Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: alb_focus
Component: ALB_albania_or_iberia
Constructs: prerequisite, owns_state, has_war_with, completion_reward, is_subject, add_state_claim
Source: game
File: common/national_focus/albania.txt

Code:
focus = {
	id = ALB_albania_or_iberia
	icon = GFX_goal_cuba_attack_nationalist_spain
	available = {
		r56_script_i_am_sane = yes
		is_subject = no
	}
	prerequisite = {
		focus = ALB_the_spirit_of_skanderbeg
	}
	x = 0
	y = 1
	relative_position_id = ALB_the_spirit_of_skanderbeg
	cost = 5
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	ai_will_do = {
		base = 0
		modifier = {
			any_country = {
				OR = {
					owns_state = 165 231
				}
				has_war_with = ROOT
			}
			factor = 1
		}
	}
	completion_reward = {
		add_state_claim = 233 826 231 229 1044 230 165 167 177
	}
}
### Entity: National Focus
Tree: eng_focus
Component: ENG_isolate_the_mediterranean_threat
Constructs: prerequisite, completion_reward, is_subject, is_in_faction_with, is_in_faction
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = ENG_isolate_the_mediterranean_threat
	prerequisite = {
		focus = ENG_reassess_continental_commitments
	}
	available = {
		is_subject = no
		NOT = {
			is_in_faction_with = ITA
		}
	}
	bypass = {
		OR = {
			NOT = {
				country_exists = ITA
			}
			ITA = {
				is_in_faction = yes
				NOT = {
					is_in_faction_with = GER
				}
			}
		}
	}
	icon = GFX_goal_generic_forceful_treaty
	x = 0
	y = 1
	relative_position_id = ENG_reassess_continental_commitments
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		GER = {
			country_event = {
				id = mtg_britain.23
				hours = 6
			}
		}
	}
}
### Entity: National Focus
Tree: usa_focus
Component: USA_us_army_airforce
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_doctrine_cost_reduction
Source: game
File: common/national_focus/usa.txt

Code:
focus = {
	id = USA_us_army_airforce
	icon = GFX_focus_generic_strike_at_democracy1
	x = -1
	y = 4
	prerequisite = {
		focus = USA_TAC
	}
	relative_position_id = USA_air_war_plans_division
	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_RESEARCH
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = USA_us_army_airforce
			uses = 2
			cost_reduction = 0.5
			category = air_doctrine
		}
	}
}
### Entity: Technology
Component: sp_armored_lc_weapon_fire_control_tech
Constructs: has_war, is_major, allow_branch, has_dlc, is_special_project_completed, is_special_project_tech, research_cost
Source: game
File: common/technologies/NSB_armor.txt

Code:
technology = {
	allow_branch = {
		has_dlc = Gotterdammerung
	}
	allow = {
		ROOT = {
			is_special_project_completed = sp:sp_land_land_cruiser
		}
	}
	is_special_project_tech = yes
	land_cruiser = {
		breakthrough = 0.1
		defense = 0.1
	}
	research_cost = 1
	start_year = 1945
	folder = {
		name = nsb_armour_folder
		position = {
			x = 9
			y = @1945
		}
	} {
		name = armour_folder
		position = {
			x = 9
			y = @1945
		}
	}
	show_effect_as_desc = yes
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 2
			is_major = yes
		} {
			has_war = yes
			factor = 2
		} {
			factor = 1.1
			date = > 1944.1.1
		} {
			factor = 1.1
			date = > 1945.1.1
		}
	}
	categories = {
		armor mio_cat_tech_all_armor_and_modules cat_heavy_armor mio_cat_tech_heavy_armor_and_modules
	}
	special_project_specialization = {
		specialization_land
	}
}
### Entity: Idea
Component: advisor_helfrich
Constructs: has_government, is_subject_of
Source: game
File: common/ideas/r56_indonesia.txt

