Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Character
Component: silent_workhorse
Source: game
File: common/country_leader/00_traits.txt

Code:
silent_workhorse = {
	random = yes
	sprite = 13
	political_power_factor = 0.15
	ai_will_do = {
		factor = 1
	}
}
### Entity: Idea
Component: GER_german_controlled_reichskommissariat
Constructs: industrial_capacity_factory, production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/GER.txt

Code:
GER_german_controlled_reichskommissariat = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = triumphant_will
	modifier = {
		local_resources_factor = 0.25
		industrial_capacity_factory = 0.1
		production_speed_buildings_factor = 0.1
		production_lack_of_resource_penalty_factor = -0.1
		autonomy_gain_global_factor = -0.1
		weekly_manpower = 200
		resistance_damage_to_garrison = -0.1
		overlord_trade_cost_factor = -0.05
	}
	targeted_modifier = {
		tag = GER
		cic_to_target_factor = 0.2
		mic_to_target_factor = 0.15
	}
}
### Entity: Modifier Reference
Construct: modifier_army_sub_unit_infantry_defence_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## modifier_army_sub_unit_infantry_defence_factor

* Number with 2 decimal places
* **Categories**: army
### Entity: Unit Leader
Component: trait_SOV_determined
Source: game
File: common/unit_leader/NSB_traits.txt

Code:
trait_SOV_determined = {
	type = {
		land navy
	}
	trait_type = status_trait
	attack_skill = 1
	defense_skill = 1
}
### Entity: Scripted Trigger
Component: has_hide_rule
Constructs: has_hide_rule, has_game_rule
Source: game
File: common/scripted_triggers/00_scripted_triggers.txt

Code:
has_hide_rule = {
	has_game_rule = {
		rule = obsolete_focus_branches_visibility
		option = HIDE
	}
}
### Entity: National Focus
Tree: men_focus
Component: MEN_compromise_with_nanjing
Constructs: prerequisite, limit, remove_ideas, has_war_with, completion_reward, add_political_power, is_faction_leader, add_to_faction
Source: game
File: common/national_focus/mengkukuo.txt

Code:
focus = {
	id = MEN_compromise_with_nanjing
	icon = GFX_goal_CHI_continue_the_peoples_tutelage
	available = {
		NOT = {
			has_war_with = CHI
		}
		country_exists = CHI
	}
	prerequisite = {
		focus = MEN_consolidate_national_rule
	} {
		focus = MEN_root_out_japanese_loyality
	}
	x = 1
	y = 1
	relative_position_id = MEN_consolidate_national_rule
	cost = 5
	ai_will_do = {
		factor = 100
	}
	completion_reward = {
		add_political_power = -35
		diplomatic_relation = {
			country = JAP
			relation = military_access
			active = no
		}
		if = {
			limit = {
				CUG = {
					is_faction_leader = yes
				}
			}
			CUG = {
				add_to_faction = ROOT
			}
		}
		else_if = {
			limit = {
				CUG = {
					is_in_faction = yes
				}
			}
			CUG = {
				faction_leader = {
					add_to_faction = ROOT
				}
			}
		}
		custom_effect_tooltip = r56_newline
		remove_ideas = MEN_kwantungs_invisible_hand_democratic_2
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Name List
Component: NGR
Source: game
File: common/names/00_names.txt

