Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: ger_focus
Component: GER_no_reds_in_western_europe
Constructs: prerequisite, limit, has_government, completion_reward, is_subject, random_other_country, create_wargoal
Source: game
File: common/national_focus/germany.txt

Code:
focus = {
	id = GER_no_reds_in_western_europe
	icon = GFX_goal_anti_comintern_pact
	prerequisite = {
		focus = GER_low_countries_membership
	}
	available = {
		is_subject = no
		OR = {
			any_country = {
				original_tag = FRA
				has_government = communism
			} {
				original_tag = HOL
				has_government = communism
			} {
				original_tag = BEL
				has_government = communism
			} {
				original_tag = LUX
				has_government = communism
			}
		}
	}
	x = 0
	y = 1
	relative_position_id = GER_low_countries_membership
	cost = 10
	ai_will_do = {
		factor = 1
	}
	completion_reward = {
		custom_effect_tooltip = GER_no_reds_in_western_europe_tt
		if = {
			limit = {
				any_country = {
					original_tag = FRA
					has_government = communism
				}
			}
			custom_effect_tooltip = GER_no_reds_in_western_europe_FRA_tt
			hidden_effect = {
				random_other_country = {
					limit = {
						original_tag = FRA
						has_government = communism
					}
					GER = {
						create_wargoal = {
							type = topple_government
							target = PREV
							expire = 0
						}
					}
				}
			}
		} {
			limit = {
				any_country = {
					original_tag = HOL
					has_government = communism
				}
			}
			custom_effect_tooltip = GER_no_reds_in_western_europe_HOL_tt
			hidden_effect = {
				random_other_country = {
					limit = {
						original_tag = HOL
						has_government = communism
					}
					GER = {
						create_wargoal = {
							type = topple_government
							target = PREV
							expire = 0
						}
					}
				}
			}
		} {
			limit = {
				any_country = {
					original_tag = BEL
					has_government = communism
				}
			}
			custom_effect_tooltip = GER_no_reds_in_western_europe_BEL_tt
			hidden_effect = {
				random_other_country = {
					limit = {
						original_tag = BEL
						has_government = communism
					}
					GER = {
						create_wargoal = {
							type = topple_government
							target = PREV
							expire = 0
						}
					}
				}
			}
		} {
			limit = {
				any_country = {
					original_tag = LUX
					has_government = communism
				}
			}
			custom_effect_tooltip = GER_no_reds_in_western_europe_LUX_tt
			hidden_effect = {
				random_other_country = {
					limit = {
						original_tag = LUX
						has_government = communism
					}
					GER = {
						create_wargoal = {
							type = topple_government
							target = PREV
							expire = 0
						}
					}
				}
			}
		}
	}
}
### Entity: AI Strategy
Component: ai_focus_aggressive_ITA
Source: game
File: common/ai_focuses/ITA.txt

Code:
ai_focus_aggressive_ITA = {
	research = {
		offensive = 5.0
		synth_resources = 1.0
		motorized_equipment = 2.0
		armor = 2.0
	}
}
### Entity: AI Strategy
Component: EAI_PROD_AIR_TRNS_aircraft_production_strategy_2
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_PRODUCTION_aircraft_strategies.txt

Code:
EAI_PROD_AIR_TRNS_aircraft_production_strategy_2 = {
	enable = {
		num_of_military_factories = > 100
		has_country_flag = EAI_TRNS_aircraft_production_strategy
		NOT = {
			has_country_flag = EAI_block_aircraft_production_strategy
		}
	}
	abort = {
		NOT = {
			AND = {
				num_of_military_factories = > 90
				has_country_flag = EAI_TRNS_aircraft_production_strategy
				NOT = {
					has_country_flag = EAI_block_aircraft_production_strategy
				}
			}
		}
	}
	ai_strategy = {
		type = equipment_production_min_factories
		id = air_transport
		value = 1
	}
}
### Entity: National Focus
Tree: alg_focus
Component: ALG_the_peasants_republic
Constructs: prerequisite, remove_ideas, has_government, completion_reward, add_popularity, add_timed_idea
Source: game
File: common/national_focus/algeria.txt

