Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: wtt_xian_incident.9
Constructs: is_triggered_only, ai_chance, limit, has_war_with, has_country_flag, is_historical_focus_on, has_game_rule, has_global_flag
Source: game
File: events/WTT_China.txt

Code:
country_event = {
	id = wtt_xian_incident.9
	title = wtt_xian_incident.9.t
	desc = wtt_xian_incident.9.desc
	picture = GFX_report_event_stalin_meeting
	is_triggered_only = yes
	option = {
		ai_chance = {
			base = 50
			modifier = {
				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
			}
		}
		name = wtt_xian_incident.9.a
		CHI = {
			kill_country_leader = yes
			if = {
				limit = {
					NOT = {
						has_global_flag = CHI_wang_defects
					}
				}
				CHI_kill_chiang_for_new_leader = yes
			}
			create_wargoal = {
				target = PRC
				type = annex_everything
			}
		}
		event_target:CHI_xian_instigator = {
			clr_country_flag = CHI_xian_instigator_flag
		}
		hidden_effect = {
			news_event = {
				id = wtt_news.31
				days = 1
			}
		}
	} {
		name = wtt_xian_incident.9.b
		ai_chance = {
			base = 50
			modifier = {
				has_war_with = JAP
				factor = 3
			}
		}
		FROM = {
			set_country_flag = SOV_xian_refuse
			country_event = wtt_xian_incident.7
		}
	}
}
### Entity: Modifier Reference
Construct: weekly_bombing_war_support
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## weekly_bombing_war_support

* Number with 2 decimal places
* **Categories**: country
### Entity: Name List
Component: OKN
Source: game
File: common/names/00_names.txt

Code:
OKN = {
	male = {
		names = {
			Aritomo Goro Gentaro Gonnohyoe Heihachiro Hiroshi Hikonojo Hyoe Hayao Iwao Jiro Jinzaburo Kiyotaka Kuranosuke Kozo Kantaro Koichiro Kagenori Kageaki Kotohito Keisuke Kazushige Kenkichi Maresuke Masujiro Michisura Masatake Mitsuomi Mitsue Mineo Nariaki Nobuyoshi Rokuro Sukeyuki Sukenori Shoin Sumiyoshi Samata Soroku Shichiro Shigeto Sotokichi Shigeru Sadao Shinsaku Takayoshi Takamori Toshimichi Tsugumichi Tadakuni Tomonosuke Taro Toshiyoshi Tetsutaro Taruhito Takeaki Tamemoto Tomasaburo Yoshika Yoshinobu Yoshimichi Yoshida Yasukata Yahachi Yusaku Yoshifuru Yoshinori Yasuyoshi
		}
	}
	female = {
		names = {
			Aimi Asami Asuka Ai Aki Fujiko Kaori Kimiko Haruno Hanako Kotoe Masae Junko Itsumi Chie Chitose Chiyo Mai Maki Nodoka Ruri Sae Sachie Yae Nami Ritsuko
		}
	}
	surnames = {
		Arisugawa Arichi Akiyama Araki Dewa Enomoto Hasegawa Honjo Ito Inoue Ichinohe Itagaki Kido Kuroda Katsura Kodama Kabayama Kawamura Kuroki Kawakami Kamimura Kataoka Kamio Kato Kanin Katsu Makino Muto Minami Masaki Matsudaira Nakamuta Nogi Nire Nozu Okubo Oyama Omura Oku Okada Osumi Saigo Suzuki Sato Sakura Shibayama Shimamura Shirakawa Togo Takashima Tsuboi Tachibana Terauchi Tamon Takasugi Tokugawa Uehara Uryu Ugaki Ueda Yamagata Yamamoto Yamakawa Yashiro Yui Yamashita Yamaya
	}
	callsigns = {
		Viper Lightning Devil Dragon Fury Bat Beer Sake Demon Dirty Lance Panther Shogun Vampire War Lord
	}
	prefix = o_operation
	first = {
		o_ichi o_ni o_san o_yon o_ko o_roku o_nana o_hachi o_kyu o_ju o_ju_ichi o_ju_ni o_ju_san o_ju_yon o_ju_ko o_ju_roku o_ju_hachi o_ju_kyu o_ni_ju o_ni_ju_ichi o_ni_ju_ni o_ni_ju_san o_ni_ju_yon o_ni_ju_ko o_ni_ju_roku o_ni_ju_hachi o_ni_ju_kyu o_san_ju o_san_ju_ichi o_san_ju_ni o_san_ju_san o_san_ju_yon o_san_ju_ko o_san_ju_roku o_san_ju_hachi o_san_ju_kyu o_yon_ju o_yon_ju_ichi o_yon_ju_ni o_yon_ju_san o_yon_ju_yon o_yon_ju_ko o_yon_ju_roku o_yon_ju_hachi o_yon_ju_kyu o_roku_ju o_roku_ju_ichi o_roku_ju_ni o_roku_ju_san o_roku_ju_yon o_roku_ju_ko o_roku_ju_roku o_roku_ju_hachi o_roku_ju_kyu
	}
	second = {
		o_go
	}
	operation = {
		142 = {
			o_fu
		}
		105 = {
			o_ai
		}
		159 = {
			o_e o_b
		}
		187 = {
			o_de o_l o_t
		}
		158 = {
			o_de
		}
		167 = {
			o_de o_sr
		} {
			o_mo
		}
		289 = {
			o_t
		}
		188 = {
			o_t
		}
		160 = {
			o_m
		}
		33 = {
			o_al
		}
		189 = {
			o_b
		}
		101 = {
			o_d
		}
		93 = {
			o_j

