Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: State History
Component: 1062
Constructs: add_core_of, add_to_array
Source: game
File: history/states/1062-Aysen.txt

Code:
state = {
	id = 1062
	name = STATE_1062
	manpower = 27478
	state_category = pastoral
	resources = {
		aluminium = 1
		oil = 1
	}
	history = {
		owner = CHL
		add_core_of = CHL
		add_to_array = {
			state_victory_points = 2161
		}
		buildings = {
			infrastructure = 1
		}
		victory_points = {
			2161 2
		}
	}
	provinces = {
		13354 8198 10961 5159 5118 2161
	}
	local_supplies = 0.0
}
### Entity: AI Strategy
Component: mountaineers_ENG
Constructs: has_tech
Source: game
File: common/ai_templates/templates_ENG.txt

Code:
mountaineers_ENG = {
	available_for = {
		ENG
	}
	role = mountaineers
	upgrade_prio = {
		factor = 2
		modifier = {
			factor = 0
			NOT = {
				has_tech = tech_mountaineers
			}
		}
	}
	mountaineers_default_ENG = {
		upgrade_prio = {
			factor = 2
			modifier = {
				factor = 1
			}
		}
		target_template = {
			support = {
				engineer = 1
				artillery = 1
				logistics_company = 1
				recon = 1
			}
			regimental_support = {
				anti_tank_battery = 1
				fire_support = 1
			}
			regiments = {
				mountaineers = 9
			}
		}
	}
}
### Entity: Order of Battle
Component: Den Danske Flåde
Source: game
File: history/units/DEN_1936_naval_legacy.txt

Code:
fleet = {
	name = Den Danske Flåde
	naval_base = 6287
	task_force = {
		name = Den Danske Flåde
		location = 6287
		ship = {
			name = HDMS Niels Iuel
			pride_of_the_fleet = yes
			definition = heavy_cruiser
			equipment = {
				heavy_cruiser_1 = {
					amount = 1
					owner = DEN
				}
			}
		} {
			name = HDMS Peder Skram
			definition = heavy_cruiser
			equipment = {
				heavy_cruiser_1 = {
					amount = 1
					owner = DEN
				}
			}
		} {
			name = HDMS Rota
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = DEN
				}
			}
		} {
			name = HDMS Bellona
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = DEN
				}
			}
		} {
			name = HDMS Flora
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = DEN
				}
			}
		} {
			name = HDMS Daphne
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = DEN
				}
			}
		} {
			name = HDMS Dryaden
			definition = submarine
			equipment = {
				submarine_1 = {
					amount = 1
					owner = DEN
				}
			}
		}
	}
}
### Entity: Order of Battle
Component: 3. Michigan Volunteers
Constructs: division_template
Source: game
File: history/units/USB_defense_force.txt

Code:
division = {
	name = 3. Michigan Volunteers
	location = 695
	division_template = Local Defense Volunteers
}
### Entity: National Focus
Tree: chi_focus
Component: CHI_sea_bureau_of_investigation_and_statistics
Constructs: prerequisite, limit, add_stability, completion_reward, cancel_if_invalid, has_character, set_nationality
Source: game
File: common/national_focus/china_nationalist_warlord_TSR.txt

Code:
focus = {
	id = CHI_sea_bureau_of_investigation_and_statistics
	icon = GFX_goal_generic_intelligence_exchange
	prerequisite = {
		focus = CHI_sea_military_affairs_commission
	}
	x = 2
	y = 1
	relative_position_id = CHI_sea_military_affairs_commission
	cost = 10
	ai_will_do = {
		factor = 4
	}
	available = {

	}
	bypass = {

	}
	cancel_if_invalid = yes
	continue_if_invalid = no
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_STABILITY
	}
	completion_reward = {
		add_stability = 0.1
		IF = {
			limit = {
				NOT = {
					has_character = CHI_dai_li
				}
				CHI = {
					exists = no
				}
			}
			CHI = {
				CHI_dai_li = {
					set_nationality = ROOT
				}
			} {
				show_ideas_tooltip = CHI_dai_li
			}
			custom_effect_tooltip = available_political_advisor
		}
	}
}
### Entity: Idea
Component: TUR_infrastructure_privatised_idea
Constructs: removal_cost
Source: game
File: common/ideas/turkey.txt

