Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Decision
Component: CW_united_nations_security_council
Constructs: has_war, limit, every_country, has_war_with, has_country_flag, is_subject, is_in_faction, is_faction_leader
Source: game
File: common/decisions/coldwar.txt

Code:
CW_united_nations_security_council = {
	CW_vote_for_intervention = {
		target_trigger = {
			FROM = {
				has_war = yes
				is_subject = no
				OR = {
					is_in_faction = no
					is_faction_leader = yes
					AND = {
						is_in_faction = yes
						faction_leader = {
							PREV = {
								any_enemy_country = {
									NOT = {
										has_war_with = PREV.PREV
									}
								}
							}
						}
					}
				}
				NOT = {
					has_country_flag = r56_UN_supported
					any_enemy_country = {
						has_country_flag = r56_invited_to_un_security_council
					}
				}
				any_enemy_country = {
					NOT = {
						has_country_flag = r56_UN_supported
					}
					any_country = {
						has_country_flag = r56_invited_to_un_security_council
						NOT = {
							has_war_with = PREV
						}
					}
				}
			}
		}
		available = {
			custom_trigger_tooltip = {
				tooltip = r56_UN_has_already_voted_tt
				meta_trigger = {
					text = {
						NOT = {
							has_country_flag = UN_voted_to_intervene_for_[TARGET]
						}
					}
					TARGET = [FROM.GetTag]
				}
			}
			FROM = {
				any_enemy_country = {
					NOT = {
						has_country_flag = r56_UN_supported
					}
				}
			}
		}
		visible = {
			OR = {
				has_war = no
				check_variable = {
					FROM.r56_UN_support_votes = > 0
				}
			}
		}
		remove_effect = {
			add_to_variable = {
				FROM.r56_UN_support_votes = 1
			}
			meta_effect = {
				text = {
					set_country_flag = UN_voted_to_intervene_for_[TARGET]
				}
				TARGET = [FROM.GetTag]
			}
			if = {
				limit = {
					check_variable = {
						global.un_member_count = FROM.r56_UN_support_votes
					}
				}
				FROM = {
					set_country_flag = r56_UN_supported
				}
				every_country = {
					limit = {
						has_country_flag = r56_invited_to_un_security_council
					}
					meta_effect = {
						text = {
							add_relation_rule_override = {
								target = [SUPPORT_ID]
								can_send_volunteers = yes
							}
						}
						SUPPORT_ID = [FROM.GetTag]
					}
				}
			}
			else = {
				custom_effect_tooltip = if_un_accepted_tt
				effect_tooltip = {
					every_country = {
						limit = {
							has_country_flag = r56_invited_to_un_security_council
						}
						meta_effect = {
							text = {
								add_relation_rule_override = {
									target = [SUPPORT_ID]
									can_send_volunteers = yes
								}
							}
							SUPPORT_ID = [FROM.GetTag]
						}
					}
				}
		
# ... (truncated)
### Entity: National Focus
Tree: mex_focus
Component: MEX_focus_strike_breaking
Constructs: prerequisite, has_war, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/mexico.txt

Code:
focus = {
	id = MEX_focus_strike_breaking
	icon = GFX_focus_CZE_german_puppet
	prerequisite = {
		focus = MEX_focus_liberalize_the_banking_sector
	}
	x = 0
	y = 1
	relative_position_id = MEX_focus_liberalize_the_banking_sector
	cost = 10
	ai_will_do = {
		factor = 100
		modifier = {
			factor = 10
			has_war = yes
		}
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = MEX_strike_breaking
	}
}
### Entity: Technology
Component: tech_maintenance_company3
Constructs: reliability_factor, research_cost
Source: game
File: common/technologies/support.txt

