Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Decision
Component: BUL_macedonian_revolutionary_organizations_foreign
Constructs: add_equipment_to_stockpile, limit, has_country_flag, add_stability, fire_only_once, has_manpower, has_equipment, complete_effect
Source: game
File: common/decisions/BUL.txt

Code:
BUL_macedonian_revolutionary_organizations_foreign = {
	BUL_repress_imro_foreign = {
		priority = 9
		icon = GFX_decision_generic_police_action
		ai_will_do = {
			base = 0.01
			modifier = {
				factor = 10
				difficulty = > 1
			} {
				factor = 10
				difficulty = > 2
			}
		}
		available = {
			NOT = {
				has_country_flag = BUL_macedonian_affairs_ongoing_flag
			}
			has_manpower = > 2000
			has_equipment = {
				support_equipment = > 249
			} {
				infantry_equipment = > 999
			}
		}
		days_remove = 60
		fire_only_once = yes
		visible = {
			has_country_flag = BUL_imro_awakened_in_country_flag
		}
		cost = 25
		complete_effect = {
			set_country_flag = BUL_macedonian_affairs_ongoing_flag BUL_repress_imro_flag
			add_manpower = -2000
			add_equipment_to_stockpile = {
				type = support_equipment
				amount = -250
				producer = ROOT
			} {
				type = infantry_equipment
				amount = -1000
				producer = ROOT
			}
		}
		remove_effect = {
			unlock_decision_tooltip = BUL_destroy_imro_foreign
			clr_country_flag = BUL_macedonian_affairs_ongoing_flag
		}
	}
	BUL_destroy_imro_foreign = {
		priority = 8
		icon = GFX_decision_oppression
		ai_will_do = {
			base = 0.1
			modifier = {
				factor = 10
				difficulty = > 1
			} {
				factor = 10
				difficulty = > 2
			}
		}
		available = {
			has_country_flag = BUL_repress_imro_flag
			NOT = {
				has_country_flag = BUL_macedonian_affairs_ongoing_flag
			}
			OR = {
				has_full_control_of_state = 106 731 184
			} {
				NOT = {
					has_full_control_of_state = 106
				}
				divisions_in_state = {
					type = infantry
					size = > 8
					state = 106
				}
			} {
				NOT = {
					has_full_control_of_state = 731
				}
				divisions_in_state = {
					type = infantry
					size = > 3
					state = 731
				}
			} {
				NOT = {
					has_full_control_of_state = 184
				}
				divisions_in_state = {
					type = infantry
					size = > 2
					state = 184
				}
			}
		}
		days_remove = 90
		visible = {
			has_country_flag = BUL_imro_awakened_in_country_flag
		}
		cancel_trigger = {
			custom_trigger_tooltip = {
				tooltip = BUL_destroy_imro_foreign_cancel_trigger_tt
				OR = {
					AND = {
						has_country_flag = BUL_imro_awakened_in_macedonia_flag
						106 = {
							has_dynamic_modifier = {
								modifier = skirmishes_against_imro
							}
							OR = {
								NOT = {
									is_fully_controlled_by = ROOT
								}
		
# ... (truncated)
### Entity: AI Strategy
Component: EAI_BUILDING_construction_REF_19
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_REF_19 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_REF
			value = 19
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = synthetic_refinery
		value = 19
	}
}
### Entity: Order of Battle
Component: Base Naval Cádiz
Source: game
File: history/units/SPR_1936_naval_mtg.txt

Code:
fleet = {
	name = Base Naval Cádiz
	naval_base = 1048
	task_force = {
		name = Escuadrón de Cádiz
		location = 1048
		ship = {
			name = ARE República
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = SPR
					version_name = República Class
				}
			}
		} {
			name = ARE Méndez Núñez
			definition = light_cruiser
			equipment = {
				ship_hull_cruiser_1 = {
					amount = 1
					owner = SPR
					version_name = Méndez Núñes Class
				}
			}
		}
	} {
		name = Grupo de Cádiz
		location = 1048