Code:
TUR_infrastructure_privatised_idea = {
	allowed = {
		original_tag = TUR
	}
	allowed_civil_war = {
		always = no
	}
	picture = generic_build_infrastructure
	removal_cost = -1
	modifier = {
		production_speed_infrastructure_factor = -0.1
		consumer_goods_factor = -0.15
		political_power_factor = 0.25
	}
}
### Entity: Order of Battle
Component: instant_effect
Constructs: add_equipment_production
Source: game
File: history/units/KHM_1936.txt

Code:
instant_effect = {
	add_equipment_production = {
		equipment = {
			type = infantry_equipment_0
			creator = KHM
		}
		requested_factories = 1
		progress = 0.52
		efficiency = 20
	}
}
### Entity: Scripted Effect
Component: AFG_calculate_percentage
Constructs: limit, set_variable, check_variable, add_to_variable
Source: game
File: common/scripted_effects/r56_AFG_scripted_effects.txt

Code:
AFG_calculate_percentage = {
	set_variable = {
		var = 100
		 = _var
		value = 100
	}
	if = {
		limit = {
			check_variable = {
				AFG.AFG_nwfp_influence_var = AFG.RAJ_PAK_nwfp_influence_var
			}
		}
		set_variable = {
			var = AFG.AFG_percentage
			value = 50
		} {
			var = AFG.RAJ_PAK_percentage
			value = 50
		}
	}
	else_if = {
		limit = {
			check_variable = {
				AFG.AFG_nwfp_influence_var = > AFG.RAJ_PAK_nwfp_influence_var
			}
		}
		subtract_from_variable = {
			var = AFG.AFG_nwfp_influence_var
			value = AFG.RAJ_PAK_nwfp_influence_var
		} {
			var = 100
			 = _var
			value = AFG.AFG_percentage
		} {
			var = AFG.AFG_nwfp_influence_var
			value = 50
		}
		add_to_variable = {
			var = AFG.AFG_nwfp_influence_var
			value = 50
		} {
			var = AFG.AFG_nwfp_influence_var
			value = AFG.RAJ_PAK_nwfp_influence_var
		}
		set_variable = {
			var = AFG.AFG_percentage
			value = AFG.AFG_nwfp_influence_var
		} {
			var = AFG.RAJ_PAK_percentage
			value = 100
			 = _var
		}
		clamp_variable = {
			var = AFG.AFG_percentage
			min = 0
			max = 100
		}
	} {
		limit = {
			check_variable = {
				AFG.RAJ_PAK_nwfp_influence_var = > AFG.AFG_nwfp_influence_var
			}
		}
		subtract_from_variable = {
			var = AFG.RAJ_PAK_nwfp_influence_var
			value = AFG.AFG_nwfp_influence_var
		} {
			var = 100
			 = _var
			value = AFG.RAJ_PAK_percentage
		} {
			var = AFG.RAJ_PAK_nwfp_influence_var
			value = 50
		}
		add_to_variable = {
			var = AFG.RAJ_PAK_nwfp_influence_var
			value = 50
		} {
			var = AFG.RAJ_PAK_nwfp_influence_var
			value = AFG.AFG_nwfp_influence_var
		}
		set_variable = {
			var = AFG.RAJ_PAK_percentage
			value = AFG.RAJ_PAK_nwfp_influence_var
		} {
			var = AFG.AFG_percentage
			value = 100
			 = _var
		}
		clamp_variable = {
			var = AFG.RAJ_PAK_percentage
			min = 0
			max = 100
		}
	}
}
### Entity: National Focus
Tree: spr_focus
Component: SPR_wartime_industry
Constructs: prerequisite, has_war, limit, completion_reward, complete_tooltip, every_state, has_state_flag, add_extra_state_shared_building_slots
Source: game
File: common/national_focus/spain.txt

Code:
focus = {
	id = SPR_wartime_industry
	available = {
		has_war = yes
	}
	bypass = {

