Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: National Focus
Tree: raj_focus
Component: RAJ_lobby_parliment
Constructs: prerequisite, limit, completion_reward, has_stability, is_ai, has_opinion, cancel_if_invalid, set_country_flag
Source: game
File: common/national_focus/india_goe.txt

Code:
focus = {
	id = RAJ_lobby_parliment
	icon = GFX_focus_generic_devaluation
	prerequisite = {
		focus = RAJ_look_to_the_future
	}
	x = 2
	y = 1
	relative_position_id = RAJ_look_to_the_future
	cost = 5
	ai_will_do = {
		factor = 1
	}
	available = {
		has_stability = < 0.4
		if = {
			limit = {
				is_ai = no
			}
			ENG = {
				has_opinion = {
					target = ROOT
					value = > 70
				}
			}
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
	completion_reward = {
		set_country_flag = RAJ_industrialists_joined_eic
		if = {
			limit = {
				ENG = {
					exists = yes
					is_subject = no
				}
			}
			ENG = {
				country_event = {
					id = GOE_RAJ.31
					hours = 2
				}
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt AFG_promote_the_counter_elite_tt generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt
		show_ideas_tooltip = RAJ_jim_corbett RAJ_GOE_g_d_birla RAJ_GOE_j_r_d_tata RAJ_GOE_william_rhodes_davis RAJ_GOE_prescott_bush
	}
}
### Entity: Scripted Effect
Component: SOV_trigger_regular_purge_nkvd_effect
Constructs: set_variable, set_country_flag
Source: game
File: common/scripted_effects/SOV_scripted_effects.txt

Code:
SOV_trigger_regular_purge_nkvd_effect = {
	country_event = NSB_soviet_paranoia_system_events.13
	set_variable = {
		SOV_last_regular_purge_area = 1
	}
	set_country_flag = SOV_last_purge_flag
}
### Entity: Idea
Component: wilton_fijenoord
Constructs: has_dlc, research_bonus, equipment_bonus
Source: game
File: common/ideas/netherlands.txt

Code:
wilton_fijenoord = {
	picture = wilton_fijenoord
	allowed = {
		original_tag = HOL
		has_dlc = Man the Guns
	}
	research_bonus = {
		naval_equipment = 0.15
	}
	equipment_bonus = {

	}
	traits = {
		atlantic_fleet_naval_manufacturer
	}
	modifier = {

	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_balanced_2
Constructs: prerequisite, completion_reward, cancel_if_invalid, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/czechoslovakia.txt

Code:
focus = {
	id = CZE_balanced_2
	icon = GFX_focus_eng_concessions_to_the_trade_unions
	prerequisite = {
		focus = CZE_balanced_1
	}
	x = 0
	y = 1
	relative_position_id = CZE_balanced_1
	cost = 10
	ai_will_do = {
		factor = 80
		modifier = {
			factor = 0.1
			HABSBURG_joint_trigger = yes
		}
	}
	available = {
		CZE = {
			controls_state = 9
		} {
			controls_state = 71
		}
	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		9 = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
		71 = {
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			} {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: Event
Component: iceland_events.3
Constructs: is_triggered_only, ai_chance, limit, remove_ideas, has_idea
Source: game
File: events/AAT_Iceland.txt

Code:
country_event = {
	id = iceland_events.3
	title = iceland_events.3.t
	desc = iceland_events.3.desc
	picture = GFX_report_event_generic_sign_treaty2
	is_triggered_only = yes
	immediate = {
		get_current_ideology_popularities = yes
		get_current_ruling_party = yes
	}
	option = {
		name = iceland_events.3.a
		ai_chance = {
			base = 1
		}
		FROM = {
			puppet = ROOT
		}
		restore_ideology_popularities = yes
		restore_ruling_party = yes
		IF = {
			limit = {
				has_idea = neutrality_idea
			}
			remove_ideas = {
				neutrality_idea
			}
		}
		hidden_effect = {
			news_event = {
				id = aat_news.2
				days = 1
			}
		}
	}
}
### Entity: Character
Component: GER_oberste_heeresleitung_character
Source: game
File: common/characters/GER.txt

