Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Order of Battle
Component: Base Naval Cartagena
Source: game
File: history/units/SPR_1936_naval_mtg.txt

Code:
fleet = {
	name = Base Naval Cartagena
	naval_base = 10024
	task_force = {
		name = Escuadrón de Cartagena
		location = 10024
		ship = {
			name = ARE Almirante Miranda
			definition = destroyer
			equipment = {
				ship_hull_light_2 = {
					amount = 1
					owner = SPR
					version_name = Churucca Class
				}
			}
		} {
			name = ARE Almirante Ferrándiz
			definition = destroyer
			equipment = {
				ship_hull_light_2 = {
					amount = 1
					owner = SPR
					version_name = Churucca Class
				}
			}
		} {
			name = ARE Sánchez Barcáiztegui
			definition = destroyer
			equipment = {
				ship_hull_light_2 = {
					amount = 1
					owner = SPR
					version_name = Churucca Class
				}
			}
		} {
			name = ARE Alcalá Galiano
			definition = destroyer
			equipment = {
				ship_hull_light_2 = {
					amount = 1
					owner = SPR
					version_name = Churucca Class
				}
			}
		} {
			name = ARE Almirante Valdés
			definition = destroyer
			equipment = {
				ship_hull_light_2 = {
					amount = 1
					owner = SPR
					version_name = Churucca Class
				}
			}
		} {
			name = ARE Churucca
			definition = destroyer
			equipment = {
				ship_hull_light_2 = {
					amount = 1
					owner = SPR
					version_name = Churucca Class
				}
			}
		} {
			name = ARE José Luis Díez
			definition = destroyer
			equipment = {
				ship_hull_light_2 = {
					amount = 1
					owner = SPR
					version_name = Churucca Class
				}
			}
		} {
			name = ARE Lepanto
			definition = destroyer
			equipment = {
				ship_hull_light_2 = {
					amount = 1
					owner = SPR
					version_name = Churucca Class
				}
			}
		} {
			name = ARE Almirante Antequera
			definition = destroyer
			equipment = {
				ship_hull_light_2 = {
					amount = 1
					owner = SPR
					version_name = Churucca Class
				}
			}
		}
	} {
		name = Grupo de Cartagena
		location = 10024
		ship = {
			name = ARE B5
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = SPR
					version_name = B Class
				}
			}
		} {
			name = ARE B6
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = SPR
					version_name = B Class
				}
			}
		} {
			name = ARE C1
			definition = submarine
			equipment = {
				ship_hull_submarine_2 = {
					amount = 1
					owner = SPR
					version_name = C Class
				}
			}
		} {
			name = ARE C2
			definition = submarine

# ... (truncated)
### Entity: Shared Focus
Tree: smb_focus
Component: SMB_aircraft_carriers
Constructs: shared_focus, prerequisite, completion_reward, add_breakthrough_progress, add_tech_bonus, add_to_variable
Source: game
File: common/national_focus/toa_shared_military_branch.txt

Code:
shared_focus = {
	id = SMB_aircraft_carriers
	icon = GFX_goal_generic_navy_carrier
	relative_position_id = SMB_naval_support
	prerequisite = {
		focus = SMB_naval_support
	} {
		focus = SMB_blue_water_fleet
	}
	x = 1
	y = 3
	cost = 5
	available = {

	}
	bypass = {

	}
	ai_will_do = {
		factor = 20
	}
	completion_reward = {
		navy_experience = 15
		add_breakthrough_progress = {
			specialization = specialization_naval
			value = 0.5
		}
		add_tech_bonus = {
			name = SMB_aircraft_carriers
			bonus = 1
			uses = 2
			category = cv_tech
		}
		JUNO_pick_navy_modifier_tt = yes
		add_to_variable = {
			ROOT.JUNO_navy_refit_speed = 0.1
			tooltip = refit_speed_tt
		}
	}
}
### Entity: Character
Component: RAJ_jayanto_nath_chaudhuri
Source: game
File: common/characters/RAJ.txt

