Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Scripted Effect
Component: declare_independence_political
Constructs: has_completed_focus, create_country_leader, limit, remove_ideas, has_country_flag, declare_independence_political, is_subject, has_cosmetic_tag
Source: game
File: common/scripted_effects/r56_indian_provincial_elections.txt

Code:
declare_independence_political = {
	hidden_effect = {
		raj_nativise_states = yes
	}
	if = {
		limit = {
			original_tag = RAJ
		}
		if = {
			limit = {
				OR = {
					AND = {
						is_subject = no
						has_country_flag = UP_victory
					}
					has_country_flag = ILP_victory INC_victory
				}
			}
			RAJ_create_INA_generals = yes
			leave_faction = yes
		} {
			limit = {
				has_cosmetic_tag = RAJ_UK
			}
			drop_cosmetic_tag = yes
		} {
			limit = {
				has_country_flag = ILP_victory
			}
			remove_ideas = RAJ_Independent_Labour_Party_Reigning
			set_politics = {
				ruling_party = communism
				elections_allowed = yes
				last_election = 1937.3.1
				election_frequency = 60
			}
			create_country_leader = {
				name = B. R. Ambedkar
				picture = gfx/leaders/RAJ/r56_portrait_RAJ_bhimrao_ambedkar.dds
				expire = 1965.1.1
				ideology = marxism
				traits = {
					raj_social_reformer
				}
			}
		} {
			limit = {
				has_country_flag = INC_victory
			}
			remove_ideas = RAJ_Indian_National_Congress_Reigning
			set_politics = {
				ruling_party = democratic
				elections_allowed = yes
				last_election = 1937.3.1
				election_frequency = 60
			}
			retire_ideology_leader = democratic
			create_country_leader = {
				name = Jawaharlal Nehru
				picture = gfx/leaders/RAJ/r56_portrait_RAJ_Jawaharlal_Nehru.dds
				expire = 1965.1.1
				ideology = socialism
			}
			if = {
				limit = {
					has_completed_focus = RAJ_Nehrus_Candidacy
				}
				add_country_leader_trait = raj_father_of_india
			}
		} {
			limit = {
				has_country_flag = UP_victory
			}
			set_politics = {
				ruling_party = neutrality
				elections_allowed = yes
				last_election = 1937.3.1
				election_frequency = 60
			}
			if = {
				limit = {
					has_country_flag = AIML_UP_COALITION
				}
				set_party_name = {
					ideology = neutrality
					name = UP
					long_name = Unionist Party
				}
			}
		} {
			limit = {
				NOT = {
					has_country_flag = UP_victory
				}
				BHU = {
					OR = {
						is_in_faction_with = ENG
						is_subject_of = ENG
					}
					NOT = {
						has_completed_focus = BHU_constitutional_parlementarism
					}
				}
			}
			BHU = {
				leave_faction = yes
				ENG = {
					set_autonomy = {
						target = PREV
						autonomy_state = autonomy_free
					}
				}
			}
		} {
			limit = {
				NOT = {
					has_country_flag = UP_victory
				}
				NEP = {
					OR = {
						is_in_f
# ... (truncated)
### Entity: Modifier Reference
Construct: fuel_gain
Source: vanilla_docs
File: documentation/modifiers_documentation.md

Doc:
## fuel_gain

* Number with 2 decimal places
* **Categories**: country
### Entity: Country History
Country: DJI
Component: DJI_technology
Constructs: set_technology
Source: game
File: history/countries/DJI - Djibouti.txt

Code:
# Starting Technologies for DJI
set_technology = {
	infantry_weapons = 1
}
### Entity: National Focus
Tree: bul_focus
Component: BUL_expand_the_varna_shipyards
Constructs: prerequisite, completion_reward, has_full_control_of_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/r56_bulgaria.txt

Code:
focus = {
	id = BUL_expand_the_varna_shipyards
	icon = GFX_goal_BUL_coa_navy
	prerequisite = {
		focus = BUL_naval_air_rearmament_plan
	}
	relative_position_id = BUL_naval_air_rearmament_plan
	x = -5
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		has_full_control_of_state = 211
	}
	completion_reward = {
		navy_experience = 5
		211 = {
			add_extra_state_shared_building_slots = 3
			add_building_construction = {
				type = dockyard
				level = 3
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Idea
Component: USA_lend_lease_act_dummy
Constructs: has_government, removal_cost
Source: game
File: common/ideas/usa.txt