Code:
advisor_helfrich = {
	allowed = {
		original_tag = INS
	}
	available = {
		OR = {
			is_subject_of = HOL
			has_government = democratic
		}
	}
	traits = {
		navy_chief_maneuver_3
	}
}
### Entity: Idea
Component: JAP_naval_faction_tier_3_greater_2
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/japan.txt

Code:
JAP_naval_faction_tier_3_greater_2 = {
	removal_cost = -1
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = yes
	}
	picture = PLACEHOLDER_idea_icon
	modifier = {
		navy_fuel_consumption_factor = -0.075
	}
	equipment_bonus = {
		mio_cat_eq_all_cv_aircraft = {
			build_cost_ic = -0.075
			instant = yes
		}
		mio_cat_eq_all_ships_no_convoys = {
			build_cost_ic = -0.075
			instant = yes
		}
	}
}
### Entity: Event
Component: r56_spying_event.1
Constructs: is_triggered_only
Source: game
File: events/r56_spying_event.txt

Code:
country_event = {
	id = r56_spying_event.1
	title = r56_spying_event.1.t
	desc = r56_spying_event.1.desc
	picture = GFX_military_coup_report
	is_triggered_only = yes
	option = {
		name = r56_spying_event.1.a
	}
}
### Entity: Event
Component: CZE.439
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, add_to_faction
Source: game
File: events/CZE_Czechoslovakia.txt

Code:
country_event = {
	id = CZE.439
	title = CZE.439.t
	desc = CZE.439.d
	picture = GFX_CZKE_benes_churchill_report
	is_triggered_only = yes
	option = {
		name = CZE.439.a
		ai_chance = {
			factor = 1
		}
		add_to_faction = FROM
		FROM = {
			country_event = {
				id = CZE.440
			}
		}
		add_opinion_modifier = {
			target = ENG
			modifier = CZE_seek_accommodation_with_britain
		}
		ENG = {
			add_opinion_modifier = {
				target = ROOT
				modifier = CZE_seek_accommodation_with_britain
			}
		}
	} {
		name = CZE.439.b
		ai_chance = {
			factor = 0
		}
		FROM = {
			country_event = {
				id = CZE.441
			}
		}
	}
}
### Entity: Country History
Country: GUK
Component: GUK_politics
Constructs: set_stability, set_war_support, set_politics, set_popularities
Source: game
File: history/countries/GUK - Green Ukraine.txt

Code:
# Politics & Parties for GUK
set_stability = 0.65
set_war_support = 0.5
set_politics = {
	ruling_party = neutrality
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	neutrality = 80
	democratic = 20
}
### Entity: Idea
Component: CRO_vladimir_kren
Source: game
File: common/ideas/croatia.txt

Code:
CRO_vladimir_kren = {
	ledger = air
	picture = generic_air_europe_1
	allowed = {
		original_tag = CRO
	}
	traits = {
		air_air_superiority_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: YUG_josef_depre
Source: game
File: common/characters/YUG.txt

Code:
YUG_josef_depre = {
	name = YUG_josef_depre
	portraits = {
		army = {
			large = GFX_portrait_yugoslavia_josef_depre
			small = GFX_portrait_YUG_josef_depre_small
		}
	}
	corps_commander = {
		traits = {
			cavalry_officer
		}
		skill = 2
		attack_skill = 2
		defense_skill = 1
		planning_skill = 3
		logistics_skill = 3
		legacy_id = -1
	}
}
### Entity: Character
Component: VOL_acd2
Source: game
File: common/characters/VOL.txt

Code:
VOL_acd2 = {
	advisor = {
		slot = army_chief
		idea_token = VOL_acd2
		allowed = {
			original_tag = VOL
		}
		traits = {
			army_chief_defensive_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_1
		}
	}
}
### Entity: Idea
Component: AUS_deutschsozialer_volksbund
Constructs: stability_factor, has_government, removal_cost
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_deutschsozialer_volksbund = {
	name = AUS_integrate_vf_remnants
	picture = generic_fascism_drift_2
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	modifier = {
		drift_defence_factor = 0.2
		political_power_factor = -0.05
		political_advisor_cost_factor = -0.1
		stability_factor = -0.05
	}
}
### Entity: National Focus
Component: ah_political_correctness
Constructs: prerequisite, limit, add_ideas, remove_ideas, completion_reward, add_political_power, has_idea
Source: game
File: common/national_focus/austro_hungarian_releasable_shared.txt

