Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: MPL_yitshak_sadeh
Constructs: has_completed_focus, limit, has_power_balance, add_power_balance_value
Source: game
File: common/characters/MPL.txt

Code:
MPL_yitshak_sadeh = {
	name = Yitshak Sadeh
	portraits = {
		army = {
			large = gfx/leaders/MPL/r56_portrait_MPL_Yitshak_Sadeh.dds
			small = GFX_idea_ISR_yitshak_sadeh
		}
	}
	advisor = {
		cost = 100
		available = {
			has_completed_focus = MPL_jews_ministers
		}
		slot = high_command
		idea_token = MPL_yitshak_sadeh
		ledger = army
		allowed = {
			original_tag = MPL
		}
		traits = {
			army_entrenchment_2
		}
		on_add = {
			owner = {
				if = {
					limit = {
						has_power_balance = {
							id = MPL_power_balance
						}
					}
					add_power_balance_value = {
						id = MPL_power_balance
						value = 0.2
						tooltip_side = MPL_jewish_side
					}
				}
			}
		}
	}
}
### Entity: Character
Component: ALB_xhelal_mitrovica
Source: game
File: common/characters/ALB.txt

Code:
ALB_xhelal_mitrovica = {
	advisor = {
		cost = 100
		slot = theorist
		idea_token = ALB_xhelal_mitrovica
		ledger = air
		allowed = {
			original_tag = ALB
		}
		traits = {
			air_warfare_theorist
		}
	}
	name = Xhelal Mitrovica
	portraits = {
		army = {
			small = GFX_idea_generic_air_arab_1
		}
	}
}
### Entity: Character
Component: FRI_edmond_giscard_d_estain
Source: game
File: common/characters/FRI.txt

Code:
FRI_edmond_giscard_d_estain = {
	name = FRI_edmond_giscard_d_estain
	portraits = {
		army = {
			small = gfx/interface/ideas/FRI/idea_minister_indochina_edmond_giscard_d_estain.dds
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = FRI_edmond_giscard_d_estain
		allowed = {
			original_tag = FRI
		}
		traits = {
			colonial_economist
		}
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_continue_takahashi_korekiyos_policies
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, random_core_state, is_fully_controlled_by, has_state_category, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_continue_takahashi_korekiyos_policies
	icon = GFX_goal_generic_construct_civ_factory
	mutually_exclusive = {
		focus = JAP_increase_armament_spending
	}
	prerequisite = {
		focus = JAP_ministry_of_commerce_and_industry
	}
	relative_position_id = JAP_ministry_of_commerce_and_industry
	x = 3
	y = 1
	cost = 5
	ai_will_do = {
		factor = 3
	}
	available = {
		JAP_civilian_government_faction_is_not_subdued = yes
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_IMPERIAL_INFLUENCE
	}
	completion_reward = {
		random_core_state = {
			limit = {
				is_fully_controlled_by = ROOT
				NOT = {
					has_state_category = small_island tiny_island
				}
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			prioritize = {
				531 532 528
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		JAP_add_or_modify_early_industrialization = yes
		add_to_variable = {
			JAP_industry_consumer_goods_factor = -0.1
			tooltip = consumer_goods_factor_tt
		} {
			JAP_industry_production_speed_arms_factory_factor = -0.05
			tooltip = production_speed_arms_factory_factor_tt
		} {
			JAP_industry_production_speed_dockyard_factor = -0.05
			tooltip = production_speed_dockyard_factor_tt
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_increase_machines_import
Constructs: completion_reward, add_tech_bonus, industrial_bonus
Source: game
File: common/national_focus/r56_persia.txt

Code:
focus = {
	id = PER_increase_machines_import
	icon = GFX_goal_PER_empower_the_national_economy
	cost = 10
	x = 4
	y = 0
	ai_will_do = {
		factor = 20
	}
	completion_reward = {
		add_tech_bonus = {
			name = industrial_bonus
			bonus = 1
			uses = 2
			category = industry
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Scripted Effect
Component: AST_set_john_curtin
Constructs: create_country_leader, limit, set_party_name, has_character, add_country_leader_role
Source: game
File: common/scripted_effects/r56_AST_scripted_effects.txt

