Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: jap_focus
Component: JAP_extensive_army_maneuvers
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_timed_idea
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_extensive_army_maneuvers
	icon = GFX_focus_SOV_builder_of_the_red_army
	x = -2
	y = 1
	relative_position_id = JAP_socialism_in_one_state
	prerequisite = {
		focus = JAP_socialism_in_one_state
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_ARMY_XP
	}
	completion_reward = {
		army_experience = 50
		custom_effect_tooltip = generic_skip_one_line_tt
		add_timed_idea = {
			idea = JAP_anti_kwantung_army_maneuvers_idea
			days = 365
		}
	}
}
### Entity: Idea
Component: BUL_bulgarian_army_02
Constructs: removal_cost
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_bulgarian_army_02 = {
	picture = generic_reserve_divisions
	name = BUL_bulgarian_army_01
	allowed = {
		original_tag = BUL
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		experience_gain_navy_factor = 0.1
		experience_gain_army_factor = 0.1
		army_leader_cost_factor = -0.2
	}
}
### Entity: Scripted Effect
Component: den_calculate_stratas
Source: game
File: common/scripted_effects/r56_danish_scripted_effects.txt

Code:
den_calculate_stratas = {
	clamp_variable = {
		var = den_upper_influence
		min = 0
		max = 100
	} {
		var = den_upper_loyalty
		min = 0
		max = 100
	} {
		var = den_middle_influence
		min = 0
		max = 100
	} {
		var = den_middle_loyalty
		min = 0
		max = 100
	} {
		var = den_lower_influence
		min = 0
		max = 100
	} {
		var = den_lower_loyalty
		min = 0
		max = 100
	}
	den_calculate_lower = yes
	den_calculate_middle = yes
	den_calculate_upper = yes
	den_calculate_eqilibirum = yes
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_utilising_our_terrain
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_utilising_our_terrain
	icon = GFX_goal_generic_position_armies
	prerequisite = {
		focus = TUR_embrace_military_tradition
	}
	x = 1
	y = 1
	relative_position_id = TUR_embrace_military_tradition
	cost = 10
	ai_will_do = {
		base = 10
	}
	completion_reward = {
		add_tech_bonus = {
			name = TUR_utilising_our_terrain
			bonus = 1.0
			uses = 2
			technology = tech_mountaineers tech_mountaineers2
		} {
			name = TUR_utilising_our_terrain
			bonus = 1.0
			uses = 1
			category = engineers_tech
		}
	}
}
### Entity: Event
Component: ww_BEL_event_war.10
Constructs: is_triggered_only, limit, random_country, has_war_with, fire_only_once
Source: game
File: events/WUW_Belgium.txt

Code:
country_event = {
	id = ww_BEL_event_war.10
	title = ww_BEL_event_war.10.t
	desc = ww_BEL_event_war.10.desc
	picture = GFX_report_event_polish_tanks_01
	fire_only_once = no
	is_triggered_only = yes
	option = {
		name = ww_BEL_event_war.10.a
		random_country = {
			limit = {
				original_tag = FRA
				has_war_with = ROOT
			}
			country_event = {
				id = ww_BEL_event_war.8
				hours = 6
			}
		}
	} {
		name = ww_BEL_event_war.10.b
	}
}
### Entity: Wiki Documentation
Construct: Army_Commanders
Source: wiki
File: wiki/Commander.html

Doc:
Army Commanders[edit]
Army commanders can either be generals or field marshals. A general can command 12 divisions without any penalty while field marshals can command unlimited amount of divisions without penalty. Generals and field marshals can have up to 5 traits which they can earn by doing various task like a general that lead alot of battles against fortified provinces may learn the fortress buster trait. Each trait have a progress which is assumed to work similar to experience for skill levels, as soon as a trait reach 100% progress the trait is learned. A general can be promoted to a field marshal at the cost of one skill level and loss of all traits but the negative old guard trait.
### Entity: Character
Component: SIA_flexible_communist_r56
Source: game
File: common/country_leader/r56_traits.txt

