Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: wtt_xian_incident.8
Constructs: is_triggered_only, ai_chance, has_completed_focus, has_war, limit, has_country_flag, is_historical_focus_on, has_game_rule
Source: game
File: events/WTT_China.txt

Code:
country_event = {
	id = wtt_xian_incident.8
	title = wtt_xian_incident.8.t
	desc = wtt_xian_incident.8.desc
	picture = GFX_report_event_chinese_officers
	is_triggered_only = yes
	option = {
		name = wtt_xian_incident.8.a
		ai_chance = {
			base = 30
			modifier = {
				has_war = no
				factor = 1.5
			} {
				CHI_is_on_historical_plan_trigger = yes
				factor = 0
			} {
				OR = {
					AND = {
						is_historical_focus_on = yes
						has_game_rule = {
							rule = CHI_ai_behavior
							option = DEFAULT
						}
					}
					has_country_flag = CHI_AI_RANDOM_HISTORICAL_SEA
					has_game_rule = {
						rule = CHI_ai_behavior
						option = HISTORICAL_SEA
					}
				}
				factor = 0
			}
		}
		hidden_effect = {
			event_target:CHI_xian_instigator = {
				if = {
					limit = {
						is_in_faction_with = CHI
					}
					leave_faction = yes
				}
			}
		}
		declare_war_on = {
			type = annex_everything
			target = event_target:CHI_xian_instigator
		}
		IF = {
			limit = {
				has_dlc = No Compromise, No Surrender
			}
			retire_character = CHI_chiang_kaishek
			IF = {
				limit = {
					CHI_wang_jingwei = {
						is_country_leader = no
					}
				}
				add_country_leader_role = {
					character = CHI_wang_jingwei
					promote_leader = yes
					country_leader = {
						ideology = despotism
					}
				}
			}
		}
		event_target:CHI_xian_instigator = {
			clr_country_flag = CHI_xian_instigator_flag
		}
	} {
		name = wtt_xian_incident.8.b
		ai_chance = {
			base = 70
		}
		trigger = {
			NOT = {
				has_completed_focus = CHI_avoid_another_crisis
			}
		}
		PRC = {
			country_event = wtt_xian_incident.7
		}
	}
}
### Entity: Unit Template
Component: DDR_MOT_01
Source: game
File: common/units/names_divisions/DDR_names_divisions.txt

Code:
DDR_MOT_01 = {
	name = Motorised Divisions
	for_countries = {
		DDR
	}
	can_use = {
		always = yes
	}
	division_types = {
		motorized
	}
	link_numbering_with = {
		DDR_INF_01
	}
	fallback_name = %d. Motorisierte-Schützen-Division
	ordered = {
		1 = {
			%d. Motorisierte-Schützen-Division
		}
		4 = {
			%d. Motorisierte-Schützen-Division
		}
		7 = {
			%d. Motorisierte-Schützen-Division
		}
		8 = {
			%d. Motorisierte-Schützen-Division
		}
		9 = {
			%d. Motorisierte-Schützen-Division
		}
		11 = {
			%d. Motorisierte-Schützen-Division
		}
		6 = {
			%d. Motorisierte-Schützen-Division
		}
		10 = {
			%d. Motorisierte-Schützen-Division
		}
		17 = {
			%d. Motorisierte-Schützen-Division
		}
		19 = {
			%d. Motorisierte-Schützen-Division
		}
		20 = {
			%d. Motorisierte-Schützen-Division
		}
		21 = {
			%d. Motorisierte-Schützen-Division
		}
		22 = {
			%d. Motorisierte-Schützen-Division
		}
		23 = {
			%d. Motorisierte-Schützen-Division
		}
		24 = {
			%d. Motorisierte-Schützen-Division
		}
		25 = {
			%d. Motorisierte-Schützen-Division
		}
		26 = {
			%d. Motorisierte-Schützen-Division
		}
		27 = {
			%d. Motorisierte-Schützen-Division
		}
		28 = {
			%d. Motorisierte-Schützen-Division
		}
		29 = {
			%d. Motorisierte-Schützen-Division
		}
		30 = {
			%d. Motorisierte-Schützen-Division
		}
		100 = {
			Wach-Division Feliks Dzierzynski
		}
	}
}
### Entity: National Focus
Tree: fri_focus
Component: FRI_indochinese_military_service
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/FrenchIndochina.txt

