Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: prc_focus
Component: PRC_establish_domestic_aircraft_production
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction, has_dlc
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_establish_domestic_aircraft_production
	icon = GFX_focus_PRC_establish_domestic_aircraft_production
	prerequisite = {
		focus = PRC_aviation_infrastructure
	} {
		focus = PRC_appoint_chang_qiankun
	}
	x = -1
	y = 2
	relative_position_id = PRC_aviation_infrastructure
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			prioritize = {
				1032 622
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
		if = {
			limit = {
				has_dlc = Arms Against Tyranny
			}
			mio:PRC_harbin_aircraft_industry_group_organization = {
				add_mio_funds = 250
			}
			mio:PRC_peoples_aviation_company_of_china_organization = {
				add_mio_funds = 250
			}
		}
	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_collectivization_phase_two
Constructs: prerequisite, has_country_flag, completion_reward, add_timed_idea, random_owned_controlled_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/r56_sweden.txt

Code:
focus = {
	id = SWE_collectivization_phase_two
	icon = GFX_goal_generic_light_industry
	prerequisite = {
		focus = SWE_collectivization_phase_one
	}
	mutually_exclusive = {

	}
	relative_position_id = SWE_collectivization_phase_one
	x = -1
	y = 1
	cost = 10
	available = {
		has_country_flag = {
			flag = SWE_collectivization_flag
			days = > 365
		}
	}
	completion_reward = {
		add_timed_idea = {
			days = 180
			idea = SWE_collectivization_idea
		}
		random_owned_controlled_state = {
			prioritize = {
				140
			}
			add_extra_state_shared_building_slots = 2
		} {
			prioritize = {
				139
			}
			add_extra_state_shared_building_slots = 2
		} {
			prioritize = {
				38
			}
			add_extra_state_shared_building_slots = 2
		}
	}
}
### Entity: Scripted Effect
Component: WTT_random_support_chance_increase_for_ROOT_in_state
Constructs: random_list, add_to_variable
Source: game
File: common/scripted_effects/WTT_china_political_struggle_effects.txt

Code:
WTT_random_support_chance_increase_for_ROOT_in_state = {
	random_list = {
		65 = {
			add_to_variable = {
				political_platform_@ROOT = 1
			}
			custom_effect_tooltip = increase_support_in_state_1
		}
		25 = {
			add_to_variable = {
				political_platform_@ROOT = 2
			}
			custom_effect_tooltip = increase_support_in_state_2
		}
		10 = {
			add_to_variable = {
				political_platform_@ROOT = 3
			}
			custom_effect_tooltip = increase_support_in_state_3
		}
	}
}
### Entity: National Focus
Tree: eth_focus
Component: ETH_african_union
Constructs: prerequisite, completion_reward, add_political_power, is_subject, set_cosmetic_tag, set_country_flag
Source: game
File: common/national_focus/ethiopia.txt

Code:
focus = {
	id = ETH_african_union
	prerequisite = {
		focus = ETH_executive_council
	}
	icon = GFX_focus_ETH_african_union
	relative_position_id = ETH_executive_council
	x = 0
	y = 1
	cost = 10
	available = {
		is_subject = no
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		set_cosmetic_tag = ETH_African_Union
		add_political_power = 150
		hidden_effect = {
			set_country_flag = org_leader_is_african_union
		}
		custom_effect_tooltip = ETH_african_union_tt
		news_event = {
			id = bba_africa_news.4
			hours = 2
		}
	}
}
### Entity: Event
Component: SEA_warlords.37
Constructs: is_triggered_only, ai_chance, limit, add_stability, set_country_flag, is_historical_focus_on, is_subject_of, add_faction_influence_ratio
Source: game
File: events/SEA_Warlords.txt