Code:
GER_oberste_heeresleitung_character = {
	name = GER_oberste_heeresleitung_character
	portraits = {
		civilian = {
			large = GFX_portrait_GER_oberste_heeresleitung
		}
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_the_onslaught_on_colonialism_old
Constructs: prerequisite, completion_reward
Source: game
File: common/national_focus/soviet_old.txt

Code:
focus = {
	id = SOV_the_onslaught_on_colonialism_old
	text = SOV_the_onslaught_on_colonialism
	icon = GFX_goal_tfv_saf_anti_colonialist_crusade
	prerequisite = {
		focus = SOV_anti_colonialist_rebels
	}
	x = -1
	y = 1
	relative_position_id = SOV_anti_colonialist_rebels
	cost = 5
	available = {
		surrender_progress = < 0.05
	}
	completion_reward = {
		custom_effect_tooltip = SOV_the_onslaught_on_colonialism_decision_tt
	}
}
### Entity: National Focus
Component: wuw_HUN_on_a_high_horse
Constructs: prerequisite, limit, add_ideas, has_government, every_country, owns_state, add_opinion_modifier, completion_reward
Source: game
File: common/national_focus/hungary_wuw.txt

Code:
focus = {
	id = wuw_HUN_on_a_high_horse
	icon = GFX_focus_usa_focus_on_europe
	prerequisite = {
		focus = wuw_HUN_revenge_for_1919 wuw_HUN_reclaim_the_slovak_possessions wuw_HUN_undoing_the_yugoslav_mistake
	}
	mutually_exclusive = {
		focus = wuw_HUN_a_bulwark_against_communism
	}
	x = -1
	y = 1
	relative_position_id = wuw_HUN_reclaim_the_slovak_possessions
	will_lead_to_war_with = ROM YUG AUS SLO CZE POL SOV UKR MOL CRO SER ISR PAL EGY ENG TUR FRA GRE JOR SUD
	cost = 10
	ai_will_do = {
		factor = 2
	}
	available = {
		is_subject = no
		has_government = neutrality
		has_war_support = > 0.9
		all_core_state = {
			is_owned_and_controlled_by = ROOT
		}
	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_MANPOWER FOCUS_FILTER_ANNEXATION FOCUS_FILTER_POLITICAL
	}
	cancel_if_invalid = no
	continue_if_invalid = yes
	available_if_capitulated = no
	completion_reward = {
		add_ideas = HUN_apostolic_kingdom_idea
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt generic_skip_one_line_tt
		IF = {
			limit = {
				is_in_faction = yes
			}
			leave_faction = yes
		}
		set_rule = {
			can_create_factions = yes
		} {
			can_join_factions = no
		}
		every_other_country = {
			limit = {
				NOT = {
					is_puppet_of = ROOT
				}
			}
			add_opinion_modifier = {
				target = ROOT
				modifier = HUN_has_threatening_ambitions
			} {
				target = ROOT
				modifier = embargo
			}
		}
		every_state = {
			limit = {
				NOT = {
					OR = {
						is_claimed_by = ROOT
						is_core_of = ROOT
						is_owned_by = ROOT
						any_other_country = {
							AND = {
								is_subject_of = ROOT
								owns_state = PREV
							}
						}
					}
				}
				OR = {
					state = 664 70 71 73 76 84 83 82 764 45 109 102 853 103 163 104 804 975 976 4 152 153 848 72 972 75 762 74 67 66 9 69 88 89 91 90 81 46 80 79 78 766 551 883 457 456 907 447 446 453 454 455 553 554 677 799 183 164 116 797 199 198 201 202 203 834 192 197 259 193 226 196 200 227 221 228 218 240 225 245 260 265 234 235 232 238 237 236 217 187
				}
			}
			add_claim_by = ROOT
		}
		every_country = {
			limit = {
				OR = {
					original_tag = ROM YUG AUS SLO CZE POL SOV UKR MOL CRO SER ISR PAL EGY ENG TUR FRA GRE JOR SUD
				}
			}
			ROOT = {
				create_wargoal = {
					type = take_claimed_state
					target = PREV
				}
			}
		}
		hidden_effect = {
			news_event = {
				id = wuw_HUN_news_events.4
			}
		}

# ... (truncated)
### Entity: Character
Component: SWE_scandinavian_king
Source: game
File: common/country_leader/r56_traits.txt

Code:
SWE_scandinavian_king = {
	random = no
	political_power_factor = 0.1
}
### Entity: Character
Component: CHA_stc
Source: game
File: common/characters/CHA.txt