Code:
RAJ_jayanto_nath_chaudhuri = {
	name = RAJ_jayanto_nath_chaudhuri
	portraits = {
		army = {
			large = GFX_RAJ_jayanto_nath_chaudhuri
			small = GFX_portrait_RAJ_jayanto_nath_chaudhuri_small
		}
	}
}
### Entity: Event
Component: latin.1
Constructs: is_triggered_only, ai_chance, add_ideas, add_stability
Source: game
File: events/r56_argentina.txt

Code:
country_event = {
	id = latin.1
	title = latin.1.t
	desc = latin.1.d
	is_triggered_only = yes
	option = {
		name = latin.1.a
		ai_chance = {
			base = 90
		}
		add_stability = 0.05
		add_ideas = latin_peace
	} {
		name = latin.1.b
		ai_chance = {
			base = 10
		}
	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_establish_the_mitimaes
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_establish_the_mitimaes
	prerequisite = {
		focus = PRU_adquire_american_industry
	}
	icon = GFX_goal_PRU_inca_mitimaes
	relative_position_id = PRU_crown_an_inca
	x = -2
	y = 7
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = PRU_mitimaes
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Unit Template
Component: INS_PAR_01
Source: game
File: common/units/names_divisions/INS_names_divisions.txt

Code:
INS_PAR_01 = {
	name = TNI Paratrooper Division
	for_countries = {
		INS
	}
	can_use = {
		always = yes
	}
	division_types = {
		paratrooper
	}
	fallback_name = Divisi Para Raider %d
	ordered = {
		1 = {
			Divisi Para Raider %d Tengkorak
		}
		2 = {
			Divisi Para Raider %d Dirgahayu
		}
		3 = {
			Divisi Para Raider %d Tri Dharma
		}
		4 = {
			Divisi Para Raider %d Bajra Yudha
		}
		5 = {
			Divisi Para Raider %d Ujwala Yudha
		}
		6 = {
			Divisi Para Raider %d Mayangkara
		}
		7 = {
			Divisi Para Raider %d Satria Setia Perkasa
		}
		8 = {
			Divisi Para Raider %d Julu Siri
		}
		17 = {
			Divisi Para Raider %d Sakti Budi Bhakti
		}
		18 = {
			Divisi Para Raider %d Sarvatra Eva Yudha
		}
	}
}
### Entity: Event
Component: new_ger.99
Constructs: is_triggered_only, limit, remove_state_core
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.99
	title = new_ger.99.t
	desc = new_ger.99.d
	picture = GFX_report_event_generic_handshake
	is_triggered_only = yes
	option = {
		name = new_ger.99.a
		effect_tooltip = {
			diplomatic_relation = {
				country = FROM
				relation = non_aggression_pact
				active = yes
			}
			IF = {
				limit = {
					FROM = {
						original_tag = FRA
					}
				}
				remove_state_core = 28
			}
		}
	}
}
### Entity: Event
Component: nsb_news.303
Constructs: is_triggered_only
Source: game
File: events/NSB_NewsEvents.txt

Code:
news_event = {
	id = nsb_news.303
	title = nsb_news.303.t
	desc = nsb_news.303.d
	picture = GFX_news_event_generic_parliament
	major = yes
	is_triggered_only = yes
	option = {
		name = nsb_news.303.a
		trigger = {
			tag = FROM
		}
	} {
		name = nsb_news.303.b
		trigger = {
			NOT = {
				tag = FROM
			}
		}
	}
}
### Entity: Shared Focus
Tree: raj_focus
Component: RAJ_build_up_the_north_western_frontier_r56
Constructs: shared_focus, prerequisite, limit, completion_reward, add_tech_bonus, every_controlled_state, is_core_of, add_compliance
Source: game
File: common/national_focus/r56_india_shared.txt