Code:
NGR = {
	male = {
		names = {
			Abdou Abdoulaye Aboubacar Adamou Albade Alhassane Ali Aliou Amadou Ambroise Aminatou Andre Badie Barcourgne Boubou Boukary Brigi Damoure Dary Daouda Djibo Falke Foumakoye Garba Gremah Habi Hama Hamani Hamid Hamidou Harouna Hassoumi Ibrahim Ide Idrissa Ilguilas Ismael Issa Issake Issouf Issoufou Kader Kalla Karidjo Karim Kassaly Mahamadou Mahamane Malam Mamadou Maman Mamane Mano Mayaki Mdou Mohamadou Mohamed Moumouni Mounkaila Moussa Moustapha Nassirou Nnimmo Omara Ouhoumoudou Oum Oumar Oumarou Ousmane Ouwo Rabiou Rabo Rhissa Salamtou Salou Saloum Sanoussi Seyni Souley Yacouba William Zakari Zodi
		}
	}
	female = {
		names = {
			Aichatou Amina Balkissa Lailatou Mariama Nafissa Nafissatou Rachidatou Salifou
		}
	}
	surnames = {
		Abani Abdoulahi Abdoulaye Abouba Adamou Adji Aissata Alassane Algabid Alhassan Ali Amadou Ankourao Assoumane Ba Bacharou Bakary Bana Bare Bassey Bazeye Bazindre Bazoum Bo Boucar ag Boula Cheiffou Cisse Courmo Daborg Danda Daouda Dasuda Dayak Diori Djermakoye Djibo Gabde Gado Gamatie Ganda Gao Garba Gourouza Habou Hama Harouna Hassane Hima Ide Ikhia Issaka Issoufou Jackou Kaka Kountche Labo Lago Lambo Lamine Laouali Lele Lompo Maazou ag Maha Mahamadou Mahamidou Maidah Maiga Maikido Mainassara Maliki Mamani Marte Massaoudou Mayaki Mindaoudou Moctar Moumouni N'Gounou Oubandawaki Ouedraogo Ouhoumoudou Oumarou Oumarou Ousmane Ovnteni Rafini Ramatou Sabo Saguirou Saibou Saidou-Djermakoye Saley Salifou Salissou Saminou Seydou Sidibe Sidikou Sido Souleymane Tandja Tondi Traore Toure Wanke Weila Zeine Zika
	}
	callsigns = {

	}
}
### Entity: Idea
Component: POR_all_against_the_bolshevik_threat_idea
Constructs: has_government, removal_cost, communism_drift, democratic_drift, fascism_drift
Source: game
File: common/ideas/r56_portugal.txt

Code:
POR_all_against_the_bolshevik_threat_idea = {
	name = POR_brawling_in_urban_centers
	picture = SPR_political_violence
	allowed = {
		original_tag = POR
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	modifier = {
		stability_weekly = -0.002
		communism_drift = 0.02
		democratic_drift = 0.01
		fascism_drift = 0.01
	}
}
### Entity: National Focus
Tree: lux_focus
Component: LUX_finalise_government_formation
Constructs: prerequisite, limit, has_country_flag, add_stability, completion_reward, has_active_mission, add_popularity, set_power_balance
Source: game
File: common/national_focus/r56_luxembourg.txt

Code:
focus = {
	id = LUX_finalise_government_formation
	icon = GFX_goal_generic_intelligence_exchange
	cost = 5
	x = 0
	y = 2
	relative_position_id = LUX_appoint_new_prime_minister
	prerequisite = {
		focus = LUX_maintain_status_quo LUX_socialist_victory
	}
	available = {
		NOT = {
			has_active_mission = LUX_form_government_mission
		}
	}
	completion_reward = {
		add_stability = 0.05
		custom_effect_tooltip = LUX_finalise_government_formation_tt generic_skip_one_line_tt
		if = {
			limit = {
				NOT = {
					has_country_flag = LUX_elections_KPL_winner
				}
			}
			add_popularity = {
				ideology = democratic
				popularity = 0.1
			}
			set_power_balance = {
				id = LUX_neutrality_balance
				set_default = yes
			}
		}
		else = {
			add_popularity = {
				ideology = communism
				popularity = 0.05
			} {
				ideology = democratic
				popularity = 0.05
			}
		}
		clr_country_flag = LUX_minister_economics_button_empty_clicked LUX_minister_interior_button_empty_clicked LUX_minister_foreign_button_empty_clicked LUX_minister_labour_button_empty_clicked LUX_minister_army_button_empty_clicked
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_HISTORICAL
	}
}
### Entity: Idea
Component: BUL_soviet_naval_designer
Constructs: has_completed_focus, limit, has_war_with, has_country_flag, has_dlc, has_opinion, has_capitulated, is_subject
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_soviet_naval_designer = {
	name = nevskoye_design_bureau
	picture = nevskoye_design_bureau
	cost = 75
	allowed = {
		original_tag = BUL
		has_dlc = Battle for the Bosporus
	}
	available = {
		has_country_flag = BUL_soviet_naval_agreements_flag
		if = {
			limit = {
				NOT = {
					has_country_flag = BUL_contract_with_soviet_naval_designer_flag
				}
			}
			SOV = {
				has_opinion = {
					target = ROOT
					value = > 49
				}
				has_capitulated = no
				BUL_is_valid_subject = yes
			}
		}
		NOT = {
			has_war_with = SOV
		} {
			has_completed_focus = BUL_nationalization
		}
		OR = {
			is_subject = no
			is_subject_of = SOV
		}
	}
	on_add = {
		if = {
			limit = {
				NOT = {
					has_country_flag = BUL_contract_with_soviet_naval_designer_flag
				}
			}
			random_owned_state = {
				limit = {
					is_fully_controlled_by = ROOT
					free_building_slots = {
						building = dockyard
						size = > 0
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = dockyard
					level = 1
					instant_build = yes
				}
			}
			set_country_flag = BUL_contract_with_soviet_naval_designer_flag
		}
	}
	research_bonus = {
		naval_equipment = 0.15
	}
	traits = {
		naval_manufacturer
	}
}
### Entity: Event
Component: SEA_warlords.7
Constructs: is_triggered_only, add_equipment_to_stockpile, fire_only_once, add_manpower
Source: game
File: events/SEA_Warlords.txt

