Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: AI Strategy
Component: EAI_SOV_emergency_increase_infantry_production_over_armor
Constructs: has_country_flag, check_variable
Source: game
File: common/ai_strategy/SOV_EAI.txt

Code:
EAI_SOV_emergency_increase_infantry_production_over_armor = {
	allowed = {
		tag = SOV
	}
	enable = {
		surrender_progress = > 0
		OR = {
			AND = {
				has_country_flag = EAI_fielded_eq_ratio_artillery_wanted
				check_variable = {
					EAI_fielded_eq_ratio_artillery = < 0.8
				}
			} {
				has_country_flag = EAI_fielded_eq_ratio_support_wanted
				check_variable = {
					EAI_fielded_eq_ratio_support = < 0.8
				}
			}
		}
	}
	abort = {
		NOT = {
			AND = {
				OR = {
					AND = {
						has_country_flag = EAI_fielded_eq_ratio_artillery_wanted
						check_variable = {
							EAI_fielded_eq_ratio_artillery = < 0.95
						}
					} {
						has_country_flag = EAI_fielded_eq_ratio_support_wanted
						check_variable = {
							EAI_fielded_eq_ratio_support = < 0.95
						}
					}
				}
			}
		}
	}
	ai_strategy = {
		type = equipment_production_factor
		id = armor
		value = -25
	}
}
### Entity: Character
Component: RAJ_bodh_chandra_singh
Constructs: has_completed_focus, has_country_leader, has_character_flag, is_mughal_emperor
Source: game
File: common/characters/RAJ.txt

Code:
RAJ_bodh_chandra_singh = {
	name = RAJ_bodh_chandra_singh
	portraits = {
		civilian = {
			large = GFX_portrait_RAJ_bodh_chandra_singh
			small = GFX_portrait_RAJ_bodh_chandra_singh_small
		}
		army = {
			large = GFX_portrait_RAJ_maharaja_hari_singh
			small = GFX_portrait_RAJ_maharaja_hari_singh_small
		}
	}
	country_leader = {
		ideology = despotism
		traits = {
			RAJ_GOE_guardian_of_the_hills
		}
		expire = 1965.1.1.1
		id = -1
	}
	corps_commander = {
		traits = {

		}
		skill = 3
		attack_skill = 4
		defense_skill = 2
		planning_skill = 2
		logistics_skill = 2
		visible = {
			OR = {
				AND = {
					original_tag = MPU
					has_country_leader = {
						ruling_only = yes
						character = RAJ_bodh_chandra_singh
					}
				} {
					original_tag = RAJ
					has_completed_focus = RAJ_mughal_court
				}
			}
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = RAJ_bodh_chandra_singh
		allowed = {
			original_tag = RAJ
		}
		visible = {
			NOT = {
				has_character_flag = is_mughal_emperor
			}
		}
		traits = {
			RAJ_GOE_cautious_strategist
		}
	}
}
### Entity: State History
Component: 552
Constructs: force_link_ownership_to, add_core_of
Source: game
File: history/states/552-Western Egypt.txt

Code:
state = {
	id = 552
	name = STATE_552
	manpower = 18539
	state_category = wasteland
	impassable = yes
	force_link_ownership_to = 456
	history = {
		owner = ENG
		add_core_of = EGY
		buildings = {
			infrastructure = 0
		}
	}
	provinces = {
		1143 2064 7216 10127 10869 10907 12099 12733 12764 12816
	}
	local_supplies = 0.0
}
### Entity: Scripted Effect
Component: NOR_alt_dem_prep_start
Constructs: add_equipment_to_stockpile, limit, add_political_power, has_variable, check_variable, add_to_variable, set_country_flag, add_manpower
Source: game
File: common/scripted_effects/NOR_scripted_effects.txt