Code:
country_event = {
	id = SEA_warlords.37
	title = SEA_warlords.37.t
	desc = SEA_warlords.37.desc
	picture = GFX_report_event_nationalist_china_machinegun_firing
	is_triggered_only = yes
	option = {
		ai_chance = {
			base = 50
		}
		name = SEA_warlords.37.a
		CHI = {
			country_event = {
				id = SEA_warlords.41
				hours = 6
			}
		}
		hidden_effect = {
			set_country_flag = GXC_the_struggle_for_independence
			activate_mission = CHI_growing_impatience
			CHI = {
				activate_mission = CHI_growing_impatience_dummy
			}
		}
	} {
		ai_chance = {
			base = 25
			modifier = {
				factor = 0
				is_historical_focus_on = yes
			}
		}
		name = SEA_warlords.37.b
		add_stability = -0.05
		CHI = {
			IF = {
				limit = {
					ROOT = {
						is_subject_of = CHI
					}
				}
				add_faction_influence_ratio = 0.05
				IF = {
					limit = {
						ROOT = {
							has_autonomy_state = autonomy_sea_integrated_warlord_subject
						}
					}
					add_faction_influence_ratio = 0.1
				}
			}
			ELSE = {
				set_autonomy = {
					target = ROOT
					autonomy_state = autonomy_sea_warlord_subject
					freedom_level = 0.5
				}
			}
			country_event = {
				id = SEA_warlords.38
				days = 2
			}
		}
	}
}
### Entity: Character
Component: the_king_of_the_castle
Constructs: neutrality_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
the_king_of_the_castle = {
	random = no
	sprite = 13
	neutrality_drift = 0.1
	political_power_factor = 0.1
}
### Entity: Country History
Country: RKA
Component: RKA_technology
Constructs: set_technology
Source: game
File: history/countries/RKA - Reichskommisariat Mittelafrika.txt

Code:
# Starting Technologies for RKA
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_recon = 1
	tech_support = 1
	tech_engineers = 1
	tech_mountaineers = 1
	tech_trucks = 1
	motorised_infantry = 1
	gw_artillery = 1
	interwar_antiair = 1
	fuel_silos = 1
	synth_oil_experiments = 1
	oil_processing = 1
	fuel_refining = 1
	tech_military_police = 1
	tech_military_police2 = 1
}
### Entity: Trigger Reference
Construct: scope_exists
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## scope_exists

* Supported Scopes: any
* Supported Targets: none

```
Check if the current scope exist.
This differ from for example exists that checks if the country of the scope exists.
This checks if the scope for the country exists and the other if the country itself exists in the game.
Note that variable scopes are always valid scopes.
Example:
DEN = { exists = yes } # Should always be true since DEN is always a valid scope
sp:sp_land_flamethrower_tank = {
	character = {
		scope_exists = yes
	}
} # True if the project has an assigned scientist.
var:my_var = {
	scope_exists = yes # Always true since variables are always valid scopes
}

```
### Entity: Idea
Component: BUL_soviet_aircraft_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_aircraft_designer = {
	name = ilyushin_design_bureau
	picture = ilyushin_design_bureau
	cost = 75
	allowed = {
		original_tag = BUL
		has_dlc = Battle for the Bosporus
	}
	available = {
		has_country_flag = BUL_soviet_aeronautical_agreements_flag
		if = {
			limit = {
				NOT = {
					has_country_flag = BUL_contract_with_soviet_aircraft_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_aircraft_designer_flag
				}
			}
			random_owned_state = {
				limit = {
					is_fully_controlled_by = ROOT
					free_building_slots = {
						building = arms_factory
						size = > 0
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			}
			set_country_flag = BUL_contract_with_soviet_aircraft_designer_flag
		}
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		medium_aircraft_manufacturer
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: aus_focus
Component: AUS_preemptive_strike
Constructs: prerequisite, has_government, completion_reward, is_ally_with, add_state_claim, create_wargoal
Source: game
File: common/national_focus/r56_austria.txt

Code:
focus = {
	id = AUS_preemptive_strike
	icon = GFX_focus_attack_germany
	relative_position_id = AUS_antifascist_bulwark
	x = 1
	y = 1
	available = {
		NOT = {
			is_ally_with = GER
		}
		GER = {
			NOT = {
				has_government = democratic
			}
		}
	}
	prerequisite = {
		focus = AUS_antifascist_bulwark
	}
	will_lead_to_war_with = GER
	cost = 10
	completion_reward = {
		add_state_claim = 52 53
		create_wargoal = {
			target = GER
			type = topple_government
		}
	}
}
### Entity: Idea
Component: limited_interventionism
Constructs: removal_cost, send_volunteers_tension, send_volunteer_divisions_required
Source: game
File: common/ideas/usa.txt

Code:
limited_interventionism = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_volunteer_expedition_bonus
	modifier = {
		send_volunteers_tension = -0.2
		send_volunteer_divisions_required = -0.25
	}
}
### Entity: National Focus
Tree: ven_focus
Component: VEN_push_to_end_captalism
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/venezuela.txt

