Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Unit Template
Component: BAY_MEC_01
Source: game
File: common/units/names_divisions/BAY_names_divisions.txt

Code:
BAY_MEC_01 = {
	name = Mechanized Divisions
	for_countries = {
		BAY
	}
	can_use = {
		always = yes
	}
	division_types = {
		mechanized
	}
	link_numbering_with = {
		BAY_INF_01
	}
	fallback_name = %d. Panzergrenadier-Division
	ordered = {
		1 = {
			%d. Panzergrenadier-Division
		}
		2 = {
			%d. Panzergrenadier-Division
		}
		3 = {
			%d. Panzergrenadier-Division
		}
		4 = {
			%d. Panzergrenadier-Division
		}
		5 = {
			%d. Panzergrenadier-Division
		}
		6 = {
			%d. Panzergrenadier-Division
		}
		7 = {
			%d. Panzergrenadier-Division
		}
		8 = {
			%d. Panzergrenadier-Division
		}
		10 = {
			%d. Panzergrenadier-Division
		}
		11 = {
			%d. Panzergrenadier-Division
		}
		12 = {
			%d. Panzergrenadier-Division
		}
		13 = {
			%d. Panzergrenadier-Division
		}
		14 = {
			%d. Panzergrenadier-Division
		}
		15 = {
			%d. Panzergrenadier-Division
		}
		16 = {
			%d. Panzergrenadier-Division
		}
		17 = {
			%d. Panzergrenadier-Division
		}
		18 = {
			%d. Panzergrenadier-Division
		}
		19 = {
			%d. Panzergrenadier-Division
		}
		20 = {
			%d. Panzergrenadier-Division
		}
		21 = {
			%d. Panzergrenadier-Division
		}
		22 = {
			%d. Panzergrenadier-Division
		}
		23 = {
			%d. Panzergrenadier-Division
		}
		24 = {
			%d. Panzergrenadier-Division
		}
		25 = {
			%d. Panzergrenadier-Division
		}
		26 = {
			%d. Panzergrenadier-Division
		}
		27 = {
			%d. Panzergrenadier-Division
		}
		28 = {
			%d. Panzergrenadier-Division
		}
		29 = {
			%d. Panzergrenadier-Division
		}
		30 = {
			%d. Panzergrenadier-Division
		}
		31 = {
			%d. Panzergrenadier-Division
		}
		32 = {
			%d. Panzergrenadier-Division
		}
		33 = {
			%d. Panzergrenadier-Division
		}
		34 = {
			%d. Panzergrenadier-Division
		}
		35 = {
			%d. Panzergrenadier-Division
		}
		36 = {
			%d. Panzergrenadier-Division
		}
		37 = {
			%d. Panzergrenadier-Division
		}
		38 = {
			%d. Panzergrenadier-Division
		}
		39 = {
			%d. Panzergrenadier-Division
		}
		40 = {
			%d. Panzergrenadier-Division
		}
		41 = {
			%d. Panzergrenadier-Division
		}
		42 = {
			%d. Panzergrenadier-Division
		}
		43 = {
			%d. Panzergrenadier-Division
		}
		44 = {
			%d. Panzergrenadier-Division
		}
		45 = {
			%d. Panzergrenadier-Division
		}
		46 = {
			%d. Panzergrenadier-Division
		}
		47 = {
			%d. Panzergrenadier-Division
		}
		48 = {
			%d. Panzergrenadier-Division
		}
		49 = {
			%d. Panzergrenadier-Division
		}
		50 = {

# ... (truncated)
### Entity: Character
Component: JAM_communist_guy
Constructs: has_government
Source: game
File: common/characters/JAM.txt

Code:
JAM_communist_guy = {
	advisor = {
		slot = political_advisor
		idea_token = JAM_communist_guy
		allowed = {
			original_tag = JAM
		}
		traits = {
			communist_revolutionary
		}
		do_effect = {
			not = {
				has_government = communism
			}
		}
		ai_will_do = {
			factor = 0.0
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_3
		}
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_the_bombe
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_the_bombe
	icon = GFX_goal_generic_radar
	prerequisite = {
		focus = POL_expand_polish_intelligence
	}
	available = {

