Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: low.1
Constructs: is_triggered_only
Source: game
File: events/LowCountries.txt

Code:
country_event = {
	id = low.1
	title = low.1.t
	desc = low.1.d
	is_triggered_only = yes
	option = {
		name = low.1.a
	}
}
### Entity: Event
Component: peru.65
Constructs: ai_chance, has_government, has_country_flag, add_stability, fire_only_once, has_civil_war, is_historical_focus_on, set_politics
Source: game
File: events/r56_peru.txt

Code:
country_event = {
	id = peru.65
	title = peru.65.t
	desc = peru.65.d
	picture = GFX_report_event_PRU_elections_1936
	fire_only_once = yes
	trigger = {
		original_tag = PRU
		date = > 1945.3.1
		has_civil_war = no
		exists = yes
		PRU = {
			has_country_flag = PRU_election_1945
			NOT = {
				OR = {
					has_government = fascism communism
				}
			}
		}
	}
	option = {
		name = peru.27.b
		ai_chance = {
			base = 1
			modifier = {
				factor = 100
				is_historical_focus_on = yes
			}
		}
		set_politics = {
			ruling_party = democratic
		}
		add_country_leader_role = {
			character = PRU_bustamante_y_rivero_presidente
			promote_leader = yes
			country_leader = {
				ideology = centrism_democratic
				expire = 1943.1.1.12
				traits = {
					democratic_socialist
				}
			}
		}
		add_stability = 0.01
		set_party_name = {
			ideology = democratic
			long_name = PRU_democratic_party_long_6
			name = PRU_democratic_party_6
		}
		add_popularity = {
			ideology = democratic
			popularity = 0.08
		}
	} {
		name = peru.27.a
		ai_chance = {
			base = 1
		}
		add_popularity = {
			ideology = neutrality
			popularity = 0.1
		}
		set_politics = {
			ruling_party = neutrality
		}
		set_party_name = {
			ideology = neutrality
			long_name = Frente Patriotico
			name = FP
		}
		add_country_leader_role = {
			character = PRU_eloy_ureta_montehermoso
			promote_leader = yes
			country_leader = {
				ideology = despotism
				expire = 1945.1.1.12
				traits = {
					staunch_constitutionalist PRU_peruvian_marshal
				}
			}
		}
		retire_character = PRU_gobierno_provicional PRU_oscar_benavides
	}
}
### Entity: Military Industrial Organization
Component: USA_detroit_arsenal_organization
Constructs: has_completed_focus, limit, has_war_with, equipment_bonus, build_cost_ic, production_bonus, add_trait, is_hired_as_advisor
Source: game
File: common/military_industrial_organization/organizations/USA_organization.txt

Code:
USA_detroit_arsenal_organization = {
	name = detroit_arsenal
	include = generic_tank_organization
	icon = GFX_idea_generic_industrial_concern_1
	allowed = {
		OR = {
			tag = USA
			PHI_SEA = yes
		}
	}
	available = {
		IF = {
			limit = {
				FROM = {
					NOT = {
						original_tag = USA
					}
				}
			}
			FROM = {
				NOT = {
					has_war_with = USA
				}
			}
		} {
			limit = {
				FROM = {
					original_tag = USA
				}
			}
			FROM = {
				has_completed_focus = USA_main_battle_tanks
			}
		} {
			limit = {
				FROM = {
					original_tag = PHI
				}
			}
			USA = {
				has_completed_focus = USA_main_battle_tanks
			}
		}
		if = {
			limit = {
				FROM = {
					original_tag = PHI
				}
			}
			if = {
				limit = {
					FROM = {
						has_completed_focus = PHI_declare_military_emergency
					}
				}
				FROM = {
					has_completed_focus = PHI_declare_military_emergency
				}
			}
			else = {
				FROM = {
					has_completed_focus = PHI_align_with_the_usa
				}
			}
		}
	}
	initial_trait = {
		name = USA_mio_trait_dedicated_tank_factory
		equipment_bonus = {
			armor_value = -0.05
			defense = -0.05
			build_cost_ic = -0.02
		}
		production_bonus = {
			production_efficiency_gain_factor = 0.1
		}
	}
	add_trait = {
		token = USA_mio_trait_arsenal_of_democracy
		name = USA_mio_trait_arsenal_of_democracy
		icon = GFX_generic_mio_department_icon_tank_medium_tank_line_efficiency
		special_trait_background = yes
		visible = {
			FROM = {
				original_tag = USA
			}
		}
		position = {
			x = -1
			y = 1
		}
		relative_position_id = generic_mio_trait_standardized_components
		all_parents = {
			generic_mio_trait_standardized_components
		}
		production_bonus = {
			production_efficiency_cap_factor = 0.1
		}
	} {
		token = PHI_mio_trait_ethanol_fuel_adaptations
		name = PHI_mio_trait_ethanol_fuel_adaptations
		icon = GFX_generic_mio_trait_icon_fuel_consumption
		special_trait_background = yes
		position = {
			x = 9
			y = 0
		}
		visible = {
			FROM = {
				original_tag = PHI
			}
		}
		available = {