	}
	prerequisite = {
		focus = SPR_prepare_for_the_next_war
	}
	icon = GFX_goal_generic_construct_mil_factory
	x = 2
	y = 1
	relative_position_id = SPR_prepare_for_the_next_war
	cost = 10
	available_if_capitulated = yes
	complete_tooltip = {
		every_state = {
			limit = {
				has_state_flag = SPR_wartime_industry_1mil
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
				}
				is_core_of = ROOT
			}
			set_state_flag = SPR_wartime_industry_1mil
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
				}
				is_core_of = ROOT
				NOT = {
					has_state_flag = SPR_wartime_industry_1mil
				}
			}
			set_state_flag = SPR_wartime_industry_1mil
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
				}
				is_core_of = ROOT
				NOT = {
					has_state_flag = SPR_wartime_industry_1mil
				}
			}
			set_state_flag = SPR_wartime_industry_1mil
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		} {
			limit = {
				free_building_slots = {
					building = arms_factory
					size = > 0
				}
				is_core_of = ROOT
				NOT = {
					has_state_flag = SPR_wartime_industry_1mil
				}
			}
			set_state_flag = SPR_wartime_industry_1mil
			add_extra_state_shared_building_slots = 1
			add_building_construction = {
				type = arms_factory
				level = 1
				instant_build = yes
			}
		}
	}
}
### Entity: National Focus
Tree: pol_focus
Component: POL_strike_force
Constructs: prerequisite, limit, completion_reward, has_dlc, add_tech_bonus
Source: game
File: common/national_focus/poland.txt

Code:
focus = {
	id = POL_strike_force
	icon = GFX_goal_generic_occupy_states_coastal
	prerequisite = {
		focus = POL_the_twin_threats
	} {
		focus = POL_import_submarine_technology
	}
	mutually_exclusive = {
		focus = POL_coastal_defense
	}
	x = 3
	y = 1
	relative_position_id = POL_the_twin_threats
	cost = 10
	ai_will_do = {
		factor = 10
	}
	available_if_capitulated = yes
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
	completion_reward = {
		if = {
			limit = {
				NOT = {
					has_dlc = Man the Guns
				}
			}
			add_tech_bonus = {
				name = POL_strike_force
				bonus = 0.75
				uses = 2
				category = ca_tech
			} {
				name = POL_strike_force
				bonus = 1.0
				uses = 1
				category = ca_tech
			}
		}
		else = {
			add_tech_bonus = {
				name = POL_strike_force
				bonus = 1.0
				uses = 2
				category = ca_tech
			}
		}
	}
}
### Entity: Idea
Component: SIK_three_year_plan
Constructs: production_speed_buildings_factor, removal_cost
Source: game
File: common/ideas/sinkiang.txt

Code:
SIK_three_year_plan = {
	allowed = {
		always = no
	}
	picture = man_five_year_plan_industry
	removal_cost = -1
	modifier = {
		consumer_goods_factor = -0.05
		production_speed_buildings_factor = 0.05
		political_power_factor = -0.05
	}
}
### Entity: Character
Component: GER_butcher_of_the_january_revolution
Constructs: war_support_factor, communism_drift, democratic_drift
Source: game
File: common/country_leader/r56_traits.txt

Code:
GER_butcher_of_the_january_revolution = {
	sprite = 12
	random = no
	war_support_factor = 0.05
	communism_drift = -0.02
	democratic_drift = -0.02
	drift_defence_factor = 0.1
	political_power_factor = 0.05
	root_out_resistance_effectiveness_factor = 0.25
	command_power_gain_mult = 0.25
}
### Entity: Scripted Effect
Component: add_ruling_to_fas
Constructs: limit, has_government, add_ruling_to_fas, add_ruling_to_fas_tt, set_variable, add_to_variable, set_popularities
Source: game
File: common/scripted_effects/00_scripted_effects.txt

