

Code:
AFG_nisar_muhammad_yousafzai = {
	name = AFG_nisar_muhammad_yousafzai
	portraits = {
		civilian = {
			large = GFX_portrait_AFG_nisar_muhammad_yousafzai
			small = GFX_portrait_AFG_nisar_muhammad_yousafzai_small
		}
	}
	country_leader = {
		ideology = stalinism
		expire = 1965.1.1.1
		id = -1
		traits = {
			AFG_general_secretary
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = AFG_nisar_muhammad_yousafzai
		allowed = {
			original_tag = AFG
		}
		visible = {

		}
		available = {
			has_completed_focus = AFG_renew_soviet_trade_agreement
			NOT = {
				has_country_leader = {
					ruling_only = yes
					character = AFG_nisar_muhammad_yousafzai
				}
			}
		}
		traits = {
			ARG_communist_insurrectionist
		}
	}
}
### Entity: Event
Component: naw_norway.3
Constructs: is_triggered_only
Source: game
File: events/NaW_Norway.txt

Code:
country_event = {
	id = naw_norway.3
	title = naw_norway.3.t
	desc = naw_norway.3.d
	picture = GFX_report_event_finnish_letter
	is_triggered_only = yes
	option = {
		name = naw_norway.3.a
	}
}
### Entity: Modifier Reference
Component: PRC_infiltrated_state_3
Constructs: army_attack_factor, remove_trigger, breakthrough_factor
Source: game
File: common/dynamic_modifiers/SEA_dynamic_modifiers.txt

Code:
PRC_infiltrated_state_3 = {
	icon = GFX_modifiers_PRC_infiltrated_state_3
	enable = {
		always = yes
	}
	remove_trigger = {
		OR = {
			ROOT = {
				controller = {
					original_tag = PRC
				}
			}
			PRC = {
				exists = no
			}
		}
	}
	breakthrough_factor = 0.05
	army_attack_factor = 0.05
	out_of_supply_factor = -0.1
	max_dig_in_factor = 0.1
	custom_modifier_tooltip = PRC_infiltrated_state_3_tt
}
### Entity: Modding Documentation
Construct: industrial_complex_level
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### industrial_complex_level
* description: civilian factor level in the state
### Entity: Unit Leader
Component: defensive_doctrine
Constructs: gain_xp
Source: game
File: common/unit_leader/00_traits.txt

Code:
defensive_doctrine = {
	type = field_marshal
	gain_xp = {
		always = no
	}
	cost = 1000
	field_marshal_modifier = {
		max_dig_in_factor = 0.3
	}
	slot = army_chief
	specialist_advisor_trait = army_chief_entrenchment_1
	expert_advisor_trait = army_chief_entrenchment_2
	genius_advisor_trait = army_chief_entrenchment_3
	ai_will_do = {
		factor = 1
	}
	trait_type = assignable_trait
	mutually_exclusive = offensive_doctrine
	gui_row = 6
}
### Entity: Character
Component: PRC_liang_shen
Constructs: has_dlc
Source: game
File: common/characters/PRC.txt

Code:
PRC_liang_shen = {
	name = PRC_liang_shen
	portraits = {
		army = {
			small = GFX_idea_generic_air_asia_3
		}
	}
	advisor = {
		slot = high_command
		idea_token = PRC_liang_shen
		ledger = air
		allowed = {
			original_tag = PRC
			NOT = {
				has_dlc = No Compromise, No Surrender
			}
		}
		traits = {
			air_air_combat_training_2
		}
		cost = 100
		ai_will_do = {
			base = 1.0
		}
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_german_industrial_investments
Constructs: prerequisite, limit, completion_reward, is_subject_of, random_owned_controlled_state, is_core_of, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_german_industrial_investments
	icon = GFX_goal_fascist_factory
	relative_position_id = AUS_integrate_economy
	x = 0
	y = 1
	prerequisite = {
		focus = AUS_integrate_economy
	}
	available = {
		is_subject_of = GER
	}
	cost = 8
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = AUS
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				is_core_of = AUS
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				is_core_of = AUS
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Scripted Effect
Component: SPR_suppress_the_strikes_increase
Constructs: has_completed_focus, limit, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/SPR_scripted_effects.txt