# ... (truncated)
### Entity: Scripted Effect
Component: EAI_FOCUS_CONFIG/LAND/spec_ops
Constructs: limit, has_country_flag, random_list, set_variable, check_variable
Source: game
File: common/scripted_effects/EAI_MILITARY_FOCUS_config_effects.txt

Code:
EAI_FOCUS_CONFIG/LAND/spec_ops = {
	random_list = {
		1 = {
			modifier = {
				factor = 0
				NOT = {
					AND = {
						EAI_marine_spec_ops = yes
					}
				}
			} {
				factor = 1
			}
			if = {
				limit = {
					has_country_flag = EAI_military_focus_logging
				}
				log = [GetDate] | AI | [This.GetName] | FOCUS CONFIG: EAI_FOCUS/LAND/spec_ops = global.EAI_MAR_SPEC_OPS
			}
			set_variable = {
				EAI_FOCUS/LAND/spec_ops = global.EAI_MAR_SPEC_OPS
			}
		} {
			modifier = {
				factor = 0
				NOT = {
					AND = {
						EAI_mountaineer_spec_ops = yes
					}
				}
			} {
				factor = 1
			}
			if = {
				limit = {
					has_country_flag = EAI_military_focus_logging
				}
				log = [GetDate] | AI | [This.GetName] | FOCUS CONFIG: EAI_FOCUS/LAND/spec_ops = global.EAI_MNT_SPEC_OPS
			}
			set_variable = {
				EAI_FOCUS/LAND/spec_ops = global.EAI_MNT_SPEC_OPS
			}
		} {
			modifier = {
				factor = 0
				NOT = {
					AND = {
						OR = {
							EAI_no_spec_ops = yes
							NOT = {
								EAI_marine_spec_ops = yes
								EAI_mountaineer_spec_ops = yes
								EAI_no_spec_ops = yes
							}
						}
					}
				}
			} {
				factor = 1
			}
			if = {
				limit = {
					has_country_flag = EAI_military_focus_logging
				}
				log = [GetDate] | AI | [This.GetName] | FOCUS CONFIG: EAI_FOCUS/LAND/spec_ops = global.EAI_NO_SPEC_OPS
			}
			set_variable = {
				EAI_FOCUS/LAND/spec_ops = global.EAI_NO_SPEC_OPS
			}
		}
	}
	if = {
		limit = {
			check_variable = {
				EAI_FOCUS/LAND/spec_ops_OVERRIDE = global.EAI_HISTORICAL
			}
		}
		set_variable = {
			EAI_FOCUS/LAND/spec_ops = global.EAI_HISTORICAL
		}
	}
}
### Entity: Idea
Component: ICE_home_defence_corps
Constructs: removal_cost
Source: game
File: common/ideas/iceland.txt