Code:
AST_set_john_curtin = {
	set_party_name = {
		ideology = democratic
		long_name = AST_labor_party_long
		name = AST_labor_party
	}
	if = {
		limit = {
			has_character = AST_john_curtin
		}
		add_country_leader_role = {
			character = AST_john_curtin
			promote_leader = yes
			country_leader = {
				ideology = socialism
				expire = 1965.1.1.1
				traits = {
					skillful_polemicist
				}
			}
		}
	}
	else = {
		create_country_leader = {
			name = John Curtin
			picture = Portrait_Australia_John_Curtin.dds
			expire = 1965.1.1
			ideology = socialism
			traits = {
				skillful_polemicist
			}
		}
	}
}
### Entity: State History
Component: 734
Constructs: add_core_of
Source: game
File: history/states/734-Nendo.txt

Code:
state = {
	id = 734
	name = STATE_734
	manpower = 5167
	state_category = small_island
	history = {
		owner = ENG
		add_core_of = SOL
		buildings = {
			infrastructure = 2
			7390 = {
				naval_base = 1
			}
		}
		victory_points = {
			7390 1
		}
	}
	buildings_max_level_factor = 1.0
	provinces = {
		7390
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: arm_focus
Component: ARM_the_10th_crusade
Constructs: prerequisite, has_government, completion_reward, is_subject, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/armenia.txt

Code:
focus = {
	id = ARM_the_10th_crusade
	icon = GFX_goal_generic_crusade
	prerequisite = {
		focus = ARM_operation_nemesis_wasn_t_enough
	} {
		focus = ARM_faith_resilience_heritage
	}
	relative_position_id = ARM_operation_nemesis_wasn_t_enough
	mutually_exclusive = {
		focus = ARM_dominate_the_caucasus
	}
	x = 2
	y = 1
	cost = 10
	available = {
		is_subject = no
		OR = {
			has_government = neutrality fascism
		}
	}
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = ARM_faith_resilience_heritage_idea
			add_idea = ARM_the_10th_crusade_idea
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Scripted Effect
Component: ITA_bop_increase_lost_core_modifier
Constructs: limit, has_power_balance_modifier, add_power_balance_modifier
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_bop_increase_lost_core_modifier = {
	if = {
		limit = {
			has_power_balance_modifier = {
				id = ITA_power_balance
				modifier = ITA_power_balance_lost_core_4
			}
		}
		add_power_balance_modifier = {
			id = ITA_power_balance
			modifier = ITA_power_balance_lost_core_5
		}
	}
	else_if = {
		limit = {
			has_power_balance_modifier = {
				id = ITA_power_balance
				modifier = ITA_power_balance_lost_core_3
			}
		}
		add_power_balance_modifier = {
			id = ITA_power_balance
			modifier = ITA_power_balance_lost_core_4
		}
	} {
		limit = {
			has_power_balance_modifier = {
				id = ITA_power_balance
				modifier = ITA_power_balance_lost_core_2
			}
		}
		add_power_balance_modifier = {
			id = ITA_power_balance
			modifier = ITA_power_balance_lost_core_3
		}
	} {
		limit = {
			has_power_balance_modifier = {
				id = ITA_power_balance
				modifier = ITA_power_balance_lost_core_1
			}
		}
		add_power_balance_modifier = {
			id = ITA_power_balance
			modifier = ITA_power_balance_lost_core_2
		}
	} {
		limit = {
			NOT = {
				has_power_balance_modifier = {
					id = ITA_power_balance
					modifier = ITA_power_balance_lost_core_5
				}
			}
		}
		add_power_balance_modifier = {
			id = ITA_power_balance
			modifier = ITA_power_balance_lost_core_1
		}
	}
}
### Entity: State History
Component: 672
Constructs: add_core_of
Source: game
File: history/states/672-Sumatra.txt