Code:
NOR_alt_dem_prep_start = {
	if = {
		limit = {
			has_variable = NOR_state_preparation
			check_variable = {
				NOR_state_preparation = < 3
			}
		}
		ROOT = {
			add_equipment_to_stockpile = {
				type = convoy_1
				amount = NOR_prep_alt_dem_convoy_cost_remove
				producer = NOR
			}
			add_political_power = NOR_prep_alt_dem_pp_cost_remove
		} {
			add_to_variable = {
				var = NOR_country_preparedness
				value = 1
				tooltip = NOR_adding_prep_alt_dem_TT
			}
			set_country_flag = NOR_active_preparation
		}
		if = {
			limit = {
				check_variable = {
					NOR_state_preparation = 1
				}
			}
			add_to_variable = {
				NOR_state_preparation = 1
			}
			add_manpower = 250
			add_resource = {
				type = aluminium
				amount = 5
			}
		}
		else_if = {
			limit = {
				check_variable = {
					NOR_state_preparation = 2
				}
			}
			add_to_variable = {
				NOR_state_preparation = 1
			}
			if = {
				limit = {
					free_building_slots = {
						building = arms_factory
						size = > 0
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = arms_factory
					level = 1
					instant_build = yes
				}
			}
		}
		set_state_flag = NOR_preparing_state
	}
	else_if = {
		limit = {
			NOT = {
				has_variable = NOR_state_preparation
			}
		}
		ROOT = {
			add_equipment_to_stockpile = {
				type = convoy_1
				amount = NOR_prep_alt_dem_convoy_cost_remove
				producer = NOR
			}
			add_political_power = NOR_prep_alt_dem_pp_cost_remove
		} {
			add_to_variable = {
				var = NOR_country_preparedness
				value = 1
				tooltip = NOR_adding_prep_alt_dem_TT
			}
			set_country_flag = NOR_active_preparation
		}
		set_variable = {
			NOR_state_preparation = 1
		}
		set_state_flag = NOR_preparing_state
		FROM = {
			if = {
				limit = {
					free_building_slots = {
						building = arms_factory
						size = > 0
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
			}
		}
	}
	else = {

	}
}
### Entity: Scripted Effect
Component: AFG_bop_high_decrease_effect
Constructs: add_power_balance_value
Source: game
File: common/scripted_effects/r56_AFG_scripted_effects.txt

Code:
AFG_bop_high_decrease_effect = {
	add_power_balance_value = {
		id = AFG_power_balance
		value = -0.2
	}
}
### Entity: Idea
Component: ITA_expanded_intelligence_service_cryptology_department
Constructs: removal_cost, has_country_leader, decryption_factor
Source: game
File: common/ideas/italy.txt

Code:
ITA_expanded_intelligence_service_cryptology_department = {
	name = ITA_expanded_intelligence_service_basic
	removal_cost = -1
	picture = SOV_scientist_defect
	allowed = {
		original_tag = ITA
	}
	allowed_civil_war = {
		has_country_leader = {
			character = ITA_benito_mussolini
			ruling_only = yes
		}
	}
	modifier = {
		decryption_factor = 0.1
	}
}
### Entity: Idea
Component: JAP_zaibatsus
Constructs: removal_cost
Source: game
File: common/ideas/japan.txt

Code:
JAP_zaibatsus = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = jap_zaibatsu
	modifier = {

	}
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_the_pan_asian_revolutionary_front
Constructs: prerequisite, has_government, completion_reward, is_subject, is_faction_leader, cancel_if_invalid, add_faction_influence_ratio, add_faction_initiative
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_the_pan_asian_revolutionary_front
	icon = GFX_focus_CHL_union_of_hispanic_republics
	x = -4
	y = 1
	relative_position_id = JAP_guide_the_lesser_states
	prerequisite = {
		focus = JAP_guide_the_lesser_states
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		has_government = communism
		is_subject = no
		is_faction_leader = yes
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {

	}
	completion_reward = {
		add_faction_influence_ratio = 0.15
		add_faction_initiative = 1
		add_faction_goal_slot = {
			category = long_term
			value = 1
		}
	}
}
### Entity: AI Strategy
Component: WTT_add_infiltration_save_equipment
Constructs: has_completed_focus, has_war, has_war_with, is_major, has_dlc, save_equipment
Source: game
File: common/ai_strategy/WTT_china_ai_strategies.txt

Code:
WTT_add_infiltration_save_equipment = {
	allowed = {
		NOT = {
			has_dlc = No Compromise, No Surrender
		}
	}
	enable = {
		OR = {
			has_completed_focus = PRC_infiltration PRC_anti_japanese_expedition
		}
	}
	abort = {
		OR = {
			has_war_with = event_target:WTT_current_china_leader
			NOT = {
				country_exists = event_target:WTT_current_china_leader
			}
			AND = {
				has_war = yes
				any_enemy_country = {
					is_major = yes
				}
			}
		}
	}
	ai_strategy = {
		type = save_equipment
		id = infantry_equipment
		value = 501
	}
}
### Entity: Unit Template
Component: PRE_INF_01
Source: game
File: common/units/names_divisions/PRE_names_divisions.txt