Code:
CHA_stc = {
	advisor = {
		slot = political_advisor
		idea_token = CHA_stc
		allowed = {
			original_tag = CHA
		}
		traits = {
			smooth_talking_charmer
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_3
		}
	}
}
### Entity: National Focus
Component: venice_focus
Constructs: shared_focus, has_completed_focus, add_equipment_to_stockpile, prerequisite, has_war, limit, add_ideas, remove_ideas
Source: game
File: common/national_focus/venice.txt

Code:
focus_tree = {
	id = venice_focus
	country = {
		factor = 0
		modifier = {
			add = 10
			tag = VNZ
		}
	}
	continuous_focus_position = {
		x = 0
		y = 700
	}
	shared_focus = GEN_industrial_boom
	default = no
	reset_on_civilwar = no
	focus = {
		id = VNZ_army_effort
		icon = GFX_goal_generic_allies_build_infantry
		x = 17
		y = 0
		cost = 10
		ai_will_do = {
			factor = 3
		}
		available_if_capitulated = yes
		completion_reward = {
			army_experience = 5
			add_doctrine_cost_reduction = {
				name = land_doc_bonus
				cost_reduction = 0.5
				uses = 1
				category = land_doctrine
			}
		}
		search_filters = {
			FOCUS_FILTER_RESEARCH FOCUS_FILTER_MANPOWER
		}
	} {
		id = VNZ_equipment_effort
		icon = GFX_goal_generic_small_arms
		prerequisite = {
			focus = VNZ_army_effort
		}
		relative_position_id = VNZ_army_effort
		x = -1
		y = 1
		cost = 10
		available_if_capitulated = yes
		completion_reward = {
			add_tech_bonus = {
				name = infantry_weapons_bonus
				bonus = 1
				uses = 1
				category = infantry_weapons artillery
			}
		}
		search_filters = {
			FOCUS_FILTER_RESEARCH
		}
	} {
		id = VNZ_military_intelligence
		icon = GFX_goal_generic_secret_police
		cost = 5
		prerequisite = {
			focus = VNZ_equipment_effort
		}
		available = {

		}
		relative_position_id = VNZ_equipment_effort
		x = 0
		y = 1
		ai_will_do = {
			factor = 10
		}
		completion_reward = {
			if = {
				limit = {
					has_dlc = La Resistance
					NOT = {
						has_intelligence_agency = yes
					}
				}
				create_intelligence_agency = yes
			}
			add_tech_bonus = {
				name = mp_tech_bonus_name
				bonus = 1
				uses = 1
				category = military_police_tech
			}
		}
		search_filters = {
			FOCUS_FILTER_RESEARCH FOCUS_FILTER_ESPIONAGE
		}
	} {
		id = VNZ_motorization_effort
		icon = GFX_goal_generic_army_motorized
		prerequisite = {
			focus = VNZ_army_effort
		}
		relative_position_id = VNZ_army_effort
		x = 2
		y = 1
		cost = 10
		available_if_capitulated = yes
		completion_reward = {
			add_tech_bonus = {
				name = electronics_bonus
				bonus = 3
				uses = 1
				category = signal_company_tech
			} {
				name = motorized_bonus
				bonus = 1
				uses = 1
				category = logistics_tech
			}
		}
		search_filters = {
			FOCUS_FILTER_RESEARCH
		}
	} {
		id = VNZ_field_hospitals
		icon = GFX_goal_medicine
		prerequisite = {
			focus = VNZ_motorization_effort
		}
		relative_position_id = VN
# ... (truncated)
### Entity: Idea
Component: grumman
Constructs: research_bonus
Source: game
File: common/ideas/usa.txt

Code:
grumman = {
	allowed = {
		original_tag = USA
	}
	research_bonus = {
		air_equipment = 0.15
	}
	traits = {
		naval_aircraft_manufacturer
	}
	modifier = {

	}
}
### Entity: National Focus
Tree: hun_focus
Component: HUN_join_axis
Constructs: prerequisite, has_government, has_war_with, completion_reward, has_capitulated, is_in_faction_with, is_subject, is_in_faction
Source: game
File: common/national_focus/hungary.txt