Code:
ICE_home_defence_corps = {
	picture = ast_volunteer_defence_corps
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	available = {

	}
	removal_cost = -1
	modifier = {
		conscription = 0.025
	}
}
### Entity: Event
Component: palestine.43
Constructs: is_triggered_only, ai_chance, add_political_power, add_popularity, random_hours, random_days
Source: game
File: events/Palestine.txt

Code:
country_event = {
	id = palestine.43
	picture = GFX_report_event_long_march
	title = palestine.43.t
	desc = palestine.43.d
	is_triggered_only = yes
	option = {
		ai_chance = {
			base = 99
		}
		name = palestine.43.a
	} {
		ai_chance = {
			base = 1
		}
		name = palestine.43.b
		add_political_power = -100
		add_popularity = {
			ideology = fascism
			popularity = 0.1
		}
		PAL = {
			country_event = {
				id = palestine.44
				days = 0
				random_hours = 12
				random_days = 0
			}
		}
	}
}
### Entity: National Focus
Tree: saf_focus
Component: SAF_abandon_westminster
Constructs: has_government, has_country_flag, completion_reward, cancel_if_invalid, add_timed_idea
Source: game
File: common/national_focus/south_africa.txt

Code:
focus = {
	id = SAF_abandon_westminster
	icon = GFX_goal_tfv_sever_ties_with_uk
	mutually_exclusive = {
		focus = SAF_support_the_policy_of_appeasement
	}
	x = 7
	y = 0
	cost = 10
	ai_will_do = {
		factor = 0.5
		modifier = {
			NOT = {
				ENG = {
					has_government = democratic
				}
			}
			factor = 10
		} {
			NOT = {
				has_government = democratic
			}
			factor = 100
		} {
			democratic = < 0.5
			factor = 20
		}
	}
	available = {
		NOT = {
			has_country_flag = britain_enforced_our_loyalty
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_TFV_AUTONOMY
	}
	completion_reward = {
		add_timed_idea = {
			idea = SAF_abandon_westminster
			days = 1095
		}
	}
}
### Entity: Character
Component: ERI_fascist_guy
Constructs: has_government
Source: game
File: common/characters/ERI.txt

Code:
ERI_fascist_guy = {
	advisor = {
		slot = political_advisor
		idea_token = ERI_fascist_guy
		allowed = {
			original_tag = ERI
		}
		traits = {
			fascist_demagogue
		}
		do_effect = {
			not = {
				has_government = fascism
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_2
		}
	}
}
### Entity: AI Strategy
Component: r56_JAP_you_gonna_stop_befriending_these_tags_its_not_your_mo
Constructs: has_completed_focus, has_government, is_faction_leader
Source: game
File: common/ai_strategy/r56_JAP.txt

Code:
r56_JAP_you_gonna_stop_befriending_these_tags_its_not_your_mo = {
	allowed = {
		original_tag = JAP
	}
	enable = {
		ROOT = {
			AND = {
				exists = yes
				has_government = fascism
				has_completed_focus = JAP_sea_greater_east_asian_co_properity_sphere
				is_faction_leader = yes
			}
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = alliance
		id = GUA
		value = -100
	} {
		type = alliance
		id = HON
		value = -100
	} {
		type = alliance
		id = HUN
		value = -100
	} {
		type = alliance
		id = ROM
		value = -100
	} {
		type = alliance
		id = MEX
		value = -100
	} {
		type = alliance
		id = NIC
		value = -100
	} {
		type = alliance
		id = PAN
		value = -100
	} {
		type = alliance
		id = COS
		value = -100
	} {
		type = alliance
		id = COL
		value = -100
	} {
		type = alliance
		id = VEN
		value = -125
	} {
		type = alliance
		id = PRU
		value = -100
	} {
		type = alliance
		id = ECU
		value = -100
	} {
		type = alliance
		id = CHL
		value = -100
	} {
		type = alliance
		id = BOL
		value = -100
	} {
		type = alliance
		id = ALB
		value = -100
	} {
		type = alliance
		id = RUT
		value = -100
	}
}
### Entity: Idea
Component: ICE_compensation_purchase_idea
Constructs: removal_cost
Source: game
File: common/ideas/iceland.txt

