Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/TUR_1939.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_1
			creator = TUR
		}
		requested_factories = 1
		progress = 0.11
		efficiency = 100
	}
}
### Entity: Country History
Country: NEP
Component: NEP_misc
Constructs: set_technology, add_political_power, add_dynamic_modifier, add_command_power, complete_national_focus, set_grand_doctrine, complete_special_project
Source: game
File: history/countries/NEP - Nepal.txt

Code:
# Misc for NEP
capital = 323
323 = {
	add_dynamic_modifier = {
		modifier = dense_rural_infrastructure
	}
}
1939.1.1 = {
	add_political_power = 1198
	add_command_power = 100
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort construction_effort_2 production_effort_2 infrastructure_effort industrial_effort construction_effort production_effort
	oob = NEP_1939
	set_technology = {
		gw_artillery = 1
		tech_support = 1
		tech_engineers = 1
		infantry_weapons1 = 1
		support_weapons = 1
		electronic_mechanical_engineering = 1
		radio = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		construction1 = 1
		construction2 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
	}
	set_grand_doctrine = mass_assault new_strategic_destruction
	complete_special_project = {
		project = sp:sp_air_radar
	}
}
### Entity: Event
Component: wtt_ledo_road.1
Constructs: is_triggered_only
Source: game
File: events/WTT_China.txt

Code:
country_event = {
	id = wtt_ledo_road.1
	title = wtt_ledo_road.1.t
	desc = wtt_ledo_road.1.desc
	picture = GFX_report_event_nationalist_china_machinegun_firing
	is_triggered_only = yes
	option = {
		name = wtt_burma_road.1.a
	}
}
### Entity: National Focus
Tree: nor_focus
Component: NOR_appoint_prince_olav_to_army_staff
Constructs: prerequisite, completion_reward, add_corps_commander_role, add_command_power
Source: game
File: common/national_focus/norway.txt

Code:
focus = {
	id = NOR_appoint_prince_olav_to_army_staff
	icon = GFX_goal_generic_army_doctrines
	prerequisite = {
		focus = NOR_the_kingdom_of_norway
	}
	mutually_exclusive = {
		focus = NOR_prince_olav_to_navy_staff
	}
	x = -1
	y = 1
	relative_position_id = NOR_the_kingdom_of_norway
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_MILITARY_CHARACTER FOCUS_FILTER_ARMY_XP
	}
	completion_reward = {
		add_corps_commander_role = {
			character = NOR_prince_olav
			traits = {
				trait_mountaineer winter_specialist media_personality
			}
			skill = 5
			attack_skill = 5
			defense_skill = 3
			planning_skill = 4
			logistics_skill = 4
			legacy_id = -1
		}
		army_experience = 65
		add_command_power = 25
	}
}
### Entity: Modifier Reference
Construct: license_production_speed
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## license_production_speed

* Number with 0 decimal places
* **Categories**: country
### Entity: National Focus
Tree: tib_focus
Component: TIB_rural_infrastructure_development
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, add_tech_bonus, industrial_bonus
Source: game
File: common/national_focus/tibet.txt

Code:
focus = {
	id = TIB_rural_infrastructure_development
	icon = GFX_goal_generic_road
	prerequisite = {
		focus = TIB_drabshi_lekhoung_power_plant
	}
	relative_position_id = TIB_drabshi_lekhoung_power_plant
	x = -1
	y = 1
	cost = 8
	ai_will_do = {
		factor = 7
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				758
			}
			limit = {
				free_building_slots = {
					building = infrastructure
					size = > 0
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			prioritize = {
				601
			}
			limit = {
				free_building_slots = {
					building = infrastructure
					size = > 0
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		add_tech_bonus = {
			name = industrial_bonus
			bonus = 0.75
			uses = 1
			category = construction_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: yug_focus
Component: YUG_coronation
Constructs: has_completed_focus, prerequisite, limit, has_government, add_war_support, add_stability, completion_reward, is_subject
Source: game
File: common/national_focus/yugoslavia.txt