Code:
technology = {
	maintenance_company = {
		reliability_factor = 0.05
		battalion_mult = {
			category = category_all_armor
			equipment_capture_factor = 0.01
			add = yes
			display_as_percentage = yes
		}
	}
	armored_maintenance = {
		reliability_factor = 0.02
		recovery = 0.03
		battalion_mult = {
			category = category_all_armor
			equipment_capture_factor = 0.02
			add = yes
			display_as_percentage = yes
		}
	}
	path = {
		leads_to_tech = tech_maintenance_company4
		research_cost_coeff = 1
	}
	research_cost = 2.0
	start_year = 1942
	folder = {
		name = support_folder
		position = {
			x = 6
			y = @1942
		}
	}
	categories = {
		support_tech maintenance_company_tech
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 1.2
			date = > 1943.1.1
		} {
			factor = 1.2
			date = > 1944.1.1
		} {
			factor = 1.2
			date = > 1945.1.1
		}
	}
}
### Entity: Character
Component: JAP_head_of_the_shinkansen_project
Source: game
File: common/country_leader/00_traits.txt

Code:
JAP_head_of_the_shinkansen_project = {
	random = no
	sprite = 13
	supply_node_range = 0.15
	production_speed_rail_way_factor = 0.2
	production_speed_supply_node_factor = 0.2
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_support_anti-colonialist_resistance
Constructs: prerequisite, limit, completion_reward, set_country_flag, every_state, is_east_african_colony_state, add_to_array
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_support_anti-colonialist_resistance
	icon = GFX_goal_tfv_saf_anti_colonialist_crusade
	prerequisite = {
		focus = ETH_reclaiming_ethiopia ETH_fait_accompli ETH_international_mediation
	}
	x = -3
	y = 1
	relative_position_id = ETH_reclaiming_ethiopia
	cost = 10
	available = {
		all_owned_state = {
			is_controlled_by_ROOT_or_ally = yes
		}
	}
	ai_will_do = {
		base = 1.5
	}
	search_filters = {

	}
	completion_reward = {
		set_country_flag = ETH_anti_colonialism_flag
		custom_effect_tooltip = ETH_support_anti-colonialist_resistance_tt
		hidden_effect = {
			every_state = {
				limit = {
					is_east_african_colony_state = yes
				}
				add_to_array = {
					ETH.african_colonial_states_array = THIS
				}
			}
		}
	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_the_red_tide
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPR_the_red_tide
	available = {

	}
	bypass = {

	}
	prerequisite = {
		focus = SPR_all_must_do_their_part
	}
	icon = GFX_goal_generic_army_artillery
	x = -1
	y = 2
	relative_position_id = SPR_all_must_do_their_part
	cost = 10
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = SPR_class_war_2
			add_idea = SPR_class_war_3
		}
	}
}
### Entity: National Focus
Tree: bra_focus
Component: BRA_establish_psad
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/brazil.txt

Code:
focus = {
	id = BRA_establish_psad
	icon = GFX_focus_generic_improve_the_administration
	prerequisite = {
		focus = BRA_the_polaca
	}
	x = -2
	y = 1
	relative_position_id = BRA_the_polaca
	cost = 5
	ai_will_do = {
		factor = 20
	}
	available = {
		num_of_factories = > 25
	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		add_ideas = BRA_psad_idea
	}
}
### Entity: Event
Component: SEA_china_improvement.4
Constructs: is_triggered_only, limit, add_to_variable, check_variable
Source: game
File: events/SEA_Nat_China.txt