Code:
USA_lend_lease_act_dummy = {
	picture = generic_production_bonus
	name = USA_lend_lease_act
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = democratic
	}
	removal_cost = -1
	modifier = {
		lend_lease_tension = -1
	}
}
### Entity: Idea
Component: EAI_DD_5/medium_tank_flame_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_5/medium_tank_flame_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_flame_chassis = {
			build_cost_ic = -0.125
			instant = yes
		}
	}
}
### Entity: Scripted Trigger
Component: DIPLOMACY_OFFER_JOIN_FACTION_ENABLE_TRIGGER
Constructs: limit, has_country_flag, has_dlc, is_subject
Source: game
File: common/scripted_triggers/diplomacy_scripted_triggers.txt

Code:
DIPLOMACY_OFFER_JOIN_FACTION_ENABLE_TRIGGER = {
	if = {
		limit = {
			has_dlc = Arms Against Tyranny
			FROM = {
				original_tag = DEN
				has_country_flag = DEN_is_protectorate_flag
				is_subject = yes
			}
		}
		custom_trigger_tooltip = {
			tooltip = DENMARK_IS_A_PUPPET_FACTION
			always = no
		}
	}
}
### Entity: Shared Focus
Tree: den_focus
Component: DEN_Expand_Military_Research
Constructs: shared_focus, prerequisite, completion_reward, check_variable, add_research_slot
Source: game
File: common/national_focus/r56_denmark.txt

Code:
shared_focus = {
	id = DEN_Expand_Military_Research
	icon = GFX_focus_research
	cost = 10
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	available_if_capitulated = yes
	ai_will_do = {
		factor = 20
	}
	available = {
		custom_trigger_tooltip = {
			tooltip = den_military_research_tt
			check_variable = {
				den_military_improved = > 5
			}
		}
	}
	prerequisite = {
		focus = DEN_Reestablish_Arms_Industries
	} {
		focus = DEN_Ramp_up_Conscription
	}
	x = 0
	y = 2
	relative_position_id = DEN_Reverse_the_Disarmament
	completion_reward = {
		add_research_slot = 1
	}
}
### Entity: National Focus
Tree: den_focus
Component: DEN_align_with_overlord
Constructs: prerequisite, limit, has_government, has_country_flag, add_stability, add_opinion_modifier, completion_reward, is_subject
Source: game
File: common/national_focus/denmark.txt

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

	}
	available = {
		is_subject = yes
	}
	ai_will_do = {
		base = 0
		modifier = {
			add = 10
			has_government = var:DEN.DEN_overlord_nation
		} {
			add = 5
			NOT = {
				has_country_flag = DEN_is_protectorate_flag
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_BALANCE_OF_POWER FOCUS_FILTER_INTERNATIONAL_TRADE FOCUS_FILTER_MILITARY_CHARACTER
	}
	completion_reward = {
		add_stability = -0.1
		DEN_bop_occupation_low_decrease_effect = yes
		add_popularity = {
			ideology = var:DEN.DEN_overlord_nation
			popularity = 0.1
		}
		if = {
			limit = {
				NOT = {
					has_rule = can_access_market
				}
			}
			set_rule = {
				can_access_market = yes
			}
		} {
			limit = {
				NOT = {
					has_dynamic_modifier = {
						modifier = DEN_occupation_laws_dynamic_modifier
					}
				}
			}
			add_dynamic_modifier = {
				modifier = DEN_occupation_laws_dynamic_modifier
			}
		}
		else = {
			custom_effect_tooltip = DEN_modify_occupation_laws_dynamic_modifier
		}
		add_to_variable = {
			DEN_occupation_laws_master_ideology_drift = 0.1
			tooltip = master_ideology_drift_tt
		}
		OVERLORD = {
			add_opinion_modifier = {
				modifier = DEN_cooperative_subject
				target = DEN
			}
		}
	}
}
### Entity: Decision
Component: PRC_appeal_for_foreign_aid_cat
Constructs: has_completed_focus, has_government, has_dlc
Source: game
File: common/decisions/categories/PRC_decision_categories.txt

Code:
PRC_appeal_for_foreign_aid_cat = {
	icon = GFX_decision_category_eng_concessions_to_the_trade_unions
	priority = 1
	allowed = {
		has_dlc = No Compromise, No Surrender
		original_tag = PRC
	}
	visible = {
		has_completed_focus = PRC_appeal_for_foreign_aid
		SOV = {
			has_government = ROOT
		}
	}
}
### Entity: Event
Component: belgium.83
Constructs: has_government, has_war_with, is_controlled_by, is_owned_by, has_global_flag, set_global_flag
Source: game
File: events/BEL_events.txt