Code:
ICE_compensation_purchase_idea = {
	picture = SPR_relocate_the_gold_reserves
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = 0.1
	}
}
### Entity: Character
Component: TAN_kechir_ool
Source: game
File: common/characters/TAN.txt

Code:
TAN_kechir_ool = {
	advisor = {
		slot = high_command
		idea_token = TAN_kechir_ool
		ledger = army
		allowed = {
			original_tag = TAN
		}
		traits = {
			army_cavalry_1
		}
		cost = 50
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Kechir-ool
	portraits = {
		army = {
			small = GFX_idea_generic_army_asia_1
		}
	}
}
### Entity: Military Industrial Organization
Component: AST_holden_organization
Constructs: has_dlc, add_trait, is_mio_trait_completed, production_bonus, equipment_bonus
Source: game
File: common/military_industrial_organization/organizations/AST_organization.txt

Code:
AST_holden_organization = {
	name = AST_holden_organization
	include = generic_motorized_mechanized_organization
	icon = GFX_idea_AST_holden
	allowed = {
		original_TAG = AST
		has_dlc = Thunder at Our Gates
	}
	add_trait = {
		token = AST_mio_trait_all_australian_drive
		name = AST_mio_trait_all_australian_drive
		icon = GFX_generic_mio_trait_icon_efficiency_gain
		special_trait_background = yes
		position = {
			x = 9
			y = 2
		}
		available = {
			OR = {
				is_mio_trait_completed = generic_mio_trait_all_wheel_drive generic_mio_trait_armored_pulpit_mount generic_mio_trait_bulletproof_panels
			}
		}
		production_bonus = {
			production_efficiency_cap_factor = 0.1
		}
	} {
		token = AST_mio_trait_light_vehicle_standardization
		name = AST_mio_trait_light_vehicle_standardization
		icon = GFX_generic_mio_trait_icon_efficiency_gain
		special_trait_background = yes
		position = {
			x = 4
			y = 1
		}
		available = {

		}
		all_parents = {
			generic_mio_trait_medium_machinegun_mounts
		}
		equipment_bonus = {
			reliability = 0.05
		}
		production_bonus = {
			production_cost_factor = -0.05
		}
	}
	override_trait = {
		token = generic_mio_trait_armored_pulpit_mount
		relative_position_id = AST_mio_trait_light_vehicle_standardization
		all_parents = {
			AST_mio_trait_light_vehicle_standardization
		}
		position = {
			x = 0
			y = 1
		}
	}
}
### Entity: Order of Battle
Component: 2nd Royal Guard Division
Constructs: division_template
Source: game
File: history/units/MAN_royal_guards.txt

Code:
division = {
	name = 2nd Royal Guard Division
	location = 4572
	division_template = Royal Guard
	start_experience_factor = 0.4
	start_equipment_factor = 0.9
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_arbiter_of_the_muslim_world
Constructs: has_completed_focus, prerequisite, limit, add_ideas, remove_ideas, completion_reward, add_political_power, has_idea
Source: game
File: common/national_focus/r56_turkey.txt