Code:
shared_focus = {
	id = RAJ_build_up_the_north_western_frontier_r56
	icon = GFX_goal_generic_mountain_warfare2
	cost = 8
	ai_will_do = {
		base = 1
	}
	x = -1
	y = 1
	prerequisite = {
		focus = RAJ_prepare_an_autonomous_defense_r56
	}
	relative_position_id = RAJ_prepare_an_autonomous_defense_r56
	search_filters = {
		FOCUS_FILTER_MILITARY_IMPROVEMENT FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = RAJ_build_up_the_north_western_frontier_r56
			bonus = 0.75
			uses = 1
			category = mountaineers_tech
		} {
			name = RAJ_build_up_the_north_western_frontier_r56
			bonus = 0.75
			uses = 1
			category = military_police_tech
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		every_controlled_state = {
			limit = {
				NOT = {
					is_core_of = ROOT
				}
				OR = {
					state = 444 445 442 787 441
				}
			}
			add_compliance = 5
			add_resistance = -5
		}
	}
}
### Entity: Modding Documentation
Construct: Tokens
Constructs: Tokens, intel_gain
Source: vanilla_docs
File: common/operation_tokens/_documentation.md

Doc:
# Operation Tokens

There can only ever be one token that one country can acquire against another. They are not stackable.

Every token needs a `<unique id>`, which is `token_test` in this case
```
token_test = {
	# Every token needs a name to be displayed
	name = ""
	
	# Every token needs a description to show what it is about
	desc = ""
	
	# Every token needs an icon for display purposes
	icon = ""
	
	# Every token can have any number of targeted modifier listed as demonstrated below
	# Those will be applied to the relation between the origin country and the target country of the operation
	# For as long as the origin country that receives the token posses the token, when the token is consumed the modifiers will go away
	targeted_modifier = targeted_modifier_id1
	targeted_modifier = targeted_modifier_id2
	
	# Intel Source Gains
	# - A token may grant intel gains against of one value for one source per token. Multiple intel gains per token are NOT supported
	# - Supported sources are: navy, army, civilian, airforce
	intel_source = navy
	intel_gain = 1.0
}
```
### Entity: Joint Focus
Component: HABSBURG_increase_scientific_cooperation
Constructs: prerequisite, joint_focus, completion_reward, is_faction_leader, is_in_faction_with, is_subject, is_subject_of, add_to_variable
Source: game
File: common/national_focus/habsburg_joint.txt

