Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: eth_focus
Component: ETH_an_empire_in_the_shade_of_the_sun
Constructs: prerequisite, limit, completion_reward, has_legitimacy, is_government_in_exile, has_opinion, is_island_state, is_core_of
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_an_empire_in_the_shade_of_the_sun
	icon = GFX_focus_ETH_an_empire_in_the_shade_of_the_sun
	prerequisite = {
		focus = ETH_an_ethiopian_navy_in_exile
	}
	mutually_exclusive = {
		focus = ETH_an_arabic_base
	}
	x = 1
	y = 1
	relative_position_id = ETH_an_ethiopian_navy_in_exile
	cost = 10
	ai_will_do = {
		base = 1.5
	}
	available = {
		has_legitimacy = > 64
		is_government_in_exile = yes
		IF = {
			limit = {
				is_government_in_exile = yes
			}
			var:ETH.host_nation = {
				has_opinion = {
					target = ROOT
					value = > 99
				}
			}
		}
		custom_trigger_tooltip = {
			tooltip = ETH_japan_has_island_tt
			JAP = {
				any_owned_state = {
					OR = {
						is_island_state = yes
						state = 647 524
					}
					NOT = {
						is_core_of = JAP
					}
					is_fully_controlled_by = JAP
				}
			}
		}
	}
	available_if_capitulated = yes
	search_filters = {

	}
	completion_reward = {
		JAP = {
			country_event = {
				id = BBA_ethiopia_exile_events.22
				hours = 1
			}
		}
		custom_effect_tooltip = ETH_japan_joins_tt
	}
}
### Entity: State History
Component: 744
Constructs: limit, add_core_of, has_dlc, remove_core_of
Source: game
File: history/states/744-Xian.txt

Code:
state = {
	id = 744
	name = STATE_744
	manpower = 9000000
	buildings_max_level_factor = 1.0
	state_category = town
	resources = {
		steel = 2
	}
	history = {
		owner = CHI
		add_core_of = PRC CHI
		1936.1.1 = {
			IF = {
				limit = {
					has_dlc = No Compromise, No Surrender
				}
				transfer_state_to = XIC
				add_core_of = XIC
			}
		}
		1938.10.25 = {
			IF = {
				limit = {
					has_dlc = No Compromise, No Surrender
				}
				remove_core_of = XIC
			}
			owner = CHI
			controller = CHI
		}
		victory_points = {
			7301 1
		}
		buildings = {
			infrastructure = 2
		}
	}
	provinces = {
		1976 2006 4167 4256 4295 5092 7301 7406 7418 10257 12713
	}
	local_supplies = 0.0
}
### Entity: Operation
Component: infiltration_diplomatic
Source: game
File: common/operation_phases/lar_infiltration.txt

Code:
infiltration_diplomatic = {
	name = infiltration_diplomatic
	desc = infiltration_diplomatic_desc
	outcome = infiltration_diplomatic_outcome
	picture = GFX_phase_infiltration_diplomatic
	icon = GFX_phase_infiltration_diplomatic_small
	equipment = {
		civilian_factories = {
			amount = 1
			days = 15
		}
	}
}
### Entity: National Focus
Tree: lat_focus
Component: LAT_form_the_baltic_union
Constructs: prerequisite, limit, completion_reward, is_controlled_by, every_state, add_core_of, set_cosmetic_tag, set_global_flag
Source: game
File: common/national_focus/r56_latvia.txt

Code:
focus = {
	id = LAT_form_the_baltic_union
	icon = GFX_goal_SOV_baltic_aggression
	prerequisite = {
		focus = LAT_liberate_estonia
	} {
		focus = LAT_liberate_lithuania
	}
	relative_position_id = LAT_rally_the_workers
	x = 0
	y = 2
	cost = 10
	available_if_capitulated = yes
	available = {
		custom_trigger_tooltip = {
			tooltip = form_country_estonia_required_states_tt
			all_state = {
				OR = {
					NOT = {
						state = 813 191 13 812 811
					}
					is_controlled_by = ROOT
				}
			}
		} {
			tooltip = form_country_latvia_required_states_tt
			all_state = {
				OR = {
					NOT = {
						state = 12 810 809 190
					}
					is_controlled_by = ROOT
				}
			}
		} {
			tooltip = form_country_lithuania_required_states_tt
			all_state = {
				OR = {
					NOT = {
						state = 815 11 814 189
					}
					is_controlled_by = ROOT
				}
			}
		}
	}
	ai_will_do = {
		factor = 200
	}
	bypass = {

