Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Name List
Component: BIA
Source: game
File: common/names/00_names.txt

Code:
BIA = {
	male = {
		names = {
			Abidemi Abiodun Abubakar Adebayo Adebowale Adegoke Adisa Akachi Akpofure Alhaji Amadi Ayodele Ayomide Azubuike Babatunde Bitrus Chibueze Chibuzo Chidiebere Chidiegwu Chidubem Chijindum Chikelu Chima Chinedu Chinwe Chinwendu Chioma Cuks Chukwuemeka Dayo Efemena Ejiroghene Ekenedilichukwu Ekwueme Emem Enitan Eseoghene Folami Idowu Ikenna Iniobong Itoro Kayin Kyauta Lekan Ndidi Nkemdilim Obi Oghenekevwe Okafor Okonkwo Okoro Olamide Olanrewaju Olufemi Olufunmilayo Olujimi Olumide Oluwafunmilayo Oluwasegun Oluwaseyi Oluwayemisi Onyekachi Opeyemi Oyibo Udo Uduakobong Umukoro Uzoma
		}
	}
	female = {
		names = {
			Abeni Abiodun Adanna Ade Adebowale Detokunbo Akachi Akuchi Alheri Amara Anuli Ayodele Ayotunde Bosede Chiamaka Chibuike Chichi Chidiebere Chidiegwu Chijindum Chike Chikere Chinedu Chinwe Chinwendu Chinyelu Chioma Dada Ebele Efemena Ejiroghene Ekenedilichukwu Emem Enitan Fadimatu Fumnanya Gbemisola Idowu Ifiok Ime Inyene Kayin Mojisola Ndidi Nkechi Nkemdilim Nkiruka Nnenna Nwanneka Ogechukwukama Oghenekevwe Olamide Olubunmi Olufunke Olufunmilola Oluwakanyinsola Oluwaseun Oluwatoyin Omobolanle Oni Onyekachi Opeyemi Oyibo Temitope Udo Uduakobong Uzoma Yejide
		}
	}
	surnames = {
		Abdullahi Abiola Abioye Abubakar Adeoye Adoti Adebayo Adesina Adeyemi Aduba Agbaje Agrinya Agu Agumanu Akenzua Akerele Akinjide Akintola Akinyemi Akpabio Ali Aliu Amaechi Attah Azebry Azikiwe Baba Babangida Balogun Bankole Bassey Bello Bolaji Chukwu Danjuma Darego Effiong Ejiofor Etienam Eze Ezekwesili Gbadamosi Hassan Ibeh Ibrahim Igbinedion Ikande Imam Iwuchukwu Jaja Kabir Kalu Kazah Konkwo Lawal Mohammed Nenge Njoku Nwankwo Obasanjo Obi Oderasak Odoemene Odusanya Ojukwu Okafor Okeke Okereke Okonkwo Okorie Okoro Okoye Okpara Olanrewaju Olatunji Oni Onyilogwu Oparei Orji Osagie Osahon Oyawale Pepple Popoola Princewill Shehu Tersoo Tinubu Uba Umburter Uthman Voeman
	}
	callsigns = {

	}
}
### Entity: National Focus
Tree: est_focus
Component: EST_unite_our_nations
Constructs: prerequisite, has_government, completion_reward, has_civil_war, is_subject_of, is_subject, is_in_faction_with, is_in_faction
Source: game
File: common/national_focus/estonia.txt

Code:
focus = {
	id = EST_unite_our_nations
	icon = GFX_goal_generic_dangerous_deal
	prerequisite = {
		focus = EST_national_pride_in_finland
	}
	mutually_exclusive = {
		focus = EST_finno_estonian_supremacy_league
	}
	x = 2
	y = 1
	relative_position_id = EST_national_pride_in_finland
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		FIN = {
			has_government = fascism
			has_civil_war = no
			exists = yes
			OR = {
				is_subject_of = ROOT
				is_subject = no
			} {
				is_in_faction_with = ROOT
				is_in_faction = no
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		FIN = {
			country_event = {
				id = EST_events.2
				days = 1
				random_days = 3
			}
		}
		effect_tooltip = {
			custom_effect_tooltip = if_they_accept_tt
			annex_country = {
				target = FIN
				transfer_troops = yes
			}
		}
		hidden_effect = {

		}
	}
}
### Entity: Event
Component: INS_loyalist_events.26
Constructs: is_triggered_only
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_loyalist_events.26
	title = INS_loyalist_events.26.t
	desc = INS_loyalist_events.26.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = INS_loyalist_events.26.a
		indonesia_phillipines_unite_effect = yes
	}
}
### Entity: Character
Component: JAP_chikuhei_nakajima
Constructs: has_government
Source: game
File: common/characters/JAP.txt