Code:
focus = {
	id = YUG_coronation
	icon = GFX_goal_support_democracy
	prerequisite = {
		focus = YUG_end_the_regency YUG_join_axis
	}
	x = -2
	y = 1
	relative_position_id = YUG_end_the_regency
	cost = 10
	ai_will_do = {
		factor = 40
	}
	available = {
		is_subject = no
		OR = {
			AND = {
				has_country_leader = {
					character = YUG_peter_ii
					ruling_only = yes
				}
				NOT = {
					has_country_leader_with_trait = underage_monarch
				}
			} {
				NOT = {
					has_idea = king_peter_1
				}
				has_country_leader = {
					character = YUG_prince_paul
					ruling_only = yes
				}
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		if = {
			limit = {
				OR = {
					has_idea = king_peter_1
					NOT = {
						has_completed_focus = YUG_western_focus
					}
				}
			}
			set_party_name = {
				ideology = neutrality
				name = YUG_kardocevik
				long_name = YUG_kardocevik
			}
		}
		hidden_effect = {
			country_event = {
				id = DOD_yugoslavia.60
			}
		}
		effect_tooltip = {
			if = {
				limit = {
					has_country_leader = {
						character = YUG_prince_paul
						ruling_only = yes
					}
					NOT = {
						has_idea = king_peter_1
					}
					has_completed_focus = YUG_western_focus
				}
				add_country_leader_role = {
					character = YUG_prince_paul
					country_leader = {
						ideology = fascism_ideology
						traits = {
							collaborator_king
						}
					}
					promote_leader = yes
				}
				set_party_name = {
					ideology = fascism
					name = YUG_kardocevik
					long_name = YUG_kardocevik
				} {
					ideology = neutrality
					name = YUG_peters_loyalists
					long_name = YUG_peters_loyalists
				}
				custom_effect_tooltip = all_subjects_become_fascist_tt
				if = {
					limit = {
						has_government = neutrality
					}
					custom_effect_tooltip = neutral_to_fascist_tt
					set_politics = {
						ruling_party = fascism
					}
				}
			}
			add_stability = 0.1
			add_war_support = 0.2
		}
	}
}
### Entity: Scripted Trigger
Component: GER_occupied_states_level_5
Constructs: check_variable
Source: game
File: common/scripted_triggers/GER_scripted_triggers.txt

Code:
GER_occupied_states_level_5 = {
	check_variable = {
		GER_num_of_occupied_states = > 49
	}
}
### Entity: Event
Component: news.112
Constructs: has_war_with, is_controlled_by, is_owned_by, has_global_flag, set_global_flag
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.112
	title = news.112.t
	desc = news.112.d
	picture = GFX_news_event_052
	major = yes
	trigger = {
		118 = {
			is_controlled_by = GER
		} {
			is_owned_by = ENG
		}
		GER = {
			has_war_with = ENG
		}
		NOT = {
			has_global_flag = fall_of_gibraltar_ger
		}
	}
	immediate = {
		set_global_flag = fall_of_gibraltar_ger
	}
	mean_time_to_happen = {
		days = 2
	}
	option = {
		name = news.145.a
		trigger = {
			NOT = {
				TAG = GER ENG
			}
		}
	} {
		name = news.100.b
		trigger = {
			TAG = GER
		}
	} {
		name = news.100.c
		trigger = {
			TAG = ENG
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_Education_Initiative
Constructs: prerequisite, remove_ideas, completion_reward, add_research_slot, modify_timed_idea
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_Education_Initiative
	icon = GFX_goal_SOV_education_initiative
	prerequisite = {
		focus = SOV_Social_Welfare_old
	}
	x = 4
	y = 1
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	completion_reward = {
		remove_ideas = SOV_poorly_educated_population
		add_research_slot = 1
		modify_timed_idea = {
			idea = SOV_revolutionized_industry_1
			days = 10
		} {
			idea = SOV_revolutionized_industry_2
			days = 10
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Scripted Trigger
Component: EAI_HFTR_aircraft_production
Constructs: has_tech
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_air_triggers.txt