Code:
focus = {
	id = FRI_indochinese_military_service
	icon = GFX_goal_generic_military_sphere
	cost = 10
	prerequisite = {
		focus = FRI_independent_command_structure FRI_from_militias_to_an_army
	}
	completion_reward = {
		add_ideas = FRI_indochinese_military_service
	}
	search_filters = {
		FOCUS_FILTER_MANPOWER
	}
	x = -1
	y = 6
	relative_position_id = FRI_expand_the_garde_indigene
}
### Entity: Idea
Component: idea_SIA_rehabilitated_military
Constructs: has_dlc, removal_cost
Source: game
File: common/ideas/siam.txt

Code:
idea_SIA_rehabilitated_military = {
	allowed = {
		has_dlc = Thunder at Our Gates
		original_tag = SIA
	}
	picture = generic_morale_bonus
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		experience_gain_factor = 0.1
		land_doctrine_cost_factor = -0.1
		army_org_factor = 0.1
		land_reinforce_rate = 0.02
	}
}
### Entity: Idea
Component: PAL_islamic_militarism
Constructs: war_support_factor, removal_cost, breakthrough_factor
Source: game
File: common/ideas/palestine.txt

Code:
PAL_islamic_militarism = {
	picture = PAL_islamic_militarism
	allowed = {
		tag = PAL
	}
	available = {

	}
	cancel = {

	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		conscription = 0.03
		war_support_factor = 0.1
		army_org_regain = 0.1
		breakthrough_factor = 0.05
	}
}
### Entity: Event
Component: lar_portugal_promote_monarchist_cause.2
Constructs: is_triggered_only, ai_chance, limit, has_government, random_days, every_state, is_core_of, add_core_of
Source: game
File: events/LaR_Portugal.txt

Code:
country_event = {
	id = lar_portugal_promote_monarchist_cause.2
	title = lar_portugal_promote_monarchist_cause.2.t
	desc = lar_portugal_promote_monarchist_cause.2.desc
	picture = GFX_report_event_por_president_military_inspection
	is_triggered_only = yes
	option = {
		name = lar_portugal_promote_monarchist_cause.2.a
		ai_chance = {
			factor = 99
			modifier = {
				factor = 0
				NOT = {
					has_government = neutrality
				}
			}
		}
		hidden_effect = {
			POR = {
				news_event = {
					id = lar_news.26
					days = 3
					random_days = 5
				}
			}
			every_state = {
				limit = {
					is_core_of = BRA
				}
				add_core_of = POR
			}
		}
		POR = {
			country_event = lar_portugal_promote_monarchist_cause.5
			ROOT = {
				BRA_geremia_lunarelli = {
					set_nationality = FROM
				}
				BRA_eurico_gaspar_dutra = {
					set_nationality = FROM
				}
				BRA_candido_mariano = {
					set_nationality = FROM
				}
				BRA_mascarenhas_de_morais = {
					set_nationality = FROM
				}
				BRA_gois_monterio = {
					set_nationality = FROM
				}
				BRA_olympio_falconiere_da_cunha = {
					set_nationality = FROM
				}
				BRA_cristovao_de_castro = {
					set_nationality = FROM
				}
				BRA_augusto_rademaker = {
					set_nationality = FROM
				}
				BRA_silvio_de_noronha = {
					set_nationality = FROM
				}
				BRA_renato_de_almeida_guillobel = {
					set_nationality = FROM
				}
				BRA_alvaro_alberto_da_motta_e_silva = {
					set_nationality = FROM
				}
				BRA_henrique_aristides_guilhem = {
					set_nationality = FROM
				}
				BRA_protogenes_guimaraes = {
					set_nationality = FROM
				}
				BRA_eduardo_gomes = {
					set_nationality = FROM
				}
			}
			annex_country = {
				target = ROOT
				transfer_troops = yes
			}
			hidden_effect = {
				set_cosmetic_tag = KPB_kingdom_portugal_and_brazil
			}
		}
		custom_effect_tooltip = POR_kingdom_reunited_tooltip_tt GAME_OVER_TT
	} {
		name = lar_portugal_promote_monarchist_cause.2.b
		ai_chance = {
			factor = 1
			modifier = {
				factor = 0
				has_global_flag = POR_portugal_joined_brazilian_civil_war_flag
				has_government = neutrality
			}
		}
		POR = {
			create_wargoal = {
				target = ROOT
				type = annex_everything
			}
			hidden_effect = {
				country_event = lar_portugal_promote_monarchist_cause.6
			}
		}
	}
}
### Entity: State History
Component: 629
Constructs: add_core_of, has_dlc
Source: game
File: history/states/629-Hawaii.txt