		ship = {
			name = ARE B1
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = SPR
					version_name = B Class
				}
			}
		} {
			name = ARE B2
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = SPR
					version_name = B Class
				}
			}
		} {
			name = ARE B3
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = SPR
					version_name = B Class
				}
			}
		} {
			name = ARE B4
			definition = submarine
			equipment = {
				ship_hull_submarine_1 = {
					amount = 1
					owner = SPR
					version_name = B Class
				}
			}
		}
	}
}
### Entity: Technology
Component: advanced_heavy_art
Constructs: enable_equipments, research_cost, has_tech, is_researching_technology
Source: game
File: common/technologies/armor.txt

Code:
technology = {
	enable_equipments = {
		heavy_tank_artillery_equipment_3
	}
	research_cost = 0.5
	start_year = 1943
	ai_will_do = {
		factor = 0
		modifier = {
			factor = 0
			OR = {
				has_tech = modern_art
				can_research = modern_art
				is_researching_technology = main_battle_tank
			}
		}
	}
	categories = {
		armor mio_cat_tech_all_armor_and_modules mio_cat_tech_heavy_armor_and_modules
	}
	special_project_specialization = {
		specialization_land
	}
}
### Entity: Idea
Component: QUE_socialist_democratic_military
Constructs: army_defence_factor, political_power_gain, war_support_factor, army_attack_factor
Source: game
File: common/ideas/quebec.txt

Code:
QUE_socialist_democratic_military = {
	allowed = {
		original_tag = QUE
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	picture = workers_brigades
	modifier = {
		conscription = 0.02
		political_power_gain = -0.1
		army_attack_factor = -0.1
		army_defence_factor = 0.1
		war_support_factor = 0.1
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_kohler_faction
Constructs: has_completed_focus, division_template, prerequisite, limit, has_government, completion_reward, is_subject, is_locked
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_kohler_faction
	icon = GFX_focus_GER_proletarian_solidarity
	relative_position_id = CZE_expand_the_communist_press
	x = -7
	y = 2
	cost = 5
	prerequisite = {
		focus = CZE_anti_democratic_propaganda
	} {
		focus = CZE_form_workers_brigades
	}
	mutually_exclusive = {
		focus = CZE_gottwald_faction CZE_zapotocky_faction
	}
	available = {
		is_subject = no
		communism = > 0.3
		NOT = {
			has_completed_focus = CZE_strengthen_the_little_entente
		}
	}
	completion_reward = {
		start_civil_war = {
			ideology = democratic
			ruling_party = communism
			size = party_popularity@democratic
		}
		hidden_effect = {
			division_template = {
				name = Workers Militia
				is_locked = yes
				priority = 0
				regiments = {
					infantry = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 0
						y = 2
					} {
						x = 0
						y = 3
					}
				}
				support = {
					engineer = {
						x = 0
						y = 0
					}
					military_police = {
						x = 0
						y = 1
					}
				}
			}
			random_controlled_state = {
				create_unit = {
					division = name = "Workers Militia" division_template = "Workers Militia" start_experience_factor = 0
					owner = ROOT
					count = 3
				}
			}
			random_country_with_original_tag = {
				original_tag_to_check = CZE
				limit = {
					has_government = democratic
				}
				reserve_dynamic_country = yes
				set_country_flag = CZE_remove_cores
				civil_war_anti_exploiter_punitive_action = yes
				random_controlled_state = {
					prioritize = {
						70
					}
					create_unit = {
						division = name = "Finanční Stráž" division_template = "Finanční Stráž" start_experience_factor = 0.2
						owner = PREV
						count = 4
					}
