Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Achievement
Component: we_will_rock_you
Constructs: is_ironman, has_start_date, has_any_custom_difficulty_setting, is_owned_by
Source: game
File: common/achievements.txt

Code:
we_will_rock_you = {
	id = 105
	possible = {
		is_ironman = yes
		difficulty = > 1
		has_start_date = < 1936.01.02
		has_any_custom_difficulty_setting = no
		game_rules_allow_achievements = yes
		original_tag = SPR
	}
	happened = {
		118 = {
			is_owned_by = ROOT
		}
	}
}
### Entity: Event
Component: mongol_democratic.7
Constructs: is_triggered_only, add_war_support
Source: game
File: events/Mongolia.txt

Code:
country_event = {
	id = mongol_democratic.7
	title = mongol_democratic.7.t
	desc = mongol_democratic.7.d
	picture = GFX_report_event_MON_mongolian_politician_speech
	is_triggered_only = yes
	option = {
		name = mongol_democratic.7.a
		add_war_support = 0.02
	}
}
### Entity: AI Strategy
Component: r56_SOV_ignore_PER_on_historical
Constructs: has_war_with, is_historical_focus_on
Source: game
File: common/ai_strategy/r56_SOV.txt

Code:
r56_SOV_ignore_PER_on_historical = {
	allowed = {
		original_tag = SOV
	}
	enable = {
		is_historical_focus_on = yes
		NOT = {
			has_war_with = PER
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = front_unit_request
		tag = PER
		value = -100
	}
}
### Entity: Military Industrial Organization
Component: CAN_ottawa_car_and_aircraft_limted_organization
Constructs: equipment_bonus
Source: game
File: common/military_industrial_organization/organizations/CAN_organization_r56.txt

Code:
CAN_ottawa_car_and_aircraft_limted_organization = {
	name = CAN_ottawa_car_and_aircraft_limted_organization
	include = generic_heavy_aircraft_organization
	icon = GFX_idea_generic_air_manufacturer_1
	allowed = {
		original_TAG = CAN
	}
	initial_trait = {
		name = generic_mio_initial_trait_heavy_aircraft_designer
		limit_to_equipment_type = {
			large_plane_airframe large_plane_maritime_patrol_plane_airframe
		}
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
		equipment_bonus = {
			air_bombing = 0.05
			air_agility = -0.05
		}
	}
}
### Entity: Country History
Country: COL
Component: COL_characters
Constructs: recruit_character
Source: game
File: history/countries/COL - Colombia.txt

Code:
# Leaders & Characters for COL
recruit_character = COL_alfonso_lópez_pumarejo COL_mariano_ospina_pérez COL_gustavo_rojas_pinilla COL_david_de_vidal COL_isidoro_sotomayor COL_eduardo_poirier_escobar COL_luis_bernardo_andrade COL_luis_rodriguez COL_luis_acevedo COL_enrico_diaz_carias COL_guillermo_padilla_manrique COL_gabriel_paris_gordillo COL_mauricio_soto_gomez COL_salvador_tiaga_gonzalez COL_querista_sellor COL_camilo_daza_alvarez COL_manuel_quinones COL_german_olano_moreno COL_ruben_piedrahita_arango COL_jose_ellis_quinsado COL_m_e_rojas_de_moreno COL_raphael_hollmann COL_jorge_lopez_suyo
### Entity: Idea
Component: CHI_hyper_inflation_5
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/china.txt

Code:
CHI_hyper_inflation_5 = {
	picture = chi_hyper_inflation5
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = 0.5
		industrial_capacity_factory = -0.25
	}
}
### Entity: Event
Component: BBA_italy_anti_colonialism_events.07
Constructs: is_triggered_only, add_political_power
Source: game
File: events/BBA_Italy.txt

Code:
country_event = {
	id = BBA_italy_anti_colonialism_events.07
	title = BBA_italy_anti_colonialism_events.07.t
	desc = BBA_italy_anti_colonialism_events.07.desc
	picture = GFX_report_event_ETH_ethiopian_warriors
	is_triggered_only = yes
	option = {
		name = BBA_italy_anti_colonialism_events.07.a
		add_political_power = 25
	}
}
### Entity: National Focus
Tree: rom_focus
Component: ROM_the_maresal
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_tech_bonus
Source: game
File: common/national_focus/romania.txt