	}
	completion_reward = {
		custom_effect_tooltip = form_country_estonia_coring_states_tt form_country_latvia_coring_states_tt form_country_lithuania_coring_states_tt
		hidden_effect = {
			every_state = {
				limit = {
					OR = {
						state = 13 191 811 812 813
					}
				}
				add_core_of = ROOT
			}
		} {
			every_state = {
				limit = {
					OR = {
						state = 12 190 808 809 810
					}
				}
				add_core_of = ROOT
			}
		} {
			every_state = {
				limit = {
					OR = {
						state = 11 188 189 784 814 815
					}
				}
				add_core_of = ROOT
			}
		} {
			set_cosmetic_tag = BAL_UNIFIED
			set_global_flag = form_baltic_federation_flag
		}
	}
}
### Entity: Modifier Reference
Component: BEL_rexist_legion_dynamic_modifier
Constructs: conscription_factor
Source: game
File: common/dynamic_modifiers/wuw_dynamic_modifiers.txt

Code:
BEL_rexist_legion_dynamic_modifier = {
	enable = {
		always = yes
	}
	icon = GFX_idea_BEL_rexist_legion
	army_core_attack_factor = BEL_rexist_legion_army_core_attack_factor
	army_core_defence_factor = BEL_rexist_legion_army_core_defence_factor
	army_org_factor = BEL_rexist_legion_army_org_factor
	army_infantry_attack_factor = BEL_rexist_legion_army_infantry_attack_factor
	army_infantry_defence_factor = BEL_rexist_legion_army_infantry_defence_factor
	land_night_attack = BEL_rexist_legion_land_night_attack
	conscription_factor = BEL_rexist_legion_conscription_factor
}
### Entity: Event
Component: austria.16
Constructs: is_triggered_only
Source: game
File: events/Austria.txt

Code:
country_event = {
	id = austria.16
	title = austria.16.t
	desc = austria.16.d
	is_triggered_only = yes
	picture = GFX_report_event_AUS_schuschnigg
	option = {
		name = austria.16.a
	}
}
### Entity: Idea
Component: BRA_cprm_idea
Constructs: has_dlc, removal_cost, research_bonus
Source: game
File: common/ideas/brazil.txt

Code:
BRA_cprm_idea = {
	name = BRA_cprm_idea
	picture = generic_radio_concern
	allowed = {
		has_dlc = Trial of Allegiance
		original_tag = BRA
	}
	available = {