Code:
add_ruling_to_fas = {
	custom_effect_tooltip = add_ruling_to_fas_tt
	hidden_effect = {
		if = {
			limit = {
				has_government = neutrality
			}
			set_variable = {
				var = neutrality_support_var
				value = party_popularity_100@neutrality
			} {
				var = democratic_support_var
				value = party_popularity_100@democratic
			} {
				var = communism_support_var
				value = party_popularity_100@communism
			} {
				var = fascism_support_var
				value = party_popularity_100@fascism
			} {
				var = neutrality_support_var
				value = 0
			}
			add_to_variable = {
				fascism_support_var = neutrality_support_var
			}
		} {
			limit = {
				has_government = communism
			}
			set_variable = {
				var = neutrality_support_var
				value = party_popularity_100@neutrality
			} {
				var = democratic_support_var
				value = party_popularity_100@democratic
			} {
				var = communism_support_var
				value = party_popularity_100@communism
			} {
				var = fascism_support_var
				value = party_popularity_100@fascism
			} {
				var = communism_support_var
				value = 0
			}
			add_to_variable = {
				fascism_support_var = communism_support_var
			}
		} {
			limit = {
				has_government = democratic
			}
			set_variable = {
				var = neutrality_support_var
				value = party_popularity_100@neutrality
			} {
				var = democratic_support_var
				value = party_popularity_100@democratic
			} {
				var = communism_support_var
				value = party_popularity_100@communism
			} {
				var = fascism_support_var
				value = party_popularity_100@fascism
			} {
				var = democratic_support_var
				value = 0
			}
			add_to_variable = {
				fascism_support_var = democratic_support_var
			}
		}
		set_popularities = {
			democratic = democratic_support_var
			neutrality = neutrality_support_var
			fascism = fascism_support_var
			communism = communism_support_var
		}
	}
}
### Entity: AI Strategy
Component: EAI_ASW_destroyer_A
Constructs: check_variable, has_tech, any_of
Source: game
File: common/ai_equipment/EAI_navy_ASW_role.txt

Code:
EAI_ASW_destroyer_A = {
	category = naval
	roles = {
		naval_escort
	}
	priority = {
		base = 0
		modifier = {
			add = 8000
			check_variable = {
				EAI_FOCUS/NAVY/ASW_destroyer = global.EAI_A_ASW_DD_DESIGN
			}
		}
	}
	BASIC_ASW_DESTROYER_A = {
		role_icon_index = 3
		priority = {
			base = 0
			modifier = {
				add = 10000
				has_tech = basic_ship_hull_light
			}
		}
		target_variant = {
			type = ship_hull_light_2
			match_value = 1
			modules = {
				fixed_ship_fire_control_system_slot = {
					any_of = {
						ship_sonar
					}
					upgrade = > current
				}
				fixed_ship_radar_slot = {
					module = empty
				}
				fixed_ship_engine_slot = {
					module = light_ship_engine_2
					upgrade = current
				}
				fixed_ship_anti_air_slot = {
					any_of = {
						ship_anti_air
					}
					upgrade = > current
				}
				fixed_ship_battery_slot = {
					any_of = {
						ship_light_battery
					}
					upgrade = > current
				}
				fixed_ship_torpedo_slot = empty
				mid_1_custom_slot = {
					any_of = {
						ship_depth_charge
					}
					upgrade = > current
				}
				rear_1_custom_slot = {
					any_of = {
						ship_depth_charge
					}
					upgrade = > current
				}
			}
		}
		requirements = {
			module = ship_depth_charge ship_sonar
		}
	}
	IMPROVED_DESTROYER_A = {
		role_icon_index = 3
		priority = {
			base = 0
			modifier = {
				add = 20000
				has_tech = improved_ship_hull_light
			}
		}
		target_variant = {
			type = ship_hull_light_3
			match_value = 1
			modules = {
				fixed_ship_fire_control_system_slot = {
					any_of = {
						ship_sonar
					}
					upgrade = > current
				}
				fixed_ship_radar_slot = {
					any_of = {
						ship_radar
					}
					upgrade = > current
				}
				fixed_ship_engine_slot = {
					module = light_ship_engine_3
					upgrade = current
				}
				fixed_ship_anti_air_slot = {
					any_of = {
						ship_anti_air
					}
					upgrade = > current
				}
				fixed_ship_battery_slot = {
					any_of = {
						ship_light_battery
					}
					upgrade = > current
				}
				fixed_ship_torpedo_slot = empty
				front_1_custom_slot = {
					any_of = {
						ship_depth_charge
					}
					upgrade = > current
				}
				mid_1_custom_slot = {
					any_of = {
						ship_depth_charge
					}
					upgrade = > current
				}
				rear_1_custom_slot = {
					any_of = {
						ship_depth_charge
					}
					upgrade = > current
				}
			}
		}
		requireme
# ... (truncated)
### Entity: Event
Component: INS_revolution_events.14
Constructs: is_triggered_only, clear_global_event_target
Source: game
File: events/TAOG_Indonesia.txt