		}
		on_complete = {

		}
		equipment_bonus = {
			fuel_consumption = -0.05
		}
		ai_will_do = {
			base = 2
		}
	} {
		token = PHI_mio_trait_coconut_fuel_adaptations
		name = PHI_mio_trait_coconut_fuel_adaptations
		icon = GFX_generic_mio_trait_icon_fuel_consumption
		special_trait_background = yes
		position = {
			x = 0
			y = 1
		}
		visible = {
			FROM = {
				
# ... (truncated)
### Entity: Event
Component: austria.128
Constructs: is_triggered_only, ai_chance, limit, add_ideas, has_country_flag, add_political_power, swap_ideas, remove_idea
Source: game
File: events/Austria.txt

Code:
country_event = {
	id = austria.128
	title = austria.128.t
	desc = austria.128.d
	is_triggered_only = yes
	picture = GFX_report_event_AUS_schuschnigg
	option = {
		name = austria.128.a
		custom_effect_tooltip = AUS_higher_chance_accept_anschluss
		add_political_power = -10
		AUS = {
			country_event = austria.129
			effect_tooltip = {
				swap_ideas = {
					remove_idea = AUS_thousand_mark_ban
					add_idea = AUS_july_agreement
				}
				if = {
					limit = {
						NOT = {
							has_global_flag = AUS_civil_war_triggered
							has_country_flag = AUS_nazis_crushed
						}
					}
					AUS_bundeslaender_nazis_up_random = yes
				}
				add_ideas = AUS_guido_schmidt
				AUS_guido_schmidt = {
					set_can_be_fired_in_advisor_role = {
						value = no
					}
				}
			}
		}
	} {
		ai_chance = {
			base = 0
		}
		name = austria.128.b
		AUS = {
			country_event = austria.130
		}
	}
}
### Entity: Country History
Country: ZAN
Component: ZAN_technology
Constructs: set_technology
Source: game
File: history/countries/ZAN - Zanzibar.txt

Code:
# Starting Technologies for ZAN
set_technology = {
	infantry_weapons = 1 1
	etax_doctrine = 1
	camo = 1
}
### Entity: Idea
Component: BAS_acd2
Source: game
File: common/ideas/british_antilles.txt

