Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Decision
Component: spanish_emigres_decisions
Constructs: has_completed_focus, has_government, fire_only_once, has_global_flag, has_unit_leader, complete_effect, random_days
Source: game
File: common/decisions/r56_spanish_emigres.txt

Code:
spanish_emigres_decisions = {
	BOL_invite_vicente_rojo = {
		icon = generic_army_support
		allowed = {
			original_tag = BOL
		}
		available = {
			NOT = {
				has_government = communism
			}
			has_global_flag = scw_over
		}
		fire_only_once = yes
		visible = {
			FAK = {
				has_unit_leader = 1102
			}
		}
		cost = 10
		complete_effect = {
			country_event = {
				id = spain.21
				days = 3
				random_days = 6
			}
		}
		ai_will_do = {
			factor = 10
		}
	}
	MEX_invite_spanish_republican_generals = {
		icon = generic_army_support
		allowed = {
			original_tag = MEX
		}
		available = {
			NOT = {
				has_government = fascism
				has_completed_focus = MEX_focus_falangist_veterans MEX_focus_the_gold_shirts
			}
			has_global_flag = scw_over
		}
		fire_only_once = yes
		visible = {
			has_completed_focus = MEX_focus_spanish_civil_war_refugees
			FAK = {
				OR = {
					has_unit_leader = 1103 1176
				}
			}
		}
		cost = 10
		complete_effect = {
			country_event = {
				id = spain.22
				days = 3
				random_days = 6
			}
		}
		ai_will_do = {
			factor = 10
		}
	}
}
### Entity: Idea
Component: AUS_mechanized_army
Constructs: removal_cost, equipment_bonus, build_cost_ic
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_mechanized_army = {
	picture = MON_mechanized_effort
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	equipment_bonus = {
		mechanized_equipment = {
			build_cost_ic = -0.05
			instant = yes
		}
	}
	modifier = {
		mechanized_attack_factor = 0.05
		mechanized_defence_factor = 0.05
	}
}
### Entity: Order of Battle
Component: 5ya Mekhanizirovaniy Korpus
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/SOV_1936_nsb.txt

Code:
division = {
	name = 5ya Mekhanizirovaniy Korpus
	location = 6380
	division_template = Mekhanizirovaniy Korpus
	start_experience_factor = 0.3
	force_equipment_variants = {
		light_tank_chassis_1 = {
			owner = SOV
			version_name = T-26TU mod. 1933
			amount = 250
		}
	}
}
### Entity: Unit Leader
Component: spotter
Constructs: gain_xp, gain_xp_on_spotting
Source: game
File: common/unit_leader/00_traits.txt

Code:
spotter = {
	type = navy
	gain_xp = {
		always = no
	}
	gain_xp_on_spotting = 10
	cost = 500
	modifier = {
		spotting_chance = 0.1
	}
	custom_gain_xp_trigger_tooltip = SPOTTER_TRIGGER_TT
	ai_will_do = {
		factor = 1
	}
	gui_row = 4
	gui_column = 0
}
### Entity: Idea
Component: zbrojovka_brno
Constructs: research_bonus
Source: game
File: common/ideas/czechoslovakia_old.txt

Code:
zbrojovka_brno = {
	allowed = {
		original_tag = CZE
	}
	research_bonus = {
		infantry_weapons = 0.15
	}
	traits = {
		infantry_equipment_manufacturer
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: r56_afghanistan.63
Constructs: is_triggered_only, fire_only_once, has_country_leader, swap_ruler_traits, set_country_flag
Source: game
File: events/r56_afghanistan.txt

Code:
country_event = {
	id = r56_afghanistan.63
	picture = GFX_report_event_AFG_amnullah_returns
	title = r56_afghanistan.63.t
	desc = r56_afghanistan.63.d
	is_triggered_only = yes
	trigger = {
		has_country_leader = {
			character = AFG_amanullah_khan
			ruling_only = yes
		}
	}
	fire_only_once = yes
	option = {
		name = r56_afghanistan.63.a
		swap_ruler_traits = {
			remove = AFG_dethroned_king
			add = AFG_dethroned_king_2
		}
		custom_effect_tooltip = r56_newline
		hidden_effect = {
			set_country_flag = AFG_amanullah_has_returned
		}
	}
}
### Entity: National Focus
Tree: kor_focus
Component: KOR_internationalism_focus
Constructs: prerequisite, limit, has_government, completion_reward, is_subject, is_in_faction_with, is_historical_focus_on, add_timed_idea
Source: game
File: common/national_focus/korea.txt