Code:
JAP_chikuhei_nakajima = {
	name = JAP_chikuhei_nakajima
	portraits = {
		civilian = {
			small = GFX_portrait_JAP_chikuhei_nakajima_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = JAP_chikuhei_nakajima
		allowed = {
			original_tag = JAP
		}
		visible = {
			NOT = {
				has_government = communism
			}
		}
		available = {
			NOT = {
				has_government = communism
			}
		}
		traits = {
			JAP_nakajima_president
		}
		ai_will_do = {
			base = 1
		}
	}
}
### Entity: Scripted Trigger
Component: ITA_state_is_in_latin_america
Constructs: is_on_continent, is_core_of
Source: game
File: common/scripted_triggers/ITA_scripted_triggers.txt

Code:
ITA_state_is_in_latin_america = {
	OR = {
		is_on_continent = south_america
		is_core_of = MEX
	}
}
### Entity: Character
Component: FIN_pehr_evind_svinhufvud
Source: game
File: common/characters/FIN.txt

Code:
FIN_pehr_evind_svinhufvud = {
	name = FIN_pehr_evind_svinhufvud
	portraits = {
		civilian = {
			large = GFX_portrait_FIN_pehr_evind_svinhufvud
		}
	}
	country_leader = {
		ideology = moderatism
		expire = 1965.1.1.1
		id = -1
		traits = {
			member_of_the_suojeluskunta conservative_nationalist personal_agenda_svinhufvud
		}
	}
}
### Entity: AI Strategy
Component: EAI_DIPLO_lend_lease_to_L01
Constructs: check_variable, send_lend_lease_desire
Source: game
File: common/ai_strategy/EAI_COUNTRY_diplomacy_lend_lease_strategies.txt

Code:
EAI_DIPLO_lend_lease_to_L01 = {
	enable = {
		NOT = {
			check_variable = {
				EAI_lend_lease_targets^1 = 0
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = send_lend_lease_desire
		id = L01
		value = 5000
	} {
		type = support
		id = L01
		value = 5000
	} {
		type = diplo_action_desire
		id = L01
		target = lend_lease
		value = 2000
	}
}
### Entity: Idea
Component: MEX_astimar_pacific
Constructs: has_completed_focus, has_dlc, research_bonus
Source: game
File: common/ideas/mexico.txt

Code:
MEX_astimar_pacific = {
	allowed = {
		original_tag = MEX
		has_dlc = Man the Guns
	}
	available = {
		has_completed_focus = MEX_focus_pacific_coast_naval_yards
	}
	research_bonus = {
		naval_equipment = 0.15
	}
	traits = {
		pacific_fleet_naval_manufacturer
	}
	modifier = {

	}
}
### Entity: Event
Component: bftb_greece.53
Constructs: is_triggered_only, add_equipment_to_stockpile, add_opinion_modifier, add_political_power, add_manpower
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.53
	title = bftb_greece.53.t
	desc = bftb_greece.53.desc
	picture = GFX_report_event_gre_allied_diplomacy_military
	is_triggered_only = yes
	option = {
		name = bftb_greece.53.a
		add_opinion_modifier = {
			target = FROM
			modifier = offered_support
		}
		add_political_power = 50
		add_manpower = 2500
		effect_tooltip = {
			add_equipment_to_stockpile = {
				type = support_equipment
				amount = 150
				producer = GRE
			}
		}
	}
}
### Entity: Order of Battle
Component: Royal New Zealand Navy
Source: game
File: history/units/NZL_1939_naval_legacy.txt

Code:
fleet = {
	name = Royal New Zealand Navy
	naval_base = 4543
	task_force = {
		name = New Zealand Division
		location = 4543
		ship = {
			name = HMNZS Achilles
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = NZL
					version_name = Leander Class
				}
			}
		} {
			name = HMNZS Leander
			definition = light_cruiser
			equipment = {
				light_cruiser_1 = {
					amount = 1
					owner = NZL
					version_name = Leander Class
				}
			}
		}
	}
}
### Entity: Event
Component: KMT_event.84
Constructs: is_triggered_only, limit, every_controlled_state
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = KMT_event.84
	title = KMT_event.84.t
	desc = KMT_event.84.desc
	picture = GFX_report_event_chinese_soldiers
	is_triggered_only = yes
	option = {
		name = KMT_event.84.a
		effect_tooltip = {
			IF = {
				limit = {
					original_tag = JAP
				}
				puppet = HBC
			}
			else = {
				HBC = {
					every_controlled_state = {
						limit = {
							NOT = {
								state = 1118
							}
						}
						transfer_state_to = FROM
					}
				}
			}
		}
	}
}
### Entity: Modding Documentation
Construct: ironman
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## ironman
* Not available in release build