Code:
focus = {
	id = ROM_the_maresal
	icon = GFX_goal_generic_army_tanks
	prerequisite = {
		focus = ROM_mobile_tank_destroyers
	}
	x = 1
	y = 3
	relative_position_id = ROM_reserve_divisions
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = ROM_the_maresal
			bonus = 1.0
			ahead_reduction = 2
			uses = 1
			category = cat_heavy_armor
		}
	}
}
### Entity: Character
Component: POR_maria_lamas
Constructs: has_completed_focus, has_dlc
Source: game
File: common/characters/POR.txt

Code:
POR_maria_lamas = {
	name = POR_maria_lamas
	portraits = {
		army = {
			small = GFX_idea_POR_maria_lamas
		}
	}
	gender = female
	advisor = {
		slot = political_advisor
		idea_token = POR_maria_lamas
		allowed = {
			OR = {
				original_tag = POR SWE CHL
			}
			has_dlc = La Resistance
		}
		available = {
			OR = {
				has_completed_focus = POR_popular_front
				SWE_refuge_for_revolutionaries_trigger = yes
				CHL_hub_of_the_revolution_trigger = yes
			}
		}
		traits = {
			liberal_journalist
		}
		ai_will_do = {
			factor = 1.0
		}
	}
}
### Entity: Character
Component: GER_hans_luther
Constructs: has_completed_focus, has_government, has_country_flag, has_game_rule
Source: game
File: common/characters/GER.txt

Code:
GER_hans_luther = {
	name = GER_hans_luther
	portraits = {
		army = {
			small = GFX_portrait_GER_hans_luther_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = GER_hans_luther
		allowed = {
			original_tag = GER
		}
		visible = {
			NOT = {
				AND = {
					has_completed_focus = GER_remilitarize_the_rhineland
					has_government = fascism
				}
			}
		}
		available = {
			NOT = {
				has_government = fascism
			}
		}
		traits = {
			GER_former_reichsbank_president
		}
		ai_will_do = {
			base = 2
			modifier = {
				factor = 0
				OR = {
					has_country_flag = GER_AI_RANDOM_COMMUNIST_STALINIST GER_AI_RANDOM_COMMUNIST_SPARTACUS
					has_game_rule = {
						rule = GER_ai_behavior
						option = GER_COMMUNIST_STALINIST
					} {
						rule = GER_ai_behavior
						option = GER_COMMUNIST_SPARTACUS
					}
				}
			}
		}
	}
}
### Entity: State History
Component: 669
Constructs: add_core_of, set_resistance, set_compliance
Source: game
File: history/states/669-Dutch New Guinea.txt

Code:
state = {
	id = 669
	name = STATE_669
	manpower = 314300
	state_category = rural
	resources = {
		oil = 1
	}
	history = {
		owner = INS
		add_core_of = PNG WPG
		set_resistance = 0
		set_compliance = 5
		victory_points = {
			12371 2
		} {
			4468 1
		}
		buildings = {
			infrastructure = 1
			12371 = {
				naval_base = 2
			}
		}
	}
	provinces = {
		1546 4468 4509 4524 4552 7269 7487 7512 7529 7542 7570 7585 10369 10396 10436 10990 12315 12371 12386
	}
	local_supplies = 1.0
}
### Entity: Event
Component: india.400
Constructs: is_triggered_only, ai_chance, has_government, add_war_support, add_political_power, has_capitulated, remove_targeted_decision, remove_decision
Source: game
File: events/India.txt

Code:
country_event = {
	id = india.400
	title = india.400.t
	desc = india.400.desc
	picture = GFX_report_event_picture_RAJ_Indian_Brigade_Women
	is_triggered_only = yes
	option = {
		ai_chance = {
			base = 80
			modifier = {
				factor = 0
				has_government = communism
			} {
				factor = 0
				has_capitulated = yes
			} {
				factor = 0
				surrender_progress = > 0.5
			} {
				factor = 0
				num_divisions = < 5
			}
		}
		name = india.400.a
		add_war_support = 0.02
	} {
		ai_chance = {
			base = 20
		}
		name = india.400.b
		RAJ = {
			transfer_state = 321
			hidden_effect = {
				remove_targeted_decision = {
					target = var:goacontroller
					decision = RAJ_border_incident_forgotten
				} {
					target = var:goacontroller
					decision = RAJ_escalate_incident_to_border_conflict_GOA
				}
				remove_decision = RAJ_port_of_goa
				clr_country_flag = raj_port_operation
			}
		}
		add_political_power = 5
	}
}
### Entity: Event
Component: kmt.146
Constructs: is_triggered_only, ai_chance, has_war, add_political_power, create_wargoal, take_state_focus
Source: game
File: events/r56_KMT_events.txt