	}
	x = 4
	y = 1
	relative_position_id = POL_expand_polish_intelligence
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		add_tech_bonus = {
			name = POL_the_bombe
			bonus = 1.0
			uses = 1
			category = computing_tech
		}
	}
}
### Entity: National Focus
Tree: tur_focus
Component: TUR_realize_the_nightmare_of_meiji
Constructs: prerequisite, completion_reward, is_subject, is_in_faction_with, is_subject_of, has_capitulated, add_tech_bonus, create_wargoal
Source: game
File: common/national_focus/turkey.txt

Code:
focus = {
	id = TUR_realize_the_nightmare_of_meiji
	icon = GFX_focus_jap_pacific_guardian
	prerequisite = {
		focus = TUR_the_red_apples_of_sevres
	}
	x = 0
	y = 1
	relative_position_id = TUR_the_red_apples_of_sevres
	cost = 10
	ai_will_do = {
		base = 10
	}
	available = {
		is_subject = no
	}
	bypass = {
		JAP = {
			OR = {
				is_in_faction_with = TUR
				is_subject_of = TUR
				exists = no
				has_capitulated = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		add_tech_bonus = {
			name = TUR_realize_the_nightmare_of_meiji
			bonus = 1.0
			uses = 1
			technology = marines marines2 marines3
		} {
			name = TUR_realize_the_nightmare_of_meiji
			bonus = 1.0
			uses = 1
			category = tp_tech
		}
		create_wargoal = {
			type = puppet_wargoal_focus
			target = JAP
		}
	}
}
### Entity: Idea
Component: AUS_reliant_on_lon_2
Constructs: removal_cost
Source: game
File: common/ideas/r56_austria.txt

Code:
AUS_reliant_on_lon_2 = {
	picture = gre_debt_to_the_ifc
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		consumer_goods_factor = 0.25
		custom_modifier_tooltip = AUS_if_lon_collapse
	}
}
### Entity: National Focus
Tree: est_focus
Component: EST_form_scandinavia
Constructs: prerequisite, limit, completion_reward, is_in_faction_with, cancel_if_invalid, set_cosmetic_tag, unlock_decision_tooltip, is_ai
Source: game
File: common/national_focus/estonia.txt

Code:
focus = {
	id = EST_form_scandinavia
	icon = GFX_focus_EST_estonia_is_scandinavia
	prerequisite = {
		focus = EST_secure_the_straits
	} {
		focus = EST_occupy_norway
	}
	x = 1
	y = 1
	relative_position_id = EST_secure_the_straits
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {
		custom_trigger_tooltip = {
			tooltip = control_all_nordic_states_tt
			NOR = {
				all_core_state = {
					OR = {
						controls_or_subject_of = yes
						controller = {
							original_tag = FIN
							is_in_faction_with = ROOT
						}
					}
				}
			}
			DEN = {
				all_core_state = {
					OR = {
						controls_or_subject_of = yes
						controller = {
							original_tag = FIN
							is_in_faction_with = ROOT
						}
					}
				}
			}
			SWE = {
				all_core_state = {
					OR = {
						controls_or_subject_of = yes
						controller = {
							original_tag = FIN
							is_in_faction_with = ROOT
						}
					}
				}
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		set_cosmetic_tag = NDC_UNIFIED
		unlock_decision_tooltip = form_nordic_league
		if = {
			limit = {
				NOR = {
					is_ai = yes
					is_subject_of = ROOT
				}
			}
			annex_country = {
				target = NOR
				transfer_troops = yes
			}
		} {
			limit = {
				SWE = {
					is_ai = yes
					is_subject_of = ROOT
				}
			}
			annex_country = {
				target = SWE
				transfer_troops = yes
			}
		} {
			limit = {
				DEN = {
					is_ai = yes
					is_subject_of = ROOT
				}
			}
			annex_country = {
				target = DEN
				transfer_troops = yes
			}
		} {
			limit = {
				FIN = {
					OR = {
						is_subject_of = ROOT
						AND = {
							is_in_faction_with = ROOT
							is_ai = yes
						}
					}
				}
			}
			annex_country = {
				target = FIN
				transfer_troops = yes
			}
		}
	}
}
### Entity: Technology
Component: marines_commandos_demolition
Constructs: limit, is_ai, force_use_small_tech_layout, research_cost
Source: game
File: common/technologies/special_forces_doctrine.txt

