Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: nor_focus
Component: NOR_urban_defenses
Constructs: prerequisite, limit, completion_reward, cancel_if_invalid, is_controlled_by, add_building_construction
Source: game
File: common/national_focus/r56_norway.txt

Code:
focus = {
	id = NOR_urban_defenses
	icon = GFX_goal_generic_fortify_city
	prerequisite = {
		focus = NOR_ski_infantry
	} {
		focus = NOR_equipment_effort
	}
	x = 0
	y = 2
	relative_position_id = NOR_army
	cost = 10
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = yes
	available = {
		AND = {
			110 = {
				is_controlled_by = ROOT
			}
			967 = {
				is_controlled_by = ROOT
			}
			142 = {
				is_controlled_by = ROOT
			}
			143 = {
				is_controlled_by = ROOT
			}
			144 = {
				is_controlled_by = ROOT
			}
		}
	}
	completion_reward = {
		110 = {
			if = {
				limit = {
					is_controlled_by = ROOT
				}
				add_building_construction = {
					type = bunker
					level = 4
					province = 6115
					instant_build = yes
				} {
					type = coastal_bunker
					level = 2
					province = 6115
					instant_build = yes
				}
			}
		}
		967 = {
			if = {
				limit = {
					is_controlled_by = ROOT
				}
				add_building_construction = {
					type = bunker
					level = 2
					province = 9296
					instant_build = yes
				} {
					type = coastal_bunker
					level = 1
					province = 9296
					instant_build = yes
				}
			}
		}
		142 = {
			if = {
				limit = {
					is_controlled_by = ROOT
				}
				add_building_construction = {
					type = bunker
					level = 4
					province = 122
					instant_build = yes
				} {
					type = coastal_bunker
					level = 2
					province = 122
					instant_build = yes
				} {
					type = bunker
					level = 2
					province = 9127
					instant_build = yes
				} {
					type = coastal_bunker
					level = 1
					province = 9127
					instant_build = yes
				}
			}
		}
		143 = {
			if = {
				limit = {
					is_controlled_by = ROOT
				}
				add_building_construction = {
					type = bunker
					level = 3
					province = 3022
					instant_build = yes
				} {
					type = coastal_bunker
					level = 2
					province = 3022
					instant_build = yes
				}
			}
		}
		144 = {
			if = {
				limit = {
					is_controlled_by = ROOT
				}
				add_building_construction = {
					type = bunker
					level = 3
					province = 192
					instant_build = yes
				} {
					type = coastal_bunker
					level = 2
					province = 192
					instant_build = yes
				}
			}
		}
		custom_effect_tooltip = NOR_urban_defenses_tt
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/FRA_1936_naval_legacy.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = submarine_1
			creator = FRA
			version_name = Redoutable Class
		}
		requested_factories = 1
		progress = 0.9
		amount = 4
		industrial_manufacturer = mio:FRA_acf_organization
	} {
		equipment = {
			type = submarine_1
			creator = FRA
			version_name = Redoutable Class
		}
		requested_factories = 1
		progress = 0.85
		amount = 3
		industrial_manufacturer = mio:FRA_acf_organization
	} {
		equipment = {
			type = submarine_2
			creator = FRA
		}
		requested_factories = 1
		progress = 0.7
		amount = 4
		industrial_manufacturer = mio:FRA_acf_organization
	} {
		equipment = {
			type = destroyer_2
			creator = FRA
		}
		requested_factories = 1
		progress = 0.7
		amount = 4
		industrial_manufacturer = mio:FRA_fcm_organization
	} {
		equipment = {
			type = battle_cruiser_2
			creator = FRA
		}
		requested_factories = 1
		progress = 0.2
		amount = 1
		industrial_manufacturer = mio:FRA_acl_organization
	} {
		equipment = {
			type = light_cruiser_2
			creator = FRA
		}
		requested_factories = 1
		progress = 0.35
		amount = 2
		industrial_manufacturer = mio:FRA_aeb_organization
	} {
		equipment = {
			type = light_cruiser_2
			creator = FRA
		}
		requested_factories = 1
		progress = 0.2
		amount = 1
		industrial_manufacturer = mio:FRA_aeb_organization
	} {
		equipment = {
			type = light_cruiser_2
			creator = FRA
		}
		requested_factories = 1
		progress = 0.15
		amount = 1
		industrial_manufacturer = mio:FRA_aeb_organization
	}
}
### Entity: Event
Component: bba_news.8
Constructs: is_triggered_only
Source: game
File: events/BBA_NewsEvents.txt