Code:
focus = {
	id = KOR_internationalism_focus
	icon = GFX_goal_support_communism
	prerequisite = {
		focus = KOR_integrate_socialist_aligned_guerillas
	}
	mutually_exclusive = {
		focus = KOR_apply_democratic_program KOR_nationalism_focus KOR_restore_imperial_power
	}
	x = 0
	y = 1
	relative_position_id = KOR_integrate_socialist_aligned_guerillas
	cost = 10
	available_if_capitulated = yes
	ai_will_do = {
		factor = 5
		modifier = {
			factor = 10
			OR = {
				if = {
					limit = {
						is_subject = yes
					}
					OVERLORD = {
						has_government = communism
					}
					AND = {
						is_in_faction_with = SOV
						SOV = {
							has_government = communism
						}
					}
					tag = DDR
				}
			}
		} {
			factor = 11
			AND = {
				is_historical_focus_on = yes
				original_tag = MON
			}
		} {
			factor = 11
			AND = {
				is_historical_focus_on = yes
				original_tag = TAN
			}
		} {
			factor = 0
			AND = {
				is_historical_focus_on = yes
				NOT = {
					has_government = communism
				}
			}
		} {
			factor = 2
			is_historical_focus_on = no
		}
	}
	completion_reward = {
		add_timed_idea = {
			idea = internationalism
			days = 1395
		}
	}
}
### Entity: Event
Component: austria.139
Constructs: is_triggered_only, limit, add_war_support, has_country_flag, clr_country_flag, every_country_with_original_tag, has_guaranteed
Source: game
File: events/Austria.txt

Code:
country_event = {
	id = austria.139
	title = austria.139.t
	desc = austria.139.d
	is_triggered_only = yes
	option = {
		name = austria.139.a
		add_war_support = 0.025
		if = {
			limit = {
				AUS = {
					has_country_flag = AUS_italy_allied
				}
			}
			clr_country_flag = ITA_accepted_aus
			AUS = {
				clr_country_flag = AUS_italy_allied
			}
			every_country_with_original_tag = {
				original_tag_to_check = ITA
				limit = {
					has_guaranteed = AUS
				}
				diplomatic_relation = {
					country = AUS
					relation = guarantee
					active = no
				}
			}
		}
	}
}
### Entity: National Focus
Tree: egy_focus
Component: EGY_seek_american_material_aid
Constructs: add_equipment_to_stockpile, prerequisite, has_government, has_war_with, completion_reward, is_subject
Source: game
File: common/national_focus/egypt.txt

Code:
focus = {
	id = EGY_seek_american_material_aid
	icon = GFX_goal_generic_befriend_united_states
	relative_position_id = EGY_placate_the_army
	x = 1
	y = 1
	cost = 10
	available = {
		is_subject = no
		NOT = {
			has_war_with = USA
		}
		USA = {
			is_subject = no
			has_government = democratic
		}
	}
	prerequisite = {
		focus = EGY_placate_the_army EGY_bring_the_rest_of_arabia_into_the_fold
	}
	bypass = {
		USA = {
			OR = {
				has_war_with = ROOT
				exists = no
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MILITARY_EQUIPMENT
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		USA = {
			country_event = {
				id = egypt.56
				hours = 6
			}
		}
		custom_effect_tooltip = if_they_accept_tt
		effect_tooltip = {
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = 2500
				producer = USA
			} {
				type = artillery_equipment
				amount = 200
				producer = USA
			}
		}
	}
}
### Entity: Event
Component: CHL_political_events.86
Constructs: is_triggered_only, ai_chance, fire_only_once, add_political_power, random_days
Source: game
File: events/TOA_Chile.txt