Code:
focus = {
	id = ah_political_correctness
	icon = GFX_goal_generic_dangerous_deal
	prerequisite = {
		focus = ah_internationalism_focus
	}
	x = 0
	y = 1
	relative_position_id = ah_internationalism_focus
	cost = 10
	ai_will_do = {
		factor = 1
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				has_idea = neutrality_idea
			}
			remove_ideas = neutrality_idea
		}
		add_political_power = 200
		add_ideas = idea_political_correctness
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_seek_british_investment
Constructs: has_completed_focus, prerequisite, has_war_with, completion_reward, add_ideology_drift_based_on_partner, set_country_flag
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_seek_british_investment
	icon = GFX_focus_chi_british_cooperation
	prerequisite = {
		focus = AFG_biding_our_time
	}
	x = 1
	y = 2
	relative_position_id = AFG_biding_our_time
	cost = 10
	ai_will_do = {
		factor = 10
	}
	bypass = {
		OR = {
			ENG = {
				exists = no
			}
			has_war_with = ENG
		}
	}
	available = {
		OR = {
			NOT = {
				has_completed_focus = AFG_placeholder_1
			}
			has_completed_focus = AFG_expel_axis_nationals
		}
		ENG = {
			exists = yes
			NOT = {
				has_war_with = ROOT
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		ENG = {
			country_event = {
				id = AFG_political_events.20
				hours = 1
			}
		} {

		} {
			AFG = {
				custom_effect_tooltip = AFG_foreign_influence_tt
			}
		}
		custom_effect_tooltip = if_they_accept_tt
		event_option_tooltip = AFG_political_events.21.a
		hidden_effect = {
			ENG = {
				add_ideology_drift_based_on_partner = yes
				set_country_flag = AFG_requested_our_aid
			}
		}
	}
}
### Entity: Scripted Trigger
Component: SOV_target_capital_is_on_unlocked_continent_uprisings
Constructs: has_completed_focus, is_on_continent
Source: game
File: common/scripted_triggers/SOV_scripted_triggers.txt

Code:
SOV_target_capital_is_on_unlocked_continent_uprisings = {
	OR = {
		AND = {
			has_completed_focus = SOV_a_global_class_struggle
			FROM = {
				capital_scope = {
					is_on_continent = europe
				}
			}
		} {
			has_completed_focus = SOV_the_onslaught_on_colonialism
			FROM = {
				capital_scope = {
					is_on_continent = africa
				}
			}
		} {
			has_completed_focus = SOV_carry_revolution_east
			FROM = {
				capital_scope = {
					OR = {
						is_on_continent = asia middle_east
					}
				}
			}
		} {
			has_completed_focus = SOV_the_end_of_the_imperialist_era
			FROM = {
				capital_scope = {
					OR = {
						is_on_continent = north_america south_america oceania
					}
				}
			}
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_the_threat_of_the_iron_curtain
Constructs: prerequisite, limit, has_government, is_major, completion_reward, is_in_faction, is_ai, is_historical_focus_on
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_the_threat_of_the_iron_curtain
	icon = GFX_focus_SWE_the_threat_of_the_iron_curtain
	prerequisite = {
		focus = SWE_universal_basic_income SWE_the_cross_we_bear
	}
	mutually_exclusive = {
		focus = SWE_scandinavian_defense_union
	}
	x = 4
	y = 0
	relative_position_id = SWE_scandinavian_defense_union
	cost = 10
	bypass = {
		OR = {
			ROOT = {
				is_in_faction = yes
			}
			hidden_trigger = {
				is_ai = yes
				is_historical_focus_on = yes
			}
			is_subject = yes
		}
	}
	available = {
		any_other_country = {
			is_major = yes
			is_faction_leader = yes
			has_government = ROOT
			NOT = {
				is_in_faction_with = ROOT
			}
		}
	}
	ai_will_do = {
		factor = 10
		modifier = {
			is_historical_focus_on = yes
			factor = 0
		}
	}
	search_filters = {