Code:
country_event = {
	id = SEA_china_improvement.4
	is_triggered_only = yes
	hidden = yes
	option = {
		name = SEA_china_improvement.4.a
		custom_effect_tooltip = CHI_modify_corruption_in_the_armed_forces_tt
		add_to_variable = {
			CHI_corruption_in_the_armed_forces_conscription_factor = CHI_corruption_in_the_armed_forces_conscription_factor_improvement
			tooltip = conscription_factor_tt
		}
		IF = {
			limit = {
				check_variable = {
					var = CHI_corruption_in_the_armed_forces_conscription_factor
					value = 0
					compare = less_than
				}
			}
			country_event = {
				id = SEA_china_improvement.4
				months = 6
			}
		}
	}
}
### Entity: National Focus
Tree: ger_focus
Component: GER_establish_the_skijager
Constructs: prerequisite, limit, completion_reward, add_to_variable, has_dlc, add_doctrine_cost_reduction, add_mastery_bonus, add_tech_bonus
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_establish_the_skijager
	icon = GFX_focus_GER_gebirgsjager
	prerequisite = {
		focus = GER_instill_auftragstaktik
	}
	x = 2
	y = 1
	relative_position_id = GER_instill_auftragstaktik
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		GER_modify_army_modifier = yes
		add_to_variable = {
			GER_military_special_forces_cap = 0.05
			tooltip = special_forces_cap_tt
		} {
			GER_military_acclimatization_cold_climate_gain_factor = 0.1
			tooltip = acclimatization_cold_climate_gain_factor_tt
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			custom_effect_tooltip = generic_skip_one_line_tt mountaineer_subdoctrines_default_add_mastery_bonus_effect_tooltip
			add_doctrine_cost_reduction = {
				name = GER_establish_the_skijager
				cost_reduction = 0.25
				uses = 2
				category = special_forces_doctrine
			}
			hidden_effect = {
				add_mastery_bonus = {
					name = GER_establish_the_skijager
					bonus = 0.1
					days = 240
					sub_doctrine = mountaineers_1
				} {
					name = GER_establish_the_skijager
					bonus = 0.1
					days = 240
					sub_doctrine = mountaineers_2
				}
			}
		}
		add_tech_bonus = {
			name = GER_establish_the_skijager
			bonus = 0.5
			uses = 1
			category = mountaineers_tech
		}
	}
}
### Entity: National Focus
Tree: mon_focus
Component: MON_reorganize_homeland_security
Constructs: prerequisite, limit, add_ideas, completion_reward, has_dlc
Source: game
File: common/national_focus/mongolia.txt

Code:
focus = {
	id = MON_reorganize_homeland_security
	icon = GFX_goal_generic_communist_officer
	x = 1
	y = 1
	relative_position_id = MON_appoint_soviet_protege
	cost = 7.2
	prerequisite = {
		focus = MON_appoint_soviet_protege
	}
	ai_will_do = {
		factor = 30
	}
	completion_reward = {
		if = {
			limit = {
				has_dlc = La Resistance
			}
			add_ideas = MON_ministery_of_interior_reorganized_lar
		}
		else = {
			add_ideas = MON_ministery_of_interior_reorganized
		}
		MON_soviet_low_influence_decrease_effect = yes
		MON_jap_medium_influence_decrease_effect = yes
		MON_chi_medium_influence_decrease_effect = yes
	}
	search_filters = {
		FOCUS_FILTER_INFLUENCE_DECREASE
	}
}
### Entity: National Focus
Tree: sau_focus
Component: SAU_army_focus_1
Constructs: completion_reward, add_doctrine_cost_reduction
Source: game
File: common/national_focus/saudi_arabia.txt

Code:
focus = {
	id = SAU_army_focus_1
	icon = GFX_goal_SAU_coa_army
	cost = 5
	ai_will_do = {
		factor = 5
	}
	relative_position_id = SAU_the_unifier
	x = 11
	y = 0
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		army_experience = 20
		add_doctrine_cost_reduction = {
			name = SAU_army_focus_1
			cost_reduction = 0.5
			uses = 1
			category = land_doctrine
		}
	}
}
### Entity: National Focus
Tree: sau_focus
Component: SAU_improve_our_infrastructure
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, add_building_construction, build_railway
Source: game
File: common/national_focus/saudi_arabia.txt