Code:
country_event = {
	id = SEA_warlords.7
	title = SEA_warlords.7.t
	desc = SEA_warlords.7.desc
	picture = GFX_report_event_chinese_soldiers_02
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = SEA_warlords.7.a
		FROM = {
			add_equipment_to_stockpile = {
				type = infantry_equipment
				amount = -1000
				producer = FROM
			}
			add_manpower = -1000
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		add_equipment_to_stockpile = {
			type = infantry_equipment
			amount = 1000
			producer = FROM
		}
		add_manpower = 1000
		army_experience = 25
	}
}
### Entity: Misc Config
Component: technology_sharing_group
Constructs: has_war_with
Source: game
File: common/technology_sharing/00_tech_sharing_groups.txt

Code:
technology_sharing_group = {
	id = ITA_franco_italian_tech_sharing
	name = ITA_franco_italian_tech_sharing_name
	desc = ITA_franco_italian_tech_sharing_desc
	picture = GFX_technology_sharing_default
	research_sharing_per_country_bonus = 0.15
	categories = {
		armor infantry_weapons
	}
	available = {
		NOT = {
			has_war_with = FRA
		}
	}
}
### Entity: Country History
Country: TMS
Component: TMS_technology
Constructs: set_technology
Source: game
File: history/countries/TMS - Turkmenistan.txt

Code:
# Starting Technologies for TMS
set_technology = {
	infantry_weapons = 1
}
### Entity: State History
Component: 143
Constructs: add_core_of
Source: game
File: history/states/143-Midt-Noreg.txt

Code:
state = {
	id = 143
	name = STATE_143
	manpower = 280271
	state_category = rural
	history = {
		victory_points = {
			3022 5
		}
		owner = NOR
		add_core_of = NOR SMI
		buildings = {
			infrastructure = 2
			arms_factory = 0
			industrial_complex = 1
			3022 = {
				naval_base = 3
				coastal_bunker = 2
			}
		}
	}
	provinces = {
		21 107 115 3018 3022 3098 3183 6038 6041 6116 6118 6173 9069 9132 9139 11118 11173
	}
	local_supplies = 0.0
}
### Entity: Order of Battle
Component: Nacistas Regulars Div #1
Constructs: division_template
Source: game
File: history/units/r56_chile_major_uprising.txt

Code:
division = {
	name = Nacistas Regulars Div #1
	location = 650
	division_template = Nacistas Regulars
	start_equipment_factor = 0.99
	start_experience_factor = 0.1
}
### Entity: Scope Reference
Construct: Operations
Source: vanilla_docs
File: common/operations/_documentation.md

Doc:
# Operations

```
Definition: SCOPE_OPERATION
------------------------------------------
FROM = the target country of the operation
ROOT = the origin country of the operation
------------------------------------------
```

