Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: pol_focus
Component: POL_sideline_the_sanacja
Constructs: prerequisite, completion_reward, add_popularity
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_sideline_the_sanacja
	icon = GFX_focus_renounce_the_treaty_of_trianon
	prerequisite = {
		focus = POL_empower_falangist_militants POL_siodemki
	}
	relative_position_id = POL_empower_falangist_militants
	x = -1
	y = 1
	cost = 10
	ai_will_do = {
		factor = 2.5
	}
	available = {
		fascism = > 0.4
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_STABILITY FOCUS_FILTER_WAR_SUPPORT
	}
	completion_reward = {
		POL_sanation_left_opposition_remove = yes
		POL_sanation_right_opposition_remove = yes
		add_popularity = {
			ideology = neutrality
			popularity = -0.2
		}
	}
}
### Entity: Idea
Component: democratic_opposition_idea_1
Constructs: stability_factor, war_support_factor, has_government, removal_cost, democratic_drift
Source: game
File: common/ideas/baltic_shared.txt

Code:
democratic_opposition_idea_1 = {
	picture = EST_democratic_opposition
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = neutrality
	}
	removal_cost = -1
	modifier = {
		democratic_drift = 0.05
		political_power_factor = -0.05
		stability_factor = -0.1
		war_support_factor = -0.05
	}
}
### Entity: Event
Component: ARG_political_events.25
Constructs: is_triggered_only, ai_chance, limit, is_in_faction, add_to_faction
Source: game
File: events/TOA_Argentina.txt

Code:
country_event = {
	id = ARG_political_events.25
	title = ARG_political_events.25.t
	desc = ARG_political_events.25.desc
	picture = GFX_report_event_generic_handshake
	is_triggered_only = yes
	option = {
		name = ARG_political_events.25.a
		ai_chance = {
			base = 10
		}
		ARG = {
			IF = {
				limit = {
					is_in_faction = yes
				}
				add_to_faction = CHL
			}
		}
		CHL = {
			transfer_state = 953 954
		}
	}
}
### Entity: Scripted Effect
Component: ITA_dont_purge_effect
Constructs: limit, every_character, has_character_flag, clr_character_flag
Source: game
File: common/scripted_effects/ITA_scripted_effects.txt

Code:
ITA_dont_purge_effect = {
	every_character = {
		limit = {
			has_character_flag = ITA_purge_advisor
		}
		clr_character_flag = ITA_character_can_be_purged ITA_purge_advisor
	} {
		limit = {
			has_character_flag = ITA_purge_general
		}
		clr_character_flag = ITA_character_can_be_purged ITA_purge_general
	}
}
### Entity: National Focus
Tree: swi_focus
Component: SWI_expand_uni
Constructs: prerequisite, completion_reward, add_research_slot
Source: game
File: common/national_focus/r56_switzerland.txt

Code:
focus = {
	id = SWI_expand_uni
	icon = GFX_goal_research_silver
	cost = 10
	ai_will_do = {
		factor = 5
	}
	prerequisite = {
		focus = SWI_internal_focus
	}
	x = 26
	y = 5
	completion_reward = {
		add_research_slot = 1
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Order of Battle
Component: air_wing_123
Source: game
File: history/units/ENG_1939_air_bba.txt

Code:
air_wings = {
	123 = {
		large_plane_airframe_1 = {
			owner = ENG
			amount = 36
			version_name = Short Sunderland
		}
	}
}
### Entity: National Focus
Tree: raj_focus
Component: RAJ_east_india_railways
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, build_railway
Source: game
File: common/national_focus/india.txt

Code:
focus = {
	id = RAJ_east_india_railways
	icon = GFX_goal_generic_construct_infrastructure
	prerequisite = {
		focus = RAJ_great_indian_peninsula_railway
	}
	x = 5
	y = 1
	relative_position_id = RAJ_great_indian_peninsula_railway
	cost = 10
	ai_will_do = {
		factor = 25
	}
	available = {

	}
	bypass = {
		NOT = {
			AND = {
				OR = {
					controls_state = 640
					BRM = {
						controls_state = 640
					}
				} {
					controls_state = 288
					BRM = {
						controls_state = 288
					}
				} {
					controls_state = 430
					BRM = {
						controls_state = 430
					}
				}
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		if = {
			limit = {
				controls_state = 640 288
			}
			build_railway = {
				path = {
					1330 12127 1417 12256 4626 4585 1492 7469 12464 1082 4425
				}
			}
		} {
			limit = {
				controls_state = 430
			}
			build_railway = {
				path = {
					11968 9993 4616
				}
			}
		}
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_jobs_for_the_people
Constructs: prerequisite, limit, completion_reward, is_controlled_by, complete_tooltip, random_state, has_state_flag, add_building_construction
Source: game
File: common/national_focus/r56_greece.txt

