Losa10/PreTrain-HOI4-Modding-Assistant huggingface dataset:
### Entity: Event
Component: belgium.128
Constructs: has_completed_focus, has_war, limit, has_government, has_country_flag, add_political_power, has_idea, add_timed_idea
Source: game
File: events/BEL_additional_events.txt

Code:
country_event = {
	id = belgium.128
	title = belgium.128.t
	desc = belgium.128.desc
	picture = GFX_report_event_generic_riot
	trigger = {
		tag = BEL
		has_completed_focus = BEL_go_right
		fascism = > 0.15
		NOT = {
			has_government = fascism
		} {
			has_idea = BEL_fascism_banned
		} {
			has_country_flag = BEL_king_martial_law
		}
		has_war = no
	}
	mean_time_to_happen = {
		days = 178
	}
	option = {
		name = belgium.128.a
		add_timed_idea = {
			idea = BEL_repair_damages
			days = 15
		}
		if = {
			limit = {
				communism = > 0.12
			}
			add_popularity = {
				ideology = communism
				popularity = -0.01
			}
		}
	} {
		name = belgium.128.b
		add_political_power = -10
		add_timed_idea = {
			idea = BEL_repair_damages
			days = 5
		}
		if = {
			limit = {
				communism = > 0.12
			}
			add_popularity = {
				ideology = communism
				popularity = -0.01
			}
		}
	}
}
### Entity: Character
Component: army_chief_organizational_3
Source: game
File: common/country_leader/00_traits.txt

Code:
army_chief_organizational_3 = {
	sprite = 5
	army_org_factor = 0.12
	experience_gain_army = @chief_experience_gain_high
	command_cap_increase = @tier3_cp_cap_increase
	command_power = @tier3_cp_cost
	ai_will_do = {
		factor = @army_chief_factor_3
		modifier = {
			factor = 0
			command_power = < @tier3_cp_cost
		}
	}
}
### Entity: National Focus
Tree: bel_focus
Component: BEL_belgian_maginot
Constructs: prerequisite, limit, completion_reward, enable_automatic_bypass, has_dynamic_modifier, add_to_variable, add_dynamic_modifier, add_building_construction
Source: game
File: common/national_focus/belgium.txt

Code:
focus = {
	id = BEL_belgian_maginot
	icon = GFX_focus_SWE_hedgehog_defense
	prerequisite = {
		focus = BEL_expression_of_belgian_unity BEL_anti_corruption_taskforce
	}
	relative_position_id = BEL_expression_of_belgian_unity
	x = 1
	y = 1
	cost = 5
	available = {
		custom_trigger_tooltip = {
			tooltip = BEL_belgian_maginot_available_tt
			AND = {
				OR = {
					controls_province = 3488 6537 11519 9574 11419 6598 6560
				} {
					980 = {
						free_building_slots = {
							building = bunker
							size = > 2
							province = 3488
						} {
							building = bunker
							size = > 2
							province = 6537
						}
					}
					34 = {
						free_building_slots = {
							building = bunker
							size = > 2
							province = 11519
						}
					}
					977 = {
						free_building_slots = {
							building = bunker
							size = > 2
							province = 9574
						} {
							building = bunker
							size = > 2
							province = 11419
						} {
							building = bunker
							size = > 2
							province = 6598
						}
					}
					6 = {
						free_building_slots = {
							building = bunker
							size = > 2
							province = 6560
						}
					}
				}
			}
		}
	}
	bypass = {
		custom_trigger_tooltip = {
			tooltip = BEL_belgian_maginot_bypass_tt
			OR = {
				AND = {
					NOT = {
						controls_province = 3488
					} {
						controls_province = 6537
					} {
						controls_province = 11519
					} {
						controls_province = 9574
					} {
						controls_province = 11419
					} {
						controls_province = 6598
					} {
						controls_province = 6560
					}
				} {
					980 = {
						free_building_slots = {
							building = bunker
							size = < 3
							province = 3488
						} {
							building = bunker
							size = < 3
							province = 6537
						}
					}
					34 = {
						free_building_slots = {
							building = bunker
							size = < 3
							province = 11519
						}
					}
					6 = {
						free_building_slots = {
							building = bunker
							size = < 3
							province = 6560
						}
					}
					977 = {
						free_building_slots = {
							building = bunker
							size = < 3
							province = 9574
						} {
							building = bunker
							size = < 3
							province = 11419
						} {
							building = bunker
							size = < 3
							province = 6598
						}
					}
				}
			}
		}
	}
	enable_automatic_bypass = no
	completion_reward = {
		IF = {
			limit = {
				ha
# ... (truncated)
### Entity: Event
Component: wuw_GER_chinese_diplomacy.4
Constructs: is_triggered_only, ai_chance
Source: game
File: events/WUW_Germany.txt

