Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: IRQ_abd_almalik_ibn_hisham
Source: game
File: common/characters/IRQ.txt

Code:
IRQ_abd_almalik_ibn_hisham = {
	name = IRQ_abd_almalik_ibn_hisham
	portraits = {
		civilian = {
			large = GFX_portrait_Abd_al-Malik_ibn_Hisham
		}
	}
	country_leader = {
		ideology = conservatism
		expire = 1949.1.1.12
		id = -1
	}
}
### Entity: Idea
Component: INS_sstw
Constructs: has_completed_focus, has_government, is_subject_of
Source: game
File: common/ideas/r56_indonesia.txt

Code:
INS_sstw = {
	cost = 50
	allowed = {
		original_tag = INS
	}
	available = {
		has_completed_focus = INS_colonial_infrastructure
		OR = {
			has_government = democratic neutrality
		}
	}
	visible = {
		OR = {
			is_subject_of = HOL GER
		}
	}
	traits = {
		construction_company
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_mobilise_our_economy
Constructs: prerequisite, limit, add_ideas, add_war_support, completion_reward, add_political_power, has_war_support, swap_ideas
Source: game
File: common/national_focus/greece.txt

Code:
focus = {
	id = GRE_mobilise_our_economy
	icon = GFX_goal_generic_consumer_goods
	prerequisite = {
		focus = GRE_expand_our_tobacco_industry GRE_increase_our_mining_operations
	}
	available = {
		has_war_support = > 0.2
	}
	mutually_exclusive = {
		focus = GRE_encourage_tourism
	}
	x = 0
	y = 1
	relative_position_id = GRE_increase_our_mining_operations
	cost = 5
	ai_will_do = {
		base = 1
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = GRE_foreign_monopolies_3
			add_idea = GRE_foreign_monopolies_4
		}
		add_war_support = 0.05
		if = {
			limit = {
				NOT = {
					has_idea = partial_economic_mobilisation
				} {
					has_idea = war_economy
				} {
					has_idea = tot_economic_mobilisation
				}
			}
			add_ideas = partial_economic_mobilisation
		}
		else_if = {
			limit = {
				NOT = {
					has_idea = war_economy
				} {
					has_idea = tot_economic_mobilisation
				}
			}
			add_ideas = war_economy
		}
		else = {
			add_political_power = 150
		}
	}
}
### Entity: Event
Component: CHI_warlords.18
Constructs: is_triggered_only, limit, add_ideas, has_government, every_country, has_country_flag, add_opinion_modifier, add_political_power
Source: game
File: events/r56_warlord_events.txt

Code:
country_event = {
	id = CHI_warlords.18
	title = CHI_warlords.18.t
	desc = CHI_warlords.18.desc
	picture = GFX_report_event_chinese_soldiers_fighting
	is_triggered_only = yes
	option = {
		name = This is more than worth it to save China! Let us toast to our new friends!
		add_ideas = CHI_national_regeneration
		hidden_effect = {
			FROM = {
				country_event = CHI_warlords.20
			}
		}
		every_controlled_state = {
			limit = {
				any_neighbor_state = {
					is_controlled_by = FROM
				}
			}
			transfer_state_to = FROM
		}
		every_country = {
			limit = {
				is_subject_of = FROM
				OR = {
					original_tag = GXC YUN SIK KHM XSM SHX SIC XIC GDC HBC SND
				}
			}
			set_country_flag = to_be_puppeted
		}
		FROM = {
			set_variable = {
				FROM_democratic_popularity = FROM.party_popularity_100@democratic
			} {
				FROM_communism_popularity = FROM.party_popularity_100@communism
			} {
				FROM_neutrality_popularity = FROM.party_popularity_100@neutrality
			} {
				FROM_fascism_popularity = FROM.party_popularity_100@fascism
			}
			clamp_variable = {
				var = FROM_democratic_popularity
				min = 0
				max = 100
			} {
				var = FROM_communism_popularity
				min = 0
				max = 100
			} {
				var = FROM_neutrality_popularity
				min = 0
				max = 100
			} {
				var = FROM_fascism_popularity
				min = 0
				max = 100
			}
			if = {
				limit = {
					has_government = democratic
				}
				set_country_flag = FROM_is_democratic_flag
			} {
				limit = {
					has_government = neutrality
				}
				set_country_flag = FROM_is_neutral_flag
			} {
				limit = {
					has_government = communism
				}
				set_country_flag = FROM_is_communistic_flag
			} {
				limit = {
					has_government = fascism
				}
				set_country_flag = FROM_is_fascist_flag
			} {
				limit = {
					has_wargoal_against = ROOT
				}
				remove_wargoal = {
					type = all
					target = ROOT
				}
			}
		} {
			hidden_effect = {
				set_popularities = {
					democratic = FROM_democratic_popularity
					fascism = FROM_fascism_popularity
					communism = FROM_communism_popularity
					neutrality = FROM_neutrality_popularity
				}
				if = {
					limit = {
						has_country_flag = FROM_is_democratic_flag
					}
					set_politics = {
						ruling_party = democratic
					}
					clr_country_flag = FROM_is_democratic_flag
				} {
					limit = {
						has_country_flag = FROM_is_neutral_flag
					}
					set_polit
# ... (truncated)
### Entity: Idea
Component: GER_supporting_independence_idea
Constructs: removal_cost, autonomy_gain
Source: game
File: common/ideas/GER.txt