Code:
technology = {
	allow = {
		if = {
			limit = {
				is_ai = yes
			}
			NOT = {
				EAI_specops_MAR_doctrine_progress_limit = yes
			}
		}
	}
	xp_research_type = navy
	xp_unlock_cost = 60
	force_use_small_tech_layout = yes
	path = {
		leads_to_tech = marines_commandoes_mechanised
		research_cost_coeff = 1
	}
	marine_commando = {
		breakthrough = 0.15
	}
	doctrine = yes
	research_cost = 2.25
	categories = {
		special_forces_doctrine cat_marines_doctrine
	}
	on_research_complete = {
		custom_effect_tooltip = SF_marine_demoliton_effect_TT
	}
	folder = {
		name = special_forces_doctrine_folder
		position = {
			x = -1
			y = 8
		}
	}
	ai_will_do = {
		factor = 10000
	}
	ai_research_weights = {

	}
}
### Entity: Order of Battle
Component: 1ère Phalange Africaine
Constructs: division_template, force_equipment_variants
Source: game
File: history/units/EFR_african_phalanx.txt

Code:
division = {
	name = 1ère Phalange Africaine
	location = 7069
	division_template = Division d'Infanterie
	force_equipment_variants = {
		infantry_equipment_1 = {
			owner = FRA
		}
	}
	start_experience_factor = 0.3
	start_equipment_factor = 0.8
}
### Entity: Idea
Component: LUX_minister_foreign_LSAP
Constructs: guarantee_cost
Source: game
File: common/ideas/r56_luxembourg.txt

Code:
LUX_minister_foreign_LSAP = {
	modifier = {
		guarantee_tension = -0.5
		guarantee_cost = -0.25
		join_faction_tension = -0.15
	}
}
### Entity: Scripted Effect
Component: WTT_clear_political_platform_make_ROOT_majority
Constructs: limit, every_country, is_literally_china, clear_variable, clr_state_flag, set_state_flag
Source: game
File: common/scripted_effects/WTT_china_political_struggle_effects.txt

Code:
WTT_clear_political_platform_make_ROOT_majority = {
	every_country = {
		limit = {
			is_literally_china = yes
		}
		clear_variable = PREV.political_platform_@THIS
		PREV = {
			clr_state_flag = majority_political_platform_@PREV
		}
	}
	set_state_flag = majority_political_platform_@ROOT
}
### Entity: National Focus
Tree: por_focus
Component: POR_workers_of_iberia_unite
Constructs: prerequisite, limit, random_country, has_government, has_war_with, add_stability, completion_reward, has_global_flag
Source: game
File: common/national_focus/portugal.txt

Code:
focus = {
	id = POR_workers_of_iberia_unite
	available = {
		SPR_scw_in_progress = yes
		if = {
			limit = {
				NOT = {
					has_global_flag = spanish_civil_war
				}
			}
			custom_trigger_tooltip = {
				tooltip = POR_spr_tooltip_country_exist_tt
				country_exists = SPR
			} {
				tooltip = POR_spr_tooltip_at_peace_tt
				NOT = {
					has_war_with = SPR
				}
			}
		}
		else = {
			country_exists = SPD
			NOT = {
				has_war_with = SPD
			}
		}
		is_puppet = no
	}
	bypass = {
		has_global_flag = scw_over
	}
	prerequisite = {
		focus = POR_support_the_spanish_republic
	}
	mutually_exclusive = {
		focus = POR_visit_the_front
	}
	icon = GFX_focus_por_workers_of_iberia
	x = -2
	y = 1
	relative_position_id = POR_support_the_spanish_republic
	cost = 10
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		hidden_effect = {
			country_event = {
				id = lar_portugal_iberian_workers_united.1
				hours = 6
			}
			SPD = {
				country_event = {
					id = lar_portugal_iberian_workers_united.1
					hours = 6
				}
			}
		} {
			set_country_flag = supports_SPD_flag
		} {
			diplomatic_relation = {
				country = SPD
				relation = military_access
				active = yes
			}
			SPD = {
				diplomatic_relation = {
					country = POR
					relation = military_access
					active = yes
				}
			}
		} {
			random_country = {
				limit = {
					original_tag = POR
					has_government = neutrality
				}
				set_country_flag = POR_non_aligned_portugal_supports_SPA_flag
				if = {
					limit = {
						country_exists = SPA
					}
					add_to_war = {
						targeted_alliance = SPA
						enemy = SPD
						hostility_reason = asked_to_join
					}
					if = {
						limit = {
							country_exists = SPC
						}
						add_to_war = {
							targeted_alliance = SPA
							enemy = SPC
							hostility_reason = asked_to_join
						}
					} {
						limit = {
							country_exists = SPB
						}
						add_to_war = {
							targeted_alliance = SPA
							enemy = SPB
							hostility_reason = asked_to_join
						}
					}
				}
			}
		} {
			add_ai_strategy = {
				type = befriend
				id = SPD
				value = 100
			}
			SPD = {
				add_ai_strategy = {
					type = befriend
					id = ROOT
					value = 100
				}
			}
		}
		custom_effect_tooltip = POR_iberian_workers_effect_tooltip_tt POR_fascist_portugal_joins_scw_tt
		if = {
			limit = {
				NOT = {
					has_government = communism
				}
			