Code:
SPR_suppress_the_strikes_increase = {
	if = {
		limit = {
			has_completed_focus = SPA_a_great_spain
			has_idea = SPR_national_strikes_2
		}
		swap_ideas = {
			remove_idea = SPR_national_strikes_2
			add_idea = SPR_national_strikes_1
		}
	} {
		limit = {
			has_completed_focus = SPR_the_popular_front
			has_idea = SPR_national_strikes_7
		}
		swap_ideas = {
			remove_idea = SPR_national_strikes_7
			add_idea = SPR_national_strikes_6
		}
	}
	else_if = {
		limit = {
			has_completed_focus = SPA_a_great_spain
			has_idea = SPR_national_strikes_3
		}
		swap_ideas = {
			remove_idea = SPR_national_strikes_3
			add_idea = SPR_national_strikes_2
		}
	} {
		limit = {
			has_completed_focus = SPA_a_great_spain
			has_idea = SPR_national_strikes_4
		}
		swap_ideas = {
			remove_idea = SPR_national_strikes_4
			add_idea = SPR_national_strikes_3
		}
	} {
		limit = {
			has_completed_focus = SPA_a_great_spain
			has_idea = SPR_national_strikes_5
		}
		swap_ideas = {
			remove_idea = SPR_national_strikes_5
			add_idea = SPR_national_strikes_4
		}
	} {
		limit = {
			has_completed_focus = SPR_the_popular_front
			has_idea = SPR_national_strikes_3
		}
		swap_ideas = {
			remove_idea = SPR_national_strikes_3
			add_idea = SPR_national_strikes_7
		}
	} {
		limit = {
			has_completed_focus = SPR_the_popular_front
			has_idea = SPR_national_strikes_8
		}
		swap_ideas = {
			remove_idea = SPR_national_strikes_8
			add_idea = SPR_national_strikes_3
		}
	} {
		limit = {
			has_completed_focus = SPR_the_popular_front
			has_idea = SPR_national_strikes_9
		}
		swap_ideas = {
			remove_idea = SPR_national_strikes_9
			add_idea = SPR_national_strikes_8
		}
	}
}
### Entity: Idea
Component: PRC_mediating_general_secretary_idea
Constructs: stability_factor, political_power_gain, has_dlc
Source: game
File: common/ideas/comchina.txt

Code:
PRC_mediating_general_secretary_idea = {
	picture = PRC_mediating_general_secretary_idea
	allowed = {
		original_tag = PRC
		has_dlc = No Compromise, No Surrender
	}
	modifier = {
		custom_modifier_tooltip = PRC_mediating_general_secretary_idea_tt
		stability_factor = 0.1
		political_power_gain = -0.05
	}
}
### Entity: Scripted Trigger
Component: EAI_BB_navy_focus_SHBB
Constructs: check_variable, has_global_flag, has_variable
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_navy_triggers.txt

Code:
EAI_BB_navy_focus_SHBB = {
	OR = {
		check_variable = {
			EAI_FOCUS/NAVY/battleship = global.EAI_B_BB_DESIGN
		} {
			EAI_FOCUS/NAVY/battleship_OVERRIDE = global.EAI_B_BB_DESIGN
		}
		AND = {
			OR = {
				EAI_Battleship_Focus_SHBB_PRESET = yes
				has_global_flag = EAI_random_focuses
			}
			NOT = {
				has_variable = EAI_FOCUS/NAVY/battleship EAI_FOCUS/NAVY/battleship_OVERRIDE
			}
		}
	}
}
### Entity: Idea
Component: EAI_DD_3/super_heavy_tank_artillery_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_3/super_heavy_tank_artillery_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		super_heavy_tank_artillery_chassis = {
			build_cost_ic = -0.075
			instant = yes
		}
	}
}
### Entity: Idea
Component: TUR_etatism
Constructs: has_idea, removal_cost
Source: game
File: common/ideas/turkey.txt