Code:
state = {
	id = 672
	name = STATE_672
	resources = {
		rubber = 150
		oil = 12
		aluminium = 28
		coal = 4
	}
	history = {
		owner = INS
		add_core_of = INS
		victory_points = {
			4652 1
		} {
			12268 1
		}
		buildings = {
			infrastructure = 2
			industrial_complex = 2
			air_base = 1
			4652 = {
				naval_base = 3
			}
			1648 = {
				naval_base = 1
			}
			12268 = {
				naval_base = 1
			}
		}
	}
	provinces = {
		1246 1274 1277 1313 1332 1342 1345 1373 1401 1428 1460 1533 1648 4211 4276 4320 4361 4364 4381 4446 4652 7308 7327 7368 7384 7396 7440 7463 7658 7673 8360 10150 10194 10209 10225 10294 10322 10354 10382 10509 10522 12113 12126 12138 12165 12168 12181 12184 12209 12212 12268 12296 12302 12343 12415 12488
	}
	manpower = 8254900
	buildings_max_level_factor = 1.0
	state_category = town
	local_supplies = 0.0
}
### Entity: Event
Component: EYE_swiss.12
Constructs: is_triggered_only, has_completed_focus, limit, fire_only_once, add_offsite_building, has_idea, swap_ideas, remove_idea
Source: game
File: events/SWI_events.txt

Code:
country_event = {
	id = EYE_swiss.12
	title = EYE_swiss.12.t
	desc = EYE_swiss.12.desc
	picture = GFX_report_event_soldiers_marching
	fire_only_once = yes
	is_triggered_only = yes
	option = {
		name = EYE_swiss.12.a
		trigger = {
			has_completed_focus = SWI_banks
		}
		add_offsite_building = {
			type = industrial_complex
			level = -1
		}
		if = {
			limit = {
				has_idea = SWI_temp_banking
			}
			swap_ideas = {
				remove_idea = SWI_temp_banking
				add_idea = SWI_lost_banking
			}
		}
		else = {
			swap_ideas = {
				remove_idea = SWI_banking
				add_idea = SWI_lost_banking
			}
		}
	} {
		name = EYE_swiss.12.b
		trigger = {
			NOT = {
				has_completed_focus = SWI_banks
			}
		}
		custom_effect_tooltip = EYE_swiss.12.tt
		hidden_effect = {
			set_country_flag = SWI_was_in_offensive_war
		}
	}
}
### Entity: National Focus
Tree: cub_focus
Component: CUB_the_cuban_politburo
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/Cuba.txt

Code:
focus = {
	id = CUB_the_cuban_politburo
	icon = GFX_focus_generic_soviet_politics
	cost = 10
	prerequisite = {
		focus = CUB_create_a_central_committee
	}
	relative_position_id = CUB_create_a_central_committee
	x = -2
	y = 1
	completion_reward = {
		add_ideas = CUB_cuban_politburo
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
}
### Entity: Event
Component: lar_appeal_to_overseas_territories.6
Constructs: is_triggered_only, ai_chance
Source: game
File: events/LaR_France.txt

Code:
country_event = {
	id = lar_appeal_to_overseas_territories.6
	title = lar_appeal_to_overseas_territories.6.t
	desc = lar_appeal_to_overseas_territories.6.desc
	picture = GFX_report_event_france_parade
	is_triggered_only = yes
	option = {
		name = lar_appeal_to_overseas_territories.6.a
		ai_chance = {
			factor = 100
		}
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_ready_for_all
Constructs: prerequisite, completion_reward, has_tech, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_switzerland.txt

Code:
focus = {
	id = SWI_ready_for_all
	icon = GFX_focus_SWI_patriotic_shooting_clubs
	cost = 10
	ai_will_do = {
		factor = 15
		modifier = {
			factor = 2
			threat = > 0.99
		}
	}
	prerequisite = {
		focus = SWI_improve_con
	}
	available = {
		has_tech = interwar_antitank tech_signal_company
	}
	x = 37
	y = 4
	completion_reward = {
		custom_effect_tooltip = SWI_choose_cons_3_tt
		swap_ideas = {
			remove_idea = SWI_special_conscription_3
			add_idea = SWI_special_conscription_4
		}
	}
}
### Entity: Trigger Reference
Construct: Example
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
### Example
```
debug_math_expr = { value = 120  add = 15  clamp = { min = 0  max = 100 } }
```
### Entity: Idea
Component: NOR_kongsberg
Constructs: research_bonus, equipment_bonus
Source: game
File: common/ideas/r56_norway.txt

Code:
NOR_kongsberg = {
	allowed = {
		original_tag = NOR
	}
	research_bonus = {
		artillery = 0.15
	}
	equipment_bonus = {
		artillery = {
			reliability = 0.1
		}
	}
	cost = 175
	traits = {
		artillery_manufacturer
	}
	modifier = {

	}
}
### Entity: Character
Component: CZE_karel_pavala
Constructs: limit, has_dlc, has_power_balance
Source: game
File: common/characters/CZE.txt