Code:
focus = {
	id = GRE_jobs_for_the_people
	icon = GFX_focus_generic_industry_2
	text = GRE_jobs_for_the_people
	prerequisite = {
		focus = GRE_extra_tech_slot
	}
	x = -1
	y = 6
	cost = 10
	ai_will_do = {
		factor = 4
	}
	bypass = {
		custom_trigger_tooltip = {
			tooltip = construction_effort_tt
			NOT = {
				any_owned_state = {
					is_controlled_by = ROOT
					free_building_slots = {
						building = industrial_complex
						size = > 1
						include_locked = yes
					}
				}
			}
		}
	}
	complete_tooltip = {
		random_state = {
			limit = {
				has_state_flag = GRE_IND_1
			}
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				has_state_flag = GRE_IND_2
			}
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			prioritize = {
				47
			}
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
				is_on_continent = europe
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
			set_state_flag = GRE_IND_1
		} {
			prioritize = {
				186
			}
			limit = {
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
				is_on_continent = europe
			}
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
			set_state_flag = GRE_IND_2
		}
		if = {
			limit = {
				NOT = {
					any_owned_state = {
						free_building_slots = {
							building = industrial_complex
							size = > 1
							include_locked = yes
						}
						is_on_continent = europe
					}
				}
			}
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = industrial_complex
						size = > 1
						include_locked = yes
					}
				}
				add_extra_state_shared_building_slots = 1
				add_building_construction = {
					type = industrial_complex
					level = 1
					instant_build = yes
				}
				set_state_flag = GRE_IND_1
			} {
				limit = {
					free_building_slots = {
						building = industrial_complex
						size = > 1
						include_locked = yes
					}
				}
		
# ... (truncated)
### Entity: Military Industrial Organization
Component: POL_Ford_Polska_organization
Constructs: has_completed_focus, has_war_with, has_country_flag, production_bonus
Source: game
File: common/military_industrial_organization/organizations/POL_organization_r56.txt

Code:
POL_Ford_Polska_organization = {
	name = POL_Ford_Polska
	include = generic_motorized_mechanized_organization
	icon = GFX_idea_ford_motor_company
	allowed = {
		tag = POL
	}
	available = {
		owner = {
			NOT = {
				has_war_with = USA
			}
			OR = {
				has_country_flag = POL_Invest_In_Ford POL_Invited_Foreign_Motor_Companies
				has_completed_focus = POL_Attract_Foreign_Investment
			}
		}
	}
	initial_trait = {
		name = POL_Ford_Polska
		limit_to_equipment_type = {
			mechanized_equipment
		}
		production_bonus = {
			production_cost_factor = -0.05
		}
		organization_modifier = {
			military_industrial_organization_research_bonus = 0.05
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3ALog/General_Baker.html

Doc:
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11:45, 16 June 2014 General Baker (Talk | contribs) automatically marked revision 596 of page Talk:Features patrolled

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15:39, 7 March 2014 General Baker (Talk | contribs) uploaded File:HoI4 DD 2 tech tree.jpg (Dev Diary 2 tech tree screenshot.)

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# ... (truncated)
### Entity: State History
Component: 910
Constructs: add_core_of
Source: game
File: history/states/910-Bornholm.txt

Code:
state = {
	id = 910
	name = STATE_910
	state_category = small_island
	manpower = 45819
	history = {
		owner = DEN
		add_core_of = DEN
		buildings = {
			infrastructure = 2
			industrial_complex = 1
			6361 = {
				naval_base = 1
			}
		}
	}
	provinces = {
		6361
	}
	local_supplies = 0.0
}
### Entity: National Focus
Tree: jap_focus
Component: JAP_bribe_generals
Constructs: has_completed_focus, prerequisite, limit, completion_reward, has_game_rule, cancel_if_invalid, every_army_leader, has_trait
Source: game
File: common/national_focus/japan.txt