Code:
BAS_acd2 = {
	picture = generic_army_african_1
	allowed = {
		original_tag = BAS
	}
	traits = {
		army_chief_defensive_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_georgian_manganese_extraction
Constructs: prerequisite, limit, every_country, owns_state, completion_reward
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_georgian_manganese_extraction
	icon = {
		GFX_focus_generic_steel = {
			SOV = {
				NOT = {
					controls_state = 231
				}
			}
		}
		GFX_focus_chi_mission_to_the_soviet_union = yes
	}
	prerequisite = {
		focus = TUR_halk_ve_devlet
	}
	x = -2
	y = 1
	relative_position_id = TUR_halk_ve_devlet
	cost = 10
	ai_will_do = {
		base = 10
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		every_country = {
			limit = {
				controls_state = 231
				owns_state = 231
			}
			country_event = {
				id = bftb_turkey.38
			}
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_the_bloc_of_rights_and_trotskyites
Constructs: has_completed_focus, prerequisite, limit, has_country_flag, completion_reward, add_political_power, set_country_flag, clr_country_flag
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_the_bloc_of_rights_and_trotskyites
	icon = GFX_focus_SOV_purge_bukharinists
	prerequisite = {
		focus = SOV_the_military_conspiracy
	}
	x = 0
	y = 1
	relative_position_id = SOV_the_military_conspiracy
	cost = 10
	available = {
		has_country_flag = {
			flag = SOV_trial_of_the_generals_flag
			days = > 175
		}
		custom_trigger_tooltip = {
			tooltip = SOV_last_purge_focus_days_rights_tt
			has_country_flag = {
				flag = SOV_trial_of_the_generals_flag
				days = > 175
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_SOV_POLITICAL_PARANOIA
	}
	select_effect = {
		set_country_flag = SOV_paranoia_do_not_cancel_focus_flag
	}
	completion_reward = {
		clr_country_flag = SOV_paranoia_do_not_cancel_focus_flag
		set_country_flag = {
			flag = SOV_paranoia_random_purge_cooldown_from_focus_flag
			days = 15
		} SOV_third_moscow_trial_flag
		add_political_power = 25
		if = {
			limit = {
				has_character = SOV_nikolay_bukharin
			}
			SOV_nikolay_bukharin = {
				set_character_flag = SOV_targeted_for_purge_flag
			}
		} {
			limit = {
				has_character = SOV_aleksey_rykov
			}
			SOV_aleksey_rykov = {
				set_character_flag = SOV_targeted_for_purge_flag
			}
		} {
			limit = {
				has_character = SOV_mikhail_tomsky
			}
			SOV_mikhail_tomsky = {
				set_character_flag = SOV_targeted_for_purge_flag
			}
		} {
			limit = {
				has_character = SOV_maksim_litvinov
			}
			SOV_maksim_litvinov = {
				set_character_flag = SOV_targeted_for_purge_flag
			}
		} {
			limit = {
				NOT = {
					has_completed_focus = SOV_lessons_of_war
				}
			}
			custom_effect_tooltip = modify_the_red_army_tt
			add_to_variable = {
				SOV_the_red_army_mastery_loss_factor = -0.05
				tooltip = land_mastery_gain_factor_tt
			}
			set_variable = {
				SOV_the_red_army_mastery_loss_factor_inverted = SOV_the_red_army_mastery_loss_factor
			}
			multiply_variable = {
				SOV_the_red_army_mastery_loss_factor_inverted = -1
			}
		}
		else = {
			SOV_add_random_character_to_purge_targets_effect = yes
		} {
			SOV_add_random_character_to_purge_targets_effect = yes
		} {
			SOV_add_random_character_to_purge_targets_effect = yes
		} {
			SOV_add_random_character_to_purge_targets_effect = yes
		}
		custom_effect_tooltip = SOV_will_trigger_a_great_purge_tt SOV_trigger_third_moscow_trial_tt newline_tt
		hidden_effect = {
			set_country_flag = SOV_purge_event_unavoidabl
# ... (truncated)
### Entity: National Focus
Tree: rut_focus
Component: RUT_bomber_focus
Constructs: prerequisite, completion_reward, add_tech_bonus, bomber_bonus
Source: game
File: common/national_focus/ruthenia.txt

Code:
focus = {
	id = RUT_bomber_focus
	icon = GFX_goal_generic_air_bomber
	prerequisite = {
		focus = RUT_offensive_bombing_strategy RUT_compromised_approach
	}
	relative_position_id = RUT_offensive_bombing_strategy
	x = -1
	y = 1
	cost = 10
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = bomber_bonus
			bonus = 1
			uses = 1
			technology = strategic_bomber1 strategic_bomber2 strategic_bomber3
			category = tactical_bomber
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: close_combat_navy_spirit
Constructs: has_doctrine, has_dlc
Source: game
File: common/ideas/navy_spirits.txt