Code:
PRE_INF_01 = {
	name = Infantry Divisions
	for_countries = {
		PRE
	}
	can_use = {
		always = yes
	}
	division_types = {
		infantry
	}
	fallback_name = %d. Infanterie-Division
	ordered = {
		1 = {
			%d. Infanterie-Division
		}
		2 = {
			%d. Infanterie-Division
		}
		3 = {
			%d. Infanterie-Division
		}
		4 = {
			%d. Infanterie-Division
		}
		5 = {
			%d. Infanterie-Division
		}
		6 = {
			%d. Infanterie-Division
		}
		7 = {
			%d. Infanterie-Division
		}
		8 = {
			%d. Infanterie-Division
		}
		10 = {
			%d. Infanterie-Division
		}
		11 = {
			%d. Infanterie-Division
		}
		12 = {
			%d. Infanterie-Division
		}
		13 = {
			%d. Infanterie-Division
		}
		14 = {
			%d. Infanterie-Division
		}
		15 = {
			%d. Infanterie-Division
		}
		16 = {
			%d. Infanterie-Division
		}
		17 = {
			%d. Infanterie-Division
		}
		18 = {
			%d. Infanterie-Division
		}
		19 = {
			%d. Infanterie-Division
		}
		20 = {
			%d. Infanterie-Division
		}
		21 = {
			%d. Infanterie-Division
		}
		22 = {
			%d. Infanterie-Division
		}
		23 = {
			%d. Infanterie-Division
		}
		24 = {
			%d. Infanterie-Division
		}
		25 = {
			%d. Infanterie-Division
		}
		26 = {
			%d. Infanterie-Division
		}
		27 = {
			%d. Infanterie-Division
		}
		28 = {
			%d. Infanterie-Division
		}
		29 = {
			%d. Infanterie-Division
		}
		30 = {
			%d. Infanterie-Division
		}
		31 = {
			%d. Infanterie-Division
		}
		32 = {
			%d. Infanterie-Division
		}
		33 = {
			%d. Infanterie-Division
		}
		34 = {
			%d. Infanterie-Division
		}
		35 = {
			%d. Infanterie-Division
		}
		36 = {
			%d. Infanterie-Division
		}
		37 = {
			%d. Infanterie-Division
		}
		38 = {
			%d. Infanterie-Division
		}
		39 = {
			%d. Infanterie-Division
		}
		40 = {
			%d. Infanterie-Division
		}
		41 = {
			%d. Infanterie-Division
		}
		42 = {
			%d. Infanterie-Division
		}
		43 = {
			%d. Infanterie-Division
		}
		44 = {
			%d. Infanterie-Division
		}
		45 = {
			%d. Infanterie-Division
		}
		46 = {
			%d. Infanterie-Division
		}
		47 = {
			%d. Infanterie-Division
		}
		48 = {
			%d. Infanterie-Division
		}
		49 = {
			%d. Infanterie-Division
		}
		50 = {
			%d. Infanterie-Division
		}
	}
}
### Entity: Character
Component: SIA_ambassador_to_the_uk
Constructs: research_speed_factor, democratic_drift
Source: game
File: common/country_leader/taog_traits.txt

Code:
SIA_ambassador_to_the_uk = {
	sprite = 13
	random = no
	civilian_intel_to_others = 20
	democratic_drift = 0.05
	research_speed_factor = 0.05
	political_power_factor = 0.1
}
### Entity: Idea
Component: EAI_DD_12/support_equipment_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_12/support_equipment_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		support_equipment = {
			build_cost_ic = -0.3
			instant = yes
		}
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_defensive_reorganization
Constructs: prerequisite, completion_reward, remove_dynamic_modifier, add_dynamic_modifier, add_to_variable
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_defensive_reorganization
	icon = GFX_focus_generic_defensive_reorganization
	prerequisite = {
		focus = BEL_mobilize_the_nation
	} {
		focus = BEL_koningshooikt_wavre_line
	}
	relative_position_id = BEL_mobilize_the_nation
	x = 1
	y = 2
	cost = 10
	available = {