Code:
country_event = {
	id = kmt.146
	title = kmt.146.t
	desc = {
		text = kmt.146.d_1
		trigger = {
			tag = event_target:TAG_someone_trying_to_steal_trade_port_from_us
		}
	} {
		text = kmt.146.d_2
		trigger = {
			tag = event_target:TAG_trying_to_get_the_port
		}
	}
	immediate = {
		event_target:TAG_trying_to_get_the_port = {
			transfer_state = event_target:STATE_OF_THE_PORT
		}
	}
	picture = GFX_report_event_pla_in_beijing
	is_triggered_only = yes
	option = {
		name = kmt.146.a
		trigger = {
			tag = event_target:TAG_someone_trying_to_steal_trade_port_from_us
		}
		create_wargoal = {
			target = event_target:TAG_trying_to_get_the_port
			type = take_state_focus
			expire = 0
		}
	} {
		name = kmt.146.b
		trigger = {
			tag = event_target:TAG_someone_trying_to_steal_trade_port_from_us
		}
		ai_chance = {
			base = 10
			modifier = {
				has_war = yes
				factor = 95
			}
		}
		add_political_power = -10
	} {
		name = kmt.146.c
		trigger = {
			tag = event_target:TAG_trying_to_get_the_port
		}
	}
}
### Entity: Character
Component: charismatic_dictator
Constructs: war_support_factor, mobilization_speed, force_build_armies
Source: game
File: common/country_leader/r56_traits.txt

Code:
charismatic_dictator = {
	random = no
	war_stability_factor = 0.1
	war_support_factor = 0.1
	mobilization_speed = 0.1
	justify_war_goal_time = -0.2
	ai_will_do = {
		base = 1
	}
	ai_strategy = {
		type = force_build_armies
		value = 10
	}
}
### Entity: Idea
Component: SWE_swedish_disarmament_idea
Constructs: has_war
Source: game
File: common/ideas/r56_sweden.txt

Code:
SWE_swedish_disarmament_idea = {
	picture = SWE_svensk_nedrustning_icon
	allowed = {
		always = no
	}
	cancel = {
		has_war = yes
	}
	modifier = {
		conversion_cost_civ_to_mil_factor = 0.4
		production_speed_arms_factory_factor = -0.4
		production_speed_naval_base_factor = -0.4
		custom_modifier_tooltip = SWE_svensk_nedrustning_recruitment_tooltip_tt
	}
}
### Entity: National Focus
Tree: lux_focus
Component: LUX_demonstrate_our_will
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/r56_luxembourg.txt

Code:
focus = {
	id = LUX_demonstrate_our_will
	icon = GFX_goal_LUX_demonstrate_our_will
	cost = 5
	x = -2
	y = 1
	relative_position_id = LUX_policy_of_free_hands
	prerequisite = {
		focus = LUX_policy_of_free_hands LUX_begin_rearmament
	}
	completion_reward = {
		add_ideas = r56_LUX_motto
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_HISTORICAL
	}
}
### Entity: National Focus
Tree: cin_focus
Component: CIN_mountanieer_people
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/chechnya.txt

Code:
focus = {
	id = CIN_mountanieer_people
	icon = GFX_focus_GRE_a_land_of_mountains
	prerequisite = {
		focus = CIN_army_reform
	}
	x = -1
	y = 1
	relative_position_id = CIN_army_reform
	cost = 5
	ai_will_do = {
		factor = 300
	}
	completion_reward = {
		army_experience = 10
		add_ideas = CIN_mountain_warriors
	}
}
### Entity: Character
Component: CHL_manuel_panguilef
Constructs: has_completed_focus
Source: game
File: common/characters/CHL.txt

Code:
CHL_manuel_panguilef = {
	name = CHL_manuel_panguilef
	portraits = {
		civilian = {
			small = GFX_portrait_CHL_manuel_panguilef_small
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = CHL_manuel_panguilef
		allowed = {
			original_tag = CHL
		}
		available = {
			OR = {
				has_completed_focus = CHL_address_the_mapuche_conflict CHL_mapuche_reconcilliation_campaigns CHL_strike_a_deal_with_the_mapuche
			}
		}
		visible = {
			OR = {
				has_completed_focus = CHL_address_the_mapuche_conflict CHL_mapuche_reconcilliation_campaigns CHL_strike_a_deal_with_the_mapuche
			}
		}
		traits = {
			JUNO_mapuche_traditionalist
		}
	}
}
### Entity: Character
Component: YUN_lu_han
Source: game
File: common/characters/Warlords_China.txt