	}
	completion_reward = {
		every_other_country = {
			limit = {
				is_major = yes
				is_faction_leader = yes
				has_government = ROOT
			}
			country_event = {
				id = AAT_Sweden.23
				hours = 1
			}
		}
	}
}
### Entity: Country History
Country: SEN
Component: SEN_technology
Constructs: set_technology
Source: game
File: history/countries/SEN - Senegal.txt

Code:
# Starting Technologies for SEN
set_technology = {
	infantry_weapons = 1
}
### Entity: Character
Component: NIR_nt
Source: game
File: common/characters/NIR.txt

Code:
NIR_nt = {
	advisor = {
		slot = theorist
		idea_token = NIR_nt
		ledger = navy
		allowed = {
			original_tag = NIR
		}
		traits = {
			naval_theorist
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_navy_europe_3
		}
	}
}
### Entity: Idea
Component: FLA_auguste_baesens
Source: game
File: common/ideas/flanders.txt

Code:
FLA_auguste_baesens = {
	ledger = army
	picture = generic_army_chief_def_western_european_2d
	allowed = {
		OR = {
			original_tag = FLA BEL
		}
	}
	traits = {
		army_artillery_1
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_proclaim_soviet_hegemony
Constructs: prerequisite, add_war_support, completion_reward, add_timed_idea
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_proclaim_soviet_hegemony
	icon = GFX_focus_SOV_proclaim_soviet_hegemony
	prerequisite = {
		focus = SOV_the_enemies_of_the_people
	}
	x = 0
	y = 1
	relative_position_id = SOV_the_enemies_of_the_people
	cost = 10
	available = {
		surrender_progress = < 0.01
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		add_war_support = 0.1
		add_timed_idea = {
			idea = SOV_soviet_hegemony_idea
			days = 730
		}
	}
}
### Entity: Scripted Effect
Component: ITA_add_the_king_of_the_skies_template_production_and_wing
Constructs: create_equipment_variant, add_equipment_production, load_oob
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_add_the_king_of_the_skies_template_production_and_wing = {
	create_equipment_variant = {
		name = Aquila Magna
		type = large_plane_airframe_3
		parent_version = 0
		modules = {
			fixed_main_weapon_slot = large_bomb_bay
			fixed_auxiliary_weapon_slot_1 = large_bomb_bay
			fixed_auxiliary_weapon_slot_2 = large_bomb_bay
			fixed_auxiliary_weapon_slot_3 = torpedo_mounting
			fixed_auxiliary_weapon_slot_4 = torpedo_mounting
			engine_type_slot = engine_4_6x
			special_type_slot_1 = cannon_defense_turret_2x
			special_type_slot_2 = cannon_defense_turret_2x
			special_type_slot_3 = flying_boat_large
			special_type_slot_4 = armor_plate_large
			special_type_slot_5 = self_sealing_fuel_tanks_large
			special_type_slot_6 = fuel_tanks_large
		}
		icon = GFX_ITA_strategic_bomber3_medium
	}
	add_equipment_production = {
		equipment = {
			type = large_plane_airframe_3
			creator = ITA
			version_name = Aquila Magna
		}
		requested_factories = 1
		progress = 0.6
		efficiency = 50
	}
	custom_effect_tooltip = ITA_aquila_magna_tt
	hidden_effect = {
		load_oob = ITA_aquila_magna
	}
}
### Entity: Shared Focus
Component: ARCTIC_encourage_fishing
Constructs: shared_focus, has_completed_focus, prerequisite, add_ideas, completion_reward, is_controlled_by, allow_branch, random_owned_controlled_state
Source: game
File: common/national_focus/r56_arctic_minor_military_shared.txt