Code:
focus = {
	id = TUR_arbiter_of_the_muslim_world
	icon = GFX_goal_PAL_refurbish_al_aqsa
	prerequisite = {
		focus = TUR_one_persian_ottoman_war_to_end_them_all TUR_amicable_ties_across_the_middle_east
	}
	x = 1
	y = 1
	relative_position_id = TUR_one_persian_ottoman_war_to_end_them_all
	cost = 5
	ai_will_do = {
		base = 10
	}
	completion_reward = {
		add_political_power = 50
		if = {
			limit = {
				has_idea = TUR_traumatized_nation
			}
			swap_ideas = {
				remove_idea = TUR_traumatized_nation
				add_idea = TUR_traumatized_nation_2
			}
		} {
			limit = {
				NOT = {
					has_completed_focus = TUR_bicontinental_intervention
				}
			}
			set_rule = {
				can_send_volunteers = yes
			}
		}
		else_if = {
			limit = {
				has_idea = TUR_traumatized_nation_2
			}
			swap_ideas = {
				remove_idea = TUR_traumatized_nation_2
				add_idea = TUR_traumatized_nation_3
			}
		}
		else = {
			remove_ideas = TUR_traumatized_nation_3
		}
		add_ideas = TUR_arbiter_of_the_muslim_world_idea
	}
	search_filters = {
		FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: Modifier Reference
Construct: license_light_tank_eq_production_speed_factor
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## license_light_tank_eq_production_speed_factor

* Number with 0 decimal places
* **Categories**: country
### Entity: Scripted Localization
Component: defined_text
Constructs: has_country_flag
Source: game
File: common/scripted_localisation/SIA_scripted_localisation_r56.txt

Code:
defined_text = {
	name = GetSiamLandsDemanded_r56
	text = {
		trigger = {
			SIA = {
				has_country_flag = SIA_is_claiming_small_border_states_only
			}
		}
		localization_key = SIA_is_claiming_small_border_states_only_scriptloc_r56
	} {
		trigger = {
			SIA = {
				has_country_flag = SIA_is_claiming_small_border_states_and_laos
			}
		}
		localization_key = SIA_is_claiming_small_border_states_and_laos_scriptloc_r56
	} {
		trigger = {
			SIA = {
				has_country_flag = SIA_is_claiming_all_of_laos_and_cambodia
			}
		}
		localization_key = SIA_is_claiming_all_of_laos_and_cambodia_scriptloc_r56
	}
}
### Entity: Idea
Component: MAN_xingan_army_resigned
Constructs: removal_cost
Source: game
File: common/ideas/manchukou.txt

Code:
MAN_xingan_army_resigned = {
	allowed = {
		always = no
	}
	picture = CHI_corruption_armed_forces
	removal_cost = -1
	modifier = {
		cavalry_attack_factor = -0.15
		cavalry_defence_factor = -0.15
	}
}
### Entity: Event
Component: wtt_prc.24
Constructs: is_triggered_only, limit, is_subject_of, has_cosmetic_tag, add_manpower
Source: game
File: events/WTT_PRC.txt

Code:
country_event = {
	id = wtt_prc.24
	title = wtt_prc.24.t
	desc = wtt_prc.24.desc
	picture = GFX_report_event_dead_soldiers
	is_triggered_only = yes
	immediate = {
		hidden_effect = {
			FROM = {
				country_event = {
					id = wtt_prc.32
					days = 2
				}
			}
		}
	}
	option = {
		name = wtt_prc.21.a
		country_event = {
			id = wtt_prc.20
			days = 2
		}
		if = {
			limit = {
				MAN = {
					is_subject_of = JAP
					has_cosmetic_tag = MAN_kwantung_army
				}
			}
			MAN = {
				add_manpower = -200
			}
		}
		else_if = {
			limit = {
				OR = {
					controls_state = 525 527
				}
			}
			add_manpower = -200
		}
	}
}
### Entity: Idea
Component: HUN_diosgyor_iron_and_steelworks
Constructs: research_bonus
Source: game
File: common/ideas/r56_hungary.txt

Code:
HUN_diosgyor_iron_and_steelworks = {
	picture = generic_industrial_concern_3
	allowed = {
		original_tag = HUN
	}
	available = {