# ... (truncated)
### Entity: National Focus
Tree: ins_focus
Component: INS_tkr_steal_general
Constructs: prerequisite, limit, add_war_support, completion_reward, is_subject_of, has_character, remove_trait, random_army_leader
Source: game
File: common/national_focus/indonesia.txt

Code:
focus = {
	id = INS_tkr_steal_general
	icon = GFX_focus_RAJ_headhunt_army_personell
	available = {
		is_subject_of = HOL
	}
	prerequisite = {
		focus = INS_infiltrate_the_army
	}
	x = 1
	y = 1
	relative_position_id = INS_infiltrate_the_army
	cost = 10
	search_filters = {
		FOCUS_FILTER_MILITARY_CHARACTER
	}
	completion_reward = {
		add_war_support = 0.05
		if = {
			limit = {
				has_character = INS_tjalling_bakker
			}
			INS_tjalling_bakker = {
				remove_trait = {
					trait = INS_loyalty_to_netherlands
				}
			}
		} {
			limit = {
				has_character = INS_gustav_adolf_ilgen
			}
			INS_gustav_adolf_ilgen = {
				remove_trait = {
					trait = INS_loyalty_to_netherlands
				}
			}
		}
		else = {
			random_army_leader = {
				limit = {
					has_trait = INS_loyalty_to_netherlands
				}
				remove_trait = {
					trait = INS_loyalty_to_netherlands
				}
			}
		} {
			random_army_leader = {
				limit = {
					has_trait = INS_loyalty_to_netherlands
				}
				remove_trait = {
					trait = INS_loyalty_to_netherlands
				}
			}
		}
	}
}
### Entity: National Focus
Tree: phi_focus
Component: PHI_national_defense_act
Constructs: has_completed_focus, has_government, completion_reward, add_to_variable
Source: game
File: common/national_focus/philippines.txt

Code:
focus = {
	id = PHI_national_defense_act
	icon = GFX_focus_PHI_national_defense_act
	overlay = GFX_focus_fast_overlay_generic_clock
	x = 65
	y = 1
	cost = 35
	ai_will_do = {
		base = 0.5
		modifier = {
			factor = 100
			has_completed_focus = PHI_open_borders
		} {
			factor = 100
			has_completed_focus = PHI_nationality_act
		} {
			factor = 6
			has_completed_focus = PHI_anti_hacendados
		} {
			factor = 6
			has_completed_focus = PHI_pro_hacendados
		} {
			factor = 10
			has_government = fascism
		}
	}
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	completion_reward = {
		custom_effect_tooltip = PHI_philippine_army_dynamic_modifier_tt generic_skip_one_line_tt PHI_reduce_national_defense_act_cost_tt
		add_to_variable = {
			PHI_philippine_army_industrial_capacity_factory = 0.75
			tooltip = industrial_capacity_factory_tt
		} {
			PHI_philippine_army_industrial_capacity_dockyard = 0.5
			tooltip = industrial_capacity_dockyard_tt
		} {
			PHI_philippine_army_experience_gain_army_factor = 0.4
			tooltip = experience_gain_army_factor_tt
		}
	}
	search_filters = {
		FOCUS_FILTER_ARMY_XP FOCUS_FILTER_AIR_XP FOCUS_FILTER_NAVY_XP
	}
}
### Entity: Scripted Trigger
Component: PRC_infiltration_uprising_PREV_will_sabotage_state
Constructs: is_controlled_by, has_state_flag
Source: game
File: common/scripted_triggers/PRC_scripted_triggers.txt

