Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Military Industrial Organization
Component: ITA_ansaldo_train_organization
Constructs: has_completed_focus, production_bonus, add_trait, equipment_bonus, maximum_speed
Source: game
File: common/military_industrial_organization/organizations/ITA_organization.txt

Code:
ITA_ansaldo_train_organization = {
	include = generic_train_organization
	icon = GFX_idea_AUS_ansaldo
	allowed = {
		original_tag = ITA
	}
	equipment_type = {
		train_equipment railway_gun_equipment support_equipment armor
	}
	research_categories = {
		train_tech support_tech
	}
	tree_header_text = {
		text = mio_header_tank_production
		x = 0.11
	} {
		text = mio_header_design_and_production
		x = 5
	} {
		text = mio_header_support
		x = 2
	} {
		text = mio_header_weapons
		x = 8
	}
	initial_trait = {
		name = generic_mio_initial_trait_generic_train_manufacturer
		limit_to_equipment_type = {
			train_equipment
		}
		production_bonus = {
			production_efficiency_cap_factor = 0.03
		}
		organization_modifier = {
			military_industrial_organization_research_bonus = 0
		}
	}
	override_trait = {
		token = generic_mio_trait_material_improvements
		position = {
			x = 4
			y = 0
		}
	} {
		token = generic_mio_trait_joint_stock_scheme
		position = {
			x = 6
			y = 0
		}
	}
	add_trait = {
		token = generic_mio_trait_compulsory_tank_designer
		name = generic_mio_trait_compulsory_tank_designer
		icon = GFX_generic_mio_department_icon_tank_general_production
		special_trait_background = yes
		position = {
			x = 0
			y = 0
		}
		visible = {
			FROM = {
				original_tag = ITA
			}
		}
		available = {
			FROM = {
				has_completed_focus = ITA_self_propelled_guns
			}
		}
		limit_to_equipment_type = {
			armor
		}
		equipment_bonus = {
			maximum_speed = 0.05
			reliability = -0.05
			armor_value = 0.05
		}
		production_bonus = {
			production_efficiency_gain_factor = 0.02
		}
	} {
		token = generic_mio_trait_off_the_board_designs
		name = generic_mio_trait_off_the_board_designs
		icon = GFX_generic_mio_department_icon_tank_general_line_efficiency
		special_trait_background = yes
		position = {
			x = 0
			y = 1
		}
		relative_position_id = generic_mio_trait_compulsory_tank_designer
		visible = {
			FROM = {
				original_tag = ITA
			}
		}
		all_parents = {
			generic_mio_trait_compulsory_tank_designer
		}
		limit_to_equipment_type = {
			armor
		}
		production_bonus = {
			production_capacity_factor = 0.03
			production_efficiency_gain_factor = 0.03
		}
	} {
		token = generic_mio_trait_armor_improvements
		name = generic_mio_trait_armor_improvements
		icon = GFX_generic_mio_department_icon_tank_general_armor
		special_trait_background = yes
		position = {
			x = 0
			y 
# ... (truncated)
### Entity: Event
Component: WW_hungary.101
Constructs: is_triggered_only, ai_chance, add_war_support, fire_only_once, create_wargoal, take_state
Source: game
File: events/WUW_Hungary.txt

Code:
country_event = {
	id = WW_hungary.101
	title = WW_hungary.101.t
	desc = WW_hungary.101.desc
	picture = GFX_report_event_hungary_parliament
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = WW_hungary.101.a
		ai_chance = {
			factor = 80
		}
		create_wargoal = {
			type = take_state
			target = FROM
			generator = {
				76
			}
		}
	} {
		name = WW_hungary.101.b
		ai_chance = {
			factor = 20
		}
		add_war_support = -0.02
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_rebuild_the_far_eastern_fleet
Constructs: prerequisite, limit, completion_reward, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_rebuild_the_far_eastern_fleet
	icon = GFX_SOV_rebuild_the_far_eastern_fleet_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_pacify_the_rim
	}
	x = 0
	y = 1
	relative_position_id = SOV_pacify_the_rim
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_NAVY_XP
	}
	completion_reward = {
		navy_experience = 10
		408 = {
			if = {
				limit = {
					free_building_slots = {
						building = dockyard
						size = > 3
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 4
				add_building_construction = {
					type = dockyard
					level = 4
					instant_build = yes
				}
			}
		}
		409 = {
			if = {
				limit = {
					free_building_slots = {
						building = dockyard
						size = > 1
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 2
				add_building_construction = {
					type = dockyard
					level = 2
					instant_build = yes
				}
			}
		}
		637 = {
			if = {
				limit = {
					free_building_slots = {
						building = dockyard
						size = > 1
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = dockyard
					level = 1
					instant_build = yes
				}
			}
		}
	}
}
### Entity: Idea
Component: JAP_hitachi_zosen
Constructs: research_bonus, transport_capacity
Source: game
File: common/ideas/r56_japan.txt