	}
	visible = {

	}
	cost = 150
	removal_cost = 10
	research_bonus = {
		electronics = 0.15
	}
	traits = {
		electronics_concern
	}
}
### Entity: Event
Component: kmt.355
Constructs: ai_chance, add_ideas, fire_only_once, has_idea
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.355
	title = kmt.355.t
	desc = kmt.355.d
	picture = GFX_report_event_chinese_soldiers
	trigger = {
		OR = {
			has_idea = KMT_fight_for_survival KMT_fight_for_survival_2
		}
	}
	mean_time_to_happen = {
		days = 60
	}
	fire_only_once = yes
	option = {
		name = kmt.355.a
		ai_chance = {
			base = 90
		}
		add_ideas = KMT_student_soldiers
	} {
		ai_chance = {
			base = 10
		}
		name = kmt_new_event_loc_key_so_no_stuff_gets_broken
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_leader_of_the_party_and_the_people
Constructs: has_completed_focus, prerequisite, limit, completion_reward, add_political_power, check_variable, swap_ruler_traits
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_leader_of_the_party_and_the_people
	icon = GFX_SOV_leader_of_the_party_and_the_people_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_inheritor_of_the_mantle_of_lenin SOV_the_faithful_servant_of_lenin
	}
	x = 1
	y = 1
	relative_position_id = SOV_inheritor_of_the_mantle_of_lenin
	cost = 5
	available = {
		custom_trigger_tooltip = {
			tooltip = SOV_propaganda_campaigns_taken_10_or_greater_tt
			check_variable = {
				SOV_propaganda_campaigns_taken = 10
				compare = greater_than_or_equals
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_political_power = 50
		if = {
			limit = {
				has_completed_focus = SOV_inheritor_of_the_mantle_of_lenin
			}
			if = {
				limit = {
					has_completed_focus = SOV_brilliant_genius
				}
				swap_ruler_traits = {
					remove = stalin_inheritor_of_lenin_genius
					add = stalin_inheritor_of_lenin_final
				}
			}
			else = {
				swap_ruler_traits = {
					remove = stalin_inheritor_of_lenin
					add = stalin_inheritor_of_lenin_leader
				}
			}
		}
		else_if = {
			limit = {
				has_completed_focus = SOV_the_faithful_servant_of_lenin
			}
			if = {
				limit = {
					has_completed_focus = SOV_ban_excessive_hero_worship
				}
				swap_ruler_traits = {
					remove = stalin_servant_of_lenin_worship
					add = stalin_servant_of_lenin_final
				}
			}
			else = {
				swap_ruler_traits = {
					remove = stalin_servant_of_lenin
					add = stalin_servant_of_lenin_leader
				}
			}
		}
		else = {
			custom_effect_tooltip = SOV_leader_of_the_party_and_the_people_trait_tt
		}
	}
}
### Entity: Idea
Component: KOS_nccr
Source: game
File: common/ideas/kosovo.txt

Code:
KOS_nccr = {
	picture = generic_navy_europe_2
	allowed = {
		original_tag = KOS
	}
	traits = {
		navy_chief_commerce_raiding_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: GER_carl_walther
Constructs: research_bonus
Source: game
File: common/ideas/GER.txt

Code:
GER_carl_walther = {
	picture = GER_carl_walther
	allowed = {
		original_tag = GER
	}
	cost = 150
	research_bonus = {
		support_tech = 0.1
	}
	traits = {
		support_equipment_manufacturer
	}
}
### Entity: Character
Component: BRA_luis_carlos_prestes
Source: game
File: common/characters/BRA.txt

Code:
BRA_luis_carlos_prestes = {
	name = BRA_luis_carlos_prestes
	portraits = {
		civilian = {
			large = GFX_portrait_BRA_luis_carlos_prestes
		}
	}
}
### Entity: Character
Component: FRA_georges_bonnet
Constructs: has_completed_focus, has_government
Source: game
File: common/characters/FRA.txt

Code:
FRA_georges_bonnet = {
	name = FRA_georges_bonnet
	portraits = {
		army = {
			small = GFX_idea_georges_bonnet
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = georges_bonnet
		allowed = {
			original_tag = FRA
		}
		available = {
			has_completed_focus = FRA_buy_time
			has_government = democratic
		}
		cost = 75.0
		traits = {
			appeaser
		}
		do_effect = {

		}
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Idea
Component: GER_invesments_into_minor_partners_cost
Constructs: removal_cost
Source: game
File: common/ideas/GER.txt

Code:
GER_invesments_into_minor_partners_cost = {
	allowed = {
		original_tag = GER
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = EST_exploit_the_banks
	modifier = {
		consumer_goods_factor = 0.1
	}
}
### Entity: Idea
Component: ENG_imperial_conference_defense_5
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/britain.txt

Code:
ENG_imperial_conference_defense_5 = {
	name = ENG_imperial_conference_defense_dominion
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		industrial_capacity_factory = 0.15
		industrial_capacity_dockyard = 0.15
	}
	picture = generic_war_preparation
	removal_cost = -1
}
### Entity: Character
Component: BOL_david_toro_ruilova
Constructs: has_dlc
Source: game
File: common/characters/BOL.txt