Code:
focus = {
	id = SAU_improve_our_infrastructure
	icon = GFX_focus_generic_road_investment
	cost = 10
	prerequisite = {
		focus = SAU_deal_with_bp
	}
	ai_will_do = {
		factor = 40
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				292
			}
			limit = {
				free_building_slots = {
					building = infrastructure
					size = > 1
				}
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			prioritize = {
				859
			}
			limit = {
				free_building_slots = {
					building = infrastructure
					size = > 1
				}
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		} {
			prioritize = {
				856
			}
			limit = {
				free_building_slots = {
					building = infrastructure
					size = > 1
				}
			}
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		if = {
			limit = {
				controls_province = 12727 5024 12702
			}
			build_railway = {
				level = 1
				path = {
					12727 5024 12702
				}
			}
		} {
			limit = {
				controls_province = 12727 12813 10892 12758
			}
			build_railway = {
				level = 1
				path = {
					12727 12813 10892 12758
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	x = -1
	y = 1
	relative_position_id = SAU_deal_with_bp
}
### Entity: Character
Component: MAD_joseph_ravoahangy
Source: game
File: common/characters/MAD.txt

Code:
MAD_joseph_ravoahangy = {
	name = Joseph Ravoahangy
	portraits = {
		army = {
			large = GFX_portrait_r56_BEL_land_1
		}
	}
	country_leader = {
		ideology = ultranationalism
		expire = 1965.1.1
		id = -5
	}
	corps_commander = {
		traits = {
			politically_connected
		}
		skill = 2
		attack_skill = 3
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 2
		legacy_id = -5
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_aligning_bulgaria
Constructs: prerequisite, has_war_with, completion_reward, is_subject, has_capitulated, is_in_faction_with
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_aligning_bulgaria
	icon = GFX_focus_generic_befriend_bulgaria
	prerequisite = {
		focus = TUR_join_the_central_powers TUR_press_the_austro_hungarian_claim
	}
	x = 0
	y = 2
	relative_position_id = TUR_reclaim_macedonia
	cost = 10
	ai_will_do = {
		base = 10
	}
	available = {
		is_subject = no
	}
	bypass = {
		BUL = {
			OR = {
				exists = no
				has_capitulated = yes
				has_war_with = ROOT
				is_in_faction_with = ROOT
				is_subject = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		BUL = {
			country_event = {
				id = bftb_turkey.97
			}
		}
	}
}
### Entity: Trigger Reference
Construct: divisions_in_border_state
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## divisions_in_border_state

* Supported Scopes: COUNTRY
* Supported Targets: none

```
checks for amount of divisions in specified state owned by current country.
```
### Entity: Idea
Component: FRA_matignon_agreements
Constructs: stability_factor, has_government, industrial_capacity_factory
Source: game
File: common/ideas/france.txt

Code:
FRA_matignon_agreements = {
	picture = generic_production_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		NOT = {
			has_government = fascism
		}
	}
	modifier = {
		industrial_capacity_factory = -0.1
		industrial_capacity_dockyard = -0.1
		stability_factor = 0.1
		consumer_goods_factor = 0.1
	}
}
### Entity: Wiki Documentation
Construct: sp_fast
Source: paradoxwiki
File: documentation/web/paradoxwiki/Console_commands.html

Doc:
sp_fast
|
Skips the prototyping stage and progresses the iteration stage for special projects
|

|
### Entity: National Focus
Tree: ser_focus
Component: SER_production_effort_2
Constructs: prerequisite, limit, completion_reward, complete_tooltip, add_extra_state_shared_building_slots, add_building_construction, random_owned_controlled_state, is_in_home_area
Source: game
File: common/national_focus/serbia.txt

Code:
focus = {
	id = SER_production_effort_2
	icon = GFX_goal_generic_construct_mil_factory
	prerequisite = {
		focus = SER_production_effort
	}
	relative_position_id = SER_production_effort
	x = 1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 4
	}
	bypass = {
		custom_trigger_tooltip = {
			tooltip = production_effort_tt
			all_owned_state = {
				free_building_slots = {
					building = arms_factory
					size = < 1
					include_locked = yes
				}
			}
		}
	}
	complete_tooltip = {
		add_extra_state_shared_building_slots = 2
		add_building_construction = {
			type = arms_factory
			level = 2
			instant_build = yes
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
					include_locked = yes
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								free_building_slots = {
									building = arms_factory
									size = > 0
									include_locked = yes
								}
								is_in_home_area = yes
							}
						}
					}
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: GRE_communist_protests
Constructs: removal_cost, communism_drift
Source: game
File: common/ideas/greece.txt