Code:
state = {
	id = 629
	name = STATE_629
	manpower = 368336
	state_category = town
	history = {
		owner = USA
		add_core_of = HAW
		buildings = {
			infrastructure = 2
			air_base = 5
			4180 = {
				naval_base = 10
				naval_supply_hub = 1
				naval_headquarters = {
					level = 1
					allowed = {
						has_dlc = No Compromise, No Surrender
					}
				}
			}
		}
		victory_points = {
			4180 15
		} {
			12021 3
		}
	}
	provinces = {
		4180 7112 7195 10048 12021
	}
	local_supplies = 0.0
}
### Entity: Trigger Reference
Construct: has_war_together_with
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## has_war_together_with

* Supported Scopes: COUNTRY
* Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

```
Are the countries fighting on the same side of a war
```
### Entity: Technology
Component: EAI_reserved_building
Constructs: enable_building, research_cost
Source: game
File: common/technologies/EAI_technologies.txt

Code:
technology = {
	enable_building = {
		building = EAI_reserved_slot
		level = 1
	}
	allow = {
		always = no
	}
	research_cost = 1
	start_year = 1936
}
### Entity: Character
Component: MEX_hernan_laborde
Source: game
File: common/characters/MEX.txt

Code:
MEX_hernan_laborde = {
	name = MEX_hernan_laborde
	portraits = {
		civilian = {
			large = GFX_portrait_MEX_hernan_laborde
		}
	}
	country_leader = {
		ideology = leninism
		traits = {
			devoted_trotskyist
		}
		expire = 1965.1.1.1
		id = -1
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_diving_bombers
Constructs: add_equipment_to_stockpile, prerequisite, limit, has_war_with, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_diving_bombers
	icon = GFX_goal_poland_goal
	prerequisite = {
		focus = ITA_citta_dell_aria
	} {
		focus = ITA_expand_rome_flying_school
	}
	x = 2
	y = 1
	relative_position_id = ITA_citta_dell_aria
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_AIR_XP
	}
	completion_reward = {
		air_experience = 15
		if = {
			limit = {
				country_exists = GER
				NOT = {
					has_war_with = GER
				}
			}
			add_equipment_to_stockpile = {
				type = small_plane_cas_airframe_1
				amount = 100
				producer = GER
				variant_name = Ju 87
			}
		}
		else = {
			add_tech_bonus = {
				name = ITA_diving_bombers
				bonus = 0.5
				uses = 1
				category = cas_bomber naval_bomber
			}
		}
	}
}
### Entity: Unit Leader
Component: r56w_trait_army_knows_what_you_did
Constructs: recon_factor
Source: game
File: common/unit_leader/r56w_traits.txt

Code:
r56w_trait_army_knows_what_you_did = {
	type = all
	allowed = {
		always = no
	}
	modifier = {
		recon_factor = 0.96
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Scripted Trigger
Component: FROM_is_twice_as_weak
Source: game
File: common/scripted_triggers/00_scripted_triggers.txt

Code:
FROM_is_twice_as_weak = {
	strength_ratio = {
		tag = FROM
		ratio = > 2
	}
}
### Entity: Modifier Reference
Component: KMT_lacking_support_for_conscription
Constructs: stability_factor, army_attack_factor, conscription_factor
Source: game
File: common/dynamic_modifiers/r56_china_and_co_dm.txt