Every operation needs a `<unique id>`, which is `operation_test` in this case
```
operation_test = {

	#
	# Visuals
	#

	icon = GFX_operation_test_icon

	# [[scripted localization]]
	name = "Operation: Mole Invasion"

	# [[scripted localization]]
	desc = "Deep in the jungles of Luxembourg the mole population is revolting and prepares to invade neighbouring countries"

	# Priority determines in which order they are listed from the list of operations in the Intelligence Agency window
	# The higher the number the earlier in the list it will be
	priority = 15

	#
	# Every operation needs a duration in days that it takes to execute it
	#
	
	days = 15

	# The danger level the target country will perceived once this operation is initiated (default = 0)
	danger_level = 5

	#
	# The number of operatives requires to be assigned to an operation for it to start
	#
	
	operatives = 2

	#
	# Every operation has a hard requirement of network strength in the target country
	# Integer [0-100]
	#
	
	network_strength = 100

	#
	# This is where all the separate phases are defined
	# There can be any number of phases, they will be evenly split over the total duration of the operation
	#
	
	phases = {
		# Each phase for an operation may have a single actual phase assigned to it, which is determined here
		# Every <phase id> can have a base chance as well as any number of modifiers
		phase_test = { base = 10 }
		phase_1 = {
			modifier = {
				factor = 0
			}
			modifier = {
				add = 10
			}
			base = 90
		}
	}
	phases = {
		phase_1 = { base = 100 }
	}

#########################
### Entity: Scripted Effect
Component: EAI_special_infantry_division_limits
Constructs: has_war, limit, has_government, has_war_with, is_major, is_historical_focus_on, is_ai, has_global_flag
Source: game
File: common/scripted_effects/EAI_PRODUCTION_division_limit_effects.txt

Code:
EAI_special_infantry_division_limits = {
	if = {
		limit = {
			original_tag = FRA
			is_historical_focus_on = yes
			GER = {
				is_ai = yes
			}
			date = < 1941.1.1
			NOT = {
				EAI_DIFFICULTY_has_difficulty_bonus = yes
			} {
				EAI_player_intervening = yes
			}
		}
		clamp_variable = {
			var = EAI_division_cap_10k
			min = 0
			max = 90
		}
	} {
		limit = {
			has_global_flag = EAI_performance_mode
			has_war = no
			NOT = {
				EAI_major_country = yes
				EAI_asian_minor = yes
				EAI_commonwealth = yes
				EAI_european_minor = yes
			} {
				EAI_DIFFICULTY_has_difficulty_bonus = yes
			} {
				EAI_player_intervening = yes
			}
		}
		set_variable = {
			EAI_division_cap_10k = 0
		}
	}
	else_if = {
		limit = {
			original_tag = AUS
			threat = < 0.75
			has_war = no
		}
		clamp_variable = {
			var = EAI_division_cap_10k
			min = 0
			max = 4
		}
		if = {
			limit = {
				GER = {
					is_ai = yes
				}
				is_historical_focus_on = yes
			}
			clamp_variable = {
				var = EAI_division_cap_10k
				min = 0
				max = 3
			}
		}
	} {
		limit = {
			OR = {
				original_tag = HOL BEL LUX
			}
			is_historical_focus_on = yes
			GER = {
				is_ai = yes
				is_major = yes
				has_government = fascism
			}
			has_war = no
			date = < 1941.1.1
			NOT = {
				EAI_DIFFICULTY_has_difficulty_bonus = yes
			} {
				EAI_player_intervening = yes
			}
		}
	} {
		limit = {
			original_tag = NOR
			is_historical_focus_on = yes
			GER = {
				is_ai = yes
			}
			NOT = {
				is_in_faction_with = GER
			} {
				EAI_DIFFICULTY_has_difficulty_bonus = yes
			} {
				EAI_player_intervening = yes
			}
		}
		set_variable = {
			EAI_division_cap_10k = 0
		}
	} {
		limit = {
			is_historical_focus_on = yes
			original_tag = POL
			date = < 1941.1.1
		}
		if = {
			limit = {
				GER = {
					is_ai = yes
				}
				NOT = {
					EAI_DIFFICULTY_has_difficulty_bonus = yes
				} {
					EAI_player_intervening = yes
				}
			}
			clamp_variable = {
				var = EAI_division_cap_10k
				min = 0
				max = 50
			}
		}
		else = {
			clamp_variable = {
				var = EAI_division_cap_10k
				min = 100
			}
		}
	} {
		limit = {
			original_tag = GRE