Code:
focus = {
	id = ALG_the_peasants_republic
	icon = GFX_focus_generic_join_comintern
	available = {
		has_government = communism
	}
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 95
			has_government = communism
		}
	}
	x = 9
	y = 2
	cost = 10
	prerequisite = {
		focus = ALG_peasant_strike
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	mutually_exclusive = {
		focus = ALG_new_type_of_nationalism
	}
	completion_reward = {
		remove_ideas = ALG_provisional_government
		add_popularity = {
			ideology = communism
			popularity = 0.1
		}
		add_timed_idea = {
			idea = ALG_communism_support
			days = 720
		}
	}
}
### Entity: Idea
Component: den_italian_advisors
Constructs: has_government, removal_cost
Source: game
File: common/ideas/r56_denmark.txt

Code:
den_italian_advisors = {
	removal_cost = -1
	picture = italy_resolve_the_lack_of_ncos
	available = {
		has_government = fascism
		GER = {
			NOT = {
				has_government = communism democratic
			}
		}
	}
	modifier = {
		experience_gain_army = 0.05
		experience_gain_army_factor = 0.15
		training_time_army_factor = -0.1
		attrition = -0.1
		land_reinforce_rate = 0.05
		max_command_power = 25
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_fighter_development
Constructs: prerequisite, completion_reward, add_tech_bonus, fighter_bonus
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_fighter_development
	icon = GFX_goal_generic_air_fighter_new
	relative_position_id = QUE_fund_an_air_force
	x = 1
	y = 2
	cost = 5
	available_if_capitulated = yes
	prerequisite = {
		focus = QUE_airfield_construction
	}
	mutually_exclusive = {
		focus = QUE_bomber_development
	}
	ai_will_do = {
		factor = 5
	}
	completion_reward = {
		add_tech_bonus = {
			name = fighter_bonus
			bonus = 1
			uses = 1
			category = light_fighter
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_establish_yanan_university
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_research_slot
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_establish_yanan_university
	icon = GFX_focus_research
	prerequisite = {
		focus = PRC_yanan_rectification_movement
	}
	x = 1
	y = 1
	relative_position_id = PRC_yanan_rectification_movement
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_HISTORICAL
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: Trigger Reference
Construct: any_military_industrial_organization
Source: vanilla_docs
File: documentation/triggers_documentation.md

Doc:
## any_military_industrial_organization

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

```
Checks if at least one Military Industrial Organisation of the Country in scope matches the triggers.
tooltip=key can be defined to override title.
ex: GER = {
  any_military_industrial_organization = {
	tooltip = my_loc_key # Optional
	include_invisible = yes # Optional - default = no
    ... MIO scope triggers ...
  }
}
```
### Entity: Character
Component: NIR_acd2
Source: game
File: common/characters/NIR.txt

Code:
NIR_acd2 = {
	advisor = {
		slot = army_chief
		idea_token = NIR_acd2
		allowed = {
			original_tag = NIR
		}
		traits = {
			army_chief_defensive_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_europe_1
		}
	}
}
### Entity: Scripted Trigger
Component: PHI_usa_focus_done_T1
Constructs: has_completed_focus, limit, check_variable
Source: game
File: common/scripted_triggers/PHI_scripted_triggers.txt

Code:
PHI_usa_focus_done_T1 = {
	if = {
		limit = {
			has_completed_focus = PHI_declare_military_emergency
		}
		custom_trigger_tooltip = {
			tooltip = PHI_usa_focus_done_T1_alt_tt
			check_variable = {
				PHI_amount_of_usa_focus_done = > 0
			}
		}
	}
	else = {
		custom_trigger_tooltip = {
			tooltip = PHI_usa_focus_done_T1_tt
			check_variable = {
				PHI_amount_of_usa_focus_done = > 0
			}
		}
	}
}
### Entity: National Focus
Tree: hoa_focus
Component: HOA_a_steamboat_fleet
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/horn_of_africa.txt

Code:
focus = {
	id = HOA_a_steamboat_fleet
	icon = GFX_focus_generic_destroyer
	prerequisite = {
		focus = HOA_use_the_natural_harbors
	}
	x = -1
	y = 1
	relative_position_id = HOA_use_the_natural_harbors
	cost = 10
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		add_tech_bonus = {
			name = HOA_a_steamboat_fleet
			bonus = 0.5
			uses = 2
			category = dd_tech
		}
		navy_experience = 25
	}
}
### Entity: National Focus
Tree: ita_focus
Component: ITA_intensify_torpedo_manufacturing
Constructs: prerequisite, limit, completion_reward, add_to_variable, has_dlc, add_tech_bonus, add_mastery_bonus, add_doctrine_cost_reduction
Source: game
File: common/national_focus/italy.txt