Code:
news_event = {
	id = bba_news.8
	title = bba_news.8.t
	desc = bba_news.8.desc
	picture = GFX_news_event_filov_with_mussolini
	major = yes
	is_triggered_only = yes
	option = {
		name = bba_news.8.a
		trigger = {
			NOT = {
				tag = ETH
			} {
				tag = ITA
			}
		}
	} {
		name = bba_news.8.b
		trigger = {
			tag = ETH
		}
	} {
		name = bba_news.8.c
		trigger = {
			tag = ITA
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_FOCUS_AIR_DOCTRINE_air_subdoctrine_heavy_aircraft_focus
Constructs: has_subdoctrine_in_track
Source: game
File: common/scripted_triggers/EAI_MILITARY_FOCUS_air_triggers.txt

Code:
EAI_FOCUS_AIR_DOCTRINE_air_subdoctrine_heavy_aircraft_focus = {
	has_subdoctrine_in_track = fighter_aircraft
	NOT = {
		EAI_air_doctrine_progress_limit = yes
	}
	EAI_FOCUS_AIR_DOCTRINE_has_correct_grand_doctrine = yes
}
### Entity: Character
Component: PRC_holding_the_line
Constructs: stability_factor, war_support_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
PRC_holding_the_line = {
	random = no
	sprite = 13
	war_support_factor = 0.1
	stability_factor = -0.15
	army_core_attack_factor = 0.05
}
### Entity: Idea
Component: r56_CAN_one_party_state_02
Constructs: has_government, removal_cost, democratic_drift
Source: game
File: common/ideas/r56_canada.txt

Code:
r56_CAN_one_party_state_02 = {
	name = r56_CAN_one_party_state
	picture = generic_pp_unity_bonus
	allowed = {
		always = no
	}
	allowed_civil_war = {
		has_government = fascism
	}
	removal_cost = -1
	modifier = {
		drift_defence_factor = 0.4
		political_power_factor = 0.05
		democratic_drift = -0.05
		DEMOCRATIC_acceptance = -30
	}
}
### Entity: Event
Component: nsb_news.7
Constructs: is_triggered_only
Source: game
File: events/NSB_NewsEvents.txt

Code:
news_event = {
	id = nsb_news.7
	title = nsb_news.7.t
	desc = nsb_news.7.desc
	picture = GFX_news_event_generic_parliament
	major = yes
	is_triggered_only = yes
	option = {
		name = nsb_news.7.a
		trigger = {
			OR = {
				tag = FROM POL
			}
		}
	} {
		name = nsb_news.7.b
		trigger = {
			NOT = {
				tag = FROM POL
			}
		}
	}
}
### Entity: Technology
Component: basic_heavy_shell
Constructs: has_war, is_major, research_cost
Source: game
File: common/technologies/MTG_naval_Support.txt