Code:
CZE_karel_pavala = {
	instance = {
		allowed = {
			NOT = {
				has_dlc = Peace For Our Time
			}
		}
		name = CZE_karel_pavala
		portraits = {
			army = {
				large = GFX_Portrait_Europe_Generic_navy_3
				small = GFX_idea_generic_navy_europe_1
			}
		}
		advisor = {
			slot = navy_chief
			idea_token = CZE_karel_pavala
			allowed = {
				original_tag = CZE
			}
			traits = {
				navy_chief_maneuver_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
		}
		navy_leader = {
			traits = {
				navy_career_officer inshore_fighter
			}
			skill = 1
			attack_skill = 1
			defense_skill = 1
			maneuvering_skill = 1
			coordination_skill = 1
			legacy_id = -1
		}
	} {
		allowed = {
			has_dlc = Peace For Our Time
		}
		name = CZE_karel_pavala
		portraits = {
			army = {
				large = GFX_portrait_CZE_karel_pavala
				small = GFX_portrait_CZE_karel_pavala_small
			}
		}
		advisor = {
			slot = navy_chief
			idea_token = CZE_karel_pavala
			allowed = {
				original_tag = CZE
			}
			traits = {
				navy_chief_maneuver_2
			}
			cost = 100
			ai_will_do = {
				factor = 1.0
			}
			on_add = {
				owner = {
					if = {
						limit = {
							has_power_balance = {
								id = CZE_bop_army_readiness
							}
						}
						CZE_bop_very_low_increase_effect = yes
						custom_effect_tooltip = generic_skip_one_line_tt
					}
				}
			}
			on_remove = {
				owner = {
					if = {
						limit = {
							has_power_balance = {
								id = CZE_bop_army_readiness
							}
						}
						CZE_bop_very_low_decrease_effect = yes
					}
				}
			}
		}
		navy_leader = {
			traits = {
				navy_career_officer inshore_fighter
			}
			skill = 1
			attack_skill = 1
			defense_skill = 1
			maneuvering_skill = 1
			coordination_skill = 1
			legacy_id = -1
		}
	}
}
### Entity: National Focus
Tree: eng_focus
Component: ENG_enforce_the_naval_treaties
Constructs: prerequisite, completion_reward, is_subject, unlock_decision_category_tooltip
Source: game
File: common/national_focus/uk.txt

Code:
focus = {
	id = ENG_enforce_the_naval_treaties
	prerequisite = {
		focus = ENG_maintaining_imperial_integrity
	}
	available = {
		is_subject = no
	}
	continue_if_invalid = yes
	icon = GFX_goal_generic_major_war
	x = 0
	y = 1
	relative_position_id = ENG_maintaining_imperial_integrity
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		unlock_decision_category_tooltip = ENG_enforce_the_naval_treaties
		custom_effect_tooltip = ENG_enforce_the_naval_treaties_tt
		hidden_effect = {
			news_event = {
				id = mtg_news.17
				days = 1
			}
		}
	}
}
### Entity: National Focus
Tree: dnz_focus
Component: DNZ_equipment_effort
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/Danzig.txt

Code:
focus = {
	id = DNZ_equipment_effort
	icon = GFX_goal_generic_axis_build_infantry
	prerequisite = {
		focus = DNZ_smuggle_weapons
	}
	relative_position_id = DNZ_smuggle_weapons
	x = 1
	y = 1
	cost = 10
	completion_reward = {
		add_tech_bonus = {
			name = infantry_weapons_bonus
			bonus = 1
			uses = 1
			category = infantry_weapons artillery
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Character
Component: LES_simon_seeiso_griffith
Source: game
File: common/characters/LES.txt

Code:
LES_simon_seeiso_griffith = {
	name = LES_simon_seeiso_griffith
	portraits = {
		civilian = {
			large = gfx/leaders/r56_generic/r56_portrait_africa_generic_2.dds
		}
	}
	country_leader = {
		ideology = despotism
		traits = {

		}
		expire = 1940.12.26
		id = -1
	}
}
### Entity: National Focus
Tree: cro_focus
Component: CRO_form_peasant_councils
Constructs: has_completed_focus, prerequisite, limit, has_government, is_major, completion_reward, is_subject, is_historical_focus_on
Source: game
File: common/national_focus/croatia.txt