Code:
focus = {
	id = JAP_bribe_generals
	icon = GFX_focus_BRA_reach_out_to_military_dem
	x = 6
	y = 2
	relative_position_id = JAP_sway_the_navy_moderates
	prerequisite = {
		focus = JAP_sway_the_navy_moderates JAP_limit_military_power
	}
	offset = {
		x = -5
		y = 0
		trigger = {
			AND = {
				has_game_rule = {
					rule = obsolete_focus_branches_visibility
					option = HIDE
				}
				OR = {
					has_completed_focus = JAP_a_red_sun_rises_for_a_new_era JAP_organize_a_general_election
				}
			}
		}
	}
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		NOT = {
			has_completed_focus = JAP_revoke_the_peace_preservation_law
		}
	}
	bypass = {
		has_completed_focus = JAP_revoke_the_peace_preservation_law
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_MILITARY_CHARACTER
	}
	completion_reward = {
		custom_effect_tooltip = JAP_bribe_generals_tt generic_skip_one_line_tt
		hidden_effect = {
			every_army_leader = {
				limit = {
					has_trait = JAP_IJA_loyalist
					NOT = {
						is_character = JAP_tadaichi_wakamatsu
					} {
						has_character_flag = JAP_do_not_align_me_flag
					}
				}
				random_select_amount = 4
				remove_trait = {
					trait = JAP_IJA_loyalist
				}
				add_trait = {
					trait = JAP_government_supporter
				}
			}
		}
		unlock_decision_tooltip = {
			decision = JAP_sway_general_loyalty_decision
			show_effect_tooltip = yes
			show_modifiers = no
		} {
			decision = JAP_sway_admiral_loyalty_decision
			show_effect_tooltip = yes
			show_modifiers = no
		}
	}
}
### Entity: Country History
Country: SCA
Component: SCA_politics
Constructs: set_stability, add_ideas, set_war_support, set_politics, set_popularities
Source: game
File: history/countries/SCA - Scandinavia.txt

Code:
# Politics & Parties for SCA
set_war_support = 0.5
set_stability = 0.8
add_ideas = {
	limited_conscription
}
{
	limited_conscription
}
{
	SCA_united
}
set_politics = {
	ruling_party = democratic
	last_election = 1931.1.15
	election_frequency = 72
	elections_allowed = yes
}
set_popularities = {
	democratic = 100
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_REF_8
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_REF_8 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_REF
			value = 8
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = synthetic_refinery
		value = 8
	}
}
### Entity: Character
Component: army_chief_organizational_1
Source: game
File: common/country_leader/00_traits.txt

Code:
army_chief_organizational_1 = {
	sprite = 5
	army_org_factor = 0.04
	experience_gain_army = @chief_experience_gain_low
	command_cap_increase = @tier1_cp_cap_increase
	command_power = @tier1_cp_cost
	ai_will_do = {
		factor = @army_chief_factor_1
		modifier = {
			factor = 0
			command_power = < @tier1_cp_cost
		}
	}
}
### Entity: Event
Component: poland.145
Constructs: is_triggered_only, remove_ideas
Source: game
File: events/r56_Poland.txt

Code:
country_event = {
	id = poland.145
	title = poland.145.t
	desc = poland.145.d
	picture = GFX_report_event_polish_meeting
	is_triggered_only = yes
	option = {
		name = poland.145.a
		POL = {
			remove_ideas = POL_Japanese_Guarantee
		}
	}
}
### Entity: Idea
Component: EAI_DD_1/medium_tank_destroyer_chassis_bonus
Constructs: equipment_bonus, build_cost_ic
Source: game
File: common/ideas/EAI_difficulty_ideas.txt

Code:
EAI_DD_1/medium_tank_destroyer_chassis_bonus = {
	allowed = {
		always = no
	}
	equipment_bonus = {
		medium_tank_destroyer_chassis = {
			build_cost_ic = -0.025
			instant = yes
		}
	}
}
### Entity: Country History
Country: PSR
Component: PSR_politics
Constructs: set_stability, add_ideas, set_war_support, set_politics, set_popularities
Source: game
File: history/countries/PSR - Philippine Second Republic.txt

Code:
# Politics & Parties for PSR
set_stability = 0.4
set_war_support = 0.4
add_ideas = {

}
set_politics = {
	ruling_party = neutrality
	last_election = 1936.1.1
	election_frequency = 48
	elections_allowed = no
}
set_popularities = {
	neutrality = 100
}
### Entity: National Focus
Tree: por_focus
Component: POR_rebuild_the_lines_of_torres_vedras
Constructs: prerequisite, completion_reward, has_full_control_of_state, add_building_construction
Source: game
File: common/national_focus/portugal.txt

Code:
focus = {
	id = POR_rebuild_the_lines_of_torres_vedras
	available = {
		has_full_control_of_state = 112
	}
	bypass = {