Code:
technology = {
	research_cost = 0.5
	start_year = 1936
	path = {
		leads_to_tech = improved_heavy_battery
		research_cost_coeff = 1
	}
	battleship = {
		hg_attack = 0.05
		hg_armor_piercing = 0.05
	}
	battle_cruiser = {
		hg_attack = 0.05
		hg_armor_piercing = 0.05
	}
	heavy_cruiser = {
		hg_attack = 0.05
		hg_armor_piercing = 0.05
	}
	folder = {
		name = mtgnavalsupportfolder
		position = {
			x = 3
			y = 7
		}
	}
	ai_will_do = {
		factor = 1
		modifier = {
			is_major = yes
			has_war = yes
			factor = 5
		} {
			factor = 2
			date = > 1938.1.1
		} {
			factor = 2
			date = > 1939.1.1
		} {
			factor = 5
			OR = {
				tag = USA ENG JAP ITA
			}
		}
	}
	categories = {
		naval_artillery naval_equipment mio_cat_tech_all_capital_ship_and_modules
	}
	special_project_specialization = {
		specialization_naval
	}
}
### Entity: Event
Component: SEA_japan_foreign_policy.68
Constructs: is_triggered_only, division_template, limit, add_political_power, is_locked, random_owned_controlled_state, is_core_of, create_unit
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_foreign_policy.68
	title = SEA_japan_foreign_policy.68.t
	desc = SEA_japan_foreign_policy.68.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = SEA_japan_foreign_policy.68.a
		add_political_power = 50
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt
		JAP_setup_faction_wide_aoe_effects_JAP = yes
		hidden_effect = {
			delete_unit_template_and_units = {
				division_template = Makapili Brigade
				disband = yes
			}
			division_template = {
				name = Makapili Brigade
				division_names_group = JAP_INF_01
				template_counter = 109
				is_locked = no
				regiments = {
					infantry = {
						x = 0
						y = 0
					} {
						x = 0
						y = 1
					} {
						x = 0
						y = 2
					} {
						x = 1
						y = 0
					} {
						x = 1
						y = 1
					}
				}
				support = {
					recon = {
						x = 0
						y = 0
					}
					engineer = {
						x = 0
						y = 1
					}
				}
			}
		}
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
			}
			create_unit = {
				division = name = "First Makapili Brigade" division_template = "Makapili Brigade" start_experience_factor = 0.3 start_equipment_factor = 0.5
				owner = ROOT
			} {
				division = name = "Second Makapili Brigade" division_template = "Makapili Brigade" start_experience_factor = 0.3 start_equipment_factor = 0.5
				owner = ROOT
			} {
				division = name = "Third Makapili Brigade" division_template = "Makapili Brigade" start_experience_factor = 0.3 start_equipment_factor = 0.5
				owner = ROOT
			} {
				division = name = "Fourth Makapili Brigade" division_template = "Makapili Brigade" start_experience_factor = 0.3 start_equipment_factor = 0.5
				owner = ROOT
			}
		}
		every_core_state = {
			limit = {
				is_controlled_by = JAP
			}
			set_state_controller_to = ROOT
		}
		set_cosmetic_tag = PHI_second_republic_tag
	}
}
### Entity: Scripted Effect
Component: SOV_add_random_character_to_purge_targets_effect
Constructs: limit, check_variable, add_to_variable
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_add_random_character_to_purge_targets_effect = {
	if = {
		limit = {
			check_variable = {
				SOV_specific_random_purge_targets_override = 0
				compare = less_than
			}
		}
		add_to_variable = {
			SOV_specific_random_purge_targets_override = 2
		}
	}
	else = {
		add_to_variable = {
			SOV_specific_random_purge_targets_override = 1
		}
	}
}
### Entity: Modifier Reference
Component: SIK_state_autonomous_prefecture
Source: game
File: common/dynamic_modifiers/SEA_dynamic_modifiers.txt

Code:
SIK_state_autonomous_prefecture = {
	icon = GFX_modifiers_generic_resistance
	enable = {
		always = yes
	}
	state_production_speed_buildings_factor = -0.1
	recruitable_population_factor = -0.1
}
### Entity: AI Strategy
Component: JAP_NavalInvasionSupport_1
Source: game
File: common/ai_navy/taskforce/JAP_taskforce_templates.txt

Code:
JAP_NavalInvasionSupport_1 = {
	allowed = {
		original_tag = JAP
	}
	ai_will_do = {
		factor = 5
	}
	mission = {
		naval_invasion_support
	}
	min_composition = {
		battleship = {
			amount = 1
		}
	}
	optimal_composition = {
		battleship = {
			amount = 1
		}
		heavy_cruiser = {
			amount = 2
		}
		destroyer = {
			amount = 8
		}
	}
}
### Entity: Event
Component: JUNO_brazil_events.5
Constructs: is_triggered_only, ai_chance, every_owned_state, limit, create_dynamic_country, set_politics, set_popularities, is_fully_controlled_by
Source: game
File: events/TOA_Brazil.txt