Code:
news_event = {
	id = belgium.83
	title = bel_cityfall.8.t
	desc = bel_cityfall.9.d
	picture = GFX_news_event_034
	major = yes
	trigger = {
		2 = {
			is_controlled_by = BEL
		} {
			is_owned_by = ITA
		}
		BEL = {
			has_war_with = ITA
		} {
			has_government = communism
		}
		NOT = {
			has_global_flag = fall_of_rome_bel
		}
	}
	immediate = {
		set_global_flag = fall_of_rome_bel
	}
	mean_time_to_happen = {
		days = 2
	}
	option = {
		name = bel_cityfall.8.a
		trigger = {
			NOT = {
				TAG = ITA BEL
			}
		}
	} {
		name = bel_cityfall.9.b
		trigger = {
			TAG = BEL
		}
	} {
		name = bel_cityfall.8.c
		trigger = {
			TAG = ITA
		}
	}
}
### Entity: National Focus
Tree: can_focus
Component: CAN_if_day
Constructs: has_completed_focus, prerequisite, completion_reward, cancel_if_invalid, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/canada.txt

Code:
focus = {
	id = CAN_if_day
	icon = GFX_goal_generic_propaganda
	prerequisite = {
		focus = CAN_john_inglis_and_company
	} {
		focus = CAN_victory_aircraft_limited
	}
	x = -3
	y = 5
	relative_position_id = CAN_defence_of_canada_regulations
	cost = 10
	ai_will_do = {
		factor = 25
		modifier = {
			factor = 2
			has_completed_focus = CAN_national_steel_car
		}
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = CAN_war_bonds_1
			add_idea = CAN_war_bonds_2
		}
	}
}
### Entity: Character
Component: lithuanian_duce
Constructs: war_support_factor
Source: game
File: common/country_leader/r56_traits.txt

Code:
lithuanian_duce = {
	random = no
	political_power_factor = 0.1
	war_support_factor = 0.1
}
### Entity: Idea
Component: ITA_camicie_nere
Constructs: has_completed_focus, has_government, removal_cost, conscription_factor, fascism_drift
Source: game
File: common/ideas/italy.txt

Code:
ITA_camicie_nere = {
	removal_cost = -1
	picture = ITA_camicie_nere
	allowed = {
		original_tag = ITA
	}
	allowed_civil_war = {
		always = yes
	}
	available = {
		OR = {
			has_government = fascism
			has_completed_focus = ITA_security_militias
		}
	}
	modifier = {
		custom_modifier_tooltip = ITA_camicie_nere_mp_tt
		resistance_garrison_penetration_chance = -0.1
		resistance_damage_to_garrison = -0.1
		conscription_factor = 0.15
		fascism_drift = 0.02
	}
}
### Entity: Unit Template
Component: PER_MAR_01
Source: game
File: common/units/names_divisions/PER_names_divisions.txt

Code:
PER_MAR_01 = {
	name = Marine Divisions
	for_countries = {
		PER
	}
	can_use = {
		always = yes
	}
	division_types = {
		marine
	}
	fallback_name = %d. Baxs Piyadeh Niru Daryai
	ordered = {
		1 = {
			%d. Baxs Piyadeh Niru Daryai
		}
		2 = {
			%d. Baxs Piyadeh Niru Daryai
		}
		3 = {
			%d. Baxs Piyadeh Niru Daryai
		}
		4 = {
			%d. Baxs Piyadeh Niru Daryai
		}
		5 = {
			%d. Baxs Piyadeh Niru Daryai
		}
		6 = {
			%d. Baxs Piyadeh Niru Daryai
		}
		7 = {
			%d. Baxs Piyadeh Niru Daryai
		}
		8 = {
			%d. Baxs Piyadeh Niru Daryai
		}
		9 = {
			%d. Baxs Piyadeh Niru Daryai
		}
		10 = {
			%d. Baxs Piyadeh Niru Daryai
		}
	}
}
### Entity: Event
Component: BALTIC_entente_events.601
Constructs: is_triggered_only, ai_chance, remove_from_faction, create_wargoal, annex_everything
Source: game
File: events/NSB_Baltic.txt