Code:
shared_focus = {
	id = ARCTIC_encourage_fishing
	text = NOR_encourage_fishing
	icon = GFX_goal_NOR_fish
	prerequisite = {
		focus = ARCTIC_start_them_young
	}
	relative_position_id = ARCTIC_start_them_young
	x = 3
	y = 1
	cost = 5
	ai_will_do = {
		base = 10
	}
	available = {
		101 = {
			is_controlled_by = ROOT
		}
	}
	allow_branch = {
		original_tag = GRN
		has_completed_focus = ARCTIC_recruit_penguins
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				101
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		add_ideas = NOR_fishing
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Effect Reference
Construct: example
Constructs: example, limit, every_collection_element
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
### General example
```
every_collection_element = {
	input = {
		input = collection_id # This can be a collection name or an inline definition of a collection
		limit = {
			# Trigger - limit effect execution to a subset of elements
		}
	}
	# Effects to be executed
}
```
### Entity: Character
Component: GER_mefo_bills_architect
Source: game
File: common/country_leader/00_traits.txt

Code:
GER_mefo_bills_architect = {
	sprite = 10
	random = no
	production_speed_arms_factory_factor = 0.1
	production_speed_dockyard_factor = 0.1
	consumer_goods_factor = -0.1
}
### Entity: Idea
Component: CUF_chinese_planning
Constructs: has_war_with, removal_cost, planning_speed
Source: game
File: common/ideas/r56_warlord_ideas.txt

Code:
CUF_chinese_planning = {
	picture = chi_war_of_resistance
	removal_cost = -1
	cancel = {
		tag = CUG
		NOT = {
			has_war_with = JAP
		}
	}
	modifier = {
		planning_speed = 0.05
	}
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	targeted_modifier = {
		tag = JAP
		attack_bonus_against = 0.05
	} {
		tag = CUG
		attack_bonus_against = -0.05
		defense_bonus_against = -0.05
	}
}
### Entity: Event
Component: BBA_ethiopia_fascist_events.64
Constructs: is_triggered_only, ai_chance, is_subject_of, set_country_flag
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_fascist_events.64
	title = BBA_ethiopia_fascist_events.64.t
	desc = BBA_ethiopia_fascist_events.64.desc
	picture = GFX_report_event_saf_civil_war
	is_triggered_only = yes
	option = {
		name = BBA_ethiopia_fascist_events.64.a
		ai_chance = {
			base = 10
			modifier = {
				add = -10
				FROM = {
					NOT = {
						is_subject_of = ROOT
					}
				}
			}
		}
		ETH = {
			set_country_flag = ETH_wants_ERI_flag
			country_event = {
				id = BBA_ethiopia_fascist_events.66
				hours = 1
			}
		}
	} {
		name = BBA_ethiopia_fascist_events.64.b
		ai_chance = {
			base = 0
			modifier = {
				add = 10
				FROM = {
					NOT = {
						is_subject_of = ROOT
					}
				}
			}
		}
		ETH = {
			country_event = {
				id = BBA_ethiopia_fascist_events.67
				days = 3
			}
		}
	}
}
### Entity: Character
Component: army_chief_maneuver_3
Source: game
File: common/country_leader/00_traits.txt

Code:
army_chief_maneuver_3 = {
	sprite = 5
	army_speed_factor = 0.15
	experience_gain_army = @chief_experience_gain_high
	command_cap_increase = @tier3_cp_cap_increase
	command_power = @tier3_cp_cost
	ai_will_do = {
		factor = @army_chief_factor_1
		modifier = {
			factor = 0
			command_power = < @tier3_cp_cost
		}
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_shells_and_guns
Constructs: prerequisite, completion_reward, add_doctrine_cost_reduction, add_tech_bonus
Source: game
File: common/national_focus/r56_bulgaria.txt