Code:
PRC_infiltration_uprising_PREV_will_sabotage_state = {
	is_controlled_by = event_target:WTT_current_china_leader
	OR = {
		has_state_flag = {
			flag = PRC_infiltration_@PREV
			value = 1
		} {
			flag = PRC_infiltration_@PREV
			value = 2
		}
	}
}
### Entity: Idea
Component: CHL_epartamento_de_tanques_del_ejercito
Constructs: has_dlc, research_bonus
Source: game
File: common/ideas/chile.txt

Code:
CHL_epartamento_de_tanques_del_ejercito = {
	picture = generic_tank_manufacturer_1
	allowed = {
		original_tag = CHL
		has_dlc = Trial of Allegiance
	}
	research_bonus = {
		armor = 0.15
	}
	traits = {
		fast_tank_manufacturer
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Character
Component: CZE_alois_vicherek
Constructs: has_completed_focus, limit, has_idea, has_power_balance, has_dlc
Source: game
File: common/characters/CZE.txt

Code:
CZE_alois_vicherek = {
	name = CZE_alois_vicherek
	portraits = {
		army = {
			small = GFX_idea_CZE_alois_vicherek
		}
	}
	advisor = {
		cost = 100
		slot = theorist
		idea_token = CZE_alois_vicherek
		ledger = air
		allowed = {
			original_tag = CZE
		}
		available = {
			NOT = {
				has_idea = CZE_alois_vicherek_advisor_idea_reform
			}
		}
		traits = {
			air_warfare_theorist
		}
		on_add = {
			owner = {
				if = {
					limit = {
						has_power_balance = {
							id = CZE_bop_army_readiness
						}
					}
					CZE_bop_very_low_increase_effect = yes
					custom_effect_tooltip = generic_skip_one_line_tt
				}
			}
		}
		on_remove = {
			owner = {
				if = {
					limit = {
						has_power_balance = {
							id = CZE_bop_army_readiness
						}
					}
					CZE_bop_very_low_decrease_effect = yes
				}
			}
		}
	} {
		slot = air_chief
		idea_token = CZE_alois_vicherek_advisor_idea_reform
		allowed = {
			original_tag = CZE
		}
		available = {
			NOT = {
				has_idea = CZE_alois_vicherek
			}
			if = {
				limit = {
					has_dlc = Peace For Our Time
				}
				has_completed_focus = CZE_trust_in_old_guard
			} {
				limit = {
					NOT = {
						has_dlc = Peace For Our Time
					}
				}
				has_completed_focus = CZE_air_is_our_sea
			}
		}
		traits = {
			air_chief_reform_3
		}
		cost = 200
		ai_will_do = {
			factor = 0.35
		}
		on_add = {
			owner = {
				if = {
					limit = {
						has_power_balance = {
							id = CZE_bop_army_readiness
						}
					}
					CZE_bop_very_low_increase_effect = yes
					custom_effect_tooltip = generic_skip_one_line_tt
				}
			}
		}
		on_remove = {
			owner = {
				if = {
					limit = {
						has_power_balance = {
							id = CZE_bop_army_readiness
						}
					}
					CZE_bop_very_low_decrease_effect = yes
				}
			}
		}
	}
}
### Entity: Unit Template
Component: BRA_CL_HISTORICAL
Source: game
File: common/units/names_ships/BRA_ship_names.txt

Code:
BRA_CL_HISTORICAL = {
	name = NAME_THEME_HISTORICAL_CL
	for_countries = {
		BRA
	}
	type = ship
	ship_types = {
		ship_hull_cruiser light_cruiser
	}
	prefix = NRB 
	fallback_name = Cruzador Ligeiro %d
	unique = {
		Bahia Rio Grande do Sul Rio Grande do Norte Paraná Acre Mato Grosso Amazona Rondonia Amapá Piaui Ceará Sergipe Paraíba Mato Grosso do Sul
	}
}
### Entity: Character
Component: HAI_ernst_severe
Source: game
File: common/characters/HAI.txt

Code:
HAI_ernst_severe = {
	advisor = {
		slot = high_command
		idea_token = HAI_ernst_severe
		ledger = army
		allowed = {
			original_tag = HAI
		}
		traits = {
			army_logistics_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Ernst Severe
	portraits = {
		army = {
			small = GFX_idea_generic_army_african_2
		}
	}
}
### Entity: Character
Component: COL_guillermo_padilla_manrique
Source: game
File: common/characters/COL.txt