	}
	research_bonus = {
		industry = 0.1
		naval_armor_tech = 0.15
	}
	traits = {
		industrial_concern
	}
	modifier = {
		production_speed_steel_mill_factor = 0.1
	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_occupy_macau
Constructs: prerequisite, owns_state, has_war_with, completion_reward, is_subject, is_ally_with, cancel_if_invalid, add_claim_by
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_occupy_macau
	icon = GFX_focus_JAP_occupy_macau
	x = 0
	y = 2
	relative_position_id = JAP_reorganized_national_government
	prerequisite = {
		focus = JAP_reorganized_national_government
	}
	cost = 2
	will_lead_to_war_with = POR
	ai_will_do = {
		factor = 1
	}
	available = {
		is_subject = no
		592 = {
			CONTROLLER = {
				OR = {
					original_tag = ROOT
					is_ally_with = ROOT
				}
			}
		}
		729 = {
			CONTROLLER = {
				owns_state = PREV
				NOT = {
					has_war_with = ROOT
					is_ally_with = ROOT
				}
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_HISTORICAL FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		729 = {
			add_claim_by = ROOT
		} {
			OWNER = {
				country_event = {
					id = SEA_japan_foreign_policy.15
					days = 1
					random_days = 2
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
	}
}
### Entity: AI Strategy
Component: EAI_mine_sweeper
Constructs: check_variable, has_tech, any_of
Source: game
File: common/ai_equipment/EAI_navy_mine_sweeper_role.txt

Code:
EAI_mine_sweeper = {
	category = naval
	roles = {
		naval_mine_sweeper
	}
	priority = {
		base = 0
		modifier = {
			add = 1000
			check_variable = {
				EAI_FOCUS/NAVY/mine_sweeper = global.EAI_ON
			}
		}
	}
	EARLY_MINE_SWEEPER_DESTROYER = {
		role_icon_index = 5
		priority = {
			base = 0
			modifier = {
				add = 10000
				has_tech = early_ship_hull_light basic_naval_mines
			}
		}
		target_variant = {
			type = ship_hull_light_1
			match_value = 1
			modules = {
				fixed_ship_fire_control_system_slot = empty
				fixed_ship_radar_slot = empty
				fixed_ship_engine_slot = {
					module = light_ship_engine_1
					upgrade = current
				}
				fixed_ship_anti_air_slot = empty
				fixed_ship_battery_slot = {
					any_of = {
						ship_light_battery
					}
					upgrade = > current
				}
				fixed_ship_torpedo_slot = empty
				mid_1_custom_slot = {
					module = ship_mine_sweeper_1
					upgrade = current
				}
				rear_1_custom_slot = {
					module = ship_mine_sweeper_1
					upgrade = current
				}
			}
		}
		requirements = {
			module = ship_mine_warfare
		}
	}
}
### Entity: Idea
Component: SLV_aco2
Source: game
File: common/ideas/slovenia.txt

Code:
SLV_aco2 = {
	picture = generic_army_europe_4
	allowed = {
		original_tag = SLV
	}
	traits = {
		army_chief_organizational_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: wtt_news.41
Constructs: is_triggered_only, limit, owns_state, has_war_with, add_war_support, has_country_flag, add_stability, clr_country_flag
Source: game
File: events/WTT_NewsEvents.txt