Code:
focus = {
	id = ITA_intensify_torpedo_manufacturing
	icon = GFX_focus_generic_torpedo_production
	prerequisite = {
		focus = ITA_naval_power_projection
	}
	x = -2
	y = 1
	relative_position_id = ITA_naval_power_projection
	cost = 10
	available = {

	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_to_variable = {
			ITA_rm_convoy_raiding_efficiency_factor = 0.05
		} {
			ITA_rm_naval_strike_attack_factor = 0.05
		} {
			ITA_rm_navy_submarine_attack_factor = 0.05
		}
		custom_effect_tooltip = ITA_intensify_torpedo_manufacturing_rm_tt
		if = {
			limit = {
				has_dlc = Man the Guns
			}
			add_tech_bonus = {
				name = ITA_intensify_torpedo_manufacturing
				bonus = 1.0
				uses = 1
				category = cat_torpedoes
			}
		}
		else = {
			add_mastery_bonus = {
				name = ITA_intensify_torpedo_manufacturing
				bonus = 0.1
				days = 180
				grand_doctrine = new_convoy_raiding
				track = submarines
			}
			add_doctrine_cost_reduction = {
				name = ITA_intensify_torpedo_manufacturing
				cost_reduction = 0.5
				uses = 1
				category = naval_doctrine
			}
		}
	}
}
### Entity: Event
Component: AFG_political_events.11
Constructs: is_triggered_only, ai_chance, limit, is_subject, annex_country
Source: game
File: events/GOE_Afghanistan.txt

Code:
country_event = {
	id = AFG_political_events.11
	title = AFG_political_events.11.t
	desc = AFG_political_events.11.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = AFG_political_events.11.a
		ai_chance = {
			base = 10
		}
		IF = {
			limit = {
				FROM = {
					is_subject = no
				}
			}
			puppet = FROM
		}
		ELSE = {
			annex_country = {
				target = FROM
				transfer_troops = yes
			}
		}
	}
}
### Entity: Character
Component: CHL_carlos_huayquinir
Constructs: has_completed_focus, has_country_flag
Source: game
File: common/characters/CHL.txt

Code:
CHL_carlos_huayquinir = {
	name = CHL_carlos_huayquinir
	portraits = {
		civilian = {
			small = GFX_portrait_CHL_carlos_huayquinir_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = CHL_carlos_huayquinir
		allowed = {
			original_tag = CHL
		}
		available = {
			OR = {
				has_country_flag = CHL_incorporated_mapuche_organizations
				has_completed_focus = CHL_strike_a_deal_with_the_mapuche CHL_avenge_the_pacification_of_araucania
			}
		}
		visible = {
			OR = {
				has_country_flag = CHL_incorporated_mapuche_organizations
				has_completed_focus = CHL_strike_a_deal_with_the_mapuche CHL_avenge_the_pacification_of_araucania
			}
			NOT = {
				has_completed_focus = CHL_denounce_the_anarchy
			}
		}
		traits = {
			JUNO_mapuche_journalist
		}
	}
}
### Entity: State History
Component: 244
Constructs: add_core_of
Source: game
File: history/states/244-Gatchina.txt

Code:
state = {
	id = 244
	name = STATE_244
	manpower = 195325
	state_category = rural
	history = {
		owner = SOV
		add_core_of = SOV
		buildings = {
			infrastructure = 3
			9197 = {
				dam = 1
			}
		}
		victory_points = {
			9197 1
		}
	}
	provinces = {
		70 3072 3110 6035 6095 9164 9197 11174
	}
	local_supplies = 0.0
}
### Entity: Character
Component: HOL_walraven_van_hall
Constructs: has_government, has_dlc, has_cosmetic_tag, has_capitulated
Source: game
File: common/characters/HOL.txt

Code:
HOL_walraven_van_hall = {
	advisor = {
		slot = political_advisor
		idea_token = HOL_walraven_van_hall
		allowed = {
			OR = {
				original_tag = HOL INS
			}
			has_dlc = Man the Guns
		}
		visible = {
			OR = {
				original_tag = HOL
				AND = {
					original_tag = INS
					has_cosmetic_tag = INS_UNION
				}
			}
		}
		available = {
			has_capitulated = yes
			or = {
				has_government = democratic neutrality
			}
		}
		traits = {
			resistance_banker
		}
	}
	name = HOL_walraven_van_hall
	portraits = {
		army = {
			small = GFX_idea_HOL_walraven_van_hall
		}
	}
}
### Entity: National Focus
Tree: usa_focus
Component: USA_destroyers_for_bases
Constructs: prerequisite, has_war, has_government, has_war_with, is_major, completion_reward, is_subject, is_in_faction_with
Source: game
File: common/national_focus/usa.txt