Code:
country_event = {
	id = wuw_GER_chinese_diplomacy.4
	title = wuw_GER_chinese_diplomacy.4.t
	desc = wuw_GER_chinese_diplomacy.4.desc
	picture = GFX_report_event_gre_diplomacy
	is_triggered_only = yes
	option = {
		name = wuw_GER_chinese_diplomacy.4.a
		ai_chance = {
			base = 100
		}
	}
}
### Entity: National Focus
Tree: lit_focus
Component: LIT_exploit_the_international_bank
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/lithuania.txt

Code:
focus = {
	id = LIT_exploit_the_international_bank
	icon = GFX_focus_usa_reestablish_the_gold_standard
	prerequisite = {
		focus = LIT_state_media
	}
	x = 0
	y = 2
	relative_position_id = LIT_state_media
	cost = 10
	ai_will_do = {
		factor = 1
	}
	available = {

	}
	bypass = {

	}
	available_if_capitulated = no
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	completion_reward = {
		add_ideas = {
			EST_exploit_the_banks_idea
		}
	}
}
### Entity: Modding Documentation
Construct: total_equipment_produced_support_ship
Source: vanilla_docs
File: documentation/dynamic_variables_documentation.md

Doc:
### total_equipment_produced_support_ship
* description: Total produced equipment of typesupport_ship
### Entity: Scripted Effect
Component: EAI_INVASION_support_strongest_ally_invasion
Constructs: limit, has_country_flag, has_army_manpower, is_faction_leader, has_capitulated, has_variable, set_temp_variable, check_variable
Source: game
File: common/scripted_effects/EAI_MILITARY_naval_invasion_effects.txt

Code:
EAI_INVASION_support_strongest_ally_invasion = {
	if = {
		limit = {
			has_army_manpower = {
				size = > 250000
			}
			OR = {
				is_faction_leader = no
				has_capitulated = yes
			}
			any_allied_country = {
				NOT = {
					tag = ROOT
				} {
					any_allied_country = {
						NOT = {
							tag = ROOT
						}
						strength_ratio = {
							tag = PREV
							ratio = > 1.0
						}
					}
				}
				has_variable = EAI_naval_invasion_target
				set_temp_variable = {
					strongest_member_invasion_target = EAI_naval_invasion_target
				}
			}
		}
		var:strongest_member_invasion_target = {
			if = {
				limit = {
					NOT = {
						has_country_flag = EAI_naval_invasion_from_@ROOT
					}
				}
				ROOT = {
					EAI_INVASION_cancel_target = yes
					EAI_INVASION_set_target = yes
				}
				if = {
					limit = {
						ROOT = {
							has_country_flag = EAI_naval_invasion_logging
							check_variable = {
								log_started_invasion = 1
							}
						}
					}
					log = [GetYear] [GetMonth] | AI | [Root.GetName] | INVASION: reason: EAI_INVASION_support_strongest_ally_invasion
				}
				set_temp_variable = {
					log_started_invasion = 0
				}
			}
		}
		set_temp_variable = {
			selected_invasion_target = 1
		}
	}
}
### Entity: Character
Component: left_trade_unionist
Constructs: research_speed_factor
Source: game
File: common/country_leader/00_traits.txt