Code:
BOL_david_toro_ruilova = {
	instance = {
		allowed = {
			has_dlc = Trial of Allegiance
		}
		portraits = {
			civilian = {
				large = GFX_portrait_BOL_david_toro
			}
		}
		country_leader = {
			ideology = centrism
			traits = {
				JUNO_military_socialist
			}
			expire = 1965.1.1.1
			id = -1
		}
	} {
		allowed = {
			NOT = {
				has_dlc = Trial of Allegiance
			}
		}
		advisor = {
			slot = air_chief
			idea_token = BOL_david_toro_ruilova
			allowed = {
				original_tag = BOL
			}
			traits = {
				air_chief_reform_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
		portraits = {
			army = {
				small = GFX_idea_generic_air_south_america_1
			}
		}
	}
}
### Entity: Character
Component: BEL_leopold_unknown_sympathies
Constructs: stability_factor, political_power_gain, war_support_factor, neutrality_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
BEL_leopold_unknown_sympathies = {
	sprite = 10
	random = no
	stability_factor = -0.1
	war_support_factor = -0.1
	political_power_gain = 0.2
	neutrality_drift = 0.01
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_increase_arms_production
Constructs: prerequisite, limit, completion_reward, complete_tooltip, every_state, has_state_flag, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPR_increase_arms_production
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = SPR_nationalize_the_industry
	}
	icon = GFX_goal_generic_construct_mil_factory
	x = 1
	y = 1
	relative_position_id = SPR_nationalize_the_industry
	cost = 10
	available_if_capitulated = yes
	complete_tooltip = {
		every_state = {
			limit = {
				has_state_flag = SPR_increase_arms_production_1mil
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
				}
				is_core_of = ROOT
			}
			set_state_flag = SPR_increase_arms_production_1mil
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
				}
				is_core_of = ROOT
				NOT = {
					has_state_flag = SPR_increase_arms_production_1mil
				}
			}
			set_state_flag = SPR_increase_arms_production_1mil
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
				}
				is_core_of = ROOT
				NOT = {
					has_state_flag = SPR_increase_arms_production_1mil
				}
			}
			set_state_flag = SPR_increase_arms_production_1mil
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/File%3ADisambig_grey.png.html

Doc:
File

File history

File usage
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### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/FIN_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 8
	}
	location = 3122
	division_template = Jalkaväkidivisioona
	start_experience_factor = 0.3
	start_equipment_factor = 0.3
}
### Entity: Scripted Effect
Component: EAI_MILITARY_track_war_trend
Constructs: has_war, limit, has_country_flag, set_temp_variable, clear_temp_array, check_states, every_controlled_state, is_in_array
Source: game
File: common/scripted_effects/EAI_MILITARY_strategy_effects.txt