Applies Ironman status to current game.
### Entity: National Focus
Tree: aus_focus
Component: AUS_war_against_guarantors
Constructs: has_completed_focus, prerequisite, limit, completion_reward, allow_branch, has_game_rule, has_guaranteed, has_non_aggression_pact_with
Source: game
File: common/national_focus/austria.txt

Code:
focus = {
	id = AUS_war_against_guarantors
	icon = GFX_focus_generic_strike_at_democracy1
	prerequisite = {
		focus = AUS_tighten_control_of_subjects AUS_take_back_galicia AUS_demand_romanian_lands
	}
	mutually_exclusive = {

	}
	x = 2
	y = 0
	relative_position_id = AUS_reclaim_habsburg
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				OR = {
					has_completed_focus = AUS_the_danubian_federation AUS_hold_elections AUS_austromarxism_focus
				}
			}
		}
	}
	offset = {
		x = -1
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = AUS_totalitarian_safety
		}
	} {
		x = 1
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = AUS_bring_hungary_back_into_the_fold
		}
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		OR = {
			ENG = {
				NOT = {
					has_guaranteed = ROOT
				} {
					has_non_aggression_pact_with = ROOT
				} {
					is_in_faction_with = ROOT
				}
				is_subject = no
			}
			FRA = {
				NOT = {
					has_guaranteed = ROOT
				} {
					has_non_aggression_pact_with = ROOT
				} {
					is_in_faction_with = ROOT
				}
				is_subject = no
			}
			USA = {
				NOT = {
					has_guaranteed = ROOT
				} {
					has_non_aggression_pact_with = ROOT
				} {
					is_in_faction_with = ROOT
				}
				is_subject = no
			}
		}
	}
	bypass = {
		ENG = {
			OR = {
				has_guaranteed = ROOT
				has_non_aggression_pact_with = ROOT
				is_in_faction_with = ROOT
				is_subject = yes
				exists = no
				has_capitulated = yes
			}
		}
		FRA = {
			OR = {
				has_guaranteed = ROOT
				has_non_aggression_pact_with = ROOT
				is_in_faction_with = ROOT
				is_subject = yes
				exists = no
				has_capitulated = yes
			}
		}
		USA = {
			OR = {
				has_guaranteed = ROOT
				has_non_aggression_pact_with = ROOT
				is_in_faction_with = ROOT
				is_subject = yes
				exists = no
				has_capitulated = yes
			}
		}
	}
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				ENG = {
					NOT = {
						has_guaranteed = ROOT
					} {
						has_non_aggression_pact_with = ROOT
					} {
						is_in_faction_with = ROOT
					}
					is_subject = no
				}
			}
			create_wargoal = {
				type = an
# ... (truncated)
### Entity: Modifier Reference
Component: SOV_invaders_must_die
Constructs: disable_strategic_redeployment
Source: game
File: common/dynamic_modifiers/0_dynamic_modifiers.txt

Code:
SOV_invaders_must_die = {
	enable = {
		always = yes
	}
	icon = GFX_modifiers_SOV_invaders_must_die
	compliance_growth = -0.05
	resistance_growth = 0.05
	resistance_target = 0.15
	resistance_decay = -0.3
	state_resources_factor = -0.25
	disable_strategic_redeployment = 1
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_the_liberator_of_country_short
Constructs: prerequisite, limit, completion_reward, add_political_power, has_country_leader_with_trait, has_trait, swap_country_leader_traits
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_the_liberator_of_country_short
	icon = GFX_focus_hol_united_netherlands
	prerequisite = {
		focus = ETH_negusa_nagast
	}
	dynamic = yes
	x = 2
	y = 1
	relative_position_id = ETH_negusa_nagast
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_political_power = 120
		IF = {
			limit = {
				OR = {
					has_country_leader_with_trait = inexperienced_sultan_2 inexperienced_sultan
				}
			}
			ETH_abba_jofir = {
				IF = {
					limit = {
						has_trait = inexperienced_sultan_2
					}
					swap_country_leader_traits = {
						remove = inexperienced_sultan_2
						add = liberator_of_eth_jofir
					}
				}
				ELSE = {
					swap_country_leader_traits = {
						remove = inexperienced_sultan
						add = liberator_of_eth_jofir
					}
				}
			}
		}
		ELSE_IF = {
			limit = {
				OR = {
					has_country_leader_with_trait = crowned_adder_2 crowned_adder
				}
			}
			ETH_haile_selassie_gugsa = {
				IF = {
					limit = {
						has_trait = crowned_adder_2
					}
					swap_country_leader_traits = {
						remove = crowned_adder_2
						add = liberator_of_eth_gugsa
					}
				}
				ELSE = {
					swap_country_leader_traits = {
						remove = crowned_adder
						add = liberator_of_eth_gugsa
					}
				}
			}
		} {
			limit = {
				OR = {
					has_country_leader_with_trait = tainted_ras_2 tainted_ras
				}
			}
			ETH_hailu_tekle_haymanot = {
				IF = {
					limit = {
						has_trait = tainted_ras_2
					}
					swap_country_leader_traits = {
						remove = tainted_ras_2
						add = liberator_of_eth_haymanot
					}
				}
				ELSE = {
					swap_country_leader_traits = {
						remove = tainted_ras
						add = liberator_of_eth_haymanot
					}
				}
			}
		}
	}
}
### Entity: Character
Component: SPR_jose_rovira
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/SPR.txt