Code:
focus = {
	id = HUN_join_axis
	icon = GFX_focus_chi_mission_to_germany
	prerequisite = {
		focus = HUN_joint_aluminum_mining_company
	}
	x = 0
	y = 3
	relative_position_id = HUN_renounce_the_treaty_of_trianon
	cost = 5
	ai_will_do = {
		factor = 100
		modifier = {
			factor = 0
			GER = {
				has_capitulated = yes
			}
		} {
			GER = {
				surrender_progress = > 0.25
			}
			factor = 0.1
		}
	}
	available = {
		NOT = {
			has_war_with = GER
		} {
			any_other_country = {
				is_in_faction_with = GER
				has_war_with = HUN
			}
		}
		is_subject = no
		is_in_faction = no
		GER = {
			is_faction_leader = yes
			has_government = fascism
			is_subject = no
		}
	}
	bypass = {
		AND = {
			is_in_faction_with = GER
			GER = {
				is_faction_leader = yes
				has_government = fascism
			}
		}
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = yes
	completion_reward = {
		GER = {
			country_event = generic.2
		}
	}
}
### Entity: Character
Component: prime_minister_atsiz
Constructs: war_support_factor, fascism_drift
Source: game
File: common/country_leader/00_traits.txt

Code:
prime_minister_atsiz = {
	random = no
	sprite = 13
	war_support_factor = 0.1
	mobilization_laws_cost_factor = -0.25
	justify_war_goal_time = -0.33
	conscription = 0.005
	fascism_drift = 0.1
}
### Entity: Modding Documentation
Construct: num_controlled_states
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### num_controlled_states
* description: number of controlled states
### Entity: Technology
Component: paras_combat_1
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_PAR_doctrine_progress_limit = yes
			}
		} {
			limit = {
				is_ai = yes
			}
			always = no
		}
	}
	xp_research_type = air
	xp_unlock_cost = 60
	force_use_small_tech_layout = yes
	path = {
		leads_to_tech = paras_bonus_1
		research_cost_coeff = 1
	}
	xor = {
		paras_combat_2
	}
	signal_company = {
		battalion_mult = {
			category = category_paratroopers
			defense = 0.15
		}
	}
	doctrine = yes
	research_cost = 2.25
	categories = {
		special_forces_doctrine cat_paratroopers_doctrine
	}
	folder = {
		name = special_forces_doctrine_folder
		position = {
			x = -1
			y = 6
		}
	}
	ai_will_do = {
		factor = 10000
	}
	ai_research_weights = {

	}
}
### Entity: Modding Documentation
Construct: instantconstruction
Source: vanilla_docs
File: documentation/console_commands_documentation.md

Doc:
## instantconstruction
* Aliases: ic

Toggles instant construction cheat.
### Entity: National Focus
Tree: irq_focus
Component: IRQ_decouple_from_the_pound
Constructs: limit, add_ideas, has_war_with, add_opinion_modifier, completion_reward, cancel_if_invalid, has_idea, swap_ideas
Source: game
File: common/national_focus/iraq.txt

Code:
focus = {
	id = IRQ_decouple_from_the_pound
	icon = GFX_focus_IRQ_decouple_from_the_pound
	x = 0
	y = 0
	cost = 10
	ai_will_do = {
		base = 1
	}
	available = {

	}
	bypass = {

	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY FOCUS_FILTER_HISTORICAL
	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	completion_reward = {
		IF = {
			limit = {
				ENG = {
					exists = yes
					NOT = {
						has_war_with = ROOT
					}
				}
			}
			ENG = {
				add_opinion_modifier = {
					target = ROOT
					modifier = IRQ_decoupled_from_the_pound
				}
			}
			custom_effect_tooltip = generic_skip_one_line_tt
		} {
			limit = {
				has_idea = export_focus
			}
			swap_ideas = {
				remove_idea = export_focus
				add_idea = free_trade
			}
		}
		random_owned_controlled_state = {
			limit = {
				is_core_of = ROOT
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			prioritize = {
				291 1011 676
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 2
				instant_build = yes
			}
		}
		custom_effect_tooltip = generic_skip_one_line_tt
		ELSE_IF = {
			limit = {
				has_idea = limited_exports
			}
			swap_ideas = {
				remove_idea = limited_exports
				add_idea = export_focus
			}
		}
		add_ideas = IRQ_iraq_currency_board_idea
	}
}
### Entity: Unit Leader
Component: naval_lineage
Constructs: has_idea
Source: game
File: common/unit_leader/00_traits.txt