Code:
EAI_MILITARY_track_war_trend = {
	if = {
		limit = {
			has_war = yes
		}
		set_temp_variable = {
			total_controlled_provinces = 0
		} {
			resize = 18
		}
		clear_temp_array = check_states
		every_controlled_state = {
			if = {
				limit = {
					NOT = {
						is_in_array = {
							check_states = THIS.id
						}
					}
				}
				add_to_temp_array = {
					check_states = THIS.id
				}
			}
			every_neighbor_state = {
				if = {
					limit = {
						NOT = {
							is_in_array = {
								check_states = THIS.id
							}
						}
					}
					add_to_temp_array = {
						check_states = THIS.id
					}
				}
			}
		}
		for_each_scope_loop = {
			array = check_states
			for_each_loop = {
				array = global.EAI_MAP_state_province_ids@THIS
				if = {
					limit = {
						PREV = {
							controls_province = v
						}
					}
					add_to_temp_variable = {
						total_controlled_provinces = 1
					}
				}
			}
		}
		add_to_temp_variable = {
			total_controlled_provinces = EAI_MILITARY_trend_adjust_num_provinces
		}
		add_to_array = {
			array = EAI_MILITARY_num_controlled_provinces_weekly
			index = 0
			value = total_controlled_provinces
		}
		clamp_temp_variable = {
			var = resize
			min = 0
			max = EAI_MILITARY_num_controlled_provinces_weekly^num
		}
		resize_array = {
			EAI_MILITARY_num_controlled_provinces_weekly = resize
		}
		if = {
			limit = {
				check_variable = {
					EAI_MILITARY_num_controlled_provinces_weekly^num = > 3
				}
			}
			set_temp_variable = {
				_long = 18
			} {
				_short = 6
			} {
				arr_size = EAI_MILITARY_num_controlled_provinces_weekly^num
			} {
				war_trend = trend_
			} {
				_val_ = war_trend
			}
			clamp_temp_variable = {
				var = arr_size
				min = 0
				max = _long
			}
			resize_temp_array = {
				_data = arr_size
			}
			for_each_loop = {
				array = _data
				index = data_i
				value = data_v
				set_temp_variable = {
					_data^data_i = EAI_MILITARY_num_controlled_provinces_weekly^data_i
				}
			}
			EAI_MATH_trend = yes
			@war_trend_winning = 0.008
			@war_trend_losing = -0.008
			EAI_MATH_abs = yes
			set_variable = {
				EAI_MILITARY_trend_value = _val_
			}
			if = {
				limit = {
					check_variable = {
						war_trend = < @war_trend_losing
					}
				}
				if = {
					limit = {
						NOT = {
							has_country_flag = EAI_MILITARY_trend_losing_war
						}
					}
					set_country_flag = EAI_MILITARY_trend_losing_
# ... (truncated)
### Entity: National Focus
Tree: jap_focus
Component: JAP_formalize_the_tonarigumi
Constructs: prerequisite, limit, add_ideas, completion_reward, cancel_if_invalid, add_to_variable, every_subject_country, has_idea
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_formalize_the_tonarigumi
	icon = GFX_focus_generic_whispers
	x = 2
	y = 1
	relative_position_id = JAP_imperial_rule_assistance_association
	prerequisite = {
		focus = JAP_imperial_rule_assistance_association
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		JAP_add_or_modify_showa_statism = yes
		add_to_variable = {
			JAP_showa_statism_fascism_drift = 0.05
			tooltip = fascism_drift_tt
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt JAP_formalize_the_tonarigumi_tt
		every_subject_country = {
			limit = {
				NOT = {
					has_idea = JAP_subject_tonarigumi_idea
				}
			}
			add_ideas = JAP_subject_tonarigumi_idea
		}
		unlock_decision_tooltip = JAP_distribute_rations_decision
	}
}
### Entity: Order of Battle
Component: 46a Brigada Legionario
Constructs: division_template
Source: game
File: history/units/SPA_Civil_War.txt

Code:
division = {
	name = 46a Brigada Legionario
	location = 11843
	division_template = Brigada Legionario
}
### Entity: Event
Component: BBA_italy_anti_colonialism_events.11
Constructs: is_triggered_only, set_politics, add_ai_strategy
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_anti_colonialism_events.11
	title = BBA_italy_anti_colonialism_events.11.t
	desc = BBA_italy_anti_colonialism_events.11.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = BBA_italy_anti_colonialism_events.11.a
		FROM = {
			set_politics = {
				ruling_party = ROOT
			}
		}
		diplomatic_relation = {
			country = FROM
			relation = non_aggression_pact
			active = yes
		}
		hidden_effect = {
			add_ai_strategy = {
				type = alliance
				id = FROM
				value = 75
			}
		}
	}
}
### Entity: Idea
Component: r56_CYP_growing_economy
Constructs: political_power_gain, production_speed_buildings_factor
Source: game
File: common/ideas/r56_cyprus.txt

Code:
r56_CYP_growing_economy = {
	picture = ARG_civilian_economy_boost
	modifier = {
		political_power_gain = 0.1
		production_speed_buildings_factor = 0.08
		consumer_goods_factor = -0.075
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_one_mongolia_policy
Constructs: prerequisite, limit, add_opinion_modifier, completion_reward, every_state, is_core_of, add_claim_by, add_ai_strategy
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_one_mongolia_policy
	icon = GFX_goal_MAN_restore_the_empire
	x = 0
	y = 2
	relative_position_id = MON_a_pragmatic_diplomacy
	cost = 7.2
	prerequisite = {
		focus = MON_a_pragmatic_diplomacy
	}
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		every_state = {
			limit = {
				OR = {
					is_core_of = MEN
					state = 761 714 715 946 1122
				}
			}
			add_claim_by = ROOT
		}
		if = {
			limit = {
				country_exists = MEN
			}
			add_opinion_modifier = {
				target = MEN
				modifier = hostile_status
			}
			add_ai_strategy = {
				type = antagonize
				id = MEN
				value = 100
			}
			MEN = {
				add_opinion_modifier = {
					target = ROOT
					modifier = hostile_status
				}
				add_ai_strategy = {
					type = antagonize
					id = ROOT
					value = 100
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Character
Component: POL_wojtek
Constructs: has_country_flag
Source: game
File: common/characters/POL.txt