	}
	search_filters = {

	}
	completion_reward = {
		hidden_effect = {
			remove_dynamic_modifier = {
				modifier = BEL_defensive_neutrality_dynamic_modifier
			}
			add_dynamic_modifier = {
				modifier = BEL_defensive_reorganization_dynamic_modifier
			}
		}
		custom_effect_tooltip = BEL_remove_defensive_neutrality_dynamic_modifier_tt
		add_to_variable = {
			BEL_defensive_neutrality_max_dig_in = 2
			tooltip = max_dig_in_tt
		} {
			BEL_defensive_neutrality_production_speed_bunker_factor = 0.05
			tooltip = production_speed_bunker_factor_tt
		} {
			BEL_defensive_neutrality_land_bunker_effectiveness_factor = 0.05
			tooltip = land_bunker_effectiveness_factor_tt
		}
	}
}
### Entity: Idea
Component: XSM_wool_and_hide_bureau
Constructs: removal_cost
Source: game
File: common/ideas/china_warlord.txt

Code:
XSM_wool_and_hide_bureau = {
	removal_cost = -1
	picture = generic_agrarian_society
	allowed = {
		always = no
	}
	available = {
		always = yes
	}
	modifier = {
		consumer_goods_factor = -0.1
		supply_combat_penalties_on_core_factor = -0.1
		supply_consumption_factor = -0.1
	}
}
### Entity: Event
Component: new_ger.64
Constructs: is_triggered_only, ai_chance, has_completed_focus, limit, add_war_support, add_political_power, set_country_flag, is_faction_leader
Source: game
File: events/r56_Germany.txt

Code:
country_event = {
	id = new_ger.64
	title = new_ger.64.t
	desc = new_ger.64.d
	picture = GFX_report_event_german_troops
	is_triggered_only = yes
	option = {
		name = new_ger.64.a
		trigger = {
			NOT = {
				has_completed_focus = GER_renegotiate_versailles_new
			}
		}
		add_political_power = 25
		add_war_support = 0.05
		set_country_flag = GER_eupen_demanded
		FROM = {
			country_event = new_ger.58
		}
		IF = {
			limit = {
				is_faction_leader = yes
				FROM = {
					is_ally_with = ROOT
				} {
					NOT = {
						is_subject_of = ROOT
					}
				}
			}
			remove_from_faction = FROM
		}
		else_if = {
			limit = {
				is_ally_with = FROM
				FROM = {
					NOT = {
						is_subject_of = ROOT
					}
				}
			}
			leave_faction = yes
		}
	} {
		name = new_ger.64.b
		ai_chance = {
			base = 0
		}
		add_political_power = -25
		add_war_support = -0.05
		clr_country_flag = GER_eupen_active
	}
}
### Entity: Idea
Component: MPL_two_people_union_2
Constructs: stability_factor, removal_cost
Source: game
File: common/ideas/mandate_of_palestine.txt

Code:
MPL_two_people_union_2 = {
	allowed = {
		always = no
	}
	removal_cost = -1
	picture = MPL_two_people_union_idea
	modifier = {
		political_power_factor = -0.1
		monthly_population = 0.3
		stability_factor = -0.25
	}
}
### Entity: Decision
Component: EGY_organise_nationalist_factions
Constructs: has_government, has_country_flag, has_state_flag
Source: game
File: common/decisions/categories/EGY_decision_categories.txt

Code:
EGY_organise_nationalist_factions = {
	icon = GFX_decision_category_generic_fascism
	priority = 5
	on_map_area = {
		name = EGY_area_fascists_control
		target_array = global.r56_formables_states_array
		target_trigger = {
			FROM = {
				has_state_flag = EGY_fascist_state
			}
		}
		zoom = 450
	}
	allowed = {
		original_tag = EGY
	}
	visible = {
		NOT = {
			has_government = fascism
			has_country_flag = EGY_fascist_civil_war_start
		}
	}
}
### Entity: Doctrine
Component: special_forces_first
Source: game
File: common/doctrines/tracks/special_forces_tracks.txt

Code:
special_forces_first = {
	name = DOCTRINE_TRACK_SPECIAL_FORCES
	background = GFX_paratroopers_bg
	icon = GFX_doctrine_milestone_special_forces
	icon_frame = GFX_doctrine_decor_special_forces
	mastery = {
		multiplier = 6
		categories = {
			category_special_forces
		}
	}
}
### Entity: Country History
Country: HUN
Component: HUN_politics
Constructs: set_politics, set_popularities
Source: game
File: history/countries/HUN - Hungary.txt