Code:
country_event = {
	id = INS_revolution_events.14
	title = INS_revolution_events.14.t
	desc = INS_revolution_events.14.desc
	picture = GFX_report_event_INS_militia_occupation
	is_triggered_only = yes
	option = {
		name = INS_revolution_events.14.a
		effect_tooltip = {
			indonesia_increase_escalation_1_effect = yes
			event_target:INS_temp_occupied_state = {
				transfer_state_to = INS
			}
		}
		hidden_effect = {
			clear_global_event_target = INS_temp_occupied_state
		}
	}
}
### Entity: Scripted Trigger
Component: EAI_Battleship_Focus_BB_PRESET
Constructs: limit
Source: game
File: common/scripted_triggers/EAI_ai_presets.txt

Code:
EAI_Battleship_Focus_BB_PRESET = {
	if = {
		limit = {
			EAI_MODE_normal = yes
		}
		OR = {
			original_tag = USA
		}
	}
	else_if = {
		limit = {
			EAI_MODE_challenging = yes
		}
		OR = {
			original_tag = USA ENG ITA FRA
		}
	}
}
### Entity: Event
Component: WW_hungary.1
Constructs: is_triggered_only, ai_chance, fire_only_once, add_tech_bonus, add_offsite_building
Source: game
File: events/WUW_Hungary.txt

Code:
country_event = {
	id = WW_hungary.1
	title = WW_hungary.1.t
	desc = WW_hungary.1.desc
	picture = GFX_report_event_bul_aircraft_repairs
	is_triggered_only = yes
	fire_only_once = yes
	option = {
		name = WW_hungary.1.a
		ai_chance = {
			factor = 100
		}
		add_tech_bonus = {
			bonus = 0.5
			uses = 1
			category = air_equipment
		}
		add_offsite_building = {
			type = industrial_complex
			level = 2
		}
	}
}
### Entity: State History
Component: 300
Constructs: add_core_of
Source: game
File: history/states/300-Uruguay.txt

Code:
state = {
	id = 300
	name = STATE_300
	manpower = 913770
	state_category = large_city
	resources = {
		steel = 2
	}
	history = {
		owner = URG
		add_core_of = URG
		buildings = {
			infrastructure = 3
			arms_factory = 1
			industrial_complex = 4
			dockyard = 1
			air_base = 1
			10362 = {
				naval_base = 6
				bunker = 1
				coastal_bunker = 1
			}
		}
		victory_points = {
			10362 10
		}
	}
	provinces = {
		4457 10362 12336 12496
	}
	local_supplies = 0.0
}
### Entity: Event
Component: BBA_ethiopia_exile_events.08
Constructs: is_triggered_only, ai_chance
Source: game
File: events/BBA_Ethiopia.txt

Code:
country_event = {
	id = BBA_ethiopia_exile_events.08
	title = BBA_ethiopia_exile_events.08.t
	desc = BBA_ethiopia_exile_events.08.desc
	is_triggered_only = yes
	picture = GFX_report_event_generic_sign_treaty2
	option = {
		name = BBA_ethiopia_exile_events.08.a
		ai_chance = {
			base = 10
		}
	}
}
### Entity: Order of Battle
Component: 116th Division
Constructs: division_template
Source: game
File: history/units/HBC_1936_sea.txt

Code:
division = {
	name = 116th Division
	location = 9843
	division_template = Sanjiao Jun
	start_equipment_factor = 0.2
	officer = {
		name = HBC_miao_yiliu
	}
}
### Entity: Character
Component: PER_ruhollah_khomeini
Source: game
File: common/characters/PER.txt

Code:
PER_ruhollah_khomeini = {
	name = PER_ruhollah_khomeini
	portraits = {
		civilian = {
			large = GFX_portrait_PER_ruhollah_khomeini
		}
	}
	country_leader = {
		ideology = marxism
		expire = 1965.1.1.1
		id = -1
		traits = {
			ayatollah_trait
		}
	}
}
### Entity: Character
Component: PER_generic_non_aligned
Constructs: has_completed_focus
Source: game
File: common/characters/PER.txt

Code:
PER_generic_non_aligned = {
	portraits = {
		civilian = {
			small = GFX_idea_generic_political_advisor_arab_2
		}
	}
	advisor = {
		slot = political_advisor
		idea_token = PER_generic_non_aligned
		allowed = {
			original_tag = PER
		}
		visible = {