Code:
KMT_lacking_support_for_conscription = {
	enable = {
		always = yes
	}
	icon = GFX_idea_influx_of_exiles
	conscription_factor = KMT_lacking_rec_pop
	stability_factor = KMT_lacking_stab
	consumer_goods_expected_value = KMT_lacking_cons
	army_attack_factor = KMT_lacking_attack
	army_morale_factor = KMT_lacking_morale
}
### Entity: Effect Reference
Construct: add_relation_rule_override
Constructs: add_relation_rule_override, is_democratic_country
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## add_relation_rule_override

* Supported Scopes: COUNTRY
* Supported Targets: THIS

```
Adds an override rule to the country's relation to other countries. If there are multiple applicable overrides for a rule, then they are combined using AND logic for positive rules (e.g. can_access_market) and OR logic for negative rules (e.g. can_not_declare_war). 
The description of the effect is based on the trigger or the target country.The description when using the rule override is based: on the target country; the trigger at the time of effect evaluation; or the provided usage_desc.
The following rules are currently supported: can_send_volunteer, can_access_market
Alternative 1:
add_relation_rule_override = { 
 target = GER # [Required] Target country usage_desc = REASON_DESCRIPTION # [Optional] usage description can_not_declare_war = yes # [Required] 
}
Alternative 2:
add_relation_rule_override = { 
 trigger = is_democratic_country # [Required] Named trigger usage_desc = DEMOCRATIC_COUNTRY # [Optional] usage description can_not_declare_war = yes # [Required] 
}

```
### Entity: National Focus
Tree: swi_focus
Component: SWI_neutral_entente
Constructs: prerequisite, completion_reward, is_power_balance_in_range, cancel_if_invalid, create_faction_from_template, unlock_decision_tooltip
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_neutral_entente
	icon = GFX_goal_generic_alliance
	prerequisite = {
		focus = SWI_gotthard_union
	}
	mutually_exclusive = {
		focus = SWI_switzerland_on_the_offense
	}
	relative_position_id = SWI_gotthard_union
	x = 2
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		democratic = < 0.8
		fascism = < 0.2
		is_power_balance_in_range = {
			id = SWI_centralization_bop
			range = < SWI_centralization_bop_very_council
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		create_faction_from_template = {
			template = faction_template_industrial_focus
			name = SWI_neutral_entente_faction
			icon = GFX_faction_logo_generic_democratic
		}
		unlock_decision_tooltip = SWI_invite_to_entente
	}
}
### Entity: Idea
Component: ICE_home_defense8
Constructs: army_defence_factor, equipment_bonus
Source: game
File: common/ideas/r56_iceland.txt

Code:
ICE_home_defense8 = {
	picture = YUG_federal_defense_council
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		army_core_defence_factor = 0.15
		army_core_attack_factor = 0.15
		army_defence_factor = 0.1
		army_morale_factor = 0.05
		conscription = 0.02
		training_time_army_factor = -0.1
	}
	equipment_bonus = {
		infantry_equipment = {
			reliability = 0.05
		}
		artillery = {
			reliability = 0.05
		}
	}
}
### Entity: AI Strategy
Component: ITA_ethiopian_theatre_air_supremacy
Constructs: has_war_with, is_major, is_on_continent
Source: game
File: common/ai_strategy/r56_ITA.txt

Code:
ITA_ethiopian_theatre_air_supremacy = {
	allowed = {
		original_tag = ITA
	}
	enable = {
		has_war_with = ETH
	}
	abort = {
		OR = {
			NOT = {
				country_exists = ETH
			}
			date = > 1936.12.1
			any_enemy_country = {
				is_major = yes
				capital_scope = {
					is_on_continent = europe
				}
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = strategic_air_importance
		id = 273
		value = 20000
	} {
		type = strategic_air_importance
		id = 17
		value = 20000
	} {
		type = strategic_air_importance
		id = 274
		value = 40000
	}
}
### Entity: Autonomous State
Component: autonomy_state
Constructs: has_completed_focus, is_puppet, has_dlc
Source: game
File: common/autonomous_states/wuw_european_union_puppet.txt