			is_historical_focus_on = yes
			NOT = {
				EAI_DIFFICULTY_has_difficulty_bonus = yes
			} {
				EAI_player_intervening = yes
			} {
				any_enemy_country = {
					is_ai = no
				}
			}
			GER = {
				is_ai = yes
			}
			ITA = {
				is_ai = yes
			}
			date
# ... (truncated)
### Entity: Idea
Component: CHI_wargaming_division
Constructs: removal_cost
Source: game
File: common/ideas/china_shared.txt

Code:
CHI_wargaming_division = {
	picture = chi_wargaming_division
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		max_command_power = 10
	}
}
### Entity: Scripted Effect
Component: EAI_EXPEDITIONARY_cancel_target
Constructs: limit, has_country_flag, is_in_array, clr_country_flag, remove_from_array, set_temp_variable
Source: game
File: common/scripted_effects/EAI_COUNTRY_volunteer_effects.txt

Code:
EAI_EXPEDITIONARY_cancel_target = {
	if = {
		limit = {
			is_in_array = {
				array = EAI_expeditionary_targets
				value = PREV.id
			}
		}
		clr_country_flag = EAI_volunteers_from_@PREV
		for_each_loop = {
			array = PREV.EAI_expeditionary_targets
			var:v = {
				if = {
					limit = {
						tag = PREV
					}
					remove_from_array = {
						array = PREV.PREV.EAI_expeditionary_targets
						index = i
					}
					set_temp_variable = {
						break = 1
					}
				}
			}
		}
		set_temp_variable = {
			break = 0
		} {
			log_ended_expeditionary = 1
		}
		if = {
			limit = {
				ROOT = {
					has_country_flag = EAI_volunteer_logging
				}
			}
			log = [GetYear] [GetMonth] | AI | [Prev.GetName] | EXPEDITIONARIES: cancel target [This.GetName]
		}
	}
}
### Entity: Doctrine
Component: armored_cavalry
Constructs: xp_cost, has_dlc, maximum_speed, suppression_factor
Source: game
File: common/doctrines/subdoctrines/land/armor_subdoctrines.txt

Code:
armored_cavalry = {
	track = armor
	name = SUBDOCTRINE_ARMORED_CAVALRY
	description = SUBDOCTRINE_ARMORED_CAVALRY_DESC
	icon = GFX_doctrine_armored_cavalry_medium
	xp_cost = 100
	xp_type = army
	available = {
		always = yes
	}
	visible = {
		AND = {
			has_dlc = No Compromise, No Surrender La Resistance
		}
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 25
			OR = {
				original_tag = ITA JAP
			}
		}
	}
	armored_car = {
		max_organisation = 5
		defense = 0.1
	}
	mechanized = {
		max_organisation = 5
		defense = 0.05
	}
	rewards = {
		cruiser_tanks = {
			light_armor = {
				maximum_speed = 0.1
				max_organisation = 5
				breakthrough = 0.05
			}
		}
		quick_response_force = {
			motorized_military_police = {
				battalion_mult = {
					category = category_vehicle_infantry
					suppression_factor = 0.05
				}
			}
			armored_car = {
				suppression_factor = 0.2
			}
		}
		speed_as_armour = {
			light_armor = {
				maximum_speed = 0.05
				breakthrough = 0.05
			}
			armored_car = {
				maximum_speed = 0.05
				breakthrough = 0.1
				soft_attack = 0.1
			}
			mechanized = {
				maximum_speed = 0.05
				breakthrough = 0.05
			}
		}
		fighting_reconnaissance = {
			armored_car_recon = {
				max_organisation = 3
				soft_attack = 0.05
			}
			light_tank_recon = {
				max_organisation = 2
				soft_attack = 0.05
			}
			anti_tank_battery = {
				ap_attack = 0.1
			}
			mot_fire_support = {
				max_organisation = 5
				soft_attack = 0.05
				default_morale = 0.1
			}
		}
		sustained_deployments = {
			armored_car = {
				max_organisation = 5
				soft_attack = 0.05
				default_morale = 0.2
			}
			light_armor = {
				max_organisation = 5
				soft_attack = 0.05
				hard_attack = 0.1
				default_morale = 0.15
			}
			mechanized = {
				max_organisation = 5
				soft_attack = 0.05
				default_morale = 0.1
			}
			motorized = {
				max_organisation = 5
				soft_attack = 0.05
				default_morale = 0.1
			}
		}
	}
}
### Entity: Idea
Component: ITA_offensive_in_ethiopia
Constructs: removal_cost
Source: game
File: common/ideas/italy.txt

Code:
ITA_offensive_in_ethiopia = {
	removal_cost = -1
	picture = generic_acquire_tanks
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	targeted_modifier = {