Code:
joint_focus = {
	id = HABSBURG_increase_scientific_cooperation
	dynamic = yes
	icon = GFX_goal_tfv_generic_tech_sharing
	prerequisite = {
		focus = HABSBURG_technology_sharing
	} {
		focus = HABSBURG_joint_consumer_goods_endeavors
	}
	relative_position_id = HABSBURG_technology_sharing
	x = 1
	y = 1
	cost = 10
	text_icon = NORDIC_focus_style
	available = {
		custom_trigger_tooltip = {
			tooltip = HABSBURG_is_subject_puppeteer_faction_leader_or_member_trigger_tt
			OR = {
				AND = {
					is_faction_leader = yes
					any_allied_country = {
						HABSBURG_is_a_habsburg_viable_nation = yes
					}
				} {
					is_faction_leader = no
					OR = {
						AND = {
							is_in_faction_with = HUN
							HUN = {
								is_faction_leader = yes
							}
						} {
							is_in_faction_with = AUS
							AUS = {
								is_faction_leader = yes
							}
						}
					}
				} {
					OR = {
						original_tag = HUN AUS
					}
					any_subject_country = {
						HABSBURG_is_a_habsburg_viable_nation = yes
					}
					is_subject = no
				} {
					is_subject = yes
					OR = {
						is_subject_of = HUN AUS
					}
				}
			}
			HABSBURG_is_a_habsburg_viable_nation = yes
		}
	}
	joint_trigger = {
		HABSBURG_joint_trigger = yes
	}
	ai_will_do = {
		base = 15
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		effect_tooltip = {
			custom_effect_tooltip = HABSBURG_modify_economy_ns_intro
			add_to_variable = {
				global.HABSBURG_economy_research_sharing_per_country_bonus_factor = 0.1
				tooltip = research_sharing_per_country_bonus_factor_tt
			} {
				global.HABSBURG_economy_special_project_speed_factor = 0.1
				tooltip = special_project_speed_factor_tt
			}
		}
	}
	completion_reward_joint_originator = {
		hidden_effect = {
			custom_effect_tooltip = HABSBURG_modify_economy_ns_intro
			add_to_variable = {
				global.HABSBURG_economy_research_sharing_per_country_bonus_factor = 0.1
				tooltip = research_sharing_per_country_bonus_factor_tt
			} {
				global.HABSBURG_economy_special_project_speed_factor = 0.1
				tooltip = special_project_speed_factor_tt
			}
		}
	}
}
### Entity: Event
Component: wuw_GER_legions.7
Constructs: ai_chance, division_template, limit, has_government, fire_only_once, has_global_flag, set_nationality, set_global_flag
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_legions.7
	title = wuw_GER_legions.7.t
	desc = wuw_GER_legions.7.desc
	picture = GFX_report_event_soviet_soldiers
	fire_only_once = yes
	trigger = {
		original_tag = GER
		GER = {
			OR = {
				has_government = neutrality fascism
			}
		}
		AND = {
			107 = {
				is_controlled_by_ROOT_or_subject = yes
			}
			108 = {
				is_controlled_by_ROOT_or_subject = yes
			}
		}
		SOV = {
			OR = {
				has_government = communism democratic
			}
		}
		NOT = {
			OR = {
				has_global_flag = SOV_flug_and_shteifon_went_to_germany_flag SOV_flug_and_shteifon_went_to_russia_flag SOV_flug_and_shteifon_decided_to_fight_for_yugoslavia_flag
			}
		}
	}
	mean_time_to_happen = {
		days = 24
	}
	option = {
		name = wuw_GER_legions.7.a
		ai_chance = {
			base = 80
		}
		YUG = {
			SOV_vasily_flug = {
				set_nationality = GER
			}
			SOV_boris_shteifon = {
				set_nationality = GER
			}
		}
		set_global_flag = SOV_flug_and_shteifon_went_to_germany_flag
		set_country_flag = SOV_flug_and_shteifon_are_ready_to_serve_flag
		division_template = {
			name = Russisches Schutzkorps
			template_counter = 48
			division_names_group = GER_Inf_01
			regiments = {
				infantry = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 0
					y = 2
				} {
					x = 1
					y = 0
				} {
					x = 1
					y = 1
				}
			}
			support = {
				military_police = {
					x = 0
					y = 0
				}
			}
		}
		random_state = {
			limit = {
				is_core_of = SER
				OR = {
					is_controlled_by = ROOT
					any_country = {
						is_subject_of = ROOT
						controls_state = PREV
					}
				}
			}
			create_unit = {
				division = name = "1. Russisches Schutzkorps" division_template = "Russisches Schutzkorps" start_experience_factor = 0.2
				owner = GER
			} {
				division = name = "2. Russisches Schutzkorps" division_template = "Russisches Schutzkorps" start_experience_factor = 0.3
				owner = GER
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		every_state = {
			limit = {
				is_controlled_by_ROOT_or_subject = yes
				OR = {
					state = 107 108
				}
			}
			add_resistance = -10
		}
	} {
		name = wuw_GER_legions.7.b
		ai_chance = {
			base = 20
		}
		add_command_power = 10
		custom_effect_tooltip = generic_skip_one_line_tt
		random_state = {
			limit = {
				is_core_of = SER
				OR = {
					is_controlled_by = ROOT
					any_country = {
						is_subject_of 
# ... (truncated)
### Entity: Idea
Component: QUE_hydroquebec
Source: game
File: common/ideas/quebec.txt