Code:
country_event = {
	id = BALTIC_entente_events.601
	title = BALTIC_events.601.t
	desc = BALTIC_events.601.d
	picture = GFX_report_event_generic_rally_3
	is_triggered_only = yes
	option = {
		name = BALTIC_events.601.b
		ai_chance = {
			base = 10
		}
	} {
		name = BALTIC_events.601.a
		ai_chance = {
			base = 0
		}
		remove_from_faction = FROM
		create_wargoal = {
			type = annex_everything
			target = FROM
		}
	}
}
### Entity: National Focus
Tree: kor_focus
Component: KOR_a_s_warfare
Constructs: prerequisite, completion_reward, add_tech_bonus, dd_bonus
Source: game
File: common/national_focus/korea.txt

Code:
focus = {
	id = KOR_a_s_warfare
	prerequisite = {
		focus = KOR_destroyer_focus
	} {
		focus = KOR_cruiser_focus
	}
	icon = GFX_goal_generic_navy_anti_submarine
	x = 0
	y = 1
	relative_position_id = KOR_destroyer_focus
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = yes
	completion_reward = {
		add_tech_bonus = {
			name = dd_bonus
			bonus = 1.0
			ahead_reduction = 2
			uses = 2
			category = asw_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Idea
Component: PRC_border_defense_department
Constructs: has_completed_focus, removal_cost, research_bonus
Source: game
File: common/ideas/prc.txt

Code:
PRC_border_defense_department = {
	picture = generic_tank_manufacturer_1
	allowed = {
		tag = PRC
	}
	available = {
		has_completed_focus = PRC_king_of_dongbei
	}
	cost = 150
	removal_cost = 10
	research_bonus = {
		armor = 0.15
	}
	traits = {
		tank_manufacturer
	}
}
### Entity: Idea
Component: CZE_vtlu_idea_2
Constructs: removal_cost, research_bonus
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_vtlu_idea_2 = {
	picture = man_five_year_plan_tank
	name = CZE_vtlu_idea
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		production_speed_land_facility_factor = 0.05
		army_armor_defence_factor = 0.05
		tank_manufacturer_cost_factor = -0.15
	}
	research_bonus = {
		armor = 0.04
	}
}
### Entity: National Focus
Tree: fin_focus
Component: FIN_dreams_of_expansionism
Constructs: prerequisite, completion_reward, add_political_power, has_country_leader, swap_country_leader_traits, white_liberal_leader, white_liberal_leader_improved, add_country_leader_trait
Source: game
File: common/national_focus/finland.txt

Code:
focus = {
	id = FIN_dreams_of_expansionism
	icon = GFX_focus_FIN_dreams_of_expansionism
	prerequisite = {
		focus = FIN_expand_state_military_factories
	}
	mutually_exclusive = {
		focus = FIN_strengthen_military_administration FIN_a_new_course_for_kokoomus
	}
	x = 2
	y = 1
	relative_position_id = FIN_expand_state_military_factories
	cost = 10
	available = {
		has_country_leader = {
			ruling_only = yes
			character = FIN_risto_ryti
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_BALANCE_OF_POWER FOCUS_FILTER_POLITICAL_CHARACTER
	}
	completion_reward = {
		FIN_bop_low_increase_effect = yes
		add_political_power = 100
		FIN_risto_ryti = {
			swap_country_leader_traits = {
				remove = white_liberal_leader
				add = white_liberal_leader_improved
			}
			add_country_leader_trait = expansionist_policies
		}
	}
}
### Entity: Scripted Effect
Component: SPR_garrison_control_cost_calculation
Constructs: limit, check_variable, set_variable
Source: game
File: common/scripted_effects/SPR_scripted_effects.txt

Code:
SPR_garrison_control_cost_calculation = {
	if = {
		limit = {
			check_variable = {
				var = SPA_garrison_control
				value = 2
				compare = equals
			}
		}
		set_variable = {
			var = SPA_garrison_control_cost
			value = 20
		}
	} {
		limit = {
			check_variable = {
				var = SPA_garrison_control
				value = 3
				compare = equals
			}
		}
		set_variable = {
			var = SPA_garrison_control_cost
			value = 30
		}
	} {
		limit = {
			check_variable = {
				var = SPA_garrison_control
				value = 4
				compare = equals
			}
		}
		set_variable = {
			var = SPA_garrison_control_cost
			value = 40
		}
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_problem_of_language
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_problem_of_language
	icon = GFX_focus_BEL_multi_language_courses
	prerequisite = {
		focus = BEL_vandervelde_minority
	}
	relative_position_id = BEL_vandervelde_minority
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT
	}
	x = 0
	y = 1
	cost = 10
	available = {