Code:
left_trade_unionist = {
	random = no
	sprite = 13
	political_power_factor = -0.1
	drift_defence_factor = 0.1
	research_speed_factor = 0.1
	min_export = -0.1
}
### Entity: National Focus
Tree: arg_focus
Component: ARG_capital_ships_development
Constructs: prerequisite, completion_reward, add_tech_bonus
Source: game
File: common/national_focus/r56_argentina.txt

Code:
focus = {
	id = ARG_capital_ships_development
	icon = GFX_focus_generic_navy_battleship2
	prerequisite = {
		focus = ARG_fleet_modernization
	}
	mutually_exclusive = {
		focus = ARG_carrier_development
	}
	x = 20
	y = 2
	cost = 10
	completion_reward = {
		add_tech_bonus = {
			name = ARG_capital_ships_development
			bonus = 1
			uses = 1
			category = bc_tech
		} {
			name = ARG_capital_ships_development
			bonus = 1
			uses = 1
			category = bb_tech
		}
	}
	search_filters = {
		FOCUS_FILTER_RESEARCH
	}
}
### Entity: Country History
Country: POR
Component: POR_technology
Constructs: set_technology
Source: game
File: history/countries/POR - Portugal.txt

Code:
# Starting Technologies for POR
set_technology = {
	infantry_weapons = 1
	infantry_weapons1 = 1
	tech_trucks = 1
	gw_artillery = 1
	interwar_antiair = 1
	tech_support = 1
	tech_engineers = 1
	basic_train = 1
}
### Entity: Idea
Component: PAL_endorsed_farming_industry
Constructs: removal_cost
Source: game
File: common/ideas/palestine.txt

Code:
PAL_endorsed_farming_industry = {
	picture = LIT_invested_in_farms
	allowed = {
		tag = PAL
	}
	available = {

	}
	cancel = {

	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	modifier = {
		local_resources_factor = 0.15
	}
}
### Entity: Operation
Component: collaboration_government_set_up_planning_committees
Source: game
File: common/operation_phases/lar_collaboration_government.txt

Code:
collaboration_government_set_up_planning_committees = {
	name = collaboration_government_set_up_planning_committees
	desc = collaboration_government_set_up_planning_committees_desc
	outcome = collaboration_government_set_up_planning_committees_outcome
	picture = GFX_phase_collaboration_government_set_up_planning_committees
	icon = GFX_phase_collaboration_government_set_up_planning_committees_small
	requirements = {

	}
	equipment = {
		civilian_factories = {
			amount = 3
			days = 90
		}
	}
}
### Entity: Equipment
Component: mio_cat_eq_all_tanks
Source: game
File: common/equipment_groups/mio_equipment_groups.txt

Code:
mio_cat_eq_all_tanks = {
	equipment_type = {
		light_tank_chassis amphibious_tank_chassis medium_tank_chassis modern_tank_chassis heavy_tank_chassis super_heavy_tank_chassis light_tank_destroyer_chassis medium_tank_destroyer_chassis heavy_tank_destroyer_chassis super_heavy_tank_destroyer_chassis modern_tank_destroyer_chassis
	}
}
### Entity: AI Strategy
Component: GER_heavy_tank_destroyer
Constructs: has_war, has_war_with, has_tech, any_of
Source: game
File: common/ai_equipment/GER_tank.txt