Code:
country_event = {
	id = JUNO_brazil_events.5
	title = JUNO_brazil_events.5.t
	desc = JUNO_brazil_events.5.desc
	picture = GFX_report_event_gathering_protest
	is_triggered_only = yes
	option = {
		name = JUNO_brazil_events.5.a
		ai_chance = {
			base = 10
		}
		create_dynamic_country = {
			original_tag = BRA
			set_politics = {
				ruling_party = neutrality
				last_election = 1934.1.1
				election_frequency = 4
				elections_allowed = no
			}
			set_popularities = {
				neutrality = 60
				democratic = 10
				fascism = 10
				communism = 20
			}
			BRA = {
				every_owned_state = {
					limit = {
						is_fully_controlled_by = BRA
						has_dynamic_modifier = {
							modifier = BRA_cangaceiro_state
						}
					}
					PREV.PREV = {
						transfer_state = PREV
					}
				}
			}
		}
	}
}
### Entity: Order of Battle
Component: Banda Irregolare Eritrea
Constructs: division_template, is_locked
Source: game
File: history/units/ITA_1936_african_oob_for_fragmentation.txt

Code:
division_template = {
	name = Banda Irregolare Eritrea
	division_names_group = ITA_COL_02
	template_counter = 66
	obsolete = yes
	is_locked = yes
	regiments = {
		irregular_infantry = {
			x = 0
			y = 0
		} {
			x = 0
			y = 1
		} {
			x = 1
			y = 0
		} {
			x = 1
			y = 1
		}
	}
	priority = 0
}
### Entity: Country History
Country: LAT
Component: LAT_technology
Constructs: set_technology
Source: game
File: history/countries/LAT - Latvia.txt

Code:
# Starting Technologies for LAT
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_trucks = 1
	gw_artillery = 1
	tech_support = 1
	basic_train = 1
}
### Entity: Name List
Component: HAZ
Source: game
File: common/names/r56_names.txt

Code:
HAZ = {
	male = {
		names = {
			Abdallah Abd al-Rahman Abd al-Quddus Afzal Ahmad Akbar Akram Ayyub Fath Firuz al-Din Habib Alllah Haydar Humayun Inayat Allah Ishaq Jamal Kamran Kohandil Mahmud Mahsud Mihrdil Muhammad Murad Nadir Nasr Allah Omar Qaysar Shahpur Sher Ali Shuja Suleyman Timur Yaqub Zaman Hazara Yazdanbakhsh
		}
	}
	female = {
		names = {
			Adan Adar Ara Ardil Arezo Arezu Ariyan Badil Bahar Bawan Baziyan Befraw Belqis Bihar Binar Binav Biyan Bohar Burandoxt Pourandokht Derav Desmal Devken Dilar Dilaram Dilare Dilawaz Dilber Dilcan Dildar Dilgerm Esmerxan Nawal Ezcan Felek Fener Gerdengaz Gozel
		}
	}
	surnames = {
		Khan Nuristani Sattari Sherkhanzai Yasin Abdul Ahmadi Aziz Karzai Nawabi Poya Shahnawaz
	}
	callsigns = {

	}
}
### Entity: Idea
Component: POL_Polish_Cipher_Bureau_Focus1_lar
Constructs: removal_cost
Source: game
File: common/ideas/r56_poland.txt

Code:
POL_Polish_Cipher_Bureau_Focus1_lar = {
	name = POL_Polish_Cipher_Bureau_Focus1
	allowed = {
		original_tag = POL
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = POL_Intelligence_Service1
	modifier = {
		decryption_power_factor = 0.1
	}
}
### Entity: Event
Component: DOD_hungary.120
Constructs: is_triggered_only, ai_chance, has_government, is_ai
Source: game
File: events/DOD_Hungary.txt