	}
	available_if_capitulated = yes
	completion_reward = {
		country_event = {
			id = ww_BEL_event_political.8
			hours = 0
		}
	}
}
### Entity: Event
Component: BBA_italy_interaction_events.12
Constructs: is_triggered_only, add_compliance
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_interaction_events.12
	title = BBA_italy_interaction_events.12.t
	desc = BBA_italy_interaction_events.12.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = BBA_italy_interaction_events.12.a
		ITA = {
			transfer_state = 105
		}
		105 = {
			add_compliance = 15
		}
	}
}
### Entity: Scripted Effect
Component: EAI_PR_STRATEGIES_mechanised_infantry
Constructs: limit, is_major, set_temp_variable
Source: game
File: common/scripted_effects/EAI_RESEARCH_PRIORITY_TREE_infantry.txt

Code:
EAI_PR_STRATEGIES_mechanised_infantry = {
	if = {
		limit = {
			EAI_mech_tech_focus = yes
			is_major = yes
		}
		set_temp_variable = {
			prio_cat = @PR_mechanised_infantry
		}
		if = {
			limit = {
				set_temp_variable = {
					_prio_tech = token:mechanised_infantry
				} {
					_prio_val = prio_cat
				} {
					_year = 1940
				}
				date = > 1940.1.1
				EAI_PR_year_FACTOR = yes
			}
			EAI_PR_add_to_priority_research_queue = yes
		}
	}
}
### Entity: AI Strategy
Component: SOV_historical_plan
Constructs: has_completed_focus, has_country_flag, is_historical_focus_on, has_game_rule, is_subject
Source: game
File: common/ai_strategy_plans/SOV_historical_strategy_plan.txt

Code:
SOV_historical_plan = {
	name = SOV historical plan
	desc = 
	allowed = {
		original_tag = SOV
	}
	enable = {
		OR = {
			AND = {
				is_historical_focus_on = yes
				has_game_rule = {
					rule = SOV_ai_behavior
					option = DEFAULT
				}
			}
			has_country_flag = SOV_AI_RANDOM_COMMUNIST_HISTORICAL
			has_game_rule = {
				rule = SOV_ai_behavior
				option = HISTORICAL
			}
		}
	}
	abort = {
		OR = {
			is_subject = yes
			AND = {
				GER = {
					OR = {
						has_completed_focus = GER_heed_von_neuraths_concerns GER_monarchist_sentiment
					}
				}
				has_game_rule = {
					rule = SOV_ai_behavior
					option = DEFAULT
				}
			}
		}
	}
	ai_national_focuses = {
		SOV_desperate_measures SOV_fourth_five_year_plan SOV_recover_the_kuril_islands SOV_heavy_industry SOV_the_path_of_marxism_leninism SOV_the_centre SOV_the_stalin_constitution SOV_the_zinovyevite_terrorist_center SOV_infrastructure_effort_nsb SOV_strengthen_the_mobilization_plan SOV_restore_cossack_units SOV_found_the_pcdi SOV_the_comintern SOV_the_anti_soviet_trotskyist_center SOV_addressing_internal_affairs SOV_the_workers_dictatorship SOV_pc_of_mechanical_engineering SOV_transpolar_flights SOV_the_military_conspiracy SOV_finish_the_five_year_plan SOV_socialism_in_one_country SOV_third_five_year_plan SOV_the_bloc_of_rights_and_trotskyites SOV_the_threat_from_the_land_of_the_rising_sun SOV_expand_the_agitprop SOV_national_specialists SOV_eastern_development SOV_expand_the_red_fleet SOV_support_the_kuomintang SOV_develop_the_urals SOV_the_ussr_academy_of_sciences SOV_the_gobi_gambit SOV_baltic_security SOV_claims_in_baltic SOV_policy_of_individual_security SOV_secure_leningrad SOV_superior_war_machines SOV_approach_germany SOV_pc_of_the_ussr_navy SOV_military_engineering_university SOV_anti_capitalist_policies SOV_claims_on_poland SOV_demand_eastern_poland SOV_claim_on_bessarabia SOV_foster_flying_clubs SOV_behead_the_snake SOV_national_academies_of_sciences SOV_shift_to_armaments_production SOV_rehabilitated_military SOV_move_industry_to_the_urals SOV_military_reorganization SOV_the_defense_of_moscow SOV_middle_east_diplomacy SOV_support_afghan_ideology SOV_preemptive_invasion_of_iran SOV_women_in_aviation SOV_pc_of_mortar_armament SOV_the_means_to_wage_war SOV_leningrad_polytechnical_institute SOV_lessons_of_war SOV_raskovas_aviation_group SOV_penal_battalions SOV_the_road_of_life SOV_organizati
# ... (truncated)
### Entity: Event
Component: AAT_Sweden_flashpoints.56
Constructs: is_triggered_only, ai_chance, division_template, add_equipment_to_stockpile, limit, add_ideas, has_government, every_country
Source: game
File: events/AAT_Sweden.txt