Code:
naval_lineage = {
	type = navy
	trait_type = personality_trait
	modifier = {
		naval_retreat_chance = -0.25
		ships_at_battle_start = 0.25
	}
	new_commander_weight = {
		factor = 1
		modifier = {
			FROM = {
				has_idea = best_of_the_best_naval_academy_spirit
			}
			factor = 0
		} {
			FROM = {
				has_idea = naval_academy_scholarships_spirit
			}
			factor = 0
		} {
			FROM = {
				has_idea = SOV_purged_junior_navy_officers_3
			}
			factor = 0
		}
	}
	ai_will_do = {
		factor = 1
	}
}
### Entity: Event
Component: SEA_japan_foreign_policy.99
Constructs: is_triggered_only
Source: game
File: events/SEA_Japan.txt

Code:
country_event = {
	id = SEA_japan_foreign_policy.99
	title = SEA_japan_foreign_policy.99.t
	desc = SEA_japan_foreign_policy.99.desc
	picture = GFX_report_event_generic_read_write
	is_triggered_only = yes
	option = {
		name = SEA_japan_foreign_policy.99.a
	}
}
### Entity: Shared Focus
Tree: ply_focus
Component: PLY_new_building_projects
Constructs: shared_focus, prerequisite, completion_reward, is_core_of, is_fully_controlled_by, swap_ideas, remove_idea, add_idea
Source: game
File: common/national_focus/r56_polynesian.txt

Code:
shared_focus = {
	id = PLY_new_building_projects
	icon = GFX_goal_generic_land_seizure
	prerequisite = {
		focus = PLY_a_paradise
	}
	relative_position_id = PLY_a_paradise
	x = 0
	y = 2
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available = {
		any_owned_state = {
			is_core_of = ROOT
			is_fully_controlled_by = ROOT
		}
	}
	completion_reward = {
		swap_ideas = {
			remove_idea = NIU_tourism_idea_iii
			add_idea = NIU_tourism_idea_iv
		}
		capital_scope = {
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			} {
				type = infrastructure
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: National Focus
Tree: sud_focus
Component: SUD_strike_against_the_opressors
Constructs: prerequisite, has_war, has_government, has_war_with, completion_reward, is_subject, is_in_faction_with, create_wargoal
Source: game
File: common/national_focus/sudan.txt

Code:
focus = {
	id = SUD_strike_against_the_opressors
	icon = GFX_goal_generic_attack_egypt
	cost = 10
	prerequisite = {
		focus = SUD_the_well_guided SUD_red_army
	}
	relative_position_id = SUD_the_well_guided
	x = -1
	y = 4
	will_lead_to_war_with = EGY
	available = {
		OR = {
			has_government = fascism communism
		}
		is_subject = no
		country_exists = EGY
		NOT = {
			is_in_faction_with = EGY
		}
	}
	bypass = {
		OR = {
			NOT = {
				country_exists = EGY
			}
			has_war_with = EGY
		}
	}
	ai_will_do = {
		factor = 2
		modifier = {
			factor = 0.25
			has_war = yes
		}
	}
	completion_reward = {
		create_wargoal = {
			type = annex_everything
			target = EGY
			expire = 0
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: National Focus
Tree: cze_focus
Component: CZE_increase_food_and_resource_imports
Constructs: prerequisite, limit, completion_reward, is_in_faction_with, build_railway, add_offsite_building, every_other_country, random_owned_controlled_state
Source: game
File: common/national_focus/czechoslovakia_mu.txt