		tag = ETH
		attack_bonus_against = 0.15
	}
}
### Entity: Idea
Component: ISR_kibbutzim
Constructs: removal_cost, communism_drift
Source: game
File: common/ideas/israel.txt

Code:
ISR_kibbutzim = {
	picture = LIT_invested_in_farms
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		political_power_factor = 0.1
		consumer_goods_factor = -0.15
		min_export = -0.1
		communism_drift = 0.02
	}
}
### Entity: Military Industrial Organization
Component: YUG_rogozarski_organization
Constructs: has_completed_focus, limit, has_dlc
Source: game
File: common/military_industrial_organization/organizations/YUG_organization.txt

Code:
YUG_rogozarski_organization = {
	include = generic_medium_aircraft_organization
	icon = GFX_idea_YUG_rogozarski
	allowed = {
		tag = YUG
	}
	available = {
		if = {
			limit = {
				has_dlc = Death or Dishonor
			}
			owner = {
				has_completed_focus = YUG_rogozarski
			}
		}
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_the_bombe_no_mtg
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_the_bombe_no_mtg
	icon = GFX_goal_generic_radar
	prerequisite = {
		focus = POL_expand_polish_intelligence_no_mtg
	}
	available = {

	}
	x = 4
	y = 1
	relative_position_id = POL_expand_polish_intelligence_no_mtg
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = POL_the_bombe
			bonus = 1.0
			uses = 1
			category = computing_tech
		}
	}
}
### Entity: Event
Component: india.2
Constructs: is_triggered_only, ai_chance, every_owned_state, limit, fire_only_once, set_country_flag, set_state_name, set_variable
Source: game
File: events/India.txt

Code:
country_event = {
	id = india.2
	title = india.2.t
	desc = india.2.desc
	fire_only_once = yes
	picture = GFX_report_event_picture_RAJ_generic_election
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			set_country_flag = election_enabled
			438 = {
				set_state_name = United Provinces
			}
			436 = {
				set_state_name = Central Provinces
			}
			442 = {
				set_state_name = NW Frontier Province
			}
			430 = {
				set_state_name = Bengal
			}
			set_variable = {
				var = inc_control
				value = 0
			} {
				var = upa_control
				value = 0
			} {
				var = ifb_control
				value = 0
			} {
				var = neutral_control
				value = 0
			}
			every_owned_state = {
				limit = {
					is_core_of = RAJ
					NOT = {
						has_state_flag = princely_state
						state = 423 431 445
					}
				}
				set_variable = {
					inc_state = 1
				} {
					upa_state = 1
				} {
					ifb_state = 1
				} {
					neutral = 2
				}
			}
			raj_calculate_election = yes
		}
	}
	option = {
		name = india.2.a
		custom_effect_tooltip = raj_election_start
		complete_national_focus = RAJ_Indian_National_Congress
		effect_tooltip = {
			add_popularity = {
				ideology = democratic
				popularity = 0.05
			}
		}
		set_country_flag = inc_support
		hidden_effect = {
			country_event = {
				id = india.3
				days = 0
			}
		} {
			country_event = {
				id = india.302
				days = 110
			} {
				id = india.301
				days = 220
			}
		}
		ai_chance = {
			base = 1
			modifier = {
				factor = 300
				has_game_rule = {
					rule = RAJ_AI_BEHAVIOR
					option = INC
				}
			}
		}
	} {
		name = india.2.b
		custom_effect_tooltip = raj_election_start
		complete_national_focus = RAJ_Unionist_Party
		effect_tooltip = {
			add_popularity = {
				ideology = neutrality
				popularity = 0.05
			}
		}
		set_country_flag = upa_support
		hidden_effect = {
			country_event = {
				id = india.3
				days = 0
			}
		}
		ai_chance = {
			base = 1
			modifier = {
				factor = 300
				OR = {
					has_game_rule = {
						rule = RAJ_AI_BEHAVIOR
						option = UPA
					} {
						rule = RAJ_AI_BEHAVIOR
						option = GOE_INDIA_MUGHAL
					}
				}
			}
		}
	} {
		name = india.2.c
		custom_effect_tooltip = raj_election_start
		complete_national_focus = RAJ_Independent_Labour_Party
		effect_tooltip = {
			add_popularity = {
				ideology = communism
				popularity = 0.05
			}
		}
		set_country_flag = ifb_support not_in
# ... (truncated)