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt available_political_advisor
		show_ideas_tooltip = CZE_vaclav_kopecky
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_POLITICAL_CHARACTER
	}
}
### Entity: Autonomous State
Component: autonomy_state
Constructs: is_puppet, has_dlc
Source: game
File: common/autonomous_states/aat_defense_council_member.txt

Code:
autonomy_state = {
	id = autonomy_aat_defense_council_member
	is_puppet = yes
	min_freedom_level = 0.0
	manpower_influence = 0
	use_overlord_color = yes
	rule = {
		desc = RULE_DESC_IS_A_SUBJECT
		can_not_declare_war = yes
		can_decline_call_to_war = no
		units_deployed_to_overlord = yes
		can_be_spymaster = no
		contributes_operatives = yes
		can_create_collaboration_government = no
	}
	modifier = {
		autonomy_manpower_share = 1
		can_master_build_for_us = 1
		extra_trade_to_overlord_factor = 1.0
		overlord_trade_cost_factor = -0.8
		cic_to_overlord_factor = 0.35
		mic_to_overlord_factor = 0.65
		autonomy_gain_global_factor = -0.3
		peace_score_ratio_transferred_to_overlord = 0.5
		lend_lease_tension_with_overlord = -0.4
		faction_influence_contribution_factor = -0.5
	}
	ai_subject_wants_higher = {
		factor = 0
	}
	ai_overlord_wants_lower = {
		factor = 0.0
	}
	ai_overlord_wants_garrison = {
		always = yes
	}
	allowed = {
		has_dlc = Arms Against Tyranny
		OR = {
			original_tag = NOR ICE DEN FIN
		}
		OVERLORD = {
			original_tag = SWE
		}
	}
	can_take_level = {

	}
	can_lose_level = {
		always = no
	}
}
### Entity: Effect Reference
Construct: remove_scientist_role
Source: vanilla_docs
File: documentation/effects_documentation.md

Doc:
## remove_scientist_role

* Supported Scopes: COUNTRY, CHARACTER
* Supported Targets: none

```
Remove the scientist role from a character.The character can come from the scope or from an input parameter.
The scientist role format is the same as in the character DB.
Except the visible trigger - a scientist role created via effect cannot have triggers.
Examples:
### Entity: Character
Component: SWI_rudolf_roessler
Source: game
File: common/characters/SWI.txt

Code:
SWI_rudolf_roessler = {
	advisor = {
		slot = political_advisor
		idea_token = SWI_rudolf_roessler
		allowed = {
			original_tag = SWI
		}
		visible = {
			SWI_councilor_visible = yes
		}
		available = {
			SWI_can_be_councilor = yes
		}
		traits = {
			SWI_soviet_spy
		}
		on_add = {
			SWI_on_add_councilors = yes
		}
		on_remove = {
			SWI_on_remove_councilor = yes
		}
		can_be_fired = no
		ai_will_do = {
			base = 2000
			modifier = {
				factor = 5
				SWI_AI_is_imperial = yes
			} {
				factor = 7
				SWI_AI_is_dem_exp = yes
			} {
				factor = 0.1
				SWI_is_historical_ai = yes
			}
		}
	}
	name = SWI_rudolf_roessler
	portraits = {
		civilian = {
			small = GFX_portrait_SWI_rudolf_roessler_small
			large = GFX_portrait_SWI_rudolf_roessler
		}
	}
}
### Entity: Character
Component: steelworks_and_machining_trait
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/country_leader/00_traits.txt

Code:
steelworks_and_machining_trait = {
	random = no
	country_resource_steel = 12
	production_speed_rail_way_factor = 0.1
	equipment_bonus = {
		train_equipment = {
			instant = yes
			build_cost_ic = -0.2
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: ser_focus
Component: SER_join_axis
Constructs: prerequisite, limit, has_government, has_war_with, is_major, add_opinion_modifier, completion_reward, is_subject
Source: game
File: common/national_focus/serbia.txt

Code:
focus = {
	id = SER_join_axis
	icon = GFX_goal_generic_the_axis
	prerequisite = {
		focus = SER_saviour_of_serbia
	}
	relative_position_id = SER_saviour_of_serbia