Code:
focus = {
	id = USA_destroyers_for_bases
	icon = GFX_goal_generic_navy_cruiser
	prerequisite = {
		focus = USA_war_plan_black
	}
	available = {
		country_exists = GER
		is_subject = no
		ENG = {
			NOT = {
				is_in_faction_with = GER
			}
		} {
			has_government = ROOT
			has_war = yes
			not = {
				has_war_with = ROOT
			}
			any_enemy_country = {
				is_major = yes
			}
		}
	}
	bypass = {
		NOT = {
			696 = {
				is_controlled_by = ENG
			}
		} {
			331 = {
				is_controlled_by = ENG
			}
		} {
			308 = {
				is_controlled_by = ENG
			}
		} {
			693 = {
				is_controlled_by = ENG
			}
		} {
			689 = {
				is_controlled_by = ENG
			}
		} {
			691 = {
				is_controlled_by = ENG
			}
		}
		ENG = {
			exists = no
		}
	}
	x = 0
	y = 1
	relative_position_id = USA_war_plan_black
	cost = 10
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		ENG = {
			custom_effect_tooltip = needs_approval
			country_event = {
				id = usa.4
				days = 1
			}
		}
		effect_tooltip = {
			custom_effect_tooltip = USA_destroyers_for_bases_tt
			transfer_state = 696 331 308 693 689 691
		}
	}
}
### Entity: Event
Component: lar_fra_join_the_ententes.1
Constructs: is_triggered_only, ai_chance
Source: game
File: events/LaR_France.txt

Code:
country_event = {
	id = lar_fra_join_the_ententes.1
	title = lar_fra_join_the_ententes.1.t
	desc = lar_fra_join_the_ententes.1.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = lar_fra_join_the_ententes.1.a
		ai_chance = {
			factor = 100
		}
		FROM = {
			country_event = lar_fra_join_the_ententes.2
		}
	} {
		name = lar_fra_join_the_ententes.1.b
		ai_chance = {
			factor = 0
		}
		FROM = {
			country_event = lar_fra_join_the_ententes.3
		}
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_seek_independence
Constructs: has_completed_focus, prerequisite, limit, has_government, has_country_flag, completion_reward, add_political_power
Source: game
File: common/national_focus/denmark.txt

Code:
focus = {
	id = DEN_seek_independence
	icon = GFX_focus_spr_masters_of_our_own_fate
	prerequisite = {
		focus = DEN_collaboration_government
	}
	mutually_exclusive = {
		focus = DEN_align_with_overlord
	}
	relative_position_id = DEN_collaboration_government
	x = -3
	y = 1
	cost = 5
	bypass = {

	}
	available = {

	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 0
			has_government = var:DEN.DEN_overlord_nation
		} {
			factor = 0.5
			NOT = {
				has_country_flag = DEN_is_protectorate_flag
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_HISTORICAL
	}
	completion_reward = {
		add_political_power = 50
		DEN_bop_occupation_very_low_increase_effect = yes
		if = {
			limit = {
				NOT = {
					has_completed_focus = DEN_haeren_reorganization
				}
			}
			custom_effect_tooltip = available_chief_of_army
			show_ideas_tooltip = DEN_ebbe_gortz
		} {
			limit = {
				NOT = {
					has_completed_focus = DEN_expand_ubadsvabnet
				}
			}
			custom_effect_tooltip = available_chief_of_navy
			show_ideas_tooltip = DEN_aage_vedel
		}
		show_unit_leaders_tooltip = DEN_erik_moller
	}
}
### Entity: Event
Component: lar_portugal_iberian_summit.2
Constructs: is_triggered_only, add_opinion_modifier
Source: game
File: events/LaR_Portugal.txt

