Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Trigger Reference
Construct: Raids
Constructs: Raids, fire_only_once, is_coastal, allow_faction_buildings
Source: vanilla_docs
File: common/raids/_documentation.md

Doc:
# Raids
```
raid_type_id = {

	category = raid_category_id

	custom_map_icon = GFX_ref [Optional] - override for the automatic icon lookup (if this is not set, will look for "GFX_raid_type_icon_{raid_name} )" 
    custom_terrain_icon = GFX_ref [Optional] - override for the automatic background based on target province terrain
	target_loc_key = LOC_KEY #[Optional] - Custom loc key for overriding the target name. Use $LOCATION$ inside the loc key if you want to include the location name (state or VP).

	unit_icon = GFX_ref
	target_icon = GFX_ref
	equipment_icon = GFX_ref
	launch_sound = SFX_ref

	command_power = 20 # command power allocation cost

	arrow = {
		type = line # arrow type: line, ballistic, air, naval or land
	}

	unit_model = {

		# Entities to use as raid unit models, the game will try to find suitable entity in the following order:
		#	1. First, a country-specific override, for example: GER_entity_name
		#	2. Second, a culture-specific override, for example: westerngfx_entity_name
		#	3. Then, the basic entity: entity_name
		#	4. If still not found, the game will try to find the default_entity_name
		entity = entity_name
		default_entity = default_entity_name
		
		# Tells the game to use specific equipment's model as raid unit
		# NOTE - only air equipment is currently supported!
		equipment = air_transport

	    start_offset = 15 # offsets the starting position of a unit by an amount, mostly needed so that convoy entities start in the sea and not on the shore
	    scale = 0.5 # scale of the entity, is also multiplied by the global RAID_UNIT_ENTITY_BASE_SCALE define
	}

	# Optional. Drives entity animation across raid travel progress.
	# Stages must be listed in ascending at_progress order. The highest at_progress <= current progress wins.
	# Missing states on the loaded entity are silently skipped (so a basic-tier model can share the script with a multi-stage one).
	# Use a single stage with at_progress = 0 to lock the entity to one state for the whole raid.
	# Omit entirely to leave the entity on its default state for the duration of the raid.
	unit_animations = {
	    stage = { state = "idle" } # at_progress defaults to 0
	    stage = { state = "idle2" intro = "idle2_intro" at_progress = 0.33 }
	    stage = { state = "idle3" intro = "idle3_intro" at_progress = 0.66 }
	}

	ai_will_do = {
		# AI only wants to do raids if resulting AI weight is 
# ... (truncated)
### Entity: Idea
Component: SPA_a_methodical_approach
Source: game
File: common/ideas/spain_nationalist.txt

Code:
SPA_a_methodical_approach = {
	picture = CZE_planning_bonus
	allowed = {
		original_tag = SPR
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		max_planning = 0.1
	}
}
### Entity: Character
Component: nationalist_journalist
Constructs: stability_factor, fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
nationalist_journalist = {
	random = no
	sprite = 13
	stability_factor = 0.1
	fascism_drift = 0.05
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_the_path_of_the_wolf
Constructs: prerequisite, completion_reward, add_tech_bonus, add_mastery_bonus
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_the_path_of_the_wolf
	icon = GFX_goal_generic_wolf_pack
	mutually_exclusive = {
		focus = TUR_the_legacy_of_osmanli_donanmasi
	}
	prerequisite = {
		focus = TUR_relocate_from_yildiz_palace
	}
	x = 2
	y = 1
	relative_position_id = TUR_relocate_from_yildiz_palace
	cost = 5
	ai_will_do = {
		base = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = TUR_the_path_of_the_wolf
			bonus = 1.0
			uses = 1
			category = ss_tech
		}
		add_mastery_bonus = {
			name = TUR_the_path_of_the_wolf
			bonus = 0.2
			days = 180
			track = submarines
		}
	}
}
### Entity: Idea
Component: SWE_junkers
Constructs: has_completed_focus, has_war_with, research_bonus
Source: game
File: common/ideas/r56_sweden.txt

Code:
SWE_junkers = {
	allowed = {
		original_tag = SWE
	}
	available = {
		NOT = {