Code:
GRE_communist_protests = {
	allowed = {
		original_tag = GRE
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_communism_drift_bonus
	removal_cost = -1
	modifier = {
		communism_drift = 0.05
	}
}
### Entity: Event
Component: AST_diplomatic_events.47
Constructs: is_triggered_only, ai_chance, has_government
Source: game
File: events/TAOG_Australia.txt

Code:
country_event = {
	id = AST_diplomatic_events.47
	title = AST_diplomatic_events.47.t
	desc = AST_diplomatic_events.47.desc
	picture = GFX_report_event_ast_parliament_house
	is_triggered_only = yes
	option = {
		name = AST_diplomatic_events.47.a
		ai_chance = {
			base = 1
		}
		diplomatic_relation = {
			country = FROM
			relation = non_aggression_pact
			active = yes
		}
		hidden_effect = {
			FROM = {
				country_event = {
					id = AST_diplomatic_events.48
					hours = 1
				}
			}
		}
	} {
		name = AST_diplomatic_events.47.b
		ai_chance = {
			base = 0
			modifier = {
				ENG = {
					has_government = communism
				}
				add = 3
			}
		}
		hidden_effect = {
			FROM = {
				country_event = {
					id = AST_diplomatic_events.49
					hours = 1
				}
			}
		}
	}
}
### Entity: Idea
Component: BAH_stc
Source: game
File: common/ideas/bahamas.txt

Code:
BAH_stc = {
	picture = generic_political_advisor_african_3
	allowed = {
		original_tag = BAH
	}
	traits = {
		smooth_talking_charmer
	}
}
### Entity: Trigger Reference
Construct: num_of_civilian_factories
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## num_of_civilian_factories

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

```
check amount of civilian factories
```
### Entity: Character
Component: PLU_tem
Source: game
File: common/characters/PLU.txt

Code:
PLU_tem = {
	name = Tem
	portraits = {
		civilian = {
			large = gfx/leaders/r56_generic/r56_portrait_africa_generic_1.dds
		}
	}
	country_leader = {
		ideology = constitutional_monarchy
		traits = {

		}
		expire = 1965.1.1
		id = -1
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_a_modern_navy
Constructs: prerequisite, limit, add_ideas, completion_reward, add_breakthrough_progress, has_dlc, add_tech_bonus
Source: game
File: common/national_focus/greece.txt

Code:
focus = {
	id = GRE_a_modern_navy
	icon = GFX_goal_generic_navy_submarine
	prerequisite = {
		focus = GRE_the_hellenic_navy
	}
	mutually_exclusive = {
		focus = GRE_abandon_the_greek_turkish_naval_treaty
	}
	x = 2
	y = 1
	relative_position_id = GRE_the_hellenic_navy
	cost = 10
	ai_will_do = {
		base = 1
	}
	completion_reward = {
		add_breakthrough_progress = {
			specialization = specialization_naval
			value = 0.25
		}
		IF = {
			limit = {
				has_dlc = Man the Guns
			}
			add_ideas = cruiser_submarine_specialization_mtg
		}
		ELSE = {
			add_ideas = cruiser_submarine_specialization
		}
		add_tech_bonus = {
			name = GRE_a_modern_navy
			bonus = 0.75
			uses = 1
			category = dd_tech
		} {
			name = GRE_a_modern_navy
			bonus = 0.75
			uses = 1
			category = ss_tech
		}
	}
}
### Entity: Idea
Component: MEX_strike_breaking
Constructs: has_government, industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/mexico_mtg_placeholder.txt

Code:
MEX_strike_breaking = {
	name = MEX_strike_breaking
	picture = man_five_year_plan_industry
	allowed = {
		always = no
	}
	removal_cost = -1
	allowed_civil_war = {
		NOT = {
			has_government = communism
		}
	}
	modifier = {
		industrial_capacity_factory = 0.1
	}
}
### Entity: Character
Component: CMR_coi
Source: game
File: common/characters/CMR.txt