		}
		available = {
			has_completed_focus = PER_promise_clergy_power
		}
		traits = {
			islamic_scholar
		}
	}
}
### Entity: Idea
Component: ITA_the_fight_against_stalinism
Constructs: has_completed_focus, removal_cost
Source: game
File: common/ideas/italy.txt

Code:
ITA_the_fight_against_stalinism = {
	picture = generic_democracy_banned
	removal_cost = -1
	allowed = {
		original_tag = ITA
	}
	allowed_civil_war = {
		has_completed_focus = ITA_the_fight_against_stalinism
	}
	targeted_modifier = {
		tag = SOU
		attack_bonus_against = 0.05
		defense_bonus_against = 0.15
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_send_military_advisors_to_spain
Constructs: has_completed_focus, prerequisite, limit, random_country, has_government, has_war_with, completion_reward, has_civil_war
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_send_military_advisors_to_spain
	icon = GFX_focus_intervention_spain_republic
	prerequisite = {
		focus = SOV_the_comintern
	}
	x = -3
	y = 1
	relative_position_id = SOV_the_comintern
	cost = 5
	ai_will_do = {
		factor = 1
		modifier = {
			factor = 0
			has_civil_war = yes
		}
	}
	available = {
		has_civil_war = no
		OR = {
			has_completed_focus = SOV_the_centre SOV_the_left_opposition SOV_the_right_opposition
		}
		if = {
			limit = {
				has_dlc = La Resistance
			}
			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 = {
				if = {
					limit = {
						has_completed_focus = SOV_covert_support_for_spanish_poum
					}
					country_exists = SPC
					NOT = {
						has_war_with = SPC
					}
				}
				else = {
					country_exists = SPD
					NOT = {
						has_war_with = SPD
					}
				}
			}
		}
		else = {
			any_other_country = {
				original_tag = SPR
				has_civil_war = yes
				NOT = {
					has_war_with = ROOT
				}
				OR = {
					has_government = democratic communism
				}
			}
		}
		has_government = communism
		is_subject = no
	}
	search_filters = {

	}
	completion_reward = {
		add_timed_idea = {
			idea = SOV_military_advisors_in_spain
			days = 1095
		}
		if = {
			limit = {
				has_dlc = La Resistance
				has_completed_focus = SOV_covert_support_for_spanish_poum SOV_coup_detat
				has_global_flag = SPR_anarchist_uprising_flag
				country_exists = SPC
				SPC = {
					has_completed_focus = SPR_the_anti_fascist_workers_revolution
				}
			}
			SPC = {
				hidden_effect = {
					country_event = {
						id = NSB_soviet_foreign_politics_events.20
						hours = 2
						random_hours = 1
					}
				}
				effect_tooltip = {
					add_timed_idea = {
						idea = SOV_soviet_advisors_spr
						days = 1095
					}
				}
			}
		} {
			limit = {
				has_dlc = La Resistance
			}
			custom_effect_tooltip = SOV_send_military_advisors_to_spain_generals_tt
			set_country_flag = SOV_spanish_refugee_generals_welcome_flag
		}
		else_if = {
			limit = {
				has_dlc = La Resistance
				country_exists = SPD
			}
			SPD = {
				hidden_effect = {
					country_event = {
						id 
# ... (truncated)
### Entity: Event
Component: naw_norway.85
Constructs: is_triggered_only, ai_chance, limit, add_political_power, set_state_name, is_core_of, add_core_of
Source: game
File: events/NaW_Norway.txt

Code:
country_event = {
	id = naw_norway.85
	title = naw_norway.85.t
	desc = naw_norway.85.d
	picture = GFX_report_event_merchant_ship_01
	is_triggered_only = yes
	option = {
		name = naw_norway.85.a
		ai_chance = {
			base = 25
		}
		970 = {
			set_state_name = Shetland
		} {
			if = {
				limit = {
					NOT = {
						is_core_of = NOR
					}
				}
				add_core_of = NOR
			}
		}
		add_political_power = 15
	} {
		name = naw_norway.85.b
		ai_chance = {
			base = 75
		}
		970 = {
			set_state_name = Hjaltland
		} {
			if = {
				limit = {
					NOT = {
						is_core_of = NOR
					}
				}
				add_core_of = NOR
			}
		}
		add_political_power = 15
	}
}