Code:
JAP_hitachi_zosen = {
	picture = generic_naval_manufacturer_3
	allowed = {
		original_tag = JAP
	}
	available = {

	}
	research_bonus = {
		naval_equipment = 0.15
		r56_marines_infantry_tech = 0.1
	}
	traits = {
		landing_craft_manufacturer
	}
	modifier = {
		transport_capacity = -0.15
		naval_invasion_capacity = 5
	}
}
### Entity: National Focus
Tree: kor_focus
Component: KOR_supervize_equipment_production
Constructs: prerequisite, limit, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/korea.txt

Code:
focus = {
	id = KOR_supervize_equipment_production
	icon = GFX_goal_generic_construct_mil_factory
	prerequisite = {
		focus = KOR_army_reform
	}
	relative_position_id = KOR_army_reform
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = yes
	completion_reward = {
		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
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Character
Component: CHI_jiang_guangnai
Constructs: has_completed_focus
Source: game
File: common/characters/CHI.txt

Code:
CHI_jiang_guangnai = {
	name = CHI_jiang_guangnai
	portraits = {
		army = {
			large = GFX_portrait_CHI_jiang_guangnai
			small = GFX_portrait_CHI_jiang_guangnai_military_small
		}
		civilian = {
			small = GFX_portrait_CHI_jiang_guangnai_civilian_small
		}
	}
	corps_commander = {
		visible = {
			has_completed_focus = CHI_revive_the_chinese_action_committee
		}
		skill = 3
		attack_skill = 3
		defense_skill = 3
		planning_skill = 2
		logistics_skill = 2
		legacy_id = -1
	}
}
### Entity: Idea
Component: PHI_struggle_conference_idea
Constructs: removal_cost
Source: game
File: common/ideas/philippines.txt

Code:
PHI_struggle_conference_idea = {
	picture = generic_conference
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	modifier = {
		army_org_factor = 0.1
		army_org_regain = 0.15
		resistance_growth = -0.25
	}
}
### Entity: AI Strategy
Component: JAP_satisfy_navy_dockyards_construction
Constructs: has_active_mission, build_building
Source: game
File: common/ai_strategy/JAP.txt

Code:
JAP_satisfy_navy_dockyards_construction = {
	allowed = {
		original_tag = JAP
	}
	enable = {
		has_active_mission = JAP_naval_faction_demands_dockyards
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = build_building
		id = dockyard
		value = 100
	}
}
### Entity: Unit Leader
Component: 6
Source: game
File: common/unit_leader/00_defense_skills.txt

Code:
6 = {
	cost = 3200
	type = field_marshal
	modifier = {
		defence = 0.15
	}
}
### Entity: Character
Component: ARM_hovhannes_bagramyan
Source: game
File: common/characters/ARM.txt

Code:
ARM_hovhannes_bagramyan = {
	name = ARM_hovhannes_bagramyan
	portraits = {
		army = {
			large = gfx/leaders/Europe/portrait_europe_generic_land_9.dds
			small = gfx/interface/ideas/idea_europe_generic_land_9.dds
		}
	}
	advisor = {
		cost = 100
		slot = army_chief
		idea_token = ARM_hovhannes_bagramyan_chief
		ledger = army
		allowed = {
			original_tag = ARM
		}
		available = {

		}
		traits = {
			army_chief_maneuver_2
		}
	} {
		cost = 100
		slot = high_command
		idea_token = ARM_hovhannes_bagramyan_army
		ledger = army
		allowed = {
			original_tag = ARM
		}
		available = {