Code:
GER_supporting_independence_idea = {
	picture = generic_democratic_drift_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		autonomy_gain = 2.5
		political_power_factor = 0.1
	}
}
### Entity: Idea
Component: IRQ_scavenging_tactics_idea
Constructs: removal_cost
Source: game
File: common/ideas/iraq.txt

Code:
IRQ_scavenging_tactics_idea = {
	name = ETH_scavenging_tactics_idea
	picture = ETH_scavenging_tactics
	allowed = {
		original_tag = IRQ
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		equipment_capture_factor = 0.2
	}
}
### Entity: Event
Component: luxembourg.302
Constructs: is_triggered_only
Source: game
File: events/r56_luxembourg.txt

Code:
country_event = {
	id = luxembourg.302
	hidden = yes
	is_triggered_only = yes
	option = {
		LUX_chamberofdeputies_remove_support_LSAP_50 = yes
		LUX_chamberofdeputies_remove_support_PD_50 = yes
	}
}
### Entity: National Focus
Tree: kat_focus
Component: KAT_german_heavy_industry_expansion
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, has_tech, has_capitulated, is_ai
Source: game
File: common/national_focus/katanga.txt

Code:
focus = {
	id = KAT_german_heavy_industry_expansion
	icon = GFX_goal_generic_industrial_plan
	prerequisite = {
		focus = KAT_invite_german_investors
	}
	text = GEN_german_heavy_industry_expansion
	x = 0
	y = 2
	relative_position_id = KAT_invite_german_investors
	cost = 8
	available_if_capitulated = yes
	ai_will_do = {
		factor = 2
	}
	available = {
		num_of_controlled_states = > 0
		OR = {
			has_tech = concentrated_industry2 dispersed_industry2
		}
		any_other_country = {
			OR = {
				original_tag = GER BAY PRE WGR
			} {
				has_government = ROOT
				AND = {
					NOT = {
						has_government = communism
					}
					ROOT = {
						has_government = neutrality
					}
				}
			}
			has_capitulated = no
			if = {
				limit = {
					ROOT = {
						is_ai = no
					}
				}
				has_opinion = {
					target = ROOT
					value = > 49
				}
			}
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
		if = {
			limit = {
				num_of_controlled_states = > 0
				NOT = {
					any_owned_state = {
						is_core_of = ROOT
					}
				}
			}
			add_offsite_building = {
				type = arms_factory
				level = 1
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: AFG_under_the_radar_idea
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
AFG_under_the_radar_idea = {
	picture = generic_navy_submarines
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	equipment_bonus = {
		submarine = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
	modifier = {
		convoy_raiding_efficiency_factor = 0.1
		navy_submarine_attack_factor = 0.05
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_operation_ammon
Constructs: prerequisite, has_war_with, completion_reward
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_operation_ammon
	icon = GFX_focus_generic_provoke_border_clashes
	prerequisite = {
		focus = PAL_pursue_irredentism
	}
	x = -2
	y = 1
	relative_position_id = PAL_pursue_irredentism
	cost = 7.2
	ai_will_do = {
		factor = 1
	}
	bypass = {
		PAL = {
			OR = {
				has_war_with = JOR
				controls_state = 455 1021 1022
			}
		}
	}
	will_lead_to_war_with = JOR
	completion_reward = {
		JOR = {
			country_event = palestine.66
		}
	}
}
### Entity: Modifier Reference
Component: fallout_thermonuclear
Constructs: army_defence_factor
Source: game
File: common/dynamic_modifiers/wuw_dynamic_modifiers.txt