Code:
SIA_flexible_communist_r56 = {
	random = no
	sprite = 13
	drift_defence_factor = 0.25
	faction_trade_opinion_factor = 0.1
	opinion_gain_monthly_same_ideology = 5
}
### Entity: Idea
Component: BUL_elites_crushed
Constructs: removal_cost
Source: game
File: common/ideas/bulgaria.txt

Code:
BUL_elites_crushed = {
	picture = SPR_class_war
	allowed = {
		original_tag = BUL
	}
	allowed_civil_war = {
		tag = BUL
	}
	removal_cost = -1
	modifier = {
		political_power_factor = -0.2
		military_leader_cost_factor = 0.2
		political_advisor_cost_factor = 0.2
	}
}
### Entity: National Focus
Tree: gua_focus
Component: GUA_fortress_of_the_isthmus
Constructs: prerequisite, completion_reward, is_fully_controlled_by, add_building_construction, add_timed_idea
Source: game
File: common/national_focus/guatemala.txt

Code:
focus = {
	id = GUA_fortress_of_the_isthmus
	icon = GFX_focus_generic_coastal_fort
	prerequisite = {
		focus = GUA_divert_our_trade GUA_the_base_of_north_american_operations
	}
	x = 1
	y = 1
	relative_position_id = GUA_divert_our_trade
	cost = 8
	ai_will_do = {
		factor = 10
	}
	available = {
		313 = {
			is_fully_controlled_by = ROOT
		}
	}
	completion_reward = {
		313 = {
			add_building_construction = {
				type = bunker
				level = 2
				province = 10886
				instant_build = yes
			} {
				type = bunker
				level = 1
				province = 10842
				instant_build = yes
			} {
				type = bunker
				level = 2
				province = 13256
				instant_build = yes
			} {
				type = coastal_bunker
				level = 1
				province = 13256
				instant_build = yes
			}
		}
		add_timed_idea = {
			idea = BRM_fortification_effort_idea
			days = 365
		}
	}
}
### Entity: National Focus
Tree: ast_focus
Component: AST_from_picket_line_to_front_line
Constructs: prerequisite, limit, add_war_support, completion_reward, has_dynamic_modifier, add_to_variable, add_popularity
Source: game
File: common/national_focus/australia_taog.txt

Code:
focus = {
	id = AST_from_picket_line_to_front_line
	icon = GFX_focus_AST_from_picket_line_to_front_line
	prerequisite = {
		focus = AST_workers_defence_corps_sparks_anew
	}
	mutually_exclusive = {

	}
	relative_position_id = AST_workers_defence_corps_sparks_anew
	overlay = GFX_focus_fast_overlay_conscription
	dynamic = yes
	x = 1
	y = 1
	cost = 10
	available = {
		communism = > 0.3
	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = AST_conscription_law_so_far generic_skip_one_line_tt
		hidden_effect = {
			AST_conscription_level_scripted_effect = yes
		}
		if = {
			limit = {
				has_dynamic_modifier = AST_imperial_pressure_spirit
			}
			custom_effect_tooltip = generic_skip_one_line_tt AST_imperial_pressure_spirit_tt
			add_to_variable = {
				AST_imperial_pressure_democratic_drift = 0.02
				tooltip = democratic_drift_tt
			} {
				AST_imperial_pressure_stability_factor = -0.05
				tooltip = stability_factor_tt
			}
		}
		add_popularity = {
			ideology = communism
			popularity = 0.05
		}
		add_war_support = 0.1
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_MANPOWER FOCUS_FILTER_WAR_SUPPORT
	}
}
### Entity: National Focus
Tree: ins_focus
Component: INS_akademi_angkatan_laut
Constructs: prerequisite, limit, completion_reward, add_research_slot, random_owned_controlled_state, is_coastal, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_akademi_angkatan_laut
	icon = GFX_focus_INS_akademi_angkatan_laut
	available = {
		OR = {
			num_of_factories = > 37
			num_of_naval_factories = > 12
			AND = {
				num_of_military_factories = > 6
				num_of_naval_factories = > 6
			}
		}
	}
	prerequisite = {
		focus = INS_admiral_mas_pardi
	}
	x = 0
	y = 3
	relative_position_id = INS_just_a_fisherman
	ai_will_do = {
		base = 10
	}
	cost = 10
	search_filters = {
		FOCUS_FILTER_RESEARCH FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_research_slot = 1
		random_owned_controlled_state = {
			limit = {
				INS_only_militia_states_if_possible_and_needed = yes
				is_coastal = yes
				free_building_slots = {
					building = dockyard
					size = > 0
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = dockyard
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Character
Component: DJI_aa2
Source: game
File: common/characters/DJI.txt