Code:
focus = {
	id = VEN_push_to_end_captalism
	icon = GFX_goal_generic_communist_pride
	relative_position_id = VEN_venezuelan_way_of_communism
	x = 0
	y = 4
	cost = 10
	prerequisite = {
		focus = VEN_support_chilean_revolution VEN_support_brazillian_revolution VEN_support_argentinian_revolution VEN_support_colombian_revolution VEN_support_peruvian_revolution
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	ai_will_do = {
		factor = 0
	}
	completion_reward = {
		add_ideas = VEN_the_push_to_end_captalism
	}
}
### Entity: Event
Component: romania.3
Constructs: is_triggered_only, ai_chance, is_in_faction_with, set_country_flag, add_state_claim, create_wargoal, take_state
Source: game
File: events/Romania.txt

Code:
country_event = {
	id = romania.3
	title = romania.2.t
	desc = romania.3.d
	picture = GFX_report_event_second_vienna_award_pact
	is_triggered_only = yes
	option = {
		name = romania.2.a
		ai_chance = {
			factor = 50
			modifier = {
				factor = 0
				OR = {
					is_in_faction_with = ENG FRA SOV
				}
			}
		}
		HUN = {
			country_event = {
				days = 1
				id = hungary.3
			}
		}
		set_country_flag = second_vienna_accepted_all
	} {
		name = romania.2.b
		ai_chance = {
			factor = 50
		}
		HUN = {
			country_event = {
				days = 1
				id = hungary.5
			}
			effect_tooltip = {
				add_state_claim = 76 83 84 82
			}
		}
		GER = {
			country_event = {
				days = 1
				id = germany.21
			}
			effect_tooltip = {
				create_wargoal = {
					type = take_state
					target = ROM
					generator = {
						76
					}
				}
			}
		}
	}
}
### Entity: Modding Documentation
Construct: num_units_defensive_combats_on
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### num_units_defensive_combats_on
* description: number of units that are defensively fighting on a terrain, terrain type is defined as target. example: num_units_defensive_combats_on@plains
### Entity: State History
Component: 950
Constructs: add_core_of
Source: game
File: history/states/950 - Araucania.txt

Code:
state = {
	id = 950
	name = STATE_950
	manpower = 1300000
	state_category = town
	resources = {
		steel = 24
	}
	history = {
		owner = CHL
		add_core_of = CHL
		buildings = {
			infrastructure = 2
			industrial_complex = 2
			5121 = {
				naval_base = 1
			}
			5169 = {
				naval_base = 1
			}
		}
		victory_points = {
			5121 2
		} {
			5169 1
		}
	}
	provinces = {
		5121 5169 12920 12954 13297
	}
	local_supplies = 0.0
}
### Entity: Idea
Component: EAI_DD_16/support_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_16/support_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		support_equipment = {
			build_cost_ic = -0.4
			instant = yes
		}
	}
}
### Entity: Decision
Component: HOL_secret_staff_talks
Constructs: has_completed_focus, has_war, add_ideas, fire_only_once, add_political_power, is_in_faction, is_in_faction_with, complete_effect
Source: game
File: common/decisions/HOL.txt

Code:
HOL_secret_staff_talks = {
	HOL_request_equipment = {
		icon = ger_military_buildup
		allowed = {
			tag = HOL
		}
		available = {

		}
		targets = {
			GER ENG FRA
		}
		target_trigger = {
			ROOT = {
				OR = {
					is_in_faction = no
					is_in_faction_with = FROM
				}
			}
		}
		cost = 50
		fire_only_once = no
		visible = {
			has_completed_focus = HOL_secret_staff_talks
			has_war = no
			OR = {
				is_in_faction = no
				is_in_faction_with = FROM
			}
		}
		target_root_trigger = {
			has_completed_focus = HOL_secret_staff_talks
		}
		complete_effect = {
			FROM = {
				country_event = {
					id = mtg_netherlands.29
					hours = 6
				}
			}
			effect_tooltip = {
				FROM = {
					send_equipment = {
						equipment = infantry_equipment
						amount = 2000
						target = ROOT
					}
				}
			} {
				FROM = {
					send_equipment = {
						equipment = support_equipment
						amount = 250
						target = ROOT
					}
				}
			} {
				FROM = {
					send_equipment = {
						equipment = artillery_equipment
						amount = 200
						target = ROOT
					}
				}
			}
			custom_effect_tooltip = HOL_request_equipment_tt HOL_request_equipment_tt HOL_request_equipment_tt_2
		}
	}
	HOL_draw_up_combined_staff_plan = {
		icon = hol_draw_up_staff_plans
		allowed = {
			tag = HOL
		}
		available = {