Code:
fallout_thermonuclear = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_radiation
	army_defence_factor = -0.5
	army_speed_factor = -0.65
	max_dig_in_factor = -0.9
	industry_repair_factor = -0.75
	industry_free_repair_factor = -0.75
	repair_speed_infrastructure_factor = -0.75
	repair_speed_rail_way_factor = -0.75
	local_resources_factor = -0.75
	state_production_speed_buildings_factor = -0.75
}
### Entity: National Focus
Tree: efr_focus
Component: EFR_heavy_fighters_focus
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_vichy_france.txt

Code:
focus = {
	id = EFR_heavy_fighters_focus
	icon = GFX_goal_generic_air_heavy_fighter2_new
	prerequisite = {
		focus = EFR_aviation_effort
	}
	relative_position_id = EFR_aviation_effort
	x = 1
	y = 1
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = EFR_heavy_fighters_focus
			bonus = 1
			uses = 1
			category = cat_heavy_fighter
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: State History
Component: 968
Constructs: add_core_of, force_link_ownership_to
Source: game
File: history/states/968-Deep Amazonas.txt

Code:
state = {
	id = 968
	name = STATE_968
	provinces = {
		5008 13277 13338
	}
	history = {
		owner = BRA
		add_core_of = BRA
	}
	manpower = 12300
	impassable = yes
	force_link_ownership_to = 495
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
	state_category = wasteland
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_the_trade_union_as_labor_organizer
Constructs: prerequisite, completion_reward, has_idea, remove_trait, add_trait
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_the_trade_union_as_labor_organizer
	icon = GFX_SOV_the_trade_union_as_labor_organizer_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_back_to_the_nep
	}
	x = 2
	y = 1
	relative_position_id = SOV_back_to_the_nep
	cost = 10
	available = {
		has_idea = SOV_mikhail_tomsky
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		remove_trait = {
			character = SOV_mikhail_tomsky
			slot = political_advisor
			trait = right_trade_unionist
		}
		add_trait = {
			character = SOV_mikhail_tomsky
			slot = political_advisor
			trait = chair_of_the_unions
		}
	}
}
### Entity: Event
Component: bftb_bulgaria_balkan_federation.9
Constructs: is_triggered_only
Source: game
File: events/BFTB_Bulgaria.txt

Code:
country_event = {
	id = bftb_bulgaria_balkan_federation.9
	title = bftb_bulgaria_balkan_federation.9.t
	desc = bftb_bulgaria_balkan_federation.9.desc
	picture = GFX_report_event_bul_ff_troops_yugoslavia
	is_triggered_only = yes
	option = {
		name = bftb_bulgaria_balkan_federation.9.a
		activate_targeted_decision = {
			target = FROM
			decision = BUL_balkan_federation_military_aid
		}
	}
}
### Entity: National Focus
Tree: cin_focus
Component: CIN_grozny_rifle_factory
Constructs: prerequisite, owns_state, completion_reward, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/chechnya.txt

Code:
focus = {
	id = CIN_grozny_rifle_factory
	icon = GFX_goal_generic_construct_mil_factory
	prerequisite = {
		focus = CIN_kick_start_industry
	}
	available = {
		owns_state = 873
	}
	x = 1
	y = 1
	relative_position_id = CIN_kick_start_industry
	cost = 5
	ai_will_do = {
		factor = 12
	}
	completion_reward = {
		873 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Character
Component: AST_guy_royle
Constructs: has_completed_focus
Source: game
File: common/characters/AST.txt

Code:
AST_guy_royle = {
	name = AST_guy_royle
	portraits = {
		army = {
			small = GFX_portrait_AST_guy_royle_small
		}
	}
	advisor = {
		slot = navy_chief
		idea_token = AST_guy_royle
		allowed = {
			original_tag = AST
		}
		available = {
			has_completed_focus = AST_australian_command
		}
		traits = {
			navy_chief_naval_aviation_2
		}
		cost = 100
		ai_will_do = {
			factor = 1
		}
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_cooperatives_for_intensive_exploitation
Constructs: every_owned_state, prerequisite, limit, completion_reward, is_on_continent, is_controlled_by, add_dynamic_modifier
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_cooperatives_for_intensive_exploitation
	icon = GFX_goal_generic_construction
	prerequisite = {
		focus = ITA_abolish_the_colonies
	}
	x = -1
	y = 2
	relative_position_id = ITA_abolish_the_colonies
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		custom_effect_tooltip = ITA_cooperatives_for_intensive_exploitation_tt
		if = {
			limit = {
				any_owned_state = {
					is_on_continent = africa
					is_controlled_by = ROOT
					state_has_any_resource = yes
				}
			}
			custom_effect_tooltip = generic_current_effects
			every_owned_state = {
				limit = {
					is_on_continent = africa
					is_controlled_by = ROOT
					state_has_any_resource = yes
				}
				add_dynamic_modifier = {
					modifier = ITA_cooperatives_for_intensive_exploitation_dm
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_battlecruiser
Constructs: check_variable, has_tech, any_of
Source: game
File: common/ai_equipment/EAI_navy_battlecruiser_role.txt