Code:
DJI_aa2 = {
	advisor = {
		slot = high_command
		idea_token = DJI_aa2
		ledger = army
		allowed = {
			original_tag = DJI
		}
		traits = {
			army_armored_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_2
		}
	}
}
### Entity: National Focus
Tree: lux_focus
Component: LUX_strengthen_rural_communities
Constructs: prerequisite, completion_reward, random_owned_controlled_state, add_extra_state_shared_building_slots, add_dynamic_modifier
Source: game
File: common/national_focus/r56_luxembourg.txt

Code:
focus = {
	id = LUX_strengthen_rural_communities
	icon = GFX_goal_generic_farming
	cost = 5
	x = -1
	y = 1
	relative_position_id = LUX_expand_farm_subsidies
	prerequisite = {
		focus = LUX_expand_farm_subsidies
	}
	completion_reward = {
		random_owned_controlled_state = {
			add_extra_state_shared_building_slots = 2
			add_dynamic_modifier = {
				modifier = r56_LUX_strengthened_rural_communities
				days = 730
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: AI Strategy
Component: ITA_convoy_protection
Source: game
File: common/ai_navy/goals/goals_ITA.txt

Code:
ITA_convoy_protection = {
	objective_type = convoy_protection
	available_for = {
		ITA
	}
	min_priority = 1
	max_priority = 5
}
### Entity: Character
Component: CAR_acas
Source: game
File: common/characters/CAR.txt

Code:
CAR_acas = {
	advisor = {
		slot = high_command
		idea_token = CAR_acas
		ledger = air
		allowed = {
			original_tag = CAR
		}
		traits = {
			air_close_air_support_2
		}
		ai_will_do = {
			factor = 1.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_air_african_2
		}
	}
}
### Entity: AI Strategy
Component: EAI_PROD_EQUIP_MIN_armored_support_vehicle_2
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_PRODUCTION_equipment_strategies.txt

Code:
EAI_PROD_EQUIP_MIN_armored_support_vehicle_2 = {
	enable = {
		has_country_flag = EAI_PROD_EQUIP_MIN_armored_support_vehicle_2
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = equipment_production_min_factories_archetype
		id = armored_support_vehicle
		value = 1
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_iranian_socialist_revolution
Constructs: prerequisite, limit, has_government, completion_reward, is_subject, allow_branch, set_politics, remove_dynamic_modifier
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_iranian_socialist_revolution
	icon = GFX_focus_generic_workers_and_farmers_rise
	prerequisite = {
		focus = PER_strengthen_the_tudeh PER_elevate_the_iran_party
	}
	x = 1
	y = 1
	relative_position_id = PER_strengthen_the_tudeh
	cost = 10
	available = {
		communism = > 0.35
		is_subject = no
	}
	bypass = {
		has_government = communism
	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 0
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		effect_tooltip = {
			set_politics = {
				ruling_party = communism
				elections_allowed = no
			}
			custom_effect_tooltip = PER_iranian_socialist_revolution_tt
		}
		hidden_effect = {
			remove_dynamic_modifier = {
				modifier = PER_opposition_modifier
			}
			IF = {
				limit = {
					communism = < 0.5
				}
				start_civil_war = {
					ruling_party = communism
					ideology = neutrality
					size = party_popularity@neutrality
					states = all
					states_filter = {
						OR = {
							NOT = {
								has_dynamic_modifier = {
									modifier = PER_opposition_cell
								}
								has_state_flag = PER_state_supports_communists
							}
						}
					}
				}
				hidden_effect = {
					set_global_flag = PER_civil_war_happened
				}
				every_state = {
					limit = {
						has_dynamic_modifier = {
							modifier = PER_opposition_cell
						}
					}
					remove_dynamic_modifier = {
						modifier = PER_opposition_cell
					}
				}
			}
			ELSE = {
				set_politics = {
					ruling_party = communism
					elections_allowed = no
				}
				hidden_effect = {
					set_country_flag = PER_civil_war_was_bypassed
				}
			}
		}
	}
}
### Entity: Character
Component: JAP_yoshitoshi_tokugawa
Source: game
File: common/characters/JAP.txt