	}
	prerequisite = {
		focus = POR_standardization
	}
	mutually_exclusive = {
		focus = POR_defend_the_borders
	}
	icon = GFX_goal_generic_defence
	x = 1
	y = 1
	relative_position_id = POR_standardization
	cost = 10
	completion_reward = {
		112 = {
			add_building_construction = {
				type = bunker
				level = 3
				instant_build = yes
				province = {
					all_provinces = yes
					limit_to_border = yes
				}
			} {
				type = coastal_bunker
				level = 2
				instant_build = yes
				province = 11805
			}
		}
	}
}
### Entity: National Focus
Tree: que_focus
Component: QUE_encourage_traditionalist_economics
Constructs: prerequisite, has_government, completion_reward, is_subject, swap_ideas, add_idea, remove_idea
Source: game
File: common/national_focus/quebec.txt

Code:
focus = {
	id = QUE_encourage_traditionalist_economics
	icon = GFX_goal_generic_housing
	prerequisite = {
		focus = QUE_abandon_electorialism
	}
	relative_position_id = QUE_abandon_electorialism
	x = 1
	y = 1
	cost = 10
	available_if_capitulated = yes
	available = {
		OR = {
			has_government = democratic neutrality
		} {
			is_subject = no
			OVERLORD = {
				OR = {
					has_government = democratic neutrality
				}
			}
		}
	}
	ai_will_do = {
		factor = 8
	}
	completion_reward = {
		swap_ideas = {
			add_idea = QUE_traditional_economy
			remove_idea = QUE_colonize
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: FSM_coi
Source: game
File: common/ideas/micronesia.txt

Code:
FSM_coi = {
	picture = generic_political_advisor_asia_1
	allowed = {
		original_tag = FSM
	}
	traits = {
		captain_of_industry
	}
}
### Entity: Unit Template
Component: SPQR_MEC_01
Constructs: has_cosmetic_tag
Source: game
File: common/units/names_divisions/SPQR_names_divisions.txt

Code:
SPQR_MEC_01 = {
	name = Roman Mech. Legions
	for_countries = {
		ITA
	}
	can_use = {
		has_cosmetic_tag = SPQR_UNIFIED
	}
	division_types = {
		mechanized
	}
	link_numbering_with = {
		SPQR_INF_01
	}
	fallback_name = Legio Mechanica %s
	ordered = {
		1 = {
			Legio Mechanica %s Germanica
		}
		2 = {
			Legio Mechanica %s Sabina
		}
		3 = {
			Legio Mechanica %s Cyrenaica
		}
		4 = {
			Legio Mechanica %s Macedonica
		}
		5 = {
			Legio Mechanica %s Alaudae
		}
		6 = {
			Legio Mechanica %s Ferrata
		}
		7 = {
			Legio Mechanica %s Gemina
		}
		8 = {
			Legio Mechanica %s Augusta
		}
		9 = {
			Legio Mechanica %s Hispana Triumphalis
		}
		10 = {
			Legio Mechanica %s Equestris
		}
		11 = {
			Legio Mechanica %s Claudia
		}
		12 = {
			Legio Mechanica %s Fulminata
		}
		13 = {
			Legio Mechanica %s Italica
		}
		14 = {
			Legio Mechanica %s Macriana
		}
		15 = {
			Legio Mechanica %s Apollinaris
		}
		16 = {
			Legio Mechanica %s Flavia Firma
		}
		17 = {
			Legio Mechanica %s Gallica
		}
		18 = {
			Legio Mechanica %s Libyca
		}
		19 = {
			Legio Mechanica %s Scythica
		}
		20 = {
			Legio Mechanica %s Victrix
		}
		21 = {
			Legio Mechanica %s Rapax
		}
		22 = {
			Legio Mechanica %s Deiotariana
		}
		23 = {
			Legio Mechanica %s Flavia Felix
		}
		24 = {
			Legio Mechanica %s Minervia
		}
		25 = {
			Legio Mechanica %s Primigenia
		}
		26 = {
			Legio Mechanica %s Parthica
		}
		27 = {
			Legio Mechanica %s Valeria Vict.
		}
		28 = {
			Legio Mechanica %s Fretensis
		}
		29 = {
			Legio Mechanica %s Traiana
		}
		30 = {
			Legio Mechanica %s Classica
		}
		31 = {
			Legio Mechanica %s Ulpia Victrix
		}
		32 = {
			Legio Mechanica %s Armeniaca
		}
		33 = {
			Legio Mechanica %s Iovia
		}
		34 = {
			Legio Mechanica %s Martia
		}
		35 = {
			Legio Mechanica %s Illyricorum
		}
		36 = {
			Legio Mechanica %s Flavia Pacis
		}
		37 = {
			Legio Mechanica %s Flavia Constantia
		}
		38 = {
			Legio Mechanica %s Noricorum
		}
		39 = {
			Legio Mechanica %s Pontica
		}
		40 = {
			Legio Mechanica %s Britannica
		}
		41 = {
			Legio Mechanica %s Flavia Virtutis
		}
		42 = {
			Legio Mechanica %s Herculia
		}
		43 = {
			Legio Mechanica %s Isaura
		}
		44 = {
			Legio Mechanica %s Diocletiana
		}
		45 = {
			Legio Mechanica %s Flavia Salutis
		}
		46 = {
			Legio Mechanica %s Gemella
		}
		47 = {
			Legio Mechanica %s
		}
		48 = {
			Legio Mechanica %s
		}
	}
}
### Entity: Wiki Documentation
Construct: html
Source: wiki
File: wiki/Special%3AWhatLinksHere/Air_units.html

