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

Code:
GRE_georgios_kosmidis = {
	name = GRE_georgios_kosmidis
	portraits = {
		civilian = {
			large = GFX_portrait_gre_georgios_kosmidis
		}
	}
	country_leader = {
		ideology = nazism
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: Character
Component: SIC_reckless_commander
Constructs: army_attack_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
SIC_reckless_commander = {
	random = no
	sprite = 13
	army_attack_factor = 0.025
	org_loss_when_moving = -0.05
	army_speed_factor = 0.025
}
### Entity: Character
Component: JAP_masanobu_tsuji
Source: game
File: common/characters/JAP.txt

Code:
JAP_masanobu_tsuji = {
	name = JAP_masanobu_tsuji
	portraits = {
		army = {
			large = GFX_portrait_JAP_masanobu_tsuji
			small = GFX_portrait_JAP_masanobu_tsuji_small
		}
	}
	corps_commander = {
		traits = {
			organizer harsh_leader
		}
		skill = 2
		attack_skill = 2
		defense_skill = 1
		planning_skill = 2
		logistics_skill = 2
		legacy_id = -1
		visible = {

		}
	}
}
### Entity: Idea
Component: valtion_lentokonetehdas
Constructs: research_bonus
Source: game
File: common/ideas/r56_finland.txt

Code:
valtion_lentokonetehdas = {
	allowed = {
		original_tag = FIN
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		light_aircraft_manufacturer
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_into_the_desert
Constructs: prerequisite, completion_reward, is_ally_with, create_wargoal, take_claimed_state
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_into_the_desert
	icon = GFX_focus_generic_attack_saudi_arabia
	prerequisite = {
		focus = ISR_syria_war ISR_seize_lebanon
	}
	x = 1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 1
	}
	bypass = {
		OR = {
			controls_state = 854
			854 = {
				owner = {
					is_ally_with = ISR
				}
			}
		} {
			controls_state = 855
			855 = {
				owner = {
					is_ally_with = ISR
				}
			}
		}
	}
	available = {

	}
	relative_position_id = ISR_syria_war
	will_lead_to_war_with = SAU
	completion_reward = {
		create_wargoal = {
			target = 854
			 = .owner
			type = take_claimed_state
			generator = {
				854
			}
		} {
			target = 855
			 = .owner
			type = take_claimed_state
			generator = {
				855
			}
		}
	}
}
### Entity: Event
Component: PER_imperial_events.71
Constructs: is_triggered_only, add_opinion_modifier, add_political_power
Source: game
File: events/GOE_Persia.txt

Code:
country_event = {
	id = PER_imperial_events.71
	title = PER_imperial_events.71.t
	desc = PER_imperial_events.71.desc
	picture = GFX_report_event_PER_shah_inspection
	is_triggered_only = yes
	option = {
		name = PER_imperial_events.71.a
		PER = {
			add_opinion_modifier = {
				target = GER
				modifier = large_increase
			}
			add_political_power = 75
		}
	}
}
### Entity: Order of Battle
Component: air_wing_137
Source: game
File: history/units/SOV_1939_air_bba.txt

Code:
air_wings = {
	137 = {
		small_plane_cas_airframe_1 = {
			owner = SOV
			amount = 96
			version_name = MBR-2
		}
	}
}
### Entity: Idea
Component: EAI_DD_14/cv_small_plane_naval_bomber_airframe_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_14/cv_small_plane_naval_bomber_airframe_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		cv_small_plane_naval_bomber_airframe = {
			build_cost_ic = -0.14
			instant = yes
		}
	}
}
### Entity: Modding Documentation
Construct: debug_entities
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## debug_entities
* Not available in release build

Toggles Debug entities
### Entity: Event
Component: EST_events.2
Constructs: is_triggered_only, ai_chance, annex_country, create_wargoal, annex_everything
Source: game
File: events/NSB_Estonia.txt