Code:
YUN_lu_han = {
	name = YUN_lu_han
	portraits = {
		army = {
			small = GFX_portrait_YUN_lu_han_small
			large = GFX_portrait_YUN_lu_han
		}
	}
	advisor = {
		slot = air_chief
		idea_token = YUN_lu_han
		allowed = {
			original_tag = YUN
		}
		traits = {
			air_chief_night_operations_2
		}
		cost = 100
		ai_will_do = {
			base = 1.0
		}
	}
	corps_commander = {
		traits = {
			YUN_dubious_loyalty organizer
		}
		skill = 3
		attack_skill = 4
		defense_skill = 2
		planning_skill = 1
		logistics_skill = 3
		legacy_id = -1
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_unite_west_slavia
Constructs: prerequisite, limit, completion_reward, is_subject_of, is_core_of, is_owned_by, is_ai, every_character
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_unite_west_slavia
	icon = GFX_goal_generic_more_territorial_claims
	prerequisite = {
		focus = POL_king_of_bohemia
	} {
		focus = POL_habsburg_monarchist_militants
	}
	relative_position_id = POL_king_of_bohemia
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2.5
	}
	available = {
		OR = {
			CZE = {
				is_subject_of = ROOT
			}
			AND = {
				all_state = {
					OR = {
						NOT = {
							is_core_of = CZE
						}
						is_owned_by = ROOT
					}
				}
				core_compliance = {
					occupied_country_tag = CZE
					value = > 50
				}
			}
		}
	}
	bypass = {

	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		if = {
			limit = {
				CZE = {
					exists = yes
					is_ai = yes
				}
			}
			CZE = {
				every_character = {
					limit = {
						OR = {
							is_corps_commander = yes
							is_navy_leader = yes
							is_field_marshal = yes
						}
						has_unit_leader_flag = POL_monarchy_sympathies_flag
					}
					set_nationality = POL
				}
			}
			annex_country = {
				target = CZE
				transfer_troops = yes
			}
		}
		else_if = {
			limit = {
				CZE = {
					exists = yes
					is_ai = no
				}
			}
			CZE = {
				country_event = {
					id = poland.15
					days = 1
				}
			}
		}
		hidden_effect = {
			every_state = {
				limit = {
					OR = {
						is_core_of = CZE SLO
					}
				}
				add_core_of = POL
			}
		}
		custom_effect_tooltip = form_country_czechoslovakia_coring_states_tt
	}
}
### Entity: Scripted Effect
Component: EAI_LEND_LEASE_cancel_target
Constructs: limit, has_country_flag, is_in_array, clr_country_flag, remove_from_array, set_temp_variable
Source: game
File: common/scripted_effects/EAI_COUNTRY_lend_lease_effects.txt

Code:
EAI_LEND_LEASE_cancel_target = {
	if = {
		limit = {
			is_in_array = {
				array = PREV.EAI_lend_lease_targets
				value = THIS.id
			}
		}
		clr_country_flag = EAI_lend_lease_from_@PREV
		for_each_loop = {
			array = PREV.EAI_lend_lease_targets
			var:v = {
				if = {
					limit = {
						tag = PREV
					}
					remove_from_array = {
						array = PREV.PREV.EAI_lend_lease_targets
						index = i
					}
					set_temp_variable = {
						break = 1
					}
				}
			}
		}
		set_temp_variable = {
			break = 0
		} {
			log_ended_lendlease = 1
		}
		if = {
			limit = {
				PREV = {
					has_country_flag = EAI_lend_lease_logging
				}
			}
			log = [GetYear] [GetMonth] | AI | [Prev.GetName] | LEND-LEASE: cancelled target [This.GetName]
		}
	}
}
### Entity: Event
Component: austria.103
Constructs: is_triggered_only, add_power_balance_modifier
Source: game
File: events/Austria.txt

Code:
country_event = {
	id = austria.103
	title = austria.103.t
	desc = austria.103.d
	picture = GFX_report_event_AUS_heimwehr_march
	is_triggered_only = yes
	option = {
		name = austria.103.a
		add_power_balance_modifier = {
			id = AUS_heimwehr_power_balance
			modifier = AUS_heimwehr_power_rising
		}
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_multipurpose_tanks
Constructs: prerequisite, limit, completion_reward, is_power_balance_in_range, cancel_if_invalid, add_tech_bonus, random_owned_controlled_state, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/switzerland.txt