Code:
focus = {
	id = CRO_form_peasant_councils
	icon = GFX_goal_generic_communist_government2
	prerequisite = {
		focus = CRO_political_effort
	}
	available = {
		OR = {
			has_government = communism
			NOT = {
				OR = {
					has_completed_focus = CRO_liberty_ethos CRO_nationalism_focus
				}
			}
		}
		if = {
			limit = {
				is_subject = yes
			}
			OVERLORD = {
				has_government = communism
			}
		}
	}
	relative_position_id = CRO_political_effort
	x = -5
	y = 1
	cost = 5
	ai_will_do = {
		factor = 5
		modifier = {
			factor = 2
			any_neighbor_country = {
				is_major = yes
				has_government = communism
			}
		} {
			factor = 0
			AND = {
				is_historical_focus_on = yes
				NOT = {
					has_government = communism
				}
			}
		}
	}
	completion_reward = {
		add_timed_idea = {
			idea = internationalism
			days = 1095
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_agricultural_subsidies
Constructs: prerequisite, limit, add_ideas, completion_reward, add_to_variable, is_fully_controlled_by, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_agricultural_subsidies
	icon = GFX_focus_generic_agricultural_subsidies
	prerequisite = {
		focus = DEN_kanslergadeforliget
	}
	mutually_exclusive = {

	}
	relative_position_id = DEN_kanslergadeforliget
	x = -3
	y = 1
	cost = 10
	bypass = {

	}
	available = {

	}
	available_if_capitulated = yes
	ai_will_do = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		add_to_variable = {
			DEN_economic_crisis_monthly_population = 0.1
		}
		custom_effect_tooltip = DEN_agricultural_subsidies_modifier_tt
		add_ideas = DEN_danish_produce_ns
		if = {
			limit = {
				99 = {
					is_fully_controlled_by = ROOT
				}
			}
			99 = {
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
				add_dynamic_modifier = {
					modifier = DEN_development_projects_mainland_state_modifier
				}
			}
		}
		else = {
			random_controlled_state = {
				limit = {
					is_fully_controlled_by = ROOT
					free_building_slots = {
						building = industrial_complex
						size = > 0
						include_locked = yes
					}
				}
				prioritize = {
					37 911
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Event
Component: sweden_german_trade.1
Constructs: is_triggered_only, ai_chance, set_country_flag, unlock_decision_category_tooltip
Source: game
File: events/SWE_sweden.txt

Code:
country_event = {
	id = sweden_german_trade.1
	title = sweden_german_trade.1.t
	desc = sweden_german_trade.1.d
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = sweden_german_trade.1.a
		ai_chance = {
			base = 35
		}
		set_country_flag = SWE_the_swedish_german_trade_situation_start
		unlock_decision_category_tooltip = SWE_the_swedish_german_trade_situation_category
	}
}
### Entity: Unit Template
Component: FREN_MAR_01
Source: game
File: common/units/names_divisions/FREN_names_divisions.txt

Code:
FREN_MAR_01 = {
	name = Marine Division
	for_countries = {
		BRD CAM CAR CAY CHA CMR COG DAH GAB GDL GNA HAI IVO LAO MAD MLI NGR RCG RWA SEN TOG VOL
	}
	can_use = {
		always = yes
	}
	division_types = {
		marine
	}
	fallback_name = %dème Div. d'Infanterie de Marine
	ordered = {
		1 = {
			%dère Div. d'Infanterie de Marine
		}
		2 = {
			%dème Div. d'Infanterie de Marine
		}
		3 = {
			%dème Div. d'Infanterie de Marine
		}
		4 = {
			%dème Div. d'Infanterie de Marine
		}
		5 = {
			%dème Div. d'Infanterie de Marine
		}
		6 = {
			%dème Div. d'Infanterie de Marine
		}
		7 = {
			%dème Div. d'Infanterie de Marine
		}
		8 = {
			%dème Div. d'Infanterie de Marine
		}
		9 = {
			%dème Div. d'Infanterie de Marine
		}
		10 = {
			%dème Div. d'Infanterie de Marine
		}
	}
}
### Entity: Scripted Effect
Component: NORDIC_basic_nordic_cooperation_effects
Source: game
File: common/scripted_effects/NORDIC_scripted_effects.txt