Code:
autonomy_state = {
	id = autonomy_eu_member
	default = yes
	is_puppet = yes
	min_freedom_level = 0.0
	manpower_influence = 0.5
	use_overlord_color = yes
	rule = {
		desc = RULE_DESC_IS_A_SUBJECT
		can_not_declare_war = yes
		can_decline_call_to_war = no
		can_be_spymaster = yes
	}
	modifier = {
		autonomy_manpower_share = 0.5
		can_master_build_for_us = 1
		extra_trade_to_overlord_factor = 0.5
		overlord_trade_cost_factor = -0.45
		peace_score_ratio_transferred_to_overlord = 0.05
		lend_lease_tension_with_overlord = -0.4
		research_sharing_per_country_bonus_factor = 0.1
		faction_influence_contribution_factor = -0.1
	}
	ai_subject_wants_higher = {
		factor = 0
	}
	ai_overlord_wants_lower = {
		factor = 1.0
	}
	ai_overlord_wants_garrison = {
		always = yes
	}
	allowed = {
		has_dlc = Gotterdammerung
		OR = {
			original_tag = GER ITA AUS BEL GRE DEN IRE POR SPR SWE FIN CZE POL HUN ROM EST LAT LIT BUL SLV CRO FRA ENG LUX HOL WLS SCO
		}
		OVERLORD = {
			OR = {
				AND = {
					original_tag = BEL
					OR = {
						has_completed_focus = BEL_european_community BEL_the_council_of_europe
					}
				} {
					original_tag = AUS
					has_completed_focus = AUS_via_danube_to_europe
				} {
					original_tag = HOL
					has_completed_focus = HOL_foundations_for_a_european_union
				}
			}
		}
	}
	can_take_level = {

	}
	can_lose_level = {

	}
}
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_MIN_medium_tank_flame_chassis_5
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_MIN_medium_tank_flame_chassis_5 = {
	enable = {
		has_country_flag = EAI_PROD_EQUIP_MIN_medium_tank_flame_chassis_5
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = medium_tank_flame_chassis
		value = 1
	}
}
### Entity: Character
Component: ALB_xhemal_aranitasi
Source: game
File: common/characters/ALB.txt

Code:
ALB_xhemal_aranitasi = {
	name = ALB_xhemal_aranitasi
	portraits = {
		army = {
			large = GFX_portrait_Xhemal_Aranitasi
			small = GFX_portrait_Xhemal_Aranitasi_small
		}
	}
	field_marshal = {
		skill = 2
		attack_skill = 1
		defense_skill = 3
		planning_skill = 2
		logistics_skill = 1
		legacy_id = -1
	}
}
### Entity: National Focus
Component: wuw_HUN_a_roman_catholic_state
Constructs: prerequisite, add_ideas, has_government, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_a_roman_catholic_state
	icon = GFX_focus_por_concordat
	prerequisite = {
		focus = wuw_HUN_government_of_national_unity
	}
	x = 3
	y = 1
	relative_position_id = wuw_HUN_government_of_national_unity
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		has_government = fascism
	}
	bypass = {

	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		add_ideas = HUN_roman_catholic_society_idea
	}
}
### Entity: AI Strategy
Component: JAP_prepare_for_naval_invasion_capability
Constructs: is_historical_focus_on
Source: game
File: common/ai_strategy/JAP.txt

Code:
JAP_prepare_for_naval_invasion_capability = {
	allowed = {
		original_tag = JAP
	}
	enable = {
		is_historical_focus_on = yes
		date = > 1939.10.1
	}
	abort = {
		JAP = {
			exists = no
		}
	}
	ai_strategy = {
		type = research_weight_factor
		id = mtg_landing_craft
		value = 100
	}
}
### Entity: Event
Component: tuva.9
Constructs: ai_chance, limit, owns_state, has_country_flag, fire_only_once, every_enemy_country
Source: game
File: events/Tuva.txt