		}
		targets = {
			GER ENG FRA
		}
		target_trigger = {
			ROOT = {
				OR = {
					is_in_faction = no
					is_in_faction_with = FROM
				}
			}
		}
		cost = 100
		fire_only_once = yes
		visible = {
			has_completed_focus = HOL_secret_staff_talks
			has_war = no
			OR = {
				is_in_faction = no
				is_in_faction_with = FROM
			}
		}
		target_root_trigger = {
			has_completed_focus = HOL_secret_staff_talks
		}
		complete_effect = {
			FROM = {
				country_event = {
					id = mtg_netherlands.32
					hours = 6
				}
			}
			effect_tooltip = {
				FROM = {
					army_experience = -5
				}
			}
			custom_effect_tooltip = mtg_netherlands.33_tt HOL_request_equipment_tt_2
		}
	}
	HOL_exchange_intelligence_data = {
		icon = hol_exchange_intelligence_data
		allowed = {
			tag = HOL
		}
		available = {

		}
		targets = {
			GER ENG FRA
		}
		target_trigger = {
			ROOT = {
				OR = {
					is_in_faction = no
					is_in_faction_with = FROM
				}
			}
		}
		cost = 100
		fire_only_once = yes
		visible = {
			has_completed_focus = HOL_secret_staff_talks
			has_war = no
			FROM = {
				OR = {
		
# ... (truncated)
### Entity: Idea
Component: POL_National_Syndicalism
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/r56_poland.txt

Code:
POL_National_Syndicalism = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_infantry_bonus
	modifier = {
		industrial_capacity_factory = 0.05
		local_resources_factor = 0.1
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_CIC_52
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_CIC_52 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_CIC
			value = 52
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = industrial_complex
		value = 52
	}
}
### Entity: Achievement
Component: warsaw_liberates_self
Constructs: has_war_with, is_ironman, has_start_date, has_any_custom_difficulty_setting, has_global_flag
Source: game
File: common/achievements.txt

Code:
warsaw_liberates_self = {
	id = 111
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
	}
	happened = {
		custom_trigger_tooltip = {
			tooltip = warsaw_liberated_self_tt
			any_country = {
				has_war_with = ROOT POL
			}
			has_global_flag = warsaw_liberated_self_flag
		}
	}
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_invite_investors
Constructs: prerequisite, has_government, has_country_flag, completion_reward, unlock_decision_category_tooltip
Source: game
File: common/national_focus/r56_bulgaria.txt

Code:
focus = {
	id = BUL_invite_investors
	icon = GFX_goal_generic_banking
	prerequisite = {
		focus = BUL_establish_free_trade
	}
	relative_position_id = BUL_establish_free_trade
	x = 0
	y = 1
	cost = 7.15
	ai_will_do = {
		factor = 50
	}
	available = {
		has_government = democratic
		has_country_flag = BUL_democrats_in_power
	}
	completion_reward = {
		unlock_decision_category_tooltip = BUL_conservative_foreign_investments_category
	}
}
### Entity: Character
Component: TUR_zeki_dogan
Constructs: has_dlc
Source: game
File: common/characters/TUR.txt

Code:
TUR_zeki_dogan = {
	name = TUR_zeki_dogan
	portraits = {
		army = {
			small = GFX_idea_tur_zeki_dogan
		}
	}
	advisor = {
		slot = air_chief
		idea_token = TUR_zeki_dogan
		allowed = {
			original_tag = TUR
			has_dlc = Battle for the Bosporus
		}
		traits = {
			air_chief_ground_support_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Event
Component: BBA_italy_communist_events.01
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, has_ideology, remove_country_leader_role, set_party_name
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_communist_events.01
	title = BBA_italy_communist_events.01.t
	desc = BBA_italy_communist_events.01.desc
	picture = GFX_report_event_communists_in_riga
	is_triggered_only = yes
	option = {
		name = BBA_italy_communist_events.01.a
		ai_chance = {
			base = 3
		}
		trigger = {
			has_completed_focus = ITA_liberate_gramsci
		}
		hidden_effect = {
			if = {
				limit = {
					ITA_comitato_di_liberazione_nazionale = {
						has_ideology = marxism
					}
				}
				remove_country_leader_role = {
					character = ITA_comitato_di_liberazione_nazionale
					ideology = marxism
				}
			} {
				limit = {
					ITA_comitato_di_liberazione_nazionale = {
						has_ideology = socialism
					}
				}
				remove_country_leader_role = {
					character = ITA_comitato_di_liberazione_nazionale
					ideology = socialism
				}
			}
		}
		ITA_add_country_leader_role_to_gramsci = yes
	} {
		name = BBA_italy_communist_events.01.b
		ai_chance = {
			base = 1
		}
		hidden_effect = {
			remove_country_leader_role = {
				character = ITA_comitato_di_liberazione_nazionale
				ideology = marxism
			}
		}
		promote_character = ITA_palmiro_togliatti
	} {
		name = BBA_italy_communist_events.01.c
		ai_chance = {
			base = 1
		}
		hidden_effect = {
			remove_country_leader_role = {
				character = ITA_comitato_di_liberazione_nazionale
				ideology = marxism
			}
		}
		promote_character = ITA_sandro_pertini
		set_party_name = {
			ideology = communism
			name = ITA_partito_socialista_italiano
			long_name = ITA_partito_socialista_italiano_long
		}
	}
}
### Entity: National Focus
Tree: col_focus
Component: COL_militarism
Constructs: has_completed_focus, prerequisite, limit, add_ideas, remove_ideas, completion_reward, set_rule, has_idea
Source: game
File: common/national_focus/colombia.txt