Code:
country_event = {
	id = CHL_political_events.86
	title = CHL_political_events.86.t
	desc = CHL_political_events.86.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = CHL_political_events.86.a
		ai_chance = {
			base = 100
		}
		add_political_power = 50
		FROM = {
			country_event = {
				id = CHL_political_events.87
				days = 2
				random_days = 3
			}
		}
	} {
		name = CHL_political_events.86.b
		ai_chance = {
			base = 0
		}
		add_political_power = 25
		FROM = {
			country_event = {
				id = CHL_political_events.88
				days = 2
				random_days = 5
			}
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_reconvene_the_zemsky_sobor
Constructs: prerequisite, add_ideas, completion_reward, has_civil_war, clr_character_flag, set_rule
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_reconvene_the_zemsky_sobor
	icon = GFX_focus_SOV_zemsky_sobor
	prerequisite = {
		focus = SOV_consolidate_power
	} {
		focus = SOV_reformalize_the_role_of_the_patriarchate
	}
	x = 4
	y = 2
	relative_position_id = SOV_consolidate_power
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = no
	available = {
		has_civil_war = no
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_ideas = SOV_romanov_spirit_idea
		custom_effect_tooltip = generic_skip_one_line_tt SOV_reconvene_the_zemsky_sobor_tt generic_skip_one_line_tt SOV_recognized_country_tt SOV_autonomous_soviet_republics_tt
		country_event = NSB_soviet_fascist_tsarist.14
		SOV_aleksandr_kazembek = {
			clr_character_flag = SOV_exiled_flag
		}
		SOV_anastasy_vonsyatsky = {
			clr_character_flag = SOV_exiled_flag
		}
		set_rule = {
			can_join_factions = yes
		}
	}
}
### Entity: Idea
Component: fin_milindustry
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/r56_finland.txt

Code:
fin_milindustry = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_production_bonus
	modifier = {
		industrial_capacity_factory = 0.1
	}
}
### Entity: Idea
Component: GRE_hostile_fascists
Constructs: stability_factor, check_variable, removal_cost
Source: game
File: common/ideas/greece.txt

Code:
GRE_hostile_fascists = {
	allowed = {
		always = no
	}
	cancel = {
		NOT = {
			check_variable = {
				GRE_fascist_loyalty = -1
				compare = equals
			}
		}
	}
	removal_cost = -1
	modifier = {
		stability_factor = -0.15
	}
}
### Entity: Faction
Component: faction_goal_control_midway_island
Constructs: limit, has_war_with, is_in_faction_with, complete_effect, add_faction_power_projection, every_faction_member, add_faction_initiative, add_building_construction
Source: game
File: common/factions/goals/faction_goals_medium_term.txt

Code:
faction_goal_control_midway_island = {
	name = control_midway_island_goal_name
	description = control_midway_island_goal_desc
	category = medium_term
	group = FOCUS_FILTER_ANNEXATION
	allowed = {

	}
	visible = {
		FROM = {
			NOT = {
				original_tag = USA
				is_in_faction_with = USA
			}
		}
		any_collection_element = {
			collection = {
				input = game:scope
				operators = {
					faction_members controlled_states
				}
				name = FACTION_CONTROLLED_STATES
			}
			distance_to = {
				target = 631
				value = < 2000
			}
		}
	}
	available = {

	}
	completed = {
		631 = {
			is_controlled_by_ROOT_or_ally = yes
		}
	}
	complete_effect = {
		add_faction_power_projection = 100
		custom_effect_tooltip = generic_skip_one_line_tt TARGET_STATE_CONTROLLERS
		every_faction_member = {
			visible_when_empty = yes
			limit = {
				controls_state = 631
			}
			add_faction_initiative = 1
		}
		631 = {
			add_building_construction = {
				type = anti_air_building
				level = 1
				instant_build = yes
			} {
				type = air_base
				level = 1
				instant_build = yes
			} {
				type = naval_base
				level = 1
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_naval_base = yes
				}
			}
		}
	}
	ai_will_do = {
		base = 0
		modifier = {
			factor = 2
			631 = {
				owner = {
					has_war_with = ROOT
				}
			}
		} {
			add = 2
			convoy_threat = > 0.5
			collection_size = {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes
							is_on_continent = north_america
						}
					}
					name = COLLECTION_FACTION_STATES_IN_NORTH_AMERICA
				}
				value = > 0
			} {
				input = {
					input = game:all_states
					operators = {
						limit = {
							is_controlled_by_ROOT_or_ally = yes
							is_on_continent = asia
						}
					}
					name = COLLECTION_FACTION_STATES_IN_ASIA
				}
				value = > 0
			}
		} {
			add = 1
			has_navy_size = {
				size = > 5
				type = capital_ship
			}
		} {
			add = 1
			NOT = {
				any_controlled_state = {
					is_on_continent = north_america
				}
			}
			any_enemy_country = {
				capital_scope = {
					is_on_continent = north_america
				}
			}
		} {
			add = 1
			any_enemy_country = {
				original_tag = USA
			}
		}
	}
}
### Entity: Decision
Component: bangladesh_liberation
Constructs: has_completed_focus, limit, owns_state, has_country_flag, add_stability, fire_only_once, check_variable, cancel_if_not_visible
Source: game
File: common/decisions/PAK_decisions.txt