Code:
QUE_hydroquebec = {
	allowed = {
		original_tag = QUE
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	picture = por_hydroelectric_power
	modifier = {
		production_factory_efficiency_gain_factor = 0.05
		production_factory_max_efficiency_factor = 0.1
	}
}
### Entity: Scripted Localization
Component: defined_text
Constructs: has_completed_focus
Source: game
File: common/scripted_localisation/00_scripted_localisation.txt

Code:
defined_text = {
	name = GetChurchCandidatesDesc
	text = {
		trigger = {
			original_tag = SOV
			NOT = {
				has_completed_focus = SOV_dismantle_the_zemsky_sobor
			}
		}
		localization_key = SOV_CHURCH_CANDIDATES_DESC_TSARIST
	} {
		trigger = {
			original_tag = SOV
			has_completed_focus = SOV_dismantle_the_zemsky_sobor
		}
		localization_key = SOV_CHURCH_CANDIDATES_DESC_FASCIST
	}
}
### Entity: AI Strategy
Component: ITA_alt_fascist_grandi
Constructs: has_government, has_country_flag, has_game_rule
Source: game
File: common/ai_strategy_plans/ITA_alternate_strategy_plan.txt

Code:
ITA_alt_fascist_grandi = {
	name = Alternative Fascist - Dino Grandi
	desc = The Italian AI will attempt to oust Mussolini from power, and install Dino Grandi instead to seek to strengthen ties with the allies.
	allowed = {
		original_tag = ITA
	}
	enable = {
		OR = {
			has_country_flag = ITA_AI_RANDOM_FASCIST_GRANDI
			has_game_rule = {
				rule = ITA_ai_behavior
				option = ALT_FASCIST_GRANDI
			}
		}
	}
	abort = {
		ENG = {
			has_government = communism
		}
		FRA = {
			has_government = communism
		}
	}
	ai_national_focuses = {
		ITA_ethiopian_war_logistics_bba ITA_italian_highways_bba ITA_undermine_the_duce ITA_conspiracies_in_the_shadows ITA_convene_the_grand_council ITA_depose_mussolini ITA_dino_grandi_focus ITA_servizio_informazione_militare ITA_triumph_in_africa_bba ITA_foreign_affairs ITA_corpo_di_truppe_volontarie ITA_potential_allies_in_the_balkans ITA_fiocchi_munizioni ITA_ministry_of_italian_africa ITA_guarantee_austrian_independence ITA_power_plants_in_terni ITA_the_new_emperor_of_ethiopia ITA_topple_amhara_rulers ITA_albanian_occupation ITA_negotiate_italian_claims ITA_railway_innovations ITA_ratify_the_stresa_front ITA_industria_della_gomma_sintetica ITA_army_primacy_bba ITA_air_innovations_bba ITA_seek_british_military_cooperation ITA_invite_france_to_military_partnership ITA_naval_power_projection ITA_stop_the_squandering ITA_consolidate_power ITA_brescia_small_arms_industry ITA_develop_libya ITA_anglo_italian_pact ITA_franco_italian_pact ITA_reorganize_the_party ITA_purge_the_party ITA_meritocracy ITA_the_fate_of_mussolini ITA_preserve_army_traditions ITA_modernize_the_mezzogiorno ITA_citta_dell_aria ITA_joint_military_programs ITA_economic_reforms ITA_improve_the_industries ITA_superesercito ITA_proclaim_the_italian_empire ITA_expanded_corporatism ITA_regional_development ITA_investments_in_edison ITA_expand_national_universities ITA_army_leaders ITA_superaereo ITA_expand_naval_facilities ITA_supermarina ITA_stockpile_fuel ITA_expand_rome_flying_school ITA_officers_of_the_service_role ITA_redirect_alfa_romeo_production
	}
	focus_factors = {
		ITA_culto_del_duce = 0
		ITA_defy_the_duce = 0
		ITA_italo_balbo_focus = 0
		ITA_monarchia_d_italia = 0
		ITA_pact_of_steel = 0
	}
	research = {