Code:
GER_heavy_tank_destroyer = {
	category = land
	blocked_for = {

	}
	available_for = {
		GER
	}
	roles = {
		land_heavy_tank_destroyer
	}
	priority = {
		factor = 50
		modifier = {
			NOT = {
				has_tech = basic_heavy_tank_chassis
			}
			any_enemy_country = {
				has_tech = basic_heavy_tank_chassis
			}
			factor = 3
		}
	}
	heavy_tank_destroyer_1 = {
		priority = {
			factor = 10
		}
		enable = {
			has_tech = antitank2
		}
		history = yes
		target_variant = {
			match_value = 1000
			type = heavy_tank_destroyer_chassis_1
			modules = {
				main_armament_slot = {
					any_of = {
						tank_heavy_cannon_2 tank_high_velocity_cannon_2 tank_heavy_cannon
					}
				}
				turret_type_slot = tank_heavy_fixed_superstructure_turret
				suspension_type_slot = tank_bogie_suspension
				armor_type_slot = tank_riveted_armor
				engine_type_slot = tank_gasoline_engine
				special_type_slot_1 = tank_radio_module
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = 4
				tank_nsb_armor_upgrade = {
					base = 2
					modifier = {
						add = 2
						has_war = yes
					}
				}
			}
		}
		allowed_modules = {
			tank_heavy_cannon_2 tank_heavy_cannon tank_high_velocity_cannon_2 tank_heavy_fixed_superstructure_turret tank_bogie_suspension tank_riveted_armor tank_gasoline_engine tank_radio_3 tank_radio_2 tank_radio_1
		}
	}
	heavy_tank_destroyer_2 = {
		priority = {
			factor = 20
		}
		enable = {
			OR = {
				has_tech = interwar_antitank artillery1
			}
		}
		history = yes
		target_variant = {
			match_value = 1500
			type = heavy_tank_destroyer_chassis_2
			modules = {
				main_armament_slot = {
					any_of = {
						tank_high_velocity_cannon_3 tank_heavy_cannon_2
					}
				}
				turret_type_slot = tank_heavy_fixed_superstructure_turret
				suspension_type_slot = tank_interleaved_suspension
				armor_type_slot = tank_welded_armor
				engine_type_slot = tank_petrol_electric_engine
				special_type_slot_1 = tank_radio_module
				special_type_slot_2 = empty
				special_type_slot_3 = empty
				special_type_slot_4 = empty
			}
			upgrades = {
				tank_nsb_engine_upgrade = {
					base = 10
					modifier = {
						add = 6
						has_war = yes
					}
				}
				tank_nsb_armor_upgrade = {
					base = 10
					modifier = {
						add = 6
						has_war = yes
					} {
						add = 4
						has_war_wi
# ... (truncated)
### Entity: Character
Component: BOT_stc
Source: game
File: common/characters/BOT.txt

Code:
BOT_stc = {
	advisor = {
		slot = political_advisor
		idea_token = BOT_stc
		allowed = {
			original_tag = BOT
		}
		traits = {
			smooth_talking_charmer
		}
	}
	portraits = {
		army = {
			small = GFX_idea_generic_political_advisor_african_3
		}
	}
}
### Entity: AI Strategy
Component: EAI_BUILDING_construction_NIC_73
Constructs: has_country_flag
Source: game
File: common/ai_strategy/EAI_BUILDING_construction_strategies.txt

Code:
EAI_BUILDING_construction_NIC_73 = {
	enable = {
		has_country_flag = {
			flag = EAI_BUILDING_build_num_NIC
			value = 73
		}
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = building_target
		id = dockyard
		value = 73
	}
}
### Entity: Idea
Component: CZE_exiles_idea_POL
Constructs: has_war_with, removal_cost
Source: game
File: common/ideas/czechoslovakia.txt

Code:
CZE_exiles_idea_POL = {
	name = CZE_exiles_idea_POL
	picture = generic_aircraft_support
	allowed = {
		always = no
	}
	available = {
		NOT = {
			has_war_with = CZE
		}
	}
	removal_cost = -1
	modifier = {
		air_untrained_pilots_penalty_factor = -0.05
		experience_gain_air_factor = 0.05
	}
}
### Entity: National Focus
Tree: sov_focus
Component: SOV_finish_the_five_year_plan
Constructs: prerequisite, limit, completion_reward, complete_tooltip, every_state, has_state_flag, add_extra_state_shared_building_slots, add_building_construction
Source: game
File: common/national_focus/soviet.txt