Code:
bangladesh_liberation = {
	bangladesh_liberation_disable = {
		icon = generic_scales
		available = {
			NOT = {
				owns_state = 430
			}
		}
		days_mission_timeout = 600
		fire_only_once = yes
		activation = {
			always = yes
		}
		visible = {
			check_variable = {
				bangladesh_freedom = < 100
			}
			NOT = {
				has_completed_focus = PAK_A_Federal_Pakistan
			}
		}
		cancel_if_not_visible = yes
		is_good = yes
		timeout_effect = {
			set_country_flag = ban_ind_disable
			custom_effect_tooltip = Permanently Disables Bangladeshi Liberty Desire
		}
	}
	bangladesh_liberation_countdown = {
		icon = generic_civil_support
		available = {
			NOT = {
				owns_state = 430
			}
		}
		days_mission_timeout = 45
		fire_only_once = no
		activation = {
			always = yes
		}
		visible = {
			check_variable = {
				bangladesh_freedom = < 100
			}
			owns_state = 430
		}
		allowed = {

		}
		cancel_if_not_visible = yes
		is_good = no
		timeout_effect = {
			custom_effect_tooltip = add5ban
			add_to_variable = {
				var = bangladesh_freedom
				value = 5
			}
			activate_mission = bangladesh_liberation_countdown
			if = {
				limit = {
					NOT = {
						has_country_flag = pak_disable_activated
					}
				}
				activate_mission = bangladesh_liberation_disable
				set_country_flag = pak_disable_activated
			}
		}
	}
	establish_east_bengal = {
		icon = generic_nationalism
		available = {
			owns_state = 430
			custom_trigger_tooltip = {
				tooltip = India wouldn't support Bangladesh in a war.
			} {
				tooltip = Bangladeshi Liberty Desire hasn't reached 75
				check_variable = {
					bangladesh_freedom = < 75
				}
			}
		}
		visible = {
			check_variable = {
				bangladesh_freedom = < 100
			}
		}
		ai_will_do = {
			factor = 10
		}
		cost = 150
		complete_effect = {
			430 = {
				remove_core_of = PAK
			}
			BAN = {
				transfer_state = 430
			} {
				set_cosmetic_tag = BAN_East_Bengal
			}
			puppet = BAN
		}
	}
	support_loyalist_militias = {
		icon = generic_police_action
		available = {
			owns_state = 430
			custom_trigger_tooltip = {
				tooltip = Bangladeshi Liberty Desire reached 25
				check_variable = {
					bangladesh_freedom = > 24
				}
			}
		}
		ai_will_do = {
			factor = 30
			modifier = {
				factor = 0
				has_stability = < 0.4
			}
		}
		fire_only_once = no
		visible = {
			check_variable = {
				bangladesh_freedom = < 100
			}
		}
		cost = 15
		complete_
# ... (truncated)
### Entity: Modifier Reference
Construct: local_factories
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## local_factories

* Number with 0 decimal places
* **Categories**: state, war_production
### Entity: Event
Component: poland.151
Constructs: is_triggered_only, add_ideas
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland.151
	title = poland.151.t
	desc = poland.151.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = poland.151.a
		effect_tooltip = {
			add_ideas = POL_Arms_Deal
			air_experience = 10
		}
	}
}
### Entity: National Focus
Tree: cog_focus
Component: COG_the_kingdom_of_kongo_focus
Constructs: prerequisite, has_government, has_country_flag, completion_reward, add_political_power, allow_branch, has_dlc, is_subject
Source: game
File: common/national_focus/congo.txt