Code:
country_event = {
	id = EST_events.2
	title = EST_events.2.t
	desc = EST_events.2.d
	picture = GFX_report_event_gre_cabinet_meeting
	is_triggered_only = yes
	option = {
		name = EST_events.2.a
		ai_chance = {
			base = 30
		}
		effect_tooltip = {
			FROM = {
				annex_country = {
					target = ROOT
					transfer_troops = yes
				}
			}
			custom_effect_tooltip = GAME_OVER_TT
		}
		hidden_effect = {
			FROM = {
				country_event = EST_events.201
			}
		}
	} {
		name = EST_events.2.b
		ai_chance = {
			base = 0
		}
		effect_tooltip = {
			FROM = {
				create_wargoal = {
					type = annex_everything
					target = ROOT
				}
			}
		}
		hidden_effect = {
			FROM = {
				country_event = EST_events.202
			}
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_civil_war_adopt_soviet_policies
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_soviet_civil_war.txt

Code:
focus = {
	id = SOV_civil_war_adopt_soviet_policies
	icon = GFX_goal_constitution
	prerequisite = {
		focus = SOV_civil_war_in_the_name_of_the_czar
	}
	relative_position_id = SOV_civil_war_in_the_name_of_the_czar
	x = 1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		add_ideas = SOV_adopt_soviet_policies
	}
}
### Entity: National Focus
Tree: gua_focus
Component: GUA_exploit_the_workforce
Constructs: prerequisite, limit, add_ideas, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/guatemala.txt

Code:
focus = {
	id = GUA_exploit_the_workforce
	icon = GFX_focus_CZE_german_puppet
	prerequisite = {
		focus = GUA_concessions_to_the_UFCo GUA_undermine_UFCo_influence
	}
	x = 1
	y = 1
	relative_position_id = GUA_concessions_to_the_UFCo
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				313
			}
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		add_ideas = GUA_exploited_workforce
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Order of Battle
Component: Dali Baoan Ke
Constructs: division_template
Source: game
File: history/units/YUN_1936.txt

Code:
division = {
	name = Dali Baoan Ke
	location = 10346
	division_template = Juntuán
	start_equipment_factor = 0.5
}
### Entity: Character
Component: MET_edith_rogers
Source: game
File: common/characters/MET.txt

Code:
MET_edith_rogers = {
	name = Edith Rogers
	portraits = {
		civilian = {
			large = gfx/leaders/r56_generic/r56_portrait_africa_generic_female_land_1.dds
		}
	}
	gender = female
	country_leader = {
		ideology = liberalism
		expire = 1965.1.1.1
		id = -1
		traits = {
			connected_citizen
		}
	}
}
### Entity: Idea
Component: TUR_balkan_defense_council_spirit
Constructs: removal_cost
Source: game
File: common/ideas/turkey.txt

Code:
TUR_balkan_defense_council_spirit = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_manpower_bonus
	removal_cost = -1
	modifier = {
		army_core_defence_factor = 0.1
	}
}
### Entity: Decision
Component: MAN_war_preparations
Constructs: has_completed_focus, division_template, add_equipment_to_stockpile, has_war, limit, add_ideas, remove_ideas, has_war_with
Source: game
File: common/decisions/MAN_decisions.txt

Code:
MAN_war_preparations = {
	MAN_raise_manchu_banner = {
		available = {
			has_war = yes
		}
		visible = {
			OR = {
				has_completed_focus = MAN_five_people_armies MAN_tsr_five_people_armies
			}
			not = {
				has_country_flag = MAN_manchu_banner_raised
			}
		}
		cost = 25
		ai_will_do = {
			factor = 10
		}
		complete_effect = {
			division_template = {
				name = Manchu Banner
				priority = 1
				is_locked = yes
				division_names_group = MAN_INF_01
				regiments = {
					infantry = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 0
						y = 2
					} {
						x = 0
						y = 3
					} {
						x = 0
						y = 4
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					} {
						x = 1
						y = 2
					} {
						x = 1
						y = 3
					} {
						x = 1
						y = 4
					} {
						x = 2
						y = 0
					} {
						x = 2
						y = 1
					} {
						x = 2
						y = 2
					} {
						x = 2
						y = 3
					} {
						x = 2
						y = 4
					}
				}
				support = {
					artillery = {
						x = 0
						y = 0
					}
				}
			}
			set_country_flag = MAN_manchu_banner_raised
			random_owned_controlled_state = {
				limit = {
					ROOT = {
						has_full_control_of_state = PREV
					}
				}
				prioritize = {
					328
				}
				create_unit = {
					division = name = "Yellow Banner " division_template = "Manchu Banner" start_experience_factor = 0.5
					owner = MAN
				} {
					division = name = "Red Banner " division_template = "Manchu Banner" start_experience_factor = 0.5
					owner = MAN
				} {
					division = name = "White Banner " division_template = "Manchu Banner" start_experience_factor = 0.5
					owner = MAN
				} {
					division = name = "Blue Banner " division_template = "Manchu Banner" start_experience_factor = 0.5
					owner = MAN
				} {
					division = name = "Black Banner " division_template = "Manchu Banner" start_experience_factor = 0.5
					owner = MAN
				}
			}
		}
	}
	MAN_disband_the_banners = {
		available = {