			has_war_with = GER
		}
		has_completed_focus = SWE_low_altitude_bombers
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		licensed_cas_aircraft_manufacturer
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: arabia.19
Constructs: is_triggered_only, add_opinion_modifier, create_wargoal, take_state
Source: game
File: events/Saudi.txt

Code:
country_event = {
	id = arabia.19
	title = arabia.19.t
	desc = arabia.19.d
	picture = GFX_report_event_polish_politics
	is_triggered_only = yes
	option = {
		name = arabia.19.a
		add_opinion_modifier = {
			target = ENG
			modifier = sau_trade_broken
		}
		create_wargoal = {
			type = take_state
			target = ENG
			generator = {
				453
			}
		}
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_corvette_fleet
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_corvette_fleet
	icon = GFX_focus_generic_destroyer
	prerequisite = {
		focus = BEL_re_build_the_fleet
	}
	relative_position_id = BEL_re_build_the_fleet
	x = 4
	y = 1
	cost = 5
	available = {

	}
	completion_reward = {
		add_ideas = BEL_corvette_fleet_ns
	}
}
### Entity: Idea
Component: strat_bomber_pro
Constructs: is_major, removal_cost, cancel_if_invalid, equipment_bonus, build_cost_ic, has_tech
Source: game
File: common/ideas/add_effects_air_doc.txt

Code:
strat_bomber_pro = {
	removal_cost = -1
	cancel_if_invalid = no
	allowed = {

	}
	equipment_bonus = {
		large_plane_airframe = {
			instant = yes
			build_cost_ic = -0.2
		}
		large_plane_maritime_patrol_plane_airframe = {
			instant = yes
			build_cost_ic = -0.2
		}
	}
	ai_will_do = {
		factor = 0
		modifier = {
			factor = 0
			OR = {
				has_tech = air_superiority
			}
		} {
			factor = 0
			OR = {
				is_major = no
			}
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_PC_province_is_city
Constructs: limit, has_country_flag
Source: game
File: common/scripted_triggers/EAI_CONSTRUCTION_triggers.txt

Code:
EAI_PC_province_is_city = {
	if = {
		limit = {
			PREV = {
				has_country_flag = EAI_PC_trace_functions
			}
		}
		log = EAI_PC_province_is_city > THIS=[this.getname] PREV=[prev.getname] _get_province_type_id=[?_get_province_type_id]
	}
	meta_trigger = {
		text = {
			any_province_building_level = {
				province = {
					id = [x]
					limit_to_victory_point = yes
				}
				building = bunker
				level = < 11
			}
		}
		x = [?_get_province_type_id]
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/CAM_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_0
			creator = CAM
		}
		requested_factories = 2
		progress = 0.1
		efficiency = 50
	}
}
### Entity: Event
Component: MUN_czech.1048
Constructs: is_triggered_only, limit, check_variable, every_state, has_state_flag, clr_state_flag
Source: game
File: events/MUN_Czechoslovakia.txt

Code:
country_event = {
	id = MUN_czech.1048
	title = {
		text = MUN_czech.1048.t
		trigger = {
			NOT = {
				check_variable = {
					global.CZE_origin_event = 1016
				} {
					global.CZE_origin_event = 1021
				} {
					global.CZE_origin_event = 1035
				}
			}
		}
	} {
		text = MUN_czech.1048.t2
		trigger = {
			OR = {
				check_variable = {
					global.CZE_origin_event = 1016
				} {
					global.CZE_origin_event = 1021
				} {
					global.CZE_origin_event = 1035
				}
			}
		}
	}
	desc = {
		text = MUN_czech.1048.d
		trigger = {
			NOT = {
				check_variable = {
					global.CZE_origin_event = 1021
				} {
					global.CZE_origin_event = 1030
				} {
					global.CZE_origin_event = 1035
				} {
					global.CZE_origin_event = 1016
				} {
					global.CZE_origin_event = 1007
				}
			}
		}
	} {
		text = MUN_czech.1048.d2
		trigger = {
			OR = {
				check_variable = {
					global.CZE_origin_event = 1021
				} {
					global.CZE_origin_event = 1030
				}
			}
		}
	} {
		text = MUN_czech.1048.d3
		trigger = {
			check_variable = {
				global.CZE_origin_event = 1016
			}
		}
	} {
		text = MUN_czech.1048.d4
		trigger = {
			check_variable = {
				global.CZE_origin_event = 1007
			}
		}
	} {
		text = MUN_czech.1048.d5
		trigger = {
			check_variable = {
				global.CZE_origin_event = 1035
			}
		}
	}
	picture = GFX_report_event_czech_soldiers_01
	is_triggered_only = yes
	option = {