Code:
country_event = {
	id = AAT_Sweden_flashpoints.56
	title = AAT_Sweden_flashpoints.56.t
	desc = AAT_Sweden_flashpoints.56.desc
	picture = GFX_report_event_ger_civil_war
	fire_only_once = yes
	is_triggered_only = no
	trigger = {
		tag = SWE
		NOT = {
			OR = {
				has_government = communism fascism
			}
		}
		has_country_flag = SWE_communist_revolution_started
		has_civil_war = yes
		controls_state = 124
	}
	mean_time_to_happen = {
		days = 14
	}
	option = {
		name = AAT_Sweden_flashpoints.56.a
		ai_chance = {
			base = 10
		}
	} {
		name = AAT_Sweden_flashpoints.56.b
		ai_chance = {
			base = 0
		}
		set_capital = {
			state = 124
		}
		124 = {
			add_extra_state_shared_building_slots = 4
		}
		add_victory_points = {
			province = 408
			value = 10
		} {
			province = 6258
			value = 5
		}
		every_country = {
			limit = {
				original_tag = SWE
				has_civil_war = yes
			}
			transfer_navy = {
				target = SWE
			}
		}
		add_timed_idea = {
			idea = SWE_escaping_the_mainland
			days = 365
		}
		add_ideas = SWE_hedgehog_of_the_baltic
		hidden_effect = {
			set_global_flag = achivement_has_retreated_from_the_mainland
		} {
			add_popularity = {
				ideology = neutrality
				popularity = 0.75
			}
			set_party_name = {
				ideology = neutrality
				name = SWE_kings_party
				long_name = SWE_kings_party_long
			}
			every_other_country = {
				limit = {
					original_tag = SWE
					NOT = {
						has_country_leader = {
							character = SWE_king_gustaf_v
							ruling_only = yes
						}
					}
				}
				add_equipment_to_stockpile = {
					type = infantry_equipment_0
					amount = 3000
					producer = THIS
				}
				random_owned_controlled_state = {
					limit = {
						NOT = {
							state = 124
						}
					}
					prioritize = {
						140 138 139 918 913
					}
					create_unit = {
						division = name = "Workers Militia Division" division_template = "Workers Militia" start_experience_factor = 0.1 start_equipment_factor = 0.7 start_manpower_factor = 0.7
						owner = PREV
						allow_spawning_on_enemy_provs = yes
					}
				} {
					limit = {
						NOT = {
							state = 124
						}
					}
					prioritize = {
						140 138 139 918 913
					}
					create_unit = {
						division = name = "Workers Militia Division" division_template = "Workers Militia" start_experience_factor = 0.1 start_equipment_factor = 0.7 start_manpower_factor = 0.7
						owner = PREV
						a
# ... (truncated)
### Entity: Event
Component: wuw_GER_monroe.9
Constructs: is_triggered_only, fire_only_once, add_political_power
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_monroe.9
	title = wuw_GER_monroe.9.t
	desc = wuw_GER_monroe.9.desc
	picture = GFX_report_event_fascist_gathering
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = wuw_GER_monroe.9.a
		add_political_power = 100
		hidden_effect = {
			news_event = {
				id = wuw_GER_monroe_news.1
				hours = 12
			}
			FROM = {
				news_event = {
					id = wuw_GER_monroe_news.1
					hours = 12
				}
			}
			for_each_scope_loop = {
				array = global.monroe_doctrine_countries_to_destabilize
				news_event = {
					id = wuw_GER_monroe_news.1
					hours = 12
				}
			} {
				array = global.monroe_countries_in_support
				news_event = {
					id = wuw_GER_monroe_news.1
					hours = 12
				}
			} {
				array = global.monroe_countries_not_in_support
				news_event = {
					id = wuw_GER_monroe_news.1
					hours = 12
				}
			}
		}
	}
}