Code:
news_event = {
	id = wtt_news.41
	title = wtt_news.41.t
	desc = {
		text = wtt_news.41.desc_usa
		trigger = {
			FROM = {
				has_country_flag = blew_up_panama
				owns_state = 685
			}
		}
	} {
		text = wtt_news.41.desc_not_usa
		trigger = {
			FROM = {
				OR = {
					NOT = {
						has_country_flag = blew_up_panama
					} {
						owns_state = 685
					}
				}
			}
		}
	}
	picture = GFX_news_event_020
	is_triggered_only = yes
	major = yes
	option = {
		name = wtt_news.41.a
		trigger = {
			NOT = {
				has_country_flag = blew_up_panama
			}
			owns_state = 685
		}
		if = {
			limit = {
				original_tag = USA
			}
			add_war_support = -0.05
			add_stability = -0.05
		}
	} {
		name = wtt_news.41.b
		trigger = {
			has_country_flag = blew_up_panama
			owns_state = 685
		}
		if = {
			limit = {
				original_tag = USA
			}
			add_war_support = -0.05
			add_stability = -0.05
		}
		clr_country_flag = blew_up_panama
	} {
		name = wtt_news.41.c
		trigger = {
			any_country = {
				has_war_with = ROOT
				owns_state = 685
				has_country_flag = blew_up_panama
			}
		}
	} {
		name = wtt_news.41.d
		trigger = {
			any_country = {
				has_war_with = ROOT
				owns_state = 685
			}
			has_country_flag = blew_up_panama
		}
		clr_country_flag = blew_up_panama
	} {
		name = wtt_news.41.e
		trigger = {
			any_country = {
				has_war_with = ROOT
				owns_state = 685
				NOT = {
					has_country_flag = blew_up_panama
				}
			}
			any_other_country = {
				has_war_together_with = ROOT
				has_country_flag = blew_up_panama
			}
			NOT = {
				has_country_flag = blew_up_panama
			}
		}
	} {
		name = wtt_news.41.f
		trigger = {
			any_other_country = {
				has_war_together_with = ROOT
				owns_state = 685
				has_country_flag = blew_up_panama
			}
			NOT = {
				has_country_flag = blew_up_panama
			}
		}
	} {
		name = wtt_news.41.g
		trigger = {
			any_country = {
				has_war_with = ROOT
				has_country_flag = blew_up_panama
			}
			any_other_country = {
				has_war_together_with = ROOT
				owns_state = 685
				NOT = {
					has_country_flag = blew_up_panama
				}
			}
			NOT = {
				has_country_flag = blew_up_panama
			}
		}
	} {
		name = wtt_news.41.h
		trigger = {
			NOT = {
				any_country = {
					has_war_with = ROOT
					has_country_flag = blew_up_panama
				}
			} {
				any_other_country = {
					has_war_together_with = ROOT
					owns_state = 685
					has_country_flag = blew_
# ... (truncated)
### Entity: Decision
Component: RAJ_GOE_communism_border_clashes_cat
Constructs: has_completed_focus, has_dlc, is_raj_or_raj_inheritor
Source: game
File: common/decisions/categories/RAJ_GOE_decision_categories.txt

Code:
RAJ_GOE_communism_border_clashes_cat = {
	icon = GFX_decision_category_generic_communism
	priority = 100
	allowed = {
		has_dlc = Graveyard of Empires
		OR = {
			is_raj_or_raj_inheritor = yes
			tag = RAJ
		}
	}
	visible = {
		OR = {
			has_completed_focus = RAJ_red_punjab_operation RAJ_secure_rajahsthan RAJ_strike_eastern_pakistan
		}
	}
}
### Entity: Name List
Component: GDC
Source: game
File: common/names/00_names.txt

Code:
GDC = {
	male = {
		names = {
			Wang Li Zhang Liu Chen Huang Liang Luo Kwong Hsia Zhu Mao Hu Liao Tan Deng Cheng Yang Gao Xie Ma Kong Dong Pan Yu
		}
	}
	female = {
		names = {
			Li Bao Mulan Lanfen Mingzhu Qingling Mei Yingtai Feng Zhi Ruo Fei Ru Shi Yuying Yuantong Yanxiang Xiurong Shouying Fuyuan Luzhen Ruirong Suzhen Xiaoying Xiaoyuan Xiaoji Xiaolou
		}
	}
	surnames = {
		Zhao Wu Sun Ma Hu Peng Dong Ye Lü Tian Jiang Wei Ting Shen Fang Jin Qiu
	}
	callsigns = {

	}
}
### Entity: Character
Component: HON_orlando_rodriguez_jimino
Source: game
File: common/characters/HON.txt

Code:
HON_orlando_rodriguez_jimino = {
	advisor = {
		slot = political_advisor
		idea_token = HON_orlando_rodriguez_jimino
		allowed = {
			original_tag = HON
		}
		traits = {
			ideological_crusader
		}
	}
	name = Orlando Rodriguez Jimino
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_south_america_3
		}
	}
}