Code:
POL_wojtek = {
	name = POL_wojtek
	portraits = {
		army = {
			large = GFX_portrait_POL_wojtek
			small = GFX_idea_POL_wojtek
		}
		civilian = {
			large = GFX_portrait_POL_king_woytek
		}
	}
	corps_commander = {
		traits = {
			bearer_of_artillery
		}
		visible = {
			has_country_flag = POL_vojtek_commander
		}
		skill = 1
	}
	country_leader = {
		ideology = despotism
		traits = {
			he_who_bears_the_throne
		}
		expire = 1966.1.1.1
	}
}
### Entity: Event
Component: bftb_bulgaria_factions.11
Constructs: is_triggered_only, limit, has_country_flag, modify_country_flag, set_country_flag, random_unit_leader, has_trait, set_unit_leader_flag
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_factions.11
	title = bftb_bulgaria_factions.11.t
	desc = bftb_bulgaria_factions.11.desc
	picture = GFX_report_event_bul_officers_burgas
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			if = {
				limit = {
					has_country_flag = BUL_zveno_conspirators_exposed_flag
				}
				modify_country_flag = {
					flag = BUL_zveno_conspirators_exposed_flag
					value = 1
				}
			}
			else = {
				set_country_flag = BUL_zveno_conspirators_exposed_flag
			}
			random_unit_leader = {
				limit = {
					has_trait = trait_BUL_zveno_member
				}
				set_unit_leader_flag = BUL_zveno_conspirator_flag
				BUL = {
					set_variable = {
						BUL_zveno_conspirator = PREV
					}
				}
			}
		}
	}
	option = {
		name = bftb_bulgaria_factions.11.a
		random_unit_leader = {
			limit = {
				has_unit_leader_flag = BUL_zveno_conspirator_flag
			}
			retire = yes
		}
		custom_effect_tooltip = BUL_exposed_zveno_conspirator_tt
	} {
		name = bftb_bulgaria_factions.11.b
		hidden_effect = {
			random_unit_leader = {
				limit = {
					has_unit_leader_flag = BUL_zveno_conspirator_flag
				}
				clr_unit_leader_flag = BUL_zveno_conspirator_flag
			}
		}
	}
}
### Entity: Scripted Effect
Component: r56_lower_jim_crow_in_state
Constructs: limit, has_dynamic_modifier, remove_dynamic_modifier, clr_state_flag, add_dynamic_modifier
Source: game
File: common/scripted_effects/r56_USA_scripted_effects.txt

Code:
r56_lower_jim_crow_in_state = {
	if = {
		limit = {
			THIS = {
				has_dynamic_modifier = {
					modifier = r56_mild_jim_crow
				}
			}
		}
		custom_effect_tooltip = r56_jim_crow_removed_tt
		hidden_effect = {
			THIS = {
				remove_dynamic_modifier = {
					modifier = r56_mild_jim_crow
				}
				clr_state_flag = r56_jim_crow_state
			}
		}
	} {
		limit = {
			THIS = {
				has_dynamic_modifier = {
					modifier = r56_jim_crow
				}
			}
		}
		custom_effect_tooltip = r56_jim_crow_lowered_tt
		hidden_effect = {
			THIS = {
				remove_dynamic_modifier = {
					modifier = r56_jim_crow
				}
				add_dynamic_modifier = {
					modifier = r56_mild_jim_crow
				}
			}
		}
	} {
		limit = {
			THIS = {
				has_dynamic_modifier = {
					modifier = r56_severe_jim_crow
				}
			}
		}
		custom_effect_tooltip = r56_jim_crow_lowered_tt
		hidden_effect = {
			THIS = {
				remove_dynamic_modifier = {
					modifier = r56_severe_jim_crow
				}
				add_dynamic_modifier = {
					modifier = r56_jim_crow
				}
			}
		}
	}
}