Code:
close_combat_navy_spirit = {
	ledger = navy
	available = {
		has_doctrine = new_convoy_raiding
	}
	modifier = {
		navy_screen_attack_factor = 0.05
		naval_torpedo_screen_penetration_factor = 0.05
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			NOT = {
				has_dlc = No Step Back
			}
		} {
			factor = 2
			OR = {
				has_doctrine = patrol_boats support_integrated_operations convoy_escort
			}
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_REF_35
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_REF_35 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_REF
			value = 35
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = synthetic_refinery
		value = 35
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_abu_suweir_air_base
Constructs: prerequisite, completion_reward, has_full_control_of_state, random_owned_controlled_state, add_building_construction
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_abu_suweir_air_base
	icon = GFX_goal_generic_airport
	relative_position_id = EGY_reestablish_control_of_the_EAAF
	x = -1
	y = 1
	cost = 5
	prerequisite = {
		focus = EGY_reestablish_control_of_the_EAAF
	}
	available = {
		has_full_control_of_state = 447 456
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				447
			}
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			}
		} {
			prioritize = {
				456
			}
			add_building_construction = {
				type = air_base
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_the_seven_year_plan
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/r56_persia.txt

Code:
focus = {
	id = PER_the_seven_year_plan
	icon = GFX_goal_generic_construct_infrastructure
	prerequisite = {
		focus = PER_empower_the_shah PER_reform_the_administration_cw
	}
	available = {

	}
	x = -3
	y = 1
	relative_position_id = PER_empower_the_shah
	cost = 5
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		country_event = cold_war.49
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_continue_with_snejdareks_plan_dynamic
Constructs: has_completed_focus, prerequisite, limit, completion_reward, is_controlled_by, add_mastery_bonus, add_to_variable, swap_ideas
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_continue_with_snejdareks_plan_dynamic
	icon = GFX_goal_generic_defence
	prerequisite = {
		focus = CZE_elevate_the_vsv
	}
	mutually_exclusive = {
		focus = CZE_go_with_vojcechovskys_plan_dynamic
	}
	relative_position_id = CZE_elevate_the_vsv
	x = -1
	y = 2
	dynamic = yes
	cost = 5
	ai_will_do = {
		factor = 4
	}
	available = {
		any_core_state = {
			is_controlled_by = ROOT
		}
	}
	completion_reward = {
		add_mastery_bonus = {
			name = CZE_continue_with_snejdareks_plan_no_snejdareks
			bonus = 0.1
			days = 365
			sub_doctrine = defensive_postures
		}
		custom_effect_tooltip = generic_skip_one_line_tt CZE_ceskoslovenska_armada_ns_intro_tt generic_skip_one_line_tt
		add_to_variable = {
			CZE_ceskoslovenska_armada_recon_factor_while_entrenched = 0.05
			tooltip = recon_factor_while_entrenched_tt
		} {
			CZE_ceskoslovenska_armada_max_dig_in_factor = 0.05
			tooltip = max_dig_in_factor_tt
		}
		effect_tooltip = {
			swap_ideas = {
				remove_idea = CZE_elevate_the_vsv_idea_1
				add_idea = CZE_elevate_the_vsv_idea_2
			}
		}
		hidden_effect = {
			CZE_vsv_idea_go_up = yes
		}
		if = {
			limit = {
				has_completed_focus = CZE_contact_the_czech_and_slovak_legion CZE_fight_over_silesia
			}
			if = {
				limit = {
					has_character = CZE_josef_shnejdarek
					CZE_josef_shnejdarek = {
						NOT = {
							has_trait = organizer
						}
					}
				}
				CZE_josef_shnejdarek = {
					add_trait = {
						trait = organizer
					}
				}
			}
		}
		else = {
			hidden_effect = {
				if = {
					limit = {
						has_character = CZE_josef_shnejdarek
						CZE_josef_shnejdarek = {
							NOT = {
								has_trait = organizer
							}
						}
					}
					CZE_josef_shnejdarek = {
						add_trait = {
							trait = organizer
						}
					}
				}
			}
		}
		every_army_leader = {
			add_defense = 1
		}
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_CHARACTER FOCUS_FILTER_HISTORICAL
	}
}
### Entity: Scripted Effect
Component: EAI_PR_STRATEGIES_aa_cannon_module
Constructs: limit, is_major, set_temp_variable
Source: game
File: common/scripted_effects/EAI_RESEARCH_PRIORITY_TREE_air.txt