Code:
# Politics & Parties for HUN
set_politics = {
	ruling_party = neutrality
	last_election = 1935.3.31
	election_frequency = 48
	elections_allowed = yes
}
set_popularities = {
	democratic = 25
	fascism = 31
	neutrality = 44
}
### Entity: Country History
Country: MEN
Component: MEN_misc
Constructs: recruit_character, division_template, limit, add_ideas, remove_ideas, set_technology, add_political_power, has_dlc
Source: game
File: history/countries/MEN - Mengkukuo.txt

Code:
# Misc for MEN
capital = 1043
IF = {
	limit = {
		NOT = {
			has_dlc = No Compromise, No Surrender
		}
	}
	add_ideas = {
		MEN_pailingmiao_council_idea MEN_stretched_administration_idea
	}
	recruit_character = MEN_songgotu_shangzhi MEN_sonin_xiangying MEN_zhao_zhanshan
	ELSE = {
		set_variable = {
			MEN_levy_cap_max = 24
		} {
			MEN_levy_cap_min = 0
		} {
			MEN_levy_cap = 2
		} {
			MEN_levy_deployed = 0
		}
		clamp_variable = {
			var = MEN_levy_cap
			min = MEN_levy_cap_min
			max = MEN_levy_cap_max
		}
		division_template = {
			name = Mongol Levy
			is_locked = yes
			force_allow_recruiting = no
			regiments = {
				irregular_infantry = {
					x = 0
					y = 0
				} {
					x = 0
					y = 1
				} {
					x = 1
					y = 0
				} {
					x = 1
					y = 1
				} {
					x = 2
					y = 0
				} {
					x = 2
					y = 1
				}
			}
		}
		set_country_flag = MEN_banner_system_is_active
		add_ideas = {
			MEN_mongol_banners_idea MEN_pailingmiao_council_idea MEN_stretched_administration_idea MEN_communist_revolutionaries_idea MEN_disorganized_army_idea
		}
	}
}
1939.1.1 = {
	add_to_war = {
		targeted_alliance = JAP
		enemy = CHI
		hostility_reason = puppet
	}
	add_political_power = 1198
	add_command_power = 100
	complete_national_focus = army_effort equipment_effort motorization_effort aviation_effort naval_effort flexible_navy industrial_effort construction_effort production_effort
	oob = MEN_1939
	set_technology = {
		electronic_mechanical_engineering = 1
		radio = 1
		mechanical_computing = 1
		basic_machine_tools = 1
		improved_machine_tools = 1
		advanced_machine_tools = 1
		construction1 = 1
		construction2 = 1
		dispersed_industry = 1
		dispersed_industry2 = 1
	}
	set_grand_doctrine = grand_battleplan new_fleet_in_being
	complete_special_project = {
		project = sp:sp_air_radar
	}
	MEN_prince_demchugdongrub = {
		add_country_leader_role = {
			promote_leader = yes
			country_leader = {
				ideology = despotism
				expire = 1965.1.1.1
				traits = {
					MEN_borjigin_descendant
				}
			}
		}
	}
	set_country_flag = MEN_moved_capital_to_zhangbei
	set_capital = {
		state = 611
		remember_old_capital = yes
	}
	remove_ideas = MEN_pailingmiao_council_idea
	swap_ideas = {
		remove_idea = MEN_stretched_administration_idea
		add_idea = MEN_stretched_administration_idea_2
	}
	add_ideas = MEN_chin_yung_chang MEN_wang_ying MEN_true_mongol_state
	set_cosmetic_tag = MEN_mengji
# ... (truncated)
### Entity: National Focus
Tree: arg_focus
Component: ARG_study_foreign_tanks
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_argentina.txt

Code:
focus = {
	id = ARG_study_foreign_tanks
	icon = GFX_goal_tank_map
	prerequisite = {
		focus = ARG_motorized_army
	}
	x = 1
	y = 3
	cost = 10
	completion_reward = {
		add_tech_bonus = {
			name = ARG_study_foreign_tanks
			bonus = 1
			uses = 1
			category = cat_light_armor
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: National Focus
Tree: saf_focus
Component: SAF_improve_the_three_oh_three
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/south_africa.txt