		}
		traits = {
			army_cavalry_2
		}
	} {
		cost = 100
		slot = theorist
		idea_token = ARM_hovhannes_bagramyan_theorist
		ledger = army
		allowed = {
			original_tag = ARM
		}
		available = {

		}
		traits = {
			military_theorist
		}
	}
	corps_commander = {
		traits = {
			cavalry_leader career_officer unpopular
		}
		skill = 2
		attack_skill = 3
		defense_skill = 1
		planning_skill = 1
		logistics_skill = 2
		legacy_id = -1
	}
}
### Entity: Scripted Effect
Component: bba_get_fighter_ITA_effect
Constructs: add_equipment_to_stockpile, limit, has_country_flag, has_tech, create_equipment_variant, allow_without_tech, set_country_flag
Source: game
File: common/scripted_effects/00_scripted_effects.txt

Code:
bba_get_fighter_ITA_effect = {
	if = {
		limit = {
			ITA = {
				NOT = {
					has_tech = improved_small_airframe
				}
			}
		}
		add_equipment_to_stockpile = {
			type = small_plane_airframe_0
			producer = ITA
			amount = fighter_buy_amount
			variant_name = CR.32
		}
	}
	else_if = {
		limit = {
			ITA = {
				has_tech = improved_small_airframe
				NOT = {
					has_tech = advanced_small_airframe
				}
			}
		}
		if = {
			limit = {
				ITA = {
					NOT = {
						has_country_flag = ITA_improved_export_fighter_template
					}
				}
			}
			ITA = {
				create_equipment_variant = {
					name = Re.2000
					type = small_plane_airframe_2
					allow_without_tech = yes
					modules = {
						fixed_main_weapon_slot = heavy_mg_2x
						fixed_auxiliary_weapon_slot_1 = empty
						engine_type_slot = engine_2_1x
						special_type_slot_1 = fuel_tanks_small
					}
				}
				set_country_flag = ITA_improved_export_fighter_template
			}
		}
		add_equipment_to_stockpile = {
			type = small_plane_airframe_2
			producer = ITA
			amount = fighter_buy_amount
			variant_name = Re.2000
		}
	} {
		limit = {
			ITA = {
				has_tech = advanced_small_airframe
			}
		}
		if = {
			limit = {
				ITA = {
					NOT = {
						has_country_flag = ITA_advanced_export_fighter_template
					}
				}
			}
			ITA = {
				create_equipment_variant = {
					name = Re.2005
					type = small_plane_airframe_3
					allow_without_tech = yes
					modules = {
						fixed_main_weapon_slot = heavy_mg_2x
						fixed_auxiliary_weapon_slot_1 = aircraft_cannon_1_2x
						fixed_auxiliary_weapon_slot_2 = aircraft_cannon_1_1x
						engine_type_slot = engine_4_1x
						special_type_slot_1 = drop_tanks
					}
					icon = GFX_ITA_fighter3_medium
				}
				set_country_flag = ITA_advanced_export_fighter_template
			}
		}
		add_equipment_to_stockpile = {
			type = small_plane_airframe_3
			producer = ITA
			amount = fighter_buy_amount
			variant_name = Re.2005
		}
	}
}
### Entity: Idea
Component: TUR_rearmament_scheme
Constructs: removal_cost
Source: game
File: common/ideas/turkey.txt

Code:
TUR_rearmament_scheme = {
	allowed = {
		original_tag = TUR
	}
	allowed_civil_war = {
		always = yes
	}
	picture = generic_license_production
	removal_cost = -1
	modifier = {
		production_speed_arms_factory_factor = 0.15
	}
}
### Entity: Idea
Component: KMT_extol_china2
Constructs: stability_factor, war_support_factor, removal_cost
Source: game
File: common/ideas/r56_china.txt

Code:
KMT_extol_china2 = {
	removal_cost = -1
	picture = generic_intel_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	cancel = {

	}
	modifier = {
		stability_factor = 0.1
		war_support_factor = 0.05
		political_power_factor = 0.05
	}
}
### Entity: AI Strategy
Component: ai_focus_naval_air_SLO
Source: game
File: common/ai_focuses/SLO.txt