Code:
JAP_yoshitoshi_tokugawa = {
	name = JAP_yoshitoshi_tokugawa
	portraits = {
		army = {
			large = GFX_portrait_JAP_yoshitoshi_tokugawa
			small = GFX_portrait_JAP_yoshitoshi_tokugawa_small
		}
		civilian = {
			large = GFX_portrait_JAP_yoshitoshi_tokugawa_scientist
		}
	}
	scientist = {
		traits = {
			scientist_trait_aircraft_specialist
		}
		skills = {
			specialization_air = 2
		}
		visible = {

		}
	}
	corps_commander = {
		traits = {
			trait_engineer
		}
		skill = 2
		attack_skill = 2
		defense_skill = 1
		planning_skill = 3
		logistics_skill = 1
		legacy_id = -1
	}
	advisor = {
		cost = 150
		slot = theorist
		idea_token = yoshitoshi_tokugawa
		ledger = air
		allowed = {
			original_tag = JAP
		}
		ai_will_do = {
			base = 0.2
		}
		traits = {
			assault_avaition
		}
	}
}
### Entity: Idea
Component: TIB_tibetan_army_idea
Constructs: removal_cost, research_bonus
Source: game
File: common/ideas/tibet.txt

Code:
TIB_tibetan_army_idea = {
	picture = TIB_tibetan_army
	removal_cost = -1
	allowed = {
		original_tag = TIB
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		acclimatization_cold_climate_gain_factor = 0.1
	}
	research_bonus = {
		armor = -0.05
		air_equipment = -0.05
	}
}
### Entity: AI Strategy
Component: GER_treat_lux_bad_untill_they_do_something
Constructs: has_completed_focus, has_government, is_faction_leader, is_neighbor_of
Source: game
File: common/ai_strategy/r56_GER.txt

Code:
GER_treat_lux_bad_untill_they_do_something = {
	allowed = {
		original_tag = GER
	}
	enable = {
		tag = GER
		GER = {
			has_government = fascism
			is_faction_leader = yes
		}
		LUX = {
			is_neighbor_of = GER
		}
		country_exists = LUX
	}
	abort = {
		LUX = {
			OR = {
				num_of_controlled_states = > 1
				has_completed_focus = LUX_contest_election_results
			}
		}
	}
	ai_strategy = {
		type = befriend
		id = LUX
		value = -50
	} {
		type = alliance
		id = LUX
		value = -125
	}
}
### Entity: Idea
Component: SIK_the_nkvd_lar
Constructs: has_government, has_war_with, removal_cost
Source: game
File: common/ideas/sinkiang.txt

Code:
SIK_the_nkvd_lar = {
	name = SIK_the_nkvd_no_lar
	picture = generic_secret_police
	removal_cost = -1
	allowed = {
		original_tag = SIK
	}
	allowed_civil_war = {
		has_government = communism
	}
	cancel = {
		has_war_with = SOV
	}
	modifier = {
		operative_slot = 1
		enemy_operative_detection_chance_factor = 0.15
		enemy_operative_intel_extraction_rate = 0.15
		enemy_operative_capture_chance_factor = 0.15
		custom_modifier_tooltip = SIK_if_war_with_sov_this_disappears_tt
	}
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_embrace_the_opium_trade
Constructs: prerequisite, add_ideas, completion_reward, cancel_if_invalid
Source: game
File: common/national_focus/china_warlord.txt