	}
	ideas = {

	}
	weight = {
		factor = 1.0
		modifier = {
			factor = 1.0
		}
	}
}
### Entity: Event
Component: israel.37
Constructs: is_triggered_only, limit, has_country_flag, add_to_variable, set_country_flag, check_variable, random_hours
Source: game
File: events/israel.txt

Code:
country_event = {
	id = israel.37
	title = israel.37.t
	desc = israel.37.d
	is_triggered_only = yes
	option = {
		name = israel.37.a
		add_to_variable = {
			ISR_output_var = 0.05
		}
		custom_effect_tooltip = ISR_modify_constitution ISR_constitution_output
		set_country_flag = ISR_labour_addressed
		if = {
			limit = {
				NOT = {
					has_country_flag = ISR_hatzohar_no_constitution
				}
			}
			custom_effect_tooltip = ISR_hatzohar_no_constitution
			set_country_flag = ISR_hatzohar_no_constitution
			subtract_from_variable = {
				ISR_constitution_votes = ISR_hatzohar_seats
			}
		} {
			limit = {
				NOT = {
					has_country_flag = ISR_general_zionists_no_constitution
				}
			}
			custom_effect_tooltip = ISR_general_zionists_no_constitution
			set_country_flag = ISR_general_zionists_no_constitution
			subtract_from_variable = {
				ISR_constitution_votes = ISR_general_zionists_seats
			}
		} {
			limit = {
				check_variable = {
					ISR_constitution_votes = > 60
				}
			}
			if = {
				limit = {
					count_triggers = {
						amount = 3
						has_country_flag = ISR_conscription_addressed ISR_shabbat_addressed ISR_supreme_court_addressed ISR_jewish_addressed ISR_labour_addressed
					}
				}
				country_event = {
					id = israel.38
					days = 1
					random_hours = 12
				}
			}
			else = {
				hidden_effect = {
					country_event = {
						id = israel.39
						days = 1
						random_hours = 12
					}
				}
			}
		}
		else = {
			hidden_effect = {
				country_event = {
					id = israel.39
					days = 1
					random_hours = 12
				}
			}
		}
	} {
		name = israel.37.b
		if = {
			limit = {
				check_variable = {
					ISR_constitution_votes = > 60
				}
			}
			if = {
				limit = {
					count_triggers = {
						amount = 3
						has_country_flag = ISR_conscription_addressed ISR_shabbat_addressed ISR_supreme_court_addressed ISR_jewish_addressed ISR_labour_addressed
					}
				}
				country_event = {
					id = israel.38
					days = 1
					random_hours = 12
				}
			}
			else = {
				hidden_effect = {
					country_event = {
						id = israel.39
						days = 1
						random_hours = 12
					}
				}
			}
		}
	}
}
### Entity: Scripted Effect
Component: EAI_PRODUCTION_army_production_strategies
Source: game
File: common/scripted_effects/EAI_PRODUCTION_strategy_effects.txt

Code:
EAI_PRODUCTION_army_production_strategies = {
	EAI_PRODUCTION_MW_army_production_strategies = yes
	EAI_PRODUCTION_SF_army_production_strategies = yes
	EAI_PRODUCTION_GB_army_production_strategies = yes
	EAI_PRODUCTION_MA_army_production_strategies = yes
	EAI_PRODUCTION_attachment_production_strategies = yes
	EAI_PRODUCTION_AT_army_production_strategies = yes
	EAI_PRODUCTION_garrison_production_strategies = yes
}
### Entity: State History
Component: 646
Constructs: add_core_of
Source: game
File: history/states/646-Saipan.txt