Code:
focus = {
	id = SAF_improve_the_three_oh_three
	icon = GFX_goal_generic_small_arms
	prerequisite = {
		focus = SAF_special_service_battalion
	}
	x = -1
	y = 1
	relative_position_id = SAF_special_service_battalion
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = SAF_improve_the_three_oh_three
			bonus = 1.0
			uses = 1
			category = infantry_weapons
		}
	}
}
### Entity: Character
Component: lawrence_of_manchuria
Source: game
File: common/country_leader/r56_traits.txt

Code:
lawrence_of_manchuria = {
	sprite = 14
	random = no
	army_infantry_attack_factor = 0.12
	army_infantry_defence_factor = 0.12
	experience_gain_army = 0.3
	command_cap_increase = 20
}
### Entity: Character
Component: right_industrialist
Constructs: neutrality_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
right_industrialist = {
	random = no
	sprite = 13
	neutrality_drift = 0.05
	production_speed_industrial_complex_factor = 0.1
	production_speed_infrastructure_factor = 0.1
	production_speed_rail_way_factor = 0.1
	production_speed_synthetic_refinery_factor = 0.1
}
### Entity: Idea
Component: PRC_socialism_with_chinese_characteristics_6
Constructs: research_speed_factor, industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/prc.txt

Code:
PRC_socialism_with_chinese_characteristics_6 = {
	name = PRC_socialism_with_chinese_characteristics
	allowed = {
		always = no
	}
	removal_cost = -1
	picture = generic_research_bonus
	modifier = {
		research_speed_factor = 0.03
		trade_opinion_factor = 0.35
		industrial_capacity_factory = 0.12
	}
}
### Entity: Event
Component: INS_volksraad_events.70
Constructs: is_triggered_only, ai_chance, has_completed_focus, add_political_power, has_autonomy_state, is_ai, is_historical_focus_on
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_volksraad_events.70
	title = INS_volksraad_events.70.t
	desc = INS_volksraad_events.70.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	option = {
		name = INS_volksraad_events.10.a
		ai_chance = {
			base = 10
			modifier = {
				factor = 1.2
				INS = {
					has_completed_focus = INS_realign_supply_chains
				}
			} {
				factor = 1.2
				INS = {
					has_completed_focus = INS_prioritize_dutch_companies
				}
			} {
				add = 2
				INS = {
					num_of_factories = > 5
				}
			} {
				add = 2
				INS = {
					num_of_factories = > 10
				}
			} {
				add = 2
				INS = {
					num_of_factories = > 15
				}
			} {
				add = 2
				INS = {
					num_of_factories = > 20
				}
			} {
				factor = 2
				INS = {
					OR = {
						has_autonomy_state = autonomy_integrated_puppet autonomy_puppet
					}
				}
			} {
				factor = 0.8
				INS = {
					OR = {
						has_autonomy_state = autonomy_colony
					}
				}
			} {
				factor = 0.5
				INS = {
					OR = {
						has_autonomy_state = autonomy_dominion
					}
				}
			} {
				factor = 2
				INS = {
					is_ai = no
				}
			}
		}
		INS = {
			country_event = {
				id = INS_volksraad_events.71
				hours = 6
			}
			effect_tooltip = {
				indonesia_volksraad_legalize_displaying_flag_effect = yes
			}
		}
	} {
		name = INS_volksraad_events.10.b
		ai_chance = {
			base = 2
			modifier = {
				factor = 1.5
				INS = {
					has_completed_focus = INS_first_come_first_serve
				}
			} {
				factor = 1.5
				INS = {
					has_completed_focus = INS_increased_trade_with_japan
				}
			} {
				factor = 1.5
				has_completed_focus = INSHOL_urge_gov_veto
			} {
				factor = 10
				INS = {
					is_ai = yes
					is_historical_focus_on = yes
				}
			} {
				factor = 2
				INS = {
					is_ai = yes
					is_historical_focus_on = yes
					has_autonomy_state = autonomy_colony
				}
			} {
				factor = 3
				INS = {
					is_ai = yes
					is_historical_focus_on = yes
					has_autonomy_state = autonomy_dominion
				}
			}
		}
		INS = {
			country_event = {
				id = INS_volksraad_events.3
				hours = 6
			}
		}
		effect_tooltip = {
			indonesia_volksraad_reject_50_effect = yes
		}
		hidden_effect = {
			HOL = {
				add_political_power = -50
			}
		}
	}
}