Code:
EAI_HFTR_aircraft_production = {
	OR = {
		has_tech = basic_medium_airframe heavy_fighter1
	}
	EAI_HFTR_tech_focus = yes
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_MIC_27
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_MIC_27 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_MIC
			value = 27
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = arms_factory
		value = 27
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_130
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_130 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 130
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 130
	}
}
### Entity: Event
Component: BBA_switzerland.17
Constructs: is_triggered_only, ai_chance, set_country_flag, set_variable, unlock_decision_tooltip
Source: game
File: events/BBA_Switzerland.txt

Code:
country_event = {
	id = BBA_switzerland.17
	title = BBA_switzerland.17.t
	desc = BBA_switzerland.17.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	immediate = {
		hidden_effect = {

		}
	}
	option = {
		name = BBA_switzerland.17.a
		ai_chance = {
			base = 10
		}
		trigger = {

		}
		set_country_flag = SWI_in_secret_pact_with_allies
		set_variable = {
			SWI_secret_ally = FROM
		}
		unlock_decision_tooltip = {
			decision = SWI_support_secret_ally
		}
		custom_effect_tooltip = SWI_secret_pact_with_allies_TT
	}
}
### Entity: Order of Battle
Component: Circunscripción Occidental
Constructs: division_template
Source: game
File: history/units/SPR_1936.txt

Code:
division = {
	name = Circunscripción Occidental
	location = 9945
	division_template = División de Infantería
	start_experience_factor = 0.1
	start_equipment_factor = 0.8
}
### Entity: Event
Component: r56_usa_deaths.2
Constructs: is_triggered_only, ai_chance, retire_character
Source: game
File: events/r56_usa.txt

Code:
country_event = {
	id = r56_usa_deaths.2
	title = r56_usa_deaths.2.t
	desc = r56_usa_deaths.2.desc
	picture = GFX_report_event_canadian_tank
	is_triggered_only = yes
	option = {
		name = r56_usa_deaths.2.a
		ai_chance = {
			base = 100
		}
		retire_character = USA_malin_craig
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_fight_work_or_perish
Constructs: prerequisite, limit, add_ideas, remove_ideas, completion_reward, cancel_if_invalid, has_idea, swap_ideas
Source: game
File: common/national_focus/australia.txt

Code:
focus = {
	id = AST_fight_work_or_perish
	icon = GFX_goal_generic_propaganda
	prerequisite = {
		focus = AST_civil_construction_corps
	} {
		focus = AST_squash_the_squanderbugs
	}
	x = -3
	y = 4
	relative_position_id = AST_establish_advisory_war_council
	cost = 10
	ai_will_do = {
		factor = 15
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		if = {
			limit = {
				has_idea = AST_great_depression_1
			}
			remove_ideas = AST_great_depression_1
			add_ideas = AST_all_in
		} {
			limit = {
				has_idea = AST_great_depression_2
			}
			remove_ideas = AST_great_depression_2
			add_ideas = AST_all_in
		} {
			limit = {
				has_idea = AST_great_depression_3
			}
			swap_ideas = {
				remove_idea = AST_great_depression_3
				add_idea = AST_all_in
			}
		}
	}
}
### Entity: Character
Component: il_duce_devotion
Constructs: stability_factor, conscription_factor, fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
il_duce_devotion = {
	random = no
	political_power_factor = 0.15
	max_command_power_mult = -0.1
	custom_modifier_tooltip = il_duce_laws_cost_tt
	hidden_modifier = {
		mobilization_laws_cost_factor = -0.15
		trade_laws_cost_factor = -0.15
		economy_cost_factor = -0.15
	}
	stability_factor = 0.1
	drift_defence_factor = 0.15
	conscription_factor = 0.15
	fascism_drift = 0.1
}
### Entity: Character
Component: IRQ_maruf_al_rusafi
Constructs: has_government, has_dlc
Source: game
File: common/characters/IRQ.txt