		}
		visible = {
			has_country_flag = MAN_manchu_banner_raised
		}
		cost = 0
		ai_will_do = {
			factor = 1
			modifier = {
				has_war = yes
				factor = 0
			}
		}
		complete_effect = {
			delete_unit_template_and_units = {
				division_template = Manchu Banner
			}
			clr_country_flag = MAN_manchu_banner_raised
		}
	}
	MAN_fund_underground_gun_shops = {
		available = {
			hidden_trigger = {
				OR 
# ... (truncated)
### Entity: Order of Battle
Component: air_wing_613
Source: game
File: history/units/CHI_1936_air_bba.txt

Code:
air_wings = {
	613 = {
		small_plane_airframe_0 = {
			owner = CHI
			amount = 70
			creator = USA
			version_name = P-6
		}
		medium_plane_airframe_1 = {
			owner = CHI
			amount = 9
			creator = USA
			version_name = B-10
		}
	}
}
### Entity: Character
Component: army_guerilla_organizer_2
Constructs: planning_speed
Source: game
File: common/country_leader/00_traits.txt

Code:
army_guerilla_organizer_2 = {
	sprite = 9
	random = no
	planning_speed = 0.04
	dig_in_speed_factor = 0.04
	supply_consumption_factor = -0.04
	out_of_supply_factor = -0.04
	resistance_growth_on_our_occupied_states = 0.1
}
### Entity: Faction
Component: faction_goal_defeat_of_communism
Constructs: limit, has_government, add_political_power, complete_effect, add_faction_power_projection, add_faction_initiative, every_faction_member, has_completed_goal
Source: game
File: common/factions/goals/faction_goals_long_term.txt

Code:
faction_goal_defeat_of_communism = {
	name = defeat_of_communism_goal_name
	description = defeat_of_communism_goal_desc
	group = FOCUS_FILTER_CONSOLIDATION
	category = long_term
	visible = {
		collection_size = {
			input = {
				input = game:scope
				operators = {
					 = faction_members
					limit = {
						has_government = communism
					}
				}
				name = FACTION
			}
			value = < 1
		}
	}
	locked_goal = yes
	available = {