Code:
focus = {
	id = SWI_multipurpose_tanks
	icon = GFX_focus_generic_tankette
	prerequisite = {
		focus = SWI_plains_warfare
	}
	relative_position_id = SWI_plains_warfare
	mutually_exclusive = {
		focus = SWI_rolling_fortresses
	}
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		democratic = < 0.8
		fascism = < 0.2
		is_power_balance_in_range = {
			id = SWI_centralization_bop
			range = < SWI_centralization_bop_very_council
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
	cancel_if_invalid = no
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		army_experience = 150
		add_tech_bonus = {
			name = SWI_multipurpose_tanks
			category = armor
			bonus = 0.5
			uses = 4
		}
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 2
				instant_build = yes
			}
		}
	}
}
### Entity: Character
Component: navy_screen_3
Source: game
File: common/country_leader/00_traits.txt

Code:
navy_screen_3 = {
	sprite = 3
	navy_screen_attack_factor = 0.15
	navy_screen_defence_factor = 0.2
	command_cap_increase = @tier3_cp_cap_increase
	command_power = @tier3_cp_cost
	ai_will_do = {
		factor = @navy_command_factor_3
		modifier = {
			factor = 0
			command_power = < @tier3_cp_cost
		}
	}
}
### Entity: Idea
Component: MAN_low_legitimacy_22
Constructs: stability_factor, war_support_factor, removal_cost
Source: game
File: common/ideas/r56_man_ideas.txt

Code:
MAN_low_legitimacy_22 = {
	name = MAN_low_legitimacy
	allowed = {
		always = no
	}
	allowed_civil_war = {
		original_tag = MAN
	}
	removal_cost = -1
	picture = man_low_legitimacy4
	modifier = {
		army_morale_factor = -0.1
		army_org_factor = -0.1
		political_power_cost = 0.1
		stability_factor = -0.2
		war_support_factor = -0.2
	}
}
### Entity: Shared Focus
Component: BALTIC_natural_resources
Constructs: shared_focus, prerequisite, limit, completion_reward, cancel_if_invalid, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/baltic_shared.txt

Code:
shared_focus = {
	id = BALTIC_natural_resources
	dynamic = yes
	icon = {
		GFX_goal_generic_oil_refinery = {
			original_tag = EST
		}
		GFX_focus_generic_agricultural_subsidies = {
			original_tag = LIT
		}
		GFX_focus_generic_steel = {
			original_tag = LAT
		} yes
	}
	prerequisite = {
		focus = BALTIC_modernize_industry
	}
	x = 3
	y = 1
	relative_position_id = BALTIC_modernize_industry
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		if = {
			limit = {
				original_tag = LIT
			}
			swap_ideas = {
				remove_idea = LIT_invested_in_farms
				add_idea = LIT_invested_in_farms_1
			}
		}
		else_if = {
			limit = {
				original_tag = LAT
			}
			190 = {
				add_resource = {
					type = steel
					amount = 16
				}
			}
		} {
			limit = {
				original_tag = EST
			}
			13 = {
				add_resource = {
					type = oil
					amount = 8
				}
			}
		}
	}
}
### Entity: Idea
Component: CZE_zbrojovka_brno
Constructs: limit, has_war_with, has_country_flag, has_dlc, has_global_flag, research_bonus
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_zbrojovka_brno = {
	picture = generic_infantry_equipment_manufacturer_3
	allowed = {
		OR = {
			original_tag = CZE
			tag = RKH
			AND = {
				has_dlc = Peace For Our Time
				original_tag = ETH
			}
		}
	}
	visible = {
		OR = {
			original_tag = CZE
			AND = {
				original_tag = ETH
				has_country_flag = CZE_zbrojovka_brno_is_smuggling_guns_in
				has_global_flag = second_italo_ethiopian_war_flag
			}
		}
	}
	available = {
		if = {
			limit = {
				original_tag = ETH
			}
			has_global_flag = second_italo_ethiopian_war_flag
			NOT = {
				has_war_with = CZE
			}
		}
	}
	research_bonus = {
		infantry_weapons = 0.15
	}
	traits = {
		infantry_equipment_manufacturer
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: india.4331
Constructs: is_triggered_only, ai_chance, set_variable, add_extra_state_shared_building_slots, add_building_construction, random_list
Source: game
File: events/India.txt