		name = MUN_czech.1046.a
		trigger = {
			check_variable = {
				global.CZE_origin_event = 1019
			}
		}
		custom_effect_tooltip = generic_has_happen_tt
		effect_tooltip = {
			transfer_state = 762
		}
	} {
		name = MUN_czech.1046.a
		trigger = {
			check_variable = {
				global.CZE_origin_event = 1056
			}
		}
		custom_effect_tooltip = generic_has_happen_tt
		effect_tooltip = {
			transfer_state = 975
		}
	} {
		name = MUN_czech.1046.a
		trigger = {
			check_variable = {
				global.CZE_origin_event = 1024
			}
		}
		custom_effect_tooltip = generic_has_happen_tt
		every_state = {
			limit = {
				has_state_flag = CZE_transferred_to_us
			}
			effect_tooltip = {
				transfer_state_to = ROOT
			}
			clr_state_flag = CZE_transferred_to_us
		}
	} {
		name = MUN_czech.1046.a
		trigger = {
			NOT = {
				check_variable = {
					global.CZE_origin_event = 1019
				} {
					global.CZE_origin_event = 1024
				} {
					global.CZE_origin_event = 1056
				}
			}
		}
	}
}
### Entity: Idea
Component: RCG_nccr
Source: game
File: common/ideas/republic_of_congo.txt

Code:
RCG_nccr = {
	picture = generic_navy_african_2
	allowed = {
		original_tag = RCG
	}
	traits = {
		navy_chief_commerce_raiding_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: TXS_allan_shivers
Source: game
File: common/characters/TXS.txt

Code:
TXS_allan_shivers = {
	name = TXS_allan_shivers
	portraits = {
		civilian = {
			large = gfx/leaders/r56_generic/r56_portrait_generic_politician_europe_3.dds
		}
	}
	country_leader = {
		ideology = despotism
		expire = 1985.1.14
		id = -1
		traits = {
			headstrong r56_trait_opposed_to_communism
		}
	}
}
### Entity: Decision
Component: ITA_vallo_alpino_del_littorio_dec_cat
Constructs: has_completed_focus
Source: game
File: common/decisions/categories/ITA_decision_categories.txt

Code:
ITA_vallo_alpino_del_littorio_dec_cat = {
	icon = GFX_decision_category_generic_mountain_fortification
	allowed = {
		original_tag = ITA
	}
	priority = 7
	visible = {
		has_completed_focus = ITA_vallo_alpino_del_littorio
	}
}
### Entity: Idea
Component: SWE_gustaf_v_idea
Constructs: has_government, removal_cost
Source: game
File: common/ideas/sweden.txt

Code:
SWE_gustaf_v_idea = {
	allowed = {
		original_tag = SWE
	}
	picture = SWE_king_gustaf
	allowed_civil_war = {
		NOT = {
			has_government = communism
		} {
			any_other_country = {
				original_tag = SWE
				has_government = neutrality
				NOT = {
					tag = ROOT
				}
			}
		}
	}
	removal_cost = -1
	traits = {
		SWE_former_autocrat
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_REF_41
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_REF_41 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_REF
			value = 41
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = synthetic_refinery
		value = 41
	}
}
### Entity: Idea
Component: whiskers_naval_yard
Constructs: research_bonus
Source: game
File: common/ideas/catism.txt

Code:
whiskers_naval_yard = {
	allowed = {
		original_tag = WAF
	}
	research_bonus = {
		naval_equipment = 0.15
	}
	traits = {
		coastal_defence_naval_manufacturer
	}
	modifier = {

	}
}
### Entity: Idea
Component: AST_IRE_out_of_the_den_idea
Constructs: removal_cost
Source: game
File: common/ideas/australia.txt

Code:
AST_IRE_out_of_the_den_idea = {
	picture = FRA_army_of_aggression_focus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	targeted_modifier = {
		tag = ENG
		defense_bonus_against = 0.15
	}
}
### Entity: National Focus
Tree: can_focus
Component: CAN_liberate_the_workers_of_the_world
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/canada.txt

Code:
focus = {
	id = CAN_liberate_the_workers_of_the_world
	icon = GFX_goal_generic_demand_territory
	prerequisite = {
		focus = CAN_reject_authoritarianism
	}
	x = 0
	y = 1
	relative_position_id = CAN_reject_authoritarianism
	cost = 10
	ai_will_do = {
		factor = 25
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	completion_reward = {
		add_ideas = CAN_true_revolution
	}
}
### Entity: Wiki Documentation
Construct: gbreload
Source: paradoxwiki
File: documentation/web/paradoxwiki/Console_commands.html

Doc:
gbreload
|
Reloads gradient borders
|
Only for developers.