Code:
country_event = {
	id = DOD_hungary.120
	title = DOD_hungary.120.t
	desc = DOD_hungary.120.desc
	picture = GFX_report_event_stalin_meeting
	is_triggered_only = yes
	option = {
		name = DOD_hungary.120.a
		ai_chance = {
			base = 95
			modifier = {
				CZE = {
					has_government = communism
				}
				factor = 4
			}
		}
		CZE = {
			country_event = DOD_hungary.121
		}
	} {
		name = DOD_hungary.120.b
		ai_chance = {
			base = 5
			modifier = {
				factor = 0
				HUN = {
					is_ai = no
				}
			}
		}
		HUN = {
			country_event = DOD_hungary.123
		}
	}
}
### Entity: National Focus
Tree: afg_focus
Component: AFG_reclaim_moghulistan
Constructs: prerequisite, limit, completion_reward, is_owned_and_controlled_by, every_core_state, add_claim_by, set_state_flag, add_building_construction
Source: game
File: common/national_focus/afghanistan.txt

Code:
focus = {
	id = AFG_reclaim_moghulistan
	icon = GFX_focus_AFG_sinkang_intervention
	prerequisite = {
		focus = AFG_invite_the_mughal_prince
	}
	x = 2
	y = 1
	relative_position_id = AFG_invite_the_mughal_prince
	will_lead_to_war_with = SIK
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		1005 = {
			is_owned_and_controlled_by = ROOT
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
	completion_reward = {
		SIK = {
			every_core_state = {
				add_claim_by = ROOT
				set_state_flag = AFG_mughals_can_integrate_flag
			}
		}
		KHM = {
			every_core_state = {
				add_claim_by = ROOT
				set_state_flag = AFG_mughals_can_integrate_flag
			}
		}
		custom_effect_tooltip = AFG_can_core_once_controlled_tt generic_skip_one_line_tt
		IF = {
			limit = {
				controls_province = 7519
			}
			1005 = {
				add_building_construction = {
					type = supply_node
					level = 1
					instant_build = yes
					province = 7519
				} {
					type = air_base
					level = 1
					instant_build = yes
				}
			}
		} {
			limit = {
				SIK = {
					exists = yes
					all_core_state = {
						is_fully_controlled_by = PREV
					}
				}
			}
			create_wargoal = {
				type = annex_everything
				target = SIK
				expire = 0
			}
		} {
			limit = {
				KHM = {
					exists = yes
				}
			}
			create_wargoal = {
				type = annex_everything
				target = KHM
				expire = 0
			}
		}
		ELSE = {
			effect_tooltip = {
				1005 = {
					add_building_construction = {
						type = supply_node
						level = 1
						instant_build = yes
						province = 7519
					}
				}
			}
		} {
			SIK = {
				every_core_state = {
					IF = {
						limit = {
							NOT = {
								ROOT = {
									has_annex_war_goal = PREV.controller
								}
							}
							controller = {
								NOT = {
									original_tag = ROOT
								}
							}
						}
						ROOT = {
							create_wargoal = {
								type = annex_everything
								target = PREV.controller
								expire = 0
							}
						}
					}
				}
			}
		}
	}
}
### Entity: Idea
Component: CZE_ckd_improved
Constructs: has_completed_focus, research_bonus, equipment_bonus
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_ckd_improved = {
	name = CZE_ckd
	picture = CZE_ckd
	allowed = {
		original_tag = CZE
	}
	visible = {
		has_completed_focus = CZE_the_tvp_project
	}
	research_bonus = {
		armor = 0.15
	}
	traits = {
		fast_tank_manufacturer_2
	}
	equipment_bonus = {

	}
}
### Entity: National Focus
Tree: swe_focus
Component: SWE_mobilization_of_society
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_timed_idea
Source: game
File: common/national_focus/sweden.txt

Code:
focus = {
	id = SWE_mobilization_of_society
	icon = GFX_focus_SOV_organize_wreckers
	x = 0
	y = 1
	cost = 1
	prerequisite = {
		focus = SWE_beneath_sticks_and_stones
	}
	relative_position_id = SWE_beneath_sticks_and_stones
	ai_will_do = {
		factor = 10
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_MANPOWER
	}
	completion_reward = {
		add_timed_idea = {
			idea = SWE_mobilization_of_society
			days = 180
		}
	}
}
### Entity: Idea
Component: ITA_caproni_improved
Constructs: has_completed_focus, research_bonus
Source: game
File: common/ideas/italy.txt