Code:
EAI_PR_STRATEGIES_aa_cannon_module = {
	if = {
		limit = {
			EAI_aa_cannon_MODULE_FOCUS = yes
			is_major = yes
		}
		set_temp_variable = {
			prio_cat = @PR_aa_cannon_module
		}
		if = {
			limit = {
				set_temp_variable = {
					_prio_tech = token:aa_cannon_1
				} {
					_prio_val = prio_cat
				}
				date = > 1939.1.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:aa_cannon_2
				} {
					_prio_val = prio_cat
				}
				always = no
				date = > 1943.1.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		} {
			limit = {
				set_temp_variable = {
					_prio_tech = token:aa_cannon_3
				} {
					_prio_val = prio_cat
				}
				date = > 1945.1.1
			}
			EAI_PR_add_to_priority_research_queue = yes
		}
	}
}
### Entity: National Focus
Tree: pal_focus
Component: PAL_jizya
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/palestine.txt

Code:
focus = {
	id = PAL_jizya
	icon = GFX_goal_PAL_jizya
	x = -1
	y = 1
	prerequisite = {
		focus = PAL_seize_estates
	} {
		focus = PAL_public_fatwas
	}
	cost = 10
	relative_position_id = PAL_public_fatwas
	completion_reward = {
		swap_ideas = {
			remove_idea = PAL_jewish_settlements
			add_idea = PAL_jizya_for_zionists
		}
		custom_effect_tooltip = AFG_unlock_jizya_tt
		show_ideas_tooltip = AFG_fake_compulsory_jizya
	}
}
### Entity: Country History
Country: RWA
Component: RWA_characters
Constructs: recruit_character
Source: game
File: history/countries/RWA - Rwanda.txt

Code:
# Leaders & Characters for RWA
recruit_character = RWA_acd2 RWA_communist_guy RWA_acr RWA_fascist_guy RWA_aa2 RWA_democratic_guy RWA_ncm RWA_nt RWA_awt RWA_ar RWA_stc RWA_ai2 RWA_aco2 RWA_ncs RWA_coi RWA_acgs RWA_acas RWA_pot RWA_nccr RWA_mt
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Template%3ATemplate.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
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User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
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Template talk
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### Entity: Event
Component: poland.81
Constructs: is_triggered_only, declare_war_on, take_state_focus
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland.81
	title = poland.81.t
	desc = poland.81.d
	picture = GFX_report_event_poland_france2
	is_triggered_only = yes
	option = {
		name = poland.81.a
		POL = {
			declare_war_on = {
				target = GER
				type = take_state_focus
				generator = {
					67
				}
			}
		}
	}
}
### Entity: Effect Reference
Construct: modify_building_resources
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## modify_building_resources

* Supported Scopes: COUNTRY
* Supported Targets: none

```
Modifies resource output of specific building for this country only
Example: modify_building_resources = {
	building = radar_station
	resource = oil
	amount = 2
}
```
### Entity: Idea
Component: KMT_military_planning_PRC
Constructs: removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_military_planning_PRC = {
	picture = chi_wargaming_division
	cancel = {
		PRC = {
			exists = no
		}
	}
	removal_cost = -1
	allowed_civil_war = {
		always = yes
	}
	targeted_modifier = {
		tag = PRC
		attack_bonus_against = 0.1
	}
}
### Entity: Decision
Component: NOR_allied_research
Constructs: has_completed_focus, has_capitulated
Source: game
File: common/decisions/categories/r56_NOR_decision_categories.txt

Code:
NOR_allied_research = {
	icon = generic_foreign_policy
	priority = 7
	allowed = {
		original_tag = NOR
	}
	visible = {
		has_capitulated = no
		has_completed_focus = NOR_expand_allied_technology_sharing
	}
}
### Entity: Event
Component: nuke_dropped.9
Constructs: is_triggered_only, owns_state, fire_only_once
Source: game
File: events/NukeEvents.txt