Code:
IRQ_maruf_al_rusafi = {
	name = IRQ_maruf_al_rusafi
	portraits = {
		army = {
			small = GFX_portrait_IRQ_maruf_al_rusafi_small
		}
	}
	advisor = {
		allowed = {
			has_dlc = Graveyard of Empires
		} {
			original_tag = IRQ
		}
		slot = political_advisor
		idea_token = IRQ_maruf_al_rusafi
		traits = {
			IRQ_poet_of_freedom
		}
		available = {
			NOT = {
				has_government = fascism
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
}
### Entity: AI Strategy
Component: EAI_FIN_build_army
Constructs: is_ai, build_army, force_build_armies
Source: game
File: common/ai_strategy/FIN_EAI.txt

Code:
EAI_FIN_build_army = {
	allowed = {
		tag = FIN
	}
	enable = {
		SOV = {
			is_ai = no
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = build_army
		id = infantry
		value = 100
	} {
		type = force_build_armies
		value = 100
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_secure_a_loyal_cabinet
Constructs: has_completed_focus, limit, add_stability, completion_reward, add_political_power, allow_branch, has_game_rule, cancel_if_invalid
Source: game
File: common/national_focus/lithuania.txt

Code:
focus = {
	id = LIT_secure_a_loyal_cabinet
	icon = GFX_goal_generic_neutrality_focus
	mutually_exclusive = {
		focus = BALTIC_restore_workers_republic
	}
	x = 34
	y = 0
	allow_branch = {
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			NOT = {
				has_completed_focus = BALTIC_restore_workers_republic
			}
		}
	}
	offset = {
		x = -12
		y = 0
		trigger = {
			has_game_rule = {
				rule = obsolete_focus_branches_visibility
				option = HIDE
			}
			has_completed_focus = LIT_secure_a_loyal_cabinet
		}
	}
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_stability = 0.05
		add_political_power = 100
		custom_effect_tooltip = available_political_advisor available_political_advisor
		show_ideas_tooltip = LIT_aleksandras_stulginskis LIT_jonas_staugaitis
		activate_mission_tooltip = LIT_iron_wolf_partisans
		if = {
			limit = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
			}
			mark_focus_tree_layout_dirty = yes
		}
	}
}
### Entity: Event
Component: r56.soviet.5
Constructs: has_completed_focus, has_country_flag, fire_only_once, add_political_power, set_country_flag, add_timed_idea
Source: game
File: events/r56_Soviet.txt

Code:
country_event = {
	id = r56.soviet.5
	title = r56.soviet.5.t
	desc = r56.soviet.5.d
	picture = GFX_CZKE_aussig_report
	fire_only_once = yes
	trigger = {
		original_tag = SOV
		date = > 1937.1.4
		NOT = {
			has_country_flag = SOV_fixed_choo_choo SOV_choo_choo_debuff_4_fired
			has_completed_focus = SOV_improve_railway_network
		}
	}
	option = {
		name = r56.soviet.5.a
		set_country_flag = SOV_choo_choo_debuff_4_fired
		add_political_power = -25
		add_timed_idea = {
			idea = SOV_industry_slow_down
			days = 60
		}
	}
}
### Entity: Character
Component: JAN_grand_admiral_johan_mayen
Source: game
File: common/characters/JAN.txt