Code:
country_event = {
	id = lar_portugal_iberian_summit.2
	title = lar_portugal_iberian_summit.2.t
	desc = lar_portugal_iberian_summit.2.desc
	picture = GFX_report_event_generic_sign_treaty1
	is_triggered_only = yes
	option = {
		name = lar_portugal_iberian_summit.2.a
		GER = {
			country_event = {
				id = lar_portugal_iberian_summit.4
				days = 1
			}
		}
		effect_tooltip = {
			FROM = {
				add_opinion_modifier = {
					target = ROOT
					modifier = POR_iberian_summit_working_together
				}
			}
			ROOT = {
				add_opinion_modifier = {
					target = FROM
					modifier = POR_iberian_summit_working_together
				}
			}
		}
	}
}
### Entity: Name List
Component: WPG
Source: game
File: common/names/00_names.txt

Code:
WPG = {
	male = {
		names = {
			Abba Adrian Benkato Boaz Bob Brad David Dika Francis Frans Freddy George John Makali Marcus Matthew Michael Paias Patrick Paulias Peter Rabbie Ryan Stanley Ted Will
		}
	}
	female = {
		names = {
			Amy Dame Erika Heather Lara Nitya Raema
		}
	}
	surnames = {
		Aizue Bai Bina Cooper Dekker Egerton Gene Genia Giddings Heynatz Hicks Kaisiepo Kidu Kompaon Lam Laws Maheswari Matane McDonald Mead Mondo Namaliu Numberi Ottio O'Neill Pini Pruaitch Rumbewas Sheppard Solossa Somare Toua Watson Wingti
	}
	callsigns = {

	}
}
### Entity: Idea
Component: MEN_the_bank_of_mengjiang
Constructs: has_completed_focus, removal_cost
Source: game
File: common/ideas/r56_mengkukuo.txt

Code:
MEN_the_bank_of_mengjiang = {
	removal_cost = -1
	cost = 50
	picture = tur_balkan_central_bank_wealthy_greece
	available = {
		has_completed_focus = MEN_establish_the_bank_of_mengjiang
	}
	allowed = {
		original_tag = MEN
	}
	allowed_civil_war = {
		always = yes
	}
	ai_will_do = {
		base = 5
	}
	modifier = {
		consumer_goods_factor = -0.05
		production_speed_industrial_complex_factor = 0.05
		production_speed_infrastructure_factor = 0.05
		production_factory_start_efficiency_factor = 0.05
	}
	traits = {
		financial_conern
	}
}
### Entity: Event
Component: news.48
Constructs: is_triggered_only, set_global_flag
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.48
	title = news.48.t
	desc = news.48.d
	picture = GFX_news_event_028
	major = yes
	is_triggered_only = yes
	immediate = {
		set_global_flag = earhart_disappeared
	}
	option = {
		name = news.48.a
	}
}
### Entity: AI Strategy
Component: ai_focus_military_equipment_GER
Source: game
File: common/ai_focuses/GER.txt

Code:
ai_focus_military_equipment_GER = {
	research = {
		infantry_weapons = 50.0
		infantry_tech = 15.0
		artillery = 8.0
		support_tech = 6.5
	}
}
### Entity: Unit Template
Component: POR_MOT_01
Source: game
File: common/units/names_divisions/POR_names_divisions.txt

Code:
POR_MOT_01 = {
	name = Motorized Division
	for_countries = {
		POR
	}
	can_use = {
		always = yes
	}
	division_types = {
		motorized
	}
	link_numbering_with = {
		POR_INF_01
	}
	fallback_name = %da Div. de Infantaria Motorizada
	ordered = {
		1 = {
			%da Div. de Infantaria Motorizada
		}
		2 = {
			%da Div. de Infantaria Motorizada
		}
		3 = {
			%da Div. de Infantaria Motorizada
		}
		4 = {
			%da Div. de Infantaria Motorizada
		}
		5 = {
			%da Div. de Infantaria Motorizada
		}
		6 = {
			%da Div. de Infantaria Motorizada
		}
		7 = {
			%da Div. de Infantaria Motorizada
		}
		8 = {
			%da Div. de Infantaria Motorizada
		}
		9 = {
			%da Div. de Infantaria Motorizada
		}
		10 = {
			%da Div. de Infantaria Motorizada
		}
	}
}
### Entity: Scripted Effect
Component: EAI_MILITARY_spanish_cw_LIMITER
Constructs: limit, has_country_flag, is_historical_focus_on, has_civil_war, set_country_flag, set_temp_variable, add_to_temp_variable, clear_temp_array
Source: game
File: common/scripted_effects/EAI_MILITARY_strategy_effects.txt