|

gbpaint [layer] [channel]
|
Toggles gradient border painting
|

|
### Entity: Unit Template
Component: MEK_CAV_01
Source: game
File: common/units/names_divisions/MEK_names_divisions.txt

Code:
MEK_CAV_01 = {
	name = Cavalry Divisions
	for_countries = {
		MEK
	}
	can_use = {
		always = yes
	}
	division_types = {
		cavalry
	}
	fallback_name = %d. Kavallerie-Division
	ordered = {
		1 = {
			%d. Kavallerie-Division
		}
		3 = {
			%d. Kavallerie-Division
		}
		4 = {
			%d. Kavallerie-Division
		}
		5 = {
			%d. Kavallerie-Division
		}
		6 = {
			%d. Kavallerie-Division
		}
		7 = {
			%d. Kavallerie-Division
		}
		8 = {
			%d. Kavallerie-Division
		}
		9 = {
			%d. Kavallerie-Division
		}
		10 = {
			%d. Kavallerie-Division
		}
		11 = {
			%d. Kavallerie-Division
		}
		12 = {
			%d. Kavallerie-Division
		}
		13 = {
			%d. Kavallerie-Division
		}
		14 = {
			%d. Kavallerie-Division
		}
		15 = {
			%d. Kavallerie-Division
		}
		16 = {
			%d. Kavallerie-Division
		}
		17 = {
			%d. Kavallerie-Division
		}
		18 = {
			%d. Kavallerie-Division
		}
		19 = {
			%d. Kavallerie-Division
		}
		20 = {
			%d. Kavallerie-Division
		}
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_british_army_support
Constructs: prerequisite, completion_reward, is_subject_of, has_global_flag, is_in_faction_with, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/india.txt

Code:
focus = {
	id = RAJ_british_army_support
	icon = GFX_goal_generic_cavalry
	prerequisite = {
		focus = RAJ_indian_national_congress
	}
	x = 5
	y = 1
	relative_position_id = RAJ_indian_national_congress
	cost = 10
	ai_will_do = {
		factor = 25
	}
	available = {
		OR = {
			is_subject_of = ENG
			AND = {
				has_global_flag = ENG_decolonized
				is_in_faction_with = ENG
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		army_experience = 30
		add_tech_bonus = {
			name = RAJ_british_army_support
			bonus = 1.0
			uses = 2
			category = support_tech
		}
	}
}
### Entity: National Focus
Tree: vin_focus
Component: VIN_nationalize_french_businesses
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, is_in_home_area, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/Vietnam.txt

Code:
focus = {
	id = VIN_nationalize_french_businesses
	icon = GFX_focus_generic_self_management
	cost = 10
	prerequisite = {
		focus = VIN_create_the_national_railway_administration
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
				OR = {
					is_in_home_area = yes
					NOT = {
						owner = {
							any_owned_state = {
								free_building_slots = {
									building = industrial_complex
									size = > 1
									include_locked = yes
								}
								is_in_home_area = yes
							}
						}
					}
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	x = 49
	y = 1
}
### Entity: Country History
Country: MEX
Component: MEX_misc
Constructs: limit, add_ideas, remove_ideas, add_opinion_modifier, set_technology, add_political_power, has_dlc, set_naval_oob
Source: game
File: history/countries/MEX - Mexico.txt

Code:
# Misc for MEX
capital = 277
IF = {
	limit = {
		has_dlc = Man the Guns
	}
	set_naval_oob = MEX_1936_naval_mtg
	ELSE = {
		set_naval_oob = MEX_1936_naval_legacy
	}
}
{
	limit = {
		has_dlc = By Blood Alone
	}
	set_air_oob = MEX_1936_air_bba
	set_technology = {
		aa_lmg = 1
		engines_1 = 1
		early_bombs = 1
		aircraft_construction = 1
		iw_small_airframe = 1
	}
	ELSE = {
		set_air_oob = MEX_1936_air_legacy
		set_technology = {
			early_fighter = 1
			early_bomber = 1
			CAS1 = 1
		}
	}
}
{
	limit = {
		has_dlc = No Step Back
	}
	set_technology = {
		gwtank_chassis = 1