Code:
EAI_battlecruiser = {
	category = naval
	roles = {
		naval_capital_bc
	}
	priority = {
		base = 0
		modifier = {
			add = 5000
			check_variable = {
				EAI_FOCUS/NAVY/battlecruiser = global.EAI_ON
			}
		}
	}
	BASIC_BATTLECRUISER = {
		role_icon_index = 1
		priority = {
			base = 0
			modifier = {
				add = 10000
				has_tech = basic_ship_hull_heavy
			}
		}
		target_variant = {
			type = ship_hull_heavy_2
			match_value = 1
			modules = {
				fixed_ship_fire_control_system_slot = {
					any_of = {
						ship_fire_control_system
					}
					upgrade = > current
				}
				fixed_ship_radar_slot = {
					any_of = {
						ship_radar
					}
					upgrade = > current
				}
				fixed_ship_engine_slot = {
					module = heavy_ship_engine_2
					upgrade = current
				}
				fixed_ship_anti_air_slot = {
					any_of = {
						ship_anti_air
					}
					upgrade = > current
				}
				fixed_ship_armor_slot = {
					module = ship_armor_bc_2
					upgrade = current
				}
				fixed_ship_secondaries_slot = {
					any_of = {
						ship_secondaries
					}
					upgrade = > current
				}
				fixed_ship_battery_slot = {
					any_of = {
						ship_heavy_battery
					}
					upgrade = > current
				}
				front_1_custom_slot = {
					any_of = {
						ship_heavy_battery
					}
					upgrade = > current
				}
				mid_1_custom_slot = {
					any_of = {
						ship_heavy_battery
					}
					upgrade = > current
				}
				mid_2_custom_slot = {
					any_of = {
						ship_anti_air
					}
					upgrade = > current
				}
				rear_1_custom_slot = {
					any_of = {
						ship_anti_air
					}
					upgrade = > current
				}
			}
		}
		requirements = {
			module = ship_armor_bc_2
		}
	}
	IMPROVED_BATTLECRUISER = {
		role_icon_index = 1
		priority = {
			base = 0
			modifier = {
				add = 20000
				has_tech = improved_ship_hull_heavy
			}
		}
		target_variant = {
			type = ship_hull_heavy_3
			match_value = 1.1
			modules = {
				fixed_ship_fire_control_system_slot = {
					any_of = {
						ship_fire_control_system
					}
					upgrade = > current
				}
				fixed_ship_radar_slot = {
					any_of = {
						ship_radar
					}
					upgrade = > current
				}
				fixed_ship_engine_slot = {
					module = heavy_ship_engine_3
					upgrade = current
				}
				fixed_ship_anti_air_slot = {
					any_of = {
						ship_anti_air
					}
					upgrade = > current
				}
				fixed_ship_armor_slot = {
					module = ship_armor_bc_2
	
# ... (truncated)
### Entity: National Focus
Tree: afg_focus
Component: AFG_ally_basmachi_remnants
Constructs: prerequisite, limit, completion_reward, every_state, is_core_of, is_claimed_by, is_owned_by, add_claim_by
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_ally_basmachi_remnants
	icon = GFX_focus_generic_befriend_basmachi
	dynamic = yes
	prerequisite = {
		focus = AFG_custail_pashtunwali_primacy
	}
	x = -2
	y = 1
	relative_position_id = AFG_custail_pashtunwali_primacy
	cost = 5
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		every_state = {
			limit = {
				NOT = {
					is_core_of = ROOT
					is_claimed_by = ROOT
					is_owned_by = ROOT
				}
				OR = {
					region = 267 269 268 270 136
				}
			}
			add_claim_by = ROOT
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt available_political_advisor available_political_advisor
		add_manpower = 20000
		show_ideas_tooltip = AFG_korsirmat AFG_junaid_khan
	}
}
### Entity: Character
Component: VLA_spiridon_merkulov
Source: game
File: common/characters/VLA.txt