Code:
EAI_MILITARY_spanish_cw_LIMITER = {
	if = {
		limit = {
			OR = {
				tag = SPA SPB SPC SPD
				original_tag = SPR
			}
		}
		if = {
			limit = {
				is_historical_focus_on = yes
				has_civil_war = yes
				NOT = {
					EAI_player_intervening = yes
				}
			}
			set_country_flag = EAI_MILITARY_spanish_cw_LIMITER_active
			set_temp_variable = {
				base_control_pct_allowed = 0.5
			} {
				target_start_year = 0
			} {
				target_end_year = 3.5
			} {
				_val_ = base_control_pct_allowed
			} {
				added_control_pct_allowed = _val_
			} {
				target_start_day = target_start_year
			} {
				target_end_day = target_end_year
			} {
				expected_length = target_end_day
			} {
				current_day = global.EAI_days_elapsed
			} {
				_val_ = current_day
			} {
				_min = 0
			} {
				_max = expected_length
			} {
				_scale = added_control_pct_allowed
			} {
				added_control_pct_allowed = _val_
			} {
				max_control_pct = base_control_pct_allowed
			} {
				_id = THIS.id
			} {
				biggest_enemy_id = 0
			} {
				biggest_enemy_num = 0
			}
			EAI_MATH_complement = yes
			multiply_temp_variable = {
				target_start_day = 365
			} {
				target_end_day = 365
			}
			subtract_from_temp_variable = {
				expected_length = target_start_day
			} {
				current_day = target_start_day
			}
			EAI_MATH_normalize = yes
			EAI_MATH_square = yes
			EAI_MATH_scale = yes
			add_to_temp_variable = {
				max_control_pct = added_control_pct_allowed
			}
			clear_temp_array = _our_side_ _their_side_ _states_
			for_each_loop = {
				array = enemies
				add_to_temp_array = {
					_targets = v
				}
			} {
				array = our_side_
				add_to_temp_array = {
					_our_side_ = v
				}
			} {
				array = their_side_
				add_to_temp_array = {
					_their_side_ = v
				}
			} {
				array = global.EAI_MAP_spanish_cw_theatre
				add_to_temp_array = {
					_states_ = v
				}
			}
			EAI_get_sides = yes
			EAI_MAP_get_province_control_pct = yes
			every_enemy_country = {
				limit = {
					OR = {
						tag = SPA SPB SPC SPD
						original_tag = SPR
					}
				}
				set_temp_variable = {
					_country_id = THIS.id
				}
				EAI_MAP_get_num_provinces = yes
				if = {
					limit = {
						check_variable = {
							num_provinces_ = > biggest_enemy_num
						}
					}
					set_temp_variable = {
						biggest_enemy_id = _country_id
					} {
						biggest_enemy_num = num_provinces_
					}
				}
			}
			set_vari
# ... (truncated)
### Entity: Event
Component: r56.news_event.24
Constructs: is_triggered_only, has_completed_focus, has_government
Source: game
File: events/r56_news_events.txt

Code:
news_event = {
	id = r56.news_event.24
	title = r56.news_event.24.t
	desc = r56.news_event.24.desc
	picture = GFX_news_event_ROM_iron_guard
	major = yes
	is_triggered_only = yes
	option = {
		name = r56.news_event.24.a
		trigger = {
			OR = {
				has_completed_focus = HUN_proclaim_the_restoration_of_austria_hungary ENG_god_save_the_king GER_the_kaiser_rises GER_restore_the_empire GER_return_of_the_kaiser ROM_enforce_royal_dictatorship SPA_restore_the_monarchy HOL_the_only_man_in_the_dutch_government
			}
		}
	} {
		name = r56.news_event.24.b
		trigger = {
			has_government = communism
		}
	} {
		name = r56.news_event.24.c
		trigger = {
			OR = {
				has_government = democratic
				AND = {
					has_government = neutrality
					NOT = {
						has_completed_focus = HUN_proclaim_the_restoration_of_austria_hungary ENG_god_save_the_king GER_the_kaiser_rises GER_restore_the_empire GER_return_of_the_kaiser ROM_enforce_royal_dictatorship SPA_restore_the_monarchy HOL_the_only_man_in_the_dutch_government
						tag = FRA
					}
				}
			}
		}
	} {
		name = r56.news_event.24.d
		trigger = {
			has_government = fascism
		}
	}
}