	}
}
{
	limit = {
		NOT = {
			has_dlc = No Step Back
		}
	}
	set_technology = {
		gwtank = 1
	}
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	set_technology = {
		early_submarine = 1
		early_destroyer = 1
		early_light_cruiser = 1
		early_heavy_cruiser = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	set_technology = {
		basic_naval_mines = 1
		early_ship_hull_light = 1
		early_ship_hull_submarine = 1
		basic_battery = 1
		coastal_defense_ships = 1
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	add_ideas = {
		MEX_callistas MEX_church_power_2 MEX_oil_concessions MEX_politicised_army MEX_cedillo_tension_2
	}
}
{
	limit = {
		not = {
			has_dlc = Man the Guns
		}
	}
	create_equipment_variant = {
		name = Durango Class
		type = destroyer_1
		upgrades = {
			ship_anti_air_upgrade = 1
		}
		obsolete = yes
	} {
		name = Nicolás Bravo Class
		type = destroyer_1
		upgrades = {
			ship_torpedo_upgrade = 1
			destroyer_engine_upgrade = 1
			ship_ASW_upgrade = 1
			ship_anti_air_upgrade = 2
		}
	}
}
{
	limit = {
		has_dlc = Man the Guns
	}
	create_equipment_variant = {
		name = Nicolás Bravo Class
		type = ship_hull_light_1
		name_group = MEX_DD_HISTORICAL
		parent_version = 0
		modules = {
			fixed_ship_battery_slot = ship_light_battery_1
			fixed_ship_anti_air_slot = empty
			fixed_ship_fire_control_system_slot = ship_fire_control_system_0
			fixed_ship_radar_slot = empty
			fixed_ship_engine_slot = light_ship_engine_1
			fixed_ship_torpedo_slot = empty
			mid_1_custom_slot = empty
			rear_1_custom_slot = empty
		}
		obsolete = yes
	} {
		name = Durango Class
		type = ship_hull_light_1
		name_group = MEX_DD_HISTORICAL
		parent_version = 0
		modules = {
			fixed_ship_battery_slot = ship_light_battery_1
			fixed_ship_anti_air_slot = ship_anti_air_1
			fixed_ship_fire_control_system_slot = s
# ... (truncated)
### Entity: Order of Battle
Component: air_wing_141
Source: game
File: history/units/SWE_1939_air_bba.txt

Code:
air_wings = {
	141 = {
		medium_plane_airframe_0 = {
			owner = SWE
			amount = 36
			creator = GER
			version_name = Ju 86
		}
		small_plane_cas_airframe_0 = {
			owner = SWE
			amount = 36
			creator = ENG
			version_name = Fairey Gordon
		}
		small_plane_airframe_0 = {
			owner = SWE
			amount = 36
			creator = ENG
			version_name = Gloster Gladiator
		}
	}
}
### Entity: Order of Battle
Component: division_unit
Constructs: division_template, is_name_ordered
Source: game
File: history/units/SOV_1936.txt

Code:
division = {
	division_name = {
		is_name_ordered = yes
		name_order = 37
	}
	location = 6220
	division_template = Strelkovaya Diviziya
	start_experience_factor = 0.2
	start_equipment_factor = 0.85
}
### Entity: National Focus
Tree: pol_focus
Component: POL_armia_ludowa
Constructs: division_template, prerequisite, limit, has_government, completion_reward, random_owned_controlled_state, has_full_control_of_state, create_unit
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_armia_ludowa
	icon = GFX_focus_YUG_pan_slavic_congress
	prerequisite = {
		focus = POL_committee_of_national_liberation
	} {
		focus = POL_non_discriminatory_recruitment
	}
	relative_position_id = POL_committee_of_national_liberation
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2.5
	}
	available_if_capitulated = yes
	available = {
		NOT = {
			has_government = fascism
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		division_template = {
			name = Armia Ludowa
			priority = 2
			division_names_group = POL_INF_01
			regiments = {
				infantry = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 0