	}
	completed = {
		collection_size = {
			input = {
				input = collection:communist_controlled_states_my_continent
				name = COLLECTION_AMOUNT_OF_COMMUNIST_CONTROLLED_STATES_SAME_CONTINENT
			}
			value = < 1
		}
	}
	complete_effect = {
		add_faction_power_projection = 500
		custom_effect_tooltip = generic_skip_one_line_tt THE_FACTION_LEADER generic_skip_one_line_tt ALL_FACTION_MEMBERS
		add_faction_initiative = 1
		every_faction_member = {
			IF = {
				limit = {
					NOT = {
						has_completed_goal = faction_goal_defeat_of_communism
					}
				}
				add_popularity = {
					ideology = communism
					popularity = -0.15
				}
				add_political_power = 100
			}
		}
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_support_naval_invasions
Constructs: prerequisite, has_war, limit, completion_reward, has_idea, has_tech, add_timed_idea, add_tech_bonus
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_support_naval_invasions
	icon = GFX_focus_generic_naval_invasion
	prerequisite = {
		focus = RAJ_mobilization_of_the_indian_army
	}
	x = -1
	y = 1
	relative_position_id = RAJ_mobilization_of_the_indian_army
	cost = 10
	available = {
		NOT = {
			has_idea = RAJ_mobilization_of_the_indian_army
		}
		has_war = yes
		has_tech = marines
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_timed_idea = {
			idea = RAJ_naval_invasion_support
			days = 365
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_tech_bonus = {
			name = RAJ_support_naval_invasions
			bonus = 0.75
			uses = 2
			category = marine_tech tp_tech
		}
		random_owned_state = {
			limit = {
				is_coastal = yes
				is_fully_controlled_by = ROOT
				naval_base = > 0
				free_building_slots = {
					building = dockyard
					size = > 0
					include_locked = yes
				}
				is_in_array = {
					array = ROOT.owned_states_at_game_start
					value = THIS
				}
			}
			prioritize = {
				431
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			} {
				type = naval_base
				level = 2
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_naval_base = yes
				}
			}
		} {
			limit = {
				is_coastal = yes
				is_fully_controlled_by = ROOT
				naval_base = > 0
				free_building_slots = {
					building = dockyard
					size = > 0
					include_locked = yes
				}
				is_in_array = {
					array = ROOT.owned_states_at_game_start
					value = THIS
				}
			}
			prioritize = {
				430
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			} {
				type = naval_base
				level = 2
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_naval_base = yes
				}
			}
		} {
			limit = {
				is_coastal = yes
				is_fully_controlled_by = ROOT
				naval_base = > 0
				free_building_slots = {
					building = dockyard
					size = > 0
					include_locked = yes
				}
				is_in_array = {
					array = ROOT.owned_states_at_game_start
					value = THIS
				}
			}
			prioritize = {
				429
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				in
# ... (truncated)
### Entity: National Focus
Tree: can_focus
Component: CAN_national_housing_act
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, complete_tooltip, random_state, has_state_flag, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/canada.txt

Code:
focus = {
	id = CAN_national_housing_act
	icon = GFX_goal_generic_construct_civilian
	prerequisite = {
		focus = CAN_rowell_sirois_commission
	} {
		focus = CAN_crown_corporations
	}
	x = 2
	y = 1
	relative_position_id = CAN_rowell_sirois_commission
	cost = 10
	ai_will_do = {
		factor = 75
	}
	available = {

	}
	bypass = {
		custom_trigger_tooltip = {
			tooltip = construction_effort_tt
			all_owned_state = {
				free_building_slots = {
					building = industrial_complex
					size = < 1
					include_locked = yes
				}
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	complete_tooltip = {
		random_state = {
			limit = {
				has_state_flag = CAN_national_housing_act_IC
			}
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		IF = {
			limit = {
				has_country_leader = {
					ruling_only = yes
					character = CAN_mackenzie_king
				}
			}
			add_trait = {
				character = CAN_mackenzie_king
				trait = CAN_father_of_the_canadian_welfare_state
				ideology = liberalism
			}
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
			set_state_flag = CAN_national_housing_act_IC
		}
		IF = {
			limit = {
				has_country_leader = {
					ruling_only = yes
					character = CAN_mackenzie_king
				}
			}
			add_trait = {
				character = CAN_mackenzie_king
				trait = CAN_father_of_the_canadian_welfare_state
				ideology = liberalism
			}
		}
	}
}
### Entity: Shared Focus
Tree: chi_focus
Component: CHI_sea_small_arms_expertise
Constructs: shared_focus, prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/china_shared_TSR.txt

Code:
shared_focus = {
	id = CHI_sea_small_arms_expertise
	icon = GFX_focus_secret_rearmament
	prerequisite = {
		focus = CHI_sea_reach_out_to_france
	}
	x = -2
	y = 1
	relative_position_id = CHI_sea_reach_out_to_france
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		FRA_will_support = yes
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = CHI_small_arms_expertise
			bonus = 1.0
			uses = 1
			category = infantry_weapons
		}
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_Amnesty_for_Political_Prisoners
Constructs: prerequisite, add_stability, completion_reward, add_to_variable, add_popularity
Source: game
File: common/national_focus/r56_denmark.txt