Code:
news_event = {
	id = nuke_dropped.9
	title = nuke_dropped.9.t
	desc = nuke_dropped.9.d
	picture = GFX_news_event_nuke
	is_triggered_only = yes
	fire_only_once = yes
	trigger = {
		FROM.FROM = {
			state = 2
		}
	}
	option = {
		name = nuke_dropped.9.a
		trigger = {
			NOT = {
				owns_state = 2
			}
		}
	} {
		name = nuke_dropped.9.b
		trigger = {
			owns_state = 2
		}
	}
}
### Entity: Character
Component: NZL_walter_nash
Source: game
File: common/characters/NZL.txt

Code:
NZL_walter_nash = {
	name = NZL_walter_nash
	portraits = {
		army = {
			small = GFX_idea_NZL_walter_nash
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = NZL_walter_nash
		allowed = {
			original_tag = NZL
		}
		traits = {
			armaments_organizer
		}
	}
}
### Entity: Decision
Component: FIN_foreign_politics_decision_category
Constructs: has_completed_focus, has_war, limit, random_country, remove_ideas, political_power_gain, has_government, every_country
Source: game
File: common/decisions/FIN.txt

Code:
FIN_foreign_politics_decision_category = {
	FIN_request_an_armistice_with_moscow = {
		priority = 50
		icon = GFX_decision_hol_war_on_pacifism
		ai_will_do = {
			base = 0.2
			modifier = {
				add = ROOT.surrender_progress
				always = yes
			} {
				factor = 2
				is_historical_focus_on = yes
				date = > 1944.9.15
			} {
				factor = 0.5
				is_historical_focus_on = yes
				date = < 1942.11.11
			} {
				factor = 2
				is_historical_focus_on = yes
				date = > 1944.1.1
				GER = {
					has_war_with = SOV
					has_country_flag = FIN_pact_for_continuation_war_flag
					surrender_progress = > 0.15
				}
			} {
				factor = 1.5
				NOT = {
					OR = {
						213 = {
							is_controlled_by = ROOT
						}
						215 = {
							is_controlled_by = ROOT
						}
						216 = {
							is_controlled_by = ROOT
						}
					}
				}
			} {
				factor = 1.5
				SOV = {
					has_country_flag = SOV_order_227_flag
				}
			} {
				factor = 0
				surrender_progress = < 0.75
				OR = {
					195 = {
						OR = {
							is_controlled_by = ROOT GER
							any_country = {
								OR = {
									is_in_faction_with = GER
									is_subject_of = GER
								}
								controls_state = PREV
							}
						}
					}
					219 = {
						OR = {
							is_controlled_by = ROOT GER
							any_country = {
								OR = {
									is_in_faction_with = GER
									is_subject_of = GER
								}
								controls_state = PREV
							}
						}
					}
				}
			} {
				factor = 0.5
				surrender_progress = < 0.75
				217 = {
					OR = {
						is_controlled_by = ROOT GER
						any_country = {
							OR = {
								is_in_faction_with = GER
								is_subject_of = GER
							}
							controls_state = PREV
						}
					}
				}
			} {
				factor = 2
				any_owned_state = {
					is_core_of = ROOT
					NOT = {
						is_controlled_by = ROOT
					}
				}
			} {
				add = 200
				check_variable = {
					ROOT.surrender_progress = > 0.75
				}
			}
		}
		allowed = {
			original_tag = FIN
		}
		available = {
			has_war_with = SOV
			GER = {
				has_war_with = SOV
			}
			OR = {
				surrender_progress = > 0.05
				AND = {
					812 = {
						is_controlled_by = SOV
					}
					808 = {
						is_controlled_by = SOV
					}
					11 = {
						is_controlled_by = SOV
					}
					206 = {
						is_controlled_by = SOV
					}
					763 = {
						is_controlled_by = SOV
					}
				}
				SOV = {
					has_idea = SOV_the_rush_for_ber
# ... (truncated)