Code:
ai_focus_naval_air_SLO = {
	research = {
		naval_air = 4.0
		naval_bomber = 3.0
	}
}
### Entity: Doctrine
Component: mountaineers_2
Constructs: xp_cost, has_tech, has_dlc, unlock_subunit
Source: game
File: common/doctrines/subdoctrines/special_forces/special_forces_subdoctrines.txt

Code:
mountaineers_2 = {
	track = {
		special_forces_first special_forces_second
	}
	name = SUBDOCTRINE_MOUNTAINEERS_2
	description = SUBDOCTRINE_MOUNTAINEERS_2_DESC
	icon = GFX_special_forces_mountaineers_medium
	xp_cost = 60
	xp_type = army
	xor = {
		mountaineers_1
	}
	mastery = {
		multiplier = 6
		categories = {
			category_mountaineers
		}
	}
	available = {
		has_tech = tech_mountaineers
	}
	visible = {
		has_dlc = Arms Against Tyranny
	}
	ai_will_do = {
		base = 1
		modifier = {
			factor = 25
			OR = {
				original_tag = GER SOV POL ITA BEL
			}
		}
	}
	effect = {
		unlock_subunit = rangers_support
	}
	mountaineers_special_forces_contribution_factor = -0.25
	rangers_support = {
		mountain = {
			attack = 0.1
			defence = 0.1
			movement = 0.1
		}
	}
	rewards = {
		reward_1 = {
			mastery = 60
			acclimatization_hot_climate_gain_factor = 0.1
			acclimatization_cold_climate_gain_factor = 0.1
			mountaineers = {
				forest = {
					movement = 0.05
				}
				hills = {
					movement = 0.05
				}
				mountain = {
					movement = 0.05
				}
				desert = {
					movement = 0.05
				}
			}
		}
		reward_2 = {
			mastery = 60
			category_mountaineers = {
				initiative = 0.01
			}
			unit_mountaineers_design_cost_factor = -0.5
			unit_rangers_support_design_cost_factor = -0.5
		}
		reward_3 = {
			mastery = 60
			artillery = {
				battalion_mult = {
					category = category_mountaineers
					breakthrough = 0.15
				}
			}
			rangers_support = {
				battalion_mult = {
					category = category_line_artillery
					soft_attack = 0.2
				}
			}
		}
		reward_4 = {
			mastery = 60
			mountaineers_special_forces_contribution_factor = -0.25
			category_mountaineers = {
				supply_consumption = -0.02
				max_organisation = 10
			}
		}
		reward_5 = {
			mastery = 60
			special_forces_attack_factor = 0.1
		}
	}
}
### Entity: Idea
Component: BEL_traditional_family_values_ns
Constructs: removal_cost
Source: game
File: common/ideas/belgium.txt

Code:
BEL_traditional_family_values_ns = {
	picture = BEL_traditional_family_values
	allowed = {
		original_tag = BEL
	}
	allowed_civil_war = {
		always = no
	}
	removal_cost = -1
	modifier = {
		monthly_population = 0.1
	}
}
### Entity: Scripted Effect
Component: BUL_bs_medium_loyalty_decrease_effect
Constructs: add_to_variable
Source: game
File: common/scripted_effects/BUL_scripted_effects.txt

Code:
BUL_bs_medium_loyalty_decrease_effect = {
	custom_effect_tooltip = BUL_bs_tt BUL_medium_loyalty_decrease_tt
	add_to_variable = {
		BUL_bs_loyalty = BUL_faction_medium_decrease
	}
	clamp_variable = {
		var = BUL_bs_loyalty
		min = 0
		max = 100
	}
}
### Entity: National Focus
Tree: prc_focus
Component: PRC_preemptive_strike
Constructs: prerequisite, limit, has_war_with, is_major, completion_reward, is_ally_with, cancel_if_invalid, is_literally_china_tooltip
Source: game
File: common/national_focus/china_communist_sea.txt