Code:
focus = {
	id = BUL_shells_and_guns
	icon = GFX_goal_generic_army_artillery
	prerequisite = {
		focus = BUL_expand_artillery_supplies
	} {
		focus = BUL_neverending_artillery_modernization
	}
	relative_position_id = BUL_strength_in_firepower
	x = 0
	y = 2
	cost = 10
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_doctrine_cost_reduction = {
			name = BUL_shells_and_guns
			cost_reduction = 0.5
			uses = 1
			category = cat_superior_firepower
		}
		add_tech_bonus = {
			name = BUL_shells_and_guns
			bonus = 1
			uses = 1
			category = artillery
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Unit Template
Component: SPAN_MOT_02
Source: game
File: common/units/names_divisions/SPAN_names_divisions.txt

Code:
SPAN_MOT_02 = {
	name = Motorized Infantry
	for_countries = {
		ARG COL PRU VEN
	}
	can_use = {
		always = yes
	}
	division_types = {
		motorized
	}
	link_numbering_with = {
		SPAN_INF_02
	}
	fallback_name = %da División de Inf. Motorizada
	ordered = {
		1 = {
			%da División de Inf. Motorizada
		}
		2 = {
			%da División de Inf. Motorizada
		}
		3 = {
			%da División de Inf. Motorizada
		}
		4 = {
			%da División de Inf. Motorizada
		}
		5 = {
			%da División de Inf. Motorizada
		}
		6 = {
			%da División de Inf. Motorizada
		}
		7 = {
			%da División de Inf. Motorizada
		}
		8 = {
			%da División de Inf. Motorizada
		}
		9 = {
			%da División de Inf. Motorizada
		}
		10 = {
			%da División de Inf. Motorizada
		}
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/ARM_2000.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 47
	}
	location = 12441
	division_template = Strelkovaya Diviziya
	start_experience_factor = 0.1
	start_equipment_factor = 0.85
}
### Entity: Event
Component: mtg_britain.92
Constructs: is_triggered_only, ai_chance, limit, has_country_flag, add_opinion_modifier, add_political_power, add_timed_idea, check_variable
Source: game
File: events/MTG_Britain.txt

Code:
country_event = {
	id = mtg_britain.92
	title = mtg_britain.91.t
	desc = mtg_britain.92.d
	picture = GFX_report_event_generic_conference
	is_triggered_only = yes
	option = {
		name = mtg_britain.92.a
		ai_chance = {
			factor = 50
			modifier = {
				factor = 2
				FROM = {
					has_country_flag = ENG_diplomatic_pressure_flag
				}
			} {
				factor = 3
				FROM = {
					has_country_flag = ENG_extensive_diplomatic_pressure_flag
				}
			}
		}
		add_political_power = -25
		add_timed_idea = {
			idea = ENG_imperial_conference_economy_dominion
			days = 365
		}
		add_opinion_modifier = {
			target = FROM
			modifier = ENG_imperial_conference_approved_resolution
		}
		FROM = {
			country_event = {
				id = mtg_britain.93
			}
		}
		ENG = {
			if = {
				limit = {
					NOT = {
						check_variable = {
							var = ENG_imperial_conference_economy_accepted
							value = 1
							compare = greater_than_or_equals
						}
					}
				}
				set_variable = {
					var = ENG_imperial_conference_economy_accepted
					value = 0
				}
			}
			add_to_variable = {
				var = ENG_imperial_conference_economy_accepted
				value = 1
			}
		}
	} {
		name = mtg_britain.92.b
		ai_chance = {
			factor = 50
			modifier = {
				factor = 0.8
				has_opinion = {
					target = ENG
					value = > 0
				}
			} {
				factor = 0.8
				has_opinion = {
					target = ENG
					value = > 25
				}
			} {
				factor = 0.8
				has_opinion = {
					target = ENG
					value = > 50
				}
			} {
				factor = 0.8
				has_opinion = {
					target = ENG
					value = > 75
				}
			}
		}
		FROM = {
			country_event = {
				id = mtg_britain.94
			}
		}
	}
}