Code:
VLA_spiridon_merkulov = {
	name = VLA_spiridon_merkulov
	portraits = {
		civilian = {
			large = GFX_portrait_r56_SOV_white_land_3
		}
	}
	country_leader = {
		ideology = stalinism
		expire = 1957.4.11
		id = -1
	}
}
### Entity: Idea
Component: FIN_sami_pathfinders
Constructs: removal_cost, initiative_factor
Source: game
File: common/ideas/finland.txt

Code:
FIN_sami_pathfinders = {
	picture = FIN_sami_pathfinders
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	modifier = {
		winter_attrition_factor = -0.15
		supply_combat_penalties_on_core_factor = -0.1
		initiative_factor = 0.02
		custom_modifier_tooltip = FIN_sami_pathfinders_recon_bonus_tt
	}
}
### Entity: Character
Component: MOR_leon_sultan
Source: game
File: common/characters/MOR.txt

Code:
MOR_leon_sultan = {
	name = Léon Sultan
	portraits = {
		army = {
			large = gfx/leaders/r56_generic/r56_portrait_generic_politician_south_america_1.dds
		}
	}
	country_leader = {
		ideology = leninism
		expire = 1965.1.1.1
		id = -1
		traits = {
			comintern_workhorse
		}
	}
}
### Entity: Trigger Reference
Construct: country_exists
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## country_exists

* Supported Scopes: any
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
check if the specified country exist
```
### Entity: Idea
Component: CZE_free_trade
Constructs: research_speed_factor, industrial_capacity_factory, production_speed_buildings_factor, removal_cost, cancel_if_invalid
Source: game
File: common/ideas/r56_czechoslovakia.txt

Code:
CZE_free_trade = {
	name = free_trade
	picture = free_trade
	allowed = {
		always = no
	}
	visible = {
		always = no
	}
	cost = 150
	removal_cost = -1
	modifier = {
		min_export = 0.6
		industrial_capacity_factory = 0.25
		industrial_capacity_dockyard = 0.25
		production_speed_buildings_factor = 0.25
		research_speed_factor = 0.15
		civilian_intel_to_others = 10.0
		navy_intel_to_others = 10.0
		cic_construction_boost_factor = 0.1
	}
	cancel_if_invalid = no
	ai_will_do = {
		base = 100
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_overseas_loyalties
Constructs: prerequisite, completion_reward, is_subject_of, add_to_variable
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_overseas_loyalties
	icon = GFX_focus_ETH_freedom_at_gunpoint
	prerequisite = {
		focus = AST_british_war_cabinet
	}
	relative_position_id = AST_british_war_cabinet
	x = 2
	y = 1
	cost = 5
	available = {
		is_subject_of = ENG
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		AST_add_or_modify_AST_australian_military_forces_spirit = yes
		add_to_variable = {
			AST_australian_military_forces_spirit_army_non_core_attack_factor = 0.025
			tooltip = army_non_core_attack_factor_tt
		} {
			AST_australian_military_forces_spirit_army_non_core_defence_factor = 0.05
			tooltip = army_non_core_defence_factor_tt
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt AST_expeditionary_leader generic_skip_one_line_tt
		show_unit_leaders_tooltip = AST_horace_robertson
		AST_democratic_votes_decrease_5_effect = yes
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MILITARY_CHARACTER
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_NIC_88
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_NIC_88 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_NIC
			value = 88
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = dockyard
		value = 88
	}
}
### Entity: Event
Component: r56_italy.32
Constructs: is_triggered_only, ai_chance, fire_only_once, declare_war_on, annex_everything
Source: game
File: events/R56_Italy.txt

Code:
country_event = {
	id = r56_italy.32
	title = r56_italy.32.t
	desc = r56_italy.32.d
	picture = GFX_report_event_italian_invasion_of_yugoslavia
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = r56_italy.32.a
		ai_chance = {
			base = 75
		}
		declare_war_on = {
			target = GRE
			type = annex_everything
		}
	} {
		name = r56_italy.32.b
		ai_chance = {
			base = 25
		}
	}
}
### Entity: Event
Component: venezuela.1
Constructs: is_triggered_only, add_war_support, fire_only_once
Source: game
File: events/venezuela.txt

Code:
country_event = {
	id = venezuela.1
	picture = GFX_report_event_generic_riot
	title = venezuela.1.t
	desc = venezuela.1.d
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = venezuela.1.a
		add_war_support = 0.05
		custom_effect_tooltip = VEN_border_war_warning
	}
}