Code:
SPR_jose_rovira = {
	name = SPR_jose_rovira
	portraits = {
		army = {
			small = GFX_portrait_SPR_jose_rovira_small
			large = GFX_portrait_SPR_jose_rovira
		}
	}
	advisor = {
		slot = high_command
		idea_token = SPR_jose_rovira
		ledger = army
		allowed = {
			has_dlc = La Resistance
			original_tag = SPR
		}
		visible = {
			NOT = {
				tag = SPA SPB
			}
		}
		available = {
			has_completed_focus = SPR_masters_of_our_own_fate
			NOT = {
				has_completed_focus = SPR_regional_defense_council_of_aragon
			}
			custom_trigger_tooltip = {
				tooltip = SPR_not_nationalist_spain_tt
				NOT = {
					tag = SPA
				}
			}
		}
		traits = {
			army_entrenchment_2
		}
		cost = 100
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_follower_of_islam
Constructs: prerequisite, completion_reward, add_country_leader_trait
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_follower_of_islam
	icon = GFX_focus_TUR_turanist_ambition
	prerequisite = {
		focus = AFG_defending_democracy
	} {
		focus = AFG_seek_american_aid
	}
	x = 2
	y = 1
	relative_position_id = AFG_defending_democracy
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		add_country_leader_trait = {
			trait = AFG_follower_of_islam_trait
		}
	}
}
### Entity: Event
Component: BBA_italy_anti_colonialism_events.103
Constructs: is_triggered_only, ai_chance, is_ai, create_wargoal, take_state_focus
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_anti_colonialism_events.103
	title = BBA_italy_anti_colonialism_events.103.t
	desc = BBA_italy_anti_colonialism_events.103.desc
	picture = GFX_report_event_albanian_partisans
	is_triggered_only = yes
	option = {
		name = BBA_italy_anti_colonialism_events.103.a
		ai_chance = {
			base = 1
		}
	} {
		name = BBA_italy_anti_colonialism_events.103.a
		ai_chance = {
			base = 5
			modifier = {
				add = -4
				FROM = {
					is_ai = no
				}
			}
		}
		create_wargoal = {
			type = take_state_focus
			target = FROM
			generator = {
				44 805
			}
		}
		hidden_effect = {
			country_event = {
				days = 1
				id = bba_news.108
			}
		}
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_develop_venezuelan_armour
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_develop_venezuelan_armour
	icon = GFX_focus_SOV_the_glory_of_the_red_army_alternative
	relative_position_id = VEN_army_motorization
	x = 1
	y = 1
	cost = 10
	prerequisite = {
		focus = VEN_army_motorization
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = VEN_develop_venezuelan_armour
			ahead_reduction = 1
			bonus = 1
			uses = 1
			category = armor
		}
	}
}
### Entity: National Focus
Tree: pak_focus
Component: PAK_Form_the_Air_Force
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/pakistan.txt