Code:
focus = {
	id = SOV_finish_the_five_year_plan
	icon = GFX_SOV_finish_the_five_year_plan_ccp_2d_sov_compatibility
	prerequisite = {
		focus = SOV_infrastructure_effort_nsb
	} {
		focus = SOV_heavy_industry
	}
	x = 1
	y = 1
	relative_position_id = SOV_infrastructure_effort_nsb
	cost = 10
	available = {
		custom_trigger_tooltip = {
			tooltip = SOV_fyp_controlled_factories_tier_1_tt
			NOT = {
				num_of_controlled_factories = < SOV_fyp_factory_requirement_tier_1
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_INDUSTRY
	}
	complete_tooltip = {
		every_state = {
			limit = {
				has_state_flag = SOV_finish_five_year_plan_2IC
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
		}
	}
	completion_reward = {
		random_owned_controlled_state = {
			limit = {
				industrial_complex = > 0
				free_building_slots = {
					building = industrial_complex
					size = > 2
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
			set_state_flag = SOV_finish_five_year_plan_2IC
		} {
			limit = {
				industrial_complex = > 0
				free_building_slots = {
					building = industrial_complex
					size = > 1
					include_locked = yes
				}
			}
			add_extra_state_shared_building_slots = 2
			add_building_construction = {
				type = industrial_complex
				level = 1
				instant_build = yes
			}
			set_state_flag = SOV_finish_five_year_plan_2IC
		}
		custom_effect_tooltip = generic_skip_one_line_tt available_political_advisor
		show_ideas_tooltip = SOV_lazar_kaganovich
	}
}
### Entity: Country History
Country: GUK
Component: GUK_technology
Constructs: set_technology
Source: game
File: history/countries/GUK - Green Ukraine.txt

Code:
# Starting Technologies for GUK
set_technology = {
	etax_doctrine = 1
	camo = 1
	infantry_weapons = 1
	infantry_weapons1 = 1
	winter_clothes_gw = 1
	tech_trucks = 1
	motorised_infantry = 1
	basic_train = 1
	tech_support = 1
	tech_recon = 1
	tech_engineers = 1
	gw_artillery = 1
	early_ship_hull_submarine = 1
	early_ship_hull_light = 1
	early_ship_hull_cruiser = 1
	early_ship_hull_heavy = 1
	basic_battery = 1
	basic_torpedo = 1
}
### Entity: Idea
Component: GER_marshall_plan_idea
Constructs: removal_cost
Source: game
File: common/ideas/r56_germany.txt

Code:
GER_marshall_plan_idea = {
	removal_cost = -1
	allowed = {
		always = no
	}
	picture = generic_pp_unity_bonus
	modifier = {
		production_factory_max_efficiency_factor = 0.05
		global_building_slots_factor = 0.2
	}
}
### Entity: National Focus
Tree: isr_focus
Component: ISR_strengthen_maki
Constructs: prerequisite, limit, has_country_flag, completion_reward, is_ai, check_variable, set_party_name
Source: game
File: common/national_focus/israel.txt

Code:
focus = {
	id = ISR_strengthen_maki
	icon = GFX_goal_ISR_communists
	relative_position_id = ISR_limited_return
	x = -3
	y = 1
	available = {
		if = {
			limit = {
				is_ai = no
			}
			has_country_flag = ISR_maki_in_coalition
			custom_trigger_tooltip = {
				tooltip = ISR_maki_above_10
				check_variable = {
					ISR_maki_seats = > 9
				}
			}
		}
	}
	prerequisite = {
		focus = ISR_limited_return
	}
	mutually_exclusive = {
		focus = ISR_toe_line
	}
	cost = 6
	completion_reward = {
		set_party_name = {
			ideology = communism
			long_name = HaMiflega HaKomunistit HaYisraelit
			name = Maki
		}
		promote_character = ISR_shmuel_mikunis
	}
}
### Entity: National Focus
Tree: hon_focus
Component: HON_intendancies
Constructs: prerequisite, add_ideas, completion_reward
Source: game
File: common/national_focus/honduras.txt