Code:
focus = {
	id = CHI_embrace_the_opium_trade
	icon = GFX_goal_generic_trade
	prerequisite = {
		focus = CHI_new_model_province
	}
	mutually_exclusive = {
		focus = CHI_root_out_corruption
	}
	x = 1
	y = 1
	relative_position_id = CHI_new_model_province
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		add_ideas = CHI_embrace_the_opium_trade
	}
}
### Entity: Modifier Reference
Component: AST_imperial_pressure_spirit
Constructs: stability_factor, has_government, remove_trigger, is_subject_of, democratic_drift
Source: game
File: common/dynamic_modifiers/TAOG_dynamic_modifiers.txt

Code:
AST_imperial_pressure_spirit = {
	enable = {
		always = yes
	}
	icon = GFX_idea_AST_imperial_pressure
	remove_trigger = {
		OR = {
			NOT = {
				is_subject_of = ENG
			}
			AND = {
				ENG = {
					has_government = communism
				}
				AST = {
					has_government = communism
				}
			} {
				ENG = {
					has_government = fascism
				}
				AST = {
					has_government = fascism
				}
			}
		}
	}
	democratic_drift = AST_imperial_pressure_democratic_drift
	stability_factor = AST_imperial_pressure_stability_factor
}
### Entity: Country History
Country: PAK
Component: PAK_technology
Constructs: set_technology
Source: game
File: history/countries/PAK - Pakistan.txt

Code:
# Starting Technologies for PAK
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_trucks = 1
	tech_support = 1
	tech_engineers = 1
	tech_recon = 1
	transport = 1
}
### Entity: Idea
Component: TIB_tibetan_politics_idea
Constructs: stability_factor, war_support_factor, removal_cost
Source: game
File: common/ideas/tibet.txt

Code:
TIB_tibetan_politics_idea = {
	picture = TIB_tibetan_politics
	removal_cost = -1
	allowed = {
		original_tag = TIB
	}
	allowed_civil_war = {
		always = yes
	}
	modifier = {
		stability_factor = 0.15
		war_support_factor = -0.1
	}
}
### Entity: Idea
Component: NZL_christchurch_workshops
Constructs: has_dlc, research_bonus
Source: game
File: common/ideas/new_zealand.txt

Code:
NZL_christchurch_workshops = {
	picture = generic_tank_manufacturer_2
	allowed = {
		original_TAG = NZL
		has_dlc = Together for Victory
	}
	research_bonus = {
		armor = 0.15
	}
	traits = {
		heavy_tank_manufacturer
	}
	modifier = {

	}
}
### Entity: National Focus
Tree: pru_focus
Component: PRU_acquire_soviet_tanks
Constructs: add_equipment_to_stockpile, prerequisite, limit, has_government, has_war_with, completion_reward, add_tech_bonus, armor_bonus
Source: game
File: common/national_focus/peru.txt

Code:
focus = {
	id = PRU_acquire_soviet_tanks
	icon = GFX_goal_generic_heavy_armour_russian
	relative_position_id = PRU_the_great_peruvian_red_army
	x = -1
	y = 1
	cost = 10
	prerequisite = {
		focus = PRU_the_great_peruvian_red_army
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_RESEARCH
	}
	ai_will_do = {
		factor = 100
	}
	available = {
		SOV = {
			exists = yes
			has_government = communism
			NOT = {
				has_war_with = PRU
			}
		}
	}
	completion_reward = {
		add_tech_bonus = {
			name = armor_bonus
			bonus = 1
			uses = 1
			category = armor
		}
		if = {
			limit = {
				has_dlc = No Step Back
			}
			add_equipment_to_stockpile = {
				type = medium_tank_chassis_0
				producer = SOV
				amount = 300
				variant_name = T-28
			}
		}
		else = {
			add_equipment_to_stockpile = {
				type = light_tank_chassis
				amount = 300
				producer = SOV
			}
		}
	}
}
### Entity: National Focus
Tree: por_focus
Component: POR_experiment_with_heavy_fighters
Constructs: prerequisite, limit, completion_reward, allow_branch, has_dlc, has_subdoctrine_in_track, add_daily_mastery, add_doctrine_cost_reduction
Source: game
File: common/national_focus/r56_portugal.txt