Code:
country_event = {
	id = india.4331
	title = india.4331.t
	desc = india.4331.desc
	picture = GFX_report_event_picture_RAJ_AIML_INC_Conference
	is_triggered_only = yes
	immediate = {
		set_variable = {
			current_state = 437
		}
	} {
		var:current_state = {
			set_variable = {
				temp_calc_chance = 100
			}
			subtract_from_variable = {
				temp_calc_chance = voting_chance
			}
		}
	}
	option = {
		ai_chance = {
			base = 20
		}
		name = india.4331.a
		433 = {
			prince_integration = yes
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		var:current_state = {
			random_list = {
				0 = {
					modifier = {
						add = var:temp_calc_chance
						always = yes
					}
					RAJ = {
						country_event = {
							id = india.4370
							hours = 48
						}
					}
				} {
					modifier = {
						add = var:voting_chance
						always = yes
					}
					RAJ = {
						country_event = {
							id = india.4371
							hours = 48
						}
					}
				}
			}
		}
	}
}
### Entity: Country History
Country: SPR
Component: SPR_misc
Constructs: recruit_character, every_owned_state, limit, add_ideas, remove_ideas, set_technology, add_political_power, has_dlc
Source: game
File: history/countries/SPR - Spain.txt

Code:
# Misc for SPR
capital = 41
if = {
	limit = {
		has_dlc = Man the Guns
	}
	set_naval_oob = SPR_1936_naval_mtg
	else = {
		set_naval_oob = SPR_1936_naval_legacy
	}
}
{
	limit = {
		has_dlc = By Blood Alone
	}
	set_air_oob = SPR_1936_air_bba
	else = {
		set_air_oob = SPR_1936_air_legacy
	}
}
{
	limit = {
		NOT = {
			has_dlc = La Resistance
		}
	}
	recruit_character = SPR_niceto_alcala_zamora SPR_jose_diaz SPR_alejandro_lerroux SPA_francisco_franco SPR_jose_asensio_torrado SPA_ricardo_rada SPR_diego_hidalgo_duran SPA_luis_carrero_blanco SPA_joaquin_garcia_morato SPR_andres_saborit_colomer SPA_miguel_cabanellas SPR_jose_miaja SPA_juan_yague SPA_emilio_esteban_infantes SPA_salvador_moreno_fernandez SPR_vicente_rojo_lluch SPR_miguel_buiza_fernandez_palacios SPA_jose_enrique_varela SPA_fransisco_moreno_fernandez SPR_luis_gonzalez_de_ubieta SPA_emilio_herrera SPR_carlos_masquelet_lacaci SPR_indalecio_prieto_tuero SPA_angel_salas_larrazabal SPA_agustin_munoz_grandes SPR_ignacio_hidalgo_de_cisneros SPR_andres_garcia_la_calle SPA_emilio_mola SPA_alfredo_kindelan_duany SPR_antonio_azarola_y_gresillon SPR_nicolas_molero SPR_dolores_ibarruri SPR_diego_martinez_barrio SPR_augusto_barcia_trelles SPR_francisco_largo_caballero SPA_karl_pius_von_habsburg SPR_manuel_azana
	set_popularities = {
		democratic = 47
		fascism = 46
		communism = 7
	}
}
{
	limit = {
		has_dlc = Battle for the Bosporus
	}
	set_technology = {
		camelry = 1
	}
}
{
	limit = {
		has_dlc = La Resistance
	}
	every_owned_state = {
		limit = {
			NOT = {
				state = 177 178 290 699 783 297
			}
		}
		set_variable = {
			var = SPA_garrison_control
			value = 1
		}
		SPA_garrison_control_cost_calculation = yes
	}
	set_popularities = {
		democratic = 41
		fascism = 37
		communism = 7
		neutrality = 15
	}
	create_dynamic_country = {
		original_tag = SPR
		set_country_flag = SPR_nationalist_spain_flag
		set_politics = {
			ruling_party = neutrality
		}
		set_cosmetic_tag = SPR_nationalist_spain
		set_research_slots = 3
		reserve_dynamic_country = yes
	} {
		original_tag = SPR
		set_country_flag = SPR_carlist_spain_flag
		set_politics = {
			ruling_party = neutrality
		}
		set_cosmetic_tag = SPR_carlist_spain
		set_research_slots = 3
		reserve_dynamic_country = yes
	} {
		original_tag = SPR
		set_country_flag = SPR_anarchist_spain_flag
		set_politics = {
			ruling_party = neutrality
		}
		set_cosmetic_tag = SPR_ana
# ... (truncated)