Code:
country_event = {
	id = tuva.9
	title = tuva.9.t
	desc = tuva.9.d
	picture = GFX_report_event_generic_communist_militia
	fire_only_once = yes
	trigger = {
		has_country_flag = TAN_altai_war_mechanic
		any_enemy_country = {
			NOT = {
				tag = ALT
			}
			owns_state = 654
		}
		controls_state = 654
	}
	option = {
		name = tuva.9.a
		every_enemy_country = {
			limit = {
				owns_state = 654
			}
			country_event = {
				id = tuva.10
				days = 1
			}
		}
	} {
		name = tuva.9.b
		ai_chance = {
			base = 0
		}
	}
}
### Entity: State History
Component: 1087
Constructs: add_core_of, add_to_array
Source: game
File: history/states/1087-Chatham Island.txt

Code:
state = {
	id = 1087
	name = STATE_1087
	manpower = 507
	state_category = small_island
	history = {
		add_core_of = NZL CHT
		owner = NZL
		add_to_array = {
			state_victory_points = 13461
		}
		victory_points = {
			13461 1
		}
		buildings = {
			infrastructure = 1
			13461 = {
				naval_base = 1
			}
		}
	}
	provinces = {
		13461
	}
	local_supplies = 0.0
}
### Entity: Shared Focus
Tree: spr_focus
Component: SPR_claim_sardinia_and_sicily
Constructs: shared_focus, prerequisite, has_war_with, completion_reward, add_state_claim
Source: game
File: common/national_focus/r56_political_spain_nationalist_shared.txt

Code:
shared_focus = {
	id = SPR_claim_sardinia_and_sicily
	icon = GFX_goal_generic_occupy_states_coastal
	cost = 5.0
	ai_will_do = {
		factor = 50
	}
	prerequisite = {
		focus = SPR_common_front_against_nazism
	}
	available = {
		has_war_with = ITA
	}
	completion_reward = {
		add_state_claim = 114 115
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	x = -1
	y = 1
	relative_position_id = SPR_common_front_against_nazism
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_our_american_holding_old
Constructs: prerequisite, limit, owns_state, completion_reward, is_puppet, has_navy_size, complete_tooltip, add_state_claim
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_our_american_holding_old
	text = SOV_our_american_holding
	icon = GFX_focus_generic_strike_at_democracy3
	prerequisite = {
		focus = SOV_rule_over_the_mongols_old
	}
	x = 1
	y = 1
	relative_position_id = SOV_rule_over_the_mongols_old
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		is_puppet = no
		has_navy_size = {
			size = > 15
		}
		r56_script_i_am_sane = yes
		USA = {
			r56_script_target_is_sane = yes
		}
	}
	bypass = {
		USA = {
			r56_script_standard_bypass = yes
		}
	}
	complete_tooltip = {

	}
	completion_reward = {
		add_state_claim = 463 650
		if = {
			limit = {
				USA = {
					exists = yes
					owns_state = 463
				}
			}
			create_wargoal = {
				type = take_state_focus
				target = USA
				expire = 0
				generator = {
					463
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Scripted Effect
Component: SWI_turn_into_alpine
Constructs: every_owned_state, limit, remove_ideas, has_government, is_core_of, is_alpine_state, add_core_of, has_idea
Source: game
File: common/scripted_effects/SWI_scripted_effects.txt

Code:
SWI_turn_into_alpine = {
	if = {
		limit = {
			any_owned_state = {
				NOT = {
					is_core_of = ROOT
				}
				is_alpine_state = yes
			}
		}
		every_owned_state = {
			limit = {
				is_alpine_state = yes
				NOT = {
					is_core_of = ROOT
				}
			}
			add_core_of = ROOT
		}
	} {
		limit = {
			has_idea = SWI_democratic_unrest
		}
		remove_ideas = {
			SWI_democratic_unrest
		}
	} {
		limit = {
			has_government = democratic
		}
		set_cosmetic_tag = SWI_alpine_democratic
	}
	else_if = {
		limit = {
			has_government = neutrality
		}
		set_cosmetic_tag = SWI_alpine_neutrality
	} {
		limit = {
			has_government = communism
		}
		set_cosmetic_tag = SWI_alpine_communism
	} {
		limit = {
			has_government = fascism
		}
		set_cosmetic_tag = SWI_alpine_fascism
	}
}