Code:
TUR_etatism = {
	allowed = {
		original_tag = TUR
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {
		OR = {
			has_idea = TUR_etatism_2 TUR_etatism_3 TUR_etatism_4
		}
	}
	picture = tur_etatism
	removal_cost = -1
	modifier = {
		consumer_goods_factor = -0.2
		production_speed_industrial_complex_factor = 0.15
		production_speed_infrastructure_factor = 0.1
		production_speed_arms_factory_factor = 0.05
		production_speed_dockyard_factor = 0.05
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_join_soviet
Constructs: has_completed_focus, prerequisite, limit, has_government, has_war_with, add_opinion_modifier, completion_reward, is_ally_with
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_join_soviet
	icon = GFX_goal_generic_soviet_assistance
	relative_position_id = ISR_schizo_nazbol
	x = 0
	y = 1
	prerequisite = {
		focus = ISR_schizo_nazbol
	}
	bypass = {
		is_ally_with = SOV
	}
	available = {
		is_subject = no
		SOV = {
			has_government = communism
			is_faction_leader = yes
			if = {
				limit = {
					has_global_flag = SOV_old_focus_tree
				}
				NOT = {
					has_completed_focus = SOV_counter_coup_old
				}
			}
			else = {
				if = {
					limit = {
						has_dlc = No Step Back
					}
					NOT = {
						has_completed_focus = SOV_beaten_but_not_defeated
					}
				}
				else = {
					NOT = {
						has_completed_focus = SOV_form_a_fifth_column
					}
				}
			}
			has_capitulated = no
			NOT = {
				has_war_with = ROOT
			}
		}
		NOT = {
			any_other_country = {
				is_in_faction_with = SOV
				has_war_with = ROOT
			}
		}
	}
	cost = 5
	completion_reward = {
		if = {
			limit = {
				SOV = {
					has_government = communism
					is_faction_leader = yes
					NOT = {
						has_completed_focus = SOV_beaten_but_not_defeated SOV_form_a_fifth_column SOV_counter_coup_old
					} {
						has_war_with = ROOT
					}
					has_capitulated = no
				}
				NOT = {
					any_other_country = {
						is_in_faction_with = SOV
						has_war_with = ROOT
					}
				}
			}
			SOV = {
				add_opinion_modifier = {
					target = ISR
					modifier = medium_increase
				}
				country_event = {
					id = generic.2
				}
			}
		}
		else = {
			get_best_alliance_match_communism_effect = yes
			var:best_leader = {
				country_event = generic.2
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ALLIANCE
	}
}
### Entity: AI Strategy
Component: BUL_reject_bulgarian_aggressive_ai
Constructs: has_war, has_government, has_dlc, is_in_faction_with, is_ai
Source: game
File: common/ai_strategy/BUL.txt

Code:
BUL_reject_bulgarian_aggressive_ai = {
	allowed = {
		has_dlc = Battle for the Bosporus
	}
	enable = {
		is_in_faction_with = BUL
		BUL = {
			is_ai = yes
			OR = {
				has_government = neutrality fascism
			}
		}
		OR = {
			tag = GER ITA
			is_in_faction_with = GER ITA
		}
		has_war = yes
	}
	abort = {
		OR = {
			BUL = {
				OR = {
					is_ai = no
					has_war = yes
					has_government = communism democratic
				}
			}
			date = > 1941.04.01
		}
	}
	ai_strategy = {
		type = diplo_action_acceptance
		id = BUL
		target = join_allies
		value = -99999
	}
}
### Entity: Scripted Effect
Component: HOL_de_crisisjaren_level_down
Constructs: limit, remove_ideas, has_idea, swap_ideas, remove_idea, add_idea
Source: game
File: common/scripted_effects/HOL_scripted_effects.txt