Code:
focus = {
	id = PRC_preemptive_strike
	icon = GFX_focus_attack_china
	prerequisite = {
		focus = PRC_consolidate_politcal_power PRC_promote_womens_suffrage PRC_a_new_central_committee
	}
	x = 2
	y = 1
	relative_position_id = PRC_consolidate_politcal_power
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		event_target:WTT_current_china_leader = {
			exists = yes
			NOT = {
				has_war_with = ROOT
				is_ally_with = ROOT
				original_tag = ROOT
			}
		}
	}
	bypass = {
		event_target:WTT_current_china_leader = {
			OR = {
				exists = no
				has_war_with = ROOT
				is_ally_with = ROOT
				original_tag = ROOT
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				any_other_country = {
					is_literally_china_tooltip = yes
					NOT = {
						is_ally_with = ROOT
					}
					is_major = yes
				}
			}
			every_other_country = {
				limit = {
					is_literally_china_tooltip = yes
					NOT = {
						is_ally_with = ROOT
					}
					is_major = yes
				}
				ROOT = {
					create_wargoal = {
						type = annex_everything
						target = PREV
					}
				}
			}
		}
		ELSE_IF = {
			limit = {
				CHI = {
					exists = yes
					NOT = {
						is_ally_with = ROOT
					}
				}
			}
			create_wargoal = {
				type = annex_everything
				target = CHI
			}
		}
	}
}
### Entity: Idea
Component: FRA_global_investments
Constructs: removal_cost
Source: game
File: common/ideas/france.txt

Code:
FRA_global_investments = {
	picture = generic_exploit_mines
	allowed = {
		original_tag = FRA
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		local_resources_factor = 0.1
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_turn_a_blind_eye
Constructs: prerequisite, completion_reward, add_to_variable
Source: game
File: common/national_focus/china_nationalist_sea.txt

Code:
focus = {
	id = CHI_turn_a_blind_eye
	icon = GFX_focus_generic_turning_a_blind_eye
	prerequisite = {
		focus = CHI_decree_the_end_to_corruption
	}
	mutually_exclusive = {
		focus = CHI_crack_down_on_illicit_goods
	}
	x = 1
	y = 1
	relative_position_id = CHI_decree_the_end_to_corruption
	cost = 5
	available = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		custom_effect_tooltip = CHI_modify_illicit_trade_tt newline_tt
		add_to_variable = {
			CHI_illicit_trade_consumer_goods = -0.15
			tooltip = consumer_goods_factor_tt
		} {
			CHI_illicit_trade_industrial_capacity_factory = -0.05
			tooltip = industrial_capacity_factory_tt
		} {
			CHI_illicit_trade_industrial_capacity_dockyard = -0.05
			tooltip = industrial_capacity_dockyard_tt
		} {
			CHI_corruption_economy_cost_factor = 0.1
			tooltip = economy_cost_factor_tt
		}
		CHI_corrupt_administration_improvement = yes
		CHI_modify_administration_modifier = yes
	}
}
### Entity: Event
Component: chile.5
Constructs: is_triggered_only, ai_chance, add_opinion_modifier, add_to_faction, add_ai_strategy
Source: game
File: events/Chile.txt

Code:
country_event = {
	id = chile.5
	title = Chile Wants to Join the Allies
	desc = The nation of Chile has requested to join the Allies in the defence of democracy worldwide. Their enthusiasm is commendable though their strength questionable.
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = Welcome them.
		add_to_faction = CHL
		CHL = {
			add_ai_strategy = {
				type = alliance
				id = ENG
				value = 200
			}
		} {
			country_event = {
				id = chile.6
			}
		}
	} {
		name = Who cares about this remote backwater nation?
		ai_chance = {
			base = 0
		}
		CHL = {
			add_opinion_modifier = {
				target = ENG
				modifier = FRA_go_with_britain_reject
			}
			CHL = {
				country_event = {
					id = chile.7
				}
			}
		}
	}
}
### Entity: Idea
Component: NAV_awt
Source: game
File: common/ideas/navarra.txt

Code:
NAV_awt = {
	ledger = air
	picture = generic_air_europe_2
	allowed = {
		original_tag = NAV
	}
	traits = {
		air_warfare_theorist
	}
}
### Entity: Character
Component: IRQ_shiite_philosopher
Constructs: research_speed_factor, stability_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
IRQ_shiite_philosopher = {
	random = no
	sprite = 13
	research_speed_factor = 0.03
	stability_factor = 0.1
}
### Entity: Idea
Component: NZL_great_depression
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/new_zealand.txt