Code:
NORDIC_basic_nordic_cooperation_effects = {
	NORDIC_increase_conflict_scale = yes
	NORDIC_roll_for_participation_increase = yes
}
### Entity: Event
Component: CHI_warlords.17
Constructs: is_triggered_only, limit, has_government, has_country_flag, add_opinion_modifier, add_political_power, set_variable, set_country_flag
Source: game
File: events/r56_warlord_events.txt

Code:
country_event = {
	id = CHI_warlords.17
	title = CHI_warlords.17.t
	desc = CHI_warlords.17.desc
	picture = GFX_report_event_generic_handshake
	is_triggered_only = yes
	option = {
		name = This is a worthy deal
		FROM = {
			set_variable = {
				FROM_democratic_popularity = FROM.party_popularity_100@democratic
			} {
				FROM_communism_popularity = FROM.party_popularity_100@communism
			} {
				FROM_neutrality_popularity = FROM.party_popularity_100@neutrality
			} {
				FROM_fascism_popularity = FROM.party_popularity_100@fascism
			}
			clamp_variable = {
				var = FROM_democratic_popularity
				min = 0
				max = 100
			} {
				var = FROM_communism_popularity
				min = 0
				max = 100
			} {
				var = FROM_neutrality_popularity
				min = 0
				max = 100
			} {
				var = FROM_fascism_popularity
				min = 0
				max = 100
			}
			if = {
				limit = {
					has_government = democratic
				}
				set_country_flag = FROM_is_democratic_flag
			} {
				limit = {
					has_government = neutrality
				}
				set_country_flag = FROM_is_neutral_flag
			} {
				limit = {
					has_government = communism
				}
				set_country_flag = FROM_is_communistic_flag
			} {
				limit = {
					has_government = fascism
				}
				set_country_flag = FROM_is_fascist_flag
			} {
				limit = {
					has_wargoal_against = ROOT
				}
				remove_wargoal = {
					type = all
					target = ROOT
				}
			}
		} {
			hidden_effect = {
				set_popularities = {
					democratic = FROM_democratic_popularity
					fascism = FROM_fascism_popularity
					communism = FROM_communism_popularity
					neutrality = FROM_neutrality_popularity
				}
				if = {
					limit = {
						has_country_flag = FROM_is_democratic_flag
					}
					set_politics = {
						ruling_party = democratic
					}
					clr_country_flag = FROM_is_democratic_flag
				} {
					limit = {
						has_country_flag = FROM_is_neutral_flag
					}
					set_politics = {
						ruling_party = neutrality
					}
					clr_country_flag = FROM_is_neutral_flag
				} {
					limit = {
						has_country_flag = FROM_is_communistic_flag
					}
					set_politics = {
						ruling_party = communism
					}
					clr_country_flag = FROM_is_communistic_flag
				} {
					limit = {
						has_country_flag = FROM_is_fascist_flag
					}
					set_politics = {
						ruling_party = fascism
					}
					clr_country_flag = FROM_is_fascist_flag
				}
			}
		} {
			IF = {
				limit = {
			
# ... (truncated)
### Entity: Event
Component: generic.12
Constructs: is_triggered_only
Source: game
File: events/Generic.txt

Code:
country_event = {
	id = generic.12
	title = generic.12.t
	desc = generic.12.d
	picture = GFX_report_event_merchant_ship_01
	is_triggered_only = yes
	option = {
		name = generic.12.a
		custom_effect_tooltip = canals_tt
	}
}
### Entity: Idea
Component: AFG_soviet_support
Constructs: war_support_factor, communism_drift
Source: game
File: common/ideas/r56_afghanistan.txt

Code:
AFG_soviet_support = {
	picture = saf_soviet_advisers
	allowed = {
		always = yes
	}
	allowed_civil_war = {
		always = no
	}
	modifier = {
		communism_drift = 0.03
		army_core_attack_factor = 0.05
		war_support_factor = 0.05
	}
}
### Entity: Idea
Component: JAP_temporary_better_supply_lines_bonus_idea
Constructs: removal_cost
Source: game
File: common/ideas/japan.txt

Code:
JAP_temporary_better_supply_lines_bonus_idea = {
	picture = generic_supply_lines
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	on_remove = {

	}
	modifier = {
		supply_consumption_factor = -0.1
		truck_attrition_factor = -0.1
	}
}