Code:
HOL_de_crisisjaren_level_down = {
	if = {
		limit = {
			has_idea = HOL_de_crisisjaren_1
		}
		remove_ideas = HOL_de_crisisjaren_1
	}
	else_if = {
		limit = {
			has_idea = HOL_de_crisisjaren_2
		}
		swap_ideas = {
			remove_idea = HOL_de_crisisjaren_2
			add_idea = HOL_de_crisisjaren_1
		}
	} {
		limit = {
			has_idea = HOL_de_crisisjaren_3
		}
		swap_ideas = {
			remove_idea = HOL_de_crisisjaren_3
			add_idea = HOL_de_crisisjaren_2
		}
	} {
		limit = {
			has_idea = HOL_de_crisisjaren_4
		}
		swap_ideas = {
			remove_idea = HOL_de_crisisjaren_4
			add_idea = HOL_de_crisisjaren_3
		}
	} {
		limit = {
			has_idea = HOL_de_crisisjaren_5
		}
		swap_ideas = {
			remove_idea = HOL_de_crisisjaren_5
			add_idea = HOL_de_crisisjaren_4
		}
	}
}
### Entity: Order of Battle
Component: Kao Hsiung Fan K'ang Chün
Constructs: division_template
Source: game
File: history/units/CHI_taiwan_uprise.txt

Code:
division = {
	name = Kao Hsiung Fan K'ang Chün
	location = 12068
	division_template = Fan K'ang Chün
	start_experience_factor = 0.2
}
### Entity: Idea
Component: BRA_stability_and_unity
Constructs: has_government, conscription_factor
Source: game
File: common/ideas/brazil.txt

Code:
BRA_stability_and_unity = {
	picture = BRA_stability_and_unity
	allowed = {
		original_tag = BRA
		has_government = democratic
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		army_core_attack_factor = 0.05
		army_core_defence_factor = 0.05
		conscription_factor = 0.02
	}
}
### Entity: Idea
Component: ITA_pact_of_steel
Constructs: has_completed_focus, industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/italy.txt

Code:
ITA_pact_of_steel = {
	removal_cost = -1
	picture = generic_fascism_drift_2
	allowed = {
		original_tag = ITA
	}
	allowed_civil_war = {
		always = yes
	}
	available = {
		has_completed_focus = ITA_pact_of_steel
	}
	modifier = {
		production_speed_arms_factory_factor = 0.1
		industrial_capacity_factory = 0.1
	}
}
### Entity: Decision
Component: EGY_counter_rebels_in_sudan_category
Constructs: has_state_flag, is_core_of
Source: game
File: common/decisions/categories/EGY_decision_categories.txt

Code:
EGY_counter_rebels_in_sudan_category = {
	icon = GFX_decision_category_border_conflicts
	priority = 3
	on_map_area = {
		name = EGY_these_states_have_sudanese_separatism
		target_array = global.r56_formables_states_array
		target_trigger = {
			FROM = {
				has_state_flag = EGY_sudanese_separatism_flag
			}
		}
		zoom = 500
	} {
		name = EGY_khartoum_region
		targets = {
			551 883
		}
		zoom = 250
	} {
		name = EGY_darfur_region
		targets = {
			887 549 886
		}
		zoom = 200
	} {
		name = EGY_upper_nile_region
		targets = {
			885 884
		}
		zoom = 250
	}
	allowed = {
		original_tag = EGY
	}
	visible = {
		any_controlled_state = {
			OR = {
				AND = {
					is_core_of = SUD
					NOT = {
						is_core_of = ROOT
					}
				}
				has_state_flag = EGY_sudanese_separatism_flag
			}
		}
	}
}
### Entity: Idea
Component: EAI_DD_5/small_plane_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_5/small_plane_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		small_plane_airframe = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
}
### Entity: Scripted Effect
Component: EAI_PR_STRATEGIES_medium_airframe
Constructs: limit, set_temp_variable, check_variable, add_to_temp_variable
Source: game
File: common/scripted_effects/EAI_RESEARCH_PRIORITY_TREE_air.txt