Code:
COL_guillermo_padilla_manrique = {
	advisor = {
		slot = high_command
		idea_token = COL_guillermo_padilla_manrique
		ledger = army
		allowed = {
			original_tag = COL
		}
		traits = {
			army_commando_2
		}
		cost = 100
		ai_will_do = {
			factor = 1.0
		}
	}
	name = Guillermo Padilla Manrique
	portraits = {
		army = {
			small = GFX_idea_generic_army_south_america_4
		}
	}
}
### Entity: National Focus
Tree: per_focus
Component: PER_brown_shirts
Constructs: prerequisite, completion_reward, allow_branch, add_to_variable
Source: game
File: common/national_focus/persia.txt

Code:
focus = {
	id = PER_brown_shirts
	icon = GFX_focus_generic_fascist_troops
	prerequisite = {
		focus = PER_form_sumka
	}
	x = -1
	y = 2
	relative_position_id = PER_iranian_culture
	cost = 5
	available = {

	}
	bypass = {

	}
	allow_branch = {

	}
	ai_will_do = {
		factor = 0
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		custom_effect_tooltip = PER_modify_opposition_tt PER_brown_shirts_tt
		add_to_variable = {
			var = PER_opposition_fascism_drift
			value = 0.02
			tooltip = fascism_drift_tt
		} {
			var = PER_opposition_stability_factor
			value = -0.05
			tooltip = stability_factor_tt
		}
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_tow_the_stalinist_line
Constructs: prerequisite, limit, has_government, has_war_with, add_opinion_modifier, completion_reward, swap_ideas, remove_idea
Source: game
File: common/national_focus/greece.txt

Code:
focus = {
	id = GRE_tow_the_stalinist_line
	icon = GFX_focus_fra_loyalty_stalin
	prerequisite = {
		focus = GRE_depose_the_reactionaries
	}
	mutually_exclusive = {
		focus = GRE_prepare_for_the_great_anti_fascist_war
	}
	available = {

	}
	x = 1
	y = 1
	relative_position_id = GRE_depose_the_reactionaries
	cost = 10
	ai_will_do = {
		base = 1
		modifier = {
			factor = 0
			OR = {
				NOT = {
					SOV = {
						has_government = communism
					}
				}
				SOV = {
					exists = no
				}
				has_war_with = SOV
				strength_ratio = {
					tag = SOV
					ratio = > 0.35
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = GRE_socialist_economy_2
			add_idea = GRE_socialist_economy_3
		}
		hidden_effect = {
			set_cosmetic_tag = GRE_stalinist
		}
		if = {
			limit = {
				TUR = {
					exists = yes
					NOT = {
						is_ally_with = ROOT SOV
					}
				}
				SOV = {
					exists = yes
					NOT = {
						has_war_with = ROOT
					}
				}
			}
			TUR = {
				country_event = {
					id = bftb_greece.29
					days = 1
				}
			}
			SOV = {
				country_event = {
					id = bftb_greece.30
					days = 7
				}
			}
			hidden_effect = {
				add_opinion_modifier = {
					target = TUR
					modifier = GRE_strategic_enemy
				}
				TUR = {
					add_opinion_modifier = {
						target = GRE
						modifier = GRE_strategic_enemy
					}
				}
			}
		}
	}
}
### Entity: Event
Component: news.65
Constructs: division_template, has_government, has_global_flag, has_dlc, has_civil_war, set_global_flag
Source: game
File: events/NewsEvents.txt

Code:
news_event = {
	id = news.65
	title = news.64.t
	desc = news.65.d
	picture = GFX_news_event_034
	major = yes
	trigger = {
		has_global_flag = spanish_civil_war
		NOT = {
			has_global_flag = scw_over
		} {
			has_dlc = La Resistance
		}
		SPR = {
			has_civil_war = no
		}
		any_other_country = {
			original_tag = SPR
			NOT = {
				has_government = fascism
			}
		}
		all_country = {
			OR = {
				NOT = {
					original_tag = SPR
				} {
					has_government = fascism
				}
			}
		}
	}
	mean_time_to_happen = {
		days = 2
	}
	immediate = {
		set_global_flag = republican_victory scw_over
	}
	option = {
		name = news.65.a
		trigger = {
			NOT = {
				original_tag = SPR
			}
		}
	} {
		name = news.64.b
		trigger = {
			original_tag = SPR
		}
		delete_unit_template_and_units = {
			division_template = Brigada Internacionales
		}
	}
}