Code:
focus = {
	id = COG_the_kingdom_of_kongo_focus
	icon = GFX_focus_COG_house_agua_rosada
	prerequisite = {
		focus = COG_assemble_a_regency_council
	}
	x = 0
	y = 2
	relative_position_id = COG_assemble_a_regency_council
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER FOCUS_FILTER_STABILITY
	}
	cost = 10
	ai_will_do = {
		factor = 25
	}
	allow_branch = {
		has_dlc = Gotterdammerung
		has_country_flag = COG_kingdom_of_kongo_flag
	}
	available = {
		has_government = neutrality
		is_subject = no
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		add_political_power = 75
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt
		796 = {
			add_claim_by = ROOT
		}
		540 = {
			add_claim_by = ROOT
		}
		drop_cosmetic_tag = yes
		set_cosmetic_tag = COG_kingdom_of_kongo
		COG_vast_uncentralized_nation_modifier_level_down = yes
	}
}
### Entity: Event
Component: rt56.balkan_pact.3
Constructs: is_triggered_only, add_opinion_modifier, clr_country_flag
Source: game
File: events/r56_romania.txt

Code:
country_event = {
	id = rt56.balkan_pact.3
	title = rt56.balkan_pact.3.t
	desc = rt56.balkan_pact.3.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = rt56.balkan_pact.3.a
		ROM = {
			add_opinion_modifier = {
				target = FROM
				modifier = betrayed_balkan_pact
			}
			diplomatic_relation = {
				country = FROM
				relation = guarantee
				active = no
			}
		}
		FROM = {
			clr_country_flag = RT56_balkan_pact_member
		}
	}
}
### Entity: Modding Documentation
Construct: ai_idea_desire_log
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## ai_idea_desire_log

Prints AI desire for ideas to log. For Current country only.
### Entity: Event
Component: kmt.248
Constructs: is_triggered_only, ai_chance, has_war, limit, add_stability, add_political_power, declare_war_on, annex_everything
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.248
	title = kmt.248.t
	desc = kmt.248.d
	picture = GFX_report_event_soldiers_marching
	is_triggered_only = yes
	option = {
		ai_chance = {
			base = 25
			modifier = {
				has_war = yes
				factor = 0
			}
		}
		name = kmt.248.a
		if = {
			limit = {
				tag = ENG
			}
			declare_war_on = {
				target = MAL
				type = annex_everything
			}
		} {
			limit = {
				tag = FRA
			}
			declare_war_on = {
				target = VIN
				type = annex_everything
			} {
				target = CAM
				type = annex_everything
			} {
				target = LAO
				type = annex_everything
			}
		} {
			limit = {
				tag = HOL
			}
			declare_war_on = {
				target = INS
				type = annex_everything
			}
		}
	} {
		name = kmt.248.b
		ai_chance = {
			base = 75
		}
		add_political_power = -200
		add_stability = -0.05
	}
}
### Entity: Decision
Component: MEX_category_territorial_integration
Constructs: has_completed_focus, is_core_of, is_subject_of, cancel_if_not_visible, remove_effect, annex_country, add_state_core, remove_state_claim
Source: game
File: common/decisions/MEX.txt