Code:
EAI_PR_STRATEGIES_medium_airframe = {
	if = {
		limit = {
			OR = {
				AND = {
					EAI_HFTR_tech_focus = yes
					num_of_military_factories = > 15
				} {
					EAI_TAC_tech_focus = yes
					num_of_military_factories = > 15
				}
			}
		}
		set_temp_variable = {
			prio_cat = @PR_medium_airframe
		}
		if = {
			limit = {
				check_variable = {
					EAI_HFTR_tech_focus = yes
				}
			}
			add_to_temp_variable = {
				prio_cat = 300
			}
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:iw_medium_airframe
				} {
					_prio_val = prio_cat
				} {
					_year = 1936
				}
				date = > 1936.6.1
				EAI_PR_year_FACTOR = yes
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:basic_medium_airframe
				} {
					_prio_val = prio_cat
				} {
					_year = 1936
				}
				date = > 1936.6.1
				EAI_PR_year_FACTOR = yes
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:improved_medium_airframe
				} {
					_prio_val = prio_cat
				} {
					_year = 1940
				}
				date = > 1940.1.1
				EAI_PR_year_FACTOR = yes
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:advanced_medium_airframe
				} {
					_prio_val = prio_cat
				} {
					_year = 1944
				}
				date = > 1944.1.1
				EAI_PR_year_FACTOR = yes
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:modern_medium_airframe
				} {
					_prio_val = prio_cat
				}
				EAI_JET_tech_focus = yes
				date = > 1945.1.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		}
	}
}
### Entity: Event
Component: BBA_ethiopia_exile_events.06
Constructs: is_triggered_only, ai_chance, add_political_power, random_days
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_exile_events.06
	title = BBA_ethiopia_exile_events.06.t
	desc = BBA_ethiopia_exile_events.06.desc
	is_triggered_only = yes
	picture = GFX_report_event_generic_sign_treaty2
	option = {
		name = BBA_ethiopia_exile_events.06.a
		ai_chance = {
			base = 10
		}
		FROM = {
			country_event = {
				id = BBA_ethiopia_exile_events.07
				days = 3
				random_days = 5
			}
		}
	} {
		name = BBA_ethiopia_exile_events.06.b
		ai_chance = {
			base = 1
		}
		add_political_power = -50
		FROM = {
			country_event = {
				id = BBA_ethiopia_exile_events.08
				days = 3
				random_days = 5
			}
		}
	}
}
### Entity: Event
Component: bra.7
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, add_to_faction
Source: game
File: events/Brazil.txt

Code:
country_event = {
	id = bra.7
	title = bra.7.t
	desc = bra.7.d
	picture = GFX_report_event_stockholm_conference
	is_triggered_only = yes
	option = {
		ai_chance = {
			base = 20
		}
		name = bra.7.a
		add_to_faction = BRA
	} {
		ai_chance = {
			base = 2
		}
		name = bra.7.b
		add_opinion_modifier = {
			target = BRA
			modifier = bra_inimigo_modifier
		}
	}
}
### Entity: Modifier Reference
Component: CHI_blue_shirt_society
Constructs: stability_factor, war_support_factor, fascism_drift
Source: game
File: common/dynamic_modifiers/SEA_dynamic_modifiers.txt

Code:
CHI_blue_shirt_society = {
	icon = GFX_idea_CHI_blue_shirt_society
	war_support_factor = CHI_blue_shirt_society_war_support_factor
	stability_factor = CHI_blue_shirt_society_stability_factor
	fascism_drift = CHI_blue_shirt_society_fascism_drift
	training_time_factor = CHI_blue_shirt_society_training_time_factor
	command_power_gain_mult = CHI_blue_shirt_society_command_power_gain_mult
	army_org_factor = CHI_blue_shirt_society_army_org_factor
	army_morale_factor = CHI_blue_shirt_society_army_morale_factor
}
### Entity: Event
Component: AAT_Sweden_flashpoints.80
Constructs: is_triggered_only
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden_flashpoints.80
	title = AAT_Sweden_flashpoints.80.t
	desc = AAT_Sweden_flashpoints.80.desc
	picture = GFX_report_event_generic_funeral
	is_triggered_only = yes
	option = {
		name = AAT_Sweden_flashpoints.80.a
	}
}