Code:
focus = {
	id = HON_intendancies
	icon = GFX_focus_generic_self_management
	prerequisite = {
		focus = HON_haciendas
	}
	x = 28
	y = 5
	cost = 10
	ai_will_do = {
		factor = 10
	}
	completion_reward = {
		add_ideas = HON_intendancies
	}
	search_filters = {
		FOCUS_FILTER_POLITICAL
	}
}
### Entity: Idea
Component: combined_bomber_offensive
Constructs: removal_cost, equipment_bonus
Source: game
File: common/ideas/usa.txt

Code:
combined_bomber_offensive = {
	allowed = {
		always = no
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = generic_air_bonus
	equipment_bonus = {
		large_plane_airframe = {
			air_range = 0.1
			instant = yes
		}
	}
}
### Entity: Idea
Component: AFG_radio_networks
Constructs: research_speed_factor, stability_factor, removal_cost
Source: game
File: common/ideas/afghanistan.txt

Code:
AFG_radio_networks = {
	allowed = {
		tag = AFG
	}
	allowed_civil_war = {
		always = yes
	}
	removal_cost = -1
	picture = SWE_radiotjanst
	modifier = {
		research_speed_factor = 0.04
		drift_defence_factor = 0.3
		stability_factor = 0.05
	}
}
### Entity: National Focus
Tree: sau_focus
Component: SAU_ask_british_colonies
Constructs: prerequisite, limit, owns_state, has_war_with, add_opinion_modifier, completion_reward, is_puppet, has_army_manpower
Source: game
File: common/national_focus/saudi_arabia.txt

Code:
focus = {
	id = SAU_ask_british_colonies
	icon = GFX_goal_generic_intelligence_exchange
	prerequisite = {
		focus = SAU_increase_oil_exportations_to_the_allies SAU_spread_islam_force SAU_political_correctness
	}
	relative_position_id = SAU_spread_islam_force
	mutually_exclusive = {
		focus = SAU_destabilize_the_east
	}
	x = -6
	y = 1
	cost = 10
	available = {
		is_puppet = no
		has_army_manpower = {
			size = > 50000
		}
	}
	completion_reward = {
		add_named_threat = {
			threat = 1
			name = SAU_claim
		}
		every_other_country = {
			limit = {
				OR = {
					owns_state = 455 1021 1022 454 966 949 1016 1017 656 658 765 1007 659
				}
				NOT = {
					has_war_with = ROOT
				}
			}
			if = {
				limit = {
					is_subject = yes
				}
				overlord = {
					country_event = arabia.1
				}
			}
			else = {
				country_event = arabia.1
			}
			add_opinion_modifier = {
				target = SAU
				modifier = demanded_our_colonies
			}
		}
	}
	search_filters = {
		FOCUS_FILTER_ANNEXATION
	}
}
### Entity: Scripted Effect
Component: SAF_german_coup_equipment_HOL_fighters_20
Constructs: add_equipment_to_stockpile, limit, is_ai, send_equipment, add_manpower
Source: game
File: common/scripted_effects/SAF_german_coup_effects.txt

Code:
SAF_german_coup_equipment_HOL_fighters_20 = {
	if = {
		limit = {
			is_ai = yes
		}
		effect_tooltip = {
			send_equipment = {
				target = SAF
				type = fighter_equipment_1
				amount = 20
			}
			add_manpower = -300
			SAF = {
				add_manpower = 300
			}
		}
		hidden_effect = {
			add_equipment_to_stockpile = {
				type = fighter_equipment_1
				amount = -20
			}
			add_manpower = -300
			SAF = {
				add_equipment_to_stockpile = {
					type = fighter_equipment_1
					amount = 20
					producer = HOL
				}
				add_manpower = 300
			}
		}
		else = {
			send_equipment = {
				target = SAF
				type = fighter_equipment_1
				amount = 20
			}
			add_manpower = -300
			SAF = {
				add_manpower = 300
			}
		}
	}
}
### Entity: AI Strategy
Component: ETH_prepare_to_defend_afar_border
Constructs: has_war_with
Source: game
File: common/ai_strategy/ETH.txt