Code:
focus = {
	id = CZE_increase_food_and_resource_imports
	icon = GFX_focus_generic_agricultural_subsidies
	relative_position_id = CZE_ally_yugoslavia
	x = 0
	y = 2
	prerequisite = {
		focus = CZE_ally_austria CZE_demand_the_czech_corridor CZE_ally_romania
	}
	cost = 10
	available = {
		count_triggers = {
			amount = 2
			is_in_faction_with = AUS HUN YUG SOV
		}
	}
	completion_reward = {
		build_railway = {
			level = 2
			fallback = yes
			path = {
				6562 6576 3484
			}
			start_province = 6562
			target_province = 3484
		} {
			level = 1
			fallback = yes
			path = {
				541 11679 6561 9690 9660
			}
			start_province = 541
			target_province = 9660
		} {
			level = 1
			fallback = yes
			start_province = 9660
			target_province = 619
		}
		custom_effect_tooltip = generic_skip_one_line_tt generic_skip_one_line_tt
		add_offsite_building = {
			type = industrial_complex
			level = 2
		}
		every_other_country = {
			limit = {
				is_in_faction_with = ROOT
				OR = {
					original_tag = POL AUS HUN
					BUL_is_balkan_nation = yes
				}
			}
			random_owned_controlled_state = {
				limit = {
					free_building_slots = {
						building = industrial_complex
						size = > 1
						include_locked = yes
					}
				}
				add_building_construction = {
					type = industrial_complex
					level = 2
					instant_build = yes
				}
				add_extra_state_shared_building_slots = 2
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
}
### Entity: Scripted Trigger
Component: frloc_cosmtags_sg_masc_cons_dansle_01
Constructs: has_government, has_country_flag, has_cosmetic_tag, is_subject_of, is_subject, has_autonomy_state
Source: game
File: common/scripted_triggers/00_scripted_triggers_FR_loc.txt

Code:
frloc_cosmtags_sg_masc_cons_dansle_01 = {
	OR = {
		AND = {
			has_cosmetic_tag = jimma
			has_government = fascism
			NOT = {
				is_subject_of = ITA
			}
		} {
			has_cosmetic_tag = jimma
			has_government = neutrality
		} {
			has_cosmetic_tag = gojjam
			OR = {
				has_government = neutrality democratic
				AND = {
					is_subject_of = ITA
					has_government = fascism
				}
			}
		} {
			OR = {
				tag = RAJ
				original_tag = RAJ
			} {
				has_government = democratic neutrality
			}
			has_cosmetic_tag = RAJ_UK
		} {
			OR = {
				tag = RAJ
				original_tag = RAJ
			}
			has_cosmetic_tag = RAJ_UK
			is_subject = yes
		} {
			OR = {
				tag = RAJ
				original_tag = RAJ
			}
			has_cosmetic_tag = RAJ_UK
			has_autonomy_state = autonomy_dominion
		} {
			OR = {
				tag = CAN
				original_tag = CAN
			}
			has_cosmetic_tag = CAN_UK
			has_autonomy_state = autonomy_dominion
		} {
			OR = {
				tag = USA
				original_tag = USA
			}
			has_cosmetic_tag = USA_UK
			has_autonomy_state = autonomy_dominion
		} {
			OR = {
				tag = USA
				original_tag = USA
			}
			has_cosmetic_tag = USA_SAF_EDW
			has_autonomy_state = autonomy_dominion
		} {
			OR = {
				tag = LBA
				original_tag = LBA
			}
			is_subject_of = GER
			has_autonomy_state = autonomy_colony
		} {
			OR = {
				tag = LBA
				original_tag = LBA
			}
			is_subject_of = GER
			has_autonomy_state = autonomy_reichsprotectorate
		} {
			OR = {
				tag = LBA
				original_tag = LBA
			}
			is_subject_of = GER
			has_autonomy_state = autonomy_puppet
			has_government = fascism
		} {
			OR = {
				tag = LBA
				original_tag = LBA
			} {
				has_autonomy_state = autonomy_satellite autonomy_dominion
			}
			is_subject_of = ITA
			has_government = fascism
		} {
			OR = {
				tag = KEN
				original_tag = KEN
			}
			is_subject_of = GER
			has_autonomy_state = autonomy_colony
		} {
			OR = {
				tag = KEN
				original_tag = KEN
			}
			is_subject_of = GER
			has_autonomy_state = autonomy_reichsprotectorate
		} {
			OR = {
				tag = KEN
				original_tag = KEN
			}
			is_subject_of = GER
			has_autonomy_state = autonomy_puppet
			has_government = fascism
		} {
			OR = {
				tag = ZIM
				original_tag = ZIM
			}
			is_subject_of = GER
			has_autonomy_state = autonomy_colony
		} {
			OR = {
				tag = ZIM
				original_tag = ZIM
			}
			is_subject_of = GER
			has_autonomy_state = autonomy_reichsprotectorate
		} {
			O
# ... (truncated)