Code:
state = {
	id = 646
	name = STATE_646
	state_category = small_island
	manpower = 21657
	history = {
		owner = JAP
		add_core_of = JAP GUM
		buildings = {
			infrastructure = 2
			air_base = 3
			3995 = {
				naval_base = 1
			}
			13023 = {
				naval_base = 1
			}
		}
		victory_points = {
			3995 1
		}
		strategic_province_location = {
			defensible_coastline = 3995
		}
	}
	provinces = {
		3995 13023 13024
	}
	local_supplies = 0.0
}
### Entity: Event
Component: news.170
Constructs: is_triggered_only, has_global_flag, is_in_faction_with, is_in_faction
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.170
	title = news.170.t
	desc = {
		text = news.170.d_BUL
		trigger = {
			has_global_flag = GER_second_ljubljana_award_BUL_event
			NOT = {
				has_global_flag = GER_second_ljubljana_award_ITA_event
			}
		}
	} {
		text = news.170.d_ITA
		trigger = {
			has_global_flag = GER_second_ljubljana_award_ITA_event
			NOT = {
				has_global_flag = GER_second_ljubljana_award_BUL_event
			}
		}
	} {
		text = news.170.d_ITA_BUL
		trigger = {
			has_global_flag = GER_second_ljubljana_award_ITA_event GER_second_ljubljana_award_BUL_event
		}
	} {
		text = news.170.d_GER
		trigger = {
			has_global_flag = GER_second_ljubljana_award_GER_event
		}
	}
	picture = GFX_news_event_009
	major = yes
	is_triggered_only = yes
	option = {
		name = news.170.a
		trigger = {
			TAG = GER
		}
	} {
		name = news.170.b
		trigger = {
			NOT = {
				TAG = GER
			}
			is_in_faction_with = GER
		}
	} {
		name = news.170.c
		trigger = {
			NOT = {
				TAG = GER
			} {
				is_in_faction_with = GER
			}
			is_in_faction = yes
		}
	} {
		name = news.170.e
		trigger = {
			NOT = {
				TAG = GER
			}
			is_in_faction = no
		}
	}
}
### Entity: Scripted Effect
Component: POL_remove_danzig_effect
Constructs: limit, remove_core_of, set_demilitarized_zone, save_event_target_as, has_resistance, force_enable_resistance, is_core_of, has_dynamic_modifier
Source: game
File: common/scripted_effects/POL_scripted_effects.txt

Code:
POL_remove_danzig_effect = {
	remove_core_of = DNZ
	set_demilitarized_zone = no
	controller = {
		save_event_target_as = danzig_occupier
	}
	if = {
		limit = {
			has_resistance = yes
		}
		force_enable_resistance = {
			clear = yes
			occupier = danzig_occupier
			occupied = DNZ
		}
		if = {
			limit = {
				NOT = {
					controller = {
						PREV = {
							is_core_of = PREV
						}
					}
				}
			}
			start_resistance = POL
		}
	} {
		limit = {
			has_dynamic_modifier = {
				modifier = international_city
			}
		}
		remove_dynamic_modifier = {
			modifier = international_city
		}
	}
	else_if = {
		limit = {
			has_dynamic_modifier = {
				modifier = international_city_2
			}
		}
		remove_dynamic_modifier = {
			modifier = international_city_2
		}
	} {
		limit = {
			has_dynamic_modifier = {
				modifier = international_city_3
			}
		}
		remove_dynamic_modifier = {
			modifier = international_city_3
		}
	} {
		limit = {
			has_dynamic_modifier = {
				modifier = international_city_4
			}
		}
		remove_dynamic_modifier = {
			modifier = international_city_4
		}
	}
}
### Entity: Scripted Effect
Component: USA_house_large_support
Constructs: set_temp_variable, temp_factor, add_to_variable
Source: game
File: common/scripted_effects/USA_scripted_effects.txt

Code:
USA_house_large_support = {
	custom_effect_tooltip = mtg_usa_house_large_support_tt
	set_temp_variable = {
		temp_factor = random
	}
	multiply_temp_variable = {
		temp_factor = 125
	}
	clamp_temp_variable = {
		var = temp_factor
		max = 125
		min = 80
	}
	add_to_variable = {
		representatives_support = temp_factor
	}
	round_variable = representatives_support
	clamp_variable = {
		var = representatives_support
		max = representatives_total
		min = 0
	}
	USA_recalc_congress_icon_frames = yes
}