Code:
ETH_prepare_to_defend_afar_border = {
	allowed = {
		original_tag = ETH
	}
	enable = {
		has_war_with = ITA
		AFA = {
			exists = yes
		}
		date = < 1937.1.1
	}
	abort_when_not_enabled = yes
	ai_strategy = {
		type = prepare_for_war
		id = AFA
		value = 200
	}
}
### Entity: Decision
Component: PER_civil_unrest_category
Constructs: has_completed_focus, has_country_flag, add_stability, fire_only_once, has_civil_war, has_global_flag, cancel_if_not_visible, is_good
Source: game
File: common/decisions/PER.txt

Code:
PER_civil_unrest_category = {
	PER_civil_war_imminent = {
		icon = GFX_decision_revolt
		allowed = {
			tag = PER
		}
		priority = 100
		available = {
			OR = {
				has_civil_war = yes
				AND = {
					has_country_flag = PER_parliament_dissolved PER_economy_proved PER_military_fielded
				}
			}
		}
		activation = {
			original_tag = PER
			has_completed_focus = PER_legacy_of_greatness
			NOT = {
				has_global_flag = PER_civil_war_happened
			}
		}
		cancel_if_not_visible = yes
		is_good = no
		fire_only_once = yes
		selectable_mission = no
		days_mission_timeout = 365
		timeout_effect = {
			country_event = PER_revolution_events.1
		}
	}
	PER_dissolve_parliament = {
		priority = 98
		icon = GFX_decision_generic_political_discourse
		ai_will_do = {
			base = 100
		}
		allowed = {
			original_tag = PER
		}
		visible = {
			original_tag = PER
			has_completed_focus = PER_assessing_the_opposition
			NOT = {
				has_global_flag = PER_civil_war_happened
			}
		}
		available = {
			original_tag = PER
			has_completed_focus = PER_assessing_the_opposition
		}
		days_remove = 30
		cost = 100
		fire_only_once = yes
		modifier = {
			political_power_factor = -0.2
		}
		remove_effect = {
			custom_effect_tooltip = PER_end_civil_war_tt CHL_skip_one_line_tt CHL_skip_one_line_tt
			add_stability = 0.02
			add_days_mission_timeout = {
				mission = PER_civil_war_imminent
				days = 75
			}
			hidden_effect = {
				set_country_flag = PER_parliament_dissolved
			}
		}
	}
	PER_stabilize_economy = {
		priority = 98
		icon = GFX_decision_generic_industry
		ai_will_do = {
			base = 100
		}
		allowed = {
			original_tag = PER
		}
		visible = {
			original_tag = PER
			has_completed_focus = PER_assessing_the_opposition
			NOT = {
				has_global_flag = PER_civil_war_happened
			}
		}
		available = {
			original_tag = PER
			has_completed_focus = PER_assessing_the_opposition
			num_of_owned_factories = > 12
		}
		days_remove = 30
		cost = 80
		fire_only_once = yes
		modifier = {
			political_power_factor = -0.2
		}
		remove_effect = {
			custom_effect_tooltip = PER_end_civil_war_tt CHL_skip_one_line_tt CHL_skip_one_line_tt
			add_stability = 0.02
			add_days_mission_timeout = {
				mission = PER_civil_war_imminent
				days = 75
			}
			hidden_effect = {
				set_country_flag = PER_economy_proved
			}
		}
	}
	PER_prepare_military = {
		priority = 98
		icon = GFX_decision_generic_prepa
# ... (truncated)