	x = 1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 6
	}
	available = {
		has_government = fascism
		is_subject = no
		OR = {
			GER = {
				NOT = {
					has_war_with = ROOT
				}
				has_government = fascism
				has_capitulated = no
				is_faction_leader = yes
			}
			any_other_country = {
				is_major = yes
				has_government = fascism
				is_faction_leader = yes
				NOT = {
					has_war_with = ROOT
				}
			}
		}
	}
	bypass = {
		is_in_faction_with = GER
	}
	completion_reward = {
		if = {
			limit = {
				GER = {
					has_government = fascism
					is_faction_leader = yes
					has_capitulated = no
					NOT = {
						has_war_with = ROOT
					}
				}
			}
			GER = {
				country_event = generic.2
				add_opinion_modifier = {
					target = ROOT
					modifier = medium_increase
				}
			}
			ROOT = {
				add_opinion_modifier = {
					target = GER
					modifier = medium_increase
				}
			}
		}
		else_if = {
			limit = {
				ITA = {
					has_government = fascism
					is_faction_leader = yes
					has_capitulated = no
					NOT = {
						has_war_with = ROOT
					}
				}
			}
			ITA = {
				country_event = generic.2
			}
		} {
			limit = {
				GRE = {
					has_government = fascism
					is_faction_leader = yes
					has_capitulated = no
					NOT = {
						has_war_with = ROOT
					}
				}
			}
			GRE = {
				country_event = generic.2
			}
		} {
			limit = {
				ENG = {
					has_government = fascism
					is_faction_leader = yes
					has_capitulated = no
					NOT = {
						has_war_with = ROOT
					}
				}
			}
			ENG = {
				country_event = generic.2
			}
		} {
			limit = {
				HUN = {
					has_government = fascism
					is_faction_leader = yes
					has_capitulated = no
					NOT = {
						has_war_with = ROOT
					}
				}
			}
			HUN = {
				country_event = generic.2
			}
		} {
			limit = {
				any_other_country = {
					has_government = fascism
					is_faction_leader = yes
					is_major = yes
					has_capitulated = no
					num_of_factories = > 70
					NOT = {
						has_war_with = ROOT
					}
				}
			}
			random_other_country = {
				limit = {
					has_government = fascism
					is_faction_leader = yes
					is_major = yes
					num_of_factories = > 70
					NOT = {
						has_war_with = ROOT
					}
				}
				country_ev
# ... (truncated)
### Entity: Character
Component: USA_leslie_skinner
Source: game
File: common/characters/USA.txt

Code:
USA_leslie_skinner = {
	name = USA_leslie_skinner
	portraits = {
		army = {
			large = GFX_portrait_USA_leslie_skinner
		}
	}
	scientist = {
		traits = {
			scientist_trait_rocketry_specialist scientist_trait_gifted_engineer
		}
		skills = {
			specialization_air = 2
		}
	}
}
### Entity: State History
Component: 945
Constructs: add_core_of, add_claim_by
Source: game
File: history/states/945-Ovamboland.txt

Code:
state = {
	id = 945
	name = Ovamboland
	provinces = {
		7770 8136 10957 10978 12519 12921 13217
	}
	history = {
		owner = NMB
		victory_points = {
			8136 2
		} {
			13217 1
		}
		buildings = {
			infrastructure = 1
		}
		add_core_of = NMB
		add_claim_by = SAF
	}
	manpower = 192593
	state_category = wasteland
	buildings_max_level_factor = 1.0
	local_supplies = 0.0
}
### Entity: Idea
Component: golcuk_nsy
Constructs: research_bonus
Source: game
File: common/ideas/turkey.txt

Code:
golcuk_nsy = {
	picture = tur_golcuk_naval_base
	allowed = {
		original_tag = TUR
	}
	research_bonus = {
		naval_equipment = 0.15
	}
	traits = {
		coastal_defence_naval_manufacturer
	}
}
### Entity: National Focus
Tree: sia_focus
Component: SIA_farmers_into_the_city
Constructs: prerequisite, limit, completion_reward, is_coastal, is_owned_by, is_controlled_by, add_dynamic_modifier, is_owned_and_controlled_by