Code:
focus = {
	id = DEN_Amnesty_for_Political_Prisoners
	icon = GFX_goal_cuba_issuing_amnesties
	cost = 5
	ai_will_do = {
		factor = 1
	}
	prerequisite = {
		focus = DEN_Dismantle_the_Unions
	}
	x = 5
	y = 3
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	relative_position_id = DEN_Form_a_Cabinet
	completion_reward = {
		add_stability = 0.05
		add_to_variable = {
			den_lower_equilibrium = 10
			tooltip = den_lower_equilibrium_tooltip
		}
		den_calculate_lower = yes
		add_popularity = {
			ideology = communism
			popularity = 0.03
		} {
			ideology = democratic
			popularity = 0.05
		} {
			ideology = fascism
			popularity = 0.02
		}
	}
}
### Entity: Country History
Country: GEN
Component: GEN_characters
Constructs: recruit_character
Source: game
File: history/countries/GEN - Generalgouvernement.txt

Code:
# Leaders & Characters for GEN
recruit_character = GEN_hans_frank
### Entity: National Focus
Tree: pru_focus
Component: PRU_create_the_infantry_and_cavalry_schools
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_create_the_infantry_and_cavalry_schools
	icon = GFX_goal_generic_army_doctrines
	prerequisite = {
		focus = PRU_andean_warfare
	}
	x = 2
	y = 1
	relative_position_id = PRU_andean_warfare
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		army_experience = 10
		add_doctrine_cost_reduction = {
			name = HUN_army_maneuvers
			cost_reduction = 0.5
			uses = 2
			category = land_doctrine
		}
		PRU_increase_army_10_percent = yes
	}
}
### Entity: Idea
Component: POL_Military_Rearmament
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/r56_poland.txt

Code:
POL_Military_Rearmament = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_production_bonus
	modifier = {
		training_time_army_factor = -0.2
		production_speed_industrial_complex_factor = -0.15
		consumer_goods_factor = 0.06
	}
	equipment_bonus = {
		infantry_equipment = {
			build_cost_ic = -0.2
			instant = yes
		}
	}
}
### Entity: Character
Component: CHI_chu_chia_jen
Constructs: has_completed_focus
Source: game
File: common/characters/CHI.txt

Code:
CHI_chu_chia_jen = {
	name = CHI_chu_chia_jen
	portraits = {
		army = {
			large = GFX_portrait_CHI_chu_chia_jen
		}
	}
	scientist = {
		traits = {
			scientist_trait_helicopter_expert
		}
		skills = {
			specialization_air = 2
		}
		visible = {
			owner = {
				has_completed_focus = CHI_VTOL_experiments
			}
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Template%3ASplit/doc.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
Help
Help talk
Category
Category talk
Beta
Beta talk
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### Entity: National Focus
Tree: per_focus
Component: PER_white_revolution
Constructs: prerequisite, completion_reward, add_timed_idea, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_white_revolution
	icon = GFX_focus_PER_white_revolution
	prerequisite = {
		focus = PER_modernizing_iran
	}
	x = 3
	y = 1
	relative_position_id = PER_modernizing_iran
	cost = 10
	available = {
		num_of_owned_factories = > 15
	}
	ai_will_do = {
		factor = 2
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_timed_idea = {
			idea = PER_white_revolution_idea
			days = 365
		}
		custom_effect_tooltip = CHL_skip_one_line_tt CHL_skip_one_line_tt
		266 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Event
Component: lar_portugal_overseas_provinces.3
Constructs: is_triggered_only, add_stability, add_state_core
Source: game
File: events/LaR_Portugal.txt

Code:
country_event = {
	id = lar_portugal_overseas_provinces.3
	title = lar_portugal_overseas_provinces.3.t
	desc = lar_portugal_overseas_provinces.3.desc
	picture = GFX_report_event_por_estado_novo
	is_triggered_only = yes
	immediate = {

	}
	option = {
		name = lar_portugal_overseas_provinces.3.a
		add_stability = -0.05
		add_state_core = 721
	}
}