Code:
focus = {
	id = POR_experiment_with_heavy_fighters
	prerequisite = {
		focus = POR_study_british_fighters
	}
	icon = GFX_goal_generic_air_heavy_fighter_new
	cost = 8
	x = 1
	y = 1
	relative_position_id = POR_study_british_fighters
	allow_branch = {
		NOT = {
			has_dlc = By Blood Alone
		}
	}
	ai_will_do = {
		base = 1
	}
	available_if_capitulated = yes
	completion_reward = {
		if = {
			limit = {
				has_subdoctrine_in_track = medium_aircraft
			}
			add_daily_mastery = {
				name = POR_experiment_with_heavy_fighters
				amount = 0.2
				days = 180
				track = medium_aircraft
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		}
		else = {
			add_doctrine_cost_reduction = {
				name = POR_experiment_with_heavy_fighters
				cost_reduction = 0.25
				uses = 1
				category = air_doctrine
			}
		}
		add_tech_bonus = {
			name = POR_experiment_with_heavy_fighters
			bonus = 1
			uses = 2
			category = cat_heavy_fighter
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Event
Component: CZE.300
Constructs: is_triggered_only, ai_chance, add_ideas, add_stability, add_political_power
Source: game
File: events/CZE_Czechoslovakia.txt

Code:
country_event = {
	id = CZE.300
	title = CZE.300.t
	desc = CZE.300.d
	picture = GFX_CZKE_czechoslovak_legion_report
	is_triggered_only = yes
	option = {
		name = CZE.300.a
		ai_chance = {
			factor = 0.2
		}
		add_stability = 0.05
		add_political_power = 75
	} {
		name = CZE.300.b
		ai_chance = {
			factor = 0.1
		}
		add_ideas = CZE_czechoslovak_volunteers_idea
		custom_effect_tooltip = legion_bug
	} {
		name = CZE.300.c
		ai_chance = {
			factor = 0.7
		}
		army_experience = 15
	}
}
### Entity: Event
Component: BBA_switzerland_trade.1
Constructs: is_triggered_only, ai_chance, add_ideas, has_government
Source: game
File: events/BBA_Switzerland.txt

Code:
country_event = {
	id = BBA_switzerland_trade.1
	title = BBA_switzerland_trade.1.t
	desc = BBA_switzerland_trade.1.desc
	picture = GFX_report_event_generic_conference
	is_triggered_only = yes
	immediate = {
		hidden_effect = {

		}
	}
	option = {
		name = BBA_switzerland_trade.1.a
		ai_chance = {
			base = 10
		}
		trigger = {

		}
		FROM = {
			add_ideas = {
				SWI_active_trade_agreement
			}
			hidden_effect = {
				country_event = {
					id = BBA_switzerland_trade.3
					months = 12
				}
			}
		}
		add_ideas = {
			SWI_trading_with_switzerland_military
		}
		SWI_trade_agreement_apply_opinions = yes
	} {
		name = BBA_switzerland_trade.1.b
		ai_chance = {
			base = 10
		}
		trigger = {

		}
		FROM = {
			add_ideas = {
				SWI_active_trade_agreement
			}
			hidden_effect = {
				country_event = {
					id = BBA_switzerland_trade.3
					months = 12
				}
			}
		}
		add_ideas = {
			SWI_trading_with_switzerland_civilian
		}
		SWI_trade_agreement_apply_opinions = yes
	} {
		name = BBA_switzerland_trade.1.c
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				SWI_country_opinion_is_good = yes
			}
		}
		trigger = {
			has_government = fascism
		}
		FROM = {
			country_event = {
				id = BBA_switzerland_trade.7
				hours = 3
			}
		}
	} {
		name = BBA_switzerland_trade.1.d
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				SWI_country_opinion_is_good = yes
			}
		}
		trigger = {
			NOT = {
				has_government = fascism
			}
		}
		FROM = {
			country_event = {
				id = BBA_switzerland_trade.7
				hours = 3
			}
		}
	}
}