Source: game
File: common/national_focus/siam.txt

Code:
focus = {
	id = SIA_farmers_into_the_city
	icon = GFX_focus_SWE_landsverk
	x = 2
	y = 0
	relative_position_id = SIA_foreign_currency_exchange
	prerequisite = {
		focus = SIA_irrigation
	} {
		focus = SIA_mechanization_of_agriculture
	}
	cost = 10
	ai_will_do = {
		factor = 20
	}
	available = {
		any_controlled_state = {
			is_coastal = yes
			is_owned_by = ROOT
		}
		1076 = {
			is_controlled_by = ROOT
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		1076 = {
			add_dynamic_modifier = {
				modifier = idea_SIA_farmers_moving_to_bangkok_good
			}
			increase_state_category = yes
			if = {
				limit = {
					is_owned_and_controlled_by = ROOT
					free_building_slots = {
						building = industrial_complex
						size = > 0
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 3
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				} {
					type = arms_factory
					level = 1
					instant_build = yes
				} {
					type = dockyard
					level = 1
					instant_build = yes
				}
			}
		}
		every_state = {
			limit = {
				is_in_array = {
					array = ROOT.core_states_at_game_start
					value = THIS
				}
				NOT = {
					state = 1076
				}
			}
			add_dynamic_modifier = {
				modifier = idea_SIA_farmers_moving_to_bangkok_bad
			}
		}
		hidden_effect = {
			add_manpower = -10400
		}
	}
}
### Entity: Event
Component: EST_events.6
Constructs: is_triggered_only, ai_chance
Source: game
File: events/NSB_Estonia.txt

Code:
country_event = {
	id = EST_events.6
	title = EST_events.6.t
	desc = EST_events.6.d
	picture = GFX_report_event_hol_cabinet_de_geer
	is_triggered_only = yes
	option = {
		name = EST_events.6.a
		ai_chance = {
			factor = 10
		}
		FIN = {
			country_event = generic.2
		}
	} {
		name = EST_events.6.b
		ai_chance = {
			factor = 0
		}
		EST = {
			country_event = EST_events.601
		}
	}
}
### Entity: Event
Component: PER_foreign_policy_events.4
Constructs: is_triggered_only, give_resource_rights, give_military_access
Source: game
File: events/GOE_Persia.txt

Code:
country_event = {
	id = PER_foreign_policy_events.4
	title = PER_foreign_policy_events.4.t
	desc = PER_foreign_policy_events.4.desc
	picture = GFX_report_event_british_inspect_troops
	is_triggered_only = yes
	option = {
		name = PER_foreign_policy_events.4.a
		activate_mission = SOV_preparations_for_operation_countenance
		SOU = {
			activate_mission = SOV_preparations_for_operation_countenance
		}
		custom_effect_tooltip = SOV_preparations_for_operation_countenance_tt
		effect_tooltip = {
			custom_effect_tooltip = SOV_operation_countenance_successful_tt
			ENG = {
				puppet = PER
			}
			transfer_state = 419 420 416 1000 1004
			PER = {
				give_resource_rights = {
					receiver = SOU
					state = 411
				} {
					receiver = SOU
					state = 412
				} {
					receiver = ENG
					state = 413
				}
				give_military_access = SOU
			}
		}
	}
}
### Entity: Character
Component: appeaser
Constructs: stability_factor, war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
appeaser = {
	random = yes
	sprite = 13
	war_support_factor = -0.05
	stability_factor = 0.1
	ai_will_do = {
		factor = 1
	}
}
### Entity: National Focus
Tree: rut_focus
Component: RUT_a_train_to_odessa
Constructs: prerequisite, completion_reward, add_building_construction, build_railway
Source: game
File: common/national_focus/ruthenia.txt

Code:
focus = {
	id = RUT_a_train_to_odessa
	icon = GFX_goal_generic_construct_infrastructure
	relative_position_id = RUT_industry_in_odessa
	x = 0
	y = 2
	prerequisite = {
		focus = RUT_industry_in_odessa
	}
	available = {