Doc:
What links here
Page:&#160; Namespace:&#160;
all
(Main)
Talk
User
User talk
Hearts of Iron 4 Wiki
Hearts of Iron 4 Wiki talk
File
File talk
MediaWiki
MediaWiki talk
Template
Template talk
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Category
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The following pages link to Air units:

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Retrieved from "http://www.hoi4wiki.com/Special:WhatLinksHere/Air_units"
### Entity: National Focus
Tree: est_focus
Component: EST_under_representation
Constructs: prerequisite, completion_reward, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_estonia.txt

Code:
focus = {
	id = EST_under_representation
	icon = GFX_goal_generic_censorship
	prerequisite = {
		focus = EST_amnesty_for_opponents
	} {
		focus = EST_disband_student_councils
	}
	relative_position_id = EST_disband_student_councils
	x = 1
	y = 1
	cost = 5
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = EST_adopt_the_third_constiution
			add_idea = EST_adopt_the_third_constiution_2
		}
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Event
Component: cityfall.18
Constructs: is_triggered_only, set_global_flag
Source: game
File: events/CFM_city_events.txt

Code:
news_event = {
	id = cityfall.18
	title = cityfall.18.t
	desc = cityfall.18.d
	picture = GFX_news_event_bulgarian_ff_troops
	major = yes
	is_triggered_only = yes
	immediate = {
		set_global_flag = fall_of_washington_sov
	}
	option = {
		name = cityfall.18.a
		trigger = {
			NOT = {
				TAG = SOV USA
			}
		}
	} {
		name = cityfall.18.b
		trigger = {
			TAG = SOV
		}
	} {
		name = cityfall.18.c
		trigger = {
			TAG = USA
		}
	}
}
### Entity: Event
Component: tfv_south_africa.78
Constructs: is_triggered_only, ai_chance, limit, set_politics, add_popularity, add_to_faction
Source: game
File: events/TFV_South_Africa.txt

Code:
country_event = {
	id = tfv_south_africa.78
	title = tfv_south_africa.78.t
	desc = tfv_south_africa.78.d
	picture = GFX_report_event_african_soldiers
	is_triggered_only = yes
	option = {
		name = tfv_south_africa.64.a
		ai_chance = {
			base = 100
		}
		BRD = {
			if = {
				limit = {
					SAF = {
						controls_state = 769
					}
				}
				transfer_state = 769
			}
		}
		SAF = {
			puppet = BRD
		}
	} {
		name = tfv_south_africa.64.b
		ai_chance = {
			base = 0
		}
		BRD = {
			if = {
				limit = {
					SAF = {
						controls_state = 769
					}
				}
				transfer_state = 769
			}
			hidden_effect = {
				set_politics = {
					ruling_party = communism
					elections_allowed = no
				}
				add_popularity = {
					ideology = communism
					popularity = 0.75
				}
			}
		}
		SAF = {
			add_to_faction = BRD
		}
	}
}
### Entity: Event
Component: CHL_political_events.89
Constructs: is_triggered_only, ai_chance, add_stability, fire_only_once, add_political_power, random_days
Source: game
File: events/TOA_Chile.txt

Code:
country_event = {
	id = CHL_political_events.89
	title = CHL_political_events.89.t
	desc = CHL_political_events.89.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = CHL_political_events.89.a
		ai_chance = {
			base = 100
		}
		add_political_power = 50
		add_stability = 0.02
		FROM = {
			country_event = {
				id = CHL_political_events.90
				days = 2
				random_days = 3
			}
		}
	} {
		name = CHL_political_events.89.b
		ai_chance = {
			base = 0
		}
		add_political_power = 25
		FROM = {
			country_event = {
				id = CHL_political_events.91
				days = 2
				random_days = 5
			}
		}
	}
}