Code:
NZL_great_depression = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_economic_crisis
	modifier = {
		political_power_cost = 0.6
		consumer_goods_factor = 0.3
		local_resources_factor = -0.2
		production_speed_buildings_factor = -0.05
	}
}
### Entity: Military Industrial Organization
Component: ITA_ansaldo_tank_organization
Constructs: production_bonus
Source: game
File: common/military_industrial_organization/organizations/ITA_organization_r56.txt

Code:
ITA_ansaldo_tank_organization = {
	name = ansaldo_tank
	include = generic_medium_tank_organization
	icon = GFX_idea_ansaldo_tank
	allowed = {
		original_tag = ITA
	}
	initial_trait = {
		name = generic_mio_initial_trait_medium_tank_designer
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
		production_bonus = {
			production_capacity_factor = 0.05
		}
	}
}
### Entity: Idea
Component: arg_economic_depresion
Constructs: industrial_capacity_factory, removal_cost
Source: game
File: common/ideas/r56_argentina.txt

Code:
arg_economic_depresion = {
	removal_cost = -1
	allowed = {
		original_tag = ARG
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	picture = great_depression
	modifier = {
		consumer_goods_factor = 0.3
		industrial_capacity_factory = -0.15
	}
}
### Entity: Decision
Component: crisis
Constructs: limit, has_government, has_country_flag, add_stability, has_civil_war, has_idea, complete_effect, has_stability
Source: game
File: common/decisions/stability_war_support.txt

Code:
crisis = {
	draft_dodging = {
		icon = generic_civil_support
		allowed = {
			always = yes
		}
		available = {
			OR = {
				has_civil_war = yes
				has_country_flag = crisis_in_progress
			} {
				has_idea = draft_dodging draft_dodging_2 draft_dodging_3
			}
			NOT = {
				has_country_flag = crisis_solution_in_progress
			}
		}
		cost = 0
		ai_will_do = {
			factor = 1
		}
		visible = {
			OR = {
				has_civil_war = yes
				has_country_flag = crisis_in_progress
			} {
				has_idea = draft_dodging draft_dodging_2 draft_dodging_3
			}
			NOT = {
				has_country_flag = crisis_solution_in_progress
			}
		}
		complete_effect = {
			country_event = stability.21
		}
	}
	strikes_1 = {
		icon = generic_civil_support
		allowed = {
			always = yes
		}
		available = {
			OR = {
				has_civil_war = yes
				has_country_flag = crisis_in_progress
			} {
				has_idea = strikes_1 strikes_2 strikes_3
			}
			NOT = {
				has_country_flag = crisis_solution_in_progress
			}
		}
		cost = 0
		ai_will_do = {
			factor = 1
			modifier = {
				has_idea = strikes_3
				factor = 500
			}
		}
		visible = {
			OR = {
				has_idea = strikes_1 strikes_2 strikes_3
			} {
				has_country_flag = crisis_in_progress
				has_civil_war = yes
			}
			NOT = {
				has_country_flag = crisis_solution_in_progress
			}
		}
		complete_effect = {
			country_event = stability.22
		}
	}
	draft_dodging_mission = {
		icon = generic_civil_support
		available = {
			NOT = {
				OR = {
					has_idea = draft_dodging draft_dodging_2 draft_dodging_3
				}
			}
		}
		days_mission_timeout = 90
		activation = {
			OR = {
				has_idea = draft_dodging draft_dodging_2 draft_dodging_3
			}
		}
		visible = {
			OR = {
				has_idea = draft_dodging draft_dodging_2 draft_dodging_3
			}
		}
		complete_effect = {

		}
		timeout_effect = {
			if = {
				limit = {
					has_idea = draft_dodging_3
					has_stability = < 0.21
					NOT = {
						has_government = communism
					}
				}
				start_civil_war = {
					ideology = communism
				}
			} {
				limit = {
					has_idea = draft_dodging_3
					has_stability = < 0.21
					has_government = communism
				}
				start_civil_war = {
					ideology = democratic
				}
			} {
				limit = {
					has_idea = draft_dodging_3
					has_stability = < 0.41
					NOT = {
						has_government = communism
					}
				}
				add_popularity = {
					ideology = communism
					popularity = 0.1
				}
			} {
	
# ... (truncated)