Code:
focus = {
	id = PAK_Form_the_Air_Force
	icon = GFX_focus_generic_aircraft_production
	cost = 5
	x = 38
	y = 1
	prerequisite = {
		focus = PAK_Pakistan_Armed_Forces
	}
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		air_experience = 75
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_bring_the_revolution_further
Constructs: prerequisite, limit, completion_reward, is_faction_leader, every_other_country, is_on_continent, is_subject, is_core_of
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_bring_the_revolution_further
	icon = GFX_focus_PHI_war_for_oceania
	prerequisite = {
		focus = CHI_liberate_the_peoples_of_asia
	}
	x = 1
	y = 1
	relative_position_id = CHI_liberate_the_peoples_of_asia
	cost = 10
	available = {
		is_faction_leader = yes
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		custom_effect_tooltip = CHI_bring_the_revolution_further_tt generic_skip_one_line_tt CHI_bring_the_revolution_further_tt_2
		every_other_country = {
			limit = {
				OR = {
					AND = {
						capital_scope = {
							is_on_continent = australia
						}
						is_subject = yes
					}
					any_controlled_state = {
						is_on_continent = australia
						NOT = {
							is_core_of = PREV
						}
					}
				}
				NOT = {
					is_ally_with = ROOT
				}
			}
			ROOT = {
				create_wargoal = {
					type = liberate_wargoal
					target = PREV
				}
			}
		}
		hidden_effect = {
			set_faction_manifest = faction_manifest_chinese_wang_front_expansion_2
		}
	}
}
### Entity: Scripted Effect
Component: ITA_bop_absurdly_high_increase_grandi_side_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_bop_absurdly_high_increase_grandi_side_effect = {
	add_power_balance_value = {
		id = ITA_power_balance
		value = 1
		tooltip_side = ITA_grandi_side
	}
}
### Entity: National Focus
Tree: spa_focus
Component: SPA_defenses_against_strategic_bombing
Constructs: every_owned_state, prerequisite, limit, completion_reward, is_controlled_by, is_core_of, is_in_home_area, add_building_construction
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPA_defenses_against_strategic_bombing
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = SPA_stamp_out_the_maquis
	}
	icon = GFX_focus_generic_air_defense
	x = 0
	y = 1
	relative_position_id = SPA_stamp_out_the_maquis
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		every_owned_state = {
			limit = {
				is_controlled_by = ROOT
				is_core_of = ROOT
				is_in_home_area = yes
			}
			add_building_construction = {
				type = anti_air_building
				level = 1
				instant_build = yes
			}
		}
		171 = {
			add_building_construction = {
				type = air_base
				level = 1
				instant_build = yes
			}
		}
		792 = {
			add_building_construction = {
				type = air_base
				level = 1
				instant_build = yes
			}
		}
		41 = {
			add_building_construction = {
				type = air_base
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Character
Component: likes_mexico
Source: game
File: common/country_leader/00_traits.txt

Code:
likes_mexico = {
	random = no
	ai_strategy = {
		type = alliance
		id = MEX
		value = 300
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: hol_focus
Component: HOL_antilles_defenses
Constructs: prerequisite, completion_reward, has_full_control_of_state, add_building_construction
Source: game
File: common/national_focus/netherlands.txt

Code:
focus = {
	id = HOL_antilles_defenses
	available = {
		has_full_control_of_state = 695
	}
	prerequisite = {
		focus = HOL_expand_curacao_oil_refineries
	}
	icon = GFX_goal_generic_construct_military
	x = 2
	y = 2
	relative_position_id = HOL_expand_curacao_oil_refineries
	cost = 5
	available_if_capitulated = yes
	completion_reward = {
		695 = {
			add_building_construction = {
				type = coastal_bunker
				level = 3
				province = 153
				instant_build = yes
			} {
				type = anti_air_building
				level = 2
				instant_build = yes
			} {
				type = air_base
				level = 2
				instant_build = yes
			} {
				type = naval_base
				level = 2
				province = 153
				instant_build = yes
			}
		}
	}
}
### Entity: Event
Component: r56_afghanistan.43
Constructs: is_triggered_only, limit, has_country_flag, random_list, set_country_flag, clr_country_flag, add_popularity
Source: game
File: events/r56_afghanistan.txt

Code:
country_event = {
	id = r56_afghanistan.43
	picture = GFX_report_event_worker_protests
	title = r56_afghanistan.43.t
	desc = r56_afghanistan.43.d
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			random_list = {
				40 = {

				}
				60 = {
					AFG_pahlavi_attitude_anger_effect = yes
					set_country_flag = AFG_pahlavi_anger_flag
				}
			}
		}
	}
	option = {
		name = r56_afghanistan.43.a
		if = {
			limit = {
				has_country_flag = AFG_pahlavi_anger_flag
			}
			custom_effect_tooltip = AFG_pahlavi_attitude_anger_effect_tt
			clr_country_flag = AFG_pahlavi_anger_flag
		}
		PER = {
			add_popularity = {
				ideology = communism
				popularity = 0.02
			}
		}
	}
}