Code:
focus = {
	id = COL_militarism
	icon = GFX_focus_generic_military_mission
	prerequisite = {
		focus = COL_nationalism_focus
	}
	relative_position_id = COL_nationalism_focus
	x = -1
	y = 1
	cost = 10
	completion_reward = {
		army_experience = 15
		if = {
			limit = {
				NOT = {
					has_completed_focus = COL_spanish_civil_war_involvement
				}
			}
			set_rule = {
				can_send_volunteers = yes
			}
		} {
			limit = {
				has_idea = neutrality_idea
			}
			remove_ideas = neutrality_idea
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_ideas = COL_militarism_idea
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
}
### Entity: Shared Focus
Tree: kmt_focus
Component: KMT_an_auxuliary_army
Constructs: shared_focus, prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/the_national_catastrophe_shared.txt

Code:
shared_focus = {
	id = KMT_an_auxuliary_army
	icon = GFX_focus_GER_german_army_invincible
	prerequisite = {
		focus = KMT_strengthen_the_high_command
	}
	mutually_exclusive = {
		focus = KMT_a_vast_army
	}
	available = {

	}
	x = 1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 2.1
	}
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT
	}
	relative_position_id = KMT_strengthen_the_high_command
	completion_reward = {
		swap_ideas = {
			remove_idea = KMT_chinese_army
			add_idea = KMT_aux_army
		}
	}
}
### Entity: Event
Component: BBA_swiss_expansion.16
Constructs: is_triggered_only, ai_chance, every_owned_state, limit, set_autonomy, create_wargoal, take_state_focus, is_ai
Source: game
File: events/BBA_Switzerland.txt

Code:
country_event = {
	id = BBA_swiss_expansion.16
	title = BBA_swiss_expansion.16.t
	desc = BBA_swiss_expansion.16.desc
	picture = GFX_report_event_german_speech
	is_triggered_only = yes
	immediate = {

	}
	option = {
		name = BBA_swiss_expansion.16.a
		ai_chance = {
			base = 10
		}
		trigger = {

		}
		FROM = {
			country_event = {
				id = BBA_swiss_expansion.17
				hours = 3
			}
		}
		effect_tooltip = {
			set_autonomy = {
				target = FROM
				autonomy_state = autonomy_free
			}
			if = {
				limit = {
					SWI_country_has_alpine_states = yes
				}
				FROM = {
					create_wargoal = {
						target = ROOT
						type = take_state_focus
					}
				}
			}
		}
	} {
		name = BBA_swiss_expansion.16.b
		ai_chance = {
			base = 10
			modifier = {
				add = 5
				strength_ratio = {
					tag = FROM
					ratio = < 1
				}
			} {
				add = 10
				SWI_country_opinion_is_good = yes
			} {
				add = 10
				FROM = {
					is_ai = no
				}
			}
		}
		trigger = {
			SWI_country_has_alpine_states = yes
		}
		FROM = {
			country_event = {
				id = BBA_swiss_expansion.18
				hours = 3
			}
		}
		effect_tooltip = {
			set_autonomy = {
				target = FROM
				autonomy_state = autonomy_free
			}
			every_owned_state = {
				limit = {
					is_core_of = FROM
				}
				transfer_state_to = FROM
			}
		}
	} {
		name = BBA_swiss_expansion.16.c
		ai_chance = {
			base = 10
			modifier = {
				add = 10
				strength_ratio = {
					tag = FROM
					ratio = > 2
				}
			}
		}
		trigger = {

		}
		FROM = {
			country_event = {
				id = BBA_swiss_expansion.19
				hours = 1
			}
			leave_faction = yes
		}
		set_autonomy = {
			target = FROM
			autonomy_state = autonomy_free
		}
		declare_war_on = {
			target = FROM
			type = annex_everything
		}
	}
}