Code:
JAN_grand_admiral_johan_mayen = {
	portraits = {
		civilian = {
			large = GFX_portrait_JAN_johan_mayen
		}
		army = {
			large = GFX_portrait_JAN_johan_mayen
		}
		navy = {
			large = GFX_portrait_JAN_johan_mayen
		}
	}
	country_leader = {
		ideology = despotism
		expire = 1965.1.1.1
		traits = {
			JAN_polarizing_leader
		}
		id = -1
	}
	corps_commander = {
		traits = {
			winter_specialist naval_invader
		}
		skill = 5
		attack_skill = 5
		defense_skill = 1
		planning_skill = 3
		logistics_skill = 3
		legacy_id = -1
	}
	navy_leader = {
		traits = {
			ground_pounder ironside
		}
		skill = 5
		attack_skill = 4
		defense_skill = 2
		maneuvering_skill = 4
		coordination_skill = 2
		legacy_id = -1
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_the_second_gorkha_war
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, every_core_state, is_subject_of, has_wargoal_against, create_wargoal
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_the_second_gorkha_war
	icon = GFX_focus_generic_attack_nepal
	prerequisite = {
		focus = RAJ_the_second_duar_war RAJ_bhutanese_protectorate
	}
	x = 1
	y = 1
	relative_position_id = RAJ_the_second_duar_war
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {
		NEP = {
			exists = no
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		NEP = {
			every_core_state = {
				limit = {
					controller = {
						NOT = {
							original_tag = ROOT
						} {
							is_subject_of = ROOT
						}
					}
					NOT = {
						controller = {
							ROOT = {
								has_wargoal_against = {
									target = PREV
								}
							}
						}
					}
				}
				controller = {
					ROOT = {
						create_wargoal = {
							type = puppet_wargoal_focus
							target = PREV
							expire = 0
						}
					}
				}
			}
		}
	}
}
### Entity: Character
Component: SAM_leiataua
Source: game
File: common/characters/SAM.txt

Code:
SAM_leiataua = {
	name = SAM_leiataua
	portraits = {
		civilian = {
			large = GFX_kr_portrait_africa_generic_navy_2
			small = GFX_kr_portrait_africa_generic_navy_2_small
		}
	}
	navy_leader = {
		traits = {
			gunnery_expert
		}
		skill = 2
		attack_skill = 3
		defense_skill = 2
		maneuvering_skill = 2
		coordination_skill = 2
		legacy_id = -1
	}
}
### Entity: Idea
Component: idea_SIA_restoring_order
Constructs: production_speed_buildings_factor, has_dlc, removal_cost
Source: game
File: common/ideas/siam.txt

Code:
idea_SIA_restoring_order = {
	allowed = {
		has_dlc = Thunder at Our Gates
		original_tag = SIA
	}
	picture = generic_central_management
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = -0.2
		industry_free_repair_factor = 0.5
		production_speed_buildings_factor = 0.1
	}
}
### Entity: Country History
Country: PLU
Component: PLU_technology
Constructs: set_technology
Source: game
File: history/countries/PLU - Palau.txt

Code:
# Starting Technologies for PLU
set_technology = {
	infantry_weapons = 1
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_rocket_innovations
Constructs: prerequisite, add_ideas, completion_reward, add_tech_bonus, add_breakthrough_progress
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_rocket_innovations
	icon = GFX_goal_generic_rocket_artillery
	relative_position_id = AUS_doctrine_innovation
	x = -1
	y = 1
	prerequisite = {
		focus = AUS_doctrine_innovation
	}
	cost = 5
	completion_reward = {
		add_tech_bonus = {
			name = AUS_rocket_innovations
			bonus = 1
			uses = 1
			category = rocketry
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_breakthrough_progress = {
			specialization = specialization_air
			value = 0.75
		}
		add_ideas = r56_generic_rocket_idea
	}
}
### Entity: Military Industrial Organization
Component: INS_artillerie_inrichtingen_organization_r56
Constructs: has_completed_focus, limit, has_country_flag, has_dlc
Source: game
File: common/military_industrial_organization/organizations/INS_r56_organization.txt