Code:
CMR_coi = {
	advisor = {
		slot = political_advisor
		idea_token = CMR_coi
		allowed = {
			original_tag = CMR
		}
		traits = {
			captain_of_industry
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_1
		}
	}
}
### Entity: Unit Template
Component: HUN_CV_IMPERIAL
Constructs: has_cosmetic_tag
Source: game
File: common/units/names_ships/HUN_ship_names.txt

Code:
HUN_CV_IMPERIAL = {
	name = NAME_THEME_IMPERIAL_CARRIERS
	for_countries = {
		AUS CZE CRO HUN
	}
	can_use = {
		has_cosmetic_tag = HUN_EMPIRE
	}
	type = ship
	ship_types = {
		ship_hull_carrier carrier
	}
	prefix = SMS 
	fallback_name = Repülögép-hordozó %d
	unique = {
		Tegetthoff Mars Viribus Unitis Prinz Eugen Szent István Erzherzog Kaiser König Monarch Wien Budapest Zrinyi Radetzky Habsburg Árpád Babenberg Erzherzog Karl Erzherzog Friedrich Erzherzog Franz Ferdinand
	}
}
### Entity: Country History
Country: MYS
Component: MYS_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/MYS - Mysore.txt

Code:
# Politics & Parties for MYS
set_politics = {
	ruling_party = neutrality
	last_election = 1934.2.11
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 20
	communism = 15
	neutrality = 60
	fascism = 5
}
### Entity: Scripted Effect
Component: EAI_PATHFIND_get_neighbors
Constructs: limit, clear_temp_array, check_variable, every_neighbor_state, is_controlled_by, add_to_temp_array, is_in_faction_with, is_puppet_of
Source: game
File: common/scripted_effects/EAI_PATHFINDING_effects.txt

Code:
EAI_PATHFIND_get_neighbors = {
	clear_temp_array = neighbors
	if = {
		limit = {
			check_variable = {
				_pathfind_type = 1
			}
		}
		every_neighbor_state = {
			limit = {
				impassable = no
				is_controlled_by = ROOT
			}
			add_to_temp_array = {
				neighbors = THIS.id
			}
		}
	}
	else_if = {
		limit = {
			check_variable = {
				_pathfind_type = 2
			}
		}
		every_neighbor_state = {
			limit = {
				impassable = no
				CONTROLLER = {
					OR = {
						tag = ROOT
						is_in_faction_with = ROOT
						is_puppet_of = ROOT
						ROOT = {
							is_puppet_of = PREV
						}
					}
				}
			}
			add_to_temp_array = {
				neighbors = THIS.id
			}
		}
	}
	else = {
		every_neighbor_state = {
			limit = {
				impassable = no
				is_controlled_by = ROOT
			}
			add_to_temp_array = {
				neighbors = THIS.id
			}
		}
	}
}
### Entity: Idea
Component: idea_SIA_short_war
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/siam.txt

Code:
idea_SIA_short_war = {
	picture = generic_war_preparation
	allowed_civil_war = {
		always = yes
	}
	allowed = {
		original_tag = SIA
	}
	removal_cost = -1
	modifier = {
		production_factory_efficiency_gain_factor = -0.1
		line_change_production_efficiency_factor = -0.05
		industrial_capacity_factory = 0.15
	}
}
### Entity: Event
Component: AAT_finland_kinship_war.04
Constructs: is_triggered_only, fire_only_once, set_country_flag
Source: game
File: events/AAT_Finland.txt

Code:
country_event = {
	id = AAT_finland_kinship_war.04
	title = AAT_finland_kinship_war.04.t
	desc = AAT_finland_kinship_war.04.desc
	picture = GFX_report_event_FIN_armistice_of_moscow_negotiations
	is_triggered_only = yes
	fire_only_once = yes
	immediate = {
		hidden_effect = {
			set_country_flag = FIN_karelian_rebellion_crushed_flag
		}
	}
	option = {
		name = AAT_finland_kinship_war.04.a
		custom_effect_tooltip = AAT_finland_kinship_war_rebellion_crushed_fin_tt
	}
}