		RUT = {
			controls_state = 198 199 192
		}
	}
	cost = 10
	ai_will_do = {
		factor = 5
	}
	available_if_capitulated = yes
	completion_reward = {
		198 = {
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		199 = {
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		192 = {
			add_building_construction = {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
		build_railway = {
			start_province = 476
			target_province = 11670
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Event
Component: bba_news.666
Constructs: is_triggered_only
Source: game
File: events/BBA_NewsEvents.txt

Code:
news_event = {
	id = bba_news.666
	title = bba_news.666.t
	desc = bba_news.666.desc
	picture = GFX_news_event_ITA_papal_coronation
	major = yes
	is_triggered_only = yes
	option = {
		name = bba_news.666.a
	}
}
### Entity: Character
Component: NOR_ragnar_skancke
Constructs: has_government
Source: game
File: common/characters/NOR.txt

Code:
NOR_ragnar_skancke = {
	name = NOR_ragnar_skancke
	portraits = {
		civilian = {
			small = GFX_portrait_NOR_ragnar_skancke_small
		}
	}
	allowed_civil_war = {
		NOR_char_cw_fascist = yes
	}
	advisor = {
		slot = political_advisor
		idea_token = NOR_ragnar_skancke
		allowed = {
			NOR_AAT = yes
		}
		available = {
			has_government = fascism
		}
		traits = {
			NOR_callous_engineer
		}
	}
}
### Entity: AI Strategy
Component: SOV_MIN_convoy_building
Source: game
File: common/ai_strategy/r56_SOV.txt

Code:
SOV_MIN_convoy_building = {
	allowed = {
		original_tag = SOV
	}
	enable = {
		always = yes
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_production_min_factories
		id = convoy
		value = 3
	}
}
### Entity: Event
Component: lar_news.10
Constructs: is_triggered_only, has_country_flag, has_global_flag, has_volunteers_amount_from
Source: game
File: events/LAR_NewsEvents.txt

Code:
news_event = {
	id = lar_news.10
	title = lar_news.10.t
	desc = {
		text = lar_news.10.desc
		trigger = {
			NOT = {
				has_global_flag = scw_early_end
			}
		}
	} {
		text = lar_news.10.desc_2
		trigger = {
			has_global_flag = scw_early_end
		}
	}
	picture = GFX_news_event_spr_spanish_civil_war
	major = yes
	is_triggered_only = yes
	option = {
		name = lar_news.10.a
		trigger = {
			NOT = {
				has_global_flag = scw_early_end
			}
			tag = SPB
		}
	} {
		name = lar_news.10.b
		trigger = {
			NOT = {
				has_global_flag = scw_early_end
			}
			OR = {
				tag = SPA
				SPA = {
					has_volunteers_amount_from = {
						tag = ROOT
						count = > 0
					}
				}
			}
		}
	} {
		name = lar_news.10.b_2
		trigger = {
			has_global_flag = scw_early_end
			OR = {
				tag = SPA SPB
				has_country_flag = SPR_sent_volunteers_to_SPA_flag
			}
		}
	} {
		name = lar_news.10.c
		trigger = {
			NOT = {
				has_global_flag = scw_early_end
			}
			OR = {
				tag = SPD SPC
				SPD = {
					has_volunteers_amount_from = {
						tag = ROOT
						count = > 0
					}
				}
				SPC = {
					has_volunteers_amount_from = {
						tag = ROOT
						count = > 0
					}
				}
			}
		}
	} {
		name = lar_news.10.c_2
		trigger = {
			has_global_flag = scw_early_end
			has_country_flag = SPR_sent_volunteers_to_SPD_flag
		}
	} {
		name = lar_news.10.d
		trigger = {
			NOT = {
				has_global_flag = scw_early_end
			} {
				tag = SPA SPB SPC SPD
				SPA = {
					has_volunteers_amount_from = {
						tag = ROOT
						count = > 0
					}
				}
				SPD = {
					has_volunteers_amount_from = {
						tag = ROOT
						count = > 0
					}
				}
			}
		}
	} {
		name = lar_news.10.d_2
		trigger = {
			has_global_flag = scw_early_end
			NOT = {
				tag = SPA SPB
				has_country_flag = SPR_sent_volunteers_to_SPD_flag
			}
		}
	}
}