Code:
INS_artillerie_inrichtingen_organization_r56 = {
	include = generic_artillery_organization
	icon = GFX_idea_artillerie_inrichtingen
	allowed = {
		tag = INS
		has_dlc = Arms Against Tyranny
		NOT = {
			has_dlc = Thunder at Our Gates
		}
	}
	available = {
		owner = {
			controls_state = 335
		}
	}
	visible = {
		owner = {
			if = {
				limit = {
					OR = {
						has_completed_focus = INS_launch_the_revolution INS_the_coup
						AND = {
							has_completed_focus = INS_kebangkitan INS_demand_volksraad_elections
						}
					}
				}
				has_country_flag = INS_nationalize_artillerie_inrichtingen_flag
			}
		}
	}
}
### Entity: Event
Component: mtg_britain.11
Constructs: is_triggered_only, ai_chance, limit, remove_ideas, has_country_flag, add_stability, add_political_power, add_popularity
Source: game
File: events/MTG_Britain.txt

Code:
country_event = {
	id = mtg_britain.11
	title = mtg_britain.11.t
	desc = mtg_britain.11.d
	picture = GFX_report_event_generic_rally_3
	is_triggered_only = yes
	trigger = {
		NOT = {
			has_country_flag = ENG_abdication_crisis_changed_mind
		} {
			has_country_flag = edward_viii_married_wallis_simpson
		}
	}
	option = {
		name = mtg_britain.11.a
		add_popularity = {
			ideology = neutrality
			popularity = -0.02
		}
		add_stability = -0.05
		add_political_power = -25
		hidden_effect = {
			country_event = {
				id = mtg_britain.6
				days = 20
				random_days = 10
			}
		}
		clr_country_flag = ENG_newspapers_in_favor ENG_newspapers_against ENG_prime_minister_tight_leash ENG_parliament_opposition ENG_working_classes_support_marriage
		set_country_flag = ENG_upper_classes_oppose_marriage
	} {
		name = mtg_britain.2.b
		trigger = {
			NOT = {
				has_country_flag = ENG_abdication_crisis_government_fell
			}
		}
		ai_chance = {
			factor = 0
		}
		country_event = {
			id = mtg_britain.14
			days = 40
			random_days = 10
		}
		set_country_flag = ENG_abdication_crisis_changed_mind
		if = {
			limit = {
				has_idea = ENG_support_for_the_king_idea
			}
			remove_ideas = ENG_support_for_the_king_idea
		}
	}
}
### Entity: Idea
Component: SIA_taking_the_fight_underground_r56
Constructs: has_war, removal_cost
Source: game
File: common/ideas/siam_r56.txt

Code:
SIA_taking_the_fight_underground_r56 = {
	allowed_civil_war = {
		original_tag = SIA
	}
	removal_cost = -1
	picture = MEX_politicised_army
	cancel = {
		has_war = no
	}
	modifier = {
		target_sabotage_factor = 0.1
		resistance_damage_to_garrison_on_our_occupied_states = 0.1
		equipment_capture_factor = 0.15
		exiled_government_weekly_manpower = 200
	}
}
### Entity: National Focus
Tree: mal_focus
Component: MAL_the_empire_4
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/malaysia.txt

Code:
focus = {
	id = MAL_the_empire_4
	icon = GFX_goal_MAL_the_council
	ai_will_do = {
		factor = 2
	}
	x = 3
	y = 5
	prerequisite = {
		focus = MAL_the_empire_2 MAL_the_empire_3
	}
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		country_event = {
			id = malaysia.9
		}
		swap_ideas = {
			remove_idea = MAL_government_idea_1_1
			add_idea = MAL_government_idea_1_2
		}
	}
	search_filters = {
		FOCUS_FILTER_STABILITY FOCUS_FILTER_POLITICAL
	}
}
### Entity: Scripted Effect
Component: PER_nasser_moghaddam_operative
Constructs: create_operative_leader
Source: game
File: common/scripted_effects/PER_scripted_effects.txt

Code:
PER_nasser_moghaddam_operative = {
	create_operative_leader = {
		name = Nasser Moghaddam
		GFX = GFX_portrait_arabia_generic_operative_male_2
		traits = {
			operative_linguist operative_escape_artist
		}
		bypass_recruitment = no
		available_to_spy_master = yes
		nationalities = {
			PER FRA ENG
		}
	}
}