Code:
MEX_category_territorial_integration = {
	MEX_decision_integrate_guatamala = {
		icon = generic_nationalism
		allowed = {
			original_tag = MEX
		}
		visible = {
			has_completed_focus = MEX_focus_unify_centroamerica
			OR = {
				NOT = {
					313 = {
						is_core_of = ROOT
					}
				}
				GUA = {
					is_subject_of = ROOT
				}
			}
		}
		available = {
			OR = {
				controls_state = 313
				GUA = {
					is_subject_of = ROOT
				}
			}
			has_completed_focus = MEX_focus_integrate_the_south
		}
		cost = 50
		days_remove = 60
		cancel_if_not_visible = yes
		remove_effect = {
			annex_country = {
				target = GUA
			}
			add_state_core = 313
			hidden_effect = {
				remove_state_claim = 313
			}
		}
		ai_will_do = {
			factor = 1
		}
	}
	MEX_decision_integrate_honduras = {
		icon = generic_nationalism
		allowed = {
			original_tag = MEX
		}
		visible = {
			has_completed_focus = MEX_focus_unify_centroamerica
			OR = {
				NOT = {
					312 = {
						is_core_of = ROOT
					}
				}
				HON = {
					is_subject_of = ROOT
				}
			}
		}
		available = {
			OR = {
				controls_state = 312
				HON = {
					is_subject_of = ROOT
				}
			}
			has_completed_focus = MEX_focus_integrate_the_south
		}
		cost = 50
		days_remove = 60
		cancel_if_not_visible = yes
		remove_effect = {
			annex_country = {
				target = HON
			}
			add_state_core = 312
			hidden_effect = {
				remove_state_claim = 312
			}
		}
		ai_will_do = {
			factor = 1
		}
	}
	MEX_decision_integrate_el_salvador = {
		icon = generic_nationalism
		allowed = {
			original_tag = MEX
		}
		visible = {
			has_completed_focus = MEX_focus_unify_centroamerica
			OR = {
				NOT = {
					314 = {
						is_core_of = ROOT
					}
				}
				ELS = {
					is_subject_of = ROOT
				}
			}
		}
		available = {
			OR = {
				controls_state = 314
				ELS = {
					is_subject_of = ROOT
				}
			}
			has_completed_focus = MEX_focus_integrate_the_south
		}
		cost = 50
		days_remove = 60
		cancel_if_not_visible = yes
		remove_effect = {
			annex_country = {
				target = ELS
			}
			add_state_core = 314
			hidden_effect = {
				remove_state_claim = 314
			}
		}
		ai_will_do = {
			factor = 1
		}
	}
	MEX_decision_integrate_nicaragua = {
		icon = generic_nationalism
		allowed = {
			original_tag = MEX
		}
		visible = {
			has_completed_focus = MEX_focus_unify_centroamerica
			OR = {
				NOT = {
					317 = {
						is_core_of = ROOT
					}
	
# ... (truncated)
### Entity: Event
Component: bftb_greece.17
Constructs: limit, has_country_flag, fire_only_once, check_variable, set_country_flag, clr_country_flag, clear_variable
Source: game
File: events/BFTB_Greece.txt

Code:
country_event = {
	id = bftb_greece.17
	title = bftb_greece.17.t
	desc = bftb_greece.17.desc
	picture = GFX_report_event_gre_cabinet_meeting
	fire_only_once = yes
	trigger = {
		original_tag = GRE
		has_country_flag = GRE_deciding_on_kurdistan
		check_variable = {
			var = global.convention_nays
			value = 2
			compare = greater_than_or_equals
		}
		NOT = {
			check_variable = {
				var = global.convention_ayes
				value = 2
				compare = greater_than_or_equals
			}
		}
	}
	mean_time_to_happen = {
		days = 7
	}
	immediate = {
		hidden_effect = {
			if = {
				limit = {
					has_country_flag = GRE_attending_megali_convention
					NOT = {
						has_country_flag = GRE_britain_attending_convention GRE_italy_attending_convention
					}
				}
				country_event = {
					id = bftb_greece.24
					days = 14
				}
				FRA = {
					country_event = {
						id = bftb_greece.221
						days = 7
					}
				}
			}
			else_if = {
				limit = {
					has_country_flag = GRE_attending_megali_convention GRE_britain_attending_convention
					NOT = {
						has_country_flag = GRE_italy_attending_convention
					}
				}
				country_event = {
					id = bftb_greece.18
					days = 14
				}
				ENG = {
					country_event = {
						id = bftb_greece.221
						days = 7
					}
				}
				FRA = {
					country_event = {
						id = bftb_greece.221
						days = 7
					}
				}
			} {
				limit = {
					has_country_flag = GRE_attending_megali_convention GRE_britain_attending_convention GRE_france_attending_convention GRE_italy_attending_convention
				}
				country_event = {
					id = bftb_greece.18
					days = 14
				}
				ENG = {
					country_event = {
						id = bftb_greece.221
						days = 7
					}
				}
				FRA = {
					country_event = {
						id = bftb_greece.221
						days = 7
					}
				}
				ITA = {
					country_event = {
						id = bftb_greece.221
						days = 7
					}
				}
			}
		}
	}
	option = {
		name = bftb_greece.17.a
		hidden_effect = {
			set_country_flag = GRE_no_french_kurdistan
			clr_country_flag = GRE_deciding_on_kurdistan
			clear_variable = global.convention_ayes global.convention_nays
		}
	}
}