Code:
ITA_caproni_improved = {
	name = caproni
	picture = caproni
	allowed = {
		original_tag = ITA
	}
	visible = {
		has_completed_focus = ITA_new_industrialization_program ITA_strengthen_northern_industry
	}
	available = {
		controls_State = 159
		ITA_is_northern_designer_improved = yes
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		CAS_manufacturer
	}
	modifier = {
		air_cas_efficiency = 0.1
	}
}
### Entity: Idea
Component: AZR_aif_safety
Source: game
File: common/ideas/azerbaijan.txt

Code:
AZR_aif_safety = {
	picture = generic_air_arab_1
	allowed = {
		original_tag = AZR
	}
	traits = {
		air_chief_safety_2
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Military Industrial Organization
Component: USA_marmon_herrington_organization
Constructs: has_completed_focus, limit, has_war_with, has_country_flag, has_dlc, has_invited_mio_tt, has_marmon_herrington_mio_flag
Source: game
File: common/military_industrial_organization/organizations/USA_organization.txt

Code:
USA_marmon_herrington_organization = {
	include = generic_mobile_tank_organization
	icon = GFX_idea_marmon_herrington
	allowed = {
		OR = {
			tag = USA
			AND = {
				tag = BRA
				has_dlc = Trial of Allegiance
			}
		}
	}
	available = {
		IF = {
			limit = {
				FROM = {
					NOT = {
						original_tag = USA
					}
				}
			}
			FROM = {
				NOT = {
					has_war_with = USA
				}
			}
		} {
			limit = {
				FROM = {
					original_tag = BRA
				}
			}
			custom_trigger_tooltip = {
				tooltip = has_invited_mio_tt
				FROM = {
					has_completed_focus = BRA_invite_foreign_companies
					has_country_flag = has_marmon_herrington_mio_flag
				}
			}
		}
	}
}
### Entity: Idea
Component: TMS_coi
Source: game
File: common/ideas/turkmenistan.txt

Code:
TMS_coi = {
	picture = generic_political_advisor_asia_1
	allowed = {
		original_tag = TMS
	}
	traits = {
		captain_of_industry
	}
}
### Entity: National Focus
Tree: gre_focus
Component: GRE_soviet_subsidised_railways
Constructs: prerequisite, limit, has_government, has_war_with, completion_reward, has_full_control_of_state, build_railway
Source: game
File: common/national_focus/greece.txt

Code:
focus = {
	id = GRE_soviet_subsidised_railways
	icon = GFX_focus_chi_mission_to_the_soviet_union
	prerequisite = {
		focus = GRE_a_socialist_economy
	}
	x = 0
	y = 1
	relative_position_id = GRE_a_socialist_economy
	cost = 10
	ai_will_do = {
		base = 1
	}
	available = {
		SOV = {
			has_government = communism
			NOT = {
				has_war_with = ROOT
			}
		}
		controls_state = 47
	}
	bypass = {
		SOV = {
			OR = {
				exists = no
				NOT = {
					has_government = communism
				}
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		if = {
			limit = {
				has_full_control_of_state = 186
			}
			build_railway = {
				path = {
					4109 3988 7096 4178 11965
				}
			}
		} {
			limit = {
				has_full_control_of_state = 185
			}
			build_railway = {
				path = {
					3988 1109 976 11895 11786 3914 9805
				}
			}
		} {
			limit = {
				has_full_control_of_state = 731
			}
			build_railway = {
				path = {
					4109 3988 1109 976 863 6930 3844 10163 11818
				}
			}
		} {
			limit = {
				has_full_control_of_state = 731 184
			}
			build_railway = {
				path = {
					11818 3936 9930 11774 11905
				}
			}
		}
		custom_effect_tooltip = GRE_unlock_soviet_decision_tt
	}
}