					y = 2
				} {
					x = 1
					y = 0
				} {
					x = 1
					y = 1
				} {
					x = 1
					y = 2
				} {
					x = 2
					y = 0
				} {
					x = 2
					y = 1
				} {
					x = 2
					y = 2
				}
			}
		}
		random_owned_controlled_state = {
			limit = {
				ROOT = {
					has_full_control_of_state = PREV
				}
			}
			prioritize = {
				10
			}
			create_unit = {
				division = name = "1 Armia Ludowa" division_template = "Armia Ludowa" start_experience_factor = 1.0
				owner = POL
			} {
				division = name = "2 Armia Ludowa" division_template = "Armia Ludowa" start_experience_factor = 1.0
				owner = POL
			}
		} {
			limit = {
				ROOT = {
					has_full_control_of_state = PREV
				}
			}
			prioritize = {
				88
			}
			create_unit = {
				division = name = "3 Armia Ludowa" division_template = "Armia Ludowa" start_experience_factor = 1.0
				owner = POL
			}
		}
	}
}
### Entity: Event
Component: NSB_soviet_paranoia_system_events.19
Constructs: is_triggered_only, ai_chance, limit, has_country_flag, add_political_power, check_variable, every_character, is_character_slot
Source: game
File: events/NSB_Soviet.txt

Code:
country_event = {
	id = NSB_soviet_paranoia_system_events.19
	title = NSB_soviet_paranoia_system_events.19.t
	desc = {
		text = NSB_soviet_paranoia_system_events.19.desc_1
		trigger = {
			has_country_flag = SOV_purge_event_unavoidable_flag
			check_variable = {
				SOV_moscow_trial_index = < 2
			}
		}
	} {
		text = NSB_soviet_paranoia_system_events.19.desc_2
		trigger = {
			has_country_flag = SOV_purge_event_unavoidable_flag
			check_variable = {
				SOV_moscow_trial_index = > 1
			} {
				SOV_moscow_trial_index = < 3
			}
		}
	} {
		text = NSB_soviet_paranoia_system_events.19.desc_3
		trigger = {
			has_country_flag = SOV_purge_event_unavoidable_flag
			check_variable = {
				SOV_moscow_trial_index = > 2
			}
		}
	} {
		text = NSB_soviet_paranoia_system_events.19.desc_4
		trigger = {
			NOT = {
				has_country_flag = SOV_purge_event_unavoidable_flag
			}
		}
	}
	picture = GFX_report_event_SOV_purge_administration
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			SOV_paranoia_increase_purge_counter_great = yes
		}
	}
	option = {
		name = NSB_soviet_paranoia_system_events.19.a
		ai_chance = {
			base = 10
		}
		hidden_effect = {
			every_character = {
				limit = {
					is_character_slot = political_advisor
					has_character_flag = SOV_targeted_for_purge_flag
				}
				SOV_purge_character_effect = yes
			}
		} {
			SOV_paranoia_update_portraits_ui = yes
		}
		custom_effect_tooltip = SOV_characters_will_be_purged_tt
		character_list_tooltip = {
			limit = {
				has_character_flag = SOV_targeted_for_purge_flag
			}
		}
		SOV_paranoia_very_high_decrease_effect = yes
		add_to_variable = {
			SOV_moscow_trial_index = 1
		}
		if = {
			limit = {
				has_country_flag = SOV_purge_event_unavoidable_flag
			}
			custom_effect_tooltip = SOV_purge_event_unavoidable_purge_great_tt
		}
		else_if = {
			limit = {
				has_political_power = < SOV_purge_event_pp_to_avoid_great
			}
			custom_effect_tooltip = SOV_purge_event_not_enough_pp_to_avoid_great_tt
		}
		SOV_clear_unavoidable_purge_flags_effect = yes
	} {
		name = NSB_soviet_paranoia_system_events.19.b
		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				has_political_power = < SOV_purge_event_pp_to_avoid_great_pay
			} {
				factor = 0
				SOV_is_opposition = yes
			}
		}
		trigger = {
			NOT = {
				has_political_power = < SOV_purge_event_pp_to_avoid_great
			} {
				has_country_flag = SOV_p
# ... (truncated)